Repository: MeridianOXC/OpenXcom Branch: oxce-plus Commit: 911ca487fc0a Files: 1876 Total size: 18.2 MB Directory structure: gitextract_jqoemg2o/ ├── .astylerc ├── .clang-format ├── .editorconfig ├── .gitattributes ├── .github/ │ ├── issue_template.md │ ├── pull_request_template.md │ └── workflows/ │ └── nightly.test ├── .gitignore ├── .tx/ │ └── config ├── CHANGELOG.txt ├── CMakeLists.txt ├── Extended.txt ├── LICENSE.txt ├── README-macOS.md ├── README.md ├── bin/ │ ├── common/ │ │ ├── Language/ │ │ │ ├── Android/ │ │ │ │ ├── cs.yml │ │ │ │ ├── de.yml │ │ │ │ ├── el.yml │ │ │ │ ├── en-GB.yml │ │ │ │ ├── en-US.yml │ │ │ │ ├── es-419.yml │ │ │ │ ├── fi.yml │ │ │ │ ├── fr.yml │ │ │ │ ├── hu.yml │ │ │ │ ├── it.yml │ │ │ │ ├── ja.yml │ │ │ │ ├── ko.yml │ │ │ │ ├── no.yml │ │ │ │ ├── pl.yml │ │ │ │ ├── pt-BR.yml │ │ │ │ ├── pt-PT.yml │ │ │ │ ├── ro.yml │ │ │ │ ├── ru.yml │ │ │ │ ├── sv.yml │ │ │ │ └── uk.yml │ │ │ ├── OXCE/ │ │ │ │ ├── cs.yml │ │ │ │ ├── de.yml │ │ │ │ ├── el.yml │ │ │ │ ├── en-GB.yml │ │ │ │ ├── en-US.yml │ │ │ │ ├── es-419.yml │ │ │ │ ├── es-ES.yml │ │ │ │ ├── et.yml │ │ │ │ ├── fi.yml │ │ │ │ ├── fr.yml │ │ │ │ ├── hu.yml │ │ │ │ ├── it.yml │ │ │ │ ├── ja.yml │ │ │ │ ├── ko.yml │ │ │ │ ├── no.yml │ │ │ │ ├── pl.yml │ │ │ │ ├── pt-BR.yml │ │ │ │ ├── ro.yml │ │ │ │ ├── ru.yml │ │ │ │ ├── sv.yml │ │ │ │ └── uk.yml │ │ │ ├── Technical/ │ │ │ │ ├── cs.yml │ │ │ │ ├── de.yml │ │ │ │ ├── el.yml │ │ │ │ ├── en-GB.yml │ │ │ │ ├── en-US.yml │ │ │ │ ├── es-419.yml │ │ │ │ ├── fi.yml │ │ │ │ ├── fr.yml │ │ │ │ ├── hu.yml │ │ │ │ ├── it.yml │ │ │ │ ├── ja.yml │ │ │ │ ├── ko.yml │ │ │ │ ├── pl.yml │ │ │ │ ├── pt-BR.yml │ │ │ │ ├── ro.yml │ │ │ │ ├── ru.yml │ │ │ │ ├── sv.yml │ │ │ │ └── uk.yml │ │ │ ├── bg.yml │ │ │ ├── cs.yml │ │ │ ├── da.yml │ │ │ ├── de.yml │ │ │ ├── el.yml │ │ │ ├── en-GB.yml │ │ │ ├── en-US.yml │ │ │ ├── es-419.yml │ │ │ ├── es-ES.yml │ │ │ ├── et.yml │ │ │ ├── fi.yml │ │ │ ├── fr-CA.yml │ │ │ ├── fr.yml │ │ │ ├── hr.yml │ │ │ ├── hu.yml │ │ │ ├── it.yml │ │ │ ├── ja.yml │ │ │ ├── ko.yml │ │ │ ├── lb.yml │ │ │ ├── lv.yml │ │ │ ├── nl.yml │ │ │ ├── no.yml │ │ │ ├── pl.yml │ │ │ ├── pt-BR.yml │ │ │ ├── pt-PT.yml │ │ │ ├── ro.yml │ │ │ ├── ru.yml │ │ │ ├── sk.yml │ │ │ ├── sv.yml │ │ │ ├── tr.yml │ │ │ ├── uk.yml │ │ │ ├── zh-CN.yml │ │ │ └── zh-TW.yml │ │ ├── Palettes/ │ │ │ ├── TFTD-ACT-SAFE/ │ │ │ │ ├── PAL_BACKGROUND_SAFE.act │ │ │ │ ├── PAL_BASESCAPE_SAFE.act │ │ │ │ ├── PAL_BATTLESCAPE_1_SAFE.act │ │ │ │ ├── PAL_BATTLESCAPE_2_SAFE.act │ │ │ │ ├── PAL_BATTLESCAPE_3_SAFE.act │ │ │ │ ├── PAL_BATTLESCAPE_SAFE.act │ │ │ │ ├── PAL_GEOSCAPE_SAFE.act │ │ │ │ └── PAL_GRAPHS_SAFE.act │ │ │ ├── TFTD-JASC/ │ │ │ │ ├── BACKPALS.DAT.pal │ │ │ │ ├── PAL_BASESCAPE.pal │ │ │ │ ├── PAL_BATTLESCAPE.pal │ │ │ │ ├── PAL_BATTLESCAPE_1.pal │ │ │ │ ├── PAL_BATTLESCAPE_2.pal │ │ │ │ ├── PAL_BATTLESCAPE_3.pal │ │ │ │ ├── PAL_GEOSCAPE.pal │ │ │ │ └── PAL_GRAPHS.pal │ │ │ ├── TFTD-JASC-SAFE/ │ │ │ │ ├── PAL_BACKGROUND_SAFE.pal │ │ │ │ ├── PAL_BASESCAPE_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_1_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_2_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_3_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal │ │ │ │ ├── PAL_GEOSCAPE_SAFE.pal │ │ │ │ └── PAL_GRAPHS_SAFE.pal │ │ │ ├── TFTD-RIFF-SAFE/ │ │ │ │ ├── PAL_BACKGROUND_SAFE.pal │ │ │ │ ├── PAL_BASESCAPE_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_1_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_2_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_3_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal │ │ │ │ ├── PAL_GEOSCAPE_SAFE.pal │ │ │ │ └── PAL_GRAPHS_SAFE.pal │ │ │ ├── UFO-ACT-SAFE/ │ │ │ │ ├── PAL_BACKGROUND_SAFE.act │ │ │ │ ├── PAL_BASESCAPE_SAFE.act │ │ │ │ ├── PAL_BATTLEPEDIA_SAFE.act │ │ │ │ ├── PAL_BATTLESCAPE_SAFE.act │ │ │ │ ├── PAL_BATTLE_COMMON_SAFE.act │ │ │ │ ├── PAL_GEOSCAPE_SAFE.act │ │ │ │ ├── PAL_GRAPHS_SAFE.act │ │ │ │ └── PAL_UFOPAEDIA_SAFE.act │ │ │ ├── UFO-JASC/ │ │ │ │ ├── BACKPALS.DAT.pal │ │ │ │ ├── PAL_BASESCAPE.pal │ │ │ │ ├── PAL_BATTLEPEDIA.pal │ │ │ │ ├── PAL_BATTLESCAPE.pal │ │ │ │ ├── PAL_BATTLE_COMMON.pal │ │ │ │ ├── PAL_GEOSCAPE.pal │ │ │ │ ├── PAL_GRAPHS.pal │ │ │ │ └── PAL_UFOPAEDIA.pal │ │ │ ├── UFO-JASC-SAFE/ │ │ │ │ ├── PAL_BACKGROUND_SAFE.pal │ │ │ │ ├── PAL_BASESCAPE_SAFE.pal │ │ │ │ ├── PAL_BATTLEPEDIA_SAFE.pal │ │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal │ │ │ │ ├── PAL_BATTLE_COMMON_SAFE.pal │ │ │ │ ├── PAL_GEOSCAPE_SAFE.pal │ │ │ │ ├── PAL_GRAPHS_SAFE.pal │ │ │ │ └── PAL_UFOPAEDIA_SAFE.pal │ │ │ └── UFO-RIFF-SAFE/ │ │ │ ├── PAL_BACKGROUND_SAFE.pal │ │ │ ├── PAL_BASESCAPE_SAFE.pal │ │ │ ├── PAL_BATTLEPEDIA_SAFE.pal │ │ │ ├── PAL_BATTLESCAPE_SAFE.pal │ │ │ ├── PAL_BATTLE_COMMON_SAFE.pal │ │ │ ├── PAL_GEOSCAPE_SAFE.pal │ │ │ ├── PAL_GRAPHS_SAFE.pal │ │ │ └── PAL_UFOPAEDIA_SAFE.pal │ │ ├── Shaders/ │ │ │ ├── 5xBR_Rounded.OpenGL.shader │ │ │ ├── 5xBR_Semi-Rounded.OpenGL.shader │ │ │ ├── 5xBR_Squared.OpenGL.shader │ │ │ ├── CRT-Lottes-Warp.OpenGL.shader │ │ │ ├── CRT-Lottes.OpenGL.shader │ │ │ ├── CRT-interlaced.OpenGL.shader │ │ │ ├── CRT-simple.OpenGL.shader │ │ │ ├── CRT.OpenGL.shader │ │ │ ├── Curvature.OpenGL.shader │ │ │ ├── HQ2x.OpenGL.shader │ │ │ ├── Openxcom.OpenGL.shader │ │ │ ├── Phosphor-simple.OpenGL.shader │ │ │ ├── Pixellate.OpenGL.shader │ │ │ ├── Quilez.OpenGL.shader │ │ │ ├── Raw.OpenGL.shader │ │ │ ├── SABR-XCOMified.OpenGL.shader │ │ │ ├── SABR.OpenGL.shader │ │ │ ├── Scale2x.OpenGL.shader │ │ │ ├── Scale4xHQ.OpenGL.shader │ │ │ ├── dot_n_bloom.OpenGL.shader │ │ │ ├── heavybloom.OpenGL.shader │ │ │ ├── scanline-3x.OpenGL.shader │ │ │ ├── scanline-4x.OpenGL.shader │ │ │ └── simplebloom.OpenGL.shader │ │ ├── SoldierName/ │ │ │ ├── American.nam │ │ │ ├── Arabic.nam │ │ │ ├── Argentina.nam │ │ │ ├── Belgium.nam │ │ │ ├── British.nam │ │ │ ├── Bulgarian.nam │ │ │ ├── Chinese.nam │ │ │ ├── Congolese.nam │ │ │ ├── Czech.nam │ │ │ ├── Danish.nam │ │ │ ├── Dutch.nam │ │ │ ├── Ethiopian.nam │ │ │ ├── Finnish.nam │ │ │ ├── French.nam │ │ │ ├── German.nam │ │ │ ├── Greek.nam │ │ │ ├── Hindi.nam │ │ │ ├── Hungarian.nam │ │ │ ├── Irish.nam │ │ │ ├── Italian.nam │ │ │ ├── Japanese.nam │ │ │ ├── Kenyan.nam │ │ │ ├── Korean.nam │ │ │ ├── Nigerian.nam │ │ │ ├── Norwegian.nam │ │ │ ├── Polish.nam │ │ │ ├── Polynesia.nam │ │ │ ├── Portuguese.nam │ │ │ ├── Romanian.nam │ │ │ ├── Russian.nam │ │ │ ├── Slovak.nam │ │ │ ├── Spanish.nam │ │ │ ├── Swedish.nam │ │ │ └── Turkish.nam │ │ └── dont-touch.me │ └── standard/ │ ├── Aliens_Pick_Up_Weapons/ │ │ ├── Aliens_Pick_Up_Weapons.rul │ │ └── metadata.yml │ ├── Aliens_Pick_Up_Weapons_TFTD/ │ │ ├── Aliens_Pick_Up_Weapons.rul │ │ └── metadata.yml │ ├── Demigod_Difficulty/ │ │ ├── demigod.rul │ │ └── metadata.yml │ ├── Demigod_Difficulty_TFTD/ │ │ ├── demigod.rul │ │ └── metadata.yml │ ├── Limit_Craft_Item_Capacities/ │ │ ├── Limit_Craft_Item_Capacities.rul │ │ └── metadata.yml │ ├── Limit_Craft_Item_Capacities_TFTD/ │ │ ├── Limit_Craft_Item_Capacities.rul │ │ └── metadata.yml │ ├── OpenXCom_Unlimited_Waypoints/ │ │ ├── OpenXCom_Unlimited_Waypoints.rul │ │ └── metadata.yml │ ├── OpenXCom_Unlimited_Waypoints_TFTD/ │ │ ├── OpenXCom_Unlimited_Waypoints.rul │ │ └── metadata.yml │ ├── PSX_Static_Cydonia_Map/ │ │ ├── PSX_Static_Cydonia_Map.rul │ │ └── metadata.yml │ ├── Smarter_Equip/ │ │ ├── 1_Smarter_Equip.rul │ │ ├── 2_Smarter_Equip_Item_Categorization.rul │ │ ├── Language/ │ │ │ ├── cs.yml │ │ │ ├── de.yml │ │ │ ├── en-GB.yml │ │ │ ├── en-US.yml │ │ │ ├── it.yml │ │ │ ├── pl.yml │ │ │ ├── ru.yml │ │ │ └── uk.yml │ │ └── metadata.yml │ ├── Smarter_Equip_TFTD/ │ │ ├── 1_Smarter_Equip.rul │ │ ├── 2_Smarter_Equip_Item_Categorization.rul │ │ ├── Language/ │ │ │ ├── cs.yml │ │ │ ├── de.yml │ │ │ ├── en-GB.yml │ │ │ ├── en-US.yml │ │ │ ├── it.yml │ │ │ ├── pl.yml │ │ │ ├── ru.yml │ │ │ └── uk.yml │ │ └── metadata.yml │ ├── StrategyCore_Swap_Small_USOs_TFTD/ │ │ ├── StrategyCore_Swap_Small_USOs_TFTD.rul │ │ └── metadata.yml │ ├── TFTD_Damage/ │ │ ├── TFTD_Damage.rul │ │ └── metadata.yml │ ├── UFOextender_Gun_Melee/ │ │ ├── UFOextender_Gun_Melee.rul │ │ └── metadata.yml │ ├── UFOextender_Gun_Melee_TFTD/ │ │ ├── UFOextender_Gun_Melee.rul │ │ └── metadata.yml │ ├── UFOextender_Psionic_Line_Of_Fire/ │ │ ├── UFOextender_Psionic_Line_Of_Fire.rul │ │ └── metadata.yml │ ├── UFOextender_Psionic_Line_Of_Fire_TFTD/ │ │ ├── UFOextender_Psionic_Line_Of_Fire.rul │ │ └── metadata.yml │ ├── UFOextender_Starting_Avalanches/ │ │ ├── UFOextender_Starting_Avalanches.rul │ │ └── metadata.yml │ ├── XCOM_Damage/ │ │ ├── XCOM_Damage.rul │ │ └── metadata.yml │ ├── XcomUtil_Always_Daytime/ │ │ ├── XcomUtil_Always_Daytime.rul │ │ └── metadata.yml │ ├── XcomUtil_Always_Daytime_TFTD/ │ │ ├── XcomUtil_Always_Daytime.rul │ │ └── metadata.yml │ ├── XcomUtil_Always_Nighttime/ │ │ ├── XcomUtil_Always_Nighttime.rul │ │ └── metadata.yml │ ├── XcomUtil_Always_Nighttime_TFTD/ │ │ ├── XcomUtil_Always_Nighttime.rul │ │ └── metadata.yml │ ├── XcomUtil_Fighter_Transports/ │ │ ├── XcomUtil_Fighter_Transports.rul │ │ └── metadata.yml │ ├── XcomUtil_Fighter_Transports_TFTD/ │ │ ├── XcomUtil_Fighter_Transports_TFTD.rul │ │ └── metadata.yml │ ├── XcomUtil_High_Explosive_Damage/ │ │ ├── XcomUtil_High_Explosive_Damage.rul │ │ └── metadata.yml │ ├── XcomUtil_High_Explosive_Damage_TFTD/ │ │ ├── XcomUtil_High_Explosive_Damage.rul │ │ └── metadata.yml │ ├── XcomUtil_Improved_Gauss/ │ │ ├── TFTD_Improved_Gauss.rul │ │ └── metadata.yml │ ├── XcomUtil_Improved_Ground_Tanks/ │ │ ├── XcomUtil_Improved_Ground_Tanks.rul │ │ └── metadata.yml │ ├── XcomUtil_Improved_Heavy_Laser/ │ │ ├── XcomUtil_Improved_Heavy_Laser.rul │ │ └── metadata.yml │ ├── XcomUtil_Infinite_Gauss/ │ │ ├── TFTD_Infinite_Gauss.rul │ │ └── metadata.yml │ ├── XcomUtil_No_Psionics/ │ │ ├── XcomUtil_No_Psionics.rul │ │ └── metadata.yml │ ├── XcomUtil_No_Psionics_TFTD/ │ │ ├── XcomUtil_No_Psionics.rul │ │ └── metadata.yml │ ├── XcomUtil_Pistol_Auto_Shot/ │ │ ├── XcomUtil_Pistol_Auto_Shot.rul │ │ └── metadata.yml │ ├── XcomUtil_Pistol_Auto_Shot_TFTD/ │ │ ├── XcomUtil_Pistol_Auto_Shot.rul │ │ └── metadata.yml │ ├── XcomUtil_Skyranger_Weapon_Slot/ │ │ ├── XcomUtil_Skyranger_Weapon_Slot.rul │ │ └── metadata.yml │ ├── XcomUtil_Starting_Defensive_Base/ │ │ ├── XcomUtil_Starting_Defensive_Base.rul │ │ └── metadata.yml │ ├── XcomUtil_Starting_Defensive_Base_TFTD/ │ │ ├── XcomUtil_Starting_Defensive_Base.rul │ │ └── metadata.yml │ ├── XcomUtil_Starting_Defensive_Improved_Base/ │ │ ├── XcomUtil_Starting_Defensive_Improved_Base.rul │ │ └── metadata.yml │ ├── XcomUtil_Starting_Defensive_Improved_Base_TFTD/ │ │ ├── XcomUtil_Starting_Defensive_Improved_Base.rul │ │ └── metadata.yml │ ├── XcomUtil_Starting_Improved_Base/ │ │ ├── XcomUtil_Starting_Improved_Base.rul │ │ └── metadata.yml │ ├── XcomUtil_Starting_Improved_Base_TFTD/ │ │ ├── XcomUtil_Starting_Improved_Base.rul │ │ └── metadata.yml │ ├── XcomUtil_Statstrings/ │ │ ├── XcomUtil_Statstrings.rul │ │ └── metadata.yml │ ├── XcomUtil_Statstrings_TFTD/ │ │ ├── XcomUtil_Statstrings.rul │ │ └── metadata.yml │ ├── XcomUtil_Triton_Weapon_Slot/ │ │ ├── XcomUtil_Triton_Weapon_Slot.rul │ │ └── metadata.yml │ ├── xcom1/ │ │ ├── Language/ │ │ │ ├── OXCE/ │ │ │ │ ├── cs.yml │ │ │ │ ├── da.yml │ │ │ │ ├── de.yml │ │ │ │ ├── el.yml │ │ │ │ ├── en-GB.yml │ │ │ │ ├── en-US.yml │ │ │ │ ├── es-419.yml │ │ │ │ ├── es-ES.yml │ │ │ │ ├── et.yml │ │ │ │ ├── fi.yml │ │ │ │ ├── fr.yml │ │ │ │ ├── hu.yml │ │ │ │ ├── it.yml │ │ │ │ ├── ja.yml │ │ │ │ ├── ko.yml │ │ │ │ ├── nl.yml │ │ │ │ ├── pl.yml │ │ │ │ ├── pt-BR.yml │ │ │ │ ├── ro.yml │ │ │ │ ├── ru.yml │ │ │ │ ├── sv.yml │ │ │ │ └── uk.yml │ │ │ ├── bg.yml │ │ │ ├── cs.yml │ │ │ ├── da.yml │ │ │ ├── de.yml │ │ │ ├── el.yml │ │ │ ├── en-GB.yml │ │ │ ├── en-US.yml │ │ │ ├── es-419.yml │ │ │ ├── es-ES.yml │ │ │ ├── et.yml │ │ │ ├── fi.yml │ │ │ ├── fr-CA.yml │ │ │ ├── fr.yml │ │ │ ├── hr.yml │ │ │ ├── hu.yml │ │ │ ├── it.yml │ │ │ ├── ja.yml │ │ │ ├── ko.yml │ │ │ ├── lb.yml │ │ │ ├── lv.yml │ │ │ ├── nl.yml │ │ │ ├── no.yml │ │ │ ├── pl.yml │ │ │ ├── pt-BR.yml │ │ │ ├── pt-PT.yml │ │ │ ├── ro.yml │ │ │ ├── ru.yml │ │ │ ├── sk.yml │ │ │ ├── sv.yml │ │ │ ├── tr.yml │ │ │ ├── uk.yml │ │ │ ├── zh-CN.yml │ │ │ └── zh-TW.yml │ │ ├── MAPS/ │ │ │ ├── AVENGER.MAP │ │ │ ├── CULTA00.MAP │ │ │ ├── CULTA01.MAP │ │ │ ├── CULTA02.MAP │ │ │ ├── CULTA03.MAP │ │ │ ├── CULTA04.MAP │ │ │ ├── CULTA05.MAP │ │ │ ├── CULTA06.MAP │ │ │ ├── CULTA07.MAP │ │ │ ├── CULTA08.MAP │ │ │ ├── CULTA09.MAP │ │ │ ├── CULTA10.MAP │ │ │ ├── CULTA11.MAP │ │ │ ├── CULTA12.MAP │ │ │ ├── CULTA13.MAP │ │ │ ├── CULTA14.MAP │ │ │ ├── CULTA15.MAP │ │ │ ├── CULTA16.MAP │ │ │ ├── CULTA17.MAP │ │ │ ├── CULTA18.MAP │ │ │ ├── DESERT00.MAP │ │ │ ├── DESERT01.MAP │ │ │ ├── DESERT02.MAP │ │ │ ├── DESERT03.MAP │ │ │ ├── DESERT04.MAP │ │ │ ├── DESERT05.MAP │ │ │ ├── DESERT06.MAP │ │ │ ├── DESERT07.MAP │ │ │ ├── DESERT08.MAP │ │ │ ├── DESERT09.MAP │ │ │ ├── DESERT10.MAP │ │ │ ├── DESERT11.MAP │ │ │ ├── FIRES.MAP │ │ │ ├── FOREST00.MAP │ │ │ ├── FOREST01.MAP │ │ │ ├── FOREST02.MAP │ │ │ ├── FOREST03.MAP │ │ │ ├── FOREST04.MAP │ │ │ ├── FOREST05.MAP │ │ │ ├── FOREST06.MAP │ │ │ ├── FOREST07.MAP │ │ │ ├── FOREST08.MAP │ │ │ ├── FOREST09.MAP │ │ │ ├── FOREST10.MAP │ │ │ ├── FOREST11.MAP │ │ │ ├── INTERC.MAP │ │ │ ├── JUNGLE00.MAP │ │ │ ├── JUNGLE01.MAP │ │ │ ├── JUNGLE02.MAP │ │ │ ├── JUNGLE03.MAP │ │ │ ├── JUNGLE04.MAP │ │ │ ├── JUNGLE05.MAP │ │ │ ├── JUNGLE06.MAP │ │ │ ├── JUNGLE07.MAP │ │ │ ├── JUNGLE08.MAP │ │ │ ├── JUNGLE09.MAP │ │ │ ├── JUNGLE10.MAP │ │ │ ├── JUNGLE11.MAP │ │ │ ├── LIGHTNIN.MAP │ │ │ ├── MAP3.MAP │ │ │ ├── MAP4.MAP │ │ │ ├── MARS00.MAP │ │ │ ├── MARS01.MAP │ │ │ ├── MARS02.MAP │ │ │ ├── MARS03.MAP │ │ │ ├── MARS04.MAP │ │ │ ├── MARS05.MAP │ │ │ ├── MARS06.MAP │ │ │ ├── MARS07.MAP │ │ │ ├── MARS08.MAP │ │ │ ├── MARS09.MAP │ │ │ ├── MARS10.MAP │ │ │ ├── MOUNT00.MAP │ │ │ ├── MOUNT01.MAP │ │ │ ├── MOUNT02.MAP │ │ │ ├── MOUNT03.MAP │ │ │ ├── MOUNT04.MAP │ │ │ ├── MOUNT05.MAP │ │ │ ├── MOUNT06.MAP │ │ │ ├── MOUNT07.MAP │ │ │ ├── MOUNT08.MAP │ │ │ ├── MOUNT09.MAP │ │ │ ├── MOUNT10.MAP │ │ │ ├── MOUNT11.MAP │ │ │ ├── MOUNT12.MAP │ │ │ ├── PABDUCT.MAP │ │ │ ├── PHARVEST.MAP │ │ │ ├── PLANE.MAP │ │ │ ├── POLAR00.MAP │ │ │ ├── POLAR01.MAP │ │ │ ├── POLAR02.MAP │ │ │ ├── POLAR03.MAP │ │ │ ├── POLAR04.MAP │ │ │ ├── POLAR05.MAP │ │ │ ├── POLAR06.MAP │ │ │ ├── POLAR07.MAP │ │ │ ├── POLAR08.MAP │ │ │ ├── POLAR09.MAP │ │ │ ├── POLAR10.MAP │ │ │ ├── POLAR11.MAP │ │ │ ├── POLAR12.MAP │ │ │ ├── POLAR13.MAP │ │ │ ├── PSCOUT.MAP │ │ │ ├── TEMP.MAP │ │ │ ├── TEMP1.MAP │ │ │ ├── TEMP2.MAP │ │ │ ├── TEMP3.MAP │ │ │ ├── UBASE_00.MAP │ │ │ ├── UBASE_00.RMP │ │ │ ├── UBASE_01.MAP │ │ │ ├── UBASE_01.RMP │ │ │ ├── UBASE_02.MAP │ │ │ ├── UBASE_02.RMP │ │ │ ├── UBASE_03.MAP │ │ │ ├── UBASE_03.RMP │ │ │ ├── UBASE_04.MAP │ │ │ ├── UBASE_04.RMP │ │ │ ├── UBASE_05.MAP │ │ │ ├── UBASE_05.RMP │ │ │ ├── UBASE_06.MAP │ │ │ ├── UBASE_06.RMP │ │ │ ├── UBASE_07.MAP │ │ │ ├── UBASE_07.RMP │ │ │ ├── UBASE_08.MAP │ │ │ ├── UBASE_08.RMP │ │ │ ├── UBASE_09.MAP │ │ │ ├── UBASE_09.RMP │ │ │ ├── UBASE_10.MAP │ │ │ ├── UBASE_10.RMP │ │ │ ├── UBASE_11.MAP │ │ │ ├── UBASE_11.RMP │ │ │ ├── UBASE_12.MAP │ │ │ ├── UBASE_12.RMP │ │ │ ├── UBASE_13.MAP │ │ │ ├── UBASE_13.RMP │ │ │ ├── UBASE_14.MAP │ │ │ ├── UBASE_14.RMP │ │ │ ├── UBASE_15.MAP │ │ │ ├── UBASE_15.RMP │ │ │ ├── UFO1A.MAP │ │ │ ├── UFO1B.MAP │ │ │ ├── UFO_000.MAP │ │ │ ├── UFO_010.MAP │ │ │ ├── UFO_110.MAP │ │ │ ├── UFO_120.MAP │ │ │ ├── UFO_130.MAP │ │ │ ├── UFO_140.MAP │ │ │ ├── UFO_150.MAP │ │ │ ├── UFO_160.MAP │ │ │ ├── UFO_170.MAP │ │ │ ├── URBAN00.MAP │ │ │ ├── URBAN01.MAP │ │ │ ├── URBAN02.MAP │ │ │ ├── URBAN03.MAP │ │ │ ├── URBAN04.MAP │ │ │ ├── URBAN05.MAP │ │ │ ├── URBAN06.MAP │ │ │ ├── URBAN07.MAP │ │ │ ├── URBAN08.MAP │ │ │ ├── URBAN09.MAP │ │ │ ├── URBAN14.MAP │ │ │ ├── URBAN15.MAP │ │ │ ├── URBAN16.MAP │ │ │ ├── URBAN17.MAP │ │ │ ├── URBAN18.MAP │ │ │ ├── XBASE_00.MAP │ │ │ ├── XBASE_00.RMP │ │ │ ├── XBASE_01.MAP │ │ │ ├── XBASE_01.RMP │ │ │ ├── XBASE_02.MAP │ │ │ ├── XBASE_02.RMP │ │ │ ├── XBASE_03.MAP │ │ │ ├── XBASE_03.RMP │ │ │ ├── XBASE_04.MAP │ │ │ ├── XBASE_04.RMP │ │ │ ├── XBASE_05.MAP │ │ │ ├── XBASE_05.RMP │ │ │ ├── XBASE_06.MAP │ │ │ ├── XBASE_06.RMP │ │ │ ├── XBASE_07.MAP │ │ │ ├── XBASE_07.RMP │ │ │ ├── XBASE_08.MAP │ │ │ ├── XBASE_08.RMP │ │ │ ├── XBASE_09.MAP │ │ │ ├── XBASE_09.RMP │ │ │ ├── XBASE_10.MAP │ │ │ ├── XBASE_10.RMP │ │ │ ├── XBASE_11.MAP │ │ │ ├── XBASE_11.RMP │ │ │ ├── XBASE_12.MAP │ │ │ ├── XBASE_12.RMP │ │ │ ├── XBASE_13.MAP │ │ │ ├── XBASE_13.RMP │ │ │ ├── XBASE_14.MAP │ │ │ ├── XBASE_14.RMP │ │ │ ├── XBASE_15.MAP │ │ │ ├── XBASE_15.RMP │ │ │ ├── XBASE_16.MAP │ │ │ ├── XBASE_16.RMP │ │ │ ├── XBASE_17.MAP │ │ │ ├── XBASE_17.RMP │ │ │ ├── XBASE_18.MAP │ │ │ ├── XBASE_18.RMP │ │ │ ├── XBASE_19.MAP │ │ │ ├── XBASE_19.RMP │ │ │ ├── XBASE_20.MAP │ │ │ └── XBASE_20.RMP │ │ ├── ROUTES/ │ │ │ ├── CULTA05.RMP │ │ │ ├── CULTA06.RMP │ │ │ ├── CULTA13.RMP │ │ │ ├── CULTA18.RMP │ │ │ ├── DESERT03.RMP │ │ │ ├── DESERT11.RMP │ │ │ ├── FIRES.RMP │ │ │ ├── INTERC.RMP │ │ │ ├── LIGHTNIN.RMP │ │ │ ├── MARS08.RMP │ │ │ ├── MARS09.RMP │ │ │ ├── MOUNT05.RMP │ │ │ ├── POLAR08.RMP │ │ │ ├── UBASE_00.RMP │ │ │ ├── UBASE_01.RMP │ │ │ ├── UBASE_04.RMP │ │ │ ├── UBASE_11.RMP │ │ │ ├── UFO1A.RMP │ │ │ ├── UFO_110.RMP │ │ │ ├── UFO_120.RMP │ │ │ ├── UFO_130.RMP │ │ │ ├── UFO_140.RMP │ │ │ ├── UFO_150.RMP │ │ │ ├── UFO_160.RMP │ │ │ ├── UFO_170.RMP │ │ │ ├── XBASE_00.RMP │ │ │ ├── XBASE_02.RMP │ │ │ ├── XBASE_03.RMP │ │ │ ├── XBASE_04.RMP │ │ │ ├── XBASE_05.RMP │ │ │ ├── XBASE_06.RMP │ │ │ ├── XBASE_07.RMP │ │ │ ├── XBASE_09.RMP │ │ │ ├── XBASE_10.RMP │ │ │ ├── XBASE_11.RMP │ │ │ ├── XBASE_12.RMP │ │ │ ├── XBASE_13.RMP │ │ │ ├── XBASE_15.RMP │ │ │ ├── XBASE_17.RMP │ │ │ ├── XBASE_18.RMP │ │ │ └── XBASE_19.RMP │ │ ├── Resources/ │ │ │ ├── Extended/ │ │ │ │ └── Touch/ │ │ │ │ └── license.txt │ │ │ └── Weapons/ │ │ │ └── license.txt │ │ ├── TERRAIN/ │ │ │ ├── AVENGER.MCD │ │ │ ├── BARN.MCD │ │ │ ├── CULTIVAT.MCD │ │ │ ├── FOREST.MCD │ │ │ ├── LIGHTNIN.MCD │ │ │ ├── LIGHTNIN.PCK │ │ │ ├── LIGHTNIN.TAB │ │ │ ├── MOUNT.MCD │ │ │ ├── PLANE.MCD │ │ │ ├── URBAN.MCD │ │ │ ├── URBITS.MCD │ │ │ ├── U_BASE.MCD │ │ │ ├── U_BITS.MCD │ │ │ ├── U_EXT02.MCD │ │ │ ├── U_PODS.MCD │ │ │ ├── U_WALL02.MCD │ │ │ ├── XBASE2.MCD │ │ │ ├── XBASE2.PCK │ │ │ └── XBASE2.TAB │ │ ├── UFOGRAPH/ │ │ │ └── TAC01.SCR │ │ ├── UNITS/ │ │ │ ├── CHRYS.PCK │ │ │ └── CHRYS.TAB │ │ ├── alienDeployments.rul │ │ ├── alienItemLevels.rul │ │ ├── alienMissions.rul │ │ ├── alienRaces.rul │ │ ├── armors.rul │ │ ├── converter.rul │ │ ├── countries.rul │ │ ├── craftWeapons.rul │ │ ├── crafts.rul │ │ ├── cutscenes.rul │ │ ├── difficulty.rul │ │ ├── extraSprites.rul │ │ ├── facilities.rul │ │ ├── globe.rul │ │ ├── interfaces.rul │ │ ├── inventories.rul │ │ ├── items.rul │ │ ├── manufacture.rul │ │ ├── mapScripts.rul │ │ ├── mcdPatches.rul │ │ ├── metadata.yml │ │ ├── missionScripts.rul │ │ ├── music.rul │ │ ├── regions.rul │ │ ├── research.rul │ │ ├── soldiers.rul │ │ ├── startingBase.rul │ │ ├── terrains.rul │ │ ├── ufoTrajectories.rul │ │ ├── ufopaedia.rul │ │ ├── ufos.rul │ │ ├── units.rul │ │ └── vars.rul │ └── xcom2/ │ ├── Language/ │ │ ├── OXCE/ │ │ │ ├── cs.yml │ │ │ ├── da.yml │ │ │ ├── de.yml │ │ │ ├── el.yml │ │ │ ├── en-GB.yml │ │ │ ├── en-US.yml │ │ │ ├── es-419.yml │ │ │ ├── es-ES.yml │ │ │ ├── et.yml │ │ │ ├── fi.yml │ │ │ ├── fr.yml │ │ │ ├── hu.yml │ │ │ ├── it.yml │ │ │ ├── ja.yml │ │ │ ├── ko.yml │ │ │ ├── nl.yml │ │ │ ├── pl.yml │ │ │ ├── pt-BR.yml │ │ │ ├── ro.yml │ │ │ ├── ru.yml │ │ │ └── uk.yml │ │ ├── bg.yml │ │ ├── cs.yml │ │ ├── da.yml │ │ ├── de.yml │ │ ├── el.yml │ │ ├── en-GB.yml │ │ ├── en-US.yml │ │ ├── es-419.yml │ │ ├── es-ES.yml │ │ ├── et.yml │ │ ├── fi.yml │ │ ├── fr-CA.yml │ │ ├── fr.yml │ │ ├── hr.yml │ │ ├── hu.yml │ │ ├── it.yml │ │ ├── ja.yml │ │ ├── ko.yml │ │ ├── lb.yml │ │ ├── lv.yml │ │ ├── nl.yml │ │ ├── no.yml │ │ ├── pl.yml │ │ ├── pt-BR.yml │ │ ├── pt-PT.yml │ │ ├── ro.yml │ │ ├── ru.yml │ │ ├── sk.yml │ │ ├── sv.yml │ │ ├── tr.yml │ │ ├── uk.yml │ │ ├── zh-CN.yml │ │ └── zh-TW.yml │ ├── MAPS/ │ │ ├── BARRACUD.MAP │ │ ├── ENTRY03.MAP │ │ ├── GRUNGE08.MAP │ │ ├── GRUNGE09.MAP │ │ ├── MANTA.MAP │ │ ├── PLANE04.MAP │ │ ├── PLANE05.MAP │ │ ├── PLANE06.MAP │ │ ├── PLANE07.MAP │ │ ├── PLANE08.MAP │ │ ├── PLANE09.MAP │ │ ├── PLANE10.MAP │ │ ├── PLANE11.MAP │ │ └── TRITON.MAP │ ├── ROUTES/ │ │ ├── BARRACUD.RMP │ │ ├── MANTA.RMP │ │ ├── TRITON.RMP │ │ ├── XBASES01.RMP │ │ ├── XBASES06.RMP │ │ ├── XBASES08.RMP │ │ ├── XBASES10.RMP │ │ └── XBASES12.RMP │ ├── Resources/ │ │ ├── Extended/ │ │ │ └── Touch/ │ │ │ └── license.txt │ │ └── Weapons/ │ │ └── license.txt │ ├── alienDeployments.rul │ ├── alienItemLevels.rul │ ├── alienMissions.rul │ ├── alienRaces.rul │ ├── armors.rul │ ├── converter.rul │ ├── countries.rul │ ├── craftWeapons.rul │ ├── crafts.rul │ ├── cutscenes.rul │ ├── difficulty.rul │ ├── extraSprites.rul │ ├── facilities.rul │ ├── globe.rul │ ├── interfaces.rul │ ├── inventories.rul │ ├── items.rul │ ├── manufacture.rul │ ├── mapScripts.rul │ ├── mcdPatches.rul │ ├── metadata.yml │ ├── missionScripts.rul │ ├── music.rul │ ├── regions.rul │ ├── research.rul │ ├── soldiers.rul │ ├── startingBase.rul │ ├── terrains.rul │ ├── ufoTrajectories.rul │ ├── ufopaedia.rul │ ├── ufos.rul │ ├── units.rul │ └── vars.rul ├── cmake/ │ └── modules/ │ ├── BuildType.cmake │ ├── Description.txt │ ├── NSIS.template.in │ └── PostprocessBundle.cmake ├── deps/ │ ├── dummy.txt │ └── include/ │ └── SDL/ │ ├── SDL.h │ ├── SDL_active.h │ ├── SDL_audio.h │ ├── SDL_byteorder.h │ ├── SDL_cdrom.h │ ├── SDL_config.h │ ├── SDL_config.h.in │ ├── SDL_config_dreamcast.h │ ├── SDL_config_macos.h │ ├── SDL_config_macosx.h │ ├── SDL_config_minimal.h │ ├── SDL_config_nds.h │ ├── SDL_config_os2.h │ ├── SDL_config_symbian.h │ ├── SDL_config_win32.h │ ├── SDL_copying.h │ ├── SDL_cpuinfo.h │ ├── SDL_endian.h │ ├── SDL_error.h │ ├── SDL_events.h │ ├── SDL_framerate.h │ ├── SDL_getenv.h │ ├── SDL_gfxBlitFunc.h │ ├── SDL_gfxPrimitives.h │ ├── SDL_gfxPrimitives_font.h │ ├── SDL_image.h │ ├── SDL_imageFilter.h │ ├── SDL_joystick.h │ ├── SDL_keyboard.h │ ├── SDL_keysym.h │ ├── SDL_loadso.h │ ├── SDL_main.h │ ├── SDL_mixer.h │ ├── SDL_mouse.h │ ├── SDL_mutex.h │ ├── SDL_name.h │ ├── SDL_opengl.h │ ├── SDL_platform.h │ ├── SDL_quit.h │ ├── SDL_rotozoom.h │ ├── SDL_rwops.h │ ├── SDL_stdinc.h │ ├── SDL_syswm.h │ ├── SDL_thread.h │ ├── SDL_timer.h │ ├── SDL_types.h │ ├── SDL_version.h │ ├── SDL_video.h │ ├── begin_code.h │ └── close_code.h ├── docs/ │ ├── CMakeLists.txt │ ├── Doxyfile.in │ └── openxcom.6 ├── install/ │ ├── debian/ │ │ ├── changelog │ │ ├── compat │ │ ├── control │ │ ├── copyright │ │ ├── docs │ │ ├── install │ │ ├── rules │ │ └── source/ │ │ ├── format │ │ └── options │ ├── gentoo/ │ │ └── openxcom-9999.ebuild │ ├── opensuse/ │ │ ├── openxcom.changes │ │ └── openxcom.spec │ └── win/ │ ├── Language/ │ │ ├── Bulgarian.nsh │ │ ├── Catalan.nsh │ │ ├── Croatian.nsh │ │ ├── Czech.nsh │ │ ├── Danish.nsh │ │ ├── Dutch.nsh │ │ ├── English.nsh │ │ ├── Estonian.nsh │ │ ├── Finnish.nsh │ │ ├── French.nsh │ │ ├── German.nsh │ │ ├── Greek.nsh │ │ ├── Hungarian.nsh │ │ ├── Icelandic.nsh │ │ ├── Italian.nsh │ │ ├── Japanese.nsh │ │ ├── Korean.nsh │ │ ├── Luxembourgish.nsh │ │ ├── Polish.nsh │ │ ├── Portuguese.nsh │ │ ├── PortugueseBR.nsh │ │ ├── Romanian.nsh │ │ ├── Russian.nsh │ │ ├── SimpChinese.nsh │ │ ├── Slovak.nsh │ │ ├── Spanish.nsh │ │ ├── SpanishInternational.nsh │ │ ├── Swedish.nsh │ │ ├── TradChinese.nsh │ │ ├── Turkish.nsh │ │ ├── Ukrainian.nsh │ │ ├── bg.yml │ │ ├── ca-ES.yml │ │ ├── cs.yml │ │ ├── da.yml │ │ ├── de.yml │ │ ├── el.yml │ │ ├── en-US.yml │ │ ├── es-419.yml │ │ ├── es-ES.yml │ │ ├── et.yml │ │ ├── fi.yml │ │ ├── fr.yml │ │ ├── hr.yml │ │ ├── hu.yml │ │ ├── is.yml │ │ ├── it.yml │ │ ├── ja.yml │ │ ├── ko.yml │ │ ├── lb.yml │ │ ├── nl.yml │ │ ├── no.yml │ │ ├── pl.yml │ │ ├── pt-BR.yml │ │ ├── pt-PT.yml │ │ ├── ro.yml │ │ ├── ru.yml │ │ ├── sk.yml │ │ ├── sv.yml │ │ ├── tr.yml │ │ ├── uk.yml │ │ ├── zh-CN.yml │ │ └── zh-TW.yml │ ├── convert_lang.py │ ├── installer.nsi │ ├── language.nsh │ └── version.nsh ├── libs/ │ ├── miniz/ │ │ ├── ChangeLog.md │ │ ├── LICENSE │ │ ├── miniz.c │ │ ├── miniz.h │ │ └── readme.md │ └── rapidyaml/ │ ├── LICENSE.txt │ ├── c4/ │ │ ├── allocator.hpp │ │ ├── base64.cpp │ │ ├── base64.hpp │ │ ├── bitmask.hpp │ │ ├── blob.hpp │ │ ├── c4_pop.hpp │ │ ├── c4_push.hpp │ │ ├── c4core.natvis │ │ ├── char_traits.cpp │ │ ├── char_traits.hpp │ │ ├── charconv.hpp │ │ ├── common.hpp │ │ ├── compiler.hpp │ │ ├── config.hpp │ │ ├── cpu.hpp │ │ ├── ctor_dtor.hpp │ │ ├── dump.hpp │ │ ├── enum.hpp │ │ ├── error.cpp │ │ ├── error.hpp │ │ ├── export.hpp │ │ ├── ext/ │ │ │ ├── debugbreak/ │ │ │ │ └── debugbreak.h │ │ │ ├── fast_float.hpp │ │ │ ├── fast_float_all.h │ │ │ ├── rng/ │ │ │ │ └── rng.hpp │ │ │ └── sg14/ │ │ │ ├── README.md │ │ │ └── inplace_function.h │ │ ├── format.cpp │ │ ├── format.hpp │ │ ├── gcc-4.8.hpp │ │ ├── hash.hpp │ │ ├── language.cpp │ │ ├── language.hpp │ │ ├── memory_resource.cpp │ │ ├── memory_resource.hpp │ │ ├── memory_util.cpp │ │ ├── memory_util.hpp │ │ ├── platform.hpp │ │ ├── preprocessor.hpp │ │ ├── restrict.hpp │ │ ├── span.hpp │ │ ├── std/ │ │ │ ├── std.hpp │ │ │ ├── std_fwd.hpp │ │ │ ├── string.hpp │ │ │ ├── string_fwd.hpp │ │ │ ├── string_view.hpp │ │ │ ├── tuple.hpp │ │ │ ├── vector.hpp │ │ │ └── vector_fwd.hpp │ │ ├── substr.hpp │ │ ├── substr_fwd.hpp │ │ ├── szconv.hpp │ │ ├── type_name.hpp │ │ ├── types.hpp │ │ ├── unrestrict.hpp │ │ ├── utf.cpp │ │ ├── utf.hpp │ │ ├── windows.hpp │ │ ├── windows_pop.hpp │ │ ├── windows_push.hpp │ │ └── yml/ │ │ ├── common.cpp │ │ ├── common.hpp │ │ ├── detail/ │ │ │ ├── checks.hpp │ │ │ ├── parser_dbg.hpp │ │ │ ├── print.hpp │ │ │ └── stack.hpp │ │ ├── emit.def.hpp │ │ ├── emit.hpp │ │ ├── event_handler_stack.hpp │ │ ├── event_handler_tree.hpp │ │ ├── export.hpp │ │ ├── filter_processor.hpp │ │ ├── fwd.hpp │ │ ├── node.cpp │ │ ├── node.hpp │ │ ├── node_type.cpp │ │ ├── node_type.hpp │ │ ├── parse.cpp │ │ ├── parse.hpp │ │ ├── parse_engine.def.hpp │ │ ├── parse_engine.hpp │ │ ├── parser_state.hpp │ │ ├── preprocess.cpp │ │ ├── preprocess.hpp │ │ ├── reference_resolver.cpp │ │ ├── reference_resolver.hpp │ │ ├── std/ │ │ │ ├── map.hpp │ │ │ ├── std.hpp │ │ │ ├── string.hpp │ │ │ └── vector.hpp │ │ ├── tag.cpp │ │ ├── tag.hpp │ │ ├── tree.cpp │ │ ├── tree.hpp │ │ ├── version.cpp │ │ ├── version.hpp │ │ ├── writer.hpp │ │ └── yml.hpp │ ├── ryml-gdbtypes.py │ ├── ryml.hpp │ ├── ryml.natvis │ └── ryml_std.hpp ├── obj/ │ └── .gitkeep ├── res/ │ ├── linux/ │ │ └── openxcom.desktop │ ├── mac/ │ │ └── AppIcon.icns │ └── windows/ │ └── openxcom.manifest ├── scripts/ │ ├── build-openxcom │ ├── git-bash-helpers.sh │ ├── init-build-server.sh │ └── macports-config.yml └── src/ ├── Basescape/ │ ├── BaseInfoState.cpp │ ├── BaseInfoState.h │ ├── BaseView.cpp │ ├── BaseView.h │ ├── BasescapeState.cpp │ ├── BasescapeState.h │ ├── BuildFacilitiesState.cpp │ ├── BuildFacilitiesState.h │ ├── CraftArmorState.cpp │ ├── CraftArmorState.h │ ├── CraftEquipmentLoadState.cpp │ ├── CraftEquipmentLoadState.h │ ├── CraftEquipmentSaveState.cpp │ ├── CraftEquipmentSaveState.h │ ├── CraftEquipmentState.cpp │ ├── CraftEquipmentState.h │ ├── CraftInfoState.cpp │ ├── CraftInfoState.h │ ├── CraftPilotSelectState.cpp │ ├── CraftPilotSelectState.h │ ├── CraftPilotsState.cpp │ ├── CraftPilotsState.h │ ├── CraftSoldiersState.cpp │ ├── CraftSoldiersState.h │ ├── CraftWeaponsState.cpp │ ├── CraftWeaponsState.h │ ├── CraftsState.cpp │ ├── CraftsState.h │ ├── DismantleFacilityState.cpp │ ├── DismantleFacilityState.h │ ├── GlobalAlienContainmentState.cpp │ ├── GlobalAlienContainmentState.h │ ├── GlobalManufactureState.cpp │ ├── GlobalManufactureState.h │ ├── GlobalResearchDiaryState.cpp │ ├── GlobalResearchDiaryState.h │ ├── GlobalResearchState.cpp │ ├── GlobalResearchState.h │ ├── ItemLocationsState.cpp │ ├── ItemLocationsState.h │ ├── ManageAlienContainmentState.cpp │ ├── ManageAlienContainmentState.h │ ├── ManufactureDependenciesTreeState.cpp │ ├── ManufactureDependenciesTreeState.h │ ├── ManufactureInfoState.cpp │ ├── ManufactureInfoState.h │ ├── ManufactureStartState.cpp │ ├── ManufactureStartState.h │ ├── ManufactureState.cpp │ ├── ManufactureState.h │ ├── MiniBaseView.cpp │ ├── MiniBaseView.h │ ├── MonthlyCostsState.cpp │ ├── MonthlyCostsState.h │ ├── NewManufactureListState.cpp │ ├── NewManufactureListState.h │ ├── NewResearchListState.cpp │ ├── NewResearchListState.h │ ├── PlaceFacilityState.cpp │ ├── PlaceFacilityState.h │ ├── PlaceLiftState.cpp │ ├── PlaceLiftState.h │ ├── PlaceStartFacilityState.cpp │ ├── PlaceStartFacilityState.h │ ├── PurchaseState.cpp │ ├── PurchaseState.h │ ├── ResearchInfoState.cpp │ ├── ResearchInfoState.h │ ├── ResearchState.cpp │ ├── ResearchState.h │ ├── SackSoldierState.cpp │ ├── SackSoldierState.h │ ├── SelectStartFacilityState.cpp │ ├── SelectStartFacilityState.h │ ├── SellState.cpp │ ├── SellState.h │ ├── SoldierArmorState.cpp │ ├── SoldierArmorState.h │ ├── SoldierAvatarState.cpp │ ├── SoldierAvatarState.h │ ├── SoldierBonusState.cpp │ ├── SoldierBonusState.h │ ├── SoldierDiaryLightState.cpp │ ├── SoldierDiaryLightState.h │ ├── SoldierDiaryMissionState.cpp │ ├── SoldierDiaryMissionState.h │ ├── SoldierDiaryOverviewState.cpp │ ├── SoldierDiaryOverviewState.h │ ├── SoldierDiaryPerformanceState.cpp │ ├── SoldierDiaryPerformanceState.h │ ├── SoldierInfoState.cpp │ ├── SoldierInfoState.h │ ├── SoldierMemorialState.cpp │ ├── SoldierMemorialState.h │ ├── SoldierRankState.cpp │ ├── SoldierRankState.h │ ├── SoldierSortUtil.cpp │ ├── SoldierSortUtil.h │ ├── SoldierTransformState.cpp │ ├── SoldierTransformState.h │ ├── SoldierTransformationListState.cpp │ ├── SoldierTransformationListState.h │ ├── SoldierTransformationState.cpp │ ├── SoldierTransformationState.h │ ├── SoldiersState.cpp │ ├── SoldiersState.h │ ├── StoresState.cpp │ ├── StoresState.h │ ├── TechTreeSelectState.cpp │ ├── TechTreeSelectState.h │ ├── TechTreeViewerState.cpp │ ├── TechTreeViewerState.h │ ├── TransferBaseState.cpp │ ├── TransferBaseState.h │ ├── TransferConfirmState.cpp │ ├── TransferConfirmState.h │ ├── TransferItemsState.cpp │ ├── TransferItemsState.h │ ├── TransfersState.cpp │ └── TransfersState.h ├── Battlescape/ │ ├── AIModule.cpp │ ├── AIModule.h │ ├── AbortMissionState.cpp │ ├── AbortMissionState.h │ ├── ActionMenuItem.cpp │ ├── ActionMenuItem.h │ ├── ActionMenuState.cpp │ ├── ActionMenuState.h │ ├── AlienInventory.cpp │ ├── AlienInventory.h │ ├── AlienInventoryState.cpp │ ├── AlienInventoryState.h │ ├── AliensCrashState.cpp │ ├── AliensCrashState.h │ ├── BattleState.cpp │ ├── BattleState.h │ ├── BattlescapeGame.cpp │ ├── BattlescapeGame.h │ ├── BattlescapeGenerator.cpp │ ├── BattlescapeGenerator.h │ ├── BattlescapeMessage.cpp │ ├── BattlescapeMessage.h │ ├── BattlescapeState.cpp │ ├── BattlescapeState.h │ ├── BriefingLightState.cpp │ ├── BriefingLightState.h │ ├── BriefingState.cpp │ ├── BriefingState.h │ ├── Camera.cpp │ ├── Camera.h │ ├── CannotReequipState.cpp │ ├── CannotReequipState.h │ ├── CommendationLateState.cpp │ ├── CommendationLateState.h │ ├── CommendationState.cpp │ ├── CommendationState.h │ ├── ConfirmEndMissionState.cpp │ ├── ConfirmEndMissionState.h │ ├── DebriefingState.cpp │ ├── DebriefingState.h │ ├── ExperienceOverviewState.cpp │ ├── ExperienceOverviewState.h │ ├── Explosion.cpp │ ├── Explosion.h │ ├── ExplosionBState.cpp │ ├── ExplosionBState.h │ ├── ExtendedBattlescapeLinksState.cpp │ ├── ExtendedBattlescapeLinksState.h │ ├── ExtendedInventoryLinksState.cpp │ ├── ExtendedInventoryLinksState.h │ ├── InfoboxOKState.cpp │ ├── InfoboxOKState.h │ ├── InfoboxState.cpp │ ├── InfoboxState.h │ ├── Inventory.cpp │ ├── Inventory.h │ ├── InventoryLoadState.cpp │ ├── InventoryLoadState.h │ ├── InventoryPersonalState.cpp │ ├── InventoryPersonalState.h │ ├── InventorySaveState.cpp │ ├── InventorySaveState.h │ ├── InventoryState.cpp │ ├── InventoryState.h │ ├── ItemSprite.cpp │ ├── ItemSprite.h │ ├── Map.cpp │ ├── Map.h │ ├── MedikitState.cpp │ ├── MedikitState.h │ ├── MedikitView.cpp │ ├── MedikitView.h │ ├── MeleeAttackBState.cpp │ ├── MeleeAttackBState.h │ ├── MiniMapState.cpp │ ├── MiniMapState.h │ ├── MiniMapView.cpp │ ├── MiniMapView.h │ ├── NextTurnState.cpp │ ├── NextTurnState.h │ ├── NoExperienceState.cpp │ ├── NoExperienceState.h │ ├── Particle.cpp │ ├── Particle.h │ ├── Pathfinding.cpp │ ├── Pathfinding.h │ ├── PathfindingNode.cpp │ ├── PathfindingNode.h │ ├── PathfindingOpenSet.cpp │ ├── PathfindingOpenSet.h │ ├── Position.cpp │ ├── Position.h │ ├── PrimeGrenadeState.cpp │ ├── PrimeGrenadeState.h │ ├── Projectile.cpp │ ├── Projectile.h │ ├── ProjectileFlyBState.cpp │ ├── ProjectileFlyBState.h │ ├── PromotionsState.cpp │ ├── PromotionsState.h │ ├── PsiAttackBState.cpp │ ├── PsiAttackBState.h │ ├── ScannerState.cpp │ ├── ScannerState.h │ ├── ScannerView.cpp │ ├── ScannerView.h │ ├── SkillMenuState.cpp │ ├── SkillMenuState.h │ ├── TileEngine.cpp │ ├── TileEngine.h │ ├── TurnDiaryState.cpp │ ├── TurnDiaryState.h │ ├── UnitDieBState.cpp │ ├── UnitDieBState.h │ ├── UnitFallBState.cpp │ ├── UnitFallBState.h │ ├── UnitInfoState.cpp │ ├── UnitInfoState.h │ ├── UnitPanicBState.cpp │ ├── UnitPanicBState.h │ ├── UnitSprite.cpp │ ├── UnitSprite.h │ ├── UnitTurnBState.cpp │ ├── UnitTurnBState.h │ ├── UnitWalkBState.cpp │ ├── UnitWalkBState.h │ ├── WarningMessage.cpp │ └── WarningMessage.h ├── CMakeLists.txt ├── Engine/ │ ├── Action.cpp │ ├── Action.h │ ├── Adlib/ │ │ ├── adlplayer.cpp │ │ ├── adlplayer.h │ │ ├── fmopl.cpp │ │ └── fmopl.h │ ├── AdlibMusic.cpp │ ├── AdlibMusic.h │ ├── CatFile.cpp │ ├── CatFile.h │ ├── Collections.h │ ├── CrossPlatform.cpp │ ├── CrossPlatform.h │ ├── DosFont.h │ ├── Exception.h │ ├── FastLineClip.cpp │ ├── FastLineClip.h │ ├── FileMap.cpp │ ├── FileMap.h │ ├── FlcPlayer.cpp │ ├── FlcPlayer.h │ ├── Font.cpp │ ├── Font.h │ ├── Functions.h │ ├── GMCat.cpp │ ├── GMCat.h │ ├── Game.cpp │ ├── Game.h │ ├── GraphSubset.h │ ├── HelperMeta.h │ ├── InteractiveSurface.cpp │ ├── InteractiveSurface.h │ ├── Language.cpp │ ├── Language.h │ ├── LanguagePlurality.cpp │ ├── LanguagePlurality.h │ ├── LocalizedText.cpp │ ├── LocalizedText.h │ ├── Logger.h │ ├── ModInfo.cpp │ ├── ModInfo.h │ ├── Music.cpp │ ├── Music.h │ ├── NullableValue.h │ ├── OpenGL.cpp │ ├── OpenGL.h │ ├── OptionInfo.cpp │ ├── OptionInfo.h │ ├── Options.cpp │ ├── Options.h │ ├── Options.inc.h │ ├── Palette.cpp │ ├── Palette.h │ ├── RNG.cpp │ ├── RNG.h │ ├── SDL2Helpers.h │ ├── Scalers/ │ │ ├── common.h │ │ ├── config.h │ │ ├── hq2x.cpp │ │ ├── hq3x.cpp │ │ ├── hq4x.cpp │ │ ├── hqx.h │ │ ├── init.cpp │ │ ├── scale2x.cpp │ │ ├── scale2x.h │ │ ├── scale3x.cpp │ │ ├── scale3x.h │ │ ├── scalebit.cpp │ │ ├── scalebit.h │ │ ├── xbrz.cpp │ │ └── xbrz.h │ ├── Screen.cpp │ ├── Screen.h │ ├── Script.cpp │ ├── Script.h │ ├── ScriptBind.h │ ├── ShaderDraw.h │ ├── ShaderDrawHelper.h │ ├── ShaderMove.h │ ├── ShaderRepeat.h │ ├── Sound.cpp │ ├── Sound.h │ ├── SoundSet.cpp │ ├── SoundSet.h │ ├── State.cpp │ ├── State.h │ ├── Surface.cpp │ ├── Surface.h │ ├── SurfaceSet.cpp │ ├── SurfaceSet.h │ ├── Timer.cpp │ ├── Timer.h │ ├── TouchState.cpp │ ├── TouchState.h │ ├── Unicode.cpp │ ├── Unicode.h │ ├── Yaml.cpp │ ├── Yaml.h │ ├── Zoom.cpp │ └── Zoom.h ├── Geoscape/ │ ├── AlienBaseState.cpp │ ├── AlienBaseState.h │ ├── AllocatePsiTrainingState.cpp │ ├── AllocatePsiTrainingState.h │ ├── AllocateTrainingState.cpp │ ├── AllocateTrainingState.h │ ├── BaseDefenseState.cpp │ ├── BaseDefenseState.h │ ├── BaseDestroyedState.cpp │ ├── BaseDestroyedState.h │ ├── BaseNameState.cpp │ ├── BaseNameState.h │ ├── BuildNewBaseState.cpp │ ├── BuildNewBaseState.h │ ├── ConfirmCydoniaState.cpp │ ├── ConfirmCydoniaState.h │ ├── ConfirmDestinationState.cpp │ ├── ConfirmDestinationState.h │ ├── ConfirmLandingState.cpp │ ├── ConfirmLandingState.h │ ├── ConfirmNewBaseState.cpp │ ├── ConfirmNewBaseState.h │ ├── Cord.h │ ├── CraftErrorState.cpp │ ├── CraftErrorState.h │ ├── CraftNotEnoughPilotsState.cpp │ ├── CraftNotEnoughPilotsState.h │ ├── CraftPatrolState.cpp │ ├── CraftPatrolState.h │ ├── DogfightErrorState.cpp │ ├── DogfightErrorState.h │ ├── DogfightExperienceState.cpp │ ├── DogfightExperienceState.h │ ├── DogfightState.cpp │ ├── DogfightState.h │ ├── ExtendedGeoscapeLinksState.cpp │ ├── ExtendedGeoscapeLinksState.h │ ├── FundingState.cpp │ ├── FundingState.h │ ├── GeoscapeCraftState.cpp │ ├── GeoscapeCraftState.h │ ├── GeoscapeEventState.cpp │ ├── GeoscapeEventState.h │ ├── GeoscapeState.cpp │ ├── GeoscapeState.h │ ├── Globe.cpp │ ├── Globe.h │ ├── GraphsState.cpp │ ├── GraphsState.h │ ├── InterceptState.cpp │ ├── InterceptState.h │ ├── ItemsArrivingState.cpp │ ├── ItemsArrivingState.h │ ├── LowFuelState.cpp │ ├── LowFuelState.h │ ├── MissionDetectedState.cpp │ ├── MissionDetectedState.h │ ├── MonthlyReportState.cpp │ ├── MonthlyReportState.h │ ├── MultipleTargetsState.cpp │ ├── MultipleTargetsState.h │ ├── NewPossibleCraftState.cpp │ ├── NewPossibleCraftState.h │ ├── NewPossibleFacilityState.cpp │ ├── NewPossibleFacilityState.h │ ├── NewPossibleManufactureState.cpp │ ├── NewPossibleManufactureState.h │ ├── NewPossiblePurchaseState.cpp │ ├── NewPossiblePurchaseState.h │ ├── NewPossibleResearchState.cpp │ ├── NewPossibleResearchState.h │ ├── ProductionCompleteState.cpp │ ├── ProductionCompleteState.h │ ├── PsiTrainingState.cpp │ ├── PsiTrainingState.h │ ├── ResearchCompleteState.cpp │ ├── ResearchCompleteState.h │ ├── ResearchRequiredState.cpp │ ├── ResearchRequiredState.h │ ├── SelectDestinationState.cpp │ ├── SelectDestinationState.h │ ├── SelectMusicTrackState.cpp │ ├── SelectMusicTrackState.h │ ├── TargetInfoState.cpp │ ├── TargetInfoState.h │ ├── TrainingFinishedState.cpp │ ├── TrainingFinishedState.h │ ├── TrainingState.cpp │ ├── TrainingState.h │ ├── UfoDetectedState.cpp │ ├── UfoDetectedState.h │ ├── UfoLostState.cpp │ ├── UfoLostState.h │ ├── UfoTrackerState.cpp │ └── UfoTrackerState.h ├── Interface/ │ ├── ArrowButton.cpp │ ├── ArrowButton.h │ ├── Bar.cpp │ ├── Bar.h │ ├── BattlescapeButton.cpp │ ├── BattlescapeButton.h │ ├── ComboBox.cpp │ ├── ComboBox.h │ ├── Cursor.cpp │ ├── Cursor.h │ ├── FpsCounter.cpp │ ├── FpsCounter.h │ ├── Frame.cpp │ ├── Frame.h │ ├── ImageButton.cpp │ ├── ImageButton.h │ ├── NumberText.cpp │ ├── NumberText.h │ ├── ProgressBar.cpp │ ├── ProgressBar.h │ ├── ScrollBar.cpp │ ├── ScrollBar.h │ ├── Slider.cpp │ ├── Slider.h │ ├── Text.cpp │ ├── Text.h │ ├── TextButton.cpp │ ├── TextButton.h │ ├── TextEdit.cpp │ ├── TextEdit.h │ ├── TextList.cpp │ ├── TextList.h │ ├── ToggleTextButton.cpp │ ├── ToggleTextButton.h │ ├── Window.cpp │ └── Window.h ├── Menu/ │ ├── AbandonGameState.cpp │ ├── AbandonGameState.h │ ├── ConfirmLoadState.cpp │ ├── ConfirmLoadState.h │ ├── CutsceneState.cpp │ ├── CutsceneState.h │ ├── DeleteGameState.cpp │ ├── DeleteGameState.h │ ├── ErrorMessageState.cpp │ ├── ErrorMessageState.h │ ├── ListGamesState.cpp │ ├── ListGamesState.h │ ├── ListLoadOriginalState.cpp │ ├── ListLoadOriginalState.h │ ├── ListLoadState.cpp │ ├── ListLoadState.h │ ├── ListSaveState.cpp │ ├── ListSaveState.h │ ├── LoadGameState.cpp │ ├── LoadGameState.h │ ├── MainMenuState.cpp │ ├── MainMenuState.h │ ├── ModConfirmExtendedState.cpp │ ├── ModConfirmExtendedState.h │ ├── ModListState.cpp │ ├── ModListState.h │ ├── NewBattleState.cpp │ ├── NewBattleState.h │ ├── NewGameState.cpp │ ├── NewGameState.h │ ├── NotesState.cpp │ ├── NotesState.h │ ├── OptionsAdvancedState.cpp │ ├── OptionsAdvancedState.h │ ├── OptionsAudioState.cpp │ ├── OptionsAudioState.h │ ├── OptionsBaseState.cpp │ ├── OptionsBaseState.h │ ├── OptionsBattlescapeState.cpp │ ├── OptionsBattlescapeState.h │ ├── OptionsConfirmState.cpp │ ├── OptionsConfirmState.h │ ├── OptionsControlsState.cpp │ ├── OptionsControlsState.h │ ├── OptionsDefaultsState.cpp │ ├── OptionsDefaultsState.h │ ├── OptionsFoldersState.cpp │ ├── OptionsFoldersState.h │ ├── OptionsGeoscapeState.cpp │ ├── OptionsGeoscapeState.h │ ├── OptionsNoAudioState.cpp │ ├── OptionsNoAudioState.h │ ├── OptionsVideoState.cpp │ ├── OptionsVideoState.h │ ├── PauseState.cpp │ ├── PauseState.h │ ├── SaveGameState.cpp │ ├── SaveGameState.h │ ├── SetWindowedRootState.cpp │ ├── SetWindowedRootState.h │ ├── SlideshowState.cpp │ ├── SlideshowState.h │ ├── StartState.cpp │ ├── StartState.h │ ├── StatisticsState.cpp │ ├── StatisticsState.h │ ├── TestPaletteState.cpp │ ├── TestPaletteState.h │ ├── TestState.cpp │ ├── TestState.h │ ├── VideoState.cpp │ └── VideoState.h ├── Mod/ │ ├── AlienDeployment.cpp │ ├── AlienDeployment.h │ ├── AlienRace.cpp │ ├── AlienRace.h │ ├── Armor.cpp │ ├── Armor.h │ ├── ArticleDefinition.cpp │ ├── ArticleDefinition.h │ ├── City.cpp │ ├── City.h │ ├── CustomPalettes.cpp │ ├── CustomPalettes.h │ ├── ExtraSounds.cpp │ ├── ExtraSounds.h │ ├── ExtraSprites.cpp │ ├── ExtraSprites.h │ ├── ExtraStrings.cpp │ ├── ExtraStrings.h │ ├── LoadYaml.h │ ├── MCDPatch.cpp │ ├── MCDPatch.h │ ├── MapBlock.cpp │ ├── MapBlock.h │ ├── MapData.cpp │ ├── MapData.h │ ├── MapDataSet.cpp │ ├── MapDataSet.h │ ├── MapScript.cpp │ ├── MapScript.h │ ├── Mod.cpp │ ├── Mod.h │ ├── ModScript.h │ ├── Polygon.cpp │ ├── Polygon.h │ ├── Polyline.cpp │ ├── Polyline.h │ ├── RuleAlienMission.cpp │ ├── RuleAlienMission.h │ ├── RuleArcScript.cpp │ ├── RuleArcScript.h │ ├── RuleBaseFacility.cpp │ ├── RuleBaseFacility.h │ ├── RuleBaseFacilityFunctions.h │ ├── RuleCommendations.cpp │ ├── RuleCommendations.h │ ├── RuleConverter.cpp │ ├── RuleConverter.h │ ├── RuleCountry.cpp │ ├── RuleCountry.h │ ├── RuleCraft.cpp │ ├── RuleCraft.h │ ├── RuleCraftWeapon.cpp │ ├── RuleCraftWeapon.h │ ├── RuleDamageType.cpp │ ├── RuleDamageType.h │ ├── RuleEnviroEffects.cpp │ ├── RuleEnviroEffects.h │ ├── RuleEvent.cpp │ ├── RuleEvent.h │ ├── RuleEventScript.cpp │ ├── RuleEventScript.h │ ├── RuleGlobe.cpp │ ├── RuleGlobe.h │ ├── RuleInterface.cpp │ ├── RuleInterface.h │ ├── RuleInventory.cpp │ ├── RuleInventory.h │ ├── RuleItem.cpp │ ├── RuleItem.h │ ├── RuleItemCategory.cpp │ ├── RuleItemCategory.h │ ├── RuleManufacture.cpp │ ├── RuleManufacture.h │ ├── RuleManufactureShortcut.cpp │ ├── RuleManufactureShortcut.h │ ├── RuleMissionScript.cpp │ ├── RuleMissionScript.h │ ├── RuleMusic.cpp │ ├── RuleMusic.h │ ├── RuleRegion.cpp │ ├── RuleRegion.h │ ├── RuleResearch.cpp │ ├── RuleResearch.h │ ├── RuleSkill.cpp │ ├── RuleSkill.h │ ├── RuleSoldier.cpp │ ├── RuleSoldier.h │ ├── RuleSoldierBonus.cpp │ ├── RuleSoldierBonus.h │ ├── RuleSoldierTransformation.cpp │ ├── RuleSoldierTransformation.h │ ├── RuleStartingCondition.cpp │ ├── RuleStartingCondition.h │ ├── RuleStatBonus.cpp │ ├── RuleStatBonus.h │ ├── RuleTerrain.cpp │ ├── RuleTerrain.h │ ├── RuleUfo.cpp │ ├── RuleUfo.h │ ├── RuleVideo.cpp │ ├── RuleVideo.h │ ├── RuleWeaponSet.cpp │ ├── RuleWeaponSet.h │ ├── SoldierNamePool.cpp │ ├── SoldierNamePool.h │ ├── SoundDefinition.cpp │ ├── SoundDefinition.h │ ├── StatString.cpp │ ├── StatString.h │ ├── StatStringCondition.cpp │ ├── StatStringCondition.h │ ├── Texture.cpp │ ├── Texture.h │ ├── UfoTrajectory.cpp │ ├── UfoTrajectory.h │ ├── Unit.cpp │ └── Unit.h ├── OpenXcom.2010.sln ├── OpenXcom.2010.vcxproj ├── OpenXcom.2010.vcxproj.filters ├── OpenXcom.rc ├── OpenXcom.s ├── Savegame/ │ ├── AlienBase.cpp │ ├── AlienBase.h │ ├── AlienMission.cpp │ ├── AlienMission.h │ ├── AlienStrategy.cpp │ ├── AlienStrategy.h │ ├── Base.cpp │ ├── Base.h │ ├── BaseFacility.cpp │ ├── BaseFacility.h │ ├── BattleItem.cpp │ ├── BattleItem.h │ ├── BattleUnit.cpp │ ├── BattleUnit.h │ ├── BattleUnitStatistics.h │ ├── Country.cpp │ ├── Country.h │ ├── Craft.cpp │ ├── Craft.h │ ├── CraftWeapon.cpp │ ├── CraftWeapon.h │ ├── CraftWeaponProjectile.cpp │ ├── CraftWeaponProjectile.h │ ├── EquipmentLayoutItem.cpp │ ├── EquipmentLayoutItem.h │ ├── GameTime.cpp │ ├── GameTime.h │ ├── GeoscapeEvent.cpp │ ├── GeoscapeEvent.h │ ├── HitLog.cpp │ ├── HitLog.h │ ├── ItemContainer.cpp │ ├── ItemContainer.h │ ├── MissionSite.cpp │ ├── MissionSite.h │ ├── MissionStatistics.h │ ├── MovingTarget.cpp │ ├── MovingTarget.h │ ├── Node.cpp │ ├── Node.h │ ├── Production.cpp │ ├── Production.h │ ├── RankCount.cpp │ ├── RankCount.h │ ├── Region.cpp │ ├── Region.h │ ├── ResearchDiary.h │ ├── ResearchProject.cpp │ ├── ResearchProject.h │ ├── SaveConverter.cpp │ ├── SaveConverter.h │ ├── SavedBattleGame.cpp │ ├── SavedBattleGame.h │ ├── SavedGame.cpp │ ├── SavedGame.h │ ├── SerializationHelper.cpp │ ├── SerializationHelper.h │ ├── Soldier.cpp │ ├── Soldier.h │ ├── SoldierAvatar.cpp │ ├── SoldierAvatar.h │ ├── SoldierDeath.cpp │ ├── SoldierDeath.h │ ├── SoldierDiary.cpp │ ├── SoldierDiary.h │ ├── Target.cpp │ ├── Target.h │ ├── Tile.cpp │ ├── Tile.h │ ├── Transfer.cpp │ ├── Transfer.h │ ├── Ufo.cpp │ ├── Ufo.h │ ├── Vehicle.cpp │ ├── Vehicle.h │ ├── Waypoint.cpp │ ├── Waypoint.h │ ├── WeightedOptions.cpp │ └── WeightedOptions.h ├── Ufopaedia/ │ ├── ArticleState.cpp │ ├── ArticleState.h │ ├── ArticleStateArmor.cpp │ ├── ArticleStateArmor.h │ ├── ArticleStateBaseFacility.cpp │ ├── ArticleStateBaseFacility.h │ ├── ArticleStateCraft.cpp │ ├── ArticleStateCraft.h │ ├── ArticleStateCraftWeapon.cpp │ ├── ArticleStateCraftWeapon.h │ ├── ArticleStateItem.cpp │ ├── ArticleStateItem.h │ ├── ArticleStateSoldier.cpp │ ├── ArticleStateSoldier.h │ ├── ArticleStateTFTD.cpp │ ├── ArticleStateTFTD.h │ ├── ArticleStateTFTDArmor.cpp │ ├── ArticleStateTFTDArmor.h │ ├── ArticleStateTFTDCraft.cpp │ ├── ArticleStateTFTDCraft.h │ ├── ArticleStateTFTDCraftWeapon.cpp │ ├── ArticleStateTFTDCraftWeapon.h │ ├── ArticleStateTFTDFacility.cpp │ ├── ArticleStateTFTDFacility.h │ ├── ArticleStateTFTDItem.cpp │ ├── ArticleStateTFTDItem.h │ ├── ArticleStateTFTDUso.cpp │ ├── ArticleStateTFTDUso.h │ ├── ArticleStateTFTDVehicle.cpp │ ├── ArticleStateTFTDVehicle.h │ ├── ArticleStateText.cpp │ ├── ArticleStateText.h │ ├── ArticleStateTextImage.cpp │ ├── ArticleStateTextImage.h │ ├── ArticleStateUfo.cpp │ ├── ArticleStateUfo.h │ ├── ArticleStateUnit.cpp │ ├── ArticleStateUnit.h │ ├── ArticleStateVehicle.cpp │ ├── ArticleStateVehicle.h │ ├── StatsForNerdsState.cpp │ ├── StatsForNerdsState.h │ ├── Ufopaedia.cpp │ ├── Ufopaedia.h │ ├── UfopaediaSelectState.cpp │ ├── UfopaediaSelectState.h │ ├── UfopaediaStartState.cpp │ └── UfopaediaStartState.h ├── apple/ │ ├── SDLMain.h │ └── SDLMain.m ├── fallthrough.h ├── fmath.h ├── git_version.h.in ├── lodepng.cpp ├── lodepng.h ├── main.cpp ├── md5.cpp ├── md5.h ├── resource.h ├── ryml.natvis └── version.h ================================================ FILE CONTENTS ================================================ ================================================ FILE: .astylerc ================================================ style=allman indent=tab pad-oper pad-header unpad-paren align-pointer=name mode=c ================================================ FILE: .clang-format ================================================ { BasedOnStyle: LLVM, Standard: c++03, ColumnLimit: 0, UseTab: ForContinuationAndIndentation, IndentWidth: 4, TabWidth: 4, BreakBeforeBraces: Allman, FixNamespaceComments: false, PointerAlignment: Left, # EmptyLineAfterAccessModifier: Never, } ================================================ FILE: .editorconfig ================================================ root = true [*] ; Broken in Visual Studio ;charset = utf-8 trim_trailing_whitespace = true vc_generate_documentation_comments = doxygen_slash_star [*.{yml,rul}] indent_style = space indent_size = 2 [*.{c,cpp,h,hpp}] indent_style = tab indent_brace_style = Allman insert_final_newline = true [Makefile] indent_style = tab [CMakeLists.txt] indent_style = space indent_size = 2 ================================================ FILE: .gitattributes ================================================ # Set the default behavior, in case people don't have core.autocrlf set. * text=auto # Explicitly declare text files you want to always be normalized and converted # to native line endings on checkout. *.cpp text *.h text *.rc text # Declare files that will always have CRLF line endings on checkout. *.sln text eol=crlf *.vcxproj* text eol=crlf # Denote all files that are truly binary and should not be modified. *.png binary *.gif binary ================================================ FILE: .github/issue_template.md ================================================ ================================================ FILE: .github/pull_request_template.md ================================================ ================================================ FILE: .github/workflows/nightly.test ================================================ name: Nightly on: push: branches: - test workflow_dispatch: jobs: windows: name: Windows runs-on: windows-latest steps: - name: Checkout uses: actions/checkout@v4 with: fetch-depth: 0 - name: Setup environment shell: bash run: | echo "DATEFILE=`git log -1 --date=format:\"%Y_%m_%d_%H%M\" --format=\"%ad\"`" >> $GITHUB_ENV echo "DATEVERSION=`git log -1 --date=format:\"%Y-%m-%d %H:%M\" --format=\"%ad\"`" >> $GITHUB_ENV - name: Setup version info shell: bash run: | sed -i "s/GAME_VERSION_GIT \"[^\"]*\"/GAME_VERSION_GIT \" git ${{ env.DATEVERSION }}\"/" install/win/version.nsh sed -i "s/GAME_DATE_GIT \"[^\"]*\"/GAME_DATE_GIT \"${{ env.DATEFILE }}\"/" install/win/version.nsh sed -i "s/OPENXCOM_VERSION_GIT \"[^\"]*\"/OPENXCOM_VERSION_GIT \" git ${{ env.DATEVERSION }}\"/" src/version.h echo "FILENAME=oxce_git_${{ env.DATEFILE }}" >> $GITHUB_ENV - name: Install XP Toolset shell: powershell run: | Set-Location "C:\Program Files (x86)\Microsoft Visual Studio\Installer\" $InstallPath = "C:\Program Files\Microsoft Visual Studio\2022\Enterprise" $WorkLoads = '--add Microsoft.VisualStudio.Component.WinXP' $Arguments = ('/c', "vs_installer.exe", 'modify', '--installPath', "`"$InstallPath`"", $WorkLoads, '--quiet', '--norestart', '--nocache') $process = Start-Process -FilePath cmd.exe -ArgumentList $Arguments -Wait -PassThru -WindowStyle Hidden if ($process.ExitCode -eq 0) { Write-Host "components have been successfully added" } else { Write-Host "components were not installed" } - name: Add msbuild to PATH uses: microsoft/setup-msbuild@v2 - name: Compile source (x86 only) env: VC_FLAGS: /v:minimal /m /p:BuildInParallel=true /p:PreferredToolArchitecture=x64 /p:Configuration=Release_XP run: | cd src msbuild OpenXcom.2010.sln ${{ env.VC_FLAGS }} /p:Platform=Win32 cd .. Rename-Item -Path "bin\Win32\Release_XP" -NewName "Release" - name: Create nightly ZIP (x86 only) shell: powershell run: | New-Item -ItemType "directory" -Path "artifacts" Compress-Archive -Path "bin\Win32\Release\OpenXcom.exe", "bin\Win32\*.dll", "bin\common", "bin\standard", "bin\TFTD", "bin\UFO", "LICENSE.txt" -DestinationPath "artifacts\${{ env.FILENAME }}_win32_xp.zip" - name: Get SHA hashes uses: nrwl/nx-set-shas@v4 with: main-branch-name: test - name: Generate build log run: | git log --pretty=format:"%an, %ad%n%B" -n 10 --date=iso-local ${{ env.NX_BASE }}..${{ env.NX_HEAD }} > artifacts\${{ env.FILENAME }}.log - name: Archive artifacts uses: actions/upload-artifact@v4 with: name: ${{ env.FILENAME }}_windows path: artifacts/* linux: name: Linux runs-on: ubuntu-22.04 steps: - name: Checkout uses: actions/checkout@v4 with: fetch-depth: 0 - name: Setup environment run: | echo "DATEFILE=`git log -1 --date=format:\"%Y_%m_%d_%H%M\" --format=\"%ad\"`" >> $GITHUB_ENV echo "DATEVERSION=`git log -1 --date=format:\"%Y-%m-%d %H:%M\" --format=\"%ad\"`" >> $GITHUB_ENV echo "CMAKE_BUILD_PARALLEL_LEVEL=`getconf _NPROCESSORS_ONLN 2>/dev/null || getconf NPROCESSORS_ONLN 2>/dev/null || echo 2`" >> $GITHUB_ENV - name: Setup version info run: | sed -i "s/OPENXCOM_VERSION_GIT \"[^\"]*\"/OPENXCOM_VERSION_GIT \" git ${{ env.DATEVERSION }}\"/" src/version.h echo "FILENAME=oxce_git_${{ env.DATEFILE }}" >> $GITHUB_ENV - name: Install packages run: | sudo apt-get update sudo apt-get -yq --no-install-suggests --no-install-recommends install appstream libfuse2 libsdl1.2-dev libsdl-mixer1.2-dev libsdl-image1.2-dev libsdl-gfx1.2-dev - name: Install LinuxDeploy uses: miurahr/install-linuxdeploy-action@v1 with: plugins: appimage - name: Compile source code run: | cmake . -DCMAKE_BUILD_TYPE=Release -DCMAKE_INSTALL_PREFIX=/usr make -j$(nproc) make install DESTDIR=AppDir - name: Generate AppImage run: | rm -rf AppDir/usr/share/openxcom/UFO rm -rf AppDir/usr/share/openxcom/TFTD linuxdeploy-x86_64.AppImage --appdir AppDir --output appimage mkdir artifacts mv OpenXcom-x86_64.AppImage artifacts/${{ env.FILENAME }}-x86_64.AppImage - name: Get SHA hashes uses: nrwl/nx-set-shas@v4 with: main-branch-name: test - name: Generate build log run: | git log --pretty=format:"%an, %ad%n%B" -n 10 --date=iso-local ${{ env.NX_BASE }}..${{ env.NX_HEAD }} > artifacts/${{ env.FILENAME }}.log - name: Create .tar.gz archive run: tar -czvf ${{ env.FILENAME }}_linux.tar.gz -C artifacts . - name: Archive artifacts uses: actions/upload-artifact@v4 with: name: ${{ env.FILENAME }}_linux.tar.gz path: ${{ env.FILENAME }}_linux.tar.gz macos: name: macOS runs-on: macos-latest steps: - name: Checkout uses: actions/checkout@v4 with: fetch-depth: 0 - name: Setup environment run: | echo "DATEFILE=`git log -1 --date=format:\"%Y_%m_%d_%H%M\" --format=\"%ad\"`" >> $GITHUB_ENV echo "DATEVERSION=`git log -1 --date=format:\"%Y-%m-%d %H:%M\" --format=\"%ad\"`" >> $GITHUB_ENV echo "CMAKE_BUILD_PARALLEL_LEVEL=`getconf _NPROCESSORS_ONLN 2>/dev/null || getconf NPROCESSORS_ONLN 2>/dev/null || echo 2`" >> $GITHUB_ENV - name: Setup version info run: | sed -i '' "s|OPENXCOM_VERSION_GIT \"[^\"]*\"|OPENXCOM_VERSION_GIT \" git ${{ env.DATEVERSION }}\"|" src/version.h echo "FILENAME=oxce_git_${{ env.DATEFILE }}" >> $GITHUB_ENV - name: Install libraries (macOS) uses: melusina-org/setup-macports@v1 id: macports with: parameters: scripts/macports-config.yml - name: Compile source code run: | CMAKE_EXTRA_ARGS=(-DCMAKE_OSX_ARCHITECTURES="arm64;x86_64") if [ -d /opt/local/share/doc/sdl12-compat ] then echo "SDL12-compat detected, linking SDL2 as well" CMAKE_EXTRA_ARGS+=("-DEXTRA_XCOM_LIBS=/opt/local/lib/libSDL2.dylib") fi cmake . -DCMAKE_BUILD_TYPE=Release -DCMAKE_PREFIX_PATH=/opt/local -G Ninja -B build "${CMAKE_EXTRA_ARGS[@]}" cmake --build build - name: Create an archive with .app in it run: | mkdir artifacts ditto -c -k --sequesterRsrc --keepParent build/openxcom.app artifacts/${{ env.FILENAME }}_mac.zip - name: Get SHA hashes uses: nrwl/nx-set-shas@v4 with: main-branch-name: test - name: Generate build log run: | git log --pretty=format:"%an, %ad%n%B" -n 10 --date=iso-local ${{ env.NX_BASE }}..${{ env.NX_HEAD }} > artifacts/${{ env.FILENAME }}.log - name: Archive artifacts uses: actions/upload-artifact@v4 with: name: ${{ env.FILENAME }}_macos path: artifacts/* ================================================ FILE: .gitignore ================================================ # autotools aclocal.m4 m4/pkg.m4 missing install-sh config.status config.guess config.sub configure Makefile Makefile.in depcomp compile .deps/ *.tar.gz *.tar.xz openxcom .dirstamp # Doxygen autogenerated conf docs/Doxyfile # basics *.o .DS_Store Thumbs.db #Ignore files built by Visual Studio *.obj *.exe *.exp *.pdb *.dll *.*.*.user *.aps *.pch *.vspscc *_i.c *_p.c *.ncb *.suo *.tlb *.tlh *.bak *.cache *.ilk *.log *.tlog *.zip [Dd]ebug/ *.lib *.sbr [Rr]elease*/ [Tt]est[Rr]esults/ _UpgradeReport_Files/ _ReSharper.*/ *.ipch [Ii]pch*/ *.aps *.svl* *.mvf *.*sdf *.idc *.tmp *.dgml .vs/ *.VC.* #OpenXcom stuff (no ending slashes for dirs so symlinks can be ignored as well as real dirs) bin/UFO bin/TFTD docs/html/ build/ Dependencies/ translations/ *.*.user !install/win/plugins/**/*.dll #Ignore Vim swap files *.swp #Ignore build config used by Vim plugins for completition compile_commands.json #Ignore NetBeans project directory nbproject/ /makefile src/OpenXcom.2010.VC.opendb bin/Win32/user* bin/user /.kdev4/ /*.kdev4 ================================================ FILE: .tx/config ================================================ [main] host = https://www.transifex.com lang_map = en_US: en-US, en_GB: en-GB, es_419: es-419, fr_CA: fr-CA, zh_CN: zh-CN, ca_ES: ca-ES, es_ES: es-ES, pt_BR: pt-BR, pt_PT: pt-PT, zh_TW: zh-TW minimum_perc = 10 [o:openxcom:p:openxcom-extended:r:android] file_filter = translations/openxcom-extended/common/Language/Android/.yml source_file = bin/common/Language/Android/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom-extended:r:common] file_filter = translations/openxcom-extended/common/Language/OXCE/.yml source_file = bin/common/Language/OXCE/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom-extended:r:technical] file_filter = translations/openxcom-extended/common/Language/Technical/.yml source_file = bin/common/Language/Technical/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom-extended:r:x-com-1] file_filter = translations/openxcom-extended/standard/xcom1/Language/OXCE/.yml source_file = bin/standard/xcom1/Language/OXCE/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom-extended:r:x-com-2] file_filter = translations/openxcom-extended/standard/xcom2/Language/OXCE/.yml source_file = bin/standard/xcom2/Language/OXCE/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom:r:installer] file_filter = translations/openxcom/install/win/Language/.yml source_file = bin/install/win/Language/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom:r:openxcom] file_filter = translations/openxcom/common/Language/.yml source_file = bin/common/Language/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom:r:x-com-1] file_filter = translations/openxcom/standard/xcom1/Language/.yml source_file = bin/standard/xcom1/Language/en_US.yml source_lang = en_US type = YML [o:openxcom:p:openxcom:r:x-com-2] file_filter = translations/openxcom/standard/xcom2/Language/.yml source_file = bin/standard/xcom2/Language/en_US.yml source_lang = en_US type = YML ================================================ FILE: CHANGELOG.txt ================================================ Version 1.0 (13-06-2014) ------------------------- New features: General: - Rudimentary mod support has been added to the ruleset loading, including: -- Modular ruleset support. -- The ability to define extra strings, sounds and sprites. -- The starting date can now be set in the ruleset. -- Soldier stat caps are now acquired from the ruleset. -- Added support for custom images in the UFO craft preview window. -- Implemented a list weight value for items, which determines where they appear in ingame lists. -- Allow for resizing of UI surfaces through rulesets. -- Allow for weapons to change max range, autoshots, blast radius, strength modifier, melee attack, dropoff, LOS, bullet speed, etc. -- Allow for armors to change unit stats. -- Allow for setting producedItems for manufacture. -- Allow for negative costs. -- Rulesets will now internally number themselves and offset IDs by 1000 to avoid conflicts intelligently. - Begun development on loading TFTD content, specifically .BDY files. - Various translation updates, including new languages: Dutch, Finnish, Greek, Norweigan, Portuguese (BR), Slovak, Swedish, Turkish. - Localized installer in multiple languages. - Updated soldier names: Italian, Belgian, Congolese, Dutch, Greek, French, Kenyan, Korean, Indian, Polynesian, Slovakian. - New Battle will now load available terrains from the ruleset instead of having them hardcoded. - New Battle now allows unlimited items to be assigned to the craft. - Implemented weighting for which soldier look is chosen by which origin. This should decrease the likelihood of races not matching names to realistic levels. - Screen is now centered on higher base resolutions. - Mouse capture option added, as well as key shortcut. - New language format, system language auto-detected on first start. - Complete overhaul of pause menu, now totally consistent between geoscape/battlescape. - Options can be changed mid-game. - Saved Games will now indicate the system save time, in-game date and time, and if appropriate, turn number. - Saved Games can now be sorted by creation date or name. - Combo Box and Slider functionality added. - Scroll bars added to text lists. - Options menu completely overhauled. -- Most hidden options now available on the menu. -- All options have in-game descriptions. -- UI volume now adjustable. -- Audio format adjustable. -- New display options: Borderless, Resizable, Letterboxing. -- Internal game resolution may be adjusted for battlescape and geoscape separately. -- All kinds of in-game timings are now adjustable, so you can make it run like your old 286, or pentium. -- Mods can now be activated from in-game, and don't require a restart. -- Many more advanced options added, most of which were previously omitted for requiring a restart. -- Many UFOextender and XComUtil options added (either as advanced options or individual mods). -- Mousewheel scroll speed is now configurable. -- FPS limiter added. - New Battle menu completely overhauled. - Support for old or modded savedgames improved, including warnings about potential incompatibilities. - Multiline support added for textlists. - Improved text input. - Support added for multiple data folders. - Dedicated auto-save and quick-save slots added. - Added ironman mode. - New loading screen with better error handling. - Adlib music emulation added, MIDI playback is no longer required. Geoscape: - Automatically end dogfights if the UFO outpaces the fighter and the window is minimised. - When areas don't have mission data set, they will now fall back to data for an area that does. - Psionic training at any time option added: allows adding/removing soldiers from psionic training at your discretion rather than on a monthly basis, and updates their progress daily.* - Fields added to craft rulesets for further moddability. - Added "Sack" button to soldier info screen. - Added inventory screen to craft equip screen. - Added estimates for craft repair/refuel/rearm times. - Alien Containment management screen added. - Soldier Memorial screen added to keep track of Xcom casualties. - Hotkeys for base selection added. - Last selected base now preserved on closing base window. - Fixed craft renaming not working. - Fixed HWPs not reloading when new ammo arrived. - Added Prev/Next key shortcuts to Basescape soldier info. - Aircraft flight path line indicators added. - Storage limit enforcement option added, complete with "overflowed item" management screen.* - Drag scroll added. - Melee accuracy now shown on soldier stat screens. - Manufacture auto sale button added to manufacture screen. - Infinite quantity added to manufacture screen. - Background now filled out in higher base resolutions. - Added various Go To Base shortcuts in Geoscape popups. - Added right-click on craft in Intercept screen to center on it. - Added right-click on soldier in Craft screen to show their stats. - Ufopaedia now shows armor damage and stat modifiers. - New Advanced-Option: View soldier's Psi-Strength after the appropriate research has been completed.* Battlescape: - Inventory: Ctrl-click an item to attempt to swap it between the ground and your soldier's inventory. - Inventory: Added ability to define paper dolls for non-player units. - Alt-click can now be used as an alternative to right-clicking. - Various soldier weapon display changes: -- When using two two-handed weapons, display the one currently in use. -- Display soldier hands in front of rifles. -- If holding a pistol and a two-handed weapon, display both while firing. - Factored height into the throwing calculation. - Plasma tanks and sectopods now play the correct firing sounds. - Item stacking implemented: Functionally identical items will appear in the same place on the ground with a number displayed over them, if there are a large stack of similar items. - 2012 item recovery option added: only captured aliens drop intact weapons.* - Path preview option updated: displays yellow when you can move to a spot but are unable to perform auto shot (or the type of shot you have on reserve) with your remaining TUs. - Path preview option updated: can now be set to show arrows, remaining TUs, or both.* - Units will no longer poke their heads through floors above them when standing on tall objects. - AI almost completely re-written from scratch, should more closely resemble vanilla. - Painkillers from the medikit now work. - Tooltips added for all buttons. - Number of Auto-shots is now a definable attribute of a weapon. - Warning messages added when handling live grenades. - Weapons can be defined to charge a "flat rate" rather than a percentage of TUs. - Reaction fire mechanics completely re-written to replicate vanilla. - Stats added to Armor, allowing it to enhance (or hinder) a soldier's abilities. - Map draw functions hugely optimized, game is now playable on Android. - Buttons for Reserve for Kneel and Zero Time Units added. - Debug feature to kill all aliens added. (Ctrl+K) - Auto-Equipment function rewritten to mimic vanilla, and an option added to completely disable auto-assignment. - Accuracy model completely rewritten to replicate vanilla as closely as possible. - Range based accuracy removed - UFO Extender accuracy added. - Throw formula modified to mimic vanilla behaviour, with arc angle being a factor of weight, strength and distance. - Items in Base storage are now randomly distributed on the floors of storage facility maps. - Explosives will deal directional damage to units outside the "ground zero" radius. - Aliens will now target and destroy "essential" objects in base modules, possibly leading to their destruction. - When using a medi-kit, any injured body part will be selected by default. - Sprites added for mind controlled terror unit weapons. - Shotgun behaviour added for modded weapons. - Deployment data for crafts added, allows for fine-tuned placement of units. - New sprites added for alien weapons, courtesy of Arne. - TFTD damage formula added.* - Melee Aliens will now hit you with their strength rather than a static value. - Notification added for disarming grenades pre-battle. - Smooth bullet camera mode, follows the bullet as it moves rather than jumping the camera around.* - Confirm fire mode, requires a second click to confirm a fire order.* - Melee skill now included in hit calculations. - More meaningful errors added to inventory screen. * These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file. Bugfixes: General: - Fixed "classic mouse behaviour" and made it the default. (You should now be able to hold down the left mouse button and drag it down a list, incrementing several items) - Various Linux and OSX-related fixes. - Renamable fields no longer accept blank strings. (ie. no more bases, interceptors, or soldiers named "") - Can now set the config folder via command line switch (-user) - Fixed loading data from multiple folders. - Extra sprites fixed for OSX. - Game icon now correctly displayed in game window on all operating systems. - Palette system overhauled to prevent windows changing colours incorrectly. - Fixed various bugs with Unicode handling in paths and strings. - Fixed various UI bugs on tablets. Geoscape: - X-Com now correctly pays their first month's rent and maintenance in advance. - To avoid lawsuits, sacked soldiers no longer take their armour with them. - Crashed and landed UFOs no longer display a heading, even if that information is available. - If a base is lost and a craft from that base is following a UFO but running low on fuel, do not prompt the player to return the craft to the lost base. - Fighters no longer get quicker shots due to a bug that made them move in and out of their maximum weapon range when changing behaviours rapidly. - UFOs should no longer escape dogfights too quickly. - When the game starts, play the "GMGEO1" music track, instead of choosing randomly. - When only one item remains to research and is added to the active projects, properly clear it from the "new projects" menu. - Research now consumes items only as appropriate. - Landed/Crashed UFOs will no longer try to detect X-Com bases. - Graphs screen scale corrected. - UFO flight-paths fixed to use correct areas for waypoint selection. Flight paths should now mimic vanilla (as much as something that's random can) - Crafts teleporting when over poles corrected. - Rare music bug in base defences fixed. - Fix for soldiers in transfer not being counted when handing out promotions. - Fix the council congratulating XCom on a job well done as they cancel the project. - Downed UFOs will use appropriate behaviour after XCom dusts off. - Alien mission timers fixed. Battlescape: - Fixes to various UFOpaedia articles. - Loading saved games now correctly preserves the difficulty adjustments to alien stats. - Prime grenade buttons over 10 now work. - Alien soldiers now reserve less TUs for reaction fire, and commanders reserve more. - Stop turning when a new enemy is spotted, but ensure units will always face their targets when shooting. - Re-wrote the reaction fire code to implement fixes and changes, including: -- Better handling of reaction fire against the last alien in the battle. -- Reaction shots should only be snap shots, not auto. -- Firing will trigger a reaction check. -- Hitting an alien with a non-melee weapon will cause it to face you. -- When two units spot each other at the same time, no reaction fire will occur. - Adjusted various distance thresholds to compensate for the original game's attempt to approximate bresenham algorithms. - Explosions now correctly cause fire. - Fixed strafing through doors. - Fixed the order of events in the battlescape loop. - Fixed a bug causing some tiles to inappropriately act transparent. - Aliens have night vision again, as per the original game, spotting soldiers within 20 tiles regardless of light. - XCOM soldiers should now always spot aliens within 18 tiles, regardless of light, and 20 tiles in good light. - Inventory: Allow scrolling of items on the ground when only two tiles of empty space remain, instead of just one. - When ending a turn, the game will now close doors before setting off explosions. - When returning a mind controlled alien to alien control, return their lighting to normal. - Corrected how gravity applies to Reapers. - Check tiles above explosions for whether items or units need to fall. - Fixed silacoid attack ability, and made them immune to fire, so that they don't roast themselves. - Fixed some celatid sprites. - Stop displaying the PSI button after a psi-capable unit dies. - Clear waypoints and top displaying the LAUNCH button if the turn is ended while setting waypoints for the blaster launcher. - Fixed a crash on loading the battlescape. - Fixed line of sight errors for certain walls. - Fixed a crash bug relating to automatically ending battles. - Tank inventories will no longer open during the Cydonia phase two transition. - Properly reset the turn counter for phase two of Cydonia. - Improved attribution of grenade kills. - Fixed issues with shooting blaster bombs directly into walls not damaging nearby units. - Fixed a bug that caused run mode to "stick" after pressing Control while the Strafe setting option was enabled. - Fixed a bug that caused grenades primed above "0" to still instantly explode when Instant Grenades option was enabled. - Weapons that aren't armour piercing now also cause minor stun damage. - When aborting a mission, mind controlled aliens no longer count as friendly units for scoring purposes. - Soldiers now panic in a way that's more consistent with the original game. - All buttons disabled while projectiles are in-flight to disable cheating. - Fixed TU costs for some alien weapons. (Some alien melee attacks should have flat costs instead of a percentage of TUs) - Instant grenade behaviour fixed. - Clip recovery fixed. - Grenades no longer cause crashes when used to kill the final enemy. - Visibility in smoke corrected. - Turning to walk and being interrupted (by spotting a unit) now properly costs TUs. - Melee and Medikits now use the same algorithm, and obey stairs properly. - Units with built-in weapons no longer drop them when falling unconscious. - Fixed various issues regarding "tanks only" deployment to mission sites. - Revived units will no longer have their full TUs. - Units can no longer be saved from zombification by reloading. - Chryssalid screaming behaviour fixed. - Broken alien base map modules removed from ruleset. - Alien equipment random distribution re-aligned with vanilla. - Aliens will no longer prime grenades unless they have already thrown it. - Explosions now play the full animation instead of starting half way through. - Lots of bugs regarding flying in power armor and kneeling fixed. - Unconscious units being carried into the exit zone will now be properly accounted for. - Accuracy formula corrected. - Camera movements now follow vanilla formula. - Pathfinding preview altered and fixed in many ways. -- Now updates appropriately according to reserve setting. -- No longer thinks that paths moving vertically wipe out all remaining TUs. - Energy recovery now in-line with vanilla formula. - Mouse Position (relative to screen) now preserved while drag-scrolling. - Z-axis scrolling corrected. - Large unit rendering fixed to no longer be drawn through walls. - Sprite drawing routines revised. Version 0.9 (07-05-2013) ------------------------- New features: General: - Intro cinematic. - Game can now be completed, game over screens for winning and losing. - Randomizer for "New Battle" mode. - Your settings in "New Battle" mode will be saved for next time you play. - New translations: Ukrainian, Bulgarian, Portuguese (Portugal), Spanish (Latin American), Danish. - New soldier names: Italian, Hungarian. - Aliens progress their equipment levels, races and aggression over time. - Added "Alien Weapon Level" button in New Battle menu. - Added "Right Click to Delete" function in save/load menus. - Added various display filters to the game, including HQX and various OpenGL shaders.* - The game can be dynamically resized to a new display resolution when in windowed mode.* - The default windowed mode position can now be edited in the configuration file.* - Modular Ruleset support. - Added "Controls" menu. - Added "Advanced Options" menu. - Added button to Restore Defaults to options. - Pause Game on Loss of Focus.** Geoscape: - Live alien capture and interrogation. - Psionic training. - Hyper-wave decoding. - Alien base handling. - Scoring for both aliens and Xcom. - Funding nation decision making. - Multiple dogfight handling. - Graphs screen. - Base Defense screens. - Full research tree. - Alien UFO Mission Generation. - Alien retaliatory attacks on Xcom bases. - Show radar-range lines on the globe after pressing R key. - Show funds above the time.* - Added the number of soldiers allocated on craft equipment-screen. - Custom initial base layout.* (requires a new game to take effect) - Building-Queue: Can place buildings next to uncompleted-buildings.* - AutoSell Production state for a manufacturing project by a right click on the increase button.* - Allowed multiple items to be produced per hour when very large numbers of engineers are assigned to a project.* - Upper limit for alien captures per containment facility.* (visible on Base Info screen) - Captive aliens can now be sold in the same manner as dead aliens.* - Can transfer crafts while airborne.* - Increase/decrease buttons now respond to mouse wheel scrolling when the cursor is above them.* - Allocate Scientists and Allocate Engineers screens now respond to mouse wheel scrolling.+ - Debug mode now enables drawing of country and region borders. Battlescape: - Battlescape melee unit AI. - Unit conversion for chryssalids and zombies. - All missing units implemented, both alien units and xcom tanks. - All missing items implemented. - Psionic attacks implemented. - Units dual wielding single handed weapons is now represented on the battlescape. - The game now dynamically replaces sprite colours in order to represent soldier ethnicity and hair colour. - Equipment loadout saving. - Show more stats in inventory view.* - Proper A* pathfinding. - Battlescape RMB scrolling changed to MMB, renamed to Drag-Scroll, improved. - Landing Ufos/Ground Assault missions. - Ruleset support for multiple-stage missions. - Certain units now "Yell" when engaging another unit. - Enemy unit stats and armour are now affected by difficulty. - Grenade explosions now properly credit the previous owner of the grenade with the kill when a unit dies. - Units can now "fall" off edges by walking off the side of a roof or platform, and other gravity-related features are implemented. - The game now centres on the active soldier when the player closes the inventory screen. - Reapers can now reaction-attack soldiers that move into a tile adjacent to them. - Aliens will attempt to avoid areas where other aliens have died, except in base defense missions. - Various AI improvements. - Debug mode now has tile colourisation to represent AI evaluations. - Debug mode now has a time-slowing feature, which can be used for graphical or voxel debugging. - Alien Bases can now be neutralized by destroying the control room. - Mission can be won by mind-controlling all remaining units.* * These features are disabled by default but can be enabled in the advanced options menu or by editing your configuration file. + These features are enabled by default but can be disabled in the advanced options menu or by editing your configuration file. ** These features can be altered by editing your configuration file. Bugfixes: General: - Updated translations. - Added support for more Unicode letters. - Fix for extra mouse buttons. - Various cursor-related bugfixes/improvements. - Support for Haiku folder paths. - Fix for 8 KHz WAV-file (in SAMPLEx.CAT) playing. - Fixed various memory leaks. Geoscape: - Fix for a crash bug involving an edge case where several craft were sent to intercept a single UFO. - Adjusted the length of the date column on the saved game screen to allow room for translated text. - Research consumes items properly. - If necessary, craft will now always rearm after refuelling. - Fixed error in great circle calculation. - It is no longer possible to assign armour to a soldier while they're away from the base. - Up/down buttons now need to be held for a quarter-second before they increment by more than one. (This should fix single-clicks incrementing totals by more than one, making it hard to hit exact values) - Items are no longer removed from stores when they are researched. - Cut off input to dogfight screens when your craft is destroyed or the UFO decides to disengage. - "New research available" popups should now only display the first time you research a technology that will unlock a new branch of research. - Fixed: Can't dismantle ANY facility if some of the attributes is overflowed! - Fixed: Busy people weren't getting paychecks - Fixed radar detection calculation. Battlescape: - Battlescape buttons are now unavailable during alien turn. - Fixed bug in map generator regarding nodes outside the map. - Improved map generation of alien base assault missions. - The player no longer reveals the tile an alien is standing on when they detect an alien on an unrevealed tile. - The camera resets after non-reaction shots. - Camera now correctly centers on explosions, and properly detects explosion visibility. - Projectiles are now visible when they fly above an unrevealed tile. - Fixed various display bugs with projectiles. - UFO walls can no longer be seen through from certain angles. - Reaper Corpse tiles now arranged correctly. - Doors should no longer close on top of large units. - Players can now recover large unit corpses if the northwest piece is intact, as per the original game. - Units on stairs will now correctly reveal tiles on the level above. - Opening doors now uses time units correctly. - Fixed strange spawn behaviour. - Undiscovered aliens are no longer factored into pathfinding. - Applying stun damage to unconscious units increasing the time they will remain unconscious. - Stun damage should no longer damage items. - When units are auto-equipped for battle they will now assign as many items to their belt slots as will fit instead of stopping after 1. (This should fix alien grenades being recovered less often than in the original) - Motion scanners now detect motion on all different levels in addition to the level of the scanning soldier. - Various bugfixes for large units. - Various psi-related bugfixes. - Various clipping issues fixed. - Various pathfinding bugfixes/improvements. - Various sound-related fixes. - Ethereals can now fly as intended. You have been warned. - Added some more robust behaviour around what happens when a unit is forced into an occupied tile. (ie. for the floor collapsing beneath a soldier standing above another soldier, and for when an unconscious soldier revives when another soldier is standing in their tile) - Fixed a bug where items with unlimited ammo would weigh twice as much as they should. (removed the step to add clip weight to a weapon if the weapon is its own ammunition) Version 0.4.5 (04-11-2012) --------------------------- New features: - Ufopaedia. - Hungarian translation. - Rightclick mouse scrolling. - Rightclick arrow buttons to min/max values. - Can prime a grenade on mission pre-equip (Inventory view) with a right-click. - Weapons can be toggled on/off during dogfights. - Modular rulesets (specified in options.cfg). - Soldier reordering. - New options. - Man page / command-line help. - Logging. Bugfixes: - Updated translations. - Updated soldier names. - Various string clipping issues. - Various UI issues. - Infinite error message when tanks didn't have ammo. - Tanks getting it on in the storage room (recovered when mission ended). - Multiple "Tracking Lost" windows per UFO. - Improved auto-equipping to ignore empty weapons and load weapons on the ground. - Brought alien weapons counted towards score. - Civilians didn't count towards score. - Crash when completing a research. - Crash during dogfights. - Wrong mouse input in minimap. - Starting inventory didn't work correctly in mission simulator. - HWP ammo popped up in soldier inventory. - Incorrect armor damage modifiers. - Workaround for big corpse pieces being recovered. - Missing rules for Reaper (crashed terror missions). - Ammo being reused after loaded. - Civilians counting as saved when mission failed. - Projectiles went through UFO if missed. - Weird avenger spawn point. - Item in elevator crash. - Diagonally walking through trees. - Items flying in the air when flying unit drops items. - Fixed proximity grenade. - Wrong craft speed when patrolling. - Crash when patrolling after UFO lost. - "Go to last known UFO position" button not working. - Incorrect UFO recovery items. - Ammo in weapons wasn't recovered after missions. - Crafts were fully unloaded after missions. - New crafts don't start in base position. - Ammo graphics weren't cleared after unloading weapon. - Minimap doesn't update level when using scroll wheel. - Missing "Not enough equipment to fully re-equip squad" screen. - Incorrect title in Promotions screen. - Various changes to item creation/recovery in Battlescape. - Wrong UFO graphics in interception window. - Wrong craft/UFO altitudes. - "UFO tracking lost" window missing sometimes. - Crash when targeted terror site disappears. - Reapers having incorrect behavior. - Soldiers can turn without TUs. - Walking through knocked down walls takes 4 TUs. - Primed state of a grenade is not saved in the savegame. - Firing and throwing accuracy does not decrease on injury. - Diagonal line of sight through windows. - Minimap not showing visible aliens on invisible tiles. - Visible units not stored in save. - Beam weapons not dealing any damage to UFOs. - Rewritten dogfight radar animation. - Dogfight UFO hit animation. - Dogfight UFO crash animation. - Dogfight projectiles animation. - Projectiles could hit UFO even if it was out of their range. - Added craft damage indication. - Added translated terrain names to New Battle. - Sound and graphics of flying suit. - Small pathfinding issue. - Segfault when mindprobing empty space. - Untranslated Geoscape sidebar. - Implemented faster unit walk speed off screen. - Items visible on minimap on undiscovered tiles. - Units walking on top of each other. - Incorrect behavior with ground items in inventory. - Options screen and resolution selection. - Craft has wrong position when transferred. - Craft doesn't reequip when transferred. - Game returns to the actual game after saving (instead of previous menu). - Drawing issue in medikit and scanner view. - Improved explosion animation scaling with power. - Explosion sound. - Added Elerium-115 to battlescape. - Vertical pathfinding. - Cancel firing mode when pressing move up/down. - Flying up/down graphics. - Show damage percent of craft on its state-panel. - Buttons not pressing with right-clicks. - Bugs in soldier name generation. - Added geoscape position to saves. - Added "We can now produce" Geoscape window. - Walk/move sounds. - Proper ammo accounting after battles. - Added "loading/saving..." messages to savegame screens. - Being able to input text in resolution. - Non-ASCII character input. - Non-ASCII savegame names. - Crash when trying to rearm crafts with empty weapon slots. - Weapons glitching when dropped by panicked soldiers. - UFO trying to escape after being destroyed. - Freeze in wordwrapping. - Big text automatically switches to small if string doesn't fit. - Battlescape crash when items were dropped. - Unlimited ammo weapons being incorrectly recovered. - Mouse being restricted to 320x200 area in some systems. - Not being able to overwrite saves with non-ASCII names. - Save list not synchronizing with text input. - Weapon unload not clearing text. - Basescape not resetting time to 5 Secs. - Random seed missing in saves. - Crash when large units tried to move outside the map. - Wrong reaper sound. Version 0.4 (13-08-2012) ------------------------- New features: - Basescape: -- Research screens. -- Manufacture screens. -- Soldier improved stats. -- Tank equipping. -- Armor equipping. -- Wound recovery. - Geoscape: -- New globe shading. -- Craft pathfinding now uses great circles (more accurate). -- New radar detection formula (more accurate). -- Terror sites. -- UFOs of all sizes. -- Tied research requirements to everything. -- UFOs in dogfights fight back. - Battlescape: -- Abort screen. -- Debriefing screen. -- Battlescape save game. -- Panicking units. -- Skill increase and promotions. -- Ranged based accuracy is now optional (see UFO Extender for details on Ranged Based Accuracy). -- Minimap. -- Flying units. -- Grav lifts. -- Optional pathfinding preview. -- Medikits. -- Laser weapons. -- Large units. -- Motion scanner. -- Alien deployment rules. -- AI taking cover & throwing grenades. -- Damage to items. -- Mind probe. -- Stun rod. -- Show/hide battlescape layers button. -- Rough battlescape artefacts salvaging functionality. -- Added civilians. -- Added support for skyranger landing on non 0-level. -- Added support for multiple craft/ufo maps. -- Psi Amp. -- Added support for more alien races. -- Load Game button. - External rulesets. - Added entries for most entities in the game. - New Battle screen. - Options screen. - Startup logging. - 64-bit version. - Game icon and logo. - Support for multiple data folders. - Support for XDG specification. - Support for user soldier name pools. - Various new options (see docs). - Debug mode. Bugfixes: - Two duplicating ammo bugs. - Wrong rocket launcher hand sprite. - "Not enough time units" during alien turn. - Bug where alien weapons are given to the soldiers. - Target mode is canceled when switching unit. - Reserve time unit button is reset when starting new turn. - Minor drawing glitch visible when walking down the skyranger ramp. - Geoscape sidebar didn't show up on first start on some languages. - Bug with line of sight inside UFOs along diagonal walls. - Bug with pathfinding inside UFOs along diagonal walls. - Aliens not black when in undiscovered terrain. - Issue with turn and shoot. - Too many reaction fires from autoshot (each shot had a chance of a reaction shot which is wrong). - Unit selection arrow showed up during alien turn. - Double sliding door didn't open when walking diagonally. - Energy usage not calculated correctly. - Missing text in Monthly Report. - Ground items showing up in soldier's hands. - Improved interface performance. - Bug with seeing through undiscovered floors. - Updated the Rank Bonus values used to calculate soldier "value". - Apply changes to the base / soldier name when user presses OK. - Incorrect globe zoom levels. - Incorrect UI strings. - Incorrect colors in Battlescape UI. - Crash when starting mission on back side of globe. - Endless number of soldiers in Skyranger. - Clicking visible enemy units clicks other stuff too. - Fixed lazy ground inventory arrangement. - Aliens do not suffer from fatal wounds anymore. - Improved straight line pathfinding in battlescape. - Fixed unable to hit unit on stairs. - Fixed drawing hidden object's outlines. - Fixed pistol aiming position. - Fixed HWP rank image. - Fixed no LOF error issues. - Fixed issue where unit stopped walking when not seeing new alien units. - Fixed alien reaction shots costing no TUs. - Camera centers on selected unit on battlescape start. - Fixed battlescape kill counter not working. - Fix cursor hiding and scrolling during AI turn - Fix camera scrolling into dark infinite and beyond - Fix unit FOV calculated before AI reaction shot. - Fixed "alien floating error". - Fixed walking under skyranger. - Fixed firing XP from explosive ammo. - Fixed active weapon display. - Fixed issue with dead alien count. - Fixed autoshot of HE ammo issue. - Save turn number in savegame. - Fixed free autoshot ammo. - Fixed wrong UI colors. - Updated translations. - Fixed craft loading bug. - Fixed crash with invalid savegames. - Fixed savegame list not being sorted. - Game no longer crashes if no sound device is available. - Crafts that are outside of base no longer show in base view. - Fixed globe not redrawing properly sometimes. - Fixed various data loading bugs. - Sell screen now decreases item quantity. - Fixed craft pathing bugs. - Fixed bug in command-line parameters. - Various performance improvements. - Added fallback if no soldier name pools are available. - Fixed radar detection. - Fixed some bugs in globe. - Fixed inventory crash with certain armor types. - Fixed crash with loading DOS sounds. - Fixed battlescape buttons responding to wrong mouse button. - Improved mouse click handling. - Fixed Language dialog having wrong height. - Game no longer crashes if language isn't found. - Game no longer crashes if User directory is unavailable. - Game now shows an error if no languages are available. - Fixed various bugs with text strings not fitting. - Fixed text caret not always aligning properly. - Fixed crash with UI buttons. - Fixed Intercept string not always showing correct stats. - Fixed colors in Target Info and Items Arriving windows. - Fixed various savegame bugs. Version 0.3 (01-09-2011) ------------------------- New features: - Basescape: -- Craft rearming. -- Craft equipping. -- Purchase/Recruit. -- Sell/Sack. -- Base transfers. - Battlescape: -- Battle turns. -- Item equipping, firing, throwing. -- Environment: fire, smoke, explosions, damage, kills. -- Unit stats. -- Inventory. -- AI Phase 1 (patrol, aggro). - New languages: Czech, English (UK), Polish, Romanian, Russian. - Support for custom font characters and full Unicode. - Options. - Platform-specific folders. - Partial Ufopaedia. - Externalized soldier names. - Nag screen only shows once. - Swapped F5 and F12 keys. - Movable caret in text input. - Stores column in Purchase screen. Bugfixes: - Bug in Geoscape pathfinding. - Incorrect language names. - Cross-platform bug when loading PCK files. - Invisible loading errors. - Incorrect mouse events. - Missing strings. - Various UI issues. - Various translation issues. - Bug in craft rearming. - FPS Counter didn't always show up properly. - Crash sites didn't vanish properly. - Failing to load a game could crash the Geoscape. - Games weren't always saved properly. - Monthly report didn't show correct date. - Crafts in base view weren't positioned correctly. - Music loading issues. - Various battlescape fixes. - Various performance improvements. Version 0.2 (28-01-2011) ------------------------- New features: - Battlescape! -- Crash site missions. -- Map generation. -- Pathfinding. -- Alien placement. -- Basic lighting. -- Basic fog of war. - New language format (with Spanish and Italian languages). - Crude Unicode support. - Windows installer for all your lazy needs! - Load/save infinite games. - Screenshot, FPS Counter and Fullscreen keys. - Any-resolution scaling. - Support for DOS music. - Being able to remove bases (Access Lift). - Friendly start reminder. Bugfixes: - Bug in cursor rendering. - Removed unused strings and trademarked game names. - Craft maintenance bugs. - Bug in text list alignment. - Bug in bar rendering. - Crash when a UFO intercepted by multiple craft was destroyed. - Incorrect text in some screens. - Some localized strings didn't fit on screen. - Palette bugs. - Various memory leaks. - Being able to click on globe through windows. - Bugs with multiple-target display. - Various fixes to globe rendering. - Big in text word-wrapping. - Reorganized country/region data. - Added OK button to Base Name window for people having trouble with Enter key. - Removed preloading of every language (only one language is used at once, what was I thinking!). - Bug in pixel blitting. - Improved error handling. - Probably many other minor fixes. Version 0.1 (17-11-2010) ------------------------- First release! - Geoscape: -- Fully-controllable globe. -- Globe details like country borders and names. -- Day/night effect. -- Initial base placement. -- Basic UFO spawning and detection. -- Craft interception with fuel consumption and basic dogfights. -- Craft repairing/refuelling/rearming. -- Funding overview. -- Monthly funding. -- Scroll-wheel support. - Basescape: -- Full base view with facilities. -- Building new bases with access lift placement. -- Base information. -- Base stores. -- Soldier stats (with randomly generated soldiers). -- Craft info and equipping. -- Facility building/removal. -- Scroll-wheel support. ================================================ FILE: CMakeLists.txt ================================================ cmake_minimum_required ( VERSION 3.5 ) project ( OpenXcom ) set ( CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/cmake/modules" ) include(BuildType) include(GNUInstallDirs) set (CMAKE_CXX_STANDARD 17) # use std=c++11 rather than std=gnu++11 #set (CMAKE_CXX_EXTENSIONS OFF) option ( DEV_BUILD "Development Build. Disable this for release builds" ON ) option ( DUMP_CORE "Disables exception and segfault handling." OFF ) option ( BUILD_PACKAGE "Prepares build for creation of a package with CPack" ON ) set ( TARGET_PLATFORM CACHE STRING "Target platform to include in the package name (win32, etc)" ) option ( EMBED_ASSETS "Embed common and standard into the executable" OFF ) option ( FATAL_WARNING "Treat warnings as errors" OFF ) option ( ENABLE_CLANG_ANALYSIS "When building with clang, enable the static analyzer" OFF ) option ( CHECK_CCACHE "Check if ccache is installed and use it" OFF ) set ( MSVC_WARNING_LEVEL 3 CACHE STRING "Visual Studio warning levels" ) option ( FORCE_INSTALL_DATA_TO_BIN "Force installation of data to binary directory" OFF ) set ( DATADIR "" CACHE STRING "Where to search for datafiles" ) if ( CHECK_CCACHE ) find_program( CCACHE_PROGRAM ccache ) if( NOT CCACHE_PROGRAM ) message ( FATAL_ERROR "CCACHE requested but not found on the system." ) else () set_property( GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${CCACHE_PROGRAM}" ) set_property( GLOBAL PROPERTY RULE_LAUNCH_LINK "${CCACHE_PROGRAM}" ) message ( STATUS "found CCACHE (${CCACHE_PROGRAM})" ) endif() endif () if ( WIN32 ) set ( default_deps_dir "${CMAKE_SOURCE_DIR}/deps" ) endif () if ( APPLE ) set ( MACOS_SDLMAIN_M_PATH "${CMAKE_SOURCE_DIR}/src/apple/SDLMain.m" CACHE STRING "Path to SDLMain.m file" ) option ( CREATE_BUNDLE "Create a Mac OS application bundle" ON ) if ( NOT EXISTS "${MACOS_SDLMAIN_M_PATH}" ) message ( FATAL_ERROR "On Mac OS, SDLMain.m is required. Please set the MACOS_SDLMAIN_M_PATH variable" ) endif () endif () # C++ version check if ( CMAKE_COMPILER_IS_GNUCXX OR CMAKE_CXX_COMPILER_ID MATCHES "Clang" ) include(CheckCXXCompilerFlag) CHECK_CXX_COMPILER_FLAG("-std=c++17" COMPILER_SUPPORTS_CXX17) CHECK_CXX_COMPILER_FLAG("-std=c++1z" COMPILER_SUPPORTS_CXX1Z) if(COMPILER_SUPPORTS_CXX17) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++17") elseif(COMPILER_SUPPORTS_CXX1Z) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++1z") else() message( FATAL_ERROR "The compiler ${CMAKE_CXX_COMPILER} has no C++17 support. Please use a different C++ compiler.") endif() elseif(CMAKE_CXX_COMPILER_ID MATCHES "MSVC") include(CheckCXXCompilerFlag) CHECK_CXX_COMPILER_FLAG("/std:c++17" COMPILER_SUPPORTS_CXX17) if(COMPILER_SUPPORTS_CXX17) set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /std:c++17") else() message( FATAL_ERROR "The compiler ${CMAKE_CXX_COMPILER} has no C++17 support. Please use new VS C++ compiler.") endif() endif() set ( DEPS_DIR "${default_deps_dir}" CACHE STRING "Dependencies directory" ) # Find OpenGL set (OpenGL_GL_PREFERENCE LEGACY) find_package ( OpenGL ) if ( NOT OPENGL_FOUND ) message ( WARNING "Can't find OpenGL - continuing building without OpenGL support." ) add_definitions(-D__NO_OPENGL) else () include_directories ( ${OPENGL_INCLUDE_DIR} ) message ( STATUS "OpenGL libraries: ${OPENGL_LIBRARIES}" ) endif () # Include rapidyaml lib include_directories(${CMAKE_SOURCE_DIR}/libs/rapidyaml) if(NOT UNIX AND IS_DIRECTORY ${DEPS_DIR}) include_directories ( ${DEPS_DIR}/include/SDL ${DEPS_DIR}/include ) if ( CMAKE_CL_64 ) link_directories ( ${DEPS_DIR}/lib/x64 ) else ( ) link_directories ( ${DEPS_DIR}/lib/Win32 ) endif() set( SDL_LIBRARY SDL ) set ( SDLGFX_LIBRARY SDL_gfx ) set ( SDLMIXER_LIBRARY SDL_mixer ) set ( SDLIMAGE_LIBRARY SDL_image ) set ( PKG_DEPS_LDFLAGS ${SDLIMAGE_LIBRARY} ${SDLMIXER_LIBRARY} ${SDLGFX_LIBRARY} ${SDL_LIBRARY} ${OPENGL_LIBRARIES} ) elseif(UNIX OR MINGW OR CYGWIN) if(IS_DIRECTORY ${DEPS_DIR}) set(ENV{PKG_CONFIG_PATH} "${DEPS_DIR}/lib/pkgconfig/") endif() include(FindPkgConfig) pkg_check_modules(PKG_SDL REQUIRED sdl) pkg_check_modules(PKG_ZLIB REQUIRED zlib) pkg_check_modules(PKG_SDLIMAGE REQUIRED SDL_image) pkg_check_modules(PKG_SDLGFX REQUIRED SDL_gfx) pkg_check_modules(PKG_SDLMIXER REQUIRED SDL_mixer) include_directories(${PKG_SDL_INCLUDE_DIRS} ${PKG_ZLIB_INCLUDE_DIRS} ${PKG_SDLIMAGE_INCLUDE_DIRS}) include_directories(${PKG_SDLGFX_INCLUDE_DIRS} ${PKG_SDLMIXER_INCLUDE_DIRS}) set(PKG_DEPS_LDFLAGS ${PKG_SDL_LDFLAGS} ${PKG_ZLIB_LDFLAGS} ${PKG_SDLIMAGE_LDFLAGS} ${PKG_SDLGFX_LDFLAGS} ${PKG_SDLMIXER_LDFLAGS} ${OPENGL_LIBRARIES}) if (UNIX) set(PKG_DEPS_LDFLAGS "${PKG_DEPS_LDFLAGS};dl") endif() message ( STATUS "PKG_DEPS_LDFLAGS: ${PKG_DEPS_LDFLAGS} ") else() message ( FATAL_ERROR "pkg-config is not supported on your platform. Use DEPS_DIR" ) endif() # Read version number set ( file "${CMAKE_SOURCE_DIR}/src/version.h" ) file ( READ ${file} lines ) string ( REGEX MATCH ".*OPENXCOM_VERSION_LONG \"([0-9]+)\\.([0-9]+)\\.([0-9]+)" version_line "${lines}" ) set ( CPACK_PACKAGE_VERSION_MAJOR ${CMAKE_MATCH_1} ) set ( CPACK_PACKAGE_VERSION_MINOR ${CMAKE_MATCH_2} ) set ( CPACK_PACKAGE_VERSION_PATCH "${CMAKE_MATCH_3}" ) find_package ( Git ) if ( GIT_FOUND ) execute_process ( COMMAND ${GIT_EXECUTABLE} describe --dirty WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} OUTPUT_VARIABLE git_describe_out ERROR_VARIABLE git_describe_error RESULT_VARIABLE git_describe_result ) string ( REGEX MATCH "([a-z|0-9|.]*)-([0-9]*)-g([a-z|0-9]*)([-|a-z]*)" git_commit "${git_describe_out}" ) set ( git_tag ${CMAKE_MATCH_1} ) set ( git_nb_commit ${CMAKE_MATCH_2} ) set ( git_commit ${CMAKE_MATCH_3} ) set ( git_dirty ${CMAKE_MATCH_4} ) execute_process ( COMMAND ${GIT_EXECUTABLE} show -s --format=%ci WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} OUTPUT_VARIABLE git_show_out ERROR_VARIABLE git_show_error RESULT_VARIABLE git_show_result ) string ( REGEX MATCH "[0-9-]+" git_date "${git_show_out}" ) set ( GIT_STATE "${git_commit}-${git_date}${git_dirty}" ) else () message( WARNING "Git not found.") endif() set ( OPENXCOM_VERSION_GIT "${GIT_STATE}" CACHE STRING "Git version string (after x.x.x)" ) configure_file("${CMAKE_SOURCE_DIR}/src/git_version.h.in" "${CMAKE_CURRENT_BINARY_DIR}/git_version.h" ) include_directories ( "${CMAKE_CURRENT_BINARY_DIR}" ) if ( BUILD_PACKAGE ) set ( CPACK_PACKAGE_VERSION "${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}-${GIT_STATE}" ) set ( CPACK_SOURCE_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-src" ) set ( CPACK_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-unknown" ) # TODO: determine package suffix (osrelease+arch) if ( NOT CPACK_GENERATOR ) set ( CPACK_GENERATOR "TXZ" ) endif () if ( NOT CPACK_SOURCE_GENERATOR ) set ( CPACK_SOURCE_GENERATOR "TXZ" ) endif () set ( CPACK_PACKAGE_VENDOR "The OpenXcom project" ) set ( CPACK_PACKAGE_DESCRIPTION_SUMMARY "Open-source clone of UFO: Enemy Unknown" ) set ( CPACK_PACKAGE_DESCRIPTION_FILE "${CMAKE_SOURCE_DIR}/cmake/modules/Description.txt" ) set ( CPACK_RESOURCE_FILE_README "${CMAKE_SOURCE_DIR}/README.md" ) set ( CPACK_PACKAGE_CONTACT "The OpenXcom project (http://www.openxcom.org)" ) # DMG-specific -- sets CPACK_GENERATOR to DragNDrop itself if (APPLE) set ( TARGET_PLATFORM "macos" ) set ( CPACK_BUNDLE_NAME "OpenXcom Extended" ) set ( CPACK_BUNDLE_ICON "${CMAKE_SOURCE_DIR}/res/mac/AppIcon.icns" ) set ( CPACK_BUNDLE_PLIST "${CMAKE_BINARY_DIR}/openxcom.app/Contents/Info.plist" ) set ( CPACK_DMG_VOLUME_NAME "OpenXcom Extended" ) set ( CPACK_DMG_BACKGROUND_IMAGE "${CMAKE_SOURCE_DIR}/res/openxcom_block.png" ) set ( CPACK_GENERATOR "DragNDrop") else() set ( CPACK_RESOURCE_FILE_LICENSE "${CMAKE_SOURCE_DIR}/LICENSE.txt" ) endif() string ( LENGTH "${TARGET_PLATFORM}" has_target ) if ( ${has_target} GREATER 0 ) set ( CPACK_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-${TARGET_PLATFORM}" ) else () set ( CPACK_PACKAGE_FILE_NAME "Extended-${CPACK_PACKAGE_VERSION}-unknown" ) message ( WARNING "Missing OPENXCOM_TARGET for package naming. Please set it." ) endif() # DEB-specific -- set -DCPACK_GENERATOR=DEB if ( "${CPACK_GENERATOR}" MATCHES "^(.*;)?DEB(;.*)?$" ) set ( CPACK_DEBIAN_PACKAGE_MAINTAINER "The OpenXcom project" ) set ( CPACK_DEBIAN_PACKAGE_HOMEPAGE "https://openxcom.org/" ) set ( CPACK_DEBIAN_PACKAGE_SECTION "games" ) set ( CPACK_DEBIAN_PACKAGE_PRIORITY "optional" ) set ( CPACK_DEBIAN_COMPRESSION_TYPE "xz" ) if ( "${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "x86_64" ) set ( CPACK_DEBIAN_PACKAGE_ARCHITECTURE "amd64" ) elseif ( "${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "i686" ) set ( CPACK_DEBIAN_PACKAGE_ARCHITECTURE "i386" ) endif () if ( NOT CPACK_DEBIAN_PACKAGE_DEPENDS ) message ( STATUS "CPACK_DEBIAN_PACKAGE_DEPENDS not set - DEB package will have no dependencies" ) endif () endif () # RPM-specific -- set -DCPACK_GENERATOR=RPM if ( "${CPACK_GENERATOR}" MATCHES "^(.*;)?RPM(;.*)?$" ) set ( CPACK_RPM_PACKAGE_LICENSE "GPLv3" ) set ( CPACK_RPM_PACKAGE_GROUP "Amusements/Games" ) set ( CPACK_RPM_PACKAGE_URL "https://openxcom.org/" ) set ( CPACK_RPM_COMPRESSION_TYPE "xz" ) if ( NOT CPACK_RPM_PACKAGE_REQUIRES ) message ( STATUS "CPACK_RPM_PACKAGE_REQUIRES not set - RPM package will have no dependencies" ) endif () endif () # NSIS-specific -- set -DCPACK_GENERATOR=NSIS set ( CPACK_NSIS_MODIFY_PATH OFF ) set ( CPACK_NSIS_DISPLAY_NAME "OpenXcom Extended" ) include ( CPack ) message ( STATUS "OpenXcom version: ${CPACK_PACKAGE_VERSION}") endif() if ( NOT WIN32 OR NOT CPACK_GENERATOR STREQUAL "7Z" ) # FIXME: that's to exclude DEB and RPM, but hacky. install(FILES "${CMAKE_SOURCE_DIR}/res/linux/openxcom.desktop" DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/applications") install(FILES "${CMAKE_SOURCE_DIR}/res/linux/icons/openxcom_48x48.png" DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/icons/hicolor/48x48/apps" RENAME openxcom.png) install(FILES "${CMAKE_SOURCE_DIR}/res/linux/icons/openxcom_128x128.png" DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/icons/hicolor/128x128/apps" RENAME openxcom.png) install(FILES "${CMAKE_SOURCE_DIR}/res/linux/icons/openxcom.svg" DESTINATION "${CMAKE_INSTALL_FULL_DATAROOTDIR}/icons/hicolor/scalable/apps") endif () add_subdirectory ( docs ) add_subdirectory ( src ) ================================================ FILE: Extended.txt ================================================ [b]Extended version of OpenXcom[/b] [b]Mod version 5.0[/b] OpenXcom date: Nightly [dateOrigin/][br/] OpenXcom commit: [commitOrigin/][br/] Extended date: [date/][br/] Extended commit: [commit/][br/] [br/][br/] [i]Ubuntu required libs[/i] sudo apt-get install libsdl1.2debian libsdl-mixer1.2 libsdl-gfx1.2-4 libsdl-image1.2 libyaml-cpp0.5[br/] [br/][br/] [i]Behavior change[/i] Hyper-Wave Decoder can have less than 100% chance to detect aliens.[br/] Explosions don't remove unconscious unit if they can't kill them first.[br/] Craft weapon equip screen is a bit rearranged.[br/] Fixed "weapons" like the Medikit are now equipped by unit.[br/] Psi-Amp use 3d range, not 2d.[br/] Psi-Amp can use weapon power.[br/] Fixed ammo are added after weapons in armor and unit (armor items are before unit items).[br/] Corpses, items and Chryssalids are not spawned when unit is killed by weapons with overkill.[br/] Stunned units can be hited by bullets and fire.[br/] Big groups of aliens (20+) get less morale losses from casualties.[br/] Terror units can now spawn with any built-in weapon, not only one defined by name.[br/] While loading and unloading weapons you must pay the cost of moving the item to hand.[br/] You can unprime granade for half of prime TUs cost.[br/] Support for Ufo2000 armor damage type.[br/] Psi-Amp can now obey maximum weapon range.[br/] Psi-Amp can now deal direct damage using special attack type in popup menu.[br/] Throwing now requires a healthy arm to do it (if the item is two-handed, then it requires both).[br/] You can hit aliens in the head using any item you like, not only firearms stock.[br/] Items can now be non-throwable.[br/] Rewriten handling of alien psi attacks to handle new features of Psi-Amp.[br/] Building, manufactures and research can now have special requirements for buildings available in base.[br/] Throwing and hitting using two-handed weapons have the same penalty as with shooting.[br/] [br/] 1.6:[br/] You can train your solders basic skills.[br/] Aliens weapon types/weapons can have different turn restriction.[br/] You can rename weapon slot names in geoscape craft info.[br/] [br/] 1.7:[br/] Rewritten item use cost. Now is possible to spend HP, Morale or grain stun damage from using items.[br/] You can't use old `energy*` properties in item, they are removed and replaced by new one in `cost*`.[br/] Item have now range threshold unit they start calculating range power reduction.[br/] Damage type can now change default power change per tile in explosion.[br/] [br/] 1.8:[br/] Option for custom weapon deploy for alien missions and ufos.[br/] [br/] 1.9:[br/] Options for customizing retaliation mission after shooting dow ufo.[br/] Options for adding custom dodge chance or unit psi defence.[br/] [br/] 2.0:[br/] Breaking change: Psi-Amp use now weapon dropoff and aimRange for attack chance.[br/] Breaking change: Drop support for Regeneration stat in armor. Use new regen stats now.[br/] Inventory screens can now have up to 128 backgrounds.[br/] Unit sprites recolors can now support up to 128 values.[br/] Option for custom change of TU, HP, Energy, Morale or Stun after next turn based on unit stats.[br/] New stat bonus based on stun level of unit.[br/] Option for changing fuse type in granades and flare.[br/] Option for pre-priming granades on map spawn.[br/] Option for dodge chance based on direction of attack.[br/] Oprion for bonus morale recovery when using medkit.[br/] Option for self heal using medikit.[br/] [br/] 2.1:[br/] Craft can now have up to 4 different wepon type per slot.[br/] Oprion for overriding shape of alien base.[br/] Option for setting chance of special effect of item.[br/] Moving can trigger all close proxy not only one.[br/] Corpse explosion now can have bonus based on unit stats.[br/] Grenades now can explode at once without destroying each others.[br/] [br/] 2.2:[br/] Option for custom sound and animation for miss attack and psi weapons.[br/] [br/] 2.3:[br/] Option for defining percent of all action cost stats. Old use of `flatPrime` and `flatThrow` is deprecated.[br/] Facilities can now require items to build.[br/] Medikit can now be used without UI and can use `hitSound`.[br/] [br/] 2.4:[br/] Option for defining bonus and damage type for melee in range weapons.[br/] Option for big explosion sound for each items.[br/] Option for showing fixed weapons on unit.[br/] [br/] 2.5:[br/] Update to nightly and bug fix.[br/] [br/] 2.9:[br/] Scripting support in unit graphic (more info in game log with debug on).[br/] `bigSpriteAlt` and `floorSpriteAlt` is now obsolete, will be replaced by scripts in next version.[br/] New property `refNode` used to shared values between items/solders/armors etc.[br/] Option for setting numbers of melee hits done by AI.[br/] Control space usage of soldiers with 2x2 armors in crafts.[br/] [br/] 3.0:[br/] Backported game machanic changes from Meridian OXCE+.[br/] Fix stun damage calculation and add random for random option for final stats change by damage.[br/] Refactored script handling.[br/] Script support in reaction atack chance calculations.[br/] Some light handling improvments.[br/] New recolr and replace script graphic option for items.[br/] Option for global events shared by scripts.[br/] Custom tags that have user defined values.[br/] [br/] 3.1:[br/] Base building can now prevent building other buildings.[br/] New tag type that store other mod id.[br/] Option for changing defualt unit light radius.[br/] New functions exposed to script.[br/] Reaction scripts have now information about runing or strafing of target.[br/] [br/] 3.2:[br/] New functions exposed to script.[br/] [br/] 3.3:[br/] New light system.[br/] Option for reserving more space for mod in common surface/sound sets.[br/] Visibility scripts that determine visibility of targets.[br/] [br/] 3.5:[br/] Update to buildin script functions.[br/] Update to recent nightly OpenXcom.[br/] [br/] 3.6:[br/] Config for new lighting system.[br/] New map script options made by ohartenstein23.[br/] New scripts for items and units.[br/] Add option for grenades to explode in hand.[br/] Changes in handlig items with prime.[br/] Primed granades are not recoverable if consumable property is set.[br/] [br/] 3.6a:[br/] Fix couple of bugs.[br/] Add some missed scripts.[br/] Add damage type param to unit damage script.[br/] [br/] 3.6b:[br/] Fix critical bug in unit damage function.[br/] [br/] 3.7:[br/] New params with shooting weapon and shooter to damage and hit script.[br/] Merge chagnes from master.[br/] Random functions in script.[br/] Vertical map generation support.[br/] [br/] 3.8:[br/] Add multi ammo weapons.[br/] New param with battle action for unit hit and damage script.[br/] [br/] 3.8a:[br/] Bug fix.[br/] [br/] 3.9:[br/] Bug fix.[br/] Improvments in displaying multiple ammo items in inventory.[br/] Script altering experience grain.[br/] [br/] 3.9a:[br/] Bug fix.[br/] [br/] 3.9b:[br/] Bug fix.[br/] [br/] 3.9c:[br/] Bug fix.[br/] [br/] 3.10:[br/] Bug fix.[br/] Update nightly.[br/] New grenade fuse config.[br/] [br/] 3.10a:[br/] Bug fix.[br/] Update nightly.[br/] [br/] 3.10b:[br/] [br/] 4.0:[br/] Damage script can now alter zombie transformation chance.[br/] Add access to current difficulty level in scripts.[br/] Add base function requirmets to buy items, crafts and solders.[br/] Add access to geoscape soldier in scripts.[br/] Add script that is run at end of mission.[br/] Add arcing shoots per attack type (by ohartenstein23).[br/] Breaking change: Renamed `action` to `battle_action` in reaction scripts.[br/] Add battle action to `awardExperience` script.[br/] Breaking change: Renamed access function to statis in armor (added prefix `Stats.`).[br/] [br/] 4.0a:[br/] Bug fix.[br/] [br/] 5.0:[br/] Merge both OXCE and OXCE+ into one.[br/] [br/] [examples] [br/][br/] [i]New ruleset[/i] Example of usage: In `metadata.yml`: [code] reservedSpace: 4 #how many BIGOBS.PCK/FLOOROB.PCK/BATTLE.CAT etc. reserve for that mod, this is multiply of default reserved size. [/code] In `*.rul`: [code] itemCategories: #from OXCE+ startingConditions: #from OXCE+ tooMuchSmokeThreshold: #from OXCE+ customTrainingFactor: 100 #change whow fast solders train. chanceToStopRetaliation: 0 #chance to stop retaliation. kneelBonusGlobal: 120 #default kneel weapon accuracy bonus in prercent. oneHandedPenaltyGlobal: 80 #default two hand weapon accuracy penalty in percent. missionRatings: #from OXCE+ monthlyRatings: #from OXCE+ difficultyBasedRetaliationDelay: #from OXCE+ [/code] [code] items: - type: STR_ITEM_TYPE #default config ... nameAsInem: ~ #string id used for displaying postfix ammo text in loaded weapon. categories: ~ #from OXCE+ kneelBonus: -1 #kneel weapon accuracy bonus in prercent. oneHandedPenalty: -1 #two hand weapon accuracy penalty in percent. dropoff: 1 #used by Psi-Amp too. Default for Psi-Amp is 1. aimRange: 0 #used by Pis-Amp too. Default for Psi-Amp is 0. tuLoad: 15 #cost of loading weapon. tuUnload: 8 #cost of unloading weapon. specialChance: 90 #chance in % of triggering effect like zombify or corpse, granade and proxy explosion. fuseType: -2 #set how prime granade works. # -3 -> no priming, flare always work. # -2 -> can prime, unlimited time. Granade explode instantly after throw. Flare work only after prime. # -1 -> can prime, can set time. Granade explode after set time. Flare and Proxy disappere after set time. # 0 -> can prime, set fixed time of 0 turns. # 1 -> can prime, set fixed time of 1 turns. # 2 -> can prime, set fixed time of 2 turns. # ... # 22 -> can prime, set fixed time of 22 turns. # 23 -> can prime, set fixed time of 23 turns. fuseTriggerEvents: defaultBehavior: true #used to enable default fuse behavior. Defualt `true`. throwTrigger: false #timer start on throw. throwExplode: false #item explode (grenade) or is removed on thorw. Defualt `false`. `specialChance` affect this. proximityTrigger: false #timer start when unit move in it proximity. Defulat `false`. proximityExplode: false #item explode (grenade, proxi) or is removed when unit move in it porximity. Default `false`. `specialChance` affect this. accuracyUse: 0 #bonus to accuracy of Psi-Amp special attack. accuracyMindControl: 0 #bonus to accuracy of Psi-Amp Mind Control attack. accuracyPanic: 0 #bonus to accuracy of Psi-Amp Panic attack. accuracyThrow: 0 #accuracy of throw. costAimed: #cost of Aimed attack. time: 2 #time units cost, can be in %. Alias of `tuAimed`. energy: 0 #energy unit cost. morale: 10 #morale points cost. health: 1 #health points cost. stun: 2 #stun damage applied by atack use. costAuto: #cost of Auto attack, if -1 it use `costAimed` value. #same propertes like `costAimed`. costSnap: #cost of Snap attack, if -1 it use `costAimed` value. #same propertes like `costAimed`. costMelee: #cost of Melee attack. #same propertes like `costAimed`. costUse: #cost of item Use and Psi-Amp special attack. #same propertes like `costAimed`. costMindControl: #cost of Psi-Amp Mind Control attack, if -1 it use `costUse` value. #same propertes like `costAimed`. costPanic: #cost of Psi-Amp Panic attack, if -1 it use `costUse` value. #same propertes like `costAimed`. costThrow: #cost of Throw. #same propertes like `costAimed`. costPrime: #cost of Prime granade. #same propertes like `costAimed`. costUnprime: #cost of Unprime granade. #same propertes like `costAimed`. flatUse: #change how cost of all attacks and use work (flat or percent values). time: true #time units cost is flat or %. Alias of `flatRate`. energy: true #energy unit cost is flat or %. Default `true`. morale: true #morale cost is flat or reduced by bravery. Default `true`. health: true #health points cost is flat or %. Default `true`. stun: false #stun damage applied by atack is flat or % of max health. Default `true`. flatAimed: #changes how `costAimed` behaves (flat or percent values), if -1 it use `flatUse` value. #same propertes like `flatUse`. flatAuto: #changes how `costAuto` behaves (flat or percent values), if -1 it use `flatAimed` value. #same propertes like `flatUse`. flatSnap: #changes how `costSnap` behaves (flat or percent values), if -1 it use `flatAimed` value. #same propertes like `flatUse`. flatMelee: #optional for `costMelee` in range weapons. #same propertes like `flatUse`. #use of null (aka `~`) or -1 in property will cause fall back to `flatUse` values. flatThrow: #changes how `costThrow` behaves (flat or percent values). #same propertes like `flatUse`. flatPrime: #changes how `costPrime` behaves (flat or percent values). #same propertes like `flatUse`. flatUnprime: #changes how `costUnprime` behaves (flat or percent values). #same propertes like `flatUse`. confAimed: shots: 1 #number of shots. Defulat `1`. name: STR_AIMED_SHOT #name of attack in action menu. ammoSlot: 0 #with ammo slot is used by this attack. Defulat `0`. arcing: false #if `true` it will change attack to arcing shoot. confAuto: shots: 3 #number of shots, its alias with `autoShots`. #... #same properties as `confAimed` #... confSnap: #... #same properties as `confAimed` #... confMelee: name: ~ #if no name is set name then it will be set based on damage type (stun or normal melee). ammoSlot: -1 #override when `battleType` is change, `0` for melee weapons, `-1` for rest. #... #same properties as `confAimed` #... ammo: #list of avaiable ammo slots in weapon. 0: tuLoad: 10 #alias to `tuLoad` in parent node. toUnload: 20 #alias to `tuUnload` in parent node. compatibleAmmo: [ AMMO_A, AMMO_B ] #alias to `compatibleAmmo` in parent node. 1: #... #analoge properties as `0` but without aliasing to parent. #... 2: #... #analoge properties as `0` but without aliasing to parent. #... 3: #... #analoge properties as `0` but without aliasing to parent. #... damageBonus: #used by ammo. #each bonus can be writen as: `s: x`, `s: [x]`, `s: [x, y]` or `s: [x, y, z]`. #where each value represents coefficient of polynomial `x * s + y * s^2 + z * s^3`. # #set `strength` to 1.0 if `strengthApplied: true`. flatHundred: 0.0 #const bonus equal 100. flatOne: 0.0 #const bonus equal 1. strength: 0.1 psi: 0.0 #bonus equal `psiSkill*psiStrength`. psiSkill: 0.5 psiStrength: 0.0 throwing: 0.0 bravery: 0.0 firing: [0.0, 0.0, 0.0] health: [0.3] tu: 0.0 reactions: [1, -0.002] stamina: 0.0 melee: 0.0 strengthMelee: 0.0 #bonus equal `strength*melee`. strengthThrowing: 0.0 #bonus equal `strength*throwing`. firingReactions: 0.0 #bonus equal `firing*reaction`. healthCurrent: 0.0 #curret value of hp. tuCurrent: 0.0 #curret value of tu. energyCurrent: 0.0 #curret value of energy. moraleCurrent: 0.0 #curret value of morale. stunCurrent: 0.0 #curret value of stun level. healthNormalized: 0.0 #curret hp normalized to 1 (max hp give 1.0). tuNormalized: 0.0 #curret tu normalized to 1 (max tu give 1.0). energyNormalized: 0.0 #curret energy normalized to 1 (max energy give 1.0). moraleNormalized: 0.0 #curret morale normalized to 1 (max morale give 1.0). stunNormalized: 0.0 #curret stun level normalized to 1 (max stun compared to current health give 1.0). meleeBonus: #used by range weapons melee hit. #... #same stats like `damageBonus`. #... accuracyMultiplier: #used by wapons and psi-amp. #set `psi` to 0.02 if weapon is psi-amp #... #same stats like `damageBonus`. #... meleeMultiplier: #used by melee wapons. #set `melee` to 1.00 if `skillApplied: true` #... #same stats like `damageBonus`. #... throwMultiplier: #used by throw. #set `throwing` to 1.00 for default #... #same stats like `damageBonus`. #... powerRangeReduction: 0.0 #how much power a bullet loses per tile, used by Psi-Amp damage too. powerRangeThreshold: 0.0 #how far in tiles bullet need fly to start appling `powerRangeReduction`. damageAlter: #all values have default values based on `damageType`, used by ammo and corpses. FixRadius: 60 #aka `BlastRadius`. RandomType: 1 #how roll damage range. # 0-> default behavior based on damage type # 1-> UFO [0% - 200%] # 2-> TFTD [50% - 150%] # 3-> Flat [100% - 100%] # 4-> Rng(5,10) # 5-> 0 # 6-> Two dices [0% - 100%] + [0% - 100%] ResistType: 1 #what resistance is used by an affected unit, same values like `damageType`. FireBlastCalc: false #fire had special way of calculating blast. IgnoreDirection: true #damage ignores direction of hit, used by smoke and fire. IgnoreSelfDestruct: true #killing using this damage prevents self-destruct by this unit. Used by stun and explosive damage type. IgnorePainImmunity: true #some units don't get stun level from damage. IgnoreNormalMoraleLose: false #some units ignore normal morale loss from damage. IgnoreOverKill: false #disables overkill damage. Defualt `true`. ArmorEffectiveness: 0.5 #how effective armor is against this damage. Default `0.0` for smoke and stun, `1.0` rest. RadiusEffectiveness: 0.3 #how power translates to splash radius. Defualt `0.05` for smoke, stun, explosive, `0.03` for fire, `0.0` rest. RadiusReduction: 10.0 #how much explosion power is reduce per tile. Default `10.0`. FireThreshold: 0 #how much damage is required to spawn fire on unit (after armor and ToHealth) or tile. Default `0` for fire, `1000.0` for rest. SmokeThreshold: 100 #how much damage is required to spawn smoke on tile. Default `0.0` for smoke, `1000.0` for rest. ToHealth: 1.0 #how much damage is done to health, can be negative. Default `0.0` for stun, smoke, none, `1.0` for rest. ToArmor: 0.25 #how much damage is done to armor. Default `0.0` for stun, smoke, fire, none, `0.25` for rest. ToArmorPre: 0.0 #how much damage is done to armor before applying armor protection. Default `0.0`. ToWound: 0.1 #determine probability of wounds. Defualt `0.0` for stun, smoke, fire, none, `1.0` for rest (`RandomWound` by defulat change it io 1-3 points by defualt!). ToItem: 0.0 #how much power is applied to items. Default `1.0` for explosive, `0.0` for rest. ToTile: 0.0 #how much power is applied to the ground. Default `0.0` for stun, smoke, fire, none, `0.5` for rest. ToStun: 0.25 #how much damage increases stun level. Default `1.0` for stun, smoke, `0.0` for fire, none, `2.5` for rest. ToEnergy: 0.0 #how much power is applied to energy loss. Default `0.0`. ToTime: 0.0 #how much power is applied to time units loss. Default `0.0`. ToMorale: 0.0 #how much power is applied to morale loss. Affeced by target bravery. Default `0.0` (`IgnoreNormalMoraleLose` control normal morale change). RandomHealth: false #do calucaltion of final health change use random value. RandomArmor: false #do calculation of final armor change use random value. RandomArmorPre: false #do calculation of final armor change use random value. RandomWound: false #for `true` use original radom system giving `1` to `3` wounds, `false` will give linear value based on `ToWound`. RandomItem: false #do calculation of value that compare with item armor use random value. RandomTile: false #do calculation of value that compare with tile armor use random value. RandomStun: false #do calculation of final stun level change use random value. RandomEnergy: false #do calculation of final energy change use random value. RandomTime: false #do calculation of final time units change use random value. RandomMorale: false #do calculation of final moral change use random value. meleeType: 2 #work like `damageType` but for range weapon melee hit. meleeAlter: #work like `damageAlter` but for range weapon melee hit. #set defaut values based on `meleeType`. #... #same stats like `damageAlter`. #... requiresBuy: #what tech is required for the item to be visible in the Hire/Purchase screen. - SOME_TECH - SOME_TECH_MK2 requiresBuyBaseFunc: #list of required base functions needed to buy this. - SOME_BASE_FUNC_A psiAttackName: STR_HIT_MELEE #string id of psi-amp attack name in the pop-up menu. Required to enable special attack. primeActionName: STR_PRIME_GRENADE #string id of grenade prime action name in the pop-up menu. Required to enable prime action. Defulat value `STR_PRIME_GRENADE`; primeActionMessage: STR_GRENADE_IS_ACTIVATED #string id of grenade prime action message. unprimeActionName: ~ #string id of grenade unprime action name in the pop-up menu. Required to enable unprime action. unprimeActionMessage: STR_GRENADE_IS_DEACTIVATED #string id of grenade unprime action message. psiRequired: false #default based on weapon type, if `true` you need Psi Skill to use the weapon. moraleRecovery: 10 #amount of recovered morale by medkit. Defailt `0`. painKillerRecovery: 0 #how much missing health convert to morale. Default `1.0`. allowSelfHeal: true #can medikit target user. medikitType: 0 #change how medikit wroks, `0` default with UI, `1` fast heal, `2` fast stimulant, `3` fast pain killer. isConsumable: false #check if medikit is consumable or primed granade not recoverable. isExplodingInHands: false #item if primed will explode in hand, default is `fase`. defaultInventorySlot: ~ #where place fixed weapon. blockBothHands: false #do item require both hands to use? fixedWeaponShow: true #if it's true then it will show fixed weapon on unit. hitMissSound: 0 #override `hitSound` when any psi attack was unsuccessful. meleeMissSound: 12 #override `meleeSound` when melee attack was unsuccessful. psiSound: 0 #override `hitSound` when used for MC or Panic attack. psiMissSound: 0 #override `hitMissSound` when used for MC or Panic attack. hitMissAnimation: 0 #override `hitAnimation` when special psi attack was unsuccessful. Use `SMOKE.PCK`. meleeMissAnimation: 0 #override `meleeMissAnimation` when melee, MC or Panic attack was unsuccessful. Use `HIT.PCK`. psiAnimation: 0 #override `meleeAnimation` when used for MC or Panic attack. Use `HIT.PCK`. psiMissAnimation: 0 #override `meleeMissAnimation` when MC or Panic attack was unsuccessful. Use `HIT.PCK`. explosionHitSound: 2 #override default big explosion sound. tags: SOME_CUSTOM_TAG: 4 #user defined values used by script. scripts: recolorItemSprite: ~ #script that handle recoloring of each pixel in item sprite. selectItemSprite: ~ #script that handle selecting graphic for item. reactionWeaponAction: ~ #script that handle reacion to shoot, throw or melee from that weapon. createItem: ~ #script call on creation of new item in battlespace. newTurnItem: ~ #script call on each turn for all items in battlescape. awardExperience: ~ #script that handle experiance grain from hiting unit. ai: useDelay: 3 #determine on what turn item can be used by aliens. meleeHitCount: 25 #number of hits that AI try to do. [/code] [code] armors: - type: STR_ARMOR_TYPE #default config ... fearImmune: false #default true for big units. bleedImmune: false #default true for big units. painImmune: false #default true for big units. zombiImmune: false #ignored by big units. overKill: 0.8 #when damage drops HPs to negative value greater than `overKill * maxHP` then the corpse is destroyed, default value is 0.50. visibilityAtDay: 20 #default 20 for all. visibilityAtDark: 9 #default 20 for aliens, 9 for humans. personalLight: 15 #solder light radius. specialWeapon: ALIEN_PSI_WEAPON #alien psi or melee attack. builtInWeapons: #same as for units. - STR_SOME_WEAPON psiDefence: #used when attacked by psi-amp. #default is `psiStrength` set to `1.0` and `psiSkill` set to `0.2`. #... #same stats like `damageBonus` in `items`. #... meleeDodge: #used when attacked by melee hit. #default is `0.0`. #... #same stats like `damageBonus` in `items`. #... meleeDodgeBackPenalty: 0.2 #how much dodge unit lost when hit from behind. Default `0.0`. recovery: time: #amount of TU recovered each turn. #default is `tu` set to `1.0` #... #same stats like `damageBonus` in `items`. #... energy: #amount of Energy recovered each turn. #default is `energyRegen` set to `1.0` #... #same stats like `damageBonus` in `items`. #... energyRegen: 1.0 #special stat returning vanilia energy regen. morale: #amount of Morale recovered each turn. #default is `0.0`. #... #same stats like `damageBonus` in `items`. #... health: #amount of Health recovered each turn. #default is `0.0`. #... #same stats like `damageBonus` in `items`. #... stun: #amount of Stun recovered each turn. #default is `flatOne` set to `1.0`. #... #same stats like `damageBonus` in `items`. #... tags: IS_THIS_NINJA: 1 #user defined values used by script. scripts: recolorUnitSprite: ~ #recolor script call for each pixel in unit sprite, used for corpse sprite too. selectUnitSprite: ~ #sprite select script call for each body part. reactionUnitAction: ~ #script used for handling reaction for unit performing action. reactionUnitReaction: ~ #script used for handling reaction for unit reacting. visibilityUnit: ~ #script that handle visibility test of other units, return value need be greater than zero to test be succesful. Second return value is used for distinguish between custom visibility modes, `null` is normal visibility. hitUnit: ~ #script call when unit get hit by something, called before armor handling. damageUnit: ~ #script call after armor handling, it handle damage to unit. createUnit: ~ #script call on creation of new unit in battlescape. newTurnUnit: ~ #script call on every turn for every unit in battlescape. [/code] [code] soldiers: - type: STR_SOLDIER_A requiresBuyBaseFunc: #list of required base functions needed to buy this. - SOME_BASE_FUNC_A [/code] [code] crafts: - type: STR_CRAFT_TYPE #default config ... requiresBuyBaseFunc: #list of required base functions needed to buy this. - SOME_BASE_FUNC_A radarRange: 672 #craft radar range. Default `672`. radarChance: 100 #craft radar dedection chance. Default `100`. sightRange: 1696 #alien base dedection range. Default `1696`. weapons: 4 #weapon number increased to 4. weaponTypes: #definition of allowed weapon types in craft. Max 4 different types per slot. - 0 #slot 1 accepts weapons with type 0. This is default. - 0 #slot 2 accepts weapons with type 0. - [0, 4, 13] #slot 3 accepts weapons with type 0, 4 and 13. - 1 #slot 4 accepts weapons with type 1. weaponStrings: #string ID used by geoscape craft status. - STR_WEAPON_ONE - STR_WEAPON_TWO - STR_WEAPON_THREE - STR_WEAPON_FOURTH hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100]. avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100]. powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100]. armor: 0 #amount of blocked damage per hit. [/code] [code] craftWeapons: - type: STR_CRAFTWEAPON_TYPE #default config ... weaponType: 1 #default value 0. stats: #added to craft's stats. fuelMax: 0 #additive bonus to craft stats. damageMax: 0 #additive bonus to craft stats. speedMax: 0 #additive bonus to craft stats. accel: 0 #additive bonus to craft stats. radarRange: 0 #additive bonus to craft stats. radarChance: 0 #additive bonus to craft stats. sightRange: 0 #additive bonus to craft stats. hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100]. avoidBonus: 0 #bonus percentage to craft dodge chance. Range [0, 100]. powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100]. armor: 0 #amount of blocked damage per hit. [/code] [code] ufos: - type: STR_UFO_TYPE #default config ... sightRange: 268 #xcom base dedection range. Default `268`. hitBonus: 0 #bonus percentage to all weapons hit chance. Range [0, 100]. avoidBonus: 0 #bonus percentage to UFO dodge chance. Range [0, 100]. powerBonus: 0 #bonus percentage to all weapons damage. Range [0, 100]. armor: 0 #amount of blocked damage per hit. craftCustomDeploy: STR_BATTLESHIP_1 #override craft default weapon deploy. missionCustomDeploy: STR_TERROR_MISSION_2 #override mission defulat weapon deploy. raceBonus: #bonus stats per race. STR_SECTOID: #name of race that bonus apply. damageMax: 0 #additive bonus to craft stats. speedMax: 0 #additive bonus to craft stats. accel: 0 #additive bonus to craft stats. sightRange: 0 #additive bonus to craft stats. hitBonus: 0 #bonus percentage to all weapon hit chance. Range [0, 100]. avoidBonus: 0 #bonus percentage to craft avoid chance. Range [0, 100]. powerBonus: 0 #bonus percentage to all weapon damage. Range [0, 100]. armor: 0 #amount of blocked damage per hit. craftCustomDeploy: STR_BATTLESHIP_3 #override craft default weapon deploy. missionCustomDeploy: STR_TERROR_MISSION_2 #override mission defulat weapon deploy. [/code] [code] alienRaces: - id: STR_SECTOID retaliationMission: STR_ALIEN_RETALIATION #default mission spawn after destroing ufo. retaliationAggression: 0 #chance modiffer to spawn retaliation mission. baseCustomDeploy: STR_ALIEN_BASE_ASSAULT_2 #override alien base default weapon depoly. baseCustomMission: STR_MIB_BASE #override alien base construction. [/code] [code] alienDeployments: - id: STR_SOMETHING startingCondition: #from OXCE+ [/code] [code] itemCategories: #from OXCE+ - type: replaceBy: hidden: listOrder: [/code] [code] startingConditions: #from OXCE+ - type: armorTransformations: defaultArmor: defaultItems: allowedArmors: allowedVehicles: allowedItems: allowedItemCategories: allowedCraft: [/code] [code] facilities: - type: STR_SOME_FACILITY buildCostItems: STR_ITEM: build: 10 #how many items of type `STR_ITEM` are require to build. refund: 6 #how many items are returned when facility is dismantled. provideBaseFunc: [ A ] #List of custom IDs that this bulding provide for base. requiresBaseFunc: [ ] #List of custom IDs that are require to build this building in base. forbidenBaseFunc: [ B ] #List of custom IDs that are forbiden by this building. trainingRooms: 0 #Number of solder that can be train in that building, require langue strings. refundValue: 0 #how much mony is returned when facility is dismantled. [/code] [code] manufacture: - type: STR_SOME_MANUFACTURE requiresBaseFunc: [ A, C ] #List of custom IDs that are require to start production in base. [/code] [code] research: - type: STR_SOME_RESEARCH requiresBaseFunc: [ W, K ] #List of custom IDs that are required to start this research in the base. [/code] [code] terrains: - name: CULTA mapBlocks: - name: SOMETHING fuseTimers: STR_GRANADE: [6, 16] #all items of that type will have set fuseTimer to random value in range [6, 16]. [/code] [code] lighting: enhanced: 7 #flags for lighting system, final value = (`1` if enabled for tiles and fire) + (`2` if enabled for items) + (`4` if enabled for units). Default value `7`. maxStatic: 20 #max range of fire and tile light radius. Affect overall game performace! Default `16`. maxDynamic: 30 #max range of unit and item light radius. Affect overall game performace! Defulat `24`. [/code] [code] mapScripts: - type: CULTA commands: - type: addBlock blocks: [1, 2, 3] terrain: FOREST #Add map 1, 2, or 3 from terrain FOREST - type: addLine direction: vertical rects: - [1, 1, 4, 1] terrain: URBAN #Add a road from terrain URBAN - type: addUFO terrain: MOUNT #UFO's LZ block will be from terrain MOUNT - type: addCraft terrain: JUNGLE #Player craft's LZ block will be from terrain JUNGLE - type: fillArea terrain: DESERT #Fill the rest of the map with map blocks from terrain DESERT - type: URBAN commands: - type: addBlock size: [2, 2, 4] # When using verticalLevels, definition of height is necessary verticalLevels: # This block will be a series of maps stacked on top of each other, chosen randomly as with normal addBlock command - type: ground # "ground" type maps are always placed first groups: 6 # Pick the first block from group 6 size: [2, 2, 1] # Size in x and y must match the size of the block, vertical size definition is necessary for command to run properly - type: middle # "middle" types are filler between "ground" and "ceiling," a list of all middle types is created to loop over to fill the vertical distance groups: 7 # Pick a middle floor for this block from group 7 terrain: SOME_ALTERNATE_URBAN # It's possible to make each section a different terrain size: [2, 2, 1] - type: middle # This one is placed after the previous one, the command alternates back and forth between this and the previous to fill the size in z blocks: [13, 14, 15] size: [2, 2, 1] - type: ceiling # Placed on top of all the other blocks groups: 9 size: [2, 2, 1] [/code] [code] globe: textures: - id: 0 baseTerrain: CULTA #If baseDefenseMapFromLocation is equal to one, this terrain can be used in conjunction with addBlockFromTerrain and fillAreaFrom terrain to populate empty squares on base defense maps [/code] [code] baseDefenseMapFromLocation: 1 #If equal to one, the RNG will be seeded by the base's location when generating the map and returned to it's original value after [/code] [code] ai: useDelayBlaster: 3 useDelayFirearm: 0 useDelayGrenade: 3 useDelayMelee: 0 useDelayPsionic: 0 [/code] [code] extended: tags: #definitions of user defined values used by script. RuleItem: #used by `items` nodes. SOME_CUSTOM_TAG: int #avaiable types: #`int` - natural number #`RuleList` - name of other mod that is loaded. Accessed as id number in script. Have value -1 if mod with that name do not exists. RuleArmor: #used by `armors` nodes. IS_THIS_NINJA: int scripts: reactionUnitAction: #name of script that have enabled global events. - offset: 1.2 #order in witch each global event is run. code: | #script that will be called by event. #some code return 100; [/code] [code] extraStrings: - type: en-US strings: STR_NOT_ENOUGH_ITEMS: "Lack of {0} {1} items" #required when using `buildCostItems` in `facilities`. `{0}` is name of item, `{1}` is number of item we don't have. STR_PHYSICAL_TRAINING: "Physical Training" #required when using `trainingRooms` in `facilities`. STR_TRAINING: "Training" #required when using `trainingRooms` in `facilities`. STR_REMAINING_TRAINING_FACILITY_CAPACITY: "REMAINING TRAINING CAPACITY> {ALT}{0}" #required when using `trainingRooms` in `facilities`. STR_NOT_ENOUGH_MORALE: "You lack discipline!" #required when using item morale use cost. STR_NOT_ENOUGH_HEALTH: "Not enough blood!" #required when using item health use cost. STR_NOT_ENOUGH_STUN: "Too much pain!" #required when using item stun use cost. STR_NO_USES_LEFT: "You can't use medi-kit" #required when using `medikitType`. STR_NOT_ENOUGH_CRAFT_SPACE: "You can't fit it!" #required when you try change armor with 2x2 size and craft don't have space. [/code] Examples of script usage: [code] #special statements someScriptCode: | var int temp; #define variable of type `int` with name `temp`. var int zero 42; #new variable with begining value of 42. if OPERATION A B; #`OPERATION` can be: `lt` - less, `le` - less equal, `gt` - greater, `ge` - greater equal, `eq` - equal, `neq` - not equal #some code 1 else OPERATION A B; #`else` can have same condition as first `if`. #some code 2 else OPERATION A B; #you can repeat `else` with test multiple times. #some code 3 else; #final case, can be skipped. end; if or lt A B eq C D; #you can write multiple operation with `or`. #result will be true if any of this operation would return true. end; if and gt A B neq C D le E F; #same for `and` but in this case all operation need be true. end; return B; #exit script with value of `B`. [/code] [code] extended: tags: RuleArmor: CORPSE_SWITCH_ENABLED: int CORPSE_SWITCH_RESOURCES_MOD: RuleList CORPSE_SWITCH_SPRITE_FLOOR_STUN: int CORPSE_SWITCH_SPRITE_FLOOR_WOUND: int CORPSE_SWITCH_SPRITE_FLOOR_DEAD: int CORPSE_SWITCH_SPRITE_BIG_STUN: int CORPSE_SWITCH_SPRITE_BIG_WOUND: int CORPSE_SWITCH_SPRITE_BIG_DEAD: int scripts: selectItemSprite: - offset: 1 code: | #custom corpse graphic based on state of unit. var int curr_hp; var int curr_wounds; var int temp; var ptr BattleUnit unit; var ptr RuleArmor armor; item.getBattleUnit unit; unit.getRuleArmor armor; if neq armor null; unit.getHealth curr_hp; unit.getFatalwoundsTotal curr_wounds; armor.getTag temp Tag.CORPSE_SWITCH_ENABLED; if eq temp 1; armor.getTag temp Tag.CORPSE_SWITCH_RESOURCES_MOD; if eq blit_part blit_item_floor; if le curr_hp 0; armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_FLOOR_DEAD; else gt curr_wounds 0; armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_FLOOR_WOUND; else; armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_FLOOR_STUN; end; rules.getSpriteOffsetFloorob sprite_index temp; return sprite_index; else eq blit_part blit_item_big; if le curr_hp 0; armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_DEAD; else gt curr_wounds 0; armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_WOUND; else; armor.getTag sprite_index Tag.CORPSE_SWITCH_SPRITE_BIG_STUN; end; rules.getSpriteOffsetBigobs sprite_index temp; return sprite_index; end; end; end; return sprite_index; #enabling this functionality for unit armors: - type: STR_NONE_UC tags: CORPSE_SWITCH_ENABLED: 1 #1 enable this functionality for this unit, 0 disable CORPSE_SWITCH_RESOURCES_MOD: current #to what mod sprites belongs to, `current` mean this mod. CORPSE_SWITCH_SPRITE_FLOOR_STUN: 32 CORPSE_SWITCH_SPRITE_FLOOR_WOUND: 33 CORPSE_SWITCH_SPRITE_FLOOR_DEAD: 34 CORPSE_SWITCH_SPRITE_BIG_STUN: 42 CORPSE_SWITCH_SPRITE_BIG_WOUND: 43 CORPSE_SWITCH_SPRITE_BIG_DEAD: 44 [/code] [code] armors: - type: PARROT_ARMOR drawingRoutine: 4 scripts: selectUnitSprite: | #this script will always run move animation of unit. var int temp; var int walking; unit.isWalking walking; if eq walking 0; unit.getId temp; offsetmod temp 11 0 8; #desync animation of different units add temp anim_frame; wavegen_saw temp 8 8 7; mul sprite_offset 8; add sprite_offset 8; add sprite_offset temp; set sprite_index sprite_offset; else; add sprite_index sprite_offset; end; return sprite_index; [/code] [/examples] [br/][br/] [i]Links[/i] Current working branch:[br/] https://github.com/Yankes/OpenXcom/tree/OpenXcomExtended[br/] [br/] Download available on mod site (require latest nightly):[br/] http://www.openxcom.com/mod/openxcom-extended[br/] [br/] Backup:[br/] https://www.mediafire.com/folder/w07p0ibc985kd/OXCE[br/] [br/] Forum thread:[br/] http://openxcom.org/forum/index.php?topic=2915.msg31641#msg31641[br/] [br/] [br/] [i]Credits[/i] Meridian for OXCE+ :)[br/] stiansel for FOV speedup.[br/] redv & WarBoy1982 for a couple of commits.[br/] SolarusScorch for fixing language in readme.[br/] SupSuper & WarBoy1982 & Daiky for OpenXcom :)[br/] ================================================ FILE: LICENSE.txt ================================================ GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. 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The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read . ================================================ FILE: README-macOS.md ================================================ # Building for MacOS ## Dependencies To successfully build an OpenXcom macOS bundle you will need relevant dependencies installed: The dependencies you require are following: - cmake, version 3.12.0 or later - SDL (libsdl1.2) - SDL_mixer (libsdl-mixer1.2) - SDL_gfx (libsdl-gfx1.2), version 2.0.22 or later - SDL_image (libsdl-image1.2) CMake is used to configure the project. Download it [manually](https://cmake.org/download/) or install it with [Homebrew](https://brew.sh) (`brew install cmake`). The easiest way of getting library dependencies is [MacPorts](https://www.macports.org/): ```sh port -N install libsdl -compat +legacy libsdl_gfx libsdl_image libsdl_mixer ``` Following instructions assume MacPorts is installed in default prefix `/opt/local`. If you installed ports into different location, replace it. ## Building This project has two ways to build: one with make and the other with Xcode. The make way is typically used for CI builds and produces a similar artifact as the Linux build. If you're just looking to get a quick build, this is a good way to do so. The Xcode way is useful if you're developing features (or bug fixes) and require the need for a debugger or an IDE experience. ### Make 1. In the root of the repository, generate the Makefile with cmake (Release is also a valid build type): ``` cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_PREFIX_PATH=/opt/local -B build . ``` 1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory. If the game is next to the repo, cd into game and run: ```sh cp -r GEODATA GEOGRAPH MAPS ROUTES SOUND TERRAIN UFOGRAPH UFOINTRO* UNITS ../OpenXcom/bin/UFO/ ``` 1. Build the project (2 being the number of threads to run): ```sh cmake --build build -j2 ``` 1. Make sure that you set up your [Data directory](https://github.com/OpenXcom/OpenXcom#directory-locations) properly. 1. Your artifact will be named `openxcom.app` in the build target directory. ### Xcode 1. In the root of the repository, generate the XCode project file with cmake (Release is also a valid build type): ```sh cmake -DCMAKE_BUILD_TYPE=Debug -DCMAKE_PREFIX_PATH=/opt/local -G Xcode -B build . ``` 1. Open the `OpenXcom.xcodeproj` in Xcode. 1. Copy the vanilla game assets (UFO/TFTD) into the build's `bin/` directory. 1. Build with cmd-B 1. Your artifact will be named `openxcom.app` in the build target directory (Debug or Release). ## Additional Help Should you require any further assistance regarding the macOS build - feel free to ask around on the official forums - https://openxcom.org/forum/ or contact us directly on GitHub - [@rcreasey](http://github.com/rcreasey) ================================================ FILE: README.md ================================================ # OpenXcom [![Workflow Status][workflow-badge]][actions-url] [workflow-badge]: https://github.com/OpenXcom/OpenXcom/workflows/ci/badge.svg [actions-url]: https://github.com/OpenXcom/OpenXcom/actions OpenXcom is an open-source clone of the popular "UFO: Enemy Unknown" ("X-COM: UFO Defense" in the USA release) and "X-COM: Terror From the Deep" videogames by Microprose, licensed under the GPL and written in C++ / SDL. See more info at the [website](https://openxcom.org) and the [wiki](https://www.ufopaedia.org/index.php/OpenXcom). Uses modified code from SDL\_gfx (LGPL) with permission from author. ## Installation OpenXcom requires a vanilla copy of the X-COM resources -- from either or both of the original games. If you own the games on Steam, the Windows installer will automatically detect it and copy the resources over for you. If you want to copy things over manually, you can find the Steam game folders at: UFO: "Steam\SteamApps\common\XCom UFO Defense\XCOM" TFTD: "Steam\SteamApps\common\X-COM Terror from the Deep\TFD" Do not use modded versions (e.g. with XcomUtil) as they may cause bugs and crashes. Copy the UFO subfolders to the UFO subdirectory in OpenXcom's data or user folder and/or the TFTD subfolders to the TFTD subdirectory in OpenXcom's data or user folder (see below for folder locations). ## Mods Mods are an important and exciting part of the game. OpenXcom comes with a set of standard mods based on traditional XcomUtil and UFOExtender functionality. There is also a [mod portal website](https://openxcom.mod.io/) with a thriving mod community with hundreds of innovative mods to choose from. To install a mod, go to the mods subdirectory in your user directory (see below for folder locations). Extract the mod into a new subdirectory. WinZip has an "Extract to" option that creates a directory whose name is based on the archive name. It doesn't really matter what the directory name is as long as it is unique. Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straighted out. For example, if you extract a mod to mods/LulzMod and you see something like: mods/LulzMod/data/TERRAIN/ mods/LulzMod/data/Rulesets/ and so on, just move everything up a level so it looks like: mods/LulzMod/TERRAIN/ mods/LulzMod/Rulesets/ and you're good to go! Enable your new mod on the Options -> Mods page in-game. ## Directory Locations OpenXcom has three directory locations that it searches for user and game files:
Folder Type Folder Contents
user mods, savegames, screenshots
config game configuration
data UFO and TFTD data files, standard mods, common resources
Each of these default to different paths on different operating systems (shown below). For the user and config directories, OpenXcom will search a list of directories and use the first one that already exists. If none exist, it will create a directory and use that. When searching for files in the data directory, OpenXcom will search through all of the named directories, so some files can be installed in one directory and others in another. This gives you some flexibility in case you can't copy UFO or TFTD resource files to some system locations. You can also specify your own path for each of these by passing a commandline argument when running OpenXcom. For example: openxcom -data "$HOME/bin/OpenXcom/usr/share/openxcom" or, if you have a fully self-contained installation: openxcom -data "$HOME/games/openxcom/data" -user "$HOME/games/openxcom/user" -config "$HOME/games/openxcom/config" ### Windows User and Config folder: - C:\Documents and Settings\\\\My Documents\OpenXcom (Windows 2000/XP) - C:\Users\\\\Documents\OpenXcom (Windows Vista/7) - \\user - .\user Data folders: - C:\Documents and Settings\\\\My Documents\OpenXcom\data (Windows 2000/XP) - DATADIR build flag - C:\Users\\\\Documents\OpenXcom\data (Windows Vista/7/8) - \ - . (the current directory) ### Mac OS X User and Config folder: - $XDG\_DATA\_HOME/openxcom (if $XDG\_DATA\_HOME is defined) - $HOME/Library/Application Support/OpenXcom - $HOME/.openxcom - ./user Data folders: - $XDG\_DATA\_HOME/openxcom (if $XDG\_DATA\_HOME is defined) - $HOME/Library/Application Support/OpenXcom (if $XDG\_DATA\_HOME is not defined) - DATADIR build flag - $XDG\_DATA\_DIRS/openxcom (for each directory in $XDG\_DATA\_DIRS if $XDG\_DATA\_DIRS is defined) - /Users/Shared/OpenXcom (if $XDG\_DATA\_DIRS is not defined or is empty) - . (the current directory) ### Linux User folder: - $XDG\_DATA\_HOME/openxcom (if $XDG\_DATA\_HOME is defined) - $HOME/.local/share/openxcom (if $XDG\_DATA\_HOME is not defined) - $HOME/.openxcom - ./user Config folder: - $XDG\_CONFIG\_HOME/openxcom (if $XDG\_CONFIG\_HOME is defined) - $HOME/.config/openxcom (if $XDG\_CONFIG\_HOME is not defined) Data folders: - $XDG\_DATA\_HOME/openxcom (if $XDG\_DATA\_HOME is defined) - $HOME/.local/share/openxcom (if $XDG\_DATA\_HOME is not defined) - DATADIR build flag - $XDG\_DATA\_DIRS/openxcom (for each directory in $XDG\_DATA\_DIRS if $XDG\_DATA\_DIRS is defined) - /usr/local/share/openxcom (if $XDG\_DATA\_DIRS is not defined or is empty) - /usr/share/openxcom (if $XDG\_DATA\_DIRS is not defined or is empty) - the directory data files were installed to - . (the current directory) ## Configuration OpenXcom has a variety of game settings and extras that can be customized, both in-game and out-game. These options are global and affect any old or new savegame. For more details please check the [wiki](https://ufopaedia.org/index.php/Options_(OpenXcom)). ## Development OpenXcom requires the following developer libraries: - [SDL](https://www.libsdl.org) (libsdl1.2) - [SDL\_mixer](https://www.libsdl.org/projects/SDL_mixer/) (libsdl-mixer1.2) - [SDL\_gfx](https://www.ferzkopp.net/wordpress/2016/01/02/sdl_gfx-sdl2_gfx/) (libsdl-gfx1.2), version 2.0.22 or later - [SDL\_image](https://www.libsdl.org/projects/SDL_image/) (libsdl-image1.2) The source code includes files for the following build tools: - Microsoft Visual C++ 2010 or newer - Xcode - Make (see Makefile.simple) - CMake It's also been tested on a variety of other tools on Windows/Mac/Linux. More detailed compiling instructions are available at the [wiki](https://ufopaedia.org/index.php/Compiling_(OpenXcom)), along with pre-compiled dependency packages. ================================================ FILE: bin/common/Language/Android/cs.yml ================================================ cs: STR_SYSTEM: "SYSTÉM" STR_CONTROLS_LABEL: "Upravit ovládání" STR_RECONFIGURE_DIRS: "Nastavit složky hry" STR_RECONFIGURE_DIRS_BTN: "Nastavit složky" STR_LOG_FILE: "Soubor" STR_LOG_TOUCH_EVENTS: "Loguj dotyky" STR_FAKE_EVENTS: "Falešné události" STR_FORCE_GL_MODE: "Vynuť GL mod" STR_FORCE_GL_MODE_DESC: "Vynutí formát textur RGB565. Použij, pokud máš obrazovku načervenalou. Projeví se po restartu." STR_MOUSE_MODE: "Mód myši" STR_MOUSE_BASIC: "Základní" STR_MOUSE_EXTENDED: "Rozšířený" STR_LISTDRAGSCROLL: "Listování přetáhnutím" STR_DRAGREORDER: "Tahem přeřadíte vojáky" STR_DRAGREORDER_DESC: "Přetáhnutím vojáky seřazujete na obrazovce vybavení letadla" STR_SHOW_CURSOR: "Zobraz kurzor" ================================================ FILE: bin/common/Language/Android/de.yml ================================================ de: STR_SYSTEM: "SYSTEM" STR_SWIPE: "Wischen zum Drehen" STR_HOLD: "Halten zum Drehen" STR_SWIPE_DESC: "Wische in die Richtung, in die der Soldat gehen soll." STR_HOLD_DESC: "Tippen und halten Sie in die Richtung, in die Ihr Soldat zeigen soll." STR_SYSTEM_UI: "Android Nutzeroberfläche Anzeigemodus" STR_SYSTEM_UI_DESC: "Ändert den Anzeigemodus der Android-Navigationsleiste" STR_ALWAYS_SHOWN: "Immer anzeigen" STR_LOW_PROFILE: "Geringes Profil" STR_IMMERSIVE: "Immersiver Modus" STR_CONTROLS_LABEL: "Bearbeite Steuerung" STR_RECONFIGURE_DIRS: "Bestimme Spiel-Ordner" STR_RECONFIGURE_DIRS_BTN: "Bestimme Ordner" STR_LOG_DESTINATION: "Protokollieren nach" STR_LOG_FILE: "Datei" STR_LOG_FILE_DESC: "Schicke dein Log zu openxcom.log Kann zu starken Performanceproblemen führen!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Protokoll in das Android-Systemprotokoll schreiben. Die Deaktivierung dieser Option kann die Leistung ein wenig erhöhen, verhindert aber, dass nützliche Meldungen im Protokoll erscheinen." STR_DEBUG_OPTIONS: "Debug Optionen" STR_LOG_TOUCH_EVENTS: "Berührungsereignisse" STR_LOG_TOUCH_EVENTS_DESC: "Protokolliert alle Berührungsereignisse. Dies wird die Leistung erheblich verringern, sollte aber für die Fehlersuche nützlich sein." STR_FAKE_EVENTS: "Falsche Events" STR_FAKE_EVENTS_DESC: "Sendet vorgetäuschte Finger-Up-Touch-Ereignisse. Benutzen Sie diese Funktion, wenn Tasten eingefroren sind." STR_FORCE_GL_MODE: "Erzwungener GL Modus" STR_FORCE_GL_MODE_DESC: "Zwings die Texturen in ein RGB565 Format. Nutze diese Einstellung wenn du rote Flecken auf dem Bildschirm hast. Wird erst nach einem Neustart angewendet." STR_MOUSE_MODE: "Mausmodus" STR_MOUSE_BASIC: "Standard" STR_MOUSE_EXTENDED: "Erweitert" STR_MOUSE_MODE_DESC: "Der erweiterte Modus ermöglicht native Mausereignisse und bietet ein desktopähnliches Erlebnis." STR_LISTDRAGSCROLL: "Ziehen und Scrollen der Liste" STR_LISTDRAGSCROLL_DESC: "Aktiviere Drag-Scrolling für scrollbare Listen. Nützlich für Touchscreen basierende Geräte" STR_DRAGREORDER: "Ziehen um Soldaten neu zu Ordnen" STR_DRAGREORDER_DESC: "Ziehen um Soldaten im Ausrüstungsbildschirm neu zu Ordnen" STR_SHOW_CURSOR: "Zeige Cursor" STR_SHOW_CURSOR_DESC: "Ziehe den gelben Cursor Pfeil. Nützlich mit einer Maus" STR_FRAMESKIP: "Maximal übersprungene Frames" STR_FRAMESKIP_DESC: "Dies ist die maximale Zahl an Frames, die übersprungen werden können. Bedingt durch den Codes während des Spiels." ================================================ FILE: bin/common/Language/Android/el.yml ================================================ el: STR_SYSTEM: "ΣΥΣΤΗΜΑ" STR_SWIPE: "Σύρετε για στροφή" STR_HOLD: "Κρατήστε για στροφή" STR_SWIPE_DESC: "Σύρε από έναν στρατιώτη προς την κατεύθυνση που θέλεις να κοιτάει." STR_HOLD_DESC: "Πατήστε παρατεταμένα προς την κατεύθυνση που θέλετε να κοιτάει ο στρατιώτης σας" STR_SYSTEM_UI: "Λειτουργία προβολής διεπαφής χρήστη Android" STR_SYSTEM_UI_DESC: "Αλλαγή λειτουργίας εμφάνισης μπάρας πλοήγησης στο Android" STR_ALWAYS_SHOWN: "Πάντα εμφανίζεται" STR_LOW_PROFILE: "Χαμηλό προφίλ" STR_IMMERSIVE: "Λειτουργία εμβύθισης" STR_CONTROLS_LABEL: "Προσαρμογή ελέγχου" STR_RECONFIGURE_DIRS: "Ρύθμιση φακέλων παιχνιδιών" STR_RECONFIGURE_DIRS_BTN: "Ορισμός φακέλων" STR_LOG_DESTINATION: "Σύνδεση στο" STR_LOG_FILE: "Αρχείο" STR_LOG_FILE_DESC: "Γράψτε το αρχείο καταγραφής στο openxcom.log. Μπορεί να προκαλέσει ΣΗΜΑΝΤΙΚΕΣ πτώσεις απόδοσης!" STR_LOG_SYSTEM: "Καταγραφή" STR_LOG_SYSTEM_DESC: "Write log to Android system log. Disabling this option might increase performance a bit, but will prevent useful messages from appearing in log. Η απενεργοποίηση αυτής της επιλογής μπορεί να αυξήσει λίγο την απόδοση, αλλά θα αποτρέψει την εμφάνιση χρήσιμων μηνυμάτων στο καταγραφικό." STR_DEBUG_OPTIONS: "Επιλογές εντοπισμού σφαλμάτων" STR_LOG_TOUCH_EVENTS: "Καταγραφή αφήσεων" STR_LOG_TOUCH_EVENTS_DESC: "Καταγράψτε όλα τα γεγονότα αφής στο αρχείο καταγραφής.Θα μειώσει σημαντικά την απόδοση, αλλά θα πρέπει να είναι χρήσιμο για τον εντοπισμό σφαλμάτων." STR_FAKE_EVENTS: "Ψεύτικες εκδηλώσεις" STR_FAKE_EVENTS_DESC: "Στέλνει ψεύτικα συμβάντα αφής δάκτυλου προς τα επάνω. Χρησιμοποιήστε αυτό εάν συνεχίζετε να αντιμετωπίζετε κολλημένα κουμπιά" STR_FORCE_GL_MODE: "Εξαναγκασμός λειτουργίας GL" STR_FORCE_GL_MODE_DESC: "Επιβάλλει τη μορφή υφής σε RGB565. Χρησιμοποιήστε αυτήν τη ρύθμιση, εάν η οθόνη σας έχει κόκκινο χρώμα. Εφαρμόζεται μετά από επανεκκίνηση." STR_MOUSE_MODE: "Λειτουργία με ποντίκι" STR_MOUSE_BASIC: "Βασικά" STR_MOUSE_EXTENDED: "Εκτεταμένη" STR_MOUSE_MODE_DESC: "Η επεκταμένη λειτουργία ενεργοποιεί τα φυσικά γεγονότα του ποντικιού, παρέχοντας μια εμπειρία που πλησιάζει στον υπολογιστή." STR_LISTDRAGSCROLL: "σύρσιμο λίστας με το δάκτυλο" STR_LISTDRAGSCROLL_DESC: "Ενεργοποιήστε την κύλιση με σύρσιμο για λίστες με δυνατότητα κύλισης. Χρήσιμο για συσκευές με οθόνη αφής." STR_DRAGREORDER: "Σύρετε για αναδιάταξη στρατιωτών" STR_DRAGREORDER_DESC: "Σύρε στρατιώτες για να τους αναδιατάξεις στην οθόνη εξοπλισμού του σκάφους." STR_SHOW_CURSOR: "Εμφάνιση κέρσορα" STR_SHOW_CURSOR_DESC: "Σχεδιάστε το κίτρινο βέλος του κέρσορα. Χρήσιμο με το ποντίκι." STR_FRAMESKIP: "Παράβλεψη μέγιστων καρέ" STR_FRAMESKIP_DESC: "Αυτός είναι ο μέγιστος αριθμός καρέ που μπορεί να παραλείψει ο κώδικας σχεδίασης κατά τη διάρκεια του παιχνιδιού." ================================================ FILE: bin/common/Language/Android/en-GB.yml ================================================ en-GB: STR_SYSTEM: "SYSTEM" STR_SWIPE: "Swipe to turn" STR_HOLD: "Hold to turn" STR_SWIPE_DESC: "Swipe from a soldier in the direction you want him to face" STR_HOLD_DESC: "Tap and hold in the direction you want your soldier to face" STR_SYSTEM_UI: "Android UI display mode" STR_SYSTEM_UI_DESC: "Changes Android navigation bar display mode" STR_ALWAYS_SHOWN: "Always shown" STR_LOW_PROFILE: "Low profile" STR_IMMERSIVE: "Immersive mode" STR_CONTROLS_LABEL: "Customise controls" STR_RECONFIGURE_DIRS: "Set game folders" STR_RECONFIGURE_DIRS_BTN: "Set folders" STR_LOG_DESTINATION: "Log to" STR_LOG_FILE: "File" STR_LOG_FILE_DESC: "Write log to openxcom.log. May cause SEVERE performance drops!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Write log to Android system log. Disabling this option might increase performance a bit, but will prevent useful messages from appearing in log." STR_DEBUG_OPTIONS: "Debug options" STR_LOG_TOUCH_EVENTS: "Log touches" STR_LOG_TOUCH_EVENTS_DESC: "Write all touch events to log. Will decrease performance significantly, but should be useful for debugging." STR_FAKE_EVENTS: "Fake events" STR_FAKE_EVENTS_DESC: "Sends fake fingerUp touch events. Use this if you keep getting stuck buttons." STR_FORCE_GL_MODE: "Force GL mode" STR_FORCE_GL_MODE_DESC: "Forces texture format to RGB565. Use this setting if you're getting red-tinted screen. Applies after restart." STR_MOUSE_MODE: "Mouse mode" STR_MOUSE_BASIC: "Basic" STR_MOUSE_EXTENDED: "Extended" STR_MOUSE_MODE_DESC: "Extended mode enables native mouse events, providing near-desktop experience." STR_LISTDRAGSCROLL: "List drag-scrolling" STR_LISTDRAGSCROLL_DESC: "Enable drag-scrolling for scrollable lists. Useful for touchscreen-based devices." STR_DRAGREORDER: "Drag to reorder soldiers" STR_DRAGREORDER_DESC: "Drag soldiers to reorder them in the craft equipment screen." STR_SHOW_CURSOR: "Show cursor" STR_SHOW_CURSOR_DESC: "Draw the yellow cursor arrow. Useful with a mouse." STR_FRAMESKIP: "Maximum frames skipped" STR_FRAMESKIP_DESC: "This is the maximum number of frames that may be skipped by the draw code during gameplay" ================================================ FILE: bin/common/Language/Android/en-US.yml ================================================ en-US: STR_SYSTEM: "SYSTEM" STR_SWIPE: "Swipe to turn" STR_HOLD: "Hold to turn" STR_SWIPE_DESC: "Swipe from a soldier in the direction you want him to face" STR_HOLD_DESC: "Tap and hold in the direction you want your soldier to face" STR_SYSTEM_UI: "Android UI display mode" STR_SYSTEM_UI_DESC: "Changes Android navigation bar display mode" STR_ALWAYS_SHOWN: "Always shown" STR_LOW_PROFILE: "Low profile" STR_IMMERSIVE: "Immersive mode" STR_CONTROLS_LABEL: "Customize controls" STR_RECONFIGURE_DIRS: "Set game folders" STR_RECONFIGURE_DIRS_BTN: "Set folders" STR_LOG_DESTINATION: "Log to" STR_LOG_FILE: "File" STR_LOG_FILE_DESC: "Write log to openxcom.log. May cause SEVERE performance drops!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Write log to Android system log. Disabling this option might increase performance a bit, but will prevent useful messages from appearing in log." STR_DEBUG_OPTIONS: "Debug options" STR_LOG_TOUCH_EVENTS: "Log touches" STR_LOG_TOUCH_EVENTS_DESC: "Write all touch events to log. Will decrease performance significantly, but should be useful for debugging." STR_FAKE_EVENTS: "Fake events" STR_FAKE_EVENTS_DESC: "Sends fake fingerUp touch events. Use this if you keep getting stuck buttons." STR_FORCE_GL_MODE: "Force GL mode" STR_FORCE_GL_MODE_DESC: "Forces texture format to RGB565. Use this setting if you're getting red-tinted screen. Applies after restart." STR_MOUSE_MODE: "Mouse mode" STR_MOUSE_BASIC: "Basic" STR_MOUSE_EXTENDED: "Extended" STR_MOUSE_MODE_DESC: "Extended mode enables native mouse events, providing near-desktop experience." STR_LISTDRAGSCROLL: "List drag-scrolling" STR_LISTDRAGSCROLL_DESC: "Enable drag-scrolling for scrollable lists. Useful for touchscreen-based devices." STR_DRAGREORDER: "Drag to reorder soldiers" STR_DRAGREORDER_DESC: "Drag soldiers to reorder them in the craft equipment screen." STR_SHOW_CURSOR: "Show cursor" STR_SHOW_CURSOR_DESC: "Draw the yellow cursor arrow. Useful with a mouse." STR_FRAMESKIP: "Maximum frames skipped" STR_FRAMESKIP_DESC: "This is the maximum number of frames that may be skipped by the draw code during gameplay" ================================================ FILE: bin/common/Language/Android/es-419.yml ================================================ es-419: STR_SYSTEM: "SISTEMA" STR_SWIPE: "Deslizar para girar" STR_HOLD: "Mantener para girar" STR_SWIPE_DESC: "Deslizar desde un soldado hacía la dirección que quieres que apunte" STR_HOLD_DESC: "Toca y manten en la dirección que quieres que el soldado apunte" STR_SYSTEM_UI: "Modo de mostrar interfaz Android" STR_SYSTEM_UI_DESC: "Cambia el modo de mostrar la barra de navegación Android" STR_ALWAYS_SHOWN: "Siempre mostrar" STR_LOW_PROFILE: "Bajo perfil" STR_IMMERSIVE: "Modo inmersivo" STR_CONTROLS_LABEL: "Personalizar controles" STR_RECONFIGURE_DIRS: "Establecer folders de juego" STR_RECONFIGURE_DIRS_BTN: "Establecer folders" STR_LOG_DESTINATION: "Iniciar en" STR_LOG_FILE: "Archivo" STR_LOG_FILE_DESC: "Escribir el registro en openxcom.log. Puede afectar severamente el desempeño del juego" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Escribir el registro en el registro del sistema Android. Deshabilitar esta opción podría incrementar el rendimiento un poco, pero la aparición de mensajes utiles en el registro." STR_DEBUG_OPTIONS: "Opciones de depurado" STR_LOG_TOUCH_EVENTS: "Toques en registro" STR_LOG_TOUCH_EVENTS_DESC: "Escribir todos los toques en el registro. Disminuira el rendimiento significablemente, pero podría resultar util durante depuración." STR_FAKE_EVENTS: "Falsos eventos" STR_FAKE_EVENTS_DESC: "Envías falsos eventos de soltar toque. Utiliza esto si ves que tus botones atascados." STR_FORCE_GL_MODE: "Forzar modo GL" STR_FORCE_GL_MODE_DESC: "Fuerza las texturas al formato de color RGB565. Utiliza esta configuración si ves que tu pantalla tiene tintes rojos. Se aplica despues del reinicio." STR_MOUSE_MODE: "Modo de mouse" STR_MOUSE_BASIC: "Basico" STR_MOUSE_EXTENDED: "Extendido" STR_MOUSE_MODE_DESC: "El modo extendido permite eventos nativos de mouse, proveyendo una experiencia parecida a la de escritorio" STR_LISTDRAGSCROLL: "Arrastrar lista para desplazar" STR_LISTDRAGSCROLL_DESC: "Habilita el modo de arrastre para listas. Útil para dispositivos basados en pantalla tactil." STR_DRAGREORDER: "Arrastra para reodenar soldados" STR_DRAGREORDER_DESC: "Arrastra los soldados para reordenarlos in la pantalla de equipar navio." STR_SHOW_CURSOR: "Mostrar cursor" STR_SHOW_CURSOR_DESC: "Dibuja la flecha de cursor amarilla. Util junto a un mouse." STR_FRAMESKIP: "Numero maximo de cuadros omitidos" STR_FRAMESKIP_DESC: "Este es el numero máximo de cuadros que pueden ser omitidos por el codigo de dibujado durante el juego" ================================================ FILE: bin/common/Language/Android/fi.yml ================================================ fi: STR_SYSTEM: "JÄRJESTELMÄ" STR_SWIPE: "Käännä pyyhkäisemällä" STR_HOLD: "Käännä pitämällä" STR_SWIPE_DESC: "Pyyhkäise sotilaasta suuntaan, johon haluat hänen katsovan" STR_HOLD_DESC: "Kosketa ja pidä suunnassa, johon haluat sotilaan katsovan" STR_SYSTEM_UI: "Android-käyttöliittymän näytön tila" STR_SYSTEM_UI_DESC: "Muuttaa Android-navigointipalkin näytön tilaa" STR_ALWAYS_SHOWN: "Näytetään aina" STR_LOW_PROFILE: "Vähän huomiota herättävä" STR_IMMERSIVE: "Syventävä tila" STR_CONTROLS_LABEL: "Säädä ohjaimia" STR_RECONFIGURE_DIRS: "Määritä pelikansiot" STR_RECONFIGURE_DIRS_BTN: "Määritä kansiot" STR_LOG_DESTINATION: "Lokisijainti" STR_LOG_FILE: "Tiedosto" STR_LOG_FILE_DESC: "Kirjoita loki tiedostoon openxcom.log. Saattaa vaikuttaa VAKAVASTI suorituskykyyn!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Kirjoita loki Android-järjestelmän lokiin. Valinnan käytöstä poistaminen saattaa parantaa suorituskykyä hieman, mutta estää hyödyllisiä viestejä näkymästä lokissa." STR_DEBUG_OPTIONS: "Viankorjausasetukset" STR_LOG_TOUCH_EVENTS: "Kirjaa kosketukset lokiin" STR_LOG_TOUCH_EVENTS_DESC: "Kaikki kosketustapahtumat kirjataan lokiin, mikä heikentää suorituskykyä huomattavasti mutta auttaa vikojen korjaamisessa." STR_FAKE_EVENTS: "Valetapahtumat" STR_FAKE_EVENTS_DESC: "Lähettää tekaistuja \"sormen irrotus\"-kosketustapahtumia. Käytä, jos näppäimet jäävät jatkuvasti jumiin." STR_FORCE_GL_MODE: "Pakota GL-tila" STR_FORCE_GL_MODE_DESC: "Pakottaa tekstuurit RGB565-muotoon. Käytä, jos ruutusi on punasävytteinen. Muutos astuu voimaan uudelleenkäynnistyksen jälkeen." STR_MOUSE_MODE: "Hiiritila" STR_MOUSE_BASIC: "Perus" STR_MOUSE_EXTENDED: "Laajennettu" STR_MOUSE_MODE_DESC: "Laajennetussa tilassa alkuperäiset hiiritapahtumat otetaan käyttöön, mikä tarjoaa lähes pöytäkonemaisen kokemuksen." STR_LISTDRAGSCROLL: "Listojen vieritys vetämällä" STR_LISTDRAGSCROLL_DESC: "Ottaa käyttöön vetovierityksen vieritettävillä listoilla. Hyödyllinen kosketusnäytöllisillä laitteilla." STR_DRAGREORDER: "Sotilaiden järjestely vetämällä" STR_DRAGREORDER_DESC: "Järjestele sotilaita vetämällä niitä alusvarusteruudulla." STR_SHOW_CURSOR: "Näytä osoitin" STR_SHOW_CURSOR_DESC: "Piirtää keltaisen osoitinnuolen. Hyödyllinen hiiren kanssa." STR_FRAMESKIP: "Kuvia ohitettu enintään" STR_FRAMESKIP_DESC: "Suurin sallittu kuvamäärä, jonka piirtokoodin annetaan ohittaa pelin ollessa käynnissä." ================================================ FILE: bin/common/Language/Android/fr.yml ================================================ fr: STR_SYSTEM: "SYSTÈME" STR_SWIPE: "Glisser pour pivoter" STR_HOLD: "Maintenir pour pivoter" STR_SWIPE_DESC: "Faites glisser à partir d’un soldat dans la direction souhaitée pour qu’il se tourne." STR_HOLD_DESC: "Touchez et maintenez dans la direction souhaitée pour orienter votre soldat" STR_SYSTEM_UI: "Mode d’affichage de l’interface Android" STR_SYSTEM_UI_DESC: "Modifie le mode d’affichage de la barre de navigation Android" STR_ALWAYS_SHOWN: "Toujours affiché" STR_LOW_PROFILE: "Profil discret" STR_IMMERSIVE: "Mode immersif" STR_CONTROLS_LABEL: "Contrôles customisés" STR_RECONFIGURE_DIRS: "Spécifier le répertoire du jeu" STR_RECONFIGURE_DIRS_BTN: "Spécifier les répertoires" STR_LOG_DESTINATION: "Se connecter" STR_LOG_FILE: "Fichier" STR_LOG_FILE_DESC: "Générer un fichier log openxcom.log. Peut causer de SÉRIEUX problèmes de performance." STR_LOG_SYSTEM: "Journal système" STR_LOG_SYSTEM_DESC: "Écrire les journaux dans le journal système d'Android. Désactiver cette option peut légèrement améliorer les performances, mais empêchera l’affichage de messages utiles dans le journal." STR_DEBUG_OPTIONS: "Options de débogage" STR_LOG_TOUCH_EVENTS: "Enregistrer les touches" STR_LOG_TOUCH_EVENTS_DESC: "Écrit tous les événements tactiles dans le journal. Réduira significativement les performances, mais peut être utile pour le débogage." STR_FAKE_EVENTS: "Événements simulés" STR_FAKE_EVENTS_DESC: "Envoie de faux événements tactiles de relâchement du doigt. À utiliser si des boutons restent bloqués." STR_FORCE_GL_MODE: "Forcer le mode GL" STR_FORCE_GL_MODE_DESC: "Force le format de texture en RGB565. À utiliser si l’écran a une teinte rouge. S’applique après redémarrage." STR_MOUSE_MODE: "Mode souris" STR_MOUSE_BASIC: "Basique" STR_MOUSE_EXTENDED: "Étendu" STR_MOUSE_MODE_DESC: "Le mode étendu active les événements souris natifs, offrant une expérience proche de celle d’un PC fixe." STR_LISTDRAGSCROLL: "Défilement par glissement dans les listes" STR_LISTDRAGSCROLL_DESC: "Active le défilement par glissement pour les listes. Utile pour les appareils à écran tactile." STR_DRAGREORDER: "Glisser pour réorganiser les soldats" STR_DRAGREORDER_DESC: "Faites glisser les soldats pour les réorganiser dans l’écran d’équipement du vaisseau." STR_SHOW_CURSOR: "Afficher le curseur" STR_SHOW_CURSOR_DESC: "Affiche la flèche de curseur jaune. Utile avec une souris." STR_FRAMESKIP: "Nombre maximal d’images ignorées" STR_FRAMESKIP_DESC: "Nombre maximal d’images que le moteur d’affichage peut ignorer pendant le jeu." ================================================ FILE: bin/common/Language/Android/hu.yml ================================================ hu: STR_SYSTEM: "RENDSZER" STR_SWIPE: "Forduláshoz Húzz" STR_HOLD: "Forduláshoz Nyomj" STR_SWIPE_DESC: "Húzd az ujjad a katonádtól az irányba ahova fordítanád" STR_HOLD_DESC: "Tartsd lenyomva az ujjad az irányba ahova a katonád fordítanád" STR_SYSTEM_UI: "Android kijelző mód" STR_SYSTEM_UI_DESC: "Változtatja a navigációs sáv kijelzésének módját" STR_ALWAYS_SHOWN: "Mindig kijelzi" STR_LOW_PROFILE: "Alacsony profil" STR_IMMERSIVE: "Immerzív mód" STR_CONTROLS_LABEL: "Irányítás beállításai" STR_RECONFIGURE_DIRS: "Válaszd ki a játék mappáit" STR_RECONFIGURE_DIRS_BTN: "Válaszd ki a mappákat" STR_LOG_DESTINATION: "Napló helye" STR_LOG_FILE: "Fájl" STR_LOG_FILE_DESC: "A napló openxcom.log-ba történő írása. SÚLYOS teljesítmény csökkenéshez vezethet!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "A napló Android rendszerbeli naplóba írása. A beállítás kikapcsolása növelheti a teljesítményt, de a hasznos üzenetek nem jellennek majd meg a naplóban." STR_DEBUG_OPTIONS: "Debug opciók" STR_LOG_TOUCH_EVENTS: "Érintések naplózása" STR_LOG_TOUCH_EVENTS_DESC: "Minden érintést naplóz. Drasztikusan csökkenti a teljesítményt, de hasznos lehet debug-oláshoz." STR_FAKE_EVENTS: "Hamis események" STR_FAKE_EVENTS_DESC: "Hamis ujjfelengedéseket generál. Használd ha folyton leragadnak a gombok." STR_FORCE_GL_MODE: "GL mód kényszerítése" STR_FORCE_GL_MODE_DESC: "A textúrák formátumát RGB565-re állítja. Akkor használd ha vörös árnyalatú a kijelző. Újraindítás szükséges." STR_MOUSE_MODE: "Egér mód" STR_MOUSE_BASIC: "Alap" STR_MOUSE_EXTENDED: "Kiterjesztett" STR_MOUSE_MODE_DESC: "A kiterjesztett mód engedélyezi az egér funkciókat, közel PC élményt nyújtva." STR_LISTDRAGSCROLL: "Listák görgetése húzással" STR_LISTDRAGSCROLL_DESC: "Engedélyezi a görgetését a görgethető listáknak húzással. Hasznos érintőképernyős készülékeknél." STR_DRAGREORDER: "Katonák rendezése húzással" STR_DRAGREORDER_DESC: "Húzd a katonákat hogy átrendezd a sorrendjüket a gépfelszerelésnél." STR_SHOW_CURSOR: "Kurzor mutatása" STR_SHOW_CURSOR_DESC: "Megjeleníti a sárga kurzort. Hasznos ha egeret használsz." STR_FRAMESKIP: "Maximum képkockák átugrása" STR_FRAMESKIP_DESC: "Ez a maximum átugorható képkockák száma amiket a megjelenítő kód átugorhat miközben játszol." ================================================ FILE: bin/common/Language/Android/it.yml ================================================ it: STR_SYSTEM: "SISTEMA" STR_SWIPE: "Swipe per girare" STR_HOLD: "Tieni per girare" STR_SWIPE_DESC: "Swipe da un soldato nella direzione verso la quale vuoi che si giri" STR_HOLD_DESC: "Premi e tieni premuto nella direzione verso la quale vuoi che si giri il soldato" STR_SYSTEM_UI: "Modalità Display UI Android" STR_SYSTEM_UI_DESC: "Cambia modalità display barra navigazione Android" STR_ALWAYS_SHOWN: "Mostra sempre" STR_LOW_PROFILE: "Basso profilo" STR_IMMERSIVE: "Modalità immersiva" STR_CONTROLS_LABEL: "Personalizza controlli" STR_RECONFIGURE_DIRS: "Setta le cartelle di gioco" STR_RECONFIGURE_DIRS_BTN: "Sette le cartelle" STR_LOG_DESTINATION: "Connetti a" STR_LOG_FILE: "File" STR_LOG_FILE_DESC: "Scrive il log su openxcom.log. Può causare cali di performance GRAVI!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Scrive un log sul log di sistema Android. Disabilitare questa opzione può migliorare un po' le prestazioni, ma previene alcuni messaggi utili." STR_DEBUG_OPTIONS: "Opzioni debug" STR_LOG_TOUCH_EVENTS: "Log tocchi" STR_LOG_TOUCH_EVENTS_DESC: "Scrive un log di tutti gli eventi tocco. Decrementa le prestazioni di molto, ma può essere utile per il debugging." STR_FAKE_EVENTS: "Eventi fasulli" STR_FAKE_EVENTS_DESC: "Manda eventi falsi di tocco. Usato per disincastrare i bottoni." STR_FORCE_GL_MODE: "Forza Modalità GL" STR_FORCE_GL_MODE_DESC: "Forza il formato texture a RGB565. Usala se hai uno schermo a tinta rossa. Serve un riavvio." STR_MOUSE_MODE: "Modalità Mouse" STR_MOUSE_BASIC: "Base" STR_MOUSE_EXTENDED: "Estesa" STR_MOUSE_MODE_DESC: "La modalità estesa permette eventi nativi del mouse, fornendo un'esperienza simile al desktop." STR_LISTDRAGSCROLL: "Trascinamento lista" STR_LISTDRAGSCROLL_DESC: "Permette di trascinare le liste. Utile per un device con touchscreen." STR_DRAGREORDER: "Trascina per ordinare i soldati" STR_DRAGREORDER_DESC: "Trascina i soldati per riordinarli nella schermata di equipaggiamento veicolo." STR_SHOW_CURSOR: "Mostra cursore" STR_SHOW_CURSOR_DESC: "Disegna il cursore giallo. Utile con mouse." STR_FRAMESKIP: "Massimo di frame saltati" STR_FRAMESKIP_DESC: "Questo è il numero massimo di frame che possono essere saltati durante il gioco." ================================================ FILE: bin/common/Language/Android/ja.yml ================================================ ja: STR_SYSTEM: "システム" STR_SWIPE: "スワイプで向き変更" STR_HOLD: "タップ保持で向き変更" STR_SWIPE_DESC: "対象の兵の上でスワイプをして向きを変える" STR_HOLD_DESC: "対象の兵をタップしたままで動かして向きを変える" STR_SYSTEM_UI: "Android用UIモード" STR_SYSTEM_UI_DESC: "ナビゲーションバーをAndroid向け表示に切り替える" STR_ALWAYS_SHOWN: "常時表示" STR_LOW_PROFILE: "最低限" STR_IMMERSIVE: "特化モード" STR_CONTROLS_LABEL: "入力のカスタマイズ" STR_RECONFIGURE_DIRS: "ゲームフォルダの指定" STR_RECONFIGURE_DIRS_BTN: "フォルダの設定" STR_LOG_DESTINATION: "ログの記録先" STR_LOG_FILE: "ファイル" STR_LOG_FILE_DESC: "openxcom.logの名でログを記録保存しますが、ゲームの動作が非常に重くなる場合が有ります。" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "ログをAndroidのシステムログに書き込みます。このオプションをオフにすると多少動作が軽くなる場合がありますが、有用なメッセージが記録されなくなります。" STR_DEBUG_OPTIONS: "デバッグオプション" STR_LOG_TOUCH_EVENTS: "タッチイベントのログ" STR_LOG_TOUCH_EVENTS_DESC: "タッチイベントを全てログに残します。動作が非常に重くなる場合が有りますが、デバッグ目的の為には有用です。" STR_FAKE_EVENTS: "疑似イベント" STR_FAKE_EVENTS_DESC: "タッチオフの疑似情報を内部的に使用します。ボタンが押されっぱなしになる状態の解消に有効です。" STR_FORCE_GL_MODE: "強制GLモード" STR_FORCE_GL_MODE_DESC: "テクスチャのフォーマットを強制的にRGB565にします。画面が赤色っぽくなる場合にオンにして下さい。ゲームの再起動後に適用されます。" STR_MOUSE_MODE: "マウスモード" STR_MOUSE_BASIC: "基本" STR_MOUSE_EXTENDED: "拡張" STR_MOUSE_MODE_DESC: "拡張モードはネイティブでマウスをサポートし、デスクトップ環境に近い物にします。" STR_LISTDRAGSCROLL: "ドラッグスクロールによるリスト" STR_LISTDRAGSCROLL_DESC: "スクロール可能なリストでドラッグスクロールを使用可能にします。タッチ入力系でプレイする場合に便利です。" STR_DRAGREORDER: "ドラッグで兵の並び替え" STR_DRAGREORDER_DESC: "機体の装備画面で表示される兵の並び順をドラッグで変更可能にします。" STR_SHOW_CURSOR: "カーソルの表示" STR_SHOW_CURSOR_DESC: "黄色いマウスカーソルを表示します。マウス入力向けの機能です。" STR_FRAMESKIP: "フレームスキップの最大数" STR_FRAMESKIP_DESC: "ゲーム中の描画中に行われるフレームスキップの最大数を指定します。" ================================================ FILE: bin/common/Language/Android/ko.yml ================================================ ko: STR_SYSTEM: "시스템" STR_SWIPE: "밀어서 회전" STR_HOLD: "눌러서 회전" STR_SWIPE_DESC: "당신이 병사가 바라보기를 원하는 방향으로 민다." STR_HOLD_DESC: "당신이 병사가 바라보기를 원하는 방향으로 누른다." STR_SYSTEM_UI: "안드로이드 UI 표시 모드" STR_SYSTEM_UI_DESC: "안드로이드 내비게이션 바 표시 모드를 변경한다." STR_ALWAYS_SHOWN: "항상 보인다" STR_LOW_PROFILE: "저시인성" STR_IMMERSIVE: "몰입 모드" STR_CONTROLS_LABEL: "조작 변경" STR_RECONFIGURE_DIRS: "게임 폴더 설정" STR_RECONFIGURE_DIRS_BTN: "폴더 설정" STR_LOG_DESTINATION: "로그를 저장할 곳" STR_LOG_FILE: "파일" STR_LOG_FILE_DESC: "openxcom.log에 기록을 저장한다. 심각한 성능 저하가 일어날 수도 있다!" STR_LOG_SYSTEM: "로그캣" STR_LOG_SYSTEM_DESC: "안드로이드 시스템 로그에 기록을 저장한다. 이 옵션을 비활성화하면 약간의 성능 향상이 있을 수 있지만, 로그에 나타나는 유용한 메세지를 볼 수 없게 된다." STR_DEBUG_OPTIONS: "디버그 옵션" STR_LOG_TOUCH_EVENTS: "터치 기록" STR_LOG_TOUCH_EVENTS_DESC: "로그에 모든 터치 기록을 남긴다. 심각하게 성능이 떨어질 것이나, 디버그에 유용하다." STR_FAKE_EVENTS: "가짜 이벤트" STR_FAKE_EVENTS_DESC: "가짜 fingerUp 터치 이벤트를 전송한다. 버튼이 계속 눌려있는 것 같으면 사용하라." STR_FORCE_GL_MODE: "GL 모드 강제" STR_FORCE_GL_MODE_DESC: "텍스처 포맷을 RGB656으로 강제한다. 붉어 보이는 화면이 되면 이 설정을 이용하라. 재시작 후 적용된다." STR_MOUSE_MODE: "마우스 모드" STR_MOUSE_BASIC: "기본" STR_MOUSE_EXTENDED: "확장" STR_MOUSE_MODE_DESC: "데스크탑 비슷한 경험을 제공하도록, 확장 모드는 실제 마우스 이벤트를 활성화한다." STR_LISTDRAGSCROLL: "목록의 드래그-스크롤" STR_LISTDRAGSCROLL_DESC: "스크롤 가능한 목록 중 드래그로 스크롤할 항목을 설정한다. 터치스크린 기반 장비에 유용하다." STR_DRAGREORDER: "병사 재정렬하기 위해 드래그" STR_DRAGREORDER_DESC: "기체 장비 화면에서 병사를 재정렬하기 위해 드래그한다" STR_SHOW_CURSOR: "커서 표시" STR_SHOW_CURSOR_DESC: "노란 커서 화살표를 그린다. 마우스와 사용하면 유용하다." STR_FRAMESKIP: "표시하지 않을 최대 프레임" STR_FRAMESKIP_DESC: "이건 게임 플레이 중 화면 그리는 코드에 의해 넘어갈 지 모르는 프레임의 최대 숫자다." ================================================ FILE: bin/common/Language/Android/no.yml ================================================ "no": STR_SYSTEM: "SYSTEM" STR_RECONFIGURE_DIRS: "Velg spillmapper" STR_RECONFIGURE_DIRS_BTN: "Velg mapper" STR_LOG_DESTINATION: "Logg til" STR_LOG_FILE: "Fil" STR_LOG_FILE_DESC: "Logg til openxcom.log. Kan føre til VELDIG nedsatt system ytelse!" STR_FORCE_GL_MODE: "Tving GL modus" STR_FORCE_GL_MODE_DESC: "Tving tekstur-formatet til RGB565. Benyttes ved forekomst av rødlig skjerm. Behøver omstart av spillet." STR_MOUSE_MODE: "Mus modus" STR_MOUSE_BASIC: "Enkel" STR_MOUSE_EXTENDED: "Utvidet" STR_SHOW_CURSOR: "Vis peker" STR_SHOW_CURSOR_DESC: "Vis den gule peker pilen. Nyttig ved bruk av mus." ================================================ FILE: bin/common/Language/Android/pl.yml ================================================ pl: STR_SYSTEM: "SYSTEM" STR_SWIPE: "Przesuń by obrócić" STR_HOLD: "Przytrzymaj by obrócić" STR_SWIPE_DESC: "Przesuń od żołnierza w stronę, w którą ma spojrzeć" STR_HOLD_DESC: "Kliknij i przytrzymaj od żołnierza w stronę, w którą ma spojrzeć" STR_SYSTEM_UI: "Tryb wyświetlania interfejsu Androida" STR_SYSTEM_UI_DESC: "Zmienia tryb wyświetlania paska nawigacji Androida" STR_ALWAYS_SHOWN: "Zawsze widoczny" STR_LOW_PROFILE: "Niski profil" STR_IMMERSIVE: "Tryb immersji" STR_CONTROLS_LABEL: "Przedefiniuj klawisze" STR_RECONFIGURE_DIRS: "Ustaw foldery gry" STR_RECONFIGURE_DIRS_BTN: "Ustaw foldery" STR_LOG_DESTINATION: "Zaloguj do" STR_LOG_FILE: "Plik" STR_LOG_FILE_DESC: "Zapisuj w openxcom.log. Może spowodować POWAŻNY spadek szybkości!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Zapisuje log systemu Android. Wyłączenie tej opcji może nieco zwiększyć wydajność, ale użyteczne informacje nie będą pojawiały się w logu." STR_DEBUG_OPTIONS: "Opcje debugu" STR_LOG_TOUCH_EVENTS: "Loguj dotyk" STR_LOG_TOUCH_EVENTS_DESC: "Zapisuje wszystkie zdarzenia dotykowe w logu. Znacznie obniży wydajność, ale może się przydać przy debugowaniu." STR_FAKE_EVENTS: "Fałszywe zdarzenia" STR_FAKE_EVENTS_DESC: "Wysyła fałszywe zdarzenia dotykowe fingerUp. Użyj, jeśli przyciski ci się zacinają." STR_FORCE_GL_MODE: "Wymuś tryb GL" STR_FORCE_GL_MODE_DESC: "Wymusza format tekstur RGB565. Użyj tej opcji, jeśli twój ekran jest zabarwiony czerwonawo. Działa po restarcie." STR_MOUSE_MODE: "Tryb myszy" STR_MOUSE_BASIC: "Podstawowy" STR_MOUSE_EXTENDED: "Extended" STR_MOUSE_MODE_DESC: "Tryb rozszerzony pozwala na natywne zdarzenia myszy, dając wrażenie grania na komputerze." STR_LISTDRAGSCROLL: "Przewijanie list trzymaniem" STR_LISTDRAGSCROLL_DESC: "Włącza skrolowanie list poprzez ciągnięcie. Przydatne dla urządzeń dotykowych." STR_DRAGREORDER: "Przeciągaj żołnierzy, by zmienić kolejność" STR_DRAGREORDER_DESC: "Przeciągaj żołnierzy, by zmienić ich kolejność w ekranie pojazdu." STR_SHOW_CURSOR: "Pokaż kursor" STR_SHOW_CURSOR_DESC: "Rysuje żółtą strzałkę kursora. Przydatne wraz z myszą." STR_FRAMESKIP: "Maksymalna liczba pominiętych klatek" STR_FRAMESKIP_DESC: "Maksymalna liczba klatek, które podczas gry mogą zostać pominięte przez kod wyświetlający" ================================================ FILE: bin/common/Language/Android/pt-BR.yml ================================================ pt-BR: STR_SYSTEM: "SISTEMA" STR_SWIPE: "Deslize para Virar" STR_HOLD: "Segure para Virar" STR_SWIPE_DESC: "Deslize de um soldado na direção que você quer que ele olhe" STR_HOLD_DESC: "Toque e segure na direção que você deseja que seu soldado olhe" STR_SYSTEM_UI: "Modo de exibição da IU do Android" STR_SYSTEM_UI_DESC: "Altera o modo de exibição da barra de navegação do Android" STR_ALWAYS_SHOWN: "Sempre Mostrar" STR_LOW_PROFILE: "Discreto" STR_IMMERSIVE: "Modo Imersivo" STR_CONTROLS_LABEL: "Personalizar Controles" STR_RECONFIGURE_DIRS: "Definir pastas do jogo" STR_RECONFIGURE_DIRS_BTN: "Definir pastas" STR_LOG_DESTINATION: "Entrar em" STR_LOG_FILE: "Arquivo" STR_LOG_FILE_DESC: "Gravar o log em openxcom.log. Pode causar GRAVES quedas de desempenho!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Grave o log no log do sistema Android. Desativar esta opção pode aumentar um pouco o desempenho, mas impedirá que mensagens úteis apareçam no log." STR_DEBUG_OPTIONS: "Opções de Depuração" STR_LOG_TOUCH_EVENTS: "Log Toques" STR_LOG_TOUCH_EVENTS_DESC: "Grave todos os eventos de toque para registrar. Diminuirá o desempenho significativamente, mas deve ser útil para depuração." STR_FAKE_EVENTS: "Eventos falsos" STR_FAKE_EVENTS_DESC: "Envia eventos de toque fingerUp falsos. Use-o se os botões ficarem presos." STR_FORCE_GL_MODE: "Forçar modo GL" STR_FORCE_GL_MODE_DESC: "Força o formato da textura para RGB565. Use esta configuração se você estiver obtendo uma tela tingida de vermelho. Aplica-se após o reinício." STR_MOUSE_MODE: "Modo mouse" STR_MOUSE_BASIC: "Básico" STR_MOUSE_EXTENDED: "Estendido" STR_MOUSE_MODE_DESC: "O modo estendido permite eventos de mouse nativos, proporcionando uma experiência próxima ao desktop." STR_LISTDRAGSCROLL: "Lista de rolagem arrastada" STR_LISTDRAGSCROLL_DESC: "Habilite a rolagem de arrastar para listas roláveis Útil para dispositivos baseados em touchscreen." STR_DRAGREORDER: "Arraste para reordenar os soldados" STR_DRAGREORDER_DESC: "Arraste os soldados para reordená-los na tela de equipamentos da aeronave." STR_SHOW_CURSOR: "Mostrar cursor" STR_SHOW_CURSOR_DESC: "Desenhe a seta amarela do cursor. Útil com o mouse." STR_FRAMESKIP: "Máximo de quadros pulados" STR_FRAMESKIP_DESC: "Este é o número máximo de frames que podem ser ignorados pelo código de desenho durante o jogo" ================================================ FILE: bin/common/Language/Android/pt-PT.yml ================================================ pt-PT: STR_SYSTEM: "SISTEMA" STR_SWIPE: "Deslizar para virar" STR_HOLD: "Manter premido para virar" STR_SWIPE_DESC: "Deslizar de um soldado para a direção que quer que ele se vire" STR_HOLD_DESC: "Tocar e manter na direção que quer que o soldado se vire" STR_SYSTEM_UI: "Modo de visualização da interface Android" STR_SYSTEM_UI_DESC: "Altera o modo de visualização da barra de navegação do Android" STR_ALWAYS_SHOWN: "Sempre mostrado" STR_LOW_PROFILE: "Baixo perfil" STR_IMMERSIVE: "Modo imersivo" STR_CONTROLS_LABEL: "Personalizar controlos" STR_RECONFIGURE_DIRS: "Definir pastas do jogo" STR_RECONFIGURE_DIRS_BTN: "Definir pastas" STR_LOG_DESTINATION: "Registar em" STR_LOG_FILE: "Ficheiro" STR_LOG_FILE_DESC: "Gravar registo em openxcom.log. Pode causar EXTREMA lentidão!" STR_LOG_SYSTEM: "Registo Android" STR_LOG_SYSTEM_DESC: "Gravar o registo no registo do sistema do Android. Desativar esta opção pode aumentar um pouco o desempenho, mas irá impedir que apareçam mensagens úteis no registo." STR_DEBUG_OPTIONS: "Opções de depuração" STR_LOG_TOUCH_EVENTS: "Registar toques" STR_LOG_TOUCH_EVENTS_DESC: "Gravar todos os eventos de toque no registo. Irá aumentar o desempenho consideravelmente, mas deve ser utilizado para depuração de erros." STR_FAKE_EVENTS: "Eventos falsos" STR_FAKE_EVENTS_DESC: "Enviar eventos de toque fingerUp. Use isto que os botões encravarem muitas vezes." STR_FORCE_GL_MODE: "Forçar modo GL" STR_FORCE_GL_MODE_DESC: "Força o formato de textura RGB565. Use esta configuração se estiver e ver o ecrã avermelhado. Surte efeito após reiniciar." STR_MOUSE_MODE: "Modo rato" STR_MOUSE_BASIC: "Básico" STR_MOUSE_EXTENDED: "Estendido" STR_MOUSE_MODE_DESC: "O modo estendido ativa os eventos de rato nativo, fornecendo uma experiência semelhante a um computador de mesa." STR_LISTDRAGSCROLL_DESC: "Activar a deslocação por arrastamento para listas deslocáveis. Útil para dispositivos com ecrã táctil." STR_DRAGREORDER: "Arrastar para reordenar soldados" STR_DRAGREORDER_DESC: "Arraste soldados para reordená-los no ecrã de equipamentos da aeronave." STR_SHOW_CURSOR: "Mostrar cursor" STR_SHOW_CURSOR_DESC: "Desenhar a seta do cursor amarelo. Útil com um rato." STR_FRAMESKIP: "Máximo de fotogramas ignorado" STR_FRAMESKIP_DESC: "Isto é o número máximo de fotogramas que podem ser ignorados pelo código de desenhar durante o jogo." ================================================ FILE: bin/common/Language/Android/ro.yml ================================================ ro: STR_SYSTEM: "SISTEM" STR_SWIPE: "Glisați pentru a întoarce" STR_HOLD: "Țineți pentru a întoarce" STR_SWIPE_DESC: "Glisați de la un soldat în direcția în care îl vreți să fie poziționat" STR_HOLD_DESC: "Loviți si țineți apăsat în direcția în care vreți să fie poziționați soldatul vostru" STR_SYSTEM_UI: "Mod de afișare Android UI " STR_SYSTEM_UI_DESC: "Schimbă modul de afișare al barei de navigare Android" STR_ALWAYS_SHOWN: "Întotdeauna arătat" STR_LOW_PROFILE: "Profil scăzut" STR_IMMERSIVE: "Modul imersiv" STR_CONTROLS_LABEL: "Customizează controale" STR_RECONFIGURE_DIRS: "Setează dosare de joc" STR_RECONFIGURE_DIRS_BTN: "Seteaza dosare" STR_LOG_DESTINATION: "Scrie log la" STR_LOG_FILE: "Fisier" STR_LOG_FILE_DESC: "Scrie log la openxcom.log. Poate cauza cădere de performanţă SEVERĂ!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Scrie log la log-ul de system Android. Dezactivarea acestei opțiuni poate crește performanța un pic, dar va preveni mesaje utile să apareă în log." STR_DEBUG_OPTIONS: "Opțiuni de depanare" STR_LOG_TOUCH_EVENTS: "Scrie atingeri in log" STR_LOG_TOUCH_EVENTS_DESC: "Scrie orice eveniment tactil la log. Va scade performanța semnificativ, dar poate fii folositor pentru depanare." STR_FAKE_EVENTS: "Evenimente false" STR_FAKE_EVENTS_DESC: "Trimite evenimente tactile false fingerUp. Folosește această opțiune dacă aveți butoanele care rămân blocate. " STR_FORCE_GL_MODE: "Forțează modul GL" STR_FORCE_GL_MODE_DESC: "Forțeaza formatul de textura la RGB565. Folosește aceasta opțiune dacă vedeți ecran cu tentă roșie. Este aplicat după restartare. " STR_MOUSE_MODE: "Modul mouse" STR_MOUSE_BASIC: "Bază" STR_MOUSE_EXTENDED: "Extins" STR_MOUSE_MODE_DESC: "Modul extins permite evenimente native de mouse, furnizând o experiență aproape-desktop." STR_LISTDRAGSCROLL: "Liste cu defilare prin glisare" STR_LISTDRAGSCROLL_DESC: "Permite defilare prin glisare a listelor de parurgere. Folositor pentru dispositive cu touchscreen." STR_DRAGREORDER: "Trage să reorganizezi soldații" STR_DRAGREORDER_DESC: "Trage soldații să îi reorganizezi in meniul de echipament al navei" STR_SHOW_CURSOR: "Afișează cursorul" STR_SHOW_CURSOR_DESC: "Desenează cursorul sageată galbenă. Folositor cu mouse." STR_FRAMESKIP: "Maximum frame-uri sărite." STR_FRAMESKIP_DESC: "Acesta este numărul maxim de frame-uri care pot fi sărite de codul de desenare in timpul jocului." ================================================ FILE: bin/common/Language/Android/ru.yml ================================================ ru: STR_SYSTEM: "СИСТЕМА" STR_SWIPE: "Поворот свайпом" STR_HOLD: "Поворот удержанием" STR_SWIPE_DESC: "Проведите пальцем от бойца в ту сторону, в которую хотите его развернуть" STR_HOLD_DESC: "Удерживайте палец в точке, в направлении которой хотите развернуть бойца" STR_SYSTEM_UI: "Интерфейс системы" STR_SYSTEM_UI_DESC: "Позволяет изменить режим отображения системной навигационной панели" STR_ALWAYS_SHOWN: "Отображается" STR_LOW_PROFILE: "Затемнена" STR_IMMERSIVE: "Скрыта" STR_CONTROLS_LABEL: "Настройки управления" STR_RECONFIGURE_DIRS: "Папки игры" STR_RECONFIGURE_DIRS_BTN: "Изменить" STR_LOG_DESTINATION: "Журналирование" STR_LOG_FILE: "Файл" STR_LOG_FILE_DESC: "Запись событий в openxcom.log. Может серьезно влиять на производительность." STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Запись событий в системный журнал. Отключение может немного повысить производительность, но полезная информация не будет сохраняться в логе." STR_DEBUG_OPTIONS: "Отладка" STR_LOG_TOUCH_EVENTS: "Нажатия" STR_LOG_TOUCH_EVENTS_DESC: "Запись всех касаний экрана в журнал. Значительно снижает производительность. Только для отладки." STR_FAKE_EVENTS: "События" STR_FAKE_EVENTS_DESC: "При активации игра посылает фиктивные события fingerUp, чтобы предотвратить залипание кнопок." STR_FORCE_GL_MODE: "Режим GL" STR_FORCE_GL_MODE_DESC: "Принуд. выбор текстур формата RGB565. Может предотвратить появление «красного экрана». Требует перезапуска игры." STR_MOUSE_MODE: "Режим мыши" STR_MOUSE_BASIC: "Обычный" STR_MOUSE_EXTENDED: "Расширенный" STR_MOUSE_MODE_DESC: "Расширенный режим включает полноценную поддержку событий мыши и обеспечивает поведение, схожее с десктопным." STR_LISTDRAGSCROLL: "Прокрутка списков удержанием" STR_LISTDRAGSCROLL_DESC: "Позволяет прокручивать списки удержанием. Особенно эффективно на сенсорных экранах." STR_DRAGREORDER: "Сортировка бойцов перетаскиванием" STR_DRAGREORDER_DESC: "Позволяет изменять расположение бойцов в транспорте перетаскиванием на экране грузового отсека." STR_SHOW_CURSOR: "Отображать курсор" STR_SHOW_CURSOR_DESC: "Отображать желтый курсор мыши. Особенно удобно при использовании мыши." STR_FRAMESKIP: "Макс. количество пропущенных кадров" STR_FRAMESKIP_DESC: "Максимальное количество кадров, которое может быть пропущено при отрисовке во время игры" ================================================ FILE: bin/common/Language/Android/sv.yml ================================================ sv: STR_SYSTEM: "SYSTEM" STR_SWIPE: "Svep för att vända" STR_HOLD: "Håll ner för att vända" STR_ALWAYS_SHOWN: "Visas alltid" STR_LOW_PROFILE: "Låg profil" STR_CONTROLS_LABEL: "Anpassa kontroller" STR_RECONFIGURE_DIRS: "Ställ in spelmappar" STR_RECONFIGURE_DIRS_BTN: "Ställ in mappar" STR_DEBUG_OPTIONS: "Felsökningsalternativ" STR_MOUSE_MODE: "Musläge" STR_MOUSE_BASIC: "Grundläggande" STR_MOUSE_EXTENDED: "Utökat" STR_SHOW_CURSOR: "Visa muspekare" ================================================ FILE: bin/common/Language/Android/uk.yml ================================================ uk: STR_SYSTEM: "СИСТЕМА" STR_SWIPE: "Проведіть пальцем, щоб повернути" STR_HOLD: "Утримуйте, щоб повернути" STR_SWIPE_DESC: "Проведіть пальцем від солдата у тому напрямку, в якому ви хочете, щоб він був обличчям" STR_HOLD_DESC: "Торкніться та утримуйте у тому напрямку, в якому ви хочете, щоб солдат був оберненим обличчям" STR_SYSTEM_UI: "Режим інтерфейсу Android" STR_SYSTEM_UI_DESC: "Змінити режим навігаційної панелі Android" STR_ALWAYS_SHOWN: "Завжди відображати" STR_LOW_PROFILE: "Легкий профіль" STR_IMMERSIVE: "Режим занурення" STR_CONTROLS_LABEL: "Налаштувати управління" STR_RECONFIGURE_DIRS: "Встановити ігрову директорію" STR_RECONFIGURE_DIRS_BTN: "Встановити директорії" STR_LOG_DESTINATION: "Логувати до" STR_LOG_FILE: "Файл" STR_LOG_FILE_DESC: "Записати журнал у openxcom.log. Може спричинити серйозне падіння продуктивності!" STR_LOG_SYSTEM: "Logcat" STR_LOG_SYSTEM_DESC: "Запис журналу до системного журналу Android. Вимкнення цієї опції може дещо збільшити продуктивність, але унеможливить появу корисних повідомлень у журналі." STR_DEBUG_OPTIONS: "Debug-параметри" STR_LOG_TOUCH_EVENTS: "Логувати дотики" STR_LOG_TOUCH_EVENTS_DESC: "Записувати усі події дотику до журналу. Значно знижує продуктивність, але має бути корисним для налагодження." STR_FAKE_EVENTS: "Фейкові події" STR_FAKE_EVENTS_DESC: "Надсилає підроблені події дотику пальцями. Використовуйте це, якщо кнопки постійно застрягають." STR_FORCE_GL_MODE: "Примусовий GL-режим" STR_FORCE_GL_MODE_DESC: "Примусовий формат текстур RGB565. Використовуйте це налаштування, якщо екран стає червоним. Застосовується після перезапуску." STR_MOUSE_MODE: "Режим миші" STR_MOUSE_BASIC: "Базовий" STR_MOUSE_EXTENDED: "Розширений" STR_MOUSE_MODE_DESC: "Розширений режим включає системні події миші, забезпечуючи роботу майже на робочому столі." STR_LISTDRAGSCROLL: "Прокручування списку перетягуванням" STR_LISTDRAGSCROLL_DESC: "Увімкнути прокрутку перетягуванням для прокручуваних списків. Корисно для пристроїв із сенсорним екраном." STR_DRAGREORDER: "Перетягування для зміни порядку солдат" STR_DRAGREORDER_DESC: "Перетягніть солдатів, щоб змінити їх порядок на екрані вибору спорядження." STR_SHOW_CURSOR: "Відображати курсор" STR_SHOW_CURSOR_DESC: "Малювати жовту стрілку курсору. Корисно при використанні миші." STR_FRAMESKIP: "Максимальна кількість пропущених кадрів" STR_FRAMESKIP_DESC: "Це максимальна кількість кадрів, які можуть бути пропущені при оновленні зображення під час гри" ================================================ FILE: bin/common/Language/OXCE/cs.yml ================================================ cs: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "ZAŘÍZENÍ NELZE ODSTRANIT!{SMALLLINE}Zařízení nelze odstranit během vylepšování." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "TADY NELZE STAVĚT!{SMALLLINE}Na tomto místě je zařízení již vylepšováno." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "TADY NELZE STAVĚT!{SMALLLINE}Vybrané zařízení musí plně překrývat již postavené." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "TADY NELZE STAVĚT!{SMALLLINE}Toto stávající zařízení nelze vybraným vylepšit." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "TADY NELZE STAVĚT!{SMALLLINE}Toto stávající zařízení nelze přestavět." STR_CANNOT_BUILD_QUEUE_OFF: "TADY NELZE STAVĚT!{SMALLLINE}Propojovaná zařízení musí být nejprve dostavěna." STR_FACILITY_FORBIDDEN_BY_OTHER: "ZDE NELZE STAVĚT!{SMALLLINE}Nějaké jiné zařízení znemožňuje stavbu." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "ZDE NELZE STAVĚT!{SMALLLINE}Některé postavené zařízení by bylo s touto stavbou v rozporu." STR_NOT_ENOUGH_ITEMS: "NEDOSTATEK MATERIÁLU!{SMALLLINE}Je potřeba více materiálu pro stavbu tohoto zařízení:{NEWLINE}Chybí> {0}: {1}" STR_ID: "ID" STR_FIRST_LETTER: "PRVNÍ PÍSMENO" STR_SOLDIER_TYPE: "TYP JEDNOTKY" STR_IDLE_DAYS: "NEAKTIVNÍ DNY" STR_MANA: "MANA" STR_MANA_POOL: "ZÁSOBA MANY" STR_MANA_MISSING: "CHYBĚJÍCÍ MANA" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Načíst náklad pro stroj" STR_EMPTY_SLOT_N: "Volná pozice {0}" STR_UNNAMED_SLOT_N: "Nepojmenovaná pozice {0}" STR_ADD_ON_TOP: "Přidat navíc" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Uložit náklad pro stroj" STR_SAVE_UC: "ULOŽIT" STR_ALL: "Vše" STR_EQUIPPED: "Vybaveno" STR_NOT_EQUIPPED: "Nepoužito" STR_UNASSIGNED: "Ostatní" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "VÍCE VYBAVENÍ NA PALUBĚ NENÍ DOVOLENO!{SMALLLINE}Maximální skladovací prostor: {0}" STR_PILOTS: "PILOTI" STR_SHIELD: "ŠTÍT>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Vybrat pilota" STR_PILOTS_FOR_CRAFT: "Pilot(i) pro {0}" STR_PILOTS_REQUIRED: "Pilot(i) potřeba: {ALT}{0}" STR_ADD_PILOT: "Přidat pilota" STR_REMOVE_ALL_PILOTS: "Odebrat všechny piloty" STR_ACCURACY_BONUS: "Bonus pro přesnost" STR_DODGE_BONUS: "Bonus pro uhýbání" STR_APPROACH_SPEED: "Rychlost přiblížení" STR_COWARDLY: "Zbaběle (-50%)" STR_NORMAL: "Normálně" STR_BOLD: "Směle (+50%)" STR_VERY_BOLD: "Statečně (+100%)" STR_ARMOR_GROUP_NOT_ALLOWED: "Zbroj tohoto typu nesmí na palubu." STR_SOLDIER_GROUP_NOT_ALLOWED: "Jednotka tohoto typu nesmí na palubu." STR_SOLDIER_GROUP_NOT_SAME: "Jednotka tohoto typu nemůže na palubu s jednotkami co tam už jsou." STR_CRAFT_DEPLOYMENT_PREVIEW: "Náhled" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Náhled *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Tato možnost nabízí náhled a úpravu rozestavení vašich jednotek na začátku mise. Pohyb není omezen. Stiskněte a podržte 'Alt' pro zvýraznění platných pozic jednotek. Klikněte na ikonu 'Přerušit misi' pro uložení upravené rozmístění. Klikněte na ikonu 'Ukončit kolo' pro opuštění náhledu.{NEWLINE}Mějte na paměti, že přidáním nových vojáků nebo vozidel do stroje se automaticky zneplatní uložené vlastní rozmístění. Je li nějaké vlastní rozmístění nastaveno, u tlačítka 'Náhled' je zobrazena hvězdička." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Tato možnost nabízí náhled a úpravu rozestavovací tabulky pro tento typ stroje. Veškeré změny budou aplikovány na všechny vaše současné stroje a i na nakoupené, či vyrobené v budoucnu. Začínáte s maximálním počtem vojáků. Každý voják představuje jeden řádek v rozmísťovací tabulce. Vojákovo jméno odpovídá číslu řádku. Pro vytvoření místa pro jednotku 2x2, umístěte 4 vojáky do čtverce 2x2. Pokud nebude místo přiděleno, v bitvě bude 2x2 jednotka chybět." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Tato možnost nabízí náhled na vaši základnu.{NEWLINE}Hodně zábavy!{NEWLINE}{NEWLINE}Klikněte na ikonu 'Konec kola' pro ukončení náhledu." STR_REFUND_VALUE: "Prodejní hodnota> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Výdaje> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "PŘEHLED PRODUKCE" STR_RESEARCH_DIARY: "DENÍK VÝZKUMU" STR_RESEARCH_OVERVIEW: "PŘEHLED VÝZKUMU" STR_PRISONER_OVERVIEW: "PŘEHLED VĚZŇŮ" STR_PRISONER: "VĚZEŇ" STR_PRISONER_AMOUNT: "MNOŽSTVÍ" STR_PRISONER_INTERROGATED: "VYSLÝCHÁN" STR_TOTAL_IN_PRISON: "Využito prostoru>{ALT}{0}" STR_TOTAL_INTERROGATED: "Vyslýchán>{ALT}{0}" STR_PRISON_TYPE: "Cizácká cela" STR_KILL_SELECTED: "Zabij" STR_SELL_SELECTED: "Prodej" STR_GO_TO_TRANSFERS: "Přesun..." STR_PRISON_CLEANUP: "Čistka věznice" STR_TOPIC: "Téma>{ALT} {0}" STR_SHOW_ALL: "Ukázat vše" STR_NO_DEPENDENCIES: "Bez závislostí." STR_DIRECT_DEPENDENCIES: "Přímé závislosti" STR_LEVEL_2_DEPENDENCIES: "Závislosti na 2. úrovni" STR_LEVEL_3_DEPENDENCIES: "Závislosti na 3. úrovni" STR_LEVEL_4_DEPENDENCIES: "Závislosti na 4. úrovni" STR_MORE_DEPENDENCIES: "Existují ještě hlubší závislosti..." STR_END_OF_SEARCH: "Konec prohledávání." STR_REFUND_PRODUCTION: "VRATKA!" STR_HOURS_PER_UNIT: "HODIN NA JEDNOTKU>{ALT}{0}" STR_PERSON_JOINING: "Nastupující osoba" STR_RANDOM_PRODUCTION_DISCLAIMER: "Náhodná produkce!" STR_OTHER_EMPLOYEES: "Ostatní personál a vybavení" STR_SHOW_ONLY_NEW: "Ukázat jen nové" STR_FILTER_DEFAULT: "Výchozí" STR_FILTER_DEFAULT_SUPPLIES_OK: "Výchozí (zásoby OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Výchozí (bez zásob)" STR_FILTER_FACILITY_REQUIRED: "Zařízení chybí" STR_FILTER_HIDDEN: "Zkryté" STR_FILTER_EQUIPPED: "Vybaveno" STR_FILTER_MISSING: "Chybí" STR_SORT_DEFAULT: "Výchozí" STR_SORT_BY_COST: "Dle ceny" STR_SORT_BY_NAME: "Dle jména" STR_RANDOM_PRODUCTION_SUMMARY: "Výsledek" STR_NOT_ENOUGH_PRISON_SPACE: "NEDOSTATEK CIZÁCKÝCH CEL!{SMALLLINE}Postav nové cizácké cely, nebo přesuň cizáky na jiné základny." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "MĚSÍČNÍ NÁKUPNÍ LIMIT BYL PŘEKROČEN!{SMALLLINE}Více zboží bude k dispozici příští měsíc." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "MĚSÍČNÍ NÁKUPNÍ LIMIT BYL PŘEKROČEN!{SMALLLINE}Více strojů bude k dispozici příští měsíc." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "MĚSÍČNÍ NÁKUPNÍ LIMIT BYL PŘEKROČEN!{SMALLLINE}Více rekrutů bude k dispozici příští měsíc." STR_NOT_ENOUGH_CRAFT_SPACE: "Na palubě již není místo!" STR_SELECT_AVATAR_FOR: "ZVOLIT AVATAR PRO{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "BONUSY JEDNOTKY{NEWLINE}{0}" STR_SUMMARY: "Výsledek" STR_MANA_RECOVERY: "OBNOVA MANY> {ALT}{0}" STR_HEALTH_RECOVERY: "UZDRAVENÍ> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "POVÝŠIT/DEGRADOVAT{NEWLINE}{0} {1}" STR_RANK_HEADER: "HODNOST" STR_OPENINGS_HEADER: "OTEVŘENÍ" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Tréning" STR_SOLDIER_INFO: "Informace o jednotce" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Čas přesunu>{ALT}{0}" STR_RECOVERY_TIME: "Čas zotavení>{ALT}{0}" STR_CURRENT_STATS: "Aktuální statistiky" STR_CHANGES: "Změny" STR_CHANGES_MIN: "Změny (min)" STR_CHANGES_MAX: "Změny (max)" STR_BONUS_STATS: "Bonusové stat." STR_TRANSFORMATIONS_OVERVIEW: "Přehled transformací" STR_PROJECT_NAME: "JMÉNO PROJEKTU" STR_AVAILABLE_MATERIALS: "DOSTUPNÉ MATERIÁLY" STR_ELIGIBLE_SOLDIERS: "ZPŮSOBILÍ VOJÁCI" STR_SHOW_ONLY_ELIGIBLE: "Zobrazit pouze způsobilé" STR_ALL_SOLDIER_TYPES: "Všechny typy vojáků" STR_ALL_SOLDIERS: "Všichni vojáci" STR_HEALTHY_SOLDIERS: "Zdraví vojáci" STR_WOUNDED_SOLDIERS: "Zranění vojáci" STR_DEAD_SOLDIERS: "Mrtví vojáci" STR_GRAND_TOTAL: "Celkový součet" STR_AVAILABLE_TOPICS: "DOSTUPNÁ TÉMATA" STR_QS_THREE_LETTERS_A: "Zadejte alespoň 3 znaky" STR_QS_THREE_LETTERS_B: "Do rychlého hledání..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Tuto možnost nelze použít." STR_THIS_FEATURE_IS_DISABLED_2: "Tuto možnost nelze použít." STR_THIS_FEATURE_IS_DISABLED_3: "Tuto možnost nelze použít." STR_THIS_FEATURE_IS_DISABLED_4: "Tuto možnost nelze použít." STR_THIS_FEATURE_IS_DISABLED_5: "Tuto možnost nelze použít." STR_TECH_TREE_VIEWER: "Prohlížeč technologického stromu" STR_SELECT_TOPIC: "Vybrat téma" STR_RESEARCH_PROGRESS: "Pokrok>{ALT} {0}%" STR_ITEM_DESTROYED: "Předmět zničen:" STR_ITEM_REQUIRED: "Vyžadován předmět:" STR_SERVICES_REQUIRED: "Vyžadovaná zařízení:" STR_SERVICES_PROVIDED: "Poskytnutých služeb:" STR_SERVICES_FORBIDDEN: "Zakázaná zařízení:" STR_REQUIRES: "Vyžaduje:" STR_DEPENDS_ON: "Závisí na:" STR_UNLOCKED_BY: "Čím odemknuto:" STR_DISABLED_BY: "Čím znepřístupněn:" STR_REENABLED_BY: "reaktivováno:" STR_GET_FOR_FREE_FROM: "Obdrž zdarma za:" STR_IS_LOOKUP_OF: "Je hledáno:" STR_LOOKUP: "Hledání:" STR_SPAWNED_ITEMS: "Stvořené věci:" STR_SPAWNED_EVENT: "Vytvoří událost:" STR_REQUIRED_BY: "Čím vyžadován:" STR_REQUIRED_BY_TRANSFORMATIONS: "Vyžadováno pro transformace:" STR_LEADS_TO: "Vede k:" STR_UNLOCKS: "Odemyká:" STR_DISABLES: "Znepřístupňuje:" STR_REENABLES: "Znovu umožňuje:" STR_GIVES_ONE_FOR_FREE_SEQ: "Dává zdarma jeden z (postupně):" STR_GIVES_ONE_FOR_FREE: "Dává zdarma jeden z:" STR_RESEARCH_REQUIRED: "Vyžadován výzkum:" STR_RESEARCH_REQUIRED_USE: "Požadovaný výzkum (použít):" STR_RESEARCH_REQUIRED_BUY: " Požadovaný výzkum (koupit):" STR_SERVICES_REQUIRED_BUY: " Požadované služby (koupit):" STR_PRODUCED_BY: "Kde se vyrábí:" STR_SPAWNED_BY: "Vytvořeno kým/čím:" STR_MATERIALS_REQUIRED: "Vyžaduje materiál:" STR_TTV_COST_PER_UNIT: "Cena jednotky:" STR_TTV_ENGINEER_HOURS: "Hodiny inženýrů:" STR_TTV_WORK_SPACE_REQUIRED: "Potřebný pracovní prostor" STR_ITEMS_PRODUCED: "Vyrobené předměty:" STR_PERSON_RECRUITED: "Najmuty jednotky:" STR_UNLOCKS_ARCS: "Odemknout oblouky:" STR_DISABLES_ARCS: "Vypnout oblouky:" STR_UNLOCKS_MISSIONS: "Odemyká mise:" STR_DISABLES_MISSIONS: "Znepřístupňuje mise:" STR_UNLOCKS_EVENTS: "Odemyká události:" STR_DISABLES_EVENTS: "Znemožní události:" STR_AFFECTS_GAME_PROGRESSION: "Ovlivňuje postup hrou!" STR_ITEMS_AT_DESTINATION: "Předměty v cíli" STR_PRISONERS: "Vězni" STR_ARMORS: "Zbroje" STR_CRAFT_DEPLOYMENT_QUESTION: "Uložit umístění stroje?" STR_MUST_USE_BOTH_HANDS: "Na tohle potřebuješ obě ruce!" STR_NOT_ENOUGH_MORALE: "Nedostatek morálky!" STR_NOT_ENOUGH_HEALTH: "Nedostatek zdraví!" STR_NOT_ENOUGH_MANA: "Nedostatek many!" STR_NOT_ENOUGH_STUN: "Příliš velká úroveň omráčení!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Akce úspěšná" STR_LINE_OF_SIGHT_REQUIRED: "Musí být na dohled (LoS)." STR_CENTER_ON_WOUNDED_FRIEND: "Vycentruj na raněnou přátelskou jednotku." STR_CENTER_ON_DIZZY_FRIEND: "Vycentruj na zmateného kamaráda" STR_BUG_HUNT_ACTIVATED: "Lov škodné aktivován: nepřátelé jsou vidět na minimapě!" STR_QUICK_MODE_ACTIVATED: "Aktivován mód Usain Bolt.{NEWLINE}Opětovným stiskem Ctrl+S ho deaktivuješ." STR_QUICK_MODE_DEACTIVATED: "Mód Usain Bolt deaktivován." STR_TARGET_ENEMY: "; Cíl = NEPŘÍTEL" STR_TARGET_NEUTRAL: "; Cíl = NEUTRÁL" STR_TARGET_FRIEND: "; Cíl = PŘÍTEL" STR_TARGET_YOURSELF: "; Cíl = TY" STR_TARGET_ON_THE_GROUND: "(na zemi)" STR_USE_SPECIAL_ITEM: "Použij zvláštní předmět" STR_NO_EXPERIENCE_YET: "Zatím bez zkušeností:" STR_OPERATION_UC: "PROVOZ> {0}" STR_WHAT_CAN_I_WEAR: "Co na sebe?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Tato mise vyžaduje specifické vybavení.{NEWLINE}{NEWLINE}Zakázané typy zbroje: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Tato mise vyžaduje specifické vybavení.{NEWLINE}{NEWLINE}Povolené typy zbroje: {0}" STR_MISSION_OVER: "Mise dokončena." STR_UNITS_WITH_FATAL_WOUNDS: one: "Jedna těžce zraněná jednotka." few: "{N} zraněné jednotky." many: "{N} zraněných jednotek." other: "{N} zraněných jednotek." STR_END_MISSION_QUESTION: "Ukončit misi?" STR_LOOT: "KOŘIST" STR_SELL: "PRODAT" STR_LIVE_ALIENS_SURRENDERED: "NEPŘÁTELÉ SE VZDALI" STR_MISSION_ABORTED: "MISE ZRUŠENA" STR_VIPS_SAVED: "ZACHRÁNĚNO VIP" STR_VIPS_LOST: "ZTRACENO VIP" STR_BOUNTY: "ODMĚNA" STR_MANA_ABBREVIATION: "MAN" STR_EXPERIENCE_OVERVIEW: "Přehled zkušeností" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Sem to umístit nejde.{NEWLINE}Neptej se proč!" STR_ONE_HAND_MUST_BE_EMPTY: "Alespoň jedna ruka musí být prázdná!" STR_LOAD_EQUIPMENT_TEMPLATE: "Načti šablonu vybavení." STR_SAVE_EQUIPMENT_TEMPLATE: "Ulož šablonu vybavení." STR_FIRING_SHORT: "Střelba>{ALT}{0}" STR_THROWING_SHORT: "Vrh>{ALT}{0}" STR_MELEE_SHORT: "Zblízka>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "OSOBNÍ VYBAVENÍ" STR_SAVE_PERSONAL_EQUIPMENT: "Uložit osobní vybavení" STR_LOAD_PERSONAL_EQUIPMENT: "Načíst osobní vybavení" STR_PERSONAL_EQUIPMENT_SAVED: "Osobní vybavení uloženo." STR_SLOT: "Slot>{ALT}{0}" STR_THINKING: "Promýšlení..." STR_TELL_ME_MORE: "Pověz mi víc..." STR_REINFORCEMENTS_ALERT: "Varování - Posily!" STR_HIT_LOG_NEW_TURN: "Nový tah" STR_FAILED_CQB_CHECK: "Nepřítel přerušil tvůj útok!" STR_NO_TRAJECTORY: "Žádná rozumná trajektorie!" STR_HIT_LOG_NEW_BULLET: "=>" STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Tato schopnost vyžaduje věc!" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "zásah" STR_HIT_LOG_BIG_DAMAGE: "ZÁSAH" STR_HIT_LOG_REACTION_FIRE: "Reakční střelba..." STR_HIT_LOG: "Záznam zásahů" STR_BUTTON_TOUCH: "Dotyk" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "Líné nahrávání" STR_LAZY_LOADING_DESC: "Zdroje grafiky hry jsou nahrávány až tehdy, když jsou potřeba. Při vypnutí se vše nahraje při spuštění." STR_VSYNC_FOR_OPENGL: "VSync pro OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Vypněte pro maximální rychlost skrytého pohybu nepřítele a (případně) rychlost pohybu vojáka. NESNIŽUJTE FPS na 0. Platí pouze pro OpenGL vykreslování." STR_UPDATE_CHECK: "Automaticky kontroluj aktualizace" STR_UPDATE_CHECK_DESC: "OpenXcom bude automaticky kontrolovat dostupné aktualizace a případně nabídne aktualizaci na jedno kliknutí." STR_AUTOSAVE_SLOTS: "Pozice automatického ukládání" STR_AUTOSAVE_SLOTS_DESC: "Počet pozic pro automatické ukládání bitvy." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Frekvence automatického ukládaní (Geoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Počet dnů po které se hra sama uloží." STR_OXCE_LINKS: "Rozšířené odkazy" STR_OXCE_LINKS_DESC: "Aktivuje dodatečná menu/tlačítka/odkazy pro funkce OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Zobraz kapacitu zásobníku v Ufopedii" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "V Ufopedii zobrazí kapacitu zásobníku vedle ikony munice." STR_SHOW_SLACKING_INDICATOR: "Zobraz indikátor flákačů" STR_SHOW_SLACKING_INDICATOR_DESC: "Zobrazí počet vědců a inženýrů, kteří aktuálně na ničem nepracují." STR_SHOW_MAINTENANCE_TIME: "Zobraz dobu údržby" STR_SHOW_ETA: "Zobraz přibližnou dobu letu" STR_UFO_LANDING_ALERT: "Upozornění na přistání UFA." STR_UFO_LANDING_ALERT_DESC: "Pokud je aktivováno, pokaždé, když UFO přistane, zobrazí se ti upozornění." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Pamatuj si vypnuté zbraně plavidel" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Zbraně vypnuté při vzdušném souboji zůstanou vypnuté. Také nebudou dobíjeny v základně." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Alternativní správa vybavení stroje" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Je li aktivní, bude se s přesouvaným vojákem stěhovat i jeho vybavení (pokud možno)." STR_HIGHLIGHT_NEW: "Zvýrazni nová témata" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Zbroj započítávej do osobní výbavy" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Oblečená zbroj je součástí uložené výbavy jednotky." STR_MANUALPROMOTIONS: "Ruční povýšení" STR_MANUALPROMOTIONS_DESC: "Je li aktivní, vojáci mohou být manuálně povýšení (nebo degradováni) kliknutím na ikonu hodnosti." STR_WOUNDED_DEFEND_BASE_IF: "Ranění brání základnu (pokud mají život nad x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Obrany základny se účastní i raněné jednotky, pokud je jejich zdraví nad udanou procentní částí." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Hraj hudbu v briefingu déle" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Hudba z briefingu bude hrát i během vyzbrojování, dokud se neobjeví bojiště." STR_NIGHT_VISION_COLOR: "Vyber barvu nočního vidění" STR_NIGHT_VISION_COLOR_DESC: "Hodnoty od 1 do 15 reprezentují různé odstíny barvy." STR_AUTO_NIGHT_VISION_THRESHOLD: "Autom. hranice pro noční vidění" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Je li temněji než tato hranice, zapne automaticky noční vidění" STR_SHOW_ACCURACY_ON_CROSSHAIR: "Zobraz přesnost na zaměřovači" STR_AUTO_SELL: "Automatizovaný prodej kořisti" STR_AUTO_SELL_DESC: "Na prodejní obrazovce po boji budou předměty, které byly prodány po předchozích bitvách, automaticky označeny k prodeji." STR_AUTOMATICPROMOTIONS: "Automatická povýšení" STR_AUTOMATICPROMOTIONS_DESC: "Je li aktivní, vojácí jsou po misi automaticky povýšeni." STR_OFF_CENTRE_SHOOTING: "Adaptabilní střelba" STR_OFF_CENTRE_SHOOTING_DESC: "Pokud voják při střelbě nevidí přímo na cíl, zkusí se automaticky naklonit, aby viděl." STR_GRAPHS_ZOOM_IN: "Přiblížit (graf)" STR_GRAPHS_ZOOM_OUT: "Oddálit (graf)" STR_MARK_ALL_AS_SEEN: "Označ vše jako přečtené" STR_SELL_ALL: "Nastav vše" STR_SELL_ALL_BUT_ONE: "Nastav vše až na jednu" STR_TRANSFER_ALL: "Přesunout vše" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Odstranit vojáky ze všech strojů" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Odstranit vojáky ze stroje" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Odstranit vybavení ze stroje" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Demontovat pancéřování ze všech strojů" STR_REMOVE_ARMOR_FROM_CRAFT: "Demontovat pancéřování stroje" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Vyřadit vojáka z tréningu" STR_ADD_SOLDIERS_TO_TRAINING: "Přiřadit vojáka k tréningu" STR_INVENTORY_ARMOR: "Změň zbroj" STR_INVENTORY_AVATAR: "Změn avatara" STR_ACTION_ITEM_1: "Akce předmětu 1 (Miř/Použij)" STR_ACTION_ITEM_2: "Akce předmětu 2 (od boku)" STR_ACTION_ITEM_3: "Akce předmětu 3 (dávka)" STR_ACTION_ITEM_4: "Akce předmětu 4 (Zblízka)" STR_ACTION_ITEM_5: "Akce předmětu 5 (Vrh)" STR_TOGGLE_QUICK_SEARCH: "Přepnout na pole rychlého hledání" STR_TOGGLE_NIGHT_VISION: "Přepni noční vidění" STR_HOLD_NIGHT_VISION: "Krátké noční vidění" STR_SELECT_MUSIC_TRACK: "Vyber si skladbu" STR_TOGGLE_TOUCH_BUTTONS: "Zapnout dotyková tlačítka" STR_TOGGLE_BRIGHTNESS: "Nastavit jas (jen obraz)" STR_BRIEFING: "Brífing" STR_TOGGLE_DEBUG_MODE: "Vypni/zapni debugování" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Zabij všechny nepřátele" STR_PHYSICAL_TRAINING: "Bojový trénink" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "ZBÝVAJÍCÍ TRÉNINKOVÁ KAPACITA> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "HOTOVO" STR_NO_AMMO: "BEZ MUNICE!" STR_START_FIRING: "Pal!" STR_SKIP_FIRING: "Pusť je dovnitř..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Základna {0} byla poškozena nepřátelskými raketami" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Základna {0} byla zničena nepřátelskými raketami" STR_STARTING_CONDITION_COMMANDER: "Na této misi musí být přítomen velitel." STR_STARTING_CONDITION_CRAFT: "Tato loď není pro tuto misi vhodná." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Tato loď není pro tuto misi vhodná.{NEWLINE}{NEWLINE}Použitelné stroje: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Tato loď není pro tuto misi vhodná.{NEWLINE}{NEWLINE}Zakázané stroje: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Některé jednotky se nemohou mise zúčastnit." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Některé jednotky se nemohou mise zúčastnit.{NEWLINE}{NEWLINE}Povolené typy jednotek: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Některé jednotky se nemohou mise zúčastnit.{NEWLINE}{NEWLINE}Zakázané typy jednotek: {0}" STR_STARTING_CONDITION_ITEM: "Tato mise vyžaduje specifické vybavení.{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "NEDOSTATEK PALIVA!{SMALLLINE}Cíl je mimo letový dosah plavidla." STR_ASSIGN_PILOTS: "Přiřaď piloty..." STR_NOT_ENOUGH_PILOTS: "Nedostatek pilotů!{NEWLINE}Minimum: {0}" STR_DAILY_PILOT_EXPERIENCE: "Denní zkušenost pilota" STR_UFO_SHIELD_HIT: "ZÁSAH ŠTÍTŮ!" STR_UFO_HIT_NO_DAMAGE: "ODRAZ OD TRUPU!" STR_UFO_SHIELD_DOWN: "NEPŘÁTELSKÉ ŠTÍTY VYPNUTY!" STR_UFO_HIT_GLANCING: "BLESKOVÝ ZÁSAH!" STR_INTERCEPTOR_SHIELD_HIT: "NAŠE ŠTÍTY DRŽÍ!" STR_TRACTOR_BEAM_ENGAGED: "ZÁCHYTNÝ PAPRSEK AKTIVOVÁN!" STR_TRACTOR_BEAM_DISENGAGED: "ODPOJENÍ ZÁCHYTNÉHO PAPRSKU" STR_SELF_DESTRUCT_ACTIVATED: "SEBEZNIČENÍ AKTIVOVÁNO!" STR_SELF_DESTRUCT_CANCELLED: "SEBEZNIČENÍ ZRUŠENO" STR_MISSILE_DAMAGED: ">>> RAKETA POŠKOZENA <<<" STR_MISSILE_DESTROYED: ">>> RAKETA ZNIČENA <<<" STR_EXTENDED_LINKS: "Odkazy" STR_AUTO_PATROL: "AUTOMATICKÁ HLÍDKA" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "{2} hlásí nedostatek {0} k nabíjení {1}" STR_UFO_STARTED_HUNTING: "{0} pronásleduje {1}" STR_CRAFT_IS_READY: "{0} na {1} je připravena." STR_ECONOMY_WARNING: "Finance {0} a a příjem {1} jsou nízké, a údržba {2} příliš nákladná! Raději něco prodej, aby nebyla nutná půjčka... Chybějící finance: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "ROZŠÍŘENÍ" STR_RETURNING: "VRACÍ SE" STR_INTERCEPTING: "STÍHÁ" STR_ESCORTING: "ESKORTUJE" STR_EN_ROUTE: "NA CESTĚ" STR_PILOT_MISSING: "CHYBĚJÍCÍ PILOT" STR_DAY_SHORT: "{0} d" STR_HOUR_SHORT: "{0} h" STR_PERFORMANCE_BONUS: "Prémie za výkon" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} ohlašuje vypovězení smlouvy s cizáky a opět se stává součástí projektu." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} ohlašují vypovězení smlouvy s cizáky a opět se stávají součástí projektu." STR_WE_CAN_NOW_RENT: "Nyní si můžeme pronajmout" STR_REQUIRED_BASE_SERVICES: "Vyžaduje v základně zařízení: {0}" STR_WE_CAN_NOW_BUILD: "Nyní můžeme stavět" STR_WE_CAN_NOW_PURCHASE: "Nyní můžeme koupit" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Nedostatek ubytovacího místa pro ubytování{NEWLINE}{0}{NEWLINE}na{NEWLINE}{1}" STR_INFO: "INFO" STR_DESPAWN_PENALTY: "Postih za odstranění> {0}" STR_TRAINING_FINISHED: "{0} hlásí{NEWLINE}dokončený výcvik." STR_PSI_TRAINING_FINISHED: "Psi tréning dokončen{NEWLINE}v {0}" STR_IGNORE_UC: "IGNORUJ" STR_UFO_TRACKER: "Stopař UFO" STR_UPDATE: "Aktualizace" STR_LATEST_VERSION_INFO: "Používáte aktuální verzi OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Tento mód pro správný běh vyžaduje základní hru ve verzi v{0}. Povolit mód? " STR_VERSION_REQUIRED_QUESTION: "Tento mod pro svůj běh vyžaduje OXCE v{0}. Aktivovat ho?" STR_OPEN_MODS_FOLDER: "Otevřít" STR_NOTES: "Poznámky" STR_NEW_NOTE: "" STR_PATH_ENERGY_COST: "Výdrž" STR_PATH_ENERGY_COST_DESC: "Kliknutím se zobrazí zbývající energie vaší jednotky po přesunutí do cíle." STR_TEST_SCREEN: "TESTOVACÍ OBRAZOVKA" STR_PALETTE: "Paleta" STR_PREVIEW: "Náhled" STR_TINY_BORDERLESS: "Drobné, bez okrajů" STR_TINY_BORDER: "Drobné" STR_SMALL_LOW_CONTRAST: "Malé" STR_SMALL_HIGH_CONTRAST: "Malé s vysokým kontrastem" STR_BIG_LOW_CONTRAST: "Velké" STR_BIG_HIGH_CONTRAST: "Velké s vysokým kontrastem" STR_TEST_CASE: "Pokusný případ:" STR_RUN: "Spusť vybrané testy!" STR_TESTS_STARTING: "Startuji..." STR_TESTS_ERRORS_FOUND: "Celkem nalezeno chyb (mohou zde být duplikace): {0}" STR_TESTS_NO_ERRORS_FOUND: "Žádné chyby nenalezeny." STR_TESTS_FINISHED: "Konec." STR_DETAILED_INFO_IN_LOG_FILE: "Detailní informace byly uloženy do souboru openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "ŽÁDNÉ" STR_INFO_UFOPEDIA: "INFO" STR_COCKPIT_CAPACITY: "PILOTŮ>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAX DOSAH>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN DOSAH>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" STR_TRACTOR_BEAM_POWER: "Účinek" STR_WEIGHT_PEDIA1: "Hm.: {0}" STR_WEIGHT_PEDIA2: "Hm.: {0}/{1}" STR_SHOT_TYPE_MELEE: "Zblízka" STR_ACCURACY_MODIFIER: "Modifikátor přesnosti>{ALT} {0}" STR_POWER_BONUS: "Bonus k účinku>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "různé bonusy v závislosti na munici" STR_STATS_FOR_NERDS: "Čísla pro šprty" STR_ARTICLE: "Článek>{ALT} {0}" STR_COMPATIBLE_AMMO: "Kompatibilní munice:" STR_BUILT_IN_ITEMS: "Vestavěno:" STR_CLIP_SIZE_UNLIMITED: "neomezený" STR_SHOTGUN_BEHAVIOR_OXCE: "rozšířená" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "ID" STR_INCLUDE_DEFAULTS: "VÝCHOZÍ HODNOTY" STR_TRUE: "ano" STR_FALSE: "ne" STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI DOVEDNOST * PSI SÍLA" STR_STRENGTH_AND_MELEE_ACCURACY: "SÍLA * PŘESNOST ZBLÍZKA" STR_STRENGTH_AND_THROWING_ACCURACY: "SÍLA * PŘESNOST VRHU" STR_FIRING_ACCURACY_AND_REACTIONS: "PŘESNOST STŘELBY * REAKCE" STR_HEALTH_CURRENT: "AKTUÁLNÍ ZDRAVÍ" STR_MANA_CURRENT: "DOSTUPNÁ MANA" STR_TIME_UNITS_CURRENT: "AKTUÁLNÍ ČASOVÉ JEDNOTKY" STR_STUN_LEVEL_CURRENT: "AKTUÁLNÍ ÚROVEŇ OMRÁČENÍ" STR_HEALTH_NORMALIZED: "NORMALIZOVANÉ ZDRAVÍ" STR_MANA_NORMALIZED: "NORMALIZOVANÁ MANA" STR_TIME_UNITS_NORMALIZED: "NORMALIZOVANÉ ČASOVÉ JEDNOTKY" STR_ENERGY_NORMALIZED: "NORMALIZOVANÁ VÝDRŽ" STR_MORALE_NORMALIZED: "NORMALIZOVANÁ MORÁLKA" STR_STUN_LEVEL_NORMALIZED: "NORMALIZOVANÁ ÚROVEŇ OMRÁČENÍ" STR_ENERGY_REGENERATION: "OBNOVA VÝDRŽE" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PSD*PSL" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "SIL*BOJ" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "SIL*HOD" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "PŘE*REA" STR_HEALTH_CURRENT_ABBREVIATION: "AKTUÁLNÍ ZDRAVÍ" STR_MANA_CURRENT_ABBREVIATION: "DOSTUPNÁ MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "AKTUÁLNÍ ČASOVÉ JEDNOTKY" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "AKTUÁLNÍ ÚROVEŇ OMRÁČENÍ" STR_HEALTH_NORMALIZED_ABBREVIATION: "NORMALIZOVANÉ ZDRAVÍ" STR_MANA_NORMALIZED_ABBREVIATION: "NORMALIZOVANÁ MANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "NORMALIZOVANÉ ČASOVÉ JEDNOTKY" STR_ENERGY_NORMALIZED_ABBREVIATION: "NORMALIZOVANÁ VÝDRŽ" STR_MORALE_NORMALIZED_ABBREVIATION: "NORMALIZOVANÁ MORÁLKA" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NORMALIZOVANÁ ÚROVEŇ OMRÁČENÍ" STR_ENERGY_REGENERATION_ABBREVIATION: "OBNOVA VÝDRŽE" STR_COST_TIME: "čas" STR_COST_ENERGY: "výdrž" STR_COST_MORALE: "morálka" STR_COST_HEALTH: "zdraví" STR_COST_STUN: "omráčení" STR_COST_MANA: "mana" STR_COST_BUILD: "postav" STR_COST_REFUND: "vrácení peněz" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} námořních mil" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} sekund" STR_RACE_BONUS: "Bonus za rasu" STR_FOR_DIFFICULTY: "za obtížnost: {0}" STR_NOT_AWARDED_YET: "Zatím bez vyznamenání" ================================================ FILE: bin/common/Language/OXCE/de.yml ================================================ de: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "DEMONTAGE NICHT MÖGLICH!{SMALLLINE}Einrichtung kann nicht während eines Umbaus demontiert werden." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Vorhandene Einrichtung wird bereits umgebaut." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Ausgewählte Einrichtung muss die vorhandene Einrichtung komplett bedecken." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Vorhandene Einrichtung kann nicht durch gewählte Einrichtung ersetzt werden." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Vorhandene Einrichtung kann nicht ersetzt werden." STR_CANNOT_BUILD_QUEUE_OFF: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Bau verbundener Einrichtung muss erst abgeschlossen werden." STR_FACILITY_FORBIDDEN_BY_OTHER: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Eine bestehende Einrichtung verhindert den Bau dieser Einrichtung." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "BAU HIER NICHT MÖGLICH!{SMALLLINE}Eine bestehende Einrichtung würde durch diese Einrichtung verhindert werden." STR_NOT_ENOUGH_ITEMS: "NICHT GENUG MATERIALIEN!{SMALLLINE}Wir brauchen mehr Materialien, um diese Einrichtung zu bauen.{NEWLINE}Fehlend> {0}: {1}" STR_ID: "ID" STR_FIRST_LETTER: "ANFANGSBUCHSTABE" STR_SOLDIER_TYPE: "SOLDATEN-TYP" STR_IDLE_DAYS: "UNTÄTIGE TAGE" STR_MANA: "MANA" STR_MANA_POOL: "MANAVORRAT" STR_MANA_MISSING: "KEIN MANA" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Fahrzeugausrüstung laden" STR_EMPTY_SLOT_N: "Leerer Platz {0}" STR_UNNAMED_SLOT_N: "Unbenannter Platz {0}" STR_ADD_ON_TOP: "Hinzufügen" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Fahrzeugausrüstung speichern" STR_SAVE_UC: "SPEICHERN" STR_ALL: "Alles" STR_EQUIPPED: "Ausgerüstet" STR_NOT_EQUIPPED: "Nicht ausgerüstet" STR_UNASSIGNED: "Sonstige" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "KEINE WEITERE AUSRÜSTUNG MEHR AN BORD ERLAUBT!{SMALLLINE}Maximaler Stauraum: {0}" STR_PILOTS: "PILOTEN" STR_SHIELD: "SCHILD>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Piloten auswählen" STR_PILOTS_FOR_CRAFT: "Pilot(en) für {0}" STR_PILOTS_REQUIRED: "Pilot(en) benötigt: {ALT}{0}" STR_ADD_PILOT: "Pilot hinzufügen" STR_REMOVE_ALL_PILOTS: "Alle Piloten entfernen" STR_ACCURACY_BONUS: "Trefferbonus:" STR_DODGE_BONUS: "Ausweichbonus:" STR_APPROACH_SPEED: "Annäherungsgeschwindigkeit:" STR_COWARDLY: "Feige (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Mutig (+50%)" STR_VERY_BOLD: "Sehr mutig (+100%)" STR_SOLDIER_GROUP_NOT_ALLOWED: "Dieser Soldatentyp ist an Bord nicht erlaubt." STR_SOLDIER_GROUP_NOT_SAME: "Dieser Soldatentyp ist nicht mit anderen Soldaten an Bord kombinierbar." STR_CRAFT_DEPLOYMENT_PREVIEW: "Vorschau" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Vorschau *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Hier können Sie die Aufstellung Ihrer Einheiten zu Beginn einer Schlacht in der Vorschau anzeigen und anpassen. Sie haben unbegrenzte Bewegungsfreiheit. Halten Sie die 'Alt'-Taste gedrückt, um gültige Einheitenpositionen anzuzeigen. Klicken Sie auf das Symbol 'Mission abbrechen', um die aktuelle Aufstellung zu speichern. Klicken Sie auf das Symbol 'Runde beenden', um die Vorschau zu beenden. {NEWLINE}Beachten Sie, dass das Hinzufügen neuer Einheiten zum Fahrzeug die gespeicherte Aufstellung ungültig macht. Das Vorhandensein einer benutzerdefinierten Aufstellung wird durch ein '*' auf der Schaltfläche 'Vorschau' angezeigt." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Mit dieser Funktion können Sie die Einsatztabelle dieses Fahrzeugtyps in der Vorschau anzeigen und ändern. Alle Änderungen gelten für alle Ihre aktuellen Schiffe und auch für alle Schiffe, die Sie später in der Kampagne kaufen oder herstellen. Sie beginnen mit der maximalen Anzahl von Soldaten. Jeder Soldat steht für eine Zeile in der Einsatztabelle. Die Soldatennamen entsprechen den Zeilennummern. Um Platz für eine 2x2-Einheit zu schaffen, stellt man 4 Soldaten in ein 2x2-Quadrat. Wenn kein Platz vorhanden ist, wird die 2x2-Einheit in einer echten Schlacht fehlen." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Mit dieser Funktion können Sie eine Vorschau Ihrer Basis erstellen.{NEWLINE}\nViel Spaß!{NEWLINE}{NEWLINE}\nKlicken Sie auf das Symbol „Runde beenden“, um die Vorschau zu beenden." STR_NOT_ENOUGH_CARGO_SPACE: "NICHT GENÜGEND LADERAUM VORHANDEN!{SMALLLINE}Verwenden Sie ein anderes Transportfahrzeug oder reduzieren Sie die zugewiesene Besatzung." STR_NOT_ENOUGH_STORAGE_SPACE_1: "NICHT GENÜGEND LAGERRAUM VORHANDEN!{SMALLLINE}Zu viele Gegenstände! Verwenden Sie ein anderes Transportfahrzeug oder reduzieren Sie die zugewiesene Ausrüstung." STR_NOT_ENOUGH_STORAGE_SPACE_2: "NICHT GENÜGEND LAGERRAUM VORHANDEN!{SMALLLINE}Die Gegenstände nehmen zu viel Platz ein! Verwenden Sie ein anderes Fahrzeug oder verringern Sie die Größe der zugewiesenen Ausrüstung." STR_REFUND_VALUE: "Verkaufswert> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "Produktionsübersicht" STR_RESEARCH_OVERVIEW: "FORSCHUNGSÜBERSICHT" STR_PRISONER_OVERVIEW: "HÄFTLINGSÜBERSICHT" STR_PRISONER: "HÄFTLING" STR_PRISONER_AMOUNT: "MENGE" STR_PRISONER_INTERROGATED: "VERHÖRT" STR_TOTAL_IN_PRISON: "Platz genutzt>{ALT}{0}" STR_TOTAL_INTERROGATED: "Verhört>{ALT}{0}" STR_PRISON_TYPE: "Außerirdischen-Klimazelle" STR_KILL_SELECTED: "Töten" STR_SELL_SELECTED: "Verkaufen" STR_GO_TO_TRANSFERS: "Transfer..." STR_PRISON_CLEANUP: "Gefängnisbereinigung" STR_TOPIC: "Objekt>{ALT} {0}" STR_SHOW_ALL: "Alle anzeigen" STR_NO_DEPENDENCIES: "Keine Abhängigkeiten." STR_DIRECT_DEPENDENCIES: "Direkte Abhängigkeiten" STR_LEVEL_2_DEPENDENCIES: "Level 2 Abhängigkeiten" STR_LEVEL_3_DEPENDENCIES: "Level 3 Abhängigkeiten" STR_LEVEL_4_DEPENDENCIES: "Level 4 Abhängigkeiten" STR_MORE_DEPENDENCIES: "Es gibt noch entferntere Abhängigkeiten..." STR_END_OF_SEARCH: "Ende der Suche." STR_REFUND_PRODUCTION: "ERSTATTEN!" STR_HOURS_PER_UNIT: "STUNDEN PRO EINHEIT>{ALT}{0}" STR_PERSON_JOINING: "Person rekrutiert" STR_RANDOM_PRODUCTION_DISCLAIMER: "Zufällige Produktion!" STR_OTHER_EMPLOYEES: "Sonst. Personal/Inventar" STR_SHOW_ONLY_NEW: "Nur Neues anzeigen" STR_FILTER_DEFAULT: "Standard" STR_FILTER_DEFAULT_SUPPLIES_OK: "Standard (Material vorh.)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Standard (Kein Material)" STR_FILTER_FACILITY_REQUIRED: "Fehlende Einrichtung" STR_FILTER_HIDDEN: "Versteckt" STR_FILTER_EQUIPPED: "Ausgerüstet" STR_FILTER_MISSING: "Vermisst" STR_SORT_DEFAULT: "Standard" STR_SORT_BY_COST: "Nach Kosten" STR_SORT_BY_NAME: "Nach Name" STR_RANDOM_PRODUCTION_SUMMARY: "Gesamt" STR_NOT_ENOUGH_PRISON_SPACE: "NICHT GENUG KLIMAZELLEN!{SMALLLINE}Baue weitere Außerirdischen-Klimazellen oder transferiere Außerirdische zu einem anderen Stützpunkt." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "MONATLICHES KAUFLIMIT ÜBERSTIEGEN {SMALLLINE}Weitere Artikel werden nächsten Monat verfügbar sein." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "MONATLICHES KAUFLIMIT ÜBERSTIEGEN {SMALLLINE}Weitere Fahrzeuge werden nächsten Monat verfügbar sein." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "MONATLICHES EINSTELLUNGSLIMIT ÜBERSCHRITTEN!{SMALLLINE}Nächsten Monat werden weitere Bewerber zur Verfügung stehen." STR_NOT_ENOUGH_CRAFT_SPACE: "Nicht genug Platz!" STR_SELECT_AVATAR_FOR: "WÄHLE AVATAR FÜR{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "Soldatenbonus für {NEWLINE}{0}" STR_SUMMARY: "Gesamt" STR_MANA_RECOVERY: "MANA-WIEDERHERSTELLUNG> {ALT}{0}" STR_HEALTH_RECOVERY: "Gesundheitswiederherstellung> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "BEFÖRDERN/DEGRADIEREN{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANG" STR_OPENINGS_HEADER: "ERÖFFNUNGEN" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Training" STR_SOLDIER_INFO: "Soldateninfo" STR_SELECT_TRANSFORMATION_FOR: "WÄHLEN SIE EINE UMWANDLUNG FÜR{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Transferzeit>{ALT}{0}" STR_RECOVERY_TIME: "Erholungszeit>{ALT}{0}" STR_CURRENT_STATS: "Aktuelle Werte" STR_CHANGES: "Änderungen" STR_CHANGES_MIN: "Änderungen (Min)" STR_CHANGES_MAX: "Änderungen (Max)" STR_BONUS_STATS: "Bonus Statistik" STR_TRANSFORMATIONS_OVERVIEW: "Übersicht Umwandlungen" STR_PROJECT_NAME: "PROJEKTNAME" STR_AVAILABLE_MATERIALS: "VERFÜGBARE MATERIALIEN" STR_ELIGIBLE_SOLDIERS: "TAUGLICHE SOLDATEN" STR_SHOW_ONLY_ELIGIBLE: "Zeige nur taugliche" STR_ALL_SOLDIER_TYPES: "Alle Soldatentypen" STR_ALL_SOLDIERS: "Alle Soldaten" STR_HEALTHY_SOLDIERS: "Gesunde Soldaten" STR_WOUNDED_SOLDIERS: "Verletze Soldaten" STR_DEAD_SOLDIERS: "Tote Soldaten" STR_GRAND_TOTAL: "Gesamtsumme" STR_AVAILABLE_TOPICS: "VERFÜGBARE THEMEN" STR_QS_THREE_LETTERS_A: "Bitte mindestens 3 Buchstaben" STR_QS_THREE_LETTERS_B: "in die Schnellsuche eingeben..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Diese Funktion ist deaktiviert." STR_THIS_FEATURE_IS_DISABLED_2: "Diese Funktion ist deaktiviert." STR_THIS_FEATURE_IS_DISABLED_3: "Diese Funktion ist deaktiviert." STR_THIS_FEATURE_IS_DISABLED_4: "Diese Funktion ist deaktiviert." STR_THIS_FEATURE_IS_DISABLED_5: "Diese Funktion ist deaktiviert." STR_TECH_TREE_VIEWER: "Forschungsbaum Ansicht" STR_SELECT_TOPIC: "Wähle Thema" STR_RESEARCH_PROGRESS: "Fortschritt>{ALT} {0}%" STR_ITEM_DESTROYED: "Gegenstand zerstört:" STR_ITEM_REQUIRED: "Gegenstand benötigt:" STR_SERVICES_REQUIRED: "Dienstleistungen benötigt:" STR_SERVICES_PROVIDED: "Dienstleistungen angeboten:" STR_SERVICES_FORBIDDEN: "Dienstleistungen verboten:" STR_REQUIRES: "Benötigt:" STR_DEPENDS_ON: "Abhängig von:" STR_UNLOCKED_BY: "Freigeschaltet durch:" STR_DISABLED_BY: "Deaktiviert durch:" STR_REENABLED_BY: "Wiederfreigabe durch:" STR_GET_FOR_FREE_FROM: "Frei erhältlich von:" STR_IS_LOOKUP_OF: "Im Visier von:" STR_LOOKUP: "Visier:" STR_SPAWNED_ITEMS: "Hergestellte Gegenstände:" STR_SPAWNED_EVENT: "Ausgelöstes Ereignis:" STR_REQUIRED_BY: "Benötigt von:" STR_REQUIRED_BY_TRANSFORMATIONS: "Erforderlich für Umwandlungen:" STR_LEADS_TO: "Führt zu:" STR_UNLOCKS: "Schaltet frei:" STR_DISABLES: "Deaktiviert:" STR_REENABLES: "Wieder aktivieren:" STR_GIVES_ONE_FOR_FREE_SEQ: "Erhalte eine umsonst (der Reihe nach):" STR_GIVES_ONE_FOR_FREE: "Erhalte eine umsonst:" STR_RESEARCH_REQUIRED: "Forschung benötigt:" STR_RESEARCH_REQUIRED_USE: "Forschung benötigt (benutzen):" STR_RESEARCH_REQUIRED_BUY: "Forschung benötigt (kaufen):" STR_SERVICES_REQUIRED_BUY: "Dienstleistungen benötigt (kaufen):" STR_PRODUCED_BY: "Hergestellt von:" STR_SPAWNED_BY: "Ausgelöst durch:" STR_MATERIALS_REQUIRED: "Material benötigt:" STR_TTV_COST_PER_UNIT: "Kosten pro Einheit:" STR_TTV_ENGINEER_HOURS: "Ingenieur Stunden:" STR_TTV_WORK_SPACE_REQUIRED: "Benötigter Werkstattraum:" STR_ITEMS_PRODUCED: "Gegenstand hergestellt:" STR_PERSON_RECRUITED: "Person rekrutiert:" STR_UNLOCKS_ARCS: "Schaltet Bögen frei:" STR_DISABLES_ARCS: "Deaktiviert Bögen:" STR_UNLOCKS_MISSIONS: "Schalte Missionen frei" STR_DISABLES_MISSIONS: "Deaktiviere Missionen:" STR_UNLOCKS_EVENTS: "Schalte Events frei" STR_DISABLES_EVENTS: "Deaktiviere Events" STR_AFFECTS_GAME_PROGRESSION: "Betrifft Spielfortschritt" STR_ITEMS_AT_DESTINATION: "Gegenstände am Ziel" STR_PRISONERS: "Häftlinge" STR_ARMORS: "Rüstungen" STR_CRAFT_DEPLOYMENT_QUESTION: "Aufstellung speichern?" STR_MUST_USE_BOTH_HANDS: "Es werden beide Hände benötigt!" STR_NOT_ENOUGH_MORALE: "Nicht genug Moral!" STR_NOT_ENOUGH_HEALTH: "Nicht genug Gesundheit!" STR_NOT_ENOUGH_MANA: "Nicht genug Mana!" STR_NOT_ENOUGH_STUN: "Betäubung zu hoch!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Aktion erfolgreich" STR_LINE_OF_SIGHT_REQUIRED: "Sichtlinie (LoS) benötigt." STR_CENTER_ON_WOUNDED_FRIEND: "Auf verwundeten Freund zentrieren" STR_CENTER_ON_DIZZY_FRIEND: "Zentriere auf verwirrten Freund" STR_BUG_HUNT_ACTIVATED: "Bug Hunt Modus aktiviert: Gegner sind auf der Minikarte sichtbar!" STR_TARGET_ENEMY: "; Ziel = GEGNER" STR_TARGET_NEUTRAL: "; Ziel = NEUTRAL" STR_TARGET_FRIEND: "; Ziel = FREUND" STR_TARGET_YOURSELF: "; Ziel = SELBST" STR_TARGET_ON_THE_GROUND: " (Auf dem Boden)" STR_USE_SPECIAL_ITEM: "Spezialgegenstand benutzen" STR_NO_EXPERIENCE_YET: "Bisher keine Erfahrung erhalten:" STR_OPERATION_UC: "OPERATION> {0}" STR_WHAT_CAN_I_WEAR: "Was kann ich tragen?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Diese Mission benötigt besondere Ausrüstung. {NEWLINE}{NEWLINE}Verbotene Rüstungstypen sind: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Diese Mission erfordert eine bestimmte Ausrüstung.{NEWLINE}{NEWLINE}Erlaubte Rüstungsarten sind: {0}" STR_MISSION_OVER: "Mission beendet." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} von uns ist noch schwer verwundet" other: "{N} von uns sind noch schwer verwundet" STR_END_MISSION_QUESTION: "Mission beenden?" STR_LOOT: "BEUTE" STR_SELL: "VERKAUFEN" STR_LIVE_ALIENS_SURRENDERED: "KAPITULIERENDE GEGNER" STR_MISSION_ABORTED: "Mission abgebrochen" STR_VIPS_SAVED: "VIPS gerettet" STR_VIPS_LOST: "VIPS verloren" STR_BOUNTY: "KOPFGELD" STR_MANA_ABBREVIATION: "MANN" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Es ist nicht erlaubt den Gegenstand hier abzulegen.{NEWLINE}Frag nicht warum!" STR_ONE_HAND_MUST_BE_EMPTY: "Mindestens eine Hand muss frei sein!" STR_LOAD_EQUIPMENT_TEMPLATE: "Ausrüstungsvorlage laden" STR_SAVE_EQUIPMENT_TEMPLATE: "Ausrüstungsvorlage speichern" STR_FIRING_SHORT: "Schu.>{ALT}{0}" STR_THROWING_SHORT: "Wurf.>{ALT}{0}" STR_MELEE_SHORT: "Nahk.>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "Persönliche Ausrüstung" STR_SAVE_PERSONAL_EQUIPMENT: "Speichere persönliche Ausrüstung" STR_LOAD_PERSONAL_EQUIPMENT: "Lade persönliche Ausrüstung" STR_PERSONAL_EQUIPMENT_SAVED: "Persönliche Ausrüstung gespeichert" STR_SLOT: "Platz>{ALT}{0}" STR_THINKING: "Nachdenken..." STR_TELL_ME_MORE: "Erzähl mir mehr..." STR_REINFORCEMENTS_ALERT: "Achtung, Verstärkung!" STR_HIT_LOG_NEW_TURN: "Neue Runde" STR_FAILED_CQB_CHECK: "Gegner hat deinen Angriff unterbrochen!" STR_NO_TRAJECTORY: "Keine mögliche Flugbahn!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Diese Fertigkeit benötigt einen Gegenstand" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "Treffer" STR_HIT_LOG_BIG_DAMAGE: "TREFFER" STR_HIT_LOG_REACTION_FIRE: "Reaktionsfeuer..." STR_HIT_LOG: "Treffer-Log" STR_BUTTON_10: "10" STR_LAZY_LOADING: "Träges Laden" STR_LAZY_LOADING_DESC: "Wenn aktiviert, werden Grafikressourcen bei Bedarf geladen. Ansonsten werden sie beim Starten geladen." STR_VSYNC_FOR_OPENGL: "VSync for OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Ausschalten für maximale feindliche verborgene Bewegungsgeschwindigkeit und (optional) Soldaten Bewegungsgeschwindigkeit. Setze nicht das FPS Limit auf 0. Betriff nur OpenGL rendering" STR_UPDATE_CHECK: "Automatische Update-Überprüfung" STR_UPDATE_CHECK_DESC: "Wenn aktiviert, überprüft OpenXcom automatisch nach neuen Updates und gewährt die Option ein Update durchzuführen mit einem Mausklick." STR_AUTOSAVE_SLOTS: "Automatische Speicherplätze" STR_AUTOSAVE_SLOTS_DESC: "Anzahl der Slots für Battlescape-Autosaves." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Auto-Speichern Häufigkeit (Weltkarte)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Anzahl der Tage, nach denen das Spiel automatisch gespeichert wird." STR_GEO_AUTOSAVE_SLOTS: "Auto-Speicherplätze (Weltkarte)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Anzahl der Auto-Speicherplätze in der Weltkartenansicht." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Weiterführende Verknüpfungen" STR_OXCE_LINKS_DESC: "Ermöglicht zusätzliche Menüs/Schaltflächen/Verknüpfungen für OXCE-Funktionen." STR_PEDIA_SHOW_CLIP_SIZE: "Magazingröße in Ufopedia anzeigen" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Wenn diese Option aktiviert ist, wird die Kapazität der Munitionsmagazine neben den Munitionssymbolen in der Ufopedia angezeigt." STR_INTERCEPT_TABLE_SIZE: "Größe der Abfangtabelle" STR_INTERCEPT_TABLE_SIZE_DESC: "Größe der Tabellen in den folgenden Dialogfenstern: Abfangen, UFO- Verfolgung." STR_SHOW_SLACKING_INDICATOR: "Untätigkeitsindikator anzeigen" STR_SHOW_SLACKING_INDICATOR_DESC: "Falls aktiviert, wird die Anzahl der nicht zugewiesenen Wissenschaftler und Ingenieure angezeigt." STR_SHOW_MAINTENANCE_TIME: "Fahrzeugwartungszeit anzeigen" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Nicht anzeigen {ALT}1>{ALT} Nur aktuelle Aktivitätsdauer anzeigen {ALT}2>{ALT} Alles zusammen anzeigen (Reparieren + Aufrüsten + Tanken)." STR_SHOW_ETA: "Voraussichtliche Flugdauer anzeigen" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Nicht anzeigen {ALT}1>{ALT} ETA nur für statische Ziele anzeigen {ALT}2>{ALT} ETA auch für bewegliche Ziele anzeigen." STR_UFO_LANDING_ALERT: "UFO gelandet Alarm" STR_UFO_LANDING_ALERT_DESC: "Wenn aktiviert wird eine Nachricht angezeigt wenn ein erfasstes UFO landet." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Speicher deaktivierte Schiffs-Waffen" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Fahrzeugwaffen, die während eines Nahkampfes deaktiviert werden, bleiben deaktiviert. Sie können auch nicht in der Basis wieder bewaffnet werden." STR_GEO_EVENT_INSTANT_DELIVERY: "Sofortige Zustellung von Gegenständen bei Veranstaltungen" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Wenn diese Option aktiviert ist, werden Gegenstände aus Weltkarten-Ereignissen sofort geliefert. Andernfalls kommen sie 1 Stunde später an." STR_SHOW_BASE_NAME_IN_POPUPS: "Basisnamen in PopUp-Fenstern anzeigen" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Wenn diese Option aktiviert ist, wird der entsprechende Basisname in PopUp-Fenstern angezeigt (z. B. „Forschung abgeschlossen“)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Alternative Verwaltung der Fahrzeugausrüstung" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Wenn diese Funktion aktiviert ist, wird bei der Verlegung von Soldaten zwischen einem Stützpunkt und einem Raumschiff auch deren Ausrüstung verschoben (sofern möglich)." STR_BASE_INFO_SCALE: "Große Balken in der Basisinfo skalieren" STR_BASE_INFO_SCALE_DESC: "Wenn diese Option aktiviert ist, werden Balken, die größer als 140 sind, verkleinert, damit sie in der Benutzeroberfläche dargestellt werden können." STR_HIGHLIGHT_NEW: "Neue Inhalte hervorheben" STR_HIGHLIGHT_NEW_DESC: "Wenn diese Option aktiviert ist, werden neue Forschungs/- Herstellungprojekte sowie neue Ufopedia-Artikel in verschiedenen Farben angezeigt." STR_RESEARCH_SCROLL_SPEED: "Scrolltaste bei Forschungsprojekten" STR_RESEARCH_SCROLL_SPEED_DESC: "Wissenschaftler können direkt in der Benutzeroberfläche „Aktuelle Forschung“ mit der Scrolltaste der Maus ab- und zugewiesen werden." STR_RESEARCH_SCROLL_SPEED_CTRL: "Scrolltaste bei Forschungsprojekten (mit Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Wissenschaftler können direkt in der Benutzeroberfläche „Aktuelle Forschung“ mit der Scrolltaste der Maus ab- und zugewiesen werden." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Alternativer Filter in der Produktion" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Wenn diese Option aktiviert ist, zeigt die Benutzeroberfläche nur Produktionsartikel an, für die genügend Materialien vorhanden sind." STR_MANUFACTURE_SCROLL_SPEED: "Scrolltaste bei der Herstellung" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Ingenieure können direkt in der Benutzeroberfläche „Aktuelle Herstellung“ mit der Scrolltaste der Maus ab- und zugewiesen werden." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Scrolltaste bei Forschungsprojekten (mit Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Ingenieure können direkt in der Benutzeroberfläche „Aktuelle Herstellung“ mit der Scrolltaste der Maus ab- und zugewiesen werden." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Rüstungen in die persönliche Ausrüstung einbeziehen" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Wenn aktiviert, wird das Layout der persönlichen Ausrüstung des Soldaten einschließlich der getragenen Rüstung gespeichert." STR_MANUALPROMOTIONS: "Manuelle Beförderungen" STR_MANUALPROMOTIONS_DESC: "Wenn aktiviert, können Soldaten manuell befördert (oder degradiert) werden, indem Sie auf das Rangsymbol klicken." STR_WOUNDED_DEFEND_BASE_IF: "Verwundete verteidigen (TP über x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Verwundete Soldaten verteidigen die Basis wenn ihre Gesundheit über dem angegebenen Wert liegt." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Einsatzbesprechungsmusik spielt länger" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Einsatzbesprechungsmusik spielt in der Ausrüstungsphase weiter bis der Kampf beginnt." STR_NIGHT_VISION_COLOR: "Nachtsichtfarbe" STR_NIGHT_VISION_COLOR_DESC: "Die Werte von 1 bis 15 ergeben unterschiedliche Farbschattierungen." STR_AUTO_NIGHT_VISION_THRESHOLD: "Automatische Nachtsichtschwelle" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Wenn es dunkler als dieser Schwellenwert ist, wird die Nachtsicht automatisch eingeschaltet." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Genauigkeit im Fadenkreuz anzeigen" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Nie {ALT}1>{ALT}Nur wenn UFO Extender-Genauigkeit aktiviert ist {ALT}2>{ALT}Immer" STR_AUTO_SELL: "Auto-Verkauf Manager" STR_AUTO_SELL_DESC: "Im Verkaufsbildschirm der Nachbesprechung werden verkaufte Gegenstände der vorherigen Missionen automatisch zum Verkauf markiert." STR_AUTOMATICPROMOTIONS: "Automatische Beförderungen" STR_AUTOMATICPROMOTIONS_DESC: "Wenn diese Funktion aktiviert ist, werden Soldaten nach einem Einsatz automatisch befördert." STR_OFF_CENTRE_SHOOTING: "Außermittiges Schießen" STR_OFF_CENTRE_SHOOTING_DESC: "Die Soldaten werden automatisch versuchen, den Schusswinkel geringfügig zu verändern, wenn keine Schusslinie vorhanden ist." STR_GRAPHS_ZOOM_IN: "Reinzoomen (Diagramme)" STR_GRAPHS_ZOOM_OUT: "Rauszoomen (Diagramme)" STR_MARK_ALL_AS_SEEN: "Alles als gelesen markieren" STR_SELL_ALL: "Verkaufe alles" STR_SELL_ALL_BUT_ONE: "Verkaufe alles bis auf ein Stück" STR_TRANSFER_ALL: "Alles transferieren" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Entferne Soldaten von allen Fahrzeugen" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Entferne Soldaten vom Fahrzeug" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Entferne Ausrüstung vom Fahrzeug" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Entferne Rüstung von allen Fahrzeugen" STR_REMOVE_ARMOR_FROM_CRAFT: "Entferne Rüstung vom Fahrzeug" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Entferne Soldaten vom Training" STR_ADD_SOLDIERS_TO_TRAINING: "Soldaten zur Ausbildung hinzufügen" STR_INVENTORY_ARMOR: "Rüstung wechseln" STR_INVENTORY_AVATAR: "Avatar ändern" STR_ACTION_ITEM_1: "Gegenstandsaktion 1 (Zielschuss/Benutzen)" STR_ACTION_ITEM_2: "Gegenstandsaktion 2 (Schnellschuss)" STR_ACTION_ITEM_3: "Gegenstandsaktion 3 (Autoschuss)" STR_ACTION_ITEM_4: "Gegenstandsaktion 4 (Nahkampf)" STR_ACTION_ITEM_5: "Gegenstandsaktion 5 (Werfen)" STR_TOGGLE_QUICK_SEARCH: "Schnellsuche Feld aktivieren" STR_TOGGLE_NIGHT_VISION: "Nachtsicht umschalten" STR_HOLD_NIGHT_VISION: "Nachtsicht prüfen" STR_SELECT_MUSIC_TRACK: "Musikstück wählen" STR_TOGGLE_TOUCH_BUTTONS: "Touch-Tasten umschalten" STR_TOGGLE_BRIGHTNESS: "Helligkeit einstellen (nur visuell)" STR_BRIEFING: "Einweisung" STR_TOGGLE_DEBUG_MODE: "Debug-Modus umschalten" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Alle Außerirdischen Einheiten töten" STR_PHYSICAL_TRAINING: "Kampfausbildung" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "VERFÜGBARER TRAININGSRAUM> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "Abgeschlossen" STR_NO_AMMO: "KEINE MUNITION!" STR_START_FIRING: "Feuer!" STR_SKIP_FIRING: "Lasst sie rein..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Feidlicher Angriff hat unseren Stützpunkt beschädigt {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Feidlicher Angriff hat unseren Stützpunkt zerstört {0}" STR_STARTING_CONDITION_COMMANDER: "Diese Mission erfordert die Anwesenheit des Kommandanten." STR_STARTING_CONDITION_CRAFT: "Dieses Raumschiff ist für die Mission ungeeignet." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Dieses Fahrzeug kann in dieser Mission nicht genutzt werden. {NEWLINE}{NEWLINE}Erlaubte Fahrzeuge: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Dieses Fahrzeug kann in dieser Mission nicht genutzt werden. {NEWLINE}{NEWLINE}Verbotene Fahrzeuge: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Einige Soldaten können an dieser Mission nicht teilnehmen" STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Einige Soldaten können an dieser Mission nicht teilnehmen. {NEWLINE}{NEWLINE}Erlaubte Soldatentypen: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Einige Soldaten können an dieser Mission nicht teilnehmen. {NEWLINE}{NEWLINE}Verbotene Soldatentypen: {0}" STR_STARTING_CONDITION_ITEM: "Diese Mission erfordert bestimmte Gegenstände:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "NICHT GENUG TREIBSTOFF!{SMALLLINE}Das Ziel ist außerhalb der Reichweite des Fahrzeugs." STR_FOLLOW_WING_LEADER_QUESTION: "Dem Anführer folgen?" STR_ASSIGN_PILOTS: "Piloten zuweisen..." STR_NOT_ENOUGH_PILOTS: "Nicht genug Piloten!{NEWLINE}Minimum: {0}" STR_DAILY_PILOT_EXPERIENCE: "Tägliche Pilotenerfahrung" STR_UFO_SHIELD_HIT: "SCHILDE GETROFFEN!" STR_UFO_HIT_NO_DAMAGE: "VON HÜLLE ABGEPRALLT!" STR_UFO_SHIELD_DOWN: "FEINDLICHE SCHILDE UNTEN!" STR_UFO_HIT_GLANCING: "STREIFSCHUSS!" STR_INTERCEPTOR_SHIELD_HIT: "UNSERE SCHILDE HALTEN!" STR_TRACTOR_BEAM_ENGAGED: "TRAKTORSTRAHL AKTIVIERT!" STR_TRACTOR_BEAM_DISENGAGED: "DEAKTIVIERE TRAKTORSTRAHL" STR_SELF_DESTRUCT_ACTIVATED: "SELBSTZERSTÖRUNG AKTIVIERT!" STR_SELF_DESTRUCT_CANCELLED: "SELBSTZERSTÖRUNG ABGEBROCHEN" STR_EXTENDED_LINKS: "Veknüpfungen" STR_AUTO_PATROL: "AUTO-PATROUILLE" STR_ETA: "ETA>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Nicht genug {0} zum Wiederbewaffnen {1} in {2}" STR_UFO_STARTED_HUNTING: "{0} ist auf einem Abfangkurs mit {1}" STR_CRAFT_IS_READY: "{0} in {1} ist bereit." STR_ECONOMY_WARNING: "Die Gelder {0} und das Einkommen {1} sind zu niedrig und der Unterhalt {2} zu hoch! Verkaufe etwas um Schulden zu vermeiden... fehlende Gelder: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "ERWEITERT" STR_RETURNING: "RÜCKKEHR" STR_INTERCEPTING: "ABFANGKURS" STR_ESCORTING: "ESKORTIEREN" STR_EN_ROUTE: "UNTERWEGS" STR_PILOT_MISSING: "KEIN PILOT" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Leistungsbonus" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} hat seinen Pakt mit den Außerirdischen aufgegeben und ist zum Projekt zurückgekehrt." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} haben ihren Pakt mit den Außerirdischen aufgegeben und sind zum Projekt zurückgekehrt." STR_WE_CAN_NOW_RENT: "Zur Miete verfügbar" STR_REQUIRED_BASE_SERVICES: "Benötigt Basisdienstleistung: {0}" STR_WE_CAN_NOW_BUILD: "Zum Bau verfügbar" STR_WE_CAN_NOW_PURCHASE: "Zum Kauf verfügbar" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Nicht genug freie Quartiere zum unterbringen von{NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}" STR_INFO: "INFO" STR_DESPAWN_PENALTY: "Strafe für Entkommen> {0}" STR_TRAINING_FINISHED: "Training abgeschlossen {NEWLINE}am {0}" STR_PSI_TRAINING_FINISHED: "Psi-Training beendet{NEWLINE}bei {0}" STR_IGNORE_UC: "IGNORIEREN" STR_UFO_TRACKER: "UFO Tracker" STR_UPDATE: "Update" STR_LATEST_VERSION_INFO: "Du nutzt die aktuellste OpenXcom Version" STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Dieser Mod benötigt das Basisspiel v{0}, um korrekt zu funktionieren. Diesen Mod aktivieren?" STR_VERSION_REQUIRED_QUESTION: "Diese Mod benötigt OXCE v{0} um richtig zu funktionieren. Mod trotzdem aktivieren?" STR_GLOBE_TEXTURE: "Textur der Weltkarte" STR_NOTES: "Anmerkungen" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "ANDERE" STR_BASESCAPE: "Grundriss" STR_AI: "KI" STR_PATH_ENERGY_COST: "Energie" STR_PATH_ENERGY_COST_DESC: "Durch Anklicken wird die Energie angezeigt, die Ihrer Einheit nach der Ankunft am Zielort noch zur Verfügung steht." STR_TEST_SCREEN: "TESTBILDSCHIRM" STR_PALETTE: "Palette:" STR_PREVIEW: "Vorschau" STR_TINY_BORDERLESS: "Winzig, randlos" STR_TINY_BORDER: "Winzig" STR_SMALL_LOW_CONTRAST: "Small" STR_SMALL_HIGH_CONTRAST: "Klein, hoher Kontrast" STR_BIG_LOW_CONTRAST: "Groß" STR_BIG_HIGH_CONTRAST: "Groß, hoher Kontrast" STR_TEST_CASE: "Test:" STR_RUN: "Ausgewählten Test durchführen!" STR_TESTS_STARTING: "Starting..." STR_TESTS_ERRORS_FOUND: "Insgesamt gefundene Fehler (es können Duplikate vorhanden sein): {0}" STR_TESTS_NO_ERRORS_FOUND: "Keine Fehler gefunden." STR_TESTS_FINISHED: "Fertig." STR_DETAILED_INFO_IN_LOG_FILE: "Detaillierte Informationen wurden in openxcom.log gespeichert." STR_RANK_NONE: "-" STR_DAMAGE_NONE: "KEINE" STR_INFO_UFOPEDIA: "INFO" STR_COCKPIT_CAPACITY: "PILOTEN>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAX REICHWEITE>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN REICHWEITE>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "K/A" STR_TRACTOR_BEAM_POWER: "Energie" STR_WEIGHT_PEDIA1: "Gewicht: {0}" STR_WEIGHT_PEDIA2: "Gewicht: {0}/{1}" STR_SHOT_TYPE_MELEE: "Nahkampf" STR_ACCURACY_MODIFIER: "Genauigkeitsmodifikator>{ALT} {0}" STR_POWER_BONUS: "Stärkemodifikator>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "Verschiedene Boni je nach Munitionsart" STR_STATS_FOR_NERDS: "Stats für Nerds" STR_ARTICLE: "Artikel>{ALT} {0}" STR_COMPATIBLE_AMMO: "Kompatible Munition:" STR_BUILT_IN_ITEMS: "Eingebaute Gegenstände:" STR_CLIP_SIZE_UNLIMITED: "Unbegrenzt" STR_SHOTGUN_BEHAVIOR_OXCE: "erweitert" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "IDs" STR_INCLUDE_DEFAULTS: "STANDARD" STR_TRUE: "ja" STR_FALSE: "nein" STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI FÄHIGKEIT*PSI STÄRKE" STR_STRENGTH_AND_MELEE_ACCURACY: "STÄRKE*NAHKAMPFGENAUIGKEIT" STR_STRENGTH_AND_THROWING_ACCURACY: "STÄRKE*WURFGENAUIGKEIT" STR_FIRING_ACCURACY_AND_REACTIONS: "SCHUSSGENAUIGKEIT*REAKTION" STR_HEALTH_CURRENT: "AKTUELLE GESUNDHEIT" STR_MANA_CURRENT: "AKTUELLES MANA" STR_TIME_UNITS_CURRENT: "AKTUELLE ZEITEINHEITEN" STR_STUN_LEVEL_CURRENT: "AKTUELLE BETÄUBUNG" STR_HEALTH_NORMALIZED: "NORMALE GESUNDHEIT" STR_MANA_NORMALIZED: "STANDARDMANA" STR_TIME_UNITS_NORMALIZED: "NORMALE ZEITEINHEITEN" STR_ENERGY_NORMALIZED: "NORMALE ENERGIE" STR_MORALE_NORMALIZED: "NORMALE MORAL" STR_STUN_LEVEL_NORMALIZED: "NORMALE BETÄUBUNG" STR_ENERGY_REGENERATION: "ENERGIEREGENERATION" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "P.FÄH*P.STÄ" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "STÄ*NK" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "STÄ*WG" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "SG*RE" STR_HEALTH_CURRENT_ABBREVIATION: "AKTUELLE GESUNDHEIT" STR_MANA_CURRENT_ABBREVIATION: "AKTUELLES MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "AKTUELLE ZEITEINHEITEN" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "AKTUELLE BETÄUBUNG" STR_HEALTH_NORMALIZED_ABBREVIATION: "NORMALE GESUNDHEIT" STR_MANA_NORMALIZED_ABBREVIATION: "STANDARDMANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "NORMALE ZEITEINHEITEN" STR_ENERGY_NORMALIZED_ABBREVIATION: "NORMALE ENERGIE" STR_MORALE_NORMALIZED_ABBREVIATION: "NORMALE MORAL" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NORMALE BETÄUBUNG" STR_ENERGY_REGENERATION_ABBREVIATION: "ENERGIEREGENERATION" STR_COST_TIME: "Zeit" STR_COST_ENERGY: "Energie" STR_COST_MORALE: "Moral" STR_COST_HEALTH: "Gesundheit" STR_COST_STUN: "Betäubung" STR_COST_MANA: "Mana" STR_COST_BUILD: "Bau" STR_COST_REFUND: "Erstattung" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} Nautische Meilen" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} Sekunden" STR_RACE_BONUS: "Rassenbonus" STR_FOR_DIFFICULTY: "Für Schwierigkeit: {0}" STR_NOT_AWARDED_YET: "Noch nicht erhalten" ================================================ FILE: bin/common/Language/OXCE/el.yml ================================================ el: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "ΑΔΥΝΑΜΙΑ ΑΠΟΣΥΝΑΡΜΟΛΟΓΗΣΕΙΣ ΕΓΚΑΤΑΣΤΑΣΗΣ!{SMALLLINE}Η εγκατάσταση δεν μπορεί να μετακινηθεί την ώρα της αναβάθμισης." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Η υπάρχων εγκατάσταση ήδη κατασκευάζετε." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Η επιλεγμένη εγκατάσταση πρέπει να καλύπτει πλήρως την υπάρχουσα εγκατάσταση." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Δεν είναι δυνατή η αναβάθμιση της υπάρχουσας εγκατάστασης από επιλεγμένη εγκατάσταση." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Η υπάρχουσα εγκατάσταση δεν μπορεί να κατασκευαστεί ξανά." STR_CANNOT_BUILD_QUEUE_OFF: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Πρώτα πρέπει να κατασκευαστούν οι εγκαταστάσεις σύνδεσης." STR_CANNOT_BUILD_UPGRADE_ONLY: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Αυτή η εγκατάσταση μπορεί να κατασκευαστεί μόνο ως αναβάθμιση άλλης εγκατάστασης." STR_FACILITY_FORBIDDEN_BY_OTHER: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Κάποιες υπάρχουσες εγκαταστάσεις απαγορεύουν την κατασκευή αυτής της εγκατάστασης." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "ΑΔΥΝΑΜΙΑ ΑΝΕΓΕΡΣΗΣ ΕΔΩ!{SMALLLINE}Κάποιες υπάρχουσες εγκαταστάσεις θα απαγορευθούν από αυτήν την εγκατάσταση." STR_NOT_ENOUGH_ITEMS: "ΑΝΕΠΑΡΚΕΙΑ ΠΟΡΩΝ{SMALLLINE}Χρειαζόμαστε περισσότερους πόρους για την κατασκευή αυτής της εγκατάστασης.{NEWLINE}Missing> {0}: {1}" STR_ID: "Ταυτότητα" STR_FIRST_LETTER: "ΠΡΩΤΟ ΓΡΑΜΜΑ" STR_SOLDIER_TYPE: "ΤΥΠΟΣ ΣΤΡΑΤΙΩΤΗ" STR_IDLE_DAYS: "ΜΕΡΕΣ ΑΔΡΑΝΙΑΣ" STR_MANA: "ΜΑΝΑ" STR_MANA_POOL: "ΥΠΑΡΧΩΝ ΜΑΝΑ" STR_MANA_MISSING: "ΕΛΛΕΙΨΗ ΜΑΝΑ" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Φόρτωση Φορτίου Σκάφους" STR_EMPTY_SLOT_N: "Κενή υποδοχή {0}" STR_UNNAMED_SLOT_N: "Ανώνυμη υποδοχή {0}" STR_ADD_ON_TOP: "Προσθέστε στην κορυφή" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Αποθήκευση Φορτίου Σκάφους" STR_SAVE_UC: "ΑΠΟΘΗΚΕΥΣΗ" STR_ALL: "Τα πάντα" STR_EQUIPPED: "Εξοπλισμένα" STR_NOT_EQUIPPED: "Μη εξοπλισμένα" STR_UNASSIGNED: "Άλλα" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "ΔΕΝ ΕΠΙΤΡΕΠΕΤΑΙ ΠΕΡΙΣΣΟΤΕΡΟΣ ΕΞΟΠΛΙΣΜΟΣ ΣΤΟ ΣΚΑΦΟΣ!{SMALLLINE}Μέγιστος χώρος αποθήκευσης: {0}" STR_PILOTS: "ΠΙΛΟΤΟΙ" STR_SHIELD: "ΑΣΠΙΔΑ>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Επιλέξτε Πιλότο" STR_PILOTS_FOR_CRAFT: "Πιλότος(οι) για {0}" STR_PILOTS_REQUIRED: "Πιλότος(οι) απετούνται: {ALT}{0}" STR_ADD_PILOT: "Προσθήκη πιλότου" STR_REMOVE_ALL_PILOTS: "Κατάργηση Όλων των Πιλότων" STR_ACCURACY_BONUS: "Μπόνους ακρίβειας:" STR_DODGE_BONUS: "Μπόνους ελιγμού:" STR_APPROACH_SPEED: "Ταχύτητα προσέγγησεις" STR_COWARDLY: "Δειλά (-50%)" STR_NORMAL: "Ομαλά" STR_BOLD: "Τολμηρά (+50%)" STR_VERY_BOLD: "Πολύ τολμηρά (+100%)" STR_ARMOR_GROUP_NOT_ALLOWED: "Αυτός ο τύπος πανοπλίας δεν επιτρέπεται στο σκάφος." STR_SOLDIER_GROUP_NOT_ALLOWED: "Αυτός ο τύπος στρατιώτη δεν επιτρέπεται στο σκάφος." STR_SOLDIER_GROUP_NOT_SAME: "Αυτός ο τύπος στρατιώτη δεν είναι συμβατός με άλλους στρατιώτες που βρίσκονται στο σκάφος." STR_CRAFT_DEPLOYMENT_PREVIEW: "Προεπισκόπηση" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Προεπισκόπηση *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Αυτή η λειτουργία σάς επιτρέπει να κάνετε προεπισκόπηση και να προσαρμόσετε την ανάπτυξη των μονάδων σας στην αρχή μιας μάχης. Έχεις απεριόριστες κινήσεις. Πιέστε παρατεταμένα το 'Alt' για να επισημάνετε τις έγκυρες θέσεις της μονάδας. Κάντε κλικ στο εικονίδιο «Ακύρωση αποστολής» για να αποθηκεύσετε μια προσαρμοσμένη ανάπτυξη. Κάντε κλικ στο εικονίδιο \"Τερματισμός Σειράς\" για να βγείτε από την προεπισκόπηση.{NEWLINE}Λάβετε υπόψη ότι η προσθήκη νέων στρατιωτών ή οχημάτων στο σκάφος ακυρώνει αυτόματα την αποθηκευμένη προσαρμοσμένη ανάπτυξη. Η παρουσία προσαρμοσμένης ανάπτυξης υποδεικνύεται με έναν αστερίσκο στο κουμπί \"Προεπισκόπηση\"." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Αυτή η λειτουργία σάς επιτρέπει να κάνετε προεπισκόπηση και να τροποποιήσετε τον πίνακα ανάπτυξης αυτού του τύπου σκάφους. Οποιεσδήποτε αλλαγές θα ισχύουν για όλες τις τρέχουσες δημιουργίες σας, καθώς και για όλες τις δημιουργίες που αγοράζετε ή κατασκευάζετε αργότερα στην καμπάνια. Ξεκινάτε με το μέγιστο αριθμό στρατιωτών. Κάθε στρατιώτης αντιπροσωπεύει μία γραμμή στον πίνακα ανάπτυξης. Τα ονόματα των στρατιωτών αντιστοιχούν στους αριθμούς σειρών. Για να εξασφαλίσετε χώρο για μια μονάδα 2x2, τοποθετήστε 4 στρατιώτες σε ένα τετράγωνο 2x2. Εάν δεν παρέχεται χώρος, η μονάδα 2x2 θα λείπει σε μια πραγματική μάχη." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Αυτή η λειτουργία σας επιτρέπει να κάνετε προεπισκόπηση της βάσης σας.{NEWLINE}Καλή διασκέδαση!{NEWLINE}{NEWLINE}Κάντε κλικ στο εικονίδιο «Τέλος Σειράς» για έξοδο από την προεπισκόπηση." STR_NOT_ENOUGH_CARGO_SPACE: "ΔΕΝ ΔΙΑΤΙΘΕΤΑΙ ΑΡΚΕΤΟΣ ΧΩΡΟΣ ΦΟΡΤΙΟΥ!!{SMALLLINE}Χρησιμοποιήστε μια διαφορετική μονάδα ή μειώστε το πλήρωμα που σας έχει ανατεθεί." STR_NOT_ENOUGH_STORAGE_SPACE_1: "ΔΕΝ ΔΙΑΤΙΘΕΤΑΙ ΑΡΚΕΤΟΣ ΧΩΡΟΣ ΦΟΡΤΙΟΥ!!{SMALLLINE}Πάρα πολλά αντικείμενα! Χρησιμοποιήστε διαφορετική μονάδα ή μειώστε τον εκχωρημένο εξοπλισμό." STR_NOT_ENOUGH_STORAGE_SPACE_2: "ΔΕΝ ΔΙΑΤΙΘΕΤΑΙ ΑΡΚΕΤΟΣ ΧΩΡΟΣ ΦΟΡΤΙΟΥ!!{SMALLLINE}Τα αντικείμενα πιάνουν πολύ χώρο! Χρησιμοποιήστε διαφορετική μονάδα ή μειώστε το μέγεθος του εκχωρημένου εξοπλισμού." STR_REFUND_VALUE: "Εμπορική αξία> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Έξοδα> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "ΕΠΙΣΚΟΠΗΣΗ ΠΑΡΑΓΩΓΗΣ" STR_RESEARCH_DIARY: "ΕΡΕΥΝΗΤΙΚΟ ΗΜΕΡΟΛΟΓΙΟ" STR_DISCOVERY_SOURCE_BASE: "Αυτό το αντικείμενο ανακαλύφθηκε μέσω ερευνητικού έργου.{NEWLINE}Βάση έρευνας> {ALT}{1}{ALT}{NEWLINE}Κωδικός αντικειμένου> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "Αυτό το αντικείμενο δόθηκε δωρεάν από άλλο ερευνητικό έργο.{NEWLINE}Από ερευνητικό έργο> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "Αυτό το τεχνικό αντικείμενο ανακαλύφθηκε αυτόματα.{NEWLINE}Μετά από ερευνητικό έργο> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "Αυτό το αντικείμενο δόθηκε δωρεάν ως ανταμοιβή αποστολής.{NEWLINE}Τύπος αποστολής> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "Αυτό το αντικείμενο δόθηκε δωρεάν ως ανταμοιβή εκδήλωσης.{NEWLINE}Τύπος εκδήλωσης> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "ΕΠΙΣΚΟΠΗΣΗ ΕΡΕΥΝΑΣ" STR_PRISONER_OVERVIEW: "ΕΠΙΣΚΟΠΗΣΗ ΦΥΛΑΚΙΣΜΕΝΟΥ" STR_PRISONER: "ΦΥΛΑΚΙΣΜΕΝΟΣ" STR_PRISONER_AMOUNT: "ΠΟΣΟ" STR_PRISONER_INTERROGATED: "ΑΝΑΚΡΙΝΟΜΕΝΟΙ" STR_TOTAL_IN_PRISON: "Χρησιμοποιημένος Χώρος>{ALT}{0}" STR_TOTAL_INTERROGATED: "Ανακρινόμενοι>{ALT}{0}" STR_PRISON_TYPE: "Περιορισμένοι Εξωγήινοι" STR_KILL_SELECTED: "Εξουδετέρωσε" STR_SELL_SELECTED: "Πούλησε" STR_GO_TO_TRANSFERS: "Μετέφερε..." STR_PRISON_CLEANUP: "Εκκαθάριση Φυλακών" STR_TOPIC: "Θέμα>{ALT} {0}" STR_SHOW_ALL: "Εμφάνιση όλων" STR_NO_DEPENDENCIES: "Χωρίς εξαρτήσεις." STR_DIRECT_DEPENDENCIES: "Άμεσες εξαρτήσεις" STR_LEVEL_2_DEPENDENCIES: "Εξαρτήσεις επιπέδου 2" STR_LEVEL_3_DEPENDENCIES: "Εξαρτήσεις επιπέδου 3" STR_LEVEL_4_DEPENDENCIES: "Εξαρτήσεις επιπέδου 4" STR_MORE_DEPENDENCIES: "Υπάρχουν ακόμη βαθύτερες εξαρτήσεις..." STR_END_OF_SEARCH: "Τέλος αναζήτησης." STR_FALLBACK_PRODUCTION: "ΥΠΟΧΩΡΗΣΗ" STR_REFUND_PRODUCTION: "ΕΠΙΣΤΡΟΦΗ ΧΡΗΜΑΤΩΝ!" STR_HOURS_PER_UNIT: "ΩΡΕΣ ΑΝΑ ΜΟΝΑΔΑ>{ALT}{0}" STR_PERSON_JOINING: "Άτομο Συνδέεται" STR_RANDOM_PRODUCTION_DISCLAIMER: "Τυχαία παραγωγή!" STR_OTHER_EMPLOYEES: "Άλλο Προσωπικό και Υπάρχοντα" STR_SHOW_ONLY_NEW: "Εμφάνιση μόνο νέων" STR_FILTER_DEFAULT: "Προεπιλογή" STR_FILTER_DEFAULT_SUPPLIES_OK: "Προεπιλογή (προμήθειες ΟΚ)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Προεπιλογή (χωρίς προμήθειες)" STR_FILTER_FACILITY_REQUIRED: "Η Εγκατάσταση Λείπει" STR_FILTER_HIDDEN: "Κρυμμένο" STR_FILTER_EQUIPPED: "Εξοπλισμένα" STR_FILTER_MISSING: "Λείπουν" STR_SORT_DEFAULT: "Προεπιλεγμένα" STR_SORT_BY_COST: "Ανά κόστος" STR_SORT_BY_NAME: "Ανά όνομα" STR_RANDOM_PRODUCTION_SUMMARY: "Σύνοψη" STR_NOT_ENOUGH_PRISON_SPACE: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΠΕΡΙΟΡΙΣΜΟΥ ΕΞΩΓΗΙΝΩΝ!{SMALLLINE}Φτιάξτε νέα μονάδα περιορισμού εξωγήινων ή μεταφέρετε εξωγήινους σε άλλες βάσεις." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΜΗΝΙΑΙΟΥ ΟΡΙΟΥ ΑΓΟΡΩΝ!!{SMALLLINE}Περισσότερα αντικείμενα θα είναι διαθέσιμα τον επόμενο μήνα." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΜΗΝΙΑΙΟΥ ΟΡΙΟΥ ΑΓΟΡΩΝ!!{SMALLLINE}Περισσότερα σκάφη θα είναι διαθέσιμα τον επόμενο μήνα." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΜΗΝΙΑΙΟΥ ΟΡΙΟΥ ΠΡΟΣΛΗΨΕΩΝ!!{SMALLLINE}Περισσότεροι νεοσύλλεκτοι θα είναι διαθέσιμοι τον επόμενο μήνα." STR_NOT_ENOUGH_CRAFT_SPACE: "Δεν υπάρχει αρκετός χώρος στο σκάφος!" STR_SELECT_AVATAR_FOR: "ΕΠΙΛΟΓΗ ΑΒΑΤΑΡ ΓΙΑ{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "ΜΠΟΝΟΥΣ ΣΤΡΑΤΙΩΤΩΝ ΓΙΑ{NEWLINE}{0}" STR_SUMMARY: "Περίληψη" STR_MANA_RECOVERY: "ΑΠΟΚΑΤΑΣΤΑΣΗ ΜΑΝΑ> {ALT}{0}" STR_HEALTH_RECOVERY: "ΑΠΟΚΑΤΑΣΤΑΣΗ ΥΓΕΙΑΣ> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "ΠΡΟΩΘΗΣΗ/ΥΠΟΒΙΒΑΣΗ{NEWLINE}{0} {1}" STR_RANK_HEADER: "ΒΑΘΜΟΣ" STR_OPENINGS_HEADER: "ΑΝΟΙΧΤΕΣ ΘΕΣΕΙΣ" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Προπόνηση" STR_SOLDIER_INFO: "Πληροφορίες Στρατιώτη" STR_SELECT_TRANSFORMATION_FOR: "ΕΠΙΛΕΞΤΕ ΜΕΤΑΤΡΟΠΗ ΓΙΑ{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Χρόνος Μεταβίβασης>{ALT}{0}" STR_RECOVERY_TIME: "Χρόνος Ανάρρωσης>{ALT}{0}" STR_CURRENT_STATS: "Τρέχουσα στατιστική" STR_CHANGES: "Αλαγές" STR_CHANGES_MIN: "Μεταβολές (min)" STR_CHANGES_MAX: "Μεταβολές (max)" STR_BONUS_STATS: "Στατιστικά μπόνους" STR_TRANSFORMATIONS_OVERVIEW: "Επισκόπηση Μετασχηματισμών" STR_PROJECT_NAME: "ΟΝΟΜΑ ΣΧΕΔΙΟΥ" STR_AVAILABLE_MATERIALS: "ΔΙΑΘΕΣΙΜΑ ΥΛΙΚΑ" STR_ELIGIBLE_SOLDIERS: "ΔΙΚΑΙΟΥΧΟΙ ΣΤΡΑΤΙΩΤΕΣ" STR_SHOW_ONLY_ELIGIBLE: "Εμφάνιση Μόνο Επιλέξιμων" STR_ALL_SOLDIER_TYPES: "Όλοι οι Τύποι Στρατιωτών" STR_ALL_SOLDIERS: "Όλοι οι Στρατιώτες" STR_HEALTHY_SOLDIERS: "Υγιείς Στρατιώτες" STR_WOUNDED_SOLDIERS: "Τραυματίες Στρατιώτες" STR_DEAD_SOLDIERS: "Νεκροί Στρατιώτες" STR_GRAND_TOTAL: "Μεγάλο Σύνολο" STR_AVAILABLE_TOPICS: "ΔΙΑΘΕΣΙΜΑ ΘΕΜΑΤΑ" STR_QS_THREE_LETTERS_A: "Παρακαλώ εισάγετε τουλάχιστον 3 γράμματα" STR_QS_THREE_LETTERS_B: "στο πλαίσιο Γρήγορης Αναζήτησης..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Αυτή η λειτουργία είναι απενεργοποιημένη." STR_THIS_FEATURE_IS_DISABLED_2: "Αυτή η λειτουργία είναι απενεργοποιημένη." STR_THIS_FEATURE_IS_DISABLED_3: "Αυτή η λειτουργία είναι απενεργοποιημένη." STR_THIS_FEATURE_IS_DISABLED_4: "Αυτή η λειτουργία είναι απενεργοποιημένη." STR_THIS_FEATURE_IS_DISABLED_5: "Αυτή η λειτουργία είναι απενεργοποιημένη." STR_TECH_TREE_VIEWER: "Προβολή Τεχνικού Δέντρου" STR_SELECT_TOPIC: "Επιλέξτε Θέμα" STR_RESEARCH_PROGRESS: "Πρόοδος>{ALT} {0}%" STR_ITEM_DESTROYED: "Το αντικείμενο καταστράφηκε:" STR_ITEM_REQUIRED: "Απαιτούμενο αντικείμενο:" STR_SERVICES_REQUIRED: "Απαιτούμενες υπηρεσίες:" STR_SERVICES_PROVIDED: "Παρεχόμενες υπηρεσίες:" STR_SERVICES_FORBIDDEN: "Απαγορευμένες υπηρεσίες:" STR_REQUIRES: "Απαιτούνται:" STR_DEPENDS_ON: "Εξαρτάται από:" STR_UNLOCKED_BY: "Ξεκλειδώθηκε από:" STR_DISABLED_BY: "Απενεργοποιημένο από:" STR_REENABLED_BY: "Ενεργοποιήθηκε εκ νέου από:" STR_GET_FOR_FREE_FROM: "Αποκτήστε το δωρεάν από:" STR_IS_LOOKUP_OF: "Είναι αναζήτηση της:" STR_LOOKUP: "Αναζήτηση:" STR_SPAWNED_ITEMS: "Αντικείμενα που Αναπαράγονται:" STR_SPAWNED_EVENT: "Γεννημένο γεγονός:" STR_REQUIRED_BY: "Απαιτείται από:" STR_REQUIRED_BY_TRANSFORMATIONS: "Απαιτείται από μετασχηματισμούς:" STR_LEADS_TO: "Οδηγεί προς:" STR_UNLOCKS: "Ξεκλειδώνει:" STR_DISABLES: "Απενεργοποιεί:" STR_REENABLES: "Ενεργοποιεί εκ νέου:" STR_GIVES_ONE_FOR_FREE_SEQ: "Δίνει ένα δωρεάν (διαδοχικά):" STR_GIVES_ONE_FOR_FREE: "Δίνει ένα δωρεάν:" STR_RESEARCH_REQUIRED: "Απαιτείται έρευνα:" STR_RESEARCH_REQUIRED_USE: "Απαιτούμενη έρευνα (χρήση):" STR_RESEARCH_REQUIRED_BUY: "Απαιτείται έρευνα (αγορά):" STR_SERVICES_REQUIRED_BUY: "Απαιτούμενες υπηρεσίες (αγορά):" STR_PRODUCED_BY: "Παραγωγή από:" STR_SPAWNED_BY: "Δημιουργήθηκε από:" STR_MATERIALS_REQUIRED: "Απαραίτητα υλικά:" STR_TTV_COST_PER_UNIT: "Κόστος ανά μονάδα:" STR_TTV_ENGINEER_HOURS: "Ώρες μηχανικού:" STR_TTV_WORK_SPACE_REQUIRED: "Απαιτείται χώρος εργασίας:" STR_ITEMS_PRODUCED: "Παραγόμενα αντικείμενα:" STR_PERSON_RECRUITED: "Προσληφθέν πρόσωπο:" STR_UNLOCKS_ARCS: "Ξεκλειδώνει αψίδες:" STR_DISABLES_ARCS: "Απενεργοποιεί αψίδες:" STR_UNLOCKS_MISSIONS: "Ξεκλειδώνει αποστολές:" STR_DISABLES_MISSIONS: "Απενεργοποιεί αποστολές:" STR_UNLOCKS_EVENTS: "Ξεκλειδώνει συμβάντα:" STR_DISABLES_EVENTS: "Απενεργοποιεί συμβάντα:" STR_AFFECTS_GAME_PROGRESSION: "Επηρεάζει την πρόοδο του παιχνιδιού!" STR_ITEMS_AT_DESTINATION: "Αντικείμενα στον τόπο προορισμού" STR_PRISONERS: "Αιχμάλωτοι" STR_ARMORS: "Θωρακίσεις" STR_FILTER_RESEARCHED: "Πλήρως ερευνημένο" STR_FILTER_RESEARCHABLE: "Ερευνήσιμο" STR_CRAFT_DEPLOYMENT_QUESTION: "Αποθήκευση Ανάπτυξης Σκάφους;" STR_MUST_USE_BOTH_HANDS: "Απαιτούνται και τα δύο χέρια γι' αυτό!" STR_NOT_ENOUGH_MORALE: "Δεν υπάρχει αρκετό ηθικό!" STR_NOT_ENOUGH_HEALTH: "Δεν είναι αρκετή η υγεία!" STR_NOT_ENOUGH_MANA: "Δεν υπάρχει αρκετή Μάνα!" STR_NOT_ENOUGH_STUN: "Το επίπεδο ακινητοποίησης είναι πολύ υψηλό!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Δράση Επιτυχής" STR_LINE_OF_SIGHT_REQUIRED: "Γραμμή οπτικής επαφής (ΓΟΕ) απαιτείται." STR_CENTER_ON_WOUNDED_FRIEND: "Εστίασε σε Τραυματισμένο Φίλο" STR_CENTER_ON_DIZZY_FRIEND: "Εστίασε σε Ζαλιζμένο Φίλο" STR_BUG_HUNT_ACTIVATED: "Ενεργοποιημένη λειτουργία κυνηγιού εντόμων: οι εχθροί είναι ορατοί στον μίνι χάρτη!" STR_QUICK_MODE_ACTIVATED: "Ενεργοποιήθηκε η λειτουργία Usain Bolt.{NEWLINE}Πιέστε ξανά Ctrl+S για να την απενεργοποιήσετε." STR_QUICK_MODE_DEACTIVATED: "Η λειτουργία Usain Bolt απενεργοποιήθηκε." STR_TARGET_ENEMY: "; Target = ΕΧΘΡΟΣ" STR_TARGET_NEUTRAL: "; Target = ΟΥΔΕΤΕΡΟΣ" STR_TARGET_FRIEND: "; Target = ΦΙΛΟΣ" STR_TARGET_YOURSELF: "; Target = ΕΣΥ" STR_TARGET_ON_THE_GROUND: "(επί του εδάφους)" STR_USE_SPECIAL_ITEM: "Χρήση ειδικού αντικειμένου" STR_NO_EXPERIENCE_YET: "Καμία εμπειρία ακόμη:" STR_OPERATION_UC: "ΛΕΙΤΟΥΡΓΙΑ> {0}" STR_WHAT_CAN_I_WEAR: "Τι μπορώ να φορέσω;" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Αυτή η αποστολή απαιτεί συγκεκριμένο εξοπλισμό.{NEWLINE}{NEWLINE}Απαγορευμένοι τύποι πανοπλίας είναι: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Αυτή η αποστολή απαιτεί συγκεκριμένο εξοπλισμό.{NEWLINE}{NEWLINE}Επιτρεπόμενοι τύποι πανοπλίας είναι: {0}" STR_MISSION_OVER: "Αποστολή εξετελέσθη." STR_UNITS_WITH_FATAL_WOUNDS: one: "{Ν} από εμάς είμαστε ακόμα θανάσιμα τραυματισμένοι" other: "{Ν} από εμάς είμαστε ακόμα θανάσιμα τραυματισμένοι" STR_END_MISSION_QUESTION: "Τέλος αποστολής;" STR_LOOT: "ΛΑΦΥΡΑ" STR_SELL: "ΠΩΛΗΣΗ" STR_LIVE_ALIENS_SURRENDERED: "ΟΙ ΕΧΘΡΟΙ ΠΑΡΑΔΟΘΗΚΑΝ" STR_MISSION_ABORTED: "ΑΠΟΣΤΟΛΗ ΜΑΤΑΙΩΘΗΚΕ" STR_VIPS_SAVED: "ΕΠΙΣΗΜΟΙ ΣΩΘΗΚΑΝ" STR_VIPS_LOST: "ΕΠΙΣΗΜΟΙ ΧΑΘΗΚΑΝ" STR_BOUNTY: "ΕΠΙΔΟΤΗΣΗ" STR_MANA_ABBREVIATION: "ΑΝΤΡΑΣ" STR_EXPERIENCE_OVERVIEW: "Επισκόπηση Εμπειριών" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Δεν επιτρέπεται να τοποθετήσετε αυτό το αντικείμενο εκεί.{NEWLINE}Μην ρωτάτε γιατί!" STR_ONE_HAND_MUST_BE_EMPTY: "Τουλάχιστον ένα χέρι πρέπει να είναι άδειο!" STR_LOAD_EQUIPMENT_TEMPLATE: "Φόρτωση Πρότυπου Εξοπλισμού" STR_SAVE_EQUIPMENT_TEMPLATE: "Αποθήκευση Προτύπου Εξοπλισμού" STR_FIRING_SHORT: "Πυροδότηση>{ALT}{0}" STR_THROWING_SHORT: "Ρίψη>{ALT}{0}" STR_MELEE_SHORT: "Μάχη σώμα με σώμα>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "ΠΡΟΣΩΠΙΚΟΣ ΕΞΟΠΛΙΣΜΟΣ" STR_SAVE_PERSONAL_EQUIPMENT: "Αποθήκευση Προσωπικού Εξοπλισμού" STR_LOAD_PERSONAL_EQUIPMENT: "Φόρτωση Προσωπικού Εξοπλισμού" STR_PERSONAL_EQUIPMENT_SAVED: "Προσωπικός εξοπλισμός αποθηκεύτηκε." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Ο προσωπικός εξοπλισμός δεν έχει οριστεί ακόμη." STR_SLOT: "Θέση>{ALT}{0}" STR_THINKING: "Σκέφτομαι..." STR_TELL_ME_MORE: "Πες μου περισσότερα..." STR_REINFORCEMENTS_ALERT: "Ειδοποίηση για ενίσχυση!" STR_HIT_LOG_NEW_TURN: "Νέα Στροφή" STR_FAILED_CQB_CHECK: "Ο εχθρός κατάφερε να διακόψει την επίθεσή σας!" STR_NO_TRAJECTORY: "Καμία εφικτή τροχιά!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Η δεξιότητα αυτή χρειάζεται ένα αντικείμενο!" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "πλήγμα" STR_HIT_LOG_BIG_DAMAGE: "ΠΛΗΓΜΑ" STR_HIT_LOG_REACTION_FIRE: "Βολή αντίδρασης..." STR_HIT_LOG: "Ιστορικό Πληγμάτων" STR_BUTTON_TOUCH: "Επαφή" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "ΑΚΠ" STR_BUTTON_RMB: "ΔΚΠ" STR_BUTTON_MMB: "ΜΚΠ" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "Αργή φόρτωση" STR_LAZY_LOADING_DESC: "Εάν είναι ενεργοποιημένο, οι πόροι γραφικών φορτώνονται κατ' απαίτηση. Διαφορετικά, όλα φορτώνονται κατά την εκκίνηση." STR_VSYNC_FOR_OPENGL: "VSync for OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Απενεργοποιήστε τη για μέγιστη κρυφή ταχύτητα κίνησης του εχθρού και (προαιρετικά) ταχύτητα κίνησης στρατιώτη. ΜΗΝ ορίσετε το όριο FPS στο 0. Ισχύει μόνο για απόδοση OpenGL." STR_UPDATE_CHECK: "Αυτόματος έλεγχος ενημερώσεων" STR_UPDATE_CHECK_DESC: "Εάν είναι ενεργοποιημένο, το OpenXcom θα ελέγξει αυτόματα για ενημερώσεις και θα σας δώσει την επιλογή να ενημερωθεί με ένα μόνο κλικ." STR_AUTOSAVE_SLOTS: "Αυτόματες θέσεις αποθήκευσης" STR_AUTOSAVE_SLOTS_DESC: "Αριθμός θέσεων για αυτόματη αποθήκευση Battlescape." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Συχνότητα Αυτόματης αποθήκευσης (Geoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Ο αριθμός των ημερών μετά τις οποίες το παιχνίδι θα αποθηκευτεί αυτόματα." STR_GEO_AUTOSAVE_SLOTS: "Θέσεις αυτόματης αποθήκευσης (Geoscape)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Αριθμός θέσεων για αυτόματη αποθήκευση Geoscape." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Εκτεταμένοι σύνδεσμοι" STR_OXCE_LINKS_DESC: "Ενεργοποιεί πρόσθετα μενού/κουμπιά/ συνδέσμους για τις λειτουργίες OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Εμφάνιση του μεγέθους γεμηστήρα στην Ufopedia" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Εάν είναι ενεργοποιημένο, τα μεγέθη των γεμηστήρων πυρομαχικών θα εμφανίζονται δίπλα στα εικονίδια πυρομαχικών στην Ufopedia." STR_INTERCEPT_TABLE_SIZE: "Μέγεθος πίνακα τομής" STR_INTERCEPT_TABLE_SIZE_DESC: "Μέγεθος των πινάκων στα ακόλουθα παράθυρα διαλόγου: Αναχαίτιση, Παρακολούθηση UFO." STR_SHOW_SLACKING_INDICATOR: "Εμφάνιση ένδειξης περιορισμού" STR_SHOW_SLACKING_INDICATOR_DESC: "Εάν ενεργοποιηθεί, θα εμφανιστεί ο αριθμός των επιστημόνων και μηχανικών που δεν έχουν ανατεθεί." STR_SHOW_MAINTENANCE_TIME: "Εμφάνιση χρόνου συντήρησης σκάφους" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Να μην εμφανίζεται {ALT}1>{ALT} Εμφάνιση μόνο της τρέχουσας διάρκειας δραστηριότητας {ALT}2>{ALT} Εμφάνιση όλων μαζί (επισκευή + επανεξοπλισμός + ανεφοδιασμός)." STR_SHOW_ETA: "Προβολή εκτιμώμενης διάρκειας πτήσης" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Να μην εμφανίζεται {ALT}1>{ALT} Εμφάνιση ΕΤΑ μόνο για στατικούς στόχους {ALT}2>{ALT} Εμφάνιση ΕΤΑ και για κινούμενους στόχους." STR_UFO_LANDING_ALERT: "Συναγερμός προσγείωσης ΑΤΙΑ" STR_UFO_LANDING_ALERT_DESC: "Εάν είναι ενεργοποιημένο, ένα μήνυμα θα εμφανίζεται κάθε φορά που προσγειώνεται ένα ΑΤΙΑ που έχει εντοπιστεί." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Να θυμάστε τα ακινητοποιημένα όπλα του σκάφους" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Τα όπλα του σκάφους που απενεργοποιούνται κατά τη διάρκεια μιας αερομαχίας θα παραμείνουν απενεργοποιημένα. Επίσης δεν θα επανοπλιστούν στη βάση." STR_GEO_EVENT_INSTANT_DELIVERY: "Άμεση παράδοση αντικειμένων σε συμβάντα" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Εάν είναι ενεργοποιημένο, τα στοιχεία από συμβάντα geoscape φτάνουν αμέσως. Διαφορετικά, φτάνουν 1 ώρα αργότερα." STR_SHOW_BASE_NAME_IN_POPUPS: "Εμφάνιση ονόματος βάσης σε αναδυόμενα παράθυρα" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Εάν είναι ενεργοποιημένη, το αντίστοιχο όνομα βάσης εμφανίζεται σε αναδυόμενα παράθυρα (π.χ. Έρευνα Ολοκληρώθηκε)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Εναλλακτική διαχείριση εξοπλισμού σκάφους" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Εάν ενεργοποιηθεί, η μετακίνηση στρατιωτών μεταξύ βάσης και σκάφους θα μετακινήσει και τον εξοπλισμό τους (αν είναι δυνατόν)." STR_BASE_INFO_SCALE: "Κλίμακα μεγάλων ράβδων στις πληροφορίες βάσης" STR_BASE_INFO_SCALE_DESC: "Εάν είναι ενεργοποιημένο, οι ράβδοι μεγαλύτερες από 140 μειώνονται για να ταιριάζουν στο περιβάλλον εργασίας χρήστη." STR_HIGHLIGHT_NEW: "Επισήμανση νέων θεμάτων" STR_HIGHLIGHT_NEW_DESC: "Εάν είναι ενεργοποιημένο, τα νέα ερευνητικά θέματα, τα νέα θέματα παραγωγής και τα νέα άρθρα της ουφοπαίδειας εμφανίζονται με διαφορετικό χρώμα." STR_RESEARCH_SCROLL_SPEED: "Ταχύτητα κύλισης έρευνας" STR_RESEARCH_SCROLL_SPEED_DESC: "Οι επιστήμονες μπορούν να (μη) εκχωρηθούν απευθείας στη διεπαφή χρήστη της τρέχουσας έρευνας χρησιμοποιώντας το κουμπί κύλισης του ποντικιού." STR_RESEARCH_SCROLL_SPEED_CTRL: "Ταχύτητα κύλισης έρευνας (με Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Οι επιστήμονες μπορούν να (μη) εκχωρηθούν απευθείας στο περιβάλον χρήστη της τρέχουσας έρευνας χρησιμοποιώντας το κουμπί κύλισης του ποντικιού." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Εναλλακτικό φίλτρο στην Κατασκευή" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Εάν είναι ενεργοποιημένο, το περιβάλον χρήστη εμφανίζει μόνο στοιχεία παραγωγής για τα οποία υπάρχουν αρκετά αναλώσιμα." STR_MANUFACTURE_SCROLL_SPEED: "Ταχύτητα κύλισης κατασκευής" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Οι μηχανικοί μπορούν να (μη) εκχωρηθούν απευθείας στο περιβάλον χρήστη τρέχουσας παραγωγής χρησιμοποιώντας το κουμπί κύλισης του ποντικιού." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Ταχύτητα κύλισης κατασκευής (με Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Οι μηχανικοί μπορούν να (μη) εκχωρηθούν απευθείας στο περιβάλον χρήστη τρέχουσας παραγωγής χρησιμοποιώντας το κουμπί κύλισης του ποντικιού." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Συμπεριλάβετε την πανοπλία στον προσωπικό εξοπλισμό" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Εάν είναι ενεργοποιημένη, αποθηκεύεται η διάταξη προσωπικού εξοπλισμού στρατιώτη συμπεριλαμβανομένης της φθαρμένης πανοπλίας." STR_MANUALPROMOTIONS: "Χειροκίνητες προωθητικές ενέργειες" STR_MANUALPROMOTIONS_DESC: "Εάν είναι ενεργοποιημένο, οι στρατιώτες μπορούν να προαχθούν (ή να υποβιβαστούν) με μη αυτόματο τρόπο κάνοντας κλικ στο εικονίδιο κατάταξης." STR_WOUNDED_DEFEND_BASE_IF: "Αμυνόμενος τραυματίας (αν η Υγεία είναι πάνω από x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Οι τραυματισμένοι στρατιώτες υπερασπίζονται επίσης τη βάση, εάν η υγεία τους είναι πάνω από το δεδομένο όριο." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Αναπαραγωγή μουσικής Ενημέρωσης για μεγαλύτερο χρονικό διάστημα" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Η μουσική ενημέρωσης θα συνεχίσει να παίζει κατά τη φάση εξοπλισμού μέχρι να εμφανιστεί το Πεδίο Μάχης." STR_NIGHT_VISION_COLOR: "Επιλέξτε το χρώμα Νυχτερινής όρασης" STR_NIGHT_VISION_COLOR_DESC: "Τιμές από 1 έως 15, καθεμία από τις οποίες αντιπροσωπεύει διαφορετικό χρώμα απόχρωσης." STR_AUTO_NIGHT_VISION_THRESHOLD: "Αυτόματο όριο νυχτερινής όρασης" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Αν είναι πιο σκοτεινό από αυτό το όριο, ενεργοποιήστε αυτόματα τη Νυχτερινή όραση." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Εμφάνιση ακρίβειας στο στόχαστρο" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Ποτέ {ALT}1>{ALT}Μόνο εάν είναι ενεργοποιημένη η ακρίβεια του UFO Extender {ALT}2>{ALT}Πάντα" STR_REACTION_FIRE_THRESHOLD: "Όριο αντίδρασης πυρός" STR_REACTION_FIRE_THRESHOLD_DESC: "Οι μονάδες που ελέγχονται από το Xcom δεν θα αντιδράσουν σε πυρ, εάν η ακρίβειά τους (για έναν δεδομένο στόχο) είναι κάτω από αυτό το όριο." STR_AUTO_SELL: "Διαχειριστής αυτόματης πώλησης" STR_AUTO_SELL_DESC: "Στην οθόνη πώλησης ενημερωτικού δελτίου μάχης, τυχόν τύποι αντικειμένων που πουλήσατε σε προηγούμενες μάχες θα επισημαίνονται αυτόματα για πώληση." STR_AUTOMATICPROMOTIONS: "Αυτόματες προωθήσεις" STR_AUTOMATICPROMOTIONS_DESC: "Εάν ενεργοποιηθεί, οι στρατιώτες προάγονται αυτόματα μετά από μια αποστολή." STR_OFF_CENTRE_SHOOTING: "Πυροβολισμοί εκτός κέντρου" STR_OFF_CENTRE_SHOOTING_DESC: "Οι στρατιώτες θα προσπαθήσουν αυτόματα να ρυθμίσουν ελαφρώς τη γωνία βολής σε περίπτωση που δεν υπάρχει γραμμή πυρός." STR_UNIFORM_SHOOTING_SPREAD: "Ομοιόμορφη εξάπλωση βολής" STR_UNIFORM_SHOOTING_SPREAD_DESC: "Η κατά ριπάς βολές είναι ομοιόμορφη προς όλες τις κατευθύνσεις και πιο μαζεμένη." STR_CRASHED_OR_LANDED: "Κουμπί Συνετρίβη/Προσγειώθηκε" STR_CRASHED_OR_LANDED_DESC: "Εάν είναι ενεργοποιημένο, εμφανίζεται ένα επιπλέον κουμπί στην οθόνη Νέας Μάχης. Εναλλακτικά, πατήστε το πλήκτρο F11 για να εμφανίσετε/κρύψετε το κουμπί. {ALT}0>{ALT}Απενεργοποιημένο, {ALT}1>{ALT}Συνετρίβη, {ALT}2>{ALT}Προσγειώθηκε." STR_GRAPHS_ZOOM_IN: "Μεγέθυνση (Γραφήματα)" STR_GRAPHS_ZOOM_OUT: "Σμίκρυνση (Γραφήματα)" STR_MARK_ALL_AS_SEEN: "Σήμανση Όλων Ως Ορατών" STR_SELL_ALL: "Πούλησε Όλα" STR_SELL_ALL_BUT_ONE: "Πούλησε Όλα Εκτός Από Ένα" STR_TRANSFER_ALL: "Μεταφορά Όλων" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Αφαίρεση Στρατιωτών από Όλα Τα Σκάφοι" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Αφαίρεση Στρατιωτών Από Ένα Σκάφος" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Αφαίρεση Εξοπλισμού Από Το Σκάφος" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Αφαίρεση Πανοπλίας Από Όλα Τα Σκάφη" STR_REMOVE_ARMOR_FROM_CRAFT: "Αφαίρεση Πανοπλιών Από Το Σκάφος" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Αφαιρέστε Τους Στρατιώτες Από Την Εκπαίδευση" STR_ADD_SOLDIERS_TO_TRAINING: "Προσθέστε Στρατιώτες Στην Εκπαίδευση" STR_INVENTORY_ARMOR: "Αλλάξτε την πανοπλία" STR_INVENTORY_AVATAR: "Αλλάξτε το Avatar" STR_INVENTORY_DIARY_LIGHT: "Προβολή Σύντομου Ημερολογίου" STR_ACTION_ITEM_1: "Αντικείμενο Δράση 1 (Στόχος/Χρήση)" STR_ACTION_ITEM_2: "Αντικείμενο Ενέργεια 2 (Σύντομο)" STR_ACTION_ITEM_3: "Αντικείμενο Ενέργεια 3 (Αυτόματη)" STR_ACTION_ITEM_4: "Αντικείμενο Δράση 4 (Σώμα με Σώμα)." STR_ACTION_ITEM_5: "Αντικείμενο Ενέργεια 5 (Πέταγμα)" STR_INSTA_SAVE: "Στιγμιαία αποθήκευση" STR_TOGGLE_QUICK_SEARCH: "Ενεργοποίηση Πεδίου Γρήγορης Αναζήτησης" STR_TOGGLE_NIGHT_VISION: "Ενεργοποίηση Νυχτερινής Όρασης" STR_HOLD_NIGHT_VISION: "Σύντομη Νυχτερινή Όραση" STR_SELECT_MUSIC_TRACK: "Επιλέξτε Μουσικό Κομμάτι" STR_TOGGLE_TOUCH_BUTTONS: "Εναλλαγή Πλήκτρων Αφής" STR_TOGGLE_BRIGHTNESS: "Εναλλαγή Φωτεινότητας (μόνο οπτικά)" STR_BRIEFING: "Σύνοψη" STR_TOGGLE_DEBUG_MODE: "Ενεργοποίηση Λειτουργίας Εντοπισμού Σφαλμάτων" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Σκοτώστε Όλους Τους Εξωγήινους" STR_PHYSICAL_TRAINING: "Εκπαίδευση Σε Πολεμικές Τέχνες" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "ΥΠΟΜΕΝΟΥΣΑ ΕΚΠΑΙΔΕΥΤΙΚΗ ΙΚΑΝΟΤΗΤΑ> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "ΕΓΕΙΝΕ" STR_NO_AMMO: "ΧΩΡΙΣ ΠΥΡΟΜΑΧΙΚΑ!" STR_START_FIRING: "Πυρ!" STR_SKIP_FIRING: "Αφήστε τους να μπουν…" STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Εξωγήινοι πύραυλοι προκάλεσαν ζημιά στη βάση μας {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Εξωγήινοι πύραυλοι κατέστρεψαν τη βάση μας {0}" STR_STARTING_CONDITION_COMMANDER: "Αυτή η αποστολή απαιτεί την παρουσία του διοικητή." STR_STARTING_CONDITION_CRAFT: "Αυτό το σκάφος είναι ακατάλληλο για αυτήν την αποστολή." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Αυτό το σκάφος είναι ακατάλληλο για αυτήν την αποστολή.{NEWLINE}{NEWLINE}Επιτρεπόμενο σκάφος: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Αυτό το σκάφος είναι ακατάλληλο για αυτήν την αποστολή.{NEWLINE}{NEWLINE}Απαγορευμένο σκάφος: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Ορισμένοι στρατιώτες δεν μπορούν να συμμετάσχουν σε αυτήν την αποστολή." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Ορισμένοι στρατιώτες δεν μπορούν να συμμετάσχουν σε αυτήν την αποστολή.{NEWLINE}{NEWLINE}Επιτρεπόμενοι τύποι στρατιωτών: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Ορισμένοι στρατιώτες δεν μπορούν να συμμετάσχουν σε αυτήν την αποστολή.{NEWLINE}{NEWLINE}Απαγορευμένοι τύποι στρατιωτών: {0}" STR_STARTING_CONDITION_ITEM: "Αυτή η αποστολή απαιτεί συγκεκριμένο(α) αντικείμενο(α):{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "ΑΝΕΠΑΡΚΗ ΚΑΥΣΙΜΑ!{SMALLLINE}Ο προορισμός είναι εκτός εμβέλειας του σκάφους." STR_TOO_MANY_ITEMS_ONBOARD: "ΠΑΡΑ ΠΟΛΛΑ ΑΝΤΙΚΕΙΜΕΝΑ!{SMALLLINE}Αυτό το σκάφος δεν μπορεί να μεταφέρει τόσα πολλά αντικείμενα." STR_ARMOR_NOT_ALLOWED_ONBOARD: "Η ΘΩΡΑΚΙΣΗ ΔΕΝ ΕΠΙΤΡΕΠΕΤΑΙ!{SMALLLINE}Μερικοί στρατιώτες φορούν απαγορευμένη πανοπλία." STR_FOLLOW_WING_LEADER_QUESTION: "Ακολουθήστε τον αρχηγό της πτέρυγας;" STR_ASSIGN_PILOTS: "Αναθέστε πιλότους..." STR_NOT_ENOUGH_PILOTS: "Δεν υπάρχουν αρκετοί πιλότοι!{NEWLINE}Ελάχιστο: {0}" STR_DAILY_PILOT_EXPERIENCE: "Καθημερινή Εμπειρία Πιλότου" STR_UFO_SHIELD_HIT: "ΧΤΥΠΗΣΑΤΕ ΤΙΣ ΑΣΠΙΔΕΣ!" STR_UFO_HIT_NO_DAMAGE: "ΑΝΑΠΗΔΗΣΕ ΑΠΟ ΤΟ ΣΚΑΦΟΣ!" STR_UFO_SHIELD_DOWN: "ΤΕΛΟΣ ΟΙ ΑΣΠΙΔΕΣ ΤΟΥ ΕΧΘΡΟΥ!" STR_UFO_HIT_GLANCING: "ΑΣΤΡΑΠΙΑΙΟ ΧΤΥΠΗΜΑ!" STR_INTERCEPTOR_SHIELD_HIT: "ΟΙ ΑΣΠΙΔΕΣ ΜΑΣ ΚΡΑΤΟΥΝ!" STR_TRACTOR_BEAM_ENGAGED: "Η ΔΕΣΜΗ ΕΛΞΗΣ ΕΙΝΑΙ ΕΝΕΡΓΟΠΟΙΗΜΕΝΗ!" STR_TRACTOR_BEAM_DISENGAGED: "ΑΠΕΝΕΡΓΟΠΟΙΗΣΗ ΔΕΣΜΗΣ ΕΛΞΗΣ" STR_SELF_DESTRUCT_ACTIVATED: "Η ΑΥΤΟΚΑΤΑΣΤΡΟΦΗ ΕΝΕΡΓΟΠΟΙΗΘΗΚΕ!" STR_SELF_DESTRUCT_CANCELLED: "Η ΑΥΤΟΚΑΤΑΣΤΡΟΦΗ ΑΠΕΝΕΡΓΟΠΟΙΗΘΗΚΕ!" STR_MISSILE_DAMAGED: ">>> Ο ΠΥΡΑΥΛΟΣ ΕΧΕΙ ΖΗΜΙΑ <<<" STR_MISSILE_DESTROYED: ">>> Ο ΠΥΡΑΥΛΟΣ ΚΑΤΑΣΤΡΑΦΗΚΕ <<<" STR_EXTENDED_LINKS: "Σύνδεσμοι" STR_AUTO_PATROL: "ΑΥΤΟΠΕΡΙΠΟΛΙΑ" STR_ETA: "ETA>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Δεν υπάρχουν αρκετά {0} για να επανοπλιστεί το {1} στο {2}" STR_UFO_STARTED_HUNTING: "Ο χρήστης {0} βρίσκεται σε μια πορεία αναχαίτισης με τον {1}" STR_CRAFT_IS_READY: "Το {0} στο {1} είναι έτοιμο." STR_ECONOMY_WARNING: "Τα κεφάλαια {0} και το εισόδημα {1} είναι χαμηλά και η συντήρηση {2} πολύ υψηλή! Πουλήστε κάτι για να αποφύγετε την πίστωση... λείπουν κεφάλαια: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "ΕΠΕΚΤΕΙΝΟΜΕΝΟ" STR_RETURNING: "ΕΠΙΣΤΡΕΦΟΝΤΑΣ" STR_INTERCEPTING: "ΑΝΑΧΑΙΤΊΖΟΝΤΑΣ" STR_ESCORTING: "ΣΥΝΟΔΕΙΑ" STR_EN_ROUTE: "ΣΤΗ ΔΙΑΔΡΟΜΗ" STR_PILOT_MISSING: "Ο ΠΙΛΟΤΟΣ ΑΓΝΟΕΙΤΑΙ" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Μπόνους Απόδοσης" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "Ο {0} αποκήρυξε το σύμφωνο με εξωγήινες δυνάμεις και του επετράπη να επιστρέψει στο έργο." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "Οι {0} έχουν αποκηρύξει το σύμφωνο με εξωγήινες δυνάμεις και τους επετράπη να επιστρέψουν στο έργο." STR_WE_CAN_NOW_RENT: "Τώρα μπορούμε να νοικιάσουμε" STR_REQUIRED_BASE_SERVICES: "Απαιτούμενες υπηρεσίες βάσης: {0}" STR_WE_CAN_NOW_BUILD: "Τώρα μπορούμε να χτίσουμε" STR_WE_CAN_NOW_PURCHASE: "Τώρα μπορούμε να αγοράσουμε" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Δεν υπάρχει αρκετός χώρος διαβίωσης{NEWLINE}{0}{NEWLINE}στο{NEWLINE}{1}" STR_INFO: "ΠΛΗΡΟΦΟΡΙΕΣ" STR_DESPAWN_PENALTY: "Despawn ποινή> {0}" STR_TRAINING_FINISHED: "Η εκπαίδευση ολοκληρώθηκε{NEWLINE}στις {0}" STR_PSI_TRAINING_FINISHED: "Η εκπαίδευση Ψ ολοκληρώθηκε{NEWLINE}στις {0}" STR_IGNORE_UC: "ΑΓΝΟΗΣΕ" STR_UFO_TRACKER: "Ανιχνευτής ΑΤΙΑ" STR_UPDATE: "Αναβάθμηση" STR_LATEST_VERSION_INFO: "Χρησιμοποιείτε την πιο πρόσφατη έκδοση του OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Αυτή η τροποποίηση απαιτεί την έκδοση {0} του βασικού παιχνιδιού για να εκτελεστεί σωστά. Ενεργοποίηση αυτής της τροποποίησης;" STR_VERSION_REQUIRED_QUESTION: "Αυτή η τροποποίηση απαιτεί OXCE v{0} για να εκτελεστεί σωστά. Ενεργοποίηση αυτής της τροποποίησης;" STR_OPEN_MODS_FOLDER: "Άνοιξε" STR_GLOBE_TEXTURE: "Υφή Υδρόγειου" STR_NOTES: "Σημειώσεις" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "ΆΛΛΟ" STR_BASESCAPE: "Βασικό τοπίο" STR_AI: "AI" STR_PATH_ENERGY_COST: "Ενέργεια" STR_PATH_ENERGY_COST_DESC: "Κάνοντας κλικ εμφανίζεται η ενέργεια που θα απομένει στη μονάδα σας μετά τη μετακίνηση στον προορισμό." STR_VEHICLES_LOST: "Τα οχήματα χάθηκαν" STR_CRAFT_LOST_DOGFIGHT: "Αναχαιτιστικά χάθηκαν" STR_CRAFT_LOST_MISSION: "Μεταγωγικά χάθηκαν" STR_ALIEN_BASES_DESTROYED: "Βάση εξωγήινων καταστράφηκε" STR_XCOM_BASES_LOST: "Βάσεις χάθηκαν" STR_TEST_SCREEN: "ΟΘΟΝΗ ΔΟΚΙΜΗΣ" STR_PALETTE: "Παλέτα:" STR_PREVIEW: "Προεπισκόπηση" STR_TINY_BORDERLESS: "Μικροσκοπικό, χωρίς περιθώρια" STR_TINY_BORDER: "Μικροσκοπικό" STR_SMALL_LOW_CONTRAST: "Μικρό" STR_SMALL_HIGH_CONTRAST: "Μικρή, υψηλή αντίθεση" STR_BIG_LOW_CONTRAST: "Μεγάλη" STR_BIG_HIGH_CONTRAST: "Μεγάλη, υψηλή αντίθεση" STR_TEST_CASE: "Περίπτωση δοκιμής:" STR_RUN: "Εκτελέστε την επιλεγμένη δοκιμή!" STR_TESTS_STARTING: "Έναρξη..." STR_TESTS_ERRORS_FOUND: "Συνολικά σφάλματα που βρέθηκαν (μπορεί να υπάρχουν διπλότυπα): {0}" STR_TESTS_NO_ERRORS_FOUND: "Δεν βρέθηκαν σφάλματα." STR_TESTS_FINISHED: "Ολοκληρωμένος." STR_DETAILED_INFO_IN_LOG_FILE: "Οι αναλυτικές πληροφορίες έχουν αποθηκευτεί στο openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "ΚΑΝΕΝΑ" STR_INFO_UFOPEDIA: "ΠΛΗΡΟΦΟΡΙΕΣ" STR_COCKPIT_CAPACITY: "ΠΙΛΟΤΟΙ>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "ΜΑΞΙΜΟΥΜ ΑΠΟΣΤΑΣΗ>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "ΜΙΝΙΜΟΥΝ ΑΠΟΣΤΑΣΗ>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" STR_TRACTOR_BEAM_POWER: "Δύναμη" STR_WEIGHT_PEDIA1: "Wt: {0}" STR_WEIGHT_PEDIA2: "Wt: {0}/{1}" STR_SHOT_TYPE_MELEE: "Σώμα με σώμα" STR_ACCURACY_MODIFIER: "Τροποποιητής Ευστοχίας>{ALT} {0}" STR_POWER_BONUS: "Μπόνους ισχύος>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "πολλαπλά μπόνους σε διάφορα συμβατά πυρομαχικά" STR_STATS_FOR_NERDS: "Στατιστικά για Σπασίκλες" STR_ARTICLE: "Άρθρο>{ALT} {0}" STR_COMPATIBLE_AMMO: "Συμβατά πυρομαχικά:" STR_BUILT_IN_ITEMS: "Ενσωματωμένα είδη:" STR_CLIP_SIZE_UNLIMITED: "απεριόριστα" STR_SHOTGUN_BEHAVIOR_OXCE: "εκτεταμένο" STR_INCLUDE_DEBUG: "ΕΝΤΟΠΙΣΜΟΣ ΣΦΑΛΜΑΤΩΝ" STR_INCLUDE_IDS: "Ταυτότητες" STR_INCLUDE_DEFAULTS: "ΠΡΟΕΠΙΛΟΓΕΣ" STR_TRUE: "αλήθες" STR_FALSE: "ψευδής" STR_PSI_SKILL_AND_PSI_STRENGTH: "ΔΕΞΙΟΤΗΤΑ Ψ*ΔΥΝΑΜΗ Ψ" STR_STRENGTH_AND_MELEE_ACCURACY: "ΔΥΝΑΜΗ* ΑΚΡΙΒΕΙΑ ΣΥΜΠΛΟΚΗΣ" STR_STRENGTH_AND_THROWING_ACCURACY: "ΔΥΝΑΜΗ*ΑΚΡΙΒΕΙΑ ΡΙΨΗΣ" STR_FIRING_ACCURACY_AND_REACTIONS: "ΑΚΡΙΒΕΙΑ ΒΟΛΗΣ*ΑΝΤΙΔΡΑΣΕΙΣ" STR_HEALTH_CURRENT: "ΤΡΕΧΟΥΣΑ ΥΓΕΙΑ" STR_MANA_CURRENT: "ΤΡΕΧΟΥΣΑ ΜΑΓΕΙΑ" STR_TIME_UNITS_CURRENT: "ΤΡΕΧΟΥΣΕΣ ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_STUN_LEVEL_CURRENT: "ΤΡΕΧΟΝ ΕΠΙΠΕΔΟ ΑΝΑΙΣΘΗΣΙΑΣ" STR_HEALTH_NORMALIZED: "ΟΜΑΛΟΠΟΙΗΜΕΝΗ ΥΓΕΙΑ" STR_MANA_NORMALIZED: "ΟΜΑΛΟΠΟΙΗΜΕΝΗ ΜΑΓΕΙΑ" STR_TIME_UNITS_NORMALIZED: "ΟΜΑΛΟΠΟΙΗΜΕΝΕΣ ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_ENERGY_NORMALIZED: "ΟΜΑΛΟΠΟΙΗΜΕΝΗ ΕΝΕΡΓΕΙΑ" STR_MORALE_NORMALIZED: "ΟΜΑΛΟΠΟΙΗΜΕΝΟ ΗΘΙΚΟ" STR_STUN_LEVEL_NORMALIZED: "ΟΜΑΛΟΠΟΙΗΜΕΝΟ ΕΠΙΠΕΔΟ ΑΝΑΙΣΘΗΣΙΑΣ" STR_ENERGY_REGENERATION: "ΑΝΑΠΛΗΡΩΣΗ ΕΝΕΡΓΕΙΑΣ" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "ACC*REA" STR_HEALTH_CURRENT_ABBREVIATION: "ΤΡΕΧΟΥΣΑ ΥΓΕΙΑ" STR_MANA_CURRENT_ABBREVIATION: "ΤΡΕΧΟΥΣΑ ΜΑΓΕΙΑ" STR_TIME_UNITS_CURRENT_ABBREVIATION: "ΤΡΕΧΟΥΣΕΣ ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "ΤΡΕΧΟΝ ΕΠΙΠΕΔΟ ΑΝΑΙΣΘΗΣΙΑΣ" STR_HEALTH_NORMALIZED_ABBREVIATION: "ΟΜΑΛΟΠΟΙΗΜΕΝΗ ΥΓΕΙΑ" STR_MANA_NORMALIZED_ABBREVIATION: "ΟΜΑΛΟΠΟΙΗΜΕΝΗ ΜΑΓΕΙΑ" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "ΟΜΑΛΟΠΟΙΗΜΕΝΕΣ ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_ENERGY_NORMALIZED_ABBREVIATION: "ΟΜΑΛΟΠΟΙΗΜΕΝΗ ΕΝΕΡΓΕΙΑ" STR_MORALE_NORMALIZED_ABBREVIATION: "ΟΜΑΛΟΠΟΙΗΜΕΝΟ ΗΘΙΚΟ" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "ΟΜΑΛΟΠΟΙΗΜΕΝΟ ΕΠΙΠΕΔΟ ΑΝΑΙΣΘΗΣΙΑΣ" STR_ENERGY_REGENERATION_ABBREVIATION: "ΑΝΑΠΛΗΡΩΣΗ ΕΝΕΡΓΕΙΑΣ" STR_TIME_UNITS_SCALED: "ΚΛΙΜΑΚΩΜΕΝΕΣ ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_STAMINA_SCALED: "ΚΛΙΜΑΚΕΥΜΕΝΗ ΑΝΤΟΧΗ" STR_HEALTH_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΥΓΕΙΑ" STR_BRAVERY_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗΓΕΝΝΑΙΟΤΗΤΑ" STR_REACTIONS_SCALED: "ΚΛΙΜΑΚΩΜΕΝΕΣ ΑΝΤΙΔΡΑΣΕΙΣ" STR_FIRING_ACCURACY_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΑΚΡΙΒΕΙΑ ΒΟΛΗΣ" STR_THROWING_ACCURACY_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΑΚΡΙΒΕΙΑ ΡΙΨΗΣ" STR_STRENGTH_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΔΥΝΑΜΗ" STR_PSIONIC_STRENGTH_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΨΙΟΝΙΚΗ ΔΥΝΑΜΗ" STR_PSIONIC_SKILL_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΨΙΟΝΙΚΗ ΔΕΞΙΟΤΗΤΑ" STR_MELEE_ACCURACY_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΑΚΡΙΒΕΙΑ ΣΥΓΚΡΟΥΣΗΣ" STR_MANA_POOL_SCALED: "ΚΛΙΜΑΚΩΜΕΝΟ ΤΑΜΕΊΟ ΜΑΓΕΙΑΣ" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΔΕΞΙΟΤΗΤΑ Ψ*ΔΥΝΑΜΗ Ψ" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΔΥΝΑΜΗ*ΑΚΡΙΒΕΙΑ ΣΥΓΚΡΟΥΣΗΣ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΔΥΝΑΜΗ*ΑΚΡΙΒΕΙΑ ΡΙΨΗΣ" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "ΚΛΙΜΑΚΩΜΕΝΗ ΑΚΡΙΒΕΙΑ ΒΟΛΗΣ*ΑΝΤΙΔΡΑΣΕΙΣ" STR_TIME_UNITS_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ TU" STR_STAMINA_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ STA" STR_HEALTH_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ HP" STR_BRAVERY_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ BRV" STR_REACTIONS_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ REA" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ ACC" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ THR" STR_STRENGTH_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ STR" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ PST" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ PSK" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ MEL" STR_MANA_POOL_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ MAN" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "ΚΛΙΜΑΚΩΜΕΝΕΣ ACC*REA" STR_COST_TIME: "χρόνος" STR_COST_ENERGY: "ενέργεια" STR_COST_MORALE: "ηθικό" STR_COST_HEALTH: "υγεία" STR_COST_STUN: "ζάλη" STR_COST_MANA: "μαγεία" STR_COST_BUILD: "χτίσε" STR_COST_REFUND: "επιστροφή" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} ναυτικά μίλια" STR_KILOMETERS_PER_HOUR: "{0} χμ/ω" STR_SECONDS_LONG: "{0} δευτερόλεπτα" STR_RACE_BONUS: "Μπόνους αγώνα" STR_FOR_DIFFICULTY: "για δυσκολία: {0}" STR_NOT_AWARDED_YET: "Δεν έχει βραβευτεί ακόμη" ================================================ FILE: bin/common/Language/OXCE/en-GB.yml ================================================ en-GB: #=================== Basescape =================== #BasescapeState.cpp STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "CANNOT DISMANTLE FACILITY!{SMALLLINE}Facility cannot be removed during upgrading." #BaseView.cpp STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "CANNOT BUILD HERE!{SMALLLINE}Existing facility is already being built over." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "CANNOT BUILD HERE!{SMALLLINE}Selected facility must completely cover existing facility." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "CANNOT BUILD HERE!{SMALLLINE}Existing facility cannot be upgraded over by selected facility." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "CANNOT BUILD HERE!{SMALLLINE}Existing facility cannot be built over." STR_CANNOT_BUILD_QUEUE_OFF: "CANNOT BUILD HERE!{SMALLLINE}Connecting facilities must finish construction first." STR_CANNOT_BUILD_UPGRADE_ONLY: "CANNOT BUILD HERE!{SMALLLINE}This facility can be built only as an upgrade of another facility." STR_FACILITY_FORBIDDEN_BY_OTHER: "CANNOT BUILD HERE!{SMALLLINE}Some existing facility forbids building this facility." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "CANNOT BUILD HERE!{SMALLLINE}Some existing facility would be forbidden by this facility." STR_NOT_ENOUGH_ITEMS: "NOT ENOUGH MATERIALS!{SMALLLINE}We need more resources to build this facility.{NEWLINE}Missing> {0}: {1}" #CraftArmorState.cpp STR_ID: "ID" STR_FIRST_LETTER: "FIRST LETTER" STR_SOLDIER_TYPE: "SOLDIER TYPE" STR_IDLE_DAYS: "IDLE DAYS" STR_MANA: "MANA" STR_MANA_POOL: "MANA POOL" STR_MANA_MISSING: "MANA MISSING" #CraftEquipmentLoadState.cpp STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Load Craft Loadout" STR_EMPTY_SLOT_N: "Empty slot {0}" STR_UNNAMED_SLOT_N: "Unnamed slot {0}" STR_ADD_ON_TOP: "Add on top" #CraftEquipmentSaveState.cpp STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Save Craft Loadout" STR_SAVE_UC: "SAVE" #CraftEquipmentState.cpp STR_ALL: "Everything" STR_EQUIPPED: "Equipped" STR_NOT_EQUIPPED: "Not equipped" STR_UNASSIGNED: "Other" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}Maximum storage space: {0}" #CraftInfoState.cpp STR_PILOTS: "PILOTS" STR_SHIELD: "SHIELD>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" #CraftPilotSelectState.cpp STR_SELECT_PILOT: "Select Pilot" #CraftPilotsState.cpp STR_PILOTS_FOR_CRAFT: "Pilot(s) for {0}" STR_PILOTS_REQUIRED: "Pilot(s) required: {ALT}{0}" STR_ADD_PILOT: "Add Pilot" STR_REMOVE_ALL_PILOTS: "Remove All Pilots" STR_ACCURACY_BONUS: "Accuracy bonus:" STR_DODGE_BONUS: "Dodge bonus:" STR_APPROACH_SPEED: "Approach speed:" STR_COWARDLY: "Cowardly (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Bold (+50%)" STR_VERY_BOLD: "Very bold (+100%)" #CraftSoldiersState.cpp STR_ARMOR_GROUP_NOT_ALLOWED: "This armor type is not allowed onboard." STR_SOLDIER_GROUP_NOT_ALLOWED: "This soldier type is not allowed onboard." STR_SOLDIER_GROUP_NOT_SAME: "This soldier type is not compatible with other soldiers onboard." STR_CRAFT_DEPLOYMENT_PREVIEW: "Preview" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Preview *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "This feature allows you to preview and customise the deployment of your units at the beginning of a battle. You have unlimited movement. Press and hold 'Alt' to highlight valid unit positions. Click on the 'Abort Mission' icon to save a custom deployment. Click on the 'End Turn' icon to exit the preview.{NEWLINE}Note that adding any new soldiers or vehicles to the craft automatically invalidates the saved custom deployment. Presence of a custom deployment is indicated by an asterisk on the 'Preview' button." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "This feature allows you to preview and modify the deployment table of this craft type. Any changes will apply to all your current craft and also to any craft you buy or manufacture later in the campaign. You start with the maximum number of soldiers. Each soldier represents one row in the deployment table. Soldier names correspond to row numbers. To provide space for a 2x2 unit, place 4 soldiers in a 2x2 square. If space is not provided, the 2x2 unit will be missing in a real battle." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "This feature allows you to preview your base.{NEWLINE}Have fun!{NEWLINE}{NEWLINE}Click on the 'End Turn' icon to exit the preview." #CraftWeaponsState.cpp STR_NOT_ENOUGH_CARGO_SPACE: "NOT ENOUGH CARGO SPACE AVAILABLE!{SMALLLINE}Use a different module or reduce the assigned crew." STR_NOT_ENOUGH_STORAGE_SPACE_1: "NOT ENOUGH STORAGE SPACE AVAILABLE!{SMALLLINE}Too many items! Use a different module or reduce the assigned equipment." STR_NOT_ENOUGH_STORAGE_SPACE_2: "NOT ENOUGH STORAGE SPACE AVAILABLE!{SMALLLINE}The items take up too much space! Use a different module or reduce the size of assigned equipment." #DismantleFacilityState.cpp STR_REFUND_VALUE: "Sales value> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Expenses> {ALT}{0}" #GlobalManufactureState.cpp STR_PRODUCTION_OVERVIEW: "PRODUCTION OVERVIEW" #GlobalResearchDiaryState.cpp STR_RESEARCH_DIARY: "RESEARCH DIARY" STR_DISCOVERY_SOURCE_BASE: "This item was discovered via a research project.{NEWLINE}Research base> {ALT}{1}{ALT}{NEWLINE}Item code> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "This item was given for free from another research project.{NEWLINE}From research project> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "This technical item was discovered automatically.{NEWLINE}After research project> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "This item was given for free as a mission reward.{NEWLINE}Mission type> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "This item was given for free as an event reward.{NEWLINE}Event type> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" #GlobalResearchState.cpp STR_RESEARCH_OVERVIEW: "RESEARCH OVERVIEW" #GlobalAlienContainmentState.cpp STR_PRISONER_OVERVIEW: "PRISONER OVERVIEW" STR_PRISONER: "PRISONER" STR_PRISONER_AMOUNT: "AMOUNT" STR_PRISONER_INTERROGATED: "INTERROGATED" STR_TOTAL_IN_PRISON: "Space Used>{ALT}{0}" STR_TOTAL_INTERROGATED: "Interrogated>{ALT}{0}" STR_PRISON_TYPE: "Alien Containment" #ManageAlienContainmentState.cpp STR_KILL_SELECTED: "Kill" STR_SELL_SELECTED: "Sell" STR_GO_TO_TRANSFERS: "Transfer..." STR_PRISON_CLEANUP: "Prison Cleanup" #ManufactureDependenciesTreeState.cpp STR_TOPIC: "Topic>{ALT} {0}" STR_SHOW_ALL: "Show all" STR_NO_DEPENDENCIES: "No dependencies." STR_DIRECT_DEPENDENCIES: "Direct dependencies" STR_LEVEL_2_DEPENDENCIES: "Level 2 dependencies" STR_LEVEL_3_DEPENDENCIES: "Level 3 dependencies" STR_LEVEL_4_DEPENDENCIES: "Level 4 dependencies" STR_MORE_DEPENDENCIES: "There are even deeper dependencies..." STR_END_OF_SEARCH: "End of search." #ManufactureInfoState.cpp STR_FALLBACK_PRODUCTION: "FALLBACK" STR_REFUND_PRODUCTION: "REFUND!" STR_HOURS_PER_UNIT: "HOURS PER UNIT>{ALT}{0}" #ManufactureStartState.cpp STR_PERSON_JOINING: "Person Joining" STR_RANDOM_PRODUCTION_DISCLAIMER: "Random production!" #MonthlyCostsState.cpp STR_OTHER_EMPLOYEES: "Other Staff & Inventory" #NewManufactureListState.cpp STR_SHOW_ONLY_NEW: "Show only new" STR_FILTER_DEFAULT: "Default" STR_FILTER_DEFAULT_SUPPLIES_OK: "Default (supplies OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Default (no supplies)" STR_FILTER_FACILITY_REQUIRED: "Facility Missing" STR_FILTER_HIDDEN: "Hidden" STR_FILTER_EQUIPPED: "Equipped" STR_FILTER_MISSING: "Missing" #NewResearchListState.cpp STR_SORT_DEFAULT: "Default" STR_SORT_BY_COST: "By cost" STR_SORT_BY_NAME: "By name" #ProductionCompleteState.cpp STR_RANDOM_PRODUCTION_SUMMARY: "Summary" #PurchaseState.cpp STR_NOT_ENOUGH_PRISON_SPACE: "NOT ENOUGH ALIEN CONTAINMENT!{SMALLLINE}Build new alien containment or transfer aliens to other bases." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "MONTHLY PURCHASE LIMIT EXCEEDED!{SMALLLINE}More items will be available next month." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "MONTHLY PURCHASE LIMIT EXCEEDED!{SMALLLINE}More craft will be available next month." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "MONTHLY HIRING LIMIT EXCEEDED!{SMALLLINE}More recruits will be available next month." #SoldierArmorState.cpp STR_NOT_ENOUGH_CRAFT_SPACE: "Not enough space onboard!" #SoldierAvatarState.cpp STR_SELECT_AVATAR_FOR: "SELECT AVATAR FOR{NEWLINE}{0}" #SoldierBonusState.cpp STR_SOLDIER_BONUSES_FOR: "SOLDIER BONUSES FOR{NEWLINE}{0}" STR_SUMMARY: "Summary" #SoldierInfoState.cpp STR_MANA_RECOVERY: "MANA RECOVERY> {ALT}{0}" STR_HEALTH_RECOVERY: "HEALTH RECOVERY> {ALT}{0}" STR_BONUSES_BUTTON: "+" #SoldierRankState.cpp STR_PROMOTE_SOLDIER: "PROMOTE/DEMOTE{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANK" STR_OPENINGS_HEADER: "OPENINGS" #SoldierDiaryOverviewState.cpp STR_KILLER_AND_WEAPON: "{0}, {1}" #SoldiersState.h STR_TRAINING: "Training" STR_SOLDIER_INFO: "Soldier Info" #SoldierTransformState.cpp STR_SELECT_TRANSFORMATION_FOR: "SELECT TRANSFORMATION FOR{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" #SoldierTransformationAssignState.cpp STR_TRANSFER_TIME: "Transfer Time>{ALT}{0}" STR_RECOVERY_TIME: "Recovery Time>{ALT}{0}" STR_CURRENT_STATS: "Current stats" STR_CHANGES: "Changes" STR_CHANGES_MIN: "Changes (min)" STR_CHANGES_MAX: "Changes (max)" STR_BONUS_STATS: "Bonus stats" #SoldierTransformationListState.cpp STR_TRANSFORMATIONS_OVERVIEW: "Transformations Overview" STR_PROJECT_NAME: "PROJECT NAME" STR_AVAILABLE_MATERIALS: "AVAILABLE MATERIALS" STR_ELIGIBLE_SOLDIERS: "ELIGIBLE SOLDIERS" STR_SHOW_ONLY_ELIGIBLE: "Show Only Eligible" STR_ALL_SOLDIER_TYPES: "All Soldier Types" STR_ALL_SOLDIERS: "All Soldiers" STR_HEALTHY_SOLDIERS: "Healthy Soldiers" STR_WOUNDED_SOLDIERS: "Wounded Soldiers" STR_DEAD_SOLDIERS: "Dead Soldiers" #StoresState.cpp STR_GRAND_TOTAL: "Grand Total" #TechTreeSelectState.cpp STR_AVAILABLE_TOPICS: "AVAILABLE TOPICS" STR_QS_THREE_LETTERS_A: "Please enter at least 3 letters" STR_QS_THREE_LETTERS_B: "into the Quick Search box..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" #TechTreeViewerState.cpp STR_THIS_FEATURE_IS_DISABLED_1: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_2: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_3: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_4: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_5: "This feature is disabled." STR_TECH_TREE_VIEWER: "Tech Tree Viewer" STR_SELECT_TOPIC: "Select Topic" STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%" STR_ITEM_DESTROYED: "Item destroyed:" STR_ITEM_REQUIRED: "Item required:" STR_SERVICES_REQUIRED: "Services required:" STR_SERVICES_PROVIDED: "Services provided:" STR_SERVICES_FORBIDDEN: "Services forbidden:" STR_REQUIRES: "Requires:" STR_DEPENDS_ON: "Depends on:" STR_UNLOCKED_BY: "Unlocked by:" STR_DISABLED_BY: "Disabled by:" STR_REENABLED_BY: "Re-enabled by:" STR_GET_FOR_FREE_FROM: "Get for free from:" STR_IS_LOOKUP_OF: "Is lookup of:" STR_LOOKUP: "Lookup:" STR_SPAWNED_ITEMS: "Spawned items:" STR_SPAWNED_EVENT: "Spawned event:" STR_RANDOM_EVENTS: "Events:" STR_REQUIRED_BY: "Required by:" STR_REQUIRED_BY_TRANSFORMATIONS: "Required by transformations:" STR_LEADS_TO: "Leads to:" STR_UNLOCKS: "Unlocks:" STR_DISABLES: "Disables:" STR_REENABLES: "Re-enables:" STR_GIVES_ONE_FOR_FREE_SEQ: "Gives one for free (sequential):" STR_GIVES_ONE_FOR_FREE: "Gives one for free:" STR_RESEARCH_REQUIRED: "Research required:" STR_RESEARCH_REQUIRED_USE: "Research required (use):" STR_RESEARCH_REQUIRED_BUY: "Research required (buy):" STR_SERVICES_REQUIRED_BUY: "Services required (buy):" STR_PRODUCED_BY: "Produced by:" STR_SPAWNED_BY: "Spawned by:" STR_MATERIALS_REQUIRED: "Materials required:" STR_TTV_COST_PER_UNIT: "Cost per unit:" STR_TTV_ENGINEER_HOURS: "Engineer hours:" STR_TTV_WORK_SPACE_REQUIRED: "Work space required:" STR_ITEMS_PRODUCED: "Items produced:" STR_PERSON_RECRUITED: "Person recruited:" STR_UNLOCKS_ARCS: "Unlocks arcs:" STR_DISABLES_ARCS: "Disables arcs:" STR_UNLOCKS_MISSIONS: "Unlocks missions:" STR_DISABLES_MISSIONS: "Disables missions:" STR_UNLOCKS_EVENTS: "Unlocks events:" STR_DISABLES_EVENTS: "Disables events:" STR_AFFECTS_GAME_PROGRESSION: "Affects game progression!" #TransferItemsState.cpp STR_ITEMS_AT_DESTINATION: "Items at destination" STR_PRISONERS: "Prisoners" STR_ARMORS: "Armors" STR_FILTER_RESEARCHED: "Fully researched" STR_FILTER_RESEARCHABLE: "Researchable" #=================== Battlescape =================== #AbortMissionState.cpp STR_CRAFT_DEPLOYMENT_QUESTION: "Save Craft Deployment?" #ActionMenuState.cpp STR_MUST_USE_BOTH_HANDS: "Both hands are required for this!" #BattlescapeGame.cpp STR_NOT_ENOUGH_MORALE: "Not Enough Morale!" STR_NOT_ENOUGH_HEALTH: "Not Enough Health!" STR_NOT_ENOUGH_MANA: "Not Enough Mana!" STR_NOT_ENOUGH_STUN: "Stun level is too high!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Action Successful" STR_LINE_OF_SIGHT_REQUIRED: "Line of sight (LoS) required." #BattlescapeState.cpp STR_CENTER_ON_WOUNDED_FRIEND: "Centre on Wounded Friend" STR_CENTER_ON_DIZZY_FRIEND: "Centre on Dizzy Friend" STR_BUG_HUNT_ACTIVATED: "Bug Hunt mode activated: enemies are visible on the minimap!" STR_QUICK_MODE_ACTIVATED: "Usain Bolt mode activated.{NEWLINE}Press Ctrl+S again to deactivate." STR_QUICK_MODE_DEACTIVATED: "Usain Bolt mode deactivated." STR_SINGLE_MAP_LAYER_ACTIVATED: "Single map layer mode activated.{NEWLINE}Press Ctrl+C again to deactivate." STR_SINGLE_MAP_LAYER_DEACTIVATED: "Single map layer mode deactivated." STR_TARGET_ENEMY: "; Target = ENEMY" STR_TARGET_NEUTRAL: "; Target = NEUTRAL" STR_TARGET_FRIEND: "; Target = FRIEND" STR_TARGET_YOURSELF: "; Target = YOURSELF" STR_TARGET_ON_THE_GROUND: " (on the ground)" STR_USE_SPECIAL_ITEM: "Use Special Item" STR_NO_EXPERIENCE_YET: "No experience yet:" #BriefingState.cpp STR_OPERATION_UC: "OPERATION> {0}" #BriefingLightState.cpp STR_WHAT_CAN_I_WEAR: "What can I wear?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "This mission requires specific gear.{NEWLINE}{NEWLINE}Forbidden armour types are: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "This mission requires specific gear.{NEWLINE}{NEWLINE}Allowed armour types are: {0}" #ConfirmEndMissionState.cpp STR_MISSION_OVER: "Mission complete." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} of us is still fatally wounded" other: "{N} of us are still fatally wounded" STR_END_MISSION_QUESTION: "End Mission?" #DebriefingState.cpp STR_LOOT: "LOOT" STR_SELL: "SELL" STR_LIVE_ALIENS_SURRENDERED: "ENEMIES SURRENDERED" STR_MISSION_ABORTED: "MISSION ABORTED" STR_VIPS_SAVED: "VIPS SAVED" STR_VIPS_LOST: "VIPS LOST" STR_BOUNTY: "BOUNTY" STR_MANA_ABBREVIATION: "MAN" #ExperienceOverviewState.cpp STR_EXPERIENCE_OVERVIEW: "Experience Overview" #Inventory.cpp STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "It's not allowed to place that item there.{NEWLINE}Don't ask why!" STR_ONE_HAND_MUST_BE_EMPTY: "At least one hand must be empty!" #InventoryLoadState.cpp STR_LOAD_EQUIPMENT_TEMPLATE: "Load Equipment Template" #InventorySaveState.cpp STR_SAVE_EQUIPMENT_TEMPLATE: "Save Equipment Template" #InventoryState.cpp STR_FIRING_SHORT: "Firing>{ALT}{0}" STR_THROWING_SHORT: "Throw>{ALT}{0}" STR_MELEE_SHORT: "Melee>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "PERSONAL EQUIPMENT" STR_SAVE_PERSONAL_EQUIPMENT: "Save Personal Equipment" STR_LOAD_PERSONAL_EQUIPMENT: "Load Personal Equipment" STR_PERSONAL_EQUIPMENT_SAVED: "Personal equipment saved." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Personal equipment is not defined yet." STR_SLOT: "Slot>{ALT}{0}" #Map.cpp STR_THINKING: "Thinking..." #NextTurnState.cpp STR_TELL_ME_MORE: "Tell me more..." STR_REINFORCEMENTS_ALERT: "Reinforcements alert!" STR_HIT_LOG_NEW_TURN: "New Turn" #ProjectileFlyBState.cpp STR_FAILED_CQB_CHECK: "Enemy managed to interrupt your attack!" STR_NO_TRAJECTORY: "No viable trajectory!" STR_HIT_LOG_NEW_BULLET: "=> " #SkillMenuState.cpp STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "This skill needs an item!" #TileEngine.cpp STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "hit " STR_HIT_LOG_BIG_DAMAGE: "HIT " STR_HIT_LOG_REACTION_FIRE: "Reaction fire..." #TurnDiaryState.cpp STR_HIT_LOG: "Hit Log" #=================== Engine =================== #TouchState.cpp STR_BUTTON_TOUCH: "Touch" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "LMB" STR_BUTTON_RMB: "RMB" STR_BUTTON_MMB: "MMB" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" #Options.cpp STR_LAZY_LOADING: "Lazy loading" STR_LAZY_LOADING_DESC: "If enabled, graphic resources are loaded on-demand. Otherwise everything is loaded at start-up." STR_VSYNC_FOR_OPENGL: "VSync for OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Turn off for maximum enemy hidden movement speed and (optionally) soldier movement speed. DO NOT set FPS limit to 0. Only applies to OpenGL rendering." #==== General =============== STR_UPDATE_CHECK: "Automatic update check" STR_UPDATE_CHECK_DESC: "If enabled, OpenXcom will automatically check for updates and give you an option to update itself by a single button click." STR_AUTOSAVE_SLOTS: "Autosave slots" STR_AUTOSAVE_SLOTS_DESC: "Number of slots for Battlescape autosaves." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Autosave Frequency (Geoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Amount of days after which the game will be automatically saved." STR_GEO_AUTOSAVE_SLOTS: "Autosave slots (Geoscape)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Number of slots for Geoscape autosaves." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Extended links" STR_OXCE_LINKS_DESC: "Enables additional menus/buttons/links for OXCE features." STR_PEDIA_SHOW_CLIP_SIZE: "Show clip size in Ufopedia" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "If enabled, ammo clip sizes will be displayed next to ammo icons in the Ufopedia." #==== Geoscape =============== STR_INTERCEPT_TABLE_SIZE: "Intercept table size" STR_INTERCEPT_TABLE_SIZE_DESC: "Size of the tables in the following dialog windows: Intercept, UFO Tracker." STR_SHOW_SLACKING_INDICATOR: "Show slacking indicator" STR_SHOW_SLACKING_INDICATOR_DESC: "If enabled, number of unassigned scientists and engineers will be displayed." STR_SHOW_MAINTENANCE_TIME: "Show craft maintenance time" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Don't show {ALT}1>{ALT} Show only current activity duration {ALT}2>{ALT} Show all together (repair + rearm + refuel)." STR_SHOW_ETA: "Show estimated flight duration" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Don't show {ALT}1>{ALT} Show ETA for static targets only {ALT}2>{ALT} Show ETA also for moving targets." STR_UFO_LANDING_ALERT: "UFO landing alert" STR_UFO_LANDING_ALERT_DESC: "If enabled, a message will pop up each time a detected UFO lands." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Remember disabled craft weapons" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Craft weapons disabled during a dogfight will stay disabled. They will also not be rearmed at the base." STR_GEO_EVENT_INSTANT_DELIVERY: "Instant item delivery in events" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "If enabled, items from geoscape events arrive instantly. Otherwise, they arrive 1 hour later." STR_SHOW_BASE_NAME_IN_POPUPS: "Show base name in pop-ups" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "If enabled, corresponding base name is displayed in pop-up windows (e.g. Research Completed)." #==== Basescape =============== STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Alternate craft equipment management" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "If enabled, moving soldiers between a base and a craft will move their equipment too (if possible)." STR_BASE_INFO_SCALE: "Scale large bars in base info" STR_BASE_INFO_SCALE_DESC: "If enabled, bars larger than 140 are scaled down to fit the UI." STR_HIGHLIGHT_NEW: "Highlight new topics" STR_HIGHLIGHT_NEW_DESC: "If enabled, new research topics, new manufacturing topics and new ufopedia articles are shown in different colour." STR_RESEARCH_SCROLL_SPEED: "Research scroll speed" STR_RESEARCH_SCROLL_SPEED_DESC: "Scientists can be (un)assigned directly in the Current Research UI using the mouse scroll button." STR_RESEARCH_SCROLL_SPEED_CTRL: "Research scroll speed (with Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Scientists can be (un)assigned directly in the Current Research UI using the mouse scroll button." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Alternate filter in Manufacturing" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "If enabled, the UI shows only production items for which there are enough supplies." STR_MANUFACTURE_SCROLL_SPEED: "Manufacture scroll speed" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Engineers can be (un)assigned directly in the Current Production UI using the mouse scroll button." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Manufacture scroll speed (with Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Engineers can be (un)assigned directly in the Current Production UI using the mouse scroll button." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Include armor in personal equipment" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "If enabled, soldier personal equipment layout is saved including the worn armor." STR_MANUALPROMOTIONS: "Manual promotions" STR_MANUALPROMOTIONS_DESC: "If enabled, soldiers can be manually promoted (or demoted) by clicking on the rank icon." #==== Battlescape =============== STR_WOUNDED_DEFEND_BASE_IF: "Wounded defend (if HP above x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Wounded soldiers defend the base too, if their health is above the given percentage threshold." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Play Briefing music longer" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Briefing music will continue playing during equipment phase until the Battlescape is displayed." STR_NIGHT_VISION_COLOR: "Select Night Vision colour" STR_NIGHT_VISION_COLOR_DESC: "Values from 1 to 15, each representing a different shade colour." STR_AUTO_NIGHT_VISION_THRESHOLD: "Auto Night Vision threshold" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "If darker than this threshold, toggle Night Vision on automatically." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Show accuracy on crosshair" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Never {ALT}1>{ALT}Only if UFO Extender accuracy is enabled {ALT}2>{ALT}Always" STR_REACTION_FIRE_THRESHOLD: "Reaction fire threshold" STR_REACTION_FIRE_THRESHOLD_DESC: "Xcom-controlled units will not reaction fire, if their accuracy (for a given target) is below this threshold." STR_AUTO_SELL: "Auto-Sell Manager" STR_AUTO_SELL_DESC: "In the battle debriefing sell screen, any item types you sold in previous battles will be automatically marked for selling." STR_AUTOMATICPROMOTIONS: "Automatic promotions" STR_AUTOMATICPROMOTIONS_DESC: "If enabled, soldiers are automatically promoted after a mission." STR_OFF_CENTRE_SHOOTING: "Off-centre shooting" STR_OFF_CENTRE_SHOOTING_DESC: "Soldiers will automatically try to adjust the firing angle slightly in case there is no line of fire." STR_UNIFORM_SHOOTING_SPREAD: "Uniform shooting spread" STR_UNIFORM_SHOOTING_SPREAD_DESC: "Spread is uniform in all directions and more tight." STR_CRASHED_OR_LANDED: "Crashed/Landed button" STR_CRASHED_OR_LANDED_DESC: "If enabled, an extra button is displayed on the New Battle screen. Alternatively, press F11 to show/hide the button. {ALT}0>{ALT}Disabled, {ALT}1>{ALT}Crashed, {ALT}2>{ALT}Landed." #=================== STR_GRAPHS_ZOOM_IN: "Zoom In (Graphs)" STR_GRAPHS_ZOOM_OUT: "Zoom Out (Graphs)" STR_MARK_ALL_AS_SEEN: "Mark All As Seen" STR_SELL_ALL: "Sell All" STR_SELL_ALL_BUT_ONE: "Sell All But One" STR_TRANSFER_ALL: "Transfer All" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Remove Soldiers From All Crafts" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Remove Soldiers From Craft" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Remove Equipment From Craft" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Remove Armor From All Crafts" STR_REMOVE_ARMOR_FROM_CRAFT: "Remove Armor From Craft" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Remove Soldiers From Training" STR_ADD_SOLDIERS_TO_TRAINING: "Add Soldiers To Training" STR_INVENTORY_ARMOR: "Change Armor" STR_INVENTORY_AVATAR: "Change Avatar" STR_INVENTORY_DIARY_LIGHT: "View Diary Light" STR_ACTION_ITEM_1: "Item Action 1 (Aim/Use)" STR_ACTION_ITEM_2: "Item Action 2 (Snap)" STR_ACTION_ITEM_3: "Item Action 3 (Auto)" STR_ACTION_ITEM_4: "Item Action 4 (Melee)" STR_ACTION_ITEM_5: "Item Action 5 (Throw)" STR_INSTA_SAVE: "Insta-save" STR_TOGGLE_QUICK_SEARCH: "Toggle Quick Search Field" STR_TOGGLE_NIGHT_VISION: "Toggle Night Vision" STR_HOLD_NIGHT_VISION: "Short Night Vision" STR_SELECT_MUSIC_TRACK: "Select Music Track" #=================== STR_TOGGLE_TOUCH_BUTTONS: "Toggle Touch Buttons" STR_TOGGLE_BRIGHTNESS: "Toggle Brightness (visual only)" STR_BRIEFING: "Briefing" STR_TOGGLE_DEBUG_MODE: "Toggle Debug Mode" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Kill All Aliens" #=================== Geoscape =================== #AllocateTrainingState.cpp STR_PHYSICAL_TRAINING: "Martial Training" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "REMAINING TRAINING CAPACITY> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "DONE" #BaseDefenseState.cpp STR_NO_AMMO: "NO AMMO!" STR_START_FIRING: "Fire!" STR_SKIP_FIRING: "Let them in..." #BaseDestroyedState.cpp STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Alien missiles have damaged our base {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Alien missiles have destroyed our base {0}" #ConfirmDestinationState.cpp STR_STARTING_CONDITION_COMMANDER: "This mission requires the presence of the commander." STR_STARTING_CONDITION_CRAFT: "This craft is unsuitable for this mission." STR_STARTING_CONDITION_CRAFT_ALLOWED: "This craft is unsuitable for this mission.{NEWLINE}{NEWLINE}Allowed craft: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "This craft is unsuitable for this mission.{NEWLINE}{NEWLINE}Forbidden craft: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Some soldiers cannot participate in this mission." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Some soldiers cannot participate in this mission.{NEWLINE}{NEWLINE}Allowed soldier types: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Some soldiers cannot participate in this mission.{NEWLINE}{NEWLINE}Forbidden soldier types: {0}" STR_STARTING_CONDITION_ITEM: "This mission requires specific item(s):{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "NOT ENOUGH FUEL!{SMALLLINE}The destination is too far for the range of the craft." STR_TOO_MANY_ITEMS_ONBOARD: "TOO MANY ITEMS!{SMALLLINE}This craft cannot carry so many items." STR_ARMOR_NOT_ALLOWED_ONBOARD: "ARMOR NOT ALLOWED!{SMALLLINE}Some soldiers are wearing forbidden armor." STR_FOLLOW_WING_LEADER_QUESTION: "Follow wing leader?" #CraftNotEnoughPilotsState.cpp STR_ASSIGN_PILOTS: "Assign pilots..." STR_NOT_ENOUGH_PILOTS: "Not enough pilots!{NEWLINE}Minimum: {0}" #DogfightExperienceState.cpp STR_DAILY_PILOT_EXPERIENCE: "Daily Pilot Experience" #DogfightState.cpp STR_UFO_SHIELD_HIT: "HIT THE SHIELDS!" STR_UFO_HIT_NO_DAMAGE: "BOUNCED OFF THE HULL!" STR_UFO_SHIELD_DOWN: "ENEMY SHIELDS DOWN!" STR_UFO_HIT_GLANCING: "GLANCING HIT!" STR_INTERCEPTOR_SHIELD_HIT: "OUR SHIELDS ARE HOLDING!" STR_TRACTOR_BEAM_ENGAGED: "TRACTOR BEAM IS ENGAGED!" STR_TRACTOR_BEAM_DISENGAGED: "DISENGAGING TRACTOR BEAM" STR_SELF_DESTRUCT_ACTIVATED: "SELF-DESTRUCT ACTIVATED!" STR_SELF_DESTRUCT_CANCELLED: "SELF-DESTRUCT CANCELLED" STR_MISSILE_DAMAGED: ">>> MISSILE DAMAGED <<<" STR_MISSILE_DESTROYED: ">>> MISSILE DESTROYED <<<" STR_OCEAN_INDICATOR: "" STR_OCEAN_INDICATOR_RNG: "" #ExtendedGeoscapeLinksState.cpp STR_EXTENDED_LINKS: "Links" #GeoscapeCraftState.cpp STR_AUTO_PATROL: "AUTO-PATROL" STR_ETA: "ETA>{ALT}{0}" #GeoscapeState.cpp STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Not enough {0} to rearm {1} at {2}" STR_UFO_STARTED_HUNTING: "{0} is on an intercept course with {1}" STR_CRAFT_IS_READY: "{0} at {1} is ready." STR_ECONOMY_WARNING: "The funds {0} and income {1} are low and the maintenance {2} too high! Sell something to avoid taking a credit... funds missing: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "EXTENDED" #InterceptState.cpp STR_RETURNING: "RETURNING" STR_INTERCEPTING: "INTERCEPTING" STR_ESCORTING: "ESCORTING" STR_EN_ROUTE: "EN ROUTE" STR_PILOT_MISSING: "PILOT MISSING" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" #MonthlyReportState.cpp STR_PERFORMANCE_BONUS: "Performance Bonus" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} has renounced the pact with alien forces and was allowed to return to the project." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} have renounced the pact with alien forces and were allowed to return to the project." #NewPossibleCraftState.cpp STR_WE_CAN_NOW_RENT: "We can now rent" #NewPossibleFacilityState.cpp STR_REQUIRED_BASE_SERVICES: "Required base services: {0}" STR_WE_CAN_NOW_BUILD: "We can now build" #NewPossiblePurchaseState.cpp STR_WE_CAN_NOW_PURCHASE: "We can now purchase" #ProductionCompleteState.cpp STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Not enough living space to accomodate{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" #TargetInfoState.cpp STR_INFO: "INFO" STR_DESPAWN_PENALTY: "Despawn penalty> {0}" #TrainingFinishedState.cpp STR_TRAINING_FINISHED: "Training Finished{NEWLINE}at {0}" STR_PSI_TRAINING_FINISHED: "Psi Training Finished{NEWLINE}at {0}" #UfoDetectedState.cpp STR_IGNORE_UC: "IGNORE" #UfoTrackerState.cpp STR_UFO_TRACKER: "UFO Tracker" #=================== Menu =================== #MainMenuState.cpp STR_UPDATE: "Update" STR_LATEST_VERSION_INFO: "You are using the latest OpenXcom version." #ModConfirmExtendedState.cpp STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "This mod requires base game v{0} to run correctly. Enable this mod?" STR_VERSION_REQUIRED_QUESTION: "This mod requires OXCE v{0} to run correctly. Enable this mod?" #ModListState.cpp STR_OPEN_MODS_FOLDER: "Open" #NewBattleState.cpp STR_GLOBE_TEXTURE: "Globe Texture" #NotesState.cpp STR_NOTES: "Notes" STR_NEW_NOTE: "" #OptionsAdvancedState.cpp STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "OTHER" STR_BASESCAPE: "Basescape" STR_AI: "AI" #OptionsBattlescapeState.cpp STR_PATH_ENERGY_COST: "Energy" STR_PATH_ENERGY_COST_DESC: "Clicking shows the energy your unit will have remaining after moving to the destination." #StatisticsState.cpp STR_VEHICLES_LOST: "Vehicles lost" STR_CRAFT_LOST_DOGFIGHT: "Interceptors lost" STR_CRAFT_LOST_MISSION: "Transports lost" STR_ALIEN_BASES_DESTROYED: "Alien bases destroyed" STR_XCOM_BASES_LOST: "Bases lost" #TestState.cpp STR_TEST_SCREEN: "TEST SCREEN" STR_PALETTE: "Palette:" STR_PREVIEW: "Preview" STR_TINY_BORDERLESS: "Tiny, borderless" STR_TINY_BORDER: "Tiny" STR_SMALL_LOW_CONTRAST: "Small" STR_SMALL_HIGH_CONTRAST: "Small, high contrast" STR_BIG_LOW_CONTRAST: "Big" STR_BIG_HIGH_CONTRAST: "Big, high contrast" STR_TEST_CASE: "Test case:" STR_RUN: "Run selected test!" STR_TESTS_STARTING: "Starting..." STR_TESTS_ERRORS_FOUND: "Total errors found (there may be duplicates): {0}" STR_TESTS_NO_ERRORS_FOUND: "No errors found." STR_TESTS_FINISHED: "Finished." STR_DETAILED_INFO_IN_LOG_FILE: "Detailed info has been saved into openxcom.log" #=================== Savegame =================== #Soldier.cpp STR_RANK_NONE: "-" #=================== Ufopaedia =================== #ArticleState.cpp STR_DAMAGE_NONE: "NONE" STR_INFO_UFOPEDIA: "INFO" #ArticleStateCraft.cpp STR_COCKPIT_CAPACITY: "PILOTS>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAX RANGE>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN RANGE>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" #ArticleStateCraftWeapon.cpp STR_TRACTOR_BEAM_POWER: "Power" #ArticleStateItem.cpp STR_WEIGHT_PEDIA1: "Wt: {0}" STR_WEIGHT_PEDIA2: "Wt: {0}/{1}" STR_SHOT_TYPE_MELEE: "Melee" STR_ACCURACY_MODIFIER: "Accuracy modifier>{ALT} {0}" STR_POWER_BONUS: "Power bonus>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "multiple bonuses on various compatible ammo" #StatsForNerdsState.cpp STR_STATS_FOR_NERDS: "Stats for Nerds" STR_ARTICLE: "Article>{ALT} {0}" STR_COMPATIBLE_AMMO: "Compatible ammo:" STR_BUILT_IN_ITEMS: "Built-in items:" STR_CLIP_SIZE_UNLIMITED: "unlimited" STR_SHOTGUN_BEHAVIOR_OXCE: "extended" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "IDs" STR_INCLUDE_DEFAULTS: "DEFAULTS" STR_TRUE: "true" STR_FALSE: "false" # STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI SKILL*PSI STRENGTH" STR_STRENGTH_AND_MELEE_ACCURACY: "STRENGTH*MELEE ACCURACY" STR_STRENGTH_AND_THROWING_ACCURACY: "STRENGTH*THROWING ACCURACY" STR_FIRING_ACCURACY_AND_REACTIONS: "FIRING ACCURACY*REACTIONS" STR_HEALTH_CURRENT: "CURRENT HEALTH" STR_MANA_CURRENT: "CURRENT MANA" STR_TIME_UNITS_CURRENT: "CURRENT TIME UNITS" STR_STUN_LEVEL_CURRENT: "CURRENT STUN LEVEL" STR_HEALTH_NORMALIZED: "NORMALISED HEALTH" STR_MANA_NORMALIZED: "NORMALISED MANA" STR_TIME_UNITS_NORMALIZED: "NORMALISED TIME UNITS" STR_ENERGY_NORMALIZED: "NORMALISED ENERGY" STR_MORALE_NORMALIZED: "NORMALISED MORALE" STR_STUN_LEVEL_NORMALIZED: "NORMALISED STUN LEVEL" STR_ENERGY_REGENERATION: "ENERGY REGENERATION" # STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "ACC*REA" STR_HEALTH_CURRENT_ABBREVIATION: "CURRENT HEALTH" STR_MANA_CURRENT_ABBREVIATION: "CURRENT MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "CURRENT TIME UNITS" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "CURRENT STUN LEVEL" STR_HEALTH_NORMALIZED_ABBREVIATION: "NORMALISED HEALTH" STR_MANA_NORMALIZED_ABBREVIATION: "NORMALISED MANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "NORMALISED TIME UNITS" STR_ENERGY_NORMALIZED_ABBREVIATION: "NORMALISED ENERGY" STR_MORALE_NORMALIZED_ABBREVIATION: "NORMALISED MORALE" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NORMALISED STUN LEVEL" STR_ENERGY_REGENERATION_ABBREVIATION: "ENERGY REGENERATION" # STR_TIME_UNITS_SCALED: "SCALED TIME UNITS" STR_STAMINA_SCALED: "SCALED STAMINA" STR_HEALTH_SCALED: "SCALED HEALTH" STR_BRAVERY_SCALED: "SCALED BRAVERY" STR_REACTIONS_SCALED: "SCALED REACTIONS" STR_FIRING_ACCURACY_SCALED: "SCALED FIRING ACCURACY" STR_THROWING_ACCURACY_SCALED: "SCALED THROWING ACCURACY" STR_STRENGTH_SCALED: "SCALED STRENGTH" STR_PSIONIC_STRENGTH_SCALED: "SCALED PSIONIC STRENGTH" STR_PSIONIC_SKILL_SCALED: "SCALED PSIONIC SKILL" STR_MELEE_ACCURACY_SCALED: "SCALED MELEE ACCURACY" STR_MANA_POOL_SCALED: "SCALED MANA POOL" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "SCALED PSI SKILL*PSI STRENGTH" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "SCALED STRENGTH*MELEE ACCURACY" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "SCALED STRENGTH*THROWING ACCURACY" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "SCALED FIRING ACCURACY*REACTIONS" # STR_TIME_UNITS_SCALED_ABBREVIATION: "SCALED TU" STR_STAMINA_SCALED_ABBREVIATION: "SCALED STA" STR_HEALTH_SCALED_ABBREVIATION: "SCALED HP" STR_BRAVERY_SCALED_ABBREVIATION: "SCALED BRV" STR_REACTIONS_SCALED_ABBREVIATION: "SCALED REA" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "SCALED ACC" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "SCALED THR" STR_STRENGTH_SCALED_ABBREVIATION: "SCALED STR" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "SCALED PST" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "SCALED PSK" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "SCALED MEL" STR_MANA_POOL_SCALED_ABBREVIATION: "SCALED MAN" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "SCALED PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "SCALED STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "SCALED STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "SCALED ACC*REA" # STR_COST_TIME: "time" STR_COST_ENERGY: "energy" STR_COST_MORALE: "morale" STR_COST_HEALTH: "health" STR_COST_STUN: "stun" STR_COST_MANA: "mana" STR_COST_BUILD: "build" STR_COST_REFUND: "refund" # STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" # STR_NAUTICAL_MILES: "{0} nautical miles" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} seconds" STR_RACE_BONUS: "Race bonus" STR_FOR_DIFFICULTY: "for difficulty: {0}" #UfopaediaSelectState.cpp STR_NOT_AWARDED_YET: "Not awarded yet" ================================================ FILE: bin/common/Language/OXCE/en-US.yml ================================================ en-US: #=================== Basescape =================== #BasescapeState.cpp STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "CANNOT DISMANTLE FACILITY!{SMALLLINE}Facility cannot be removed during upgrading." #BaseView.cpp STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "CANNOT BUILD HERE!{SMALLLINE}Existing facility is already being built over." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "CANNOT BUILD HERE!{SMALLLINE}Selected facility must completely cover existing facility." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "CANNOT BUILD HERE!{SMALLLINE}Existing facility cannot be upgraded over by selected facility." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "CANNOT BUILD HERE!{SMALLLINE}Existing facility cannot be built over." STR_CANNOT_BUILD_QUEUE_OFF: "CANNOT BUILD HERE!{SMALLLINE}Connecting facilities must finish construction first." STR_CANNOT_BUILD_UPGRADE_ONLY: "CANNOT BUILD HERE!{SMALLLINE}This facility can be built only as an upgrade of another facility." STR_FACILITY_FORBIDDEN_BY_OTHER: "CANNOT BUILD HERE!{SMALLLINE}Some existing facility forbids building this facility." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "CANNOT BUILD HERE!{SMALLLINE}Some existing facility would be forbidden by this facility." STR_NOT_ENOUGH_ITEMS: "NOT ENOUGH MATERIALS!{SMALLLINE}We need more resources to build this facility.{NEWLINE}Missing> {0}: {1}" #CraftArmorState.cpp STR_ID: "ID" STR_FIRST_LETTER: "FIRST LETTER" STR_SOLDIER_TYPE: "SOLDIER TYPE" STR_IDLE_DAYS: "IDLE DAYS" STR_MANA: "MANA" STR_MANA_POOL: "MANA POOL" STR_MANA_MISSING: "MANA MISSING" #CraftEquipmentLoadState.cpp STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Load Craft Loadout" STR_EMPTY_SLOT_N: "Empty slot {0}" STR_UNNAMED_SLOT_N: "Unnamed slot {0}" STR_ADD_ON_TOP: "Add on top" #CraftEquipmentSaveState.cpp STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Save Craft Loadout" STR_SAVE_UC: "SAVE" #CraftEquipmentState.cpp STR_ALL: "Everything" STR_EQUIPPED: "Equipped" STR_NOT_EQUIPPED: "Not equipped" STR_UNASSIGNED: "Other" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}Maximum storage space: {0}" #CraftInfoState.cpp STR_PILOTS: "PILOTS" STR_SHIELD: "SHIELD>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" #CraftPilotSelectState.cpp STR_SELECT_PILOT: "Select Pilot" #CraftPilotsState.cpp STR_PILOTS_FOR_CRAFT: "Pilot(s) for {0}" STR_PILOTS_REQUIRED: "Pilot(s) required: {ALT}{0}" STR_ADD_PILOT: "Add Pilot" STR_REMOVE_ALL_PILOTS: "Remove All Pilots" STR_ACCURACY_BONUS: "Accuracy bonus:" STR_DODGE_BONUS: "Dodge bonus:" STR_APPROACH_SPEED: "Approach speed:" STR_COWARDLY: "Cowardly (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Bold (+50%)" STR_VERY_BOLD: "Very bold (+100%)" #CraftSoldiersState.cpp STR_ARMOR_GROUP_NOT_ALLOWED: "This armor type is not allowed onboard." STR_SOLDIER_GROUP_NOT_ALLOWED: "This soldier type is not allowed onboard." STR_SOLDIER_GROUP_NOT_SAME: "This soldier type is not compatible with other soldiers onboard." STR_CRAFT_DEPLOYMENT_PREVIEW: "Preview" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Preview *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "This feature allows you to preview and customize the deployment of your units at the beginning of a battle. You have unlimited movement. Press and hold 'Alt' to highlight valid unit positions. Click on the 'Abort Mission' icon to save a custom deployment. Click on the 'End Turn' icon to exit the preview.{NEWLINE}Note that adding any new soldiers or vehicles to the craft automatically invalidates the saved custom deployment. Presence of a custom deployment is indicated by an asterisk on the 'Preview' button." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "This feature allows you to preview and modify the deployment table of this craft type. Any changes will apply to all your current craft and also to any craft you buy or manufacture later in the campaign. You start with the maximum number of soldiers. Each soldier represents one row in the deployment table. Soldier names correspond to row numbers. To provide space for a 2x2 unit, place 4 soldiers in a 2x2 square. If space is not provided, the 2x2 unit will be missing in a real battle." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "This feature allows you to preview your base.{NEWLINE}Have fun!{NEWLINE}{NEWLINE}Click on the 'End Turn' icon to exit the preview." #CraftWeaponsState.cpp STR_NOT_ENOUGH_CARGO_SPACE: "NOT ENOUGH CARGO SPACE AVAILABLE!{SMALLLINE}Use a different module or reduce the assigned crew." STR_NOT_ENOUGH_STORAGE_SPACE_1: "NOT ENOUGH STORAGE SPACE AVAILABLE!{SMALLLINE}Too many items! Use a different module or reduce the assigned equipment." STR_NOT_ENOUGH_STORAGE_SPACE_2: "NOT ENOUGH STORAGE SPACE AVAILABLE!{SMALLLINE}The items take up too much space! Use a different module or reduce the size of assigned equipment." #DismantleFacilityState.cpp STR_REFUND_VALUE: "Sales value> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Expenses> {ALT}{0}" #GlobalManufactureState.cpp STR_PRODUCTION_OVERVIEW: "PRODUCTION OVERVIEW" #GlobalResearchDiaryState.cpp STR_RESEARCH_DIARY: "RESEARCH DIARY" STR_DISCOVERY_SOURCE_BASE: "This item was discovered via a research project.{NEWLINE}Research base> {ALT}{1}{ALT}{NEWLINE}Item code> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "This item was given for free from another research project.{NEWLINE}From research project> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "This technical item was discovered automatically.{NEWLINE}After research project> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "This item was given for free as a mission reward.{NEWLINE}Mission type> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "This item was given for free as an event reward.{NEWLINE}Event type> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" #GlobalResearchState.cpp STR_RESEARCH_OVERVIEW: "RESEARCH OVERVIEW" #GlobalAlienContainmentState.cpp STR_PRISONER_OVERVIEW: "PRISONER OVERVIEW" STR_PRISONER: "PRISONER" STR_PRISONER_AMOUNT: "AMOUNT" STR_PRISONER_INTERROGATED: "INTERROGATED" STR_TOTAL_IN_PRISON: "Space Used>{ALT}{0}" STR_TOTAL_INTERROGATED: "Interrogated>{ALT}{0}" STR_PRISON_TYPE: "Alien Containment" #ManageAlienContainmentState.cpp STR_KILL_SELECTED: "Kill" STR_SELL_SELECTED: "Sell" STR_GO_TO_TRANSFERS: "Transfer..." STR_PRISON_CLEANUP: "Prison Cleanup" #ManufactureDependenciesTreeState.cpp STR_TOPIC: "Topic>{ALT} {0}" STR_SHOW_ALL: "Show all" STR_NO_DEPENDENCIES: "No dependencies." STR_DIRECT_DEPENDENCIES: "Direct dependencies" STR_LEVEL_2_DEPENDENCIES: "Level 2 dependencies" STR_LEVEL_3_DEPENDENCIES: "Level 3 dependencies" STR_LEVEL_4_DEPENDENCIES: "Level 4 dependencies" STR_MORE_DEPENDENCIES: "There are even deeper dependencies..." STR_END_OF_SEARCH: "End of search." #ManufactureInfoState.cpp STR_FALLBACK_PRODUCTION: "FALLBACK" STR_REFUND_PRODUCTION: "REFUND!" STR_HOURS_PER_UNIT: "HOURS PER UNIT>{ALT}{0}" #ManufactureStartState.cpp STR_PERSON_JOINING: "Person Joining" STR_RANDOM_PRODUCTION_DISCLAIMER: "Random production!" #MonthlyCostsState.cpp STR_OTHER_EMPLOYEES: "Other Staff & Inventory" #NewManufactureListState.cpp STR_SHOW_ONLY_NEW: "Show only new" STR_FILTER_DEFAULT: "Default" STR_FILTER_DEFAULT_SUPPLIES_OK: "Default (supplies OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Default (no supplies)" STR_FILTER_FACILITY_REQUIRED: "Facility Missing" STR_FILTER_HIDDEN: "Hidden" STR_FILTER_EQUIPPED: "Equipped" STR_FILTER_MISSING: "Missing" #NewResearchListState.cpp STR_SORT_DEFAULT: "Default" STR_SORT_BY_COST: "By cost" STR_SORT_BY_NAME: "By name" #ProductionCompleteState.cpp STR_RANDOM_PRODUCTION_SUMMARY: "Summary" #PurchaseState.cpp STR_NOT_ENOUGH_PRISON_SPACE: "NOT ENOUGH ALIEN CONTAINMENT!{SMALLLINE}Build new alien containment or transfer aliens to other bases." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "MONTHLY PURCHASE LIMIT EXCEEDED!{SMALLLINE}More items will be available next month." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "MONTHLY PURCHASE LIMIT EXCEEDED!{SMALLLINE}More craft will be available next month." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "MONTHLY HIRING LIMIT EXCEEDED!{SMALLLINE}More recruits will be available next month." #SoldierArmorState.cpp STR_NOT_ENOUGH_CRAFT_SPACE: "Not enough space onboard!" #SoldierAvatarState.cpp STR_SELECT_AVATAR_FOR: "SELECT AVATAR FOR{NEWLINE}{0}" #SoldierBonusState.cpp STR_SOLDIER_BONUSES_FOR: "SOLDIER BONUSES FOR{NEWLINE}{0}" STR_SUMMARY: "Summary" #SoldierInfoState.cpp STR_MANA_RECOVERY: "MANA RECOVERY> {ALT}{0}" STR_HEALTH_RECOVERY: "HEALTH RECOVERY> {ALT}{0}" STR_BONUSES_BUTTON: "+" #SoldierRankState.cpp STR_PROMOTE_SOLDIER: "PROMOTE/DEMOTE{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANK" STR_OPENINGS_HEADER: "OPENINGS" #SoldierDiaryOverviewState.cpp STR_KILLER_AND_WEAPON: "{0}, {1}" #SoldiersState.h STR_TRAINING: "Training" STR_SOLDIER_INFO: "Soldier Info" #SoldierTransformState.cpp STR_SELECT_TRANSFORMATION_FOR: "SELECT TRANSFORMATION FOR{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" #SoldierTransformationAssignState.cpp STR_TRANSFER_TIME: "Transfer Time>{ALT}{0}" STR_RECOVERY_TIME: "Recovery Time>{ALT}{0}" STR_CURRENT_STATS: "Current stats" STR_CHANGES: "Changes" STR_CHANGES_MIN: "Changes (min)" STR_CHANGES_MAX: "Changes (max)" STR_BONUS_STATS: "Bonus stats" #SoldierTransformationListState.cpp STR_TRANSFORMATIONS_OVERVIEW: "Transformations Overview" STR_PROJECT_NAME: "PROJECT NAME" STR_AVAILABLE_MATERIALS: "AVAILABLE MATERIALS" STR_ELIGIBLE_SOLDIERS: "ELIGIBLE SOLDIERS" STR_SHOW_ONLY_ELIGIBLE: "Show Only Eligible" STR_ALL_SOLDIER_TYPES: "All Soldier Types" STR_ALL_SOLDIERS: "All Soldiers" STR_HEALTHY_SOLDIERS: "Healthy Soldiers" STR_WOUNDED_SOLDIERS: "Wounded Soldiers" STR_DEAD_SOLDIERS: "Dead Soldiers" #StoresState.cpp STR_GRAND_TOTAL: "Grand Total" #TechTreeSelectState.cpp STR_AVAILABLE_TOPICS: "AVAILABLE TOPICS" STR_QS_THREE_LETTERS_A: "Please enter at least 3 letters" STR_QS_THREE_LETTERS_B: "into the Quick Search box..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" #TechTreeViewerState.cpp STR_THIS_FEATURE_IS_DISABLED_1: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_2: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_3: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_4: "This feature is disabled." STR_THIS_FEATURE_IS_DISABLED_5: "This feature is disabled." STR_TECH_TREE_VIEWER: "Tech Tree Viewer" STR_SELECT_TOPIC: "Select Topic" STR_RESEARCH_PROGRESS: "Progress>{ALT} {0}%" STR_ITEM_DESTROYED: "Item destroyed:" STR_ITEM_REQUIRED: "Item required:" STR_SERVICES_REQUIRED: "Services required:" STR_SERVICES_PROVIDED: "Services provided:" STR_SERVICES_FORBIDDEN: "Services forbidden:" STR_REQUIRES: "Requires:" STR_DEPENDS_ON: "Depends on:" STR_UNLOCKED_BY: "Unlocked by:" STR_DISABLED_BY: "Disabled by:" STR_REENABLED_BY: "Re-enabled by:" STR_GET_FOR_FREE_FROM: "Get for free from:" STR_IS_LOOKUP_OF: "Is lookup of:" STR_LOOKUP: "Lookup:" STR_SPAWNED_ITEMS: "Spawned items:" STR_SPAWNED_EVENT: "Spawned event:" STR_RANDOM_EVENTS: "Events:" STR_REQUIRED_BY: "Required by:" STR_REQUIRED_BY_TRANSFORMATIONS: "Required by transformations:" STR_LEADS_TO: "Leads to:" STR_UNLOCKS: "Unlocks:" STR_DISABLES: "Disables:" STR_REENABLES: "Re-enables:" STR_GIVES_ONE_FOR_FREE_SEQ: "Gives one for free (sequential):" STR_GIVES_ONE_FOR_FREE: "Gives one for free:" STR_RESEARCH_REQUIRED: "Research required:" STR_RESEARCH_REQUIRED_USE: "Research required (use):" STR_RESEARCH_REQUIRED_BUY: "Research required (buy):" STR_SERVICES_REQUIRED_BUY: "Services required (buy):" STR_PRODUCED_BY: "Produced by:" STR_SPAWNED_BY: "Spawned by:" STR_MATERIALS_REQUIRED: "Materials required:" STR_TTV_COST_PER_UNIT: "Cost per unit:" STR_TTV_ENGINEER_HOURS: "Engineer hours:" STR_TTV_WORK_SPACE_REQUIRED: "Work space required:" STR_ITEMS_PRODUCED: "Items produced:" STR_PERSON_RECRUITED: "Person recruited:" STR_UNLOCKS_ARCS: "Unlocks arcs:" STR_DISABLES_ARCS: "Disables arcs:" STR_UNLOCKS_MISSIONS: "Unlocks missions:" STR_DISABLES_MISSIONS: "Disables missions:" STR_UNLOCKS_EVENTS: "Unlocks events:" STR_DISABLES_EVENTS: "Disables events:" STR_AFFECTS_GAME_PROGRESSION: "Affects game progression!" #TransferItemsState.cpp STR_ITEMS_AT_DESTINATION: "Items at destination" STR_PRISONERS: "Prisoners" STR_ARMORS: "Armors" STR_FILTER_RESEARCHED: "Fully researched" STR_FILTER_RESEARCHABLE: "Researchable" #=================== Battlescape =================== #AbortMissionState.cpp STR_CRAFT_DEPLOYMENT_QUESTION: "Save Craft Deployment?" #ActionMenuState.cpp STR_MUST_USE_BOTH_HANDS: "Both hands are required for this!" #BattlescapeGame.cpp STR_NOT_ENOUGH_MORALE: "Not Enough Morale!" STR_NOT_ENOUGH_HEALTH: "Not Enough Health!" STR_NOT_ENOUGH_MANA: "Not Enough Mana!" STR_NOT_ENOUGH_STUN: "Stun level is too high!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Action Successful" STR_LINE_OF_SIGHT_REQUIRED: "Line of sight (LoS) required." #BattlescapeState.cpp STR_CENTER_ON_WOUNDED_FRIEND: "Center on Wounded Friend" STR_CENTER_ON_DIZZY_FRIEND: "Center on Dizzy Friend" STR_BUG_HUNT_ACTIVATED: "Bug Hunt mode activated: enemies are visible on the minimap!" STR_QUICK_MODE_ACTIVATED: "Usain Bolt mode activated.{NEWLINE}Press Ctrl+S again to deactivate." STR_QUICK_MODE_DEACTIVATED: "Usain Bolt mode deactivated." STR_SINGLE_MAP_LAYER_ACTIVATED: "Single map layer mode activated.{NEWLINE}Press Ctrl+C again to deactivate." STR_SINGLE_MAP_LAYER_DEACTIVATED: "Single map layer mode deactivated." STR_TARGET_ENEMY: "; Target = ENEMY" STR_TARGET_NEUTRAL: "; Target = NEUTRAL" STR_TARGET_FRIEND: "; Target = FRIEND" STR_TARGET_YOURSELF: "; Target = YOURSELF" STR_TARGET_ON_THE_GROUND: " (on the ground)" STR_USE_SPECIAL_ITEM: "Use Special Item" STR_NO_EXPERIENCE_YET: "No experience yet:" #BriefingState.cpp STR_OPERATION_UC: "OPERATION> {0}" #BriefingLightState.cpp STR_WHAT_CAN_I_WEAR: "What can I wear?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "This mission requires specific gear.{NEWLINE}{NEWLINE}Forbidden armor types are: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "This mission requires specific gear.{NEWLINE}{NEWLINE}Allowed armor types are: {0}" #ConfirmEndMissionState.cpp STR_MISSION_OVER: "Mission complete." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} of us is still fatally wounded" other: "{N} of us are still fatally wounded" STR_END_MISSION_QUESTION: "End Mission?" #DebriefingState.cpp STR_LOOT: "LOOT" STR_SELL: "SELL" STR_LIVE_ALIENS_SURRENDERED: "ENEMIES SURRENDERED" STR_MISSION_ABORTED: "MISSION ABORTED" STR_VIPS_SAVED: "VIPS SAVED" STR_VIPS_LOST: "VIPS LOST" STR_BOUNTY: "BOUNTY" STR_MANA_ABBREVIATION: "MAN" #ExperienceOverviewState.cpp STR_EXPERIENCE_OVERVIEW: "Experience Overview" #Inventory.cpp STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "It's not allowed to place that item there.{NEWLINE}Don't ask why!" STR_ONE_HAND_MUST_BE_EMPTY: "At least one hand must be empty!" #InventoryLoadState.cpp STR_LOAD_EQUIPMENT_TEMPLATE: "Load Equipment Template" #InventorySaveState.cpp STR_SAVE_EQUIPMENT_TEMPLATE: "Save Equipment Template" #InventoryState.cpp STR_FIRING_SHORT: "Firing>{ALT}{0}" STR_THROWING_SHORT: "Throw>{ALT}{0}" STR_MELEE_SHORT: "Melee>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "PERSONAL EQUIPMENT" STR_SAVE_PERSONAL_EQUIPMENT: "Save Personal Equipment" STR_LOAD_PERSONAL_EQUIPMENT: "Load Personal Equipment" STR_PERSONAL_EQUIPMENT_SAVED: "Personal equipment saved." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Personal equipment is not defined yet." STR_SLOT: "Slot>{ALT}{0}" #Map.cpp STR_THINKING: "Thinking..." #NextTurnState.cpp STR_TELL_ME_MORE: "Tell me more..." STR_REINFORCEMENTS_ALERT: "Reinforcements alert!" STR_HIT_LOG_NEW_TURN: "New Turn" #ProjectileFlyBState.cpp STR_FAILED_CQB_CHECK: "Enemy managed to interrupt your attack!" STR_NO_TRAJECTORY: "No viable trajectory!" STR_HIT_LOG_NEW_BULLET: "=> " #SkillMenuState.cpp STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "This skill needs an item!" #TileEngine.cpp STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "hit " STR_HIT_LOG_BIG_DAMAGE: "HIT " STR_HIT_LOG_REACTION_FIRE: "Reaction fire..." #TurnDiaryState.cpp STR_HIT_LOG: "Hit Log" #=================== Engine =================== #TouchState.cpp STR_BUTTON_TOUCH: "Touch" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "LMB" STR_BUTTON_RMB: "RMB" STR_BUTTON_MMB: "MMB" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" #Options.cpp STR_LAZY_LOADING: "Lazy loading" STR_LAZY_LOADING_DESC: "If enabled, graphic resources are loaded on-demand. Otherwise everything is loaded at start-up." STR_VSYNC_FOR_OPENGL: "VSync for OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Turn off for maximum enemy hidden movement speed and (optionally) soldier movement speed. DO NOT set FPS limit to 0. Only applies to OpenGL rendering." #==== General =============== STR_UPDATE_CHECK: "Automatic update check" STR_UPDATE_CHECK_DESC: "If enabled, OpenXcom will automatically check for updates and give you an option to update itself by a single button click." STR_AUTOSAVE_SLOTS: "Autosave slots" STR_AUTOSAVE_SLOTS_DESC: "Number of slots for Battlescape autosaves." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Autosave Frequency (Geoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Amount of days after which the game will be automatically saved." STR_GEO_AUTOSAVE_SLOTS: "Autosave slots (Geoscape)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Number of slots for Geoscape autosaves." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Extended links" STR_OXCE_LINKS_DESC: "Enables additional menus/buttons/links for OXCE features." STR_PEDIA_SHOW_CLIP_SIZE: "Show clip size in Ufopedia" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "If enabled, ammo clip sizes will be displayed next to ammo icons in the Ufopedia." #==== Geoscape =============== STR_INTERCEPT_TABLE_SIZE: "Intercept table size" STR_INTERCEPT_TABLE_SIZE_DESC: "Size of the tables in the following dialog windows: Intercept, UFO Tracker." STR_SHOW_SLACKING_INDICATOR: "Show slacking indicator" STR_SHOW_SLACKING_INDICATOR_DESC: "If enabled, number of unassigned scientists and engineers will be displayed." STR_SHOW_MAINTENANCE_TIME: "Show craft maintenance time" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Don't show {ALT}1>{ALT} Show only current activity duration {ALT}2>{ALT} Show all together (repair + rearm + refuel)." STR_SHOW_ETA: "Show estimated flight duration" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Don't show {ALT}1>{ALT} Show ETA for static targets only {ALT}2>{ALT} Show ETA also for moving targets." STR_UFO_LANDING_ALERT: "UFO landing alert" STR_UFO_LANDING_ALERT_DESC: "If enabled, a message will pop up each time a detected UFO lands." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Remember disabled craft weapons" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Craft weapons disabled during a dogfight will stay disabled. They will also not be rearmed at the base." STR_GEO_EVENT_INSTANT_DELIVERY: "Instant item delivery in events" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "If enabled, items from geoscape events arrive instantly. Otherwise, they arrive 1 hour later." STR_SHOW_BASE_NAME_IN_POPUPS: "Show base name in pop-ups" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "If enabled, corresponding base name is displayed in pop-up windows (e.g. Research Completed)." #==== Basescape =============== STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Alternate craft equipment management" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "If enabled, moving soldiers between a base and a craft will move their equipment too (if possible)." STR_BASE_INFO_SCALE: "Scale large bars in base info" STR_BASE_INFO_SCALE_DESC: "If enabled, bars larger than 140 are scaled down to fit the UI." STR_HIGHLIGHT_NEW: "Highlight new topics" STR_HIGHLIGHT_NEW_DESC: "If enabled, new research topics, new manufacturing topics and new ufopedia articles are shown in different color." STR_RESEARCH_SCROLL_SPEED: "Research scroll speed" STR_RESEARCH_SCROLL_SPEED_DESC: "Scientists can be (un)assigned directly in the Current Research UI using the mouse scroll button." STR_RESEARCH_SCROLL_SPEED_CTRL: "Research scroll speed (with Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Scientists can be (un)assigned directly in the Current Research UI using the mouse scroll button." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Alternate filter in Manufacturing" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "If enabled, the UI shows only production items for which there are enough supplies." STR_MANUFACTURE_SCROLL_SPEED: "Manufacture scroll speed" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Engineers can be (un)assigned directly in the Current Production UI using the mouse scroll button." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Manufacture scroll speed (with Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Engineers can be (un)assigned directly in the Current Production UI using the mouse scroll button." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Include armor in personal equipment" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "If enabled, soldier personal equipment layout is saved including the worn armor." STR_MANUALPROMOTIONS: "Manual promotions" STR_MANUALPROMOTIONS_DESC: "If enabled, soldiers can be manually promoted (or demoted) by clicking on the rank icon." #==== Battlescape =============== STR_WOUNDED_DEFEND_BASE_IF: "Wounded defend (if HP above x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Wounded soldiers defend the base too, if their health is above the given percentage threshold." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Play Briefing music longer" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Briefing music will continue playing during equipment phase until the Battlescape is displayed." STR_NIGHT_VISION_COLOR: "Select Night Vision color" STR_NIGHT_VISION_COLOR_DESC: "Values from 1 to 15, each representing a different shade color." STR_AUTO_NIGHT_VISION_THRESHOLD: "Auto Night Vision threshold" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "If darker than this threshold, toggle Night Vision on automatically." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Show accuracy on crosshair" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Never {ALT}1>{ALT}Only if UFO Extender accuracy is enabled {ALT}2>{ALT}Always" STR_REACTION_FIRE_THRESHOLD: "Reaction fire threshold" STR_REACTION_FIRE_THRESHOLD_DESC: "Xcom-controlled units will not reaction fire, if their accuracy (for a given target) is below this threshold." STR_AUTO_SELL: "Auto-Sell Manager" STR_AUTO_SELL_DESC: "In the battle debriefing sell screen, any item types you sold in previous battles will be automatically marked for selling." STR_AUTOMATICPROMOTIONS: "Automatic promotions" STR_AUTOMATICPROMOTIONS_DESC: "If enabled, soldiers are automatically promoted after a mission." STR_OFF_CENTRE_SHOOTING: "Off-center shooting" STR_OFF_CENTRE_SHOOTING_DESC: "Soldiers will automatically try to adjust the firing angle slightly in case there is no line of fire." STR_UNIFORM_SHOOTING_SPREAD: "Uniform shooting spread" STR_UNIFORM_SHOOTING_SPREAD_DESC: "Spread is uniform in all directions and more tight." STR_CRASHED_OR_LANDED: "Crashed/Landed button" STR_CRASHED_OR_LANDED_DESC: "If enabled, an extra button is displayed on the New Battle screen. Alternatively, press F11 to show/hide the button. {ALT}0>{ALT}Disabled, {ALT}1>{ALT}Crashed, {ALT}2>{ALT}Landed." #=================== STR_GRAPHS_ZOOM_IN: "Zoom In (Graphs)" STR_GRAPHS_ZOOM_OUT: "Zoom Out (Graphs)" STR_MARK_ALL_AS_SEEN: "Mark All As Seen" STR_SELL_ALL: "Sell All" STR_SELL_ALL_BUT_ONE: "Sell All But One" STR_TRANSFER_ALL: "Transfer All" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Remove Soldiers From All Crafts" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Remove Soldiers From Craft" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Remove Equipment From Craft" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Remove Armor From All Crafts" STR_REMOVE_ARMOR_FROM_CRAFT: "Remove Armor From Craft" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Remove Soldiers From Training" STR_ADD_SOLDIERS_TO_TRAINING: "Add Soldiers To Training" STR_INVENTORY_ARMOR: "Change Armor" STR_INVENTORY_AVATAR: "Change Avatar" STR_INVENTORY_DIARY_LIGHT: "View Diary Light" STR_ACTION_ITEM_1: "Item Action 1 (Aim/Use)" STR_ACTION_ITEM_2: "Item Action 2 (Snap)" STR_ACTION_ITEM_3: "Item Action 3 (Auto)" STR_ACTION_ITEM_4: "Item Action 4 (Melee)" STR_ACTION_ITEM_5: "Item Action 5 (Throw)" STR_INSTA_SAVE: "Insta-save" STR_TOGGLE_QUICK_SEARCH: "Toggle Quick Search Field" STR_TOGGLE_NIGHT_VISION: "Toggle Night Vision" STR_HOLD_NIGHT_VISION: "Short Night Vision" STR_SELECT_MUSIC_TRACK: "Select Music Track" #=================== STR_TOGGLE_TOUCH_BUTTONS: "Toggle Touch Buttons" STR_TOGGLE_BRIGHTNESS: "Toggle Brightness (visual only)" STR_BRIEFING: "Briefing" STR_TOGGLE_DEBUG_MODE: "Toggle Debug Mode" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Kill All Aliens" #=================== Geoscape =================== #AllocateTrainingState.cpp STR_PHYSICAL_TRAINING: "Martial Training" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "REMAINING TRAINING CAPACITY> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "DONE" #BaseDefenseState.cpp STR_NO_AMMO: "NO AMMO!" STR_START_FIRING: "Fire!" STR_SKIP_FIRING: "Let them in..." #BaseDestroyedState.cpp STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Alien missiles have damaged our base {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Alien missiles have destroyed our base {0}" #ConfirmDestinationState.cpp STR_STARTING_CONDITION_COMMANDER: "This mission requires the presence of the commander." STR_STARTING_CONDITION_CRAFT: "This craft is unsuitable for this mission." STR_STARTING_CONDITION_CRAFT_ALLOWED: "This craft is unsuitable for this mission.{NEWLINE}{NEWLINE}Allowed craft: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "This craft is unsuitable for this mission.{NEWLINE}{NEWLINE}Forbidden craft: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Some soldiers cannot participate in this mission." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Some soldiers cannot participate in this mission.{NEWLINE}{NEWLINE}Allowed soldier types: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Some soldiers cannot participate in this mission.{NEWLINE}{NEWLINE}Forbidden soldier types: {0}" STR_STARTING_CONDITION_ITEM: "This mission requires specific item(s):{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "NOT ENOUGH FUEL!{SMALLLINE}The destination is too far for the range of the craft." STR_TOO_MANY_ITEMS_ONBOARD: "TOO MANY ITEMS!{SMALLLINE}This craft cannot carry so many items." STR_ARMOR_NOT_ALLOWED_ONBOARD: "ARMOR NOT ALLOWED!{SMALLLINE}Some soldiers are wearing forbidden armor." STR_FOLLOW_WING_LEADER_QUESTION: "Follow wing leader?" #CraftNotEnoughPilotsState.cpp STR_ASSIGN_PILOTS: "Assign pilots..." STR_NOT_ENOUGH_PILOTS: "Not enough pilots!{NEWLINE}Minimum: {0}" #DogfightExperienceState.cpp STR_DAILY_PILOT_EXPERIENCE: "Daily Pilot Experience" #DogfightState.cpp STR_UFO_SHIELD_HIT: "HIT THE SHIELDS!" STR_UFO_HIT_NO_DAMAGE: "BOUNCED OFF THE HULL!" STR_UFO_SHIELD_DOWN: "ENEMY SHIELDS DOWN!" STR_UFO_HIT_GLANCING: "GLANCING HIT!" STR_INTERCEPTOR_SHIELD_HIT: "OUR SHIELDS ARE HOLDING!" STR_TRACTOR_BEAM_ENGAGED: "TRACTOR BEAM IS ENGAGED!" STR_TRACTOR_BEAM_DISENGAGED: "DISENGAGING TRACTOR BEAM" STR_SELF_DESTRUCT_ACTIVATED: "SELF-DESTRUCT ACTIVATED!" STR_SELF_DESTRUCT_CANCELLED: "SELF-DESTRUCT CANCELLED" STR_MISSILE_DAMAGED: ">>> MISSILE DAMAGED <<<" STR_MISSILE_DESTROYED: ">>> MISSILE DESTROYED <<<" STR_OCEAN_INDICATOR: "" STR_OCEAN_INDICATOR_RNG: "" #ExtendedGeoscapeLinksState.cpp STR_EXTENDED_LINKS: "Links" #GeoscapeCraftState.cpp STR_AUTO_PATROL: "AUTO-PATROL" STR_ETA: "ETA>{ALT}{0}" #GeoscapeState.cpp STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Not enough {0} to rearm {1} at {2}" STR_UFO_STARTED_HUNTING: "{0} is on an intercept course with {1}" STR_CRAFT_IS_READY: "{0} at {1} is ready." STR_ECONOMY_WARNING: "The funds {0} and income {1} are low and the maintenance {2} too high! Sell something to avoid taking a credit... funds missing: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "EXTENDED" #InterceptState.cpp STR_RETURNING: "RETURNING" STR_INTERCEPTING: "INTERCEPTING" STR_ESCORTING: "ESCORTING" STR_EN_ROUTE: "EN ROUTE" STR_PILOT_MISSING: "PILOT MISSING" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" #MonthlyReportState.cpp STR_PERFORMANCE_BONUS: "Performance Bonus" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} has renounced the pact with alien forces and was allowed to return to the project." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} have renounced the pact with alien forces and were allowed to return to the project." #NewPossibleCraftState.cpp STR_WE_CAN_NOW_RENT: "We can now rent" #NewPossibleFacilityState.cpp STR_REQUIRED_BASE_SERVICES: "Required base services: {0}" STR_WE_CAN_NOW_BUILD: "We can now build" #NewPossiblePurchaseState.cpp STR_WE_CAN_NOW_PURCHASE: "We can now purchase" #ProductionCompleteState.cpp STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Not enough living space to accomodate{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" #TargetInfoState.cpp STR_INFO: "INFO" STR_DESPAWN_PENALTY: "Despawn penalty> {0}" #TrainingFinishedState.cpp STR_TRAINING_FINISHED: "Training Finished{NEWLINE}at {0}" STR_PSI_TRAINING_FINISHED: "Psi Training Finished{NEWLINE}at {0}" #UfoDetectedState.cpp STR_IGNORE_UC: "IGNORE" #UfoTrackerState.cpp STR_UFO_TRACKER: "UFO Tracker" #=================== Menu =================== #MainMenuState.cpp STR_UPDATE: "Update" STR_LATEST_VERSION_INFO: "You are using the latest OpenXcom version." #ModConfirmExtendedState.cpp STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "This mod requires base game v{0} to run correctly. Enable this mod?" STR_VERSION_REQUIRED_QUESTION: "This mod requires OXCE v{0} to run correctly. Enable this mod?" #ModListState.cpp STR_OPEN_MODS_FOLDER: "Open" #NewBattleState.cpp STR_GLOBE_TEXTURE: "Globe Texture" #NotesState.cpp STR_NOTES: "Notes" STR_NEW_NOTE: "" #OptionsAdvancedState.cpp STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "OTHER" STR_BASESCAPE: "Basescape" STR_AI: "AI" #OptionsBattlescapeState.cpp STR_PATH_ENERGY_COST: "Energy" STR_PATH_ENERGY_COST_DESC: "Clicking shows the energy your unit will have remaining after moving to the destination." #StatisticsState.cpp STR_VEHICLES_LOST: "Vehicles lost" STR_CRAFT_LOST_DOGFIGHT: "Interceptors lost" STR_CRAFT_LOST_MISSION: "Transports lost" STR_ALIEN_BASES_DESTROYED: "Alien bases destroyed" STR_XCOM_BASES_LOST: "Bases lost" #TestState.cpp STR_TEST_SCREEN: "TEST SCREEN" STR_PALETTE: "Palette:" STR_PREVIEW: "Preview" STR_TINY_BORDERLESS: "Tiny, borderless" STR_TINY_BORDER: "Tiny" STR_SMALL_LOW_CONTRAST: "Small" STR_SMALL_HIGH_CONTRAST: "Small, high contrast" STR_BIG_LOW_CONTRAST: "Big" STR_BIG_HIGH_CONTRAST: "Big, high contrast" STR_TEST_CASE: "Test case:" STR_RUN: "Run selected test!" STR_TESTS_STARTING: "Starting..." STR_TESTS_ERRORS_FOUND: "Total errors found (there may be duplicates): {0}" STR_TESTS_NO_ERRORS_FOUND: "No errors found." STR_TESTS_FINISHED: "Finished." STR_DETAILED_INFO_IN_LOG_FILE: "Detailed info has been saved into openxcom.log" #=================== Savegame =================== #Soldier.cpp STR_RANK_NONE: "-" #=================== Ufopaedia =================== #ArticleState.cpp STR_DAMAGE_NONE: "NONE" STR_INFO_UFOPEDIA: "INFO" #ArticleStateCraft.cpp STR_COCKPIT_CAPACITY: "PILOTS>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAX RANGE>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN RANGE>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" #ArticleStateCraftWeapon.cpp STR_TRACTOR_BEAM_POWER: "Power" #ArticleStateItem.cpp STR_WEIGHT_PEDIA1: "Wt: {0}" STR_WEIGHT_PEDIA2: "Wt: {0}/{1}" STR_SHOT_TYPE_MELEE: "Melee" STR_ACCURACY_MODIFIER: "Accuracy modifier>{ALT} {0}" STR_POWER_BONUS: "Power bonus>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "multiple bonuses on various compatible ammo" #StatsForNerdsState.cpp STR_STATS_FOR_NERDS: "Stats for Nerds" STR_ARTICLE: "Article>{ALT} {0}" STR_COMPATIBLE_AMMO: "Compatible ammo:" STR_BUILT_IN_ITEMS: "Built-in items:" STR_CLIP_SIZE_UNLIMITED: "unlimited" STR_SHOTGUN_BEHAVIOR_OXCE: "extended" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "IDs" STR_INCLUDE_DEFAULTS: "DEFAULTS" STR_TRUE: "true" STR_FALSE: "false" # STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI SKILL*PSI STRENGTH" STR_STRENGTH_AND_MELEE_ACCURACY: "STRENGTH*MELEE ACCURACY" STR_STRENGTH_AND_THROWING_ACCURACY: "STRENGTH*THROWING ACCURACY" STR_FIRING_ACCURACY_AND_REACTIONS: "FIRING ACCURACY*REACTIONS" STR_HEALTH_CURRENT: "CURRENT HEALTH" STR_MANA_CURRENT: "CURRENT MANA" STR_TIME_UNITS_CURRENT: "CURRENT TIME UNITS" STR_STUN_LEVEL_CURRENT: "CURRENT STUN LEVEL" STR_HEALTH_NORMALIZED: "NORMALIZED HEALTH" STR_MANA_NORMALIZED: "NORMALIZED MANA" STR_TIME_UNITS_NORMALIZED: "NORMALIZED TIME UNITS" STR_ENERGY_NORMALIZED: "NORMALIZED ENERGY" STR_MORALE_NORMALIZED: "NORMALIZED MORALE" STR_STUN_LEVEL_NORMALIZED: "NORMALIZED STUN LEVEL" STR_ENERGY_REGENERATION: "ENERGY REGENERATION" # STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "ACC*REA" STR_HEALTH_CURRENT_ABBREVIATION: "CURRENT HEALTH" STR_MANA_CURRENT_ABBREVIATION: "CURRENT MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "CURRENT TIME UNITS" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "CURRENT STUN LEVEL" STR_HEALTH_NORMALIZED_ABBREVIATION: "NORMALIZED HEALTH" STR_MANA_NORMALIZED_ABBREVIATION: "NORMALIZED MANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "NORMALIZED TIME UNITS" STR_ENERGY_NORMALIZED_ABBREVIATION: "NORMALIZED ENERGY" STR_MORALE_NORMALIZED_ABBREVIATION: "NORMALIZED MORALE" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NORMALIZED STUN LEVEL" STR_ENERGY_REGENERATION_ABBREVIATION: "ENERGY REGENERATION" # STR_TIME_UNITS_SCALED: "SCALED TIME UNITS" STR_STAMINA_SCALED: "SCALED STAMINA" STR_HEALTH_SCALED: "SCALED HEALTH" STR_BRAVERY_SCALED: "SCALED BRAVERY" STR_REACTIONS_SCALED: "SCALED REACTIONS" STR_FIRING_ACCURACY_SCALED: "SCALED FIRING ACCURACY" STR_THROWING_ACCURACY_SCALED: "SCALED THROWING ACCURACY" STR_STRENGTH_SCALED: "SCALED STRENGTH" STR_PSIONIC_STRENGTH_SCALED: "SCALED PSIONIC STRENGTH" STR_PSIONIC_SKILL_SCALED: "SCALED PSIONIC SKILL" STR_MELEE_ACCURACY_SCALED: "SCALED MELEE ACCURACY" STR_MANA_POOL_SCALED: "SCALED MANA POOL" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "SCALED PSI SKILL*PSI STRENGTH" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "SCALED STRENGTH*MELEE ACCURACY" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "SCALED STRENGTH*THROWING ACCURACY" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "SCALED FIRING ACCURACY*REACTIONS" # STR_TIME_UNITS_SCALED_ABBREVIATION: "SCALED TU" STR_STAMINA_SCALED_ABBREVIATION: "SCALED STA" STR_HEALTH_SCALED_ABBREVIATION: "SCALED HP" STR_BRAVERY_SCALED_ABBREVIATION: "SCALED BRV" STR_REACTIONS_SCALED_ABBREVIATION: "SCALED REA" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "SCALED ACC" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "SCALED THR" STR_STRENGTH_SCALED_ABBREVIATION: "SCALED STR" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "SCALED PST" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "SCALED PSK" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "SCALED MEL" STR_MANA_POOL_SCALED_ABBREVIATION: "SCALED MAN" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "SCALED PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "SCALED STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "SCALED STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "SCALED ACC*REA" # STR_COST_TIME: "time" STR_COST_ENERGY: "energy" STR_COST_MORALE: "morale" STR_COST_HEALTH: "health" STR_COST_STUN: "stun" STR_COST_MANA: "mana" STR_COST_BUILD: "build" STR_COST_REFUND: "refund" # STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" # STR_NAUTICAL_MILES: "{0} nautical miles" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} seconds" STR_RACE_BONUS: "Race bonus" STR_FOR_DIFFICULTY: "for difficulty: {0}" #UfopaediaSelectState.cpp STR_NOT_AWARDED_YET: "Not awarded yet" ================================================ FILE: bin/common/Language/OXCE/es-419.yml ================================================ es-419: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "NO SE PUEDEN DESMANTELAR LAS INSTALACIONES!{SMALLLINE}La instalación no puede ser removida durante su mejora." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}Una instalación ya ha sido construida aquí." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}La instalación seleccionada debe cubrir completamente la ya existente." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}Instalacción existente no puede ser mejorada subro la instalación seleccionada." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}Instalación existente no puede ser reconstruida." STR_CANNOT_BUILD_QUEUE_OFF: "NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}Instalaciones conectadas deben terminar su construcción primero." STR_ID: "ID" STR_FIRST_LETTER: "Primera letra" STR_SOLDIER_TYPE: "Tipo de soldado" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Cargar equipamento de navio" STR_EMPTY_SLOT_N: "Espacio vacio{0}" STR_UNNAMED_SLOT_N: "Espacio sin nombre{0}" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Guardar equipamento de navio" STR_SAVE_UC: "GUARDAR" STR_ALL: "Todo" STR_EQUIPPED: "Equipado" STR_UNASSIGNED: "Otro" STR_PILOTS: "PILOTOS" STR_SHIELD: "ESCUDO>{ALT}{0}" STR_SELECT_PILOT: "Seleccionar piloto" STR_PILOTS_FOR_CRAFT: "Piloto(s) para {0}" STR_PILOTS_REQUIRED: "Piloto(s) requeridos: {ALT}{0}" STR_ADD_PILOT: "Añadir piloto" STR_REMOVE_ALL_PILOTS: "Remover todos los pilotos" STR_ACCURACY_BONUS: "Bonus de puntería" STR_DODGE_BONUS: "Bonus de evasión" STR_APPROACH_SPEED: "Velocidad de aproximación" STR_COWARDLY: "Cobardemente (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Valiente(+50%)" STR_VERY_BOLD: "Temerario(+100%)" STR_CRAFT_DEPLOYMENT_PREVIEW: "Muestra" STR_REFUND_VALUE: "Valor de ventas>{ALT}{0}" STR_PRODUCTION_OVERVIEW: "INFORME DE PRODUCCION" STR_RESEARCH_OVERVIEW: "Resumén de investigación" STR_SELL_SELECTED: "Vender" STR_GO_TO_TRANSFERS: "Transferir..." STR_TOPIC: "Tema>{ALT} {0}" STR_SHOW_ALL: "Mostrar todo" STR_NO_DEPENDENCIES: "Sin dependencias" STR_DIRECT_DEPENDENCIES: "Dependencias directas" STR_LEVEL_2_DEPENDENCIES: "Dependencias de nivel 2" STR_LEVEL_3_DEPENDENCIES: "Dependencias de nivel 3" STR_LEVEL_4_DEPENDENCIES: "Dependencias de nivel 4" STR_MORE_DEPENDENCIES: "Hay dependencías incluso más profundas..." STR_END_OF_SEARCH: "Fin de investigación." STR_REFUND_PRODUCTION: "REEMBOLSO!" STR_PERSON_JOINING: "Ingreso de personal" STR_RANDOM_PRODUCTION_DISCLAIMER: "Producción al azar!" STR_OTHER_EMPLOYEES: "Otro personal e inventario" STR_SHOW_ONLY_NEW: "Mostrar solo nuevo" STR_FILTER_DEFAULT: "Por defecto" STR_FILTER_DEFAULT_SUPPLIES_OK: "Por defecto (suministros OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Por defecto (sin suministros)" STR_FILTER_FACILITY_REQUIRED: "Instalación faltante" STR_FILTER_HIDDEN: "Oculto" STR_FILTER_EQUIPPED: "Equipado" STR_SORT_DEFAULT: "Por defecto" STR_RANDOM_PRODUCTION_SUMMARY: "Resumen" STR_NOT_ENOUGH_PRISON_SPACE: "NO HAY SUFICIENTE ALMACENAMIENTO PARA EXTRATERRESTRES!{SMALLLINE}Construye mas almacenamiento o transfiere extraterrestres a otras bases. " STR_NOT_ENOUGH_CRAFT_SPACE: "No hay suficiente espacio a bordo!" STR_SELECT_AVATAR_FOR: "SELECIONAR AVATAR PARA{NEWLINE]{0}}" STR_SUMMARY: "Resumen" STR_TRAINING: "Entrenamiento" STR_SOLDIER_INFO: "Información de soldado" STR_TRANSFER_TIME: "Tiempo de transferencia>{ALT}{0}" STR_RECOVERY_TIME: "Tiempo de recuperación>{ALT}{0}" STR_CURRENT_STATS: "Estados actuales" STR_CHANGES: "Cambios" STR_GRAND_TOTAL: "Gran total" STR_AVAILABLE_TOPICS: "TEMAS DISPONIBLES" STR_QS_THREE_LETTERS_A: "Por favor ingresar al menos 3 letras" STR_QS_THREE_LETTERS_B: "Hacía la caja de busqueda rápida" STR_M_FLAG: "[m]" STR_F_FLAG: "[f]" STR_I_FLAG: "[i]" STR_TECH_TREE_VIEWER: "Visor de arbol de tecnologías" STR_SELECT_TOPIC: "Seleccionar tema" STR_RESEARCH_PROGRESS: "Progreso>{ALT} {0}%" STR_ITEM_DESTROYED: "Objeto destruido:" STR_ITEM_REQUIRED: "Objeto requerido:" STR_SERVICES_REQUIRED: "Servicios requeridos:" STR_SERVICES_PROVIDED: "Servicios entregados:" STR_SERVICES_FORBIDDEN: "Servicios prohibidos:" STR_REQUIRES: "Requiere:" STR_DEPENDS_ON: "Depende de:" STR_UNLOCKED_BY: "Desbloqueado por:" STR_DISABLED_BY: "Deshabilitado por:" STR_GET_FOR_FREE_FROM: "Se consigue gratis de:" STR_REQUIRED_BY: "Requerido por:" STR_LEADS_TO: "Lleva a:" STR_UNLOCKS: "Desbloquea:" STR_DISABLES: "Deshabilita:" STR_GIVES_ONE_FOR_FREE_SEQ: "Da uno gratis (sequencial):" STR_GIVES_ONE_FOR_FREE: "Da uno gratis:" STR_RESEARCH_REQUIRED: "Investigación requerida:" STR_RESEARCH_REQUIRED_USE: "Investigación requerida (uso):" STR_RESEARCH_REQUIRED_BUY: "Investigación requerida (comprar)" STR_SERVICES_REQUIRED_BUY: "Servicios requeridos (comprar)" STR_MATERIALS_REQUIRED: "Materiales requeridos:" STR_ITEMS_PRODUCED: "Objetos producidos:" STR_PERSON_RECRUITED: "Persona reclutada:" STR_UNLOCKS_MISSIONS: "Desbloquea misiones:" STR_DISABLES_MISSIONS: "Desactiva misiones:" STR_AFFECTS_GAME_PROGRESSION: "¡Afecta la progresion del juego!" STR_MUST_USE_BOTH_HANDS: "Amas manos son requeridas para esto!" STR_NOT_ENOUGH_MORALE: "No hay suficiente moral!" STR_NOT_ENOUGH_HEALTH: "No hay suficiente salud!" STR_NOT_ENOUGH_STUN: "Nivel de aturdimiento es demasiado alto!" STR_LINE_OF_SIGHT_REQUIRED: "Linea de vista (LdV) requerida." STR_CENTER_ON_WOUNDED_FRIEND: "Centrar en amigo herido" STR_BUG_HUNT_ACTIVATED: "Modo de caza de errores activado: los enemigos son visibles en el minimapa!" STR_TARGET_ENEMY: "; Objetivo = ENEMIGO" STR_TARGET_NEUTRAL: "; Objetivo = NEUTRAL" STR_TARGET_FRIEND: "; OBJETIVO = Amigo" STR_TARGET_YOURSELF: "; Objetivo = TU" STR_TARGET_ON_THE_GROUND: "(Sobre el suelo)" STR_USE_SPECIAL_ITEM: "Usar objeto especial" STR_NO_EXPERIENCE_YET: "Sin experiencia todavía" STR_WHAT_CAN_I_WEAR: "Que puedo vestir?" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Esta misión requiere equipo especifico.{NEWLINE}{NEWLINE}Los tipos de armadura permitida son: {0}" STR_MISSION_OVER: "Misión completada." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} de nosotros seguimos fatalmente lastimados" many: "{N} de nosotros siguen fatalmente lastimados." other: "{N} de nosotros siguen fatalmente lastimados." STR_END_MISSION_QUESTION: "Terminar misión?" STR_LOOT: "BOTÍN" STR_SELL: "VENDER" STR_LIVE_ALIENS_SURRENDERED: "ENEMIGOS RENDIDOS" STR_MISSION_ABORTED: "MISION ABORTADA" STR_BOUNTY: "RECOMPENSA" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "No esta permitido el poner este objeto aquí.{NEWLINE}No preguntes por que!" STR_ONE_HAND_MUST_BE_EMPTY: "Al menos una mano debe estar vacía!" STR_LOAD_EQUIPMENT_TEMPLATE: "Cargar plantilla de equipamento" STR_SAVE_EQUIPMENT_TEMPLATE: "Guardar plantilla de equipamento" STR_FIRING_SHORT: "Disparando>{ALT}{0}" STR_THROWING_SHORT: "Arrojar>{ALT}{0}" STR_MELEE_SHORT: "Cuerpo a cuerpo>{ALT}{0}" STR_HIT_LOG_NEW_TURN: "Nuevo turno" STR_FAILED_CQB_CHECK: "El enemigo logro interrumpir tu ataque!" STR_NO_TRAJECTORY: "No hay una trajectoría viable!" STR_HIT_LOG_NEW_BULLET: "=>" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "impacto" STR_HIT_LOG_BIG_DAMAGE: "IMPACTO" STR_HIT_LOG_REACTION_FIRE: "Fuego de reacción..." STR_BUTTON_10: "10" STR_UFO_LANDING_ALERT: "Alerta de aterrizaje OVNI" STR_UFO_LANDING_ALERT_DESC: "Al estar activado, un mensaje se mostrara cada vez que un OVNI detectado aterrize." STR_WOUNDED_DEFEND_BASE_IF: "Los heridos se defienden (si los HP son más de x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Los soldados heridos también defienden la base, si su salud está sobre el porcentaje indicado." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Reproducir la música de resumen por más tiempo" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "La música continuara reproduciendose durante la fase de equipamiento hasta que el mapa de batalla sea mostrado." STR_NIGHT_VISION_COLOR: "Seleccionar el color de visión nopturna" STR_AUTO_SELL: "Administrador de Auto-venta" STR_AUTO_SELL_DESC: "En la pantalla de resumen de batalla, cualquier objeto vendido en batallas prevías será seleccionado automaticamente para vender." STR_GRAPHS_ZOOM_IN: "Acercar (Graphs)" STR_GRAPHS_ZOOM_OUT: "Alejar (Graphs)" STR_MARK_ALL_AS_SEEN: "Marcar todo como visto" STR_ACTION_ITEM_1: "Acción de objeto 1(Apuntar/usar)" STR_ACTION_ITEM_2: "Acción de objeto 2 (Rápido)" STR_ACTION_ITEM_3: "Acción de objeto 3 (Auto)" STR_ACTION_ITEM_4: "Acción de objeto 4(Cuerpo a cuerpo)" STR_ACTION_ITEM_5: "Acción de objeto 5 (Arrojar)" STR_TOGGLE_QUICK_SEARCH: "Cambiar campo de busqueda rápido" STR_TOGGLE_NIGHT_VISION: "Cambiar visión nopturna" STR_HOLD_NIGHT_VISION: "Visión nopturna corta" STR_SELECT_MUSIC_TRACK: "Seleccionar pista de música" STR_PHYSICAL_TRAINING: "Entrenamiento marcial" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "Capacida de entrenamiento restante> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_DONE: "HECHO" STR_START_FIRING: "FUEGO!" STR_SKIP_FIRING: "Dejenlos pasar..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Misiles alienígenas han dañado nuestra base [0]" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Misiles alienígenas han destruido nuestra base [0]" STR_STARTING_CONDITION_ITEM: "Esta misión requiere un(os) ítem(s) específico(s):[NEWLINE][NEWLINE][0]" STR_ASSIGN_PILOTS: "Asignar pilotos..." STR_NOT_ENOUGH_PILOTS: "No hay pilotos suficientes!{NEWLINE}Minimo: {0}" STR_UFO_SHIELD_HIT: "GOLPEAR LOS ESCUDOS!" STR_UFO_HIT_NO_DAMAGE: "REBOTO DEL CASCO!" STR_UFO_SHIELD_DOWN: "ESCUDOS ENEMIGOS ABATIDOS!" STR_UFO_HIT_GLANCING: "AVISTANDO GOLPE!" STR_INTERCEPTOR_SHIELD_HIT: "NUESTROS ESCUDOS SE MANTIENEN!" STR_TRACTOR_BEAM_ENGAGED: "EL RAYO TRACTOR HA SIDO ALCANZADO!" STR_TRACTOR_BEAM_DISENGAGED: "ALEJANDOSE DE RAYO TRACTOR" STR_SELF_DESTRUCT_ACTIVATED: "AUTO-DESTRUCCIÓN ACTIVADA!" STR_SELF_DESTRUCT_CANCELLED: "AUTO-DESTRUCCIÓN CANCELADA!" STR_AUTO_PATROL: "AUTO-PATRULLA" STR_UFO_STARTED_HUNTING: "{0} esta en curso de interceptar con {1}" STR_CRAFT_IS_READY: "{0} en {1} esta listo." STR_ECONOMY_WARNING: "Los fondos{0} e ingresos {1} son bajos y el mantenimiento {2} demasiado alto! Vende algo para evitar tomar un prestamo...Fondos faltantes: {3}" STR_RETURNING: "REGRESANDO" STR_INTERCEPTING: "INTERCEPTANDO" STR_ESCORTING: "ESCOLTANDO" STR_EN_ROUTE: "EN RUTA" STR_PILOT_MISSING: "PILOTO FALTANTE" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Bonus de rendimiento" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} ha renunciado al pacto con las fuerzas alienigenas y se le ha permitido regresar al projecto." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} ha renunciado al pacto con fuerzas alienigenas y se les permitio regresar al projecto." STR_WE_CAN_NOW_RENT: "Ahora podemos rentar" STR_WE_CAN_NOW_BUILD: "Ahora podemos construir" STR_WE_CAN_NOW_PURCHASE: "Ahora podemos comprar" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "No hay suficiente espacio de vivienda para acomodar{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_INFO: "INFO" STR_UFO_TRACKER: "Rastreador OVNi" STR_TEST_SCREEN: "PANTALLA DE PRUEBA" STR_PALETTE: "Paleta;" STR_PREVIEW: "Muestra" STR_TINY_BORDERLESS: "Diminuta, sin bordes" STR_TINY_BORDER: "Diminuta" STR_SMALL_LOW_CONTRAST: "Pequeña" STR_SMALL_HIGH_CONTRAST: "Pequeña, alto contraste" STR_BIG_LOW_CONTRAST: "Grande" STR_BIG_HIGH_CONTRAST: "Grande, alto contraste" STR_TEST_CASE: "Caja de prueba:" STR_RUN: "Empezar prueba seleccionada!" STR_TESTS_STARTING: "Empezando..." STR_TESTS_ERRORS_FOUND: "Total de errores encontrados (podía haber duplicados): {0}" STR_TESTS_NO_ERRORS_FOUND: "Sin errores encontrados." STR_TESTS_FINISHED: "Terminada" STR_DETAILED_INFO_IN_LOG_FILE: "Información detalla ha sido guardada en openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "NADA" STR_INFO_UFOPEDIA: "INFO" STR_COCKPIT_CAPACITY: "PILOTOS>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "RANGO MAXIMO>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "RANGO MINIMO>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" STR_WEIGHT_PEDIA1: "Peso: {0}" STR_WEIGHT_PEDIA2: "Peso: {0}/{1}" STR_SHOT_TYPE_MELEE: "Cuerpo a cuerpo" STR_ACCURACY_MODIFIER: "Modificador de puntería>{ALT} {0}" STR_POWER_BONUS: "Bonus de poder>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "multiples bonus en varios tipos de munición compatible" STR_STATS_FOR_NERDS: "Estadísticas para nerds" STR_ARTICLE: "Articulo>{ALT} {0}" STR_COMPATIBLE_AMMO: "Munición compatible:" STR_BUILT_IN_ITEMS: "Objetos incluidos:" STR_CLIP_SIZE_UNLIMITED: "ilimitado" STR_SHOTGUN_BEHAVIOR_OXCE: "extendido" STR_INCLUDE_DEBUG: "DEPURAR" STR_INCLUDE_IDS: "IDs" STR_INCLUDE_DEFAULTS: "POR DEFECTO" STR_TRUE: "verdadero" STR_FALSE: "falso" STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI habilidad*PSI FUERZA" STR_STRENGTH_AND_MELEE_ACCURACY: "FUERZA*PUNTERIA CUERPO A CUERPO" STR_STRENGTH_AND_THROWING_ACCURACY: "FUERZA*PUNTERÍA ARROJADIZA" STR_FIRING_ACCURACY_AND_REACTIONS: "PUNTERÍA DE DISPARO*REACCIONES" STR_HEALTH_CURRENT: "VIDA ACTUAL" STR_TIME_UNITS_CURRENT: "UNIDADES DE TIEMPO ACTUALES" STR_STUN_LEVEL_CURRENT: "NIVEL DE ATURDIMIENTO ACTUAL" STR_HEALTH_NORMALIZED: "SALUD NORMALIZADA" STR_TIME_UNITS_NORMALIZED: "UNIDADES DE TIEMPO NORMALIZADAS" STR_ENERGY_NORMALIZED: "ENERGIA NORMALIZADA" STR_MORALE_NORMALIZED: "MORAL NORMALIZADA" STR_STUN_LEVEL_NORMALIZED: "NIVEL DE ATURDIMIENTO NORMALIZADO" STR_ENERGY_REGENERATION: "REGENERACIÓN DE ENERGÍA" STR_HEALTH_CURRENT_ABBREVIATION: "VIDA ACTUAL" STR_TIME_UNITS_CURRENT_ABBREVIATION: "UNIDADES DE TIEMPO ACTUALES" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "NIVEL DE ATURDIMIENTO ACTUAL" STR_HEALTH_NORMALIZED_ABBREVIATION: "SALUD NORMALIZADA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "UNIDADES DE TIEMPO NORMALIZADAS" STR_ENERGY_NORMALIZED_ABBREVIATION: "ENERGIA NORMALIZADA" STR_MORALE_NORMALIZED_ABBREVIATION: "MORAL NORMALIZADA" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NIVEL DE ATURDIMIENTO NORMALIZADO" STR_ENERGY_REGENERATION_ABBREVIATION: "REGENERACIÓN DE ENERGÍA" STR_COST_TIME: "tiempo" STR_COST_ENERGY: "energía" STR_COST_MORALE: "moral" STR_COST_HEALTH: "salud" STR_COST_STUN: "aturdimiento" STR_COST_BUILD: "construir" STR_COST_REFUND: "reembolsar" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} millas nauticas" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} segundos" STR_RACE_BONUS: "Bonus de raza" STR_FOR_DIFFICULTY: "por dificultar: {0}" STR_NOT_AWARDED_YET: "No recompensado todavía" ================================================ FILE: bin/common/Language/OXCE/es-ES.yml ================================================ es-ES: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "¡NO SE PUEDE DESMANTAR LA INSTALACIÓN!{SMALLLINE}La instalación no se puede eliminar durante la actualización." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "¡NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}Una instalación ya ha sido construida aquí." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "¡NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}La instalación seleccionada debe cubrir completamente la ya existente." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "¡NO SE PUEDE CONSTRUIR AQUI!{SMALLLINE}La Instalación existente no puede ser mejorada por la instalación seleccionada." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "¡NO SE PUEDE CONSTRUIR AQUÍ!{SMALLLINE}No se puede reconstruir la instalación existente." STR_CANNOT_BUILD_QUEUE_OFF: "¡NO SE PUEDE CONSTRUIR AQUÍ!{SMALLLINE}Las instalaciones adyacentes han de finalizarse previamente." STR_FACILITY_FORBIDDEN_BY_OTHER: "¡NO SE PUEDE CONSTRUIR AQUÍ!{SMALLLINE}Algunas instalaciones existentes impiden construir esta instalación." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "¡NO SE PUEDE CONSTRUIR AQUÍ!{SMALLLINE}Esta instalación es incompatible con alguna de las instalaciones ya existentes." STR_NOT_ENOUGH_ITEMS: "¡NO HAY SUFICIENTES MATERIALES!{SMALLLINE}Necesitamos más recursos para construir esta instalación.{NEWLINE}Falta> {0}: {1}" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Cargar equipamiento de naves" STR_EMPTY_SLOT_N: "Ranura vacía {0}" STR_UNNAMED_SLOT_N: "Ranura sin nombre {0}" STR_ADD_ON_TOP: "Añadir encima" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Guardar equipamiento de naves" STR_SAVE_UC: "GUARDAR" STR_ALL: "Todo" STR_EQUIPPED: "Equipado" STR_NOT_EQUIPPED: "No equipado" STR_UNASSIGNED: "Otro" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "¡NO SE PERMITE MÁS EQUIPO A BORDO!{SMALLLINE}Espacio de almacenamiento máximo: {0}" STR_PILOTS: "PILOTOS" STR_SHIELD: "ESCUDO>{ALT}{0}" STR_SELECT_PILOT: "Seleccionar piloto" STR_PILOTS_FOR_CRAFT: "Piloto(s) para {0}" STR_PILOTS_REQUIRED: "Piloto(s) requeridos: {ALT}{0}" STR_ADD_PILOT: "Añadir piloto" STR_REMOVE_ALL_PILOTS: "Quitar todos los pilotos" STR_ACCURACY_BONUS: "Bonus de puntería:" STR_DODGE_BONUS: "Bonus de evasión:" STR_APPROACH_SPEED: "Velocidad de aproximación:" STR_COWARDLY: "Cobardemente (-50%)" STR_BOLD: "Valiente (+50%)" STR_VERY_BOLD: "Temerario (+100%)" STR_CRAFT_DEPLOYMENT_PREVIEW: "Muestra" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Muestra *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Esta función te permite obtener una vista previa y personalizar el despliegue de tus unidades al comienzo de una batalla. Tienes movimiento ilimitado. Mantenga presionado 'Alt' para resaltar las posiciones válidas de las unidades. Haga clic en el icono 'Abortar misión' para guardar una implementación personalizada. Haz clic en el icono \"Finalizar turno\" para salir de la vista previa.{NEWLINE}Ten en cuenta que agregar nuevos soldados o vehículos a la nave invalida automáticamente el despliegue personalizado guardado. La presencia de una implementación personalizada se indica con un asterisco en el botón \"Vista previa\"." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Esta característica le permite obtener una vista previa y modificar la tabla de despliegue de este tipo de nave. Cualquier cambio se aplicará a todas tus naves actuales y también a cualquier nave que compres o fabriques más adelante en la campaña. Comienzas con el número máximo de soldados. Cada soldado representa una fila en la tabla de despliegue. Los nombres de los soldados corresponden a los números de fila. Para proporcionar espacio para una unidad de 2x2, coloca 4 soldados en un cuadrado de 2x2. Si no se proporciona espacio, la unidad 2x2 faltará en una batalla real." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Esta función te permite obtener una vista previa de tu base.{NEWLINE}¡Diviértete!{NEWLINE}{NEWLINE}Haz clic en el icono \"Finalizar turno\" para salir de la vista previa." STR_NOT_ENOUGH_CARGO_SPACE: "¡NO HAY SUFICIENTE ESPACIO DE CARGA DISPONIBLE!{SMALLLINE}Utilice un módulo diferente o reduzca la tripulación asignada." STR_REFUND_VALUE: "Valor de ventas> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "INFORME DE PRODUCCIÓN" STR_RESEARCH_OVERVIEW: "INFORME DE LA INVESTIGACIÓN" STR_PRISONER_OVERVIEW: "INFORME DEL PRISIONERO" STR_PRISONER: "PRISIONERO" STR_PRISONER_AMOUNT: "CANTIDAD" STR_PRISONER_INTERROGATED: "INTERROGADO" STR_TOTAL_IN_PRISON: "Espacio utilizado>{ALT}{0}" STR_TOTAL_INTERROGATED: "Interrogado>{ALT}{0}" STR_PRISON_TYPE: "Contención alienígena" STR_KILL_SELECTED: "Matar" STR_SELL_SELECTED: "Vender" STR_GO_TO_TRANSFERS: "Tranferir..." STR_PRISON_CLEANUP: "Vaciar prisión" STR_TOPIC: "Tema>{ALT} {0}" STR_SHOW_ALL: "Mostrar todo" STR_NO_DEPENDENCIES: "Sin dependencias" STR_DIRECT_DEPENDENCIES: "Dependencias directas" STR_LEVEL_2_DEPENDENCIES: "Dependencias de nivel 2" STR_LEVEL_3_DEPENDENCIES: "Dependencias de nivel 3" STR_LEVEL_4_DEPENDENCIES: "Dependencias de nivel 4" STR_MORE_DEPENDENCIES: "Hay dependencías incluso más profundas..." STR_END_OF_SEARCH: "Fin de búsqueda." STR_REFUND_PRODUCTION: "¡REEMBOLSO!" STR_HOURS_PER_UNIT: "HORAS POR UNIDAD>{ALT}{0}" STR_PERSON_JOINING: "Persona uniéndose" STR_RANDOM_PRODUCTION_DISCLAIMER: "¡Producción al azar!" STR_OTHER_EMPLOYEES: "Otro personal e inventario" STR_SHOW_ONLY_NEW: "Mostrar solo nuevo" STR_FILTER_DEFAULT: "Por defecto" STR_FILTER_DEFAULT_SUPPLIES_OK: "Por defecto (suministros OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Por defecto (sin suministros)" STR_FILTER_FACILITY_REQUIRED: "Instalación faltante" STR_FILTER_HIDDEN: "Oculto" STR_FILTER_EQUIPPED: "Equipado" STR_FILTER_MISSING: "Perdido" STR_SORT_DEFAULT: "Por defecto" STR_SORT_BY_COST: "Por coste" STR_SORT_BY_NAME: "Por nombre" STR_RANDOM_PRODUCTION_SUMMARY: "Resumen" STR_NOT_ENOUGH_PRISON_SPACE: "¡NO HAY SUFICIENTE CONTENCIÓN ALIENÍGENA!{SMALLLINE}Construye más contenciones alienígenas o transfiérelos a otras bases." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "¡SE SUPERÓ EL LÍMITE DE COMPRAS MENSUALES!{SMALLLINE}Habrá más artículos disponibles el próximo mes." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "¡SE SUPERÓ EL LÍMITE DE COMPRAS MENSUALES!{SMALLLINE}Habrá más naves disponibles el próximo mes." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "¡SE SUPERÓ EL LÍMITE DE CONTRATACIÓN MENSUAL!{SMALLLINE}Habrá más reclutas disponibles el próximo mes." STR_NOT_ENOUGH_CRAFT_SPACE: "¡No hay suficiente espacio a bordo!" STR_SELECT_AVATAR_FOR: "SELECIONAR AVATAR PARA{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "BONIFICACIONES DE SOLDADO PARA{NEWLINE}{0}" STR_SUMMARY: "Resumen" STR_MANA_RECOVERY: "RECUPERACIÓN DE MANÁ> {ALT}{0}" STR_HEALTH_RECOVERY: "RECUPERACIÓN DE SALUD> {ALT}{0}" STR_PROMOTE_SOLDIER: "PROMOVER/DEGRADAR{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANGO" STR_OPENINGS_HEADER: "APERTURAS" STR_TRAINING: "Entrenamiento" STR_SOLDIER_INFO: "Información de soldado" STR_TRANSFER_TIME: "Tiempo de transferencia>{ALT}{0}" STR_RECOVERY_TIME: "Tiempo de recuperación>{ALT}{0}" STR_CURRENT_STATS: "Estadísticas actuales" STR_CHANGES: "Cambios" STR_CHANGES_MIN: "Cambios (mín)" STR_CHANGES_MAX: "Cambios (máx)" STR_BONUS_STATS: "Estadísticas bonus" STR_TRANSFORMATIONS_OVERVIEW: "Resumen de transformaciones" STR_PROJECT_NAME: "NOMBRE DEL PROYECTO" STR_AVAILABLE_MATERIALS: "MATERIALES DISPONIBLES" STR_ELIGIBLE_SOLDIERS: "SOLDADOS ELEGIBLES" STR_SHOW_ONLY_ELIGIBLE: "Mostrar solo elegibles" STR_ALL_SOLDIER_TYPES: "Todos los tipos de soldados" STR_ALL_SOLDIERS: "Todos los soldados" STR_HEALTHY_SOLDIERS: "Soldados sanos" STR_WOUNDED_SOLDIERS: "Soldados heridos" STR_DEAD_SOLDIERS: "Soldados muertos" STR_GRAND_TOTAL: "Gran total" STR_AVAILABLE_TOPICS: "TEMAS DISPONIBLES" STR_QS_THREE_LETTERS_A: "Por favor ingrese al menos 3 letras" STR_QS_THREE_LETTERS_B: "en el cuadro de Búsqueda Rápida..." STR_THIS_FEATURE_IS_DISABLED_1: "Esta característica está deshabilitada." STR_THIS_FEATURE_IS_DISABLED_2: "Esta característica está deshabilitada." STR_THIS_FEATURE_IS_DISABLED_3: "Esta característica está deshabilitada." STR_THIS_FEATURE_IS_DISABLED_4: "Esta característica está deshabilitada." STR_THIS_FEATURE_IS_DISABLED_5: "Esta característica está deshabilitada." STR_TECH_TREE_VIEWER: "Visor de árbol tecnológico" STR_SELECT_TOPIC: "Seleccionar tema" STR_RESEARCH_PROGRESS: "Progreso>{ALT} {0}%" STR_ITEM_DESTROYED: "Objeto destruido:" STR_ITEM_REQUIRED: "Objeto requerido:" STR_SERVICES_REQUIRED: "Servicios requeridos:" STR_SERVICES_PROVIDED: "Servicios prestados:" STR_SERVICES_FORBIDDEN: "Servicios prohibidos:" STR_REQUIRES: "Requiere:" STR_DEPENDS_ON: "Depende de:" STR_UNLOCKED_BY: "Desbloqueado por:" STR_DISABLED_BY: "Deshabilitado por:" STR_REENABLED_BY: "Reactivado por:" STR_GET_FOR_FREE_FROM: "Se consigue gratis de:" STR_IS_LOOKUP_OF: "Es la búsqueda de:" STR_LOOKUP: "Búsqueda:" STR_SPAWNED_ITEMS: "Artículos generados:" STR_SPAWNED_EVENT: "Eventos generados:" STR_REQUIRED_BY: "Requerido por:" STR_REQUIRED_BY_TRANSFORMATIONS: "Requerido por transformaciones:" STR_LEADS_TO: "Lleva a:" STR_UNLOCKS: "Desbloquea:" STR_DISABLES: "Deshabilita:" STR_REENABLES: "Reactiva:" STR_GIVES_ONE_FOR_FREE_SEQ: "Da uno gratis (sequencial):" STR_GIVES_ONE_FOR_FREE: "Da uno gratis:" STR_RESEARCH_REQUIRED: "Investigación requerida:" STR_RESEARCH_REQUIRED_USE: "Investigación requerida (uso):" STR_RESEARCH_REQUIRED_BUY: "Investigación requerida (comprar):" STR_SERVICES_REQUIRED_BUY: "Servicios requeridos (comprar):" STR_PRODUCED_BY: "Producido por:" STR_SPAWNED_BY: "Generado por:" STR_MATERIALS_REQUIRED: "Materiales requeridos:" STR_TTV_COST_PER_UNIT: "Coste por unidad:" STR_TTV_ENGINEER_HOURS: "Horas de ingeniero:" STR_TTV_WORK_SPACE_REQUIRED: "Espacio de trabajo requerido:" STR_ITEMS_PRODUCED: "Objetos producidos:" STR_PERSON_RECRUITED: "Persona reclutada:" STR_UNLOCKS_ARCS: "Desbloquea arcos:" STR_DISABLES_ARCS: "Deshabilita arcos:" STR_UNLOCKS_MISSIONS: "Desbloquea misiones:" STR_DISABLES_MISSIONS: "Desactiva misiones:" STR_UNLOCKS_EVENTS: "Desbloquea eventos:" STR_DISABLES_EVENTS: "Desactiva eventos:" STR_AFFECTS_GAME_PROGRESSION: "¡Afecta la progresión del juego!" STR_ITEMS_AT_DESTINATION: "Artículos en destino" STR_PRISONERS: "Prisioneros" STR_ARMORS: "Armaduras" STR_CRAFT_DEPLOYMENT_QUESTION: "¿Guardar el despliegue de la nave?" STR_MUST_USE_BOTH_HANDS: "¡Para esto se necesitan ambas manos!" STR_NOT_ENOUGH_MORALE: "¡No hay suficiente moral!" STR_NOT_ENOUGH_HEALTH: "¡No hay suficiente salud!" STR_NOT_ENOUGH_MANA: "¡No hay suficiente maná!" STR_NOT_ENOUGH_STUN: "¡El nivel de aturdimiento es demasiado alto!" STR_LINE_OF_SIGHT_REQUIRED: "Se requiere línea de visión (LdV)." STR_CENTER_ON_WOUNDED_FRIEND: "Centrar en amigo herido" STR_CENTER_ON_DIZZY_FRIEND: "Centrar en amigo mareado" STR_BUG_HUNT_ACTIVATED: "Modo Bug Hunt activado: ¡los enemigos son visibles en el minimapa!" STR_TARGET_ENEMY: "; Objetivo = ENEMIGO" STR_TARGET_NEUTRAL: "; Objetivo = NEUTRAL" STR_TARGET_FRIEND: "; Objetivo = AMIGO" STR_TARGET_YOURSELF: "; Objetivo = TU" STR_TARGET_ON_THE_GROUND: "(en el suelo)" STR_USE_SPECIAL_ITEM: "Usar objeto especial" STR_NO_EXPERIENCE_YET: "Aún no hay experiencia:" STR_OPERATION_UC: "OPERACIÓN> {0}" STR_WHAT_CAN_I_WEAR: "¿Qué puedo ponerme?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Esta misión requiere equipo específico.{NEWLINE}{NEWLINE}Los tipos de armadura prohibidos son: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Esta misión requiere equipo específico.{NEWLINE}{NEWLINE}Los tipos de armadura permitidos son: {0}" STR_MISSION_OVER: "Misión completada." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} de los nuestros todavía está fatalmente herido" many: "{N} de los nuestros todavía están fatalmente heridos" other: "{N} de los nuestros todavía están fatalmente heridos" STR_END_MISSION_QUESTION: "¿Finalizar misión?" STR_LOOT: "BOTÍN" STR_SELL: "VENDER" STR_LIVE_ALIENS_SURRENDERED: "ENEMIGOS RENDIDOS" STR_MISSION_ABORTED: "MISIÓN ABORTADA" STR_VIPS_SAVED: "VIPS SALVADOS" STR_VIPS_LOST: "VIPS PERDIDOS" STR_BOUNTY: "RECOMPENSA" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "No está permitido colocar ese objeto aquí.{NEWLINE}¡No preguntes por qué!" STR_ONE_HAND_MUST_BE_EMPTY: "¡Al menos una mano debe estar vacía!" STR_LOAD_EQUIPMENT_TEMPLATE: "Cargar plantilla de equipamento" STR_SAVE_EQUIPMENT_TEMPLATE: "Guardar plantilla de equipamento" STR_FIRING_SHORT: "Disp.>{ALT}{0}" STR_THROWING_SHORT: "Lanz.>{ALT}{0}" STR_MELEE_SHORT: "C.aC.>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "EQUIPO PERSONAL" STR_SAVE_PERSONAL_EQUIPMENT: "Guardar equipo personal" STR_LOAD_PERSONAL_EQUIPMENT: "Cargar equipo personal" STR_PERSONAL_EQUIPMENT_SAVED: "Equipo personal guardado." STR_TELL_ME_MORE: "Dime más..." STR_REINFORCEMENTS_ALERT: "¡Alerta de refuerzos!" STR_HIT_LOG_NEW_TURN: "Nuevo turno" STR_FAILED_CQB_CHECK: "¡El enemigo logró interrumpir tu ataque!" STR_NO_TRAJECTORY: "¡Sin trayectoria viable!" STR_SKILL_NEEDS_ITEM: "¡Esta habilidad necesita un objeto!" STR_HIT_LOG_SMALL_DAMAGE: "impacto" STR_HIT_LOG_BIG_DAMAGE: "IMPACTO" STR_HIT_LOG_REACTION_FIRE: "Fuego de reacción..." STR_HIT_LOG: "Registro de impactos" STR_LAZY_LOADING: "Carga ligera" STR_LAZY_LOADING_DESC: "Si está habilitado, los recursos gráficos se cargan bajo demanda. De lo contrario, todo se carga al inicio." STR_VSYNC_FOR_OPENGL: "VSync para OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Desactívelo para obtener la máxima velocidad de movimiento oculto del enemigo y (opcionalmente) velocidad de movimiento del soldado. NO establezca el límite de FPS en 0. Solo se aplica al renderizado OpenGL." STR_UPDATE_CHECK: "Comprobación de actualización automática" STR_UPDATE_CHECK_DESC: "Si está habilitado, OpenXcom buscará automáticamente actualizaciones y le dará la opción de actualizarse con un solo clic." STR_AUTOSAVE_SLOTS: "Ranuras de guardado automático" STR_AUTOSAVE_SLOTS_DESC: "Número de espacios para guardado automático de Battlescape." STR_OXCE_LINKS: "Enlaces a 'Extended'" STR_OXCE_LINKS_DESC: "Habilita menús/botones/enlaces adicionales para funciones de OXCE." STR_UFO_LANDING_ALERT: "Alerta de aterrizaje OVNI" STR_UFO_LANDING_ALERT_DESC: "Si está habilitado, aparecerá un mensaje cada vez que aterrice un OVNI detectado." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Recuerda las armas de nave deshabilitadas." STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Las armas de nave desactivadas durante un combate aéreo permanecerán desactivadas. Tampoco serán rearmados en la base." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Gestión de equipo de naves alternativo" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Si está habilitado, mover soldados entre la base y la nave también moverá su equipo (si es posible)." STR_MANUALPROMOTIONS: "Promociones manuales" STR_MANUALPROMOTIONS_DESC: "Si está habilitado, los soldados pueden ser promovidos (o degradados) manualmente haciendo clic en el ícono de rango." STR_WOUNDED_DEFEND_BASE_IF: "Heridos defienden (si PS es superior al x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Los soldados heridos también defienden la base, si su salud supera el umbral porcentual determinado." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Reproducir música de preparación por más tiempo" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "La música informativa seguirá sonando durante la fase de equipamiento hasta que se muestre Battlescape." STR_NIGHT_VISION_COLOR: "Seleccione el color de visión nocturna" STR_NIGHT_VISION_COLOR_DESC: "Valores del 1 al 15, cada uno representa un color de tono diferente." STR_AUTO_NIGHT_VISION_THRESHOLD: "Umbral de visión nocturna automática" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Si es más oscuro que este umbral, activa la visión nocturna automáticamente." STR_AUTO_SELL: "Gestor de venta automática" STR_AUTO_SELL_DESC: "En la pantalla de venta del informe de batalla, cualquier tipo de artículo que hayas vendido en batallas anteriores se marcará automáticamente para su venta." STR_AUTOMATICPROMOTIONS: "Promociones automáticas" STR_AUTOMATICPROMOTIONS_DESC: "Si está habilitado, los soldados son promovidos automáticamente después de una misión." STR_OFF_CENTRE_SHOOTING: "Tiro descentrado" STR_OFF_CENTRE_SHOOTING_DESC: "Los soldados intentarán automáticamente ajustar ligeramente el ángulo de disparo en caso de que no haya una línea de fuego." STR_GRAPHS_ZOOM_IN: "Acercar (Gráficos)" STR_GRAPHS_ZOOM_OUT: "Alejar (Gráficos)" STR_MARK_ALL_AS_SEEN: "Marcar todo como visto" STR_SELL_ALL: "Vender todo" STR_SELL_ALL_BUT_ONE: "Vender todos menos uno" STR_TRANSFER_ALL: "Transferir todo" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Quitar soldados de todas las naves" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Quitar soldados de la nave" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Quitar equipo de la nave" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Quitar armaduras de todas las naves" STR_REMOVE_ARMOR_FROM_CRAFT: "Quitar armaduras de la nave" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Quitar soldados del entrenamiento" STR_ADD_SOLDIERS_TO_TRAINING: "Añadir soldados al entrenamiento" STR_INVENTORY_ARMOR: "Cambiar armadura" STR_INVENTORY_AVATAR: "Cambiar avatar" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Mata a todos los alienígenas" STR_PHYSICAL_TRAINING: "Entrenamiento marcial" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "CAPACIDAD DE ENTRENAMIENTO RESTANTE> {ALT}{0}" STR_NO_DONE: "HECHO" STR_NO_AMMO: "¡SIN MUNICIÓN!" STR_START_FIRING: "¡Fuego!" STR_SKIP_FIRING: "Déjales entrar..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Misiles alienígenas han dañado nuestra base {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Misiles alienígenas han destruido nuestra base {0}" STR_STARTING_CONDITION_COMMANDER: "Esta misión requiere la presencia del comandante." STR_STARTING_CONDITION_CRAFT: "Esta nave no es adecuada para esta misión." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Esta nave no es adecuada para esta misión.{NEWLINE}{NEWLINE}Naves permitidas: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Esta nave no es adecuada para esta misión.{NEWLINE}{NEWLINE}Naves prohibidas: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Algunos soldados no pueden participar en esta misión." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Algunos soldados no pueden participar en esta misión.{NEWLINE}{NEWLINE}Tipos de soldados permitidos: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Algunos soldados no pueden participar en esta misión.{NEWLINE}{NEWLINE}Tipos de soldados prohibidos: {0}" STR_STARTING_CONDITION_ITEM: "Esta misión requiere de objetos específicos:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "¡NO HAY SUFICIENTE COMBUSTIBLE!{SMALLLINE}El destino está demasiado lejos para el alcance de la nave." STR_ASSIGN_PILOTS: "Asignar pilotos..." STR_NOT_ENOUGH_PILOTS: "¡No hay suficientes pilotos!{NEWLINE}Mínimo: {0}" STR_DAILY_PILOT_EXPERIENCE: "Experiencia de piloto diaria" STR_UFO_SHIELD_HIT: "¡IMPACTO EN LOS ESCUDOS!" STR_UFO_HIT_NO_DAMAGE: "¡REBOTÓ EN EL CASCO!" STR_UFO_SHIELD_DOWN: "¡ESCUDOS ENEMIGOS CAÍDOS!" STR_UFO_HIT_GLANCING: "¡LE HA ROZADO!" STR_INTERCEPTOR_SHIELD_HIT: "¡NUESTROS ESCUDOS ESTÁN AGUANTANDO!" STR_TRACTOR_BEAM_ENGAGED: "¡EL RAYO TRACTOR ESTÁ ACTIVADO!" STR_TRACTOR_BEAM_DISENGAGED: "DESACTIVANDO DEL RAYO TRACTOR" STR_SELF_DESTRUCT_ACTIVATED: "¡AUTODESTRUCCIÓN ACTIVADA!" STR_SELF_DESTRUCT_CANCELLED: "AUTODESTRUCCIÓN CANCELADA" STR_EXTENDED_LINKS: "Enlaces" STR_AUTO_PATROL: "AUTO PATRULLAR" STR_UFO_STARTED_HUNTING: "{0} está de camino a interceptar a {1}" STR_CRAFT_IS_READY: "{0} en {1} está listo." STR_ECONOMY_WARNING: "¡Los fondos {0} y los ingresos {1} son bajos y el mantenimiento {2} demasiado alto! Vende algo para evitar tener que pedir un crédito... faltan fondos: {3}" STR_RETURNING: "REGRESANDO" STR_INTERCEPTING: "INTERCEPTANDO" STR_ESCORTING: "ACOMPAÑANDO" STR_EN_ROUTE: "EN CAMINO" STR_PILOT_MISSING: "PILOTO DESAPARECIDO" STR_PERFORMANCE_BONUS: "Bonus de desempeño" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} renunció al pacto con fuerzas alienígenas y se le ha permitido regresar al proyecto." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} han renunciado al pacto con fuerzas alienígenas y se les ha permitido regresar al proyecto." STR_WE_CAN_NOW_RENT: "Ya podemos alquilar" STR_REQUIRED_BASE_SERVICES: "Servicios básicos requeridos: {0}" STR_WE_CAN_NOW_BUILD: "Ya podemos construir" STR_WE_CAN_NOW_PURCHASE: "Ya podemos comprar" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "No hay suficiente espacio habitable para acomodar{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_DESPAWN_PENALTY: "Penalización por desaparición> {0}" STR_TRAINING_FINISHED: "Entrenamiento finalizado{NEWLINE}en {0}" STR_PSI_TRAINING_FINISHED: "Entrenamiento Psiónico finalizado{NEWLINE}en {0}" STR_IGNORE_UC: "IGNORAR" STR_UFO_TRACKER: "Rastreador OVNI" STR_UPDATE: "Actualizar" STR_LATEST_VERSION_INFO: "Está utilizando la última versión de OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Este mod requiere el juego base v{0} para ejecutarse correctamente. ¿Habilitar este mod?" STR_VERSION_REQUIRED_QUESTION: "Este mod requiere OXCE v{0} para ejecutarse correctamente. ¿Habilitar este mod?" STR_NOTES: "Notas" STR_PATH_ENERGY_COST: "Energia" STR_PATH_ENERGY_COST_DESC: "Al hacer clic se muestra la energía que le quedará a su unidad después de moverse al destino." STR_TEST_SCREEN: "PROBAR PANTALLA" STR_PALETTE: "Paleta:" STR_PREVIEW: "Muestra" STR_TINY_BORDERLESS: "Diminuto, sin bordes" STR_TINY_BORDER: "Diminuto" STR_SMALL_LOW_CONTRAST: "Pequeño" STR_SMALL_HIGH_CONTRAST: "Pequeño, alto contraste" STR_BIG_LOW_CONTRAST: "Grande" STR_BIG_HIGH_CONTRAST: "Grande, alto contraste" STR_TEST_CASE: "Caso de prueba:" STR_RUN: "¡Ejecutar prueba seleccionada!" STR_TESTS_STARTING: "Iniciando..." STR_TESTS_ERRORS_FOUND: "Total de errores encontrados (puede haber duplicados): {0}" STR_TESTS_NO_ERRORS_FOUND: "No se encontraron errores." STR_TESTS_FINISHED: "Finalizado." STR_DETAILED_INFO_IN_LOG_FILE: "La información detallada se ha guardado en openxcom.log" STR_DAMAGE_NONE: "NINGUNO" STR_COCKPIT_CAPACITY: "PILOTOS>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "RANGO MÁX>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "RANGO MÍN>{ALT}{0}{ALT}" STR_MULTIPLE_DIFFERENT_BONUSES: "múltiples bonificaciones en varias municiones compatibles" STR_ARTICLE: "Artículo>{ALT} {0}" STR_COMPATIBLE_AMMO: "Munición compatible:" STR_BUILT_IN_ITEMS: "Objetos incorporados:" STR_CLIP_SIZE_UNLIMITED: "ilimitado" STR_NAUTICAL_MILES: "{0} millas náuticas" STR_SECONDS_LONG: "{0} segundos" STR_RACE_BONUS: "Bonificación de carrera" STR_FOR_DIFFICULTY: "por dificultad: {0}" STR_NOT_AWARDED_YET: "Aún no premiado" ================================================ FILE: bin/common/Language/OXCE/et.yml ================================================ et: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "EHITIST EI SAA LAMMUTADA!{SMALLLINE}Uuenduste ajal ei saa ehitist eemaldada." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "SIIA EI SAA EHITADA!{SMALLLINE}Valitud rajatis peab täielikult katma olemasolevat ehitist." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "SIIA EI SAA EHITADA!{SMALLLINE}Olemasolevat rajatist ei saa uuendada." STR_ID: "ID" STR_FIRST_LETTER: "ESIMENE TÄHT" STR_SOLDIER_TYPE: "SÕDURI TÜÜP" STR_MANA: "MANA" STR_SAVE_UC: "SALVESTA" STR_ALL: "Kõik" STR_UNASSIGNED: "Muu" STR_PILOTS: "PILOODID" STR_SELECT_PILOT: "Vali piloot" STR_PILOTS_FOR_CRAFT: "Piloot(id) {0} jaoks" STR_PILOTS_REQUIRED: "Piloote() vaja: {ALT}{0}" STR_ADD_PILOT: "Lisa piloot" STR_COWARDLY: "Ettevaatlik (-50%)" STR_NORMAL: "Tavaline" STR_BOLD: "Julge (+50%)" STR_VERY_BOLD: "Väga julge (+100%)" STR_REFUND_VALUE: "Müügisumma>{ALT}{0}" STR_PRODUCTION_OVERVIEW: "TOOTMISE ÜLEVAADE" STR_KILL_SELECTED: "Tapa" STR_SELL_SELECTED: "Müü" STR_GO_TO_TRANSFERS: "Vii üle..." STR_SHOW_ALL: "Näita kõike" STR_SHOW_ONLY_NEW: "Näita ainult uued" STR_FILTER_DEFAULT: "Vaikimisi" STR_FILTER_DEFAULT_SUPPLIES_OK: "Vaikimisi (laos olemas)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Vaikimisi (puudub laost)" STR_FILTER_FACILITY_REQUIRED: "Rajatis puudub" STR_FILTER_HIDDEN: "Peidus" STR_SORT_DEFAULT: "Vaikimisi" STR_RANDOM_PRODUCTION_SUMMARY: "Kokkuvõte" STR_SUMMARY: "Kokkuvõte" STR_BONUSES_BUTTON: "+" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_QS_THREE_LETTERS_A: "Kirjuta vähemalt kolm tähte" STR_QS_THREE_LETTERS_B: "kiirotsingu lahtrisse.." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_TECH_TREE_VIEWER: "Tehnopuu vaatleja" STR_SELECT_TOPIC: "Vali teema" STR_NOT_ENOUGH_MORALE: "Liiga väike moraal!" STR_NOT_ENOUGH_HEALTH: "Liiga vähe elusid!" STR_NOT_ENOUGH_MANA: "Liiga vähe mana!" STR_TARGET_ENEMY: "; Sihtmärk = VAENLANE" STR_TARGET_NEUTRAL: "; Sihtmärk = NEUTRAALNE" STR_TARGET_FRIEND: "; Sihtmärk = OMA" STR_TARGET_YOURSELF: "; SIHTMÄRK = ISE" STR_TARGET_ON_THE_GROUND: "(maas)" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Selle missiooni jaoks on vaja erivarustust.{NEWLINE}{NEWLINE}Keelatud turvised: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Selle missiooni jaoks on vaja erivarustust.{NEWLINE}{NEWLINE}Lubatud turvised: {0}" STR_MISSION_OVER: "Missioon õnnestus" STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} meist on ikka veel surmavalt haavatud" other: "{N} meist on ikka veel surmavalt haavatud" STR_END_MISSION_QUESTION: "Lõpeta missioon?" STR_LOOT: "SAAK" STR_SELL: "MÜÜ" STR_LIVE_ALIENS_SURRENDERED: "ALISTUNUD VAENLASED" STR_MISSION_ABORTED: "MISSIOON KATKESTATUD" STR_BOUNTY: "PEARAHA" STR_MANA_ABBREVIATION: "MAN" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Antud asja ei ole lubatud siia panna.{NEWLINE}. Ära küsi miks!" STR_ONE_HAND_MUST_BE_EMPTY: "Vähemalt üks käsi peab tühi olema!" STR_LOAD_EQUIPMENT_TEMPLATE: "Loadi varustuse mall." STR_SAVE_EQUIPMENT_TEMPLATE: "Salvesta varustuse mall." STR_MELEE_SHORT: "Lähivõitlus>{ALT}{0}" STR_HIT_LOG_NEW_BULLET: "=> " STR_HIT_LOG_NO_DAMAGE: "0" STR_BUTTON_10: "10" STR_UFO_LANDING_ALERT: "UFO maandumise hoiatus" STR_UFO_LANDING_ALERT_DESC: "Kui aktiveeritud siis iga kord kui avastatud UFO maandub ilmub ekraanile kiri." STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "TEHTUD" STR_START_FIRING: "Tuld!" STR_SKIP_FIRING: "Lase nad sisse..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Tulnukate raketid on meie baasi {0} kahjustanud" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Tulnukate raketid on meie baasi {0} hävitanud" STR_STARTING_CONDITION_CRAFT: "See sõiduk on antud missiooniks sobimatu" STR_STARTING_CONDITION_CRAFT_ALLOWED: "See sõiduk on antud missiooniks sobimatu.{NEWLINE}{NEWLINE}Lubatud sõidukid: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "See sõiduk on antud missiooniks sobimatu.{NEWLINE}{NEWLINE}Keelatud sõidukid: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Osad sõdurid ei saa sellel missioonil osaleda." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Mõned sõdurid ei saa antud missioonil osaleda.{NEWLINE}{NEWLINE}Lubatud sõdurite tüübid:{0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Mõned sõdurid ei saa antud missioonil osaleda.{NEWLINE}{NEWLINE}keelatud sõdurite tüübid:{0}" STR_STARTING_CONDITION_ITEM: "See missioon vajab kindlat varustust:{NEWLINE}{NEWLINE}{0}" STR_ASSIGN_PILOTS: "Lisa piloodid..." STR_NOT_ENOUGH_PILOTS: "Pole piisavalt piloote!{NEWLINE}Miinimum: {0}" STR_DAILY_PILOT_EXPERIENCE: "Päevane pilootide kulu." STR_UFO_SHIELD_HIT: "TABAMUS KILPI!" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_RETURNING: "NAASEN" STR_INTERCEPTING: "LÄHENEN" STR_ESCORTING: "ESKORDIN" STR_EN_ROUTE: "TEEL" STR_PILOT_MISSING: "PILOOT KADUNUD" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}t" STR_WE_CAN_NOW_RENT: "Saame nüüd rentida" STR_REQUIRED_BASE_SERVICES: "Vajalikud baasi teenused: {0}" STR_WE_CAN_NOW_BUILD: "Saame nüüd ehitada" STR_WE_CAN_NOW_PURCHASE: "Saame nüüd osta" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Pole piisavalt eluruume, et majutada {NEWLINE}{0}{NEWLINE} baasis nimega{NEWLINE}{1}" STR_INFO: "INFO" STR_UFO_TRACKER: "UFO jälitaja" STR_UPDATE: "Uuenda" STR_LATEST_VERSION_INFO: "Kasutad uusimat OpenXcomi versiooni." STR_RANK_NONE: "-" STR_INFO_UFOPEDIA: "INFO" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} meremiili" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} sekundit" STR_RACE_BONUS: "Võidusõidu boonus" ================================================ FILE: bin/common/Language/OXCE/fi.yml ================================================ fi: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "LAITOSTA EI VOI PURKAA!{SMALLLINE}Laitosta ei voi poistaa päivitystyön aikana." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Nykyisen laitoksen päälle ollaan jo rakentamassa." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Valitun laitoksen tulee kattaa nykyinen laitos kokonaan." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Nykyistä laitosta ei voi päivittää valitulla laitoksella." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Nykyisen laitoksen päälle ei voi rakentaa." STR_CANNOT_BUILD_QUEUE_OFF: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Viereisten laitosten rakennustöiden on ensin valmistuttava." STR_FACILITY_FORBIDDEN_BY_OTHER: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Jokin olemassa oleva laitos estää rakentamasta tätä laitosta." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Laitos kieltäisi jonkin olemassa olevan laitoksen toiminnan." STR_NOT_ENOUGH_ITEMS: "EI RIITTÄVÄSTI RAAKA-AINEITA!{SMALLLINE}Tarvitsemme lisää raaka-aineita tämän laitoksen rakentamiseksi.{NEWLINE}Puutteet> {0}: {1}" STR_ID: "TUNNISTE" STR_FIRST_LETTER: "ENSIMMÄINEN KIRJAIN" STR_SOLDIER_TYPE: "SOTILASTYYPPI" STR_IDLE_DAYS: "HUKKAPÄIVÄT" STR_MANA: "MANA" STR_MANA_POOL: "MANAVARANTO" STR_MANA_MISSING: "MANAA PUUTTUU" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Lastaa alus mallivarustuksella" STR_EMPTY_SLOT_N: "Tyhjä paikka {0}" STR_UNNAMED_SLOT_N: "Nimeämätön paikka {0}" STR_ADD_ON_TOP: "Lisää ylimmäiseksi" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Määritä mallivarustukseksi" STR_SAVE_UC: "TALLENNA" STR_ALL: "Kaikki" STR_EQUIPPED: "Varustettu" STR_NOT_EQUIPPED: "Varustamaton" STR_UNASSIGNED: "Muu" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "EI ENEMPÄÄ VARUSTEITA SALLITTU RUUMAAN!{SMALLLINE}Enimmäisvarastotila: {0}" STR_PILOTS: "LENTÄJÄT" STR_SHIELD: "SUOJA>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Valitse lentäjä" STR_PILOTS_FOR_CRAFT: "Lentäjä(t) alukselle {0}" STR_PILOTS_REQUIRED: "Tarvittava määrä lentäjiä: {ALT}{0}" STR_ADD_PILOT: "Lisää lentäjä" STR_REMOVE_ALL_PILOTS: "Poista kaikki lentäjät" STR_ACCURACY_BONUS: "Tarkkuusvaikutus:" STR_DODGE_BONUS: "Väistökykyvaikutus:" STR_APPROACH_SPEED: "Lähestymisnopeus:" STR_COWARDLY: "Pelokas (-50%)" STR_NORMAL: "Tavallinen" STR_BOLD: "Rohkea (+50%)" STR_VERY_BOLD: "Erittäin rohkea (+100%)" STR_CRAFT_DEPLOYMENT_PREVIEW: "Esikatselu" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Esikatselu *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Tällä toiminnolla voit esikatsella ja muokata yksiköittesi sijoittumista taistelun alussa. Liikkumista ei ole rajoitettu. Pidä pohjassa Alt-näppäintä korostaaksesi kelvolliset yksiköiden sijoituspaikat. Napsauttamalla \"Keskeytä tehtävä\"-kuvaketta tallennat räätälöidyn sijoittelun. Napsauta \"Lopeta vuoro\"-kuvaketta poistuaksesi esikatselusta.{NEWLINE}Huomaa, että uusien sotilaiden tai kulkuneuvojen lisääminen alukselle automaattisesti poistaa tallennetun räätälöidyn sijoittelun. Räätälöidyn sijoittelun olemassaolon huomaa \"Esikatselu\"-painikkeen tähtimerkistä." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Tällä toiminnolla voit esikatsella ja muokata tämän alustyypin sijoittelutaulua. Kaikki muutokset otetaan käyttöön sekä kaikilla nykyisillä aluksillasi että millä tahansa aluksella, jonka ostat tai valmistat myöhemmin kampanjan aikana. Aloitat suurimmalla määrällä sotilaita. Kukin sotilas edustaa yhtä riviä sijoittelutaululla. Sotilaiden nimiä vastaa omat rivinumeronsa. Tehdäksesi tilaa 2x2-yksikölle aseta neljä sotilasta 2x2-neliöön. Jos tilaa ei ole tehty, 2x2-yksikkö puuttuu oikeasta taistelusta." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Voit esikatsella tukikohtaasi tällä toiminnolla.{NEWLINE}Pidä hauskaa!{NEWLINE}{NEWLINE}Napsauta \"Lopeta vuoro\"-kuvaketta poistuaksesi esikatselusta." STR_REFUND_VALUE: "Myyntiarvo> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "TUOTANTOYHTEENVETO" STR_RESEARCH_OVERVIEW: "TUTKIMUSYHTEENVETO" STR_PRISONER_OVERVIEW: "VANKIYHTEENVETO" STR_PRISONER: "VANKI" STR_PRISONER_AMOUNT: "MÄÄRÄ" STR_PRISONER_INTERROGATED: "KUULUSTELTU" STR_TOTAL_IN_PRISON: "Tilankäyttö>{ALT}{0}" STR_TOTAL_INTERROGATED: "Kuulusteltu>{ALT}{0}" STR_PRISON_TYPE: "Muukalaisten vankilaitos" STR_KILL_SELECTED: "Tapa" STR_SELL_SELECTED: "Myy" STR_GO_TO_TRANSFERS: "Siirrä..." STR_PRISON_CLEANUP: "Vankilaitoksen tyhjennys" STR_TOPIC: "Aihe>{ALT} {0}" STR_SHOW_ALL: "Näytä kaikki" STR_NO_DEPENDENCIES: "Ei riippuvuussuhteita." STR_DIRECT_DEPENDENCIES: "Suoria riippuvuussuhteita" STR_LEVEL_2_DEPENDENCIES: "2. asteen riippuvuussuhteita" STR_LEVEL_3_DEPENDENCIES: "3. asteen riippuvuussuhteita" STR_LEVEL_4_DEPENDENCIES: "4. asteen riippuvuussuhteita" STR_MORE_DEPENDENCIES: "Vielä syvempiä riippuvuussuhteita..." STR_END_OF_SEARCH: "Haun loppu." STR_REFUND_PRODUCTION: "PALAUTUS!" STR_HOURS_PER_UNIT: "TUNTIA / YKS.>{ALT}{0}" STR_PERSON_JOINING: "Henkilö liittymässä" STR_RANDOM_PRODUCTION_DISCLAIMER: "Sattumanvarainen tuotanto!" STR_OTHER_EMPLOYEES: "Muu henkilöstö & varasto" STR_SHOW_ONLY_NEW: "Näytä vain uudet" STR_FILTER_DEFAULT: "Oletus" STR_FILTER_DEFAULT_SUPPLIES_OK: "Oletus (tarvikkeet OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Oletus (ei tarvikkeita)" STR_FILTER_FACILITY_REQUIRED: "Laitos puuttuu" STR_FILTER_HIDDEN: "Piilotettu" STR_FILTER_EQUIPPED: "Varustettu" STR_FILTER_MISSING: "Puuttuu" STR_SORT_DEFAULT: "Oletus" STR_SORT_BY_COST: "Hinnan mukaan" STR_SORT_BY_NAME: "Nimen mukaan" STR_RANDOM_PRODUCTION_SUMMARY: "Yhteenveto" STR_NOT_ENOUGH_PRISON_SPACE: "EI RIITTÄVÄSTI VANKITILAA!{SMALLLINE}Rakenna uusia muukalaisten vankilaitoksia tai siirrä muukalaisia toisiin tukikohtiin." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "KUUKAUSIKIINTIÖ YLITETTY!{SMALLLINE}Tavaraa on saatavilla lisää ensi kuussa." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "KUUKAUSIKIINTIÖ YLITETTY!{SMALLLINE}Aluksia on saatavilla lisää ensi kuussa." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "KUUKAUSIKIINTIÖ YLITETTY!{SMALLLINE}Värvättäviä on saatavilla lisää ensi kuussa." STR_NOT_ENOUGH_CRAFT_SPACE: "Aluksessa ei ole riittävästi tilaa!" STR_SELECT_AVATAR_FOR: "VALITSE ULKONÄKÖ HENKILÖLLE{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "KEHITYSPISTEITÄ SOTILAALLE{NEWLINE}{0}" STR_SUMMARY: "Yhteenveto" STR_MANA_RECOVERY: "MANAN PALAUTUMINEN> {ALT}{0}" STR_HEALTH_RECOVERY: "TERVEYDEN PALAUTUMINEN> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "YLENNÄ/ALENNA{NEWLINE}{0} {1}" STR_RANK_HEADER: "SOTILASARVO" STR_OPENINGS_HEADER: "AVOIMET PAIKAT" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Koulutus" STR_SOLDIER_INFO: "Sotilastiedot" STR_TRANSFER_TIME: "Siirtoaika>{ALT}{0}" STR_RECOVERY_TIME: "Toipilasaika>{ALT}{0}" STR_CURRENT_STATS: "Ominaisuudet" STR_CHANGES: "Muutokset" STR_CHANGES_MIN: "Muutokset (min)" STR_CHANGES_MAX: "Muutokset (max)" STR_BONUS_STATS: "Kehityspisteet" STR_TRANSFORMATIONS_OVERVIEW: "Muunnosten yleiskatsaus" STR_PROJECT_NAME: "PROJEKTIN NIMI" STR_AVAILABLE_MATERIALS: "KÄYTETTÄVÄT RAAKA-AINEET" STR_ELIGIBLE_SOLDIERS: "SOVELIAAT SOTILAAT" STR_SHOW_ONLY_ELIGIBLE: "Näytä vain soveliaat" STR_ALL_SOLDIER_TYPES: "Kaikenlaiset sotilaat" STR_ALL_SOLDIERS: "Kaikki sotilaat" STR_HEALTHY_SOLDIERS: "Terveet sotilaat" STR_WOUNDED_SOLDIERS: "Haavoittuneet sotilaat" STR_DEAD_SOLDIERS: "Kuolleet sotilaat" STR_GRAND_TOTAL: "Kokonaismäärä" STR_AVAILABLE_TOPICS: "VALITTAVAT AIHEET" STR_QS_THREE_LETTERS_A: "Syötä vähintään kolme kirjainta" STR_QS_THREE_LETTERS_B: "pikahakuruutuun..." STR_M_FLAG: " [tuotanto]" STR_F_FLAG: " [laitos]" STR_I_FLAG: " [esine]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Tämä ominaisuus on pois käytöstä." STR_THIS_FEATURE_IS_DISABLED_2: "Tämä ominaisuus on pois käytöstä." STR_THIS_FEATURE_IS_DISABLED_3: "Tämä ominaisuus on pois käytöstä." STR_THIS_FEATURE_IS_DISABLED_4: "Tämä ominaisuus on pois käytöstä." STR_THIS_FEATURE_IS_DISABLED_5: "Tämä ominaisuus on pois käytöstä." STR_TECH_TREE_VIEWER: "Tutkimuspuu" STR_SELECT_TOPIC: "Valitse aihe" STR_RESEARCH_PROGRESS: "Edistyminen>{ALT} {0}%" STR_ITEM_DESTROYED: "Tuhoutuva tavara:" STR_ITEM_REQUIRED: "Tarvittava tavara:" STR_SERVICES_REQUIRED: "Tarvittavat palvelut:" STR_SERVICES_PROVIDED: "Annettavat palvelut:" STR_SERVICES_FORBIDDEN: "Kiellettävät palvelut:" STR_REQUIRES: "Vaadittavat:" STR_DEPENDS_ON: "Riippuvuudet:" STR_UNLOCKED_BY: "Lukituksen avaavat:" STR_DISABLED_BY: "Käytöstä poistavat:" STR_REENABLED_BY: "Käyttöön palauttavat:" STR_GET_FOR_FREE_FROM: "Ilmaiseksi antavat:" STR_IS_LOOKUP_OF: "Haun kohteena seuraaville:" STR_LOOKUP: "Hakee seuraavia:" STR_SPAWNED_ITEMS: "Synnytetyt esineet:" STR_SPAWNED_EVENT: "Syntynyt tapahtuma:" STR_REQUIRED_BY: "Vaatijat:" STR_REQUIRED_BY_TRANSFORMATIONS: "Seuraavien muunnosten edellyttämä:" STR_LEADS_TO: "Johdokset:" STR_UNLOCKS: "Avaukset:" STR_DISABLES: "Käytöstä poistettavat:" STR_REENABLES: "Palauttaa käyttöön:" STR_GIVES_ONE_FOR_FREE_SEQ: "Ilmaiseksi annettavat asiat (peräkkäiset):" STR_GIVES_ONE_FOR_FREE: "Ilmaiseksi annettavat asiat:" STR_RESEARCH_REQUIRED: "Tarvittava tutkimus:" STR_RESEARCH_REQUIRED_USE: "Tarvittava tutkimus (käyttö):" STR_RESEARCH_REQUIRED_BUY: "Tarvittava tutkimus (osto):" STR_SERVICES_REQUIRED_BUY: "Tarvittavat palvelut (osto):" STR_PRODUCED_BY: "Tuottavat:" STR_SPAWNED_BY: "Synnyttävät:" STR_MATERIALS_REQUIRED: "Tarvittavat raaka-aineet:" STR_TTV_COST_PER_UNIT: "Yksikköhinta:" STR_TTV_ENGINEER_HOURS: "Teknikkotyötunteja:" STR_TTV_WORK_SPACE_REQUIRED: "Tarvittava työpajatila:" STR_ITEMS_PRODUCED: "Tuotettavat tavarat:" STR_PERSON_RECRUITED: "Värvättävä henkilö:" STR_UNLOCKS_ARCS: "Avautuvat juonihaarat:" STR_DISABLES_ARCS: "Sulkeutuvat juonihaarat:" STR_UNLOCKS_MISSIONS: "Avautuvat tehtävät:" STR_DISABLES_MISSIONS: "Poistuvat tehtävät:" STR_UNLOCKS_EVENTS: "Avautuvat tapahtumat:" STR_DISABLES_EVENTS: "Sulkeutuvat tapahtumat:" STR_AFFECTS_GAME_PROGRESSION: "Vaikuttaa pelin etenemiseen!" STR_ITEMS_AT_DESTINATION: "Tavaraa määränpäässä" STR_PRISONERS: "Vangit" STR_ARMORS: "Panssarit" STR_CRAFT_DEPLOYMENT_QUESTION: "Tallenna aluksen sijoittelu?" STR_MUST_USE_BOTH_HANDS: "Molempia käsiä tarvitaan tätä varten!" STR_NOT_ENOUGH_MORALE: "Ei riittävästi taistelutahtoa!" STR_NOT_ENOUGH_HEALTH: "Ei riittävästi terveyttä!" STR_NOT_ENOUGH_MANA: "Ei riittävästi manaa!" STR_NOT_ENOUGH_STUN: "Taintumusaste liian korkea!" STR_LINE_OF_SIGHT_REQUIRED: "Näköyhteys vaaditaan." STR_CENTER_ON_WOUNDED_FRIEND: "Keskitä haavoittuneeseen toveriin" STR_CENTER_ON_DIZZY_FRIEND: "Keskitä pyörryksissä olevaan toveriin" STR_BUG_HUNT_ACTIVATED: "Tuholaistorjuntatila aktivoitu: Viholliset näkyvät minikartalla!" STR_TARGET_ENEMY: "; kohde = VIHOLLINEN" STR_TARGET_NEUTRAL: "; kohde = PUOLUEETON" STR_TARGET_FRIEND: "; kohde = TOVERI" STR_TARGET_YOURSELF: "; kohde = SINÄ" STR_TARGET_ON_THE_GROUND: "(maassa)" STR_USE_SPECIAL_ITEM: "Käytä erityisesinettä" STR_NO_EXPERIENCE_YET: "Ei vielä kokemusta:" STR_OPERATION_UC: "TEHTÄVÄ> {0}" STR_WHAT_CAN_I_WEAR: "Mitä voin pukea?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Tehtävä vaatii erityisvarustusta.{NEWLINE}{NEWLINE}Kielletyt panssarityypit: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Tehtävä vaatii erityisvarustusta.{NEWLINE}{NEWLINE}Sallitut panssarityypit: {0}" STR_MISSION_OVER: "Tehtävä suoritettu." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} meistä on vielä vakavasti haavoittunut" other: "{N} meistä on vielä vakavasti haavoittunut" STR_END_MISSION_QUESTION: "Lopetetaanko tehtävä?" STR_LOOT: "SAALIS" STR_SELL: "MYY" STR_LIVE_ALIENS_SURRENDERED: "ANTAUTUNEET VIHOLLISET" STR_MISSION_ABORTED: "TEHTÄVÄ KESKEYTETTY" STR_VIPS_SAVED: "PELASTETUT ARVOHENKILÖT" STR_VIPS_LOST: "MENETETYT ARVOHENKILÖT" STR_BOUNTY: "PALKKIO" STR_MANA_ABBREVIATION: "MAN" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Esinettä ei saa laittaa siihen!{NEWLINE}Älä kysy syytä!" STR_ONE_HAND_MUST_BE_EMPTY: "Vähintään yhden käden on oltava tyhjä!" STR_LOAD_EQUIPMENT_TEMPLATE: "Lataa varustusmalli" STR_SAVE_EQUIPMENT_TEMPLATE: "Tallenna varustusmalli" STR_FIRING_SHORT: "Tuli>{ALT}{0}" STR_THROWING_SHORT: "Heitto>{ALT}{0}" STR_MELEE_SHORT: "Lähi>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "HENKILÖKOHTAINEN VARUSTUS" STR_SAVE_PERSONAL_EQUIPMENT: "Tallenna henkilökohtainen varustus" STR_LOAD_PERSONAL_EQUIPMENT: "Lataa henkilökohtainen varustus" STR_PERSONAL_EQUIPMENT_SAVED: "Henkilökohtainen varustus tallennettu." STR_TELL_ME_MORE: "Kerro lisää..." STR_REINFORCEMENTS_ALERT: "Vahvistushälytys!" STR_HIT_LOG_NEW_TURN: "Uusi vuoro" STR_FAILED_CQB_CHECK: "Vihollinen onnistui keskeyttämään hyökkäyksesi!" STR_NO_TRAJECTORY: "Ei mahdollinen lentorata!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Tämä kyky tarvitsee esineen!" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "osuma" STR_HIT_LOG_BIG_DAMAGE: "OSUMA" STR_HIT_LOG_REACTION_FIRE: "Reaktiotuli..." STR_HIT_LOG: "Osumaloki" STR_BUTTON_10: "10" STR_LAZY_LOADING: "Laiska lataaminen" STR_LAZY_LOADING_DESC: "Päälle kytkettynä grafiikkaresurssit ladataan tarvittaessa. Muutoin kaikki ladataan käynnistyksen yhteydessä." STR_VSYNC_FOR_OPENGL: "OpenGL-pystytahdistus (VSync)" STR_VSYNC_FOR_OPENGL_DESC: "Kytke pois päältä saavuttaaksesi nopeimman vihollisen ja (vaihtoehtoisesti) sotilaiden liikkeen. ÄLÄ rajoita kuvataajuutta nollaan. Koskee ainoastaan OpenGL-hahmonnusta." STR_UPDATE_CHECK: "Automaattiset päivitystarkistukset" STR_UPDATE_CHECK_DESC: "Päälle kytkettynä OpenXcom tarkistaa automaattisesti päivitykset ja antaa sinulle vaihtoehdon päivittää ohjelman yhdellä napin painalluksella." STR_AUTOSAVE_SLOTS: "Automaattitallennuspaikat" STR_AUTOSAVE_SLOTS_DESC: "Taistelukentän automaattitallennuspaikkojen määrä" STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Laajennetut linkit" STR_OXCE_LINKS_DESC: "Ottaa käyttöön lisävalikoita/-painikkeita/-linkkejä OXCEn toiminnallisuuksia varten." STR_UFO_LANDING_ALERT: "Ufon laskeutumisvaroitus" STR_UFO_LANDING_ALERT_DESC: "Päälle kytkettynä ponnahdusviesti ilmestyy aina, kun havaittu ufo laskeutuu." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Muista pois päältä kytketyt alusten aseet" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Ilmataistelun aikana pois päältä kytketyt aseet pysyvät pois päältä. Niitä ei myöskään aseisteta tukikohdassa." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Vaihtoehtoinen alusten varustelun hallinta" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Päälle kytkettynä sotilaiden siirtäminen tukikohdan ja aluksen välillä siirtää myös heidän varusteensa (jos mahdollista)." STR_HIGHLIGHT_NEW: "Korosta uudet aiheet" STR_MANUALPROMOTIONS: "Käsin tehtävät ylennykset" STR_MANUALPROMOTIONS_DESC: "Päälle kytkettynä sotilaat on mahdollista ylentää (tai alentaa) käsin napsauttamalla sotilasarvokuvaketta." STR_WOUNDED_DEFEND_BASE_IF: "Haavoittuneet puolustavat (jos terveys yli x %)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Myös haavoittuneet sotilaat puolustavat tukikohtaa, jos heidän terveytensä ylittää annetun prosenttikynnyksen." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Soita tehtävänantomusiikkia pidempään" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Tehtävänantomusiikki jatkaa soimistaan varustusvaiheessa ja taistelukentän näkymiseen asti." STR_NIGHT_VISION_COLOR: "Valitse pimeänäköväri" STR_NIGHT_VISION_COLOR_DESC: "Arvoväli 1-15, joista kukin esittää erisävyistä väriä." STR_AUTO_NIGHT_VISION_THRESHOLD: "Automaattisen pimeänäön kynnys" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Jos on tätä kynnysarvoa pimeämpää, kytke pimeänäkö päälle automaattisesti." STR_AUTO_SELL: "Automaattisen myynnin hallinta" STR_AUTO_SELL_DESC: "Taisteluraportin myyntiruudulla esinetyypit, jotka myit edellisissä taisteluissa, automaattisesti merkitään myytäviksi." STR_AUTOMATICPROMOTIONS: "Automaattiset ylennykset" STR_AUTOMATICPROMOTIONS_DESC: "Päälle kytkettynä sotilaat ylennetään automaattisesti tehtävän jälkeen." STR_OFF_CENTRE_SHOOTING: "Epäkeskeisammunta" STR_OFF_CENTRE_SHOOTING_DESC: "Sotilaat yrittävät automaattisesti hieman korjata ampumakulmaansa, jos tulilinja puuttuu." STR_GRAPHS_ZOOM_IN: "Lähennä (kuvaajat)" STR_GRAPHS_ZOOM_OUT: "Loitonna (kuvaajat)" STR_MARK_ALL_AS_SEEN: "Merkitse kaikki nähdyiksi" STR_SELL_ALL: "Myy kaikki" STR_SELL_ALL_BUT_ONE: "Myy kaikki paitsi yksi" STR_TRANSFER_ALL: "Siirrä kaikki" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Poista sotilaat kaikista aluksista" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Poista sotilaat aluksesta" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Poista varusteet aluksesta" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Poista panssarit kaikista aluksista" STR_REMOVE_ARMOR_FROM_CRAFT: "Poista panssarit aluksesta" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Poista sotilaat koulutuksesta" STR_ADD_SOLDIERS_TO_TRAINING: "Lisää sotilaita koulutukseen" STR_INVENTORY_ARMOR: "Vaihda panssaria" STR_INVENTORY_AVATAR: "Vaihda ulkonäköä" STR_ACTION_ITEM_1: "Esineen toiminta 1 (tähtäys/käyttö)" STR_ACTION_ITEM_2: "Esineen toiminta 2 (kertatuli)" STR_ACTION_ITEM_3: "Esineen toiminta 3 (sarjatuli)" STR_ACTION_ITEM_4: "Esineen toiminta 4 (lähitaistelu)" STR_ACTION_ITEM_5: "Esineen toiminta 5 (heitto)" STR_TOGGLE_QUICK_SEARCH: "Kytke pikahakukenttä" STR_TOGGLE_NIGHT_VISION: "Kytke pimeänäkö" STR_HOLD_NIGHT_VISION: "Lyhyt pimeänäkö" STR_SELECT_MUSIC_TRACK: "Valitse musiikkikappale" STR_TOGGLE_TOUCH_BUTTONS: "Kytke kosketusnäppäimet" STR_TOGGLE_BRIGHTNESS: "Kytke kirkkaus (vain havainnollinen)" STR_BRIEFING: "Tehtävänanto" STR_TOGGLE_DEBUG_MODE: "Kytke vianmääritystila" STR_DEBUG_KILL_ALL_ALIENS: "VIANMÄÄRITYS: Tapa kaikki muukalaiset" STR_PHYSICAL_TRAINING: "Taistelukoulutus" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "VAPAA KOULUTUSTILA> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "VALMIS" STR_NO_AMMO: "EI AMMUKSIA!" STR_START_FIRING: "Laukaus!" STR_SKIP_FIRING: "Päästä ne sisään..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Muukalaisohjukset ovat vaurioittaneet tukikohtaa {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Muukalaisohjukset ovat tuhonneet tukikohdan {0}" STR_STARTING_CONDITION_COMMANDER: "Tämä tehtävä edellyttää komentajan läsnäoloa." STR_STARTING_CONDITION_CRAFT: "Tämä alus ei sovellu tähän tehtävään." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Alus ei sovellu tähän tehtävään.{NEWLINE}{NEWLINE}Sallitut alukset: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Alus ei sovellu tähän tehtävään.{NEWLINE}{NEWLINE}Kielletyt alukset: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Osa sotilaista ei voi osallistua tähän tehtävään." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Osa sotilaista ei voi osallistua tähän tehtävään. {NEWLINE}{NEWLINE}Sallitut sotilastyypit: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Osa sotilaista ei voi osallistua tähän tehtävään. {NEWLINE}{NEWLINE}Kielletyt sotilastyypit: {0}" STR_STARTING_CONDITION_ITEM: "Tehtävä vaatii erityisvarustusta:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "EI RIITTÄVÄSTI POLTTOAINETTA!{SMALLLINE}Määränpää on aluksen kantaman ulkopuolella." STR_ASSIGN_PILOTS: "Määrää lentäjät..." STR_NOT_ENOUGH_PILOTS: "Ei riittävästi lentäjiä!{NEWLINE}Vähimmäismäärä: {0}" STR_DAILY_PILOT_EXPERIENCE: "Päivittäinen lentäjäkokemus" STR_UFO_SHIELD_HIT: "OSUI SUOJIIN!" STR_UFO_HIT_NO_DAMAGE: "KIMPOSI RUNGOSTA!" STR_UFO_SHIELD_DOWN: "VIHOLLISSUOJAT ALHAALLA!" STR_UFO_HIT_GLANCING: "PINTAOSUMA!" STR_INTERCEPTOR_SHIELD_HIT: "SUOJAMME PITELEVÄT!" STR_TRACTOR_BEAM_ENGAGED: "VETOSÄDE PÄÄLLÄ!" STR_TRACTOR_BEAM_DISENGAGED: "SAMMUTETAAN VETOSÄDETTÄ" STR_SELF_DESTRUCT_ACTIVATED: "ITSETUHO AKTIVOITU!" STR_SELF_DESTRUCT_CANCELLED: "ITSETUHO PERUUTETTU" STR_EXTENDED_LINKS: "Linkit" STR_AUTO_PATROL: "AUTOMAATTINEN PARTIOINTI" STR_UFO_STARTED_HUNTING: "{0} on torjuntakurssilla kohteeseen {1}" STR_CRAFT_IS_READY: "{0} kohteessa {1} on valmis." STR_ECONOMY_WARNING: "Varat {0} ja tulot {1} ovat alhaiset ja ylläpitokustannukset {2} liian korkeat! Myy jotain välttääksesi luoton ottamisen... Varoja puuttuu {3}." STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "LAAJENNETTU" STR_RETURNING: "PALAAMASSA" STR_INTERCEPTING: "TORJUNNASSA" STR_ESCORTING: "SAATTAMASSA" STR_EN_ROUTE: "MATKALLA" STR_PILOT_MISSING: "LENTÄJÄ PUUTTUU" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Suorituspalkkio" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} on luopunut sopimuksesta muukalaisvoimien kanssa ja on saanut luvan palata projektiin." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} ovat luopuneet sopimuksesta muukalaisvoimien kanssa ja ovat saaneet luvan palata projektiin." STR_WE_CAN_NOW_RENT: "Uudet vuokratuotteet:" STR_REQUIRED_BASE_SERVICES: "Vaaditut tukikohtapalvelut: {0}" STR_WE_CAN_NOW_BUILD: "Uudet rakennusprojektit:" STR_WE_CAN_NOW_PURCHASE: "Uudet ostotuotteet:" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Ei riittävästi asuintilaa majoittaa{NEWLINE}{0}{NEWLINE}kohteessa{NEWLINE}{1}" STR_INFO: "TIEDOT" STR_DESPAWN_PENALTY: "Poistosakko> {0}" STR_TRAINING_FINISHED: "Koulutus suoritettu{NEWLINE}tukikohdassa {0}" STR_PSI_TRAINING_FINISHED: "Psi-koulutus valmis{NEWLINE}kohteessa {0}" STR_IGNORE_UC: "HYLKÄÄ" STR_UFO_TRACKER: "Ufoseuranta" STR_UPDATE: "Päivitys" STR_LATEST_VERSION_INFO: "Käytät OpenXcomin uusinta versiota." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Toimiakseen oikein tämä modi edellyttää peruspelin versiota {0}. Otetaanko modi käyttöön?" STR_VERSION_REQUIRED_QUESTION: "OXCE v{0} vaaditaan, jotta modi toimisi kunnolla. Kytketäänkö modi päälle?" STR_NOTES: "Merkinnät" STR_NEW_NOTE: "" STR_PATH_ENERGY_COST: "Energia" STR_PATH_ENERGY_COST_DESC: "Napsauttaminen näyttää yksikkösi jäljelle jäävän energian saavutettuaan määränpäänsä." STR_TEST_SCREEN: "KOERUUTU" STR_PALETTE: "Paletti:" STR_PREVIEW: "Esikatselu" STR_TINY_BORDERLESS: "Hyvin pieni, reunaton" STR_TINY_BORDER: "Hyvin pieni" STR_SMALL_LOW_CONTRAST: "Pieni" STR_SMALL_HIGH_CONTRAST: "Pieni, korkea sävykkyys" STR_BIG_LOW_CONTRAST: "Suuri" STR_BIG_HIGH_CONTRAST: "Suuri, korkea sävykkyys" STR_TEST_CASE: "Koetapaus:" STR_RUN: "Aja valittu koe!" STR_TESTS_STARTING: "Aloitetaan..." STR_TESTS_ERRORS_FOUND: "Havaitut virheet (joukossa saattaa olla kaksoiskappaleita): {0}" STR_TESTS_NO_ERRORS_FOUND: "Ei havaittuja virheitä." STR_TESTS_FINISHED: "Suoritettu." STR_DETAILED_INFO_IN_LOG_FILE: "Yksityiskohtaiset tiedot on tallennettu tiedostoon openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "EI MITÄÄN" STR_INFO_UFOPEDIA: "TIEDOT" STR_COCKPIT_CAPACITY: "LENTÄJÄT>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "KANTAMA (MAX)>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "KANTAMA (MIN)>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "EI SAATAVILLA" STR_TRACTOR_BEAM_POWER: "Tehokkuus" STR_WEIGHT_PEDIA1: "m: {0}" STR_WEIGHT_PEDIA2: "m: {0}/{1}" STR_SHOT_TYPE_MELEE: "Lähitaistelu" STR_ACCURACY_MODIFIER: "Tarkkuuskerroin>{ALT} {0}" STR_POWER_BONUS: "Voimalisä>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "useita hyötykertoimia erilaisilla yhteensopivilla ammuksilla" STR_STATS_FOR_NERDS: "Tilastoja nörteille" STR_ARTICLE: "Asia>{ALT} {0}" STR_COMPATIBLE_AMMO: "Yhteensopivat ammukset:" STR_BUILT_IN_ITEMS: "Sisäänrakennetut esineet:" STR_CLIP_SIZE_UNLIMITED: "loppumaton" STR_SHOTGUN_BEHAVIOR_OXCE: "pidennetty" STR_INCLUDE_DEBUG: "VIANKORJAUS" STR_INCLUDE_IDS: "TUNNISTEET" STR_INCLUDE_DEFAULTS: "OLETUKSET" STR_TRUE: "tosi" STR_FALSE: "epätosi" STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI-TAITO*PSI-VOIMA" STR_STRENGTH_AND_MELEE_ACCURACY: "VOIMA*LÄHITAISTELUTARKKUUS" STR_STRENGTH_AND_THROWING_ACCURACY: "VOIMA*HEITTOTARKKUUS" STR_FIRING_ACCURACY_AND_REACTIONS: "AMPUMATARKKUUS*REAKTIOKYKY" STR_HEALTH_CURRENT: "NYKYINEN TERVEYS" STR_MANA_CURRENT: "NYKYINEN MANA" STR_TIME_UNITS_CURRENT: "NYKYISET AIKAYKSIKÖT" STR_STUN_LEVEL_CURRENT: "NYKYINEN TAINTUMUSASTE" STR_HEALTH_NORMALIZED: "NORMALISOITU TERVEYS" STR_MANA_NORMALIZED: "NORMALISOITU MANA" STR_TIME_UNITS_NORMALIZED: "NORMALISOIDUT AIKAYKSIKÖT" STR_ENERGY_NORMALIZED: "NORMALISOITU ENERGIA" STR_MORALE_NORMALIZED: "NORMALISOITU TAISTELUTAHTO" STR_STUN_LEVEL_NORMALIZED: "NORMALISOITU TAINTUMUSASTE" STR_ENERGY_REGENERATION: "ENERGIAN UUSIUTUMISNOPEUS" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PST*PSV" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "VOI*LÄH" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "VOI*HEI" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "TAR*REA" STR_HEALTH_CURRENT_ABBREVIATION: "NYKYINEN TERVEYS" STR_MANA_CURRENT_ABBREVIATION: "NYKYINEN MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "NYKYISET AIKAYKSIKÖT" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "NYKYINEN TAINTUMUSASTE" STR_HEALTH_NORMALIZED_ABBREVIATION: "NORMALISOITU TERVEYS" STR_MANA_NORMALIZED_ABBREVIATION: "NORMALISOITU MANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "NORMALISOIDUT AIKAYKSIKÖT" STR_ENERGY_NORMALIZED_ABBREVIATION: "NORMALISOITU ENERGIA" STR_MORALE_NORMALIZED_ABBREVIATION: "NORMALISOITU TAISTELUTAHTO" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NORMALISOITU TAINTUMUSASTE" STR_ENERGY_REGENERATION_ABBREVIATION: "ENERGIAN UUSIUTUMISNOPEUS" STR_COST_TIME: "aika" STR_COST_ENERGY: "energia" STR_COST_MORALE: "taistelutahto" STR_COST_HEALTH: "terveys" STR_COST_STUN: "tainnutus" STR_COST_MANA: "mana" STR_COST_BUILD: "rakennus" STR_COST_REFUND: "palautus" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} merimailia" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} sekuntia" STR_RACE_BONUS: "Lajivaikutus" STR_FOR_DIFFICULTY: "vaikeustasolle: {0}" STR_NOT_AWARDED_YET: "Ei myönnetty vielä" ================================================ FILE: bin/common/Language/OXCE/fr.yml ================================================ fr: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "L'INSTALLATION NE PEUT ÊTRE DÉMANTELÉE{SMALLLINE}L'installation ne peut être retirée durant sa mise à jour." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}Une construction par-dessus cette installation est déjà en cours." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}L'installation choisie doit complètement recouvrir l'installation existante." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}L'installation existante ne peut être mise à jour par l'installation sélectionnée." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}L'installation existante ne peut être remplacée." STR_CANNOT_BUILD_QUEUE_OFF: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}Les installations adjacentes doivent être finie au préalable." STR_CANNOT_BUILD_UPGRADE_ONLY: "IMPOSSIBLE DE CONSTRUIRE ICI !{SMALLLINE}Cette installation ne peut être construite qu’en tant qu’amélioration d’une autre installation." STR_FACILITY_FORBIDDEN_BY_OTHER: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}Une installation existante empêche la construction de cette installation." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "CONSTRUCTION IMPOSSIBLE ICI !{SMALLLINE}Une installation existante serait prohibée par l'installation sélectionnée." STR_NOT_ENOUGH_ITEMS: "PAS ASSEZ DE MATÉRIAUX{SMALLLINE}Nous avons besoin de plus de ressources pour construire cette installation.{SMALLLINE}Manquant> {0}: {1}" STR_ID: "ID" STR_FIRST_LETTER: "PREMIÉRE LETTRE" STR_SOLDIER_TYPE: "TYPE DE SOLDAT" STR_IDLE_DAYS: "JOURS D'INACTIVITÉ" STR_MANA: "MANA" STR_MANA_POOL: "RÉSERVE DE MANA" STR_MANA_MISSING: "MANA MANQUANTE" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Charger un modèle de véhicule" STR_EMPTY_SLOT_N: "Emplacement libre {0}" STR_UNNAMED_SLOT_N: "Emplacement sans nom {0}" STR_ADD_ON_TOP: "Ajouter au dessus" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Sauvegarder un modèle de véhicule" STR_SAVE_UC: "SAUVEGARDER" STR_ALL: "Tout" STR_EQUIPPED: "Équipé" STR_NOT_EQUIPPED: "Non-équipé" STR_UNASSIGNED: "Autres" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "PLUS D'ÉQUIPEMENTS AUTORISÉS À BORD !{SMALLLINE}Espace de stockage maximum : {0}" STR_PILOTS: "PILOTES" STR_SHIELD: "BOUCLIER> {ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Sélectionner un pilote" STR_PILOTS_FOR_CRAFT: "Pilote(s) pour {0}" STR_PILOTS_REQUIRED: "Pilote(s) requis : {ALT}{0}" STR_ADD_PILOT: "Ajouter un pilote" STR_REMOVE_ALL_PILOTS: "Retirer tous les pilotes" STR_ACCURACY_BONUS: "Bonus de Précision :" STR_DODGE_BONUS: "Bonus d'Esquive :" STR_APPROACH_SPEED: "Vitesse d'approche :" STR_COWARDLY: "Lâcheté (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Audacieux (+50%)" STR_VERY_BOLD: "Très audacieux (+100%)" STR_SOLDIER_GROUP_NOT_ALLOWED: "Ce type de combattant n'est pas autorisé à bord." STR_SOLDIER_GROUP_NOT_SAME: "Ce type de combattant n'est pas compatible avec les autres combattant à bord." STR_CRAFT_DEPLOYMENT_PREVIEW: "Aperçu" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Aperçu *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Cette fonctionnalité vous permet de prévisualiser et de personnaliser le déploiement de vos unités au début d'une bataille. Vous avez un mouvement illimité. Appuyez et maintenez la touche « Alt » pour afficher les positions valides des unités. Cliquez sur l'icône « Abandonner la mission » pour enregistrer un déploiement personnalisé. Cliquez sur l'icône « Fin de tour » pour quitter la prévisualisation.{NEWLINE}Notez que l'ajout de nouveaux soldats ou véhicules à l'aéronef invalide automatiquement le déploiement personnalisé enregistré. La présence d'un déploiement personnalisé est indiquée par un astérisque sur le bouton « Prévisualisation ». " STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Cette fonctionnalité vous permet de prévisualiser et de modifier la table de déploiement pour ce type de véhicules. Tous les changements s'appliqueront à vos véhicules actuels ainsi qu'à ceux que vous achèterez ou fabriquerez plus tard dans la campagne. Vous commencez avec le nombre maximum de soldats. Chaque soldat correspond à une ligne dans la table de déploiement. Les noms des soldats correspondent aux numéros de ligne. Pour fournir de l'espace à une unité 2x2, placez 4 soldats dans un carré 2x2. Si l'espace fournis, l'unité 2x2 sera absente lors de la bataille réelle." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Cette fonctionnalité vous permet d'avoir un aperçu de votre base.{NEWLINE}Amusez-vous !{NEWLINE}{NEWLINE}Cliquez sur l'icône \"Fin du tour\" pour quitter l'aperçu." STR_NOT_ENOUGH_CARGO_SPACE: "PAS ASSEZ D'ESPACE SOUTE DISPONIBLE !{SMALLLINE}Utilisez un module différent ou réduisez l'équipage assigné." STR_NOT_ENOUGH_STORAGE_SPACE_1: "PAS ASSEZ D'ESPACE SOUTE DISPONIBLE !{SMALLLINE}Trop d'objet différents ! Utilisez un module différent ou réduisez l'équipement assigné." STR_NOT_ENOUGH_STORAGE_SPACE_2: "PAS ASSEZ D'ESPACE SOUTE DISPONIBLE !{SMALLLINE}Les objets prennent trop de place ! Utilisez un module différent ou réduisez la taille l'équipement assigné." STR_REFUND_VALUE: "Valeur de vente> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Dépenses> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "APERÇU DE LA PRODUCTION" STR_RESEARCH_DIARY: "JOURNAL DE RECHERCHE" STR_DISCOVERY_SOURCE_BASE: "Cet objet a été découvert lors d’un projet de recherche.{NEWLINE}Base de recherche> {ALT}{1}{ALT}{NEWLINE}Code de l’objet> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "Cet objet a été obtenu gratuitement grâce à un autre projet de recherche.{NEWLINE}Depuis le projet de recherche > {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "Cet objet a été découvert automatiquement.{NEWLINE}Après le projet de recherche > {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "Cet objet a été obtenu gratuitement comme récompense de mission.{NEWLINE}Type de mission > {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "Cet objet a été obtenu gratuitement comme récompense d’événement.{NEWLINE}Type d’événement > {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "APERÇU DE LA RECHERCHE" STR_PRISONER_OVERVIEW: "APERÇU DES PRISONNIERS" STR_PRISONER: "PRISONNIER" STR_PRISONER_AMOUNT: "QUANTITÉ" STR_PRISONER_INTERROGATED: "INTERROGÉ" STR_TOTAL_IN_PRISON: "Espace utilisé> {ALT}{0}" STR_TOTAL_INTERROGATED: "Interrogés> {ALT}{0}" STR_PRISON_TYPE: "Confinement alien" STR_KILL_SELECTED: "Tuer" STR_SELL_SELECTED: "Vendre" STR_GO_TO_TRANSFERS: "Transférer…" STR_PRISON_CLEANUP: "Nettoyage de la prison" STR_TOPIC: "Sujet> {ALT} {0}" STR_SHOW_ALL: "Tout montrer" STR_NO_DEPENDENCIES: "Aucune dépendance." STR_DIRECT_DEPENDENCIES: "Dépendances directes" STR_LEVEL_2_DEPENDENCIES: "Dépendances de niveau 2" STR_LEVEL_3_DEPENDENCIES: "Dépendances de niveau 3" STR_LEVEL_4_DEPENDENCIES: "Dépendances de niveau 4" STR_MORE_DEPENDENCIES: "Il y a des dépendances encore plus profondes..." STR_END_OF_SEARCH: "Fin de recherche." STR_REFUND_PRODUCTION: "REMBOURSÉ !" STR_HOURS_PER_UNIT: "HEURES PAR UNITÉ> {ALT}{0}" STR_PERSON_JOINING: "Individu qui rejoindra" STR_RANDOM_PRODUCTION_DISCLAIMER: "Production aléatoire !" STR_OTHER_EMPLOYEES: "Autre Personnel & Inventaire" STR_SHOW_ONLY_NEW: "Montrer seulement les nouveaux" STR_FILTER_DEFAULT: "Par défaut" STR_FILTER_DEFAULT_SUPPLIES_OK: "Par défaut (Fournitures OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Par défaut (pas de fournitures)" STR_FILTER_FACILITY_REQUIRED: "Installation manquante" STR_FILTER_HIDDEN: "Masqué" STR_FILTER_EQUIPPED: "Équipé" STR_FILTER_MISSING: "Manquant" STR_SORT_DEFAULT: "Par défaut" STR_SORT_BY_COST: "Par prix" STR_SORT_BY_NAME: "Par nom" STR_RANDOM_PRODUCTION_SUMMARY: "Récapitulatif" STR_NOT_ENOUGH_PRISON_SPACE: "PAS ASSEZ DE CONFINEMENTS E.T. !{SMALLLINE}Construisez un nouveau confinement E.T. ou transférez les dans une base." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "LIMITE D'ACHAT MENSUELLE DÉPASSÉE !{SMALLLINE}Davantage d'articles seront disponibles le mois prochain." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "LIMITE D'ACHAT MENSUELLE DÉPASSÉE !{SMALLLINE}Davantage de véhicules seront disponibles le mois prochain." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "LIMITE D'ENGAGEMENT MENSUEL DÉPASSÉ !{SMALLLINE}Davantage de recrues seront disponible le mois prochain." STR_NOT_ENOUGH_CRAFT_SPACE: "Plus assez de place à bord !" STR_SELECT_AVATAR_FOR: "SÉLECTIONNEZ UN AVATAR POUR{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "BONUS DE SOLDAT POUR{NEWLINE}{0}" STR_SUMMARY: "Récapitulatif" STR_MANA_RECOVERY: "RÉCUPÉRATION DE MANA> {ALT}{0}" STR_HEALTH_RECOVERY: "RÉCUPÉRATION DE SANTÉ> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "PROMOUVOIR/DÉMOUVOIR{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANG" STR_OPENINGS_HEADER: "OUVERTURES" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Entraînement" STR_SOLDIER_INFO: "Info soldat" STR_SELECT_TRANSFORMATION_FOR: "SÉLECTIONNEZ LA CIBLE DE LA TRANSFORMATION{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Temps de transfert> {ALT}{0}" STR_RECOVERY_TIME: "Temps de récupération> {ALT}{0}" STR_CURRENT_STATS: "Stats actuelles" STR_CHANGES: "Changements" STR_CHANGES_MIN: "Changements (min)" STR_CHANGES_MAX: "Changement (max)" STR_BONUS_STATS: "Bonus de stats" STR_TRANSFORMATIONS_OVERVIEW: "Aperçu de transformation" STR_PROJECT_NAME: "NOM DU PROJET" STR_AVAILABLE_MATERIALS: "MATÉRIAUX DISPONIBLES" STR_ELIGIBLE_SOLDIERS: "SOLDATS ÉLIGIBLES" STR_SHOW_ONLY_ELIGIBLE: "Seulement les éligibles" STR_ALL_SOLDIER_TYPES: "Tout type de soldat" STR_ALL_SOLDIERS: "Tous les soldats" STR_HEALTHY_SOLDIERS: "Soldats en bonne santé" STR_WOUNDED_SOLDIERS: "Soldats blessés" STR_DEAD_SOLDIERS: "Soldats morts" STR_GRAND_TOTAL: "Grand Total" STR_AVAILABLE_TOPICS: "SUJETS DISPONIBLES" STR_QS_THREE_LETTERS_A: "Veuillez entrer au moins 3 lettres" STR_QS_THREE_LETTERS_B: "dans la boîte de recherche rapide..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Cette fonctionnalité est désactivée." STR_THIS_FEATURE_IS_DISABLED_2: "Cette fonctionnalité est désactivée." STR_THIS_FEATURE_IS_DISABLED_3: "Cette fonctionnalité est désactivée." STR_THIS_FEATURE_IS_DISABLED_4: "Cette fonctionnalité est désactivée." STR_THIS_FEATURE_IS_DISABLED_5: "Cette fonctionnalité est désactivée." STR_TECH_TREE_VIEWER: "Aperçu de l'arbre technologique" STR_SELECT_TOPIC: "Choisir un sujet" STR_RESEARCH_PROGRESS: "Progrès> {ALT} {0}%" STR_ITEM_DESTROYED: "Objet détruit :" STR_ITEM_REQUIRED: "Objet requis :" STR_SERVICES_REQUIRED: "Services requis :" STR_SERVICES_PROVIDED: "Services fournis :" STR_SERVICES_FORBIDDEN: "Services prohibés :" STR_REQUIRES: "Requiert :" STR_DEPENDS_ON: "Dépendences :" STR_UNLOCKED_BY: "Déverrouillé par :" STR_DISABLED_BY: "Désactivé par :" STR_REENABLED_BY: "Réactivé par :" STR_GET_FOR_FREE_FROM: "Reçu en bonus de :" STR_IS_LOOKUP_OF: "Est la recherche de :" STR_LOOKUP: "Recherche :" STR_SPAWNED_ITEMS: "Apparition d'objets :" STR_SPAWNED_EVENT: "Apparition de l'événement :" STR_REQUIRED_BY: "Requis par :" STR_REQUIRED_BY_TRANSFORMATIONS: "Requis pour les transformations :" STR_LEADS_TO: "Mène à :" STR_UNLOCKS: "Déverrouille :" STR_DISABLES: "Désactive :" STR_REENABLES: "Réactive :" STR_GIVES_ONE_FOR_FREE_SEQ: "Donne l'un gratuitement (séquence) :" STR_GIVES_ONE_FOR_FREE: "Donne l'un gratuitement :" STR_RESEARCH_REQUIRED: "Recherches requises :" STR_RESEARCH_REQUIRED_USE: "Rechercher requise (utiliser) :" STR_RESEARCH_REQUIRED_BUY: "Recherche requise (acheter) :" STR_SERVICES_REQUIRED_BUY: "Services requis (achat) :" STR_PRODUCED_BY: "Produit par :" STR_SPAWNED_BY: "Engendré par :" STR_MATERIALS_REQUIRED: "Matériaux requis :" STR_TTV_COST_PER_UNIT: "Coût par unité :" STR_TTV_ENGINEER_HOURS: "Heures de travail :" STR_TTV_WORK_SPACE_REQUIRED: "Espace de travail requi :" STR_ITEMS_PRODUCED: "Objets produits :" STR_PERSON_RECRUITED: "Personnel recruté :" STR_UNLOCKS_ARCS: "Active les arcs :" STR_DISABLES_ARCS: "Désactive les arcs :" STR_UNLOCKS_MISSIONS: "Déverrouille les missions :" STR_DISABLES_MISSIONS: "Désactive les missions :" STR_UNLOCKS_EVENTS: "Active les événements :" STR_DISABLES_EVENTS: "désactive les événements :" STR_AFFECTS_GAME_PROGRESSION: "Affecte la progression !" STR_ITEMS_AT_DESTINATION: "Objets à destination" STR_PRISONERS: "Prisonniers" STR_ARMORS: "Armures" STR_FILTER_RESEARCHED: "Complètement recherché" STR_FILTER_RESEARCHABLE: "Recherchable" STR_CRAFT_DEPLOYMENT_QUESTION: "Sauvegarder le déploiement du véhicule" STR_MUST_USE_BOTH_HANDS: "Les deux mains sont requises !" STR_NOT_ENOUGH_MORALE: "Moral insuffisant !" STR_NOT_ENOUGH_HEALTH: "Santé insuffisante !" STR_NOT_ENOUGH_MANA: "Mana insuffisante !" STR_NOT_ENOUGH_STUN: "État d'étourdissement trop élevé !" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Action réussie" STR_LINE_OF_SIGHT_REQUIRED: "Ligne de vue (LoS) requise." STR_CENTER_ON_WOUNDED_FRIEND: "Centrer sur un blessé amical" STR_CENTER_ON_DIZZY_FRIEND: "Centrer sur un étourdi amical" STR_BUG_HUNT_ACTIVATED: "Chasse au cafards activé : les ennemis sont visible sur la minicarte !" STR_QUICK_MODE_ACTIVATED: "Mode Usain Bolt activé.{NEWLINE}Appuyez de nouveau sur Ctrl+S pour le désactiver." STR_QUICK_MODE_DEACTIVATED: "Mode Usain Bolt désactivé." STR_TARGET_ENEMY: "; Cible = ENNEMI" STR_TARGET_NEUTRAL: "; Cible = NEUTRE" STR_TARGET_FRIEND: "; Cible = AMICALE" STR_TARGET_YOURSELF: "; Cible = VOUS-MÊME" STR_TARGET_ON_THE_GROUND: "(au sol)" STR_USE_SPECIAL_ITEM: "Utiliser un objet spécial" STR_NO_EXPERIENCE_YET: "Aucune expérience pour le moment :" STR_OPERATION_UC: "OPÉRATION> {0}" STR_WHAT_CAN_I_WEAR: "Que puis-je porter ?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Cette mission requiert un équipement spécifique.{NEWLINE}{NEWLINE}Type d'armures interdites : {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Cette mission requiert un équipement spécifique.{NEWLINE}{NEWLINE}Type d'armures autorisée : {0}" STR_MISSION_OVER: "Mission accomplie." STR_UNITS_WITH_FATAL_WOUNDS: one: "L'un d'entre nous est encore mortellement blessé" many: "{N} d'entre nous sont encore mortellement blessés" other: "{N} d'entre nous sont encore mortellement blessés" STR_END_MISSION_QUESTION: "Finir la mission ?" STR_LOOT: "BUTIN" STR_SELL: "VENDRE" STR_LIVE_ALIENS_SURRENDERED: "ENNEMIS QUI SE SONT RENDUS" STR_MISSION_ABORTED: "MISSION ANNULÉE" STR_VIPS_SAVED: "VIPS SAUVÉS" STR_VIPS_LOST: "VIPS PERDUS" STR_BOUNTY: "PRIME" STR_MANA_ABBREVIATION: "HOMME" STR_EXPERIENCE_OVERVIEW: "Aperçu de l’expérience" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Cette objet ne peut être placé ici.{NEWLINE}Ne demandez pas pourquoi!" STR_ONE_HAND_MUST_BE_EMPTY: "Au moins une main doit être libre !" STR_LOAD_EQUIPMENT_TEMPLATE: "Charger le modèle d'équipement" STR_SAVE_EQUIPMENT_TEMPLATE: "Sauvegarder le modèle d'équipement" STR_FIRING_SHORT: "Tirer>{ALT}{0}" STR_THROWING_SHORT: "Lancer>{ALT}{0}" STR_MELEE_SHORT: "Mêlée>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "ÉQUIPEMENT PERSONNEL" STR_SAVE_PERSONAL_EQUIPMENT: "Sauvegarder l'équipement personnel" STR_LOAD_PERSONAL_EQUIPMENT: "Charger l'équipement personnel" STR_PERSONAL_EQUIPMENT_SAVED: "Équipement personnel sauvegardé." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "L’équipement personnel n’est pas encore défini." STR_SLOT: "EMPL>{ALT}{0}" STR_THINKING: "Réflexion..." STR_TELL_ME_MORE: "Dites m'en plus..." STR_REINFORCEMENTS_ALERT: "Alerte de renforts !" STR_HIT_LOG_NEW_TURN: "Nouveau tour" STR_FAILED_CQB_CHECK: "L'ennemi a réussi à interrompre votre attaque !" STR_NO_TRAJECTORY: "Pas de trajectoire valide !" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Cette compétence nécessite un objet !" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "touché" STR_HIT_LOG_BIG_DAMAGE: "TOUCHÉ" STR_HIT_LOG_REACTION_FIRE: "Tir de réaction..." STR_HIT_LOG: "Journal des touches" STR_BUTTON_TOUCH: "Tactile" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "LMB" STR_BUTTON_RMB: "RMB" STR_BUTTON_MMB: "MMB" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "Chargement différé" STR_LAZY_LOADING_DESC: "Si activé, les ressources graphiques sont chargées à la demande. Auquel cas, tout est chargé au lancement." STR_VSYNC_FOR_OPENGL: "VSync pour OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Désactivez pour accélérer le déplacement caché des ennemis et (optionnellement) la vitesse des soldats. NE METTEZ PAS la limite de FPS à 0. S'applique seulement au rendu OpenGL." STR_UPDATE_CHECK: "Vérification de version automatique" STR_UPDATE_CHECK_DESC: "Si activé, OpenXcom vérifiera automatiquement s'il y a des mises-à-jours et vous proposera un bouton afin de faire la mise-à-jour par un simple clic." STR_AUTOSAVE_SLOTS: "Nombre de sauvegardes" STR_AUTOSAVE_SLOTS_DESC: "Nombre d'emplacements de sauvegardes automatiques en bataille." STR_GEO_AUTOSAVE_FREQUENCY: "Fréquence de sauvegarde (Géoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Nombre de jours entre chaque sauvegardes automatiques." STR_GEO_AUTOSAVE_SLOTS: "Nombre de sauvegarde (Géoscape)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Nombre d'emplacements de sauvegardes automatiques sur le Géoscape" STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: "" STR_OXCE_LINKS: "Liens étendus" STR_OXCE_LINKS_DESC: "Active des menus/boutons/liens supplémentaires pour les fonctionnalités de OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Taille du chargeur dans l'OVNIpédie" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Si activé, la taille du chargeur sera affichée à côté de l'icône de celui-ci dans l'OVNIpédie." STR_INTERCEPT_TABLE_SIZE: "Taille du tableau d'interception" STR_INTERCEPT_TABLE_SIZE_DESC: "Taille des tableaux dans les fenêtres suivantes : Interception, Suivi des OVNIs." STR_SHOW_SLACKING_INDICATOR: "Montrer l'indicateur d'inactivité" STR_SHOW_SLACKING_INDICATOR_DESC: "Si activé, le nombre de scientifiques et d'ingénieurs inactifs sera affiché." STR_SHOW_MAINTENANCE_TIME: "Afficher le temps de maintenance" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Masquer {ALT}1>{ALT} Montrer seulement la durée de la tâche en cours{ALT}2>{ALT} Montrer tout ensemble (réparation + réarmement + ravitaillement)." STR_SHOW_ETA: "Montrer le temps de vol estimé" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Masquer {ALT}1>{ALT} Montrer l'ETA pour les cibles immobiles seulement {ALT}2>{ALT} Montrer l'ETA aussi pour les cibles mobiles." STR_UFO_LANDING_ALERT: "Alerte d'atterrissage d'OVNI" STR_UFO_LANDING_ALERT_DESC: "Si activé, un message s'affichera à chaque fois qu'un OVNI détecté atterrira. " STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Conserver les armes désactivées " STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Les armes d'un véhicule désactivées durant un engagement resteront désactivées. Elles ne seront également pas réarmées à la base" STR_GEO_EVENT_INSTANT_DELIVERY: "Livraison instant. lors des événements" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Si activée, les objets obtenus lors d'événements sur le géoscape arriveront instantanément. Autrement, ils arriveront une heure plus tard." STR_SHOW_BASE_NAME_IN_POPUPS: "Montrer le nom de la base dans les popups" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Si activé, le nom de la base correspondante est affiché dans les fenêtres pop-ups (par exemple, Recherche terminée)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Gestion alternative de l'équipement" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Si activé, déplacer des soldats entre une base et un véhicule déplacera également son équipement (si possible)." STR_BASE_INFO_SCALE: "Mise à l'échelle dans les infos sur la base" STR_BASE_INFO_SCALE_DESC: "Si activé, les barres supérieures à 140 seront mise à l'échelle pour correspondre à l'UI." STR_HIGHLIGHT_NEW: "Mise en évidence des nouveaux sujets" STR_HIGHLIGHT_NEW_DESC: "Si activé, les nouveaux sujets de recherche, les nouveaux sujets de fabrication et les nouveaux articles dans l'OVNIpédie seront d'une couleur différente." STR_RESEARCH_SCROLL_SPEED: "Défilement sur les recherches" STR_RESEARCH_SCROLL_SPEED_DESC: "Les scientifiques peuvent être (dé)assignés directement en utilisant le défilement de la molette de la souris dans l'interface de recherche." STR_RESEARCH_SCROLL_SPEED_CTRL: "Défilement sur les recherches (Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Les scientifiques peuvent être (dé)assignés directement en utilisant le défilement de la molette de la souris dans l'interface de recherche." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Filtre alternatif dans la fabrication" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Si activé, l'interface montrera seulement les articles pour lesquels il y a assez de matériaux." STR_MANUFACTURE_SCROLL_SPEED: "Défilement sur les fabrications" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Les ingénieurs peuvent être (dé)assignés directement en utilisant le défilement de la molette de la souris." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Défilement sur les fabrications (Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Les ingénieurs peuvent être (dé)assignés directement en utilisant le défilement de la molette de la souris." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Inclure l'armure dans l'équipement perso" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Si activé, l'armure portée est sauvegardée dans l'équipement personnel des soldats" STR_MANUALPROMOTIONS: "Promotion manuelle" STR_MANUALPROMOTIONS_DESC: "Si activé, les soldats peuvent être promus manuellement (ou rétrogradé) en cliquant sur l'icône de grade." STR_WOUNDED_DEFEND_BASE_IF: "Les blessés défendent (si la santé > x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Les soldats blessés défendront également la base, si leur santé est au-dessus du seuil de santé donné." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Musique de briefing plus longtemps" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "La musique de briefing continuera durant la phase d'équipement jusqu'à ce que le Battlescape soit affiché." STR_NIGHT_VISION_COLOR: "Couleur de la vision nocturne" STR_NIGHT_VISION_COLOR_DESC: "Valeur entre 1 et 15, chaque valeur représentant une teinte de couleur différente." STR_AUTO_NIGHT_VISION_THRESHOLD: "Seuil de vision nocturne automatique" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "S'il fait plus sombre que ce seuil, la vision nocturne sera activée automatiquement." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Montrer la précision sur le réticule" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Jamais {ALT}1>{ALT}Seulement si l'extension du mode de précision X-COM est activé {ALT}2>{ALT}Toujours" STR_REACTION_FIRE_THRESHOLD: "Seuil de tir de réaction" STR_AUTO_SELL: "Gestionnaire de vente-auto" STR_AUTO_SELL_DESC: "Sur l'écran de débriefing de bataille, tous les types d'articles vendus lors des batailles précédentes seront automatiquement marqués pour la vente." STR_AUTOMATICPROMOTIONS: "Promotions automatiques" STR_AUTOMATICPROMOTIONS_DESC: "Si activé, les soldats seront automatiquement promus après une mission." STR_OFF_CENTRE_SHOOTING: "Tir excentré" STR_OFF_CENTRE_SHOOTING_DESC: "Les soldats tenteront automatiquement d'ajuster légèrement leur angle de tir dans le cas où il n'y a pas de ligne de tir." STR_UNIFORM_SHOOTING_SPREAD: "Dispersion des tirs uniforme" STR_CRASHED_OR_LANDED: "Bouton Écrasé/Atterri" STR_CRASHED_OR_LANDED_DESC: "Si activé, un bouton supplémentaire est affiché sur l'écran de Nouvelle bataille. Sinon, appuyez sur F11 pour afficher/masquer le bouton. {ALT}0>{ALT}Désactivé, {ALT}1>{ALT}Écrasé, {ALT}2>{ALT}Atterri." STR_GRAPHS_ZOOM_IN: "Zoomer (Graphs)" STR_GRAPHS_ZOOM_OUT: "Dézoomer (Graphs)" STR_MARK_ALL_AS_SEEN: "Marquer tout comme vu" STR_SELL_ALL: "Ventre tout" STR_SELL_ALL_BUT_ONE: "Vendre tout sauf un" STR_TRANSFER_ALL: "Tout transférer" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Retirer tous les soldats de tous les véhicules" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Retirer les soldats d'un véhicule" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Retirer l'équipement d'un véhicule" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Retirer toutes les armures de tous les véhicules" STR_REMOVE_ARMOR_FROM_CRAFT: "Retirer toutes les armures du véhicule" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Retirer des soldats de l'entraînement" STR_ADD_SOLDIERS_TO_TRAINING: "Ajouter des soldats à l'entraînement" STR_INVENTORY_ARMOR: "Changer l'armure" STR_INVENTORY_AVATAR: "Changer l'avatar" STR_ACTION_ITEM_1: "Action d'objet 1 (Viser/Utiliser)" STR_ACTION_ITEM_2: "Action d'objet 2 (Instantané)" STR_ACTION_ITEM_3: "Action d'objet 1 (Auto)" STR_ACTION_ITEM_4: "Action d'objet 4 (Mêlée)" STR_ACTION_ITEM_5: "Action d'objet 5 (Lancer)" STR_INSTA_SAVE: "Sauvegarde instantanée" STR_TOGGLE_QUICK_SEARCH: "Champ de recherche rapide" STR_TOGGLE_NIGHT_VISION: "Activer/Désactiver la vision nocturne" STR_HOLD_NIGHT_VISION: "Brève vision nocturne" STR_SELECT_MUSIC_TRACK: "Choisir la musique" STR_TOGGLE_TOUCH_BUTTONS: "Activer/Désactiver les contrôles tactiles" STR_TOGGLE_BRIGHTNESS: "Changer la luminosité (visuel seulement)" STR_BRIEFING: "Briefing" STR_TOGGLE_DEBUG_MODE: "Activer/Désactiver le mode débogage" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Tuer tous les aliens" STR_PHYSICAL_TRAINING: "Entraînement martial" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "CAPACITÉ D'ENTRAÎNEMENT RESTANTE> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "FINI" STR_NO_AMMO: "PAS DE MUNITIONS !" STR_START_FIRING: "Feu !" STR_SKIP_FIRING: "Laissez les entrer..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Les extraterrestres ont endommagé notre base {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Les extraterrestres ont détruit notre base {0}" STR_STARTING_CONDITION_COMMANDER: "Cette mission requiert la présence du commandant." STR_STARTING_CONDITION_CRAFT: "Ce véhicule est inadapté à cette mission." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Ce véhicule est inadapté à cette mission.{NEWLINE}{NEWLINE}Véhicules autorisés : {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Ce véhicule est inadapté à cette mission.{NEWLINE}{NEWLINE}Véhicules interdits : {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Certains soldats ne peuvent participer à cette mission." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Certains soldats ne peuvent participer à cette mission.{NEWLINE}{NEWLINE}Types de soldats autorisés : {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Certains soldats ne peuvent participer à cette mission.{NEWLINE}{NEWLINE}Types de soldats interdits : {0}" STR_STARTING_CONDITION_ITEM: "Cette mission requiert certain(s) objet(s) spécifiques :{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "PLUS ASSEZ DE CARBURANT !{SMALLLINE}La destination est plus éloignée que la portée de ce véhicule." STR_TOO_MANY_ITEMS_ONBOARD: "TROP D'OBJETS !{SMALLLINE}Ce vaisseau ne peut pas transporter autant d'objets." STR_ARMOR_NOT_ALLOWED_ONBOARD: "ARMURE NON-AUTORISÉE !{SMALLLINE}Certains soldats portent des armures interdites." STR_FOLLOW_WING_LEADER_QUESTION: "Suivre le chef d'escadre ?" STR_ASSIGN_PILOTS: "Assigner des pilotes..." STR_NOT_ENOUGH_PILOTS: "Pas assez de pilotes !{NEWLINE}Minimum: {0}" STR_DAILY_PILOT_EXPERIENCE: "Expérience de pilotage journalière" STR_UFO_SHIELD_HIT: "BOUCLIERS TOUCHÉS !" STR_UFO_HIT_NO_DAMAGE: "REBOND SUR LA COQUE !" STR_UFO_SHIELD_DOWN: "BOUCLIERS ENNEMIS DÉSACTIVÉS !" STR_UFO_HIT_GLANCING: "EFFLEUREMENT !" STR_INTERCEPTOR_SHIELD_HIT: "NOS BLOUCLIERS TIENNENT !" STR_TRACTOR_BEAM_ENGAGED: "FAISCEAU TRACTEUR ENGAGÉ !" STR_TRACTOR_BEAM_DISENGAGED: "DÉSENGAGEMENT DU FAISCEAU TRACTEUR !" STR_SELF_DESTRUCT_ACTIVATED: "AUTO-DESTRUCTION ACTIVÉE !" STR_SELF_DESTRUCT_CANCELLED: "AUTO-DESTRUCTION DÉSACTIVÉE !" STR_MISSILE_DAMAGED: ">>> MISSILE ENDOMMAGÉ <<<" STR_MISSILE_DESTROYED: ">>> MISSILE DÉTRUIT <<<" STR_EXTENDED_LINKS: "Liens" STR_AUTO_PATROL: "PATROUILLE-AUTO" STR_ETA: "ETA>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Pas assez de {0} pour réarmer {1} à {2}" STR_UFO_STARTED_HUNTING: "{0} est sur une trajectoire d'interception avec {1}" STR_CRAFT_IS_READY: "{0} à {1} est prêt." STR_ECONOMY_WARNING: "Les fonds {0} et les revenus {1} sont bas et la maintenance {2} est trop élevée ! Vendez quelque-chose pour éviter à devoir prendre un crédit... fonds manquants : {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "ÉTENDU" STR_RETURNING: "RETOUR" STR_INTERCEPTING: "INTERCEPTE" STR_ESCORTING: "ESCORTE" STR_EN_ROUTE: "EN ROUTE" STR_PILOT_MISSING: "PILOTE MANQUANT" STR_DAY_SHORT: "{0}j" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Bonus de performance" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} a renoncé à son pacte avec les forces extraterrestres et a été autorisé à rejoindre le projet." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} ont renoncé à leur pacte avec les forces extraterrestres et ont été autorisé à rejoindre le projet." STR_WE_CAN_NOW_RENT: "Nous pouvons désormais louer" STR_REQUIRED_BASE_SERVICES: "Requère les services de base: {0}" STR_WE_CAN_NOW_BUILD: "Nous pouvons désormais construire" STR_WE_CAN_NOW_PURCHASE: "Nous pouvons désormais acheter :" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Pas assez d'espace de vie pour accueillir{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_INFO: "INFO" STR_DESPAWN_PENALTY: "Pénalité de disparition> {0}" STR_TRAINING_FINISHED: "Entrainement terminé{NEWLINE}à {0}" STR_PSI_TRAINING_FINISHED: "Entrainement PSI terminée{NEWLINE}à {0}" STR_IGNORE_UC: "IGNORER" STR_UFO_TRACKER: "Suivi des OVNIs" STR_UPDATE: "Mise à jour" STR_LATEST_VERSION_INFO: "Vous utilisez la dernière version de OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Ce mod nécessite le jeu de base v{0} pour s'exécuter correctement. Activer ce mod ?" STR_VERSION_REQUIRED_QUESTION: "Ce mod nécessite OXCE v{0} pour s'exécuter correctement. Activer ce mod ?" STR_OPEN_MODS_FOLDER: "Ouvrir" STR_GLOBE_TEXTURE: "Texture du globe" STR_NOTES: "Notes" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "AUTRE" STR_BASESCAPE: "Plan de la base" STR_AI: "IA" STR_PATH_ENERGY_COST: "Énergie" STR_PATH_ENERGY_COST_DESC: "Un clique montre l'énergie restante de votre unité après avoir bougé à cette destination." STR_VEHICLES_LOST: "Véhicules perdus" STR_CRAFT_LOST_DOGFIGHT: "Intercepteurs perdus" STR_CRAFT_LOST_MISSION: "Transports perdus" STR_ALIEN_BASES_DESTROYED: "Bases alien détruites" STR_XCOM_BASES_LOST: "Bases perdues" STR_TEST_SCREEN: "ÉCRAN DE TEST" STR_PALETTE: "Palette :" STR_PREVIEW: "Aperçu" STR_TINY_BORDERLESS: "Minuscule, sans bordure" STR_TINY_BORDER: "Minuscule" STR_SMALL_LOW_CONTRAST: "Petit" STR_SMALL_HIGH_CONTRAST: "Petit, fort contraste" STR_BIG_LOW_CONTRAST: "Grand" STR_BIG_HIGH_CONTRAST: "Grand, fort contraste" STR_TEST_CASE: "Cas de test :" STR_RUN: "Lancer le test sélectionné !" STR_TESTS_STARTING: "Démarrage..." STR_TESTS_ERRORS_FOUND: "Nombre total d'erreurs trouvées (il peut y avoir des doublons) : {0}" STR_TESTS_NO_ERRORS_FOUND: "Aucune erreur trouvée." STR_TESTS_FINISHED: "Terminé." STR_DETAILED_INFO_IN_LOG_FILE: "Les informations détaillées ont été sauvegardées dans openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "AUCUN" STR_INFO_UFOPEDIA: "INFO" STR_COCKPIT_CAPACITY: "PILOTES> {ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "PORTÉE MAXIMALE> {ALT}{0}{ALT}" STR_MINIMUM_RANGE: "PORTÉE MIN> {ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" STR_TRACTOR_BEAM_POWER: "Puissance" STR_WEIGHT_PEDIA1: "Pds: {0}" STR_WEIGHT_PEDIA2: "Pds: {0}/{1}" STR_SHOT_TYPE_MELEE: "Mêlée" STR_ACCURACY_MODIFIER: "Modificateur de Précision> {ALT} {0}" STR_POWER_BONUS: "Bonus de Puissance> {ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "bonus multiples dépendants des munitions" STR_STATS_FOR_NERDS: "Nerds pour les Nerds" STR_ARTICLE: "Article> {ALT} {0}" STR_COMPATIBLE_AMMO: "Munitions compatibles:" STR_BUILT_IN_ITEMS: "Objets intégrés :" STR_CLIP_SIZE_UNLIMITED: "illimité" STR_SHOTGUN_BEHAVIOR_OXCE: "étendu" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "IDs" STR_INCLUDE_DEFAULTS: "PARAMÈTRES PAR DÉFAUT" STR_TRUE: "vrai" STR_FALSE: "faux" STR_PSI_SKILL_AND_PSI_STRENGTH: "TALENT PSI*FORCE PSI" STR_STRENGTH_AND_MELEE_ACCURACY: "FORCE*PRÉCISION EN MÊLÉE" STR_STRENGTH_AND_THROWING_ACCURACY: "FORCE*THROWING ACCURACY" STR_FIRING_ACCURACY_AND_REACTIONS: "PRÉCISION AU TIR*RÉACTIONS" STR_HEALTH_CURRENT: "SANTÉ ACTUELLE" STR_MANA_CURRENT: "MANA ACTUEL" STR_TIME_UNITS_CURRENT: "UNITÉS DE TEMPS ACTUELLES" STR_STUN_LEVEL_CURRENT: "NIVEAU ACTUEL D'ÉTOURDISSEMENT" STR_HEALTH_NORMALIZED: "SANTÉ NORMALISÉE" STR_MANA_NORMALIZED: "MANA NORMALISÉ" STR_TIME_UNITS_NORMALIZED: "UNITÉS DE TEMPS NORMALISÉES" STR_ENERGY_NORMALIZED: "ÉNERGIE NORMALISÉE" STR_MORALE_NORMALIZED: "MORAL NORMALISÉ" STR_STUN_LEVEL_NORMALIZED: "NIVEAU D'ÉTOURDISSEMENT NORMALISÉ " STR_ENERGY_REGENERATION: "RÉCUPÉRATION D'ÉNERGIE" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PCO*PFO" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "FOR*MÊL" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "FOR*LAN" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "PRÉ*RÉA" STR_HEALTH_CURRENT_ABBREVIATION: "SANTÉ ACTUELLE" STR_MANA_CURRENT_ABBREVIATION: "MANA ACTUEL" STR_TIME_UNITS_CURRENT_ABBREVIATION: "UNITÉS DE TEMPS ACTUELLES" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "NIVEAU ACTUEL D'ÉTOURDISSEMENT" STR_HEALTH_NORMALIZED_ABBREVIATION: "SANTÉ NORMALISÉE" STR_MANA_NORMALIZED_ABBREVIATION: "MANA NORMALISÉ" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "UNITÉS DE TEMPS NORMALISÉES" STR_ENERGY_NORMALIZED_ABBREVIATION: "ÉNERGIE NORMALISÉE" STR_MORALE_NORMALIZED_ABBREVIATION: "MORAL NORMALISÉ" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NIVEAU D'ÉTOURDISSEMENT NORMALISÉ " STR_ENERGY_REGENERATION_ABBREVIATION: "RÉCUPÉRATION D'ÉNERGIE" STR_TIME_UNITS_SCALED: "UNITÉS DE TEMPS ÉCHELONNÉES" STR_STAMINA_SCALED: "ENDURANCE ÉCHELONNÉE" STR_HEALTH_SCALED: "SANTÉ ÉCHELONNÉE" STR_BRAVERY_SCALED: "COURAGE ÉCHELONNÉ" STR_REACTIONS_SCALED: "RÉACTIONS ÉCHELONNÉES" STR_FIRING_ACCURACY_SCALED: "PRÉCISION DE TIR ÉCHELONNÉE" STR_THROWING_ACCURACY_SCALED: "PRÉCISION DE LANCER ÉCHELONNÉE" STR_STRENGTH_SCALED: "FORCE ÉCHELONNÉE" STR_PSIONIC_STRENGTH_SCALED: "FORCE PSIONIQUE ÉCHELONNÉE" STR_PSIONIC_SKILL_SCALED: "COMPÉTENCE PSIONIQUE ÉCHELONNÉE" STR_MELEE_ACCURACY_SCALED: "PRÉCISION DE MÊLÉE ÉCHELONNÉE" STR_MANA_POOL_SCALED: "RÉSERVOIR DE MANA ÉCHELONNÉ" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "COMPÉTENCE PSIONIQUE * FORCE PSIONIQUE ÉCHELONNÉ" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "FORCE * PRÉCISION EN MÊLÉE ÉCHELONNÉ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "FORCE * PRÉCISION DE LANCER ÉCHELONNÉ" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "PRÉCISION DE TIR * RÉACTIONS ÉCHELONNÉ" STR_TIME_UNITS_SCALED_ABBREVIATION: "UT ÉCHELONNÉ" STR_STAMINA_SCALED_ABBREVIATION: "END ÉCHELONNÉ" STR_HEALTH_SCALED_ABBREVIATION: "PV ÉCHELONNÉ" STR_BRAVERY_SCALED_ABBREVIATION: "COU ÉCHELONNÉ" STR_REACTIONS_SCALED_ABBREVIATION: "RÉA ÉCHELONNÉ" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "TIR ÉCHELONNÉ" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "LAN ÉCHELONNÉ" STR_STRENGTH_SCALED_ABBREVIATION: "FOR ÉCHELONNÉ" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "PFO ÉCHELONNÉ" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "PCO ÉCHELONNÉ" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "MÊL ÉCHELONNÉ" STR_MANA_POOL_SCALED_ABBREVIATION: "MAN ÉCHELONNÉ" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "PCO*PFO ÉCHELONNÉ" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "FOR*MÊL ÉCHELONNÉ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "FOR*LAN ÉCHELONNÉ" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "TIR*RÉA ÉCHELONNÉ" STR_COST_TIME: "temps" STR_COST_ENERGY: "énergie" STR_COST_MORALE: "moral" STR_COST_HEALTH: "santé" STR_COST_STUN: "étourdissement" STR_COST_MANA: "mana" STR_COST_BUILD: "construire" STR_COST_REFUND: "remboursé" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} milles nautiques" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} secondes" STR_RACE_BONUS: "Bonus racial" STR_FOR_DIFFICULTY: "pour la difficulté : {0}" STR_NOT_AWARDED_YET: "Pas encore attribué" ================================================ FILE: bin/common/Language/OXCE/hu.yml ================================================ hu: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "A LÉTESÍTMÉNY NEM LEBONTHATÓ!{SMALLLINE}A létesítményt fejlesztés alatt nem tudjuk eltávolítani. " STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}Az itt lévő létesítményre már építenek." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}A kiválasztott létesítménynek teljesen fednie kell a meglévőt." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}Az itt lévő létesítmény nem fejleszthető a kiválasztottal." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}Az itt lévő létesítményre nem lehet építeni." STR_CANNOT_BUILD_QUEUE_OFF: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}A környező létesítmények építését előbb be kell fejezni." STR_FACILITY_FORBIDDEN_BY_OTHER: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}Már létező létesítmények kizárják e létesítmény építését." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}E létesítmény megléte kizárna más, már meglévő létesítményeket." STR_ID: "ID" STR_FIRST_LETTER: "ELSŐ BETŰ" STR_SOLDIER_TYPE: "KATONA TÍPUSA" STR_MANA: "MANA" STR_MANA_POOL: "MANA POOL" STR_MANA_MISSING: "MANA HIÁNYZIK" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Jármű felszerelésének betöltése" STR_EMPTY_SLOT_N: "Üres hely {0}" STR_UNNAMED_SLOT_N: "Névtelen hely {0}" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Jármű felszerelésének mentése" STR_SAVE_UC: "MENTÉS" STR_ALL: "Minden" STR_EQUIPPED: "Felszerelt" STR_UNASSIGNED: "Egyéb" STR_PILOTS: "PILÓTÁK" STR_SHIELD: "PAJZS>{ALT}{0}" STR_SELECT_PILOT: "Pilóta választása" STR_PILOTS_FOR_CRAFT: "{0} Pilótája (Pilótái)" STR_PILOTS_REQUIRED: "Szükséges pilóta (pilóták): {ALT}{0}" STR_ADD_PILOT: "Pilóta hozzárendelése" STR_REMOVE_ALL_PILOTS: "Összes pilóta eltávolítása" STR_ACCURACY_BONUS: "Pontossági bónusz:" STR_DODGE_BONUS: "Kitérési bónusz:" STR_APPROACH_SPEED: "Elfogási sebesség:" STR_COWARDLY: "Gyáva (-50%)" STR_NORMAL: "Normál" STR_BOLD: "Bátor (+50%)" STR_VERY_BOLD: "Vakmerő (+100%)" STR_CRAFT_DEPLOYMENT_PREVIEW: "Előnézet" STR_REFUND_VALUE: "Eladási érték>{ALT}{0}" STR_PRODUCTION_OVERVIEW: "TERMELÉS ÁTTEKINTÉSE" STR_RESEARCH_OVERVIEW: "KUTATÁS ÁTTEKINTÉSE" STR_KILL_SELECTED: "Megöl" STR_SELL_SELECTED: "Elad" STR_GO_TO_TRANSFERS: "Transzfer..." STR_TOPIC: "Téma>{ALT}{0}" STR_SHOW_ALL: "Összes mutatása" STR_NO_DEPENDENCIES: "Nincs követelmény." STR_DIRECT_DEPENDENCIES: "Direkt követelmények" STR_LEVEL_2_DEPENDENCIES: "2-es szintű követelmények" STR_LEVEL_3_DEPENDENCIES: "3-as szintű követelmények" STR_LEVEL_4_DEPENDENCIES: "4-es szintű követelmények" STR_MORE_DEPENDENCIES: "Vannak még mélyebb követelmények..." STR_END_OF_SEARCH: "Keresés vége." STR_REFUND_PRODUCTION: "VISSZATÉRÍTÉS!" STR_PERSON_JOINING: "Csatlakozó Személy" STR_RANDOM_PRODUCTION_DISCLAIMER: "Véletlenszerű termelés" STR_OTHER_EMPLOYEES: "Egyéb Személyzet és Felszerelés" STR_SHOW_ONLY_NEW: "Csak az újat mutasd" STR_FILTER_DEFAULT: "Alapvető" STR_FILTER_DEFAULT_SUPPLIES_OK: "Alapvető (ellátmány OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Alapvető (nincs ellátmány)" STR_FILTER_FACILITY_REQUIRED: "Hiányzó Létesítmény" STR_FILTER_HIDDEN: "Rejtett" STR_FILTER_EQUIPPED: "Felszerelt" STR_SORT_DEFAULT: "Alapvető" STR_RANDOM_PRODUCTION_SUMMARY: "Összegzés" STR_NOT_ENOUGH_PRISON_SPACE: "NINCS ELÉG IDEGEN TÁROLÓ!{SMALLLINE}Építs új idegen tárolót vagy csoportosíts át idegeneket a többi bázisodra." STR_NOT_ENOUGH_CRAFT_SPACE: "Nincs elég hely a fedélzeten!" STR_SELECT_AVATAR_FOR: "VÁLASSZ KINÉZETET:{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "KATONAI BÓNUSZOK:{NEWLINE}{0}" STR_SUMMARY: "Összegzés" STR_MANA_RECOVERY: "MANA VISSZANYERÉS> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Kiképzés" STR_SOLDIER_INFO: "Katona Infója" STR_TRANSFER_TIME: "Transzferidő>{ALT}{0}" STR_RECOVERY_TIME: "Felépülés ideje>{ALT}{0}" STR_CURRENT_STATS: "Jelenlegi Statok" STR_CHANGES: "Változások" STR_CHANGES_MIN: "Változás (min)" STR_CHANGES_MAX: "Változás (max)" STR_BONUS_STATS: "Bónusz adatok" STR_GRAND_TOTAL: "Totál" STR_AVAILABLE_TOPICS: "RENDELKEZÉSRE ÁLLÓ TÉMÁK" STR_QS_THREE_LETTERS_A: "Kérlek írj be legalább 3 betűt" STR_QS_THREE_LETTERS_B: "a Gyorskeresőbe..." STR_M_FLAG: "[m]" STR_F_FLAG: "[f]" STR_I_FLAG: "[i]" STR_TECH_TREE_VIEWER: "Tech Fa Áttekintés" STR_SELECT_TOPIC: "Válassz Témát" STR_RESEARCH_PROGRESS: "Státusz>{ALT}{0}%" STR_ITEM_DESTROYED: "Elpusztított tárgy:" STR_ITEM_REQUIRED: "Szükséges tárgy:" STR_SERVICES_REQUIRED: "Szükséges szolgáltatások:" STR_SERVICES_PROVIDED: "Nyújtott szolgáltatások:" STR_SERVICES_FORBIDDEN: "Tiltott szolgáltatások:" STR_REQUIRES: "Szükséges:" STR_DEPENDS_ON: "Függ ettől:" STR_UNLOCKED_BY: "Elérhetővé válik ettől:" STR_DISABLED_BY: "Elérhetetlenné válik ettől:" STR_GET_FOR_FREE_FROM: "Ingyen megkapod ettől:" STR_REQUIRED_BY: "Szükséges ehhez:" STR_LEADS_TO: "Vezet ehhez:" STR_UNLOCKS: "Elérhetővé teszi ezt:" STR_DISABLES: "Elérhetetlenné teszi ezt:" STR_GIVES_ONE_FOR_FREE_SEQ: "Egyet ad ingyen (sorban):" STR_GIVES_ONE_FOR_FREE: "Egyet ad ingyen:" STR_RESEARCH_REQUIRED: "Szükséges kutatás:" STR_RESEARCH_REQUIRED_USE: "Szükséges kutatás (használathoz):" STR_RESEARCH_REQUIRED_BUY: "Szükséges kutatás (vételhez):" STR_SERVICES_REQUIRED_BUY: "Szükséges szolgáltatások (vételhez):" STR_MATERIALS_REQUIRED: "Szükséges alapanyagok:" STR_ITEMS_PRODUCED: "Legyártott tárgyak:" STR_PERSON_RECRUITED: "Toborzott személy:" STR_UNLOCKS_MISSIONS: "Megnyitja a küldetéseket:" STR_DISABLES_MISSIONS: "Elérhetetlenné teszi a küldetéseket:" STR_AFFECTS_GAME_PROGRESSION: "Hatással van a játékmenetre!" STR_ITEMS_AT_DESTINATION: "Tárgyak a célállomáson" STR_MUST_USE_BOTH_HANDS: "Mindkét kéz szükséges ehhez!" STR_NOT_ENOUGH_MORALE: "Nincs elég Morál!" STR_NOT_ENOUGH_HEALTH: "Nincs elég Életerő!" STR_NOT_ENOUGH_MANA: "Nincs elég Mana!" STR_NOT_ENOUGH_STUN: "Túl magas a kábítás mértéke!" STR_LINE_OF_SIGHT_REQUIRED: "Tűzvonal (LoS) szükséges." STR_CENTER_ON_WOUNDED_FRIEND: "Sérült Barát Középre" STR_CENTER_ON_DIZZY_FRIEND: "Kábult Barát Középre" STR_BUG_HUNT_ACTIVATED: "Csótányirtás mód aktiválva: az ellenfelek láthatók a minitérképen!" STR_TARGET_ENEMY: "; Célpont = ELLENSÉG" STR_TARGET_NEUTRAL: "; Célpont = SEMLEGES" STR_TARGET_FRIEND: "; Célpont = BARÁT" STR_TARGET_YOURSELF: "; Célpont = ÖNMAGAD" STR_TARGET_ON_THE_GROUND: "(a padlón)" STR_USE_SPECIAL_ITEM: "Spec. Tárgy Használata" STR_NO_EXPERIENCE_YET: "Nincs tapasztalat még:" STR_OPERATION_UC: "MŰVELET> {0}" STR_WHAT_CAN_I_WEAR: "Mit viselhetek?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Spec. felszerelés szükséges ehhez a küldetéshez.{NEWLINE}{NEWLINE}A tiltott páncél típusok: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Spec. felszerelés szükséges ehhez a küldetéshez.{NEWLINE}{NEWLINE}A megengedett páncél típusok: {0}" STR_MISSION_OVER: "Küldetés végrehajtva." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} emberünk még súlyosan sérült" other: "{N} emberünk még súlyosan sérült" STR_END_MISSION_QUESTION: "Befejezed a küldetést?" STR_LOOT: "ZSÁKMÁNY" STR_SELL: "ELADÁS" STR_LIVE_ALIENS_SURRENDERED: "ELLENFELEK AKIK MEGADTÁK MAGUKAT" STR_MISSION_ABORTED: "KÜLDETÉS MEGSZAKÍTVA" STR_BOUNTY: "JUTALOM" STR_MANA_ABBREVIATION: "MAN" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Azt a tárgyat nem rakhatod oda.{NEWLINE}Ne kérdezd miért!" STR_ONE_HAND_MUST_BE_EMPTY: "Legalább egy kéz szabad kell legyen!" STR_LOAD_EQUIPMENT_TEMPLATE: "Felszerelési Sablon Betöltése" STR_SAVE_EQUIPMENT_TEMPLATE: "Felszerelési Sablon Mentése" STR_FIRING_SHORT: "Tüzelés>{ALT}{0}" STR_THROWING_SHORT: "Dobás>{ALT}{0}" STR_MELEE_SHORT: "Közelharc>{ALT}{0}" STR_HIT_LOG_NEW_TURN: "Új Kör" STR_FAILED_CQB_CHECK: "Az ellenfél megszakította a támadásod!" STR_NO_TRAJECTORY: "Nincs lehetséges röppálya!" STR_HIT_LOG_NEW_BULLET: "=>" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "találat" STR_HIT_LOG_BIG_DAMAGE: "TALÁLAT" STR_HIT_LOG_REACTION_FIRE: "Reakció lövés..." STR_HIT_LOG: "Találati Napló" STR_BUTTON_10: "10" STR_LAZY_LOADING: "Lusta betöltés" STR_LAZY_LOADING_DESC: "Ha engedélyezve van, a grafikus erőforrásokat csak szükség esetén töltjük be. Máskülönben minden betölt induláskor." STR_UPDATE_CHECK: "Frissitések automatikus ellenőrzése" STR_UPDATE_CHECK_DESC: "Ha engedélyezve van, az OpenXcom automatikusan ellenőrzi az elérhető frissítéseket és felkínálja azok gyors telepítését." STR_UFO_LANDING_ALERT: "UFO leszállási értesítés" STR_UFO_LANDING_ALERT_DESC: "Ha engedélyezed, egy üzenet ugrik fel mindig, mikor egy észlelt UFO leszáll." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Kikapcsolt jármű fegyverzet megjegyzése" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "A harc során kikapcsolt fegyverek kikapcsolva maradnak és a bázison sem kerülnek újratöltésre." STR_HIGHLIGHT_NEW: "Új témák kiemelése" STR_WOUNDED_DEFEND_BASE_IF: "Védekező sebesültek (x% ÉP felett)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Sebesült katonák is védik a bázist, ha az egészségük a megadott százalékpont felett van." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Értesítési zene hosszabban" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Az Értesítési zene addig játszódik a háttérben a felszerelési fázis alatt míg el nem kezded a csatát." STR_NIGHT_VISION_COLOR: "Válassz Éjjellátó színt" STR_NIGHT_VISION_COLOR_DESC: "1-15-ig tartó skála, minden érték más színárnyalatot jelöl." STR_AUTO_NIGHT_VISION_THRESHOLD: "Automata éjjellátó küszöbérték" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Ha sötétebb, mint a küszöbérték, automatikusan bekapcsolja az éjjellátást." STR_AUTO_SELL: "Auto-Eladás Menedzser" STR_AUTO_SELL_DESC: "A csataértékelés eladás részén minden olyan tárgyat eladásra jelöl, melyet előző csaták után eladtál." STR_GRAPHS_ZOOM_IN: "Közelítés (Gráfok)" STR_GRAPHS_ZOOM_OUT: "Távolítás (Gráfok)" STR_MARK_ALL_AS_SEEN: "Összeset Láttam" STR_SELL_ALL: "Mindent elad" STR_SELL_ALL_BUT_ONE: "Egyet megtart, többit elad" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Katonák eltávolítása az összes gépről" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Katonák eltávolítása a gépről" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Felszerelés eltávolítása a gépről" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Páncél eltávolítása az összes gépről" STR_REMOVE_ARMOR_FROM_CRAFT: "Páncél eltávolítása a gépről" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Katonák képzésének megszakítása" STR_INVENTORY_ARMOR: "Páncélcsere" STR_INVENTORY_AVATAR: "Kinézetváltás" STR_ACTION_ITEM_1: "Tárgy Akció 1 (Célzott L./Használat)" STR_ACTION_ITEM_2: "Tárgy Akció 2 (Kapás L.)" STR_ACTION_ITEM_3: "Tárgy Akció 3 (Auto)" STR_ACTION_ITEM_4: "Tárgy Akció 4 (Közelharc)" STR_ACTION_ITEM_5: "Tárgy Akció 5 (Dobás)" STR_TOGGLE_QUICK_SEARCH: "Gyorskeresés Kapcsoló" STR_TOGGLE_NIGHT_VISION: "Éjjellátó Kapcsoló" STR_HOLD_NIGHT_VISION: "Rövid Éjjellátó" STR_SELECT_MUSIC_TRACK: "Zene Kiválasztása" STR_PHYSICAL_TRAINING: "Harcművészeti Kiképzés" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "FENNMARADÓ KIKÉPZŐ KAPACITÁS>{ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "KÉSZ" STR_START_FIRING: "Tűz!" STR_SKIP_FIRING: "Hadd jöjjenek..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Idegen torpedók megrongálták a bázist: {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Idegen torpedók megsemmisítették a bázist: {0}" STR_STARTING_CONDITION_CRAFT: "Ez a gép alkalmatlan erre a küldetésre." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Ez a gép alkalmatlan erre a küldetésre.{NEWLINE}{NEWLINE}Alkalmas gépek: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Ez a gép alkalmatlan erre a küldetésre.{NEWLINE}{NEWLINE}Tiltott gépek: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Nem minden katona tud részt venni a küldetésen." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Nem minden katona tud részt venni a küldetésen.{NEWLINE}{NEWLINE}Engedélyezett katonatípusok: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Nem minden katona tud részt venni a küldetésen.{NEWLINE}{NEWLINE}Tiltott katonatípusok: {0}" STR_STARTING_CONDITION_ITEM: "A küldetéshez az alábbi spec. eszköz(ök)re van szükség:{NEWLINE}{NEWLINE}{0}" STR_ASSIGN_PILOTS: "Pilóták kinevezése..." STR_NOT_ENOUGH_PILOTS: "Nincs elég pilóta!{NEWLINE}Minimum:{0}" STR_UFO_SHIELD_HIT: "PAJZSOT TALÁLT!" STR_UFO_HIT_NO_DAMAGE: "LEPATTANT A HAJÓTESTRŐL!" STR_UFO_SHIELD_DOWN: "ÁTTÖRTÜNK A PAJZSUKON!" STR_UFO_HIT_GLANCING: "LEPATTANÓ TALÁLAT!" STR_INTERCEPTOR_SHIELD_HIT: "A PAJZSAINK MÉG TARTANAK!" STR_TRACTOR_BEAM_ENGAGED: "VONÓSUGÁR AKTÍV!" STR_TRACTOR_BEAM_DISENGAGED: "A VONÓSUGÁR MEGSZŰNT" STR_SELF_DESTRUCT_ACTIVATED: "ÖNMEGSEMMISíTÉS AKTIVÁLVA!" STR_SELF_DESTRUCT_CANCELLED: "ÖNMEGSEMMISíTÉS LEÁLLÍTVA" STR_AUTO_PATROL: "AUTO-ŐRJÁRAT" STR_UFO_STARTED_HUNTING: "{0} elfogó pályára állt. A célpont {1}" STR_CRAFT_IS_READY: "{0} készen áll itt: {1}." STR_ECONOMY_WARNING: "A tőke {0} és a bevétel {1} alacsony, a karbantartás {2} viszont nem! Adj el valamit hogy ne kelljen hitelt felvenned... a hiányzó összeg: {3}" STR_RETURNING: "VISSZATÉR" STR_INTERCEPTING: "ELFOGÓ PÁLYÁN" STR_ESCORTING: "KÍSÉR" STR_EN_ROUTE: "CÉLRA TART" STR_PILOT_MISSING: "PILÓTA HIÁNYZIK" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Teljesítmény Bónusz" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} megtagadta az idegenekkel kötött paktumát és visszatért a projektbe." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} mind megtagadták az idegenekkel kötött paktumukat és visszatértek a projektbe." STR_WE_CAN_NOW_RENT: "Mostantól bérelhetünk" STR_REQUIRED_BASE_SERVICES: "Szükséges bázis funkciók: {0}" STR_WE_CAN_NOW_BUILD: "Mostantól építhetünk" STR_WE_CAN_NOW_PURCHASE: "Mostantól vásárolhatunk" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Nincs elég személyzeti hely hogy elférjen{NEWLINE}{0}{NEWLINE}itt:{NEWLINE}{1}" STR_INFO: "INFÓ" STR_TRAINING_FINISHED: "A vépzés befejeződött:{NEWLINE}{0}" STR_UFO_TRACKER: "UFO Követő" STR_UPDATE: "Frissítés" STR_LATEST_VERSION_INFO: "A legfrissebb OpenXcom verziót használod." STR_VERSION_REQUIRED_QUESTION: "Az OXCE v{0} szükséges ahhoz, hogy ez a mod megfelelően fusson. Engedélyezed ezt a modot?" STR_PATH_ENERGY_COST: "Energia" STR_TEST_SCREEN: "TESZT KÉPERNYŐ" STR_PALETTE: "Paletta:" STR_PREVIEW: "Előnézet" STR_TINY_BORDERLESS: "Mini, keret nélkül" STR_TINY_BORDER: "Mini" STR_SMALL_LOW_CONTRAST: "Kicsi" STR_SMALL_HIGH_CONTRAST: "Kicsi, magas kontraszt" STR_BIG_LOW_CONTRAST: "Nagy" STR_BIG_HIGH_CONTRAST: "Nagy, magas kontraszt" STR_TEST_CASE: "Teszt eset:" STR_RUN: "Kiválasztott teszt futtatása" STR_TESTS_STARTING: "Indítás..." STR_TESTS_ERRORS_FOUND: "Összes talált hiba (lehet közte egyforma): {0}" STR_TESTS_NO_ERRORS_FOUND: "Nem találtunk hibát." STR_TESTS_FINISHED: "Befejezve." STR_DETAILED_INFO_IN_LOG_FILE: "Részletes info le lett mentve az openxcom.log-ba." STR_RANK_NONE: "-" STR_DAMAGE_NONE: "NINCS" STR_INFO_UFOPEDIA: "INFÓ" STR_COCKPIT_CAPACITY: "PILÓTÁK>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAX HATÓTÁV>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN HATÓTÁV>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" STR_TRACTOR_BEAM_POWER: "Erő" STR_WEIGHT_PEDIA1: "Súly: {0}" STR_WEIGHT_PEDIA2: "Súly: {0}/{1}" STR_SHOT_TYPE_MELEE: "Közelharc" STR_ACCURACY_MODIFIER: "Pontosság módosító>{ALT} {0}" STR_POWER_BONUS: "Erő Bónusz>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "többféle bónusz különböző lőszereken" STR_STATS_FOR_NERDS: "Statok kockáknak" STR_ARTICLE: "Cikkszám>{ALT} {0}" STR_COMPATIBLE_AMMO: "Használható lőszer:" STR_BUILT_IN_ITEMS: "Beépített tárgyak:" STR_CLIP_SIZE_UNLIMITED: "korlátlan" STR_SHOTGUN_BEHAVIOR_OXCE: "bővített" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "IDk" STR_INCLUDE_DEFAULTS: "ALAPÉRTÉKEK" STR_TRUE: "igaz" STR_FALSE: "hamis" STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI ÜGYESSÉG*PSI ERŐ" STR_STRENGTH_AND_MELEE_ACCURACY: "ERŐ*KÖZELHARCI PONTOSSÁG" STR_STRENGTH_AND_THROWING_ACCURACY: "ERŐ*DOBÁSI PONTOSSÁG" STR_FIRING_ACCURACY_AND_REACTIONS: "TÜZELÉSI PONTOSSÁG*REAKCIÓK" STR_HEALTH_CURRENT: "JELENLEGI EGÉSZSÉG" STR_MANA_CURRENT: "JELENLEGI MANA" STR_TIME_UNITS_CURRENT: "JELENLEGI IDŐEGYSÉG" STR_STUN_LEVEL_CURRENT: "JELENLEGI KÁBULTSÁGI SZINT" STR_HEALTH_NORMALIZED: "NORMALIZÁLT EGÉSZSÉG" STR_MANA_NORMALIZED: "NORMALIZÁLT MANA" STR_TIME_UNITS_NORMALIZED: "NORMALIZÁLT IDŐEGYSÉG" STR_ENERGY_NORMALIZED: "NORMALIZÁLT ENERGIA" STR_MORALE_NORMALIZED: "NORMALIZÁLT MORÁL" STR_STUN_LEVEL_NORMALIZED: "NORMALIZÁLT KÁBULTSÁGI SZINT" STR_ENERGY_REGENERATION: "ENERGIATÖLTŐDÉS" STR_HEALTH_CURRENT_ABBREVIATION: "JELENLEGI EGÉSZSÉG" STR_MANA_CURRENT_ABBREVIATION: "JELENLEGI MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "JELENLEGI IDŐEGYSÉG" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "JELENLEGI KÁBULTSÁGI SZINT" STR_HEALTH_NORMALIZED_ABBREVIATION: "NORMALIZÁLT EGÉSZSÉG" STR_MANA_NORMALIZED_ABBREVIATION: "NORMALIZÁLT MANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "NORMALIZÁLT IDŐEGYSÉG" STR_ENERGY_NORMALIZED_ABBREVIATION: "NORMALIZÁLT ENERGIA" STR_MORALE_NORMALIZED_ABBREVIATION: "NORMALIZÁLT MORÁL" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NORMALIZÁLT KÁBULTSÁGI SZINT" STR_ENERGY_REGENERATION_ABBREVIATION: "ENERGIATÖLTŐDÉS" STR_COST_TIME: "idő" STR_COST_ENERGY: "energia" STR_COST_MORALE: "morál" STR_COST_HEALTH: "egészség" STR_COST_STUN: "kábultság" STR_COST_MANA: "mana" STR_COST_BUILD: "építés" STR_COST_REFUND: "visszatérítés" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} tengeri mérföld" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} másodperc" STR_RACE_BONUS: "Faji bónusz" STR_FOR_DIFFICULTY: "nehézségért: {0}" STR_NOT_AWARDED_YET: "Még nem érdemelted ki" ================================================ FILE: bin/common/Language/OXCE/it.yml ================================================ it: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "EDIFICIO NON SMANTELLABILE!{SMALLLINE}Gli edifici non possono essere rimossi durante il miglioramento." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "NON EDIFICABILE!{SMALLLINE}Un edificio è già stato costruito qui." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "NON EDIFICABILE!{SMALLLINE}L'edificio selezionato deve coprire completamente un edificio esistente." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "NON EDIFICABILE!{SMALLLINE}L'edificio esistente non può essere migliorato da un edificio selezionato." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "NON EDIFICABILE!{SMALLLINE}Non è possibile costruire sopra l'edificio esistente." STR_CANNOT_BUILD_QUEUE_OFF: "NON EDIFICABILE!{SMALLLINE}Edifici connessi devono essere costruti." STR_CANNOT_BUILD_UPGRADE_ONLY: "NON EDIFICABILE!{SMALLLINE}Questa struttura può essere costruita solo come miglioramento ad un'altra struttura." STR_FACILITY_FORBIDDEN_BY_OTHER: "NON EDIFICABILE!{SMALLLINE}C'è un edificio pregresso che non permette di costruire." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "NON EDIFICABILE!{SMALLLINE}C'è un edificio pregresso che non permetterà di costruire." STR_NOT_ENOUGH_ITEMS: "NON HAI ABBASTANZA MATERIALI!{SMALLLINE}Servono più risorse per costruire questa struttura.{NEWLINE}Mancante> {0}: {1}" STR_ID: "ID" STR_FIRST_LETTER: "PRIMA LETTERA" STR_SOLDIER_TYPE: "TIPO SOLDATO" STR_IDLE_DAYS: "GIORNI FERMO" STR_MANA: "MANA" STR_MANA_POOL: "MANA POOL" STR_MANA_MISSING: "MANA MANCANTE" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Carica Stiva Salvata" STR_EMPTY_SLOT_N: "Slot vuoto {0}" STR_UNNAMED_SLOT_N: "Slot senza nome {0}" STR_ADD_ON_TOP: "Aggiungi in cima" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Salva Stiva Salvata" STR_SAVE_UC: "SALVA" STR_ALL: "Tutto" STR_EQUIPPED: "Equipaggiato" STR_NOT_EQUIPPED: "Non equipaggiato" STR_UNASSIGNED: "Altro" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "NON PUOI AGGIUNGERE ALTRO EQUIPAGGIAMENTO!{SMALLLINE}Capacità di spazio massima: {0}" STR_PILOTS: "PILOTI" STR_SHIELD: "SCUDO>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Seleziona Pilota" STR_PILOTS_FOR_CRAFT: "Pilota(i) per {0}" STR_PILOTS_REQUIRED: "Pilota(i) necessari: {ALT}{0}" STR_ADD_PILOT: "Aggiungi Pilota" STR_REMOVE_ALL_PILOTS: "Rimuovi Piloti" STR_ACCURACY_BONUS: "Bonus Precisione:" STR_DODGE_BONUS: "Bonus Schivata:" STR_APPROACH_SPEED: "Velocità avvicinamento:" STR_COWARDLY: "Codardo (-50%)" STR_NORMAL: "Normale" STR_BOLD: "Audace (+50%)" STR_VERY_BOLD: "Coraggioso (+100%)" STR_ARMOR_GROUP_NOT_ALLOWED: "Questa tipologia di armatura non è consentita a bordo." STR_SOLDIER_GROUP_NOT_ALLOWED: "Questa tipologia di soldato non è consentita a bordo." STR_SOLDIER_GROUP_NOT_SAME: "Questa tipologia di soldato non è compatibile con altri soldati a bordo." STR_CRAFT_DEPLOYMENT_PREVIEW: "Anteprima" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Anteprima *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Questa funzione ti consente di vedere e customizzare lo shcieramento delle tue unità all'inizio di una battaglia. Hai punti movimento illimitati. Tieni premuto 'Alt' per evidenziare posizioni valide per le unità. Clicka sull'icona 'Interrompi Missione' per salvare uno schieramento personalizzato. Clicka sull'icona 'Fine Turno' per uscire dall'anteprima.{NEWLINE}Nota bene: aggiungere altri soldati o veicoli alla nave invalida automaticamente lo schieramento personalizzato salvato. Un asterisco sul pulsante 'Anteprima' indica la presenza di uno schieramento personalizzato." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Questa funzione permette di visualizzare e modificare l'attuale schieramento per questo tipo di nave. Qualsiasi cambiamento sarà applicato ad ogni tipo di questa comprata o prodotta durante la campagna. Cominci con il massimo numero di soldati. Ogni soldato rappresenta una riga nella tabella di schieramento. I nomi dei soldati corrispondono ai numero di riga. Per fornire lo spazio per una unità 2x2, piazza 4 soldati in un area 2x2. Se lo spazio non viene settato, non saranno disponibili unità 2x2 durante le ver battaglie." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Questa funzione ti permette di vedere una anteprima della tua base.{NEWLINE}Divertiti!{NEWLINE}{NEWLINE}Clicka sull'icona 'Fine Turno' per uscire dall'anteprima" STR_NOT_ENOUGH_CARGO_SPACE: "SPAZIO DI CARICO INSUFFICIENTE!{SMALLLINE}Usa un modulo diverso o riduci il numero di membri dell'equipaggio assegnati." STR_NOT_ENOUGH_STORAGE_SPACE_1: "SPAZIO DI MAGAZZINO INSUFFICIENTE!{SMALLLINE}Troppi oggetti! Usa un modulo diverso o riduci l'equipaggiamento assegnato." STR_NOT_ENOUGH_STORAGE_SPACE_2: "SPAZIO DI MAGAZZINO INSUFFICIENTE!{SMALLLINE}Gli oggetti occupano troppo spazio! Usa un modulo diverso o riduci le dimensioni dell'equipaggiamento assegnato." STR_REFUND_VALUE: "Valore vendite> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Spese> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "PANORAMICA PRODUZIONE" STR_RESEARCH_DIARY: "DIARIO RICERCA" STR_DISCOVERY_SOURCE_BASE: "Questo oggetto è stato scoperto tramite un progetto di ricerca.{NEWLINE}Ricerca base> {ALT}{1}{ALT}{NEWLINE}Codice soggetto> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "Questo oggetto è stato ottenuto gratuitamente da un altro progetto di ricerca.{NEWLINE}Da progetto ricerca> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "Questo oggetto tecnico è stato scoperto automaticamente.{NEWLINE}Dopo progetto ricerca> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "Questo oggetto è stato ottenuto gratuitamente come ricompensa per una missione.{NEWLINE}Tipo missione> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "Questo oggetto è stato ottenuto gratuitamente come ricompensa per un evento.{NEWLINE}Tipo evento> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "PANORAMICA RICERCA" STR_PRISONER_OVERVIEW: "PANORAMICA PRIGIONIERI" STR_PRISONER: "PRIGIONIERI" STR_PRISONER_AMOUNT: "QUANTITÀ" STR_PRISONER_INTERROGATED: "INTERROGATI" STR_TOTAL_IN_PRISON: "Spazio Usato>{ALT}{0}" STR_TOTAL_INTERROGATED: "Interrogati>{ALT}{0}" STR_PRISON_TYPE: "Contenimento Alieni" STR_KILL_SELECTED: "Uccidi" STR_SELL_SELECTED: "Vendi" STR_GO_TO_TRANSFERS: "Trasferimento..." STR_PRISON_CLEANUP: "Pulizia prigione" STR_TOPIC: "Argomento>{ALT} {0}" STR_SHOW_ALL: "Mostra tutto" STR_NO_DEPENDENCIES: "Nessuna dipendenza" STR_DIRECT_DEPENDENCIES: "Dipendenza diretta" STR_LEVEL_2_DEPENDENCIES: "Dipendenza Livello 2" STR_LEVEL_3_DEPENDENCIES: "Dipendenza Livello 3" STR_LEVEL_4_DEPENDENCIES: "Dipendenza Livello 4" STR_MORE_DEPENDENCIES: "Ci sono dipendenze più profonde..." STR_END_OF_SEARCH: "Fine ricerca." STR_FALLBACK_PRODUCTION: "RIPIEGO" STR_REFUND_PRODUCTION: "RIMBORSO!" STR_HOURS_PER_UNIT: "ORE PER UNITÀ>{ALT}{0}" STR_PERSON_JOINING: "Aggiunta Persona" STR_RANDOM_PRODUCTION_DISCLAIMER: "Produzione casuale!" STR_OTHER_EMPLOYEES: "Altro Staff & Inventario" STR_SHOW_ONLY_NEW: "Mostra solo nuovo" STR_FILTER_DEFAULT: "Predefinito" STR_FILTER_DEFAULT_SUPPLIES_OK: "Predefinito (forniture OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Predefinito (forniture NO)" STR_FILTER_FACILITY_REQUIRED: "Edificio Mancante" STR_FILTER_HIDDEN: "Nascosto" STR_FILTER_EQUIPPED: "Equipaggiato" STR_FILTER_MISSING: "Mancante" STR_SORT_DEFAULT: "Predefinito" STR_SORT_BY_COST: "Per costo" STR_SORT_BY_NAME: "Per nome" STR_RANDOM_PRODUCTION_SUMMARY: "Sommario" STR_NOT_ENOUGH_PRISON_SPACE: "NON CI SONO ABBASTANZA CONTENIMENTO ALIENO!{SMALLLINE}Costruisci nuovi contenimenti alieni o trasferiscili alle altre basi." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "LIMITE DI ACQUISTO MENSILE SUPERATO!{SMALLLINE}Altri articoli saranno disponibili il mese prossimo." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "LIMITE DI ACQUISTO MENSILE SUPERATO!{SMALLLINE}Altri veicoli saranno disponibili il mese prossimo." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "LIMITE DI ASSUNZIONI MENSILI SUPERATO!{SMALLLINE}Altre reclute saranno disponibili il mese prossimo." STR_NOT_ENOUGH_CRAFT_SPACE: "Spazio a bordo esaurito!" STR_SELECT_AVATAR_FOR: "SELEZIONA AVATAR PER{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "Bonus al soldato per{NEWLINE}{0} " STR_SUMMARY: "Sommario" STR_MANA_RECOVERY: "RECUPERO MANA> {ALT}{0}" STR_HEALTH_RECOVERY: "RECUPERO SALUTE> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "PROMUOVI/DECLASSA{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANGO" STR_OPENINGS_HEADER: "POSIZIONI DISPONIBILI" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Addestramento" STR_SOLDIER_INFO: "Info Soldato" STR_SELECT_TRANSFORMATION_FOR: "SELEZIONA TRASFOMAZIONE PER{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Tempo Trasferimento>{ALT}{0}" STR_RECOVERY_TIME: "Tempo Recupero>{ALT}{0}" STR_CURRENT_STATS: "Statistiche correnti" STR_CHANGES: "Cambiamenti" STR_CHANGES_MIN: "Cambiamenti (min)" STR_CHANGES_MAX: "Cambiamenti (max)" STR_BONUS_STATS: "Bonus di Statistica" STR_TRANSFORMATIONS_OVERVIEW: "Panoramica Trasformazioni" STR_PROJECT_NAME: "NOME PROGETTO" STR_AVAILABLE_MATERIALS: "MATERIALI DISPONIBILI" STR_ELIGIBLE_SOLDIERS: "SOLDATI IDONEI" STR_SHOW_ONLY_ELIGIBLE: "Mostra solo idonei" STR_ALL_SOLDIER_TYPES: "Tutti i tipi di soldato" STR_ALL_SOLDIERS: "Tutti i soldati" STR_HEALTHY_SOLDIERS: "Soldati in salute" STR_WOUNDED_SOLDIERS: "Soldati feriti" STR_DEAD_SOLDIERS: "Soldati morti" STR_GRAND_TOTAL: "Totale" STR_AVAILABLE_TOPICS: "ARGOMENTI DISPONIBILI" STR_QS_THREE_LETTERS_A: "Inserire almeno 3 lettere" STR_QS_THREE_LETTERS_B: "nel box di Ricerca Veloce..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Questa funzione è disabilitata." STR_THIS_FEATURE_IS_DISABLED_2: "Questa funzione è disabilitata." STR_THIS_FEATURE_IS_DISABLED_3: "Questa funzione è disabilitata." STR_THIS_FEATURE_IS_DISABLED_4: "Questa funzione è disabilitata." STR_THIS_FEATURE_IS_DISABLED_5: "Questa funzione è disabilitata." STR_TECH_TREE_VIEWER: "Visione Tech Tree" STR_SELECT_TOPIC: "Seleziona Argomento" STR_RESEARCH_PROGRESS: "Progresso>{ALT} {0}%" STR_ITEM_DESTROYED: "Oggetto distrutto:" STR_ITEM_REQUIRED: "Oggetto necessario:" STR_SERVICES_REQUIRED: "Servizio necessario:" STR_SERVICES_PROVIDED: "Servizio fornito:" STR_SERVICES_FORBIDDEN: "Servizio proibito:" STR_REQUIRES: "Richiede:" STR_DEPENDS_ON: "Dipende da:" STR_UNLOCKED_BY: "Sbloccato da:" STR_DISABLED_BY: "Disabilitato da:" STR_REENABLED_BY: "Riattivata da:" STR_GET_FOR_FREE_FROM: "Gratis da:" STR_IS_LOOKUP_OF: "Porta a:" STR_LOOKUP: "Guarda:" STR_SPAWNED_ITEMS: "Oggetti generati:" STR_SPAWNED_EVENT: "Evento generato:" STR_REQUIRED_BY: "Richiesto da:" STR_REQUIRED_BY_TRANSFORMATIONS: "Richiesto per trasformazione:" STR_LEADS_TO: "Porta a:" STR_UNLOCKS: "Sblocca:" STR_DISABLES: "Disabilita:" STR_REENABLES: "Riattiva:" STR_GIVES_ONE_FOR_FREE_SEQ: "Regala una (sequenziale):" STR_GIVES_ONE_FOR_FREE: "Regala una:" STR_RESEARCH_REQUIRED: "Ricerca richiesta:" STR_RESEARCH_REQUIRED_USE: "Ricerca richiesta (uso):" STR_RESEARCH_REQUIRED_BUY: "Ricerca richiesta (comprare):" STR_SERVICES_REQUIRED_BUY: "Servizio richiesto (comprare):" STR_PRODUCED_BY: "Prodotto da:" STR_SPAWNED_BY: "Generato da:" STR_MATERIALS_REQUIRED: "Materiali richiesti:" STR_TTV_COST_PER_UNIT: "Costo per unità" STR_TTV_ENGINEER_HOURS: "Ore per ingegnere:" STR_TTV_WORK_SPACE_REQUIRED: "Spazio di lavoro richiesto:" STR_ITEMS_PRODUCED: "Oggetti prodotti:" STR_PERSON_RECRUITED: "Persona reclutate:" STR_UNLOCKS_ARCS: "Sblocca archi:" STR_DISABLES_ARCS: "Disabilità archi:" STR_UNLOCKS_MISSIONS: "Sblocca missioni:" STR_DISABLES_MISSIONS: "Disabilita missioni:" STR_UNLOCKS_EVENTS: "Sblocca eventi:" STR_DISABLES_EVENTS: "Disabilita eventi:" STR_AFFECTS_GAME_PROGRESSION: "Cambia la progressione di gioco!" STR_ITEMS_AT_DESTINATION: "Oggetti a destinazione" STR_PRISONERS: "Prigionieri" STR_ARMORS: "Armature" STR_FILTER_RESEARCHED: "Studiato completamente" STR_FILTER_RESEARCHABLE: "Studiabile" STR_CRAFT_DEPLOYMENT_QUESTION: "Salva schieramento nave?" STR_MUST_USE_BOTH_HANDS: "Sono necessarie entrambe le mani!" STR_NOT_ENOUGH_MORALE: "Non Abbastanza Morale!" STR_NOT_ENOUGH_HEALTH: "Non Abbastanza Salute!" STR_NOT_ENOUGH_MANA: "Non Abbastanza Mana!" STR_NOT_ENOUGH_STUN: "Il livello di Stordimento è troppo alto!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Azione Riuscita" STR_LINE_OF_SIGHT_REQUIRED: "Richiesta Linea Visiva (LV)." STR_CENTER_ON_WOUNDED_FRIEND: "Centra su Alleato Ferito" STR_CENTER_ON_DIZZY_FRIEND: "Centra sulla persona stordita" STR_BUG_HUNT_ACTIVATED: "Modalità Bug Hunt attiva: i nemici sono visibili sulla minimappa!" STR_QUICK_MODE_ACTIVATED: "Modalità Usain Bolt attivata.{NEWLINE}Premi Ctrl+S di nuovo per disattivarla." STR_QUICK_MODE_DEACTIVATED: "Modalità Usain Bolt disattivata." STR_SINGLE_MAP_LAYER_ACTIVATED: "Modalità mappa a singolo layer attivata.{NEWLINE}Premi Ctrl+C di nuovo per disattivarla." STR_SINGLE_MAP_LAYER_DEACTIVATED: "Modalità mappa a singolo layer disattivata." STR_TARGET_ENEMY: "; Bersaglio = NEMICO" STR_TARGET_NEUTRAL: "; Bersaglio = NEUTRALE" STR_TARGET_FRIEND: "; Bersaglio = ALLEATO" STR_TARGET_YOURSELF: "; Bersaglio = TE STESSO" STR_TARGET_ON_THE_GROUND: "(sul terreno)" STR_USE_SPECIAL_ITEM: "Usa Oggetto Speciale" STR_NO_EXPERIENCE_YET: "Nessuna esperienza:" STR_OPERATION_UC: "OPERAZIONE> {0}" STR_WHAT_CAN_I_WEAR: "Cosa posso indossare?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Questa missione richiede un equipaggiamento specifico.{NEWLINE}{NEWLINE}Tipologie di armatura vietata sono: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Questa missione richiede un equipaggiamento specifico.{NEWLINE}{NEWLINE}Tipologie di armatura permessa sono: {0}" STR_MISSION_OVER: "Missione completata." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} di noi è ferito mortalmente" many: "{N} di noi sono feriti mortalmente" other: "{N} di noi sono feriti mortalmente" STR_END_MISSION_QUESTION: "Fine Missione?" STR_LOOT: "BOTTINO" STR_SELL: "VENDI" STR_LIVE_ALIENS_SURRENDERED: "NEMICI ARRESI" STR_MISSION_ABORTED: "MISSIONE INTERROTTA" STR_VIPS_SAVED: "VIP SALVATI" STR_VIPS_LOST: "VIP PERSI" STR_BOUNTY: "TAGLIA" STR_MANA_ABBREVIATION: "MAN" STR_EXPERIENCE_OVERVIEW: "Panoramica Esperienza" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Non è permesso mettere un oggetto li.{NEWLINE}Non chiedere perché!" STR_ONE_HAND_MUST_BE_EMPTY: "Almeno una mano dev'essere libera!" STR_LOAD_EQUIPMENT_TEMPLATE: "Carica Equipaggiamento Salvato" STR_SAVE_EQUIPMENT_TEMPLATE: "Salva Equipaggiamento Salvato" STR_FIRING_SHORT: "Mira>{ALT}{0}" STR_THROWING_SHORT: "Tiro>{ALT}{0}" STR_MELEE_SHORT: "Mischia>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "EQUIP. PERSONALE" STR_SAVE_PERSONAL_EQUIPMENT: "Salva Equip. Personale" STR_LOAD_PERSONAL_EQUIPMENT: "Carica Equip. Personale" STR_PERSONAL_EQUIPMENT_SAVED: "Equip. personale salvato." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Equipaggiamento personale non definito." STR_SLOT: "Slot>{ALT}{0}" STR_THINKING: "Pensando..." STR_TELL_ME_MORE: "Dimmi di più..." STR_REINFORCEMENTS_ALERT: "Allarme rinforzi!" STR_HIT_LOG_NEW_TURN: "Nuovo Turno" STR_FAILED_CQB_CHECK: "Il nemico è riuscito ad interrompere il tuo attacco!" STR_NO_TRAJECTORY: "Nessuna traiettoria possibile!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Questa abilità ha bisogno di un oggetto!" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "hit " STR_HIT_LOG_BIG_DAMAGE: "HIT " STR_HIT_LOG_REACTION_FIRE: "Fuoco di reazione..." STR_HIT_LOG: "Registro Colpi" STR_BUTTON_TOUCH: "Tocco" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "MouseSX" STR_BUTTON_RMB: "MouseDX" STR_BUTTON_MMB: "MouseCN" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "Lazy loading" STR_LAZY_LOADING_DESC: "Se attiva, le risorse grafiche saranno caricate su richiesta. Altrimenti viene caricato tutto all'inizio." STR_VSYNC_FOR_OPENGL: "VSync per OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Disattiva per la massima velocità di movimento nascosta del nemico e (facoltativamente) la velocità di movimento del soldato. NON impostare il limite FPS su 0. Si applica solo al rendering OpenGL." STR_UPDATE_CHECK: "Controllo Aggiornamenti Automatici" STR_UPDATE_CHECK_DESC: "Se attivato, OpenXcom controllerà automaticamente gli aggiornamenti e darà la possibilità di aggiornarsi automaticamente premendo un bottone" STR_AUTOSAVE_SLOTS: "Slot salvataggi automatici" STR_AUTOSAVE_SLOTS_DESC: "Numero di slot per salvataggi automatici nel Battlescape" STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Frequenza Salvataggi Automatici (Geoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Numero di giorni dopo i quali il gioco verrà salvato automaticamente." STR_GEO_AUTOSAVE_SLOTS: "Slot Salvataggi Automatici (Geoscape)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Numero di slot per i salvataggi automatici nel Geoscape." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Collegamenti Extended" STR_OXCE_LINKS_DESC: "Aggiunge ulteriori menù/pulsanti/collegamenti per funzioni OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Mostra dim. caricatore nella Ufopedia" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Se attivata le dimensioni dei caricatori saranno mostrate di fianco alle icone delle munizioni nella Ufopedia" STR_INTERCEPT_TABLE_SIZE: "Dimensione tabella intercettazioni" STR_INTERCEPT_TABLE_SIZE_DESC: "Dimensione della tabelle delle seguenti finestre di dialogo: Intercettazione, Tracciamento UFO." STR_SHOW_SLACKING_INDICATOR: "Mostra indicatore pigrizia" STR_SHOW_SLACKING_INDICATOR_DESC: "Se attivato verrà mostrato il numero di scienziati ed ingegneri inattivi." STR_SHOW_MAINTENANCE_TIME: "Mostra tempo per manutenzione veicolo" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Non mostrare {ALT}1>{ALT} Mostra solo la durata dell'attività in corso {ALT}2>{ALT} Mostrale tutte (riparazione + riarmo + rifornimento)." STR_SHOW_ETA: "Mostra stima della durata del volo" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Non mostrare {ALT}1>{ALT} Mostra il tempo stimato solo per bersagli statici {ALT}2>{ALT} Mostra il tempo stimato anche per bersagli mobili." STR_UFO_LANDING_ALERT: "Allerta atterraggio UFO" STR_UFO_LANDING_ALERT_DESC: "Se abilitato, apparirà un messaggio ogni volta che un UFO rilevato atterra." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Ricorda armi del veicolo disattivate" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Le armi del veicolo rese inoperanti durante un combattimento rimarranno disabilitate. Esse non verranno neanche ricaricate alla base" STR_GEO_EVENT_INSTANT_DELIVERY: "Consegna immediata oggetti negli eventi" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Se attivata gli oggetti ottenuti da eventi del geoscape arriveranno immediatamente. Altrimenti arriveranno dopo un'ora." STR_SHOW_BASE_NAME_IN_POPUPS: "Mostra nome base nei pop-up" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Se attivata sarà visualizzato il nome della base in questione nelle finestra di pop-up (es. Ricerca Completata)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Gestione equipaggiamento velivolo alternativa" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Se abilitata, spostare i soldati tra una base ed un velivolo trasferirà anche il loro equipaggiamento (se possibile)." STR_BASE_INFO_SCALE: "Ridimensiona barre grandi nelle info della base" STR_BASE_INFO_SCALE_DESC: "Se attivata le barre più grandi di 140 saranno ridimensionate per adattarsi all'interfaccia." STR_HIGHLIGHT_NEW: "Evidenzia nuovi argomenti" STR_HIGHLIGHT_NEW_DESC: "Se attivata i nuovi argomenti di ricerca, le nuove produzioni e i nuovi articoli della ufopedia avranno un colore diverso." STR_RESEARCH_SCROLL_SPEED: "Rotella di ricerca" STR_RESEARCH_SCROLL_SPEED_DESC: "Usando la rotellina del mouse gli scienziati potreanno essere direttamente assegnati (o rimossi) dall'interfaccia Ricerca Attuale." STR_RESEARCH_SCROLL_SPEED_CTRL: "Research scroll speed (con Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Usando la rotellina del mouse gli scienziati potreanno essere direttamente assegnati (o rimossi) dall'interfaccia Ricerca Attuale." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Filtro alternativo per la Produzione" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Se attivato l'interfaccia mostrerà solo oggetti producibili per i quali ci sono scorte sufficienti." STR_MANUFACTURE_SCROLL_SPEED: "Rotella per produzione" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Usando la rotellina del mouse gli ingegneri potreanno essere direttamente assegnati (o rimossi) dall'interfaccia Produzione Attuale." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Rotella per produzione (con Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Usando la rotellina del mouse gli ingegneri potreanno essere direttamente assegnati (o rimossi) dall'interfaccia Produzione Attuale." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Includi armatura nell'equip. personale" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Se attivata il layout dell'equipaggiamento personale di un soldato salvato includerà anche l'armatura." STR_MANUALPROMOTIONS: "Promozioni manuali" STR_MANUALPROMOTIONS_DESC: "Se attivata, sarà possibile promuovere (o declassare) manualmente i soldati cliccando sull'icona del rango." STR_WOUNDED_DEFEND_BASE_IF: "I feriti difendono (se PV sopra x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Anche i soldati feriti difendono la base, se la loro salute è superiore alla soglia percentuale data." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Riproduci la musica di Briefing più a lungo" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "La musica di briefing continuerà a suonare durante la fase di equipaggiamento fino a quando non viene visualizzato il Battlescape." STR_NIGHT_VISION_COLOR: "Seleziona il colore della Visione Notturna" STR_NIGHT_VISION_COLOR_DESC: "Valori da 1 a 15, ognuno rappresenta un colore differente." STR_AUTO_NIGHT_VISION_THRESHOLD: "Soglia per Visione Notturna Automatica" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Se più buio di questa soglia, attiva automaticamente Visione Notturna." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Mostra precisione sul mirino" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Mai {ALT}1>{ALT}Solo se è abilitata la precisione UFO Extender {ALT}2>{ALT}Sempre" STR_REACTION_FIRE_THRESHOLD: "Limite fuoco di reazione" STR_REACTION_FIRE_THRESHOLD_DESC: "Le unità Xcom non risponderanno al fuoco se la loro precisione (per un dato bersaglio) è al di sotto di questo valore." STR_AUTO_SELL: "Gestione Auto-Vendita" STR_AUTO_SELL_DESC: "Nella schermata di vendità debriefing, ogni oggetti che hai venduto precedentemente sarà evidenziato per la vendita." STR_AUTOMATICPROMOTIONS: "Promozioni automatiche" STR_AUTOMATICPROMOTIONS_DESC: "Se attivata, i soldati verranno automaticamente promossi dopo una missione." STR_OFF_CENTRE_SHOOTING: "Mira fuori centro" STR_OFF_CENTRE_SHOOTING_DESC: "I soldati proveranno a mirare meglio automaticamente se non vedono bene." STR_UNIFORM_SHOOTING_SPREAD: "Propagazione uniforme dei colpi" STR_UNIFORM_SHOOTING_SPREAD_DESC: "La propagazione è uniforme in tutte le direzioni ed è più compatta" STR_CRASHED_OR_LANDED: "Pulsante Schianto/Atterraggio" STR_CRASHED_OR_LANDED_DESC: "Se attivato, nella schermata Nuova battaglia viene visualizzato un pulsante aggiuntivo. In alternativa, premere F11 per mostrare/nascondere il pulsante. {ALT}0>{ALT}Disattivato, {ALT}1>{ALT}Schiantato, {ALT}2>{ALT}Atterrato." STR_GRAPHS_ZOOM_IN: "Zoom In (Grafici)" STR_GRAPHS_ZOOM_OUT: "Zoom Out (Grafici)" STR_MARK_ALL_AS_SEEN: "Segna Come Già Letti" STR_SELL_ALL: "Vendi Tutto" STR_SELL_ALL_BUT_ONE: "Vendi Tutto Tranne Uno" STR_TRANSFER_ALL: "Trasferisci tutto" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Rimuovi Soldati Da Veicoli" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Rimuovi Soldati Da Veicolo" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Rimuovi Equipaggiamento Da Veicolo" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Rimuovi Armatura Da Veicoli" STR_REMOVE_ARMOR_FROM_CRAFT: "Rimuovi Armatura Da Veicolo" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Rimuovi Soldati Da Allenamento" STR_ADD_SOLDIERS_TO_TRAINING: "Aggiungi soldati all'addestramento" STR_INVENTORY_ARMOR: "Cambia Armatura" STR_INVENTORY_AVATAR: "Cambia Avatar" STR_INVENTORY_DIARY_LIGHT: "Visualizza Diario" STR_ACTION_ITEM_1: "Azione Oggetti 1 (Mira/Usa)" STR_ACTION_ITEM_2: "Azione Oggetti 2 (Snap)" STR_ACTION_ITEM_3: "Azione Oggetti 3 (Auto)" STR_ACTION_ITEM_4: "Azione Oggetti 4 (Mischia)" STR_ACTION_ITEM_5: "Azione Oggetti 5 (Lancia)" STR_INSTA_SAVE: "Insta-save" STR_TOGGLE_QUICK_SEARCH: "Attiva Campo Ricerca Veloce" STR_TOGGLE_NIGHT_VISION: "Attiva Visione Notturna" STR_HOLD_NIGHT_VISION: "Visione Notturna Breve" STR_SELECT_MUSIC_TRACK: "Selezione Traccia Musicale" STR_TOGGLE_TOUCH_BUTTONS: "Attiva pulsanti Touch" STR_TOGGLE_BRIGHTNESS: "Attiva/disattiva luminosità (solo visiva)" STR_BRIEFING: "Briefing" STR_TOGGLE_DEBUG_MODE: "Attiva modalità Debug" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Uccidi tutti gli alieni" STR_PHYSICAL_TRAINING: "Addestramento Marziale" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "CAPACITÀ ADDESTRAMENTO RIMANENTE> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "FATTO" STR_NO_AMMO: "NIENTE MUNIZIONI!" STR_START_FIRING: "Fuoco!" STR_SKIP_FIRING: "Falli entrare..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "I missili alieni hanno danneggiato la nostra base {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "I missili alieni hanno distrutto la nostra base {0}" STR_STARTING_CONDITION_COMMANDER: "Questa missione richiede la presenza del comandante." STR_STARTING_CONDITION_CRAFT: "Questo veicolo non è adatto per questa missione." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Questo veicolo non è adatto per questa missione.{NEWLINE}{NEWLINE}Veicolo permesso {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Questo veicolo non è adatto per questa missione.{NEWLINE}{NEWLINE}Veicolo proibito {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Alcuni soldati non possono partecipare a questa missione" STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Alcuni soldati non possono partecipare a questa missione.{NEWLINE}{NEWLINE}Tipi di soldati permessi: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Alcuni soldati non possono partecipare a questa missione.{NEWLINE}{NEWLINE}Tipi di soldati vietati: {0}" STR_STARTING_CONDITION_ITEM: "Questa missione richiede oggetti specifici:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "NON C'È ABBASTANZA CARBURANTE!{SMALLLINE}La destinazione è troppo lontana per il raggio d'azione della nave." STR_TOO_MANY_ITEMS_ONBOARD: "TROPPI OGGETTI!{SMALLLINE}Questo veicolo non può portare così tanti oggetti." STR_ARMOR_NOT_ALLOWED_ONBOARD: "ARMATURA NON CONSENTITA!{SMALLLINE}Alcuni soldati indossano un'armatura proibita." STR_FOLLOW_WING_LEADER_QUESTION: "Seguire il pilota principale?" STR_ASSIGN_PILOTS: "Assegna piloti..." STR_NOT_ENOUGH_PILOTS: "Non abbastanza piloti!{NEWLINE}Minimo: {0}" STR_DAILY_PILOT_EXPERIENCE: "Esperienza Giornaliera Pilota" STR_UFO_SHIELD_HIT: "COLPITO GLI SCUDI!" STR_UFO_HIT_NO_DAMAGE: "RIMBALZA SULLO SCAFO!" STR_UFO_SHIELD_DOWN: "SCUDI NEMICI DISATTIVATI!" STR_UFO_HIT_GLANCING: "COLPO DI STRISCIO!" STR_INTERCEPTOR_SHIELD_HIT: "I NOSTRI SCUDI STANNO RESISTENDO!" STR_TRACTOR_BEAM_ENGAGED: "RAGGIO TRAENTE ATTIVATO!" STR_TRACTOR_BEAM_DISENGAGED: "DISATTIVAZIONE RAGGIO TRAENTE" STR_SELF_DESTRUCT_ACTIVATED: "AUTO-DISTRUZIONE ATTIVATA!" STR_SELF_DESTRUCT_CANCELLED: "AUTO-DISTRUZIONE CANCELLATA" STR_MISSILE_DAMAGED: ">>> MISSILE DANNEGGIATO <<<" STR_MISSILE_DESTROYED: ">>> MISSILE DISTRUTTO <<<" STR_EXTENDED_LINKS: "Collegamenti" STR_AUTO_PATROL: "AUTO-RICOGNIZIONE" STR_ETA: "ARRIVO>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Non ci sono abbastanza {0} per riarmare {1} a {2}" STR_UFO_STARTED_HUNTING: "{0} è su una rotta d'intercettazione verso {1}" STR_CRAFT_IS_READY: "{0} a {1} è pronto." STR_ECONOMY_WARNING: "I fondi {0} ed il reddito {1} sono bassi e la manutenzione {2} troppo alta! Vendi qualcosa per evitare di prendere un prestito... fondi mancanti: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "EXTENDED" STR_RETURNING: "DI RITORNO" STR_INTERCEPTING: "INTERCETTANDO" STR_ESCORTING: "SCORTANDO" STR_EN_ROUTE: "IN ROTTA" STR_PILOT_MISSING: "PILOTA MANCANTE" STR_DAY_SHORT: "{0}g" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Bonus Prestazione" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} ha rinunciato al patto con le forze aliene e gli è stato permesso di tornare al progetto." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} hanno rinunciato al patto con le forze aliene e sono stati autorizzati a ritornare al progetto." STR_WE_CAN_NOW_RENT: "Ora possiamo affittare" STR_REQUIRED_BASE_SERVICES: "Servizi necessari: {0}" STR_WE_CAN_NOW_BUILD: "Ora possiamo costruire" STR_WE_CAN_NOW_PURCHASE: "Ora possiamo comprare" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Spazio abitativo insufficiente per ospitare{NEWLINE}{0}{NEWLINE}a{NEWLINE}{1}" STR_INFO: "INFO" STR_DESPAWN_PENALTY: "Penalità despawn> {0}" STR_TRAINING_FINISHED: "Allenamento Completato{NEWLINE}a {0}" STR_PSI_TRAINING_FINISHED: "Addestramento Psi finito{NEWLINE}a {0}" STR_IGNORE_UC: "IGNORA" STR_UFO_TRACKER: "Tracker UFO" STR_UPDATE: "Aggiornamento" STR_LATEST_VERSION_INFO: "Stai usando l'ultima versione di OpenXcom" STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Questa mod richiede il gioco base v{0} per funzionare correttamente. Abilito la mod?" STR_VERSION_REQUIRED_QUESTION: "Questa mod richiede OXCE v{0} per funzionare correttamente. Abilito la mod?" STR_OPEN_MODS_FOLDER: "Apri" STR_GLOBE_TEXTURE: "Texture del Globo" STR_NOTES: "Note" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "Altro" STR_BASESCAPE: "Basescape" STR_AI: "IA" STR_PATH_ENERGY_COST: "Energia" STR_PATH_ENERGY_COST_DESC: "Clickando visualizzarai l'energia che resterà alla tua unità dopo aver raggiunto la destinazione" STR_VEHICLES_LOST: "Veicoli persi" STR_CRAFT_LOST_DOGFIGHT: "Intercettori persi" STR_CRAFT_LOST_MISSION: "Trasporti persi" STR_ALIEN_BASES_DESTROYED: "Basi aliene distrutte" STR_XCOM_BASES_LOST: "Basi perse" STR_TEST_SCREEN: "TEST SCREEN" STR_PALETTE: "Palette:" STR_PREVIEW: "Anteprima" STR_TINY_BORDERLESS: "Micro, senza bordi" STR_TINY_BORDER: "Micro" STR_SMALL_LOW_CONTRAST: "Piccolo" STR_SMALL_HIGH_CONTRAST: "Piccolo, alto contrasto" STR_BIG_LOW_CONTRAST: "Grande" STR_BIG_HIGH_CONTRAST: "Grande, alto contrasto" STR_TEST_CASE: "Test case:" STR_RUN: "Avvia test!" STR_TESTS_STARTING: "Inizio..." STR_TESTS_ERRORS_FOUND: "Totale errori trovati (potrebbero esserci duplicati): {0}" STR_TESTS_NO_ERRORS_FOUND: "Nessun errore rilevato." STR_TESTS_FINISHED: "Finito." STR_DETAILED_INFO_IN_LOG_FILE: "I dettagli sono stati salvati in openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "NESSUNO" STR_INFO_UFOPEDIA: "INFO" STR_COCKPIT_CAPACITY: "PILOTI>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAX RANGE>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN RANGE>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/D" STR_TRACTOR_BEAM_POWER: "Energia" STR_WEIGHT_PEDIA1: "P: {0}" STR_WEIGHT_PEDIA2: "P: {0}/{1}" STR_SHOT_TYPE_MELEE: "Mischia" STR_ACCURACY_MODIFIER: "Modificatore precisione>{ALT} {0}" STR_POWER_BONUS: "Bonus potenza>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "bonus multipli su varie munizioni compatibili" STR_STATS_FOR_NERDS: "Statistiche per Nerd" STR_ARTICLE: "Articolo>{ALT} {0}" STR_COMPATIBLE_AMMO: "Munizioni compatibili:" STR_BUILT_IN_ITEMS: "Oggetti Built-in:" STR_CLIP_SIZE_UNLIMITED: "illimitato" STR_SHOTGUN_BEHAVIOR_OXCE: "extended" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "ID" STR_INCLUDE_DEFAULTS: "DEFAULT" STR_TRUE: "vero" STR_FALSE: "falso" STR_PSI_SKILL_AND_PSI_STRENGTH: "ABILITÀ PSI*FORZA PSI" STR_STRENGTH_AND_MELEE_ACCURACY: "FORZA*MISCHIA" STR_STRENGTH_AND_THROWING_ACCURACY: "FORZA*TIRO" STR_FIRING_ACCURACY_AND_REACTIONS: "MIRA*REAZIONI" STR_HEALTH_CURRENT: "SALUTE CORRENTE" STR_MANA_CURRENT: "MANA CORRENTE" STR_TIME_UNITS_CURRENT: "UT CORRENTI" STR_STUN_LEVEL_CURRENT: "LIV. STORDIMENTO CORRENTE" STR_HEALTH_NORMALIZED: "SALUTE NORMALIZZATA" STR_MANA_NORMALIZED: "MANA NORMALIZZATO" STR_TIME_UNITS_NORMALIZED: "TU NORMALIZZATE" STR_ENERGY_NORMALIZED: "ENERGIA NORMALIZZATA" STR_MORALE_NORMALIZED: "MORALE NORMALIZZATO" STR_STUN_LEVEL_NORMALIZED: "LIV. STORDIMENTO NORMALIZZATO" STR_ENERGY_REGENERATION: "RIGENERAZIONE ENERGIA" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "APS*FPS" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "FOR*MIS" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "FOR*TIR" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "MIR*REA" STR_HEALTH_CURRENT_ABBREVIATION: "SALUTE CORRENTE" STR_MANA_CURRENT_ABBREVIATION: "MANA CORRENTE" STR_TIME_UNITS_CURRENT_ABBREVIATION: "UT CORRENTI" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "LIV. STORDIMENTO CORRENTE" STR_HEALTH_NORMALIZED_ABBREVIATION: "SALUTE NORMALIZZATA" STR_MANA_NORMALIZED_ABBREVIATION: "MANA NORMALIZZATO" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "TU NORMALIZZATE" STR_ENERGY_NORMALIZED_ABBREVIATION: "ENERGIA NORMALIZZATA" STR_MORALE_NORMALIZED_ABBREVIATION: "MORALE NORMALIZZATO" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "LIV. STORDIMENTO NORMALIZZATO" STR_ENERGY_REGENERATION_ABBREVIATION: "RIGENERAZIONE ENERGIA" STR_TIME_UNITS_SCALED: "UNITÀ DI TEMPO SCALATE" STR_STAMINA_SCALED: "STAMINA SCALATA" STR_HEALTH_SCALED: "SALUTE SCALATA" STR_BRAVERY_SCALED: "CORAGGIO SCALATO" STR_REACTIONS_SCALED: "REAZIONI SCALATE" STR_FIRING_ACCURACY_SCALED: "MIRA SCALATA" STR_THROWING_ACCURACY_SCALED: "TIRO SCALATO" STR_STRENGTH_SCALED: "FORZA SCALATA" STR_PSIONIC_STRENGTH_SCALED: "FORZA PSIONICA SCALATA" STR_PSIONIC_SKILL_SCALED: "ABILITÀ PSIONICA SCALATA" STR_MELEE_ACCURACY_SCALED: "MISCHIA SCALATA" STR_MANA_POOL_SCALED: "MANA SCALATO" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "ABILITÀ PSI*FORZA PSI SCALATA" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "FORZA*MISCHIA SCALATA" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "FORZA*TIRO SCALATA" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "MIRA*REAZIONI SCALATA" STR_TIME_UNITS_SCALED_ABBREVIATION: "UdT SCALATE" STR_STAMINA_SCALED_ABBREVIATION: "VIG SCALATO" STR_HEALTH_SCALED_ABBREVIATION: "SAL SCALATA" STR_BRAVERY_SCALED_ABBREVIATION: "COR SCALATO" STR_REACTIONS_SCALED_ABBREVIATION: "REA SCALATE" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "MIR SCALATA" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "TIR SCALATO" STR_STRENGTH_SCALED_ABBREVIATION: "FRZ SCALATA" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "FPS SCALATA" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "APS SCALATA" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "MIS SCALATA" STR_MANA_POOL_SCALED_ABBREVIATION: "MAN SCALATO" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "APS*FPS SCALATA" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "FRZ*MIS SCALATA" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "FRZ*TIR SCALATA" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "PRE*REA SCALATA" STR_COST_TIME: "tempo" STR_COST_ENERGY: "energia" STR_COST_MORALE: "morale" STR_COST_HEALTH: "salute" STR_COST_STUN: "stordimento" STR_COST_MANA: "mana" STR_COST_BUILD: "costruzione" STR_COST_REFUND: "rimborso" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} miglia nautiche" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} secondi" STR_RACE_BONUS: "Race bonus" STR_FOR_DIFFICULTY: "per difficoltà: {0}" STR_NOT_AWARDED_YET: "Non ancora assegnato" ================================================ FILE: bin/common/Language/OXCE/ja.yml ================================================ ja: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "施設の撤去は不可能{SMALLLINE}アップグレード中の撤去は不可能です" STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "ここには建設できません{SMALLLINE}既に施設が存在します" STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "ここには建設できません{SMALLLINE}条件に合いません" STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "ここには建設できません{SMALLLINE}改良条件に合いません" STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "ここには建設できません{SMALLLINE}既に施設が存在します" STR_CANNOT_BUILD_QUEUE_OFF: "ここには建設できません{SMALLLINE}隣接施設の建造を完了させてください" STR_CANNOT_BUILD_UPGRADE_ONLY: "ここには建設できません{SMALLLINE}アップグレード専用" STR_FACILITY_FORBIDDEN_BY_OTHER: "ここには建設できません!{SMALLLINE}既存施設と排他関係" STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "ここには建設できません!{SMALLLINE}既存施設と排他関係" STR_NOT_ENOUGH_ITEMS: "資材が足りません!{SMALLLINE}この施設の建造には特定の資材が必要です。{NEWLINE}不足資材> {0}: {1}" STR_ID: "ID" STR_FIRST_LETTER: "頭文字" STR_SOLDIER_TYPE: "兵種" STR_IDLE_DAYS: "待機日数" STR_MANA: "MP" STR_MANA_POOL: "マナプール" STR_MANA_MISSING: "MP不足分" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "機体装備セットのロード" STR_EMPTY_SLOT_N: "空のスロット {0}" STR_UNNAMED_SLOT_N: "名称未定のスロット {0}" STR_ADD_ON_TOP: "トップに追加" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "機体装備セットのセーブ" STR_SAVE_UC: "セーブ" STR_ALL: "全て" STR_EQUIPPED: "装着済み" STR_NOT_EQUIPPED: "未装備" STR_UNASSIGNED: "その他" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "装備品の搭載量超過!{SMALLLINE}最大容量: {0}" STR_PILOTS: "パイロット" STR_SHIELD: "シールド>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "パイロットを選択" STR_PILOTS_FOR_CRAFT: "{0} のパイロット" STR_PILOTS_REQUIRED: "パイロット未配属: {ALT}{0}" STR_ADD_PILOT: "パイロットを追加" STR_REMOVE_ALL_PILOTS: "全パイロットを解任" STR_ACCURACY_BONUS: "命中ボーナス:" STR_DODGE_BONUS: "回避ボーナス:" STR_APPROACH_SPEED: "接近速度:" STR_COWARDLY: "慎重 (-50%)" STR_NORMAL: "通常" STR_BOLD: "大胆 (+50%)" STR_VERY_BOLD: "勇猛 (+100%)" STR_ARMOR_GROUP_NOT_ALLOWED: "このアーマーは搭載不可です" STR_SOLDIER_GROUP_NOT_ALLOWED: "この兵種は搭乗できません" STR_SOLDIER_GROUP_NOT_SAME: "この兵種は他の兵種と同乗できません" STR_CRAFT_DEPLOYMENT_PREVIEW: "プレビュー" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "プレビュー *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "戦闘開始時にユニット配備のプレビューと変更を行う機能です。回数制限はなく、'Alt'キーを押している間対象ユニットの配備可能な位置をハイライトします。'任務中断'をクリックする事でカスタム配備を保存し、'ターン終了'をクリックしてプレビューモードから抜けます。{NEWLINE}※注意:新たな兵士や乗り物を輸送機に乗せるとそれまでのカスタム配備は取り消されます。また、カスタム配備中は'プレビュー'ボタンにアスタリスク '*' が付きます。" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "この機能は輸送機に乗り込んだユニットのプレビューと配備テーブルを設定する為のものです。現在の輸送機に適用された変化はそれ以降に購入または製造された機体全てに自動適用されます。デフォルト設定では兵士を最大数搭載しますが、配備テーブルの一列を埋める形となり、各兵士の名にそのテーブル列のナンバーが付きます。2x2サイズのユニットの搭載スペースを確保するには4名の兵士を2x2マスに置いてください。そうしないと戦闘開始時に2x2のユニットが存在しない結果となります。" STR_BASE_DEFENSE_BRIEFING_PREVIEW: "基地のプレビュー機能です。{NEWLINE}よく検討してより良い造営計画を!{NEWLINE}{NEWLINE}'ターン終了'をクリックして抜けます。" STR_NOT_ENOUGH_CARGO_SPACE: "搭乗スペースに空きがありません!{SMALLLINE}他のモジュールを選択あるいは人員を減らしてください" STR_NOT_ENOUGH_STORAGE_SPACE_1: "貨物スペースが不足しています!{SMALLLINE}アイテムが多すぎです。他のモジュールを選択あるいは装備品を減らしてください" STR_NOT_ENOUGH_STORAGE_SPACE_2: "貨物スペースが不足しています!{SMALLLINE}アイテムが大きすぎです。他のモジュールを選択あるいは装備品のサイズを減らしてください" STR_REFUND_VALUE: "売却価格> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "支出> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "製造一覧" STR_RESEARCH_DIARY: "研究日誌" STR_DISCOVERY_SOURCE_BASE: "このアイテムは研究プロジェクトを通じて発見された{NEWLINE}基地> {ALT}{1}{ALT}{NEWLINE}アイテムコード> {ALT}{1}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "このアイテムは他の研究プロジェクトを通じて発見された{NEWLINE}該当プロジェクト> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "このテクノロジーは付随的に発見された。{NEWLINE}以下のプロジェクトを研究後> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "このアイテムはミッション報酬として与えられた{NEWLINE}該当ミッション> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "このアイテムはイベント報酬として与えられた{NEWLINE}該当イベント> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "研究状態" STR_PRISONER_OVERVIEW: "囚人情報" STR_PRISONER: "囚人" STR_PRISONER_AMOUNT: "数量" STR_PRISONER_INTERROGATED: "尋問済み" STR_TOTAL_IN_PRISON: "空きなし>{ALT}{0}" STR_TOTAL_INTERROGATED: "尋問済み>{ALT}{0}" STR_PRISON_TYPE: "エイリアン隔離室" STR_KILL_SELECTED: "殺処分" STR_SELL_SELECTED: "売る" STR_GO_TO_TRANSFERS: "移送..." STR_PRISON_CLEANUP: "牢を空にする" STR_TOPIC: "課題>{ALT} {0}" STR_SHOW_ALL: "全て表示" STR_NO_DEPENDENCIES: "依存関係なし" STR_DIRECT_DEPENDENCIES: "直接依存" STR_LEVEL_2_DEPENDENCIES: "二次依存" STR_LEVEL_3_DEPENDENCIES: "三次依存" STR_LEVEL_4_DEPENDENCIES: "四次依存" STR_MORE_DEPENDENCIES: "五次以上の依存" STR_END_OF_SEARCH: "探索完了" STR_FALLBACK_PRODUCTION: "撤退" STR_REFUND_PRODUCTION: "払い戻し" STR_HOURS_PER_UNIT: "時間/ユニット>{ALT}{0}" STR_PERSON_JOINING: "雇用数" STR_RANDOM_PRODUCTION_DISCLAIMER: "ランダムで製造" STR_OTHER_EMPLOYEES: "その他人員及び品" STR_SHOW_ONLY_NEW: "新規のみ表示" STR_FILTER_DEFAULT: "デフォルト" STR_FILTER_DEFAULT_SUPPLIES_OK: "デフォルト (必要品あり)" STR_FILTER_DEFAULT_NO_SUPPLIES: "デフォルト (必要品なし)" STR_FILTER_FACILITY_REQUIRED: "特定施設の不足" STR_FILTER_HIDDEN: "非表示" STR_FILTER_EQUIPPED: "装着済み" STR_FILTER_MISSING: "消失" STR_SORT_DEFAULT: "デフォルト" STR_SORT_BY_COST: "コスト" STR_SORT_BY_NAME: "名前" STR_RANDOM_PRODUCTION_SUMMARY: "状態" STR_NOT_ENOUGH_PRISON_SPACE: "隔離室が一杯です!{SMALLLINE}新規の隔離室を建造するか、エイリアンを他の基地へ移送してください" STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "月間購入上限超過!{SMALLLINE}来月になれば購入可能品目が増加します" STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "月間購入上限超過!{SMALLLINE}来月になれば購入可能な機体が増加します" STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "月間雇用上限超過!{SMALLLINE}来月になれば雇用可能人員が増加します" STR_NOT_ENOUGH_CRAFT_SPACE: "搭載スペース不足" STR_SELECT_AVATAR_FOR: "兵を選択{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "兵へのボーナス{NEWLINE}{0}" STR_SUMMARY: "状態" STR_MANA_RECOVERY: "MP回復量> {ALT}{0}" STR_HEALTH_RECOVERY: "HP回復量> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "昇進/降格{NEWLINE}{0} {1}" STR_RANK_HEADER: "ランク" STR_OPENINGS_HEADER: "オープニング" STR_KILLER_AND_WEAPON: "{0}、{1}" STR_TRAINING: "訓練" STR_SOLDIER_INFO: "兵の情報" STR_SELECT_TRANSFORMATION_FOR: "改造を選択{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "輸送時間>{ALT}{0}" STR_RECOVERY_TIME: "治療期間>{ALT}{0}" STR_CURRENT_STATS: "現在の状況" STR_CHANGES: "変動" STR_CHANGES_MIN: "変動(最少)" STR_CHANGES_MAX: "変動(最大)" STR_BONUS_STATS: "ステータスボーナス" STR_TRANSFORMATIONS_OVERVIEW: "兵の改造/変容歴" STR_PROJECT_NAME: "プロジェクト名" STR_AVAILABLE_MATERIALS: "使用可能資材" STR_ELIGIBLE_SOLDIERS: "適性兵" STR_SHOW_ONLY_ELIGIBLE: "適性者のみ表示" STR_ALL_SOLDIER_TYPES: "全兵種" STR_ALL_SOLDIERS: "全ての兵士" STR_HEALTHY_SOLDIERS: "健康体の兵士" STR_WOUNDED_SOLDIERS: "負傷中の兵士" STR_DEAD_SOLDIERS: "殉職者" STR_GRAND_TOTAL: "総計" STR_AVAILABLE_TOPICS: "選択可能な課題" STR_QS_THREE_LETTERS_A: "最低でも3文字を" STR_QS_THREE_LETTERS_B: "クイックサーチ欄に入力してください" STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "この機能は無効" STR_THIS_FEATURE_IS_DISABLED_2: "この機能は無効" STR_THIS_FEATURE_IS_DISABLED_3: "この機能は無効" STR_THIS_FEATURE_IS_DISABLED_4: "この機能は無効" STR_THIS_FEATURE_IS_DISABLED_5: "この機能は無効" STR_TECH_TREE_VIEWER: "テクツリー表示" STR_SELECT_TOPIC: "課題を選択" STR_RESEARCH_PROGRESS: "進行度>{ALT} {0}%" STR_ITEM_DESTROYED: "アイテムを破壊:" STR_ITEM_REQUIRED: "必要なアイテム:" STR_SERVICES_REQUIRED: "必要な業務:" STR_SERVICES_PROVIDED: "取得する業務:" STR_SERVICES_FORBIDDEN: "未許可の業務:" STR_REQUIRES: "必要:" STR_DEPENDS_ON: "依存:" STR_UNLOCKED_BY: "アンロック条件:" STR_DISABLED_BY: "以下の為に無効化:" STR_REENABLED_BY: "再有効化された:" STR_GET_FOR_FREE_FROM: "以下から無料入手:" STR_IS_LOOKUP_OF: "現在調査中:" STR_LOOKUP: "調査:" STR_SPAWNED_ITEMS: "生成アイテム:" STR_SPAWNED_EVENT: "発生イベント:" STR_REQUIRED_BY: "以下の必要条件:" STR_REQUIRED_BY_TRANSFORMATIONS: "変化に必要なもの:" STR_LEADS_TO: "関連先:" STR_UNLOCKS: "アンロック:" STR_DISABLES: "無効化:" STR_REENABLES: "再有効化:" STR_GIVES_ONE_FOR_FREE_SEQ: "無料入手(順番):" STR_GIVES_ONE_FOR_FREE: "無料入手:" STR_RESEARCH_REQUIRED: "研究の必要条件:" STR_RESEARCH_REQUIRED_USE: "研究の必要条件(購入):" STR_RESEARCH_REQUIRED_BUY: "研究の必要条件(使用):" STR_SERVICES_REQUIRED_BUY: "必要な業務(購入):" STR_PRODUCED_BY: "製造元:" STR_SPAWNED_BY: "発生源:" STR_MATERIALS_REQUIRED: "必要素材:" STR_TTV_COST_PER_UNIT: "1ユニットのコスト:" STR_TTV_ENGINEER_HOURS: "開発期間:" STR_TTV_WORK_SPACE_REQUIRED: "必要ワークスペース:" STR_ITEMS_PRODUCED: "生産アイテム:" STR_PERSON_RECRUITED: "雇用した人員:" STR_UNLOCKS_ARCS: "アンロック:" STR_DISABLES_ARCS: "無効化:" STR_UNLOCKS_MISSIONS: "アンロックされたミッション:" STR_DISABLES_MISSIONS: "無効化されたミッション:" STR_UNLOCKS_EVENTS: "解禁イベント:" STR_DISABLES_EVENTS: "無効化されたイベント:" STR_AFFECTS_GAME_PROGRESSION: "ゲームの進展に影響します!" STR_ITEMS_AT_DESTINATION: "輸送完了" STR_PRISONERS: "捕虜" STR_ARMORS: "アーマー" STR_FILTER_RESEARCHED: "研究完了" STR_FILTER_RESEARCHABLE: "研究可能" STR_CRAFT_DEPLOYMENT_QUESTION: "輸送機の配備内容を保存しますか?" STR_MUST_USE_BOTH_HANDS: "使用には両手が必要!" STR_NOT_ENOUGH_MORALE: "士気不足!" STR_NOT_ENOUGH_HEALTH: "HP不足!" STR_NOT_ENOUGH_MANA: "MPが不足!" STR_NOT_ENOUGH_STUN: "スタン耐性が高すぎる!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "アクション成功" STR_LINE_OF_SIGHT_REQUIRED: "LOS(射線)が通りません" STR_CENTER_ON_WOUNDED_FRIEND: "負傷者をセンターに表示" STR_CENTER_ON_DIZZY_FRIEND: "目眩中の友軍ユニットを中心に" STR_BUG_HUNT_ACTIVATED: "害虫駆除モード発動:ミニマップ上に敵が表示されます!" STR_QUICK_MODE_ACTIVATED: "ウサイン・ボルトモード発動{NEWLINE}Ctrl+S を再び押すことで解除" STR_QUICK_MODE_DEACTIVATED: "ウサイン・ボルトモード解除" STR_SINGLE_MAP_LAYER_ACTIVATED: "単一マップレイヤーを有効化{NEWLINE}再度 Ctrl+C を押すと無効化" STR_SINGLE_MAP_LAYER_DEACTIVATED: "単一マップレイヤを解除" STR_TARGET_ENEMY: "; 標的 = 敵" STR_TARGET_NEUTRAL: "; 標的 = 中立" STR_TARGET_FRIEND: "; 標的 = 味方" STR_TARGET_YOURSELF: "; 標的 = 自分" STR_TARGET_ON_THE_GROUND: " (地表)" STR_USE_SPECIAL_ITEM: "特殊アイテムを使用" STR_NO_EXPERIENCE_YET: "未経験:" STR_OPERATION_UC: "進行中の作戦> {0}" STR_WHAT_CAN_I_WEAR: "装備可能" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "このミッションには装備制限あり{NEWLINE}{NEWLINE}使用不可能なアーマー: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "この任務には装備制限あり:{NEWLINE}{NEWLINE}使用できるアーマー:{0}" STR_MISSION_OVER: "ミッション完了" STR_UNITS_WITH_FATAL_WOUNDS: other: "{N} 名が致命傷を負った" STR_END_MISSION_QUESTION: "ミッションを終了しますか?" STR_LOOT: "戦利品" STR_SELL: "売却" STR_LIVE_ALIENS_SURRENDERED: "敵が降伏した" STR_MISSION_ABORTED: "ミッションを中断した" STR_VIPS_SAVED: "救助されたVIP" STR_VIPS_LOST: "行方不明のVIP" STR_BOUNTY: "戦利品" STR_MANA_ABBREVIATION: "人員" STR_EXPERIENCE_OVERVIEW: "経験値一覧" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "そこにそのアイテムは置けません{NEWLINE}質疑は却下する!" STR_ONE_HAND_MUST_BE_EMPTY: "最低でも片手の空きが必要!" STR_LOAD_EQUIPMENT_TEMPLATE: "装備テンプレートのロード" STR_SAVE_EQUIPMENT_TEMPLATE: "装備テンプレートのセーブ" STR_FIRING_SHORT: "射撃>{ALT}{0}" STR_THROWING_SHORT: "投擲>{ALT}{0}" STR_MELEE_SHORT: "近接>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "個人用兵装" STR_SAVE_PERSONAL_EQUIPMENT: "個人兵装のセーブ" STR_LOAD_PERSONAL_EQUIPMENT: "個人兵装のロード" STR_PERSONAL_EQUIPMENT_SAVED: "個人兵装のセーブ完了" STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "個人兵装が指定されていません" STR_SLOT: "スロット>{ALT}{0}" STR_THINKING: "思考中・・・" STR_TELL_ME_MORE: "続き・・・" STR_REINFORCEMENTS_ALERT: "警告!:増援" STR_HIT_LOG_NEW_TURN: "ターン開始" STR_FAILED_CQB_CHECK: "敵の割り込み!" STR_NO_TRAJECTORY: "有効な軌道がない!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "スキル使用にはアイテムが必要!" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "命中" STR_HIT_LOG_BIG_DAMAGE: "命中" STR_HIT_LOG_REACTION_FIRE: "反応射撃・・" STR_HIT_LOG: "命中率の記録" STR_BUTTON_TOUCH: "接触" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "左ボタン" STR_BUTTON_RMB: "右ボタン" STR_BUTTON_MMB: "中ボタン" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "非一括ロード" STR_LAZY_LOADING_DESC: "オンにするとグラフィック関連のデータを必要な時に、オフの時は起動時に全てをロードします。" STR_VSYNC_FOR_OPENGL: "OpenGLでVSync" STR_VSYNC_FOR_OPENGL_DESC: "敵(オプションで味方側も)のターン中の移動速度制限を無視。決してFPSを0にしないように。OpenGLレンダのみ適用可" STR_UPDATE_CHECK: "アップデートの自動チェック" STR_UPDATE_CHECK_DESC: "オンにすればOpenXcomの更新チェックを自動化し、ボタン一発で適用可能に!" STR_AUTOSAVE_SLOTS: "自動セーブスロット" STR_AUTOSAVE_SLOTS_DESC: "バトルスケープの自動保存の数" STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "オートセーブの頻度 (ジオスケープ)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "自動保存を何日ごとに行うか" STR_GEO_AUTOSAVE_SLOTS: "オートセーブの数 (ジオスケープ)" STR_GEO_AUTOSAVE_SLOTS_DESC: "ジオスケープの自動保存の数" STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Extended Mod化" STR_OXCE_LINKS_DESC: "メニュー/ボタン/各リンクなど、OXCEの追加機能を有効化" STR_PEDIA_SHOW_CLIP_SIZE: "弾倉の装填数をUfoペディアで表示" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "ONにするとUfoペディア内で弾倉アイコンの隣に装弾数が表示される様になります" STR_INTERCEPT_TABLE_SIZE: "インターセプト情報のサイズ" STR_INTERCEPT_TABLE_SIZE_DESC: "以下の情報ウインドウのサイズ:追跡、UFOの軌跡" STR_SHOW_SLACKING_INDICATOR: "有閑メーター" STR_SHOW_SLACKING_INDICATOR_DESC: "ONにすると仕事をしていない科学者とエンジニアの数が表示されます" STR_SHOW_MAINTENANCE_TIME: "機体整備時間の表示" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} 非表示 {ALT}1>{ALT} 進行中の整備期間のみ表示 {ALT}2>{ALT} 全てを一括表示 (修理 + 装弾 + 燃料)" STR_SHOW_ETA: "推定戦闘時間を表示" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} 非表示 {ALT}1>{ALT} 停止中の標的のみ表示 {ALT}2>{ALT} 移動中の標的に対する戦闘の推定時間を表示" STR_UFO_LANDING_ALERT: "UFO着陸警報" STR_UFO_LANDING_ALERT_DESC: "オンにすると探知済みのUFOが着陸した際に警告が表示されます。" STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "使用オフにした機体用兵器を記憶" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "空中戦の時に使用オフにした兵器を次回まで記憶し、基地に帰還後もその武器の弾薬は補充されなくなります" STR_GEO_EVENT_INSTANT_DELIVERY: "イベントアイテムの即時入手" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "ONにするとジオスケープ上のイベントで入手したアイテムが即納入されます。オフの場合は1時間後に到着" STR_SHOW_BASE_NAME_IN_POPUPS: "基地名もポップアップに表示" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "オンにするとポップアップウインドウ内に対象基地の名が表示されます。(研究などの完了通知時)" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "機体用の代替装備" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "オンにすると基地間の兵士や機体の際に装備品込みで移動させます (可能な場合)" STR_BASE_INFO_SCALE: "基地情報の大きなバーを自動スケール" STR_BASE_INFO_SCALE_DESC: "ONにするとサイズ140超えのバーはUIに収まる様に自動でサイズ調整" STR_HIGHLIGHT_NEW: "新しい出来事をハイライト" STR_HIGHLIGHT_NEW_DESC: "ONにすると新しい製造やUfoペディアの新記事の追加時に異なる文字色で告知されます" STR_RESEARCH_SCROLL_SPEED: "マウスホイールで研究速度調整" STR_RESEARCH_SCROLL_SPEED_DESC: "科学者のプロジェクトへの参加と除名を'現在進行中の研究'のUI上でマウスのホイールボタンで直接操作可能にする" STR_RESEARCH_SCROLL_SPEED_CTRL: "マウスホイールで研究速度調整 (+ Ctrlキー)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "科学者のプロジェクトへの参加と除名を'現在進行中の研究'のUI上でマウスのホイールボタンで直接操作可能にする" STR_MANUFACTURE_FILTER_SUPPLIES_OK: "製造可能フィルタ" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "ONにすると材料が足りている製造のみ表示" STR_MANUFACTURE_SCROLL_SPEED: "マウスホイールで製造速度調整" STR_MANUFACTURE_SCROLL_SPEED_DESC: "技術者の製造の参加と除名を'現在進行中の研究'のUI上でマウスのホイールボタンで直接操作可能にする" STR_MANUFACTURE_SCROLL_SPEED_CTRL: "マウスホイールで製造速度調整 (+ Ctrlキー)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "技術者の製造への参加と除名を'現在進行中の研究'のUI上でマウスのホイールボタンで直接操作可能にする" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "個人兵装にアーマー追加" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "ONにすると個々の兵装のレイアウトセーブ時にアーマーも追加する" STR_MANUALPROMOTIONS: "手動で昇進" STR_MANUALPROMOTIONS_DESC: "有効にするとランクのアイコンをクリックして兵士の昇進と降格を手動で行えます" STR_WOUNDED_DEFEND_BASE_IF: "負傷兵も基地防衛 (HPがx%以上の者)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "負傷兵も設定%以上のHPがあれば基地防衛ミッションに参加します" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "ブリーフィング画面BGMの延長" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "装備画面>バトルスケープに切り替わるまでブリーフィング画面のBGMを再生します。" STR_NIGHT_VISION_COLOR: "ナイトビジョンの色変更" STR_NIGHT_VISION_COLOR_DESC: "1から15の数値を入力し、陰影色を変えます" STR_AUTO_NIGHT_VISION_THRESHOLD: "自動ナイトビジョン適用のしきい値" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "暗さがここで設定された値以上の時にナイトビジョンが自動適用されます" STR_SHOW_ACCURACY_ON_CROSSHAIR: "クロスヘアに命中率" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}非表示 {ALT}1>{ALT}UFO Extender accuracy がON時のみ表示 {ALT}2>{ALT}常時表示" STR_REACTION_FIRE_THRESHOLD: "反応射撃のしきい値" STR_REACTION_FIRE_THRESHOLD_DESC: "X-Comのユニットは(標的に対する)命中精度がしきい値より低い場合は反応射撃をしない" STR_AUTO_SELL: "自動売却マネージャー" STR_AUTO_SELL_DESC: "戦闘終了後の画面で報告されるアイテムの中で、以前売却したものを自動的に売却候補にします。" STR_AUTOMATICPROMOTIONS: "自動昇進" STR_AUTOMATICPROMOTIONS_DESC: "有効にするとミッション完了後に自動的に兵士の昇進が行われます" STR_OFF_CENTRE_SHOOTING: "射線外への非軸射撃" STR_OFF_CENTRE_SHOOTING_DESC: "射線が通らない時に射軸を僅かにずらし、自動調整して発砲する" STR_UNIFORM_SHOOTING_SPREAD: "射撃の拡散率の統一" STR_UNIFORM_SHOOTING_SPREAD_DESC: "射撃の拡散率を全方位的に統一化し、より集弾させる" STR_CRASHED_OR_LANDED: "墜落/着陸ボタン" STR_CRASHED_OR_LANDED_DESC: "ONにすると新規の戦闘画面で追加のボタンが表示される。F11キーを押すことでも表示を切り替えられる。{ALT}0>{ALT}非表示 {ALT}1>{ALT}墜落 {ALT}2>{ALT}着陸" STR_GRAPHS_ZOOM_IN: "拡大 (グラフ)" STR_GRAPHS_ZOOM_OUT: "縮小 (グラフ)" STR_MARK_ALL_AS_SEEN: "全てを既知としてマーク" STR_SELL_ALL: "全て売却" STR_SELL_ALL_BUT_ONE: "一つ残して売却" STR_TRANSFER_ALL: "全て移動" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "全ての乗り物から隊員を降ろす" STR_REMOVE_SOLDIERS_FROM_CRAFT: "乗り物から隊員を降ろす" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "乗り物から装備品を降ろす" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "全ての乗り物から装備品を降ろす" STR_REMOVE_ARMOR_FROM_CRAFT: "乗り物からアーマーを降ろす" STR_REMOVE_SOLDIERS_FROM_TRAINING: "訓練中の隊員を復帰させる" STR_ADD_SOLDIERS_TO_TRAINING: "訓練させる兵を指定" STR_INVENTORY_ARMOR: "アーマー変更" STR_INVENTORY_AVATAR: "外見変更" STR_INVENTORY_DIARY_LIGHT: "デイライト点灯" STR_ACTION_ITEM_1: "アクション1(精密射/使用)" STR_ACTION_ITEM_2: "アクション2(急速射)" STR_ACTION_ITEM_3: "アクション3(オート射)" STR_ACTION_ITEM_4: "アクション4(近接)" STR_ACTION_ITEM_5: "アクション5(投擲)" STR_INSTA_SAVE: "瞬間セーブ" STR_TOGGLE_QUICK_SEARCH: "戦場クイック視認のトグル" STR_TOGGLE_NIGHT_VISION: "ナイトビジョンのトグル" STR_HOLD_NIGHT_VISION: "短期ナイトビジョン" STR_SELECT_MUSIC_TRACK: "BGMの選択" STR_TOGGLE_TOUCH_BUTTONS: "タッチボタンのトグル" STR_TOGGLE_BRIGHTNESS: "明暗トグル(見た目のみ)" STR_BRIEFING: "作戦" STR_TOGGLE_DEBUG_MODE: "デバッグモードのトグル" STR_DEBUG_KILL_ALL_ALIENS: "デバッグ: エイリアンを全滅" STR_PHYSICAL_TRAINING: "武術訓練" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "訓練可能人数> {ALT}{0}" STR_NO_WOUNDED: "ー" STR_NO_QUEUED: "+" STR_NO_DONE: "完了" STR_NO_AMMO: "弾切れ!" STR_START_FIRING: "射撃!" STR_SKIP_FIRING: "搭乗させる・・" STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "敵ミサイルにより基地にダメージ {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "敵ミサイルにより基地が潰滅 {0}" STR_STARTING_CONDITION_COMMANDER: "本作戦には司令官の存在が不可欠" STR_STARTING_CONDITION_CRAFT: "この乗り物は本ミッションでは不可" STR_STARTING_CONDITION_CRAFT_ALLOWED: "この乗り物は本ミッションでは使用不可{NEWLINE}{NEWLINE}使用可: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "この乗り物は本ミッションでは使用不可{NEWLINE}{NEWLINE}使用不可: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "何名かの兵が参加不可" STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "このミッションに参加できない兵が居ます{NEWLINE}{NEWLINE}許可された兵種: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "このミッションに参加できない兵が居ます{NEWLINE}{NEWLINE}禁止された兵種: {0}" STR_STARTING_CONDITION_ITEM: "特殊アイテムが必要なミッション:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "燃料不足!{SMALLLINE}目的地が航続距離を越えています" STR_TOO_MANY_ITEMS_ONBOARD: "アイテムが多すぎます!{SMALLLINE}この機体にはそんなに搭載できません" STR_ARMOR_NOT_ALLOWED_ONBOARD: "アーマーが搭載不可!{SMALLLINE}搭載禁止のアーマーを着た兵がいます" STR_FOLLOW_WING_LEADER_QUESTION: "ウイングリーダーに追従しますか?" STR_ASSIGN_PILOTS: "パイロットを任命・・" STR_NOT_ENOUGH_PILOTS: "パイロットが足りません!{NEWLINE}最低人数: {0}" STR_DAILY_PILOT_EXPERIENCE: "パイロットの日間経験値" STR_UFO_SHIELD_HIT: "シールドに着弾!" STR_UFO_HIT_NO_DAMAGE: "機体が弾いた!" STR_UFO_SHIELD_DOWN: "敵シールド消滅!" STR_UFO_HIT_GLANCING: "外した!" STR_INTERCEPTOR_SHIELD_HIT: "シールドが耐えた!" STR_TRACTOR_BEAM_ENGAGED: "牽引ビーム発射!" STR_TRACTOR_BEAM_DISENGAGED: "牽引ビーム停止" STR_SELF_DESTRUCT_ACTIVATED: "自爆装置起動!" STR_SELF_DESTRUCT_CANCELLED: "自爆装置解除" STR_MISSILE_DAMAGED: ">>> ミサイル破損 <<<" STR_MISSILE_DESTROYED: ">>> ミサイルが破壊された <<<" STR_EXTENDED_LINKS: "リンク" STR_AUTO_PATROL: "自動パトロール" STR_ETA: "ETA>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: " {0} が {1} の補給に不足: {2}" STR_UFO_STARTED_HUNTING: "{0} が {1} を追撃" STR_CRAFT_IS_READY: "{0} は {1} で準備完了" STR_ECONOMY_WARNING: "{0} の資金と {1} の収入は低く、 {2} の維持費が足りません!何かを売ってこれ以上の借金は避けて下さい。資金減少: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "EXTENDED" STR_RETURNING: "帰還中" STR_INTERCEPTING: "追跡中" STR_ESCORTING: "護衛中" STR_EN_ROUTE: "航行中" STR_PILOT_MISSING: "搭乗者不在" STR_DAY_SHORT: "{0}日" STR_HOUR_SHORT: "{0}時" STR_PERFORMANCE_BONUS: "成績ボーナス" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} はエイリアンとの協定を破棄した為、プロジェクトへの復帰が認められました" STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} はエイリアンとの協定を破棄した為、プロジェクトへの復帰が認められました" STR_WE_CAN_NOW_RENT: "雇用/購入可能になりました" STR_REQUIRED_BASE_SERVICES: "必要な施設: {0}" STR_WE_CAN_NOW_BUILD: "建築可能になりました" STR_WE_CAN_NOW_PURCHASE: "購入可能になりました" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "居住スペース不足{NEWLINE}{1}名{NEWLINE}基地:{NEWLINE}{0}" STR_INFO: "報告" STR_DESPAWN_PENALTY: "生成中止ペナルティ> {0}" STR_TRAINING_FINISHED: "{0}で{NEWLINE}訓練が完了" STR_PSI_TRAINING_FINISHED: "Psi 強化訓練完了{NEWLINE}{0}" STR_IGNORE_UC: "無視" STR_UFO_TRACKER: "UFOトラッカー" STR_UPDATE: "更新" STR_LATEST_VERSION_INFO: "あなたのOpenXcomは最新バージョンです" STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "このModはベースゲームが v{0} でないと正常に動作しません。適用しますか?" STR_VERSION_REQUIRED_QUESTION: "このModは予めOXCE v{0} が適用されていないと正常に動作しません。適用しますか?" STR_OPEN_MODS_FOLDER: "開ける" STR_GLOBE_TEXTURE: "地球のテクスチャ" STR_NOTES: "備考" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "その他" STR_BASESCAPE: "基地スケープ" STR_AI: "AI" STR_PATH_ENERGY_COST: "スタミナ" STR_PATH_ENERGY_COST_DESC: "目的地に到達後の残りスタミナをクリックで表示" STR_VEHICLES_LOST: "車両消失" STR_TEST_SCREEN: "テスト画面" STR_PALETTE: "色パレット:" STR_PREVIEW: "プレビュー" STR_TINY_BORDERLESS: "極小、境界なし" STR_TINY_BORDER: "極小" STR_SMALL_LOW_CONTRAST: "小" STR_SMALL_HIGH_CONTRAST: "小、高コントラスト" STR_BIG_LOW_CONTRAST: "大" STR_BIG_HIGH_CONTRAST: "大、高コントラスト" STR_TEST_CASE: "テストケース:" STR_RUN: "選択したテストを行う!" STR_TESTS_STARTING: "テスト開始・・・" STR_TESTS_ERRORS_FOUND: "発見したエラーの数(重複の可能性あり):{0}" STR_TESTS_NO_ERRORS_FOUND: "エラーなし" STR_TESTS_FINISHED: "テスト完了" STR_DETAILED_INFO_IN_LOG_FILE: "詳細はopenxcom.logに記録されました" STR_RANK_NONE: "ー" STR_DAMAGE_NONE: "なし" STR_INFO_UFOPEDIA: "情報" STR_COCKPIT_CAPACITY: "パイロット>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "最大航続距離>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "最短航続距離>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/A" STR_TRACTOR_BEAM_POWER: "威力" STR_WEIGHT_PEDIA1: "重量: {0}" STR_WEIGHT_PEDIA2: "重量: {0}/{1}" STR_SHOT_TYPE_MELEE: "近接攻撃" STR_ACCURACY_MODIFIER: "命中率補正>{ALT} {0}" STR_POWER_BONUS: "威力ボーナス>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "互換弾倉には重複ボーナスあり" STR_STATS_FOR_NERDS: "ステータス一覧" STR_ARTICLE: "記事>{ALT} {0}" STR_COMPATIBLE_AMMO: "互換弾倉:" STR_BUILT_IN_ITEMS: "内蔵アイテム:" STR_CLIP_SIZE_UNLIMITED: "無限" STR_SHOTGUN_BEHAVIOR_OXCE: "拡張" STR_INCLUDE_DEBUG: "デバッグ" STR_INCLUDE_IDS: "ID" STR_INCLUDE_DEFAULTS: "デフォルト" STR_TRUE: "はい" STR_FALSE: "いいえ" STR_PSI_SKILL_AND_PSI_STRENGTH: "Psiスキル* Psi強度" STR_STRENGTH_AND_MELEE_ACCURACY: "筋力*近接命中率" STR_STRENGTH_AND_THROWING_ACCURACY: "筋力*投擲成功率" STR_FIRING_ACCURACY_AND_REACTIONS: "射撃命中率*反応" STR_HEALTH_CURRENT: "現在のHP" STR_MANA_CURRENT: "現在のMP" STR_TIME_UNITS_CURRENT: "TU残量" STR_STUN_LEVEL_CURRENT: "現在のスタンレベル" STR_HEALTH_NORMALIZED: "HPが通常化" STR_MANA_NORMALIZED: "MPが通常化" STR_TIME_UNITS_NORMALIZED: "TUが通常化" STR_ENERGY_NORMALIZED: "スタミナが通常化" STR_MORALE_NORMALIZED: "士気が通常化" STR_STUN_LEVEL_NORMALIZED: "スタンレベルが通常化" STR_ENERGY_REGENERATION: "スタミナの自然回復" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "Psi技xPsi強" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "筋力x近接" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "筋力x投擲" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "精度x反応" STR_HEALTH_CURRENT_ABBREVIATION: "現在のHP" STR_MANA_CURRENT_ABBREVIATION: "現在のMP" STR_TIME_UNITS_CURRENT_ABBREVIATION: "TU残量" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "現在のスタンレベル" STR_HEALTH_NORMALIZED_ABBREVIATION: "HPが通常化" STR_MANA_NORMALIZED_ABBREVIATION: "MPが通常化" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "TUが通常化" STR_ENERGY_NORMALIZED_ABBREVIATION: "スタミナが通常化" STR_MORALE_NORMALIZED_ABBREVIATION: "士気が通常化" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "スタンレベルが通常化" STR_ENERGY_REGENERATION_ABBREVIATION: "スタミナの自然回復" STR_TIME_UNITS_SCALED: "TU制限" STR_STAMINA_SCALED: "スタミナ制限" STR_HEALTH_SCALED: "HP制限" STR_BRAVERY_SCALED: "勇敢さ制限" STR_REACTIONS_SCALED: "反応制限" STR_FIRING_ACCURACY_SCALED: "命中率制限" STR_THROWING_ACCURACY_SCALED: "投てき成功率制限" STR_STRENGTH_SCALED: "筋力制限" STR_PSIONIC_STRENGTH_SCALED: "Psi強度制限" STR_PSIONIC_SKILL_SCALED: "Psiスキル制限" STR_MELEE_ACCURACY_SCALED: "近接命中率制限" STR_MANA_POOL_SCALED: "MP制限" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "Psiスキル*Psi強度の制限" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "筋力*近接命中率の制限" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "筋力*投てき成功率の制限" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "命中率*反応の制限" STR_TIME_UNITS_SCALED_ABBREVIATION: "制限されたTU" STR_STAMINA_SCALED_ABBREVIATION: "制限されたSTA" STR_HEALTH_SCALED_ABBREVIATION: "制限されたHP" STR_BRAVERY_SCALED_ABBREVIATION: "制限されたBRV" STR_REACTIONS_SCALED_ABBREVIATION: "制限されたREA" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "制限されたACC" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "制限されたTHR" STR_STRENGTH_SCALED_ABBREVIATION: "制限されたSTR" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "制限されたPST" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "制限されたPSK" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "制限されたMEL" STR_MANA_POOL_SCALED_ABBREVIATION: "制限されたMAN" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "制限されたPSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "制限されたSTR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "制限されたSTR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "制限されたACC*REA" STR_COST_TIME: "時間" STR_COST_ENERGY: "スタミナ" STR_COST_MORALE: "士気" STR_COST_HEALTH: "HP" STR_COST_STUN: "気絶" STR_COST_MANA: "MP" STR_COST_BUILD: "建造済み" STR_COST_REFUND: "環金" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} 海里" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} 秒" STR_RACE_BONUS: "種族ボーナス" STR_FOR_DIFFICULTY: "難易度より: {0}" STR_NOT_AWARDED_YET: "叙勲なし" ================================================ FILE: bin/common/Language/OXCE/ko.yml ================================================ ko: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "시설을 철거할 수 없다!{SMALLLINE}시설은 개수 중에는 제거될 수 없다." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "여기 지을 수 없다!{SMALLLINE}기존 시설은 이미 개수 중이다." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "여기 지을 수 없다!{SMALLLINE}선택된 시설은 반드시 기존 시설을 완전히 덮어야 한다." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "여기 지을 수 없다!{SMALLLINE}기존 시설은 선택된 시설로 개수가 될 수 없다." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "여기 지을 수 없다!{SMALLLINE}기존 시설은 개수가 될 수 없다." STR_CANNOT_BUILD_QUEUE_OFF: "여기 지을 수 없다!{SMALLLINE}연결하는 시설은 반드시 건설이 먼저 끝나야 한다." STR_CANNOT_BUILD_UPGRADE_ONLY: "여기 지을 수 없다!{SMALLLINE}이 시설은 또 다른 시설의 개수로만 지어질 수 있다." STR_FACILITY_FORBIDDEN_BY_OTHER: "여기 지을 수 없다!{SMALLLINE}어떤 기존 시설이 이 시설의 건설을 금지한다." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "여기 지을 수 없다!{SMALLLINE}어떤 기존 시설은 이 시설에 의해 건설 금지될 것이다." STR_NOT_ENOUGH_ITEMS: "재료가 충분하지 않다!{SMALLLINE}우리는 이 시설을 짓기 위해 더 많은 자원이 필요하다.{NEWLINE}부족분> {0}: {1}개" STR_ID: "ID" STR_FIRST_LETTER: "두문자" STR_SOLDIER_TYPE: "병사 유형" STR_IDLE_DAYS: "대기 기간" STR_MANA: "마나" STR_MANA_POOL: "최대 마나" STR_MANA_MISSING: "잃은 마나" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "기체 화물 적재" STR_EMPTY_SLOT_N: "빈칸 {0}" STR_UNNAMED_SLOT_N: "이름없는 칸 {0}" STR_ADD_ON_TOP: "위에 더함" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "기체 화물 저장" STR_SAVE_UC: "저장" STR_ALL: "전부" STR_EQUIPPED: "적재된 것" STR_NOT_EQUIPPED: "적재되지 않은 것" STR_UNASSIGNED: "다른 것" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "더 이상 장비를 적재할 수 없다!{SMALLLINE}최대 저장 공간: {0}" STR_PILOTS: "조종사" STR_SHIELD: "방어막>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "조종사 선택" STR_PILOTS_FOR_CRAFT: "{0}에 탑승할 조종사" STR_PILOTS_REQUIRED: "요구되는 조종사: {ALT}{0}" STR_ADD_PILOT: "조종사 추가" STR_REMOVE_ALL_PILOTS: "모든 조종사 제거" STR_ACCURACY_BONUS: "명중 보너스:" STR_DODGE_BONUS: "회피 보너스:" STR_APPROACH_SPEED: "접근 속도:" STR_COWARDLY: "겁내며(-50%)" STR_NORMAL: "평범하게" STR_BOLD: "대담하게(+50%)" STR_VERY_BOLD: "무모하게(+100%)" STR_ARMOR_GROUP_NOT_ALLOWED: "이 유형의 갑옷은 탑승이 허용되지 않는다." STR_SOLDIER_GROUP_NOT_ALLOWED: "이 유형의 병사는 탑승이 허용되지 않는다." STR_SOLDIER_GROUP_NOT_SAME: "이 유형의 병사는 탑승한 다른 병사와 같이 타지 못한다." STR_CRAFT_DEPLOYMENT_PREVIEW: "미리보기" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "미리보기 *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "이 특징은 당신에게 전투 시작 시 당신의 유닛 배치를 미리 보고 조정하게 해 준다. 당신은 무제한의 이동력을 지닌다. 유효한 유닛 위치를 강조하기 위해 'ALT'키를 누르고 있어라. 맞춤 배치를 저장하려면 '임무 중단' 아이콘을 눌러라. 미리보기를 끝내려면 '턴 종료'를 눌러라.{NEWLINE}기체에 어떠한 병사 또는 차량을 추가하는 것이 저장된 맞춤 배치를 자동으로 무효화한다는 걸 주목하라. 맞춤 배치의 존재는 '미리보기' 버튼에 있는 * 표로 알려 준다." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "이 특징은 이러한 유형의 기체에 대한 배치표를 미리 보고 수정하도록 한다. 어떠한 변경도 당신의 모든 현재 기체와 또한 이 캠페인에서 이후에 사거나 제조한 어떠한 기체에도 적용될 것이다. 당신은 최대 숫자의 병사로 시작한다. 각각의 병사는 배치표의 한 열을 나타낸다. 병사 이름은 열 번호에 대응된다. 2x2 유닛의 공간을 제공하려면, 4명의 병사를 2x2 사각형 안에 놓아라. 만약 공간이 제공되지 않는다면, 2x2유닛은 실제 전투에서 잃어버릴 것이다." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "이 특징은 당신의 기지를 미리 보게 해 준다.{NEWLINE}보고 즐기시오!{NEWLINE}{NEWLINE}미리보기를 끝내려면 '턴 종료' 아이콘을 눌러라." STR_NOT_ENOUGH_CARGO_SPACE: "쓸 수 있는 화물 공간이 충분하지 않다!{SMALLLINE}다른 모듈을 이용하거나 할당된 승무원을 줄여라." STR_NOT_ENOUGH_STORAGE_SPACE_1: "쓸 수 있는 저장 공간이 충분하지 않다!{SMALLLINE}물품이 너무 많다! 다른 모듈을 이용하거나 할당된 장비를 줄여라." STR_NOT_ENOUGH_STORAGE_SPACE_2: "쓸 수 있는 저장 공간이 충분하지 않다!{SMALLLINE}이 물품은 너무 많은 공간을 차지한다! 다른 모듈을 이용하거나 할당된 장비의 규모를 줄여라." STR_REFUND_VALUE: "판매가>{ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "지출> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "생산 개요" STR_RESEARCH_DIARY: "연구 일지" STR_DISCOVERY_SOURCE_BASE: "이 물품은 연구 과제 중 발견되었다.{NEWLINE}연구 기지> {ALT}{1}{ALT}{NEWLINE}물품 코드> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "이 물품은 또 다른 연구 과제에서 공짜로 주어졌다.{NEWLINE}다음 연구 과제에서> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "이 기술 물품은 자동으로 발견되었다.{NEWLINE}다음 연구 과제 후> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "이 물품은 임무 보상으로 공짜로 주어졌다.{NEWLINE}임무 유형> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "이 물품은 이벤트 보상으로 공짜로 주어졌다.{NEWLINE}이벤트 유형> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "연구 개요" STR_PRISONER_OVERVIEW: "수용자 개요" STR_PRISONER: "수용자" STR_PRISONER_AMOUNT: "숫자" STR_PRISONER_INTERROGATED: "심문중" STR_TOTAL_IN_PRISON: "이용되는 공간>{ALT}{0}" STR_TOTAL_INTERROGATED: "심문중>{ALT}{0}" STR_PRISON_TYPE: "외계인 격리실" STR_KILL_SELECTED: "사살" STR_SELL_SELECTED: "판매" STR_GO_TO_TRANSFERS: "이송..." STR_PRISON_CLEANUP: "감옥 비우기" STR_TOPIC: "주제>{ALT}{0}" STR_SHOW_ALL: "전부 표시" STR_NO_DEPENDENCIES: "관련 없음" STR_DIRECT_DEPENDENCIES: "직접 연관" STR_LEVEL_2_DEPENDENCIES: "한 다리 건너 연관" STR_LEVEL_3_DEPENDENCIES: "두 다리 건너 연관" STR_LEVEL_4_DEPENDENCIES: "세 다리 건너 연관" STR_MORE_DEPENDENCIES: "네 다리 이상 건너 연관..." STR_END_OF_SEARCH: "검색 종료." STR_FALLBACK_PRODUCTION: "대체" STR_REFUND_PRODUCTION: "환불!" STR_HOURS_PER_UNIT: "유닛 당 시간>{ALT}{0}" STR_PERSON_JOINING: "합류한 사람" STR_RANDOM_PRODUCTION_DISCLAIMER: "무작위 생산!" STR_OTHER_EMPLOYEES: "기타 직원 & 물품" STR_SHOW_ONLY_NEW: "새로운 것만 표시" STR_FILTER_DEFAULT: "기본" STR_FILTER_DEFAULT_SUPPLIES_OK: "기본(재료 있음)" STR_FILTER_DEFAULT_NO_SUPPLIES: "기본(재료 없음)" STR_FILTER_FACILITY_REQUIRED: "생산 시설 부재" STR_FILTER_HIDDEN: "숨겨짐" STR_FILTER_EQUIPPED: "적재된 것" STR_FILTER_MISSING: "재료 부재" STR_SORT_DEFAULT: "기본" STR_SORT_BY_COST: "가격순" STR_SORT_BY_NAME: "이름순" STR_RANDOM_PRODUCTION_SUMMARY: "요약" STR_NOT_ENOUGH_PRISON_SPACE: "외계인 격리실이 충분하지 않다!{SMALLLINE}새 외계인 격리실을 짓거나 다른 기지로 외계인을 이송하라." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "월 구매 한도를 초과했다!{SMALLLINE}더 많은 물품은 다음 달에 살 수 있을 것이다." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "월 구매 한도를 초과했다!{SMALLLINE}더 많은 기체는 다음 달에 살 수 있을 것이다." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "월 고용 한도를 초과했다!{SMALLLINE}더 많은 인력은 다음 달에 고용할 수 있을 것이다." STR_NOT_ENOUGH_CRAFT_SPACE: "적재 공간이 충분하지 않다!" STR_SELECT_AVATAR_FOR: "{0}{NEWLINE}의 외형 선택" STR_SOLDIER_BONUSES_FOR: "{0}{NEWLINE}의 병사 보너스" STR_SUMMARY: "요약" STR_MANA_RECOVERY: "마나 회복량> {ALT}{0}" STR_HEALTH_RECOVERY: "체력 회복량> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "진급/강등{NEWLINE}{0} {1}" STR_RANK_HEADER: "계급" STR_OPENINGS_HEADER: "오프닝" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "훈련중" STR_SOLDIER_INFO: "병사 정보" STR_SELECT_TRANSFORMATION_FOR: "{0}{NEWLINE}의 변신을 선택" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "이송 시간>{ALT}{0}" STR_RECOVERY_TIME: "회복 시간>{ALT}{0}" STR_CURRENT_STATS: "현재 능력치" STR_CHANGES: "변동" STR_CHANGES_MIN: "변동 (최소)" STR_CHANGES_MAX: "변동 (최대)" STR_BONUS_STATS: "보너스 능력치" STR_TRANSFORMATIONS_OVERVIEW: "변신 개요" STR_PROJECT_NAME: "과제 이름" STR_AVAILABLE_MATERIALS: "쓸 수 있는 재료" STR_ELIGIBLE_SOLDIERS: "자격을 갖춘 병사" STR_SHOW_ONLY_ELIGIBLE: "자격을 갖춘 병사만 보기" STR_ALL_SOLDIER_TYPES: "모든 병사 유형" STR_ALL_SOLDIERS: "모든 병사" STR_HEALTHY_SOLDIERS: "건강한 병사" STR_WOUNDED_SOLDIERS: "다친 병사" STR_DEAD_SOLDIERS: "죽은 병사" STR_GRAND_TOTAL: "총계" STR_AVAILABLE_TOPICS: "쓸 수 있는 주제" STR_QS_THREE_LETTERS_A: "빠른 검색창에" STR_QS_THREE_LETTERS_B: "3글자 이상 입력하세요-미작동" STR_M_FLAG: "[m]" STR_F_FLAG: "[f]" STR_I_FLAG: "[i]" STR_C_FLAG: "[c]" STR_THIS_FEATURE_IS_DISABLED_1: "이 특징은 비활성화되었다." STR_THIS_FEATURE_IS_DISABLED_2: "이 특징은 비활성화되었다." STR_THIS_FEATURE_IS_DISABLED_3: "이 특징은 비활성화되었다." STR_THIS_FEATURE_IS_DISABLED_4: "이 특징은 비활성화되었다." STR_THIS_FEATURE_IS_DISABLED_5: "이 특징은 비활성화되었다." STR_TECH_TREE_VIEWER: "기술개발도 열람기" STR_SELECT_TOPIC: "주제 선택" STR_RESEARCH_PROGRESS: "진도>{ALT} {0}%" STR_ITEM_DESTROYED: "부서지는 물품:" STR_ITEM_REQUIRED: "요구되는 물품:" STR_SERVICES_REQUIRED: "요구되는 기능:" STR_SERVICES_PROVIDED: "제공되는 기능:" STR_SERVICES_FORBIDDEN: "금지되는 기능:" STR_REQUIRES: "요구사항:" STR_DEPENDS_ON: "아래에 연관:" STR_UNLOCKED_BY: "아래에 의해 해금:" STR_DISABLED_BY: "아래에 의해 비활성화:" STR_REENABLED_BY: "아래에 의해 재활성화:" STR_GET_FOR_FREE_FROM: "아래에 의해 공짜 획득:" STR_IS_LOOKUP_OF: "아래의 색인:" STR_LOOKUP: "색인:" STR_SPAWNED_ITEMS: "생성되는 물품:" STR_SPAWNED_EVENT: "생성되는 이벤트:" STR_REQUIRED_BY: "아래의 요구사항:" STR_REQUIRED_BY_TRANSFORMATIONS: "아래 변신의 요구사항:" STR_LEADS_TO: "아래의 단서:" STR_UNLOCKS: "아래를 해금:" STR_DISABLES: "아래를 비활성화:" STR_REENABLES: "아래를 재활성화:" STR_GIVES_ONE_FOR_FREE_SEQ: "아래 중 하나를 공짜로 제공(순차적):" STR_GIVES_ONE_FOR_FREE: "아래 중 하나를 공짜로 제공:" STR_RESEARCH_REQUIRED: "요구되는 연구:" STR_RESEARCH_REQUIRED_USE: "요구되는 연구(사용 시):" STR_RESEARCH_REQUIRED_BUY: "요구되는 연구(구매 시):" STR_SERVICES_REQUIRED_BUY: "요구되는 기능(구매 시):" STR_PRODUCED_BY: "아래에 의해 생산:" STR_SPAWNED_BY: "아래에 의해 생성:" STR_MATERIALS_REQUIRED: "요구되는 재료:" STR_TTV_COST_PER_UNIT: "유닛 당 비용:" STR_TTV_ENGINEER_HOURS: "작업 인시:" STR_TTV_WORK_SPACE_REQUIRED: "요구되는 작업 공간:" STR_ITEMS_PRODUCED: "생산되는 물품:" STR_PERSON_RECRUITED: "고용되는 인력:" STR_UNLOCKS_ARCS: "아래 분기 해금:" STR_DISABLES_ARCS: "아래 분기 비활성화:" STR_UNLOCKS_MISSIONS: "아래 임무 해금:" STR_DISABLES_MISSIONS: "아래 임무 비활성화:" STR_UNLOCKS_EVENTS: "아래 이벤트 해금:" STR_DISABLES_EVENTS: "아래 이벤트 비활성화:" STR_AFFECTS_GAME_PROGRESSION: "게임 진행에 영향을 줌!" STR_ITEMS_AT_DESTINATION: "행선지에 있는 물품" STR_PRISONERS: "수용자" STR_ARMORS: "갑옷" STR_FILTER_RESEARCHED: "전부 연구되었음" STR_FILTER_RESEARCHABLE: "연구 가능" STR_CRAFT_DEPLOYMENT_QUESTION: "기체의 배치를 저장하는가?" STR_MUST_USE_BOTH_HANDS: "이걸 사용하는 데 양손 모두가 요구된다!" STR_NOT_ENOUGH_MORALE: "사기가 충분하지 않다!" STR_NOT_ENOUGH_HEALTH: "체력이 충분하지 않다!" STR_NOT_ENOUGH_MANA: "마나가 충분하지 않다!" STR_NOT_ENOUGH_STUN: "기절 수준이 너무 높다!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "행동 성공" STR_LINE_OF_SIGHT_REQUIRED: "시선(LoS)을 요구한다." STR_CENTER_ON_WOUNDED_FRIEND: "다친 동료를 화면 가운데로" STR_CENTER_ON_DIZZY_FRIEND: "어지러운 동료를 화면 가운데로" STR_BUG_HUNT_ACTIVATED: "소탕 모드 활성화: 적이 미니맵에 보인다!" STR_QUICK_MODE_ACTIVATED: "우사인 볼트 모드가 활성화되었다.{NEWLINE}끄려면 컨트롤+S를 눌러라." STR_QUICK_MODE_DEACTIVATED: "우사인 볼트 모드가 꺼졌다." STR_SINGLE_MAP_LAYER_ACTIVATED: "단일 층 맵 모드가 활성화되었다.{NEWLINE}끄려면 컨트롤+C를 눌러라." STR_SINGLE_MAP_LAYER_DEACTIVATED: "단일 층 맵 모드가 꺼졌다." STR_TARGET_ENEMY: "; 표적 = 적" STR_TARGET_NEUTRAL: "; 표적 = 중립" STR_TARGET_FRIEND: "; 표적 = 아군" STR_TARGET_YOURSELF: "; 표적 = 자신" STR_TARGET_ON_THE_GROUND: "(지면에)" STR_USE_SPECIAL_ITEM: "특별 물품 이용" STR_NO_EXPERIENCE_YET: "아직 경험을 얻지 못한 이:" STR_OPERATION_UC: "작전> {0}" STR_WHAT_CAN_I_WEAR: "내가 입을 수 있는 것은?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "이 임무는 특정 복장을 요구한다.{NEWLINE}{NEWLINE}금지되는 갑옷 유형: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "이 임무는 특정 복장을 요구한다.{NEWLINE}{NEWLINE}허용되는 갑옷 유형: {0}" STR_MISSION_OVER: "임무 완료." STR_UNITS_WITH_FATAL_WOUNDS: other: "우리 중 {N} 명은 아직 치명상을 입은 상태다." STR_END_MISSION_QUESTION: "임무 종료?" STR_LOOT: "전리품" STR_SELL: "매각" STR_LIVE_ALIENS_SURRENDERED: "항복한 적" STR_MISSION_ABORTED: "중단한 임무" STR_VIPS_SAVED: "구조된 VIP" STR_VIPS_LOST: "잃은 VIP" STR_BOUNTY: "현상금" STR_MANA_ABBREVIATION: "MAN" STR_EXPERIENCE_OVERVIEW: "경험치 개요" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "저 물품을 거기에 놓는 건 허용되지 않는다.{NEWLINE}이유를 묻지 마라!" STR_ONE_HAND_MUST_BE_EMPTY: "적어도 한 손은 반드시 비어야 한다!" STR_LOAD_EQUIPMENT_TEMPLATE: "장비 템플릿 불러오기" STR_SAVE_EQUIPMENT_TEMPLATE: "장비 템플릿 저장하기" STR_FIRING_SHORT: "사격>{ALT}{0}" STR_THROWING_SHORT: "투척>{ALT}{0}" STR_MELEE_SHORT: "근접>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "개인 장비" STR_SAVE_PERSONAL_EQUIPMENT: "개인 장비 저장하기" STR_LOAD_PERSONAL_EQUIPMENT: "개인 장비 불러오기" STR_PERSONAL_EQUIPMENT_SAVED: "개인 장비 저장됨." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "개인 장비가 아직 정의되지 않음." STR_SLOT: "칸>{ALT}{0}" STR_THINKING: "생각하는 중..." STR_TELL_ME_MORE: "조금만 더..." STR_REINFORCEMENTS_ALERT: "증원 경고!" STR_HIT_LOG_NEW_TURN: "새로운 턴" STR_FAILED_CQB_CHECK: "적이 당신의 공격에 훼방을 놓았다!" STR_NO_TRAJECTORY: "실현 가능한 궤적이 없다!" STR_HIT_LOG_NEW_BULLET: "=>" STR_MANA_SHORT: "마나>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "이 기술은 물픔이 필요하다!" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "경상" STR_HIT_LOG_BIG_DAMAGE: "중상" STR_HIT_LOG_REACTION_FIRE: "반응사격..." STR_HIT_LOG: "타격 기록" STR_BUTTON_TOUCH: "터치" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "마우스 좌버튼" STR_BUTTON_RMB: "마우스 우버튼" STR_BUTTON_MMB: "마우스 중버튼" STR_BUTTON_CTRL: "CTRL" STR_BUTTON_ALT: "ALT" STR_BUTTON_SHIFT: "SHIFT" STR_LAZY_LOADING: "게으른 로딩" STR_LAZY_LOADING_DESC: "만약 켜지면, 그래픽 자원은 필요 시 불러옵니다. 아니면 모든 것은 시작할 때 불러옵니다." STR_VSYNC_FOR_OPENGL: "OpenGL용 VSync" STR_VSYNC_FOR_OPENGL_DESC: "적의 숨겨진 이동 속도 및 (부가적으로) 병사의 이동 속도를 극대화하려면 켜세요. FPS 제한을 0으로 설정하지 마세요. 오직 OpenGL 렌더링에만 적용됩니다." STR_UPDATE_CHECK: "자동 업데이트 확인" STR_UPDATE_CHECK_DESC: "만약 켜지면, OpenXcom은 업데이트를 자동으로 확인하고 마우스 버튼 딸깍 한 번으로 자체 업데이트를 할 선택지를 줄 것입니다." STR_AUTOSAVE_SLOTS: "자동 세이브 칸" STR_AUTOSAVE_SLOTS_DESC: "전투 화면에서 자동 세이브를 할 칸의 숫자를 정합니다." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "자동 저장 빈도(지구 화면)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "게임이 자동으로 저장될 날짜 간격을 정합니다." STR_GEO_AUTOSAVE_SLOTS: "자동 저장 칸(지구 화면)" STR_GEO_AUTOSAVE_SLOTS_DESC: "지구 화면에서 자동 세이브를 할 칸의 숫자를 정합니다." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "확장된 링크" STR_OXCE_LINKS_DESC: "OXCE 특징을 위한 추가 메뉴/버튼/링크를 켭니다." STR_PEDIA_SHOW_CLIP_SIZE: "UFO사전에 탄창 크기를 표시" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "만약 켜지면, 탄창의 크기가 UFO사전 안의 탄약 아이콘 옆에 표시될 것입니다." STR_INTERCEPT_TABLE_SIZE: "요격 테이블 칸" STR_INTERCEPT_TABLE_SIZE_DESC: "다음의 대화 창에 있는 테이블의 크기입니다: 요격, UFO 추적기." STR_SHOW_SLACKING_INDICATOR: "땡땡이 지시기 표시" STR_SHOW_SLACKING_INDICATOR_DESC: "만약 켜지면, 업무가 할당되지 않은 과학자 및 공학자의 수가 표시될 것입니다." STR_SHOW_MAINTENANCE_TIME: "기체 유지 보수 시간 표시" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} 표시하지 않음 {ALT}1>{ALT} 현재 진행 중인 행동의 기간만 표시{ALT}2>{ALT} 전부 표시(수리 + 재무장 + 급유)." STR_SHOW_ETA: "예상 비행 기간 표시" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} 표시하지 않음 {ALT}1>{ALT} 고정 표적의 예상도착시간만 표시{ALT}2>{ALT} 이동하는 표적도 예상도착시간 표시" STR_UFO_LANDING_ALERT: "UFO 착륙 경보" STR_UFO_LANDING_ALERT_DESC: "만약 켜지면, 탐지된 UFO가 착륙하는 때마다 메시지가 뜰 것입니다." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "기체의 꺼진 무장 기억" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "공중전 동안 기체의 꺼진 무장은 꺼진 채로 있을 것입니다. 그들은 또한 기지에서 재무장되지 않을 것입니다." STR_GEO_EVENT_INSTANT_DELIVERY: "이벤트 물품의 즉시 배송" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "만약 켜지면, 지구 화면의 이벤트로부터 온 물품은 즉시 도착합니다. 아니면, 그것들은 1시간 후에 도착합니다." STR_SHOW_BASE_NAME_IN_POPUPS: "팝업 창에 기지 이름 표시" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "만약 켜지면, 관련된 기지 이름이 팝업 창에(예를 들면, 연구 완료) 표시됩니다." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "대체 기체 장비 관리" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "만약 켜지면, 기지와 기체 사이를 이동하는 병사는 자기 장비 또한 가져갈 것입니다(가능하다면)." STR_BASE_INFO_SCALE: "기지 정보에서 막대그래프 크기 조절" STR_BASE_INFO_SCALE_DESC: "만약 켜지면, 140보다 커다란 막대는 UI에 맞게 축소됩니다." STR_HIGHLIGHT_NEW: "새로운 주제 강조" STR_HIGHLIGHT_NEW_DESC: "만약 켜지면, 새로운 연구 주제, 새로운 제작 주제 및 새로운 UFO사전 항목이 서로 다른 색상으로 보여집니다." STR_RESEARCH_SCROLL_SPEED: "연구 스크롤 속도" STR_RESEARCH_SCROLL_SPEED_DESC: "과학자를 마우스 스크롤 버튼을 이용해 현재 연구 UI에서 직접 할당(해제)할 수 있습니다." STR_RESEARCH_SCROLL_SPEED_CTRL: "연구 스크롤 속도(CTRL키)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "과학자를 마우스 스크롤 버튼을 이용해 현재 연구 UI에서 직접 할당(해제)할 수 있습니다." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "제조 시 대체 필터" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "만약 켜지면, UI는 오직 충분한 재료가 있는 생산 물품만 표시합니다." STR_MANUFACTURE_SCROLL_SPEED: "제조 스크롤 속도" STR_MANUFACTURE_SCROLL_SPEED_DESC: "마우스 스크롤 버튼을 이용해 공학자는 현재 연구 UI 화면에서 직접 할당(해제)될 수 있습니다." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "제조 스크롤 속도(CTRL키)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "마우스 스크롤 버튼을 이용해 공학자는 현재 연구 UI 화면에서 직접 할당(해제)될 수 있습니다." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "개인 장비에 갑옷을 포함" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "만약 켜지면, 병사의 개인 장비 배치는 입혀진 갑옷을 포함해 저장됩니다." STR_MANUALPROMOTIONS: "수동 진급" STR_MANUALPROMOTIONS_DESC: "만약 켜지면, 병사는 계급 아이콘을 눌러 수동으로 진급(또는 강등)시킬 수 있습니다." STR_WOUNDED_DEFEND_BASE_IF: "부상병 방어(체력 x% 이상 시)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "만약 병사의 체력이 주어진 퍼센트 기준 이상이면, 다친 병사 또한 기지를 방어합니다." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "브리핑 음악 계속 재생" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "브리핑 음악은 전투 화면이 표시될 때까지 장비 단계 중 계속 연주될 것입니다." STR_NIGHT_VISION_COLOR: "야간시야 색상 선택" STR_NIGHT_VISION_COLOR_DESC: "1부터 15까지의 숫자로, 각각은 서로 다른 음영 색상을 나타냅니다." STR_AUTO_NIGHT_VISION_THRESHOLD: "자동 야간시야 기준" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "만약 이 기준보다 더 어두우면, 야간시야가 자동으로 켜집니다." STR_SHOW_ACCURACY_ON_CROSSHAIR: "조준선에 정확도 표시" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}미표시{ALT}1>{ALT}UFO 익스텐더 정확도가 활성화되었을 때만 {ALT}2>{ALT}항상" STR_REACTION_FIRE_THRESHOLD: "반응 사격 기준점" STR_REACTION_FIRE_THRESHOLD_DESC: "만약 (주어진 표적에 대한) 명중률이 기준 이하라면, X-Com이 조종하는 유닛은 반응 사격하지 않을 것입니다." STR_AUTO_SELL: "자동 판매 관리자" STR_AUTO_SELL_DESC: "전투 디브리핑의 매각 화면에서, 이전 전투에서 당신이 팔았던 어떠한 유형의 물품도 자동으로 매각에 표기될 것입니다." STR_AUTOMATICPROMOTIONS: "자동 진급" STR_AUTOMATICPROMOTIONS_DESC: "만약 켜지면, 병사는 임무 후 자동으로 진급합니다." STR_OFF_CENTRE_SHOOTING: "중심축에서 벗어난 사격" STR_OFF_CENTRE_SHOOTING_DESC: "사선이 없는 경우에 병사는 발사 각도를 자동으로 살짝 조정하려 시도할 것입니다." STR_UNIFORM_SHOOTING_SPREAD: "균일한 사격 퍼짐" STR_UNIFORM_SHOOTING_SPREAD_DESC: "총알의 퍼짐이 모든 방향에서 균일해지고 더 좁아집니다." STR_CRASHED_OR_LANDED: "추락/착륙 버튼" STR_CRASHED_OR_LANDED_DESC: "만약 켜지면, 새로운 전투 화면에서 추가 버튼이 표시됩니다. 그밖에는, 버튼을 표시/숨기려면 F11을 누르세요. {ALT}0>{ALT}비활성화, {ALT}1>{ALT}추락, {ALT}2>{ALT}착륙." STR_GRAPHS_ZOOM_IN: "확대(그래프)" STR_GRAPHS_ZOOM_OUT: "축소(그래프)" STR_MARK_ALL_AS_SEEN: "보이는 모든 것을 마킹" STR_SELL_ALL: "전부 판매" STR_SELL_ALL_BUT_ONE: "하나 빼고 전부 판매" STR_TRANSFER_ALL: "전부 이송" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "모든 기체에서 병사 제거" STR_REMOVE_SOLDIERS_FROM_CRAFT: "기체에서 병사 제거" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "기체에서 장비 제거" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "모든 기체에서 갑옷 제거" STR_REMOVE_ARMOR_FROM_CRAFT: "기체에서 갑옷 제거" STR_REMOVE_SOLDIERS_FROM_TRAINING: "훈련에서 병사 제거" STR_ADD_SOLDIERS_TO_TRAINING: "훈련할 병사 추가" STR_INVENTORY_ARMOR: "갑옷 변경" STR_INVENTORY_AVATAR: "외형 변경" STR_INVENTORY_DIARY_LIGHT: "작은 메모장 보여주기" STR_ACTION_ITEM_1: "물품 행동 1 (조준사격/이용)" STR_ACTION_ITEM_2: "물품 행동 2 (지향사격)" STR_ACTION_ITEM_3: "물품 행동 3 (자동사격)" STR_ACTION_ITEM_4: "물품 행동 4 (격투)" STR_ACTION_ITEM_5: "물품 작동 5 (투척)" STR_INSTA_SAVE: "즉석 세이브" STR_TOGGLE_QUICK_SEARCH: "빠른 검색기 표시 - 검색불가" STR_TOGGLE_NIGHT_VISION: "야간시야 켜고 끄기" STR_HOLD_NIGHT_VISION: "야간시야 일시 적용" STR_SELECT_MUSIC_TRACK: "음악 트랙 선택" STR_TOGGLE_TOUCH_BUTTONS: "터치 버튼 켜고 끄기" STR_TOGGLE_BRIGHTNESS: "밝기 켜고 끄기(보이는 것만)" STR_BRIEFING: "브리핑" STR_TOGGLE_DEBUG_MODE: "디버그 모드 켜고 끄기" STR_DEBUG_KILL_ALL_ALIENS: "디버그: 모든 외계인 사살" STR_PHYSICAL_TRAINING: "군사 훈련" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "남아 있는 훈련 수용량> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "종료" STR_NO_AMMO: "탄약 없음!" STR_START_FIRING: "발사!" STR_SKIP_FIRING: "안으로 들여보내..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "외계인의 미사일이 우리 {0} 기지를 손상시켰다" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "외계인 미사일이 우리 {0} 기지를 부수었다" STR_STARTING_CONDITION_COMMANDER: "이 임무는 준장이 있을 것을 요구한다." STR_STARTING_CONDITION_CRAFT: "이 기체는 이 임무에 적합하지 않다." STR_STARTING_CONDITION_CRAFT_ALLOWED: "이 기체는 이 임무에 적합하지 않다.{NEWLINE}{NEWLINE}허용되는 기체: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "이 기체는 이 임무에 적합하지 않다.{NEWLINE}{NEWLINE}금지되는 기체: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "일부 병사는 이 임무에 참여할 수 없다." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "일부 병사는 이 임무에 참여할 수 없다.{NEWLINE}{NEWLINE}허용되는 병사 유형: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "일부 병사는 이 임무에 참여할 수 없다.{NEWLINE}{NEWLINE}금지되는 병사 유형: {0}" STR_STARTING_CONDITION_ITEM: "이 임무는 특정 물품(들)을 요구한다:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "연료가 충분하지 않다!{SMALLLINE}이 행선지는 이 기체의 전투행동반경에 비해 너무 멀다." STR_TOO_MANY_ITEMS_ONBOARD: "물품이 너무 많다!{SMALLINE}이 기체는 이렇게 많은 물품을 나를 수 없다." STR_ARMOR_NOT_ALLOWED_ONBOARD: "갑옷이 허용되지 않는다!{SMALLLINE}일부 병사는 금지된 갑옷을 입고 있다." STR_FOLLOW_WING_LEADER_QUESTION: "편대장을 따르는가?" STR_ASSIGN_PILOTS: "조종사 할당..." STR_NOT_ENOUGH_PILOTS: "조종사가 충분하지 않다!{NEWLINE}최소: {0}명" STR_DAILY_PILOT_EXPERIENCE: "일일 조종사 경험치" STR_UFO_SHIELD_HIT: "방어막에 맞음!" STR_UFO_HIT_NO_DAMAGE: "선체에서 튕겨나감!" STR_UFO_SHIELD_DOWN: "적 방어막 해제!" STR_UFO_HIT_GLANCING: "빗겨 맞음!" STR_INTERCEPTOR_SHIELD_HIT: "우리 방어막 유지 중!" STR_TRACTOR_BEAM_ENGAGED: "트랙터 빔이 접근함!" STR_TRACTOR_BEAM_DISENGAGED: "트랙터 빔이 멀어짐" STR_SELF_DESTRUCT_ACTIVATED: "자폭장치 활성화!" STR_SELF_DESTRUCT_CANCELLED: "자폭 취소" STR_MISSILE_DAMAGED: ">>> 미사일이 손상됨 <<<" STR_MISSILE_DESTROYED: ">>> 미사일이 파괴됨 <<<" STR_EXTENDED_LINKS: "링크" STR_AUTO_PATROL: "자동 순찰" STR_ETA: "예상도착시간:>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "{2}에서 {1}을 재무장하기 위한 {0}이 충분하지 않다" STR_UFO_STARTED_HUNTING: "{0}은 {1}을 요격 경로 상에 두고 있다" STR_CRAFT_IS_READY: "{1}에 있는 {0} 기체가 준비되었다." STR_ECONOMY_WARNING: "자금 {0} 및 수입 {1}이 낮고 유지비 {2}는 너무 높다! 신용을 잃는 걸 피하기 위해 무언가 팔아라... 부족한 자금: {3}" STR_SLACKING_INDICATOR: "과{0}/공{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "확장" STR_RETURNING: "복귀함" STR_INTERCEPTING: "요격함" STR_ESCORTING: "호위함" STR_EN_ROUTE: "이동함" STR_PILOT_MISSING: "조종사 없음" STR_DAY_SHORT: "{0}일" STR_HOUR_SHORT: "{0}시간" STR_PERFORMANCE_BONUS: "성과 보너스" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} 당국은 외계인 세력과의 조약을 파기했고 프로젝트에 복귀하기로 했다." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} 당국은 외계인 세력과의 조약을 파기했고 프로젝트에 복귀하기로 했다." STR_WE_CAN_NOW_RENT: "이제 아래를 빌릴 수 있다" STR_REQUIRED_BASE_SERVICES: "요구되는 기지 기능: {0}" STR_WE_CAN_NOW_BUILD: "이제 아래를 지을 수 있다" STR_WE_CAN_NOW_PURCHASE: "이제 아래를 구매할 수 있다" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "{1}{NEWLINE}에{NEWLINE}{0}{NEWLINE}병사가 거주하기 위한 생활 공간이 충분하지 않다" STR_INFO: "정보" STR_DESPAWN_PENALTY: "임무 소멸 페널티> {0}" STR_TRAINING_FINISHED: "{0}에서{NEWLINE}훈련 완료" STR_PSI_TRAINING_FINISHED: "{0}에서{NEWLINE}사이오닉 훈련 완료" STR_IGNORE_UC: "무시" STR_UFO_TRACKER: "UFO 추적창" STR_UPDATE: "업데이트" STR_LATEST_VERSION_INFO: "최신 OpenXcom 버전을 사용하고 있습니다." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "이 모드는 올바로 실행되기 위해 기본 게임 v{0}을 요구합니다. 이 모드를 켭니까?" STR_VERSION_REQUIRED_QUESTION: "이 모드는 올바로 실행되기 위해 OXCE v{0}를 요구합니다. 이 모드를 켭니까?" STR_OPEN_MODS_FOLDER: "열기" STR_GLOBE_TEXTURE: "지구 화면 텍스처" STR_NOTES: "노트" STR_NEW_NOTE: "" STR_ENGINE_OXC: "오픈엑스컴" STR_ENGINE_OXCE: "익스텐디드" STR_ENGINE_OTHER: "기타" STR_BASESCAPE: "기지 화면" STR_AI: "AI" STR_PATH_ENERGY_COST: "기력" STR_PATH_ENERGY_COST_DESC: "누르면 당신의 유닛이 행선지로 이동한 후 남아 있을 기력을 보여줍니다." STR_VEHICLES_LOST: "손실된 차량" STR_CRAFT_LOST_DOGFIGHT: "손실된 요격기" STR_CRAFT_LOST_MISSION: "손실된 수송기" STR_ALIEN_BASES_DESTROYED: "부순 외계인 기지" STR_XCOM_BASES_LOST: "잃은 기지" STR_TEST_SCREEN: "시험 화면" STR_PALETTE: "팔레트:" STR_PREVIEW: "미리보기" STR_TINY_BORDERLESS: "자그마함, 경계선 없음" STR_TINY_BORDER: "자그마함" STR_SMALL_LOW_CONTRAST: "작음" STR_SMALL_HIGH_CONTRAST: "작고, 선명도 높음" STR_BIG_LOW_CONTRAST: "큼" STR_BIG_HIGH_CONTRAST: "크고, 선명도 높음" STR_TEST_CASE: "시험 케이스:" STR_RUN: "선택된 시험 실행!" STR_TESTS_STARTING: "시작 중..." STR_TESTS_ERRORS_FOUND: "발견된 총 에러(중복이 있을 수 있음): {0}" STR_TESTS_NO_ERRORS_FOUND: "에러가 발견되지 않음." STR_TESTS_FINISHED: "완료." STR_DETAILED_INFO_IN_LOG_FILE: "구체적인 정보는 openxcom.log.에 저장되었다" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "없음" STR_INFO_UFOPEDIA: "정보" STR_COCKPIT_CAPACITY: "조종사>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "최대 행동반경>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "최소 행동반경>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "무한" STR_TRACTOR_BEAM_POWER: "위력" STR_WEIGHT_PEDIA1: "무게: {0}" STR_WEIGHT_PEDIA2: "무게: {0}/{1}" STR_SHOT_TYPE_MELEE: "격투" STR_ACCURACY_MODIFIER: "정확도 보정>{ALT} {0}" STR_POWER_BONUS: "위력 보너스>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "다양한 호환 탄종에 대해 복수의 보너스 제공" STR_STATS_FOR_NERDS: "덕후를 위한 설명" STR_ARTICLE: "주제>{ALT} {0}" STR_COMPATIBLE_AMMO: "호환 탄종:" STR_BUILT_IN_ITEMS: "내장된 물품:" STR_CLIP_SIZE_UNLIMITED: "무한대" STR_SHOTGUN_BEHAVIOR_OXCE: "익스텐디드" STR_INCLUDE_DEBUG: "디버그" STR_INCLUDE_IDS: "ID" STR_INCLUDE_DEFAULTS: "기본" STR_TRUE: "참" STR_FALSE: "거짓" STR_PSI_SKILL_AND_PSI_STRENGTH: "사이오닉 기술*사이오닉 강도" STR_STRENGTH_AND_MELEE_ACCURACY: "근력*격투술" STR_STRENGTH_AND_THROWING_ACCURACY: "근력*투척술" STR_FIRING_ACCURACY_AND_REACTIONS: "사격술*반응" STR_HEALTH_CURRENT: "현재 체력" STR_MANA_CURRENT: "현재 마나" STR_TIME_UNITS_CURRENT: "현재 행동력" STR_STUN_LEVEL_CURRENT: "현재 기절 수준" STR_HEALTH_NORMALIZED: "체력 백분율" STR_MANA_NORMALIZED: "마나 백분율" STR_TIME_UNITS_NORMALIZED: "행동력 백분율" STR_ENERGY_NORMALIZED: "기력 백분율" STR_MORALE_NORMALIZED: "사기 백분율" STR_STUN_LEVEL_NORMALIZED: "기절 수준 백분율" STR_ENERGY_REGENERATION: "기력 재생" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "ACC*REA" STR_HEALTH_CURRENT_ABBREVIATION: "현재 체력" STR_MANA_CURRENT_ABBREVIATION: "현재 마나" STR_TIME_UNITS_CURRENT_ABBREVIATION: "현재 행동력" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "현재 기절 수준" STR_HEALTH_NORMALIZED_ABBREVIATION: "체력 백분율" STR_MANA_NORMALIZED_ABBREVIATION: "마나 백분율" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "행동력 백분율" STR_ENERGY_NORMALIZED_ABBREVIATION: "기력 백분율" STR_MORALE_NORMALIZED_ABBREVIATION: "사기 백분율" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "기절 수준 백분율" STR_ENERGY_REGENERATION_ABBREVIATION: "기력 재생" STR_TIME_UNITS_SCALED: "축척 적용된 행동력" STR_STAMINA_SCALED: "축척 적용된 기력" STR_HEALTH_SCALED: "축척 적용된 체력" STR_BRAVERY_SCALED: "축척 적용된 용기" STR_REACTIONS_SCALED: "축척 적용된 반응" STR_FIRING_ACCURACY_SCALED: "축척 적용된 사격술" STR_THROWING_ACCURACY_SCALED: "축척 적용된 투척술" STR_STRENGTH_SCALED: "축척 적용된 근력" STR_PSIONIC_STRENGTH_SCALED: "축척 적용된 사이오닉 강도" STR_PSIONIC_SKILL_SCALED: "축척 적용된 사이오닉 기술" STR_MELEE_ACCURACY_SCALED: "축척 적용된 격투술" STR_MANA_POOL_SCALED: "축척 적용된 최대 마나" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "축척 적용된 사이오닉 기술*사이오닉 강도" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "축척 적용된 근력*격투술" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "축척 적용된 근력*투척술" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "축척 적용된 사격술*반응" STR_TIME_UNITS_SCALED_ABBREVIATION: "축척 TU" STR_STAMINA_SCALED_ABBREVIATION: "축척 STA" STR_HEALTH_SCALED_ABBREVIATION: "축척 HP" STR_BRAVERY_SCALED_ABBREVIATION: "축척 BRV" STR_REACTIONS_SCALED_ABBREVIATION: "축척 REA" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "축척 ACC" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "축척 THR" STR_STRENGTH_SCALED_ABBREVIATION: "축척 STR" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "축척 PST" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "축척 PSK" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "축척 MEL" STR_MANA_POOL_SCALED_ABBREVIATION: "축척 MAN" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "축척 PSK*PST" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "축척 STR*MEL" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "축척 STR*THR" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "축척 ACC*REA" STR_COST_TIME: "행동력" STR_COST_ENERGY: "기력" STR_COST_MORALE: "사기" STR_COST_HEALTH: "체력" STR_COST_STUN: "기절" STR_COST_MANA: "마나" STR_COST_BUILD: "짓기" STR_COST_REFUND: "환불" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} 해리" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} 초" STR_RACE_BONUS: "종족 보너스" STR_FOR_DIFFICULTY: "다음 난이도에서: {0}" STR_NOT_AWARDED_YET: "아직 포상을 받지 못함" ================================================ FILE: bin/common/Language/OXCE/no.yml ================================================ "no": STR_ID: "ID" STR_FIRST_LETTER: "FØRSTE BOKSTAV" STR_SAVE_UC: "LAGRE" STR_ALL: "Alt" STR_PILOTS: "PILOTER" STR_SHIELD: "SKJOLD>{ALT}{0}" STR_SELECT_PILOT: "Velg Pilot" STR_PILOTS_FOR_CRAFT: "Pilot(er) til {0}" STR_PILOTS_REQUIRED: "Pilot(er) påkrevd: {ALT}{0}" STR_ADD_PILOT: "Legg til Pilot" STR_REMOVE_ALL_PILOTS: "Fjern Alle Piloter" STR_NORMAL: "Normal" STR_SHOW_ALL: "Vis alle" STR_NO_DEPENDENCIES: "Ingen avhengigheter." STR_DIRECT_DEPENDENCIES: "Direkte avhengigheter" STR_REFUND_PRODUCTION: "REFUNDER!" STR_SHOW_ONLY_NEW: "Vis kun nye" STR_NOT_ENOUGH_CRAFT_SPACE: "Ikke nok plass ombord!" STR_TRAINING: "Trening" STR_TECH_TREE_VIEWER: "Teknologi-tre Visning" STR_OXCE: "Utvidet" ================================================ FILE: bin/common/Language/OXCE/pl.yml ================================================ pl: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "NIE MOŻNA ZLIKWIDOWAĆ BUDYNKU!{SMALLLINE}Budynku nie można usunąć w trakcie przebudowy." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Istniejący budynek jest już zastępowany innym." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Wybrany budynek musi całkowicie pokryć istniejący budynek." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Istniejący budynek nie może być zastąpiony wybranym budynkiem." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Istniejący budynek nie może być zastąpiony." STR_CANNOT_BUILD_QUEUE_OFF: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Najpierw trzeba ukończyć budowę dojścia do budynku." STR_FACILITY_FORBIDDEN_BY_OTHER: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Któryś z istniejących budynków zabrania budowy tego budynku." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Któryś z istniejących budynków zostałby zabroniony przez ten budynek." STR_NOT_ENOUGH_ITEMS: "ZA MAŁO MATERIAŁÓW!{SMALLLINE}Potrzebujemy więcej surowców, by zbudować tę instalację.{NEWLINE}Brakuje> {0}: {1}" STR_ID: "Identyfikator" STR_FIRST_LETTER: "PIERWSZA LITERA" STR_SOLDIER_TYPE: "TYP ŻOŁNIERZA" STR_IDLE_DAYS: "DNI BEZ AKCJI" STR_MANA: "MANA" STR_MANA_POOL: "PULA MANY" STR_MANA_MISSING: "BRAKUJĄCA MANA" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Załaduj wyposażenie statku" STR_EMPTY_SLOT_N: "Niezapisane {0}" STR_UNNAMED_SLOT_N: "Bez nazwy {0}" STR_ADD_ON_TOP: "Dodaj na górze" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Zapisz wyposażenie statku" STR_SAVE_UC: "ZAPISZ" STR_ALL: "Wszystko" STR_EQUIPPED: "Zaekwipowane" STR_NOT_EQUIPPED: "Nie zaekwipowane" STR_UNASSIGNED: "Inne" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "NIE MOŻNA ZAŁADOWAĆ WIĘCEJ SPRZĘTU NA POKŁAD!{SMALLLINE}Maksymalna przestrzeń magazynowa: {0}" STR_PILOTS: "PILOCI" STR_SHIELD: "TARCZA>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Wybierz pilota" STR_PILOTS_FOR_CRAFT: "Pilot(ci) dla {0}" STR_PILOTS_REQUIRED: "Pilot(ci) potrzebni: {ALT}{0}" STR_ADD_PILOT: "Dodaj pilota" STR_REMOVE_ALL_PILOTS: "Zdejmij wszystkich pilotów" STR_ACCURACY_BONUS: "Premia do celności:" STR_DODGE_BONUS: "Premia do uników:" STR_APPROACH_SPEED: "Szybkość podejścia:" STR_COWARDLY: "Nieśmiała (-50%)" STR_NORMAL: "Normalna" STR_BOLD: "Śmiała (+50%)" STR_VERY_BOLD: "Bardzo śmiała (+100%)" STR_ARMOR_GROUP_NOT_ALLOWED: "Ten typ pancerza nie może wejść na pokład." STR_SOLDIER_GROUP_NOT_ALLOWED: "Ten typ żołnierza nie może wejść na pokład." STR_SOLDIER_GROUP_NOT_SAME: "Ten typ żołnierza nie jest kompatybilny z innymi żołnierzami na pokładzie." STR_CRAFT_DEPLOYMENT_PREVIEW: "Podgląd" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Podgląd *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Ta funkcja pozwala sprawdzić i zmodyfikować rozmieszczenie twoich jednostek na początku bitwy. Masz nieograniczony ruch. Naciśnij i przytrzymaj 'Alt', by podświetlić miejsca dostępne dla jednostek. Naciśnij przycisk 'Przerwij misję', aby zapisać swoje rozmieszczenie. Naciśnij przycisk 'Zakończ turę', by wyjść z podglądu.{NEWLINE}Zauważ, że dodanie nowych żołnierzy lub pojazdów do statku automatycznie skasuje zapisane wcześniej rozmieszczenie. Obecność specjalnego rozmieszczenia jest oznaczona gwiazdką na przycisku 'Podgląd'." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Ta funkcja pozwala na podgląd i zmianę tabeli rozmieszczenia tego typu transportowca. Wszelkie zmiany będą zastosowane dla obecnego transportowca, a także każdego, jako kupisz lub wyprodukujesz później w tej kampanii. Zaczynasz z maksymalną liczbą żołnierzy. Każdy żołnierz reprezentuje jeden rząd w tabeli rozmieszczenia. Imiona żołnierzy odpowiadają numerom rzędów. Aby zrobić miejsce na jednostkę 2x2, postaw 4 żołnierzy w kwadracie 2x2. Jeśli nie zapewnisz jej miejsca, duża jednostka nie pojawi się w bitwie." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Ta funkcja pozwala na podgląd twojej bazy.{NEWLINE}Baw się dobrze!{NEWLINE}{NEWLINE}Naciśnij przycisk 'Koniec tury', aby zamknąć podgląd." STR_NOT_ENOUGH_CARGO_SPACE: "ZA MAŁO MIEJSCA W ŁADOWNI!{SMALLLINE}Użyj innego modułu lub zmniejsz przydzieloną załogę." STR_NOT_ENOUGH_STORAGE_SPACE_1: "ZA MAŁO MIEJSCA W MAGAZYNACH!{SMALLLINE}Za dużo przedmiotów! Użyj innego modułu lub zmniejsz przydzielony sprzęt." STR_NOT_ENOUGH_STORAGE_SPACE_2: "ZA MAŁO MIEJSCA W MAGAZYNACH!{SMALLLINE}Przedmiotów zajmują zbyt wiele miejsca! Użyj innego modułu lub zmniejsz rozmiar przydzielonego sprzętu." STR_REFUND_VALUE: "Wartość sprzedaży> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Wydatki> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "PRZEGLĄD PRODUKCJI" STR_RESEARCH_DIARY: "DZIENNIK BADAŃ" STR_DISCOVERY_SOURCE_BASE: "Ten przedmiot odkryto poprzez projekt badawczy.{NEWLINE}Baza badawcza> {ALT}{1}{ALT}{NEWLINE}Kod przedmiotu> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "Ten przedmiot otrzymano za darmo z innego projektu badawczego.{NEWLINE}Z projektu badawczego> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "Ten przedmiot odkryto automatycznie.{NEWLINE}Po projekcie badawczym> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "Ten przedmiot otrzymano jako nagrodę za misję.{NEWLINE}Typ misji> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "Ten przedmiot otrzymano jako nagrodę za wydarzenie.{NEWLINE}Typ wydarzenia> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "PRZEGLĄD BADAŃ" STR_PRISONER_OVERVIEW: "PRZEGLĄD WIĘŹNIÓW" STR_PRISONER: "WIĘZIEŃ" STR_PRISONER_AMOUNT: "LICZBA" STR_PRISONER_INTERROGATED: "PRZESŁUCHANO" STR_TOTAL_IN_PRISON: "Zajęte miejsce>{ALT}{0}" STR_TOTAL_INTERROGATED: "Przesłuchano>{ALT}{0}" STR_PRISON_TYPE: "Przechowalnia obcych" STR_KILL_SELECTED: "Zlikwiduj" STR_SELL_SELECTED: "Sprzedaj" STR_GO_TO_TRANSFERS: "Prześlij..." STR_PRISON_CLEANUP: "Porządki w więzieniu" STR_TOPIC: "Temat>{ALT} {0}" STR_SHOW_ALL: "Pokaż wszystkie" STR_NO_DEPENDENCIES: "Brak wymagań." STR_DIRECT_DEPENDENCIES: "Wymagania bezpośrednie" STR_LEVEL_2_DEPENDENCIES: "Wymagania poziomu 2" STR_LEVEL_3_DEPENDENCIES: "Wymagania poziomu 3" STR_LEVEL_4_DEPENDENCIES: "Wymagania poziomu 4" STR_MORE_DEPENDENCIES: "Istnieją jeszcze dalsze wymagania..." STR_END_OF_SEARCH: "Koniec szukania." STR_REFUND_PRODUCTION: "ZWROT!" STR_HOURS_PER_UNIT: "GODZIN NA JEDNOSTKĘ>{ALT}{0}" STR_PERSON_JOINING: "Osoba dołączająca" STR_RANDOM_PRODUCTION_DISCLAIMER: "Produkcja losowa!" STR_OTHER_EMPLOYEES: "Inny personel i inwentarz" STR_SHOW_ONLY_NEW: "Pokaż tylko nowe" STR_FILTER_DEFAULT: "Domyślnie" STR_FILTER_DEFAULT_SUPPLIES_OK: "Domyślnie (są zasoby)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Domyślnie (brak zasobów)" STR_FILTER_FACILITY_REQUIRED: "Brakujący budynek" STR_FILTER_HIDDEN: "Ukryte" STR_FILTER_EQUIPPED: "Zaekwipowane" STR_FILTER_MISSING: "Brakujące" STR_SORT_DEFAULT: "Domyślnie" STR_SORT_BY_COST: "Po koszcie" STR_SORT_BY_NAME: "Po nazwie" STR_RANDOM_PRODUCTION_SUMMARY: "Podsumowanie" STR_NOT_ENOUGH_PRISON_SPACE: "ZA MAŁO POMIESZCZEŃ DLA OBCYCH!{SMALLLINE}Zbuduj nowe pomieszczenia lub prześlij obcych do innych baz." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "MIESIĘCZNY LIMIT ZAKUPÓW PRZEKROCZONY!{SMALLLINE}Więcej sztuk będzie dostępnych w przyszłym miesiącu." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "MIESIĘCZNY LIMIT ZAKUPÓW PRZEKROCZONY!{SMALLLINE}Więcej statków będzie dostępnych w przyszłym miesiącu." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "MIESIĘCZNY LIMIT REKRUTACJI PRZEKROCZONY!{SMALLLINE}Więcej kandydatów będzie dostępnych w przyszłym miesiącu." STR_NOT_ENOUGH_CRAFT_SPACE: "Za mało miejsca na pokładzie!" STR_SELECT_AVATAR_FOR: "WYBIERZ AWATAR DLA{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "PREMIE ŻOŁNIERSKIE DLA{NEWLINE}{0}" STR_SUMMARY: "Podsumowanie" STR_MANA_RECOVERY: "ODZYSKIWANIE MANY> {ALT}{0}" STR_HEALTH_RECOVERY: "ODZYSKIWANIE ZDROWIA> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "AWANS/DEGRADACJA{NEWLINE}{0} {1}" STR_RANK_HEADER: "RANGA" STR_OPENINGS_HEADER: "WAKATY" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Trening" STR_SOLDIER_INFO: "Dane żołnierza" STR_SELECT_TRANSFORMATION_FOR: "WYBIERZ TRANSFORMACJĘ DLA{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Czas transferu>{ALT}{0}" STR_RECOVERY_TIME: "Czas leczenia>{ALT}{0}" STR_CURRENT_STATS: "Obecne" STR_CHANGES: "Zmiany" STR_CHANGES_MIN: "Zmiany (min.)" STR_CHANGES_MAX: "Zmiany (maks.)" STR_BONUS_STATS: "Premia" STR_TRANSFORMATIONS_OVERVIEW: "Przegląd transformacji" STR_PROJECT_NAME: "NAZWA PROJEKTU" STR_AVAILABLE_MATERIALS: "DOSTĘPNE MATERIAŁY" STR_ELIGIBLE_SOLDIERS: "DOZWOLENI ŻOŁNIERZE" STR_SHOW_ONLY_ELIGIBLE: "Pokaż tylko dozwolone" STR_ALL_SOLDIER_TYPES: "Wszystkie typy żołnierzy" STR_ALL_SOLDIERS: "Wszyscy żołnierze" STR_HEALTHY_SOLDIERS: "Zdrowi żołnierze" STR_WOUNDED_SOLDIERS: "Ranni żołnierze" STR_DEAD_SOLDIERS: "Martwi żołnierze" STR_GRAND_TOTAL: "Łączna suma" STR_AVAILABLE_TOPICS: "DOSTĘPNE TEMATY" STR_QS_THREE_LETTERS_A: "Wpisz przynajmniej 3 znaki" STR_QS_THREE_LETTERS_B: "w polu szybkiego szukania..." STR_M_FLAG: "[prod.]" STR_F_FLAG: "[bud.]" STR_I_FLAG: " [przdm.]" STR_C_FLAG: "[p]" STR_THIS_FEATURE_IS_DISABLED_1: "Ta funkcja jest wyłączona." STR_THIS_FEATURE_IS_DISABLED_2: "Ta funkcja jest wyłączona." STR_THIS_FEATURE_IS_DISABLED_3: "Ta funkcja jest wyłączona." STR_THIS_FEATURE_IS_DISABLED_4: "Ta funkcja jest wyłączona." STR_THIS_FEATURE_IS_DISABLED_5: "Ta funkcja jest wyłączona." STR_TECH_TREE_VIEWER: "Przeglądarka drzewa technologii" STR_SELECT_TOPIC: "Wybierz temat:" STR_RESEARCH_PROGRESS: "Postęp>{ALT} {0}%" STR_ITEM_DESTROYED: "Przedmioty zniszczone:" STR_ITEM_REQUIRED: "Przedmioty wymagane:" STR_SERVICES_REQUIRED: "Wymagane funkcje:" STR_SERVICES_PROVIDED: "Zapewnia funkcje:" STR_SERVICES_FORBIDDEN: "Zabrania funkcji:" STR_REQUIRES: "Wymaga:" STR_DEPENDS_ON: "Wymaga:" STR_UNLOCKED_BY: "Odblokowywane przez:" STR_DISABLED_BY: "Wyłączane przez:" STR_REENABLED_BY: "Włączane ponownie przez:" STR_GET_FOR_FREE_FROM: "Za darmo od:" STR_IS_LOOKUP_OF: "Wywołane przez:" STR_LOOKUP: "Wywołuje:" STR_SPAWNED_ITEMS: "Tworzone obiekty:" STR_SPAWNED_EVENT: "Uruchamia zdarzenie:" STR_REQUIRED_BY: "Wymagane przez:" STR_REQUIRED_BY_TRANSFORMATIONS: "Wymagane do transformacji:" STR_LEADS_TO: "Prowadzi do:" STR_UNLOCKS: "Odblokowuje:" STR_DISABLES: "Wyłącza:" STR_REENABLES: "Włącza ponownie:" STR_GIVES_ONE_FOR_FREE_SEQ: "Daje za darmo (sekwencyjnie):" STR_GIVES_ONE_FOR_FREE: "Daje za darmo:" STR_RESEARCH_REQUIRED: "Wymagane badania:" STR_RESEARCH_REQUIRED_USE: "Wymagane badania (użycie):" STR_RESEARCH_REQUIRED_BUY: "Wymagane badania (zakup):" STR_SERVICES_REQUIRED_BUY: "Wymagane funkcje (zakup):" STR_PRODUCED_BY: "Produkowane przez:" STR_SPAWNED_BY: "Tworzone przez:" STR_MATERIALS_REQUIRED: "Wymagane materiały:" STR_TTV_COST_PER_UNIT: "Koszt na jednostkę:" STR_TTV_ENGINEER_HOURS: "Roboczogodzin:" STR_TTV_WORK_SPACE_REQUIRED: "Wymagana przestrzeń w warsztacie:" STR_ITEMS_PRODUCED: "Wyprodukowane przedmioty:" STR_PERSON_RECRUITED: "Zrekrutowane osoby:" STR_UNLOCKS_ARCS: "Odblokowuje wątki:" STR_DISABLES_ARCS: "Wyłącza wątki:" STR_UNLOCKS_MISSIONS: "Odblokowuje misje:" STR_DISABLES_MISSIONS: "Wyłącza misje:" STR_UNLOCKS_EVENTS: "Odblokowuje zdarzenia:" STR_DISABLES_EVENTS: "Wyłącza zdarzenia:" STR_AFFECTS_GAME_PROGRESSION: "Wpływa na postęp w grze!" STR_ITEMS_AT_DESTINATION: "Sztuk na miejscu" STR_PRISONERS: "Więźniowie" STR_ARMORS: "Pancerze" STR_CRAFT_DEPLOYMENT_QUESTION: "Zapisać rozstawienie w pojeździe?" STR_MUST_USE_BOTH_HANDS: "Do tego potrzebne są obie ręce!" STR_NOT_ENOUGH_MORALE: "Za niskie morale!" STR_NOT_ENOUGH_HEALTH: "Za mało zdrowia!" STR_NOT_ENOUGH_MANA: "Za mało many!" STR_NOT_ENOUGH_STUN: "Za wysoki poziom oszołomienia!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Akcja udana" STR_LINE_OF_SIGHT_REQUIRED: "Wymagana linia wzroku." STR_CENTER_ON_WOUNDED_FRIEND: "Wycentruj na rannym sojuszniku" STR_CENTER_ON_DIZZY_FRIEND: "Wycentruj na oszołomionym sojuszniku" STR_BUG_HUNT_ACTIVATED: "Tryb obławy włączony: wrogowie są widoczni na minimapie!" STR_QUICK_MODE_ACTIVATED: "Tryb Usaina Bolta włączony.{NEWLINE}Naciśnij znów Ctrl+S , by wyłączyć." STR_QUICK_MODE_DEACTIVATED: "Tryb Usaina Bolta wyłączony." STR_TARGET_ENEMY: "; Cel = WRÓG" STR_TARGET_NEUTRAL: "; Cel = NEUTRALNY" STR_TARGET_FRIEND: "; Cel = SOJUSZNIK" STR_TARGET_YOURSELF: "; Cel = NA SOBIE" STR_TARGET_ON_THE_GROUND: "(na ziemi)" STR_USE_SPECIAL_ITEM: "Użyj przedmiotu specjalnego" STR_NO_EXPERIENCE_YET: "Na razie brak doświadczenia:" STR_OPERATION_UC: "OPERACJA> {0}" STR_WHAT_CAN_I_WEAR: "Co mogę założyć?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Ta misja wymaga określonego stroju.{NEWLINE}{NEWLINE}Zakazane typy pancerzy: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Ta misja wymaga określonego stroju.{NEWLINE}{NEWLINE}Dostępne typy pancerzy: {0}" STR_MISSION_OVER: "Misja ukończona." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} z nas wciąż ma nieopatrzone rany" few: "{N} z nas wciąż ma nieopatrzone rany" many: "{N} z nas wciąż ma nieopatrzone rany" other: "{N} z nas wciąż ma nieopatrzone rany" STR_END_MISSION_QUESTION: "Zakończyć misję?" STR_LOOT: "ŁUP" STR_SELL: "SPRZEDAŻ" STR_LIVE_ALIENS_SURRENDERED: "WROGOWIE SKAPITULOWALI" STR_MISSION_ABORTED: "MISJA PORZUCONA" STR_VIPS_SAVED: "OCALENI VIP-OWIE" STR_VIPS_LOST: "UTRACENI VIP-OWIE" STR_BOUNTY: "OKUP" STR_MANA_ABBREVIATION: "MAN" STR_EXPERIENCE_OVERVIEW: "Przegląd doświadczenia" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Nie wolno tutaj umieścić tego przedmiotu.{NEWLINE}Nie pytaj, dlaczego!" STR_ONE_HAND_MUST_BE_EMPTY: "Choć jedna ręka musi być wolna!" STR_LOAD_EQUIPMENT_TEMPLATE: "Załaduj schemat wyposażenia" STR_SAVE_EQUIPMENT_TEMPLATE: "Zapisz schemat wyposażenia" STR_FIRING_SHORT: "Strz.>{ALT}{0}" STR_THROWING_SHORT: "Rzut>{ALT}{0}" STR_MELEE_SHORT: "Wręcz>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "EKWIPUNEK OSOBISTY" STR_SAVE_PERSONAL_EQUIPMENT: "Zapisz ekwipunek osobisty" STR_LOAD_PERSONAL_EQUIPMENT: "Załaduj ekwipunek osobisty" STR_PERSONAL_EQUIPMENT_SAVED: "Zapisano ekwipunek osobisty." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Ekwipunek osobisty jeszcze niezdefiniowany." STR_SLOT: "Mocowanie>{ALT}{0}" STR_THINKING: "Myślę..." STR_TELL_ME_MORE: "Więcej informacji..." STR_REINFORCEMENTS_ALERT: "Uwaga, posiłki!" STR_HIT_LOG_NEW_TURN: "Nowa tura" STR_FAILED_CQB_CHECK: "Wróg odbija twój atak!" STR_NO_TRAJECTORY: "Brak odpowiedniej trajektorii!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Ta umiejętność wymaga przedmiotu!" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "uraz" STR_HIT_LOG_BIG_DAMAGE: "URAZ" STR_HIT_LOG_REACTION_FIRE: "Strzał z reakcji..." STR_HIT_LOG: "Rejestr trafień" STR_BUTTON_TOUCH: "Dotyk" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "LPM" STR_BUTTON_RMB: "PPM" STR_BUTTON_MMB: "ŚPM" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "Szybkie ładowanie" STR_LAZY_LOADING_DESC: "Gdy włączone, zasoby graficzne ładują się w miarę potrzeby. Gdy wyłączone, wszystkie zasoby są ładowane przy starcie gry." STR_VSYNC_FOR_OPENGL: "VSync dla OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Wyłącz by maksymalnie przyspieszyć ukryte ruchy przeciwników i (opcjonalnie) twoich żołnierzy. NIE USTAWIAJ limitu FPS na 0. Działa tylko dla wyświetlania w trybie OpenGL." STR_UPDATE_CHECK: "Automatycznie sprawdź aktualizację" STR_UPDATE_CHECK_DESC: "Gdy włączone, gra OpenXcom będzie automatycznie sprawdzała, czy są aktualizacje, oraz da ci opcję pobrania ich jednym przyciskiem." STR_AUTOSAVE_SLOTS: "Miejsca na zapis gry" STR_AUTOSAVE_SLOTS_DESC: "Liczba miejsc na samozapis podczas bitwy." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Częstośćsamozapisu (widok globu)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Liczba dni, po upływie których gra będzie automatycznie zapisywana." STR_GEO_AUTOSAVE_SLOTS: "Miejsc na samozapis (widok globu)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Liczba miejsc na samozapis w widoku globu." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Panel" STR_OXCE_LINKS_DESC: "Włącza dodatkowe menu, przyciski i linki dla funkcji OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Pokaż wielkość magazynka w Ufopedii" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Gdy włączone, liczba naboi w magazynku będzie widoczna przy ikonach amunicji w Ufopedii." STR_INTERCEPT_TABLE_SIZE: "Rozmiar pulpitu przechwycenia" STR_INTERCEPT_TABLE_SIZE_DESC: "Rozmiar tabel w oknach dialogowych: przechwycenia i listy celów." STR_SHOW_SLACKING_INDICATOR: "Pokaż wskaźnik próżniactwa" STR_SHOW_SLACKING_INDICATOR_DESC: "Gdy włączone, gra będzie wyświetlała, ilu naukowców i inżynierów nie pracuje." STR_SHOW_MAINTENANCE_TIME: "Pokaż czas przygotowania pojazdu" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Nie pokazuj {ALT}1>{ALT} Pokaż tylko dla bieżącej czynności {ALT}2>{ALT} Pokaż wszystko (naprawa + uzbrajanie + tankowanie)." STR_SHOW_ETA: "Pokaż szacowany czas lotu" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Nie pokazuj {ALT}1>{ALT} Pokaż czas tylko do celów stacjonarnych {ALT}2>{ALT} Pokaż czas też do celów ruchomych." STR_UFO_LANDING_ALERT: "Ostrzeżenie o lądowaniu UFO" STR_UFO_LANDING_ALERT_DESC: "Gdy włączone, otrzymasz powiadomienie za każdym razem, gdy odkryte UFO wyląduje." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Zapamiętuj wyłączone systemy broni myśliwców" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Broń wyłączona podczas walki powietrznej pozostanie wyłączona. Nie będzie też uzbrajana w bazie." STR_GEO_EVENT_INSTANT_DELIVERY: "Natychmiastowa dostawa z wydarzeń" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Gdy włączone, przedmioty przyznawane z wydarzeń przychodzą natychmiast. W innym wypadku, po 1 godzinie." STR_SHOW_BASE_NAME_IN_POPUPS: "Pokaż nazwę bazy w powiadomieniach" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Gdy włączone, w oknach powiadomień (np. o ukończonych badaniach) wyświetli się odpowiednia nazwa bazy." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Alternatywne zarządzanie wyposażeniem" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Gdy włączone, przenoszenie żołnierzy między bazą a pojazdem przeniesie też ich ekwipunek (jeśli to możliwe)." STR_BASE_INFO_SCALE: "Skaluj długie paski w ekranie bazy" STR_BASE_INFO_SCALE_DESC: "Gdy włączone, paski dłuższe niż 140 pikseli są skalowane, żeby się zmieściły w interfejsie." STR_HIGHLIGHT_NEW: "Zaznacz nowe tematy" STR_HIGHLIGHT_NEW_DESC: "Gdy włączone, nowe tematy badań, nowe projekty inżynieryjne i nowe artykuły w Ufopedii zaznaczone będą innym kolorem." STR_RESEARCH_SCROLL_SPEED: "Szybkość rolki w badaniach" STR_RESEARCH_SCROLL_SPEED_DESC: "Naukowców można przydzielać/zdejmować bezpośrednio w interfejsie aktywnych projektów badawczych za pomocą rolki myszy." STR_RESEARCH_SCROLL_SPEED_CTRL: "Szybkość rolki w badaniach (z Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Naukowców można przydzielać/zdejmować bezpośrednio w interfejsie aktywnych projektów badawczych za pomocą rolki myszy." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Alternatywny filtr produkcyjny" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Gdy włączone, interfejs pokazuje tylko przedmioty, które można produkować z dostępnych materiałów." STR_MANUFACTURE_SCROLL_SPEED: "Szybkość rolki w produkcji" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Inżynierów można przydzielać/zdejmować bezpośrednio w interfejsie aktywnych projektów produkcyjnych za pomocą rolki myszy." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Szybkość rolki w produkcji (z Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Inżynierów można przydzielać/zdejmować bezpośrednio w interfejsie aktywnych projektów produkcyjnych za pomocą rolki myszy." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Zawrzyj pancerz w ekwipunku osobistym" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Gdy włączone, ekwipunek osobisty żołnierza będzie zapisywany łącznie z noszonym pancerzem." STR_MANUALPROMOTIONS: "Awanse ręczne" STR_MANUALPROMOTIONS_DESC: "Gdy włączone, żołnierzy można osobiście awansować (lub degradować), klikając ikonę rangi." STR_WOUNDED_DEFEND_BASE_IF: "Ranni bronią (gdy PŻ powyżej X%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Ranni żołnierze również bronią bazy, o ile ich zdrowie przekracza zadany próg procentowy." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Przedłużaj muzykę odprawy" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Muzyka z odprawy będzie grała podczas wyposażania żołnierzy, do początku bitwy." STR_NIGHT_VISION_COLOR: "Wybierz kolor nocnego wyświetlania" STR_NIGHT_VISION_COLOR_DESC: "Wartości od 1 do 15 reprezentują różne kolory wyświetlania." STR_AUTO_NIGHT_VISION_THRESHOLD: "Automatyczny próg dodatkowego widzenia w ciemności" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Jeśli jasność mapy jest poniżej tego progu, tryb nocnego widzenia włącza się automatycznie." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Pokazuj szanse trafienia na celowniku" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Never {ALT}1>{ALT}tylko, gdy włączona jest celność z UFO Extendera {ALT}2>{ALT}Zawsze" STR_REACTION_FIRE_THRESHOLD: "Próg strzału z reakcji" STR_REACTION_FIRE_THRESHOLD_DESC: "Jednostki kontrolowane przez X-Com nie będą strzelać z reakcji, jeśli ich celność (dla danego celu) będzie niższa od tego progu." STR_AUTO_SELL: "Menedżer automatycznej sprzedaży" STR_AUTO_SELL_DESC: "W ekranie sprzedaży ekwipunku po bitwie wszelkie typy przedmiotów sprzedane wcześniej zostaną automatycznie oznaczone do sprzedaży." STR_AUTOMATICPROMOTIONS: "Awanse automatyczne" STR_AUTOMATICPROMOTIONS_DESC: "Gdy włączone, żołnierze są awansowani automatycznie po misji." STR_OFF_CENTRE_SHOOTING: "Strzelanie zdecentrowane" STR_OFF_CENTRE_SHOOTING_DESC: "Żołnierze będą próbowali nieco korygować kąt strzału przy braku linii ognia." STR_UNIFORM_SHOOTING_SPREAD: "Ujednolicony rozrzut" STR_UNIFORM_SHOOTING_SPREAD_DESC: "Rozrzut jest ujednolicony we wszystkich kierunkach i ciaśniejszy." STR_CRASHED_OR_LANDED: "Przycisk kraksa/lądowanie" STR_CRASHED_OR_LANDED_DESC: "Gdy włączone, na ekranie nowej bitwy pojawia się jeszcze jeden przycisk. Możesz też wcisnąć F11, by go wyświetlić/ukryć. {ALT}0>{ALT}wyłączone, {ALT}1>{ALT}kraksa, {ALT}2>{ALT}lądowanie." STR_GRAPHS_ZOOM_IN: "Przybliż (wykresy)" STR_GRAPHS_ZOOM_OUT: "Oddal (wykresy)" STR_MARK_ALL_AS_SEEN: "Oznacz wszystkie jako przeczytane" STR_SELL_ALL: "Sprzedaj wszystko" STR_SELL_ALL_BUT_ONE: "Sprzedaj wszystko oprócz jednego" STR_TRANSFER_ALL: "Prześlij wszystko" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Usuń żołnierzy ze wszystkich pojazdów" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Usuń żołnierzy z pojazdu" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Usuń wyposażenie z pojazdu" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Usuń pancerze ze wszystkich pojazdów" STR_REMOVE_ARMOR_FROM_CRAFT: "Usuń pancerze z pojazdu" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Odwołaj żołnierzy z treningu" STR_ADD_SOLDIERS_TO_TRAINING: "Dodaj żołnierzy do treningu" STR_INVENTORY_ARMOR: "Zmień pancerz" STR_INVENTORY_AVATAR: "Zmień awatar" STR_INVENTORY_DIARY_LIGHT: "Zobacz okrojony dziennik" STR_ACTION_ITEM_1: "Przedmiot: akcja 1 (celowany/użyj)" STR_ACTION_ITEM_2: "Przedmiot: akcja 2 (szybki)" STR_ACTION_ITEM_3: "Przedmiot: akcja 3 (seria)" STR_ACTION_ITEM_4: "Przedmiot: akcja 4 (walka wręcz)" STR_ACTION_ITEM_5: "Przedmiot: akcja 5 (rzut)" STR_INSTA_SAVE: "Hiperzapis" STR_TOGGLE_QUICK_SEARCH: "Włącz pasek szybkiego szukania" STR_TOGGLE_NIGHT_VISION: "Przełącz wyświetlanie nocne" STR_HOLD_NIGHT_VISION: "Zerknij wyświetlaniem nocnym" STR_SELECT_MUSIC_TRACK: "Wybierz ścieżkę dźwiękową" STR_TOGGLE_TOUCH_BUTTONS: "Przełącz przyciski dotykowe" STR_TOGGLE_BRIGHTNESS: "Przełącz jasność (efekt tylko wizualny)" STR_BRIEFING: "Odprawa" STR_TOGGLE_DEBUG_MODE: "Przełącz tryb debugowania" STR_DEBUG_KILL_ALL_ALIENS: "DEBUG: Zabij wszystkich obcych" STR_PHYSICAL_TRAINING: "Trening bojowy" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "POZOSTAŁO MIEJSC W TRENINGU> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "GOTOWE" STR_NO_AMMO: "BRAK AMUNICJI!" STR_START_FIRING: "Ognia!" STR_SKIP_FIRING: "Wpuśćmy ich..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Ostrzał obcych uszkodził naszą bazę {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Ostrzał obcych zniszczył naszą bazę {0}" STR_STARTING_CONDITION_COMMANDER: "Ta misja wymaga obecności komendanta." STR_STARTING_CONDITION_CRAFT: "Nie można użyć tego pojazdu w tej misji." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Nie można użyć tego pojazdu w tej misji.{NEWLINE}{NEWLINE}Dozwolone pojazdy: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Nie można użyć tego pojazdu w tej misji.{NEWLINE}{NEWLINE}Zakazane pojazdy: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Niektórzy żołnierze nie mogą wziąć udziału w tej misji." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Niektórzy nie mogą wziąć udziału w tej misji.{NEWLINE}{NEWLINE}Dozwolone typy żołnierzy: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Niektórzy nie mogą wziąć udziału w tej misji.{NEWLINE}{NEWLINE}Zakazane typy żołnierzy: {0}" STR_STARTING_CONDITION_ITEM: "Ta misja wymaga określonych przedmiotów:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "ZA MAŁO PALIWA!{SMALLLINE}Punkt docelowy leży poza zasięgiem pojazdu." STR_TOO_MANY_ITEMS_ONBOARD: "ZA DUŻO PRZEDMIOTÓW!{SMALLLINE}Ten pojazd nie pomieści tylu przedmiotów." STR_ARMOR_NOT_ALLOWED_ONBOARD: "PANCERZ NIEDOZWOLONY!{SMALLLINE}Niektórzy żołnierze noszą nieodpowiednie pancerze." STR_FOLLOW_WING_LEADER_QUESTION: "Leć za dowódcą eskadry?" STR_ASSIGN_PILOTS: "Przydziel pilotów..." STR_NOT_ENOUGH_PILOTS: "Za mało pilotów!{NEWLINE}Minimum: {0}" STR_DAILY_PILOT_EXPERIENCE: "Dzienne doświadczenie pilotów" STR_UFO_SHIELD_HIT: "TRAFIENIE W TARCZE!" STR_UFO_HIT_NO_DAMAGE: "KADŁUB NIENARUSZONY!" STR_UFO_SHIELD_DOWN: "TARCZE WROGA PADŁY!" STR_UFO_HIT_GLANCING: "SŁABE TRAFIENIE!" STR_INTERCEPTOR_SHIELD_HIT: "NASZE TARCZE TRZYMAJĄ!" STR_TRACTOR_BEAM_ENGAGED: "PROMIEŃ ŚCIĄGAJĄCY WŁĄCZONY!" STR_TRACTOR_BEAM_DISENGAGED: "PROMIEŃ ŚCIĄGAJĄCY WYŁĄCZONY" STR_SELF_DESTRUCT_ACTIVATED: "SAMOZNISZCZENIE URUCHOMIONE!" STR_SELF_DESTRUCT_CANCELLED: "SAMOZNISZCZENIE ODWOŁANE" STR_MISSILE_DAMAGED: ">>> POCISK USZKODZONY <<<" STR_MISSILE_DESTROYED: ">>> POCISK ZNISZCZONY <<<" STR_EXTENDED_LINKS: "Linki" STR_AUTO_PATROL: "AUTOMATYCZNY PATROL" STR_ETA: "CZAS>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Za mało: {0} by uzbroić: {1} w bazie {2}" STR_UFO_STARTED_HUNTING: "{0} jest na kursie przechwytującym {1}" STR_CRAFT_IS_READY: "{0} w {1} jest w gotowości." STR_ECONOMY_WARNING: "Fundusze {0} i przychód {1} są za niskie a koszty utrzymania {2} za wysokie! Sprzedaj coś, by uniknąć zadłużenia... Brakujące fundusze: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "PANEL" STR_RETURNING: "WRACA" STR_INTERCEPTING: "PRZECHWYTUJE" STR_ESCORTING: "ESKORTA" STR_EN_ROUTE: "W DRODZE" STR_PILOT_MISSING: "BRAK PILOTA" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Premia za wyniki" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} zrywa pakt z siłami obcych i uzyskuje zezwolenie na powrót do projektu." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} zrywają pakt z siłami obcych i uzyskują zezwolenie na powrót do projektu." STR_WE_CAN_NOW_RENT: "Możemy teraz wynająć" STR_REQUIRED_BASE_SERVICES: "Wymaga funkcji bazy: {0}" STR_WE_CAN_NOW_BUILD: "Możemy teraz budować" STR_WE_CAN_NOW_PURCHASE: "Możemy teraz kupować" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Za mało pomieszczeń mieszkalnych, by przyjąć{NEWLINE}{0}{NEWLINE}w{NEWLINE}{1}" STR_INFO: "DANE" STR_DESPAWN_PENALTY: "Kara za pominięcie> {0}" STR_TRAINING_FINISHED: "Trening ukończony{NEWLINE}w bazie {0}" STR_PSI_TRAINING_FINISHED: "Trening psi ukończony{NEWLINE}w bazie {0}" STR_IGNORE_UC: "IGNORUJ" STR_UFO_TRACKER: "Lista celów" STR_UPDATE: "Aktualizacja" STR_LATEST_VERSION_INFO: "Używasz najnowszej wersji OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Ten mod wymaga podstawowej gry w wersji {0} do poprawnego działania. Włączyć moda?" STR_VERSION_REQUIRED_QUESTION: "Ten mod wymaga OXCE w wersji {0} do poprawnego działania. Włączyć moda?" STR_OPEN_MODS_FOLDER: "Otwórz" STR_GLOBE_TEXTURE: "Tekstura globu" STR_NOTES: "Notatki" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "INNE" STR_BASESCAPE: "Widok bazy" STR_AI: "SI" STR_PATH_ENERGY_COST: "Energia" STR_PATH_ENERGY_COST_DESC: "Kliknięcie pokazuje energię, jaką twoja jednostka będzie miała po ruchu do tego celu." STR_VEHICLES_LOST: "Utraconych pojazdów" STR_TEST_SCREEN: "EKRAN TESTOWY" STR_PALETTE: "Paleta:" STR_PREVIEW: "Podgląd" STR_TINY_BORDERLESS: "Malutkie, bez ramek" STR_TINY_BORDER: "Malutkie" STR_SMALL_LOW_CONTRAST: "Małe" STR_SMALL_HIGH_CONTRAST: "Małe, wysoki kontrast" STR_BIG_LOW_CONTRAST: "Duże" STR_BIG_HIGH_CONTRAST: "Duże, wysoki kontrast" STR_TEST_CASE: "Obiekt testu:" STR_RUN: "Przeprowadź wybrany test!" STR_TESTS_STARTING: "Start..." STR_TESTS_ERRORS_FOUND: "Znaleziono błędów (mogą wystąpić duplikaty): {0}" STR_TESTS_NO_ERRORS_FOUND: "Nie znaleziono błędów." STR_TESTS_FINISHED: "Koniec." STR_DETAILED_INFO_IN_LOG_FILE: "Szczegóły zostały zapisane w openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "BRAK" STR_INFO_UFOPEDIA: "INFO" STR_COCKPIT_CAPACITY: "PILOCI>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "MAKS. ZAS.>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "MIN. ZAS.>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/D" STR_TRACTOR_BEAM_POWER: "Moc" STR_WEIGHT_PEDIA1: "Waga: {0}" STR_WEIGHT_PEDIA2: "Waga: {0}/{1}" STR_SHOT_TYPE_MELEE: "Atak wręcz" STR_ACCURACY_MODIFIER: "Modyfikator celności>{ALT} {0}" STR_POWER_BONUS: "Premia do obrażeń>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "różne premie, zależnie od amunicji" STR_STATS_FOR_NERDS: "Statystyki dla dociekliwych" STR_ARTICLE: "Artykuł>{ALT} {0}" STR_COMPATIBLE_AMMO: "Kompatybilna amunicja:" STR_BUILT_IN_ITEMS: "Przedmioty wbudowane:" STR_CLIP_SIZE_UNLIMITED: "nieograniczone" STR_SHOTGUN_BEHAVIOR_OXCE: "rozszerzone" STR_INCLUDE_DEBUG: "DEBUG" STR_INCLUDE_IDS: "ID" STR_INCLUDE_DEFAULTS: "DOMYŚLNE" STR_TRUE: "prawda" STR_FALSE: "fałsz" STR_PSI_SKILL_AND_PSI_STRENGTH: "ZDOLNOŚCI PSI*SIŁA PSI" STR_STRENGTH_AND_MELEE_ACCURACY: "SIŁA*WALKA WRĘCZ" STR_STRENGTH_AND_THROWING_ACCURACY: "SIŁA*RZUCANIE" STR_FIRING_ACCURACY_AND_REACTIONS: "STRZELANIE*REFLEKS" STR_HEALTH_CURRENT: "OBECNE ZDROWIE" STR_MANA_CURRENT: "OBECNA MANA" STR_TIME_UNITS_CURRENT: "OBECNE JEDNOSTKI CZASU" STR_STUN_LEVEL_CURRENT: "OBECNY POZIOM OSZOŁOMIENIA" STR_HEALTH_NORMALIZED: "ZNORMALIZOWANE ZDROWIE" STR_MANA_NORMALIZED: "ZNORMALIZOWANA MANA" STR_TIME_UNITS_NORMALIZED: "ZNORMALIZOWANE JEDNOSTKI CZASU " STR_ENERGY_NORMALIZED: "ZNORMALIZOWANA ENERGIA" STR_MORALE_NORMALIZED: "ZNORMALIZOWANE MORALE" STR_STUN_LEVEL_NORMALIZED: "ZNORMALIZOWANY POZIOM OSZOŁOMIENIA" STR_ENERGY_REGENERATION: "REGENERACJA ENERGII" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "UPS*SPS" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "SIŁ*WW" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "SIŁ*RZC" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "STR*REF" STR_HEALTH_CURRENT_ABBREVIATION: "OBECNE ZDROWIE" STR_MANA_CURRENT_ABBREVIATION: "OBECNA MANA" STR_TIME_UNITS_CURRENT_ABBREVIATION: "OBECNE JEDNOSTKI CZASU" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "OBECNY POZIOM OSZOŁOMIENIA" STR_HEALTH_NORMALIZED_ABBREVIATION: "ZNORMALIZOWANE ZDROWIE" STR_MANA_NORMALIZED_ABBREVIATION: "ZNORMALIZOWANA MANA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "ZNORMALIZOWANE JEDNOSTKI CZASU " STR_ENERGY_NORMALIZED_ABBREVIATION: "ZNORMALIZOWANA ENERGIA" STR_MORALE_NORMALIZED_ABBREVIATION: "ZNORMALIZOWANE MORALE" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "ZNORMALIZOWANY POZIOM OSZOŁOMIENIA" STR_ENERGY_REGENERATION_ABBREVIATION: "REGENERACJA ENERGII" STR_TIME_UNITS_SCALED: "SKALOWANE JEDNOSTKI CZASU " STR_STAMINA_SCALED: "SKALOWANA KONDYCJA" STR_HEALTH_SCALED: "SKALOWANE ZDROWIE" STR_BRAVERY_SCALED: "SKALOWANA ODWAGA" STR_REACTIONS_SCALED: "SKALOWANY REFLEKS" STR_FIRING_ACCURACY_SCALED: "SKALOWANE STRZELANIE" STR_THROWING_ACCURACY_SCALED: "SKALOWANE RZUCANIE" STR_STRENGTH_SCALED: "SKALOWANA SIŁA" STR_PSIONIC_STRENGTH_SCALED: "SKALOWANA SIŁA PSI" STR_PSIONIC_SKILL_SCALED: "SKALOWANE ZDOLNOŚCI PSI" STR_MELEE_ACCURACY_SCALED: "SKALOWANA WALKA WRĘCZ" STR_MANA_POOL_SCALED: "SKALOWANA PULA MANY" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "SKALOWANE ZDOLNOŚCI PSI*SIŁA PSI" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "SKALOWANA SIŁA*WALKA WRĘCZ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "SKALOWANA SIŁA*RZUCANIE" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "SKALOWANE STRZELANIE*REFLEKS" STR_TIME_UNITS_SCALED_ABBREVIATION: "SKALOWANE JC" STR_STAMINA_SCALED_ABBREVIATION: "SKALOWANA KON" STR_HEALTH_SCALED_ABBREVIATION: "SKALOWANE PŻ" STR_BRAVERY_SCALED_ABBREVIATION: "SKALOWANA ODW" STR_REACTIONS_SCALED_ABBREVIATION: "SKALOWANY REF" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "SKALOWANE STR" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "SKALOWANE RZC" STR_STRENGTH_SCALED_ABBREVIATION: "SKALOWANA SIŁ" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "SKALOWANA SPS" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "SKALOWANE UPS" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "SKALOWANA WW" STR_MANA_POOL_SCALED_ABBREVIATION: "SKALOWANA MAN" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "SKALOWANE UPS*SPS" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "SKALOWANA SIŁ*WW" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "SKALOWANA SIŁ*RZC" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "SKALOWANE STR*REF" STR_COST_TIME: "czas" STR_COST_ENERGY: "energia" STR_COST_MORALE: "morale" STR_COST_HEALTH: "zdrowie" STR_COST_STUN: "oszołomienie" STR_COST_MANA: "mana" STR_COST_BUILD: "budowa" STR_COST_REFUND: "zwrot" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} mil morskich" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} sekund" STR_RACE_BONUS: "Premia rasowa" STR_FOR_DIFFICULTY: "dla trudności: {0}" STR_NOT_AWARDED_YET: "Jeszcze nieprzyznane" ================================================ FILE: bin/common/Language/OXCE/pt-BR.yml ================================================ pt-BR: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "NÃO PODE DEMOLIR A INSTALAÇÃO!{SMALLLINE}A instalação não pode ser removida durante a atualização." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "NÃO PODE CONSTRUIR AQUI!{SMALLLINE}A instalação existente já está sendo construída." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "NÃO PODE CONSTRUIR AQUI!{SMALLLINE}A instalação selecionada deve cobrir completamente as instalações existentes." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "NÃO PODE CONSTRUIR AQUI!{SMALLLINE}A instalação existente não pode ser atualizada por instalações selecionadas." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "NÃO PODE CONSTRUIR AQUI!{SMALLLINE}A instalação existente não pode ser construída." STR_CANNOT_BUILD_QUEUE_OFF: "NÃO PODE CONSTRUIR AQUI!{SMALLLINE}As instalações de conexão devem terminar a construção primeiro." STR_FACILITY_FORBIDDEN_BY_OTHER: "NÃO PODE CONSTRUIR AQUI!{SMALLLINE}Algumas instalações existentes proíbem a construção desta instalação." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "NÃO PODE CONSTRUIR AQUI! {SMALLLINE} Algumas instalações existentes seriam bloqueadas por esta instalação." STR_NOT_ENOUGH_ITEMS: "NÃO HÁ MATERIAIS SUFICIENTES!{SMALLLINE}Precisamos de mais recursos para construir esta instalação.{NEWLINE}Faltando> {0}: {1}" STR_ID: "ORDEM DE CONTRATADO" STR_FIRST_LETTER: "PRIMEIRA LETRA" STR_SOLDIER_TYPE: "TIPO DE SOLDADO" STR_IDLE_DAYS: "DIAS OCIOSOS" STR_MANA: "MANA" STR_MANA_POOL: "RESERVA DE MANA" STR_MANA_MISSING: "MANA FALTANDO" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Carregar Equipamento de Nave" STR_EMPTY_SLOT_N: "Compartimento vazio {0}" STR_UNNAMED_SLOT_N: "Compartimento sem nome {0}" STR_ADD_ON_TOP: "Adicionar no topo" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Salvar Equipamento de Nave" STR_SAVE_UC: "SALVAR" STR_ALL: "Tudo" STR_EQUIPPED: "Equipado" STR_NOT_EQUIPPED: "Não equipado" STR_UNASSIGNED: "Outros" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Espaço máximo de armazenamento: {0}" STR_PILOTS: "PILOTOS" STR_SHIELD: "ESCUDO>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Selecionar Piloto" STR_PILOTS_FOR_CRAFT: "Piloto(s) para {0}" STR_PILOTS_REQUIRED: "Piloto(s) necessários: {ALT}{0}" STR_ADD_PILOT: "Adicionar Piloto" STR_REMOVE_ALL_PILOTS: "Remover Todos os Pilotos" STR_ACCURACY_BONUS: "Bônus de precisão:" STR_DODGE_BONUS: "Bônus de esquiva:" STR_APPROACH_SPEED: "Velocidade de aproximação:" STR_COWARDLY: "Covarde (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Corajoso (+50%)" STR_VERY_BOLD: "Muito corajoso (+100%)" STR_SOLDIER_GROUP_NOT_ALLOWED: "Este tipo de soldado não é permitido a bordo." STR_SOLDIER_GROUP_NOT_SAME: "Este tipo de soldado não é compatível com outros soldados a bordo." STR_CRAFT_DEPLOYMENT_PREVIEW: "Prévia" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Prévia *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Este recurso permite pré-visualizar e personalizar a implantação das suas unidades no início de uma batalha. Você tem movimento ilimitado. Pressione e segure 'Alt' para destacar posições válidas de unidades. Clique no ícone 'Abortar Missão' para salvar uma implantação personalizada. Clique no ícone 'Terminar Turno' para sair da pré-visualização.{NEWLINE}Observe que adicionar novos soldados ou veículos à aeronave invalida automaticamente a implantação personalizada salva. A presença de uma implantação personalizada é indicada por um asterisco no botão 'Prévia'." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Este recurso permite visualizar e modificar a tabela de implantação deste tipo de aeronave. Quaisquer alterações serão aplicadas a todas as suas aeronaves atuais e também a quaisquer aeronaves que você comprar ou fabricar mais tarde na campanha. Você começa com o número máximo de soldados. Cada soldado representa uma linha na tabela de implantação. Os nomes dos soldados correspondem aos números das linhas. Para fornecer espaço para uma unidade 2x2, coloque 4 soldados em um quadrado 2x2. Se o espaço não for fornecido, a unidade 2x2 estará ausente em uma batalha real." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Este recurso permite visualizar sua base.{NEWLINE}Divirta-se!{NEWLINE}{NEWLINE}Clique no ícone 'Terminar Turno' para sair da prévia." STR_NOT_ENOUGH_CARGO_SPACE: "NÃO HÁ ESPAÇO DE CARGA SUFICIENTE!{SMALLLINE}Use um módulo diferente ou reduza a tripulação atribuída." STR_NOT_ENOUGH_STORAGE_SPACE_1: "NÃO HÁ ESPAÇO SUFICIENTE DE ARMAZENAMENTO!{SMALLLINE}Itens demais! Use um módulo diferente ou reduza o equipamento atribuído." STR_NOT_ENOUGH_STORAGE_SPACE_2: "NÃO HÁ ESPAÇO SUFICIENTE DE ARMAZENAMENTO!{SMALLLINE}Os itens ocupam muito espaço! Use um módulo diferente ou reduza o tamanho do equipamento atribuído." STR_REFUND_VALUE: "Valor de venda> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Despesas> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "VISÃO GERAL DA PRODUÇÃO" STR_RESEARCH_DIARY: "DIÁRIO DE PESQUISA" STR_RESEARCH_OVERVIEW: "VISÃO GERAL DA PESQUISA" STR_PRISONER_OVERVIEW: "VISÃO GERAL DOS PRISIONEIROS" STR_PRISONER: "PRISIONEIRO" STR_PRISONER_AMOUNT: "QUANTIDADE" STR_PRISONER_INTERROGATED: "INTERROGADO" STR_TOTAL_IN_PRISON: "Espaço Usado>{ALT}{0}" STR_TOTAL_INTERROGATED: "Interrogado>{ALT}{0}" STR_PRISON_TYPE: "Contenção Alienígena" STR_KILL_SELECTED: "Matar" STR_SELL_SELECTED: "Vender" STR_GO_TO_TRANSFERS: "Transferir..." STR_PRISON_CLEANUP: "Limpeza da Prisão" STR_TOPIC: "Tópico>{ALT} {0}" STR_SHOW_ALL: "Mostrar tudo" STR_NO_DEPENDENCIES: "Sem dependências." STR_DIRECT_DEPENDENCIES: "Dependências diretas" STR_LEVEL_2_DEPENDENCIES: "Dependências de nível 2" STR_LEVEL_3_DEPENDENCIES: "Dependências de nível 3" STR_LEVEL_4_DEPENDENCIES: "Dependências de nível 4" STR_MORE_DEPENDENCIES: "Existem dependências ainda mais profundas..." STR_END_OF_SEARCH: "Fim da pesquisa." STR_REFUND_PRODUCTION: "REEMBOLSO!" STR_HOURS_PER_UNIT: "HORAS POR UNIDADE>{ALT}{0}" STR_PERSON_JOINING: "Pessoa Entrando" STR_RANDOM_PRODUCTION_DISCLAIMER: "Produção aleatória!" STR_OTHER_EMPLOYEES: "Outros Funcionários & Inventário" STR_SHOW_ONLY_NEW: "Mostrar apenas novos" STR_FILTER_DEFAULT: "Padrão" STR_FILTER_DEFAULT_SUPPLIES_OK: "Padrão (suprimentos OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Padrão (sem suprimentos)" STR_FILTER_FACILITY_REQUIRED: "Instalação Faltando" STR_FILTER_HIDDEN: "Oculto" STR_FILTER_EQUIPPED: "Equipado" STR_FILTER_MISSING: "Faltando" STR_SORT_DEFAULT: "Padrão" STR_SORT_BY_COST: "Por custo" STR_SORT_BY_NAME: "Por nome" STR_RANDOM_PRODUCTION_SUMMARY: "Resumo" STR_NOT_ENOUGH_PRISON_SPACE: "NÃO HÁ ESPAÇO SUFICIENTE NA CONTENÇÃO DE ALIENÍGENAS!{SMALLLINE}Construa uma nova contenção de alienígenas ou transfira alienígenas para outras bases." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "LIMITE MENSAL DE COMPRA DE ITENS EXCEDIDO!{SMALLLINE}Mais itens estarão disponíveis no próximo mês." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "LIMITE MENSAL DE COMPRA DE NAVES EXCEDIDO!{SMALLLINE}Mais naves estarão disponíveis no próximo mês." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "LIMITE MENSAL DE CONTRATAÇÃO DE SOLDADOS EXCEDIDO!{SMALLLINE}Mais recrutas estarão disponíveis no próximo mês." STR_NOT_ENOUGH_CRAFT_SPACE: "Não há espaço suficiente a bordo!" STR_SELECT_AVATAR_FOR: "SELECIONAR AVATAR PARA{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "BÔNUS PARA O SOLDADO{NEWLINE}{0}" STR_SUMMARY: "Resumo" STR_MANA_RECOVERY: "RECUPERAÇÃO DE MANA> {ALT}{0}" STR_HEALTH_RECOVERY: "RECUPERAÇÃO DE SAÚDE> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "PROMOVER/REBAIXAR{NEWLINE}{0} {1}" STR_RANK_HEADER: "PATENTE" STR_OPENINGS_HEADER: "ABERTURAS" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Treinamento" STR_SOLDIER_INFO: "Informações do Soldado" STR_SELECT_TRANSFORMATION_FOR: "SELECIONAR TRANSFORMAÇÃO PARA{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Tempo de Transferência>{ALT}{0}" STR_RECOVERY_TIME: "Tempo de Recuperação>{ALT}{0}" STR_CURRENT_STATS: "Estatísticas atuais" STR_CHANGES: "Mudanças" STR_CHANGES_MIN: "Mudanças (mín)" STR_CHANGES_MAX: "Mudanças (máx)" STR_BONUS_STATS: "Estatísticas de bônus" STR_TRANSFORMATIONS_OVERVIEW: "Visão Geral das Transformações" STR_PROJECT_NAME: "NOME DO PROJETO" STR_AVAILABLE_MATERIALS: "MATERIAIS DISPONÍVEIS" STR_ELIGIBLE_SOLDIERS: "SOLDADOS ELEGÍVEIS" STR_SHOW_ONLY_ELIGIBLE: "Mostrar Apenas Elegíveis" STR_ALL_SOLDIER_TYPES: "Todos os Tipos de Soldados" STR_ALL_SOLDIERS: "Todos os Soldados" STR_HEALTHY_SOLDIERS: "Soldados Saudáveis" STR_WOUNDED_SOLDIERS: "Soldados Feridos" STR_DEAD_SOLDIERS: "Soldados Mortos" STR_GRAND_TOTAL: "Total Geral" STR_AVAILABLE_TOPICS: "TÓPICOS DISPONÍVEIS" STR_QS_THREE_LETTERS_A: "Por favor, insira pelo menos 3 letras" STR_QS_THREE_LETTERS_B: "na caixa de Pesquisa Rápida..." STR_M_FLAG: " [m]" STR_F_FLAG: " [f]" STR_I_FLAG: " [i]" STR_C_FLAG: " [c]" STR_THIS_FEATURE_IS_DISABLED_1: "Este recurso está desativado" STR_THIS_FEATURE_IS_DISABLED_2: "Este recurso está desativado" STR_THIS_FEATURE_IS_DISABLED_3: "Este recurso está desativado" STR_THIS_FEATURE_IS_DISABLED_4: "Este recurso está desativado" STR_THIS_FEATURE_IS_DISABLED_5: "Este recurso está desativado" STR_TECH_TREE_VIEWER: "Visualizador da Árvore Tecnológica" STR_SELECT_TOPIC: "Selecionar Tópico" STR_RESEARCH_PROGRESS: "Progresso>{ALT} {0}%" STR_ITEM_DESTROYED: "Item destruído:" STR_ITEM_REQUIRED: "Item requerido:" STR_SERVICES_REQUIRED: "Serviços requeridos:" STR_SERVICES_PROVIDED: "Serviços prestados:" STR_SERVICES_FORBIDDEN: "Serviços proibidos:" STR_REQUIRES: "Requer:" STR_DEPENDS_ON: "Depende de:" STR_UNLOCKED_BY: "Desbloqueado por:" STR_DISABLED_BY: "Desativado por:" STR_REENABLED_BY: "Reativado por:" STR_GET_FOR_FREE_FROM: "Obtenha gratuitamente a partir de:" STR_IS_LOOKUP_OF: "É a busca por:" STR_LOOKUP: "Busca:" STR_SPAWNED_ITEMS: "Itens gerados:" STR_SPAWNED_EVENT: "Evento gerado:" STR_REQUIRED_BY: "Necessário por:" STR_REQUIRED_BY_TRANSFORMATIONS: "Necessário por transformações:" STR_LEADS_TO: "Leva a:" STR_UNLOCKS: "Desbloqueia:" STR_DISABLES: "Desativa:" STR_REENABLES: "Reativa:" STR_GIVES_ONE_FOR_FREE_SEQ: "Fornece um de graça (sequencial):" STR_GIVES_ONE_FOR_FREE: "Fornece um de graça:" STR_RESEARCH_REQUIRED: "Pesquisa necessária:" STR_RESEARCH_REQUIRED_USE: "Pesquisa necessária (usar):" STR_RESEARCH_REQUIRED_BUY: "Pesquisa necessária (comprar):" STR_SERVICES_REQUIRED_BUY: "Serviços necessários (comprar):" STR_PRODUCED_BY: "Produzido por:" STR_SPAWNED_BY: "Gerado por:" STR_MATERIALS_REQUIRED: "Materiais requisitados:" STR_TTV_COST_PER_UNIT: "Custo por unidade:" STR_TTV_ENGINEER_HOURS: "Horas do engenheiro:" STR_TTV_WORK_SPACE_REQUIRED: "Espaço de trabalho necessário:" STR_ITEMS_PRODUCED: "Itens produzidos:" STR_PERSON_RECRUITED: "Pessoa recrutada:" STR_UNLOCKS_ARCS: "Desbloqueia arcos:" STR_DISABLES_ARCS: "Desativa arcos:" STR_UNLOCKS_MISSIONS: "Desbloqueia missões:" STR_DISABLES_MISSIONS: "Desabilita missões:" STR_UNLOCKS_EVENTS: "Desbloqueia eventos:" STR_DISABLES_EVENTS: "Desabilita eventos:" STR_AFFECTS_GAME_PROGRESSION: "Afeta a progressão do jogo!" STR_ITEMS_AT_DESTINATION: "Itens em destino" STR_PRISONERS: "Prisioneiros" STR_ARMORS: "Armaduras" STR_CRAFT_DEPLOYMENT_QUESTION: "Salvar Implantação da Nave?" STR_MUST_USE_BOTH_HANDS: "Ambas as mãos são necessárias para isso!" STR_NOT_ENOUGH_MORALE: "Moral Insuficiente!" STR_NOT_ENOUGH_HEALTH: "Saúde Insuficiente!" STR_NOT_ENOUGH_MANA: "Mana Insuficiente!" STR_NOT_ENOUGH_STUN: "Nível de atordoamento é muito alto!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Ação Bem Sucedida" STR_LINE_OF_SIGHT_REQUIRED: "Linha de visão (LoS) necessária." STR_CENTER_ON_WOUNDED_FRIEND: "Centralizar no Amigo Ferido" STR_CENTER_ON_DIZZY_FRIEND: "Centralizar no Amigo Tonto" STR_BUG_HUNT_ACTIVATED: "Modo Caça ao Inseto ativado: inimigos são visíveis no minimapa!" STR_TARGET_ENEMY: "; Alvo = INIMIGO" STR_TARGET_NEUTRAL: "; Alvo = NEUTRO" STR_TARGET_FRIEND: "; Alvo = AMIGO" STR_TARGET_YOURSELF: "; Alvo = VOCÊ MESMO" STR_TARGET_ON_THE_GROUND: " (no chão)" STR_USE_SPECIAL_ITEM: "Usar Item Especial" STR_NO_EXPERIENCE_YET: "Ainda sem experiência:" STR_OPERATION_UC: "OPERAÇÃO> {0}" STR_WHAT_CAN_I_WEAR: "O que eu posso vestir?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Esta missão requer equipamento específico.{NEWLINE}{NEWLINE}Tipos de armaduras proibidos são: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Esta missão requer equipamento específico.{NEWLINE}{NEWLINE}Tipos de armadura permitidos são: {0}" STR_MISSION_OVER: "Missão completa." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} de nós ainda está fatalmente ferido" many: "{N} de nós ainda estão fatalmente feridos" other: "{N} de nós ainda estão fatalmente feridos" STR_END_MISSION_QUESTION: "Terminar Missão?" STR_LOOT: "SAQUE" STR_SELL: "VENDER" STR_LIVE_ALIENS_SURRENDERED: "INIMIGOS RENDERAM-SE" STR_MISSION_ABORTED: "MISSÃO ABORTADA" STR_VIPS_SAVED: "VIPs SALVOS" STR_VIPS_LOST: "VIPs PERDIDOS" STR_BOUNTY: "RECOMPENSA" STR_MANA_ABBREVIATION: "MAN" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Não é permitido colocar esse item lá.{NEWLINE}Não pergunte por quê!" STR_ONE_HAND_MUST_BE_EMPTY: "Pelo menos uma das mãos deve estar vazia!" STR_LOAD_EQUIPMENT_TEMPLATE: "Carregar Modelo de Equipamento" STR_SAVE_EQUIPMENT_TEMPLATE: "Salvar Modelo de Equipamento" STR_FIRING_SHORT: "Disp.>{ALT}{0}" STR_THROWING_SHORT: "Lançar>{ALT}{0}" STR_MELEE_SHORT: "Corp.>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "EQUIPAMENTO PESSOAL" STR_SAVE_PERSONAL_EQUIPMENT: "Salvar Equipamento Pessoal" STR_LOAD_PERSONAL_EQUIPMENT: "Carregar Equipamento Pessoal" STR_PERSONAL_EQUIPMENT_SAVED: "Equipamento pessoal salvo." STR_SLOT: "Slot>{ALT}{0}" STR_THINKING: "Pensando..." STR_TELL_ME_MORE: "Conte-me mais..." STR_REINFORCEMENTS_ALERT: "Alerta de Reforços!" STR_HIT_LOG_NEW_TURN: "Novo Turno" STR_FAILED_CQB_CHECK: "O inimigo conseguiu interromper seu ataque!" STR_NO_TRAJECTORY: "Nenhuma trajetória viável!" STR_HIT_LOG_NEW_BULLET: "=>" STR_MANA_SHORT: "MA>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Esta habilidade precisa de um item!" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "dano" STR_HIT_LOG_BIG_DAMAGE: "DANO" STR_HIT_LOG_REACTION_FIRE: "Fogo de reação..." STR_HIT_LOG: "Registro de Atingidos" STR_BUTTON_10: "10" STR_LAZY_LOADING: "Carregamento Preguiçoso" STR_LAZY_LOADING_DESC: "Se habilitado, os recursos gráficos são carregados sob demanda. Caso contrário, tudo é carregado na inicialização." STR_VSYNC_FOR_OPENGL: "VSync para OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Desative para máxima velocidade de movimento oculto do inimigo e (opcionalmente) de movimento do soldado. NÃO ajuste o limite de FPS para 0. Aplica-se apenas à renderização OpenGL." STR_UPDATE_CHECK: "Verificação automática de atualização" STR_UPDATE_CHECK_DESC: "Se ativado, OpenXcom irá automaticamente checar por atualizações e dar a você a opção de atualizar com um único clique." STR_AUTOSAVE_SLOTS: "Compartimentos de salvamento automático" STR_AUTOSAVE_SLOTS_DESC: "Número de compartimentos para salvamentos automáticos na Tela de Combate." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Frequência de Salvamento Automático (Geoscape)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Quantidade de dias após os quais o jogo será salvo automaticamente." STR_GEO_AUTOSAVE_SLOTS: "Slot de Salvamento Automático (Geoscape)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Número de slots para salvamentos automáticos do Geoscape." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Links estendidos" STR_OXCE_LINKS_DESC: "Habilita menus/botões/links adicionais para recursos OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Mostrar tamanho do clipe na Ufopédia" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Se habilitado, os tamanhos dos clipes de munição serão exibidos ao lado dos ícones de munição na Ufopédia." STR_INTERCEPT_TABLE_SIZE: "Tamanho da tabela de interceptação" STR_INTERCEPT_TABLE_SIZE_DESC: "Tamanho das tabelas nas seguintes janelas de diálogo: Interceptar, Rastreador de OVNIs." STR_SHOW_SLACKING_INDICATOR: "Mostrar indicador de ociosidade" STR_SHOW_SLACKING_INDICATOR_DESC: "Se habilitado, o número de cientistas e engenheiros não atribuídos será exibido." STR_SHOW_MAINTENANCE_TIME: "Mostrar tempo de manutenção da nave" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Não mostrar {ALT}1>{ALT} Mostrar apenas a duração da atividade atual {ALT}2>{ALT} Mostrar tudo junto (reparo + rearmar + reabastecer)." STR_SHOW_ETA: "Mostrar duração de Tempo Estimado de Voo" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Não mostrar {ALT}1>{ALT} Mostrar TEV apenas para alvos estáticos {ALT}2>{ALT} Mostrar TEV também para alvos em movimento." STR_UFO_LANDING_ALERT: "Alerta de pouso de OVNI" STR_UFO_LANDING_ALERT_DESC: "Se habilitado, uma mensagem aparecerá cada vez que um OVNI detectado pousar." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Lembrar armas de nave desativadas" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Armas da nave desativadas durante um combate aéreo permanecerão desativadas. Elas também não serão rearmadas na base." STR_GEO_EVENT_INSTANT_DELIVERY: "Entrega instantânea de itens em eventos" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Se habilitado, os itens dos eventos da tela global chegam instantaneamente. Caso contrário, chegam 1 hora depois." STR_SHOW_BASE_NAME_IN_POPUPS: "Mostrar nome da base em janelas emergentes" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Se habilitado, o nome da base correspondente será exibido em janelas emergentes (por exemplo, Pesquisa Concluída)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Gestão alternativa de equipamento de nave" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Se habilitado, mover soldados entre uma base e uma nave também moverá seu equipamento (se possível)." STR_BASE_INFO_SCALE: "Dimensionar barras grandes nas informações da base" STR_BASE_INFO_SCALE_DESC: "Se habilitado, barras maiores que 140 são reduzidas para caber na interface." STR_HIGHLIGHT_NEW: "Destacar novos tópicos" STR_HIGHLIGHT_NEW_DESC: "Se habilitado, novos tópicos de pesquisa, novos tópicos de manufatura e novos artigos da Ufopédia são mostrados em cores diferentes." STR_RESEARCH_SCROLL_SPEED: "Velocidade de rolagem da pesquisa" STR_RESEARCH_SCROLL_SPEED_DESC: "Cientistas podem ser (des)atribuídos diretamente na interface de Pesquisa Atual usando o botão de rolagem do mouse." STR_RESEARCH_SCROLL_SPEED_CTRL: "Velocidade de rolagem da pesquisa (com Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Cientistas podem ser (des)atribuídos diretamente na interface de Pesquisa Atual usando o botão de rolagem do mouse." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Filtro alternativo na Manufatura" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Se habilitado, a interface mostra apenas itens de produção para os quais há suprimentos suficientes." STR_MANUFACTURE_SCROLL_SPEED: "Velocidade de rolagem da manufatura" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Engenheiros podem ser (des)atribuídos diretamente na interface de Produção Atual usando o botão de rolagem do mouse." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Velocidade de rolagem da manufatura (com Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Engenheiros podem ser (des)atribuídos diretamente na interface de Produção Atual usando o botão de rolagem do mouse." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Incluir armadura no equipamento pessoal" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Se habilitado, a disposição do equipamento pessoal do soldado é salva incluindo a armadura usada." STR_MANUALPROMOTIONS: "Promoções manuais" STR_MANUALPROMOTIONS_DESC: "Se habilitado, os soldados podem ser promovidos (ou rebaixados) manualmente clicando no ícone de patente." STR_WOUNDED_DEFEND_BASE_IF: "Feridos defendem (se PV acima de x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Os soldados feridos defendem a base também, se seus pontos de vida exceder o limite percentual determinado." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Tocar música do menu de Instruções por mais tempo" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "A música do menu de Instruções continuará tocando durante a fase de equipamento até o Tela de Combate ser exibida." STR_NIGHT_VISION_COLOR: "Selecionar cor da Visão Noturna" STR_NIGHT_VISION_COLOR_DESC: "Valores de 1 a 15, cada um representando uma cor diferente." STR_AUTO_NIGHT_VISION_THRESHOLD: "Limite automático de Visão Noturna" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Se mais escuro que este limite, a Visão Noturna será ativada automaticamente." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Mostrar precisão na mira" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Nunca {ALT}1>{ALT}Somente se a precisão do Extensor de OVNI estiver habilitada {ALT}2>{ALT}Sempre" STR_AUTO_SELL: "Gerenciador de Venda Automática" STR_AUTO_SELL_DESC: "Na tela de venda de itens pós-batalha, qualquer tipo de item que você vendeu em batalhas anteriores será automaticamente marcado para venda." STR_AUTOMATICPROMOTIONS: "Promoções automáticas" STR_AUTOMATICPROMOTIONS_DESC: "Se habilitado, os soldados são promovidos automaticamente após uma missão." STR_OFF_CENTRE_SHOOTING: "Tiro fora do centro" STR_OFF_CENTRE_SHOOTING_DESC: "Os soldados tentarão ajustar automaticamente o ângulo de tiro ligeiramente caso não haja linha de fogo." STR_GRAPHS_ZOOM_IN: "Aproximar (Gráficos)" STR_GRAPHS_ZOOM_OUT: "Afastar (Gráficos)" STR_MARK_ALL_AS_SEEN: "Marcar Tudo Como Visto" STR_SELL_ALL: "Vender Tudo" STR_SELL_ALL_BUT_ONE: "Vender Tudo Menos Um" STR_TRANSFER_ALL: "Transferir Tudo" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Remover Soldados De Todas As Aeronaves" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Remover Soldados Da Aeronave" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Remover Equipamentos Da Aeronave" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Remover Armaduras De Todas As Aeronaves" STR_REMOVE_ARMOR_FROM_CRAFT: "Remover Armadura Da Aeronave" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Remover Soldados Do Treinamento" STR_ADD_SOLDIERS_TO_TRAINING: "Adicionar Soldados ao Treinamento" STR_INVENTORY_ARMOR: "Mudar Armadura" STR_INVENTORY_AVATAR: "Mudar Avatar" STR_ACTION_ITEM_1: "Ação do Item 1 (Preciso/Usar)" STR_ACTION_ITEM_2: "Ação do Item 2 (Simples)" STR_ACTION_ITEM_3: "Ação do Item 3 (Rajada)" STR_ACTION_ITEM_4: "Ação do Item 4 (Corpo a Corpo)" STR_ACTION_ITEM_5: "Ação do Item 5 (Arremessar)" STR_TOGGLE_QUICK_SEARCH: "Alternar Entre o Campo de Pesquisa Rápida" STR_TOGGLE_NIGHT_VISION: "Alternar Visão Noturna" STR_HOLD_NIGHT_VISION: "Visão Noturna Curta" STR_SELECT_MUSIC_TRACK: "Selecionar Faixa de Música" STR_TOGGLE_TOUCH_BUTTONS: "Alternar Botões de Toque" STR_TOGGLE_BRIGHTNESS: "Alternar Brilho (visual apenas)" STR_BRIEFING: "Instruções" STR_TOGGLE_DEBUG_MODE: "Alternar Modo de Depuração" STR_DEBUG_KILL_ALL_ALIENS: "DEPURAÇÃO: Matar Todos os Alienígenas" STR_PHYSICAL_TRAINING: "Treinamento Marcial" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "CAPACIDADE DE TREINAMENTO RESTANTE> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "FEITO" STR_NO_AMMO: "SEM MUNIÇÃO" STR_START_FIRING: "Atirar!" STR_SKIP_FIRING: "Deixe-os entrar..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Mísseis alienígenas danificaram nossa base {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Mísseis alienígenas destruíram nossa base {0}" STR_STARTING_CONDITION_COMMANDER: "Esta missão requer a presença do comandante." STR_STARTING_CONDITION_CRAFT: "Esta aeronave é inapropriada para esta missão." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Esta aeronave é inapropriada para esta missão.\n{NEWLINE}{NEWLINE}Aeronaves permitidas: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Esta aeronave é inapropriada para esta missão.\n{NEWLINE}{NEWLINE}Aeronaves proibidas: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Alguns soldados não podem participar desta missão." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Alguns soldados não podem participar desta missão.{NEWLINE}{NEWLINE}Tipos permitidos de soldados: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Alguns soldados não podem participar desta missão.{NEWLINE}{NEWLINE}Tipos proibidos de soldados: {0}" STR_STARTING_CONDITION_ITEM: "Esta missão requer item(s) específico:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "COMBUSTÍVEL INSUFICIENTE!{SMALLLINE}O destino está muito distante para o alcance da nave." STR_FOLLOW_WING_LEADER_QUESTION: "Seguir líder de ala?" STR_ASSIGN_PILOTS: "Atribuir pilotos..." STR_NOT_ENOUGH_PILOTS: "Pilotos insuficientes!{NEWLINE}Mínimo: {0}" STR_DAILY_PILOT_EXPERIENCE: "Experiência Diária do Piloto" STR_UFO_SHIELD_HIT: "ACERTE OS ESCUDOS!" STR_UFO_HIT_NO_DAMAGE: "SALTOU DO CASCO!" STR_UFO_SHIELD_DOWN: "ESCUDOS INIMIGO CAEM!" STR_UFO_HIT_GLANCING: "ATINGIDO DE RASPÃO!" STR_INTERCEPTOR_SHIELD_HIT: "NOSSOS ESCUDOS ESTÃO AGUENTANDO!" STR_TRACTOR_BEAM_ENGAGED: "RAIO TRATOR ATIVADO!" STR_TRACTOR_BEAM_DISENGAGED: "DESATIVANDO RAIO TRATOR" STR_SELF_DESTRUCT_ACTIVATED: "AUTO-DESTRUIÇÃO ATIVADA!" STR_SELF_DESTRUCT_CANCELLED: "AUTO-DESTRUIÇÃO CANCELADA" STR_EXTENDED_LINKS: "Links" STR_AUTO_PATROL: "AUTO-PATRULHA" STR_ETA: "TEV>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Não há {0} suficiente para rearmar {1} em {2}" STR_UFO_STARTED_HUNTING: "{0} está em um curso de interceptação com {1}" STR_CRAFT_IS_READY: "{0} em {1} está pronto." STR_ECONOMY_WARNING: "Os fundos {0} e renda {1} são baixos e a manutenção {2} muito alta! Venda algo para evitar receber um crédito... fundos que faltam: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "ESTENDIDO" STR_RETURNING: "RETORNANDO" STR_INTERCEPTING: "INTERCEPTANDO" STR_ESCORTING: "ESCOLTANDO" STR_EN_ROUTE: "A CAMINHO" STR_PILOT_MISSING: "PILOTO DESAPARECIDO" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_PERFORMANCE_BONUS: "Bônus de Desempenho" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} renunciou ao pacto com forças alienígenas e foi autorizado a retornar ao projeto." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} renunciaram ao pacto com forças alienígenas e foram autorizados a retornar ao projeto." STR_WE_CAN_NOW_RENT: "Agora podemos alugar" STR_REQUIRED_BASE_SERVICES: "Serviços requiridos na base: {0}" STR_WE_CAN_NOW_BUILD: "Agora podemos construir" STR_WE_CAN_NOW_PURCHASE: "Agora podemos comprar" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Espaço insuficiente para acomodar{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_INFO: "INFORMAÇÃO" STR_DESPAWN_PENALTY: "Penalidade por desaparecer> {0}" STR_TRAINING_FINISHED: "Treinamento Concluído{NEWLINE}em {0}" STR_PSI_TRAINING_FINISHED: "Treinamento Psiônico Concluído{NEWLINE}em {0}" STR_IGNORE_UC: "IGNORAR" STR_UFO_TRACKER: "Rastreador OVNI" STR_UPDATE: "Atualizar" STR_LATEST_VERSION_INFO: "Você está usando a última versão de OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Este mod requer o jogo base v{0} para funcionar corretamente. Ativar este mod?" STR_VERSION_REQUIRED_QUESTION: "Este mod requer OXCE v{0} para ser executado corretamente. Ativar este mod?" STR_GLOBE_TEXTURE: "Textura do Globo" STR_NOTES: "Notas" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "OUTRO" STR_BASESCAPE: "Tela da Base" STR_AI: "IA" STR_PATH_ENERGY_COST: "Energia" STR_PATH_ENERGY_COST_DESC: "Clicar mostra a energia que sua unidade terá restante após se mover para o destino." STR_TEST_SCREEN: "TELA DE TESTE" STR_PALETTE: "Paleta:" STR_PREVIEW: "Prévia" STR_TINY_BORDERLESS: "Minúsculo, sem bordas" STR_TINY_BORDER: "Minúsculo" STR_SMALL_LOW_CONTRAST: "Pequeno" STR_SMALL_HIGH_CONTRAST: "Pequeno, alto contraste" STR_BIG_LOW_CONTRAST: "Grande" STR_BIG_HIGH_CONTRAST: "Grande, alto contraste" STR_TEST_CASE: "Caso de teste:" STR_RUN: "Executar teste selecionado!" STR_TESTS_STARTING: "Iniciando..." STR_TESTS_ERRORS_FOUND: "Total de erros encontrados (pode haver duplicatas): {0}" STR_TESTS_NO_ERRORS_FOUND: "Nenhum erro encontrado." STR_TESTS_FINISHED: "Finalizado." STR_DETAILED_INFO_IN_LOG_FILE: "Informações detalhadas foram salvas em openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "NENHUM" STR_INFO_UFOPEDIA: "INFORMAÇÃO" STR_COCKPIT_CAPACITY: "PILOTOS>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "ALCANCE MÁX>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "ALCANCE MÍN>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "N/D" STR_TRACTOR_BEAM_POWER: "Potência" STR_WEIGHT_PEDIA1: "Peso: {0}" STR_WEIGHT_PEDIA2: "Peso: {0}/{1}" STR_SHOT_TYPE_MELEE: "Corpo a Corpo" STR_ACCURACY_MODIFIER: "Modificador de precisão>{ALT} {0}" STR_POWER_BONUS: "Bônus de potência>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "múltiplos bônus em várias munições compatíveis" STR_STATS_FOR_NERDS: "Estatísticas para Nerds" STR_ARTICLE: "Artigo>{ALT} {0}" STR_COMPATIBLE_AMMO: "Munição compatível:" STR_BUILT_IN_ITEMS: "Itens embutidos:" STR_CLIP_SIZE_UNLIMITED: "ilimitado" STR_SHOTGUN_BEHAVIOR_OXCE: "estendido" STR_INCLUDE_DEBUG: "DEPURAÇÃO" STR_INCLUDE_IDS: "IDs" STR_INCLUDE_DEFAULTS: "PADRÕES" STR_TRUE: "verdadeiro" STR_FALSE: "falso" STR_PSI_SKILL_AND_PSI_STRENGTH: "HABILIDADE PSI*FORÇA PSI" STR_STRENGTH_AND_MELEE_ACCURACY: "FORÇA*PRECISÃO CORPO A CORPO" STR_STRENGTH_AND_THROWING_ACCURACY: "FORÇA*PRECISÃO DE ARREMESSO" STR_FIRING_ACCURACY_AND_REACTIONS: "PRECISÃO DE TIRO*REAÇÕES" STR_HEALTH_CURRENT: "SAÚDE ATUAL" STR_MANA_CURRENT: "MANA ATUAL" STR_TIME_UNITS_CURRENT: "UNIDADES DE TEMPO ATUAIS" STR_STUN_LEVEL_CURRENT: "NÍVEL DE ATORDOAMENTO ATUAL" STR_HEALTH_NORMALIZED: "SAÚDE NORMALIZADA" STR_MANA_NORMALIZED: "MANA NORMALIZADA" STR_TIME_UNITS_NORMALIZED: "UNIDADES DE TEMPO NORMALIZADAS" STR_ENERGY_NORMALIZED: "ENERGIA NORMALIZADA" STR_MORALE_NORMALIZED: "MORAL NORMALIZADA" STR_STUN_LEVEL_NORMALIZED: "NÍVEL DE ATORDOAMENTO NORMALIZADO" STR_ENERGY_REGENERATION: "REGENERAÇÃO DE ENERGIA" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "PSI*FPSI" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "FOR*CPC" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "FOR*ARR" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "PRE*REA" STR_HEALTH_CURRENT_ABBREVIATION: "SAÚDE ATUAL" STR_MANA_CURRENT_ABBREVIATION: "MANA ATUAL" STR_TIME_UNITS_CURRENT_ABBREVIATION: "UNIDADES DE TEMPO ATUAIS" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "NÍVEL DE ATORDOAMENTO ATUAL" STR_HEALTH_NORMALIZED_ABBREVIATION: "SAÚDE NORMALIZADA" STR_MANA_NORMALIZED_ABBREVIATION: "MANA NORMALIZADA" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "UNIDADES DE TEMPO NORMALIZADAS" STR_ENERGY_NORMALIZED_ABBREVIATION: "ENERGIA NORMALIZADA" STR_MORALE_NORMALIZED_ABBREVIATION: "MORAL NORMALIZADA" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "NÍVEL DE ATORDOAMENTO NORMALIZADO" STR_ENERGY_REGENERATION_ABBREVIATION: "REGENERAÇÃO DE ENERGIA" STR_COST_TIME: "tempo" STR_COST_ENERGY: "energia" STR_COST_MORALE: "moral" STR_COST_HEALTH: "saúde" STR_COST_STUN: "atordoamento" STR_COST_MANA: "mana" STR_COST_BUILD: "construir" STR_COST_REFUND: "reembolso" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} milhas náuticas" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} segundos" STR_RACE_BONUS: "Bônus de raça" STR_FOR_DIFFICULTY: "para dificuldade: {0}" STR_NOT_AWARDED_YET: "Ainda não concedido" ================================================ FILE: bin/common/Language/OXCE/ro.yml ================================================ ro: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "NU SE POATE DEMONTA FACILITATEA!{SMALLLINE}Facilitatea nu poate fi eliminată in timpul upgrade-ului." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "NU SE POATE CONSTRUI AICI!{SMALLLINE}Deja se construeste peste facilitea existentă." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "NU SE POATE CONSTRUI AICI{SMALLLINE}Facilitatea selectată trebuie sa acopere facilitatea existentă." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "NU SE POATE CONSTRUI AICI!{SMALLLINE}Facilitățile existente nu pot fi upgradate de facilitatea selectată." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "NU SE POATE CONSTRUI AICI!{SMALLLINE}Nu se poate construi peste facilitățile existente. " STR_CANNOT_BUILD_QUEUE_OFF: "NU SE POATE CONSTRUI AICI!{SMALLLINE}Facilitățile conectate trebuie să fie mai întâi construite. " STR_ID: "ID" STR_FIRST_LETTER: "PRIMA LITERA" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Încarca înarmarea navei" STR_EMPTY_SLOT_N: "Slot {0} Gol" STR_UNNAMED_SLOT_N: "Slot {0} Anonim" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Salvează înarmarea navei" STR_SAVE_UC: "SALVEAZĂ" STR_ALL: "Tot" STR_EQUIPPED: "Echipat" STR_UNASSIGNED: "Alt" STR_PILOTS: "PILOȚI" STR_SHIELD: "SCUT>{ALT}{0}" STR_SELECT_PILOT: "Selectează Pilot" STR_PILOTS_FOR_CRAFT: "Pilot(ți) pentru {0}" STR_PILOTS_REQUIRED: "Pilot(ți) necesari: {ALT}{0}" STR_ADD_PILOT: "Adauga Pilot" STR_REMOVE_ALL_PILOTS: "Elimina toți pilotii" STR_ACCURACY_BONUS: "Bonus de precizie:" STR_DODGE_BONUS: "Bonus se evitare:" STR_APPROACH_SPEED: "Viteza de apropiere:" STR_COWARDLY: "Frică (-50%)" STR_NORMAL: "Normal" STR_BOLD: "Îndrăzneală (+50%)" STR_VERY_BOLD: "Curaj (+100%)" STR_REFUND_VALUE: "Valoarea vânzarilor> {ALT}{0}" STR_GO_TO_TRANSFERS: "Transfer..." STR_TOPIC: "Subiect>{ALT} {0}" STR_SHOW_ALL: "Arată tot" STR_NO_DEPENDENCIES: "Fără dependențe" STR_DIRECT_DEPENDENCIES: "Dependențe directe" STR_LEVEL_2_DEPENDENCIES: "Dependență nivelul 2" STR_LEVEL_3_DEPENDENCIES: "Dependență nivelul 3" STR_LEVEL_4_DEPENDENCIES: "Dependență nivelul 4" STR_MORE_DEPENDENCIES: "Exista dependențe si mai adânci..." STR_END_OF_SEARCH: "Sfârșit de cautare." STR_REFUND_PRODUCTION: "RESTITUIE!" STR_PERSON_JOINING: "Persoană se altătură" STR_OTHER_EMPLOYEES: "Alt Personal și Inventar" STR_SHOW_ONLY_NEW: "Arata numai nou" STR_FILTER_DEFAULT: "Mod implicit" STR_FILTER_DEFAULT_SUPPLIES_OK: "Mod implicit (consumabile OK)" STR_FILTER_DEFAULT_NO_SUPPLIES: "Mod implicit (fără consumabile)" STR_FILTER_FACILITY_REQUIRED: "Facilitatea lipsește" STR_FILTER_HIDDEN: "Ascuns" STR_FILTER_EQUIPPED: "Echipat" STR_SORT_DEFAULT: "Mod implicit" STR_NOT_ENOUGH_CRAFT_SPACE: "Nu este destul spațiu la bord!" STR_SELECT_AVATAR_FOR: "ALEGE AVATAR PENTRU{NEWLINE}{0}" STR_TRAINING: "Antrenament" STR_GRAND_TOTAL: "Marele Total" STR_AVAILABLE_TOPICS: "SUBIECTE DISPONIBILE" STR_QS_THREE_LETTERS_A: "Va rugăm să intrați cel putin 3 litere" STR_QS_THREE_LETTERS_B: "în caseta de Căutare Rapidă" STR_M_FLAG: "[m]" STR_TECH_TREE_VIEWER: "Inspector pentru Arborele Technologiilor" STR_SELECT_TOPIC: "Alege Subiect" STR_RESEARCH_PROGRESS: "Progres>{ALT} {0}%" STR_ITEM_DESTROYED: "Obiect distrus:" STR_ITEM_REQUIRED: "Obiect necesar:" STR_REQUIRES: "Necesitează:" STR_DEPENDS_ON: "Depinde de:" STR_UNLOCKED_BY: "Deschis de:" STR_DISABLED_BY: "Încapacitat de:" STR_GET_FOR_FREE_FROM: "Ia gratis de la:" STR_REQUIRED_BY: "Necesar prin:" STR_LEADS_TO: "Aduce la:" STR_UNLOCKS: "Deschide:" STR_DISABLES: "Încapacitează:" STR_GIVES_ONE_FOR_FREE_SEQ: "Dă unul pe gratis (secvețial):" STR_GIVES_ONE_FOR_FREE: "Dă unul pe gratis:" STR_RESEARCH_REQUIRED: "Cercetare necesară:" STR_MATERIALS_REQUIRED: "Materiale necesare:" STR_ITEMS_PRODUCED: "Obiecte produse:" STR_PERSON_RECRUITED: "Persoană recrutată:" STR_MUST_USE_BOTH_HANDS: "Ambele mâini sunt necesare pentru asta!" STR_NOT_ENOUGH_MORALE: "Nu Este Destulă Morală!" STR_NOT_ENOUGH_HEALTH: "Nu Este Destulă Sănătate!" STR_NOT_ENOUGH_STUN: "Nivelul de Paralizare e prea ridicat!" STR_LINE_OF_SIGHT_REQUIRED: "Linie de Vedere (LoS) necesară." STR_CENTER_ON_WOUNDED_FRIEND: "Centrează pe Prieten Rănit" STR_BUG_HUNT_ACTIVATED: "Modul de vânatoare de bug-uri activat: inamicii sunt vizibili pe minimap!" STR_TARGET_ENEMY: "; Țintă = INAMIC" STR_TARGET_NEUTRAL: "; Țintă = NEUTRĂ" STR_TARGET_FRIEND: "; Țintă = PRIETEN" STR_TARGET_YOURSELF: "; Țintă = TU" STR_TARGET_ON_THE_GROUND: "(la pământ)" STR_WHAT_CAN_I_WEAR: "Ce pot purta?" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Aceasta misiune necesită echipament specific.{NEWLINE}{NEWLINE}Tipuri de armură permise sunt: {0}" STR_MISSION_OVER: "Misiune completă." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} din noi încă sunt rănit fatal" few: "{N} din noi încă sunt rănit fatal" other: "{N} din noi încă sunt răniți fatal" STR_END_MISSION_QUESTION: "Termină misiunea?" STR_LOOT: "FURĂ" STR_SELL: "VINDE" STR_LIVE_ALIENS_SURRENDERED: "INAMICII S-AU PREDAT" STR_BOUNTY: "RECOMPENSĂ" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Nu este permis să plazați obiectul aici.{NEWLINE}Nu întrebați de ce!" STR_LOAD_EQUIPMENT_TEMPLATE: "Încarca Șablonul de Echipament" STR_SAVE_EQUIPMENT_TEMPLATE: "Salvează Șablonul de Echipament" STR_FIRING_SHORT: "Tragând>{ALT}{0}" STR_THROWING_SHORT: "Aruncă>{ALT}{0}" STR_MELEE_SHORT: "Corp La Corp>{ALT}{0}" STR_HIT_LOG_NEW_TURN: "Rând Nou" STR_FAILED_CQB_CHECK: "Inamicul a reușit să va intrerupă atacul!" STR_NO_TRAJECTORY: "Nici o traiectorie viabilă!" STR_HIT_LOG_NEW_BULLET: "=>" STR_HIT_LOG_NO_DAMAGE: "0" STR_HIT_LOG_SMALL_DAMAGE: "lovitură" STR_HIT_LOG_REACTION_FIRE: "Tragere de reacție..." STR_UFO_LANDING_ALERT: "Alterta aterizare OZN" STR_UFO_LANDING_ALERT_DESC: "Dacă este activat, un mesaj va apare fiecare dată când un OZN aterizează." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Rulează muzica din meniul de informare înainte de misiune" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Muzica din meniul informativ înainte de misiune va continua să ruleze până când campul de lupta este afișat." STR_NIGHT_VISION_COLOR: "Selectează vedere nocturnă" STR_AUTO_SELL: "Administrator automat de vânzare" STR_AUTO_SELL_DESC: "În meniul de vânzare de după luptă, orice tip de echipament care l-ai vânzat in trecut va fi automatic marcat pentru vânzare." STR_GRAPHS_ZOOM_IN: "Zoomează În (Grafice)" STR_GRAPHS_ZOOM_OUT: "Zoomează Out (Gragice)" STR_MARK_ALL_AS_SEEN: "Marchează Totul ca Văzut" STR_ACTION_ITEM_1: "Object Actiunea 1 (Țintește/Folosește)" STR_ACTION_ITEM_2: "Obiect Acțiunea 2 (Pleznește)" STR_ACTION_ITEM_3: "Obiect Actiunea 3 (Auto)" STR_ACTION_ITEM_4: "Obiect Acțiunea 4 (Corp la Corp)" STR_ACTION_ITEM_5: "Obiect Acțiunea 5 (Aruncă)" STR_TOGGLE_QUICK_SEARCH: "Activează sau deactivează Cautare Rapidă" STR_TOGGLE_NIGHT_VISION: "Activează sau Deactivează Viziune Nocturnă" STR_HOLD_NIGHT_VISION: "Viziune Nocturna Scurtă" STR_SELECT_MUSIC_TRACK: "Alege Melodia" STR_PHYSICAL_TRAINING: "Antrenament Marțial" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "CAPCITATE DE ANTRENAMENT RĂMAS> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_DONE: "TERMINAT" STR_START_FIRING: "Trage!" STR_SKIP_FIRING: "Lasă-i inăuntru..." STR_ASSIGN_PILOTS: "Atribuie piloți..." STR_NOT_ENOUGH_PILOTS: "Nu sunt destui piloți!{NEWLINE}Minimum: {0}" STR_UFO_SHIELD_HIT: "ATACĂ SCUTURILE!" STR_UFO_HIT_NO_DAMAGE: "RICOȘAT DIN FUSELAJ" STR_UFO_SHIELD_DOWN: "SCUTURILE INAMICE SUNT JOS" STR_UFO_HIT_GLANCING: "LOVIRE DEVIATĂ!" STR_INTERCEPTOR_SHIELD_HIT: "SCUTURILE NOASTRE ȚIN!" STR_TRACTOR_BEAM_ENGAGED: "RAZA TRACTOARE A FOST ACTIVATĂ!" STR_TRACTOR_BEAM_DISENGAGED: "RAZA TRACTOARE A FOST DEACTIVATĂ!" STR_AUTO_PATROL: "PATRULARE AUTOMATĂ" STR_UFO_STARTED_HUNTING: "{0} este in curs de incerceptare cu {1}" STR_CRAFT_IS_READY: "{0} la {1} este gata." STR_ECONOMY_WARNING: "Fondurile {0} și venitul {1} sunt scăzute iar întreținrea {2} prea ridicată! Vinde ceva să eviți luare de credit... fonduri lipsă: {3}" STR_RETURNING: "INTORCÂND" STR_INTERCEPTING: "INTERCEPTÂND" STR_ESCORTING: "ESCORTÂND" STR_EN_ROUTE: "PE DRUM" STR_PILOT_MISSING: "PILOT LIPSEȘTE" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}d" STR_PERFORMANCE_BONUS: "Performanță Bonus" STR_WE_CAN_NOW_RENT: "Acum putem sa închiriem" STR_WE_CAN_NOW_BUILD: "Acum putem să construim" STR_WE_CAN_NOW_PURCHASE: "Acum putem sa cumpărăm" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Nu este destul spațiu de trai să acomodeze {NEWLINE}{0}{NEWLINE}la{NEWLINE}{1}" STR_INFO: "INFORMAȚIE" STR_UFO_TRACKER: "Urmăritor de OZN-uri" STR_TEST_SCREEN: "ECRAN TEST" STR_PALETTE: "Paletă:" STR_TEST_CASE: "Caz TestȘ" STR_RUN: "Rulează testul selectat!" STR_TESTS_STARTING: "Începere..." STR_TESTS_ERRORS_FOUND: "Toate erorile găsite (pot exista duplicate): {0}" STR_TESTS_NO_ERRORS_FOUND: "Nici o eroare găsită." STR_TESTS_FINISHED: "Terminat." STR_RANK_NONE: "-" STR_DAMAGE_NONE: "NIMIC" STR_INFO_UFOPEDIA: "INFORMAȚIE" STR_COCKPIT_CAPACITY: "PILOȚI>{ALT}{0}{ALT}" STR_WEIGHT_PEDIA1: "Gt: {0}" STR_WEIGHT_PEDIA2: "Gt: {0}/{1}" STR_SHOT_TYPE_MELEE: "Corp la Corp" ================================================ FILE: bin/common/Language/OXCE/ru.yml ================================================ ru: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "СНОС НЕВОЗМОЖЕН!{SMALLLINE}Строение невозможно снести в ходе модернизации." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Существующее сооружение уже надстроено." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Выбранная постройка должна совпадать по размерам с существующим сооружением." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Выбранная постройка не является улучшением существующей." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Существующее сооружение не может быть надстроено." STR_CANNOT_BUILD_QUEUE_OFF: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Сначала необходимо завершить строительство связующих сооружений." STR_CANNOT_BUILD_UPGRADE_ONLY: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Это сооружение может быть построено только поверх существующего." STR_FACILITY_FORBIDDEN_BY_OTHER: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Существующие сооружения запрещают постройку." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "СТРОИТЕЛЬСТВО НЕВОЗМОЖНО!{SMALLLINE}Выбранная постройка заблокирует существующее сооружение." STR_NOT_ENOUGH_ITEMS: "НЕДОСТАТОЧНО РЕСУРСОВ!{SMALLLINE}Нам нужно больше материалов для строительства сооружения{NEWLINE}Отсутствуют> {0}: {1}" STR_ID: "ИДЕНТИФИКАТОР" STR_FIRST_LETTER: "ПЕРВАЯ БУКВА" STR_SOLDIER_TYPE: "ТИП БОЙЦА" STR_IDLE_DAYS: "ДНЕЙ НЕАКТ." STR_MANA: "МАНА" STR_MANA_POOL: "ВСЕГО МАНЫ" STR_MANA_MISSING: "ОТСУТСТВУЕТ МАНА" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Загрузить компоновку ТС" STR_EMPTY_SLOT_N: "Пустая ячейка {0}" STR_UNNAMED_SLOT_N: "Ячейка без названия {0}" STR_ADD_ON_TOP: "Добавить к существующей" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Сохранить компоновку ТС" STR_SAVE_UC: "СОХРАНИТЬ" STR_ALL: "Все" STR_EQUIPPED: "Снаряженное" STR_NOT_EQUIPPED: "Не снаряженное" STR_UNASSIGNED: "Прочее" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "ГРУЗОВОЙ ОТСЕК ЗАПОЛНЕН!{SMALLLINE}Объем отсека: {0}" STR_PILOTS: "ПИЛОТЫ" STR_SHIELD: "ЩИТ>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Выберите пилота" STR_PILOTS_FOR_CRAFT: "Пилот(ы) на {0}" STR_PILOTS_REQUIRED: "Пилот(ов) необходим(о): {ALT}{0}" STR_ADD_PILOT: "Добавить пилота" STR_REMOVE_ALL_PILOTS: "Снять всех пилотов" STR_ACCURACY_BONUS: "Бонус к точности:" STR_DODGE_BONUS: "Бонус к уклонению:" STR_APPROACH_SPEED: "Скорость сближения:" STR_COWARDLY: "Осторожно (-50 %)" STR_NORMAL: "Нормально" STR_BOLD: "Храбро (+50 %)" STR_VERY_BOLD: "Очень храбро (+100 %)" STR_ARMOR_GROUP_NOT_ALLOWED: "Бронезащиту этого типа запрещено брать на борт." STR_SOLDIER_GROUP_NOT_ALLOWED: "Нельзя погрузить бойца такого типа на борт." STR_SOLDIER_GROUP_NOT_SAME: "Боец этого типа несовместим с имеющимися на борту пассажирами." STR_CRAFT_DEPLOYMENT_PREVIEW: "Предпросмотр" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Предпросмотр *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Позволяет просматривать и изменять схему высадки боевых единиц игрока перед началом операции. Количество ОД не ограничено. Чтобы отобразить доступные точки высадки, нажмите Alt. Чтобы сохранить схему, нажмите кнопку «Покинуть поле боя». Чтобы выйти из режима просмотра схемы, нажмите кнопку «Закончить ход».{NEWLINE}Назначение новых бойцов или техники в ТС автоматически аннулирует сохраненную схему высадки. Наличие индивидуальной схемы высадки отображается знаком '*' на кнопке «Предпросмотр»." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Эта функция позволяет просматривать и изменять схему размещения бойцов на ТС выбранного типа. Изменения применяются ко всем ТС, имеющимся в наличии, а также купленным или произведенным в дальнейшем. Для размещения выдается максимально возможное для выбранного ТС число бойцов. Один боец соответствует одному ряду в схеме размещения. Имена бойцов совпадают с номером ряда. Чтобы разместить боевую единицу, занимающую 2х2 клетки, расставьте 4 бойцов в квадрате 2х2. Если этого не сделать, боевая единица размером 2х2 не появится на поле боя в тактической фазе игры." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Эта опция позволяет просматривать базу в тактическом режиме.{NEWLINE}{NEWLINE}Для выхода из режима просмотра нажмите кнопку «Покинуть поле боя»." STR_NOT_ENOUGH_CARGO_SPACE: "НЕДОСТАТОЧНАЯ ВМЕСТИМОСТЬ!{SMALLLINE}Установите другой пассажирский отсек или сократите число пассажиров." STR_NOT_ENOUGH_STORAGE_SPACE_1: "НЕДОСТАТОЧНО МЕСТА В ГРУЗОВОМ ОТСЕКЕ!{SMALLLINE}Слишком много грузов! Установите другой грузовой отсек или уберите часть груза." STR_NOT_ENOUGH_STORAGE_SPACE_2: "НЕДОСТАТОЧНО МЕСТА В ГРУЗОВОМ ОТСЕКЕ!{SMALLLINE}Груз занимает слишком большой объем! Установите другой грузовой отсек или измените габариты груза." STR_REFUND_VALUE: "Цена продажи> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Затраты> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "ОБЗОР ПРОИЗВОДСТВА" STR_RESEARCH_DIARY: "ЖУРНАЛ ИССЛЕДОВАНИЙ" STR_DISCOVERY_SOURCE_BASE: "Получено в ходе исследований.{NEWLINE}База> {ALT}{1}{ALT}{NEWLINE}Код> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_FROM: "Получено исследованием другого проекта.{NEWLINE}Исследованный проект> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_FREE_AFTER: "Получено автоматически.{NEWLINE}Завершенный проект> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_MISSION: "Получено наградой за выполнение задания.{NEWLINE}Тип задания> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_DISCOVERY_SOURCE_EVENT: "Получено в результате события.{NEWLINE}Тип события> {ALT}{2}{ALT}{NEWLINE}{ALT}{1}{ALT} -> {ALT}{0}{ALT}" STR_RESEARCH_OVERVIEW: "ОБЗОР ИССЛЕДОВАНИЙ" STR_PRISONER_OVERVIEW: "ОБЗОР ПЛЕННЫХ" STR_PRISONER: "ПЛЕННЫЙ" STR_PRISONER_AMOUNT: "КОЛ-ВО" STR_PRISONER_INTERROGATED: "ДОПРОШЕН" STR_TOTAL_IN_PRISON: "Камер занято>{ALT}{0}" STR_TOTAL_INTERROGATED: "Допрошено>{ALT}{0}" STR_PRISON_TYPE: "Изолятор пришельцев" STR_KILL_SELECTED: "Ликвид." STR_SELL_SELECTED: "Продать" STR_GO_TO_TRANSFERS: "К транспортировке..." STR_PRISON_CLEANUP: "Освободить камеры" STR_TOPIC: "Топик>{ALT} {0}" STR_SHOW_ALL: "Показать все" STR_NO_DEPENDENCIES: "Зависимостей нет." STR_DIRECT_DEPENDENCIES: "Прямые зависимости" STR_LEVEL_2_DEPENDENCIES: "Зависимости 2-го уровня" STR_LEVEL_3_DEPENDENCIES: "Зависимости 3-го уровня" STR_LEVEL_4_DEPENDENCIES: "Зависимости 4-го уровня" STR_MORE_DEPENDENCIES: "Более далекие зависимости..." STR_END_OF_SEARCH: "Поиск окончен." STR_FALLBACK_PRODUCTION: "РЕЗЕРВ" STR_REFUND_PRODUCTION: "ВОЗВРАТ!" STR_HOURS_PER_UNIT: "ЧАСОВ НА ЕД.>{ALT}{0}" STR_PERSON_JOINING: "Присоединяется персонаж" STR_RANDOM_PRODUCTION_DISCLAIMER: "Случайный результат!" STR_OTHER_EMPLOYEES: "Прочий персонал и техника" STR_SHOW_ONLY_NEW: "Только новые" STR_FILTER_DEFAULT: "По умолчанию" STR_FILTER_DEFAULT_SUPPLIES_OK: "По умолч. (ресурсы есть)" STR_FILTER_DEFAULT_NO_SUPPLIES: "По умолч. (ресурсов нет)" STR_FILTER_FACILITY_REQUIRED: "Необходимо сооружение" STR_FILTER_HIDDEN: "Скрытые" STR_FILTER_EQUIPPED: "Снаряженные" STR_FILTER_MISSING: "Недостача" STR_SORT_DEFAULT: "По умолчанию" STR_SORT_BY_COST: "По стоимости" STR_SORT_BY_NAME: "По названию" STR_RANDOM_PRODUCTION_SUMMARY: "Отчет" STR_NOT_ENOUGH_PRISON_SPACE: "НЕ ХВАТАЕТ МЕСТА В ИЗОЛЯТОРЕ ПРИШЕЛЬЦЕВ!{SMALLLINE}Постройте другой изолятор или отправьте пришельцев на другие базы." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "МЕСЯЧНЫЙ ЛИМИТ НА ЗАКУПКИ ИСЧЕРПАН!{SMALLLINE}Возможность покупки выбранных товаров появится в следующем месяце." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "МЕСЯЧНЫЙ ЛИМИТ НА ЗАКУПКИ ИСЧЕРПАН!{SMALLLINE}Возможность покупки выбранных ТС появится в следующем месяце." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "МЕСЯЧНЫЙ ЛИМИТ НА НАЕМ ИСЧЕРПАН!{SMALLLINE}Возможность найма новобранцев появится в следующем месяце." STR_NOT_ENOUGH_CRAFT_SPACE: "Недостаточно места на борту!" STR_SELECT_AVATAR_FOR: "ВЫБЕРИТЕ АВАТАР ДЛЯ{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "ЛИЧНЫЕ БОНУСЫ БОЙЦА{NEWLINE}{0}" STR_SUMMARY: "Отчет" STR_MANA_RECOVERY: "ВОССТ. МАНЫ> {ALT}{0}" STR_HEALTH_RECOVERY: "ВОССТ. ОЗ> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "ПОВЫСИТЬ/ПОНИЗИТЬ{NEWLINE}{0} {1}" STR_RANK_HEADER: "ЗВАНИЕ" STR_OPENINGS_HEADER: "ВАКАНСИИ" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Тренировка" STR_SOLDIER_INFO: "Инф. о бойце" STR_SELECT_TRANSFORMATION_FOR: "{0}{NEWLINE}КАКУЮ ТРАНСФОРМАЦИЮ ОСУЩЕСТВИТЬ?" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Время трансп.>{ALT}{0}" STR_RECOVERY_TIME: "Время лечения>{ALT}{0}" STR_CURRENT_STATS: "Тек. показатели" STR_CHANGES: "Изменения" STR_CHANGES_MIN: "Изменения (мин.)" STR_CHANGES_MAX: "Изменения (макс.)" STR_BONUS_STATS: "Бонус к хар-кам" STR_TRANSFORMATIONS_OVERVIEW: "Обзор трансформаций" STR_PROJECT_NAME: "НАЗВАНИЕ ПРОЕКТА" STR_AVAILABLE_MATERIALS: "РЕСУРСЫ В НАЛИЧИИ" STR_ELIGIBLE_SOLDIERS: "ГОДНЫЕ БОЙЦЫ" STR_SHOW_ONLY_ELIGIBLE: "Показать только годных" STR_ALL_SOLDIER_TYPES: "Все типы бойцов" STR_ALL_SOLDIERS: "Все бойцы" STR_HEALTHY_SOLDIERS: "Здоровые бойцы" STR_WOUNDED_SOLDIERS: "Раненые бойцы" STR_DEAD_SOLDIERS: "Мертвые бойцы" STR_GRAND_TOTAL: "Итого" STR_AVAILABLE_TOPICS: "ДОСТУПНЫЕ ТОПИКИ" STR_QS_THREE_LETTERS_A: "Введите не менее 3 букв" STR_QS_THREE_LETTERS_B: "в поле быстрого поиска..." STR_M_FLAG: " [пр.]" STR_F_FLAG: "[соор.]" STR_I_FLAG: "[ед.]" STR_C_FLAG: " [ТС]" STR_THIS_FEATURE_IS_DISABLED_1: "Эта функция отключена." STR_THIS_FEATURE_IS_DISABLED_2: "Эта функция отключена." STR_THIS_FEATURE_IS_DISABLED_3: "Эта функция отключена." STR_THIS_FEATURE_IS_DISABLED_4: "Эта функция отключена." STR_THIS_FEATURE_IS_DISABLED_5: "Эта функция отключена." STR_TECH_TREE_VIEWER: "Экран технологического древа" STR_SELECT_TOPIC: "Выберите топик" STR_RESEARCH_PROGRESS: "Прогресс>{ALT} {0}%" STR_ITEM_DESTROYED: "Уничтожается предмет:" STR_ITEM_REQUIRED: "Необходимые предметы:" STR_SERVICES_REQUIRED: "Необходимые функции:" STR_SERVICES_PROVIDED: "Обеспечиваемые функции:" STR_SERVICES_FORBIDDEN: "Запрещаемые функции:" STR_REQUIRES: "Требует:" STR_DEPENDS_ON: "Зависит от:" STR_UNLOCKED_BY: "Разблокируется:" STR_DISABLED_BY: "Блокируется:" STR_REENABLED_BY: "Деблокируется:" STR_GET_FOR_FREE_FROM: "Дается:" STR_IS_LOOKUP_OF: "Предмет статьи:" STR_LOOKUP: "Статья:" STR_SPAWNED_ITEMS: "Порожденные предметы:" STR_SPAWNED_EVENT: "Вызывает событие:" STR_REQUIRED_BY: "Требуется для:" STR_REQUIRED_BY_TRANSFORMATIONS: "Требуется трансформациям:" STR_LEADS_TO: "Ведет к:" STR_UNLOCKS: "Разблокирует:" STR_DISABLES: "Блокирует:" STR_REENABLES: "Деблокирует:" STR_GIVES_ONE_FOR_FREE_SEQ: "Дает (последовательно):" STR_GIVES_ONE_FOR_FREE: "Дает:" STR_RESEARCH_REQUIRED: "Необходимые исследования:" STR_RESEARCH_REQUIRED_USE: "Необх. исследования (для исп-я):" STR_RESEARCH_REQUIRED_BUY: "Необх. исследования (для покупки):" STR_SERVICES_REQUIRED_BUY: "Необх. функции (для покупки):" STR_PRODUCED_BY: "Производится:" STR_SPAWNED_BY: "Порождается:" STR_MATERIALS_REQUIRED: "Необходимые ресурсы:" STR_TTV_COST_PER_UNIT: "Стоимость ед.:" STR_TTV_ENGINEER_HOURS: "Человеко-часов:" STR_TTV_WORK_SPACE_REQUIRED: "Наличие места в мастерских:" STR_ITEMS_PRODUCED: "Производится:" STR_PERSON_RECRUITED: "Присоединяется персонаж:" STR_UNLOCKS_ARCS: "Разблокирует арки:" STR_DISABLES_ARCS: "Блокирует арки:" STR_UNLOCKS_MISSIONS: "Разблокирует задания:" STR_DISABLES_MISSIONS: "Блокирует задания:" STR_UNLOCKS_EVENTS: "Разблокирует события:" STR_DISABLES_EVENTS: "Блокирует события:" STR_AFFECTS_GAME_PROGRESSION: "Влияет на дальнейшее прохождение!" STR_ITEMS_AT_DESTINATION: "В пункте назначения" STR_PRISONERS: "Пленные" STR_ARMORS: "Броня" STR_FILTER_RESEARCHED: "Исследовано" STR_FILTER_RESEARCHABLE: "Исследуемо" STR_CRAFT_DEPLOYMENT_QUESTION: "Сохранить схему высадки?" STR_MUST_USE_BOTH_HANDS: "Для этого нужны обе руки!" STR_NOT_ENOUGH_MORALE: "Недостаточно морали!" STR_NOT_ENOUGH_HEALTH: "Недостаточно ОЗ!" STR_NOT_ENOUGH_MANA: "Недостаточно маны!" STR_NOT_ENOUGH_STUN: "Слишком сильно оглушен(а)!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Действие успешно" STR_LINE_OF_SIGHT_REQUIRED: "Нет прямой видимости." STR_CENTER_ON_WOUNDED_FRIEND: "Показать раненого бойца" STR_CENTER_ON_DIZZY_FRIEND: "Показать оглушенного бойца" STR_BUG_HUNT_ACTIVATED: "Активирован режим поиска посл. противника: их видно на карте!" STR_QUICK_MODE_ACTIVATED: "Режим непрерывного спринта.{NEWLINE}Для отключения нажмите Ctrl-S." STR_QUICK_MODE_DEACTIVATED: "Режим непрерывного спринта отключен." STR_SINGLE_MAP_LAYER_ACTIVATED: "Включен однослойный режим карты.{NEWLINE}Для отключения нажмите Ctrl-C." STR_SINGLE_MAP_LAYER_DEACTIVATED: "Однослойный режим карты выключен." STR_TARGET_ENEMY: "; Цель = ПРОТИВНИК" STR_TARGET_NEUTRAL: "; Цель = НЕЙТРАЛ" STR_TARGET_FRIEND: "; Цель = СОЮЗНИК" STR_TARGET_YOURSELF: "; Цель = САМ БОЕЦ" STR_TARGET_ON_THE_GROUND: "(на земле)" STR_USE_SPECIAL_ITEM: "Использовать специальный блок" STR_NO_EXPERIENCE_YET: "Не получившие опыта:" STR_OPERATION_UC: "ОПЕРАЦИЯ> {0}" STR_WHAT_CAN_I_WEAR: "Что я могу надеть?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Это задание требует спец. снаряжения.{NEWLINE}{NEWLINE}Запрещено: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Это задание требует спец. снаряжения.{NEWLINE}{NEWLINE}Разрешено: {0}" STR_MISSION_OVER: "Задание выполнено." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} из нас все еще критически ранен" few: "{N} из нас все еще критически ранены" many: "{N} из нас все еще критически ранены" other: "{N} из нас все еще критически ранен(ы)" STR_END_MISSION_QUESTION: "Завершить задание?" STR_LOOT: "ТРОФЕИ" STR_SELL: "ПРОДАТЬ" STR_LIVE_ALIENS_SURRENDERED: "СДАЛОСЬ ПРОТИВНИКОВ" STR_MISSION_ABORTED: "ВЫПОЛНЕНИЕ ЗАДАНИЯ ПРЕКРАЩЕНО" STR_VIPS_SAVED: "ВИПОВ СПАСЕНО" STR_VIPS_LOST: "ВИПОВ ПОТЕРЯНО" STR_BOUNTY: "НАГРАДА" STR_MANA_ABBREVIATION: "МАН" STR_EXPERIENCE_OVERVIEW: "Распределение опыта" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Этот предмет нельзя поместить сюда.{NEWLINE}Не спрашивайте, почему!" STR_ONE_HAND_MUST_BE_EMPTY: "Нужна свободная рука!" STR_LOAD_EQUIPMENT_TEMPLATE: "Загрузить шаблон экипировки" STR_SAVE_EQUIPMENT_TEMPLATE: "Сохранить шаблон экипировки" STR_FIRING_SHORT: "Точн.>{ALT}{0}" STR_THROWING_SHORT: "Мет.>{ALT}{0}" STR_MELEE_SHORT: "Ближ.>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "БОЕВАЯ ЭКИПИРОВКА" STR_SAVE_PERSONAL_EQUIPMENT: "Сохранить боевую экипировку" STR_LOAD_PERSONAL_EQUIPMENT: "Загрузить боевую экипировку" STR_PERSONAL_EQUIPMENT_SAVED: "Боевая экипировка сохранена." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Сохраненная боевая экипировка отсутствует." STR_SLOT: "Место>{ALT}{0}" STR_THINKING: "Идет анализ..." STR_TELL_ME_MORE: "Разведданные" STR_REINFORCEMENTS_ALERT: "Прибыло подкрепление!" STR_HIT_LOG_NEW_TURN: "След. ход" STR_FAILED_CQB_CHECK: "Противник смог прервать вашу атаку!" STR_NO_TRAJECTORY: "Траектория отсутствует!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "МА>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Навык требует наличия предмета!" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "Попал" STR_HIT_LOG_BIG_DAMAGE: "ПОПАЛ" STR_HIT_LOG_REACTION_FIRE: "Ответный выстрел..." STR_HIT_LOG: "Журнал попаданий" STR_BUTTON_TOUCH: "Сенсор" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_LMB: "ЛКМ" STR_BUTTON_RMB: "ПКМ" STR_BUTTON_MMB: "СКМ" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_BUTTON_SHIFT: "Shift" STR_LAZY_LOADING: "Ленивая загрузка" STR_LAZY_LOADING_DESC: "При включении графические ресурсы подгружаются по мере необходимости. В противном случае они загружаются при запуске приложения." STR_VSYNC_FOR_OPENGL: "Верт. синхронизация в OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "При выключении ускоряет скрытые перемещения противника, а также (в зав. от настроек) перемещение бойцов. НЕ РЕКОМЕНДУЕТСЯ ограничение к/с, равное 0. Только для OpenGL-рендера." STR_UPDATE_CHECK: "Автопроверка обновлений" STR_UPDATE_CHECK_DESC: "При включении опции OpenXcom автоматически проверяет наличие обновлений и позволяет обновить игру автоматически одним нажатием на кнопку." STR_AUTOSAVE_SLOTS: "Слоты автосохранения" STR_AUTOSAVE_SLOTS_DESC: "Количество слотов автосохранения в тактическом режиме." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: "{0}" STR_GEO_AUTOSAVE_FREQUENCY: "Частота автосохранения (в страт. режиме)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Количество игровых дней, по истечении которых игра будет автоматически сохранена." STR_GEO_AUTOSAVE_SLOTS: "Число автосохранений (в страт. режиме)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Количество доступных слотов под циклические автосохранения в стратегическом режиме." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Дополнительные кнопки" STR_OXCE_LINKS_DESC: "Дополнительные меню / кнопки / элементы навигации, упрощающие доступ к новым возможностям, внедренным в OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Отображать количество боеприпасов в магазине в Уфопедии" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "При включении на страницах Уфопедии будет отображаться количество боеприпасов, содержащихся в выстреле / обойме / магазине / ленте / коробке / батарее." STR_INTERCEPT_TABLE_SIZE: "Размер окна перехвата" STR_INTERCEPT_TABLE_SIZE_DESC: "Количество строк в следующих диалоговых окнах: «Перехват», «Наблюдение за НЛО»." STR_SHOW_SLACKING_INDICATOR: "Показывать бездействующих работников" STR_SHOW_SLACKING_INDICATOR_DESC: "При включении в интерфейсе отображается количество незадействованных ученых и инженеров." STR_SHOW_MAINTENANCE_TIME: "Отображать время обслуживания ТС" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Не отображать {ALT}1>{ALT} Отображать только текущую операцию {ALT}{NEWLINE}2>{ALT} Отображать всё (ремонт + пополнение БК + заправка)." STR_SHOW_ETA: "Отобр. расчетное время прибытия (РВП)" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Не отображать {ALT}1>{ALT} Отображать только для статичных целей {ALT}{NEWLINE}2>{ALT} Отображать также для движущихся целей." STR_UFO_LANDING_ALERT: "Предупреждение о приземлении НЛО" STR_UFO_LANDING_ALERT_DESC: "При включении отображается сообщение о приземлении замеченного НЛО." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Запоминать отключенные вооружения ТС" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Отключенные во время боя вооружения ТС будут оставаться отключенными. Их боекомплект также не будет пополняться на базе." STR_GEO_EVENT_INSTANT_DELIVERY: "Мгновенная доставка после событий" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "При включении любые предметы, сгенерировавшиеся в результате событий на стратегической карте, мгновенно оказываются на складе. При отключении они приходят на склад через 1 час." STR_SHOW_BASE_NAME_IN_POPUPS: "Название базы во всплывающих окнах" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "При включении название базы отображается в соответствующих всплывающих окнах (например, в окне «Исследование завершено»)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Изменение менеджмента груз. отсека ТС" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "При включении опции перемещение бойцов с базы на корабль и наоборот переносит их снаряжение вместе с ними (если это возможно)." STR_BASE_INFO_SCALE: "Масшт. полосы прокрутки на экране базы" STR_BASE_INFO_SCALE_DESC: "При включении полосы прокрутки шириной более 140 пикселей масштабируются под размеры элементов интерфейса." STR_HIGHLIGHT_NEW: "Подсвечивать новые топики" STR_HIGHLIGHT_NEW_DESC: "При включении новые исследования, позиции в каталоге производства и статьи Уфопедии подсвечиваются другим цветом." STR_RESEARCH_SCROLL_SPEED: "Скорость прокрутки исследований" STR_RESEARCH_SCROLL_SPEED_DESC: "Позволяет назначать/снимать ученых на экране текущих исследований средней кнопкой мыши." STR_RESEARCH_SCROLL_SPEED_CTRL: "Скорость прокрутки исследований (с Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Позволяет назначать/снимать ученых на экране текущих исследований средней кнопкой мыши." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Фильтр каталога производства" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "При включении в списке производства отображаются только те позиции, для которых есть сырье." STR_MANUFACTURE_SCROLL_SPEED: "Скорость прокрутки каталога производства" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Позволяет назначать/снимать инженеров на экране производства с помощью средней кнопки мыши." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Скорость прокрутки каталога производства (с Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Позволяет назначать/снимать инженеров на экране производства с помощью средней кнопки мыши." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Бронезащита в личном снаряжении" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "При включении личное снаряжение бойцов сохраняется вместе с надетой бронезащитой." STR_MANUALPROMOTIONS: "Повышение игроком" STR_MANUALPROMOTIONS_DESC: "При включении опции повышение (или понижение) бойцов осуществляется вручную при нажатии на иконку звания." STR_WOUNDED_DEFEND_BASE_IF: "Раненые в обороне (если ОЗ больше %)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Раненые бойцы принимают участие в обороне базы, если их ОЗ выше указанного процента." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Продлевать воспроизв. трека брифинга" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Музыка из брифинга будет воспроизводиться во время снаряжения бойцов, пока не отобразится поле боя." STR_NIGHT_VISION_COLOR: "Цвет ночного видения" STR_NIGHT_VISION_COLOR_DESC: "Диапазон значений от 1 до 15, каждое из которых соответствует определенному оттенку." STR_AUTO_NIGHT_VISION_THRESHOLD: "Порог активации ночного видения" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Если уровень освещенности ниже указанного порога, автоматически включать ночное видение." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Отображать точность возле прицела" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Никогда {ALT}1>{ALT}Только с формулой точности UFO Extender {ALT}{NEWLINE}2>{ALT}Всегда" STR_REACTION_FIRE_THRESHOLD: "Порог ответного выстрела" STR_REACTION_FIRE_THRESHOLD_DESC: "Боевые единицы под управлением игрока не будут открывать ответный огонь, если точность их выстрела по конкретной цели ниже указанного порога." STR_AUTO_SELL: "Менеджер автоматической продажи" STR_AUTO_SELL_DESC: "На экране продажи трофеев после боя любой предмет, который продавался после предыдущих боев, будет отмечен как продаваемый." STR_AUTOMATICPROMOTIONS: "Автоматическое повышение" STR_AUTOMATICPROMOTIONS_DESC: "При включении повышение бойцов происходит автоматически по завершении задания." STR_OFF_CENTRE_SHOOTING: "Стрельба со смещением" STR_OFF_CENTRE_SHOOTING_DESC: "Бойцы будут вести огонь, немного сдвигая угол стрельбы при отсутствии линии огня." STR_UNIFORM_SHOOTING_SPREAD: "Равномерный разброс выстрелов" STR_UNIFORM_SHOOTING_SPREAD_DESC: "Разброс выстрелов / бросков уменьшен и не зависит от направления." STR_CRASHED_OR_LANDED: "Кнопка посадки/катастрофы" STR_CRASHED_OR_LANDED_DESC: "При активации на экране генератора миссий отображается дополнительная кнопка. Ее также можно отобразить/скрыть нажатием на F11. {ALT}0>{ALT}Отключена, {ALT}1>{ALT}Катастрофа, {ALT}2>{ALT}Посадка." STR_GRAPHS_ZOOM_IN: "Увеличение (графиков)" STR_GRAPHS_ZOOM_OUT: "Уменьшение (графиков)" STR_MARK_ALL_AS_SEEN: "Отметить все как просмотренное" STR_SELL_ALL: "Продать все" STR_SELL_ALL_BUT_ONE: "Продать все, кроме одного" STR_TRANSFER_ALL: "Транспортировать все" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Высадить бойцов со всех кораблей" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Высадить бойцов с корабля" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Выгрузить снаряжение с транспорта" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Выгрузить броню со всех кораблей" STR_REMOVE_ARMOR_FROM_CRAFT: "Выгрузить броню с корабля" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Снять бойцов с тренировок" STR_ADD_SOLDIERS_TO_TRAINING: "Направить бойцов на тренировку" STR_INVENTORY_ARMOR: "Сменить бронекостюм" STR_INVENTORY_AVATAR: "Сменить аватар" STR_INVENTORY_DIARY_LIGHT: "Краткий дневник" STR_ACTION_ITEM_1: "Действие 1 с объектом (Прицельный/Использовать)" STR_ACTION_ITEM_2: "Действие 2 с объектом (Навскидку)" STR_ACTION_ITEM_3: "Действие 3 с объектом (Очередь)" STR_ACTION_ITEM_4: "Действие 4 с объектом (Удар в бл. бою)" STR_ACTION_ITEM_5: "Действие 5 с объектом (Бросок)" STR_INSTA_SAVE: "Быстрое сохранение" STR_TOGGLE_QUICK_SEARCH: "Быстрый поиск Вкл./Выкл." STR_TOGGLE_NIGHT_VISION: "Ночное видение Вкл./Выкл." STR_HOLD_NIGHT_VISION: "Ночное видение при удержании" STR_SELECT_MUSIC_TRACK: "Выбор музыкального трека" STR_TOGGLE_TOUCH_BUTTONS: "Включить сенс. интерфейс" STR_TOGGLE_BRIGHTNESS: "Повысить яркость (виз. эффект)" STR_BRIEFING: "Инструктаж" STR_TOGGLE_DEBUG_MODE: "ВКЛ./ВЫКЛ. РЕЖИМА РАЗРАБОТЧИКА" STR_DEBUG_KILL_ALL_ALIENS: "РАЗР.: Убить всех противников" STR_PHYSICAL_TRAINING: "Боевая подготовка" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "СВОБОДНЫХ ТРЕНИРОВОЧНЫХ МЕСТ> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "НАТРЕНИР." STR_NO_AMMO: "КОНЧИЛИСЬ БОЕПРИПАСЫ!" STR_START_FIRING: "Огонь!" STR_SKIP_FIRING: "Пропустить их..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Ракеты пришельцев повредили нашу базу {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Ракеты пришельцев уничтожили нашу базу {0}" STR_STARTING_CONDITION_COMMANDER: "Для выполнения этого задания в подразделении необходимо присутствие командующего." STR_STARTING_CONDITION_CRAFT: "Этот транспорт не подходит для выполнения задания." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Этот транспорт не подходит для выполнения задания.{NEWLINE}{NEWLINE}Допустимый транспорт: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Этот транспорт не подходит для выполнения задания.{NEWLINE}{NEWLINE}Запрещенный транспорт: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Не все бойцы могут выполнять это задание." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Не все бойцы могут выполнять это задание.{NEWLINE}{NEWLINE}Разрешены следующие типы бойцов: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Не все бойцы могут выполнять это задание.{NEWLINE}{NEWLINE}Запрещены следующие типы бойцов: {0}" STR_STARTING_CONDITION_ITEM: "Для этого задания необходимы следующие предметы:{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "НЕДОСТАТОЧНО ТОПЛИВА!{SMALLLINE}Расстояние до места назначения превышает радиус действия ТС." STR_TOO_MANY_ITEMS_ONBOARD: "ПЕРЕГРУЗКА!{SMALLLINE}ТС не может нести столько грузов." STR_ARMOR_NOT_ALLOWED_ONBOARD: "БРОНЕКОСТЮМ ЗАПРЕЩЕН!{SMALLLINE}На некоторых бойцах надета недопустимая бронезащита." STR_FOLLOW_WING_LEADER_QUESTION: "Следовать за ведущим?" STR_ASSIGN_PILOTS: "Назначить пилотов" STR_NOT_ENOUGH_PILOTS: "Не хватает пилотов!{NEWLINE}Минимум: {0}" STR_DAILY_PILOT_EXPERIENCE: "Опыт пилотов за день" STR_UFO_SHIELD_HIT: "ПОПАДАНИЕ В ЩИТ!" STR_UFO_HIT_NO_DAMAGE: "РИКОШЕТ ОТ ОБШИВКИ!" STR_UFO_SHIELD_DOWN: "ЩИТЫ ПРОТИВНИКА ОТКЛЮЧИЛИСЬ!" STR_UFO_HIT_GLANCING: "ПОПАДАНИЕ ПО КАСАТЕЛЬНОЙ!" STR_INTERCEPTOR_SHIELD_HIT: "НАШИ ЩИТЫ ДЕРЖАТСЯ!" STR_TRACTOR_BEAM_ENGAGED: "ПРИТЯГИВАЮЩИЙ ЛУЧ АКТИВИРОВАН!" STR_TRACTOR_BEAM_DISENGAGED: "ПРИТЯГИВАЮЩИЙ ЛУЧ ДЕАКТИВИРОВАН" STR_SELF_DESTRUCT_ACTIVATED: "САМОУНИЧТОЖЕНИЕ АКТИВИРОВАНО!" STR_SELF_DESTRUCT_CANCELLED: "САМОУНИЧТОЖЕНИЕ ОТМЕНЕНО" STR_MISSILE_DAMAGED: ">>> РАКЕТА ПОВРЕЖДЕНА <<<" STR_MISSILE_DESTROYED: ">>> РАКЕТА УНИЧТОЖЕНА <<<" STR_EXTENDED_LINKS: "Навигация" STR_AUTO_PATROL: "АВТОН. ПАТРУЛИР." STR_ETA: "РВП>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "{0} отсутствует для модуля {1} на базе {2}" STR_UFO_STARTED_HUNTING: "{0} пытается перехватить {1}" STR_CRAFT_IS_READY: "{0} в {1} готов." STR_ECONOMY_WARNING: "Текущих средств на счете ({0}) и доходов ({1}) недостаточно, а эксплуатационные расходы ({2}) слишком высоки! Продайте что-нибудь, чтобы не влезть в долги. Необходимая сумма: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "БЫСТРЫЙ ДОСТУП" STR_RETURNING: "ВОЗВРАЩАЕТСЯ" STR_INTERCEPTING: "НА ПЕРЕХВАТЕ" STR_ESCORTING: "В ЭСКОРТЕ" STR_EN_ROUTE: "В ПУТИ" STR_PILOT_MISSING: "НЕ ХВАТАЕТ ПИЛОТОВ" STR_DAY_SHORT: "{0} д" STR_HOUR_SHORT: "{0} ч" STR_PERFORMANCE_BONUS: "Бонус за результативность" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "Страна {0} расторгла пакт с пришельцами и теперь может возобновить участие в проекте." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} расторгли пакт с пришельцами и теперь могут возобновить участие в проекте." STR_WE_CAN_NOW_RENT: "Мы теперь можем арендовать" STR_REQUIRED_BASE_SERVICES: "Требуемые функции базы: {0}" STR_WE_CAN_NOW_BUILD: "Мы теперь можем построить" STR_WE_CAN_NOW_PURCHASE: "Мы теперь можем купить" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Недостаточно мест для размещения{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}" STR_INFO: "ИНФОРМАЦИЯ" STR_DESPAWN_PENALTY: "Штраф за игнорир.> {0}" STR_TRAINING_FINISHED: "Тренировка окончена.{NEWLINE}Место - {0}" STR_PSI_TRAINING_FINISHED: "Пси-тренировка окончена.{NEWLINE}Место - {0}" STR_IGNORE_UC: "ИГНОРИРОВАТЬ" STR_UFO_TRACKER: "Наблюдение за НЛО" STR_UPDATE: "Обновить" STR_LATEST_VERSION_INFO: "У вас уже установлена последняя версия OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Мод требует установки OpenXcom версии v{0} для корректной работы. Активировать мод?" STR_VERSION_REQUIRED_QUESTION: "Этот мод требует OXCE вер. {0}. Активировать его?" STR_OPEN_MODS_FOLDER: "Папка" STR_GLOBE_TEXTURE: "Текстура поверхности" STR_NOTES: "Заметки" STR_NEW_NOTE: "<НОВАЯ ЗАМЕТКА>" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "ПРОЧИЕ" STR_BASESCAPE: "Управление базой" STR_AI: "ИИ" STR_PATH_ENERGY_COST: "Выносл." STR_PATH_ENERGY_COST_DESC: "По клику мышью отображается, сколько ОВ останется по достижении указанной точки." STR_VEHICLES_LOST: "Техники потеряно" STR_CRAFT_LOST_DOGFIGHT: "Перехватчиков потеряно" STR_CRAFT_LOST_MISSION: "Транспортов потеряно" STR_ALIEN_BASES_DESTROYED: "Баз пришельцев уничтожено" STR_XCOM_BASES_LOST: "Баз потеряно" STR_TEST_SCREEN: "ТЕСТОВЫЙ РЕЖИМ" STR_PALETTE: "Палитра:" STR_PREVIEW: "Предпросмотр" STR_TINY_BORDERLESS: "Мелкий, без контура" STR_TINY_BORDER: "Мелкий" STR_SMALL_LOW_CONTRAST: "Средний" STR_SMALL_HIGH_CONTRAST: "Средний, высококонтр." STR_BIG_LOW_CONTRAST: "Крупный" STR_BIG_HIGH_CONTRAST: "Крупный, высококонтр." STR_TEST_CASE: "Тест. сценарий:" STR_RUN: "Запустить выбранный тест!" STR_TESTS_STARTING: "Запуск..." STR_TESTS_ERRORS_FOUND: "Всего ошибок найдено (возможны повторы): {0}" STR_TESTS_NO_ERRORS_FOUND: "Ошибок не найдено." STR_TESTS_FINISHED: "Закончен." STR_DETAILED_INFO_IN_LOG_FILE: "Подробная нформация сохранена в файле openxcom.log." STR_RANK_NONE: "-" STR_DAMAGE_NONE: "ОТСУТСТВ." STR_INFO_UFOPEDIA: "ИНФО" STR_COCKPIT_CAPACITY: "ПИЛОТОВ>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "МАКС. ДАЛЬНОСТЬ>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "МИН. ДАЛЬНОСТЬ>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "Отс." STR_TRACTOR_BEAM_POWER: "Мощность" STR_WEIGHT_PEDIA1: "Вес: {0}" STR_WEIGHT_PEDIA2: "Вес: {0}/{1}" STR_SHOT_TYPE_MELEE: "Ближний бой" STR_ACCURACY_MODIFIER: "Мод. точн.>{ALT} {0}" STR_POWER_BONUS: "Бонус к урону>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "различные бонусы от используемых боеприпасов" STR_STATS_FOR_NERDS: "Инф-я для зануд" STR_ARTICLE: "Топик>{ALT} {0}" STR_COMPATIBLE_AMMO: "Использ. боеприпасы:" STR_BUILT_IN_ITEMS: "Встроенные блоки:" STR_CLIP_SIZE_UNLIMITED: "не ограничено" STR_SHOTGUN_BEHAVIOR_OXCE: "расш. версия" STR_INCLUDE_DEBUG: "ОТЛАДКА" STR_INCLUDE_IDS: "ЗНАЧ." STR_INCLUDE_DEFAULTS: "ПО УМОЛЧ." STR_TRUE: "да" STR_FALSE: "нет" STR_PSI_SKILL_AND_PSI_STRENGTH: "ПСИ-НАВЫК*ПСИ-СИЛА" STR_STRENGTH_AND_MELEE_ACCURACY: "СИЛА*БЛИЖНИЙ БОЙ" STR_STRENGTH_AND_THROWING_ACCURACY: "СИЛА*ТОЧНОСТЬ БРОСКА" STR_FIRING_ACCURACY_AND_REACTIONS: "ТОЧНОСТЬ ВЫСТРЕЛА*РЕАКЦИЯ" STR_HEALTH_CURRENT: "ТЕКУЩИЕ ОЗ" STR_MANA_CURRENT: "ТЕКУЩАЯ МАНА" STR_TIME_UNITS_CURRENT: "ТЕКУЩИЕ ОД" STR_STUN_LEVEL_CURRENT: "ТЕКУЩЕЕ ОГЛУШЕНИЕ" STR_HEALTH_NORMALIZED: "НОРМАЛИЗОВАННЫЕ ОЗ" STR_MANA_NORMALIZED: "НОРМАЛИЗОВАННАЯ МАНА" STR_TIME_UNITS_NORMALIZED: "НОРМАЛИЗОВАННЫЕ ОД" STR_ENERGY_NORMALIZED: "НОРМАЛИЗОВАННЫЕ ОВ" STR_MORALE_NORMALIZED: "НОРМАЛИЗОВАННАЯ МОРАЛЬ" STR_STUN_LEVEL_NORMALIZED: "НОРМАЛИЗОВАННОЕ ОГЛУШЕНИЕ" STR_ENERGY_REGENERATION: "ВОССТАНОВЛЕНИЕ ОВ" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "ПСН*ПСС" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "СИЛ*ББ" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "СИЛ*БРС" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "ТЧН*РЕА" STR_HEALTH_CURRENT_ABBREVIATION: "ТЕКУЩИЕ ОЗ" STR_MANA_CURRENT_ABBREVIATION: "ТЕКУЩАЯ МАНА" STR_TIME_UNITS_CURRENT_ABBREVIATION: "ТЕКУЩИЕ ОД" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "ТЕКУЩЕЕ ОГЛУШЕНИЕ" STR_HEALTH_NORMALIZED_ABBREVIATION: "НОРМАЛИЗОВАННЫЕ ОЗ" STR_MANA_NORMALIZED_ABBREVIATION: "НОРМАЛИЗОВАННАЯ МАНА" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "НОРМАЛИЗОВАННЫЕ ОД" STR_ENERGY_NORMALIZED_ABBREVIATION: "НОРМАЛИЗОВАННЫЕ ОВ" STR_MORALE_NORMALIZED_ABBREVIATION: "НОРМАЛИЗОВАННАЯ МОРАЛЬ" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "НОРМАЛИЗОВАННОЕ ОГЛУШЕНИЕ" STR_ENERGY_REGENERATION_ABBREVIATION: "ВОССТАНОВЛЕНИЕ ОВ" STR_TIME_UNITS_SCALED: "ОТНОСИТЕЛЬНЫЕ ОД" STR_STAMINA_SCALED: "ОТНОСИТЕЛЬНЫЕ ОВ" STR_HEALTH_SCALED: "ОТНОСИТЕЛЬНЫЕ ОЗ" STR_BRAVERY_SCALED: "ОТНОСИТЕЛЬНАЯ ХРАБРОСТЬ" STR_REACTIONS_SCALED: "ОТНОСИТЕЛЬНАЯ РЕАКЦИЯ" STR_FIRING_ACCURACY_SCALED: "ОТНОСИТЕЛЬНАЯ ТОЧНОСТЬ ВЫСТРЕЛА" STR_THROWING_ACCURACY_SCALED: "ОТНОСИТЕЛЬНАЯ ТОЧНОСТЬ БРОСКА" STR_STRENGTH_SCALED: "ОТНОСИТЕЛЬНАЯ СИЛА" STR_PSIONIC_STRENGTH_SCALED: "ОТНОСИТЕЛЬНАЯ ПСИ-СИЛА" STR_PSIONIC_SKILL_SCALED: "ОТНОСИТЕЛЬНЫЙ ПСИ-НАВЫК" STR_MELEE_ACCURACY_SCALED: "ОТНОСИТЕЛЬНЫЙ БЛИЖНИЙ БОЙ" STR_MANA_POOL_SCALED: "ОТНОСИТЕЛЬНЫЙ ПУЛ МАНЫ" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "ОТНОСИТЕЛЬНЫЙ ПСИ-НАВЫК*ПСИ-СИЛА" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "ОТНОСИТЕЛЬНАЯ СИЛА*БЛИЖНИЙ БОЙ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "ОТНОСИТЕЛЬНАЯ СИЛА*ТОЧНОСТЬ БРОСКА" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "ОТНОСИТЕЛЬНАЯ ТОЧНОСТЬ ВЫСТРЕЛА*РЕАКЦИЯ" STR_TIME_UNITS_SCALED_ABBREVIATION: "ОТН. ОД" STR_STAMINA_SCALED_ABBREVIATION: "ОТН. ОВ" STR_HEALTH_SCALED_ABBREVIATION: "ОТН. ОЗ" STR_BRAVERY_SCALED_ABBREVIATION: "ОТН. ХРА" STR_REACTIONS_SCALED_ABBREVIATION: "ОТН. РЕА" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "ОТН. ТЧН" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "ОТН. БРС" STR_STRENGTH_SCALED_ABBREVIATION: "ОТН. СИЛ" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "ОТН. ПСС" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "ОТН. ПСН" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "ОТН. ББ" STR_MANA_POOL_SCALED_ABBREVIATION: "ОТН. МАН" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "ОТН. ПСН*ПСС" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "ОТН. СИЛ*ББ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "ОТН. СИЛ*БРС" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "ОТН. ТЧН*РЕА" STR_COST_TIME: "ОД" STR_COST_ENERGY: "выносливость" STR_COST_MORALE: "мораль" STR_COST_HEALTH: "ОЗ" STR_COST_STUN: "оглушение" STR_COST_MANA: "мана" STR_COST_BUILD: "постройка" STR_COST_REFUND: "возмещение" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} мор. миль" STR_KILOMETERS_PER_HOUR: "{0} км/ч" STR_SECONDS_LONG: "{0} секунд" STR_RACE_BONUS: "Бонус при преслед." STR_FOR_DIFFICULTY: "для ур-ня сложности: {0}" STR_NOT_AWARDED_YET: "Еще не вручались" ================================================ FILE: bin/common/Language/OXCE/sv.yml ================================================ sv: STR_ID: "ID" STR_SOLDIER_TYPE: "SOLDATTYP" STR_SAVE_UC: "SPARA" STR_ALL: "Allting" STR_PILOTS: "PILOTER" STR_SHIELD: "SKÖLD>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Välj pilot" STR_PILOTS_FOR_CRAFT: "Pilot(er) för {0}" STR_ADD_PILOT: "Lägg till pilot" STR_REMOVE_ALL_PILOTS: "Ta bort alla piloter" STR_NORMAL: "Normal" STR_CRAFT_DEPLOYMENT_PREVIEW: "Förhandsvisa" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Förhandsvisa *" STR_REFUND_VALUE: "Försäljningsvärde> {ALT}{0}" STR_REFUND_VALUE_NEGATIVE: "Utgifter> {ALT}{0}" STR_RESEARCH_OVERVIEW: "FORSKNINGSÖVERSIKT" STR_PRISONER: "FÅNGE" STR_PRISONER_AMOUNT: "MÄNGD" STR_PRISONER_INTERROGATED: "FÖRHÖRD" STR_KILL_SELECTED: "Döda" STR_SELL_SELECTED: "Sälj" STR_GO_TO_TRANSFERS: "Överför..." STR_SHOW_ALL: "Visa alla" STR_END_OF_SEARCH: "Slut på sökningen." STR_FILTER_DEFAULT: "Standard" STR_FILTER_FACILITY_REQUIRED: "Anläggning saknas" STR_FILTER_HIDDEN: "Dold" STR_SORT_DEFAULT: "Standard" STR_SORT_BY_COST: "Efter kostnad" STR_SORT_BY_NAME: "Efter namn" STR_RANDOM_PRODUCTION_SUMMARY: "Sammandrag" STR_NOT_ENOUGH_CRAFT_SPACE: "Inte tillräckligt med plats ombord!" STR_SUMMARY: "Sammandrag" STR_BONUSES_BUTTON: "+" STR_RANK_HEADER: "RANK" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Träning" STR_SOLDIER_INFO: "Soldatinfo" STR_PROJECT_NAME: "PROJEKTNAMN" STR_AVAILABLE_MATERIALS: "TILLGÄNGLIGA MATERIAL" STR_ELIGIBLE_SOLDIERS: "KVALIFICERADE SOLDATER" STR_SHOW_ONLY_ELIGIBLE: "Visa endast kvalificerade" STR_ALL_SOLDIER_TYPES: "Alla soldattyper" STR_ALL_SOLDIERS: "Alla soldater" STR_WOUNDED_SOLDIERS: "Skadade soldater" STR_DEAD_SOLDIERS: "Döda soldater" STR_THIS_FEATURE_IS_DISABLED_1: "Denna funktion är inaktiverad." STR_THIS_FEATURE_IS_DISABLED_2: "Denna funktion är inaktiverad." STR_THIS_FEATURE_IS_DISABLED_3: "Denna funktion är inaktiverad." STR_THIS_FEATURE_IS_DISABLED_4: "Denna funktion är inaktiverad." STR_THIS_FEATURE_IS_DISABLED_5: "Denna funktion är inaktiverad." STR_RESEARCH_PROGRESS: "Förlopp>{ALT} {0}%" STR_REQUIRES: "Kräver:" STR_DEPENDS_ON: "Beroende av:" STR_UNLOCKED_BY: "Låses upp av:" STR_DISABLED_BY: "Inaktiveras av:" STR_REENABLED_BY: "Återaktiveras av:" STR_REQUIRED_BY: "Krävs av:" STR_LEADS_TO: "Leder till:" STR_UNLOCKS: "Låser upp:" STR_DISABLES: "Inaktiverar:" STR_REENABLES: "Återaktiverar:" STR_TTV_COST_PER_UNIT: "Kostnad per enhet:" STR_TTV_ENGINEER_HOURS: "Ingenjörstimmar:" STR_PRISONERS: "Fångar" STR_FILTER_RESEARCHED: "Fullt forskad" STR_FILTER_RESEARCHABLE: "Forskningsbar" STR_TARGET_ENEMY: "; Mål = FIENDE" STR_TARGET_NEUTRAL: "; Mål = NEUTRAL" STR_TARGET_FRIEND: "; Mål = VÄN" STR_TARGET_YOURSELF: "; Mål = DIG SJÄLV" STR_TARGET_ON_THE_GROUND: " (på marken)" STR_NO_EXPERIENCE_YET: "Ingen erfarenhet ännu:" STR_WHAT_CAN_I_WEAR: "Vad kan jag bära?" STR_END_MISSION_QUESTION: "Avsluta uppdrag?" STR_SELL: "SÄLJ" STR_LOAD_EQUIPMENT_TEMPLATE: "Läs in utrustningsmall" STR_SAVE_EQUIPMENT_TEMPLATE: "Spara utrustningsmall" STR_PERSONAL_EQUIPMENT: "PERSONLIG UTRUSTNING" STR_SAVE_PERSONAL_EQUIPMENT: "Spara personlig utrustning" STR_LOAD_PERSONAL_EQUIPMENT: "Läs in personlig utrustning" STR_THINKING: "Tänker..." STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "träff" STR_HIT_LOG_BIG_DAMAGE: "TRÄFF" STR_BUTTON_1: "1" STR_BUTTON_10: "10" STR_BUTTON_100: "100" STR_BUTTON_CTRL: "Ctrl" STR_BUTTON_ALT: "Alt" STR_VSYNC_FOR_OPENGL: "VSync för OpenGL" STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_SELL_ALL: "Sälj alla" STR_SELL_ALL_BUT_ONE: "Sälj alla förutom en" STR_TRANSFER_ALL: "Överför alla" STR_SELECT_MUSIC_TRACK: "Välj musikspår" STR_TOGGLE_DEBUG_MODE: "Växla felsökningsläge" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_START_FIRING: "Eld!" STR_ASSIGN_PILOTS: "Tilldela piloter..." STR_MISSILE_DAMAGED: ">>> MISSIL SKADAD <<<" STR_MISSILE_DESTROYED: ">>> MISSIL FÖRSTÖRD <<<" STR_EXTENDED_LINKS: "Länkar" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "UTÖKAT" STR_ESCORTING: "ESKORTERAR" STR_PILOT_MISSING: "PILOT SAKNAS" STR_DAY_SHORT: "{0}d" STR_HOUR_SHORT: "{0}h" STR_WE_CAN_NOW_RENT: "Vi kan nu hyra" STR_WE_CAN_NOW_BUILD: "Vi kan nu bygga" STR_WE_CAN_NOW_PURCHASE: "Vi kan nu köpa" STR_INFO: "INFO" STR_IGNORE_UC: "IGNORERA" STR_UPDATE: "Uppdatera" STR_OPEN_MODS_FOLDER: "Öppna" STR_PATH_ENERGY_COST: "Energi" STR_TEST_SCREEN: "TESTSKÄRM" STR_PALETTE: "Palett:" STR_PREVIEW: "Förhandsvisa" STR_SMALL_LOW_CONTRAST: "Liten" STR_BIG_LOW_CONTRAST: "Stor" STR_TESTS_STARTING: "Startar..." STR_TESTS_NO_ERRORS_FOUND: "Inga fel hittades." STR_RANK_NONE: "-" STR_DAMAGE_NONE: "INGEN" STR_INFO_UFOPEDIA: "INFO" STR_CLIP_SIZE_UNLIMITED: "obegränsat" STR_SHOTGUN_BEHAVIOR_OXCE: "utökat" STR_INCLUDE_DEBUG: "FELSÖK" STR_TRUE: "sant" STR_FALSE: "falskt" STR_COST_TIME: "tid" STR_COST_ENERGY: "energi" STR_COST_MORALE: "moral" STR_COST_HEALTH: "hälsa" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} sjömil" STR_KILOMETERS_PER_HOUR: "{0} km/h" STR_SECONDS_LONG: "{0} sekunder" STR_FOR_DIFFICULTY: "för svårighetsgrad: {0}" ================================================ FILE: bin/common/Language/OXCE/uk.yml ================================================ uk: STR_CANNOT_DISMANTLE_FACILITY_UPGRADING: "НЕ МОЖНА РОЗБИРАТИ ОБ'ЄКТ!{SMALLLINE}Об’єкт не можна видалити під час оновлення." STR_CANNOT_UPGRADE_FACILITY_ALREADY_UPGRADING: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Існуючий об’єкт уже тут будується." STR_CANNOT_UPGRADE_FACILITY_WRONG_SIZE: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Вибраний об’єкт повинен повністю покривати існуючий об’єкт." STR_CANNOT_UPGRADE_FACILITY_WRONG_TYPE: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Існуючий об’єкт не може бути оновлений вибраним об’єктом." STR_CANNOT_UPGRADE_FACILITY_DISALLOWED: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Існуючий об’єкт неможливо покращити." STR_CANNOT_BUILD_QUEUE_OFF: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Спочатку необхідно завершити будівництво сполучних об'єктів." STR_FACILITY_FORBIDDEN_BY_OTHER: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Деякі існуючі об’єкти забороняють будівництво цього об’єкта." STR_FACILITY_OTHER_FORBIDDEN_BY_THIS: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Деякі існуючі об’єкти конфліктують із цим об'єктом." STR_NOT_ENOUGH_ITEMS: "НЕДОСТАТНЬО МАТЕРІАЛІВ!{SMALLLINE}Нам необхідно більше ресурсів для будівництва цього об’єкта.{NEWLINE}Відсутні> {0}: {1}" STR_ID: "ID" STR_FIRST_LETTER: "ПЕРША ЛІТЕРА" STR_SOLDIER_TYPE: "ТИП БІЙЦЯ" STR_IDLE_DAYS: "ДНІ БЕЗДІЯЛЬНОСТІ" STR_MANA: "МАНА" STR_MANA_POOL: "ЗАПАС МАНИ" STR_MANA_MISSING: "МАНА ВІДСУТНЯ" STR_LOAD_CRAFT_LOADOUT_TEMPLATE: "Завантажити корабельне спорядження" STR_EMPTY_SLOT_N: "Пустий слот {0}" STR_UNNAMED_SLOT_N: "Безіменний слот {0}" STR_ADD_ON_TOP: "Додати до існуючої" STR_SAVE_CRAFT_LOADOUT_TEMPLATE: "Зберегти корабельне спорядження" STR_SAVE_UC: "ЗБЕРЕГТИ" STR_ALL: "Усе" STR_EQUIPPED: "Оснащений" STR_NOT_EQUIPPED: "Не оснащений" STR_UNASSIGNED: "Інше" STR_NO_MORE_EQUIPMENT_ALLOWED_BY_SIZE: "ПЕРЕВИЩЕНО МАКСИМАЛЬНИЙ РІВЕНЬ ОСНАЩЕННЯ НА КОРАБЛІ!{SMALLLINE}Максимальне місце для зберігання: {0}" STR_PILOTS: "ПІЛОТИ" STR_SHIELD: "ЩИТ>{ALT}{0}" STR_CRAFT_SKIN_ID: "[{0}]" STR_SELECT_PILOT: "Виберіть пілота" STR_PILOTS_FOR_CRAFT: "Пілот(и) для {0}" STR_PILOTS_REQUIRED: "Пілотів необхідно: {ALT}{0}" STR_ADD_PILOT: "Додати Пілота" STR_REMOVE_ALL_PILOTS: "Видалити Всіх Пілотів" STR_ACCURACY_BONUS: "Бонус точності:" STR_DODGE_BONUS: "Бонус ухилення:" STR_APPROACH_SPEED: "Швидкість наближення:" STR_COWARDLY: "Боягузливий (-50%)" STR_NORMAL: "Нормальний" STR_BOLD: "Відважний (+50%)" STR_VERY_BOLD: "Дуже відважний (+100%)" STR_SOLDIER_GROUP_NOT_ALLOWED: "Цей тип солдатів не допускається на борт." STR_SOLDIER_GROUP_NOT_SAME: "Цей тип солдата не сумісний з іншими солдатами на борту." STR_CRAFT_DEPLOYMENT_PREVIEW: "Попередній перегляд" STR_CRAFT_DEPLOYMENT_PREVIEW_SAVED: "Передперегляд *" STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING: "Дозволяє переглядати і змінювати схему висадки бойових одиниць гравця перед початком операції. Кількість ОД не обмежена. Щоб відобразити доступні точки висадки, натисніть Alt. Щоб зберегти схему, натисніть кнопку «Покинути поле бою». Щоб вийти з режиму перегляду схеми, натисніть кнопку \"Закінчити хід\".{NEWLINE}Призначення нових бійців або техніки в ТЗ автоматично анулює збережену схему висадки. Наявність індивідуальної схеми висадки відображається знаком '*' на кнопці «Передперегляд»." STR_CRAFT_DEPLOYMENT_PREVIEW_BRIEFING_DUMMY: "Ця функція дає змогу переглядати і змінювати схему розміщення бійців на ТЗ конкретного типу. Зміни застосовуються до всіх наявних ТЗ, а також до куплених або вироблених надалі. Для розміщення видається максимально можливе число бійців для обраного ТЗ. Один боєць відповідає одному ряду в схемі розміщення. Імена бійців збігаються з номером ряду. Щоб розмістити бойову одиницю, що займає 2х2 тайла, розставте 4 бійців у квадраті 2х2. Якщо цього не зробити, бойова одиниця розміром 2х2 не з'явиться на полі бою в тактичній фазі гри." STR_BASE_DEFENSE_BRIEFING_PREVIEW: "Ця опція дає змогу переглядати базу в тактичному режимі. {NEWLINE}{NEWLINE}Для виходу з режиму перегляду натисніть кнопку «Покинути поле бою»." STR_NOT_ENOUGH_CARGO_SPACE: "НЕМАЄ ДОСТАТНЬО МІСЦЯ ДЛЯ ВАНТАЖУ! {SMALLLINE}Використайте інший модуль або зменшіть кількість членів екіпажу." STR_NOT_ENOUGH_STORAGE_SPACE_1: "НЕ ДОСТАТНЬО МІСЦЯ ДЛЯ ЗБЕРІГАННЯ! {SMALLLINE}Занадто багато елементів! Використовуйте інший модуль або зменшіть кількість призначеного обладнання." STR_NOT_ENOUGH_STORAGE_SPACE_2: "НЕ ДОСТАТНЬО МІСЦЯ ДЛЯ ЗБЕРІГАННЯ! {SMALLLINE}Елементи займають забагато місця! Використовуйте інший модуль або зменшіть розмір призначеного обладнання." STR_REFUND_VALUE: "Вартість продажу> {ALT}{0}" STR_PRODUCTION_OVERVIEW: "ОГЛЯД ВИРОБНИЦТВА" STR_RESEARCH_OVERVIEW: "ОГЛЯД ДОСЛІДЖЕНЬ" STR_PRISONER_OVERVIEW: "ОГЛЯД В'ЯЗНІВ" STR_PRISONER: "УВ'ЯЗНЕНИЙ" STR_PRISONER_AMOUNT: "СУМА" STR_PRISONER_INTERROGATED: "ДОПИТАНО" STR_TOTAL_IN_PRISON: "Використаний простір>{ALT}{0}" STR_TOTAL_INTERROGATED: "Допитаний>{ALT}{0}" STR_PRISON_TYPE: "Утримання чужорідних істот" STR_KILL_SELECTED: "Вбити" STR_SELL_SELECTED: "Продати" STR_GO_TO_TRANSFERS: "Транспортування..." STR_PRISON_CLEANUP: "Звільнити камери" STR_TOPIC: "Предмет>{ALT} {0}" STR_SHOW_ALL: "Показати все" STR_NO_DEPENDENCIES: "Немає залежностей." STR_DIRECT_DEPENDENCIES: "Прямі залежності" STR_LEVEL_2_DEPENDENCIES: "Залежності 2-го рівня" STR_LEVEL_3_DEPENDENCIES: "Залежності 3-го рівня" STR_LEVEL_4_DEPENDENCIES: "Залежності 4-го рівня" STR_MORE_DEPENDENCIES: "Існують ще більш глибокі залежності..." STR_END_OF_SEARCH: "Кінець пошуку." STR_REFUND_PRODUCTION: "ПОВЕРНЕННЯ!" STR_HOURS_PER_UNIT: "ГОДИН НА ОДИНИЦЮ>{ALT}{0}" STR_PERSON_JOINING: "Приєднання особи" STR_RANDOM_PRODUCTION_DISCLAIMER: "Випадкове виробництво!" STR_OTHER_EMPLOYEES: "Інший персонал та інвентар" STR_SHOW_ONLY_NEW: "Показати лише нове" STR_FILTER_DEFAULT: "За замовчуванням" STR_FILTER_DEFAULT_SUPPLIES_OK: "За замовчуванням (витратні матеріали в порядку)" STR_FILTER_DEFAULT_NO_SUPPLIES: "За замовчуванням (немає витратних матеріалів)" STR_FILTER_FACILITY_REQUIRED: "Об’єкт відсутній" STR_FILTER_HIDDEN: "Приховано" STR_FILTER_EQUIPPED: "Оснащений" STR_FILTER_MISSING: "Недостача" STR_SORT_DEFAULT: "За замовчуванням" STR_SORT_BY_COST: "За вартістю" STR_SORT_BY_NAME: "За назвою" STR_RANDOM_PRODUCTION_SUMMARY: "Резюме" STR_NOT_ENOUGH_PRISON_SPACE: "НЕДОСТАТНЬО ТЮРЕМ ДЛЯ УТРИМАННЯ ПРИБУЛЬЦІВ{SMALLLINE}Побудуйте нові тюрми для прибульців або перенаправте прибульців на інші бази." STR_MONTHLY_ITEM_PURCHASE_LIMIT_EXCEEDED: "ЛІМІТ НА ЩОМЕСЯЧНИЙ ОБСЯГ ЗАКУПІВЛЕЙ ВИЧЕРПАНО!{SMALLLINE}Можливість купівлі обраних товарів з'явиться в наступному місяці." STR_MONTHLY_CRAFT_PURCHASE_LIMIT_EXCEEDED: "ЛІМІТ НА ЩОМЕСЯЧНИЙ ОБСЯГ ЗАКУПІВЛЕЙ ВИЧЕРПАНО!{SMALLLINE}Можливість купівлі обраних ТЗ з'явиться в наступному місяці." STR_MONTHLY_SOLDIER_HIRING_LIMIT_EXCEEDED: "ЛІМІТ НА ЩОМЕСЯЧНИЙ НАЙМ ВИЧЕРПАНО!{SMALLLINE}Можливість найму новобранців з'явиться в наступному місяці." STR_NOT_ENOUGH_CRAFT_SPACE: "Не вистачає місця на борту!" STR_SELECT_AVATAR_FOR: "ВИБЕРІТЬ АВАТАР ДЛЯ{NEWLINE}{0}" STR_SOLDIER_BONUSES_FOR: "БІЙЦІВСЬКІ БОНУСИ ДЛЯ{NEWLINE}{0}" STR_SUMMARY: "Резюме" STR_MANA_RECOVERY: "ВІДНОВЛЕННЯ МАНИ> {ALT}{0}" STR_HEALTH_RECOVERY: "ВІДНОВЛЕННЯ ЗДОРОВ'Я> {ALT}{0}" STR_BONUSES_BUTTON: "+" STR_PROMOTE_SOLDIER: "ПІДВИЩИТИ/ЗНИЗИТИ{NEWLINE}{0} {1}" STR_RANK_HEADER: "ЗВАННЯ" STR_OPENINGS_HEADER: "ВІДКРИТТЯ" STR_KILLER_AND_WEAPON: "{0}, {1}" STR_TRAINING: "Тренування" STR_SOLDIER_INFO: "Інформація про бійця" STR_SELECT_TRANSFORMATION_FOR: "ВИБРАТИ ПЕРЕТВОРЕННЯ ДЛЯ{NEWLINE}{0}" STR_TRANSFORMATIONS_BUTTON: "^" STR_TRANSFER_TIME: "Час доставки>{ALT}{0}" STR_RECOVERY_TIME: "Час відновлення>{ALT}{0}" STR_CURRENT_STATS: "Поточна статистика" STR_CHANGES: "Зміни" STR_CHANGES_MIN: "Зміни (мін)" STR_CHANGES_MAX: "Зміни (макс)" STR_BONUS_STATS: "Бонусна статистика" STR_TRANSFORMATIONS_OVERVIEW: "Огляд Трансформацій" STR_PROJECT_NAME: "НАЗВА ПРОЕКТУ" STR_AVAILABLE_MATERIALS: "ДОСТУПНІ МАТЕРІАЛИ" STR_ELIGIBLE_SOLDIERS: "ПІДХОДЯЩІ СОЛДАТИ" STR_SHOW_ONLY_ELIGIBLE: "Показати лише підходящих" STR_ALL_SOLDIER_TYPES: "Усі типи бійців" STR_ALL_SOLDIERS: "Усі бійці" STR_HEALTHY_SOLDIERS: "Здорові бійці" STR_WOUNDED_SOLDIERS: "Поранені бійці" STR_DEAD_SOLDIERS: "Мертві бійці" STR_GRAND_TOTAL: "Загальна сума" STR_AVAILABLE_TOPICS: "ДОСТУПНІ ТЕМИ" STR_QS_THREE_LETTERS_A: "Будь ласка, введіть принаймні 3 літери" STR_QS_THREE_LETTERS_B: "у вікні швидкого пошуку..." STR_M_FLAG: " [м]" STR_F_FLAG: " [фут]" STR_I_FLAG: " [дюйм]" STR_C_FLAG: "[ТЗ]" STR_THIS_FEATURE_IS_DISABLED_1: "Ця функція відключена." STR_THIS_FEATURE_IS_DISABLED_2: "Ця функція відключена." STR_THIS_FEATURE_IS_DISABLED_3: "Ця функція відключена." STR_THIS_FEATURE_IS_DISABLED_4: "Ця функція відключена." STR_THIS_FEATURE_IS_DISABLED_5: "Ця функція відключена." STR_TECH_TREE_VIEWER: "Перегляд технологічного дерева" STR_SELECT_TOPIC: "Виберіть тему" STR_RESEARCH_PROGRESS: "Прогрес>{ALT} {0}%" STR_ITEM_DESTROYED: "Предметів знищено:" STR_ITEM_REQUIRED: "Предметів необхідно:" STR_SERVICES_REQUIRED: "Необхідні послуги:" STR_SERVICES_PROVIDED: "Послуги, що надаються:" STR_SERVICES_FORBIDDEN: "Заборонені послуги:" STR_REQUIRES: "Вимагає:" STR_DEPENDS_ON: "Залежить від:" STR_UNLOCKED_BY: "Розблоковано:" STR_DISABLED_BY: "Вимкнено:" STR_REENABLED_BY: "Повторно ввімкнено:" STR_GET_FOR_FREE_FROM: "Отримати безкоштовно від:" STR_IS_LOOKUP_OF: "Чи шукати за:" STR_LOOKUP: "Пошук:" STR_SPAWNED_ITEMS: "Породжені предмети:" STR_SPAWNED_EVENT: "Породжена подія:" STR_REQUIRED_BY: "Потрібно для:" STR_REQUIRED_BY_TRANSFORMATIONS: "Вимагається трансформаціями:" STR_LEADS_TO: "Призводить до:" STR_UNLOCKS: "Розблоковує:" STR_DISABLES: "Вимикає:" STR_REENABLES: "Повторно вмикає:" STR_GIVES_ONE_FOR_FREE_SEQ: "Надає один безкоштовно (послідовно):" STR_GIVES_ONE_FOR_FREE: "Надає один безкоштовно:" STR_RESEARCH_REQUIRED: "Необхідні дослідження:" STR_RESEARCH_REQUIRED_USE: "Необхідні дослідження (використати):" STR_RESEARCH_REQUIRED_BUY: "Необхідні дослідження (купити):" STR_SERVICES_REQUIRED_BUY: "Необхідні послуги (купити):" STR_PRODUCED_BY: "Вироблено:" STR_SPAWNED_BY: "Породжено:" STR_MATERIALS_REQUIRED: "Необхідні матеріали:" STR_TTV_COST_PER_UNIT: "Вартість за од.:" STR_TTV_ENGINEER_HOURS: "Людино-годин:" STR_TTV_WORK_SPACE_REQUIRED: "Наявність місця у майстернях:" STR_ITEMS_PRODUCED: "Виготовлені предмети:" STR_PERSON_RECRUITED: "Найнята особа:" STR_UNLOCKS_ARCS: "Розблоковані дуги:" STR_DISABLES_ARCS: "Вимкнені дуги:" STR_UNLOCKS_MISSIONS: "Відкриває місії:" STR_DISABLES_MISSIONS: "Блокує місії:" STR_UNLOCKS_EVENTS: "Розблоковує події:" STR_DISABLES_EVENTS: "Блокує події:" STR_AFFECTS_GAME_PROGRESSION: "Впливає на прогрес гри!" STR_ITEMS_AT_DESTINATION: "Предмети за призначенням" STR_PRISONERS: "В'язні" STR_ARMORS: "Броня" STR_CRAFT_DEPLOYMENT_QUESTION: "Зберігти схему висадки?" STR_MUST_USE_BOTH_HANDS: "Для цього потрібні обидві руки!" STR_NOT_ENOUGH_MORALE: "Не вистачає моралі!" STR_NOT_ENOUGH_HEALTH: "Недостатньо здоров'я!" STR_NOT_ENOUGH_MANA: "Не вистачає мани!" STR_NOT_ENOUGH_STUN: "Рівень оглушення надто високий!" STR_MIND_CONTROL_SUCCESSFUL_ALT: "Дію виконано успішно" STR_LINE_OF_SIGHT_REQUIRED: "Необхідна лінія видимості (ЛВ)." STR_CENTER_ON_WOUNDED_FRIEND: "Центр Пораненого Союзника" STR_CENTER_ON_DIZZY_FRIEND: "Центр Приголомшеного Союзника" STR_BUG_HUNT_ACTIVATED: "Активовано режим полювання: на міні-карті видно ворогів!" STR_QUICK_MODE_ACTIVATED: "Режим Усейна Болта активовано.{NEWLINE}Для деактивації натисніть Ctrl+S ще раз." STR_QUICK_MODE_DEACTIVATED: "Режим Усейна Болта деактивовано." STR_TARGET_ENEMY: "; Ціль = ВОРОГ" STR_TARGET_NEUTRAL: "; Ціль = НЕЙТРАЛ" STR_TARGET_FRIEND: "; Ціль = ДРУГ" STR_TARGET_YOURSELF: "; Ціль = Я" STR_TARGET_ON_THE_GROUND: " (на землі)" STR_USE_SPECIAL_ITEM: "Використовуйте спеціальний предмет" STR_NO_EXPERIENCE_YET: "Недостатньо досвіду:" STR_OPERATION_UC: "БИТВА> {0}" STR_WHAT_CAN_I_WEAR: "Що я можу носити?" STR_STARTING_CONDITION_ARMORS_FORBIDDEN: "Для цієї місії неохбідне спеціальне спорядження.{NEWLINE}{NEWLINE}Заборонені типи броні: {0}" STR_STARTING_CONDITION_ARMORS_ALLOWED: "Для цієї місії неохбідне спеціальне спорядження.{NEWLINE}{NEWLINE}Дозволені типи броні: {0}" STR_MISSION_OVER: "Завдання виконано." STR_UNITS_WITH_FATAL_WOUNDS: one: "{N} з нас досі смертельно поранений" few: "{N} з нас досі смертельно поранені" many: "{N} з нас досі смертельно поранені" other: "{N} з нас досі смертельно поранені" STR_END_MISSION_QUESTION: "Завершити місію?" STR_LOOT: "ЗДОБИЧ" STR_SELL: "ПРОДАЖ" STR_LIVE_ALIENS_SURRENDERED: "ВОРОГИ ЗДАЛИСЯ" STR_MISSION_ABORTED: "МІСІЮ ПЕРЕРВАНО" STR_VIPS_SAVED: "VIP-ів ВРЯТОВАНО" STR_VIPS_LOST: "VIP-ів ВТРАЧЕНО" STR_BOUNTY: "НАГОРОДА" STR_MANA_ABBREVIATION: "ЛЮДИНА" STR_EXPERIENCE_OVERVIEW: "Огляд досвіду" STR_CANNOT_PLACE_ITEM_INTO_THIS_SECTION: "Не дозволяється розміщувати цей елемент там.{NEWLINE}Не питайте чому!" STR_ONE_HAND_MUST_BE_EMPTY: "Принаймні одна рука повинна бути порожньою!" STR_LOAD_EQUIPMENT_TEMPLATE: "Завантажити шаблон оснащення" STR_SAVE_EQUIPMENT_TEMPLATE: "Зберегти шаблон оснащення" STR_FIRING_SHORT: "Стрільба>{ALT}{0}" STR_THROWING_SHORT: "Метання>{ALT}{0}" STR_MELEE_SHORT: "Рукопашний бій>{ALT}{0}" STR_PERSONAL_EQUIPMENT: "ОСОБИСТЕ ОБМУНДИРУВАННЯ" STR_SAVE_PERSONAL_EQUIPMENT: "Зберегти особисте обмундирування" STR_LOAD_PERSONAL_EQUIPMENT: "Завантажити особисте обмундирування" STR_PERSONAL_EQUIPMENT_SAVED: "Особисте обмундирування збережено." STR_PERSONAL_EQUIPMENT_NOT_DEFINED: "Особисте спорядження ще не визначено." STR_SLOT: "Слот>{ALT}{0}" STR_THINKING: "Обмірковування..." STR_TELL_ME_MORE: "Розкажи мені більше..." STR_REINFORCEMENTS_ALERT: "Попередження про підкріплення!" STR_HIT_LOG_NEW_TURN: "Новий хід" STR_FAILED_CQB_CHECK: "Ворогам вдалося перервати вашу атаку!" STR_NO_TRAJECTORY: "Немає допустимої траєкторії!" STR_HIT_LOG_NEW_BULLET: "=> " STR_MANA_SHORT: "НМ>{ALT}{0}" STR_SKILL_NEEDS_ITEM: "Для цього вміння потрібен предмет!" STR_HIT_LOG_NO_DAMAGE: "0 " STR_HIT_LOG_SMALL_DAMAGE: "удар" STR_HIT_LOG_BIG_DAMAGE: "УДАР" STR_HIT_LOG_REACTION_FIRE: "Реакційний вогонь..." STR_HIT_LOG: "Журнал влучань" STR_BUTTON_10: "10" STR_LAZY_LOADING: "Ліниве завантаження" STR_LAZY_LOADING_DESC: "Якщо цей параметр увімкнено, графічні ресурси завантажуються по мірі необхідності. В іншому випадку все завантажується при запуску." STR_VSYNC_FOR_OPENGL: "VSync для OpenGL" STR_VSYNC_FOR_OPENGL_DESC: "Вимкніть для максимальної прихованої швидкості руху противника та (необов’язково) швидкості руху солдата. НЕ встановлюйте обмеження FPS на 0. Це стосується лише рендеринга OpenGL." STR_UPDATE_CHECK: "Автоматична перевірка оновлення" STR_UPDATE_CHECK_DESC: "Якщо цей параметр увімкнено, OpenXcom автоматично перевірить наявність оновлень і надасть вам можливість оновити себе одним натисканням кнопки." STR_AUTOSAVE_SLOTS: "Слоти автозбереження" STR_AUTOSAVE_SLOTS_DESC: "Кількість слотів для автозбережень поля бою." STR_AUTO_SAVE_BATTLESCAPE_SLOT_WITH_NUMBER: " {0}" STR_GEO_AUTOSAVE_FREQUENCY: "Частота Автозбереження (Глобус)" STR_GEO_AUTOSAVE_FREQUENCY_DESC: "Кількість днів, через яку гра буде автоматично збережена." STR_GEO_AUTOSAVE_SLOTS: "Автозбереження слотів (Глобус)" STR_GEO_AUTOSAVE_SLOTS_DESC: "Кількість слотів для автозбережень на Глобусі." STR_AUTO_SAVE_GEOSCAPE_SLOT_WITH_NUMBER: " {0}" STR_OXCE_LINKS: "Розширені посилання" STR_OXCE_LINKS_DESC: "Вмикає додаткові меню/кнопки/посилання для функцій OXCE." STR_PEDIA_SHOW_CLIP_SIZE: "Показати розмір магазину в Уфопедії" STR_PEDIA_SHOW_CLIP_SIZE_DESC: "Якщо увімкнено, розміри боєприпасів відображатимуться поруч зі значками боєприпасів в Уфопедії." STR_INTERCEPT_TABLE_SIZE: "Розмір таблиці перехоплення" STR_INTERCEPT_TABLE_SIZE_DESC: "Розміри таблиць у наступних діалогових вікнах: Перехоплення, Трекер НЛО." STR_SHOW_SLACKING_INDICATOR: "Показати індикатор простоювання" STR_SHOW_SLACKING_INDICATOR_DESC: "Якщо увімкнено, буде показано кількість непризначених науковців та інженерів." STR_SHOW_MAINTENANCE_TIME: "Показати час обслуговування судна" STR_SHOW_MAINTENANCE_TIME_DESC: "{ALT}0>{ALT} Не показувати {ALT}1>{ALT} Показувати лише тривалість поточної активності {ALT}2>{ALT} Показувати все разом (ремонт + переозброєння + заправка)." STR_SHOW_ETA: "Показати приблизну тривалість польоту" STR_SHOW_ETA_DESC: "{ALT}0>{ALT} Не показувати {ALT}1>{ALT} Показувати ПТП тільки для статичних цілей {ALT}2>{ALT} Показувати ПТП також для рухомих цілей." STR_UFO_LANDING_ALERT: "Сповіщення про посадку НЛО" STR_UFO_LANDING_ALERT_DESC: "Якщо цей параметр увімкнено, повідомлення з'являтиметься щоразу, коли виявиться НЛО." STR_REMEMBER_DISABLED_CRAFT_WEAPONS: "Запам'ятовувати вимкнену корабельну зброю" STR_REMEMBER_DISABLED_CRAFT_WEAPONS_DESC: "Корабельна зброя, вимкнена під час повітряного бою, залишиться вимкненою. Вона також не буде перезаряджена на базі." STR_GEO_EVENT_INSTANT_DELIVERY: "Миттєва доставка товарів на події" STR_GEO_EVENT_INSTANT_DELIVERY_DESC: "Якщо увімкнено, елементи з подій геоландшафту надходять миттєво. В іншому випадку вони з'являються на 1 годину пізніше." STR_SHOW_BASE_NAME_IN_POPUPS: "Показувати назву бази у спливаючих вікнах" STR_SHOW_BASE_NAME_IN_POPUPS_DESC: "Якщо увімкнено, відповідна назва бази відображається у спливаючих вікнах (наприклад, «Дослідження завершено»)." STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT: "Альтернативне управління вантажним відсіком ТЗ" STR_ALTERNATE_CRAFT_EQUIPMENT_MANAGEMENT_DESC: "Якщо увімкнено, переміщення солдатів між базою та ТЗ також переміщує їхнє спорядження (якщо це можливо)." STR_BASE_INFO_SCALE: "Масштабування великих відрізків у полі інформації" STR_BASE_INFO_SCALE_DESC: "Якщо увімкнено, відрізки, більші за 140, зменшуються, щоб відповідати інтерфейсу." STR_HIGHLIGHT_NEW: "Виділяти нові теми" STR_HIGHLIGHT_NEW_DESC: "Якщо увімкнено, нові дослідницькі теми, нові виробничі теми та нові статті уфопедії відображаються іншим кольором." STR_RESEARCH_SCROLL_SPEED: "Швидкість прокручування досліджень" STR_RESEARCH_SCROLL_SPEED_DESC: "Вчених можна призначати/звільняти безпосередньо в інтерфейсі поточних досліджень за допомогою кнопки прокрутки миші." STR_RESEARCH_SCROLL_SPEED_CTRL: "Швидкість прокрутки досліджень (з клавішею Ctrl)" STR_RESEARCH_SCROLL_SPEED_CTRL_DESC: "Вчених можна призначати/звільняти безпосередньо в інтерфейсі поточних досліджень за допомогою кнопки прокрутки миші." STR_MANUFACTURE_FILTER_SUPPLIES_OK: "Альтернативний фільтр для виробництва" STR_MANUFACTURE_FILTER_SUPPLIES_OK_DESC: "Якщо увімкнено, користувацький інтерфейс показує лише ті виробничі позиції, для яких є достатньо запасів." STR_MANUFACTURE_SCROLL_SPEED: "Швидкість прокрутки виробництва" STR_MANUFACTURE_SCROLL_SPEED_DESC: "Інженерів можна призначати/звільняти безпосередньо в інтерфейсі поточного виробництва за допомогою кнопки прокрутки миші." STR_MANUFACTURE_SCROLL_SPEED_CTRL: "Швидкість прокрутки виробництва (з клавішею Ctrl)" STR_MANUFACTURE_SCROLL_SPEED_CTRL_DESC: "Інженерів можна призначати/звільняти безпосередньо в інтерфейсі поточного виробництва за допомогою кнопки прокрутки миші." STR_PERSONAL_LAYOUT_INCLUDING_ARMOR: "Включити бронежилет до особистого спорядження" STR_PERSONAL_LAYOUT_INCLUDING_ARMOR_DESC: "Якщо увімкнено, зберігається макет особистого спорядження солдата, включно із ношеною бронею." STR_MANUALPROMOTIONS: "Ручне підвищування" STR_MANUALPROMOTIONS_DESC: "Якщо увімкнено, солдатів можна вручну підвищувати (або понижувати) у званні, натиснувши на іконку звання." STR_WOUNDED_DEFEND_BASE_IF: "Захист бази пораненими бійцями (якщо здоров'я вище x%)" STR_WOUNDED_DEFEND_BASE_IF_DESC: "Поранені солдати також захищають базу, якщо їхнє здоров'я вище заданого відсотка." STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT: "Відтворювати музику брифінгу довше" STR_PLAY_BRIEFING_MUSIC_DURING_EQUIPMENT_DESC: "Брифінг-музика продовжуватиме грати під час фази спорядження, поки не відобразиться поле бою." STR_NIGHT_VISION_COLOR: "Вибір кольору нічного бачення" STR_NIGHT_VISION_COLOR_DESC: "Значення від 1 до 15, кожен з яких представляє інший відтінок кольору." STR_AUTO_NIGHT_VISION_THRESHOLD: "Поріг автоматичного нічного бачення" STR_AUTO_NIGHT_VISION_THRESHOLD_DESC: "Якщо темніше за цей поріг, нічне бачення увімкнеться автоматично." STR_SHOW_ACCURACY_ON_CROSSHAIR: "Показати точність на перехресті прицілу" STR_SHOW_ACCURACY_ON_CROSSHAIR_DESC: "{ALT}0>{ALT}Ніколи {ALT}1>{ALT}Тільки якщо увімкнено точність UFO Extender {ALT}2>{ALT}Завжди" STR_AUTO_SELL: "Менеджер автоматичних продажів" STR_AUTO_SELL_DESC: "На екрані продажу після завершення бою будь-які типи предметів, продані вами в попередніх боях, будуть автоматично позначені для продажу." STR_AUTOMATICPROMOTIONS: "Автоматичне підвищування" STR_AUTOMATICPROMOTIONS_DESC: "Якщо увімкнено, солдати автоматично отримують підвищення після виконання місії." STR_OFF_CENTRE_SHOOTING: "Стрільба поза центром" STR_OFF_CENTRE_SHOOTING_DESC: "Солдати автоматично намагатимуться трохи відрегулювати кут стрільби, якщо немає лінії вогню." STR_CRASHED_OR_LANDED: "Кнопка Розбився/Приземлився" STR_CRASHED_OR_LANDED_DESC: "Якщо увімкнено, додаткова кнопка відображається на екрані «Нова битва». Також, щоб показати/приховати кнопку, натисніть F11. {ALT}0>{ALT}Відключено, {ALT}1>{ALT}Збито, {ALT}2>{ALT}Приземлено." STR_GRAPHS_ZOOM_IN: "Збільшення (графіки)" STR_GRAPHS_ZOOM_OUT: "Зменшити (графіки)" STR_MARK_ALL_AS_SEEN: "Позначити все як побачене" STR_SELL_ALL: "Продати все" STR_SELL_ALL_BUT_ONE: "Продати все, крім одного" STR_TRANSFER_ALL: "Транспортувати все" STR_REMOVE_SOLDIERS_FROM_ALL_CRAFTS: "Прибрати бійців з усіх кораблів" STR_REMOVE_SOLDIERS_FROM_CRAFT: "Прибрати бійців з корабля" STR_REMOVE_EQUIPMENT_FROM_CRAFT: "Прибрати обладнання з корабля" STR_REMOVE_ARMOR_FROM_ALL_CRAFTS: "Прибрати броню з усіх кораблів" STR_REMOVE_ARMOR_FROM_CRAFT: "Прибрати броню з корабля" STR_REMOVE_SOLDIERS_FROM_TRAINING: "Прибрати солдатів з навчання" STR_ADD_SOLDIERS_TO_TRAINING: "Направити бійців на тренування" STR_INVENTORY_ARMOR: "Змінити броню" STR_INVENTORY_AVATAR: "Змінити аватар" STR_INVENTORY_DIARY_LIGHT: "Переглянути Щоденник Світла" STR_ACTION_ITEM_1: "Активація предмета 1 (Мета/Використання)" STR_ACTION_ITEM_2: "Активація предмета 2 (Знімок)" STR_ACTION_ITEM_3: "Активація предмета 3 (Авто)" STR_ACTION_ITEM_4: "Активація предмета 4 (Ближній бій)" STR_ACTION_ITEM_5: "Активація предмета 5 (Кидок)" STR_INSTA_SAVE: "Інста-збереження" STR_TOGGLE_QUICK_SEARCH: "Переключити поле швидкого пошуку" STR_TOGGLE_NIGHT_VISION: "Переключити режим нічного бачення" STR_HOLD_NIGHT_VISION: "Короткочасний режим нічного бачення" STR_SELECT_MUSIC_TRACK: "Вибрати музичний трек" STR_TOGGLE_TOUCH_BUTTONS: "Перемикання сенсорних кнопок" STR_TOGGLE_BRIGHTNESS: "Перемкнути яскравість (лише візуально)" STR_BRIEFING: "Брифінг" STR_TOGGLE_DEBUG_MODE: "Перемкнути режим налагодження" STR_DEBUG_KILL_ALL_ALIENS: "НАЛАГОДЖЕННЯ: Вбити всіх прибульців" STR_PHYSICAL_TRAINING: "Бойові тренування" STR_REMAINING_TRAINING_FACILITY_CAPACITY: "З МОЖЛИВІСТЮ НАВЧАННЯ> {ALT}{0}" STR_NO_WOUNDED: "-" STR_NO_QUEUED: "+" STR_NO_DONE: "ЗРОБЛЕНО" STR_NO_AMMO: "НЕМАЄ БОЄПРИПАСІВ!" STR_START_FIRING: "Вогонь!" STR_SKIP_FIRING: "Впустити їх..." STR_ALIEN_MISSILES_HAVE_DAMAGED_OUR_BASE: "Ракети інопланетян пошкодили нашу базу {0}" STR_ALIEN_MISSILES_HAVE_DESTROYED_OUR_BASE: "Ракети інопланетян знищили нашу базу {0}" STR_STARTING_CONDITION_COMMANDER: "Це завдання вимагає присутності командира." STR_STARTING_CONDITION_CRAFT: "Цей корабель не підходить для даної місії." STR_STARTING_CONDITION_CRAFT_ALLOWED: "Цей корабель непридатний для цієї місії.{NEWLINE}{NEWLINE}Дозволені кораблі: {0}" STR_STARTING_CONDITION_CRAFT_FORBIDDEN: "Цей корабель непридатний для цієї місії.{NEWLINE}{NEWLINE}Заборонені кораблі: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE: "Деякі солдати не можуть брати участь у цій місії." STR_STARTING_CONDITION_SOLDIER_TYPE_ALLOWED: "Деякі солдати не можуть брати участь у цій місії.{NEWLINE}{NEWLINE}Дозволені типи солдатів: {0}" STR_STARTING_CONDITION_SOLDIER_TYPE_FORBIDDEN: "Деякі солдати не можуть брати участь у цій місії.{NEWLINE}{NEWLINE}Заборонені типи солдатів: {0}" STR_STARTING_CONDITION_ITEM: "Для цієї місії потрібен специфічний предмет(и):{NEWLINE}{NEWLINE}{0}" STR_NOT_ENOUGH_FUEL_TO_REACH_TARGET: "НЕДОСТАТНЬО ПАЛЬНОГО!{SMALLLINE}Місце призначення занадто далеко для дальності польоту судна." STR_TOO_MANY_ITEMS_ONBOARD: "Занадто багато речей!{SMALLLINE}Цей корабель не може везти стільки речей." STR_FOLLOW_WING_LEADER_QUESTION: "Слідувати за лідером?" STR_ASSIGN_PILOTS: "Призначити пілотів..." STR_NOT_ENOUGH_PILOTS: "Недостатньо пілотів!{NEWLINE}Мінімум: {0}" STR_DAILY_PILOT_EXPERIENCE: "Щоденний досвід пілотування" STR_UFO_SHIELD_HIT: "ВЛУЧАННЯ У ЩИТИ!" STR_UFO_HIT_NO_DAMAGE: "ВІДБИТТЯ ВІД КОРПУСА!" STR_UFO_SHIELD_DOWN: "ВОРОЖІ ЩИТИ ЗНИЩЕНО!" STR_UFO_HIT_GLANCING: "ТОЧНЕ ВЛУЧАННЯ!" STR_INTERCEPTOR_SHIELD_HIT: "НАШІ ЩИТИ ТРИМАЮТЬСЯ!" STR_TRACTOR_BEAM_ENGAGED: "ПРИТЯГУВАЛЬНИЙ ПРОМІНЬ УВІМКНЕНИЙ!" STR_TRACTOR_BEAM_DISENGAGED: "ВИМКНЕННЯ ПРИТЯГУВАЛЬНОГО ПРОМЕНЮ" STR_SELF_DESTRUCT_ACTIVATED: "САМОЗНИЩЕННЯ АКТИВОВАНО!" STR_SELF_DESTRUCT_CANCELLED: "САМОЗНИЩЕННЯ ВІДМІНЕНО" STR_MISSILE_DAMAGED: ">>> РАКЕТУ ПОШКОДЖЕНО <<<" STR_MISSILE_DESTROYED: ">>> РАКЕТУ ЗНИЩЕНО <<<" STR_EXTENDED_LINKS: "Посилання" STR_AUTO_PATROL: "АВТОМАТИЧНЕ ПАТРУЛЮВАННЯ" STR_ETA: "ETA>{ALT}{0}" STR_NOT_ENOUGH_ITEM_TO_REARM_FACILITY_AT_BASE: "Не вистачає {0}, щоб переозброїти {1} на {2}." STR_UFO_STARTED_HUNTING: "{0} перебуває на курсі перехоплення разом із {1}" STR_CRAFT_IS_READY: "{0} на {1} готовий." STR_ECONOMY_WARNING: "Кошти {0} та дохід {1} низькі, а утримання {2} занадто велике! Продайте щось, щоб не брати кредит ... коштів не вистачає: {3}" STR_SLACKING_INDICATOR: "{0}:{1}" STR_TRAINING_INDICATOR: "{0}:{1}" STR_EXTENDED_UC: "РОЗШИРЕНО" STR_RETURNING: "ПОВЕРНЕННЯ" STR_INTERCEPTING: "ПЕРЕХОПЛЕННЯ" STR_ESCORTING: "СУПРОВІД" STR_EN_ROUTE: "В ДОРОЗІ" STR_PILOT_MISSING: "ПІЛОТ ВІДСУТНІЙ" STR_DAY_SHORT: "{0}дн." STR_HOUR_SHORT: "{0}год." STR_PERFORMANCE_BONUS: "Бонус продуктивності" STR_COUNTRY_HAS_CANCELLED_A_SECRET_PACT: "{0} відмовилася від договору з інопланетними силами і їй було дозволено повернутися до проекту." STR_COUNTRIES_HAVE_CANCELLED_A_SECRET_PACT: "{0} відмовилися від договору з інопланетними силами і їм було дозволено повернутися до проекту." STR_WE_CAN_NOW_RENT: "Тепер ми можемо орендувати" STR_REQUIRED_BASE_SERVICES: "Необхідні базові послуги: {0}" STR_WE_CAN_NOW_BUILD: "Тепер ми можемо будувати" STR_WE_CAN_NOW_PURCHASE: "Тепер ми можемо придбати" STR_NOT_ENOUGH_LIVING_SPACE_AT_BASE: "Недостатньо житлової площі для розміщення{NEWLINE}{0}{NEWLINE}у{NEWLINE}{1}" STR_INFO: "ІНФОРМАЦІЯ" STR_DESPAWN_PENALTY: "Штраф за зникнення> {0}" STR_TRAINING_FINISHED: "Навчання завершено{NEWLINE}в {0}" STR_PSI_TRAINING_FINISHED: "PSI-навчання завершено {NEWLINE}в {0}" STR_IGNORE_UC: "ІГНОРУВАТИ" STR_UFO_TRACKER: "НЛО шукач" STR_UPDATE: "Оновлення" STR_LATEST_VERSION_INFO: "Ви використовуєте останню версію OpenXcom." STR_MASTER_MOD_VERSION_REQUIRED_QUESTION: "Для коректної роботи цього моду потрібна базова гра v{0}. Увімкнути цей мод?" STR_VERSION_REQUIRED_QUESTION: "Дана модифікація вимагає OXCE v{0} для правильного запуску. Увімкнути цю модифікацію?" STR_OPEN_MODS_FOLDER: "Відкрити" STR_GLOBE_TEXTURE: "Текстура глобуса" STR_NOTES: "Примітки" STR_NEW_NOTE: "" STR_ENGINE_OXC: "OXC" STR_ENGINE_OXCE: "OXCE" STR_ENGINE_OTHER: "ІНШЕ" STR_BASESCAPE: "Базовий ландшафт" STR_AI: "ШІ" STR_PATH_ENERGY_COST: "Енергія" STR_PATH_ENERGY_COST_DESC: "Натиснувши, ви побачите, скільки енергії залишиться у вашої бойової одиниці після переміщення до місця призначення." STR_VEHICLES_LOST: "Втрачені транспортні засоби" STR_TEST_SCREEN: "ТЕСТОВИЙ ЕКРАН" STR_PALETTE: "Палітра:" STR_PREVIEW: "Попередній перегляд" STR_TINY_BORDERLESS: "Крихітний, без меж" STR_TINY_BORDER: "Крихітний" STR_SMALL_LOW_CONTRAST: "Малий" STR_SMALL_HIGH_CONTRAST: "Малий, високий контраст" STR_BIG_LOW_CONTRAST: "Великий" STR_BIG_HIGH_CONTRAST: "Великий, високий контраст" STR_TEST_CASE: "Тестовий випадок:" STR_RUN: "Запустити вибрані тести!" STR_TESTS_STARTING: "Запуск..." STR_TESTS_ERRORS_FOUND: "Загальна кількість знайдених помилок (можуть бути повторювані): {0}" STR_TESTS_NO_ERRORS_FOUND: "Помилок не знайдено." STR_TESTS_FINISHED: "Завершено." STR_DETAILED_INFO_IN_LOG_FILE: "Детальна інформація збережена у openxcom.log" STR_RANK_NONE: "-" STR_DAMAGE_NONE: "ЖОДЕН" STR_INFO_UFOPEDIA: "ІНФОРМАЦІЯ" STR_COCKPIT_CAPACITY: "ПІЛОТИ>{ALT}{0}{ALT}" STR_MAXIMUM_RANGE: "МАКСИМАЛЬНИЙ ДІАПАЗОН>{ALT}{0}{ALT}" STR_MINIMUM_RANGE: "МІНІМАЛЬНИЙ ДІАПАЗОН>{ALT}{0}{ALT}" STR_INFINITE_RANGE: "Н/Д" STR_TRACTOR_BEAM_POWER: "Потужність" STR_WEIGHT_PEDIA1: "Вага: {0}" STR_WEIGHT_PEDIA2: "Вага: {0}/{1}" STR_SHOT_TYPE_MELEE: "Рукопашний бій" STR_ACCURACY_MODIFIER: "Модифікатор точності>{ALT} {0}" STR_POWER_BONUS: "Бонус потужності>{ALT} {0}" STR_MULTIPLE_DIFFERENT_BONUSES: "множинні бонуси на різні сумісні боєприпаси" STR_STATS_FOR_NERDS: "Статистика для Ботанів" STR_ARTICLE: "Стаття>{ALT} {0}" STR_COMPATIBLE_AMMO: "Сумісні боєприпаси:" STR_BUILT_IN_ITEMS: "Вбудовані предмети:" STR_CLIP_SIZE_UNLIMITED: "необмежений" STR_SHOTGUN_BEHAVIOR_OXCE: "розширений" STR_INCLUDE_DEBUG: "НАЛАГОДЖУВАННЯ" STR_INCLUDE_IDS: "Ідентифікатори" STR_INCLUDE_DEFAULTS: "ЗА ЗАМОВЧУВАННЯМ" STR_TRUE: "правда" STR_FALSE: "брехня" STR_PSI_SKILL_AND_PSI_STRENGTH: "PSI-НАВИК * PSI-СИЛА" STR_STRENGTH_AND_MELEE_ACCURACY: "СИЛА * ТОЧНІСТЬ РУКОПАШНОГО БОЮ" STR_STRENGTH_AND_THROWING_ACCURACY: "СИЛА * ТОЧНІСТЬ КИДАННЯ" STR_FIRING_ACCURACY_AND_REACTIONS: "ТОЧНІСТЬ СТРІЛЬБИ * РЕАКЦІЯ" STR_HEALTH_CURRENT: "ПОТОЧНЕ ЗДОРОВ'Я" STR_MANA_CURRENT: "ПОТОЧНА МАНА" STR_TIME_UNITS_CURRENT: "ПОТОЧНІ ОДИНИЦІ ЧАСУ" STR_STUN_LEVEL_CURRENT: "ПОТОЧНИЙ РІВЕНЬ ОГЛУШЕННЯ" STR_HEALTH_NORMALIZED: "НОРМАЛІЗОВАНЕ ЗДОРОВ'Я" STR_MANA_NORMALIZED: "НОРМАЛІЗОВАНА МАНА" STR_TIME_UNITS_NORMALIZED: "НОРМАЛІЗОВАНІ ОДИНИЦІ ЧАСУ" STR_ENERGY_NORMALIZED: "НОРМАЛІЗОВАНА ЕНЕРГІЯ" STR_MORALE_NORMALIZED: "НОРМАЛІЗОВАНА МОРАЛЬ" STR_STUN_LEVEL_NORMALIZED: "НОРМАЛІЗОВАНИЙ РІВЕНЬ ОГЛУШЕННЯ" STR_ENERGY_REGENERATION: "РЕГЕНЕРАЦІЯ ЕНЕРГІЇ" STR_PSI_SKILL_AND_PSI_STRENGTH_ABBREVIATION: "ПСН*ПСС" STR_STRENGTH_AND_MELEE_ACCURACY_ABBREVIATION: "СИЛ*ББ" STR_STRENGTH_AND_THROWING_ACCURACY_ABBREVIATION: "СИЛ*БРС" STR_FIRING_ACCURACY_AND_REACTIONS_ABBREVIATION: "ТЧН*РЕА" STR_HEALTH_CURRENT_ABBREVIATION: "ПОТОЧНЕ ЗДОРОВ'Я" STR_MANA_CURRENT_ABBREVIATION: "ПОТОЧНА МАНА" STR_TIME_UNITS_CURRENT_ABBREVIATION: "ПОТОЧНІ ОДИНИЦІ ЧАСУ" STR_STUN_LEVEL_CURRENT_ABBREVIATION: "ПОТОЧНИЙ РІВЕНЬ ОГЛУШЕННЯ" STR_HEALTH_NORMALIZED_ABBREVIATION: "НОРМАЛІЗОВАНЕ ЗДОРОВ'Я" STR_MANA_NORMALIZED_ABBREVIATION: "НОРМАЛІЗОВАНА МАНА" STR_TIME_UNITS_NORMALIZED_ABBREVIATION: "НОРМАЛІЗОВАНІ ОДИНИЦІ ЧАСУ" STR_ENERGY_NORMALIZED_ABBREVIATION: "НОРМАЛІЗОВАНА ЕНЕРГІЯ" STR_MORALE_NORMALIZED_ABBREVIATION: "НОРМАЛІЗОВАНА МОРАЛЬ" STR_STUN_LEVEL_NORMALIZED_ABBREVIATION: "НОРМАЛІЗОВАНИЙ РІВЕНЬ ОГЛУШЕННЯ" STR_ENERGY_REGENERATION_ABBREVIATION: "РЕГЕНЕРАЦІЯ ЕНЕРГІЇ" STR_TIME_UNITS_SCALED: "ЗБІЛЬШЕНО ОДИНИЦІ ЧАСУ" STR_STAMINA_SCALED: "ЗБІЛЬШЕНО ВИТРИВАЛІСТЬ" STR_HEALTH_SCALED: "ЗБІЛЬШЕНО ЗДОРОВ'Я" STR_BRAVERY_SCALED: "ЗБІЛЬШЕНО ВІДВАГУ" STR_REACTIONS_SCALED: "ЗБІЛЬШЕНО РЕАКЦІЮ" STR_FIRING_ACCURACY_SCALED: "ЗБІЛЬШЕНО ТОЧНІСТЬ СТРІЛЬБИ" STR_THROWING_ACCURACY_SCALED: "БІЛЬШЕНО ТОЧНІСТЬ МЕТАННЯ" STR_STRENGTH_SCALED: "ЗБІЛЬШЕНО СИЛУ" STR_PSIONIC_STRENGTH_SCALED: "ЗБІЛЬШЕНО ПСІОНІЧНУ СИЛУ" STR_PSIONIC_SKILL_SCALED: "ЗБІЛЬШЕНО ПСІОНІЧНЕ ВМІННЯ" STR_MELEE_ACCURACY_SCALED: "ЗБІЛЬШЕНО ТОЧНІСТЬ БЛИЖНЬОГО БОЮ" STR_MANA_POOL_SCALED: "ЗБІЛЬШЕНО РІВЕНЬ МАНИ" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED: "ЗБІЛЬШЕНО ПСІ СИЛУ*ПСІ ВМІННЯ" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED: "ЗБІЛЬШЕНО СИЛУ*ТОЧНІСТЬ БЛИЖНЬОГО БОЮ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED: "ЗБІЛЬШЕНО СИЛУ*ТОЧНІСТЬ МЕТАННЯ" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED: "ЗБІЛЬШЕНО ТОЧНІСТЬ СТРІЛЬБИ*РЕАКЦІЮ" STR_TIME_UNITS_SCALED_ABBREVIATION: "Збільшено ОЧ" STR_STAMINA_SCALED_ABBREVIATION: "Збільшено ВТ" STR_HEALTH_SCALED_ABBREVIATION: "Збільшено ЗД" STR_BRAVERY_SCALED_ABBREVIATION: "Збільшено ХР" STR_REACTIONS_SCALED_ABBREVIATION: "Збільшено РЕ" STR_FIRING_ACCURACY_SCALED_ABBREVIATION: "Збільшено ТС" STR_THROWING_ACCURACY_SCALED_ABBREVIATION: "Збільшено ТМ" STR_STRENGTH_SCALED_ABBREVIATION: "Збільшено СЛ" STR_PSIONIC_STRENGTH_SCALED_ABBREVIATION: "Збільшено ПС" STR_PSIONIC_SKILL_SCALED_ABBREVIATION: "Збільшено ПВ" STR_MELEE_ACCURACY_SCALED_ABBREVIATION: "Збільшено ББ" STR_MANA_POOL_SCALED_ABBREVIATION: "Збільшено МН" STR_PSI_SKILL_AND_PSI_STRENGTH_SCALED_ABBREVIATION: "Збільшено ПВ*ПС" STR_STRENGTH_AND_MELEE_ACCURACY_SCALED_ABBREVIATION: "Збільшено СЛ*ББ" STR_STRENGTH_AND_THROWING_ACCURACY_SCALED_ABBREVIATION: "Збільшено СЛ*ТМ" STR_FIRING_ACCURACY_AND_REACTIONS_SCALED_ABBREVIATION: "Збільшено ТС*РЕ" STR_COST_TIME: "час" STR_COST_ENERGY: "енергія" STR_COST_MORALE: "мораль" STR_COST_HEALTH: "здоров'я" STR_COST_STUN: "оглушення" STR_COST_MANA: "мана" STR_COST_BUILD: "будувати" STR_COST_REFUND: "повернення коштів" STR_DAMAGE_10: "10" STR_DAMAGE_11: "11" STR_DAMAGE_12: "12" STR_DAMAGE_13: "13" STR_DAMAGE_14: "14" STR_DAMAGE_15: "15" STR_DAMAGE_16: "16" STR_DAMAGE_17: "17" STR_DAMAGE_18: "18" STR_DAMAGE_19: "19" STR_NAUTICAL_MILES: "{0} морських миль" STR_KILOMETERS_PER_HOUR: "{0} км/год" STR_SECONDS_LONG: "{0} секунд" STR_RACE_BONUS: "Бонус раси" STR_FOR_DIFFICULTY: "за складність: {0}" STR_NOT_AWARDED_YET: "Поки що не нагороджено" ================================================ FILE: bin/common/Language/Technical/cs.yml ================================================ cs: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Chybné uzly v RPM souborech" STR_BAD_NODES_DESC: "Prověří RPM soubory pro uzly mimo hranice mapy.{NEWLINE}Sice NEzpůsobují crashe, ale budou hrou ignorovány, a tedy nefunkční." # STR_MCD_CHECK: "Prověření MCD" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "Srovnání palety" STR_PALETTE_CHECK_DESC: "Pokusí se porovnat palety modifikovaných obrázků s originální paletou a nahlásí obrázky s odchylkami." # STR_SCRIPT_TAGS: "Export značek skriptu" STR_SCRIPT_TAGS_DESC: "Exportuje značky skriptu v CSV formátu." # STR_MAP_RESOURCES: "Prověření zdrojů mapy" STR_MAP_RESOURCES_DESC: "Prověří chybějící a nepoužité soubory a sady pravidel související s mapou." # STR_CHECKING_TERRAIN: "Kontroluji terén..." STR_CHECKING_UFOS: "Kontroluji UFA..." STR_CHECKING_CRAFT: "Kontroluji plavidlo..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Žádný" BT_FIREARM: "Střelná zbraň" BT_AMMO: "Munice" BT_MELEE: "Zbraň na blízko" BT_GRENADE: "Granát" BT_PROXIMITYGRENADE: "Pohybem aktivovaná výbušnina" BT_MEDIKIT: "Lékárnička" BT_SCANNER: "Detektor pohybu" BT_MINDPROBE: "Čtečka mysli" BT_PSIAMP: "Čtečka mysli" BT_FLARE: "Světlice" BT_CORPSE: "Mrtvola/tělo" # DRT_DEFAULT: "výchozí vanilla" DRT_UFO: "rozptyl 0-200 %" DRT_TFTD: "rozptyl 50-150 %" DRT_FLAT: "plošné poškození" DRT_FIRE: "zvláštní ohnivé poškození" DRT_NONE: "žádné poškození" DRT_UFO_WITH_TWO_DICE: "rozptyl 0-200 % (2 hody kostkou)" DRT_EASY: "rozptyl 50-200 %" DRT_STANDARD: "standardní rozsah poškození" DRT_EXPLOSION: "rozsah poškození explozí" # BFT_NONE: "žádné" BFT_INSTANT: "instantní" BFT_SET: "manuálně nastavené" BFT_FIXED: "pevně dané" # BMT_NORMAL: "standard (víceúčelové)" BMT_HEAL: "léčivo" BMT_STIMULANT: "Stimulant" BMT_PAINKILLER: "utišovač bolesti" # ETM_DEFAULT: "výchozí" ETM_MELEE_100: "ZBLÍZKA" ETM_MELEE_50: "ZBLÍZKA (50% šance)" ETM_MELEE_33: "ZBLÍZKA (33% šance)" ETM_FIRING_100: "STŘELBA" ETM_FIRING_50: "STŘELBA (50% šance)" ETM_FIRING_33: "STŘELBA (33% šance)" ETM_THROWING_100: "VRH" ETM_THROWING_50: "VRH (50% šance)" ETM_THROWING_33: "VRH (33% šance)" ETM_FIRING_AND_THROWING: "STŘELBA a VRH" ETM_FIRING_OR_THROWING: "STŘELBA nebo VRH" ETM_REACTIONS: "REAKCE" ETM_REACTIONS_AND_MELEE: "REAKCE a ZBLÍZKA" ETM_REACTIONS_AND_FIRING: "REAKCE a STŘELBA" ETM_REACTIONS_AND_THROWING: "REAKCE a VRH" ETM_REACTIONS_OR_MELEE: "REAKCE nebo ZBLÍZKA" ETM_REACTIONS_OR_FIRING: "REAKCE nebo STŘELBA" ETM_REACTIONS_OR_THROWING: "REAKCE nebo VRH" ETM_BRAVERY: "ODVAHA" ETM_BRAVERY_2X: "ODVAHA (x2)" ETM_BRAVERY_AND_REACTIONS: "ODVAHA a REAKCE" ETM_BRAVERY_OR_REACTIONS: "ODVAHA nebo REAKCE" ETM_BRAVERY_OR_REACTIONS_2X: "ODVAHA nebo REAKCE (x2)" ETM_PSI_STRENGTH: "PSI SÍLA" ETM_PSI_STRENGTH_2X: "PSI SÍLA (x2)" ETM_PSI_SKILL: "PSI DOVEDNOST" ETM_PSI_SKILL_2X: "PSI DOVEDNOST (x2)" ETM_PSI_STRENGTH_AND_SKILL: "PSI SÍLA a PSI DOVEDNOST" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSI SÍLA a PSI DOVEDNOST (x2)" ETM_PSI_STRENGTH_OR_SKILL: "PSI SÍLA nebo PSI DOVEDNOST" ETM_PSI_STRENGTH_OR_SKILL_2X: "PSI SÍLA nebo PSI DOVEDNOST (x2)" ETM_NOTHING: "žádný trénink" # battleType: "Typ předmětu" experienceTrainingMode: "Mód zkušeností" manaExperience: "Zkušenost s manou" arcingShot: "Oblouková?" isFireExtinguisher: "Hasí oheň?" explodeInventory: "Bouchne v inventáři?" waypoints: "Max záchytných bodů" sprayWaypoints: "Pokrop záchytné body" # shotgunPellets: "Počet broků" shotgunBehavior: "Chování brokovnice" shotgunSpread: "Rozptyl brokovnice" shotgunChoke: "Ucpání brokovnice" # underwaterOnly: "Jen podvodní?" landOnly: "Jen pozemské?" psiRequired: "Vyžaduje psi dovednost?" targetMatrix: "Terče věcí" convertToCivilian: "Konvertovat na civilistu?" manaRequired: "Vyžaduje manu?" LOSRequired: "Musí vidět cíl?" # noLOSAccuracyPenalty: "Postih bez vidění cíle" kneelBonus: "Bonus při zakleknutí" twoHanded: "Obouruční?" blockBothHands: "Blokuje obě ruce?" oneHandedPenalty: "Postih za jednoruční použití" # minRange: "Minimální dosah" maxRange: "Maximální dosah" aimRange: "Dostřel mířeně" autoRange: "Dostřel dávkou" snapRange: "Dostřel od boku" dropoff: "Pokles přesnosti za pole" # accuracyMultiplier: "Výpočet přes. střelby" accuracyAimed: "Přesnost mířeně" accuracyAuto: "Přesnost dávkou" accuracySnap: "Přesnost od boku" costAimed: "Cena mířeného výstřelu" costAuto: "Cena střelby dávkou" costSnap: "Cena střelby od boku" # meleeMultiplier: "Výpočet přes. zblízka" accuracyMelee: "Přesnost zblízka" costMelee: "Cena zblízka" # psiAttackName: "Název psi útoku" accuracyUse: "Přesnost akce" accuracyMindControl: "Přesnost ovládnutí mysli" accuracyPanic: "Přesnost zpanikaření" costUse: "Cena akce" costMindcontrol: "Cena ovládnutí mysli" costPanic: "Cena zpanikaření" # weight: "Váha" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Výpočet přes. vrhu" accuracyThrow: "Přesnost vrhu" costThrow: "Cena vrhnutí" costPrime: "Cena načasování" costUnprime: "Cena zrušení načasování" # closeQuartersMultiplier: "Výpočet přes. BBV" accuracyCloseQuarters: "BBV přesnost" # damageType: "Typ poškození" power: "Účinek" powerRangeReduction: "Pokles účinku za pole" powerRangeThreshold: "Hranice poklesu účinku" damageBonus: "Bonus k poškození" blastRadius: "Velikost výbuchu" damageAlter: "Info o dalším poškození:" meleeType: "Typ poškození zblízka" meleePower: "Účinek zblízka" meleeBonus: "Bonus k účinku zblízka" meleeAlter: "Extra info z boje tváří v tvář" FixRadius: "Velikost výbuchu" RandomType: "Typ výpočtu" FireBlastCalc: "Vanilla účinek ohně?" IgnoreDirection: "Ignorovat směr" IgnoreSelfDestruct: "Ignoruj sebedestrukci" IgnorePainImmunity: "Ignoruj imunitu k omráčení" IgnoreNormalMoraleLose: "Ignorovat vanilla ztrátu morálky" IgnoreOverKill: "Ignoruj overkill" ArmorEffectiveness: "Účinnost zbroje" RadiusEffectiveness: "Poloměrová účinnost" RadiusReduction: "Poloměrový pokles poškození" FireThreshold: "Hranice vzplanutí" SmokeThreshold: "Hranice pro vytvoření kouře" # ToArmorPre: "Násobek zbroje před poškozením" RandomArmorPre: "Rozsah zbroje před poškozením" ToArmor: "Násobek poškození zbroje" RandomArmor: "Rozsah násobku poškození zbroje" ToHealth: "Násobek poškození ŽVT" RandomHealth: "Rozsah poškození ŽVT" ToStun: "Násobek omračovacího poškození" RandomStun: "Rozsah omračovacího poškození" ToWound: "Násobek počtu zranění" RandomWound: "Vanilla rozsah zranění" ToTime: "Násobek poškození ČJ" RandomTime: "Rozsah poškození ČJ" ToEnergy: "Násobek poškození Energie" RandomEnergy: "Rozsah poškození Energie" ToMorale: "" RandomMorale: "" ToItem: "" RandomItem: "" ToMana: "" RandomMana: "" ToTile: "" RandomTile: "" TileDamageMethod: "" TileDamageLimit: "" # confAimed: "Akce mířená:" confAuto: "Akce dávkou:" confSnap: "Akce od boku:" confMelee: "Akce zblízka:" shots: "Výstřelů za akci" spendPerShot: "" followProjectiles: "" name: "Název" shortName: "" ammoSlot: "" ammoZombieUnitChanceOverride: "Šance na zombifikaci" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Oblouková?" # clipSize: "Velikost zásobníku" isAmmoRechargeable: "" # primaryAmmo: "" compatibleAmmo: "Kompatibilní munice" tuLoad: "Cena nabití" tuUnload: "Cena vybití" ammo[1]: "" ammo[2]: "" ammo[3]: "" # armor: "Zbroj" # medikitType: "Typ lékárničky" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Jméno akce léčení" medikitTargetSelf: "Léčení sebe?" medikitTargetImmune: "" medikitTargetMatrix: "" isConsumable: "Konzumuje se?" painKiller: "Dávek utišovače bolesti" heal: "Dávek léčení" stimulant: "Dávek stimulantů" woundRecovery: "Léčení zranění" healthRecovery: "Obnova zdraví" stunRecovery: "Obnova omráčení" energyRecovery: "Obnova výdrže" manaRecovery: "Obnova many" moraleRecovery: "Obnova morálky" painKillerRecovery: "Síla utišení bolesti" # requires: "Vyžadována technologie" requiresBuy: "Technologie pro nákup" requiresBuyBaseFunc: "Vyžaduje pořídit služby" requiresBuyCountry: "Vyžaduje spojenectví se státem" requiresAward: "" requiresBonus: "" categories: "Kategorie" supportedInventorySections: "Sloty inventáře" # size: "Velikost" costBuy: "Nákupní cena" monthlyBuyLimit: "Měsíční limit nákupů" costSell: "Prodejní cena" transferTime: "Hodin na přesun" monthlySalary: "Měsíční mzda" monthlyMaintenance: "Měsíční údržba" # SPECAB_NONE: "Žádný" SPECAB_EXPLODEONDEATH: "Explodovat při smrti" SPECAB_BURNFLOOR: "Spalovat zemi" SPECAB_BURN_AND_EXPLODE: "Spalovat zemi a explodovat při smrti" # MT_WALK: "Chodí" MT_FLY: "Létá" MT_SLIDE: "Klouže" MT_FLOAT: "Vznáší se" MT_SINK: "Potápí se" # TORSO_USE_GENDER: "Použij gender" TORSO_ALWAYS_MALE: "Vždy muž" TORSO_ALWAYS_FEMALE: "Vždy žena" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Voják, sektan" DRAWING_ROUTINE_FLOATER: "Levit" DRAWING_ROUTINE_HWP: "Těžké zbraňové platformy" DRAWING_ROUTINE_CYBERDISC: "Kyberdisk" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civilista, Etheral" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sektonoh, Párák" DRAWING_ROUTINE_SNAKEMAN: "Hadom" DRAWING_ROUTINE_CHRYSSALID: "Krysklad" DRAWING_ROUTINE_SILACOID: "Silacoid" DRAWING_ROUTINE_CELATID: "Celatid" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Ponorné Zbraňové Systémy" DRAWING_ROUTINE_HALLUCINOID: "Halucinoid" DRAWING_ROUTINE_AQUANAUTS: "Akvanauti" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Kalcinit, Hlubiňák, Žábroun, Kraboun, Tasot" DRAWING_ROUTINE_AQUATOID: "Akvatoid" DRAWING_ROUTINE_BIO_DRONE: "Biodron" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD Civilista typ A a TFTD Zombie" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD Civilista typ B" DRAWING_ROUTINE_TENTACULAT: "Tentakulát" DRAWING_ROUTINE_TRISCENE: "Triscen" DRAWING_ROUTINE_XARQUID: "" DRAWING_ROUTINE_INVERTED_CYBERDISC: "" # stats: "Modifikátory statistik" specab: "" movementType: "Typ pohybu" allowsRunning: "Umožňuje běh?" allowsStrafing: "Umožňuje úkrok?" allowsSneaking: "" allowsKneeling: "Umožňuje zakleknutí?" allowsMoving: "" fearImmune: "Imunní ke ztrátě morálky?" bleedImmune: "Imunní ke krvácení?" painImmune: "Imunní k omráčení?" zombiImmune: "Imunní k zombifikaci?" ignoresMeleeThreat: "Ignoruje BBV?" createsMeleeThreat: "Vyvolává BBV?" builtInWeapons: "" specialWeapon: "Zvláštní zbraň" heatVision: "" visibilityThroughFire: "" psiVision: "Psi smysl" psiCamouflage: "" visibilityAtDay: "Viditelnost za dne" visibilityAtDark: "Viditelnost v noci" camouflageAtDay: "Kamufláž za dne" camouflageAtDark: "Kamufláž v noci" antiCamouflageAtDay: "Protikamufláž ve dne" antiCamouflageAtDark: "Protikamufláž v noci" psiDefence: "Psi obrana" meleeDodge: "Úhyb zblízka" meleeDodgeBackPenalty: "Postih k úhybu zblízka" recovery: "Obnovuje každý tah:" time: "Čas" energy: "Výdrž" morale: "Morálku" health: "Zdraví" stun: "Omráčení" mana: "Mana" units: "Kompatibilní jednotky" ranks: "" frontArmor: "Čelní zbroj" sideArmor: "Boční zbroj" leftArmorDiff: "" rearArmor: "Zadní zbroj" underArmor: "Spodní zbroj" # sizeX: "" sizeY: "" buildCost: "Cena postavení" buildCostItems: "Materiály k výrobě:" buildTime: "Čas postavení" monthlyCost: "Měsíční cena" refundValue: "Hodnota při vrácení peněz" requiresBaseFunc: "" provideBaseFunc: "" forbiddenBaseFunc: "" lift: "Přístupový výtah?" hyper: "" mind: "" mindPower: "" grav: "" storage: "Úložného místa" personnel: "Ubikací" aliens: "Vězeňských cel" crafts: "Hangárových stání" labs: "Místo v laboratořích" workshops: "Místo v dílnách" psiLabs: "" trainingRooms: "" sightRange: "Dohled" sightChance: "" radarRange: "Dosah radaru" radarChance: "Šance radarové detekce" defense: "Obranná hodnota" hitRatio: "Šance na zásah" ammoNeeded: "" unifiedDamageFormula: "" ammoItem: "" maxAllowedPerBase: "Maximum na základnu" manaRecoveryPerDay: "Many za den" healthRecoveryPerDay: "" sickBayAbsoluteBonus: "" sickBayRelativeBonus: "" prisonType: "Druh vězení" rightClickActionType: "Akce pravé myši" leavesBehindOnSell: "Po prodej po sobě nechá" removalTime: "Čas odstranění" canBeBuiltOver: "Může být přestavěno?" upgradeOnly: "" buildOverFacilities: "" # BFRCT_DEFAULT: "Výchozí vanilla" BFRCT_PRISON: "přejdi do cel" BFRCT_ENGINEERING: "přejdi k výrobě" BFRCT_RESEARCH: "přejdi k výzkumu" BFRCT_GYM: "přejdi k výcviku" BFRCT_PSI_LABS: "přejdi k psilaboratoři" BFRCT_BARRACKS: "přejdi do kasáren" BFRCT_GREY_MARKET: "přejdi k šedému trhu" BFRCT_GEOSCAPE: "přejdi na glóbus" # costRent: "Cena pronájmu" soldiers: "Nákladový prostor" maxUnitsLimit: "" pilots: "Kapacita kokpitu" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "Kapacita platformy" onlyOneSoldierGroupAllowed: "" allowedSoldierGroups: "" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "" maxSmallSoldiers: "" maxLargeSoldiers: "" maxSmallVehicles: "" maxLargeVehicles: "" maxSmallUnits: "" maxLargeUnits: "" maxSoldiers: "" maxVehicles: "" maxItems: "Limit vybavení" maxStorageSpace: "Úložného místa" maxAltitude: "Limit výšky souboje" weapons: "" weaponStrings: "Názvy zbraní" fixedWeapons: "" weaponTypes: "Přípustné typy zbraní" damageMax: "" avoidBonus: "" avoidBonus2: "" powerBonus: "" hitBonus: "" fuelMax: "Kapacita nádrže" speedMax: "Maximální rychlost" accel: "Zrychlení" shieldCapacity: "Kapacita štítu" shieldRecharge: "Obnova štítu (za letu)" shieldRechargeInGeoscape: "Obnova štítu (na glóbu)" shieldBleedThrough: "" shieldRechargedAtBase: "" refuelItem: "" refuelRate: "" repairRate: "" spacecraft: "" allowLanding: "Může přistávat?" notifyWhenRefueled: "Upozornit na natankování?" autoPatrol: "Automaticky hlídkovat?" undetectable: "" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Parašutisté?" _calculatedValues: "Vypočítané hodnoty" _maxRange: "Maximální dosah" _minRange: "Minimální dosah" _avgRange: "" # hunterKillerPercentage: "" huntMode: "Mód lovu" huntSpeed: "Rychlost lovu" huntBehavior: "Chování při lovu" range: "Dosah" reload: "Čas nabití" breakOffTime: "" score: "Body" missionScore: "Body za misi" craftCustomDeploy: "" missionCustomDeploy: "" _escapeCountdown: "" _fireRate: "Kadence střelby" _averageDPM: "" # HM_INTERCEPTORS: "" HM_TRANSPORTS: "" HM_RANDOM: "" # HB_FLEE: "prchej když prohráváš" HB_KAMIKAZE: "bujuj do roztrhání" HB_RANDOM: "" # tractorBeamPower: "" damage: "" shieldDamageModifier: "" accuracy: "" reloadCautious: "" reloadStandard: "" reloadAggressive: "" launcher: "" weaponType: "" clip: "" ammoMax: "" rearmRate: "" bulletSaving: "" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Zbraň na blízko" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/de.yml ================================================ de: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Schlechte Notizen in RMP Dateien" STR_BAD_NODES_DESC: "Prüft die RMP-Dateien auf Knoten außerhalb der Kartengrenzen.{NEWLINE}Diese verursachen zwar KEINE Abstürze, werden aber vom Spiel ignoriert und funktionieren daher nicht wie vorgesehen." # STR_MCD_CHECK: "MCD Überprüfung" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "Farbabgleich" STR_PALETTE_CHECK_DESC: "Versucht, die Paletten der modifizierten Bilder mit den offiziellen Paletten abzugleichen und meldet alle Bilder, die nicht zu 100% übereinstimmen." # STR_SCRIPT_TAGS: "Script tag export" STR_SCRIPT_TAGS_DESC: "Exportiere Script Tags in ein CSV Format" # STR_MAP_RESOURCES: "Kartenressourcenüberprüfung" STR_MAP_RESOURCES_DESC: "Prüfe nach fehlenden oder ungenutztn Kartenbasierten Dateien und Regelwerken" # STR_CHECKING_TERRAIN: "Überprüfe Terrain..." STR_CHECKING_UFOS: "Suche nach UFOs..." STR_CHECKING_CRAFT: "Überprüfe Fahrzeug..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Keine" BT_FIREARM: "Schusswaffe" BT_AMMO: "Munition" BT_MELEE: "Nahkampfwaffe" BT_GRENADE: "Granate" BT_PROXIMITYGRENADE: "Annäherungsgranate" BT_MEDIKIT: "Medikit" BT_SCANNER: "Bewegungsscanner" BT_MINDPROBE: "Gedankensonde" BT_PSIAMP: "Psi Verstärker" BT_FLARE: "Leuchtfackel" BT_CORPSE: "Leiche" # DRT_DEFAULT: "Vanilla Voreinstellung" DRT_UFO: "0-200% Streuung" DRT_TFTD: "50-150% Streuung" DRT_FLAT: "Pauschalschaden" DRT_FIRE: "Spezieller Feuerschaden" DRT_NONE: "Kein Schaden" DRT_UFO_WITH_TWO_DICE: "0-200% Streuung (2 Würfel)" DRT_EASY: "50-200% Streuung" DRT_STANDARD: "Standard-Schadensspanne" DRT_EXPLOSION: "Schadensbereich der Explosion" # BFT_NONE: "keine" BFT_INSTANT: "Sofort" BFT_SET: "manuell eingestellt" BFT_FIXED: "fixiert" # BMT_NORMAL: "Standard (vielseitig)" BMT_HEAL: "Heilung" BMT_STIMULANT: "Stimulanz" BMT_PAINKILLER: "Schmerzmittel" # ETM_DEFAULT: "Voreinstellung" ETM_MELEE_100: "Nahkampf" ETM_MELEE_50: "Nahkampf (50% Chance)" ETM_MELEE_33: "Nahkampf (33% Chance)" ETM_FIRING_100: "FEUER" ETM_FIRING_50: "Feuern (50% Chance)" ETM_FIRING_33: "Feuern (33% Chance)" ETM_THROWING_100: "Werfen" ETM_THROWING_50: "Werfen (50% Chance)" ETM_THROWING_33: "Werfen (33% Chance)" ETM_FIRING_AND_THROWING: "Feuern und Werfen" ETM_FIRING_OR_THROWING: "Feuern oder Werfen" ETM_REACTIONS: "Reaktionen" ETM_REACTIONS_AND_MELEE: "Reaktionen und Nahkampf" ETM_REACTIONS_AND_FIRING: "Reaktionen und Feuern" ETM_REACTIONS_AND_THROWING: "Reaktionen und Werfen" ETM_REACTIONS_OR_MELEE: "Reaktionen oder Nahkampf" ETM_REACTIONS_OR_FIRING: "Reaktionen oder Feuern" ETM_REACTIONS_OR_THROWING: "Reaktionen oder Werfen" ETM_BRAVERY: "Mut" ETM_BRAVERY_2X: "Mut (x2)" ETM_BRAVERY_AND_REACTIONS: "Mut und Reaktionen" ETM_BRAVERY_OR_REACTIONS: "Mut oder Reaktionen" ETM_BRAVERY_OR_REACTIONS_2X: "Mut oder Reaktionen (x2)" ETM_PSI_STRENGTH: "Psi Stärke" ETM_PSI_STRENGTH_2X: "Psi-Stärke (x2)" ETM_PSI_SKILL: "Psi Fertigkeit" ETM_PSI_SKILL_2X: "Psi Fertigkeit (x2)" ETM_PSI_STRENGTH_AND_SKILL: "Psi Stärke und Psi Fähigkeit" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSI-Stärke und PSI-Fähigkeit (x2)" ETM_PSI_STRENGTH_OR_SKILL: "Psi Stärke oder Psi Fähigkeit" ETM_PSI_STRENGTH_OR_SKILL_2X: "Psi Stärke oder Psi Fähigkeit (x2)" ETM_NOTHING: "Kein Training" # battleType: "Gegenstandstyp" experienceTrainingMode: "Erfahrungsmodus" manaExperience: "Mana-Erfahrung" arcingShot: "Lichtbogenbildung?" isFireExtinguisher: "Feuerlöscher?" explodeInventory: "Explodiert im Inventar?" waypoints: "Maximale Wegpunkte" sprayWaypoints: "Wegpunkte für Streuschüsse" # shotgunPellets: "Zahl der Projektile" shotgunBehavior: "Schrotflintenverhalten" shotgunSpread: "Schrotflintenstreuung" shotgunChoke: "Schrotflintendrossel" # underwaterOnly: "Ausschließlich Unterwasser" landOnly: "Ausschließlich Land" psiRequired: "Psi-Fertigkeit benötigt" targetMatrix: "Zielobjekte" convertToCivilian: "Zu einem Zivilisten mutieren?" manaRequired: "Mana benötigt?" LOSRequired: "Sicht benötigt" # noLOSAccuracyPenalty: "Keine Sicht-Abzug Multiplikator" kneelBonus: "Kniend Bonus Multiplikator" twoHanded: "Zweihändig?" blockBothHands: "Blockiert beide Hände" oneHandedPenalty: "Einhandnutzungsnachteil" # minRange: "Minimale Reichweite" maxRange: "Maximale Reichweite" aimRange: "Reichweite gezielter Schuss" autoRange: "Reichweite automatischer Schuss" snapRange: "Reichweite Schnellschuss" dropoff: "Genauigkeitsverlust" # accuracyMultiplier: "Feuergenauigkeit Multiplikator" accuracyAimed: "Gezielter Schuss Genauigkeit" accuracyAuto: "Auto-Schuss Genauigkeit" accuracySnap: "Schnellschussgenauigkeit" costAimed: "Gezielter Schuss Kosten" costAuto: "Automatischer Schuss Kosten" costSnap: "Kosten für Schnellschuss" # meleeMultiplier: "Nahkampfgenauigkeit Multiplikator" accuracyMelee: "Nahkampfgenauigkeit" costMelee: "Nahkampfkosten" # psiAttackName: "Psi-Angriff Name" accuracyUse: "Aktionsgenauigkeit" accuracyMindControl: "Gedankenkontrollgenauigkeit" accuracyPanic: "Panikgenauigkeit" costUse: "Aktionskosten" costMindcontrol: "Gedankenkontrolle Kosten" costPanic: "Panik Kosten" # weight: "Gewicht" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Multiplikator der Wurfgenauigkeit" accuracyThrow: "Wurfgenauigkeit" costThrow: "Wurfkosten" costPrime: "Ladekosten" costUnprime: "Entladekosten" # closeQuartersMultiplier: "Multiplikator der Nahkampfgenauigkeit" accuracyCloseQuarters: "Nahkampfgenauigkeit" # damageType: "Schadenstyp" power: "Energie" powerRangeReduction: "Energiereduktion je Feld" powerRangeThreshold: "Schwellenwert für die Energiereduzierung" damageBonus: "Schadensbonus" blastRadius: "Sprengradius" damageAlter: "Extra Schadensinformation" meleeType: "Nahkampf Schadenstyp" meleePower: "Nahkampfkraft" meleeBonus: "Nahkampfkraft Bonus" meleeAlter: "Extra Nahkampf Information:" FixRadius: "Sprengradius" RandomType: "Berechnungstyp" FireBlastCalc: "Vanille Schusseffekte" IgnoreDirection: "Ignoriere Richtung" IgnoreSelfDestruct: "Ignoriere Selbstzerstörung" IgnorePainImmunity: "Ignoriere Betäubungsimmunität" IgnoreNormalMoraleLose: "Ignoriere Vanilla Moralverlust" IgnoreOverKill: "Ignoriere Overkill" ArmorEffectiveness: "Rüstungseffektivität" RadiusEffectiveness: "Radius Effektivität" RadiusReduction: "Radius Schadensverringerung" FireThreshold: "Schwellenwert für das In-Brand-Setzen" SmokeThreshold: "Schwellenwert für Rauch" # ToArmorPre: "Vorschau Rüstungsschaden Multiplikator" RandomArmorPre: "Vorschau zufälliger Rüstungsschaden" ToArmor: "Rüstungsschaden Multiplikator" RandomArmor: "Zufälliger Rüstungsschaden? " ToHealth: "HP Schadensmultiplikator" RandomHealth: "Zufälliger Verlust von Trefferpunkten?" ToStun: "Betäubungsschaden Multiplikator" RandomStun: "Zufälliger Betäubungsschaden?" ToWound: "Wunden Multiplikator" RandomWound: "Zufällige (originale) Verwundung" ToTime: "Zeiteinheiten Schaden Multiplikator" RandomTime: "Zufälliger Verlust von Zeiteinheiten?" ToEnergy: "Energieschaden Multiplikator" RandomEnergy: "Zufälliger Energieverlust?" ToMorale: "Moralschaden Multiplikator" RandomMorale: "Zufälliger Moralverlust?" ToItem: "Gegenstandsschaden Multiplikator" RandomItem: "Zufälliger Schaden an Gegenständen?" ToMana: "Mana Schadensmultiplikator" RandomMana: "Zufälliger Manaverlust?" ToTile: "Terrain Schadensmultiplikator" RandomTile: "Zufälliger Umgebungsschaden" TileDamageMethod: "Fliesen-Schaden-Methode" TileDamageLimit: "" # confAimed: "Gezielte Aktion:" confAuto: "Automatische Aktion" confSnap: "Schnellaktion:" confMelee: "Nahkampfaktion:" shots: "Schüsse pro Aktion" spendPerShot: "Kosten pro Schuss:" followProjectiles: "Folge Projektilen?" name: "Name" shortName: "Kurzbezeichnung" ammoSlot: "genutzte Munitionsplätze" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Lichtbogenbildung?" # clipSize: "Magazingröße" isAmmoRechargeable: "" # primaryAmmo: "Primärer Munitionsplatz" compatibleAmmo: "Kompatible Munition" tuLoad: "Kosten für Laden" tuUnload: "Entladungskosten" ammo[1]: "Extra Munitionsplatz #1" ammo[2]: "Extra Munitionsplatz #2" ammo[3]: "Extra Munitionsplatz #3" # armor: "Rüstung" # medikitType: "Medikit-Typ" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Bezeichnung der Medikit-Aktion" medikitTargetSelf: "Medikit selbst benutzen?" medikitTargetImmune: "Medikit bei Blutungsimmunen?" medikitTargetMatrix: "Medikit Ziele" isConsumable: "Verbrauchsgut" painKiller: "Schmerzmittel nutzen" heal: "Heilungen genutzt" stimulant: "Stimulanzien genutzt" woundRecovery: "Wundheilung" healthRecovery: "Gesundheitsregeneration" stunRecovery: "Betäubungswiederherstellung" energyRecovery: "Energiewiederherstellung" manaRecovery: "Mana-Wiederherstellung" moraleRecovery: "Moralregeneration" painKillerRecovery: "Schmerzmittel Stärke" # requires: "Technologie benötigt" requiresBuy: "Forschung benötigt zum Kaufen:" requiresBuyBaseFunc: "Dienstleistungen benötigt um zu kaufen" requiresBuyCountry: "Verbündetes Land erforderlich" requiresAward: "" requiresBonus: "" categories: "Kategorien" supportedInventorySections: "Inventarplätze" # size: "Größe" costBuy: "Kaufkosten" monthlyBuyLimit: "Monatliches Kauflimit" costSell: "Verkaufskosten" transferTime: "Stunden zum Transfer" monthlySalary: "Bezahlung/Monat" monthlyMaintenance: "Wartungskosten/Monat" # SPECAB_NONE: "Keine" SPECAB_EXPLODEONDEATH: "Bei Tod explodieren" SPECAB_BURNFLOOR: "Brennbarer Boden" SPECAB_BURN_AND_EXPLODE: "Brennbarer Boden und bei Tod explodieren" # MT_WALK: "Gehen" MT_FLY: "Fliegen" MT_SLIDE: "Rutschen" MT_FLOAT: "Schweben" MT_SINK: "Abtauchen" # TORSO_USE_GENDER: "Nutze Geschlecht" TORSO_ALWAYS_MALE: "Immer männlich" TORSO_ALWAYS_FEMALE: "Immer weiblich" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Sektoidensoldat" DRAWING_ROUTINE_FLOATER: "Schweber" DRAWING_ROUTINE_HWP: "Schwere Waffen Plattform" DRAWING_ROUTINE_CYBERDISC: "Cyberdisc" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Zivilist, Ätherer" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sektopode, Schnitter" DRAWING_ROUTINE_SNAKEMAN: "Schlangenmensch" DRAWING_ROUTINE_CHRYSSALID: "Chryssalid" DRAWING_ROUTINE_SILACOID: "Silakoid" DRAWING_ROUTINE_CELATID: "Celatid" DRAWING_ROUTINE_MUTON: "Mutone" DRAWING_ROUTINE_SWS: "Unterwasserwaffensysteme" DRAWING_ROUTINE_HALLUCINOID: "Halluzinoide" DRAWING_ROUTINE_AQUANAUTS: "Aquanauten" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Calcinite, Ungetüm, Kiemenmensch, Hummermensch, Tasoth" DRAWING_ROUTINE_AQUATOID: "Aquatoide" DRAWING_ROUTINE_BIO_DRONE: "Bio-Drone" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD Zivilist Typ A und TFTD Zombie" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD Zivilist Typ B" DRAWING_ROUTINE_TENTACULAT: "Tentakulat" DRAWING_ROUTINE_TRISCENE: "Triszene" DRAWING_ROUTINE_XARQUID: "Xintfisch" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Umgekehrte Cyberdisc (Antriebsanimation oben)" # stats: "Statistikmodifikatoren" specab: "Spezielle Fähigkeit" movementType: "Bewegungstyp" allowsRunning: "Rennen erlauben?" allowsStrafing: "Beschuss erlauben?" allowsSneaking: "Schleichen erlauben?" allowsKneeling: "Hinknien erlauben?" allowsMoving: "Bewegung erlauben?" fearImmune: "Immun gegen Moralverlust?" bleedImmune: "Immun gegen blutende Wunden?" painImmune: "Immun gegen Betäubung?" zombiImmune: "Immun gegen Zombifizierung?" ignoresMeleeThreat: "Ignoriert Nahkampfangriff?" createsMeleeThreat: "Produziert Nahkampfangriff?" builtInWeapons: "Eingebaute Gegenstände" specialWeapon: "Spezialwaffe" heatVision: "" visibilityThroughFire: "" psiVision: "Psi-Sinn" psiCamouflage: "Psi Tarnung" visibilityAtDay: "Sichtbarkeit bei Tag" visibilityAtDark: "Sichtbarkeit bei Nacht" camouflageAtDay: "Tarnung am Tag" camouflageAtDark: "Tarnung bei Nacht" antiCamouflageAtDay: "Enttarnung am Tag" antiCamouflageAtDark: "Enttarnung bei Nacht" psiDefence: "Psi-Verteidigung" meleeDodge: "Nahkampfvermeidung" meleeDodgeBackPenalty: "Nahkampfvermeidungsstrafe" recovery: "Wiederherstellung pro Zug:" time: "Zeit" energy: "Energie" morale: "Moral" health: "Gesundheit" stun: "Betäubung" mana: "Mana" units: "Kompatible Einheiten" ranks: "" frontArmor: "Rüstung vorn" sideArmor: "Rüstung seitlich" leftArmorDiff: "Differenz Rüstung links" rearArmor: "Rüstung hinten" underArmor: "Rüstung unten" # sizeX: "Größe X" sizeY: "Größe Y" buildCost: "Baukosten" buildCostItems: "Baumaterialien:" buildTime: "Bauzeit" monthlyCost: "monatliche Kosten" refundValue: "Erstattungswert" requiresBaseFunc: "Benötigt Basisfunktion" provideBaseFunc: "Angebotene Dienste" forbiddenBaseFunc: "Verbotene Dienste" lift: "Hauptaufzug?" hyper: "Hyperwellen-Decoder?" mind: "Gedankenschild" mindPower: "Gedankenschild Kraft" grav: "Gravitationsschild" storage: "Lagerplatz" personnel: "Unterkünfte" aliens: "Gefängnis Platz" crafts: "Hangarplatz" labs: "Laborplatz" workshops: "Werkstattplatz" psiLabs: "Psi-Labor Platz" trainingRooms: "Trainingshalle Platz" sightRange: "Sichtweite" sightChance: "Sichtchance" radarRange: "Radarreichweite" radarChance: "Radar Chance" defense: "Defensivwert" hitRatio: "Trefferchance" ammoNeeded: "Benötigte Munition" unifiedDamageFormula: "" ammoItem: "Munitionsartikel" maxAllowedPerBase: "Maximal erlaubte pro Basis" manaRecoveryPerDay: "Mana pro Tag" healthRecoveryPerDay: "Gesundheit pro Tag" sickBayAbsoluteBonus: "Gesamter Bonus der Krankenstation" sickBayRelativeBonus: "Relativer Bonus der Krankenstation" prisonType: "Gefängnistyp" rightClickActionType: "Rechtsklick Aktion" leavesBehindOnSell: "Hinterlassenschaften beim Verkauf" removalTime: "Zeit für die Beseitigung" canBeBuiltOver: "Kann überbaut werden?" upgradeOnly: "" buildOverFacilities: "Überbaubare Einrichtungen" # BFRCT_DEFAULT: "Originale Voreinstellung" BFRCT_PRISON: "Gehe zu Außerirdischen-Klimazelle" BFRCT_ENGINEERING: "Gehe zur Herstellung" BFRCT_RESEARCH: "Gehe zur Forschung" BFRCT_GYM: "Gehe zur Kampfausbildung" BFRCT_PSI_LABS: "Gehe zum Psionik Labor" BFRCT_BARRACKS: "Gehe zur Kaserne" BFRCT_GREY_MARKET: "Gehe zum Grauen Markt" BFRCT_GEOSCAPE: "Gehe zu Geoscape" # costRent: "Mietkosten" soldiers: "Lagerraum" maxUnitsLimit: "Maximaler Lagerraum" pilots: "Cockpit Größe" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "SWT Kapazität" onlyOneSoldierGroupAllowed: "Nur eine Soldatengruppe erlaubt?" allowedSoldierGroups: "Erlaubte Soldatengruppen" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "Maximale SWT Kapazität" maxSmallSoldiers: "Maximale Anzahl kleiner Soldaten" maxLargeSoldiers: "Maximale Anzahl großer Soldaten" maxSmallVehicles: "Maximale Anzahl kleiner Fahrzeuge" maxLargeVehicles: "Maximale Anzahl großer Fahrzeuge" maxSmallUnits: "Maximale Anzahl kleiner Einheiten" maxLargeUnits: "Maximale Anzahl großer Einheiten" maxSoldiers: "Maximale Soldatenanzahl" maxVehicles: "Maximale Anzahl von Fahrzeugen" maxItems: "Ausrüstungslimit" maxStorageSpace: "Lagerplatz" maxAltitude: "Höhenlimit für Luftkämpfe" weapons: "Waffensysteme" weaponStrings: "Waffennamen" fixedWeapons: "Befestigte Waffen" weaponTypes: "Erlaubte Waffentypen" damageMax: "Schadenskapazität" avoidBonus: "Ausweichbonus (pauschal)" avoidBonus2: "" powerBonus: "Stärkebonus (pauschal)" hitBonus: "Trefferbonus (pauschal)" fuelMax: "Treibstoffkapazität" speedMax: "Maximale Geschwindigkeit" accel: "Beschleunigung" shieldCapacity: "Schildkapazität" shieldRecharge: "Schildwiederherstellung (Kampf)" shieldRechargeInGeoscape: "Schildwiederherstellung (Globus)" shieldBleedThrough: "Schutzschilddurchdringung" shieldRechargedAtBase: "Schildwiederherstellung (Basis)" refuelItem: "Gegenstand wiederauffüllen" refuelRate: "Betankungsrate" repairRate: "Reperaturrate" spacecraft: "Finales Schiff`?" allowLanding: "Erlaube Landungen?" notifyWhenRefueled: "Benachrichtigung wenn vollständig betankt?" autoPatrol: "Automatische Patrouille?" undetectable: "Unentdeckbar?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Fallschirmjäger?" _calculatedValues: "Kalkulierte Werte" _maxRange: "Reichweite maximal" _minRange: "Reichweite minimal" _avgRange: "Reichweite durchschnitt" # hunterKillerPercentage: "Jäger-killer Chance" huntMode: "Jagdmodus" huntSpeed: "Jagdgeschwindigkeit" huntBehavior: "Jagdverhalten" range: "Reichweite" reload: "Nachladezeit" breakOffTime: "Abbruchzeit" score: "Punktzahl" missionScore: "Missionsbewertung" craftCustomDeploy: "Benutzerdefinierte UFO Aufstellung" missionCustomDeploy: "Benutzerdefinierte Missions-Aufstellung" _escapeCountdown: "Rückzugs-Countdown" _fireRate: "Feuerrate" _averageDPM: "Durchschnittlicher Schaden pro Minute" # HM_INTERCEPTORS: "Abfangjäger bevorzugen" HM_TRANSPORTS: "Jagdtransporter bevorzugen" HM_RANDOM: "zufällig" # HB_FLEE: "Flüchte, bei Gefahr zu verlieren" HB_KAMIKAZE: "Kampf bis zur Zerstörung" HB_RANDOM: "zufällig" # tractorBeamPower: "Traktorstrahlkraft" damage: "Schaden" shieldDamageModifier: "Schutzschild Schadensmodifikator" accuracy: "Genauigkeit" reloadCautious: "Nachladen (Vorsichtig)" reloadStandard: "Nachladen (Standard)" reloadAggressive: "Nachladen (Aggressiv)" launcher: "Werfer Gegenstand" weaponType: "Waffentyp" clip: "Magazin Gegenstand" ammoMax: "Kugeln/Patronen" rearmRate: "Wiederbewaffnungsrate" bulletSaving: "Munition sparen?" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "Durchschnittlicher Gesamtschaden" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Nahkampfwaffe" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/el.yml ================================================ el: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Κακοί κόμβοι σε αρχεία RMP" STR_BAD_NODES_DESC: "Ελέγχει τα αρχεία RMP για κόμβους εκτός των ορίων του χάρτη.{NEWLINE}Αυτά ΔΕΝ θα προκαλέσουν σφάλματα, αλλά θα αγνοηθούν από το παιχνίδι, επομένως δεν λειτουργούν όπως προβλέπεται." # STR_MCD_CHECK: "MCD έλεγχοι" STR_MCD_CHECK_DESC: "Ελέγχει αρχεία MCD για αντικείμενα δαπέδου με μηδενικό κόστος κίνησης. Επίσης ελέγχει για μη έγκυρες αναφορές DieMCD/AltMCD. επίσης ελέγχει μη έγκυρα LOFTemps." # STR_PALETTE_CHECK: "Ταίριασμα παλέτας" STR_PALETTE_CHECK_DESC: "Προσπαθεί να αντιστοιχίσει παλέτες τροποποιημένων εικόνων με επίσημες παλέτες και αναφέρει οποιεσδήποτε εικόνες δεν έχουν 100% αντιστοιχία." # STR_SCRIPT_TAGS: "Εξαγωγή ετικέτας σεναρίου" STR_SCRIPT_TAGS_DESC: "Εξαγωγή ετικέτας σεναρίου σε CSV τύπο." # STR_MAP_RESOURCES: "Έλεγχος πόρων χάρτη" STR_MAP_RESOURCES_DESC: "Ελέγχει για αρχεία και σύνολο κανόνων που λείπουν και δεν χρησιμοποιούνται." # STR_CHECKING_TERRAIN: "Έλεγχος εδάφους..." STR_CHECKING_UFOS: "Έλεγχος ΑΤΙΑ..." STR_CHECKING_CRAFT: "Έλεγχος σκάφους..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Κανένα" BT_FIREARM: "Όπλο" BT_AMMO: "Σφαίρα" BT_MELEE: "Όπλο χειρός" BT_GRENADE: "Χειροβομβίδα" BT_PROXIMITYGRENADE: "Χειροβομβίδα ανίχνευσης" BT_MEDIKIT: "Κιτ πρώτων βοηθειών" BT_SCANNER: "Σαρωτής κίνησης" BT_MINDPROBE: "Έρευνα νου" BT_PSIAMP: "Psi Amp" BT_FLARE: "Φωτοβολίδα" BT_CORPSE: "Πτώμα/Σώμα" # DRT_DEFAULT: "απλή προεπιλογή" DRT_UFO: "0-200% εξάπλωση" DRT_TFTD: "50-150% εξάπλωση" DRT_FLAT: "επίπεδη βλάβη" DRT_FIRE: "ειδική ζημιά από πυρά" DRT_NONE: "καμία ζημιά" DRT_UFO_WITH_TWO_DICE: "0-200% διασπορά (2 ζαριές)" DRT_EASY: "50-200% διασπορά" DRT_STANDARD: "τυπικό εύρος βλάβης" DRT_EXPLOSION: "εύρος ζημιάς έκρηξης" # BFT_NONE: "ουδείς" BFT_INSTANT: "άμεσο" BFT_SET: "ρυθμίζεται χειροκίνητα" BFT_FIXED: "επισκευασμένο" # BMT_NORMAL: "τυπικό (πολλαπλών χρήσεων)" BMT_HEAL: "θεραπεία" BMT_STIMULANT: "τονωτικό" BMT_PAINKILLER: "παυσίπονο" # ETM_DEFAULT: "προεπιλογή" ETM_MELEE_100: "ΣΩΜΑ ΜΕ ΣΩΜΑ" ETM_MELEE_50: "ΣΩΜΑ ΜΕ ΣΩΜΑ (50% chance)" ETM_MELEE_33: "ΣΩΜΑ ΜΕ ΣΩΜΑ (33% chance)" ETM_FIRING_100: "ΒΟΛΗ" ETM_FIRING_50: "ΒΟΛΗ (50% chance)" ETM_FIRING_33: "ΒΟΛΗ (33% chance)" ETM_THROWING_100: "ΡΙΨΗ" ETM_THROWING_50: "ΡΙΨΗ (50% chance)" ETM_THROWING_33: "ΡΙΨΗ (33% chance)" ETM_FIRING_AND_THROWING: "ΒΟΛΗ και ΡΙΨΗ" ETM_FIRING_OR_THROWING: "ΒΟΛΗ ή ΡΙΨΗ" ETM_REACTIONS: "ΑΝΤΙΔΡΑΣΕΙΣ" ETM_REACTIONS_AND_MELEE: "ΑΝΤΙΔΡΑΣΕΙΣ και ΣΩΜΑ ΜΕ ΣΩΜΑ" ETM_REACTIONS_AND_FIRING: "ΑΝΤΙΔΡΑΣΕΙΣ και ΒΟΛΗ" ETM_REACTIONS_AND_THROWING: "ΑΝΤΙΔΡΑΣΕΙΣ και ΡΙΨΗ" ETM_REACTIONS_OR_MELEE: "ΑΝΤΙΔΡΑΣΕΙΣ ή ΣΩΜΑ ΜΕ ΣΩΜΑ" ETM_REACTIONS_OR_FIRING: "ΑΝΤΙΔΡΑΣΕΙΣ ή ΒΟΛΗ" ETM_REACTIONS_OR_THROWING: "ΑΝΤΙΔΡΑΣΕΙΣ ή ΡΙΨΗ" ETM_BRAVERY: "ΑΝΔΡΕΙΑ" ETM_BRAVERY_2X: "ΑΝΔΡΕΙΑ (x2)" ETM_BRAVERY_AND_REACTIONS: "ΑΝΔΡΕΙΑ και ΑΝΤΙΔΡΑΣΕΙΣ" ETM_BRAVERY_OR_REACTIONS: "ΑΝΔΡΕΙΑ ή ΑΝΤΙΔΡΑΣΕΙΣ" ETM_BRAVERY_OR_REACTIONS_2X: "ΑΝΔΡΕΙΑ και ΑΝΤΙΔΡΑΣΕΙΣ (x2)" ETM_PSI_STRENGTH: "Ψ ΔΥΝΑΜΗ" ETM_PSI_STRENGTH_2X: "Ψ ΔΥΝΑΜΗ (x2)" ETM_PSI_SKILL: "Ψ ΔΕΞΙΟΤΕΧΝΙΑ" ETM_PSI_SKILL_2X: "Ψ ΔΕΞΙΟΤΕΧΝΙΑ (x2)" ETM_PSI_STRENGTH_AND_SKILL: "Ψ ΔΥΝΑΜΗ και Ψ ΔΕΞΙΟΤΕΧΝΙΑ" ETM_PSI_STRENGTH_AND_SKILL_2X: "Ψ ΔΥΝΑΜΗ και Ψ ΔΕΞΙΟΤΕΧΝΙΑ (x2)" ETM_PSI_STRENGTH_OR_SKILL: "Ψ ΔΥΝΑΜΗ ή Ψ ΔΕΞΙΟΤΕΧΝΙΑ" ETM_PSI_STRENGTH_OR_SKILL_2X: "Ψ ΔΥΝΑΜΗ ή Ψ ΔΕΞΙΟΤΕΧΝΙΑ (x2)" ETM_NOTHING: "καμία εκπαίδευση" # battleType: "Τύπος αντικειμένου" experienceTrainingMode: "Λειτουργία εμπειρίας" manaExperience: "Εμπειρία μαγείας" arcingShot: "Τόξο;" isFireExtinguisher: "Πυροσβεστήρας;" explodeInventory: "Εκρήγνυται στις αποσκευές;" waypoints: "Μέγιστα σημεία" sprayWaypoints: "Σημεία βολής με διασπορά" # shotgunPellets: "Αριθμός πέλλετ" shotgunBehavior: "Συμπεριφορά καραμπίνας" shotgunSpread: "Διασπορά καραμπίνας" shotgunChoke: "Τσοκ καραμπίνας" # underwaterOnly: "Μόνο υποβρύχιο;" landOnly: "Μόνο επίγειο;" psiRequired: "Απαιτείται δεξιότητα Ψ;" targetMatrix: "Στόχοι αντικειμένων" convertToCivilian: "Μετατροπή σε πολίτη;" manaRequired: "Απαιτείται μαγεία;" LOSRequired: "Απαιτείται όραση;" # noLOSAccuracyPenalty: "Πολλαπλασιαστής πέναλτι χωρίς όραση." kneelBonus: "Πολλαπλαστιαστής μπόνους γονυπετής" twoHanded: "Δίχειρα;" blockBothHands: "Μπλοκάρει και τα δύο χέρια;" oneHandedPenalty: "Ποινή χρήσης με το ένα χέρι" # minRange: "Ελάχιστη εμβέλεια" maxRange: "Μέγιστη εμβέλεια" aimRange: "Στοχευμένη εμβέλεια βολής" autoRange: "Αυτόματη εμβέλεια βολής" snapRange: "Βιαστική εμβέλεια βολής" dropoff: "Πτώση ευστοχίας/πλακίδιο" # accuracyMultiplier: "Πολλαπλασιαστής ευστοχίας βολής" accuracyAimed: "Ακρίβεια στοχευμένης βολής" accuracyAuto: "Ακρίβεια αυτόματης βολής" accuracySnap: "Ακρίβεια βιαστικής βολής" costAimed: "Κόστος στοχευμένης βολής" costAuto: "Κόστος αυτόματης βολής" costSnap: "Κόστος βιαστικής βολής" # meleeMultiplier: "Πολλαπλασιαστής ευστοχίας σώμα με σώμα" accuracyMelee: "Ευστοχία σώμα με σώμα" costMelee: "Κόστος σώμα με σώμα" # psiAttackName: "Ψ επίθεση ονομασία" accuracyUse: "Ακρίβεια δράσης" accuracyMindControl: "Ακρίβεια ελέγχου μυαλού" accuracyPanic: "Ακρίβεια πανικού" costUse: "Κόστος δράσης" costMindcontrol: "Κόστος ελέγχου μυαλού" costPanic: "Πανικός κόστος" # weight: "Βάρος" throwRange: "Ρίψη μαξ (αέρας)" underwaterThrowRange: "Ρίψη μαξ (νερό)" throwDropoffRange: "Ρίψη απόσταση (αέρας)" underwaterThrowDropoffRange: "Ρίψη απόσταση (νερό)" throwDropoff: "Ρίψη ευστοχίας/πλακίδιο" throwMultiplier: "Πολλαπλασιαστής ακρίβειας ρίψης" accuracyThrow: "Ακρίβεια ρίψης" costThrow: "Κόστος ρίψης" costPrime: "Κόστος εκκίνησης" costUnprime: "Κόστος χωρίς εκκίνηση" # closeQuartersMultiplier: "Πολλαπλασιαστής ακρίβειας MET" accuracyCloseQuarters: "Ακρίβεια MET" # damageType: "Τύπος ζημιάς" power: "Δύναμη" powerRangeReduction: "Δύναμη μείωση/πλακίδιο" powerRangeThreshold: "Δύναμη μείωση κατώτατου ορίου" damageBonus: "Μπόνους ζημιάς" blastRadius: "Ακτίνα έκρηξης" damageAlter: "Πρόσθετες πληροφορίες ζημιάς:" meleeType: "Τύπος σημιάς σώμα με σώμα" meleePower: "Δύναμη σώμα με σώμα" meleeBonus: "Μπόνους δύναμης σώμα με σώμα" meleeAlter: "Έξτρα πληροφορίες σώμα με σώμα" FixRadius: "Ακτίνα έκρηξης" RandomType: "Τύπος υπολογισμού" FireBlastCalc: "Εφέ φωτιάς πρώτης έκδοσης;" IgnoreDirection: "Αγνόηση κατεύθυνσης" IgnoreSelfDestruct: "Αγνοήστε την αυτοκαταστροφή" IgnorePainImmunity: "Αγνοήστε την ανοσία αναισθητοποίησης" IgnoreNormalMoraleLose: "Αγνοήστε απλή απώλεια ηθικού" IgnoreOverKill: "Αγνόηση υπερβολής" ArmorEffectiveness: "Αποτελεσματικότητα θωράκισης" RadiusEffectiveness: "Ακτίνα αποτελεσματικότητας" RadiusReduction: "Μείωση ζημιάς ακτίνας" FireThreshold: "" SmokeThreshold: "" # ToArmorPre: "" RandomArmorPre: "" ToArmor: "" RandomArmor: "" ToHealth: "" RandomHealth: "" ToStun: "" RandomStun: "" ToWound: "" RandomWound: "" ToTime: "" RandomTime: "" ToEnergy: "" RandomEnergy: "" ToMorale: "" RandomMorale: "" ToItem: "" RandomItem: "" ToMana: "" RandomMana: "" ToTile: "" RandomTile: "" TileDamageMethod: "" TileDamageLimit: "" # confAimed: "" confAuto: "" confSnap: "" confMelee: "" shots: "" spendPerShot: "" followProjectiles: "" name: "" shortName: "" ammoSlot: "" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Τόξο;" # clipSize: "" isAmmoRechargeable: "" # primaryAmmo: "" compatibleAmmo: "" tuLoad: "" tuUnload: "" ammo[1]: "" ammo[2]: "" ammo[3]: "" # armor: "" # medikitType: "" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "" medikitTargetSelf: "" medikitTargetImmune: "" medikitTargetMatrix: "" isConsumable: "" painKiller: "" heal: "" stimulant: "" woundRecovery: "" healthRecovery: "" stunRecovery: "" energyRecovery: "" manaRecovery: "" moraleRecovery: "" painKillerRecovery: "" # requires: "" requiresBuy: "" requiresBuyBaseFunc: "" requiresBuyCountry: "" requiresAward: "" requiresBonus: "" categories: "" supportedInventorySections: "" # size: "" costBuy: "" monthlyBuyLimit: "" costSell: "" transferTime: "" monthlySalary: "" monthlyMaintenance: "" # SPECAB_NONE: "Κανένα" SPECAB_EXPLODEONDEATH: "" SPECAB_BURNFLOOR: "" SPECAB_BURN_AND_EXPLODE: "" # MT_WALK: "" MT_FLY: "" MT_SLIDE: "" MT_FLOAT: "" MT_SINK: "" # TORSO_USE_GENDER: "" TORSO_ALWAYS_MALE: "" TORSO_ALWAYS_FEMALE: "" # DRAWING_ROUTINE_SOLDIER_SECTOID: "" DRAWING_ROUTINE_FLOATER: "" DRAWING_ROUTINE_HWP: "" DRAWING_ROUTINE_CYBERDISC: "" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "" DRAWING_ROUTINE_SECTOPOD_REAPER: "" DRAWING_ROUTINE_SNAKEMAN: "" DRAWING_ROUTINE_CHRYSSALID: "" DRAWING_ROUTINE_SILACOID: "" DRAWING_ROUTINE_CELATID: "" DRAWING_ROUTINE_MUTON: "" DRAWING_ROUTINE_SWS: "" DRAWING_ROUTINE_HALLUCINOID: "" DRAWING_ROUTINE_AQUANAUTS: "" DRAWING_ROUTINE_CALCINITE_AND_MORE: "" DRAWING_ROUTINE_AQUATOID: "" DRAWING_ROUTINE_BIO_DRONE: "" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "" DRAWING_ROUTINE_TENTACULAT: "" DRAWING_ROUTINE_TRISCENE: "" DRAWING_ROUTINE_XARQUID: "" DRAWING_ROUTINE_INVERTED_CYBERDISC: "" # stats: "" specab: "" movementType: "" allowsRunning: "" allowsStrafing: "" allowsSneaking: "" allowsKneeling: "" allowsMoving: "" fearImmune: "" bleedImmune: "" painImmune: "" zombiImmune: "" ignoresMeleeThreat: "" createsMeleeThreat: "" builtInWeapons: "" specialWeapon: "" heatVision: "" visibilityThroughFire: "" psiVision: "" psiCamouflage: "" visibilityAtDay: "" visibilityAtDark: "" camouflageAtDay: "" camouflageAtDark: "" antiCamouflageAtDay: "" antiCamouflageAtDark: "" psiDefence: "" meleeDodge: "" meleeDodgeBackPenalty: "" recovery: "" time: "" energy: "Ενέργεια" morale: "" health: "" stun: "" mana: "" units: "" ranks: "" frontArmor: "" sideArmor: "" leftArmorDiff: "" rearArmor: "" underArmor: "" # sizeX: "" sizeY: "" buildCost: "" buildCostItems: "" buildTime: "" monthlyCost: "" refundValue: "" requiresBaseFunc: "" provideBaseFunc: "" forbiddenBaseFunc: "" lift: "" hyper: "" mind: "" mindPower: "" grav: "" storage: "" personnel: "" aliens: "" crafts: "" labs: "" workshops: "" psiLabs: "" trainingRooms: "" sightRange: "" sightChance: "" radarRange: "" radarChance: "" defense: "" hitRatio: "" ammoNeeded: "" unifiedDamageFormula: "" ammoItem: "" maxAllowedPerBase: "" manaRecoveryPerDay: "" healthRecoveryPerDay: "" sickBayAbsoluteBonus: "" sickBayRelativeBonus: "" prisonType: "" rightClickActionType: "" leavesBehindOnSell: "" removalTime: "" canBeBuiltOver: "" upgradeOnly: "" buildOverFacilities: "" # BFRCT_DEFAULT: "απλή προεπιλογή" BFRCT_PRISON: "" BFRCT_ENGINEERING: "" BFRCT_RESEARCH: "" BFRCT_GYM: "" BFRCT_PSI_LABS: "" BFRCT_BARRACKS: "" BFRCT_GREY_MARKET: "" BFRCT_GEOSCAPE: "" # costRent: "" soldiers: "" maxUnitsLimit: "" pilots: "" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "" onlyOneSoldierGroupAllowed: "" allowedSoldierGroups: "" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "" maxSmallSoldiers: "" maxLargeSoldiers: "" maxSmallVehicles: "" maxLargeVehicles: "" maxSmallUnits: "" maxLargeUnits: "" maxSoldiers: "" maxVehicles: "" maxItems: "" maxStorageSpace: "" maxAltitude: "" weapons: "" weaponStrings: "" fixedWeapons: "" weaponTypes: "" damageMax: "" avoidBonus: "" avoidBonus2: "" powerBonus: "" hitBonus: "" fuelMax: "" speedMax: "" accel: "" shieldCapacity: "" shieldRecharge: "" shieldRechargeInGeoscape: "" shieldBleedThrough: "" shieldRechargedAtBase: "" refuelItem: "" refuelRate: "" repairRate: "" spacecraft: "" allowLanding: "" notifyWhenRefueled: "" autoPatrol: "" undetectable: "" patrolWithoutFuel: "" keepCraftAfterFailedMission: "" _calculatedValues: "" _maxRange: "Μέγιστη εμβέλεια" _minRange: "Ελάχιστη εμβέλεια" _avgRange: "" # hunterKillerPercentage: "" huntMode: "" huntSpeed: "" huntBehavior: "" range: "" reload: "" breakOffTime: "" score: "" missionScore: "" craftCustomDeploy: "" missionCustomDeploy: "" _escapeCountdown: "" _fireRate: "" _averageDPM: "" # HM_INTERCEPTORS: "" HM_TRANSPORTS: "" HM_RANDOM: "" # HB_FLEE: "" HB_KAMIKAZE: "" HB_RANDOM: "" # tractorBeamPower: "" damage: "" shieldDamageModifier: "" accuracy: "" reloadCautious: "" reloadStandard: "" reloadAggressive: "" launcher: "" weaponType: "" clip: "" ammoMax: "" rearmRate: "" bulletSaving: "" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Όπλο χειρός" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/en-GB.yml ================================================ en-GB: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Bad nodes in RMP files" STR_BAD_NODES_DESC: "Checks RMP files for nodes outside of map boundaries.{NEWLINE}These will NOT cause any crashes, but they will be ignored by the game, thus not work as intended." # STR_MCD_CHECK: "MCD checks" STR_MCD_CHECK_DESC: "Checks MCD files for floor objects with zero movement cost; also checks for invalid DieMCD/AltMCD references; also checks invalid LOFTemps." # STR_PALETTE_CHECK: "Palette matching" STR_PALETTE_CHECK_DESC: "Tries to match palettes of modded images to official palettes and reports any images that don't have a 100% match." # STR_SCRIPT_TAGS: "Script tag export" STR_SCRIPT_TAGS_DESC: "Exports script tags in CSV format." # STR_MAP_RESOURCES: "Map resources check" STR_MAP_RESOURCES_DESC: "Checks for missing and unused map-related files and ruleset." # STR_CHECKING_TERRAIN: "Checking terrain..." STR_CHECKING_UFOS: "Checking UFOs..." STR_CHECKING_CRAFT: "Checking craft..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "None" BT_FIREARM: "Firearm" BT_AMMO: "Ammo" BT_MELEE: "Melee weapon" BT_GRENADE: "Grenade" BT_PROXIMITYGRENADE: "Proximity grenade" BT_MEDIKIT: "Medikit" BT_SCANNER: "Motion scanner" BT_MINDPROBE: "Mind probe" BT_PSIAMP: "Psi Amp" BT_FLARE: "Flare" BT_CORPSE: "Corpse/Body" # DRT_DEFAULT: "vanilla default" DRT_UFO: "0-200% spread" DRT_TFTD: "50-150% spread" DRT_FLAT: "flat damage" DRT_FIRE: "special fire damage" DRT_NONE: "no damage" DRT_UFO_WITH_TWO_DICE: "0-200% spread (2 dice roll)" DRT_EASY: "50-200% spread" DRT_STANDARD: "standard damage range" DRT_EXPLOSION: "explosion damage range" # BFT_NONE: "none" BFT_INSTANT: "instant" BFT_SET: "manually set" BFT_FIXED: "fixed" # BMT_NORMAL: "standard (multi-purpose)" BMT_HEAL: "heal" BMT_STIMULANT: "stimulant" BMT_PAINKILLER: "painkiller" # ETM_DEFAULT: "default" ETM_MELEE_100: "MELEE" ETM_MELEE_50: "MELEE (50% chance)" ETM_MELEE_33: "MELEE (33% chance)" ETM_FIRING_100: "FIRING" ETM_FIRING_50: "FIRING (50% chance)" ETM_FIRING_33: "FIRING (33% chance)" ETM_THROWING_100: "THROWING" ETM_THROWING_50: "THROWING (50% chance)" ETM_THROWING_33: "THROWING (33% chance)" ETM_FIRING_AND_THROWING: "FIRING and THROWING" ETM_FIRING_OR_THROWING: "FIRING or THROWING" ETM_REACTIONS: "REACTIONS" ETM_REACTIONS_AND_MELEE: "REACTIONS and MELEE" ETM_REACTIONS_AND_FIRING: "REACTIONS and FIRING" ETM_REACTIONS_AND_THROWING: "REACTIONS and THROWING" ETM_REACTIONS_OR_MELEE: "REACTIONS or MELEE" ETM_REACTIONS_OR_FIRING: "REACTIONS or FIRING" ETM_REACTIONS_OR_THROWING: "REACTIONS or THROWING" ETM_BRAVERY: "BRAVERY" ETM_BRAVERY_2X: "BRAVERY (x2)" ETM_BRAVERY_AND_REACTIONS: "BRAVERY and REACTIONS" ETM_BRAVERY_OR_REACTIONS: "BRAVERY or REACTIONS" ETM_BRAVERY_OR_REACTIONS_2X: "BRAVERY or REACTIONS (x2)" ETM_PSI_STRENGTH: "PSI STRENGTH" ETM_PSI_STRENGTH_2X: "PSI STRENGTH (x2)" ETM_PSI_SKILL: "PSI SKILL" ETM_PSI_SKILL_2X: "PSI SKILL (x2)" ETM_PSI_STRENGTH_AND_SKILL: "PSI STRENGTH and PSI SKILL" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSI STRENGTH and PSI SKILL (x2)" ETM_PSI_STRENGTH_OR_SKILL: "PSI STRENGTH or PSI SKILL" ETM_PSI_STRENGTH_OR_SKILL_2X: "PSI STRENGTH or PSI SKILL (x2)" ETM_NOTHING: "no training" # battleType: "Item type" experienceTrainingMode: "Experience mode" manaExperience: "Mana experience" arcingShot: "Arcing?" isFireExtinguisher: "Fire exinguisher?" explodeInventory: "Explodes in inventory?" waypoints: "Max waypoints" sprayWaypoints: "Spray shot waypoints" # shotgunPellets: "Number of pellets" shotgunBehavior: "Shotgun behavior" shotgunSpread: "Shotgun spread" shotgunChoke: "Shotgun choke" # underwaterOnly: "Underwater only?" landOnly: "Land only?" psiRequired: "Psi skill required?" targetMatrix: "Item targets" convertToCivilian: "Convert to civilian?" manaRequired: "Mana required?" LOSRequired: "Sight required?" # noLOSAccuracyPenalty: "No-sight penalty mult." kneelBonus: "Kneel bonus multiplier" twoHanded: "Two-handed?" blockBothHands: "Blocks both hands?" oneHandedPenalty: "One-hand use penalty" # minRange: "Minimum range" maxRange: "Maximum range" aimRange: "Aimed shot range" autoRange: "Auto shot range" snapRange: "Snap shot range" dropoff: "Accuracy dropoff/tile" # accuracyMultiplier: "Firing acc. multiplier" accuracyAimed: "Aimed shot accuracy" accuracyAuto: "Auto shot accuracy" accuracySnap: "Snap shot accuracy" costAimed: "Aimed shot cost" costAuto: "Auto shot cost" costSnap: "Snap shot cost" # meleeMultiplier: "Melee acc. multiplier" accuracyMelee: "Melee accuracy" costMelee: "Melee cost" # psiAttackName: "Psi attack name" accuracyUse: "Action accuracy" accuracyMindControl: "Mind control accuracy" accuracyPanic: "Panic accuracy" costUse: "Action cost" costMindcontrol: "Mind control cost" costPanic: "Panic cost" # weight: "Weight" throwRange: "Throw max (air)" underwaterThrowRange: "Throw max (water)" throwDropoffRange: "Throw range (air)" underwaterThrowDropoffRange: "Throw range (water)" throwDropoff: "Throw dropoff/tile" throwMultiplier: "Throwing acc. multiplier" accuracyThrow: "Throwing accuracy" costThrow: "Throwing cost" costPrime: "Priming cost" costUnprime: "Unpriming cost" # closeQuartersMultiplier: "CQC acc. multiplier" accuracyCloseQuarters: "CQC accuracy" # damageType: "Damage type" power: "Power" powerRangeReduction: "Power reduction/tile" powerRangeThreshold: "Power red. threshold" damageBonus: "Damage bonus" blastRadius: "Blast radius" damageAlter: "Extra damage info:" meleeType: "Melee damage type" meleePower: "Melee power" meleeBonus: "Melee power bonus" meleeAlter: "Extra melee info:" FixRadius: "Blast radius" RandomType: "Calculation type" FireBlastCalc: "Vanilla fire effects?" IgnoreDirection: "Ignore direction" IgnoreSelfDestruct: "Ignore self-destruct" IgnorePainImmunity: "Ignore stun immunity" IgnoreNormalMoraleLose: "Ign. vanilla morale loss" IgnoreOverKill: "Ignore overkill" ArmorEffectiveness: "Armor effectiveness" RadiusEffectiveness: "Radius effectiveness" RadiusReduction: "Radius dmg reduction" FireThreshold: "Set-on-fire threshold" SmokeThreshold: "Make smoke threshold" # ToArmorPre: "Armor pre-dmg mult." RandomArmorPre: "Armor pre-dmg RNG?" ToArmor: "Armor damage multiplier" RandomArmor: "Armor damage RNG?" ToHealth: "HP damage multiplier" RandomHealth: "HP damage RNG?" ToStun: "Stun damage multiplier" RandomStun: "Stun damage RNG?" ToWound: "Wound count multiplier" RandomWound: "Vanilla wound RNG?" ToTime: "TU damage multiplier" RandomTime: "TU damage RNG?" ToEnergy: "Energy dmg multiplier" RandomEnergy: "Energy dmg RNG?" ToMorale: "Morale dmg multiplier" RandomMorale: "Morale dmg RNG?" ToItem: "Item damage multiplier" RandomItem: "Item damage RNG?" ToMana: "Mana dmg multiplier" RandomMana: "Mana dmg RNG?" ToTile: "Terrain dmg multiplier" RandomTile: "Terrain dmg RNG?" TileDamageMethod: "Tile Damage Method" TileDamageLimit: "Tile Damage Limit" # confAimed: "Aimed action:" confAuto: "Auto action:" confSnap: "Snap action:" confMelee: "Melee action:" shots: "Shots per action" spendPerShot: "Spend per shot:" followProjectiles: "Follow projectiles?" name: "Name" shortName: "Short name" ammoSlot: "Ammo slot used" ammoZombieUnitChanceOverride: "Zombification chance" ammoSpawnUnitChanceOverride: "Unit spawn chance" ammoSpawnItemChanceOverride: "Item spawn chance" arcing: "Arcing?" # clipSize: "Clip size" isAmmoRechargeable: "Ammo rechargeable?" # primaryAmmo: "Primary ammo slot:" compatibleAmmo: "Compatible ammo" tuLoad: "Load cost" tuUnload: "Unload cost" ammo[1]: "Extra ammo slot #1:" ammo[2]: "Extra ammo slot #2:" ammo[3]: "Extra ammo slot #3:" # armor: "Armor" # medikitType: "Medikit type" painKillerActionName: "Painkiller action name" stimulantActionName: "Stimulant action name" healActionName: "Heal action name" medikitActionName: "Medikit action name" medikitTargetSelf: "Medikit on self?" medikitTargetImmune: "Medikit on bleed immune?" medikitTargetMatrix: "Medikit targets" isConsumable: "Consumable?" painKiller: "Painkiller uses" heal: "Heal uses" stimulant: "Stim uses" woundRecovery: "Wound healing" healthRecovery: "Health recovery" stunRecovery: "Stun recovery" energyRecovery: "Energy recovery" manaRecovery: "Mana recovery" moraleRecovery: "Morale recovery" painKillerRecovery: "Painkiller strength" # requires: "Tech required" requiresBuy: "Tech required to buy" requiresBuyBaseFunc: "Services needed to buy" requiresBuyCountry: "Allied country required" requiresAward: "Award required" requiresBonus: "Bonus required" categories: "Categories" supportedInventorySections: "Inventory slots" # size: "Size" costBuy: "Buy cost" monthlyBuyLimit: "Monthly buy limit" costSell: "Sell cost" transferTime: "Hours to transfer" monthlySalary: "Salary/month" monthlyMaintenance: "Maintenance/month" # SPECAB_NONE: "None" SPECAB_EXPLODEONDEATH: "Explode on death" SPECAB_BURNFLOOR: "Burn floor" SPECAB_BURN_AND_EXPLODE: "Burn floor and explode on death" # MT_WALK: "Walk" MT_FLY: "Fly" MT_SLIDE: "Slide" MT_FLOAT: "Float" MT_SINK: "Sink" # TORSO_USE_GENDER: "Use gender" TORSO_ALWAYS_MALE: "Always male" TORSO_ALWAYS_FEMALE: "Always female" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Soldier, Sectoid" DRAWING_ROUTINE_FLOATER: "Floater" DRAWING_ROUTINE_HWP: "Heavy Weapons Platforms" DRAWING_ROUTINE_CYBERDISC: "Cyberdisc" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civilian, Ethereal" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sectopod, Reaper" DRAWING_ROUTINE_SNAKEMAN: "Snakeman" DRAWING_ROUTINE_CHRYSSALID: "Chryssalid" DRAWING_ROUTINE_SILACOID: "Silacoid" DRAWING_ROUTINE_CELATID: "Celatid" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Submersible Weapons Systems" DRAWING_ROUTINE_HALLUCINOID: "Hallucinoid" DRAWING_ROUTINE_AQUANAUTS: "Aquanauts" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Calcinite, Deep One, Gillman, Lobster Man, Tasoth" DRAWING_ROUTINE_AQUATOID: "Aquatoid" DRAWING_ROUTINE_BIO_DRONE: "Bio-Drone" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD Civilians type A and TFTD Zombie" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD Civilians type B" DRAWING_ROUTINE_TENTACULAT: "Tentaculat" DRAWING_ROUTINE_TRISCENE: "Triscene" DRAWING_ROUTINE_XARQUID: "Xarquid" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Inverted Cyberdisc (propulsion animation on top)" # stats: "Stat modifiers" specab: "Special ability" movementType: "Movement type" allowsRunning: "Allow running?" allowsStrafing: "Allow strafing?" allowsSneaking: "Allow sneaking?" allowsKneeling: "Allow kneeling?" allowsMoving: "Allow moving?" fearImmune: "Immune to morale loss?" bleedImmune: "Immune to bleeding?" painImmune: "Immune to stun?" zombiImmune: "Immune to zombifying?" ignoresMeleeThreat: "Ignores CQC?" createsMeleeThreat: "Produces CQC?" builtInWeapons: "Built-in items" specialWeapon: "Special weapon" heatVision: "Visibility through smoke" visibilityThroughFire: "Visibility through fire" psiVision: "Psi sense" psiCamouflage: "Psi camouflage" visibilityAtDay: "Visibility at day" visibilityAtDark: "Visibility at night" camouflageAtDay: "Camouflage at day" camouflageAtDark: "Camouflage at night" antiCamouflageAtDay: "Anticamo at day" antiCamouflageAtDark: "Anticamo at night" psiDefence: "Psi defense" meleeDodge: "Melee dodge" meleeDodgeBackPenalty: "Melee dodge penalty" recovery: "Recovery each turn:" time: "Time" energy: "Energy" morale: "Morale" health: "Health" stun: "Stun" mana: "Mana" units: "Compatible units" ranks: "Compatible ranks" frontArmor: "Front Armor" sideArmor: "Side Armor" leftArmorDiff: "Left Armor Diff" rearArmor: "Rear Armor" underArmor: "Under Armor" # sizeX: "Size X" sizeY: "Size Y" buildCost: "Build cost" buildCostItems: "Build materials:" buildTime: "Build time" monthlyCost: "Monthly cost" refundValue: "Refund value" requiresBaseFunc: "Requires services" provideBaseFunc: "Provides services" forbiddenBaseFunc: "Forbids services" lift: "Access lift?" hyper: "Hyper-wave decoder?" mind: "Mind shield?" mindPower: "Mind shield power" grav: "Grav shield?" storage: "Storage space" personnel: "Living space" aliens: "Prison space" crafts: "Hangar space" labs: "Laboratory space" workshops: "Workshop space" psiLabs: "Psi-lab space" trainingRooms: "Gym space" sightRange: "Sight range" sightChance: "Sight chance" radarRange: "Radar range" radarChance: "Radar chance" defense: "Defense value" hitRatio: "Hit chance" ammoNeeded: "Ammo needed" unifiedDamageFormula: "New damage formula?" ammoItem: "Ammo item" maxAllowedPerBase: "Max allowed per base" manaRecoveryPerDay: "Mana per day" healthRecoveryPerDay: "Health per day" sickBayAbsoluteBonus: "Sickbay abs. bonus" sickBayRelativeBonus: "Sickbay rel. bonus" prisonType: "Prison type" rightClickActionType: "Right-click action" leavesBehindOnSell: "Leaves behind on sell" removalTime: "Removal time" canBeBuiltOver: "Can be built-over?" upgradeOnly: "Upgrade only?" buildOverFacilities: "Build-over facilities" # BFRCT_DEFAULT: "vanilla default" BFRCT_PRISON: "go to Alien Containment" BFRCT_ENGINEERING: "go to Manufacturing" BFRCT_RESEARCH: "go to Research" BFRCT_GYM: "go to Martial Training" BFRCT_PSI_LABS: "go to Psionic Labs" BFRCT_BARRACKS: "go to Barracks" BFRCT_GREY_MARKET: "go to Grey Market" BFRCT_GEOSCAPE: "go to Geoscape" # costRent: "Rent cost" soldiers: "Cargo space" maxUnitsLimit: "Max cargo space" pilots: "Cockpit size" pilotMinStatsRequired: "Pilot min stats" pilotSoldierBonusesRequired: "Pilot requirements" vehicles: "HWP capacity" onlyOneSoldierGroupAllowed: "Only one soldier group allowed?" allowedSoldierGroups: "Allowed soldier groups" allowedArmorGroups: "Allowed armor groups" limitArmorGroups: "Limit armor groups" maxHWPUnitsLimit: "Max HWP capacity" maxSmallSoldiers: "Max small soldiers" maxLargeSoldiers: "Max large soldiers" maxSmallVehicles: "Max small vehicles" maxLargeVehicles: "Max large vehicles" maxSmallUnits: "Max small units" maxLargeUnits: "Max large units" maxSoldiers: "Max soldiers" maxVehicles: "Max vehicles" maxItems: "Equipment limit" maxStorageSpace: "Storage space" maxAltitude: "Dogfight altitude limit" weapons: "Weapon pods" weaponStrings: "Weapon names" fixedWeapons: "Fixed weapons" weaponTypes: "Allowed weapon types" damageMax: "Damage capacity" avoidBonus: "Dodge bonus (flat)" avoidBonus2: "Dodge bonus 2 (flat)" powerBonus: "Power bonus (flat)" hitBonus: "Hit bonus (flat)" fuelMax: "Fuel capacity" speedMax: "Maximum speed" accel: "Acceleration" shieldCapacity: "Shield capacity" shieldRecharge: "Shield recharge (Fight)" shieldRechargeInGeoscape: "Shield recharge (Globe)" shieldBleedThrough: "Shield bleed-through" shieldRechargedAtBase: "Shield recharge (Base)" refuelItem: "Refuel item" refuelRate: "Refuel rate" repairRate: "Repair rate" spacecraft: "Final craft?" allowLanding: "Allow landing?" notifyWhenRefueled: "Notify when refueled?" autoPatrol: "Auto-patrol?" undetectable: "Undetectable?" patrolWithoutFuel: "Patrol for free?" keepCraftAfterFailedMission: "Paratroopers?" _calculatedValues: "Calculated values" _maxRange: "Maximum range" _minRange: "Minimum range" _avgRange: "Average range" # hunterKillerPercentage: "Hunter-killer chance" huntMode: "Hunt mode" huntSpeed: "Hunt speed" huntBehavior: "Hunt behavior" range: "Range" reload: "Reload time" breakOffTime: "Break-off time" score: "Score" missionScore: "Mission score" craftCustomDeploy: "UFO site deployment" missionCustomDeploy: "Mission site deployment" _escapeCountdown: "Escape countdown" _fireRate: "Fire rate" _averageDPM: "Average DPM" # HM_INTERCEPTORS: "prefer hunting interceptors" HM_TRANSPORTS: "prefer hunting transports" HM_RANDOM: "random" # HB_FLEE: "flee when losing" HB_KAMIKAZE: "fight until destroyed" HB_RANDOM: "random" # tractorBeamPower: "Tractor beam power" damage: "Damage" shieldDamageModifier: "Shield damage modifier" accuracy: "Accuracy" reloadCautious: "Reload (Cautious)" reloadStandard: "Reload (Standard)" reloadAggressive: "Reload (Aggressive)" launcher: "Launcher item" weaponType: "Weapon type" clip: "Clip item" ammoMax: "Rounds" rearmRate: "Rearm rate" bulletSaving: "Bullet saving?" _damageRange: "Damage range" _damageRangeBasic: "Damage range (basic)" _averageTotalDamage: "Average total damage" # allowPiloting: "Allow piloting?" costSalary: "Salary" costSalarySquaddie: "Bonus (squaddie)" costSalarySergeant: "Bonus (sergeant)" costSalaryCaptain: "Bonus (captain)" costSalaryColonel: "Bonus (colonel)" costSalaryCommander: "Bonus (commander)" # race: "Race" rank: "Rank" livingWeapon: "Is living weapon?" meleeWeapon: "Melee weapon" psiWeapon: "Psi weapon" _builtInWeaponSets: "Weapon sets?" _weightedBuiltInWeaponSets: "Other weapon sets?" spawnUnit: "Spawn on death" _capturable: "Is capturable?" capturable: "Capturable (flag)" canSurrender: "Can surrender?" autoSurrender: "Auto surrender?" spotter: "Spotter duration" sniper: "Sniper odds" ================================================ FILE: bin/common/Language/Technical/en-US.yml ================================================ en-US: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Bad nodes in RMP files" STR_BAD_NODES_DESC: "Checks RMP files for nodes outside of map boundaries.{NEWLINE}These will NOT cause any crashes, but they will be ignored by the game, thus not work as intended." # STR_MCD_CHECK: "MCD checks" STR_MCD_CHECK_DESC: "Checks MCD files for floor objects with zero movement cost; also checks for invalid DieMCD/AltMCD references; also checks invalid LOFTemps." # STR_PALETTE_CHECK: "Palette matching" STR_PALETTE_CHECK_DESC: "Tries to match palettes of modded images to official palettes and reports any images that don't have a 100% match." # STR_SCRIPT_TAGS: "Script tag export" STR_SCRIPT_TAGS_DESC: "Exports script tags in CSV format." # STR_MAP_RESOURCES: "Map resources check" STR_MAP_RESOURCES_DESC: "Checks for missing and unused map-related files and ruleset." # STR_CHECKING_TERRAIN: "Checking terrain..." STR_CHECKING_UFOS: "Checking UFOs..." STR_CHECKING_CRAFT: "Checking craft..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "None" BT_FIREARM: "Firearm" BT_AMMO: "Ammo" BT_MELEE: "Melee weapon" BT_GRENADE: "Grenade" BT_PROXIMITYGRENADE: "Proximity grenade" BT_MEDIKIT: "Medikit" BT_SCANNER: "Motion scanner" BT_MINDPROBE: "Mind probe" BT_PSIAMP: "Psi Amp" BT_FLARE: "Flare" BT_CORPSE: "Corpse/Body" # DRT_DEFAULT: "vanilla default" DRT_UFO: "0-200% spread" DRT_TFTD: "50-150% spread" DRT_FLAT: "flat damage" DRT_FIRE: "special fire damage" DRT_NONE: "no damage" DRT_UFO_WITH_TWO_DICE: "0-200% spread (2 dice roll)" DRT_EASY: "50-200% spread" DRT_STANDARD: "standard damage range" DRT_EXPLOSION: "explosion damage range" # BFT_NONE: "none" BFT_INSTANT: "instant" BFT_SET: "manually set" BFT_FIXED: "fixed" # BMT_NORMAL: "standard (multi-purpose)" BMT_HEAL: "heal" BMT_STIMULANT: "stimulant" BMT_PAINKILLER: "painkiller" # ETM_DEFAULT: "default" ETM_MELEE_100: "MELEE" ETM_MELEE_50: "MELEE (50% chance)" ETM_MELEE_33: "MELEE (33% chance)" ETM_FIRING_100: "FIRING" ETM_FIRING_50: "FIRING (50% chance)" ETM_FIRING_33: "FIRING (33% chance)" ETM_THROWING_100: "THROWING" ETM_THROWING_50: "THROWING (50% chance)" ETM_THROWING_33: "THROWING (33% chance)" ETM_FIRING_AND_THROWING: "FIRING and THROWING" ETM_FIRING_OR_THROWING: "FIRING or THROWING" ETM_REACTIONS: "REACTIONS" ETM_REACTIONS_AND_MELEE: "REACTIONS and MELEE" ETM_REACTIONS_AND_FIRING: "REACTIONS and FIRING" ETM_REACTIONS_AND_THROWING: "REACTIONS and THROWING" ETM_REACTIONS_OR_MELEE: "REACTIONS or MELEE" ETM_REACTIONS_OR_FIRING: "REACTIONS or FIRING" ETM_REACTIONS_OR_THROWING: "REACTIONS or THROWING" ETM_BRAVERY: "BRAVERY" ETM_BRAVERY_2X: "BRAVERY (x2)" ETM_BRAVERY_AND_REACTIONS: "BRAVERY and REACTIONS" ETM_BRAVERY_OR_REACTIONS: "BRAVERY or REACTIONS" ETM_BRAVERY_OR_REACTIONS_2X: "BRAVERY or REACTIONS (x2)" ETM_PSI_STRENGTH: "PSI STRENGTH" ETM_PSI_STRENGTH_2X: "PSI STRENGTH (x2)" ETM_PSI_SKILL: "PSI SKILL" ETM_PSI_SKILL_2X: "PSI SKILL (x2)" ETM_PSI_STRENGTH_AND_SKILL: "PSI STRENGTH and PSI SKILL" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSI STRENGTH and PSI SKILL (x2)" ETM_PSI_STRENGTH_OR_SKILL: "PSI STRENGTH or PSI SKILL" ETM_PSI_STRENGTH_OR_SKILL_2X: "PSI STRENGTH or PSI SKILL (x2)" ETM_NOTHING: "no training" # battleType: "Item type" experienceTrainingMode: "Experience mode" manaExperience: "Mana experience" arcingShot: "Arcing?" isFireExtinguisher: "Fire exinguisher?" explodeInventory: "Explodes in inventory?" waypoints: "Max waypoints" sprayWaypoints: "Spray shot waypoints" # shotgunPellets: "Number of pellets" shotgunBehavior: "Shotgun behavior" shotgunSpread: "Shotgun spread" shotgunChoke: "Shotgun choke" # underwaterOnly: "Underwater only?" landOnly: "Land only?" psiRequired: "Psi skill required?" targetMatrix: "Item targets" convertToCivilian: "Convert to civilian?" manaRequired: "Mana required?" LOSRequired: "Sight required?" # noLOSAccuracyPenalty: "No-sight penalty mult." kneelBonus: "Kneel bonus multiplier" twoHanded: "Two-handed?" blockBothHands: "Blocks both hands?" oneHandedPenalty: "One-hand use penalty" # minRange: "Minimum range" maxRange: "Maximum range" aimRange: "Aimed shot range" autoRange: "Auto shot range" snapRange: "Snap shot range" dropoff: "Accuracy dropoff/tile" # accuracyMultiplier: "Firing acc. multiplier" accuracyAimed: "Aimed shot accuracy" accuracyAuto: "Auto shot accuracy" accuracySnap: "Snap shot accuracy" costAimed: "Aimed shot cost" costAuto: "Auto shot cost" costSnap: "Snap shot cost" # meleeMultiplier: "Melee acc. multiplier" accuracyMelee: "Melee accuracy" costMelee: "Melee cost" # psiAttackName: "Psi attack name" accuracyUse: "Action accuracy" accuracyMindControl: "Mind control accuracy" accuracyPanic: "Panic accuracy" costUse: "Action cost" costMindcontrol: "Mind control cost" costPanic: "Panic cost" # weight: "Weight" throwRange: "Throw max (air)" underwaterThrowRange: "Throw max (water)" throwDropoffRange: "Throw range (air)" underwaterThrowDropoffRange: "Throw range (water)" throwDropoff: "Throw dropoff/tile" throwMultiplier: "Throwing acc. multiplier" accuracyThrow: "Throwing accuracy" costThrow: "Throwing cost" costPrime: "Priming cost" costUnprime: "Unpriming cost" # closeQuartersMultiplier: "CQC acc. multiplier" accuracyCloseQuarters: "CQC accuracy" # damageType: "Damage type" power: "Power" powerRangeReduction: "Power reduction/tile" powerRangeThreshold: "Power red. threshold" damageBonus: "Damage bonus" blastRadius: "Blast radius" damageAlter: "Extra damage info:" meleeType: "Melee damage type" meleePower: "Melee power" meleeBonus: "Melee power bonus" meleeAlter: "Extra melee info:" FixRadius: "Blast radius" RandomType: "Calculation type" FireBlastCalc: "Vanilla fire effects?" IgnoreDirection: "Ignore direction" IgnoreSelfDestruct: "Ignore self-destruct" IgnorePainImmunity: "Ignore stun immunity" IgnoreNormalMoraleLose: "Ign. vanilla morale loss" IgnoreOverKill: "Ignore overkill" ArmorEffectiveness: "Armor effectiveness" RadiusEffectiveness: "Radius effectiveness" RadiusReduction: "Radius dmg reduction" FireThreshold: "Set-on-fire threshold" SmokeThreshold: "Make smoke threshold" # ToArmorPre: "Armor pre-dmg mult." RandomArmorPre: "Armor pre-dmg RNG?" ToArmor: "Armor damage multiplier" RandomArmor: "Armor damage RNG?" ToHealth: "HP damage multiplier" RandomHealth: "HP damage RNG?" ToStun: "Stun damage multiplier" RandomStun: "Stun damage RNG?" ToWound: "Wound count multiplier" RandomWound: "Vanilla wound RNG?" ToTime: "TU damage multiplier" RandomTime: "TU damage RNG?" ToEnergy: "Energy dmg multiplier" RandomEnergy: "Energy dmg RNG?" ToMorale: "Morale dmg multiplier" RandomMorale: "Morale dmg RNG?" ToItem: "Item damage multiplier" RandomItem: "Item damage RNG?" ToMana: "Mana dmg multiplier" RandomMana: "Mana dmg RNG?" ToTile: "Terrain dmg multiplier" RandomTile: "Terrain dmg RNG?" TileDamageMethod: "Tile Damage Method" TileDamageLimit: "Tile Damage Limit" # confAimed: "Aimed action:" confAuto: "Auto action:" confSnap: "Snap action:" confMelee: "Melee action:" shots: "Shots per action" spendPerShot: "Spend per shot:" followProjectiles: "Follow projectiles?" name: "Name" shortName: "Short name" ammoSlot: "Ammo slot used" ammoZombieUnitChanceOverride: "Zombification chance" ammoSpawnUnitChanceOverride: "Unit spawn chance" ammoSpawnItemChanceOverride: "Item spawn chance" arcing: "Arcing?" # clipSize: "Clip size" isAmmoRechargeable: "Ammo rechargeable?" # primaryAmmo: "Primary ammo slot:" compatibleAmmo: "Compatible ammo" tuLoad: "Load cost" tuUnload: "Unload cost" ammo[1]: "Extra ammo slot #1:" ammo[2]: "Extra ammo slot #2:" ammo[3]: "Extra ammo slot #3:" # armor: "Armor" # medikitType: "Medikit type" painKillerActionName: "Painkiller action name" stimulantActionName: "Stimulant action name" healActionName: "Heal action name" medikitActionName: "Medikit action name" medikitTargetSelf: "Medikit on self?" medikitTargetImmune: "Medikit on bleed immune?" medikitTargetMatrix: "Medikit targets" isConsumable: "Consumable?" painKiller: "Painkiller uses" heal: "Heal uses" stimulant: "Stim uses" woundRecovery: "Wound healing" healthRecovery: "Health recovery" stunRecovery: "Stun recovery" energyRecovery: "Energy recovery" manaRecovery: "Mana recovery" moraleRecovery: "Morale recovery" painKillerRecovery: "Painkiller strength" # requires: "Tech required" requiresBuy: "Tech required to buy" requiresBuyBaseFunc: "Services needed to buy" requiresBuyCountry: "Allied country required" requiresAward: "Award required" requiresBonus: "Bonus required" categories: "Categories" supportedInventorySections: "Inventory slots" # size: "Size" costBuy: "Buy cost" monthlyBuyLimit: "Monthly buy limit" costSell: "Sell cost" transferTime: "Hours to transfer" monthlySalary: "Salary/month" monthlyMaintenance: "Maintenance/month" # SPECAB_NONE: "None" SPECAB_EXPLODEONDEATH: "Explode on death" SPECAB_BURNFLOOR: "Burn floor" SPECAB_BURN_AND_EXPLODE: "Burn floor and explode on death" # MT_WALK: "Walk" MT_FLY: "Fly" MT_SLIDE: "Slide" MT_FLOAT: "Float" MT_SINK: "Sink" # TORSO_USE_GENDER: "Use gender" TORSO_ALWAYS_MALE: "Always male" TORSO_ALWAYS_FEMALE: "Always female" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Soldier, Sectoid" DRAWING_ROUTINE_FLOATER: "Floater" DRAWING_ROUTINE_HWP: "Heavy Weapons Platforms" DRAWING_ROUTINE_CYBERDISC: "Cyberdisc" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civilian, Ethereal" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sectopod, Reaper" DRAWING_ROUTINE_SNAKEMAN: "Snakeman" DRAWING_ROUTINE_CHRYSSALID: "Chryssalid" DRAWING_ROUTINE_SILACOID: "Silacoid" DRAWING_ROUTINE_CELATID: "Celatid" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Submersible Weapons Systems" DRAWING_ROUTINE_HALLUCINOID: "Hallucinoid" DRAWING_ROUTINE_AQUANAUTS: "Aquanauts" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Calcinite, Deep One, Gillman, Lobster Man, Tasoth" DRAWING_ROUTINE_AQUATOID: "Aquatoid" DRAWING_ROUTINE_BIO_DRONE: "Bio-Drone" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD Civilians type A and TFTD Zombie" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD Civilians type B" DRAWING_ROUTINE_TENTACULAT: "Tentaculat" DRAWING_ROUTINE_TRISCENE: "Triscene" DRAWING_ROUTINE_XARQUID: "Xarquid" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Inverted Cyberdisc (propulsion animation on top)" # stats: "Stat modifiers" specab: "Special ability" movementType: "Movement type" allowsRunning: "Allow running?" allowsStrafing: "Allow strafing?" allowsSneaking: "Allow sneaking?" allowsKneeling: "Allow kneeling?" allowsMoving: "Allow moving?" fearImmune: "Immune to morale loss?" bleedImmune: "Immune to bleeding?" painImmune: "Immune to stun?" zombiImmune: "Immune to zombifying?" ignoresMeleeThreat: "Ignores CQC?" createsMeleeThreat: "Produces CQC?" builtInWeapons: "Built-in items" specialWeapon: "Special weapon" heatVision: "Visibility through smoke" visibilityThroughFire: "Visibility through fire" psiVision: "Psi sense" psiCamouflage: "Psi camouflage" visibilityAtDay: "Visibility at day" visibilityAtDark: "Visibility at night" camouflageAtDay: "Camouflage at day" camouflageAtDark: "Camouflage at night" antiCamouflageAtDay: "Anticamo at day" antiCamouflageAtDark: "Anticamo at night" psiDefence: "Psi defense" meleeDodge: "Melee dodge" meleeDodgeBackPenalty: "Melee dodge penalty" recovery: "Recovery each turn:" time: "Time" energy: "Energy" morale: "Morale" health: "Health" stun: "Stun" mana: "Mana" units: "Compatible units" ranks: "Compatible ranks" frontArmor: "Front Armor" sideArmor: "Side Armor" leftArmorDiff: "Left Armor Diff" rearArmor: "Rear Armor" underArmor: "Under Armor" # sizeX: "Size X" sizeY: "Size Y" buildCost: "Build cost" buildCostItems: "Build materials:" buildTime: "Build time" monthlyCost: "Monthly cost" refundValue: "Refund value" requiresBaseFunc: "Requires services" provideBaseFunc: "Provides services" forbiddenBaseFunc: "Forbids services" lift: "Access lift?" hyper: "Hyper-wave decoder?" mind: "Mind shield?" mindPower: "Mind shield power" grav: "Grav shield?" storage: "Storage space" personnel: "Living space" aliens: "Prison space" crafts: "Hangar space" labs: "Laboratory space" workshops: "Workshop space" psiLabs: "Psi-lab space" trainingRooms: "Gym space" sightRange: "Sight range" sightChance: "Sight chance" radarRange: "Radar range" radarChance: "Radar chance" defense: "Defense value" hitRatio: "Hit chance" ammoNeeded: "Ammo needed" unifiedDamageFormula: "New damage formula?" ammoItem: "Ammo item" maxAllowedPerBase: "Max allowed per base" manaRecoveryPerDay: "Mana per day" healthRecoveryPerDay: "Health per day" sickBayAbsoluteBonus: "Sickbay abs. bonus" sickBayRelativeBonus: "Sickbay rel. bonus" prisonType: "Prison type" rightClickActionType: "Right-click action" leavesBehindOnSell: "Leaves behind on sell" removalTime: "Removal time" canBeBuiltOver: "Can be built-over?" upgradeOnly: "Upgrade only?" buildOverFacilities: "Build-over facilities" # BFRCT_DEFAULT: "vanilla default" BFRCT_PRISON: "go to Alien Containment" BFRCT_ENGINEERING: "go to Manufacturing" BFRCT_RESEARCH: "go to Research" BFRCT_GYM: "go to Martial Training" BFRCT_PSI_LABS: "go to Psionic Labs" BFRCT_BARRACKS: "go to Barracks" BFRCT_GREY_MARKET: "go to Grey Market" BFRCT_GEOSCAPE: "go to Geoscape" # costRent: "Rent cost" soldiers: "Cargo space" maxUnitsLimit: "Max cargo space" pilots: "Cockpit size" pilotMinStatsRequired: "Pilot min stats" pilotSoldierBonusesRequired: "Pilot requirements" vehicles: "HWP capacity" onlyOneSoldierGroupAllowed: "Only one soldier group allowed?" allowedSoldierGroups: "Allowed soldier groups" allowedArmorGroups: "Allowed armor groups" limitArmorGroups: "Limit armor groups" maxHWPUnitsLimit: "Max HWP capacity" maxSmallSoldiers: "Max small soldiers" maxLargeSoldiers: "Max large soldiers" maxSmallVehicles: "Max small vehicles" maxLargeVehicles: "Max large vehicles" maxSmallUnits: "Max small units" maxLargeUnits: "Max large units" maxSoldiers: "Max soldiers" maxVehicles: "Max vehicles" maxItems: "Equipment limit" maxStorageSpace: "Storage space" maxAltitude: "Dogfight altitude limit" weapons: "Weapon pods" weaponStrings: "Weapon names" fixedWeapons: "Fixed weapons" weaponTypes: "Allowed weapon types" damageMax: "Damage capacity" avoidBonus: "Dodge bonus (flat)" avoidBonus2: "Dodge bonus 2 (flat)" powerBonus: "Power bonus (flat)" hitBonus: "Hit bonus (flat)" fuelMax: "Fuel capacity" speedMax: "Maximum speed" accel: "Acceleration" shieldCapacity: "Shield capacity" shieldRecharge: "Shield recharge (Fight)" shieldRechargeInGeoscape: "Shield recharge (Globe)" shieldBleedThrough: "Shield bleed-through" shieldRechargedAtBase: "Shield recharge (Base)" refuelItem: "Refuel item" refuelRate: "Refuel rate" repairRate: "Repair rate" spacecraft: "Final craft?" allowLanding: "Allow landing?" notifyWhenRefueled: "Notify when refueled?" autoPatrol: "Auto-patrol?" undetectable: "Undetectable?" patrolWithoutFuel: "Patrol for free?" keepCraftAfterFailedMission: "Paratroopers?" _calculatedValues: "Calculated values" _maxRange: "Maximum range" _minRange: "Minimum range" _avgRange: "Average range" # hunterKillerPercentage: "Hunter-killer chance" huntMode: "Hunt mode" huntSpeed: "Hunt speed" huntBehavior: "Hunt behavior" range: "Range" reload: "Reload time" breakOffTime: "Break-off time" score: "Score" missionScore: "Mission score" craftCustomDeploy: "UFO site deployment" missionCustomDeploy: "Mission site deployment" _escapeCountdown: "Escape countdown" _fireRate: "Fire rate" _averageDPM: "Average DPM" # HM_INTERCEPTORS: "prefer hunting interceptors" HM_TRANSPORTS: "prefer hunting transports" HM_RANDOM: "random" # HB_FLEE: "flee when losing" HB_KAMIKAZE: "fight until destroyed" HB_RANDOM: "random" # tractorBeamPower: "Tractor beam power" damage: "Damage" shieldDamageModifier: "Shield damage modifier" accuracy: "Accuracy" reloadCautious: "Reload (Cautious)" reloadStandard: "Reload (Standard)" reloadAggressive: "Reload (Aggressive)" launcher: "Launcher item" weaponType: "Weapon type" clip: "Clip item" ammoMax: "Rounds" rearmRate: "Rearm rate" bulletSaving: "Bullet saving?" _damageRange: "Damage range" _damageRangeBasic: "Damage range (basic)" _averageTotalDamage: "Average total damage" # allowPiloting: "Allow piloting?" costSalary: "Salary" costSalarySquaddie: "Bonus (squaddie)" costSalarySergeant: "Bonus (sergeant)" costSalaryCaptain: "Bonus (captain)" costSalaryColonel: "Bonus (colonel)" costSalaryCommander: "Bonus (commander)" # race: "Race" rank: "Rank" livingWeapon: "Is living weapon?" meleeWeapon: "Melee weapon" psiWeapon: "Psi weapon" _builtInWeaponSets: "Weapon sets?" _weightedBuiltInWeaponSets: "Other weapon sets?" spawnUnit: "Spawn on death" _capturable: "Is capturable?" capturable: "Capturable (flag)" canSurrender: "Can surrender?" autoSurrender: "Auto surrender?" spotter: "Spotter duration" sniper: "Sniper odds" ================================================ FILE: bin/common/Language/Technical/es-419.yml ================================================ es-419: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Nodos erroneos en archivos RMP" STR_BAD_NODES_DESC: "Revisa los archivos RMP for nodos fuera de los limites del mapa.{NEWLINE}Estos no causaran ningun crasheo, en su lugar serán ignorados por el juego, por lo tanto no funcionado como se debe." # STR_MCD_CHECK: "" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "Coincidir paleta" STR_PALETTE_CHECK_DESC: "Intenta coincidir las paletas de imagenes modificadas con las oficiales y reportara aquellas que no hayan podido ser emparejadas en un 100%." # STR_SCRIPT_TAGS: "" STR_SCRIPT_TAGS_DESC: "" # STR_MAP_RESOURCES: "" STR_MAP_RESOURCES_DESC: "" # STR_CHECKING_TERRAIN: "Revisando terreno..." STR_CHECKING_UFOS: "Revisando OVNIs..." STR_CHECKING_CRAFT: "Revisando navió..." # BACKPALS.DAT: "" PAL_GEOSCAPE: "" PAL_BASESCAPE: "" PAL_GRAPHS: "" PAL_UFOPAEDIA: "" PAL_BATTLEPEDIA: "" PAL_BATTLESCAPE: "" PAL_BATTLESCAPE_1: "" PAL_BATTLESCAPE_2: "" PAL_BATTLESCAPE_3: "" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Nada" BT_FIREARM: "Arma de fuego" BT_AMMO: "Munición" BT_MELEE: "Arma blanca" BT_GRENADE: "Granada" BT_PROXIMITYGRENADE: "Granada de proximidad" BT_MEDIKIT: "Kit médico" BT_SCANNER: "Scaner de movimiento" BT_MINDPROBE: "Sonda mental" BT_PSIAMP: "Amplificador psiquico" BT_FLARE: "Bengala" BT_CORPSE: "Cadaver/Cuerpo" # DRT_DEFAULT: "Normal por defecto" DRT_UFO: "0-200% dispersión" DRT_TFTD: "50-150% dispersión" DRT_FLAT: "daño plano" DRT_FIRE: "daño de fuego especial" DRT_NONE: "sin daño" DRT_UFO_WITH_TWO_DICE: "0-200% dispersión(2 tiradas de dados)" DRT_EASY: "50-200% dispersión" DRT_STANDARD: "" DRT_EXPLOSION: "" # BFT_NONE: "ningún" BFT_INSTANT: "instante" BFT_SET: "establecer manualmente" BFT_FIXED: "arreglado" # BMT_NORMAL: "estandar (multi proposito)" BMT_HEAL: "curar" BMT_STIMULANT: "estimulante" BMT_PAINKILLER: "calmante" # ETM_DEFAULT: "por defecto" ETM_MELEE_100: "CUERPO A CUERPO" ETM_MELEE_50: "CUERPO A CUERPO(50% probabilidad)" ETM_MELEE_33: "CUERPO A CUERPO(33% probabilidad)" ETM_FIRING_100: "DISPARO" ETM_FIRING_50: "DISPARO (50% probabilidad)" ETM_FIRING_33: "DISPARO (33% probabilidad)" ETM_THROWING_100: "ARROJANDO" ETM_THROWING_50: "ARROJAMIENTO(50% probabilidad)" ETM_THROWING_33: "ARROJAMIENTO (33% probabilidad)" ETM_FIRING_AND_THROWING: "DISPARO y ARROJAMIENTO" ETM_FIRING_OR_THROWING: "DISPARO o ARROJAMIENTO" ETM_REACTIONS: "REACCIONES" ETM_REACTIONS_AND_MELEE: "REACCIONES Y CUERPO A CUERPO" ETM_REACTIONS_AND_FIRING: "REACCIONES y DISPARO" ETM_REACTIONS_AND_THROWING: "REACCIONES y ARROJAMIENTO" ETM_REACTIONS_OR_MELEE: "REACCIONES o CUERPO A CUERPO" ETM_REACTIONS_OR_FIRING: "REACCIONES o DISPARO" ETM_REACTIONS_OR_THROWING: "REACCIONES o ARROJAMIENTO" ETM_BRAVERY: "VALENTÍA" ETM_BRAVERY_2X: "VALENTÍA (x2)" ETM_BRAVERY_AND_REACTIONS: "" ETM_BRAVERY_OR_REACTIONS: "" ETM_BRAVERY_OR_REACTIONS_2X: "" ETM_PSI_STRENGTH: "" ETM_PSI_STRENGTH_2X: "" ETM_PSI_SKILL: "" ETM_PSI_SKILL_2X: "" ETM_PSI_STRENGTH_AND_SKILL: "" ETM_PSI_STRENGTH_AND_SKILL_2X: "" ETM_PSI_STRENGTH_OR_SKILL: "" ETM_PSI_STRENGTH_OR_SKILL_2X: "" ETM_NOTHING: "" # battleType: "" experienceTrainingMode: "" manaExperience: "" arcingShot: "" isFireExtinguisher: "" explodeInventory: "" waypoints: "" sprayWaypoints: "" # shotgunPellets: "" shotgunBehavior: "" shotgunSpread: "" shotgunChoke: "" # underwaterOnly: "" landOnly: "" psiRequired: "" targetMatrix: "" convertToCivilian: "" manaRequired: "" LOSRequired: "" # noLOSAccuracyPenalty: "" kneelBonus: "" twoHanded: "" blockBothHands: "" oneHandedPenalty: "" # minRange: "" maxRange: "" aimRange: "" autoRange: "" snapRange: "" dropoff: "" # accuracyMultiplier: "" accuracyAimed: "" accuracyAuto: "" accuracySnap: "" costAimed: "" costAuto: "" costSnap: "" # meleeMultiplier: "" accuracyMelee: "" costMelee: "" # psiAttackName: "" accuracyUse: "" accuracyMindControl: "" accuracyPanic: "" costUse: "" costMindcontrol: "" costPanic: "" # weight: "" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "" accuracyThrow: "" costThrow: "" costPrime: "" costUnprime: "" # closeQuartersMultiplier: "" accuracyCloseQuarters: "" # damageType: "" power: "" powerRangeReduction: "" powerRangeThreshold: "" damageBonus: "" blastRadius: "" damageAlter: "" meleeType: "" meleePower: "" meleeBonus: "" meleeAlter: "" FixRadius: "" RandomType: "" FireBlastCalc: "" IgnoreDirection: "" IgnoreSelfDestruct: "" IgnorePainImmunity: "" IgnoreNormalMoraleLose: "" IgnoreOverKill: "" ArmorEffectiveness: "" RadiusEffectiveness: "" RadiusReduction: "" FireThreshold: "" SmokeThreshold: "" # ToArmorPre: "" RandomArmorPre: "" ToArmor: "" RandomArmor: "" ToHealth: "" RandomHealth: "" ToStun: "" RandomStun: "" ToWound: "" RandomWound: "" ToTime: "" RandomTime: "" ToEnergy: "" RandomEnergy: "" ToMorale: "" RandomMorale: "" ToItem: "" RandomItem: "" ToMana: "" RandomMana: "" ToTile: "" RandomTile: "" TileDamageMethod: "" TileDamageLimit: "" # confAimed: "" confAuto: "" confSnap: "" confMelee: "" shots: "" spendPerShot: "" followProjectiles: "" name: "" shortName: "" ammoSlot: "" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "" # clipSize: "" isAmmoRechargeable: "" # primaryAmmo: "" compatibleAmmo: "" tuLoad: "" tuUnload: "" ammo[1]: "" ammo[2]: "" ammo[3]: "" # armor: "" # medikitType: "" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "" medikitTargetSelf: "" medikitTargetImmune: "" medikitTargetMatrix: "" isConsumable: "" painKiller: "" heal: "" stimulant: "" woundRecovery: "" healthRecovery: "" stunRecovery: "" energyRecovery: "" manaRecovery: "" moraleRecovery: "" painKillerRecovery: "" # requires: "" requiresBuy: "" requiresBuyBaseFunc: "" requiresBuyCountry: "" requiresAward: "" requiresBonus: "" categories: "" supportedInventorySections: "" # size: "" costBuy: "" monthlyBuyLimit: "" costSell: "" transferTime: "" monthlySalary: "" monthlyMaintenance: "" # SPECAB_NONE: "Nada" SPECAB_EXPLODEONDEATH: "" SPECAB_BURNFLOOR: "" SPECAB_BURN_AND_EXPLODE: "" # MT_WALK: "" MT_FLY: "" MT_SLIDE: "" MT_FLOAT: "" MT_SINK: "" # TORSO_USE_GENDER: "" TORSO_ALWAYS_MALE: "" TORSO_ALWAYS_FEMALE: "" # DRAWING_ROUTINE_SOLDIER_SECTOID: "" DRAWING_ROUTINE_FLOATER: "" DRAWING_ROUTINE_HWP: "" DRAWING_ROUTINE_CYBERDISC: "" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "" DRAWING_ROUTINE_SECTOPOD_REAPER: "" DRAWING_ROUTINE_SNAKEMAN: "" DRAWING_ROUTINE_CHRYSSALID: "" DRAWING_ROUTINE_SILACOID: "" DRAWING_ROUTINE_CELATID: "" DRAWING_ROUTINE_MUTON: "" DRAWING_ROUTINE_SWS: "" DRAWING_ROUTINE_HALLUCINOID: "" DRAWING_ROUTINE_AQUANAUTS: "" DRAWING_ROUTINE_CALCINITE_AND_MORE: "" DRAWING_ROUTINE_AQUATOID: "" DRAWING_ROUTINE_BIO_DRONE: "" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "" DRAWING_ROUTINE_TENTACULAT: "" DRAWING_ROUTINE_TRISCENE: "" DRAWING_ROUTINE_XARQUID: "" DRAWING_ROUTINE_INVERTED_CYBERDISC: "" # stats: "" specab: "" movementType: "" allowsRunning: "" allowsStrafing: "" allowsSneaking: "" allowsKneeling: "" allowsMoving: "" fearImmune: "" bleedImmune: "" painImmune: "" zombiImmune: "" ignoresMeleeThreat: "" createsMeleeThreat: "" builtInWeapons: "" specialWeapon: "" heatVision: "" visibilityThroughFire: "" psiVision: "" psiCamouflage: "" visibilityAtDay: "" visibilityAtDark: "" camouflageAtDay: "" camouflageAtDark: "" antiCamouflageAtDay: "" antiCamouflageAtDark: "" psiDefence: "" meleeDodge: "" meleeDodgeBackPenalty: "" recovery: "" time: "" energy: "" morale: "" health: "" stun: "" mana: "" units: "" ranks: "" frontArmor: "" sideArmor: "" leftArmorDiff: "" rearArmor: "" underArmor: "" # sizeX: "" sizeY: "" buildCost: "" buildCostItems: "" buildTime: "" monthlyCost: "" refundValue: "" requiresBaseFunc: "" provideBaseFunc: "" forbiddenBaseFunc: "" lift: "" hyper: "" mind: "" mindPower: "" grav: "" storage: "" personnel: "" aliens: "" crafts: "" labs: "" workshops: "" psiLabs: "" trainingRooms: "" sightRange: "" sightChance: "" radarRange: "" radarChance: "" defense: "" hitRatio: "" ammoNeeded: "" unifiedDamageFormula: "" ammoItem: "" maxAllowedPerBase: "" manaRecoveryPerDay: "" healthRecoveryPerDay: "" sickBayAbsoluteBonus: "" sickBayRelativeBonus: "" prisonType: "" rightClickActionType: "" leavesBehindOnSell: "" removalTime: "" canBeBuiltOver: "" upgradeOnly: "" buildOverFacilities: "" # BFRCT_DEFAULT: "Normal por defecto" BFRCT_PRISON: "" BFRCT_ENGINEERING: "" BFRCT_RESEARCH: "" BFRCT_GYM: "" BFRCT_PSI_LABS: "" BFRCT_BARRACKS: "" BFRCT_GREY_MARKET: "" BFRCT_GEOSCAPE: "" # costRent: "" soldiers: "" maxUnitsLimit: "" pilots: "" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "" onlyOneSoldierGroupAllowed: "" allowedSoldierGroups: "" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "" maxSmallSoldiers: "" maxLargeSoldiers: "" maxSmallVehicles: "" maxLargeVehicles: "" maxSmallUnits: "" maxLargeUnits: "" maxSoldiers: "" maxVehicles: "" maxItems: "" maxStorageSpace: "" maxAltitude: "" weapons: "" weaponStrings: "" fixedWeapons: "" weaponTypes: "" damageMax: "" avoidBonus: "" avoidBonus2: "" powerBonus: "" hitBonus: "" fuelMax: "" speedMax: "" accel: "" shieldCapacity: "" shieldRecharge: "" shieldRechargeInGeoscape: "" shieldBleedThrough: "" shieldRechargedAtBase: "" refuelItem: "" refuelRate: "" repairRate: "" spacecraft: "" allowLanding: "" notifyWhenRefueled: "" autoPatrol: "" undetectable: "" patrolWithoutFuel: "" keepCraftAfterFailedMission: "" _calculatedValues: "" _maxRange: "" _minRange: "" _avgRange: "" # hunterKillerPercentage: "" huntMode: "" huntSpeed: "" huntBehavior: "" range: "" reload: "" breakOffTime: "" score: "" missionScore: "" craftCustomDeploy: "" missionCustomDeploy: "" _escapeCountdown: "" _fireRate: "" _averageDPM: "" # HM_INTERCEPTORS: "" HM_TRANSPORTS: "" HM_RANDOM: "" # HB_FLEE: "" HB_KAMIKAZE: "" HB_RANDOM: "" # tractorBeamPower: "" damage: "" shieldDamageModifier: "" accuracy: "" reloadCautious: "" reloadStandard: "" reloadAggressive: "" launcher: "" weaponType: "" clip: "" ammoMax: "" rearmRate: "" bulletSaving: "" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Arma blanca" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/fi.yml ================================================ fi: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Huonot solmut (noodit) RMP-tiedostoissa" STR_BAD_NODES_DESC: "Tarkistaa RMP-tiedostoista kentän rajojen ulkopuoliset solmut.{NEWLINE}Nämä EIVÄT aiheuta kaatumisia, mutta peli jättää ne huomiotta eivätkä siis toimi tarkoitetulla tavalla." # STR_MCD_CHECK: "MCD-tarkistus" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "Palettisovitus" STR_PALETTE_CHECK_DESC: "Pyrkii sovittamaan muunneltujen kuvien paletit virallisiin paletteihin ja antaa selon kaikista kuvista, joilla ei ole 100 % vastaavuutta." # STR_SCRIPT_TAGS: "Komentosarjojen tunnisteiden vienti" STR_SCRIPT_TAGS_DESC: "Vie komentosarjojen tunnisteet CSV-muodossa." # STR_MAP_RESOURCES: "Etsi kentän tiedostoja" STR_MAP_RESOURCES_DESC: "Etsii puuttuvia ja käyttämättömiä kenttään liittyviä tiedostoja ja sääntöjoukkoja." # STR_CHECKING_TERRAIN: "Tarkistetaan maastoa..." STR_CHECKING_UFOS: "Tarkistetaan ufoja..." STR_CHECKING_CRAFT: "Tarkistetaan alusta..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Ei mitään" BT_FIREARM: "Tuliase" BT_AMMO: "Ammukset" BT_MELEE: "Lähitaisteluase" BT_GRENADE: "Kranaatti" BT_PROXIMITYGRENADE: "Sensorikranaatti" BT_MEDIKIT: "Ensiapulaite" BT_SCANNER: "Liiketunnistin" BT_MINDPROBE: "Mielenluotain" BT_PSIAMP: "Psi-vahvistin" BT_FLARE: "Valonlähde" BT_CORPSE: "Ruumis" # DRT_DEFAULT: "alkuperäispelin (vanilla) oletus" DRT_UFO: "0-200% väli" DRT_TFTD: "50-150% väli" DRT_FLAT: "tasainen vahinko" DRT_FIRE: "erityinen tulivahinko" DRT_NONE: "ei vahinkoa" DRT_UFO_WITH_TWO_DICE: "0-200% väli (2 nopan heitto)" DRT_EASY: "50-200% väli" DRT_STANDARD: "tavallisen vahingon kantama" DRT_EXPLOSION: "räjähdysvahingon kantama" # BFT_NONE: "ei mitään" BFT_INSTANT: "välitön" BFT_SET: "käsin asetettu" BFT_FIXED: "kiinteä" # BMT_NORMAL: "perus (monikäyttöinen)" BMT_HEAL: "parannus" BMT_STIMULANT: "piriste" BMT_PAINKILLER: "kipulääke" # ETM_DEFAULT: "oletus" ETM_MELEE_100: "LÄHITAISTELU" ETM_MELEE_50: "LÄHITAISTELU (50% todennäköisyys)" ETM_MELEE_33: "LÄHITAISTELU (33% todennäköisyys)" ETM_FIRING_100: "TULITUS" ETM_FIRING_50: "TULITUS (50% todennäköisyys)" ETM_FIRING_33: "TULITUS (33% todennäköisyys)" ETM_THROWING_100: "HEITTO" ETM_THROWING_50: "HEITTO (50% todennäköisyys)" ETM_THROWING_33: "HEITTO (33% todennäköisyys)" ETM_FIRING_AND_THROWING: "TULITUS ja HEITTO" ETM_FIRING_OR_THROWING: "TULITUS tai HEITTO" ETM_REACTIONS: "REAKTIOKYKY" ETM_REACTIONS_AND_MELEE: "REAKTIOKYKY ja LÄHITAISTELU" ETM_REACTIONS_AND_FIRING: "REAKTIOKYKY ja TULITUS" ETM_REACTIONS_AND_THROWING: "REAKTIOKYKY ja HEITTO" ETM_REACTIONS_OR_MELEE: "REAKTIOKYKY tai LÄHITAISTELU" ETM_REACTIONS_OR_FIRING: "REAKTIOKYKY tai TULITUS" ETM_REACTIONS_OR_THROWING: "REAKTIOKYKY tai HEITTO" ETM_BRAVERY: "ROHKEUS" ETM_BRAVERY_2X: "ROHKEUS (x2)" ETM_BRAVERY_AND_REACTIONS: "ROHKEUS ja REAKTIOKYKY" ETM_BRAVERY_OR_REACTIONS: "ROHKEUS tai REAKTIOKYKY" ETM_BRAVERY_OR_REACTIONS_2X: "ROHKEUS tai REAKTIOKYKY (x2)" ETM_PSI_STRENGTH: "PSI-VOIMA" ETM_PSI_STRENGTH_2X: "PSI-VOIMA (x2)" ETM_PSI_SKILL: "PSI-TAITO" ETM_PSI_SKILL_2X: "PSI-TAITO (x2)" ETM_PSI_STRENGTH_AND_SKILL: "PSI-VOIMA ja PSI-TAITO" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSI-VOIMA ja PSI-TAITO (x2)" ETM_PSI_STRENGTH_OR_SKILL: "PSI-VOIMA tai PSI-TAITO" ETM_PSI_STRENGTH_OR_SKILL_2X: "PSI-VOIMA tai PSI-TAITO (x2)" ETM_NOTHING: "ei koulutusta" # battleType: "Esinetyyppi" experienceTrainingMode: "Koulutustapa" manaExperience: "Manakokemus" arcingShot: "Kaareva?" isFireExtinguisher: "Sammuttaa tulta?" explodeInventory: "Räjähtää repussa?" waypoints: "Enimmäisvälietapit" sprayWaypoints: "Epätarkan tulen välietapit" # shotgunPellets: "Haulien määrä" shotgunBehavior: "Haulikon käyttäytyminen" shotgunSpread: "Haulien hajonta" shotgunChoke: "Haulikon supistus" # underwaterOnly: "Vain vedessä?" landOnly: "Vain maalla?" psiRequired: "Vaatiiko psi-taitoa?" targetMatrix: "Esineen kohteet" convertToCivilian: "" manaRequired: "Vaatiiko manaa?" LOSRequired: "Vaatiiko näköyhteyttä?" # noLOSAccuracyPenalty: "Puuttuvan näköyhteyden sakkokerroin" kneelBonus: "Polvistumishyötykerroin" twoHanded: "Kaksikätinen?" blockBothHands: "Tukkii molemmat kädet?" oneHandedPenalty: "Yksikätisen käytön sakko" # minRange: "Vähimmäisetäisyys" maxRange: "Huippuetäisyys" aimRange: "Tähdätyn laukauksen etäisyys" autoRange: "Sarjatulen etäisyys" snapRange: "Kertatulen etäisyys" dropoff: "Tarkkuuden lasku/ruutu" # accuracyMultiplier: "Tulituksen tarkkuuskerroin" accuracyAimed: "Tähdätyn laukauksen tarkkuus" accuracyAuto: "Sarjatulen tarkkuus" accuracySnap: "Kertatulen tarkkuus" costAimed: "Tähdätyn laukauksen hinta" costAuto: "Sarjatulen hinta" costSnap: "Kertatulen hinta" # meleeMultiplier: "Lähitaistelun tarkkuuskerroin" accuracyMelee: "Lähitaistelutarkkuus" costMelee: "Lähitaistelun hinta" # psiAttackName: "Psi-hyökkäyksen nimi" accuracyUse: "Toiminnan tarkkuus" accuracyMindControl: "Mielenhallinnan tarkkuus" accuracyPanic: "Paniikkihyökkäyksen tarkkuus" costUse: "Toiminnan hinta" costMindcontrol: "Mielenhallinnan hinta" costPanic: "Paniikkihyökkäyksen hinta" # weight: "Paino" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Heiton tarkkuuskerroin" accuracyThrow: "Heittotarkkuus" costThrow: "Heiton hinta" costPrime: "Virittämishinta" costUnprime: "Virityksenpoiston hinta" # closeQuartersMultiplier: "Lähietäisyyden (CQC) tarkkuuskerroin" accuracyCloseQuarters: "Lähietäisyyden (CQC) tarkkuus" # damageType: "Vahinkotyyppi" power: "Tuhovoima" powerRangeReduction: "Tuhovoiman lasku/ruutu" powerRangeThreshold: "Tuhovoiman laskun kynnys" damageBonus: "Lisävahinko" blastRadius: "Räjähdyssäde" damageAlter: "Lisätietoa vahingosta:" meleeType: "Lähitaistelun vahinkotyyppi" meleePower: "Lähitaistelun tuhovoima" meleeBonus: "Lähitaisteluvoiman lisä" meleeAlter: "Lisätietoa lähitaistelusta:" FixRadius: "Räjähdyssäde" RandomType: "Laskutapa" FireBlastCalc: "Alkuperäinen (vanilla) tulen käyttäytyminen?" IgnoreDirection: "Älä huomioi suuntaa" IgnoreSelfDestruct: "Älä huomioi itsetuhoa" IgnorePainImmunity: "Älä huomioi tainnutusimmuniteettia" IgnoreNormalMoraleLose: "Älä huomioi alkuperäistä (vanilla) taistelutahdon menetystä" IgnoreOverKill: "Älä huomioi ylilyöntejä" ArmorEffectiveness: "Panssarin tehokkuus" RadiusEffectiveness: "Säteen tehokkuus" RadiusReduction: "Vahingon säteittäinen lasku" FireThreshold: "Syttymiskynnys" SmokeThreshold: "Savunmuodostuskynnys" # ToArmorPre: "Panssarin vahinkoa edeltävä kerroin" RandomArmorPre: "Panssarin vahinkoa edeltävä SLG (RNG)?" ToArmor: "Panssarivahingon kerroin" RandomArmor: "Panssarivahingon SLG (RNG)?" ToHealth: "Terveysvahinkokerroin" RandomHealth: "Terveysvahingon SLG (RNG)?" ToStun: "Tainnutusvahingon kerroin" RandomStun: "Tainnutusvahingon SLG (RNG)?" ToWound: "Haavalukukerroin" RandomWound: "Alkuperäinen (vanilla) haavoittumisen SLG (RNG)?" ToTime: "AY-vahinkokerroin" RandomTime: "AY-vahingon SLG (RNG)?" ToEnergy: "Energiavahinkokerroin" RandomEnergy: "Energiavahingon SLG (RNG)?" ToMorale: "Taistelutahtovahingon kerroin" RandomMorale: "Taistelutahtovahingon SLG (RNG)?" ToItem: "Esinevahinkokerroin" RandomItem: "Esinevahingon SLG (RNG)?" ToMana: "Manavahingon kerroin" RandomMana: "Manavahingon SLG (RNG)?" ToTile: "Maastovahinkokerroin" RandomTile: "Maastovahingon SLG (RNG)?" TileDamageMethod: "Ruudun vahingoitustapa" TileDamageLimit: "" # confAimed: "Tähdätyn toiminta:" confAuto: "Sarjatulen toiminta:" confSnap: "Kertatulen toiminta:" confMelee: "Lähitaistelun toiminta:" shots: "Laukauksia toimintaa kohden:" spendPerShot: "Kulutus ammusta kohti:" followProjectiles: "Seuraa ammuksia?" name: "Nimi" shortName: "Lyhyt nimi" ammoSlot: "Käytetty ammuspaikka" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Kaareva?" # clipSize: "Lipaskoko" isAmmoRechargeable: "" # primaryAmmo: "Ensisijainen ammuspaikka" compatibleAmmo: "Yhteensopivat ammukset" tuLoad: "Lataushinta" tuUnload: "Tyhjennyshinta" ammo[1]: "Lisäammuspaikka 1:" ammo[2]: "Lisäammuspaikka 2:" ammo[3]: "Lisäammuspaikka 3:" # armor: "Panssari" # medikitType: "Ensiapulaitetyyppi" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Ensiapulaitteen toiminnon nimi" medikitTargetSelf: "Ensiapulaitteen käyttö itseen?" medikitTargetImmune: "Ensiapulaitteen käyttö verenvuodolle immuuneihin?" medikitTargetMatrix: "Ensiapulaitteen kohteet" isConsumable: "Kulutettavissa?" painKiller: "Kipulääkkeiden käyttöjä" heal: "Parannusten käyttöjä" stimulant: "Piristeiden käyttöjä" woundRecovery: "Haavojen parantuminen" healthRecovery: "Terveyden palautuminen" stunRecovery: "Tainnutusvahingon vähentyminen" energyRecovery: "Energian palautuminen" manaRecovery: "Manan palautuminen" moraleRecovery: "Taistelutahdon palautuminen" painKillerRecovery: "Kipulääkkeen voimakkuus" # requires: "Vaatii tutkimusta" requiresBuy: "Vaatii tutkimusta ostoon" requiresBuyBaseFunc: "Tarvitaan palveluja ostoon" requiresBuyCountry: "Valtion oltava liitossa" requiresAward: "" requiresBonus: "" categories: "Luokat" supportedInventorySections: "Varustepaikat" # size: "Koko" costBuy: "Ostohinta" monthlyBuyLimit: "Ostosten kuukausikiintiö" costSell: "Myyntihinta" transferTime: "Siirtoaika tunteina" monthlySalary: "Kuukausipalkka" monthlyMaintenance: "Ylläpitokustannukset / kuukausi" # SPECAB_NONE: "Ei mitään" SPECAB_EXPLODEONDEATH: "Räjähtää kuollessaan" SPECAB_BURNFLOOR: "Polttaa lattiaa" SPECAB_BURN_AND_EXPLODE: "Polttaa lattiaa ja räjähtää kuollessaan" # MT_WALK: "Kävely" MT_FLY: "Lento" MT_SLIDE: "Liukuminen" MT_FLOAT: "Leijuminen" MT_SINK: "Uppoaminen" # TORSO_USE_GENDER: "Käytä sukupuolta" TORSO_ALWAYS_MALE: "Aina miespuolinen" TORSO_ALWAYS_FEMALE: "Aina naispuolinen" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Sotilas, harmaa" DRAWING_ROUTINE_FLOATER: "Leijuja" DRAWING_ROUTINE_HWP: "Miehittämättömät taistelukoneet" DRAWING_ROUTINE_CYBERDISC: "Kybelautanen" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Siviili, eteeri" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sektopodi, raatelija" DRAWING_ROUTINE_SNAKEMAN: "Käärmemies" DRAWING_ROUTINE_CHRYSSALID: "Munamies" DRAWING_ROUTINE_SILACOID: "Silikoidi" DRAWING_ROUTINE_CELATID: "Kelatoidi" DRAWING_ROUTINE_MUTON: "Mutoni" DRAWING_ROUTINE_SWS: "Miehittämättömät taistelukoneet" DRAWING_ROUTINE_HALLUCINOID: "Hallusinoidi" DRAWING_ROUTINE_AQUANAUTS: "Akvanautit" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Kalsiniitti, syväläinen, kidusihminen, hummerimies, tasootti" DRAWING_ROUTINE_AQUATOID: "Akvatoidi" DRAWING_ROUTINE_BIO_DRONE: "Biodroidi" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD:n A-tyypin siviilit ja TFTD:n zombi" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD:n B-tyypin siviilit" DRAWING_ROUTINE_TENTACULAT: "Lonkeromanaaja" DRAWING_ROUTINE_TRISCENE: "Triaslisko" DRAWING_ROUTINE_XARQUID: "Kalmanhelmi" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Käänteinen kyberlautanen (työntöanimaatio ylhäällä)" # stats: "Ominaisuuskertoimet" specab: "Erikoistaito" movementType: "Liikkumistapa" allowsRunning: "Salli juoksu?" allowsStrafing: "Salli sivuttaisastunta?" allowsSneaking: "Salli hiipiminen?" allowsKneeling: "Salli polvistuminen?" allowsMoving: "Salli liikkuminen?" fearImmune: "Immuuni taistelutahdon laskulle?" bleedImmune: "Immuuni verenvuodolle?" painImmune: "Immuuni tainnutukselle?" zombiImmune: "Immuuni zombifikaatiolle?" ignoresMeleeThreat: "Ei huomioi lähietäisyystaistelua? (CQC)" createsMeleeThreat: "Tuottaa lähietäisyystaistelun? (CQC)" builtInWeapons: "Sisäänrakennetut esineet" specialWeapon: "Erikoisase" heatVision: "" visibilityThroughFire: "" psiVision: "Psi-aisti" psiCamouflage: "Psi-naamioituminen" visibilityAtDay: "Näkyvyys päivällä" visibilityAtDark: "Näkyvyys yöllä" camouflageAtDay: "Piiloutuvuus päivällä" camouflageAtDark: "Piiloutuvuus yöllä" antiCamouflageAtDay: "Paljastavuus päivällä" antiCamouflageAtDark: "Paljastavuus yöllä" psiDefence: "Psi-puolustus" meleeDodge: "Väistäminen lähitaistelussa" meleeDodgeBackPenalty: "Väistörangaistus lähitaistelussa" recovery: "Palautuminen joka vuoro:" time: "Aika" energy: "Energia" morale: "Taistelutahto" health: "Terveys" stun: "Tainnutus" mana: "Mana" units: "Yhteensopivat yksiköt" ranks: "" frontArmor: "Etupanssari" sideArmor: "Sivupanssari" leftArmorDiff: "Vasemman panssarin ero" rearArmor: "Takapanssari" underArmor: "Alapanssari" # sizeX: "" sizeY: "" buildCost: "Rakennushinta" buildCostItems: "Rakennusaineet:" buildTime: "Rakennusaika" monthlyCost: "Kuukausihinta" refundValue: "Palautusarvo" requiresBaseFunc: "Tarvitsee palveluja" provideBaseFunc: "Antaa palveluja" forbiddenBaseFunc: "Estää palveluja" lift: "Laitoshissi?" hyper: "Hyperaaltotulkitsin?" mind: "EEG-suoja?" mindPower: "EEG-suojan tehokkuus" grav: "Painovoimasuoja?" storage: "Varastotila" personnel: "Asuintila" aliens: "Vankitila" crafts: "Hallitila" labs: "Laboratoriotila" workshops: "Työpajatila" psiLabs: "Psi-laboratoriotila" trainingRooms: "Kuntosalitila" sightRange: "Näköetäisyys" sightChance: "Näkötodennäköisyys" radarRange: "Tutkan kantama" radarChance: "Tutkan havaintotodennäköisyys" defense: "Puolustusarvo" hitRatio: "Osumatarkkuus" ammoNeeded: "Tarvittavat ammukset" unifiedDamageFormula: "" ammoItem: "Ammustyyppi" maxAllowedPerBase: "Suurin sallittu määrä tukikohdassa" manaRecoveryPerDay: "Päivittäinen mana" healthRecoveryPerDay: "Päivittäinen terveys" sickBayAbsoluteBonus: "Sairasosaston absoluuttinen vaikutus" sickBayRelativeBonus: "Sairasosaston suhteellinen vaikutus" prisonType: "Vankilatyyppi" rightClickActionType: "Oikean hiirennäppäimen toiminta" leavesBehindOnSell: "Jättää jälkeen myynnissä" removalTime: "Poistoaika" canBeBuiltOver: "Päälle voi rakentaa?" upgradeOnly: "" buildOverFacilities: "Päällerakennuslaitokset" # BFRCT_DEFAULT: "alkuperäispelin (vanilla) oletus" BFRCT_PRISON: "Mene muukalaisten vankilaitokseen" BFRCT_ENGINEERING: "Mene tuotantoon" BFRCT_RESEARCH: "Mene tutkimukseen" BFRCT_GYM: "Mene taistelukoulutukseen" BFRCT_PSI_LABS: "Mene psi-laboratorioon" BFRCT_BARRACKS: "Mene parakkeihin" BFRCT_GREY_MARKET: "Mene harmaille markkinoille" BFRCT_GEOSCAPE: "Mene geomaisemaan" # costRent: "Vuokrahinta" soldiers: "Rahtitila" maxUnitsLimit: "" pilots: "Ohjaamotila" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "MTK-tila" onlyOneSoldierGroupAllowed: "" allowedSoldierGroups: "" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "" maxSmallSoldiers: "Max pienet sotilaat" maxLargeSoldiers: "Max isot sotilaat" maxSmallVehicles: "Max pienet kulkuneuvot" maxLargeVehicles: "Max isot kulkuneuvot" maxSmallUnits: "Max pienet yksiköt" maxLargeUnits: "Max isot yksiköt" maxSoldiers: "Max sotilaat" maxVehicles: "Max kulkuneuvot" maxItems: "Varustemäärärajoitus" maxStorageSpace: "Varastotila" maxAltitude: "Ilmataistelun korkeusraja" weapons: "Asepaikat" weaponStrings: "Asenimet" fixedWeapons: "Ennalta määrätyt aseet" weaponTypes: "Sallitut asetyypit" damageMax: "Kestävyys" avoidBonus: "Väistöetu (kiinteä)" avoidBonus2: "" powerBonus: "Tuhovoimalisä (kiinteä)" hitBonus: "Osumalisä (kiinteä)" fuelMax: "Polttoainetankki" speedMax: "Huippunopeus" accel: "Kiihtyvyys" shieldCapacity: "Suojat" shieldRecharge: "Suojien latautuminen (taistelu)" shieldRechargeInGeoscape: "Suojien latautuminen (kartta)" shieldBleedThrough: "Suojien vuotaminen" shieldRechargedAtBase: "Suojien latautuminen (tukikohta)" refuelItem: "Tankkausaine" refuelRate: "Tankkausnopeus" repairRate: "Korjausnopeus" spacecraft: "Lopullinen alus?" allowLanding: "Salli laskeutuminen?" notifyWhenRefueled: "Ilmoita, kun tankattu?" autoPatrol: "Automaattinen partiointi?" undetectable: "Ei havaittavissa?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Laskuvarjojoukkoja?" _calculatedValues: "Lasketut arvot" _maxRange: "Huippuetäisyys" _minRange: "Vähimmäisetäisyys" _avgRange: "Keskimääräinen etäisyys" # hunterKillerPercentage: "Vastatorjunnan (HK) todennäköisyys" huntMode: "Vastatorjuntatila" huntSpeed: "Vastatorjuntanopeus" huntBehavior: "Vastatorjuntakäyttäytyminen" range: "Kantama" reload: "Latausaika" breakOffTime: "Irrottautumisaika" score: "Pisteet" missionScore: "Tehtävän pisteet" craftCustomDeploy: "Sijoitus ufon ympäristöön" missionCustomDeploy: "Sijoitus tehtäväalueelle" _escapeCountdown: "Paon lähtölaskenta" _fireRate: "Tulinopeus" _averageDPM: "Keskimääräinen DPM" # HM_INTERCEPTORS: "suosi torjuntahävittäjiä" HM_TRANSPORTS: "suosi torjuntakuljetusaluksia" HM_RANDOM: "satunnainen" # HB_FLEE: "pakene alakynnessä" HB_KAMIKAZE: "taistele tuhoutumiseen asti" HB_RANDOM: "satunnainen" # tractorBeamPower: "Vetosäteen teho" damage: "Vahinko" shieldDamageModifier: "Kilven vahinkokerroin" accuracy: "Tarkkuus" reloadCautious: "Lataa (varovainen)" reloadStandard: "Lataa (tavallinen)" reloadAggressive: "Lataa (aggressiivinen)" launcher: "Laukaisuesine" weaponType: "Asetyyppi" clip: "Lipasesine" ammoMax: "Ammukset" rearmRate: "Aseistusnopeus" bulletSaving: "Ammusten säästö?" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "Keskimääräinen kokonaisvahinko" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Lähitaisteluase" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/fr.yml ================================================ fr: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Mauvais nœuds dans les fichiers RMP" STR_BAD_NODES_DESC: "Vérifie les fichiers RMP pour détecter des nœuds en dehors des limites de la carte.{NEWLINE}Cela ne provoquera PAS de plantages, mais ces nœuds seront ignorés par le jeu et ne fonctionneront donc pas comme prévu." # STR_MCD_CHECK: "Vérifications MCD" STR_MCD_CHECK_DESC: "Vérifie les fichiers MCD pour les objets de sol avec un coût de mouvement nul ; vérifie également les références invalides DieMCD/AltMCD ; vérifie les LOFTemps invalides." # STR_PALETTE_CHECK: "Correspondance de palette" STR_PALETTE_CHECK_DESC: "Tente de faire correspondre les palettes des images modifiées aux palettes officielles et signale toutes les images qui n'ont pas une correspondance parfaite." # STR_SCRIPT_TAGS: "Export des balises de script" STR_SCRIPT_TAGS_DESC: "Exporte les balises de script au format CSV." # STR_MAP_RESOURCES: "Vérification des ressources de la carte" STR_MAP_RESOURCES_DESC: "Vérifie les fichiers et règles manquants relatifs aux cartes." # STR_CHECKING_TERRAIN: "Vérification du terrain..." STR_CHECKING_UFOS: "Vérification des OVNIs..." STR_CHECKING_CRAFT: "Vérification des vaisseaux..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Aucun" BT_FIREARM: "Arme à feu" BT_AMMO: "Munition" BT_MELEE: "Arme de mêlée" BT_GRENADE: "Grenade" BT_PROXIMITYGRENADE: "Grenade de proximité" BT_MEDIKIT: "Médikit" BT_SCANNER: "Détecteur de mouvement" BT_MINDPROBE: "Sonde d'esprit" BT_PSIAMP: "Psi Amp" BT_FLARE: "Flare" BT_CORPSE: "Cadavre/Corps" # DRT_DEFAULT: "Paramètres par défaut de la version d'origine" DRT_UFO: "Écart de 0% à 200%" DRT_TFTD: "Écart de 50% à 150%" DRT_FLAT: "dégâts fixes" DRT_FIRE: "Dégâts de feu spéciaux" DRT_NONE: "pas de dégâts" DRT_UFO_WITH_TWO_DICE: "Écart de 0% à 200% (2 jets)" DRT_EASY: "Écart de 50% à 200%" DRT_STANDARD: "Plage de dégâts standard" DRT_EXPLOSION: "Plage de dégâts d'explosion" # BFT_NONE: "aucun" BFT_INSTANT: "instantané" BFT_SET: "Réglé manuellement" BFT_FIXED: "fixé" # BMT_NORMAL: "standard (multi-usage)" BMT_HEAL: "soin" BMT_STIMULANT: "stimulant" BMT_PAINKILLER: "analgésique" # ETM_DEFAULT: "par défaut" ETM_MELEE_100: "MÊLÉE" ETM_MELEE_50: "MÊLÉE (50% de chance)" ETM_MELEE_33: "MÊLÉE (33% de chance)" ETM_FIRING_100: "TIR" ETM_FIRING_50: "TIR (50% de chance)" ETM_FIRING_33: "LANCER (33% de chance)" ETM_THROWING_100: "LANCER" ETM_THROWING_50: "LANCER (50% de chance)" ETM_THROWING_33: "LANCER (33% de chance)" ETM_FIRING_AND_THROWING: "TIR et LANCER" ETM_FIRING_OR_THROWING: "TIR ou LANCER" ETM_REACTIONS: "RÉACTIONS" ETM_REACTIONS_AND_MELEE: "RÉACTIONS et MÊLÉE" ETM_REACTIONS_AND_FIRING: "RÉACTIONS et TIR" ETM_REACTIONS_AND_THROWING: "RÉACTIONS et LANCER" ETM_REACTIONS_OR_MELEE: "RÉACTIONS ou MÊLÉE" ETM_REACTIONS_OR_FIRING: "RÉACTIONS ou TIR" ETM_REACTIONS_OR_THROWING: "RÉACTIONS ou LANCER" ETM_BRAVERY: "COURAGE" ETM_BRAVERY_2X: "COURAGE (x2)" ETM_BRAVERY_AND_REACTIONS: "COURAGE et RÉACTIONS" ETM_BRAVERY_OR_REACTIONS: "COURAGE ou RÉACTIONS" ETM_BRAVERY_OR_REACTIONS_2X: "COURAGE ou RÉACTIONS (x2)" ETM_PSI_STRENGTH: "FORCE PSI" ETM_PSI_STRENGTH_2X: "FORCE PSI (x2)" ETM_PSI_SKILL: "TALENT PSI" ETM_PSI_SKILL_2X: "TALENT PSI (x2)" ETM_PSI_STRENGTH_AND_SKILL: "FORCE PSI et TALENT PSI" ETM_PSI_STRENGTH_AND_SKILL_2X: "FORCE PSI et TALENT PSI (x2)" ETM_PSI_STRENGTH_OR_SKILL: "FORCE PSI ou TALENT PSI" ETM_PSI_STRENGTH_OR_SKILL_2X: "FORCE PSI ou TALENT PSI (x2)" ETM_NOTHING: "pas d'entraînement" # battleType: "Type d'objet" experienceTrainingMode: "Mode d'expérience" manaExperience: "Expérience de mana" arcingShot: "Arc ?" isFireExtinguisher: "Extincteur d'incendie ?" explodeInventory: "Explose dans l'inventaire ?" waypoints: "Points de passage max" sprayWaypoints: "Point de passage d'aspertion" # shotgunPellets: "Nombre de balles" shotgunBehavior: "Comportement du fusil à pompe" shotgunSpread: "Dispersion du fusil à pompe" shotgunChoke: "Étranglement du shotgun" # underwaterOnly: "Uniquement sous l'eau ?" landOnly: "Uniquement sur terre ?" psiRequired: "Compétence psionique nécessaire ?" targetMatrix: "Cibles" convertToCivilian: "Convertir en civil ?" manaRequired: "Mana nécessaire ?" LOSRequired: "Visibilité nécessaire ?" # noLOSAccuracyPenalty: "Multiplicateur de pénalité sans visibilité" kneelBonus: "Bonus multiplicateur en position accroupie" twoHanded: "À deux mains ?" blockBothHands: "Occupe les deux mains ?" oneHandedPenalty: "Pénalité d'utilisation à une main" # minRange: "Portée minimale" maxRange: "Portée maximale" aimRange: "Portée de tir précis" autoRange: "Portée de tir automatique" snapRange: "Portée de tir rapide" dropoff: "Perte de précision par case" # accuracyMultiplier: "Multiplicateur de précision de tir" accuracyAimed: "Précision de tir précis" accuracyAuto: "Précision de tir automatique" accuracySnap: "Précision de tir rapide" costAimed: "Coût du tir précis" costAuto: "Coût du tir automatique" costSnap: "Coût du tir rapide" # meleeMultiplier: "Multiplicateur de précision en mêlée" accuracyMelee: "Précision en mêlée" costMelee: "Coût d'une action de mêlée" # psiAttackName: "Nom de l'attaque psionique" accuracyUse: "Précision de l'action" accuracyMindControl: "Précision du contrôle mental" accuracyPanic: "Précision de la panique" costUse: "Coût de l'action" costMindcontrol: "Coût du contrôle mental" costPanic: "Coût de la panique" # weight: "Poids" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Multiplicateur de précision au lancer" accuracyThrow: "Précision au lancer" costThrow: "Coût du lancer" costPrime: "Coût d'amorçage" costUnprime: "Coût de désamorçage" # closeQuartersMultiplier: "Multiplicateur de précision CQC" accuracyCloseQuarters: "Précision CQC" # damageType: "Type de dégâts" power: "Puissance" powerRangeReduction: "Réduction de puissance par case" powerRangeThreshold: "Seuil de réd. de puissance" damageBonus: "Bonus de dégâts" blastRadius: "Rayon de l'explosion" damageAlter: "Informations supplémentaires sur les dégâts :" meleeType: "Type de dégâts en mêlée" meleePower: "Puissance en mêlée" meleeBonus: "Bonus de puissance en mêlée" meleeAlter: "Informations supplémentaires en mêlée :" FixRadius: "Rayon de l'explosion" RandomType: "Type de calcul" FireBlastCalc: "Effets de feu de la version d'origine ?" IgnoreDirection: "Ignorer la direction" IgnoreSelfDestruct: "Ignorer l'auto-destruction" IgnorePainImmunity: "Ignorer l'immunité à l'étourdissement" IgnoreNormalMoraleLose: "Ign. la perte de moral de la version d'origine" IgnoreOverKill: "Ignorer l'excès de dégâts" ArmorEffectiveness: "Efficacité de l'armure" RadiusEffectiveness: "Efficacité du rayon" RadiusReduction: "Réduction des dégâts en fonction du rayon" FireThreshold: "Seuil de mise à feu" SmokeThreshold: "Seuil de création de fumée" # ToArmorPre: "Multiplicateur de pré-dégâts de l'armure" RandomArmorPre: "Pré-dégâts à l'armure aléatoires ?" ToArmor: "Multiplicateur de dégâts d'armure" RandomArmor: "Dégâts à l'armure aléatoires ?" ToHealth: "Multiplicateur de dégâts aux PV" RandomHealth: "Dégâts aux PV aléatoires ?" ToStun: "Multiplicateur de dégâts d'étourdissement" RandomStun: "Dégâts d'étourdissement aléatoires ?" ToWound: "Multiplicateur du nombre de blessures" RandomWound: "Blessures de la version d'origine aléatoires ?" ToTime: "Multiplicateur de dégâts aux UT" RandomTime: "Dégâts aux UT aléatoires ?" ToEnergy: "Multiplicateur de dégâts à l'endurance" RandomEnergy: "Dégâts à l'Énergie aléatoires ?" ToMorale: "Multiplicateur de dégâts au moral" RandomMorale: "Dégâts au moral aléatoires ?" ToItem: "Multiplicateur de dégâts aux objets" RandomItem: "Dégâts aux objets aléatoires ?" ToMana: "Multiplicateur de dégâts à la mana" RandomMana: "Dégâts à la mana aléatoires ?" ToTile: "Multiplicateur de dégâts au terrain" RandomTile: "Dégâts au terrain aléatoires ?" TileDamageMethod: "Méthode de dégâts par case" TileDamageLimit: "" # confAimed: "Action Précis :" confAuto: "Action Auto :" confSnap: "Action Rapide :" confMelee: "Action Mêlée :" shots: "Tirs par action" spendPerShot: "Dépensé par tir :" followProjectiles: "Suivre les projectiles ?" name: "Nom" shortName: "Nom court" ammoSlot: "Emplacement de munitions utilisé" ammoZombieUnitChanceOverride: "Chance de zombification" ammoSpawnUnitChanceOverride: "Chance d'apparition de l'unité" ammoSpawnItemChanceOverride: "Chance d'apparition de l'objet" arcing: "Courbe?" # clipSize: "Taille du chargeur" isAmmoRechargeable: "" # primaryAmmo: "Emplacement principal de munitions :" compatibleAmmo: "Munitions compatibles" tuLoad: "Coût de chargement" tuUnload: "Coût de déchargement" ammo[1]: "Emplacement supplémentaire de munitions #1 :" ammo[2]: "Emplacement supplémentaire de munitions #2 :" ammo[3]: "Emplacement supplémentaire de munitions #3 :" # armor: "Armure" # medikitType: "Type de medikit" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Nom de l'action du medikit" medikitTargetSelf: "Medikit sur soi ?" medikitTargetImmune: "Medikit sur une cible immunisée contre les saignements ?" medikitTargetMatrix: "Cibles du medikit" isConsumable: "Consommable ?" painKiller: "Utilisations des analgésiques" heal: "Utilisation des soins" stimulant: "Utilisations des stimulants" woundRecovery: "Soin de blessure" healthRecovery: "Récupération de santé" stunRecovery: "Récupération d'étourdissement" energyRecovery: "Récupération d'énergie" manaRecovery: "Récupération de mana" moraleRecovery: "Récupération de moral" painKillerRecovery: "Force des analgésiques" # requires: "Technologie requise" requiresBuy: "Technologie requise pour acheter" requiresBuyBaseFunc: "Services requis pour acheter" requiresBuyCountry: "Pays allié requis" requiresAward: "" requiresBonus: "Bonus requis" categories: "Catégories" supportedInventorySections: "Emplacements d'inventaire" # size: "Taille" costBuy: "Coût d'achat" monthlyBuyLimit: "Limite d'achat mensuel" costSell: "Valeur de vente" transferTime: "Heures de transfert" monthlySalary: "Salaire/mois" monthlyMaintenance: "Maintenance/mois" # SPECAB_NONE: "Aucun" SPECAB_EXPLODEONDEATH: "Exploser en mourant" SPECAB_BURNFLOOR: "Brûler le sol" SPECAB_BURN_AND_EXPLODE: "Brûler le sol et exploser en mourant" # MT_WALK: "Marcher" MT_FLY: "Voler" MT_SLIDE: "Glisser" MT_FLOAT: "Flotter" MT_SINK: "Couler" # TORSO_USE_GENDER: "Utiliser le genre" TORSO_ALWAYS_MALE: "Toujours masculin" TORSO_ALWAYS_FEMALE: "Toujours féminin" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Soldat, Sectoïde" DRAWING_ROUTINE_FLOATER: "Planeur" DRAWING_ROUTINE_HWP: "Plate-forme d'Armement Lourd" DRAWING_ROUTINE_CYBERDISC: "Cyberdisque" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civil, Éthéré" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sectopode, Faucheur" DRAWING_ROUTINE_SNAKEMAN: "Homme-Serpent" DRAWING_ROUTINE_CHRYSSALID: "Chryssalide" DRAWING_ROUTINE_SILACOID: "Silacoîde" DRAWING_ROUTINE_CELATID: "Célatide" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Systèmes d'Armement Submersibles" DRAWING_ROUTINE_HALLUCINOID: "Hallucinoïde" DRAWING_ROUTINE_AQUANAUTS: "Aquanautes" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Calcinite, Profond, Homme-Poisson, Homme-Homard, Tasoth" DRAWING_ROUTINE_AQUATOID: "Aquatoïde" DRAWING_ROUTINE_BIO_DRONE: "Bio-Drone" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "Civils TFTD type A et Zombie TFTD" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "Civils TFTD type B" DRAWING_ROUTINE_TENTACULAT: "Tentaculaire" DRAWING_ROUTINE_TRISCENE: "Triscène" DRAWING_ROUTINE_XARQUID: "Xarquide" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Cyberdisc inversé (animation de propulsion en haut)" # stats: "Modificateurs de statistiques" specab: "Habilité spéciale" movementType: "Type de mouvement" allowsRunning: "Autoriser la course ?" allowsStrafing: "Autoriser le déplacement latéral ?" allowsSneaking: "Autoriser la furtivité ?" allowsKneeling: "Autoriser l'accroupissement ?" allowsMoving: "Autoriser le déplacement ?" fearImmune: "Immunisé à la perte de moral ?" bleedImmune: "Immunisé au saignement ?" painImmune: "Immunisé à l'étourdissement ?" zombiImmune: "Immunisé à la zombification ?" ignoresMeleeThreat: "Ignore le combat rapproché ?" createsMeleeThreat: "Génère du combat rapproché ?" builtInWeapons: "Objets intégrés" specialWeapon: "Arme spéciale" heatVision: "Visibilité à travers la fumée" visibilityThroughFire: "Visibilité à travers le feu" psiVision: "Sens psionique" psiCamouflage: "Camouflage psionique" visibilityAtDay: "Visibilité diurne" visibilityAtDark: "Visibilité nocturne" camouflageAtDay: "Camouflage de jour" camouflageAtDark: "Camouflage de nuit" antiCamouflageAtDay: "Anticamouflage de jour" antiCamouflageAtDark: "Anticamouflage de nuit" psiDefence: "Défense psionique" meleeDodge: "Esquive en mêlée" meleeDodgeBackPenalty: "Pénalité d'esquive en mêlée" recovery: "Régénération par tour :" time: "Temps" energy: "Énergie" morale: "Moral" health: "Santé" stun: "Étourdissement" mana: "Mana" units: "Unités compatibles" ranks: "" frontArmor: "Armure avant" sideArmor: "Armure de côté" leftArmorDiff: "Diff armure gauche" rearArmor: "Armure arrière" underArmor: "Armure de dessous" # sizeX: "Taille X" sizeY: "Taille Y" buildCost: "Coût de construction" buildCostItems: "Matériaux de construction :" buildTime: "Durée de construction" monthlyCost: "Coût mensuel" refundValue: "Valeur de vente" requiresBaseFunc: "Nécessite des services" provideBaseFunc: "Procure des services" forbiddenBaseFunc: "Interdit des services" lift: "Ascenseur d'accès ?" hyper: "Décodeur d'hyper-ondes ?" mind: "Bouclier psychique ?" mindPower: "Puissance du bouclier psychique" grav: "Bouclier gravitationnel ?" storage: "Espace de stockage" personnel: "Espace de vie" aliens: "Espace de confinement" crafts: "Espace de hangar" labs: "Espace de laboratoire" workshops: "Espace d'atelier" psiLabs: "Espace de laboratoire psionique" trainingRooms: "Espace de salle de sport" sightRange: "Portée de visibilité" sightChance: "Chance de visibilité" radarRange: "Portée de radar" radarChance: "Chance de détection radar" defense: "Valeur de défense" hitRatio: "Chance de toucher" ammoNeeded: "Munitions requises" unifiedDamageFormula: "" ammoItem: "Munitions" maxAllowedPerBase: "Maximum autorisé par base" manaRecoveryPerDay: "Mana par jour" healthRecoveryPerDay: "Santé par jour" sickBayAbsoluteBonus: "Bonus abs. de l'infirmerie" sickBayRelativeBonus: "Bonus rel. de l'infirmerie" prisonType: "Type de confinement" rightClickActionType: "Action clic-droit" leavesBehindOnSell: "Laisse derrière soi lors de la vente" removalTime: "Temps de retrait" canBeBuiltOver: "Peut être construit par-dessus ?" upgradeOnly: "" buildOverFacilities: "Installations constructibles par-dessus" # BFRCT_DEFAULT: "Paramètres par défaut de la version d'origine" BFRCT_PRISON: "Aller à la Confinement Extraterrestre" BFRCT_ENGINEERING: "Aller à Production" BFRCT_RESEARCH: "Aller à Recherche" BFRCT_GYM: "Aller à Entraînement Martial" BFRCT_PSI_LABS: "Aller à Laboratoire Psionique" BFRCT_BARRACKS: "Aller à Baraquements" BFRCT_GREY_MARKET: "Aller à Marché Noir" BFRCT_GEOSCAPE: "Aller à Géoscape" # costRent: "Coût de location" soldiers: "Espace soute" maxUnitsLimit: "Expace soute maximal" pilots: "Taille du cockpit" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "Capacité PAL" onlyOneSoldierGroupAllowed: "Un seul groupe de soldats autorisé ?" allowedSoldierGroups: "Groupes de soldats autorisés" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "Capacité PAL Max" maxSmallSoldiers: "Nombre max de petits soldats" maxLargeSoldiers: "Nombre max de grands soldats" maxSmallVehicles: "Nombre max de petits véhicules" maxLargeVehicles: "Nombre max de grands véhicules" maxSmallUnits: "Nombre max de petites unités" maxLargeUnits: "Nombre max de grandes unités" maxSoldiers: "Nombre max de soldats" maxVehicles: "Nombre max de véhicules" maxItems: "Limite d'équipement" maxStorageSpace: "Espace de stockage" maxAltitude: "Limite d'altitude des combats aériens" weapons: "Nacelles d'armes" weaponStrings: "Noms des armes" fixedWeapons: "Armes fixes" weaponTypes: "Types d'armes autorisés" damageMax: "Capacité de dégâts" avoidBonus: "Bonus d'esquive (flat)" avoidBonus2: "" powerBonus: "Bonus de puissance (flat)" hitBonus: "Bonus de toucher (flat)" fuelMax: "Capacité de carburant" speedMax: "Vitesse maxi" accel: "Accélération" shieldCapacity: "Capacité du bouclier" shieldRecharge: "Recharge du bouclier (Combat)" shieldRechargeInGeoscape: "Recharge du bouclier (Globe)" shieldBleedThrough: "Pénétration du bouclier" shieldRechargedAtBase: "Recharge du bouclier (Base)" refuelItem: "Carburant de ravitaillement" refuelRate: "Taux de ravitaillement" repairRate: "Taux de réparation" spacecraft: "Vaisseau final ?" allowLanding: "Autoriser l'atterrissage ?" notifyWhenRefueled: "Signaler la fin du ravitaillement ?" autoPatrol: "Patrouille auto ?" undetectable: "Furtif ?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Troupes aéroportées ?" _calculatedValues: "Valeurs calculées" _maxRange: "Portée maximale" _minRange: "Portée minimale" _avgRange: "Portée moyenne" # hunterKillerPercentage: "Chance de chasseur-tueur" huntMode: "Mode chasseur" huntSpeed: "Vitesse de chasse" huntBehavior: "Comportement de chasse" range: "Portée" reload: "Temps de rechargement" breakOffTime: "Temps de séparation" score: "Score" missionScore: "Score de mission" craftCustomDeploy: "Déploiement du site OVNI" missionCustomDeploy: "Déploiement du site de mission" _escapeCountdown: "Compte à rebours pour l'évasion" _fireRate: "Cadence de tir" _averageDPM: "DPM moyen" # HM_INTERCEPTORS: "préférer chasser les intercepteurs" HM_TRANSPORTS: "préférer chasser les transports" HM_RANDOM: "aléatoire" # HB_FLEE: "fuir si en train de perdre" HB_KAMIKAZE: "combattre jusqu'à la destruction" HB_RANDOM: "aléatoire" # tractorBeamPower: "Puissance du rayon tracteur" damage: "Dégâts" shieldDamageModifier: "Modificateur de dégâts au bouclier" accuracy: "Précision" reloadCautious: "Rechargement (Prudent)" reloadStandard: "Rechargement (Standard)" reloadAggressive: "Rechargement (Agressif)" launcher: "Lanceur" weaponType: "Type d'arme" clip: "Chargeur" ammoMax: "Munitions" rearmRate: "Taux de réarmement" bulletSaving: "Économie de balles ?" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "Dégâts totaux moyens" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Arme de mêlée" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/hu.yml ================================================ hu: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Rossz pontok az RMP fájlokban" STR_BAD_NODES_DESC: "Ellenőrzi az RMP fájlokat pályahatáron kívüli pontokért.{NEWLINE}Ezek NEM okoznak összeomlást, de a játék nem fogja érzékelni őket." # STR_MCD_CHECK: "MCD ellenőrzés" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "Színpaletta egyezés" STR_PALETTE_CHECK_DESC: "Megpróbálja egyeztetni a modolt és az eredeti színpalettát és jelent minden képet ami nem egyezik 100% -osan." # STR_SCRIPT_TAGS: "Script tag exportálása" STR_SCRIPT_TAGS_DESC: "Script tagek exportálása CSV formátumban." # STR_MAP_RESOURCES: "Térképerőforrások ellenőrzése" STR_MAP_RESOURCES_DESC: "Hiányzó és használaton kívüli térképpel kapcsolatos fájlokat és szabálygyűjteményeket keres." # STR_CHECKING_TERRAIN: "Terep ellenőrzése..." STR_CHECKING_UFOS: "UFO-k ellenőrzése..." STR_CHECKING_CRAFT: "Gépek ellenőrzése..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Semmi" BT_FIREARM: "Lőfegyver" BT_AMMO: "Lőszer" BT_MELEE: "Közelfegyver" BT_GRENADE: "Gránát" BT_PROXIMITYGRENADE: "Mozgásérzékelő Gránát" BT_MEDIKIT: "Elsősegélycsomag" BT_SCANNER: "Mozgásérzékelő" BT_MINDPROBE: "Elmeszonda" BT_PSIAMP: "Pszi Erősítő" BT_FLARE: "Fényforrás" BT_CORPSE: "Tetem/Test" # DRT_DEFAULT: "vanilla alapérték" DRT_UFO: "0-200% -os szórás" DRT_TFTD: "50-150% -os szórás" DRT_FLAT: "sima sebzés" DRT_FIRE: "spec. lősebzés" DRT_NONE: "nincs sebzés" DRT_UFO_WITH_TWO_DICE: "0-200% -os szórás (2-kockával)" DRT_EASY: "50-200% -os szórás" DRT_STANDARD: "normál sebzési tartomány" DRT_EXPLOSION: "robbanás sebzési tartomány" # BFT_NONE: "semmi" BFT_INSTANT: "instant" BFT_SET: "manuállisan beállított" BFT_FIXED: "fixált" # BMT_NORMAL: "alapvető (többcélú)" BMT_HEAL: "gyógyítás" BMT_STIMULANT: "stimulálás" BMT_PAINKILLER: "fájdalomcsillapító" # ETM_DEFAULT: "alapérték" ETM_MELEE_100: "KÖZELHARC" ETM_MELEE_50: "KÖZELHARC (50% esély)" ETM_MELEE_33: "KÖZELHARC (33% esély)" ETM_FIRING_100: "LÖVÉS" ETM_FIRING_50: "LÖVÉS (50% esély)" ETM_FIRING_33: "LÖVÉS (33% esély)" ETM_THROWING_100: "DOBÁS" ETM_THROWING_50: "DOBÁS (50% esély)" ETM_THROWING_33: "DOBÁS (33% esély)" ETM_FIRING_AND_THROWING: "LÖVÉS és DOBÁS" ETM_FIRING_OR_THROWING: "LÖVÉS vagy DOBÁS" ETM_REACTIONS: "REAKCIÓK" ETM_REACTIONS_AND_MELEE: "REAKCIÓK és KÖZELHARC" ETM_REACTIONS_AND_FIRING: "REAKCIÓK és LÖVÉS" ETM_REACTIONS_AND_THROWING: "REAKCIÓK és DOBÁS" ETM_REACTIONS_OR_MELEE: "REAKCIÓK vagy KÖZELHARC" ETM_REACTIONS_OR_FIRING: "REAKCIÓK vagy LÖVÉS" ETM_REACTIONS_OR_THROWING: "REAKCIÓK vagy DOBÁS" ETM_BRAVERY: "BÁTORSÁG" ETM_BRAVERY_2X: "BÁTORSÁG (x2)" ETM_BRAVERY_AND_REACTIONS: "BÁTORSÁG és REAKCIÓK" ETM_BRAVERY_OR_REACTIONS: "BÁTORSÁG vagy REAKCIÓK" ETM_BRAVERY_OR_REACTIONS_2X: "BÁTORSÁG vagy REAKCIÓK (x2)" ETM_PSI_STRENGTH: "PSZI ERŐ" ETM_PSI_STRENGTH_2X: "PSZI ERŐ (x2)" ETM_PSI_SKILL: "PSZI ÜGYESSÉG" ETM_PSI_SKILL_2X: "PSZI ÜGYESSÉG (X2)" ETM_PSI_STRENGTH_AND_SKILL: "PSZI ERŐ és PSZI ÜGYESSÉG" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSZI ERŐ és PSZI ÜGYESSÉG (x2)" ETM_PSI_STRENGTH_OR_SKILL: "PSZI ERŐ vagy PSZI ÜGYESSÉG" ETM_PSI_STRENGTH_OR_SKILL_2X: "PSZI ERŐ vagy PSZI ÜGYESSÉG (x2)" ETM_NOTHING: "semmi" # battleType: "Tárgy típusa" experienceTrainingMode: "Tapasztalatszerzés" manaExperience: "Mana tapasztalat" arcingShot: "Ívelt?" isFireExtinguisher: "Tüzet olt?" explodeInventory: "Felszerelések között felrobban?" waypoints: "Max útpontok" sprayWaypoints: "Max célpontok" # shotgunPellets: "Lövedékek száma" shotgunBehavior: "Shotgunszerű viselkedés" shotgunSpread: "Shotgun szórás" shotgunChoke: "Shotgun folytás" # underwaterOnly: "Csak víz alatti?" landOnly: "Csak szárazföldi?" psiRequired: "Pszi ügyesség szükséges?" targetMatrix: "" convertToCivilian: "" manaRequired: "Mana szükséges?" LOSRequired: "Tűzvonal szükséges?" # noLOSAccuracyPenalty: "Nincs LoS célzásromlás" kneelBonus: "Térdelési célzásszorzó" twoHanded: "Két kezes?" blockBothHands: "Mindkét kezet foglalja?" oneHandedPenalty: "Egykezes célzásromlás" # minRange: "Min. hatótáv" maxRange: "Max. hatótáv" aimRange: "Célzott lövés hatótáv" autoRange: "Auto hatótáv" snapRange: "Kapás lövés hatótáv" dropoff: "Célzásromlás/Mező" # accuracyMultiplier: "Célzási szorzó" accuracyAimed: "Célzott lövés pontosság" accuracyAuto: "Auto pontosság" accuracySnap: "Kapás lövés pontosság" costAimed: "Célzott lövés költsége" costAuto: "Auto költsége" costSnap: "Kapás lövés költsége" # meleeMultiplier: "Közelharci pts. szorzó" accuracyMelee: "Közelharci pontosság" costMelee: "Közelharc költsége" # psiAttackName: "Pszi támadás neve" accuracyUse: "Akció pontossága" accuracyMindControl: "Elmeirányítás pontosság" accuracyPanic: "Pánik pontosság" costUse: "Akció költsége" costMindcontrol: "Elmeirányítás költsége" costPanic: "Pánik költsége" # weight: "Súly" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Dobási pts. szorzó" accuracyThrow: "Dobási pontosság" costThrow: "Dobás költsége" costPrime: "Időzítés költsége" costUnprime: "Hatástalanítás költsége" # closeQuartersMultiplier: "Közvetlen lövéspts. szorzó" accuracyCloseQuarters: "Közvetlen lövéspontosság" # damageType: "Sebzés fajtája" power: "Erő" powerRangeReduction: "Erőcsökkenés/mező" powerRangeThreshold: "Max. erőcsökkenés" damageBonus: "Sebzési bónusz" blastRadius: "Robbanás hatóköre" damageAlter: "Extra sebzés infó:" meleeType: "Közelharci sebzés fajtája" meleePower: "Közelharc ereje" meleeBonus: "Közelharci erőbónusz" meleeAlter: "Extra közelharc infó:" FixRadius: "Robbanás hatóköre" RandomType: "Számítás fajtája" FireBlastCalc: "Vanilla lövési effektek?" IgnoreDirection: "Irány nem számít" IgnoreSelfDestruct: "Önmegsemmisítés nem számít" IgnorePainImmunity: "Kábításimmúnitás nem számít" IgnoreNormalMoraleLose: "Vanilla morálvesztés nem számít" IgnoreOverKill: "Overkill nem számít" ArmorEffectiveness: "Páncél hatásfoka" RadiusEffectiveness: "Hatókör hatásfoka" RadiusReduction: "Hatókör sebzéscsökkenés" FireThreshold: "Felgyújtási határ" SmokeThreshold: "Füstképzési határ" # ToArmorPre: "Páncél elősebz. szorzó" RandomArmorPre: "Páncél elősebz. RNG?" ToArmor: "Páncélsebzés szorzó" RandomArmor: "Páncélsebzés RNG?" ToHealth: "EP sebzés szorzó" RandomHealth: "EP sebzés RNG?" ToStun: "Kábító sebz. szorzó" RandomStun: "Kábító sebzés RNG?" ToWound: "Sérülés szorzó" RandomWound: "Vanilla sérülés RNG?" ToTime: "IE sebzés szorzó" RandomTime: "IE sebzés RNG?" ToEnergy: "Energiasebz. szorzó" RandomEnergy: "Energiasebz. RNG?" ToMorale: "Morálsebz. szorzó" RandomMorale: "Morálsebz. RNG?" ToItem: "Tárgysebzés szorzó" RandomItem: "Tárgysebzés RNG?" ToMana: "Mana sebzés sokszorozó" RandomMana: "Mana sebzés terjedelme?" ToTile: "Terepsebzés szorzó" RandomTile: "Terepsebzés RNG?" TileDamageMethod: "Mezősebzés módja" TileDamageLimit: "" # confAimed: "Célzott akció:" confAuto: "Auto akció:" confSnap: "Kapás akció:" confMelee: "Közelh. akció:" shots: "Akciónkénti lövések" spendPerShot: "" followProjectiles: "" name: "Név" shortName: "" ammoSlot: "Lőszertárhely" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Ívelt?" # clipSize: "Tár mérete" isAmmoRechargeable: "" # primaryAmmo: "Elsődleges lőszertárhely" compatibleAmmo: "Használható lőszer" tuLoad: "Betárazás költsége" tuUnload: "Kitárazás költsége" ammo[1]: "Extra lőszertárhely #1:" ammo[2]: "Extra lőszertárhely #2:" ammo[3]: "Extra lőszertárhely #3:" # armor: "Páncél" # medikitType: "Elsősegélycsomag fajtája" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "" medikitTargetSelf: "Medikit önmagán?" medikitTargetImmune: "Medikit immunison?" medikitTargetMatrix: "Medikit célpontok" isConsumable: "Elfogyhat?" painKiller: "Fájdalomcsillapító száma" heal: "Gyógyítás száma" stimulant: "Stimuláns száma" woundRecovery: "Sérülésgyógyítás" healthRecovery: "Egészség visszatöltés" stunRecovery: "Kábuláscsökkentés" energyRecovery: "Energiavisszatöltés" manaRecovery: "Mana visszanyerés" moraleRecovery: "Morálvisszatöltés" painKillerRecovery: "Fájdalomcsillapító ereje" # requires: "Szükséges tech" requiresBuy: "Vételhez szükséges tech" requiresBuyBaseFunc: "Vételhez szükséges szolgáltatások" requiresBuyCountry: "" requiresAward: "" requiresBonus: "" categories: "Kategóriák" supportedInventorySections: "Felszerelés tárhelyek" # size: "Méret" costBuy: "Vételár" monthlyBuyLimit: "" costSell: "Eladási ár" transferTime: "Órák megérkezésig" monthlySalary: "Fizetés/hónap" monthlyMaintenance: "Karbantartás/hónap" # SPECAB_NONE: "Semmi" SPECAB_EXPLODEONDEATH: "" SPECAB_BURNFLOOR: "" SPECAB_BURN_AND_EXPLODE: "" # MT_WALK: "Séta" MT_FLY: "Repülés" MT_SLIDE: "Csúszás" MT_FLOAT: "Lebegés -víz-" MT_SINK: "Süllyedés" # TORSO_USE_GENDER: "Nemek használata" TORSO_ALWAYS_MALE: "Mindig férfi" TORSO_ALWAYS_FEMALE: "Mindig nő" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Katona, Szektoid" DRAWING_ROUTINE_FLOATER: "Lebegő" DRAWING_ROUTINE_HWP: "Nehézfegyverzet Platform" DRAWING_ROUTINE_CYBERDISC: "Kiberkorong" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civil, Éteri" DRAWING_ROUTINE_SECTOPOD_REAPER: "Szektopod, Arató" DRAWING_ROUTINE_SNAKEMAN: "Kígyóember" DRAWING_ROUTINE_CHRYSSALID: "Krisszalid" DRAWING_ROUTINE_SILACOID: "Szilakoid" DRAWING_ROUTINE_CELATID: "Kelatid" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Merülő Fegyverrendszer" DRAWING_ROUTINE_HALLUCINOID: "Hallucinoid" DRAWING_ROUTINE_AQUANAUTS: "Akvanauták" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Kalcinit, Mélységi, Kopoltyús, Rákember, Tasoth" DRAWING_ROUTINE_AQUATOID: "Akvatoid" DRAWING_ROUTINE_BIO_DRONE: "Biorobot" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD A-típusú civilek és TFTD zombi" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD B-típusú civilek" DRAWING_ROUTINE_TENTACULAT: "Csápolat" DRAWING_ROUTINE_TRISCENE: "Triscene" DRAWING_ROUTINE_XARQUID: "Xarquid" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Fordított Kiberkorong (hajtásanimáció a tetején)" # stats: "Értékmódosítók" specab: "" movementType: "Mozgástípus" allowsRunning: "Futás engedélyezve?" allowsStrafing: "Oldalazás engedélyezve?" allowsSneaking: "" allowsKneeling: "Térdelés engedélyezve?" allowsMoving: "Mozgás engedélyezve?" fearImmune: "Immunis a morálcsökkenésre?" bleedImmune: "Immunis a vérzésre?" painImmune: "Immunis a kábításra?" zombiImmune: "Immunis a zombi állapotra?" ignoresMeleeThreat: "Közelharcot ignorál?" createsMeleeThreat: "Közelharcot okoz?" builtInWeapons: "Beépített tárgyak" specialWeapon: "Speciális fegyver" heatVision: "" visibilityThroughFire: "" psiVision: "Pszi érzék" psiCamouflage: "" visibilityAtDay: "Láthatóság nappal" visibilityAtDark: "Láthatóság éjjel" camouflageAtDay: "Álca nappal" camouflageAtDark: "Álca éjjel" antiCamouflageAtDay: "Anti-álca nappal" antiCamouflageAtDark: "Anti-álca éjjel" psiDefence: "Pszi védelem" meleeDodge: "Félreugrás közelharcban" meleeDodgeBackPenalty: "Félreugrás büntetés" recovery: "Visszanyerés körönként:" time: "Idő" energy: "Energia" morale: "Morál" health: "Egészség" stun: "Kábultság" mana: "Mana" units: "Kompatibilis egységek" ranks: "" frontArmor: "" sideArmor: "" leftArmorDiff: "" rearArmor: "" underArmor: "" # sizeX: "" sizeY: "" buildCost: "Építési költség" buildCostItems: "Építőanyagok:" buildTime: "Építési idő" monthlyCost: "Havi költség" refundValue: "Visszatérítés értéke" requiresBaseFunc: "Szükséges fukciók" provideBaseFunc: "Nyújtott fukciók" forbiddenBaseFunc: "Tiltott fukciók" lift: "Központi lift?" hyper: "Hiperhullám-dekóder?" mind: "Elmepajzs?" mindPower: "Elmepajzs ereje" grav: "Gravipajzs?" storage: "Raktárméret" personnel: "Lakótérméret" aliens: "Börtönméret" crafts: "Hangárméret" labs: "Laborméret" workshops: "Műhelyméret" psiLabs: "Pszi-laborméret" trainingRooms: "Kiképzőközpont mérete" sightRange: "Látómező" sightChance: "" radarRange: "Radar hatótáv" radarChance: "Radar esély" defense: "Védelmi érték" hitRatio: "Találati esély" ammoNeeded: "" unifiedDamageFormula: "" ammoItem: "" maxAllowedPerBase: "Bázisonkénti megengedett maximum" manaRecoveryPerDay: "Mana naponta" healthRecoveryPerDay: "Egészség naponta" sickBayAbsoluteBonus: "Gyengélkedő absz. bónusz" sickBayRelativeBonus: "Gyengélkedő rel. bónusz" prisonType: "Böntöntípus" rightClickActionType: "Jobbkattintás akció" leavesBehindOnSell: "Eladáskor marad utána" removalTime: "Eltávolítás ideje" canBeBuiltOver: "Lehet ráépíteni?" upgradeOnly: "" buildOverFacilities: "Ráépülő funkciók" # BFRCT_DEFAULT: "vanilla alapérték" BFRCT_PRISON: "ide: Idegen tároló" BFRCT_ENGINEERING: "ide: Termelés" BFRCT_RESEARCH: "ide: Kutatás" BFRCT_GYM: "ide: Marsi kiképzés" BFRCT_PSI_LABS: "ide: Pszionikus Labor" BFRCT_BARRACKS: "ide: Barakk" BFRCT_GREY_MARKET: "ide: Szürkepiac" BFRCT_GEOSCAPE: "ide: Földgömb" # costRent: "Bérleti költség" soldiers: "Raktér" maxUnitsLimit: "" pilots: "Pilótafülke mérete" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "NFP kapacitás" onlyOneSoldierGroupAllowed: "" allowedSoldierGroups: "" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "" maxSmallSoldiers: "" maxLargeSoldiers: "" maxSmallVehicles: "" maxLargeVehicles: "" maxSmallUnits: "" maxLargeUnits: "" maxSoldiers: "" maxVehicles: "" maxItems: "Max felszerelés" maxStorageSpace: "Raktárméret" maxAltitude: "Max támadási magasság" weapons: "Fegyverállványok" weaponStrings: "Fegyvernevek" fixedWeapons: "" weaponTypes: "Megengedett fegyvertípusok" damageMax: "Sérüléstűrés" avoidBonus: "Kitérési bónusz (átalány)" avoidBonus2: "" powerBonus: "Erő bónusz (átalány)" hitBonus: "Találati bónusz (átalány)" fuelMax: "Üzemanyag-kapacitás" speedMax: "Maximális sebesség" accel: "Gyorsulás" shieldCapacity: "Pajzs kapacitás" shieldRecharge: "Pajzs újratöltés (Harc)" shieldRechargeInGeoscape: "Pajzs újratöltés (Földgömb)" shieldBleedThrough: "Pajzs átvérzés" shieldRechargedAtBase: "Pajzs újratöltés (Bázis)" refuelItem: "Üzemanyag újratöltése" refuelRate: "Tankolási költség" repairRate: "Javítási költség" spacecraft: "Végső gép?" allowLanding: "Landolás engedélyezve?" notifyWhenRefueled: "Értesítsen, ha megtankolt?" autoPatrol: "Automata őrjárat?" undetectable: "Észlelhetetlen?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Ejtőernyősök?" _calculatedValues: "Kalkulált értékek" _maxRange: "Max. hatótáv" _minRange: "Min. hatótáv" _avgRange: "Átlagos hatótáv" # hunterKillerPercentage: "Hunter-killer esély" huntMode: "Vadász mód" huntSpeed: "Vadászati sebesség" huntBehavior: "Viselkedés vadászatkor" range: "Hatótáv" reload: "Újratöltési idő" breakOffTime: "Elszakadási idő" score: "Pontszám" missionScore: "Küldetés pontszáma" craftCustomDeploy: "Bevetés UFO-hoz" missionCustomDeploy: "Bevetés küldetésre" _escapeCountdown: "Menkülés visszaszámlálás" _fireRate: "Tűzgyorsaság" _averageDPM: "Átlag DPM" # HM_INTERCEPTORS: "vadászó elfogók előnyben" HM_TRANSPORTS: "vadászó transzportok előnyben" HM_RANDOM: "véletlen" # HB_FLEE: "vesztéskor menekül" HB_KAMIKAZE: "harcol megsemmisülésig" HB_RANDOM: "véletlen" # tractorBeamPower: "Vonósugár ereje" damage: "Sebzés" shieldDamageModifier: "Pajzs sebzésmódosító" accuracy: "Pontosság" reloadCautious: "Újratöltés (Óvatos)" reloadStandard: "Újratöltés (Normál)" reloadAggressive: "Újratöltés (Agresszív)" launcher: "Indító elem" weaponType: "Fegyvertípus" clip: "Tár" ammoMax: "Töltények" rearmRate: "Fegyverzési sebesség" bulletSaving: "" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "Átlag teljes sebzés" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Közelfegyver" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/it.yml ================================================ it: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Nodi errati nei file RMP" STR_BAD_NODES_DESC: "Controlla i file RMP per i nodi al di fuori dei limiti della mappa.{NEWLINE}Questi NON causeranno arresti anomali, ma saranno ignorati dal gioco, quindi non funzioneranno come previsto." # STR_MCD_CHECK: "Controllo MCD" STR_MCD_CHECK_DESC: "Controlla file MCD per oggetti a terra senza costo di movimento; controlla anche riferimenti invalidi DieMCD/AltMCD; controlla anche LOFTemps invalidi." # STR_PALETTE_CHECK: "Concordanza Palette" STR_PALETTE_CHECK_DESC: "Cerca di abbinare palette di immagini modificate alle tavolozze ufficiali e riporta le immagini che non hanno una corrispondenza del 100%." # STR_SCRIPT_TAGS: "Esporta Script tag" STR_SCRIPT_TAGS_DESC: "Esporta script in formato CSV." # STR_MAP_RESOURCES: "Controllo risorse mappa" STR_MAP_RESOURCES_DESC: "Controlla file e regole mancanti o non usate di mappa." # STR_CHECKING_TERRAIN: "Verifica terreno..." STR_CHECKING_UFOS: "Verifica UFO..." STR_CHECKING_CRAFT: "Verifica veicoli..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Nessuno" BT_FIREARM: "Armi" BT_AMMO: "Munizioni" BT_MELEE: "Armi mischia" BT_GRENADE: "Granate" BT_PROXIMITYGRENADE: "Granate di prossimità" BT_MEDIKIT: "Kit Medici" BT_SCANNER: "Scanner di movimento" BT_MINDPROBE: "Sonde mentali" BT_PSIAMP: "Psi Amp" BT_FLARE: "Flare" BT_CORPSE: "Cadaveri/Corpi" # DRT_DEFAULT: "vanilla default" DRT_UFO: "0-200% spread" DRT_TFTD: "50-150% spread" DRT_FLAT: "danno base" DRT_FIRE: "danno fuoco speciale" DRT_NONE: "no danno" DRT_UFO_WITH_TWO_DICE: "0-200% spread (2 lanci dado)" DRT_EASY: "50-200% spread" DRT_STANDARD: "Raggio danno standard" DRT_EXPLOSION: "Raggio danno esplosione" # BFT_NONE: "nessuno" BFT_INSTANT: "istantaneo" BFT_SET: "manuale" BFT_FIXED: "fisso" # BMT_NORMAL: "standard (multi-scopo)" BMT_HEAL: "cura" BMT_STIMULANT: "stimolante" BMT_PAINKILLER: "antidolorifici" # ETM_DEFAULT: "predefinito" ETM_MELEE_100: "MISCHIA" ETM_MELEE_50: "MISCHIA (50% chance)" ETM_MELEE_33: "MISCHIA (33% chance)" ETM_FIRING_100: "MIRA" ETM_FIRING_50: "MIRA (50% chance)" ETM_FIRING_33: "MIRA (33% chance)" ETM_THROWING_100: "TIRO" ETM_THROWING_50: "TIRO (50% chance)" ETM_THROWING_33: "TIRO (33% chance)" ETM_FIRING_AND_THROWING: "MIRA e TIRO" ETM_FIRING_OR_THROWING: "MIRA o TIRO" ETM_REACTIONS: "REAZIONI" ETM_REACTIONS_AND_MELEE: "REAZIONI e MISCHIA" ETM_REACTIONS_AND_FIRING: "REAZIONI e MIRA" ETM_REACTIONS_AND_THROWING: "REAZIONI e TIRO" ETM_REACTIONS_OR_MELEE: "REAZIONI o MISCHIA" ETM_REACTIONS_OR_FIRING: "REAZIONI o MIRA" ETM_REACTIONS_OR_THROWING: "REAZIONI o TIRO" ETM_BRAVERY: "CORAGGIO" ETM_BRAVERY_2X: "CORAGGIO (x2)" ETM_BRAVERY_AND_REACTIONS: "CORAGGIO e REAZIONI" ETM_BRAVERY_OR_REACTIONS: "CORAGGIO e REAZIONI" ETM_BRAVERY_OR_REACTIONS_2X: "CORAGGIO o REAZIONI (x2)" ETM_PSI_STRENGTH: "FORZA PSI" ETM_PSI_STRENGTH_2X: "FORZA PSI (x2)" ETM_PSI_SKILL: "ABILITÀ PSI" ETM_PSI_SKILL_2X: "ABILITÀ PSI (x2)" ETM_PSI_STRENGTH_AND_SKILL: "FORZA PSI e ABILITÀ PSI" ETM_PSI_STRENGTH_AND_SKILL_2X: "FORZA PSI e ABILITÀ PSI (x2)" ETM_PSI_STRENGTH_OR_SKILL: "FORZA PSI o ABILITÀ PSI" ETM_PSI_STRENGTH_OR_SKILL_2X: "FORZA PSI o ABILITÀ PSI (x2)" ETM_NOTHING: "no addestramento" # battleType: "Tipo oggetto" experienceTrainingMode: "Modalità Esperienza" manaExperience: "Esperienza mana" arcingShot: "Archi?" isFireExtinguisher: "Estintore?" explodeInventory: "Esplode in inventario?" waypoints: "Waypoint massimi" sprayWaypoints: "Waypoint sventagliata" # shotgunPellets: "Numero di pallettoni" shotgunBehavior: "Comportamento fucile" shotgunSpread: "Spread fucile" shotgunChoke: "Chiusura fucile" # underwaterOnly: "Solo subacqueo?" landOnly: "Solo terreno?" psiRequired: "Richiesta abilità Psi?" targetMatrix: "Bersaglio oggetto" convertToCivilian: "Converti in Civile?" manaRequired: "Mana richiesto?" LOSRequired: "Vista richiesta?" # noLOSAccuracyPenalty: "mult. penalità non visiva" kneelBonus: "molt. bonus inginocchiato" twoHanded: "A due mani?" blockBothHands: "Blocca entrambe le ani?" oneHandedPenalty: "Penalità uso una mano" # minRange: "Gittata minima" maxRange: "Gittata massima" aimRange: "Gittata tiro mirato" autoRange: "Gittata tiro auto" snapRange: "Gittata tiro non mirato" dropoff: "Precisione dropoff/tile" # accuracyMultiplier: "Molt. precisione tiro" accuracyAimed: "Precisione tiro mirato" accuracyAuto: "Precisione tiro auto" accuracySnap: "Precisione tiro snap" costAimed: "Costo tiro mirato" costAuto: "Costo tiro auto" costSnap: "Costo tiro snap" # meleeMultiplier: "Moltiplicatore mischia" accuracyMelee: "Mischia" costMelee: "Costo mischia" # psiAttackName: "Nome attacco psi" accuracyUse: "Precisione azione" accuracyMindControl: "Precisione controllo mentale" accuracyPanic: "Precisione panico" costUse: "Costo azione" costMindcontrol: "Costo controllo mentale" costPanic: "Costo panico" # weight: "Peso" throwRange: "Tiro massimo (aria)" underwaterThrowRange: "Tiro massimo (acqua)" throwDropoffRange: "Distanza tiro (aria)" underwaterThrowDropoffRange: "Distanza tiro (acqua)" throwDropoff: "Decremento tiro/distanza" throwMultiplier: "Molt. precisione tiro" accuracyThrow: "Precisione tiro" costThrow: "Costo tiro" costPrime: "Costo innesco" costUnprime: "Costo disinnesco" # closeQuartersMultiplier: "Molt. precisione CQC" accuracyCloseQuarters: "Precisione CQC" # damageType: "Tipo danno" power: "Potenza" powerRangeReduction: "Riduzione Potenza" powerRangeThreshold: "Limite rid. potenza" damageBonus: "Bonus danno" blastRadius: "Raggio esplosione" damageAlter: "Info danno extra:" meleeType: "Tipo danno mischia" meleePower: "Potenza mischia" meleeBonus: "Bonus potenza mischia" meleeAlter: "Info extra mischia:" FixRadius: "Raggio esplosione" RandomType: "Tipo calcolo" FireBlastCalc: "Effetti fuoco vanilla?" IgnoreDirection: "Ignora direzione" IgnoreSelfDestruct: "Ignora autodistruzione" IgnorePainImmunity: "Ignora immunità stordimento" IgnoreNormalMoraleLose: "Ign. calo morale vanilla" IgnoreOverKill: "Ignora overkill" ArmorEffectiveness: "Effetto armatura" RadiusEffectiveness: "Effetto raggio" RadiusReduction: "Riduzione danno raggio" FireThreshold: "Limite incendio" SmokeThreshold: "Limite fumo" # ToArmorPre: "Molt. pre-danno armatura" RandomArmorPre: "RNG pre-danno armatura" ToArmor: "Molt. danno armatura" RandomArmor: "RNG danno armatura" ToHealth: "Molt. danno PV" RandomHealth: "RNG danno PV" ToStun: "Molt. danno stordimento" RandomStun: "RNG danno stordimento" ToWound: "Molt. conteggio ferite" RandomWound: "RNG ferite vanilla" ToTime: "Molt. danno UT" RandomTime: "RNG danno UT" ToEnergy: "Molt. danno energia" RandomEnergy: "RNG danno energia" ToMorale: "Molt. danno morale" RandomMorale: "RNG danno morale" ToItem: "Molt. danno oggetto" RandomItem: "RNG danno oggetto?" ToMana: "Moltiplicatore danno mana" RandomMana: "RNG danno mana?" ToTile: "Molt. danno terreno" RandomTile: "RNG danno terreno?" TileDamageMethod: "Metodo Danno Tile" TileDamageLimit: "Limite Danno Tile" # confAimed: "Azione mirata:" confAuto: "Azione auto:" confSnap: "Azione snap:" confMelee: "Azione mischia:" shots: "Colpi per azione" spendPerShot: "Speso per sparo:" followProjectiles: "Segui i proiettili?" name: "Nome" shortName: "Nome breve" ammoSlot: "Slot munizione usato" ammoZombieUnitChanceOverride: "Probabilità zombificazione" ammoSpawnUnitChanceOverride: "Probabilità generazione unità" ammoSpawnItemChanceOverride: "Probabilità generazione oggetto" arcing: "Archi?" # clipSize: "Dim. caricatore" isAmmoRechargeable: "Munizione ricaricabile?" # primaryAmmo: "Slot munizione primario:" compatibleAmmo: "Munizione compatibile" tuLoad: "Costo carico" tuUnload: "Costo scarico" ammo[1]: "Slot extra munizioni #1" ammo[2]: "Slot extra munizioni #2" ammo[3]: "Slot extra munizioni #3" # armor: "Armatura" # medikitType: "Tipo medikit" painKillerActionName: "Nome azione antidolorifico" stimulantActionName: "Nome azione stimolante" healActionName: "Nome azione cura" medikitActionName: "Nome azione Medikit" medikitTargetSelf: "Medikit su se stessi?" medikitTargetImmune: "Immunità a medikit per sanguinamento?" medikitTargetMatrix: "Bersagli Medikit" isConsumable: "Consumabile?" painKiller: "Usi antidolorifici" heal: "Usi cura" stimulant: "Usi stimolanti" woundRecovery: "Cura ferita" healthRecovery: "Recupero salute" stunRecovery: "Recupero stordimento" energyRecovery: "Recupero energia" manaRecovery: "Recupero mana" moraleRecovery: "Recupero morale" painKillerRecovery: "Forza antidolorifico" # requires: "Tech richiesta" requiresBuy: "Tech richiesta per comprare" requiresBuyBaseFunc: "Servizio richiesto per comprare" requiresBuyCountry: "Richiede un paese alleato" requiresAward: "Medaglia richiesta" requiresBonus: "Bonus richiesto" categories: "Categorie" supportedInventorySections: "Slot inventario" # size: "Dim." costBuy: "Prezzo" monthlyBuyLimit: "Limite d'acquisto mensile" costSell: "Costo" transferTime: "Ore per trasferire" monthlySalary: "Salario/mese" monthlyMaintenance: "Mantenimento/mese" # SPECAB_NONE: "Nessuno" SPECAB_EXPLODEONDEATH: "Esplode se muore" SPECAB_BURNFLOOR: "Brucia il pavimento" SPECAB_BURN_AND_EXPLODE: "Brucia il pavimento ed esplode se muore" # MT_WALK: "Camminare" MT_FLY: "Volare" MT_SLIDE: "Scivolare" MT_FLOAT: "Fluttuare" MT_SINK: "Affondare" # TORSO_USE_GENDER: "Usa genere" TORSO_ALWAYS_MALE: "Sempre maschio" TORSO_ALWAYS_FEMALE: "Sempre femmina" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Soldato, Sectoide" DRAWING_ROUTINE_FLOATER: "Fluttuante" DRAWING_ROUTINE_HWP: "Piattaforme Armi Pesanti" DRAWING_ROUTINE_CYBERDISC: "Cyberdisco" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civile, Etereo" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sectopode, Mietitore" DRAWING_ROUTINE_SNAKEMAN: "Uomo-Serpente" DRAWING_ROUTINE_CHRYSSALID: "Crisalide" DRAWING_ROUTINE_SILACOID: "Silacoide" DRAWING_ROUTINE_CELATID: "Celatide" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Sistemi d'Armi Sommergibili" DRAWING_ROUTINE_HALLUCINOID: "Allucinoide" DRAWING_ROUTINE_AQUANAUTS: "Acquanauti" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Calcinite, Essere Abissale, Gillman, Aragosta Umana, Tasoth" DRAWING_ROUTINE_AQUATOID: "Acquatoide" DRAWING_ROUTINE_BIO_DRONE: "Bio-Drone" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "Civili tipo A di TFTD e Zombi TFTD" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "Civili tipo B di TFTD" DRAWING_ROUTINE_TENTACULAT: "Tentacolato" DRAWING_ROUTINE_TRISCENE: "Triscene" DRAWING_ROUTINE_XARQUID: "Xarquid" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Cyberdisco Inverso (animazione propulsione sopra)" # stats: "Modificatori stat" specab: "Abilità speciale" movementType: "Tipo movimento" allowsRunning: "Permetti corsa?" allowsStrafing: "Permetti strafe?" allowsSneaking: "Permette l'infiltrazione?" allowsKneeling: "Permetti inginocchio?" allowsMoving: "Permetti movimento?" fearImmune: "Immune al calo morale?" bleedImmune: "Immune al sanguinamento?" painImmune: "Immune allo stordimento?" zombiImmune: "Immune alla zombificazione?" ignoresMeleeThreat: "Ignora CQC?" createsMeleeThreat: "Produci CQC?" builtInWeapons: "Oggetti built-in" specialWeapon: "Arma speciale" heatVision: "Visibilità attraverso fumo" visibilityThroughFire: "Visibilità attraverso fuoco" psiVision: "Senso Psi" psiCamouflage: "Camuffamento Psi" visibilityAtDay: "Visibilità diurna" visibilityAtDark: "Visibilità notturna" camouflageAtDay: "Camo diurno" camouflageAtDark: "Camo notturno" antiCamouflageAtDay: "Anticamo diurno" antiCamouflageAtDark: "Anticamo notturno" psiDefence: "Difesa Psi" meleeDodge: "Schivata mischia" meleeDodgeBackPenalty: "Penalità schivata mischia" recovery: "Recupero ogni turno:" time: "Tempo" energy: "Energia" morale: "Morale" health: "Salute" stun: "Stordimento" mana: "Mana" units: "Unità compatibili" ranks: "Ranghi compatibili" frontArmor: "Armatura frontale" sideArmor: "Armatura laterale" leftArmorDiff: "Diff Armatura sinistra" rearArmor: "Armatura posteriore" underArmor: "Armatura inferiore" # sizeX: "Dim. X" sizeY: "Dim. Y" buildCost: "Costo costruzione" buildCostItems: "Materiale costruzione:" buildTime: "Tempo costruzione" monthlyCost: "Costo mensile" refundValue: "Valore rimborso" requiresBaseFunc: "Richiede servizi" provideBaseFunc: "Fornisce servizi" forbiddenBaseFunc: "Vieta servizi" lift: "Ascensore accesso?" hyper: "Hyper-wave decoder?" mind: "Scudo mentale?" mindPower: "Potenza scudo mentale" grav: "Scudo grav?" storage: "Spazio magazzino" personnel: "Spazio abitativo" aliens: "Spazio prigione" crafts: "Spazio hangar" labs: "Spazio laboratorio" workshops: "Spazio officina" psiLabs: "Spazio Psi-laboratorio" trainingRooms: "Spazio palestra" sightRange: "Raggio visivo" sightChance: "% di visione" radarRange: "Raggio radar" radarChance: "Chance radar" defense: "Valore difesa" hitRatio: "% di colpire" ammoNeeded: "Munizioni necessarie" unifiedDamageFormula: "Nuova formula per danno?" ammoItem: "Oggetto per munizioni" maxAllowedPerBase: "Massimo per base" manaRecoveryPerDay: "Mana al giorno" healthRecoveryPerDay: "Salute al giorno" sickBayAbsoluteBonus: "Bonus abs. Sickbay" sickBayRelativeBonus: "Bonus rel. Sickbay" prisonType: "Tipo prigione" rightClickActionType: "Azione Tasto destro" leavesBehindOnSell: "Lascia alla vendita" removalTime: "Tempo rimozione" canBeBuiltOver: "Puoi costruire sopra?" upgradeOnly: "Solo miglioramento?" buildOverFacilities: "Costruzione su edifici" # BFRCT_DEFAULT: "vanilla default" BFRCT_PRISON: "vai a Contenimento Alieno" BFRCT_ENGINEERING: "vai a Produzione" BFRCT_RESEARCH: "vai a Ricerca" BFRCT_GYM: "vai a Addestramento" BFRCT_PSI_LABS: "vai a Lab. Psionico" BFRCT_BARRACKS: "vai a Caserma" BFRCT_GREY_MARKET: "vai a Mercato Grigio" BFRCT_GEOSCAPE: "vai a Geoscape" # costRent: "Affitto" soldiers: "Spazio cargo" maxUnitsLimit: "Spazio di carico massimo" pilots: "Dim. cabina" pilotMinStatsRequired: "Stat minime pilota" pilotSoldierBonusesRequired: "Richieste per pilota" vehicles: "Capacità HWP" onlyOneSoldierGroupAllowed: "È consentito un solo gruppo di soldati?" allowedSoldierGroups: "Gruppo di soldati consentiti" allowedArmorGroups: "Gruppo di armature consentite" limitArmorGroups: "Limita gruppi di armature" maxHWPUnitsLimit: "Massima capacità per HWP" maxSmallSoldiers: "Massimo numero soldati piccoli" maxLargeSoldiers: "Massimo numero soldati grandi" maxSmallVehicles: "Massimo numero veicoli piccoli" maxLargeVehicles: "Massimo numero veicoli grandi" maxSmallUnits: "Massimo numero unità piccole" maxLargeUnits: "Massimo numero unità grandi" maxSoldiers: "Massimo numero soldati" maxVehicles: "Massimo numero veicoli" maxItems: "Limite equipaggiamento" maxStorageSpace: "Spazio magazzino" maxAltitude: "Limite altitudine comb." weapons: "Postazioni armi" weaponStrings: "Nomi armi" fixedWeapons: "Armi fisse" weaponTypes: "Tipi armi permesse" damageMax: "Capacità danno" avoidBonus: "Bonus schivata (base)" avoidBonus2: "Bonus schivata 2 (base)" powerBonus: "Bonus potenza (base)" hitBonus: "Bonus precisione (base)" fuelMax: "Capacità carburante" speedMax: "Velocità massima" accel: "Accelerazione" shieldCapacity: "Capacità scudo" shieldRecharge: "Ricarica scudo (Comb.)" shieldRechargeInGeoscape: "Ricarica scudo (Globo)" shieldBleedThrough: "Passaggio scudo" shieldRechargedAtBase: "Ricarica scudo (Base)" refuelItem: "Rifornimento oggetto" refuelRate: "Rateo rifornimento" repairRate: "Rateo riparazione" spacecraft: "Veicolo finale?" allowLanding: "Permette atterraggio?" notifyWhenRefueled: "Notifica quando pieno?" autoPatrol: "Auto-pattuglia?" undetectable: "Non rivelabile?" patrolWithoutFuel: "Pattuglia gratuitamente?" keepCraftAfterFailedMission: "Paracadutisti?" _calculatedValues: "Valori calcolati" _maxRange: "Raggio massimo" _minRange: "Raggio minimo" _avgRange: "Raggio medio" # hunterKillerPercentage: "chance hunter-killer" huntMode: "Modalità caccia" huntSpeed: "Velocità caccia" huntBehavior: "Comportamento caccia" range: "Raggio" reload: "Tempo ricarica" breakOffTime: "Tempo disingaggio" score: "Punteggio" missionScore: "Punteggio missione" craftCustomDeploy: "Sito UFO" missionCustomDeploy: "Sito missione" _escapeCountdown: "Contatore fuga" _fireRate: "Rateo di fuoco" _averageDPM: "DPM medi" # HM_INTERCEPTORS: "preferisci interc. caccia" HM_TRANSPORTS: "preferisci interc. trasporti" HM_RANDOM: "casuale" # HB_FLEE: "fuga quando perdi" HB_KAMIKAZE: "combatti fino a distruzione" HB_RANDOM: "casuale" # tractorBeamPower: "Potenza raggio traente" damage: "Danno" shieldDamageModifier: "Modificatore danno scudo" accuracy: "Precisione" reloadCautious: "Ricarica (Cauta)" reloadStandard: "Ricarica (Standard)" reloadAggressive: "Ricarica (Aggressivo)" launcher: "Oggetto lanciato" weaponType: "Tipo arma" clip: "Oggetto caricatore" ammoMax: "Turni" rearmRate: "Rateo Riarmo" bulletSaving: "Risparmio proiettili?" _damageRange: "Raggio danno" _damageRangeBasic: "Raggio danno (base)" _averageTotalDamage: "Danno totale medio" # allowPiloting: "Permette il pilotaggio?" costSalary: "Salario" costSalarySquaddie: "Bonus (soldato scelto)" costSalarySergeant: "Bonus (sergente)" costSalaryCaptain: "Bonus (capitano)" costSalaryColonel: "Bonus (colonnello)" costSalaryCommander: "Bonus (comandante)" # race: "Razza" rank: "Rango" livingWeapon: "È un'arma vivente?" meleeWeapon: "Armi mischia" psiWeapon: "Arma psi" _builtInWeaponSets: "Set di armi?" _weightedBuiltInWeaponSets: "Altri set di armi?" spawnUnit: "Generato se muore" _capturable: "Cattura possibile?" capturable: "Catturabile (flag)" canSurrender: "Può arrendersi?" autoSurrender: "Resa automatica?" spotter: "Durata spotter" sniper: "Probabilità cecchino?" ================================================ FILE: bin/common/Language/Technical/ja.yml ================================================ ja: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "RMPファイルの中にノード不良発見" STR_BAD_NODES_DESC: "マップの境界外に不適切なノードが存在しないかRMPファイルをチェックします。{NEWLINE}この不具合が存在してもゲームをクラッシュさせる事は有りませんが、そのままでは意図通りに動作しなくなる可能性があります。" # STR_MCD_CHECK: "MCDチェック" STR_MCD_CHECK_DESC: "移動コストゼロの床面に対応するMCDファイル、無効なDieMCD/AltMCDへの参照先、無効なLOFTempをチェックします" # STR_PALETTE_CHECK: "色パレットの整合チェック" STR_PALETTE_CHECK_DESC: "Modによって変更されたタイルグラフィックをオリジナルの色パレットと比較し、100%適合しない物を全て報告します。" # STR_SCRIPT_TAGS: "スクリプトタグのエキスポート" STR_SCRIPT_TAGS_DESC: "スクリプトタグをCSVフォーマットでエクスポート" # STR_MAP_RESOURCES: "マップリソースのチェック" STR_MAP_RESOURCES_DESC: "足りない/不要なマップデータとルールセットをチェックします" # STR_CHECKING_TERRAIN: "地形をチェック中・・・" STR_CHECKING_UFOS: "UFOをチェック中・・・" STR_CHECKING_CRAFT: "機体をチェック中・・・" # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "なし" BT_FIREARM: "銃器" BT_AMMO: "弾丸" BT_MELEE: "近接武器" BT_GRENADE: "手りゅう弾" BT_PROXIMITYGRENADE: "時限式手りゅう弾" BT_MEDIKIT: "メディキット" BT_SCANNER: "モーションスキャナ" BT_MINDPROBE: "マインドプローブ" BT_PSIAMP: "Psiアンプ" BT_FLARE: "フレア" BT_CORPSE: "死骸/死体" # DRT_DEFAULT: "vanillaのデフォルト" DRT_UFO: "0-200% で分布" DRT_TFTD: "50-150% で分布" DRT_FLAT: "固定ダメージ" DRT_FIRE: "特殊ダメージ" DRT_NONE: "ノーダメージ" DRT_UFO_WITH_TWO_DICE: "0-200% で分布(2ダイスロール)" DRT_EASY: "50-200% で分布" DRT_STANDARD: "通常ダメージ量" DRT_EXPLOSION: "爆発ダメージ量" # BFT_NONE: "なし" BFT_INSTANT: "即座" BFT_SET: "手動設定" BFT_FIXED: "固定時間" # BMT_NORMAL: "スタンダード(多用途)" BMT_HEAL: "HP回復" BMT_STIMULANT: "興奮剤" BMT_PAINKILLER: "鎮痛剤" # ETM_DEFAULT: "デフォルト" ETM_MELEE_100: "近接攻撃" ETM_MELEE_50: "近接(命中率50%)" ETM_MELEE_33: "近接(命中率33%)" ETM_FIRING_100: "射撃" ETM_FIRING_50: "射撃(命中率50%)" ETM_FIRING_33: "射撃(命中率33%)" ETM_THROWING_100: "投擲" ETM_THROWING_50: "投擲(成功率50%)" ETM_THROWING_33: "投擲(成功率33%)" ETM_FIRING_AND_THROWING: "射撃と投擲" ETM_FIRING_OR_THROWING: "射撃か投擲" ETM_REACTIONS: "反応速度" ETM_REACTIONS_AND_MELEE: "反応と近接" ETM_REACTIONS_AND_FIRING: "反応と射撃" ETM_REACTIONS_AND_THROWING: "反応と投擲" ETM_REACTIONS_OR_MELEE: "反応か近接" ETM_REACTIONS_OR_FIRING: "反応か射撃" ETM_REACTIONS_OR_THROWING: "反応か投擲" ETM_BRAVERY: "士気" ETM_BRAVERY_2X: "士気 (x2)" ETM_BRAVERY_AND_REACTIONS: "士気と反応" ETM_BRAVERY_OR_REACTIONS: "士気か反応" ETM_BRAVERY_OR_REACTIONS_2X: "士気か反応(x2)" ETM_PSI_STRENGTH: "Psi強度" ETM_PSI_STRENGTH_2X: "Psi強度(x2)" ETM_PSI_SKILL: "Psiスキル" ETM_PSI_SKILL_2X: "Psiスキル(x2)" ETM_PSI_STRENGTH_AND_SKILL: "Psi強度とPsiスキル" ETM_PSI_STRENGTH_AND_SKILL_2X: "Psi強度とPsiスキル(x2)" ETM_PSI_STRENGTH_OR_SKILL: "Psi強度かPsiスキル" ETM_PSI_STRENGTH_OR_SKILL_2X: "Psi強度かPsiスキル(x2)" ETM_NOTHING: "未訓練" # battleType: "アイテムの種類" experienceTrainingMode: "経験モード" manaExperience: "MP経験値" arcingShot: "アーク (非射線弾道) を許可するか" isFireExtinguisher: "消化器を使用するか" explodeInventory: "インベントリ内で爆発可にするか" waypoints: "最大ウェイポイント" sprayWaypoints: "弾幕のウェイポイント" # shotgunPellets: "散弾数" shotgunBehavior: "ショットガンの挙動" shotgunSpread: "散弾の拡散分布" shotgunChoke: "散弾の拡散範囲" # underwaterOnly: "水中のみにするか" landOnly: "陸上のみにするか" psiRequired: "Psiスキル必須にするか" targetMatrix: "アイテムの対象" convertToCivilian: "民間人に変化するか" manaRequired: "MPを必要とするか" LOSRequired: "視認状態を必須にするか" # noLOSAccuracyPenalty: "視界外対象へのペナルティ" kneelBonus: "膝付きボーナスの倍率" twoHanded: "両手使用を強要するか" blockBothHands: "両手を塞ぐか" oneHandedPenalty: "片手使用の際のペナルティ" # minRange: "最短射程" maxRange: "最大射程" aimRange: "狙い撃ちの射程" autoRange: "連射の射程" snapRange: "速射の射程" dropoff: "命中率の減少/マス目" # accuracyMultiplier: "射撃の命中倍率" accuracyAimed: "狙い撃ちの命中率" accuracyAuto: "連射の命中率" accuracySnap: "速射の命中率" costAimed: "狙い撃ちのTU消費量" costAuto: "連射のTU消費量" costSnap: "速射のTU消費量" # meleeMultiplier: "近接攻撃の成功倍率" accuracyMelee: "近接攻撃の成功率" costMelee: "近接攻撃のTU消費量" # psiAttackName: "Psi攻撃の種類" accuracyUse: "アクションの成功率" accuracyMindControl: "精神支配の成功率" accuracyPanic: "恐慌化の成功率" costUse: "アクションのTU消費量" costMindcontrol: "精神支配のTU消費量" costPanic: "恐慌化のTU消費量" # weight: "重量" throwRange: "投てき 最大 (大気中)" underwaterThrowRange: "投てき 最大 (水中)" throwDropoffRange: "投てき 射程 (大気中)" underwaterThrowDropoffRange: "投てき 射程 (水中)" throwDropoff: "投てき 落下/マス" throwMultiplier: "投擲の成功倍率" accuracyThrow: "投擲の成功率" costThrow: "投擲のTU消費量" costPrime: "起爆の為のTU消費量" costUnprime: "起爆解除のTU消費量" # closeQuartersMultiplier: "隣接時の攻撃成功倍率" accuracyCloseQuarters: "隣接時の攻撃成功率" # damageType: "ダメージタイプ" power: "威力" powerRangeReduction: "威力の減衰/マス目" powerRangeThreshold: "威力減衰の閾値" damageBonus: "ダメージボーナス" blastRadius: "爆発範囲" damageAlter: "追加ダメージ情報:" meleeType: "近接ダメージの種類" meleePower: "近接攻撃の威力" meleeBonus: "近接攻撃の威力ボーナス" meleeAlter: "近接攻撃で追加攻撃発生報告:" FixRadius: "爆発範囲" RandomType: "計算方式" FireBlastCalc: "オリジナルX-Comの計算方式にするか" IgnoreDirection: "方向を無視" IgnoreSelfDestruct: "自爆を無視" IgnorePainImmunity: "スタン耐性を無視" IgnoreNormalMoraleLose: "vanillaの士気減退を無視" IgnoreOverKill: "過剰殺傷力を無視" ArmorEffectiveness: "装甲の効率" RadiusEffectiveness: "防御範囲" RadiusReduction: "ダメージ軽減" FireThreshold: "引火する閾値" SmokeThreshold: "噴煙発生の閾値" # ToArmorPre: "装甲のダメージ軽減率" RandomArmorPre: "装甲のダメージ軽減率をランダム化するか" ToArmor: "装甲のダメージ倍率" RandomArmor: "装甲ダメージをランダム化するか" ToHealth: "HPダメージ倍率" RandomHealth: "HPダメージをランダム化するか" ToStun: "スタンダメージ倍率" RandomStun: "スタンダメージをランダム化するか" ToWound: "負傷率" RandomWound: "オリジナルX-Comの様に負傷率をランダム化するか" ToTime: "TUダメージ倍率" RandomTime: "TUダメージをランダム化するか" ToEnergy: "エネルギーダメージ倍率" RandomEnergy: "エネルギーダメージをランダム化するか" ToMorale: "士気ダメージ倍率" RandomMorale: "士気ダメージをランダム化するか" ToItem: "アイテムへのダメージ倍率" RandomItem: "アイテムへのダメージをランダム化するか" ToMana: "使用MP量によるダメージX倍加" RandomMana: "MPダメージをランダム化するか" ToTile: "地形ダメージ倍率" RandomTile: "地形ダメージをランダム化するか" TileDamageMethod: "マス目に対するダメージの算出法" TileDamageLimit: "" # confAimed: "狙い撃ちアクション:" confAuto: "連射アクション:" confSnap: "速射アクション:" confMelee: "近接攻撃アクション:" shots: "アクション毎の発射数" spendPerShot: "消費量/発:" followProjectiles: "カメラが弾丸を追うか" name: "名" shortName: "略称" ammoSlot: "弾薬スロット使用済" ammoZombieUnitChanceOverride: "ゾンビ化確率" ammoSpawnUnitChanceOverride: "ユニット出現率" ammoSpawnItemChanceOverride: "アイテム発生率" arcing: "アーク (非射線弾道) を許可するか" # clipSize: "装填数" isAmmoRechargeable: "" # primaryAmmo: "主弾薬スロット" compatibleAmmo: "互換弾倉" tuLoad: "装弾のTU消費量" tuUnload: "弾倉脱着のTU消費量" ammo[1]: "予備弾薬スロット #1:" ammo[2]: "予備弾薬スロット #2:" ammo[3]: "予備弾薬スロット #3:" # armor: "アーマー" # medikitType: "メディキットのタイプ" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "メディキットのアクション名" medikitTargetSelf: "メディキットの自己使用を許可するか" medikitTargetImmune: "出血しないユニットへのメディキットの使用を許可するか" medikitTargetMatrix: "メディキットの使用対象" isConsumable: "消耗品扱いにするか" painKiller: "鎮痛剤の数" heal: "HP回復の回数" stimulant: "興奮剤の数" woundRecovery: "負傷の手当" healthRecovery: "HPの回復" stunRecovery: "スタン解除" energyRecovery: "スタミナ回復" manaRecovery: "MP回復量" moraleRecovery: "士気回復" painKillerRecovery: "鎮痛剤の強度" # requires: "必須テクノロジー" requiresBuy: "テクノロジー取得が購入条件" requiresBuyBaseFunc: "購入の為に必要な業務" requiresBuyCountry: "同盟国が必要" requiresAward: "褒章が必要" requiresBonus: "ボーナスが必要" categories: "カテゴリー" supportedInventorySections: "持ち物スロット" # size: "サイズ" costBuy: "価格" monthlyBuyLimit: "月間購入上限" costSell: "売値" transferTime: "輸送時間" monthlySalary: "給料/月" monthlyMaintenance: "維持費/月" # SPECAB_NONE: "なし" SPECAB_EXPLODEONDEATH: "爆死する" SPECAB_BURNFLOOR: "地面を燃やす" SPECAB_BURN_AND_EXPLODE: "地面を焼き爆死" # MT_WALK: "歩行" MT_FLY: "飛行" MT_SLIDE: "並行移動" MT_FLOAT: "浮遊" MT_SINK: "潜行" # TORSO_USE_GENDER: "性別あり" TORSO_ALWAYS_MALE: "男のみ" TORSO_ALWAYS_FEMALE: "女のみ" # DRAWING_ROUTINE_SOLDIER_SECTOID: "兵士、セクトイド" DRAWING_ROUTINE_FLOATER: "フローター" DRAWING_ROUTINE_HWP: "HWP" DRAWING_ROUTINE_CYBERDISC: "サイバーディスク" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "民間人、エセリアル" DRAWING_ROUTINE_SECTOPOD_REAPER: "セクトイド、リーパー" DRAWING_ROUTINE_SNAKEMAN: "スネークマン" DRAWING_ROUTINE_CHRYSSALID: "クリサリド" DRAWING_ROUTINE_SILACOID: "シリコイド" DRAWING_ROUTINE_CELATID: "セラチド" DRAWING_ROUTINE_MUTON: "ミュートン" DRAWING_ROUTINE_SWS: "水中武器システム" DRAWING_ROUTINE_HALLUCINOID: "ハルシノイド" DRAWING_ROUTINE_AQUANAUTS: "潜水兵" DRAWING_ROUTINE_CALCINITE_AND_MORE: "カルシナイト、深きもの、ロブスターマン、タソス" DRAWING_ROUTINE_AQUATOID: "アクアトイド" DRAWING_ROUTINE_BIO_DRONE: "バイオドローン" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTDの民間人A と TFTDのゾンビ" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTDの民間人B" DRAWING_ROUTINE_TENTACULAT: "テンタクラット" DRAWING_ROUTINE_TRISCENE: "トリシーン" DRAWING_ROUTINE_XARQUID: "ザーカッド" DRAWING_ROUTINE_INVERTED_CYBERDISC: "サイバーディスクの反転(推進機関を上面に)" # stats: "ステータス修正" specab: "特殊能力" movementType: "移動方法" allowsRunning: "走行を許可するか" allowsStrafing: "水平移動を許可するか" allowsSneaking: "隠密化を許可するか" allowsKneeling: "膝付きを許可するか" allowsMoving: "移送を許可するか" fearImmune: "士気減衰なしにするか" bleedImmune: "出血なしにするか" painImmune: "スタンなしにするか" zombiImmune: "ゾンビ化なしにするか" ignoresMeleeThreat: "隣接時ペナルティを無視するか" createsMeleeThreat: "隣接時ペナルティを発生させるか" builtInWeapons: "内蔵アイテム" specialWeapon: "特殊兵器" heatVision: "視界が煙幕を透過" visibilityThroughFire: "視界が火炎を透過" psiVision: "Psi感知" psiCamouflage: "Psi カモフラージュ" visibilityAtDay: "日中の視認度" visibilityAtDark: "夜間の視認度" camouflageAtDay: "日中の偽装" camouflageAtDark: "夜間の偽装" antiCamouflageAtDay: "日中の偽装率逓減" antiCamouflageAtDark: "夜間の偽装率逓減" psiDefence: "Psi防御" meleeDodge: "近接攻撃回避" meleeDodgeBackPenalty: "近接回避ペナルティ" recovery: "ターン毎の回復量:" time: "時間" energy: "スタミナ" morale: "士気" health: "HP" stun: "気絶" mana: "MP" units: "互換ユニット" ranks: "互換ランク" frontArmor: "前面装甲" sideArmor: "側面装甲" leftArmorDiff: "装甲の差" rearArmor: "背面装甲" underArmor: "内装甲" # sizeX: "サイズ: X" sizeY: "サイズ: Y" buildCost: "建造費" buildCostItems: "建材:" buildTime: "建造期間" monthlyCost: "月間維持費" refundValue: "返金額" requiresBaseFunc: "該当業務が必要条件" provideBaseFunc: "特定の業務内容を提供" forbiddenBaseFunc: "無効な業務" lift: "アクセスリフトの有無" hyper: "ハイパーウェーブ解読器の有無" mind: "マインドシールドの有無" mindPower: "マインドシールドの強度" grav: "重力シールドの有無" storage: "倉庫の容量" personnel: "居住区の容量" aliens: "監獄の容量" crafts: "格納庫の容量" labs: "研究所の容量" workshops: "ワークスペースの容量" psiLabs: "Psi研究所の容量" trainingRooms: "ジムの容量" sightRange: "探索範囲" sightChance: "目視する確率" radarRange: "レーダー範囲" radarChance: "レーダー捕捉率" defense: "防御力" hitRatio: "命中率" ammoNeeded: "要弾薬" unifiedDamageFormula: "新しいダメージタイプを用いるか" ammoItem: "弾薬" maxAllowedPerBase: "基地毎の最大数" manaRecoveryPerDay: "一日のMP回復量" healthRecoveryPerDay: "一日のHP回復量" sickBayAbsoluteBonus: "医療ベイの空きボーナス" sickBayRelativeBonus: "医療ベイの連結ボーナス" prisonType: "収監タイプ" rightClickActionType: "右クリックの動作" leavesBehindOnSell: "戦地残存物の売却" removalTime: "撤去時間" canBeBuiltOver: "既存施設上への建造を可能にするか" upgradeOnly: "アップグレードのみかどうか" buildOverFacilities: "重複建造された施設" # BFRCT_DEFAULT: "デフォルト設定" BFRCT_PRISON: "エイリアン隔離室へ" BFRCT_ENGINEERING: "製造ラインへ" BFRCT_RESEARCH: "研究所へ" BFRCT_GYM: "武術訓練へ" BFRCT_PSI_LABS: "Psi研究所へ" BFRCT_BARRACKS: "兵舎へ" BFRCT_GREY_MARKET: "グレーマーケットへ" BFRCT_GEOSCAPE: "ジオスケープへ" # costRent: "賃貸費" soldiers: "貨物スペース" maxUnitsLimit: "最大貨物スペース" pilots: "コクピット人員数" pilotMinStatsRequired: "パイロットの必要最低ステータス値" pilotSoldierBonusesRequired: "パイロットの条件" vehicles: "HWP用スペース" onlyOneSoldierGroupAllowed: "兵グループを一種のみにするか" allowedSoldierGroups: "許可された兵グループ" allowedArmorGroups: "許可された装甲グループ" limitArmorGroups: "" maxHWPUnitsLimit: "HWPの最大保有数" maxSmallSoldiers: "小型兵士の最大数" maxLargeSoldiers: "大型兵士の最大数" maxSmallVehicles: "小型乗り物の最大数" maxLargeVehicles: "大型乗り物の最大数" maxSmallUnits: "小ユニットの最大数" maxLargeUnits: "大ユニットの最大数" maxSoldiers: "兵士の最大数" maxVehicles: "乗り物の最大数" maxItems: "装備品の搭載数" maxStorageSpace: "倉庫の容量" maxAltitude: "空戦高度の上限" weapons: "兵器架数" weaponStrings: "兵器の名" fixedWeapons: "固定武器" weaponTypes: "装着可能な兵器タイプ" damageMax: "ダメージ容量" avoidBonus: "回避ボーナス (固定)" avoidBonus2: "ダメージボーナス (固定)" powerBonus: "出力ボーナス (固定)" hitBonus: "命中ボーナス (固定)" fuelMax: "燃料搭載量" speedMax: "最大速度" accel: "加速度" shieldCapacity: "シールド容量" shieldRecharge: "シールドの再充填 (戦闘)" shieldRechargeInGeoscape: "シールドの再充填 (球形)" shieldBleedThrough: "シールドの形成速度" shieldRechargedAtBase: "シールドの再充填 (基地)" refuelItem: "燃料用品" refuelRate: "給油速度" repairRate: "修理速度" spacecraft: "最新鋭機を導入するか" allowLanding: "着陸を許可するか" notifyWhenRefueled: "燃料補給完了時の報告をするか" autoPatrol: "自動パトロールをするか" undetectable: "発見されない様にするか" patrolWithoutFuel: "" keepCraftAfterFailedMission: "空挺兵を使用するか" _calculatedValues: "算出結果" _maxRange: "最大レンジ" _minRange: "最短レンジ" _avgRange: "平均レンジ" # hunterKillerPercentage: "ハンターキラーとの遭遇率" huntMode: "ハントモード" huntSpeed: "ハント速度" huntBehavior: "ハンティングの挙動" range: "範囲" reload: "再装填時間" breakOffTime: "離着陸時間" score: "スコア" missionScore: "ミッションスコア" craftCustomDeploy: "UFO目撃現場への対応" missionCustomDeploy: "ミッションへの対応" _escapeCountdown: "脱出時のカウントダウン" _fireRate: "連射速度" _averageDPM: "平均与ダメ/分" # HM_INTERCEPTORS: "インターセプターをつけ狙う" HM_TRANSPORTS: "兵員輸送機をつけ狙う" HM_RANDOM: "ランダム" # HB_FLEE: "形勢悪化時は逃亡" HB_KAMIKAZE: "前線死守" HB_RANDOM: "ランダム" # tractorBeamPower: "牽引ビームのパワー" damage: "ダメージ" shieldDamageModifier: "シールドダメージの修正" accuracy: "攻撃成功率" reloadCautious: "リロード (警戒)" reloadStandard: "リロード (通常)" reloadAggressive: "リロード (緊急)" launcher: "ランチャー用アイテム" weaponType: "武器のタイプ" clip: "弾倉" ammoMax: "バラ弾" rearmRate: "再武装の速度" bulletSaving: "弾薬の節約をするか" _damageRange: "ダメージ幅" _damageRangeBasic: "ダメージ幅 (基本)" _averageTotalDamage: "平均総合ダメージ" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "近接武器" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/ko.yml ================================================ ko: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "RMP 파일 내부의 잘못된 노드" STR_BAD_NODES_DESC: "지도 경계 바깥의 노드에 대해 RMP 파일을 확인합니다.{NEWLINE}이건 어떠한 충돌도 일으키지 않을 것이나, 그건 게임에서 무시될 것이므로, 의도대로 동작하지 않을 것입니다." # STR_MCD_CHECK: "MCD 확인" STR_MCD_CHECK_DESC: "이동 비용이 0인 바닥 물체에 대해 MCD 파일을 확인합니다; 또한 무효인 DieMCD/AltMCD 참조도 확인합니다; 또한 무효인 LOFTemps도 확인합니다." # STR_PALETTE_CHECK: "팔레트 통일" STR_PALETTE_CHECK_DESC: "모드의 이미지에 쓰인 팔레트를 공식 팔레트와 맞추도록 시도하고 100% 일치하지 않는 어떠한 이미지도 보고합니다." # STR_SCRIPT_TAGS: "스크립트 태그 추출" STR_SCRIPT_TAGS_DESC: "스크립트 태그를 CSV 형식으로 추출합니다." # STR_MAP_RESOURCES: "지도 자원 확인" STR_MAP_RESOURCES_DESC: "빠졌거나 사용되지 않는 지도 관련 파일 및 룰셋을 확인합니다." # STR_CHECKING_TERRAIN: "지형 확인 중..." STR_CHECKING_UFOS: "UFO 확인 중..." STR_CHECKING_CRAFT: "기체 확인 중..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "없음" BT_FIREARM: "화기" BT_AMMO: "탄약" BT_MELEE: "격투 무기" BT_GRENADE: "수류탄" BT_PROXIMITYGRENADE: "근접 수류탄" BT_MEDIKIT: "메디킷" BT_SCANNER: "동작 감지기" BT_MINDPROBE: "마인드 프로브" BT_PSIAMP: "사이오닉 증폭기" BT_FLARE: "조명기" BT_CORPSE: "시신/시체" # DRT_DEFAULT: "바닐라 기본" DRT_UFO: "0-200% 분포" DRT_TFTD: "50-150% 분포" DRT_FLAT: "고정 피해" DRT_FIRE: "특별 불 피해" DRT_NONE: "무피해" DRT_UFO_WITH_TWO_DICE: "0-200% 분포(두 번 굴림)" DRT_EASY: "50-200% 분포" DRT_STANDARD: "표준 피해 범위" DRT_EXPLOSION: "폭발 피해 범위" # BFT_NONE: "없음" BFT_INSTANT: "즉시" BFT_SET: "수동으로 설정" BFT_FIXED: "고정" # BMT_NORMAL: "표준(다목적)" BMT_HEAL: "치료" BMT_STIMULANT: "각성제" BMT_PAINKILLER: "진통제" # ETM_DEFAULT: "기본" ETM_MELEE_100: "격투술" ETM_MELEE_50: "격투술(50% 기회)" ETM_MELEE_33: "격투술(33% 기회)" ETM_FIRING_100: "사격술" ETM_FIRING_50: "사격술(50% 기회)" ETM_FIRING_33: "사격술(33% 기회)" ETM_THROWING_100: "투척술" ETM_THROWING_50: "투척술(50% 기회)" ETM_THROWING_33: "투척술(33% 기회)" ETM_FIRING_AND_THROWING: "사격술 및 투척술" ETM_FIRING_OR_THROWING: "사격술 또는 투척술" ETM_REACTIONS: "반응" ETM_REACTIONS_AND_MELEE: "반응 및 격투술" ETM_REACTIONS_AND_FIRING: "반응 및 사격술" ETM_REACTIONS_AND_THROWING: "반응 및 투척술" ETM_REACTIONS_OR_MELEE: "반응 또는 격투술" ETM_REACTIONS_OR_FIRING: "반응 또는 사격술" ETM_REACTIONS_OR_THROWING: "반응 또는 투척술" ETM_BRAVERY: "용기" ETM_BRAVERY_2X: "용기(x2)" ETM_BRAVERY_AND_REACTIONS: "용기 및 반응" ETM_BRAVERY_OR_REACTIONS: "용기 또는 반응" ETM_BRAVERY_OR_REACTIONS_2X: "용기 또는 반응(x2)" ETM_PSI_STRENGTH: "사이오닉 강도" ETM_PSI_STRENGTH_2X: "사이오닉 강도(x2)" ETM_PSI_SKILL: "사이오닉 기술" ETM_PSI_SKILL_2X: "사이오닉 기술(x2)" ETM_PSI_STRENGTH_AND_SKILL: "사이오닉 강도 및 기술" ETM_PSI_STRENGTH_AND_SKILL_2X: "사이오닉 강도 및 기술(x2)" ETM_PSI_STRENGTH_OR_SKILL: "사이오닉 강도 또는 기술" ETM_PSI_STRENGTH_OR_SKILL_2X: "사이오닉 강도 또는 기술(x2)" ETM_NOTHING: "훈련되는 능력치 없음" # battleType: "물품 유형" experienceTrainingMode: "경험치 모드" manaExperience: "마나 경험치" arcingShot: "곡사 무기?" isFireExtinguisher: "소화기?" explodeInventory: "인벤토리 안에서 폭발?" waypoints: "최대 경유지" sprayWaypoints: "난사 경유지" # shotgunPellets: "자탄 숫자" shotgunBehavior: "산탄총 특성" shotgunSpread: "산탄총 분산" shotgunChoke: "산탄총 응집계수" # underwaterOnly: "수중 전용?" landOnly: "지상 전용?" psiRequired: "사이오닉 기술 요구?" targetMatrix: "물품 표적" convertToCivilian: "민간인으로 변환?" manaRequired: "마나 요구?" LOSRequired: "시선 요구?" # noLOSAccuracyPenalty: "시야 밖 페널티 보정계수" kneelBonus: "무릎쏴 보너스 보정계수" twoHanded: "양손 물품?" blockBothHands: "쌍수 사용 불가?" oneHandedPenalty: "한 손 이용 페널티" # minRange: "최소 사거리" maxRange: "최대 사거리" aimRange: "조준사격 사거리" autoRange: "자동사격 사거리" snapRange: "지향사격 사거리" dropoff: "정확도 하락/타일" # accuracyMultiplier: "기본 사격 정확도" accuracyAimed: "조준사격 정확도 보정계수" accuracyAuto: "자동사격 정확도 보정계수" accuracySnap: "지향사격 정확도 보정계수" costAimed: "조준사격 비용" costAuto: "자동사격 비용" costSnap: "지향사격 비용" # meleeMultiplier: "기본 격투 정확도" accuracyMelee: "격투 정확도 보정계수" costMelee: "격투 비용" # psiAttackName: "사이오닉 공격 이름" accuracyUse: "행동 정확도 보정계수" accuracyMindControl: "정신 지배 정확도 보정계수" accuracyPanic: "공포 유발 정확도 보정계수" costUse: "행동 비용" costMindcontrol: "정신 지배 비용" costPanic: "공포 유발 비용" # weight: "무게" throwRange: "최대 투척 사거리(공기중)" underwaterThrowRange: "최대 투척 사거리(수중)" throwDropoffRange: "투척 사거리(공기중)" underwaterThrowDropoffRange: "투척 사거리(수중)" throwDropoff: "투척 정확도 하락/타일" throwMultiplier: "기본 투척 정확도" accuracyThrow: "투척 정확도 보정계수" costThrow: "투척 비용" costPrime: "신관 설정 비용" costUnprime: "신관 해제 비용" # closeQuartersMultiplier: "기본 CQC 정확도" accuracyCloseQuarters: "CQC 정확도 보정계수" # damageType: "피해 유형" power: "위력" powerRangeReduction: "위력 감소/타일" powerRangeThreshold: "위력 감소 기준거리" damageBonus: "피해 보너스" blastRadius: "폭발 반경" damageAlter: "추가 피해 정보:" meleeType: "격투 피해 유형" meleePower: "격투 위력" meleeBonus: "격투 위력 보너스" meleeAlter: "추가 격투 정보:" FixRadius: "폭발 반경" RandomType: "계산 유형" FireBlastCalc: "원본 불 효과?" IgnoreDirection: "방향 무시" IgnoreSelfDestruct: "자폭 무시" IgnorePainImmunity: "기절 면역 무시" IgnoreNormalMoraleLose: "원본 사기 손실 무시" IgnoreOverKill: "시체 파손 무시" ArmorEffectiveness: "장갑 효율" RadiusEffectiveness: "동적 폭발 반경 보정계수" RadiusReduction: "거리당 피해 감소" FireThreshold: "점화 기준점" SmokeThreshold: "연막 형성 기준점" # ToArmorPre: "장갑 사전 피해 보정계수" RandomArmorPre: "무작위 장갑 사전 피해?" ToArmor: "장갑 피해 보정계수" RandomArmor: "무작위 장갑 피해?" ToHealth: "체력 피해 보정계수" RandomHealth: "무작위 체력 피해?" ToStun: "기절 피해 보정계수" RandomStun: "무작위 기절 피해?" ToWound: "치명상 개수 보정계수" RandomWound: "바닐라 치명상 무작위 사용?" ToTime: "행동력 피해 보정계수" RandomTime: "무작위 행동력 피해?" ToEnergy: "기력 피해 보정계수" RandomEnergy: "무작위 기력 피해?" ToMorale: "사기 피해 보정계수" RandomMorale: "무작위 사기 피해?" ToItem: "물품 피해 보정계수" RandomItem: "무작위 물품 피해?" ToMana: "마나 피해 보정계수" RandomMana: "무작위 마나 피해?" ToTile: "지형 피해 보정계수" RandomTile: "무작위 지형 피해?" TileDamageMethod: "지형 피해 방식" TileDamageLimit: "지형 피해 한도" # confAimed: "조준사격 행동:" confAuto: "자동사격 행동:" confSnap: "지향사격 행동:" confMelee: "격투 행동:" shots: "행동 당 사격 수" spendPerShot: "사격 당 탄 소모:" followProjectiles: "발사체 따라감?" name: "행동 명칭" shortName: "행동 약칭" ammoSlot: "사용된 탄약 슬롯" ammoZombieUnitChanceOverride: "좀비화 확률" ammoSpawnUnitChanceOverride: "유닛 발생 확률" ammoSpawnItemChanceOverride: "물품 발생 확률" arcing: "곡사 무기?" # clipSize: "탄창 크기" isAmmoRechargeable: "탄약 재충전 가능?" # primaryAmmo: "주 탄약 칸:" compatibleAmmo: "호환 탄종" tuLoad: "장탄 비용" tuUnload: "제거 비용" ammo[1]: "추가 탄약 칸 #1:" ammo[2]: "추가 탄약 칸 #2:" ammo[3]: "추가 탄약 칸 #3:" # armor: "장갑" # medikitType: "메디킷 유형" painKillerActionName: "진통제 사용 행동 명칭" stimulantActionName: "각성제 사용 행동 명칭" healActionName: "치료 행동 명칭" medikitActionName: "메디킷 행동 명칭" medikitTargetSelf: "메디킷 자가 사용 가능?" medikitTargetImmune: "출혈 면역에 메디킷?" medikitTargetMatrix: "메디킷 표적" isConsumable: "사용 시 증발?" painKiller: "진통제 사용 횟수" heal: "치료 사용 횟수" stimulant: "각성제 사용 횟수" woundRecovery: "치료하는 치명상 수" healthRecovery: "체력 회복량" stunRecovery: "기절 회복량" energyRecovery: "기력 회복량" manaRecovery: "마나 회복량" moraleRecovery: "사기 회복량" painKillerRecovery: "진통제 강도" # requires: "요구되는 기술" requiresBuy: "구매 시 요구되는 기술" requiresBuyBaseFunc: "구매 시 요구되는 기능" requiresBuyCountry: "요구되는 동맹국" requiresAward: "요구되는 포상" requiresBonus: "요구되는 보너스" categories: "분류" supportedInventorySections: "인벤토리 칸" # size: "크기" costBuy: "구매 비용" monthlyBuyLimit: "월 구매 한도" costSell: "판매 가격" transferTime: "이송에 드는 시간" monthlySalary: "급여/월" monthlyMaintenance: "유지 비용/월" # SPECAB_NONE: "없음" SPECAB_EXPLODEONDEATH: "죽을 때 폭발" SPECAB_BURNFLOOR: "바닥을 태움" SPECAB_BURN_AND_EXPLODE: "바닥을 태우고 죽을 때 폭발" # MT_WALK: "걷기" MT_FLY: "날기" MT_SLIDE: "미끄러지기" MT_FLOAT: "떠다니기" MT_SINK: "가라앉기" # TORSO_USE_GENDER: "성별 사용" TORSO_ALWAYS_MALE: "항상 남성" TORSO_ALWAYS_FEMALE: "항상 여성" # DRAWING_ROUTINE_SOLDIER_SECTOID: "섹토이드, 병사" DRAWING_ROUTINE_FLOATER: "플로터" DRAWING_ROUTINE_HWP: "중화기 차량" DRAWING_ROUTINE_CYBERDISC: "사이버디스크" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "민간인, 이더리얼" DRAWING_ROUTINE_SECTOPOD_REAPER: "섹토포드, 리퍼" DRAWING_ROUTINE_SNAKEMAN: "스네이크맨" DRAWING_ROUTINE_CHRYSSALID: "크리살리드" DRAWING_ROUTINE_SILACOID: "실라코이드" DRAWING_ROUTINE_CELATID: "셀라티드" DRAWING_ROUTINE_MUTON: "뮤톤" DRAWING_ROUTINE_SWS: "무장 잠수정" DRAWING_ROUTINE_HALLUCINOID: "할루시노이드" DRAWING_ROUTINE_AQUANAUTS: "잠수요원" DRAWING_ROUTINE_CALCINITE_AND_MORE: "캘시나이트, 딥원, 길맨, 랍스터맨, 타소쓰" DRAWING_ROUTINE_AQUATOID: "아쿠아토이드" DRAWING_ROUTINE_BIO_DRONE: "바이오드론" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD A형 민간인 및 TFTD 좀비" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD B형 민간인" DRAWING_ROUTINE_TENTACULAT: "텐타쿨러트" DRAWING_ROUTINE_TRISCENE: "트라이신" DRAWING_ROUTINE_XARQUID: "자퀴드" DRAWING_ROUTINE_INVERTED_CYBERDISC: "반전된 사이버디스크(추진 애니메이션이 위에 있음)" # stats: "능력치 보정계수" specab: "특수 능력" movementType: "이동 유형" allowsRunning: "달리기 허용?" allowsStrafing: "게걸음 허용?" allowsSneaking: "살금살금 걷기 허용?" allowsKneeling: "무릎꿇기 허용?" allowsMoving: "이동 허용?" fearImmune: "사기 손실 면역?" bleedImmune: "치명상 면역?" painImmune: "기절 면역?" zombiImmune: "좀비화 면역?" ignoresMeleeThreat: "CQC 무시?" createsMeleeThreat: "CQC 가능?" builtInWeapons: "내장된 물품" specialWeapon: "특별 무기" heatVision: "연막 하 시야" visibilityThroughFire: "화염 하 시야" psiVision: "사이오닉 감지" psiCamouflage: "사이오닉 위장" visibilityAtDay: "주간 시야" visibilityAtDark: "야간 시야" camouflageAtDay: "주간 위장" camouflageAtDark: "야간 위장" antiCamouflageAtDay: "주간 위장 무효화" antiCamouflageAtDark: "야간 위장 무효화" psiDefence: "사이오닉 방어" meleeDodge: "격투 회피" meleeDodgeBackPenalty: "격투 회피 페널티" recovery: "턴 당 회복:" time: "행동력" energy: "기력" morale: "사기" health: "체력" stun: "기절" mana: "마나" units: "갑옷 착용 유닛 유형" ranks: "갑옷 착용 요구 계급" frontArmor: "전면 장갑" sideArmor: "측면 장갑" leftArmorDiff: "좌측 장갑 편차" rearArmor: "후면 장갑" underArmor: "하부 장갑" # sizeX: "X축 크기" sizeY: "Y축 크기" buildCost: "건설 비용" buildCostItems: "건설 재료:" buildTime: "건설 기간" monthlyCost: "월 비용" refundValue: "환불 가격" requiresBaseFunc: "요구 기능" provideBaseFunc: "제공 기능" forbiddenBaseFunc: "금지 기능" lift: "출입 승강기?" hyper: "하이퍼웨이브 해석기?" mind: "정신 방어막?" mindPower: "정신 방어막 위력" grav: "중력 방어막?" storage: "저장 공간" personnel: "생활 공간" aliens: "수용 공간" crafts: "격납고 공간" labs: "연구 공간" workshops: "작업 공간" psiLabs: "사이오닉 연구실 공간" trainingRooms: "훈련 공간" sightRange: "기지 탐색 범위" sightChance: "기지 탐색 확률" radarRange: "레이더 탐색 범위" radarChance: "레이더 탐색 확률" defense: "방위력" hitRatio: "명중률" ammoNeeded: "필요 탄약" unifiedDamageFormula: "새로운 피해 공식?" ammoItem: "탄약 물품" maxAllowedPerBase: "기지 당 허용되는 최대 개수" manaRecoveryPerDay: "매일 회복되는 마나" healthRecoveryPerDay: "매일 회복되는 체력" sickBayAbsoluteBonus: "의무실 절대 회복량 보너스" sickBayRelativeBonus: "의무실 상대 회복량 보너스" prisonType: "감옥 유형" rightClickActionType: "우클릭 행동" leavesBehindOnSell: "매각 시 남겨지는 시설" removalTime: "제거 시간" canBeBuiltOver: "개수 가능?" upgradeOnly: "개수 전용?" buildOverFacilities: "개수 대상 시설" # BFRCT_DEFAULT: "원본 기본" BFRCT_PRISON: "외계인 격리실 관리 화면으로 이동" BFRCT_ENGINEERING: "제조 화면으로 이동" BFRCT_RESEARCH: "연구 화면으로 이동" BFRCT_GYM: "군사 훈련 화면으로 이동" BFRCT_PSI_LABS: "사이오닉 연구실 화면으로 이동" BFRCT_BARRACKS: "병영 화면으로 이동" BFRCT_GREY_MARKET: "암시장 화면으로 이동" BFRCT_GEOSCAPE: "지구 화면으로 이동" # costRent: "대여 비용" soldiers: "병력 수용량" maxUnitsLimit: "최대 병력 수용량" pilots: "조종석 크기" pilotMinStatsRequired: "조종사 최소 능력치" pilotSoldierBonusesRequired: "조종사 요구사항" vehicles: "중화기 차량 수용량" onlyOneSoldierGroupAllowed: "단일 유형 병사만 허용?" allowedSoldierGroups: "허용 병사 그룹" allowedArmorGroups: "허용 갑옷 그룹" limitArmorGroups: "제한되는 갑옷 그룹" maxHWPUnitsLimit: "최대 중화기 차량 수용량" maxSmallSoldiers: "최대 소형 병사" maxLargeSoldiers: "최대 대형 병사" maxSmallVehicles: "최대 소형 차량" maxLargeVehicles: "최대 대형 차량" maxSmallUnits: "최대 소형 유닛" maxLargeUnits: "최대 대형 유닛" maxSoldiers: "최대 병사" maxVehicles: "최대 차량" maxItems: "물품 개수 한도" maxStorageSpace: "물품 규모 한도" maxAltitude: "공중전 고도 제한" weapons: "무장 공간" weaponStrings: "무장 이름" fixedWeapons: "고정 무기" weaponTypes: "허용되는 무기 유형" damageMax: "내구도" avoidBonus: "회피 보너스(고정)" avoidBonus2: "회패 보너스 2(고정)" powerBonus: "위력 보너스(고정)" hitBonus: "명중 보너스(고정)" fuelMax: "연료 용량" speedMax: "최대 속도" accel: "가속력" shieldCapacity: "방어막 용량" shieldRecharge: "방어막 재충전(교전)" shieldRechargeInGeoscape: "방어막 재충전(지구 화면)" shieldBleedThrough: "방어막 소실 시 잔여 피해 흡수율" shieldRechargedAtBase: "방어막 재충전(기지)" refuelItem: "급유 물품" refuelRate: "급유 속도" repairRate: "수리 속도" spacecraft: "최종 기체?" allowLanding: "착륙 허용?" notifyWhenRefueled: "급유 완료 통지?" autoPatrol: "자동 순찰?" undetectable: "탐지불가?" patrolWithoutFuel: "순찰 시 연료 소모 없음?" keepCraftAfterFailedMission: "병력 강하?" _calculatedValues: "산출된 값" _maxRange: "최대 작전행동반경" _minRange: "최소 작전행동반경" _avgRange: "평균 작전행동반경" # hunterKillerPercentage: "헌터-킬러 확률" huntMode: "사냥 모드" huntSpeed: "사냥 속도" huntBehavior: "사냥 특성" range: "사거리" reload: "재장전 시간" breakOffTime: "교전 이탈 시간" score: "평점" missionScore: "임무 평점" craftCustomDeploy: "UFO 현장 배치" missionCustomDeploy: "임무 현장 배치" _escapeCountdown: "탈출 카운트다운" _fireRate: "발사 속도" _averageDPM: "평균 DPM" # HM_INTERCEPTORS: "요격기 사냥 선호" HM_TRANSPORTS: "수송기 사냥 선호" HM_RANDOM: "무작위" # HB_FLEE: "불리할 시 도주" HB_KAMIKAZE: "격추될 때까지 교전" HB_RANDOM: "무작위" # tractorBeamPower: "트랙터 빔 위력" damage: "피해" shieldDamageModifier: "방어막 피해 보정계수" accuracy: "명중률" reloadCautious: "발사 간격(소극적)" reloadStandard: "발사 간격(표준적)" reloadAggressive: "발사 간격(적극적)" launcher: "발사기 물품" weaponType: "무기 유형" clip: "탄창 물품" ammoMax: "탄수" rearmRate: "재무장 속도" bulletSaving: "총알 절약?" _damageRange: "피해 범위" _damageRangeBasic: "피해 범위(기본)" _averageTotalDamage: "평균 총 피해" # allowPiloting: "조종 허용?" costSalary: "급여" costSalarySquaddie: "보너스(일병)" costSalarySergeant: "보너스(하사)" costSalaryCaptain: "보너스(대위)" costSalaryColonel: "보너스(대령)" costSalaryCommander: "보너스(준장)" # race: "종족" rank: "계급" livingWeapon: "생체 무기인가?" meleeWeapon: "격투 무기" psiWeapon: "사이오닉 무기" _builtInWeaponSets: "무기 세트?" _weightedBuiltInWeaponSets: "다른 무기 세트?" spawnUnit: "죽을 때 생성" _capturable: "포획 가능?" capturable: "포획 가능(플래그)" canSurrender: "항복 가능?" autoSurrender: "자동 항복?" spotter: "감지자 지속기간" sniper: "저격수 가능성" ================================================ FILE: bin/common/Language/Technical/pl.yml ================================================ pl: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Błędne węzły w plikach RMP" STR_BAD_NODES_DESC: "Sprawdź pliki RMP pod kątem węzłów leżących poza granicami mapy.{NEWLINE}Takie węzły NIE spowodują zawieszenia gry, ale nie będą brane pod uwagę przez grę, a więc nie będą działały." # STR_MCD_CHECK: "Testy MCD" STR_MCD_CHECK_DESC: "Przeszukuje pliki MCD pod kątem obiektów podłogowych o zerowym koszcie ruchu; wykrywa też nieprawidłowe odniesienia DieMCD/AltMCD; wykrywa też nieprawidłowe LOFTemps." # STR_PALETTE_CHECK: "Dopasowanie palet" STR_PALETTE_CHECK_DESC: "Sprawdza dopasowanie palet obrazów w modach do oficjalnych palet gry i zgłasza wszystkie obrazy, które nie są w 100% zgodne." # STR_SCRIPT_TAGS: "Eksport znaczników skryptów" STR_SCRIPT_TAGS_DESC: "Eksportuje znaczniki skryptów w formacie CSV." # STR_MAP_RESOURCES: "Sprawdzanie zasobów map" STR_MAP_RESOURCES_DESC: "Wyszukuje brakujące lub nieużywane pliki i wpisy związane z terenem." # STR_CHECKING_TERRAIN: "Sprawdzam teren..." STR_CHECKING_UFOS: "Sprawdzam UFA..." STR_CHECKING_CRAFT: "Sprawdzam pojazdy..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Brak" BT_FIREARM: "Broń strzelecka" BT_AMMO: "Amunicja" BT_MELEE: "Broń biała" BT_GRENADE: "Granat" BT_PROXIMITYGRENADE: "Granat zbliżeniowy" BT_MEDIKIT: "Apteczka" BT_SCANNER: "Czytnik ruchu" BT_MINDPROBE: "Czytnik umysłu" BT_PSIAMP: "Wzmacniacz psi" BT_FLARE: "Flara" BT_CORPSE: "Ciało" # DRT_DEFAULT: "domyślne" DRT_UFO: "Rozkład 0-200%" DRT_TFTD: "Rozkład 50-150%" DRT_FLAT: "obrażenia stałe" DRT_FIRE: "obrażenia specjalne od ognia" DRT_NONE: "brak obrażeń" DRT_UFO_WITH_TWO_DICE: "Rozkład 0-200% (2 rzuty kostką)" DRT_EASY: "rzut 50-200%" DRT_STANDARD: "zakres obrażeń standardowych" DRT_EXPLOSION: "zakres obrażeń od wybuchu" # BFT_NONE: "brak" BFT_INSTANT: "natychmiastowe" BFT_SET: "ustawienie ręczne" BFT_FIXED: "ustalone" # BMT_NORMAL: "normalne (uniwersalne)" BMT_HEAL: "leczenie" BMT_STIMULANT: "stymy" BMT_PAINKILLER: "środki przeciwbólowe" # ETM_DEFAULT: "domyślne" ETM_MELEE_100: "WALKA WRĘCZ" ETM_MELEE_50: "WALKA WRĘCZ (50% szans)" ETM_MELEE_33: "WALKA WRĘCZ (33% szans)" ETM_FIRING_100: "STRZELANIE" ETM_FIRING_50: "STRZELANIE (50% szans)" ETM_FIRING_33: "STRZELANIE (33% szans)" ETM_THROWING_100: "RZUCANIE" ETM_THROWING_50: "RZUCANIE (50% szans)" ETM_THROWING_33: "RZUCANIE (33% szans)" ETM_FIRING_AND_THROWING: "STRZELANIE i RZUCANIE" ETM_FIRING_OR_THROWING: "STRZELANIE lub RZUCANIE" ETM_REACTIONS: "REFLEKS" ETM_REACTIONS_AND_MELEE: "REFLEKS i WALKA WRĘCZ" ETM_REACTIONS_AND_FIRING: "REFLEKS i STRZELANIE" ETM_REACTIONS_AND_THROWING: "REFLEKS i RZUCANIE" ETM_REACTIONS_OR_MELEE: "REFLEKS lub WALKA WRĘCZ" ETM_REACTIONS_OR_FIRING: "REFLEKS lub STRZELANIE" ETM_REACTIONS_OR_THROWING: "REFLEKS lub RZUCANIE" ETM_BRAVERY: "ODWAGA" ETM_BRAVERY_2X: "ODWAGA (x2)" ETM_BRAVERY_AND_REACTIONS: "ODWAGA i REFLEKS" ETM_BRAVERY_OR_REACTIONS: "ODWAGA lub REFLEKS" ETM_BRAVERY_OR_REACTIONS_2X: "ODWAGA lub REFLEKS (x2)" ETM_PSI_STRENGTH: "SIŁA PSI" ETM_PSI_STRENGTH_2X: "SIŁA PSI (x2)" ETM_PSI_SKILL: "ZDOLNOŚĆ PSI" ETM_PSI_SKILL_2X: "ZDOLNOŚĆ PSI (x2)" ETM_PSI_STRENGTH_AND_SKILL: "SIŁA PSI i ZDOLNOŚĆ PSI" ETM_PSI_STRENGTH_AND_SKILL_2X: "SIŁA PSI i ZDOLNOŚĆ PSI (x2)" ETM_PSI_STRENGTH_OR_SKILL: "SIŁA PSI lub ZDOLNOŚĆ PSI" ETM_PSI_STRENGTH_OR_SKILL_2X: "SIŁA PSI lub ZDOLNOŚĆ PSI (x2)" ETM_NOTHING: "bez treningu" # battleType: "Typ przedmiotu" experienceTrainingMode: "Tryb doświadczenia" manaExperience: "Punkty doświadczenia dla many" arcingShot: "Trajektoria artyleryjska?" isFireExtinguisher: "Gaśnica?" explodeInventory: "Wybucha w ekwipunku?" waypoints: "Limit punktów kontrolnych" sprayWaypoints: "Znaczników ognia posiewanego" # shotgunPellets: "Liczba peletek" shotgunBehavior: "Tryb działania strzelby" shotgunSpread: "Rozrzut strzelby" shotgunChoke: "Zduszenie strzelby" # underwaterOnly: "Tylko podwodne?" landOnly: "Tylko lądowe?" psiRequired: "Wymaga zdolności psi?" targetMatrix: "Dozwolone cele dla przedmiotu" convertToCivilian: "Konwertować do cywila?" manaRequired: "Wymaga many?" LOSRequired: "Wymaga linii wzroku?" # noLOSAccuracyPenalty: "Mnożnik kary za brak linii widzenia" kneelBonus: "Mnożnik premii za klęczenie" twoHanded: "Dwuręczne?" blockBothHands: "Blokuje obie ręce?" oneHandedPenalty: "Kara za użycie jednorącz" # minRange: "Minimalny zasięg" maxRange: "Maksymalny zasięg" aimRange: "Zasięg strzału mierzonego" autoRange: "Zasięg strzału serią" snapRange: "Zasięg strzału szybkiego" dropoff: "Spadek celności za pole" # accuracyMultiplier: "Mnożnik celności strzeleckiej" accuracyAimed: "Celność strzału mierzonego" accuracyAuto: "Celność strzału serią" accuracySnap: "Celność strzału szybkiego" costAimed: "Koszt strzału mierzonego" costAuto: "Koszt strzału serią" costSnap: "Koszt strzału szybkiego" # meleeMultiplier: "Mnożnik celności walki wręcz" accuracyMelee: "Celność walki wręcz" costMelee: "Koszt walki wręcz" # psiAttackName: "Nazwa ataku psi" accuracyUse: "Celność akcji" accuracyMindControl: "Celność kontroli umysłu" accuracyPanic: "Celność paniki" costUse: "Koszt akcji" costMindcontrol: "Koszt kontroli umysłu" costPanic: "Koszt paniki" # weight: "Waga" throwRange: "Maks. rzut (powierzchnia)" underwaterThrowRange: "Maks. rzut (pod wodą)" throwDropoffRange: "Zas. rzutu (powierzchnia)" underwaterThrowDropoffRange: "Zas. rzutu (pod wodą)" throwDropoff: "Spadek celności rzutu za pole" throwMultiplier: "Mnożnik celności rzutu" accuracyThrow: "Celność rzutu" costThrow: "Koszt rzutu" costPrime: "Koszt odbezpieczenia" costUnprime: "Koszt zabezpieczenia" # closeQuartersMultiplier: "Mnożnik celności zwarcia" accuracyCloseQuarters: "Celność w zwarciu" # damageType: "Typ obrażeń" power: "Siła rażenia" powerRangeReduction: "Spadek siły/pole" powerRangeThreshold: "Próg redukcji obrażeń" damageBonus: "Premia do obrażeń" blastRadius: "Promień rażenia" damageAlter: "Dodatkowe info o obrażeniach:" meleeType: "Typ obrażeń w walce wręcz" meleePower: "Siła rażenia w walce wręcz" meleeBonus: "Premia do obrażeń w walce wręcz" meleeAlter: "Dodatkowe info o walce wręcz:" FixRadius: "Promień rażenia" RandomType: "Wariant kalkulacji" FireBlastCalc: "Klasyczne działanie ognia?" IgnoreDirection: "Ignorowanie kierunku" IgnoreSelfDestruct: "Ignorowanie samozniszczenia" IgnorePainImmunity: "Ignorowanie odp. na oszołomienie" IgnoreNormalMoraleLose: "Ignorowanie klasycznej straty morale" IgnoreOverKill: "Ignoruj anihilację" ArmorEffectiveness: "Efektywność pancerza" RadiusEffectiveness: "Efektywność promienia" RadiusReduction: "Redukcja obrażeń z promienia" FireThreshold: "Próg podpalenia" SmokeThreshold: "Ustaw próg zadymienia" # ToArmorPre: "Mnożnik pancerza przed obrażeniami" RandomArmorPre: "Losowe pierwotne uszkodzenia pancerza?" ToArmor: "Mnożnik obrażeń na pancerz" RandomArmor: "Losowe uszkodzenia pancerza?" ToHealth: "Mnożnik obrażeń na zdrowie" RandomHealth: "Losowe obrażenia na zdrowie?" ToStun: "Mnożnik oszołomienia" RandomStun: "Losowe oszołomienie?" ToWound: "Mnożnik licznika ran" RandomWound: "Losowe rany klasyczne?" ToTime: "Mnożnik obrażeń na JC" RandomTime: "Losowe obrażenia na JC?" ToEnergy: "Mnożnik obrażeń na energię" RandomEnergy: "Losowe obrażenia na energię?" ToMorale: "Mnożnik obrażeń na morale" RandomMorale: "Losowe obrażenia na morale?" ToItem: "Mnożnik obrażeń dla przedmiotów" RandomItem: "Losowe obrażenia na przedmioty?" ToMana: "Mnożnik obrażeń na manę" RandomMana: "Losowe obrażenia na manę?" ToTile: "Mnożnik obrażeń dla terenu" RandomTile: "Losowe obrażenia na teren?" TileDamageMethod: "Tryb uszkadzania pól" TileDamageLimit: "" # confAimed: "Akcja mierzona:" confAuto: "Akcja seryjna:" confSnap: "Akcja szybka:" confMelee: "Akcja wręcz:" shots: "Strzałów na akcję" spendPerShot: "Zużycie na strzał:" followProjectiles: "Śledzić pociski?" name: "Nazwa" shortName: "Krótka nazwa" ammoSlot: "Użyte miejsce na amunicję" ammoZombieUnitChanceOverride: "Szansa na zombifikację" ammoSpawnUnitChanceOverride: "Szansa na utworzenie jednostki" ammoSpawnItemChanceOverride: "Szansa na utworzenie przedmiotu" arcing: "Trajektoria artyleryjska?" # clipSize: "Rozmiar magazynka" isAmmoRechargeable: "" # primaryAmmo: "Główne miejsce na amunicję:" compatibleAmmo: "Kompatybilna amunicja" tuLoad: "Koszt załadowania" tuUnload: "Koszt rozładowania" ammo[1]: "Dodatkowe miejsce na amunicję #1:" ammo[2]: "Dodatkowe miejsce na amunicję #2:" ammo[3]: "Dodatkowe miejsce na amunicję #3:" # armor: "Wytrzymałość" # medikitType: "Typ apteczki" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Nazwa akcji leczenia" medikitTargetSelf: "Użycie apteczki na sobie?" medikitTargetImmune: "Użycie apteczki na celach niewrażliwich na krwawienie?" medikitTargetMatrix: "Dozwolone cele dla apteczki" isConsumable: "Zużywa się?" painKiller: "Dawek środków przeciwbólowych" heal: "Dawek lekarstw" stimulant: "Dawek stymów" woundRecovery: "Leczenie ran" healthRecovery: "Odzyskanie zdrowia" stunRecovery: "Obniżanie oszołomienia" energyRecovery: "Odzyskanie energii" manaRecovery: "Odzyskanie many" moraleRecovery: "Odzyskanie morale" painKillerRecovery: "Siła środków przeciwbólowych" # requires: "Wymagane technologie" requiresBuy: "Wymagane technologie do zakupu" requiresBuyBaseFunc: "Funkcje wymagane do zakupu" requiresBuyCountry: "Wymagany sojusz z państwem" requiresAward: "" requiresBonus: "" categories: "Kategorie" supportedInventorySections: "Lokacje w ekwipunku" # size: "Rozmiar" costBuy: "Cena zakupu" monthlyBuyLimit: "Miesięczny limit zakupów" costSell: "Cena sprzedaży" transferTime: "Transfer (w godzinach)" monthlySalary: "Wypłata/miesiąc" monthlyMaintenance: "Utrzymanie/miesiąc" # SPECAB_NONE: "Brak" SPECAB_EXPLODEONDEATH: "Eksplozja po śmierci" SPECAB_BURNFLOOR: "Palenie podłogi" SPECAB_BURN_AND_EXPLODE: "Palenie podłogi i eksplozja po śmierci" # MT_WALK: "Chodzenie" MT_FLY: "Latanie" MT_SLIDE: "Ślizganie" MT_FLOAT: "Unoszenie" MT_SINK: "Tonięcie" # TORSO_USE_GENDER: "Używa płci" TORSO_ALWAYS_MALE: "Zawsze mężczyzna" TORSO_ALWAYS_FEMALE: "Zawsze kobieta" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Żołnierz, sektoid" DRAWING_ROUTINE_FLOATER: "Lewiton" DRAWING_ROUTINE_HWP: "Ciężkie Działa Samobieżne" DRAWING_ROUTINE_CYBERDISC: "Cyberdysk" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Cywil, eterianin" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sektopod, żeniec" DRAWING_ROUTINE_SNAKEMAN: "Wężownik" DRAWING_ROUTINE_CHRYSSALID: "Krysalid" DRAWING_ROUTINE_SILACOID: "Silakoid" DRAWING_ROUTINE_CELATID: "Celatyd" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Podwodne Systemy Uzbrojenia" DRAWING_ROUTINE_HALLUCINOID: "Halucynoid" DRAWING_ROUTINE_AQUANAUTS: "Akwanauci" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Kalcynit, głębion, skrzelak, homaroid, tasot" DRAWING_ROUTINE_AQUATOID: "Akwatoid" DRAWING_ROUTINE_BIO_DRONE: "Bio-dron" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "Cywile z TFTD typ A i zombi z TFTD" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "Cywile z TFTD typ B" DRAWING_ROUTINE_TENTACULAT: "Mackonóg" DRAWING_ROUTINE_TRISCENE: "Tryskon" DRAWING_ROUTINE_XARQUID: "Ksarkuid" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Odwrócony cyberdysk (animacja napędu na górze)" # stats: "Modyfikatory statystyk" specab: "Zdolność specjalna" movementType: "Typ ruchu" allowsRunning: "Pozwala biegać?" allowsStrafing: "Pozwala chodzić na boki?" allowsSneaking: "Pozwala się skradać?" allowsKneeling: "Pozwala klękać?" allowsMoving: "Pozwala na ruch?" fearImmune: "Odporność na stratę morale?" bleedImmune: "Odporność na krwawienie?" painImmune: "Odporność na oszołomienie?" zombiImmune: "Odporność na zombifikację?" ignoresMeleeThreat: "Ignoruje walkę w zwarciu?" createsMeleeThreat: "Powoduje walkę w zwarciu?" builtInWeapons: "Przedmioty wbudowane" specialWeapon: "Broń specjalna" heatVision: "Widoczność przez dym" visibilityThroughFire: "Widoczność przez ogień" psiVision: "Zmysł psi" psiCamouflage: "Kamuflaż psi" visibilityAtDay: "Widoczność w dzień" visibilityAtDark: "Widoczność w nocy" camouflageAtDay: "Kamuflaż w dzień" camouflageAtDark: "Kamuflaż w nocy" antiCamouflageAtDay: "Antykamuflaż w dzień" antiCamouflageAtDark: "Antykamuflaż w nocy" psiDefence: "Obrona psi" meleeDodge: "Unik w walce wręcz" meleeDodgeBackPenalty: "Kara do uniku w walce wręcz" recovery: "Odzyskanie na turę:" time: "Czas" energy: "Energia" morale: "Morale" health: "Zdrowie" stun: "oszołomienie" mana: "Mana" units: "Kompatybilne jednostki" ranks: "" frontArmor: "Pancerz przedni" sideArmor: "Pancerz boczny" leftArmorDiff: "Pancerz lewy (różnica)" rearArmor: "Pancerz tylny" underArmor: "Pancerz dolny" # sizeX: "Rozmiar X" sizeY: "Rozmiar Y" buildCost: "Koszt budowy" buildCostItems: "Materiały do budowy:" buildTime: "Czas budowy" monthlyCost: "Koszt miesięczny" refundValue: "Wartość zwrotu" requiresBaseFunc: "Wymaga funkcji" provideBaseFunc: "Dostarcza funkcję" forbiddenBaseFunc: "Zabrania funkcji" lift: "Szyb wejściowy?" hyper: "Dekoder hiperfal?" mind: "Tarcza umysłowa?" mindPower: "Siła tarczy umysłowej" grav: "Tarcza grawitacyjna?" storage: "Przestrzeń magazynowa" personnel: "Przestrzeń mieszkalna" aliens: "Cele więzienne" crafts: "Hangary" labs: "Stanowiska laboratoryjne" workshops: "Stanowiska robocze" psiLabs: "Stanowiska laboratorium psi" trainingRooms: "Przestrzeń treningowa" sightRange: "Zasięg wzroku" sightChance: "Szansa dostrzeżenia" radarRange: "Zasięg radaru" radarChance: "Skuteczność radaru" defense: "Wartość obronna" hitRatio: "Szansa trafienia" ammoNeeded: "Potrzeba amunicji" unifiedDamageFormula: "Nowy wzór na obrażenia?" ammoItem: "Amunicja" maxAllowedPerBase: "Maksymalna liczba w bazie" manaRecoveryPerDay: "Mana dziennie" healthRecoveryPerDay: "Zdrowie dziennie" sickBayAbsoluteBonus: "Abs. premia do leczenia" sickBayRelativeBonus: "Wzgl. premia do leczenia" prisonType: "Typ więzienia" rightClickActionType: "Kliknięcie PPM" leavesBehindOnSell: "Po sprzedaży pozostaje" removalTime: "Czas rozbiórki" canBeBuiltOver: "Można na tym budować?" upgradeOnly: "" buildOverFacilities: "Można zbudować" # BFRCT_DEFAULT: "domyślne" BFRCT_PRISON: "idź do więzień" BFRCT_ENGINEERING: "idź do produkcji" BFRCT_RESEARCH: "idź do badań" BFRCT_GYM: "idź do treningu bojowego" BFRCT_PSI_LABS: "idź do laboratorium psi" BFRCT_BARRACKS: "idź do baraków" BFRCT_GREY_MARKET: "idź na szary rynek" BFRCT_GEOSCAPE: "idź do ekranu Ziemi" # costRent: "Koszt utrzymania" soldiers: "Przestrzeń ładunkowa" maxUnitsLimit: "Maks. pojemność ładowni" pilots: "Rozmiar kabiny" pilotMinStatsRequired: "Min. statystyki pilota" pilotSoldierBonusesRequired: "Wymagania pilotażu" vehicles: "CDS-ów" onlyOneSoldierGroupAllowed: "Dozwolona tylko jedna grupa żołnierzy?" allowedSoldierGroups: "Dozwolone grupy żołnierzy" allowedArmorGroups: "Dozwolone grupy pancerzy" limitArmorGroups: "" maxHWPUnitsLimit: "Maks. liczba CDS-ów" maxSmallSoldiers: "Maks. małych żołnierzy" maxLargeSoldiers: "Maks. dużych żołnierzy" maxSmallVehicles: "Maks. małych pojazdów" maxLargeVehicles: "Maks. dużych pojazdów" maxSmallUnits: "Maks. małych jednostek" maxLargeUnits: "Maks. dużych jednostek" maxSoldiers: "Maks. żołnierzy" maxVehicles: "Maks. pojazdów" maxItems: "Limit ekwipunku" maxStorageSpace: "Przestrzeń magazynowa" maxAltitude: "Pułap walki powietrznej" weapons: "Mocowań broni" weaponStrings: "Nazwy broni" fixedWeapons: "Wbudowane bronie" weaponTypes: "Dozwolone typy broni" damageMax: "Wytrzymałość" avoidBonus: "Premia do uników (podstawowa)" avoidBonus2: "Premia do uników 2 (podstawowa)" powerBonus: "Premia do obrażeń (podstawowa)" hitBonus: "Premia do trafienia (podstawowa)" fuelMax: "Zapas paliwa" speedMax: "Prędkość maksymalna" accel: "Przyspieszenie" shieldCapacity: "Wartość tarczy" shieldRecharge: "Odnowa tarczy (w walce)" shieldRechargeInGeoscape: "Odnowa tarczy (na globie)" shieldBleedThrough: "Przeciekanie przez tarczę" shieldRechargedAtBase: "Odnowa tarczy (w bazie)" refuelItem: "Paliwo" refuelRate: "Szybkość tankowania" repairRate: "Szybkość naprawy" spacecraft: "Ostateczny transport?" allowLanding: "Może lądować?" notifyWhenRefueled: "Powiadamia po zatankowaniu?" autoPatrol: "Autopatrol?" undetectable: "Niewykrywalne?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Desant?" _calculatedValues: "Wyliczone wartości" _maxRange: "Maksymalny zasięg" _minRange: "Minimalny zasięg" _avgRange: "Średni zasięg" # hunterKillerPercentage: "Szansa na myśliwca-mordercę" huntMode: "Tryb łowów" huntSpeed: "Szybkość łowów" huntBehavior: "Tryb działania łowów" range: "Zasięg" reload: "Czas przeładowania" breakOffTime: "Czas oderwania" score: "Punkty" missionScore: "Punkty za misję" craftCustomDeploy: "Układ dla lądowania UFO" missionCustomDeploy: "Układ dla misji" _escapeCountdown: "Odliczanie ucieczki" _fireRate: "Szybkostrzelność" _averageDPM: "Średnie obrażenia na minutę" # HM_INTERCEPTORS: "preferuj łowy na myśliwce" HM_TRANSPORTS: "preferuj łowy na transporty" HM_RANDOM: "losowo" # HB_FLEE: "uciekaj gdy przegrywasz" HB_KAMIKAZE: "walcz do śmierci" HB_RANDOM: "losowo" # tractorBeamPower: "Moc promienia ściągającego" damage: "Obrażenia" shieldDamageModifier: "Modyfikator obrażeń tarcz" accuracy: "Celność" reloadCautious: "Przeładowanie (tryb ostrożny)" reloadStandard: "Przeładowanie (tryb standardowy)" reloadAggressive: "Przeładowanie (tryb agresywny)" launcher: "Obiekt wyrzutni" weaponType: "Typ broni" clip: "Obiekt amunicji" ammoMax: "Pocisków" rearmRate: "Szybkość przeładowania" bulletSaving: "Zachowywanie amunicji?" _damageRange: "Rozrzut obrażeń" _damageRangeBasic: "Rozrzut obrażeń (podstawowy)" _averageTotalDamage: "Średnie obrażenia całkowite" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Broń biała" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/pt-BR.yml ================================================ pt-BR: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Nodos ruins em arquivos RMP" STR_BAD_NODES_DESC: "Verifica arquivos RMP para nodos fora dos limites do mapa.{NEWLINE}Isso NÃO causará nenhum travamento, mas serão ignorados pelo jogo, portanto, não funcionarão como pretendido." # STR_MCD_CHECK: "Verificação de MCD" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "Verificação de paleta" STR_PALETTE_CHECK_DESC: "Tenta corresponder as paletas das imagens modificadas às paletas oficiais e relata quaisquer imagens que não tenham uma correspondência de 100%." # STR_SCRIPT_TAGS: "Exportação de tags de script" STR_SCRIPT_TAGS_DESC: "Exporta tags de script em formato CSV." # STR_MAP_RESOURCES: "Verificação de recursos do mapa" STR_MAP_RESOURCES_DESC: "Verifica arquivos e regras relacionadas ao mapa que estão faltando ou não utilizados." # STR_CHECKING_TERRAIN: "Verificando terreno..." STR_CHECKING_UFOS: "Verificando OVNIs..." STR_CHECKING_CRAFT: "Verificando naves..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Nenhum" BT_FIREARM: "Arma de fogo" BT_AMMO: "Munição" BT_MELEE: "Arma corpo a corpo" BT_GRENADE: "Granada" BT_PROXIMITYGRENADE: "Granada de proximidade" BT_MEDIKIT: "Kit médico" BT_SCANNER: "Detector de movimento" BT_MINDPROBE: "Sonda mental" BT_PSIAMP: "Amplificador psíquico" BT_FLARE: "Sinalizador" BT_CORPSE: "Cadáver/Corpo" # DRT_DEFAULT: "padrão baunilha" DRT_UFO: "dispersão de 0-200%" DRT_TFTD: "dispersão de 50-150%" DRT_FLAT: "dano fixo" DRT_FIRE: "dano especial de fogo" DRT_NONE: "sem dano" DRT_UFO_WITH_TWO_DICE: "dispersão de 0-200% (rolagem de 2 dados)" DRT_EASY: "dispersão de 50-200%" DRT_STANDARD: "intervalo de dano padrão" DRT_EXPLOSION: "intervalo de dano de explosão" # BFT_NONE: "nenhum" BFT_INSTANT: "instantâneo" BFT_SET: "definido manualmente" BFT_FIXED: "fixo" # BMT_NORMAL: "padrão (multiuso)" BMT_HEAL: "cura" BMT_STIMULANT: "estimulante" BMT_PAINKILLER: "analgésico" # ETM_DEFAULT: "padrão" ETM_MELEE_100: "CORPO A CORPO" ETM_MELEE_50: "CORPO A CORPO (50% de chance)" ETM_MELEE_33: "CORPO A CORPO (33% de chance)" ETM_FIRING_100: "DISPARO" ETM_FIRING_50: "DISPARO (50% de chance)" ETM_FIRING_33: "DISPARO (33% de chance)" ETM_THROWING_100: "ARREMESSO" ETM_THROWING_50: "ARREMESSO (50% de chance)" ETM_THROWING_33: "ARREMESSO (33% de chance)" ETM_FIRING_AND_THROWING: "DISPARO e ARREMESSO" ETM_FIRING_OR_THROWING: "DISPARO ou ARREMESSO" ETM_REACTIONS: "REAÇÕES" ETM_REACTIONS_AND_MELEE: "REAÇÕES e CORPO A CORPO" ETM_REACTIONS_AND_FIRING: "REAÇÕES e DISPARO" ETM_REACTIONS_AND_THROWING: "REAÇÕES e ARREMESSO" ETM_REACTIONS_OR_MELEE: "REAÇÕES ou CORPO A CORPO" ETM_REACTIONS_OR_FIRING: "REAÇÕES ou DISPARO" ETM_REACTIONS_OR_THROWING: "REAÇÕES ou ARREMESSO" ETM_BRAVERY: "BRAVURA" ETM_BRAVERY_2X: "BRAVURA (x2)" ETM_BRAVERY_AND_REACTIONS: "BRAVURA e REAÇÕES" ETM_BRAVERY_OR_REACTIONS: "BRAVURA ou REAÇÕES" ETM_BRAVERY_OR_REACTIONS_2X: "BRAVURA ou REAÇÕES (x2)" ETM_PSI_STRENGTH: "FORÇA PSIÔNICA" ETM_PSI_STRENGTH_2X: "FORÇA PSIÔNICA (x2)" ETM_PSI_SKILL: "HABILIDADE PSIÔNICA" ETM_PSI_SKILL_2X: "HABILIDADE PSIÔNICA (x2)" ETM_PSI_STRENGTH_AND_SKILL: "FORÇA PSIÔNICA e HABILIDADE PSIÔNICA" ETM_PSI_STRENGTH_AND_SKILL_2X: "FORÇA PSIÔNICA e HABILIDADE PSIÔNICA (x2)" ETM_PSI_STRENGTH_OR_SKILL: "FORÇA PSIÔNICA ou HABILIDADE PSIÔNICA" ETM_PSI_STRENGTH_OR_SKILL_2X: "FORÇA PSIÔNICA ou HABILIDADE PSIÔNICA (x2)" ETM_NOTHING: "sem treinamento" # battleType: "Tipo de item" experienceTrainingMode: "Modo de experiência" manaExperience: "Experiência de mana" arcingShot: "Tiro arqueado?" isFireExtinguisher: "Extintor de incêndio?" explodeInventory: "Explode no inventário?" waypoints: "Número máximo de pontos de rota" sprayWaypoints: "Pontos de rota do tiro disperso" # shotgunPellets: "Número de projéteis" shotgunBehavior: "Comportamento da espingarda" shotgunSpread: "Dispersão da espingarda" shotgunChoke: "Cano da espingarda" # underwaterOnly: "Somente subaquático?" landOnly: "Somente terrestre?" psiRequired: "Habilidade psiônica necessária?" targetMatrix: "Alvos do item" convertToCivilian: "Converter para civil?" manaRequired: "Mana necessária?" LOSRequired: "Visão necessária?" # noLOSAccuracyPenalty: "Mult. de penalidade sem visão" kneelBonus: "Multiplicador de bônus ao ajoelhar" twoHanded: "Duas mãos?" blockBothHands: "Bloqueia ambas as mãos?" oneHandedPenalty: "Penalidade de uso com uma mão" # minRange: "Alcance mínimo" maxRange: "Alcance máximo" aimRange: "Alcance do tiro preciso" autoRange: "Alcance do tiro rajada" snapRange: "Alcance do tiro simples" dropoff: "Queda de precisão/por ladrilho\"" # accuracyMultiplier: "Multiplicador de precisão de tiro" accuracyAimed: "Precisão do tiro preciso" accuracyAuto: "Precisão do tiro rajada" accuracySnap: "Precisão do tiro simples" costAimed: "Custo do tiro preciso" costAuto: "Custo do tiro rajada" costSnap: "Custo do tiro simples" # meleeMultiplier: "Multip. de precisão corpo a corpo" accuracyMelee: "Precisão corpo a corpo" costMelee: "Custo corpo a corpo" # psiAttackName: "Nome do ataque psíquico" accuracyUse: "Precisão da ação" accuracyMindControl: "Precisão do controle mental" accuracyPanic: "Precisão do pânico" costUse: "Custo da ação" costMindcontrol: "Custo do controle mental" costPanic: "Custo do pânico" # weight: "Peso" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Multip. de precisão de arremesso" accuracyThrow: "Precisão do arremesso" costThrow: "Custo do arremesso" costPrime: "Custo de preparação" costUnprime: "Custo de desativação" # closeQuartersMultiplier: "Multipl. de precisão em CQB" accuracyCloseQuarters: "Precisão em CQB" # damageType: "Tipo de dano" power: "Poder" powerRangeReduction: "Redução de poder/por ladrilho" powerRangeThreshold: "Limite de redução de poder" damageBonus: "Bônus de dano" blastRadius: "Raio de explosão" damageAlter: "Informação extra de dano:" meleeType: "Tipo de dano corpo a corpo" meleePower: "Poder corpo a corpo" meleeBonus: "Bônus de poder corpo a corpo" meleeAlter: "Informação extra de dano corpo a corpo:" FixRadius: "Raio de explosão" RandomType: "Tipo de cálculo" FireBlastCalc: "Efeitos de fogo baunilha?" IgnoreDirection: "Ignorar direção" IgnoreSelfDestruct: "Ignorar autodestruição" IgnorePainImmunity: "Ignorar imunidade a atordoamento" IgnoreNormalMoraleLose: "Ignorar perda de moral baunilha" IgnoreOverKill: "Ignorar excesso de dano" ArmorEffectiveness: "Efetividade da armadura" RadiusEffectiveness: "Efetividade do raio" RadiusReduction: "Redução de dano por raio" FireThreshold: "Limite para pegar fogo" SmokeThreshold: "Limite para fazer fumaça" # ToArmorPre: "Mult. de pré-dano à armadura" RandomArmorPre: "Gerador automático de pré-dano à armadura?" ToArmor: "Multiplicador de dano à armadura" RandomArmor: "Gerador automático de dano à armadura?" ToHealth: "Multiplicador de dano a PV" RandomHealth: "Gerador automático de dano a PV?" ToStun: "Multiplicador de dano de atordoamento" RandomStun: "Gerador automático de dano de atordoamento?" ToWound: "Multiplicador de contagem de feridas" RandomWound: "Gerador automático de feridas baunilha?" ToTime: "Multiplicador de dano a UT" RandomTime: "Gerador automático de dano a UT?" ToEnergy: "Multiplicador de dano a energia" RandomEnergy: "Gerador automático de dano a energia?" ToMorale: "Multiplicador de dano a moral" RandomMorale: "Gerador automático de dano a moral?" ToItem: "Multiplicador de dano a itens" RandomItem: "Gerador automático de dano a itens?" ToMana: "Multiplicador de dano a mana" RandomMana: "Gerador automático de dano a mana?" ToTile: "Multiplicador de dano ao terreno" RandomTile: "Gerador automático de dano ao terreno?" TileDamageMethod: "Método de dano ao terreno" TileDamageLimit: "" # confAimed: "Ação precisa:" confAuto: "Ação rajada:" confSnap: "Ação simples:" confMelee: "Ação corpo a corpo:" shots: "Tiros por ação" spendPerShot: "Gasto por tiro:" followProjectiles: "Seguir projéteis?" name: "Nome" shortName: "Nome curto" ammoSlot: "Compartimento de munição usado" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Tiro arqueado?" # clipSize: "Tamanho do carregador" isAmmoRechargeable: "" # primaryAmmo: "Compartimento de munição primário:" compatibleAmmo: "Munição compatível" tuLoad: "Custo de carregamento" tuUnload: "Custo de descarregamento" ammo[1]: "Compartimento de munição extra Nº 1:" ammo[2]: "Compartimento de munição extra Nº 2:" ammo[3]: "Compartimento de munição extra Nº 3:" # armor: "Armadura" # medikitType: "Tipo de kit médico" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Nome da ação do kit médico" medikitTargetSelf: "Kit médico em si mesmo?" medikitTargetImmune: "Kit médico em imune a sangramento?" medikitTargetMatrix: "Alvos do kit médico" isConsumable: "Consumível?" painKiller: "Usos de analgésico" heal: "Usos de cura" stimulant: "Usos de estimulante" woundRecovery: "Recuperação de feridas" healthRecovery: "Recuperação de saúde" stunRecovery: "Recuperação de atordoamento" energyRecovery: "Recuperação de energia" manaRecovery: "Recuperação de mana" moraleRecovery: "Recuperação de moral" painKillerRecovery: "Força do analgésico" # requires: "Tecnologia necessária" requiresBuy: "Tecnologia necessária para comprar" requiresBuyBaseFunc: "Serviços necessários para comprar" requiresBuyCountry: "País aliado necessário" requiresAward: "" requiresBonus: "" categories: "Categorias" supportedInventorySections: "Compartimentos de inventário" # size: "Tamanho" costBuy: "Custo de compra" monthlyBuyLimit: "Limite de compra mensal" costSell: "Custo de venda" transferTime: "Horas para transferir" monthlySalary: "Salário/mês" monthlyMaintenance: "Manutenção/mês" # SPECAB_NONE: "Nenhum" SPECAB_EXPLODEONDEATH: "Explode ao morrer" SPECAB_BURNFLOOR: "Incendeia o chão" SPECAB_BURN_AND_EXPLODE: "Incendeia o chão e explode ao morrer" # MT_WALK: "Caminhar" MT_FLY: "Voar" MT_SLIDE: "Deslizar" MT_FLOAT: "Flutuar" MT_SINK: "Afundar" # TORSO_USE_GENDER: "Usar gênero" TORSO_ALWAYS_MALE: "Sempre masculino" TORSO_ALWAYS_FEMALE: "Sempre feminino" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Soldado, Sectoide" DRAWING_ROUTINE_FLOATER: "Flutuador" DRAWING_ROUTINE_HWP: "Plataformas de Armas Pesadas" DRAWING_ROUTINE_CYBERDISC: "Ciberdisco" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Civil, Etéreo" DRAWING_ROUTINE_SECTOPOD_REAPER: "Sectópode, Ceifador" DRAWING_ROUTINE_SNAKEMAN: "Homem-Cobra" DRAWING_ROUTINE_CHRYSSALID: "Crisálida" DRAWING_ROUTINE_SILACOID: "Silacoide" DRAWING_ROUTINE_CELATID: "Celátido" DRAWING_ROUTINE_MUTON: "Muton" DRAWING_ROUTINE_SWS: "Sistemas de Armas Submersíveis" DRAWING_ROUTINE_HALLUCINOID: "Alucinoide" DRAWING_ROUTINE_AQUANAUTS: "Aquanautas" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Calcinite, Deep One, Homem-Brânquia, Homem-Lagosta, Tasoth" DRAWING_ROUTINE_AQUATOID: "Aquatoide" DRAWING_ROUTINE_BIO_DRONE: "Biodrone" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "Civis TFTD tipo A e Zumbi TFTD" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "Civis TFTD tipo B" DRAWING_ROUTINE_TENTACULAT: "Tentaculate" DRAWING_ROUTINE_TRISCENE: "Triscênio" DRAWING_ROUTINE_XARQUID: "Xarquídeo" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Ciberdisco invertido (animação de propulsão no topo)" # stats: "Modificadores de estatísticas" specab: "Habilidade especial" movementType: "Tipo de movimento" allowsRunning: "Permitir correr?" allowsStrafing: "Permitir avançar de lado?" allowsSneaking: "Permitir furtividade?" allowsKneeling: "Permitir ajoelhar?" allowsMoving: "Permitir mover?" fearImmune: "Imune à perda de moral?" bleedImmune: "Imune a sangramento?" painImmune: "Imune a atordoamento?" zombiImmune: "Imune a zumbificação?" ignoresMeleeThreat: "Ignora Ameaça Corpo a Corpo" createsMeleeThreat: "Produz Ameaça Corpo a Corpo?" builtInWeapons: "Itens integrados" specialWeapon: "Arma especial" heatVision: "" visibilityThroughFire: "" psiVision: "Sentido psíquico" psiCamouflage: "Camuflagem psíquica" visibilityAtDay: "Visibilidade durante o dia" visibilityAtDark: "Visibilidade durante a noite" camouflageAtDay: "Camuflagem durante o dia" camouflageAtDark: "Camuflagem durante a noite" antiCamouflageAtDay: "Anticamuflagem durante o dia" antiCamouflageAtDark: "Anticamuflagem durante a noite" psiDefence: "Defesa psíquica" meleeDodge: "Esquiva corpo a corpo" meleeDodgeBackPenalty: "Penalidade de esquiva corpo a corpo" recovery: "Recuperação por turno:" time: "Tempo" energy: "Energia" morale: "Moral" health: "Saúde" stun: "Atordoamento" mana: "Mana" units: "Unidades compatíveis" ranks: "" frontArmor: "Armadura frontal" sideArmor: "Armadura lateral" leftArmorDiff: "Diferença de armadura esquerda" rearArmor: "Armadura traseira" underArmor: "Armadura inferior" # sizeX: "Tamanho X" sizeY: "Tamanho Y" buildCost: "Custo de construção" buildCostItems: "Materiais de construção:" buildTime: "Tempo de construção" monthlyCost: "Custo mensal" refundValue: "Valor de reembolso" requiresBaseFunc: "Serviços necessários" provideBaseFunc: "Serviços fornecidos" forbiddenBaseFunc: "Serviços proibidos" lift: "Elevador de acesso?" hyper: "Decodificador de hiper-onda?" mind: "Escudo mental?" mindPower: "Poder do escudo mental" grav: "Escudo gravitacional?" storage: "Espaço de armazenamento" personnel: "Espaço para habitação" aliens: "Espaço para prisão" crafts: "Espaço de hangar" labs: "Espaço de laboratório" workshops: "Espaço de oficina" psiLabs: "Espaço de laboratório psíquico" trainingRooms: "Espaço de academia" sightRange: "Alcance de visão" sightChance: "Chance de visão" radarRange: "Alcance do radar" radarChance: "Chance de radar" defense: "Valor de defesa" hitRatio: "Chance de acerto" ammoNeeded: "Munição necessária" unifiedDamageFormula: "" ammoItem: "Item de munição" maxAllowedPerBase: "Máximo permitido por base" manaRecoveryPerDay: "Mana por dia" healthRecoveryPerDay: "Saúde por dia" sickBayAbsoluteBonus: "Bônus absoluto da enfermaria" sickBayRelativeBonus: "Bônus relativo da enfermaria" prisonType: "Tipo de prisão" rightClickActionType: "Ação do clique direito" leavesBehindOnSell: "Deixa para trás ao vender" removalTime: "Tempo de remoção" canBeBuiltOver: "Pode ser construído sobre ele?" upgradeOnly: "" buildOverFacilities: "Instalações de construção" # BFRCT_DEFAULT: "padrão baunilha" BFRCT_PRISON: "ir para Confinamento de Alienígenas" BFRCT_ENGINEERING: "ir para Produção" BFRCT_RESEARCH: "ir para Pesquisa" BFRCT_GYM: "ir para Treinamento Marcial" BFRCT_PSI_LABS: "ir para Laboratórios Psíquicos" BFRCT_BARRACKS: "ir para Quartéis" BFRCT_GREY_MARKET: "ir para Mercado Cinza" BFRCT_GEOSCAPE: "ir para Tela Global" # costRent: "Custo de aluguel" soldiers: "Espaço de carga" maxUnitsLimit: "Limite máximo de carga" pilots: "Tamanho da cabine" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "Capacidade de PAP" onlyOneSoldierGroupAllowed: "Apenas um grupo de soldados permitido?" allowedSoldierGroups: "Grupos de soldados permitidos" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "Capacidade máxima de PAP" maxSmallSoldiers: "Máximo de soldados pequenos" maxLargeSoldiers: "Máximo de soldados grandes" maxSmallVehicles: "Máximo de veículos pequenos" maxLargeVehicles: "Máximo de veículos grandes" maxSmallUnits: "Máximo de unidades pequenas" maxLargeUnits: "Máximo de unidades grandes" maxSoldiers: "Máximo de soldados" maxVehicles: "Máximo de veículos" maxItems: "Limite de equipamentos" maxStorageSpace: "Espaço de armazenamento" maxAltitude: "Limite de altitude de combate" weapons: "Sistemas de armas" weaponStrings: "Nomes das armas" fixedWeapons: "Armas fixas" weaponTypes: "Tipos de armas permitidas" damageMax: "Capacidade máxima de dano" avoidBonus: "Bônus de esquiva (fixo)" avoidBonus2: "" powerBonus: "Bônus de poder (fixo)" hitBonus: "Bônus de acerto (fixo)" fuelMax: "Capacidade de combustível" speedMax: "Velocidade máxima" accel: "Aceleração" shieldCapacity: "Capacidade do escudo" shieldRecharge: "Recarga do escudo (Combate)" shieldRechargeInGeoscape: "Recarga do escudo (Globo)" shieldBleedThrough: "Perda de escudo" shieldRechargedAtBase: "Recarga do escudo (Base)" refuelItem: "Item de reabastecimento" refuelRate: "Taxa de reabastecimento" repairRate: "Taxa de reparo" spacecraft: "Nave final?" allowLanding: "Permitir pouso?" notifyWhenRefueled: "Notificar quando reabastecido?" autoPatrol: "Auto-patrulha?" undetectable: "Indetectável?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Paraquedistas?" _calculatedValues: "Valores calculados" _maxRange: "Alcance máximo" _minRange: "Alcance mínimo" _avgRange: "Alcance médio" # hunterKillerPercentage: "Chance de caça" huntMode: "Modo de caça" huntSpeed: "Velocidade de caça" huntBehavior: "Comportamento de caça" range: "Alcance" reload: "Tempo de recarga" breakOffTime: "Tempo de afastamento" score: "Pontuação" missionScore: "Pontuação da missão" craftCustomDeploy: "Implantação no local de OVNI" missionCustomDeploy: "Implantação no local da missão" _escapeCountdown: "Contagem regressiva de fuga" _fireRate: "Taxa de disparo" _averageDPM: "DPM médio" # HM_INTERCEPTORS: "preferir caçar interceptores" HM_TRANSPORTS: "preferir caçar transportes" HM_RANDOM: "aleatório" # HB_FLEE: "fugir ao perder" HB_KAMIKAZE: "lutar até ser destruído" HB_RANDOM: "aleatório" # tractorBeamPower: "Poder do raio trator" damage: "Dano" shieldDamageModifier: "Modificador de dano do escudo" accuracy: "Precisão" reloadCautious: "Recarga (Cautelosa)" reloadStandard: "Recarga (Padrão)" reloadAggressive: "Recarga (Agressiva)" launcher: "Item lançador" weaponType: "Tipo de arma" clip: "Item do pente" ammoMax: "Munição máxima" rearmRate: "Taxa de rearme" bulletSaving: "Economia de balas?" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "Dano total médio" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Arma corpo a corpo" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/ro.yml ================================================ ro: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "" STR_BAD_NODES_DESC: "Verifică fișiere RMP de noduri dinafara marginilor hărții.{NEWLINE} Acestea NU vor cauza crash-uri, dar vor fii ignorate de joc, deci nu vor function corect. " # STR_MCD_CHECK: "" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "" STR_PALETTE_CHECK_DESC: "" # STR_SCRIPT_TAGS: "" STR_SCRIPT_TAGS_DESC: "" # STR_MAP_RESOURCES: "" STR_MAP_RESOURCES_DESC: "" # STR_CHECKING_TERRAIN: "Verficare teren..." STR_CHECKING_UFOS: "Verificare OZN-uri..." STR_CHECKING_CRAFT: "Verificare navă..." # BACKPALS.DAT: "" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "" BT_FIREARM: "" BT_AMMO: "" BT_MELEE: "" BT_GRENADE: "" BT_PROXIMITYGRENADE: "" BT_MEDIKIT: "" BT_SCANNER: "" BT_MINDPROBE: "" BT_PSIAMP: "" BT_FLARE: "" BT_CORPSE: "" # DRT_DEFAULT: "" DRT_UFO: "" DRT_TFTD: "" DRT_FLAT: "" DRT_FIRE: "" DRT_NONE: "" DRT_UFO_WITH_TWO_DICE: "" DRT_EASY: "" DRT_STANDARD: "" DRT_EXPLOSION: "" # BFT_NONE: "" BFT_INSTANT: "" BFT_SET: "" BFT_FIXED: "" # BMT_NORMAL: "" BMT_HEAL: "" BMT_STIMULANT: "" BMT_PAINKILLER: "" # ETM_DEFAULT: "" ETM_MELEE_100: "" ETM_MELEE_50: "" ETM_MELEE_33: "" ETM_FIRING_100: "" ETM_FIRING_50: "" ETM_FIRING_33: "" ETM_THROWING_100: "" ETM_THROWING_50: "" ETM_THROWING_33: "" ETM_FIRING_AND_THROWING: "" ETM_FIRING_OR_THROWING: "" ETM_REACTIONS: "" ETM_REACTIONS_AND_MELEE: "" ETM_REACTIONS_AND_FIRING: "" ETM_REACTIONS_AND_THROWING: "" ETM_REACTIONS_OR_MELEE: "" ETM_REACTIONS_OR_FIRING: "" ETM_REACTIONS_OR_THROWING: "" ETM_BRAVERY: "" ETM_BRAVERY_2X: "" ETM_BRAVERY_AND_REACTIONS: "" ETM_BRAVERY_OR_REACTIONS: "" ETM_BRAVERY_OR_REACTIONS_2X: "" ETM_PSI_STRENGTH: "" ETM_PSI_STRENGTH_2X: "" ETM_PSI_SKILL: "" ETM_PSI_SKILL_2X: "" ETM_PSI_STRENGTH_AND_SKILL: "" ETM_PSI_STRENGTH_AND_SKILL_2X: "" ETM_PSI_STRENGTH_OR_SKILL: "" ETM_PSI_STRENGTH_OR_SKILL_2X: "" ETM_NOTHING: "" # battleType: "" experienceTrainingMode: "" manaExperience: "" arcingShot: "" isFireExtinguisher: "" isExplodingInHands: "" waypoints: "" sprayWaypoints: "" # shotgunPellets: "" shotgunBehavior: "" shotgunSpread: "" shotgunChoke: "" # underwaterOnly: "" landOnly: "" psiRequired: "" targetMatrix: "" manaRequired: "" LOSRequired: "" # noLOSAccuracyPenalty: "" kneelBonus: "" twoHanded: "" blockBothHands: "" oneHandedPenalty: "" # minRange: "" maxRange: "" aimRange: "" autoRange: "" snapRange: "" dropoff: "" # accuracyMultiplier: "" accuracyAimed: "" accuracyAuto: "" accuracySnap: "" costAimed: "" costAuto: "" costSnap: "" # meleeMultiplier: "" accuracyMelee: "" costMelee: "" # psiAttackName: "" accuracyUse: "" accuracyMindControl: "" accuracyPanic: "" costUse: "" costMindcontrol: "" costPanic: "" # weight: "" throwRange: "" underwaterThrowRange: "" throwMultiplier: "" accuracyThrow: "" costThrow: "" costPrime: "" costUnprime: "" # closeQuartersMultiplier: "" accuracyCloseQuarters: "" # damageType: "" power: "" powerRangeReduction: "" powerRangeThreshold: "" damageBonus: "" blastRadius: "" damageAlter: "" meleeType: "" meleePower: "" meleeBonus: "" meleeAlter: "" FixRadius: "" RandomType: "" FireBlastCalc: "" IgnoreDirection: "" IgnoreSelfDestruct: "" IgnorePainImmunity: "" IgnoreNormalMoraleLose: "" IgnoreOverKill: "" ArmorEffectiveness: "" RadiusEffectiveness: "" RadiusReduction: "" FireThreshold: "" SmokeThreshold: "" # ToArmorPre: "" RandomArmorPre: "" ToArmor: "" RandomArmor: "" ToHealth: "" RandomHealth: "" ToStun: "" RandomStun: "" ToWound: "" RandomWound: "" ToTime: "" RandomTime: "" ToEnergy: "" RandomEnergy: "" ToMorale: "" RandomMorale: "" ToItem: "" RandomItem: "" ToMana: "" RandomMana: "" ToTile: "" RandomTile: "" TileDamageMethod: "" # confAimed: "" confAuto: "" confSnap: "" confMelee: "" shots: "" spendPerShot: "" followProjectiles: "" name: "" shortName: "" ammoSlot: "" arcing: "" # clipSize: "" # primaryAmmo: "" compatibleAmmo: "" tuLoad: "" tuUnload: "" ammo[1]: "" ammo[2]: "" ammo[3]: "" # armor: "" # medikitType: "" medikitActionName: "" medikitTargetSelf: "" medikitTargetImmune: "" medikitTargetMatrix: "" isConsumable: "" painKiller: "" heal: "" stimulant: "" woundRecovery: "" healthRecovery: "" stunRecovery: "" energyRecovery: "" manaRecovery: "" moraleRecovery: "" painKillerRecovery: "" # requires: "" requiresBuy: "" requiresBuyBaseFunc: "" requiresBuyCountry: "" categories: "" supportedInventorySections: "" # size: "" costBuy: "" monthlyBuyLimit: "" costSell: "" transferTime: "" monthlySalary: "" monthlyMaintenance: "" # SPECAB_NONE: "" SPECAB_EXPLODEONDEATH: "" SPECAB_BURNFLOOR: "" SPECAB_BURN_AND_EXPLODE: "" # MT_WALK: "" MT_FLY: "" MT_SLIDE: "" MT_FLOAT: "" MT_SINK: "" # TORSO_USE_GENDER: "" TORSO_ALWAYS_MALE: "" TORSO_ALWAYS_FEMALE: "" # DRAWING_ROUTINE_SOLDIER_SECTOID: "" DRAWING_ROUTINE_FLOATER: "" DRAWING_ROUTINE_HWP: "" DRAWING_ROUTINE_CYBERDISC: "" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "" DRAWING_ROUTINE_SECTOPOD_REAPER: "" DRAWING_ROUTINE_SNAKEMAN: "" DRAWING_ROUTINE_CHRYSSALID: "" DRAWING_ROUTINE_SILACOID: "" DRAWING_ROUTINE_CELATID: "" DRAWING_ROUTINE_MUTON: "" DRAWING_ROUTINE_SWS: "" DRAWING_ROUTINE_HALLUCINOID: "" DRAWING_ROUTINE_AQUANAUTS: "" DRAWING_ROUTINE_CALCINITE_AND_MORE: "" DRAWING_ROUTINE_AQUATOID: "" DRAWING_ROUTINE_BIO_DRONE: "" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "" DRAWING_ROUTINE_TENTACULAT: "" DRAWING_ROUTINE_TRISCENE: "" DRAWING_ROUTINE_XARQUID: "" DRAWING_ROUTINE_INVERTED_CYBERDISC: "" # stats: "" specab: "" movementType: "" allowsRunning: "" allowsStrafing: "" allowsSneaking: "" allowsKneeling: "" allowsMoving: "" fearImmune: "" bleedImmune: "" painImmune: "" zombiImmune: "" ignoresMeleeThreat: "" createsMeleeThreat: "" builtInWeapons: "" specialWeapon: "" heatVision: "" psiVision: "" psiCamouflage: "" visibilityAtDay: "" visibilityAtDark: "" camouflageAtDay: "" camouflageAtDark: "" antiCamouflageAtDay: "" antiCamouflageAtDark: "" psiDefence: "" meleeDodge: "" meleeDodgeBackPenalty: "" recovery: "" time: "" energy: "" morale: "" health: "" stun: "" mana: "" units: "" frontArmor: "" sideArmor: "" leftArmorDiff: "" rearArmor: "" underArmor: "" # buildCost: "" buildCostItems: "" buildTime: "" monthlyCost: "" refundValue: "" requiresBaseFunc: "" provideBaseFunc: "" forbiddenBaseFunc: "" lift: "" hyper: "" mind: "" mindPower: "" grav: "" storage: "" personnel: "" aliens: "" crafts: "" labs: "" workshops: "" psiLabs: "" trainingRooms: "" sightRange: "" sightChance: "" radarRange: "" radarChance: "" defense: "" hitRatio: "" ammoNeeded: "" ammoItem: "" maxAllowedPerBase: "" manaRecoveryPerDay: "" healthRecoveryPerDay: "" sickBayAbsoluteBonus: "" sickBayRelativeBonus: "" prisonType: "" rightClickActionType: "" leavesBehindOnSell: "" removalTime: "" canBeBuiltOver: "" buildOverFacilities: "" # BFRCT_DEFAULT: "" BFRCT_PRISON: "" BFRCT_ENGINEERING: "" BFRCT_RESEARCH: "" BFRCT_GYM: "" BFRCT_PSI_LABS: "" BFRCT_BARRACKS: "" BFRCT_GREY_MARKET: "" BFRCT_GEOSCAPE: "" # costRent: "" soldiers: "" pilots: "" vehicles: "" maxSmallSoldiers: "" maxLargeSoldiers: "" maxSmallVehicles: "" maxLargeVehicles: "" maxSmallUnits: "" maxLargeUnits: "" maxSoldiers: "" maxVehicles: "" maxItems: "" maxStorageSpace: "" maxAltitude: "" weapons: "" weaponStrings: "" fixedWeapons: "" weaponTypes: "" damageMax: "" avoidBonus: "" powerBonus: "" hitBonus: "" fuelMax: "" speedMax: "" accel: "" shieldCapacity: "" shieldRecharge: "" shieldRechargeInGeoscape: "" shieldBleedThrough: "" shieldRechargedAtBase: "" refuelItem: "" refuelRate: "" repairRate: "" spacecraft: "" allowLanding: "" notifyWhenRefueled: "" autoPatrol: "" undetectable: "" keepCraftAfterFailedMission: "" _calculatedValues: "" _maxRange: "" _minRange: "" _avgRange: "" # hunterKillerPercentage: "" huntMode: "" huntSpeed: "" huntBehavior: "" range: "" reload: "" breakOffTime: "" score: "" missionScore: "" craftCustomDeploy: "" missionCustomDeploy: "" _escapeCountdown: "" _fireRate: "" _averageDPM: "" # HM_INTERCEPTORS: "" HM_TRANSPORTS: "" HM_RANDOM: "" # HB_FLEE: "" HB_KAMIKAZE: "" HB_RANDOM: "" # tractorBeamPower: "" damage: "" shieldDamageModifier: "" accuracy: "" reloadCautious: "" reloadStandard: "" reloadAggressive: "" launcher: "" weaponType: "" clip: "" ammoMax: "" rearmRate: "" bulletSaving: "" _averageTotalDamage: "" ================================================ FILE: bin/common/Language/Technical/ru.yml ================================================ ru: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Ошибочные узлы в файлах RMP" STR_BAD_NODES_DESC: "Ищет узлы, расположенные за пределами карты.{NEWLINE}Это не приводит к падению игры, однако ошибочные узлы будут проигн., а значит, поведение игры будет отличаться от запланир." # STR_MCD_CHECK: "Проверка MCD" STR_MCD_CHECK_DESC: "Проверяет файлы MCD на наличие тайлов, на пересечение которых не расходуются ОД. Также ищет некорректные ссылки DieMCD / AltMCD и проверяет LOFTemps." # STR_PALETTE_CHECK: "Сопоставление палитры" STR_PALETTE_CHECK_DESC: "Сопоставляет палитры модифицированных изображений с официальными и выводит предупреждение при обнаружении несоответствий." # STR_SCRIPT_TAGS: "Экспорт тегов скриптов" STR_SCRIPT_TAGS_DESC: "Экспорт тегов скриптов в формате CSV." # STR_MAP_RESOURCES: "Проверка ассетов карт" STR_MAP_RESOURCES_DESC: "Ищет незадействованные или отсутствующие файлы и рулсеты в картах." # STR_CHECKING_TERRAIN: "Проверка ландшафта..." STR_CHECKING_UFOS: "Проверка НЛО..." STR_CHECKING_CRAFT: "Проверка ТС..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "ПАЛ_ЗЕМЛЯ" PAL_BASESCAPE: "ПАЛ_БАЗА" PAL_GRAPHS: "ПАЛ_ГРАФИКИ" PAL_UFOPAEDIA: "ПАЛ_УФОПЕДИЯ" PAL_BATTLEPEDIA: "ПАЛ_УФОПЕДИЯ_БОЙ" PAL_BATTLESCAPE: "ПАЛ_ПОЛЕ_БОЯ" PAL_BATTLESCAPE_1: "ПАЛ_ПОЛЕ_БОЯ_1" PAL_BATTLESCAPE_2: "ПАЛ_ПОЛЕ_БОЯ_2" PAL_BATTLESCAPE_3: "ПАЛ_ПОЛЕ_БОЯ_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Нет" BT_FIREARM: "Огнестрельное оружие" BT_AMMO: "Боеприпас" BT_MELEE: "Оружие ближнего боя" BT_GRENADE: "Граната" BT_PROXIMITYGRENADE: "Сенсорная граната" BT_MEDIKIT: "Медкомплект" BT_SCANNER: "Сенсор" BT_MINDPROBE: "Ментальный зонд" BT_PSIAMP: "Пси-усилитель" BT_FLARE: "Осветитель" BT_CORPSE: "Труп/Тело" # DRT_DEFAULT: "как в оригинале" DRT_UFO: "Урон 0-200%" DRT_TFTD: "Урон 50-150%" DRT_FLAT: "равномерный урон" DRT_FIRE: "урон от пламени" DRT_NONE: "не наносит урона" DRT_UFO_WITH_TWO_DICE: "Урон 0-200% (с 2 бросками кубика)" DRT_EASY: "Урон 50-200%" DRT_STANDARD: "обычный разброс урона" DRT_EXPLOSION: "фугасный разброс урона" # BFT_NONE: "отсутствует" BFT_INSTANT: "мгновен. действия" BFT_SET: "устан. вручную" BFT_FIXED: "фиксированный" # BMT_NORMAL: "обычный (многоцелевой)" BMT_HEAL: "перевязка" BMT_STIMULANT: "стимулятор" BMT_PAINKILLER: "обезболивающее" # ETM_DEFAULT: "стандартный" ETM_MELEE_100: "БЛИЖНИЙ БОЙ" ETM_MELEE_50: "БЛ. БОЙ (вероятность 50%)" ETM_MELEE_33: "БЛ. БОЙ (вероятность 33%)" ETM_FIRING_100: "ТОЧН. ВЫСТР." ETM_FIRING_50: "ТОЧН. ВЫСТР. (вероятность 50%)" ETM_FIRING_33: "ТОЧН. ВЫСТР. (вероятность 33%)" ETM_THROWING_100: "ТОЧН. БРОСКА" ETM_THROWING_50: "ТОЧН. БРОСКА (вероятность 50%)" ETM_THROWING_33: "ТОЧН. БРОСКА (вероятность 33%)" ETM_FIRING_AND_THROWING: "ТОЧН. ВЫСТР. и ТОЧН. БРОСКА" ETM_FIRING_OR_THROWING: "ТОЧН. ВЫСТР. или ТОЧН. БРОСКА" ETM_REACTIONS: "РЕАКЦИЯ" ETM_REACTIONS_AND_MELEE: "РЕАКЦИЯ и БЛИЖНИЙ БОЙ" ETM_REACTIONS_AND_FIRING: "РЕАКЦИЯ И ТОЧН. ВЫСТР." ETM_REACTIONS_AND_THROWING: "РЕАКЦИЯ и ТОЧН. БРОСКА" ETM_REACTIONS_OR_MELEE: "РЕАКЦИЯ или БЛИЖНИЙ БОЙ" ETM_REACTIONS_OR_FIRING: "РЕАКЦИЯ или ТОЧН. ВЫСТР." ETM_REACTIONS_OR_THROWING: "РЕАКЦИЯ или ТОЧН. БРОСКА" ETM_BRAVERY: "ХРАБРОСТЬ" ETM_BRAVERY_2X: "ХРАБРОСТЬ (x2)" ETM_BRAVERY_AND_REACTIONS: "ХРАБРОСТЬ и РЕАКЦИЯ" ETM_BRAVERY_OR_REACTIONS: "ХРАБРОСТЬ или РЕАКЦИЯ" ETM_BRAVERY_OR_REACTIONS_2X: "ХРАБРОСТЬ или РЕАКЦИЯ (x2)" ETM_PSI_STRENGTH: "ПСИ-СИЛА" ETM_PSI_STRENGTH_2X: "ПСИ-СИЛА (x2)" ETM_PSI_SKILL: "ПСИ-НАВЫК" ETM_PSI_SKILL_2X: "ПСИ-НАВЫК (x2)" ETM_PSI_STRENGTH_AND_SKILL: "ПСИ-СИЛА и ПСИ-НАВЫК" ETM_PSI_STRENGTH_AND_SKILL_2X: "ПСИ-СИЛА и ПСИ-НАВЫК (x2)" ETM_PSI_STRENGTH_OR_SKILL: "ПСИ-СИЛА или ПСИ-НАВЫК" ETM_PSI_STRENGTH_OR_SKILL_2X: "ПСИ-СИЛА или ПСИ-НАВЫК (x2)" ETM_NOTHING: "не тренирует" # battleType: "Тип предмета" experienceTrainingMode: "Режим тренировки" manaExperience: "Опыт для маны" arcingShot: "Навесная стрельба?" isFireExtinguisher: "Тушение огня?" explodeInventory: "Взрывается в инвентаре?" waypoints: "Макс. точек траектории" sprayWaypoints: "Точек веерного огня" # shotgunPellets: "Количество дроби" shotgunBehavior: "Дробовик" shotgunSpread: "Разлет дроби" shotgunChoke: "Чок-бор для дробовика" # underwaterOnly: "Только подводное?" landOnly: "Только атмосферное?" psiRequired: "Требует пси-навыка?" targetMatrix: "Предмет действует на" convertToCivilian: "Превращает в штатского?" manaRequired: "Требует маны?" LOSRequired: "Нужна прям. видимость?" # noLOSAccuracyPenalty: "Множит. штрафа за отсут. прямой видимости" kneelBonus: "Множит. бонуса в приседе" twoHanded: "Двуручное?" blockBothHands: "Занимает обе руки?" oneHandedPenalty: "Штраф за наличие предмета в др. руке" # minRange: "Мин. дальность" maxRange: "Макс. дальность" aimRange: "Дальн. прицел. стрельбы" autoRange: "Дальн. стрельбы очер." snapRange: "Дальн. выстр. навскидку" dropoff: "Снижение точности/тайл" # accuracyMultiplier: "Множит. точн. выстрела" accuracyAimed: "Точн. прицел. выстрела" accuracyAuto: "Точн. стрельбы очер." accuracySnap: "Точн. выстр. навскидку" costAimed: "Стоимость прицельного выстрела" costAuto: "Стоимость стрельбы очередью" costSnap: "Стоимость выстрела навскидку" # meleeMultiplier: "Множит. вероятности попадания в бл. бою" accuracyMelee: "Вероятность попадания в ближнем бою" costMelee: "Стоимость атаки в ближнем бою" # psiAttackName: "Вид пси-атаки" accuracyUse: "Точность использования" accuracyMindControl: "Точность контроля сознания" accuracyPanic: "Точность вызова паники" costUse: "Стоимость использования" costMindcontrol: "Стоимость попытки контроля сознания" costPanic: "Стоимость попытки вызова паники" # weight: "Вес" throwRange: "Макс. дальн. броска (поверх.)" underwaterThrowRange: "Макс. дальн. броска (вода)" throwDropoffRange: "Эффективная дальн. броска (поверх.)" underwaterThrowDropoffRange: "Эффективная дальн. броска (вода)" throwDropoff: "Снижение точности броска/тайл" throwMultiplier: "Множит. точности броска" accuracyThrow: "Точность броска" costThrow: "Стоимость броска" costPrime: "Стоимость взведения" costUnprime: "Стоимость деактивации" # closeQuartersMultiplier: "Множит. эффект. боя на кор. дистанции" accuracyCloseQuarters: "Точность боя на короткой дистанции" # damageType: "Вид урона" power: "Урон" powerRangeReduction: "Снижение урона/тайл" powerRangeThreshold: "Порог снижения урона" damageBonus: "Бонус к урону" blastRadius: "Радиус взрыва" damageAlter: "Урон. Доп. информация:" meleeType: "Тип урона в ближнем бою" meleePower: "Урон в ближнем бою" meleeBonus: "Бонус к урону в ближнем бою" meleeAlter: "Бл. бой. Доп. информация:" FixRadius: "Радиус взрыва" RandomType: "Алгоритм расчета вероятного урона" FireBlastCalc: "Эффект огня от взрыва как в оригинале?" IgnoreDirection: "Игнор. направления" IgnoreSelfDestruct: "Игнор. самоуничтожения" IgnorePainImmunity: "Игнор. иммунитета к оглушению" IgnoreNormalMoraleLose: "Игнорирование снижения морали из оригинала" IgnoreOverKill: "Не расчленяет" ArmorEffectiveness: "Эффективность брони" RadiusEffectiveness: "Радиус эффективности" RadiusReduction: "Радиус снижения урона" FireThreshold: "Порог воспламенения" SmokeThreshold: "Порог образ. дыма" # ToArmorPre: "Множит. брони до получения урона" RandomArmorPre: "Разброс знач. брони до получения урона?" ToArmor: "Множитель урона броне" RandomArmor: "Разброс урона броне?" ToHealth: "Множитель урона ОЗ" RandomHealth: "Разброс урона ОЗ?" ToStun: "Множит. оглуш. урона" RandomStun: "Разброс оглуш. урона?" ToWound: "Множит. числа ранений" RandomWound: "Разброс ранений из оригинала?" ToTime: "Множитель урона ОД" RandomTime: "Разброс урона ОД?" ToEnergy: "Множит. урона энергии" RandomEnergy: "Разброс урона энергии?" ToMorale: "Урон морали" RandomMorale: "Разброс урона морали?" ToItem: "Множитель урона предметам" RandomItem: "Разброс урона предметам?" ToMana: "Множит. урона мане" RandomMana: "Разброс урона мане?" ToTile: "Множит. урона местности" RandomTile: "Разброс урона местности?" TileDamageMethod: "Способ повреждения окружения" TileDamageLimit: "Предел урона тайлам" # confAimed: "Прицельный огонь:" confAuto: "Стрельба очередью:" confSnap: "Стрельба навскидку:" confMelee: "Применение в бл. бою:" shots: "Выстрелов в очереди" spendPerShot: "Расход на выстрел:" followProjectiles: "Отслеж. полета снаряда?" name: "Наименование" shortName: "Краткое наименование" ammoSlot: "Используемый приемник боеприпасов" ammoZombieUnitChanceOverride: "Вероятность зомбификации" ammoSpawnUnitChanceOverride: "Вероятность генерации боевой единицы" ammoSpawnItemChanceOverride: "Вероятность генерации предмета" arcing: "Навесная стрельба?" # clipSize: "Зарядов в магазине" isAmmoRechargeable: "Заряд перезаряжается?" # primaryAmmo: "Главный приемник боеприпасов:" compatibleAmmo: "Использ. боеприпасы" tuLoad: "ОД на заряжание" tuUnload: "ОД на разряжание" ammo[1]: "Приемник альтернативных боеприпасов #1:" ammo[2]: "Приемник альтернативных боеприпасов #2:" ammo[3]: "Приемник альтернативных боеприпасов #3:" # armor: "Броня" # medikitType: "Тип медкомплекта" painKillerActionName: "Наименование эффекта обезболивающего" stimulantActionName: "Наименование эффекта стимулятора" healActionName: "Наименование эффекта перевязки" medikitActionName: "Действие с аптечкой" medikitTargetSelf: "Применение медкомплекта на себе?" medikitTargetImmune: "Применение медкомплекта на иммунном к кровотечению?" medikitTargetMatrix: "Объекты применения медкомплекта" isConsumable: "Расходуется?" painKiller: "Кол-во обезболивающих" heal: "Количество перевязок" stimulant: "Кол-во стимуляторов" woundRecovery: "Лечение ран" healthRecovery: "Восстан. здоровья" stunRecovery: "Восстан. от оглушения" energyRecovery: "Восстановление энергии" manaRecovery: "Восстановление маны" moraleRecovery: "Восстановление морали" painKillerRecovery: "Эффективность обезболивающего" # requires: "Необх. исследование" requiresBuy: "Исследование, необх. для покупки" requiresBuyBaseFunc: "Функции, необх. для покупки" requiresBuyCountry: "Необходима страна-союзник" requiresAward: "Требует награды" requiresBonus: "Требует бонуса" categories: "Категории" supportedInventorySections: "Ячейки инвентаря" # size: "Размер" costBuy: "Цена покупки" monthlyBuyLimit: "Лимит ежемесячных закупок" costSell: "Цена продажи" transferTime: "Часов на транспорт." monthlySalary: "Жалованье/месяц" monthlyMaintenance: "Обслуживание/месяц" # SPECAB_NONE: "Нет" SPECAB_EXPLODEONDEATH: "Умирая, взрывается" SPECAB_BURNFLOOR: "Прожигает поверхность" SPECAB_BURN_AND_EXPLODE: "Умирая, прожигает поверхность и взрывается" # MT_WALK: "Ходьба" MT_FLY: "Полет" MT_SLIDE: "Проскальзывание" MT_FLOAT: "Плавание" MT_SINK: "Погружение" # TORSO_USE_GENDER: "Используется пол" TORSO_ALWAYS_MALE: "Всегда мужской" TORSO_ALWAYS_FEMALE: "Всегда женский" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Солдат, сектоид" DRAWING_ROUTINE_FLOATER: "Летун" DRAWING_ROUTINE_HWP: "Тяжелая боевая платформа" DRAWING_ROUTINE_CYBERDISC: "Кибердиск" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Штатский, эфириал" DRAWING_ROUTINE_SECTOPOD_REAPER: "Сектопод, потрошитель" DRAWING_ROUTINE_SNAKEMAN: "Человекозмей" DRAWING_ROUTINE_CHRYSSALID: "Криссалид" DRAWING_ROUTINE_SILACOID: "Силакоид" DRAWING_ROUTINE_CELATID: "Целатид" DRAWING_ROUTINE_MUTON: "Мутон" DRAWING_ROUTINE_SWS: "Подводное оружие" DRAWING_ROUTINE_HALLUCINOID: "Галлюциноид" DRAWING_ROUTINE_AQUANAUTS: "Акванавты" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Кальцинит, глубинник, гиллмен, лобстермен, тасот" DRAWING_ROUTINE_AQUATOID: "Акватоид" DRAWING_ROUTINE_BIO_DRONE: "Биодрон" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "Штатские TFTD, тип A, и зомби TFTD" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "Штатские TFTD, тип B" DRAWING_ROUTINE_TENTACULAT: "Тентакулат" DRAWING_ROUTINE_TRISCENE: "Трисцен" DRAWING_ROUTINE_XARQUID: "Ксарквид" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Инвертированный кибердиск (сначала анимация перемещения)" # stats: "Модификаторы показателей" specab: "Особенность" movementType: "Способ перемещения" allowsRunning: "Позволяет бегать?" allowsStrafing: "Позволяет двиг. боком?" allowsSneaking: "Позволяет двиг. скрытно?" allowsKneeling: "Позволяет приседать?" allowsMoving: "Позволяет двигаться?" fearImmune: "Иммунитет к снижению морали?" bleedImmune: "Иммунитет к кровотечению?" painImmune: "Иммунитет к оглушению?" zombiImmune: "Иммунитет к зомбированию?" ignoresMeleeThreat: "Игнорирует механику боя на кор. дистанции?" createsMeleeThreat: "Запускает механику боя на кор. дистанции?" builtInWeapons: "Встроенные блоки" specialWeapon: "Специальное оружие" heatVision: "Видимость сквозь дым" visibilityThroughFire: "Видимость сквозь огонь" psiVision: "Пси-видение" psiCamouflage: "Пси-камуфляж" visibilityAtDay: "Видимость днем" visibilityAtDark: "Видимость ночью" camouflageAtDay: "Камуфляж днем" camouflageAtDark: "Камуфляж ночью" antiCamouflageAtDay: "Различение камуфляжа днем" antiCamouflageAtDark: "Различение камуфляжа ночью" psiDefence: "Пси-защита" meleeDodge: "Уклонение в бл. бою" meleeDodgeBackPenalty: "Штраф к уклонению в ближнем бою" recovery: "Восстановление за ход:" time: "ОД" energy: "Выносливость" morale: "Мораль" health: "Здоровье" stun: "Оглушение" mana: "Мана" units: "Могут использовать" ranks: "Доступно званиям" frontArmor: "Фронтальная броня" sideArmor: "Боковая броня" leftArmorDiff: "Бонус к броне слева" rearArmor: "Тыловая броня" underArmor: "Нижняя броня" # sizeX: "Размер по оси X" sizeY: "Размер по оси Y" buildCost: "Цена постройки" buildCostItems: "Материалы для строит.:" buildTime: "Время постройки" monthlyCost: "Ежемесячные затраты" refundValue: "Компенсация" requiresBaseFunc: "Требует функции" provideBaseFunc: "Обеспечивает функции" forbiddenBaseFunc: "Блокирует функции" lift: "Входной лифт?" hyper: "Гиперволновой декодер?" mind: "Ментальный щит?" mindPower: "Энергия ментального щита" grav: "Гравитационный щит?" storage: "Объем грузового отсека" personnel: "Жилая площадь" aliens: "Мест в камерах" crafts: "Мест в ангаре" labs: "Рабочих мест в лаборатории" workshops: "Рабочих мест в мастерских" psiLabs: "Мест в пси-лаборатории" trainingRooms: "Мест в спортзале" sightRange: "Дальность обзора" sightChance: "Вероятность обнар. базы приш." radarRange: "Дальность РЛС" radarChance: "Вероятность обнар. НЛО" defense: "Мощность защиты" hitRatio: "Вероятность попадания" ammoNeeded: "Кол-во боеприпасов" unifiedDamageFormula: "Новая формула расчета урона?" ammoItem: "Боеприпас" maxAllowedPerBase: "Максимум на базе" manaRecoveryPerDay: "Маны в день" healthRecoveryPerDay: "ОЗ в день" sickBayAbsoluteBonus: "Абс. бонус к скорости лечения" sickBayRelativeBonus: "Отн. бонус к скорости лечения" prisonType: "Вид камер" rightClickActionType: "Действие по правой кнопке мыши" leavesBehindOnSell: "Заменяющий модуль" removalTime: "Время на снос" canBeBuiltOver: "Может надстраиваться?" upgradeOnly: "Только улучшение?" buildOverFacilities: "Надстраивается над" # BFRCT_DEFAULT: "как в оригинале" BFRCT_PRISON: "Список заключенных" BFRCT_ENGINEERING: "Экран производства" BFRCT_RESEARCH: "Экран исследований" BFRCT_GYM: "Экран боевой подготовки" BFRCT_PSI_LABS: "Экран пси-тренировок" BFRCT_BARRACKS: "Список бойцов" BFRCT_GREY_MARKET: "Экран торговли" BFRCT_GEOSCAPE: "Глобус" # costRent: "Арендная плата" soldiers: "Вместимость" maxUnitsLimit: "Макс. вместимость" pilots: "Размер кабины" pilotMinStatsRequired: "Мин. характеристики пилота" pilotSoldierBonusesRequired: "Требования к пилоту" vehicles: "Мест под ТБП" onlyOneSoldierGroupAllowed: "Может перевозить только один тип бойцов?" allowedSoldierGroups: "Перевозимые типы бойцов" allowedArmorGroups: "Перевозимые виды брони" limitArmorGroups: "Лимит на перевозимую броню" maxHWPUnitsLimit: "Макс. мест под ТБП" maxSmallSoldiers: "Максимум легкой пехоты" maxLargeSoldiers: "Максимум тяжелой пехоты" maxSmallVehicles: "Максимум легкой техники" maxLargeVehicles: "Максимум тяжелой техники" maxSmallUnits: "Максимум легких единиц" maxLargeUnits: "Максимум тяжелых единиц" maxSoldiers: "Максимум бойцов" maxVehicles: "Максимум техники" maxItems: "Макс. ед. оборудования" maxStorageSpace: "Объем грузового отсека" maxAltitude: "Макс. высота возд. боя" weapons: "Точек подвески" weaponStrings: "Наим. орудий" fixedWeapons: "Стационарное оружие" weaponTypes: "Допуст. типы оружия" damageMax: "Прочность" avoidBonus: "Бонус к уклон. (равном.)" avoidBonus2: "Бонус к уклон. 2 (равном.)" powerBonus: "Бонус к урону (равном.)" hitBonus: "Бонус к точности (равном.)" fuelMax: "Емкость топл. бака" speedMax: "Макс. скорость" accel: "Ускорение" shieldCapacity: "Мощность щитов" shieldRecharge: "Восстановление щита (в бою)" shieldRechargeInGeoscape: "Восстановление щита (на карте)" shieldBleedThrough: "Пробивание щита" shieldRechargedAtBase: "Восстановление щита (на базе)" refuelItem: "Вид топлива" refuelRate: "Время дозаправки" repairRate: "Скорость ремонта" spacecraft: "Исп-е в решающей битве?" allowLanding: "Может приземляться?" notifyWhenRefueled: "Оповещение об оконч. дозаправки?" autoPatrol: "Автопатрулир.?" undetectable: "Не обнаруживается?" patrolWithoutFuel: "Патрулирование без топлива?" keepCraftAfterFailedMission: "Выброска с парашютом?" _calculatedValues: "Расчетные значения" _maxRange: "Макс. дальность" _minRange: "Мин. дальность" _avgRange: "Ср. дальность" # hunterKillerPercentage: "Вероятность появления охотника" huntMode: "Режим преследования" huntSpeed: "Скорость преследования" huntBehavior: "Действия при преслед." range: "Дальность" reload: "Время заряжания" breakOffTime: "Время пролета" score: "Очков" missionScore: "Очков за задание" craftCustomDeploy: "Вид подразд. в НЛО" missionCustomDeploy: "Вид подразд. на задании" _escapeCountdown: "Время до отлета" _fireRate: "Скорострельность" _averageDPM: "Ср. урон в минуту" # HM_INTERCEPTORS: "приор. цель - истребители" HM_TRANSPORTS: "приор. цель - транспорты" HM_RANDOM: "случайно" # HB_FLEE: "отступл. в случае опасности" HB_KAMIKAZE: "бой насмерть" HB_RANDOM: "случайные" # tractorBeamPower: "Мощность притяг. луча" damage: "Урон" shieldDamageModifier: "Модификатор урона щиту" accuracy: "Точность" reloadCautious: "Заряжание (остор.)" reloadStandard: "Заряжание (обычн.)" reloadAggressive: "Заряжание (агрессив.)" launcher: "Подвеска" weaponType: "Тип оружия" clip: "Боеприпасы" ammoMax: "Боезапас" rearmRate: "Скорость пополнения боекомплекта" bulletSaving: "Экономия боеприпасов?" _damageRange: "Разброс урона" _damageRangeBasic: "Разброс урона (базовый)" _averageTotalDamage: "Макс. усредн. урон" # allowPiloting: "Может пилотировать?" costSalary: "Жалованье" costSalarySquaddie: "Бонус (как рядового)" costSalarySergeant: "Бонус (как сержанта)" costSalaryCaptain: "Бонус (как капитана)" costSalaryColonel: "Бонус (как полковника)" costSalaryCommander: "Бонус (как командующего)" # race: "Раса" rank: "Звание" livingWeapon: "Живое оружие?" meleeWeapon: "Оружие ближнего боя" psiWeapon: "Пси-оружие" _builtInWeaponSets: "Варианты укомплектования?" _weightedBuiltInWeaponSets: "Пр. варианты укомплектования?" spawnUnit: "Порождает при смерти" _capturable: "Можно взять в плен?" capturable: "Берется в плен (флаг)" canSurrender: "Может сдаться?" autoSurrender: "Автом. сдача?" spotter: "Долгота памяти корректировщика" sniper: "Вероятн. снайперского поведения" ================================================ FILE: bin/common/Language/Technical/sv.yml ================================================ sv: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "" STR_BAD_NODES_DESC: "" # STR_MCD_CHECK: "" STR_MCD_CHECK_DESC: "" # STR_PALETTE_CHECK: "" STR_PALETTE_CHECK_DESC: "" # STR_SCRIPT_TAGS: "" STR_SCRIPT_TAGS_DESC: "" # STR_MAP_RESOURCES: "" STR_MAP_RESOURCES_DESC: "" # STR_CHECKING_TERRAIN: "Kontrollerar terräng..." STR_CHECKING_UFOS: "" STR_CHECKING_CRAFT: "" # BACKPALS.DAT: "" PAL_GEOSCAPE: "" PAL_BASESCAPE: "" PAL_GRAPHS: "" PAL_UFOPAEDIA: "" PAL_BATTLEPEDIA: "" PAL_BATTLESCAPE: "" PAL_BATTLESCAPE_1: "" PAL_BATTLESCAPE_2: "" PAL_BATTLESCAPE_3: "" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Ingen" BT_FIREARM: "" BT_AMMO: "" BT_MELEE: "" BT_GRENADE: "Granat" BT_PROXIMITYGRENADE: "" BT_MEDIKIT: "" BT_SCANNER: "" BT_MINDPROBE: "" BT_PSIAMP: "" BT_FLARE: "" BT_CORPSE: "" # DRT_DEFAULT: "" DRT_UFO: "" DRT_TFTD: "" DRT_FLAT: "" DRT_FIRE: "" DRT_NONE: "ingen skada" DRT_UFO_WITH_TWO_DICE: "" DRT_EASY: "" DRT_STANDARD: "" DRT_EXPLOSION: "" # BFT_NONE: "ingen" BFT_INSTANT: "direkt" BFT_SET: "manuellt inställd" BFT_FIXED: "fast" # BMT_NORMAL: "" BMT_HEAL: "hela" BMT_STIMULANT: "" BMT_PAINKILLER: "" # ETM_DEFAULT: "standard" ETM_MELEE_100: "" ETM_MELEE_50: "" ETM_MELEE_33: "" ETM_FIRING_100: "" ETM_FIRING_50: "" ETM_FIRING_33: "" ETM_THROWING_100: "" ETM_THROWING_50: "" ETM_THROWING_33: "" ETM_FIRING_AND_THROWING: "" ETM_FIRING_OR_THROWING: "" ETM_REACTIONS: "" ETM_REACTIONS_AND_MELEE: "" ETM_REACTIONS_AND_FIRING: "" ETM_REACTIONS_AND_THROWING: "" ETM_REACTIONS_OR_MELEE: "" ETM_REACTIONS_OR_FIRING: "" ETM_REACTIONS_OR_THROWING: "" ETM_BRAVERY: "" ETM_BRAVERY_2X: "" ETM_BRAVERY_AND_REACTIONS: "" ETM_BRAVERY_OR_REACTIONS: "" ETM_BRAVERY_OR_REACTIONS_2X: "" ETM_PSI_STRENGTH: "" ETM_PSI_STRENGTH_2X: "" ETM_PSI_SKILL: "" ETM_PSI_SKILL_2X: "" ETM_PSI_STRENGTH_AND_SKILL: "" ETM_PSI_STRENGTH_AND_SKILL_2X: "" ETM_PSI_STRENGTH_OR_SKILL: "" ETM_PSI_STRENGTH_OR_SKILL_2X: "" ETM_NOTHING: "ingen träning" # battleType: "" experienceTrainingMode: "" manaExperience: "" arcingShot: "" isFireExtinguisher: "Brandsläckare?" explodeInventory: "" waypoints: "" sprayWaypoints: "" # shotgunPellets: "" shotgunBehavior: "" shotgunSpread: "" shotgunChoke: "" # underwaterOnly: "" landOnly: "" psiRequired: "" targetMatrix: "" convertToCivilian: "" manaRequired: "" LOSRequired: "" # noLOSAccuracyPenalty: "" kneelBonus: "" twoHanded: "" blockBothHands: "" oneHandedPenalty: "" # minRange: "" maxRange: "" aimRange: "" autoRange: "" snapRange: "" dropoff: "" # accuracyMultiplier: "" accuracyAimed: "" accuracyAuto: "" accuracySnap: "" costAimed: "" costAuto: "" costSnap: "" # meleeMultiplier: "" accuracyMelee: "" costMelee: "" # psiAttackName: "" accuracyUse: "" accuracyMindControl: "" accuracyPanic: "" costUse: "" costMindcontrol: "" costPanic: "" # weight: "Vikt" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "" accuracyThrow: "" costThrow: "" costPrime: "" costUnprime: "" # closeQuartersMultiplier: "" accuracyCloseQuarters: "" # damageType: "Skadetyp" power: "" powerRangeReduction: "" powerRangeThreshold: "" damageBonus: "Skadebonus" blastRadius: "Sprängradie" damageAlter: "" meleeType: "" meleePower: "" meleeBonus: "" meleeAlter: "" FixRadius: "Sprängradie" RandomType: "Beräkningstyp" FireBlastCalc: "" IgnoreDirection: "" IgnoreSelfDestruct: "" IgnorePainImmunity: "" IgnoreNormalMoraleLose: "" IgnoreOverKill: "" ArmorEffectiveness: "" RadiusEffectiveness: "" RadiusReduction: "" FireThreshold: "" SmokeThreshold: "" # ToArmorPre: "" RandomArmorPre: "" ToArmor: "" RandomArmor: "" ToHealth: "" RandomHealth: "" ToStun: "" RandomStun: "" ToWound: "" RandomWound: "" ToTime: "" RandomTime: "" ToEnergy: "" RandomEnergy: "" ToMorale: "" RandomMorale: "" ToItem: "" RandomItem: "" ToMana: "" RandomMana: "" ToTile: "" RandomTile: "" TileDamageMethod: "" TileDamageLimit: "" # confAimed: "" confAuto: "" confSnap: "" confMelee: "" shots: "" spendPerShot: "" followProjectiles: "" name: "Namn" shortName: "Kort namn" ammoSlot: "" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "" # clipSize: "" isAmmoRechargeable: "" # primaryAmmo: "" compatibleAmmo: "" tuLoad: "Lastningskostnad" tuUnload: "Avlastningskostnad" ammo[1]: "" ammo[2]: "" ammo[3]: "" # armor: "" # medikitType: "" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "" medikitTargetSelf: "" medikitTargetImmune: "" medikitTargetMatrix: "" isConsumable: "" painKiller: "" heal: "" stimulant: "" woundRecovery: "" healthRecovery: "" stunRecovery: "" energyRecovery: "" manaRecovery: "" moraleRecovery: "" painKillerRecovery: "" # requires: "" requiresBuy: "" requiresBuyBaseFunc: "" requiresBuyCountry: "" requiresAward: "" requiresBonus: "" categories: "Kategorier" supportedInventorySections: "" # size: "Storlek" costBuy: "" monthlyBuyLimit: "" costSell: "" transferTime: "" monthlySalary: "" monthlyMaintenance: "" # SPECAB_NONE: "Ingen" SPECAB_EXPLODEONDEATH: "" SPECAB_BURNFLOOR: "" SPECAB_BURN_AND_EXPLODE: "" # MT_WALK: "Gå" MT_FLY: "Flyg" MT_SLIDE: "" MT_FLOAT: "Flyt" MT_SINK: "Sjunk" # TORSO_USE_GENDER: "Använd kön" TORSO_ALWAYS_MALE: "Alltid man" TORSO_ALWAYS_FEMALE: "Alltid kvinna" # DRAWING_ROUTINE_SOLDIER_SECTOID: "" DRAWING_ROUTINE_FLOATER: "" DRAWING_ROUTINE_HWP: "" DRAWING_ROUTINE_CYBERDISC: "" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "" DRAWING_ROUTINE_SECTOPOD_REAPER: "" DRAWING_ROUTINE_SNAKEMAN: "" DRAWING_ROUTINE_CHRYSSALID: "" DRAWING_ROUTINE_SILACOID: "" DRAWING_ROUTINE_CELATID: "" DRAWING_ROUTINE_MUTON: "" DRAWING_ROUTINE_SWS: "" DRAWING_ROUTINE_HALLUCINOID: "" DRAWING_ROUTINE_AQUANAUTS: "Aquanauter" DRAWING_ROUTINE_CALCINITE_AND_MORE: "" DRAWING_ROUTINE_AQUATOID: "" DRAWING_ROUTINE_BIO_DRONE: "" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "" DRAWING_ROUTINE_TENTACULAT: "" DRAWING_ROUTINE_TRISCENE: "" DRAWING_ROUTINE_XARQUID: "" DRAWING_ROUTINE_INVERTED_CYBERDISC: "" # stats: "" specab: "" movementType: "" allowsRunning: "" allowsStrafing: "" allowsSneaking: "" allowsKneeling: "" allowsMoving: "" fearImmune: "" bleedImmune: "" painImmune: "" zombiImmune: "" ignoresMeleeThreat: "" createsMeleeThreat: "" builtInWeapons: "" specialWeapon: "" heatVision: "" visibilityThroughFire: "" psiVision: "" psiCamouflage: "" visibilityAtDay: "" visibilityAtDark: "" camouflageAtDay: "" camouflageAtDark: "" antiCamouflageAtDay: "" antiCamouflageAtDark: "" psiDefence: "" meleeDodge: "" meleeDodgeBackPenalty: "" recovery: "" time: "Tid" energy: "Energi" morale: "Moral" health: "" stun: "" mana: "" units: "" ranks: "" frontArmor: "" sideArmor: "" leftArmorDiff: "" rearArmor: "" underArmor: "" # sizeX: "Storlek X" sizeY: "Storlek Y" buildCost: "Byggkostnad" buildCostItems: "" buildTime: "Byggtid" monthlyCost: "" refundValue: "" requiresBaseFunc: "" provideBaseFunc: "" forbiddenBaseFunc: "" lift: "" hyper: "" mind: "" mindPower: "" grav: "" storage: "Lagringsutrymme" personnel: "" aliens: "" crafts: "" labs: "" workshops: "" psiLabs: "" trainingRooms: "" sightRange: "" sightChance: "" radarRange: "" radarChance: "" defense: "" hitRatio: "" ammoNeeded: "" unifiedDamageFormula: "" ammoItem: "" maxAllowedPerBase: "" manaRecoveryPerDay: "" healthRecoveryPerDay: "" sickBayAbsoluteBonus: "" sickBayRelativeBonus: "" prisonType: "" rightClickActionType: "" leavesBehindOnSell: "" removalTime: "" canBeBuiltOver: "" upgradeOnly: "" buildOverFacilities: "" # BFRCT_DEFAULT: "" BFRCT_PRISON: "" BFRCT_ENGINEERING: "" BFRCT_RESEARCH: "" BFRCT_GYM: "" BFRCT_PSI_LABS: "" BFRCT_BARRACKS: "" BFRCT_GREY_MARKET: "" BFRCT_GEOSCAPE: "" # costRent: "" soldiers: "" maxUnitsLimit: "" pilots: "" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "" onlyOneSoldierGroupAllowed: "" allowedSoldierGroups: "" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "" maxSmallSoldiers: "" maxLargeSoldiers: "" maxSmallVehicles: "" maxLargeVehicles: "" maxSmallUnits: "" maxLargeUnits: "" maxSoldiers: "Max soldater" maxVehicles: "Max fordon" maxItems: "" maxStorageSpace: "Lagringsutrymme" maxAltitude: "" weapons: "" weaponStrings: "Vapennamn" fixedWeapons: "Fasta vapen" weaponTypes: "" damageMax: "" avoidBonus: "" avoidBonus2: "" powerBonus: "" hitBonus: "" fuelMax: "Bränslekapacitet" speedMax: "Maximal hastighet" accel: "" shieldCapacity: "" shieldRecharge: "" shieldRechargeInGeoscape: "" shieldBleedThrough: "" shieldRechargedAtBase: "" refuelItem: "" refuelRate: "" repairRate: "" spacecraft: "" allowLanding: "" notifyWhenRefueled: "" autoPatrol: "" undetectable: "" patrolWithoutFuel: "" keepCraftAfterFailedMission: "" _calculatedValues: "" _maxRange: "" _minRange: "" _avgRange: "" # hunterKillerPercentage: "" huntMode: "Jaktläge" huntSpeed: "Jakthastighet" huntBehavior: "Jaktbeteende" range: "" reload: "" breakOffTime: "" score: "Poäng" missionScore: "" craftCustomDeploy: "" missionCustomDeploy: "" _escapeCountdown: "" _fireRate: "Eldhastighet" _averageDPM: "" # HM_INTERCEPTORS: "" HM_TRANSPORTS: "" HM_RANDOM: "" # HB_FLEE: "" HB_KAMIKAZE: "" HB_RANDOM: "" # tractorBeamPower: "" damage: "Skada" shieldDamageModifier: "" accuracy: "" reloadCautious: "" reloadStandard: "" reloadAggressive: "" launcher: "" weaponType: "Vapentyp" clip: "" ammoMax: "" rearmRate: "" bulletSaving: "" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/Technical/uk.yml ================================================ uk: #=================== Menu =================== #TestState.cpp STR_BAD_NODES: "Погані вузли у файлах RMP" STR_BAD_NODES_DESC: "Перевіряє файли RMP на наявність вузлів за межами карти.{NEWLINE}Вони НЕ спричинять збоїв, але їх ігноруватиме гра, тому вони не працюватимуть належним чином." # STR_MCD_CHECK: "Перевірки MCD" STR_MCD_CHECK_DESC: "Перевіряє MCD-файли на наявність об'єктів поверху з нульовою вартістю переміщення; також перевіряє на наявність недійсних посилань DieMCD/AltMCD; також перевіряє на наявність недійсних LOFTemps." # STR_PALETTE_CHECK: "Відповідність палітри" STR_PALETTE_CHECK_DESC: "Намагається зіставити палітри модифікованих зображень з офіційними палітрами та повідомляє про будь-які зображення, які не мають 100% відповідності." # STR_SCRIPT_TAGS: "Експорт тегів сценарію" STR_SCRIPT_TAGS_DESC: "Експортує теги скриптів у форматі CSV." # STR_MAP_RESOURCES: "Перевірка ресурсів карти" STR_MAP_RESOURCES_DESC: "Перевіряє відсутні та невикористані файли, пов'язані з картою, та набір правил." # STR_CHECKING_TERRAIN: "Перевірка місцевості..." STR_CHECKING_UFOS: "Перевірка НЛО..." STR_CHECKING_CRAFT: "Перевірка корабля..." # BACKPALS.DAT: "BACKPALS.DAT" PAL_GEOSCAPE: "PAL_GEOSCAPE" PAL_BASESCAPE: "PAL_BASESCAPE" PAL_GRAPHS: "PAL_GRAPHS" PAL_UFOPAEDIA: "PAL_UFOPAEDIA" PAL_BATTLEPEDIA: "PAL_BATTLEPEDIA" PAL_BATTLESCAPE: "PAL_BATTLESCAPE" PAL_BATTLESCAPE_1: "PAL_BATTLESCAPE_1" PAL_BATTLESCAPE_2: "PAL_BATTLESCAPE_2" PAL_BATTLESCAPE_3: "PAL_BATTLESCAPE_3" #=================== Ufopaedia =================== #StatsForNerdsState.cpp BT_NONE: "Жоден" BT_FIREARM: "Вогнепальна зброя" BT_AMMO: "Боєприпаси" BT_MELEE: "Зброя ближнього бою" BT_GRENADE: "Граната" BT_PROXIMITYGRENADE: "Граната блиньої дії" BT_MEDIKIT: "Медкомплект" BT_SCANNER: "Сканер руху" BT_MINDPROBE: "Зонд розуму" BT_PSIAMP: "Підсилювач PSI" BT_FLARE: "Ракета" BT_CORPSE: "Труп/Тіло" # DRT_DEFAULT: "оригінал за замовчуванням" DRT_UFO: "Розкид 0-200%" DRT_TFTD: "Розкид 50-150%" DRT_FLAT: "пошкодження по площині" DRT_FIRE: "спеціальні вогневі пошкодження" DRT_NONE: "без пошкоджень" DRT_UFO_WITH_TWO_DICE: "Розкид 0-200% (2 кидки)" DRT_EASY: "Розкид 50-200%" DRT_STANDARD: "стандартний діапазон ураження" DRT_EXPLOSION: "фугасний діапазон ураження" # BFT_NONE: "жоден" BFT_INSTANT: "миттєво" BFT_SET: "встановлюється вручну" BFT_FIXED: "виправлено" # BMT_NORMAL: "стандартний (багатоцільовий)" BMT_HEAL: "аптечка" BMT_STIMULANT: "стимулятор" BMT_PAINKILLER: "знеболююче" # ETM_DEFAULT: "за замовчуванням" ETM_MELEE_100: "РУКОПАШНИЙ БІЙ" ETM_MELEE_50: "РУКОПАШНИЙ БІЙ (50% шанс)" ETM_MELEE_33: "РУКОПАШНИЙ БІЙ (33% шанс)" ETM_FIRING_100: "СТРІЛЬБА" ETM_FIRING_50: "СТРІЛЬБА (50% шанс)" ETM_FIRING_33: "СТРІЛЬБА (33% шанс)" ETM_THROWING_100: "МЕТАННЯ" ETM_THROWING_50: "МЕТАННЯ (50% шанс)" ETM_THROWING_33: "МЕТАННЯ (33% шанс)" ETM_FIRING_AND_THROWING: "СТРІЛЬБА та МЕТАННЯ" ETM_FIRING_OR_THROWING: "СТРІЛЬБА або МЕТАННЯ" ETM_REACTIONS: "РЕАКЦІЯ" ETM_REACTIONS_AND_MELEE: "РЕАКЦІЯ та РУКОПАШНИЙ БІЙ" ETM_REACTIONS_AND_FIRING: "РЕАКЦІЯ та СТРІЛЬБА" ETM_REACTIONS_AND_THROWING: "РЕАКЦІЯ та МЕТАННЯ" ETM_REACTIONS_OR_MELEE: "РЕАКЦІЯ або РУКОПАШНИЙ БІЙ" ETM_REACTIONS_OR_FIRING: "РЕАКЦІЯ та СТРІЛЬБА" ETM_REACTIONS_OR_THROWING: "РЕАКЦІЯ або МЕТАННЯ" ETM_BRAVERY: "ХОРОБРІСТЬ" ETM_BRAVERY_2X: "ХОРОБРІСТЬ (x2)" ETM_BRAVERY_AND_REACTIONS: "ХОРОБРІСТЬ та РЕАКЦІЯ" ETM_BRAVERY_OR_REACTIONS: "ХОРОБРІСТЬ або РЕАКЦІЯ" ETM_BRAVERY_OR_REACTIONS_2X: "ХОРОБРІСТЬ або РЕАКЦІЯ (x2)" ETM_PSI_STRENGTH: "PSI-СИЛА" ETM_PSI_STRENGTH_2X: "PSI-СИЛА (x2)" ETM_PSI_SKILL: "PSI-НАВИК" ETM_PSI_SKILL_2X: "PSI-НАВИК (x2)" ETM_PSI_STRENGTH_AND_SKILL: "PSI-СИЛА та PSI-НАВИК" ETM_PSI_STRENGTH_AND_SKILL_2X: "PSI-СИЛА та PSI-НАВИК (x2)" ETM_PSI_STRENGTH_OR_SKILL: "PSI-СИЛА або PSI-НАВИК" ETM_PSI_STRENGTH_OR_SKILL_2X: "PSI-СИЛА або PSI-НАВИК (x2)" ETM_NOTHING: "без підготовки" # battleType: "Тип предмета" experienceTrainingMode: "Режим для досвідчених" manaExperience: "Досвід мани" arcingShot: "Освітлювач?" isFireExtinguisher: "Вогнегасник?" explodeInventory: "Вибухає в інвентарі?" waypoints: "Максимальна кількість маршрутних точок" sprayWaypoints: "Вогневі точки" # shotgunPellets: "Кількість гранул" shotgunBehavior: "Поведінка рушниці" shotgunSpread: "Дальність рушниці" shotgunChoke: "Розкид дробовика" # underwaterOnly: "Тільки підводне?" landOnly: "Тільки наземне?" psiRequired: "Необхідний PSI-навик?" targetMatrix: "Цілі предмета" convertToCivilian: "Перевестися в цивільні?" manaRequired: "Необхідна мана?" LOSRequired: "Необхідна видимість?" # noLOSAccuracyPenalty: "Штраф за відсутність видимості" kneelBonus: "Бонусний за присідання" twoHanded: "Дворучне?" blockBothHands: "Блокує обидві руки?" oneHandedPenalty: "Штраф за використання однією рукою" # minRange: "Мінімальний діапазон" maxRange: "Максимальний діапазон" aimRange: "Діапазон прицільного вогню" autoRange: "Діапазон автоматичного вогню" snapRange: "Діапазон стрільби навмання" dropoff: "Точність кидка/кладіння" # accuracyMultiplier: "Множник точності стрільби" accuracyAimed: "Прицільна точність пострілу" accuracyAuto: "Автоматична точність пострілу" accuracySnap: "Точність пострілу навмання" costAimed: "Вартість точного пострілу" costAuto: "Вартість автоматичного пострілу" costSnap: "Вартість пострілу навмання" # meleeMultiplier: "Множник точності ближнього бою" accuracyMelee: "Точність ближнього бою" costMelee: "Вартість ближнього бою" # psiAttackName: "Назва PSI-атаки" accuracyUse: "Точність дії" accuracyMindControl: "Точність контролю розуму" accuracyPanic: "Точність паніки" costUse: "Вартість дії" costMindcontrol: "Вартість контролю розуму" costPanic: "Вартість паніки" # weight: "Вага" throwRange: "" underwaterThrowRange: "" throwDropoffRange: "" underwaterThrowDropoffRange: "" throwDropoff: "" throwMultiplier: "Множник точності кидка" accuracyThrow: "Точність кидка" costThrow: "Вартість кидка" costPrime: "Вартість перезарядки" costUnprime: "Невиплачувана вартість" # closeQuartersMultiplier: "Множник точності закритих приміщень" accuracyCloseQuarters: "Точність закритих приміщень" # damageType: "Тип пошкодження" power: "Потужність" powerRangeReduction: "Зменшення потужності/тайл" powerRangeThreshold: "Межа діапазону потужності" damageBonus: "Бонус до пошкодження" blastRadius: "Радіус вибуху" damageAlter: "Інформація про додаткові пошкодження:" meleeType: "Тип пошкодження в рукопашному бою" meleePower: "Сила ближнього бою" meleeBonus: "Бонус до сили ближнього бою" meleeAlter: "Додаткова інформація про ближній бій:" FixRadius: "Радіус вибуху" RandomType: "Тип розрахунку" FireBlastCalc: "Вогневі ефекти за промовчанням?" IgnoreDirection: "Ігнорувати напрямок" IgnoreSelfDestruct: "Ігнорувати самознищення" IgnorePainImmunity: "Ігнорувати імунітет до оглушення" IgnoreNormalMoraleLose: "Ігнорувати втрату моралі за промовчанням" IgnoreOverKill: "Ігнорувати надлишок" ArmorEffectiveness: "Ефективність броні" RadiusEffectiveness: "Радіус ефективності" RadiusReduction: "Зменшення радіусу пошкодження" FireThreshold: "Поріг запалювання" SmokeThreshold: "Поріг утворення диму" # ToArmorPre: "Множник попереднього пошкодження броні" RandomArmorPre: "Випадкове значення попереднього пошкодження броні?" ToArmor: "Множник пошкодження броні" RandomArmor: "Випадкове пошкодження броні?" ToHealth: "Множник пошкодження здоров'я" RandomHealth: "Випадкове пошкодження здоров'я?" ToStun: "Множник пошкодження оглушення" RandomStun: "Випадкове пошкодження оглушення?" ToWound: "Множник підрахунку пошкоджень" RandomWound: "Випадкові пошкодження за промовчанням?" ToTime: "Множник пошкоджень з часом" RandomTime: "Випадкові пошкодження з часом?" ToEnergy: "Множник пошкодження енергії" RandomEnergy: "Випадкове пошкодження енергії?" ToMorale: "Множник пошкодження моралі" RandomMorale: "Випадкове пошкодження моралі?" ToItem: "Множник пошкодження предметів" RandomItem: "Випадкове пошкодження предметів?" ToMana: "Множник пошкодження мани" RandomMana: "Випадкове пошкодження мани?" ToTile: "Множник пошкодження довкілля" RandomTile: "Випадкові пошкодження довкілля?" TileDamageMethod: "Метод пошкодження тайлів" TileDamageLimit: "" # confAimed: "Точна дія:" confAuto: "Автоматична дія:" confSnap: "Дія навмання:" confMelee: "Дія ближнього бою:" shots: "Пострілів за дію" spendPerShot: "Витрати на постріл:" followProjectiles: "Слідувати за снарядами?" name: "Ім'я" shortName: "Коротке найменування" ammoSlot: "Використовується слот для боєприпасів" ammoZombieUnitChanceOverride: "" ammoSpawnUnitChanceOverride: "" ammoSpawnItemChanceOverride: "" arcing: "Освітлювач?" # clipSize: "Розмір магазину" isAmmoRechargeable: "" # primaryAmmo: "Основний слот для боєприпасів:" compatibleAmmo: "Сумісні боєприпаси" tuLoad: "Вартість заряджування" tuUnload: "Вартість розряджування" ammo[1]: "Слот для додаткових боєприпасів #1:" ammo[2]: "Слот для додаткових боєприпасів #2:" ammo[3]: "Слот для додаткових боєприпасів #3:" # armor: "Броня" # medikitType: "Тип аптечки" painKillerActionName: "" stimulantActionName: "" healActionName: "" medikitActionName: "Дія з аптечкою" medikitTargetSelf: "Лікувати себе?" medikitTargetImmune: "Лікувати об'єкт з імунітетом до кровотечі?" medikitTargetMatrix: "Цілі для лікування" isConsumable: "Витратний?" painKiller: "Застосування знеболюючого" heal: "Застосування аптечки" stimulant: "Застосування стимулятора" woundRecovery: "Загоєння ран" healthRecovery: "Відновлення здоров'я" stunRecovery: "Відновлення оглушення" energyRecovery: "Відновлення енергії" manaRecovery: "Відновлення мани" moraleRecovery: "Відновлення моралі" painKillerRecovery: "Сила знеболювання" # requires: "Необхідна технологія" requiresBuy: "Необхідна технологія для покупки" requiresBuyBaseFunc: "Необхідні послуги для покупки" requiresBuyCountry: "Необхідна країна-союзник" requiresAward: "" requiresBonus: "" categories: "Категорії" supportedInventorySections: "Слоти інвентаря" # size: "Розмір" costBuy: "Ціна купівлі" monthlyBuyLimit: "Ліміт щомісячних закупівель" costSell: "Ціна продажу" transferTime: "Годин на транспортування" monthlySalary: "Зарплата/місяць" monthlyMaintenance: "Технічне обслуговування/місяць" # SPECAB_NONE: "Жоден" SPECAB_EXPLODEONDEATH: "Вибухає при смерті" SPECAB_BURNFLOOR: "Підпалює поверхню" SPECAB_BURN_AND_EXPLODE: "Підпалює поверхню та вибухає при смерті" # MT_WALK: "Прогулянка" MT_FLY: "Політ" MT_SLIDE: "Ковзання" MT_FLOAT: "Плавання" MT_SINK: "Занурення" # TORSO_USE_GENDER: "Використовувати стать" TORSO_ALWAYS_MALE: "Завжди чоловіки" TORSO_ALWAYS_FEMALE: "Завжди жінки" # DRAWING_ROUTINE_SOLDIER_SECTOID: "Солдат, Сектоїд" DRAWING_ROUTINE_FLOATER: "Порт" DRAWING_ROUTINE_HWP: "Платформи для важкої зброї" DRAWING_ROUTINE_CYBERDISC: "Кібердиск" DRAWING_ROUTINE_CIVILIAN_ETHEREAL: "Цивільний, безтілесний" DRAWING_ROUTINE_SECTOPOD_REAPER: "Сектопод, Жнець" DRAWING_ROUTINE_SNAKEMAN: "Змієлюдина" DRAWING_ROUTINE_CHRYSSALID: "Крисалід" DRAWING_ROUTINE_SILACOID: "Силакоїд" DRAWING_ROUTINE_CELATID: "Целатид" DRAWING_ROUTINE_MUTON: "Мутон" DRAWING_ROUTINE_SWS: "Системи глибинної зброї" DRAWING_ROUTINE_HALLUCINOID: "Галюциноїд" DRAWING_ROUTINE_AQUANAUTS: "Акванавти" DRAWING_ROUTINE_CALCINITE_AND_MORE: "Кальциніт, Глибинник, Гіллмен, Людина-омар, Тасот" DRAWING_ROUTINE_AQUATOID: "Акватоїд" DRAWING_ROUTINE_BIO_DRONE: "Біо-дрон" DRAWING_ROUTINE_TFTD_CIVILIAN_A: "TFTD Цивільні типу A та TFTD Зомбі" DRAWING_ROUTINE_TFTD_CIVILIAN_B: "TFTD Цивільні типу B" DRAWING_ROUTINE_TENTACULAT: "Тентакулат" DRAWING_ROUTINE_TRISCENE: "Трисцен" DRAWING_ROUTINE_XARQUID: "Ксарквід" DRAWING_ROUTINE_INVERTED_CYBERDISC: "Перевернутий кібердиск (анімація руху зверху)" # stats: "Модифікатори статистики" specab: "Особливість" movementType: "Тип руху" allowsRunning: "Дозволити біг?" allowsStrafing: "Дозволити обстріл?" allowsSneaking: "Дозволяє крастися?" allowsKneeling: "Дозволити присідання?" allowsMoving: "Дозволити переміщення?" fearImmune: "Імунітет до втрати моралі?" bleedImmune: "Імунітет до кровотечі?" painImmune: "Імунітет до оглушення?" zombiImmune: "Імунітет до зомбіфікації?" ignoresMeleeThreat: "Ігнорувати загрозу ближнього бою?" createsMeleeThreat: "Створювати загрозу ближнього бою?" builtInWeapons: "Вбудовані предмети" specialWeapon: "Спеціальна зброя" heatVision: "" visibilityThroughFire: "" psiVision: "PSI-чуття" psiCamouflage: "PSI-камуфляж" visibilityAtDay: "Видимість вдень" visibilityAtDark: "Видимість вночі" camouflageAtDay: "Камуфляж вдень" camouflageAtDark: "Камуфляж вночі" antiCamouflageAtDay: "Анти-камуфляж вдень" antiCamouflageAtDark: "Анти-камуфляж вночі" psiDefence: "PSI-захист" meleeDodge: "Ухилення від ближнього бою" meleeDodgeBackPenalty: "Штраф до ухилення від ближнього бою" recovery: "Відновлення кожного ходу:" time: "Час" energy: "Енергія" morale: "Мораль" health: "Здоров'я" stun: "Оглушення" mana: "Мана" units: "Сумісні одиниці" ranks: "" frontArmor: "Фронтальна броня" sideArmor: "Бокова броня" leftArmorDiff: "Бонус до броні зліва" rearArmor: "Тилова броня" underArmor: "Нижня броня" # sizeX: "Розмір X" sizeY: "Розмір Y" buildCost: "Вартість будівництва" buildCostItems: "Будівельні матеріали:" buildTime: "Час побудови" monthlyCost: "Місячна вартість" refundValue: "Вартість повернення" requiresBaseFunc: "Необхідні послуги" provideBaseFunc: "Надає послуги" forbiddenBaseFunc: "Забороняє послуги" lift: "Підйомний ліфт?" hyper: "Гіперхвильовий декодер?" mind: "Розумовий щит?" mindPower: "Сила розумового щита" grav: "Гравітаційний щит?" storage: "Складський простір" personnel: "Жилий простір" aliens: "Тюремний простір" crafts: "Ангарний простір" labs: "Примішення лабораторій" workshops: "Приміщення майстерень" psiLabs: "Примішення PSI-лабораторій" trainingRooms: "Приміщення тренажерних залів" sightRange: "Дальність видимості" sightChance: "Шанс видимості" radarRange: "Радіус дії радара" radarChance: "Шанс спрацьовування радару" defense: "Рівень оборони" hitRatio: "Шанс влучання" ammoNeeded: "Необхідні боєприпаси" unifiedDamageFormula: "" ammoItem: "Боєприпаси" maxAllowedPerBase: "Максимально дозволений на базу" manaRecoveryPerDay: "Мани в день" healthRecoveryPerDay: "Здоров’я в день" sickBayAbsoluteBonus: "Абсолютний бонус лікування" sickBayRelativeBonus: "Відносний бонус лікування" prisonType: "Тип в'язниці" rightClickActionType: "Дія клацання правою кнопкою миші" leavesBehindOnSell: "Залишки на продаж" removalTime: "Час видалення" canBeBuiltOver: "Чи можна перебудувати?" upgradeOnly: "" buildOverFacilities: "Будівельні споруди" # BFRCT_DEFAULT: "оригінал за замовчуванням" BFRCT_PRISON: "перейти до В'язниць" BFRCT_ENGINEERING: "перейти до Виробництва" BFRCT_RESEARCH: "перейти до Досліджень" BFRCT_GYM: "перейти до Бойових тренувань" BFRCT_PSI_LABS: "перейти до PSI-лабораторій" BFRCT_BARRACKS: "перейти до Казарм" BFRCT_GREY_MARKET: "перейти до Чорного ринку" BFRCT_GEOSCAPE: "перейти до Планетарного вигляду" # costRent: "Вартість оренди" soldiers: "Вантажний простір" maxUnitsLimit: "Максимальний вантажний об'єм" pilots: "Розмір кабіни" pilotMinStatsRequired: "" pilotSoldierBonusesRequired: "" vehicles: "Потужність транспортних засобів" onlyOneSoldierGroupAllowed: "Допускається лише одна група солдатів?" allowedSoldierGroups: "Дозволені групи солдатів" allowedArmorGroups: "" limitArmorGroups: "" maxHWPUnitsLimit: "Максимальна вмістимість транспортних засобів" maxSmallSoldiers: "Максимум легкої пехоти" maxLargeSoldiers: "Максимум важкої пехоти" maxSmallVehicles: "Максимум легкої техніки" maxLargeVehicles: "Максимум важкої техніки" maxSmallUnits: "Максимум легких одиниць" maxLargeUnits: "Максимум важких одиниць" maxSoldiers: "Максимум бійців" maxVehicles: "Максимум техніки" maxItems: "Ліміт екіпірування" maxStorageSpace: "Місце для зберігання" maxAltitude: "Обмеження висоти повітряного бою" weapons: "Склад зброї" weaponStrings: "Назва зброї" fixedWeapons: "Закріплена зброя" weaponTypes: "Дозволені види зброї" damageMax: "Можливість пошкодження" avoidBonus: "Бонус ухилення (на площині)" avoidBonus2: "" powerBonus: "Бонус до потужності (на площині)" hitBonus: "Бонус за удар (на площині)" fuelMax: "Ємність паливного баку" speedMax: "Максимальна швидкість" accel: "Прискорення" shieldCapacity: "Ємність щита" shieldRecharge: "Перезарядка щита (Бій)" shieldRechargeInGeoscape: "Перезарядка щита (Глобус)" shieldBleedThrough: "Наскрізний щит" shieldRechargedAtBase: "Перезарядка щита (База)" refuelItem: "Елемент заправки" refuelRate: "Відсоток заправки" repairRate: "Норма ремонту" spacecraft: "Фінальний корабель?" allowLanding: "Дозволити посадку?" notifyWhenRefueled: "Повідомити про заправку?" autoPatrol: "Автоматичне патрулювання?" undetectable: "Непомітно?" patrolWithoutFuel: "" keepCraftAfterFailedMission: "Десантуватися?" _calculatedValues: "Розрахункові значення" _maxRange: "Максимальний діапазон" _minRange: "Мінімальний діапазон" _avgRange: "Середній діапазон" # hunterKillerPercentage: "Шанс мисливця-вбивці" huntMode: "Режим полювання" huntSpeed: "Швидкість полювання" huntBehavior: "Поведінка полювання" range: "Діапазон" reload: "Час перезавантаження" breakOffTime: "Час перерви" score: "Оцінка" missionScore: "Оцінка місії" craftCustomDeploy: "Розгортання подробиць НЛО" missionCustomDeploy: "Розгортання подробиць місії" _escapeCountdown: "Зворотній відлік втечі" _fireRate: "Скорострільність" _averageDPM: "Середній DPM" # HM_INTERCEPTORS: "віддавати перевагу мисливським перехоплювачам" HM_TRANSPORTS: "віддавати перевагу мисливським транспортам" HM_RANDOM: "випадково" # HB_FLEE: "втікати, коли програєте" HB_KAMIKAZE: "боротися до знищення" HB_RANDOM: "випадково" # tractorBeamPower: "Потужність тягового променя" damage: "Пошкодження" shieldDamageModifier: "Модифікатор пошкодження щита" accuracy: "Точність" reloadCautious: "Перезавантажити (Обережно)" reloadStandard: "Перезавантажити (Стандартно)" reloadAggressive: "Перезавантажити (Агресивно)" launcher: "Пункт запуску" weaponType: "Тип зброї" clip: "Магазин" ammoMax: "Раунди" rearmRate: "Швидкість перезарядки" bulletSaving: "Економія боєприпасів?" _damageRange: "" _damageRangeBasic: "" _averageTotalDamage: "Середні сумарні пошкодження" # allowPiloting: "" costSalary: "" costSalarySquaddie: "" costSalarySergeant: "" costSalaryCaptain: "" costSalaryColonel: "" costSalaryCommander: "" # race: "" rank: "" livingWeapon: "" meleeWeapon: "Зброя ближнього бою" psiWeapon: "" _builtInWeaponSets: "" _weightedBuiltInWeaponSets: "" spawnUnit: "" _capturable: "" capturable: "" canSurrender: "" autoSurrender: "" spotter: "" sniper: "" ================================================ FILE: bin/common/Language/bg.yml ================================================ bg: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Нова игра" STR_LOAD_SAVED_GAME: "Продължаване" STR_SELECT_DIFFICULTY_LEVEL: "Изберете ниво на трудност" STR_1_BEGINNER: "1> За начинаещи" STR_2_EXPERIENCED: "2> За напреднали" STR_3_VETERAN: "3> За ветерани" STR_4_GENIUS: "4> За гении" STR_5_SUPERHUMAN: "5> За свръхчовеци" STR_TIME: "Час" STR_DATE: "Дата" STR_SELECT_GAME_TO_LOAD: "Изберете игра за продължаване" STR_SELECT_SAVE_POSITION: "Изберете място за запазване" STR_GAME_OPTIONS: "НАСТРОЙКИ НА ИГРАТА" STR_LOAD_GAME: "ЗАРЕЖДАНЕ" STR_SAVE_GAME: "ЗАПАЗВАНЕ" STR_ABANDON_GAME: "НАПУСКАНЕ НА ИГРАТА" STR_ABANDON_GAME_QUESTION: "НАПУСКАНЕ НА ИГРАТА?" STR_QUIT: "Излизане" STR_SAVING_GAME: "Играта се запазва" STR_LOADING_GAME: "Играта се зарежда" STR_NO_SAVED_GAME_PRESENT: "Няма запазена игра" STR_LOAD_UNSUCCESSFUL: "Неуспешно зареждане" STR_SAVE_UNSUCCESSFUL: "Успешно запаметяване" STR_LOAD_SUCCESSFUL: "Зареждането е успешно" STR_SAVE_SUCCESSFUL: "Запазването е успешно" STR_DELETE: "ИЗТРИВАНЕ" STR_DELETE_UNSUCCESSFUL: "Неуспешно изтриване" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Изтриване на запазената игра?" STR_ORIGINAL_XCOM: "Оригинален X-COM" STR_LOADING: "Зарежда се..." STR_DETAILS: "СЪДЪРЖА> {ALT}{0}" STR_NEW_BATTLE: "Нова битка" STR_OPTIONS: "Настройки" STR_RIGHT_CLICK_TO_DELETE: "Щракнете с десния бутон на мишката за изтриване." STR_RESTORE_DEFAULTS: "Оригинални настр." STR_CONTROLS: "КЛАВИШИ" STR_GENERAL: "Общи" STR_GEOSCAPE: "Глобална карта" STR_BATTLESCAPE: "Бойна карта" STR_SCREENSHOT: "Снимка на екрана" STR_FPS_COUNTER: "Брояч на кадри-за-секунда" STR_ROTATE_LEFT: "Завъртане наляво" STR_ROTATE_RIGHT: "Завъртане надясно" STR_ROTATE_UP: "Завъртане нагоре" STR_ROTATE_DOWN: "Завъртане надолу" STR_ZOOM_IN: "Приближаване" STR_ZOOM_OUT: "Отдалечаване" STR_TOGGLE_COUNTRY_DETAIL: "Вкл/изкл държавните граници" STR_TOGGLE_RADAR_RANGES: "Вкл/изкл обсега на локаторите" STR_SCROLL_LEFT: "Придвижи картата наляво" STR_SCROLL_RIGHT: "Придвижи картата надясно" STR_SCROLL_UP: "Придвижи картата нагоре" STR_SCROLL_DOWN: "Придвижи картата надолу" STR_UNIT_LEVEL_ABOVE: "Качи на по-горно ниво" STR_UNIT_LEVEL_BELOW: "Смъкни на по-долно ниво" STR_VIEW_LEVEL_ABOVE: "Покажи по-горното ниво" STR_VIEW_LEVEL_BELOW: "Покажи по-долното ниво" STR_CENTER_SELECTED_UNIT: "Центриране на избраната единица" STR_PREVIOUS_UNIT: "Избиране на предишната единица" STR_NEXT_UNIT: "Избиране на следващата единица" STR_DESELECT_UNIT: "Не избирай единицата отново" STR_USE_LEFT_HAND: "Използвай предмет в лявата ръка" STR_USE_RIGHT_HAND: "Използвай предмет в дясната ръка" STR_INVENTORY: "Инвентар" STR_MINIMAP: "Миникарта" STR_MULTI_LEVEL_VIEW: "Виж всички нива" STR_END_TURN: "Край на хода" STR_ABORT_MISSION: "Прекратяване на операцията" STR_UNIT_STATS: "Характеристики на единицата" STR_KNEEL: "На коляно" STR_RELOAD: "Презареди" STR_TOGGLE_PERSONAL_LIGHTING: "Вкл/изк на лично осветление" STR_DONT_RESERVE_TIME_UNITS: "Не запазвай ВЕ" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Запази ВЕ за бърз изстрел" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Запази ВЕ за прицелен изстрел" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Запази ВЕ за откос" STR_CENTER_ON_ENEMY_1: "Центрирай на враг 1" STR_CENTER_ON_ENEMY_2: "Центрирай на враг 2" STR_CENTER_ON_ENEMY_3: "Центрирай на враг 3" STR_CENTER_ON_ENEMY_4: "Центрирай на враг 4" STR_CENTER_ON_ENEMY_5: "Центрирай на враг 5" STR_CENTER_ON_ENEMY_6: "Центрирай на враг 6" STR_CENTER_ON_ENEMY_7: "Центрирай на враг 7" STR_CENTER_ON_ENEMY_8: "Центрирай на враг 8" STR_CENTER_ON_ENEMY_9: "Центрирай на враг 9" STR_CENTER_ON_ENEMY_10: "Центрирай на враг 10" STR_CREATE_INVENTORY_TEMPLATE: "Създай шаблон за инвентар" STR_APPLY_INVENTORY_TEMPLATE: "Възстанови шаблон за инвентар" STR_CLEAR_INVENTORY: "Изпразни инвентара" STR_AUTO_EQUIP: "Автоматично екипиране" STR_QUICK_SAVE: "Бързо запазване" STR_QUICK_LOAD: "Бързо зареждане" STR_ADVANCED: "ЕКСПЕРТНИ" STR_AGGRESSIVERETALIATION: "Агресивно отвръщане" STR_AGGRESSIVERETALIATION_DESC: "НЛО ще се опитват да засекат базите ви по всяко време, без значение на каква мисия са." STR_STORAGELIMITSENFORCED: "Складови ограничения за прибрани предмети" STR_STORAGELIMITSENFORCED_DESC: "Налага ограниченията върху капацитета на изолационните и складовите помещения за живи извънземни и предмети прибрани при операции." STR_CANSELLLIVEALIENS: "Продажба на живи извънземни" STR_CANSELLLIVEALIENS_DESC: "Позволява продажбата на живи извънземни; препоръчва се ако са в сила складовите граничения." STR_ALLOWBUILDINGQUEUE: "Позволява употребата на последователно строителство" STR_ALLOWBUILDINGQUEUE_DESC: "Позволява строежа на нови модули до незавършени такива." STR_BATTLEAUTOEND: "Авто-приключване на битките" STR_BATTLEAUTOEND_DESC: "Битките приключват автоматично след обезвреждането на последният жив враг." STR_BATTLEINSTANTGRENADE: "Гранатите избухват веднага" STR_BATTLEINSTANTGRENADE_DESC: "Гранатите нагласени да избухнат след 0 хода ще избухнат веднага след хвърлянето им, вместо в края на хода." STR_BATTLEUFOEXTENDERACCURACY: "Точност като в UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "В зависимост от вида муниция, точността на изстрелите намалява след определено разстояние. Коригираната точност ще бъде посочена на курсора." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Прехвърляне в полет" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Позволява прехвърлянето на летателни апарати дори когато са в полет." STR_CRAFTLAUNCHALWAYS: "Принудително излитане" STR_CRAFTLAUNCHALWAYS_DESC: "Позволява преждевремменото изстрелване на летателни апарати преди те да са готови, незачитайки нуждата от поддръжка." STR_CUSTOMINITIALBASE: "Персонализирана начална база" STR_CUSTOMINITIALBASE_DESC: "При започването на нова игра можете да подредите ръчно началните модули на базата вместо да използвате предопределения план." STR_GLOBESEASONS: "Реалистично осветяване на глобуса" STR_GLOBESEASONS_DESC: "Използване на по-реалистично слъчево осветление на Глобалната карта според наклона на земната ос." STR_PLAYINTRO: "Показване на интро" STR_PLAYINTRO_DESC: "Показване на въвеждащото филмче при пускане на играта." STR_SHOWMORESTATSININVENTORYVIEW: "Характеристики в инвентара" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Показва допълнителна информация за избрания войник на инвентарния екран." STR_SNEAKYAI: "Коварен изкуствен интелект" STR_SNEAKYAI_DESC: "Изкуственият интелект се крие доколкото е възможно." STR_STRAFE: "Алтернативни методи на придвижване" STR_STRAFE_DESC: "Позволява бягане, движение настрани и независимо завъртане на кулола на танковете със задържане на клавиша CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Височина на взривовете" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Промени до каква височна достигат взривовете.{NEWLINE}(Плоски: 0, кръгли: 3)" STR_AUTOSAVE: "Автоматично запазване" STR_AUTOSAVE_DESC: "Автоматично запазва играта при дадения интервал. Не работи в Железния режим." STR_AUTOSAVE_FREQUENCY: "Честота на автоматичното запазване" STR_AUTOSAVE_FREQUENCY_DESC: "Брой ходове след които играта автоматично се запазва." STR_ALLOWPSIONICCAPTURE: "Позволява пси-пленяване" STR_ALLOWPSIONICCAPTURE_DESC: "Обсебването на всички останали пришълци води до победа, и те се считат за заловени живи." STR_ANYTIMEPSITRAINING: "Псионична подготовка по всяко време" STR_ANYTIMEPSITRAINING_DESC: "Позволява изпращането на войници на псионична подготовка по всяко време на месеца. Помнете, че първоначалната подготовка отема от 30 до 60 дни." STR_SKIPNEXTTURNSCREEN: "Прескачане на екраните за \"следващ ход\"" STR_SKIPNEXTTURNSCREEN_DESC: "Екраните \"следващ ход\" по време на битка се затварят автоматично след малко време." STR_NOT_ENOUGH_SPACE: "Няма място!" STR_WEAPONSELFDESTRUCTION: "Самоунищожаване на оръжията на пришълците" STR_WEAPONSELFDESTRUCTION_DESC: "Оръжията носени от пришълците ще се самоунищожат когато притежателите им бъдат убити, също както в XCOM 2012." STR_RETAINCORPSES: "Запази разпитаните пришълци." STR_RETAINCORPSES_DESC: "След \"изследването\" на живи пришълци, телата им ще бъдат добавени към складовата наличност, както в XCOM 2012." STR_SAVE_VOXEL_VIEW: "Направи снимка от първо лице" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Запази ВЕ за коленичене" STR_EXPEND_ALL_TIME_UNITS: "Използвай всички оставащи Времеви Единици" STR_PSISTRENGTHEVAL: "Оценяване на пси-силата" STR_PSISTRENGTHEVAL_DESC: "След завършането на подходящото научно изследване всички войници ще получат оценка на псионичната им сила." STR_DISABLEAUTOEQUIP: "Изключи автоматичното снаряжавене" STR_DISABLEAUTOEQUIP_DESC: "Изключи автоматичното снаряжаване на нови войници преди битка." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Позволява подобряване на пси-силата." STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Псионичната сула на войниците може да се подобрява чрез опит и тренировка." STR_BATTLESMOOTHCAMERA: "Плавно проследяване на изстрели" STR_BATTLESMOOTHCAMERA_DESC: "Бойната камера проследява изстрели" STR_BATTLECONFIRMFIREMODE: "Потвърждаване на стрелбата" STR_BATTLECONFIRMFIREMODE_DESC: "Изисква второ цъкване на същото място за потвърждаване на заповяданата стрелба." STR_SELECT_BASE_1: "Избери база 1" STR_SELECT_BASE_2: "Избери база 2" STR_SELECT_BASE_3: "Избери база 3" STR_SELECT_BASE_4: "Избери база 4" STR_SELECT_BASE_5: "Избери база 5" STR_SELECT_BASE_6: "Избери база 6" STR_SELECT_BASE_7: "Избери база 7" STR_SELECT_BASE_8: "Избери база 8" STR_VIDEO: "ГРАФИКА" STR_AUDIO: "ЗВУК" STR_BATTLESCAPE_UC: "БОЙНА КАРТА" STR_MODS_UC: "МОДИФИКАЦИИ" STR_MODS: "Модификации" STR_DISPLAY_RESOLUTION: "Размер на екрана" STR_DISPLAY_RESOLUTION_DESC: "Променя размера на екрана, размера на играта ще бъде оразмерен подобаващо. Стелките сменят поддържаните размери. Избери, за да напишеш ръзно размера." STR_ORIGINAL: "Възстанови оригиналните настройки" STR_DISPLAY_MODE: "Режим на екрана" STR_WINDOWED: "В прозорец" STR_FULLSCREEN: "На цял екран" STR_BORDERLESS: "Без рамка" STR_DISPLAY_LANGUAGE: "Език" STR_DISPLAY_LANGUAGE_DESC: "Промени езика на текста в играта." STR_DISPLAY_FILTER: "Филтриране на образа" STR_DISPLAY_FILTER_DESC: "Променя филтъра, наложен в играта.{NEWLINE}*изисква OpenGL хардуерно ускорение." STR_DISPLAY_OPTIONS: "Настройки на образа" STR_LETTERBOXED: "В рамка" STR_LETTERBOXED_DESC: "Образът е в рамка, с цел запазване на оригиналните пропорции." STR_RESIZABLE: "Променлив размер" STR_LOCK_MOUSE: "Хващане на мишката" STR_LOCK_MOUSE_DESC: "Не позволява на курсора на мишката да напусне прозореца на играта. Ctrl+G за вкл/изкл по всяко време." STR_FIXED_WINDOW_POSITION: "Мястото на прозореца не може да се промени" STR_FIXED_WINDOW_POSITION_DESC: "Избери мястото за прозореца." STR_DISPLAY_SET_WINDOW_POSITION: "Избери новото начално място за прозореца" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Нова лява граница на X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Нова горна граница на Y:" STR_MUSIC_VOLUME: "Сила на музиката" STR_MUSIC_VOLUME_DESC: "Променя силата на фоновата музика." STR_SFX_VOLUME: "Сила на ефектите" STR_SFX_VOLUME_DESC: "Променя силата на звуковите ефекти." STR_UI_VOLUME: "Сила на звука по менютата" STR_UI_VOLUME_DESC: "Променя силата на звука на тоновете по менютата." STR_SCROLL_SPEED: "Скорост на картата" STR_SCROLL_SPEED_GEO_DESC: "Променя скоростта на местене на глобуса." STR_SCROLL_SPEED_BATTLE_DESC: "Променя скоростта на местене на картата." STR_DOGFIGHT_SPEED: "Скорост на въздуш. бой" STR_DOGFIGHT_SPEED_DESC: "Променя скоростта на въздушните битки между прехващащи апарати и НЛО. Забавянето може да подобри играта при по-бавни компютри." STR_CLOCK_SPEED: "Скорост на часовника" STR_CLOCK_SPEED_DESC: "Променя скоростта на часовника на Глобалната карта. Забавянето може да подобри играта при по-бавни компютри." STR_GLOBE_DETAILS: "Детайли на глобуса" STR_GLOBE_COUNTRIES: "Държави" STR_GLOBE_COUNTRIES_DESC: "Показва държавите спонсори на глобуса." STR_GLOBE_RADARS: "Радари" STR_GLOBE_RADARS_DESC: "Показва обхвата на радарите на глобуса." STR_GLOBE_FLIGHT_PATHS: "Траектория на полетите" STR_GLOBE_FLIGHT_PATHS_DESC: "Показва върху глобуса пътищата следвани от летателните апарати." STR_CONTROLS_DESC: "Използвайте ляв бутон на мишката, за да измените клавишна комбинация.{NEWLINE}Използвайте десен бутон, за да я изключите." STR_BASE_GAME: "Основна игра" STR_MODS_TOOLTIP: "Версия {0} на {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Местене по краищата" STR_EDGE_SCROLL_DESC: "С бутон: Картата се мести при задържането на левия бутон на мишката върху края на екрана.{NEWLINE}Автоматично: Картата се мести когато мишката е в края на екрана." STR_TRIGGER_SCROLL: "С бутон" STR_AUTO_SCROLL: "Автоматично" STR_DRAG_SCROLL: "Местене с влачене" STR_DRAG_SCROLL_DESC: "Картата се мести със задържане на избрания бутон на мишката и завлачване." STR_LEFT_MOUSE_BUTTON: "Ляв бутон" STR_MIDDLE_MOUSE_BUTTON: "Среден бутон" STR_RIGHT_MOUSE_BUTTON: "Десен бутон" STR_FIRE_SPEED: "Скорост на изстрелите" STR_FIRE_SPEED_DESC: "Променя скоростта на изстрелите." STR_PLAYER_MOVEMENT_SPEED: "Скорост на играча" STR_PLAYER_MOVEMENT_SPEED_DESC: "Променя скоростта на движение на единиците контролирани от играча." STR_COMPUTER_MOVEMENT_SPEED: "Скорост на двиение на изкуствения интелект" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Променя скоростта на движение на единиците контролирани от изкуствения интелект." STR_PATH_PREVIEW: "Показване на пътя" STR_PATH_ARROWS: "Стрелки" STR_PATH_ARROWS_DESC: "При щракване се показва пътя по който единицата ще достигне това място. Цветът указва възможните действия: зелено - движение и стрелба; жълто - движение; червено - невъзможно движение." STR_PATH_TIME_UNIT_COST: "Точки действие" STR_PATH_TIME_UNIT_COST_DESC: "При щракване се показват точките действие оставащи на единицата след достигане на мястото." STR_USER_INTERFACE_OPTIONS: "Опции на интерфейса" STR_TOOLTIPS: "Подсказки" STR_TOOLTIPS_DESC: "Показване на описания на бутоните на Бойната карта." STR_DEATH_NOTIFICATIONS: "Съобщаване за смърт" STR_DEATH_NOTIFICATIONS_DESC: "Показване на съобщениe всеки път щом един от войниците ви умре." STR_SHOW_FUNDS: "Налични средства" STR_SHOW_FUNDS_DESC: "Показва текущите налични средства до часовника на Глобалната карта." STR_MISSION_GENERATOR: "ОПЕРАЦИЯ ПО ЖЕЛАНИЕ" STR_MAP_OPTIONS: "ЗАДАДЕНО ЗА КАРТАТА" STR_ALIEN_OPTIONS: "ЗАДАДЕНО ЗА ПРИШЪЛЦИТЕ" STR_MAP_TERRAIN: "Терен" STR_MAP_DARKNESS: "Тъмнина" STR_MAP_DEPTH: "Дълбочина" STR_DIFFICULTY: "Трудност" STR_ALIEN_RACE: "Вид" STR_ALIEN_TECH_LEVEL: "Технологично ниво" STR_RANDOMIZE: "Случаен избор" STR_RESTORE_DEFAULTS_QUESTION: "Сигурни ли сте, че искате да върнете оригиналните настройки?" STR_DISPLAY_OPTIONS_CONFIRM: "ИСКАТЕ ЛИ ДА ЗАПАМЕТИТЕ НАСТРОЙКИТЕ ЗА ДИСПЛЕЯ?" STR_DISPLAY_OPTIONS_REVERT: "Връщане след 0:{0}" STR_MISSING_CONTENT_PROMPT: "ВНИМАНИЕ:{SMALLLINE}Тази запазена игра използва модове които липсват. Отсъстващото съдържание ще бъде премахнато, и играта може да не се зареди.{NEWLINE}Продължаване?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Запазване на предварително задействани гранати" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Запазва гранатите задействани в инвентарния екран на войниците преди битка." STR_NEWSEEDONLOAD: "Злоупотреба със запазването на игра" STR_NEWSEEDONLOAD_DESC: "Зареждането на игра ще генерира нови случайни числа, така че извършването на едно и също действие може да има различен резултат. Не работи в Железния режим." STR_CHANGEVALUEBYMOUSEWHEEL: "Промяна на стойности с колелцето на мишката" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Позволява използването на колелцето на мишката за увеличаване/намаляване на стойности с това число." STR_BATTLEHAIRBLEACH: "Подобряване на фигурите на войниците" STR_BATTLEHAIRBLEACH_DESC: "Променя изображенията на войниците на Бойната карта да съвпадат с показаното на инвернтарния екран." STR_DRAGSCROLLINVERT: "Обръщане на местенето с влачене" STR_DRAGSCROLLINVERT_DESC: "Когато е включено, завлачването премества картата в посока обратна на движението на мишката." STR_BATTLESCAPE_SCALE: "Мащаб на бойната карта" STR_BATTLESCAPE_SCALE_DESC: "Режим за промяна на мащаба на бойната карта, въз основа на определена резолюция (разтеглена), или въз основа на определена ниво на приближение (разширено да запълни)." STR_GEOSCAPE_SCALE: "Мащаб на глобалната карта" STR_GEOSCAPESCALE_SCALE_DESC: "Режим за промяна на мащаба на глобалната карта, въз основа на определена резолюция (разтеглена), или въз основа на определена ниво на приближение (разширено да запълни)." STR_1_5X: "1.5 пъти по-голям от оригинала" STR_2X: "2 пъти по-голям от оригинала" STR_THIRD_DISPLAY: "1/3 Екран" STR_HALF_DISPLAY: "1/2 Екран" STR_FULL_DISPLAY: "Пълен екран" STR_FPS_LIMIT: "Ограничение на кадрите-за-секунда" STR_FPS_LIMIT_DESC: "Ограничава колко пъти се опреснява екрана за една секунда, 0 за без ограничение. Ако е зададено рисуване с OpenGL, вместо това играта ще използва Vsync." STR_FPS_INACTIVE_LIMIT: "Ограничение на кадрите за секунда на заден план" STR_FPS_INACTIVE_LIMIT_DESC: "Ограничава броя на опресняване на екрана за секунда ако OpenXcom е на заден план." STR_NOALIENPANICMESSAGES: "Без съобщения за паникьосани пришълци" STR_NOALIENPANICMESSAGES_DESC: "Не се показват съобщения за паника за пришълците които не се виждат от играча." STR_ALIENBLEEDING: "Кървящи пришълци" STR_ALIENBLEEDING_DESC: "Позволява нанасянето на смъртоносни рани върху повечето извънземни." STR_FIELDPROMOTIONS: "Полеви повишения" STR_FIELDPROMOTIONS_DESC: "Само войниците присъствали на операцията са годни за получаване на повишения." STR_MEETINGPOINT: "Предсказване на тректорията на НЛО" STR_MEETINGPOINT_DESC: "Летателните апарати летят към пресечна точка с НЛО в зависимост от неговата траектория." STR_IRONMAN: "ЖЕЛЕЗЕН РЕЖИМ" STR_IRONMAN_DESC: "Без ръчно запазване" STR_SAVE_AND_ABANDON_GAME: "ЗАПАЗВАНЕ И НАПУСКАНЕ НА ИГРАТА" STR_MOD_UNSUCCESSFUL: "Неуспешно зареждане на мод" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Променя как играта се показва на екрана." STR_PREFERRED_MUSIC_FORMAT: "Формат на музиката" STR_PREFERRED_MUSIC_FORMAT_DESC: "Избира предпочитания формат за музиката ако има няколко възможни.{NEWLINE}ЗАБЕЛЕЖКА: Просвирването на MIDI може да е бъгливо под Windows." STR_PREFERRED_SFX_FORMAT: "Формат на ефектите" STR_PREFERRED_SFX_FORMAT_DESC: "Избира предпочитаният формат на звуковите ефекти ако има няколко възможни." STR_PREFERRED_VIDEO_FORMAT: "Видео формат" STR_PREFERRED_VIDEO_FORMAT_DESC: "Избор на предпочитания видео формат при наличност на повече от един." STR_PREFERRED_VIDEO_ANIMATION: "Анимация" STR_PREFERRED_VIDEO_SLIDESHOW: "Преглед в снимки" STR_PREFERRED_FORMAT_AUTO: "Автоматичен избор" STR_CURRENT_FORMAT: "В момента: {0}" STR_SOUND_OPTIONS: "Настройки звук" STR_BACKGROUND_MUTE: "Изключване на фонови звуци" STR_BACKGROUND_MUTE_DESC: "Изйкючва всички звуци, когато играта не е на преден план." STR_FORCE_FIRE: "Игнориране на видимостта към целта" STR_FORCE_FIRE_DESC: "Позволява принуждаването на войниците да стрелят без значение дали имат видимост към целта със задържане на клавиша CTRL." STR_NO_AUDIO_HARDWARE_DETECTED: "Не е открито звуково устройство" STR_MOUSEWHEEL_SPEED: "Скорост на разлистване с колелцето на мишката" STR_MOUSEWHEEL_SPEED_DESC: "Настройва броя линии, които се се придвижват, когато се използва колелцето на мишката." STR_DISABLED: "Изключено" STR_MAXIMIZE_INFO_SCREENS: "Максимизиране на информационните екрани" STR_MAXIMIZE_INFO_SCREENS_DESC: "Инвентарният екран и другите подобни ще се показват на цял екран, независимо от настройките за мащабиране." STR_DIARY: "ДНВЕНИК" STR_KILLED: "УБИТИ" STR_STUNNED: "ЗАШЕМЕТЕНИ" STR_PANICKED: "ИЗПАДНАЛИ В ПАНИКА" STR_MINDCONTROLLED: "ОБСЕБЕНИ" STR_REGION_UNKNOWN: "Неразкрити" STR_WEAPON_UNKNOWN: "Импровизация" STR_UNKNOWN: "Неизвестен" STR_VICTORY: "Победа" STR_DEFEAT: "Загуба" STR_NO_RECORD: "Няма данни" STR_HUMAN: "Човек" STR_FRIENDLY: "Приятел" STR_HOSTILE: "Враг" STR_NEUTRAL: "Неутрален" STR_RATING_UC: "ОЦЕНКА" STR_LOCATION: "МЯСТО> {ALT}{0}" STR_DAYLIGHT_TYPE: "ВРЕМЕ> {ALT}{0}" STR_RACE_TYPE: "СЪЗТЕЗАНИЕ> {ALT}{0}" STR_DAY: "Ден" STR_NIGHT: "Нощ" STR_DAYS_WOUNDED: "ДНИ С РАНИ> {ALT}{0}" STR_COMBAT: "БИТКА" STR_PERFORMANCE: "ПРЕДСТАВЯНЕ" STR_NEUTRALIZATIONS_BY_RACE: "НЕУТРАЛИЗАЦИЯ ПО РАСИ" STR_NEUTRALIZATIONS_BY_RANK: "НЕУТРАЛИЗАЦИЯ ПО РАНГ" STR_NEUTRALIZATIONS_BY_WEAPON: "НЕУТРАЛИЗАЦИЯ ПО ОРЪЖИЕ" STR_MISSIONS_BY_LOCATION: "МИСИИ ПО МЕСТОПОЛОЖЕНИЕ" STR_MISSIONS_BY_TYPE: "ВИД МИСИИ" STR_MISSIONS_BY_UFO: "НЛО МИСИИ" STR_SCORE_VALUE: "РЕЗУЛТАТ> {ALT}{0}" STR_WINS: "ПОБЕДИ> {ALT}{0}" STR_STUNS: "ЗАШЕМЕТЯВАНИЯ> {ALT}{0}" STR_PANICKS: "ИЗПАДАНЕ В ПАНИКА> {ALT}{0}" STR_MINDCONTROLS: "ОБСЕБВАНЕ> {ALT}{0}" STR_AWARDS: "НАГРАДИ" STR_COMMENDATIONS_UC: "ПОХВАЛИ" STR_COMMENDATIONS: "Похвали" STR_MEDALS: "МЕДАЛИ" STR_LOST_IN_SERVICE: "ЗАГИНАЛИ ПО ВРЕМЕ НА БИТКА" STR_MEDAL_NAME: "Име на медала" STR_MEDAL_AWARD_LEVEL: "Ниво на наградата" STR_MEDAL_DECOR_LEVEL: "Ниво на ордени" STR_AWARD_0: "Първа награда" STR_AWARD_1: "Втора награда" STR_AWARD_2: "Трета награда" STR_AWARD_3: "Четвърта награда" STR_AWARD_4: "Пета награда" STR_AWARD_5: "Шеста награда" STR_AWARD_6: "Седма награда" STR_AWARD_7: "Осма награда" STR_AWARD_8: "Девета награда" STR_AWARD_9: "Десета награда" STR_AWARD_DECOR_0: "Няма" STR_AWARD_DECOR_1: "Първа бронзова значка" STR_AWARD_DECOR_2: "Втора бронзова значка" STR_AWARD_DECOR_3: "Трета бронзова значка" STR_AWARD_DECOR_4: "Първа сребърна значка" STR_AWARD_DECOR_5: "Втора сребърна значка" STR_AWARD_DECOR_6: "Трета сребърна значка" STR_AWARD_DECOR_7: "Първа златна значка" STR_AWARD_DECOR_8: "Втора златна значка" STR_AWARD_DECOR_9: "Трета златна значка" STR_KILLED_IN_ACTION_MALE: "ПАДНАЛ В БОЙ" STR_KILLED_IN_ACTION_FEMALE: "ПАДНАЛ В БОЙ" STR_MISSING_IN_ACTION_MALE: "ЛИПСВАЩ ПО ВРЕМЕ НА АКЦИЯ" STR_MISSING_IN_ACTION_FEMALE: "ЛИПСВАЩ ПО ВРЕМЕ НА АКЦИЯ" STR_AVERAGE_MONTHLY_RATING: "Средна месечна оценка" STR_TOTAL_INCOME: "Общо приходи" STR_TOTAL_EXPENDITURE: "Общо разходи" STR_MISSIONS_WON: "Приключени мисии" STR_MISSIONS_LOST: "Провалени мисии" STR_NIGHT_MISSIONS: "Нощни мисии" STR_BEST_RATING: "Най-висока оценка на мисия" STR_WORST_RATING: "Най-ниска оценка на мисия" STR_ALIEN_KILLS: "Убити пришълци" STR_ALIEN_CAPTURES: "Заловени пришълци" STR_FRIENDLY_KILLS: "Приятелски огън" STR_AVERAGE_ACCURACY: "Средна точност" STR_WEAPON_MOST_KILLS: "Най-ефективно оръжие" STR_ALIEN_MOST_KILLS: "Най-смъртоносен пришълец" STR_LONGEST_SERVICE: "Най-много месеци в служба" STR_TOTAL_DAYS_WOUNDED: "Болнични" STR_COUNTRIES_LOST: "Проникване в държави" STR_TOTAL_TERROR_SITES: "Терористични атаки" STR_TOTAL_BASES: "Построени бази" STR_TOTAL_CRAFT: "Притежаване летателни апарати" STR_TOTAL_SCIENTISTS: "Наети учени" STR_TOTAL_ENGINEERS: "Наети инженери" STR_TOTAL_RESEARCH: "Завършени научни проекти" STR_DIARY_ACCURACY: "ТОЧНОСТ> {ALT}{0}%" STR_STATISTICS: "Статистика" STR_STATS: "ИНФО" STR_TIME_UNITS_ABBREVIATION: "ВЕ" STR_STAMINA_ABBREVIATION: "ИЗД" STR_HEALTH_ABBREVIATION: "ТЖ" STR_BRAVERY_ABBREVIATION: "СМЕ" STR_REACTIONS_ABBREVIATION: "РЕА" STR_FIRING_ACCURACY_ABBREVIATION: "ТС" STR_THROWING_ACCURACY_ABBREVIATION: "ТХ" STR_STRENGTH_ABBREVIATION: "СИЛ" STR_MELEE_ACCURACY_ABBREVIATION: "БОЙ" ================================================ FILE: bin/common/Language/cs.yml ================================================ cs: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nová hra" STR_LOAD_SAVED_GAME: "Nahrát hru" STR_SELECT_DIFFICULTY_LEVEL: "Vyberte úroveň obtížnosti" STR_1_BEGINNER: "1> Začátečník" STR_2_EXPERIENCED: "2> Pokročilý" STR_3_VETERAN: "3> Veterán" STR_4_GENIUS: "4> Génius" STR_5_SUPERHUMAN: "5> Nadčlověk" STR_TIME: "Čas" STR_DATE: "Datum" STR_SELECT_GAME_TO_LOAD: "Kterou hru nahrát?" STR_SELECT_SAVE_POSITION: "Do které pozice uložit?" STR_GAME_OPTIONS: "HERNÍ VOLBY" STR_LOAD_GAME: "NÁHRAT HRU" STR_SAVE_GAME: "ULOŽIT HRU" STR_ABANDON_GAME: "OPUSTIT HRU" STR_ABANDON_GAME_QUESTION: "OPUSTIT HRU?" STR_QUIT: "Ukončit" STR_SAVING_GAME: "Ukládání hry" STR_LOADING_GAME: "Nahravání hry" STR_NO_SAVED_GAME_PRESENT: "Žádné uložené hry" STR_LOAD_UNSUCCESSFUL: "Nahrání selhalo" STR_SAVE_UNSUCCESSFUL: "Uložení selhalo" STR_LOAD_SUCCESSFUL: "Hra byla nahrána" STR_SAVE_SUCCESSFUL: "Hra byla uložena" STR_DELETE: "SMAZAT" STR_DELETE_UNSUCCESSFUL: "Smazání selhalo" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Přepsat uloženou hru?" STR_ORIGINAL_XCOM: "Původní X-Com" STR_LOADING: "Nahrávání..." STR_DETAILS: "PODROBNOSTI> {ALT}{0}" STR_NEW_BATTLE: "Nová bitva" STR_OPTIONS: "Možnosti" STR_RIGHT_CLICK_TO_DELETE: "Smazat pravým klikem" STR_RESTORE_DEFAULTS: "Obnovit výchozí" STR_CONTROLS: "OVLÁDÁNÍ" STR_GENERAL: "Hlavní" STR_GEOSCAPE: "Glóbus" STR_BATTLESCAPE: "Bojiště" STR_SCREENSHOT: "Snímek obrazovky" STR_FPS_COUNTER: "Počítadlo FPS" STR_ROTATE_LEFT: "Otočit vlevo" STR_ROTATE_RIGHT: "Otočit vpravo" STR_ROTATE_UP: "Otočit nahoru" STR_ROTATE_DOWN: "Otočit dolů" STR_ZOOM_IN: "Přiblížit" STR_ZOOM_OUT: "Oddálit" STR_TOGGLE_COUNTRY_DETAIL: "Přepínač detailů země" STR_TOGGLE_RADAR_RANGES: "Přepínač dosahů radaru" STR_SCROLL_LEFT: "Posunout vlevo" STR_SCROLL_RIGHT: "Posunout vpravo" STR_SCROLL_UP: "Posunout nahoru" STR_SCROLL_DOWN: "Posunout dolu" STR_UNIT_LEVEL_ABOVE: "Přesunout jednotku o úroveň výš" STR_UNIT_LEVEL_BELOW: "Přesunout jednotku o úroveň níž" STR_VIEW_LEVEL_ABOVE: "Pohled o úroveň výš" STR_VIEW_LEVEL_BELOW: "Pohled o úroveň níž" STR_CENTER_SELECTED_UNIT: "Vycentrovat na vybranou jednotku" STR_PREVIOUS_UNIT: "Vybrat předchozí jednotku" STR_NEXT_UNIT: "Vybrat další jednotku" STR_DESELECT_UNIT: "Zrušit výběr jednotky" STR_USE_LEFT_HAND: "Použít předmět v levé ruce" STR_USE_RIGHT_HAND: "Použít předmět v pravé ruce" STR_INVENTORY: "Inventář" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Víceroúrovňový pohled" STR_END_TURN: "Konec kola" STR_ABORT_MISSION: "Zrušit misi" STR_UNIT_STATS: "Statistika jednotky" STR_KNEEL: "Kleknout" STR_RELOAD: "Nabít" STR_TOGGLE_PERSONAL_LIGHTING: "Zapnout osobní svítilnu" STR_DONT_RESERVE_TIME_UNITS: "Nerezervovat čas" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Rezervovat čas pro výstřel od boku" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Rezervovat čas pro zamířený výstřel" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Rezervovat čas pro výstřel automatem" STR_CENTER_ON_ENEMY_1: "Vycentrovat na nepřítele 1" STR_CENTER_ON_ENEMY_2: "Vycentrovat na nepřítele 2" STR_CENTER_ON_ENEMY_3: "Vycentrovat na nepřítele 3" STR_CENTER_ON_ENEMY_4: "Vycentrovat na nepřítele 4" STR_CENTER_ON_ENEMY_5: "Vycentrovat na nepřítele 5" STR_CENTER_ON_ENEMY_6: "Vycentrovat na nepřítele 6" STR_CENTER_ON_ENEMY_7: "Vycentrovat na nepřítele 7" STR_CENTER_ON_ENEMY_8: "Vycentrovat na nepřítele 8" STR_CENTER_ON_ENEMY_9: "Vycentrovat na nepřítele 9" STR_CENTER_ON_ENEMY_10: "Vycentrovat na nepřítele 10" STR_CREATE_INVENTORY_TEMPLATE: "Vytvořit šablonu vybavení" STR_APPLY_INVENTORY_TEMPLATE: "Použít šablonu vybavení" STR_CLEAR_INVENTORY: "Zrušit inventář" STR_AUTO_EQUIP: "Automaticky vybavit" STR_QUICK_SAVE: "Rychlé uložení" STR_QUICK_LOAD: "Rychlé načtení" STR_ADVANCED: "DALŠÍ" STR_AGGRESSIVERETALIATION: "Agresivní odplata" STR_AGGRESSIVERETALIATION_DESC: "UFA se vždy pokusí najít vaše základny bez ohledu na jejich primární misi." STR_STORAGELIMITSENFORCED: "Omezení kapacity skladů pro získané předměty." STR_STORAGELIMITSENFORCED_DESC: "Omezuje počet živých cizáků a artefaktů ukládaných do cizácké cely a skladů" STR_CANSELLLIVEALIENS: "Prodej živých cizáků" STR_CANSELLLIVEALIENS_DESC: "Povolit prodej živých cizáků - doporučeno při nastavení omezení kapacity skladů." STR_ALLOWBUILDINGQUEUE: "Povolit stavební frontu" STR_ALLOWBUILDINGQUEUE_DESC: "Nová zařízení mohou být umístěna vedle nedokončených." STR_BATTLEAUTOEND: "Automatické ukončení bitvy" STR_BATTLEAUTOEND_DESC: "Automaticky ukončí bitvu ve chvíli, kdy je poslední živý cizák neutralizován." STR_BATTLEINSTANTGRENADE: "Okamžité granáty" STR_BATTLEINSTANTGRENADE_DESC: "Granát vybuchne okamžite při dopadu, místo na konci kola, pokud byl načasován na 0 kol." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender přesnost" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Přesnost střelby se sníží po dosažení určité vzdálenosti, podle druhu střelby. Upravená přesnost bude zobrazena na kurzoru" STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Vzdušné přesuny" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Umožní trvalé převedení letícího letadla na jinou základnu." STR_CRAFTLAUNCHALWAYS: "Vynucený start stroje" STR_CRAFTLAUNCHALWAYS_DESC: "Plavidla mohou být vyslána na misi, přestože nejsou připravena, tedy bez dokončené údržby." STR_CUSTOMINITIALBASE: "Vlastní návrh startovní základny" STR_CUSTOMINITIALBASE_DESC: "Umožní vlastní návrh první základny, místo použití předdefinovaného rozvržení. " STR_GLOBESEASONS: "Realistické osvětlení glóbusu" STR_GLOBESEASONS_DESC: "Používá realističtější projekci slunečního světla na Glóbus s ohledem na osový náklon Země." STR_PLAYINTRO: "Přehrávat intro." STR_PLAYINTRO_DESC: "Přehraje intro při spuštění hry." STR_SHOWMORESTATSININVENTORYVIEW: "Statistiky inventáře" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Zobrazí v invetáři doplňkové informace o vybraném vojákovi." STR_SNEAKYAI: "Plíživá UI" STR_SNEAKYAI_DESC: "UI se bude snažit vyhnout odhalení hráčem." STR_STRAFE: "Alternativní pohybové metody" STR_STRAFE_DESC: "Při stisku CTRL umožní pohyb do stran, běhání a nezávislý pohyb věže tanku." STR_BATTLEEXPLOSIONHEIGHT: "Výška exploze" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Nastaví způsob šíření explozí do výšky.{NEWLINE}(Pouze v rovině: 0, Kulovitá: 3)" STR_AUTOSAVE: "Automatické ukládání" STR_AUTOSAVE_DESC: "Automaticky ukládá hru v zadaném intervalu. Nevztahuje se na mód Ironman." STR_AUTOSAVE_FREQUENCY: "Frekvence ukládání" STR_AUTOSAVE_FREQUENCY_DESC: "Počet kol, po kterých bude hra automaticky uložena." STR_ALLOWPSIONICCAPTURE: "Povolit psionická zajmutí" STR_ALLOWPSIONICCAPTURE_DESC: "Psionické ovládnutí zbývajících cizáků ukončí úspěšně misi. Ovládnutí cizáci jsou zajmuti živí." STR_ANYTIMEPSITRAINING: "Psionický trénink kdykoliv" STR_ANYTIMEPSITRAINING_DESC: "Povoluje zařazení vojáků do psionického výcviku kdykoliv v měsíci. Mějte na paměti, že počáteční výcvik trvá 30 až 60 dní." STR_SKIPNEXTTURNSCREEN: "Přeskakovat oznámení nového kola" STR_SKIPNEXTTURNSCREEN_DESC: "Oznámení o novém kole automaticky zmizí po krátké prodlevě." STR_NOT_ENOUGH_SPACE: "Nedostatek místa." STR_WEAPONSELFDESTRUCTION: "Sebedestrukce cizáckých zbraní (XCom 2012)" STR_WEAPONSELFDESTRUCTION_DESC: "Cizacké zbraně se samy zničí je-li jejich majitel zabit jako v XCOM 2012." STR_RETAINCORPSES: "Zachovat vyslechnuté cizáky" STR_RETAINCORPSES_DESC: "Po \"vyzkoumání\" živých cizáků budou jejich těla přidána do skladů základny, jako v XCOM 2012" STR_SAVE_VOXEL_VIEW: "Uložit snímek obrazovky z pohledu první osoby" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Rezervovat časové jednotky pro zakleknutí" STR_EXPEND_ALL_TIME_UNITS: "Spotřebovat všechny časové jednotky" STR_PSISTRENGTHEVAL: "Ohodnocení psionické síly" STR_PSISTRENGTHEVAL_DESC: "Vyhodnotí psionickou sílu všech vojáků poté, co bude proveden odpovídající výzkum." STR_DISABLEAUTOEQUIP: "Vypnout automatické vybavování" STR_DISABLEAUTOEQUIP_DESC: "Vypnout automatické vybavování nových vojáků před bitvou" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Zlepšování Psionické síly" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psionickou sílu vojáků lze vylepšit zkušenostmi a výcvikem." STR_BATTLESMOOTHCAMERA: "Plynulá kamera při sledování střely" STR_BATTLESMOOTHCAMERA_DESC: "Kamera na bojišti bude plynule sledovat letící projektily." STR_BATTLECONFIRMFIREMODE: "Režim potvrzení štřelby" STR_BATTLECONFIRMFIREMODE_DESC: "Pro potvrzení rozkazu ke střelbě vyžaduje druhý klik na stejné políčko." STR_SELECT_BASE_1: "Vybrat základnu 1" STR_SELECT_BASE_2: "Vybrat základnu 2" STR_SELECT_BASE_3: "Vybrat základnu 3" STR_SELECT_BASE_4: "Vybrat základnu 4" STR_SELECT_BASE_5: "Vybrat základnu 5" STR_SELECT_BASE_6: "Vybrat základnu 6" STR_SELECT_BASE_7: "Vybrat základnu 7" STR_SELECT_BASE_8: "Vybrat základnu 8" STR_VIDEO: "VIDEO" STR_AUDIO: "ZVUK" STR_BATTLESCAPE_UC: "BOJIŠTĚ" STR_MODS_UC: "MÓDY" STR_MODS: "Módy" STR_DISPLAY_RESOLUTION: "Rozlišení obrazovky" STR_DISPLAY_RESOLUTION_DESC: "Mění rozlišení monitoru. Zobrazení hry bude změněno tak, aby tomu odpovídalo. Šipky přepínají mezi podporovanými rozlišeními. Klikněte pro vložení vlastního rozlišení." STR_ORIGINAL: "Originální" STR_DISPLAY_MODE: "Styl zobrazení" STR_WINDOWED: "V okně" STR_FULLSCREEN: "Celá obrazovka" STR_BORDERLESS: "Bez okrajů" STR_DISPLAY_LANGUAGE: "Jazyk" STR_DISPLAY_LANGUAGE_DESC: "Mění jazyk herního textu." STR_DISPLAY_FILTER: "Filtr obrazovky" STR_DISPLAY_FILTER_DESC: "Mění filtr aplikovaný na zobrazení hry.{NEWLINE}*vyžaduje hardwarovou akceleraci OpenGL." STR_DISPLAY_OPTIONS: "Nastavení zobrazení" STR_LETTERBOXED: "Nejlepší poměr" STR_LETTERBOXED_DESC: "Maximalizuje obraz tak, že poměr stran je zachován." STR_RESIZABLE: "Měnitelné" STR_LOCK_MOUSE: "Zamknout myš" STR_LOCK_MOUSE_DESC: "Zabrání kurzoru myši opustit okno hry. Ctrl+G pro přepnutí kdykoliv." STR_FIXED_WINDOW_POSITION: "Ukotvení pozice okna" STR_FIXED_WINDOW_POSITION_DESC: "Nastaví pevné ukotvení okna" STR_DISPLAY_SET_WINDOW_POSITION: "Nastavit kořenovou pozici pro nové okno" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Levý okraj - nové X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Horní okraj - nové Y:" STR_MUSIC_VOLUME: "Hlasitost hudby" STR_MUSIC_VOLUME_DESC: "Mění hlasitost hudby na pozadí." STR_SFX_VOLUME: "Hlasitost zvuku" STR_SFX_VOLUME_DESC: "Mění hlasitost zvukových efektů." STR_UI_VOLUME: "Hlasitost UI" STR_UI_VOLUME_DESC: "Mění hlasitost pípání rozhraní." STR_SCROLL_SPEED: "Rychlost posunu" STR_SCROLL_SPEED_GEO_DESC: "Mění rychlost posunu glóbusu." STR_SCROLL_SPEED_BATTLE_DESC: "Mění rychlost posunu mapy." STR_DOGFIGHT_SPEED: "Rychlost letec. soubojů" STR_DOGFIGHT_SPEED_DESC: "Změní rychlost průběhu vzdušných soubojů. Nižší rychlosti mohou zlepšit výkon na pomalých zařízeních." STR_CLOCK_SPEED: "Rychlost hodin" STR_CLOCK_SPEED_DESC: "Změní rychlost času Glóbusu. Nižší rychlosti mohou zlepšit výkon pomalých zařízení." STR_GLOBE_DETAILS: "Detaily glóbusu" STR_GLOBE_COUNTRIES: "Státy" STR_GLOBE_COUNTRIES_DESC: "Zobrazí financující státy na glóbusu." STR_GLOBE_RADARS: "Radary" STR_GLOBE_RADARS_DESC: "Zobrazí na glóbusu dosah radarů v základnách." STR_GLOBE_FLIGHT_PATHS: "Letové dráhy" STR_GLOBE_FLIGHT_PATHS_DESC: "Zobrazí na glóbusu letové dráhy letounů." STR_CONTROLS_DESC: "Pro změnu zkratky na ni klikněte a zadejte její novou hodnotu.{NEWLINE}Pravým tlačítkem myši zkratku deaktivujete." STR_BASE_GAME: "Základní hra" STR_MODS_TOOLTIP: "Verze {0} od {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Posuv najetím k okraji" STR_EDGE_SCROLL_DESC: "Spoušť: Posune mapu, když je na okraji obrazovky stisknuto levé tlačítko myši.{NEWLINE}Auto: Posune mapu, když je kurzor nad okrajem obrazovky." STR_TRIGGER_SCROLL: "Spoušť" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Posuv táhnutím" STR_DRAG_SCROLL_DESC: "Je-li stisknuto specifikované tlačitko myši a kurzorem je taženo, posouvá mapu." STR_LEFT_MOUSE_BUTTON: "Levé tlačítko" STR_MIDDLE_MOUSE_BUTTON: "Prostřední tlačítko" STR_RIGHT_MOUSE_BUTTON: "Pravé tlačítko" STR_FIRE_SPEED: "Rychlost střelby" STR_FIRE_SPEED_DESC: "Mění rychlost projektilů vystřelených ze zbraní." STR_PLAYER_MOVEMENT_SPEED: "Rychlost pohybu hráče" STR_PLAYER_MOVEMENT_SPEED_DESC: "Mění rychlost pohybu hráčem ovládaných jednotek." STR_COMPUTER_MOVEMENT_SPEED: "Rychlost pohybu AI" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Mění rychlost pohybu počítačem ovládaných jednotek." STR_PATH_PREVIEW: "Náhled cesty" STR_PATH_ARROWS: "Trasa pohybu" STR_PATH_ARROWS_DESC: "Kliknutí zobrazí cestu, kterou se vaše jednotka bude přesouvat do cíle. Barva naznačuje možné úkony: Zelená - možný pohyb a střelba; Žlutá - možný pohyb; Červená - pohyb není možný." STR_PATH_TIME_UNIT_COST: "Časové jednotky" STR_PATH_TIME_UNIT_COST_DESC: "Kliknutí zobrazí zbylý čas vaší jednotky po přesunu do cíle." STR_USER_INTERFACE_OPTIONS: "Volby UI" STR_TOOLTIPS: "Popisky tlačítek" STR_TOOLTIPS_DESC: "Zobrazí popisky k tlačítkům v zobrazení bojiště." STR_DEATH_NOTIFICATIONS: "Zprávy o úmrtí" STR_DEATH_NOTIFICATIONS_DESC: "Zobrazí zprávu o úmrtí pokaždé když jeden z vašich vojáků zahyne." STR_SHOW_FUNDS: "Ukázat finance" STR_SHOW_FUNDS_DESC: "Zobrazí současné finance vedle hodin Glóbusu." STR_MISSION_GENERATOR: "GENERÁTOR MISÍ" STR_MAP_OPTIONS: "VOLBY MAPY" STR_ALIEN_OPTIONS: "VOLBY MIMOZEMŠŤANŮ" STR_MAP_TERRAIN: "Terén" STR_MAP_DARKNESS: "Tma" STR_MAP_DEPTH: "Hloubka" STR_DIFFICULTY: "Obtížnost" STR_ALIEN_RACE: "Rasa" STR_ALIEN_TECH_LEVEL: "Technická úroveň" STR_RANDOMIZE: "Generovat náhodně" STR_OXCE_REQUIRED_QUESTION: "Tento mod pro správnou funkci vyžaduje OpenXcom {0}. Aktivovat tento mod?" STR_RESTORE_DEFAULTS_QUESTION: "Opravdu chcete obnovit standardní nastavení?" STR_DISPLAY_OPTIONS_CONFIRM: "Chcete zachovat současné nastavení zobrazení?" STR_DISPLAY_OPTIONS_REVERT: "Změny se vrátí zpět za 0:{0}" STR_MISSING_CONTENT_PROMPT: "VAROVÁNÍ:{SMALLLINE}Tato uložená pozice pracuje s mody, které nejsou dostupné. Chybějící obsah bude odstraněn a načítání nemusí být úspěšné.{NEWLINE}Pokračovat?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Ukládání dopředu odjištěných granátů" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Ukládá granáty odjištěné v inventáři před bitvou v obrazovce výbavy vojáků." STR_NEWSEEDONLOAD: "Podvádění s ukládáním hry" STR_NEWSEEDONLOAD_DESC: "Nahrání hry resetuje náhodná čísla, takže zahrání stejné akce může vést k různým výsledkům. Neplatí pro mód Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Změna hodnot pomocí kolečka myši" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Umožní používat kolečko myši ke zvyšování/snižování hodnot." STR_BATTLEHAIRBLEACH: "Rozšířený vzhled vojáků" STR_BATTLEHAIRBLEACH_DESC: "Mění vzhled vojáků tak, aby se shodoval s jejich vzhledem v menu inventáře." STR_DRAGSCROLLINVERT: "Invertovat posouvání tahem" STR_DRAGSCROLLINVERT_DESC: "Při zapnutí této možnosti tažením myši přesouváte obrazovku v opačném směru" STR_BATTLESCAPE_SCALE: "Měřítko bojiště" STR_BATTLESCAPE_SCALE_DESC: "Škáluje zobrazení bojiště na zadané rozlišení. Originál = 320x200px, celá obrazovka plně využije nastavené rozlišení." STR_GEOSCAPE_SCALE: "Měřítko glóbusu" STR_GEOSCAPESCALE_SCALE_DESC: "Škáluje zobrazení glóbusu na zadané rozlišení. Originál = 320x200 bodů, celá obrazovka plně využije nastavené rozlišení." STR_1_5X: "1.5x originál" STR_2X: "2x originál" STR_THIRD_DISPLAY: "1/3 obrazovky" STR_HALF_DISPLAY: "1/2 obrazovky" STR_FULL_DISPLAY: "Celá obrazovka" STR_FPS_LIMIT: "Limit FPS" STR_FPS_LIMIT_DESC: "Omezuje počet obnovení obrazovky za vteřinu, 0 znamená bez limitu. Pokud je povoleno OpenGL renderování, hra místo něho použije Vsync." STR_FPS_INACTIVE_LIMIT: "Omezení FPS na pozadí" STR_FPS_INACTIVE_LIMIT_DESC: "Omezí obnovovací frekvenci, pokud je OpenXcom na pozadí." STR_NOALIENPANICMESSAGES: "Skrýt zprávy o panice cizáků." STR_NOALIENPANICMESSAGES_DESC: "Nezobrazovat zprávy o panikaření cizáků pokud jsou pro hráče neviditelní." STR_ALIENBLEEDING: "Krvácení cizáků" STR_ALIENBLEEDING_DESC: "Umožňuje způsobit smrtelná zranění většině mimozemšťanům." STR_FIELDPROMOTIONS: "Polní povyšování" STR_FIELDPROMOTIONS_DESC: "Pouze vojáci přítomní na misi mohou být povýšeni." STR_MEETINGPOINT: "Předvídat trajektorii UFO" STR_MEETINGPOINT_DESC: "Stroje přilétají k bodu setkání s UFO na základě jeho současné trajektorie." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Žádné manuální ukládání" STR_SAVE_AND_ABANDON_GAME: "ULOŽIT A OPUSTIT HRU" STR_MOD_UNSUCCESSFUL: "Načtení modu selhalo" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Změnit zobrazení hry." STR_PREFERRED_MUSIC_FORMAT: "Formát hudby" STR_PREFERRED_MUSIC_FORMAT_DESC: "Vyberte upřednostňovaný hudební formát, pokud jich je k dispozici více. {NEWLINE}Poznámka: MIDI přehrávač na Windows nemusí fungovat." STR_PREFERRED_SFX_FORMAT: "SFX " STR_PREFERRED_SFX_FORMAT_DESC: "Vyber preferované zkuvoké efekty, když jich je víc k dispozici." STR_PREFERRED_VIDEO_FORMAT: "Formát zobrazení" STR_PREFERRED_VIDEO_FORMAT_DESC: "Určuje upřednostňovaný formát zobrazení, je li jich víc k dispozici. " STR_PREFERRED_VIDEO_ANIMATION: "Animace" STR_PREFERRED_VIDEO_SLIDESHOW: "Slideshow" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Aktuální: {0}" STR_SOUND_OPTIONS: "Zvukové možnosti" STR_BACKGROUND_MUTE: "Ztlumení pozadí" STR_BACKGROUND_MUTE_DESC: "Ztlumí veškerý zvuk, pokud není okno hry aktivní." STR_FORCE_FIRE: "Přehlížet překázky v linii střelby" STR_FORCE_FIRE_DESC: "Dovoluje donutit vojáky střílet podržením CTRL, nezávisle na překážkách v linii střelby." STR_NO_AUDIO_HARDWARE_DETECTED: "Zvuková karta nenalezena." STR_MOUSEWHEEL_SPEED: "Rychlost posouvání kolečkem myši" STR_MOUSEWHEEL_SPEED_DESC: "Nastavuje počet řádků o který se seznam posune při jednom otočení kolečkem myši." STR_DISABLED: "Vypnuto" STR_MAXIMIZE_INFO_SCREENS: "Maximalizovat informační obrazovky" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventář a další obazovky budou bez ohledu na nastavení škálování zobrazeny přes celou obrazovku" STR_DIARY: "DENÍK" STR_KILLED: "ZABIT" STR_STUNNED: "OMRÁČEN" STR_PANICKED: "ZPANIKAŘENO" STR_MINDCONTROLLED: "OVLÁDNUT" STR_REGION_UNKNOWN: "Neveřejný" STR_WEAPON_UNKNOWN: "Improvizace" STR_UNKNOWN: "Neznámo" STR_VICTORY: "Vítězství" STR_DEFEAT: "Porážka" STR_NO_RECORD: "Žádný záznam" STR_HUMAN: "Člověk" STR_FRIENDLY: "Přítel" STR_HOSTILE: "Nepřátelský" STR_NEUTRAL: "Neutrální" STR_RATING_UC: "HODNOCENÍ" STR_LOCATION: "LOKACE> {ALT}{0}" STR_DAYLIGHT_TYPE: "ČAS> {ALT}{0}" STR_RACE_TYPE: "RASA> {ALT}{0}" STR_DAY: "Den" STR_NIGHT: "Noc" STR_DAYS_WOUNDED: "ZRANĚN DNÍ> {ALT}{0}" STR_COMBAT: "BOJ" STR_PERFORMANCE: "VÝKONNOST" STR_NEUTRALIZATIONS_BY_RACE: "ZABITÍ DLE RASY" STR_NEUTRALIZATIONS_BY_RANK: "ZABITÍ DLE HODNOSTI" STR_NEUTRALIZATIONS_BY_WEAPON: "ZABITÍ DLE ZBRANĚ" STR_MISSIONS_BY_LOCATION: "MISE DLE LOKACE" STR_MISSIONS_BY_TYPE: "MISE DLE TYPU" STR_MISSIONS_BY_UFO: "MISE DLE UFA" STR_SCORE_VALUE: "SKÓRE> {ALT}{0}" STR_WINS: "VÍTĚZSTVÍ> {ALT}{0}" STR_STUNS: "OMRÁČENÍ> {ALT}{0}" STR_PANICKS: "ZPANIKAŘENÍ> {ALT}{0}" STR_MINDCONTROLS: "OVLÁDNUTÍ> {ALT}{0}" STR_AWARDS: "OCENĚNÍ" STR_COMMENDATIONS_UC: "VYZNAMENÁNÍ" STR_COMMENDATIONS: "Vyznamenání" STR_MEDALS: "MEDAILE" STR_LOST_IN_SERVICE: "ZTRACENI BĚHEM SLUŽBY" STR_MEDAL_NAME: "Název medile" STR_MEDAL_AWARD_LEVEL: "Úroveň ocenění" STR_MEDAL_DECOR_LEVEL: "Úroveň vyznamenání" STR_AWARD_0: "První ocenění" STR_AWARD_1: "Druhé ocenění" STR_AWARD_2: "Třetí ocenění" STR_AWARD_3: "Čtvrté ocenění" STR_AWARD_4: "Páte ocenění" STR_AWARD_5: "Šesté ocenění" STR_AWARD_6: "Sedmé ocenění" STR_AWARD_7: "Osmé ocenění" STR_AWARD_8: "Deváté ocenění" STR_AWARD_9: "Desáté ocenění" STR_AWARD_DECOR_0: "Žádné" STR_AWARD_DECOR_1: "První bronzový odznak" STR_AWARD_DECOR_2: "Druhý bronzový odznak" STR_AWARD_DECOR_3: "Třetí bronzový odznak" STR_AWARD_DECOR_4: "První stříbrný odznak" STR_AWARD_DECOR_5: "Druhý stříbrný odznak" STR_AWARD_DECOR_6: "Třetí stříbrný odznak" STR_AWARD_DECOR_7: "První zlatý odznak" STR_AWARD_DECOR_8: "Druhý zlatý odznak" STR_AWARD_DECOR_9: "Třetí zlatý odznak" STR_KILLED_IN_ACTION_MALE: "ZABIT V AKCI" STR_KILLED_IN_ACTION_FEMALE: "ZABITA V AKCI" STR_MISSING_IN_ACTION_MALE: "ZTRACEN V AKCI" STR_MISSING_IN_ACTION_FEMALE: "ZTRACENA V AKCI" STR_AVERAGE_MONTHLY_RATING: "Průměrné měsíční hodnocení" STR_TOTAL_INCOME: "Celkový příjem" STR_TOTAL_EXPENDITURE: "Celkové výdaje" STR_MISSIONS_WON: "Misí splněno" STR_MISSIONS_LOST: "Nezdařených misí" STR_NIGHT_MISSIONS: "Nočních misí" STR_BEST_RATING: "Nejlepší hodnocení mise" STR_WORST_RATING: "Nejhorší hodnocení mise" STR_ALIEN_KILLS: "Cizáků zabito" STR_ALIEN_CAPTURES: "Cizáků polapeno" STR_FRIENDLY_KILLS: "Incidentů střelby do vlastních řad" STR_AVERAGE_ACCURACY: "Průměrná přesnost" STR_WEAPON_MOST_KILLS: "Nejefektivnější zbraň" STR_ALIEN_MOST_KILLS: "Nejvíce smrtonostný cizák" STR_LONGEST_SERVICE: "Nejdelší služba v měsících" STR_TOTAL_DAYS_WOUNDED: "Dny pracovní neschopnosti" STR_COUNTRIES_LOST: "Infiltrováno zemí" STR_TOTAL_TERROR_SITES: "Teroristických útoků" STR_TOTAL_BASES: "Základen postaveno" STR_TOTAL_CRAFT: "Vlastněno dopravních prostředků" STR_TOTAL_SCIENTISTS: "Vědců najmuto" STR_TOTAL_ENGINEERS: "Inženýrů najmuto" STR_TOTAL_RESEARCH: "Výzkum dokončen" STR_DIARY_ACCURACY: "PŘESNOST> {ALT}{0}%" STR_STATISTICS: "Statistiky" STR_STATS: "STATY" STR_TIME_UNITS_ABBREVIATION: "ČJ" STR_STAMINA_ABBREVIATION: "ODL" STR_HEALTH_ABBREVIATION: "ŽVT" STR_BRAVERY_ABBREVIATION: "ODV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "MÍŘ" STR_THROWING_ACCURACY_ABBREVIATION: "HOD" STR_STRENGTH_ABBREVIATION: "SIL" STR_MELEE_ACCURACY_ABBREVIATION: "ZBL" STR_FOLDERS: "SLOŽKY" STR_DATA_FOLDER: "Datová složka (originální zdrojová data)" STR_USER_FOLDER: "Uživatelská složka (módy, openxcom.log)" STR_SAVE_FOLDER: "Ukládací složka (uložené hry, screenshoty)" STR_CONFIG_FOLDER: "Složka s konfigurací (options.cfg)" STR_DATA_FOLDER_DESC_1: "Tady OpenXcom hledá originální soubory hry (UFO a/nebo TFTD)" STR_DATA_FOLDER_DESC_2: "Vlastní soubory OpenXcom se nachází ve složce 'common'. Zabudované módy OpenXcom se nachází ve složce 'standard'." STR_USER_FOLDER_DESC: "Zde se nachází logovací soubor ('openxcom.log'). Také sem patří všechny přídavné módy (do složky 'mods')" STR_SAVE_FOLDER_DESC: "Vaše uložené hry se nachází zde. K tomu sem patří také nastavení generátoru misí ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Zde je uloženo nastavení OpenXcom ('options.cfg'). Standardně stejné jako Uživatelská složka." ================================================ FILE: bin/common/Language/da.yml ================================================ da: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nyt spil" STR_LOAD_SAVED_GAME: "Hent spil" STR_SELECT_DIFFICULTY_LEVEL: "Vælg sværhedsgrad" STR_1_BEGINNER: "1> Begynder" STR_2_EXPERIENCED: "2> Rutineret" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Geni" STR_5_SUPERHUMAN: "5> Overmenneske" STR_TIME: "Tid" STR_DATE: "Dato" STR_SELECT_GAME_TO_LOAD: "Vælg spil der skal hentes" STR_SELECT_SAVE_POSITION: "Vælg hvor spillet skal gemmes" STR_GAME_OPTIONS: "SPILINDSTILLINGER" STR_LOAD_GAME: "HENT SPIL" STR_SAVE_GAME: "GEM SPIL" STR_ABANDON_GAME: "FORLAD SPIL" STR_ABANDON_GAME_QUESTION: "FORLAD SPIL?" STR_QUIT: "Forlad spil" STR_SAVING_GAME: "Gemmer spil" STR_LOADING_GAME: "Henter spil" STR_NO_SAVED_GAME_PRESENT: "Der findes ingen gemte spil" STR_LOAD_UNSUCCESSFUL: "Indlæsning mislykkedes" STR_SAVE_UNSUCCESSFUL: "Kunne ikke gemme" STR_LOAD_SUCCESSFUL: "Indlæste" STR_SAVE_SUCCESSFUL: "Gemte" STR_DELETE: "SLET" STR_DELETE_UNSUCCESSFUL: "Kunne ikke slette" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Er du sikker på, at du ønsker at slette det gemt spil?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Henter ..." STR_DETAILS: "DETALJER> {ALT}{0}" STR_NEW_BATTLE: "Ny kamp" STR_OPTIONS: "Indstillinger" STR_RIGHT_CLICK_TO_DELETE: "Højreklik for at slette." STR_RESTORE_DEFAULTS: "Gendan standarder" STR_CONTROLS: "STYRING" STR_GENERAL: "Generel" STR_GEOSCAPE: "Landkort" STR_BATTLESCAPE: "Kampscene" STR_SCREENSHOT: "Skærmbillede" STR_FPS_COUNTER: "FPS-tæller" STR_ROTATE_LEFT: "Roter til venstre" STR_ROTATE_RIGHT: "Roter til højre" STR_ROTATE_UP: "Roter op" STR_ROTATE_DOWN: "Roter ned" STR_ZOOM_IN: "Zoom ind" STR_ZOOM_OUT: "Zoom ud" STR_TOGGLE_COUNTRY_DETAIL: "Slå landegrænser til/fra" STR_TOGGLE_RADAR_RANGES: "Slå radar til/fra" STR_SCROLL_LEFT: "Rul til venstre" STR_SCROLL_RIGHT: "Rul til højre" STR_SCROLL_UP: "Rul op" STR_SCROLL_DOWN: "Rul ned" STR_UNIT_LEVEL_ABOVE: "Flyt enhed til højere niveau" STR_UNIT_LEVEL_BELOW: "Flyt enhed til lavere niveau" STR_VIEW_LEVEL_ABOVE: "Se højere niveau" STR_VIEW_LEVEL_BELOW: "Se lavere niveau" STR_CENTER_SELECTED_UNIT: "Centrer på valgt soldat" STR_PREVIOUS_UNIT: "Forrige soldat" STR_NEXT_UNIT: "Næste soldat" STR_DESELECT_UNIT: "Vælg ikke soldat igen" STR_USE_LEFT_HAND: "Brug venstre hånds udstyr" STR_USE_RIGHT_HAND: "Brug højre hånds udstyr" STR_INVENTORY: "Inventar" STR_MINIMAP: "Minikort" STR_MULTI_LEVEL_VIEW: "Visning af flere niveauer" STR_END_TURN: "Afslut runde" STR_ABORT_MISSION: "Afbryd mission" STR_UNIT_STATS: "Soldatinformation" STR_KNEEL: "Knæl" STR_RELOAD: "Lad" STR_TOGGLE_PERSONAL_LIGHTING: "Slå lygte til/fra" STR_DONT_RESERVE_TIME_UNITS: "Reserver Ikke TE" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reserver TE til hurtigt skud" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reserver TE til sigtet skud" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reserver TE til autoskud" STR_CENTER_ON_ENEMY_1: "Centrer på fjende 1" STR_CENTER_ON_ENEMY_2: "Centrer på fjende 2" STR_CENTER_ON_ENEMY_3: "Centrer på fjende 3" STR_CENTER_ON_ENEMY_4: "Centrer på fjende 4" STR_CENTER_ON_ENEMY_5: "Centrer på fjende 5" STR_CENTER_ON_ENEMY_6: "Centrer på fjende 6" STR_CENTER_ON_ENEMY_7: "Centrer på fjende 7" STR_CENTER_ON_ENEMY_8: "Centrer på fjende 8" STR_CENTER_ON_ENEMY_9: "Centrer på fjende 9" STR_CENTER_ON_ENEMY_10: "Centrer på fjende 10" STR_CREATE_INVENTORY_TEMPLATE: "Opret udstyrsskabelon" STR_APPLY_INVENTORY_TEMPLATE: "Anvend udstyrsskabelon" STR_CLEAR_INVENTORY: "Ryd udstyr" STR_AUTO_EQUIP: "Aktiver automatisk udrustning" STR_QUICK_SAVE: "Gem hurtigt" STR_QUICK_LOAD: "Indlæs hurtigt" STR_ADVANCED: "AVANCERET" STR_AGGRESSIVERETALIATION: "Aggressiv hævnaktion" STR_AGGRESSIVERETALIATION_DESC: "Ufoer vil altid forsøge at opspore dine baser, uanset hvilken mission de er ved at udføre." STR_STORAGELIMITSENFORCED: "Lagerbegrænsninger for indsamlet udstyr" STR_STORAGELIMITSENFORCED_DESC: "Kræver opbevaringsrum for rumvæsener og generelle lagerbegrænsninger for levende rumvæsener og artefakter indsamlet under missioner." STR_CANSELLLIVEALIENS: "Salg af levende rumvæsen" STR_CANSELLLIVEALIENS_DESC: "Giver mulighed for at sælge levende rumvæsener, anbefalet når der bruges lagerbegrænsninger." STR_ALLOWBUILDINGQUEUE: "Tillad byggekø" STR_ALLOWBUILDINGQUEUE_DESC: "Nye faciliteter kan placeres efter ufærdige." STR_BATTLEAUTOEND: "Afslut automatisk kampen" STR_BATTLEAUTOEND_DESC: "Kampe afsluttes automatisk når den sidste levende fjende er neutraliseret." STR_BATTLEINSTANTGRENADE: "Øjeblikkelig granateksplosion" STR_BATTLEINSTANTGRENADE_DESC: "Granater sat til at gå af efter 0 runder vil eksplodere lige når de lander i stedet for i slutningen af runden." STR_BATTLEUFOEXTENDERACCURACY: "Ufo-udviders præcision" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Præcisionen for skudafvikling efter en bestemt afstand, jævnfør skudtype. Justeret præcision vil blive vist på markøren." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Luftbårne overførsler" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Fartøj i luften kan overføres." STR_CRAFTLAUNCHALWAYS: "Tving fartøj til start" STR_CRAFTLAUNCHALWAYS_DESC: "Fartøjer kan startes selv om de ikke er klar, ignorerer behovet for vedligeholdelse." STR_CUSTOMINITIALBASE: "Tilpasset opstartsbase" STR_CUSTOMINITIALBASE_DESC: "Når du starter et spil, så kan du manuelt placere dine startfaciliteter i stedet for at bruge standardlayouttet." STR_GLOBESEASONS: "Realistisk lys på jordkloden" STR_GLOBESEASONS_DESC: "Brug mere realistisk projektin af sollys på landkortet jævnfør jordens drejning i forhold til solen." STR_PLAYINTRO: "Afspil introduktion" STR_PLAYINTRO_DESC: "Vis biografintroen." STR_SHOWMORESTATSININVENTORYVIEW: "Udstyrsliste" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Vis ekstra information om den valgte soldat i udstyrsskærmen." STR_SNEAKYAI: "Snu computerspiller" STR_SNEAKYAI_DESC: "Computerspilleren undgår at vise sig for spilleren når det er muligt." STR_STRAFE: "Alternative bevægelsesmetoder" STR_STRAFE_DESC: "Aktiverer sideløb, løb og uafhængig bevægelse af kampvognstårn når CTRL holdes nede." STR_BATTLEEXPLOSIONHEIGHT: "Eksplosionshøjde" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Ændr hvor højt eksplosioner kan sprede sig.{NEWLINE}(Flad: 0, runde: 3)" STR_AUTOSAVE: "Gem automatisk" STR_AUTOSAVE_DESC: "Gem automatisk spillet ved angivne intervaller. Anvendes ikke på niveauet jernmand." STR_AUTOSAVE_FREQUENCY: "Frekvens for gem automatisk" STR_AUTOSAVE_FREQUENCY_DESC: "Antallet af runder hvorefter spillet automatisk bliver gemt." STR_ALLOWPSIONICCAPTURE: "Tillad psi-sejr" STR_ALLOWPSIONICCAPTURE_DESC: "Sindelagskontrol af alle tilbageværende rumvæsener medfører sejr, da de tæller som levende fanger." STR_ANYTIMEPSITRAINING: "Psi-træning på alle tidspunkter" STR_ANYTIMEPSITRAINING_DESC: "Tillader at soldater kan få psi-træning på alle tidspunkter af måneden. Husk, den indledende træning tager fra 30 til 60 dage." STR_SKIPNEXTTURNSCREEN: "Udelad »Næste runde«-skærmen" STR_SKIPNEXTTURNSCREEN_DESC: "»Næste runde«-skærm under kamp fortsættes automatisk efter en kort forsinkelse." STR_NOT_ENOUGH_SPACE: "Ikke nok plads!" STR_WEAPONSELFDESTRUCTION: "Selvdestruktion af rumvæsenvåben" STR_WEAPONSELFDESTRUCTION_DESC: "Våben båret af rumvæsener vil blive destrueret hvis ejeren dræbes, ligesom i XCOM 2012." STR_RETAINCORPSES: "Behold forhørte rumvæsener" STR_RETAINCORPSES_DESC: "Efter »forskning« af levende rumvæsener vil kroppen blive tilføjet til basens lager, ligesom i XCOM 2012." STR_SAVE_VOXEL_VIEW: "Gem første persons skærmbillede" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reserver TE'er til at knæle" STR_EXPEND_ALL_TIME_UNITS: "Brug alle tilbageværende tidsenheder" STR_PSISTRENGTHEVAL: "Evaluering af psi-styrke" STR_PSISTRENGTHEVAL_DESC: "Evaluerer psi-styrken for alle soldater når den passende forskning er udført." STR_DISABLEAUTOEQUIP: "Deaktiver automatisk udrustning" STR_DISABLEAUTOEQUIP_DESC: "Deaktiver automatisk udrustning af nye soldater før kamp." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Tillad psi-styrkeforbedring" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Soldaternes psi-styrke kan blive forbedret igennem træning og erfaring." STR_BATTLESMOOTHCAMERA: "Patronkamera" STR_BATTLESMOOTHCAMERA_DESC: "Kampscenens kamera vil være centreret på projektilernes baner." STR_BATTLECONFIRMFIREMODE: "Bekræft skud-tilstand" STR_BATTLECONFIRMFIREMODE_DESC: "Kræv et ekstra klik på det samme felt for at bekræfte skudordre." STR_SELECT_BASE_1: "Vælg base 1" STR_SELECT_BASE_2: "Vælg base 2" STR_SELECT_BASE_3: "Vælg base 3" STR_SELECT_BASE_4: "Vælg base 4" STR_SELECT_BASE_5: "Vælg base 5" STR_SELECT_BASE_6: "Vælg base 6" STR_SELECT_BASE_7: "Vælg base 7" STR_SELECT_BASE_8: "Vælg base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "LYD" STR_BATTLESCAPE_UC: "Kampscene" STR_MODS_UC: "MOD'er" STR_MODS: "Mod'er" STR_DISPLAY_RESOLUTION: "Skærmopløsning" STR_DISPLAY_RESOLUTION_DESC: "Ændrer skærmens opløsning, spilopløsningen vil ændre størrelse for at matche. Piletasterne skifter mellem understøttede opløsninger. Klik for at indtaste en tilpasset opløsning." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Skærmtilstand" STR_WINDOWED: "I et vindue" STR_FULLSCREEN: "Fuldskærm" STR_BORDERLESS: "Uden omkreds" STR_DISPLAY_LANGUAGE: "Vis sprog" STR_DISPLAY_LANGUAGE_DESC: "Ændrer sproget for spillets tekst" STR_DISPLAY_FILTER: "Skærmfilter" STR_DISPLAY_FILTER_DESC: "Ændrer filteret anvendt på spilskærmen.{NEWLINE}*kræver OpenGL-udstyrsacceleration." STR_DISPLAY_OPTIONS: "Skærmindstillinger" STR_LETTERBOXED: "Postkasse" STR_LETTERBOXED_DESC: "Postkasseopdeler skærmen for at bevare det oprindelige størrelsesforhold." STR_RESIZABLE: "Kan ændre størrelse" STR_LOCK_MOUSE: "Fang mus" STR_LOCK_MOUSE_DESC: "Holder musemarkøren i spilvinduet. Ctrl+G for at skifte undervejs." STR_FIXED_WINDOW_POSITION: "Fast vinduesposition" STR_FIXED_WINDOW_POSITION_DESC: "Angiv fast position for vindue" STR_DISPLAY_SET_WINDOW_POSITION: "Angiv ny position for vinduerod" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Venstre kant ny X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Øvre kant ny Y:" STR_MUSIC_VOLUME: "Musiklydstyrke" STR_MUSIC_VOLUME_DESC: "Ændrer lydstyrken for baggrundsmusik." STR_SFX_VOLUME: "Effekt-lydstyrke" STR_SFX_VOLUME_DESC: "Ændrer lydstyrken for lydeffekter." STR_UI_VOLUME: "Brugerfladelydstyrke" STR_UI_VOLUME_DESC: "Ændrer lydstyrken for brugerfladens biplyde." STR_SCROLL_SPEED: "Hastighed for rul" STR_SCROLL_SPEED_GEO_DESC: "Ændringer rullehastigheden på globussen." STR_SCROLL_SPEED_BATTLE_DESC: "Ændrer rullehastigheden på kortet." STR_DOGFIGHT_SPEED: "Hastighed for 1-1 kamp" STR_DOGFIGHT_SPEED_DESC: "Ændrer hastigheden for forfølgelsesslag mellem fartøjer og ufoer. Langsommere hastighed kan forbedre ydelsen på enheder med lille kapacitet." STR_CLOCK_SPEED: "Ur-hastighed" STR_CLOCK_SPEED_DESC: "Ændrer hastigheden for uret. Langsommere hastighed kan forbedre ydelsen på ressourcesvage enheder." STR_GLOBE_DETAILS: "Globusdetaljer" STR_GLOBE_COUNTRIES: "Lande" STR_GLOBE_COUNTRIES_DESC: "Vis lande der bidrager økonomisk på globussen." STR_GLOBE_RADARS: "Radarer" STR_GLOBE_RADARS_DESC: "Vis basernes radardækning på globussen." STR_GLOBE_FLIGHT_PATHS: "Flyruter" STR_GLOBE_FLIGHT_PATHS_DESC: "Vis fartøjernes flyveruter på globussen." STR_CONTROLS_DESC: "Venstreklik på en genvej og tryk på en tast for at ændre den.{NEWLINE}Højreklik på en genvej for at deaktivere den." STR_BASE_GAME: "Basespil" STR_MODS_TOOLTIP: "Version {0} af {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Kantrul" STR_EDGE_SCROLL_DESC: "Udløser: Rul kort når venstre museknap holdes nede ved skærmens kant.{NEWLINE}Auto: Rul kort når markøren er over skærmkanten." STR_TRIGGER_SCROLL: "Udløser" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Træk rul" STR_DRAG_SCROLL_DESC: "Ruller kortet når den angivne museknap holdes nede og trækkes." STR_LEFT_MOUSE_BUTTON: "Venstre knap" STR_MIDDLE_MOUSE_BUTTON: "Midterste knap" STR_RIGHT_MOUSE_BUTTON: "Højre knap" STR_FIRE_SPEED: "Skudhastighed" STR_FIRE_SPEED_DESC: "Ændrer hastighed for våbenprojektiler." STR_PLAYER_MOVEMENT_SPEED: "Hastighed for spillerbevægelse" STR_PLAYER_MOVEMENT_SPEED_DESC: "Ændrer bevægelseshastigheden for spillerkontrollerede enheder." STR_COMPUTER_MOVEMENT_SPEED: "Bevægelseshastighed for computeren" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Ændre bevægelseshastigheden for computerkontrollerede enheder." STR_PATH_PREVIEW: "Forhåndsvisning af sti" STR_PATH_ARROWS: "Piletaster" STR_PATH_ARROWS_DESC: "Klik viser stien din enhed vil benytte for at nå destinationen. Farve indikerer tilgængelige handlinger: Grøn - kan bevæge sig og skyde; gul - kan bevæge sig; rød - kan ikke bevæge sig." STR_PATH_TIME_UNIT_COST: "Tidsenheder" STR_PATH_TIME_UNIT_COST_DESC: "Klik viser tidsenhederne du har tilbage, efter du er gået til destinationen." STR_USER_INTERFACE_OPTIONS: "Indstillinger for brugerfladen" STR_TOOLTIPS: "Værktøjsfik" STR_TOOLTIPS_DESC: "Vis værktøjsfif for kampscenens knapper." STR_DEATH_NOTIFICATIONS: "Påmindelse om dødsfald" STR_DEATH_NOTIFICATIONS_DESC: "Vis en pop op-påmindelse om hvem som blev dræbt, når en soldat dør." STR_SHOW_FUNDS: "Vis midler" STR_SHOW_FUNDS_DESC: "Vis dine nuværende midler ved siden af uret." STR_MISSION_GENERATOR: "MISSIONOPRETTER" STR_MAP_OPTIONS: "KORTINDSTILLINGER" STR_ALIEN_OPTIONS: "RUMVÆSENINDSTILLINGER" STR_MAP_TERRAIN: "Terræn" STR_MAP_DARKNESS: "Mørke" STR_MAP_DEPTH: "Dybde" STR_DIFFICULTY: "Sværhed" STR_ALIEN_RACE: "Race" STR_ALIEN_TECH_LEVEL: "Tek.-niveau" STR_RANDOMIZE: "Vilkårlig" STR_RESTORE_DEFAULTS_QUESTION: "Er du sikker på, at du ønsker at gendanne standardindstillingerne?" STR_DISPLAY_OPTIONS_CONFIRM: "Ønsker du at bevare de nuværende indstillinger for visningen?" STR_DISPLAY_OPTIONS_REVERT: "Vender tilbage om 0:{0}" STR_MISSING_CONTENT_PROMPT: "ADVARSEL:{SMALLLINE}Afhænger af mod'er som ikke er tilgængelige. Manglende indhold vil blive fjernet, og indlæsning kan fejle.{NEWLINE}Fortsæt?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Gem tidsudløse granater" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Gem granater med tidsudløsning under udstyrets før-kamps-overblik i soldatens udstyrslayout." STR_NEWSEEDONLOAD: "Gem scumming" STR_NEWSEEDONLOAD_DESC: "Indlæsning af et spil vil nulstille den vilkårlige taloprettelse, så den samme handling kan give forskellige resultater. Bruges ikke ved jernmand." STR_CHANGEVALUEBYMOUSEWHEEL: "Skift værdierne med musehjulet" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Tillader dig at bruge musehjulet til at øge/reducere værdier med denne værdi." STR_BATTLEHAIRBLEACH: "Forbedret soldattegning" STR_BATTLEHAIRBLEACH_DESC: "Ændrer soldaternes kampscene-tegning så den matcher udseendet af deres udstyrsoverblik." STR_DRAGSCROLLINVERT: "Omvendt træk-rulning" STR_DRAGSCROLLINVERT_DESC: "Når aktiveret, trækker rulning i den modsatte retning af musen." STR_BATTLESCAPE_SCALE: "Kampscenes skala" STR_BATTLESCAPE_SCALE_DESC: "Kampscenes skaleringstilstand, baseret på en fast opløsning (trukket for at passe), eller et fast zoom-niveau (udvidet for at passe)." STR_GEOSCAPE_SCALE: "Landkortskala" STR_GEOSCAPESCALE_SCALE_DESC: "Landkort-skaleringstilstand, baseret på en fast opløsning (trukket for at passe), eller et fast zoom-niveau (udvidet for at passe)." STR_1_5X: "1,5 x original" STR_2X: "2 x original" STR_THIRD_DISPLAY: "1/3 skærm" STR_HALF_DISPLAY: "1/2 skærm" STR_FULL_DISPLAY: "Fuld skærm" STR_FPS_LIMIT: "FPS-begrænsning" STR_FPS_LIMIT_DESC: "Begrænser antallet af skærmopdateringer per sekund. 0 er lig ingen begrænsning. Hvis OpenGL-optegning er valgt bruger spillet Vsync i stedet." STR_FPS_INACTIVE_LIMIT: "FPS-begrænsning for baggrund" STR_FPS_INACTIVE_LIMIT_DESC: "Begræns antallet af skærmopdateringer per sekund hvis OpenXcom er i baggrunden." STR_NOALIENPANICMESSAGES: "Undertryk panikbeskeder for rumvæsener." STR_NOALIENPANICMESSAGES_DESC: "Vis ikke panikbeskeder for rumvæsener med mindre at de er synlige for spilleren." STR_ALIENBLEEDING: "Rumvæsen-skader" STR_ALIENBLEEDING_DESC: "Tillad at fatale skader kan påføres de fleste rumvæsener." STR_FIELDPROMOTIONS: "Feltforfremmelser" STR_FIELDPROMOTIONS_DESC: "Kun soldater som deltog i missionen kan forfremmes." STR_MEETINGPOINT: "Forudsig ufo-rute" STR_MEETINGPOINT_DESC: "Send fly mod et mødepunkt med ufoen baseret på dens nuværende rute." STR_IRONMAN: "JERNMAND" STR_IRONMAN_DESC: "Ingen mulighed for at gemme manuelt" STR_SAVE_AND_ABANDON_GAME: "GEM OG FORLAD SPIL" STR_MOD_UNSUCCESSFUL: "Mod kunne ikke indlæses" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Ændr hvordan spillet vises på din skærm." STR_PREFERRED_MUSIC_FORMAT: "Musikformat" STR_PREFERRED_MUSIC_FORMAT_DESC: "Vælg det foretrukne musikformat når der er flere forskellige tilgængelige{NEWLINE}Bemærk: MIDI-afspilning kan være fejlbehæftet på Windows." STR_PREFERRED_SFX_FORMAT: "SFX-format" STR_PREFERRED_SFX_FORMAT_DESC: "Vælg det foretrukne lydeffektformat når der er flere forskellige tilgængelige." STR_PREFERRED_VIDEO_FORMAT: "Videoformat" STR_PREFERRED_VIDEO_FORMAT_DESC: "Vælger det foretrukne videoformat når flere er tilgængelige." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Diasshow" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Nuværende: {0}" STR_SOUND_OPTIONS: "Lydinstillinger" STR_BACKGROUND_MUTE: "Baggrundslyd slukket" STR_BACKGROUND_MUTE_DESC: "Slukker for al lyd når spilvinduet ikke er aktivt." STR_FORCE_FIRE: "Nulstil skudlinje" STR_FORCE_FIRE_DESC: "Gør at du kan tvinge dine soldater til at skyde, når du holder CTRL nede, uanset regler for skudlinjen." STR_NO_AUDIO_HARDWARE_DETECTED: "Intet lydudstyr detekteret" STR_MOUSEWHEEL_SPEED: "Rullehastighed for musehjulet" STR_MOUSEWHEEL_SPEED_DESC: "Juster antallet af linjer rullet i lister med hver øgning af musehjullet." STR_DISABLED: "Deaktiveret" STR_MAXIMIZE_INFO_SCREENS: "Maksimer info-skærme" STR_MAXIMIZE_INFO_SCREENS_DESC: "Lageret og diverse andre skærme vil blive vist i fuld skærm, uanset indstillinger for skala." STR_DIARY: "DAGBOG" STR_KILLED: "DRÆBT" STR_STUNNED: "BEDØVET" STR_PANICKED: "I PANIK" STR_MINDCONTROLLED: "KONTROLLERET" STR_REGION_UNKNOWN: "Ikke afsløret" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Ukendt" STR_VICTORY: "Sejr" STR_DEFEAT: "Nederlag" STR_NO_RECORD: "Ingen post" STR_HUMAN: "Menneske" STR_FRIENDLY: "Venligsindet" STR_HOSTILE: "Fjendtlig" STR_NEUTRAL: "Neutral" STR_RATING_UC: "BEDØMMELSE" STR_LOCATION: "PLACERING> {ALT}{0}" STR_DAYLIGHT_TYPE: "TID> {ALT}{0}" STR_RACE_TYPE: "RACE> {ALT}{0}" STR_DAY: "Dag" STR_NIGHT: "Nat" STR_DAYS_WOUNDED: "DAGE SÅRET> {ALT}{0}" STR_COMBAT: "KRIG" STR_PERFORMANCE: "YDELSE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISERINGER EFTER RACE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISERINGER EFTER RANG" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISERINGER EFTER VÅBEN" STR_MISSIONS_BY_LOCATION: "MISSIONER EFTER LOKATION" STR_MISSIONS_BY_TYPE: "MISSIONER EFTER TYPE" STR_MISSIONS_BY_UFO: "MISSIONER EFTER UFO" STR_SCORE_VALUE: "BEDØMMELSE> {ALT}{0}" STR_WINS: "SEJRE> {ALT}{0}" STR_STUNS: "BEDØVELSER> {ALT}{0}" STR_PANICKS: "I PANIK> {ALT}{0}" STR_MINDCONTROLS: "STYRING> {ALT}{0}" STR_AWARDS: "PRÆMIER" STR_COMMENDATIONS_UC: "UDMÆRKELSER" STR_COMMENDATIONS: "Udmærkelser" STR_MEDALS: "MEDALJER" STR_LOST_IN_SERVICE: "DØD UNDER KAMP" STR_MEDAL_NAME: "Medaljenavn" STR_MEDAL_AWARD_LEVEL: "Præmieniveau" STR_MEDAL_DECOR_LEVEL: "Dekorationsniveau" STR_AWARD_0: "Første præmie" STR_AWARD_1: "Anden præmie" STR_AWARD_2: "Tredje præmie" STR_AWARD_3: "Fjerde præmie" STR_AWARD_4: "Femte præmie" STR_AWARD_5: "Sjette præmie" STR_AWARD_6: "Syvende præmie" STR_AWARD_7: "Ottende præmie" STR_AWARD_8: "Niende præmie" STR_AWARD_9: "Tiende præmie" STR_AWARD_DECOR_0: "Ingen" STR_AWARD_DECOR_1: "Første bronzenål" STR_AWARD_DECOR_2: "Anden bronzenål" STR_AWARD_DECOR_3: "Tredje bronzenål" STR_AWARD_DECOR_4: "Første sølvnål" STR_AWARD_DECOR_5: "Anden sølvnål" STR_AWARD_DECOR_6: "Tredje sølvnål" STR_AWARD_DECOR_7: "Første guldnål" STR_AWARD_DECOR_8: "Anden guldnål" STR_AWARD_DECOR_9: "Tredje guldnål" STR_KILLED_IN_ACTION_MALE: "DRÆBT I KAMP" STR_KILLED_IN_ACTION_FEMALE: "DRÆBT I KAMP" STR_MISSING_IN_ACTION_MALE: "SAVNET I KAMP" STR_MISSING_IN_ACTION_FEMALE: "SAVNET I KAMP" STR_AVERAGE_MONTHLY_RATING: "Gennemsnitlig måned bedømmelse" STR_TOTAL_INCOME: "Indkomst i alt" STR_TOTAL_EXPENDITURE: "Omkostninger i alt" STR_MISSIONS_WON: "Antal missioner" STR_MISSIONS_LOST: "Mislykkedes missioner" STR_NIGHT_MISSIONS: "Nattemissioner" STR_BEST_RATING: "Bedste missionsbedømmelse" STR_WORST_RATING: "Værste missionsbedømmelse" STR_ALIEN_KILLS: "Rumvæsener dræbt" STR_ALIEN_CAPTURES: "Rumvæsener fanget" STR_FRIENDLY_KILLS: "Beskydning fra egne" STR_AVERAGE_ACCURACY: "Gennemsnitlig præcision" STR_WEAPON_MOST_KILLS: "Mest effektive våben" STR_ALIEN_MOST_KILLS: "Rumvæsen med flest dræbte" STR_LONGEST_SERVICE: "Længste måneder i tjeneste" STR_TOTAL_DAYS_WOUNDED: "Sygedage" STR_COUNTRIES_LOST: "Lande infiltreret" STR_TOTAL_TERROR_SITES: "Terrorangreb" STR_TOTAL_BASES: "Antal baser" STR_TOTAL_CRAFT: "Antal fly" STR_TOTAL_SCIENTISTS: "Hyrede forskere" STR_TOTAL_ENGINEERS: "Hyrede ingeniører" STR_TOTAL_RESEARCH: "Antal forskningsprojekter" STR_DIARY_ACCURACY: "PRÆCISION> {ALT}{0}%" STR_STATISTICS: "Statistik" STR_STATS: "STATISTIK" STR_TIME_UNITS_ABBREVIATION: "TE" STR_STAMINA_ABBREVIATION: "UDH" STR_HEALTH_ABBREVIATION: "LIV" STR_BRAVERY_ABBREVIATION: "MOD" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STY" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" ================================================ FILE: bin/common/Language/de.yml ================================================ de: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Neues Spiel" STR_LOAD_SAVED_GAME: "Spiel Laden" STR_SELECT_DIFFICULTY_LEVEL: "Schwierigkeitsgrad wählen" STR_1_BEGINNER: "1> Anfänger" STR_2_EXPERIENCED: "2> Erfahren" STR_3_VETERAN: "3> Könner" STR_4_GENIUS: "4> Genie" STR_5_SUPERHUMAN: "5> Übermenschlich" STR_TIME: "Zeit" STR_DATE: "Datum" STR_SELECT_GAME_TO_LOAD: "Gesichertes Spiel laden" STR_SELECT_SAVE_POSITION: "Speicherplatz wählen" STR_GAME_OPTIONS: "SPIELOPTIONEN" STR_LOAD_GAME: "SPIEL LADEN" STR_SAVE_GAME: "SPIEL SICHERN" STR_ABANDON_GAME: "SPIEL AUFGEBEN" STR_ABANDON_GAME_QUESTION: "SPIEL AUFGEBEN?" STR_QUIT: "Spiel verlassen" STR_SAVING_GAME: "Spiel wird gesichert" STR_LOADING_GAME: "Spiel wird geladen" STR_NO_SAVED_GAME_PRESENT: "Keine gesicherten Spiele vorhanden." STR_LOAD_UNSUCCESSFUL: "Ladevorgang fehlgeschlagen." STR_SAVE_UNSUCCESSFUL: "Speichern fehlgeschlagen" STR_LOAD_SUCCESSFUL: "Ladevorgang abgeschlossen." STR_SAVE_SUCCESSFUL: "Speichern erfolgreich" STR_DELETE: "LÖSCHEN" STR_DELETE_UNSUCCESSFUL: "Löschen fehlgeschlagen." STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Gesichertes Spiel löschen?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Ladevorgang..." STR_DETAILS: "DETAILS> {ALT}{0}" STR_NEW_BATTLE: "Neues Gefecht" STR_OPTIONS: "Optionen" STR_RIGHT_CLICK_TO_DELETE: "Rechts klicken, um zu Löschen." STR_RESTORE_DEFAULTS: "Zurücksetzen" STR_CONTROLS: "STEUERUNG" STR_GENERAL: "ALLGEMEIN" STR_GEOSCAPE: "WELTKARTE" STR_BATTLESCAPE: "GEFECHTSKARTE" STR_SCREENSHOT: "Screenshot" STR_FPS_COUNTER: "FPS Zähler" STR_ROTATE_LEFT: "Nach links drehen" STR_ROTATE_RIGHT: "Nach rechts drehen" STR_ROTATE_UP: "Nach oben drehen" STR_ROTATE_DOWN: "Nach unten drehen" STR_ZOOM_IN: "Einzoomen" STR_ZOOM_OUT: "Auszoomen" STR_TOGGLE_COUNTRY_DETAIL: "Landschafts-Details" STR_TOGGLE_RADAR_RANGES: "Radar Reichweite" STR_SCROLL_LEFT: "Nach links scrollen" STR_SCROLL_RIGHT: "Nach rechts scrollen" STR_SCROLL_UP: "Nach oben scrollen" STR_SCROLL_DOWN: "Nach unten scrollen" STR_UNIT_LEVEL_ABOVE: "Einheit eine Ebene hoch bewegen" STR_UNIT_LEVEL_BELOW: "Einheit eine Ebene runter bewegen" STR_VIEW_LEVEL_ABOVE: "Nach oben" STR_VIEW_LEVEL_BELOW: "Nach unten" STR_CENTER_SELECTED_UNIT: "Zentriere Einheit" STR_PREVIOUS_UNIT: "Vorherige Einheit" STR_NEXT_UNIT: "Nächste Einheit" STR_DESELECT_UNIT: "Einheit abwählen" STR_USE_LEFT_HAND: "Item aus der linken Hand benutzen" STR_USE_RIGHT_HAND: "Item aus der rechten Hand benutzen" STR_INVENTORY: "Inventar" STR_MINIMAP: "Minikarte" STR_MULTI_LEVEL_VIEW: "Mehrebenenansicht" STR_END_TURN: "Runde beenden" STR_ABORT_MISSION: "Mission abbrechen" STR_UNIT_STATS: "Statistik der Einheit" STR_KNEEL: "Stehen/Knien" STR_RELOAD: "Nachladen" STR_TOGGLE_PERSONAL_LIGHTING: "Wechsel zwischen Beleuchtung" STR_DONT_RESERVE_TIME_UNITS: "Keine Zeiteinheiten reservieren" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Zeiteinheiten für Schnellschuss reservieren " STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Zeiteinheiten für Zielschuss reservieren " STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Zeiteinheiten für Auto-Schuss reservieren" STR_CENTER_ON_ENEMY_1: "Zentriere Gegner 1" STR_CENTER_ON_ENEMY_2: "Zentriere Gegner 2" STR_CENTER_ON_ENEMY_3: "Zentriere Gegner 3" STR_CENTER_ON_ENEMY_4: "Zentriere Gegner 4" STR_CENTER_ON_ENEMY_5: "Zentriere Gegner 5" STR_CENTER_ON_ENEMY_6: "Zentriere Gegner 6" STR_CENTER_ON_ENEMY_7: "Zentriere Gegner 7" STR_CENTER_ON_ENEMY_8: "Zentriere Gegner 8" STR_CENTER_ON_ENEMY_9: "Zentriere Gegner 9" STR_CENTER_ON_ENEMY_10: "Zentriere Gegner 10" STR_CREATE_INVENTORY_TEMPLATE: "Inventar Vorlage erstellen" STR_APPLY_INVENTORY_TEMPLATE: "Inventar Vorlage verwenden" STR_CLEAR_INVENTORY: "Inventar löschen" STR_AUTO_EQUIP: "Automatisches Ausrüsten" STR_QUICK_SAVE: "Schnell speichern" STR_QUICK_LOAD: "Schnell laden" STR_ADVANCED: "ERWEITERT" STR_AGGRESSIVERETALIATION: "Agressive Vergeltung" STR_AGGRESSIVERETALIATION_DESC: "UFOs können jederzeit Ihre Basen aufspüren, unabhängig ihrer Missionsparameter." STR_STORAGELIMITSENFORCED: "Lagerbegrenzung für geborgene Gegenstände." STR_STORAGELIMITSENFORCED_DESC: "Erzwingt die Einhaltung der Kapazitätsgrenzen für Klimazellen und Hauptlager, für lebende Außerirdische und geborgene Artefakte aus Missionen." STR_CANSELLLIVEALIENS: "Verkauf lebender Aliens" STR_CANSELLLIVEALIENS_DESC: "Erlaubt den Verkauf von lebendigen Außerirdischen. Dies wird empfohlen, wenn die Begrenzungen der Klimazelle aktiviert ist." STR_ALLOWBUILDINGQUEUE: "Mehrere Bauaufträge erlauben" STR_ALLOWBUILDINGQUEUE_DESC: "Neue Einrichtungen können neben unfertige platziert werden." STR_BATTLEAUTOEND: "Automatisches Beenden der Kämpfe" STR_BATTLEAUTOEND_DESC: "Ein Kampf endet automatisch, sobald der letze Gegner betäubt oder getötet wurde." STR_BATTLEINSTANTGRENADE: "Sofortige Explosion der Granaten" STR_BATTLEINSTANTGRENADE_DESC: "Die Explosion der Granaten, die nach \"0\" Runden detonieren sollen, erfolgt unmittelbar nach dem Wurf anstatt zum Ende der Runde." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender Zielgenauigkeit" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Genauigkeit von Schüssen sinkt je nach Feuermodus jenseits einer bestimmten Distanz stark ab. Angepasste Zielgenauigkeit wird am Mauszeiger angezeigt." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Lufttransfer" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Flugzeuge, die sich aktuell in der Luft befinden, können transferiert werden." STR_CRAFTLAUNCHALWAYS: "Erzwungene Starts der Luftwaffe" STR_CRAFTLAUNCHALWAYS_DESC: "Luftfahrzeuge können auch dann gestartet werden, wenn diese normalerweise noch zuvor repariert werden müssten." STR_CUSTOMINITIALBASE: "Benutzerdefinierte Anfangsbasis" STR_CUSTOMINITIALBASE_DESC: "Erlaubt die manuelle Platzierung der Starteinrichtungen bei Neustart des Spiels anstatt den vorgefertigten Entwurf der Basis benutzen zu müssen." STR_GLOBESEASONS: "Realistische Globusbeleuchtung" STR_GLOBESEASONS_DESC: "Das Spiel verwendet, in Abhängigkeit der axialen Neigung der Erde, eine realistischere Darstellung des Lichteinfalls." STR_PLAYINTRO: "Intro abspielen" STR_PLAYINTRO_DESC: "Intro-Video bei Spielstart zeigen." STR_SHOWMORESTATSININVENTORYVIEW: "Inventar Statistik" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Zeigt zusätzliche Informationen über den ausgewählten Soldaten im Inventar-/Ausrüsten- Bildschirm." STR_SNEAKYAI: "Hinterlistige KI" STR_SNEAKYAI_DESC: "Die künstliche Intelligenz versucht, so gut wie möglich unbeobachtet zu agieren." STR_STRAFE: "Alternative Bewegungsart" STR_STRAFE_DESC: "Befähigt zum seitlichen Gehen, Rennen, unabhängiger Bewegung der Panzer-Waffe, wenn CTRL gedrückt wird." STR_BATTLEEXPLOSIONHEIGHT: "Explosionshöhe" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Wie viele Höhenebenen (hoch und runter) hat die Reichweite von Explosionen.{NEWLINE}(Normal: 0, Voluminös: 3)" STR_AUTOSAVE: "Automatisches Speichern" STR_AUTOSAVE_DESC: "Speichert automatisch das Spiel in bestimmten Intervallen. Gilt nicht für den Ironman-Modus." STR_AUTOSAVE_FREQUENCY: "Speicher-Intervall" STR_AUTOSAVE_FREQUENCY_DESC: "Anzahl der Züge, bis das Spiel automatisch gespeichert werden soll." STR_ALLOWPSIONICCAPTURE: "Aktiviere Gefangennahme durch PSI-Gedankenkontrolle" STR_ALLOWPSIONICCAPTURE_DESC: "Übernahme eines Aliens durch Gedankenkontrolle über das Missionsende hinaus zählt als Gefangennahme.{NEWLINE}Die Mission ist gewonnen, wenn alle Aliens unter Spielerkontrolle stehen." STR_ANYTIMEPSITRAINING: "Psionisches Training zu jeder Zeit" STR_ANYTIMEPSITRAINING_DESC: "Ermöglicht die Zuweisung von Soldaten zum psionischen Training zu jeder Zeit des Monats. Denken Sie daran, Grundausbildung dauert 30 bis 60 Tage." STR_SKIPNEXTTURNSCREEN: "\"Nächste Runde\" Bildschirm überspringen" STR_SKIPNEXTTURNSCREEN_DESC: "\"Nächste Runde\" - Bildschirme werden während des Gefechts nach einer kurzen Verzögerung automatisch fortgesetzt." STR_NOT_ENOUGH_SPACE: "Nicht genug Platz!" STR_WEAPONSELFDESTRUCTION: "Alienwaffen Selbstzerstörung" STR_WEAPONSELFDESTRUCTION_DESC: "Die Waffen von Außerirdischen zerstören sich selbst, wenn ihr Besitzer getötet wird, wie in XCOM 2012." STR_RETAINCORPSES: "Verhörte Außerirdische festhalten" STR_RETAINCORPSES_DESC: "Nach dem \"Untersuchen\" lebender Außerirdischer werden die Körper, wie in XCOM 2012, zu den Basislagern hinzugefügt." STR_SAVE_VOXEL_VIEW: "Einheitenansicht abspeichern" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Zeiteinheiten zum Hinknien reservieren" STR_EXPEND_ALL_TIME_UNITS: "Alle verbleibenden Zeiteinheiten aufbrauchen" STR_PSISTRENGTHEVAL: "Psi-Stärke Auswertung" STR_PSISTRENGTHEVAL_DESC: "Die Auswertung der psionischen Stärke ist von allen Soldaten nach der entsprechenden Forschung abgeschlossen." STR_DISABLEAUTOEQUIP: "Automatisches Ausrüsten deaktivieren" STR_DISABLEAUTOEQUIP_DESC: "Deaktiviert das automatische Ausrüsten der XCom Einheiten vor jedem Kampf." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Psi-Stärke Verbesserung zulassen" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Die Psi-Stärke der Soldaten kann durch Erfahrung und Ausbildung verbessert werden." STR_BATTLESMOOTHCAMERA: "Weiche Geschosskamera" STR_BATTLESMOOTHCAMERA_DESC: "Projektile bleiben auf der Gefechtskarte während des Fluges zentriert." STR_BATTLECONFIRMFIREMODE: "Bestätige Feuer Modus" STR_BATTLECONFIRMFIREMODE_DESC: "Benötigt einen weiteren Klick, um die Feuerfreigabe zu bestätigen." STR_SELECT_BASE_1: "Wähle Basis 1" STR_SELECT_BASE_2: "Wähle Basis 2" STR_SELECT_BASE_3: "Wähle Basis 3" STR_SELECT_BASE_4: "Wähle Basis 4" STR_SELECT_BASE_5: "Wähle Basis 5" STR_SELECT_BASE_6: "Wähle Basis 6" STR_SELECT_BASE_7: "Wähle Basis 7" STR_SELECT_BASE_8: "Wähle Basis 8" STR_VIDEO: "GRAFIK" STR_AUDIO: "SOUND" STR_BATTLESCAPE_UC: "GEFECHTSKARTE" STR_MODS_UC: "MODS" STR_MODS: "Modifikationen" STR_DISPLAY_RESOLUTION: "Bildschirmauflösung" STR_DISPLAY_RESOLUTION_DESC: "Ändert die Bildschirmauflösung.{SMALLLINE}Für eine benutzerdefinierte Eingabe, direkt anklicken." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Anzeigemodus" STR_WINDOWED: "Fenster" STR_FULLSCREEN: "Vollbild" STR_BORDERLESS: "Ohne Rand" STR_DISPLAY_LANGUAGE: "Sprache" STR_DISPLAY_LANGUAGE_DESC: "Spracheinstellung ändern." STR_DISPLAY_FILTER: "Darstellungsfilter" STR_DISPLAY_FILTER_DESC: "Grafikfilter auswählen.{NEWLINE}'*' benötigt OpenGL Hardware-Beschleunigung." STR_DISPLAY_OPTIONS: "Darstellungsoptionen" STR_LETTERBOXED: "Letterbox-Format" STR_LETTERBOXED_DESC: "Verwendet schwarze Balken, um das Seitenverhältnis beizubehalten." STR_RESIZABLE: "Veränderbar" STR_LOCK_MOUSE: "Mauszeiger fangen" STR_LOCK_MOUSE_DESC: "Verhindert, dass der Mauszeiger das Spielfenster verlässt. Strg+G zum Umschalten." STR_FIXED_WINDOW_POSITION: "Feste Fensterposition" STR_FIXED_WINDOW_POSITION_DESC: "Dem Fenster eine feste Position zuweisen." STR_DISPLAY_SET_WINDOW_POSITION: "Hauptfenster neue Position zuweisen" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Linker Rand X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Oberer Rand Y:" STR_MUSIC_VOLUME: "Musiklautstärke" STR_MUSIC_VOLUME_DESC: "Ändert die Lautstärke der Hintergrundmusik." STR_SFX_VOLUME: "SFX-Lautstärke" STR_SFX_VOLUME_DESC: "Ändert die Lautstärke der Soundeffekte." STR_UI_VOLUME: "Menü-Lautstärke" STR_UI_VOLUME_DESC: "Ändert die Lautstärke der Benutzeroberfläche." STR_SCROLL_SPEED: "Scrollgeschwindigkeit" STR_SCROLL_SPEED_GEO_DESC: "Ändert die Scrollgeschwindigkeit des Globus." STR_SCROLL_SPEED_BATTLE_DESC: "Ändert die Scrollgeschwindigkeit der taktischen Gefechtskarte." STR_DOGFIGHT_SPEED: "Luftkampfgeschwindigkeit" STR_DOGFIGHT_SPEED_DESC: "Ändert die Geschwindigkeit der Abfangaktionen zwischen UFO und Abfangjägern. Niedrigere Geschwindigkeiten können die Leistung auf schwächeren Systemen verbessern." STR_CLOCK_SPEED: "Zeitraffer" STR_CLOCK_SPEED_DESC: "Ändert die Geschwindigkeit der Uhr in der Weltkarte. Niedrigere werte können die Leistung auf schwächeren Systemen verbessern." STR_GLOBE_DETAILS: "Globus-Details" STR_GLOBE_COUNTRIES: "Länder" STR_GLOBE_COUNTRIES_DESC: "Zeigt die geldgebenden Länder auf dem Globus an." STR_GLOBE_RADARS: "Radars" STR_GLOBE_RADARS_DESC: "Zeigt die Radarreichweiten auf dem Globus an." STR_GLOBE_FLIGHT_PATHS: "Flugrouten" STR_GLOBE_FLIGHT_PATHS_DESC: "Zeigt Flugrouten auf dem Globus an." STR_CONTROLS_DESC: "Linksklicken auf einen Shortcut und anschließende Tastatureingabe, um diesen zu ändern.{NEWLINE}Rechtsklick zum deaktivieren des Shortcuts." STR_BASE_GAME: "Hauptspiel" STR_MODS_TOOLTIP: "Version {0} von {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Scroll-Art" STR_EDGE_SCROLL_DESC: "Manuell: Scrollt die Karte, wenn die angegebene Maustaste gedrückt und gehalten wird. Automatisch: Bewegen Sie den Mauszeiger am Randbereich der Karte, um zu Scrollen." STR_TRIGGER_SCROLL: "Manuell" STR_AUTO_SCROLL: "Automatisch" STR_DRAG_SCROLL: "Scroll-Taste" STR_DRAG_SCROLL_DESC: "Scrollt die Karte, wenn die angegebene Maustaste gedrückt und gehalten wird." STR_LEFT_MOUSE_BUTTON: "Linke Maustaste" STR_MIDDLE_MOUSE_BUTTON: "Mittlere Maustaste" STR_RIGHT_MOUSE_BUTTON: "Rechte Maustaste" STR_FIRE_SPEED: "Feuerrate" STR_FIRE_SPEED_DESC: "Ändert die Geschwindigkeit der Waffenprojektile." STR_PLAYER_MOVEMENT_SPEED: "XCom-Geschwindigkeit" STR_PLAYER_MOVEMENT_SPEED_DESC: "Ändert die Bewegungsgeschwindigkeit der eigenen XCom Einheiten." STR_COMPUTER_MOVEMENT_SPEED: "KI-Geschwindigkeit" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Ändert die Bewegungsgeschwindigkeit der Computer-Einheiten." STR_PATH_PREVIEW: "Pfadvorschau" STR_PATH_ARROWS: "Pfeile" STR_PATH_ARROWS_DESC: "Klicken zeigt den Pfad, den die Einheit nehmen wird. Farbe zeigt verfügbare Optionen: Grün - kann hierher laufen und noch feuern; Gelb - kann hierher laufen; Rot - außer Reichweite." STR_PATH_TIME_UNIT_COST: "Zeiteinheiten" STR_PATH_TIME_UNIT_COST_DESC: "Klicken um die TUs der Einheit anzuzeigen die er nach dem Zug zum Ziel noch übrig hat." STR_USER_INTERFACE_OPTIONS: "Optionen" STR_TOOLTIPS: "Kurzinfos" STR_TOOLTIPS_DESC: "Zeigt Kurzinfos für die Tasten in der Gefechtskarte an." STR_DEATH_NOTIFICATIONS: "Todesbenachrichtigung" STR_DEATH_NOTIFICATIONS_DESC: "Zeigt dem Spieler eine Kurzmitteilung für jeden gefallenden Soldaten an." STR_SHOW_FUNDS: "Finanzen anzeigen" STR_SHOW_FUNDS_DESC: "Zeigt die aktuellen Finanzen über der Uhr in der Weltkarte an." STR_MISSION_GENERATOR: "MISSIONS-GENERATOR" STR_MAP_OPTIONS: "Karten-Optionen" STR_ALIEN_OPTIONS: "ALIEN-OPTIONEN" STR_MAP_TERRAIN: "Gelände" STR_MAP_DARKNESS: "Dunkelheit" STR_MAP_DEPTH: "Höhe" STR_DIFFICULTY: "Schwierigkeitsgrad" STR_ALIEN_RACE: "Volk" STR_ALIEN_TECH_LEVEL: "Technologielevel" STR_RANDOMIZE: "Zufällig" STR_OXCE_REQUIRED_QUESTION: "Dieser Mod erfordert OpenXcom {0}, um korrekt zu laufen. Diesen Mod aktivieren?" STR_RESTORE_DEFAULTS_QUESTION: "Wirklich Originaleinstellungen wiederherstellen?" STR_DISPLAY_OPTIONS_CONFIRM: "Möchten Sie die aktuelle Darstellungsoptionen beibehalten?" STR_DISPLAY_OPTIONS_REVERT: "Wird auf vorherige Einstellung zurückgesetzt in 0:{0}" STR_MISSING_CONTENT_PROMPT: "WARNUNG:{SMALLLINE}Der Speicherstand ist abhängig von Modifikationen die derzeit nicht aktiviert sind. Der fehlende Inhalt wird entfernt und es ist möglich, dass der Speicherstand nicht geladen werden kann.{NEWLINE}Fortsetzen?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Granatenzündungsstatus im Ausrüstungsbildschirm speicherbar" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Speichert vor dem Kampf im Ausrüstungsbildschirm aktivierte Granaten " STR_NEWSEEDONLOAD: "Zufallsgenerator zurücksetzen" STR_NEWSEEDONLOAD_DESC: "Wenn ein Spielstand geladen wird, wird der Zufallsgenerator zurückgesetzt, sodass dieselbe Aktion zu verschiedenen Ergebnissen führen kann. Dies betrifft nicht den Ironman-Modus." STR_CHANGEVALUEBYMOUSEWHEEL: "Werte durch Drehen am Maus-Rad verändern" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Einstellbare Werte können um den angegebenen Betrag mithilfe des Mausrads geändert werden." STR_BATTLEHAIRBLEACH: "Verbesserte Soldaten-Darstellung" STR_BATTLEHAIRBLEACH_DESC: "Darstellung der Soldaten in der Gefechtskarte entspricht dem Aussehen im Inventar-Bildschirm." STR_DRAGSCROLLINVERT: "Bildschirm-Verschieben invertieren" STR_DRAGSCROLLINVERT_DESC: "Wenn aktiviert, wird das Ziehen des Bildschirms mit der Maus invertiert." STR_BATTLESCAPE_SCALE: "Auflösung Gefechtskarte" STR_BATTLESCAPE_SCALE_DESC: "Ändert die Ansicht der taktischen Gefechtskarte, basierend an einer festen Auflösung (Bildschirm strecken), oder einer festen Zoomstufe (Vergrößern)." STR_GEOSCAPE_SCALE: "Auflösung Weltkarte" STR_GEOSCAPESCALE_SCALE_DESC: "Ändert die Ansicht der Weltkarte, basierend an einer festen Auflösung (Bildschirm strecken), oder einer festen Zoomstufe (Vergrößern)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 Darstellung" STR_HALF_DISPLAY: "1/2 Darstellung" STR_FULL_DISPLAY: "Volle Darstellung" STR_FPS_LIMIT: "FPS Begrenzung" STR_FPS_LIMIT_DESC: "Begrenzt die Anzahl der Bildwiederholungen pro Sekunde. 0 steht für keine Begrenzung. Wenn die OpenGL-Darstellung eingeschaltet ist, benutzt das Spiel Vsync stattdessen." STR_FPS_INACTIVE_LIMIT: "FPS Hintergrund Begrenzung" STR_FPS_INACTIVE_LIMIT_DESC: "Begrenzt die Anzahl der Bildwiederholung pro Sekunde, wenn OpenXcom im Hintergrund aktiv ist." STR_NOALIENPANICMESSAGES: "Paniknachrichten für Außerirdische unterdrücken" STR_NOALIENPANICMESSAGES_DESC: "Zeigt Paniknachrichten nur für sichtbare Außerirdische an" STR_ALIENBLEEDING: "Verblutende Außerirdische" STR_ALIENBLEEDING_DESC: "Ein Großteil der Außerirdischen kann tödlich verwundet werden" STR_FIELDPROMOTIONS: "Missionsbezogene Beförderung" STR_FIELDPROMOTIONS_DESC: "Nur Soldaten, die bei der Mission anwesend waren, sind für eine Beförderung berechtigt." STR_MEETINGPOINT: "UFO-Flugbahn vorausberechnen" STR_MEETINGPOINT_DESC: "Schiffe fliegen mit dem UFO zu einem Treffpunkt, basierend auf seiner derzeitigen Flugbahn." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Kein manuelles Speichern" STR_SAVE_AND_ABANDON_GAME: "SPEICHERN UND SPIEL VERLASSEN" STR_MOD_UNSUCCESSFUL: "Mod konnte nicht geladen werden" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Darstellungsmodus ändern." STR_PREFERRED_MUSIC_FORMAT: "Audio Format" STR_PREFERRED_MUSIC_FORMAT_DESC: "Wähle ein bevorzugtes Audio-Format, wenn mehrere zur Verfügung stehen.{NEWLINE}PS: MIDI kann unter Windows fehlerhaft sein." STR_PREFERRED_SFX_FORMAT: "SFX Format" STR_PREFERRED_SFX_FORMAT_DESC: "Wähle ein bevorzugtes Audio-Format, wenn mehrere zur Verfügung stehen." STR_PREFERRED_VIDEO_FORMAT: "Video Format" STR_PREFERRED_VIDEO_FORMAT_DESC: "Wähle ein bevorzugtes Video Format, wenn mehrere zur Verfügung stehen." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Diashow" STR_PREFERRED_FORMAT_AUTO: "Automatisch" STR_CURRENT_FORMAT: "Aktuell: {0}" STR_SOUND_OPTIONS: "Audio-Optionen" STR_BACKGROUND_MUTE: "Hintergrund Stummschaltung" STR_BACKGROUND_MUTE_DESC: "Spiel stummschalten, wenn das Fenster nicht aktiv ist" STR_FORCE_FIRE: "Erzwungener Feuerbefehl" STR_FORCE_FIRE_DESC: "Aktiviert, zwingt es ihre Soldaten bei gedrückter STRG-Taste zu Schießen, selbst wenn keine freie Schussbahn besteht." STR_NO_AUDIO_HARDWARE_DETECTED: "Keine Soundkarte gefunden" STR_MOUSEWHEEL_SPEED: "Mausrad Scrollgeschwindigkeit" STR_MOUSEWHEEL_SPEED_DESC: "Bestimmt wie viele Reihen mit jeder Stufe des Mausrades gescrollt werden." STR_DISABLED: "Deaktiviert" STR_MAXIMIZE_INFO_SCREENS: "Informationsbildschirme Maximieren" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventar und verschiedene andere Bildschirme werden im Vollbildmodus angezeigt, unabhängig von der Größen Einstellungen." STR_DIARY: "TAGEBUCH" STR_KILLED: "GETÖTET" STR_STUNNED: "BETÄUBT" STR_PANICKED: "IN PANIK" STR_MINDCONTROLLED: "GESTEUERT" STR_REGION_UNKNOWN: "Geheim" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Unbekannt" STR_VICTORY: "Sieg" STR_DEFEAT: "Niederlage" STR_NO_RECORD: "Keine Aufzeichnungen" STR_HUMAN: "Mensch" STR_FRIENDLY: "Befreundet" STR_HOSTILE: "Feindlich" STR_NEUTRAL: "Neutral" STR_RATING_UC: "BEWERTUNG" STR_LOCATION: "ORT> {ALT}{0}" STR_DAYLIGHT_TYPE: "ZEIT> {ALT}{0}" STR_RACE_TYPE: "RASSE> {ALT}{0}" STR_DAY: "Tag" STR_NIGHT: "Nacht" STR_DAYS_WOUNDED: "TAGE VERWUNDET> {ALT}{0}" STR_COMBAT: "KAMPF" STR_PERFORMANCE: "LEISTUNG" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISIERUNGEN NACH RASSE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISIERUNGEN NACH RANG" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISIERUNGEN NACH WAFFE" STR_MISSIONS_BY_LOCATION: "MISSIONEN NACH ORT" STR_MISSIONS_BY_TYPE: "MISSIONEN NACH TYP" STR_MISSIONS_BY_UFO: "MISSIONEN NACH UFO" STR_SCORE_VALUE: "PUNKTE>{ALT}{0}" STR_WINS: "SIEGE> {ALT}{0}" STR_STUNS: "BETÄUBUNGEN>{ALT}{0}" STR_PANICKS: "PANIKEN> {ALT}{0}" STR_MINDCONTROLS: "STEUERUNGEN> {ALT}{0}" STR_AWARDS: "AUSZEICHNUNGEN" STR_COMMENDATIONS_UC: "AUSZEICHNUNGEN" STR_COMMENDATIONS: "Auszeichnungen" STR_MEDALS: "MEDAILLEN" STR_LOST_IN_SERVICE: "IM DIENST VERMISST" STR_MEDAL_NAME: "Medaillen-Name" STR_MEDAL_AWARD_LEVEL: "Auszeichnungs-Grad" STR_MEDAL_DECOR_LEVEL: "Orden-Grad" STR_AWARD_0: "Erste Auszeichnung" STR_AWARD_1: "Zweite Auszeichnung" STR_AWARD_2: "Dritte Auszeichnung" STR_AWARD_3: "Vierte Auszeichnung" STR_AWARD_4: "Fünfte Auszeichnung" STR_AWARD_5: "Sechste Auszeichnung" STR_AWARD_6: "Siebte Auszeichnung" STR_AWARD_7: "Achte Auszeichnung" STR_AWARD_8: "Neunte Auszeichnung" STR_AWARD_9: "Zehnte Auszeichnung" STR_AWARD_DECOR_0: "Keine" STR_AWARD_DECOR_1: "Erste Bronzenadel" STR_AWARD_DECOR_2: "Zweite Bronzenadel" STR_AWARD_DECOR_3: "Dritte Bronzenadel" STR_AWARD_DECOR_4: "Erste Silbernadel" STR_AWARD_DECOR_5: "Zweite Silbernadel" STR_AWARD_DECOR_6: "Dritte Silbernadel" STR_AWARD_DECOR_7: "Erste Goldnadel" STR_AWARD_DECOR_8: "Zweite Goldnadel" STR_AWARD_DECOR_9: "Dritte Goldnadel" STR_KILLED_IN_ACTION_MALE: "IM EINSATZ GETÖTET" STR_KILLED_IN_ACTION_FEMALE: "IM EINSATZ GETÖTET" STR_MISSING_IN_ACTION_MALE: "IM EINSATZ VERMISST" STR_MISSING_IN_ACTION_FEMALE: "IM EINSATZ VERMISST" STR_AVERAGE_MONTHLY_RATING: "Durchschnittliche monatliche Bewertung" STR_TOTAL_INCOME: "Gesamteinkommen" STR_TOTAL_EXPENDITURE: "Gesamtausgaben" STR_MISSIONS_WON: "Abgeschlossene Missionen" STR_MISSIONS_LOST: "Fehlgeschlagene Missionen" STR_NIGHT_MISSIONS: "Nachteinsätze" STR_BEST_RATING: "Beste Missionsbewertung" STR_WORST_RATING: "Schlechteste Missionsbewertung" STR_ALIEN_KILLS: "Getötete Außerirdische" STR_ALIEN_CAPTURES: "Gefangene Außerirdische" STR_FRIENDLY_KILLS: "Vorfälle mit \"Friendly fire\"" STR_AVERAGE_ACCURACY: "Durchschnittliche Genauigkeit" STR_WEAPON_MOST_KILLS: "Effektivste Waffe" STR_ALIEN_MOST_KILLS: "Tödlichster Außerirdischer" STR_LONGEST_SERVICE: "Längste Dienstzeit" STR_TOTAL_DAYS_WOUNDED: "Krankheitstage" STR_COUNTRIES_LOST: "Infiltrierte Länder" STR_TOTAL_TERROR_SITES: "Terrorangriffe" STR_TOTAL_BASES: "Gebaute Basen" STR_TOTAL_CRAFT: "Fahrzeuge im Besitz" STR_TOTAL_SCIENTISTS: "Angeheuerte Wissenschaftler" STR_TOTAL_ENGINEERS: "Angeheuerte Ingenieure" STR_TOTAL_RESEARCH: "Abgeschlossene Forschungsprojekte" STR_DIARY_ACCURACY: "GENAUIGKEIT> {ALT}{0}%" STR_STATISTICS: "Statistiken" STR_STATS: "STATISTIKEN" STR_TIME_UNITS_ABBREVIATION: "ZEs" STR_STAMINA_ABBREVIATION: "EN" STR_HEALTH_ABBREVIATION: "TP" STR_BRAVERY_ABBREVIATION: "MUT" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "SG" STR_THROWING_ACCURACY_ABBREVIATION: "WG" STR_STRENGTH_ABBREVIATION: "STÄ" STR_MELEE_ACCURACY_ABBREVIATION: "NK" STR_FOLDERS: "VERZEICHNISSE" STR_DATA_FOLDER: "Daten-Ordner (original Daten)" STR_USER_FOLDER: "Benutzer-Ordner (Mods, openxcom.log)" STR_SAVE_FOLDER: "Speicher-Ordner (Spielstände, Screenshots)" STR_CONFIG_FOLDER: "Config-Ordner (options.cfg)" STR_DATA_FOLDER_DESC_1: "Hier sucht OpenXcom nach den ursprünglichen Spielressourcen (UFO und/oder TFTD)." STR_DATA_FOLDER_DESC_2: "OpenXcom-interne Ressourcen befinden sich im 'common'-Ordner. Die in OpenXcom integrierten Mods befinden sich im 'standard'-Ordner " STR_USER_FOLDER_DESC: "Die Logdatei ('openxcom.log') wird hier gespeichert. Alle benutzerdefinierten Mods gehören ebenfalls hierher (in den Unterordner 'mods')." STR_SAVE_FOLDER_DESC: "Ihre gespeicherten Spielstände befinden sich hier. Auch die Einstellungen für den Missionsgenerator ('battle.cfg') sind hier zu finden." STR_CONFIG_FOLDER_DESC: "Hier werden die OpenXcom-Einstellungen ('options.cfg') gespeichert. Normalerweise ist dies derselbe Ordner wie der Benutzerordner." ================================================ FILE: bin/common/Language/el.yml ================================================ el: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Νέο Παιχνίδι" STR_LOAD_SAVED_GAME: "Φόρτωση Παιχνιδιού" STR_SELECT_DIFFICULTY_LEVEL: "Επέλεξε Επίπεδο Δυσκολίας" STR_1_BEGINNER: "1> Αρχάριος" STR_2_EXPERIENCED: "2> Έμπειρος" STR_3_VETERAN: "3> Βετεράνος" STR_4_GENIUS: "4> Διάνοια" STR_5_SUPERHUMAN: "5> Υπεράνθρωπος" STR_TIME: "Ώρα" STR_DATE: "Ημέρα" STR_SELECT_GAME_TO_LOAD: "Επέλεξε παιχνίδι για φόρτωση" STR_SELECT_SAVE_POSITION: "Επέλεξε θέση αποθήκευσης" STR_GAME_OPTIONS: "ΕΠΙΛΟΓΕΣ ΠΑΙΧΝΙΔΙΟΥ" STR_LOAD_GAME: "ΦΟΡΤΩΣΗ ΠΑΙΧΝΙΔΙΟΥ" STR_SAVE_GAME: "ΑΠΟΘΗΚΕΥΣΗ ΠΑΙΧΝΙΔΙΟΥ" STR_ABANDON_GAME: "ΕΓΚΑΤΑΛΗΨΗ ΠΑΙΧΝΙΔΙΟΥ" STR_ABANDON_GAME_QUESTION: "ΕΓΚΑΤΑΛΗΨΗ ΠΑΙΧΝΙΔΙΟΥ;" STR_QUIT: "Παραίτηση" STR_SAVING_GAME: "Αποθήκευση Παιχνιδιού" STR_LOADING_GAME: "Φόρτωση Παιχνιδιού" STR_NO_SAVED_GAME_PRESENT: "Δεν υπάρχουν αποθηκευμένα παιχνίδια" STR_LOAD_UNSUCCESSFUL: "Η φόρτωση απέτυχε" STR_SAVE_UNSUCCESSFUL: "Η αποθήκευση απέτυχε" STR_LOAD_SUCCESSFUL: "Επιτυχής φόρτωση" STR_SAVE_SUCCESSFUL: "Επιτυχής αποθήκευση" STR_DELETE: "ΔΙΑΓΡΑΦΗ" STR_DELETE_UNSUCCESSFUL: "Διαγραφή απέτυχε" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Είσαι σίγουρος ότι θέλεις να διαγράψεις το αποθηκευμένο παιχνίδι;" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Φόρτωση..." STR_DETAILS: "Λεπτομέριες> {ALT}{0}" STR_NEW_BATTLE: "Νέα Μάχη" STR_OPTIONS: "Επιλογές" STR_RIGHT_CLICK_TO_DELETE: "Δεξί κλικ για διαγραφή" STR_RESTORE_DEFAULTS: "Επαναφορά Προεπιλογών" STR_CONTROLS: "ΧΕΙΡΙΣΜΟΙ" STR_GENERAL: "Γενικά" STR_GEOSCAPE: "Γεοτοπίο" STR_BATTLESCAPE: "Πεδίο Μάχης" STR_SCREENSHOT: "Στιγμιότυπο Οθόνης" STR_FPS_COUNTER: "Μετρητής FPS" STR_ROTATE_LEFT: "Περιστροφή Αριστερά" STR_ROTATE_RIGHT: "Περιστροφή Δεξιά" STR_ROTATE_UP: "Περιστροφή Πάνω" STR_ROTATE_DOWN: "Περιστροφή Κάτω" STR_ZOOM_IN: "Μεγέθυνση" STR_ZOOM_OUT: "Σμίκρυνση" STR_TOGGLE_COUNTRY_DETAIL: "Εμφάνιση Λεπτομερειών Χώρας" STR_TOGGLE_RADAR_RANGES: "Εμφάνηση Εμβέλειας Ραντάρ" STR_SCROLL_LEFT: "Κύλιση Αριστερά" STR_SCROLL_RIGHT: "Κύλιση Δεξιά" STR_SCROLL_UP: "Κύλιση Πάνω" STR_SCROLL_DOWN: "Κύλιση Κάτω" STR_UNIT_LEVEL_ABOVE: "Μετακίνησε την Μονάδα στο Πάνω Επίπεδο " STR_UNIT_LEVEL_BELOW: "Μετακίνησε την Μονάδα στο Κάτω Επίπεδο " STR_VIEW_LEVEL_ABOVE: "Δες το Πάνω Επίπεδο" STR_VIEW_LEVEL_BELOW: "Δες το Κάτω Επίπεδο" STR_CENTER_SELECTED_UNIT: "Κέντραρε στην Επιλεγμένη Μονάδα" STR_PREVIOUS_UNIT: "Επέλεξε την Προηγούμενη Μονάδα" STR_NEXT_UNIT: "Επέλεξε την Επόμενη Μονάδα" STR_DESELECT_UNIT: "Μην Ξαναεπιλέξεις τη Μονάδα" STR_USE_LEFT_HAND: "Χρήση Αντικειμένου Αριστερού Χεριού" STR_USE_RIGHT_HAND: "Χρήση Αντικειμένου Δεξιού Χεριού" STR_INVENTORY: "Εξοπλισμός" STR_MINIMAP: "Μικρός Χάρτης" STR_MULTI_LEVEL_VIEW: "Πολυεπίπεδη Όψη" STR_END_TURN: "Τέλος Γύρου" STR_ABORT_MISSION: "Ματαίωση Αποστολής" STR_UNIT_STATS: "Στατιστικά Μονάδας" STR_KNEEL: "Γονάτισε" STR_RELOAD: "Ξαναγέμισε" STR_TOGGLE_PERSONAL_LIGHTING: "Εμφάνιση Προσωπικού Φωτισμού" STR_DONT_RESERVE_TIME_UNITS: "Μην Φυλάς Μονάδες Χρόνου" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Φύλαξη ΜΧ για Γρήγορη Βολή" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Φύλαξη ΜΧ για Στοχευμένη Βολή" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Φύλαξε ΜΧ για Αυτόματη Βολή" STR_CENTER_ON_ENEMY_1: "Κέντραρε στον Εχθρό 1" STR_CENTER_ON_ENEMY_2: "Κέντραρε στον Εχθρό 2" STR_CENTER_ON_ENEMY_3: "Κέντραρε στον Εχθρό 3" STR_CENTER_ON_ENEMY_4: "Κέντραρε στον Εχθρό 4" STR_CENTER_ON_ENEMY_5: "Κέντραρε στον Εχθρό 5" STR_CENTER_ON_ENEMY_6: "Κέντραρε στον Εχθρό 6" STR_CENTER_ON_ENEMY_7: "Κέντραρε στον Εχθρό 7" STR_CENTER_ON_ENEMY_8: "Κέντραρε στον Εχθρό 8" STR_CENTER_ON_ENEMY_9: "Κέντραρε στον Εχθρό 9" STR_CENTER_ON_ENEMY_10: "Κέντραρε στον Εχθρό 10" STR_CREATE_INVENTORY_TEMPLATE: "Δημιουργία πρότυπου εξοπλισμού" STR_APPLY_INVENTORY_TEMPLATE: "Εφαρμογή πρότυπου εξοπλισμού" STR_CLEAR_INVENTORY: "Απομάκρυνση εξοπλισμού" STR_AUTO_EQUIP: "Άυτο-εφαρμογή" STR_QUICK_SAVE: "Γρήγορη Αποθήκευση" STR_QUICK_LOAD: "Γρήγορη Φόρτωση" STR_ADVANCED: "ΠΡΟΗΓΜΕΝΕΣ" STR_AGGRESSIVERETALIATION: "Δυναμική αντεπίθεση" STR_AGGRESSIVERETALIATION_DESC: "ΑΤΙΑ θα προσπαθήσουν να εντοπίσουν τις βάσεις σου συνεχώς, ανεξαρτήτως από τις παραμέτρους των αποστολών τους." STR_STORAGELIMITSENFORCED: "Όρια αποθήκευσης για ανακτημένα αντικείμενα" STR_STORAGELIMITSENFORCED_DESC: "Επιβάλλει περιορισμό εξωγήινων και γενικά όρια αποθήκευσης για ζωντανούς εξωγήινους και κατασχεμένα αντικείμενα από αποστολές" STR_CANSELLLIVEALIENS: "Πώληση ζωντανών εξωγήινων" STR_CANSELLLIVEALIENS_DESC: "Επιτρέπει την πώληση ζωντανών εξωγήινων, συνιστάται όταν δεν φτάνουν οι χώροι αποθήκευσης." STR_ALLOWBUILDINGQUEUE: "Επέτρεψε ουρά παραγωγής" STR_ALLOWBUILDINGQUEUE_DESC: "Νέες εγκαταστάσεις μπορούν να τοποθετηθούν δίπλα σε ημιτελείς." STR_BATTLEAUTOEND: "Αυτόματος τερματισμος μάχης" STR_BATTLEAUTOEND_DESC: "Οι μάχες λήγουν αυτόματα όταν ο τελευταίος εχθρός εξουδετερωθεί." STR_BATTLEINSTANTGRENADE: "Στιγμιαίες Χειροβομβίδες" STR_BATTLEINSTANTGRENADE_DESC: "Χειροβομβίδες έτοιμες για ενεργοποίηση σε 0 γύρους θα ανατινάζονται άμεσα οταν ρίχνονται, αντι να το κάνουν στο τέλος το γύρου." STR_BATTLEUFOEXTENDERACCURACY: "Επεκτατής ακρίβειας UFO" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Η ακρίβεια των βολών μειώνεται μετά από μια ορισμένη απόσταση, ανάλογα με τον τύπο βολής. Η προσαρμοσμένη ακρίβεια θα εμφανίζεται στον κέρσορα." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Αερομεταφορές" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Αεροσκάφη εν πτήσει μπορούν να μεταφερθούν." STR_CRAFTLAUNCHALWAYS: "Εξαναγκασμένη εκτόξευση σκαφών" STR_CRAFTLAUNCHALWAYS_DESC: "Τα σκάφη μπορούν να εκτοξευθούν ακόμα και όταν δεν είναι έτοιμα, παρακάμπτοντας την ανάγκη συντήρησης." STR_CUSTOMINITIALBASE: "Προσαρμοσμένη αρχική βάση" STR_CUSTOMINITIALBASE_DESC: "Όταν ξεκινάτε ένα νέο παιχνίδι, μπορείτε να τοποθετήσετε χειροκίνητα τις εγκαταστάσεις εκκίνησης αντί να χρησιμοποιήσετε την προεπιλεγμένη διάταξη." STR_GLOBESEASONS: "Ρεαλιστικός Φωτισμός Υδρογείου" STR_GLOBESEASONS_DESC: "Χρησιμοποιεί πιο ρεαλιστική προβολή του ηλιακού φωτός στο Geoscape σύμφωνα με την αξονική κλίση της Γης." STR_PLAYINTRO: "Δείξε την εισαγωγή" STR_PLAYINTRO_DESC: "Εμφάνιση της εισαγωγής κατα την εκκίνηση." STR_SHOWMORESTATSININVENTORYVIEW: "Στατιστικά Εξοπλισμού" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Δείξε επιπλέον πληροφορίες σχετικά με τον επιλεγμένο στρατιώτη στην οθόνη εξοπλισμού." STR_SNEAKYAI: "Ύπουλη τεχνιτή νοημοσύνη" STR_SNEAKYAI_DESC: "Η τεχνητή νοημοσύνη αποφεύγει να αποκαλυφθεί στον παίκτη όποτε είναι δυνατόν." STR_STRAFE: "Εναλλακτικοί τρόποι κίνησης" STR_STRAFE_DESC: "Επιτρέπει την πλάγεια κίνηση, το τρέξιμο και την ανεξάρτητη κίνηση του πύργου του τανκ όταν κρατάτε πατημένο το CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Ύψος Έκρηξης" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Αλλαγή ύψους που μπορούν να εξαπλωθούν οι εκρήξεις.{NEWLINE}(Επίπεδο: 0, Κυκλικό: 3)" STR_AUTOSAVE: "ΑΥΤΟΜΑΤΗ ΑΠΟΘΗΚΕΥΣΗ" STR_AUTOSAVE_DESC: "Αυτόματη αποθήκευση του παιχνιδιού σε καθορισμένα χρονικά διαστήματα. Δεν ισχύει για το Ironman Mode." STR_AUTOSAVE_FREQUENCY: "Συχνότητα αυτόματης αποθήκευσης" STR_AUTOSAVE_FREQUENCY_DESC: "Αριθμός σειρών μετά τις οποίες το παιχνίδι θα αποθηκευτεί αυτόματα." STR_ALLOWPSIONICCAPTURE: "Επέτρεψε την ψυχοαιχμαλωσία" STR_ALLOWPSIONICCAPTURE_DESC: "Έλεγχος του νου των εναπομήνοντων εξωγήινων θα έχει ως αποτέλεσμα τη νίκη, και θα μετρούν σαν αιχμάλωτοι. " STR_ANYTIMEPSITRAINING: "Ψυονική εξάσκηση οποτεδήποτε" STR_ANYTIMEPSITRAINING_DESC: "Επιτρέπει την τοποθέτηση στρατιωτών σε ψυονική εκπαίδευση σε οποιαδήποτε στιγμή του μήνα. Να θυμάστε, η αρχική εκπαίδευση διαρκεί 30 με 60 ημέρες." STR_SKIPNEXTTURNSCREEN: "Παράλειψη της οθόνης \"Επόμενη σειρά\"." STR_SKIPNEXTTURNSCREEN_DESC: "Οι οθόνες \"Επόμενη σειρά\" κατά τη διάρκεια της μάχης προωθούνται αυτόματα μετά από μια μικρή καθυστέρηση." STR_NOT_ENOUGH_SPACE: "Ανεπαρκής Χώρος!" STR_WEAPONSELFDESTRUCTION: "Αυτοκαταστροφή εξωγηινού οπλού" STR_WEAPONSELFDESTRUCTION_DESC: "Τα όπλα που φέρουν οι εξωγήινοι θα αυτοκαταστραφούν εάν ο ιδιοκτήτης τους σκοτωθεί, όπως στο XCOM 2012." STR_RETAINCORPSES: "Διατηρήστε τους εξωγήινους που ανακρίθηκαν" STR_RETAINCORPSES_DESC: "Μετά από «έρευνα» ζωντανών εξωγήινων, το σώμα θα προστεθεί στα βασικά καταστήματα, όπως στο XCOM 2012." STR_SAVE_VOXEL_VIEW: "Σώσε στιγμιότυπο πρώτου προσώπου" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Φύλαξε ΜΧ για Γονάτισμα" STR_EXPEND_ALL_TIME_UNITS: "Χρήση όλων των υπόλοιπων ΜΧ" STR_PSISTRENGTHEVAL: "Αξιολόγηση Ψιονικής Δύναμης (Ψι-Δύναμη)" STR_PSISTRENGTHEVAL_DESC: "Αξιολογεί την ψυχική ισχύ όλων των στρατιωτών αφού ολοκληρωθεί η κατάλληλη έρευνα." STR_DISABLEAUTOEQUIP: "Απενεργοποίηση αυτόματου εξοπλισμού" STR_DISABLEAUTOEQUIP_DESC: "Απενεργοποίηση τού αυτόματoυ εξοπλισμού των νέων στρατιωτών πρίν τη μάχη" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Επιτρέψτε τη βελτίωση της δύναμης Ψ" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Η ψυχική δύναμη των στρατιωτών μπορεί να βελτιωθεί με την εμπειρία και την κατάρτιση." STR_BATTLESMOOTHCAMERA: "Κάμερα Ομαλής Βολίδας" STR_BATTLESMOOTHCAMERA_DESC: "Η εικόνα πεδίου μάχης θα παραμείνει κεντραρισμένη στα βλήμματα, όσο αυτά ταξιδεύουν." STR_BATTLECONFIRMFIREMODE: "Επιβεβαίωση μεθόδου πυρός" STR_BATTLECONFIRMFIREMODE_DESC: "Απαιτήστε ένα δεύτερο κλικ στο ίδιο εικονίδιο για να επιβεβαιώσετε τις εντολές πυρών." STR_SELECT_BASE_1: "Επιλογή Βάσης 1" STR_SELECT_BASE_2: "Επιλογή Βάσης 2" STR_SELECT_BASE_3: "Επιλογή Βάσης 3" STR_SELECT_BASE_4: "Επιλογή Βάσης 4" STR_SELECT_BASE_5: "Επιλογή Βάσης 5" STR_SELECT_BASE_6: "Επιλογή Βάσης 6" STR_SELECT_BASE_7: "Επιλογή Βάσης 7" STR_SELECT_BASE_8: "Επιλογή Βάσης 8" STR_VIDEO: "ΕΙΚΟΝΑ" STR_AUDIO: "ΗΧΟΣ" STR_BATTLESCAPE_UC: "ΠΕΔΙΟ ΜΑΧΗΣ" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Ανάλυση" STR_DISPLAY_RESOLUTION_DESC: "Αλλάζει την ανάλυση της οθόνης, η ανάλυση του παιχνιδιού θα αλλάξει για να ταιριάζει. Τα βέλη εναλλάσσονται μεταξύ των υποστηριζόμενων αναλύσεων. Κάντε κλικ για να εισαγάγετε μια προσαρμοσμένη ανάλυση." STR_ORIGINAL: "Αρχικό" STR_DISPLAY_MODE: "Τρόπος Προβολής" STR_WINDOWED: "Σε παράθυρο" STR_FULLSCREEN: "Πλήρης Οθόνη" STR_BORDERLESS: "Χωρίς περιθώρια" STR_DISPLAY_LANGUAGE: "Γλώσσα Προβολής" STR_DISPLAY_LANGUAGE_DESC: "Αλλάζει τη γλώσσα του κειμένου στο παιχνίδι." STR_DISPLAY_FILTER: "Φίλτρο Προβολής" STR_DISPLAY_FILTER_DESC: "Αλλάζει το φίλτρο που εφαρμόζεται στην οθόνη του παιχνιδιού.{NEWLINE}*απαιτείται OpenGL hardware acceleration." STR_DISPLAY_OPTIONS: "Επιλογές Προβολής" STR_LETTERBOXED: "Γραμματοκιβώτιο" STR_LETTERBOXED_DESC: "Χαρακτηρίζει την οθόνη για να διατηρεί την αρχική αναλογία διαστάσεων." STR_RESIZABLE: "Αλλαγή μεγέθους" STR_LOCK_MOUSE: "Πιάστε το ποντίκι" STR_LOCK_MOUSE_DESC: "Εμποδίζει τον κέρσορα του ποντικιού να φύγει από το παράθυρο του παιχνιδιού. Ctrl+G για εναλλαγή οποιαδήποτε στιγμή." STR_FIXED_WINDOW_POSITION: "Σταθερή θέση παραθύρου" STR_FIXED_WINDOW_POSITION_DESC: "Ρυθμίστε τη σταθερή θέση του Παραθύρου." STR_DISPLAY_SET_WINDOW_POSITION: "Ρύθμιση νέας αρχικής θέσης παραθύρου" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Αριστερό περίγραμμα νέο X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Επάνω περίγραμμα νέο Y:" STR_MUSIC_VOLUME: "Ένταση Μουσικής" STR_MUSIC_VOLUME_DESC: "Αλλάζει την ένταση της μουσικής παρασκηνίου." STR_SFX_VOLUME: "Ένταση Εφέ" STR_SFX_VOLUME_DESC: "Αλλάζει την ένταση των ηχητικών εφέ." STR_UI_VOLUME: "Ήχος Χειρισμού" STR_UI_VOLUME_DESC: "Αλλάζει την ένταση των ηχητικών σημάτων της διεπαφής." STR_SCROLL_SPEED: "Ταχύτητα Scroll" STR_SCROLL_SPEED_GEO_DESC: "Αλλάζει την ταχύτητα κύλισης της υδρογείου." STR_SCROLL_SPEED_BATTLE_DESC: "Αλλάζει την ταχύτητα κύλισης του χάρτη." STR_DOGFIGHT_SPEED: "Ταχύτητα αερομαχίας" STR_DOGFIGHT_SPEED_DESC: "Αλλάζει την ταχύτητα των μαχών αναχαίτισης ανάμεσα σε σκάφη και UFO. Οι χαμηλότερες ταχύτητες μπορούν να βελτιώσουν την απόδοση σε συσκευές χαμηλής τεχνολογίας." STR_CLOCK_SPEED: "Ταχύτητα Ρολογίου" STR_CLOCK_SPEED_DESC: "Αλλάζει την ταχύτητα του ρολογιού Geoscape. Οι χαμηλότερες ταχύτητες μπορούν να βελτιώσουν την απόδοση σε συσκευές χαμηλής τεχνολογίας." STR_GLOBE_DETAILS: "Λεπτομέρειες Υδρογείου" STR_GLOBE_COUNTRIES: "Χώρες" STR_GLOBE_COUNTRIES_DESC: "Εμφανίζει τις χώρες χρηματοδότησης στον κόσμο." STR_GLOBE_RADARS: "Ραντάρ" STR_GLOBE_RADARS_DESC: "Εμφανίζει εμβέλεια ραντάρ βάσης στην υδρόγειο." STR_GLOBE_FLIGHT_PATHS: "Δρομολόγιο Πτήσης" STR_GLOBE_FLIGHT_PATHS_DESC: "Εμφανίζει διαδρομές πτήσης σκαφών στον κόσμο." STR_CONTROLS_DESC: "Κάντε αριστερό κλικ σε μια συντόμευση και πατήστε ένα πλήκτρο για να την αλλάξετε.{NEWLINE}Κάντε δεξί κλικ σε μια συντόμευση για να την απενεργοποιήσετε." STR_BASE_GAME: "Βασικό παιχνίδι" STR_MODS_TOOLTIP: "Έκδοση {0} από {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Scroll στην άκρη της Οθόνης" STR_EDGE_SCROLL_DESC: "Ενεργοποίηση: Κύλιση χάρτη όταν κρατάτε πατημένο το αριστερό κουμπί του ποντικιού σε μια άκρη της οθόνης.{NEWLINE}Αυτόματη: Κύλιση χάρτη όταν ο κέρσορας βρίσκεται πάνω από την άκρη της οθόνης." STR_TRIGGER_SCROLL: "Σκανδάλη" STR_AUTO_SCROLL: "Κατά Ριπάς" STR_DRAG_SCROLL: "Σύρετε την Κύλιση" STR_DRAG_SCROLL_DESC: "Πραγματοποιεί κύλιση στον χάρτη όταν το καθορισμένο κουμπί του ποντικιού κρατηθεί πατημένο και σύρεται." STR_LEFT_MOUSE_BUTTON: "Αριστερό Κομβίο" STR_MIDDLE_MOUSE_BUTTON: "Μεσαίο Κομβίο Ποντικιού" STR_RIGHT_MOUSE_BUTTON: "Δεξί Κομβίο Ποντικιού" STR_FIRE_SPEED: "Ταχύτητα πυρών" STR_FIRE_SPEED_DESC: "Αλλάζει την ταχύτητα των βλημάτων." STR_PLAYER_MOVEMENT_SPEED: "Ταχύτητα Μετακίνησης Παίκτη" STR_PLAYER_MOVEMENT_SPEED_DESC: "Αλλάζει την ταχύτητα κίνησης των ελεγχόμενων από τον παίκτη μονάδων." STR_COMPUTER_MOVEMENT_SPEED: "Ταχύτητα Κίνησης ΤΝ" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Αλλάζει την ταχύτητα κίνησης των ελεγχόμενων από υπολογιστή μονάδων." STR_PATH_PREVIEW: "Προεπισκόπηση Δρομολογίου" STR_PATH_ARROWS: "Βέλη" STR_PATH_ARROWS_DESC: "Κάνοντας κλικ εμφανίζεται η διαδρομή που θα ακολουθήσει η μονάδα σας μέχρι τον προορισμό. Το χρώμα υποδεικνύει τις διαθέσιμες ενέργειες: Πράσινο - μπορεί να κινηθεί και να ενεργοποιηθεί. Κίτρινο - μπορεί να κινηθεί. Κόκκινο - δεν μπορεί να κινηθεί." STR_PATH_TIME_UNIT_COST: "Μονάδες Χρόνου" STR_PATH_TIME_UNIT_COST_DESC: "Κάνοντας κλικ εμφανίζεται η TU που θα έχει απομείνει στη μονάδα σας μετά τη μετάβαση στον προορισμό." STR_USER_INTERFACE_OPTIONS: "Επιλογές Χειρισμού" STR_TOOLTIPS: "Επεξηγήσεις εργαλείων" STR_TOOLTIPS_DESC: "Προβολή tooltip στα κομβία του Πεδίου Μάχης" STR_DEATH_NOTIFICATIONS: "Δείξε ειδοποιήσεις θανάτων" STR_DEATH_NOTIFICATIONS_DESC: "Δείξε ειδοποιήσεις κάθε φορά που ένας στρατιώτης σου πεθαίνει." STR_SHOW_FUNDS: "Εμφάνιση Κονδυλίων" STR_SHOW_FUNDS_DESC: "Εμφανίζει τα τρέχοντα κεφάλαιά σας δίπλα στο ρολόι του Geoscape." STR_MISSION_GENERATOR: "Δημιουργός Αποστολών" STR_MAP_OPTIONS: "Επιλογές Χάρτη" STR_ALIEN_OPTIONS: "ΕΠΙΛΟΓΕΣ ΕΞΩΓΗΙΝΩΝ" STR_MAP_TERRAIN: "Πεδίο" STR_MAP_DARKNESS: "Σκοτεινότητα" STR_MAP_DEPTH: "Βάθος" STR_DIFFICULTY: "Δυσκολία" STR_ALIEN_RACE: "Φυλή" STR_ALIEN_TECH_LEVEL: "Επίπεδο Τεχνολογίας" STR_RANDOMIZE: "Τυχαία Επιλογή" STR_OXCE_REQUIRED_QUESTION: "Αυτό το mod απαιτεί το OpenXcom {0} για να εκτελεστεί σωστά. Ενεργοποίηση αυτού του mod;" STR_RESTORE_DEFAULTS_QUESTION: "Είστε βέβαιοι ότι θέλετε να επαναφέρετε τις προεπιλεγμένες επιλογές;" STR_DISPLAY_OPTIONS_CONFIRM: "Θέλετε να διατηρήσετε τις τρέχουσες επιλογές εμφάνισης;" STR_DISPLAY_OPTIONS_REVERT: "Επαναφορά σε 0:{0}" STR_MISSING_CONTENT_PROMPT: "ΠΡΟΕΙΔΟΠΟΙΗΣΗ:{SMALLLINE}Αυτή η αποθήκευση βασίζεται σε mods που δεν είναι διαθέσιμα. Το περιεχόμενο που λείπει θα αφαιρεθεί και ενδέχεται να αποτύχει η φόρτωσή του.{NEWLINE}Συνέχεια;" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Αποθηκεύστε τις προγεμισμένες χειροβομβίδες" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Αποθηκεύει χειροβομβίδες προετοιμασμένες κατά τη διάρκεια της απογραφής πριν από τη μάχη στη διάταξη εξοπλισμού του στρατιώτη." STR_NEWSEEDONLOAD: "Κλέψιμο μέσω Αποθήκευσης" STR_NEWSEEDONLOAD_DESC: "Η φόρτωση ενός παιχνιδιού θα επαναφέρει τη σειρά τυχαίων αριθμών, επομένως η ίδια ενέργεια μπορεί να αποφέρει διαφορετικά αποτελέσματα. Δεν ισχύει για τη λειτουργία Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Αλλαγή τιμών με τροχό του ποντικιού" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Σας επιτρέπει να χρησιμοποιήσετε τον τροχό του ποντικιού για να αυξήσετε/μειώσετε τις τιμές κατά αυτό το ποσό." STR_BATTLEHAIRBLEACH: "Βελτιωμένα γραφικά στρατιωτών" STR_BATTLEHAIRBLEACH_DESC: "Αλλάζει τα sprites του στρατιώτη Battlescape για να ταιριάζουν με την εμφάνιση αποθέματός τους." STR_DRAGSCROLLINVERT: "Αντιστροφή κύλισης με σύρσιμο" STR_DRAGSCROLLINVERT_DESC: "Όταν είναι ενεργοποιημένο, η μεταφορά κύλισης πραγματοποιεί κύλιση προς την αντίθετη κατεύθυνση από το ποντίκι." STR_BATTLESCAPE_SCALE: "Κλίμακα Battlescape" STR_BATTLESCAPE_SCALE_DESC: "Λειτουργία κλιμάκωσης θύρας προβολής Battlescape, με βάση μια σταθερή ανάλυση (εκτεταμένη ώστε να ταιριάζει) ή ένα σταθερό επίπεδο ζουμ (επέκταση για πλήρωση)." STR_GEOSCAPE_SCALE: "Κλίμακα Geoscape" STR_GEOSCAPESCALE_SCALE_DESC: "Λειτουργία κλιμάκωσης θυρίδας προβολής Geoscape, με βάση μια σταθερή ανάλυση (εκτεταμένη ώστε να ταιριάζει) ή ένα σταθερό επίπεδο ζουμ (αναπτύχθηκε για να γεμίσει)." STR_1_5X: "1.5 x Αρχικό" STR_2X: "2 x Αρχικό" STR_THIRD_DISPLAY: "1/3 Προβολή" STR_HALF_DISPLAY: "1/2 Προβολή" STR_FULL_DISPLAY: "Πλήρης Προβολή" STR_FPS_LIMIT: "ΟΡΙΟ FPS" STR_FPS_LIMIT_DESC: "Περιορίζει τον αριθμό των ενημερώσεων οθόνης ανά δευτερόλεπτο, 0 χωρίς περιορισμό. Εάν είναι ενεργοποιημένη η απόδοση OpenGL, το παιχνίδι χρησιμοποιεί το Vsync." STR_FPS_INACTIVE_LIMIT: "Υπόβαθρο ορίου FPS" STR_FPS_INACTIVE_LIMIT_DESC: "Περιορίζει τον αριθμό των ενημερώσεων οθόνης ανά δευτερόλεπτο εάν το OpenXcom βρίσκεται στο παρασκήνιο." STR_NOALIENPANICMESSAGES: "Απόκρυψη μυνημάτων πανικού εξωγήινων" STR_NOALIENPANICMESSAGES_DESC: "Μην εμφανίζετε μηνύματα πανικού για εξωγήινους, εκτός εάν είναι ορατά στον παίκτη." STR_ALIENBLEEDING: "Ο εξωγήινος αιμορραγεί" STR_ALIENBLEEDING_DESC: "Επιτρέπει θανατηφόρα τραύματα στους περισσότερους εξωγήινους." STR_FIELDPROMOTIONS: "Προαγωγές Πεδίου Μάχης" STR_FIELDPROMOTIONS_DESC: "Μόνο οι στρατιώτες που ήταν παρόντες στο χώρο της αποστολής δικαιούνται προαγωγή." STR_MEETINGPOINT: "Προβλέψτε την τροχιά των ΑΤΙΑ" STR_MEETINGPOINT_DESC: "Τα σκάφη πετούν προς ένα σημείο συνάντησης με το UFO με βάση την τρέχουσα τροχιά του." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Δεν επιτρέπεται η χειροκίνητη αποθήκευση" STR_SAVE_AND_ABANDON_GAME: "ΑΠΟΘΉΚΕΥΣΗ ΚΑΙ ΕΓΚΑΤΆΛΕΙΨΗ ΠΑΙΧΝΙΔΙΟΥ" STR_MOD_UNSUCCESSFUL: "Το mod απέτυχε να φορτωθεί" STR_NEW_SAVED_GAME_SLOT: "<ΝΕΟ ΣΩΣΜΕΝΟ ΠΑΙΧΝΙΔΙ>" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "<ΓΡΗΓΟΡΗ ΑΠΟΘΗΚΕΥΣΗ ΠΑΙΧΝΙΔΙΟΥ>" STR_DISPLAY_MODE_DESC: "Αλλαγή τρόπου εμφάνισης παιχνιδιού στην οθόνη" STR_PREFERRED_MUSIC_FORMAT: "Διαμόρφωση Μουσικής" STR_PREFERRED_MUSIC_FORMAT_DESC: "Επιλέγει την προτιμώμενη μορφή μουσικής για χρήση όταν είναι διαθέσιμες πολλές.{NEWLINE}ΣΗΜΕΙΩΣΗ: Η αναπαραγωγή MIDI ενδέχεται να παρουσιάζει σφάλματα στα Windows." STR_PREFERRED_SFX_FORMAT: "Μορφή SFX" STR_PREFERRED_SFX_FORMAT_DESC: "Επιλέγει την προτιμώμενη μορφή ηχητικών εφέ για χρήση όταν είναι διαθέσιμα πολλά." STR_PREFERRED_VIDEO_FORMAT: "Μορφή βίντεο" STR_PREFERRED_VIDEO_FORMAT_DESC: "Επιλέγει την προτιμώμενη μορφή βίντεο για χρήση όταν είναι διαθέσιμα πολλά." STR_PREFERRED_VIDEO_ANIMATION: "Κινούμενα σχέδια" STR_PREFERRED_VIDEO_SLIDESHOW: "Προβολή διαφανειών" STR_PREFERRED_FORMAT_AUTO: "ΚΒ" STR_CURRENT_FORMAT: "Τρέχων: {0}" STR_SOUND_OPTIONS: "Επιλογές Ήχου" STR_BACKGROUND_MUTE: "Σίγαση φόντου" STR_BACKGROUND_MUTE_DESC: "Σίγαση όλων των ήχων όταν το παράθυρο του παιχνιδιού δεν είναι ενεργό." STR_FORCE_FIRE: "Παράκαμψη Γραμμής Βολής" STR_FORCE_FIRE_DESC: "Επιτρέπει τον εξαναγκασμό των στρατιωτών σας να πυροβολήσουν κρατώντας το CTRL, ανεξάρτητα από τους κανόνες της γραμμής πυρός." STR_NO_AUDIO_HARDWARE_DETECTED: "Δεν εντοπίστηκε συσκευή ήχου" STR_MOUSEWHEEL_SPEED: "Ταχύτητα κύλισης τροχού ποντικιού" STR_MOUSEWHEEL_SPEED_DESC: "Προσαρμόζει τον αριθμό των γραμμών που μετακινούνται σε λίστες με κάθε αύξηση του τροχού του ποντικιού." STR_DISABLED: "Απενεργοποιημένο" STR_MAXIMIZE_INFO_SCREENS: "Μεγιστοποίηση πληροφοριών οθόνης" STR_MAXIMIZE_INFO_SCREENS_DESC: "Το απόθεμα και διάφορες άλλες οθόνες θα εμφανιστούν σε πλήρη οθόνη, ανεξάρτητα από τις ρυθμίσεις κλίμακας." STR_DIARY: "ΗΜΕΡΟΛΟΓΙΟ" STR_KILLED: "ΣΚΟΤΩΘΗΚΕ" STR_STUNNED: "ΖΑΛΙΖΜΕΝΟΣ" STR_PANICKED: "ΠΑΝΙΚΟΒΛΗΜΕΝΟΣ" STR_MINDCONTROLLED: "ΕΞΟΥΣΙΑΣΜΕΝΟΣ" STR_REGION_UNKNOWN: "Μυστικός" STR_WEAPON_UNKNOWN: "Αυτοσχεδιασμός" STR_UNKNOWN: "Άγνωστο" STR_VICTORY: "Νίκη" STR_DEFEAT: "Ήττα" STR_NO_RECORD: "Κανένα αρχείο" STR_HUMAN: "Άνθρωπος" STR_FRIENDLY: "Φιλικός" STR_HOSTILE: "Εχθρικός" STR_NEUTRAL: "Ουδέτερος" STR_RATING_UC: "ΙΔΙΟΤΗΤΑ" STR_LOCATION: "ΤΟΠΟΘΕΣΙΑ> {ALT}{0}" STR_DAYLIGHT_TYPE: "ΩΡΑ> {ALT}{0}" STR_RACE_TYPE: "RACE> {ALT}{0}" STR_DAY: "Ημέρα" STR_NIGHT: "Νύχτα" STR_DAYS_WOUNDED: "ΜΕΡΕΣ ΤΡΑΥΜΑΤΙΣΜΟΥ> {ALT}{0}" STR_COMBAT: "ΜΑΧΗ" STR_PERFORMANCE: "ΕΠΙΔΟΣΗ" STR_NEUTRALIZATIONS_BY_RACE: "ΕΞΟΥΔΕΤΕΡΩΣΕΙΣ ΚΑΤΑ ΦΥΛΗ" STR_NEUTRALIZATIONS_BY_RANK: "ΕΞΟΥΔΕΤΕΡΩΣΕΙΣ ΚΑΤΑ ΒΑΘΜΟ" STR_NEUTRALIZATIONS_BY_WEAPON: "ΑΞΟΥΔΕΤΕΡΩΣΕΙΣ ΚΑΤΑ ΟΠΛΟΥ" STR_MISSIONS_BY_LOCATION: "ΑΠΟΣΤΟΛΕΣ ΚΑΤΑ ΤΟΠΟΘΕΣΙΑΣ" STR_MISSIONS_BY_TYPE: "ΑΠΟΣΤΟΛΕΣ ΚΑΤΑ ΤΥΠΟΥ" STR_MISSIONS_BY_UFO: "ΑΠΟΣΤΟΛΕΣ ΚΑΤΑ ΑΤΙΑ" STR_SCORE_VALUE: "ΣΚΟΡ> {ALT}{0}" STR_WINS: "ΝΙΚΕΣ> {ALT}{0}" STR_STUNS: "ΖΑΛΙΖΜΑΤΑ> {ALT}{0}" STR_PANICKS: "ΠΑΝΙΚΟΙ> {ALT}{0}" STR_MINDCONTROLS: "ΕΛΕΓΧΟΙ> {ALT}{0}" STR_AWARDS: "ΒΡΑΒΕΙΑ" STR_COMMENDATIONS_UC: "ΕΠΑΙΝΟΙ" STR_COMMENDATIONS: "Επαινοι" STR_MEDALS: "Μεντάλια" STR_LOST_IN_SERVICE: "ΧΑΘΗΚΕ ΣΤΗΝ ΥΠΗΡΕΣΙΑ" STR_MEDAL_NAME: "Όνομα Μενταλίου" STR_MEDAL_AWARD_LEVEL: "Επίπεδο Βραβείου" STR_MEDAL_DECOR_LEVEL: "Επίπεδο Διακόσμησης" STR_AWARD_0: "Πρώτο βραβείο" STR_AWARD_1: "Δεύτερο βραβειο" STR_AWARD_2: "Τρίτο βραβείο" STR_AWARD_3: "Τέταρτο βραβείο" STR_AWARD_4: "Πέμπτο βραβείο" STR_AWARD_5: "Έκτο βραβείο" STR_AWARD_6: "Έβδομο βραβείο" STR_AWARD_7: "Όγδοο βραβείο" STR_AWARD_8: "Έννατο βραβείο" STR_AWARD_9: "Δέκατο βραβείο" STR_AWARD_DECOR_0: "Τίποτα" STR_AWARD_DECOR_1: "Πρώτη χάλκινη καρφίτσα" STR_AWARD_DECOR_2: "Δεύτερη χάλκινη καρφίτσα" STR_AWARD_DECOR_3: "Τρίτη χάλκινη καρφίτσα" STR_AWARD_DECOR_4: "Πρώτη ασιμένια καρφίτσα" STR_AWARD_DECOR_5: "Δεύτερη ασιμένια καρφίτσα" STR_AWARD_DECOR_6: "Τρίτη ασιμένια καρφίτσα" STR_AWARD_DECOR_7: "Πρώτη χρυσή καρφίτσα" STR_AWARD_DECOR_8: "Δεύτερη χρυσή καρφίτσα" STR_AWARD_DECOR_9: "Τρίτη χρυσή καρφίτσα" STR_KILLED_IN_ACTION_MALE: "ΣΚΟΤΩΘΗΚΕ ΣΤΗ ΔΡΑΣΗ" STR_KILLED_IN_ACTION_FEMALE: "ΣΚΟΤΩΘΗΚΕ ΣΤΗ ΔΡΑΣΗ" STR_MISSING_IN_ACTION_MALE: "ΑΓΝΟΕΙΤΑΙ" STR_MISSING_IN_ACTION_FEMALE: "ΑΓΝΟΕΙΤΑΙ" STR_AVERAGE_MONTHLY_RATING: "Μέση μηνιαία βαθμολογία" STR_TOTAL_INCOME: "Σύνολο εισοδήματος" STR_TOTAL_EXPENDITURE: "Σύνολο δαπανών" STR_MISSIONS_WON: "Ολοκληρωμένες αποστολές" STR_MISSIONS_LOST: "Αποτυχημένες αποστολές" STR_NIGHT_MISSIONS: "Νυχτερινές αποστολές" STR_BEST_RATING: "Καλύτερη αξιολόγηση αποστολής" STR_WORST_RATING: "Χειρότερη αξιολόγηση αποστολής" STR_ALIEN_KILLS: "Εξωγήινοι που εξουδετερώθηκαν" STR_ALIEN_CAPTURES: "Εξωγήινοι που αιχμαλωτίστηκαν" STR_FRIENDLY_KILLS: "Συμβάντα φιλικών πυρών" STR_AVERAGE_ACCURACY: "Μέση ακρίβεια" STR_WEAPON_MOST_KILLS: "Το αποτελεσματικότερο όπλο" STR_ALIEN_MOST_KILLS: "Φονικός εξωγήινος" STR_LONGEST_SERVICE: "Οι μεγαλύτεροι μήνες στην υπηρεσία" STR_TOTAL_DAYS_WOUNDED: "Μέρες ασθενείας" STR_COUNTRIES_LOST: "Χώρες διεισδύθηκαν" STR_TOTAL_TERROR_SITES: "Τρομοκρατικά χτυπήματα" STR_TOTAL_BASES: "Κατασκευασμένες βάσεις" STR_TOTAL_CRAFT: "Κατεχόμενο Σκάφος" STR_TOTAL_SCIENTISTS: "Επιστήμονες που προσελήφθησαν" STR_TOTAL_ENGINEERS: "Μηχανικοί που προσελήφθησαν" STR_TOTAL_RESEARCH: "Ολοκληρώθηκε η έρευνα" STR_DIARY_ACCURACY: "ΕΥΣΤΟΧΙΑ> {ALT}{0}%" STR_STATISTICS: "Στατιστικά" STR_STATS: "ΣΤΑΤ" STR_TIME_UNITS_ABBREVIATION: "TU" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" STR_FOLDERS: "ΦΑΚΕΛΟΙ" STR_DATA_FOLDER: "ΦΑΚΕΛΟΣ ΔΕΔΩΜΕΝΩΝ (αυθεντικοί πόροι)" STR_USER_FOLDER: "ΦΑΚΕΛΟΣ ΧΡΗΣΤΗ (mods, openxcom.log)" STR_SAVE_FOLDER: "Save Folder (saved games, screenshots)" STR_CONFIG_FOLDER: "Config Folder (options.cfg)" STR_DATA_FOLDER_DESC_1: "Εδώ είναι που το OpenXcom αναζητά τους αρχικούς πόρους του παιχνιδιού (UFO και/ή TFTD)." STR_DATA_FOLDER_DESC_2: "Οι εσωτερικοί πόροι του OpenXcom βρίσκονται στον φάκελο 'common'. Τα ενσωματωμένα mods του OpenXcom βρίσκονται στον φάκελο \"standard\"." STR_USER_FOLDER_DESC: "Το αρχείο καταγραφής ('openxcom.log') αποθηκεύεται εδώ. Όλα τα προσαρμοσμένα mod ανήκουν και αυτά εδώ (στον υποφάκελο 'mods')." STR_SAVE_FOLDER_DESC: "Τα αποθηκευμένα παιχνίδια σας βρίσκονται εδώ. Επίσης, μπορείτε να βρείτε τις ρυθμίσεις mission generator settings ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Εδώ αποθηκεύονται οι ρυθμίσεις του OpenXcom ('options.cfg'). Κανονικά το ίδιο με το User Folder." ================================================ FILE: bin/common/Language/en-GB.yml ================================================ en-GB: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "New Game" STR_LOAD_SAVED_GAME: "Load Game" STR_SELECT_DIFFICULTY_LEVEL: "Select Difficulty Level" STR_1_BEGINNER: "1> Beginner" STR_2_EXPERIENCED: "2> Experienced" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Genius" STR_5_SUPERHUMAN: "5> Superhuman" STR_TIME: "Time" STR_DATE: "Date" STR_SELECT_GAME_TO_LOAD: "Select game to load" STR_SELECT_SAVE_POSITION: "Select save position" STR_GAME_OPTIONS: "GAME OPTIONS" STR_LOAD_GAME: "LOAD GAME" STR_SAVE_GAME: "SAVE GAME" STR_ABANDON_GAME: "ABANDON GAME" STR_ABANDON_GAME_QUESTION: "ABANDON GAME?" STR_QUIT: "Quit" STR_SAVING_GAME: "Saving game" STR_LOADING_GAME: "Loading game" STR_NO_SAVED_GAME_PRESENT: "No saved game present" STR_LOAD_UNSUCCESSFUL: "Load failed" STR_SAVE_UNSUCCESSFUL: "Save failed" STR_LOAD_SUCCESSFUL: "Load successful" STR_SAVE_SUCCESSFUL: "Save successful" STR_DELETE: "DELETE" STR_DELETE_UNSUCCESSFUL: "Delete failed" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Are you sure you want to delete the saved game?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Loading..." STR_DETAILS: "DETAILS> {ALT}{0}" STR_NEW_BATTLE: "New Battle" STR_OPTIONS: "Options" STR_RIGHT_CLICK_TO_DELETE: "Right click to delete." STR_RESTORE_DEFAULTS: "Restore Defaults" STR_CONTROLS: "CONTROLS" STR_GENERAL: "General" STR_GEOSCAPE: "Geoscape" STR_BATTLESCAPE: "Battlescape" STR_SCREENSHOT: "Screenshot" STR_FPS_COUNTER: "FPS Counter" STR_ROTATE_LEFT: "Rotate Left" STR_ROTATE_RIGHT: "Rotate Right" STR_ROTATE_UP: "Rotate Up" STR_ROTATE_DOWN: "Rotate Down" STR_ZOOM_IN: "Zoom In" STR_ZOOM_OUT: "Zoom Out" STR_TOGGLE_COUNTRY_DETAIL: "Toggle Country Detail" STR_TOGGLE_RADAR_RANGES: "Toggle Radar Ranges" STR_SCROLL_LEFT: "Scroll Left" STR_SCROLL_RIGHT: "Scroll Right" STR_SCROLL_UP: "Scroll Up" STR_SCROLL_DOWN: "Scroll Down" STR_UNIT_LEVEL_ABOVE: "Move Unit to Level Above" STR_UNIT_LEVEL_BELOW: "Move Unit to Level Below" STR_VIEW_LEVEL_ABOVE: "View Level Above" STR_VIEW_LEVEL_BELOW: "View Level Below" STR_CENTER_SELECTED_UNIT: "Centre Selected Unit" STR_PREVIOUS_UNIT: "Select Previous Unit" STR_NEXT_UNIT: "Select Next Unit" STR_DESELECT_UNIT: "Don't Reselect Unit" STR_USE_LEFT_HAND: "Use Left Hand Item" STR_USE_RIGHT_HAND: "Use Right Hand Item" STR_INVENTORY: "Inventory" STR_MINIMAP: "Minimap" STR_MULTI_LEVEL_VIEW: "Multi-Level View" STR_END_TURN: "End Turn" STR_ABORT_MISSION: "Abort Mission" STR_UNIT_STATS: "Unit Stats" STR_KNEEL: "Kneel" STR_RELOAD: "Reload" STR_TOGGLE_PERSONAL_LIGHTING: "Toggle Personal Lighting" STR_DONT_RESERVE_TIME_UNITS: "Don't Reserve TUs" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reserve TUs for Snap Shot" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reserve TUs for Aimed Shot" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reserve TUs for Auto Shot" STR_CENTER_ON_ENEMY_1: "Centre on Enemy 1" STR_CENTER_ON_ENEMY_2: "Centre on Enemy 2" STR_CENTER_ON_ENEMY_3: "Centre on Enemy 3" STR_CENTER_ON_ENEMY_4: "Centre on Enemy 4" STR_CENTER_ON_ENEMY_5: "Centre on Enemy 5" STR_CENTER_ON_ENEMY_6: "Centre on Enemy 6" STR_CENTER_ON_ENEMY_7: "Centre on Enemy 7" STR_CENTER_ON_ENEMY_8: "Centre on Enemy 8" STR_CENTER_ON_ENEMY_9: "Centre on Enemy 9" STR_CENTER_ON_ENEMY_10: "Centre on Enemy 10" STR_CREATE_INVENTORY_TEMPLATE: "Create inventory template" STR_APPLY_INVENTORY_TEMPLATE: "Apply inventory template" STR_CLEAR_INVENTORY: "Clear inventory" STR_AUTO_EQUIP: "Auto-equip" STR_QUICK_SAVE: "Quick Save" STR_QUICK_LOAD: "Quick Load" STR_ADVANCED: "ADVANCED" STR_AGGRESSIVERETALIATION: "Aggressive retaliation" STR_AGGRESSIVERETALIATION_DESC: "UFOs will attempt to detect your bases at all times, regardless of their mission parameters." STR_STORAGELIMITSENFORCED: "Storage limits for recovered items" STR_STORAGELIMITSENFORCED_DESC: "Enforces alien containment and general store limits for live aliens and artefacts recovered from missions." STR_CANSELLLIVEALIENS: "Live alien sale" STR_CANSELLLIVEALIENS_DESC: "Allows the sale of live aliens, recommended when using storage limits." STR_ALLOWBUILDINGQUEUE: "Allow building queue" STR_ALLOWBUILDINGQUEUE_DESC: "New facilities can be placed next to unfinished ones." STR_BATTLEAUTOEND: "Auto-end battle" STR_BATTLEAUTOEND_DESC: "Battles automatically end when the last living enemy is neutralized." STR_BATTLEINSTANTGRENADE: "Instant grenades" STR_BATTLEINSTANTGRENADE_DESC: "Grenades primed to go off in 0 turns will explode immediately when thrown, instead of at the end of the turn." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender accuracy" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Accuracy of shots drops off after a certain distance, according to shot type. Adjusted accuracy will be displayed on the cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Airborne transfers" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Craft currently in-flight can be transferred." STR_CRAFTLAUNCHALWAYS: "Force craft launch" STR_CRAFTLAUNCHALWAYS_DESC: "Craft can be launched even when they aren't ready, overriding the need for maintenance." STR_CUSTOMINITIALBASE: "Custom initial base" STR_CUSTOMINITIALBASE_DESC: "When starting a new game, you can manually place your starting facilities instead of using the default layout." STR_GLOBESEASONS: "Realistic globe lighting" STR_GLOBESEASONS_DESC: "Uses more realistic projection of sunlight on the Geoscape according to Earth's axial tilt." STR_PLAYINTRO: "Play intro" STR_PLAYINTRO_DESC: "Show the intro cinematic on startup." STR_SHOWMORESTATSININVENTORYVIEW: "Inventory Stats" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Show extra information on the selected soldier in the inventory screen." STR_SNEAKYAI: "Sneaky AI" STR_SNEAKYAI_DESC: "AI avoids exposing themselves to the player whenever possible." STR_STRAFE: "Alternate movement methods" STR_STRAFE_DESC: "Enables strafing, running, and independent tank turret movement when holding CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Explosion height" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Change how far height-wise explosions may spread.{NEWLINE}(Flat: 0, Round: 3)" STR_AUTOSAVE: "Autosave" STR_AUTOSAVE_DESC: "Automatically saves the game at specified intervals. Doesn't apply to Ironman Mode." STR_AUTOSAVE_FREQUENCY: "Autosave Frequency" STR_AUTOSAVE_FREQUENCY_DESC: "Amount of turns after which the game will be automatically saved." STR_ALLOWPSIONICCAPTURE: "Allow psi-capture" STR_ALLOWPSIONICCAPTURE_DESC: "Mind-controlling all remaining aliens results in victory, and they count as live captures." STR_ANYTIMEPSITRAINING: "Psionic training at any time" STR_ANYTIMEPSITRAINING_DESC: "Allows assigning soldiers to psionic training at any time of the month. Remember, initial training takes from 30 to 60 days." STR_SKIPNEXTTURNSCREEN: "Skip \"Next Turn\" screen" STR_SKIPNEXTTURNSCREEN_DESC: "\"Next Turn\" screens during battle are advanced automatically after a short delay." STR_NOT_ENOUGH_SPACE: "Not Enough Space!" STR_WEAPONSELFDESTRUCTION: "Alien weapon self-destruction" STR_WEAPONSELFDESTRUCTION_DESC: "Weapons carried by aliens will self-destruct if their owner is killed, like in XCOM 2012." STR_RETAINCORPSES: "Retain interrogated aliens" STR_RETAINCORPSES_DESC: "After \"researching\" living aliens, the body will be added to the base stores, like in XCOM 2012." STR_SAVE_VOXEL_VIEW: "Save First-Person Screenshot" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reserve TUs for kneeling" STR_EXPEND_ALL_TIME_UNITS: "Expend all remaining Time Units" STR_PSISTRENGTHEVAL: "Psi-Strength Evaluation" STR_PSISTRENGTHEVAL_DESC: "Evaluates the psionic strength of all soldiers after the appropriate research has been completed." STR_DISABLEAUTOEQUIP: "Disable auto-equip" STR_DISABLEAUTOEQUIP_DESC: "Disable auto-equipping of new soldiers before battle." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Allow Psi-Strength Improvement" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psionic strength of the soldiers can be improved by experience and training." STR_BATTLESMOOTHCAMERA: "Smooth Bullet Camera" STR_BATTLESMOOTHCAMERA_DESC: "The Battlescape camera will remain centred on projectiles while in flight." STR_BATTLECONFIRMFIREMODE: "Confirm Fire mode" STR_BATTLECONFIRMFIREMODE_DESC: "Require a second click on the same tile to confirm fire orders." STR_SELECT_BASE_1: "Select Base 1" STR_SELECT_BASE_2: "Select Base 2" STR_SELECT_BASE_3: "Select Base 3" STR_SELECT_BASE_4: "Select Base 4" STR_SELECT_BASE_5: "Select Base 5" STR_SELECT_BASE_6: "Select Base 6" STR_SELECT_BASE_7: "Select Base 7" STR_SELECT_BASE_8: "Select Base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Display Resolution" STR_DISPLAY_RESOLUTION_DESC: "Changes the resolution of the display, the game resolution will be resized to match. Arrows switch between supported resolutions. Click to input a custom resolution." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Display Mode" STR_WINDOWED: "Windowed" STR_FULLSCREEN: "Fullscreen" STR_BORDERLESS: "Borderless" STR_DISPLAY_LANGUAGE: "Display Language" STR_DISPLAY_LANGUAGE_DESC: "Changes the language of the in-game text." STR_DISPLAY_FILTER: "Display Filter" STR_DISPLAY_FILTER_DESC: "Changes the filter applied to the game screen.{NEWLINE}*requires OpenGL hardware acceleration." STR_DISPLAY_OPTIONS: "Display Options" STR_LETTERBOXED: "Letterboxed" STR_LETTERBOXED_DESC: "Letterboxes the display to maintain the original aspect ratio." STR_RESIZABLE: "Resizable" STR_LOCK_MOUSE: "Grab Mouse" STR_LOCK_MOUSE_DESC: "Keeps the mouse cursor from leaving the game window. Ctrl+G to toggle at any time." STR_FIXED_WINDOW_POSITION: "Fixed Window Position" STR_FIXED_WINDOW_POSITION_DESC: "Set fixed position to Window." STR_DISPLAY_SET_WINDOW_POSITION: "Set new Window Root position" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Left border new X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Up border new Y:" STR_MUSIC_VOLUME: "Music Volume" STR_MUSIC_VOLUME_DESC: "Changes the volume of the background music." STR_SFX_VOLUME: "SFX Volume" STR_SFX_VOLUME_DESC: "Changes the volume of the sound effects." STR_UI_VOLUME: "UI Volume" STR_UI_VOLUME_DESC: "Changes the volume of the interface beeps." STR_SCROLL_SPEED: "Scroll Speed" STR_SCROLL_SPEED_GEO_DESC: "Changes the scrolling speed of the globe." STR_SCROLL_SPEED_BATTLE_DESC: "Changes the scrolling speed of the map." STR_DOGFIGHT_SPEED: "Dogfight Speed" STR_DOGFIGHT_SPEED_DESC: "Changes the speed of interception battles between crafts and UFOs. Slower speeds can improve performance on low-end devices." STR_CLOCK_SPEED: "Clock Speed" STR_CLOCK_SPEED_DESC: "Changes the speed of the Geoscape clock. Slower speeds can improve performance on low-end devices." STR_GLOBE_DETAILS: "Globe Details" STR_GLOBE_COUNTRIES: "Countries" STR_GLOBE_COUNTRIES_DESC: "Shows funding countries on the globe." STR_GLOBE_RADARS: "Radars" STR_GLOBE_RADARS_DESC: "Shows base radar ranges on the globe." STR_GLOBE_FLIGHT_PATHS: "Flight Paths" STR_GLOBE_FLIGHT_PATHS_DESC: "Shows craft flight paths on the globe." STR_CONTROLS_DESC: "Left-click a shortcut and press a key to change it.{NEWLINE}Right-click a shortcut to disable it." STR_BASE_GAME: "Base game" STR_MODS_TOOLTIP: "Version {0} by {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Edge Scroll" STR_EDGE_SCROLL_DESC: "Trigger: Scroll map when the left mouse button is held down on a screen edge.{NEWLINE}Auto: Scroll map when the cursor is over a screen edge." STR_TRIGGER_SCROLL: "Trigger" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Drag Scroll" STR_DRAG_SCROLL_DESC: "Scrolls the map when the specified mouse button is held down and dragged." STR_LEFT_MOUSE_BUTTON: "Left Button" STR_MIDDLE_MOUSE_BUTTON: "Middle Button" STR_RIGHT_MOUSE_BUTTON: "Right Button" STR_FIRE_SPEED: "Fire Speed" STR_FIRE_SPEED_DESC: "Changes the speed of weapon projectiles." STR_PLAYER_MOVEMENT_SPEED: "Player Movement Speed" STR_PLAYER_MOVEMENT_SPEED_DESC: "Changes the movement speed of player-controlled units." STR_COMPUTER_MOVEMENT_SPEED: "AI Movement Speed" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Changes the movement speed of computer-controlled units." STR_PATH_PREVIEW: "Path Preview" STR_PATH_ARROWS: "Arrows" STR_PATH_ARROWS_DESC: "Clicking shows the path your unit will take to the destination. Colour indicates available actions: Green - can move and fire; Yellow - can move; Red - can't move." STR_PATH_TIME_UNIT_COST: "Time Units" STR_PATH_TIME_UNIT_COST_DESC: "Clicking shows the TUs your unit will have remaining after moving to the destination." STR_USER_INTERFACE_OPTIONS: "UI Options" STR_TOOLTIPS: "Tooltips" STR_TOOLTIPS_DESC: "Displays tooltips for the Battlescape buttons." STR_DEATH_NOTIFICATIONS: "Death Notifications" STR_DEATH_NOTIFICATIONS_DESC: "Pop up a notification detailing who was killed whenever a soldier dies." STR_SHOW_FUNDS: "Show Funds" STR_SHOW_FUNDS_DESC: "Shows your current funds next to the Geoscape clock." STR_MISSION_GENERATOR: "MISSION GENERATOR" STR_MAP_OPTIONS: "MAP OPTIONS" STR_ALIEN_OPTIONS: "ALIEN OPTIONS" STR_MAP_TERRAIN: "Terrain" STR_MAP_DARKNESS: "Darkness" STR_MAP_DEPTH: "Depth" STR_DIFFICULTY: "Difficulty" STR_ALIEN_RACE: "Race" STR_ALIEN_TECH_LEVEL: "Tech Level" STR_RANDOMIZE: "Randomize" STR_OXCE_REQUIRED_QUESTION: "This mod requires OpenXcom {0} to run correctly. Enable this mod?" STR_RESTORE_DEFAULTS_QUESTION: "Are you sure you want to restore the default options?" STR_DISPLAY_OPTIONS_CONFIRM: "Do you want to keep the current display options?" STR_DISPLAY_OPTIONS_REVERT: "Reverting in 0:{0}" STR_MISSING_CONTENT_PROMPT: "WARNING:{SMALLLINE}This save relies on mods that are unavailable. Missing content will be removed, and it may fail to load.{NEWLINE}Continue?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Save pre-primed grenades" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Saves grenades primed during pre-battle inventory in the soldier's equipment layout." STR_NEWSEEDONLOAD: "Save scumming" STR_NEWSEEDONLOAD_DESC: "Loading a game will reset the random number seed, so taking the same action can yield different results. Doesn't apply to Ironman Mode." STR_CHANGEVALUEBYMOUSEWHEEL: "Change values with mouse wheel" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Allows you to use the mouse wheel to increase/decrease values by this amount." STR_BATTLEHAIRBLEACH: "Enhanced soldier sprites" STR_BATTLEHAIRBLEACH_DESC: "Changes soldier Battlescape sprites to match their inventory look." STR_DRAGSCROLLINVERT: "Invert drag-scrolling" STR_DRAGSCROLLINVERT_DESC: "When enabled, dragging scrolls in the opposite direction to the mouse." STR_BATTLESCAPE_SCALE: "Battlescape Scale" STR_BATTLESCAPE_SCALE_DESC: "Battlescape viewport scaling mode, based on a fixed resolution (stretched to fit), or a fixed zoom level (expanded to fill)." STR_GEOSCAPE_SCALE: "Geoscape Scale" STR_GEOSCAPESCALE_SCALE_DESC: "Geoscape viewport scaling mode, based on a fixed resolution (stretched to fit), or a fixed zoom level (expanded to fill)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 Display" STR_HALF_DISPLAY: "1/2 Display" STR_FULL_DISPLAY: "Full Display" STR_FPS_LIMIT: "FPS limit" STR_FPS_LIMIT_DESC: "Limits the number of screen updates per second, 0 for no limit. If OpenGL rendering is enabled, the game uses Vsync instead." STR_FPS_INACTIVE_LIMIT: "FPS limit background" STR_FPS_INACTIVE_LIMIT_DESC: "Limits the number of screen updates per second if OpenXcom is in the background." STR_NOALIENPANICMESSAGES: "Suppress panic messages for aliens" STR_NOALIENPANICMESSAGES_DESC: "Don't show panic messages for aliens unless they are visible to the player." STR_ALIENBLEEDING: "Alien bleeding" STR_ALIENBLEEDING_DESC: "Allows fatal wounds to be inflicted on most aliens." STR_FIELDPROMOTIONS: "Field promotions" STR_FIELDPROMOTIONS_DESC: "Only soldiers that were present at the mission site are eligible for promotion." STR_MEETINGPOINT: "Predict UFO trajectory" STR_MEETINGPOINT_DESC: "Crafts fly towards a meeting point with the UFO based on its current trajectory." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "No manual saving" STR_SAVE_AND_ABANDON_GAME: "SAVE AND ABANDON GAME" STR_MOD_UNSUCCESSFUL: "Mod failed to load" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Change how the game is displayed on your screen." STR_PREFERRED_MUSIC_FORMAT: "Music Format" STR_PREFERRED_MUSIC_FORMAT_DESC: "Chooses the preferred music format to use when multiple ones are available.{NEWLINE}NOTE: MIDI playback may be buggy on Windows." STR_PREFERRED_SFX_FORMAT: "SFX Format" STR_PREFERRED_SFX_FORMAT_DESC: "Chooses the preferred sound effects format to use when multiple ones are available." STR_PREFERRED_VIDEO_FORMAT: "Video Format" STR_PREFERRED_VIDEO_FORMAT_DESC: "Chooses the preferred video format to use when multiple ones are available." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Slideshow" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Current: {0}" STR_SOUND_OPTIONS: "Sound Options" STR_BACKGROUND_MUTE: "Background Mute" STR_BACKGROUND_MUTE_DESC: "Mutes all sound when the game window is not active." STR_FORCE_FIRE: "Override Line of Fire" STR_FORCE_FIRE_DESC: "Enables forcing your soldiers to take a shot when holding CTRL, regardless of line of fire rules." STR_NO_AUDIO_HARDWARE_DETECTED: "No audio hardware detected" STR_MOUSEWHEEL_SPEED: "Mouse wheel scroll speed" STR_MOUSEWHEEL_SPEED_DESC: "Adjusts the number of lines scrolled in lists with each increment of the mouse wheel." STR_DISABLED: "Disabled" STR_MAXIMIZE_INFO_SCREENS: "Maximize info screens" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventory and various other screens will be displayed at full screen, regardless of scale settings." STR_DIARY: "DIARY" STR_KILLED: "KILLED" STR_STUNNED: "STUNNED" STR_PANICKED: "PANICKED" STR_MINDCONTROLLED: "CONTROLLED" STR_REGION_UNKNOWN: "Undisclosed" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Unknown" STR_VICTORY: "Victory" STR_DEFEAT: "Defeat" STR_NO_RECORD: "No record" STR_HUMAN: "Human" STR_FRIENDLY: "Friendly" STR_HOSTILE: "Hostile" STR_NEUTRAL: "Neutral" STR_RATING_UC: "RATING" STR_LOCATION: "LOCATION> {ALT}{0}" STR_DAYLIGHT_TYPE: "TIME> {ALT}{0}" STR_RACE_TYPE: "RACE> {ALT}{0}" STR_DAY: "Day" STR_NIGHT: "Night" STR_DAYS_WOUNDED: "DAYS WOUNDED> {ALT}{0}" STR_COMBAT: "COMBAT" STR_PERFORMANCE: "PERFORMANCE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISATIONS BY RACE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISATIONS BY RANK" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISATIONS BY WEAPON" STR_MISSIONS_BY_LOCATION: "MISSIONS BY LOCATION" STR_MISSIONS_BY_TYPE: "MISSIONS BY TYPE" STR_MISSIONS_BY_UFO: "MISSIONS BY UFO" STR_SCORE_VALUE: "SCORE> {ALT}{0}" STR_WINS: "WINS> {ALT}{0}" STR_STUNS: "STUNS> {ALT}{0}" STR_PANICKS: "PANICKS> {ALT}{0}" STR_MINDCONTROLS: "CONTROLS> {ALT}{0}" STR_AWARDS: "AWARDS" STR_COMMENDATIONS_UC: "COMMENDATIONS" STR_COMMENDATIONS: "Commendations" STR_MEDALS: "MEDALS" STR_LOST_IN_SERVICE: "LOST IN SERVICE" STR_MEDAL_NAME: "Medal Name" STR_MEDAL_AWARD_LEVEL: "Award Level" STR_MEDAL_DECOR_LEVEL: "Decoration Level" STR_AWARD_0: "First award" STR_AWARD_1: "Second award" STR_AWARD_2: "Third award" STR_AWARD_3: "Fourth award" STR_AWARD_4: "Fifth award" STR_AWARD_5: "Sixth award" STR_AWARD_6: "Seventh award" STR_AWARD_7: "Eighth award" STR_AWARD_8: "Ninth award" STR_AWARD_9: "Tenth award" STR_AWARD_DECOR_0: "None" STR_AWARD_DECOR_1: "First bronze pin" STR_AWARD_DECOR_2: "Second bronze pin" STR_AWARD_DECOR_3: "Third bronze pin" STR_AWARD_DECOR_4: "First silver pin" STR_AWARD_DECOR_5: "Second silver pin" STR_AWARD_DECOR_6: "Third silver pin" STR_AWARD_DECOR_7: "First gold pin" STR_AWARD_DECOR_8: "Second gold pin" STR_AWARD_DECOR_9: "Third gold pin" STR_KILLED_IN_ACTION_MALE: "KILLED IN ACTION" STR_KILLED_IN_ACTION_FEMALE: "KILLED IN ACTION" STR_MISSING_IN_ACTION_MALE: "MISSING IN ACTION" STR_MISSING_IN_ACTION_FEMALE: "MISSING IN ACTION" STR_AVERAGE_MONTHLY_RATING: "Average monthly rating" STR_TOTAL_INCOME: "Total income" STR_TOTAL_EXPENDITURE: "Total expenditure" STR_MISSIONS_WON: "Missions accomplished" STR_MISSIONS_LOST: "Missions failed" STR_NIGHT_MISSIONS: "Night missions" STR_BEST_RATING: "Best mission rating" STR_WORST_RATING: "Worst mission rating" STR_ALIEN_KILLS: "Aliens killed" STR_ALIEN_CAPTURES: "Aliens captured" STR_FRIENDLY_KILLS: "Friendly fire incidents" STR_AVERAGE_ACCURACY: "Average accuracy" STR_WEAPON_MOST_KILLS: "Most effective weapon" STR_ALIEN_MOST_KILLS: "Deadliest alien" STR_LONGEST_SERVICE: "Longest months in service" STR_TOTAL_DAYS_WOUNDED: "Sick days" STR_COUNTRIES_LOST: "Countries infiltrated" STR_TOTAL_TERROR_SITES: "Terror attacks" STR_TOTAL_BASES: "Bases built" STR_TOTAL_CRAFT: "Craft owned" STR_TOTAL_SCIENTISTS: "Scientists hired" STR_TOTAL_ENGINEERS: "Engineers hired" STR_TOTAL_RESEARCH: "Research completed" STR_DIARY_ACCURACY: "ACCURACY> {ALT}{0}%" STR_STATISTICS: "Statistics" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "TU" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" STR_FOLDERS: "FOLDERS" STR_DATA_FOLDER: "Data Folder (original resources)" STR_USER_FOLDER: "User Folder (mods, openxcom.log)" STR_SAVE_FOLDER: "Save Folder (saved games, screenshots)" STR_CONFIG_FOLDER: "Config Folder (options.cfg)" STR_DATA_FOLDER_DESC_1: "This is where OpenXcom looks for the original game resources (UFO and/or TFTD)." STR_DATA_FOLDER_DESC_2: "OpenXcom internal resources are in the 'common' folder. OpenXcom built-in mods are in the 'standard' folder." STR_USER_FOLDER_DESC: "The log file ('openxcom.log') is stored here. All custom mods belong here too (in the 'mods' sub-folder)." STR_SAVE_FOLDER_DESC: "Your saved games are located here. Also, the mission generator settings ('battle.cfg') can be found here." STR_CONFIG_FOLDER_DESC: "This is where OpenXcom settings ('options.cfg') are stored. Normally the same as the User Folder." ================================================ FILE: bin/common/Language/en-US.yml ================================================ en-US: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "New Game" STR_LOAD_SAVED_GAME: "Load Game" STR_SELECT_DIFFICULTY_LEVEL: "Select Difficulty Level" STR_1_BEGINNER: "1> Beginner" STR_2_EXPERIENCED: "2> Experienced" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Genius" STR_5_SUPERHUMAN: "5> Superhuman" STR_TIME: "Time" STR_DATE: "Date" STR_SELECT_GAME_TO_LOAD: "Select game to load" STR_SELECT_SAVE_POSITION: "Select save position" STR_GAME_OPTIONS: "GAME OPTIONS" STR_LOAD_GAME: "LOAD GAME" STR_SAVE_GAME: "SAVE GAME" STR_ABANDON_GAME: "ABANDON GAME" STR_ABANDON_GAME_QUESTION: "ABANDON GAME?" STR_QUIT: "Quit" STR_SAVING_GAME: "Saving game" STR_LOADING_GAME: "Loading game" STR_NO_SAVED_GAME_PRESENT: "No saved game present" STR_LOAD_UNSUCCESSFUL: "Load failed" STR_SAVE_UNSUCCESSFUL: "Save failed" STR_LOAD_SUCCESSFUL: "Load successful" STR_SAVE_SUCCESSFUL: "Save successful" STR_DELETE: "DELETE" STR_DELETE_UNSUCCESSFUL: "Delete failed" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Are you sure you want to delete the saved game?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Loading..." STR_DETAILS: "DETAILS> {ALT}{0}" STR_NEW_BATTLE: "New Battle" STR_OPTIONS: "Options" STR_RIGHT_CLICK_TO_DELETE: "Right click to delete." STR_RESTORE_DEFAULTS: "Restore Defaults" STR_CONTROLS: "CONTROLS" STR_GENERAL: "General" STR_GEOSCAPE: "Geoscape" STR_BATTLESCAPE: "Battlescape" STR_SCREENSHOT: "Screenshot" STR_FPS_COUNTER: "FPS Counter" STR_ROTATE_LEFT: "Rotate Left" STR_ROTATE_RIGHT: "Rotate Right" STR_ROTATE_UP: "Rotate Up" STR_ROTATE_DOWN: "Rotate Down" STR_ZOOM_IN: "Zoom In" STR_ZOOM_OUT: "Zoom Out" STR_TOGGLE_COUNTRY_DETAIL: "Toggle Country Detail" STR_TOGGLE_RADAR_RANGES: "Toggle Radar Ranges" STR_SCROLL_LEFT: "Scroll Left" STR_SCROLL_RIGHT: "Scroll Right" STR_SCROLL_UP: "Scroll Up" STR_SCROLL_DOWN: "Scroll Down" STR_UNIT_LEVEL_ABOVE: "Move Unit to Level Above" STR_UNIT_LEVEL_BELOW: "Move Unit to Level Below" STR_VIEW_LEVEL_ABOVE: "View Level Above" STR_VIEW_LEVEL_BELOW: "View Level Below" STR_CENTER_SELECTED_UNIT: "Center Selected Unit" STR_PREVIOUS_UNIT: "Select Previous Unit" STR_NEXT_UNIT: "Select Next Unit" STR_DESELECT_UNIT: "Don't Reselect Unit" STR_USE_LEFT_HAND: "Use Left Hand Item" STR_USE_RIGHT_HAND: "Use Right Hand Item" STR_INVENTORY: "Inventory" STR_MINIMAP: "Minimap" STR_MULTI_LEVEL_VIEW: "Multi-Level View" STR_END_TURN: "End Turn" STR_ABORT_MISSION: "Abort Mission" STR_UNIT_STATS: "Unit Stats" STR_KNEEL: "Kneel" STR_RELOAD: "Reload" STR_TOGGLE_PERSONAL_LIGHTING: "Toggle Personal Lighting" STR_DONT_RESERVE_TIME_UNITS: "Don't Reserve TUs" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reserve TUs for Snap Shot" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reserve TUs for Aimed Shot" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reserve TUs for Auto Shot" STR_CENTER_ON_ENEMY_1: "Center on Enemy 1" STR_CENTER_ON_ENEMY_2: "Center on Enemy 2" STR_CENTER_ON_ENEMY_3: "Center on Enemy 3" STR_CENTER_ON_ENEMY_4: "Center on Enemy 4" STR_CENTER_ON_ENEMY_5: "Center on Enemy 5" STR_CENTER_ON_ENEMY_6: "Center on Enemy 6" STR_CENTER_ON_ENEMY_7: "Center on Enemy 7" STR_CENTER_ON_ENEMY_8: "Center on Enemy 8" STR_CENTER_ON_ENEMY_9: "Center on Enemy 9" STR_CENTER_ON_ENEMY_10: "Center on Enemy 10" STR_CREATE_INVENTORY_TEMPLATE: "Create inventory template" STR_APPLY_INVENTORY_TEMPLATE: "Apply inventory template" STR_CLEAR_INVENTORY: "Clear inventory" STR_AUTO_EQUIP: "Auto-equip" STR_QUICK_SAVE: "Quick Save" STR_QUICK_LOAD: "Quick Load" STR_ADVANCED: "ADVANCED" STR_AGGRESSIVERETALIATION: "Aggressive retaliation" STR_AGGRESSIVERETALIATION_DESC: "UFOs will attempt to detect your bases at all times, regardless of their mission parameters." STR_STORAGELIMITSENFORCED: "Storage limits for recovered items" STR_STORAGELIMITSENFORCED_DESC: "Enforces alien containment and general store limits for live aliens and artifacts recovered from missions." STR_CANSELLLIVEALIENS: "Live alien sale" STR_CANSELLLIVEALIENS_DESC: "Allows the sale of live aliens, recommended when using storage limits." STR_ALLOWBUILDINGQUEUE: "Allow building queue" STR_ALLOWBUILDINGQUEUE_DESC: "New facilities can be placed next to unfinished ones." STR_BATTLEAUTOEND: "Auto-end battle" STR_BATTLEAUTOEND_DESC: "Battles automatically end when the last living enemy is neutralized." STR_BATTLEINSTANTGRENADE: "Instant grenades" STR_BATTLEINSTANTGRENADE_DESC: "Grenades primed to go off in 0 turns will explode immediately when thrown, instead of at the end of the turn." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender accuracy" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Accuracy of shots drops off after a certain distance, according to shot type. Adjusted accuracy will be displayed on the cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Airborne transfers" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Craft currently in-flight can be transferred." STR_CRAFTLAUNCHALWAYS: "Force craft launch" STR_CRAFTLAUNCHALWAYS_DESC: "Craft can be launched even when they aren't ready, overriding the need for maintenance." STR_CUSTOMINITIALBASE: "Custom initial base" STR_CUSTOMINITIALBASE_DESC: "When starting a new game, you can manually place your starting facilities instead of using the default layout." STR_GLOBESEASONS: "Realistic globe lighting" STR_GLOBESEASONS_DESC: "Uses more realistic projection of sunlight on the Geoscape according to Earth's axial tilt." STR_PLAYINTRO: "Play intro" STR_PLAYINTRO_DESC: "Show the intro cinematic on startup." STR_SHOWMORESTATSININVENTORYVIEW: "Inventory Stats" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Show extra information on the selected soldier in the inventory screen." STR_SNEAKYAI: "Sneaky AI" STR_SNEAKYAI_DESC: "AI avoids exposing themselves to the player whenever possible." STR_STRAFE: "Alternate movement methods" STR_STRAFE_DESC: "Enables strafing, running, and independent tank turret movement when holding CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Explosion height" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Change how far height-wise explosions may spread.{NEWLINE}(Flat: 0, Round: 3)" STR_AUTOSAVE: "Autosave" STR_AUTOSAVE_DESC: "Automatically saves the game at specified intervals. Doesn't apply to Ironman Mode." STR_AUTOSAVE_FREQUENCY: "Autosave Frequency" STR_AUTOSAVE_FREQUENCY_DESC: "Amount of turns after which the game will be automatically saved." STR_ALLOWPSIONICCAPTURE: "Allow psi-capture" STR_ALLOWPSIONICCAPTURE_DESC: "Mind-controlling all remaining aliens results in victory, and they count as live captures." STR_ANYTIMEPSITRAINING: "Psionic training at any time" STR_ANYTIMEPSITRAINING_DESC: "Allows assigning soldiers to psionic training at any time of the month. Remember, initial training takes from 30 to 60 days." STR_SKIPNEXTTURNSCREEN: "Skip \"Next Turn\" screen" STR_SKIPNEXTTURNSCREEN_DESC: "\"Next Turn\" screens during battle are advanced automatically after a short delay." STR_NOT_ENOUGH_SPACE: "Not Enough Space!" STR_WEAPONSELFDESTRUCTION: "Alien weapon self-destruction" STR_WEAPONSELFDESTRUCTION_DESC: "Weapons carried by aliens will self-destruct if their owner is killed, like in XCOM 2012." STR_RETAINCORPSES: "Retain interrogated aliens" STR_RETAINCORPSES_DESC: "After \"researching\" living aliens, the body will be added to the base stores, like in XCOM 2012." STR_SAVE_VOXEL_VIEW: "Save First-Person Screenshot" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reserve TUs for kneeling" STR_EXPEND_ALL_TIME_UNITS: "Expend all remaining Time Units" STR_PSISTRENGTHEVAL: "Psi-Strength Evaluation" STR_PSISTRENGTHEVAL_DESC: "Evaluates the psionic strength of all soldiers after the appropriate research has been completed." STR_DISABLEAUTOEQUIP: "Disable auto-equip" STR_DISABLEAUTOEQUIP_DESC: "Disable auto-equipping of new soldiers before battle." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Allow Psi-Strength Improvement" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psionic strength of the soldiers can be improved by experience and training." STR_BATTLESMOOTHCAMERA: "Smooth Bullet Camera" STR_BATTLESMOOTHCAMERA_DESC: "The Battlescape camera will remain centered on projectiles while in flight." STR_BATTLECONFIRMFIREMODE: "Confirm Fire mode" STR_BATTLECONFIRMFIREMODE_DESC: "Require a second click on the same tile to confirm fire orders." STR_SELECT_BASE_1: "Select Base 1" STR_SELECT_BASE_2: "Select Base 2" STR_SELECT_BASE_3: "Select Base 3" STR_SELECT_BASE_4: "Select Base 4" STR_SELECT_BASE_5: "Select Base 5" STR_SELECT_BASE_6: "Select Base 6" STR_SELECT_BASE_7: "Select Base 7" STR_SELECT_BASE_8: "Select Base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Display Resolution" STR_DISPLAY_RESOLUTION_DESC: "Changes the resolution of the display, the game resolution will be resized to match. Arrows switch between supported resolutions. Click to input a custom resolution." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Display Mode" STR_WINDOWED: "Windowed" STR_FULLSCREEN: "Fullscreen" STR_BORDERLESS: "Borderless" STR_DISPLAY_LANGUAGE: "Display Language" STR_DISPLAY_LANGUAGE_DESC: "Changes the language of the in-game text." STR_DISPLAY_FILTER: "Display Filter" STR_DISPLAY_FILTER_DESC: "Changes the filter applied to the game screen.{NEWLINE}*requires OpenGL hardware acceleration." STR_DISPLAY_OPTIONS: "Display Options" STR_LETTERBOXED: "Letterboxed" STR_LETTERBOXED_DESC: "Letterboxes the display to maintain the original aspect ratio." STR_RESIZABLE: "Resizable" STR_LOCK_MOUSE: "Grab Mouse" STR_LOCK_MOUSE_DESC: "Keeps the mouse cursor from leaving the game window. Ctrl+G to toggle at any time." STR_FIXED_WINDOW_POSITION: "Fixed Window Position" STR_FIXED_WINDOW_POSITION_DESC: "Set fixed position to Window." STR_DISPLAY_SET_WINDOW_POSITION: "Set new Window Root position" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Left border new X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Up border new Y:" STR_MUSIC_VOLUME: "Music Volume" STR_MUSIC_VOLUME_DESC: "Changes the volume of the background music." STR_SFX_VOLUME: "SFX Volume" STR_SFX_VOLUME_DESC: "Changes the volume of the sound effects." STR_UI_VOLUME: "UI Volume" STR_UI_VOLUME_DESC: "Changes the volume of the interface beeps." STR_SCROLL_SPEED: "Scroll Speed" STR_SCROLL_SPEED_GEO_DESC: "Changes the scrolling speed of the globe." STR_SCROLL_SPEED_BATTLE_DESC: "Changes the scrolling speed of the map." STR_DOGFIGHT_SPEED: "Dogfight Speed" STR_DOGFIGHT_SPEED_DESC: "Changes the speed of interception battles between crafts and UFOs. Slower speeds can improve performance on low-end devices." STR_CLOCK_SPEED: "Clock Speed" STR_CLOCK_SPEED_DESC: "Changes the speed of the Geoscape clock. Slower speeds can improve performance on low-end devices." STR_GLOBE_DETAILS: "Globe Details" STR_GLOBE_COUNTRIES: "Countries" STR_GLOBE_COUNTRIES_DESC: "Shows funding countries on the globe." STR_GLOBE_RADARS: "Radars" STR_GLOBE_RADARS_DESC: "Shows base radar ranges on the globe." STR_GLOBE_FLIGHT_PATHS: "Flight Paths" STR_GLOBE_FLIGHT_PATHS_DESC: "Shows craft flight paths on the globe." STR_CONTROLS_DESC: "Left-click a shortcut and press a key to change it.{NEWLINE}Right-click a shortcut to disable it." STR_BASE_GAME: "Base game" STR_MODS_TOOLTIP: "Version {0} by {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Edge Scroll" STR_EDGE_SCROLL_DESC: "Trigger: Scroll map when the left mouse button is held down on a screen edge.{NEWLINE}Auto: Scroll map when the cursor is over a screen edge." STR_TRIGGER_SCROLL: "Trigger" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Drag Scroll" STR_DRAG_SCROLL_DESC: "Scrolls the map when the specified mouse button is held down and dragged." STR_LEFT_MOUSE_BUTTON: "Left Button" STR_MIDDLE_MOUSE_BUTTON: "Middle Button" STR_RIGHT_MOUSE_BUTTON: "Right Button" STR_FIRE_SPEED: "Fire Speed" STR_FIRE_SPEED_DESC: "Changes the speed of weapon projectiles." STR_PLAYER_MOVEMENT_SPEED: "Player Movement Speed" STR_PLAYER_MOVEMENT_SPEED_DESC: "Changes the movement speed of player-controlled units." STR_COMPUTER_MOVEMENT_SPEED: "AI Movement Speed" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Changes the movement speed of computer-controlled units." STR_PATH_PREVIEW: "Path Preview" STR_PATH_ARROWS: "Arrows" STR_PATH_ARROWS_DESC: "Clicking shows the path your unit will take to the destination. Color indicates available actions: Green - can move and fire; Yellow - can move; Red - can't move." STR_PATH_TIME_UNIT_COST: "Time Units" STR_PATH_TIME_UNIT_COST_DESC: "Clicking shows the TUs your unit will have remaining after moving to the destination." STR_USER_INTERFACE_OPTIONS: "UI Options" STR_TOOLTIPS: "Tooltips" STR_TOOLTIPS_DESC: "Displays tooltips for the Battlescape buttons." STR_DEATH_NOTIFICATIONS: "Death Notifications" STR_DEATH_NOTIFICATIONS_DESC: "Pop up a notification detailing who was killed whenever a soldier dies." STR_SHOW_FUNDS: "Show Funds" STR_SHOW_FUNDS_DESC: "Shows your current funds next to the Geoscape clock." STR_MISSION_GENERATOR: "MISSION GENERATOR" STR_MAP_OPTIONS: "MAP OPTIONS" STR_ALIEN_OPTIONS: "ALIEN OPTIONS" STR_MAP_TERRAIN: "Terrain" STR_MAP_DARKNESS: "Darkness" STR_MAP_DEPTH: "Depth" STR_DIFFICULTY: "Difficulty" STR_ALIEN_RACE: "Race" STR_ALIEN_TECH_LEVEL: "Tech Level" STR_RANDOMIZE: "Randomize" STR_OXCE_REQUIRED_QUESTION: "This mod requires OpenXcom {0} to run correctly. Enable this mod?" STR_RESTORE_DEFAULTS_QUESTION: "Are you sure you want to restore the default options?" STR_DISPLAY_OPTIONS_CONFIRM: "Do you want to keep the current display options?" STR_DISPLAY_OPTIONS_REVERT: "Reverting in 0:{0}" STR_MISSING_CONTENT_PROMPT: "WARNING:{SMALLLINE}This save relies on mods that are unavailable. Missing content will be removed, and it may fail to load.{NEWLINE}Continue?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Save pre-primed grenades" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Saves grenades primed during pre-battle inventory in the soldier's equipment layout." STR_NEWSEEDONLOAD: "Save scumming" STR_NEWSEEDONLOAD_DESC: "Loading a game will reset the random number seed, so taking the same action can yield different results. Doesn't apply to Ironman Mode." STR_CHANGEVALUEBYMOUSEWHEEL: "Change values with mouse wheel" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Allows you to use the mouse wheel to increase/decrease values by this amount." STR_BATTLEHAIRBLEACH: "Enhanced soldier sprites" STR_BATTLEHAIRBLEACH_DESC: "Changes soldier Battlescape sprites to match their inventory look." STR_DRAGSCROLLINVERT: "Invert drag-scrolling" STR_DRAGSCROLLINVERT_DESC: "When enabled, dragging scrolls in the opposite direction to the mouse." STR_BATTLESCAPE_SCALE: "Battlescape Scale" STR_BATTLESCAPE_SCALE_DESC: "Battlescape viewport scaling mode, based on a fixed resolution (stretched to fit), or a fixed zoom level (expanded to fill)." STR_GEOSCAPE_SCALE: "Geoscape Scale" STR_GEOSCAPESCALE_SCALE_DESC: "Geoscape viewport scaling mode, based on a fixed resolution (stretched to fit), or a fixed zoom level (expanded to fill)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 Display" STR_HALF_DISPLAY: "1/2 Display" STR_FULL_DISPLAY: "Full Display" STR_FPS_LIMIT: "FPS limit" STR_FPS_LIMIT_DESC: "Limits the number of screen updates per second, 0 for no limit. If OpenGL rendering is enabled, the game uses Vsync instead." STR_FPS_INACTIVE_LIMIT: "FPS limit background" STR_FPS_INACTIVE_LIMIT_DESC: "Limits the number of screen updates per second if OpenXcom is in the background." STR_NOALIENPANICMESSAGES: "Suppress panic messages for aliens" STR_NOALIENPANICMESSAGES_DESC: "Don't show panic messages for aliens unless they are visible to the player." STR_ALIENBLEEDING: "Alien bleeding" STR_ALIENBLEEDING_DESC: "Allows fatal wounds to be inflicted on most aliens." STR_FIELDPROMOTIONS: "Field promotions" STR_FIELDPROMOTIONS_DESC: "Only soldiers that were present at the mission site are eligible for promotion." STR_MEETINGPOINT: "Predict UFO trajectory" STR_MEETINGPOINT_DESC: "Crafts fly towards a meeting point with the UFO based on its current trajectory." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "No manual saving" STR_SAVE_AND_ABANDON_GAME: "SAVE AND ABANDON GAME" STR_MOD_UNSUCCESSFUL: "Mod failed to load" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Change how the game is displayed on your screen." STR_PREFERRED_MUSIC_FORMAT: "Music Format" STR_PREFERRED_MUSIC_FORMAT_DESC: "Chooses the preferred music format to use when multiple ones are available.{NEWLINE}NOTE: MIDI playback may be buggy on Windows." STR_PREFERRED_SFX_FORMAT: "SFX Format" STR_PREFERRED_SFX_FORMAT_DESC: "Chooses the preferred sound effects format to use when multiple ones are available." STR_PREFERRED_VIDEO_FORMAT: "Video Format" STR_PREFERRED_VIDEO_FORMAT_DESC: "Chooses the preferred video format to use when multiple ones are available." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Slideshow" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Current: {0}" STR_SOUND_OPTIONS: "Sound Options" STR_BACKGROUND_MUTE: "Background Mute" STR_BACKGROUND_MUTE_DESC: "Mutes all sound when the game window is not active." STR_FORCE_FIRE: "Override Line of Fire" STR_FORCE_FIRE_DESC: "Enables forcing your soldiers to take a shot when holding CTRL, regardless of line of fire rules." STR_NO_AUDIO_HARDWARE_DETECTED: "No audio hardware detected" STR_MOUSEWHEEL_SPEED: "Mouse wheel scroll speed" STR_MOUSEWHEEL_SPEED_DESC: "Adjusts the number of lines scrolled in lists with each increment of the mouse wheel." STR_DISABLED: "Disabled" STR_MAXIMIZE_INFO_SCREENS: "Maximize info screens" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventory and various other screens will be displayed at full screen, regardless of scale settings." STR_DIARY: "DIARY" STR_KILLED: "KILLED" STR_STUNNED: "STUNNED" STR_PANICKED: "PANICKED" STR_MINDCONTROLLED: "CONTROLLED" STR_REGION_UNKNOWN: "Undisclosed" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Unknown" STR_VICTORY: "Victory" STR_DEFEAT: "Defeat" STR_NO_RECORD: "No record" STR_HUMAN: "Human" STR_FRIENDLY: "Friendly" STR_HOSTILE: "Hostile" STR_NEUTRAL: "Neutral" STR_RATING_UC: "RATING" STR_LOCATION: "LOCATION> {ALT}{0}" STR_DAYLIGHT_TYPE: "TIME> {ALT}{0}" STR_RACE_TYPE: "RACE> {ALT}{0}" STR_DAY: "Day" STR_NIGHT: "Night" STR_DAYS_WOUNDED: "DAYS WOUNDED> {ALT}{0}" STR_COMBAT: "COMBAT" STR_PERFORMANCE: "PERFORMANCE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZATIONS BY RACE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZATIONS BY RANK" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZATIONS BY WEAPON" STR_MISSIONS_BY_LOCATION: "MISSIONS BY LOCATION" STR_MISSIONS_BY_TYPE: "MISSIONS BY TYPE" STR_MISSIONS_BY_UFO: "MISSIONS BY UFO" STR_SCORE_VALUE: "SCORE> {ALT}{0}" STR_WINS: "WINS> {ALT}{0}" STR_STUNS: "STUNS> {ALT}{0}" STR_PANICKS: "PANICKS> {ALT}{0}" STR_MINDCONTROLS: "CONTROLS> {ALT}{0}" STR_AWARDS: "AWARDS" STR_COMMENDATIONS_UC: "COMMENDATIONS" STR_COMMENDATIONS: "Commendations" STR_MEDALS: "MEDALS" STR_LOST_IN_SERVICE: "LOST IN SERVICE" STR_MEDAL_NAME: "Medal Name" STR_MEDAL_AWARD_LEVEL: "Award Level" STR_MEDAL_DECOR_LEVEL: "Decoration Level" STR_AWARD_0: "First award" STR_AWARD_1: "Second award" STR_AWARD_2: "Third award" STR_AWARD_3: "Fourth award" STR_AWARD_4: "Fifth award" STR_AWARD_5: "Sixth award" STR_AWARD_6: "Seventh award" STR_AWARD_7: "Eighth award" STR_AWARD_8: "Ninth award" STR_AWARD_9: "Tenth award" STR_AWARD_DECOR_0: "None" STR_AWARD_DECOR_1: "First bronze pin" STR_AWARD_DECOR_2: "Second bronze pin" STR_AWARD_DECOR_3: "Third bronze pin" STR_AWARD_DECOR_4: "First silver pin" STR_AWARD_DECOR_5: "Second silver pin" STR_AWARD_DECOR_6: "Third silver pin" STR_AWARD_DECOR_7: "First gold pin" STR_AWARD_DECOR_8: "Second gold pin" STR_AWARD_DECOR_9: "Third gold pin" STR_KILLED_IN_ACTION_MALE: "KILLED IN ACTION" STR_KILLED_IN_ACTION_FEMALE: "KILLED IN ACTION" STR_MISSING_IN_ACTION_MALE: "MISSING IN ACTION" STR_MISSING_IN_ACTION_FEMALE: "MISSING IN ACTION" STR_AVERAGE_MONTHLY_RATING: "Average monthly rating" STR_TOTAL_INCOME: "Total income" STR_TOTAL_EXPENDITURE: "Total expenditure" STR_MISSIONS_WON: "Missions accomplished" STR_MISSIONS_LOST: "Missions failed" STR_NIGHT_MISSIONS: "Night missions" STR_BEST_RATING: "Best mission rating" STR_WORST_RATING: "Worst mission rating" STR_ALIEN_KILLS: "Aliens killed" STR_ALIEN_CAPTURES: "Aliens captured" STR_FRIENDLY_KILLS: "Friendly fire incidents" STR_AVERAGE_ACCURACY: "Average accuracy" STR_WEAPON_MOST_KILLS: "Most effective weapon" STR_ALIEN_MOST_KILLS: "Deadliest alien" STR_LONGEST_SERVICE: "Longest months in service" STR_TOTAL_DAYS_WOUNDED: "Sick days" STR_COUNTRIES_LOST: "Countries infiltrated" STR_TOTAL_TERROR_SITES: "Terror attacks" STR_TOTAL_BASES: "Bases built" STR_TOTAL_CRAFT: "Craft owned" STR_TOTAL_SCIENTISTS: "Scientists hired" STR_TOTAL_ENGINEERS: "Engineers hired" STR_TOTAL_RESEARCH: "Research completed" STR_DIARY_ACCURACY: "ACCURACY> {ALT}{0}%" STR_STATISTICS: "Statistics" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "TU" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" STR_FOLDERS: "FOLDERS" STR_DATA_FOLDER: "Data Folder (original resources)" STR_USER_FOLDER: "User Folder (mods, openxcom.log)" STR_SAVE_FOLDER: "Save Folder (saved games, screenshots)" STR_CONFIG_FOLDER: "Config Folder (options.cfg)" STR_DATA_FOLDER_DESC_1: "This is where OpenXcom looks for the original game resources (UFO and/or TFTD)." STR_DATA_FOLDER_DESC_2: "OpenXcom internal resources are in the 'common' folder. OpenXcom built-in mods are in the 'standard' folder." STR_USER_FOLDER_DESC: "The log file ('openxcom.log') is stored here. All custom mods belong here too (in the 'mods' sub-folder)." STR_SAVE_FOLDER_DESC: "Your saved games are located here. Also, the mission generator settings ('battle.cfg') can be found here." STR_CONFIG_FOLDER_DESC: "This is where OpenXcom settings ('options.cfg') are stored. Normally the same as the User Folder." ================================================ FILE: bin/common/Language/es-419.yml ================================================ es-419: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nuevo Juego" STR_LOAD_SAVED_GAME: "Cargar Juego" STR_SELECT_DIFFICULTY_LEVEL: "Seleccione Nivel de Dificultad" STR_1_BEGINNER: "1> Principiante" STR_2_EXPERIENCED: "2> Experimentado" STR_3_VETERAN: "3> Veterano" STR_4_GENIUS: "4> Genio" STR_5_SUPERHUMAN: "5> Sobrehumano" STR_TIME: "Hora" STR_DATE: "Día" STR_SELECT_GAME_TO_LOAD: "Seleccione un juego para cargar" STR_SELECT_SAVE_POSITION: "Seleccione posición de guardado" STR_GAME_OPTIONS: "OPCIONES DEL JUEGO" STR_LOAD_GAME: "CARGAR JUEGO" STR_SAVE_GAME: "GUARDAR JUEGO" STR_ABANDON_GAME: "ABANDONAR JUEGO" STR_ABANDON_GAME_QUESTION: "¿ABANDONAR EL JUEGO?" STR_QUIT: "Salir" STR_SAVING_GAME: "Guardando juego" STR_LOADING_GAME: "Cargando juego" STR_NO_SAVED_GAME_PRESENT: "No hay juego guardado" STR_LOAD_UNSUCCESSFUL: "Carga de juego fracasó" STR_SAVE_UNSUCCESSFUL: "Guardado de juego fracasó" STR_LOAD_SUCCESSFUL: "Cargado exitoso." STR_SAVE_SUCCESSFUL: "Guardado exitoso" STR_DELETE: "BORRAR" STR_DELETE_UNSUCCESSFUL: "Borrado de juego fracasó" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "¿Quieres borrar el juego guardado?" STR_ORIGINAL_XCOM: "X-Com Original" STR_LOADING: "Cargando..." STR_DETAILS: "DETALLES> {ALT}{0}" STR_NEW_BATTLE: "Nueva Batalla" STR_OPTIONS: "Opciones" STR_RIGHT_CLICK_TO_DELETE: "Presione el botón derecho para borrar." STR_RESTORE_DEFAULTS: "Configuración Original" STR_CONTROLS: "CONTROLES" STR_GENERAL: "General" STR_GEOSCAPE: "Geoescape" STR_BATTLESCAPE: "Batalla" STR_SCREENSHOT: "Captura de Pantalla" STR_FPS_COUNTER: "Contador FPS" STR_ROTATE_LEFT: "Rotar Izquierda" STR_ROTATE_RIGHT: "Rotar Derecha" STR_ROTATE_UP: "Rotar Arriba" STR_ROTATE_DOWN: "Rotar Abajo" STR_ZOOM_IN: "Acercar" STR_ZOOM_OUT: "Alejar" STR_TOGGLE_COUNTRY_DETAIL: "Activar Detalle de Paises" STR_TOGGLE_RADAR_RANGES: "Activar Rangos de Radar" STR_SCROLL_LEFT: "Desplazar Izquierda" STR_SCROLL_RIGHT: "Desplazar Derecha" STR_SCROLL_UP: "Desplazar Arriba" STR_SCROLL_DOWN: "Desplazar Abajo" STR_UNIT_LEVEL_ABOVE: "Mover unidad al nivel superior" STR_UNIT_LEVEL_BELOW: "Mover unidad al nivel inferior" STR_VIEW_LEVEL_ABOVE: "Ver nivel superior" STR_VIEW_LEVEL_BELOW: "Ver nivel inferior" STR_CENTER_SELECTED_UNIT: "Centrar en Unidad seleccionada" STR_PREVIOUS_UNIT: "Unidad Anterior" STR_NEXT_UNIT: "Unidad Siguiente" STR_DESELECT_UNIT: "Excluir Unidad" STR_USE_LEFT_HAND: "Usar objeto en la mano izquierda" STR_USE_RIGHT_HAND: "Usar objeto en la mano derecha" STR_INVENTORY: "Inventario" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Vista Multi-nivel" STR_END_TURN: "Finalizar Turno" STR_ABORT_MISSION: "Abortar Mision" STR_UNIT_STATS: "Estadisticas de Unidad" STR_KNEEL: "Arrodillarse" STR_RELOAD: "Recargar" STR_TOGGLE_PERSONAL_LIGHTING: "Activar Iluminacion Personal" STR_DONT_RESERVE_TIME_UNITS: "No Reservar UTs" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reservar UTs para disparo simple" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reservar UTs para disparo de precisión" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reservar UTs para rafaga" STR_CENTER_ON_ENEMY_1: "Centrar en Enemigo 1" STR_CENTER_ON_ENEMY_2: "Centrar en Enemigo 2" STR_CENTER_ON_ENEMY_3: "Centrar en Enemigo 3" STR_CENTER_ON_ENEMY_4: "Centrar en Enemigo 4" STR_CENTER_ON_ENEMY_5: "Centrar en Enemigo 5" STR_CENTER_ON_ENEMY_6: "Centrar en Enemigo 6" STR_CENTER_ON_ENEMY_7: "Centrar en Enemigo 7" STR_CENTER_ON_ENEMY_8: "Centrar en Enemigo 8" STR_CENTER_ON_ENEMY_9: "Centrar en Enemigo 9" STR_CENTER_ON_ENEMY_10: "Centrar en Enemigo 10" STR_CREATE_INVENTORY_TEMPLATE: "Crear plantilla de inventario" STR_APPLY_INVENTORY_TEMPLATE: "Aplicar plantilla de inventario" STR_CLEAR_INVENTORY: "Limpiar Inventario" STR_AUTO_EQUIP: "Equipamiento automático" STR_QUICK_SAVE: "Guardado Rápido" STR_QUICK_LOAD: "Carga Rápida" STR_ADVANCED: "AVANZADO" STR_AGGRESSIVERETALIATION: "Represalias agresivas" STR_AGGRESSIVERETALIATION_DESC: "Esta opción permite que los OVNIs intenten detectar sus bases en todo momento, independiente de los parámetros de la misión alienígena." STR_STORAGELIMITSENFORCED: "Limite de almacenamiento para items recobrados" STR_STORAGELIMITSENFORCED_DESC: "Refuerza los limites de contención y de almacenes generales para alienígenas vivos y artefactos recobrados de misiones." STR_CANSELLLIVEALIENS: "Venta de alienígenas vivos" STR_CANSELLLIVEALIENS_DESC: "Permite la venta de alinigenas vivos, recomendado cuando se usa el limite de almacenamiento." STR_ALLOWBUILDINGQUEUE: "Permitir construcción en sequencia" STR_ALLOWBUILDINGQUEUE_DESC: "Las nuevas instalaciones se pueden colocar junto a las incompletas." STR_BATTLEAUTOEND: "Batalla - final automático" STR_BATTLEAUTOEND_DESC: "Esta opción permite que las batallas terminen automáticamente cuando se neutraliza el último enemigo vivo." STR_BATTLEINSTANTGRENADE: "Granadas instantánea" STR_BATTLEINSTANTGRENADE_DESC: "Esta opción permite que las granadas activadas para detonar en 0 turnos explotaran de inmediato cuando se lanzan, en lugar de al final del turno." STR_BATTLEUFOEXTENDERACCURACY: "Precisión basada en Ufo Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Precisión de los tiros disminuye después de cierta distancia, de acuerdo al tipo de tiro. La precisión modificada se mostrará en el cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferencias cuando en vuelo" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Esta opción permite que aeronaves que se encuentran en vuelo pueden ser transferidas." STR_CRAFTLAUNCHALWAYS: "Forzar despegue de aeronaves" STR_CRAFTLAUNCHALWAYS_DESC: "Aeronaves pueden ser lanzadas incluso cuando no están listas, obviando la necesidad de mantenimiento." STR_CUSTOMINITIALBASE: "Base inicial personalizada" STR_CUSTOMINITIALBASE_DESC: "Esta opción permite al iniciar un nuevo juego, poder colocar manualmente sus instalaciones en lugar de utilizar el diseño predeterminado." STR_GLOBESEASONS: "Iluminacion realista del globo" STR_GLOBESEASONS_DESC: "Utiliza proyección más realista de la luz solar sobre el globo en función de la inclinación axial de la Tierra." STR_PLAYINTRO: "Reproducir Introducción" STR_PLAYINTRO_DESC: "Esta opción permite mostrar la introducción cinemática al inicio." STR_SHOWMORESTATSININVENTORYVIEW: "Estadísticas en el Inventario" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Esta opción permite mostrar más información sobre el soldado en la pantalla de inventario." STR_SNEAKYAI: "IA Sigilosa" STR_SNEAKYAI_DESC: "Esta opción permite que la inteligencia artificial (IA) evite exponer sus unidades al jugador siempre que sea posible." STR_STRAFE: "Métodos de movimiento alternos" STR_STRAFE_DESC: "Permite disparar, correr y el movimiento de la torreta del tanque, independiente, al sostener CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Altura de explosión" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Esta opción permite cambiar la altura que las explosiones pueden extenderse {NEWLINE} (Plana: 0, Circular: 3)" STR_AUTOSAVE: "Guardado Automático" STR_AUTOSAVE_DESC: "Guarda automáticamente el juego en los intervalos especificados. No se aplica al modo Ironman." STR_AUTOSAVE_FREQUENCY: " Frecuencia de auto-guardado" STR_AUTOSAVE_FREQUENCY_DESC: "Cantidad de turnos después de los cuales el juego se guardará automáticamente." STR_ALLOWPSIONICCAPTURE: "Permitir captura psíquica" STR_ALLOWPSIONICCAPTURE_DESC: "Esta opción permite que al controlar mentalmente a todos los alienígena restantes, la misión finaliza automáticamente, y los alienígenas cuentan como las capturas vivas." STR_ANYTIMEPSITRAINING: "Entrenamineto psíquico en cualquier momento" STR_ANYTIMEPSITRAINING_DESC: "Permite asignar soldados a la formación psíquica en cualquier momento del mes. Recuerde, el entrenamiento inicial tarda de 30 a 60 días." STR_SKIPNEXTTURNSCREEN: "Omitir pantalla \"Siguiente Turno\"" STR_SKIPNEXTTURNSCREEN_DESC: "Notificaciones \"Siguiente Turno\" durante combate pasan automaticamente tras un pequeño retrazo." STR_NOT_ENOUGH_SPACE: "¡No hay suficiente espacio!" STR_WEAPONSELFDESTRUCTION: "Autodestrucción de armas alienígenas" STR_WEAPONSELFDESTRUCTION_DESC: "Armas portadas por los alienígenas se autodestruyen al morir su dueño, como en XCOM 2012." STR_RETAINCORPSES: "Conservar los alienígenas interrogados" STR_RETAINCORPSES_DESC: "Después de \"investigandos\" los alienígenas vivos, se añadirá a los almacenes de la base los cuerpos, como en XCOM 2012." STR_SAVE_VOXEL_VIEW: "Captura de pantalla en primera persona" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reservar UTs para arrodillarse" STR_EXPEND_ALL_TIME_UNITS: "Consumir UTs restantes" STR_PSISTRENGTHEVAL: "Evaluación de fuerza psíquica " STR_PSISTRENGTHEVAL_DESC: "Evalúa la fuerza psíquica de los soldados después que la debida investigación ha concluido." STR_DISABLEAUTOEQUIP: "Desactivar equipamiento automático" STR_DISABLEAUTOEQUIP_DESC: "Desactiva el equipamiento automático de nuevos soldados antes de una batalla" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Permitir mejora en Fuerza-Psi" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "La fuerza psíquica de los soldados puede ser mejorada por la experiencia y la formación." STR_BATTLESMOOTHCAMERA: "Visión fluida de balas" STR_BATTLESMOOTHCAMERA_DESC: "La cámara se mantendrá centrada en los proyectiles durante la batalla" STR_BATTLECONFIRMFIREMODE: "Confirmar Disparo" STR_BATTLECONFIRMFIREMODE_DESC: "Requiere presionar dos veces en la misma casilla para confirmar el disparo." STR_SELECT_BASE_1: "Seleccionar Base 1" STR_SELECT_BASE_2: "Seleccionar Base 2" STR_SELECT_BASE_3: "Seleccionar Base 3" STR_SELECT_BASE_4: "Seleccionar Base 4" STR_SELECT_BASE_5: "Seleccionar Base 5" STR_SELECT_BASE_6: "Seleccionar Base 6" STR_SELECT_BASE_7: "Seleccionar Base 7" STR_SELECT_BASE_8: "Seleccionar Base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATALLA" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Resolución de pantalla" STR_DISPLAY_RESOLUTION_DESC: "Cambia la resolución de la pantalla, la resolución del juego será redimensionada para que coincida. Las flechas cambiar entre las resoluciones soportadas. Haga clic para introducir una resolución personalizada." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Modo de visualización" STR_WINDOWED: "En ventana" STR_FULLSCREEN: "Pantalla completa" STR_BORDERLESS: "Sin bordes" STR_DISPLAY_LANGUAGE: "Idioma mostrado" STR_DISPLAY_LANGUAGE_DESC: "Cambia el idioma del texto mostrado." STR_DISPLAY_FILTER: "Filtro de Pantalla" STR_DISPLAY_FILTER_DESC: "Cambia el filtro aplicado a la pantalla de juego.{NEWLINE}*requiere aceleración de hardware OpenGL." STR_DISPLAY_OPTIONS: "Opciones de visualización" STR_LETTERBOXED: "Letterbox" STR_LETTERBOXED_DESC: "Coloca las barras laterales \"Letterbox\" para mantener el aspecto original." STR_RESIZABLE: "Redimensionable" STR_LOCK_MOUSE: "Tomar raton" STR_LOCK_MOUSE_DESC: "Evita que el cursor del ratón salga de la ventana de juego. Ctrl + G para cambiar en cualquier momento." STR_FIXED_WINDOW_POSITION: "Posición de Ventana ajustada" STR_FIXED_WINDOW_POSITION_DESC: "Establecer ajuste de ventana." STR_DISPLAY_SET_WINDOW_POSITION: "Establecer nueva posición de ventana Raíz" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Borde izquierdo nuevo X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Borde superior nuevo Y:" STR_MUSIC_VOLUME: "Volumen de la música" STR_MUSIC_VOLUME_DESC: "Cambia el volumen de la música. " STR_SFX_VOLUME: "Volumen de EdS" STR_SFX_VOLUME_DESC: "Cambia el volumen de los efectos de sonido." STR_UI_VOLUME: "Volumen de la interfaz" STR_UI_VOLUME_DESC: "Cambia el volumen del sonidos del interfaz" STR_SCROLL_SPEED: "Vel. de Desp." STR_SCROLL_SPEED_GEO_DESC: "Cambia la velocidad de desplazamiento del globo." STR_SCROLL_SPEED_BATTLE_DESC: "Cambia la velocidad de desplazamiento del mapa." STR_DOGFIGHT_SPEED: "Velocidad de Caza" STR_DOGFIGHT_SPEED_DESC: "Cambia la velocidad de las batallas de interceptación entre los cazas y los ovnis. Las velocidades más bajas pueden mejorar el rendimiento en los dispositivos de gama baja." STR_CLOCK_SPEED: "Velocidad del reloj" STR_CLOCK_SPEED_DESC: "Cambia la velocidad del reloj de Geoescape. Las velocidades más bajas pueden mejorar el rendimiento en los dispositivos de gama baja." STR_GLOBE_DETAILS: "Detalles geográficos." STR_GLOBE_COUNTRIES: "Países" STR_GLOBE_COUNTRIES_DESC: "Muestra los países financistas en el globo." STR_GLOBE_RADARS: "Radares" STR_GLOBE_RADARS_DESC: "Muestra el alcance de radar en el globo." STR_GLOBE_FLIGHT_PATHS: "Rutas de vuelo" STR_GLOBE_FLIGHT_PATHS_DESC: "Muestra las rutas de vuelo de las naves." STR_CONTROLS_DESC: "Haga clic izquierdo en un acceso directo y pulse una tecla para cambiarlo. {NEWLINE} Haga clic en un acceso directo para desactivarlo." STR_BASE_GAME: "Juego básico" STR_MODS_TOOLTIP: "Versión {0} por {1}. {NEWLINE} {2}" STR_EDGE_SCROLL: "Desplazamiento del borde" STR_EDGE_SCROLL_DESC: "Forzado: desplaza el mapa cuando se mantiene pulsado el botón izquierdo del ratón sobre un borde de la pantalla {NEWLINE} Automatico: desplaza el mapa cuando el cursor está sobre un borde de la pantalla." STR_TRIGGER_SCROLL: "Forzado" STR_AUTO_SCROLL: "Automático" STR_DRAG_SCROLL: "Desplazar arrastrando" STR_DRAG_SCROLL_DESC: "Se desplaza por el mapa cuando se mantiene pulsado el botón especifico del mouse y se arrastra." STR_LEFT_MOUSE_BUTTON: "Botón izquierdo" STR_MIDDLE_MOUSE_BUTTON: "Botón medio" STR_RIGHT_MOUSE_BUTTON: "Botón derecho" STR_FIRE_SPEED: "Velocidad de disparo" STR_FIRE_SPEED_DESC: "Cambia la velocidad de los proyectiles de armas." STR_PLAYER_MOVEMENT_SPEED: "Vel. de mov. del jugador" STR_PLAYER_MOVEMENT_SPEED_DESC: "Cambia la velocidad de movimiento de las unidades del jugador" STR_COMPUTER_MOVEMENT_SPEED: "Vel. de mov. de la IA" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Cambia la velocidad de movimiento de las unidades controladas por el ordenador." STR_PATH_PREVIEW: "Vista previa de camino" STR_PATH_ARROWS: "Flechas" STR_PATH_ARROWS_DESC: "Al hacer clic muestra la ruta que su unidad tomará a su destino. El color indica las acciones disponibles: Verde - pueden moverse y disparar, Amarillo - puede moverse; Rojo - no puede moverse." STR_PATH_TIME_UNIT_COST: "Unidades de tiempo" STR_PATH_TIME_UNIT_COST_DESC: "Al presionarlo muestra las UTs que le quedaran a su unidad después de alcanzar su destino." STR_USER_INTERFACE_OPTIONS: "Opciones de la IU" STR_TOOLTIPS: "Tooltips" STR_TOOLTIPS_DESC: "Muestra información detallada para los botones en la Batalla." STR_DEATH_NOTIFICATIONS: "Mostrar bajas" STR_DEATH_NOTIFICATIONS_DESC: "Esta opción permite mostrar notificaciones cada vez que uno de sus soldados muere." STR_SHOW_FUNDS: "Mostrar fondos" STR_SHOW_FUNDS_DESC: "Muestra tus fondos actuales junto al reloj del Geoescape." STR_MISSION_GENERATOR: "GENERADOR DE MISIONES" STR_MAP_OPTIONS: "OPCIONES DE MAPA" STR_ALIEN_OPTIONS: "OPCIONES ALIENÍGENAS" STR_MAP_TERRAIN: "Terreno" STR_MAP_DARKNESS: "Oscuridad" STR_MAP_DEPTH: "Profundidad" STR_DIFFICULTY: "Dificultad" STR_ALIEN_RACE: "Raza" STR_ALIEN_TECH_LEVEL: "Nivel tecnológico" STR_RANDOMIZE: "Selección aleatoria" STR_OXCE_REQUIRED_QUESTION: "Este mod requiere OpenXcom {0} para funcionar correctamente. Habilitar este mod?" STR_RESTORE_DEFAULTS_QUESTION: "¿Está seguro que desea restaurar las opciones por defecto?" STR_DISPLAY_OPTIONS_CONFIRM: "¿Quiere mantener las opciones de visualización actuales?" STR_DISPLAY_OPTIONS_REVERT: "Revirtiendo en 0: {0}" STR_MISSING_CONTENT_PROMPT: "ADVERTENCIA: {SMALLLINE} Esta partida cuenta con mods que no están disponibles. Contenido faltante será eliminado, y puede no cargar. {NEWLINE} ¿Continuar?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Guardar granadas pre-cebadas" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Guarda granadas cebadas durante el inventario pre-batalla, en el diagrama de equipamiento de soldados." STR_NEWSEEDONLOAD: "Salvado escoria" STR_NEWSEEDONLOAD_DESC: "La carga de un juego restablecerá la base de números aleatorios, por lo que tomar la misma acción puede dar resultados diferentes. No afecta el modo Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Cambiar los valores con la rueda del ratón" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Permite usar la rueda del ratón para aumentar / disminuir los valores indicados." STR_BATTLEHAIRBLEACH: "Sprites de soldado mejorados" STR_BATTLEHAIRBLEACH_DESC: "Cambia las sprites de los soldados en batalla para que coincida con su aspecto de inventario." STR_DRAGSCROLLINVERT: "Inventir desplazamiento arrastrado" STR_DRAGSCROLLINVERT_DESC: "Cuando está habilitado, arrastrar desplaza en la dirección opuesta a la del ratón." STR_BATTLESCAPE_SCALE: "Escala en Batalla" STR_BATTLESCAPE_SCALE_DESC: "Modo de escala de visualización de Batalla, en base a una resolución fija (estirado para encajar), o un nivel de zoom fijo (ampliado para llenar)." STR_GEOSCAPE_SCALE: "Escala de Globo" STR_GEOSCAPESCALE_SCALE_DESC: "Modo de escala de visualización de Geoscape, en base a una resolución fija (estirado para encajar), o un nivel de zoom fijo (ampliado para llenar)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 de pantalla" STR_HALF_DISPLAY: "1/2 de pantalla" STR_FULL_DISPLAY: "Pantalla completa" STR_FPS_LIMIT: "Limite de FPS" STR_FPS_LIMIT_DESC: "Limita el número de actualizaciones de pantalla por segundo, 0 sin límite. Nota: esto sólo afectará a los modos de software, ya que OpenGL lo hace por si misma." STR_FPS_INACTIVE_LIMIT: "Limite de FPS al fondo" STR_FPS_INACTIVE_LIMIT_DESC: "Limita el numero de refrescos de pantalla por segundo cuando el juego está de fondo." STR_NOALIENPANICMESSAGES: "Suprimir los mensajes de pánico para los alienigenas" STR_NOALIENPANICMESSAGES_DESC: "No muestra mensajes de pánico de los alienigenas a menos que sean visibles para el jugador." STR_ALIENBLEEDING: "Sangrado Alienigena" STR_ALIENBLEEDING_DESC: "Permite infligir heridas fatales a la mayoría de los alienigenas" STR_FIELDPROMOTIONS: "Promociones en combate" STR_FIELDPROMOTIONS_DESC: "Sólo los soldados que estaban presentes en la misión son elegibles para promoción." STR_MEETINGPOINT: "Predecir trayectoria OVNI" STR_MEETINGPOINT_DESC: "Las Naves vuelan hacia un punto de encuentro con el OVNI en función de su trayectoria actual." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "No se salvara manualmente" STR_SAVE_AND_ABANDON_GAME: "GUARDAR Y ABANDONAR JUEGO" STR_MOD_UNSUCCESSFUL: "Carga de Mod fracasó" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Cambia como se juego se muestra en la pantalla." STR_PREFERRED_MUSIC_FORMAT: "Formato de musica" STR_PREFERRED_MUSIC_FORMAT_DESC: "Selecciona el formato de música preferido a usar cuando hay múltiples disponibles.{NEWLINE}NOTA: La reproducción de MIDI podría sonar extraña en Windows." STR_PREFERRED_SFX_FORMAT: "Formato de EdS" STR_PREFERRED_SFX_FORMAT_DESC: "Selecciona el efecto de sonido preferido a usar cuando haya más de uno disponible." STR_PREFERRED_VIDEO_FORMAT: "Formato de Video" STR_PREFERRED_VIDEO_FORMAT_DESC: "Escoge el formato de vídeo preferido a usar cuando múltiples estén disponibles." STR_PREFERRED_VIDEO_ANIMATION: "Animación" STR_PREFERRED_VIDEO_SLIDESHOW: "Diapositivas" STR_PREFERRED_FORMAT_AUTO: "Automatico" STR_CURRENT_FORMAT: "Actual: {0}" STR_SOUND_OPTIONS: "Opciones de Sonido" STR_BACKGROUND_MUTE: "Silenciar en segundo Plano" STR_BACKGROUND_MUTE_DESC: "Silencia todos los sonidos cuando el juego no esta activo." STR_FORCE_FIRE: "Invalidar línea de fuego" STR_FORCE_FIRE_DESC: "Permite forzar a tus soldados a realiza un tiro al sostener CTRL, independientemente de las reglas de línea de tiro. " STR_NO_AUDIO_HARDWARE_DETECTED: "No se detecto hardware de audio" STR_MOUSEWHEEL_SPEED: "Velocidad de desplazamiento de la rueda del ratón" STR_MOUSEWHEEL_SPEED_DESC: "Ajusta el número de líneas desplazado en las listas con cada incremento de la rueda del ratón." STR_DISABLED: "Deshabilitado" STR_MAXIMIZE_INFO_SCREENS: "Maximizar pantallas de información" STR_MAXIMIZE_INFO_SCREENS_DESC: "El inventario y otras pantallas se mostrarán en pantalla completa, independientemente de los ajustes de escala." STR_DIARY: "DIARIO" STR_KILLED: "MUERTO" STR_STUNNED: "ATONTADO" STR_PANICKED: "EN PANICO" STR_MINDCONTROLLED: "CONTROLADO" STR_REGION_UNKNOWN: "Divulgado" STR_WEAPON_UNKNOWN: "Improvisación" STR_UNKNOWN: "Desconocido" STR_VICTORY: "Victoria" STR_DEFEAT: "Derrota" STR_NO_RECORD: "Sin Datos" STR_HUMAN: "Humano" STR_FRIENDLY: "Amistoso" STR_HOSTILE: "Hostil" STR_NEUTRAL: "Neutral" STR_RATING_UC: "RENDIMIENTO" STR_LOCATION: "UBICACIÓN> {ALT}{0}" STR_DAYLIGHT_TYPE: "TIEMPO> {ALT}{0}" STR_RACE_TYPE: "RAZA> {ALT}{0}" STR_DAY: "Día" STR_NIGHT: "Noche" STR_DAYS_WOUNDED: "DIAS HERIDO> {ALT}{0}" STR_COMBAT: "COMBATE" STR_PERFORMANCE: "DESEMPEÑO" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZACIONES POR RAZA" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZACIONES POR RANGO" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZACIONES POR ARMA" STR_MISSIONS_BY_LOCATION: "MISIONES POR UBICACIÓN" STR_MISSIONS_BY_TYPE: "MISIONES POR TIPO" STR_MISSIONS_BY_UFO: "MISIONES POR OVNI" STR_SCORE_VALUE: "PUNTAJE> {ALT}{0}" STR_WINS: "TRIUNFOS> {ALT}{0}" STR_STUNS: "ATURD> {ALT}{0}" STR_PANICKS: "PANICOS> {ALT}{0}" STR_MINDCONTROLS: "CONTROLES> {ALT}{0}" STR_AWARDS: "PREMIOS" STR_COMMENDATIONS_UC: "CONDECORACIONES" STR_COMMENDATIONS: "Condecoraciones" STR_MEDALS: "MEDALLAS" STR_LOST_IN_SERVICE: "PERDIDO EN ACCION" STR_MEDAL_NAME: "Nombre de Medalla" STR_MEDAL_AWARD_LEVEL: "Nivel de Premio" STR_MEDAL_DECOR_LEVEL: "Nivel de Decoración" STR_AWARD_0: "Primer Premio" STR_AWARD_1: "Segundo Premio" STR_AWARD_2: "Tercer Premio" STR_AWARD_3: "Cuarto Premio" STR_AWARD_4: "Quinto Premio" STR_AWARD_5: "Sexto Premio" STR_AWARD_6: "Septimo Premio" STR_AWARD_7: "Octavo Premio" STR_AWARD_8: "Noveno Premio" STR_AWARD_9: "Décimo Premio " STR_AWARD_DECOR_0: "Ninguno" STR_AWARD_DECOR_1: "Primer Pin de bronce" STR_AWARD_DECOR_2: "Segundo pin de bronce" STR_AWARD_DECOR_3: "Tercer pin de bronce" STR_AWARD_DECOR_4: "Primer pin de plata" STR_AWARD_DECOR_5: "Segundo pin de plata" STR_AWARD_DECOR_6: "Tercer pin de plata" STR_AWARD_DECOR_7: "Primer Pin de oro" STR_AWARD_DECOR_8: "Segundo pin de oro" STR_AWARD_DECOR_9: "Tercer Pin de oro" STR_KILLED_IN_ACTION_MALE: "MUERTO EN COMBATE" STR_KILLED_IN_ACTION_FEMALE: "MUERTA EN COMBATE" STR_MISSING_IN_ACTION_MALE: "DESAPARECIDO EN COMBATE" STR_MISSING_IN_ACTION_FEMALE: "DESAPARECIDA EN COMBATE" STR_AVERAGE_MONTHLY_RATING: "Valoración media mensual" STR_TOTAL_INCOME: "Ingresos totales" STR_TOTAL_EXPENDITURE: "Gastos totales" STR_MISSIONS_WON: "Misiones cumplidas" STR_MISSIONS_LOST: "Misiones fallidas" STR_NIGHT_MISSIONS: "Misiones nocturnas" STR_BEST_RATING: "Mejor calificación en misiones" STR_WORST_RATING: "Peor calificación en misiones" STR_ALIEN_KILLS: "Alienígenas muertos" STR_ALIEN_CAPTURES: "Alienígenas capturados" STR_FRIENDLY_KILLS: "Incidentes de fuego amigo" STR_AVERAGE_ACCURACY: "Precisión promedio" STR_WEAPON_MOST_KILLS: "Arma más efectiva" STR_ALIEN_MOST_KILLS: "Alienígena más letal" STR_LONGEST_SERVICE: "Meses más largos de servicio" STR_TOTAL_DAYS_WOUNDED: "Días de enfermedad" STR_COUNTRIES_LOST: "Países infiltrados" STR_TOTAL_TERROR_SITES: "Ataques terroristas" STR_TOTAL_BASES: "Bases Construidas" STR_TOTAL_CRAFT: "Naves poseidas" STR_TOTAL_SCIENTISTS: "Científicos contratados" STR_TOTAL_ENGINEERS: "Ingenieros contratados" STR_TOTAL_RESEARCH: "Investigaciones finalizadas" STR_DIARY_ACCURACY: "PRECISIÓN> {ALT}{0}%" STR_STATISTICS: "Estadisticas" STR_STATS: "ESTADO" STR_TIME_UNITS_ABBREVIATION: "UTs" STR_STAMINA_ABBREVIATION: "EST" STR_HEALTH_ABBREVIATION: "SAL" STR_BRAVERY_ABBREVIATION: "VAL" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PUN" STR_THROWING_ACCURACY_ABBREVIATION: "PAR" STR_STRENGTH_ABBREVIATION: "FUER" STR_MELEE_ACCURACY_ABBREVIATION: "PMaM" ================================================ FILE: bin/common/Language/es-ES.yml ================================================ es-ES: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Partida nueva" STR_LOAD_SAVED_GAME: "Cargar partida" STR_SELECT_DIFFICULTY_LEVEL: "Seleccionar nivel de dificultad" STR_1_BEGINNER: "1> Principiante" STR_2_EXPERIENCED: "2> Experimentado" STR_3_VETERAN: "3> Veterano" STR_4_GENIUS: "4> Genio" STR_5_SUPERHUMAN: "5> Superhumano" STR_TIME: "Hora" STR_DATE: "Fecha" STR_SELECT_GAME_TO_LOAD: "Seleccionar una partida para cargar" STR_SELECT_SAVE_POSITION: "Seleccionar posición de guardado" STR_GAME_OPTIONS: "OPCIONES DEL JUEGO" STR_LOAD_GAME: "CARGAR PARTIDA" STR_SAVE_GAME: "GUARDAR PARTIDA" STR_ABANDON_GAME: "ABANDONAR PARTIDA" STR_ABANDON_GAME_QUESTION: "¿ABANDONAR EL JUEGO?" STR_QUIT: "Salir" STR_SAVING_GAME: "Guardando partida" STR_LOADING_GAME: "Cargando partida" STR_NO_SAVED_GAME_PRESENT: "No hay ninguna partida guardada" STR_LOAD_UNSUCCESSFUL: "No se ha podido cargar la partida." STR_SAVE_UNSUCCESSFUL: "No se ha podido guardar la partida." STR_LOAD_SUCCESSFUL: "La partida se ha cargado." STR_SAVE_SUCCESSFUL: "La partida ha sido guardada." STR_DELETE: "BORRAR" STR_DELETE_UNSUCCESSFUL: "No se ha podido borrar la partida." STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "¿Quieres borrar la partida guardada?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Cargando..." STR_DETAILS: "DETALLES>{ALT}{0}" STR_NEW_BATTLE: "Nueva Batalla" STR_OPTIONS: "Opciones" STR_RIGHT_CLICK_TO_DELETE: "Click derecho para borrar." STR_RESTORE_DEFAULTS: "Restaurar Valores Iniciales" STR_CONTROLS: "CONTROLES" STR_GENERAL: "General" STR_GEOSCAPE: "GeoEscape" STR_BATTLESCAPE: "BatallaEscape" STR_SCREENSHOT: "Captura de Pantalla" STR_FPS_COUNTER: "Contador de Imágenes por Segundo" STR_ROTATE_LEFT: "Rotar Izquierda" STR_ROTATE_RIGHT: "Rotar Derecha" STR_ROTATE_UP: "Rotar Arriba" STR_ROTATE_DOWN: "Rotar Abajo" STR_ZOOM_IN: "Acercar" STR_ZOOM_OUT: "Alejar" STR_TOGGLE_COUNTRY_DETAIL: "Activar Detalle de Paises" STR_TOGGLE_RADAR_RANGES: "Activar Rangos de Radar" STR_SCROLL_LEFT: "Desplazar Izquierda" STR_SCROLL_RIGHT: "Desplazar Derecha" STR_SCROLL_UP: "Desplazar Arriba" STR_SCROLL_DOWN: "Desplazar hacia abajo" STR_UNIT_LEVEL_ABOVE: "Mover unidad al nivel superior" STR_UNIT_LEVEL_BELOW: "Mover unidad al nivel inferior" STR_VIEW_LEVEL_ABOVE: "Ver Nivel Arriba" STR_VIEW_LEVEL_BELOW: "Ver Nivel Abajo" STR_CENTER_SELECTED_UNIT: "Centrar en Unidad Seleccionada" STR_PREVIOUS_UNIT: "Unidad Anterior" STR_NEXT_UNIT: "Unidad Siguiente" STR_DESELECT_UNIT: "Deseleccionar Unidad" STR_USE_LEFT_HAND: "Utilizar objeto en Mano Izda." STR_USE_RIGHT_HAND: "Usar el Objeto de la Mano Derecha." STR_INVENTORY: "Inventario" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Vista Multi-Nivel" STR_END_TURN: "Finalizar Turno" STR_ABORT_MISSION: "Abortar Mision" STR_UNIT_STATS: "Estadisticas de Unidad" STR_KNEEL: "Arrodillarse" STR_RELOAD: "Recargar" STR_TOGGLE_PERSONAL_LIGHTING: "Activar Iluminacion Personal" STR_DONT_RESERVE_TIME_UNITS: "No Reservar UTs" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reservar UTs para Disparo Rápido" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reservar UTs para Disparo Preciso" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reservar UTs para Disparo Auto." STR_CENTER_ON_ENEMY_1: "Centrar en Enemigo 1" STR_CENTER_ON_ENEMY_2: "Centrar en Enemigo 2" STR_CENTER_ON_ENEMY_3: "Centrar en Enemigo 3" STR_CENTER_ON_ENEMY_4: "Centrar en Enemigo 4" STR_CENTER_ON_ENEMY_5: "Centrar en Enemigo 5" STR_CENTER_ON_ENEMY_6: "Centrar en Enemigo 6" STR_CENTER_ON_ENEMY_7: "Centrar en Enemigo 7" STR_CENTER_ON_ENEMY_8: "Centrar en Enemigo 8" STR_CENTER_ON_ENEMY_9: "Centrar en Enemigo 9" STR_CENTER_ON_ENEMY_10: "Centrar en Enemigo 10" STR_CREATE_INVENTORY_TEMPLATE: "Crear una plantilla de inventario" STR_APPLY_INVENTORY_TEMPLATE: "Aplicar plantilla de inventario" STR_CLEAR_INVENTORY: "Vaciar inventario" STR_AUTO_EQUIP: "Equipar Auto." STR_QUICK_SAVE: "Guardado rápido" STR_QUICK_LOAD: "Carga rápida" STR_ADVANCED: "AVANZADO" STR_AGGRESSIVERETALIATION: "Represalia Agresiva" STR_AGGRESSIVERETALIATION_DESC: "Los OVNIs intentarán detectar tus bases siempre, independientemente de sus parametros de misión." STR_STORAGELIMITSENFORCED: "Límite de almacenamiento para objetos recuperados" STR_STORAGELIMITSENFORCED_DESC: "Aumenta los limites de contención y de almacenes generales para alienígenas vivos y artefactos recobrados de misiones." STR_CANSELLLIVEALIENS: "Venta de alienígenas vivos" STR_CANSELLLIVEALIENS_DESC: "Permite la venta de alinígenas vivos, recomendado cuando se usa el limite de almacenamiento." STR_ALLOWBUILDINGQUEUE: "Permitir cola de construción" STR_ALLOWBUILDINGQUEUE_DESC: "Posibilidad de nuevas instalaciones al lado de no terminadas." STR_BATTLEAUTOEND: "Auto-finalizar batalla" STR_BATTLEAUTOEND_DESC: "Las batallas finalizan automaticamente cuando el último enemigo vivo es neutralizado." STR_BATTLEINSTANTGRENADE: "Granadas instantaneas" STR_BATTLEINSTANTGRENADE_DESC: "Las granadas cuyo temporizador haya sido puesto a 0 turnos explotarán inmediatamente al arrojarlas, en lugar de al final del turno." STR_BATTLEUFOEXTENDERACCURACY: "Precisión como en UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "La precisión de los disparos disminuye a partir de cierta distancia dependiendo del tipo de disparo. La precisión modificada se mostrará en el cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferir aeronaves en vuelo" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Las aeronaves actualmente en vuelo pueden transferirse." STR_CRAFTLAUNCHALWAYS: "Forzar despegue de aeronave" STR_CRAFTLAUNCHALWAYS_DESC: "Las naves pueden despegar incluso cuando no están preparadas, ignorando la necesidad de mantenimiento." STR_CUSTOMINITIALBASE: "Base inicial personalizada" STR_CUSTOMINITIALBASE_DESC: "Al empezar una partida nueva podras ubicar manualmente tus instalaciones en lugar de usar la distribución por defecto." STR_GLOBESEASONS: "Iluminación realista del globo terráqueo" STR_GLOBESEASONS_DESC: "Utiliza una proyección más realista de la luz del sol sobre la Geoscape de acuerdo con la inclinación del eje de la Tierra." STR_PLAYINTRO: "Mostrar introducción" STR_PLAYINTRO_DESC: "Mostrar el video de introducción al empezar." STR_SHOWMORESTATSININVENTORYVIEW: "Estadísticas Inventario" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Muestra información extra en la pantalla de inventario del soldado" STR_SNEAKYAI: "IA furtiva" STR_SNEAKYAI_DESC: "La IA evita exponerse al jugador siempre que es posible." STR_STRAFE: "Las nuevas instalaciones se pueden colocar al lado de no terminadas." STR_STRAFE_DESC: "Permite desplazarse lateralmente, correr así como mover independientemente la torreta del tanque presionando CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Altura de explosión" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Cambia el area de efecto de las explosiones hacia arriba.{NEWLINE}(Plana: 0, Redonda: 3)" STR_AUTOSAVE: "Autoguardado" STR_AUTOSAVE_DESC: "Graba la partida automáticamente a intervalos específicos. No se aplica en el Modo Ironman" STR_AUTOSAVE_FREQUENCY: "Frecuencia de Autoguardado" STR_AUTOSAVE_FREQUENCY_DESC: "Número de turnos para grabar automáticamente" STR_ALLOWPSIONICCAPTURE: "Permitir captura psiquica" STR_ALLOWPSIONICCAPTURE_DESC: "Controlar a todos los alienígenas finaliza con éxito la misión, y cuentan como capturados." STR_ANYTIMEPSITRAINING: "Entrenamiento psiónico en cualquier momento" STR_ANYTIMEPSITRAINING_DESC: "Permite asignar soldados al entrenamiento psionico en cualquier momento del mes. Recuerde, el entrenamiento inicial dura entre 30 y 60 días." STR_SKIPNEXTTURNSCREEN: "Omitir pantalla \"Siguiente Turno\"" STR_SKIPNEXTTURNSCREEN_DESC: "Automáticamente, y tras una breve pausa, la pantalla de \"Siguiente Turno\" se pasa automáticamente." STR_NOT_ENOUGH_SPACE: "¡No hay Suficiente Espacio!" STR_WEAPONSELFDESTRUCTION: "Autodestrucción de armas alienígenas" STR_WEAPONSELFDESTRUCTION_DESC: "Las armas que llevan los alienígenas se autodestruirán si su portador muere, como en XCOM 2012" STR_RETAINCORPSES: "Conservar aliens interrogados" STR_RETAINCORPSES_DESC: "Después de \"investigar\" alienígenas vivos, sus cadáveres serán añadidos a los almacenes de la base, como en XCOM 2012" STR_SAVE_VOXEL_VIEW: "Salvar captura de pantalla en primera persona." STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reservar unidades de tiempo para arrodillarse" STR_EXPEND_ALL_TIME_UNITS: "Gastar todas las Unidades de Tiempo restantes" STR_PSISTRENGTHEVAL: "Evaluacion Fuerza PSI" STR_PSISTRENGTHEVAL_DESC: "Evalua la fuerza psionica de todos los soldados tras la investigacion correspondiente." STR_DISABLEAUTOEQUIP: "Desactivar auto-equipado" STR_DISABLEAUTOEQUIP_DESC: "Desactivar auto-equipado de nuevos soldados antes de la batalla" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Permite mejora de la Fuerza Psiónica" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "La fuerza Psiónica de los soldados puede ser mejorado con la experiencia y el entrenamiento." STR_BATTLESMOOTHCAMERA: "Seguir Proyectiles" STR_BATTLESMOOTHCAMERA_DESC: "La cámara de la Battescape permanecerá centrada en los proyectiles mientras estén en vuelo." STR_BATTLECONFIRMFIREMODE: "Modo de Confirmar Fuego" STR_BATTLECONFIRMFIREMODE_DESC: "Requiere un segundo click en el mismo sitio para confirmar la orden de fuego" STR_SELECT_BASE_1: "Selecciona Base 1" STR_SELECT_BASE_2: "Selecciona Base 2" STR_SELECT_BASE_3: "Selecciona Base 3" STR_SELECT_BASE_4: "Selecciona Base 4" STR_SELECT_BASE_5: "Selecciona Base 5" STR_SELECT_BASE_6: "Selecciona Base 6" STR_SELECT_BASE_7: "Selecciona Base 7" STR_SELECT_BASE_8: "Selecciona Base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Resolución de pantalla" STR_DISPLAY_RESOLUTION_DESC: "Cambia la resolución de la pantalla, la resolución del juego se modificará para coincidir. Las flechas cambian entre las resoluciones soportadas. Haz click para introducir una resolución personalizada." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Modo de visualización" STR_WINDOWED: "En una ventana" STR_FULLSCREEN: "Pantalla completa" STR_BORDERLESS: "Sin bordes" STR_DISPLAY_LANGUAGE: "Mostrar lenguaje" STR_DISPLAY_LANGUAGE_DESC: "Cambia el lenguaje del texto del juego." STR_DISPLAY_FILTER: "Mostrar Filtro" STR_DISPLAY_FILTER_DESC: "Cambia el filtro aplicado a la pantalla de juego.{NEWLINE}*necesita acelaración por hardware OpenGL." STR_DISPLAY_OPTIONS: "Opciones de pantalla" STR_LETTERBOXED: "Estrechada" STR_LETTERBOXED_DESC: "Estrecha la pantalla para mantener la proporción del original." STR_RESIZABLE: "Redimensionable" STR_LOCK_MOUSE: "Fijar Ratón" STR_LOCK_MOUSE_DESC: "Evita que el cursor del ratón salga de la ventana de juego. Ctrl + G para cambiar en cualquier momento." STR_FIXED_WINDOW_POSITION: "Posición fija del modo ventana" STR_FIXED_WINDOW_POSITION_DESC: "Fijar la posición del modo ventana" STR_DISPLAY_SET_WINDOW_POSITION: "Posición por defecto del modo ventana" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Nuevo valor X del borde izquierdo:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Nuevo valor Y del borde superior" STR_MUSIC_VOLUME: "Volumen de la música" STR_MUSIC_VOLUME_DESC: "Cambia el volumen de la música de fondo." STR_SFX_VOLUME: "Volumen de los efectos{NEWLINE}de sonido" STR_SFX_VOLUME_DESC: "Cambia el volumen de los efectos sonoros." STR_UI_VOLUME: "Volumen IU" STR_UI_VOLUME_DESC: "Cambia el volumen de los bips de la interfaz." STR_SCROLL_SPEED: "Velocidad de desplazamiento" STR_SCROLL_SPEED_GEO_DESC: "Cambia la velocidad de desplazamiento del globo terráqueo." STR_SCROLL_SPEED_BATTLE_DESC: "Cambia la velocidad de desplazamiento del mapa." STR_DOGFIGHT_SPEED: "Velocidad Dogfight" STR_DOGFIGHT_SPEED_DESC: "Cambia la velocidad de los combates de intercepción entre las naves y los OVNIS. Velocidades más lentas pueden mejorar el comportamiento en dispositivos de bajas prestaciones. " STR_CLOCK_SPEED: "Velocidad del reloj" STR_CLOCK_SPEED_DESC: "Cambia la velocidad del reloj en la Geoescape. Velocidades más lentas pueden mejorar el comportamiento en dispositivos de bajas prestaciones." STR_GLOBE_DETAILS: "Detalles del globo terráqueo" STR_GLOBE_COUNTRIES: "Países" STR_GLOBE_COUNTRIES_DESC: "Muestra paises donantes en el globo." STR_GLOBE_RADARS: "Radares" STR_GLOBE_RADARS_DESC: "Muestra el alcance de los radares de las bases en el globo terráqueo." STR_GLOBE_FLIGHT_PATHS: "Rutas de vuelo" STR_GLOBE_FLIGHT_PATHS_DESC: "Muestra las rutas de vuelo de las naves sobre el globo." STR_CONTROLS_DESC: "Click izquierdo en un acceso directo y presionar una tecla para cambiarlo.{NEWLINE}Click derecho sobre un acceso directo para deshabilitarlo." STR_BASE_GAME: "Juego Base" STR_MODS_TOOLTIP: "Versión {0} por {1}. {NEWLINE} {2}" STR_EDGE_SCROLL: "Desplazamiento de borde" STR_EDGE_SCROLL_DESC: "Manual: Desplaza el mapa cuando el botón izquierdo del ratón se mantiene presionado sobre el borde de la pantalla.{NEWLINE}Auto: Desplaza el mapa cuando el cursor llega al borde de la pantalla." STR_TRIGGER_SCROLL: "Gatillo" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Desplazamiento por arrastre" STR_DRAG_SCROLL_DESC: "Desplaza el mapa cuando el botón especificado del ratón se mantiene presionado." STR_LEFT_MOUSE_BUTTON: "Botón izquierdo" STR_MIDDLE_MOUSE_BUTTON: "Botón del medio" STR_RIGHT_MOUSE_BUTTON: "Botón derecho" STR_FIRE_SPEED: "Velocidad de disparo" STR_FIRE_SPEED_DESC: "Cambia la velocidad de los proyectiles de las armas." STR_PLAYER_MOVEMENT_SPEED: "Velocidad del movimiento del jugador" STR_PLAYER_MOVEMENT_SPEED_DESC: "Cambia la velocidad de movimiento de las unidades controladas por el jugador." STR_COMPUTER_MOVEMENT_SPEED: "Velocidad de movimiento de la IA " STR_COMPUTER_MOVEMENT_SPEED_DESC: "Modifica la velocidad de movimiento de las unidades controladas por el ordenador." STR_PATH_PREVIEW: "Vista previa de la ruta" STR_PATH_ARROWS: "Flechas" STR_PATH_ARROWS_DESC: "Hacer click muestra la ruta que tu unidad seguirá hasta su destino. El color indica las opciones disponibles: Verde - puede moverse y disparar; Amarillo - puede moverse; Rojo - no puede moverse." STR_PATH_TIME_UNIT_COST: "Unidades de Tiempo" STR_PATH_TIME_UNIT_COST_DESC: "Hacer click muestra las UTs que tu unidad tendrá después de moverse hasta el destino." STR_USER_INTERFACE_OPTIONS: "Opciones de Interfaz" STR_TOOLTIPS: "Tooltips" STR_TOOLTIPS_DESC: "Muestra tooltips sobre los botones en la Battlescape." STR_DEATH_NOTIFICATIONS: "Mostrar notificación de bajas" STR_DEATH_NOTIFICATIONS_DESC: "Muestra notificaciones cada vez que un soldado muere." STR_SHOW_FUNDS: "Mostrar fondos" STR_SHOW_FUNDS_DESC: "Muestra tus fondos actuales al lado del reloj de la Geoescape." STR_MISSION_GENERATOR: "GENERADOR DE MISIONES" STR_MAP_OPTIONS: "OPCIONES DEL MAPA" STR_ALIEN_OPTIONS: "OPCIONES DE ALIENÍGENAS" STR_MAP_TERRAIN: "Terreno" STR_MAP_DARKNESS: "Oscuridad" STR_MAP_DEPTH: "Profundidad" STR_DIFFICULTY: "Dificultad" STR_ALIEN_RACE: "Raza" STR_ALIEN_TECH_LEVEL: "Nivel tecnológico" STR_RANDOMIZE: "Al azar" STR_OXCE_REQUIRED_QUESTION: "Este Mod requiere OpenXcom {0} para funcionar correctamente. ¿ Activo este Mod ?" STR_RESTORE_DEFAULTS_QUESTION: "¿Estás seguro de que quieres restaurar las opciones por defecto?" STR_DISPLAY_OPTIONS_CONFIRM: "¿Quieres conservar las opciones actuales de pantalla?" STR_DISPLAY_OPTIONS_REVERT: "Revirtiendo en 0:{0}" STR_MISSING_CONTENT_PROMPT: "ATENCIÓN:{SMALLLINE}Este guardado depende de mods que no están disponibles. El contenido no presente será eliminado y puede fallar al cargar.{NEWLINE}¿Continuar?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Guardar granadas pre-activadas" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Guarda granadas activadas durante el inventario pre-batalla, en el diagrama de equipamiento de soldados." STR_NEWSEEDONLOAD: "Sucesos aleatorios diferentes al cargar" STR_NEWSEEDONLOAD_DESC: "Cargar un juego reseteará el generador de números aleatorios, por lo que realizar la misma acción puede conducir a resultados diferentes. No afecta al modo Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Cambia valores con la rueda del ratón" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Te permite usar la rueda del ratón para incrementar/disminuir valores por esta cantidad" STR_BATTLEHAIRBLEACH: "Sprites de soldados mejorados" STR_BATTLEHAIRBLEACH_DESC: "Cambia los sprites de los soldados en la Battlescape para ajustarse al aspecto que tienen en la pantalla de inventario." STR_DRAGSCROLLINVERT: "Invertir arrastrar-desplazar" STR_DRAGSCROLLINVERT_DESC: "Cuando está habilitado, arrastrar desplaza en la dirección opuesta a la del ratón." STR_BATTLESCAPE_SCALE: "Escala de BatallaEscape" STR_BATTLESCAPE_SCALE_DESC: "Modo de escala de visualización Battlescape, en base a una resolución fija (estirado para adaptarse), o un nivel de zoom fijo (ampliadas para llenar)." STR_GEOSCAPE_SCALE: "Escala de Geoescape" STR_GEOSCAPESCALE_SCALE_DESC: "Modo de escala de visualización del Geoscape, en base a una resolución fija (estirado para adaptarse), o un nivel de zoom fijo (ampliadas para llenar)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 de Pantalla" STR_HALF_DISPLAY: "1/2 de Pantalla" STR_FULL_DISPLAY: "Pantalla Completa" STR_FPS_LIMIT: "Límite de FPS" STR_FPS_LIMIT_DESC: "Limita el número de actualizaciones de pantalla por segundo, 0 para sin límite. Si el renderizado OPENGL esta conectado el juego usa Vsync en su lugar." STR_FPS_INACTIVE_LIMIT: "Límite de FPS en segundo plano" STR_FPS_INACTIVE_LIMIT_DESC: "Limita la cantidad de actualizaciones de imágenes por segundo si OpenXcom está en segundo plano." STR_NOALIENPANICMESSAGES: "Suprime los mensajes de pánico de los alienígenas" STR_NOALIENPANICMESSAGES_DESC: "Los mensajes de pánico de los alienígenas no se muentran si éstos no están al alcance de la vista del jugador." STR_ALIENBLEEDING: "Alienígena sangrando" STR_ALIENBLEEDING_DESC: "Permite inflingir heridas mortales a la mayoría de los alienígenas" STR_FIELDPROMOTIONS: "Ascensos en combate" STR_FIELDPROMOTIONS_DESC: "Solo los soldados presentes en la misión son elegibles para ascenso." STR_MEETINGPOINT: "Predecir trayectoria de UFO" STR_MEETINGPOINT_DESC: "La naves vuelan hacia el punto de encuentro con el ufo basándose en su trayectoria actual." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Sin guardado manual" STR_SAVE_AND_ABANDON_GAME: "GUARDAR Y ABANDONAR LA PARTIDA" STR_MOD_UNSUCCESSFUL: "No se ha podido cargar el mod." STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Cambia como se muestra el juego en tu pantalla." STR_PREFERRED_MUSIC_FORMAT: "Formato de música" STR_PREFERRED_MUSIC_FORMAT_DESC: "Selecciona el formato preferido de música a usar cuando haya varios disponibles.{NEWLINE}NOTA: La reproducción de MIDI podría sonar extraña en Windows." STR_PREFERRED_SFX_FORMAT: "Formato SFX" STR_PREFERRED_SFX_FORMAT_DESC: "Selecciona el formato preferido de los efectos de sonido cuando haya más de uno disponible." STR_PREFERRED_VIDEO_FORMAT: "Formato de Video" STR_PREFERRED_VIDEO_FORMAT_DESC: "Seleccione el formato de video preferido cuando haya varios disponibles." STR_PREFERRED_VIDEO_ANIMATION: "Animación" STR_PREFERRED_VIDEO_SLIDESHOW: "Presentación" STR_PREFERRED_FORMAT_AUTO: "Automático" STR_CURRENT_FORMAT: "Actual: {0}" STR_SOUND_OPTIONS: "Opciones de sonido" STR_BACKGROUND_MUTE: "Silenciar música de fondo" STR_BACKGROUND_MUTE_DESC: "Silencia todos los sonidos cuando la ventana de juego no está activa." STR_FORCE_FIRE: "Forzar línea de tiro" STR_FORCE_FIRE_DESC: "Permite forzar que tus soldados puedan disparar al mantener presionado CTRL, independientemente de las reglas de línea de visión de fuego." STR_NO_AUDIO_HARDWARE_DETECTED: "No se detectó hardware de sonido" STR_MOUSEWHEEL_SPEED: "Velocidad de desplazamiento de la rueda del ratón" STR_MOUSEWHEEL_SPEED_DESC: "Ajusta el número de líneas desplazado en las listas con cada incremento de la rueda del ratón." STR_DISABLED: "Deshabilitado" STR_MAXIMIZE_INFO_SCREENS: "Maximizar pantallas de información" STR_MAXIMIZE_INFO_SCREENS_DESC: "El inventario y otras pantallas se mostrarán en pantalla completa, independientemente de los ajustes de escala." STR_DIARY: "DIARIO" STR_KILLED: "MUERTO" STR_STUNNED: "ATURDIDO" STR_PANICKED: "DESCONTROLADO" STR_MINDCONTROLLED: "CONTROLADO" STR_REGION_UNKNOWN: "Divulgado" STR_WEAPON_UNKNOWN: "Improvisación" STR_UNKNOWN: "Desconocido" STR_VICTORY: "Victoria" STR_DEFEAT: "Derrota" STR_NO_RECORD: "Sin Datos" STR_HUMAN: "Humano" STR_FRIENDLY: "Amistoso" STR_HOSTILE: "Hostil" STR_NEUTRAL: "Neutral" STR_RATING_UC: "EVALUACIÓN" STR_LOCATION: "UBICACIÓN> {ALT}{0}" STR_DAYLIGHT_TYPE: "TIEMPO> {ALT}{0}" STR_RACE_TYPE: "RAZA> {ALT}{0}" STR_DAY: "Día" STR_NIGHT: "Noche" STR_DAYS_WOUNDED: "DIAS HERIDO> {ALT}{0}" STR_COMBAT: "COMBATE" STR_PERFORMANCE: "EXPEDIENTE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZACIONES POR RAZA" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZACIONES POR RANGO" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZACIONES POR ARMA" STR_MISSIONS_BY_LOCATION: "MISIONES POR LUGAR" STR_MISSIONS_BY_TYPE: "MISIONES POR TIPO" STR_MISSIONS_BY_UFO: "MISIONES POR OVNI" STR_SCORE_VALUE: "PUNTUACIÓN> {ALT}{0}" STR_WINS: "VICTORIAS> {ALT}{0}" STR_STUNS: "ATURDIDOS> {ALT}{0}" STR_PANICKS: "DESCONTROLES> {ALT}{0}" STR_MINDCONTROLS: "CONTROLES> {ALT}{0}" STR_AWARDS: "PROMOCIÓN" STR_COMMENDATIONS_UC: "CONDECORACIONES" STR_COMMENDATIONS: "Condecoraciones" STR_MEDALS: "MEDALLAS" STR_LOST_IN_SERVICE: "ABATIDOS EN ACCIÓN" STR_MEDAL_NAME: "Nombre de Medalla" STR_MEDAL_AWARD_LEVEL: "Nivel de Promoción" STR_MEDAL_DECOR_LEVEL: "Nivel de Decoración" STR_AWARD_0: "1a Promoción" STR_AWARD_1: "2a Promoción" STR_AWARD_2: "3a Promoción" STR_AWARD_3: "4a Promoción" STR_AWARD_4: "5a Promoción" STR_AWARD_5: "6a Promoción" STR_AWARD_6: "7a Promoción" STR_AWARD_7: "8a Promoción" STR_AWARD_8: "9a Promoción" STR_AWARD_9: "10a Promoción" STR_AWARD_DECOR_0: "Ninguna" STR_AWARD_DECOR_1: "Primer Pin de Bronce" STR_AWARD_DECOR_2: "Segundo pin de Bronce" STR_AWARD_DECOR_3: "Tercer pin de Bronce" STR_AWARD_DECOR_4: "Primer pin de Plata" STR_AWARD_DECOR_5: "Segundo pin de Plata" STR_AWARD_DECOR_6: "Tercer pin de Plata" STR_AWARD_DECOR_7: "Primer Pin de Oro" STR_AWARD_DECOR_8: "Segundo pin de Oro" STR_AWARD_DECOR_9: "Tercer Pin de Oro" STR_KILLED_IN_ACTION_MALE: "ASESINADO EN ACCIÓN" STR_KILLED_IN_ACTION_FEMALE: "ASESINADO EN ACCIÓN" STR_MISSING_IN_ACTION_MALE: "DESAPARECIDO EN COMBATE" STR_MISSING_IN_ACTION_FEMALE: "DESAPARECIDO EN COMBATE" STR_AVERAGE_MONTHLY_RATING: "Rendimiento medio mensual" STR_TOTAL_INCOME: "Ingresos totales" STR_TOTAL_EXPENDITURE: "Gastos totales" STR_MISSIONS_WON: "Misión cumplida" STR_MISSIONS_LOST: "Misión perdida" STR_NIGHT_MISSIONS: "Misiones nocturnas" STR_BEST_RATING: "Mejor rendimiento en misión" STR_WORST_RATING: "Peor rendimiento de misión" STR_ALIEN_KILLS: "Alienígenas muertos" STR_ALIEN_CAPTURES: "Alienígenas capturados" STR_FRIENDLY_KILLS: "Incidentes de fuego amigo" STR_AVERAGE_ACCURACY: "Puntería media" STR_WEAPON_MOST_KILLS: "Arma más efectiva" STR_ALIEN_MOST_KILLS: "Alienígena más letal" STR_LONGEST_SERVICE: "Más meses en servicio" STR_TOTAL_DAYS_WOUNDED: "Días de baja" STR_COUNTRIES_LOST: "Países inflitrados" STR_TOTAL_TERROR_SITES: "Ataques terroristas" STR_TOTAL_BASES: "Bases construidas" STR_TOTAL_CRAFT: "Aviones gestionados" STR_TOTAL_SCIENTISTS: "Científicos contratados" STR_TOTAL_ENGINEERS: "Ingenieros contratados" STR_TOTAL_RESEARCH: "Investigación completada" STR_DIARY_ACCURACY: "PUNTERIA> {ALT}{0}%" STR_STATISTICS: "Estadísticas" STR_STATS: "ESTADÍSTICAS" STR_TIME_UNITS_ABBREVIATION: "UT" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "PS" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PUN" STR_THROWING_ACCURACY_ABBREVIATION: "LAN" STR_STRENGTH_ABBREVIATION: "FUE" STR_MELEE_ACCURACY_ABBREVIATION: "CAC" STR_FOLDERS: "CARPETAS" STR_DATA_FOLDER: "Carpeta Data (recursos originales)" STR_USER_FOLDER: "Carpeta User (mods, openxcom.log)" STR_SAVE_FOLDER: "Carpeta Save (partidas guardadas, capturas de pantalla)" STR_CONFIG_FOLDER: "Carpeta Config (options.cfg)" STR_DATA_FOLDER_DESC_1: "Es donde OpenXcom buscará los recursos originales del juego (UFO y TFTD)." STR_DATA_FOLDER_DESC_2: "Los recursos internos de OpenXcom están en la carpeta 'common'. Los mods preconstruidos dentro de OpenXcom están en la carpeta 'standard'." STR_USER_FOLDER_DESC: "El archivo de registro ('openxcom.log') se almacena aquí. Todas las modificaciones personalizadas también van aquí (en la subcarpeta 'mods')." STR_SAVE_FOLDER_DESC: "Tus juegos guardados se encuentran aquí. Además, la configuración del generador de misiones ('battle.cfg') se puede encontrar aquí." STR_CONFIG_FOLDER_DESC: "Aquí es donde se almacenan las configuraciones de OpenXcom ('options.cfg'). Normalmente lo mismo que la Carpeta User." ================================================ FILE: bin/common/Language/et.yml ================================================ et: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Uus Mäng" STR_LOAD_SAVED_GAME: "Lae Mäng" STR_SELECT_DIFFICULTY_LEVEL: "Vali Raskus Aste" STR_1_BEGINNER: "1> Algaja" STR_2_EXPERIENCED: "2> Kogenud" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Geenius" STR_5_SUPERHUMAN: "5> Üliinimene" STR_TIME: "Aeg" STR_DATE: "Kuupäev" STR_SELECT_GAME_TO_LOAD: "Vali mäng laadimiseks" STR_SELECT_SAVE_POSITION: "Vali salvestus" STR_GAME_OPTIONS: "MÄNGU VALIKUD" STR_LOAD_GAME: "LAE MÄNG" STR_SAVE_GAME: "SALVESTA MÄNG" STR_ABANDON_GAME: "LOOBU MÄNGUST" STR_ABANDON_GAME_QUESTION: "LAHKU MÄNGUST?" STR_QUIT: "Loobu" STR_SAVING_GAME: "Salvestan mängu" STR_LOADING_GAME: "Laen mängu" STR_NO_SAVED_GAME_PRESENT: "Salvestatud mäng puudub" STR_LOAD_UNSUCCESSFUL: "Laadimine ebaõnnestus" STR_SAVE_UNSUCCESSFUL: "Salvestamine ebaõnnestus" STR_LOAD_SUCCESSFUL: "Laadimine õnnestus" STR_SAVE_SUCCESSFUL: "Salvestamine õnnestus" STR_DELETE: "KUSTUTA" STR_DELETE_UNSUCCESSFUL: "Kustutamine ebaõnnestus" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Oled kindel, et soovid kustutada savestatud mängu?" STR_ORIGINAL_XCOM: "Originaal X-Com" STR_LOADING: "Laen..." STR_DETAILS: "DETAILID> {ALT}{0}" STR_NEW_BATTLE: "Uus Lahing" STR_OPTIONS: "Valikud" STR_RIGHT_CLICK_TO_DELETE: "Parem klõps kustutamiseks" STR_RESTORE_DEFAULTS: "Taasta tehase seadmed" STR_CONTROLS: "NUPUD" STR_GENERAL: "Üldine" STR_GEOSCAPE: "Maakera" STR_BATTLESCAPE: "Lahingumaastik" STR_SCREENSHOT: "Kuvatõmmis" STR_FPS_COUNTER: "FPS lugeja" STR_ROTATE_LEFT: "Keera vasakule" STR_ROTATE_RIGHT: "Pööra paremale" STR_ROTATE_UP: "Keera alla" STR_ROTATE_DOWN: "Pööra alla" STR_ZOOM_IN: "Suurenda" STR_ZOOM_OUT: "Vähenda" STR_TOGGLE_COUNTRY_DETAIL: "Muuda maade detaile" STR_TOGGLE_RADAR_RANGES: "Muuda radari vaatevälja" STR_SCROLL_LEFT: "Skrolli vasakule" STR_SCROLL_RIGHT: "Skrolli paremale" STR_SCROLL_UP: "Skrolli üles" STR_SCROLL_DOWN: "Skrolli alla" STR_UNIT_LEVEL_ABOVE: "Liiguta üksus ülemisele tasandile" STR_UNIT_LEVEL_BELOW: "Liiguta üksus alumisele tasandile" STR_VIEW_LEVEL_ABOVE: "Vaatle kõrgemalt tasemelt" STR_VIEW_LEVEL_BELOW: "Vaatle madalamalt tasemelt" STR_CENTER_SELECTED_UNIT: "Posistioneeri üksus" STR_PREVIOUS_UNIT: "Väli Eelmine Üksus" STR_NEXT_UNIT: "Vali järgmine üksus" STR_DESELECT_UNIT: "Ära vali üksust uueseti" STR_USE_LEFT_HAND: "Kasuta vasakus käes olevat asja." STR_USE_RIGHT_HAND: "Kasuta paremas käes olevat asja" STR_INVENTORY: "Invetar" STR_MINIMAP: "Minimap" STR_MULTI_LEVEL_VIEW: "Mitmetasandiline vaade" STR_END_TURN: "Lõpeta Käik" STR_ABORT_MISSION: "Abordi Missioon" STR_UNIT_STATS: "Üksuse statistika" STR_KNEEL: "Kükita" STR_RELOAD: "Lae" STR_TOGGLE_PERSONAL_LIGHTING: "Lülita personaalne valgus" STR_DONT_RESERVE_TIME_UNITS: "Ära säästa AÜ-d" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Hoia TUsi kiirlasuks." STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Hoia AUsi sihitud lasuks." STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Hoia AUsi valanguks" STR_CENTER_ON_ENEMY_1: "Keskendu 1 vaenlasele" STR_CENTER_ON_ENEMY_2: "Keskendu 2 vaenlasele" STR_CENTER_ON_ENEMY_3: "Keskendu 3 vaenlasele" STR_CENTER_ON_ENEMY_4: "Keskendu 4 vaenlasele" STR_CENTER_ON_ENEMY_5: "Keskendu 5 vaenlasele" STR_CENTER_ON_ENEMY_6: "Keskendu 6 vaenlasele" STR_CENTER_ON_ENEMY_7: "Keskendu 7 vaenlasele" STR_CENTER_ON_ENEMY_8: "Keskendu 8 vaenlasele" STR_CENTER_ON_ENEMY_9: "Keskendu 9 vaenlasele" STR_CENTER_ON_ENEMY_10: "Keskendu 10 vaenlasele" STR_CREATE_INVENTORY_TEMPLATE: "Tekita varustuse mall" STR_APPLY_INVENTORY_TEMPLATE: "Lisa varustuse mall" STR_CLEAR_INVENTORY: "Tühjenda varustus" STR_AUTO_EQUIP: "Auto-kättevõtmine" STR_QUICK_SAVE: "Kiirsalvestus" STR_QUICK_LOAD: "Kiirlaadmine" STR_ADVANCED: "LAIENDATUD" STR_AGGRESSIVERETALIATION: "Agresiivne vastulöök" STR_AGGRESSIVERETALIATION_DESC: "Vaatamata ülesannetele Püüavad UFOd alati leida sinu baasi." STR_STORAGELIMITSENFORCED: "Lao limiidid leitud asjadele" STR_STORAGELIMITSENFORCED_DESC: "Määrab lao ja tulnukate kinnipidamisaustuse limiidi missioonilt saadud asjadele ning elusatele tulnukatele." STR_CANSELLLIVEALIENS: "Elusate tulnukate müük." STR_CANSELLLIVEALIENS_DESC: "Lubab müüa elusaid tulnukaid, soovitatav siis kui on määratud ladude limiit." STR_ALLOWBUILDINGQUEUE: "Luba ehitiste järjekord" STR_ALLOWBUILDINGQUEUE_DESC: "Uusi rajatisi on lubatud lisada ehitusjärgus olevate kõrvale." STR_BATTLEAUTOEND: "Lahingu auto lõpp" STR_BATTLEAUTOEND_DESC: "Lahingud lõppevad automaatselt kui viimane vaenlane on neutraliseeritud." STR_BATTLEINSTANTGRENADE: "Silmapilksed granaadid" STR_BATTLEINSTANTGRENADE_DESC: "Granaadid, mis on aktiveeritakse 0 käigule plahvatavad kohe peal viskamist mitte käigu lõpus " STR_BATTLEUFOEXTENDERACCURACY: "UFO täpsuse täpsustus" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Vastavalt lasu tüübile langeb laskude täpsus peale teatud kaugust. Muudetud täpsus kuvatakse kursorile." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Õhuüleviimine" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Lennus olevaid sõidukeid saab üle viia teise baasi." STR_CRAFTLAUNCHALWAYS: "Sunni sõiduk lahkuma" STR_CRAFTLAUNCHALWAYS_DESC: "Sõidukid võivad õhku tõusta ka siis kui nad ei ole veel hooldust või ümberrelvastumist lõpetanud." STR_CUSTOMINITIALBASE: "Valikuline algusbaas" STR_CUSTOMINITIALBASE_DESC: "Alustades uut mängu on võimalus baasirajatisi manuaalselt asetada vaikimisi baasiplaani asemel." STR_GLOBESEASONS: "Realistlikum gloobuse valgustus" STR_GLOBESEASONS_DESC: "Kasutab realistlikumat päikesevalguse projekteerimist gloobusel vastavalt maakera raadiusele." STR_PLAYINTRO: "Mängi intro" STR_PLAYINTRO_DESC: "Näita intro video käivitamisel." STR_SHOWMORESTATSININVENTORYVIEW: "Varustuse andmed" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Näita lisainformatsiooni valitud sõduri varustuse lehel." STR_SNEAKYAI: "Salakaval AI" STR_SNEAKYAI_DESC: "AI vädib enda avaldamist mängijale igal võimalikul viisil" STR_STRAFE: "Alternatiivses liikumismeetodid" STR_STRAFE_DESC: "CTRLi all hoides lubab joosta ning tanki torni iseseisvat liikumist." STR_BATTLEEXPLOSIONHEIGHT: "Plahvatuse kõrgus" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Muuda kui kõrgele plahvatus levib.{NEWLINE}(Nullist kolmeni)" STR_AUTOSAVE: "Automaatsalvestus" STR_AUTOSAVE_DESC: "Automaatselt salvestab mängu teatud intervallide tagant. Ei kehti Raudmehe modes." STR_AUTOSAVE_FREQUENCY: "Automaatsalvestuse tihedus" STR_AUTOSAVE_FREQUENCY_DESC: "Käikude arv peale mida mäng salvestatakse automaatselt." STR_ALLOWPSIONICCAPTURE: "Luba Psi-vangistus" STR_ALLOWPSIONICCAPTURE_DESC: "Kõikide allesjäänud tulnukate mõistukontrollimine tähendab võitu ning nad lähevad arvesse kui elusalt kinni püütud." STR_ANYTIMEPSITRAINING: "Psi treening igal ajal" STR_ANYTIMEPSITRAINING_DESC: "Luba sõduritel psi treenida igal ajal. Arvesta, et esialgne treening võtab aega 30 kuni 60 päeva." STR_SKIPNEXTTURNSCREEN: "Jäta \"Järgmise kord\" kuvatõmmis vahele" STR_SKIPNEXTTURNSCREEN_DESC: "Kuvatõmmisest \"Järgmise kord\" liigutakse automaatselt edasi mõne aja pärast." STR_NOT_ENOUGH_SPACE: "Ruumi puudus!" STR_WEAPONSELFDESTRUCTION: "Isehävivad tulnukate relvad" STR_WEAPONSELFDESTRUCTION_DESC: "Nagu XCOM 2012, tulnukate relvad hävinevad kui nende omanik eliminieeritakse" STR_RETAINCORPSES: "Jäta ülekuulatud tulnukad alles" STR_RETAINCORPSES_DESC: "Peale elusate tulnukate \"ülekuulamist\" lisatakse nende raibe baasi ladudesse nagu XCOM 2012s." STR_SAVE_VOXEL_VIEW: "Salvesta isiku ekraanipilt." STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Hoia TUsi kükitamiseks" STR_EXPEND_ALL_TIME_UNITS: "Kuluta kõik allesolevad TUd" STR_PSISTRENGTHEVAL: "Psi-tugevuse hindamine." STR_PSISTRENGTHEVAL_DESC: "Hindab sõdurite psioonilist tugevust peale seda kui vajalikud teadused on leiutatud." STR_DISABLEAUTOEQUIP: "Keela automaatne kasutamine" STR_DISABLEAUTOEQUIP_DESC: "Keela uute sõdurite automaatne relvastumine" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Luba Psi-tugevuse täiustamine" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Sõdurite psiooniline tugevus täieneb tänu treenimisele ja kogemusele." STR_BATTLESMOOTHCAMERA: "Ühtlane kuuli kaamera" STR_BATTLESMOOTHCAMERA_DESC: "Lahingumaastiku kaamera järgib kuuli lennu teekonda." STR_BATTLECONFIRMFIREMODE: "Kinnita tulistamine." STR_BATTLECONFIRMFIREMODE_DESC: "Nõuab teist klikki samal kohal kinnitamaks tule avamist." STR_SELECT_BASE_1: "Vali esimene baas" STR_SELECT_BASE_2: "Vali teine baas" STR_SELECT_BASE_3: "Vali kolmas baas" STR_SELECT_BASE_4: "Vali neljas baas" STR_SELECT_BASE_5: "Vali viies baas" STR_SELECT_BASE_6: "Vali kuues baas" STR_SELECT_BASE_7: "Vali seitsmes baas" STR_SELECT_BASE_8: "Vali kaheksas baas" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "LAHINGUMAASTIK" STR_MODS_UC: "MODID" STR_MODS: "Modid" STR_DISPLAY_RESOLUTION: "Ekraani resolutsioon" STR_DISPLAY_RESOLUTION_DESC: "Muudab ekraani resulutsiooni, mängu resulutsioon muudetakse vastavaks. Nooled vahetavad toetatavaid resulutsioone. Kliki suvalise resulutsiooni sisestamiseks." STR_ORIGINAL: "Originaal" STR_DISPLAY_MODE: "Ekraani suurus" STR_WINDOWED: "Aknas" STR_FULLSCREEN: "Täisekraan" STR_BORDERLESS: "Piiridetu" STR_DISPLAY_LANGUAGE: "Kuva keel" STR_DISPLAY_LANGUAGE_DESC: "Muudab mängusisese keele." STR_DISPLAY_FILTER: "Kuva filter." STR_DISPLAY_FILTER_DESC: "Vahetab mänguaknale lisatavat filtrit.{NEWLINE}*vajab OpenGL raudvara olemasolu." STR_DISPLAY_OPTIONS: "Näita valikuid" STR_LETTERBOXED: "LEtterboxed" STR_LETTERBOXED_DESC: "Muudab ekraani suurust, et jälgida ekraani originaalsuhet." STR_RESIZABLE: "Muudetav" STR_LOCK_MOUSE: "Raba hiir" STR_LOCK_MOUSE_DESC: "Ei luba hiire kursoril mängu aknast lahkuda. Ctrl+G muudab valikuid." STR_FIXED_WINDOW_POSITION: "Fikseeritud akna positsioon" STR_FIXED_WINDOW_POSITION_DESC: "Vali aknale fikseeritud positsioon" STR_DISPLAY_SET_WINDOW_POSITION: "Määra uus akna juurekoht" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Vasakpoolse piiraja uus X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Ülemise piiraja uus Y:" STR_MUSIC_VOLUME: "Muusika heli tugevus" STR_MUSIC_VOLUME_DESC: "Muudab taustamuusika helitugevust." STR_SFX_VOLUME: "SFX heli tugevus" STR_SFX_VOLUME_DESC: "Muudab häälte helitugevust." STR_UI_VOLUME: "Liidese helitugevus" STR_UI_VOLUME_DESC: "Muudab liidese piiksude helitugevust." STR_SCROLL_SPEED: "Kerimiskiirus" STR_SCROLL_SPEED_GEO_DESC: "Muudab maakera kerimiskiirust." STR_SCROLL_SPEED_BATTLE_DESC: "Muudab kaardi kerimiskiirust." STR_DOGFIGHT_SPEED: "Õhulahingu kiirus" STR_DOGFIGHT_SPEED_DESC: "Muudab lahingute kiirust UFOde ja neid ründavate õhusõidukite vahel. Madalamad kiirused võivad tõsta aeglasemate aparaatide jõudlust." STR_CLOCK_SPEED: "Kella kiirus" STR_CLOCK_SPEED_DESC: "Muuda maakera kella kiirust. Madalamad kiirused võivad tõsta aeglasemate aparaatide jõudlust." STR_GLOBE_DETAILS: "Gloobuse detailid" STR_GLOBE_COUNTRIES: "Riigid" STR_GLOBE_COUNTRIES_DESC: "Näitab riikide rahastust kaardil." STR_GLOBE_RADARS: "Radarid" STR_GLOBE_RADARS_DESC: "Näitab baasi radarite kaugust gloobusel" STR_GLOBE_FLIGHT_PATHS: "Lennu trajektoorid" STR_GLOBE_FLIGHT_PATHS_DESC: "Näitab õhusõidukite trajektoore maakeral." STR_CONTROLS_DESC: "Vasakklikk lühendile ning vajuta nuppu selle muutmiseks.{NEWLINE}.Paremklikk lühendil selle keelustamiseks." STR_BASE_GAME: "Baasmäng" STR_MODS_TOOLTIP: "Versioon {0} {1} poolt. {NEWLINE}{2}" STR_EDGE_SCROLL: "Ääre skrollimine" STR_EDGE_SCROLL_DESC: "Trigger: liiguta kaarti kui hiire vasakut nuppu hoitakse kaardi serval all.{NEWLINE}Auto: liiguta kaarti siis kui hiire kursor on üle kaardi serva." STR_TRIGGER_SCROLL: "Trigger" STR_AUTO_SCROLL: "Automaatne" STR_DRAG_SCROLL: "Drag scroll" STR_DRAG_SCROLL_DESC: "Liigutab kaarti kui määratud hiire nuppu hoitakse all ning lohistatakse seda." STR_LEFT_MOUSE_BUTTON: "Vasak nupp" STR_MIDDLE_MOUSE_BUTTON: "Keskmine nupp" STR_RIGHT_MOUSE_BUTTON: "Parem nupp" STR_FIRE_SPEED: "LASKMISKIIRUS" STR_FIRE_SPEED_DESC: "Muudab relvade laskemoona lennu kiirust." STR_PLAYER_MOVEMENT_SPEED: "Mängija liikumiskiirus" STR_PLAYER_MOVEMENT_SPEED_DESC: "Muudab mängija poolt kontrollitud üksuste liikumiskiirust." STR_COMPUTER_MOVEMENT_SPEED: "AI liikumiskiirus" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Muudab arvuriga kontrollitavate üksuste kiiruseid" STR_PATH_PREVIEW: "Teeraja eelvaade" STR_PATH_ARROWS: "Nooled" STR_PATH_ARROWS_DESC: "Klikkimine näitab teerada mida sinu üksus läbib sihtkohta jõudmiseks. Värv näitab allesolevaid võimalusi: roheline - saab liikuda ja tulistada; kollane - saab liikuda; punane - liikumine välistatud." STR_PATH_TIME_UNIT_COST: "Ajaühikud" STR_PATH_TIME_UNIT_COST_DESC: "Klikkimine näitab peale kohale jõudmist allesjäänud ajaühikuid." STR_USER_INTERFACE_OPTIONS: "UI valikud" STR_TOOLTIPS: "Vihjed" STR_TOOLTIPS_DESC: "Näitab vihjeid lahingumaastiku nuppudele." STR_DEATH_NOTIFICATIONS: "Näita surma teateid" STR_DEATH_NOTIFICATIONS_DESC: "Iga kord kui keegi sõdureist langeb näita hüpikakent detailidega kes surma sai." STR_SHOW_FUNDS: "Finantsolukord" STR_SHOW_FUNDS_DESC: "Näitab hetkelist finantseisu maakaardi kella kõrval." STR_MISSION_GENERATOR: "MISSIOONI GENERAATOR" STR_MAP_OPTIONS: "KAARDI VALIKUD" STR_ALIEN_OPTIONS: "TULNUKATE VALIKUD" STR_MAP_TERRAIN: "Maastik" STR_MAP_DARKNESS: "Pimedus" STR_MAP_DEPTH: "Sügavus" STR_DIFFICULTY: "Raskusaste" STR_ALIEN_RACE: "Rass" STR_ALIEN_TECH_LEVEL: "Tehnotase" STR_RANDOMIZE: "Juhuslikusta" STR_RESTORE_DEFAULTS_QUESTION: "Olete kindel, et soovite taastada algsed sätted?" STR_DISPLAY_OPTIONS_CONFIRM: "Soovid säilitada olemasolevaid ekraanisätteid?" STR_DISPLAY_OPTIONS_REVERT: "Tagasi pöördumine 0:{0}" STR_MISSING_CONTENT_PROMPT: "HOIATUS:{SMALLLINE}See salvestus sõltub modidest mis pole saadaval. Puuduv sisu eemaldatakse ning taastamine võib ebaõnnestuda.{NEWLINE}Jätkata?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Salvesta eelvinnastatud granaadid" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Salvestab eelvinnastatud granaadid enne lahingut sõduri varustuse paigutuses." STR_NEWSEEDONLOAD: "Salvestushullus" STR_NEWSEEDONLOAD_DESC: "Mängu taastamine muudab juhuslikkuse muutujat, seega sama tegevuse kordamine võib anda teistsuguse tulemuse. Ei kehti IRONMAN taseme kohta." STR_CHANGEVALUEBYMOUSEWHEEL: "Muuda hiire rattaga väärtusi" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Lubab hiire rattaga suurendada/vähendada väärtusi." STR_BATTLEHAIRBLEACH: "Täiustatud sõdurite spraidid" STR_BATTLEHAIRBLEACH_DESC: "Muudab lahingumaastikul kuvatavad sõdurite spraidid vastavaks varustuse leheküljel kuvatavateks" STR_DRAGSCROLLINVERT: "Muuda drag-scrollimist" STR_DRAGSCROLLINVERT_DESC: "Kui aktiveeritud siis määra hiire lohistamist vastupidiseks." STR_BATTLESCAPE_SCALE: "Lahingumaastiku skaala" STR_BATTLESCAPE_SCALE_DESC: "Lahingumaastiku vaate skaleerimine kas fikseeritud resol (pilti venitatakse et mahuks) või suumi tasemest (pilti laiedatakse et täita)" STR_GEOSCAPE_SCALE: "Maakera skaala" STR_GEOSCAPESCALE_SCALE_DESC: "Maakera vaate skaleerimine kas fikseeritud resol (pilti venitatakse et mahuks) või suumi tasemest (pilti laiedatakse et täita)" STR_1_5X: "1.5x originaalist" STR_2X: "2x originaalist" STR_THIRD_DISPLAY: "1/3 ekraanist" STR_HALF_DISPLAY: "1/2 ekraanist" STR_FULL_DISPLAY: "Täisekraan" STR_FPS_LIMIT: "FPS limiit" STR_FPS_LIMIT_DESC: "Limiteerib ekraani uuendusi sekundi jooksul, 0 limiit puudub. Kui OpenGL renderdus on lubatud siis mäng kasutab Vsynci selle asemel." STR_FPS_INACTIVE_LIMIT: "FPS limiidi taust" STR_FPS_INACTIVE_LIMIT_DESC: "Limiteerib ekraani uuendusi sekundis kui OpenXcom töötab taustal." STR_NOALIENPANICMESSAGES: "Varja tulnukate paanikateated" STR_NOALIENPANICMESSAGES_DESC: "Ära näita teateid hirmunud tulnukaist juhul kui mängija tulnukaid ei näe." STR_ALIENBLEEDING: "Tulnukate veritsemine" STR_ALIENBLEEDING_DESC: "Lubab tekitada surmavaid haavu enamus tulnukaile" STR_FIELDPROMOTIONS: "Väliülendused" STR_FIELDPROMOTIONS_DESC: "Ainult missioonil olnud sõdureid võib esitada ülendusteks" STR_MEETINGPOINT: "Ennusta UFO trajektoor" STR_MEETINGPOINT_DESC: "Sõidukid lendavad UFOga kohtumispunkti vastavalt hetkelisele trajektoorile." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Manuaalne salvestamine puudub" STR_SAVE_AND_ABANDON_GAME: "Salvesta ja lahku mängust" STR_MOD_UNSUCCESSFUL: "Modi laadimine ebaõnnestus" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Muuda kuidas mängu kuvatakse sinu ekraanil" STR_PREFERRED_MUSIC_FORMAT: "Muusika formaat" STR_PREFERRED_MUSIC_FORMAT_DESC: "Valib eelistatud muusikaformaadi juhul kui valikus on neid mitu. {NEWLINE} NB: MIDI võib Windowsi all natukene bugine olla." STR_PREFERRED_SFX_FORMAT: "SFX formaat" STR_PREFERRED_SFX_FORMAT_DESC: "Valib eelistatud häälefektid juhul kui valikus on rohkem kui üks." STR_PREFERRED_VIDEO_FORMAT: "Video formaat" STR_PREFERRED_VIDEO_FORMAT_DESC: "Valib eelistatud videoformaadi kui valikus on erinevaid." STR_PREFERRED_VIDEO_ANIMATION: "Animatsioon" STR_PREFERRED_VIDEO_SLIDESHOW: "Slaidid" STR_PREFERRED_FORMAT_AUTO: "Automaatne" STR_CURRENT_FORMAT: "Hetkel: {0}" STR_SOUND_OPTIONS: "Häälte valikud" STR_BACKGROUND_MUTE: "Tausta vaigistamine" STR_BACKGROUND_MUTE_DESC: "Vaigistab kõik hääled kui mänguaken ei ole aktiivne." STR_FORCE_FIRE: "Ignoreeri tulejoont" STR_FORCE_FIRE_DESC: "CTRLi all hoides lubab sõduritel tulistada sihtmärgi pihta ignoreerides tulejoone reegleid" STR_NO_AUDIO_HARDWARE_DETECTED: "Ei leitud audio riistvara" STR_MOUSEWHEEL_SPEED: "Hiire ratta liikumise kiirus" STR_MOUSEWHEEL_SPEED_DESC: "Muudab mitu rida korraga hiire rullikut liigutades edasi liigutakse." STR_DISABLED: "Keelatud" STR_MAXIMIZE_INFO_SCREENS: "Maksimeeri infotabelid" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventar ja muid sarnased infobokse näidatakse vaatamata skaalasetetele täisekraanis." STR_DIARY: "Päevik" STR_KILLED: "Tapetud" STR_STUNNED: "Uimastatud" STR_PANICKED: "Paanikasse sattunud" STR_MINDCONTROLLED: "Kontrollitud" STR_REGION_UNKNOWN: "Salajas hoitud" STR_WEAPON_UNKNOWN: "Improvisatsioon" STR_UNKNOWN: "Teadmata" STR_VICTORY: "Võit" STR_DEFEAT: "Kaotus" STR_NO_RECORD: "Info puudub" STR_HUMAN: "Inimene" STR_FRIENDLY: "Sõbralik" STR_HOSTILE: "Vaenlane" STR_NEUTRAL: "Neutraalne" STR_RATING_UC: "Reiting" STR_LOCATION: "ASUKOHT> {ALT}{0}" STR_DAYLIGHT_TYPE: "AEG> {ALT}{0}" STR_RACE_TYPE: "RASS> {ALT}{0}" STR_DAY: "Päev" STR_NIGHT: "Öö" STR_DAYS_WOUNDED: "PÄEVI HAAVATUD> {ALT}{0}" STR_COMBAT: "LAHING" STR_PERFORMANCE: "SOORITUS" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISEERINGUD RASSI JÄRGI" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISEERINGUD AUASTME JÄRGI" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISEERINGUD RELVA JÄRGI" STR_MISSIONS_BY_LOCATION: "MISSIOONID ASUKOHA JÄRGI" STR_MISSIONS_BY_TYPE: "MISSIOONID TÜÜBI JÄRGI" STR_MISSIONS_BY_UFO: "MISSIOONID UFODE JÄRGI" STR_SCORE_VALUE: "SKOOR> {ALT}{0}" STR_WINS: "VÕITE> {ALT}{0}" STR_STUNS: "UIMASTUSI> {ALT}{0}" STR_PANICKS: "PAANIKAT> {ALT}{0}" STR_MINDCONTROLS: "KONTROLLE> {ALT}{0}" STR_AWARDS: "AUTASUD" STR_COMMENDATIONS_UC: "KIITUSED" STR_COMMENDATIONS: "Kiitused" STR_MEDALS: "MEDALID" STR_LOST_IN_SERVICE: "TEENISTUSES HUKKUNUD" STR_MEDAL_NAME: "Medali nimi" STR_MEDAL_AWARD_LEVEL: "Autasu tase" STR_MEDAL_DECOR_LEVEL: "Aumärgi tase" STR_AWARD_0: "Esimene autasu" STR_AWARD_1: "Teine autasu" STR_AWARD_2: "Kolmas autasu" STR_AWARD_3: "Neljas autasu" STR_AWARD_4: "Viies autasu" STR_AWARD_5: "Kuues autasu" STR_AWARD_6: "Seitsmes autasu" STR_AWARD_7: "Kaheksas autasu" STR_AWARD_8: "Üheksas autasu" STR_AWARD_9: "Kümnes autasu" STR_AWARD_DECOR_0: "Mitte midagi" STR_AWARD_DECOR_1: "Esimene pronksnõel" STR_AWARD_DECOR_2: "Teine pronksnõel" STR_AWARD_DECOR_3: "Kolmas pronksnõel" STR_AWARD_DECOR_4: "Esimene hõbenõel" STR_AWARD_DECOR_5: "Teine hõbenõel" STR_AWARD_DECOR_6: "Kolmas hõbenõel" STR_AWARD_DECOR_7: "Esimene kuldnõel" STR_AWARD_DECOR_8: "Teine kuldnõel" STR_AWARD_DECOR_9: "Kolmas kuldnõel" STR_KILLED_IN_ACTION_MALE: "Lahingus langenud" STR_KILLED_IN_ACTION_FEMALE: "Lahingus langenud" STR_MISSING_IN_ACTION_MALE: "Lahingus kadunud" STR_MISSING_IN_ACTION_FEMALE: "Lahingus kadunud" STR_AVERAGE_MONTHLY_RATING: "Keskmine kuu reiting" STR_TOTAL_INCOME: "Kogu sissetulek" STR_TOTAL_EXPENDITURE: "Kogu kulud" STR_MISSIONS_WON: "Missioon sooritatud" STR_MISSIONS_LOST: "Missioon ebaõnnestus" STR_NIGHT_MISSIONS: "Öömissioonid" STR_BEST_RATING: "Parim missiooni reiting" STR_WORST_RATING: "Halvim missiooni reiting" STR_ALIEN_KILLS: "Tulnukaid tapetud" STR_ALIEN_CAPTURES: "Tulnukaid vangistatud" STR_FRIENDLY_KILLS: "Omade tule intsitendid" STR_AVERAGE_ACCURACY: "Keskmine täpsus" STR_WEAPON_MOST_KILLS: "Efektiivseim relv" STR_ALIEN_MOST_KILLS: "Surmavaim tulnukas" STR_LONGEST_SERVICE: "Teenistuses olnud kuid" STR_TOTAL_DAYS_WOUNDED: "Haigepäevi" STR_COUNTRIES_LOST: "Maid üle võetud" STR_TOTAL_TERROR_SITES: "Terrorirünnakuid" STR_TOTAL_BASES: "Baase ehitatud" STR_TOTAL_CRAFT: "Sõidukeid" STR_TOTAL_SCIENTISTS: "Teadlasi palgatud" STR_TOTAL_ENGINEERS: "Insenere palgatud" STR_TOTAL_RESEARCH: "Teadustöid lõpetatud" STR_DIARY_ACCURACY: "TÄPSUS> {ALT}{0}%" STR_STATISTICS: "Statistika" STR_STATS: "Stats" STR_TIME_UNITS_ABBREVIATION: "TU" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" ================================================ FILE: bin/common/Language/fi.yml ================================================ fi: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Uusi peli" STR_LOAD_SAVED_GAME: "Lataa peli" STR_SELECT_DIFFICULTY_LEVEL: "Valitse vaikeustaso" STR_1_BEGINNER: "1> Aloittelija" STR_2_EXPERIENCED: "2> Kokenut" STR_3_VETERAN: "3> Konkari" STR_4_GENIUS: "4> Nero" STR_5_SUPERHUMAN: "5> Yli-ihminen" STR_TIME: "Aika" STR_DATE: "Pvm" STR_SELECT_GAME_TO_LOAD: "Valitse ladattava pelitilanne" STR_SELECT_SAVE_POSITION: "Valitse tallennustiedosto" STR_GAME_OPTIONS: "ASETUKSET" STR_LOAD_GAME: "LATAA PELI" STR_SAVE_GAME: "TALLENNA PELI" STR_ABANDON_GAME: "POISTU PELISTÄ" STR_ABANDON_GAME_QUESTION: "POISTUTAANKO PELISTÄ?" STR_QUIT: "Lopeta" STR_SAVING_GAME: "Tallennetaan peliä" STR_LOADING_GAME: "Ladataan pelitilannetta" STR_NO_SAVED_GAME_PRESENT: "Ei talletettuja pelitilanteita" STR_LOAD_UNSUCCESSFUL: "Pelitilanteen lataus epäonnistui" STR_SAVE_UNSUCCESSFUL: "Tallennus epäonnistui" STR_LOAD_SUCCESSFUL: "Lataus onnistui" STR_SAVE_SUCCESSFUL: "Tallennus onnistui" STR_DELETE: "POISTA" STR_DELETE_UNSUCCESSFUL: "Poistaminen epäonnistui" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Oletko varma että haluat poistaa tallennustiedoston?" STR_ORIGINAL_XCOM: "Alkuperäinen" STR_LOADING: "Ladataan..." STR_DETAILS: "YKSITYISKOHDAT> {ALT}{0}" STR_NEW_BATTLE: "Uusi taistelu" STR_OPTIONS: "Asetukset" STR_RIGHT_CLICK_TO_DELETE: "Oikea napsautus poistaa tallennuksen." STR_RESTORE_DEFAULTS: "Palauta oletukset" STR_CONTROLS: "OHJAUS" STR_GENERAL: "Yleiset" STR_GEOSCAPE: "Geomaisema" STR_BATTLESCAPE: "Taistelukenttä" STR_SCREENSHOT: "Kuvakaappaus" STR_FPS_COUNTER: "Kuvataajuuslaskuri (FPS)" STR_ROTATE_LEFT: "Käännä vasemmalle" STR_ROTATE_RIGHT: "Käännä oikealle" STR_ROTATE_UP: "Käännä ylös" STR_ROTATE_DOWN: "Käännä alas" STR_ZOOM_IN: "Lähennä" STR_ZOOM_OUT: "Loitonna" STR_TOGGLE_COUNTRY_DETAIL: "Näytä maiden rajat ja kaupungit" STR_TOGGLE_RADAR_RANGES: "Näytä tutkien kantama" STR_SCROLL_LEFT: "Vieritä vasemmalle" STR_SCROLL_RIGHT: "Vieritä oikealle" STR_SCROLL_UP: "Vieritä ylös" STR_SCROLL_DOWN: "Vieritä alas" STR_UNIT_LEVEL_ABOVE: "Siirrä yksikköä ylemmäksi" STR_UNIT_LEVEL_BELOW: "Siirrä yksikköä alemmaksi" STR_VIEW_LEVEL_ABOVE: "Näytä ylempi taso" STR_VIEW_LEVEL_BELOW: "Näytä alempi taso" STR_CENTER_SELECTED_UNIT: "Keskitä valittuun yksikköön" STR_PREVIOUS_UNIT: "Valitse edellinen yksikkö" STR_NEXT_UNIT: "Valitse seuraava yksikkö" STR_DESELECT_UNIT: "Valitse seuraava, älä uudelleenvalitse" STR_USE_LEFT_HAND: "Käytä vasemman käden esinettä" STR_USE_RIGHT_HAND: "Käytä oikean käden esinettä" STR_INVENTORY: "Varustenäkymä" STR_MINIMAP: "Minikartta" STR_MULTI_LEVEL_VIEW: "Näytä kaikki tasot" STR_END_TURN: "Lopeta vuoro" STR_ABORT_MISSION: "Keskeytä tehtävä" STR_UNIT_STATS: "Yksikön ominaisuudet" STR_KNEEL: "Polvistu" STR_RELOAD: "Lataa uudelleen" STR_TOGGLE_PERSONAL_LIGHTING: "Näytä henkilökohtainen valaistus" STR_DONT_RESERVE_TIME_UNITS: "Älä varaa AY:itä" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Varaa AY:t kertatulta varten" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Varaa AY:t tähdättyä laukausta varten" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Varaa AY:t sarjatulta varten" STR_CENTER_ON_ENEMY_1: "Keskitä viholliseen no 1" STR_CENTER_ON_ENEMY_2: "Keskitä viholliseen no 2" STR_CENTER_ON_ENEMY_3: "Keskitä viholliseen no 3" STR_CENTER_ON_ENEMY_4: "Keskitä viholliseen no 4" STR_CENTER_ON_ENEMY_5: "Keskitä viholliseen no 5" STR_CENTER_ON_ENEMY_6: "Keskitä viholliseen no 6" STR_CENTER_ON_ENEMY_7: "Keskitä viholliseen no 7" STR_CENTER_ON_ENEMY_8: "Keskitä viholliseen no 8" STR_CENTER_ON_ENEMY_9: "Keskitä viholliseen no 9" STR_CENTER_ON_ENEMY_10: "Keskitä viholliseen no 10" STR_CREATE_INVENTORY_TEMPLATE: "Luo varustusmalli" STR_APPLY_INVENTORY_TEMPLATE: "Käytä varustusmallia" STR_CLEAR_INVENTORY: "Riisu varusteet" STR_AUTO_EQUIP: "Varusta automaattisesti" STR_QUICK_SAVE: "Pikatallennus" STR_QUICK_LOAD: "Pikalataus" STR_ADVANCED: "LISÄASETUKSET" STR_AGGRESSIVERETALIATION: "Agressiivinen vastahyökkäys" STR_AGGRESSIVERETALIATION_DESC: "Ufot yrittävät aina löytää tukikohtiasi, riippumatta siitä, minkälainen tehtävä niillä on menossa." STR_STORAGELIMITSENFORCED: "Varastorajat talteen otetulle saaliille" STR_STORAGELIMITSENFORCED_DESC: "Valvoo muukalaisten vankilaitosten ja varastojen tilarajoja eläville muukalaisille sekä tehtäviltä talteen otetuille esineille." STR_CANSELLLIVEALIENS: "Elävien muukalaisten myyminen" STR_CANSELLLIVEALIENS_DESC: "Sallii elävien muukalaisten myynnin, suositellaan varastorajoja käytettäessä." STR_ALLOWBUILDINGQUEUE: "Salli keskeneräisten rakennusten liittäminen" STR_ALLOWBUILDINGQUEUE_DESC: "Uusia laitoksia voidaan sijoittaa keskeneräisten viereen." STR_BATTLEAUTOEND: "Lopeta taistelu automaattisesti" STR_BATTLEAUTOEND_DESC: "Taistelut päättyvät automaattisesti, kun viimeinen vihollinen neutralisoidaan." STR_BATTLEINSTANTGRENADE: "Välitön kranaatin toiminta" STR_BATTLEINSTANTGRENADE_DESC: "Kranaatit joiden ajastin on asetettu 0:aan, räjähtävät välittömästi heiton jälkeen vuoron lopun sijaan." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender -tarkkuus" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Laukausten osumatarkkuus heikkenee määrätyn etäisyyden jälkeen laukaisutavan mukaan. Korjattu osumatarkkuus näytetään osoittimella." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Ilmassa olevia aluksia voidaan siirtää" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Hävittäjä / kuljetusalus, joka on ilmassa, voidaan määrätä siirrettäväksi toiseen tukikohtaan." STR_CRAFTLAUNCHALWAYS: "Pakotettu aluksen tehtävä" STR_CRAFTLAUNCHALWAYS_DESC: "Alukset voidaan laukaista silloinkin, kun ne eivät ole valmiita, huoltotarpeet ohittaen." STR_CUSTOMINITIALBASE: "Muokattu aloitustukikohta" STR_CUSTOMINITIALBASE_DESC: "Uuden pelin alussa voit valita aloituslaitosten paikat tukikohdassa valmiin oletusasettelun sijaan." STR_GLOBESEASONS: "Todenmukainen karttapallon valaistus" STR_GLOBESEASONS_DESC: "Käyttää todenmukaisempaa auringonvalon projisointia geomaisemassa maapallon akselin kaltevuuden mukaisesti." STR_PLAYINTRO: "Näytä intro" STR_PLAYINTRO_DESC: "Näytä intro käynnistyksen alussa." STR_SHOWMORESTATSININVENTORYVIEW: "Yksikkötiedot varustenäkymässä" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Näytä joitakin tärkeimpiä ominaisuuksia valitusta sotilaasta varustenäkymässä." STR_SNEAKYAI: "Salakavala tekoäly" STR_SNEAKYAI_DESC: "Tekoäly pyrkii aina välttämään yksikköjensä paljastamista pelaajalle." STR_STRAFE: "Vaihtoehtoiset liikkumistavat" STR_STRAFE_DESC: "Mahdollistaa sivuttaisastunnan, juoksun ja tykkitornien itsenäisen liikkeen, kun CTRL-näppäintä pidetään pohjassa." STR_BATTLEEXPLOSIONHEIGHT: "Räjähdyksen korkeus" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Tällä asetuksella asetetaan, kuinka korkealle räjähdys voi yltää.{NEWLINE}(Litteä: 0, Pyöreä: 3)" STR_AUTOSAVE: "Automaattitallennus" STR_AUTOSAVE_DESC: "Automaattisesti tallentaa pelin määritellyin välein. Ei koske Ironman-tilaa." STR_AUTOSAVE_FREQUENCY: "Automaattitallennuksen toistumistiheys" STR_AUTOSAVE_FREQUENCY_DESC: "Säätää, kuinka monen vuoron välein peli automaattisesti tallentuu." STR_ALLOWPSIONICCAPTURE: "Salli psi-kaappaus" STR_ALLOWPSIONICCAPTURE_DESC: "Jos kaikki jäljellä olevat viholliset joutuvat mielenhallinnan uhriksi, lasketaan tämä voitoksi, ja mielenhallinnan uhrit eläviksi kaappauksiksi." STR_ANYTIMEPSITRAINING: "Psioninen koulutus milloin tahansa" STR_ANYTIMEPSITRAINING_DESC: "Sallii sotilaiden määräämisen psioniseen koulutukseen mihin tahansa aikaan kuukautta. Muista, että aloituskoulutus kestää 30-60 päivää." STR_SKIPNEXTTURNSCREEN: "Ohita \"Seuraava vuoro\" -ilmoitus" STR_SKIPNEXTTURNSCREEN_DESC: "\"Seuraava vuoro\" -ilmoituksesta edetään automaattisesti pienen viiveen jälkeen taisteluissa." STR_NOT_ENOUGH_SPACE: "Tilaa ei ole riittävästi!" STR_WEAPONSELFDESTRUCTION: "Muukalaisten aseiden itsetuhomekanismi" STR_WEAPONSELFDESTRUCTION_DESC: "Muukalaisten kantamat aseet räjähtävät kantajansa kuollessa, kuten vuoden 2012 XCOM -pelissä." STR_RETAINCORPSES: "Säilytä kuulustellut muukalaiset" STR_RETAINCORPSES_DESC: "Elävien muukalaisten tutkimusprojektien valmistuttua ruumis lisätään tukikohdan varastoihin, kuten vuoden 2012 XCOM-pelissä." STR_SAVE_VOXEL_VIEW: "Kuvakaappaus taistelijan näkymästä" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Varaa AY:t polvistumista varten" STR_EXPEND_ALL_TIME_UNITS: "Käytä kaikki jäljellä olevat aikayksiköt" STR_PSISTRENGTHEVAL: "Psi-voiman arviointi" STR_PSISTRENGTHEVAL_DESC: "Arvioi kaikkien sotilaiden psi-voiman, kun tarvittava tutkimusprojekti on valmis." STR_DISABLEAUTOEQUIP: "Älä varusta automaattisesti" STR_DISABLEAUTOEQUIP_DESC: "Älä varusta uusia sotilaita automaattisesti ennen taistelua." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Salli psi-voiman kehittäminen" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Sotilaiden psionista voimaa voidaan kehittää kokemuksen ja koulutuksen kautta." STR_BATTLESMOOTHCAMERA: "Sulava ammuskamera" STR_BATTLESMOOTHCAMERA_DESC: "Taistelukentän kamera pysyy keskitettynä lennossa oleviin ammuksiin." STR_BATTLECONFIRMFIREMODE: "Hyökkäyksen vahvistustila" STR_BATTLECONFIRMFIREMODE_DESC: "Hyökkäyskäskyn vahvistamiseksi on hyökättävää ruutua napsautettava toisen kerran." STR_SELECT_BASE_1: "Valitse tukikohta 1" STR_SELECT_BASE_2: "Valitse tukikohta 2" STR_SELECT_BASE_3: "Valitse tukikohta 3" STR_SELECT_BASE_4: "Valitse tukikohta 4" STR_SELECT_BASE_5: "Valitse tukikohta 5" STR_SELECT_BASE_6: "Valitse tukikohta 6" STR_SELECT_BASE_7: "Valitse tukikohta 7" STR_SELECT_BASE_8: "Valitse tukikohta 8" STR_VIDEO: "NÄYTTÖ" STR_AUDIO: "ÄÄNI" STR_BATTLESCAPE_UC: "TAISTELUKENTTÄ" STR_MODS_UC: "MODIT" STR_MODS: "Modit" STR_DISPLAY_RESOLUTION: "Näytön tarkkuus" STR_DISPLAY_RESOLUTION_DESC: "Vaihtaa näytön tarkkuuden, pelinäytön tarkkuus muutetaan vastaamaan valintaa. Nuolipainikkeet vaihtavat tuettujen tarkkuuksien välillä. Napsauta syöttääksesi tarkkuuden käsin." STR_ORIGINAL: "Alkuperäinen" STR_DISPLAY_MODE: "Näytön tila" STR_WINDOWED: "Ikkuna" STR_FULLSCREEN: "Koko näyttö" STR_BORDERLESS: "Reunaton" STR_DISPLAY_LANGUAGE: "Näytä kieli" STR_DISPLAY_LANGUAGE_DESC: "Vaihtaa pelissä käytettävän tekstin kielen." STR_DISPLAY_FILTER: "Näytön suodatin" STR_DISPLAY_FILTER_DESC: "Vaihtaa peliruudulla käytettävää suodatinta.{NEWLINE}*edellyttää laitteiston OpenGL-kiihdytystä." STR_DISPLAY_OPTIONS: "Näyttöasetukset" STR_LETTERBOXED: "Letterbox-palkit" STR_LETTERBOXED_DESC: "Luo kuvan ympärille mustia palkkeja alkuperäisen kuvasuhteen säilyttämiseksi." STR_RESIZABLE: "Säädettävissä" STR_LOCK_MOUSE: "Lukitse hiiri" STR_LOCK_MOUSE_DESC: "Estää hiiren osoitinta poistumasta ikkunasta. Kytke päälle/pois milloin vain näppäinyhdistelmällä Ctrl+G." STR_FIXED_WINDOW_POSITION: "Kiinteä ikkunan sijainti" STR_FIXED_WINDOW_POSITION_DESC: "Aseta ikkunalle kiinteä sijainti" STR_DISPLAY_SET_WINDOW_POSITION: "Aseta uusi ikkunan kantasijainti" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Vasen reuna uusi X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Yläreuna uusi Y:" STR_MUSIC_VOLUME: "Musiikin voimakkuus" STR_MUSIC_VOLUME_DESC: "Säätää taustamusiikin äänenvoimakkuutta." STR_SFX_VOLUME: "Ääniefektien voimakkuus" STR_SFX_VOLUME_DESC: "Säätää äänitehosteiden äänenvoimakkuutta." STR_UI_VOLUME: "UI-äänenvoimakkuus" STR_UI_VOLUME_DESC: "Säätää käyttöliittymän (UI) äänenvoimakkuutta." STR_SCROLL_SPEED: "Vieritysnopeus" STR_SCROLL_SPEED_GEO_DESC: "Säätää karttapallon vieritysnopeutta." STR_SCROLL_SPEED_BATTLE_DESC: "Säätää näkymän vieritysnopeutta." STR_DOGFIGHT_SPEED: "Ilmataistelun nopeus" STR_DOGFIGHT_SPEED_DESC: "Säätää lentotaisteluiden nopeutta alusten ja ufojen välillä. Pienemmät nopeudet voivat parantaa suorituskykyä hitaammissa koneissa." STR_CLOCK_SPEED: "Kellon nopeus" STR_CLOCK_SPEED_DESC: "Säätää geomaiseman kellon nopeutta. Pienemmät nopeudet voivat parantaa suorituskykyä hitaammissa koneissa." STR_GLOBE_DETAILS: "Kartan yksityiskohdat" STR_GLOBE_COUNTRIES: "Maat" STR_GLOBE_COUNTRIES_DESC: "Näyttää rahoittavat maat karttapallolla." STR_GLOBE_RADARS: "Tutkat" STR_GLOBE_RADARS_DESC: "Näyttää tukikohtien tutkien kantamat karttapallolla." STR_GLOBE_FLIGHT_PATHS: "Lentoradat" STR_GLOBE_FLIGHT_PATHS_DESC: "Näyttää alusten lentoradat karttapallolla." STR_CONTROLS_DESC: "Napsauta vasemmalla hiirenpainikkeella näppäinoikotietä ja paina jotain näppäintä muuttaaksesi oikotietä.{NEWLINE}Napsauta oikealla painikkeella oikotietä poistaaksesi oikotien." STR_BASE_GAME: "Peruspeli" STR_MODS_TOOLTIP: "Versio {0}, tekijä: {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Reunavieritys" STR_EDGE_SCROLL_DESC: "Manuaalinen: Vieritä näkymää, kun vasenta hiirenpainiketta pidetään pohjassa ruudun reunalla.{NEWLINE}Automaattinen: Vieritä näkymää, kun osoitin on ruudun reunalla." STR_TRIGGER_SCROLL: "Manuaalinen" STR_AUTO_SCROLL: "Automaattinen" STR_DRAG_SCROLL: "Vetovieritys" STR_DRAG_SCROLL_DESC: "Vierittää näkymää, kun määritettyä hiiren painiketta pidetään pohjassa ja vedetään." STR_LEFT_MOUSE_BUTTON: "Vasen näppäin" STR_MIDDLE_MOUSE_BUTTON: "Keskinäppäin" STR_RIGHT_MOUSE_BUTTON: "Oikea näppäin" STR_FIRE_SPEED: "Ammusnopeus" STR_FIRE_SPEED_DESC: "Säätää aseiden ammusten nopeutta." STR_PLAYER_MOVEMENT_SPEED: "Pelaajan animointinopeus" STR_PLAYER_MOVEMENT_SPEED_DESC: "Säätää pelaajan ohjaamien yksiköiden animointinopeutta." STR_COMPUTER_MOVEMENT_SPEED: "Tekoälyn animointinopeus" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Säätää tietokoneen ohjaamien yksiköiden animointinopeutta." STR_PATH_PREVIEW: "Polun esikatselu" STR_PATH_ARROWS: "Nuolet" STR_PATH_ARROWS_DESC: "Napsautus näyttää polun, jota yksikkösi kulkee määränpäähänsä. Väri ilmaisee käytettävissä olevat toiminnot: vihreä - voi liikkua ja ampua; keltainen - voi liikkua; punainen - ei voi liikkua." STR_PATH_TIME_UNIT_COST: "Aikayksiköt" STR_PATH_TIME_UNIT_COST_DESC: "Napsauttamalla näet, kuinka monta AY:ä yksiköllesi jää sen saavutettua määränpäänsä. " STR_USER_INTERFACE_OPTIONS: "Käyttöliittymäasetukset" STR_TOOLTIPS: "Vihjelaatikot" STR_TOOLTIPS_DESC: "Näyttää vihjelaatikoita taistelukentän painikkeille." STR_DEATH_NOTIFICATIONS: "Kuolemailmoitukset" STR_DEATH_NOTIFICATIONS_DESC: "Näytä sotilaan kuollessa ilmoitus, kuka kuoli." STR_SHOW_FUNDS: "Näytä varat" STR_SHOW_FUNDS_DESC: "Näyttää nykyiset varasi geomaiseman kellon vieressä." STR_MISSION_GENERATOR: "TEHTÄVÄNLUOJA" STR_MAP_OPTIONS: "KARTTA-ASETUKSET" STR_ALIEN_OPTIONS: "MUUKALAISTEN ASETUKSET" STR_MAP_TERRAIN: "Maasto" STR_MAP_DARKNESS: "Pimeys" STR_MAP_DEPTH: "Syvyys" STR_DIFFICULTY: "Vaikeustaso" STR_ALIEN_RACE: "Laji" STR_ALIEN_TECH_LEVEL: "Teknologiataso" STR_RANDOMIZE: "Satunnaista" STR_OXCE_REQUIRED_QUESTION: "Toimiakseen oikein tämä modi edellyttää OpenXcomin versiota {0}. Otetaanko modi käyttöön?" STR_RESTORE_DEFAULTS_QUESTION: "Oletko varma, että haluat palauttaa oletusasetukset?" STR_DISPLAY_OPTIONS_CONFIRM: "Haluatko säilyttää nykyiset näyttöasetukset?" STR_DISPLAY_OPTIONS_REVERT: "Palautukseen 0:{0}" STR_MISSING_CONTENT_PROMPT: "VAROITUS:{SMALLLINE}Tämä tallennus pohjaa asentamattomiin modeihin. Puuttuva sisältö poistetaan, eikä peli välttämättä lataudu.{NEWLINE}Jatketaanko?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Tallenna esiajastetut kranaatit" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Tallentaa kranaattien ajastustilan taistelua edeltävässä varustenäkymässä." STR_NEWSEEDONLOAD: "Tallennusten sävytys" STR_NEWSEEDONLOAD_DESC: "Pelin lataaminen asettaa satunnaislukugeneraattorin siemenluvun uudelleen, joten saman toiminnon tekeminen voi tuottaa eri lopputuloksia. Ei koske Ironman-tilaa." STR_CHANGEVALUEBYMOUSEWHEEL: "Säädä arvoja hiiren rullapainikkeella" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Sallii hiiren rullapainikkeen käytön vähentämään/kasvattamaan arvoja tämän määrän verran." STR_BATTLEHAIRBLEACH: "Parannellut sotilaiden spritet" STR_BATTLEHAIRBLEACH_DESC: "Muuttaa sotilaiden taistelukentän sprite-grafiikat vastaamaan niiden ulkonäköä varustenäkymässä." STR_DRAGSCROLLINVERT: "Käännä vetovierityssuunta" STR_DRAGSCROLLINVERT_DESC: "Ominaisuuden ollessa päälle kytkettynä vieritys tapahtuu hiirtä vedettäessä hiireen nähden vastakkaiseen suuntaan." STR_BATTLESCAPE_SCALE: "Taistelukentän skaalaus" STR_BATTLESCAPE_SCALE_DESC: "Taistelukentän näyttöruudun skaalaus, joka perustuu joko kiinteään resoluutioon (sovitetaan venyttämällä) tai kiinteään syväykseen (täytetään laajentamalla)." STR_GEOSCAPE_SCALE: "Geomaiseman skaalaus" STR_GEOSCAPESCALE_SCALE_DESC: "Geomaiseman näyttöruudun skaalaus, joka perustuu joko kiinteään resoluutioon (sovitetaan venyttämällä) tai kiinteään syväykseen (täytetään laajentamalla)." STR_1_5X: "1,5x alkuperäisestä" STR_2X: "2x alkuperäisestä" STR_THIRD_DISPLAY: "1/3 näytöstä" STR_HALF_DISPLAY: "1/2 näytöstä" STR_FULL_DISPLAY: "Täysi näyttö" STR_FPS_LIMIT: "Kuvataajuusrajoitus" STR_FPS_LIMIT_DESC: "Rajoittaa ruudunpäivitysten määrää sekunnissa, 0 poistaa rajoituksen. Jos OpenGL-hahmonnus on päällä, peli käyttää pystytahdistusta (Vsync)." STR_FPS_INACTIVE_LIMIT: "Tausta-ajon kuvataajuusrajoitus" STR_FPS_INACTIVE_LIMIT_DESC: "Rajoittaa ruudunpäivitysten määrää sekunnissa, jos OpenXcomia ajetaan taustalla." STR_NOALIENPANICMESSAGES: "Vaienna muukalaisten paniikkiviestit" STR_NOALIENPANICMESSAGES_DESC: "Älä näytä viestejä muukalaisten panikoinnista, ellei pelaaja näe niitä." STR_ALIENBLEEDING: "Muukalaiset vuotavat verta" STR_ALIENBLEEDING_DESC: "Mahdollistaa vakavien haavojen tuottamisen useimmille muukalaisille." STR_FIELDPROMOTIONS: "Kenttäylennykset" STR_FIELDPROMOTIONS_DESC: "Vain taistelukentällä läsnäolleet sotilaat ovat oikeutettuja ylennykseen." STR_MEETINGPOINT: "Ennusta ufon liikerata" STR_MEETINGPOINT_DESC: "Alukset lentävät ufon kohtaamispisteeseen sen silloisen liikeradan perusteella." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Ei manuaalista tallennusta" STR_SAVE_AND_ABANDON_GAME: "TALLENNA JA POISTU PELISTÄ" STR_MOD_UNSUCCESSFUL: "Modin lataus epäonnistui" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Muuttaa tapaa, miten peli näytetään ruudulla." STR_PREFERRED_MUSIC_FORMAT: "Musiikkimuoto" STR_PREFERRED_MUSIC_FORMAT_DESC: "Ottaa käyttöön halutun musiikin toistomuodon, kun useita tiedostomuotoja on käytettävissä.{NEWLINE}HUOMAA: MIDI-toisto saattaa olla viallinen Windowsissa." STR_PREFERRED_SFX_FORMAT: "Äänitehostemuoto" STR_PREFERRED_SFX_FORMAT_DESC: "Ottaa halutun äänitehostemuodon käyttöön, kun useita muotoja on käytettävissä." STR_PREFERRED_VIDEO_FORMAT: "Näyttömuoto" STR_PREFERRED_VIDEO_FORMAT_DESC: "Ottaa halutun näyttömuodon käyttöön, kun useita muotoja on käytettävissä." STR_PREFERRED_VIDEO_ANIMATION: "Animaatio" STR_PREFERRED_VIDEO_SLIDESHOW: "Diaesitys" STR_PREFERRED_FORMAT_AUTO: "Automaattinen" STR_CURRENT_FORMAT: "Nykyinen: {0}" STR_SOUND_OPTIONS: "Ääniasetukset" STR_BACKGROUND_MUTE: "Taustamykistys" STR_BACKGROUND_MUTE_DESC: "Mykistää kaiken äänen, kun peli-ikkuna ei ole aktiivinen." STR_FORCE_FIRE: "Ohita tulilinjasäännöt" STR_FORCE_FIRE_DESC: "Mahdollistaa sotilaittesi pakottamisen ampumaan tulilinjasäännöistä huolimatta, kun CTRL-näppäintä pidetään pohjassa." STR_NO_AUDIO_HARDWARE_DETECTED: "Äänilaitetta ei havaittu" STR_MOUSEWHEEL_SPEED: "Hiiren rullan vieritysnopeus" STR_MOUSEWHEEL_SPEED_DESC: "Säätää vieritettyjen rivien määrää listoissa hiiren rullaa vieritettäessä." STR_DISABLED: "Pois käytöstä" STR_MAXIMIZE_INFO_SCREENS: "Suurenna tietonäytöt" STR_MAXIMIZE_INFO_SCREENS_DESC: "Varustenäkymä ja erinäiset muut näytöt esitetään koko ruudulla skaalausasetuksista riippumatta." STR_DIARY: "PÄIVÄKIRJA" STR_KILLED: "TAPETTU" STR_STUNNED: "TAINNUTETTU" STR_PANICKED: "PANIKOINUT" STR_MINDCONTROLLED: "HALLITTU" STR_REGION_UNKNOWN: "Määrittelemätön" STR_WEAPON_UNKNOWN: "Improvisaatio" STR_UNKNOWN: "Tuntematon" STR_VICTORY: "Voitto" STR_DEFEAT: "Häviö" STR_NO_RECORD: "Ei merkintää" STR_HUMAN: "Ihmisten" STR_FRIENDLY: "Ystävällinen" STR_HOSTILE: "Vihamielinen" STR_NEUTRAL: "Neutraali" STR_RATING_UC: "ARVIO" STR_LOCATION: "SIJAINTI> {ALT}{0}" STR_DAYLIGHT_TYPE: "AIKA> {ALT}{0}" STR_RACE_TYPE: "LAJI> {ALT}{0}" STR_DAY: "Päivä" STR_NIGHT: "Yö" STR_DAYS_WOUNDED: "SAIRASPÄIVIÄ> {ALT}{0}" STR_COMBAT: "TAISTELU" STR_PERFORMANCE: "SUORITUS" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISAATIOT LAJEITTAIN" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISAATIOT ARVOITTAIN" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISAATIOT ASEITTAIN" STR_MISSIONS_BY_LOCATION: "TEHTÄVÄT SIJAINNEITTAIN" STR_MISSIONS_BY_TYPE: "TEHTÄVÄT TYYPEITTÄIN" STR_MISSIONS_BY_UFO: "TEHTÄVÄT UFOITTAIN" STR_SCORE_VALUE: "PISTEET> {ALT}{0}" STR_WINS: "VOITOT> {ALT}{0}" STR_STUNS: "LAMAUTUKSET> {ALT}{0}" STR_PANICKS: "PANIIKKIKOHTAUKSET> {ALT}{0}" STR_MINDCONTROLS: "HALLINNAT> {ALT}{0}" STR_AWARDS: "TUNNUSTUKSET" STR_COMMENDATIONS_UC: "KUNNIAMAININNAT" STR_COMMENDATIONS: "Kunniamaininnat" STR_MEDALS: "MITALIT" STR_LOST_IN_SERVICE: "MENETETTY PALVELUKSESSA" STR_MEDAL_NAME: "Mitalin nimi" STR_MEDAL_AWARD_LEVEL: "Tunnustuksen taso" STR_MEDAL_DECOR_LEVEL: "Kunniamerkin taso" STR_AWARD_0: "Ensimmäinen tunnustus" STR_AWARD_1: "Toinen tunnustus" STR_AWARD_2: "Kolmas tunnustus" STR_AWARD_3: "Neljäs tunnustus" STR_AWARD_4: "Viides tunnustus" STR_AWARD_5: "Kuudes tunnustus" STR_AWARD_6: "Seitsemäs tunnustus" STR_AWARD_7: "Kahdeksas tunnustus" STR_AWARD_8: "Yhdeksäs tunnustus" STR_AWARD_9: "Kymmenes tunnustus" STR_AWARD_DECOR_0: "Ei mitään" STR_AWARD_DECOR_1: "Ensimmäinen pronssimerkki" STR_AWARD_DECOR_2: "Toinen pronssimerkki" STR_AWARD_DECOR_3: "Kolmas pronssimerkki" STR_AWARD_DECOR_4: "Ensimmäinen hopeamerkki" STR_AWARD_DECOR_5: "Toinen hopeamerkki" STR_AWARD_DECOR_6: "Kolmas hopeamerkki" STR_AWARD_DECOR_7: "Ensimmäinen kultamerkki" STR_AWARD_DECOR_8: "Toinen kultamerkki" STR_AWARD_DECOR_9: "Kolmas kultamerkki" STR_KILLED_IN_ACTION_MALE: "KAATUNUT TAISTELUSSA" STR_KILLED_IN_ACTION_FEMALE: "KAATUNUT TAISTELUSSA" STR_MISSING_IN_ACTION_MALE: "KADONNUT TAISTELUSSA" STR_MISSING_IN_ACTION_FEMALE: "KADONNUT TAISTELUSSA" STR_AVERAGE_MONTHLY_RATING: "Keskimääräinen kuukausiarvio" STR_TOTAL_INCOME: "Tulot yhteensä" STR_TOTAL_EXPENDITURE: "Menot yhteensä" STR_MISSIONS_WON: "Tehtäviä suoritettu onnistuneesti" STR_MISSIONS_LOST: "Tehtäviä epäonnistunut" STR_NIGHT_MISSIONS: "Yötehtäviä" STR_BEST_RATING: "Paras tehtäväarvio" STR_WORST_RATING: "Huonoin tehtäväarvio" STR_ALIEN_KILLS: "Muukalaisia tapettu" STR_ALIEN_CAPTURES: "Muukalaisia kaapattu" STR_FRIENDLY_KILLS: "Omien joukkojen tapot" STR_AVERAGE_ACCURACY: "Keskimääräinen tarkkuus" STR_WEAPON_MOST_KILLS: "Tehokkain ase" STR_ALIEN_MOST_KILLS: "Tappavin muukalainen" STR_LONGEST_SERVICE: "Pisin palvelusaika kuukausina" STR_TOTAL_DAYS_WOUNDED: "Toipilaspäiviä yhteensä" STR_COUNTRIES_LOST: "Maita, joihin soluttauduttu" STR_TOTAL_TERROR_SITES: "Terrori-iskuja" STR_TOTAL_BASES: "Tukikohtia rakennettu" STR_TOTAL_CRAFT: "Aluksia yhteensä" STR_TOTAL_SCIENTISTS: "Tiedemiehiä palkattu" STR_TOTAL_ENGINEERS: "Teknikkoja palkattu" STR_TOTAL_RESEARCH: "Valmiita tutkimusprojekteja" STR_DIARY_ACCURACY: "TARKKUUS> {ALT}{0}%" STR_STATISTICS: "Tilastot" STR_STATS: "JOUKOT" STR_TIME_UNITS_ABBREVIATION: "AY" STR_STAMINA_ABBREVIATION: "KES" STR_HEALTH_ABBREVIATION: "TER" STR_BRAVERY_ABBREVIATION: "ROH" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "TAR" STR_THROWING_ACCURACY_ABBREVIATION: "HEI" STR_STRENGTH_ABBREVIATION: "VOI" STR_MELEE_ACCURACY_ABBREVIATION: "LÄH" ================================================ FILE: bin/common/Language/fr-CA.yml ================================================ fr-CA: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nouvelle partie" STR_LOAD_SAVED_GAME: "Charger une partie" STR_SELECT_DIFFICULTY_LEVEL: "Sélectionnez le niveau de difficulté" STR_1_BEGINNER: "1> Débutant" STR_2_EXPERIENCED: "2> Expérimenté" STR_3_VETERAN: "3> Vétéran" STR_4_GENIUS: "4> Génie" STR_5_SUPERHUMAN: "5> Surhumain" STR_TIME: "Heure" STR_DATE: "Date" STR_SELECT_GAME_TO_LOAD: "Sélectionnez la partie à charger" STR_SELECT_SAVE_POSITION: "Sélectionnez la case de la sauvegarde" STR_GAME_OPTIONS: "OPTIONS DU JEU" STR_LOAD_GAME: "CHARGER" STR_SAVE_GAME: "SAUVEGARDER" STR_ABANDON_GAME: "ABANDONNER" STR_ABANDON_GAME_QUESTION: "ABANDONNER?" STR_QUIT: "Quitter" STR_SAVING_GAME: "Sauvegarde de la partie..." STR_LOADING_GAME: "Chargement de la partie..." STR_NO_SAVED_GAME_PRESENT: "Aucune sauvegarde de disponible" STR_LOAD_UNSUCCESSFUL: "Échec du chargement" STR_SAVE_UNSUCCESSFUL: "Échec de la sauvegarde" STR_LOAD_SUCCESSFUL: "Chargement réussi" STR_SAVE_SUCCESSFUL: "Sauvegarde réussie" STR_DELETE: "SUPPRIMER" STR_DELETE_UNSUCCESSFUL: "Échec de la suppression" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Voulez-vous vraiment supprimer la sauvegarde?" STR_ORIGINAL_XCOM: "X-Com original" STR_LOADING: "Chargement en cours..." STR_DETAILS: "DÉTAILS> {ALT}{0}" STR_NEW_BATTLE: "Nouvelle bataille" STR_OPTIONS: "Options" STR_RIGHT_CLICK_TO_DELETE: "Faites un clic droit pour supprimer une partie" STR_RESTORE_DEFAULTS: "Valeurs par défaut" STR_CONTROLS: "CONTRÔLES" STR_GENERAL: "Générales" STR_GEOSCAPE: "Géoscape" STR_BATTLESCAPE: "Battlescape" STR_SCREENSHOT: "Prendre un screenshot" STR_FPS_COUNTER: "Compteur de FPS" STR_ROTATE_LEFT: "Rotation vers la gauche" STR_ROTATE_RIGHT: "Rotation vers la droite" STR_ROTATE_UP: "Rotation vers le haut" STR_ROTATE_DOWN: "Rotation vers le bas" STR_ZOOM_IN: "Zoom avant" STR_ZOOM_OUT: "Zoom arrière" STR_TOGGLE_COUNTRY_DETAIL: "Alterner le détail des pays" STR_TOGGLE_RADAR_RANGES: "Alterner la portée des radars" STR_SCROLL_LEFT: "Défiler vers la gauche" STR_SCROLL_RIGHT: "Défiler vers la droite" STR_SCROLL_UP: "Défiler vers le haut" STR_SCROLL_DOWN: "Défiler vers le bas" STR_UNIT_LEVEL_ABOVE: "Monter l'unité d'un niveau" STR_UNIT_LEVEL_BELOW: "Descendre l'unité d'un niveau" STR_VIEW_LEVEL_ABOVE: "Voir le niveau supérieur" STR_VIEW_LEVEL_BELOW: "Voir le niveau inférieur" STR_CENTER_SELECTED_UNIT: "Centrer sur l'unité sélectionnée" STR_PREVIOUS_UNIT: "Passer à l'unité précédente" STR_NEXT_UNIT: "Passer à l'unité suivante" STR_DESELECT_UNIT: "Passer et ne plus resélectionner" STR_USE_LEFT_HAND: "Utiliser l'objet de la main gauche" STR_USE_RIGHT_HAND: "Utiliser l'objet de la main droite" STR_INVENTORY: "Inventaire" STR_MINIMAP: "Mini-carte" STR_MULTI_LEVEL_VIEW: "Vue multi-niveaux" STR_END_TURN: "Fin du tour" STR_ABORT_MISSION: "Abandonner la mission" STR_UNIT_STATS: "Statistiques de l'unité" STR_KNEEL: "S'agenouiller/se relever" STR_RELOAD: "Recharger" STR_TOGGLE_PERSONAL_LIGHTING: "Alterner l'éclairage personnel" STR_DONT_RESERVE_TIME_UNITS: "Ne pas garder d'UT" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Garder des UT pour un tir rapide" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Garder des UT pour un tir précis" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Garder des UT pour un tir auto." STR_CENTER_ON_ENEMY_1: "Centrer sur l'ennemi 1" STR_CENTER_ON_ENEMY_2: "Centrer sur l'ennemi 2" STR_CENTER_ON_ENEMY_3: "Centrer sur l'ennemi 3" STR_CENTER_ON_ENEMY_4: "Centrer sur l'ennemi 4" STR_CENTER_ON_ENEMY_5: "Centrer sur l'ennemi 5" STR_CENTER_ON_ENEMY_6: "Centrer sur l'ennemi 6" STR_CENTER_ON_ENEMY_7: "Centrer sur l'ennemi 7" STR_CENTER_ON_ENEMY_8: "Centrer sur l'ennemi 8" STR_CENTER_ON_ENEMY_9: "Centrer sur l'ennemi 9" STR_CENTER_ON_ENEMY_10: "Centrer sur l'ennemi 10" STR_CREATE_INVENTORY_TEMPLATE: "Créer un modèle d'inventaire" STR_APPLY_INVENTORY_TEMPLATE: "Appliquer un modèle d'inventaire" STR_CLEAR_INVENTORY: "Vider l'inventaire" STR_AUTO_EQUIP: "Équipement automatique" STR_QUICK_SAVE: "Sauvegarde rapide" STR_QUICK_LOAD: "Chargement rapide" STR_ADVANCED: "AVANCÉES" STR_AGGRESSIVERETALIATION: "Représailles agressives" STR_AGGRESSIVERETALIATION_DESC: "Les ovnis vont tenter de détecter vos bases en tout temps, quels que soient leurs paramètres de mission." STR_STORAGELIMITSENFORCED: "Stockage limité aux objets récupérés" STR_STORAGELIMITSENFORCED_DESC: "Impose des limites de stockage aux entrepôts et aux chambres de détention d'aliens pour les objets et les aliens vivants récupérés lors des missions." STR_CANSELLLIVEALIENS: "Vente d'aliens vivants" STR_CANSELLLIVEALIENS_DESC: "Permet la vente d'aliens vivants, recommandée avec l'utilisation des limites de stockage." STR_ALLOWBUILDINGQUEUE: "Permettre la construction en chaîne" STR_ALLOWBUILDINGQUEUE_DESC: "Les nouvelles installations peuvent être placées à côté de celles en construction." STR_BATTLEAUTOEND: "Fin de bataille automatique" STR_BATTLEAUTOEND_DESC: "Les batailles se terminent automatiquement lorsque le dernier ennemi vivant est neutralisé." STR_BATTLEINSTANTGRENADE: "Grenades instantanées" STR_BATTLEINSTANTGRENADE_DESC: "Les grenades amorcées pour exploser dans 0 tour vont le faire immédiatement après être lancées plutôt qu'à la fin du tour." STR_BATTLEUFOEXTENDERACCURACY: "Étendue de précision des tirs d'ovnis" STR_BATTLEUFOEXTENDERACCURACY_DESC: "La précision des tirs diminue après une certaine distance, selon le type de tir. La précision ajustée sera affichée sur le curseur." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferts en vol" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Les vaisseaux en vol peuvent être transférés à une nouvelle base." STR_CRAFTLAUNCHALWAYS: "Forcer le lancement des vaisseaux" STR_CRAFTLAUNCHALWAYS_DESC: "Les vaisseaux peuvent être lancés même lorsqu'ils ne sont pas prêts, ignorant le ravitaillement et la maintenance." STR_CUSTOMINITIALBASE: "Personnalisation de la base initiale" STR_CUSTOMINITIALBASE_DESC: "Lors du démarrage d'une nouvelle partie, vous pouvez manuellement placer vos installations de départ au-lieu d'utiliser la disposition par défaut." STR_GLOBESEASONS: "Éclairage réaliste du globe" STR_GLOBESEASONS_DESC: "Utilise une projection plus réaliste de la lumière du soleil sur le Géoscape en fonction de l'inclinaison axiale de la Terre." STR_PLAYINTRO: "Jouer la séquence d'introduction" STR_PLAYINTRO_DESC: "Lance la cinématique d'introduction au démarrage du jeu." STR_SHOWMORESTATSININVENTORYVIEW: "Statistiques d'inventaire" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Affiche de l'information additionnelle sur le soldat sélectionné dans l'écran de l'inventaire." STR_SNEAKYAI: "IA furtive" STR_SNEAKYAI_DESC: "L'IA évite de s'exposer au joueur aussi souvent que possible." STR_STRAFE: "Méthodes de déplacement alternatives" STR_STRAFE_DESC: "Active le déplacement latéral, la course et le mouvement indépendant de la tourelle du tank en maintenant la touche CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Hauteur des explosions" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Change la distance de propagation des explosions en hauteur.{NEWLINE}(Plate : 0, ronde : 3)" STR_AUTOSAVE: "Sauvegarde automatique" STR_AUTOSAVE_DESC: "Sauvegarde automatiquement la partie à des intervalles spécifiées. Ne s'applique pas au mode Ironman." STR_AUTOSAVE_FREQUENCY: "Fréquence de sauvegarde automatique" STR_AUTOSAVE_FREQUENCY_DESC: "Quantité de tours de jeu entre les sauvegardes automatiques des parties." STR_ALLOWPSIONICCAPTURE: "Permettre la capture psionique" STR_ALLOWPSIONICCAPTURE_DESC: "Contrôler mentalement tous les aliens restants entraîne une victoire, et ils sont comptés comme capturés vivants." STR_ANYTIMEPSITRAINING: "Entraînement psionique en tout temps" STR_ANYTIMEPSITRAINING_DESC: "Permet d'assigner des soldats à l'entraînement psionique n'importe quand dans le mois. Rappelez-vous que l'entraînement initial prend de 30 à 60 jours." STR_SKIPNEXTTURNSCREEN: "Passer les écrans de fin de tour" STR_SKIPNEXTTURNSCREEN_DESC: "Les écrans de fin de tour durant les batailles sont avancés automatiquement après un court délai." STR_NOT_ENOUGH_SPACE: "Pas assez de place!" STR_WEAPONSELFDESTRUCTION: "Autodestruction d'armes aliens" STR_WEAPONSELFDESTRUCTION_DESC: "Les armes transportées par les aliens vont s'autodétruire à la mort de leur possesseur, comme dans XCOM 2012." STR_RETAINCORPSES: "Conserver les aliens interrogés" STR_RETAINCORPSES_DESC: "Après avoir \"recherché\" sur les aliens vivants, leur corps sera ajouté aux stocks de la base, comme dans XCOM 2012." STR_SAVE_VOXEL_VIEW: "Sauvegarder un screenshot d'une vue 3D à la première personne" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Garder des UT pour s'agenouiller" STR_EXPEND_ALL_TIME_UNITS: "Dépenser les UT restantes" STR_PSISTRENGTHEVAL: "Évaluation de la force psionique" STR_PSISTRENGTHEVAL_DESC: "Évalue la force psionique de tous les soldats après que la recherche appropriée a été complétée." STR_DISABLEAUTOEQUIP: "Désactiver l'équipement automatique" STR_DISABLEAUTOEQUIP_DESC: "Désactive l'équipement automatique des nouveaux soldats avant la bataille." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Permettre l'amélioration de la force psi." STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "La force psionique des soldats peut être améliorée par l'expérience et l'entraînement." STR_BATTLESMOOTHCAMERA: "Caméra de suivi des tirs sans à-coups" STR_BATTLESMOOTHCAMERA_DESC: "La caméra du Battlescape reste centrée continuellement sur les projectiles durant le combat." STR_BATTLECONFIRMFIREMODE: "Confirmation des modes de tir" STR_BATTLECONFIRMFIREMODE_DESC: "Un second clic sur la même case est requis pour confirmer l'ordre de tirer." STR_SELECT_BASE_1: "Sélectionner la base 1" STR_SELECT_BASE_2: "Sélectionner la base 2" STR_SELECT_BASE_3: "Sélectionner la base 3" STR_SELECT_BASE_4: "Sélectionner la base 4" STR_SELECT_BASE_5: "Sélectionner la base 5" STR_SELECT_BASE_6: "Sélectionner la base 6" STR_SELECT_BASE_7: "Sélectionner la base 7" STR_SELECT_BASE_8: "Sélectionner la base 8" STR_VIDEO: "VIDÉO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_DISPLAY_RESOLUTION: "Résolution de l'affichage" STR_DISPLAY_RESOLUTION_DESC: "Change la résolution de l'affichage, la résolution du jeu s'ajustera en conséquence. Les flèches font changer entre les résolutions supportées. Cliquez pour saisir une résolution personnalisée." STR_ORIGINAL: "Originale" STR_DISPLAY_MODE: "Mode d'affichage" STR_WINDOWED: "Fenêtré" STR_FULLSCREEN: "Plein écran" STR_BORDERLESS: "Sans bordures" STR_DISPLAY_LANGUAGE: "Langue de l'interface" STR_DISPLAY_LANGUAGE_DESC: "Change la langue des textes du jeu." STR_DISPLAY_FILTER: "Filtre d'affichage" STR_DISPLAY_FILTER_DESC: "Change le filtre appliqué à l'écran du jeu.{NEWLINE}*requiert l'accélération matérielle d'OpenGL." STR_DISPLAY_OPTIONS: "Options d'affichage" STR_LETTERBOXED: "Letterbox" STR_LETTERBOXED_DESC: "Utilise l'affichage au format Letterbox pour conserver les proportions d'origine." STR_RESIZABLE: "Redimensionnable" STR_LOCK_MOUSE: "Capture de la souris" STR_LOCK_MOUSE_DESC: "Empêche le curseur de la souris de sortir de la fenêtre de jeu. Appuyez sur CTRL+G pour alterner la capture en tout temps." STR_FIXED_WINDOW_POSITION: "Position de fenêtre fixe" STR_FIXED_WINDOW_POSITION_DESC: "Définit la position fixe de la fenêtre." STR_DISPLAY_SET_WINDOW_POSITION: "Nouvelle position racine de la fenêtre" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Position X du bord gauche :" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Position Y du bord haut :" STR_MUSIC_VOLUME: "Volume de la musique" STR_MUSIC_VOLUME_DESC: "Change le volume de la musique en arrière-plan." STR_SFX_VOLUME: "Volume des sons" STR_SFX_VOLUME_DESC: "Change le volume des effets sonores." STR_UI_VOLUME: "Volume de l'interface" STR_UI_VOLUME_DESC: "Change le volume des 'bips' de l'interface." STR_SCROLL_SPEED: "Vitesse de défilement" STR_SCROLL_SPEED_GEO_DESC: "Change la vitesse de rotation du globe." STR_SCROLL_SPEED_BATTLE_DESC: "Change la vitesse de défilement sur la carte." STR_DOGFIGHT_SPEED: "Vitesse de l'interception" STR_DOGFIGHT_SPEED_DESC: "Change la vitesse des batailles d'interception entre les vaisseaux et les ovnis. Une vitesse plus lente peut améliorer la performance sur d'anciennes machines." STR_CLOCK_SPEED: "Vitesse de l'horloge" STR_CLOCK_SPEED_DESC: "Change la vitesse de l'horloge du Géoscape. Une vitesse plus lente peut améliorer la performance sur d'anciennes machines." STR_GLOBE_DETAILS: "Détails du globe" STR_GLOBE_COUNTRIES: "Pays" STR_GLOBE_COUNTRIES_DESC: "Affiche les pays qui font le financement sur le globe." STR_GLOBE_RADARS: "Radars" STR_GLOBE_RADARS_DESC: "Affiche les portées de radar des bases sur le globe." STR_GLOBE_FLIGHT_PATHS: "Trajectoires de vol" STR_GLOBE_FLIGHT_PATHS_DESC: "Affiche les trajectoires des vaisseaux en vol sur le globe." STR_CONTROLS_DESC: "Faites un clic gauche sur un raccourci et appuyez sur une touche pour le modifier.{NEWLINE}Faites un clic droit sur un raccourci pour le désactiver." STR_MODS_TOOLTIP: "Version {0} par {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Défilement aux bords" STR_EDGE_SCROLL_DESC: "Sur clic : défile la carte quand le bouton gauche de la souris est maintenu enfoncé sur l'un des bords de l'écran.{NEWLINE}Auto : défile la carte quand le curseur est sur les bords de l'écran." STR_TRIGGER_SCROLL: "Sur clic" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Cliquer-défiler" STR_DRAG_SCROLL_DESC: "La carte défile quand la souris se déplace tout en maintenant le bouton de la souris spécifié enfoncé." STR_LEFT_MOUSE_BUTTON: "Bouton gauche" STR_MIDDLE_MOUSE_BUTTON: "Bouton central" STR_RIGHT_MOUSE_BUTTON: "Bouton droit" STR_FIRE_SPEED: "Vitesse des tirs" STR_FIRE_SPEED_DESC: "Change la vitesse des projectiles des armes." STR_PLAYER_MOVEMENT_SPEED: "Vitesse des soldats" STR_PLAYER_MOVEMENT_SPEED_DESC: "Change la vitesse de déplacement des unités contrôlées par le joueur." STR_COMPUTER_MOVEMENT_SPEED: "Vitesse des aliens" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Change la vitesse de déplacement des unités contrôlées par l'ordinateur." STR_PATH_PREVIEW: "Aperçu des trajets" STR_PATH_ARROWS: "Flèches" STR_PATH_ARROWS_DESC: "Cliquer montre le trajet que votre unité va prendre vers sa destination. La couleur indique les actions possibles. Vert : peut se déplacer et tirer - Jaune : peut se déplacer - Rouge : trop loin." STR_PATH_TIME_UNIT_COST: "Unités de temps" STR_PATH_TIME_UNIT_COST_DESC: "Cliquer montre les UT restantes que votre unité aura après s'être déplacée à sa destination." STR_USER_INTERFACE_OPTIONS: "Options de l'interface" STR_TOOLTIPS: "Infobulles" STR_TOOLTIPS_DESC: "Affiche des infobulles pour les boutons du Battlescape." STR_DEATH_NOTIFICATIONS: "Annonce des morts" STR_DEATH_NOTIFICATIONS_DESC: "Affiche une notification détaillant qui a été tué lorsqu'un soldat meurt." STR_SHOW_FUNDS: "Afficher le budget" STR_SHOW_FUNDS_DESC: "Affiche votre budget actuel près de l'horloge du Géoscape." STR_MISSION_GENERATOR: "GÉNÉRATEUR DE MISSION" STR_MAP_OPTIONS: "OPTIONS DE LA CARTE" STR_ALIEN_OPTIONS: "OPTIONS DES ALIENS" STR_MAP_TERRAIN: "Terrain" STR_MAP_DARKNESS: "Obscurité" STR_MAP_DEPTH: "Profondeur" STR_DIFFICULTY: "Difficulté" STR_ALIEN_RACE: "Race" STR_ALIEN_TECH_LEVEL: "Niveau de technologie" STR_RANDOMIZE: "Valeurs aléatoires" STR_RESTORE_DEFAULTS_QUESTION: "Voulez-vous vraiment restaurer les options aux valeurs par défaut?" STR_DISPLAY_OPTIONS_CONFIRM: "Voulez-vous garder les options d'affichage actuelles?" STR_DISPLAY_OPTIONS_REVERT: "Rétablissement dans 0:{0}" STR_MISSING_CONTENT_PROMPT: "AVERTISSEMENT : {SMALLLINE}Cette sauvegarde se base sur des mods qui sont indisponibles. Le contenu manquant sera enlevé, et le chargement peut échouer.{NEWLINE}Continuer?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Sauvegarder les grenades pré-amorcées" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Sauvegarde les grenades amorcées durant l'inventaire de préparation au combat dans la grille d'équipement des soldats." STR_NEWSEEDONLOAD: "Anti-abus de sauvegardes" STR_NEWSEEDONLOAD_DESC: "Charger une partie va réinitialiser le seed de nombre aléatoire, alors effectuer la même action peut donner des résultats différents. Ne s'applique pas au mode Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Changer les valeurs avec la molette" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Vous permet d'utiliser la molette de la souris pour augmenter/diminuer les valeurs par cette quantité." STR_BATTLEHAIRBLEACH: "Améliorer les sprites des soldats" STR_BATTLEHAIRBLEACH_DESC: "Change les sprites des soldats du Battlescape afin qu'ils correspondent à leur inventaire." STR_DRAGSCROLLINVERT: "Inverser le cliquer-défiler" STR_DRAGSCROLLINVERT_DESC: "Lorsque cette option est activée, le défilement par cliquer-défiler est inversé et l'écran défile dans la direction opposée de celle de la souris." STR_BATTLESCAPE_SCALE: "Échelle du Battlescape" STR_BATTLESCAPE_SCALE_DESC: "Le mode de mise à l'échelle de la vue du Battlescape, basé sur une résolution fixe (étiré), ou sur un niveau de zoom fixe (agrandi)." STR_GEOSCAPE_SCALE: "Échelle du Géoscape" STR_GEOSCAPESCALE_SCALE_DESC: "Le mode de mise à l'échelle de la vue du Géoscape, basé sur une résolution fixe (étiré), ou sur un niveau de zoom fixe (agrandi)." STR_1_5X: "Originale 1.5x" STR_2X: "Originale 2x" STR_THIRD_DISPLAY: "Écran 1/3" STR_HALF_DISPLAY: "Écran 1/2" STR_FULL_DISPLAY: "Plein écran" STR_FPS_LIMIT: "Limite des FPS" STR_FPS_LIMIT_DESC: "Limite le nombre de frames par seconde, 0 pour aucune limite. Si le rendu OpenGL est activé, le jeu utilise VSync à la place." STR_FPS_INACTIVE_LIMIT: "Limite des FPS en arrière-plan" STR_FPS_INACTIVE_LIMIT_DESC: "Limite le nombre de frames par seconde si OpenXcom est en arrière-plan." STR_NOALIENPANICMESSAGES: "Retirer les messages de panique d'aliens" STR_NOALIENPANICMESSAGES_DESC: "Empêche d'afficher les messages de panique pour les aliens à moins qu'ils ne soient visibles par les unités du joueur." STR_ALIENBLEEDING: "Saignement des aliens" STR_ALIENBLEEDING_DESC: "Permet que des blessures mortelles soient infligées à la plupart des aliens." STR_FIELDPROMOTIONS: "Promotions de bataille" STR_FIELDPROMOTIONS_DESC: "Seulement les soldats qui étaient présents sur le terrain de la mission sont éligibles pour une promotion." STR_MEETINGPOINT: "Prédire la trajectoire des ovnis" STR_MEETINGPOINT_DESC: "Les vaisseaux volent vers un point de rencontre avec l'ovni en se basant sur sa trajectoire actuelle." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Aucune sauvegarde manuelle autorisée" STR_SAVE_AND_ABANDON_GAME: "SAUVEGARDER ET ABANDONNER" STR_MOD_UNSUCCESSFUL: "Le mod a échoué de charger" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Change la façon dont le jeu est affiché sur l'écran." STR_PREFERRED_MUSIC_FORMAT: "Format de la musique" STR_PREFERRED_MUSIC_FORMAT_DESC: "Choisissez votre format de musique préféré à utiliser lorsqu'il y en a plusieurs de disponibles.{NEWLINE}NOTE : le format MIDI peut être bogué sur Windows." STR_PREFERRED_SFX_FORMAT: "Format des sons" STR_PREFERRED_SFX_FORMAT_DESC: "Choisissez votre format d'effets sonores préféré à utiliser lorsqu'il y en a plusieurs de disponibles." STR_PREFERRED_VIDEO_FORMAT: "Format vidéo" STR_PREFERRED_VIDEO_FORMAT_DESC: "Choisissez votre format vidéo préféré à utiliser lorsqu'il y en a plusieurs de disponibles." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Diaporama" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Actuel : {0}" STR_FORCE_FIRE: "Forcer la ligne de tir" STR_FORCE_FIRE_DESC: "Force vos soldats à faire feu en maintenant la touche CTRL enfoncée, quelles que soient les règles de ligne de tir." STR_NO_AUDIO_HARDWARE_DETECTED: "Aucun périphérique audio détecté" STR_MOUSEWHEEL_SPEED: "Vitesse de défilement de la molette" STR_MOUSEWHEEL_SPEED_DESC: "Ajuste le nombre de lignes défilées dans les listes avec chaque incrémentation de la molette de la souris." STR_DISABLED: "Désactivé" STR_MAXIMIZE_INFO_SCREENS: "Maximiser les écrans d'information" STR_MAXIMIZE_INFO_SCREENS_DESC: "L'inventaire et d'autres écrans variés seront affichés en plein écran, quels que soient les paramètres d'échelle." STR_DIARY: "JOURNAL" STR_KILLED: "TUÉ" STR_STUNNED: "ASSOMMÉ" STR_PANICKED: "PANIQUÉ" STR_MINDCONTROLLED: "CONTRÔLÉ" STR_REGION_UNKNOWN: "Non révélé" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Inconnu" STR_VICTORY: "Victoire" STR_DEFEAT: "Défaite" STR_NO_RECORD: "Pas de record" STR_HUMAN: "Humain" STR_FRIENDLY: "Amical" STR_HOSTILE: "Hostile" STR_NEUTRAL: "Neutre" STR_RATING_UC: "CLASSEMENT" STR_LOCATION: "EMPLACEMENT> {ALT}{0}" STR_DAYLIGHT_TYPE: "TEMPS> {ALT}{0}" STR_RACE_TYPE: "RACE> {ALT}{0}" STR_DAY: "Jour" STR_NIGHT: "Nuit" STR_DAYS_WOUNDED: "JOURS BLESSÉ> {ALT}{0}" STR_COMBAT: "COMBAT" STR_PERFORMANCE: "PERFORMANCE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISATIONS PAR RACE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISATIONS PAR GRADE" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISATIONS PAR ARME" STR_MISSIONS_BY_LOCATION: "MISSIONS PAR EMPLACEMENT" STR_MISSIONS_BY_TYPE: "MISSIONS PAR TYPE" STR_MISSIONS_BY_UFO: "MISSIONS PAR OVNI" STR_SCORE_VALUE: "SCORE> {ALT}{0}" STR_WINS: "VICTOIRES> {ALT}{0}" STR_STUNS: "ASSOMMAGES> {ALT}{0}" STR_PANICKS: "PANIQUES> {ALT}{0}" STR_MINDCONTROLS: "CONTRÔLES> {ALT}{0}" STR_AWARDS: "RÉCOMPENSES" STR_COMMENDATIONS_UC: "DÉCORATIONS" STR_COMMENDATIONS: "Décorations" STR_MEDALS: "MÉDAILLES" STR_LOST_IN_SERVICE: "PERDU EN SERVICE" STR_MEDAL_NAME: "Nom de la médaille" STR_MEDAL_AWARD_LEVEL: "Niveau de récompense" STR_MEDAL_DECOR_LEVEL: "Niveau de décoration" STR_AWARD_0: "Première récompense" STR_AWARD_1: "Seconde récompense" STR_AWARD_2: "Troisième récompense" STR_AWARD_3: "Quatrième récompense" STR_AWARD_4: "Cinquième récompense" STR_AWARD_5: "Sixième récompense" STR_AWARD_6: "Septième récompense" STR_AWARD_7: "Huitième récompense" STR_AWARD_8: "Neuvième récompense" STR_AWARD_9: "Dixième récompense" STR_AWARD_DECOR_0: "Aucune" STR_AWARD_DECOR_1: "Premier insigne de bronze" STR_AWARD_DECOR_2: "Deuxième insigne de bronze" STR_AWARD_DECOR_3: "Troisième insigne de bronze" STR_AWARD_DECOR_4: "Premier insigne d'argent" STR_AWARD_DECOR_5: "Deuxième insigne d'argent" STR_AWARD_DECOR_6: "Troisième insigne d'argent" STR_AWARD_DECOR_7: "Premier insigne d'or" STR_AWARD_DECOR_8: "Deuxième insigne d'or" STR_AWARD_DECOR_9: "Troisième insigne d'or" STR_KILLED_IN_ACTION_MALE: "MORT AU COMBAT" STR_KILLED_IN_ACTION_FEMALE: "MORTE AU COMBAT" STR_MISSING_IN_ACTION_MALE: "PORTÉ DISPARU" STR_MISSING_IN_ACTION_FEMALE: "PORTÉE DISPARUE" STR_AVERAGE_MONTHLY_RATING: "Taux mensuel moyen" STR_TOTAL_INCOME: "Revenu total" STR_TOTAL_EXPENDITURE: "Dépenses totales" STR_MISSIONS_WON: "Missions accomplies" STR_MISSIONS_LOST: "Missions échouées" STR_NIGHT_MISSIONS: "Missions de nuit" STR_BEST_RATING: "Meilleure cote de mission" STR_WORST_RATING: "Pire cote de mission" STR_ALIEN_KILLS: "Aliens tués" STR_ALIEN_CAPTURES: "Aliens capturés" STR_FRIENDLY_KILLS: "Incidents alliés" STR_AVERAGE_ACCURACY: "Précision moyenne" STR_WEAPON_MOST_KILLS: "Arme la plus efficace" STR_ALIEN_MOST_KILLS: "Alien le plus mortel" STR_LONGEST_SERVICE: "Plus longs mois en service" STR_TOTAL_DAYS_WOUNDED: "Jours blessé" STR_COUNTRIES_LOST: "Pays infiltrés" STR_TOTAL_TERROR_SITES: "Attaques de terreur" STR_TOTAL_BASES: "Bases construites" STR_TOTAL_CRAFT: "Vaisseaux possédés" STR_TOTAL_SCIENTISTS: "Scientifiques embauchés" STR_TOTAL_ENGINEERS: "Ingénieurs embauchés" STR_TOTAL_RESEARCH: "Recherches complétées" STR_DIARY_ACCURACY: "PRÉCISION> {ALT}{0} %" STR_STATISTICS: "Statistiques" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "UT" STR_STAMINA_ABBREVIATION: "END" STR_HEALTH_ABBREVIATION: "PV" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "RÉA" STR_FIRING_ACCURACY_ABBREVIATION: "PRÉ" STR_THROWING_ACCURACY_ABBREVIATION: "LCR" STR_STRENGTH_ABBREVIATION: "FOR" STR_MELEE_ACCURACY_ABBREVIATION: "MÊL" ================================================ FILE: bin/common/Language/fr.yml ================================================ fr: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nouveau Jeu" STR_LOAD_SAVED_GAME: "Charger Jeu" STR_SELECT_DIFFICULTY_LEVEL: "Sélectionner Niveau de Difficulté" STR_1_BEGINNER: "1> Facile" STR_2_EXPERIENCED: "2> Moyen" STR_3_VETERAN: "3> Difficile" STR_4_GENIUS: "4> Très Difficile" STR_5_SUPERHUMAN: "5> Impossible" STR_TIME: "Heure" STR_DATE: "Date" STR_SELECT_GAME_TO_LOAD: "Charger une sauvegarde" STR_SELECT_SAVE_POSITION: "Sélectionner une sauvegarde" STR_GAME_OPTIONS: "OPTIONS" STR_LOAD_GAME: "CHARGER" STR_SAVE_GAME: "SAUVEGARDER" STR_ABANDON_GAME: "ABANDONNER JEU" STR_ABANDON_GAME_QUESTION: "ABANDONNER JEU ?" STR_QUIT: "Quitter" STR_SAVING_GAME: "Sauvegarde en cours" STR_LOADING_GAME: "Chargement en cours" STR_NO_SAVED_GAME_PRESENT: "Aucune sauvegarde disponible" STR_LOAD_UNSUCCESSFUL: "Le chargement a échoué" STR_SAVE_UNSUCCESSFUL: "La sauvegarde a échoué" STR_LOAD_SUCCESSFUL: "Chargement réussi" STR_SAVE_SUCCESSFUL: "Sauvegarde réussie." STR_DELETE: "EFFACER" STR_DELETE_UNSUCCESSFUL: "Effacer a échoué." STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Effacer le jeu sauvegardé ?" STR_ORIGINAL_XCOM: "X-Com original" STR_LOADING: "Chargement..." STR_DETAILS: "DÉTAILS> {ALT}{0}" STR_NEW_BATTLE: "Entraînement Tactique" STR_OPTIONS: "Options" STR_RIGHT_CLICK_TO_DELETE: "Supprimer avec un clic droit." STR_RESTORE_DEFAULTS: "Valeurs par défaut" STR_CONTROLS: "COMMANDES" STR_GENERAL: "Général" STR_GEOSCAPE: "Géoscape" STR_BATTLESCAPE: "Mode Tactique" STR_SCREENSHOT: "Capture d'écran" STR_FPS_COUNTER: "Compteur FPS" STR_ROTATE_LEFT: "Pivoter vers la gauche" STR_ROTATE_RIGHT: "Pivoter vers la droite" STR_ROTATE_UP: "Pivoter vers le haut" STR_ROTATE_DOWN: "Pivoter vers le bas" STR_ZOOM_IN: "Zoomer" STR_ZOOM_OUT: "Dézoomer" STR_TOGGLE_COUNTRY_DETAIL: "Afficher/Masquer le détail des pays" STR_TOGGLE_RADAR_RANGES: "Afficher/Masquer la portée des radars" STR_SCROLL_LEFT: "Défilement Gauche" STR_SCROLL_RIGHT: "Défilement Droit" STR_SCROLL_UP: "Défilement Haut" STR_SCROLL_DOWN: "Défilement Bas" STR_UNIT_LEVEL_ABOVE: "Déplacer Unité au Niveau Supérieur" STR_UNIT_LEVEL_BELOW: "Déplacer Unité au Niveau Inférieur" STR_VIEW_LEVEL_ABOVE: "Voir Niveau Supérieur" STR_VIEW_LEVEL_BELOW: "Voir Niveau Inférieur" STR_CENTER_SELECTED_UNIT: "Centrer sur l'Unité Sélectionnée" STR_PREVIOUS_UNIT: "Unité Précédente" STR_NEXT_UNIT: "Unité Suivante" STR_DESELECT_UNIT: "Désélectionner" STR_USE_LEFT_HAND: "Utiliser Objet Main Gauche" STR_USE_RIGHT_HAND: "Utiliser Objet Main Droite" STR_INVENTORY: "Inventaire" STR_MINIMAP: "Minicarte" STR_MULTI_LEVEL_VIEW: "Vue multi-niveaux" STR_END_TURN: "Fin de Tour" STR_ABORT_MISSION: "Abandonner la Mission" STR_UNIT_STATS: "Statistiques de l'Unité" STR_KNEEL: "Agenouiller" STR_RELOAD: "Recharger" STR_TOGGLE_PERSONAL_LIGHTING: "Éclairage des soldats" STR_DONT_RESERVE_TIME_UNITS: "Ne pas réserver les UT" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "UT réservées au tir rapide" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "UT réservées au tir précis" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "UT réservées au tir automatique" STR_CENTER_ON_ENEMY_1: "Centrer sur l'Ennemi #1" STR_CENTER_ON_ENEMY_2: "Centrer sur l'Ennemi #2" STR_CENTER_ON_ENEMY_3: "Centrer sur l'Ennemi #3" STR_CENTER_ON_ENEMY_4: "Centrer sur l'Ennemi #4" STR_CENTER_ON_ENEMY_5: "Centrer sur l'Ennemi #5" STR_CENTER_ON_ENEMY_6: "Centrer sur l'Ennemi #6" STR_CENTER_ON_ENEMY_7: "Centrer sur l'Ennemi #7" STR_CENTER_ON_ENEMY_8: "Centrer sur l'Ennemi #8" STR_CENTER_ON_ENEMY_9: "Centrer sur l'Ennemi #9" STR_CENTER_ON_ENEMY_10: "Centrer sur l'Ennemi #10" STR_CREATE_INVENTORY_TEMPLATE: "Créer un modèle d'inventaire" STR_APPLY_INVENTORY_TEMPLATE: "Appliquer un modèle d'inventaire" STR_CLEAR_INVENTORY: "Vider l'inventaire" STR_AUTO_EQUIP: "Equip. auto" STR_QUICK_SAVE: "Sauvegarde rapide" STR_QUICK_LOAD: "Chargement rapide" STR_ADVANCED: "AVANCÉE" STR_AGGRESSIVERETALIATION: "Représailles agressives" STR_AGGRESSIVERETALIATION_DESC: "Tous les OVNIs tentent de détecter les bases X-Com, quelle que soit leur mission." STR_STORAGELIMITSENFORCED: "Stockage limité des objets récupérés" STR_STORAGELIMITSENFORCED_DESC: "Outrepasse les limites imposées aux constructions de type Détention Extraterrestre ou Entrepôt lors de la phase de récupération (post mission) d'objets ou d'aliens vivants." STR_CANSELLLIVEALIENS: "Vente des aliens vivants" STR_CANSELLLIVEALIENS_DESC: "Permet la vente des extraterrestres vivants. Recommandé avec l'utilisation de l'espace de détention limité." STR_ALLOWBUILDINGQUEUE: "Autoriser construction à la chaîne" STR_ALLOWBUILDINGQUEUE_DESC: "Les nouvelles installations peuvent être positionnées par anticipation à proximité de celles en cours de construction." STR_BATTLEAUTOEND: "Fin de bataille automatique" STR_BATTLEAUTOEND_DESC: "La bataille se termine automatiquement dès que le dernier ennemi est neutralisé." STR_BATTLEINSTANTGRENADE: "Grenades instantanées" STR_BATTLEINSTANTGRENADE_DESC: "Les grenades sont armées sans délai et explosent immédiatement après avoir été lancées." STR_BATTLEUFOEXTENDERACCURACY: "Extension du mode de précision X-COM" STR_BATTLEUFOEXTENDERACCURACY_DESC: "La précision du tir diminue avec la distance. Le niveau de précision est indiqué sur le curseur en fonction du type de tir." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transférer les vaisseaux en vol" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Assigner une nouvelle base à un vaisseau en vol." STR_CRAFTLAUNCHALWAYS: "Forcer le lancement des vaisseaux" STR_CRAFTLAUNCHALWAYS_DESC: "Le vaisseau peut effectuer un décollage d'urgence même s'il n'est pas totalement ravitaillé voire réparé." STR_CUSTOMINITIALBASE: "Personnaliser la base initiale" STR_CUSTOMINITIALBASE_DESC: "Vous permet de placer les installations librement lors de la création de votre première base." STR_GLOBESEASONS: "Jeux de lumière du globe réaliste" STR_GLOBESEASONS_DESC: "Effets de lumière plus réalistes du Géoscape selon l'inclinaison axiale de la terre." STR_PLAYINTRO: "Séquence d'introduction" STR_PLAYINTRO_DESC: "Joue la vidéo d'introduction, au démarrage du jeu." STR_SHOWMORESTATSININVENTORYVIEW: "Affichage statistiques supplémentaires" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Certaines caractéristiques du soldat apparaissent sur l'écran d'inventaire." STR_SNEAKYAI: "IA furtive" STR_SNEAKYAI_DESC: "L'adversaire IA évite d'évoluer à découvert." STR_STRAFE: "Autres méthodes de déplacement" STR_STRAFE_DESC: "Active les mouvements spéciaux (pas latéral, sprint, rotation tourelle) lorsque la touche CTRL est enfoncée." STR_BATTLEEXPLOSIONHEIGHT: "Hauteur des explosions" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Change la hauteur et l'aire des explosions.{NEWLINE}(Plate: 0, Ronde: 3)" STR_AUTOSAVE: "Sauvegarde automatique" STR_AUTOSAVE_DESC: "Sauvegarde automatiquement un jeu selon l'intervalle spécifié. Ne s'applique pas au mode IronMan." STR_AUTOSAVE_FREQUENCY: "Fréquence sauvegarde auto" STR_AUTOSAVE_FREQUENCY_DESC: "Nombre de tours entre deux sauvegardes automatiques" STR_ALLOWPSIONICCAPTURE: "Victoire par psi-captures" STR_ALLOWPSIONICCAPTURE_DESC: "Quand tous les extraterrestres vivants sont sous contrôle mental, la bataille se termine et ils sont considérés comme capturés." STR_ANYTIMEPSITRAINING: "Entraînement psionique à tout moment" STR_ANYTIMEPSITRAINING_DESC: "Permet de gérer l'affectation des unités à l'entraînement psionique, et ce à n'importe quel instant dans le mois. Pour rappel, l'entraînement initial dure entre 30 et 60 jours." STR_SKIPNEXTTURNSCREEN: "Passer les écrans de fin de tour" STR_SKIPNEXTTURNSCREEN_DESC: "Les écrans de fin de tour restent affichés quelques secondes puis disparaissent." STR_NOT_ENOUGH_SPACE: "Pas assez de place !" STR_WEAPONSELFDESTRUCTION: "L'arme extraterrestre s'auto-détruit" STR_WEAPONSELFDESTRUCTION_DESC: "Les armes portées par les extraterrestres se détruiront à la mort de leur possesseur, comme dans XCOM 2012." STR_RETAINCORPSES: "Conserver les aliens interrogés" STR_RETAINCORPSES_DESC: "Après avoir \"recherché\" les aliens vivants les corps seront entreposés en stock, comme dans XCOM 2012." STR_SAVE_VOXEL_VIEW: "Sauvegarder une capture d'écran en mode à la première personne" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "UT réservées pour s'agenouiller" STR_EXPEND_ALL_TIME_UNITS: "Dépenser les UT restantes" STR_PSISTRENGTHEVAL: "Évaluation Psionique" STR_PSISTRENGTHEVAL_DESC: "Évalue la force psionique de tous les soldats quand la recherche appropriée est terminée." STR_DISABLEAUTOEQUIP: "Désactiver auto-équipement" STR_DISABLEAUTOEQUIP_DESC: "Désactiver l'auto-équipement des nouveaux soldats" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Autoriser l'amélioration de la force psionique." STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "La force psionique des unités Xcom augmente avec l'expérience, mais peut aussi être améliorée par le biais de l'entraînement psionique." STR_BATTLESMOOTHCAMERA: "Caméra de poursuite pour les tirs" STR_BATTLESMOOTHCAMERA_DESC: "Pendant un tir, la caméra reste centrée sur le projectile en vol." STR_BATTLECONFIRMFIREMODE: "Confirmation pour les tirs" STR_BATTLECONFIRMFIREMODE_DESC: "Un deuxième clic sur la case sert à confirmer l'ordre de tir." STR_SELECT_BASE_1: "Sélectionner la Base 1" STR_SELECT_BASE_2: "Sélectionner la Base 2" STR_SELECT_BASE_3: "Sélectionner la Base 3" STR_SELECT_BASE_4: "Sélectionner la Base 4" STR_SELECT_BASE_5: "Sélectionner la Base 5" STR_SELECT_BASE_6: "Sélectionner la Base 6" STR_SELECT_BASE_7: "Sélectionner la Base 7" STR_SELECT_BASE_8: "Sélectionner la Base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "MODE TACTIQUE" STR_MODS_UC: "MODs" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Résolution d'écran" STR_DISPLAY_RESOLUTION_DESC: "Modifie la taille d'affichage, la résolution du jeu sera redéfinie en fonction. Les flèches font défiler les tailles prédéfinies. Cliquez pour saisir une taille personnalisée." STR_ORIGINAL: "Originale" STR_DISPLAY_MODE: "Mode d'affichage" STR_WINDOWED: "Fenêtré" STR_FULLSCREEN: "Plein écran" STR_BORDERLESS: "Sans bordures" STR_DISPLAY_LANGUAGE: "Langue" STR_DISPLAY_LANGUAGE_DESC: "Modifie la langue du contenu du jeu." STR_DISPLAY_FILTER: "Filtre graphique" STR_DISPLAY_FILTER_DESC: "Choisit un filtre graphique qui s'applique à l'écran de jeu.{NEWLINE}*nécessite une accélaration matérielle OpenGL." STR_DISPLAY_OPTIONS: "Options d'affichage" STR_LETTERBOXED: "Letterbox" STR_LETTERBOXED_DESC: "Utilise des bandes noires pour conserver les proportions d'origine." STR_RESIZABLE: "Redimensionnable" STR_LOCK_MOUSE: "Capturer souris" STR_LOCK_MOUSE_DESC: "Empêche le curseur de la souris de sortir de l'écran de jeu. Crtl+G pour basculer à tout moment." STR_FIXED_WINDOW_POSITION: "Fenêtre fixe" STR_FIXED_WINDOW_POSITION_DESC: "Définir les coordonnées Fenêtre" STR_DISPLAY_SET_WINDOW_POSITION: "Définir nouvelles coordonnées de Fenêtre par défaut" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Bord gauche / Valeur X :" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Bord haut / Valeur Y :" STR_MUSIC_VOLUME: "Volume musique" STR_MUSIC_VOLUME_DESC: "Modifie le volume de la musique d'ambiance." STR_SFX_VOLUME: "Volume bruitages" STR_SFX_VOLUME_DESC: "Modifie le volume des effets sonores." STR_UI_VOLUME: "Volume bips" STR_UI_VOLUME_DESC: "Modifie le volume des sons des menus." STR_SCROLL_SPEED: "Vitesse de défilement" STR_SCROLL_SPEED_GEO_DESC: "Ajuster la vitesse de défilement du globe." STR_SCROLL_SPEED_BATTLE_DESC: "Modifie la vitesse de défilement de la carte." STR_DOGFIGHT_SPEED: "Vitesse combat aérien" STR_DOGFIGHT_SPEED_DESC: "Modifie la vitesse des combats lors des interceptions d'OVNIs. Diminuer la vitesse améliore les performances." STR_CLOCK_SPEED: "Vitesse d'horloge" STR_CLOCK_SPEED_DESC: "Modifie la vitesse de l'horloge du Géoscape. Diminuer la vitesse améliore les performances." STR_GLOBE_DETAILS: "Détails du globe" STR_GLOBE_COUNTRIES: "Pays" STR_GLOBE_COUNTRIES_DESC: "Affiche, sur le globe, les frontières des pays qui financent XCOM." STR_GLOBE_RADARS: "Radars" STR_GLOBE_RADARS_DESC: "Affiche, sur le globe, la portée radar des bases." STR_GLOBE_FLIGHT_PATHS: "Plans de vol" STR_GLOBE_FLIGHT_PATHS_DESC: "Affiche, sur le globe, le plan de vol des vaisseaux." STR_CONTROLS_DESC: "Clic gauche puis appuyer sur une touche pour assigner un raccourci.{NEWLINE}Clic droit pour le supprimer." STR_BASE_GAME: "Jeu de base" STR_MODS_TOOLTIP: "Version {0} par {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Défilement bord écran" STR_EDGE_SCROLL_DESC: "Déclencheur : Défilement du terrain quand le bouton gauche de la souris est maintenu enfoncé et le pointeur sur le bord de l'écran.{NEWLINE}Auto: Défilement du terrain quand le pointeur de la souris est sur le bord de l'écran." STR_TRIGGER_SCROLL: "Sur clic souris" STR_AUTO_SCROLL: "Sans clic" STR_DRAG_SCROLL: "Bouton défilement" STR_DRAG_SCROLL_DESC: "La carte défile quand on déplace la souris en maintenant ce bouton de souris appuyé." STR_LEFT_MOUSE_BUTTON: "Bouton gauche" STR_MIDDLE_MOUSE_BUTTON: "Bouton milieu" STR_RIGHT_MOUSE_BUTTON: "Bouton droit" STR_FIRE_SPEED: "Vitesse de tir" STR_FIRE_SPEED_DESC: "Modifie la vitesse des projectiles." STR_PLAYER_MOVEMENT_SPEED: "Vitesse unités XCOM" STR_PLAYER_MOVEMENT_SPEED_DESC: "Modifie la vitesse de déplacement des unités contrôlées par le joueur." STR_COMPUTER_MOVEMENT_SPEED: "Vitesse unités IA" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Ajuste la vitesse de déplacement des unités contrôlées par l'IA." STR_PATH_PREVIEW: "Aperçu mouvement" STR_PATH_ARROWS: "Flèches" STR_PATH_ARROWS_DESC: "Affiche le chemin que l'unité s'apprête à suivre. La couleur indique les actions disponibles : Vert - peut se déplacer et tirer ; Jaune - peut se déplacer ; Rouge - trop loin." STR_PATH_TIME_UNIT_COST: "UTs" STR_PATH_TIME_UNIT_COST_DESC: "Affiche les UT qui resteront après déplacement." STR_USER_INTERFACE_OPTIONS: "Options de l'interface" STR_TOOLTIPS: "Info-bulles" STR_TOOLTIPS_DESC: "Affiche des info-bulles pour les boutons de l'interface graphique de combat." STR_DEATH_NOTIFICATIONS: "Notifications de mort" STR_DEATH_NOTIFICATIONS_DESC: "Recevoir une notification quand un soldat est tué." STR_SHOW_FUNDS: "Afficher trésorerie" STR_SHOW_FUNDS_DESC: "Afficher la trésorerie à côté de l'horloge du Géoscape." STR_MISSION_GENERATOR: "GÉNÉRATEUR DE MISSION" STR_MAP_OPTIONS: "OPTIONS CARTE" STR_ALIEN_OPTIONS: "OPTIONS ALIEN" STR_MAP_TERRAIN: "Terrain" STR_MAP_DARKNESS: "Obscurité" STR_MAP_DEPTH: "Profondeur" STR_DIFFICULTY: "Difficulté" STR_ALIEN_RACE: "Race" STR_ALIEN_TECH_LEVEL: "Niveau de technologie" STR_RANDOMIZE: "Aléatoire" STR_OXCE_REQUIRED_QUESTION: "Ce mod requière OpenXcom {0} pour s'exécuter correctement. Activer ce mod ?" STR_RESTORE_DEFAULTS_QUESTION: "Êtes-vous sûr de vouloir rétablir les réglages par défaut ?" STR_DISPLAY_OPTIONS_CONFIRM: "Souhaitez-vous conserver les options d'affichage actuelles ?" STR_DISPLAY_OPTIONS_REVERT: "Annulation dans 0:{0}" STR_MISSING_CONTENT_PROMPT: "ATTENTION :{SMALLLINE}Cette sauvegarde utilise des mods qui ne sont plus disponibles. Le contenu manquant va être ignoré, mais le chargement peut échouer.{NEWLINE}Continuer ?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Récupère les grenades amorcées" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Récupère les grenades amorcées avant la bataille et placées dans l'inventaire." STR_NEWSEEDONLOAD: "Chargement abusif de sauvegarde" STR_NEWSEEDONLOAD_DESC: "Vous réinitialisez le générateur d'événements en chargeant une sauvegarde. Une action identique sera donc susceptible d'aboutir à un résultat différent. N'affecte pas le mode Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Modifier les valeurs avec la molette souris" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Permet d'utiliser la molette de la souris pour augmenter ou diminuer les quantités." STR_BATTLEHAIRBLEACH: "Sprites des soldats améliorés" STR_BATTLEHAIRBLEACH_DESC: "Modification des sprites du soldat en mode Tactique pour les assortir au menu inventaire." STR_DRAGSCROLLINVERT: "Inverse le défilement" STR_DRAGSCROLLINVERT_DESC: "Lorsque cette option est activée, le défilement (via la molette de la souris) est inversé." STR_BATTLESCAPE_SCALE: "Résolution Tactique" STR_BATTLESCAPE_SCALE_DESC: "Vue tactique mise à l'échelle, soit en résolution fixe (remplissage), soit sur un niveau de zoom (ajustement)." STR_GEOSCAPE_SCALE: "Résolution Géoscape" STR_GEOSCAPESCALE_SCALE_DESC: "Vue geoscape mise à l'échelle, soit en résolution fixe (remplissage), soit sur un niveau de zoom (ajustement)." STR_1_5X: "Originale 1.5x" STR_2X: "Originale 2x" STR_THIRD_DISPLAY: "Écran 1/3" STR_HALF_DISPLAY: "Écran 1/2" STR_FULL_DISPLAY: "Plein Écran" STR_FPS_LIMIT: "FPS maximum" STR_FPS_LIMIT_DESC: "Limite de la fréquence de rafraîchissement, 0 pour illimité. Note : affecte uniquement les modes software (les modes OpenGL s'auto-régulent)." STR_FPS_INACTIVE_LIMIT: "Limite de FPS en arrière plan" STR_FPS_INACTIVE_LIMIT_DESC: "Restreint le nombre de rafraîchissements d'écran si OpenXcom s'exécute en tâche de fond." STR_NOALIENPANICMESSAGES: "Supprime l'affichage des E.T. paniqués" STR_NOALIENPANICMESSAGES_DESC: "Les messages de panique concernant les extraterrestres s'afficheront seulement si ceux-ci sont dans le champ de vision d'une unité alliée." STR_ALIENBLEEDING: "Extraterrestre blessé" STR_ALIENBLEEDING_DESC: "Rend la plupart des extraterrestres sensibles aux blessures" STR_FIELDPROMOTIONS: "Champ d'Honneur" STR_FIELDPROMOTIONS_DESC: "Seuls les soldats ayant participé à la dernière mission peuvent être promus." STR_MEETINGPOINT: "Prédire la trajectoire des OVNIs" STR_MEETINGPOINT_DESC: "Les vaisseaux volent vers un point de rencontre avec l'OVNI estimé grâce à sa trajectoire actuelle." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Pas de sauvegarde manuelle." STR_SAVE_AND_ABANDON_GAME: "SAUVEGARDER ET ABANDONNER LE JEU" STR_MOD_UNSUCCESSFUL: "Le mod n'a pas pu être chargé." STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Ajuster l'affichage du jeu sur l'écran." STR_PREFERRED_MUSIC_FORMAT: "Format de musique" STR_PREFERRED_MUSIC_FORMAT_DESC: "Choisir un format musique par défaut lorsque plusieurs sont disponibles.{NEWLINE}NOTE : sur Windows le format MIDI peut être joué incorrectement." STR_PREFERRED_SFX_FORMAT: "Format des sons" STR_PREFERRED_SFX_FORMAT_DESC: "Choisir un format de son par défaut lorsque plusieurs sont disponibles." STR_PREFERRED_VIDEO_FORMAT: "Format Vidéo" STR_PREFERRED_VIDEO_FORMAT_DESC: "Sélectionne le format vidéo à utiliser quand plusieurs sont disponibles." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Diaporama" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "ACTUEL : {0}" STR_SOUND_OPTIONS: "Options audio" STR_BACKGROUND_MUTE: "Muet en arrière-plan" STR_BACKGROUND_MUTE_DESC: "Désactive les sons lorsque la fenêtre de jeu n'est pas active." STR_FORCE_FIRE: "Outrepasser la Ligne de Tir" STR_FORCE_FIRE_DESC: "En pressant simultanément CTRL, vous pourrez forcer vos unités à tirer, indépendamment des règles de Ligne de Tir." STR_NO_AUDIO_HARDWARE_DETECTED: "Aucune carte audio détectée !" STR_MOUSEWHEEL_SPEED: "Vitesse de défilement (molette souris)" STR_MOUSEWHEEL_SPEED_DESC: "Ajuste le nombre de lignes, par cran de rotation de la molette, lors du défilement des listes au moyen de la souris" STR_DISABLED: "Désactivé(e)" STR_MAXIMIZE_INFO_SCREENS: "Maximiser les écrans d'information" STR_MAXIMIZE_INFO_SCREENS_DESC: "Différents écrans (dont l'inventaire) seront affichés en plein écran, indépendamment des paramètres d'échelle." STR_DIARY: "JOURNAL" STR_KILLED: "TUÉ" STR_STUNNED: "ASSOMMÉ" STR_PANICKED: "PANIQUÉ" STR_MINDCONTROLLED: "CONTRÔLÉ" STR_REGION_UNKNOWN: "Non communiqué" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Inconnu" STR_VICTORY: "Victoire" STR_DEFEAT: "Défaite" STR_NO_RECORD: "Pas d'enregistrement" STR_HUMAN: "Humain" STR_FRIENDLY: "Amical" STR_HOSTILE: "Hostile" STR_NEUTRAL: "Neutre" STR_RATING_UC: "CLASSEMENT" STR_LOCATION: "EMPLACEMENT> {ALT}{0}" STR_DAYLIGHT_TYPE: "TEMPS> {ALT}{0}" STR_RACE_TYPE: "RACE> {ALT}{0}" STR_DAY: "Jour" STR_NIGHT: "Nuit" STR_DAYS_WOUNDED: "JOURS BLESSÉ> {ALT}{0}" STR_COMBAT: "COMBAT" STR_PERFORMANCE: "PERFORMANCE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISATION PAR RACE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISATIONS PAR GRADE" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISATIONS PAR ARME" STR_MISSIONS_BY_LOCATION: "MISSIONS PAR EMPLACEMENT" STR_MISSIONS_BY_TYPE: "MISSIONS PAR TYPE" STR_MISSIONS_BY_UFO: "MISSIONS PAR OVNI" STR_SCORE_VALUE: "SCORE> {ALT}{0}" STR_WINS: "VICTOIRES> {ALT}{0}" STR_STUNS: "ASSOMMAGES> {ALT}{0}" STR_PANICKS: "PANIQUES> {ALT}{0}" STR_MINDCONTROLS: "CONTRÔLES> {ALT}{0}" STR_AWARDS: "RÉCOMPENSES" STR_COMMENDATIONS_UC: "DISTINCTIONS" STR_COMMENDATIONS: "Distinctions" STR_MEDALS: "MÉDAILLES" STR_LOST_IN_SERVICE: "DISPARU EN SERVICE" STR_MEDAL_NAME: "Nom de la Médaille" STR_MEDAL_AWARD_LEVEL: "Niveau de Récompense" STR_MEDAL_DECOR_LEVEL: "Niveau de Décoration" STR_AWARD_0: "Première récompense" STR_AWARD_1: "Seconde récompense" STR_AWARD_2: "Troisième récompense" STR_AWARD_3: "Quatrième récompense" STR_AWARD_4: "Cinquième récompense" STR_AWARD_5: "Sixième récompense" STR_AWARD_6: "Septième récompense" STR_AWARD_7: "Huitième récompense" STR_AWARD_8: "Neuvième récompense" STR_AWARD_9: "Dixième récompense" STR_AWARD_DECOR_0: "Aucun" STR_AWARD_DECOR_1: "Première broche de bronze" STR_AWARD_DECOR_2: "Seconde broche de bronze" STR_AWARD_DECOR_3: "Troisième broche de bronze" STR_AWARD_DECOR_4: "Première broche d'argent" STR_AWARD_DECOR_5: "Seconde broche d'argent" STR_AWARD_DECOR_6: "Troisième broche d'argent" STR_AWARD_DECOR_7: "Première broche d'or" STR_AWARD_DECOR_8: "Seconde broche d'or" STR_AWARD_DECOR_9: "Troisième broche d'or" STR_KILLED_IN_ACTION_MALE: "MORT EN MISSION" STR_KILLED_IN_ACTION_FEMALE: "MORTE EN MISSION" STR_MISSING_IN_ACTION_MALE: "DISPARU EN MISSION" STR_MISSING_IN_ACTION_FEMALE: "DISPARUE EN MISSION" STR_AVERAGE_MONTHLY_RATING: "Score moyen mensuel" STR_TOTAL_INCOME: "Revenus totaux" STR_TOTAL_EXPENDITURE: "Totaux facturés" STR_MISSIONS_WON: "Missions terminés" STR_MISSIONS_LOST: "Échecs de missions" STR_NIGHT_MISSIONS: "Missions de nuits" STR_BEST_RATING: "Meilleur score de mission" STR_WORST_RATING: "Pire score de mission " STR_ALIEN_KILLS: "Extraterrestres tués" STR_ALIEN_CAPTURES: "Extraterrestres capturés" STR_FRIENDLY_KILLS: "Tirs accidentels sur alliés" STR_AVERAGE_ACCURACY: "Précision moyenne" STR_WEAPON_MOST_KILLS: "Arme la plus efficace" STR_ALIEN_MOST_KILLS: "Extraterrestre le plus meurtrier" STR_LONGEST_SERVICE: "Le plus long service" STR_TOTAL_DAYS_WOUNDED: "Jours d'hospitalisation" STR_COUNTRIES_LOST: "Pays infiltrés" STR_TOTAL_TERROR_SITES: "Attaque terroristes" STR_TOTAL_BASES: "Bases construites" STR_TOTAL_CRAFT: "Appareils obtenus" STR_TOTAL_SCIENTISTS: "Savants recrutés" STR_TOTAL_ENGINEERS: "Ingénieurs recrutés" STR_TOTAL_RESEARCH: "Recherches terminées" STR_DIARY_ACCURACY: "PRÉCISION> {ALT}{0}%" STR_STATISTICS: "Statistiques" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "UT" STR_STAMINA_ABBREVIATION: "END" STR_HEALTH_ABBREVIATION: "SAN" STR_BRAVERY_ABBREVIATION: "COU" STR_REACTIONS_ABBREVIATION: "RÉA" STR_FIRING_ACCURACY_ABBREVIATION: "TIR" STR_THROWING_ACCURACY_ABBREVIATION: "LAN" STR_STRENGTH_ABBREVIATION: "FOR" STR_MELEE_ACCURACY_ABBREVIATION: "MÊL" STR_FOLDERS: "DOSSIERS" STR_DATA_FOLDER: "Dossier de données (ressources originelles)" STR_USER_FOLDER: "Dossier utilisateur (mods, openxcom.log)" STR_SAVE_FOLDER: "Dossier de sauvegardes (sauvegardes, captures d'écran)" STR_CONFIG_FOLDER: "Dossier de configuration (options.cfg)" STR_DATA_FOLDER_DESC_1: "L'emplacement où OpenXcom recherche les ressources originels (XCOM et/ou TFTD)" STR_DATA_FOLDER_DESC_2: "Les ressources internes de OpenXcom sont dans le dossier 'common'. Les mods intégrés sont dans le dossier 'standard'." STR_USER_FOLDER_DESC: "Le fichier de log ('openxcom.log') est stoqué ici. Tous les mods personnalisé doivent s'y trouver également (dans le sous-dossier 'mods')." STR_SAVE_FOLDER_DESC: "Vos parties sauvegardées se trouveront ici. De plus, les paramètres du générateur de mission ('battle.cfg') s'y trouveront également." STR_CONFIG_FOLDER_DESC: "C'est ici que seront stockées les options de OpenXcom ('options.cfg). Normalement le même emplacement que le dossier utilisateur." ================================================ FILE: bin/common/Language/hr.yml ================================================ hr: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nova igra" STR_LOAD_SAVED_GAME: "Učitaj Igru" STR_SELECT_DIFFICULTY_LEVEL: "Izaberi Razinu Težine" STR_1_BEGINNER: "1> Početnik / Početnica" STR_2_EXPERIENCED: "2> Iskusan / Iskusna" STR_3_VETERAN: "3>Veteran / Veteranka" STR_4_GENIUS: "4> Genije" STR_5_SUPERHUMAN: "5> Nadčovjek" STR_TIME: "Vrijeme" STR_DATE: "Datum" STR_SELECT_GAME_TO_LOAD: "Izaberi igru za učitavanje" STR_SELECT_SAVE_POSITION: "Izaberi gdje snimiti igru" STR_GAME_OPTIONS: "IZBORNIK" STR_LOAD_GAME: "UČITAJ IGRU" STR_SAVE_GAME: "SNIMI IGRU" STR_ABANDON_GAME: "NAPUSTI IGRU" STR_ABANDON_GAME_QUESTION: "NAPUSTI IGRU?" STR_QUIT: "Izlaz" STR_SAVING_GAME: "Snimanje igre" STR_LOADING_GAME: "Učitavanje igre" STR_NO_SAVED_GAME_PRESENT: "Nema snimljene igre" STR_LOAD_UNSUCCESSFUL: "Učitavanje neuspješno" STR_SAVE_UNSUCCESSFUL: "Snimanje neuspješno" STR_LOAD_SUCCESSFUL: "Učitavanje uspješno" STR_SAVE_SUCCESSFUL: "Snimanje uspješno" STR_DELETE: "IZBRIŠI" STR_DELETE_UNSUCCESSFUL: "Brisanje neuspješno" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Sigurno izbisati snimljenu igru?" STR_ORIGINAL_XCOM: "Originalni X-Com" STR_LOADING: "Učitavanje..." STR_DETAILS: "DETALJI> {ALT}{0}" STR_NEW_BATTLE: "Nova bitka" STR_OPTIONS: "Opcije" STR_RIGHT_CLICK_TO_DELETE: "Desni klik briše." STR_RESTORE_DEFAULTS: "Vrati zadane postavke" STR_CONTROLS: "KONTROLE" STR_GENERAL: "Općenito" STR_GEOSCAPE: "Geoscape" STR_BATTLESCAPE: "Battlescape" STR_SCREENSHOT: "Snimka zaslona" STR_FPS_COUNTER: "Brojilo slika po sekundi" STR_ROTATE_LEFT: "Okreni nalijevo" STR_ROTATE_RIGHT: "Okreni nadesno" STR_ROTATE_UP: "Okreni prema gore" STR_ROTATE_DOWN: "Okreni prema dolje" STR_ZOOM_IN: "Zumiranje-povećanje" STR_ZOOM_OUT: "Zumiranje-smanjenje" STR_TOGGLE_COUNTRY_DETAIL: "Podesi Prikaz Detalja o Zemljama" STR_TOGGLE_RADAR_RANGES: "Prikaži Domete Radara" STR_SCROLL_LEFT: "Klizi Lijevo" STR_SCROLL_RIGHT: "Klizi Desno" STR_SCROLL_UP: "Klizi Gore" STR_SCROLL_DOWN: "Klizi Dolje" STR_UNIT_LEVEL_ABOVE: "Pomakni jedinicu na višu razinu" STR_UNIT_LEVEL_BELOW: "Pomakni jedinicu na nižu razinu" STR_VIEW_LEVEL_ABOVE: "Vidi razinu iznad" STR_VIEW_LEVEL_BELOW: "Vidi razinu ispod" STR_CENTER_SELECTED_UNIT: "Centriraj na izabranu jedinicu" STR_PREVIOUS_UNIT: "Izaberi prethodnu jedinicu" STR_NEXT_UNIT: "Izaberi iduću jedinicu" STR_DESELECT_UNIT: "Nemoj ponovno izabrati jedinicu" STR_USE_LEFT_HAND: "Upotrijebi predmet u lijevoj ruci" STR_USE_RIGHT_HAND: "Upotrijebi predmet u desnoj ruci" STR_INVENTORY: "Inventar" STR_MINIMAP: "Mini mapa" STR_MULTI_LEVEL_VIEW: "Višerazinski prikaz" STR_END_TURN: "Kraj poteza" STR_ABORT_MISSION: "Prekini misiju" STR_UNIT_STATS: "Karakteristike jedinice" STR_KNEEL: "Klekni/Ustani" STR_RELOAD: "Napuni oružje" STR_TOGGLE_PERSONAL_LIGHTING: "Uključi/Isključi osobno osvjetljenje" STR_DONT_RESERVE_TIME_UNITS: "Ne čuvaj VJ" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Čuvaj VJ za brzi hitac" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Čuvaj VJ za ciljanu paljbu" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Čuvaj VJ za rafalnu paljbu" STR_CENTER_ON_ENEMY_1: "Centiraj na Neprijatelja 1" STR_CENTER_ON_ENEMY_2: "Centiraj na Neprijatelja 2" STR_CENTER_ON_ENEMY_3: "Centiraj na Neprijatelja 3" STR_CENTER_ON_ENEMY_4: "Centiraj na Neprijatelja 4" STR_CENTER_ON_ENEMY_5: "Centiraj na Neprijatelja 5" STR_CENTER_ON_ENEMY_6: "Centiraj na Neprijatelja 6" STR_CENTER_ON_ENEMY_7: "Centiraj na Neprijatelja 7" STR_CENTER_ON_ENEMY_8: "Centiraj na Neprijatelja 8" STR_CENTER_ON_ENEMY_9: "Centiraj na Neprijatelja 9" STR_CENTER_ON_ENEMY_10: "Centiraj na Neprijatelja 10" STR_CREATE_INVENTORY_TEMPLATE: "Stvori obrazac za inventar" STR_APPLY_INVENTORY_TEMPLATE: "Primijeni obrazac za inventar" STR_CLEAR_INVENTORY: "Očisti inventar" STR_QUICK_SAVE: "Brzo snimanje" STR_QUICK_LOAD: "Brzo učitavanje" STR_ADVANCED: "NAPREDNO" STR_AGGRESSIVERETALIATION: "Agresivna odmazda" STR_AGGRESSIVERETALIATION_DESC: "NLO-i će uvijek pokušati pronaći igračeve baze, bez obzira na kojoj su misiji." STR_STORAGELIMITSENFORCED: "Zapljena materijala ograničena slobodnim prostorom u skladištu" STR_STORAGELIMITSENFORCED_DESC: "Zarobljavanje živih izvanzemaljaca i zapljena predmeta s bojišta nisu moguće ako nema dovoljno slobodnog prostora u bazi." STR_CANSELLLIVEALIENS: "Prodaja živih izvanzemaljaca" STR_CANSELLLIVEALIENS_DESC: "Dozvoljava prodaju živih izvanzemaljaca. Preporučeno ako su postavljena ograničenja na broj zatočenika." STR_ALLOWBUILDINGQUEUE: "Dozvoli red za izgradnju" STR_ALLOWBUILDINGQUEUE_DESC: "Omogući gradnju novih prostorija pored onih koje su još u izgradnji." STR_BATTLEAUTOEND: "Automatsko završavanje bitke" STR_BATTLEAUTOEND_DESC: "Bitke automatski završe nakon što je neutraliziran posljednji protivnik." STR_BATTLEINSTANTGRENADE: "Trenutno eksplodirajuće bombe" STR_BATTLEINSTANTGRENADE_DESC: "Bombe podešene da eksplodiraju nakon 0 poteza, umjesto na kraju poteza, eksplodirat će odmah nakon što su bačene." STR_BATTLEUFOEXTENDERACCURACY: "Preciznost prema UFO Extenderu" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Preciznost hitaca postupno opada nakon određene udaljenosti, ovisno o vrsti hica. Podešena vjerojatnost pogotka biti će prikazana na pokazivaču." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferi u zraku" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Moguće je transferirati letjelice koje su trenutno u zraku." STR_CRAFTLAUNCHALWAYS: "Lansiraj letjelice bez obzira na pripravnost" STR_CRAFTLAUNCHALWAYS_DESC: "Moguće je lansirati letjelice čak i kada nisu spremne, bez obzira na potrebu za održavanjem." STR_CUSTOMINITIALBASE: "Podesi početnu bazu" STR_CUSTOMINITIALBASE_DESC: "Pri početku novu igru, igrač ima priliku ručno odrediti položaj početnih prostorija umjesto korištenja zadanog rasporeda." STR_GLOBESEASONS: "Realistično globalno osvjetljenje" STR_GLOBESEASONS_DESC: "Realističnija projekcija sunčeve svjetlosti u Geoscape-u s obzirom na nagib zemljine osi." STR_PLAYINTRO: "Prikaži uvodnu animaciju" STR_PLAYINTRO_DESC: "Prikaži uvodni filmić pri pokretanju igre." STR_SHOWMORESTATSININVENTORYVIEW: "Dodatne informacije u inventaru" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Dodatne informacije o izabranom vojniku biti će prikazane na njegvom inventaru" STR_SNEAKYAI: "Oprezni protivnici" STR_SNEAKYAI_DESC: "Protivnici kojima upravlja računalo nastojat će ostati izvan vidika igračevih jedinica kada god je to moguće." STR_STRAFE: "Alternativni načini kretanja" STR_STRAFE_DESC: "Omogućava hodanje u stranu, trčanje i nezavisno pomicanje tenkovskih kupola pomoću pritiskanja tipke CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Visina eksplozije" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Promijeni koliko se eksplozije mogu proširiti u visinu.{NEWLINE}(Ravne: 0, Okrugle: 3)" STR_AUTOSAVE: "Automatsko snimanje" STR_AUTOSAVE_DESC: "Automatski snima igru pri navedenim intervalima. Ne vrijedi za opciju \"Čovjek od Čelika\"." STR_AUTOSAVE_FREQUENCY: "Učestalost automatskog snimanja" STR_AUTOSAVE_FREQUENCY_DESC: "Broj poteza nakon čega će igra biti automatski snimljena." STR_SKIPNEXTTURNSCREEN: "Preskoči zaslon \"Idući Potez\"" STR_SKIPNEXTTURNSCREEN_DESC: "Zasloni \"Idući Potez\" bit će automatski preskočeni nakon kratkog vremena." STR_NOT_ENOUGH_SPACE: "Nema dovoljno prostora!" STR_WEAPONSELFDESTRUCTION: "Samouništenja izvanzemaljskog oružja" STR_WEAPONSELFDESTRUCTION_DESC: "Izvanzemaljska oružja će se automatski uništiti ako pogine njihov korisnik, kao u XCOM 2012." STR_SAVE_VOXEL_VIEW: "Snimi sliku zaslona iz prvog lica" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Čuvaj VJ za klečanje" STR_EXPEND_ALL_TIME_UNITS: "Potroši sve preostale Vremenske jedinice" STR_DISABLEAUTOEQUIP: "Onemogući automatsko opremanje" STR_DISABLEAUTOEQUIP_DESC: "Onemogućuje automatsko opremanje novih vojnika prije bitke." STR_BATTLECONFIRMFIREMODE: "Potvrdi vrstu paljbe" STR_SELECT_BASE_1: "Izaberi Bazu 1" STR_SELECT_BASE_2: "Izaberi Bazu 2" STR_SELECT_BASE_3: "Izaberi Bazu 3" STR_SELECT_BASE_4: "Izaberi Bazu 4" STR_SELECT_BASE_5: "Izaberi Bazu 5" STR_SELECT_BASE_6: "Izaberi Bazu 6" STR_SELECT_BASE_7: "Izaberi Bazu 7" STR_SELECT_BASE_8: "Izaberi Bazu 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_DISPLAY_RESOLUTION: "Rezolucija" STR_ORIGINAL: "Originalno" STR_DISPLAY_MODE: "Oblik prikazivanja" STR_WINDOWED: "U prozoru" STR_FULLSCREEN: "Prikaz preko cijelog zaslona" STR_BORDERLESS: "Bez granica" STR_DISPLAY_LANGUAGE: "Prikaži jezik" STR_DISPLAY_LANGUAGE_DESC: "Promijeni jezik teksta u igri." STR_DISPLAY_FILTER: "Filtriranje prikazivanja" STR_DISPLAY_FILTER_DESC: "Promijeni filter kojeg igra primjenjuje na zaslon.{NEWLINE}*treba OpenGL hardversko ubrzanje." STR_RESIZABLE: "Promijenjiva veličina" STR_LOCK_MOUSE: "Zadrži miša" STR_LOCK_MOUSE_DESC: "Onemogućava pokazivač miša da napusti prozor igre. Ovo se može podesiti pritiskom Ctrl+G u bilo koje vrijeme." STR_MUSIC_VOLUME: "Glasnoća glazbe" STR_MUSIC_VOLUME_DESC: "Promijeni glasnoću pozadinske glazbe." STR_SFX_VOLUME: "Glasnoća zvučnih efekata" STR_SFX_VOLUME_DESC: "Mijenja glasnoću zvučnih efekata." STR_UI_VOLUME: "Glasnoća korisničkog sučelja" STR_UI_VOLUME_DESC: "Mijenja glasnoću zvučnih signala / bipova korisničkog sučelja." STR_SCROLL_SPEED: "Brzina pomicanja" STR_SCROLL_SPEED_GEO_DESC: "Mijenja brzinu pomicanja globusa." STR_SCROLL_SPEED_BATTLE_DESC: "Mijenja brzinu pomicanja mape." STR_DOGFIGHT_SPEED: "Brzina zračne borbe" STR_DOGFIGHT_SPEED_DESC: "Mijenja brzinu borbi kada letjelice presreću NLO-e. Sporije brzine su obično pogodnije za slabija računala." STR_CLOCK_SPEED: "Brzina sata" STR_CLOCK_SPEED_DESC: "Mijenja brzinu sata na Geoscapeu. Sporije brzine su obično pogodnije za slabija računala." STR_GLOBE_DETAILS: "Detalji na globusu" STR_GLOBE_COUNTRIES: "Zemlje" STR_GLOBE_COUNTRIES_DESC: "Pokazuje zemlje-sponzore na globusu." STR_GLOBE_RADARS: "Radar" STR_GLOBE_RADARS_DESC: "Prikazuje domet radara u bazama na globusu" STR_GLOBE_FLIGHT_PATHS: "Putanje leta" STR_GLOBE_FLIGHT_PATHS_DESC: "Prikazuje putanje leta letjelica na globusu." STR_CONTROLS_DESC: "Lijevi klik i pritisak tipke na tipkovnici mijenja prečac.{NEWLINE}Desni klik na prečac ga onesposobljuje." STR_MODS_TOOLTIP: "Verzija {0} autor {1}.{NEWLINE}{2}" STR_TRIGGER_SCROLL: "Aktivacija" STR_AUTO_SCROLL: "Automatski" STR_DRAG_SCROLL: "Klizi Povlačenjem Miša" STR_DRAG_SCROLL_DESC: "Pomiče mapu kad je pritisnuta i povučena odgovarajuća tipka na mišu." STR_LEFT_MOUSE_BUTTON: "Lijevi gumb" STR_MIDDLE_MOUSE_BUTTON: "Srednji gumb" STR_RIGHT_MOUSE_BUTTON: "Desni gumb" STR_FIRE_SPEED: "Brzina projektila" STR_FIRE_SPEED_DESC: "Mijenja brzinu projektila." STR_PLAYER_MOVEMENT_SPEED: "Brzina micanja igračevih jedinica" STR_PLAYER_MOVEMENT_SPEED_DESC: "Mijenja brzinu kretanja jedinica pod kontrolom igrača." STR_COMPUTER_MOVEMENT_SPEED: "Brzina kretanja protivnika" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Mijenja brzinu kretanja jedinica pod kontrolom računala." STR_PATH_PREVIEW: "Pregled puta" STR_PATH_ARROWS: "Strelice" STR_PATH_ARROWS_DESC: "Klik prikazuje put kojim će igračeva jedinica ići do odredišta. Boja označava raspoložive akcije: zelena - može micati i pucati; žuta - može micati; crvena - ne može micati." STR_PATH_TIME_UNIT_COST: "Vremenske jedinice" STR_PATH_TIME_UNIT_COST_DESC: "Klik prikazuje preostale VJ koje će jedinica imati nakon što se dođe do odredišta." STR_USER_INTERFACE_OPTIONS: "Opcije korisničkog sučelja" STR_TOOLTIPS: "Natuknice za gumbe" STR_TOOLTIPS_DESC: "Prikazuje natuknice / tooltips za gumbe na Battlescape-u." STR_DEATH_NOTIFICATIONS: "Obavijesti o smrti" STR_DEATH_NOTIFICATIONS_DESC: "Prikaži skočnu / popup notifikaciju kada pogine vojnik." STR_SHOW_FUNDS: "Prikaži sredstva" STR_SHOW_FUNDS_DESC: "Prikazuje trenutno raspoloživa novčana sredstva pored sata na Geoscape-u." STR_MISSION_GENERATOR: "GENERATOR MISIJA" STR_MAP_OPTIONS: "OPCIJE MAPE" STR_ALIEN_OPTIONS: "OPCIJE IZVANZEMALJACA" STR_MAP_TERRAIN: "Teren" STR_MAP_DARKNESS: "Mrak" STR_MAP_DEPTH: "Dubina" STR_DIFFICULTY: "Težina" STR_ALIEN_RACE: "Rasa" STR_ALIEN_TECH_LEVEL: "Tehnološka razina" STR_RANDOMIZE: "Randomiziraj / izaberi nasumce" STR_RESTORE_DEFAULTS_QUESTION: "Sigurno vratiti izvorne opcije?" STR_DISPLAY_OPTIONS_CONFIRM: "Želiš li zadržati trenutne postavke prikazivanja na zaslonu?" STR_DRAGSCROLLINVERT_DESC: "Kada je upaljeno, povlačenje miša klizi u suprotnom smjeru od smjera povlačenja." STR_BATTLESCAPE_SCALE_DESC: "Model podešavanja skale Battlescapea, zasnovan na fiksnoj rezoluciji (rastegnuto da ispuni zaslon) ili fiksni nivo zumiranja (prošireno da popuni zaslnon)." STR_GEOSCAPESCALE_SCALE_DESC: "Model podešavanja skale Geoscapea, zasnovan na fiksnoj rezoluciji (rastegnuto da ispuni zaslon) ili fiksni nivo zumiranja (prošireno da popuni zaslnon)." STR_FPS_LIMIT: "Dopušteno slika u sekundi" STR_FPS_LIMIT_DESC: "Ograničava broj ažuriranja zaslona u sekundi. 0 znači bez ograničenja. Ako je automatsko dovršavanje slike putem OpenGLa omogućeno, igra će umjesto toga koristiti Vsync." STR_FPS_INACTIVE_LIMIT: "Dopušteno slika u sekundi - pozadina" STR_FPS_INACTIVE_LIMIT_DESC: "Ograničava broj obnavljanja ekrana po sekundi ako je OpenXcom program u pozadini." STR_NOALIENPANICMESSAGES: "Ne prikazuj poruke o izvanzemaljcima koji paničare" STR_NOALIENPANICMESSAGES_DESC: "Ne prikazuj poruke o izvanzemaljcima koje je zahvatila panika, osim ako ih igrač vidi." STR_ALIENBLEEDING: "Krvarenje Izvanzemaljaca" STR_ALIENBLEEDING_DESC: "Omogućava da se većini izvanzemaljaca nanesu smrtonosne rane." STR_IRONMAN: "ČOVJEK OD ČELIKA" STR_IRONMAN_DESC: "Onemogući ručno snimanje igre" STR_SAVE_AND_ABANDON_GAME: "SNIMI I NAPUSTI IGRU" STR_MOD_UNSUCCESSFUL: "Učitavanje modifikacije neuspješno" STR_PREFERRED_MUSIC_FORMAT: "Format Glazbe" STR_PREFERRED_SFX_FORMAT: "Format Zvučnih Efekata" STR_PREFERRED_SFX_FORMAT_DESC: "Izabiranje preferiranog formata zvučnih efekata u slučaju da ima više raspoloživih." STR_PREFERRED_FORMAT_AUTO: "Automatski" STR_CURRENT_FORMAT: "Trenutačno: {0}" STR_FORCE_FIRE: "Zanemari Pravila o Vatrenoj Liniji" STR_FORCE_FIRE_DESC: "Omogućuje tvojim vojnicima da pucaju ako držiš pritisnutu tipku CTRL, bez obzira na pravila o vatrenoj liniji." STR_MOUSEWHEEL_SPEED: "Brzina klizanja pomoću kotačića miša" STR_MAXIMIZE_INFO_SCREENS: "Uvećaj zaslone s informacijama" STR_MAXIMIZE_INFO_SCREENS_DESC: "Zaslon za opremanje i drugi zasloni bit će prikazani na punom zaslonu bez obzira na postavke skale." STR_AWARD_DECOR_0: "Ništa" ================================================ FILE: bin/common/Language/hu.yml ================================================ hu: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Új játék" STR_LOAD_SAVED_GAME: "Játék betöltése" STR_SELECT_DIFFICULTY_LEVEL: "Válassz Nehézségi Szintet" STR_1_BEGINNER: "1> Kezdő" STR_2_EXPERIENCED: "2> Tapasztalt" STR_3_VETERAN: "3> Veterán" STR_4_GENIUS: "4> Zseni" STR_5_SUPERHUMAN: "5> Emberfeletti" STR_TIME: "Idő" STR_DATE: "Dátum" STR_SELECT_GAME_TO_LOAD: "Válaszd ki a betöltendő állást" STR_SELECT_SAVE_POSITION: "Válassz egy helyet a mentésnek" STR_GAME_OPTIONS: "JÁTÉKBEÁLLÍTÁSOK" STR_LOAD_GAME: "JÁTÉK BETÖLTÉSE" STR_SAVE_GAME: "JÁTÉK MENTÉSE" STR_ABANDON_GAME: "JÁTÉK ELHAGYÁSA" STR_ABANDON_GAME_QUESTION: "ABBAHAGYOD A JÁTÉKOT?" STR_QUIT: "Kilépés" STR_SAVING_GAME: "Játék mentése" STR_LOADING_GAME: "Játék betöltése" STR_NO_SAVED_GAME_PRESENT: "Nincs elmentett játék" STR_LOAD_UNSUCCESSFUL: "Betöltés sikertelen" STR_SAVE_UNSUCCESSFUL: "Elmentés sikertelen" STR_LOAD_SUCCESSFUL: "Betöltés sikeres" STR_SAVE_SUCCESSFUL: "Elmentés sikeres" STR_DELETE: "TÖRLÉS" STR_DELETE_UNSUCCESSFUL: "Törlés sikertelen" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Biztosan törölni akarod a mentett játékot?" STR_ORIGINAL_XCOM: "Eredeti X-Com" STR_LOADING: "Betöltés..." STR_DETAILS: "RÉSZLETEK> {ALT}{0}" STR_NEW_BATTLE: "Új csata" STR_OPTIONS: "Opciók" STR_RIGHT_CLICK_TO_DELETE: "Jobb klikk a törléshez." STR_RESTORE_DEFAULTS: "Alapértékek visszaállítása" STR_CONTROLS: "VEZÉRLÉS" STR_GENERAL: "Általános" STR_GEOSCAPE: "Földgömb" STR_BATTLESCAPE: "Csatamező" STR_SCREENSHOT: "Képernyőkép Mentése" STR_FPS_COUNTER: "FPS Számláló" STR_ROTATE_LEFT: "Forgatás Balra" STR_ROTATE_RIGHT: "Forgatás Jobbra" STR_ROTATE_UP: "Forgatás Fel" STR_ROTATE_DOWN: "Forgatás Le" STR_ZOOM_IN: "Közelítés" STR_ZOOM_OUT: "Távolítás" STR_TOGGLE_COUNTRY_DETAIL: "Kapcsoló: Országok Részletesen" STR_TOGGLE_RADAR_RANGES: "Kapcsoló: Radar Hatókörök" STR_SCROLL_LEFT: "Görgetés Balra" STR_SCROLL_RIGHT: "Görgetés Jobbra" STR_SCROLL_UP: "Görgetés Fel" STR_SCROLL_DOWN: "Görgetés Le" STR_UNIT_LEVEL_ABOVE: "Egység egy Szinttel feljebb mozgatása" STR_UNIT_LEVEL_BELOW: "Egység egy Szinttel lejjebb mozgatása" STR_VIEW_LEVEL_ABOVE: "Nézetet Egy Szinttel Fel" STR_VIEW_LEVEL_BELOW: "Nézetet Egy Szinttel Le" STR_CENTER_SELECTED_UNIT: "Kiválasztott Egységet Középre" STR_PREVIOUS_UNIT: "Előző Egység" STR_NEXT_UNIT: "Következő Egység" STR_DESELECT_UNIT: "Ne válassza ki újra az egységet" STR_USE_LEFT_HAND: "Bal kézben lévő eszközt használ" STR_USE_RIGHT_HAND: "Jobb kézben lévő eszközt használ" STR_INVENTORY: "Felszerelés" STR_MINIMAP: "Mini-Térkép" STR_MULTI_LEVEL_VIEW: "Többszintes Nézet" STR_END_TURN: "Kör Befejezése" STR_ABORT_MISSION: "Küldetés Megszakítása" STR_UNIT_STATS: "Egység Tulajdonságai" STR_KNEEL: "Térdelés" STR_RELOAD: "Újratöltés" STR_TOGGLE_PERSONAL_LIGHTING: "Kapcsoló: Személyi Világítás" STR_DONT_RESERVE_TIME_UNITS: "Ne Tartson Fenn IE-eket" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "IE-ek Fenntartása Kapáslövésre" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "IE-ek Fenntartása Célzott Lövésre" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "IE-ek Fenntartása Auto. Lövésre" STR_CENTER_ON_ENEMY_1: "Ellenség-1-et Középre" STR_CENTER_ON_ENEMY_2: "Ellenség-2-t Középre" STR_CENTER_ON_ENEMY_3: "Ellenség-3-at Középre" STR_CENTER_ON_ENEMY_4: "Ellenség-4-et Középre" STR_CENTER_ON_ENEMY_5: "Ellenség-5-öt Középre" STR_CENTER_ON_ENEMY_6: "Ellenség-6-ot Középre" STR_CENTER_ON_ENEMY_7: "Ellenség-7-et Középre" STR_CENTER_ON_ENEMY_8: "Ellenség-8-at Középre" STR_CENTER_ON_ENEMY_9: "Ellenség-9-et Középre" STR_CENTER_ON_ENEMY_10: "Ellenség-10-et Középre" STR_CREATE_INVENTORY_TEMPLATE: "Új felszerelés sablon" STR_APPLY_INVENTORY_TEMPLATE: "Felszerelés sablon alkalmazása" STR_CLEAR_INVENTORY: "Felszerelés törlése" STR_AUTO_EQUIP: "Auto-felszerelés" STR_QUICK_SAVE: "Gyorsmentés" STR_QUICK_LOAD: "Gyorstöltés" STR_ADVANCED: "HALADÓ" STR_AGGRESSIVERETALIATION: "Aggresszív megtorlás" STR_AGGRESSIVERETALIATION_DESC: "Az UFO-k - küldetésüktől függetlenül - minden alkalommal kíserletet tesznek a bázisod helyének kiderítésére." STR_STORAGELIMITSENFORCED: "Tárolási korlátok a begyűjtött tételekre" STR_STORAGELIMITSENFORCED_DESC: "A küldetéseken begyűjtött élő idegenekre és szerkezetekre kikényszeríti az Idegen Tároló és a Raktár korlátait." STR_CANSELLLIVEALIENS: "Élő idegen eladhatósága" STR_CANSELLLIVEALIENS_DESC: "Engedélyezi az élő idegenek eladását. Tárolási korlátok használata esetén javasolt." STR_ALLOWBUILDINGQUEUE: "Épület-emelés sorba állíthatósága" STR_ALLOWBUILDINGQUEUE_DESC: "Új épületek építhetőek az el nem készültek mellé." STR_BATTLEAUTOEND: "Csata automatikus befejezése" STR_BATTLEAUTOEND_DESC: "A csaták automatikusan befejeződnek, amint az utolsó élő ellenség is semlegesítve lesz." STR_BATTLEINSTANTGRENADE: "Azonnali gránátok" STR_BATTLEINSTANTGRENADE_DESC: "A 0-ra időzített gránátok azonnal felrobbannak eldobást követően, ahelyett, hogy a kör végén robbannának." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender pontosság" STR_BATTLEUFOEXTENDERACCURACY_DESC: "A lövések egy bizonyos távolság után pontatlanok lesznek a kiválasztott lövés-típusától függően. A pontosság a kurzornál fog majd megjelenni." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Repülő jármű átcsoportosíthatósága" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Jelenleg levegőben lévő járművet át lehet csoportosítani." STR_CRAFTLAUNCHALWAYS: "Repülőgépek mindig elindíthatóak" STR_CRAFTLAUNCHALWAYS_DESC: "A repülőgépek elindíthatóak akkor is, ha nem állnak még készen, felülírva a karbantartás szükségét." STR_CUSTOMINITIALBASE: "Egyéni kezdő-bázis" STR_CUSTOMINITIALBASE_DESC: "Amikor új játékot indítasz, akkor egyesével helyezheted el a kezdő-épületeidet az alap elrendezés helyett." STR_GLOBESEASONS: "Valósághű bolygó megvilágítás" STR_GLOBESEASONS_DESC: "Valósághűbb napfény kivetítést használ a Földgömbön a Föld tengelyferdeségének megfelelően." STR_PLAYINTRO: "Bevezető lejátszása" STR_PLAYINTRO_DESC: "A bevezető képsorok mutatása indításkor." STR_SHOWMORESTATSININVENTORYVIEW: "Felszerelés adatok" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "A kiválasztott katonáról extra információkat mutat a felszerelés képernyőjén." STR_SNEAKYAI: "Sunyi MI" STR_SNEAKYAI_DESC: "A Mesterséges Intelligencia - amikor csak lehetséges - elkerüli, hogy felfedje az egységeit a játékos számára." STR_STRAFE: "Alternatív mozgási lehetőségek" STR_STRAFE_DESC: "Lehetővé teszi az oldalazást, futást, és a független tank-torony mozgatást a CTRL nyomvatartása mellett." STR_BATTLEEXPLOSIONHEIGHT: "Robbanások magassága" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Megváltoztatja a robbanások magassági terjedését.{NEWLINE}(Sima: 0, Kör: 3)" STR_AUTOSAVE: "Automentés" STR_AUTOSAVE_DESC: "Automatikus mentés rendszeres időközönként. Vasember módra nem vonatkozik." STR_AUTOSAVE_FREQUENCY: "Automatikus mentés gyakorisága" STR_AUTOSAVE_FREQUENCY_DESC: "Hány körönként történjen automatikus mentés." STR_ALLOWPSIONICCAPTURE: "Pszi-elfogás engedélyezése" STR_ALLOWPSIONICCAPTURE_DESC: "Az összes megmaradt élő idegen elmekontroll alá vonása a csata győzelmét eredményezi, és mindegyik élve elfogott idegennek számít." STR_ANYTIMEPSITRAINING: "Pszionikus képzés bármikor" STR_ANYTIMEPSITRAINING_DESC: "A katonákat hónap közben bármikor beoszthatod pszionikus képzésre. Ne felejtsd, a kezdeti képzés 30-tól 60 napig tarthat." STR_SKIPNEXTTURNSCREEN: "\"Következő kör\" képernyő kihagyása" STR_SKIPNEXTTURNSCREEN_DESC: "A \"Következő kör\" képernyők harc alatt kis várakozás után automatikusan továbblépnek." STR_NOT_ENOUGH_SPACE: "Nincs elég hely!" STR_WEAPONSELFDESTRUCTION: "Idegen fegyverek önmegsemmisítése" STR_WEAPONSELFDESTRUCTION_DESC: "Az idegenek fegyverei önmegsemmisítőek, mint az XCOM 2012-ben." STR_RETAINCORPSES: "Kihallgatott idegenek megtartása" STR_RETAINCORPSES_DESC: "Az élő idegnek \"kivizsgálása\" után a testet a raktárhoz adja, úgy, mint az XCOM 2012-ben." STR_SAVE_VOXEL_VIEW: "Képernyőkép mentése az egység szemszögéből" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Időegységek fenntartása térdelésre" STR_EXPEND_ALL_TIME_UNITS: "A maradék Időegységek eldobása" STR_PSISTRENGTHEVAL: "Pszi-Erősség kiértékelése" STR_PSISTRENGTHEVAL_DESC: "Minden katona Pszionikus Erőssége kiértékelődik, miután a megfelelő kutatás befejeződött." STR_DISABLEAUTOEQUIP: "Auto-felszerelés letiltása" STR_DISABLEAUTOEQUIP_DESC: "Új katonák csata előtti automata-felszerelését letiltja" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Pszi-Erősség fejlesztésének engedélyezése" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "A katonák pszionikus erőssége tapasztalattal és gyakorlással fejleszthető." STR_BATTLESMOOTHCAMERA: "Folytonos lövedékkövetés" STR_BATTLESMOOTHCAMERA_DESC: "A lövések útját folyamatosan a lövésekre fókuszálva követi végig a kamera a csaták során." STR_BATTLECONFIRMFIREMODE: "Tüzelés megerősítése mód" STR_BATTLECONFIRMFIREMODE_DESC: "A csatamezőn egy második kattintás szükséges ugyanarra a mezőre a tüzelés megerősítéséhez." STR_SELECT_BASE_1: "1. Bázis kiválasztása" STR_SELECT_BASE_2: "2. Bázis kiválasztása" STR_SELECT_BASE_3: "3. Bázis kiválasztása" STR_SELECT_BASE_4: "4. Bázis kiválasztása" STR_SELECT_BASE_5: "5. Bázis kiválasztása" STR_SELECT_BASE_6: "6. Bázis kiválasztása" STR_SELECT_BASE_7: "7. Bázis kiválasztása" STR_SELECT_BASE_8: "8. Bázis kiválasztása" STR_VIDEO: "VIDEÓ" STR_AUDIO: "HANG" STR_BATTLESCAPE_UC: "CSATAMEZŐ" STR_MODS_UC: "MODOK" STR_MODS: "Modok" STR_DISPLAY_RESOLUTION: "Kijelző Felbontása" STR_DISPLAY_RESOLUTION_DESC: "A megjelenítés felbontását változtatja meg, a játék felbontása átméretezésre kerül, hogy egyezzen. A nyilak váltanak a támogatott felbontások között. Egyéni felbontáshoz kattints rá." STR_ORIGINAL: "Eredeti" STR_DISPLAY_MODE: "Kijelző Mód" STR_WINDOWED: "Ablakos" STR_FULLSCREEN: "Teljesképernyős" STR_BORDERLESS: "Szélek nélküli" STR_DISPLAY_LANGUAGE: "Megjelenítés nyelve" STR_DISPLAY_LANGUAGE_DESC: "A játékbeli szövegek nyelvét változtatja meg." STR_DISPLAY_FILTER: "Megjelenítő Szűrő" STR_DISPLAY_FILTER_DESC: "A játék képernyőjére alkalmazott szűrőt változtatja meg.{NEWLINE}*Hardveres OpenGL gyorsítást igényel." STR_DISPLAY_OPTIONS: "Megjelenítési Opciók" STR_LETTERBOXED: "Letterbox" STR_LETTERBOXED_DESC: "Letterbox megjelenítés, hogy az eredeti képarány megmaradjon." STR_RESIZABLE: "Átméretezhető" STR_LOCK_MOUSE: "Egér Megragadása" STR_LOCK_MOUSE_DESC: "Megakadályozza, hogy az egérkurzor elhagyhassa a játék ablakát. Ki/Be kapcsolni bármikor: Ctrl+G" STR_FIXED_WINDOW_POSITION: "Rögzített ablak pozíció" STR_FIXED_WINDOW_POSITION_DESC: "Rögzített pozíció beállítása az ablak számára." STR_DISPLAY_SET_WINDOW_POSITION: "Add meg az ablak új gyökér pozícióját" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Bal szegély új X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Felső szegély új Y:" STR_MUSIC_VOLUME: "Zene hangerő" STR_MUSIC_VOLUME_DESC: "A háttérzene hangerejét változtatja meg." STR_SFX_VOLUME: "Effektek hangerő" STR_SFX_VOLUME_DESC: "A hangeffektek hangerejét változtatja meg." STR_UI_VOLUME: "FF Hangerő" STR_UI_VOLUME_DESC: "A felhasználói felület pityegésének hangerejét változtatja meg." STR_SCROLL_SPEED: "Görgetési Sebesség" STR_SCROLL_SPEED_GEO_DESC: "A Földgömb görgetési sebességét változtatja meg." STR_SCROLL_SPEED_BATTLE_DESC: "A térkép görgetési sebességét változtatja meg." STR_DOGFIGHT_SPEED: "Repülőharc Sebessége" STR_DOGFIGHT_SPEED_DESC: "A repülőgépek és UFOk közötti légicsaták sebességét változtatja meg. Az alacsonyabb sebességek javíthatják a teljesítményt az alsó kategóriás eszközökön." STR_CLOCK_SPEED: "Óra Sebessége" STR_CLOCK_SPEED_DESC: "A Földgömb órájának sebességét változtatja meg. Az alacsonyabb sebességek javíthatják a teljesítményt az alsó kategóriás eszközökön." STR_GLOBE_DETAILS: "Földgömb Beállítások" STR_GLOBE_COUNTRIES: "Országok" STR_GLOBE_COUNTRIES_DESC: "A támogató országokat mutatja a Földgömbön." STR_GLOBE_RADARS: "Radarok" STR_GLOBE_RADARS_DESC: "A bázisok radarjainak hatótávjait mutatja a Földgömbön." STR_GLOBE_FLIGHT_PATHS: "Repülők Útvonala" STR_GLOBE_FLIGHT_PATHS_DESC: "A repülőgépek repülési útvonalát mutatja a Földgömbön." STR_CONTROLS_DESC: "Megváltoztatáshoz bal egérgombbal kell kattintani egy sorra, majd egy billentyűt kell lenyomni.{NEWLINE}Kikapcsoláshoz jobb egérgombbal kell rákattintani." STR_BASE_GAME: "Alapjáték" STR_MODS_TOOLTIP: "Verzió: {0} Készítő: {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Szegély Görgetés" STR_EDGE_SCROLL_DESC: "Kézi: A térkép görgetése ha a bal egérgomb le van nyomva és a kurzor a képernyő szélén van.{NEWLINE}Automata: A térkép görgetése ha a kurzor a képernyő szélén van." STR_TRIGGER_SCROLL: "Kézi" STR_AUTO_SCROLL: "Automata" STR_DRAG_SCROLL: "Vonszoló Görgetés" STR_DRAG_SCROLL_DESC: "A térképet görgeti, ha a meghatározott egérgomb le van nyomva és vonszoljuk." STR_LEFT_MOUSE_BUTTON: "Bal Egérgomb" STR_MIDDLE_MOUSE_BUTTON: "Középső Egérgomb" STR_RIGHT_MOUSE_BUTTON: "Jobb Egérgomb" STR_FIRE_SPEED: "Tüzelési Sebesség" STR_FIRE_SPEED_DESC: "A lőfegyverek lövedékeinek sebességét változtatja meg." STR_PLAYER_MOVEMENT_SPEED: "Játékos mozgási sebess." STR_PLAYER_MOVEMENT_SPEED_DESC: "A játékos által irányított egységek mozgási sebességét változtatja meg." STR_COMPUTER_MOVEMENT_SPEED: "MI mozgási sebessége" STR_COMPUTER_MOVEMENT_SPEED_DESC: "A számítógép által irányított egységek mozgási sebességét változtatja meg." STR_PATH_PREVIEW: "Útvonal Előnézet" STR_PATH_ARROWS: "Nyilak" STR_PATH_ARROWS_DESC: "Egy kattintásra mutatja az egységed útvonalának előnézetét a választott célig. Szín jelöli a lehetséges műveleteket: Zöld - mozoghat és lőhet; Sárga - mozoghat; Piros - nem mozoghat." STR_PATH_TIME_UNIT_COST: "Időegység" STR_PATH_TIME_UNIT_COST_DESC: "Egy kattintásra mutatja az egységed számára mozgás után megmaradó IE-eket." STR_USER_INTERFACE_OPTIONS: "Kezelőfelület Opciók" STR_TOOLTIPS: "Tippek" STR_TOOLTIPS_DESC: "Tippeket mutat a Csatamező gombjaihoz." STR_DEATH_NOTIFICATIONS: "Haláleset-értesítés" STR_DEATH_NOTIFICATIONS_DESC: "Értesítő üzenet jelenik meg, valahányszor elhalálozik egy katonád." STR_SHOW_FUNDS: "Tőke mutatása" STR_SHOW_FUNDS_DESC: "A jelenleg rendelkezésre álló tőke megjelenik az óra mellett." STR_MISSION_GENERATOR: "KÜLDETÉS GENERÁTOR" STR_MAP_OPTIONS: "TÉRKÉP OPCIÓK" STR_ALIEN_OPTIONS: "IDEGENEK OPCIÓI" STR_MAP_TERRAIN: "Terep" STR_MAP_DARKNESS: "Sötétség" STR_MAP_DEPTH: "Mélység" STR_DIFFICULTY: "Nehézség" STR_ALIEN_RACE: "Faj" STR_ALIEN_TECH_LEVEL: "Tech. Szint" STR_RANDOMIZE: "Véletlenszerű" STR_OXCE_REQUIRED_QUESTION: "Ennek a modnak a megfelelő működéséhez az OpenXcom {0} szükséges. Engedélyezed a modot?" STR_RESTORE_DEFAULTS_QUESTION: "Biztos, hogy vissza akarod állítani az alapbeállításokat?" STR_DISPLAY_OPTIONS_CONFIRM: "Meg akarod tartani a jelenlegi megjelenítési beállításokat?" STR_DISPLAY_OPTIONS_REVERT: "Visszaállítás: 0:{0}" STR_MISSING_CONTENT_PROMPT: "VIGYÁZAT:{SMALLLINE}Ez a mentés olyan modokra hivatkozik, amik nem elérhetők. A hivatkozások törlődni fognak, a mentés pedig nem biztos, hogy betöltődik.{NEWLINE}Mehet?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Előre időzített gránátok mentése" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Elmenti a csata előtt beállított gránát-időzítéseket a katonák felszerelés-elrendezésébe." STR_NEWSEEDONLOAD: "Mentéssel visszaélés" STR_NEWSEEDONLOAD_DESC: "Egy játék betöltése átállítja a találomszám-generátort (random seed), így ugyanazon művelet mindig mást eredményezhet. Vasember módra nem vonatkozik." STR_CHANGEVALUEBYMOUSEWHEEL: "Értékváltoztatás az egérgörgővel" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Lehetővé teszi, hogy az egérgörgőt használd egyes értékek növelésére/csökkentésére, a beállított mennyiséggel." STR_BATTLEHAIRBLEACH: "Fejlettebb képek a katonákról" STR_BATTLEHAIRBLEACH_DESC: "Megváltoztatja a csatamezőn a katonák képeit, hogy egyezzenek a felszerelési kinézetükkel." STR_DRAGSCROLLINVERT: "Fordított vonszoló-görgetés" STR_DRAGSCROLLINVERT_DESC: "Ha be van kapcsolva, akkor a Vonszoló Görgetés az egérmozgatással ellentétes irányban történik." STR_BATTLESCAPE_SCALE: "Csatamező Skálázás" STR_BATTLESCAPE_SCALE_DESC: "A Csatamező nézet skálázási módja, mely egy fix felbontáson alapszik (méretre nyújtja), vagy egy fix nagyítási szinten (kiegészíti a széleket)." STR_GEOSCAPE_SCALE: "Földgömb Skálázás" STR_GEOSCAPESCALE_SCALE_DESC: "A Földgömb nézet skálázási módja, mely egy fix felbontáson alapszik (méretre nyújtja), vagy egy fix nagyítási szinten (kiegészíti a széleket)." STR_1_5X: "1.5x Eredeti" STR_2X: "2x Eredeti" STR_THIRD_DISPLAY: "1/3 Megjelenítés" STR_HALF_DISPLAY: "1/2 Megjelenítés" STR_FULL_DISPLAY: "Teljes Megjelenítés" STR_FPS_LIMIT: "FPS korlát" STR_FPS_LIMIT_DESC: "A másodpercenkénti képfrissítések számát korlátozza, 0 a korlátlanság. Ha az OpenGL renderelés be van kapcsolva, a játék a Vsync-et használja helyette." STR_FPS_INACTIVE_LIMIT: "FPS korlát háttérben" STR_FPS_INACTIVE_LIMIT_DESC: "A képfrissítések másodpercenkénti korlátja amikor az OpenXcom a háttérben fut." STR_NOALIENPANICMESSAGES: "Pánik üzenetek elnyomása az idegeneknél" STR_NOALIENPANICMESSAGES_DESC: "Ne mutasson pánik üzeneteket az idegenekre, hacsak nem látható az idegen a játékos számára." STR_ALIENBLEEDING: "Idegenek elvérzése" STR_ALIENBLEEDING_DESC: "Engedélyezi, hogy a legtöbb idegenre hatással legyenek a végzetes sebek." STR_FIELDPROMOTIONS: "Harctéri előléptetések" STR_FIELDPROMOTIONS_DESC: "Csak a küldetésben részt vett katonák kaphatnak előléptetést." STR_MEETINGPOINT: "UFO röppályájának megbecslése" STR_MEETINGPOINT_DESC: "A repülőgépek az UFO-val együtt, annak aktuális röppályája alapján, egy közös találkozási pont felé haladnak." STR_IRONMAN: "VASEMBER" STR_IRONMAN_DESC: "Nincs kézi mentési lehetőség" STR_SAVE_AND_ABANDON_GAME: "JÁTÉK MENTÉSE ÉS ELHAGYÁSA" STR_MOD_UNSUCCESSFUL: "Mod betöltése sikertelen" STR_NEW_SAVED_GAME_SLOT: "<ÚJ MENTETT JÁTÉK>" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Megváltoztatja, hogy a játék hogyan jelenik meg a képernyőn." STR_PREFERRED_MUSIC_FORMAT: "Zene Formátum" STR_PREFERRED_MUSIC_FORMAT_DESC: "Az előnyben részesített zene formátumot választja amikor többféle áll rendelkezésre.{NEWLINE}MEGJEGYZÉS: A MIDI lejátszása hibás (bugos) lehet Windows-on." STR_PREFERRED_SFX_FORMAT: "Hangeffekt Formátum" STR_PREFERRED_SFX_FORMAT_DESC: "Az előnyben részesített hangeffekt formátumot választja amikor többféle áll rendelkezésre." STR_PREFERRED_VIDEO_FORMAT: "Videó Formátum" STR_PREFERRED_VIDEO_FORMAT_DESC: "Az előnyben részesített videó formátumot választja, amikor többféle lehetőség áll rendelkezésre." STR_PREFERRED_VIDEO_ANIMATION: "Animáció" STR_PREFERRED_VIDEO_SLIDESHOW: "Diasor" STR_PREFERRED_FORMAT_AUTO: "Automatikus" STR_CURRENT_FORMAT: "Jelenleg: {0}" STR_SOUND_OPTIONS: "Hangbeállítások" STR_BACKGROUND_MUTE: "Némítás a háttérben" STR_BACKGROUND_MUTE_DESC: "Minden hangot elnémít, ha a játékablak nem aktív." STR_FORCE_FIRE: "Tűzvonal felülbírálása" STR_FORCE_FIRE_DESC: "Lehetővé teszi a katonáid számára, - CTRL nyomvatartása mellett - hogy lőjenek tekintet nélkül a tűzvonal szabályaira." STR_NO_AUDIO_HARDWARE_DETECTED: "Hangeszköz nem található" STR_MOUSEWHEEL_SPEED: "Egérgörgő görgetési sebessége" STR_MOUSEWHEEL_SPEED_DESC: "Az egérgörgővel görgetendő sorok mennyiségét állítja. (Listák esetén)" STR_DISABLED: "Kikapcsolva" STR_MAXIMIZE_INFO_SCREENS: "Info képernyők maximalizálása" STR_MAXIMIZE_INFO_SCREENS_DESC: "A felszerelés és más különféle képernyők teljes képernyőn jelennek meg, a skálázási beállításoktól függetlenül." STR_DIARY: "NAPLÓ" STR_KILLED: "HALOTT" STR_STUNNED: "ELKÁBÍTVA" STR_PANICKED: "PÁNIKOL" STR_MINDCONTROLLED: "IRÁNYÍTÁS ALATT" STR_REGION_UNKNOWN: "Nem közölt" STR_WEAPON_UNKNOWN: "Rögtönzés" STR_UNKNOWN: "Ismeretlen" STR_VICTORY: "Győzelem" STR_DEFEAT: "Vereség" STR_NO_RECORD: "Nincs feljegyzés" STR_HUMAN: "Ember" STR_FRIENDLY: "Barát" STR_HOSTILE: "Ellenséges" STR_NEUTRAL: "Semleges" STR_RATING_UC: "BESOROLÁS" STR_LOCATION: "HELYSZÍN>{ALT}{0}" STR_DAYLIGHT_TYPE: "IDŐ> {ALT}{0}" STR_RACE_TYPE: "FAJ> {ALT}{0}" STR_DAY: "Nappal" STR_NIGHT: "Éjszaka" STR_DAYS_WOUNDED: "SÉRÜLT NAPOK> {ALT}{0}" STR_COMBAT: "HARC" STR_PERFORMANCE: "TELJESÍTÉS" STR_NEUTRALIZATIONS_BY_RACE: "SEMLEGESÍTÉS FAJOK SZERINT" STR_NEUTRALIZATIONS_BY_RANK: "SEMLEGESÍTÉS RANG SZERINT" STR_NEUTRALIZATIONS_BY_WEAPON: "SEMLEGESÍTÉS FEGYVER SZERINT" STR_MISSIONS_BY_LOCATION: "Küldetések helyszín szerint" STR_MISSIONS_BY_TYPE: "Küldetések típus szerint" STR_MISSIONS_BY_UFO: "Küldetések UFO szerint" STR_SCORE_VALUE: "PONTSZÁM>{ALT}{0}" STR_WINS: "GYŐZELMEK> {ALT}{0}" STR_STUNS: "ELKÁBÍTÁSOK> {ALT}{0}" STR_PANICKS: "BEPÁNIKOLÁSOK> {ALT}{0}" STR_MINDCONTROLS: "ÁTVETT IRÁNYÍTÁSOK> {ALT}{0}" STR_AWARDS: "DÍJAK" STR_COMMENDATIONS_UC: "ELISMERÉSEK" STR_COMMENDATIONS: "Elismerések" STR_MEDALS: "KITÜNTETÉSEK" STR_LOST_IN_SERVICE: "SZOLGÁLATBAN ELHUNYT" STR_MEDAL_NAME: "Kitüntetés neve" STR_MEDAL_AWARD_LEVEL: "Díj szintje" STR_MEDAL_DECOR_LEVEL: "Dekoráltsági szint" STR_AWARD_0: "Első díj" STR_AWARD_1: "Második díj" STR_AWARD_2: "Harmadik díj" STR_AWARD_3: "Negyedik díj" STR_AWARD_4: "Ötödik díj" STR_AWARD_5: "Hatodik díj" STR_AWARD_6: "Hetedik díj" STR_AWARD_7: "Nyolcadik díj" STR_AWARD_8: "Kilencedik díj" STR_AWARD_9: "Tizedik díj" STR_AWARD_DECOR_0: "Nincs" STR_AWARD_DECOR_1: "Első bronz jelzés" STR_AWARD_DECOR_2: "Második bronz jelzés" STR_AWARD_DECOR_3: "Harmadik bronz jelzés" STR_AWARD_DECOR_4: "Első ezüst jelzés" STR_AWARD_DECOR_5: "Második ezüst jelzés" STR_AWARD_DECOR_6: "Harmadik ezüst jelzés" STR_AWARD_DECOR_7: "Első arany jelzés" STR_AWARD_DECOR_8: "Második arany jelzés" STR_AWARD_DECOR_9: "Harmadik arany jelzés" STR_KILLED_IN_ACTION_MALE: "BEVETÉS SORÁN MEGHALT" STR_KILLED_IN_ACTION_FEMALE: "BEVETÉS SORÁN MEGHALT" STR_MISSING_IN_ACTION_MALE: "BEVETÉS SORÁN ELTŰNT" STR_MISSING_IN_ACTION_FEMALE: "BEVETÉS SORÁN ELTŰNT" STR_AVERAGE_MONTHLY_RATING: "Átlagos havi értékelés" STR_TOTAL_INCOME: "Teljes bevétel" STR_TOTAL_EXPENDITURE: "Teljes kiadás" STR_MISSIONS_WON: "Teljesített küldetés" STR_MISSIONS_LOST: "Elbukott küldetés" STR_NIGHT_MISSIONS: "Éjszakai küldetések" STR_BEST_RATING: "Legjobb küldetés értékelése" STR_WORST_RATING: "Legrosszabb küldetés értékelése" STR_ALIEN_KILLS: "Idegen megölve" STR_ALIEN_CAPTURES: "Idegen elfogva" STR_FRIENDLY_KILLS: "Barátságos tűz incidensek" STR_AVERAGE_ACCURACY: "Átlagos pontosság" STR_WEAPON_MOST_KILLS: "Leghatékonyabb fegyver" STR_ALIEN_MOST_KILLS: "Leghalálosabb idegen" STR_LONGEST_SERVICE: "Legtöbb hónap szolgálatban" STR_TOTAL_DAYS_WOUNDED: "Betegszabadság" STR_COUNTRIES_LOST: "Beszivárgás az országokba" STR_TOTAL_TERROR_SITES: "Terror támadások" STR_TOTAL_BASES: "Épített bázisok" STR_TOTAL_CRAFT: "Birtokolt repülőgépek" STR_TOTAL_SCIENTISTS: "Tudós felvéve" STR_TOTAL_ENGINEERS: "Mérnök felvéve" STR_TOTAL_RESEARCH: "Kutatás befejezve" STR_DIARY_ACCURACY: "PONTOSSÁG> {ALT}{0}%" STR_STATISTICS: "Statisztikák" STR_STATS: "STATOK" STR_TIME_UNITS_ABBREVIATION: "IE" STR_STAMINA_ABBREVIATION: "ÁLL" STR_HEALTH_ABBREVIATION: "EP" STR_BRAVERY_ABBREVIATION: "BÁT" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PTS" STR_THROWING_ACCURACY_ABBREVIATION: "DOB" STR_STRENGTH_ABBREVIATION: "ERŐ" STR_MELEE_ACCURACY_ABBREVIATION: "KÖZ" STR_FOLDERS: "MAPPÁK" STR_DATA_FOLDER: "Adatmappa (eredeti erőforrások)" STR_USER_FOLDER: "Felhasználói mappa (modok, openxcom.log)" STR_SAVE_FOLDER: "Mentések mappája (mentett játékok, képernyőképek)" STR_CONFIG_FOLDER: "Konfigurációs mappa (options.cfg)" STR_DATA_FOLDER_DESC_1: "Ez az a hely, ahol az OpenXcom keresi az eredeti játékerőforrásokat (UFO és/vagy TFTD)." STR_DATA_FOLDER_DESC_2: "Az OpenXcom belső erőforrásai a 'common' mappában találhatók. Az OpenXcom beépített modjai a 'standard' mappában találhatók." STR_USER_FOLDER_DESC: "A naplófájl ('openxcom.log') itt található. Az összes egyedi mod is ide kerül (a 'mods' almappába)." STR_SAVE_FOLDER_DESC: "A mentett játékaid itt találhatók. A küldetésgenerátor beállításai ('battle.cfg') is itt találhatók." STR_CONFIG_FOLDER_DESC: "Itt találhatók az OpenXcom beállításai (‘options.cfg’), ami általában megegyezik a ‘Felhasználói mappával’." ================================================ FILE: bin/common/Language/it.yml ================================================ it: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nuova Partita" STR_LOAD_SAVED_GAME: "Carica Partita" STR_SELECT_DIFFICULTY_LEVEL: "Seleziona Livello di Difficoltà" STR_1_BEGINNER: "1> Principiante" STR_2_EXPERIENCED: "2> Esperto" STR_3_VETERAN: "3> Veterano" STR_4_GENIUS: "4> Genio" STR_5_SUPERHUMAN: "5> Superuomo" STR_TIME: "Ora" STR_DATE: "Data" STR_SELECT_GAME_TO_LOAD: "Seleziona partita da caricare" STR_SELECT_SAVE_POSITION: "Seleziona posizione di salvataggio" STR_GAME_OPTIONS: "OPZIONI DI GIOCO" STR_LOAD_GAME: "CARICA PARTITA" STR_SAVE_GAME: "SALVA PARTITA" STR_ABANDON_GAME: "ABBANDONA PARTITA" STR_ABANDON_GAME_QUESTION: "ABBANDONARE PARTITA?" STR_QUIT: "Esci" STR_SAVING_GAME: "Salvataggio" STR_LOADING_GAME: "Caricamento" STR_NO_SAVED_GAME_PRESENT: "Nessuna partita salvata" STR_LOAD_UNSUCCESSFUL: "Caricamento non riuscito" STR_SAVE_UNSUCCESSFUL: "Salvataggio non riuscito" STR_LOAD_SUCCESSFUL: "Caricamento riuscito" STR_SAVE_SUCCESSFUL: "Salvataggio riuscito" STR_DELETE: "ELIMINARE" STR_DELETE_UNSUCCESSFUL: "Eliminazione non riuscita" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Sei sicuro di voler eliminare la partita salvata?" STR_ORIGINAL_XCOM: "X-Com Originale" STR_LOADING: "Caricamento..." STR_DETAILS: "DETTAGLI> {ALT}{0}" STR_NEW_BATTLE: "Nuova Battaglia" STR_OPTIONS: "Opzioni" STR_RIGHT_CLICK_TO_DELETE: "Tasto destro del mouse per eliminare." STR_RESTORE_DEFAULTS: "Ripristina" STR_CONTROLS: "CONTROLLI" STR_GENERAL: "Generale" STR_GEOSCAPE: "Geoscape" STR_BATTLESCAPE: "Battlescape" STR_SCREENSHOT: "Cattura Schermata" STR_FPS_COUNTER: "Contatore FPS" STR_ROTATE_LEFT: "Ruota a Sinistra" STR_ROTATE_RIGHT: "Ruota a Destra" STR_ROTATE_UP: "Ruota in Alto" STR_ROTATE_DOWN: "Ruota in Basso" STR_ZOOM_IN: "Zoom +" STR_ZOOM_OUT: "Zoom -" STR_TOGGLE_COUNTRY_DETAIL: "Attiva Dettaglio Nazioni" STR_TOGGLE_RADAR_RANGES: "Attiva Raggi Radar" STR_SCROLL_LEFT: "Scorri a Sinistra" STR_SCROLL_RIGHT: "Scorri a Destra" STR_SCROLL_UP: "Scorri in Alto" STR_SCROLL_DOWN: "Scorri in Basso" STR_UNIT_LEVEL_ABOVE: "Muovi Unità al Livello Superiore" STR_UNIT_LEVEL_BELOW: "Muovi Unità al Livello Inferiore" STR_VIEW_LEVEL_ABOVE: "Mostra Livello Superiore" STR_VIEW_LEVEL_BELOW: "Mostra Livello Inferiore" STR_CENTER_SELECTED_UNIT: "Centra Unità Selezionata" STR_PREVIOUS_UNIT: "Seleziona Unità Precedente" STR_NEXT_UNIT: "Seleziona Unità Successiva" STR_DESELECT_UNIT: "Deseleziona Unità" STR_USE_LEFT_HAND: "Usa Oggetto nella Mano SX" STR_USE_RIGHT_HAND: "Usa Oggetto nella Mano DX" STR_INVENTORY: "Inventario" STR_MINIMAP: "Minimappa" STR_MULTI_LEVEL_VIEW: "Vista Multi-Livello" STR_END_TURN: "Termina Turno" STR_ABORT_MISSION: "Abbandona Missione" STR_UNIT_STATS: "Statistiche Unità" STR_KNEEL: "Inginocchiati" STR_RELOAD: "Ricarica" STR_TOGGLE_PERSONAL_LIGHTING: "Attiva Illuminazione Personale" STR_DONT_RESERVE_TIME_UNITS: "Non Riservare UdT" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Riserva UdT per Colpo Immediato" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Riserva UdT per Colpo Mirato" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Riserva UdT per Colpo Automatico" STR_CENTER_ON_ENEMY_1: "Centra su Nemico 1" STR_CENTER_ON_ENEMY_2: "Centra su Nemico 2" STR_CENTER_ON_ENEMY_3: "Centra su Nemico 3" STR_CENTER_ON_ENEMY_4: "Centra su Nemico 4" STR_CENTER_ON_ENEMY_5: "Centra su Nemico 5" STR_CENTER_ON_ENEMY_6: "Centra su Nemico 6" STR_CENTER_ON_ENEMY_7: "Centra su Nemico 7" STR_CENTER_ON_ENEMY_8: "Centra su Nemico 8" STR_CENTER_ON_ENEMY_9: "Centra su Nemico 9" STR_CENTER_ON_ENEMY_10: "Centra su Nemico 10" STR_CREATE_INVENTORY_TEMPLATE: "Crea modello inventario" STR_APPLY_INVENTORY_TEMPLATE: "Applica modello inventario" STR_CLEAR_INVENTORY: "Sgombra inventario" STR_AUTO_EQUIP: "Equipaggiamento automatico" STR_QUICK_SAVE: "Salvataggio rapido" STR_QUICK_LOAD: "Caricamento rapido" STR_ADVANCED: "AVANZATE" STR_AGGRESSIVERETALIATION: "Rappresaglia aggressiva" STR_AGGRESSIVERETALIATION_DESC: "Gli UFO cercheranno di individuare le tue basi in ogni momento, a prescindere dai loro parametri di missione." STR_STORAGELIMITSENFORCED: "Limiti di immagazzinamento per gli oggetti recuperati" STR_STORAGELIMITSENFORCED_DESC: "Rispetta i limiti di capacità del contenimento alieni e dei magazzini per gli alieni vivi e gli artefatti recuperati durante le missioni." STR_CANSELLLIVEALIENS: "Vendita degli alieni vivi" STR_CANSELLLIVEALIENS_DESC: "Permette la vendita di alieni vivi, consigliato quando si utilizzano i limiti di immagazzinamento." STR_ALLOWBUILDINGQUEUE: "Consenti coda di costruzione" STR_ALLOWBUILDINGQUEUE_DESC: "Nuove strutture possono essere piazzate accanto a quelle non ancora terminate." STR_BATTLEAUTOEND: "Fine automatica delle battaglie" STR_BATTLEAUTOEND_DESC: "Le battaglie finiscono automaticamente quando l'ultimo nemico vivente viene neutralizzato." STR_BATTLEINSTANTGRENADE: "Granate immediate" STR_BATTLEINSTANTGRENADE_DESC: "Le granate innescate per esplodere in 0 turni esploderanno immediatamente quando lanciate, invece che alla fine del turno." STR_BATTLEUFOEXTENDERACCURACY: "Precisione Estesa UFO" STR_BATTLEUFOEXTENDERACCURACY_DESC: "La precisione degli spari diminuisce oltre una certa distanza a seconda del tipo di sparo. La precisione reale verrà visualizzata sul cursore." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Trasferimenti aerei" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "I veicoli attualmente in volo possono essere trasferiti." STR_CRAFTLAUNCHALWAYS: "Forza il decollo dei veicoli" STR_CRAFTLAUNCHALWAYS_DESC: "I veicoli si possono far decollare anche se non sono pronti, ignorando l'esigenza di manutenzione." STR_CUSTOMINITIALBASE: "Base iniziale personalizzata" STR_CUSTOMINITIALBASE_DESC: "Quando si inizia una partita, è possibile posizionare manualmente le strutture iniziali invece di utilizzare il layout predefinito." STR_GLOBESEASONS: "Illuminazione realistica del globo" STR_GLOBESEASONS_DESC: "Usa una proiezione della luce del Sole più realistica sul Geoscape, basata sull'inclinazione dell'asse terrestre." STR_PLAYINTRO: "Vedi introduzione" STR_PLAYINTRO_DESC: "Visualizza l'introduzione cinematografica all'avvio." STR_SHOWMORESTATSININVENTORYVIEW: "Statistiche inventario" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Mostra altre informazioni sul soldato selezionato nella schermata dell'inventario." STR_SNEAKYAI: "IA subdola" STR_SNEAKYAI_DESC: "L'IA evita di esporsi al giocatore quando possibile." STR_STRAFE: "Metodi di movimento alternativi" STR_STRAFE_DESC: "Abilita i movimenti laterali, la corsa e il movimento indipendente della torretta del carro armato quando si tiene premuto CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Altezza di esplosione" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Modifica quanto lontano in altezza possono diffondersi le esplosioni.{NEWLINE}(Piatto: 0, Rotondo: 3)" STR_AUTOSAVE: "Autosalvataggio" STR_AUTOSAVE_DESC: "Salva automaticamente il gioco a intervalli determinati. Non si applica alla modalità Ironman." STR_AUTOSAVE_FREQUENCY: "Frequenza Autosalvataggio" STR_AUTOSAVE_FREQUENCY_DESC: "Numero di turni dopo cui il gioco sarà salvato automaticamente." STR_ALLOWPSIONICCAPTURE: "Consenti cattura psi" STR_ALLOWPSIONICCAPTURE_DESC: "Controllare mentalmente tutti gli alieni rimanenti porta alla vittoria, e questi contano come alieni catturati vivi." STR_ANYTIMEPSITRAINING: "Allenamento psionico totale" STR_ANYTIMEPSITRAINING_DESC: "Permette di assegnare i soldati all'allenamento psionico per tutto il mese. Ricorda, l'allenamento iniziale dura dai 30 ai 60 giorni." STR_SKIPNEXTTURNSCREEN: "Salta schermata \"Prossimo Turno\"" STR_SKIPNEXTTURNSCREEN_DESC: "Le schermate \"Prossimo Turno\" durante la battaglia vengono attivate automaticamente dopo una breve attesa." STR_NOT_ENOUGH_SPACE: "Spazio Insufficiente!" STR_WEAPONSELFDESTRUCTION: "Autodistruzione armi aliene" STR_WEAPONSELFDESTRUCTION_DESC: "Le armi portate dagli alieni si autodistruggeranno se il loro possessore viene ucciso, come in XCOM 2012." STR_RETAINCORPSES: "Conserva alieni interrogati" STR_RETAINCORPSES_DESC: "Dopo aver \"ricercato\" alieni vivi, i loro corpi saranno aggiunti ai magazzini della base, come in XCOM 2012." STR_SAVE_VOXEL_VIEW: "Salva uno Screenshot in Prima Persona" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Riserva UT per inginocchiamento" STR_EXPEND_ALL_TIME_UNITS: "Impiega tutte le rimanenti Unità di Tempo" STR_PSISTRENGTHEVAL: "Stima Forza Psionica" STR_PSISTRENGTHEVAL_DESC: "Valuta la forza psionica di tutti i soldati dopo che la specifica ricerca è stata completata." STR_DISABLEAUTOEQUIP: "Disabilita l'equipaggiamento automatico" STR_DISABLEAUTOEQUIP_DESC: "Disabilita l'equipaggiamento automatico dei nuovi soldati prima della battaglia." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Consenti Miglioramento Forza Psionica" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "La Forza Psionica dei soldati può essere migliorata da esperienza e addestramento." STR_BATTLESMOOTHCAMERA: "Videocamera per i Proiettili" STR_BATTLESMOOTHCAMERA_DESC: "La telecamera del Battlescape rimarrà centrata sui proiettili in volo." STR_BATTLECONFIRMFIREMODE: "Modalità Conferma Fuoco" STR_BATTLECONFIRMFIREMODE_DESC: "Richiedi un secondo click sullo stesso riquadro per confermare gli ordini di far fuoco." STR_SELECT_BASE_1: "Scegli Base 1" STR_SELECT_BASE_2: "Scegli Base 2" STR_SELECT_BASE_3: "Scegli Base 3" STR_SELECT_BASE_4: "Scegli Base 4" STR_SELECT_BASE_5: "Scegli Base 5" STR_SELECT_BASE_6: "Scegli Base 6" STR_SELECT_BASE_7: "Scegli Base 7" STR_SELECT_BASE_8: "Scegli Base 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Risoluzione Schermo" STR_DISPLAY_RESOLUTION_DESC: "Cambia la risoluzione dello schermo, la risoluzione del gioco verrà adattata. Le frecce permettono di scegliere tra le risoluzioni supportate. Clicca per inserire una risoluzione personalizzata." STR_ORIGINAL: "Originale" STR_DISPLAY_MODE: "Modalità Schermo" STR_WINDOWED: "In finestra" STR_FULLSCREEN: "Schermo intero" STR_BORDERLESS: "Senza bordi" STR_DISPLAY_LANGUAGE: "Lingua di gioco" STR_DISPLAY_LANGUAGE_DESC: "Modifica la lingua dei testi del gioco." STR_DISPLAY_FILTER: "Filtro Visualizzazione" STR_DISPLAY_FILTER_DESC: "Modifica il filtro applicato alla schermata del gioco.{NEWLINE}*richiede accelerazione hardware OpenGL." STR_DISPLAY_OPTIONS: "Opzioni Schermo" STR_LETTERBOXED: "Imbucato" STR_LETTERBOXED_DESC: "Visualizza delle bande nere per mantenere il rapporto d'aspetto originale." STR_RESIZABLE: "Ridimensionabile" STR_LOCK_MOUSE: "Cattura Mouse" STR_LOCK_MOUSE_DESC: "Impedisce al cursore del mouse di lasciare la finestra di gioco. Ctrl+G per cambiare in ogni momento." STR_FIXED_WINDOW_POSITION: "Posizione Finestra Fissata" STR_FIXED_WINDOW_POSITION_DESC: "Imposta una posizione fissa alla Finestra." STR_DISPLAY_SET_WINDOW_POSITION: "Imposta nuova posizione Iniziale della Finestra" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Bordo sinistro nuova X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Bordo superiore nuova Y:" STR_MUSIC_VOLUME: "Volume della Musica" STR_MUSIC_VOLUME_DESC: "Cambia il volume della musica di sottofondo." STR_SFX_VOLUME: "Volume Effetti Sonori" STR_SFX_VOLUME_DESC: "Cambia il volume degli effetti sonori." STR_UI_VOLUME: "Volume UI" STR_UI_VOLUME_DESC: "Cambia il volume dei suoni dell'interfaccia." STR_SCROLL_SPEED: "Velocità Scorrimento" STR_SCROLL_SPEED_GEO_DESC: "Modifica la velocità di scorrimento del globo." STR_SCROLL_SPEED_BATTLE_DESC: "Modifica la velocità di scorrimento della mappa." STR_DOGFIGHT_SPEED: "Velocità Combattimento Aereo" STR_DOGFIGHT_SPEED_DESC: "Cambia la velocità delle battaglie di intercettazione tra scafi ed UFO. Velocità ridotte possono migliorare le prestazioni su sistemi meno prestanti." STR_CLOCK_SPEED: "Velocità Orologio" STR_CLOCK_SPEED_DESC: "Modifica la velocità dell'orologio del Geoscape. Velocità ridotte possono migliorare le prestazioni su sistemi meno prestanti." STR_GLOBE_DETAILS: "Dettagli del Globo" STR_GLOBE_COUNTRIES: "Nazioni" STR_GLOBE_COUNTRIES_DESC: "Mostra le nazioni finanziatrici sul globo." STR_GLOBE_RADARS: "Radar" STR_GLOBE_RADARS_DESC: "Mostra il raggio dei radar delle basi sul globo." STR_GLOBE_FLIGHT_PATHS: "Traiettorie di Volo" STR_GLOBE_FLIGHT_PATHS_DESC: "Mostra le traiettorie di volo dei veicoli sul globo." STR_CONTROLS_DESC: "Clicca col sinistro su una scorciatoia e premi un tasto per cambiarla.{NEWLINE}Clicca col destro su una scorciatoia per disabilitarla." STR_BASE_GAME: "Gioco base" STR_MODS_TOOLTIP: "Versione {0} di {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Scorrimento ai Bordi" STR_EDGE_SCROLL_DESC: "Manuale: Scorre la mappa quando il tasto sinistro del mouse viene mantenuto premuto sul bordo.{NEWLINE}Automatico: Scorre la mappa quando il cursore si trova sul bordo." STR_TRIGGER_SCROLL: "Manuale" STR_AUTO_SCROLL: "Automatico" STR_DRAG_SCROLL: "Trascina per Scorrere" STR_DRAG_SCROLL_DESC: "Scorre la mappa quando il pulsante specificato del mouse viene mantenuto premuto e trascinato." STR_LEFT_MOUSE_BUTTON: "Pulsante Sinistro" STR_MIDDLE_MOUSE_BUTTON: "Pulsante Centrale" STR_RIGHT_MOUSE_BUTTON: "Pulsante Destro" STR_FIRE_SPEED: "Velocità Fuoco" STR_FIRE_SPEED_DESC: "Cambia la velocità dei proiettili delle armi." STR_PLAYER_MOVEMENT_SPEED: "Velocità Movim. Giocatore" STR_PLAYER_MOVEMENT_SPEED_DESC: "Cambia la velocità di movimento delle unità controllate dal giocatore." STR_COMPUTER_MOVEMENT_SPEED: "Velocità Movimento IA" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Cambia la velocità di movimento delle unità controllate dal computer." STR_PATH_PREVIEW: "Anteprima Percorso" STR_PATH_ARROWS: "Frecce" STR_PATH_ARROWS_DESC: "Cliccando viene visualizzato il percorso che la tua unità farà per arrivare a destinazione. Il colore indica le azioni disponibili: Verde - muoversi e sparare; Giallo - muoversi; Rosso - non può muoversi." STR_PATH_TIME_UNIT_COST: "Unità di Tempo" STR_PATH_TIME_UNIT_COST_DESC: "Cliccando vengono mostrate le UdT che rimarranno alla tua unità dopo essersi spostata fino alla destinazione." STR_USER_INTERFACE_OPTIONS: "Opzioni UI" STR_TOOLTIPS: "Suggerimenti" STR_TOOLTIPS_DESC: "Visualizza i suggerimenti per i pulsanti del Battlescape." STR_DEATH_NOTIFICATIONS: "Notifica Decessi" STR_DEATH_NOTIFICATIONS_DESC: "Mostra una notifica precisando chi è stato ucciso ogni volta che uno dei tuoi soldati muore." STR_SHOW_FUNDS: "Mostra Fondi" STR_SHOW_FUNDS_DESC: "Mostra i fondi attuali accanto all'orologio del Geoscape." STR_MISSION_GENERATOR: "GENERATORE MISSIONE" STR_MAP_OPTIONS: "OPZIONI MAPPA" STR_ALIEN_OPTIONS: "OPZIONI ALIENI" STR_MAP_TERRAIN: "Terreno" STR_MAP_DARKNESS: "Oscurità" STR_MAP_DEPTH: "Profondità" STR_DIFFICULTY: "Difficoltà" STR_ALIEN_RACE: "Razza" STR_ALIEN_TECH_LEVEL: "Livello Tecnologico" STR_RANDOMIZE: "Randomizza" STR_OXCE_REQUIRED_QUESTION: "Questa mod necessita OpenXcom {0} per eseguirsi correttamente. Abilitare questa mod?" STR_RESTORE_DEFAULTS_QUESTION: "Sicuro di voler ripristinare i valori predefiniti?" STR_DISPLAY_OPTIONS_CONFIRM: "Vuoi mantenere le attuali opzioni di visualizzazione?" STR_DISPLAY_OPTIONS_REVERT: "Ritorno in 0:{0}" STR_MISSING_CONTENT_PROMPT: "ATTENZIONE:{SMALLLINE}Questo salvataggio utilizza mod non disponibili. Il contenuto mancante verrà rimosso e potrebbe non essere possibile caricarlo.{NEWLINE}Continuare?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Conserva le granate pre-innescate" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Salva nella disposizione dell'equipaggiamento del soldato le granate innescate durante l'inventario pre-battaglia." STR_NEWSEEDONLOAD: "Save Scum" STR_NEWSEEDONLOAD_DESC: "Caricando una partita si genereranno nuovi numeri casuali, quindi la stessa azione può produrre risultati diversi. Non si applica alla modalità Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Cambia i valori con la rotella del mouse" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Permette di usare la rotella del mouse per aumentare/diminuire i valori di questa quantità." STR_BATTLEHAIRBLEACH: "Aspetto grafico dei soldati migliorato" STR_BATTLEHAIRBLEACH_DESC: "Cambia l'aspetto dei soldati sul Battlescape per farlo coincidere con l'aspetto del loro inventario." STR_DRAGSCROLLINVERT: "Inverti lo scorrimento per trascinamento" STR_DRAGSCROLLINVERT_DESC: "Quando abilitato, il trascinamento scorre lo schermo nella direzione opposta del mouse." STR_BATTLESCAPE_SCALE: "Scala Battlescape" STR_BATTLESCAPE_SCALE_DESC: "Modalità ridimensionamento riquadro Battlescape, basato su risoluzione fissa (stirato per adattarsi), o livello di zoom fisso (allargato fino a riempire)." STR_GEOSCAPE_SCALE: "Scala Geoscape" STR_GEOSCAPESCALE_SCALE_DESC: "Modalità ridimensionamento riquadro Geoscape, basato su risoluzione fissa (stirato per adattarsi), o livello di zoom fisso (allargato fino a riempire)." STR_1_5X: "1.5x Originale" STR_2X: "2x Originale" STR_THIRD_DISPLAY: "1/3 Schermo" STR_HALF_DISPLAY: "1/2 Schermo" STR_FULL_DISPLAY: "Schermo Intero" STR_FPS_LIMIT: "Limite FPS" STR_FPS_LIMIT_DESC: "Limita il numero di aggiornamenti dello schermo al secondo, 0 per nessun limite. Nota: quest'opzione influirà solo in modalità software, dal momento che OpenGL lo gestisce da sé." STR_FPS_INACTIVE_LIMIT: "Limite FPS in background" STR_FPS_INACTIVE_LIMIT_DESC: "Limita la frequenza di aggiornamento dei fotogrammi se OpenXcom è in background." STR_NOALIENPANICMESSAGES: "Rimuovi i messaggi di panico degli alieni" STR_NOALIENPANICMESSAGES_DESC: "Non visualizzare i messaggi di panico per gli alieni a meno che non siano visibili al giocatore." STR_ALIENBLEEDING: "Sanguinamento alieni" STR_ALIENBLEEDING_DESC: "Consente di infliggere ferite mortali alla maggior parte degli alieni." STR_FIELDPROMOTIONS: "Promozioni sul campo" STR_FIELDPROMOTIONS_DESC: "Solo i soldati presenti sul sito della missione sono idonei per una promozione." STR_MEETINGPOINT: "Calcola la traiettoria degli UFO" STR_MEETINGPOINT_DESC: "I velivoli tentano di intercettare un UFO basandosi sulla sua traiettoria." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Nessun salvataggio manuale" STR_SAVE_AND_ABANDON_GAME: "SALVA ED ABBANDONA PARTITA" STR_MOD_UNSUCCESSFUL: "Mod non caricata" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Modificare come il gioco viene visualizzato sullo schermo." STR_PREFERRED_MUSIC_FORMAT: "Formato Musica" STR_PREFERRED_MUSIC_FORMAT_DESC: "Scegli il formato preferito della musica da utilizzare quando ne sono disponibili diversi.{NEWLINE}NOTA: la riproduzione MIDI potrebbe avere problemi su Windows." STR_PREFERRED_SFX_FORMAT: "Formato Effetti Sonori" STR_PREFERRED_SFX_FORMAT_DESC: "Scegli il formato preferito degli effetti sonori da utilizzare quando ne sono disponibili diversi." STR_PREFERRED_VIDEO_FORMAT: "Formato Video" STR_PREFERRED_VIDEO_FORMAT_DESC: "Scegli il formato preferito dei video da utilizzare quando ne sono disponibili diversi." STR_PREFERRED_VIDEO_ANIMATION: "Animazione" STR_PREFERRED_VIDEO_SLIDESHOW: "Presentazione" STR_PREFERRED_FORMAT_AUTO: "Automatico" STR_CURRENT_FORMAT: "Attuale: {0}" STR_SOUND_OPTIONS: "Opzioni Audio" STR_BACKGROUND_MUTE: "Background Muto" STR_BACKGROUND_MUTE_DESC: "Non riprodurre audio se la finestra del gioco non è attiva." STR_FORCE_FIRE: "Ignora Linea di Fuoco" STR_FORCE_FIRE_DESC: "Abilita la forzatura per far sparare ai tuoi soldati quando CTRL è premuto, senza tener conto delle regole sulla linea di fuoco." STR_NO_AUDIO_HARDWARE_DETECTED: "Nessun hardware audio trovato" STR_MOUSEWHEEL_SPEED: "Velocità di scorrimento rotella del mouse" STR_MOUSEWHEEL_SPEED_DESC: "Regola il numero di linee scorse nelle liste ad ogni scatto della rotella del mouse." STR_DISABLED: "Disabilitato" STR_MAXIMIZE_INFO_SCREENS: "Ingrandisci le schermate informative" STR_MAXIMIZE_INFO_SCREENS_DESC: "L'inventario ed altre varie schermate verranno visualizzate a schermo intero, indipendentemente dalle impostazioni di scala." STR_DIARY: "DIARIO" STR_KILLED: "UCCISO" STR_STUNNED: "STORDITO" STR_PANICKED: "SPAVENTATO" STR_MINDCONTROLLED: "CONTROLLATO" STR_REGION_UNKNOWN: "Segreto" STR_WEAPON_UNKNOWN: "Improvvisazione" STR_UNKNOWN: "Sconosciuto" STR_VICTORY: "Vittoria" STR_DEFEAT: "Sconfitta" STR_NO_RECORD: "Nessuna registrazione" STR_HUMAN: "Umano" STR_FRIENDLY: "Amico" STR_HOSTILE: "Ostile" STR_NEUTRAL: "Neutrale" STR_RATING_UC: "VALUTAZIONE" STR_LOCATION: "LUOGO> {ALT}{0}" STR_DAYLIGHT_TYPE: "ORA> {ALT}{0}" STR_RACE_TYPE: "RAZZA> {ALT}{0}" STR_DAY: "Giorno" STR_NIGHT: "Notte" STR_DAYS_WOUNDED: "GIORNI FERITE> {ALT}{0}" STR_COMBAT: "COMBATTIMENTO" STR_PERFORMANCE: "PRESTAZIONE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZZAZIONI PER RAZZA" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZZAZIONI PER GRADO" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZZAZIONI PER ARMA" STR_MISSIONS_BY_LOCATION: "MISSIONI PER LUOGO" STR_MISSIONS_BY_TYPE: "MISSIONI PER TIPO" STR_MISSIONS_BY_UFO: "MISSIONI PER UFO" STR_SCORE_VALUE: "PUNTI> {ALT}{0}" STR_WINS: "VITTORIE> {ALT}{0}" STR_STUNS: "STORDITI> {ALT}{0}" STR_PANICKS: "SPAVENTATI> {ALT}{0}" STR_MINDCONTROLS: "CONTROLLATI> {ALT}{0}" STR_AWARDS: "PREMI" STR_COMMENDATIONS_UC: "ENCOMI" STR_COMMENDATIONS: "Encomi" STR_MEDALS: "MEDAGLIE" STR_LOST_IN_SERVICE: "PERSO IN BATTAGLIA" STR_MEDAL_NAME: "Nome Medaglia" STR_MEDAL_AWARD_LEVEL: "Livello Premio" STR_MEDAL_DECOR_LEVEL: "Livello Decorazione" STR_AWARD_0: "1° premio" STR_AWARD_1: "2° premio" STR_AWARD_2: "3° premio" STR_AWARD_3: "4° premio" STR_AWARD_4: "5° premio" STR_AWARD_5: "6° premio" STR_AWARD_6: "7° premio" STR_AWARD_7: "8° premio" STR_AWARD_8: "9° premio" STR_AWARD_9: "10° premio" STR_AWARD_DECOR_0: "Nessuno" STR_AWARD_DECOR_1: "1° spilla di bronzo" STR_AWARD_DECOR_2: "2° spilla di bronzo" STR_AWARD_DECOR_3: "3° spilla di bronzo" STR_AWARD_DECOR_4: "1° spilla d`argento" STR_AWARD_DECOR_5: "2° spilla d`argento" STR_AWARD_DECOR_6: "3° spilla d`argento" STR_AWARD_DECOR_7: "1° spilla d`oro" STR_AWARD_DECOR_8: "2° spilla d`oro" STR_AWARD_DECOR_9: "3° spilla d`oro" STR_KILLED_IN_ACTION_MALE: "UCCISO IN AZIONE" STR_KILLED_IN_ACTION_FEMALE: "UCCISO IN AZIONE" STR_MISSING_IN_ACTION_MALE: "PERSO IN AZIONE" STR_MISSING_IN_ACTION_FEMALE: "PERSO IN AZIONE" STR_AVERAGE_MONTHLY_RATING: "Punteggio mensile medio" STR_TOTAL_INCOME: "Totale entrate" STR_TOTAL_EXPENDITURE: "Totale uscite" STR_MISSIONS_WON: "Missioni completate" STR_MISSIONS_LOST: "Missioni fallite" STR_NIGHT_MISSIONS: "Missioni notturne" STR_BEST_RATING: "Migliore punteggio missione" STR_WORST_RATING: "Peggiore punteggio missione" STR_ALIEN_KILLS: "Alieni uccisi" STR_ALIEN_CAPTURES: "Alieni catturati" STR_FRIENDLY_KILLS: "Episodi di fuoco amico" STR_AVERAGE_ACCURACY: "Precisione media" STR_WEAPON_MOST_KILLS: "Arma più efficace" STR_ALIEN_MOST_KILLS: "Alieno più letale" STR_LONGEST_SERVICE: "Mesi di servizio maggiore" STR_TOTAL_DAYS_WOUNDED: "Giorni di malattia" STR_COUNTRIES_LOST: "Paesi infiltrati" STR_TOTAL_TERROR_SITES: "Attacchi del terrore" STR_TOTAL_BASES: "Basi realizzate" STR_TOTAL_CRAFT: "Veicoli posseduti" STR_TOTAL_SCIENTISTS: "Scienziati ingaggiati" STR_TOTAL_ENGINEERS: "Ingegneri ingaggiati" STR_TOTAL_RESEARCH: "Ricerche completate" STR_DIARY_ACCURACY: "PRECISIONE> {ALT}{0}%" STR_STATISTICS: "Statistiche" STR_STATS: "PROGRES" STR_TIME_UNITS_ABBREVIATION: "UdT" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "SAL" STR_BRAVERY_ABBREVIATION: "COR" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "MIR" STR_THROWING_ACCURACY_ABBREVIATION: "TIR" STR_STRENGTH_ABBREVIATION: "FOR" STR_MELEE_ACCURACY_ABBREVIATION: "MIS" STR_FOLDERS: "CARTELLE" STR_DATA_FOLDER: "Cartella Dati (risorse originali)" STR_USER_FOLDER: "Cartella Utente (mod, openxcom.log)" STR_SAVE_FOLDER: "Cartella Salvataggi (partite salvate, screenshot)" STR_CONFIG_FOLDER: "Cartella Opzioni (options.cfg)" STR_DATA_FOLDER_DESC_1: "Dove OpenXcom cerca le risorse dei giochi originali (UFO e/o TFTD)" STR_DATA_FOLDER_DESC_2: "Le risorse interne di OpenXcom sono nella cartella \"common\". I mod inclusi in OpenXcom sono nella cartella \"standard\"." STR_USER_FOLDER_DESC: "Il file di log (\"openxcom.log\") si trova qui. Anche tutte le mod personalizzate appartengono a questa cartella (nella sottocartella \"mods\")." STR_SAVE_FOLDER_DESC: "I tuoi salvataggi si trovano qui, ed anche le impostazioni del generatore di missioni (\"battle.cfg\")." STR_CONFIG_FOLDER_DESC: "Qui sono memorizzate le impostazioni di OpenXcom (\"options.cfg\"). Di oslito coincide con la cartella User." ================================================ FILE: bin/common/Language/ja.yml ================================================ ja: STR_OPENXCOM: "OpenXCom" STR_NEW_GAME: "新規キャンペーン" STR_LOAD_SAVED_GAME: "ゲームのロード" STR_SELECT_DIFFICULTY_LEVEL: "難易度の選択" STR_1_BEGINNER: "1> 初心者" STR_2_EXPERIENCED: "2> 経験者" STR_3_VETERAN: "3> ベテラン" STR_4_GENIUS: "4> 天 才" STR_5_SUPERHUMAN: "5> 超 人" STR_TIME: "時間" STR_DATE: "日付" STR_SELECT_GAME_TO_LOAD: "ロードするゲームを選択する" STR_SELECT_SAVE_POSITION: "保存位置を選択する" STR_GAME_OPTIONS: "ゲーム・オプション" STR_LOAD_GAME: "ゲームをロードする" STR_SAVE_GAME: "ゲームを保存する" STR_ABANDON_GAME: "ゲームを終了" STR_ABANDON_GAME_QUESTION: "ゲームを終了しますか?" STR_QUIT: "終了" STR_SAVING_GAME: "ゲームをセーブ中" STR_LOADING_GAME: "ゲームをロード中" STR_NO_SAVED_GAME_PRESENT: "セーブデータがありません" STR_LOAD_UNSUCCESSFUL: "ロード失敗" STR_SAVE_UNSUCCESSFUL: "セーブ失敗" STR_LOAD_SUCCESSFUL: "ロード完了" STR_SAVE_SUCCESSFUL: "セーブ完了" STR_DELETE: "消去" STR_DELETE_UNSUCCESSFUL: "消去に失敗しました" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "保存されているデータを{NEWLINE}消去しても良いですか?" STR_ORIGINAL_XCOM: "オリジナルのX-Com" STR_LOADING: "ロード中..." STR_DETAILS: "詳細> {ALT} {0}" STR_NEW_BATTLE: "スカーミッシュ" STR_OPTIONS: "オプション" STR_RIGHT_CLICK_TO_DELETE: "右クリックで削除" STR_RESTORE_DEFAULTS: "デフォルトに戻す" STR_CONTROLS: "ショートカットキー" STR_GENERAL: "全般" STR_GEOSCAPE: "ジオスケープ" STR_BATTLESCAPE: "バトルスケープ" STR_SCREENSHOT: "スクリーンショット" STR_FPS_COUNTER: "FPS表示" STR_ROTATE_LEFT: "左へ回す" STR_ROTATE_RIGHT: "右へ回す" STR_ROTATE_UP: "上へ回す" STR_ROTATE_DOWN: "下へ回す" STR_ZOOM_IN: "ズームイン" STR_ZOOM_OUT: "ズームアウト" STR_TOGGLE_COUNTRY_DETAIL: "国名を表示する" STR_TOGGLE_RADAR_RANGES: "レーダー範囲表示切替" STR_SCROLL_LEFT: "左にスクロール" STR_SCROLL_RIGHT: "右にスクロール" STR_SCROLL_UP: "スクロールアップ" STR_SCROLL_DOWN: "スクロールダウン" STR_UNIT_LEVEL_ABOVE: "1階層下にユニットを移動" STR_UNIT_LEVEL_BELOW: "1階層上にユニットを移動" STR_VIEW_LEVEL_ABOVE: "上階層表示" STR_VIEW_LEVEL_BELOW: "下階層表示" STR_CENTER_SELECTED_UNIT: "選択ユニットを中央に表示" STR_PREVIOUS_UNIT: "前のユニットを選択" STR_NEXT_UNIT: "次ユニットを選択" STR_DESELECT_UNIT: "指示済みユニットを再選択しない" STR_USE_LEFT_HAND: "左手の道具を使用" STR_USE_RIGHT_HAND: "右手の道具を使用" STR_INVENTORY: "インベントリ" STR_MINIMAP: "ミニマップ" STR_MULTI_LEVEL_VIEW: "多階層表示" STR_END_TURN: "ターン終了" STR_ABORT_MISSION: "任務中断" STR_UNIT_STATS: "ユニットデータ" STR_KNEEL: "屈む" STR_RELOAD: "リロード" STR_TOGGLE_PERSONAL_LIGHTING: "個人照明の切り替え" STR_DONT_RESERVE_TIME_UNITS: "TU をリザーブしない" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "急速射撃分のTUをリザーブする" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "精密射撃分のTUをリザーブする" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "3連射撃分のTUをリザーブする" STR_CENTER_ON_ENEMY_1: "敵1を中央に" STR_CENTER_ON_ENEMY_2: "敵2を中央に" STR_CENTER_ON_ENEMY_3: "敵3を中央に" STR_CENTER_ON_ENEMY_4: "敵4を中央に" STR_CENTER_ON_ENEMY_5: "敵5を中央に" STR_CENTER_ON_ENEMY_6: "敵6を中央に" STR_CENTER_ON_ENEMY_7: "敵7を中央に" STR_CENTER_ON_ENEMY_8: "敵8を中央に" STR_CENTER_ON_ENEMY_9: "敵9を中央に" STR_CENTER_ON_ENEMY_10: "敵10を中央に" STR_CREATE_INVENTORY_TEMPLATE: "装備パターンを作成" STR_APPLY_INVENTORY_TEMPLATE: "装備パターンを適用" STR_CLEAR_INVENTORY: "全装備を外す" STR_AUTO_EQUIP: "自動装備" STR_QUICK_SAVE: "クイックセーブ" STR_QUICK_LOAD: "クイックロード" STR_ADVANCED: "上級" STR_AGGRESSIVERETALIATION: "エイリアンは基地探索を優先" STR_AGGRESSIVERETALIATION_DESC: "UFOは任務の内容に関わらず常にあなたの基地を探し出そうとする" STR_STORAGELIMITSENFORCED: "回収アイテムのストレージ制限" STR_STORAGELIMITSENFORCED_DESC: "ミッションで回収された生きたエイリアンと遺物に対しても拘束室と倉庫の容量の{NEWLINE}制限が適用される" STR_CANSELLLIVEALIENS: "生きたエイリアンの売却" STR_CANSELLLIVEALIENS_DESC: "ストレージの制限を適用しているときは生存エイリアンの売却を許す" STR_ALLOWBUILDINGQUEUE: "建築の予約を許可" STR_ALLOWBUILDINGQUEUE_DESC: "新しい施設を未完成の施設の隣に設置することができる" STR_BATTLEAUTOEND: "戦闘の自動終了" STR_BATTLEAUTOEND_DESC: "最後の敵が無力化された時点で戦闘が自動的に終了する" STR_BATTLEINSTANTGRENADE: "着発式グレネード" STR_BATTLEINSTANTGRENADE_DESC: "0ターン設定で投げられた手榴弾はターン終了時ではなくすぐ爆発する" STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender式命中精度" STR_BATTLEUFOEXTENDERACCURACY_DESC: "射撃のタイプに応じて、一定の距離以遠から射撃精度が低下する。低下が加味され{NEWLINE}た射撃精度はカーソル上に表示される" STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "航空機は他の基地へ直接移動可能" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "航空機を直接移送、配備可能にする" STR_CRAFTLAUNCHALWAYS: "補給/修理中の航空機の再発進" STR_CRAFTLAUNCHALWAYS_DESC: "準備ができていなくても輸送機は整備の必要性を無視して出撃することができる" STR_CUSTOMINITIALBASE: "カスタム初期基地" STR_CUSTOMINITIALBASE_DESC: "新規ゲームを開始する際、標準のレイアウトを使用せずに手動で施設の配置ができる{NEWLINE}様にする" STR_GLOBESEASONS: "リアルな地球の投影" STR_GLOBESEASONS_DESC: "地球の地軸を考慮し、ジオスケープ上の太陽光の投影をよりリアルにする" STR_PLAYINTRO: "オープニングを再生" STR_PLAYINTRO_DESC: "起動時にイントロムービーを再生する" STR_SHOWMORESTATSININVENTORYVIEW: "インベントリ情報" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "インベントリー画面に幾つかの情報を追加" STR_SNEAKYAI: "狡猾なAI" STR_SNEAKYAI_DESC: "A.I. は可能な限り、プレイヤーに発見されることを避ける" STR_STRAFE: "車両の移動方式変更" STR_STRAFE_DESC: "CTRLキーを押すことで戦車の砲塔を独立させて回転し走行方向を変えずに射撃を可{NEWLINE}能にする" STR_BATTLEEXPLOSIONHEIGHT: "Z軸の爆発範囲の設定" STR_BATTLEEXPLOSIONHEIGHT_DESC: "爆発がどのくらいの高さまで広がるかを変更する{NEWLINE}(平坦: 0, 球状: 3)" STR_AUTOSAVE: "自動保存" STR_AUTOSAVE_DESC: "定期的に自動保存する" STR_AUTOSAVE_FREQUENCY: "自動保存の頻度" STR_AUTOSAVE_FREQUENCY_DESC: "何ターン毎に自動保存するか" STR_ALLOWPSIONICCAPTURE: "精神捕縛を許可する" STR_ALLOWPSIONICCAPTURE_DESC: "戦闘に勝利した際にマインドコントロール中のエイリアンを捕獲したとみなす" STR_ANYTIMEPSITRAINING: "いつでもサイオニック訓練" STR_ANYTIMEPSITRAINING_DESC: "その月の任意のときに兵士をサイオニック訓練につかせることができるが、初期訓練{NEWLINE}に30~60日かかることを忘れないように" STR_SKIPNEXTTURNSCREEN: "”次のターン”画面をスキップする" STR_SKIPNEXTTURNSCREEN_DESC: "戦闘中”次のターン”画面を少し遅れた後に自動的に進める" STR_NOT_ENOUGH_SPACE: "スペースがありません!" STR_WEAPONSELFDESTRUCTION: "エイリアン武器の自爆" STR_WEAPONSELFDESTRUCTION_DESC: "XCOM 2012 のように、殺害されたエイリアンが所持していた武器は自壊する" STR_RETAINCORPSES: "尋問済みのエイリアンを保持する" STR_RETAINCORPSES_DESC: "XCOM 2012 のように、'研究後'のエイリアンの死体を倉庫に残す" STR_SAVE_VOXEL_VIEW: "一人称視点スクリーンショットの保存" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "屈むためのTUをリザーブする" STR_EXPEND_ALL_TIME_UNITS: "残り全てのTUを使う" STR_PSISTRENGTHEVAL: "PSI強度評価" STR_PSISTRENGTHEVAL_DESC: "該当の研究が完了するタイミングで、全ての戦闘員のサイオニック能力が再評価される" STR_DISABLEAUTOEQUIP: "自動装備無効" STR_DISABLEAUTOEQUIP_DESC: "戦闘前に自動的に新兵へ装備を追加しない" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Psi能力の訓練の有無" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psi能力の訓練を可能にするか" STR_BATTLESMOOTHCAMERA: "スムーズな銃弾カメラ" STR_BATTLESMOOTHCAMERA_DESC: "バトルスケープのカメラは飛行中の発射体を画面の中央にとどめようとする" STR_BATTLECONFIRMFIREMODE: "射撃モードの確認" STR_BATTLECONFIRMFIREMODE_DESC: "射撃命令の確認には同じマスへ2回クリックすることを要求する" STR_SELECT_BASE_1: "基地1を選択" STR_SELECT_BASE_2: "基地2を選択" STR_SELECT_BASE_3: "基地3を選択" STR_SELECT_BASE_4: "基地4を選択" STR_SELECT_BASE_5: "基地5を選択" STR_SELECT_BASE_6: "基地6を選択" STR_SELECT_BASE_7: "基地7を選択" STR_SELECT_BASE_8: "基地8を選択" STR_VIDEO: "ビデオ" STR_AUDIO: "オーディオ" STR_BATTLESCAPE_UC: "バトルスケープ" STR_MODS_UC: "MOD" STR_MODS: "MOD" STR_DISPLAY_RESOLUTION: "ディスプレイ解像度" STR_DISPLAY_RESOLUTION_DESC: "ディスプレイの解像度を変更し、ゲーム画面が一致するようにリサイズされます{NEWLINE}矢印でサポートされている解像度に切り替えます{NEWLINE}カスタム解像度を入力するにはクリックします" STR_ORIGINAL: "オリジナル" STR_DISPLAY_MODE: "ディスプレイモード" STR_WINDOWED: "ウィンドウモード" STR_FULLSCREEN: "フルスクリーン" STR_BORDERLESS: "ボーダーレス" STR_DISPLAY_LANGUAGE: "表示言語" STR_DISPLAY_LANGUAGE_DESC: "ゲーム内のテキスト言語を変更する" STR_DISPLAY_FILTER: "ディスプレイフィルター" STR_DISPLAY_FILTER_DESC: "ゲーム画面に適用されるフィルタを変更します{NEWLINE}※OpenGLのハードウェアアクセラレーションを必要とします" STR_DISPLAY_OPTIONS: "ディスプレイオプション" STR_LETTERBOXED: "レターボックス化" STR_LETTERBOXED_DESC: "元のアスペクト比を維持するため、表示をレターボックスにする" STR_RESIZABLE: "リサイズ可能" STR_LOCK_MOUSE: "マウスカーソルのロック" STR_LOCK_MOUSE_DESC: "ゲーム画面からマウスカーソルが外れないようにする{NEWLINE}※Ctrl+Gでいつでも切り替えらます" STR_FIXED_WINDOW_POSITION: "ウインドウ位置固定" STR_FIXED_WINDOW_POSITION_DESC: "ウインドウ位置の設定" STR_DISPLAY_SET_WINDOW_POSITION: "ウインドウの基点を新たに設定" STR_DISPLAY_WINDOW_POSITION_NEW_X: "左端の座標 X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "上端の座標 Y:" STR_MUSIC_VOLUME: "BGM音量" STR_MUSIC_VOLUME_DESC: "BGMのボリュームの変更" STR_SFX_VOLUME: "効果音音量" STR_SFX_VOLUME_DESC: "効果音のボリューム変更" STR_UI_VOLUME: "UIボリューム" STR_UI_VOLUME_DESC: "インターフェースのビープ音のボリュームを変更" STR_SCROLL_SPEED: "スクロールの速度" STR_SCROLL_SPEED_GEO_DESC: "地球の自転速度を変更する" STR_SCROLL_SPEED_BATTLE_DESC: "マップのスクロール速度の変更" STR_DOGFIGHT_SPEED: "空中戦の早さ" STR_DOGFIGHT_SPEED_DESC: "航空機のUFO迎撃時の速度を変更する。遅くするとローエンドデバイスのパフォーマ{NEWLINE}ンスが向上する" STR_CLOCK_SPEED: "クロックスピード" STR_CLOCK_SPEED_DESC: "ジオスケープの時計の速度を遅くすることでローエンドデバイスのパフォーマンスが{NEWLINE}向上する" STR_GLOBE_DETAILS: "地球の詳細" STR_GLOBE_COUNTRIES: "国" STR_GLOBE_COUNTRIES_DESC: "資金提供国を表示する" STR_GLOBE_RADARS: "レーダー" STR_GLOBE_RADARS_DESC: "基地のレーダー範囲を表示する" STR_GLOBE_FLIGHT_PATHS: "飛行経路" STR_GLOBE_FLIGHT_PATHS_DESC: "航空機の地球上の経路を示す" STR_CONTROLS_DESC: "ショートカットを左クリックし変更するキーを押す{NEWLINE}無効にするには右クリックする" STR_BASE_GAME: "ベースゲーム" STR_MODS_TOOLTIP: "バージョン {0} 開発: {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "エッジスクロール" STR_EDGE_SCROLL_DESC: "トリガー:左マウスボタンを押し続けると画面の端までマップがスクロールする{NEWLINE}自動:画面の端にカーソルを置くとマップがスクロールする" STR_TRIGGER_SCROLL: "トリガー" STR_AUTO_SCROLL: "自動" STR_DRAG_SCROLL: "ドラッグスクロール" STR_DRAG_SCROLL_DESC: "指定されたマウスボタンを押したままドラッグするときマップをスクロールする" STR_LEFT_MOUSE_BUTTON: "左ボタン" STR_MIDDLE_MOUSE_BUTTON: "中央ボタン" STR_RIGHT_MOUSE_BUTTON: "右ボタン" STR_FIRE_SPEED: "弾丸の速度" STR_FIRE_SPEED_DESC: "武器の発射速度を変更する" STR_PLAYER_MOVEMENT_SPEED: "プレイヤーの移動速度" STR_PLAYER_MOVEMENT_SPEED_DESC: "プレイヤーがコントロールしているユニットの移動速度を変更する" STR_COMPUTER_MOVEMENT_SPEED: "AI移動速度" STR_COMPUTER_MOVEMENT_SPEED_DESC: "コンピュータがコントロールするユニットの移動速度の変更" STR_PATH_PREVIEW: "経路のプレビュー" STR_PATH_ARROWS: "矢印" STR_PATH_ARROWS_DESC: "クリックすると目的地までのユニットの経路が表示される。色によって可能な行動を表{NEWLINE}示する:緑-移動と射撃が可能:黄色-移動が可能:赤-移動不可" STR_PATH_TIME_UNIT_COST: "時間ユニット" STR_PATH_TIME_UNIT_COST_DESC: "クリックすると目的地に移動したあとに残っているユニットのTUを示す" STR_USER_INTERFACE_OPTIONS: "UIオプション" STR_TOOLTIPS: "ツールチップ" STR_TOOLTIPS_DESC: "バトルスケープボタンのツールチップを表示する" STR_DEATH_NOTIFICATIONS: "死亡を通知する" STR_DEATH_NOTIFICATIONS_DESC: "兵士が死亡する度にその詳細を知らせる" STR_SHOW_FUNDS: "資金を表示する" STR_SHOW_FUNDS_DESC: "ジオスケープの時計の上に現在の資金を表示する" STR_MISSION_GENERATOR: "ミッションジェネレータ" STR_MAP_OPTIONS: "マップオプション" STR_ALIEN_OPTIONS: "エイリアンオプション" STR_MAP_TERRAIN: "地形" STR_MAP_DARKNESS: "暗闇" STR_MAP_DEPTH: "深度" STR_DIFFICULTY: "難易度" STR_ALIEN_RACE: "種族" STR_ALIEN_TECH_LEVEL: "技術レベル" STR_RANDOMIZE: "ランダム化" STR_OXCE_REQUIRED_QUESTION: "このModは以下のMod:' {0} 'が適用されていないと正常に動作しません。適用しますか?" STR_RESTORE_DEFAULTS_QUESTION: "デフォルトのオプションを復元してもよろしいですか?" STR_DISPLAY_OPTIONS_CONFIRM: "現在のディスプレイオプションを保持しますか?" STR_DISPLAY_OPTIONS_REVERT: "0:{0}に戻す" STR_MISSING_CONTENT_PROMPT: "警告:{SMALLLINE}このセーブデータは無効なMODに依存しています。{NEWLINE}不足しているコンテンツがある為ロードに失敗する{NEWLINE}可能性があります。それでも続行しますか?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "時限設定した手榴弾を保持する" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "戦闘前の兵士装備画面のインベントリで手りゅう弾の時限設定を保持できる" STR_NEWSEEDONLOAD: "セーブスカミングあり" STR_NEWSEEDONLOAD_DESC: "ゲームをロードする度に乱数シードをリセットしてスカミングを可能にする{NEWLINE}※鉄人モードでは適用されません" STR_CHANGEVALUEBYMOUSEWHEEL: "マウスホイールによる量の変更" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "マウスホイールで指定量の増減を可能にする" STR_BATTLEHAIRBLEACH: "兵士の外観表示の強化" STR_BATTLEHAIRBLEACH_DESC: "装備に合わせて兵士の外観を変更する" STR_DRAGSCROLLINVERT: "ドラッグ&スクロールを反転" STR_DRAGSCROLLINVERT_DESC: "有効にするとマウスのドラッグ方向と逆にスクロールする" STR_BATTLESCAPE_SCALE: "バトルスケープスケール" STR_BATTLESCAPE_SCALE_DESC: "バトルスケープの画面表示を解像度の倍率(引き伸ばし)かズームの倍率(拡大){NEWLINE}に基づいて設定" STR_GEOSCAPE_SCALE: "ジオスケープスケール" STR_GEOSCAPESCALE_SCALE_DESC: "ジオスケープの画面表示を解像度の倍率(引き伸ばし)かズームの倍率(拡大){NEWLINE}に基づいて設定" STR_1_5X: "オリジナルの1.5倍" STR_2X: "オリジナルの2倍" STR_THIRD_DISPLAY: "1/3ディスプレイ" STR_HALF_DISPLAY: "1/2ディスプレイ" STR_FULL_DISPLAY: "フルディスプレイ" STR_FPS_LIMIT: "FPS制限" STR_FPS_LIMIT_DESC: "一秒当たりの画面更新の回数を制限する(0で無制限){NEWLINE}OpenGL によるレンダリングが有効になっている場合、ゲームは垂直同期を使用する" STR_FPS_INACTIVE_LIMIT: "非アクティブ時のFPS制限" STR_FPS_INACTIVE_LIMIT_DESC: "ゲームが非アクティブ時のFPSの上限を指定する" STR_NOALIENPANICMESSAGES: "エイリアンのパニック状態を隠す" STR_NOALIENPANICMESSAGES_DESC: "プレイヤーに視認されない限り、エイリアンのパニック状態は表示されない" STR_ALIENBLEEDING: "エイリアンの出血" STR_ALIENBLEEDING_DESC: "ほとんどのエイリアンに致命傷を与えることが可能" STR_FIELDPROMOTIONS: "戦地昇進" STR_FIELDPROMOTIONS_DESC: "昇進の資格はそのミッションにいた兵士のうち一人にだけ与えられる" STR_MEETINGPOINT: "UFOの軌道予測" STR_MEETINGPOINT_DESC: "航空機は現在のUFOの軌道を基準にして遭遇ポイントへ向かう" STR_IRONMAN: "鉄人モード" STR_IRONMAN_DESC: "手動セーブなし" STR_SAVE_AND_ABANDON_GAME: "セーブしてゲームを中断する" STR_MOD_UNSUCCESSFUL: "MODの読み込みに失敗しました" STR_NEW_SAVED_GAME_SLOT: "新しいセーブ" STR_AUTO_SAVE_GEOSCAPE_SLOT: "ジオスケープの自動保存" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "バトルスケープの自動保存" STR_QUICK_SAVE_SLOT: "<クイックセーブ>" STR_DISPLAY_MODE_DESC: "ゲーム画面の表示方法の変更" STR_PREFERRED_MUSIC_FORMAT: "音楽フォーマット" STR_PREFERRED_MUSIC_FORMAT_DESC: "複数利用可能な場合音楽フォーマットを選択する{NEWLINE}※WindowsでのMIDI再生にはバグが有ります" STR_PREFERRED_SFX_FORMAT: "SFXフォーマット" STR_PREFERRED_SFX_FORMAT_DESC: "複数選択可能なときは好みの効果音フォーマットを選ぶ" STR_PREFERRED_VIDEO_FORMAT: "ビデオフォーマット" STR_PREFERRED_VIDEO_FORMAT_DESC: "優先使用するムービーシーンのビデオフォーマットを選択する" STR_PREFERRED_VIDEO_ANIMATION: "アニメーション" STR_PREFERRED_VIDEO_SLIDESHOW: "スライドショー" STR_PREFERRED_FORMAT_AUTO: "自動" STR_CURRENT_FORMAT: "現在値: {0}" STR_SOUND_OPTIONS: "サウンドのオプション" STR_BACKGROUND_MUTE: "インアクティブ時ミュート" STR_BACKGROUND_MUTE_DESC: "ゲームウインドウのフォーカスを失った時サウンドをミュート" STR_FORCE_FIRE: "射線を無視する" STR_FORCE_FIRE_DESC: "CTRLキーを押しながら射線上の障害を無視して射撃できるようにする" STR_NO_AUDIO_HARDWARE_DETECTED: "オーディオハードウェアが検出されませんでした" STR_MOUSEWHEEL_SPEED: "マウスホイールのスクロール速度" STR_MOUSEWHEEL_SPEED_DESC: "マウスホイールの回転に合わせて、リストは指定行数分スクロールする" STR_DISABLED: "無効" STR_MAXIMIZE_INFO_SCREENS: "情報画面の最大化" STR_MAXIMIZE_INFO_SCREENS_DESC: "インベントリ、そのほか様々な画面は、スケールの設定に関わらずフルスクリーンで{NEWLINE}表示される" STR_DIARY: "日誌" STR_KILLED: "倒した数" STR_STUNNED: "気絶" STR_PANICKED: "パニック" STR_MINDCONTROLLED: "洗脳状態" STR_REGION_UNKNOWN: "未公開" STR_WEAPON_UNKNOWN: "改良" STR_UNKNOWN: "0%" STR_VICTORY: "勝利" STR_DEFEAT: "敗北" STR_NO_RECORD: "記録なし" STR_HUMAN: "人類" STR_FRIENDLY: "味方" STR_HOSTILE: "敵" STR_NEUTRAL: "中立" STR_RATING_UC: "評価" STR_LOCATION: "位置> {ALT}{0}" STR_DAYLIGHT_TYPE: "時間 > {ALT}{0}" STR_RACE_TYPE: "種族 > {ALT}{0}" STR_DAY: "昼間" STR_NIGHT: "夜間" STR_DAYS_WOUNDED: "傷病期間> {ALT}{0}" STR_COMBAT: "戦闘" STR_PERFORMANCE: "戦績" STR_NEUTRALIZATIONS_BY_RACE: "種族別殺害数" STR_NEUTRALIZATIONS_BY_RANK: "階級別殺害数" STR_NEUTRALIZATIONS_BY_WEAPON: "武器別殺害数" STR_MISSIONS_BY_LOCATION: "ミッション区分:位置" STR_MISSIONS_BY_TYPE: "ミッション区分:タイプ" STR_MISSIONS_BY_UFO: "ミッション区分:UFO" STR_SCORE_VALUE: "スコア > {ALT}{0}" STR_WINS: "勝利数 > {ALT}{0}" STR_STUNS: "気絶させた数 > {ALT}{0}" STR_PANICKS: "パニック回数 > {ALT}{0}" STR_MINDCONTROLS: "洗脳操作回数 > {ALT}{0}" STR_AWARDS: "賞与" STR_COMMENDATIONS_UC: "表彰" STR_COMMENDATIONS: "表彰" STR_MEDALS: "メダル" STR_LOST_IN_SERVICE: "殉職者" STR_MEDAL_NAME: "メダルの種類" STR_MEDAL_AWARD_LEVEL: "授賞レベル" STR_MEDAL_DECOR_LEVEL: "受勲レベル" STR_AWARD_0: "一等級授賞" STR_AWARD_1: "二等級授賞" STR_AWARD_2: "三等級授賞" STR_AWARD_3: "四等級授賞" STR_AWARD_4: "五等級授賞" STR_AWARD_5: "六等級授賞" STR_AWARD_6: "七等級授賞" STR_AWARD_7: "八等級授賞" STR_AWARD_8: "九等級授賞" STR_AWARD_9: "十等級授賞" STR_AWARD_DECOR_0: "なし" STR_AWARD_DECOR_1: "一等銅章" STR_AWARD_DECOR_2: "二等銅章" STR_AWARD_DECOR_3: "三等銅章" STR_AWARD_DECOR_4: "一等銀章" STR_AWARD_DECOR_5: "二等銀章" STR_AWARD_DECOR_6: "三等銀章" STR_AWARD_DECOR_7: "一等金章" STR_AWARD_DECOR_8: "二等金章" STR_AWARD_DECOR_9: "三等金章" STR_KILLED_IN_ACTION_MALE: "戦死" STR_KILLED_IN_ACTION_FEMALE: "戦死" STR_MISSING_IN_ACTION_MALE: "行方不明" STR_MISSING_IN_ACTION_FEMALE: "行方不明" STR_AVERAGE_MONTHLY_RATING: "月間評価の平均" STR_TOTAL_INCOME: "総収入" STR_TOTAL_EXPENDITURE: "総支出額" STR_MISSIONS_WON: "達成したミッション数" STR_MISSIONS_LOST: "失敗したミッション数" STR_NIGHT_MISSIONS: "夜間ミッション数" STR_BEST_RATING: "ミッションの最高評価" STR_WORST_RATING: "ミッションの最低評価" STR_ALIEN_KILLS: "倒したエイリアンの数" STR_ALIEN_CAPTURES: "捕えたエイリアンの数" STR_FRIENDLY_KILLS: "味方への誤射数" STR_AVERAGE_ACCURACY: "平均命中率" STR_WEAPON_MOST_KILLS: "最も効果の高い武器" STR_ALIEN_MOST_KILLS: "最も危険なエイリアン" STR_LONGEST_SERVICE: "最長従軍期間" STR_TOTAL_DAYS_WOUNDED: "傷病期間" STR_COUNTRIES_LOST: "侵入された国の数" STR_TOTAL_TERROR_SITES: "エイリアンのテロ事件数" STR_TOTAL_BASES: "基地の数" STR_TOTAL_CRAFT: "航空機数" STR_TOTAL_SCIENTISTS: "雇用中の科学者" STR_TOTAL_ENGINEERS: "雇用中の技術者" STR_TOTAL_RESEARCH: "完了した研究" STR_DIARY_ACCURACY: "命中精度 > {ALT}{0}%" STR_STATISTICS: "統計" STR_STATS: "兵の成長" STR_TIME_UNITS_ABBREVIATION: "TU" STR_STAMINA_ABBREVIATION: "スタミナ" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "士気" STR_REACTIONS_ABBREVIATION: "反応" STR_FIRING_ACCURACY_ABBREVIATION: "命中" STR_THROWING_ACCURACY_ABBREVIATION: "投擲" STR_STRENGTH_ABBREVIATION: "筋力" STR_MELEE_ACCURACY_ABBREVIATION: "近接" STR_FOLDERS: "フォルダ" STR_DATA_FOLDER: "データフォルダ (オリジナルのリソース)" STR_USER_FOLDER: "ユーザーフォルダ (modやopenxcom.log)" STR_SAVE_FOLDER: "セーブフォルダ (セーブデータ, スクリーンショット)" STR_CONFIG_FOLDER: "コンフィグフォルダ (options.cfg)" STR_DATA_FOLDER_DESC_1: "OpenXcomがオリジナルゲームのリソースを参照する先です (UFO / TFTD)" STR_DATA_FOLDER_DESC_2: "OpenXcomの内部リソースは 'common' フォルダに、OpenXcom本体に統合済みのmodは 'standard' フォルダに格納されています。" STR_USER_FOLDER_DESC: "ログファイル ('openxcom.log') が収められています。全てのカスタムmodもこのフォルダ (サブフォルダの 'mods' 内) に置かれます。" STR_SAVE_FOLDER_DESC: "あなたのセーブデータが置かれる場所で、ミッション生成の設定 ('battle.cfg') もここに格納されます。" STR_CONFIG_FOLDER_DESC: "OpenXcomのオプション設定 ('options.cfg') が収められているフォルダで、通常はユーザーフォルダが該当します。" ================================================ FILE: bin/common/Language/ko.yml ================================================ ko: STR_OPENXCOM: "오픈엑스컴" STR_NEW_GAME: "새 게임" STR_LOAD_SAVED_GAME: "게임 불러오기" STR_SELECT_DIFFICULTY_LEVEL: "난이도 선택" STR_1_BEGINNER: "1> 초보자" STR_2_EXPERIENCED: "2> 경험자" STR_3_VETERAN: "3> 전문가" STR_4_GENIUS: "4> 천재" STR_5_SUPERHUMAN: "5> 초인" STR_TIME: "시간" STR_DATE: "날짜" STR_SELECT_GAME_TO_LOAD: "불러올 게임 선택" STR_SELECT_SAVE_POSITION: "저장할 위치 선택" STR_GAME_OPTIONS: "게임 설정" STR_LOAD_GAME: "게임 불러오기" STR_SAVE_GAME: "게임 저장하기" STR_ABANDON_GAME: "게임 포기하기" STR_ABANDON_GAME_QUESTION: "게임을 포기합니까?" STR_QUIT: "나가기" STR_SAVING_GAME: "게임 저장하는 중" STR_LOADING_GAME: "게임 불러오는 중" STR_NO_SAVED_GAME_PRESENT: "저장된 게임 없음" STR_LOAD_UNSUCCESSFUL: "불러오기 실패" STR_SAVE_UNSUCCESSFUL: "저장하기 실패" STR_LOAD_SUCCESSFUL: "불러오기 성공" STR_SAVE_SUCCESSFUL: "저장하기 성공" STR_DELETE: "삭제하기" STR_DELETE_UNSUCCESSFUL: "삭제하기 실패" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "저장된 게임의 삭제를 원하는 게 확실합니까?" STR_ORIGINAL_XCOM: "원본 X-Com" STR_LOADING: "불러오는 중..." STR_DETAILS: "세부사항> {ALT}{0}" STR_NEW_BATTLE: "새로운 전투" STR_OPTIONS: "설정" STR_RIGHT_CLICK_TO_DELETE: "삭제하려면 오른쪽 클릭." STR_RESTORE_DEFAULTS: "기본값으로 복원" STR_CONTROLS: "입력" STR_GENERAL: "일반" STR_GEOSCAPE: "지구 화면" STR_BATTLESCAPE: "전투 화면" STR_SCREENSHOT: "스크린샷" STR_FPS_COUNTER: "FPS 표시" STR_ROTATE_LEFT: "왼쪽으로 회전" STR_ROTATE_RIGHT: "오른쪽으로 회전" STR_ROTATE_UP: "위쪽으로 회전" STR_ROTATE_DOWN: "아래쪽으로 회전" STR_ZOOM_IN: "확대" STR_ZOOM_OUT: "축소" STR_TOGGLE_COUNTRY_DETAIL: "국가 세부 켜고 끄기" STR_TOGGLE_RADAR_RANGES: "레이더 범위 켜고 끄기" STR_SCROLL_LEFT: "왼쪽으로 스크롤" STR_SCROLL_RIGHT: "오른쪽으로 스크롤" STR_SCROLL_UP: "위쪽으로 스크롤" STR_SCROLL_DOWN: "아래쪽으로 스크롤" STR_UNIT_LEVEL_ABOVE: "위 층으로 유닛 이동" STR_UNIT_LEVEL_BELOW: "아래 층으로 유닛 이동" STR_VIEW_LEVEL_ABOVE: "위 층 보기" STR_VIEW_LEVEL_BELOW: "아래 층 보기" STR_CENTER_SELECTED_UNIT: "선택된 유닛을 화면 중앙에" STR_PREVIOUS_UNIT: "이전 유닛을 선택" STR_NEXT_UNIT: "다음 유닛을 선택" STR_DESELECT_UNIT: "재선택 금지" STR_USE_LEFT_HAND: "왼손의 물품 사용" STR_USE_RIGHT_HAND: "오른손의 물품 사용" STR_INVENTORY: "소지품" STR_MINIMAP: "미니맵" STR_MULTI_LEVEL_VIEW: "다층 표시" STR_END_TURN: "턴 종료" STR_ABORT_MISSION: "임무 중단" STR_UNIT_STATS: "유닛 능력치" STR_KNEEL: "무릎꿇기" STR_RELOAD: "재장전" STR_TOGGLE_PERSONAL_LIGHTING: "개인 조명 켜고 끄기" STR_DONT_RESERVE_TIME_UNITS: "행동력을 남기지 않음" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "지향사격에 쓸 행동력 보전" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "조준사격에 쓸 행동력 보전" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "자동사격에 쓸 행동력 보전" STR_CENTER_ON_ENEMY_1: "1번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_2: "2번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_3: "3번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_4: "4번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_5: "5번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_6: "6번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_7: "7번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_8: "8번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_9: "9번 적을 화면 중앙에" STR_CENTER_ON_ENEMY_10: "10번 적을 화면 중앙에" STR_CREATE_INVENTORY_TEMPLATE: "소지품 템플릿 생성" STR_APPLY_INVENTORY_TEMPLATE: "소지품 템플릿 적용" STR_CLEAR_INVENTORY: "소지품 비우기" STR_AUTO_EQUIP: "자동 장비" STR_QUICK_SAVE: "빠른 저장하기" STR_QUICK_LOAD: "빠른 불러오기" STR_ADVANCED: "고급" STR_AGGRESSIVERETALIATION: "적극적 보복" STR_AGGRESSIVERETALIATION_DESC: "자기 임무 설정과 상관 없이, UFO는 언제나 당신의 기지를 탐지하려 할 것입니다." STR_STORAGELIMITSENFORCED: "회수된 물품의 보관 제한" STR_STORAGELIMITSENFORCED_DESC: "살아있는 외계인과 임무에서 회수한 유물에 대해 외계인 격리실 및 일반 창고의 제한을 강제로 적용합니다." STR_CANSELLLIVEALIENS: "살아있는 외계인 판매" STR_CANSELLLIVEALIENS_DESC: "보관 제한을 이용하고 있을 때 추천되는 것으로, 살아있는 외계인의 판매를 허용합니다." STR_ALLOWBUILDINGQUEUE: "건설 대기열 허용" STR_ALLOWBUILDINGQUEUE_DESC: "새로운 시설은 미완성된 시설 옆에 배치될 수 있습니다." STR_BATTLEAUTOEND: "전투 자동 종료" STR_BATTLEAUTOEND_DESC: "전투는 살아있는 마지막 적이 무력화될 때 자동으로 종료됩니다." STR_BATTLEINSTANTGRENADE: "즉발 수류탄" STR_BATTLEINSTANTGRENADE_DESC: "0턴에 터지도록 점화된 수류탄은 해당 턴의 끝이 아니라, 던졌을 때 즉시 폭발할 것입니다." STR_BATTLEUFOEXTENDERACCURACY: "UFO 익스텐더 정확도" STR_BATTLEUFOEXTENDERACCURACY_DESC: "사격 유형에 따라, 사격의 정확도는 특정 거리 이후에 떨어집니다. 조정된 정확도는 마우스 커서에 표시될 것입니다." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "공중 이송" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "현재 비행 중인 기체가 이송될 수 있습니다." STR_CRAFTLAUNCHALWAYS: "강제 기체 출격" STR_CRAFTLAUNCHALWAYS_DESC: "유지 보수 필요성을 대체하는 것으로, 기체는 준비되지 않았을 때조차 출격할 수 있습니다." STR_CUSTOMINITIALBASE: "첫 기지 꾸미기" STR_CUSTOMINITIALBASE_DESC: "새로운 게임을 시작할 때, 당신은 기본 배치를 이용하는 대신 시작 시설을 수동으로 배치할 수 있습니다." STR_GLOBESEASONS: "현실적 지구 조명" STR_GLOBESEASONS_DESC: "지구의 자전축 기울어짐에 따라 지구 화면 상에 더 현실적인 태양광 투시를 이용합니다." STR_PLAYINTRO: "인트로 재생" STR_PLAYINTRO_DESC: "게임 시작 시 인트로 영상을 보여줍니다." STR_SHOWMORESTATSININVENTORYVIEW: "소지품 화면 능력치" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "소지품 화면에서 선택된 병사에 대한 추가 정보를 보여 줍니다." STR_SNEAKYAI: "은밀한 AI" STR_SNEAKYAI_DESC: "AI는 가능한 언제나 플레이어에게 자신을 노출하는 걸 피합니다." STR_STRAFE: "대체 이동 방식" STR_STRAFE_DESC: "CTRL을 누르고 있을 때 게걸음, 달리기 및 독립적인 탱크 포탑 회전을 할 수 있게 한다." STR_BATTLEEXPLOSIONHEIGHT: "폭발 높이" STR_BATTLEEXPLOSIONHEIGHT_DESC: "폭발이 높이 방향으로 얼마나 멀리 퍼질 지 변경합니다.{NEWLINE}(평면: 0, 구체: 3)" STR_AUTOSAVE: "자동 저장" STR_AUTOSAVE_DESC: "특정 간격마다 게임을 자동으로 저장합니다. 철인 모드에서는 적용되지 않습니다." STR_AUTOSAVE_FREQUENCY: "자동 저장 빈도" STR_AUTOSAVE_FREQUENCY_DESC: "게임이 자동으로 저장될 턴의 간격을 정합니다." STR_ALLOWPSIONICCAPTURE: "사이오닉 포획 허용" STR_ALLOWPSIONICCAPTURE_DESC: "모든 남아 있는 외계인을 정신 지배하는 것은 승리로 이어지고, 그들은 살아있는 포로로 간주합니다." STR_ANYTIMEPSITRAINING: "사이오닉 훈련 상시화" STR_ANYTIMEPSITRAINING_DESC: "어느 시점에서도 병사를 사이오닉 훈련에 할당하도록 허용합니다. 기억하세요, 초기 훈련은 30에서 60일이 걸립니다." STR_SKIPNEXTTURNSCREEN: "\"다음 턴\" 화면을 넘김" STR_SKIPNEXTTURNSCREEN_DESC: "전투 중 \"다음 턴\" 화면이 짧은 지연 후 자동으로 넘어갑니다." STR_NOT_ENOUGH_SPACE: "공간이 부족하다!" STR_WEAPONSELFDESTRUCTION: "외계인 무기 자폭" STR_WEAPONSELFDESTRUCTION_DESC: "XCOM 2012와 비슷하게, 외계인이 든 무기는 소유자가 죽으면 자폭할 것입니다." STR_RETAINCORPSES: "심문한 외계인 유지" STR_RETAINCORPSES_DESC: "XCOM 2012와 비슷하게, 살아있는 외계인을 \"연구한\" 후, 그 시체가 기지 창고에 추가될 것입니다." STR_SAVE_VOXEL_VIEW: "1인칭 스크린샷 저장" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "무릎꿇기에 필요한 행동력 보전" STR_EXPEND_ALL_TIME_UNITS: "남아있는 모든 행동력 소진" STR_PSISTRENGTHEVAL: "사이오닉 강도 평가" STR_PSISTRENGTHEVAL_DESC: "적절한 연구가 완료된 후 모든 병사의 사이오닉 강도를 평가합니다." STR_DISABLEAUTOEQUIP: "자동 장비 장착 비활성화" STR_DISABLEAUTOEQUIP_DESC: "전투 전에 새로운 병사의 자동 장비 장착을 비활성화합니다." STR_ALLOWPSISTRENGTHIMPROVEMENT: "사이오닉 강도 성장 허용" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "병사의 사이오닉 강도는 경험과 훈련에 의해 개선될 수 있습니다." STR_BATTLESMOOTHCAMERA: "매끄러운 총알 카메라" STR_BATTLESMOOTHCAMERA_DESC: "전투 화면의 카메라는 발사체가 날아가는 동안 발사체를 따라갈 것입니다." STR_BATTLECONFIRMFIREMODE: "사격 확정 모드" STR_BATTLECONFIRMFIREMODE_DESC: "사격 명령을 확정하기 위해 같은 타일을 두 번 누르는 걸 요구합니다." STR_SELECT_BASE_1: "기지 1 선택" STR_SELECT_BASE_2: "기지 2 선택" STR_SELECT_BASE_3: "기지 3 선택" STR_SELECT_BASE_4: "기지 4 선택" STR_SELECT_BASE_5: "기지 5 선택" STR_SELECT_BASE_6: "기지 6 선택" STR_SELECT_BASE_7: "기지 7 선택" STR_SELECT_BASE_8: "기지 8 선택" STR_VIDEO: "비디오" STR_AUDIO: "오디오" STR_BATTLESCAPE_UC: "전투 화면" STR_MODS_UC: "모드" STR_MODS: "모드" STR_DISPLAY_RESOLUTION: "해상도 표시" STR_DISPLAY_RESOLUTION_DESC: "화면의 해상도를 변경하고, 게임 해상도는 그에 맞추어 재조정될 것입니다. 화살표는 모니터가 지원하는 해상도로 전환합니다. 맞춤형 해상도를 입력하려면 숫자를 누르세요." STR_ORIGINAL: "원본" STR_DISPLAY_MODE: "표시 모드" STR_WINDOWED: "창 모드" STR_FULLSCREEN: "전체 화면" STR_BORDERLESS: "경계선 없는 창 모드" STR_DISPLAY_LANGUAGE: "표시 언어" STR_DISPLAY_LANGUAGE_DESC: "게임 내 텍스트의 문자를 변경합니다." STR_DISPLAY_FILTER: "화면 필터" STR_DISPLAY_FILTER_DESC: "게임 화면에 적용되는 필터를 변경합니다.{NEWLINE}* 붙은 옵션은 OpenGL 하드웨어 가속이 필요합니다." STR_DISPLAY_OPTIONS: "표시 설정" STR_LETTERBOXED: "레터박스" STR_LETTERBOXED_DESC: "원래 종횡비를 유지하도록 화면을 레터박스화합니다." STR_RESIZABLE: "크기 조정 가능" STR_LOCK_MOUSE: "마우스 가두기" STR_LOCK_MOUSE_DESC: "마우스 커서가 게임 창을 나가지 않도록 막습니다. CTRL+G로 언제나 켜고 끌 수 있습니다." STR_FIXED_WINDOW_POSITION: "창 위치 고정" STR_FIXED_WINDOW_POSITION_DESC: "윈도우에서 화면의 위치를 특정 위치로 고정합니다." STR_DISPLAY_SET_WINDOW_POSITION: "새로운 게임 화면 시작점 설정" STR_DISPLAY_WINDOW_POSITION_NEW_X: "왼쪽 끝의 X좌표:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "위쪽 끝의 Y좌표:" STR_MUSIC_VOLUME: "음악 음량" STR_MUSIC_VOLUME_DESC: "배경 음악의 음량을 변경합니다." STR_SFX_VOLUME: "효과음 음량" STR_SFX_VOLUME_DESC: "효과음의 음량을 변경합니다." STR_UI_VOLUME: "UI 음량" STR_UI_VOLUME_DESC: "인터페이스 클릭음의 음량을 변경합니다." STR_SCROLL_SPEED: "스크롤 속도" STR_SCROLL_SPEED_GEO_DESC: "지구의 스크롤 속도를 변경합니다." STR_SCROLL_SPEED_BATTLE_DESC: "전투 맵의 스크롤 속도를 변경합니다." STR_DOGFIGHT_SPEED: "공중전 속도" STR_DOGFIGHT_SPEED_DESC: "기체와 UFO 사이의 공중전 속도를 변경합니다. 더 느린 속도는 저사양 기기에서 성능을 개선할 수 있습니다." STR_CLOCK_SPEED: "시계 속도" STR_CLOCK_SPEED_DESC: "지구 화면 시계의 진행 속도를 변경합니다. 더 느린 속도는 저사양 기기에서 성능을 개선할 수 있습니다." STR_GLOBE_DETAILS: "지구 세부" STR_GLOBE_COUNTRIES: "국가" STR_GLOBE_COUNTRIES_DESC: "지구에 있는 자금 지원 국가를 보여줍니다." STR_GLOBE_RADARS: "레이더" STR_GLOBE_RADARS_DESC: "지구에서 기지의 레이더 탐지 반경을 보여줍니다." STR_GLOBE_FLIGHT_PATHS: "비행 경로" STR_GLOBE_FLIGHT_PATHS_DESC: "지구에서 기체의 비행 경로를 보여줍니다." STR_CONTROLS_DESC: "단축키를 변경하려면 단축키 항목을 마우스 왼쪽 버튼으로 누르고 키를 입력합니다.{NEWLINE}단축키를 비활성화하려면 단축키 항목을 마우스 오른쪽 버튼으로 누릅니다." STR_BASE_GAME: "기본 게임" STR_MODS_TOOLTIP: "버전: {0}, 제작자: {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "모서리 스크롤" STR_EDGE_SCROLL_DESC: "클릭으로: 화면의 모서리에서 마우스 왼쪽 버튼을 누르고 있을 때 지도가 스크롤됩니다.{NEWLINE}자동으로: 커서가 화면의 모서리에 있을 때 지도가 스크린됩니다." STR_TRIGGER_SCROLL: "클릭으로" STR_AUTO_SCROLL: "자동으로" STR_DRAG_SCROLL: "드래그 스크롤" STR_DRAG_SCROLL_DESC: "특정 마우스 버튼을 누르고 끌었을 때 지도가 스크롤됩니다." STR_LEFT_MOUSE_BUTTON: "왼쪽 버튼" STR_MIDDLE_MOUSE_BUTTON: "가운데 버튼" STR_RIGHT_MOUSE_BUTTON: "오른쪽 버튼" STR_FIRE_SPEED: "발사체 속도" STR_FIRE_SPEED_DESC: "무기 발사체의 속도를 변경합니다." STR_PLAYER_MOVEMENT_SPEED: "플레이어 이동 속도" STR_PLAYER_MOVEMENT_SPEED_DESC: "플레이어가 조종하는 유닛의 이동 속도를 변경합니다." STR_COMPUTER_MOVEMENT_SPEED: "AI 이동 속도" STR_COMPUTER_MOVEMENT_SPEED_DESC: "컴퓨터가 조종하는 유닛의 이동 속도를 변경합니다." STR_PATH_PREVIEW: "경로 미리보기" STR_PATH_ARROWS: "화살표" STR_PATH_ARROWS_DESC: "선택하면 당신의 유닛이 목적지까지 움직일 경로를 보여줍니다. 색상은 할 수 있는 행동을 나타냅니다: 녹색 - 이동 및 사격 가능; 황색 - 이동 가능; 적색 - 이동 불가능." STR_PATH_TIME_UNIT_COST: "행동력" STR_PATH_TIME_UNIT_COST_DESC: "선택하면 당신의 유닛이 목적지까지 이동한 후 남아 있을 행동력을 보여줍니다." STR_USER_INTERFACE_OPTIONS: "UI 설정" STR_TOOLTIPS: "툴팁" STR_TOOLTIPS_DESC: "전투 화면 버튼에 대한 설명을 표시합니다." STR_DEATH_NOTIFICATIONS: "사망 알림" STR_DEATH_NOTIFICATIONS_DESC: "병사가 죽을 때마다 누가 죽었는지 자세한 알림을 띄웁니다." STR_SHOW_FUNDS: "자금 표시" STR_SHOW_FUNDS_DESC: "지구 화면의 시계 위에 현재 자금을 보여줍니다." STR_MISSION_GENERATOR: "임무 생성기" STR_MAP_OPTIONS: "지도 옵션" STR_ALIEN_OPTIONS: "외계인 옵션" STR_MAP_TERRAIN: "지형" STR_MAP_DARKNESS: "조명" STR_MAP_DEPTH: "높이" STR_DIFFICULTY: "난이도" STR_ALIEN_RACE: "종족" STR_ALIEN_TECH_LEVEL: "기술 수준" STR_RANDOMIZE: "무작위" STR_OXCE_REQUIRED_QUESTION: "이 모드는 올바로 실행하려면 OpenXcom {0}를 요구합니다. 이 모드를 켭니까?" STR_RESTORE_DEFAULTS_QUESTION: "기본 설정으로 복원하길 원하는 게 확실합니까?" STR_DISPLAY_OPTIONS_CONFIRM: "현재 화면 설정을 유지하길 원합니까?" STR_DISPLAY_OPTIONS_REVERT: "0:{0}초 후 되돌립니다" STR_MISSING_CONTENT_PROMPT: "경고:{SMALLLINE}이 저장된 게임은 쓸 수 없는 모드에 의존합니다. 잃어버린 요소는 제거될 것이며, 불러오기가 실패할 지도 모릅니다.{NEWLINE}계속 합니까?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "사전 점화된 수류탄 소지" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "전투 전 소지품 화면에서 병사의 장비 배치 중에 점화된 수류탄을 보관하게 합니다." STR_NEWSEEDONLOAD: "저장질" STR_NEWSEEDONLOAD_DESC: "게임을 불러오면 무작위 수를 결정하는 시드가 재설정되므로, 동일한 행동을 해도 다른 결과를 얻을 수 있습니다. 철인 모드에는 적용하지 않습니다." STR_CHANGEVALUEBYMOUSEWHEEL: "마우스 휠로 값 변경" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "마우스 휠을 이용해 옆에 적힌 양만큼 값을 증가/감소하도록 합니다." STR_BATTLEHAIRBLEACH: "향상된 병사 조형" STR_BATTLEHAIRBLEACH_DESC: "병사의 전투 화면 조형을 소지품 화면의 외관에 맞추어 변경합니다." STR_DRAGSCROLLINVERT: "드래그 스크롤 반전" STR_DRAGSCROLLINVERT_DESC: "켜졌을 때, 드래그 스크롤은 마우스의 이동 방향과 반대 방향이 됩니다." STR_BATTLESCAPE_SCALE: "전투 화면 스케일" STR_BATTLESCAPE_SCALE_DESC: "고정 해상도(맞추기 위해 늘어남), 또는 고정 확대 수준(채우기 위해 확대됨)에 기반한, 전투 화면의 화면 크기 조정 모드입니다." STR_GEOSCAPE_SCALE: "지구 화면 스케일" STR_GEOSCAPESCALE_SCALE_DESC: "고정 해상도(맞추기 위해 늘어남), 또는 고정 확대 수준(채우기 위해 확대됨)에 기반한, 지구 화면의 화면 크기 조정 모드입니다." STR_1_5X: "원본의 1.5배" STR_2X: "원본의 2배" STR_THIRD_DISPLAY: "화면 해상도의 1/3" STR_HALF_DISPLAY: "화면 해상도의 1/2" STR_FULL_DISPLAY: "화면 해상도" STR_FPS_LIMIT: "FPS 제한" STR_FPS_LIMIT_DESC: "초당 화면 업데이트 숫자를 제한합니다. 0은 제한이 없는 것입니다. OpenGL 렌더링이 켜지면 이 옵션 대신 Vsync를 이용합니다." STR_FPS_INACTIVE_LIMIT: "백그라운드 FPS 제한" STR_FPS_INACTIVE_LIMIT_DESC: "오픈엑스컴이 백그라운드 상태일 때 초당 화면 갱신 회수를 제한합니다." STR_NOALIENPANICMESSAGES: "외계인의 공황 메시지 억제" STR_NOALIENPANICMESSAGES_DESC: "외계인이 플레이어에게 보이지 않는 한 외계인에 대한 공황 메시지를 보여 주지 않습니다." STR_ALIENBLEEDING: "외계인 출혈" STR_ALIENBLEEDING_DESC: "대다수 외계인이 치명상을 입도록 허용합니다." STR_FIELDPROMOTIONS: "현장 진급" STR_FIELDPROMOTIONS_DESC: "오직 임무에 출석했던 병사만 진급 자격이 있습니다." STR_MEETINGPOINT: "UFO 경로 예상" STR_MEETINGPOINT_DESC: "기체는 UFO의 현재 궤적에 기반해 만나는 지점을 향해 날아갑니다." STR_IRONMAN: "철인" STR_IRONMAN_DESC: "수동 저장 불가능" STR_SAVE_AND_ABANDON_GAME: "저장 후 게임 종료" STR_MOD_UNSUCCESSFUL: "모드 불러오기 실패" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "게임이 화면에 어떻게 표시되는지 변경합니다." STR_PREFERRED_MUSIC_FORMAT: "음악 형식" STR_PREFERRED_MUSIC_FORMAT_DESC: "여러 가지 음악 형식을 쓸 수 있을 때 선호하는 음악 형식을 선택합니다.{NEWLINE}주의: 미디 재생은 윈도우에서 버그가 있을 수 있습니다." STR_PREFERRED_SFX_FORMAT: "효과음 형식" STR_PREFERRED_SFX_FORMAT_DESC: "여러 가지 효과음 형식을 쓸 수 있을 때 선호하는 효과음 형식을 선택합니다." STR_PREFERRED_VIDEO_FORMAT: "비디오 형식" STR_PREFERRED_VIDEO_FORMAT_DESC: "여러 가지 비디오 형식을 쓸 수 있을 때 선호하는 비디오 형식을 선택합니다." STR_PREFERRED_VIDEO_ANIMATION: "애니메이션" STR_PREFERRED_VIDEO_SLIDESHOW: "슬라이드쇼" STR_PREFERRED_FORMAT_AUTO: "자동" STR_CURRENT_FORMAT: "현재: {0}" STR_SOUND_OPTIONS: "소리 설정" STR_BACKGROUND_MUTE: "백그라운드 음소거" STR_BACKGROUND_MUTE_DESC: "게임 윈도우가 활성화되지 않았을 때는 모든 소리를 끕니다." STR_FORCE_FIRE: "사선 규칙 무시" STR_FORCE_FIRE_DESC: "사선 규칙과 상관 없이, 당신의 병사가 CTRL을 누르고 있을 때 사격을 하도록 강제할 수 있게 합니다." STR_NO_AUDIO_HARDWARE_DETECTED: "오디오 하드웨어를 탐지하지 못했습니다." STR_MOUSEWHEEL_SPEED: "마우스 휠 스크롤 속도" STR_MOUSEWHEEL_SPEED_DESC: "마우스 휠의 증감 시 움직이는 텍스트 라인의 수를 조정합니다." STR_DISABLED: "비활성화" STR_MAXIMIZE_INFO_SCREENS: "정보 화면 최대화" STR_MAXIMIZE_INFO_SCREENS_DESC: "스케일 설정에 상관 없이, 소지품 및 기타 다양한 화면이 전체 화면으로 표시될 것입니다." STR_DIARY: "일지" STR_KILLED: "죽임" STR_STUNNED: "기절시킴" STR_PANICKED: "공황 유발" STR_MINDCONTROLLED: "정신 지배" STR_REGION_UNKNOWN: "미발견지" STR_WEAPON_UNKNOWN: "즉석 무기" STR_UNKNOWN: "알려지지 않음" STR_VICTORY: "승리" STR_DEFEAT: "패배" STR_NO_RECORD: "기록 없음" STR_HUMAN: "인간" STR_FRIENDLY: "우호" STR_HOSTILE: "적대" STR_NEUTRAL: "중립" STR_RATING_UC: "평가" STR_LOCATION: "위치>{ALT}{0}" STR_DAYLIGHT_TYPE: "시간>{ALT}{0}" STR_RACE_TYPE: "종족>{ALT}{0}" STR_DAY: "낮" STR_NIGHT: "밤" STR_DAYS_WOUNDED: "부상 기간>{ALT}{0}" STR_COMBAT: "전투" STR_PERFORMANCE: "활동" STR_NEUTRALIZATIONS_BY_RACE: "종족별 처치 수" STR_NEUTRALIZATIONS_BY_RANK: "계급별 처치 수" STR_NEUTRALIZATIONS_BY_WEAPON: "무기별 처치 수" STR_MISSIONS_BY_LOCATION: "지역별 임무 수" STR_MISSIONS_BY_TYPE: "유형별 임무 수" STR_MISSIONS_BY_UFO: "UFO별 임무 수" STR_SCORE_VALUE: "평점>{ALT}{0}" STR_WINS: "승리>{ALT}{0}" STR_STUNS: "기절>{ALT}{0}" STR_PANICKS: "공황>{ALT}{0}" STR_MINDCONTROLS: "정신지배>{ALT}{0}" STR_AWARDS: "포상" STR_COMMENDATIONS_UC: "상훈" STR_COMMENDATIONS: "상훈" STR_MEDALS: "훈장" STR_LOST_IN_SERVICE: "복무 중 손실" STR_MEDAL_NAME: "훈장 이름" STR_MEDAL_AWARD_LEVEL: "포상 등급" STR_MEDAL_DECOR_LEVEL: "장식 등급" STR_AWARD_0: "1번째 수상" STR_AWARD_1: "2번째 수상" STR_AWARD_2: "3번째 수상" STR_AWARD_3: "4번째 수상" STR_AWARD_4: "5번째 수상" STR_AWARD_5: "6번째 수상" STR_AWARD_6: "7번째 수상" STR_AWARD_7: "8번째 수상" STR_AWARD_8: "9번째 수상" STR_AWARD_9: "10번째 수상" STR_AWARD_DECOR_0: "없음" STR_AWARD_DECOR_1: "1번째 동장식" STR_AWARD_DECOR_2: "2번째 동장식" STR_AWARD_DECOR_3: "3번째 동장식" STR_AWARD_DECOR_4: "1번째 은장식" STR_AWARD_DECOR_5: "2번째 은장식" STR_AWARD_DECOR_6: "3번째 은장식" STR_AWARD_DECOR_7: "1번째 금장식" STR_AWARD_DECOR_8: "2번째 금장식" STR_AWARD_DECOR_9: "3번째 금장식" STR_KILLED_IN_ACTION_MALE: "작전 중 사망" STR_KILLED_IN_ACTION_FEMALE: "작전 중 사망" STR_MISSING_IN_ACTION_MALE: "작전 중 실종" STR_MISSING_IN_ACTION_FEMALE: "작전 중 실종" STR_AVERAGE_MONTHLY_RATING: "평균 월간 평점" STR_TOTAL_INCOME: "총 수입" STR_TOTAL_EXPENDITURE: "총 지출" STR_MISSIONS_WON: "완수한 임무" STR_MISSIONS_LOST: "실패한 임무" STR_NIGHT_MISSIONS: "야간 임무" STR_BEST_RATING: "최고 임무 평점" STR_WORST_RATING: "최악 임무 평점" STR_ALIEN_KILLS: "사살한 외계인" STR_ALIEN_CAPTURES: "포획한 외계인" STR_FRIENDLY_KILLS: "아군 오사 사고" STR_AVERAGE_ACCURACY: "평균 명중률" STR_WEAPON_MOST_KILLS: "가장 효과적인 무기" STR_ALIEN_MOST_KILLS: "가장 위험한 외계인" STR_LONGEST_SERVICE: "최장 복무 기간" STR_TOTAL_DAYS_WOUNDED: "부상 기간" STR_COUNTRIES_LOST: "적에게 넘어간 국가" STR_TOTAL_TERROR_SITES: "테러 공격" STR_TOTAL_BASES: "건설한 기지" STR_TOTAL_CRAFT: "보유한 기체" STR_TOTAL_SCIENTISTS: "고용한 과학자" STR_TOTAL_ENGINEERS: "고용한 기술자" STR_TOTAL_RESEARCH: "완료한 연구" STR_DIARY_ACCURACY: "명중률>{ALT}{0}%" STR_STATISTICS: "통계" STR_STATS: "능력치" STR_TIME_UNITS_ABBREVIATION: "TU" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" STR_FOLDERS: "폴더" STR_DATA_FOLDER: "자료 폴더(원본 자료)" STR_USER_FOLDER: "사용자 폴더(모드, openxcom.log)" STR_SAVE_FOLDER: "저장 폴더(저장된 게임, 스크린샷)" STR_CONFIG_FOLDER: "설정 폴더(options.cfg)" STR_DATA_FOLDER_DESC_1: "오픈엑스컴이 원본 게임 자료를 찾는 곳입니다(UFO 및/또는 TFTD)." STR_DATA_FOLDER_DESC_2: "오픈엑스컴 내부 자료는 'common' 폴더 안에 있습니다. 오픈엑스컴 내장 모드는 'standard'폴더 안에 있습니다." STR_USER_FOLDER_DESC: "기록 파일('openxcom.log')는 여기 저장됩니다. 모든 개인 모드도 여기에 들어갑니다('mods' 하위 폴더 안에)." STR_SAVE_FOLDER_DESC: "여러분이 저장된 게임은 여기 들어갑니다. 임무 생성기 설정도('battle.cfg') 여기서 찾을 수 있습니다." STR_CONFIG_FOLDER_DESC: "오픈엑스컴 설정이('options.cfg') 보관되는 곳입니다. 보통은 사용자 폴더와 같습니다." ================================================ FILE: bin/common/Language/lb.yml ================================================ lb: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Neit Spill" STR_LOAD_SAVED_GAME: "Spill lueden" STR_SELECT_DIFFICULTY_LEVEL: "Schwieregkeetsgrad wielen" STR_1_BEGINNER: "1> Ufänger" STR_2_EXPERIENCED: "2> Erfahren" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Genie" STR_5_SUPERHUMAN: "5> Supermënsch" STR_TIME: "Zäit" STR_DATE: "Datum" STR_SELECT_GAME_TO_LOAD: "Wiel e Spillstand fir ze lueden" STR_SELECT_SAVE_POSITION: "Wiel eng Späicherpositioun" STR_GAME_OPTIONS: "SPILLOPTIOUNEN" STR_LOAD_GAME: "SPILL LUEDEN" STR_SAVE_GAME: "SPILL SPAICHERN" STR_ABANDON_GAME: "SPILL OFBRIECHEN" STR_ABANDON_GAME_QUESTION: "SPILL OFBRIECHEN?" STR_QUIT: "Rausgoen" STR_SAVING_GAME: "Späichern d'Spill" STR_LOADING_GAME: "Lueden d'Spill" STR_NO_SAVED_GAME_PRESENT: "Keng Späicherspillstänn do" STR_LOAD_UNSUCCESSFUL: "Konnt net lueden" STR_SAVE_UNSUCCESSFUL: "Konnt net späichern" STR_LOAD_SUCCESSFUL: "Gelueden" STR_SAVE_SUCCESSFUL: "Späichern ofgeschloss" STR_DELETE: "LÄSCHEN" STR_DELETE_UNSUCCESSFUL: "Net geläscht ginn" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Bassde sécher, dass du dësen Späicherstand wëlls läschen?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Lueden..." STR_DETAILS: "DETAILER> {ALT}{0}" STR_NEW_BATTLE: "Neie Kampf" STR_OPTIONS: "Optiounen" STR_RIGHT_CLICK_TO_DELETE: "Riets-Klick fir ze läschen." STR_RESTORE_DEFAULTS: "Standarter lueden" STR_CONTROLS: "KONTROLL" STR_GENERAL: "Generell" STR_GEOSCAPE: "Geoscape" STR_BATTLESCAPE: "Battlescape" STR_SCREENSHOT: "Screenshot" STR_FPS_COUNTER: "FPS Zieler" STR_ROTATE_LEFT: "No lénks dréinen" STR_ROTATE_RIGHT: "No Riets dréinen" STR_ROTATE_UP: "No uewen dréinen" STR_ROTATE_DOWN: "Rof dréinen" STR_ZOOM_IN: "Ranzoomen" STR_ZOOM_OUT: "Rauszoomen" STR_TOGGLE_COUNTRY_DETAIL: "Lännerdetailer wiesselen" STR_TOGGLE_RADAR_RANGES: "Radarreechwäit un/ausschalten" STR_SCROLL_LEFT: "No lénks scrollen" STR_SCROLL_RIGHT: "No riets scrollen" STR_SCROLL_UP: "No uewen scrollen" STR_SCROLL_DOWN: "Rofscrollen" STR_UNIT_LEVEL_ABOVE: "Eenheet e Stack ropbewegen" STR_UNIT_LEVEL_BELOW: "Eenheet e Stack rofbewegen" STR_VIEW_LEVEL_ABOVE: "Ieweschte Stack uweisen" STR_VIEW_LEVEL_BELOW: "Ënneschte Stack uweisen" STR_CENTER_SELECTED_UNIT: "Ugewielten Eenheet zentréiren" STR_PREVIOUS_UNIT: "Firescht Eenheet auswielen" STR_NEXT_UNIT: "Nächsten Eenheet auswielen" STR_DESELECT_UNIT: "Eenheet net nach emol auswielen" STR_USE_LEFT_HAND: "Lénks-Hand Géigenstand benotzen" STR_USE_RIGHT_HAND: "Riets-Hand Géigenstand benotzen" STR_INVENTORY: "Inventar" STR_MINIMAP: "Minikaart" STR_MULTI_LEVEL_VIEW: "Multi-Level Usiicht" STR_END_TURN: "Tuer fäerdeg" STR_ABORT_MISSION: "Missioun ofbriechen" STR_UNIT_STATS: "Eenheetestatistik" STR_KNEEL: "Knéien" STR_RELOAD: "Nolueden" STR_TOGGLE_PERSONAL_LIGHTING: "Wiessel tëscht Beliichtung" STR_DONT_RESERVE_TIME_UNITS: "Keng ZE reservéieren" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "ZE fir e Schnellschoss reservéieren" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "ZE fir e gezilte Schoss reservéieren" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "ZE fir en Autoschoss reservéieren" STR_CENTER_ON_ENEMY_1: "Op Géigner 1 zentréiren" STR_CENTER_ON_ENEMY_2: "Op Géigner 2 zentréiren" STR_CENTER_ON_ENEMY_3: "Op Géigner 3 zentréiren" STR_CENTER_ON_ENEMY_4: "Op Géigner 4 zentréiren" STR_CENTER_ON_ENEMY_5: "Op Géigner 5 zentréiren" STR_CENTER_ON_ENEMY_6: "Op Géigner 6 zentréiren" STR_CENTER_ON_ENEMY_7: "Op Géigner 7 zentréiren" STR_CENTER_ON_ENEMY_8: "Op Géigner 8 zentréiren" STR_CENTER_ON_ENEMY_9: "Op Géigner 9 zentréiren" STR_CENTER_ON_ENEMY_10: "Op Géigner 10 zentréiren" STR_CREATE_INVENTORY_TEMPLATE: "Inventartemplate erstellen" STR_APPLY_INVENTORY_TEMPLATE: "Inventartemplate uwennen" STR_CLEAR_INVENTORY: "Inventar eidel man" STR_AUTO_EQUIP: "Auto-Equipéiren" STR_QUICK_SAVE: "Schnellspäichern" STR_QUICK_LOAD: "Schnelllueden" STR_ADVANCED: "ERWEIDERT" STR_AGGRESSIVERETALIATION: "Aggressiv Géigewier" STR_AGGRESSIVERETALIATION_DESC: "UFOen probéiren ëmmer deng Basis ze fannen, egal wat hier Missioun ass." STR_STORAGELIMITSENFORCED: "Lagerlimit fir gebuergen Saachen" STR_STORAGELIMITSENFORCED_DESC: "Lieweg Alien an Artefakter déi an enger Missioun gebuerge ginn, musse Plaz an enger Zell oder Lager hunn." STR_CANSELLLIVEALIENS: "Verkaf vun liewegen Alien" STR_CANSELLLIVEALIENS_DESC: "Erlabt d'Verkafen vun liewegen Alien, recommandéiert wann ee Lagerlimite benotzt." STR_ALLOWBUILDINGQUEUE: "Baureiefolleg erlaben" STR_ALLOWBUILDINGQUEUE_DESC: "Nei Infrastrukturen kënnen nierft déi, déi nach am Bau sinn, gebaut ginn." STR_BATTLEAUTOEND: "Kampf automatesch ophalen" STR_BATTLEAUTOEND_DESC: "Schlachten sinn automatesch eriwwer wann den leschten liewegen Géigner neutraliséiert gouf." STR_BATTLEINSTANTGRENADE: "Direkt Granaten" STR_BATTLEINSTANTGRENADE_DESC: "Granaten déi den Zünder op 0 stoen hunn, explodéiren direkt nodems se geworf goufen, amplaz um Enn vum Tuer." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender Genauegkeet" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Treffergenauegkeet geet ab enger gewësser Distanz erof, je no Schosstyp. Adaptéiert Genaugkeet gëtt um Cursor gewisen." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Lofttransferen" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Fligeren déi ennerwee sinn kënnen transferéiert ginn." STR_CRAFTLAUNCHALWAYS: "Fliger emmer starten" STR_CRAFTLAUNCHALWAYS_DESC: "Fliger kann gestart ginn, och wann en nach net fäerdeg mam Service ass." STR_CUSTOMINITIALBASE: "Eischt Basis selwer designen." STR_CUSTOMINITIALBASE_DESC: "Wann en neit Spill gestart gëtt, kanns du selwer deng Infrastruktur plazéiren, amplaz dass den Standardlayout benotzt gëtt." STR_GLOBESEASONS: "Realistesch Globusbeliichtung" STR_GLOBESEASONS_DESC: "Benotzt eng méi realistesch Beliichtung vum Globus mat Aberechnung vun der Äerdneigung." STR_PLAYINTRO: "Intro ofspillen" STR_PLAYINTRO_DESC: "Weis den Introfilm beim Start" STR_SHOWMORESTATSININVENTORYVIEW: "Inventar Statistik" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Weis zousätzlech Informatiounen fir den ausgewielten Zaldot am Inventarschierm un." STR_SNEAKYAI: "Tückesch KI" STR_SNEAKYAI_DESC: "KI probéiert sech dem Spiller net ze weisen, wann méiglech." STR_STRAFE: "Alternativ Bewegungsmethoden" STR_STRAFE_DESC: "Schalt strafen, lafen an onofhängeg Panzertuermbewegungen un andems CTRL gedréckt bleift." STR_BATTLEEXPLOSIONHEIGHT: "Explosiounshéicht" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Änner wéi wäit eng Explosioun déi an d'Héicht geet sech ausbreet.{NEWLINE}(Flaach: 0, Ronn: 3)" STR_AUTOSAVE: "Autospäicher Modus" STR_AUTOSAVE_DESC: "Späichert d'Spill automatesch a bestëmmten Intervallen. Zielt net fir den Ironman Modus." STR_AUTOSAVE_FREQUENCY: "Autosavefrequenz" STR_AUTOSAVE_FREQUENCY_DESC: "Unzuel un Tier no denen d'Spill automatesch gespäichert gëtt." STR_ALLOWPSIONICCAPTURE: "Psi-Capture erlaben" STR_ALLOWPSIONICCAPTURE_DESC: "Wann een all iwreg Alien per Gedankesteierung ënner Kontroll huet, gëllt dëst als gewonnen an déi Alien zielen als lieweg Gefaangener." STR_ANYTIMEPSITRAINING: "Psi-Training allzäit" STR_ANYTIMEPSITRAINING_DESC: "Erlabt Zaldoten zu all Zäit vum Mount ze trainéieren. Denk drun, déi éischt Trainingen daueren tëschend 30 an 60 Deeg." STR_SKIPNEXTTURNSCREEN: "Iwwersprang \"Nächsten Tuer\" Schierm" STR_SKIPNEXTTURNSCREEN_DESC: "\"Nächsten Tuer\" Schiermer während dem Kampf ginn automatesch weider no enger kuerzer Paus" STR_NOT_ENOUGH_SPACE: "Net genuch Plaz!" STR_WEAPONSELFDESTRUCTION: "Alien Waffen Selbstzerstéirung" STR_WEAPONSELFDESTRUCTION_DESC: "Waffen déi vun Alien gedro ginn, zerstéiren sech selwer wann den Besëtzer stierwt, wéi an XCOM 2012." STR_RETAINCORPSES: "Verhéiert Alien behalen" STR_RETAINCORPSES_DESC: "Nom \"erfuerschen\" vun liewëgen Alien, kënnt de Kierper zréck an d'Inventar, wéi am XCOM 2012" STR_SAVE_VOXEL_VIEW: "First-Person Screenshot späichern" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Zäiteenheeten fir ze knéien reservéiren" STR_EXPEND_ALL_TIME_UNITS: "All iwwreg Zäiteenheeten lassginn" STR_PSISTRENGTHEVAL: "Psi-Stäerkt Evaluatioun" STR_PSISTRENGTHEVAL_DESC: "Evaluéiert d'Psi-Stäerkt vun all den Zaldoten nodems déi entspriechend Fuerschung fäerdeg ginn ass." STR_DISABLEAUTOEQUIP: "Auto-Equipéiren ausschalten" STR_DISABLEAUTOEQUIP_DESC: "Auto-Equipéiren vun den Zaldoten firum Kampf ausschalten" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Erlab Psi-Stäerkt-Verbesserungen" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psi-Stäerkt vun den Zaldote kann durch Erfahrung an Training verbessert ginn." STR_BATTLESMOOTHCAMERA: "Roueg Kugelkamera" STR_BATTLESMOOTHCAMERA_DESC: "D'Battlescapekamera bleiwt op Kugelen zentréiert während dem Fluch." STR_BATTLECONFIRMFIREMODE: "Schossmodus bestätegen" STR_BATTLECONFIRMFIREMODE_DESC: "Benéidegt en zweeten Klick op dat selwëscht Feld fir en Ueder ze konfirméiren." STR_SELECT_BASE_1: "Basis 1 auswielen" STR_SELECT_BASE_2: "Basis 2auswielen" STR_SELECT_BASE_3: "Basis 3 auswielen" STR_SELECT_BASE_4: "Basis 4 auswielen" STR_SELECT_BASE_5: "Basis 5 auswielen" STR_SELECT_BASE_6: "Basis 6 auswielen" STR_SELECT_BASE_7: "Basis 7 auswielen" STR_SELECT_BASE_8: "Basis 8 auswielen" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "BATTLESCAPE" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Opléisung uweisen" STR_DISPLAY_RESOLUTION_DESC: "Ännert d'Opléisung vum Display, d'Spillopléisung gëtt ugepasst.\nD'Feiler wiesselen tëschend den ënnerstetzten Opléisungen. Klick fir eng eegen Opléisung anzeginn." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Display Modus" STR_WINDOWED: "Fënstermodus" STR_FULLSCREEN: "Vollbild" STR_BORDERLESS: "Ouni Rumm" STR_DISPLAY_LANGUAGE: "Display Sprooch" STR_DISPLAY_LANGUAGE_DESC: "Ännert d'Sprooch vum Spilltext." STR_DISPLAY_FILTER: "Display Filter" STR_DISPLAY_FILTER_DESC: "Ännert de Filter den op de Spillschierm ugewand gëtt.{NEWLINE}*brauch eng OpenGL Hardwarebeschleunegung." STR_DISPLAY_OPTIONS: "Display Optiounen" STR_LETTERBOXED: "Letterbox" STR_LETTERBOXED_DESC: "Den Display gëtt an den Letterbox Format gestallt fir d'originalt Bildverhältnis ze behalen." STR_RESIZABLE: "Verännerbar" STR_LOCK_MOUSE: "Mauszeiger fänken" STR_LOCK_MOUSE_DESC: "Hënnert den Mauszeiger dorun aus der Spillfënster rauszegoen. Ctrl+G fir emzewiesselen." STR_FIXED_WINDOW_POSITION: "Fest Fënster Positioun" STR_FIXED_WINDOW_POSITION_DESC: "Der Fënster eng fest Positioun ginn" STR_DISPLAY_SET_WINDOW_POSITION: "Ufankspositioun fir eng nei Fënster festleeën" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Lénkse Rand, neien X-Wert:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Iewëchte Rand, neien X-Wert:" STR_MUSIC_VOLUME: "Musik Volume" STR_MUSIC_VOLUME_DESC: "Ännert de Volume vun der Hannergrondmusik." STR_SFX_VOLUME: "SFX Volume" STR_SFX_VOLUME_DESC: "Ännert de Volume vun de Soundeffekter." STR_UI_VOLUME: "UI Volume" STR_UI_VOLUME_DESC: "Ännert de Volume vun den Interface Beepen." STR_SCROLL_SPEED: "SCROLLGESCHWINDEGKEET" STR_SCROLL_SPEED_GEO_DESC: "Ännert d'Scrollgeschwindegkeet vum Globus." STR_SCROLL_SPEED_BATTLE_DESC: "Ännert d'Scrollgeschwindegkeet vun der Kaart." STR_DOGFIGHT_SPEED: "Dogfight Geschwindegkeet" STR_DOGFIGHT_SPEED_DESC: "Ännert d'Geschwindegkeet vum Kampf tëscht Fliger an UFO. Méi kleng Geschwindegkeeten kënnen d'Performance op lowend Geräter verbessern." STR_CLOCK_SPEED: "Geschwindegkeet vun der Auer" STR_CLOCK_SPEED_DESC: "Ännert d'Geschwindegkeet vun der Geoscape Auer. Méi kleng Geschwindegkeeten kënnen d'Performance op lowend Geräter verbessern." STR_GLOBE_DETAILS: "Globus Detailer" STR_GLOBE_COUNTRIES: "Länner" STR_GLOBE_COUNTRIES_DESC: "Weist fördernd Länner um Globus un." STR_GLOBE_RADARS: "Radaren" STR_GLOBE_RADARS_DESC: "Weist Standardradardistanz um Globus un" STR_GLOBE_FLIGHT_PATHS: "Fluchweeër" STR_GLOBE_FLIGHT_PATHS_DESC: "Weist Fluchweeër um Globus un" STR_CONTROLS_DESC: "Klick eng Ofkierzung un an eng Tast fir en ze änneren.{NEWLINE}Riets-Klick op d'Ofkierzung fir se auszeschalten." STR_BASE_GAME: "Basisspill" STR_MODS_TOOLTIP: "Version {0} vun {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Scrollen um Rand" STR_EDGE_SCROLL_DESC: "Trigger: Scrollt d'Kaart wann déi lénks Maustast um Rand vum Schiermgedréckt gëtt.{NEWLINE}Auto: Scroltl d'Kaart wann ee mat der Maus un de Rand geréit." STR_TRIGGER_SCROLL: "SCROLLEN AUSLEISEN" STR_AUTO_SCROLL: "Automatesch" STR_DRAG_SCROLL: "ZEISCROLLEN" STR_DRAG_SCROLL_DESC: "Scrollt d'Kaart per gedréckter Maustast déi gezu gëtt." STR_LEFT_MOUSE_BUTTON: "Lénks Tast" STR_MIDDLE_MOUSE_BUTTON: "Mëtteltast" STR_RIGHT_MOUSE_BUTTON: "Riets Tast" STR_FIRE_SPEED: "SCHEISSGESCHWINDEGKEET" STR_FIRE_SPEED_DESC: "Ännert d'Geschwindegkeet vu Waffeprojektiler." STR_PLAYER_MOVEMENT_SPEED: "Geschwindegkeet vun der Spillerbewegung" STR_PLAYER_MOVEMENT_SPEED_DESC: "Ännert d'Geschwindegkeet vun Eenheete vum Spiller." STR_COMPUTER_MOVEMENT_SPEED: "KI Bewegungsgeschwindegkeet" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Ännert d'Geschwindegkeet vun Eenheete vum Computer." STR_PATH_PREVIEW: "Wee-Virschau" STR_PATH_ARROWS: "Feiler" STR_PATH_ARROWS_DESC: "Nom Klicken gëtt den Wee ugewisen deen d'Eenheet wäerd goen. Eng Faarw weist méiglech Aktiounen un: Gréng - kann sech bewegen an schéissen; Giel - kann sech bewegen; Roud - kann sech net bewegen." STR_PATH_TIME_UNIT_COST: "Zäiteenheeten" STR_PATH_TIME_UNIT_COST_DESC: "Bei Klick ginn d'ZE vun der Eenheet ugewisen déi nod er Bewegung iwwreg bleiwen ." STR_USER_INTERFACE_OPTIONS: "UI Optiounen" STR_TOOLTIPS: "Tooltips" STR_TOOLTIPS_DESC: "Weist tooltips fir d'Battlescapeknäppercher un." STR_DEATH_NOTIFICATIONS: "Doudesnotifikatiounen" STR_DEATH_NOTIFICATIONS_DESC: "Eng Notiz popupen déi detailléiert wann en Zaldot gestuerwen ass." STR_SHOW_FUNDS: "Gelder uweisen" STR_SHOW_FUNDS_DESC: "Weist déi aktuell Gelder nierft der Geoscapeauer un." STR_MISSION_GENERATOR: "MISSIOUNEGENERATOR" STR_MAP_OPTIONS: "KAARTENOPTIOUNEN" STR_ALIEN_OPTIONS: "ALIENOPTIOUNEN" STR_MAP_TERRAIN: "Terrain" STR_MAP_DARKNESS: "Donkelheet" STR_MAP_DEPTH: "Déift" STR_DIFFICULTY: "Schwieregkeet" STR_ALIEN_RACE: "Rass" STR_ALIEN_TECH_LEVEL: "Tech-Level" STR_RANDOMIZE: "Zoufälleg" STR_OXCE_REQUIRED_QUESTION: "Dëse Mod brauch OpenXcom {0} fir korrekt ze lafen. Mod uschalten?" STR_RESTORE_DEFAULTS_QUESTION: "Sécher, dass d'Standardoptioune solle geluede ginn?" STR_DISPLAY_OPTIONS_CONFIRM: "Sollen déi aktuell Displayoptioune bäibehale ginn?" STR_DISPLAY_OPTIONS_REVERT: "Zrécksetzen an: 0:{0}" STR_MISSING_CONTENT_PROMPT: "WARNUNG:{SMALLLINE}Dëse Späicherstand benotzt Mods déi net verfügbar sinn. Den Content gëtt ewechgeholl, an et kann Problemer beim lueden ginn.{NEWLINE}Weiderman?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Scharf Granate späichern" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Späichert scharf Granaten am Inventar am Zaldot sengem Equipment Layout." STR_NEWSEEDONLOAD: "Save scumming" STR_NEWSEEDONLOAD_DESC: "Wann e Spill geluede gëtt, gëtt den Zoufallsgenerator zréckgesat, sou dass eng selwëscht Actioun verschiddenen Resultater kann hunn. Gëllt net fir Ironman-Modus." STR_CHANGEVALUEBYMOUSEWHEEL: "Werter mam Mausrad änneren" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Erlabt engem mam Mausrad Wäerter em dëse Montant ze änneren." STR_BATTLEHAIRBLEACH: "Erweidert Zaldote-Sprites" STR_BATTLEHAIRBLEACH_DESC: "Änndert Zaldote Battlescape Sprites, dass se passend zum Inventarlook ausgesin." STR_DRAGSCROLLINVERT: "Invertéiert Zéi-Scrollen" STR_DRAGSCROLLINVERT_DESC: "Wann ugeschalt, gëtt an déi géigesätzlech Richtung gescrollt wéi mat der Maus gezunn." STR_BATTLESCAPE_SCALE: "Battlescape-Skala" STR_BATTLESCAPE_SCALE_DESC: "Battlescape Skaléiermodus, baséirend op enger fixer Opléisung (strecken dass et passt), oder e fixe Zoomlevel (auseneenzéie fir ze fëllen)." STR_GEOSCAPE_SCALE: "Geoscape-Skala" STR_GEOSCAPESCALE_SCALE_DESC: "Geoscape Skaléiermodus, baséirend op enger fixer Opléisung (strecken dass et passt), oder e fixe Zoomlevel (auseneenzéie fir ze fëllen)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 Display" STR_HALF_DISPLAY: "1/2 Display" STR_FULL_DISPLAY: "Vollen Display" STR_FPS_LIMIT: "FPS Limit" STR_FPS_LIMIT_DESC: "Limitéiert d'Biller pro Sekonn, 0 fir keng Limit ze setzen. Wann OpenGL ugewielt gouf, get Vsync vum Spill benotzt." STR_FPS_INACTIVE_LIMIT: "FPS Limit Hannergrond" STR_FPS_INACTIVE_LIMIT_DESC: "Limitéiert d'Biller pro Sekonn, wann OpenXcom am Hannergrond leeft." STR_NOALIENPANICMESSAGES: "Panikmessagen vun Alien ënnerdrécken" STR_NOALIENPANICMESSAGES_DESC: "Keng Panikmessagen vun den Alien uweisen, ausser se sinn a Sichtwäit vum Spiller." STR_ALIENBLEEDING: "Alienbluddung" STR_ALIENBLEEDING_DESC: "Erlabt et dene meeschten Alien fatal Wonnen zouzeféiren." STR_FIELDPROMOTIONS: "Feldpromotiounen" STR_FIELDPROMOTIONS_DESC: "Nëmmen Zaldoten déi um Missiounssite ware, kënnen eng Promotioun kréien." STR_MEETINGPOINT: "UFO Trajectoire virausgesinn" STR_MEETINGPOINT_DESC: "Fliger fléien op e Meetingpunkt anhand vun dem UFO sénger aktueller Trajectoire." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Kee manuellt Späichern" STR_SAVE_AND_ABANDON_GAME: "SPAICHERN AN SPILL OFBRIECHEN" STR_MOD_UNSUCCESSFUL: "Mod konnt net gelued ginn" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Art vun Duerstellung um Bildschierm änneren." STR_PREFERRED_MUSIC_FORMAT: "Musik-Format" STR_PREFERRED_MUSIC_FORMAT_DESC: "Wielt den Musik Format den soll benotzt ginn, wann der e puer verfügbar sinn.{NEWLINE}N.B: MIDI kann ënner Windows verbuggt sinn." STR_PREFERRED_SFX_FORMAT: "SFX-Format" STR_PREFERRED_SFX_FORMAT_DESC: "Wielt den Sound Effekt den soll benotzt ginn, wann der e puer verfügbar sinn." STR_PREFERRED_VIDEO_FORMAT: "Video-Format" STR_PREFERRED_VIDEO_FORMAT_DESC: "Wielt de préferéierte Video-Format aus wann et der e puer gëtt." STR_PREFERRED_VIDEO_ANIMATION: "Animatioun" STR_PREFERRED_VIDEO_SLIDESHOW: "Slideshow" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Momentan: {0}" STR_SOUND_OPTIONS: "Soundoptiounen" STR_BACKGROUND_MUTE: "Hannergrond stomm" STR_BACKGROUND_MUTE_DESC: "All Sounds stomm schalten wann d'Fënster net aktiv ass." STR_FORCE_FIRE: "Schosslinn ignoréiren" STR_FORCE_FIRE_DESC: "Erlabt Zaldoten per gedréckter CTRL-Tast ze schéissen och wann keng Schosslinn do ass." STR_NO_AUDIO_HARDWARE_DETECTED: "Keng Audio Hardware fonnt" STR_MOUSEWHEEL_SPEED: "Mausrad Scrollgeschwindegkeet" STR_MOUSEWHEEL_SPEED_DESC: "Definéiert wéivill Linnen op eemol gescrollt ginn mam Mausrad." STR_DISABLED: "Ausgeschalt" STR_MAXIMIZE_INFO_SCREENS: "Infoschiermer maximiséiren" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventar an verschidden aner Schiermer ginn am Vollbild ugewisen, egal wéi d'Skaléirung agestallt ass." STR_DIARY: "TAGEBUCH" STR_KILLED: "EMBRUED" STR_STUNNED: "BETÄUBT" STR_PANICKED: "PANIKÉIERT" STR_MINDCONTROLLED: "KONTROLLÉIERT" STR_REGION_UNKNOWN: "Net genannt" STR_WEAPON_UNKNOWN: "Improvisioun" STR_UNKNOWN: "Onbekannt" STR_VICTORY: "Triumph" STR_DEFEAT: "Néierlag" STR_NO_RECORD: "Näischt virzeweisen" STR_HUMAN: "Mënsch" STR_FRIENDLY: "Frëndlech" STR_HOSTILE: "Feindlech" STR_NEUTRAL: "Neutral" STR_RATING_UC: "BEWERTUNG" STR_LOCATION: "PLAZ> {ALT}{0}" STR_DAYLIGHT_TYPE: "ZÄIT> {ALT}{0}" STR_RACE_TYPE: "RASS> {ALT}{0}" STR_DAY: "Dag" STR_NIGHT: "Nuet" STR_DAYS_WOUNDED: "DEEG VERWOND> {ALT}{0}" STR_COMBAT: "KAMPF" STR_PERFORMANCE: "PERFORMANCE" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISÉIRUNGEN NO RASS" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISÉIRUNGEN NO RANG" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISÉIRUNGEN NO WAFF" STR_MISSIONS_BY_LOCATION: "MISSIOUNEN NO PLAZ" STR_MISSIONS_BY_TYPE: "MISSIOUNEN NO TYP" STR_MISSIONS_BY_UFO: "MISSIOUNEN NO UFO" STR_SCORE_VALUE: "PUNKTEN> {ALT}{0}" STR_WINS: "GEWONNEN> {ALT}{0}" STR_STUNS: "BETÄUBT> {ALT}{0}" STR_PANICKS: "PANIKEN> {ALT}{0}" STR_MINDCONTROLS: "KONTROLLEN> {ALT}{0}" STR_AWARDS: "AUSZEECHNUNGEN" STR_COMMENDATIONS_UC: "KOMMENDATIOUNEN" STR_COMMENDATIONS: "Kommendatiounen" STR_MEDALS: "MEDAILLEN" STR_LOST_IN_SERVICE: "AM KAMPF VERLUER GAANG" STR_MEDAL_NAME: "Medaillennumm" STR_MEDAL_AWARD_LEVEL: "Auszeechnungsniveau" STR_MEDAL_DECOR_LEVEL: "Éirenauszeechnungslevel" STR_AWARD_0: "Éischt Auszeechnung" STR_AWARD_1: "Zweet Auszeechnung" STR_AWARD_2: "Drëtt Auszeechnung" STR_AWARD_3: "Véiert Auszeechnung" STR_AWARD_4: "Fënneft Auszeechnung" STR_AWARD_5: "Sechst Auszeechnung" STR_AWARD_6: "Siwent Auszeechnung" STR_AWARD_7: "Aacht Auszeechnung" STR_AWARD_8: "Néngt Auszeechnung" STR_AWARD_9: "Zéngt Auszeechnung" STR_AWARD_DECOR_0: "Keng" STR_AWARD_DECOR_1: "Éischte bronze Pin" STR_AWARD_DECOR_2: "Zweete bronze Pin" STR_AWARD_DECOR_3: "Drëtte bronze Pin" STR_AWARD_DECOR_4: "Éischte sëlwer Pin" STR_AWARD_DECOR_5: "Zweete sëlwer Pin" STR_AWARD_DECOR_6: "Drëtte sëlwer Pin" STR_AWARD_DECOR_7: "Éischte gëllene Pin" STR_AWARD_DECOR_8: "Zweete gëllene Pin" STR_AWARD_DECOR_9: "Drëtte gëllene Pin" STR_KILLED_IN_ACTION_MALE: "AM KAMPF GESTUERWEN" STR_KILLED_IN_ACTION_FEMALE: "AM KAMPF GESTUERWEN" STR_MISSING_IN_ACTION_MALE: "AM KAMPF VERMËSST" STR_MISSING_IN_ACTION_FEMALE: "AM KAMPF VERMËSST" STR_AVERAGE_MONTHLY_RATING: "Duerchschnëttsbewertung am Mount" STR_TOTAL_INCOME: "Totalt Akommes" STR_TOTAL_EXPENDITURE: "Total Ausgaben" STR_MISSIONS_WON: "Missiounen ofgeschloss" STR_MISSIONS_LOST: "Missioune verluer" STR_NIGHT_MISSIONS: "Nuetsmissiounen" STR_BEST_RATING: "Bescht Missiounebewertung" STR_WORST_RATING: "Schlechste Missiounebewertung" STR_ALIEN_KILLS: "Alien embrued" STR_ALIEN_CAPTURES: "Alien gefaangen" STR_FRIENDLY_KILLS: "Beschoss durch eege Leit" STR_AVERAGE_ACCURACY: "Duerchschnëttsgenauegkeet" STR_WEAPON_MOST_KILLS: "Effektivste Waff" STR_ALIEN_MOST_KILLS: "Déidlegsten Alien" STR_LONGEST_SERVICE: "Meeschte Méint am Asaz" STR_TOTAL_DAYS_WOUNDED: "Krank Deeg" STR_COUNTRIES_LOST: "Länner infiltréiert" STR_TOTAL_TERROR_SITES: "Terrorattacken" STR_TOTAL_BASES: "Base gebaut" STR_TOTAL_CRAFT: "Fligerbesëtz" STR_TOTAL_SCIENTISTS: "Wëssenschaftler agestallt" STR_TOTAL_ENGINEERS: "Ingenieuren agestallt" STR_TOTAL_RESEARCH: "Fuerschungen ofgeschloss" STR_DIARY_ACCURACY: "GENAUEGKEET> {ALT}{0}%" STR_STATISTICS: "Statistiken" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "ZE" STR_STAMINA_ABBREVIATION: "AUS" STR_HEALTH_ABBREVIATION: "LP" STR_BRAVERY_ABBREVIATION: "COU" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "GEN" STR_THROWING_ACCURACY_ABBREVIATION: "WRF" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "NOK" STR_FOLDERS: "DOSSIEREN" STR_DATA_FOLDER: "Daten Dossier (Original Ressourcen)" STR_USER_FOLDER: "Benotzer Dossier (Mods, openxcom.log)" STR_SAVE_FOLDER: "Späicherdossier (gespäichert Spiller, Screenshoten)" STR_CONFIG_FOLDER: "Konfiguratiouns Dossier (options.cfg)" STR_DATA_FOLDER_DESC_1: "Hei sicht OpenXcom no den original Dateien (UFO an/oder TFTD)" STR_DATA_FOLDER_DESC_2: "D'original intern Ressourcen fir OpenXcom sinn am 'common' Dossier. OpenXcom built-in Mods sinn am 'standard' Dossier." STR_USER_FOLDER_DESC: "Hei fënnt een d'Logdatei ('openxcom.log'). All custom Mods kommen och hei eran (an den 'mods' Ënnerdossier)." STR_SAVE_FOLDER_DESC: "Hei stinn d'Späicherstänn. Hei fënnt een och d'Missiounsgeneratorastellungen ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Hei stinn d'OpenXcom Astellungen ('options.cfg'). Normalerweis dat selwescht wéi de Benotzerdossier." ================================================ FILE: bin/common/Language/lv.yml ================================================ lv: STR_LOAD_SAVED_GAME: "Ielādēt spēli" STR_SELECT_DIFFICULTY_LEVEL: "Izvēlieties Grūtības Līmeni" STR_1_BEGINNER: "1>Iesācējs" STR_2_EXPERIENCED: "2> Pieredzējis" STR_3_VETERAN: "3> Veterāns" STR_4_GENIUS: "4> Ģēnijs" STR_5_SUPERHUMAN: "5> Supercilvēks" STR_DATE: "Datums" STR_SELECT_GAME_TO_LOAD: "Izvēlēties kuru spēli ielādēt" STR_SELECT_SAVE_POSITION: "Izvēlies pozīciju saglabāšanai" STR_LOAD_GAME: "IELĀDĒT SPĒLI" STR_SAVE_GAME: "SAGLABĀT SPĒLI" STR_ABANDON_GAME: "PAMEST SPĒLI" STR_ABANDON_GAME_QUESTION: "PAMEST SPĒLI?" STR_QUIT: "Beigt" STR_LOAD_UNSUCCESSFUL: "Ielāde neizdevās" STR_SAVE_UNSUCCESSFUL: "Saglabāšana neizdevās" STR_LOAD_SUCCESSFUL: "Ielāde veiksmīga" STR_SAVE_SUCCESSFUL: "Saglabāšana veiksmīga" STR_DELETE_UNSUCCESSFUL: "Dzēšana neizdevās" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Vai esat pārliecināti ka gribat izdzēst šo saglabāto spēli?" STR_OPTIONS: "Izvēles" STR_GENERAL: "Generālis" STR_FPS_COUNTER: "FPS Skaitītājs" STR_ROTATE_LEFT: "Rotēt pa Kreisi" STR_ROTATE_RIGHT: "Pagriezt pa labi" STR_ROTATE_DOWN: "Rotēt uz leju" STR_ZOOM_IN: "Tuvināt" STR_ZOOM_OUT: "Tālināt" STR_TOGGLE_RADAR_RANGES: "Pārslēgt Radaru diapazoni" STR_SCROLL_LEFT: "Ritināt pa kreisi" STR_SCROLL_DOWN: "Ritināt uz leju" STR_UNIT_LEVEL_ABOVE: "Virzīt vienību līmeni augstāk" STR_PREVIOUS_UNIT: "Izvēlēties Iepriekšējo Vienību" STR_NEXT_UNIT: "Izvēlēties Nākamo Vienību" STR_USE_LEFT_HAND: "Izmantot Kreisās Rokas ierīci" STR_USE_RIGHT_HAND: "Izmantot Labās Rokas Ierīci" STR_INVENTORY: "Inventārs" STR_MINIMAP: "Sīkkarte" STR_END_TURN: "Pabeigt gājienu" STR_KNEEL: "Piecelties/Pietupties" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Atlikt laika vienības šāvienu kārtai" STR_QUICK_SAVE: "Ātrā saglabāšana" STR_ADVANCED: "PAPILDUS" STR_BATTLEAUTOEND: "Kaujas auto-beigšana" STR_BATTLEAUTOEND_DESC: "Kaujas tiek automātiski pārtrauktas, kad pēdējais dzīvais pretinieks ir neitralizēts." STR_BATTLEINSTANTGRENADE: "Tūlītējās granātas" STR_BATTLEINSTANTGRENADE_DESC: "Granātas uzstādītas uzsprāgt pēc 0 kārtām nekavējoties eksplodēs, kad tiks aizmestas, nevis kārtas beigās." STR_BATTLEUFOEXTENDERACCURACY_DESC: "Šāvienu precizitāte nokrītas pēc noteikta attāluma, saskaņā ar šāviena veidu. Koriģētā precizitāte tiks parādīta uz kursora." STR_PLAYINTRO: "Rādīt ievada filmu" STR_PLAYINTRO_DESC: "Rādīt kino uzsākot spēli." STR_SHOWMORESTATSININVENTORYVIEW: "Inventāra Statistika" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Parādīt papildus informāciju par izvēlēto karavīru inventāra ekrānā." STR_AUTOSAVE: "Auto-saglabāšanas režīms" STR_ALLOWPSIONICCAPTURE: "Atļaut psi-notveršanu" STR_ANYTIMEPSITRAINING: "Psioniskais treniņš jebkurā laikā" STR_ANYTIMEPSITRAINING_DESC: "Ļaut piešķirt karavīrus uz Psionic mācībām jebkurā mēneša laikā. Atcerieties, ka sākotnējā apmācība ilgst no 30 līdz 60 dienām." STR_SKIPNEXTTURNSCREEN: "Izlaist \"Nākamo Gājienu\" ekrāns" STR_WEAPONSELFDESTRUCTION: "Citplanētiešu ieroču paš-iznīcināšana" STR_WEAPONSELFDESTRUCTION_DESC: "Ieroči, kurus izmanto citplanētieši paš iznīcināsies, ja to īpašnieks ir nogalināts, līdzīgi kā kā XCOM 2012." STR_EXPEND_ALL_TIME_UNITS: "Iztērēt atlikušās laika vienības" STR_DISABLEAUTOEQUIP: "Atslēgt automātisko aprīkošanu" STR_DISABLEAUTOEQUIP_DESC: "Atslēgt automātisko aprīkošana jaunajiem karavīriem pirms kaujas." STR_BATTLECONFIRMFIREMODE: "Apstiprināt Šaušanas režīmu" STR_BATTLECONFIRMFIREMODE_DESC: "Vajag uzklikšķināt divas reizes uz vienas flīzes, lai apstiprinātu šaušanas pavēles." STR_DISPLAY_RESOLUTION: "Displeja izšķirtspēja" STR_MUSIC_VOLUME: "Mūzikas skaļums" STR_DRAG_SCROLL: "RITINĀŠANA VELKOT" STR_FIRE_SPEED: "ŠAUŠANAS ĀTRUMS" STR_DEATH_NOTIFICATIONS_DESC: "Parādīt ziņojumu, kur detalizēts kurš tika nogalināts, kad kāds karavīrs nomira." STR_FPS_LIMIT: "FPS limits" STR_FPS_LIMIT_DESC: "Ierobežot ekrāna atjauninājumus skaitu vienā sekundē, 0 nozīmē, bez ierobežojuma. Ja OpenGL ir iespējots, spēle izmantos tā vietā Vsync." STR_FPS_INACTIVE_LIMIT: "FPS fona limits" STR_NOALIENPANICMESSAGES_DESC: "Nerādīt panikas ziņojumus par citplanētiešiem, ja vien tie ir redzami XCOM aģentiem." STR_IRONMAN_DESC: "Nav manuālās saglabāšanas" STR_SAVE_AND_ABANDON_GAME: "SAGLABĀT UN PAMEST SPĒLI" STR_MOD_UNSUCCESSFUL: "Neizdevās ielādēt modifikāciju" STR_NO_AUDIO_HARDWARE_DETECTED: "Nekāda aparatūra netika konstatēta" STR_MAXIMIZE_INFO_SCREENS: "Maksimizēt informācijas ekrānus" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventāris un dažādi citi ekrāni tiks rādīti pilnā ekrānā, neatkarīgi no mēroga iestatījumiem." STR_UNKNOWN: "Nezināms" STR_AWARD_DECOR_0: "Nekāds" ================================================ FILE: bin/common/Language/nl.yml ================================================ nl: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nieuw Spel" STR_LOAD_SAVED_GAME: "Spel Laden" STR_SELECT_DIFFICULTY_LEVEL: "Kies Moeilijkheidsgraad" STR_1_BEGINNER: "1> Beginner" STR_2_EXPERIENCED: "2> Ervaren" STR_3_VETERAN: "3> Veteraan" STR_4_GENIUS: "4> Genie" STR_5_SUPERHUMAN: "5> Supermens" STR_TIME: "Tijd" STR_DATE: "Datum" STR_SELECT_GAME_TO_LOAD: "Kies te laden spel" STR_SELECT_SAVE_POSITION: "Kies opslagpositie" STR_GAME_OPTIONS: "SPELOPTIES" STR_LOAD_GAME: "SPEL LADEN" STR_SAVE_GAME: "SPEL OPSLAAN" STR_ABANDON_GAME: "SPEL AFBREKEN" STR_ABANDON_GAME_QUESTION: "SPEL AFBREKEN?" STR_QUIT: "Afsluiten" STR_SAVING_GAME: "Opslaan spel" STR_LOADING_GAME: "Laden spel" STR_NO_SAVED_GAME_PRESENT: "Geen opgeslagen spel" STR_LOAD_UNSUCCESSFUL: "Spel niet geladen" STR_SAVE_UNSUCCESSFUL: "Spel niet opgeslagen" STR_LOAD_SUCCESSFUL: "Spel geladen" STR_SAVE_SUCCESSFUL: "Spel opgeslagen" STR_DELETE: "VERWIJDER" STR_DELETE_UNSUCCESSFUL: "Niet verwijderd" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Opgeslagen spel verwijderen?" STR_ORIGINAL_XCOM: "Originele X-Com" STR_LOADING: "Laden..." STR_DETAILS: "DETAILS> {ALT}{0}" STR_NEW_BATTLE: "Nieuw Gevecht" STR_OPTIONS: "Opties" STR_RIGHT_CLICK_TO_DELETE: "Rechtsklikken verwijdert een spel" STR_RESTORE_DEFAULTS: "Standaardinstellingen" STR_CONTROLS: "BESTURING" STR_GENERAL: "Algemeen" STR_GEOSCAPE: "Globe" STR_BATTLESCAPE: "Gevechtsscherm" STR_SCREENSHOT: "Schermafbeelding" STR_FPS_COUNTER: "FPS-teller" STR_ROTATE_LEFT: "Linksom Draaien" STR_ROTATE_RIGHT: "Rechtsom Draaien" STR_ROTATE_UP: "Omhoog Draaien" STR_ROTATE_DOWN: "Omlaag Draaien" STR_ZOOM_IN: "Inzoomen" STR_ZOOM_OUT: "Uitzoomen" STR_TOGGLE_COUNTRY_DETAIL: "Landen wel/niet in detail tonen" STR_TOGGLE_RADAR_RANGES: "Radarbereik wel/niet weergeven" STR_SCROLL_LEFT: "Links Schuiven" STR_SCROLL_RIGHT: "Rechts Schuiven" STR_SCROLL_UP: "Omhoog Schuiven" STR_SCROLL_DOWN: "Omlaag Schuiven" STR_UNIT_LEVEL_ABOVE: "Eenheid naar Bovenliggend Niveau Verplaatsen" STR_UNIT_LEVEL_BELOW: "Eenheid naar Onderliggend Niveau Verplaatsen" STR_VIEW_LEVEL_ABOVE: "Bovenliggend Niveau Tonen" STR_VIEW_LEVEL_BELOW: "Onderliggend Niveau Tonen" STR_CENTER_SELECTED_UNIT: "Geselecteerde Eenheid Centreren" STR_PREVIOUS_UNIT: "Vorige Eenheid Selecteren" STR_NEXT_UNIT: "Volgende Eenheid Selecteren" STR_DESELECT_UNIT: "Eenheid Niet Herselecteren" STR_USE_LEFT_HAND: "Gebruik Linkerhands Voorwerp" STR_USE_RIGHT_HAND: "Gebruik Rechterhands Voorwerp" STR_INVENTORY: "Inventaris" STR_MINIMAP: "Mini-kaart" STR_MULTI_LEVEL_VIEW: "Meerdere Niveaus Tonen" STR_END_TURN: "Beurt Beëindigen" STR_ABORT_MISSION: "Missie Afbreken" STR_UNIT_STATS: "Eigenschappen van Eenheden" STR_KNEEL: "Knielen" STR_RELOAD: "Herladen" STR_TOGGLE_PERSONAL_LIGHTING: "Persoonlijke Belichting Aan/Uitzetten" STR_DONT_RESERVE_TIME_UNITS: "Geen AP Reserveren" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "AP Reserveren voor Vlug Schot" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "AP Reserveren voor Gericht Schot" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "AP Reserveren voor Autom. Schot" STR_CENTER_ON_ENEMY_1: "Centreren op Vijand 1" STR_CENTER_ON_ENEMY_2: "Centreren op Vijand 2" STR_CENTER_ON_ENEMY_3: "Centreren op Vijand 3" STR_CENTER_ON_ENEMY_4: "Centreren op Vijand 4" STR_CENTER_ON_ENEMY_5: "Centreren op Vijand 5" STR_CENTER_ON_ENEMY_6: "Centreren op Vijand 6" STR_CENTER_ON_ENEMY_7: "Centreren op Vijand 7" STR_CENTER_ON_ENEMY_8: "Centreren op Vijand 8" STR_CENTER_ON_ENEMY_9: "Centreren op Vijand 9" STR_CENTER_ON_ENEMY_10: "Centreren op Vijand 10" STR_CREATE_INVENTORY_TEMPLATE: "Maak inventaris sjabloon" STR_APPLY_INVENTORY_TEMPLATE: "Pas inventaris sjabloon toe" STR_CLEAR_INVENTORY: "Wis inventaris" STR_AUTO_EQUIP: "Automatisch uitrusten" STR_QUICK_SAVE: "Snel Opslaan" STR_QUICK_LOAD: "Snel Laden" STR_ADVANCED: "GEAVANCEERD" STR_AGGRESSIVERETALIATION: "Aggressieve wraakacties" STR_AGGRESSIVERETALIATION_DESC: "UFO's zullen altijd proberen je basissen op te sporen, onafhankelijk van de parameters van hun missie." STR_STORAGELIMITSENFORCED: "Opslaglimieten voor gevonden voorwerpen" STR_STORAGELIMITSENFORCED_DESC: "Handhaaft limieten voor inperking van aliens en algemene opslag voor levende aliens en in beslag genomen artefacten uit missies." STR_CANSELLLIVEALIENS: "Verkoop levende buitenaardsen" STR_CANSELLLIVEALIENS_DESC: "Laat de verkoop van levende aliens toe, aanbevolen wanneer er opslaglimieten worden toegepast." STR_ALLOWBUILDINGQUEUE: "Aanbouwplanning" STR_ALLOWBUILDINGQUEUE_DESC: "Nieuwe faciliteiten kunnen naast onafgewerkte worden geplaatst." STR_BATTLEAUTOEND: "Automatische gevechtsbeëindiging" STR_BATTLEAUTOEND_DESC: "Gevechten eindigen vanzelf wanneer de laatste levende vijand is geneutraliseerd." STR_BATTLEINSTANTGRENADE: "Instant-granaten" STR_BATTLEINSTANTGRENADE_DESC: "Granaten die ingesteld zijn op 0 beurten zullen direct ontploffen na het gooien in plaats van aan het eind van de beury." STR_BATTLEUFOEXTENDERACCURACY: "Nauwkeurigheid UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Accuraatheid van schoten vermindert na een zekere afstand, afhankelijk van het schottype. Bijgestelde accuraatheid zal worden weergegeven op de cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Vliegende overdracht" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Vaartuigen die zich op dit moment in de lucht bevinden kunnen worden overgedragen." STR_CRAFTLAUNCHALWAYS: "Vaartuigen geforceerd lanceren" STR_CRAFTLAUNCHALWAYS_DESC: "Vaartuigen kunnen zelfs als ze nog niet klaar zijn gelanceerd worden, waardoor onderhoud niet nodig is." STR_CUSTOMINITIALBASE: "Afwijkende startbasis" STR_CUSTOMINITIALBASE_DESC: "Als je een nieuw spel begint kun je handmatig je initiële faciliteiten bepalen in plaats van de standaardindeling." STR_GLOBESEASONS: "Realistische wereldbolbelichting" STR_GLOBESEASONS_DESC: "Gebruikt een realistischer projectie van zonlicht op de Geoscape overeenkomstig met de axiale variatie van de Aarde." STR_PLAYINTRO: "Intro spelen" STR_PLAYINTRO_DESC: "Toont de cinematische introductie bij het opstarten." STR_SHOWMORESTATSININVENTORYVIEW: "Inventaris Statistieken" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Extra informatie tonen over de geselecteerde soldaat in het inventaris-scherm." STR_SNEAKYAI: "Sluipende AI" STR_SNEAKYAI_DESC: "De AI voorkomt, wanneer mogelijk, dat hij zijn locatie onthult aan de speler." STR_STRAFE: "Alternatieve manieren van bewegen" STR_STRAFE_DESC: "Activeert zijwaarts bewegen, rennen en het onafhankelijk bewegen van tankgeschuttoren als je CTRL ingedrukt houdt." STR_BATTLEEXPLOSIONHEIGHT: "Explosie-hoogte" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Stel in hoe ver explosies de hoogte in mogen gaan.{NEWLINE}(Plat: 0, Rond: 3)" STR_AUTOSAVE: "Automatisch opslaan" STR_AUTOSAVE_DESC: "Slaat automatisch het spel op op bepaalde tijdstippen. Niet van toepassing op IJzerman-modus." STR_AUTOSAVE_FREQUENCY: "Frequentie van automatisch opslaan" STR_AUTOSAVE_FREQUENCY_DESC: "De hoeveelheid beurten waarna het spel automatisch wordt opgeslagen." STR_ALLOWPSIONICCAPTURE: "Toestaan psi-vangst" STR_ALLOWPSIONICCAPTURE_DESC: "Door alle overgebleven buitenaardsen te hersenspoelen behaal je een overwinning, omdat dit telt als een gevangenneming." STR_ANYTIMEPSITRAINING: "Psionische training op ieder moment" STR_ANYTIMEPSITRAINING_DESC: "Staat het toewijzen van soldaten aan psionische training de hele maand toe. Onthoud dat de eerste training 30 tot 60 dagen in beslag neemt." STR_SKIPNEXTTURNSCREEN: "Sla \"Volgende beurt\" scherm over" STR_SKIPNEXTTURNSCREEN_DESC: "''Volgende Beurt'' schermen tijdens gevechten worden automatisch doorgeschakeld na een korte vertraging." STR_NOT_ENOUGH_SPACE: "Onvoldoende Ruimte!" STR_WEAPONSELFDESTRUCTION: "Zelfvernietigende buitenaardse wapens" STR_WEAPONSELFDESTRUCTION_DESC: "Wapens gedragen door aliens vernietigen zichzelf als hun eigenaar gedood is, net zoals in XCOM 2012." STR_RETAINCORPSES: "Ondervraagde aliens behouden" STR_RETAINCORPSES_DESC: "Na \"onderzoek\" van levende aliens zal het lichaam worden toegevoegd aan de opslagplaatsen van de basis, zoals in XCOM 2012." STR_SAVE_VOXEL_VIEW: "Schermafbeelding van Gezichtsveld" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "AP Reserveren voor Knielen" STR_EXPEND_ALL_TIME_UNITS: "Alle resterende actiepunten opmaken" STR_PSISTRENGTHEVAL: "Evaluatie Psi-kracht" STR_PSISTRENGTHEVAL_DESC: "Evalueert de psionische kracht van alle soldaten nadat het geschikte onderzoek voltooid is." STR_DISABLEAUTOEQUIP: "Automatisch uitrusten uitschakelen" STR_DISABLEAUTOEQUIP_DESC: "Automatisch uitrusten van nieuwe soldaten voor een gevecht uitschakelen" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Laat bevordering van Psi-kracht toe" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psionische kracht van de soldaten kan worden bevorderd door ervaring en training." STR_BATTLESMOOTHCAMERA: "Effen Kogel Camera" STR_BATTLESMOOTHCAMERA_DESC: "De camera van het gevechtsscherm blijft gecentreerd op projectielen terwijl ze vliegen." STR_BATTLECONFIRMFIREMODE: "Bevestig vuurmodus" STR_BATTLECONFIRMFIREMODE_DESC: "Vereis een tweede klik op dezelfde plek om vuurorders te bevestigen." STR_SELECT_BASE_1: "Selecteer Basis 1" STR_SELECT_BASE_2: "Selecteer Basis 2" STR_SELECT_BASE_3: "Selecteer Basis 3" STR_SELECT_BASE_4: "Selecteer Basis 4" STR_SELECT_BASE_5: "Selecteer Basis 5" STR_SELECT_BASE_6: "Selecteer Basis 6" STR_SELECT_BASE_7: "Selecteer Basis 7" STR_SELECT_BASE_8: "Selecteer Basis 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "GEVECHTSSCHERM" STR_MODS_UC: "MODS" STR_MODS: "Mods" STR_DISPLAY_RESOLUTION: "Schermresolutie" STR_DISPLAY_RESOLUTION_DESC: "Wijzigt de resolutie van het scherm; de resolutie van het spel zal hiernaar worden aangepast. Pijltjes schakelen tussen ondersteunde resoluties. Klik op een aangepaste resolutie in te voeren." STR_ORIGINAL: "Orgineel" STR_DISPLAY_MODE: "Scherm-modus" STR_WINDOWED: "Venster" STR_FULLSCREEN: "Volledig scherm" STR_BORDERLESS: "Zonder rand" STR_DISPLAY_LANGUAGE: "Weergavetaal" STR_DISPLAY_LANGUAGE_DESC: "Wijzigt de taal van de tekst in het spel." STR_DISPLAY_FILTER: "Weergavefilter" STR_DISPLAY_FILTER_DESC: "Wijzigt de filter die wordt toegepast op het spelscherm.{NEWLINE}*vereist OpenGL hardwareacceleratie." STR_DISPLAY_OPTIONS: "Weergaveopties" STR_LETTERBOXED: "Geletterboxt" STR_LETTERBOXED_DESC: "Letterboxt het scherm om het originele aspectratio te behouden." STR_RESIZABLE: "Aanpasbaar" STR_LOCK_MOUSE: "Grijp Muis" STR_LOCK_MOUSE_DESC: "Voorkomt dat de muis cursor uit het scherm gaat. Ctrl+G om om te schakelen op elk moment." STR_FIXED_WINDOW_POSITION: "Vaste vensterpositie" STR_FIXED_WINDOW_POSITION_DESC: "Zet vaste positie naar venster." STR_DISPLAY_SET_WINDOW_POSITION: "Zet nieuwe kernpositie voor het venster" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Linkse rand nieuwe X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Bovenste rand nieuwe Y:" STR_MUSIC_VOLUME: "Volumne Muziek" STR_MUSIC_VOLUME_DESC: "Wijzigt het volume van de achtergrondmuziek." STR_SFX_VOLUME: "Volume Effecten" STR_SFX_VOLUME_DESC: "Wijzigt het volume van de geluidseffecten." STR_UI_VOLUME: "Gebruikersinterface volume" STR_UI_VOLUME_DESC: "Wijzigt het volume van de interface signalen." STR_SCROLL_SPEED: "VERSCHUIVINGSSNELHEID" STR_SCROLL_SPEED_GEO_DESC: "Wijzigt de verschuivingssnelheid van de wereldbol." STR_SCROLL_SPEED_BATTLE_DESC: "Wijzigt de verschuivingssnelheid van de kaart." STR_DOGFIGHT_SPEED: "Vechtpartij snelheid" STR_DOGFIGHT_SPEED_DESC: "Wijzigt de snelheid van de onderscheppingsgevechten tussen vaartuigen en UFO's. Tragere snelheden kunnen performantie op low-end toestellen verbeteren." STR_CLOCK_SPEED: "Kloksnelheid" STR_CLOCK_SPEED_DESC: "Wijzigt de snelheid van de Geoscape-klok. Tragere snelheden kunnen performantie op low-end toestellen verbeteren." STR_GLOBE_DETAILS: "Wereld details" STR_GLOBE_COUNTRIES: "Landen" STR_GLOBE_COUNTRIES_DESC: "Toont financierende landen op de wereldbol." STR_GLOBE_RADARS: "Radars" STR_GLOBE_RADARS_DESC: "Toont radarbereik van de basis op de wereldbol." STR_GLOBE_FLIGHT_PATHS: "Vliegroutes" STR_GLOBE_FLIGHT_PATHS_DESC: "Toont vliegroutes van vaartuigen op de wereldbol." STR_CONTROLS_DESC: "Klik links op een sneltoets en druk op een toets om het te wijzigen.{NEWLINE}Klik rechts op een sneltoets om hem uit te schakelen." STR_BASE_GAME: "Basisspel" STR_MODS_TOOLTIP: "Versie {0} door {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Randverschuiving" STR_EDGE_SCROLL_DESC: "Trigger: Beweeg kaart wanneer de linkermuis knop is ingedrukt aan de rand van een scherm.{NEWLINE}Auto: Beweeg kaart wanneer de aanwijzer over de rand van een scherm is." STR_TRIGGER_SCROLL: "KLIK OM TE VERSCHUIVEN" STR_AUTO_SCROLL: "AUTOMATISCH VERSCHUIVEN" STR_DRAG_SCROLL: "SLEEP OM TE VERSCHUIVEN" STR_DRAG_SCROLL_DESC: "Beweeg de kaart wanneer de aangegeven muisknop is ingedrukt en wordt gesleept." STR_LEFT_MOUSE_BUTTON: "Linkermuisknop" STR_MIDDLE_MOUSE_BUTTON: "Middelmuisknop" STR_RIGHT_MOUSE_BUTTON: "Rechtermuisknop" STR_FIRE_SPEED: "VUURSNELHEID" STR_FIRE_SPEED_DESC: "Verandert de snelheid van wapenprojectielen." STR_PLAYER_MOVEMENT_SPEED: "Bewegingssnelheid van speler" STR_PLAYER_MOVEMENT_SPEED_DESC: "Verandert de bewegingssnelheid van eenheden die door de speler worden bestuurd." STR_COMPUTER_MOVEMENT_SPEED: "Bewegingssnelheid van AI" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Verandert de bewegingssnelheid van eenheden die door de computer worden bestuurd." STR_PATH_PREVIEW: "Voorbeeldpad" STR_PATH_ARROWS: "Pijltjes" STR_PATH_ARROWS_DESC: "Door te klikken zie je het pad dat je eenheid naar zijn bestemming zal nemen. De kleur duidt op beschikbare acties: Groen - kan zich bewegen en schieten; Geel - kan zich bewegen; Rood - kan zich niet bewegen." STR_PATH_TIME_UNIT_COST: "Tijdseenheden" STR_PATH_TIME_UNIT_COST_DESC: "Klikken toont de TUs die je eenheid over heeft na bewegen naar doel." STR_USER_INTERFACE_OPTIONS: "Gebruikersinterface-opties" STR_TOOLTIPS: "Tooltips" STR_TOOLTIPS_DESC: "Toon tooltips voor de Battlescape knoppen." STR_DEATH_NOTIFICATIONS: "Toon Sterfmeldingen" STR_DEATH_NOTIFICATIONS_DESC: "Laat iedere keer een melding zien als een van je soldaten sterft." STR_SHOW_FUNDS: "Toon geld" STR_SHOW_FUNDS_DESC: "Toon je huidige kapitaal naast de Geoscape klok" STR_MISSION_GENERATOR: "MISSIE GENERATOR" STR_MAP_OPTIONS: "KAARTOPTIES" STR_ALIEN_OPTIONS: "ALIEN OPTIES" STR_MAP_TERRAIN: "Terrein" STR_MAP_DARKNESS: "Donkerheid" STR_MAP_DEPTH: "Diepte" STR_DIFFICULTY: "Moeilijkheidsgraad" STR_ALIEN_RACE: "Ras" STR_ALIEN_TECH_LEVEL: "Technologieniveau" STR_RANDOMIZE: "Willekeurig" STR_OXCE_REQUIRED_QUESTION: "Deze mod vereist OpenXcom [0] om correct te werken. Deze mod inschakelen?" STR_RESTORE_DEFAULTS_QUESTION: "Weet je zeker dat je de standaardopties wil herstellen?" STR_DISPLAY_OPTIONS_CONFIRM: "Wil je de huidige weergaveopties behouden?" STR_DISPLAY_OPTIONS_REVERT: "Wordt teruggezet in 0:{0}" STR_MISSING_CONTENT_PROMPT: "WAARSCHUWING:{SMALLLINE}Het opgeslagen spel gebruikt mods die niet beschikbaar zijn. Ontbrekende inhoud wordt verwijderd en het inladen kan mislukken.{NEWLINE}Doorgaan?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Sla geactiveerde granaten op" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Slaat geactiveerde granaten op gedurende pre-gevecht inventaris van de soldaten." STR_NEWSEEDONLOAD: "Veel opslaan valsspelen" STR_NEWSEEDONLOAD_DESC: "Een spel laden zal de random-nummer seed resetten, zodat de zelfde genomen actie een ander resultaat kan hebben. Niet van toepassing op Ijzerman mode." STR_CHANGEVALUEBYMOUSEWHEEL: "Wijzig waarden met muiswiel" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Staat toe de muiswiel te gebruiken om met deze waarden te verhogen/verlagen." STR_BATTLEHAIRBLEACH: "Verbeterde soldaatsprites" STR_BATTLEHAIRBLEACH_DESC: "Verandert soldaat Battlescape plaatjes aan bijpassende inventaris uitstraling." STR_DRAGSCROLLINVERT: "Omgekeerd sleep scrollen" STR_DRAGSCROLLINVERT_DESC: "Wanneer ingeschakeld, sleept scrollen in tegenovergestelde richting van de muis" STR_BATTLESCAPE_SCALE: "Gevechtsscherm schaal" STR_BATTLESCAPE_SCALE_DESC: "Gevechts-scape zichtspoort schaal mode, gebaseerd op een vaste resolutie(gestrekt om te passen), of een vast zoom niveau(uitgebreid om te vullen)." STR_GEOSCAPE_SCALE: "Geoscape schaal" STR_GEOSCAPESCALE_SCALE_DESC: "Globaal-scape zichtspoort schaal mode, gebaseerd op een vaste resolutie(gestrekt om te passen), of een vast zoom niveau(uitgebreid om te vullen)." STR_1_5X: "1.5x origineel" STR_2X: "2x origineel" STR_THIRD_DISPLAY: "1/3 scherm" STR_HALF_DISPLAY: "1/2 scherm" STR_FULL_DISPLAY: "Volledig scherm" STR_FPS_LIMIT: "FPS limiet" STR_FPS_LIMIT_DESC: "Beperkt het aantal scherm updates per seconde, 0 voor geen limiet. Als OpenGL rendering is ingeschakeld, maakt het spel inplaats gebruik van Vsync." STR_FPS_INACTIVE_LIMIT: "FPS limiet achtergrond" STR_FPS_INACTIVE_LIMIT_DESC: "Beperkt het aantal scherm verversingen per seconden wanneer OpenXcom in de achterground draait" STR_NOALIENPANICMESSAGES: "Onderdruk paniek berichten voor buitenaardse wezens" STR_NOALIENPANICMESSAGES_DESC: "Laat geen paniek berichten zien voor aliens tenzij deze zichtbaar zijn voor de speler." STR_ALIENBLEEDING: "Buitenaards wezen bloedt" STR_ALIENBLEEDING_DESC: "Laat fatale wonden ook voorkomen bij de meeste aliens." STR_FIELDPROMOTIONS: "Veld promoties" STR_FIELDPROMOTIONS_DESC: "Enkel soldaten die aanwezig zijn op de missie locatie komen in aanmerking voor promotie" STR_MEETINGPOINT: "Voorspel UFO baan" STR_MEETINGPOINT_DESC: "Voertuig vliegt naar een ontmoetingspunt met de UFO gebasseerd op de huidige baan" STR_IRONMAN: "IJZERMAN" STR_IRONMAN_DESC: "Geen handmatig opslaan" STR_SAVE_AND_ABANDON_GAME: "SPEL OPSLAAN EN AFSLUITEN" STR_MOD_UNSUCCESSFUL: "Mod is niet geladen" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: " " STR_DISPLAY_MODE_DESC: "Verander hoe het spel word weergegeven op het scherm." STR_PREFERRED_MUSIC_FORMAT: "Muziek formaat" STR_PREFERRED_MUSIC_FORMAT_DESC: "Kiest het voorkeurs muziekformaat te gebruiken wanneer er meerdere beschikbaar zijn.{NEWLINE}OPMERKING: Afspelen van MIDI kan onstabiel zijn voor Windows." STR_PREFERRED_SFX_FORMAT: "Geluids Effecten Formaat" STR_PREFERRED_SFX_FORMAT_DESC: "Kiest formaat voorkeurs geluidseffecten te gebruiken wanneer er meerdere beschikbaar zijn" STR_PREFERRED_VIDEO_FORMAT: "Video Formaat" STR_PREFERRED_VIDEO_FORMAT_DESC: "Kiest voorkeurs video formaat te gebruiken wanneer er meerdere beschikbaar zijn." STR_PREFERRED_VIDEO_ANIMATION: "Animatie" STR_PREFERRED_VIDEO_SLIDESHOW: "Dia show" STR_PREFERRED_FORMAT_AUTO: "AUTOMATISCH VERSCHUIVEN" STR_CURRENT_FORMAT: "Huidige: {0}" STR_SOUND_OPTIONS: "Geluidsopties" STR_BACKGROUND_MUTE: "Achtergrond geluid uitzetten" STR_BACKGROUND_MUTE_DESC: "Alle geluids uitzetten wanneer het spelscherm niet actief is." STR_FORCE_FIRE: "Negeer vuurlinie" STR_FORCE_FIRE_DESC: "Sta toe je soldaten te dwingen een schot te nemen wanneer CTRL is ingehouden en de vuurlinie regels te negeren." STR_NO_AUDIO_HARDWARE_DETECTED: "Geen audio hardware gedetecteerd" STR_MOUSEWHEEL_SPEED: "Muiswiel rol snelheid" STR_MOUSEWHEEL_SPEED_DESC: "Pas het aantal lijnen waarmee wordt gerold in de lijst aan met het muiswiel" STR_DISABLED: "Uitgeschakeld" STR_MAXIMIZE_INFO_SCREENS: "Maximalizeer Info Schermen" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventaris en diverse andere schermen zullen op volledig scherm worden afgebeeld, ongeacht van schaal instellingen." STR_DIARY: "DAGBOEK" STR_KILLED: "GEDOOD" STR_STUNNED: "WEZENLOOS GERAAKT" STR_PANICKED: "IN PANIEK GERAAKT" STR_MINDCONTROLLED: "GECONTROLLEERD" STR_REGION_UNKNOWN: "Geheim" STR_WEAPON_UNKNOWN: "Improvisatie" STR_UNKNOWN: "Onbekend" STR_VICTORY: "Overwinning" STR_DEFEAT: "Verslagen" STR_NO_RECORD: "Geen informatie" STR_HUMAN: "Mens" STR_FRIENDLY: "Vriendelijk" STR_HOSTILE: "Vijandig" STR_NEUTRAL: "Neutraal" STR_RATING_UC: "Beoordeling" STR_LOCATION: "LOCATIE> {ALT}{0}" STR_DAYLIGHT_TYPE: "TIJD> {ALT}{0}" STR_RACE_TYPE: "RAS> {ALT}{0}" STR_DAY: "Dag" STR_NIGHT: "Nacht" STR_DAYS_WOUNDED: "DAGEN GEWOND> {ALT}{0}" STR_COMBAT: "GEVECHT" STR_PERFORMANCE: "PRESTATIE" STR_NEUTRALIZATIONS_BY_RACE: "UITSCHAKELINGEN DOOR RAS" STR_NEUTRALIZATIONS_BY_RANK: "UITSCHAKELINGEN DOOR RANG" STR_NEUTRALIZATIONS_BY_WEAPON: "UITSCHAKELINGEN DOOR WAPEN" STR_MISSIONS_BY_LOCATION: "MISSIES PER LOCATIE" STR_MISSIONS_BY_TYPE: "MISSIES PER TYPE" STR_MISSIONS_BY_UFO: "MISSIES PER UFO" STR_SCORE_VALUE: "SCORE> {ALT}{0}" STR_WINS: "OVERWINNINGEN> {ALT}{0}" STR_STUNS: "WEZENLOOS> {ALT}{0}" STR_PANICKS: "IN PANIEK GERAAKT> {ALT}{0}" STR_MINDCONTROLS: "ONDER CONTROLE GERAAKT> {ALT}{0}" STR_AWARDS: "ONDERSCHEIDINGEN" STR_COMMENDATIONS_UC: "AANBEVELINGEN" STR_COMMENDATIONS: "aanbevelingen" STR_MEDALS: "MEDAILLES" STR_LOST_IN_SERVICE: "VERLOREN IN DIENST" STR_MEDAL_NAME: "Medaille Naam" STR_MEDAL_AWARD_LEVEL: "Onderscheidingen Niveau" STR_MEDAL_DECOR_LEVEL: "Ereteken Niveau" STR_AWARD_0: "Eerste onderscheiding" STR_AWARD_1: "Tweede onderscheiding" STR_AWARD_2: "Derde onderscheiding" STR_AWARD_3: "Vierde onderscheiding" STR_AWARD_4: "Vijfde onderscheiding" STR_AWARD_5: "Zesde onderscheiding" STR_AWARD_6: "Zevende onderscheiding" STR_AWARD_7: "Achtste onderscheiding" STR_AWARD_8: "Negende onderscheiding" STR_AWARD_9: "Tiende onderscheiding" STR_AWARD_DECOR_0: "Geen" STR_AWARD_DECOR_1: "Eerste bronzen insigne" STR_AWARD_DECOR_2: "Tweede bronzen insigne" STR_AWARD_DECOR_3: "Derdebronzen insigne" STR_AWARD_DECOR_4: "Eerste zilveren insigne" STR_AWARD_DECOR_5: "Tweede zilveren insigne" STR_AWARD_DECOR_6: "Derde zilveren insigne" STR_AWARD_DECOR_7: "Vierde zilveren insigne" STR_AWARD_DECOR_8: "Tweede gouden insigne" STR_AWARD_DECOR_9: "Derde gouden insigne" STR_KILLED_IN_ACTION_MALE: "VERMOORD IN ACTIE" STR_KILLED_IN_ACTION_FEMALE: "VERMOORD IN ACTIE" STR_MISSING_IN_ACTION_MALE: "VERMIST IN ACTIE" STR_MISSING_IN_ACTION_FEMALE: "VERMIST IN ACTIE" STR_AVERAGE_MONTHLY_RATING: "Gemiddelde maandelijkse beoordeling" STR_TOTAL_INCOME: "Totale inkomen" STR_TOTAL_EXPENDITURE: "Totale uitgaven" STR_MISSIONS_WON: "Missie geslaagd" STR_MISSIONS_LOST: "Missie gefaald" STR_NIGHT_MISSIONS: "Nacht missies" STR_BEST_RATING: "Beste missie beoordeling" STR_WORST_RATING: "slechtste missie beoordeling" STR_ALIEN_KILLS: "Buitenaardse Wezens Gedood" STR_ALIEN_CAPTURES: "Buitenaardse wezens gevangen" STR_FRIENDLY_KILLS: "Vriendschappelijk vuur incidenten" STR_AVERAGE_ACCURACY: "Gemiddelde nauwkeurigheid" STR_WEAPON_MOST_KILLS: "Meest effectieve wapen" STR_ALIEN_MOST_KILLS: "Dodelijkste buitenaardse wezen" STR_LONGEST_SERVICE: "Meest aantal maanden in dienst" STR_TOTAL_DAYS_WOUNDED: "Dagen ziek" STR_COUNTRIES_LOST: "Landen geinfiltreerd" STR_TOTAL_TERROR_SITES: "Terreur aanvallen" STR_TOTAL_BASES: "Basissen gebouwd" STR_TOTAL_CRAFT: "Voertuigen in bezit gehad" STR_TOTAL_SCIENTISTS: "Wetenschappers ingehuurd" STR_TOTAL_ENGINEERS: "Ingenieurs ingehuurd" STR_TOTAL_RESEARCH: "Onderzoek voltooid" STR_DIARY_ACCURACY: "NAUWKEURIGHEID> {ALT}{0}%" STR_STATISTICS: "Statistieken" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "AP" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "BRV" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "ACC" STR_THROWING_ACCURACY_ABBREVIATION: "THR" STR_STRENGTH_ABBREVIATION: "STR" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" STR_FOLDERS: "MAPPEN" STR_DATA_FOLDER: "Data Map (originele bestanden)" STR_USER_FOLDER: "Gebruiker Map (mods, openxcom.log)" STR_SAVE_FOLDER: "Opslag Map (opgeslagen spellen, schermafdrukken)" STR_CONFIG_FOLDER: "Configuratie Map (options.cfg)" STR_DATA_FOLDER_DESC_1: "Dit is waar OpenXcom zoekt naar de originele spelbestanden (UFO en/of TFTD)." STR_DATA_FOLDER_DESC_2: "OpenXcom interne bestanden zijn in de 'common' map. OpenXcom ingebouwde mods zijn in de 'standard' map." STR_USER_FOLDER_DESC: "Het logbestand ('openxcom.log') is hier opgeslagen. Alle aangepaste mods behoren hier (in de 'mods' submap)." STR_SAVE_FOLDER_DESC: "Hier bevinden zich jouw opgeslagen spellen en de opties voor de missiegenerator (battle.cfg)." STR_CONFIG_FOLDER_DESC: "Dit is waar OpenXcom opties ('options.cfg') zijn opgeslagen. Normaal gezien is dit dezelfde map als de Gebruiker Map." ================================================ FILE: bin/common/Language/no.yml ================================================ "no": STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nytt Spill" STR_LOAD_SAVED_GAME: "Last Spill" STR_SELECT_DIFFICULTY_LEVEL: "Vanskelighetsgrad" STR_1_BEGINNER: "1> Nybegynner" STR_2_EXPERIENCED: "2> Erfaren" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Geni" STR_5_SUPERHUMAN: "5> Supermenneske" STR_TIME: "Tid" STR_DATE: "Dato" STR_SELECT_GAME_TO_LOAD: "Velg spill som skal hentes" STR_SELECT_SAVE_POSITION: "Velg lagrings-posisjon" STR_GAME_OPTIONS: "INNSTILLINGER" STR_LOAD_GAME: "LAST SPILL" STR_SAVE_GAME: "LAGRE SPILL" STR_ABANDON_GAME: "FORLAT SPILLET" STR_ABANDON_GAME_QUESTION: "FORLATE SPILLET?" STR_QUIT: "Avslutt" STR_SAVING_GAME: "Lagrer spill" STR_LOADING_GAME: "Laster spill" STR_NO_SAVED_GAME_PRESENT: "Ingen lagrede spill" STR_LOAD_UNSUCCESSFUL: "Lasting feilet" STR_SAVE_UNSUCCESSFUL: "Lagring feilet" STR_LOAD_SUCCESSFUL: "Lasting vellykket" STR_SAVE_SUCCESSFUL: "Lagring vellykket" STR_DELETE: "SLETT" STR_DELETE_UNSUCCESSFUL: "Sletting feilet" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Er du sikker på at du vil slette det lagrede spillet?" STR_ORIGINAL_XCOM: "Originale X-Com" STR_LOADING: "Laster..." STR_DETAILS: "DETALJER> {ALT}{0}" STR_NEW_BATTLE: "Nytt Oppdrag" STR_OPTIONS: "Instillinger" STR_RIGHT_CLICK_TO_DELETE: "Høyre-klikk for å slette." STR_RESTORE_DEFAULTS: "Gjenopprett Standard" STR_CONTROLS: "SPILLKONTROLL" STR_GENERAL: "Generelt" STR_GEOSCAPE: "Jordklode" STR_BATTLESCAPE: "Slagmark" STR_SCREENSHOT: "Skjermbilde" STR_FPS_COUNTER: "FPS Teller" STR_ROTATE_LEFT: "Roter mot Venstre" STR_ROTATE_RIGHT: "Roter mot Høyre" STR_ROTATE_UP: "Roter Opp" STR_ROTATE_DOWN: "Roter Ned" STR_ZOOM_IN: "Zoom Inn" STR_ZOOM_OUT: "Zoom Ut" STR_TOGGLE_COUNTRY_DETAIL: "Slå Av/På Nasjondetaljer" STR_TOGGLE_RADAR_RANGES: "Slå Av/På Radargrenser" STR_SCROLL_LEFT: "Skroll Venstre " STR_SCROLL_RIGHT: "Skroll Høyre" STR_SCROLL_UP: "Skroll Opp" STR_SCROLL_DOWN: "Skroll Ned" STR_UNIT_LEVEL_ABOVE: "Flytt Enheten Opp" STR_UNIT_LEVEL_BELOW: "Flytt Enheten Ned" STR_VIEW_LEVEL_ABOVE: "Vis Ovenfor" STR_VIEW_LEVEL_BELOW: "Vis Nedenfor" STR_CENTER_SELECTED_UNIT: "Sentrer på Valgt Enhet" STR_PREVIOUS_UNIT: "Velg Forrige Enhet" STR_NEXT_UNIT: "Velg Neste Enhet" STR_DESELECT_UNIT: "Ferdig med Enhet" STR_USE_LEFT_HAND: "Bruk Gjenstand i Venstre Hånd" STR_USE_RIGHT_HAND: "Bruk Gjenstand i Høyre Hånd" STR_INVENTORY: "Oppakning" STR_MINIMAP: "Minikart" STR_MULTI_LEVEL_VIEW: "Se Alle Høydenivå" STR_END_TURN: "Avslutt Runde" STR_ABORT_MISSION: "Avbryt Oppdrag" STR_UNIT_STATS: "Enhetens Nøkkeltall" STR_KNEEL: "Knestående" STR_RELOAD: "Lad om" STR_DONT_RESERVE_TIME_UNITS: "Ikke Reserver Tid" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reserver Tid for Slengskudd" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reserver Tid for Siktet Skudd" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reserver Tid for Skuddserie (3)" STR_CENTER_ON_ENEMY_1: "Vis Fiende 1" STR_CENTER_ON_ENEMY_2: "Vis Fiende 2" STR_CENTER_ON_ENEMY_3: "Vis Fiende 3" STR_CENTER_ON_ENEMY_4: "Vis Fiende 4" STR_CENTER_ON_ENEMY_5: "Vis Fiende 5" STR_CENTER_ON_ENEMY_6: "Vis Fiende 6" STR_CENTER_ON_ENEMY_7: "Vis Fiende 7" STR_CENTER_ON_ENEMY_8: "Vis Fiende 8" STR_CENTER_ON_ENEMY_9: "Vis Fiende 9" STR_CENTER_ON_ENEMY_10: "Vis Fiende 10" STR_CREATE_INVENTORY_TEMPLATE: "Lagre mal" STR_APPLY_INVENTORY_TEMPLATE: "Benytt mal" STR_CLEAR_INVENTORY: "Tøm opppakning" STR_AUTO_EQUIP: "Auto-oppakning" STR_QUICK_SAVE: "Hurtig Lagring" STR_QUICK_LOAD: "Hurtig Lasting" STR_ADVANCED: "AVANSERT" STR_AGGRESSIVERETALIATION: "Aggressivt Motangrep" STR_AGGRESSIVERETALIATION_DESC: "UFOer vil konstant forsøke å finne dine baser, uansett hvilke oppdrag de er ute på." STR_STORAGELIMITSENFORCED: "Lagergrenser for bergede gjenstander" STR_STORAGELIMITSENFORCED_DESC: "Håndhever alien- og lagergrenser for levende aliens og bergede gjenstander." STR_CANSELLLIVEALIENS: "Salg av levende aliens" STR_CANSELLLIVEALIENS_DESC: "Tillat salg av levende aliens. Anbefalt ved bruk av lagergrenser" STR_ALLOWBUILDINGQUEUE: "Tillat bygnings-kø" STR_ALLOWBUILDINGQUEUE_DESC: "Nye fasiliteter kan plasseres ved siden av uferdige." STR_BATTLEAUTOEND: "Auto-Avslutt oppdrag" STR_BATTLEAUTOEND_DESC: "Oppdrag avsluttes automatisk når alle fiender er nøytralisert" STR_BATTLEINSTANTGRENADE: "Øyeblikkelig granat detonasjon" STR_BATTLEINSTANTGRENADE_DESC: "Granater satt til 0 rundetid eksploderer samme runden de kastes, istedenfor neste runde." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Luftbårne overføringer" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Luftfartøy kan overføres til baser selv etter avgang-" STR_CRAFTLAUNCHALWAYS: "Tving avgang" STR_CRAFTLAUNCHALWAYS_DESC: "Fly-enheter kan tvinges til avgang, selv ved pågående vedlikehold." STR_CUSTOMINITIALBASE: "Tilpasset startbase" STR_CUSTOMINITIALBASE_DESC: "Ved starten av ett nytt spill får du muligheten til å selv konstruere den første basen din" STR_GLOBESEASONS: "Realistisk globus-belysning" STR_GLOBESEASONS_DESC: "Mer realistisk belysning av jorden ifølge den vinkling" STR_PLAYINTRO: "Vis intro" STR_PLAYINTRO_DESC: "Vise intro sekvensen ved oppstart." STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Vis ekstra informasjon om den valgte soldaten på oppaknings-oversikten." STR_SNEAKYAI: "Snikende AI" STR_SNEAKYAI_DESC: "AI vil forsøke å forbli uoppdaget, så langt den anser mulighet for det." STR_STRAFE: "Alternative bevegelses-metoder" STR_STRAFE_DESC: "Tillater sides vis bevegelse, løping, samt at kanonvinkler på kjøretøy forblir uavhengig av travers-retning" STR_BATTLEEXPLOSIONHEIGHT: "Eksplosjonshøyde" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Vertikal effekt ved eksplosjoner. [NEWLINE}(Flat: 0, Rund: 3)" STR_AUTOSAVE: "Automatisk Lagring" STR_AUTOSAVE_DESC: "Lagrer spillet automatisk ved satt interval- Gjelder ikke i \"Ironman\" modus." STR_AUTOSAVE_FREQUENCY: "Autolagring Frekvens" STR_AUTOSAVE_FREQUENCY_DESC: "Antall runder mellom autolagringer." STR_ALLOWPSIONICCAPTURE: "Tillat psi-arrest" STR_ALLOWPSIONICCAPTURE_DESC: "Ved tankekontroll av av gjenværende fiender resulterer det i seier, og de regnes for som levende fanger." STR_SKIPNEXTTURNSCREEN: "Hopp over \"Neste runde\" skjerm" STR_SKIPNEXTTURNSCREEN_DESC: "\"Neste Runde\" skjermer hoppes går automatisk videre etter kort tid." STR_NOT_ENOUGH_SPACE: "Ikke Nok Ledig Plass!" STR_WEAPONSELFDESTRUCTION: "Selv-destruerende alien-våpen" STR_WEAPONSELFDESTRUCTION_DESC: "Som i XCOM 2012, ødelegges våpen som ble båret av en alien, dersom alien' blir drept." STR_RETAINCORPSES: "Behold forhørte aliens" STR_RETAINCORPSES_DESC: "Som i XCOM 2012, så blir forhørte aliens overført levende til basens lager forråd." STR_SAVE_VOXEL_VIEW: "Lagre Førstepersons Skjermbilde" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reserver Tid for Kneling" STR_EXPEND_ALL_TIME_UNITS: "Slett resterende Tid" STR_PSISTRENGTHEVAL: "Vurdert PSI-Styrke" STR_DISABLEAUTOEQUIP: "Deaktiver automatisk utrustning" STR_DISABLEAUTOEQUIP_DESC: "Deaktiver auto-utrustning av nye soldater før kamp" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Tillat Psi-Styrkeforbedring" STR_BATTLESMOOTHCAMERA: "Prosjektil-fokusert Kamera" STR_BATTLESMOOTHCAMERA_DESC: "Kameraet på slagmarken vil følge prosjektiler ved avfyring." STR_BATTLECONFIRMFIREMODE: "Bekreft Skudd modus" STR_BATTLECONFIRMFIREMODE_DESC: "Krev to klikk på samme målet for å bekrefte ordre om avfyring av skudd." STR_SELECT_BASE_1: "Velg Base 1" STR_SELECT_BASE_2: "Velg Base 2" STR_SELECT_BASE_3: "Velg Base 3" STR_SELECT_BASE_4: "Velg Base 4" STR_SELECT_BASE_5: "Velg Base 5" STR_SELECT_BASE_6: "Velg Base 6" STR_SELECT_BASE_7: "Velg Base 7" STR_SELECT_BASE_8: "Velg Base 8" STR_VIDEO: "SKJERM" STR_AUDIO: "LYD" STR_BATTLESCAPE_UC: "SLAGMARK" STR_MODS_UC: "MODIFIKASJONER" STR_DISPLAY_RESOLUTION: "Skjermoppløsning" STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Skjerm-Modus" STR_WINDOWED: "Vindu" STR_FULLSCREEN: "Fullskjerm" STR_BORDERLESS: "Rammeløst Vindu" STR_DISPLAY_LANGUAGE: "Velg Språk" STR_DISPLAY_LANGUAGE_DESC: "Forandrer språket i selve spillet." STR_DISPLAY_FILTER: "Skjerm-Filter" STR_DISPLAY_FILTER_DESC: "Forandrer filteret som spill-skjermen behandles med.{NEWLINE}*krever OpenGL maskinvare-akselerasjon." STR_DISPLAY_OPTIONS: "Skjerm-Alternativer" STR_LETTERBOXED: "Brevsprekk" STR_LETTERBOXED_DESC: "Legger til svart ramme for å beholde originalt størrelseforhold." STR_RESIZABLE: "Variabel Størrelse" STR_LOCK_MOUSE: "Fang Muspeker" STR_LOCK_MOUSE_DESC: "Hindrer muspekeren fra å forlate spill vinduet. Du kan trykke Ctrl+G for å slå av og på dette når som helst." STR_FIXED_WINDOW_POSITION: "Fast Vinduposisjon" STR_FIXED_WINDOW_POSITION_DESC: "Sett fast vinduposisjon." STR_DISPLAY_SET_WINDOW_POSITION: "Sett ny grunnposisjon for vindu" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Horisontal plassering:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Vertikal plassering:" STR_MUSIC_VOLUME: "Musikk Volum" STR_MUSIC_VOLUME_DESC: "Stiller volumet på bakgrunnsmusikk." STR_SFX_VOLUME: "Lydeffekt Volum" STR_SFX_VOLUME_DESC: "Stiller volumet på lydeffekter." STR_UI_VOLUME: "Grensesnitt Volum" STR_UI_VOLUME_DESC: "Stiller volumet på lyder fra grensesnittet." STR_SCROLL_SPEED: "Skroll Hastighet" STR_SCROLL_SPEED_GEO_DESC: "Endrer skrollehastigeten på jordkloden." STR_SCROLL_SPEED_BATTLE_DESC: "Endrer skrollehastigeten på kartet." STR_DOGFIGHT_SPEED: "Luftstrid Hastighet" STR_CLOCK_SPEED: "Klokkefrekvens" STR_GLOBE_DETAILS: "Jordklode-Detaljer" STR_GLOBE_COUNTRIES: "Nasjoner" STR_GLOBE_COUNTRIES_DESC: "Viser finansierende nasjoner på kloden." STR_GLOBE_RADARS: "Radarer" STR_GLOBE_RADARS_DESC: "Viser radargrenser på kloden." STR_GLOBE_FLIGHT_PATHS: "Luftbaner" STR_GLOBE_FLIGHT_PATHS_DESC: "Vise fartøyenes rute på kloden. " STR_MODS_TOOLTIP: "Versjon {0} av {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Kant Skroll" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Slepe-Skroll" STR_DRAG_SCROLL_DESC: "Skroller kartet dersom den valgte museknappen holdes inne mens pekeren flyttes. " STR_LEFT_MOUSE_BUTTON: "Venstre Knapp" STR_MIDDLE_MOUSE_BUTTON: "Midterste Knapp" STR_RIGHT_MOUSE_BUTTON: "Høyre Knapp" STR_FIRE_SPEED: "Skudd Hastighet" STR_FIRE_SPEED_DESC: "Endrer hastigheten på avfyrte prosjektiler." STR_PLAYER_MOVEMENT_SPEED: "Spillers Forflytninghastighet" STR_PLAYER_MOVEMENT_SPEED_DESC: "Endrer forflytninghastighet på spiller-kontrollerte enheter." STR_COMPUTER_MOVEMENT_SPEED: "AI's Forflytninghastighet" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Endrer forflytninghastighet på maskin-kontrollerte enheter." STR_PATH_PREVIEW: "Forhåndsvisning Rute" STR_PATH_ARROWS: "Piler" STR_PATH_TIME_UNIT_COST: "Tidsenheter" STR_USER_INTERFACE_OPTIONS: "Grensesnitt Alternativer" STR_TOOLTIPS: "Verktøytips" STR_TOOLTIPS_DESC: "Vise verktøytips på knapper brukt på slagmarken." STR_DEATH_NOTIFICATIONS: "Døds-Annonsering" STR_DEATH_NOTIFICATIONS_DESC: "Vis detaljert varsling om hvem det var som omkom når en soldat dør." STR_SHOW_FUNDS: "Vis Midler" STR_SHOW_FUNDS_DESC: "Viser tilgjengelige midler ved siden av Jordklodens klokke." STR_MISSION_GENERATOR: "OPPDRAGS-GENERATOR" STR_MAP_OPTIONS: "KART INNSTILLINGER" STR_ALIEN_OPTIONS: "ALIENS INNSTILLINGER" STR_MAP_TERRAIN: "Terreng" STR_MAP_DARKNESS: "Mørke" STR_MAP_DEPTH: "Dybde" STR_DIFFICULTY: "Vanskelighetsgrad" STR_ALIEN_RACE: "Rase" STR_ALIEN_TECH_LEVEL: "Teknologi-Nivå" STR_RANDOMIZE: "Tilfeldig" STR_RESTORE_DEFAULTS_QUESTION: "Er du sikker på at du ønsker gjenopprette standardinnstillinger?" STR_DISPLAY_OPTIONS_CONFIRM: "Ønsker du benytte denne skjerminnstillingen?" STR_DISPLAY_OPTIONS_REVERT: "Endrer tilbake om 0:{0}" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Beholde avsikrede granater" STR_CHANGEVALUEBYMOUSEWHEEL: "Endre verdier med mushjulet" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Gjør det mulig å benytte mushjulet til øke/redusere verdier med dette antallet." STR_DRAGSCROLLINVERT: "Omvendt slepe-skrolling" STR_BATTLESCAPE_SCALE: "Slagmark Skala" STR_GEOSCAPE_SCALE: "Jordklode Skala" STR_1_5X: "1.5x Opprinnelig" STR_2X: "2x Opprinnelig" STR_THIRD_DISPLAY: "1/3 Visning" STR_HALF_DISPLAY: "1/2 Visning" STR_FULL_DISPLAY: "Full Visning" STR_FPS_LIMIT: "FPS grense" STR_FPS_LIMIT_DESC: "Begrenser antall ganger skjermen oppdateres per sekund. 0 for ubegrenset antall. Dersom OpenGL-gjengivelse er valgt, benytter spillet istedet skjermens Vsync-frekvens." STR_FPS_INACTIVE_LIMIT: "FPS grense i bakgrunn" STR_FPS_INACTIVE_LIMIT_DESC: "Begrenser antall skjermoppdateringer i sekundet når OpenXcom kjører i bakgrunnen." STR_NOALIENPANICMESSAGES: "Gjem panikk-varsler for aliens" STR_NOALIENPANICMESSAGES_DESC: "Ikke vis panikk-varsler for aliens dersom de ikke er synlige for spilleren." STR_ALIENBLEEDING: "Blødende Aliens" STR_ALIENBLEEDING_DESC: "Aliens kan ta skade ved påførte forblødninger." STR_FIELDPROMOTIONS: "Felt-forfremmelse" STR_FIELDPROMOTIONS_DESC: "Kun enheter som var til stede på slagmarken vil kunne motta forfremmelser." STR_MEETINGPOINT: "Forutsi UFO retning" STR_MEETINGPOINT_DESC: "Luftfartøy flyr mot ett antatt konfrontasjonpunkt basert på UFOers retning og hastighet." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Ingen manuell lagring" STR_SAVE_AND_ABANDON_GAME: "LAGRE OG AVSLUTT SPILL" STR_MOD_UNSUCCESSFUL: "Modifikasjonen kunne ikke lastes inn" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Endre hvordan spillet vises på skjermen." STR_PREFERRED_MUSIC_FORMAT: "Foretrukket Musikkformat" STR_PREFERRED_MUSIC_FORMAT_DESC: "Velger foretrukket format som skal benyttes på musikk dersom flere er tilgjengelige.{NEWLINE}Obs: MIDI avspilling kan ha defekter på Windows." STR_PREFERRED_SFX_FORMAT: "Foretrukket Lydeffekt Format" STR_PREFERRED_SFX_FORMAT_DESC: "Velger foretrukket format som skal benyttes på lydeffekter dersom flere er tilgjengelige." STR_PREFERRED_VIDEO_FORMAT: "Foretrukket Videoformat" STR_PREFERRED_VIDEO_FORMAT_DESC: "Velger foretrukket format som skal benyttes på videoer dersom flere er tilgjengelige." STR_PREFERRED_VIDEO_ANIMATION: "Animasjon" STR_PREFERRED_VIDEO_SLIDESHOW: "Lysbildeserie" STR_PREFERRED_FORMAT_AUTO: "Autovalgt" STR_CURRENT_FORMAT: "Nåværende: {0}" STR_FORCE_FIRE: "Overstyr Skuddlinje" STR_FORCE_FIRE_DESC: "Tillat avfyring av skudd selv ved manglende skuddlinje ved å holde inne CTRL for å tvinge enheter til å skyte." STR_NO_AUDIO_HARDWARE_DETECTED: "Fant ingen maskinvare for lyd" STR_DISABLED: "Deaktivert" STR_DIARY: "DAGBOK" STR_KILLED: "DREPTE" STR_STUNNED: "LAMSLÅTT" STR_PANICKED: "SKREKKSLAGEN" STR_MINDCONTROLLED: "KONTROLLERTE" STR_REGION_UNKNOWN: "Ikke Oppgitt" STR_WEAPON_UNKNOWN: "Improvisasjon" STR_UNKNOWN: "Ukjent" STR_VICTORY: "Seier" STR_DEFEAT: "Nederlag" STR_HUMAN: "Menneske" STR_FRIENDLY: "Vennlig" STR_HOSTILE: "Fiendtlig" STR_NEUTRAL: "Nøytral" STR_RATING_UC: "VURDERING" STR_LOCATION: "STED> {ALT}{0}" STR_DAYLIGHT_TYPE: "TID> {ALT}{0}" STR_RACE_TYPE: "RASE> {ALT}{0}" STR_DAY: "Dag" STR_NIGHT: "Natt" STR_DAYS_WOUNDED: "DAGER SKADD> {ALT}{0}" STR_COMBAT: "KAMP" STR_PERFORMANCE: "YTELSE" STR_SCORE_VALUE: "POENG> {ALT}{0}" STR_WINS: "SEIERE> {ALT}{0}" STR_AWARDS: "UTMERKELSER" STR_COMMENDATIONS_UC: "LOVORD" STR_COMMENDATIONS: "Lovord" STR_MEDALS: "MEDALJER" STR_LOST_IN_SERVICE: "TAPT I TJENESTE" STR_MEDAL_NAME: "Medaljenavn" STR_MEDAL_AWARD_LEVEL: "Utmerkelsenivå" STR_MEDAL_DECOR_LEVEL: "Dekorasjonsnivå" STR_AWARD_0: "Første utmerkelse" STR_AWARD_1: "Andre utmerkelse" STR_AWARD_2: "Tredje utmerkelse" STR_AWARD_3: "Fjerde utmerkelse" STR_AWARD_4: "Femte utmerkelse" STR_AWARD_5: "Sjette utmerkelse" STR_AWARD_6: "Syvende utmerkelse" STR_AWARD_7: "Åttende utmerkelse" STR_AWARD_8: "Niende utmerkelse" STR_AWARD_9: "Tiende utmerkelse" STR_AWARD_DECOR_0: "Ingen" STR_AWARD_DECOR_1: "Første bronse pin" STR_AWARD_DECOR_2: "Andre bronse pin" STR_AWARD_DECOR_3: "Tredje bronse pin" STR_AWARD_DECOR_4: "Første sølv pin" STR_AWARD_DECOR_5: "Andre sølv pin" STR_AWARD_DECOR_6: "Tredge sølv pin" STR_AWARD_DECOR_7: "Første gull pin" STR_AWARD_DECOR_8: "Andre gull pin" STR_AWARD_DECOR_9: "Tredje gull pin" STR_KILLED_IN_ACTION_MALE: "DREPT I TJENESTE" STR_KILLED_IN_ACTION_FEMALE: "DREPT I TJENESTE" STR_MISSING_IN_ACTION_MALE: "SAVNET I TJENESTE" STR_MISSING_IN_ACTION_FEMALE: "SAVNET I TJENESTE" STR_AVERAGE_MONTHLY_RATING: "Månedlig gjennomsnitts vurdering" STR_TOTAL_INCOME: "Inntekt totalt" STR_TOTAL_EXPENDITURE: "Totalutgift" STR_MISSIONS_WON: "Oppdrager utført" STR_MISSIONS_LOST: "Oppdrager tapt" STR_NIGHT_MISSIONS: "Nattoppdrag" STR_BEST_RATING: "Beste prestasjon" STR_WORST_RATING: "Dårligste prestasjon" STR_ALIEN_KILLS: "Aliens drept" STR_ALIEN_CAPTURES: "Aliens fanget" STR_FRIENDLY_KILLS: "Vennlig Ild-forekomster" STR_AVERAGE_ACCURACY: "Gjennomsnittlig treffsikkerhet" STR_WEAPON_MOST_KILLS: "Mest effektive våpen" STR_ALIEN_MOST_KILLS: "Mest dødelige alien" STR_LONGEST_SERVICE: "Lengst tjenestetid" STR_TOTAL_DAYS_WOUNDED: "Sykefravær" STR_COUNTRIES_LOST: "Infiltrerte nasjoner" STR_TOTAL_TERROR_SITES: "Terrorangrep" STR_TOTAL_BASES: "Baser bygd" STR_TOTAL_CRAFT: "Fartøy eigd" STR_TOTAL_SCIENTISTS: "Forskere ansatt" STR_TOTAL_ENGINEERS: "Ingeniører ansatt" STR_TOTAL_RESEARCH: "Forskninger fullført" STR_DIARY_ACCURACY: "TREFFSIKKERHET> {ALT}{0}%" STR_STATISTICS: "Statistikk" STR_STATS: "STATI" STR_TIME_UNITS_ABBREVIATION: "TE" STR_STAMINA_ABBREVIATION: "UTH" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "MOT" ================================================ FILE: bin/common/Language/pl.yml ================================================ pl: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nowa gra" STR_LOAD_SAVED_GAME: "Wczytaj grę" STR_SELECT_DIFFICULTY_LEVEL: "Wybierz poziom trudności" STR_1_BEGINNER: "Początkujący" STR_2_EXPERIENCED: "Doświadczony" STR_3_VETERAN: "Weteran" STR_4_GENIUS: "Geniusz" STR_5_SUPERHUMAN: "Nadczłowiek" STR_TIME: "Godzina" STR_DATE: "Data" STR_SELECT_GAME_TO_LOAD: "Wybierz grę do wczytania" STR_SELECT_SAVE_POSITION: "Wybierz miejsce zapisu" STR_GAME_OPTIONS: "OPCJE GRY" STR_LOAD_GAME: "WCZYTAJ GRĘ" STR_SAVE_GAME: "ZAPISZ GRĘ" STR_ABANDON_GAME: "OPUŚĆ GRĘ" STR_ABANDON_GAME_QUESTION: "ZAKOŃCZYĆ GRĘ?" STR_QUIT: "Wyjdź do systemu" STR_SAVING_GAME: "Zapisywanie gry..." STR_LOADING_GAME: "Wczytywanie gry..." STR_NO_SAVED_GAME_PRESENT: "Brak zapisanych gier" STR_LOAD_UNSUCCESSFUL: "Wczytywanie nieudane" STR_SAVE_UNSUCCESSFUL: "Zapisywanie nieudane" STR_LOAD_SUCCESSFUL: "Wczytywanie udane" STR_SAVE_SUCCESSFUL: "Zapisywanie udane" STR_DELETE: "USUŃ" STR_DELETE_UNSUCCESSFUL: "Usuwanie nieudane" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Czy na pewno chcesz usunąć wybraną zapisaną grę?" STR_ORIGINAL_XCOM: "UFO: Nieznany wróg" STR_LOADING: "Wczytywanie..." STR_DETAILS: "SZCZEGÓŁY> {ALT}{0}" STR_NEW_BATTLE: "Nowa bitwa" STR_OPTIONS: "Opcje" STR_RIGHT_CLICK_TO_DELETE: "Kliknij prawym przyciskiem myszy na wybranej zapisanej grze, by ją usunąć." STR_RESTORE_DEFAULTS: "Przywróć domyślne" STR_CONTROLS: "STEROWANIE" STR_GENERAL: "Ogólne" STR_GEOSCAPE: "Ekran Ziemi" STR_BATTLESCAPE: "Ekran bitwy" STR_SCREENSHOT: "Zrzut ekranu" STR_FPS_COUNTER: "Licznik klatek na sekundę" STR_ROTATE_LEFT: "Obrót w lewo" STR_ROTATE_RIGHT: "Obrót w prawo" STR_ROTATE_UP: "Obrót w górę" STR_ROTATE_DOWN: "Obrót w dół" STR_ZOOM_IN: "Przybliż widok" STR_ZOOM_OUT: "Oddal widok" STR_TOGGLE_COUNTRY_DETAIL: "Pokazuj dane krajów sponsorujących" STR_TOGGLE_RADAR_RANGES: "Pokazuj zasięg radarów" STR_SCROLL_LEFT: "Przewinięcie w lewo" STR_SCROLL_RIGHT: "Przewinięcie w prawo" STR_SCROLL_UP: "Przewinięcie w górę" STR_SCROLL_DOWN: "Przewinięcie w dół" STR_UNIT_LEVEL_ABOVE: "Przesuń jednostkę o poziom wyżej" STR_UNIT_LEVEL_BELOW: "Przesuń jednostkę o poziom niżej" STR_VIEW_LEVEL_ABOVE: "Widok na poziom wyżej" STR_VIEW_LEVEL_BELOW: "Widok na poziom niżej" STR_CENTER_SELECTED_UNIT: "Wyśrodkuj widok na wybranej jednostce" STR_PREVIOUS_UNIT: "Wybierz poprzednią jednostkę" STR_NEXT_UNIT: "Wybierz następną jednostkę" STR_DESELECT_UNIT: "Nie wybieraj ponownie tej jednostki" STR_USE_LEFT_HAND: "Użyj przedmiotu z lewej dłoni" STR_USE_RIGHT_HAND: "Użyj przedmiotu z prawej dłoni" STR_INVENTORY: "Ekwipunek" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Widok wielopoziomowy" STR_END_TURN: "Zakończ turę" STR_ABORT_MISSION: "Przerwij misję" STR_UNIT_STATS: "Statystyki jednostki" STR_KNEEL: "Klęknij/Powstań" STR_RELOAD: "Przeładuj" STR_TOGGLE_PERSONAL_LIGHTING: "Przełącz oświetlenie żołnierza" STR_DONT_RESERVE_TIME_UNITS: "Nie rezerwuj JC" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Rezerwuj JC na strzał pojedynczy" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Rezerwuj JC na strzał celowany" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Rezerwuj JC na strzał serią" STR_CENTER_ON_ENEMY_1: "Wyśrodkuj na przeciwniku nr 1" STR_CENTER_ON_ENEMY_2: "Wyśrodkuj na przeciwniku nr 2" STR_CENTER_ON_ENEMY_3: "Wyśrodkuj na przeciwniku nr 3" STR_CENTER_ON_ENEMY_4: "Wyśrodkuj na przeciwniku nr 4" STR_CENTER_ON_ENEMY_5: "Wyśrodkuj na przeciwniku nr 5" STR_CENTER_ON_ENEMY_6: "Wyśrodkuj na przeciwniku nr 6" STR_CENTER_ON_ENEMY_7: "Wyśrodkuj na przeciwniku nr 7" STR_CENTER_ON_ENEMY_8: "Wyśrodkuj na przeciwniku nr 8" STR_CENTER_ON_ENEMY_9: "Wyśrodkuj na przeciwniku nr 9" STR_CENTER_ON_ENEMY_10: "Wyśrodkuj na przeciwniku nr 10" STR_CREATE_INVENTORY_TEMPLATE: "Stwórz szablon ekwipunku" STR_APPLY_INVENTORY_TEMPLATE: "Zastosuj szablon ekwipunku" STR_CLEAR_INVENTORY: "Wyczyść ekwipunek" STR_AUTO_EQUIP: "Automatyczny przydział sprzętu" STR_QUICK_SAVE: "Szybkie zapisanie gry" STR_QUICK_LOAD: "Szybkie wczytanie gry" STR_ADVANCED: "ZAAWANSOWANE" STR_AGGRESSIVERETALIATION: "Agresywne akcje odwetowe obcych" STR_AGGRESSIVERETALIATION_DESC: "Obcy będą za wszelką cenę próbować wykryć Twoje bazy bez względu na to, jaki jest ich główny cel danej misji. " STR_STORAGELIMITSENFORCED: "Limit magazynów na zdobyte przedmioty" STR_STORAGELIMITSENFORCED_DESC: "Wymusza limity w celach dla obcych i magazynach dla znalezionych podczas misji żywych obcych i artefaktów" STR_CANSELLLIVEALIENS: "Sprzedaż żywych obcych" STR_CANSELLLIVEALIENS_DESC: "Pozwala na sprzedaż żywych obcych. Opcja zalecana przy włączonym limicie dla magazynów." STR_ALLOWBUILDINGQUEUE: "Zezwalaj na kolejkowaną rozbudowę bazy" STR_ALLOWBUILDINGQUEUE_DESC: "Umożliwia stawianie nowych instalacji obok nieukończonych." STR_BATTLEAUTOEND: "Automatycznie zakończaj bitwę " STR_BATTLEAUTOEND_DESC: "Bitwa zakończy się automatycznie, gdy ostatni żywy obcy zostanie zneutralizowany." STR_BATTLEINSTANTGRENADE: "Natychmiastowe granaty" STR_BATTLEINSTANTGRENADE_DESC: "Granaty ustawione na 0 tur będą wybuchać natychmiast po rzucie, zamiast na końcu tury." STR_BATTLEUFOEXTENDERACCURACY: "Celowanie jak w modyfikacji 'UFO Extender'" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Celność strzałów spada wraz z odległością, w zależności od ich typu. Aktualna celność będzie zawsze wyświetlana obok kursora." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transfer w trakcie lotu" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Możliwy będzie transfer dowolnego samolotu/statku będącego aktualnie poza bazą." STR_CRAFTLAUNCHALWAYS: "Wymuszaj start samolotów i łodzi" STR_CRAFTLAUNCHALWAYS_DESC: "Zezwala na wymuszenie startu samolotów i łodzi bez konieczności ich całkowitego zatankowania i dozbrojenia." STR_CUSTOMINITIALBASE: "Własne rozmieszczenie nowej bazy" STR_CUSTOMINITIALBASE_DESC: "Po rozpoczęciu nowej gry będzie można ręcznie rozmieścić początkowe instalacje, zamiast mieć je w standardowym{NEWLINE}układzie w nowej bazie." STR_GLOBESEASONS: "Pory roku na ekranie Ziemi" STR_GLOBESEASONS_DESC: "Rzeczywiste odwzorowanie oświetlenia słonecznego na ekranie Ziemi w zależności od pory roku." STR_PLAYINTRO: "Odtwarzaj wprowadzenie do gry" STR_PLAYINTRO_DESC: "Pokazuj animowane wprowadzenie po uruchomieniu OpenXcoma." STR_SHOWMORESTATSININVENTORYVIEW: "Statystyki zołnierza/akwanauty na ekranie ekwipunku" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Pokazuj dodatkowe informacje dotyczące wybranego żołnierza/akwanauty na ekranie ekwipunku." STR_SNEAKYAI: "Podstępna sztuczna inteligencja" STR_SNEAKYAI_DESC: "Sztuczna inteligencja w miarę możliwości stara się uniknąć narażania swoich jednostek na ostrzał ze strony gracza oraz próbuje pozostawać poza jego zasięgiem w trakcie swojej tury." STR_STRAFE: "Alternatywna metoda ruchu" STR_STRAFE_DESC: "Włącz tryb chodzenia w bok, biegania oraz jazdy z niezależnym ukierunkowaniem wieżyczki w czołgu.{NEWLINE}Przytrzymaj klawisz 'CTRL', by użyć alternatywnej metody ruchu." STR_BATTLEEXPLOSIONHEIGHT: "Rozmiar eksplozji" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Ustawienie pionowego rozprzestrzeniania się eksplozji.{NEWLINE}(Płasko: 0, kuliście: 3)" STR_AUTOSAVE: "Automatycznie zapisuj grę" STR_AUTOSAVE_DESC: "Umożliwia automatyczne zapisanie gry w określonych odstępach. Nie dotyczy trybu 'Człowiek z żelaza'." STR_AUTOSAVE_FREQUENCY: "Częstotliwość automatycznego zapisywania" STR_AUTOSAVE_FREQUENCY_DESC: "Ustal, po ilu turach nastąpi automatyczne zapisanie gry." STR_ALLOWPSIONICCAPTURE: "Zezwalaj na przejęcie psioniczne" STR_ALLOWPSIONICCAPTURE_DESC: "Kontrola umysłu nad wszystkimi pozostałymi przy życiu obcymi pozwala zakończyć misję. Są oni traktowani jako zneutralizowani i schwytani żywcem." STR_ANYTIMEPSITRAINING: "Szkolenie psioniczne w dowolnym momencie" STR_ANYTIMEPSITRAINING_DESC: "Możesz w każdej chwili wysłać żołnierzy/akwanautów na szkolenie psioniczne/kontroli molekularnej lub też ich odwołać. Pamiętaj, że szkolenie początkowe trwa od 30 do 60 dni." STR_SKIPNEXTTURNSCREEN: "Pomijaj ekran 'Następna tura'" STR_SKIPNEXTTURNSCREEN_DESC: "Ekran 'Następna tura' będzie po krótkiej chwili pomijany automatycznie." STR_NOT_ENOUGH_SPACE: "Brakuje miejsca!" STR_WEAPONSELFDESTRUCTION: "Automatyczne zniszczenie broni obcych" STR_WEAPONSELFDESTRUCTION_DESC: "Broń używana przez obcych ulegnie automatycznemu zniszczeniu, jeśli jej właściciel zostanie zabity, tak jak w XCOM: Enemy Unknown od Firaxis Games." STR_RETAINCORPSES: "Zachowaj przesłuchanych obcych" STR_RETAINCORPSES_DESC: "Po przebadaniu żywych obcych, ciała będą dodane do magazynów, tak jak w XCOM 2012." STR_SAVE_VOXEL_VIEW: "Zrzut ekranu w widoku pierwszoosobowym" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Rezerwuj JC na klęknięcie" STR_EXPEND_ALL_TIME_UNITS: "Wykorzystaj wszystkie posiadane JC" STR_PSISTRENGTHEVAL: "Oszacuj siłę psioniczną/molekularną" STR_PSISTRENGTHEVAL_DESC: "Szacuje siłę psioniczną/molekularną wszystkich żołnierzy/akwanautów po zakończeniu właściwych badań." STR_DISABLEAUTOEQUIP: "Zablokuj automatyczne wyposażanie" STR_DISABLEAUTOEQUIP_DESC: "Blokuje automatyczne wyposażanie nowych żołnierzy/akwanautów przed bitwą." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Pozwalaj na własne rozwijanie siły psionicznej/molekularnej" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Siłę psioniczną/molekularną żołnierzy/akwanautów będzie można podnosić przez zdobywanie doświadczenia i trening." STR_BATTLESMOOTHCAMERA: "Płynna kamera strzału" STR_BATTLESMOOTHCAMERA_DESC: "Podczas bitwy kamera będzie płynnie pokazywać lecące pociski." STR_BATTLECONFIRMFIREMODE: "Potwierdzanie strzału" STR_BATTLECONFIRMFIREMODE_DESC: "Wymagaj ponownego kliknięcia na wybranym celu, aby potwierdzić strzał." STR_SELECT_BASE_1: "Wybierz bazę nr 1" STR_SELECT_BASE_2: "Wybierz bazę nr 2" STR_SELECT_BASE_3: "Wybierz bazę nr 3" STR_SELECT_BASE_4: "Wybierz bazę nr 4" STR_SELECT_BASE_5: "Wybierz bazę nr 5" STR_SELECT_BASE_6: "Wybierz bazę nr 6" STR_SELECT_BASE_7: "Wybierz bazę nr 7" STR_SELECT_BASE_8: "Wybierz bazę nr 8" STR_VIDEO: "OBRAZ" STR_AUDIO: "DŹWIĘK" STR_BATTLESCAPE_UC: "EKRAN BITWY" STR_MODS_UC: "MODYFIKACJE" STR_MODS: "Modyfikacje" STR_DISPLAY_RESOLUTION: "Rozdzielczość ekranu" STR_DISPLAY_RESOLUTION_DESC: "Zmienia rozdzielczość gry. Rozdzielczość ta będzie przeskalowana do pasującej. Strzałki przełączają pomiędzy dostępnymi rozdzielczościami. Kliknij, aby wprowadzić własną rozdzielczość." STR_ORIGINAL: "Oryginalny" STR_DISPLAY_MODE: "Tryb wyświetlania" STR_WINDOWED: "W oknie" STR_FULLSCREEN: "Pełny ekran" STR_BORDERLESS: "Bezramkowy" STR_DISPLAY_LANGUAGE: "Język X-Comów i OpenXcoma" STR_DISPLAY_LANGUAGE_DESC: "Zmienia język gier 'UFO: Nieznany wróg' oraz 'X-Com: Terror z głębin' oraz samego OpenXcoma." STR_DISPLAY_FILTER: "Filtr wyświetlania" STR_DISPLAY_FILTER_DESC: "Zmienia filtr nałożony na ekran.{NEWLINE}*wymaga wspomagania sprzętowego OpenGL." STR_DISPLAY_OPTIONS: "Opcje wyświetlania" STR_LETTERBOXED: "Format skrzynki na listy" STR_LETTERBOXED_DESC: "Aby zachować oryginalne proporcje obrazu, będzie on wyświetlany w trybie 'skrzynki na listy'." STR_RESIZABLE: "Skalowalny" STR_LOCK_MOUSE: "Złap myszkę" STR_LOCK_MOUSE_DESC: "Uniemożliwia przesunięcie kursora myszy poza okno gry. Wciśnij Ctrl+G, by przełączyć tę funkcję w dowolnym momencie." STR_FIXED_WINDOW_POSITION: "Stała pozycja okna" STR_FIXED_WINDOW_POSITION_DESC: "Ustawia stałą pozycję Okna." STR_DISPLAY_SET_WINDOW_POSITION: "Ustaw nową pozycję Okna Głównego" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Nowy X lewej krawędzi:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Nowy Y górnej krawędzi:" STR_MUSIC_VOLUME: "Głośność muzyki" STR_MUSIC_VOLUME_DESC: "Zmienia głośność muzyki w tle." STR_SFX_VOLUME: "Głośność efektów dźw." STR_SFX_VOLUME_DESC: "Zmienia głośność efektów dźwiękowych." STR_UI_VOLUME: "Głośność interfejsu" STR_UI_VOLUME_DESC: "Zmienia głośność dźwięków interfejsu użytkownika." STR_SCROLL_SPEED: "Prędkość przewijania" STR_SCROLL_SPEED_GEO_DESC: "Zmienia prędkość przewijania na ekranie Ziemi." STR_SCROLL_SPEED_BATTLE_DESC: "Zmienia prędkość przewijania mapy na ekranie bitwy." STR_DOGFIGHT_SPEED: "Prędkość walki przech." STR_DOGFIGHT_SPEED_DESC: "Zmienia prędkość walk przechwytujących pomiędzy samolotami/łodziami X-Comu a UFO/USO. Mniejsze prędkości mogą zwiększyć wydajność na słabszym sprzęcie." STR_CLOCK_SPEED: "Prędkość zegara" STR_CLOCK_SPEED_DESC: "Zmienia prędkość zegara na ekranie Ziemi. Mniejsze prędkości mogą zwiększyć wydajność na słabszym sprzęcie." STR_GLOBE_DETAILS: "Szczegóły ekranu Ziemi" STR_GLOBE_COUNTRIES: "Kraje" STR_GLOBE_COUNTRIES_DESC: "Pokaże fundusze ze wszystkich krajów sponsorujących organizację X-Com na ekranie Ziemi." STR_GLOBE_RADARS: "Radary/Sonary" STR_GLOBE_RADARS_DESC: "Pokazuje zasięg radarów/sonarów danej bazy na ekranie Ziemi." STR_GLOBE_FLIGHT_PATHS: "Tor lotu/płynięcia" STR_GLOBE_FLIGHT_PATHS_DESC: "Pokazuje trasę samolotu/łodzi na ekranie Ziemi." STR_CONTROLS_DESC: "By zmienić, kliknij l.p.m. na skrócie, a następnie wybrany klawisz.{NEWLINE}Kliknij p.p.m. na skrócie, by go usunąć." STR_BASE_GAME: "Podstawowa gra" STR_MODS_TOOLTIP: "Wersja {0}; Autor: {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Przewijanie krawędzi" STR_EDGE_SCROLL_DESC: "Przełączane: Przesuwa mapę, jeśli l.p.m. będzie przytrzymany na krawędzi ekranu.{NEWLINE}Automatyczne: Przesuwa mapę gdy kursor myszy wyjdzie poza ekran." STR_TRIGGER_SCROLL: "Przełączane" STR_AUTO_SCROLL: "Automatyczne" STR_DRAG_SCROLL: "Przewijanie przeciągane" STR_DRAG_SCROLL_DESC: "Przewija mapę gdy określony przycisk myszy jest wciśnięty i przytrzymany podczas przeciągania myszy." STR_LEFT_MOUSE_BUTTON: "Lewy p.m." STR_MIDDLE_MOUSE_BUTTON: "Środkowy p.m." STR_RIGHT_MOUSE_BUTTON: "Prawy p.m." STR_FIRE_SPEED: "Prędkość strzałów" STR_FIRE_SPEED_DESC: "Zmienia prędkość pocisków." STR_PLAYER_MOVEMENT_SPEED: "Prędkość ruchu gracza" STR_PLAYER_MOVEMENT_SPEED_DESC: "Zmienia prędkość poruszania się jednostek kontrolowanych przez gracza." STR_COMPUTER_MOVEMENT_SPEED: "Prędkość ruchu obcych" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Zmienia prędkość poruszania się jednostek kontrolowanych przez komputer." STR_PATH_PREVIEW: "Podgląd trasy" STR_PATH_ARROWS: "Strzałki" STR_PATH_ARROWS_DESC: "Kliknięcie pokaże trasę, którą podąży dana jednostka. Kolor wskazuje dostępne akcje: zielony -- może iść i strzelać; żółty -- może tylko iść; czerwony -- nie może iść." STR_PATH_TIME_UNIT_COST: "Jednostki czasu" STR_PATH_TIME_UNIT_COST_DESC: "Kliknięcie pokaże pozostałą liczbę JC, które będzie miała jednostka po przybyciu do miejsca przeznaczenia." STR_USER_INTERFACE_OPTIONS: "Opcje interfejsu" STR_TOOLTIPS: "Pokazuj podpowiedzi" STR_TOOLTIPS_DESC: "Wyświetla podpowiedzi dla przycisków interfejsu potyczki taktycznej." STR_DEATH_NOTIFICATIONS: "Powiadamiaj o śmierci" STR_DEATH_NOTIFICATIONS_DESC: "Wyświetla powiadomienie za każdym razem, gdy jeden z twoich żołnierzy umiera." STR_SHOW_FUNDS: "Pokazuj fundusze" STR_SHOW_FUNDS_DESC: "Pokazuje aktualne fundusze nad zegarem na ekranie globu." STR_MISSION_GENERATOR: "GENERATOR MISJI" STR_MAP_OPTIONS: "OPCJE MAPY" STR_ALIEN_OPTIONS: "OPCJE OBCYCH" STR_MAP_TERRAIN: "Teren" STR_MAP_DARKNESS: "Ciemność" STR_MAP_DEPTH: "Głębokość" STR_DIFFICULTY: "Poziom trudności" STR_ALIEN_RACE: "Rasa" STR_ALIEN_TECH_LEVEL: "Poziom techniczny" STR_RANDOMIZE: "Losuj" STR_OXCE_REQUIRED_QUESTION: "Ta modyfikacja do poprawnego działania wymaga OpenXcom {0}. Uruchomić modyfikację?" STR_RESTORE_DEFAULTS_QUESTION: "Czy na pewno chcesz przywrócić domyślne ustawienia?" STR_DISPLAY_OPTIONS_CONFIRM: "Czy chcesz zachować obecne opcje wyświetlania?" STR_DISPLAY_OPTIONS_REVERT: "Przywracam za 0:{0}" STR_MISSING_CONTENT_PROMPT: "OSTRZEŻENIE:{SMALLLINE}Ten zapis zależy od modyfikacji, które są niedostępne. Brakująca treść będzie usunięta, a wczytanie tego zapisu może być nieudane.{NEWLINE}Kontynuować?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Zapamiętuj status granatów" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Status granatów (zabezpieczony/odbezpieczony), ustawiony w menu ekwipowania oddziału przed bitwą będzie na stałe przypisywany do ekwipunku danego żołnierza/akwanauty." STR_NEWSEEDONLOAD: "Nowa losowość po wczytaniu danej gry" STR_NEWSEEDONLOAD_DESC: "Wczytanie gry spowoduje ponowne ustawienie źródła liczb losowych, tak więc podjęcie tej samej akcji może przynieść inne rezultaty. Nie dotyczy trybu 'Człowiek z żelaza'." STR_CHANGEVALUEBYMOUSEWHEEL: "Umożliwiaj zmianę wartości rolką myszy" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Zezwala na użycie rolki myszy, by zwiększyć/zmniejszyć wartość kwoty." STR_BATTLEHAIRBLEACH: "Ulepszone grafiki żołnierzy/akwanautów" STR_BATTLEHAIRBLEACH_DESC: "Zmienia grafiki zołnierza/akwanauty na ekranie bitwy tak, by pasowały do jego wyglądu wyposażenia" STR_DRAGSCROLLINVERT: "Odwrócenie przewijania przeciąganego" STR_DRAGSCROLLINVERT_DESC: "Odwraca kierunek przewijania przeciąganego. Gdy funkcja jest włączona, przewijaj w kierunku celu. Gdy funkcja jest wyłączona, przewijaj w drugą stronę." STR_BATTLESCAPE_SCALE: "Skala ekranu bitwy" STR_BATTLESCAPE_SCALE_DESC: "Tryb skalowania ekranu bitwy. Bazuje na stałej rozdzielczości lub stałym poziomie przybliżenia." STR_GEOSCAPE_SCALE: "Skala ekranu Ziemi" STR_GEOSCAPESCALE_SCALE_DESC: "Tryb skalowania ekranu Ziemi. Bazuje na stałej rozdzielczości lub stałym poziomie przybliżenia." STR_1_5X: "1,5.x oryginał" STR_2X: "2x oryginał" STR_THIRD_DISPLAY: "1/3 ekranu" STR_HALF_DISPLAY: "1/2 ekranu" STR_FULL_DISPLAY: "Pełny ekran" STR_FPS_LIMIT: "Limit klatek na sekundę" STR_FPS_LIMIT_DESC: "Ogranicza liczbę odświeżeń ekranu na sekundę, 0 - bez limitu. Jeśli renderowanie OpenGL jest włączone, OpenXcom używa zamiast tego synchronizacji pionowej." STR_FPS_INACTIVE_LIMIT: "Limit klatek na sekundę w tle" STR_FPS_INACTIVE_LIMIT_DESC: "Ogranicza liczbę odświeżeń ekranu na sekundę, gdy OpenXcom działa w tle." STR_NOALIENPANICMESSAGES: "Nie pokazuj komunikatów o spanikowanych obcych" STR_NOALIENPANICMESSAGES_DESC: "Wyłącza wiadomości o panice obcych, chyba że są oni widoczni dla gracza." STR_ALIENBLEEDING: "Wykrwawianie się obcych" STR_ALIENBLEEDING_DESC: "Pozwala na zadawanie śmiertelnych ran większości obcym." STR_FIELDPROMOTIONS: "Awans polowy" STR_FIELDPROMOTIONS_DESC: "Tylko żołnierze biorący udział w misji kwalifikują się do awansu." STR_MEETINGPOINT: "Prognozuj trajektorię UFO" STR_MEETINGPOINT_DESC: "Pojazd kieruje się do punktu przechwycenia UFO według jego obecnej trajektorii." STR_IRONMAN: "CZŁOWIEK Z ŻELAZA" STR_IRONMAN_DESC: "Brak ręcznego zapisywania" STR_SAVE_AND_ABANDON_GAME: "ZAPISZ I OPUŚĆ GRĘ" STR_MOD_UNSUCCESSFUL: "Wczytanie modyfikacji nieudane" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Zmienia sposób wyświetlania gry na Twoim ekranie." STR_PREFERRED_MUSIC_FORMAT: "Format muzyki" STR_PREFERRED_MUSIC_FORMAT_DESC: "Wybiera preferowany format muzyki, który będzie używany w przypadku, gdy będzie dostępnych kilka innych.{NEWLINE}UWAGA: system Windows może niepoprawnie odtwarzać format MIDI." STR_PREFERRED_SFX_FORMAT: "Format efektów dźw." STR_PREFERRED_SFX_FORMAT_DESC: "Wybiera preferowany format efektów dźwiękowych, kiedy dostępnych jest więcej formatów." STR_PREFERRED_VIDEO_FORMAT: "Format wideo" STR_PREFERRED_VIDEO_FORMAT_DESC: "Wybiera preferowany format wideo, gdy dostępnych jest ich więcej." STR_PREFERRED_VIDEO_ANIMATION: "Animacja" STR_PREFERRED_VIDEO_SLIDESHOW: "Pokaz slajdów" STR_PREFERRED_FORMAT_AUTO: "Automatyczny" STR_CURRENT_FORMAT: "Aktualne: {0}" STR_SOUND_OPTIONS: "Opcje dźwiękowe" STR_BACKGROUND_MUTE: "Wyciszenie w tle" STR_BACKGROUND_MUTE_DESC: "Wycisza wszystkie dźwięki, kiedy okno gry nie jest aktywne." STR_FORCE_FIRE: "Zignoruj linię strzału" STR_FORCE_FIRE_DESC: "Wymusza otwarcie ognia, gdy przytrzymujesz klawisz 'Ctrl', niezależnie od reguł linii strzału." STR_NO_AUDIO_HARDWARE_DETECTED: "Nie wykryto sprzętu audio" STR_MOUSEWHEEL_SPEED: "Prędkość przewijania rolką myszy" STR_MOUSEWHEEL_SPEED_DESC: "Ustawia liczbę linii przewijanych za pomocą rolki myszy na listach." STR_DISABLED: "Zablokowane" STR_MAXIMIZE_INFO_SCREENS: "Maksymalizuj ekrany z informacjami" STR_MAXIMIZE_INFO_SCREENS_DESC: "Ekwipunek i inne różne ekrany będą wyświetlane na pełnym ekranie, niezależnie od ustawień skalowania." STR_DIARY: "DZIENNIK" STR_KILLED: "ZABITY" STR_STUNNED: "OGŁUSZONY" STR_PANICKED: "SPANIKOWANY" STR_MINDCONTROLLED: "PRZEJĘTO KONTROLĘ" STR_REGION_UNKNOWN: "Niejawna" STR_WEAPON_UNKNOWN: "Improwizacja" STR_UNKNOWN: "Nieznany" STR_VICTORY: "Zwycięstwo" STR_DEFEAT: "Porażka" STR_NO_RECORD: "Brak danych" STR_HUMAN: "Człowiek" STR_FRIENDLY: "Przyjazny" STR_HOSTILE: "Wrogi" STR_NEUTRAL: "Neutranly" STR_RATING_UC: "OCENA" STR_LOCATION: "POŁOŻENIE> {ALT}{0}" STR_DAYLIGHT_TYPE: "CZAS> {ALT}{0}" STR_RACE_TYPE: "RASA> {ALT}{0}" STR_DAY: "Dzień" STR_NIGHT: "Noc" STR_DAYS_WOUNDED: "RANNY DNI> {ALT}{0}" STR_COMBAT: "WALKA" STR_PERFORMANCE: "DOŚWIADCZENIE" STR_NEUTRALIZATIONS_BY_RACE: "ZNEUTRALIZOWANO WG. RASY" STR_NEUTRALIZATIONS_BY_RANK: "ZNEUTRALIZOWANO WG. RANGI" STR_NEUTRALIZATIONS_BY_WEAPON: "ZNEUTRALIZOWANO WG. BRONI" STR_MISSIONS_BY_LOCATION: "MISJE WG. OBSZARU" STR_MISSIONS_BY_TYPE: "MISJE WG. TYPU" STR_MISSIONS_BY_UFO: "MISJE WG. UFO" STR_SCORE_VALUE: "WYNIK> {ALT}{0}" STR_WINS: "WYGRANYCH> {ALT}{0}" STR_STUNS: "OGŁUSZONYCH> {ALT}{0}" STR_PANICKS: "SPANIKOWANYCH> {ALT}{0}" STR_MINDCONTROLS: "PRZEJĘTO KONTROLĘ> {ALT}{0}" STR_AWARDS: "NAGRODY" STR_COMMENDATIONS_UC: "WYRÓŻNIENIA" STR_COMMENDATIONS: "Wyróżnienia" STR_MEDALS: "MEDALE" STR_LOST_IN_SERVICE: "Straceni na służbie" STR_MEDAL_NAME: "Nazwa medalu" STR_MEDAL_AWARD_LEVEL: "Klasa orderu" STR_MEDAL_DECOR_LEVEL: "Stopień odznaczenia" STR_AWARD_0: "Pierwszy order" STR_AWARD_1: "Drugi order" STR_AWARD_2: "Trzeci order" STR_AWARD_3: "Czwarty order" STR_AWARD_4: "Piąty order" STR_AWARD_5: "Szósty order" STR_AWARD_6: "Siódmy order" STR_AWARD_7: "Ósmy order" STR_AWARD_8: "Dziewiąty order" STR_AWARD_9: "Dziesiąty order" STR_AWARD_DECOR_0: "Brak" STR_AWARD_DECOR_1: "Pierwsze brązowe odznaczenie" STR_AWARD_DECOR_2: "Drugie brązowe odznaczenie" STR_AWARD_DECOR_3: "Trzecie brązowe odznaczenie" STR_AWARD_DECOR_4: "Pierwsze srebrne odznaczenie" STR_AWARD_DECOR_5: "Drugie srebrne odznaczenie" STR_AWARD_DECOR_6: "Trzecie srebrne odznaczenie" STR_AWARD_DECOR_7: "Pierwsze złote odznaczenie" STR_AWARD_DECOR_8: "Drugie złote odznaczenie" STR_AWARD_DECOR_9: "Trzecie złote odznaczenie" STR_KILLED_IN_ACTION_MALE: "ZABITY W AKCJI" STR_KILLED_IN_ACTION_FEMALE: "ZABITA W AKCJI" STR_MISSING_IN_ACTION_MALE: "ZAGINIONY W AKCJI" STR_MISSING_IN_ACTION_FEMALE: "ZAGINIONA W AKCJI" STR_AVERAGE_MONTHLY_RATING: "Średnia ocena miesięczna" STR_TOTAL_INCOME: "Całkowity przychód" STR_TOTAL_EXPENDITURE: "Całkowite wydatki" STR_MISSIONS_WON: "Misje zakończone sukcesem" STR_MISSIONS_LOST: "Misje zakończone porażką" STR_NIGHT_MISSIONS: "Misje nocne" STR_BEST_RATING: "Najwyższa ocena misji" STR_WORST_RATING: "Najniższa ocena misji" STR_ALIEN_KILLS: "Zabito obcych" STR_ALIEN_CAPTURES: "Schwytano obcych" STR_FRIENDLY_KILLS: "Przypadki ognia bratobójczego" STR_AVERAGE_ACCURACY: "Średnia celność" STR_WEAPON_MOST_KILLS: "Najskuteczniejsza broń" STR_ALIEN_MOST_KILLS: "Najbardziej zabójczy obcy" STR_LONGEST_SERVICE: "Miesięcy najdłuższej służby" STR_TOTAL_DAYS_WOUNDED: "Dni choroby" STR_COUNTRIES_LOST: "Państwa zinfiltrowane" STR_TOTAL_TERROR_SITES: "Ataków terroru" STR_TOTAL_BASES: "Zbudowano baz" STR_TOTAL_CRAFT: "Posiadanych samolotów/łodzi" STR_TOTAL_SCIENTISTS: "Wynajęto naukowców" STR_TOTAL_ENGINEERS: "Wynajęto inżynierów" STR_TOTAL_RESEARCH: "Badania zakończone" STR_DIARY_ACCURACY: "CELNOŚĆ> {ALT}{0}%" STR_STATISTICS: "Statystyki" STR_STATS: "STAT." STR_TIME_UNITS_ABBREVIATION: "JC" STR_STAMINA_ABBREVIATION: "KON" STR_HEALTH_ABBREVIATION: "PŻ" STR_BRAVERY_ABBREVIATION: "ODW" STR_REACTIONS_ABBREVIATION: "REF" STR_FIRING_ACCURACY_ABBREVIATION: "STR" STR_THROWING_ACCURACY_ABBREVIATION: "RZC" STR_STRENGTH_ABBREVIATION: "SIŁ" STR_MELEE_ACCURACY_ABBREVIATION: "WW" STR_FOLDERS: "FOLDERY" STR_DATA_FOLDER: "Folder danych (oryginalne zasoby)" STR_USER_FOLDER: "Folder użytkownika (mody, openxcom.log)" STR_SAVE_FOLDER: "Folder zapisów (sejwy, zrzuty ekranu)" STR_CONFIG_FOLDER: "Folder konfiguracyjny (options.cfg)" STR_DATA_FOLDER_DESC_1: "Tam OpenXcom szuka oryginalnych zasobów gry (UFO i/lub TFTD)." STR_DATA_FOLDER_DESC_2: "Wewnętrzne zasoby OpenXcom znajdują się w folderze 'common'. Mody wbudowane w OpenXcom są w folderze 'standard'." STR_USER_FOLDER_DESC: "Tu znajduje się plik z l;ogami ('openxcom.log'). Tu powinny trafiać też dodatkowe mody (w podfolderze 'mods')." STR_SAVE_FOLDER_DESC: "Tu znajdują się zapisane gry. A także ustawienia generatora misji ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Tu znajdują się ustawienia OpenXcom ('options.cfg'). Zwykle ten sam, co folder użytkownika." ================================================ FILE: bin/common/Language/pt-BR.yml ================================================ pt-BR: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Novo Jogo" STR_LOAD_SAVED_GAME: "Carregar Jogo" STR_SELECT_DIFFICULTY_LEVEL: "Selecione o Nível de Dificuldade" STR_1_BEGINNER: "1> Iniciante" STR_2_EXPERIENCED: "2> Experiente" STR_3_VETERAN: "3> Veterano" STR_4_GENIUS: "4> Gênio" STR_5_SUPERHUMAN: "5> Sobre-humano" STR_TIME: "Hora" STR_DATE: "Data" STR_SELECT_GAME_TO_LOAD: "Selecionar jogo para carregar" STR_SELECT_SAVE_POSITION: "Selecionar espaço de salvamento" STR_GAME_OPTIONS: "OPÇÕES DO JOGO" STR_LOAD_GAME: "CARREGAR JOGO" STR_SAVE_GAME: "SALVAR JOGO" STR_ABANDON_GAME: "ABANDONAR JOGO" STR_ABANDON_GAME_QUESTION: "ABANDONAR JOGO?" STR_QUIT: "Sair" STR_SAVING_GAME: "Salvando jogo" STR_LOADING_GAME: "Carregando jogo" STR_NO_SAVED_GAME_PRESENT: "Não há partida gravada" STR_LOAD_UNSUCCESSFUL: "Falha no carregamento" STR_SAVE_UNSUCCESSFUL: "Falha na gravação" STR_LOAD_SUCCESSFUL: "Carregamento bem sucedido" STR_SAVE_SUCCESSFUL: "Gravação bem sucedida" STR_DELETE: "APAGAR" STR_DELETE_UNSUCCESSFUL: "Falha na exclusão" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Tem certeza que deseja apagar a partida gravada?" STR_ORIGINAL_XCOM: "X-Com Original" STR_LOADING: "Carregando..." STR_DETAILS: "DETALHES> {ALT}{0}" STR_NEW_BATTLE: "Nova Batalha" STR_OPTIONS: "Opções" STR_RIGHT_CLICK_TO_DELETE: "Botão direito para apagar." STR_RESTORE_DEFAULTS: "Restaurar Padrões" STR_CONTROLS: "CONTROLES" STR_GENERAL: "Tela Geral" STR_GEOSCAPE: "Tela Global" STR_BATTLESCAPE: "Tela de Combate" STR_SCREENSHOT: "Capturar Tela" STR_FPS_COUNTER: "Contador de FPS" STR_ROTATE_LEFT: "Girar à Esquerda" STR_ROTATE_RIGHT: "Girar à Direita" STR_ROTATE_UP: "Girar Acima" STR_ROTATE_DOWN: "Girar Abaixo" STR_ZOOM_IN: "Aumentar o Zoom" STR_ZOOM_OUT: "Diminuir o Zoom" STR_TOGGLE_COUNTRY_DETAIL: "Desativar/Ativar Detalhes do País" STR_TOGGLE_RADAR_RANGES: "Desativar/Ativar Alcance de Radar" STR_SCROLL_LEFT: "Deslocar para Esquerda" STR_SCROLL_RIGHT: "Deslocar para Direita" STR_SCROLL_UP: "Deslocar para Cima" STR_SCROLL_DOWN: "Deslocar para Baixo" STR_UNIT_LEVEL_ABOVE: "Mover Unidade para o Nível Acima" STR_UNIT_LEVEL_BELOW: "Mover Unidade para o Nível Abaixo" STR_VIEW_LEVEL_ABOVE: "Ver Nível Acima" STR_VIEW_LEVEL_BELOW: "Ver Nível Abaixo" STR_CENTER_SELECTED_UNIT: "Centralizar na Unidade" STR_PREVIOUS_UNIT: "Selecionar Unidade Anterior" STR_NEXT_UNIT: "Selecionar Próxima Unidade" STR_DESELECT_UNIT: "Marcar como não selecionável" STR_USE_LEFT_HAND: "Usar Item da Mão Esquerda" STR_USE_RIGHT_HAND: "Usar Item da Mão Direita" STR_INVENTORY: "Inventário" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Ver Todos os Níveis" STR_END_TURN: "Finalizar Turno" STR_ABORT_MISSION: "Abortar Missão" STR_UNIT_STATS: "Status da Unidade" STR_KNEEL: "Ajoelhar" STR_RELOAD: "Recarregar" STR_TOGGLE_PERSONAL_LIGHTING: "Desativar/Ativar Luz Pessoal" STR_DONT_RESERVE_TIME_UNITS: "Não Reservar UTs" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reservar UTs para Tiro Simples" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reservar UTs para Tiro Preciso" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reservar UTs para Tiro Rajada" STR_CENTER_ON_ENEMY_1: "Centralizar no Inimigo 1" STR_CENTER_ON_ENEMY_2: "Centralizar no Inimigo 2" STR_CENTER_ON_ENEMY_3: "Centralizar no Inimigo 3" STR_CENTER_ON_ENEMY_4: "Centralizar no Inimigo 4" STR_CENTER_ON_ENEMY_5: "Centralizar no Inimigo 5" STR_CENTER_ON_ENEMY_6: "Centralizar no Inimigo 6" STR_CENTER_ON_ENEMY_7: "Centralizar no Inimigo 7" STR_CENTER_ON_ENEMY_8: "Centralizar no Inimigo 8" STR_CENTER_ON_ENEMY_9: "Centralizar no Inimigo 9" STR_CENTER_ON_ENEMY_10: "Centralizar no Inimigo 10" STR_CREATE_INVENTORY_TEMPLATE: "Criar modelo de inventário" STR_APPLY_INVENTORY_TEMPLATE: "Aplicar modelo de inventário" STR_CLEAR_INVENTORY: "Limpar inventário" STR_AUTO_EQUIP: "Auto-equipar" STR_QUICK_SAVE: "Salvamento Rápido" STR_QUICK_LOAD: "Carregamento Rápido" STR_ADVANCED: "AVANÇADO" STR_AGGRESSIVERETALIATION: "Retaliação agressiva" STR_AGGRESSIVERETALIATION_DESC: "OVNIs tentarão detectar suas bases em todos os momentos, independentemente de seus parâmetros de missão." STR_STORAGELIMITSENFORCED: "Limites de armazenamento para itens recuperados" STR_STORAGELIMITSENFORCED_DESC: "Reforça os limites da contenção de alienígenas e dos depósitos para alienígenas vivos e artefatos recuperados de missões." STR_CANSELLLIVEALIENS: "Vender alienígenas vivos" STR_CANSELLLIVEALIENS_DESC: "Permitir a venda de alienígenas vivos. Recomenda-se o uso deste parâmetro caso a opção de limites de armazenamento esteja igualmente ativada." STR_ALLOWBUILDINGQUEUE: "Permitir construções em espera" STR_ALLOWBUILDINGQUEUE_DESC: "Novas instalações podem ser colocadas ao lado das inacabadas." STR_BATTLEAUTOEND: "Terminar combates automaticamente" STR_BATTLEAUTOEND_DESC: "As batalhas encerram-se automaticamente quando o último inimigo vivo é neutralizado." STR_BATTLEINSTANTGRENADE: "Granadas instantâneas" STR_BATTLEINSTANTGRENADE_DESC: "Granadas armadas para 0 turnos explodirão logo após serem arremessadas, em vez de no fim do turno." STR_BATTLEUFOEXTENDERACCURACY: "Precisão como em UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Precisão de tiros diminui depois de uma certa distância, de acordo com o tipo de tiro. O valor de precisão ajustado será mostrado no cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferências aéreas" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Aeronave em voo pode ser transferida." STR_CRAFTLAUNCHALWAYS: "Forçar lançamento de aeronave" STR_CRAFTLAUNCHALWAYS_DESC: "Naves podem ser lançadas, mesmo quando não estão prontas, ignorando a necessidade de manutenção." STR_CUSTOMINITIALBASE: "Base inicial personalizada" STR_CUSTOMINITIALBASE_DESC: "Ao iniciar um novo jogo, você pode colocar manualmente as suas instalações inicias em vez de usar o layout padrão." STR_GLOBESEASONS: "Iluminação realística do globo" STR_GLOBESEASONS_DESC: "Usa projeção mais realista da luz solar sobre o Globo de acordo com a inclinação axial da Terra." STR_PLAYINTRO: "Exibir introdução" STR_PLAYINTRO_DESC: "Exibe vídeo de introdução na inicialização." STR_SHOWMORESTATSININVENTORYVIEW: "Estatísticas do Inventário" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Mostra informações adicionais sobre o soldado selecionado na tela de inventário." STR_SNEAKYAI: "Inteligência artificial defensiva" STR_SNEAKYAI_DESC: "A Inteligência Artificial tentará evitar expor-se ao inimigo tanto quanto possível." STR_STRAFE: "Métodos de movimento alternativo" STR_STRAFE_DESC: "Permite metralhar, correr e movimentar a torre do tanque quando segurar o CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Alcance vertical de explosão" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Altera a altura e proporção das explosões.{NEWLINE}(Planas: 0, Esféricas: 3)" STR_AUTOSAVE: "Salvar jogo automaticamente" STR_AUTOSAVE_DESC: "Salvar o jogo automaticamente em intervalos definidos. Não aplicável no modo \"Homem de Ferro\"." STR_AUTOSAVE_FREQUENCY: "Intervalo do salvamento automático" STR_AUTOSAVE_FREQUENCY_DESC: "Quantidade de turnos que o jogo será salvo automaticamente." STR_ALLOWPSIONICCAPTURE: "Permitir captura psíquica" STR_ALLOWPSIONICCAPTURE_DESC: "Controlar a mente de todos os alienígenas restantes resulta em vitória, e eles contam como capturas vivas." STR_ANYTIMEPSITRAINING: "Treinamento psiônico a qualquer momento" STR_ANYTIMEPSITRAINING_DESC: "Permite a designação de soldados para o treinamento psiônico em qualquer época do mês. Lembre-se, a formação inicial leva de 30 a 60 dias." STR_SKIPNEXTTURNSCREEN: "Pular tela de \"Próximo Turno\"" STR_SKIPNEXTTURNSCREEN_DESC: "Telas \"Próximo Turno\" durante a batalha são avançados automaticamente após um pequeno tempo." STR_NOT_ENOUGH_SPACE: "Espaço Insuficiente!" STR_WEAPONSELFDESTRUCTION: "Autodestruição de arma alienígena" STR_WEAPONSELFDESTRUCTION_DESC: "Armas levadas por alienígenas se autodestruirão se o seu proprietário for morto, como no XCOM 2012." STR_RETAINCORPSES: "Reter alienígenas interrogados" STR_RETAINCORPSES_DESC: "Depois de \"investigar\" alienígenas vivos, o seu corpo será adicionado aos depósitos, como no XCOM 2012." STR_SAVE_VOXEL_VIEW: "Capturar Tela em Primeira Pessoa" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reservar UTs para Ajoelhar" STR_EXPEND_ALL_TIME_UNITS: "Gastar todas UTs restantes" STR_PSISTRENGTHEVAL: "Avaliação da Força Psi" STR_PSISTRENGTHEVAL_DESC: "Avalia a força psiônica de todos os soldados, após a conclusão da pesquisa adequada." STR_DISABLEAUTOEQUIP: "Desativar seleção automática de equipamento" STR_DISABLEAUTOEQUIP_DESC: "Desativar a seleção automática de equipamento para novos soldados antes do combate" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Permitir melhoria da força psíquica" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Força psiônica dos soldados pode ser melhorado pela experiência e treinamento." STR_BATTLESMOOTHCAMERA: "Câmera acompanha projéteis" STR_BATTLESMOOTHCAMERA_DESC: "A câmera na Tela de Combate permanecerá centralizada em projéteis durante o seu trajeto." STR_BATTLECONFIRMFIREMODE: "Modo de Confirmação de Disparo" STR_BATTLECONFIRMFIREMODE_DESC: "Exige um segundo clique no mesmo objeto para confirmar ordens de fogo." STR_SELECT_BASE_1: "Selecionar Base 1" STR_SELECT_BASE_2: "Selecionar Base 2" STR_SELECT_BASE_3: "Selecionar Base 3" STR_SELECT_BASE_4: "Selecionar Base 4" STR_SELECT_BASE_5: "Selecionar Base 5" STR_SELECT_BASE_6: "Selecionar Base 6" STR_SELECT_BASE_7: "Selecionar Base 7" STR_SELECT_BASE_8: "Selecionar Base 8" STR_VIDEO: "VÍDEO" STR_AUDIO: "ÁUDIO" STR_BATTLESCAPE_UC: "TELA DE COMBATE" STR_MODS_UC: "MODIFICAÇÕES" STR_MODS: "Modificações" STR_DISPLAY_RESOLUTION: "Resolução de Vídeo" STR_DISPLAY_RESOLUTION_DESC: "Altera a resolução da tela. A resolução do jogo será redimensionada. As setas alternam entre as resoluções suportadas. Clique para inserir uma resolução personalizada." STR_ORIGINAL: "Tamanho Original" STR_DISPLAY_MODE: "Modo de Exibição" STR_WINDOWED: "Modo Janela" STR_FULLSCREEN: "Tela Cheia" STR_BORDERLESS: "Sem Bordas" STR_DISPLAY_LANGUAGE: "Idioma do Jogo" STR_DISPLAY_LANGUAGE_DESC: "Muda o idioma do texto do jogo." STR_DISPLAY_FILTER: "Filtro Gráfico" STR_DISPLAY_FILTER_DESC: "Altera o filtro aplicado à tela do jogo.{NEWLINE}*requer aceleração de hardware OpenGL." STR_DISPLAY_OPTIONS: "Opções de Visualização" STR_LETTERBOXED: "Manter Escala" STR_LETTERBOXED_DESC: "Formata a tela para manter a proporção original." STR_RESIZABLE: "Redimensionável" STR_LOCK_MOUSE: "Travar Mouse" STR_LOCK_MOUSE_DESC: "Impede que o cursor do mouse deixe a janela do jogo. Ctrl+G para habilitar/desabilitar a qualquer momento." STR_FIXED_WINDOW_POSITION: "Fixar posição da Janela" STR_FIXED_WINDOW_POSITION_DESC: "Define uma posição fixa para a janela." STR_DISPLAY_SET_WINDOW_POSITION: "Define a posição padrão do modo janela" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Valor X do canto esquerdo:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Valor Y do canto superior:" STR_MUSIC_VOLUME: "Volume da Música" STR_MUSIC_VOLUME_DESC: "Altera o volume da música de fundo." STR_SFX_VOLUME: "Volume dos Efeitos" STR_SFX_VOLUME_DESC: "Altera o volume dos efeitos sonoros." STR_UI_VOLUME: "Volume da Interface" STR_UI_VOLUME_DESC: "Altera o volume dos sinais sonoros da interface." STR_SCROLL_SPEED: "Velocidade de Rolagem" STR_SCROLL_SPEED_GEO_DESC: "Altera a velocidade de rolagem do globo." STR_SCROLL_SPEED_BATTLE_DESC: "Altera a velocidade de rolagem do mapa." STR_DOGFIGHT_SPEED: "Velocidade de Combate" STR_DOGFIGHT_SPEED_DESC: "Altera a velocidade das batalhas de interceptação entre naves e OVNIs. Velocidades mais lentas podem melhorar o desempenho em dispositivos mais lentos." STR_CLOCK_SPEED: "Velocidade do Relógio" STR_CLOCK_SPEED_DESC: "Altera a velocidade do relógio no menu de Controle Global" STR_GLOBE_DETAILS: "Detalhes do Globo" STR_GLOBE_COUNTRIES: "Países" STR_GLOBE_COUNTRIES_DESC: "Mostra países patrocinadores no globo." STR_GLOBE_RADARS: "Radares" STR_GLOBE_RADARS_DESC: "Exibe alcance dos radares das bases no globo." STR_GLOBE_FLIGHT_PATHS: "Trajetos de Voo" STR_GLOBE_FLIGHT_PATHS_DESC: "Exibe trajetos de voo das naves no globo." STR_CONTROLS_DESC: "Clique com o botão esquerdo em um atalho e pressione uma tecla para alterá-lo.{NEWLINE}Clique com o botão direito em um atalho para desativá-lo." STR_BASE_GAME: "Jogo base" STR_MODS_TOOLTIP: "Versão {0} por {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Rolagem da Tela" STR_EDGE_SCROLL_DESC: "Clique: Arrasta o mapa quando o botão esquerdo do mouse é pressionado sobre o canto da tela.{NEWLINE}Auto: Arrasta o mapa com o cursor no canto da tela." STR_TRIGGER_SCROLL: "Clique" STR_AUTO_SCROLL: "Automático" STR_DRAG_SCROLL: "Rolar Arrastando" STR_DRAG_SCROLL_DESC: "Desloca o mapa quando o botão especificado do mouse é pressionado e arrastado." STR_LEFT_MOUSE_BUTTON: "Botão Esquerdo" STR_MIDDLE_MOUSE_BUTTON: "Botão do Meio" STR_RIGHT_MOUSE_BUTTON: "Botão Direito" STR_FIRE_SPEED: "Velocidade do Tiro" STR_FIRE_SPEED_DESC: "Muda a velocidade dos projéteis das armas." STR_PLAYER_MOVEMENT_SPEED: "Velocidade do Jogador" STR_PLAYER_MOVEMENT_SPEED_DESC: "Muda a velocidade de movimento de unidades controladas pelo jogador." STR_COMPUTER_MOVEMENT_SPEED: "Velocidade da IA" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Muda a velocidade de movimento de unidades controladas pelo computador." STR_PATH_PREVIEW: "Pré-visualizar Percurso" STR_PATH_ARROWS: "Setas" STR_PATH_ARROWS_DESC: "Clicar mostra o caminho que a sua unidade vai utilizar até o destino. A cor indica ações disponíveis: Verde - pode mover e atirar; Amarelo - pode mover; Vermelho - não pode se mover." STR_PATH_TIME_UNIT_COST: "Unidades de Tempo" STR_PATH_TIME_UNIT_COST_DESC: "Clicar mostra as UTs restantes que a sua unidade terá após se mover para o destino." STR_USER_INTERFACE_OPTIONS: "Opções de Interface" STR_TOOLTIPS: "Descrições" STR_TOOLTIPS_DESC: "Apresentar descrições dos botões do menu tático ao mover o cursor sobre os mesmos." STR_DEATH_NOTIFICATIONS: "Notificar Mortes" STR_DEATH_NOTIFICATIONS_DESC: "Exibir uma notificação cada vez que um de seus soldados morre." STR_SHOW_FUNDS: "Mostrar Fundos" STR_SHOW_FUNDS_DESC: "Mostra seus fundos atuais ao lado do relógio da Tela Global." STR_MISSION_GENERATOR: "GERADOR DE MISSÕES" STR_MAP_OPTIONS: "OPÇÕES DO MAPA" STR_ALIEN_OPTIONS: "OPÇÕES ALIENÍGENAS" STR_MAP_TERRAIN: "Terreno" STR_MAP_DARKNESS: "Escuridão" STR_MAP_DEPTH: "Profundidade" STR_DIFFICULTY: "Dificuldade" STR_ALIEN_RACE: "Raça" STR_ALIEN_TECH_LEVEL: "Nível Tecnológico" STR_RANDOMIZE: "Aleatório" STR_OXCE_REQUIRED_QUESTION: "Esse mod requer OpenXcom {0} para funcionar corretamente. Ligar esse mod ?" STR_RESTORE_DEFAULTS_QUESTION: "Tem certeza de que deseja restaurar as opções padrão?" STR_DISPLAY_OPTIONS_CONFIRM: "Você quer manter as opções de exibição atuais?" STR_DISPLAY_OPTIONS_REVERT: "Revertendo em 0:{0}" STR_MISSING_CONTENT_PROMPT: "AVISO:{SMALLLINE}Este jogo salvo depende de mods que não estão disponíveis. Conteúdo faltante será removido e poderá falhar ao carregar.{NEWLINE}Continuar?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Guardar granadas pré-ativadas" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Guardar granadas ativadas após o fim de uma missão." STR_NEWSEEDONLOAD: "Recalcular valores aleatórios ao carregar jogo" STR_NEWSEEDONLOAD_DESC: "Recalcular os números aleatórios utilizados para determinar eventos ou ações sempre que o jogo é recarregado, produzindo resultados diferentes. Opção inválida no modo \"Homem de Ferro\"." STR_CHANGEVALUEBYMOUSEWHEEL: "Alterar os valores com a roda do mouse" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Permite que você use a roda do mouse para aumentar/diminuir os valores nesta quantidade." STR_BATTLEHAIRBLEACH: "Gráficos aprimorados dos soldados" STR_BATTLEHAIRBLEACH_DESC: "Esta opção atribuí as características físicas presentes no retrato individual de cada soldado (tom de pele, cor do cabelo, etc.) às respectivas animações na Tela de Combate." STR_DRAGSCROLLINVERT: "Inverter arrastar para rolar a tela" STR_DRAGSCROLLINVERT_DESC: "Quando habilitado, o deslizamento da tela ocorre na direção inversa a do mouse." STR_BATTLESCAPE_SCALE: "Tela de Combate" STR_BATTLESCAPE_SCALE_DESC: "Modo de dimensionamento da janela da Tela de Combate, com base em uma resolução fixa (esticado para caber), ou um nível de zoom fixo (expandido para preencher)." STR_GEOSCAPE_SCALE: "Tela Global" STR_GEOSCAPESCALE_SCALE_DESC: "Modo de dimensionamento da janela da Tela Global, com base em uma resolução fixa (esticado para caber), ou um nível de zoom fixo (expandido para preencher)." STR_1_5X: "1.5 vezes o original" STR_2X: "2 vezes o original" STR_THIRD_DISPLAY: "1/3 da tela" STR_HALF_DISPLAY: "Metade da tela" STR_FULL_DISPLAY: "Tela cheia" STR_FPS_LIMIT: "Limitar FPS" STR_FPS_LIMIT_DESC: "Limita o número de quadros de animação por segundo, 0 para ilimitado. Se a renderização OpenGL estiver habilitada, o jogo usará a sincronia vertical em seu lugar." STR_FPS_INACTIVE_LIMIT: "Limitar FPS em segundo plano" STR_FPS_INACTIVE_LIMIT_DESC: "Limita o número de quadros de animação por segundo se o OpenXcom estiver em segundo plano." STR_NOALIENPANICMESSAGES: "Eliminar mensagens de aliens em pânico" STR_NOALIENPANICMESSAGES_DESC: "Não exibe mensagens de alienígenas em pânico a menos que eles sejam visíveis ao jogador." STR_ALIENBLEEDING: "Ferimentos graves em alienígenas" STR_ALIENBLEEDING_DESC: "Esta opção faz com que as unidades alienígenas sejam suscetíveis de sofrer ferimentos graves." STR_FIELDPROMOTIONS: "Promover apenas soldados em missão" STR_FIELDPROMOTIONS_DESC: "Apenas os soldados presentes em missões de campo são elegíveis para receber promoções." STR_MEETINGPOINT: "Predizer trajetória do OVNI" STR_MEETINGPOINT_DESC: "As naves voam para um ponto de encontro com o OVNI baseando-se em sua trajetória atual." STR_IRONMAN: "HOMEM DE FERRO" STR_IRONMAN_DESC: "Bloqueia a opção de salvar o jogo manualmente" STR_SAVE_AND_ABANDON_GAME: "SALVAR E ABANDONAR JOGO" STR_MOD_UNSUCCESSFUL: "Falha ao carregar o Mod" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Alterar a forma como o jogo é exibido na tela." STR_PREFERRED_MUSIC_FORMAT: "Formato da Música" STR_PREFERRED_MUSIC_FORMAT_DESC: "Escolhe o formato de música preferido para usar quando vários estiverem disponíveis.{NEWLINE}NOTA: A reprodução de MIDI sofrer problemas no Windows." STR_PREFERRED_SFX_FORMAT: "Efeitos Sonoros" STR_PREFERRED_SFX_FORMAT_DESC: "Escolhe o formato de efeitos sonoros preferido para usar quando vários estiverem disponíveis." STR_PREFERRED_VIDEO_FORMAT: "Formato do Vídeo" STR_PREFERRED_VIDEO_FORMAT_DESC: "Escolha o formato do vídeo preferido para usar quando múltiplos estejam disponíveis." STR_PREFERRED_VIDEO_ANIMATION: "Animação" STR_PREFERRED_VIDEO_SLIDESHOW: "Exibição de slides" STR_PREFERRED_FORMAT_AUTO: "Automático" STR_CURRENT_FORMAT: "ATUAL: {0}" STR_SOUND_OPTIONS: "Opções de Som" STR_BACKGROUND_MUTE: "Silenciar em Segundo Plano" STR_BACKGROUND_MUTE_DESC: "Silencia todo o som quando a janela do jogo não está ativa." STR_FORCE_FIRE: "Ignorar obstáculos na linha de fogo" STR_FORCE_FIRE_DESC: "Permiti forçar um soldado a ignorar obstáculos na sua linha de fogo se o jogador mantiver a tecla CTRL pressionada." STR_NO_AUDIO_HARDWARE_DETECTED: "Dispositivo de som não detectado" STR_MOUSEWHEEL_SPEED: "Velocidade de rolagem da roda do mouse" STR_MOUSEWHEEL_SPEED_DESC: "Ajusta o número de linhas deslocadas nas listas a cada incremento da roda do mouse." STR_DISABLED: "Desabilitado" STR_MAXIMIZE_INFO_SCREENS: "Maximizar telas de informação" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventário e várias outras telas serão exibidas em tela cheia, independente das configurações de escala." STR_DIARY: "DIÁRIO" STR_KILLED: "MORTO" STR_STUNNED: "ATORDOADO" STR_PANICKED: "EM PÂNICO" STR_MINDCONTROLLED: "CONTROLADO" STR_REGION_UNKNOWN: "Divulgado" STR_WEAPON_UNKNOWN: "Improvisação" STR_UNKNOWN: "Desconhecido" STR_VICTORY: "Vitória" STR_DEFEAT: "Derrota" STR_NO_RECORD: "Sem Dados" STR_HUMAN: "Humano" STR_FRIENDLY: "Amistoso" STR_HOSTILE: "Hostil" STR_NEUTRAL: "Neutro" STR_RATING_UC: "AVALIAÇÃO" STR_LOCATION: "LOCALIZAÇÃO> {ALT}{0}" STR_DAYLIGHT_TYPE: "TEMPO> {ALT}{0}" STR_RACE_TYPE: "RAÇA> {ALT}{0}" STR_DAY: "Dia" STR_NIGHT: "Noite" STR_DAYS_WOUNDED: "DIAS FERIDO> {ALT}{0}" STR_COMBAT: "COMBATE" STR_PERFORMANCE: "DESEMPENHO" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZAÇÕES POR ESPÉCIE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZAÇÕES POR POSTO" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZAÇÕES POR ARMA" STR_MISSIONS_BY_LOCATION: "MISSÕES POR LOCAL" STR_MISSIONS_BY_TYPE: "MISSÕES POR TIPO" STR_MISSIONS_BY_UFO: "MISSÕES POR OVNI" STR_SCORE_VALUE: "PONTUAÇÃO> {ALT}{0}" STR_WINS: "VITÓRIAS> {ALT}{0}" STR_STUNS: "ALVOS ATORDOADOS> {ALT}{0}" STR_PANICKS: "PÂNICOS> {ALT}{0}" STR_MINDCONTROLS: "ALVOS CONTROLADOS> {ALT}{0}" STR_AWARDS: "DISTINÇÕES" STR_COMMENDATIONS_UC: "CONDECORAÇÕES" STR_COMMENDATIONS: "Condecorações" STR_MEDALS: "MEDALHAS" STR_LOST_IN_SERVICE: "PERDIDOS EM AÇÃO" STR_MEDAL_NAME: "Nome da medalha" STR_MEDAL_AWARD_LEVEL: "Nível de distinção" STR_MEDAL_DECOR_LEVEL: "Nível de condecoração" STR_AWARD_0: "Prim. distinção" STR_AWARD_1: "Seg. distinção" STR_AWARD_2: "Terc. distinção" STR_AWARD_3: "Quarta distinção" STR_AWARD_4: "Quinta distinção" STR_AWARD_5: "Sexta distinção" STR_AWARD_6: "Sétima distinção" STR_AWARD_7: "Oitava distinção" STR_AWARD_8: "Nona distinção" STR_AWARD_9: "Déc. distinção" STR_AWARD_DECOR_0: "Nenhuma" STR_AWARD_DECOR_1: "Primeira medalha de bronze" STR_AWARD_DECOR_2: "Segunda medalha de bronze" STR_AWARD_DECOR_3: "Terceira medalha de bronze" STR_AWARD_DECOR_4: "Primeira medalha de prata" STR_AWARD_DECOR_5: "Segunda medalha de prata" STR_AWARD_DECOR_6: "Terceira medalha de prata" STR_AWARD_DECOR_7: "Primeira medalha de ouro" STR_AWARD_DECOR_8: "Segunda medalha de ouro" STR_AWARD_DECOR_9: "Terceira medalha de ouro" STR_KILLED_IN_ACTION_MALE: "MORTO EM COMBATE" STR_KILLED_IN_ACTION_FEMALE: "MORTA EM COMBATE" STR_MISSING_IN_ACTION_MALE: "DESAPARECIDO EM COMBATE" STR_MISSING_IN_ACTION_FEMALE: "DESAPARECIDA EM COMBATE" STR_AVERAGE_MONTHLY_RATING: "Avaliação média mensal" STR_TOTAL_INCOME: "Receita total" STR_TOTAL_EXPENDITURE: "Despesa total" STR_MISSIONS_WON: "Missões concluídas" STR_MISSIONS_LOST: "Missões fracassadas" STR_NIGHT_MISSIONS: "Missões noturnas" STR_BEST_RATING: "Melhor avaliação em missão" STR_WORST_RATING: "Pior avaliação em missão" STR_ALIEN_KILLS: "Alienígenas mortos" STR_ALIEN_CAPTURES: "Alienígenas capturados" STR_FRIENDLY_KILLS: "Incidentes com fogo amigo" STR_AVERAGE_ACCURACY: "Média de precisão" STR_WEAPON_MOST_KILLS: "Arma mais eficaz" STR_ALIEN_MOST_KILLS: "Alienígena mais mortífero" STR_LONGEST_SERVICE: "Mais meses em serviço" STR_TOTAL_DAYS_WOUNDED: "Dias de baixa" STR_COUNTRIES_LOST: "Países infiltrados" STR_TOTAL_TERROR_SITES: "Ataques de terror" STR_TOTAL_BASES: "Bases construídas" STR_TOTAL_CRAFT: "Veículos possuídos" STR_TOTAL_SCIENTISTS: "Cientistas contratados" STR_TOTAL_ENGINEERS: "Engenheiros contratados" STR_TOTAL_RESEARCH: "Pesquisa concluída" STR_DIARY_ACCURACY: "PRECISÃO> {ALT}{0}%" STR_STATISTICS: "Estatísticas" STR_STATS: "ESTAT." STR_TIME_UNITS_ABBREVIATION: "UT" STR_STAMINA_ABBREVIATION: "VIG" STR_HEALTH_ABBREVIATION: "SAÚ" STR_BRAVERY_ABBREVIATION: "BRA" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PRE" STR_THROWING_ACCURACY_ABBREVIATION: "ARR" STR_STRENGTH_ABBREVIATION: "FOR" STR_MELEE_ACCURACY_ABBREVIATION: "CRP" STR_FOLDERS: "PASTAS" STR_DATA_FOLDER: "Pasta Data (original resources)" STR_USER_FOLDER: "Pasta User (mods, openxcom.log)" STR_SAVE_FOLDER: "Pasta Save (saved games, screenshots)" STR_CONFIG_FOLDER: "Pasta Config (options.cfg)" STR_DATA_FOLDER_DESC_1: "É aqui que o OpenXcom procura os recursos originais do jogo (UFO and/or TFTD)." STR_DATA_FOLDER_DESC_2: "Os recursos internos do OpenXcom estão na pasta 'common'. Os mods internos do OpenXcom estão na pasta 'standard'." STR_USER_FOLDER_DESC: "O arquivo de log ('openxcom.log') é armazenado aqui. Todos os mods personalizados também pertencem aqui (na subpasta 'mods')." STR_SAVE_FOLDER_DESC: "Seus jogos salvos estão localizados aqui. Além disso, as configurações do gerador de missões ('battle.cfg') podem ser encontradas aqui." STR_CONFIG_FOLDER_DESC: "É aqui que as configurações do OpenXcom ('options.cfg') são armazenadas. Normalmente o mesmo que a Pasta User." ================================================ FILE: bin/common/Language/pt-PT.yml ================================================ pt-PT: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Novo jogo" STR_LOAD_SAVED_GAME: "Carregar jogo" STR_SELECT_DIFFICULTY_LEVEL: "Selecionar nível de dificuldade" STR_1_BEGINNER: "1> Principiante" STR_2_EXPERIENCED: "2> Experiente" STR_3_VETERAN: "3> Veterano" STR_4_GENIUS: "4> Génio" STR_5_SUPERHUMAN: "5> Sobre-Humano" STR_TIME: "Hora" STR_DATE: "Data" STR_SELECT_GAME_TO_LOAD: "Selecionar o jogo a carregar" STR_SELECT_SAVE_POSITION: "Selecione uma posição para guardar" STR_GAME_OPTIONS: "OPÇÕES DE JOGO" STR_LOAD_GAME: "CARREGAR JOGO" STR_SAVE_GAME: "GUARDAR JOGO" STR_ABANDON_GAME: "ABANDONAR JOGO" STR_ABANDON_GAME_QUESTION: "ABANDONAR JOGO?" STR_QUIT: "Sair" STR_SAVING_GAME: "A guardar jogo" STR_LOADING_GAME: "A carregar jogo" STR_NO_SAVED_GAME_PRESENT: "Nenhum ficheiro de jogo guardado" STR_LOAD_UNSUCCESSFUL: "Erro ao carregar jogo" STR_SAVE_UNSUCCESSFUL: "Falha ao guardar jogo" STR_LOAD_SUCCESSFUL: "Jogo guardado com sucesso" STR_SAVE_SUCCESSFUL: "Jogo guardado com sucesso" STR_DELETE: "ELIMINAR" STR_DELETE_UNSUCCESSFUL: "Falha ao eliminar jogo" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Deseja apagar este jogo guardado?" STR_ORIGINAL_XCOM: "Original" STR_LOADING: "A carregar..." STR_DETAILS: "DETALHES> {ALT}{0}" STR_NEW_BATTLE: "Novo combate" STR_OPTIONS: "Opções" STR_RIGHT_CLICK_TO_DELETE: "Clique no botão direito para apagar o ficheiro" STR_RESTORE_DEFAULTS: "Usar predefinições" STR_CONTROLS: "CONTROLES" STR_GENERAL: "Geral" STR_GEOSCAPE: "Globo" STR_BATTLESCAPE: "Combate" STR_SCREENSHOT: "Captura de ecrã" STR_FPS_COUNTER: "Contador de FPS" STR_ROTATE_LEFT: "Rodar para a esquerda" STR_ROTATE_RIGHT: "Rodar para a direita" STR_ROTATE_UP: "Rodar para cima" STR_ROTATE_DOWN: "Rodar para baixo" STR_ZOOM_IN: "Aumentar Zoom" STR_ZOOM_OUT: "Diminuir Zoom" STR_TOGGLE_COUNTRY_DETAIL: "Mostrar detalhes de países" STR_TOGGLE_RADAR_RANGES: "Mostrar alcance de radar" STR_SCROLL_LEFT: "Navegar para a esquerda" STR_SCROLL_RIGHT: "Navegar para a direita" STR_SCROLL_UP: "Navegar para cima" STR_SCROLL_DOWN: "Navegar para baixo" STR_UNIT_LEVEL_ABOVE: "Subir um nível" STR_UNIT_LEVEL_BELOW: "Descer um nível" STR_VIEW_LEVEL_ABOVE: "Ver nível acima" STR_VIEW_LEVEL_BELOW: "Ver nível abaixo" STR_CENTER_SELECTED_UNIT: "Centrar em unidade selecionada" STR_PREVIOUS_UNIT: "Unidade anterior" STR_NEXT_UNIT: "Unidade seguinte" STR_DESELECT_UNIT: "Marcar como não-selecionável " STR_USE_LEFT_HAND: "Usar item da mão esquerda" STR_USE_RIGHT_HAND: "Usar item da mão direita" STR_INVENTORY: "Equipamento" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Ver todos os níveis" STR_END_TURN: "Fim de turno" STR_ABORT_MISSION: "Abortar missão" STR_UNIT_STATS: "Informações da unidade" STR_KNEEL: "Ajoelhar" STR_RELOAD: "Recarregar" STR_TOGGLE_PERSONAL_LIGHTING: "Ligar/Desligar luz de presença" STR_DONT_RESERVE_TIME_UNITS: "Não reservar UTs" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reservar UTs para Tiro simples" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reservar UTs para Tiro preciso" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reservar UTs para Rajada" STR_CENTER_ON_ENEMY_1: "Centrar em inimigo 1" STR_CENTER_ON_ENEMY_2: "Centrar em inimigo 2" STR_CENTER_ON_ENEMY_3: "Centrar em inimigo 3" STR_CENTER_ON_ENEMY_4: "Centrar em inimigo 4" STR_CENTER_ON_ENEMY_5: "Centrar em inimigo 5" STR_CENTER_ON_ENEMY_6: "Centrar em inimigo 6" STR_CENTER_ON_ENEMY_7: "Centrar em inimigo 7" STR_CENTER_ON_ENEMY_8: "Centrar em inimigo 8" STR_CENTER_ON_ENEMY_9: "Centrar em inimigo 9" STR_CENTER_ON_ENEMY_10: "Centrar em inimigo 10" STR_CREATE_INVENTORY_TEMPLATE: "Criar modelo de equipamento" STR_APPLY_INVENTORY_TEMPLATE: "Aplicar modelo de equipamento" STR_CLEAR_INVENTORY: "Limpar equipamento" STR_AUTO_EQUIP: "Autoequipar" STR_QUICK_SAVE: "Gravação rápida" STR_QUICK_LOAD: "Carregamento rápido" STR_ADVANCED: "AVANÇADAS" STR_AGGRESSIVERETALIATION: "Retaliação agressiva" STR_AGGRESSIVERETALIATION_DESC: "Todos os OVNIs tentarão detetar bases X-Com, independentemente das suas diretivas." STR_STORAGELIMITSENFORCED: "Limitar armazenamento para itens recuperados" STR_STORAGELIMITSENFORCED_DESC: "Esta opção impõe limites de armazenamento para alienígenas vivos capturados e artefactos recuperados durante missões." STR_CANSELLLIVEALIENS: "Vender alienígenas vivos" STR_CANSELLLIVEALIENS_DESC: "Permitir a venda de alienígenas vivos. Recomenda-se o uso deste parâmetro caso a opção de limites de armazenamento esteja igualmente ativada." STR_ALLOWBUILDINGQUEUE: "Permitir construções em espera" STR_ALLOWBUILDINGQUEUE_DESC: "Permitir a construção de novas instalações adjacente a outras estruturas em processo de construção. " STR_BATTLEAUTOEND: "Terminar combates automaticamente" STR_BATTLEAUTOEND_DESC: "Os combates terminam automaticamente assim que último inimigo for neutralizado." STR_BATTLEINSTANTGRENADE: "Detonação instantânea" STR_BATTLEINSTANTGRENADE_DESC: "Explosivos programados para 0 turnos detonam imediatamente após serem lançados." STR_BATTLEUFOEXTENDERACCURACY: "Precisão de fogo realista" STR_BATTLEUFOEXTENDERACCURACY_DESC: "A precisão de fogo é exponencialmente reduzida após uma certa distância, de acordo com o modo de tiro selecionado. O valor de precisão ajustado será mostrado no cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferência de aeronaves em voo" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Permitir a transferência de aeronaves durante voo." STR_CRAFTLAUNCHALWAYS: "Forçar descolagem" STR_CRAFTLAUNCHALWAYS_DESC: "Esta opção permite ao jogador enviar aeronaves em missão, mesmo que estas não estejam completamente reabastecidas, reparadas ou rearmadas." STR_CUSTOMINITIALBASE: "Personalizar base inicial" STR_CUSTOMINITIALBASE_DESC: "Permitir a colocação manual das instalações da primeira base ao iniciar o jogo, em vez de forçar o modelo padrão." STR_GLOBESEASONS: "Projeção solar realista" STR_GLOBESEASONS_DESC: "Reproduzir um modelo de projeção solar realista no globo, de acordo com a inclinação axial da Terra." STR_PLAYINTRO: "Reproduzir introdução" STR_PLAYINTRO_DESC: "Reproduzir o vídeo de introdução ao iniciar o jogo." STR_SHOWMORESTATSININVENTORYVIEW: "Informações adicionais no menu de equipamento" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Adicionar informações sobre o soldado selecionado ao menu de equipamento." STR_SNEAKYAI: "IA Defensiva" STR_SNEAKYAI_DESC: "A IA tentará evitar expor-se ao inimigo tanto quanto possível." STR_STRAFE: "Modos alternativos de movimento" STR_STRAFE_DESC: "Se ativada, esta opção permite movimento lateral e passo de corrida em tropas em campo. Permite igualmente o movimento rotativo da torre de um tanque. (CTRL + botões do rato)." STR_BATTLEEXPLOSIONHEIGHT: "Alcance vertical de explosão" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Altera a altura e proporção das explosões.{NEWLINE}(Planas: 0; esféricas: 3)" STR_AUTOSAVE: "Guardar jogo automaticamente" STR_AUTOSAVE_DESC: "Guardar o jogo automaticamente em intervalos definidos. Não aplicável no modo \"Homem de Ferro\"." STR_AUTOSAVE_FREQUENCY: "Intervalo de gravação automática" STR_AUTOSAVE_FREQUENCY_DESC: "Especificar o número de turnos após os quais o jogo é guardado automaticamente." STR_ALLOWPSIONICCAPTURE: "Captura psíquica" STR_ALLOWPSIONICCAPTURE_DESC: "O jogador vence a missão se todos os inimigos restantes estiverem sob controlo mental, sendo capturados vivos." STR_ANYTIMEPSITRAINING: "Iniciar treino psíquico em qualquer altura" STR_ANYTIMEPSITRAINING_DESC: "Permitir a atribuição de soldados ao programa de treino psíquico em qualquer altura do mês. Os soldados podem levar desde 30 a 60 dias para completar o programa de treino inicial." STR_SKIPNEXTTURNSCREEN: "Saltar ecrãs de fim de turno automaticamente" STR_SKIPNEXTTURNSCREEN_DESC: "Durante situações de combate, o jogo salta automaticamente os ecrãs de fim de turno." STR_NOT_ENOUGH_SPACE: "Não há espaço suficiente!" STR_WEAPONSELFDESTRUCTION: "Autodestruição de armas alienígenas" STR_WEAPONSELFDESTRUCTION_DESC: "Se um alienígena for morto, todas as armas que transporta são automaticamente destruídas." STR_RETAINCORPSES: "Manter alienígenas interrogados" STR_RETAINCORPSES_DESC: "Após a interrogação de alienígenas vivos, os cadáveres serão adicionados aos armazéns." STR_SAVE_VOXEL_VIEW: "Captura de ecrã (plano subjetivo)" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reservar UTs para Ajoelhar" STR_EXPEND_ALL_TIME_UNITS: "Usar UTs restantes" STR_PSISTRENGTHEVAL: "Avaliação psíquica" STR_PSISTRENGTHEVAL_DESC: "Avaliar o Poder Psíquico de todos os soldados após a conclusão dos projetos de investigação necessários." STR_DISABLEAUTOEQUIP: "Desativar seleção automática de equipamento" STR_DISABLEAUTOEQUIP_DESC: "Desativar a seleção automática de equipamento para novos soldados antes do combate." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Permitir evolução de Poder Psíquico" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Permitir a evolução do Poder Psíquico dos agentes X-Com através de treino e experiência." STR_BATTLESMOOTHCAMERA: "Centrar câmara em projétil" STR_BATTLESMOOTHCAMERA_DESC: "Centrar a câmara em projéteis em movimento." STR_BATTLECONFIRMFIREMODE: "Modo de confirmação de tiro" STR_BATTLECONFIRMFIREMODE_DESC: "Ativar a opção para confirmar todas as ordens relativas a disparar armas com um duplo clique do botão do rato." STR_SELECT_BASE_1: "Selecionar base 1" STR_SELECT_BASE_2: "Selecionar base 2" STR_SELECT_BASE_3: "Selecionar base 3" STR_SELECT_BASE_4: "Selecionar base 4" STR_SELECT_BASE_5: "Selecionar base 5" STR_SELECT_BASE_6: "Selecionar base 6" STR_SELECT_BASE_7: "Selecionar base 7" STR_SELECT_BASE_8: "Selecionar base 8" STR_VIDEO: "VÍDEO" STR_AUDIO: "ÁUDIO" STR_BATTLESCAPE_UC: "COMBATE" STR_MODS_UC: "MODIFICAÇÕES" STR_MODS: "Modificações" STR_DISPLAY_RESOLUTION: "Resolução de ecrã" STR_DISPLAY_RESOLUTION_DESC: "Alterar a resolução da janela utilizando as setas ou inserindo valores. A resolução da tela de jogo será automaticamente redimensionada de acordo com o valor selecionado. " STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Modo de ecrã" STR_WINDOWED: "Janela" STR_FULLSCREEN: "Ecrã cheio" STR_BORDERLESS: "Sem bordas" STR_DISPLAY_LANGUAGE: "Idioma" STR_DISPLAY_LANGUAGE_DESC: "Altera o idioma de apresentação do jogo." STR_DISPLAY_FILTER: "Filtro gráfico" STR_DISPLAY_FILTER_DESC: "Alterar o filtro gráfico aplicado ao ecrã de jogo.{NEWLINE}*Esta opção utiliza aceleração de hardware com base na biblioteca OpenGL." STR_DISPLAY_OPTIONS: "Opções de visualização" STR_LETTERBOXED: "Barras horizontais" STR_LETTERBOXED_DESC: "Adicionar barras horizontais na aresta inferior e superior do ecrã, de maneira a manter a proporção de tela original. " STR_RESIZABLE: "Redimensionável" STR_LOCK_MOUSE: "Bloquear cursor" STR_LOCK_MOUSE_DESC: "Impedir a saída do cursor do rato para fora da aplicação enquanto o jogo estiver a correr em modo de janela. Usar Ctrl+G para ativar / desativar em qualquer altura." STR_FIXED_WINDOW_POSITION: "Fixar posição de janela" STR_FIXED_WINDOW_POSITION_DESC: "Selecionar posição fixa de janela" STR_DISPLAY_SET_WINDOW_POSITION: "Selecionar nova posição de raiz para janela" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Margem esquerda - eixo X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Margem superior - eixo Y:" STR_MUSIC_VOLUME: "Volume: banda sonora" STR_MUSIC_VOLUME_DESC: "Alterar o volume da banda sonora." STR_SFX_VOLUME: "Volume: efeitos sonoros" STR_SFX_VOLUME_DESC: "Alterar o volume dos efeitos sonoros." STR_UI_VOLUME: "Volume: interface" STR_UI_VOLUME_DESC: "Alterar o volume dos efeitos sonoros produzidos através da interação com a interface de jogo." STR_SCROLL_SPEED: "Deslizamento" STR_SCROLL_SPEED_GEO_DESC: "Esta opção altera a velocidade de deslizamento do globo no menu de Controle Global." STR_SCROLL_SPEED_BATTLE_DESC: "Alterar a velocidade de deslizamento do mapa." STR_DOGFIGHT_SPEED: "Velocidade de interceção" STR_DOGFIGHT_SPEED_DESC: "Alterar a velocidade de interceção. Reduzir a velocidade pode ajudar a melhorar o desempenho do jogo em dispositivos de baixa gama." STR_CLOCK_SPEED: "Velocidade do relógio" STR_CLOCK_SPEED_DESC: "Alterar a velocidade do relógio no menu de Controlo Global" STR_GLOBE_DETAILS: "Detalhes do globo" STR_GLOBE_COUNTRIES: "Países" STR_GLOBE_COUNTRIES_DESC: "Mostrar os nomes das nações financiadoras no globo." STR_GLOBE_RADARS: "Radares" STR_GLOBE_RADARS_DESC: "Mostrar alcance de radar no globo." STR_GLOBE_FLIGHT_PATHS: "Trajetórias de voo" STR_GLOBE_FLIGHT_PATHS_DESC: "Mostrar trajetórias de voo de aeronaves em movimento no globo." STR_CONTROLS_DESC: "Clique com o botão esquerdo do rato para editar um atalho.{NEWLINE}Clique com o botão direito para apagar a configuração atual." STR_BASE_GAME: "Jogo base" STR_MODS_TOOLTIP: "Versão {0} por {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Deslizar nas bordas" STR_EDGE_SCROLL_DESC: "Manual: pressionar o botão esquerdo do rato junto à borda da tela para deslizar o mapa. Automático: mover o cursor sobre a borda da tela para deslizar o mapa." STR_TRIGGER_SCROLL: "MANUAL" STR_AUTO_SCROLL: "AUTOMÁTICO" STR_DRAG_SCROLL: "Deslizar por arrasto" STR_DRAG_SCROLL_DESC: "Navegar pelo mapa ao pressionar e arrastar o botão do rato especificado." STR_LEFT_MOUSE_BUTTON: "Botão esquerdo" STR_MIDDLE_MOUSE_BUTTON: "Botão do meio" STR_RIGHT_MOUSE_BUTTON: "Botão direito" STR_FIRE_SPEED: "Animações de tiro" STR_FIRE_SPEED_DESC: "Alterar a velocidade de animação de projéteis." STR_PLAYER_MOVEMENT_SPEED: "Animações X-Com" STR_PLAYER_MOVEMENT_SPEED_DESC: "Alterar a velocidade de movimento das unidades controladas pelo jogador." STR_COMPUTER_MOVEMENT_SPEED: "Animações IA" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Alterar a velocidade de movimento das unidades controladas pelo computador." STR_PATH_PREVIEW: "Pré-visualizar percurso" STR_PATH_ARROWS: "Setas" STR_PATH_ARROWS_DESC: "Visualizar percursos através de setas coloridas que representam as ações possiveis conforme as UTs restantes: verde - movimento e abrir fogo; amarelo - movimento; vermelho - ação impossível." STR_PATH_TIME_UNIT_COST: "Unidades de tempo" STR_PATH_TIME_UNIT_COST_DESC: "Este modo de pré-visualização apresenta o número de unidades de tempo restantes por cada espaço percorrido com a unidade selecionada." STR_USER_INTERFACE_OPTIONS: "Opções de interface" STR_TOOLTIPS: "Descrições" STR_TOOLTIPS_DESC: "Apresentar descrições dos botões do menu tático ao mover o cursor sobre os mesmos." STR_DEATH_NOTIFICATIONS: "Confirmações de morte" STR_DEATH_NOTIFICATIONS_DESC: "Exibir uma mensagem de cada vez que um soldado X-Com morre em combate." STR_SHOW_FUNDS: "Indicador de fundos" STR_SHOW_FUNDS_DESC: "Apresentar um indicador com os fundos monetários atuais ao pé do relógio do menu de Controle Global." STR_MISSION_GENERATOR: "CRIAR MISSÃO" STR_MAP_OPTIONS: "OPÇÕES DO MAPA" STR_ALIEN_OPTIONS: "OPÇÕES DOS ALIENÍGENAS" STR_MAP_TERRAIN: "Tipo de terreno" STR_MAP_DARKNESS: "Escuridão" STR_MAP_DEPTH: "Profundidade" STR_DIFFICULTY: "Nível de dificuldade" STR_ALIEN_RACE: "Espécie" STR_ALIEN_TECH_LEVEL: "Nível de armamento" STR_RANDOMIZE: "Aleatório" STR_OXCE_REQUIRED_QUESTION: "Esta modificação requer OpenXcom {0} para funcionar correctamente. Activar esta modificação?" STR_RESTORE_DEFAULTS_QUESTION: "Tem a certeza de que deseja restaurar os valores padrão?" STR_DISPLAY_OPTIONS_CONFIRM: "Deseja manter as opções de visualização atuais?" STR_DISPLAY_OPTIONS_REVERT: "A reverter em 0:{0}" STR_MISSING_CONTENT_PROMPT: "AVISO:{SMALLLINE}Este jogo guardado depende de modificações que não estão disponíveis. Todos os conteúdos em falta serão removidos, o que pode impedir o jogo de carregar.{NEWLINE}Deseja continuar?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Guardar granadas pré-programadas" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Guardar explosivos programados após o fim de uma missão." STR_NEWSEEDONLOAD: "Recalcular valores aleatórios ao carregar jogo" STR_NEWSEEDONLOAD_DESC: "Recalcular os números aleatórios utilizados para determinar eventos ou ações sempre que o jogo é recarregado, produzindo resultados diferentes. Opção inválida no modo \"Homem de Ferro\"." STR_CHANGEVALUEBYMOUSEWHEEL: "Alterar valores com a roda do rato" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Permitir o uso da roda do rato para aumentar ou diminuir valores conforme o número especificado." STR_BATTLEHAIRBLEACH: "Adicionar detalhes às animações de soldados" STR_BATTLEHAIRBLEACH_DESC: "Esta opção atribuí as características físicas presentes no retrato individual de cada soldado (tom de pele, cor do cabelo, etc) às respetivas animações no modo de combate." STR_DRAGSCROLLINVERT: "Inverter deslizamento por arrasto" STR_DRAGSCROLLINVERT_DESC: "Inverter a direção do deslizamento de ecrã por arrasto." STR_BATTLESCAPE_SCALE: "Escala de ecrã: combate" STR_BATTLESCAPE_SCALE_DESC: "Alterar a escala de visualização de combate com base numa resolução fixa (esticar) ou num parâmetro de zoom fixo (expandir). " STR_GEOSCAPE_SCALE: "Escala de ecrã: globo" STR_GEOSCAPESCALE_SCALE_DESC: "Alterar a escala de visualização do menu de controle global com base numa resolução fixa (esticar) ou num parâmetro de zoom fixo (expandir). " STR_1_5X: "1,5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "Tela 1/3" STR_HALF_DISPLAY: "Tela 1/2" STR_FULL_DISPLAY: "Tela cheia" STR_FPS_LIMIT: "Limite de FPS" STR_FPS_LIMIT_DESC: "Limitar o número de atualizações feitas ao ecrã de jogo por segundo (0 = sem limites). Se a opção de renderização por OpenGL estiver ativada, a aplicação utilizará o modo Vsync." STR_FPS_INACTIVE_LIMIT: "Limitar FPS em plano de fundo" STR_FPS_INACTIVE_LIMIT_DESC: "Limitar o número de FPS se a aplicação estiver aberta em plano de fundo." STR_NOALIENPANICMESSAGES: "Eliminar mensagens de pânico para alienígenas" STR_NOALIENPANICMESSAGES_DESC: "Não mostrar mensagens de confirmação de pânico relativas a unidades inimigas, a menos que estas estejam no campo de visão do jogador." STR_ALIENBLEEDING: "Ferimentos graves em alienígenas" STR_ALIENBLEEDING_DESC: "Esta opção faz com que as unidades alienígenas sejam suscetíveis de sofrer ferimentos graves." STR_FIELDPROMOTIONS: "Promover apenas soldados em missão" STR_FIELDPROMOTIONS_DESC: "Apenas os soldados presentes em missões de campo são elegíveis para receber promoções." STR_MEETINGPOINT: "Prever trajetória do OVNI" STR_MEETINGPOINT_DESC: "Aeronaves voam até um ponto de encontro com o OVNI, baseadas na sua trajetória atual." STR_IRONMAN: "\"HOMEM DE FERRO\"" STR_IRONMAN_DESC: "Bloquear a opção para guardar o jogo manualmente" STR_SAVE_AND_ABANDON_GAME: "GUARDAR E ABANDONAR JOGO" STR_MOD_UNSUCCESSFUL: "Erro ao carregar modificação" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Alterar o modo de apresentação do ecrã de jogo." STR_PREFERRED_MUSIC_FORMAT: "Formato: banda sonora" STR_PREFERRED_MUSIC_FORMAT_DESC: "Esta opção permite selecionar o formato da banda sonora quando várias opções estiverem disponíveis. NOTA: a versão MIDI pode sofrer problemas no sistema operativo Windows." STR_PREFERRED_SFX_FORMAT: "Formato: efeitos sonoros" STR_PREFERRED_SFX_FORMAT_DESC: "Esta opção permite selecionar o formato dos efeitos sonoros quando várias opções estiverem disponíveis" STR_PREFERRED_VIDEO_FORMAT: "Formato: vídeo" STR_PREFERRED_VIDEO_FORMAT_DESC: "Esta opção permite selecionar o formato de vídeo quando várias opções estiverem disponíveis." STR_PREFERRED_VIDEO_ANIMATION: "Animação" STR_PREFERRED_VIDEO_SLIDESHOW: "Diaporama" STR_PREFERRED_FORMAT_AUTO: "Automático" STR_CURRENT_FORMAT: "Atual: {0}" STR_SOUND_OPTIONS: "Opções de som" STR_BACKGROUND_MUTE: "Silenciar janela" STR_BACKGROUND_MUTE_DESC: "Silenciar o volume da janela de jogo quando colocada em plano de fundo." STR_FORCE_FIRE: "Ignorar obstáculos na linha de fogo" STR_FORCE_FIRE_DESC: "Permitir a opção para forçar um soldado a ignorar obstáculos na sua linha de fogo se o jogador mantiver a tecla CTRL pressionada." STR_NO_AUDIO_HARDWARE_DETECTED: "Não foram detetados dispositivos de áudio" STR_MOUSEWHEEL_SPEED: "Velocidade da roda do rato" STR_MOUSEWHEEL_SPEED_DESC: "Ajustar o número de linhas deslocadas em listas por cada movimento da roda do rato." STR_DISABLED: "Desativado" STR_MAXIMIZE_INFO_SCREENS: "Maximizar menus informativos" STR_MAXIMIZE_INFO_SCREENS_DESC: "O menu de equipamento e várias outras telas serão exibidas em modo de ecrã cheio, independentemente das configurações de resolução." STR_DIARY: "REGISTO" STR_KILLED: "MORTO" STR_STUNNED: "ATORDOADO" STR_PANICKED: "EM PÂNICO" STR_MINDCONTROLLED: "CONTROLADO" STR_REGION_UNKNOWN: "Não revelado" STR_WEAPON_UNKNOWN: "Improvisação" STR_UNKNOWN: "Desconhecido" STR_VICTORY: "Vitória" STR_DEFEAT: "Derrota" STR_NO_RECORD: "Sem registo" STR_HUMAN: "Humano" STR_FRIENDLY: "Amigável" STR_HOSTILE: "Hostil" STR_NEUTRAL: "Neutro" STR_RATING_UC: "AVALIAÇÃO" STR_LOCATION: "LOCALIZAÇÃO>{ALT}{0}" STR_DAYLIGHT_TYPE: "TEMPO> {ALT}{0}" STR_RACE_TYPE: "RAÇA> {ALT}{0}" STR_DAY: "Dia" STR_NIGHT: "Noite" STR_DAYS_WOUNDED: "DIAS FERIDO> {ALT}{0}" STR_COMBAT: "COMBATE" STR_PERFORMANCE: "DESEMPENHO" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZAÇÕES POR ESPÉCIE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZAÇÕES POR POSTO" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZAÇÕES POR ARMA" STR_MISSIONS_BY_LOCATION: "MISSÕES POR LOCAL" STR_MISSIONS_BY_TYPE: "MISSÕES POR TIPO" STR_MISSIONS_BY_UFO: "MISSÕES POR OVNI" STR_SCORE_VALUE: "PONTUAÇÃO> {ALT}{0}" STR_WINS: "VITÓRIAS> {ALT}{0}" STR_STUNS: "ALVOS ATORDOADOS> {ALT}{0}" STR_PANICKS: "PÂNICOS> {ALT}{0}" STR_MINDCONTROLS: "ALVOS CONTROLADOS> {ALT}{0}" STR_AWARDS: "DISTINÇÕES" STR_COMMENDATIONS_UC: "LOUVOURES" STR_COMMENDATIONS: "Louvores" STR_MEDALS: "MEDALHAS" STR_LOST_IN_SERVICE: "BAIXAS" STR_MEDAL_NAME: "Nome da medalha" STR_MEDAL_AWARD_LEVEL: "Nível de distinção" STR_MEDAL_DECOR_LEVEL: "Nível de condecoração" STR_AWARD_0: "Primeira distinção" STR_AWARD_1: "Segunda distinção" STR_AWARD_2: "Terceira distinção" STR_AWARD_3: "Quarta distinção" STR_AWARD_4: "Quinta distinção" STR_AWARD_5: "Sexta distinção" STR_AWARD_6: "Sétima distinção" STR_AWARD_7: "Oitava distinção" STR_AWARD_8: "Nona distinção" STR_AWARD_9: "Décima distinção" STR_AWARD_DECOR_0: "Nenhum" STR_AWARD_DECOR_1: "Primeira medalha de bronze" STR_AWARD_DECOR_2: "Segunda medalha de bronze" STR_AWARD_DECOR_3: "Terceira medalha de bronze" STR_AWARD_DECOR_4: "Primeira medalha de prata" STR_AWARD_DECOR_5: "Segunda medalha de prata" STR_AWARD_DECOR_6: "Terceira medalha de prata" STR_AWARD_DECOR_7: "Primeira medalha de ouro" STR_AWARD_DECOR_8: "Segunda medalha de ouro" STR_AWARD_DECOR_9: "Terceira medalha de ouro" STR_KILLED_IN_ACTION_MALE: "MORTO EM COMBATE" STR_KILLED_IN_ACTION_FEMALE: "MORTA EM COMBATE" STR_MISSING_IN_ACTION_MALE: "DESAPARECIDO EM COMBATE" STR_MISSING_IN_ACTION_FEMALE: "DESAPARECIDA EM COMBATE" STR_AVERAGE_MONTHLY_RATING: "Avaliação média mensal" STR_TOTAL_INCOME: "Receita total" STR_TOTAL_EXPENDITURE: "Despesa total" STR_MISSIONS_WON: "Missões concluídas" STR_MISSIONS_LOST: "Missões falhadas" STR_NIGHT_MISSIONS: "Missões noturnas" STR_BEST_RATING: "Melhor classificação em missão" STR_WORST_RATING: "Pior classificação em missão" STR_ALIEN_KILLS: "Alienígenas mortos" STR_ALIEN_CAPTURES: "Alienígenas capturados" STR_FRIENDLY_KILLS: "Incidentes com fogo amigável" STR_AVERAGE_ACCURACY: "Média de precisão" STR_WEAPON_MOST_KILLS: "Arma mais eficaz" STR_ALIEN_MOST_KILLS: "Alienígena mais mortífero" STR_LONGEST_SERVICE: "Mais meses em serviço" STR_TOTAL_DAYS_WOUNDED: "Dias de baixa" STR_COUNTRIES_LOST: "Países infiltrados" STR_TOTAL_TERROR_SITES: "Ataques terroristas" STR_TOTAL_BASES: "Bases construídas" STR_TOTAL_CRAFT: "Veículos possuídos" STR_TOTAL_SCIENTISTS: "Cientistas contratados" STR_TOTAL_ENGINEERS: "Engenheiros contratados" STR_TOTAL_RESEARCH: "Pesquisa concluída" STR_DIARY_ACCURACY: "PRECISÃO> {ALT}{0}%" STR_STATISTICS: "Estatísticas" STR_STATS: "INFORMAÇÕES" STR_TIME_UNITS_ABBREVIATION: "UTs" STR_STAMINA_ABBREVIATION: "R" STR_HEALTH_ABBREVIATION: "PV" STR_BRAVERY_ABBREVIATION: "CRG" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PRE" STR_THROWING_ACCURACY_ABBREVIATION: "PA" STR_STRENGTH_ABBREVIATION: "F" STR_MELEE_ACCURACY_ABBREVIATION: "CC" STR_FOLDERS: "PASTAS" STR_DATA_FOLDER: "Pasta dos Dados (recursos originais)" STR_USER_FOLDER: "Pasta do Utilizador (mods, openxcom.log)" STR_SAVE_FOLDER: "Pasta dos Jogos (jogos guardados, capturas de ecrã)" STR_CONFIG_FOLDER: "Pasta da Configuração (options.cfg)" STR_DATA_FOLDER_DESC_1: "Esta pasta é onde OpenXcom procura os ficheiros do jogo original (UFO e/ou TFTD)." STR_DATA_FOLDER_DESC_2: "Os recursos do OpenXcom estão na pasta 'common'. Os mods do OpenXcom estão na pasta 'standard'." STR_USER_FOLDER_DESC: "O ficheiro de registo ('openxcom.log') é guardado aqui. Todos os mods de utilizador também estão aqui (na pasta 'mods')." STR_SAVE_FOLDER_DESC: "Os teus jogos são guardados aqui. As definições do gerador de batalhas ('battle.cfg') também são guardadas aqui." STR_CONFIG_FOLDER_DESC: "A tua configuração do OpenXcom ('options.cfg') é guardada aqui. Normalmente igual à Pasta do Utilizador." ================================================ FILE: bin/common/Language/ro.yml ================================================ ro: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Joc Nou" STR_LOAD_SAVED_GAME: "Încărcare Joc" STR_SELECT_DIFFICULTY_LEVEL: "Alegere Nivel Dificultate" STR_1_BEGINNER: "1> Începător" STR_2_EXPERIENCED: "2> Experimentat" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Geniu" STR_5_SUPERHUMAN: "5> Supraom" STR_TIME: "Timp" STR_DATE: "Dată" STR_SELECT_GAME_TO_LOAD: "Alegere joc de încărcat" STR_SELECT_SAVE_POSITION: "Alegere locație de salvat" STR_GAME_OPTIONS: "OPȚIUNI JOC" STR_LOAD_GAME: "ÎNCĂRCARE JOC" STR_SAVE_GAME: "SALVARE JOC" STR_ABANDON_GAME: "PĂRĂSIRE JOC" STR_ABANDON_GAME_QUESTION: "PĂRĂSIȚI JOCUL?" STR_QUIT: "Părăsire Joc" STR_SAVING_GAME: "Salvare joc" STR_LOADING_GAME: "Încărcare joc" STR_NO_SAVED_GAME_PRESENT: "Nu există joc salvat" STR_LOAD_UNSUCCESSFUL: "Încărcare eșuată" STR_SAVE_UNSUCCESSFUL: "Salvare eșuată" STR_LOAD_SUCCESSFUL: "Încărcare reușită" STR_SAVE_SUCCESSFUL: "Salvare reușită" STR_DELETE: "ȘTERGERE" STR_DELETE_UNSUCCESSFUL: "Ștergere eșuată" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Sigur se poate șterge salvarea?" STR_ORIGINAL_XCOM: "X-Com Original" STR_LOADING: "Încărcare..." STR_DETAILS: "DETALII> {ALT}{0}" STR_NEW_BATTLE: "Luptă Nouă" STR_OPTIONS: "Opțiuni" STR_RIGHT_CLICK_TO_DELETE: "Click dreapta pentru ștergere." STR_RESTORE_DEFAULTS: "Valori Inițiale" STR_CONTROLS: "COMENZI" STR_GENERAL: "General" STR_GEOSCAPE: "Geosferă" STR_BATTLESCAPE: "Câmp Luptă" STR_SCREENSHOT: "Captură Ecran" STR_FPS_COUNTER: "Contor FPS" STR_ROTATE_LEFT: "Rotire Stânga" STR_ROTATE_RIGHT: "Rotire Dreapta" STR_ROTATE_UP: "Rotire Sus" STR_ROTATE_DOWN: "Rotire Jos" STR_ZOOM_IN: "Apropiere" STR_ZOOM_OUT: "Depărtare" STR_TOGGLE_COUNTRY_DETAIL: "Comutare Detalii Țări" STR_TOGGLE_RADAR_RANGES: "Comutare Zone Radar" STR_SCROLL_LEFT: "Glisare Stânga" STR_SCROLL_RIGHT: "Glisare Dreapta" STR_SCROLL_UP: "Glisare Sus" STR_SCROLL_DOWN: "Glisare Jos" STR_UNIT_LEVEL_ABOVE: "Mutare Soldat la Nivel Superior" STR_UNIT_LEVEL_BELOW: "Mutare Soldat la Nivel Inferior" STR_VIEW_LEVEL_ABOVE: "Afișare Nivel Superior" STR_VIEW_LEVEL_BELOW: "Afișare Nivel Inferior" STR_CENTER_SELECTED_UNIT: "Centrare Soldat Selectat" STR_PREVIOUS_UNIT: "Selectare Soldat Precedent" STR_NEXT_UNIT: "Selectare Soldat Următor" STR_DESELECT_UNIT: "Deselectare Soldat" STR_USE_LEFT_HAND: "Folosire Obiect din Mâna Stângă" STR_USE_RIGHT_HAND: "Folosire Obiect din Mâna Dreaptă" STR_INVENTORY: "Inventar" STR_MINIMAP: "Mini-Hartă" STR_MULTI_LEVEL_VIEW: "Vedere De Ansamblu" STR_END_TURN: "Finalizare Rundă" STR_ABORT_MISSION: "Abandonare Misiune" STR_UNIT_STATS: "Abilități Unitate" STR_KNEEL: "Îngenunchere" STR_RELOAD: "Reîncărcare" STR_TOGGLE_PERSONAL_LIGHTING: "Comutare Iluminare Personală" STR_DONT_RESERVE_TIME_UNITS: "Fără rezervare UT" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Rezervare UT pentru Foc Rapid" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Rezervare UT pentru Foc Ochit" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Rezervare UT pentru Foc Automat" STR_CENTER_ON_ENEMY_1: "Centrare Inamicul 1" STR_CENTER_ON_ENEMY_2: "Centrare Inamicul 2" STR_CENTER_ON_ENEMY_3: "Centrare Inamicul 3" STR_CENTER_ON_ENEMY_4: "Centrare Inamicul 4" STR_CENTER_ON_ENEMY_5: "Centrare Inamicul 5" STR_CENTER_ON_ENEMY_6: "Centrare Inamicul 6" STR_CENTER_ON_ENEMY_7: "Centrare Inamicul 7" STR_CENTER_ON_ENEMY_8: "Centrare Inamicul 8" STR_CENTER_ON_ENEMY_9: "Centrare Inamicul 9" STR_CENTER_ON_ENEMY_10: "Centrare Inamicul 10" STR_CREATE_INVENTORY_TEMPLATE: "Creare șablon inventar" STR_APPLY_INVENTORY_TEMPLATE: "Aplicare șablon inventar" STR_CLEAR_INVENTORY: "Golire inventar" STR_AUTO_EQUIP: "Auto-echipare" STR_QUICK_SAVE: "Salvare Rapidă" STR_QUICK_LOAD: "Încărcare Rapidă" STR_ADVANCED: "AVANSAT" STR_AGGRESSIVERETALIATION: "Represalii agresive" STR_AGGRESSIVERETALIATION_DESC: "OZNurile vor încerca să îți detecteze bazele întotdeauna, indiferent de parametrii misiunii lor." STR_STORAGELIMITSENFORCED: "Limite depozite pentru articole recuperate" STR_STORAGELIMITSENFORCED_DESC: "Impune limite în carantina extratereștrilor și depozite generale pentru extratereștri vii și artefactele recuperate din misiuni." STR_CANSELLLIVEALIENS: "Vânzare extratereștrii vii" STR_CANSELLLIVEALIENS_DESC: "Permite vânzarea extratereștrilor vii, recomandat când se utilizează limite depozitare." STR_ALLOWBUILDINGQUEUE: "Ordine de construcție" STR_ALLOWBUILDINGQUEUE_DESC: "Construcțiile noi pot fi plasate lângă cele neterminate." STR_BATTLEAUTOEND: "Încheiere automată a luptei" STR_BATTLEAUTOEND_DESC: "Lupta se termină automat în momentul în care ultimul inamic este neutralizat." STR_BATTLEINSTANTGRENADE: "Grenade instant" STR_BATTLEINSTANTGRENADE_DESC: "Grenadele amorsate pentru explozie în 0 runde vor exploda imediat ce sunt aruncate și nu la finalul rundei." STR_BATTLEUFOEXTENDERACCURACY: "Precizie tip UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Precizia de foc scade după o anumită distanță, în funcție de modul de tragere. Precizia calculată va fi afișată lângă cursor." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Transferuri aeriene" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Aeronavele pot fi transferate în timpul zborului." STR_CRAFTLAUNCHALWAYS: "Forțare lansare aeronave" STR_CRAFTLAUNCHALWAYS_DESC: "Aeronavele pot fi lansate chiar și când nu sunt pregătite, neluând în seamă nevoia de mentenanță." STR_CUSTOMINITIALBASE: "Bază inițială particularizată" STR_CUSTOMINITIALBASE_DESC: "La începerea unui joc nou, construcțiile de start se vor plasa manual în loc să se folosească așezarea implicită." STR_GLOBESEASONS: "Iluminare realistică pe glob" STR_GLOBESEASONS_DESC: "Activează proiecția realistică a luminii solare pe Geosferă conform înclinării axei Pământului." STR_PLAYINTRO: "Rulare introducere" STR_PLAYINTRO_DESC: "Rulează filmul de introducere la pornire." STR_SHOWMORESTATSININVENTORYVIEW: "Statistici Inventar" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Afișare informații suplimentare în inventarul soldatului selectat." STR_SNEAKYAI: "AI viclean" STR_SNEAKYAI_DESC: "Unitățile AI evită pe cât posibil expunerea în fața jucătorului." STR_STRAFE: "Metode alternative de deplasare" STR_STRAFE_DESC: "Activează pasul lateral, fuga, rotirea independentă a turelei tancului atunci când se ține apasată tasta CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Înălțime explozii" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Modifică distanța pe înălțime la care pot ajunge exploziile.{NEWLINE}(Plată: 0, Sferică: 3)" STR_AUTOSAVE: "Salvare automată" STR_AUTOSAVE_DESC: "Jocul se salvează în mod automat la intervale specificate. Nu se aplică în modul Ironman." STR_AUTOSAVE_FREQUENCY: "Frecvență salvare automată" STR_AUTOSAVE_FREQUENCY_DESC: "Numărul de runde după care jocul se va salva în mod automat." STR_ALLOWPSIONICCAPTURE: "Permitere captură psi" STR_ALLOWPSIONICCAPTURE_DESC: "Controlul mental al tuturor extratereștrilor rămași finalizează automat misiunea și capturarea acestora ca fiind vii." STR_ANYTIMEPSITRAINING: "Antrenament psi în orice moment" STR_ANYTIMEPSITRAINING_DESC: "Soldații pot fi trimiși (sau scoși de) la antrenament psionic în orice moment al lunii. De reținut, antrenamentul inițial durează între 30 și 60 de zile." STR_SKIPNEXTTURNSCREEN: "Închidere ecran \"Runda Următoare\"" STR_SKIPNEXTTURNSCREEN_DESC: "În timpul luptei, ecranele ce anunță \"Runda Următoare\" se închid automat după o scurtă pauză." STR_NOT_ENOUGH_SPACE: "Spațiu Insuficient!" STR_WEAPONSELFDESTRUCTION: "Autodistrugere arme extraterestre" STR_WEAPONSELFDESTRUCTION_DESC: "Armele cărate de extratereștrii se autodistrug dacă posesorul este omorât, precum în XCOM 2012." STR_RETAINCORPSES: "Reținere extratereștri interogați" STR_RETAINCORPSES_DESC: "După \"cercetarea\" extratereștrilor vii, cadavrele acestora vor fi adăugate în depozitele bazei, precum în XCOM 2012." STR_SAVE_VOXEL_VIEW: "Salvează Vedere la Persoana-Întâi" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Rezervare UT pentru Îngenunchere" STR_EXPEND_ALL_TIME_UNITS: "Consumă toate UT rămase" STR_PSISTRENGTHEVAL: "Evaluare Rezistență Psionică" STR_PSISTRENGTHEVAL_DESC: "Evaluează rezistența psionică a tuturor soldaților, după ce s-a realizat cercetarea subiectului corespunzător." STR_DISABLEAUTOEQUIP: "Dezactivare auto-echipare" STR_DISABLEAUTOEQUIP_DESC: "Dezactivarea echipării automate a soldaților noi înaintea unei lupte." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Permite îmbunătățire Rezistență Psionică" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Rezistența psionică a soldaților poate fi îmbunătățită prin experiență și antrenament." STR_BATTLESMOOTHCAMERA: "Urmărire fluentă a proiectilelor" STR_BATTLESMOOTHCAMERA_DESC: "Pe câmpul de luptă camera rămâne centrată pe proiectilele aflate în zbor." STR_BATTLECONFIRMFIREMODE: "Confirmare ordin de tragere" STR_BATTLECONFIRMFIREMODE_DESC: "Sunt necesare două click-uri pentru a confirma ordinul de tragere." STR_SELECT_BASE_1: "Selectare Baza 1" STR_SELECT_BASE_2: "Selectare Baza 2" STR_SELECT_BASE_3: "Selectare Baza 3" STR_SELECT_BASE_4: "Selectare Baza 4" STR_SELECT_BASE_5: "Selectare Baza 5" STR_SELECT_BASE_6: "Selectare Baza 6" STR_SELECT_BASE_7: "Selectare Baza 7" STR_SELECT_BASE_8: "Selectare Baza 8" STR_VIDEO: "VIDEO" STR_AUDIO: "AUDIO" STR_BATTLESCAPE_UC: "CÂMP LUPTĂ" STR_MODS_UC: "MODIFICĂRI" STR_MODS: "Modificări" STR_DISPLAY_RESOLUTION: "Rezoluție Afișare" STR_DISPLAY_RESOLUTION_DESC: "Modifică rezoluția afișajului, cea jocului adaptându-se la aceasta. Săgețile comută între rezolutiile suportate. Click pentru introducerea unei rezoluții personalizate." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Mod Afișare" STR_WINDOWED: "Fereastră" STR_FULLSCREEN: "Ecran Complet" STR_BORDERLESS: "Ascundere Rame" STR_DISPLAY_LANGUAGE: "Limba Folosită" STR_DISPLAY_LANGUAGE_DESC: "Modifică limba în care este scris textul jocului." STR_DISPLAY_FILTER: "Filtru Afișaj" STR_DISPLAY_FILTER_DESC: "Modifică filtrul aplicat afișajului jocului.{NEWLINE}*necesită accelerare hardware OpenGL." STR_DISPLAY_OPTIONS: "Opțiuni Afișare" STR_LETTERBOXED: "Încadrare" STR_LETTERBOXED_DESC: "Afișează benzi negre orizontale în partea superioară și inferioară a afișajului pentru a menține aspectul original." STR_RESIZABLE: "Redimensionare" STR_LOCK_MOUSE: "Blocare Mouse" STR_LOCK_MOUSE_DESC: "Împiedică mouse-ul să părăsească fereastra jocului. Ctrl+G pentru a comuta în orice moment." STR_FIXED_WINDOW_POSITION: "Poziție Fixă a Ferestrei" STR_FIXED_WINDOW_POSITION_DESC: "Stabilirea poziției fixe a Ferestrei." STR_DISPLAY_SET_WINDOW_POSITION: "Stabilirea noii Origini a Ferestrei" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Noul X latura stângă:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Noul Y latura superioară:" STR_MUSIC_VOLUME: "Volum Muzică" STR_MUSIC_VOLUME_DESC: "Modifică volumul muzicii din fundal." STR_SFX_VOLUME: "Volum Sunete" STR_SFX_VOLUME_DESC: "Modifică volumul efectelor sonore." STR_UI_VOLUME: "Volum Interfață" STR_UI_VOLUME_DESC: "Modifică volumul semnalelor sonore ale interfeței." STR_SCROLL_SPEED: "Viteză Glisare" STR_SCROLL_SPEED_GEO_DESC: "Modifică viteza de glisare a globului." STR_SCROLL_SPEED_BATTLE_DESC: "Modifică viteza de glisare pe hartă." STR_DOGFIGHT_SPEED: "Viteză Lupte Aeriene" STR_DOGFIGHT_SPEED_DESC: "Modifică viteza luptelor aeriene dintre nave și OZNuri. Viteze mai mici pot îmbunătăți performanța pe dispozitive mai slabe." STR_CLOCK_SPEED: "Viteză Ceas" STR_CLOCK_SPEED_DESC: "Modifică viteza ceasului în modul Geosferă. Viteze mai mici pot îmbunătăți performanța pe dispozitive mai slabe." STR_GLOBE_DETAILS: "Detalii Glob" STR_GLOBE_COUNTRIES: "Țări" STR_GLOBE_COUNTRIES_DESC: "Afișează tările finanțatoare pe glob." STR_GLOBE_RADARS: "Radare" STR_GLOBE_RADARS_DESC: "Afișează zonele radar pe glob." STR_GLOBE_FLIGHT_PATHS: "Rute de Zbor" STR_GLOBE_FLIGHT_PATHS_DESC: "Afișează rutele de zbor pe glob." STR_CONTROLS_DESC: "Click stânga pe o scurtătură și apăsați o tastă pentru a o schimba.{NEWLINE}Click dreapta pe o scurtătură pentru a o dezactiva." STR_BASE_GAME: "Jocul de bază" STR_MODS_TOOLTIP: "Versiunea {0} de către {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Glisare la Margine" STR_EDGE_SCROLL_DESC: "Declanșată: Glisează harta când butonul stâng este ținut apăsat la marginea ecranului.{NEWLINE}Automată: Când butonul stâng este ținut liber la marginea ecranului." STR_TRIGGER_SCROLL: "Declanșată" STR_AUTO_SCROLL: "Automată" STR_DRAG_SCROLL: "Glisare Manuală" STR_DRAG_SCROLL_DESC: "Glisează harta când butonul de mouse specificat este ținut apăsat și mișcat." STR_LEFT_MOUSE_BUTTON: "Buton Stânga" STR_MIDDLE_MOUSE_BUTTON: "Buton Mijloc" STR_RIGHT_MOUSE_BUTTON: "Buton Dreapta" STR_FIRE_SPEED: "Viteză Proiectile" STR_FIRE_SPEED_DESC: "Modifică viteza proiectilelor armelor." STR_PLAYER_MOVEMENT_SPEED: "Viteză Mișcare Jucător" STR_PLAYER_MOVEMENT_SPEED_DESC: "Modifică viteza de deplasare a unităților controlate de jucător." STR_COMPUTER_MOVEMENT_SPEED: "Viteză Mișcare AI" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Modifică viteza de deplasare a unităților controlate de computer." STR_PATH_PREVIEW: "Previzualizare Rută" STR_PATH_ARROWS: "Săgeți" STR_PATH_ARROWS_DESC: "La apăsare afișează ruta urmată de unitate pentru a ajunge la destinație. Culoarea indică acțiunile disponibile: Verde - se poate mișca și trage; Galben - se poate mișca; Roșu - nu se poate mișca." STR_PATH_TIME_UNIT_COST: "Unități Timp" STR_PATH_TIME_UNIT_COST_DESC: "Afișează UT ce vor rămâne de folosit după ajungerea la destinație." STR_USER_INTERFACE_OPTIONS: "Opțiuni Interfață" STR_TOOLTIPS: "Etichete" STR_TOOLTIPS_DESC: "Afișează etichetele pentru butoanele de pe Câmpul de Luptă." STR_DEATH_NOTIFICATIONS: "Notificări decese" STR_DEATH_NOTIFICATIONS_DESC: "Afișează o notificare detaliind cine a decedat oricând un soldat propriu moare." STR_SHOW_FUNDS: "Afișare Fonduri" STR_SHOW_FUNDS_DESC: "Afișează fondurile curente lângă ceasul din Geosferă." STR_MISSION_GENERATOR: "GENERATOR MISIUNE" STR_MAP_OPTIONS: "OPȚIUNI HARTĂ" STR_ALIEN_OPTIONS: "OPȚIUNI EXTRATEREȘTRI" STR_MAP_TERRAIN: "Teren" STR_MAP_DARKNESS: "Întuneric" STR_MAP_DEPTH: "Adâncime" STR_DIFFICULTY: "Dificultate" STR_ALIEN_RACE: "Rasă" STR_ALIEN_TECH_LEVEL: "Nivel Tehnologic" STR_RANDOMIZE: "Aleator" STR_OXCE_REQUIRED_QUESTION: "Această modificare necesită OpenXcom {0} pentru a funcționa corect. Activăm modificarea?" STR_RESTORE_DEFAULTS_QUESTION: "Sigur se restaurează opțiunile implicite?" STR_DISPLAY_OPTIONS_CONFIRM: "Se păstrează opțiunile de afișare curente?" STR_DISPLAY_OPTIONS_REVERT: "Revenire în 0:{0}" STR_MISSING_CONTENT_PROMPT: "ATENȚIE:{SMALLLINE}Această salvare folosește modificări care nu sunt disponibile. Conținutul lipsă va fi înlăturat, iar încărcarea poate eșua.{NEWLINE}Continuați?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Salvare grenade amorsate" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Salvează starea grenadelor amorsate în inventarul dinaintea luptei în schema de echipare a soldatului." STR_NEWSEEDONLOAD: "Împiedicare exploatare salvări" STR_NEWSEEDONLOAD_DESC: "Încărcarea unui joc va reseta rezultatele, prin urmare realizarea aceleiași mutări poate avea alte consecințe. Nu se aplică în modul Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Modificare valori cu rotița mouse-ului" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Permite folosirea rotiței mouse-ului pentru a crește/scădea cantitățile." STR_BATTLEHAIRBLEACH: "Îmbunătățire înfățișare soldați" STR_BATTLEHAIRBLEACH_DESC: "Modifică înfățișarea soldaților de pe Câmpul de Luptă pentru a fi asemenea celei din ecranul de inventar." STR_DRAGSCROLLINVERT: "Direcție glisare inversată" STR_DRAGSCROLLINVERT_DESC: "Când este activată, glisarea se face în direcția opusă mișcării mouse-ului." STR_BATTLESCAPE_SCALE: "Scalare Câmp Luptă" STR_BATTLESCAPE_SCALE_DESC: "Mod de scalare afisaj Câmp de Luptă, bazat pe o rezoluție fixă (întins pentru a se potrivi), sau pe un nivel de zoom fix (extins pentru a umple)." STR_GEOSCAPE_SCALE: "Scalare Geosferă" STR_GEOSCAPESCALE_SCALE_DESC: "Mod de scalare afisaj Geosferă, bazat pe o rezoluție fixă (întins pentru a se potrivi), sau pe un nivel de zoom fix (extins pentru a umple)." STR_1_5X: "1.5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 Afișaj" STR_HALF_DISPLAY: "1/2 Afișaj" STR_FULL_DISPLAY: "Complet" STR_FPS_LIMIT: "Limitare FPS" STR_FPS_LIMIT_DESC: "Limitează numărul de actualizări pe secundă ale ecranului, cu 0 pentru nelimitat. Dacă este activată randarea OpenGL jocul va utiliza Vsync." STR_FPS_INACTIVE_LIMIT: "Limitare FPS fundal" STR_FPS_INACTIVE_LIMIT_DESC: "Limitează numărul de actualizări pe secundă ale ecranului dacă fereastra OpenXcom se află în fundal." STR_NOALIENPANICMESSAGES: "Înlăturare mesaje panică extratereștrii" STR_NOALIENPANICMESSAGES_DESC: "Nu afișează mesajele de panică pentru extratereștrii decât dacă aceștia sunt văzuți de către jucător." STR_ALIENBLEEDING: "Sângerare extratereștrii" STR_ALIENBLEEDING_DESC: "Permite cauzarea de răni grave majorității extratereștrilor." STR_FIELDPROMOTIONS: "Promovări pe teren" STR_FIELDPROMOTIONS_DESC: "Numai soldații care au luat parte la misiune sunt eligibili pentru a fi promovați." STR_MEETINGPOINT: "Estimare traiectorie OZN" STR_MEETINGPOINT_DESC: "Navele vor zbura către un punct de întâlnire cu OZNul bazându-se pe traiectoria curentă a acestuia." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Nu este posibilă salvarea manuală" STR_SAVE_AND_ABANDON_GAME: "SALVARE ȘI PĂRĂSIRE JOC" STR_MOD_UNSUCCESSFUL: "Încărcarea modificării a eșuat" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Schimbă modul în care este afișat jocul pe ecran." STR_PREFERRED_MUSIC_FORMAT: "Format Muzică" STR_PREFERRED_MUSIC_FORMAT_DESC: "Selectează formatul preferat pentru muzică, utilizat atunci când sunt mai multe disponibile.{NEWLINE}NOTĂ: Redarea MIDI este problematică în Windows." STR_PREFERRED_SFX_FORMAT: "Format Sunete" STR_PREFERRED_SFX_FORMAT_DESC: "Selectează formatul preferat pentru efectele sonore, utilizat atunci când sunt mai multe disponibile." STR_PREFERRED_VIDEO_FORMAT: "Format Video" STR_PREFERRED_VIDEO_FORMAT_DESC: "Selectează formatul preferat pentru video, utilizat atunci când sunt mai multe disponibile." STR_PREFERRED_VIDEO_ANIMATION: "Animat" STR_PREFERRED_VIDEO_SLIDESHOW: "Succesiune imagini" STR_PREFERRED_FORMAT_AUTO: "Automat" STR_CURRENT_FORMAT: "Activ: {0}" STR_SOUND_OPTIONS: "Opțiuni Sunet" STR_BACKGROUND_MUTE: "Sunet Fundal Dezactivat" STR_BACKGROUND_MUTE_DESC: "Dezactivează sunetul când fereastra jocului nu este activă." STR_FORCE_FIRE: "Suprimare Linie de Tragere" STR_FORCE_FIRE_DESC: "Permite soldatului să tragă forțat atunci când se ține apăsată tasta CTRL, indiferent de regulile ce se aplică liniei de tragere." STR_NO_AUDIO_HARDWARE_DETECTED: "Hardware audio nedetectat" STR_MOUSEWHEEL_SPEED: "Viteză derulare rotiță mouse" STR_MOUSEWHEEL_SPEED_DESC: "Modifică numărul de linii derulate în liste cu fiecare mișcare a rotiței mouse-ului." STR_DISABLED: "Dezactivată" STR_MAXIMIZE_INFO_SCREENS: "Maximizare ecrane informative" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventarul și alte ecrane informative vor fi afișate pe tot ecranul, indiferent de setările de scalare." STR_DIARY: "JURNAL" STR_KILLED: "UCIS" STR_STUNNED: "PARALIZAT" STR_PANICKED: "PANICAT" STR_MINDCONTROLLED: "CONTROLAT" STR_REGION_UNKNOWN: "Nedezvăluită" STR_WEAPON_UNKNOWN: "Improvizație" STR_UNKNOWN: "Necunoscut" STR_VICTORY: "Victorie" STR_DEFEAT: "Înfrângere" STR_NO_RECORD: "Neînregistrat" STR_HUMAN: "Uman" STR_FRIENDLY: "Amical" STR_HOSTILE: "Ostil" STR_NEUTRAL: "Neutru" STR_RATING_UC: "EVALUARE" STR_LOCATION: "LOCAȚIA> {ALT}{0}" STR_DAYLIGHT_TYPE: "MOMENTUL> {ALT}{0}" STR_RACE_TYPE: "SPECIA> {ALT}{0}" STR_DAY: "Ziua" STR_NIGHT: "Noaptea" STR_DAYS_WOUNDED: "ZILE SPITAL> {ALT}{0}" STR_COMBAT: "LUPTĂ" STR_PERFORMANCE: "RANDAMENT" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALIZĂRI PER SPECIE" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALIZĂRI PER RANG" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALIZĂRI PER ARMĂ" STR_MISSIONS_BY_LOCATION: "MISIUNI PER LOCAȚIE" STR_MISSIONS_BY_TYPE: "MISIUNI PER TIP" STR_MISSIONS_BY_UFO: "MISIUNI PER OZN" STR_SCORE_VALUE: "PUNCTAJ> {ALT}{0}" STR_WINS: "VICTORII> {ALT}{0}" STR_STUNS: "PARALIZĂRI> {ALT}{0}" STR_PANICKS: "PANICĂRI> {ALT}{0}" STR_MINDCONTROLS: "CONTOLĂRI> {ALT}{0}" STR_AWARDS: "DISTINCȚII" STR_COMMENDATIONS_UC: "DISTINCȚII" STR_COMMENDATIONS: "Distincții" STR_MEDALS: "EMBLEME" STR_LOST_IN_SERVICE: "PIERDUT ÎN SERVICIU" STR_MEDAL_NAME: "Emblema" STR_MEDAL_AWARD_LEVEL: "Nivelul Emblemei" STR_MEDAL_DECOR_LEVEL: "Nivelul Distincției" STR_AWARD_0: "Clasa întâi" STR_AWARD_1: "Clasa doi" STR_AWARD_2: "Clasa trei" STR_AWARD_3: "Clasa patru" STR_AWARD_4: "Clasa cinci" STR_AWARD_5: "Clasa șase" STR_AWARD_6: "Clasa șapte" STR_AWARD_7: "Clasa opt" STR_AWARD_8: "Clasa nouă" STR_AWARD_9: "Clasa zece" STR_AWARD_DECOR_0: "Niciuna" STR_AWARD_DECOR_1: "Insignă bronz cl.1" STR_AWARD_DECOR_2: "Insignă bronz cl.2" STR_AWARD_DECOR_3: "Insignă bronz cl.3" STR_AWARD_DECOR_4: "Insignă argint cl.1" STR_AWARD_DECOR_5: "Insignă argint cl.2" STR_AWARD_DECOR_6: "Insignă argint cl.3" STR_AWARD_DECOR_7: "Insignă aur cl.1" STR_AWARD_DECOR_8: "Insignă aur cl.2" STR_AWARD_DECOR_9: "Insignă aur cl.3" STR_KILLED_IN_ACTION_MALE: "UCIS ÎN MISIUNE" STR_KILLED_IN_ACTION_FEMALE: "UCISĂ ÎN MISIUNE" STR_MISSING_IN_ACTION_MALE: "DISPĂRUT ÎN MISIUNE" STR_MISSING_IN_ACTION_FEMALE: "DISPĂRUTĂ ÎN MISIUNE" STR_AVERAGE_MONTHLY_RATING: "Punctaj lunar mediu" STR_TOTAL_INCOME: "Venituri totale" STR_TOTAL_EXPENDITURE: "Cheltuieli totale" STR_MISSIONS_WON: "Misiuni îndeplinite" STR_MISSIONS_LOST: "Misiuni eșuate" STR_NIGHT_MISSIONS: "Misiuni nocturne" STR_BEST_RATING: "Cel mai bun punctaj" STR_WORST_RATING: "Cel mai slab punctaj" STR_ALIEN_KILLS: "Extratereștri uciși" STR_ALIEN_CAPTURES: "Extratereștri capturați" STR_FRIENDLY_KILLS: "Incidente colaterale" STR_AVERAGE_ACCURACY: "Precizie medie" STR_WEAPON_MOST_KILLS: "Cea mai eficientă armă" STR_ALIEN_MOST_KILLS: "Cel mai mortal E.T." STR_LONGEST_SERVICE: "Cea mai lungă perioadă în serviciu" STR_TOTAL_DAYS_WOUNDED: "Zile de spitalizare" STR_COUNTRIES_LOST: "Țări infiltrate" STR_TOTAL_TERROR_SITES: "Atacuri teroriste" STR_TOTAL_BASES: "Baze construite" STR_TOTAL_CRAFT: "Nave deținute" STR_TOTAL_SCIENTISTS: "Cercetători angajați" STR_TOTAL_ENGINEERS: "Ingineri angajați" STR_TOTAL_RESEARCH: "Cercetări completate" STR_DIARY_ACCURACY: "PRECIZIE> {ALT}{0}%" STR_STATISTICS: "Statistici" STR_STATS: "STAT." STR_TIME_UNITS_ABBREVIATION: "UT" STR_STAMINA_ABBREVIATION: "ENR" STR_HEALTH_ABBREVIATION: "SĂN" STR_BRAVERY_ABBREVIATION: "VIT" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PRE" STR_THROWING_ACCURACY_ABBREVIATION: "ARU" STR_STRENGTH_ABBREVIATION: "FRȚ" STR_MELEE_ACCURACY_ABBREVIATION: "MEL" STR_FOLDERS: "DIRECTOARE" STR_DATA_FOLDER: "Director Date (resursele originale)" STR_USER_FOLDER: "Director Utilizator (modificări, openxcom.log)" STR_SAVE_FOLDER: "Director Salvări (jocuri salvate, capturi de ecran)" STR_CONFIG_FOLDER: "Director Configurări (options.cfg)" STR_DATA_FOLDER_DESC_1: "Aici va căuta OpenXcom resursele originale ale jocului (UFO și/sau TFTD)" STR_DATA_FOLDER_DESC_2: "Resursele interne OpenXcom sunt situate în directorul 'common'. Modificările incorporate în OpenXcom sunt situate în directorul 'standard'." STR_USER_FOLDER_DESC: "Fișierul jurnal ('openxcom.log') este localizat aici. Toate modificările personalizate sunt localizate tot aici (în sub-directorul 'mods')." STR_SAVE_FOLDER_DESC: "Jocurile salvate sunt localizate aici. De asemenea, setările generatorului de misiuni ('battle.cfg') se poate găsi aici." STR_CONFIG_FOLDER_DESC: "Aici sunt stocate setările OpenXcom ('options.cfg'). În mod uzual este identic cu Directorul Utilizator." ================================================ FILE: bin/common/Language/ru.yml ================================================ ru: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Новая игра" STR_LOAD_SAVED_GAME: "Загрузить игру" STR_SELECT_DIFFICULTY_LEVEL: "Выберите уровень сложности" STR_1_BEGINNER: "1> Новобранец" STR_2_EXPERIENCED: "2> Опытный" STR_3_VETERAN: "3> Ветеран" STR_4_GENIUS: "4> Гений" STR_5_SUPERHUMAN: "5> Сверхчеловек" STR_TIME: "Время" STR_DATE: "Дата" STR_SELECT_GAME_TO_LOAD: "Выберите сохранение для загрузки" STR_SELECT_SAVE_POSITION: "Выберите слот для сохранения" STR_GAME_OPTIONS: "НАСТРОЙКИ ИГРЫ" STR_LOAD_GAME: "ЗАГРУЗИТЬ ИГРУ" STR_SAVE_GAME: "СОХРАНИТЬ ИГРУ" STR_ABANDON_GAME: "ПОКИНУТЬ ИГРУ" STR_ABANDON_GAME_QUESTION: "ВЫЙТИ ИЗ ИГРЫ?" STR_QUIT: "Выход" STR_SAVING_GAME: "Сохранение игры" STR_LOADING_GAME: "Загрузка игры" STR_NO_SAVED_GAME_PRESENT: "Нет сохраненных игр" STR_LOAD_UNSUCCESSFUL: "Ошибка загрузки" STR_SAVE_UNSUCCESSFUL: "Сохранить не удалось" STR_LOAD_SUCCESSFUL: "Загрузка успешно завершена" STR_SAVE_SUCCESSFUL: "Сохранение выполнено успешно" STR_DELETE: "УДАЛИТЬ" STR_DELETE_UNSUCCESSFUL: "Удалить не удалось" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Вы уверены, что хотите удалить сохраненную игру?" STR_ORIGINAL_XCOM: "Старый X-Com" STR_LOADING: "Загрузка..." STR_DETAILS: "ПОДРОБНО> {ALT}{0}" STR_NEW_BATTLE: "Новая битва" STR_OPTIONS: "Настройки" STR_RIGHT_CLICK_TO_DELETE: "Щелкните правой кнопкой мыши, чтобы удалить." STR_RESTORE_DEFAULTS: "Сбросить настройки" STR_CONTROLS: "УПРАВЛЕНИЕ" STR_GENERAL: "Общие" STR_GEOSCAPE: "Глобальный вид" STR_BATTLESCAPE: "Поле боя" STR_SCREENSHOT: "Снимок экрана" STR_FPS_COUNTER: "Счетчик кадров в секунду" STR_ROTATE_LEFT: "Повернуть влево" STR_ROTATE_RIGHT: "Повернуть вправо" STR_ROTATE_UP: "Повернуть вверх" STR_ROTATE_DOWN: "Повернуть вниз" STR_ZOOM_IN: "Приблизить" STR_ZOOM_OUT: "Отдалить" STR_TOGGLE_COUNTRY_DETAIL: "Вкл./выкл. границы стран" STR_TOGGLE_RADAR_RANGES: "Вкл./выкл. зоны радаров" STR_SCROLL_LEFT: "Скроллинг влево" STR_SCROLL_RIGHT: "Скроллинг вправо" STR_SCROLL_UP: "Скроллинг вверх" STR_SCROLL_DOWN: "Скроллинг вниз" STR_UNIT_LEVEL_ABOVE: "Подняться выше" STR_UNIT_LEVEL_BELOW: "Спуститься ниже" STR_VIEW_LEVEL_ABOVE: "Показать уровень выше" STR_VIEW_LEVEL_BELOW: "Показать уровень ниже" STR_CENTER_SELECTED_UNIT: "Центр на выбранном бойце" STR_PREVIOUS_UNIT: "Предыдущий боец" STR_NEXT_UNIT: "Следующий боец" STR_DESELECT_UNIT: "След. боец (больше не выделять)" STR_USE_LEFT_HAND: "В левой руке" STR_USE_RIGHT_HAND: "В правой руке" STR_INVENTORY: "Инвентарь" STR_MINIMAP: "Мини-карта" STR_MULTI_LEVEL_VIEW: "Показ всех уровней" STR_END_TURN: "Конец хода" STR_ABORT_MISSION: "Покинуть поле боя" STR_UNIT_STATS: "Экран характеристик" STR_KNEEL: "Встать/Присесть" STR_RELOAD: "Перезарядка" STR_TOGGLE_PERSONAL_LIGHTING: "Вкл./выкл. перс. освещение" STR_DONT_RESERVE_TIME_UNITS: "Не резервировать ОД" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Резервировать ОД для выстрела навскидку" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Резервировать ОД для прицельного выстрела" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Резервировать ОД для стрельбы очередью" STR_CENTER_ON_ENEMY_1: "Центр на противнике 1" STR_CENTER_ON_ENEMY_2: "Центр на противнике 2" STR_CENTER_ON_ENEMY_3: "Центр на противнике 3" STR_CENTER_ON_ENEMY_4: "Центр на противнике 4" STR_CENTER_ON_ENEMY_5: "Центр на противнике 5" STR_CENTER_ON_ENEMY_6: "Центр на противнике 6" STR_CENTER_ON_ENEMY_7: "Центр на противнике 7" STR_CENTER_ON_ENEMY_8: "Центр на противнике 8" STR_CENTER_ON_ENEMY_9: "Центр на противнике 9" STR_CENTER_ON_ENEMY_10: "Центр на противнике 10" STR_CREATE_INVENTORY_TEMPLATE: "Создать шаблон инвентаря" STR_APPLY_INVENTORY_TEMPLATE: "Применить шаблон инвентаря" STR_CLEAR_INVENTORY: "Очистить инвентарь" STR_AUTO_EQUIP: "Автоэкипировка" STR_QUICK_SAVE: "Быстрое сохранение" STR_QUICK_LOAD: "Быстрая загрузка" STR_ADVANCED: "ДОПОЛНИТЕЛЬНО" STR_AGGRESSIVERETALIATION: "Агрессивное возмездие" STR_AGGRESSIVERETALIATION_DESC: "НЛО будут активно искать вашу базу вне зависимости от выполняемого ими задания." STR_STORAGELIMITSENFORCED: "Лимиты складов для найденных предметов" STR_STORAGELIMITSENFORCED_DESC: "Включает количественное ограничение объемов изоляторов и складов для захваченных в ходе заданий пришельцев и артефактов." STR_CANSELLLIVEALIENS: "Продажа живых пришельцев" STR_CANSELLLIVEALIENS_DESC: "Разрешить продажу живых пришельцев. Рекомендуется при включении лимитов складов." STR_ALLOWBUILDINGQUEUE: "Включить очередь строительства" STR_ALLOWBUILDINGQUEUE_DESC: "Новые модули могут возводиться рядом с еще не достроенными." STR_BATTLEAUTOEND: "Автозавершение боя" STR_BATTLEAUTOEND_DESC: "При включении бой будет автоматически завершаться после нейтрализации последнего противника." STR_BATTLEINSTANTGRENADE: "Мгновенные гранаты" STR_BATTLEINSTANTGRENADE_DESC: "Гранаты с задержкой 0 ходов будут взрываться сразу же после броска, а не в конце хода. " STR_BATTLEUFOEXTENDERACCURACY: "Точность выстрела, как в UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Точность выстрела уменьшается, начиная с определенной дистанции (зависит от режима стрельбы). Вероятность попадания отображается над курсором." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Переназначение в полете" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Транспортное средство, выполняющее задание, можно приписать к другой базе." STR_CRAFTLAUNCHALWAYS: "Форсированный запуск ТС" STR_CRAFTLAUNCHALWAYS_DESC: "ТС можно запускать, даже если они не полностью подготовлены." STR_CUSTOMINITIALBASE: "Свободный дизайн первой базы" STR_CUSTOMINITIALBASE_DESC: "Начиная новую игру, игрок может самостоятельно выбрать расположение доступных ему модулей вместо обычной схемы застройки." STR_GLOBESEASONS: "Реалистичное освещение земного шара" STR_GLOBESEASONS_DESC: "Использовать астрономически верное освещение земного шара, учитывающее наклон оси вращения Земли." STR_PLAYINTRO: "Показывать заставку" STR_PLAYINTRO_DESC: "Показывать заставку при запуске игры." STR_SHOWMORESTATSININVENTORYVIEW: "Характеристики бойца на экране снаряжения" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Показывать дополнительную информацию о выбранном бойце на экране снаряжения." STR_SNEAKYAI: "Скрытный ИИ" STR_SNEAKYAI_DESC: "ИИ всеми способами старается действовать скрытно." STR_STRAFE: "Альтернативные способы движения" STR_STRAFE_DESC: "Позволяет двигаться боком (стрейфиться), бежать и вращать башню танка независимо от шасси при нажатой Ctrl." STR_BATTLEEXPLOSIONHEIGHT: "Высота взрыва" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Изменение радиуса взрыва по вертикали.{NEWLINE}(плоский: 0, объемный: 3)" STR_AUTOSAVE: "Автоматическое сохранение игры" STR_AUTOSAVE_DESC: "Автоматически сохраняет игру с заданной периодичностью. Не действует в режиме «Стальная воля»." STR_AUTOSAVE_FREQUENCY: "Периодичность автосохранения" STR_AUTOSAVE_FREQUENCY_DESC: "Количество ходов, после которых будет производиться автоматическое сохранение." STR_ALLOWPSIONICCAPTURE: "Разрешить пси-захват" STR_ALLOWPSIONICCAPTURE_DESC: "Если все живые пришельцы находятся под пси-контролем, игроку засчитывается победа, и они считаются захваченными в плен." STR_ANYTIMEPSITRAINING: "Псионическая тренировка в любое время" STR_ANYTIMEPSITRAINING_DESC: "Позволяет назначать бойцов на псионическую тренировку в любой день месяца. Начальная подготовка всегда занимает от 30 до 60 дней." STR_SKIPNEXTTURNSCREEN: "Пропускать заставку «Следующий ход»" STR_SKIPNEXTTURNSCREEN_DESC: "Экран «Следующий ход» в тактической фазе закрывается автоматически через некоторое время." STR_NOT_ENOUGH_SPACE: "Недостаточно места!" STR_WEAPONSELFDESTRUCTION: "Самоуничтожение оружия пришельцев" STR_WEAPONSELFDESTRUCTION_DESC: "Если пришелец убит, его оружие самоуничтожается, как в XCOM 2012." STR_RETAINCORPSES: "Оставлять допрошенных пришельцев" STR_RETAINCORPSES_DESC: "По окончании допроса живых пришельцев их тела будут перемещаться на склад, как в XCOM 2012." STR_SAVE_VOXEL_VIEW: "Сделать снимок экрана от первого лица" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Резервировать ОД, чтобы присесть" STR_EXPEND_ALL_TIME_UNITS: "Обнулить очки действия" STR_PSISTRENGTHEVAL: "Оценка псионической силы" STR_PSISTRENGTHEVAL_DESC: "Пси-сила всех бойцов отображается по завершении соответствующего исследования." STR_DISABLEAUTOEQUIP: "Отключить автоэкипировку" STR_DISABLEAUTOEQUIP_DESC: "Отключить автоэкипировку новых бойцов перед боем." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Позволить развивать псионическую силу" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Псионическая сила бойцов может расти в процессе тренировок и с получением боевого опыта." STR_BATTLESMOOTHCAMERA: "Плавная проводка выстрела" STR_BATTLESMOOTHCAMERA_DESC: "Камера будет плавно отслеживать поражающие элементы, пока они двигаются." STR_BATTLECONFIRMFIREMODE: "Подтверждение выстрела" STR_BATTLECONFIRMFIREMODE_DESC: "При включении потребуется второй щелчок мыши по выбранной клетке, чтобы открыть огонь." STR_SELECT_BASE_1: "Выбрать базу 1" STR_SELECT_BASE_2: "Выбрать базу 2" STR_SELECT_BASE_3: "Выбрать базу 3" STR_SELECT_BASE_4: "Выбрать базу 4" STR_SELECT_BASE_5: "Выбрать базу 5" STR_SELECT_BASE_6: "Выбрать базу 6" STR_SELECT_BASE_7: "Выбрать базу 7" STR_SELECT_BASE_8: "Выбрать базу 8" STR_VIDEO: "ВИДЕО" STR_AUDIO: "АУДИО" STR_BATTLESCAPE_UC: "ПОЛЕ БОЯ" STR_MODS_UC: "МОДЫ" STR_MODS: "Моды" STR_DISPLAY_RESOLUTION: "Разрешение окна" STR_DISPLAY_RESOLUTION_DESC: "Изменение разрешения экрана, которому сопоставляется разрешение изображения. Стрелки переключают полноэкранные разрешения. Для ввода нестандартных значений щелкните мышью по цифрам." STR_ORIGINAL: "Оригинальное" STR_DISPLAY_MODE: "Режим отображения" STR_WINDOWED: "Оконный" STR_FULLSCREEN: "Полноэкранный" STR_BORDERLESS: "Без рамки" STR_DISPLAY_LANGUAGE: "Язык" STR_DISPLAY_LANGUAGE_DESC: "Изменение языка игры." STR_DISPLAY_FILTER: "Фильтр изображения" STR_DISPLAY_FILTER_DESC: "Применение эффекта постобработки изображения в игре.{NEWLINE}*Требуется аппаратное ускорение OpenGL." STR_DISPLAY_OPTIONS: "Настройки экрана" STR_LETTERBOXED: "Сохранять пропорции" STR_LETTERBOXED_DESC: "Добавляет черные полосы по краям экрана для сохранения исходного соотношения сторон изображения." STR_RESIZABLE: "Оконный изм." STR_LOCK_MOUSE: "Захват мыши" STR_LOCK_MOUSE_DESC: "При включении курсор мыши остается внутри активного окна игры. Чтобы включить / выключить захват курсора, нажмите Ctrl-G." STR_FIXED_WINDOW_POSITION: "Фикс. положение окна" STR_FIXED_WINDOW_POSITION_DESC: "Установка фиксированного положения окна." STR_DISPLAY_SET_WINDOW_POSITION: "Укажите новую позицию окна:" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Отступ слева:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Отступ сверху:" STR_MUSIC_VOLUME: "Громкость музыки" STR_MUSIC_VOLUME_DESC: "Изменение громкости фоновой музыки." STR_SFX_VOLUME: "Громкость эффектов" STR_SFX_VOLUME_DESC: "Изменение уровня громкости звуковых эффектов." STR_UI_VOLUME: "Громкость интерфейса" STR_UI_VOLUME_DESC: "Изменение громкости нажатий по элементам интерфейса." STR_SCROLL_SPEED: "Скорость скроллинга" STR_SCROLL_SPEED_GEO_DESC: "Изменение скорости вращения земного шара." STR_SCROLL_SPEED_BATTLE_DESC: "Изменение скорости скроллинга карты." STR_DOGFIGHT_SPEED: "Скорость возд. боев" STR_DOGFIGHT_SPEED_DESC: "Изменение скорости воздушных боев между ЛА X-Com и НЛО. Выбор более низкой скорости может улучшить производительность на слабых устройствах." STR_CLOCK_SPEED: "Скорость игровых часов" STR_CLOCK_SPEED_DESC: "Изменение скорости часов на стратегической карте. Выбор более низкой скорости может улучшить производительность на слабых устройствах." STR_GLOBE_DETAILS: "Стратегическая карта" STR_GLOBE_COUNTRIES: "Страны" STR_GLOBE_COUNTRIES_DESC: "Отображение названий финансирующих государств на стратегической карте." STR_GLOBE_RADARS: "Радары" STR_GLOBE_RADARS_DESC: "Отображение радиуса действия радаров базы на стратегической карте." STR_GLOBE_FLIGHT_PATHS: "Маршруты полета" STR_GLOBE_FLIGHT_PATHS_DESC: "Отображение маршрутов ТС на стратегической карте." STR_CONTROLS_DESC: "Щелкните левой кнопкой мыши по элементу и нажмите нужную клавишу для переназначения. Щелчок правой кнопкой очищает назначенную клавишу." STR_BASE_GAME: "Базовая игра" STR_MODS_TOOLTIP: "Версия {0} от {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Скроллинг по краю" STR_EDGE_SCROLL_DESC: "По нажатию: скроллинг карты при нажатой левой кнопке на краю экрана.{NEWLINE}Авто: скроллинг карты при приближении курсора к краю экрана." STR_TRIGGER_SCROLL: "По нажатию" STR_AUTO_SCROLL: "Авто" STR_DRAG_SCROLL: "Скроллинг удержанием" STR_DRAG_SCROLL_DESC: "Скроллинг карты при зажатой указанной кнопке мыши." STR_LEFT_MOUSE_BUTTON: "Левая кнопка" STR_MIDDLE_MOUSE_BUTTON: "Средняя кнопка" STR_RIGHT_MOUSE_BUTTON: "Правая кнопка" STR_FIRE_SPEED: "Скорость выстрелов" STR_FIRE_SPEED_DESC: "Изменение скорости анимации полета поражающих элементов." STR_PLAYER_MOVEMENT_SPEED: "Скорость игрока" STR_PLAYER_MOVEMENT_SPEED_DESC: "Изменение скорости перемещения управляемых игроком боевых единиц." STR_COMPUTER_MOVEMENT_SPEED: "Скорость движения ИИ" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Изменение скорости перемещения управляемых ИИ боевых единиц." STR_PATH_PREVIEW: "Предпросмотр пути" STR_PATH_ARROWS: "Стрелки" STR_PATH_ARROWS_DESC: "Щелчком выводится путь до точки назначения. Цвета обозначают возможные действия: {ALT}зеленый{ALT} - может выдвинуться и открыть огонь; {ALT}желтый{ALT} - может переместиться; {ALT}красный{ALT} - недостижимая точка." STR_PATH_TIME_UNIT_COST: "Очки действия" STR_PATH_TIME_UNIT_COST_DESC: "По щелчку мыши будут отображаться оставшиеся после передвижения ОД бойца." STR_USER_INTERFACE_OPTIONS: "Настройки интерфейса" STR_TOOLTIPS: "Подсказки" STR_TOOLTIPS_DESC: "Отображение подсказок для кнопок в режиме боя." STR_DEATH_NOTIFICATIONS: "Сообщать имя убитого" STR_DEATH_NOTIFICATIONS_DESC: "Отображение сообщения с именем убитого бойца в случае его гибели." STR_SHOW_FUNDS: "Показывать финансы" STR_SHOW_FUNDS_DESC: "Отображение текущих финансов рядом с часами." STR_MISSION_GENERATOR: "ГЕНЕРАТОР МИССИЙ" STR_MAP_OPTIONS: "НАСТРОЙКИ КАРТЫ" STR_ALIEN_OPTIONS: "НАСТРОЙКИ ПРИШЕЛЬЦЕВ" STR_MAP_TERRAIN: "Местность" STR_MAP_DARKNESS: "Затемнение" STR_MAP_DEPTH: "Глубина" STR_DIFFICULTY: "Сложность" STR_ALIEN_RACE: "Раса" STR_ALIEN_TECH_LEVEL: "Технологический уровень" STR_RANDOMIZE: "Случайно" STR_OXCE_REQUIRED_QUESTION: "Для корректной работы этого мода требуется OpenXcom {0}. Включить мод?" STR_RESTORE_DEFAULTS_QUESTION: "Вы уверены, что хотите восстановить настройки по умолчанию?" STR_DISPLAY_OPTIONS_CONFIRM: "Оставить текущие настройки экрана?" STR_DISPLAY_OPTIONS_REVERT: "Восстановление прежних настроек через 0:{0}" STR_MISSING_CONTENT_PROMPT: "ВНИМАНИЕ!{SMALLLINE}Файл сохранения ссылается на недоступный мод. Отсутствующее содержимое будет отключено, что может привести к ошибкам.{NEWLINE}Продолжить?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Сохранять предварительно взведенные гранаты" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Сохраняет состояние детонатора гранат, если они были взведены в ходе экипировки бойцов на базе." STR_NEWSEEDONLOAD: "Читерство с сохранениями" STR_NEWSEEDONLOAD_DESC: "При загрузке сохранения будет сбрасываться генератор случайных чисел: одно и то же действие будет приводить к разным результатам. Не влияет на режим «Стальная воля»." STR_CHANGEVALUEBYMOUSEWHEEL: "Изменение значений колесом мыши" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "С помощью колеса мыши становится возможным увеличение / уменьшение значений на указанную величину (при наведении курсора на стрелки напротив соответствующей позиции)." STR_BATTLEHAIRBLEACH: "Улучшенные спрайты бойцов" STR_BATTLEHAIRBLEACH_DESC: "При включении спрайты бойцов на поле боя соответствуют изображению на экране инвентаря." STR_DRAGSCROLLINVERT: "Инвертирование скроллинга удержанием" STR_DRAGSCROLLINVERT_DESC: "При включении карта прокручивается в направлении, противоположном движению мыши." STR_BATTLESCAPE_SCALE: "Масштаб поля боя" STR_BATTLESCAPE_SCALE_DESC: "Режим масштабирования окна поля боя: на основе фиксированного разрешения (растяжение изображения) или фиксированного коэффициента увеличения (заполнение окна)." STR_GEOSCAPE_SCALE: "Масштаб глоб. вида" STR_GEOSCAPESCALE_SCALE_DESC: "Метод масштабирования стратегической карты: на основе фиксированного разрешения (растяжение изображения) или фиксированного коэффициента увеличения (заполнение окна)." STR_1_5X: "480x300" STR_2X: "640x400" STR_THIRD_DISPLAY: "Расширенное x3" STR_HALF_DISPLAY: "Расширенное x2" STR_FULL_DISPLAY: "Расширенное x1" STR_FPS_LIMIT: "Ограничение кадров в секунду" STR_FPS_LIMIT_DESC: "Ограничение количества обновлений экрана в секунду. 0 - без ограничений. При использовании OpenGL заменяется вертикальной синхронизацией." STR_FPS_INACTIVE_LIMIT: "Ограничение кадров в секунду в фоне" STR_FPS_INACTIVE_LIMIT_DESC: "Ограничение количества обновлений экрана в секунду, когда окно OpenXcom не активно." STR_NOALIENPANICMESSAGES: "Не показывать сообщения о панике пришельцев" STR_NOALIENPANICMESSAGES_DESC: "Не показывать сообщения о паникующих пришельцах, которых не видят бойцы игрока." STR_ALIENBLEEDING: "Пришельцы истекают кровью" STR_ALIENBLEEDING_DESC: "Позволяет наносить смертельные ранения большинству пришельцев." STR_FIELDPROMOTIONS: "Боевые повышения" STR_FIELDPROMOTIONS_DESC: "Повышение могут получить только те бойцы, которые находились на задании." STR_MEETINGPOINT: "Упреждение траектории НЛО" STR_MEETINGPOINT_DESC: "Транспортное средство выдвинется в предполагаемую точку встречи, вычисленную на основе текущей траектории НЛО." STR_IRONMAN: "СТАЛЬНАЯ ВОЛЯ" STR_IRONMAN_DESC: "Сохранение вручную отключено" STR_SAVE_AND_ABANDON_GAME: "СОХРАНИТЬ И ПОКИНУТЬ ИГРУ" STR_MOD_UNSUCCESSFUL: "Не удалось загрузить мод" STR_NEW_SAVED_GAME_SLOT: "<НОВОЕ СОХРАНЕНИЕ>" STR_AUTO_SAVE_GEOSCAPE_SLOT: "<АВТОСОХРАНЕНИЕ СТРАТЕГИЧЕСКОЙ КАРТЫ>" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "<АВТОСОХРАНЕНИЕ ПОЛЯ БОЯ>" STR_QUICK_SAVE_SLOT: "<БЫСТРОЕ СОХРАНЕНИЕ>" STR_DISPLAY_MODE_DESC: "Изменение режима отображения игры на экране." STR_PREFERRED_MUSIC_FORMAT: "Формат музыки" STR_PREFERRED_MUSIC_FORMAT_DESC: "Формат музыки при наличии файлов в различных форматах.{NEWLINE}ПРИМЕЧАНИЕ: Воспроизведение формата MIDI в Windows может работать некорректно." STR_PREFERRED_SFX_FORMAT: "Формат эффектов" STR_PREFERRED_SFX_FORMAT_DESC: "Предпочтительный формат аудиоэффектов при наличии файлов в нескольких форматах." STR_PREFERRED_VIDEO_FORMAT: "Формат видео" STR_PREFERRED_VIDEO_FORMAT_DESC: "Предпочтительный формат видео при наличии файлов в нескольких форматах." STR_PREFERRED_VIDEO_ANIMATION: "Анимация" STR_PREFERRED_VIDEO_SLIDESHOW: "Слайд-фильм" STR_PREFERRED_FORMAT_AUTO: "Авто" STR_CURRENT_FORMAT: "Текущий: {0}" STR_SOUND_OPTIONS: "Настройки звука" STR_BACKGROUND_MUTE: "Заглушать в фоне" STR_BACKGROUND_MUTE_DESC: "Отключение воспроизведения звуков игры, если окно OpenXcom не активно." STR_FORCE_FIRE: "Игнорировать линию огня" STR_FORCE_FIRE_DESC: "При включении позволяет при нажатой Ctrl произвести выстрел даже при отсутствии линии огня." STR_NO_AUDIO_HARDWARE_DETECTED: "Звуковая карта не обнаружена" STR_MOUSEWHEEL_SPEED: "Скорость прокрутки колесом мыши" STR_MOUSEWHEEL_SPEED_DESC: "Изменение числа строк, на которое прокручиваются списки при использовании колеса мыши." STR_DISABLED: "Отключено" STR_MAXIMIZE_INFO_SCREENS: "Информационные окна на весь экран" STR_MAXIMIZE_INFO_SCREENS_DESC: "При включении окно инвентаря и некоторые другие всегда растягивается на весь экран, независимо от настроек масштабирования." STR_DIARY: "ЖУРНАЛ" STR_KILLED: "УБИТО" STR_STUNNED: "ОГЛУШЕНО" STR_PANICKED: "ПАНИКОВАЛ(А)" STR_MINDCONTROLLED: "ПОД КОНТРОЛЕМ" STR_REGION_UNKNOWN: "Секретно" STR_WEAPON_UNKNOWN: "Импровизация" STR_UNKNOWN: "Неизвестно" STR_VICTORY: "Победа" STR_DEFEAT: "Поражение" STR_NO_RECORD: "Нет записей" STR_HUMAN: "Человек" STR_FRIENDLY: "Союзник" STR_HOSTILE: "Противник" STR_NEUTRAL: "Нейтральный" STR_RATING_UC: "РЕЙТИНГ" STR_LOCATION: "РЕГИОН> {ALT}{0}" STR_DAYLIGHT_TYPE: "ВРЕМЯ> {ALT}{0}" STR_RACE_TYPE: "РАСА> {ALT}{0}" STR_DAY: "День" STR_NIGHT: "Ночь" STR_DAYS_WOUNDED: "ДН. ЛАЗАРЕТА> {ALT}{0}" STR_COMBAT: "РЕЗУЛЬТАТЫ" STR_PERFORMANCE: "АКТИВНОСТЬ" STR_NEUTRALIZATIONS_BY_RACE: "НЕЙТРАЛИЗАЦИЙ ПО РАСЕ" STR_NEUTRALIZATIONS_BY_RANK: "НЕЙТРАЛИЗАЦИЙ ПО РАНГУ" STR_NEUTRALIZATIONS_BY_WEAPON: "НЕЙТРАЛИЗАЦИЙ ПО ВИДУ ОРУЖИЯ" STR_MISSIONS_BY_LOCATION: "МИССИЙ ПО РЕГИОНУ" STR_MISSIONS_BY_TYPE: "МИССИЙ ПО ТИПУ" STR_MISSIONS_BY_UFO: "МИССИЙ ПО ТС ПРОТИВНИКА" STR_SCORE_VALUE: "РЕЙТИНГ> {ALT}{0}" STR_WINS: "ПОБЕД> {ALT}{0}" STR_STUNS: "ОГЛУШЕНИЙ> {ALT}{0}" STR_PANICKS: "ПАНИК> {ALT}{0}" STR_MINDCONTROLS: "ПОД КОНТРОЛЕМ> {ALT}{0}" STR_AWARDS: "НАГРАДЫ" STR_COMMENDATIONS_UC: "ПООЩРЕНИЯ" STR_COMMENDATIONS: "Поощрения" STR_MEDALS: "МЕДАЛИ" STR_LOST_IN_SERVICE: "ПАВШИЕ В БОЮ" STR_MEDAL_NAME: "Имя медали" STR_MEDAL_AWARD_LEVEL: "Уровень награды" STR_MEDAL_DECOR_LEVEL: "Уровень знаков отличия" STR_AWARD_0: "Первая награда" STR_AWARD_1: "Вторая награда" STR_AWARD_2: "Третья награда" STR_AWARD_3: "Четвертая награда" STR_AWARD_4: "Пятая награда" STR_AWARD_5: "Шестая награда" STR_AWARD_6: "Седьмая награда" STR_AWARD_7: "Восьмая награда" STR_AWARD_8: "Девятая награда" STR_AWARD_9: "Десятая награда" STR_AWARD_DECOR_0: "Нет" STR_AWARD_DECOR_1: "Первый бронзовый знак" STR_AWARD_DECOR_2: "Второй бронзовый знак" STR_AWARD_DECOR_3: "Третий бронзовый знак" STR_AWARD_DECOR_4: "Первый серебряный знак" STR_AWARD_DECOR_5: "Второй серебряный знак" STR_AWARD_DECOR_6: "Третий серебряный знак" STR_AWARD_DECOR_7: "Первый золотой знак" STR_AWARD_DECOR_8: "Второй золотой знак" STR_AWARD_DECOR_9: "Третий золотой знак" STR_KILLED_IN_ACTION_MALE: "УБИТ В БОЮ" STR_KILLED_IN_ACTION_FEMALE: "УБИТА В БОЮ" STR_MISSING_IN_ACTION_MALE: "ПРОПАЛ БЕЗ ВЕСТИ" STR_MISSING_IN_ACTION_FEMALE: "ПРОПАЛА БЕЗ ВЕСТИ" STR_AVERAGE_MONTHLY_RATING: "Среднемесячный рейтинг" STR_TOTAL_INCOME: "Общие доходы" STR_TOTAL_EXPENDITURE: "Общие расходы" STR_MISSIONS_WON: "Миссий выполнено" STR_MISSIONS_LOST: "Миссий провалено" STR_NIGHT_MISSIONS: "Ночных миссий" STR_BEST_RATING: "Лучший рейтинг за миссию" STR_WORST_RATING: "Худший рейтинг за миссию" STR_ALIEN_KILLS: "Пришельцев убито" STR_ALIEN_CAPTURES: "Пришельцев захвачено" STR_FRIENDLY_KILLS: "Эпизодов огня по своим" STR_AVERAGE_ACCURACY: "Средняя точность" STR_WEAPON_MOST_KILLS: "Наиболее эффективное оружие" STR_ALIEN_MOST_KILLS: "Наиболее смертоносный пришелец" STR_LONGEST_SERVICE: "Наибольшее число месяцев в строю" STR_TOTAL_DAYS_WOUNDED: "Дней в лазарете" STR_COUNTRIES_LOST: "Стран потеряно" STR_TOTAL_TERROR_SITES: "Террористических атак" STR_TOTAL_BASES: "Баз построено" STR_TOTAL_CRAFT: "Всего ТС" STR_TOTAL_SCIENTISTS: "Ученых нанято" STR_TOTAL_ENGINEERS: "Инженеров нанято" STR_TOTAL_RESEARCH: "Исследований завершено" STR_DIARY_ACCURACY: "ТОЧНОСТЬ> {ALT}{0}%" STR_STATISTICS: "Статистика" STR_STATS: "СТАТЫ" STR_TIME_UNITS_ABBREVIATION: "ОД" STR_STAMINA_ABBREVIATION: "ВЫН" STR_HEALTH_ABBREVIATION: "ЗД" STR_BRAVERY_ABBREVIATION: "ХРА" STR_REACTIONS_ABBREVIATION: "РЕА" STR_FIRING_ACCURACY_ABBREVIATION: "ТОЧ" STR_THROWING_ACCURACY_ABBREVIATION: "БРО" STR_STRENGTH_ABBREVIATION: "СИЛ" STR_MELEE_ACCURACY_ABBREVIATION: "РУК" STR_FOLDERS: "ПАПКИ" STR_DATA_FOLDER: "Папка данных (original resources)" STR_USER_FOLDER: "Папка пользователя (mods, openxcom.log)" STR_SAVE_FOLDER: "Папка сохранений (saved games, screenshots)" STR_CONFIG_FOLDER: "Папка конфигурации (options.cfg)" STR_DATA_FOLDER_DESC_1: "Папка, содержащая ассеты оригинальных игр (UFO и/или TFTD)." STR_DATA_FOLDER_DESC_2: "Собственные ресурсы OpenXcom находятся в папке 'common'. Встроенные моды OpenXcom находятся в папке 'standard'." STR_USER_FOLDER_DESC: "Папка хранения файла журнала OpenXcom ('openxcom.log'), а также пользовательских модов (подпапка 'mods')." STR_SAVE_FOLDER_DESC: "Папка сохранений игры, а также хранения файла настроек генератора миссий ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Папка настроек OpenXcom ('options.cfg'). Обычно совпадает с пользовательской папкой." ================================================ FILE: bin/common/Language/sk.yml ================================================ sk: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nová hra" STR_LOAD_SAVED_GAME: "Nahraj hru" STR_SELECT_DIFFICULTY_LEVEL: "Vyberte stupeň obťažnosti" STR_1_BEGINNER: "1> Začiatočník" STR_2_EXPERIENCED: "2> Skúsený" STR_3_VETERAN: "3> Veterán" STR_4_GENIUS: "4> Génius" STR_5_SUPERHUMAN: "5> Nadčlovek" STR_TIME: "Čas" STR_DATE: "Dátum" STR_SELECT_GAME_TO_LOAD: "Vyber uloženú pozíciu" STR_SELECT_SAVE_POSITION: "Vyber pozíciu na uloženie" STR_GAME_OPTIONS: "NASTAVENIA HRY" STR_LOAD_GAME: "NAHRAŤ HRU" STR_SAVE_GAME: "ULOŽIŤ HRU" STR_ABANDON_GAME: "OPUSTIŤ HRU" STR_ABANDON_GAME_QUESTION: "OPUSTIŤ HRU?" STR_QUIT: "Koniec" STR_SAVING_GAME: "Ukladám hru" STR_LOADING_GAME: "Nahrávam hru" STR_NO_SAVED_GAME_PRESENT: "Žiadna uložená pozícia" STR_LOAD_UNSUCCESSFUL: "Načítanie neúspešné" STR_SAVE_UNSUCCESSFUL: "Uloženie zlyhalo" STR_LOAD_SUCCESSFUL: "Načítanie úspešné" STR_SAVE_SUCCESSFUL: "Uloženie úspešné" STR_DELETE: "VYMAZAŤ" STR_DELETE_UNSUCCESSFUL: "Neúspešné zmazanie" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Naozaj chceš vymazať uloženú pozíciu?" STR_ORIGINAL_XCOM: "Pôvodný X-Com" STR_LOADING: "Nahrávam..." STR_DETAILS: "PODROBNOSTI> {ALT}{0}" STR_NEW_BATTLE: "Nová bitka" STR_OPTIONS: "Nastavenia" STR_RIGHT_CLICK_TO_DELETE: "Pravým kliknutím vymazať." STR_RESTORE_DEFAULTS: "Obnov pôvodné" STR_CONTROLS: "NASTAVENIA" STR_GENERAL: "Hlavné" STR_GEOSCAPE: "Glóbus" STR_BATTLESCAPE: "Bojisko" STR_SCREENSHOT: "Screenshot" STR_FPS_COUNTER: "Počítadlo FPS" STR_ROTATE_LEFT: "Otočiť vľavo" STR_ROTATE_RIGHT: "Otočiť vpravo" STR_ROTATE_UP: "Otočiť hore" STR_ROTATE_DOWN: "Otočiť dole" STR_ZOOM_IN: "Priblížiť" STR_ZOOM_OUT: "Oddiaľiť" STR_TOGGLE_COUNTRY_DETAIL: "Zapnúť detail krajiny" STR_TOGGLE_RADAR_RANGES: "Zapnúť zobrazenie dosahu radarov" STR_SCROLL_LEFT: "Posunúť doľava" STR_SCROLL_RIGHT: "Posuň doprava" STR_SCROLL_UP: "Posunúť hore" STR_SCROLL_DOWN: "Posunúť nadol" STR_UNIT_LEVEL_ABOVE: "Presunúť jednotku o úroveň vyššie" STR_UNIT_LEVEL_BELOW: "Presunúť jednotku o úroveň nižšie" STR_VIEW_LEVEL_ABOVE: "Zobraziť úroveň nad" STR_VIEW_LEVEL_BELOW: "Zobraziť úroveň pod" STR_CENTER_SELECTED_UNIT: "Vycentrovať na označenú jednotku" STR_PREVIOUS_UNIT: "Vybrať predchádzajúcu jednotku" STR_NEXT_UNIT: "Vybrať nasledujúcu jednotku" STR_DESELECT_UNIT: "Neoznačovať jednotku znova" STR_USE_LEFT_HAND: "Použiť predmet v ľavej ruke" STR_USE_RIGHT_HAND: "Použiť predmet v pravej ruke" STR_INVENTORY: "Inventár" STR_MINIMAP: "Minimapa" STR_MULTI_LEVEL_VIEW: "Viacúrovňový pohľad" STR_END_TURN: "Koniec kola" STR_ABORT_MISSION: "Zrušiť misiu" STR_UNIT_STATS: "Vlastnosti jednotky" STR_KNEEL: "Pokľaknúť" STR_RELOAD: "Nabiť" STR_TOGGLE_PERSONAL_LIGHTING: "Nastaviť osobné osvetlenie" STR_DONT_RESERVE_TIME_UNITS: "Nerezervovať AB" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Rezervovať AB pre rýchlu streľbu" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Rezervovať AB pre mierenú strelu" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Rezervovať AB pre automatickú streľbu" STR_CENTER_ON_ENEMY_1: "Vycentrovať na nepriateľa 1" STR_CENTER_ON_ENEMY_2: "Vycentrovať na nepriateľa 2" STR_CENTER_ON_ENEMY_3: "Vycentrovať na nepriateľa 3" STR_CENTER_ON_ENEMY_4: "Vycentrovať na nepriateľa 4" STR_CENTER_ON_ENEMY_5: "Vycentrovať na nepriateľa 5" STR_CENTER_ON_ENEMY_6: "Vycentrovať na nepriateľa 6" STR_CENTER_ON_ENEMY_7: "Vycentrovať na nepriateľa 7" STR_CENTER_ON_ENEMY_8: "Vycentrovať na nepriateľa 8" STR_CENTER_ON_ENEMY_9: "Vycentrovať na nepriateľa 9" STR_CENTER_ON_ENEMY_10: "Vycentrovať na nepriateľa 10" STR_CREATE_INVENTORY_TEMPLATE: "Vytvor šablónu inventára" STR_APPLY_INVENTORY_TEMPLATE: "Potvrď šablónu inventára" STR_CLEAR_INVENTORY: "Vyčistiť inventár" STR_AUTO_EQUIP: "Automatické vybavenie" STR_QUICK_SAVE: "Rýchle uloženie" STR_QUICK_LOAD: "Rýchle nahranie" STR_ADVANCED: "POKROČILÉ" STR_AGGRESSIVERETALIATION: "Agresívna odplata" STR_AGGRESSIVERETALIATION_DESC: "UFO sa bude snažiť vždy vyhľadávať vašu základňu bez ohľadu na parametre jeho misie." STR_STORAGELIMITSENFORCED: "Limity skladových priestorov pre získané predmety" STR_STORAGELIMITSENFORCED_DESC: "Zapne limity na zajatých živých mimozemšťanov a predmety získané v misiách v zadržiavacej cele mimozemšťanov a pre sklady" STR_CANSELLLIVEALIENS: "Predaj živého mimozemšťana" STR_CANSELLLIVEALIENS_DESC: "Umožní predávať živých mimozemšťanov, odporúča sa používať spolu s obmedzením skladových priestorov." STR_ALLOWBUILDINGQUEUE: "Povoliť stavebný rad" STR_ALLOWBUILDINGQUEUE_DESC: "Nové zariadenia môžu byť postavené vedľa ešte nedokončených miestností." STR_BATTLEAUTOEND: "Automaticky ukončiť boj" STR_BATTLEAUTOEND_DESC: "Boj automaticky skončí keď je posledný živý mimozemšťan neutralizovaný." STR_BATTLEINSTANTGRENADE: "Okamžité granáty" STR_BATTLEINSTANTGRENADE_DESC: "Pokiaľ bol granát načasovaný na výbuch v 0 kole, vybuchne okamžite namiesto toho aby vybuchol až na konci kola." STR_BATTLEUFOEXTENDERACCURACY: "UFO Extender - Presnosť streľby" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Presnosť streľby klesá v závislosti na vzdialenosti a typu streľby. Upravená precíznosť streľby sa bude zobrazovať na kurzore." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Presun vo vzduchu" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Plavidlo vo vzduchu môže byť presunuté." STR_CRAFTLAUNCHALWAYS: "Vynútený štart plavidla X-Com" STR_CRAFTLAUNCHALWAYS_DESC: "Lietadlu môže byť povolený štart aj keď nie je pripravené, zrušením nutnosti údržby." STR_CUSTOMINITIALBASE: "Vlastné rozvrhnutie prvej základne" STR_CUSTOMINITIALBASE_DESC: "Na začiatku novej hry vám umožní vytvoriť si vlastné usporiadanie zariadení prvej základne namiesto preddefinovaného rozvrhnutia. " STR_GLOBESEASONS: "Realistické nasvietenie glóbusu" STR_GLOBESEASONS_DESC: "Používa realistickejšiu projekciu slnečného svetla na Glóbus s ohľadom na osové naklonenie Zeme." STR_PLAYINTRO: "Prehraj intro" STR_PLAYINTRO_DESC: "Ukáže úvodné intro pri zapnutí hry." STR_SHOWMORESTATSININVENTORYVIEW: "Zobraziť štatistiky v inventári" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Zobrazí v inventári doplnkové informácie o vybranom vojakovi." STR_SNEAKYAI: "Prefíkaná AI" STR_SNEAKYAI_DESC: "Umelá inteligencia sa bude snažiť vyhýbať odhaleniu hráčom, kedykoľvek to je možné." STR_STRAFE: "Alternatívne metódy pohybu" STR_STRAFE_DESC: "Pri držaní klávesy CTRL umožní pohyb jednotky do strán, behanie, rovnako aj nezávislý pohyb veže tanku." STR_BATTLEEXPLOSIONHEIGHT: "Výška explózie" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Nastavenie spôsobu šírenia explózií do výšky.{NEWLINE}(Plocha: 0, Guľatá: 3)" STR_AUTOSAVE: "Autouloženie" STR_AUTOSAVE_DESC: "Automaticky uloží hru v zadaných intervaloch. Neplatí pre mód Ironman." STR_AUTOSAVE_FREQUENCY: "Frekvencia autouloženia" STR_AUTOSAVE_FREQUENCY_DESC: "Počet ťahov, po ktorých sa hra automaticky uloží." STR_ALLOWPSIONICCAPTURE: "Povolenie psionického zajatia" STR_ALLOWPSIONICCAPTURE_DESC: "Ovládnutie mysle zvyšných mimozemšťanov znamená víťazstvo a títo sa potom počítajú ako živí zajatci." STR_ANYTIMEPSITRAINING: "Umožni kedykoľvek nastúpiť do psionického tréningu" STR_ANYTIMEPSITRAINING_DESC: "Umožní priradiť vojakov do psionického tréningu v ktorýkoľvek deň v mesiaci. Pamätajte však, že prvotný tréning trvá od 30 do 60 dní." STR_SKIPNEXTTURNSCREEN: "Preskočiť obrazovku \"Ďalšie kolo\"" STR_SKIPNEXTTURNSCREEN_DESC: "Obrazovka oznámenia o ďalšom kole zmizne automaticky po krátkom čase." STR_NOT_ENOUGH_SPACE: "Nedostatok miesta!" STR_WEAPONSELFDESTRUCTION: "Samozničenie mimozemských zbraní" STR_WEAPONSELFDESTRUCTION_DESC: "Zbrane, ktoré majú mimozemšťania sa pri ich zabití zničia, podobne ako v hre XCOM 2012." STR_RETAINCORPSES: "Ponechať vypočutých mimozemšťanov" STR_RETAINCORPSES_DESC: "Po \"preskúmaní\" živých mimozemšťanov sa ich telá objavia v skladoch na základni; tak ako v XCOM 2012." STR_SAVE_VOXEL_VIEW: "Ulož snímku obrazovky z pohladu prvej osoby" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Rezervovať časové jednotky na kľaknutie" STR_EXPEND_ALL_TIME_UNITS: "Použi všetky ostávajúce akčné body" STR_PSISTRENGTHEVAL: "Vyhodnotenie Psionických schopností" STR_PSISTRENGTHEVAL_DESC: "Vyhodnotí psionickú odolnosť všetkých vojakov až vtedy keď bude dokončený príslušný výskum." STR_DISABLEAUTOEQUIP: "Vypnúť automatické vybavovanie" STR_DISABLEAUTOEQUIP_DESC: "Vypnúť automatické vybavovanie nových vojakov pred bojom" STR_ALLOWPSISTRENGTHIMPROVEMENT: "Povoliť zlepšovanie psionickej odolnosti" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Psionická odolnosť vojakov sa môže zlepšovať skúsenosťami a tréningom." STR_BATTLESMOOTHCAMERA: "Plynulá kamera projektilu" STR_BATTLESMOOTHCAMERA_DESC: "Kamera na mape bojiska ostane zacentrovaná na letiaci projektil." STR_BATTLECONFIRMFIREMODE: "Potvrďte mód streľby" STR_BATTLECONFIRMFIREMODE_DESC: "Na potvrdenie streľby vyžaduje druhý klik na rovnaké políčko." STR_SELECT_BASE_1: "Zvoľ základňu 1" STR_SELECT_BASE_2: "Zvoľ základňu 2" STR_SELECT_BASE_3: "Zvoľ základňu 3" STR_SELECT_BASE_4: "Zvoľ základňu 4" STR_SELECT_BASE_5: "Zvoľ základňu 5" STR_SELECT_BASE_6: "Zvoľ základňu 6" STR_SELECT_BASE_7: "Zvoľ základňu 7" STR_SELECT_BASE_8: "Zvoľ základňu 8" STR_VIDEO: "VIDEO" STR_AUDIO: "ZVUK" STR_BATTLESCAPE_UC: "BOJISKO" STR_MODS_UC: "MODY" STR_MODS: "Mody" STR_DISPLAY_RESOLUTION: "Rozlíšenie obrazovky" STR_DISPLAY_RESOLUTION_DESC: "Mení rozlíšenie monitora. Rozlíšenie hry bude prispôsobené vybranému rozlíšeniu. Šípky prepínajú medzi podporovanými rozlíšeniami. Kliknite pre zadanie vlastného rozlíšenia." STR_ORIGINAL: "Originál [320x200]" STR_DISPLAY_MODE: "Zobrazenie" STR_WINDOWED: "V okne" STR_FULLSCREEN: "Celá obrazovka" STR_BORDERLESS: "Bez okrajov" STR_DISPLAY_LANGUAGE: "Jazyk" STR_DISPLAY_LANGUAGE_DESC: "Zmení jazyk textu v hre." STR_DISPLAY_FILTER: "Filter obrazovky" STR_DISPLAY_FILTER_DESC: "Mení filter aplikovaný na okno hry.{NEWLINE}*vyžaduje hardvérovú akceleráciu OpenGL." STR_DISPLAY_OPTIONS: "Nastavenia obrazovky" STR_LETTERBOXED: "Letterbox" STR_LETTERBOXED_DESC: "Zväčší šírku obrazu tak, aby ostal zachovaný pôvodný pomer strán." STR_RESIZABLE: "Meniteľná" STR_LOCK_MOUSE: "Zamknúť kurzor" STR_LOCK_MOUSE_DESC: "Zabráni kurzoru myši opustiť okno hry. Nastavenie sa dá zmeniť kedykoľvek stlačením kombinácie Ctrl+G." STR_FIXED_WINDOW_POSITION: "Ukotvenie pozície okna" STR_FIXED_WINDOW_POSITION_DESC: "Nastaviť pevné ukotvenie okna." STR_DISPLAY_SET_WINDOW_POSITION: "Nastaviť novú pozíciu pre základné okno." STR_DISPLAY_WINDOW_POSITION_NEW_X: "Ľavý okraj nová X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Horný okraj nová Y:" STR_MUSIC_VOLUME: "Hlasitosť hudby" STR_MUSIC_VOLUME_DESC: "Mení hlasitosť hudby." STR_SFX_VOLUME: "Hlasitosť zvuku" STR_SFX_VOLUME_DESC: "Mení hlasitosť zvukových efektov" STR_UI_VOLUME: "Hlasitosť rozhrania" STR_UI_VOLUME_DESC: "Mení hlasitosť zvukov používateľského rozhrania." STR_SCROLL_SPEED: "Rýchlosť posunu" STR_SCROLL_SPEED_GEO_DESC: "Mení skrolovaciu rýchlosť glóbusu." STR_SCROLL_SPEED_BATTLE_DESC: "Mení rýchlosť posunu mapy." STR_DOGFIGHT_SPEED: "Rýchlosť vzduš. súbojov" STR_DOGFIGHT_SPEED_DESC: "Nastavuje rýchlosť vzdušných súbojov medzi plavidlami X-Com a UFO. Pomalejšie rýchlosti môžu zvýšiť výkon hry na menej výkonných zariadeniach." STR_CLOCK_SPEED: "Rýchlosť hodín" STR_CLOCK_SPEED_DESC: "Nastavuje rýchlosť hodín glóbusu. Pomalejšie rýchlosti môžu zvýšiť výkon hry na menej výkonných zariadeniach." STR_GLOBE_DETAILS: "Detaily glóbusu" STR_GLOBE_COUNTRIES: "Krajiny" STR_GLOBE_COUNTRIES_DESC: "Zobrazí financujúce štáty na glóbuse." STR_GLOBE_RADARS: "Radary" STR_GLOBE_RADARS_DESC: "Zobrazí základný radarový dosah na glóbuse." STR_GLOBE_FLIGHT_PATHS: "Trajektória letu" STR_GLOBE_FLIGHT_PATHS_DESC: "Zobrazuje trajektóriu letu plavidiel na glóbuse." STR_CONTROLS_DESC: "Ak chcete zmeniť skratku, kliknite na ňu a zadajte jej novú hodnotu.{NEWLINE}Pravým tlačidlom myši skratku deaktivujete. " STR_BASE_GAME: "Základná hra" STR_MODS_TOOLTIP: "Verzia {0}, autor: {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Posun pri okraji" STR_EDGE_SCROLL_DESC: "Spúšť: Posunie mapu v prípade, že je na okraji obrazovky stlačené ľavé tlačítko myši.{NEWLINE}Auto: Posunie mapu, keď je kurzor na okraji obrazovky." STR_TRIGGER_SCROLL: "Na tlačítko" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Posun ťahaním" STR_DRAG_SCROLL_DESC: "Posun mapy potiahnutím je možný vtedy ak je podržané špecifické tlačidlo myši." STR_LEFT_MOUSE_BUTTON: "Ľavé tlačidlo" STR_MIDDLE_MOUSE_BUTTON: "Stredné tlačidlo" STR_RIGHT_MOUSE_BUTTON: "Pravé tlačidlo" STR_FIRE_SPEED: "Rýchlosť streľby" STR_FIRE_SPEED_DESC: "Mení rýchlosť letu projektilov zo zbraní." STR_PLAYER_MOVEMENT_SPEED: "Rýchlosť pohybu hráča" STR_PLAYER_MOVEMENT_SPEED_DESC: "Upravuje rýchlosť pohybuje hráčom ovládaných jednotiek." STR_COMPUTER_MOVEMENT_SPEED: "Rýchlosť pohybu AI" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Upravuje rýchlosť pohybu počítačom ovládaných jednotiek." STR_PATH_PREVIEW: "Zobrazenie krokov" STR_PATH_ARROWS: "Šípky" STR_PATH_ARROWS_DESC: "Kliknutie zobrazí cestu, po ktorej sa vaša jednotka bude presúvať k cieľu. Farba označuje následné možné úkony: Zelená - môže strielať a hýbať sa; Žltá - môže sa hýbať; Červená - nie je možný pohyb." STR_PATH_TIME_UNIT_COST: "Akčné body" STR_PATH_TIME_UNIT_COST_DESC: "Kliknutím sa zobrazujú AB, ktoré jednotke ostanú po presune na cieľové miesto." STR_USER_INTERFACE_OPTIONS: "Nastavenia rozhrania" STR_TOOLTIPS: "Popisy" STR_TOOLTIPS_DESC: "Zobrazí popisy k ikonám na obrazovke bojiska." STR_DEATH_NOTIFICATIONS: "Oznámenie o smrti" STR_DEATH_NOTIFICATIONS_DESC: "Zobrazí správu o úmrtí vždy keď jeden z vašich vojakov umrie." STR_SHOW_FUNDS: "Ukáž financovanie" STR_SHOW_FUNDS_DESC: "Zobrazí aktuálne financie veďla hodín na obrazovke glóbusu." STR_MISSION_GENERATOR: "GENERÁTOR MISIÍ" STR_MAP_OPTIONS: "NASTAVENIA MAPY" STR_ALIEN_OPTIONS: "NASTAVENIA MIMOZEMŠŤANOV" STR_MAP_TERRAIN: "Terén" STR_MAP_DARKNESS: "Tma" STR_MAP_DEPTH: "Hĺbka" STR_DIFFICULTY: "Obťažnosť" STR_ALIEN_RACE: "Druh" STR_ALIEN_TECH_LEVEL: "Úroveň technológie" STR_RANDOMIZE: "Náhodne" STR_OXCE_REQUIRED_QUESTION: "Tento mod vyžaduje OpenXcom {0}. Aktivovať tento mod?" STR_RESTORE_DEFAULTS_QUESTION: "Naozaj chceš obnoviť pôvodné nastavenia?" STR_DISPLAY_OPTIONS_CONFIRM: "Chcete zachovať súčasné nastavenia zobrazenia?" STR_DISPLAY_OPTIONS_REVERT: "Pôvodné nastavenia sa vrátia za 0:{0}" STR_MISSING_CONTENT_PROMPT: "UPOZORNENIE:{SMALLLINE}Táto uložená pozícia je závislá na modoch, ktoré nie sú prítomné alebo aktivované. Chýbajúci obsah bude odstránený a môže spôsobiť neúspešné načítanie hry.{NEWLINE}Pokračovať?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Ulož pripravené granáty" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Zapamätá si pripravenie (odistenie) granátu nastavené v inventári pri príprave pred bojom." STR_NEWSEEDONLOAD: "Podvádzanie s ukladaním hry" STR_NEWSEEDONLOAD_DESC: "Pri nahraní hry sa vygeneruje nový základ pre výpočet náhodných čísiel, takže rovnaké akcie môžu viesť k rozdielnym výsledkom. Neplatí pre herný mód Ironman." STR_CHANGEVALUEBYMOUSEWHEEL: "Meníte hodnoty pomocou kolieska myši." STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Umožní používať koliesko myši na zvyšovanie/znižovanie hodnôt. " STR_BATTLEHAIRBLEACH: "Vylepšený vzhľad vojakov" STR_BATTLEHAIRBLEACH_DESC: "Mení grafiku vojakov na bojisku tak, aby výzor zodpovedal ich výzoru v inventári. " STR_DRAGSCROLLINVERT: "Prevrátiť posúvanie ťahom" STR_DRAGSCROLLINVERT_DESC: "Keď je táto možnosť aktivovaná, posúvanie funguje opačným smerom ako ťahanie myšou. " STR_BATTLESCAPE_SCALE: "Rozlíšenie bojiska" STR_BATTLESCAPE_SCALE_DESC: "Úprava veľkosti obrazovky bojiska založená buď na fixnom rozlíšení (natiahnutím) alebo fixnom priblížení (roztiahnutím)." STR_GEOSCAPE_SCALE: "Rozlíšenie glóbusu" STR_GEOSCAPESCALE_SCALE_DESC: "Úprava veľkosti obrazovky glóbusu založená buď na fixnom rozlíšení (natiahnutím) alebo fixnom priblížení (roztiahnutím)." STR_1_5X: "480x300" STR_2X: "640x400" STR_THIRD_DISPLAY: "Celá plocha (3x zoom)" STR_HALF_DISPLAY: "Celá plocha (2x zoom)" STR_FULL_DISPLAY: "Celá plocha" STR_FPS_LIMIT: "Limit FPS" STR_FPS_LIMIT_DESC: "Obmedzuje množstvo obnovení obrazovky za sekundu, 0 bez obmedzenia. Ak je zapnuté OpenGL renderovanie, hra využíva namiesto toho Vsync." STR_FPS_INACTIVE_LIMIT: "FPS limit na pozadí" STR_FPS_INACTIVE_LIMIT_DESC: "Limituje počet obnovení obrazovky za sekundu v prípade, že je OpenXcom minimalizovaný." STR_NOALIENPANICMESSAGES: "Zakázať informácie o panike mimozemšťanov" STR_NOALIENPANICMESSAGES_DESC: "Nezobrazuj informácie o panike mimozemšťanov pokiaľ ich hráč nevidí." STR_ALIENBLEEDING: "Krvácanie mimozemšťanov" STR_ALIENBLEEDING_DESC: "Dovoľuje spôsobiť smrteľné zranenia väčšine mimozemšťanov." STR_FIELDPROMOTIONS: "Povýšenie v poli" STR_FIELDPROMOTIONS_DESC: "Iba vojaci prítomný na misii sú kandidátmi na povýšenie." STR_MEETINGPOINT: "Predvídať trajektóriu letu UFO" STR_MEETINGPOINT_DESC: "Plavidlá poletia k predpokladanému miestu stretnutia s UFO na základe aktuálnej trajektórie letu UFO." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Bez manuálneho ukladania" STR_SAVE_AND_ABANDON_GAME: "ULOŽIŤ A OPUSTIŤ HRU" STR_MOD_UNSUCCESSFUL: "Neúspešné načítanie modu" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Mení ako sa hra zobrazuje na obrazovke." STR_PREFERRED_MUSIC_FORMAT: "Formát hudby" STR_PREFERRED_MUSIC_FORMAT_DESC: "Určuje preferovaný formát hudobných súborov, ak je k dispozícii viac ako jeden. {NEWLINE}POZNÁMKA: Prehrávanie MIDI môže vykazovať v systéme Windows chyby." STR_PREFERRED_SFX_FORMAT: "Formát zvuku" STR_PREFERRED_SFX_FORMAT_DESC: "Určuje preferovaný formát zvuku, ak je k dispozícií viac ako jeden." STR_PREFERRED_VIDEO_FORMAT: "Formát videa" STR_PREFERRED_VIDEO_FORMAT_DESC: "Určuje preferovaný formát videa, ak je k dispozícii viac ako jeden." STR_PREFERRED_VIDEO_ANIMATION: "Animácia" STR_PREFERRED_VIDEO_SLIDESHOW: "Slideshow" STR_PREFERRED_FORMAT_AUTO: "Automaticky" STR_CURRENT_FORMAT: "Aktuálny formát: {0}" STR_SOUND_OPTIONS: "Nastavenia zvuku" STR_BACKGROUND_MUTE: "Stíšiť na pozadí" STR_BACKGROUND_MUTE_DESC: "Stíši všetky zvuky, keď okno hry nie je aktívne." STR_FORCE_FIRE: "Ignorovať prekážku v dráhe strely" STR_FORCE_FIRE_DESC: "Podržaním klávesu CTRL umožní vašim vojakom vystreliť bez ohľadu na prekážku v dráhe strely." STR_NO_AUDIO_HARDWARE_DETECTED: "Nenašiel sa zvukový hardvér" STR_MOUSEWHEEL_SPEED: "Rýchlosť posunu kolieskom myši" STR_MOUSEWHEEL_SPEED_DESC: "Nastavuje počet riadkov v zozname posunutých s každým pohybom kolieska myši. " STR_DISABLED: "Vypnuté" STR_MAXIMIZE_INFO_SCREENS: "Maximalizuj info obrazovky" STR_MAXIMIZE_INFO_SCREENS_DESC: "Obrazovka inventára a niektoré ostatné obrazovky budú vždy zobrazené na celú plochu monitora nezávisle od nastavení veľkosti." STR_DIARY: "DENNÍK" STR_KILLED: "ZABITÝ" STR_STUNNED: "OMRÁČENÝ" STR_PANICKED: "SPANIKÁRENÝ" STR_MINDCONTROLLED: "OVLÁDNUTÝ" STR_REGION_UNKNOWN: "Nezverejnené" STR_WEAPON_UNKNOWN: "Improvizácia" STR_UNKNOWN: "Nevedno" STR_VICTORY: "Víťazstvo" STR_DEFEAT: "Porážka" STR_NO_RECORD: "Bez záznamu" STR_HUMAN: "Človek" STR_FRIENDLY: "Priateľ" STR_HOSTILE: "Nepriateľ" STR_NEUTRAL: "Nestranný" STR_RATING_UC: "HODNOTENIE" STR_LOCATION: "POLOHA> {ALT}{0}" STR_DAYLIGHT_TYPE: "ČAS> {ALT}{0}" STR_RACE_TYPE: "DRUH> {ALT}{0}" STR_DAY: "Deň" STR_NIGHT: "Noc" STR_DAYS_WOUNDED: "DNI V ŠPITÁLI> {ALT}{0}" STR_COMBAT: "BOJ" STR_PERFORMANCE: "VÝKONNOSŤ" STR_NEUTRALIZATIONS_BY_RACE: "ZNEŠKODNENIA PODĽA RASY" STR_NEUTRALIZATIONS_BY_RANK: "ZNEŠKODNENIA PODĽA HODNOSTI" STR_NEUTRALIZATIONS_BY_WEAPON: "ZNEŠKODNENIA PODĽA ZBRANE" STR_MISSIONS_BY_LOCATION: "MISIE PODĽA POLOHY" STR_MISSIONS_BY_TYPE: "MISIE PODĽA TYPU" STR_MISSIONS_BY_UFO: "MISIE PODĽA UFO" STR_SCORE_VALUE: "SKÓRE> {ALT}{0}" STR_WINS: "VÝHRY> {ALT}{0}" STR_STUNS: "OMRÁČENIA> {ALT}{0}" STR_PANICKS: "SPANIKÁRENIA> {ALT}{0}" STR_MINDCONTROLS: "OVLÁDNUTIA> {ALT}{0}" STR_AWARDS: "VYZNAMENANIA" STR_COMMENDATIONS_UC: "UZNANIA" STR_COMMENDATIONS: "Uznania" STR_MEDALS: "MEDAILY" STR_LOST_IN_SERVICE: "PADLI V SLUŽBE" STR_MEDAL_NAME: "Názov medaily" STR_MEDAL_AWARD_LEVEL: "Úroveň vyznamenania" STR_MEDAL_DECOR_LEVEL: "Úroveň dekorácie" STR_AWARD_0: "Prvé ocenenie" STR_AWARD_1: "Druhé ocenenie" STR_AWARD_2: "Tretie ocenenie" STR_AWARD_3: "Štvrté ocenenie" STR_AWARD_4: "Piate ocenenie" STR_AWARD_5: "Šieste ocenenie" STR_AWARD_6: "Siedme ocenenie" STR_AWARD_7: "Ôsme ocenenie" STR_AWARD_8: "Deviate ocenenie" STR_AWARD_9: "Desiate ocenenie" STR_AWARD_DECOR_0: "Žiadne" STR_AWARD_DECOR_1: "Prvá bronzová frčka" STR_AWARD_DECOR_2: "Druhá bronzová frčka" STR_AWARD_DECOR_3: "Tretia bronzová frčka" STR_AWARD_DECOR_4: "Prvá strieborná frčka" STR_AWARD_DECOR_5: "Druhá strieborná frčka" STR_AWARD_DECOR_6: "Tretia strieborná frčka" STR_AWARD_DECOR_7: "Prvá zlatá frčka" STR_AWARD_DECOR_8: "Druhá zlatá frčka" STR_AWARD_DECOR_9: "Tretia zlatá frčka" STR_KILLED_IN_ACTION_MALE: "ZABITÝ V AKCII" STR_KILLED_IN_ACTION_FEMALE: "ZABITÁ V AKCII" STR_MISSING_IN_ACTION_MALE: "STRATENÝ V AKCII" STR_MISSING_IN_ACTION_FEMALE: "STRATENÁ V AKCII" STR_AVERAGE_MONTHLY_RATING: "Priemerné mesačné hodnotenie" STR_TOTAL_INCOME: "Celkový príjem" STR_TOTAL_EXPENDITURE: "Celkové výdavky" STR_MISSIONS_WON: "Ukončené misie" STR_MISSIONS_LOST: "Neúspešné misie" STR_NIGHT_MISSIONS: "Nočné misie" STR_BEST_RATING: "Najlepšie hodnotenie misie" STR_WORST_RATING: "Najhoršie hodnotenie misie" STR_ALIEN_KILLS: "Zabitých mimozemšťanov" STR_ALIEN_CAPTURES: "Zajatých mimozemšťanov" STR_FRIENDLY_KILLS: "Incidentov priateľskej streľby" STR_AVERAGE_ACCURACY: "Priemerná presnosť" STR_WEAPON_MOST_KILLS: "Najefektívnejšia zbraň" STR_ALIEN_MOST_KILLS: "Najsmrteľnejší mimozemšťan" STR_LONGEST_SERVICE: "Najdlhšie v službe" STR_TOTAL_DAYS_WOUNDED: "Dni na maródke" STR_COUNTRIES_LOST: "Infiltrované krajiny" STR_TOTAL_TERROR_SITES: "Teroristických útokov" STR_TOTAL_BASES: "Postavených základní" STR_TOTAL_CRAFT: "Vlastnených lietadiel" STR_TOTAL_SCIENTISTS: "Najatých vedcov" STR_TOTAL_ENGINEERS: "Najatých inžinierov" STR_TOTAL_RESEARCH: "Ukončených výskumov" STR_DIARY_ACCURACY: "PRESNOSŤ> {ALT}{0}%" STR_STATISTICS: "Štatistika" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "AB" STR_STAMINA_ABBREVIATION: "VÝD" STR_HEALTH_ABBREVIATION: "ZDR" STR_BRAVERY_ABBREVIATION: "UDA" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "PRE" STR_THROWING_ACCURACY_ABBREVIATION: "VRH" STR_STRENGTH_ABBREVIATION: "SIL" STR_MELEE_ACCURACY_ABBREVIATION: "BOJ" STR_FOLDERS: "PRIEČINKY" STR_DATA_FOLDER: "Dátový priečinok (súbory pôvodnej hry)" STR_USER_FOLDER: "Používateľský priečinok (mody, logy)" STR_SAVE_FOLDER: "Priečinok na ukladanie (sejvy, screenshoty)" STR_CONFIG_FOLDER: "Konfiguračný priečinok (options.cfg)" STR_DATA_FOLDER_DESC_1: "V tomto priečinku OpenXcom očakáva súbory z pôvodnej hry (UFO a/alebo TFTD)." STR_DATA_FOLDER_DESC_2: "Priečinok 'common' obsahuje interné súbory OpenXcom-u. Priečinok 'standard' obsahuje mody štandardne dodávané spolu s OpenXcom-om." STR_USER_FOLDER_DESC: "Tu nájdete súbor s logmi ('openxcom.log'). Taktiež sem patria všetky stiahnuté mody (do podpriečinka 'mods')." STR_SAVE_FOLDER_DESC: "Tu nájdete vaše uložené hry. Taktiež sa tu nachádza súbor nastavení generátora bitiek ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Tu nájdete súbor s nastaveniami OpenXcom-u ('options.cfg'). Väčšinou je to rovnaký priečinok ako používateľský priečinok." ================================================ FILE: bin/common/Language/sv.yml ================================================ sv: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Nytt spel" STR_LOAD_SAVED_GAME: "Läs in spel" STR_SELECT_DIFFICULTY_LEVEL: "Välj svårighetsgrad" STR_1_BEGINNER: "1> Nybörjare" STR_2_EXPERIENCED: "2> Erfaren" STR_3_VETERAN: "3> Veteran" STR_4_GENIUS: "4> Geni" STR_5_SUPERHUMAN: "5> Övermänsklig" STR_TIME: "Tid" STR_DATE: "Datum" STR_SELECT_GAME_TO_LOAD: "Välj spel att läsa in" STR_SELECT_SAVE_POSITION: "Välj sparposition" STR_GAME_OPTIONS: "SPELINSTÄLLNINGAR" STR_LOAD_GAME: "LÄS IN SPEL" STR_SAVE_GAME: "SPARA SPEL" STR_ABANDON_GAME: "ÖVERGE SPEL" STR_ABANDON_GAME_QUESTION: "ÖVERGE SPEL?" STR_QUIT: "Avsluta" STR_SAVING_GAME: "Sparar spel" STR_LOADING_GAME: "Läser in spel" STR_NO_SAVED_GAME_PRESENT: "Inga sparade spel" STR_LOAD_UNSUCCESSFUL: "Inläsning misslyckades" STR_SAVE_UNSUCCESSFUL: "Sparning misslyckades" STR_LOAD_SUCCESSFUL: "Inläsning lyckades" STR_SAVE_SUCCESSFUL: "Sparning lyckades!" STR_DELETE: "TA BORT" STR_DELETE_UNSUCCESSFUL: "Borttagning misslyckades" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Är du säker på att du vill radera det sparade spelet?" STR_ORIGINAL_XCOM: "Original X-Com" STR_LOADING: "Läser in..." STR_DETAILS: "DETALJER>{ALT}{0}" STR_NEW_BATTLE: "Ny strid" STR_OPTIONS: "Alternativ" STR_RIGHT_CLICK_TO_DELETE: "Högerklicka för att radera." STR_RESTORE_DEFAULTS: "Återställ standardinställningar" STR_CONTROLS: "KONTROLLER" STR_GENERAL: "Allmänt" STR_GEOSCAPE: "Geovy" STR_BATTLESCAPE: "Stridsvy" STR_SCREENSHOT: "Skärmbild" STR_FPS_COUNTER: "FPS-räknare" STR_ROTATE_LEFT: "Rotera vänster" STR_ROTATE_RIGHT: "Rotera höger" STR_ROTATE_UP: "Rotera upp" STR_ROTATE_DOWN: "Rotera ner" STR_ZOOM_IN: "Zooma in" STR_ZOOM_OUT: "Zooma ut" STR_TOGGLE_COUNTRY_DETAIL: "Växla landsdetaljer" STR_TOGGLE_RADAR_RANGES: "Växla radarräckvidder" STR_SCROLL_LEFT: "Rulla vänster" STR_SCROLL_RIGHT: "Rulla höger" STR_SCROLL_UP: "Rulla uppåt" STR_SCROLL_DOWN: "Rulla neråt" STR_UNIT_LEVEL_ABOVE: "Flytta enhet till nivå ovan" STR_UNIT_LEVEL_BELOW: "Flytta enhet till nivå under" STR_VIEW_LEVEL_ABOVE: "Visa nivå över" STR_VIEW_LEVEL_BELOW: "Visa nivå under" STR_CENTER_SELECTED_UNIT: "Centrera vald enhet" STR_PREVIOUS_UNIT: "Välj föregående enhet" STR_NEXT_UNIT: "Välj nästa enhet" STR_DESELECT_UNIT: "Välj inte enheten igen" STR_USE_LEFT_HAND: "Använd föremål i vänster hand" STR_USE_RIGHT_HAND: "Använd föremål i höger hand" STR_INVENTORY: "Inventarie" STR_MINIMAP: "Minikarta" STR_MULTI_LEVEL_VIEW: "Visa flera nivåer" STR_END_TURN: "Avsluta runda" STR_ABORT_MISSION: "Avbryt uppdrag" STR_UNIT_STATS: "Enhetsstatistik" STR_KNEEL: "Knästående ställning" STR_RELOAD: "Ladda om" STR_TOGGLE_PERSONAL_LIGHTING: "Ställ in Personlig Ljussättning" STR_DONT_RESERVE_TIME_UNITS: "Reservera inte TE" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Reservera TE för snabbskott" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Reservera TE för välriktat skott" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Reservera TE för automateld" STR_CENTER_ON_ENEMY_1: "Centrera på Fiende 1" STR_CENTER_ON_ENEMY_2: "Centrera på Fiende 2" STR_CENTER_ON_ENEMY_3: "Centrera på Fiende 3" STR_CENTER_ON_ENEMY_4: "Centrera på Fiende 4" STR_CENTER_ON_ENEMY_5: "Centrera på Fiende 5" STR_CENTER_ON_ENEMY_6: "Centrera på Fiende 6" STR_CENTER_ON_ENEMY_7: "Centrera på Fiende 7" STR_CENTER_ON_ENEMY_8: "Centrera på Fiende 8" STR_CENTER_ON_ENEMY_9: "Centrera på Fiende 9" STR_CENTER_ON_ENEMY_10: "Centrera på Fiende 10" STR_CREATE_INVENTORY_TEMPLATE: "Skapa inventariemall" STR_APPLY_INVENTORY_TEMPLATE: "Tillämpa inventariemall" STR_CLEAR_INVENTORY: "Töm inventarier" STR_AUTO_EQUIP: "Auto-utrusta" STR_QUICK_SAVE: "Snabbsparning" STR_QUICK_LOAD: "Snabbinläsning" STR_ADVANCED: "AVANCERAT" STR_AGGRESSIVERETALIATION: "Aggressiv vedergällning" STR_AGGRESSIVERETALIATION_DESC: "UFO:n försöker alltid lokalisera din bas, oberoende vilket uppdrag de har." STR_STORAGELIMITSENFORCED: "Förvaringsbegränsning för insamlade föremål" STR_STORAGELIMITSENFORCED_DESC: "Begränsar antalet levande utomjordingar och främmande artefakter som samlats in från uppdrag beroende på utrymmet i utomjordingsförvaringen respektive lagerutrymme." STR_CANSELLLIVEALIENS: "Försäljning av levande utomjording" STR_CANSELLLIVEALIENS_DESC: "Tillåter försäljning av levande utomjordingar, rekommenderas när begränsade förvaringsmöjligheter är aktiverat." STR_ALLOWBUILDINGQUEUE: "Tillåt byggkö" STR_ALLOWBUILDINGQUEUE_DESC: "Nya anläggningar kan placeras bredvid ofärdigbyggda." STR_BATTLEAUTOEND: "Avsluta strider automatiskt" STR_BATTLEAUTOEND_DESC: "Strider avslutas automatisk när den sista fienden är neutraliserad." STR_BATTLEINSTANTGRENADE: "Direkta granater" STR_BATTLEINSTANTGRENADE_DESC: "Granater inställda på att sprängas på 0 rundor sprängs omedelbart när de slängs, istället för i slutet av rundan." STR_BATTLEUFOEXTENDERACCURACY: "Träffsäkerhet för UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Träffsäkerheten för skott minskar efter ett visst avstånd beroende på eldgivningstyp. Träffjusteringen visas på muspekaren." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Luftburna överföringar" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Flygfarkoster kan bli överförda under pågående flygningar." STR_CRAFTLAUNCHALWAYS: "Tvinga farkost att lyfta" STR_CRAFTLAUNCHALWAYS_DESC: "Farkoster kan starta även när de inte är fulltankade eller helt reparerade." STR_CUSTOMINITIALBASE: "Anpassad startbas" STR_CUSTOMINITIALBASE_DESC: "När du påbörjar ett nytt spel kan du placera ut dina basanläggningar själv istället för att ha den vanliga layouten." STR_GLOBESEASONS: "Realistisk belysning av jordgloben" STR_GLOBESEASONS_DESC: "Använder mer realistisk projektion av solljus i Geovyn beroende på Jordens axellutning." STR_PLAYINTRO: "Spela intro" STR_PLAYINTRO_DESC: "Visa introfilmen vid start." STR_SHOWMORESTATSININVENTORYVIEW: "Inventariestatistik" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Visa extra information angående den valda soldaten i inventarieskärmen." STR_SNEAKYAI: "Smygande AI" STR_SNEAKYAI_DESC: "AI:n undviker att visa sig för spelaren närhelst den kan." STR_STRAFE: "Alternativ förflyttningsmetod" STR_STRAFE_DESC: "Tillåter sidoförflyttning och språng för soldater samt oberoende riktning på stridvagnars kanontorn genom att hålla ner CTRL-knappen." STR_BATTLEEXPLOSIONHEIGHT: "Explosionshöjd" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Ändra hur långt höjdmässigt explosioner kan spridas.{NEWLINE}(Platt: 0, Runtom: 3)" STR_AUTOSAVE: "Automatiskt sparläge" STR_AUTOSAVE_DESC: "Spelet sparas automatiskt vid specificerade intervaller. Inte tillämpligt i Ironman Mode." STR_AUTOSAVE_FREQUENCY: "Frekvens för autosparning" STR_AUTOSAVE_FREQUENCY_DESC: "Antalet rundor efter vilka spelet automatiskt sparas." STR_ALLOWPSIONICCAPTURE: "Tillåt psi-infångst" STR_ALLOWPSIONICCAPTURE_DESC: "Att tankekontrollera alla återstående utomjordingar resulterar i seger samt att de räknas som infångade." STR_ANYTIMEPSITRAINING: "Psionisk träning när som helst" STR_ANYTIMEPSITRAINING_DESC: "Tillåter att tilldela soldater psionisk träning vid valfritt tillfälle under månaden. Kom ihåg att första träningstillfället kan ta 30 till 60 dagar." STR_SKIPNEXTTURNSCREEN: "Hoppa över \"Nästa runda\"-skärmen" STR_SKIPNEXTTURNSCREEN_DESC: "\"Nästa runda\"-skärmen växlar framåt automatiskt efter en kort tids väntan." STR_NOT_ENOUGH_SPACE: "Inte tillräckligt med utrymme!" STR_WEAPONSELFDESTRUCTION: "Självdestruktion av utomjordiska vapen" STR_WEAPONSELFDESTRUCTION_DESC: "Vapen burna av utomjordingar självförstörs om deras ägare omkommer, som i XCOM 2012." STR_RETAINCORPSES: "Håll kvar förhörd utomjording" STR_RETAINCORPSES_DESC: "Efter att \"forskning\" utförts på levande utomjord behålls kroppen i basens förråd som i XCOM 2012." STR_SAVE_VOXEL_VIEW: "Spara skärmbild som förstaperson" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Reservera TE för knäställning" STR_EXPEND_ALL_TIME_UNITS: "Använd alla kvarvarande TE" STR_PSISTRENGTHEVAL: "Utvärdering av Psi-styrka" STR_PSISTRENGTHEVAL_DESC: "Utvärderar de psioniska styrkorna hos alla soldater efter att tillämplig forskning slutförts." STR_DISABLEAUTOEQUIP: "Inaktivera automatisk utrustning" STR_DISABLEAUTOEQUIP_DESC: "Inaktivera automatisk utrustning för nya soldater innan strid." STR_ALLOWPSISTRENGTHIMPROVEMENT: "TIllåt förbättringar av Psi-styrka" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Soldatens psioniska styrka kan förbättras genom användning eller träning." STR_BATTLESMOOTHCAMERA: "Mjuk skottkamera" STR_BATTLESMOOTHCAMERA_DESC: "Centrerar stridsvyskameran på projektiler under dess färd." STR_BATTLECONFIRMFIREMODE: "Bekräfta eld-läge" STR_BATTLECONFIRMFIREMODE_DESC: "Skjutorder kräver två musklick på samma ruta för att utföras." STR_SELECT_BASE_1: "Välj Bas 1" STR_SELECT_BASE_2: "Välj Bas 2" STR_SELECT_BASE_3: "Välj Bas 3" STR_SELECT_BASE_4: "Välj Bas 4" STR_SELECT_BASE_5: "Välj Bas 5" STR_SELECT_BASE_6: "Välj Bas 6" STR_SELECT_BASE_7: "Välj Bas 7" STR_SELECT_BASE_8: "Välj Bas 8" STR_VIDEO: "VIDEO" STR_AUDIO: "LJUD" STR_BATTLESCAPE_UC: "STRIDSVY" STR_MODS_UC: "MODDAR" STR_MODS: "Moddar" STR_DISPLAY_RESOLUTION: "Skärmupplösning" STR_DISPLAY_RESOLUTION_DESC: "Ändrar upplösningen på skärmen, spelets upplösning kommer ändras för att passa. Pilar byter mellan upplösningar som stöds. Klicka för att lägga in en egen upplösning." STR_ORIGINAL: "Original" STR_DISPLAY_MODE: "Skärmläge" STR_WINDOWED: "Fönster" STR_FULLSCREEN: "Helskärm" STR_BORDERLESS: "Ramlös" STR_DISPLAY_LANGUAGE: "Visningsspråk" STR_DISPLAY_LANGUAGE_DESC: "Ändrar språket i spelets text." STR_DISPLAY_FILTER: "Skärmfilter" STR_DISPLAY_FILTER_DESC: "Ändrar filtret på skärmen.{NEWLINE}*kräver OpenGL hårdvaruacceleration" STR_DISPLAY_OPTIONS: "Skärmalternativ" STR_LETTERBOXED: "Letterboxed" STR_LETTERBOXED_DESC: "Tillämpar letterboxes för att behålla originalets bildförhållande." STR_RESIZABLE: "Justerbar" STR_LOCK_MOUSE: "Fånga mus" STR_LOCK_MOUSE_DESC: "Gör att muspekaren inte kan lämna spelfönstret. Aktivera med Ctrl+G när som helst." STR_FIXED_WINDOW_POSITION: "Fast fönsterposition" STR_FIXED_WINDOW_POSITION_DESC: "Ställ in fast position för fönster." STR_DISPLAY_SET_WINDOW_POSITION: "Ställ in ny fast fönsterposition." STR_DISPLAY_WINDOW_POSITION_NEW_X: "Vänstra kantens nya X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Övre kantens nya Y:" STR_MUSIC_VOLUME: "Musikvolym" STR_MUSIC_VOLUME_DESC: "Ändrar volymen på bakgrundsmusiken." STR_SFX_VOLUME: "Ljudeffektsvolym" STR_SFX_VOLUME_DESC: "Ändrar ljudeffekternas volym." STR_UI_VOLUME: "Gränssnittsvolym" STR_UI_VOLUME_DESC: "Ändrar volymen på gränssnittsljud." STR_SCROLL_SPEED: "Rullhastighet" STR_SCROLL_SPEED_GEO_DESC: "Ändrar rotationshastigheten på globen." STR_SCROLL_SPEED_BATTLE_DESC: "Ändrar förflyttningshastigheten på kartan." STR_DOGFIGHT_SPEED: "Luftstridshastighet" STR_DOGFIGHT_SPEED_DESC: "Ändrar hastigheten på luftstrider mellan flygfarkoster och UFOn. Långsammare hastigheter kan förbättra spelets prestanda på långsammare användarenheter." STR_CLOCK_SPEED: "Klockhastighet" STR_CLOCK_SPEED_DESC: "Ändrar hastigheten på Geovyns klocka. Lägre hastighet kan öka prestandan på långsammare spelenheter." STR_GLOBE_DETAILS: "Globdetaljer" STR_GLOBE_COUNTRIES: "Länder" STR_GLOBE_COUNTRIES_DESC: "Visar finansierande länder på jordgloben." STR_GLOBE_RADARS: "Radar" STR_GLOBE_RADARS_DESC: "Visar basers radarområden på jordgloben." STR_GLOBE_FLIGHT_PATHS: "Flygvägar" STR_GLOBE_FLIGHT_PATHS_DESC: "Visar farkosters flygrutter på jordgloben." STR_CONTROLS_DESC: "Vänsterklicka en genväg och tryck på en knapp för att ändra den.{NEWLINE}Högeklicka en genväg för att stänga av den." STR_BASE_GAME: "Basspel" STR_MODS_TOOLTIP: "Version {0} av {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Kantrullning" STR_EDGE_SCROLL_DESC: "Utlösare: Rulla kartan när vänstra musknappen hålls ner medan muspekaren rör vid en skärmkant.{NEWLINE}Auto: Rulla kartan när muspekaren flyttas till skärmkanten." STR_TRIGGER_SCROLL: "Utlösare" STR_AUTO_SCROLL: "Auto" STR_DRAG_SCROLL: "Dragrullning" STR_DRAG_SCROLL_DESC: "Rullar kartan när den angivna musknappen hålls ner och musen dras." STR_LEFT_MOUSE_BUTTON: "Vänsterknapp" STR_MIDDLE_MOUSE_BUTTON: "Mittenknapp" STR_RIGHT_MOUSE_BUTTON: "Högerknapp" STR_FIRE_SPEED: "Eldhastighet" STR_FIRE_SPEED_DESC: "Ändrar hastigheten för vapenprojektiler." STR_PLAYER_MOVEMENT_SPEED: "Spelarens förflyttning" STR_PLAYER_MOVEMENT_SPEED_DESC: "Ändrar förflyttningshastigheten på spelarens enheter." STR_COMPUTER_MOVEMENT_SPEED: "AI:ns förflyttning" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Ändrar förflyttningshastigheten på datorkontrollerade enheter." STR_PATH_PREVIEW: "Förhandsvisa väg" STR_PATH_ARROWS: "Pilar" STR_PATH_ARROWS_DESC: "Ett klick visar vägen din enhet kommer ta till destinationen. Färgen visar tillgängliga handlingar: Grön - kan gå och skjuta; Gul - kan gå; Röd - kan inte gå." STR_PATH_TIME_UNIT_COST: "Tidsenheter (TE)" STR_PATH_TIME_UNIT_COST_DESC: "Klicka för att visa tidsenheter din soldat eller stridsvagn kommer ha kvar efter förflyttning." STR_USER_INTERFACE_OPTIONS: "Gränssnittsalternativ" STR_TOOLTIPS: "Knappinfo" STR_TOOLTIPS_DESC: "Visar hjälprutor för Stridsvyns knappar." STR_DEATH_NOTIFICATIONS: "Dödsaviseringar" STR_DEATH_NOTIFICATIONS_DESC: "Visa avisering varje gång en av dina soldater dör." STR_SHOW_FUNDS: "Visa ekonomi" STR_SHOW_FUNDS_DESC: "Visar dina finansiella tillgångar bredvid Geovyns klocka." STR_MISSION_GENERATOR: "UPPDRAGSGENERATOR" STR_MAP_OPTIONS: "KARTALTERNATIV" STR_ALIEN_OPTIONS: "UTOMJORDINGSALTERNATIV" STR_MAP_TERRAIN: "Terräng" STR_MAP_DARKNESS: "Mörker" STR_MAP_DEPTH: "Djup" STR_DIFFICULTY: "Svårighetsgrad" STR_ALIEN_RACE: "Ras" STR_ALIEN_TECH_LEVEL: "Tekniknivå" STR_RANDOMIZE: "Slumpa" STR_OXCE_REQUIRED_QUESTION: "Denna modifikation kräver OpenXcom {0} för att kunna köras korrekt. Aktivera denna modifiering?" STR_RESTORE_DEFAULTS_QUESTION: "Är du säker på att du vill återställa standardinställningarna?" STR_DISPLAY_OPTIONS_CONFIRM: "Vill du behålla de nuvarande grafikinställningarna? " STR_DISPLAY_OPTIONS_REVERT: "Återgår inom 0:{0}" STR_MISSING_CONTENT_PROMPT: "VARNING!{SMALLLINE}Denna sparning använder modifieringar som är otillgängliga. Otillgängligt material kommer tas bort och spelet kan misslyckas med att läsas in.{NEWLINE}Fortsätt?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Spara förapterade granater" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Sparar granater som osäkrats under förberedelseinventariet i soldatens utrustningslayout." STR_NEWSEEDONLOAD: "Sparskumning" STR_NEWSEEDONLOAD_DESC: "När ett spel läses in slumpas nummergeneratorns värde för handlingar, så samma handling kan få olika utgångar varje gång samma sparning laddas om. Inte tillämpligt på Ironman-läget." STR_CHANGEVALUEBYMOUSEWHEEL: "Ändra värden med mushjulet" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Tillåter dig att ändra värden med mushjulet med denna mängd för varje dragning." STR_BATTLEHAIRBLEACH: "Förbättrade soldatmodeller" STR_BATTLEHAIRBLEACH_DESC: "Ändrar soldaternas stridsvymodeller för att matcha deras utseende i inventariet." STR_DRAGSCROLLINVERT: "Inverterad drag-rullning." STR_DRAGSCROLLINVERT_DESC: "Tillåter inverterad förflyttning av vyn vid knappförflyttning." STR_BATTLESCAPE_SCALE: "Skala för stridsvy" STR_BATTLESCAPE_SCALE_DESC: "Stridsvyns synfält kan skalas antingen till en fast upplösning (Utsträckt för att passa skärmen) eller en fast inzoomad nivå (Expanderad för att fylla)." STR_GEOSCAPE_SCALE: "Skala för Geovy" STR_GEOSCAPESCALE_SCALE_DESC: "Geovyns synfält är skalbar antingen till en fast upplösning (Utsträckt för att passa) eller till en fast inzoomad nivå (Expanderad för att fylla)." STR_1_5X: "1,5x Original" STR_2X: "2x Original" STR_THIRD_DISPLAY: "1/3 Skärm" STR_HALF_DISPLAY: "1/2 Skärm" STR_FULL_DISPLAY: "Helskärm" STR_FPS_LIMIT: "FPS-gräns" STR_FPS_LIMIT_DESC: "Begränsar antalet skärmuppdateringar per sekund, 0 för ingen begränsning. Om OpenGL-rendering är på använder spelet Vsync istället." STR_FPS_INACTIVE_LIMIT: "FPS-begränsning i bakgrund" STR_FPS_INACTIVE_LIMIT_DESC: "Begränsar antalet bilduppdateringar per sekund i spelet om OpenXcom används i bakgrunden exempelvis på skrivbordet." STR_NOALIENPANICMESSAGES: "Dölj panikmeddelanden för utomjordlingar" STR_NOALIENPANICMESSAGES_DESC: "Döljer panikmeddelanden för utomjordlingar förutom om de är synliga." STR_ALIENBLEEDING: "Utomjordisk blödning" STR_ALIENBLEEDING_DESC: "Tillåt dödliga sår på de flesta utomjordlingarna." STR_FIELDPROMOTIONS: "Fältbefordran" STR_FIELDPROMOTIONS_DESC: "Enbart soldater som var på uppdragsplatsen kan bli befordrade." STR_MEETINGPOINT: "Beräkna UFOs flygbana" STR_MEETINGPOINT_DESC: "Stridsflyg flyger mot en mötespunkt med UFOt baserat på dess nuvarande flygbana." STR_IRONMAN: "IRONMAN" STR_IRONMAN_DESC: "Ingen manuell sparning" STR_SAVE_AND_ABANDON_GAME: "SPARA OCH ÖVERGE SPEL" STR_MOD_UNSUCCESSFUL: "Modifiering gick inte att läsa in." STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Ändra hur spelet visas på skärmen." STR_PREFERRED_MUSIC_FORMAT: "Musikformat" STR_PREFERRED_MUSIC_FORMAT_DESC: "Väljer det föredragna musikformatet när flera finns tillgängliga.{NEWLINE}Observera att MIDI kan vara buggigt i Windows." STR_PREFERRED_SFX_FORMAT: "SFX-format" STR_PREFERRED_SFX_FORMAT_DESC: "Väljer det föredragna ljudeffektsformatet när flera finns tillgängliga." STR_PREFERRED_VIDEO_FORMAT: "Videoformat" STR_PREFERRED_VIDEO_FORMAT_DESC: "Väljer det videoformat som bör användas om flera finns tillgängliga." STR_PREFERRED_VIDEO_ANIMATION: "Animation" STR_PREFERRED_VIDEO_SLIDESHOW: "Bildspel" STR_PREFERRED_FORMAT_AUTO: "Auto" STR_CURRENT_FORMAT: "Nuvarande: {0}" STR_SOUND_OPTIONS: "Ljudinställningar" STR_BACKGROUND_MUTE: "Tysta bakgrundsljud" STR_BACKGROUND_MUTE_DESC: "Stänger av allt ljud när spelfönstret inte är aktivt." STR_FORCE_FIRE: "Åsidosätt skottlinje" STR_FORCE_FIRE_DESC: "Låter dina soldater skjuta mot en viss punkt när CTRL hålls ner, oberoende på om eldsikt finns." STR_NO_AUDIO_HARDWARE_DETECTED: "Ingen ljudhårdvara hittades" STR_MOUSEWHEEL_SPEED: "Mushjulets rullhastighet" STR_MOUSEWHEEL_SPEED_DESC: "Justera mängden rader som bläddras vid varje rullning av mushjulet." STR_DISABLED: "Inaktiverad" STR_MAXIMIZE_INFO_SCREENS: "Maximera infoskärm" STR_MAXIMIZE_INFO_SCREENS_DESC: "Inventarie och olika fönster kommer visas i helskärm, oberoende av skärmens storleksinställningar." STR_DIARY: "DAGBOK" STR_KILLED: "DÖDADE" STR_STUNNED: "BEDÖVADE" STR_PANICKED: "PANIKDRABBADE" STR_MINDCONTROLLED: "KONTROLLERADE" STR_REGION_UNKNOWN: "Hemliga" STR_WEAPON_UNKNOWN: "Improvisation" STR_UNKNOWN: "Okänd" STR_VICTORY: "Seger" STR_DEFEAT: "Nederlag" STR_NO_RECORD: "Inga uppgifter" STR_HUMAN: "Människa" STR_FRIENDLY: "Vänlig" STR_HOSTILE: "Fientlig" STR_NEUTRAL: "Neutral" STR_RATING_UC: "BETYG" STR_LOCATION: "PLATS> {ALT}{0}" STR_DAYLIGHT_TYPE: "TID> {ALT}{0}" STR_RACE_TYPE: "RAS> {ALT}{0}" STR_DAY: "Dag" STR_NIGHT: "Natt" STR_DAYS_WOUNDED: "DAGAR SKADAD> {ALT}{0}" STR_COMBAT: "STRID" STR_PERFORMANCE: "PRESTATION" STR_NEUTRALIZATIONS_BY_RACE: "NEUTRALISERING AV RAS" STR_NEUTRALIZATIONS_BY_RANK: "NEUTRALISERING AV RANK" STR_NEUTRALIZATIONS_BY_WEAPON: "NEUTRALISERING AV VAPEN" STR_MISSIONS_BY_LOCATION: "UPPDRAG EFTER PLATS" STR_MISSIONS_BY_TYPE: "UPPDRAG EFTER TYP" STR_MISSIONS_BY_UFO: "UPPDRAG EFTER UFO" STR_SCORE_VALUE: "POÄNG> {ALT}{0}" STR_WINS: "VINST> {ALT}{0}" STR_STUNS: "BEDÖVNING> {ALT}{0}" STR_PANICKS: "PANIK> {ALT}{0}" STR_MINDCONTROLS: "KONTROLL> {ALT}{0}" STR_AWARDS: "UTMÄRKELSER" STR_COMMENDATIONS_UC: "LOVORD" STR_COMMENDATIONS: "Lovord" STR_MEDALS: "MEDALJER" STR_LOST_IN_SERVICE: "FÖRLORADE I TJÄNST" STR_MEDAL_NAME: "Medaljnamn" STR_MEDAL_AWARD_LEVEL: "Utmärkelsenivå" STR_MEDAL_DECOR_LEVEL: "Dekorationsnivå" STR_AWARD_0: "Första utmärkelse" STR_AWARD_1: "Andra utmärkelse" STR_AWARD_2: "Tredje utmärkelse" STR_AWARD_3: "Fjärde utmärkelse" STR_AWARD_4: "Femte utmärkelse" STR_AWARD_5: "Sjätte utmärkelse" STR_AWARD_6: "Sjunde utmärkelse" STR_AWARD_7: "Åttonde utmärkelse" STR_AWARD_8: "Nionde utmärkelse" STR_AWARD_9: "Tionde utmärkelse" STR_AWARD_DECOR_0: "Inga" STR_AWARD_DECOR_1: "Första bronsmärke" STR_AWARD_DECOR_2: "Andra bronsmärke" STR_AWARD_DECOR_3: "Tredje bronsmärke" STR_AWARD_DECOR_4: "Förste silvermärke" STR_AWARD_DECOR_5: "Andra silvermärke" STR_AWARD_DECOR_6: "Tredje silvermärke" STR_AWARD_DECOR_7: "Första guldmärke" STR_AWARD_DECOR_8: "Andra guldmärke" STR_AWARD_DECOR_9: "Tredje guldmärke" STR_KILLED_IN_ACTION_MALE: "DÖDAD I STRID" STR_KILLED_IN_ACTION_FEMALE: "DÖDAD I STRID" STR_MISSING_IN_ACTION_MALE: "SAKNAD I STRID" STR_MISSING_IN_ACTION_FEMALE: "SAKNAD I STRID" STR_AVERAGE_MONTHLY_RATING: "Genomsnittsbetyg per månad" STR_TOTAL_INCOME: "Totala inkomster" STR_TOTAL_EXPENDITURE: "Totala utgifter" STR_MISSIONS_WON: "Uppdrag slutförda" STR_MISSIONS_LOST: "Uppdrag misslyckade" STR_NIGHT_MISSIONS: "Nattuppdrag" STR_BEST_RATING: "Högsta uppdragsbetyg" STR_WORST_RATING: "Lägsta uppdragsbetyg" STR_ALIEN_KILLS: "Utomjordingar dödade" STR_ALIEN_CAPTURES: "Utomjordingar fångade" STR_FRIENDLY_KILLS: "Vådaskottsincidenter" STR_AVERAGE_ACCURACY: "Genomsnittlig träffsäkerhet" STR_WEAPON_MOST_KILLS: "Mest effektiva vapen" STR_ALIEN_MOST_KILLS: "Dödligaste utomjording" STR_LONGEST_SERVICE: "Flest månader i tjänst" STR_TOTAL_DAYS_WOUNDED: "Sjukdagar" STR_COUNTRIES_LOST: "Länder infiltrerade" STR_TOTAL_TERROR_SITES: "Terrorattacker" STR_TOTAL_BASES: "Baser byggda" STR_TOTAL_CRAFT: "Farkoster ägda" STR_TOTAL_SCIENTISTS: "Forskare anställda" STR_TOTAL_ENGINEERS: "Ingenjörer anställda" STR_TOTAL_RESEARCH: "Forskning fullgjord" STR_DIARY_ACCURACY: "TRÄFFSÄKERHET> {ALT}{0}%" STR_STATISTICS: "Statistik" STR_STATS: "STATS" STR_TIME_UNITS_ABBREVIATION: "TE" STR_STAMINA_ABBREVIATION: "STA" STR_HEALTH_ABBREVIATION: "HP" STR_BRAVERY_ABBREVIATION: "MOD" STR_REACTIONS_ABBREVIATION: "REA" STR_FIRING_ACCURACY_ABBREVIATION: "TRF" STR_THROWING_ACCURACY_ABBREVIATION: "KAS" STR_STRENGTH_ABBREVIATION: "STY" STR_MELEE_ACCURACY_ABBREVIATION: "NÄR" STR_FOLDERS: "MAPPAR" STR_DATA_FOLDER: "Datakatalog (originalresurser)" STR_USER_FOLDER: "Användarmapp (modifieringar, openxcom.log)" STR_SAVE_FOLDER: "Sparningsmapp (sparade spel, skärmavbildningar)" STR_CONFIG_FOLDER: "Konfigurationsmapp (options.cfg)" STR_DATA_FOLDER_DESC_1: "Var OpenXcom letar efter originalspelets resurser (UFO och/eller TFTD)." STR_DATA_FOLDER_DESC_2: "OpenXcoms interna resurser finns i mappen 'common'. OpenXcoms inbyggda modifieringar finns i mappen 'standard'." STR_USER_FOLDER_DESC: "Loggfilen ('openxcom.log') lagras här. Alla anpassade modifieringar hör också hemma här (i undermappen 'mods')." STR_SAVE_FOLDER_DESC: "Dina sparade spelsessioner lagras här. Uppdragsgeneratorns inställningar ('battle.cfg') lagras också här." STR_CONFIG_FOLDER_DESC: "OpenXcoms inställningar ('options.cfg') lagras här. I normala fall samma som användarmappen." ================================================ FILE: bin/common/Language/tr.yml ================================================ tr: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Yeni Oyun" STR_LOAD_SAVED_GAME: "Oyun Yükle" STR_SELECT_DIFFICULTY_LEVEL: "Zorluk Seviyesini Seçin" STR_1_BEGINNER: "1> Acemi" STR_2_EXPERIENCED: "2> Tecrübeli" STR_3_VETERAN: "3> Kıdemli" STR_4_GENIUS: "4> Dahi" STR_5_SUPERHUMAN: "5> İnsanüstü" STR_TIME: "Zaman" STR_DATE: "Tarih" STR_SELECT_GAME_TO_LOAD: "Yüklenecek oyunu seçin" STR_SELECT_SAVE_POSITION: "Kayıt yerini seç" STR_GAME_OPTIONS: "OYUN AYARLARI" STR_LOAD_GAME: "OYUN YÜKLE" STR_SAVE_GAME: "OYUNU KAYDET" STR_ABANDON_GAME: "OYUNU TERKET" STR_ABANDON_GAME_QUESTION: "OYUN TERK EDİLSİN Mİ?" STR_QUIT: "Çıkış" STR_SAVING_GAME: "Oyun kaydediliyor" STR_LOADING_GAME: "Oyun yükleniyor" STR_NO_SAVED_GAME_PRESENT: "Kayıtlı oyun yok" STR_LOAD_UNSUCCESSFUL: "Yükleme başarısız" STR_SAVE_UNSUCCESSFUL: "Kayıt başarısız" STR_LOAD_SUCCESSFUL: "Başarıyla yüklendi" STR_SAVE_SUCCESSFUL: "Kayıt başarılı" STR_DELETE: "SİL" STR_DELETE_UNSUCCESSFUL: "Silinemedi" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Kayıtlı oyunu silmek istediğinize emin misiniz?" STR_ORIGINAL_XCOM: "Orijinal X-Com" STR_LOADING: "Yükleniyor..." STR_DETAILS: "DETAYLAR> {ALT}{0}" STR_NEW_BATTLE: "Yeni Çatışma" STR_OPTIONS: "Ayarlar" STR_RIGHT_CLICK_TO_DELETE: "Silmek için sağ tıklayın." STR_RESTORE_DEFAULTS: "Varsayılan Ayarlar" STR_CONTROLS: "KONTROLLER" STR_GENERAL: "Genel" STR_GEOSCAPE: "Yerküre" STR_BATTLESCAPE: "Ermeydanı" STR_SCREENSHOT: "Ekran Görüntüsü" STR_FPS_COUNTER: "FPS Sayacı" STR_ROTATE_LEFT: "Sola Döndür" STR_ROTATE_RIGHT: "Sağa Döndür" STR_ROTATE_UP: "Yukarı Döndür" STR_ROTATE_DOWN: "Aşağı Döndür" STR_ZOOM_IN: "Yaklaştır" STR_ZOOM_OUT: "Uzaklaştır" STR_TOGGLE_COUNTRY_DETAIL: "Ülke Detayını Aç/Kapa" STR_TOGGLE_RADAR_RANGES: "Radar Menzillerini Aç/Kapa" STR_SCROLL_LEFT: "Sola Kaydır" STR_SCROLL_RIGHT: "Sağa Kaydır" STR_SCROLL_UP: "Yukarı Kaydır" STR_SCROLL_DOWN: "Aşağı Kaydır" STR_UNIT_LEVEL_ABOVE: "Üniteyi Üst Kata Çıkart" STR_UNIT_LEVEL_BELOW: "Üniteyi Alt Kata İndir" STR_VIEW_LEVEL_ABOVE: "Üst Katı Görüntüle" STR_VIEW_LEVEL_BELOW: "Alt Katı Görüntüle" STR_CENTER_SELECTED_UNIT: "Seçili Üniteyi Ortala" STR_PREVIOUS_UNIT: "Önceki Üniteyi Seç" STR_NEXT_UNIT: "Sonraki Üniteyi Seç" STR_DESELECT_UNIT: "Bu Üniteyi Atla" STR_USE_LEFT_HAND: "Sol Eldeki Ekipmanı Kullan" STR_USE_RIGHT_HAND: "Sağ Eldeki Ekipmanı Kullan" STR_INVENTORY: "Envanter" STR_MINIMAP: "Mini harita" STR_MULTI_LEVEL_VIEW: "Çoklu Kat Görünümü" STR_END_TURN: "Turu Sonlandır" STR_ABORT_MISSION: "Harekatı Bırak" STR_UNIT_STATS: "Ünite Bilgileri" STR_KNEEL: "Diz çök" STR_RELOAD: "Silah doldur" STR_TOGGLE_PERSONAL_LIGHTING: "Bireysel Aydınlatmayı Aç/Kapat" STR_DONT_RESERVE_TIME_UNITS: "Zaman Ünitesi ayırma" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Ani atış için ZÜ ayır" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Keskin atış için ZÜ ayır" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Otomatik Atış için ZÜ ayır" STR_CENTER_ON_ENEMY_1: "1. Düşmana Odaklan" STR_CENTER_ON_ENEMY_2: "2. Düşmana Odaklan" STR_CENTER_ON_ENEMY_3: "3. Düşmana Odaklan" STR_CENTER_ON_ENEMY_4: "4. Düşmana Odaklan" STR_CENTER_ON_ENEMY_5: "5. Düşmana Odaklan" STR_CENTER_ON_ENEMY_6: "6. Düşmana Odaklan" STR_CENTER_ON_ENEMY_7: "7. Düşmana Odaklan" STR_CENTER_ON_ENEMY_8: "8. Düşmana Odaklan" STR_CENTER_ON_ENEMY_9: "9. Düşmana Odaklan" STR_CENTER_ON_ENEMY_10: "10. Düşmana Odaklan" STR_CREATE_INVENTORY_TEMPLATE: "Envanter şablonu oluştur" STR_APPLY_INVENTORY_TEMPLATE: "Envanter şablonunu uygula" STR_CLEAR_INVENTORY: "Envanteri Boşalt" STR_AUTO_EQUIP: "Otomatik Teçhizat" STR_QUICK_SAVE: "Hızlı Kaydet" STR_QUICK_LOAD: "Hızlı Yükle" STR_ADVANCED: "GELİŞMİŞ" STR_AGGRESSIVERETALIATION: "Amansız karşı taarruz" STR_AGGRESSIVERETALIATION_DESC: "Görevleri ne olursa olsun tüm UFO'lar, sürekli olarak üslerinizin yerini keşfetmeye çalışır." STR_STORAGELIMITSENFORCED: "Katı depolama limitleri" STR_STORAGELIMITSENFORCED_DESC: "Harekat sonunda ele geçirilen canlı Yabancılar ve levazımat için karantina ve depolama limitleri katı biçimde uygulanır." STR_CANSELLLIVEALIENS: "Canlı Yabancı satışı" STR_CANSELLLIVEALIENS_DESC: "Tutsak canlı Yabancılar satışa sürülebilir. Depolama limitleri aktifken kullanılması önerilir." STR_ALLOWBUILDINGQUEUE: "İnşaat kuyruğuna izin ver" STR_ALLOWBUILDINGQUEUE_DESC: "Yeni tesisler, henüz tamamlanmamış tesislerin yanında inşa edilebilir." STR_BATTLEAUTOEND: "Çatışmayı otomatik sonlandır" STR_BATTLEAUTOEND_DESC: "Çatışmalar, kalan en son canlı düşman etkisiz hale getirildiğinde otomatik olarak sonlandırılır." STR_BATTLEINSTANTGRENADE: "Anında patlayan el bombaları" STR_BATTLEINSTANTGRENADE_DESC: "Aynı turda patlamak üzere kurulan el bombaları, tur sonunda değil, atılır atılmaz infilak eder." STR_BATTLEUFOEXTENDERACCURACY: "\"UFO Extender\" tipi isabetlilik hesabı" STR_BATTLEUFOEXTENDERACCURACY_DESC: "İsabetlilik oranı, atış tipine bağlı olarak belli bir menzilden sonra düşüş gösterir. Hesaplanan nihai isabetlilik, imleç üzerinde görüntülenir." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Havadayken transfer" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Halihazırda uçuşta olan araçların da başka üsse transfer edilmesine izin verilir." STR_CRAFTLAUNCHALWAYS: "Uçakları havalanmaya zorla" STR_CRAFTLAUNCHALWAYS_DESC: "Hava araçlarına, hazır olmasalar da, bakım ihtiyaçlarını göz ardı ederek uçuş emri verilebilir." STR_CUSTOMINITIALBASE: "İsteğe özel başlangıç üssü" STR_CUSTOMINITIALBASE_DESC: "Yeni bir oyuna başlarken, hazır üs tasarımını kullanmak yerine, başlangıç tesislerini istediğiniz gibi yerleştirmenize izin verilir." STR_GLOBESEASONS: "Gerçekçi yerküre ışıklandırması" STR_GLOBESEASONS_DESC: "Güneş ışığı, dünyanın eksen eğimine uygun biçimde daha gerçekçi biçimde görüntülenir." STR_PLAYINTRO: "Açılış videosu" STR_PLAYINTRO_DESC: "Başlangıçta açılış videosu görüntülenir." STR_SHOWMORESTATSININVENTORYVIEW: "Envanter Bilgileri" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Envanter ekranında, seçili asker hakkında ilave bilgiler görüntülenir." STR_SNEAKYAI: "Sinsi YZ" STR_SNEAKYAI_DESC: "Yapay Zeka, mümkün olduğunca kendini oyuncuya göstermemeye çalışır." STR_STRAFE: "Alternatif hareket yöntemleri" STR_STRAFE_DESC: "CTRL tuşuna basılı tutarak yan yan yürüme, koşma ve tank taretlerinin bağımsız dönmesi gibi hareketlere izin verilir." STR_BATTLEEXPLOSIONHEIGHT: "Dikey patlama etkisi" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Patlamaların, dikey eksende ne kadar alana etki edeceğini belirler.{NEWLINE}(0: Sadece yanlara doğru etki, 3: küresel etki)" STR_AUTOSAVE: "Otomatik oyun kaydı" STR_AUTOSAVE_DESC: "Oyunu otomatik olarak belirlenen sıklıkta kaydeder. Demiradam modunda dikkate alınmaz." STR_AUTOSAVE_FREQUENCY: "Otomatik Kayıt Sıklığı" STR_AUTOSAVE_FREQUENCY_DESC: "Otomatik oyun kaydının kaç turda bir yapılacağını belirler." STR_ALLOWPSIONICCAPTURE: "Zihin kontrolüyle esir almaya izin ver" STR_ALLOWPSIONICCAPTURE_DESC: "Kalan tüm Yabancıların zihin kontrolü altına alınması, harekatın zaferle sonuçlanmasını sağlar. Kontrol altındaki Yabancılar, canlı ele geçirilmiş olur." STR_ANYTIMEPSITRAINING: "Serbest psionik eğitim dönemleri" STR_ANYTIMEPSITRAINING_DESC: "Askerlerin psionik eğitim giriş-çıkışlarının ay içinde her zaman yapılabilmesine izin verilir. İlk eğitim sürecinin 30 ila 60 gün sürdüğünü unutmayın." STR_SKIPNEXTTURNSCREEN: "\"Sonraki Tur\" ekranını geç" STR_SKIPNEXTTURNSCREEN_DESC: "Çatışma esnasında, \"Sonraki Tur\" ekranları, kısa bir gecikmeyle otomatik olarak atlanır." STR_NOT_ENOUGH_SPACE: "Yeterli Boş Yer Yok!" STR_WEAPONSELFDESTRUCTION: "Kendini imha eden Yabancı silahları" STR_WEAPONSELFDESTRUCTION_DESC: "XCOM 2012'de olduğu gibi, yabancıların taşıdığı silahlar, sahipleri öldürüldüğünde kendi kendini imha eder." STR_RETAINCORPSES: "Yabancı cesetlerini muhafaza et" STR_RETAINCORPSES_DESC: "XCOM 2012'de olduğu gibi, canlı yabancılar üzerinde \"araştırma\" yapıldıktan sonra cesetlerinin depolarda saklanmasına izin verilir." STR_SAVE_VOXEL_VIEW: "Bakış Açısından Görüntü Kaydet" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Diz çökmek için Zaman Ünitesi ayır" STR_EXPEND_ALL_TIME_UNITS: "Kalan tüm Zaman Ünitelerini harca" STR_PSISTRENGTHEVAL: "Psi-Direnç Değerlendirme" STR_PSISTRENGTHEVAL_DESC: "İlgili araştırmalar tamamlandığında, tüm askerlerin psionik direnç değerlendirmesi derhal gerçekleştirilir." STR_DISABLEAUTOEQUIP: "Otomatik teçhizat devre dışı" STR_DISABLEAUTOEQUIP_DESC: "Yeni askerlerin teçhizatı, mücadele öncesinde otomatik olarak tahsis edilmez." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Psi-Direnç gelişimine izin ver" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Tecrübe ve eğitim yoluyla askerlerin psionik dirençlerini güçlendirmelerine izin verilir." STR_BATTLESMOOTHCAMERA: "Akıcı Mermi Kamerası" STR_BATTLESMOOTHCAMERA_DESC: "Ermeydanı kamerası, hareket halindeki mermileri akıcı bir şekilde takip eder." STR_BATTLECONFIRMFIREMODE: "Kontrollü Atış modu" STR_BATTLECONFIRMFIREMODE_DESC: "Ateş emirlerini onaylamak için aynı kare üzerinde iki kez tıklama gerekir." STR_SELECT_BASE_1: "1. Üssü Seç" STR_SELECT_BASE_2: "2. Üssü Seç" STR_SELECT_BASE_3: "3. Üssü Seç" STR_SELECT_BASE_4: "4. Üssü Seç" STR_SELECT_BASE_5: "5. Üssü Seç" STR_SELECT_BASE_6: "6. Üssü Seç" STR_SELECT_BASE_7: "7. Üssü Seç" STR_SELECT_BASE_8: "8. Üssü Seç" STR_VIDEO: "VİDEO" STR_AUDIO: "SES" STR_BATTLESCAPE_UC: "ERMEYDANI" STR_MODS_UC: "MODLAR" STR_MODS: "Modlar" STR_DISPLAY_RESOLUTION: "Görüntü Çözünürlüğü" STR_DISPLAY_RESOLUTION_DESC: "Ekran çözünürlüğünü belirler. Oyun çözünürlüğü, uyum sağlayacak şekilde değiştirilecektir. Butonlarla desteklenen değerler arasından seçim yapabilir, sayıların üzerine tıklayarak özel değer girebilirsiniz." STR_ORIGINAL: "Orijinal" STR_DISPLAY_MODE: "Görüntü Modu" STR_WINDOWED: "Pencere" STR_FULLSCREEN: "Tam Ekran" STR_BORDERLESS: "Çerçevesiz" STR_DISPLAY_LANGUAGE: "Lisan" STR_DISPLAY_LANGUAGE_DESC: "Oyun içi metinlerin hangi dilde görüntüleneceğini belirler." STR_DISPLAY_FILTER: "Görüntü Filtresi" STR_DISPLAY_FILTER_DESC: "Oyun görüntüsüne uygulanacak efekt filtresini belirler.{NEWLINE}* OpenGL donanım desteği gerektirir." STR_DISPLAY_OPTIONS: "Görüntü Ayarları" STR_LETTERBOXED: "Sinemaskop" STR_LETTERBOXED_DESC: "Orijinal görüntü oranlarını korumak için ekranın kenarlarında boşluk bırakılır." STR_RESIZABLE: "Serbest Büyüklük" STR_LOCK_MOUSE: "Sınırlı İmleç" STR_LOCK_MOUSE_DESC: "Fare imlecinin oyun penceresini terketmesini engeller. İstediğinizde Ctrl-G ile açıp kapatabilirsiniz." STR_FIXED_WINDOW_POSITION: "Sabit Pencere Konumu" STR_FIXED_WINDOW_POSITION_DESC: "Pencere için sabit bir konum belirler." STR_DISPLAY_SET_WINDOW_POSITION: "Pencere için yeni konum belirleyin." STR_DISPLAY_WINDOW_POSITION_NEW_X: "Sol çerçeve X konumu:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Üst çerçeve Y konumu:" STR_MUSIC_VOLUME: "Müzik" STR_MUSIC_VOLUME_DESC: "Arka plan müzik volümünü belirler." STR_SFX_VOLUME: "Ses Efektleri" STR_SFX_VOLUME_DESC: "Ses efektlerinin volümünü belirler." STR_UI_VOLUME: "Arabirim Sesleri" STR_UI_VOLUME_DESC: "Kullanıcı arabirimine ait buton seslerinin volümünü belirler." STR_SCROLL_SPEED: "Kaydırma Hızı" STR_SCROLL_SPEED_GEO_DESC: "Yerküre görünümünde kaydırma hızını belirler." STR_SCROLL_SPEED_BATTLE_DESC: "Haritanın kaydırma hızını belirler." STR_DOGFIGHT_SPEED: "Hava Çatışması Hızı" STR_DOGFIGHT_SPEED_DESC: "UFO'lar ve hava araçları arasındaki çatışmaların hızını belirler. Daha düşük hızlar, yavaş sistemlerde performans artışı sağlayabilir." STR_CLOCK_SPEED: "Saat Hızı" STR_CLOCK_SPEED_DESC: "Yerküre saatinin güncellenme hızını belirler. Daha düşük hızlar, yavaş sistemlerde performansı artışı sağlayabilir." STR_GLOBE_DETAILS: "Yerküre Detayları" STR_GLOBE_COUNTRIES: "Ülkeler" STR_GLOBE_COUNTRIES_DESC: "Yerkürede ülke ve şehir adları görüntülenir." STR_GLOBE_RADARS: "Radarlar" STR_GLOBE_RADARS_DESC: "Yerkürede üslerin radar menzilleri görüntülenir." STR_GLOBE_FLIGHT_PATHS: "Uçuş Güzergahları" STR_GLOBE_FLIGHT_PATHS_DESC: "Yerküre üzerinde araçların uçuş güzergahları görüntülenir." STR_CONTROLS_DESC: "Bir kısayol üzerinde sol tıklayarak değiştirin.{NEWLINE}Sağ tıklayarak devre dışı bırakın." STR_BASE_GAME: "Temel Oyun" STR_MODS_TOOLTIP: "Versiyon {0} - {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Kenardan Kaydırma" STR_EDGE_SCROLL_DESC: "Butonla: Ekranın kenarında sol fare butonu basılı tutarak kaydırma.{NEWLINE}Otomatik: İmleç ekranın kenarına geldiğinde otomatik kaydırma." STR_TRIGGER_SCROLL: "Butonla" STR_AUTO_SCROLL: "Otomatik" STR_DRAG_SCROLL: "Sürükleyerek Kaydırma" STR_DRAG_SCROLL_DESC: "Haritayı kaydırmak için, belirtilen fare butonu basılı tutularak sürükleme yapılır." STR_LEFT_MOUSE_BUTTON: "Sol Buton" STR_MIDDLE_MOUSE_BUTTON: "Orta Buton" STR_RIGHT_MOUSE_BUTTON: "Sağ Buton" STR_FIRE_SPEED: "Mermi Hızı" STR_FIRE_SPEED_DESC: "Mermilerin hareket hızını belirler." STR_PLAYER_MOVEMENT_SPEED: "Oyuncu Hareket Hızı" STR_PLAYER_MOVEMENT_SPEED_DESC: "Oyuncu tarafından kontrol edilen birimlerin hareket hızını belirler." STR_COMPUTER_MOVEMENT_SPEED: "YZ Hareket Hızı" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Bilgisayar tarafından kontrol edilen birimlerin hareket hızını belirler." STR_PATH_PREVIEW: "Yol Bulma Görünümü" STR_PATH_ARROWS: "Oklar" STR_PATH_ARROWS_DESC: "Tıkladığınızda, ünitenin hedefe gitmek için izleyeceği yol görüntülenir. Renkler, olası aksiyonları gösterir: Yeşil - hareket ve ateş edilebilir; Sarı - hareket edilebilir; Kırmızı - hareket edilemez." STR_PATH_TIME_UNIT_COST: "Zaman Üniteleri" STR_PATH_TIME_UNIT_COST_DESC: "Hedefe tıklandığında ünite hareket ettikten sonra geride kaç ZÜ kalacağı görüntülenir." STR_USER_INTERFACE_OPTIONS: "Arabirim Seçenekleri" STR_TOOLTIPS: "İpuçları" STR_TOOLTIPS_DESC: "Ermeydanı ikonları için ipuçları görüntülenir." STR_DEATH_NOTIFICATIONS: "Ölüm Bildirimleri" STR_DEATH_NOTIFICATIONS_DESC: "Ölen her bir askeriniz için bildirim mesajı görüntülenir." STR_SHOW_FUNDS: "Finansman Görüntüle" STR_SHOW_FUNDS_DESC: "Yerküre saat görünümünde mevcut para miktarı görüntülenir." STR_MISSION_GENERATOR: "GÖREV PARAMETRELERİ" STR_MAP_OPTIONS: "HARİTA SEÇENEKLERİ" STR_ALIEN_OPTIONS: "DÜŞMAN SEÇENEKLERİ" STR_MAP_TERRAIN: "Savaş Alanı" STR_MAP_DARKNESS: "Karanlık" STR_MAP_DEPTH: "Derinlik" STR_DIFFICULTY: "Zorluk Seviyesi" STR_ALIEN_RACE: "Irk" STR_ALIEN_TECH_LEVEL: "Teknoloji Seviyesi" STR_RANDOMIZE: "Rastgele" STR_OXCE_REQUIRED_QUESTION: "Bu mod, OpenXcom {0} gerektiriyor. Aktifleştirilsin mi?" STR_RESTORE_DEFAULTS_QUESTION: "Varsayılan ayarlara dönmek istediğinize emin misiniz?" STR_DISPLAY_OPTIONS_CONFIRM: "Mevcut görüntü ayarlarını kullanmak istiyor musunuz?" STR_DISPLAY_OPTIONS_REVERT: "{0} sn. içinde geri dönülecek." STR_MISSING_CONTENT_PROMPT: "DİKKAT:{SMALLLINE}Bu oyun kaydı, şu an kurulu olmayan modlara ihtiyaç duyuyor. Eksik içerik nedeniyle oyun yüklenirken hata oluşabilir.{NEWLINE}Devam?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Pimi çekilmiş el bombalarını kaydet" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Çatışma öncesi envanter ekranında pimi çekilmiş el bombalarının asker ekipman dizilimiyle kaydedilmesini sağlar." STR_NEWSEEDONLOAD: "Oyun kaydı suistimali" STR_NEWSEEDONLOAD_DESC: "Kayıtlı bir oyun yüklendiğinde rastgele sayı üreteci sıfırlanır, böylece aynı hareket farklı sonuçlar üretebilir. Demiradam modunda geçerli değildir." STR_CHANGEVALUEBYMOUSEWHEEL: "Değerleri fare tekeriyle değiştir" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Sayısal değerleri fare tekeriyle bu adım sayısı kadar arttırıp azaltmaya imkan sağlar." STR_BATTLEHAIRBLEACH: "Gelişmiş asker figürleri" STR_BATTLEHAIRBLEACH_DESC: "Ermeydanı'ndaki asker figürleri, envanter görünümlerine benzer biçimde görüntülenir." STR_DRAGSCROLLINVERT: "Tersine sürükleyerek kaydır" STR_DRAGSCROLLINVERT_DESC: "Aktif olduğunda, fare ile sürükleyerek kaydırma, hareket yönünün tersine yapılır." STR_BATTLESCAPE_SCALE: "Ermeydanı Oranları" STR_BATTLESCAPE_SCALE_DESC: "Ermeydanı görünümünün ölçekleme modunu değiştirir. Sabit çözünürlük (esnetme) ve sabit yakınlaştırma oranı (büyütme) seçenekleri mevcuttur." STR_GEOSCAPE_SCALE: "Yerküre Oranları" STR_GEOSCAPESCALE_SCALE_DESC: "Yerküre görünümünün ölçekleme modunu değiştirir. Sabit çözünürlük (esnetme) ve sabit yakınlaştırma oranı (büyütme) seçenekleri mevcuttur." STR_1_5X: "1.5x Orijinal" STR_2X: "2x Orijinal" STR_THIRD_DISPLAY: "1/3 Görünüm" STR_HALF_DISPLAY: "1/2 Görünüm" STR_FULL_DISPLAY: "Tam Görünüm" STR_FPS_LIMIT: "FPS sınırı" STR_FPS_LIMIT_DESC: "Saniye başına ekran tazeleme sayısını sınırlandırır. 0 sınırsız anlamına gelir. OpenGL etkinse oyun bu sınırlandırma yerine Vsync kullanır." STR_FPS_INACTIVE_LIMIT: "Arka plan FPS sınırı" STR_FPS_INACTIVE_LIMIT_DESC: "OpenXcom arka planda çalışırken saniye başına ekran tazeleme sayısını sınırlandırır." STR_NOALIENPANICMESSAGES: "Yabancı panik mesajlarını kısıtla" STR_NOALIENPANICMESSAGES_DESC: "Oyuncunun görüş alanı dışındaki yabancıların paniğe kapıldığına dair bildirimler görüntülenmez." STR_ALIENBLEEDING: "Yabancı kan kaybı" STR_ALIENBLEEDING_DESC: "Yabancıların da ölümcül yara alabilmesine izin verilir" STR_FIELDPROMOTIONS: "Saha terfileri" STR_FIELDPROMOTIONS_DESC: "Harekat sonrasında, sadece sahada aktif görev almış askerler terfi ettirilebilir." STR_MEETINGPOINT: "UFO gidiş yolunu tahmin et" STR_MEETINGPOINT_DESC: "Avcı araçlar, takip ettikleri UFO'nun gidişatına göre tahmini bir buluşma noktasını hedeflerler." STR_IRONMAN: "DEMİRADAM" STR_IRONMAN_DESC: "Manuel oyun kaydetmenize izin verilmez." STR_SAVE_AND_ABANDON_GAME: "KAYDET VE OYUNU TERKET" STR_MOD_UNSUCCESSFUL: "Mod yüklenemedi" STR_NEW_SAVED_GAME_SLOT: "" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "Oyunun ne şekilde görüntüleneceğini belirler." STR_PREFERRED_MUSIC_FORMAT: "Müzik Formatı" STR_PREFERRED_MUSIC_FORMAT_DESC: "Farklı müzik formatları mevcut olduğunda tercih edilen seçeneği belirler.{NEWLINE}NOT: Windows platformunda MIDI seçeneği sorunlu olabilir." STR_PREFERRED_SFX_FORMAT: "Ses Efekt Formatı" STR_PREFERRED_SFX_FORMAT_DESC: "Farklı ses efekt formatları mevcut olduğunda tercih edilen seçeneği belirler." STR_PREFERRED_VIDEO_FORMAT: "Video Formatı" STR_PREFERRED_VIDEO_FORMAT_DESC: "Birden fazla video formatı kullanılabileceği durumlarda tercih edilen formatı belirler." STR_PREFERRED_VIDEO_ANIMATION: "Animasyon" STR_PREFERRED_VIDEO_SLIDESHOW: "Slayt Gösterisi" STR_PREFERRED_FORMAT_AUTO: "Otomatik" STR_CURRENT_FORMAT: "Mevcut: {0}" STR_SOUND_OPTIONS: "Ses Ayarları" STR_BACKGROUND_MUTE: "Arkaplanda Sessiz" STR_BACKGROUND_MUTE_DESC: "Oyun penceresi aktif değilken tüm sesleri kapatır." STR_FORCE_FIRE: "Görüş açısını göz ardı et" STR_FORCE_FIRE_DESC: "CTRL tuşuna basılı tutarak, askerleri hedefi göremedikleri durumlarda bile ateş etmeye zorlayabilirsiniz." STR_NO_AUDIO_HARDWARE_DETECTED: "Ses donanımı bulunamadı" STR_MOUSEWHEEL_SPEED: "Fare tekerleği kaydırma hızı" STR_MOUSEWHEEL_SPEED_DESC: "Fare tekerleğinin her hareketinde listelerin kaç satır kaydırılacağını belirler." STR_DISABLED: "Pasif" STR_MAXIMIZE_INFO_SCREENS: "Tam ekran bilgi panelleri" STR_MAXIMIZE_INFO_SCREENS_DESC: "Envanter ve diğer bazı bilgi panelleri, ekran ölçekleme ayarlarından bağımsız olarak, tam ekran boyutunda görüntülenir." STR_DIARY: "GÜNLÜK" STR_KILLED: "ÖLDÜRÜLEN" STR_STUNNED: "BAYILTILAN" STR_PANICKED: "PANİKLETİLEN" STR_MINDCONTROLLED: "KONTROL ALTINA ALINAN" STR_REGION_UNKNOWN: "Gizli" STR_WEAPON_UNKNOWN: "İmprovize" STR_UNKNOWN: "Bilinmiyor" STR_VICTORY: "Galibiyet" STR_DEFEAT: "Mağlubiyet" STR_NO_RECORD: "Kayıt yok" STR_HUMAN: "İnsan" STR_FRIENDLY: "Dost" STR_HOSTILE: "Düşman" STR_NEUTRAL: "Tarafsız" STR_RATING_UC: "DEĞERLENDİRME" STR_LOCATION: "KONUM> {ALT}{0}" STR_DAYLIGHT_TYPE: "ZAMAN> {ALT}{0}" STR_RACE_TYPE: "IRK> {ALT}{0}" STR_DAY: "Gündüz" STR_NIGHT: "Gece" STR_DAYS_WOUNDED: "MALÜLİYET> {ALT}{0}" STR_COMBAT: "ÇATIŞMA" STR_PERFORMANCE: "PERFORMANS" STR_NEUTRALIZATIONS_BY_RACE: "IRKLARA GÖRE İMHA ETTİĞİ DÜŞMAN SAYISI" STR_NEUTRALIZATIONS_BY_RANK: "RÜTBELERE GÖRE İMHA ETTİĞİ DÜŞMAN SAYISI" STR_NEUTRALIZATIONS_BY_WEAPON: "DÜŞMAN İMHASINDA KULLANDIĞI SİLAHLAR" STR_MISSIONS_BY_LOCATION: "GÖREV YERLERİ" STR_MISSIONS_BY_TYPE: "GÖREV TİPLERİ" STR_MISSIONS_BY_UFO: "UFOLAR" STR_SCORE_VALUE: "SKOR> {ALT}{0}" STR_WINS: "ZAFERLER> {ALT}{0}" STR_STUNS: "BAYILT.> {ALT}{0}" STR_PANICKS: "PANİKLER> {ALT}{0}" STR_MINDCONTROLS: "KONTROLLER> {ALT}{0}" STR_AWARDS: "ÖDÜLLER" STR_COMMENDATIONS_UC: "TAKDİRNAMELER" STR_COMMENDATIONS: "Takdirnameler" STR_MEDALS: "MADALYALAR" STR_LOST_IN_SERVICE: "GÖREV BAŞINDA ŞEHİT" STR_MEDAL_NAME: "Madalya" STR_MEDAL_AWARD_LEVEL: "Ödül Seviyesi" STR_MEDAL_DECOR_LEVEL: "Nişan Seviyesi" STR_AWARD_0: "İlk ödül" STR_AWARD_1: "İkinci ödül" STR_AWARD_2: "Üçüncü ödül" STR_AWARD_3: "Dördüncü ödül" STR_AWARD_4: "Beşinci ödül" STR_AWARD_5: "Altıncı ödül" STR_AWARD_6: "Yedinci ödül" STR_AWARD_7: "Sekizinci ödül" STR_AWARD_8: "Dokuzuncu ödül" STR_AWARD_9: "Onuncu ödül" STR_AWARD_DECOR_0: "Yok" STR_AWARD_DECOR_1: "İlk bronz rozet" STR_AWARD_DECOR_2: "İkinci bronz rozet" STR_AWARD_DECOR_3: "Üçüncü bronz rozet" STR_AWARD_DECOR_4: "İlk gümüş rozet" STR_AWARD_DECOR_5: "İkinci gümüş rozet" STR_AWARD_DECOR_6: "Üçüncü gümüş rozet" STR_AWARD_DECOR_7: "İlk altın rozet" STR_AWARD_DECOR_8: "İkinci altın rozet" STR_AWARD_DECOR_9: "Üçüncü altın rozet" STR_KILLED_IN_ACTION_MALE: "ÇATIŞMADA ŞEHİT" STR_KILLED_IN_ACTION_FEMALE: "ÇATIŞMADA ŞEHİT" STR_MISSING_IN_ACTION_MALE: "ÇATIŞMADA KAYIP" STR_MISSING_IN_ACTION_FEMALE: "ÇATIŞMADA KAYIP" STR_AVERAGE_MONTHLY_RATING: "Ortalama aylık değerlendirme" STR_TOTAL_INCOME: "Toplam gelir" STR_TOTAL_EXPENDITURE: "Toplam harcama" STR_MISSIONS_WON: "Başarılı görevler" STR_MISSIONS_LOST: "Başarısız görevler" STR_NIGHT_MISSIONS: "Gece görevleri" STR_BEST_RATING: "En yüksek görev değerlendirmesi" STR_WORST_RATING: "En düşük görev değerlendirmesi" STR_ALIEN_KILLS: "Öldürülen Yabancılar" STR_ALIEN_CAPTURES: "Ele geçirilen Yabancılar" STR_FRIENDLY_KILLS: "Dost ateşi vukuatı" STR_AVERAGE_ACCURACY: "Ortalama isabetlilik" STR_WEAPON_MOST_KILLS: "En etkin silah" STR_ALIEN_MOST_KILLS: "En ölümcül yabancı" STR_LONGEST_SERVICE: "En uzun görev süresi" STR_TOTAL_DAYS_WOUNDED: "Malüliyet süresi" STR_COUNTRIES_LOST: "Sızılan ülkeler" STR_TOTAL_TERROR_SITES: "Terör saldırıları" STR_TOTAL_BASES: "İnşa edilen üsler" STR_TOTAL_CRAFT: "Envanterdeki araçlar" STR_TOTAL_SCIENTISTS: "İşe alınan bilim insanları" STR_TOTAL_ENGINEERS: "İşe alınan mühendisler" STR_TOTAL_RESEARCH: "Tamamlanan araştırma konuları" STR_DIARY_ACCURACY: "İSABET> {ALT}{0}%" STR_STATISTICS: "İstatistikler" STR_STATS: "İST." STR_TIME_UNITS_ABBREVIATION: "ZÜ" STR_STAMINA_ABBREVIATION: "DAY" STR_HEALTH_ABBREVIATION: "SP" STR_BRAVERY_ABBREVIATION: "CES" STR_REACTIONS_ABBREVIATION: "TEP" STR_FIRING_ACCURACY_ABBREVIATION: "İSB" STR_THROWING_ACCURACY_ABBREVIATION: "FIR" STR_STRENGTH_ABBREVIATION: "KUV" STR_MELEE_ACCURACY_ABBREVIATION: "DÖV" STR_FOLDERS: "DİZİNLER" STR_DATA_FOLDER: "Veri Dizini (orijinal kaynaklar)" STR_USER_FOLDER: "Kullanıcı Dizini (modlar, openxcom.log)" STR_SAVE_FOLDER: "Kayıt Dizini (kayıtlı oyunlar, ekran görüntüleri)" STR_CONFIG_FOLDER: "Ayarlar Dizini (options.cfg)" STR_DATA_FOLDER_DESC_1: "OpenXcom'un orijinal oyun (UFO ve/ya TFTD) kaynaklarını aradığı konumdur." STR_DATA_FOLDER_DESC_2: "OpenXcom'ın kendi kaynakları 'common' dizininde, OpenXcom'un standart modları da 'standard' dizininde bulunur." STR_USER_FOLDER_DESC: "Kütük dosyası ('openxcom.log') burada tutulur. Ayrıca tüm ilave modlar da buraya ('mods' alt dizinine) kurulmalıdır." STR_SAVE_FOLDER_DESC: "Kayıtlı oyunlarınız burada bulunur. Ayrıca, görev üretici ayarları da ('battle.cfg') burada saklanır." STR_CONFIG_FOLDER_DESC: "OpenXcom ayarlarının tutulduğu dosya ('options.cfg') burada depolanır. Normalde Kullanıcı Dizini ile aynıdır." ================================================ FILE: bin/common/Language/uk.yml ================================================ uk: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "Нова гра" STR_LOAD_SAVED_GAME: "Завантажити гру" STR_SELECT_DIFFICULTY_LEVEL: "Виберіть рівень складності" STR_1_BEGINNER: "1> Початківець" STR_2_EXPERIENCED: "2> Досвідчений" STR_3_VETERAN: "3> Ветеран" STR_4_GENIUS: "4> Геній" STR_5_SUPERHUMAN: "5> Надлюдина" STR_TIME: "Час" STR_DATE: "Дата" STR_SELECT_GAME_TO_LOAD: "Виберіть гру для завантаження" STR_SELECT_SAVE_POSITION: "Виберіть слот для збереження" STR_GAME_OPTIONS: "НАЛАШТУВАННЯ" STR_LOAD_GAME: "ЗАВАНТАЖИТИ ГРУ" STR_SAVE_GAME: "ЗБЕРЕГТИ ГРУ" STR_ABANDON_GAME: "ВІДМОВИТИСЬ ВІД ГРИ" STR_ABANDON_GAME_QUESTION: "ВІДМОВИТИСЬ ВІД ГРИ?" STR_QUIT: "Вийти" STR_SAVING_GAME: "Збереження гри" STR_LOADING_GAME: "Завантаження гри" STR_NO_SAVED_GAME_PRESENT: "Немає збереженої гри" STR_LOAD_UNSUCCESSFUL: "Завантаження не вдалось" STR_SAVE_UNSUCCESSFUL: "Збереження не вдалось" STR_LOAD_SUCCESSFUL: "Завантаження завершено" STR_SAVE_SUCCESSFUL: "Збереження завершено" STR_DELETE: "ВИДАЛИТИ" STR_DELETE_UNSUCCESSFUL: "Видалити не вдалось" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "Точно видалити збережену гру?" STR_ORIGINAL_XCOM: "Ориг. X-Com" STR_LOADING: "Завантаження..." STR_DETAILS: "ДЕТАЛІ> {ALT}{0}" STR_NEW_BATTLE: "Нова битва" STR_OPTIONS: "Налаштування" STR_RIGHT_CLICK_TO_DELETE: "Клацніть правою кнопкою миші щоб видалити." STR_RESTORE_DEFAULTS: "Відновити початкові" STR_CONTROLS: "УПРАВЛІННЯ" STR_GENERAL: "Загальні" STR_GEOSCAPE: "Глобус" STR_BATTLESCAPE: "Тактичний бій" STR_SCREENSHOT: "Знімок екрана" STR_FPS_COUNTER: "Лічильник FPS" STR_ROTATE_LEFT: "Обертати вліво" STR_ROTATE_RIGHT: "Обертати вправо" STR_ROTATE_UP: "Обертати вгору" STR_ROTATE_DOWN: "Обертати вниз" STR_ZOOM_IN: "Наблизити" STR_ZOOM_OUT: "Віддалити" STR_TOGGLE_COUNTRY_DETAIL: "Деталі країн Вкл./Викл." STR_TOGGLE_RADAR_RANGES: "Радіус радарів Вкл./Викл." STR_SCROLL_LEFT: "Камера вліво" STR_SCROLL_RIGHT: "Камера вправо" STR_SCROLL_UP: "Камера вгору" STR_SCROLL_DOWN: "Камера вниз" STR_UNIT_LEVEL_ABOVE: "Перейти на рівень вище" STR_UNIT_LEVEL_BELOW: "Перейти на рівень нижче" STR_VIEW_LEVEL_ABOVE: "Камера на 1 рівень вище" STR_VIEW_LEVEL_BELOW: "Камера на 1 рівень нижче" STR_CENTER_SELECTED_UNIT: "Центрувати на вибраного бійця" STR_PREVIOUS_UNIT: "Попередній боєць" STR_NEXT_UNIT: "Наступний боєць" STR_DESELECT_UNIT: "Не обирати бійця повторно" STR_USE_LEFT_HAND: "Викор. предмет в лівій руці" STR_USE_RIGHT_HAND: "Викор. предмет в правій руці" STR_INVENTORY: "Інвентар" STR_MINIMAP: "Міні-карта" STR_MULTI_LEVEL_VIEW: "Багаторівневий вид" STR_END_TURN: "Завершити хід" STR_ABORT_MISSION: "Перервати завдання" STR_UNIT_STATS: "Характеристики бійця" STR_KNEEL: "Встати на коліна" STR_RELOAD: "Перезарядка" STR_TOGGLE_PERSONAL_LIGHTING: "Особистий ліхтар Вкл./Викл." STR_DONT_RESERVE_TIME_UNITS: "Не залишати ОД (Одиниці Дій)" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "Залишити ОЧ для пострілу Навмання" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "Залишити ОЧ для Прицільного пострілу" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "Залишити ОЧ для пострілу Чергою" STR_CENTER_ON_ENEMY_1: "Центрувати на ворога 1" STR_CENTER_ON_ENEMY_2: "Центрувати на ворога 2" STR_CENTER_ON_ENEMY_3: "Центрувати на ворога 3" STR_CENTER_ON_ENEMY_4: "Центрувати на ворога 4" STR_CENTER_ON_ENEMY_5: "Центрувати на ворога 5" STR_CENTER_ON_ENEMY_6: "Центрувати на ворога 6" STR_CENTER_ON_ENEMY_7: "Центрувати на ворога 7" STR_CENTER_ON_ENEMY_8: "Центрувати на ворога 8" STR_CENTER_ON_ENEMY_9: "Центрувати на ворога 9" STR_CENTER_ON_ENEMY_10: "Центрувати на ворога 10" STR_CREATE_INVENTORY_TEMPLATE: "Створити шаблон інвентаря" STR_APPLY_INVENTORY_TEMPLATE: "Застосувати шаблон інвентаря" STR_CLEAR_INVENTORY: "Очистити інвентар" STR_AUTO_EQUIP: "Авто-спорядження" STR_QUICK_SAVE: "Швидке збереження" STR_QUICK_LOAD: "Швидке завантаження" STR_ADVANCED: "ДОДАТКОВІ" STR_AGGRESSIVERETALIATION: "Агресивна відплата" STR_AGGRESSIVERETALIATION_DESC: "НЛО завжди будуть намагатись знайти Вашу базу, незалежно від їхнього завдання." STR_STORAGELIMITSENFORCED: "Ліміти складів для спорядження" STR_STORAGELIMITSENFORCED_DESC: "Обмежує місткість тюрем та складів, для захоплених на місіях живих прибульців та знайдених артефактів." STR_CANSELLLIVEALIENS: "Продаж живих прибульців" STR_CANSELLLIVEALIENS_DESC: "Дозволяє продаж живих прибульців, рекомендовано коли виключені ліміти складів." STR_ALLOWBUILDINGQUEUE: "Дозволити чергу будівництва" STR_ALLOWBUILDINGQUEUE_DESC: "Нові модулі бази можна закладати біля тих, будівництво яких ще не завершено." STR_BATTLEAUTOEND: "Авто-завершення бою" STR_BATTLEAUTOEND_DESC: "Тактичний бій завершується автоматично, після смерті останнього ворога. " STR_BATTLEINSTANTGRENADE: "Миттєвий вибух гранат" STR_BATTLEINSTANTGRENADE_DESC: "Гранати активовані з таймером на 0 ходів вибухають одразу після кидання, а не в кінці ходу." STR_BATTLEUFOEXTENDERACCURACY: "Точність як в UFO Extender" STR_BATTLEUFOEXTENDERACCURACY_DESC: "Точність пострілів падає після певної відстані, залежно від типу пострілу. Скорегована точність буде зображена над курсором." STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "Передачі в польоті" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "Дозволити передачу кораблів, що перебувають в польоті." STR_CRAFTLAUNCHALWAYS: "Примусовий запуск кораблів" STR_CRAFTLAUNCHALWAYS_DESC: "Корабель може бути запущений навіть коли він ще не готовий, ігноруючи потреби ремонту чи дозаправки." STR_CUSTOMINITIALBASE: "Своя початкова база" STR_CUSTOMINITIALBASE_DESC: "Коли починається нова гра, Ви самі розставляєте початкові модулі, замість використання стандартної схеми." STR_GLOBESEASONS: "Реалістичне освітлення глобуса " STR_GLOBESEASONS_DESC: "Використовувати більш реалістичну проекцію сонячних променів на глобус, згідно з нахилом земною осі." STR_PLAYINTRO: "Показувати вступний ролик" STR_PLAYINTRO_DESC: "Показувати вступний ролик при кожному запуску гри." STR_SHOWMORESTATSININVENTORYVIEW: "Статистика в інвентарі" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "Показувати характеристики солдата на екрані інвентарю." STR_SNEAKYAI: "Підлий ШІ" STR_SNEAKYAI_DESC: "ШІ (Штучний Інтелект) намагатиметься не показувати себе гравцю, наскільки це буде можливо." STR_STRAFE: "Альтернативні способи переміщення" STR_STRAFE_DESC: "Дозволяє стрільбу, пересування та незалежний рух гармати коли утримується CTRL." STR_BATTLEEXPLOSIONHEIGHT: "Висота вибухів" STR_BATTLEEXPLOSIONHEIGHT_DESC: "Змініть як далеко по вертикалі поширюватимуться вибухи.{NEWLINE}(Плоский: 0, Сферичний: 3)" STR_AUTOSAVE: "Автозбереження" STR_AUTOSAVE_DESC: "Автоматично зберігає гру згідно з вказаним інтервалом. Не стосується режиму Залізної Людини." STR_AUTOSAVE_FREQUENCY: "Частота автозбереження" STR_AUTOSAVE_FREQUENCY_DESC: "Кількість ходів після якої гра буде автоматично збережена." STR_ALLOWPSIONICCAPTURE: "Дозволити псі-захоплення" STR_ALLOWPSIONICCAPTURE_DESC: "Псі-контроль над всіма прибульцями, що залишились, означає перемогу і вони рахуються як захоплені живими." STR_ANYTIMEPSITRAINING: "Псі-тренування в будь-який час" STR_ANYTIMEPSITRAINING_DESC: "Дозволяє призначати солдатів на псіонічні тренування в будь-який час місяця. Пам'ятайте, початкове тренування потребує від 30 до 60 днів." STR_SKIPNEXTTURNSCREEN: "Пропускати екран \"Наступний хід\"" STR_SKIPNEXTTURNSCREEN_DESC: "Екран \"Наступний хід\", під час тактичного бою, буде зникати сам, після короткої затримки." STR_NOT_ENOUGH_SPACE: "Не достатньо вільного місця!" STR_WEAPONSELFDESTRUCTION: "Самознищення зброї прибульців" STR_WEAPONSELFDESTRUCTION_DESC: "Зброя прибульців буде самознищуватись, якщо її власник вбитий, як в XCOM 2012." STR_RETAINCORPSES: "Зберегати допитаних прибульців" STR_RETAINCORPSES_DESC: "Після \"дослідження\" живих прибульців, тіло буде додано до сховища бази, як в XCOM 2012." STR_SAVE_VOXEL_VIEW: "Зберегти знімок екрану від першого лиця" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "Резервувати ОД для вставання на коліна" STR_EXPEND_ALL_TIME_UNITS: "Витрачати всі доступні Очки Дій" STR_PSISTRENGTHEVAL: "Оцінка Псі-сили" STR_PSISTRENGTHEVAL_DESC: "Оцінює псіонічну силу всіх солдатів після завершення відповідного дослідження." STR_DISABLEAUTOEQUIP: "Вимкнути авто-спорядження" STR_DISABLEAUTOEQUIP_DESC: "Вимкнути авто-спорядження солдатів перед боєм." STR_ALLOWPSISTRENGTHIMPROVEMENT: "Дозволити покращення Псі-сили" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "Псіонічна сила солдатів може бути покращена досвідом та тренуванням." STR_BATTLESMOOTHCAMERA: "Плавна камера пострілів" STR_BATTLESMOOTHCAMERA_DESC: "Камера в Режимі Тактичного Бою залишається центрованою на снарядах, допоки вони видимі." STR_BATTLECONFIRMFIREMODE: "Режим підтвердження пострілів" STR_BATTLECONFIRMFIREMODE_DESC: "Потрібен повторний клік по клітинці для підтвердження наказу стріляти." STR_SELECT_BASE_1: "Вибрати базу 1" STR_SELECT_BASE_2: "Вибрати базу 2" STR_SELECT_BASE_3: "Вибрати базу 3" STR_SELECT_BASE_4: "Вибрати базу 4" STR_SELECT_BASE_5: "Вибрати базу 5" STR_SELECT_BASE_6: "Вибрати базу 6" STR_SELECT_BASE_7: "Вибрати базу 7" STR_SELECT_BASE_8: "Вибрати базу 8" STR_VIDEO: "ВІДЕО" STR_AUDIO: "ЗВУК" STR_BATTLESCAPE_UC: "ТАКТИЧНИЙ БІЙ" STR_MODS_UC: "МОДИ" STR_MODS: "Моди" STR_DISPLAY_RESOLUTION: "Роздільна здатність" STR_DISPLAY_RESOLUTION_DESC: "Змінює роздільну здатність екрану, роздільна здатність гри буде змінена відповідно. Стрілки перемикають між підтримуваними значеннями. Клікніть мишкою щоб ввести власне значення." STR_ORIGINAL: "Оригінал" STR_DISPLAY_MODE: "Режим екрану" STR_WINDOWED: "Віконний" STR_FULLSCREEN: "Повноекранний" STR_BORDERLESS: "Без рамки" STR_DISPLAY_LANGUAGE: "Мова" STR_DISPLAY_LANGUAGE_DESC: "Змінює мову текстів у грі." STR_DISPLAY_FILTER: "Екранний фільтр" STR_DISPLAY_FILTER_DESC: "Змінює фільтр застосований до ігрового екрану.{NEWLINE}*вимагає апаратне прискорення OpenGL." STR_DISPLAY_OPTIONS: "Налаштування екрану" STR_LETTERBOXED: "Леттербоксинг" STR_LETTERBOXED_DESC: "Додає чорні смуги для збереження оригінального співвідношення сторін зображення." STR_RESIZABLE: "Змінювати розміри" STR_LOCK_MOUSE: "Захопити мишку" STR_LOCK_MOUSE_DESC: "Утримувати курсор миші в межах вікна гри. Ctrl+G для переключення цього режиму в будь-який час." STR_FIXED_WINDOW_POSITION: "Фікс. позиція вікна" STR_FIXED_WINDOW_POSITION_DESC: "Встановити фiксовану позицiю Вiкна" STR_DISPLAY_SET_WINDOW_POSITION: "Встановити нову Корінну позицію вікна" STR_DISPLAY_WINDOW_POSITION_NEW_X: "Лівої межі новий X:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "Верхньої межі новий Y:" STR_MUSIC_VOLUME: "Гучність музики" STR_MUSIC_VOLUME_DESC: "Змінює гучність фонової музики." STR_SFX_VOLUME: "Гучність ефектів" STR_SFX_VOLUME_DESC: "Змінює гучність звукових ефектів" STR_UI_VOLUME: "Гучність інтерфейсу" STR_UI_VOLUME_DESC: "Змінює гучність пікання кнопок інтерфейсу." STR_SCROLL_SPEED: "Швидкість прокрутки" STR_SCROLL_SPEED_GEO_DESC: "Змінює швидкість прокрутки глобуса." STR_SCROLL_SPEED_BATTLE_DESC: "Змінює швидкість прокрутки карти." STR_DOGFIGHT_SPEED: "Швидкість повітрян. бою" STR_DOGFIGHT_SPEED_DESC: "Змінює швидкість повітряних боїв перехоплення між винищувачами та НЛО. Менші швидкості можуть покращити швидкодію на слабких системах. " STR_CLOCK_SPEED: "Швидкість годинника" STR_CLOCK_SPEED_DESC: "Змінює швидкість годинника в Режимі Глобуса. Менші швидкості можуть покращити швидкодію на слабких системах." STR_GLOBE_DETAILS: "Деталі глобуса" STR_GLOBE_COUNTRIES: "Країни" STR_GLOBE_COUNTRIES_DESC: "Показує фінансуючі країни на глобусі." STR_GLOBE_RADARS: "Радари" STR_GLOBE_RADARS_DESC: "Показує дальність радарів баз на глобусі." STR_GLOBE_FLIGHT_PATHS: "Маршрути польотів" STR_GLOBE_FLIGHT_PATHS_DESC: "Показує маршрути польотів кораблів на глобусі." STR_CONTROLS_DESC: "Натисніть лівою кнопкою миші на скорочення, а потім клавішу яку ви хочете призначити.{NEWLINE}Натисніть правою кнопкою на скорочення для відключення." STR_BASE_GAME: "Основна гра" STR_MODS_TOOLTIP: "Версія {0} від {1}.{NEWLINE}{2}" STR_EDGE_SCROLL: "Прокрутка на краях" STR_EDGE_SCROLL_DESC: "Тригер: Прокручувати карту коли ліва кнопка миші затиснута на краю екрану.{NEWLINE}Авто: Прокручувати карту коли вказівник миші на краю екрану." STR_TRIGGER_SCROLL: "Тригер" STR_AUTO_SCROLL: "Авто" STR_DRAG_SCROLL: "Прокрутка перетягуванням" STR_DRAG_SCROLL_DESC: "Прокручує карту, перетягуючи курсор затиснувши вказану кнопку миші." STR_LEFT_MOUSE_BUTTON: "Ліва кнопка" STR_MIDDLE_MOUSE_BUTTON: "Середня (колесо)" STR_RIGHT_MOUSE_BUTTON: "Права кнопка" STR_FIRE_SPEED: "Швидкість вогню" STR_FIRE_SPEED_DESC: "Змінює швидкість польоту пострілів зі зброї." STR_PLAYER_MOVEMENT_SPEED: "Швидкість руху гравця" STR_PLAYER_MOVEMENT_SPEED_DESC: "Змінює швидкість руху одиниць керованих гравцем." STR_COMPUTER_MOVEMENT_SPEED: "Швидкість руху ШІ" STR_COMPUTER_MOVEMENT_SPEED_DESC: "Змінює швидкість пересування одиниць керованих комп'ютетром." STR_PATH_PREVIEW: "Перегляд шляху" STR_PATH_ARROWS: "Стрілки" STR_PATH_ARROWS_DESC: "Клік показує шлях яким одиниця піде до цілі. Колір позначає доступні дії: Зелений - може рухатись та стріляти; Жовтий - може рухатись; Червоний - не може рухатись." STR_PATH_TIME_UNIT_COST: "Одиниці дій" STR_PATH_TIME_UNIT_COST_DESC: "Клік показує кількість Одиниць Дій, що залишаться після руху у вказану точку." STR_USER_INTERFACE_OPTIONS: "Налаштування інтерфейсу" STR_TOOLTIPS: "Підказки" STR_TOOLTIPS_DESC: "Показує підказки для кнопок в режимі Тактичного Бою." STR_DEATH_NOTIFICATIONS: "Cповіщення про смерть" STR_DEATH_NOTIFICATIONS_DESC: "Показувати сповіщення про смерть кожного разу, коли помирає хтось із ваших солдатів." STR_SHOW_FUNDS: "Показувати фонди" STR_SHOW_FUNDS_DESC: "Показує ваші фонди біля годинника в режимі Глобуса." STR_MISSION_GENERATOR: "ГЕНЕРАТОР МІСІЙ" STR_MAP_OPTIONS: "НАЛАШТУВАННЯ КАРТИ" STR_ALIEN_OPTIONS: "НАЛАШТУВАННЯ ПРИБУЛЬЦІВ" STR_MAP_TERRAIN: "Місцевість" STR_MAP_DARKNESS: "Темрява" STR_MAP_DEPTH: "Глибина" STR_DIFFICULTY: "Складність" STR_ALIEN_RACE: "Раса" STR_ALIEN_TECH_LEVEL: "Технічний рівень" STR_RANDOMIZE: "Випадково" STR_OXCE_REQUIRED_QUESTION: "Для коректної роботи цього моду потрібен OpenXcom {0}. Ввімкнути мод?" STR_RESTORE_DEFAULTS_QUESTION: "Ви дійсно хочете відновити налаштування по замовчуванню?" STR_DISPLAY_OPTIONS_CONFIRM: "Ви бажаєте зберегти поточні налаштування екрану?" STR_DISPLAY_OPTIONS_REVERT: "Повернення налаштувань через 0:{0}" STR_MISSING_CONTENT_PROMPT: "ПОПЕРЕДЖЕННЯ:{SMALLLINE}Це збереження залежить від модів, які зараз не доступні. Відсутній вміст буде видалено, при завантаженні можливий збій.{NEWLINE}Продовжувати?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "Зберігати активовані гранати" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "Зберігати гранати, попередньо активовані на екрані інвентарю перед боєм, в шаблоні спорядження бійця." STR_NEWSEEDONLOAD: "Чітерство зі збереженнями" STR_NEWSEEDONLOAD_DESC: "Завантаження гри буде скидати посів генератора випадкових чисел, тому та сама дія може мати інші результати. Не стосується Режиму Залізної Людини." STR_CHANGEVALUEBYMOUSEWHEEL: "Змінювати значення за допом. колеса миші" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "Дозволяє використовувати колесо миші для збільшення/зменшення значень на вказану величину." STR_BATTLEHAIRBLEACH: "Покращені спрайти бійців" STR_BATTLEHAIRBLEACH_DESC: "Змінює спрайти солдатів в Режимі Тактичного Бою, щоб відповідати їх вигляду в інвентарі." STR_DRAGSCROLLINVERT: "Інвертувати прокрутку перетягуванням" STR_DRAGSCROLLINVERT_DESC: "Коли увімкнено, перетягування прокручує екран в протилежному напрямку." STR_BATTLESCAPE_SCALE: "Масштаб в реж. Бою" STR_BATTLESCAPE_SCALE_DESC: "Область перегляду Режиму Тактичного Бою, на основі фіксованої роздільної здатності (розтягувати, щоб вмістити), або фіксоване збільшення (розширювати, щоб заповнити)." STR_GEOSCAPE_SCALE: "Масштаб в реж. Глобуса" STR_GEOSCAPESCALE_SCALE_DESC: "Область перегляду Режиму Глобуса, на основі фіксованої роздільної здатності (розтягувати, щоб вмістити), або фіксоване збільшення (розширювати, щоб заповнити)." STR_1_5X: "1.5x оригіналу" STR_2X: "2x оригіналу" STR_THIRD_DISPLAY: "1/3 екрану" STR_HALF_DISPLAY: "1/2 екрану" STR_FULL_DISPLAY: "Повний екран" STR_FPS_LIMIT: "Ліміт кадрів (FPS)" STR_FPS_LIMIT_DESC: "Обмеження кількості оновлень екрану за секунду. 0 - без ліміту. Якщо увімкнено режим OpenGL, гра використовує Вертикальну Синхронізацію (VSync)." STR_FPS_INACTIVE_LIMIT: "Ліміт кадрів у фоновому режимі (FPS)" STR_FPS_INACTIVE_LIMIT_DESC: "Обмежує кількість оновлень екрану в секунду, коли OpenXcom в фоновому режимі." STR_NOALIENPANICMESSAGES: "Придушити повідомлення про паніку прибульців" STR_NOALIENPANICMESSAGES_DESC: "Не показувати повідомлення про паніку прибульців, поки їх не бачить гравець." STR_ALIENBLEEDING: "Кровотечі у прибульців" STR_ALIENBLEEDING_DESC: "Дозволяє нанесення фатальних ран більшості прибульців" STR_FIELDPROMOTIONS: "Польові підвищення" STR_FIELDPROMOTIONS_DESC: "Тільки солдати які побували на місці висадки мають право на підвищення." STR_MEETINGPOINT: "Передбачити траекторію НЛО" STR_MEETINGPOINT_DESC: "Літаки літять в точку зустрічи з НЛО на підставі їх поточної таекторії" STR_IRONMAN: "ЗАЛІЗНА ЛЮДИНА" STR_IRONMAN_DESC: "Без ручного збереження." STR_SAVE_AND_ABANDON_GAME: "ЗБЕРЕГТИ ТА ПОКИНУТИ ГРУ" STR_MOD_UNSUCCESSFUL: "Помилка при завантаженні моду" STR_NEW_SAVED_GAME_SLOT: "<НОВА ЗБЕРЕЖЕНА ГРА>" STR_AUTO_SAVE_GEOSCAPE_SLOT: "<АВТОЗБЕРЕЖЕННЯ ГЛОБУСУ>" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "<АВТОЗБЕРЕЖЕННЯ БИТВИ>" STR_QUICK_SAVE_SLOT: "<ШВИДКЕ ЗБЕРЕЖЕННЯ>" STR_DISPLAY_MODE_DESC: "Змінює те, як гра відображається на екрані." STR_PREFERRED_MUSIC_FORMAT: "Формат музики" STR_PREFERRED_MUSIC_FORMAT_DESC: "Встановлює бажаний формат музики, якщо доступно кілька варіантів.{NEWLINE}УВАГА: відтворення MIDI може мати проблеми на Windows." STR_PREFERRED_SFX_FORMAT: "Формат звук. ефектів" STR_PREFERRED_SFX_FORMAT_DESC: "Встановлює бажаний формат звукових ефектів, якщо доступно кілька." STR_PREFERRED_VIDEO_FORMAT: "Відео формат" STR_PREFERRED_VIDEO_FORMAT_DESC: "Обирає переважний відео формат для використання коли доступно декілька" STR_PREFERRED_VIDEO_ANIMATION: "Анімація" STR_PREFERRED_VIDEO_SLIDESHOW: "Слайд-шоу" STR_PREFERRED_FORMAT_AUTO: "Авто" STR_CURRENT_FORMAT: "Поточне: {0}" STR_SOUND_OPTIONS: "Налаштування звуку" STR_BACKGROUND_MUTE: "Вимкнути звук у фоні" STR_BACKGROUND_MUTE_DESC: "Вимкнути всі звуки коли вікно гри не активне." STR_FORCE_FIRE: "Ігнорувати лінію вогню" STR_FORCE_FIRE_DESC: "Дозволяє змушувати ваших солдат стріляти тримаючи CTRL, незалежно від наявності лінії вогню." STR_NO_AUDIO_HARDWARE_DETECTED: "Не знайдено звукового обладнання" STR_MOUSEWHEEL_SPEED: "Швидкість прокрукти мишкою" STR_MOUSEWHEEL_SPEED_DESC: "Задати кількість рядків на які прокручуються списки за допомогою колеса миші." STR_DISABLED: "Відключено" STR_MAXIMIZE_INFO_SCREENS: "Максимізувати інформаційні екрани" STR_MAXIMIZE_INFO_SCREENS_DESC: "Інвентар та різні інші екрани будуть показані на весь екран, незалежно від налаштувань масштабування." STR_DIARY: "Щоденник" STR_KILLED: "ВБИТО " STR_STUNNED: "ПРИГОЛОМШЕНИЙ" STR_PANICKED: "ЗПАНІКУВАВ" STR_MINDCONTROLLED: "ПІД КОНТРОЛЕМ" STR_REGION_UNKNOWN: "Нерозкритий" STR_WEAPON_UNKNOWN: "Імпровізація" STR_UNKNOWN: "Невідомий" STR_VICTORY: "Перемога" STR_DEFEAT: "Поразка" STR_NO_RECORD: "Нема запису" STR_HUMAN: "Людина" STR_FRIENDLY: "Дружний" STR_HOSTILE: "Ворожий" STR_NEUTRAL: "Нейтральний " STR_RATING_UC: "Рейтинг" STR_LOCATION: "ЛОКАЦІЯ> {ALT}{0}" STR_DAYLIGHT_TYPE: "ЧАС> {ALT}{0}" STR_RACE_TYPE: "РАСА> {ALT}{0}" STR_DAY: "День" STR_NIGHT: "Ніч" STR_DAYS_WOUNDED: "ДНІВ ПОРАН.> {ALT}{0}" STR_COMBAT: "БІЙ" STR_PERFORMANCE: "ШВИДКІСТЬ" STR_NEUTRALIZATIONS_BY_RACE: "ЗНЕШКОДЖЕННЯ ЗА РАСОЮ" STR_NEUTRALIZATIONS_BY_RANK: "ЗНЕШКОДЖЕННЯ ЗА ЗВАННЯМ" STR_NEUTRALIZATIONS_BY_WEAPON: "ЗНЕШКОДЖЕННЯ ЗА ЗБРОЄЮ" STR_MISSIONS_BY_LOCATION: "МІСІЙ ЗА ЛОКАЦІЄЮ" STR_MISSIONS_BY_TYPE: "МІСІЙ ЗА ТИПОМ" STR_MISSIONS_BY_UFO: "МІСІЙ ЗА НЛО" STR_SCORE_VALUE: "РАХУНОК> {ALT}{0}" STR_WINS: "ПЕРЕМОГ> {ALT}{0}" STR_STUNS: "ПРИГОЛОМШЕНЬ> {ALT}{0}" STR_PANICKS: "ПАНІК> {ALT}{0}" STR_MINDCONTROLS: "КОНТРОЛІВ> {ALT}{0}" STR_AWARDS: "НАГОРОД" STR_COMMENDATIONS_UC: "УХВАЛ" STR_COMMENDATIONS: "Ухвал" STR_MEDALS: "Медалей" STR_LOST_IN_SERVICE: "ЗАГИНУВ ПРИ ВИКОНАННІ" STR_MEDAL_NAME: "Назва медалі" STR_MEDAL_AWARD_LEVEL: "Рівень нагороди" STR_MEDAL_DECOR_LEVEL: "Рівень Декорації" STR_AWARD_0: "Перша нагорода" STR_AWARD_1: "Друга нагорода" STR_AWARD_2: "Третя нагорода" STR_AWARD_3: "Четверта нагорода" STR_AWARD_4: "П'ята нагорода" STR_AWARD_5: "Шоста нагорода" STR_AWARD_6: "Сьома нагоррда" STR_AWARD_7: "Восьма нагорода" STR_AWARD_8: "Дев'ята нагорода" STR_AWARD_9: "Десята нагорода" STR_AWARD_DECOR_0: "Ніц" STR_AWARD_DECOR_1: "Перший бронзовий знак" STR_AWARD_DECOR_2: "Другий бронзовий знак" STR_AWARD_DECOR_3: "Третій бронзовий знак" STR_AWARD_DECOR_4: "Перший срібний знак" STR_AWARD_DECOR_5: "Другий срібний знак" STR_AWARD_DECOR_6: "Третій срібний знак" STR_AWARD_DECOR_7: "Перший золотий знак" STR_AWARD_DECOR_8: "Другий золотий знак" STR_AWARD_DECOR_9: "Третій золотий знак" STR_KILLED_IN_ACTION_MALE: "ВБИТИЙ НА ЗАВДАННІ" STR_KILLED_IN_ACTION_FEMALE: "ВБИТА НА ЗАВДАННІ" STR_MISSING_IN_ACTION_MALE: "ЗНИК БЕЗВІСТІ" STR_MISSING_IN_ACTION_FEMALE: "ЗНИКЛА БЕЗВІСТІ" STR_AVERAGE_MONTHLY_RATING: "Середній місячний рейтинг" STR_TOTAL_INCOME: "Загальне надходження" STR_TOTAL_EXPENDITURE: "Загальні витрати" STR_MISSIONS_WON: "Завдання виконане" STR_MISSIONS_LOST: "Завдання провалене" STR_NIGHT_MISSIONS: "Нічні завдання" STR_BEST_RATING: "Найкращій рейтинг завдань" STR_WORST_RATING: "Найгірший рейтинг завдань" STR_ALIEN_KILLS: "Прибульців вбито" STR_ALIEN_CAPTURES: "Прибульців захоплено" STR_FRIENDLY_KILLS: "Випадків дружнього вогню" STR_AVERAGE_ACCURACY: "Середня влучність" STR_WEAPON_MOST_KILLS: "Найефективніша зброя" STR_ALIEN_MOST_KILLS: "Смертоносний прибулець " STR_LONGEST_SERVICE: "Найдовше місяців в строю" STR_TOTAL_DAYS_WOUNDED: "Днів лікування" STR_COUNTRIES_LOST: "Країн з проникненням" STR_TOTAL_TERROR_SITES: "Терористичних атак" STR_TOTAL_BASES: "Баз збудовано" STR_TOTAL_CRAFT: "Всього літаків" STR_TOTAL_SCIENTISTS: "Вчених найнято" STR_TOTAL_ENGINEERS: "Інженерів найнято" STR_TOTAL_RESEARCH: "Дослідження завершено" STR_DIARY_ACCURACY: "ВЛУЧНІСТЬ> {ALT}{0}%" STR_STATISTICS: "Статистика" STR_STATS: "ПОКАЗН." STR_TIME_UNITS_ABBREVIATION: "ОД" STR_STAMINA_ABBREVIATION: "ВИТ" STR_HEALTH_ABBREVIATION: "ЗД" STR_BRAVERY_ABBREVIATION: "ХОР" STR_REACTIONS_ABBREVIATION: "РЕА" STR_FIRING_ACCURACY_ABBREVIATION: "ВЛУ" STR_THROWING_ACCURACY_ABBREVIATION: "КИД" STR_STRENGTH_ABBREVIATION: "СИЛ" STR_MELEE_ACCURACY_ABBREVIATION: "РУК" STR_FOLDERS: "ТЕКИ" STR_DATA_FOLDER: "Папка даних (оригінальні ресурси)" STR_USER_FOLDER: "Папка користувача (модифікації, openxcom.log)" STR_SAVE_FOLDER: "Папка збереження (збережені ігри, скріншоти)" STR_CONFIG_FOLDER: "Папка конфігурації (options.cfg)" STR_DATA_FOLDER_DESC_1: "Тут OpenXcom шукає оригінальні ігрові ресурси (UFO та/або TFTD)." STR_DATA_FOLDER_DESC_2: "Внутрішні ресурси OpenXcom знаходяться у теці 'common'. Вбудовані модифікації OpenXcom знаходяться у теці «standard»." STR_USER_FOLDER_DESC: "Тут зберігається файл журналу ('openxcom.log'). Всі модифікації, створені користувачем, також знаходяться тут (у підтеці 'mods')." STR_SAVE_FOLDER_DESC: "Тут знаходяться ваші збережені ігри. Також тут можна знайти налаштування генератора місій ('battle.cfg')." STR_CONFIG_FOLDER_DESC: "Це місце, де зберігаються налаштування OpenXcom ('options.cfg'). Зазвичай це та сама тека, що і тека користувача." ================================================ FILE: bin/common/Language/zh-CN.yml ================================================ zh-CN: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "新游戏" STR_LOAD_SAVED_GAME: "读取游戏" STR_SELECT_DIFFICULTY_LEVEL: "选择难度" STR_1_BEGINNER: "1> 新手" STR_2_EXPERIENCED: "2> 老手" STR_3_VETERAN: "3> 老兵" STR_4_GENIUS: "4> 天才" STR_5_SUPERHUMAN: "5> 超人" STR_TIME: "时间" STR_DATE: "日期" STR_SELECT_GAME_TO_LOAD: "选择游戏载入" STR_SELECT_SAVE_POSITION: "选择存档位置" STR_GAME_OPTIONS: "选项" STR_LOAD_GAME: "读取游戏" STR_SAVE_GAME: "保存游戏" STR_ABANDON_GAME: "离开游戏" STR_ABANDON_GAME_QUESTION: "确认离开游戏?" STR_QUIT: "退出" STR_SAVING_GAME: "保存游戏" STR_LOADING_GAME: "正在读取游戏" STR_NO_SAVED_GAME_PRESENT: "暂无存档" STR_LOAD_UNSUCCESSFUL: "读取失败" STR_SAVE_UNSUCCESSFUL: "保存失败" STR_LOAD_SUCCESSFUL: "读取成功" STR_SAVE_SUCCESSFUL: "保存成功" STR_DELETE: "删除" STR_DELETE_UNSUCCESSFUL: "删除失败" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "你确定想删除此存档?" STR_ORIGINAL_XCOM: "原版Xcom" STR_LOADING: "正在加载……" STR_DETAILS: "详细>{ALT}{0}" STR_NEW_BATTLE: "新战斗" STR_OPTIONS: "选项" STR_RIGHT_CLICK_TO_DELETE: "删除请单击右键。" STR_RESTORE_DEFAULTS: "恢复默认" STR_CONTROLS: "控制" STR_GENERAL: "总览" STR_GEOSCAPE: "世界地图" STR_BATTLESCAPE: "战场" STR_SCREENSHOT: "截取屏幕" STR_FPS_COUNTER: "FPS计数器" STR_ROTATE_LEFT: "左转" STR_ROTATE_RIGHT: "向右转" STR_ROTATE_UP: "向上转动" STR_ROTATE_DOWN: "向下旋转" STR_ZOOM_IN: "放大" STR_ZOOM_OUT: "缩小" STR_TOGGLE_COUNTRY_DETAIL: "切换国家细节" STR_TOGGLE_RADAR_RANGES: "切换雷达距离" STR_SCROLL_LEFT: "向左滚动" STR_SCROLL_RIGHT: "向右卷动" STR_SCROLL_UP: "向上卷动" STR_SCROLL_DOWN: "下拉" STR_UNIT_LEVEL_ABOVE: "单位上升" STR_UNIT_LEVEL_BELOW: "单位下降" STR_VIEW_LEVEL_ABOVE: "视野上升" STR_VIEW_LEVEL_BELOW: "视野下降" STR_CENTER_SELECTED_UNIT: "将选中的单位置中显示" STR_PREVIOUS_UNIT: "选择前一个单位" STR_NEXT_UNIT: "选择下一个单位" STR_DESELECT_UNIT: "不要重复选中单位" STR_USE_LEFT_HAND: "使用左手物品" STR_USE_RIGHT_HAND: "使用右手物品" STR_INVENTORY: "物品" STR_MINIMAP: "小地图" STR_MULTI_LEVEL_VIEW: "多层视图" STR_END_TURN: "结束回合" STR_ABORT_MISSION: "放弃任务" STR_UNIT_STATS: "单位统计" STR_KNEEL: "跪下" STR_RELOAD: "装填" STR_TOGGLE_PERSONAL_LIGHTING: "开启个人照明装置。" STR_DONT_RESERVE_TIME_UNITS: "不预留时间" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "保留TU用于概略射击" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "保留TU用于瞄准射击" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "保留TU用于自动射击" STR_CENTER_ON_ENEMY_1: "将敌人1置中显示" STR_CENTER_ON_ENEMY_2: "将敌人2置中显示" STR_CENTER_ON_ENEMY_3: "将敌人3置中显示" STR_CENTER_ON_ENEMY_4: "将敌人4置中显示" STR_CENTER_ON_ENEMY_5: "将敌人5置中显示" STR_CENTER_ON_ENEMY_6: "将敌人6置中显示" STR_CENTER_ON_ENEMY_7: "将敌人7置中显示" STR_CENTER_ON_ENEMY_8: "将敌人8置中显示" STR_CENTER_ON_ENEMY_9: "将敌人9置中显示" STR_CENTER_ON_ENEMY_10: "将敌人10置中显示" STR_CREATE_INVENTORY_TEMPLATE: "创建物品栏模板" STR_APPLY_INVENTORY_TEMPLATE: "套用物品栏模板" STR_CLEAR_INVENTORY: "清除物品栏" STR_AUTO_EQUIP: "自动装备" STR_QUICK_SAVE: "快速保存" STR_QUICK_LOAD: "快速存档" STR_ADVANCED: "高级" STR_AGGRESSIVERETALIATION: "报复行动" STR_AGGRESSIVERETALIATION_DESC: "UFO会试图寻找你的基地位置,不论其任务参数如何。" STR_STORAGELIMITSENFORCED: "缴获物品的存储上限" STR_STORAGELIMITSENFORCED_DESC: "外星人研究室和存储仓库都将有存储限制。" STR_CANSELLLIVEALIENS: "出售活体异形" STR_CANSELLLIVEALIENS_DESC: "允许出售活的外星人,推荐使用存储区的空间。" STR_ALLOWBUILDINGQUEUE: "启用建筑队列" STR_ALLOWBUILDINGQUEUE_DESC: "新的建筑可以建在未完工的建筑旁边" STR_BATTLEAUTOEND: "自动结束战斗" STR_BATTLEAUTOEND_DESC: "当最后一个敌人被击毙后,战斗会自动结束。" STR_BATTLEINSTANTGRENADE: "即时手榴弹" STR_BATTLEINSTANTGRENADE_DESC: "手榴弹设定在0回合时将在投掷出后立即爆炸,而不会在当回合结束后爆炸。" STR_BATTLEUFOEXTENDERACCURACY: "UFO精度衰减" STR_BATTLEUFOEXTENDERACCURACY_DESC: "依据选择的射击类型,射击精度将随距离下降。最终的命中率显示在光标旁边。" STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "空运" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "在飞行中的飞行器能被转移到其他基地。" STR_CRAFTLAUNCHALWAYS: "强行起飞" STR_CRAFTLAUNCHALWAYS_DESC: "战机可以强制起飞,即使维护没有完成。" STR_CUSTOMINITIALBASE: "自定义初始基地" STR_CUSTOMINITIALBASE_DESC: "开始新游戏时,你可以手动设置初始设施的位置。" STR_GLOBESEASONS: "写实的光照" STR_GLOBESEASONS_DESC: "为世界地图使用较为真实的光照阴影,考虑地轴倾角。" STR_PLAYINTRO: "播放片头动画" STR_PLAYINTRO_DESC: "显示启动时的介绍影片。" STR_SHOWMORESTATSININVENTORYVIEW: "物品栏状态" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "在物品栏界面为选中的士兵显示额外信息。" STR_SNEAKYAI: "行动隐匿的AI" STR_SNEAKYAI_DESC: "人工智能尽可能避免让自己暴露在玩家面前。" STR_STRAFE: "额外行动" STR_STRAFE_DESC: "按下CTRL键时,启用扫射,奔跑,以及独立的坦克炮塔运动。" STR_BATTLEEXPLOSIONHEIGHT: "爆炸高度" STR_BATTLEEXPLOSIONHEIGHT_DESC: "改变爆炸影响高度{NEWLINE}(Flat: 0, Round: 3)" STR_AUTOSAVE: "自动存档" STR_AUTOSAVE_DESC: "在一些特定的节点自动保存游戏。不适用于铁人模式。" STR_AUTOSAVE_FREQUENCY: "自动保存频率" STR_AUTOSAVE_FREQUENCY_DESC: "自动保存之间的回合数间隔。" STR_ALLOWPSIONICCAPTURE: "允许精神控制" STR_ALLOWPSIONICCAPTURE_DESC: "所有剩下的异形被精神控制后算胜利,被精神控制的异形成为俘虏。" STR_ANYTIMEPSITRAINING: "随时接受灵能训练" STR_ANYTIMEPSITRAINING_DESC: "在一个月的任何时刻都可以指派士兵去接受灵能训练。注意,初始训练需耗时30至60天。" STR_SKIPNEXTTURNSCREEN: "跳过“下回合”画面" STR_SKIPNEXTTURNSCREEN_DESC: "“下一回合”提示将在短暂的延迟后自动消失。" STR_NOT_ENOUGH_SPACE: "没有足够空间" STR_WEAPONSELFDESTRUCTION: "外星武器自毁" STR_WEAPONSELFDESTRUCTION_DESC: "外星人携带的武器将会在携带者死亡后自毁,就像在XCOM2012版里一样。" STR_RETAINCORPSES_DESC: "在对活体外星人进行研究后,其身体会被添加进基地商店以供出售,类似XCOM 2012。" STR_SAVE_VOXEL_VIEW: "保存第一人称截屏照片" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "预留蹲下时间" STR_EXPEND_ALL_TIME_UNITS: "消耗所有剩余的TU" STR_PSISTRENGTHEVAL: "灵能力量评估" STR_PSISTRENGTHEVAL_DESC: "在适当的研究完成后,可以评估所有士兵的灵能力量。" STR_DISABLEAUTOEQUIP: "关闭自动分配装备" STR_DISABLEAUTOEQUIP_DESC: "在战斗开始前不自动为士兵分配装备" STR_ALLOWPSISTRENGTHIMPROVEMENT: "允许灵能力量提升" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "士兵的灵能力量可以由训练和实战得到提升。" STR_BATTLESMOOTHCAMERA: "镜头跟踪弹头" STR_BATTLESMOOTHCAMERA_DESC: "在弹头飞行过程中,战场镜头将一直聚焦于弹头。" STR_BATTLECONFIRMFIREMODE: "确认开火模式" STR_BATTLECONFIRMFIREMODE_DESC: "在同一个目标上点击第二次以确认开火命令。" STR_SELECT_BASE_1: "选择基地1" STR_SELECT_BASE_2: "选择基地2" STR_SELECT_BASE_3: "选择基地3" STR_SELECT_BASE_4: "选择基地4" STR_SELECT_BASE_5: "选择基地5" STR_SELECT_BASE_6: "选择基地6" STR_SELECT_BASE_7: "选择基地7" STR_SELECT_BASE_8: "选择基地8" STR_VIDEO: "视频" STR_AUDIO: "音频" STR_BATTLESCAPE_UC: "战场" STR_MODS_UC: "模组" STR_MODS: "模组" STR_DISPLAY_RESOLUTION: "显示分辨率" STR_DISPLAY_RESOLUTION_DESC: "改变显示分辨率,可以选择支持的分辨率或者输入指定的分辨率。" STR_ORIGINAL: "原始设置" STR_DISPLAY_MODE: "显示模式" STR_WINDOWED: "窗口化" STR_FULLSCREEN: "全屏" STR_BORDERLESS: "宽屏" STR_DISPLAY_LANGUAGE: "显示语言" STR_DISPLAY_LANGUAGE_DESC: "改变游戏内文本的语言。" STR_DISPLAY_FILTER: "显示过滤" STR_DISPLAY_FILTER_DESC: "改变用于游戏屏幕的过滤器。{NEWLINE}*需要OpenGL硬件加速。" STR_DISPLAY_OPTIONS: "显示选项" STR_LETTERBOXED: "宽屏" STR_LETTERBOXED_DESC: "宽屏并保持原有长宽比" STR_RESIZABLE: "重新设定尺寸" STR_LOCK_MOUSE: "拾取鼠标指针" STR_LOCK_MOUSE_DESC: "阻止鼠标指针移出游戏窗口,使用Ctrl+G切换开关。" STR_FIXED_WINDOW_POSITION: "固定窗口位置" STR_MUSIC_VOLUME: "音乐音量" STR_MUSIC_VOLUME_DESC: "改变背景音乐的音量。" STR_SFX_VOLUME: "背景音乐音量" STR_SFX_VOLUME_DESC: "改变音效的音量。" STR_UI_VOLUME: "UI音量" STR_UI_VOLUME_DESC: "改变界面提示音的音量。" STR_SCROLL_SPEED: "卷轴速度" STR_SCROLL_SPEED_GEO_DESC: "改变世界地图的卷动速度。" STR_SCROLL_SPEED_BATTLE_DESC: "改变战场地图的卷动速度。" STR_DOGFIGHT_SPEED: "空战显示速度" STR_DOGFIGHT_SPEED_DESC: "改变拦截机与UFO的空战显示速度。较低的速度可以在性能较差的设备上提高游戏运行表现。" STR_CLOCK_SPEED: "时钟速度" STR_CLOCK_SPEED_DESC: "改变世界地图上时钟的速度。较慢的速度可以在性能较差的设备上提高游戏运行表现。" STR_GLOBE_DETAILS: "世界地图细节" STR_GLOBE_COUNTRIES: "国家" STR_GLOBE_COUNTRIES_DESC: "在世界地图上显示资助国家" STR_GLOBE_RADARS: "雷达" STR_GLOBE_RADARS_DESC: "在世界地图上显示雷达探测范围" STR_GLOBE_FLIGHT_PATHS: "飞行路径" STR_GLOBE_FLIGHT_PATHS_DESC: "在世界地图上显示飞行路径" STR_CONTROLS_DESC: "左键单击并按所需的键来更改快捷键。{NEWLINE}右键单击一个快捷键来禁用它。" STR_BASE_GAME: "游戏本体" STR_MODS_TOOLTIP: "版本{0}作者{1}。{NEWLINE}{2}" STR_EDGE_SCROLL: "边缘卷动" STR_EDGE_SCROLL_DESC: "触发:鼠标置于屏幕边缘并按下左键以卷动地图。{NEWLINE}自动:鼠标光标置于屏幕边缘时自动卷动。" STR_TRIGGER_SCROLL: "触发" STR_AUTO_SCROLL: "自动" STR_DRAG_SCROLL: "拖动卷动" STR_DRAG_SCROLL_DESC: "当特定的鼠标按键被按住不放并拖动鼠标时卷动地图。" STR_LEFT_MOUSE_BUTTON: "鼠标左键" STR_MIDDLE_MOUSE_BUTTON: "鼠标中键" STR_RIGHT_MOUSE_BUTTON: "鼠标右键" STR_FIRE_SPEED: "弹药速度" STR_FIRE_SPEED_DESC: "改变弹药的飞行速度。" STR_PLAYER_MOVEMENT_SPEED: "玩家移动速度" STR_PLAYER_MOVEMENT_SPEED_DESC: "改变玩家单位的移动速度。" STR_COMPUTER_MOVEMENT_SPEED: "AI移动速度" STR_COMPUTER_MOVEMENT_SPEED_DESC: "改变AI单位的移动速度。" STR_PATH_PREVIEW: "路径预览" STR_PATH_ARROWS: "箭头" STR_PATH_ARROWS_DESC: "点击显示单位的移动路线。颜色指示了许可的行动:绿色-可以移动并开火;黄色-可以移动;红色-不能移动。" STR_PATH_TIME_UNIT_COST: "时间单位TU" STR_PATH_TIME_UNIT_COST_DESC: "点击显示单位到达目的地后剩余的TU。" STR_USER_INTERFACE_OPTIONS: "UI选项" STR_TOOLTIPS: "提示" STR_TOOLTIPS_DESC: "为战场按钮显示提示。" STR_DEATH_NOTIFICATIONS: "显示阵亡通知单" STR_DEATH_NOTIFICATIONS_DESC: "任何时间当你的士兵死亡现实提示信息" STR_SHOW_FUNDS: "显示资金状况" STR_SHOW_FUNDS_DESC: "在时钟旁显示当前资金状况。" STR_MISSION_GENERATOR: "任务生成器" STR_MAP_OPTIONS: "地图选项" STR_ALIEN_OPTIONS: "外星人选项" STR_MAP_TERRAIN: "地形" STR_MAP_DARKNESS: "暗度" STR_MAP_DEPTH: "深度" STR_DIFFICULTY: "难度" STR_ALIEN_RACE: "种族" STR_ALIEN_TECH_LEVEL: "技术等级" STR_RANDOMIZE: "随机" STR_RESTORE_DEFAULTS_QUESTION: "确定要使用默认设置?" STR_DISPLAY_OPTIONS_CONFIRM: "是否保留当前的显示设置?" STR_DISPLAY_OPTIONS_REVERT: "{0}秒后返回之前的设置" STR_MISSING_CONTENT_PROMPT: "警告:{SMALLLINE}该存档所使用的模组不可用。丢失的内容将被移除,且读取可能失败。{NEWLINE}继续?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "保留待发手雷" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "保留于放置在士兵物品栏中的待发手雷。" STR_NEWSEEDONLOAD: "重新生成随机数种子" STR_NEWSEEDONLOAD_DESC: "读取游戏存档时将重置随机数种子,这样同一个动作将有不同的结果。不适用于铁人模式。" STR_CHANGEVALUEBYMOUSEWHEEL: "使用鼠标滚轮来改变值" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "允许你使用鼠标滚轮来增减数值。" STR_BATTLEHAIRBLEACH: "士兵图像效果增强" STR_BATTLEHAIRBLEACH_DESC: "改变战场上士兵的图像效果,与其所持物品相契合。" STR_DRAGSCROLLINVERT: "反转拖动卷屏方向" STR_DRAGSCROLLINVERT_DESC: "当启用时,卷屏方向将与与鼠标移动方向相反。" STR_BATTLESCAPE_SCALE: "战场尺寸" STR_BATTLESCAPE_SCALE_DESC: "战斗场景的显示模式,固定分辨率(将拉伸画面以填满屏幕)或者是固定放大等级(将扩展可视区域以填满屏幕)。" STR_GEOSCAPE_SCALE: "世界地图尺寸" STR_GEOSCAPESCALE_SCALE_DESC: "地理地图的显示模式,固定分辨率(将拉伸画面以填满屏幕)或者是固定放大等级(将扩展可视区域以填满屏幕)。" STR_1_5X: "1.5倍原始值" STR_2X: "2倍原始值" STR_THIRD_DISPLAY: "1/3显示" STR_HALF_DISPLAY: "1/2显示" STR_FULL_DISPLAY: "全显示" STR_FPS_LIMIT: "帧率限制" STR_FPS_LIMIT_DESC: "每秒屏幕画面更新次数的限制,设为0则没有限制。如果启用OpenGL 渲染,游戏将使用垂直同步代替这项设置。" STR_FPS_INACTIVE_LIMIT: "后台帧率限制" STR_FPS_INACTIVE_LIMIT_DESC: "当OpenXcom后台运行时,限制帧率。" STR_NOALIENPANICMESSAGES: "不显示外星人处于恐惧状态的信息" STR_NOALIENPANICMESSAGES_DESC: "在外星人不可见时,不显示这些外星人处于恐惧状态的提示。" STR_ALIENBLEEDING: "外星人正在流血" STR_ALIENBLEEDING_DESC: "可以使大多数外星人受到致命伤害。" STR_FIELDPROMOTIONS: "晋升" STR_FIELDPROMOTIONS_DESC: "只有出现在任务地点的士兵可以得到晋升。" STR_MEETINGPOINT: "预计的UFO飞行轨迹" STR_MEETINGPOINT_DESC: "战机将按UFO当前轨迹飞向一个能与之交汇的地点。" STR_IRONMAN: "铁人" STR_IRONMAN_DESC: "禁止手动保存" STR_SAVE_AND_ABANDON_GAME: "保存并离开游戏" STR_MOD_UNSUCCESSFUL: "模组载入失败" STR_NEW_SAVED_GAME_SLOT: "<新的游戏存档>" STR_AUTO_SAVE_GEOSCAPE_SLOT: "<自动世界地图>" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "<自动战场地图>" STR_QUICK_SAVE_SLOT: "<快速保存>" STR_DISPLAY_MODE_DESC: "改变游戏在屏幕中的显示方式。" STR_PREFERRED_MUSIC_FORMAT: "音乐格式" STR_PREFERRED_MUSIC_FORMAT_DESC: "当存在多种音乐格式时,选择要使用的一种。{NEWLINE}提示:MIDI格式在Windows下不稳定。" STR_PREFERRED_SFX_FORMAT: "音效格式" STR_PREFERRED_SFX_FORMAT_DESC: "当存在多种音效格式时,选择要使用的一种。" STR_PREFERRED_VIDEO_FORMAT: "视频格式" STR_PREFERRED_VIDEO_FORMAT_DESC: "当存在多种视频格式时,选择需要使用的一种。" STR_PREFERRED_VIDEO_ANIMATION: "动画" STR_PREFERRED_FORMAT_AUTO: "自动" STR_CURRENT_FORMAT: "当前:{0}" STR_SOUND_OPTIONS: "声音选项" STR_BACKGROUND_MUTE: "后台运行时静音" STR_BACKGROUND_MUTE_DESC: "在游戏窗口不活动时关闭所有声音。" STR_FORCE_FIRE: "无视射界" STR_FORCE_FIRE_DESC: "允许你在按下CTRL键时命令士兵强制开火,无视射界规则。" STR_NO_AUDIO_HARDWARE_DETECTED: "没有检测到音频硬件" STR_MOUSEWHEEL_SPEED: "鼠标滚轮滚动速度" STR_MOUSEWHEEL_SPEED_DESC: "调整鼠标滚轮滚动一次使画面滚动的行数。" STR_DISABLED: "禁用" STR_MAXIMIZE_INFO_SCREENS: "最大化信息栏" STR_MAXIMIZE_INFO_SCREENS_DESC: "不论设置如何,物品界面和其他一些界面将会全屏显示。" STR_DIARY: "日志" STR_KILLED: "阵亡" STR_STUNNED: "昏迷" STR_PANICKED: "恐慌" STR_MINDCONTROLLED: "受到心灵控制" STR_REGION_UNKNOWN: "未暴露" STR_UNKNOWN: "未知" STR_VICTORY: "赢啦" STR_DEFEAT: "输咯" STR_NO_RECORD: "无记录" STR_HUMAN: "人类" STR_FRIENDLY: "友好" STR_HOSTILE: "敌对" STR_NEUTRAL: "中立" STR_RATING_UC: "评价" STR_LOCATION: "地点>{ALT}{0}" STR_DAYLIGHT_TYPE: "时间>{ALT}{0}" STR_RACE_TYPE: "种族>{ALT}{0}" STR_DAY: "昼间" STR_NIGHT: "夜间" STR_DAYS_WOUNDED: "归队时间>{ALT}{0}" STR_COMBAT: "战斗" STR_PERFORMANCE: "表现" STR_NEUTRALIZATIONS_BY_RACE: "歼敌,按种族排列" STR_NEUTRALIZATIONS_BY_RANK: "歼敌,按等级排列" STR_NEUTRALIZATIONS_BY_WEAPON: "歼敌,按武器排列" STR_MISSIONS_BY_LOCATION: "任务,按地点排列" STR_MISSIONS_BY_TYPE: "任务,按种类排列" STR_MISSIONS_BY_UFO: "任务,按UFO类型排列" STR_SCORE_VALUE: "分数>{ALT}{0}" STR_WINS: "胜利>{ALT}{0}" STR_STUNS: "昏迷>{ALT}{0}" STR_PANICKS: "恐慌>{ALT}{0}" STR_MINDCONTROLS: "受到心灵控制>{ALT}{0}" STR_AWARDS: "奖励" STR_COMMENDATIONS_UC: "奖励" STR_COMMENDATIONS: "奖励" STR_MEDALS: "勋章" STR_LOST_IN_SERVICE: "与服务器断开连接" STR_MEDAL_NAME: "勋章名称" STR_MEDAL_AWARD_LEVEL: "奖励等级" STR_AWARD_0: "第一奖励" STR_AWARD_1: "第二奖励" STR_AWARD_2: "第三奖励" STR_AWARD_3: "第四奖励" STR_AWARD_4: "第五奖励" STR_AWARD_5: "第六奖励" STR_AWARD_6: "第七奖励" STR_AWARD_7: "第八奖励" STR_AWARD_8: "第九奖励" STR_AWARD_9: "第十奖励" STR_AWARD_DECOR_0: "无" STR_KILLED_IN_ACTION_MALE: "阵亡" STR_KILLED_IN_ACTION_FEMALE: "阵亡" STR_MISSING_IN_ACTION_MALE: "失踪" STR_MISSING_IN_ACTION_FEMALE: "失踪" STR_AVERAGE_MONTHLY_RATING: "月均评级" STR_TOTAL_INCOME: "总收入" STR_TOTAL_EXPENDITURE: "总支出" STR_MISSIONS_WON: "任务成功" STR_MISSIONS_LOST: "任务失败" STR_NIGHT_MISSIONS: "夜间任务" STR_BEST_RATING: "最佳评级" STR_WORST_RATING: "最低评级" STR_ALIEN_KILLS: "干掉外星人" STR_ALIEN_CAPTURES: "俘获外星人" STR_FRIENDLY_KILLS: "误伤" STR_AVERAGE_ACCURACY: "射击散布" STR_WEAPON_MOST_KILLS: "最佳武器" STR_ALIEN_MOST_KILLS: "致命的外星人!" STR_LONGEST_SERVICE: "最长服役月数" STR_TOTAL_DAYS_WOUNDED: "患病岁月~" STR_COUNTRIES_LOST: "已潜入地区" STR_TOTAL_TERROR_SITES: "恐怖袭击" STR_TOTAL_BASES: "基地已建造" STR_TOTAL_CRAFT: "飞船已拥有" STR_TOTAL_SCIENTISTS: "科学家已收编" STR_TOTAL_ENGINEERS: "工程师已收编" STR_TOTAL_RESEARCH: "研究完毕" STR_DIARY_ACCURACY: "射击散布> {ALT}{0}%" STR_STATISTICS: "收获统计" STR_STATS: "数据统计" STR_TIME_UNITS_ABBREVIATION: "时间单位" STR_STAMINA_ABBREVIATION: "耐力" STR_HEALTH_ABBREVIATION: "体力" STR_BRAVERY_ABBREVIATION: "勇气" STR_REACTIONS_ABBREVIATION: "反应" STR_FIRING_ACCURACY_ABBREVIATION: "速度" STR_THROWING_ACCURACY_ABBREVIATION: "投掷" STR_STRENGTH_ABBREVIATION: "力量" STR_MELEE_ACCURACY_ABBREVIATION: "灵能" ================================================ FILE: bin/common/Language/zh-TW.yml ================================================ zh-TW: STR_OPENXCOM: "OpenXcom" STR_NEW_GAME: "開始新遊戲" STR_LOAD_SAVED_GAME: "載入進度" STR_SELECT_DIFFICULTY_LEVEL: "選擇難度" STR_1_BEGINNER: "1> 初學者" STR_2_EXPERIENCED: "2> 熟練者" STR_3_VETERAN: "3> 老手級" STR_4_GENIUS: "4> 天才級" STR_5_SUPERHUMAN: "5> 超人級" STR_TIME: "時間" STR_DATE: "日期" STR_SELECT_GAME_TO_LOAD: "選擇載入的遊戲進度" STR_SELECT_SAVE_POSITION: "選擇儲存位置" STR_GAME_OPTIONS: "遊戲選項" STR_LOAD_GAME: "載入進度" STR_SAVE_GAME: "儲存進度" STR_ABANDON_GAME: "放棄現在的進度" STR_ABANDON_GAME_QUESTION: "放棄進度?" STR_QUIT: "退出" STR_SAVING_GAME: "正在儲存遊戲" STR_LOADING_GAME: "正在載入遊戲" STR_NO_SAVED_GAME_PRESENT: "沒有遊戲存檔" STR_LOAD_UNSUCCESSFUL: "載入失敗" STR_SAVE_UNSUCCESSFUL: "儲存失敗" STR_LOAD_SUCCESSFUL: "載入成功" STR_SAVE_SUCCESSFUL: "儲存成功" STR_DELETE: "刪除" STR_DELETE_UNSUCCESSFUL: "刪除失敗" STR_IS_IT_OK_TO_DELETE_THE_SAVED_GAME: "是否確定刪除存檔?" STR_ORIGINAL_XCOM: "原版X-Com" STR_LOADING: "載入中..." STR_DETAILS: "詳情> {ALT}{0}" STR_NEW_BATTLE: "新的戰鬥" STR_OPTIONS: "選項" STR_RIGHT_CLICK_TO_DELETE: "按滑鼠右鍵刪除。" STR_RESTORE_DEFAULTS: "回歸預設值" STR_CONTROLS: "控制" STR_GENERAL: "一般" STR_GEOSCAPE: "地球界面" STR_BATTLESCAPE: "戰鬥界面" STR_SCREENSHOT: "截圖" STR_FPS_COUNTER: "FPS計數器" STR_ROTATE_LEFT: "轉左" STR_ROTATE_RIGHT: "轉右" STR_ROTATE_UP: "轉上" STR_ROTATE_DOWN: "轉下" STR_ZOOM_IN: "放大" STR_ZOOM_OUT: "縮小" STR_TOGGLE_COUNTRY_DETAIL: "切換國家細節" STR_TOGGLE_RADAR_RANGES: "切換雷達範圍" STR_SCROLL_LEFT: "往左捲動" STR_SCROLL_RIGHT: "往右捲動" STR_SCROLL_UP: "往上捲動" STR_SCROLL_DOWN: "往下捲動" STR_UNIT_LEVEL_ABOVE: "將單位上移" STR_UNIT_LEVEL_BELOW: "將單位下移" STR_VIEW_LEVEL_ABOVE: "檢視上層" STR_VIEW_LEVEL_BELOW: "檢視下層" STR_CENTER_SELECTED_UNIT: "將指定單位置中" STR_PREVIOUS_UNIT: "選擇上個單位" STR_NEXT_UNIT: "選擇下個單位" STR_DESELECT_UNIT: "不重新選擇單位" STR_USE_LEFT_HAND: "使用左手物品" STR_USE_RIGHT_HAND: "使用右手物品" STR_INVENTORY: "庫存" STR_MINIMAP: "小地圖" STR_MULTI_LEVEL_VIEW: "多層檢視" STR_END_TURN: "結束回合" STR_ABORT_MISSION: "放棄任務" STR_UNIT_STATS: "單位狀態" STR_KNEEL: "跪姿" STR_RELOAD: "重新裝填" STR_TOGGLE_PERSONAL_LIGHTING: "切換個人照明" STR_DONT_RESERVE_TIME_UNITS: "不要保留TU" STR_RESERVE_TIME_UNITS_FOR_SNAP_SHOT: "為快速射擊保留TU" STR_RESERVE_TIME_UNITS_FOR_AIMED_SHOT: "為精密射擊保留TU" STR_RESERVE_TIME_UNITS_FOR_AUTO_SHOT: "為自動射擊保留TU" STR_CENTER_ON_ENEMY_1: "將1號敵人置中" STR_CENTER_ON_ENEMY_2: "將2號敵人置中" STR_CENTER_ON_ENEMY_3: "將3號敵人置中" STR_CENTER_ON_ENEMY_4: "將4號敵人置中" STR_CENTER_ON_ENEMY_5: "將5號敵人置中" STR_CENTER_ON_ENEMY_6: "將6號敵人置中" STR_CENTER_ON_ENEMY_7: "將7號敵人置中" STR_CENTER_ON_ENEMY_8: "將8號敵人置中" STR_CENTER_ON_ENEMY_9: "將9號敵人置中" STR_CENTER_ON_ENEMY_10: "將10號敵人置中" STR_CREATE_INVENTORY_TEMPLATE: "建立庫存模板" STR_APPLY_INVENTORY_TEMPLATE: "套用庫存模板" STR_CLEAR_INVENTORY: "清除庫存" STR_AUTO_EQUIP: "自動裝備" STR_QUICK_SAVE: "快速存檔" STR_QUICK_LOAD: "快速讀檔" STR_ADVANCED: "進階" STR_AGGRESSIVERETALIATION: "積極反擊" STR_AGGRESSIVERETALIATION_DESC: "不論他們的任務為何,UFO會持續嘗試偵測您的基地。" STR_STORAGELIMITSENFORCED: "尋獲物品的貯存上限" STR_STORAGELIMITSENFORCED_DESC: "強迫外星生物收容室和倉庫從任務中回收外星活體生物、文物等容器的上限。" STR_CANSELLLIVEALIENS: "販售活體外星生物" STR_CANSELLLIVEALIENS_DESC: "允許販售活體外星生物,推薦已設定貯存上限時。" STR_ALLOWBUILDINGQUEUE: "允許建築序列" STR_ALLOWBUILDINGQUEUE_DESC: "新設施可置於未完成的設施旁。" STR_BATTLEAUTOEND: "自動結束戰鬥" STR_BATTLEAUTOEND_DESC: "當最後一名敵人失去敵意時,戰鬥自動結束。" STR_BATTLEINSTANTGRENADE: "即效手榴彈" STR_BATTLEINSTANTGRENADE_DESC: "手榴彈將會於拋出後立即爆炸,而非回合結束時。" STR_BATTLEUFOEXTENDERACCURACY: "UFO強化命中率" STR_BATTLEUFOEXTENDERACCURACY_DESC: "命中率會與距離成反比,並與射擊類別有關。校正後的命中率會顯示於游標。" STR_CANTRANSFERCRAFTSWHILEAIRBORNE: "空運" STR_CANTRANSFERCRAFTSWHILEAIRBORNE_DESC: "飛行中的載具可以被傳輸。" STR_CRAFTLAUNCHALWAYS: "強制發射載具" STR_CRAFTLAUNCHALWAYS_DESC: "載具於維修中也可以被發射。" STR_CUSTOMINITIALBASE: "自訂初始基地" STR_CUSTOMINITIALBASE_DESC: "當開始新遊戲時,您可以手動設定起始設施,而非使用預設值。" STR_GLOBESEASONS: "真實球體照明" STR_GLOBESEASONS_DESC: "根據地軸傾斜,顯示更真實的日照。" STR_PLAYINTRO: "播放開場動畫" STR_PLAYINTRO_DESC: "啟動時播放開場動畫。" STR_SHOWMORESTATSININVENTORYVIEW: "庫存狀態" STR_SHOWMORESTATSININVENTORYVIEW_DESC: "在庫存畫面顯示已選士兵的額外資訊。" STR_SNEAKYAI: "匿蹤AI" STR_SNEAKYAI_DESC: "AI會盡可能不曝露自己的行蹤。" STR_STRAFE: "另類移動方式" STR_STRAFE_DESC: "允許按住CTRL鍵時獨立操作砲塔、掃射、和跑步。" STR_BATTLEEXPLOSIONHEIGHT: "爆炸高度" STR_BATTLEEXPLOSIONHEIGHT_DESC: "設定爆炸影響高度。{NEWLINE}(平地:0 圓形:3)" STR_AUTOSAVE: "自動存檔" STR_AUTOSAVE_DESC: "於指定時間間隔自動存檔。不適用於鐵人模式。" STR_AUTOSAVE_FREQUENCY: "自動存檔頻率" STR_AUTOSAVE_FREQUENCY_DESC: "每隔多少回合自動存檔。" STR_ALLOWPSIONICCAPTURE: "允許心智捕獲" STR_ALLOWPSIONICCAPTURE_DESC: "勝利時心靈控制所有活著的外星生物,並將它們計算為生擒。" STR_ANYTIMEPSITRAINING: "彈性心智訓練" STR_ANYTIMEPSITRAINING_DESC: "允許於每月的任意時刻安排士兵進行新制訓練。請謹記,初始訓練將耗時30至60天。" STR_SKIPNEXTTURNSCREEN: "忽略「下個回合」畫面" STR_SKIPNEXTTURNSCREEN_DESC: "戰鬥中的「下個回合」畫面將自動以短暫的停滯取代。" STR_NOT_ENOUGH_SPACE: "空間不夠!" STR_WEAPONSELFDESTRUCTION: "自動銷毀外星生物武器" STR_WEAPONSELFDESTRUCTION_DESC: "被外星生物持有的武器將於其持主死亡後自毀,如同XCOM 2012中的設定。" STR_RETAINCORPSES: "保留外星生物遺骸" STR_RETAINCORPSES_DESC: "當完成外星活體生物「研究」後,遺骸將置入基地倉庫,如同XCOM 2012的設定。" STR_SAVE_VOXEL_VIEW: "貯存第一人稱截圖" STR_RESERVE_TIME_UNITS_FOR_KNEEL: "保留跪姿的TU" STR_EXPEND_ALL_TIME_UNITS: "消耗所有剩餘TU" STR_PSISTRENGTHEVAL: "PSI強度評估" STR_PSISTRENGTHEVAL_DESC: "當適當的科技研發後,評估所有的士兵心智強度。" STR_DISABLEAUTOEQUIP: "關閉自動裝備" STR_DISABLEAUTOEQUIP_DESC: "關閉戰鬥前為新士兵自動裝備。" STR_ALLOWPSISTRENGTHIMPROVEMENT: "允許提升心智強度" STR_ALLOWPSISTRENGTHIMPROVEMENT_DESC: "士兵的心智強度可被訓練或隨經驗強化。" STR_BATTLESMOOTHCAMERA: "平滑彈道攝影" STR_BATTLESMOOTHCAMERA_DESC: "當彈藥飛行時,攝影機會被置中。" STR_BATTLECONFIRMFIREMODE: "確認開火模式" STR_BATTLECONFIRMFIREMODE_DESC: "需要第二次點擊以確認開火模式。" STR_SELECT_BASE_1: "選擇1號基地" STR_SELECT_BASE_2: "選擇2號基地" STR_SELECT_BASE_3: "選擇3號基地" STR_SELECT_BASE_4: "選擇4號基地" STR_SELECT_BASE_5: "選擇5號基地" STR_SELECT_BASE_6: "選擇6號基地" STR_SELECT_BASE_7: "選擇7號基地" STR_SELECT_BASE_8: "選擇8號基地" STR_VIDEO: "視訊" STR_AUDIO: "音效" STR_BATTLESCAPE_UC: "戰鬥畫面" STR_MODS_UC: "模組" STR_MODS: "模組" STR_DISPLAY_RESOLUTION: "解像度" STR_DISPLAY_RESOLUTION_DESC: "改變解析度,遊戲畫面將會重新取樣以符合尺寸。箭頭按鈕可在支援的解析度間切換。點擊以輸入自訂解析度。" STR_ORIGINAL: "原始" STR_DISPLAY_MODE: "顯示模式" STR_WINDOWED: "視窗" STR_FULLSCREEN: "全螢幕" STR_BORDERLESS: "無邊框" STR_DISPLAY_LANGUAGE: "顯示語言" STR_DISPLAY_LANGUAGE_DESC: "改變遊戲中文字的語言。" STR_DISPLAY_FILTER: "顯示濾鏡" STR_DISPLAY_FILTER_DESC: "改變遊戲畫面使用的濾鏡。{NEWLINE}*需要OpenGL硬體加速。" STR_DISPLAY_OPTIONS: "顯示選項" STR_LETTERBOXED: "字幕框" STR_LETTERBOXED_DESC: "顯示字幕框以保持原顯示比例。" STR_RESIZABLE: "可調整尺寸" STR_LOCK_MOUSE: "滑鼠邊框" STR_LOCK_MOUSE_DESC: "將游標移動範圍限制在遊戲視窗內。可隨時以Ctrl+G開關此設定。" STR_FIXED_WINDOW_POSITION: "固定視窗位置" STR_FIXED_WINDOW_POSITION_DESC: "固定視窗位置。" STR_DISPLAY_SET_WINDOW_POSITION: "設定新的視窗初始位置" STR_DISPLAY_WINDOW_POSITION_NEW_X: "左邊界新X座標:" STR_DISPLAY_WINDOW_POSITION_NEW_Y: "上邊界新Y座標:" STR_MUSIC_VOLUME: "音樂音量" STR_MUSIC_VOLUME_DESC: "改變背景音樂音量。" STR_SFX_VOLUME: "效果聲音量" STR_SFX_VOLUME_DESC: "改變音效音量。" STR_UI_VOLUME: "使用者介面音量" STR_UI_VOLUME_DESC: "改變介面的嗶聲。" STR_SCROLL_SPEED: "滾動速度" STR_SCROLL_SPEED_GEO_DESC: "改變旋轉球體的速度。" STR_SCROLL_SPEED_BATTLE_DESC: "改變捲動地圖的速度。" STR_DOGFIGHT_SPEED: "戰鬥速度" STR_DOGFIGHT_SPEED_DESC: "改變載具間的截擊戰速度。低速可改善低階硬體設備的效能。" STR_CLOCK_SPEED: "時頻" STR_CLOCK_SPEED_DESC: "改變球體介面的時間流逝率。低速可改善低階硬體設備的效能。" STR_GLOBE_DETAILS: "球體細節" STR_GLOBE_COUNTRIES: "國家" STR_GLOBE_COUNTRIES_DESC: "在球體顯示資助的國家。" STR_GLOBE_RADARS: "雷達" STR_GLOBE_RADARS_DESC: "在球體顯示基地的雷達感測範圍。" STR_GLOBE_FLIGHT_PATHS: "飛行路徑" STR_GLOBE_FLIGHT_PATHS_DESC: "在球體顯示載具航道。" STR_CONTROLS_DESC: "左擊捷徑並輸入一個按鍵以改變它。{NEWLINE}右擊捷徑以關閉。" STR_BASE_GAME: "基於遊戲" STR_MODS_TOOLTIP: "{1}的版本{0}。{NEWLINE}{2}" STR_EDGE_SCROLL: "邊緣捲動" STR_EDGE_SCROLL_DESC: "觸動: 當游標在螢幕邊緣時按住滑鼠左鍵不放。{NEWLINE}自動: 當游標在螢幕邊緣時,自動捲動地圖。" STR_TRIGGER_SCROLL: "觸動" STR_AUTO_SCROLL: "自動" STR_DRAG_SCROLL: "拖曳捲動" STR_DRAG_SCROLL_DESC: "當按壓並拖曳特定滑鼠按鍵時,捲動地圖。" STR_LEFT_MOUSE_BUTTON: "左鍵" STR_MIDDLE_MOUSE_BUTTON: "中鍵" STR_RIGHT_MOUSE_BUTTON: "右鍵" STR_FIRE_SPEED: "射擊速度" STR_FIRE_SPEED_DESC: "改變彈道的速度。" STR_PLAYER_MOVEMENT_SPEED: "玩家移動速度" STR_PLAYER_MOVEMENT_SPEED_DESC: "改變玩家的單位移動速度。" STR_COMPUTER_MOVEMENT_SPEED: "AI移動速度" STR_COMPUTER_MOVEMENT_SPEED_DESC: "改變電腦控制的單位移動速度。" STR_PATH_PREVIEW: "路徑預覽" STR_PATH_ARROWS: "箭頭" STR_PATH_ARROWS_DESC: "點擊以顯示您的單位到目的地的路徑。顏色表示可能的行動:綠色-可以開火及射擊;黃色-可以移動;紅色-不可移動。" STR_PATH_TIME_UNIT_COST: "時間單位TU" STR_PATH_TIME_UNIT_COST_DESC: "點擊以顯示您的單位到目的地後還剩多少TU。" STR_USER_INTERFACE_OPTIONS: "使用者介面選項" STR_TOOLTIPS: "工具提示" STR_TOOLTIPS_DESC: "顯示戰鬥畫面按鈕的工具提示。" STR_DEATH_NOTIFICATIONS: "死亡提示" STR_DEATH_NOTIFICATIONS_DESC: "不論士兵何時死亡,跳出誰死亡的提示詳情。" STR_SHOW_FUNDS: "顯示基金" STR_SHOW_FUNDS_DESC: "在地景時鐘旁顯示您的當前基金。" STR_MISSION_GENERATOR: "任務產生器" STR_MAP_OPTIONS: "地圖選項" STR_ALIEN_OPTIONS: "外星生物選項" STR_MAP_TERRAIN: "地形" STR_MAP_DARKNESS: "暗影" STR_MAP_DEPTH: "深度" STR_DIFFICULTY: "難度" STR_ALIEN_RACE: "種族" STR_ALIEN_TECH_LEVEL: "科技等級" STR_RANDOMIZE: "隨機" STR_OXCE_REQUIRED_QUESTION: "模組正常執行需要 OpenXcom {0}. 啟動這個模組?" STR_RESTORE_DEFAULTS_QUESTION: "您確定要恢復預設選項?" STR_DISPLAY_OPTIONS_CONFIRM: "您想要保留當前顯示設定?" STR_DISPLAY_OPTIONS_REVERT: "在 0:{0} 後還原" STR_MISSING_CONTENT_PROMPT: "警告:{SMALLLINE}此存檔需要無法使用的模組。遺失的內容將被移除,並可能讀取失敗。{NEWLINE}是否繼續?" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT: "儲存預設定時器的手榴彈" STR_INCLUDE_PRIMESTATE_IN_SAVED_LAYOUT_DESC: "儲存在戰前道具欄,士兵的裝備畫面裡預拔撞針的手榴彈。" STR_NEWSEEDONLOAD: "變數儲存" STR_NEWSEEDONLOAD_DESC: "讀取遊戲會重製隨機種子,所以同樣的動作會產生不同的結果。不適用於鐵人模式。" STR_CHANGEVALUEBYMOUSEWHEEL: "用滑鼠滾輪改變數量" STR_CHANGEVALUEBYMOUSEWHEEL_DESC: "允許您透過滑鼠滾輪增減此額度的數量。" STR_BATTLEHAIRBLEACH: "強化的士兵外觀" STR_BATTLEHAIRBLEACH_DESC: "改變戰鬥畫面中的外觀以符合裝備。" STR_DRAGSCROLLINVERT: "反向拖曳捲動" STR_DRAGSCROLLINVERT_DESC: "啟用時,捲動方向將與滑鼠拖曳方向相反。" STR_BATTLESCAPE_SCALE: "戰鬥畫面縮放" STR_BATTLESCAPE_SCALE_DESC: "戰鬥畫面縮放模式,將以固定解析度(延展以符合解析度)或固定縮放程度(延伸以填滿畫面)。" STR_GEOSCAPE_SCALE: "球體畫面縮放" STR_GEOSCAPESCALE_SCALE_DESC: "球體畫面縮放模式,將以固定解析度(延展以符合解析度)或固定縮放程度(延伸以填滿畫面)。" STR_1_5X: "原始大小1.5倍" STR_2X: "原始大小2倍" STR_THIRD_DISPLAY: "顯示1/3" STR_HALF_DISPLAY: "顯示1/2" STR_FULL_DISPLAY: "完整顯示" STR_FPS_LIMIT: "FPS限制" STR_FPS_LIMIT_DESC: "限制每秒更新幀數(FPS),0代表不限制。若已啟用OpenGL繪圖,遊戲將會使用Vsync。" STR_FPS_INACTIVE_LIMIT: "FPS背景限制" STR_FPS_INACTIVE_LIMIT_DESC: "OpenXcom在背景模式的FPS限制。" STR_NOALIENPANICMESSAGES: "降低外星生物恐慌訊息" STR_NOALIENPANICMESSAGES_DESC: "除非外星生物出現在玩家視野,否則不顯示外星生物恐慌訊息。" STR_ALIENBLEEDING: "外星生物傷口出血" STR_ALIENBLEEDING_DESC: "允許多數的外星生物會受到致命重傷。" STR_FIELDPROMOTIONS: "戰場晉升" STR_FIELDPROMOTIONS_DESC: "只有出勤的士兵可獲得晉升。" STR_MEETINGPOINT: "預測UFO航線" STR_MEETINGPOINT_DESC: "載具前往UFO當前航線的匯集點。" STR_IRONMAN: "鐵人" STR_IRONMAN_DESC: "無手動存檔功能" STR_SAVE_AND_ABANDON_GAME: "存檔並放棄遊戲" STR_MOD_UNSUCCESSFUL: "無法讀取MOD" STR_NEW_SAVED_GAME_SLOT: "<新的遊戲存檔>" STR_AUTO_SAVE_GEOSCAPE_SLOT: "" STR_AUTO_SAVE_BATTLESCAPE_SLOT: "" STR_QUICK_SAVE_SLOT: "" STR_DISPLAY_MODE_DESC: "改變遊戲在您的螢幕顯示的方式。" STR_PREFERRED_MUSIC_FORMAT: "音樂格式" STR_PREFERRED_MUSIC_FORMAT_DESC: "當有多種格式時,選擇您偏好的音樂格式。{NEWLINE}注意:MIDI播放在IWINDOWS系統可能會出錯。" STR_PREFERRED_SFX_FORMAT: "音效格式" STR_PREFERRED_SFX_FORMAT_DESC: "有多種格式時,選擇您偏好的音效格式。" STR_PREFERRED_VIDEO_FORMAT: "視訊格式" STR_PREFERRED_VIDEO_FORMAT_DESC: "當有多種視訊格式時,選擇您偏好的格式。" STR_PREFERRED_VIDEO_ANIMATION: "動畫" STR_PREFERRED_VIDEO_SLIDESHOW: "投影片" STR_PREFERRED_FORMAT_AUTO: "自動" STR_CURRENT_FORMAT: "當前:{0}" STR_SOUND_OPTIONS: "音效選項" STR_BACKGROUND_MUTE: "背景時靜音" STR_BACKGROUND_MUTE_DESC: "當遊戲視窗於背景時靜音。" STR_FORCE_FIRE: "無視火線原則" STR_FORCE_FIRE_DESC: "當射擊時按下CTRL鍵,無視火線原則。" STR_NO_AUDIO_HARDWARE_DETECTED: "未偵測到音效硬體" STR_MOUSEWHEEL_SPEED: "滑鼠滾輪捲動速度" STR_MOUSEWHEEL_SPEED_DESC: "調整每次滾動滑鼠滾輪捲動的清單行數。" STR_DISABLED: "禁用" STR_MAXIMIZE_INFO_SCREENS: "最大化資訊螢幕" STR_MAXIMIZE_INFO_SCREENS_DESC: "無視縮放設定,已全螢幕視窗檢視倉庫和其他畫面。" STR_DIARY: "摘要" STR_KILLED: "殺害" STR_STUNNED: "擊暈" STR_PANICKED: "驚慌" STR_MINDCONTROLLED: "控制" STR_REGION_UNKNOWN: "未發現" STR_WEAPON_UNKNOWN: "改進" STR_UNKNOWN: "未知" STR_VICTORY: "勝利" STR_DEFEAT: "失敗" STR_NO_RECORD: "無紀錄" STR_HUMAN: "人類" STR_FRIENDLY: "友善" STR_HOSTILE: "敵對" STR_NEUTRAL: "中立" STR_RATING_UC: "評價" STR_LOCATION: "地點>{ALT}{0}" STR_DAYLIGHT_TYPE: "時間>{ALT}{0}" STR_RACE_TYPE: "種族>{ALT}{0}" STR_DAY: "日" STR_NIGHT: "夜" STR_DAYS_WOUNDED: "受傷天數>{ALT}{0}" STR_COMBAT: "戰鬥" STR_PERFORMANCE: "績效" STR_NEUTRALIZATIONS_BY_RACE: "依種族顯示擊殺" STR_NEUTRALIZATIONS_BY_RANK: "依階級顯示擊殺" STR_NEUTRALIZATIONS_BY_WEAPON: "依武器顯示擊殺" STR_MISSIONS_BY_LOCATION: "依地點顯示任務" STR_MISSIONS_BY_TYPE: "依類別顯示任務" STR_MISSIONS_BY_UFO: "依UFO顯示任務" STR_SCORE_VALUE: "成績>{ALT}{0}" STR_WINS: "勝利>{ALT}{0}" STR_STUNS: "擊昏>{ALT}{0}" STR_PANICKS: "恐慌>{ALT}{0}" STR_MINDCONTROLS: "控制>{ALT}{0}" STR_AWARDS: "獎項" STR_COMMENDATIONS_UC: "獎賞" STR_COMMENDATIONS: "獎賞" STR_MEDALS: "獎牌" STR_LOST_IN_SERVICE: "服勤中失蹤" STR_MEDAL_NAME: "獎牌名稱" STR_MEDAL_AWARD_LEVEL: "獎勵等級" STR_MEDAL_DECOR_LEVEL: "裝飾等級" STR_AWARD_0: "第一獎勵" STR_AWARD_1: "第二獎勵" STR_AWARD_2: "第三獎勵" STR_AWARD_3: "第四獎勵" STR_AWARD_4: "第五獎勵" STR_AWARD_5: "第六獎勵" STR_AWARD_6: "第七獎勵" STR_AWARD_7: "第八獎勵" STR_AWARD_8: "第九獎勵" STR_AWARD_9: "第十獎勵" STR_AWARD_DECOR_0: "無" STR_AWARD_DECOR_1: "第一銅針" STR_AWARD_DECOR_2: "第二銅針" STR_AWARD_DECOR_3: "第三銅針" STR_AWARD_DECOR_4: "第一銀針" STR_AWARD_DECOR_5: "第二銀針" STR_AWARD_DECOR_6: "第三銀針" STR_AWARD_DECOR_7: "第一金針" STR_AWARD_DECOR_8: "第二金針" STR_AWARD_DECOR_9: "第三金針" STR_KILLED_IN_ACTION_MALE: "任務中喪命" STR_KILLED_IN_ACTION_FEMALE: "任務中喪命" STR_MISSING_IN_ACTION_MALE: "任務中失蹤" STR_MISSING_IN_ACTION_FEMALE: "任務中失蹤" STR_AVERAGE_MONTHLY_RATING: "平均每月評等" STR_TOTAL_INCOME: "總收入" STR_TOTAL_EXPENDITURE: "總花費" STR_MISSIONS_WON: "已完成任務" STR_MISSIONS_LOST: "已失敗任務" STR_NIGHT_MISSIONS: "夜間任務" STR_BEST_RATING: "最佳任務評等" STR_WORST_RATING: "最差任務評等" STR_ALIEN_KILLS: "總殺害外星生物" STR_ALIEN_CAPTURES: "總生擒外星生物" STR_FRIENDLY_KILLS: "誤擊友軍" STR_AVERAGE_ACCURACY: "平均命中率" STR_WEAPON_MOST_KILLS: "最佳效能武器" STR_ALIEN_MOST_KILLS: "最致命外星生物" STR_LONGEST_SERVICE: "最長服勤月數" STR_TOTAL_DAYS_WOUNDED: "病假" STR_COUNTRIES_LOST: "被滲透的國家" STR_TOTAL_TERROR_SITES: "恐怖攻擊" STR_TOTAL_BASES: "已建築基地" STR_TOTAL_CRAFT: "擁有載具" STR_TOTAL_SCIENTISTS: "已僱用科學家" STR_TOTAL_ENGINEERS: "已雇用工程師" STR_TOTAL_RESEARCH: "已完成研發" STR_DIARY_ACCURACY: "命中率>{ALT}{0}" STR_STATISTICS: "統計" STR_STATS: "狀態" STR_TIME_UNITS_ABBREVIATION: "時間" STR_STAMINA_ABBREVIATION: "體力" STR_HEALTH_ABBREVIATION: "健康" STR_BRAVERY_ABBREVIATION: "勇氣" STR_REACTIONS_ABBREVIATION: "反應" STR_FIRING_ACCURACY_ABBREVIATION: "射撃" STR_THROWING_ACCURACY_ABBREVIATION: "投擲" STR_STRENGTH_ABBREVIATION: "強度" STR_MELEE_ACCURACY_ABBREVIATION: "近戰" STR_FOLDERS: "目錄" STR_DATA_FOLDER: "資料目錄 (原始遊戲來源)" STR_USER_FOLDER: "使用者目錄 (模組, 日誌)" STR_SAVE_FOLDER: "存檔目錄 (遊戲存檔, 截圖)" STR_CONFIG_FOLDER: "設定檔目錄 (options.cfg)" STR_DATA_FOLDER_DESC_1: "OpenXcom 尋找原始遊戲資源 (UFO 和/或 TFTD) 的路徑。" STR_DATA_FOLDER_DESC_2: "OpenXcom 內部資源位於 'common' 資料夾中。 OpenXcom 內建模組位於 'standard' 資料夾中。" STR_USER_FOLDER_DESC: "日誌檔案 ('openxcom.log') 儲存的目錄。所有自訂模組也儲存在此處 (位於“mods”子目錄中)。" STR_SAVE_FOLDER_DESC: "遊戲存檔的目錄。此外,任務產生器設定 (“battle.cfg”) 也位於此處。" STR_CONFIG_FOLDER_DESC: "OpenXcom設定檔 ('options.cfg') 的儲存位置。通常與使用者資料夾相同。" ================================================ FILE: bin/common/Palettes/TFTD-JASC/BACKPALS.DAT.pal ================================================ JASC-PAL 0100 256 168 252 0 148 236 0 128 220 0 112 204 0 96 192 0 80 176 0 68 160 0 56 148 0 36 136 0 16 120 0 4 108 0 0 92 0 0 76 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196 120 196 184 108 188 176 96 180 168 84 172 156 72 164 148 64 152 140 56 144 128 48 136 120 40 128 112 32 120 204 236 252 192 224 244 180 216 240 168 208 232 156 200 228 148 192 220 136 180 216 128 172 208 116 164 204 108 156 196 96 148 192 92 140 184 84 132 180 76 124 172 68 116 168 60 108 160 56 100 156 48 92 148 44 88 144 40 80 136 32 72 132 28 68 128 24 60 120 20 56 116 16 52 112 12 44 104 8 40 100 4 36 92 4 32 88 0 28 84 0 24 76 0 20 72 248 220 212 232 196 192 220 176 172 208 152 152 192 136 140 180 120 128 168 104 120 152 92 108 140 76 100 128 64 92 112 52 84 100 44 76 88 32 68 72 24 60 60 16 52 48 12 44 252 228 184 244 216 172 240 208 160 232 200 148 228 192 140 224 184 128 216 176 116 212 164 108 204 156 100 200 148 88 196 140 80 188 132 72 184 124 64 176 116 56 172 108 52 168 100 44 212 180 108 200 168 100 192 156 92 184 144 88 172 132 80 164 124 72 156 112 68 144 104 64 136 92 56 128 84 52 116 76 48 108 64 40 100 56 36 88 48 32 80 40 28 72 36 24 164 56 0 148 40 0 136 32 0 124 20 0 108 12 0 96 4 0 84 0 0 72 0 0 204 248 192 168 224 156 132 204 120 104 184 92 76 160 64 48 140 44 28 120 24 12 100 12 244 220 204 232 204 188 220 192 172 208 176 156 200 164 144 188 152 132 176 140 116 164 128 104 156 116 96 144 104 84 132 96 72 124 84 64 112 76 56 100 64 44 88 56 36 80 48 32 156 148 188 124 120 148 92 92 108 60 60 68 28 28 32 140 204 184 104 164 152 72 124 120 44 80 84 20 40 44 252 0 252 252 0 252 252 252 164 220 232 140 192 212 120 164 192 104 ================================================ FILE: bin/common/Shaders/5xBR_Rounded.OpenGL.shader ================================================ # language: "GLSL" vertex: | uniform vec2 rubyTextureSize; void main() { float dx = 1.0 / rubyTextureSize.x; float dy = 1.0 / rubyTextureSize.y; // A1 B1 C1 // A0 A B C C4 // D0 D E F F4 // G0 G H I I4 // G5 H5 I5 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, -2.0*dy); // A1 B1 C1 gl_TexCoord[2] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, -dy); // A B C gl_TexCoord[3] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 0); // D E F gl_TexCoord[4] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I gl_TexCoord[5] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5 gl_TexCoord[6] = gl_MultiTexCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0 gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4 } fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; const float coef = 2.0; const float y_weight = 48.0; const float u_weight = 7.0; const float v_weight = 6.0; const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813); const mat3 yuv_weighted = mat3(y_weight * yuv[0], u_weight * yuv[1], v_weight * yuv[2]); vec4 RGBtoYUV(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { float a = yuv_weighted[0].x * v0.x + yuv_weighted[0].y * v0.y + yuv_weighted[0].z * v0.z; float b = yuv_weighted[0].x * v1.x + yuv_weighted[0].y * v1.y + yuv_weighted[0].z * v1.z; float c = yuv_weighted[0].x * v2.x + yuv_weighted[0].y * v2.y + yuv_weighted[0].z * v2.z; float d = yuv_weighted[0].x * v3.x + yuv_weighted[0].y * v3.y + yuv_weighted[0].z * v3.z; return vec4(a, b, c, d); } bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 df(vec4 A, vec4 B) { return vec4(abs(A - B)); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h)); } void main() { vec2 fp = fract(gl_TexCoord[0].xy * rubyTextureSize); vec3 A1 = texture2D(rubyTexture, gl_TexCoord[1].xw).rgb; vec3 B1 = texture2D(rubyTexture, gl_TexCoord[1].yw).rgb; vec3 C1 = texture2D(rubyTexture, gl_TexCoord[1].zw).rgb; vec3 A = texture2D(rubyTexture, gl_TexCoord[2].xw).rgb; vec3 B = texture2D(rubyTexture, gl_TexCoord[2].yw).rgb; vec3 C = texture2D(rubyTexture, gl_TexCoord[2].zw).rgb; vec3 D = texture2D(rubyTexture, gl_TexCoord[3].xw).rgb; vec3 E = texture2D(rubyTexture, gl_TexCoord[3].yw).rgb; vec3 F = texture2D(rubyTexture, gl_TexCoord[3].zw).rgb; vec3 G = texture2D(rubyTexture, gl_TexCoord[4].xw).rgb; vec3 H = texture2D(rubyTexture, gl_TexCoord[4].yw).rgb; vec3 I = texture2D(rubyTexture, gl_TexCoord[4].zw).rgb; vec3 G5 = texture2D(rubyTexture, gl_TexCoord[5].xw).rgb; vec3 H5 = texture2D(rubyTexture, gl_TexCoord[5].yw).rgb; vec3 I5 = texture2D(rubyTexture, gl_TexCoord[5].zw).rgb; vec3 A0 = texture2D(rubyTexture, gl_TexCoord[6].xy).rgb; vec3 D0 = texture2D(rubyTexture, gl_TexCoord[6].xz).rgb; vec3 G0 = texture2D(rubyTexture, gl_TexCoord[6].xw).rgb; vec3 C4 = texture2D(rubyTexture, gl_TexCoord[7].xy).rgb; vec3 F4 = texture2D(rubyTexture, gl_TexCoord[7].xz).rgb; vec3 I4 = texture2D(rubyTexture, gl_TexCoord[7].xw).rgb; vec4 b = RGBtoYUV(B, D, H, F); vec4 c = RGBtoYUV(C, A, G, I); vec4 e = RGBtoYUV(E, E, E, E); vec4 d = b.yzwx; vec4 f = b.wxyz; vec4 g = c.zwxy; vec4 h = b.zwxy; vec4 i = c.wxyz; vec4 i4 = RGBtoYUV(I4, C1, A0, G5); vec4 i5 = RGBtoYUV(I5, C4, A1, G0); vec4 h5 = RGBtoYUV(H5, F4, B1, D0); vec4 f4 = h5.yzwx; vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 Bo = vec4( 1.0, 1.0, -1.0, -1.0 ); vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 Bx = vec4( 0.5, 2.0, -0.5, -2.0 ); vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 By = vec4( 2.0, 0.5, -2.0, -0.5 ); vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); // These inequations define the line below which interpolation occurs bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co); bvec4 fx_left = greaterThan(Ax * fp.y + Bx * fp.x, Cx); bvec4 fx_up = greaterThan(Ay * fp.y + By * fp.x, Cy); bvec4 interp_restriction_lv1 = _and_( notEqual(e, f), notEqual(e, h) ); bvec4 interp_restriction_lv2_left = _and_( notEqual(e, g), notEqual(d, g) ); bvec4 interp_restriction_lv2_up = _and_( notEqual(e, c), notEqual(b, c) ); bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f), weighted_distance(h, d, i5, f, i4, b, e, i)), interp_restriction_lv1 ); bvec4 edr_left = _and_( lessThanEqual(coef * df(f, g), df(h, c)), interp_restriction_lv2_left ); bvec4 edr_up = _and_( greaterThanEqual(df(f, g), coef * df(h, c)), interp_restriction_lv2_up ); bvec4 nc = _and_( edr, _or_( _or_( fx, _and_(edr_left, fx_left) ), _and_(edr_up, fx_up) ) ); bvec4 px = lessThanEqual(df(e, f), df(e, h)); vec3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E; gl_FragColor.rgb = res; gl_FragColor.a = 1.0; } linear: false ================================================ FILE: bin/common/Shaders/5xBR_Semi-Rounded.OpenGL.shader ================================================ # # language: "GLSL" vertex: | uniform vec2 rubyTextureSize; void main() { float dx = 1.0 / rubyTextureSize.x; float dy = 1.0 / rubyTextureSize.y; // A1 B1 C1 // A0 A B C C4 // D0 D E F F4 // G0 G H I I4 // G5 H5 I5 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, -2.0*dy); // A1 B1 C1 gl_TexCoord[2] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, -dy); // A B C gl_TexCoord[3] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 0); // D E F gl_TexCoord[4] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I gl_TexCoord[5] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5 gl_TexCoord[6] = gl_MultiTexCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0 gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4 } fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; const float coef = 2.0; const float threshold = 15.0; const float y_weight = 48.0; const float u_weight = 7.0; const float v_weight = 6.0; const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813); const mat3 yuv_weighted = mat3(y_weight * yuv[0], u_weight * yuv[1], v_weight * yuv[2]); vec4 RGBtoYUV(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { float a = yuv_weighted[0].x * v0.x + yuv_weighted[0].y * v0.y + yuv_weighted[0].z * v0.z; float b = yuv_weighted[0].x * v1.x + yuv_weighted[0].y * v1.y + yuv_weighted[0].z * v1.z; float c = yuv_weighted[0].x * v2.x + yuv_weighted[0].y * v2.y + yuv_weighted[0].z * v2.z; float d = yuv_weighted[0].x * v3.x + yuv_weighted[0].y * v3.y + yuv_weighted[0].z * v3.z; return vec4(a, b, c, d); } bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 df(vec4 A, vec4 B) { return vec4(abs(A - B)); } bvec4 close(vec4 A, vec4 B) { return (lessThan(df(A, B), vec4(threshold))); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h)); } void main() { vec2 fp = fract(gl_TexCoord[0].xy * rubyTextureSize); vec3 A1 = texture2D(rubyTexture, gl_TexCoord[1].xw).rgb; vec3 B1 = texture2D(rubyTexture, gl_TexCoord[1].yw).rgb; vec3 C1 = texture2D(rubyTexture, gl_TexCoord[1].zw).rgb; vec3 A = texture2D(rubyTexture, gl_TexCoord[2].xw).rgb; vec3 B = texture2D(rubyTexture, gl_TexCoord[2].yw).rgb; vec3 C = texture2D(rubyTexture, gl_TexCoord[2].zw).rgb; vec3 D = texture2D(rubyTexture, gl_TexCoord[3].xw).rgb; vec3 E = texture2D(rubyTexture, gl_TexCoord[3].yw).rgb; vec3 F = texture2D(rubyTexture, gl_TexCoord[3].zw).rgb; vec3 G = texture2D(rubyTexture, gl_TexCoord[4].xw).rgb; vec3 H = texture2D(rubyTexture, gl_TexCoord[4].yw).rgb; vec3 I = texture2D(rubyTexture, gl_TexCoord[4].zw).rgb; vec3 G5 = texture2D(rubyTexture, gl_TexCoord[5].xw).rgb; vec3 H5 = texture2D(rubyTexture, gl_TexCoord[5].yw).rgb; vec3 I5 = texture2D(rubyTexture, gl_TexCoord[5].zw).rgb; vec3 A0 = texture2D(rubyTexture, gl_TexCoord[6].xy).rgb; vec3 D0 = texture2D(rubyTexture, gl_TexCoord[6].xz).rgb; vec3 G0 = texture2D(rubyTexture, gl_TexCoord[6].xw).rgb; vec3 C4 = texture2D(rubyTexture, gl_TexCoord[7].xy).rgb; vec3 F4 = texture2D(rubyTexture, gl_TexCoord[7].xz).rgb; vec3 I4 = texture2D(rubyTexture, gl_TexCoord[7].xw).rgb; vec4 b = RGBtoYUV(B, D, H, F); vec4 c = RGBtoYUV(C, A, G, I); vec4 e = RGBtoYUV(E, E, E, E); vec4 d = b.yzwx; vec4 f = b.wxyz; vec4 g = c.zwxy; vec4 h = b.zwxy; vec4 i = c.wxyz; vec4 i4 = RGBtoYUV(I4, C1, A0, G5); vec4 i5 = RGBtoYUV(I5, C4, A1, G0); vec4 h5 = RGBtoYUV(H5, F4, B1, D0); vec4 f4 = h5.yzwx; vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 Bo = vec4( 1.0, 1.0, -1.0, -1.0 ); vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 Bx = vec4( 0.5, 2.0, -0.5, -2.0 ); vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 By = vec4( 2.0, 0.5, -2.0, -0.5 ); vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); // These inequations define the line below which interpolation occurs bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co); bvec4 fx_left = greaterThan(Ax * fp.y + Bx * fp.x, Cx); bvec4 fx_up = greaterThan(Ay * fp.y + By * fp.x, Cy); bvec4 t1 = _and_( notEqual(e, f), notEqual(e, h) ); bvec4 t2 = _and_( not(close(f, b)), not(close(h, d)) ); bvec4 t3 = _and_( _and_( close(e, i), not(close(f, i4)) ), not(close(h, i5)) ); bvec4 t4 = _or_( close(e, g), close(e, c) ); bvec4 interp_restriction_lv1 = _and_( t1, _or_( _or_(t2, t3), t4 ) ); bvec4 interp_restriction_lv2_left = _and_( notEqual(e, g), notEqual(d, g) ); bvec4 interp_restriction_lv2_up = _and_( notEqual(e, c), notEqual(b, c) ); bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f), weighted_distance(h, d, i5, f, i4, b, e, i)), interp_restriction_lv1 ); bvec4 edr_left = _and_( lessThanEqual(coef * df(f, g), df(h, c)), interp_restriction_lv2_left ); bvec4 edr_up = _and_( greaterThanEqual(df(f, g), coef * df(h, c)), interp_restriction_lv2_up ); bvec4 nc = _and_( edr, _or_( _or_( fx, _and_(edr_left, fx_left) ), _and_(edr_up, fx_up) ) ); bvec4 px = lessThanEqual(df(e, f), df(e, h)); vec3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E; gl_FragColor.rgb = res; gl_FragColor.a = 1.0; } linear: false ================================================ FILE: bin/common/Shaders/5xBR_Squared.OpenGL.shader ================================================ # # language: "GLSL" vertex: | uniform vec2 rubyTextureSize; void main() { float dx = 1.0 / rubyTextureSize.x; float dy = 1.0 / rubyTextureSize.y; // A1 B1 C1 // A0 A B C C4 // D0 D E F F4 // G0 G H I I4 // G5 H5 I5 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, -2.0*dy); // A1 B1 C1 gl_TexCoord[2] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, -dy); // A B C gl_TexCoord[3] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 0); // D E F gl_TexCoord[4] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, dy); // G H I gl_TexCoord[5] = gl_MultiTexCoord0.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5 gl_TexCoord[6] = gl_MultiTexCoord0.xyyy + vec4(-2.0*dx, -dy, 0, dy); // A0 D0 G0 gl_TexCoord[7] = gl_MultiTexCoord0.xyyy + vec4( 2.0*dx, -dy, 0, dy); // C4 F4 I4 } fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; const float coef = 2.0; const float threshold = 15.0; const float y_weight = 48.0; const float u_weight = 7.0; const float v_weight = 6.0; const mat3 yuv = mat3(0.299, 0.587, 0.114, -0.169, -0.331, 0.499, 0.499, -0.418, -0.0813); const mat3 yuv_weighted = mat3(y_weight * yuv[0], u_weight * yuv[1], v_weight * yuv[2]); vec4 RGBtoYUV(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { float a = yuv_weighted[0].x * v0.x + yuv_weighted[0].y * v0.y + yuv_weighted[0].z * v0.z; float b = yuv_weighted[0].x * v1.x + yuv_weighted[0].y * v1.y + yuv_weighted[0].z * v1.z; float c = yuv_weighted[0].x * v2.x + yuv_weighted[0].y * v2.y + yuv_weighted[0].z * v2.z; float d = yuv_weighted[0].x * v3.x + yuv_weighted[0].y * v3.y + yuv_weighted[0].z * v3.z; return vec4(a, b, c, d); } bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } vec4 df(vec4 A, vec4 B) { return vec4(abs(A - B)); } bvec4 close(vec4 A, vec4 B) { return (lessThan(df(A, B), vec4(threshold))); } vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return (df(a, b) + df(a, c) + df(d, e) + df(d, f) + 4.0 * df(g, h)); } void main() { vec2 fp = fract(gl_TexCoord[0].xy * rubyTextureSize); vec3 A1 = texture2D(rubyTexture, gl_TexCoord[1].xw).rgb; vec3 B1 = texture2D(rubyTexture, gl_TexCoord[1].yw).rgb; vec3 C1 = texture2D(rubyTexture, gl_TexCoord[1].zw).rgb; vec3 A = texture2D(rubyTexture, gl_TexCoord[2].xw).rgb; vec3 B = texture2D(rubyTexture, gl_TexCoord[2].yw).rgb; vec3 C = texture2D(rubyTexture, gl_TexCoord[2].zw).rgb; vec3 D = texture2D(rubyTexture, gl_TexCoord[3].xw).rgb; vec3 E = texture2D(rubyTexture, gl_TexCoord[3].yw).rgb; vec3 F = texture2D(rubyTexture, gl_TexCoord[3].zw).rgb; vec3 G = texture2D(rubyTexture, gl_TexCoord[4].xw).rgb; vec3 H = texture2D(rubyTexture, gl_TexCoord[4].yw).rgb; vec3 I = texture2D(rubyTexture, gl_TexCoord[4].zw).rgb; vec3 G5 = texture2D(rubyTexture, gl_TexCoord[5].xw).rgb; vec3 H5 = texture2D(rubyTexture, gl_TexCoord[5].yw).rgb; vec3 I5 = texture2D(rubyTexture, gl_TexCoord[5].zw).rgb; vec3 A0 = texture2D(rubyTexture, gl_TexCoord[6].xy).rgb; vec3 D0 = texture2D(rubyTexture, gl_TexCoord[6].xz).rgb; vec3 G0 = texture2D(rubyTexture, gl_TexCoord[6].xw).rgb; vec3 C4 = texture2D(rubyTexture, gl_TexCoord[7].xy).rgb; vec3 F4 = texture2D(rubyTexture, gl_TexCoord[7].xz).rgb; vec3 I4 = texture2D(rubyTexture, gl_TexCoord[7].xw).rgb; vec4 b = RGBtoYUV(B, D, H, F); vec4 c = RGBtoYUV(C, A, G, I); vec4 e = RGBtoYUV(E, E, E, E); vec4 d = b.yzwx; vec4 f = b.wxyz; vec4 g = c.zwxy; vec4 h = b.zwxy; vec4 i = c.wxyz; vec4 i4 = RGBtoYUV(I4, C1, A0, G5); vec4 i5 = RGBtoYUV(I5, C4, A1, G0); vec4 h5 = RGBtoYUV(H5, F4, B1, D0); vec4 f4 = h5.yzwx; vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 Bo = vec4( 1.0, 1.0, -1.0, -1.0 ); vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 ); vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 Bx = vec4( 0.5, 2.0, -0.5, -2.0 ); vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 ); vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 ); vec4 By = vec4( 2.0, 0.5, -2.0, -0.5 ); vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 ); // These inequations define the line below which interpolation occurs bvec4 fx = greaterThan(Ao * fp.y + Bo * fp.x, Co); bvec4 fx_left = greaterThan(Ax * fp.y + Bx * fp.x, Cx); bvec4 fx_up = greaterThan(Ay * fp.y + By * fp.x, Cy); bvec4 t1 = _and_( notEqual(e, f), notEqual(e, h) ); bvec4 t2 = _and_( not(close(f, b)), not(close(f, c)) ); bvec4 t3 = _and_( not(close(h, d)), not(close(h, g)) ); bvec4 t4 = _and_( not(close(f, f4)), not(close(f, i4)) ); bvec4 t5 = _and_( not(close(h, h5)), not(close(h, i5)) ); bvec4 t6 = _and_( close(e, i), _or_(t4, t5) ); bvec4 t7 = _or_( close(e, g), close(e, c) ); bvec4 interp_restriction_lv1 = _and_( t1, _or_( _or_( _or_(t2, t3), t6 ), t7 ) ); bvec4 interp_restriction_lv2_left = _and_( notEqual(e, g), notEqual(d, g) ); bvec4 interp_restriction_lv2_up = _and_( notEqual(e, c), notEqual(b, c) ); bvec4 edr = _and_( lessThan(weighted_distance(e, c, g, i, h5, f4, h, f), weighted_distance(h, d, i5, f, i4, b, e, i)), interp_restriction_lv1 ); bvec4 edr_left = _and_( lessThanEqual(coef * df(f, g), df(h, c)), interp_restriction_lv2_left ); bvec4 edr_up = _and_( greaterThanEqual(df(f, g), coef * df(h, c)), interp_restriction_lv2_up ); bvec4 nc = _and_( edr, _or_( _or_( fx, _and_(edr_left, fx_left) ), _and_(edr_up, fx_up) ) ); bvec4 px = lessThanEqual(df(e, f), df(e, h)); vec3 res = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : nc.w ? px.w ? H : D : E; gl_FragColor.rgb = res; gl_FragColor.a = 1.0; } linear: false ================================================ FILE: bin/common/Shaders/CRT-Lottes-Warp.OpenGL.shader ================================================ # language: GLSL vertex: | #version 110 uniform vec2 rubyOutputSize; varying vec2 v_texCoord; varying vec2 screenPixel; void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; v_texCoord = gl_MultiTexCoord0.xy; screenPixel = gl_Position.xy * rubyOutputSize; } linear: false fragment: | #version 110 uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; uniform vec2 rubyInputSize; varying vec2 v_texCoord; varying vec2 screenPixel; /* // Shader parameters for RetroArch // Syntax: // #pragma parameter #pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 #pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 #pragma parameter warpX "warpX" 0.031 0.0 0.125 0.01 #pragma parameter warpY "warpY" 0.041 0.0 0.125 0.01 #pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 #pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 #pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0 #pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05 #pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1 #pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 #pragma parameter bloomAmount "bloom ammount" 0.15 0.0 1.0 0.05 #pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 */ #define hardScan -8.0 // decrease for better distinction of scanlines #define hardPix -5.0 // decrease for better distinction of individual pixels #define warpX 0.031 // increase for stronger screen curvature #define warpY 0.041 // increase for stronger screen curvature #define maskDark 0.8 // > 1 amplifies, < 1 attenuates other color channels: green and blue for a red pixel, etc. #define maskLight 1.5 // > 1 amplifies, < 1 attenuates own color channel: red for a red pixel, etc. #define shadowMask 3.0 // 0 - disable; 1 - TV-style; 2 - Aperture grille; 3 - stretched VGA; 4 - VGA #define brightBoost 1.0 // > 1 amplifies, < 1 attenuates general brightness; using maskDark and maskLight often looks nicer #define hardBloomPix -1.5 // increase for a larger horizontal bloom effect #define hardBloomScan -2.0 // increase for a larger vertical bloom effect #define bloomAmount 0.15 // increase for a stronger bloom effect #define shape 2.0 float ToLinear1(float c) { return (c <= 0.04045) ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); } vec3 ToLinear(vec3 c) { return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); } // Linear to sRGB. // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { return (c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055); } vec3 ToSrgb(vec3 c) { return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); } // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. vec3 Fetch(vec2 pos, vec2 off){ pos = (floor(pos * rubyTextureSize + off) + vec2(0.5, 0.5)) / rubyTextureSize; // pos = (floor(pos * rubyInputSize + off) + vec2(0.5, 0.5)) / rubyInputSize; return ToLinear(brightBoost * texture2D(rubyTexture, pos.xy).rgb); } // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos) { pos = pos * rubyTextureSize; // pos = pos * rubyInputSize; return -((pos - floor(pos)) - vec2(0.5)); } // 1D Gaussian. float Gaus(float pos, float scale) { return exp2(scale * pow(abs(pos), shape)); } // 3-tap Gaussian filter along horz line. vec3 Horz3(vec2 pos, float off) { vec3 b = Fetch(pos, vec2(-1.0, off)); vec3 c = Fetch(pos, vec2( 0.0, off)); vec3 d = Fetch(pos, vec2( 1.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = hardPix; float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); float wd = Gaus(dst + 1.0, scale); // Return filtered sample. return (b*wb + c*wc + d*wd) / (wb + wc + wd); } // 5-tap Gaussian filter along horz line. vec3 Horz5(vec2 pos,float off){ vec3 a = Fetch(pos, vec2(-2.0, off)); vec3 b = Fetch(pos, vec2(-1.0, off)); vec3 c = Fetch(pos, vec2( 0.0, off)); vec3 d = Fetch(pos, vec2( 1.0, off)); vec3 e = Fetch(pos, vec2( 2.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = hardPix; float wa = Gaus(dst - 2.0, scale); float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); float wd = Gaus(dst + 1.0, scale); float we = Gaus(dst + 2.0, scale); // Return filtered sample. return (a*wa + b*wb + c*wc + d*wd + e*we) / (wa + wb + wc + wd + we); } // 7-tap Gaussian filter along horz line. vec3 Horz7(vec2 pos,float off) { vec3 a = Fetch(pos, vec2(-3.0, off)); vec3 b = Fetch(pos, vec2(-2.0, off)); vec3 c = Fetch(pos, vec2(-1.0, off)); vec3 d = Fetch(pos, vec2( 0.0, off)); vec3 e = Fetch(pos, vec2( 1.0, off)); vec3 f = Fetch(pos, vec2( 2.0, off)); vec3 g = Fetch(pos, vec2( 3.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = hardBloomPix; float wa = Gaus(dst - 3.0, scale); float wb = Gaus(dst - 2.0, scale); float wc = Gaus(dst - 1.0, scale); float wd = Gaus(dst + 0.0, scale); float we = Gaus(dst + 1.0, scale); float wf = Gaus(dst + 2.0, scale); float wg = Gaus(dst + 3.0, scale); // Return filtered sample. return (a*wa + b*wb + c*wc + d*wd + e*we + f*wf + g*wg) / (wa + wb + wc + wd + we + wf + wg); } // Return scanline weight. float Scan(vec2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst + off, hardScan); } // Return scanline weight for bloom. float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst + off, hardBloomScan); } vec3 Tri(vec2 pos) { vec3 sample = Fetch(pos, vec2(0.0, 0.0)); vec3 a = Horz3(pos,-1.0); vec3 b = Horz5(pos, 0.0); vec3 c = Horz3(pos, 1.0); float wa = Scan(pos,-1.0); float wb = Scan(pos, 0.0); float wc = Scan(pos, 1.0); return a*wa + b*wb + c*wc; // return sample; } // Small bloom. vec3 Bloom(vec2 pos) { vec3 a = Horz5(pos,-2.0); vec3 b = Horz7(pos,-1.0); vec3 c = Horz7(pos, 0.0); vec3 d = Horz7(pos, 1.0); vec3 e = Horz5(pos, 2.0); float wa = BloomScan(pos,-2.0); float wb = BloomScan(pos,-1.0); float wc = BloomScan(pos, 0.0); float wd = BloomScan(pos, 1.0); float we = BloomScan(pos, 2.0); return a*wa + b*wb + c*wc + d*wd + e*we; } // Distortion of scanlines, and end of screen alpha. vec2 Warp(vec2 pos) { pos = pos * 2.0 - 1.0; pos *= vec2(1.0 + (pos.y * pos.y) * warpX, 1.0 + (pos.x * pos.x) * warpY); return pos * 0.5 + 0.5; } // Shadow mask. vec3 Mask(vec2 pos) { vec3 mask = vec3(maskDark, maskDark, maskDark); // Very compressed TV style shadow mask. if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark; pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; mask *= line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x += pos.y * 3.0; pos.x = fract(pos.x * 0.166666666); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy = floor(pos.xy * vec2(1.0, 0.5)); pos.x += pos.y * 3.0; pos.x = fract(pos.x * 0.166666666); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } return mask; } void main() { vec2 pos = Warp(v_texCoord.xy * (rubyTextureSize / rubyInputSize)) * (rubyInputSize / rubyTextureSize); vec3 outColor = Tri(pos); // Add Bloom outColor.rgb += Bloom(pos) * bloomAmount; if (shadowMask > 0.0) { outColor.rgb *= Mask(screenPixel); } gl_FragColor = vec4(ToSrgb(outColor.rgb), 1.0); } ================================================ FILE: bin/common/Shaders/CRT-Lottes.OpenGL.shader ================================================ # language: GLSL vertex: | #version 110 uniform vec2 rubyOutputSize; varying vec2 v_texCoord; varying vec2 screenPixel; void main(void) { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; v_texCoord = gl_MultiTexCoord0.xy; screenPixel = gl_Position.xy * rubyOutputSize; } linear: false fragment: | #version 110 uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; varying vec2 v_texCoord; varying vec2 screenPixel; /* // Shader parameters for RetroArch // Syntax: // #pragma parameter #pragma parameter hardScan "hardScan" -8.0 -20.0 0.0 1.0 #pragma parameter hardPix "hardPix" -3.0 -20.0 0.0 1.0 #pragma parameter maskDark "maskDark" 0.5 0.0 2.0 0.1 #pragma parameter maskLight "maskLight" 1.5 0.0 2.0 0.1 #pragma parameter shadowMask "shadowMask" 3.0 0.0 4.0 1.0 #pragma parameter brightBoost "brightness boost" 1.0 0.0 2.0 0.05 #pragma parameter hardBloomPix "bloom-x soft" -1.5 -2.0 -0.5 0.1 #pragma parameter hardBloomScan "bloom-y soft" -2.0 -4.0 -1.0 0.1 #pragma parameter bloomAmount "bloom ammount" 0.15 0.0 1.0 0.05 #pragma parameter shape "filter kernel shape" 2.0 0.0 10.0 0.05 */ #define hardScan -8.0 // decrease for better distinction of scanlines #define hardPix -5.0 // decrease for better distinction of individual pixels #define maskDark 0.8 // > 1 amplifies, < 1 attenuates other color channels: green and blue for a red pixel, etc. #define maskLight 1.5 // > 1 amplifies, < 1 attenuates own color channel: red for a red pixel, etc. #define shadowMask 3.0 // 0 - disable; 1 - TV-style; 2 - Aperture grille; 3 - stretched VGA; 4 - VGA #define brightBoost 1.0 // > 1 amplifies, < 1 attenuates general brightness; using maskDark and maskLight often looks nicer #define hardBloomPix -1.5 // increase for a larger horizontal bloom effect #define hardBloomScan -2.0 // increase for a larger vertical bloom effect #define bloomAmount 0.15 // increase for a stronger bloom effect #define shape 2.0 float ToLinear1(float c) { return (c <= 0.04045) ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); } vec3 ToLinear(vec3 c) { return vec3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); } // Linear to sRGB. // Assuming using sRGB typed textures this should not be needed. float ToSrgb1(float c) { return (c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) - 0.055); } vec3 ToSrgb(vec3 c) { return vec3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); } // Nearest emulated sample given floating point position and texel offset. // Also zero's off screen. vec3 Fetch(vec2 pos, vec2 off){ pos = (floor(pos * rubyTextureSize + off) + vec2(0.5, 0.5)) / rubyTextureSize; return ToLinear(brightBoost * texture2D(rubyTexture, pos.xy).rgb); } // Distance in emulated pixels to nearest texel. vec2 Dist(vec2 pos) { pos = pos * rubyTextureSize; return -((pos - floor(pos)) - vec2(0.5)); } // 1D Gaussian. float Gaus(float pos, float scale) { return exp2(scale * pow(abs(pos), shape)); } // 3-tap Gaussian filter along horz line. vec3 Horz3(vec2 pos, float off) { vec3 b = Fetch(pos, vec2(-1.0, off)); vec3 c = Fetch(pos, vec2( 0.0, off)); vec3 d = Fetch(pos, vec2( 1.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = hardPix; float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); float wd = Gaus(dst + 1.0, scale); // Return filtered sample. return (b*wb + c*wc + d*wd) / (wb + wc + wd); } // 5-tap Gaussian filter along horz line. vec3 Horz5(vec2 pos,float off){ vec3 a = Fetch(pos, vec2(-2.0, off)); vec3 b = Fetch(pos, vec2(-1.0, off)); vec3 c = Fetch(pos, vec2( 0.0, off)); vec3 d = Fetch(pos, vec2( 1.0, off)); vec3 e = Fetch(pos, vec2( 2.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = hardPix; float wa = Gaus(dst - 2.0, scale); float wb = Gaus(dst - 1.0, scale); float wc = Gaus(dst + 0.0, scale); float wd = Gaus(dst + 1.0, scale); float we = Gaus(dst + 2.0, scale); // Return filtered sample. return (a*wa + b*wb + c*wc + d*wd + e*we) / (wa + wb + wc + wd + we); } // 7-tap Gaussian filter along horz line. vec3 Horz7(vec2 pos,float off) { vec3 a = Fetch(pos, vec2(-3.0, off)); vec3 b = Fetch(pos, vec2(-2.0, off)); vec3 c = Fetch(pos, vec2(-1.0, off)); vec3 d = Fetch(pos, vec2( 0.0, off)); vec3 e = Fetch(pos, vec2( 1.0, off)); vec3 f = Fetch(pos, vec2( 2.0, off)); vec3 g = Fetch(pos, vec2( 3.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = hardBloomPix; float wa = Gaus(dst - 3.0, scale); float wb = Gaus(dst - 2.0, scale); float wc = Gaus(dst - 1.0, scale); float wd = Gaus(dst + 0.0, scale); float we = Gaus(dst + 1.0, scale); float wf = Gaus(dst + 2.0, scale); float wg = Gaus(dst + 3.0, scale); // Return filtered sample. return (a*wa + b*wb + c*wc + d*wd + e*we + f*wf + g*wg) / (wa + wb + wc + wd + we + wf + wg); } // Return scanline weight. float Scan(vec2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst + off, hardScan); } // Return scanline weight for bloom. float BloomScan(vec2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst + off, hardBloomScan); } vec3 Tri(vec2 pos) { vec3 sample = Fetch(pos, vec2(0.0, 0.0)); vec3 a = Horz3(pos,-1.0); vec3 b = Horz5(pos, 0.0); vec3 c = Horz3(pos, 1.0); float wa = Scan(pos,-1.0); float wb = Scan(pos, 0.0); float wc = Scan(pos, 1.0); return a*wa + b*wb + c*wc; // return sample; } // Small bloom. vec3 Bloom(vec2 pos) { vec3 a = Horz5(pos,-2.0); vec3 b = Horz7(pos,-1.0); vec3 c = Horz7(pos, 0.0); vec3 d = Horz7(pos, 1.0); vec3 e = Horz5(pos, 2.0); float wa = BloomScan(pos,-2.0); float wb = BloomScan(pos,-1.0); float wc = BloomScan(pos, 0.0); float wd = BloomScan(pos, 1.0); float we = BloomScan(pos, 2.0); return a*wa + b*wb + c*wc + d*wd + e*we; } // Shadow mask. vec3 Mask(vec2 pos) { vec3 mask = vec3(maskDark, maskDark, maskDark); // Very compressed TV style shadow mask. if (shadowMask == 1.0) { float line = maskLight; float odd = 0.0; if (fract(pos.x*0.166666666) < 0.5) odd = 1.0; if (fract((pos.y + odd) * 0.5) < 0.5) line = maskDark; pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; mask *= line; } // Aperture-grille. else if (shadowMask == 2.0) { pos.x = fract(pos.x*0.333333333); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // Stretched VGA style shadow mask (same as prior shaders). else if (shadowMask == 3.0) { pos.x += pos.y * 3.0; pos.x = fract(pos.x * 0.166666666); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } // VGA style shadow mask. else if (shadowMask == 4.0) { pos.xy = floor(pos.xy * vec2(1.0, 0.5)); pos.x += pos.y * 3.0; pos.x = fract(pos.x * 0.166666666); if (pos.x < 0.333) mask.r = maskLight; else if (pos.x < 0.666) mask.g = maskLight; else mask.b = maskLight; } return mask; } void main() { vec2 pos = v_texCoord.xy; vec3 outColor = Tri(pos); // Add Bloom outColor.rgb += Bloom(pos) * bloomAmount; if (shadowMask > 0.0) { outColor.rgb *= Mask(screenPixel); } gl_FragColor = vec4(ToSrgb(outColor.rgb), 1.0); } ================================================ FILE: bin/common/Shaders/CRT-interlaced.OpenGL.shader ================================================ # language: "GLSL" linear: false vertex: | varying float CRTgamma; varying float monitorgamma; varying vec2 overscan; varying vec2 aspect; varying float d; varying float R; varying float cornersize; varying float cornersmooth; varying vec3 stretch; varying vec2 sinangle; varying vec2 cosangle; uniform vec2 rubyInputSize; uniform vec2 rubyOutputSize; uniform vec2 rubyTextureSize; varying vec2 texCoord; varying vec2 one; varying float mod_factor; varying vec2 ilfac; #define FIX(c) max(abs(c), 1e-5); float intersect(vec2 xy) { float A = dot(xy,xy)+d*d; float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d); float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); } vec2 bkwtrans(vec2 xy) { float c = intersect(xy); vec2 point = vec2(c)*xy; point -= vec2(-R)*sinangle; point /= vec2(R); vec2 tang = sinangle/cosangle; vec2 poc = point/cosangle; float A = dot(tang,tang)+1.0; float B = -2.0*dot(poc,tang); float C = dot(poc,poc)-1.0; float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); vec2 uv = (point-a*sinangle)/cosangle; float r = R*acos(a); return uv*r/sin(r/R); } vec2 fwtrans(vec2 uv) { float r = FIX(sqrt(dot(uv,uv))); uv *= sin(r/R)/r; float x = 1.0-cos(r/R); float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle); return d*(uv*cosangle-x*sinangle)/D; } vec3 maxscale() { vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); vec2 a = vec2(0.5,0.5)*aspect; vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x, fwtrans(vec2(c.x,-a.y)).y)/aspect; vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, fwtrans(vec2(c.x,+a.y)).y)/aspect; return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y)); } void main() { // START of parameters // gamma of simulated CRT CRTgamma = 2.4; // gamma of display monitor (typically 2.2 is correct) monitorgamma = 2.2; // overscan (e.g. 1.02 for 2% overscan) overscan = vec2(1.01,1.01); // aspect ratio aspect = vec2(1.0, 0.625); // lengths are measured in units of (approximately) the width // of the monitor simulated distance from viewer to monitor d = 2.0; // radius of curvature R = 1.9; // tilt angle in radians // (behavior might be a bit wrong if both components are // nonzero) const vec2 angle = vec2(0.0,-0.01); // size of curved corners cornersize = 0.01; // border smoothness parameter // decrease if borders are too aliased cornersmooth = 1000.0; // END of parameters // Do the standard vertex processing. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // Precalculate a bunch of useful values we'll need in the fragment // shader. sinangle = sin(angle); cosangle = cos(angle); stretch = maxscale(); // Texture coords. texCoord = gl_MultiTexCoord0.xy; ilfac = vec2(1.0,floor(rubyInputSize.y/200.0)); // The size of one texel, in texture-coordinates. one = ilfac / rubyTextureSize; // Resulting X pixel-coordinate of the pixel we're drawing. mod_factor = texCoord.x * rubyTextureSize.x * rubyOutputSize.x / rubyInputSize.x; } fragment: | // Comment the next line to disable interpolation in linear gamma (and // gain speed). #define LINEAR_PROCESSING // Enable screen curvature. #define CURVATURE // Enable 3x oversampling of the beam profile #define OVERSAMPLE // Use the older, purely gaussian beam profile //#define USEGAUSSIAN // Macros. #define FIX(c) max(abs(c), 1e-5); #define PI 3.141592653589 #ifdef LINEAR_PROCESSING # define TEX2D(c) pow(texture2D(rubyTexture, (c)), vec4(CRTgamma)) #else # define TEX2D(c) texture2D(rubyTexture, (c)) #endif uniform sampler2D rubyTexture; uniform vec2 rubyInputSize; uniform vec2 rubyTextureSize; uniform int rubyFrameCount; varying vec2 texCoord; varying vec2 one; varying float mod_factor; varying vec2 ilfac; varying float CRTgamma; varying float monitorgamma; varying vec2 overscan; varying vec2 aspect; varying float d; varying float R; varying float cornersize; varying float cornersmooth; varying vec3 stretch; varying vec2 sinangle; varying vec2 cosangle; float intersect(vec2 xy) { float A = dot(xy,xy)+d*d; float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d); float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); } vec2 bkwtrans(vec2 xy) { float c = intersect(xy); vec2 point = vec2(c)*xy; point -= vec2(-R)*sinangle; point /= vec2(R); vec2 tang = sinangle/cosangle; vec2 poc = point/cosangle; float A = dot(tang,tang)+1.0; float B = -2.0*dot(poc,tang); float C = dot(poc,poc)-1.0; float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); vec2 uv = (point-a*sinangle)/cosangle; float r = FIX(R*acos(a)); return uv*r/sin(r/R); } vec2 transform(vec2 coord) { coord *= rubyTextureSize / rubyInputSize; coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy; return (bkwtrans(coord)/overscan/aspect+vec2(0.5)) * rubyInputSize / rubyTextureSize; } float corner(vec2 coord) { coord *= rubyTextureSize / rubyInputSize; coord = (coord - vec2(0.5)) * overscan + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * aspect; vec2 cdist = vec2(cornersize); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*cornersmooth,0.0, 1.0); } // Calculate the influence of a scanline on the current pixel. // // 'distance' is the distance in texture coordinates from the current // pixel to the scanline in question. // 'color' is the colour of the scanline at the horizontal location of // the current pixel. vec4 scanlineWeights(float distance, vec4 color) { // "wid" controls the width of the scanline beam, for each RGB // channel The "weights" lines basically specify the formula // that gives you the profile of the beam, i.e. the intensity as // a function of distance from the vertical center of the // scanline. In this case, it is gaussian if width=2, and // becomes nongaussian for larger widths. Ideally this should // be normalized so that the integral across the beam is // independent of its width. That is, for a narrower beam // "weights" should have a higher peak at the center of the // scanline than for a wider beam. #ifdef USEGAUSSIAN vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0)); vec4 weights = vec4(distance / wid); return 0.4 * exp(-weights * weights) / wid; #else vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); vec4 weights = vec4(distance / 0.3); return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); #endif } void main() { // Here's a helpful diagram to keep in mind while trying to // understand the code: // // | | | | | // ------------------------------- // | | | | | // | 01 | 11 | 21 | 31 | <-- current scanline // | | @ | | | // ------------------------------- // | | | | | // | 02 | 12 | 22 | 32 | <-- next scanline // | | | | | // ------------------------------- // | | | | | // // Each character-cell represents a pixel on the output // surface, "@" represents the current pixel (always somewhere // in the bottom half of the current scan-line, or the top-half // of the next scanline). The grid of lines represents the // edges of the texels of the underlying texture. // Texture coordinates of the texel containing the active pixel. #ifdef CURVATURE vec2 xy = transform(texCoord); #else vec2 xy = texCoord; #endif float cval = corner(xy); // Of all the pixels that are mapped onto the texel we are // currently rendering, which pixel are we currently rendering? vec2 ilvec = vec2(0.0,ilfac.y > 1.5 ? mod(float(rubyFrameCount),2.0) : 0.0); vec2 ratio_scale = (xy * rubyTextureSize - vec2(0.5) + ilvec)/ilfac; #ifdef OVERSAMPLE float filter = fwidth(ratio_scale.y); #endif vec2 uv_ratio = fract(ratio_scale); // Snap to the center of the underlying texel. xy = (floor(ratio_scale)*ilfac + vec2(0.5) - ilvec) / rubyTextureSize; // Calculate Lanczos scaling coefficients describing the effect // of various neighbour texels in a scanline on the current // pixel. vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x); // Prevent division by zero. coeffs = FIX(coeffs); // Lanczos2 kernel. coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs); // Normalize. coeffs /= dot(coeffs, vec4(1.0)); // Calculate the effective colour of the current and next // scanlines at the horizontal location of the current pixel, // using the Lanczos coefficients above. vec4 col = clamp(mat4( TEX2D(xy + vec2(-one.x, 0.0)), TEX2D(xy), TEX2D(xy + vec2(one.x, 0.0)), TEX2D(xy + vec2(2.0 * one.x, 0.0))) * coeffs, 0.0, 1.0); vec4 col2 = clamp(mat4( TEX2D(xy + vec2(-one.x, one.y)), TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one), TEX2D(xy + vec2(2.0 * one.x, one.y))) * coeffs, 0.0, 1.0); #ifndef LINEAR_PROCESSING col = pow(col , vec4(CRTgamma)); col2 = pow(col2, vec4(CRTgamma)); #endif // Calculate the influence of the current and next scanlines on // the current pixel. vec4 weights = scanlineWeights(uv_ratio.y, col); vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2); #ifdef OVERSAMPLE uv_ratio.y =uv_ratio.y+1.0/3.0*filter; weights = (weights+scanlineWeights(uv_ratio.y, col))/3.0; weights2=(weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2))/3.0; uv_ratio.y =uv_ratio.y-2.0/3.0*filter; weights=weights+scanlineWeights(abs(uv_ratio.y), col)/3.0; weights2=weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2)/3.0; #endif vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval); // dot-mask emulation: // Output pixels are alternately tinted green and magenta. vec3 dotMaskWeights = mix( vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)) ); mul_res *= dotMaskWeights; // Convert the image gamma for display on our output device. mul_res = pow(mul_res, vec3(1.0 / monitorgamma)); // Color the texel. gl_FragColor = vec4(mul_res, 1.0); } ================================================ FILE: bin/common/Shaders/CRT-simple.OpenGL.shader ================================================ # language: GLSL vertex: | uniform vec2 rubyInputSize; uniform vec2 rubyOutputSize; uniform vec2 rubyTextureSize; // Define some calculations that will be used in fragment shader. varying vec2 texCoord; varying vec2 one; varying float mod_factor; void main() { // Do the standard vertex processing. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // Precalculate a bunch of useful values we'll need in the fragment // shader. // Texture coords. texCoord = gl_MultiTexCoord0.xy; // The size of one texel, in texture-coordinates. one = 1.0 / rubyTextureSize; // Resulting X pixel-coordinate of the pixel we're drawing. mod_factor = texCoord.x * rubyTextureSize.x * rubyOutputSize.x / rubyInputSize.x; } linear: true fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyInputSize; uniform vec2 rubyOutputSize; uniform vec2 rubyTextureSize; varying vec2 texCoord; varying vec2 one; varying float mod_factor; // Enable screen curvature. #define CURVATURE // Controls the intensity of the barrel distortion used to emulate the // curvature of a CRT. 0.0 is perfectly flat, 1.0 is annoyingly // distorted, higher values are increasingly ridiculous. #define distortion 0.1 // Simulate a CRT gamma of 2.4. #define inputGamma 2.4 // Compensate for the standard sRGB gamma of 2.2. #define outputGamma 2.2 // Macros. #define TEX2D(c) pow(texture2D(rubyTexture, (c)), vec4(inputGamma)) #define PI 3.141592653589 // Apply radial distortion to the given coordinate. vec2 radialDistortion(vec2 coord) { coord *= rubyTextureSize / rubyInputSize; vec2 cc = coord - 0.5; float dist = dot(cc, cc) * distortion; return (coord + cc * (1.0 + dist) * dist) * rubyInputSize / rubyTextureSize; } // Calculate the influence of a scanline on the current pixel. // // 'distance' is the distance in texture coordinates from the current // pixel to the scanline in question. // 'color' is the colour of the scanline at the horizontal location of // the current pixel. vec4 scanlineWeights(float distance, vec4 color) { // The "width" of the scanline beam is set as 2*(1 + x^4) for // each RGB channel. vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); // The "weights" lines basically specify the formula that gives // you the profile of the beam, i.e. the intensity as // a function of distance from the vertical center of the // scanline. In this case, it is gaussian if width=2, and // becomes nongaussian for larger widths. Ideally this should // be normalized so that the integral across the beam is // independent of its width. That is, for a narrower beam // "weights" should have a higher peak at the center of the // scanline than for a wider beam. vec4 weights = vec4(distance / 0.3); return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); } void main() { // Here's a helpful diagram to keep in mind while trying to // understand the code: // // | | | | | // ------------------------------- // | | | | | // | 01 | 11 | 21 | 31 | <-- current scanline // | | @ | | | // ------------------------------- // | | | | | // | 02 | 12 | 22 | 32 | <-- next scanline // | | | | | // ------------------------------- // | | | | | // // Each character-cell represents a pixel on the output // surface, "@" represents the current pixel (always somewhere // in the bottom half of the current scan-line, or the top-half // of the next scanline). The grid of lines represents the // edges of the texels of the underlying texture. // Texture coordinates of the texel containing the active pixel. #ifdef CURVATURE vec2 xy = radialDistortion(texCoord); #else vec2 xy = texCoord; #endif // Of all the pixels that are mapped onto the texel we are // currently rendering, which pixel are we currently rendering? vec2 ratio_scale = xy * rubyTextureSize - vec2(0.5); vec2 uv_ratio = fract(ratio_scale); // Snap to the center of the underlying texel. xy.y = (floor(ratio_scale.y) + 0.5) / rubyTextureSize.y; // Calculate the effective colour of the current and next // scanlines at the horizontal location of the current pixel. vec4 col = TEX2D(xy); vec4 col2 = TEX2D(xy + vec2(0.0, one.y)); // Calculate the influence of the current and next scanlines on // the current pixel. vec4 weights = scanlineWeights(uv_ratio.y, col); vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2); vec3 mul_res = (col * weights + col2 * weights2).rgb; // dot-mask emulation: // Output pixels are alternately tinted green and magenta. vec3 dotMaskWeights = mix( vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)) ); mul_res *= dotMaskWeights; gl_FragColor = vec4(pow(mul_res, vec3(1.0 / outputGamma)), 1.0); } ================================================ FILE: bin/common/Shaders/CRT.OpenGL.shader ================================================ # language: GLSL vertex: | varying float CRTgamma; varying float monitorgamma; varying vec2 overscan; varying vec2 aspect; varying float d; varying float R; varying float cornersize; varying float cornersmooth; varying vec3 stretch; varying vec2 sinangle; varying vec2 cosangle; uniform vec2 rubyInputSize; uniform vec2 rubyOutputSize; uniform vec2 rubyTextureSize; varying vec2 texCoord; varying vec2 one; varying float mod_factor; #define FIX(c) max(abs(c), 1e-5); float intersect(vec2 xy) { float A = dot(xy,xy)+d*d; float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d); float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); } vec2 bkwtrans(vec2 xy) { float c = intersect(xy); vec2 point = vec2(c)*xy; point -= vec2(-R)*sinangle; point /= vec2(R); vec2 tang = sinangle/cosangle; vec2 poc = point/cosangle; float A = dot(tang,tang)+1.0; float B = -2.0*dot(poc,tang); float C = dot(poc,poc)-1.0; float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); vec2 uv = (point-a*sinangle)/cosangle; float r = R*acos(a); return uv*r/sin(r/R); } vec2 fwtrans(vec2 uv) { float r = FIX(sqrt(dot(uv,uv))); uv *= sin(r/R)/r; float x = 1.0-cos(r/R); float D = d/R + x*cosangle.x*cosangle.y+dot(uv,sinangle); return d*(uv*cosangle-x*sinangle)/D; } vec3 maxscale() { vec2 c = bkwtrans(-R * sinangle / (1.0 + R/d*cosangle.x*cosangle.y)); vec2 a = vec2(0.5,0.5)*aspect; vec2 lo = vec2(fwtrans(vec2(-a.x,c.y)).x, fwtrans(vec2(c.x,-a.y)).y)/aspect; vec2 hi = vec2(fwtrans(vec2(+a.x,c.y)).x, fwtrans(vec2(c.x,+a.y)).y)/aspect; return vec3((hi+lo)*aspect*0.5,max(hi.x-lo.x,hi.y-lo.y)); } void main() { // START of parameters // gamma of simulated CRT CRTgamma = 2.4; // gamma of display monitor (typically 2.2 is correct) monitorgamma = 2.2; // overscan (e.g. 1.02 for 2% overscan) overscan = vec2(1.01,1.01); // aspect ratio aspect = vec2(1.0, 0.75); // lengths are measured in units of (approximately) the width // of the monitor simulated distance from viewer to monitor d = 2.0; // radius of curvature R = 1.5; // tilt angle in radians // (behavior might be a bit wrong if both components are // nonzero) const vec2 angle = vec2(0.0,0.01); // size of curved corners cornersize = 0.03; // border smoothness parameter // decrease if borders are too aliased cornersmooth = 1000.0; // END of parameters // Do the standard vertex processing. gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // Precalculate a bunch of useful values we'll need in the fragment // shader. sinangle = sin(angle); cosangle = cos(angle); stretch = maxscale(); // Texture coords. texCoord = gl_MultiTexCoord0.xy; // The size of one texel, in texture-coordinates. one = 1.0 / rubyTextureSize; // Resulting X pixel-coordinate of the pixel we're drawing. mod_factor = texCoord.x * rubyTextureSize.x * rubyOutputSize.x / rubyInputSize.x; } linear: false fragment: | // Comment the next line to disable interpolation in linear gamma (and // gain speed). #define LINEAR_PROCESSING // Enable screen curvature. #define CURVATURE // Enable 3x oversampling of the beam profile #define OVERSAMPLE // Use the older, purely gaussian beam profile //#define USEGAUSSIAN // Macros. #define FIX(c) max(abs(c), 1e-5); #define PI 3.141592653589 #ifdef LINEAR_PROCESSING # define TEX2D(c) pow(texture2D(rubyTexture, (c)), vec4(CRTgamma)) #else # define TEX2D(c) texture2D(rubyTexture, (c)) #endif uniform sampler2D rubyTexture; uniform vec2 rubyInputSize; uniform vec2 rubyTextureSize; varying vec2 texCoord; varying vec2 one; varying float mod_factor; varying float CRTgamma; varying float monitorgamma; varying vec2 overscan; varying vec2 aspect; varying float d; varying float R; varying float cornersize; varying float cornersmooth; varying vec3 stretch; varying vec2 sinangle; varying vec2 cosangle; float intersect(vec2 xy) { float A = dot(xy,xy)+d*d; float B = 2.0*(R*(dot(xy,sinangle)-d*cosangle.x*cosangle.y)-d*d); float C = d*d + 2.0*R*d*cosangle.x*cosangle.y; return (-B-sqrt(B*B-4.0*A*C))/(2.0*A); } vec2 bkwtrans(vec2 xy) { float c = intersect(xy); vec2 point = vec2(c)*xy; point -= vec2(-R)*sinangle; point /= vec2(R); vec2 tang = sinangle/cosangle; vec2 poc = point/cosangle; float A = dot(tang,tang)+1.0; float B = -2.0*dot(poc,tang); float C = dot(poc,poc)-1.0; float a = (-B+sqrt(B*B-4.0*A*C))/(2.0*A); vec2 uv = (point-a*sinangle)/cosangle; float r = FIX(R*acos(a)); return uv*r/sin(r/R); } vec2 transform(vec2 coord) { coord *= rubyTextureSize / rubyInputSize; coord = (coord-vec2(0.5))*aspect*stretch.z+stretch.xy; return (bkwtrans(coord)/overscan/aspect+vec2(0.5)) * rubyInputSize / rubyTextureSize; } float corner(vec2 coord) { coord *= rubyTextureSize / rubyInputSize; coord = (coord - vec2(0.5)) * overscan + vec2(0.5); coord = min(coord, vec2(1.0)-coord) * aspect; vec2 cdist = vec2(cornersize); coord = (cdist - min(coord,cdist)); float dist = sqrt(dot(coord,coord)); return clamp((cdist.x-dist)*cornersmooth,0.0, 1.0); } // Calculate the influence of a scanline on the current pixel. // // 'distance' is the distance in texture coordinates from the current // pixel to the scanline in question. // 'color' is the colour of the scanline at the horizontal location of // the current pixel. vec4 scanlineWeights(float distance, vec4 color) { // "wid" controls the width of the scanline beam, for each RGB // channel The "weights" lines basically specify the formula // that gives you the profile of the beam, i.e. the intensity as // a function of distance from the vertical center of the // scanline. In this case, it is gaussian if width=2, and // becomes nongaussian for larger widths. Ideally this should // be normalized so that the integral across the beam is // independent of its width. That is, for a narrower beam // "weights" should have a higher peak at the center of the // scanline than for a wider beam. #ifdef USEGAUSSIAN vec4 wid = 0.3 + 0.1 * pow(color, vec4(3.0)); vec4 weights = vec4(distance / wid); return 0.4 * exp(-weights * weights) / wid; #else vec4 wid = 2.0 + 2.0 * pow(color, vec4(4.0)); vec4 weights = vec4(distance / 0.3); return 1.4 * exp(-pow(weights * inversesqrt(0.5 * wid), wid)) / (0.6 + 0.2 * wid); #endif } void main() { // Here's a helpful diagram to keep in mind while trying to // understand the code: // // | | | | | // ------------------------------- // | | | | | // | 01 | 11 | 21 | 31 | <-- current scanline // | | @ | | | // ------------------------------- // | | | | | // | 02 | 12 | 22 | 32 | <-- next scanline // | | | | | // ------------------------------- // | | | | | // // Each character-cell represents a pixel on the output // surface, "@" represents the current pixel (always somewhere // in the bottom half of the current scan-line, or the top-half // of the next scanline). The grid of lines represents the // edges of the texels of the underlying texture. // Texture coordinates of the texel containing the active pixel. #ifdef CURVATURE vec2 xy = transform(texCoord); #else vec2 xy = texCoord; #endif float cval = corner(xy); // Of all the pixels that are mapped onto the texel we are // currently rendering, which pixel are we currently rendering? vec2 ratio_scale = xy * rubyTextureSize - vec2(0.5); #ifdef OVERSAMPLE float filter = fwidth(ratio_scale.y); #endif vec2 uv_ratio = fract(ratio_scale); // Snap to the center of the underlying texel. xy = (floor(ratio_scale) + vec2(0.5)) / rubyTextureSize; // Calculate Lanczos scaling coefficients describing the effect // of various neighbour texels in a scanline on the current // pixel. vec4 coeffs = PI * vec4(1.0 + uv_ratio.x, uv_ratio.x, 1.0 - uv_ratio.x, 2.0 - uv_ratio.x); // Prevent division by zero. coeffs = FIX(coeffs); // Lanczos2 kernel. coeffs = 2.0 * sin(coeffs) * sin(coeffs / 2.0) / (coeffs * coeffs); // Normalize. coeffs /= dot(coeffs, vec4(1.0)); // Calculate the effective colour of the current and next // scanlines at the horizontal location of the current pixel, // using the Lanczos coefficients above. vec4 col = clamp(mat4( TEX2D(xy + vec2(-one.x, 0.0)), TEX2D(xy), TEX2D(xy + vec2(one.x, 0.0)), TEX2D(xy + vec2(2.0 * one.x, 0.0))) * coeffs, 0.0, 1.0); vec4 col2 = clamp(mat4( TEX2D(xy + vec2(-one.x, one.y)), TEX2D(xy + vec2(0.0, one.y)), TEX2D(xy + one), TEX2D(xy + vec2(2.0 * one.x, one.y))) * coeffs, 0.0, 1.0); #ifndef LINEAR_PROCESSING col = pow(col , vec4(CRTgamma)); col2 = pow(col2, vec4(CRTgamma)); #endif // Calculate the influence of the current and next scanlines on // the current pixel. vec4 weights = scanlineWeights(uv_ratio.y, col); vec4 weights2 = scanlineWeights(1.0 - uv_ratio.y, col2); #ifdef OVERSAMPLE uv_ratio.y =uv_ratio.y+1.0/3.0*filter; weights = (weights+scanlineWeights(uv_ratio.y, col))/3.0; weights2=(weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2))/3.0; uv_ratio.y =uv_ratio.y-2.0/3.0*filter; weights=weights+scanlineWeights(abs(uv_ratio.y), col)/3.0; weights2=weights2+scanlineWeights(abs(1.0-uv_ratio.y), col2)/3.0; #endif vec3 mul_res = (col * weights + col2 * weights2).rgb * vec3(cval); // dot-mask emulation: // Output pixels are alternately tinted green and magenta. vec3 dotMaskWeights = mix( vec3(1.0, 0.7, 1.0), vec3(0.7, 1.0, 0.7), floor(mod(mod_factor, 2.0)) ); mul_res *= dotMaskWeights; // Convert the image gamma for display on our output device. mul_res = pow(mul_res, vec3(1.0 / monitorgamma)); // Color the texel. gl_FragColor = vec4(mul_res, 1.0); } ================================================ FILE: bin/common/Shaders/Curvature.OpenGL.shader ================================================ language: "GLSL" linear: true fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyInputSize; uniform vec2 rubyTextureSize; #define distortion 0.2 vec2 barrelDistortion(vec2 coord) { vec2 cc = coord - 0.5; float dist = dot(cc, cc); return coord + cc * (dist + distortion * dist * dist) * distortion; } void main(void) { vec2 coord = barrelDistortion (gl_TexCoord[0] * rubyTextureSize / rubyInputSize) * rubyInputSize / rubyTextureSize; gl_FragColor = texture2D(rubyTexture, coord); } ================================================ FILE: bin/common/Shaders/HQ2x.OpenGL.shader ================================================ language: GLSL vertex: | uniform vec2 rubyTextureSize; void main() { float x = 0.5 * (1.0 / rubyTextureSize.x); float y = 0.5 * (1.0 / rubyTextureSize.y); vec2 dg1 = vec2( x, y); vec2 dg2 = vec2(-x, y); vec2 dx = vec2(x, 0.0); vec2 dy = vec2(0.0, y); gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1].xy = gl_TexCoord[0].xy - dg1; gl_TexCoord[1].zw = gl_TexCoord[0].xy - dy; gl_TexCoord[2].xy = gl_TexCoord[0].xy - dg2; gl_TexCoord[2].zw = gl_TexCoord[0].xy + dx; gl_TexCoord[3].xy = gl_TexCoord[0].xy + dg1; gl_TexCoord[3].zw = gl_TexCoord[0].xy + dy; gl_TexCoord[4].xy = gl_TexCoord[0].xy + dg2; gl_TexCoord[4].zw = gl_TexCoord[0].xy - dx; } linear: false fragment: | uniform sampler2D rubyTexture; const float mx = 0.325; // start smoothing wt. const float k = -0.250; // wt. decrease factor const float max_w = 0.25; // max filter weigth const float min_w =-0.05; // min filter weigth const float lum_add = 0.25; // effects smoothing void main() { vec3 c00 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz; vec3 c10 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz; vec3 c20 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz; vec3 c01 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz; vec3 c11 = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz; vec3 c21 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz; vec3 c02 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz; vec3 c12 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz; vec3 c22 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz; vec3 dt = vec3(1.0, 1.0, 1.0); float md1 = dot(abs(c00 - c22), dt); float md2 = dot(abs(c02 - c20), dt); float w1 = dot(abs(c22 - c11), dt) * md2; float w2 = dot(abs(c02 - c11), dt) * md1; float w3 = dot(abs(c00 - c11), dt) * md2; float w4 = dot(abs(c20 - c11), dt) * md1; float t1 = w1 + w3; float t2 = w2 + w4; float ww = max(t1, t2) + 0.0001; c11 = (w1 * c00 + w2 * c20 + w3 * c22 + w4 * c02 + ww * c11) / (t1 + t2 + ww); float lc1 = k / (0.12 * dot(c10 + c12 + c11, dt) + lum_add); float lc2 = k / (0.12 * dot(c01 + c21 + c11, dt) + lum_add); w1 = clamp(lc1 * dot(abs(c11 - c10), dt) + mx, min_w, max_w); w2 = clamp(lc2 * dot(abs(c11 - c21), dt) + mx, min_w, max_w); w3 = clamp(lc1 * dot(abs(c11 - c12), dt) + mx, min_w, max_w); w4 = clamp(lc2 * dot(abs(c11 - c01), dt) + mx, min_w, max_w); gl_FragColor.xyz = w1 * c10 + w2 * c21 + w3 * c12 + w4 * c01 + (1.0 - w1 - w2 - w3 - w4) * c11; } ================================================ FILE: bin/common/Shaders/Openxcom.OpenGL.shader ================================================ # http://www.gnu.org/licenses/gpl.html # # ================================================================= # #--> language: "GLSL" vertex: | #version 110 uniform vec2 rubyTextureSize; void main() { ////////////////////////////////////////////////// //X_VALUE and Y_VALUE: these values refer to the// //length & width of the view-window rectangle // //(i.e. the x and y dimensions of the screen). A// //value of 0.0001 produces a result close to the// //original resolution of X-com, while a value of// //0.001 produces a slightly smoother screen. // //Values higher than 0.002 are not recommended. // ////////////////////////////////////////////////// const float x_value = 0.00077; const float y_value = 0.00077; ////////////////////////////////////////////////// //Here we define several vertices that are used // //as an overlay rectangle for the screens/menus.// // // //Where tr = top-right vertex // // tl = top-left vertex // // br = bottom-right vertex // // bl = bottom-left vertex // ////////////////////////////////////////////////// const vec2 tr = vec2(x_value,y_value); const vec2 tl = vec2(-x_value,y_value); const vec2 br = vec2(x_value,0.0); const vec2 bl = vec2(-x_value,0.0); //////////////////////////////////////////////////////// //Defines screen position and initial texture coord's.// //////////////////////////////////////////////////////// gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; ////////////////////////////////////////////////////// //Defines the x-y section of the texture coordinate.// ////////////////////////////////////////////////////// gl_TexCoord[1].xy = gl_TexCoord[0].xy - (tr * 0.55); gl_TexCoord[2].xy = gl_TexCoord[0].xy - (tl * 0.55); gl_TexCoord[3].xy = gl_TexCoord[0].xy + (tr * 0.55); gl_TexCoord[4].xy = gl_TexCoord[0].xy + (tl * 0.55); gl_TexCoord[5].xy = gl_TexCoord[0].xy - tr; gl_TexCoord[6].xy = gl_TexCoord[0].xy + tr; ////////////////////////////////////////////////////// //Defines the z-w section of the texture coordinate.// ////////////////////////////////////////////////////// gl_TexCoord[1].zw = gl_TexCoord[0].xy - bl; gl_TexCoord[2].zw = gl_TexCoord[0].xy + br; gl_TexCoord[3].zw = gl_TexCoord[0].xy + bl; gl_TexCoord[4].zw = gl_TexCoord[0].xy - br; gl_TexCoord[5].zw = gl_TexCoord[0].xy - tl; gl_TexCoord[6].zw = gl_TexCoord[0].xy + tl; } fragment: | #version 110 uniform sampler2D rubyTexture; /////////////////////////////////////////////////////////// //Initial Vertex: the first value of the texture coord's,// //which is used as a 'centre' for all the other values. // /////////////////////////////////////////////////////////// vec3 centre = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz; /////////////////////////////////////////////////////////////// //Reference Vertex: used later when calculating dot-products.// /////////////////////////////////////////////////////////////// const vec3 ref = vec3(1.0,1.0,1.0); ////////////////////////////////////////////////////////////// //WEIGHT VARIABLES: Several variables are declared here // //to be used to precisely define the various filter weights.// // // //Where start_weight = starting weight // // k = weight decreasing factor // // max_weight = maximum filter weight // // min_weight = minimum filter weight // ////////////////////////////////////////////////////////////// const float start_weight = 1.04; const float k = -1.07; const float max_weight = 0.73; const float min_weight = 0.05; //////////////////////////////////////////////////////////////////// //DP FUNCTION: Returns the adjusted dot-product of a given vertex.// //////////////////////////////////////////////////////////////////// float dp(vec3 v) {return dot(abs(v-centre),ref);} void main() { ///////////////////////////////////////////////////////// //Attaches the defined coordinates of gl_TextCoord // //to sampler2D to allow for modification via filtering.// ///////////////////////////////////////////////////////// vec3 i1 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz; vec3 i2 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz; vec3 i3 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz; vec3 i4 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz; vec3 o1 = texture2D(rubyTexture, gl_TexCoord[5].xy).xyz; vec3 o3 = texture2D(rubyTexture, gl_TexCoord[6].xy).xyz; vec3 o2 = texture2D(rubyTexture, gl_TexCoord[5].zw).xyz; vec3 o4 = texture2D(rubyTexture, gl_TexCoord[6].zw).xyz; vec3 s1 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz; vec3 s2 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz; vec3 s3 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz; vec3 s4 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz; //////////////////////////////////////////////////////////// //FILTER WEIGHTS: These are the weights which will be used// //by the filter to produce the intended result. // //////////////////////////////////////////////////////////// float w1 = min(dot(abs(i2-i4),ref), max(dp(o2),dp(o4))); float w2 = min(dot(abs(i1-i3),ref), max(dp(o1),dp(o3))); float w3 = min(dot(abs(i2-i4),ref), max(dp(o2),dp(o4))); float w4 = min(dot(abs(i1-i3),ref), max(dp(o1),dp(o3))); ////////////////////////////////////////////////////////////////// //Adjusts the weight values, based on the previous dot-products.// ////////////////////////////////////////////////////////////////// if (dp(o3) < dp(o1)) w1 *= dp(o3) / dp(o1); if (dp(o4) < dp(o2)) w2 *= dp(o4) / dp(o2); if (dp(o1) < dp(o3)) w3 *= dp(o1) / dp(o3); if (dp(o2) < dp(o4)) w4 *= dp(o2) / dp(o4); ////////////////////////////////////////////////////////////// //Adjusts the value of centre, based on the current weights.// ////////////////////////////////////////////////////////////// centre = (w1*o1+w2*o2+w3*o3+w4*o4+0.00077*centre) / (w1+w2+w3+w4+0.00077); ///////////////////////////////////////////////////////////////// //The weights are then adjusted based on the decreasing factor,// //k, and the effects smoothing factor, FX_add. // ///////////////////////////////////////////////////////////////// w1 = k*dot(abs(i1-centre)+abs(i3-centre),ref) / (0.125*dot(i1+i3,ref)); w2 = k*dot(abs(i2-centre)+abs(i4-centre),ref) / (0.125*dot(i2+i4,ref)); w3 = k*dot(abs(s1-centre)+abs(s3-centre),ref) / (0.125*dot(s1+s3,ref)); w4 = k*dot(abs(s2-centre)+abs(s4-centre),ref) / (0.125*dot(s2+s4,ref)); //////////////////////////////////////////////////////////////////// //Weights w1 to w4 are clamped between the min and the max weight,// //preventing them from aversely being too high or too low. // //////////////////////////////////////////////////////////////////// w1 = clamp(w1+start_weight, min_weight, max_weight); w2 = clamp(w2+start_weight, min_weight, max_weight); w3 = clamp(w3+start_weight, min_weight, max_weight); w4 = clamp(w4+start_weight, min_weight, max_weight); /////////////////////////////////////////////////////////////////////////// //Applies the weights to filter the screen, and then displays the result.// /////////////////////////////////////////////////////////////////////////// gl_FragColor.xyz = (w1*(i1+i3)+w2*(i2+i4)+w3*(s1+s3)+w4*(s2+s4)+centre) / (2.0*(w1+w2+w3+w4)+1.0); gl_FragColor.a = 1.0; } linear: false ================================================ FILE: bin/common/Shaders/Phosphor-simple.OpenGL.shader ================================================ # language: "GLSL" linear: true fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; vec3 to_focus(float pixel) { pixel = mod(pixel + 3.0, 3.0); if (pixel >= 2.0) // Blue return vec3(pixel - 2.0, 0.0, 3.0 - pixel); else if (pixel >= 1.0) // Green return vec3(0.0, 2.0 - pixel, pixel - 1.0); else // Red return vec3(1.0 - pixel, pixel, 0.0); } void main() { float y = mod(gl_TexCoord[0].y * rubyTextureSize.y, 1.0); float intensity = exp(-0.2 * y); vec2 one_x = vec2(1.0 / (3.0 * rubyTextureSize.x), 0.0); vec3 color = texture2D(rubyTexture, gl_TexCoord[0].xy - 0.0 * one_x).rgb; vec3 color_prev = texture2D(rubyTexture, gl_TexCoord[0].xy - 1.0 * one_x).rgb; vec3 color_prev_prev = texture2D(rubyTexture, gl_TexCoord[0].xy - 2.0 * one_x).rgb; float pixel_x = 3.0 * gl_TexCoord[0].x * rubyTextureSize.x; vec3 focus = to_focus(pixel_x - 0.0); vec3 focus_prev = to_focus(pixel_x - 1.0); vec3 focus_prev_prev = to_focus(pixel_x - 2.0); vec3 result = 0.8 * color * focus + 0.6 * color_prev * focus_prev + 0.3 * color_prev_prev * focus_prev_prev; result = 2.3 * pow(result, vec3(1.4)); gl_FragColor = vec4(intensity * result, 1.0); } ================================================ FILE: bin/common/Shaders/Pixellate.OpenGL.shader ================================================ language: "GLSL" vertex: | void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } linear: false fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; void main() { vec2 texelSize = 1.0 / rubyTextureSize; vec2 range; range.x = dFdx(gl_TexCoord[0].x) / 2.0 * 0.99; range.y = dFdy(gl_TexCoord[0].y) / 2.0 * 0.99; float left = gl_TexCoord[0].x - range.x; float top = gl_TexCoord[0].y + range.y; float right = gl_TexCoord[0].x + range.x; float bottom = gl_TexCoord[0].y - range.y; vec4 topLeftColor = texture2D(rubyTexture, (floor(vec2(left, top) / texelSize) + 0.5) * texelSize); vec4 bottomRightColor = texture2D(rubyTexture, (floor(vec2(right, bottom) / texelSize) + 0.5) * texelSize); vec4 bottomLeftColor = texture2D(rubyTexture, (floor(vec2(left, bottom) / texelSize) + 0.5) * texelSize); vec4 topRightColor = texture2D(rubyTexture, (floor(vec2(right, top) / texelSize) + 0.5) * texelSize); vec2 border = clamp(round(gl_TexCoord[0] / texelSize) * texelSize, vec2(left, bottom), vec2(right, top)); float totalArea = 4.0 * range.x * range.y; vec4 averageColor; averageColor = ((border.x - left) * (top - border.y) / totalArea) * topLeftColor; averageColor += ((right - border.x) * (border.y - bottom) / totalArea) * bottomRightColor; averageColor += ((border.x - left) * (border.y - bottom) / totalArea) * bottomLeftColor; averageColor += ((right - border.x) * (top - border.y) / totalArea) * topRightColor; gl_FragColor = averageColor; } ================================================ FILE: bin/common/Shaders/Quilez.OpenGL.shader ================================================ # language: GLSL linear: true fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyInputSize; uniform vec2 rubyOutputSize; uniform vec2 rubyTextureSize; vec4 getTexel(vec2 p) { p = p * rubyTextureSize + vec2(0.5); vec2 i = floor(p); vec2 f = p - i; f = f * f * f * (f * (f * 6.0 - vec2(15.0)) + vec2(10.0)); p = i + f; p = (p - vec2(0.5)) / rubyTextureSize; return texture2D(rubyTexture, p); } void main(void) { gl_FragColor = getTexel(gl_TexCoord[0].xy); } ================================================ FILE: bin/common/Shaders/Raw.OpenGL.shader ================================================ # language: GLSL linear: false fragment: | uniform sampler2D rubyTexture; void main(void) { gl_FragColor = texture2D(rubyTexture, gl_TexCoord[0].xy); } ================================================ FILE: bin/common/Shaders/SABR-XCOMified.OpenGL.shader ================================================ # language: "GLSL" vertex: | uniform vec2 rubyTextureSize; varying vec2 tc; varying vec4 xyp_e1_e2_e3; varying vec4 xyp_f1_f2_f3; varying vec4 xyp_g1_g2_g3; varying vec4 xyp_h1_h2_h3; varying vec4 xyp_a_b_c_d; varying vec4 xyp_1_2_3; varying vec4 xyp_5_10_15; varying vec4 xyp_6_7_8; varying vec4 xyp_9_14_9; varying vec4 xyp_11_12_13; varying vec4 xyp_16_17_18; varying vec4 xyp_21_22_23; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; float x = 1.0 / rubyTextureSize.x; float y = 1.0 / rubyTextureSize.y; /* Mask for algorhithm -4x -3x -2x -x 0 x 2x 3x 4x +----+----+----+----+----+----+----+----+----+ | | | | | | | | | -4y +----+----+----+----+----+----+----+----+----+ | | | e1 | e2 | e3 | | | | -3y +----+----+----+----+----+----+----+----+----+ | | a | 1 | 2 | 3 | b | | | -2y +----+----+----+----+----+----+----+----+----+ | h1 | 5 | 6 | 7 | 8 | 9 | f1 | | -y +----+----+----+----+----+----+----+----+----+ | h2 | 10 | 11 | 12 | 13 | 14 | f2 | | 0 +----+----+----+----+----+----+----+----+----+ | h3 | 15 | 16 | 17 | 18 | 19 | f3 | | y +----+----+----+----+----+----+----+----+----+ | | c | 21 | 22 | 23 | d | | | 2y +----+----+----+----+----+----+----+----+----+ | | | g1 | g2 | g3 | | | | 3y +----+----+----+----+----+----+----+----+----+ | | | | | | | | | 4y +----+----+----+----+----+----+----+----+----+ */ tc = gl_MultiTexCoord0.xy; /* xyp_e1_e2_e3 = tc.xxxy + vec4( -x, 0.0, x, -3.0 * y); xyp_f1_f2_f3 = tc.xyyy + vec4( 3.0 * x, -y, 0.0, y); xyp_g1_g2_g3 = tc.xxxy + vec4( -x, 0.0, x, 3.0 * y); xyp_h1_h2_h3 = tc.xyyy + vec4(-3.0 * x, -y, 0.0, y); xyp_a_b_c_d = tc.xxyy + vec4(-2.0 * x, 2.0 * x, -2.0 * y, 2.0 * y); */ xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y); xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y); xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0); xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y); xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y); xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y); xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y); } linear: false fragment: | /* Uniforms - rubyTexture: texture sampler - rubyTextureSize: size of the texture before rendering */ uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; /* Varying attributes - tc: coordinate of the texel being processed - xyp_[]_[]_[]: a packed coordinate for 3 or 4 areas within the texture */ varying vec2 tc; /* varying vec4 xyp_e1_e2_e3; varying vec4 xyp_f1_f2_f3; varying vec4 xyp_g1_g2_g3; varying vec4 xyp_h1_h2_h3; varying vec4 xyp_a_b_c_d; */ varying vec4 xyp_1_2_3; varying vec4 xyp_5_10_15; varying vec4 xyp_6_7_8; varying vec4 xyp_9_14_9; varying vec4 xyp_11_12_13; varying vec4 xyp_16_17_18; varying vec4 xyp_21_22_23; /* Constants */ // Pallete colors used in exclusion rules const vec3 ex1_Yellow = vec3(252.0, 252.0, 0.0) / 255.0; const vec3 ex1_Red1 = vec3(192.0, 0.0, 0.0) / 255.0; const vec3 ex1_Red2 = vec3(252.0, 0.0, 0.0) / 255.0; const vec3 ex1_Cyan1 = vec3(0.0 , 192.0, 192.0) / 255.0; const vec3 ex1_Cyan2 = vec3(0.0 , 252.0, 252.0) / 255.0; const vec3 ex_Pink1 = vec3(252.0, 164.0, 212.0) / 255.0; const vec3 ex_Pink2 = vec3(192.0, 112.0, 152.0) / 255.0; // Inequation coefficients for interpolation // Equations are in the form: Ay + Bx = C // 45, 30, and 60 denote the angle from x each line the cooeficient variable set builds const vec4 Ai = vec4(1.0, -1.0, -1.0, 1.0); const vec4 B45 = vec4(1.0, 1.0, -1.0, -1.0); const vec4 C45 = vec4(1.5, 0.5, -0.5, 0.5); const vec4 B30 = vec4(0.5, 2.0, -0.5, -2.0); const vec4 C30 = vec4(1.0, 1.0, -0.5, 0.0); const vec4 B60 = vec4(2.0, 0.5, -2.0, -0.5); const vec4 C60 = vec4(2.0, 0.0, -1.0, 0.5); const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4); const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4); const vec4 M60 = M30.yxwz; const vec4 Mshift = vec4(0.2); const float coef = 2.0; // Coefficient for weighted edge detection const vec4 threshold = vec4(43.34); // Threshold for if luminance values are "equal" const float colorMax = 255.0; // pallete colors only seem to have an effective RGB range of [0 - 252.0], should we use 252 or 255 as mult for lum? // Conversion from RGB to Luminance (most accurate way I found so far) const vec3 lum = vec3(0.241, 0.691, 0.068) * colorMax * colorMax; // openxcom uses original color pallete converted to RGB color, which is then converted to percentage [0.0 - 1.0] /* Helper functions */ bvec4 _and_(bvec4 A, bvec4 B) { // Performs same logic operation as && for vectors return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } bvec4 _or_(bvec4 A, bvec4 B) { // Performs same logic operation as || for vectors return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } float get_lum(vec3 v) { // returns approximated luminance value of a color vec3 temp = vec3(v.x * v.x * lum.x, v.y * v.y * lum.y, v.z * v.z * lum.z); return sqrt(temp.x + temp.y + temp.z); } vec4 RGBtoLum4(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { // returns approximated luminance value of 4 colors return vec4(get_lum(v0), get_lum(v1), get_lum(v2), get_lum(v3)); } vec4 getLumDifference(vec4 A, vec4 B) { // Gets the difference between 2 4-value luminance vectors return abs(A - B); } bvec4 lumClose2(vec4 A, vec4 B) { // Determines if 2 4-value luminance vectors are "equal" based on threshold return lessThan(getLumDifference(A, B), threshold); } vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return getLumDifference(a, b) + getLumDifference(a, c) + getLumDifference(d, e) + getLumDifference(d, f) + 4.0 * getLumDifference(g, h); } bool colorsEqual2(vec3 A, vec3 B) { //returns true if the two RGB color vectors are equal return all(equal(A, B)); } bool colors3_eq(vec3 A, vec3 B, vec3 C) { //returns true if the four RGB color vectors are equal return colorsEqual2(A, B) && colorsEqual2(B, C); } bool colorsEqual4(vec3 A, vec3 B, vec3 C, vec3 D) { //returns true if the four RGB color vectors are equal return colors3_eq(A, B, C) && colorsEqual2(C, D); } //bool colorsEqual5(vec3 A, vec3 B, vec3 C, vec3 D, vec3 E) { //returns true if the four RGB color vectors are equal // return colors3_eq(A, B, C) && colors3_eq(C, D, E); //} float colors2_Diff(vec3 c1, vec3 c2) { // Gets the difference between 2 3-value rgb colors vec3 df = abs(c1 - c2); return df.r + df.g + df.b; } void main() { // Get mask values by performing texture lookup with the uniform sampler /* vec3 Ph1 = texture2D(rubyTexture, xyp_h1_h2_h3.xy).rgb; vec3 Ph2 = texture2D(rubyTexture, xyp_h1_h2_h3.xz).rgb; vec3 Ph3 = texture2D(rubyTexture, xyp_h1_h2_h3.xw).rgb; vec3 Pg1 = texture2D(rubyTexture, xyp_g1_g2_g3.xw).rgb; vec3 Pg2 = texture2D(rubyTexture, xyp_g1_g2_g3.yw).rgb; vec3 Pg3 = texture2D(rubyTexture, xyp_g1_g2_g3.zw).rgb; vec3 Pf1 = texture2D(rubyTexture, xyp_f1_f2_f3.xy).rgb; vec3 Pf2 = texture2D(rubyTexture, xyp_f1_f2_f3.xz).rgb; vec3 Pf3 = texture2D(rubyTexture, xyp_f1_f2_f3.xw).rgb; vec3 Pe1 = texture2D(rubyTexture, xyp_e1_e2_e3.xw).rgb; vec3 Pe2 = texture2D(rubyTexture, xyp_e1_e2_e3.yw).rgb; vec3 Pe3 = texture2D(rubyTexture, xyp_e1_e2_e3.zw).rgb; vec3 Pa = texture2D(rubyTexture, xyp_a_b_c_d.xz ).rgb; vec3 Pb = texture2D(rubyTexture, xyp_a_b_c_d.yz ).rgb; vec3 Pc = texture2D(rubyTexture, xyp_a_b_c_d.xw ).rgb; vec3 Pd = texture2D(rubyTexture, xyp_a_b_c_d.yw ).rgb; */ vec3 P1 = texture2D(rubyTexture, xyp_1_2_3.xw ).rgb; vec3 P2 = texture2D(rubyTexture, xyp_1_2_3.yw ).rgb; vec3 P3 = texture2D(rubyTexture, xyp_1_2_3.zw ).rgb; vec3 P6 = texture2D(rubyTexture, xyp_6_7_8.xw ).rgb; vec3 P7 = texture2D(rubyTexture, xyp_6_7_8.yw ).rgb; vec3 P8 = texture2D(rubyTexture, xyp_6_7_8.zw ).rgb; vec3 P11 = texture2D(rubyTexture, xyp_11_12_13.xw).rgb; vec3 P12 = texture2D(rubyTexture, xyp_11_12_13.yw).rgb; vec3 P13 = texture2D(rubyTexture, xyp_11_12_13.zw).rgb; vec3 P16 = texture2D(rubyTexture, xyp_16_17_18.xw).rgb; vec3 P17 = texture2D(rubyTexture, xyp_16_17_18.yw).rgb; vec3 P18 = texture2D(rubyTexture, xyp_16_17_18.zw).rgb; vec3 P21 = texture2D(rubyTexture, xyp_21_22_23.xw).rgb; vec3 P22 = texture2D(rubyTexture, xyp_21_22_23.yw).rgb; vec3 P23 = texture2D(rubyTexture, xyp_21_22_23.zw).rgb; vec3 P5 = texture2D(rubyTexture, xyp_5_10_15.xy ).rgb; vec3 P10 = texture2D(rubyTexture, xyp_5_10_15.xz ).rgb; vec3 P15 = texture2D(rubyTexture, xyp_5_10_15.xw ).rgb; vec3 P9 = texture2D(rubyTexture, xyp_9_14_9.xy ).rgb; vec3 P14 = texture2D(rubyTexture, xyp_9_14_9.xz ).rgb; vec3 P19 = texture2D(rubyTexture, xyp_9_14_9.xw ).rgb; /* Mask for algorhithm -4x -3x -2x -x 0 x 2x 3x 4x +----+----+----+----+----+----+----+----+----+ | | | | | | | | | -4y +----+----+----+----+----+----+----+----+----+ | | | e1 | e2 | e3 | | | | -3y +----+----+----+----+----+----+----+----+----+ | | a | 1 | 2 | 3 | b | | | -2y +----+----+----+----+----+----+----+----+----+ | h1 | 5 | 6 | 7 | 8 | 9 | f1 | | -y +----+----+----+----+----+----+----+----+----+ | h2 | 10 | 11 | 12 | 13 | 14 | f2 | | 0 +----+----+----+----+----+----+----+----+----+ | h3 | 15 | 16 | 17 | 18 | 19 | f3 | | y +----+----+----+----+----+----+----+----+----+ | | c | 21 | 22 | 23 | d | | | 2y +----+----+----+----+----+----+----+----+----+ | | | g1 | g2 | g3 | | | | 3y +----+----+----+----+----+----+----+----+----+ | | | | | | | | | 4y +----+----+----+----+----+----+----+----+----+ */ // Store luminance values of each point in groups of 4 // so that we may operate on all four corners at once vec4 p7 = RGBtoLum4(P7, P11, P17, P13); // 45 - tight - 7 11 17 13 vec4 p8 = RGBtoLum4(P8, P6, P16, P18); // 90 - tight - 8 6 16 18 vec4 p11 = p7.yzwx; // 45 - tight - 11 17 13 7 - duplicate vec4 p12 = RGBtoLum4(P12, P12, P12, P12); // 0 - center vec4 p13 = p7.wxyz; // 45 - tight - 13 7 11 17 - duplicate vec4 p14 = RGBtoLum4(P14, P2, P10, P22); // 45 - wide - 14 2 10 22 vec4 p16 = p8.zwxy; // 90 - tight - 16 18 8 6 - duplicate vec4 p17 = p7.zwxy; // 45 - tight - 17 13 7 11 - duplicate vec4 p18 = p8.wxyz; // 90 - tight - 18 8 6 16 - duplicate vec4 p19 = RGBtoLum4(P19, P3, P5, P21); // 36 - wide - 19 3 5 21 vec4 p22 = p14.wxyz; // 45 - wide - 22 14 2 10 - duplicate vec4 p23 = RGBtoLum4(P23, P9, P1, P15); // 36 - wide - 23 9 1 15 // Scale current texel coordinate to [0..1] vec2 fp = fract(tc * rubyTextureSize); // Determine amount of "smoothing" or mixing that could be done on texel corners vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x); vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x); vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x); vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x); // Perform edge weight calculations vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13); vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18); vec4 e30 = getLumDifference(p13, p16); vec4 e60 = getLumDifference(p8, p17); // Calculate rule results for interpolation bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17)); bvec4 r45_2 = _and_(not(lumClose2(p13, p7)), not(lumClose2(p13, p8))); bvec4 r45_3 = _and_(not(lumClose2(p17, p11)), not(lumClose2(p17, p16))); bvec4 r45_4_1 = _and_(not(lumClose2(p13, p14)), not(lumClose2(p13, p19))); bvec4 r45_4_2 = _and_(not(lumClose2(p17, p22)), not(lumClose2(p17, p23))); bvec4 r45_4 = _and_(lumClose2(p12, p18), _or_(r45_4_1, r45_4_2)); bvec4 r45_5 = _or_(lumClose2(p12, p16), lumClose2(p12, p8)); bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5)); bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16)); bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8)); // Combine rules with edge weights bvec4 edr45 = _and_(lessThan(e45, econt), r45); bvec4 edrrn = lessThanEqual(e45, econt); bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30); bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60); // Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true) vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45)); vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30)); vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60)); vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45)); vec4 finalrn = vec4(_and_(not(edr45), edrrn)); // Determine the color to mix with for each corner vec4 px = step(getLumDifference(p12, p17), getLumDifference(p12, p13)); /* Mask for algorhithm -4x -3x -2x -x 0 x 2x 3x 4x +----+----+----+----+----+----+----+----+----+ | | | | | | | | | -4y +----+----+----+----+----+----+----+----+----+ | | |Pe1 |Pe2 |Pe3 | | | | -3y +----+----+----+----+----+----+----+----+----+ | | Pa | P1 | P2 | P3 | Pb | | | -2y +----+----+----+----+----+----+----+----+----+ |Ph1 | P5 | P6 | P7 | P8 | P9 |Pf1 | | -y +----+----+----+----+----+----+----+----+----+ |Ph2 |P10 |P11 |P12 |P13 |P14 |Pf2 | | 0 +----+----+----+----+----+----+----+----+----+ |Ph3 |P15 |P16 |P17 |P18 |P19 |Pf3 | | y +----+----+----+----+----+----+----+----+----+ | | Pc |P21 |P22 |P23 | Pd | | | 2y +----+----+----+----+----+----+----+----+----+ | | |Pg1 |Pg2 |Pg3 | | | | 3y +----+----+----+----+----+----+----+----+----+ | | | | | | | | | 4y +----+----+----+----+----+----+----+----+----+ */ // XCom Excuclsion Rule 1 = Geoscape: cities, bases, terror sites, ufos bool exclusionRule = !(((all(equal(P6 , ex1_Cyan1)) || all(equal(P6 , ex1_Cyan2))) && any(notEqual(P12, P6)) && (colorsEqual4(P6, P8, P16, P18))) || // Gooey base center (all(equal(P12, ex1_Yellow)) && all(equal(P7, ex1_Red1)) && all(equal(P7, P17))) || // juicy yellow center (all(equal(P12, ex1_Red1)) || all(equal(P12, ex1_Red2))) || // all red (cities, terror sites, ufos) (all(equal(P17, ex1_Red1)) || all(equal(P17, ex1_Red2))) || // above red top (all(equal(P7 , ex1_Red1)) || all(equal(P7, ex1_Red2))) || // below red bottom ( (all(equal(P13, ex1_Red1)) || all(equal(P13, ex1_Red2))) || // left of red (all(equal(P11, ex1_Red1)) || all(equal(P11, ex1_Red2))) || // right of red (all(equal(P12, ex1_Cyan1)) || all(equal(P12, ex1_Cyan2))) || // base (all(equal(P11, ex_Pink1)) || all(equal(P11, ex_Pink2)) || all(equal(P13 , ex_Pink1)) || all(equal(P13, ex_Pink2))) || // terror site pink (all around) (all(equal(P7 , ex_Pink1)) || all(equal(P7 , ex_Pink2)) || all(equal(P17 , ex_Pink1)) || all(equal(P17, ex_Pink2))) ); // Determine the mix amounts by combining the final rule result and correspondingix amount for the rule in each corner vec4 mac = (final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn) * float(exclusionRule); /* Calculate the resulting color by traversing clockwise and counter-clockwise around the corners of the texel. Finally choose the result that has the largest difference from the texel's original color. */ vec3 res1 = P12; res1 = mix(res1, mix(P13, P17, px.x), mac.x); res1 = mix(res1, mix(P7, P13, px.y), mac.y); res1 = mix(res1, mix(P11, P7, px.z), mac.z); res1 = mix(res1, mix(P17, P11, px.w), mac.w); vec3 res2 = P12; res2 = mix(res2, mix(P17, P11, px.w), mac.w); res2 = mix(res2, mix(P11, P7, px.z), mac.z); res2 = mix(res2, mix(P7, P13, px.y), mac.y); res2 = mix(res2, mix(P13, P17, px.x), mac.x); gl_FragColor = vec4(vec3(mix(res1, res2, step(colors2_Diff(P12, res1), colors2_Diff(P12, res2)))), 1.0); } ================================================ FILE: bin/common/Shaders/SABR.OpenGL.shader ================================================ # language: "GLSL" vertex: | uniform vec2 rubyTextureSize; varying vec2 tc; varying vec4 xyp_1_2_3; varying vec4 xyp_5_10_15; varying vec4 xyp_6_7_8; varying vec4 xyp_9_14_9; varying vec4 xyp_11_12_13; varying vec4 xyp_16_17_18; varying vec4 xyp_21_22_23; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; float x = 1.0 / rubyTextureSize.x; float y = 1.0 / rubyTextureSize.y; /* Mask for algorhithm +-----+-----+-----+-----+-----+ | | 1 | 2 | 3 | | +-----+-----+-----+-----+-----+ | 5 | 6 | 7 | 8 | 9 | +-----+-----+-----+-----+-----+ | 10 | 11 | 12 | 13 | 14 | +-----+-----+-----+-----+-----+ | 15 | 16 | 17 | 18 | 19 | +-----+-----+-----+-----+-----+ | | 21 | 22 | 23 | | +-----+-----+-----+-----+-----+ */ tc = gl_MultiTexCoord0.xy; xyp_1_2_3 = tc.xxxy + vec4( -x, 0.0, x, -2.0 * y); xyp_6_7_8 = tc.xxxy + vec4( -x, 0.0, x, -y); xyp_11_12_13 = tc.xxxy + vec4( -x, 0.0, x, 0.0); xyp_16_17_18 = tc.xxxy + vec4( -x, 0.0, x, y); xyp_21_22_23 = tc.xxxy + vec4( -x, 0.0, x, 2.0 * y); xyp_5_10_15 = tc.xyyy + vec4(-2.0 * x, -y, 0.0, y); xyp_9_14_9 = tc.xyyy + vec4( 2.0 * x, -y, 0.0, y); } linear: false fragment: | /* Uniforms - rubyTexture: texture sampler - rubyTextureSize: size of the texture before rendering */ uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; /* Varying attributes - tc: coordinate of the texel being processed - xyp_[]_[]_[]: a packed coordinate for 3 areas within the texture */ varying vec2 tc; varying vec4 xyp_1_2_3; varying vec4 xyp_5_10_15; varying vec4 xyp_6_7_8; varying vec4 xyp_9_14_9; varying vec4 xyp_11_12_13; varying vec4 xyp_16_17_18; varying vec4 xyp_21_22_23; /* Constants */ /* Inequation coefficients for interpolation Equations are in the form: Ay + Bx = C 45, 30, and 60 denote the angle from x each line the cooeficient variable set builds */ const vec4 Ai = vec4( 1.0, -1.0, -1.0, 1.0); const vec4 B45 = vec4( 1.0, 1.0, -1.0, -1.0); const vec4 C45 = vec4( 1.5, 0.5, -0.5, 0.5); const vec4 B30 = vec4( 0.5, 2.0, -0.5, -2.0); const vec4 C30 = vec4( 1.0, 1.0, -0.5, 0.0); const vec4 B60 = vec4( 2.0, 0.5, -2.0, -0.5); const vec4 C60 = vec4( 2.0, 0.0, -1.0, 0.5); const vec4 M45 = vec4(0.4, 0.4, 0.4, 0.4); const vec4 M30 = vec4(0.2, 0.4, 0.2, 0.4); const vec4 M60 = M30.yxwz; const vec4 Mshift = vec4(0.2); // Coefficient for weighted edge detection const float coef = 2.0; // Threshold for if luminance values are "equal" const vec4 threshold = vec4(0.32); // Conversion from RGB to Luminance (from GIMP) const vec3 lum = vec3(0.21, 0.72, 0.07); // Performs same logic operation as && for vectors bvec4 _and_(bvec4 A, bvec4 B) { return bvec4(A.x && B.x, A.y && B.y, A.z && B.z, A.w && B.w); } // Performs same logic operation as || for vectors bvec4 _or_(bvec4 A, bvec4 B) { return bvec4(A.x || B.x, A.y || B.y, A.z || B.z, A.w || B.w); } // Converts 4 3-color vectors into 1 4-value luminance vector vec4 lum_to(vec3 v0, vec3 v1, vec3 v2, vec3 v3) { return vec4(dot(lum, v0), dot(lum, v1), dot(lum, v2), dot(lum, v3)); } // Gets the difference between 2 4-value luminance vectors vec4 lum_df(vec4 A, vec4 B) { return abs(A - B); } // Determines if 2 4-value luminance vectors are "equal" based on threshold bvec4 lum_eq(vec4 A, vec4 B) { return lessThan(lum_df(A, B), threshold); } vec4 lum_wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h) { return lum_df(a, b) + lum_df(a, c) + lum_df(d, e) + lum_df(d, f) + 4.0 * lum_df(g, h); } // Gets the difference between 2 3-value rgb colors float c_df(vec3 c1, vec3 c2) { vec3 df = abs(c1 - c2); return df.r + df.g + df.b; } void main() { /* Mask for algorhithm +-----+-----+-----+-----+-----+ | | 1 | 2 | 3 | | +-----+-----+-----+-----+-----+ | 5 | 6 | 7 | 8 | 9 | +-----+-----+-----+-----+-----+ | 10 | 11 | 12 | 13 | 14 | +-----+-----+-----+-----+-----+ | 15 | 16 | 17 | 18 | 19 | +-----+-----+-----+-----+-----+ | | 21 | 22 | 23 | | +-----+-----+-----+-----+-----+ */ // Get mask values by performing texture lookup with the uniform sampler vec3 P1 = texture2D(rubyTexture, xyp_1_2_3.xw ).rgb; vec3 P2 = texture2D(rubyTexture, xyp_1_2_3.yw ).rgb; vec3 P3 = texture2D(rubyTexture, xyp_1_2_3.zw ).rgb; vec3 P6 = texture2D(rubyTexture, xyp_6_7_8.xw ).rgb; vec3 P7 = texture2D(rubyTexture, xyp_6_7_8.yw ).rgb; vec3 P8 = texture2D(rubyTexture, xyp_6_7_8.zw ).rgb; vec3 P11 = texture2D(rubyTexture, xyp_11_12_13.xw).rgb; vec3 P12 = texture2D(rubyTexture, xyp_11_12_13.yw).rgb; vec3 P13 = texture2D(rubyTexture, xyp_11_12_13.zw).rgb; vec3 P16 = texture2D(rubyTexture, xyp_16_17_18.xw).rgb; vec3 P17 = texture2D(rubyTexture, xyp_16_17_18.yw).rgb; vec3 P18 = texture2D(rubyTexture, xyp_16_17_18.zw).rgb; vec3 P21 = texture2D(rubyTexture, xyp_21_22_23.xw).rgb; vec3 P22 = texture2D(rubyTexture, xyp_21_22_23.yw).rgb; vec3 P23 = texture2D(rubyTexture, xyp_21_22_23.zw).rgb; vec3 P5 = texture2D(rubyTexture, xyp_5_10_15.xy ).rgb; vec3 P10 = texture2D(rubyTexture, xyp_5_10_15.xz ).rgb; vec3 P15 = texture2D(rubyTexture, xyp_5_10_15.xw ).rgb; vec3 P9 = texture2D(rubyTexture, xyp_9_14_9.xy ).rgb; vec3 P14 = texture2D(rubyTexture, xyp_9_14_9.xz ).rgb; vec3 P19 = texture2D(rubyTexture, xyp_9_14_9.xw ).rgb; // Store luminance values of each point in groups of 4 // so that we may operate on all four corners at once vec4 p7 = lum_to(P7, P11, P17, P13); vec4 p8 = lum_to(P8, P6, P16, P18); vec4 p11 = p7.yzwx; // P11, P17, P13, P7 vec4 p12 = lum_to(P12, P12, P12, P12); vec4 p13 = p7.wxyz; // P13, P7, P11, P17 vec4 p14 = lum_to(P14, P2, P10, P22); vec4 p16 = p8.zwxy; // P16, P18, P8, P6 vec4 p17 = p7.zwxy; // P17, P13, P7, P11 vec4 p18 = p8.wxyz; // P18, P8, P6, P16 vec4 p19 = lum_to(P19, P3, P5, P21); vec4 p22 = p14.wxyz; // P22, P14, P2, P10 vec4 p23 = lum_to(P23, P9, P1, P15); // Scale current texel coordinate to [0..1] vec2 fp = fract(tc * rubyTextureSize); // Determine amount of "smoothing" or mixing that could be done on texel corners vec4 ma45 = smoothstep(C45 - M45, C45 + M45, Ai * fp.y + B45 * fp.x); vec4 ma30 = smoothstep(C30 - M30, C30 + M30, Ai * fp.y + B30 * fp.x); vec4 ma60 = smoothstep(C60 - M60, C60 + M60, Ai * fp.y + B60 * fp.x); vec4 marn = smoothstep(C45 - M45 + Mshift, C45 + M45 + Mshift, Ai * fp.y + B45 * fp.x); // Perform edge weight calculations vec4 e45 = lum_wd(p12, p8, p16, p18, p22, p14, p17, p13); vec4 econt = lum_wd(p17, p11, p23, p13, p7, p19, p12, p18); vec4 e30 = lum_df(p13, p16); vec4 e60 = lum_df(p8, p17); // Calculate rule results for interpolation bvec4 r45_1 = _and_(notEqual(p12, p13), notEqual(p12, p17)); bvec4 r45_2 = _and_(not(lum_eq(p13, p7)), not(lum_eq(p13, p8))); bvec4 r45_3 = _and_(not(lum_eq(p17, p11)), not(lum_eq(p17, p16))); bvec4 r45_4_1 = _and_(not(lum_eq(p13, p14)), not(lum_eq(p13, p19))); bvec4 r45_4_2 = _and_(not(lum_eq(p17, p22)), not(lum_eq(p17, p23))); bvec4 r45_4 = _and_(lum_eq(p12, p18), _or_(r45_4_1, r45_4_2)); bvec4 r45_5 = _or_(lum_eq(p12, p16), lum_eq(p12, p8)); bvec4 r45 = _and_(r45_1, _or_(_or_(_or_(r45_2, r45_3), r45_4), r45_5)); bvec4 r30 = _and_(notEqual(p12, p16), notEqual(p11, p16)); bvec4 r60 = _and_(notEqual(p12, p8), notEqual(p7, p8)); // Combine rules with edge weights bvec4 edr45 = _and_(lessThan(e45, econt), r45); bvec4 edrrn = lessThanEqual(e45, econt); bvec4 edr30 = _and_(lessThanEqual(coef * e30, e60), r30); bvec4 edr60 = _and_(lessThanEqual(coef * e60, e30), r60); // Finalize interpolation rules and cast to float (0.0 for false, 1.0 for true) vec4 final45 = vec4(_and_(_and_(not(edr30), not(edr60)), edr45)); vec4 final30 = vec4(_and_(_and_(edr45, not(edr60)), edr30)); vec4 final60 = vec4(_and_(_and_(edr45, not(edr30)), edr60)); vec4 final36 = vec4(_and_(_and_(edr60, edr30), edr45)); vec4 finalrn = vec4(_and_(not(edr45), edrrn)); // Determine the color to mix with for each corner vec4 px = step(lum_df(p12, p17), lum_df(p12, p13)); // Determine the mix amounts by combining the final rule result and corresponding // mix amount for the rule in each corner vec4 mac = final36 * max(ma30, ma60) + final30 * ma30 + final60 * ma60 + final45 * ma45 + finalrn * marn; /* Calculate the resulting color by traversing clockwise and counter-clockwise around the corners of the texel Finally choose the result that has the largest difference from the texel's original color */ vec3 res1 = P12; res1 = mix(res1, mix(P13, P17, px.x), mac.x); res1 = mix(res1, mix(P7, P13, px.y), mac.y); res1 = mix(res1, mix(P11, P7, px.z), mac.z); res1 = mix(res1, mix(P17, P11, px.w), mac.w); vec3 res2 = P12; res2 = mix(res2, mix(P17, P11, px.w), mac.w); res2 = mix(res2, mix(P11, P7, px.z), mac.z); res2 = mix(res2, mix(P7, P13, px.y), mac.y); res2 = mix(res2, mix(P13, P17, px.x), mac.x); gl_FragColor = vec4(mix(res1, res2, step(c_df(P12, res1), c_df(P12, res2))), 1.0); } ================================================ FILE: bin/common/Shaders/Scale2x.OpenGL.shader ================================================ language: "GLSL" vertex: | uniform vec2 rubyTextureSize; void main() { vec4 offsetx; vec4 offsety; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; offsetx.x = 1.0 / rubyTextureSize.x; offsetx.y = 0.0; offsetx.w = 0.0; offsetx.z = 0.0; offsety.y = 1.0 / rubyTextureSize.y; offsety.x = 0.0; offsety.w = 0.0; offsety.z = 0.0; gl_TexCoord[0] = gl_MultiTexCoord0; //center gl_TexCoord[1] = gl_TexCoord[0] - offsetx; //left gl_TexCoord[2] = gl_TexCoord[0] + offsetx; //right gl_TexCoord[3] = gl_TexCoord[0] - offsety; //top gl_TexCoord[4] = gl_TexCoord[0] + offsety; //bottom } fragment: | uniform sampler2D rubyTexture; uniform vec2 rubyTextureSize; void main() { vec4 colD, colF, colB, colH, col, tmp; vec2 sel; col = texture2DProj(rubyTexture, gl_TexCoord[0]); //central (can be E0-E3) colD = texture2DProj(rubyTexture, gl_TexCoord[1]); //D (left) colF = texture2DProj(rubyTexture, gl_TexCoord[2]); //F (right) colB = texture2DProj(rubyTexture, gl_TexCoord[3]); //B (top) colH = texture2DProj(rubyTexture, gl_TexCoord[4]); //H (bottom) sel = fract(gl_TexCoord[0].xy * rubyTextureSize.xy); //where are we (E0-E3)? //E0 is default if(sel.y >= 0.5) { tmp = colB; colB = colH; colH = tmp; } //E1 (or E3): swap B and H if(sel.x >= 0.5) { tmp = colF; colF = colD; colD = tmp; } //E2 (or E3): swap D and F if(colB == colD && colB != colF && colD != colH) { //do the Scale2x rule col = colD; } gl_FragColor = col; } linear: false ================================================ FILE: bin/common/Shaders/Scale4xHQ.OpenGL.shader ================================================ # language: "GLSL" vertex: | uniform vec2 rubyTextureSize; void main() { float x = 0.001; float y = 0.001; vec2 dg1 = vec2( x,y); vec2 dg2 = vec2(-x,y); vec2 sd1 = dg1*0.5; vec2 sd2 = dg2*0.5; vec2 ddx = vec2(x,0.0); vec2 ddy = vec2(0.0,y); gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1].xy = gl_TexCoord[0].xy - sd1; gl_TexCoord[2].xy = gl_TexCoord[0].xy - sd2; gl_TexCoord[3].xy = gl_TexCoord[0].xy + sd1; gl_TexCoord[4].xy = gl_TexCoord[0].xy + sd2; gl_TexCoord[5].xy = gl_TexCoord[0].xy - dg1; gl_TexCoord[6].xy = gl_TexCoord[0].xy + dg1; gl_TexCoord[5].zw = gl_TexCoord[0].xy - dg2; gl_TexCoord[6].zw = gl_TexCoord[0].xy + dg2; gl_TexCoord[1].zw = gl_TexCoord[0].xy - ddy; gl_TexCoord[2].zw = gl_TexCoord[0].xy + ddx; gl_TexCoord[3].zw = gl_TexCoord[0].xy + ddy; gl_TexCoord[4].zw = gl_TexCoord[0].xy - ddx; } fragment: | uniform sampler2D rubyTexture; const float mx = 1.00; // start smoothing wt. const float k = -1.10; // wt. decrease factor const float max_w = 0.75; // max filter weigth const float min_w = 0.03; // min filter weigth const float lum_add = 0.33; // effects smoothing void main() { vec3 c = texture2D(rubyTexture, gl_TexCoord[0].xy).xyz; vec3 i1 = texture2D(rubyTexture, gl_TexCoord[1].xy).xyz; vec3 i2 = texture2D(rubyTexture, gl_TexCoord[2].xy).xyz; vec3 i3 = texture2D(rubyTexture, gl_TexCoord[3].xy).xyz; vec3 i4 = texture2D(rubyTexture, gl_TexCoord[4].xy).xyz; vec3 o1 = texture2D(rubyTexture, gl_TexCoord[5].xy).xyz; vec3 o3 = texture2D(rubyTexture, gl_TexCoord[6].xy).xyz; vec3 o2 = texture2D(rubyTexture, gl_TexCoord[5].zw).xyz; vec3 o4 = texture2D(rubyTexture, gl_TexCoord[6].zw).xyz; vec3 s1 = texture2D(rubyTexture, gl_TexCoord[1].zw).xyz; vec3 s2 = texture2D(rubyTexture, gl_TexCoord[2].zw).xyz; vec3 s3 = texture2D(rubyTexture, gl_TexCoord[3].zw).xyz; vec3 s4 = texture2D(rubyTexture, gl_TexCoord[4].zw).xyz; vec3 dt = vec3(1.0,1.0,1.0); float ko1=dot(abs(o1-c),dt); float ko2=dot(abs(o2-c),dt); float ko3=dot(abs(o3-c),dt); float ko4=dot(abs(o4-c),dt); float k1=min(dot(abs(i1-i3),dt),max(ko1,ko3)); float k2=min(dot(abs(i2-i4),dt),max(ko2,ko4)); float w1 = k2; if(ko3 language: GLSL vertex: | varying vec2 c00; varying vec2 c10; varying vec2 c20; varying vec2 c01; varying vec2 c11; varying vec2 c21; varying vec2 c02; varying vec2 c12; varying vec2 c22; varying vec2 pixel_no; uniform vec2 rubyTextureSize; uniform vec2 rubyOutputSize; uniform vec2 rubyInputSize; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; float dx = 1.0 / rubyTextureSize.x; float dy = 1.0 / rubyTextureSize.y; vec2 tex = gl_MultiTexCoord0.xy; c00 = tex + vec2(-dx, -dy); c10 = tex + vec2( 0, -dy); c20 = tex + vec2( dx, -dy); c01 = tex + vec2(-dx, 0); c11 = tex + vec2( 0, 0); c21 = tex + vec2( dx, 0); c02 = tex + vec2(-dx, dy); c12 = tex + vec2( 0, dy); c22 = tex + vec2( dx, dy); pixel_no = tex * rubyTextureSize; } linear: false fragment: | uniform vec2 rubyTextureSize; uniform sampler2D rubyTexture; varying vec2 c00; varying vec2 c10; varying vec2 c20; varying vec2 c01; varying vec2 c11; varying vec2 c21; varying vec2 c02; varying vec2 c12; varying vec2 c22; varying vec2 pixel_no; const float gamma = 2.4; const float shine = 0.50; const float blend = 0.25; float dist(vec2 coord, vec2 source) { vec2 delta = coord - source; return sqrt(dot(delta, delta)); } float color_bloom(vec3 color) { const vec3 gray_coeff = vec3(0.30, 0.59, 0.11); float bright = dot(color, gray_coeff); return mix(1.0 + shine, 1.0 - shine, bright); } vec3 lookup(float offset_x, float offset_y, vec2 coord) { vec2 offset = vec2(offset_x, offset_y); vec3 color = texture2D(rubyTexture, coord).rgb; float delta = dist(fract(pixel_no), offset + vec2(0.5)); return color * exp(-gamma * delta * color_bloom(color)); } void main() { vec3 mid_color = lookup(0.0, 0.0, c11); vec3 color = vec3(0.0); color += lookup(-1.0, -1.0, c00); color += lookup( 0.0, -1.0, c10); color += lookup( 1.0, -1.0, c20); color += lookup(-1.0, 0.0, c01); color += mid_color; color += lookup( 1.0, 0.0, c21); color += lookup(-1.0, 1.0, c02); color += lookup( 0.0, 1.0, c12); color += lookup( 1.0, 1.0, c22); vec3 out_color = mix(1.2 * mid_color, color, blend); gl_FragColor = vec4(out_color, 1.0); } ================================================ FILE: bin/common/Shaders/heavybloom.OpenGL.shader ================================================ # language: "GLSL" vertex: | void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } linear: false fragment: | uniform sampler2D texture; #define glarebasesize 0.42 #define power 0.50 // 0.50 is good uniform vec2 rubyTextureSize; void main() { vec4 sum = vec4(0.0); vec4 bum = vec4(0.0); vec2 texcoord = vec2(gl_TexCoord[0]); int j; int i; vec2 glaresize = vec2(glarebasesize) / rubyTextureSize; for(i = -2; i < 5; i++) { for (j = -1; j < 1; j++) { sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power; bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power; } } if (texture2D(texture, texcoord).r < 2.0) { gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord); } } ================================================ FILE: bin/common/Shaders/scanline-3x.OpenGL.shader ================================================ # # language: "GLSL" vertex: | void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } fragment: | uniform sampler2D rubyTexture; void main(void) { vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy); vec4 intens ; if (fract(gl_FragCoord.y * (0.5*4.0/3.0)) > 0.5) intens = vec4(0); else intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0)); float level = (4.0-gl_TexCoord[0].z) * 0.19; gl_FragColor = intens * (0.5-level) + rgb * 1.1 ; } linear: false ================================================ FILE: bin/common/Shaders/scanline-4x.OpenGL.shader ================================================ # # language: "GLSL" vertex: | void main(void) { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } fragment: | uniform sampler2D rubyTexture; void main(void) { vec4 rgb = texture2D(rubyTexture, gl_TexCoord[0].xy); vec4 intens ; if (fract(gl_FragCoord.y * 0.25) > 0.5) intens = vec4(0); else intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0)); float level = (4.0-gl_TexCoord[0].z) * 0.19; gl_FragColor = intens * (0.5-level) + rgb * 1.1 ; } linear: false ================================================ FILE: bin/common/Shaders/simplebloom.OpenGL.shader ================================================ # language: "GLSL" vertex: | void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_MultiTexCoord0; } linear: false fragment: | uniform sampler2D texture; #define glarebasesize 0.896 #define power 0.65 // 0.50 is good uniform vec2 rubyTextureSize; void main() { vec4 sum = vec4(0.0); vec4 bum = vec4(0.0); vec2 texcoord = vec2(gl_TexCoord[0]); int j; int i; vec2 glaresize = vec2(glarebasesize) / rubyTextureSize; for(i = -2; i < 2; i++) { for (j = -1; j < 1; j++) { sum += texture2D(texture, texcoord + vec2(-i, j)*glaresize) * power; bum += texture2D(texture, texcoord + vec2(j, i)*glaresize) * power; } } if (texture2D(texture, texcoord).r < 2.0) { gl_FragColor = sum*sum*sum*0.001+bum*bum*bum*0.0080 + texture2D(texture, texcoord); } } ================================================ FILE: bin/common/SoldierName/American.nam ================================================ lookWeights: - 30 - 30 - 20 - 20 maleFirst: - Aaron - Adam - Adrian - Alfredo - Austin - Brandon - Brian - Calvin - Carl - Chance - Charlie - Clarence - Cody - Connor - Damian - Donald - Dwight - Dylan - Ed - Eduardo - Elliott - Ethan - Evan - Ezekiel - Garrett - George - Giovanni - Grayson - James - Jason - Jay - Jeremy - Joel - John - Joshua - Keith - Kevin - Lester - Liam - Mark - Omar - Oscar - Owen - Parker - Pete - Rick - Robert - Samuel - Santiago - Saul - Scott - Seth - Shawn - Simon - Spencer - Steven - Timothy - Tom - Tucker - Victor - Vincent - Virgil femaleFirst: - Adriana - Alexandra - Alexis - Allison - Angela - Anna - Audrey - Barbara - Bethany - Brianna - Cadence - Catherine - Chelsea - Chloe - Cora - Denise - Esperanza - Esther - Evelyn - Faith - Gabrielle - Georgia - Guadalupe - Isabel - Jasmine - Jillian - Julia - Kaitlyn - Kara - Karen - Kelly - Layla - Lily - Lucy - Madeline - Madison - Margaret - Maria - Melanie - Melissa - Mia - Michelle - Miranda - Olivia - Paige - Patricia - Reese - Riley - Sarah - Savannah - Selena - Sigourney - Taylor - Tiffany - Vanessa - Violet - Zoey maleLast: - Becker - Benedict - Bowers - Bradley - Brewster - Bryant - Burroughs - Carlton - Carr - Carter - Chase - Childers - Colby - Crawley - Crossett - Daley - Davies - Dodge - Evans - Gallagher - Gates - Goddard - Grady - Griffith - Gutierrez - Harding - Harper - Hicks - Horton - Hudson - Hunt - Johnson - Kay - Kellogg - Kemp - Kendrick - King - Kirk - Lawson - Machado - McNeil - Meador - Miller - Mitchell - Morris - Nash - North - O'Connell - Ortiz - Palacios - Partridge - Patrick - Perkins - Porter - Prewitt - Rapp - Ritchie - Rooney - Rossi - Salomon - Scroggins - Shelley - Smiley - Sorensen - Stein - Stephens - Stoddard - Thompson - Tirado - Underwood - Wade - Wagner - Webb ================================================ FILE: bin/common/SoldierName/Arabic.nam ================================================ lookWeights: - 0 - 1 - 99 - 0 maleFirst: - Abdullah - Abu - Ahmed - Ali - Bilal - Fadil - Farid - Faysal - Ghassan - Habib - Hakim - Hassan - Ibrahim - Khalid - Mahmoud - Muhammad - Najib - Nasir - Omar - Rashid - Tariq - Yusuf femaleFirst: - Alia - Amirah - Asma - Farah - Fatima - Ghaliya - Hafsa - Haniya - Iman - Jalila - Jawahir - Karima - Laila - Latifa - Malaika - Maryam - Mona - Nadia - Noor - Rafiqa - Samira - Sumayya maleLast: - Abdullah - Ahmed - El-Amin - Hakim - Hussain - Karim - Muhammad - Sultan - Qureshi - Malouf - Hajjar - Asaf - Khouri - Tahan - Wasem - Mustafa - Hadad - Kanaan - Islam - Nasri - Kassab - Ibrahim ================================================ FILE: bin/common/SoldierName/Argentina.nam ================================================ lookWeights: - 30 - 88 - 4 - 20 maleFirst: - Agustin - Alberto - Alejandro - Alejo - Andres - Angel - Antonio - Argentino - Bautista - Beto - Benjamin - Carlos - Cesar - Che - Cholo - Daniel - Dario - David - Diego - Eduardo - Eladio - Elias - Enrique - Enzo - Emanuel - Ernesto - Esteban - Ezequiel - Fabio - Felipe - Fernando - Fidel - Francisco - Gabriel - Geronimo - Gonzalo - Hipolito - Hugo - Humberto - Ignacio - Ivan - Javier - Jesus - Joaquin - Joel - Jorge - Jose - Juan - Julian - Julio - Lalo - Leo - Leonardo - Lionel - Lucas - Luis - Manuel - Marcos - Martin - Matias - Mateo - Mauro - Maxi - Miguel - Nacho - Nestor - Nico - Nicolas - Octavio - Oscar - Oso - Pablo - Pedro - Pepe - Rafael - Ramon - Raul - Rene - Ricardo - Roberto - Rolo - Salvador - Santiago - Santino - Sebastian - Sergio - Stefano - Teo - Tito - Tomas - Valentin - Valentino - Vicentino - Victor - Walter femaleFirst: - Adriana - Aida - Alejandra - Alina - Alma - Ana - Angela - Angelica - Aurora - Barbara - Beatriz - Brenda - Carina - Carla - Carolina - Casandra - Catalina - Claudia - Cristina - Dolores - Dora - Elda - Elena - Eliana - Emma - Esmeralda - Eugenia - Eva - Felicia - Gabriela - Gloria - Guada - Ines - Isabel - Jesica - Juana - Justina - Karen - Laura - Lidia - Liliana - Linda - Lisa - Lorena - Malena - Marcela - Margarita - Maria - Mariana - Marisol - Martina - Micaela - Mirta - Monica - Nadia - Nancy - Natalia - Noemi - Olivia - Patricia - Paulina - Raquel - Romina - Rosa - Sofia - Sol - Sonia - Susana - Talia - Tatiana - Teresa - Vanesa - Veronica - Victoria - Vilma - Yolanda maleLast: - Aguilar - Alcaraz - Alonso - Alvarado - Alvarez - Avila - Barrios - Calderon - Campos - Castelar - Castellanos - Cervantes - Chavez - Cortez - Cruz - Culasso - Diaz - Dominguez - Escobar - Falcioni - Fernandez - Figueroa - Flores - Forni - Fuentes - Gallo - Garcia - Gili - Gomez - Gonzalez - Guerrero - Gutierrez - Guzman - Hernandez - Herrera - Jimenez - Juarez - Legrand - Lescano - Lima - Lopez - Loyola - Lucerna - Luna - Macri - Martinez - Medina - Mejia - Mendez - Mendoza - Miranda - Montero - Montes - Morales - Moreno - Munoz - Navarro - Nunez - Ortega - Ortiz - Pacheco - Pairola - Perez - Ramirez - Ramos - Reyes - Rios - Rivera - Rodriguez - Romero - Rosso - Ruffener - Ruiz - Sanchez - Sandoval - SantaCruz - Santana - Santos - Sosa - Spesso - Suarez - Tapia - Torres - Trejo - Troglio - Trucco - Valdez - Vasquez - Vega - Velasquez - Visintini ================================================ FILE: bin/common/SoldierName/Belgium.nam ================================================ # Simplified: Belgium has two main languages regions, the # Flemish(Dutch) speaking part and the Walloon(French) speaking region. # This difference is reflected in the names. I used the 60% Flemish vs 40% French # ratio # Distribution of lastNames can be visualised at http://www.familienaam.be # 12 Flemish/8 French (names from statbel.fgov.be) lookWeights: - 70 - 28 - 1 - 1 maleFirst: - Nathan - Wouter - Seppe - Robbe - Kobe - Bart - Ruben - Mark - David - Jef - Emiel - Lowie - Pierre - Victor - Jules - Leo - Mathieu - Emilien - Bastien - Quentin femaleFirst: - Lotte - Kato - Julie - Noor - Els - Wendy - Laura - Sarah - Charlotte - Emma - Marie - Lisa - Clara - Emma - Elise - Louise - Ines - Justine - Laura - Lucie maleLast: - Peeters - Janssens - Maes - Jacobs - Willems - Mertens - Claes - Wouters - Goossens - De Smet - Vermeulen - Pauwels - Dubois - Lambert - Martin - Dupont - Simon - Leclercq - Leroy - Lejeune ================================================ FILE: bin/common/SoldierName/British.nam ================================================ lookWeights: - 35 - 35 - 20 - 10 maleFirst: - Adam - Adrian - Aidan - Alan - Alexander - Alistair - Andrew - Arthur - Ben - Benjamin - Bradley - Brendan - Brett - Bruce - Carl - Charles - Charlie - Christopher - Colin - Connor - Craig - Damien - Daniel - David - Declan - Derek - Desmond - Donald - Dylan - Edmund - Edward - Euan - Frank - Francis - Gareth - Gary - Geoffrey - George - Graeme - Graham - Grant - Gregor - Gregory - Hamish - Harold - Harry - Ian - Iain - James - Jason - John - Jordan - Keith - Ken - Kenneth - Lewis - Liam - Malcolm - Mark - Michael - Neil - Patrick - Paul - Peter - Raymond - Rhys - Richard - Robert - Rory - Roy - Ryan - Samuel - Scott - Simon - Stephen - Steven - Thomas - William femaleFirst: - Abigail - Aileen - Ailsa - Alice - Alison - Amy - Andrea - Ann - Anna - Annabel - Anne - Bridget - Carol - Catherine - Clara - Claire - Clare - Courtney - Cynthia - Eleanor - Elizabeth - Emily - Emma - Fiona - Frances - Gail - Gemma - Gillian - Gilly - Grace - Hanna - Hannah - Harriet - Heather - Helen - Holly - Isabel - Isobel - Isla - Jade - Jane - Janet - Janice - Janine - Jayne - Jean - Jenna - Jennifer - Jenny - Jessica - Jill - Joyce - Kate - Katie - Kimberley - Kirsten - Kirsty - Kylie - Lauren - Lesley - Leslie - Lilleth - Lillian - Lindsay - Lisa - Lorna - Lucy - Lynn - Lynette - Margaret - Maria - Mary - Megan - Moira - Murron - Patricia - Rebecca - Samantha - Sarah - Shannon - Siobhan - Stacey - Theresa - Victoria maleLast: - Adams - Anderson - Atkinson - Bailey - Baird - Baker - Barker - Ball - Barnes - Bell - Blake - Blair - Boyd - Brook - Brooks - Brown - Burns - Butler - Cameron - Carter - Chapman - Clark - Clarke - Clyde - Cole - Collins - Cook - Cooper - Cox - Davies - Davis - Dawson - Day - Dixon - Douglas - Drummond - Elliot - Erskine - Evans - Ferguson - Fisher - Fletcher - Forbes - Ford - Forsythe - Foster - Fox - Fraser - Garrow - Gibson - Gray - Green - Hall - Harris - Harrison - Harvey - Heaton - Hill - Holmes - Howard - Hughes - Hunt - Hunter - Jackson - Jenkins - Johnson - Jones - Jonlan - Kerr - King - Knight - Knox - Lawrence - Lee - Lennox - Loy - MacCallum - MacCay - MacColl - MacIntyre - Mackendrick - Mackenzie - MacRae - Marion - Marshall - Martin - Mason - Matthews - Middleton - Milne - Mills - Mitchell - Moore - Mumford - Owen - Owens - Paddon - Parker - Palmer - Payne - Pearce - Pearson - Peters - Peterson - Powell - Price - Pritchard - Ramsay - Reynolds - Richards - Richardson - Roberts - Robertson - Robinson - Rogers - Rory - Ross - Rowe - Russell - Saunders - Sharpe - Shaw - Smith - Stevens - Stewart - Taylor - Thompson - Turner - Varley - Walker - Wallace - Walsh - Ward - Watson - Webb - West - White - Wilkinson - Williams - Wright - Wood - Young - Yates ================================================ FILE: bin/common/SoldierName/Bulgarian.nam ================================================ lookWeights: - 50 - 50 - 0 - 0 maleFirst: - Aleksandar - Andon - Andrey - Andrian - Anton - Antoni - Angel - Apostol - Atanas - Bogdan - Bogomil - Borislav - Boyko - Damyan - Danail - Desislav - Dimitar - Dragomir - Gavrail - Georgi - Hristo - Ilian - Iliya - Ivan - Ivaylo - Ivo - Kaloyan - Kiril - Konstantin - Krasimir - Krastyo - Lyuben - Lyubomir - Lyudmil - Marko - Miroslav - Momchil - Nikola - Ognyan - Penko - Petar - Plamen - Radomir - Samuil - Spas - Stanimir - Stanislav - Stoyan - Teodor - Tihomir - Todor - Toma - Tsvetan - Vasil - Ventsislav - Viktor - Vladimir - Vladislav - Yanko - Yoan - Yordan - Yosif - Zahari - Zhivko - Zlatko femaleFirst: - Ana - Antonia - Bilyana - Bisera - Bogomila - Borislava - Boyana - Desislava - Elisaveta - Emiliya - Gergana - Hristina - Iva - Ivana - Ivelina - Ivet - Izabela - Krasimira - Lidiya - Lilyana - Lyubina - Lyubomira - Lyudmila - Maya - Mirela - Miroslava - Nadejda - Nevena - Nikolina - Pavla - Pavlina - Radomira - Radoslava - Radostina - Rayna - Rosa - Rositsa - Silviya - Simona - Snezhana - Sofiya - Stanislava - Stanka - Stoyanka - Svetla - Svetlana - Tanya - Tatyana - Teodora - Tereza - Tsveta - Tsvetelina - Veselina - Viktoria - Violeta - Vladimira - Yana - Yoana - Yordanka maleLast: - Aleksandrov - Andonov - Andreev - Antonov - Antoniev - Angelov - Apostolov - Atanasov - Bogdanov - Bogomilov - Borislavov - Boykov - Damyanov - Danailov - Desislavov - Dimitrov - Dragomirov - Gavrailov - Georgiev - Hristov - Ilianov - Iliev - Ivanov - Ivaylov - Kaloyan - Kirilov - Konstantinov - Krasimirov - Lyubenov - Lyubomirov - Lyudmilov - Markov - Miroslavov - Momchilov - Nikolaev - Ognyanov - Penkov - Petrov - Plamenov - Radomirov - Samuilov - Spasov - Stanimirov - Stanislavov - Stoyanov - Teodorov - Tihomirov - Todorov - Tomov - Tsvetanov - Vasilev - Ventsislavov - Vladimirov - Vladislavov - Yordanov - Yosifov - Zahariev - Zhivkov - Zlatkov femaleLast: - Aleksandrova - Andonova - Andreeva - Antonova - Antonieva - Angelova - Apostolova - Atanasova - Bogdanova - Bogomilova - Borislavova - Boykova - Damyanova - Danailova - Desislavova - Dimitrova - Dragomirova - Gavrailova - Georgieva - Hristova - Ilianova - Ilieva - Ivanova - Ivaylova - Kaloyana - Kirilova - Konstantinova - Krasimirova - Lyubenova - Lyubomirova - Lyudmilova - Markova - Miroslavova - Momchilova - Nikolaeva - Ognyanova - Penkova - Petrova - Plamenova - Radomirova - Samuilova - Stanimirova - Stanislavova - Stoyanova - Stoykova - Teodorova - Tihomirova - Todorova - Tomova - Tsvetanova - Vasileva - Ventsislavova - Vladimirova - Vladislavova - Yordanova - Yosifova - Zaharieva - Zhivkova - Zlatkov - Petrova - Popova - Romanova - Semyonova - Sergeeva - Smirnova - Sokolova - Solovyova - Stepanova - Vasilyeva - Volkova - Vorobyova - Yakovleva - Zaitseva - Zaharova ================================================ FILE: bin/common/SoldierName/Chinese.nam ================================================ # Note: "first" names here are family names, "last" names are given names. lookWeights: - 1 - 1 - 93 - 5 maleFirst: - An - Ang - Ao - Au - Au Yeung - Bai - Ban - Bao - Bau - Bi - Bo - Bu - Cai - Cao - Cha - Chai - Cham - Chan - Chang - Chao - Chau - Che - Cheah - Chee - Chen - Cheng - Cheong - Chern - Cheung - Chew - Chi - Chia - Chiang - Chiao - Chien - Chim - Chin - Ching - Chiong - Chiou - Chiu - Cho - Choi - Chong - Choo - Chou - Chow - Choy - Chu - Chua - Cheang - Chui - Chun - Chung - Cong - Cui - Dai - Dang - Dea - Deng - Ding - Do - Dong - Doo - Du - Duan - Dung - Eng - Fan - Fang - Fei - Feng - Fok - Fong - Foo - Fu - Fung - Gan - Gang - Gao - Gau - Ge - Geng - Go - Goh - Gong - Gu - Guan - Guo - Ha - Hai - Han - Hang - Hao - Hau - He - Ho - Hoh - Hom - Hon - Hong - Hoo - Hou - Hsi - Hsia - Hsiao - Hsieh - Hsiung - Hsu - Hsueh - Hu - Hua - Huang - Hui - Huie - Hum - Hung - Huo - Hwang - Hy - Ing - Ip - Jan - Jang - Jen - Jeng - Jeung - Jew - Ji - Jia - Jian - Jiang - Jiao - Jim - Jin - Jing - Jo - Joe - Jong - Joo - Jou - Jow - Ju - Jue - Jung - Kam - Kan - Kang - Kao - Kau - Ke - Keng - Kho - Khoo - Kiang - King - Ko - Koh - Kong - Koo - Kook - Kou - Ku - Kuan - Kuang - Kuk - Kung - Kuang - Kuo - Kwan - Kwock - Kwok - Kwon - Kwong - Lai - Lam - Lan - Lang - Lao - Lau - Lee - Lei - Leng - Leong - Leung - Lew - Li - Lian - Liang - Liao - Liaw - Lien - Liew - Lim - Lin - Ling - Liou - Liu - Lo - Loh - Lok - Long - Loo - Lou - Louie - Lu - Lua - Lui - Luk - Lum - Lung - Luo - Ma - Mah - Mai - Mak - Man - Mao - Mar - Mau - May - Mei - Meng - Miao - Min - Ming - Miu - Mo - Mok - Mon - Mou - Moy - Mu - Mui - Na - Ng - Ngai - Ngan - Ngo - Ni - Nie - Ning - Niu - On - Ong - Ou - Ou Yang - Ow - Owyang - Pan - Pang - Pao - Pei - Peng - Pi - Ping - Po - Pon - Pong - Poon - Pu - Pun - Qi - Qian - Qiao - Qin - Qiu - Qu - Quan - Que - Rao - Ren - Rong - Ruan - Sam - San - Sang - Seto - Sha - Sham - Shan - Shang - Shao - Shaw - Shek - Shen - Sheng - Sheu - Shi - Shiau - Shieh - Shih - Shing - Shiu - Shu - Shum - Shy - Shyu - Si - Sieh - Sin - Sing - Sit - Situ - Siu - So - Soh - Song - Soo - Soo Hoo - Soon - Soong - Su - Suen - Sui - Sum - Sun - Sung - Sze - Szeto - Tai - Tam - Tan - Tang - Tao - Tay - Te - Teh - Teng - Teo - Tian - Tien - Tin - Ting - Tiu - To - Toh - Tom - Tong - Tsai - Tsang - Tsao - Tsay - Tse - Tseng - Tso - Tsoi - Tsou - Tsu - Tsui - Tu - Tuan - Tung - Tzeng - U - Un - Ung - Wah - Wai - Wan - Wang - Wee - Wei - Wen - Weng - Wing - Wong - Woo - Woon - Wu - Xi - Xia - Xiang - Xiao - Xie - Xin - Xing - Xiong - Xu - Xue - Yam - Yan - Yang - Yao - Yap - Yau - Yaw - Ye - Yee - Yeh - Yen - Yep - Yeung - Yi - Yim - Yin - Ying - Yip - Yiu - Yong - Yoo - Yoon - You - Young - Yu - Yuan - Yue - Yuen - Yun - Yung - Zang - Zeng - Zha - Zhan - Zhang - Zhao - Zhen - Zheng - Zhong - Zhou - Zhu - Zhuang - Zhuo - Zong - Zou femaleFirst: - An - Ang - Ao - Au - Au Yeung - Bai - Ban - Bao - Bau - Bi - Bo - Bu - Cai - Cao - Cha - Chai - Cham - Chan - Chang - Chao - Chau - Che - Cheah - Chee - Chen - Cheng - Cheong - Chern - Cheung - Chew - Chi - Chia - Chiang - Chiao - Chien - Chim - Chin - Ching - Chiong - Chiou - Chiu - Cho - Choi - Chong - Choo - Chou - Chow - Choy - Chu - Chua - Cheang - Chui - Chun - Chung - Cong - Cui - Dai - Dang - Dea - Deng - Ding - Do - Dong - Doo - Du - Duan - Dung - Eng - Fan - Fang - Fei - Feng - Fok - Fong - Foo - Fu - Fung - Gan - Gang - Gao - Gau - Ge - Geng - Go - Goh - Gong - Gu - Guan - Guo - Ha - Hai - Han - Hang - Hao - Hau - He - Ho - Hoh - Hom - Hon - Hong - Hoo - Hou - Hsi - Hsia - Hsiao - Hsieh - Hsiung - Hsu - Hsueh - Hu - Hua - Huang - Hui - Huie - Hum - Hung - Huo - Hwang - Hy - Ing - Ip - Jan - Jang - Jen - Jeng - Jeung - Jew - Ji - Jia - Jian - Jiang - Jiao - Jim - Jin - Jing - Jo - Joe - Jong - Joo - Jou - Jow - Ju - Jue - Jung - Kam - Kan - Kang - Kao - Kau - Ke - Keng - Kho - Khoo - Kiang - King - Ko - Koh - Kong - Koo - Kook - Kou - Ku - Kuan - Kuang - Kuk - Kung - Kuang - Kuo - Kwan - Kwock - Kwok - Kwon - Kwong - Lai - Lam - Lan - Lang - Lao - Lau - Lee - Lei - Leng - Leong - Leung - Lew - Li - Lian - Liang - Liao - Liaw - Lien - Liew - Lim - Lin - Ling - Liou - Liu - Lo - Loh - Lok - Long - Loo - Lou - Louie - Lu - Lua - Lui - Luk - Lum - Lung - Luo - Ma - Mah - Mai - Mak - Man - Mao - Mar - Mau - May - Mei - Meng - Miao - Min - Ming - Miu - Mo - Mok - Mon - Mou - Moy - Mu - Mui - Na - Ng - Ngai - Ngan - Ngo - Ni - Nie - Ning - Niu - On - Ong - Ou - Ou Yang - Ow - Owyang - Pan - Pang - Pao - Pei - Peng - Pi - Ping - Po - Pon - Pong - Poon - Pu - Pun - Qi - Qian - Qiao - Qin - Qiu - Qu - Quan - Que - Rao - Ren - Rong - Ruan - Sam - San - Sang - Seto - Sha - Sham - Shan - Shang - Shao - Shaw - Shek - Shen - Sheng - Sheu - Shi - Shiau - Shieh - Shih - Shing - Shiu - Shu - Shum - Shy - Shyu - Si - Sieh - Sin - Sing - Sit - Situ - Siu - So - Soh - Song - Soo - Soo Hoo - Soon - Soong - Su - Suen - Sui - Sum - Sun - Sung - Sze - Szeto - Tai - Tam - Tan - Tang - Tao - Tay - Te - Teh - Teng - Teo - Tian - Tien - Tin - Ting - Tiu - To - Toh - Tom - Tong - Tsai - Tsang - Tsao - Tsay - Tse - Tseng - Tso - Tsoi - Tsou - Tsu - Tsui - Tu - Tuan - Tung - Tzeng - U - Un - Ung - Wah - Wai - Wan - Wang - Wee - Wei - Wen - Weng - Wing - Wong - Woo - Woon - Wu - Xi - Xia - Xiang - Xiao - Xie - Xin - Xing - Xiong - Xu - Xue - Yam - Yan - Yang - Yao - Yap - Yau - Yaw - Ye - Yee - Yeh - Yen - Yep - Yeung - Yi - Yim - Yin - Ying - Yip - Yiu - Yong - Yoo - Yoon - You - Young - Yu - Yuan - Yue - Yuen - Yun - Yung - Zang - Zeng - Zha - Zhan - Zhang - Zhao - Zhen - Zheng - Zhong - Zhou - Zhu - Zhuang - Zhuo - Zong - Zou maleLast: - An - Bao - Bo - Bing - Cai - Chen - Cheng - Chung - Confucius - Cong - De - Deshi - Dewei - Dong - Feng - Fo-hai - Fo-hsing - Gan - Gan - Gao - Genjo - Guo - Ho - Hsin - Hu - Hui - Hui-chao - Huik'o - Jian - Jiang - Jie - Jin - Jing - Jun - Kang - Kong - Lao-Tzu - Lee - Lei - Li - Liang - Liko - Li-liang - Long - Manchu - Meng - Ming - Niao-ka - Ning - On - Peng - Qiang - Qing-Nan - Quon - Shen - Shi - Shing - Song - Sun - Tao - Tian - Tung - Uang - Wang - Wei - Wen - Woo - Wu-pen - Xiaoping - Yao - Ye - Yo - Yong - Yu - Yuan - Zong - Zhu - Zhuang femaleLast: - Ah lam - Ai - An - Bao - Bi - Cai - Chan - Chen - Chen-chio - Chen-tao - Chow - Chu hua - Chun - Chyou - Cui - Dai - Da-Shin - Dan - Da-xia - E - Fai - Fang - Fang hua - Feng - Genji - Guanyin - Hong - Hua - Huan - Hui - Hui fang - Jiao - Jing Wei - Ju - Juan - Jun - Kimora - Lan - Le - Lee - Lei - Lian - Lien - Li Hua - Li Mei - Li Ming - Lin - Ling - Lixue - Mee - Mei - Mingmei - Quan - Shu Fang - Ting - Ushi - Xiang - Xiao-Niao - Xiao-Xing - Xin - Xiu Mei - Yin - Yu - Zan - Zhengqiu - Zhi - Zhijuan - Zi ================================================ FILE: bin/common/SoldierName/Congolese.nam ================================================ lookWeights: - 0 - 0 - 0 - 100 maleFirst: - Aimé Dorian - Alban - Ange - Annoud Prestige - Appollinaire - Arcel - Archange - Aristide - Armand - Arthur - Awax - Baurion - Ben - Benjamin - Bensadaa - Bonte - Boris - Bouse - Calice - Céléstin - Chatel - Cherald - Cherubin - Chriss - Christian - Claude - Davy - Dbacom - Donnel - Dorian - Dos - Dulcine - Eden - Edvin - Elyse - Eudes - Evrard - Fred - Fresnel - Gata - Geslin - Giordani - Guychel - Harold - Heldora - Hilde - Japhet - Joad Louad - Jules - Julle - Karome - Leonce - Lima - Lionel - Lucien - Mack - Marzin - Mbayo - Milan - Murphy - Oudry - Pascal - Paterne - Patrick - Prevner - Prince - Ray - Régis - Resnik - Rishi - Rodrigue - Rudolf - Sajila - Severin - Shabani - Stanis - Stephane - Sylvio - Thierry - Van Carrel - Yohan femaleFirst: - Arich - Arrielle - Ashley - Aubierge - Aude - Belcha - Belvie - Brunelle - Capricia - Carole - Cecile - Celvie - Chanfrelle - Christelle - Christiane - Clavidia - Darlène - Deborah - Diche - Dina - Docile - Djany - Emmanuelle - Estelle - Fallone - Fernande - Florèse - Gaelle - Garcia - Geanna - Giovanna - Gloire - Grace - Granie - Jaelle - Jannie - Jeanny - Jelvie - Jessica - Jen - Jodrey - Jolienne - Judith - Julie - Jupsie - Keicha - Liu - Lys - Melaine - Merveille - Michelle - Parfaite - Patrique - Polly - Privel - Lirna - Madelenne - Manu - Mary - Mbeko - Milyne - Monia - Nardelie - Nathalie - Nel - Nicia - Nuptia - Opportune - Patricia - Pitchou - Raan-sady - Reine - Rose - Rosa - Rudelle - Sabrina - Sagely - Sidorelle - Sony - Staelle - Synthyche - Tan - Vanessa - Winnie - Yornella maleLast: - Akindele - Alphonse - Anaclet - Augustin - Aurelie - Axele - Badibanga - Bakaji - Bakwamba - Bangamba - Bantu - Biampata - Bilenga - Bilenge - Bilengi - Bilonda - Bilumbu - Bitala - Bitelu - Biumba - Buabu - Buikalu - Bukaka - Buluba - Busasa - Buta - Dikembe - Dikengu - Dikiyu - Dishi - Diyoka - Evariste - Felicien - Francky - Francois - Gabriel - Ganeramba - Gaston - Gilbert - Gourmand - Henri - Honore - Ilunga - Jean - Joseph - Justin - Kabala - Kabamba - Kabanda - Kabanga - Kabasela - Kabemba - Kabeya - Kaboka - Kabombo - Kabongo - Kabukala - Kabunda - Kabundangoji - Kabungama - Kabwa - Kabwaya - Kadilu - Kadimu - Kajangala - Kajila - Kajimba - Kakokopo - Kalala - Kalanga - Kalawanda - Kalengedi - Kaleuka - Kalombo - Kalonji - Kalubi - Kalunguji - Kamanga - Kambaja - Kambala - Kamulete - Kamwania - Kanda - Kankolongo - Kankonda - Kanku - Kanungu - Kanyandu - Kanyinda - Kapinga - Kapongo - Kasala - Kasampu - Kasenga - Kasongo - Kasuku - Kasulu - Kaswaswa - Katamba - Katanda - Katanga - Katekelayi - Katuku - Katundu - Kayemba - Kayembe - Kayowa - Kilunsila - Kimba - Kishi - Koloyi - Komba - Konji - Kulondi - Kutemba - Lala - Lemba - Lengela - Leonard - Lisa - Londa - Longa - Luadia - Luamba - Luangoyi - Lubanga - Lubanza - Lubuya - Lukodi - Lukoji - Lukusa - Luluabourg - Lumbala - Lumbombo - Lupenzu - Lusamba - Lutexa - Lutonga - Lutundula - Mabele - Mabixa - Malumba - Mampuya - Manyangana - Martin - Matamba - Matembela - Mayi - Mbayi - Mbimbi - Mbiya - Mbiyamuenza - Mbiye - Mbombo - Mbuyamba - Mbuyangudi - Mbuyi - Mbwaya - Meso - Meta - Mfunyi - Miabi - Mianbabu - Milabi - Misenga - Moise - Mokola - Moyo - Mpala - Mpanda - Mpoloto - Mpoyi - Mpuka - Mpunga - Mpungapoyi - Muadi - Muamba - Muanza - Mubenga - Mubiayi - Mubimalu - Mubitende - Mudiayi - Mudipuekesha - Mufika - Mufonkola - Mufuansanyi - Mujinga - Mukadi - Mukala - Mukanda - Mukanya - Mukendi - Mukenga - Mukinda - Mukuma - Mulaja - Mulanga - Mulelalupu - Mulenda - Mulombo - Mulopo - Mulopue - Mulowaluendu - Muluila - Mulumba - Mundamunya - Munsense - Muntshiamba - Munyampala - Mupompa - Mupoyi - Musalu - Musebela - Mushikila - Mushiya - Musuamba - Mutombo - Muya - Mvita - Mwamba - Mwanankesa - Mwenza - Mwepu - Ndanda - Ndaya - Ndelela - Ngalula - Ngandu - Ngeleka - Ngelema - Ngomba - Ngonga - Ngoyi - Ninette - Nkanda - Nkitabungi - Nkomo - Nkongolo - Noel - Norbert - Nseya - Nshila - Nshinga - Nsombamanya - Nsudila - Ntalaja - Ntambwe - Ntita - Ntombolo - Ntondolo - Ntumba - Nyanzala - Nyenyempa - Nyoka - Nzambi - Nzangula - Nzemba - Odia - Phillipe - Pierre - Rachelle - Samuela - Shaddai - Stella - Talatala - Thomas - Tshanda - Tshiabu - Tshialu - Tshiamanina - Tshiambi - Tshiambula - Tshiambwaya - Tshianzambonga - Tshibaka - Tshibala - Tshibalabala - Tshibangu - Tshibelu - Tshibola - Tshibwabwa - Tshidibi - Tshidindu - Tshidingi - Tshiebelela - Tshiepela - Tshifunka - Tshikondo - Tshikulu - Tshikumini - Tshilenga - Tshimanga - Tshimbi - Tshimbombo - Tshimini - Tshiminyi - Tshimowa - Tshimpaka - Tshimwena - Tshipanda - Tshipayayi - Tshisekedi - Tshiswaka - Tshitambala - Tshitoko - Tshiula - Tshiyola - Tuendela - Yabukalanga - Yamba - Yampanya - Yowa ================================================ FILE: bin/common/SoldierName/Czech.nam ================================================ lookWeights: - 50 - 50 - 0 - 0 maleFirst: - Ales - Alexandr - Alexej - Ambroz - Andrej - Antonin - Arnost - Artur - Augustyn - Bartolomej - Bedrich - Benedikt - Bernard - Blahoslav - Blazej - Bohdan - Bohumil - Bohumir - Bohuslav - Boleslav - Bonifac - Borek - Boris - Borivoj - Bretislav - Bronislav - Bruno - Cenek - Cestmir - Ctibor - Ctirad - Dalibor - Dalimil - David - Dobroslav - Dominik - Drahoslav - Dusan - Eduard - Emil - Erik - Evzen - Felix - Ferdinand - Filip - Frantisek - Gustav - Hanus - Havel - Herman - Hubert - Hugo - Hynek - Ignac - Igor - Ilja - Ivan - Ivo - Jachym - Jakub - Jan - Jarmil - Jaromir - Jaroslav - Jeronym - Jindrich - Jiri - Jonas - Josef - Jozef - Julius - Kamil - Karel - Kazimir - Klement - Kristian - Krystof - Kvetoslav - Kvido - Ladislav - Leopold - Leos - Libor - Lubomir - Lubor - Lubos - Ludek - Ludvik - Lukas - Lumir - Marcel - Marek - Marian - Martin - Matej - Matous - Maxmilian - Medard - Michal - Mikulas - Milan - Milos - Miloslav - Miroslav - Mojmir - Oldrich - Oleg - Oliver - Ondrej - Oskar - Otakar - Otmar - Oto - Pankrac - Patrik - Pavel - Petr - Pravoslav - Premysl - Prokop - Radek - Radim - Radomir - Radoslav - Radovan - Rehor - Roman - Rostislav - Rudolf - Samuel - Servac - Silvestr - Simon - Slavomir - Sobeslav - Stanislav - Stefan - Stepan - Svatopluk - Svatoslav - Tadeas - Teodor - Tibor - Tomas - Vaclav - Valdemar - Valentyn - Vavrinec - Venceslav - Vendelin - Veroslav - Viktor - Vilem - Vincenc - Vit - Vitezslav - Vladan - Vladimir - Vladislav - Vlastimil - Vlastislav - Vojtech - Vratislav - Zbynek - Zbysek - Zdenek - Zikmund femaleFirst: - Adela - Adriena - Agata - Alena - Alica - Alzbeta - Ana - Ancika - Andela - Aneta - Anezka - Anna - Antoinetta - Antonie - Bara - Barbora - Barcinka - Barunka - Baruska - Blanka - Bohdana - Bohumila - Bohuslava - Bora - Bozena - Branislava - Dagmar - Dalibora - Dominika - Drahomira - Drahoslava - Dusana - Dusanka - Edita - Eliska - Elita - Emilia - Eva - Frantiska - Gabina - Hana - Hedvika - Helena - Irena - Irina - Iva - Ivana - Izabela - Jana - Jarmila - Jaromila - Jaroslava - Jindriska - Jirina - Jitka - Johana - Jolana - Josefa - Judita - Julia - Kamila - Karina - Karolina - Katarina - Katerina - Katica - Kristyna - Kunigunde - Kveta - Ladislava - Lenka - Leona - Libena - Libuse - Lida - Lidmila - Lubomira - Lucie - Lucina - Ludmila - Lydie - Madlenka - Magdalena - Maria - Marie - Marketa - Matylda - Michaela - Milada - Milana - Milena - Miloslava - Monika - Nada - Nadezda - Otilie - Pavla - Pavlina - Petra - Radka - Radomila - Radomira - Radoslava - Ruzena - Sara - Simona - Sobeska - Sobeslava - Stanislava - Stefanija - Stepanka - Svetlana - Tatana - Tereza - Ursula - Vaclava - Vendula - Vera - Veronika - Vladimira - Vlasta - Zdenka - Zofie - Zoja - Zuzana maleLast: - Bartos - Benda - Benes - Beran - Blaha - Blazek - Broz - Bures - Carda - Cech - Cermak - Cerny - Cervenka - Cizek - Dobrynsky - Dolezal - Dusek - Dvorak - Fiala - Fiser - Hajek - Havlicek - Hlavacek - Hoffmann - Holub - Horak - Hruby - Hruska - Janda - Janecek - Janousek - Jelinek - Jezek - Kadlec - Kaspar - Klaus - Klima - Kohout - Kolar - Kopecky - Kovar - Kovarik - Krajan - Kral - Kratochvil - Kraus - Krejci - Kriz - Kubis - Kucera - Kvitoslav - Machacek - Maly - Mares - Marny - Martinek - Masek - Matejka - Matousek - Moravec - Mueller - Musil - Nadinicky - Navratil - Necesal - Nemec - Nemecek - Neumann - Nemy - Novak - Novotny - Pesek - Pokorny - Polak - Pospisil - Prochazka - Richter - Riha - Rosa - Ruzicka - Sedlacek - Sichy - Simek - Skala - Slavik - Smid - Soucek - Soukup - Stanek - Stastny - Stepanek - Stransky - Strnad - Sulc - Svoboda - Sykora - Tuma - Tycka - Urban - Vacek - Valenta - Vanek - Vavra - Vesely - Vlcek - Zelenka - Zeman femaleLast: - Bartosova - Brozova - Cermakova - Hruba - Kolarova - Komyrova - Konecna - Kovacova - Kratochvilova - Krejci - Krizna - Mala - Maskova - Matusova - Musilova - Navratilova - Olhova - Petrova - Polakova - Romanova - Soukupova - Stastna - Stejskalova - Ticha - Tkadlecova - Trojska - Tumova - Urbanova - Vaskova - Vavrova - Vlazkova - Zakova - Zemanova ================================================ FILE: bin/common/SoldierName/Danish.nam ================================================ lookWeights: - 49 - 49 - 2 - 0 maleFirst: - Absalon - Adam - Adolf - Albert - Alex - Alexander - Alf - Alfred - Allan - Anders - Andreas - Anker - Anton - Arne - Arnold - Aron - Arthur - Arvid - Asbjoorn - Asger - Aske - Asmus - August - Axel - Bendt - Benjamin - Benny - Bent - Bernhard - Bernt - Bertel - Berthel - Bertram - Birger - Bjarke - Bjarne - Bjork - Bjorn - Bo - Boje - Borge - Boye - Brian - Bruno - Carsten - Casper - Chresten - Chris - Christen - Christian - Christoffer - Christopher - Claus - Daniel - Danni - Danny - David - Dennis - Ditlev - Edvard - Edvin - Egon - Eigil - Ejgil - Ejnar - Ejner - Ejvind - Elias - Elmer - Elo - Emanuel - Emil - Erik - Erland - Erling - Ernst - Esajas - Esben - Eskild - Evald - Ferdinand - Filip - Finn - Flemming - Frands - Frank - Frans - Freddy - Frede - Frederik - Frithiof - Frithjof - Frits - Frode - Georg - Gerhard - Germund - Gert - Gorm - Gotfred - Gregers - Gunder - Gunnar - Gunner - Gustav - Harald - Hardy - Harry - Helge - Helmer - Hemming - Henning - Henrik - Henry - Herman - Hjalmar - Hjalte - Holger - Hugo - Immanuel - Ingolf - Ivan - Ivar - Iver - Jacob - Jakob - Jan - Jannick - Jannik - Jens - Jeppe - Jeremias - Jes - Jesper - Jim - Jimmi - Jimmy - Joachim - Joakim - Joel - Johan - Johannes - John - Johnny - Jon - Jonas - Jonatan - Jonathan - Jorgen - Jorn - Josef - Jul - Julian - Julius - Just - Kaj - Kaleb - Karl - Karsten - Kasper - Keld - Ken - Kenneth - Kent - Kevin - Kim - Kjeld - Klaus - Knud - Kresten - Kristen - Kristian - Kristoffer - Kurt - Lars - Lasse - Lau - Lauge - Laurids - Laurits - Lauritz - Laurs - Laust - Lave - Leif - Lennart - Leo - Leon - Lucas - Ludvig - Lukas - Lykke - Mads - Magnus - Malte - Malthe - Marc - Marcus - Marinus - Marius - Mark - Markus - Martin - Mathias - Mathies - Matthaeus - Matthias - Max - Michael - Mikael - Mike - Mikkel - Mogens - Morten - Mourits - Nick - Nicki - Nicklas - Nicolai - Nicolaj - Niels - Niklas - Nikolai - Nikolaj - Nils - Nis - Noah - Olaf - Olav - Ole - Oliver - Oluf - Orla - Oscar - Oskar - Osvald - Otto - Ove - Palle - Patrick - Paul - Paulus - Paw - Peder - Per - Peter - Philip - Phillip - Poul - Povl - Preben - Rasmus - Rene - Richard - Robert - Robin - Rolf - Ronald - Ronni - Ronnie - Rune - Samuel - Sebastian - Severin - Sigfred - Sigurd - Silas - Simon - Sofus - Sonny - Sophus - Soren - Steen - Stefan - Steffen - Sten - Stephan - Steven - Stig - Storm - Sune - Svend - Tage - Teddy - Theis - Theodor - Thomas - Thor - Thorbjorn - Thorkild - Thorvald - Thyge - Tim - Tobias - Toke - Tom - Tomas - Tommy - Tonni - Tonny - Tony - Torben - Torkild - Torsten - Troels - Tue - Uffe - Ulf - Ulrik - Vagn - Valdemar - Valentin - Verner - Victor - Viggo - Viktor - Vilhelm - Villads - Villy - William - Willy - Zacharias - Zakarias - Hans femaleFirst: - Abellona - Abelone - Abigale - Adela - Agneta - Alberte - Albertha - Alisa - Almeta - Alvilda - Ane - Anesa - Anina - Annalisa - Anndrea - Annelise - Annemette - Annina - Aren - Arisje - Arvada - Asa - Astrid - Belenda - Belinde - Bente - Bergitte - Bergliot - Birgita - Birgitte - Birte - Britta - Brunhilde - Caia - Caja - Cathrine - Clady - Dagmar - Dana - Ditte - Dorete - Dorothea - Ebba - Elle - Else - Eva - Federikke - Freja - Freya - Fritz - Gelsomina - Gerdi - Gitte - Gjerta - Greta - Grete - Grethe - Gry - Gudrun - Gulla - Gullan - Gunilla - Gytha - Hanne - Helle - Ide - Idunn - Inga - Ingeborg - Ingelise - Inger - Ingred - Janne - Jannicke - Jensine - Johanne - Kaia - Kaja - Karen - Karin - Karon - Karoline - Karren - Karrin - Karyn - Katrine - Kirsten - Kolinka - Kristine - Laila - Larina - Larine - Laerke - Lecia - Lisbet - Lise - Lone - Lovise - Magdalone - Malene - Maren - Margareta - Margarete - Margaretha - Margarethe - Margerethe - Marika - Marike - Mathilde - Matilde - Merete - Meta - Metalise - Mettalisa - Mettalise - Mia - Pernille - Rebekka - Rikke - Silje - Solvej - Stefania - Thorbjorg - Thorborg - Thordis - Thorid - Thurid - Torbjorg - Torid - Toril - Ulrica - Ulrike - Urd - Vibeke - Anne - Mette - Anna - Susanne - Lene - Inge - Maria - Marianne - Camilla - Pia - Jette - Charlotte - Louise maleLast: - Adriansen - Andersen - Andreasen - Andresen - Any - Arge - Arneborg - Assenbjerg - Auken - Bach - Bak - Bang - Bau - Bech - Beck - Bekker - Berg - Bertelsen - Berthelsen - Billes - Binzer - Bjerregaard - Blach - Bock - Bogedal - Bondo - Bonnikson - Brahe - Brandhorst - Brandt - Branstedt - Broberg - Brondun - Bruun - Burmeister - Cabble - Carlsen - Carstensen - Ceder - Chemnitz - Christensen - Christiansen - Christoffersen - Clahn - Clausen - Claussen - Colding - Crumlin - Dahl - Dalum - Dam - Damgaard - Damsgaard - Danielsen - Danielsson - Didenksen - Drusse - Ebel - Eberlein - Ejlersgaard - Eldjarn - Ellegaard - Eriksen - Espersen - Fajl - Falkoner - Fallingborg - Fenger - Fetterlein - Fine - Fog - Follerup - Frandsen - Frandson - Frederiksen - Fredskild - Friis - Fynbo - Gade - Gimsing - Glob - Goldbaek - Gram - Gran - Gregersen - Greve - Grimlot - Gruntvig - Guildenstern - Guldbrandsen - Haeg - Halkenhvad - Hamburger - Hammer - Hamsun - Hannestad - Hansen - Hardenberg - Hasso - Hedegaard - Hedhoft - Heiberg - Heintze - Helveg - Henriksen - Hermansen - Hjelmslev - Hoegh - Hogh - Holby - Holm - Holst - Horby - Hoyer - Hvass - Hviid - Hylgaard - Iversen - Jacobsen - Jakkelsen - Jakobsen - Jamissen - Jaspersen - Jensen - Jeppesen - Jepsen - Jespersen - Jessen - Johannsen - Johansen - Johansson - Johnsen - Jorgensen - Juhl - Junge - Karlsen - Karseffni - Kaustrop - Kingo - Kirkeby - Kjaer - Kjeldsen - Kjolbye - Klausen - Klindt - Knudsen - Knutzen - Koch - Kock - Kofod - Kolb - Kotzebue - Krak - Kristensen - Kristiansen - Kristoffersen - Krogh - Kruhl - Kruse - Lagermann - Lander - Langvardt - Larsen - Lassen - Laudrup - Laugeson - Laundsen - Lauridsen - Lauritsen - Lauritzen - Laursen - Lavrsen - Licht - Lillesoe - Lind - Lobing - Lorenz - Loyen - Lund - Lundgaard - Lundgard - Lundvall - Lynnerup - Madsen - Maj - Majland - Mandelbrot - Markert - Mathiasen - Mathiesen - Meindl - Meinert - Meling - Meulengracht - Mikkelsen - Milling - Moesgaard - Mogensen - Moller - Molnar - Moltke - Mortensen - Most - Munk - Nerhus - Niebuhr - Nielsen - Nielson - Nilsson - Nissen - Norgaard - Nygaard - Nylen - Obel - Olesen - Olrik - Olsen - Orum - Ostergaard - Ostgerg - Ottesen - Overgaard - Pallesen - Palsson - Paulsen - Pedersen - Petersen - Piechnik - Pilegaard - Poertner - Poulsen - Qvist - Raaby - Rasmussen - Ravn - Reuter - Rieper - Riis - Rink - Riseger - Roesdahl - Rohrmann - Ronholt - Ronne - Rosenkrantz - Rriis - Rude - Sand - Sandstrod - Schjonberg - Schmeichel - Schmidt - Schou - Schultz - Seidenfaden - Sellevold - Simonsen - Skaarup - Skou - Skov - Skovgaard - Soerensen - Solvig - Sondergaard - Sonne - Sorensen - Sponneck - Staer - Steffensen - Steincke - Stenger - Storegaard - Stubbe - Stuer - Svendsen - Tarnovius - Teglbjaerg - Telling - Thodberg - Thomsen - Thornom - Thorsen - Thunmark - Thygesen - Thyregod - Tilling - Toefting - Toft - Toksvig - Tommen - Tyllesen - Uhre - Vestergaard - Vilfort - Villadsen - Villumsen - Ving - Virl - Wain - Werlauff - Wieghorst - Willadsen - Winther - Witzke - Wiuff - Zinck - Zoega ================================================ FILE: bin/common/SoldierName/Dutch.nam ================================================ # A good article about dutch firstnames can be found at # http://www.historischnieuwsblad.nl/nl/artikel/5849/voornamen-in-nederland.html lookWeights: - 45 - 45 - 5 - 5 maleFirst: - Jan - Piet - Henk - Peter - Hans - Kees - Wim - Cor - Gerard - Gerrit - Johan - Rudi femaleFirst: - Annie - Emma - Marietje - Mien - Willie - Eva - Corrie - Lenie - Greetje - Hanna - Sofie - Ansje maleLast: - de Jong - Jansen - de Vries - van de Berg - van Dijk - Bakker - Janssen - Visser - Smit - Meyer - de Boer - Mulder - de Groot - Bos - Vos - Peters - Hendriks - van Leeuwen - Dekker - Brouwer - de Wit - Dijkstra - Smits - de Graaf - van der Meer - van der Linden - Kok - Jacobs - de Haan - Vermeulen - van den Heuvel - van der Veen - van den Broek - de Bruyn ================================================ FILE: bin/common/SoldierName/Ethiopian.nam ================================================ # Note: It's not a coincidence that the last names mirror the male names, traditionally "last" names in ethiopia are the father or grandfather's first name. lookWeights: - 0 - 0 - 0 - 100 maleFirst: - Abebe - Adamu - Ahadu - Alem - Alemu - Alem Neh - Amara - Amare - Assefa - Asnake - Bekele - Berhanu - Berihun - Bogale - Brehan - Brehanu - Dabir - Dahnay - Daniachew - Dawit - Demeke - Demissie - Desta - Gebra Hana - Gebre Kiristos - Gere Mariam - Geriel - Getachew - Geteye - Girma - Hagos - Hakim - Iskinder - Kaleb - Kebede - Kelile - Lake - Lebna - Lemma - Li'ol - Mebrete - Mebreatu - Mechela - Melku - Mulu Alem - Negasi - Nigus - Tesfa - Tesfaye - Wendimu - Werkneh - Yonas femaleFirst: - Aamina - Abeba - Abebech - Abrihet - Adina - Afework - Afeworki - Aisha - Alem Nesh - Amira - Asnaku - Aster - Ayana - Berta - Bogalech - Brehane - Brihan - Dahnay - Demeku - Desta - Edom - Eldana - Eleni - Elhanan - Elsa - Gabra - Genet - Hagos - Helen - Kassa - Kebedech - Lakech - Lielit - Makeda - Martha - Melke - Meseret - Mihret - Mulu Ken - Nigest - Rahel - Samrawit - Sara - Tenagne - Werknesh - Yenee - Zema maleLast: - Abebe - Adamu - Ahadu - Alem - Alemu - Alem Neh - Amara - Amare - Assefa - Asnake - Bekele - Berhanu - Berihun - Bogale - Brehan - Brehanu - Dabir - Dahnay - Daniachew - Dawit - Demeke - Demissie - Desta - Gebra Hana - Gebre Kiristos - Gere Mariam - Geriel - Getachew - Geteye - Girma - Hagos - Hakim - Iskinder - Kaleb - Kebede - Kelile - Lake - Lebna - Lemma - Li'ol - Mebrete - Mebreatu - Mechela - Melku - Mulu Alem - Negasi - Nigus - Tesfa - Tesfaye - Wendimu - Werkneh - Yonas ================================================ FILE: bin/common/SoldierName/Finnish.nam ================================================ lookWeights: - 49 - 49 - 1 - 1 maleFirst: - Aaro - Aatu - Akseli - Aleksi - Antti - Arttu - Atte - Eemeli - Eero - Eino - Esko - Elias - Erkki - Heikki - Henrikki - Ilmari - Jaakko - Jere - Jesse - Joel - Joona - Juhani - Juho - Julius - Jussi - Juuso - Kalle - Konsta - Lauri - Leevi - Markku - Matias - Matti - Mika - Mikael - Mikko - Niilo - Niklas - Niko - Onni - Oskari - Roope - Sami - Santeri - Tapani - Tommi - Tuomas - Valtteri - Viljo - Ville femaleFirst: - Aino - Anja - Anna - Anneli - Anni - Eila - Elina - Elisa - Emilia - Emma - Emmi - Eveliina - Hanna - Hannele - Helena - Helmi - Iida - Iina - Ilona - Jenni - Johanna - Julia - Kaarina - Karoliina - Katariina - Kristiina - Laura - Leena - Liisa - Maarit - Maija - Maria - Marjatta - Martta - Milla - Minna - Noora - Oona - Pauliina - Pirjo - Riitta - Ritva - Saara - Sanni - Sari - Sofia - Susanna - Tuula - Tuuli - Veera maleLast: - Aalto - Aaltonen - Aho - Ahola - Ahonen - Anttila - Arvola - Eskola - Haapala - Haavisto - Hakala - Halonen - Harju - Hartikainen - Heikkinen - Heino - Heinonen - Heiskanen - Hietala - Hiltunen - Hirvonen - Honkanen - Huttunen - Ikonen - Immonen - Jalonen - Jokinen - Kallio - Karhu - Karjalainen - Karppinen - Kauppinen - Kemppainen - Kettunen - Kinnunen - Kiviniemi - Koivisto - Kokko - Kokkonen - Koponen - Korhonen - Korpela - Koskela - Koski - Koskinen - Laakso - Laaksonen - Lahti - Lahtinen - Laine - Laitinen - Lappalainen - Lehtinen - Lehto - Lehtonen - Leino - Leinonen - Lindholm - Manninen - Mattila - Miettinen - Mikkola - Mikkonen - Moilanen - Mustonen - Niemi - Nieminen - Niskanen - Nurmi - Nurminen - Nyman - Ojala - Oksanen - Partanen - Peltola - Peltonen - Pesonen - Pulkkinen - Rajala - Rantala - Rantanen - Rautiainen - Rautio - Rissanen - Saari - Saarinen - Saimi - Salminen - Salo - Salonen - Savolainen - Suominen - Toivonen - Tuominen - Turunen - Uusitalo - Vainio - Virtanen - Vuorinen - Ylitalo ================================================ FILE: bin/common/SoldierName/French.nam ================================================ lookWeights: - 43 - 42 - 2 - 13 maleFirst: - Alain - Alban - Armand - Benoit - Bruno - Calvin - Christian - Claude - Corentin - Damien - Denis - Emile - Etienne - Ethan - Fabien - Francis - Frederic - Gaston - Gerard - Guillaume - Henri - Hugo - Jacques - Jean - Jules - Leon - Lionel - Louis - Lucas - Mathis - Marc - Marcel - Michel - Nathan - Nicolas - Olivier - Pascal - Paul - Pierre - Philippe - Quentin - Raphael - Remi - Rene - Robert - Roger - Sebastien - Simon - Sylvain - Thibault - Victor - Vincent - Yves femaleFirst: - Anne - Audrey - Brigitte - Camille - Catherine - Chantal - Claire - Clara - Cloe - Danielle - Dominique - Elisabeth - Eva - Florence - Francoise - Gaelle - Geraldine - Helene - Isabelle - Ludivine - Lydia - Jacqueline - Jeanne - Julie - Laure - Lina - Lilou - Maelys - Marie - Marion - Marguerite - Maud - Murielle - Nathalie - Odile - Rachel - Rose - Sabine - Sandrine - Stephanie - Sonia - Sylvie - Valerie - Veronique - Zoe maleLast: - Andre - Berger - Bernard - Bertrand - Bonnet - Bouissou - Bourgeois - Bouton - Bouvier - Blanc - Blondel - Buchard - Caron - Chevalier - Coicard - Collet - Collignon - Coste - Couturier - Clement - Cuvelier - Dagallier - Delorme - Dreyfus - Dubois - Ducourtioux - Dujardin - Dumont - Dupuis - Dupre - Duval - Fabre - Faure - Fontaine - Fournier - Gaillard - Garcia - Gaudrin - Gautier - Gressier - Guerin - Guillot - Girard - Giraudon - Heroin - Lacroix - Laroyenne - Lambert - Laroche - Larue - Laurent - Leclerc - Lecointe - Lecomte - Leduc - Lefevre - Legrand - Leroy - Luget - Marcelle - Martin - Menardier - Mercier - Meunier - Moreau - Morel - Morin - Mathieu - Muller - Pecheux - Pelletier - Perrin - Perrot - Petit - Picar - Roussel - Revenu - Roux - Richard - Simon - Thomas - Verdier ================================================ FILE: bin/common/SoldierName/German.nam ================================================ lookWeights: - 44 - 44 - 9 - 3 maleFirst: - Thomas - Andreas - Michael - Frank - Peter - Joerg - Uwe - Matthias - Stefan - Juergen - Ralf - Bernd - Klaus - Torsten - Hans - Rainer - Jens - Martin - Dirk - Wolfgang - Norbert - Holger - Kai - Joachim - Christian - Karsten - Dieter femaleFirst: - Susanne - Sabine - Petra - Birgit - Andrea - Gabriele - Martina - Heike - Ute - Barbara - Bettina - Karin - Angelika - Monika - Angela maleLast: - Mueller - Schmidt - Schneider - Fischer - Weber - Meyer - Wagner - Becker - Schulz - Hoffmann - Schaefer - Koch - Bauer - Richter - Klein - Wolf - Schroeder - Neumann - Schwarz - Zimmermann - Braun - Krueger - Hartmann - Lange - Schmitz - Krause - Meier ================================================ FILE: bin/common/SoldierName/Greek.nam ================================================ lookWeights: - 50 - 49 - 1 - 0 maleFirst: - Abderus - Absyrtus - Abydos - Acastus - Achates - Achelous - Acheron - Achilles - Achlys - Acrisius - Actaeon - Acteon - Adelphos - Admes - Admetus - Adonis - Adras - Adrastos - Adrastus - Adrian - Aeacus - Aeetes - Aegeus - Aegis - Aegisthus - Aegyptus - Aeneas - Aeolus - Aesculapius - Aeson - Aetos - Agamedes - Agape - Agatone - Aindreas - Aindriu - Ajax - Akil - Alasd - Alcander - Alcinoos - Alcinous - Alcnaeon - Alcyoneus - Alddes - Alessandro - Alex - Alexander - Alexandras - Alexandros - Alexandrukas - Alexei - Alexio - Alix - Aloeus - Alpheus - Altair - Amaoebus - Ambrocio - Ambrose - Ambrus - Amphiaraus - Amphion - Amphitryon - Ampyx - Amycus - Anastagio - Anastasio - Anastasios - Anastasius - Anasztaz - Anatol - Anatole - Anatoli - Anatolijus - Anatolio - Ancaeus - Anchises - Andor - Andreas - Andres - Andreus - Andrew - Andries - Androgeus - Androu - Anstice - Anstiss - Antaeus - Antares - Anteros - Antilochus - Antinous - Antiphates - Anton - Antony - Aonghas - Apollo - Apoloniusz - Apostolos - Arcadicus - Arcas - Arcenio - Archemorus - Ares - Argo - Argos - Argus - Arion - Aristaeus - Aristo - Arsen - Arsenio - Artemas - Artemesio - Artemus - Ascalaphus - Asklepios - Asopus - Athamas - Athan - Athanasios - Athanasius - Atlas - Atreus - Attis - Autolycus - Avernus - Baccaus - Baccus - Balasi - Baltsaros - Baptiste - Basil - Basile - Basilio - Baste - Bastiaan - Bastien - Baucis - Bazyli - Bemus - Biton - Boreas - Brasidas - Briareus - Brygus - Butades - Cadmus - Caesare - Calchas - Calisto - Capaneus - Caseareo - Castor - Cecrops - Celeus - Cenon - Cephalus - Cepheus - Cesare - Cetus - Ceyx - Chris - Christan - Christiano - Christoph - Christopher - Christophoros - Christos - Chruse - Chrysostom - Cimon - Cirio - Ciro - Claas - Claus - Cleobis - Cleon - Cletus - Cleytus - Clio - Cocytus - Coeus - Coireall - Cole - Colin - Colum - Corban - Coridan - Corybantes - Corydon - Cos - Cosmas - Cosmo - Cottus - Creon - Cretien - Cristoforo - Cristophe - Cronus - Ctesippus - Cyrano - Cyrek - Cyril - Cyrus - Cyryl - Damae - Damalis - Damaris - Damaskenos - Damaskinos - Damen - Dameon - Damian - Damion - Damon - Danaus - Dardanus - Darian - Darien - Darion - Darrian - Darrien - Darrion - Daymon - Deke - Dekel - Dekle - Delbin - Demetre - Demetri - Demetrios - Demetrius - Demitri - Demitrius - Demodocus - Demophon - Demoritus - Denes - Dennis - Deo - Deucalion - Doran - Dorian - Dorion - Drakon - Drew - Dymas - Eachann - Efterpi - Egidio - Eleftherios - Elek - Eleutherios - Eli - Enceladus - Endre - Endymion - Eneas - Eoghan - Epeius - Erasmus - Erebus - Erechtheus - Erichthonius - Erymanthus - Erysichthon - Eryx - Estevao - Eteocles - Etor - Eubuleus - Eugen - Eugene - Eugenio - Eugenios - Eumaeus - Eupeithes - Euphrosyne - Eurus - Euryalus - Eurylochus - Eurymachus - Eurypylus - Eurystheus - Euryton - Eusebius - Eustace - Eustachy - Eustis - Evan - Evzen - Fedor - Feodor - Feodras - Filippo - Filips - Flip - Fulop - Gaelan - Galan - Galen - Galinthias - Galyn - Gelasius - Georg - George - Georges - Giles - Glaucus - Goran - Graeae - Gregoire - Gregoly - Gregor - Gregorie - Gregorior - Gregory - Gregos - Grigor - Grigorov - Gruev - Guilio - Gyes - Gyoergy - Gyorgy - Gyuri - Haemon - Hali - Halithersis - Hector - Helios - Herodotus - Homar - Homer - Homeros - Homerus - Hypnos - Ibycus - Icarius - Icarus - Icelos - Icos - Idas - Igorr - Inachus - Iorgas - Iphitus - Istvan - Ivan - Ivankor - Ixion - Jaison - Jase - Jasen - Jason - Jayce - Jayr - Jaysen - Jayson - Jencir - Jeno - Jeroenr - Jerome - Jerzyr - Jirkar - Jorenr - Julius - Jurgisr - Kadmus - Kairos - Khristos - Khrystiyanr - Kit - Klaasr - Klaus - Korudon - Kosmosr - Kratos - Krikor - Krischnan - Kristian - Kristofr - Krystupasr - Krzysztofr - Kuirilr - Kyrillos - Kyrillosr - Kyros - Ladon - Laertes - Laestrygones - Laius - Lander - Laocoon - Laomedon - Leander - Leandro - Leonidas - Lichas - Linus - Lippio - Lotus - Loxias - Luke - Lycaon - Lycomedes - Lycurgus - Lynceus - Lysander - Marcario - Maurice - Medus - Melampus - Melancton - Melanthius - Menelaus - Menoeceus - Mentor - Midas - Mikolas - Miles - Milo - Minos - Momus - Mopsus - Moses - Myles - Myron - Narkis - Nauplius - Neleus - Nemo - Nemos - Neo - Nicholas - Nicholaus - Nicias - Nick - Nicodemus - Nicolas - Nicolaus - Nik - Nike - Niklaus - Nikodem - Nikolai - Nikolajis - Nikolos - Niles - Nilo - Nilos - Nisus - Notus - Obiareus - Oighrig - Oles - Orrin - Orthros - Otis - Pan - Panagiotis - Pancratius - Panos - Panteleimon - Papandrou - Paris - Patroclus - Patroklos - Pavlos - Peadair - Peder - Pegeen - Peleus - Pelias - Pello - Pelops - Pero - Perrin - Peterke - Petrelis - Petros - Petter - Phantasos - Phaon - Philemon - Philip - Philipp - Philippe - Phillip - Philo - Phineas - Phineus - Phrixus - Phylo - Piero - Pierro - Pieter - Pietr - Pietro - Pilib - Piotr - Pippo - Pirithous - Pirro - Pittheus - Plato - Platon - Plexippus - Plutus - Pollux - Poseidon - Preben - Priam - Priapus - Procrustes - Prokopios - Prometheus - Prophyrios - Protesilaus - Ptolemy - Pyramus - Rasmus - Rhodes - Risto - Sabastian - Salmoneus - Scopas - Sebasten - Sebastian - Sebastiano - Simon - Sinon - Socrates - Sofronio - Soterios - Spyridon - Stamitos - Stavros - Steafan - Stefan - Stefano - Stefanos - Stefford - Stefon - Stephano - Stephanos - Stephen - Stephon - Steven - Steverino - Takis - Talos - Talus - Tantalus - Tarasios - Teague - Telamon - Telegonus - Telemachus - Telephus - Tellus - Teodors - Teofile - Teuthras - Thad - Thaddeus - Thaddius - Thadeus - Thais - Thanatos - Thanos - Thaumas - Theo - Theociymenus - Theodon - Theodore - Theodosios - Theodrekr - Theodric - Theon - Theophile - Theophilus - Theron - Therron - Thersites - Theseus - Thomas - Thyestes - Tiege - Tim - Timeus - Timmy - Timocrates - Timoleon - Timon - Timotheos - Timothy - Timun - Tiomoid - Tito - Titos - Titus - Tityus - Tivadar - Todor - Toxeus - Triton - Trophonius - Turannos - Tydeus - Tylissus - Tymek - Tymon - Tyndareus - Typhoeus - Typhon - Tyrone - Ulysses - Urian - Vasileios - Vasilios - Vasilis - Vasos - VasyItso - Vasyklo - Vasyl - Xanthus - Xeno - Xenophon - Xenos - Xerxes - Xuthus - Xylon - Yanni - Yehor - Yuri - Zale - Zarek - Zelotes - Zeno - Zenobio - Zenon - Zenos - Zephyr - Zero - Zerro - Zetes - Zoltan - Zoltar - Zorba - Zotico femaleFirst: - Acacia - Acantha - Aegea - Aeola - Agalia - Alala - Aldora - Aleni - Anatolia - Andrianna - Anemone - Angeline - Aphrodite - Athena - Athenagora - Calantha - Calida - Cassia - Cyra - Damia - Daphne - Deianira - Delia - Dido - Dimitra - Echo - Elma - Elpida - Emalia - Erianthe - Euphemia - Euphenia - Evadne - Evanthe - Fotini - Galatea - Georgia - Halcyone - Helena - Helia - Hera - Hermione - Isadora - Jocasta - Kalidas - Kaligenia - Kalligenia - Kallirrhoe - Kalonice - Kyriakoula - Lalage - Leandra - Leda - Lycoris - Lyris - Marina - Medora - Melantha - Melina - Melissa - Mona - Neola - Neona - Nerissa - Niobe - Olga - Orthia - Pandora - Pangiota - Pelagia - Penelope - Persephone - Philantha - Philomela - Philomena - Philothea - Phoebe - Rhea - Saphhira - Sofronia - Stamata - Stella - Tassia - Tassula - Tessa - Thaddea - Thalassa - Tharsia - Theodosia - Theophilia - Thetis - Timothea - Toula - Xantippe - Yana - Zenaida - Zenobia - Zephyra - Zoe maleLast: - Alexopoulos - Anagyros - Anastassios - Andreadis - Andreos - Andriopoulos - Andronikos - Andros - Androuchelli - Androupolos - Androutsos - Angelis - Angelomatis - Angelos - Anistonopoulos - Anninos - Antikatzides - Antonatos - Antonious - Argyra - Athanasiadis - Athanassiadi - Averoff - Axelos - Bakirdzis - Bakogianni - Balanos - Bazignos - Bessarion - Bizos - Borbokis - Botsaris - Boudouris - Bourgani - Capodistria - Carides - Castriota - Catalactus - Chacoliades - Chakiris - Christodoulos - Clerides - Constandouros - Constantinis - Cosmatos - Costanduros - Costi - Cotsadis - Couloumbis - Coulouris - Deligiannis - Deligiorgis - Delivorias - Dellas - Demertzis - Demosthenous - Dimas - Dimitrakos - Dimitriades - Dimitris - Dimotsios - Diomedes - Dontas - Doxiadis - Dukakis - Duvis - Economakis - Economos - Eliades - Elipandas - Ellinas - Farakos - Fettas - Florakis - Galonopoulas - Gatsioudis - Gatzioudis - Gavrielides - Gennadios - Genovelis - Georghios - Giorgiou - Gislenus - Gizikis - Glezos - Gogos - Gonatas - Goulandris - Gounaris - Gousetti - Grivas - Hagiorgis - Hajiyanni - Halara - Harteros - Iakovakis - Iakovos - Iatrides - Ioannidis - Ioannos - Issigonis - Joakimides - Kairis - Kaklamanakis - Kakoulli - Kalergi - Kallabis - Kalvos - Kanaris - Kanellopoulos - Kaphandaris - Karahi - Karaiskakis - Karamanlis - Karatossos - Karoki - Karyoti - Kasomoulis - Katsantonis - Katsaris - Kenteris - Khadjikyriakos - Klaras - Kochalakos - Koffa - Kokkinos - Kokotis - Kolettis - Kollias - Kolokotronis - Kondylis - Kontoghiorghes - Korais - Korkizoglu - Korres - Koryzis - Koskotas - Kostanopoulos - Kostopulos - Kotaridos - Koukodimos - Koukoudimos - Koumoundouros - Koundouriotis - Kourniakis - Kousoulas - Kozani - Kritopoulos - Kyprianos - Kyriacos - Kyriakos - Kyriazis - Lambrakis - Lambrianos - Lambrinos - Lathouris - Lazardis - Leonidis - Lianis - Logotheti - Louca - Louganis - Louvaris - Lyssarides - Maganas - Magos - Maharis - Makarezos - Makrigiannis - Malachias - Maliagros - Mangakis - Marcoullides - Mardas - Marinatos - Markezinis - Markoulides - Markoullides - Marsolais - Martis - Matacena - Mavridos - Mavrogordatos - Mavrokordatos - Mavromikhalis - Mavros - Mavroudis - Maximos - Melas - Meletoglos - Melikis - Melissanides - Mercouri - Merukides - Messimeris - Metaxas - Michaelis - Mikalis - Mikhalakopoulos - Militis - Mitros - Mitsotakis - Monomachus - Moscopolis - Moumoulidis - Muscouri - Mylonas - Nafpliotis - Negris - Niarkhos - Nikolaides - Onassis - Orphanides - Oxinos - Palamas - Pallis - Panagiatopoulos - Panagiopoulos - Panagiotopos - Panagou - Panagoulias - Panagoulis - Panaotis - Panavoglos - Panayi - Panayides - Panayiotopoulos - Panayiotos - Pangalos - Papadakis - Papademetrios - Papadias - Papadopolos - Papadopoulos - Papadoupolos - Papafagos - Papageorgios - Papagos - Papakostas - Papamichael - Papanastasiou - Papandreou - Papasotiriou - Papatamelis - Papathanassios - Papoulias - Pappas - Parastadidis - Pattakos - Pavlakakis - Pentzopoulos - Pesmazoglos - Pheraios - Philipousis - Pierides - Pietris - Pipinelis - Pittakis - Pittakys - Plastiras - Polides - Polycarpous - Polychroniadis - Polychronios - Polydoros - Polymeropoulos - Polymeros - Polyzos - Popotas - Porpurogenitos - Pratkanis - Prevalakis - Primikynos - Psara - Psaros - Psaroulakis - Rallis - Saltsidis - Samos - Sampras - Sanassis - Sarakatsani - Saraphis - Sardzetakis - Sarris - Sartzetakis - Sarus - Savakis - Savalos - Savvides - Sbokos - Senteildis - Siantos - Sicilianos - Simopoulos - Sirtis - Skandalis - Skiotis - Skouloudis - Skouphas - Solomos - Sophoulis - Souvaltzis - Stamanakis - Stasi - Stavrakis - Stavrianakis - Stavrianos - Stephanopoulos - Stoikos - Strapoudopolos - Stratis - Stroubakos - Taliadoros - Tathouris - Tavoularis - Terzin - Theodopoulos - Theodorakis - Theophanous - Theothanos - Theotokis - Touliatos - Tournikiotis - Tragianopoulos - Trikoupis - Tsakolov - Tsaldaris - Tsatsos - Tsavdaridos - Tsiamita - Tsigakos - Tsikouna - Tsiolakoudi - Tsirigolis - Tsirimokos - Tsolakoglos - Tsoni - Tsouderos - Tsougarakis - Tsoutsouvas - Tsyoma - Tzannetakis - Tzivas - Vadeki - Valaoritis - Valvis - Vaphiadis - Vardakastanis - Varvaressos - Vasdeki - Vasdekis - Vasiliou - Vassilides - Vatatzes - Veloukhiotis - Venizelos - Verdanis - Vergopoulos - Vlakhos - Voulgaris - Voulgaropoulos - Vouris - Xanthos - Xenakis - Xydis - Yannopoulos - Yialouris - Ypsilantis - Zafiropoulos - Zaimis - Zakhariadis - Zarikos - Zervakos - Zervas - Zikos - Zindilis - Zisimides - Zographas - Zoitakis - Zolotas ================================================ FILE: bin/common/SoldierName/Hindi.nam ================================================ lookWeights: - 1 - 1 - 80 - 18 maleFirst: - Abhijay - Adil - Chandresh - Dev - Dinesh - Govinda - Jaideep - Kanak - Mahesh - Neelam - Om - Pallav - Parmesh - Rajesh - Ranjit - Samir - Sanjiv - Sudeep - Vihaan - Yogendra - Sachin - Rahul - Anil - Virender - Kapil - Sourav - Harbhajan femaleFirst: - Ajita - Amma - Avinashi - Deepti - Gulab - Hina - Indira - Jasweer - Kalinda - Keva - Madhuri - Meera - Neela - Parvati - Priti - Ranhita - Roshan - Savitri - Sitesh - Ushma - Vritika - Zahra maleLast: - Sharma - Verma - Chowdhury - Singh - Misra - Kumar - Gupta - Malik - Chopra - Prasad - Acharya - Agarwal - Malhotra - Jain - Saini - Khan - Shah - Narayan - Mistry - Joshi - Goyal - Roy - Tendulkar - Dravid - Kumble - Sehwag - Dev - Ganguly ================================================ FILE: bin/common/SoldierName/Hungarian.nam ================================================ lookWeights: - 50 - 50 - 0 - 0 maleFirst: - Abel - Adam - Adrian - Akos - Albert - Alex - Andor - Andras - Antal - Arnold - Aron - Arpad - Attila - Balazs - Balint - Barna - Barnabas - Bela - Bence - Bendeguz - Benedek - Benjamin - Bertalan - Botond - Csaba - Csongor - Daniel - David - Denes - Dezso - Dominik - Elemer - Emil - Endre - Erik - Erno - Ervin - Ferenc - Gabor - Gergely - Gergo - Geza - Gusztav - Gyorgy - Gyozo - Gyula - Henrik - Imre - Istvan - Ivan - Janos - Jeno - Jozsef - Kalman - Karoly - Kevin - Kornel - Kristof - Krisztian - Krisztofer - Lajos - Laszlo - Levente - Lorant - Marcell - Mark - Martin - Marton - Mate - Matyas - Mihaly - Miklos - Milan - Nandor - Noel - Norbert - Oliver - Otto - Pal - Patrik - Peter - Richard - Robert - Roland - Rudolf - Sandor - Szabolcs - Szilard - Szilveszter - Tamas - Tibor - Tivadar - Viktor - Vilmos - Vince - Zalan - Zoltan - Zsigmond - Zsolt - Zsombor femaleFirst: - Adrienn - Agi - Agnes - Agota - Alberta - Alexa - Alexandra - Aliz - Anasztazia - Andrea - Anett - Angyalka - Aniko - Anita - Anna - Annamaria - Aranka - Aurelia - Barbara - Beata - Beatrix - Bella - Bernadett - Berta - Bettina - Bianka - Boglarka - Bora - Borbala - Boriska - Borka - Brigitta - Cili - Csilla - Dia - Diana - Dora - Dorina - Dorottya - Edina - Edit - Emese - Emma - Eniko - Erika - Ernesztina - Erzsebet - Erzsi - Eszter - Etel - Etelka - Eva - Evelin - Fanni - Franciska - Gabriella - Gitta - Gizella - Gyongyi - Gyorgyi - Hajna - Hajnalka - Hanna - Henrietta - Ibolya - Ica - Ildiko - Ilka - Ilona - Iren - Irenke - Irma - Janka - Jolan - Judit - Julia - Julianna - Juliska - Karola - Karolina - Katalin - Katarina - Kati - Katinka - Kinga - Kitti - Klara - Klaudia - Kriszta - Krisztina - Laura - Lili - Lilla - Linka - Liza - Magdolna - Mara - Margit - Margo - Maria - Mariann - Marianna - Marika - Marta - Melinda - Monika - Nikolett - Nikoletta - Noemi - Nora - Olga - Orsolya - Petra - Piroska - Reka - Renata - Rita - Roza - Rozalia - Rozsa - Sara - Sarolta - Szabina - Szilvia - Terez - Terezia - Timea - Tunde - Valeria - Veronika - Viktoria - Virag - Vivien - Zita - ZsaZsa - Zsanett - Zsofia - Zsuzska - Zsuzsanna - Zsuzsi maleLast: - Alfoldi - Andrassy - Annus - Antal - Arany - Bakos - Balassa - Balazs - Balint - Balla - Balog - Balogh - Barati - Barna - Barsony - Barta - Bartok - Bathory - Berzevicky - Biro - Bocskay - Bodnar - Bogdan - Bognar - Borbely - Bori - Boros - Budai - Csillag - Csollany - Csonka - Csurgo - Czako - Czene - Czobor - Dardai - Daroczy - Deak - Dobos - Doczi - Dombi - Dozsa - Dudas - Egerszegi - Eotvos - Fabian - Farago - Farkas - Fazekas - Feher - Fekete - Ferenczy - Fodor - Forgach - Forgacs - Fulop - Gal - Gaspar - Gazdag - Gero - Guba - Gulyas - Gyorffy - Gyulai - Hajdu - Halasz - Halmai - Hamori - Hankiss - Hedervary - Hegedus - Hollo - Horanszky - Horthy - Horvath - Hrutka - Hunyadi - Illes - Illeshazy - Ilyes - Istvanffy - Jagadics - Jakab - Jaszi - Jokai - Jonas - Joo - Juhasz - Kalanyos - Kaldi - Kallay - Kammerer - Karolyi - Katona - Kazinczy - Kelemen - Kemeny - Kerekes - Kertes - Kiraly - Kis - Kiss - Knesevich - Koban - Kocsis - Kodaly - Koranyi - Kortosi - Kossuth - Kovacs - Kovago - Kozma - Kulcsar - Kun - Kurti - Kurtosi - Kurutz - Kuti - Kutsera - Lajtos - Lakatos - Laszlo - Lehotka - Lengyel - Ligeti - Liptak - Lisztes - Lugosi - Lukacs - Madar - Magyar - Major - Malek - Mandula - Markovits - Mate - Matyus - Mecs - Meszaros - Mindszenty - Molnar - Munkacsy - Nadasdy - Nagy - Nemes - Nemeth - Noszaly - Novak - Nyilas - Nyilasi - Olah - Onodi - Orban - Orczy - Orosz - Orsos - Pal - Palagyi - Pandy - Pap - Papp - Partos - Pasztor - Pataki - Pazmany - Pecely - Perneky - Peter - Petofi - Pinter - Pongratz - Pulszky - Racz - Rakosi - Redik - Revay - Rezessy - Ronay - Rosner - Rosza - Rubik - Safar - Sandor - Sebok - Sereny - Simon - Sipos - Soltesz - Solti - Solymosi - Somogyi - Soos - Supola - Suto - Svarcz - Szabo - Szalai - Szalay - Szatmary - Szechenyi - Szekely - Szekeres - Szelepcsenyi - Szeman - Szemere - Szilagyi - Szoke - Szucs - Szuhay - Tabory - Takacs - Tamas - Teleki - Temesvari - Tessedik - Thurzo - Tisza - Tokes - Tokody - Tolgyesi - Torok - Toth - Ujlaky - Urbanik - Vajda - Vamosi - Varadi - Varga - Varkonyi - Vass - Vegh - Verboczy - Veres - Vidrai - Vincze - Virag - Voros - Wessely - Zatony - Zavadszky - Zrinyi - Zsivozky - Zsoldos ================================================ FILE: bin/common/SoldierName/Irish.nam ================================================ lookWeights: - 48 - 48 - 2 - 2 maleFirst: - Aidan - Andrew - Brendon - Cathal - Cian - Cillian - Conor - Cormac - Daniel - Darragh - David - Donal - Eoghan - Eoin - Finn - Jack - James - John - Liam - Luke - Michael - Mick - Oisin - Owen - Paddy - Padraig - Pat - Patrick - Pete - Ronan - Rory - Sean - Thomas femaleFirst: - Aine - Aisling - Aoife - Caoimhe - Ciara - Clara - Fiona - Grainne - Karen - Kate - Kathleen - Lisa - Lorna - Mary - Michelle - Niamh - Orla - Rachel - Roisin - Saoirse - Sarah - Shauna - Sinead - Siobhan maleLast: - Brennan - Burke - Byrne - Campbell - Clarke - Collins - Doherty - Doyle - Dunn - Duffy - Farrell - Flanagan - Fitzgerald - Fitzpatrick - Flynn - Gallagher - Kavanagh - Kelly - Kennedy - Lynch - Maguire - McCarthy - McGrath - Moore - Murphy - O'Brien - O'Donnell - O'Neill - Quinn - Reilly - Ryan - Sullivan - Walsh - Whelan ================================================ FILE: bin/common/SoldierName/Italian.nam ================================================ lookWeights: - 47 - 50 - 2 - 1 maleFirst: - Francesco - Alessandro - Andrea - Lorenzo - Matteo - Mattia - Gabriele - Riccardo - Davide - Leonardo - Federico - Luca - Marco - Giuseppe - Tommaso - Antonio - Simone - Giovanni - Samuele - Christian - Alessio - Nicola - Diego - Pietro - Filippo - Edoardo - Cristian - Daniele - Emanuele - Michele - Gennaro - Vincenzo - Pasquale - Carmine - Carmelo - Paolo femaleFirst: - Sofia - Giulia - Sara - Martina - Giorgia - Chiara - Aurora - Alice - Emma - Alessia - Anna - Francesca - Noemi - Elisa - Matilde - Giada - Gaia - Greta - Elena - Beatrice - Viola - Rebecca - Nicole - Arianna - Ginevra - Vittoria - Asia - Ilaria - Federica - Marta maleLast: - Rossi - Russo - Ferrari - Esposito - Bianchi - Romano - Colombo - Ricci - Marino - Greco - Bruno - Gallo - Conti - De Luca - Mancini - Costa - Giordano - Rizzo - Lombardi - Moretti - Barbieri - Fontana - Santoro - Mariani - Rinaldi - Caruso - Ferrara - Galli - Martini - Leone - Abate - De Simone - Albanese - Genovese - Sansone - Zanon ================================================ FILE: bin/common/SoldierName/Japanese.nam ================================================ lookWeight: - 2 - 3 - 94 - 1 maleFirst: - Akinori - Akira - Daisuke - Hachiro - Hayate - Hibiki - Hideo - Ichiro - Isamu - Isao - Jungo - Katsuo - Kenji - Masaharu - Masanori - Naohiro - Ren - Ryo - Saburo - Shigeo - Shigeru - Shin - Shinobu - Shuji - Shun - Takashi - Tatsuo - Toshio - Yasuaki - Yataka - Yoshiro - Yuzo femaleFirst: - Aiko - Akane - Ayako - Fuyuko - Haruko - Hitomi - Junko - Kokoro - Mako - Mariko - Michiko - Midori - Misato - Mitsuko - Miu - Miyako - Naomi - Natsumi - Reiko - Sakiko - Sata - Sayoko - Shun - Sumie - Tsukiko - Ume - Yoko - Yoshi - Yumiko - Yuriko maleLast: - Abe - Chiba - Eguchi - Fujimoto - Fujita - Fujiwara - Hasegawa - Hashimoto - Hirano - Ikeda - Ishii - Ito - Iwahara - Iwasaki - Kato - Kawakami - Kikuchi - Kimura - Kobayashi - Kojima - Kondo - Koyama - Masuda - Matsuda - Matsui - Matsumura - Matsushita - Minase - Miyamoto - Miyazaki - Mori - Morita - Musashi - Nakajima - Nakamura - Nakano - Noguchi - Ogawa - Okabe - Okamoto - Ono - Saito - Sato - Shibata - Shimada - Shimaoka - Shizuma - Shoji - Suzuki - Takahashi - Tanaka - Tanida - Tanikawa - Uchida - Ueda - Ukita - Watanabe - Yamanaka - Yamashita - Yamazaki - Yoshimiya ================================================ FILE: bin/common/SoldierName/Kenyan.nam ================================================ lookWeights: - 0 - 0 - 1 - 99 maleFirst: - Abasi - Adin - Akili - Amali - Amaziah - Ashura - Chege - Chilemba - Chitundu - Chiumbo - Darweshi - Etana - Fadhili - Feruzi - Gachora - Gacoki - Gakere - Gakuru - Gatete - Gathee - Gathii - Gatimu - Gethii - Gichinga - Gicicio - Gikuyu - Githinji - Githogori - Gitonga - Haji - Hala - Hamisi - Hiuhu - Ikinya - Iregi - Irungu - Ita - Itimu - Jaramogi - Jalil - Jimiyu - Jomo - Jamil - Juahar - Jimiyu - Jina - Jirani - Jomo - Kafil - Kagai - Kagunda - Kahiga - Kairu - Kamau - Kamili - Kanja - Kanoro - Karani - Karega - Kariuki - Kereenyaga - Kiambiroiro - Kianjahe - Kiano - Kianyandaarwa - Kiara - Kifimbo - Kihara - Kihiga - Kimathi - Kimotho - Kinoro - Kinyua - Kioi - Kirimi - Kirinyaga - Kithingi - Kiwonto - Koigi - Kuguru - Kwasi - Lipapwiche - Lisimba - Lusala - Macaria - Maina - Maitho - Makalani - Makori - Mathaathi - Matu - Matunde - Maundu - Mbogo - Mbui - Miano - Migwi - Mokabi - Morani - Mosi - Muenda - Muga - Mugendi - Mugi - Mugo - Muiru - Muiruri - Mukanda - Mukiri - Mukuru - Munene - Munoru - Muraguri - Murathi - Muraya - Muriithi - Murimi - Muriu - Muriuki - Muroki - Muruthi - Mutahi - Mutegi - Mutemi - Muthee - Muthemba - Muthengi - Mutheru - Muthomi - Muthuri - Mutira - Mutiri - Mutitu - Mutonyi - Mutua - Muturi - Muugi - Mwaka - Mwangi - Mwara - Mwarania - Mwaria - Mwenda - Nangila - Nangwaya - Ndegwa - Ndemi - Nderu - Ndwiga - Ngare - Ngigi - Ngumo - Njama - Njanu - Njata - Njau - Njiraini - Njiru - Njogu - Njora - Njowga - Njururi - Nyachae - Nyaga - Nyamu - Nyatui - Nyoike - Obama - Obuya - Ochieng - Odikinyi - Odinga - Odonga - Odour - Ohon - Ojwang - Okello - Okeyo - Okoth - Oluoch - Omariba - Omondi - Omwancha - Ongweng - Onindo - Onkwani - Onyango - Opiyo - Osogo - Othiambo - Otenio - Owino - Owiti - Owuor - Pili - Radhi - Riitho - Ruguru - Ruhiu - Runo - Sabra - Safi - Shamim - Shani - Simba - Sokoro - Thabiti - Tumaini - Tuwile - Wachiru - Waga - Waithaka - Waitimu - Waiyaki - Wamai - Wambua - Wamugunda - Wamukota - Wamwara - Wangombe - Wangondu - Wanjala - Wanjohi - Wanyanga - Waruhiu - Warui - Waweru - Wekesa femaleFirst: - Aaliyah - Adhra - Adila - Adimu - Adin - Adla - Afaafa - Afifa - Afifah - Afiya - Afrika - Afya - Ahadi - Aida - Ainra - Ajia - Akello - Akila - Akilah - Akili - Aliya - Almasi - Aluna - Amali - Amana - Amaziah - Amina - Aminah - Aminali - Aminifu - Amira - Amne - Angavu - Anisun - Arafa - Arifa - Arusi - Asali - Asatira - Asha - Ashura - Asilia - Asiya - Asma - Asmahani - Asumini - Asya - Awena - Aza - Aziza - Badriya - Bahati - Bahiya - Barke - Basha - Bashaam - Bashira - Basma - Basmah - Batuuli - Baya - Bayyina - Bebi - Bia - Bimbaya - Bimdogo - Bimkubwa - Bimnono - Bishara - Bitisururu - Bititi - Biubwa - Buqisi - Busara - Bushira - Chaniya - Chausiku - Chiku - Chuki - Dabiku - Dafina - Dalila - Dalili - Damisi - Dhakiya - Dhambizao - Dhuriya - Dodo - Ducha - Duni - Durah - Durra - Eidi - Eshe - Etana - Fadhila - Fadhili - Fadiya - Fadari - Fahima - Fahimah - Faida - Faika - Faiza - Faizah - Fanaka - Fanikia - Faraja - Farashuu - Farida - Farisi - Fasaha - Fathiya - Fatima - Fatuma - Fauziya - Feruzi - Fila - Firdawsi - Firyali - Fujo - Furaha - Gasira - Ghalyela - Ghanima - Gharibuu - Gheche - Ghinjo - Ghipe - Habeebah - Habiba - Habibah - Hadhi - Hadiya - Hafidha - Hafsa - Hafsah - Haiba - Haifa - Hakika - Hakima - Hala - Halili - Halima - Halisi - Hamida - Hanaa - Hanifa - Hanuni - Haoniyao - Harbuu - Hartha - Hasanati - Hashiki - Hasijna - Hasina - Hasnaa - Hawa - Hawla - Hazina - Hediye - Hiari - Hiba - Hidaya - Himidi - Hisani - Huruma - Ibtisam - Ikinya - Ilham - Inaya - Intisar - Ita - Itidal - Jaha - Jahi - Jamila - Jana - Jauhar - Jina - Jirani - Johanna - Johari - Jokha - Jumapili - Juwayria - Kabisa - Kadija - Kainda - Kamaria - Kamili - Kanai - Kanika - Karama - Karima - Karimu - Kaweria - Kesi - Khadija - Kibibi - Kifimbo - Kijakazi - Kinaya - Kioni - Kipenzi - Kisima - Kito - Lamia - Latifa - Latifah - Latifu - Layla - Lela - Lila - Madaha - Madiha - Maisha - Makena - Makini - Malaika - Malia - Malika - Malkia - Mariamu - Marini - Marjani - Mashavu - Masika - Maskini - Maulidi - Merah - Mila - Mosi - Muna - Munira - Murua - Mwajuma - Mwamini - Mwasaa - Nabila - Nadra - Nafula - Naima - Najia - Najma - Nana - Ndege - Neema - Nena - Ngina - Nia - Niara - Njeri - Nuha - Nura - Nuru - Paka - Panya - Pasua - Pili - Rabia - Radhi - Rahma - Ramla - Raziya - Reem - Rehema - Rim - Rukiya - Ruqayah - Saada - Sabiha - Sabra - Sadaka - Sadiki - Saida - Sakina - Sala - Salama - Salima - Samiha - Samira - Sanaa - Sanura - Sauda - Shahida - Shamim - Shani - Sharifa - Shawana - Shukura - Siham - Sikudhani - Siri - Sisya - Siti - Subira - Suhaila - Tabia - Tamasha - Tatu - Tawa - Tuhfa - Tumaini - Wambui - Waseme - Yumna - Pusra - Zahra - Zaida - Zaina - Zainabu - Zakiya - Zalika - Zarifa - Zarina - Zawadi - Zera - Zulaykha - Zulekha - Zuwena maleLast: - Abdullah - Aga - Ahmed - Akina - Ali - Amanaka - Ambani - Amin - Aneko - Asoyo - Atieno - Audi - Badat - Barasa - Bhudia - Bilali - Birir - Biwott - Boit - Chege - Chelimo - Chepchumba - Chudasama - Daar - Echesa - Ekhalie - Ereng - Gikonyo - Inkera - Irungu - Itote - Jakoyo - Janmohamed - Jesani - Kagwe - Kamande - Kamaru - Kamau - Kamotho - Karanja - Karim - Kariuki - Karumba - Kayange - Keino - Kenga - Kenyatta - Kiano - Kibaki - Kijana - Kimathi - Kimunya - Kipketer - Kipyego - Kitur - Koinange - Konde - Lagat - Loroupe - Luseno - Luvutsi - Macharia - Machogu - Magugu - Makacha - Maruti - Masai - Mathenge - Matiba - Mazrui - Mboya - Mdawida - Mehta - Michucki - Migai - Misiani - Modi - Moi - Muchoki - Mudavadi - Muiruri - Mulama - Muliro - Mumba - Murumbi - Murunga - Murungaru - Musyoka - Muttendango - Mwangi - Mwariama - Mwatha - Ndege - Ndereba - Ngei - Ngoche - Ngugi - Njenga - Njonjo - Njoroge - Njue - Ntalami - Nyachae - Nyandoro - Obama - Obanda - Obuya - Ochieng - Odera - Odhiambo - Odinga - Odumbe - Oduol - Oduor - Ogola - Ogot - Okayo - Okoth - Okumu - Oliech - Olum - Omondi - Ongondo - Onyango - Orengo - Origi - Osiako - Otieno - Otunga - Ouko - Ouma - Oyuga - Patel - Pinto - Quaraishy - Ramrakha - Ring - Rombo - Rono - Rubia - Sadiq - Sande - Santos - Serry - Shah - Shaheen - Sharma - Sheikh - Sorongo - Suji - Tergat - Thuku - Tikolo - Tiyoi - Varaiya - Waciuri - Wainaina - Wainana - Wakiihuri - Wambugu - Wanga - Wangila - Wanja - Wanjiru - Wanyama - Wanyoike - Waruinge - Wa Thiongo - Wa Wamwere - Wa Wanjau ================================================ FILE: bin/common/SoldierName/Korean.nam ================================================ lookWeights: - 0 - 0 - 100 - 0 maleFirst: - Do-hyun - Dong-hyun - Hyun-jun - Hyun-woo - Ji-hoon - Ji-hu - Jun-seo - Jun-young - Joon-ho - Kun-woo - Min-jae - Min-jun - Min-kyu - Seung-hyun - Sung-hyun - Sung-min - Woo-jin - Ye-jun femaleFirst: - Eun-ji - Ha-eun - Hye-jin - Ji-hye - Ji-hyun - Ji-eun - Ji-min - Ji-young - Ji-woo - Min-ji - Min-seo - Seo-hyeon - Seo-yeon - Seo-yun - Seul-ki - Soo-jin - Su-bin - Ye-eun - Yu-jin - Yun-seo maleLast: - A - An - Ae - Bak - Ban - Bang - Bae - Baek - Beom - Byeon - Bok - Bong - Bu - Bi - Bin - Bing - Cha - Chang - Chae - Cheon - Cho - Choe - Chu - Dae - Dan - Dam - Dang - Do - Dokgo - Don - Dong - Dongbang - Du - Eo - Eogeum - Eom - Eun - Eum - Ga - Gae - Gan - Gal - Gam - Gang - Gangjeon - Gyeon - Gyeong - Gye - Go - Gok - Gong - Gwak - Gyo - Gu - Guk - Gun - Gung - Gwok - Gwon - Geun - Geum - Gi - Gil - Gim - Ha - Hak - Han - Ham - Hae - Heo - Hyeon - Hyeong - Ho - Hong - Hwa - Hwan - Hwang - Hwangbo - Hu - Heung - I - In - Im - Ja - Jang - Janggok - Jeo - Jeon - Jeom - Jeong - Je - Jegal - Jo - Jong - Jwa - Ju - Jun - Jeup - Jeung - Ji - Jin - Ma - Mae - Maeng - Man - Mangjeol - Myeong - Mo - Moj - Myo - Muk - Mun - Mi - Min - Na - Nae - Nan - Nam - Namgung - Nang - No - Noe - Nu - O - Ok - On - Ong - Pan - Paeng - Pyeon - Pyeong - Po - Pyo - Pung - Pi - Pil - Ra - Ran - Rang - Ri - Rim - Ro - Roe - Ru - Ryeo - Ryeon - Ryeom - Ryong - Ryu - Ryuk - Sa - Sagong - Sam - Sang - Seo - Seomun - Seok - Seon - Seonu - Seol - Seop - Seong - So - Sobong - Son - Song - Su - Sun - Seung - Si - Sin - Sim - Sip - Tak - Tan - Tae - U - Un - Wang - Won - Wi - Ya - Yang - Ye - Yeo - Yeon - Yeom - Yeop - Yeong - Yo - Yong - Yu - Yuk - Yun ================================================ FILE: bin/common/SoldierName/Nigerian.nam ================================================ lookWeight: - 0 - 0 - 0 - 100 maleFirst: - Abassi - Abayomi - Abejide - Abiodun - Abiola - Adebayo - Adejola - Adisa - Adunbi - Ajala - Ajani - Akanni - Akin - Akinlabi - Akinlana - Akins - Akono - Amadi - Aniweta - Apara - Ayodele - Azagba - Babafemi - Bem - Boseda - Chidike - Chijioke - Chike - Chukwuma - Dada - David - Dumaka - Ehioze - Ekundayo - Emeka - Emmanuel - Ewansiha - Ezekiel - Fasina - Gowo - Idowu - Imarogbe - Isah - Iyapo - Jaja - Jumoke - Kayode - Kehinde - Kosoko - Kwame - Madu - Mazi - Modupe - Morihinze - Moses - Ndulu - Ngozi - Nosakhere - Nwabudike - Obasi - Obataiye - Obayana - Obi - Obike - Ode - Odion - Ogbonna - Okechuku - Okpara - Oladele - Olafemi - Olaniyan - Olawale - Olawutobi - Olubayo - Olufemi - Olugbala - Olujimi - Olumide - Olumiji - Olushola - Oluwa - Oluwaseyi - Oluyemi - Omolara - Omorede - Onuwachi - Opeyemi - Osahar - Osakwe - Osayaba - Osayande - Osayimwese - Osaze - Samuel - Stanley - Sunday - Taiwo - Tobi - Echechi - Uzoma - Weke - Worie femaleFirst: - Abagbe - Abagebe - Abayomi - Abebi - Abegbe - Abeje - Abeke - Abena - Abeo - Abidemi - Abimbola - Abiona - Abisola - Adamma - Adanna - Adanya - Adebola - Adebomi - Adedagbo - Adedewe - Adedoja - Adeleke - Adenrele - Adeola - Aderinola - Adesimbo - Adesina - Adeyemi - Adio - Adjoa - Aduke - Aina - Aiyetoro - Ajala - Ajani - Akanke - Alaba - Alke - Ama - Amonke - Annakiya - Anuli - Arria - Asabi - Auta - Ayo - Ayobami - Ayobunmi - Ayodele - Ayofemi - Ayoka - Ayoluwa - Ayomide - Ayoola - Azalee - Baderinwa - Baina - Bayo - Becca - Bekide - Binah - Bolade - Bolanile - Bunmi - Chidimma - Chika - Chinonso - Chinue - Chioma - Chisom - Chizoba - Cynthia - Dada - Danuwa - Daurama - Dayo - Dubaku - Dumaka - Ebele - Ebun - Edenausegbo - Ehizemen - Ekaghogho - Exenesenarh - Enomwoyi - Esosa - Etinosa - Fabayo - Faraa - Farih - Fayola - Fayolla - Femi - Fola - Folade - Folami - Folashade - Dolayan - Foluke - Gimbya - Hanna - Hasana - Hazika - Hembadoon - Idowu - Ifama - Ife - Ifetayo - Ige - Ijaba - Ikuseghan - Innya - Irawagbon - Isoke - Iverem - Iyabo - Izegbe - Joy - Jumoke - Kehinde - Kinah - Kiziah - Kokumo - Limber - Lina - Lisha - Marjorie - Mbafor - Mbeke - Mhonum - Monifa - Morayo - Natashenka - Ngozi - Nkiruka - Nneka - Nnenaya - Nnenia - Nsia - Nourbese - Nwakaeo - Obioma - Ode - Ofure - Olabunmi - Olaniyi - Olateju - Olayinka - Olubayo - Olubunmi - Olufemi - Olufunke - Olufunmilayo - Oluremi - Omalara - Omolara - Omorenoniwara - Omorose - Omosede - Omosupe - omusupe - Oni - Onyeka - Osayioniwabo - Osemweoyenmwen - Oseye - Sade - Shade - Shiminege - Tanisha - Thema - Theresa - Titilayo - Tobi - Uchefuna - Urbi - Yahimba - Yejide - Yetunde - Yewande - Zuna maleLast: - Abdul - Abiodun - Abubakar - Achebe - Adebayo - Adebiyi - Adeyemi - Ahmadu - Aimeihi - Ajuonuma - Akubueze - Alamieyeseigha - Alli - Alvana - Amadi - Amaechi - Amaka - Anakobe - Anjola - Anyene - Arokoyo - Awani - Awiyetu - Awolowo - Aynaw - Ayoola - Babangida - Bugaje - Chidinma - Chinwe - Chukwu - Claaseen - Dhose - Ebuka - Ehi - Ehimen - Ejogo - Eke - Ekwensi - Enuma - Eseoghene - Eventus - Eze - Ezugo - Falmata - Farida - Femi - Garba - Hope - Ibe - Ibori - Ibrahim - Ibru - Ibukun - Iheme - Iniebong - Inusa - Itsifanus - Jangana - Jonathan - Jolawole - Lamidi - Lawal - Madaki - Mahmud - Maikudi - Mantakari - Martins - Mbana - Mbanefo - Memuna - Mohammed - Mshelia - Ngwube - Njoku - Obiola - Obrutse - Ochigbo - Ochonogo - Ogechi - Okah - Okafor - Okeke - Okere - Okereke - Okonkwo - Okoye - Olaoluwa - Olugbenga - Olukayode - Olumide - Olumodeji - Olusanmi - Oluwadamilare - Oluwakemi - Oluwayomi - Oni - Onita - Onyinjuke - Opara - Orakwe - Otaru - Otatoru - Rajuli - Raphael - Saraki - Sekibo - Shuta - Sunny - Temitope - Tosin - Uba - Udoh - Ugbabio - Usman - Wale - Yar-adua - Yindadi ================================================ FILE: bin/common/SoldierName/Norwegian.nam ================================================ lookWeights: - 50 - 43 - 7 - 0 maleFirst: - Adrian - Aleksander - Alexander - Alf - Alfred - Anders - Andreas - Anton - Arne - Artur - Arvid - Asbjoorn - Atle - Balder - Baldur - Benjamin - Bjorn - Boone - Borg - Brander - Burnaby - Burr - Busby - Cadby - Canute - Carr - Cawley - Christian - Christoffer - Colby - Dag - Danby - Delling - Daniel - Didrik - Edvard - Einar - Eirik - Elvis - Emil - Eric - Erik - Erlend - Erling - Espen - Even - Fredrik - Frode - Gunnar - Haakon - Haavard - Hans - Harald - Havard - Henning - Henrik - Inge - Ivar - Jakob - Jan - Jens - Joachim - Joakim - Johan - Jokkum - Jon - Jonas - Jorgen - Julius - Kare - Karl - Kjell - Knut - knute - Kristian - Kristoffer - Lars - Leif - Ludvik - Mads - Magnus - Marcus - Marius - Martin - Martinus - Mathias - Matias - Mats - Mikkel - Mons - Nikolai - Nils - Olaf - Olan - Ole - Pal - Paul - Peder - Per - Petter - Reidar - Rolf - Sander - Sebastian - Sigurd - Simen - Sindre - Stian - Svein - Svend - Sverre - Thomas - Thor - Tobias - Tomas - Tor - Vegar - Vegard femaleFirst: - Abigael - Adelis - Agot - Alberte - Alfhild - Ane - Annbjorg - Annborg - Arnbjorg - Asdis - Aslaug - Benedikte - Bergit - Bergliot - Berit - Brigit - Canutte - Cathrine - Dagrun - Fredrika - Gerdy - Grete - Grethe - Gry - Gudlaug - Gunnhild - Gunnvor - Halldora - Hege - Heidrun - Hjordis - Idunn - Ingebjorg - Ingfrid - Inghild - Ingvild - Janne - Johanne - Jorunn - Kanutte - Kari - Karita - Karoline - Kirsten - Kjellfrid - Kjersti - Kjerstin - Kristi - Kristine - Lise - Lovise - Magnhild - Margarete - Margarethe - Margrethe - Marit - Rebekka - Silje - Sofia - Solaug - Thorbjorg - Torbjorg - Torhilda - Torid - Toril - Urd - Valdis - Vendela - Vibeke - Viva - Waldis - Yngvild maleLast: - Aamodt - Aas - Aasen - Aasgaard - Abel - Abrahamsen - Alsgaard - Alving - Amundsen - Amundson - Andersen - Andreassen - Andresen - Andsnes - Antonisen - Antonsen - Arnesen - Arup - Asheim - Aune - Bakke - Bakken - Balle - Baltzersen - Berg - Berge - Berntsen - Birkeland - Birknes - Bjoenkaer - Bjoerndalen - Bjone - Bjordal - Bjorlo - Bjornebye - Bjornson - Bjornstad - Blix - Bo - Bocklin - Boe - Borkman - Brack - Brandes - Brat - Brataas - Bredesen - Brekke - Brenden - Brogger - Brovik - Buraas - Burass - Christensen - Christiansen - Daehle - Daehlie - Dahl - Dahn - Dahue - Danielsen - Dybendahl - Edvardsen - Eftevang - Eggen - Eide - Eliassen - Elieson - Ellingsen - Elvsted - Engen - Enger - Englund - Engstrand - Eriksen - Ertzgard - Evensen - Fagerberg - Fagernes - Falck - Fjaerestad - Fjortoft - Flemmen - Flo - Folkow - Fosli - Franck - Fredriksen - Fretheim - Fuglesang - Fuglestad - Furuseth - Gabler - Gabrielsen - Garborg - Gimle - Gjeldnes - Gjelland - Gjessing - Grieg - Grimseth - Grimsmo - Gritdal - Grodas - Groenvold - Gronelv - Guidon - Gulbrandsen - Gundersen - Gunderson - Gunnestad - Gylfason - Haakonsen - Haarberg - Haarland - Haartz - Hagen - Halskar - Halvorsen - Hammer - Hanevold - Hanke - Hansen - Hanssen - Hanstveit - Hartmark - Hasso - Hasund - Haug - Hauge - Haugen - Haugland - Haugsrud - Heiberg - Helgeland - Helgerod - Helland - Helmer - Henriksen - Herdal - Heyerdahl - Hoan - Hoeg - Hoen - Holm - Holmann - Holth - Hopen - Horn - Hultgreen - Hustveit - Ibsen - Ingebriktsson - Ingstad - Isaksen - Iversen - Jacobsen - Jagge - Jakobsen - Jasperson - Jelesens - Jensen - Jenssen - Jevne - Johannessen - Johansen - Johnsen - Jorgensen - Juell - Kaland - Karlan - Karlsen - Kase - Kildal - Kippe - Kjeldaas - Kjelstrup - Kjorestad - Kjorsvik - Klovstod - Knudsen - Knutsen - Koht - Koss - Krafft - Kristensen - Kristiansen - Kristoffersen - Krogstad - Kultin - Kvarme - Landa - Langslet - Lanser - Larsen - Leirfall - Leonhardsen - Lid - Lie - Lien - Lier - Lind - Lindahl - Linde - Listow - Ljoekelsoey - Loevaas - Lorch - Lous - Lovborg - Ludwigsen - Lund - Lunde - Lyen - Malmros - Malmstrom - Manders - Marken - Martinsen - Mathiesen - Mathisen - Meling - Meyer - Midttun - Mikkelsen - Mikkelsplass - Mo - Moen - Mork - Mostue - Munch - Myhre - Mykland - Myklebust - Myrland - Naess - Nanstveit - Naustvik - Neilsen - Nerhus - Nielsen - Nilsen - Njerve - Njos - Noberg - Nore - Nyberg - Nygard - Odegard - Oedegaard - Oesten - Olsen - Omholt - Orden - Orthe - Ostenstad - Ottesen - Paldan - Paulsen - Pedersen - Pederssen - Pettersen - Poulsen - Prydz - Ramsfeld - Ramsfjell - Rank - Ranning - Rasmussen - Ratkje - Rekdal - Resi - Retter - Ribur - Riseth - Rodahl - Rovlund - Ruud - Saeterstoel - Saether - Salvesen - Sandvik - Schei - Schjerven - Schroder - Schwane - Schytte - Selle - Selling - Selvik - Sikveland - Simonsen - Sivertsen - Sivertson - Sivlee - Sjo - Sjovold - Skarsgaard - Skarsgard - Skavlan - Skjelbraid - Skjolsvold - Skovgaard - Skreien - Smilla - Solbakken - Solbakker - Solberg - Solheim - Solness - Solskaer - Sondral - Sorensen - Stamso - Steen - Stensrud - Stianson - Stirner - Storelid - Stram - Strand - Strandli - Svasand - Svendson - Svenoy - Syversen - Tangen - Tangvik - Tesman - Thomassen - Thonstad - Thoresen - Thorsen - Thue - Thulesius - Thune - Thymann - Tobiassen - Tonder - Tonsberg - Torgereen - Torp - Traa - Tunold - Tveit - Ulstein - Ulving - Utskjoer - Veitberg - Vigeland - Vik - Vind - Waldum - Wangel - Wangen - Wassmo - Wikborg - Wullum - Yons - Ytterhus - Zakariassen ================================================ FILE: bin/common/SoldierName/Polish.nam ================================================ lookWeights: - 50 - 50 - 0 - 0 maleFirst: - Jan - Andrzej - Piotr - Krzysztof - Stanislaw - Tomasz - Pawel - Jozef - Marcin - Marek - Michal - Grzegorz - Jerzy - Tadeusz - Adam - Lukasz - Zbigniew - Ryszard - Dariusz - Henryk - Mariusz - Kazimierz - Wojciech - Robert - Mateusz - Marian - Rafal - Jacek - Janusz - Miroslaw femaleFirst: - Anna - Maria - Katarzyna - Malgorzata - Agnieszka - Krystyna - Barbara - Ewa - Elzbieta - Zofia - Janina - Teresa - Joanna - Magdalena - Monika - Jadwiga - Danuta - Irena - Halina - Helena - Beata - Aleksandra - Marta - Dorota - Marianna - Grazyna - Jolanta - Stanislawa - Iwona - Karolina maleLast: - Nowak - Kowalski - Wisniewski - Dabrowski - Lewandowski - Wojcik - Kaminski - Kowalczyk - Zielinski - Szymanski - Wozniak - Kozlowski - Jankowski - Wojciechowski - Kwiatkowski - Kaczmarek - Mazur - Krawczyk - Piotrowski - Grabowski - Nowakowski - Pawlowski - Michalski - Nowicki - Adamczyk - Dudek - Zajac - Wieczorek - Jablonski - Krol femaleLast: - Nowak - Kowalska - Wisniewska - Dabrowska - Lewandowska - Wojcik - Kaminska - Kowalczyk - Zielinska - Szymanska - Wozniak - Kozlowska - Jankowska - Wojciechowska - Kwiatkowska - Kaczmarek - Mazur - Krawczyk - Piotrowska - Grabowska - Nowakowska - Pawlowska - Michalska - Nowicka - Adamczyk - Dudek - Zajac - Wieczorek - Jablonska - Krol ================================================ FILE: bin/common/SoldierName/Polynesia.nam ================================================ lookWeights: - 0 - 2 - 49 - 49 maleFirst: - Aata - Ata - Atawhai - Ahia - Ahinariki - Ahipene - Apirana - Apera - Aperahama - Arapeta - Etera - Hahona - Haimona - Haki - Hara - Hari - Hatarei - Hau - Hehu - Heketoro - Hemi - Hirini - Hiruharama - Hohepa - Honi - Honoiwairua - Hukarere - Hunapo - Iarere - Iehohapata - Ieni - Ietepere - Ietoro - Ihaia - Ihaka - Iharaira - Ihimaera - Ihipa - Ihu - Ikaroa - Inoke - Iorama - Iorangi - Iotama - Ira - Iraia - Iwi - Kai - Kaihautu - Kaili - Kale - Kamaka - Kapena - Kapono - Keahi - Keanu - Kiritowha - Konala - Loe - Mana - Marama - Matiu - Maui - Pio - Piripi - Rangi - Ra - Rameka - Rapata - Rongo - Ruru - Taine - Tama - Tamati - Tane - Tanemahuta - Hatfacoa - Tangi - Tautoru - Tui - Wi - Wiremu - Wiri - Wirimu femaleFirst: - Ahere - Ahorangi - Ahuaiti - Ahurewa - Alamea - Aolani - Aratiki - Arikiwi - Aroha - Arorangi - Aruhe - Awa - Awi - Ehetere - Emauha - Emere - Emiri - Epa - Erena - Erene - Erenora - Eruini - Haeata - Hahana - Hakeke - Hanga - Harakeke - Harata - Haukiwaho - Hauku - Haumiaroa - Hauora - Haupuku - Haurahi - Hekeheke - Heni - Hepetema - Hera - Herene - Hihiri - Hinapouri - Hine - Hineana - Hinemoana - Hiri - Hoane - Hoata - Hokioi - Honemoana - Horiana - Horowai - Hotoke - Huhana - Huia - Hukapapa - Ihapera - Inia - Iolana - Irapeta - Irihapeti - Iritana - Irueca - Iucihi - Iwa - Iwalani - Kahikatoa - Kahu - Kahurangi - Kaiarahi - Kaihautu - Kaitaka - Kakama - Kakarauri - Kakariki - Kalea - Kamea - Keoni - Kieli - Kinipela - Kiri - Konane - Kowhai - Mariama - Lahela - Lani - Lealani - Leiko - Liko - Liliha - Luana - Lulani - Maile - Makani - Mahinaarangi - Maleah - Malo - Manaia - Mele - Miliani - Moana - Nalanie - Ngaire - Nohealani - Oke - Onaona - Papatuanuku - Peata - Petani - Palila - Pekelo - Pilialoha - Tama - Tino Aroha - Ulani - Wiki - Wikitoria maleLast: - Amai - Aperahama - Atama - Ahipene - Ahitana - Ahuriri - Aihue - Akara - Akariri - Akuhata - Alana - Amohanga - Anaha - Anaru - Aotea - Apatari - Acatui - Ariari - A Tau - Atutahi - Awanui - Awatere - Ema - Eparaima - Erueti - Haehae - Haira - Hakaraia - Hakopa - Hale - Hamahona - Hape - Hapeta - Hapi - Hapimana - Hapuku - Harakeke - Harata - Harawira - Hari - Hatarini - Hatata - Hati - Haturini - Hau - Haua - Hauiti - Haukamau - Hauraki - Hautapu - Hautonga - Hautu - Hawea - Heka - Hekekia - Hemania - Hemara - Henare - Herangi - Herekiuha - Hereora - Heretini - Herewini - Heta - Hetaraka - Heteriki - Hikawai - Himiona - Hinekura - Hinerangi - Hinerau - Hinga - Hireme - Hirini - Hita - Hoani - Hoepo - Hoera - Hoeta - Hohaia - Hohapata - Hohepa - Hohia - Hokianga - Hokotoki - Hona - Hone - Honetana - Hongi - Hoori - Hopa - Hori - Horohau - Horomona - Horua - Hoterene - Hotu - Huatahi - Huhu - Huiarangia - Huka - Humana - Hunua - Hura - Huritu - Huriwaka - Ihaea - Ihaia - Iona - Irihapete - Irimana - Iti - Kahale - Kahananui - Kahele - Kahiwai - Kahiwirori - Kahue - Kahukakanui - Kahukura - Kaihau - Kaimoana - Kainamu - Kaingariro - Kainuku - Kaipapa - Kairau - Kaire - Kaiteke - Kaiwi - Kakewahine - Kalama - Kalani - Kalawai'a - Kalili - Kalua - Kama - Kamaka - Kamealoha - Kamira - Kamuwai - Kaneri - Kanuta - Kapene - Kaponga - Kapule - Karahina - Karaitiana - Karaka - Karakiakore - Karamaena - Kararene - Karati - Karekare - Kareko - Karena - Katene - Katete - Katipa - Kauamo - Kaui - Kaukau - Kaura - Kautarewa - Kawana - Kawai - Kawau - Ka'ana'ana - Ka'aukai - Ka'uhane - Kawiti - Keahi - Kealoha - Keawe - Kepa - Kekoa - Kelekolio - Keli'i - Kena - Keno - Kepa - Kerapa - Kereama - Kerei - Keremeneta - Kereoma - Kereopa - Kerepeti - Kereru - Kereti - Kewa - Kiarie - Kimura - Kingi - Kinihe - Kino Te Ahiwaka - Kirikino - Kirikiri - Kiriwi - Kiwara - Koha - Kohena - Kohikikko - Kohu - Kokiri - Komene - Koni - Koperau - Kopiri - Koroheke - Korohunga - Koroi Ngawhau - Kotuhi - Kouku - Kupa - Kurawhatia - Kuru - Kuti - Kane - Maaka - Maeka - Maere - Mahaka - Mahauariki - Mahelona - Mahe'ai - Mahia - Mahima - Mahoe - Mahoe - Mahu - Mahuta - Mahutoto - Maihi - Maipi - Maka - Makara - Makatea - Makawe - Makiha - Makiri - Manawaroa - Mane - Mangu - Mania - Maniapoto - Manihera - Mare - Mareroa - Marino - Marore - Marupo - Matakorama - Matene - Matenga - Materoa - Matewhitu - Mau - Mauhana - Mauheni - Maukau - Mauwhata - Mawe - Mawhiu - Metua - Mihinui - Mikaere - Miki - Minapara - Mio - Moananui - Moeahu - Moera - Meoroa - Mohi - Moka - Moke - Moke Te Ora - Monita - Morehu - Morete - Morunga - Motutere - Muriwai - Muru - Munu - Natana - Nawaia - Neho - Nehua - Nene - Nepia - Ngahere - Ngahiwi - Ngahoro - Ngaia - Ngaio - Ngakaho - Ngamoenga - Ngamoki - Ngamu - Ngapune - Ngare - Ngarara - Ngata - Ngatai - Ngataierua - Ngataki - Ngatoko - Ngatono - Ngawe - Ngawharau - Ngerengere - Ngohe - Ngoungou - Nikau - Nikora - Nuitone - Nukaiahu - Nutana - Nutira - Ohutu - Oketopa - Oneroa - Otene - Otimi - Paekou - Paenga - Paerata - Paewai - Pahau - Pahi - Pahua - Pai - Paipa - Pairama - Pakau - Paki - Pakinui - Pakira - Paku - Palakiko - Panapa - Panera - Panina - Panoho - Paora - Papa Titore - Paparangi - Paraeroa - Paraha - Paraihe - Paranihi - Paranihihi - Paraone - Parata - Paratene - Paratini - Pare - Parehe - Parekaremu - Pareraukawa - Paringatai - Patariki - Patihana - Patu - Patuone - Patuwai - Patuwairua - Paura - Pauro - Pawhau - Peehikuru - Pepe - Peita - Peka - Peneha - Penehare - Peneta - Penetito - Pepene - Pera - Peraniko - Perawiti - Pereki - Perepe - Peri - Pihama - Pikari - Pio - Pirere - Pirika - Piripi - Piwari - Poa - Poaro - Pohe - Pohio - Pohopohe - Poiakino - Poihipi - Pokai - Pomana - Pomare - Popata - Potaka - Potangaroa - Potatau - Poti - Potiki - Pouhiki - Pourewa - Pouwhare - Puanga - Puano - Puhi - Phutaniwharau - Puku - Puna - Pura - Puru - Purukama - Puti - Purutanga - Raharuhi - Raihania - Rakete - Raki - Rakiraki - Rako - Ranana - Rangihaeata - Rangimakere - Rangipaeroa - Rangiatakaiwaho - Rangitaura - Rangitukiwaho - Rangiwai - Rapana - Rapihana - Rapira - Raponi - Rarere - Ratahi - Ratima - Rauhihi - Rautangi - Rawiri - Rehanga - Rehutai - Rei - Reihana - Remaha - Remi - Remihana - Renata - Rerekura - Reweti - Rewi - Rewiti - Ria - Rihari - Rihia - Riki - Rikirangi - Riwhi - Romana - Rona - Ronaki - Ropata - Rotoatara - Tuatara - Ruawai - Ruepena - Ruka - Rukutai - Rupaha - Rurawhe - Ruru - Ruwhiu - Te Puke Nui - Tare - Taekata - Tahana - Tahere - Tai - Taiapa - Taiaroa - Taimana - Taimona - Taipari - Taite - Taitimu - Taitua - Tautuha - Taka - Takao - Takarangi - Takimoana - Takitimu - Takoto - Takuira - Tamahana - Tamaikoha - Tamainu - Tamaiparea - Tamaka - Tamakaha - Tamaki - Tamaoho - Tamapahore - Tamarau - Tamatea - Tamati - Tamawaru - Tamihana - Tamihaua - Tanara - Tangaroa - Tangipo - Tangohau - Taniora - Taniwha - Tarakaho - Taranui - Taratoa - Tareha - Tareuke - tata - Tau - Taua - Tauhore - taui - Taira - Taukamo - Taumatahera - Taupo - Taurua - Tautari - Tautuhi - Tawera - Tawhai - Tawhara - Te Ahwaka - Te Aho - Te Akau - Te Ao - Te Apa - Te Aranui - Te Atua - Te Awa - Te Hae - Te Huia - Te Kanawa - Te Kataua - Te Kepa - Te Mana - Te Nga - Te Owai - Te Papa - Te Peke - Te Tuhi - Tei - Tekoikoi - Tepeke - Tepere - Teraki - Teriroa - Teremai - Timu - Tipene - Toia - Tokona - Tongariro - Taumaunu - Tuhapo - Tuke - Tupe - Turei - Wahi - Waka - Wara - Waiariki - Waiata - Waihape - Wainohu - Waiohenga - Waipa - Waipouri - Wairua - Waitara - Waitoa - Waitokia - Waiwiri - Wanoa - Wanui - Warakihi - Warana - Warauri - Warena - Watene - Wati - Wehipeihana - Wepiha - Whanga - Whaekiri - Whaitiri - Whakaari - Whakaata - Whanaupunga - Whangapirita - Wharekawa - Wharekiri - Wharepapa - Wharerau - Whati - Whetu - Whiu - Wihapi - Wikaire - Wikitapu - Witana - Witehira - Witika - "'Akamu" ================================================ FILE: bin/common/SoldierName/Portuguese.nam ================================================ lookWeight: - 2 - 88 - 2 - 8 maleFirst: - Afonso - Alberto - Alexandre - Alvaro - Andre - Antonio - Augusto - Bernardo - Bruno - Carlos - Cristiano - Daniel - David - Diogo - Duarte - Eduardo - Fabio - Fernando - Filipe - Flavio - Francisco - Frederico - Gabriel - Goncalo - Guilherme - Gustavo - Helder - Henrique - Hugo - Ivo - Jaime - Joao - Joaquim - Jorge - Jose - Julio - Leonardo - Leonel - Luis - Manuel - Marcelo - Marcio - Marco - Mario - Miguel - Nelson - Nuno - Orlando - Paulo - Pedro - Rafael - Raul - Ricardo - Roberto - Rodolfo - Rodrigo - Rui - Samuel - Sergio - Tiago - Telmo - Tomas - Vasco - Vitor femaleFirst: - Alice - Ana - Anabela - Andreia - Angela - Aurora - Barbara - Beatriz - Bia - Carina - Carla - Carolina - Catarina - Catia - Celeste - Celia - Celina - Clara - Claudia - Cristiana - Cristina - Daniela - Dalia - Debora - Diana - Dulce - Elsa - Eva - Fatima - Fernanda - Filipa - Filomena - Flavia - Florbela - Francisca - Gabriela - Gloria - Helena - Ilda - Ines - Irene - Isabel - Joana - Josefina - Julia - Lara - Laura - Leonor - Liliana - Luisa - Madalena - Mafalda - Manuela - Margarida - Maria - Mariana - Marina - Marisa - Marta - Matilde - Monica - Natalia - Nadia - Olivia - Patricia - Paula - Rafaela - Raquel - Rita - Rute - Sandra - Sara - Sofia - Sonia - Soraia - Susana - Tania - Teresa - Telma - Vanessa - Vera maleLast: - Abrantes - Abreu - Agostinho - Albano - Albuquerque - Aleixo - Almeida - Alves - Amaro - Amaral - Andrade - Anjos - Antunes - Araujo - Assis - Azevedo - Barata - Barreiras - Barreto - Barros - Barroso - Bastos - Bento - Beja - Borges - Brandao - Brito - Cabral - Cadete - Caetano - Caldeira - Campos - Cardoso - Carneiro - Carrico - Carrilho - Carvalho - Castro - Cavaco - Cavaleiro - Chaves - Coelho - Conceicao - Correia - Cortes - Costa - Coutinho - Couto - Crespo - Cristovao - Cruz - Cunha - Cunhal - Delgado - Dias - Dinis - Dionisio - Domingos - Duarte - Esteves - Farinha - Fernandes - Ferreira - Figueira - Figueiredo - Fitas - Fragoso - Fragata - Francisco - Franco - Freire - Freitas - Fonseca - Fontes - Fortes - Furtado - Galvao - Gama - Garcia - Godinho - Gomes - Goncalves - Gouveia - Graca - Grilo - Guedes - Guerra - Guerreiro - Guimaraes - Henriques - Homem - Horta - Jacinto - Jesus - Lameiras - Laranjeiro - Leal - Lima - Lopes - Lourenco - Luz - Macedo - Machado - Madeira - Maia - Magalhaes - Marques - Martinho - Martins - Marujo - Mateus - Matias - Matos - Maximo - Meireles - Melo - Mendes - Mendonca - Mestre - Mira - Miranda - Moniz - Monteiro - Morais - Moreira - Morgado - Mota - Moura - Mourinho - Nascimento - Neto - Neves - Nobrega - Nogueira - Noronha - Nunes - Oliveira - Pacheco - Pais - Paiva - Parreira - Pato - Peixe - Peixoto - Pereira - Pessoa - Pimentel - Pinheiro - Pinho - Pinto - Pires - Portugal - Povoa - Prata - Queiros - Raimundo - Ramalho - Ramos - Raposo - Rato - Real - Rebelo - Reis - Relvas - Ribeiro - Rio - Rocha - Rodrigues - Ronaldo - Rosario - Roseiro - Salgado - Salgueiro - Sampaio - Sanches - Santana - Santos - Sebastiao - Semedo - Sequeira - Serra - Serrao - Serras - Silva - Silvestre - Silvino - Simoes - Soares - Sobral - Sousa - Tavares - Teixeira - Teles - Torres - Valadas - Valente - Varandas - Varela - Vasconcelos - Vaz - Veloso - Viana - Vicente - Vidal - Vieira - Viegas - Vitorino - Xavier ================================================ FILE: bin/common/SoldierName/Romanian.nam ================================================ lookWeights: - 49 - 50 - 1 - 0 maleFirst: - Adrian - Alexandru - Andrei - Bogdan - Catalin - Claudiu - Constantin - Cornel - Cosmin - Daniel - Dragos - Dumitru - Emil - Eugen - Florin - Gabriel - George - Gheorghe - Ilie - Ion - Liviu - Lucian - Marian - Marius - Mihai - Nicu - Octavian - Ovidiu - Petre - Radu - Robert - Sergiu - Silviu - Sorin - Stefan - Tiberiu - Tudor - Vasile - Viorel - Vlad femaleFirst: - Adelina - Alexandra - Alina - Ana - Andreea - Angela - Carmen - Catalina - Claudia - Corina - Dana - Daniela - Doina - Elena - Elisabeta - Felicia - Florentina - Gabriela - Georgiana - Gina - Ileana - Ioana - Irina - Iulia - Laura - Magda - Maria - Mariana - Mihaela - Mirela - Monica - Nadia - Nicoleta - Oana - Rodica - Roxana - Simona - Stefania - Violeta - Viorica maleLast: - Anton - Banica - Barbu - Cojocaru - Constantin - Cristea - Dobre - Dragomir - Dumitru - Ene - Florea - Georgescu - Iancu - Ilie - Ionescu - Iordan - Lazar - Luca - Marinescu - Mihalcea - Munteanu - Nastase - Nicolae - Nistor - Olaru - Olteanu - Parvu - Petre - Popescu - Preda - Radu - Sabau - Savu - Serban - Stanciu - Stanescu - Tanase - Tudor - Ungureanu - Voinea ================================================ FILE: bin/common/SoldierName/Russian.nam ================================================ lookWeights: - 50 - 50 - 0 - 0 maleFirst: - Aleksandr - Aleksey - Anatoliy - Andrey - Anton - Artem - Artur - Boris - Denis - Dmitriy - Eduard - Evgeniy - Gennadiy - Georgiy - Grigoriy - Igor - Ilya - Ivan - Konstantin - Leonid - Maxim - Mihail - Nikolay - Oleg - Pavel - Petr - Roman - Ruslan - Sergey - Stanislav - Vadim - Valentin - Valeriy - Vasiliy - Viktor - Vitaliy - Vladimir - Vladislav - Vyacheslav - Yuriy femaleFirst: - Albina - Aleksandra - Alla - Alyona - Anastasiya - Anna - Antonina - Darya - Ekaterina - Elena - Evgeniya - Galina - Inna - Irina - Kristina - Kseniya - Larisa - Lidiya - Liliya - Lyubov - Lyudmila - Margarita - Marina - Mariya - Nadezhda - Natalya - Nina - Oksana - Olesya - Olga - Raisa - Svetlana - Tamara - Tatyana - Valentina - Varvara - Vera - Viktoriya - Yulia - Zinaida - Zoya maleLast: - Alekseev - Andreev - Antonov - Borisov - Fedorov - Egorov - Grigoryev - Gromov - Ivanov - Komarov - Korolyov - Kozlov - Kuzmin - Kuznetsov - Lebedev - Makarov - Mihailov - Morozov - Nikitin - Nikolaev - Novikov - Orlov - Pavlov - Petrov - Popov - Romanov - Semyonov - Sergeev - Smirnov - Sokolov - Solovyov - Stepanov - Vasilyev - Volkov - Vorobyov - Yakovlev - Zaitsev - Zaharov femaleLast: - Alekseeva - Andreeva - Antonova - Borisova - Fedorova - Egorova - Grigoryeva - Gromova - Ivanova - Komarova - Korolyova - Kozlova - Kuzmina - Kuznetsova - Lebedeva - Makarova - Mihailova - Morozova - Nikitina - Nikolaeva - Novikova - Orlova - Pavlova - Petrova - Popova - Romanova - Semyonova - Sergeeva - Smirnova - Sokolova - Solovyova - Stepanova - Vasilyeva - Volkova - Vorobyova - Yakovleva - Zaitseva - Zaharova ================================================ FILE: bin/common/SoldierName/Slovak.nam ================================================ lookWeights: - 45 - 55 - 0 - 0 maleFirst: - Andrej - Arpad - Branislav - Ctibor - David - Dusan - Frantisek - Jakub - Jan - Jaroslav - Jozef - Juraj - Julius - Ladislav - Lubomir - Lubos - Ludovit - Lukas - Martin - Matej - Michal - Milan - Miroslav - Mojmir - Ondrej - Pavol - Peter - Radomir - Radoslav - Rastislav - Richard - Roman - Slavomir - Stanislav - Tomas - Vladimir - Vratko - Zdeno femaleFirst: - Adela - Agata - Andrea - Anna - Dasa - Elena - Eva - Hana - Helena - Ivana - Jarmila - Jaroslava - Katarina - Karolina - Kristina - Kvetoslava - Lenka - Linda - Lucia - Ludmila - Maria - Michaela - Milena - Monika - Natalia - Nela - Petra - Tatiana - Tereza - Veronika - Viera - Zdenka - Zoja - Zora - Zuzana maleLast: - Baca - Banik - Beno - Bezdicka - Bondra - Bosansky - Brezina - Cernuska - Cyprich - Dano - Dula - Filip - Gernic - Gregor - Gregus - Goga - Halak - Halda - Haluska - Hascak - Holub - Horvath - Janik - Janosik - Janoska - Jurina - Keniz - Kmet - Kolesar - Kolnik - Kostrec - Kovac - Liptak - Liska - Lukac - Majesky - Marian - Medved - Mihalik - Mikus - Mojzis - Molnar - Nagy - Nemec - Novak - Ondrejkovic - Ondrus - Oravec - Pasko - Pavlas - Pavuk - Prochazka - Rakocz - Senko - Skokan - Slezak - Sloboda - Slovak - Szabo - Toma - Valovsky - Varga - Vaskovic - Viktorin femaleLast: - Adamcova - Banasova - Dubovska - Durianova - Farkasovska - Ficova - Filipova - Haluskova - Heckova - Hubinska - Janosikova - Kocisova - Kovacikova - Kovacova - Kovacova - Krajcirova - Kubincova - Luptakova - Mala - Malachovska - Martinova - Matusova - Melcerova - Mikusova - Moravcova - Nemcova - Oravcova - Patrikova - Peskova - Petrovicka - Plchova - Puchertova - Rusova - Senkova - Simekova - Slobodova - Sturova - Vacvalova ================================================ FILE: bin/common/SoldierName/Spanish.nam ================================================ lookWeights: - 4 - 88 - 4 - 4 maleFirst: - Aaron - Adan - Alberto - Alejandro - Alfonso - Andres - Angel - Antonio - Augusto - Benedicto - Benjamin - Carlos - Daniel - David - Diego - Eduardo - Elias - Eliseo - Enrique - Emanuel - Eric - Ernesto - Esteban - Fabio - Felipe - Felix - Fernando - Fidel - Fortunato - Francisco - Gabriel - Gerardo - Hugo - Humberto - Ismael - Ivan - Jacobo - Jaime - Javier - Jesus - Joel - Jorge - Jose - Juan - Julian - Leo - Leonardo - Lucas - Luis - Manuel - Marco - Marcos - Martin - Matias - Mateo - Maximiliano - Miguel - Nataniel - Nicolas - Noe - Octavio - Orlando - Oscar - Pablo - Pedro - Rafael - Ramon - Raul - Rene - Ricardo - Roberto - Rolando - Salvador - Santiago - Sebastian - Sergio - Silvestre - Stefano - Teodoro - Tito - Tomas - Valentin - Vicente - Victor - Xavier femaleFirst: - Adriana - Aida - Alejandra - Alexia - Alma - Ana - Angela - Angelica - Aurora - Barbara - Bianca - Brenda - Carina - Carla - Carolina - Casandra - Catalina - Claudia - Cristina - Dolores - Dora - Elena - Eliana - Elvira - Ema - Esmeralda - Eva - Felicia - Fiona - Gabriela - Gloria - Guadalupe - Ines - Isabel - Jesica - Juana - Laura - Lidia - Liliana - Linda - Lisa - Lorena - Magdalena - Marcela - Margarita - Maria - Mariana - Marisol - Monica - Nadia - Nancy - Natalia - Noemi - Olivia - Patricia - Paulina - Raquel - Rosa - Selena - Sofia - Sonia - Talia - Tatiana - Teresa - Vanesa - Veronica - Victoria - Yolanda maleLast: - Aguilar - Alba - Alonso - Alvarado - Alvarez - Avila - Calderon - Campos - Cardenas - Castilla - Cervantes - Chavez - Cortez - Cruz - De La Cruz - De La Rosa - De Soto - Diaz - Dominguez - Estrada - Falcon - Fernandez - Figueroa - Flores - Fuentes - Garcia - Garza - Gomez - Gonzalez - Guerrero - Gutierrez - Guzman - Hernandez - Herrera - Jimenez - Juarez - Leon - Lima - Lopez - Loya - Lucio - Luna - Martinez - Medina - Mejia - Mendez - Mendoza - Miranda - Montero - Montes - Morales - Moreno - Munoz - Navarro - Nunez - Ortega - Ortiz - Pacheco - Pascual - Perez - Ramirez - Ramos - Reyes - Rios - Rivera - Rodriguez - Romero - Rosa - Ruiz - Sanchez - Sandoval - Santa Cruz - Santana - Santiago - Santos - Sosa - Suarez - Tapia - Torres - Trejo - Trevino - Trujillo - Valdez - Vasquez - Vega - Velasquez ================================================ FILE: bin/common/SoldierName/Swedish.nam ================================================ lookWeight: - 60 - 40 - 0 - 0 maleFirst: - Johan - Fredrik - Sten - Olof - Anders - Sven - Mattias - Jesper - David - Henrik - Lars - Mikael - Andreas - Robin - Christian - Joakim - John - Linus - Mats - Tommy - Per - Sebastian - Edvin - Bo - Leif - Jens - Jonas - Peter - Thomas - Erik femaleFirst: - Christine - Annika - Isabel - Anna - Lena - Mia - Pia - Petra - Madeleine - Johanna - Gunilla - Eva - Ellinor - Elisabet - Amanda - Carin - Mikaela - Magdalena - Ellen - Ingrid - Inger - Linda - Karin - Maria - Sara - Emma - Marie maleLast: - Linder - Olofsson - Holmqvist - Andersson - Lindberg - Lindqvist - Gustafsson - Larsson - Lindgren - Lind - Eklund - Holm - Claesson - Viklund - Lund - Falk - Blom - Ek - Norberg - Sundqvist - Sjoborg - Ivarsson - Hedlund - Holmgren - Hedlund - Nordin - Berggren - Svensson - Lindgren - Eklund - Axelsson ================================================ FILE: bin/common/SoldierName/Turkish.nam ================================================ lookWeights: - 8 - 16 - 8 - 1 maleFirst: - Abdullah - Adem - Adil - Adnan - Ahmet - Akif - Ali - Alp - Alper - Altan - Arda - Arif - Atilla - Aydemir - Ayhan - Aykut - Aziz - Baha - Bahri - Barlas - Bedri - Bekir - Berk - Bilal - Birol - Bora - Burak - Burhan - Cahit - Can - Caner - Cem - Cemal - Cengiz - Cenk - Cihan - Cumhur - Davut - Doruk - Dursun - Efe - Ekrem - Emin - Emrah - Emre - Engin - Enver - Erdal - Eren - Erhan - Erkan - Erol - Ethem - Fahri - Faruk - Fatih - Fehmi - Ferdi - Ferhat - Feridun - Fikret - Furkan - Hakan - Halil - Haluk - Hamdi - Hamza - Harun - Hasan - Hayri - Hikmet - Hilmi - Kaan - Kadir - Kemal - Kenan - Kerem - Koray - Korhan - Levent - Mahir - Mahmut - Mehmet - Melih - Mert - Mete - Metin - Mithat - Muammer - Muhammet - Muhsin - Murat - Musa - Mustafa - Muzaffer - Naci - Nazmi - Necdet - Nihat - Niyazi - Nuri - Okan - Oktay - Onur - Orhan - Osman - Ozan - Ramazan - Remzi - Sabri - Salih - Sedat - Selim - Semih - Sercan - Serdar - Serhat - Serkan - Sinan - Soner - Taha - Tahir - Tahsin - Taner - Tarkan - Tayfun - Tayyar - Temel - Teoman - Tevfik - Timur - Tolga - Tosun - Tuna - Tuncay - Turan - Turgut - Ufuk - Umut - Utku - Uzay - Vedat - Veli - Veysel - Volkan - Vural - Yahya - Yakup - Yasin - Yavuz - Yusuf - Zafer - Zeki - Zeynel - Ziya femaleFirst: - Adile - Alev - Arzu - Asena - Ayda - Aydan - Ayla - Aylin - Aysel - Aysu - Aysun - Bahar - Bengi - Bilge - Birsen - Burcu - Canan - Ceren - Ceyda - Damla - Demet - Deniz - Didem - Dilara - Duygu - Ebru - Ece - Eda - Elif - Emel - Emine - Esra - Evrim - Eylem - Ezgi - Fatma - Filiz - Gamze - Gizem - Hande - Hatice - Irmak - Jale - Lale - Leyla - Melis - Meltem - Meral - Merve - Meryem - Nalan - Nazan - Nesrin - Nezihe - Nihan - Nil - Nur - Olcay - Oya - Pervin - Rabia - Reyhan - Sabiha - Safiye - Sanem - Seda - Selma - Semiha - Sevgi - Sevil - Sevim - Sibel - Sinem - Suna - Yaprak - Yasemin - Yeliz - Yonca - Zehra - Zekiye - Zeynep maleLast: - Acar - Ak - Akarsu - Akkaya - Aksoy - Akturan - Albayrak - Alkan - Alpsoy - Altay - Altuner - Aras - Arslan - Atakan - Atalay - Atasoy - Atik - Atmaca - Ay - Ayaz - Balaban - Barlas - Batu - Baycan - Bayraktar - Bozkurt - Bulut - Can - Canatan - Cansu - Cesur - Davulcu - Demirci - Dikmen - Doruk - Durak - Durmaz - Dursun - Durukan - Eker - Ekinci - Elvan - Erdem - Eren - Erken - Erkmen - Erkulu - Ersoy - Eser - Gencer - Gezer - Hakyemez - Hamarat - Haznedar - Kahraman - Kalender - Kalyoncu - Kaplan - Kara - Karabulut - Karaca - Karaduman - Karakaya - Karakurt - Karaman - Karatay - Karpuzcu - Kartal - Kavlak - Kavuncu - Kaya - Kayahan - Kayhan - Kaymaz - Kazak - Kazan - Kesen - Keskin - Kocaman - Konuk - Koparan - Korkmaz - Korkusuz - Korkut - Koyuncu - Kozan - Kurt - Kutlu - Kuyumcu - Kuzucu - Mercan - Mutlu - Nurlu - Ocak - Okan - Okuyan - Okyay - Olcay - Oray - Ordu - Pala - Pehlivan - Peker - Polat - Poyraz - Sancaktar - Sayan - Saydam - Sazak - Semerci - Sert - Seymen - Sezer - Solak - Solmaz - Soysal - Sunay - Sungur - Sur - Tahmaz - Tan - Tarhan - Tekcan - Tekin - Tezcan - Tezel - Topal - Toprak - Torun - Tufan - Tuncer - Turna - Ulucan - Ulusoy - Ural - Uslu - Usta - Uyar - Uygun - Uysal - Uzel - Uzuner - Varan - Vardar - Vural - Vurgun - Yalman - Yaman - Yazgan - Yener - Yolcu - Yorulmaz - Yurdakul - Yurtseven - Zeren - Zorlu ================================================ FILE: bin/common/dont-touch.me ================================================ version: 8.6.0 ================================================ FILE: bin/standard/Aliens_Pick_Up_Weapons/Aliens_Pick_Up_Weapons.rul ================================================ # Make aliens try to pick up weapons they dropped items: - type: STR_HEAVY_PLASMA attraction: 10 - type: STR_HEAVY_PLASMA_CLIP attraction: 10 - type: STR_PLASMA_RIFLE attraction: 10 - type: STR_PLASMA_RIFLE_CLIP attraction: 10 - type: STR_PLASMA_PISTOL attraction: 10 - type: STR_PLASMA_PISTOL_CLIP attraction: 10 - type: STR_BLASTER_LAUNCHER attraction: 10 - type: STR_BLASTER_BOMB attraction: 10 - type: STR_SMALL_LAUNCHER attraction: 10 - type: STR_STUN_BOMB attraction: 10 - type: STR_MIND_PROBE attraction: 10 - type: STR_ALIEN_GRENADE attraction: 6 # pick up grenades they're standing on, but don't chase after ones they throw ================================================ FILE: bin/standard/Aliens_Pick_Up_Weapons/metadata.yml ================================================ # # metadata.yaml for Aliens Pick Up Weapons name: "Aliens Pick Up Weapons" version: 1.0 description: "The AI will try to pick up weapons they dropped if they find themselves unarmed (e.g. from panic or mind control)." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/Aliens_Pick_Up_Weapons_TFTD/Aliens_Pick_Up_Weapons.rul ================================================ # Make aliens try to pick up weapons they dropped items: - type: STR_DART_PISTOL attraction: 10 - type: STR_JET_HARPOON attraction: 10 - type: STR_GAS_CANNON attraction: 10 - type: STR_HYDRO_JET_CANNON attraction: 10 - type: STR_TORPEDO_LAUNCHER attraction: 10 - type: STR_GAUSS_PISTOL attraction: 10 - type: STR_GAUSS_RIFLE attraction: 10 - type: STR_HEAVY_GAUSS attraction: 10 - type: STR_SONIC_CANNON attraction: 10 - type: STR_SONIC_BLASTA_RIFLE attraction: 10 - type: STR_SONIC_PISTOL attraction: 10 - type: STR_DISRUPTOR_PULSE_LAUNCHER attraction: 10 - type: STR_THERMAL_SHOK_LAUNCHER attraction: 10 - type: STR_GAUSS_PISTOL_CLIP attraction: 10 - type: STR_GAUSS_RIFLE_CLIP attraction: 10 - type: STR_HEAVY_GAUSS_CLIP attraction: 10 - type: STR_CANNON_POWER_CLIP attraction: 10 - type: STR_BLASTA_POWER_CLIP attraction: 10 - type: STR_PISTOL_POWER_CLIP attraction: 10 - type: STR_SONIC_PULSER attraction: 6 # pick up grenades they're standing on, but don't chase after ones they throw ================================================ FILE: bin/standard/Aliens_Pick_Up_Weapons_TFTD/metadata.yml ================================================ # # metadata.yaml for Aliens Pick Up Weapons name: "Aliens Pick Up Weapons" version: 1.0 description: "The AI will try to pick up weapons they dropped if they find themselves unarmed (e.g. from panic or mind control)." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/Demigod_Difficulty/demigod.rul ================================================ # enable the in-game flag to force spawns difficultyDemigod: true # slight change in spawn order for terror missions: # spawn large units first to give a more even distribution alienDeployments: - type: STR_TERROR_MISSION data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - alienRank: 3 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP width: 50 length: 50 height: 4 civilians: 16 terrains: - URBAN alert: STR_ALIENS_TERRORISE alertBackground: BACK03.SCR briefing: palette: 2 music: GMENBASE markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 ================================================ FILE: bin/standard/Demigod_Difficulty/metadata.yml ================================================ # # metadata.yaml for Demigod Difficulty name: "Demigod Difficulty" version: 1.0 description: "Force maximum alien spawns" author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/Demigod_Difficulty_TFTD/demigod.rul ================================================ # enable the in-game flag to force spawns difficultyDemigod: true # slight change in spawn order for terror missions: # spawn large units first to give a more even distribution alienDeployments: - type: STR_PORT_TERROR data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 civilians: 16 terrains: - PORT script: PORT_TERROR briefing: palette: 4 music: GMISPOSH alert: STR_ALIENS_LAUNCH_PORT_TERROR alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_ISLAND_TERROR data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 civilians: 16 terrains: - ISLAND script: ISLAND_TERROR briefing: palette: 4 music: GMISPOSH alert: STR_ALIENS_LAUNCH_ISLAND_TERROR alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_CARGO_SHIP_P1 data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_VIBRO_BLADE - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P1 terrains: - CARGO nextStage: STR_CARGO_SHIP_P2 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P1_BRIEFING palette: 4 music: GMISPOSH alert: STR_ALIENS_ATTACK_SHIPPING_ROUTE alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_CARGO_SHIP_P2 data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_VIBRO_BLADE - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P2 terrains: - CARGO shade: 0 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P2_BRIEFING palette: 4 music: GMISPOSH background: BACK01.SCR markerName: STR_TERROR_SITE - type: STR_CRUISE_SHIP_P1 data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P1 terrains: - LINERT nextStage: STR_CRUISE_SHIP_P2 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P1_BRIEFING palette: 4 music: GMISPOSH alert: STR_ALIENS_ATTACK_SHIPPING_ROUTE alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_CRUISE_SHIP_P2 data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_VIBRO_BLADE - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P2 terrains: - LINERB shade: 0 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P2_BRIEFING palette: 4 music: GMISPOSH background: BACK01.SCR markerName: STR_TERROR_SITE - type: STR_ARTIFACT_SITE_P1 data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 extraQty: 2 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 terrains: - ALART script: ARTIFACT_P1 nextStage: STR_ARTIFACT_SITE_P2 briefing: title: STR_ALIEN_CONTACT_SITE_MISSION palette: 4 music: GMATTBAS alert: STR_ALIEN_ACTIVITY_DETECTED alertBackground: BACK03.SCR markerName: STR_ARTIFACT_SITE duration: [4, 10] despawnPenalty: 2000 objectiveFailed: [STR_ALIEN_SYNOMIUM_DEVICE_FAILED, -750] - type: STR_ARTIFACT_SITE_P2 data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 extraQty: 2 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 40 length: 40 height: 4 terrains: - GRUNGE shade: 15 depth: [3, 3] script: ARTIFACT_P2 briefing: title: STR_ALIEN_CONTACT_SITE_MISSION palette: 4 music: GMATTBAS background: BACK01.SCR markerName: STR_ARTIFACT_SITE objectiveType: 3 objectivesRequired: 1 objectiveComplete: [STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED, 750] objectiveFailed: [STR_ALIEN_SYNOMIUM_DEVICE_FAILED, -750] objectivePopup: STR_CONTROL_CENTER_DESTROYED ================================================ FILE: bin/standard/Demigod_Difficulty_TFTD/metadata.yml ================================================ # # metadata.yaml for Demigod Difficulty name: "Demigod Difficulty" version: 1.0 description: "Force maximum alien spawns" author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/Limit_Craft_Item_Capacities/Limit_Craft_Item_Capacities.rul ================================================ # Enforce the old 80 item limit on crafts. # includes the interceptor and firestorm in this list in case people are using the interceptor/firestorm maps crafts: - type: STR_SKYRANGER maxItems: 80 - type: STR_INTERCEPTOR maxItems: 80 - type: STR_FIRESTORM maxItems: 80 - type: STR_LIGHTNING maxItems: 80 - type: STR_AVENGER maxItems: 80 ================================================ FILE: bin/standard/Limit_Craft_Item_Capacities/metadata.yml ================================================ # # metadata.yaml for Limit Craft Item Capacities name: "Limit Craft Item Capacities" version: 1.0 description: "Limits the number of items you can take on a craft to 80." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/Limit_Craft_Item_Capacities_TFTD/Limit_Craft_Item_Capacities.rul ================================================ # Enforce the old 80 item limit on crafts. crafts: - type: STR_TRITON maxItems: 80 - type: STR_HAMMERHEAD maxItems: 80 - type: STR_LEVIATHAN maxItems: 80 - type: STR_BARRACUDA maxItems: 80 - type: STR_MANTA maxItems: 80 ================================================ FILE: bin/standard/Limit_Craft_Item_Capacities_TFTD/metadata.yml ================================================ # # metadata.yaml for Limit Craft Item Capacities name: "Limit Craft Item Capacities" version: 1.0 description: "Limits the number of items you can take on a craft to 80." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/OpenXCom_Unlimited_Waypoints/OpenXCom_Unlimited_Waypoints.rul ================================================ items: - type: STR_HOVERTANK_LAUNCHER waypoints: -1 - type: STR_BLASTER_LAUNCHER waypoints: -1 ================================================ FILE: bin/standard/OpenXCom_Unlimited_Waypoints/metadata.yml ================================================ # # metadata.yaml for Unlimited Waypoints name: "OpenXCom: Unlimited Waypoints" version: 1.0 description: "Allows unlimited waypoints, Aliens will be limited by difficulty." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/OpenXCom_Unlimited_Waypoints_TFTD/OpenXCom_Unlimited_Waypoints.rul ================================================ items: - type: STR_DISPLACER_PWT waypoints: -1 - type: STR_DISRUPTOR_PULSE_LAUNCHER waypoints: -1 ================================================ FILE: bin/standard/OpenXCom_Unlimited_Waypoints_TFTD/metadata.yml ================================================ # # metadata.yaml for Unlimited Waypoints name: "OpenXCom: Unlimited Waypoints" version: 1.0 description: "Allows unlimited waypoints, Aliens will be limited by difficulty." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/PSX_Static_Cydonia_Map/PSX_Static_Cydonia_Map.rul ================================================ mapScripts: - type: BOSSBATTLE commands: - type: addBlock groups: 2 executions: 2 rects: - [1, 0, 1, 1] - [3, 2, 1, 1] - type: addBlock blocks: 15 rects: - [2, 3, 2, 2] - type: addBlock blocks: 3 executions: 2 rects: - [0, 1, 2, 2] - [4, 3, 2, 2] - type: addBlock blocks: 2 executions: 2 rects: - [2, 0, 2, 2] - [4, 0, 2, 2] - type: addBlock blocks: 8 executions: 2 rects: - [2, 2, 1, 1] - [2, 5, 1, 1] - type: addBlock blocks: 10 executions: 2 rects: - [0, 3, 1, 1] - [5, 5, 1, 1] - type: addBlock blocks: 13 executions: 2 rects: - [1, 4, 1, 1] - [4, 5, 1, 1] - type: addBlock blocks: 14 executions: 2 rects: - [1, 5, 1, 1] - [3, 5, 1, 1] - type: addBlock blocks: 11 rects: - [4, 2, 1, 1] - type: addBlock blocks: 6 rects: - [0, 5, 1, 1] - type: fillArea blocks: 7 - type: digTunnel direction: both tunnelData: level: 0 MCDReplacements: - type: westWall set: 2 entry: 18 - type: northWall set: 2 entry: 17 - type: corner set: 2 entry: 19 - type: floor set: 1 entry: 63 ================================================ FILE: bin/standard/PSX_Static_Cydonia_Map/metadata.yml ================================================ # # metadata.yaml for PSX Static Cydonia Map name: "PSX Static Cydonia Map" version: 1.0 description: "Uses the Cydonia map from the PSX version of X-Com: UFO Defense." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/Smarter_Equip/1_Smarter_Equip.rul ================================================ # 1. Use inventory slots defined by individual items items: - type: STR_HIGH_EXPLOSIVE defaultInventorySlot: STR_RIGHT_LEG - type: STR_MOTION_SCANNER defaultInventorySlot: STR_BELT - type: STR_MEDI_KIT defaultInventorySlot: STR_BELT - type: STR_BLASTER_BOMB defaultInventorySlot: STR_LEFT_HAND # 2. Use inventory slots defined by item categories displayCustomCategories: 1 itemCategories: - type: OXCE_CRAFT_WEAPONS - type: OXCE_HWPS - type: OXCE_MAIN_WEAPONS invOrder: [STR_RIGHT_HAND, STR_LEFT_HAND, STR_BACK_PACK] - type: OXCE_SIDE_WEAPONS invOrder: [STR_LEFT_HAND, STR_BELT, STR_BACK_PACK, STR_RIGHT_HAND] - type: OXCE_AMMO invOrder: [STR_BELT, STR_LEFT_LEG, STR_RIGHT_LEG] - type: OXCE_GRENADES invOrder: [STR_RIGHT_SHOULDER, STR_LEFT_SHOULDER, STR_BELT, STR_LEFT_LEG, STR_RIGHT_LEG, STR_LEFT_HAND, STR_RIGHT_HAND, STR_BACK_PACK] - type: OXCE_ARMORS_AND_CORPSES invOrder: [STR_LEFT_HAND, STR_RIGHT_HAND, STR_BACK_PACK] - type: OXCE_PRISONERS invOrder: [STR_LEFT_HAND, STR_RIGHT_HAND, STR_BACK_PACK] - type: OXCE_COMPONENTS invOrder: [STR_LEFT_HAND, STR_BELT, STR_BACK_PACK] # 3. Use inventory slots ordered by listOrder (instead of alphabetical order) constants: extendedInventorySlotSorting: true invs: - id: STR_RIGHT_SHOULDER listOrder: 10 - id: STR_LEFT_SHOULDER listOrder: 20 - id: STR_BELT listOrder: 30 - id: STR_LEFT_LEG listOrder: 40 - id: STR_RIGHT_LEG listOrder: 50 - id: STR_BACK_PACK listOrder: 60 # let's keep the hands low (or at least after the backpack, so that aliens don't auto-equip things like mind probes in hands) - id: STR_RIGHT_HAND listOrder: 70 - id: STR_LEFT_HAND listOrder: 80 - id: STR_GROUND listOrder: 90 # end of file ================================================ FILE: bin/standard/Smarter_Equip/2_Smarter_Equip_Item_Categorization.rul ================================================ items: - type: STR_STINGRAY_LAUNCHER categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_STINGRAY_MISSILES categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_AVALANCHE_LAUNCHER categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_AVALANCHE_MISSILES categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_CANNON categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_CANNON_ROUNDS_X50 categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_FUSION_BALL_LAUNCHER categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_FUSION_BALL categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_LASER_CANNON categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_PLASMA_BEAM categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_TANK_CANNON categories: !add [OXCE_HWPS] - type: STR_HWP_CANNON_SHELLS categories: !add [OXCE_HWPS] - type: STR_TANK_ROCKET_LAUNCHER categories: !add [OXCE_HWPS] - type: STR_HWP_ROCKETS categories: !add [OXCE_HWPS] - type: STR_TANK_LASER_CANNON categories: !add [OXCE_HWPS] - type: STR_HOVERTANK_PLASMA categories: !add [OXCE_HWPS] - type: STR_HOVERTANK_LAUNCHER categories: !add [OXCE_HWPS] - type: STR_HWP_FUSION_BOMB categories: !add [OXCE_HWPS] - type: STR_PISTOL categories: !add [OXCE_SIDE_WEAPONS] - type: STR_PISTOL_CLIP categories: !add [OXCE_AMMO, OXCE_SIDE_WEAPONS] - type: STR_RIFLE categories: !add [OXCE_MAIN_WEAPONS] - type: STR_RIFLE_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HEAVY_CANNON categories: !add [OXCE_MAIN_WEAPONS] - type: STR_HC_AP_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HC_HE_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HC_I_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_AUTO_CANNON categories: !add [OXCE_MAIN_WEAPONS] - type: STR_AC_AP_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_AC_HE_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_AC_I_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_ROCKET_LAUNCHER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_SMALL_ROCKET categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_LARGE_ROCKET categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_INCENDIARY_ROCKET categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_LASER_PISTOL categories: !add [OXCE_SIDE_WEAPONS] - type: STR_LASER_RIFLE categories: !add [OXCE_MAIN_WEAPONS] - type: STR_HEAVY_LASER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_GRENADE categories: !add [OXCE_GRENADES] - type: STR_SMOKE_GRENADE categories: !add [OXCE_GRENADES] - type: STR_PROXIMITY_GRENADE categories: !add [OXCE_GRENADES] - type: STR_HIGH_EXPLOSIVE categories: !add [OXCE_GRENADES] - type: STR_MOTION_SCANNER categories: !add [OXCE_SIDE_WEAPONS] - type: STR_MEDI_KIT categories: !add [OXCE_SIDE_WEAPONS] - type: STR_PSI_AMP categories: !add [OXCE_SIDE_WEAPONS] - type: STR_STUN_ROD categories: !add [OXCE_SIDE_WEAPONS] - type: STR_ELECTRO_FLARE categories: !add [OXCE_GRENADES] - type: STR_HEAVY_PLASMA categories: !add [OXCE_MAIN_WEAPONS] - type: STR_HEAVY_PLASMA_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_PLASMA_RIFLE categories: !add [OXCE_MAIN_WEAPONS] - type: STR_PLASMA_RIFLE_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_PLASMA_PISTOL categories: !add [OXCE_SIDE_WEAPONS] - type: STR_PLASMA_PISTOL_CLIP categories: !add [OXCE_AMMO, OXCE_SIDE_WEAPONS] - type: STR_BLASTER_LAUNCHER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_BLASTER_BOMB categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_SMALL_LAUNCHER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_STUN_BOMB categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_ALIEN_GRENADE categories: !add [OXCE_GRENADES] - type: STR_ELERIUM_115 categories: !add [OXCE_COMPONENTS] - type: STR_MIND_PROBE categories: !add [OXCE_SIDE_WEAPONS] - type: STR_SECTOID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_SNAKEMAN_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_ETHEREAL_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_MUTON_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_FLOATER_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_CELATID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_SILACOID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_CHRYSSALID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_REAPER_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_SECTOPOD_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_CYBERDISC_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_UFO_POWER_SOURCE categories: !add [OXCE_COMPONENTS] - type: STR_UFO_NAVIGATION categories: !add [OXCE_COMPONENTS] - type: STR_UFO_CONSTRUCTION categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_FOOD categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_REPRODUCTION categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_ENTERTAINMENT categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_SURGERY categories: !add [OXCE_COMPONENTS] - type: STR_EXAMINATION_ROOM categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_ALLOYS categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_HABITAT categories: !add [OXCE_COMPONENTS] - type: STR_PERSONAL_ARMOR categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_POWER_SUIT categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_FLYING_SUIT categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_SECTOID_COMMANDER categories: !add [OXCE_PRISONERS] - type: STR_SECTOID_LEADER categories: !add [OXCE_PRISONERS] - type: STR_SECTOID_ENGINEER categories: !add [OXCE_PRISONERS] - type: STR_SECTOID_MEDIC categories: !add [OXCE_PRISONERS] - type: STR_SECTOID_NAVIGATOR categories: !add [OXCE_PRISONERS] - type: STR_SECTOID_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_SNAKEMAN_COMMANDER categories: !add [OXCE_PRISONERS] - type: STR_SNAKEMAN_LEADER categories: !add [OXCE_PRISONERS] - type: STR_SNAKEMAN_ENGINEER categories: !add [OXCE_PRISONERS] - type: STR_SNAKEMAN_NAVIGATOR categories: !add [OXCE_PRISONERS] - type: STR_SNAKEMAN_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_ETHEREAL_COMMANDER categories: !add [OXCE_PRISONERS] - type: STR_ETHEREAL_LEADER categories: !add [OXCE_PRISONERS] - type: STR_ETHEREAL_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_MUTON_ENGINEER categories: !add [OXCE_PRISONERS] - type: STR_MUTON_NAVIGATOR categories: !add [OXCE_PRISONERS] - type: STR_MUTON_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_FLOATER_COMMANDER categories: !add [OXCE_PRISONERS] - type: STR_FLOATER_LEADER categories: !add [OXCE_PRISONERS] - type: STR_FLOATER_ENGINEER categories: !add [OXCE_PRISONERS] - type: STR_FLOATER_MEDIC categories: !add [OXCE_PRISONERS] - type: STR_FLOATER_NAVIGATOR categories: !add [OXCE_PRISONERS] - type: STR_FLOATER_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_CELATID_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_SILACOID_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_CHRYSSALID_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_REAPER_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_SECTOPOD_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_CYBERDISC_TERRORIST categories: !add [OXCE_PRISONERS] # end of file ================================================ FILE: bin/standard/Smarter_Equip/Language/cs.yml ================================================ cs: OXCE_CRAFT_WEAPONS: "Palubní zbraně" OXCE_HWPS: "TZS" OXCE_MAIN_WEAPONS: "Hlavní zbraně" OXCE_SIDE_WEAPONS: "Boční zbraně" OXCE_AMMO: "Munice" OXCE_GRENADES: "Granáty" OXCE_ARMORS_AND_CORPSES: "Zbroj a mrtvoly" OXCE_PRISONERS: "Vězni" OXCE_COMPONENTS: "Komponenty" ================================================ FILE: bin/standard/Smarter_Equip/Language/de.yml ================================================ en-US: OXCE_CRAFT_WEAPONS: "Raumschiffwaffen" OXCE_HWPS: "SWT" OXCE_MAIN_WEAPONS: "Hauptwaffen" OXCE_SIDE_WEAPONS: "Seitenwaffen" OXCE_AMMO: "Munition" OXCE_GRENADES: "Granaten" OXCE_ARMORS_AND_CORPSES: "Rüstungen & Leichen" OXCE_PRISONERS: "Gefangene" OXCE_COMPONENTS: "Komponenten" ================================================ FILE: bin/standard/Smarter_Equip/Language/en-GB.yml ================================================ en-GB: OXCE_CRAFT_WEAPONS: "Craft weapons" OXCE_HWPS: "HWPs" OXCE_MAIN_WEAPONS: "Main weapons" OXCE_SIDE_WEAPONS: "Side weapons" OXCE_AMMO: "Ammo" OXCE_GRENADES: "Grenades" OXCE_ARMORS_AND_CORPSES: "Armors & Corpses" OXCE_PRISONERS: "Prisoners" OXCE_COMPONENTS: "Components" ================================================ FILE: bin/standard/Smarter_Equip/Language/en-US.yml ================================================ en-US: OXCE_CRAFT_WEAPONS: "Craft weapons" OXCE_HWPS: "HWPs" OXCE_MAIN_WEAPONS: "Main weapons" OXCE_SIDE_WEAPONS: "Side weapons" OXCE_AMMO: "Ammo" OXCE_GRENADES: "Grenades" OXCE_ARMORS_AND_CORPSES: "Armors & Corpses" OXCE_PRISONERS: "Prisoners" OXCE_COMPONENTS: "Components" ================================================ FILE: bin/standard/Smarter_Equip/Language/it.yml ================================================ it: OXCE_CRAFT_WEAPONS: "Armi da vascello" OXCE_HWPS: "TANK" OXCE_MAIN_WEAPONS: "Armi principali" OXCE_SIDE_WEAPONS: "Armi secondarie" OXCE_AMMO: "Munizioni" OXCE_GRENADES: "Granate" OXCE_ARMORS_AND_CORPSES: "Armature & Cadaveri" OXCE_PRISONERS: "Progionieri" OXCE_COMPONENTS: "Componenti" ================================================ FILE: bin/standard/Smarter_Equip/Language/pl.yml ================================================ en-US: OXCE_CRAFT_WEAPONS: "Broń pokładowa" OXCE_HWPS: "CDS-y" OXCE_MAIN_WEAPONS: "Uzbrojenie główne" OXCE_SIDE_WEAPONS: "Uzbrojenie boczne" OXCE_AMMO: "Amunicja" OXCE_GRENADES: "Granaty" OXCE_ARMORS_AND_CORPSES: "Pancerze i zwłoki" OXCE_PRISONERS: "Więźniowie" OXCE_COMPONENTS: "Komponenty" ================================================ FILE: bin/standard/Smarter_Equip/Language/ru.yml ================================================ ru: OXCE_CRAFT_WEAPONS: "Бортовое вооружение" OXCE_HWPS: "ТБП" OXCE_MAIN_WEAPONS: "Основное оружие" OXCE_SIDE_WEAPONS: "Вспом. оружие" OXCE_AMMO: "Боеприпасы" OXCE_GRENADES: "Гранаты" OXCE_ARMORS_AND_CORPSES: "Броня и трупы" OXCE_PRISONERS: "Заключённые" OXCE_COMPONENTS: "Компоненты" ================================================ FILE: bin/standard/Smarter_Equip/Language/uk.yml ================================================ uk: OXCE_CRAFT_WEAPONS: "Бортове озброєння" OXCE_HWPS: "ВБП" OXCE_MAIN_WEAPONS: "Основна зброя" OXCE_SIDE_WEAPONS: "Допоміжна зброя" OXCE_AMMO: "Набої" OXCE_GRENADES: "Гранати" OXCE_ARMORS_AND_CORPSES: "Броня та трупи" OXCE_PRISONERS: "В'язні" OXCE_COMPONENTS: "Компоненти" ================================================ FILE: bin/standard/Smarter_Equip/metadata.yml ================================================ # # metadata.yaml for Smarter Equip name: "Smarter Equip" version: 1.1 description: "Custom priority order of inventory slots for auto-equip and ctrl-click-equip." author: Meridian master: xcom1 ================================================ FILE: bin/standard/Smarter_Equip_TFTD/1_Smarter_Equip.rul ================================================ # 1. Use inventory slots defined by individual items items: - type: STR_MAGNA_PACK_EXPLOSIVE defaultInventorySlot: STR_RIGHT_LEG - type: STR_PARTICLE_DISTURBANCE_SENSOR defaultInventorySlot: STR_BELT - type: STR_MEDI_KIT defaultInventorySlot: STR_BELT - type: STR_DISRUPTOR_AMMO defaultInventorySlot: STR_LEFT_HAND # 2. Use inventory slots defined by item categories displayCustomCategories: 1 itemCategories: - type: OXCE_CRAFT_WEAPONS - type: OXCE_HWPS - type: OXCE_MAIN_WEAPONS invOrder: [STR_RIGHT_HAND, STR_LEFT_HAND, STR_BACK_PACK] - type: OXCE_SIDE_WEAPONS invOrder: [STR_LEFT_HAND, STR_BELT, STR_BACK_PACK, STR_RIGHT_HAND] - type: OXCE_AMMO invOrder: [STR_BELT, STR_LEFT_LEG, STR_RIGHT_LEG] - type: OXCE_GRENADES invOrder: [STR_RIGHT_SHOULDER, STR_LEFT_SHOULDER, STR_BELT, STR_LEFT_LEG, STR_RIGHT_LEG, STR_LEFT_HAND, STR_RIGHT_HAND, STR_BACK_PACK] - type: OXCE_ARMORS_AND_CORPSES invOrder: [STR_LEFT_HAND, STR_RIGHT_HAND, STR_BACK_PACK] - type: OXCE_PRISONERS invOrder: [STR_LEFT_HAND, STR_RIGHT_HAND, STR_BACK_PACK] - type: OXCE_COMPONENTS invOrder: [STR_LEFT_HAND, STR_BELT, STR_BACK_PACK] # 3. Use inventory slots ordered by listOrder (instead of alphabetical order) constants: extendedInventorySlotSorting: true invs: - id: STR_RIGHT_SHOULDER listOrder: 10 - id: STR_LEFT_SHOULDER listOrder: 20 - id: STR_BELT listOrder: 30 - id: STR_LEFT_LEG listOrder: 40 - id: STR_RIGHT_LEG listOrder: 50 - id: STR_BACK_PACK listOrder: 60 # let's keep the hands low (or at least after the backpack, so that aliens don't auto-equip things like mind probes in hands) - id: STR_RIGHT_HAND listOrder: 70 - id: STR_LEFT_HAND listOrder: 80 - id: STR_GROUND listOrder: 90 # end of file ================================================ FILE: bin/standard/Smarter_Equip_TFTD/2_Smarter_Equip_Item_Categorization.rul ================================================ items: - type: STR_AJAX_LAUNCHER categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_AJAX_TORPEDOES categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_DUP_HEAD_LAUNCHER categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_DUP_HEAD_TORPEDOES categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_CRAFT_GAS_CANNON categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_CRAFT_GAS_CANNON_ROUNDS_X50 categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_GAUSS_CANNON categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_GAUSS_CANNON_AMMO categories: !add [OXCE_CRAFT_WEAPONS, OXCE_HWPS] - type: STR_SONIC_OSCILLATOR categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_PWT_CANNON categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_PULSE_WAVE_TORPEDOES categories: !add [OXCE_CRAFT_WEAPONS] - type: STR_COELACANTH_GAS_CANNON categories: !add [OXCE_HWPS] - type: STR_HWP_SOLID_HARPOON_BOLTS categories: !add [OXCE_HWPS] - type: STR_COELACANTH_AQUA_JET categories: !add [OXCE_HWPS] - type: STR_HWP_AQUA_JET_MISSILES categories: !add [OXCE_HWPS] - type: STR_COELACANTH_GAUSS categories: !add [OXCE_HWPS] - type: STR_DISPLACER_SONIC categories: !add [OXCE_HWPS] - type: STR_DISPLACER_PWT categories: !add [OXCE_HWPS] - type: STR_HWP_DISPLACER_PWT categories: !add [OXCE_HWPS] - type: STR_DART_PISTOL categories: !add [OXCE_SIDE_WEAPONS] - type: STR_DART_POD categories: !add [OXCE_AMMO, OXCE_SIDE_WEAPONS] - type: STR_JET_HARPOON categories: !add [OXCE_MAIN_WEAPONS] - type: STR_HARPOON_POD categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_GAS_CANNON categories: !add [OXCE_MAIN_WEAPONS] - type: STR_GC_AP_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_GC_HE_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_GC_P_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HYDRO_JET_CANNON categories: !add [OXCE_MAIN_WEAPONS] - type: STR_HJC_AP_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HJC_HE_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HJC_P_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_TORPEDO_LAUNCHER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_SMALL_TORPEDO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_LARGE_TORPEDO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_PHOSPHOROUS_TORPEDO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_GAUSS_PISTOL categories: !add [OXCE_SIDE_WEAPONS] - type: STR_GAUSS_PISTOL_CLIP categories: !add [OXCE_AMMO, OXCE_SIDE_WEAPONS] - type: STR_GAUSS_RIFLE categories: !add [OXCE_MAIN_WEAPONS] - type: STR_GAUSS_RIFLE_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_HEAVY_GAUSS categories: !add [OXCE_MAIN_WEAPONS] - type: STR_HEAVY_GAUSS_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_MAGNA_BLAST_GRENADE categories: !add [OXCE_GRENADES] - type: STR_DYE_GRENADE categories: !add [OXCE_GRENADES] - type: STR_PARTICLE_DISTURBANCE_GRENADE categories: !add [OXCE_GRENADES] - type: STR_MAGNA_PACK_EXPLOSIVE categories: !add [OXCE_GRENADES] - type: STR_PARTICLE_DISTURBANCE_SENSOR categories: !add [OXCE_SIDE_WEAPONS] - type: STR_MEDI_KIT categories: !add [OXCE_SIDE_WEAPONS] - type: STR_MC_DISRUPTOR categories: !add [OXCE_SIDE_WEAPONS] - type: STR_THERMAL_TAZER categories: !add [OXCE_SIDE_WEAPONS] - type: STR_CHEMICAL_FLARE categories: !add [OXCE_GRENADES] - type: STR_SONIC_CANNON categories: !add [OXCE_MAIN_WEAPONS] - type: STR_CANNON_POWER_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_SONIC_BLASTA_RIFLE categories: !add [OXCE_MAIN_WEAPONS] - type: STR_BLASTA_POWER_CLIP categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_SONIC_PISTOL categories: !add [OXCE_SIDE_WEAPONS] - type: STR_PISTOL_POWER_CLIP categories: !add [OXCE_AMMO, OXCE_SIDE_WEAPONS] - type: STR_DISRUPTOR_PULSE_LAUNCHER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_DISRUPTOR_AMMO categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_THERMAL_SHOK_LAUNCHER categories: !add [OXCE_MAIN_WEAPONS] - type: STR_THERMAL_SHOK_BOMB categories: !add [OXCE_AMMO, OXCE_MAIN_WEAPONS] - type: STR_SONIC_PULSER categories: !add [OXCE_GRENADES] - type: STR_ZRBITE categories: !add [OXCE_COMPONENTS] - type: STR_MC_READER categories: !add [OXCE_SIDE_WEAPONS] - type: STR_VIBRO_BLADE categories: !add [OXCE_SIDE_WEAPONS] - type: STR_THERMIC_LANCE categories: !add [OXCE_SIDE_WEAPONS] - type: STR_HEAVY_THERMIC_LANCE categories: !add [OXCE_SIDE_WEAPONS] - type: STR_AQUATOID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_DEEP_ONE_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_GILLMAN_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_TASOTH_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_CALCINITE_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_TENTACULAT_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_LOBSTERMAN_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_BIODRONE_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_XARQUID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_HALLUCINOID_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_TRISCENE_CORPSE categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_ION_BEAM_ACCELERATORS categories: !add [OXCE_COMPONENTS] - type: STR_MAGNETIC_NAVIGATION categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_SUB_CONSTRUCTION categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_CRYOGENICS categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_CLONING categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_LEARNING_ARRAYS categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_IMPLANTER categories: !add [OXCE_COMPONENTS] - type: STR_EXAMINATION_ROOM categories: !add [OXCE_COMPONENTS] - type: STR_ALIEN_REANIMATION_ZONE categories: !add [OXCE_COMPONENTS] - type: STR_AQUA_PLASTICS categories: !add [OXCE_COMPONENTS] - type: STR_PLASTIC_AQUA_ARMOR categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_ION_ARMOR categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_MAGNETIC_ION_ARMOR categories: !add [OXCE_ARMORS_AND_CORPSES] - type: STR_AQUATOID_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_AQUATOID_SQUAD_LEADER categories: !add [OXCE_PRISONERS] - type: STR_AQUATOID_TECHNICIAN categories: !add [OXCE_PRISONERS] - type: STR_AQUATOID_MEDIC categories: !add [OXCE_PRISONERS] - type: STR_AQUATOID_NAVIGATOR categories: !add [OXCE_PRISONERS] - type: STR_AQUATOID_COMMANDER categories: !add [OXCE_PRISONERS] - type: STR_HALLUCINOID_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_CALCINITE_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_GILLMAN_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_GILLMAN_SQUAD_LEADER categories: !add [OXCE_PRISONERS] - type: STR_GILLMAN_TECHNICIAN categories: !add [OXCE_PRISONERS] - type: STR_GILLMAN_COMMANDER categories: !add [OXCE_PRISONERS] - type: STR_DEEP_ONE_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_XARQUID_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_TASOTH_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_TASOTH_SQUAD_LEADER categories: !add [OXCE_PRISONERS] - type: STR_TRISCENE_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_BIODRONE_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_TENTACULAT_TERRORIST categories: !add [OXCE_PRISONERS] - type: STR_LOBSTERMAN_SOLDIER categories: !add [OXCE_PRISONERS] - type: STR_LOBSTERMAN_SQUAD_LEADER categories: !add [OXCE_PRISONERS] - type: STR_LOBSTERMAN_TECHNICIAN categories: !add [OXCE_PRISONERS] - type: STR_LOBSTERMAN_NAVIGATOR categories: !add [OXCE_PRISONERS] - type: STR_LOBSTERMAN_COMMANDER categories: !add [OXCE_PRISONERS] # end of file ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/cs.yml ================================================ cs: OXCE_CRAFT_WEAPONS: "Palubní zbraně" OXCE_HWPS: "PZS" OXCE_MAIN_WEAPONS: "Hlavní zbraně" OXCE_SIDE_WEAPONS: "Boční zbraně" OXCE_AMMO: "Munice" OXCE_GRENADES: "Granáty" OXCE_ARMORS_AND_CORPSES: "Zbroj a mrtvoly" OXCE_PRISONERS: "Vězni" OXCE_COMPONENTS: "Komponenty" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/de.yml ================================================ en-US: OXCE_CRAFT_WEAPONS: "U-waffen" OXCE_HWPS: "UWS" OXCE_MAIN_WEAPONS: "Hauptwaffen" OXCE_SIDE_WEAPONS: "Seitenwaffen" OXCE_AMMO: "Munition" OXCE_GRENADES: "Granaten" OXCE_ARMORS_AND_CORPSES: "Rüstungen & Leichen" OXCE_PRISONERS: "Gefangene" OXCE_COMPONENTS: "Komponenten" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/en-GB.yml ================================================ en-GB: OXCE_CRAFT_WEAPONS: "Craft weapons" OXCE_HWPS: "SWSs" OXCE_MAIN_WEAPONS: "Main weapons" OXCE_SIDE_WEAPONS: "Side weapons" OXCE_AMMO: "Ammo" OXCE_GRENADES: "Grenades" OXCE_ARMORS_AND_CORPSES: "Armors & Corpses" OXCE_PRISONERS: "Prisoners" OXCE_COMPONENTS: "Components" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/en-US.yml ================================================ en-US: OXCE_CRAFT_WEAPONS: "Craft weapons" OXCE_HWPS: "SWSs" OXCE_MAIN_WEAPONS: "Main weapons" OXCE_SIDE_WEAPONS: "Side weapons" OXCE_AMMO: "Ammo" OXCE_GRENADES: "Grenades" OXCE_ARMORS_AND_CORPSES: "Armors & Corpses" OXCE_PRISONERS: "Prisoners" OXCE_COMPONENTS: "Components" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/it.yml ================================================ it: OXCE_CRAFT_WEAPONS: "Armi da vascello" OXCE_HWPS: "SAS" OXCE_MAIN_WEAPONS: "Armi principali" OXCE_SIDE_WEAPONS: "Armi secondarie" OXCE_AMMO: "Munizioni" OXCE_GRENADES: "Granate" OXCE_ARMORS_AND_CORPSES: "Armature & Cadaveri" OXCE_PRISONERS: "Progionieri" OXCE_COMPONENTS: "Componenti" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/pl.yml ================================================ en-US: OXCE_CRAFT_WEAPONS: "Broń pokładowa" OXCE_HWPS: "PSB-y" OXCE_MAIN_WEAPONS: "Uzbrojenie główne" OXCE_SIDE_WEAPONS: "Uzbrojenie boczne" OXCE_AMMO: "Amunicja" OXCE_GRENADES: "Granaty" OXCE_ARMORS_AND_CORPSES: "Pancerze i zwłoki" OXCE_PRISONERS: "Więźniowie" OXCE_COMPONENTS: "Komponenty" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/ru.yml ================================================ ru: OXCE_CRAFT_WEAPONS: "Бортовое вооружение" OXCE_HWPS: "ПБС" OXCE_MAIN_WEAPONS: "Основное оружие" OXCE_SIDE_WEAPONS: "Вспом. оружие" OXCE_AMMO: "Боеприпасы" OXCE_GRENADES: "Гранаты" OXCE_ARMORS_AND_CORPSES: "Броня и трупы" OXCE_PRISONERS: "Заключённые" OXCE_COMPONENTS: "Компоненты" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/Language/uk.yml ================================================ uk: OXCE_CRAFT_WEAPONS: "Бортове озброєння" OXCE_HWPS: "ПБС" OXCE_MAIN_WEAPONS: "Основна зброя" OXCE_SIDE_WEAPONS: "Допоміжна зброя" OXCE_AMMO: "Набої" OXCE_GRENADES: "Гранати" OXCE_ARMORS_AND_CORPSES: "Броня та трупи" OXCE_PRISONERS: "В'язні" OXCE_COMPONENTS: "Компоненти" ================================================ FILE: bin/standard/Smarter_Equip_TFTD/metadata.yml ================================================ # # metadata.yaml for Smarter Equip name: "Smarter Equip" version: 1.1 description: "Custom priority order of inventory slots for auto-equip and ctrl-click-equip." author: Meridian master: xcom2 ================================================ FILE: bin/standard/StrategyCore_Swap_Small_USOs_TFTD/StrategyCore_Swap_Small_USOs_TFTD.rul ================================================ # Swaps the maps and interception images for the survey ship and escort. ufos: - type: STR_SURVEY_SHIP sprite: 1 battlescapeTerrainData: name: UFO02 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO02 width: 10 length: 10 items: STR_ZRBITE: - [2, 2, 0] - type: STR_ESCORT sprite: 0 battlescapeTerrainData: name: UFO01 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO01 width: 10 length: 10 ufopaedia: - id: STR_SURVEY_SHIP image_id: UP094.BDY - id: STR_ESCORT image_id: UP093.BDY ================================================ FILE: bin/standard/StrategyCore_Swap_Small_USOs_TFTD/metadata.yml ================================================ # # metadata.yaml for Swap Small USOs name: "StrategyCore Swap Small USOs" version: 1.0 description: "Swaps the maps and interception images for the two small USOs to better suit what they represent." author: Zombie master: xcom2 ================================================ FILE: bin/standard/TFTD_Damage/TFTD_Damage.rul ================================================ # increase the damage range to 50%-150% constants: - damageRange: 50 ================================================ FILE: bin/standard/TFTD_Damage/metadata.yml ================================================ # # metadata.yaml for TFTD Damage Model name: "TFTD Damage Model" version: 1.0 description: "Direct-fire weapons do 50-150% of their damage instead of 0-200%. WARNING: makes sectopods extremely hard to kill!" author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/UFOextender_Gun_Melee/UFOextender_Gun_Melee.rul ================================================ # Based on UFOextender by Seb76 and Tycho items: - type: STR_PISTOL meleeType: 6 meleePower: 20 tuMelee: 15 accuracyMelee: 100 - type: STR_RIFLE meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 - type: STR_HEAVY_CANNON meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_AUTO_CANNON meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_ROCKET_LAUNCHER meleeType: 6 meleePower: 80 tuMelee: 80 accuracyMelee: 100 - type: STR_LASER_PISTOL meleeType: 6 meleePower: 20 tuMelee: 15 accuracyMelee: 100 - type: STR_LASER_RIFLE meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 - type: STR_HEAVY_LASER meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_HEAVY_PLASMA meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_PLASMA_RIFLE meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 - type: STR_PLASMA_PISTOL meleeType: 6 meleePower: 20 tuMelee: 15 accuracyMelee: 100 - type: STR_BLASTER_LAUNCHER meleeType: 6 meleePower: 80 tuMelee: 80 accuracyMelee: 100 - type: STR_SMALL_LAUNCHER meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 ================================================ FILE: bin/standard/UFOextender_Gun_Melee/metadata.yml ================================================ # # metadata.yaml for UFOextender Gun Melee name: "UFOextender: Gun Melee" version: 1.0 description: "Adds a stun melee attack to every weapon (called Stun Fest in UFOextender). The TU/Damage is based on the weapon's class." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/UFOextender_Gun_Melee_TFTD/UFOextender_Gun_Melee.rul ================================================ # Based on UFOextender by Seb76 and Tycho items: - type: STR_DART_PISTOL meleeType: 6 meleePower: 20 tuMelee: 15 accuracyMelee: 100 - type: STR_JET_HARPOON meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 - type: STR_GAS_CANNON meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_HYDRO_JET_CANNON meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_TORPEDO_LAUNCHER meleeType: 6 meleePower: 80 tuMelee: 80 accuracyMelee: 100 - type: STR_GAUSS_PISTOL meleeType: 6 meleePower: 20 tuMelee: 15 accuracyMelee: 100 - type: STR_GAUSS_RIFLE meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 - type: STR_HEAVY_GAUSS meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_SONIC_CANNON meleeType: 6 meleePower: 65 tuMelee: 50 accuracyMelee: 100 - type: STR_SONIC_BLASTA_RIFLE meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 - type: STR_SONIC_PISTOL meleeType: 6 meleePower: 20 tuMelee: 15 accuracyMelee: 100 - type: STR_DISRUPTOR_PULSE_LAUNCHER meleeType: 6 meleePower: 80 tuMelee: 80 accuracyMelee: 100 - type: STR_THERMAL_SHOK_LAUNCHER meleeType: 6 meleePower: 50 tuMelee: 40 accuracyMelee: 100 ================================================ FILE: bin/standard/UFOextender_Gun_Melee_TFTD/metadata.yml ================================================ # # metadata.yaml for UFOextender Gun Melee name: "UFOextender: Gun Melee" version: 1.0 description: "Adds a stun melee attack to every weapon (called Stun Fest in UFOextender). The TU/Damage is based on the weapon's class." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/UFOextender_Psionic_Line_Of_Fire/UFOextender_Psionic_Line_Of_Fire.rul ================================================ # Based on UFOextender by Seb76 and Tycho items: - type: STR_PSI_AMP LOSRequired: true - type: STR_MIND_PROBE LOSRequired: true - type: ALIEN_PSI_WEAPON LOSRequired: true ================================================ FILE: bin/standard/UFOextender_Psionic_Line_Of_Fire/metadata.yml ================================================ # # metadata.yaml for UFOextender Psionic Line Of Fire name: "UFOextender: Psionic Line Of Fire" version: 1.0 description: "Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/UFOextender_Psionic_Line_Of_Fire_TFTD/UFOextender_Psionic_Line_Of_Fire.rul ================================================ # Based on UFOextender by Seb76 and Tycho items: - type: STR_MC_DISRUPTOR LOSRequired: true - type: STR_MC_READER LOSRequired: true - type: ALIEN_PSI_WEAPON LOSRequired: true ================================================ FILE: bin/standard/UFOextender_Psionic_Line_Of_Fire_TFTD/metadata.yml ================================================ # # metadata.yaml for UFOextender Psionic Line Of Fire name: "UFOextender: Psionic Line Of Fire" version: 1.0 description: "Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/UFOextender_Starting_Avalanches/UFOextender_Starting_Avalanches.rul ================================================ # Based on UFOextender by Seb76 and Tycho startingBase: crafts: - type: STR_SKYRANGER id: 1 fuel: 1500 damage: 0 items: STR_GRENADE: 8 STR_HC_AP_AMMO: 2 STR_HC_HE_AMMO: 2 STR_HEAVY_CANNON: 1 STR_PISTOL: 3 STR_PISTOL_CLIP: 5 STR_RIFLE: 6 STR_RIFLE_CLIP: 12 status: STR_READY - type: STR_INTERCEPTOR id: 1 fuel: 1000 damage: 0 weapons: - type: STR_AVALANCHE ammo: 3 - type: STR_AVALANCHE ammo: 3 status: STR_READY - type: STR_INTERCEPTOR id: 2 fuel: 1000 damage: 0 weapons: - type: STR_AVALANCHE ammo: 3 - type: STR_AVALANCHE ammo: 3 items: STR_AC_AP_AMMO: 6 STR_AUTO_CANNON: 1 STR_AVALANCHE_LAUNCHER: 2 STR_AVALANCHE_MISSILES: 15 STR_GRENADE: 5 STR_HC_AP_AMMO: 6 STR_HEAVY_CANNON: 1 STR_PISTOL: 2 STR_PISTOL_CLIP: 8 STR_RIFLE: 2 STR_RIFLE_CLIP: 8 STR_ROCKET_LAUNCHER: 1 STR_SMALL_ROCKET: 4 STR_SMOKE_GRENADE: 5 ================================================ FILE: bin/standard/UFOextender_Starting_Avalanches/metadata.yml ================================================ # # metadata.yaml for UFOextender Starting Avalanches name: "UFOextender: Starting Avalanches" version: 1.0 description: "All starting X-COM craft come with Avalanche Missiles equipped." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XCOM_Damage/XCOM_Damage.rul ================================================ # increase the damage range to 0%-200% constants: - damageRange: 100 ================================================ FILE: bin/standard/XCOM_Damage/metadata.yml ================================================ # # metadata.yaml for UFO Defense Damage Model name: "UFO Defense Damage Model" version: 1.0 description: "Direct-fire weapons do 0-200% of their damage instead of 50-150%." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Always_Daytime/XcomUtil_Always_Daytime.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight alienDeployments: - type: STR_SMALL_SCOUT shade: 0 - type: STR_MEDIUM_SCOUT shade: 0 - type: STR_LARGE_SCOUT shade: 0 - type: STR_HARVESTER shade: 0 - type: STR_ABDUCTOR shade: 0 - type: STR_TERROR_SHIP shade: 0 - type: STR_BATTLESHIP shade: 0 - type: STR_SUPPLY_SHIP shade: 0 - type: STR_TERROR_MISSION shade: 0 - type: STR_ALIEN_BASE_ASSAULT shade: 0 - type: STR_BASE_DEFENSE shade: 0 - type: STR_MARS_CYDONIA_LANDING shade: 0 - type: STR_MARS_THE_FINAL_ASSAULT shade: 0 ================================================ FILE: bin/standard/XcomUtil_Always_Daytime/metadata.yml ================================================ # # metadata.yaml for XcomUtil Always Daytime name: "XcomUtil: Always Daytime" version: 1.0 description: "Forces all ground missions to daytime." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Always_Daytime_TFTD/XcomUtil_Always_Daytime.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight alienDeployments: - type: STR_SURVEY_SHIP shade: 0 - type: STR_ESCORT shade: 0 - type: STR_CRUISER shade: 0 - type: STR_HEAVY_CRUISER shade: 0 - type: STR_HUNTER shade: 0 - type: STR_BATTLESHIP shade: 0 - type: STR_DREADNOUGHT shade: 0 - type: STR_FLEET_SUPPLY_CRUISER shade: 0 - type: STR_PORT_TERROR shade: 0 - type: STR_ISLAND_TERROR shade: 0 - type: STR_CARGO_SHIP_P1 shade: 0 - type: STR_CRUISE_SHIP_P1 shade: 0 - type: STR_CARGO_SHIP_P2 shade: 0 - type: STR_CRUISE_SHIP_P2 shade: 0 - type: STR_ARTIFACT_SITE_P1 shade: 0 - type: STR_ARTIFACT_SITE_P2 shade: 0 - type: STR_ALIEN_BASE_ASSAULT shade: 0 - type: STR_ALIEN_COLONY_P2 shade: 0 - type: STR_BASE_DEFENSE shade: 0 - type: STR_TLETH_P1 shade: 0 - type: STR_TLETH_P2 shade: 0 - type: STR_TLETH_P3 shade: 0 ================================================ FILE: bin/standard/XcomUtil_Always_Daytime_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Always Daytime name: "XcomUtil: Always Daytime" version: 1.0 description: "Forces all ground missions to daytime." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Always_Nighttime/XcomUtil_Always_Nighttime.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight alienDeployments: - type: STR_SMALL_SCOUT shade: 15 - type: STR_MEDIUM_SCOUT shade: 15 - type: STR_LARGE_SCOUT shade: 15 - type: STR_HARVESTER shade: 15 - type: STR_ABDUCTOR shade: 15 - type: STR_TERROR_SHIP shade: 15 - type: STR_BATTLESHIP shade: 15 - type: STR_SUPPLY_SHIP shade: 15 - type: STR_TERROR_MISSION shade: 15 - type: STR_ALIEN_BASE_ASSAULT shade: 15 - type: STR_BASE_DEFENSE shade: 15 - type: STR_MARS_CYDONIA_LANDING shade: 15 - type: STR_MARS_THE_FINAL_ASSAULT shade: 15 ================================================ FILE: bin/standard/XcomUtil_Always_Nighttime/metadata.yml ================================================ # # metadata.yaml for XcomUtil Always Nighttime name: "XcomUtil: Always Nighttime" version: 1.0 description: "Forces all ground missions to nighttime." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Always_Nighttime_TFTD/XcomUtil_Always_Nighttime.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight alienDeployments: - type: STR_SURVEY_SHIP shade: 15 - type: STR_ESCORT shade: 15 - type: STR_CRUISER shade: 15 - type: STR_HEAVY_CRUISER shade: 15 - type: STR_HUNTER shade: 15 - type: STR_BATTLESHIP shade: 15 - type: STR_DREADNOUGHT shade: 15 - type: STR_FLEET_SUPPLY_CRUISER shade: 15 - type: STR_PORT_TERROR shade: 15 - type: STR_ISLAND_TERROR shade: 15 - type: STR_CARGO_SHIP_P1 shade: 15 - type: STR_CRUISE_SHIP_P1 shade: 15 - type: STR_CARGO_SHIP_P2 shade: 15 - type: STR_CRUISE_SHIP_P2 shade: 15 - type: STR_ARTIFACT_SITE_P1 shade: 15 - type: STR_ARTIFACT_SITE_P2 shade: 15 - type: STR_ALIEN_BASE_ASSAULT shade: 15 - type: STR_ALIEN_COLONY_P2 shade: 15 - type: STR_BASE_DEFENSE shade: 15 - type: STR_TLETH_P1 shade: 15 - type: STR_TLETH_P2 shade: 15 - type: STR_TLETH_P3 shade: 15 ================================================ FILE: bin/standard/XcomUtil_Always_Nighttime_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Always Nighttime name: "XcomUtil: Always Nighttime" version: 1.0 description: "Forces all ground missions to nighttime." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Fighter_Transports/XcomUtil_Fighter_Transports.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight crafts: - type: STR_INTERCEPTOR soldiers: 6 vehicles: 1 battlescapeTerrainData: name: INTERC mapDataSets: - BLANKS - PLANE mapBlocks: - name: INTERC width: 10 length: 10 - type: STR_FIRESTORM soldiers: 10 vehicles: 1 battlescapeTerrainData: name: FIRES mapDataSets: - BLANKS - LIGHTNIN mapBlocks: - name: FIRES width: 10 length: 10 deployment: - [5, 3, 1, 2] - [5, 4, 1, 2] - [4, 3, 1, 2] - [4, 4, 1, 2] - [4, 2, 1, 2] - [4, 5, 1, 2] - [3, 2, 1, 2] - [3, 5, 1, 2] - [2, 3, 1, 2] - [2, 4, 1, 2] ================================================ FILE: bin/standard/XcomUtil_Fighter_Transports/metadata.yml ================================================ # # metadata.yaml for XcomUtil Fighter Transports name: "XcomUtil: Fighter Transports" version: 1.0 description: "Allows fighter craft (Interceptor and Firestorm) to carry soldiers and tanks to ground missions." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Fighter_Transports_TFTD/XcomUtil_Fighter_Transports_TFTD.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight crafts: - type: STR_BARRACUDA soldiers: 6 vehicles: 1 battlescapeTerrainData: name: BARRACUD mapDataSets: - BLANKS - TRITON mapBlocks: - name: BARRACUD width: 10 length: 10 deployment: - [5, 6, 0, 4] - [4, 6, 0, 4] - [5, 5, 0, 4] - [4, 5, 0, 4] - [3, 6, 0, 4] - [3, 5, 0, 4] - type: STR_MANTA soldiers: 9 vehicles: 1 battlescapeTerrainData: name: MANTA mapDataSets: - BLANKS - HAMMER mapBlocks: - name: MANTA width: 10 length: 10 deployment: - [5, 5, 0, 4] - [4, 5, 0, 4] - [5, 4, 0, 4] - [4, 4, 0, 4] - [5, 3, 0, 4] - [4, 3, 0, 4] - [3, 5, 0, 4] - [3, 4, 0, 4] - [3, 3, 0, 4] ================================================ FILE: bin/standard/XcomUtil_Fighter_Transports_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Fighter Transports name: "XcomUtil: Fighter Transports" version: 1.0 description: "Allows fighter subs (Barracuda and Manta) to carry soldiers and SWS to ground missions." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_High_Explosive_Damage/XcomUtil_High_Explosive_Damage.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_HIGH_EXPLOSIVE power: 200 blastRadius: 10 ================================================ FILE: bin/standard/XcomUtil_High_Explosive_Damage/metadata.yml ================================================ # # metadata.yaml for XcomUtil High Explosive Damage name: "XcomUtil: High Explosive Damage" version: 1.0 description: "Increases the High Explosive damage to 200, letting it pierce UFO walls." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_High_Explosive_Damage_TFTD/XcomUtil_High_Explosive_Damage.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_MAGNA_PACK_EXPLOSIVE power: 200 blastRadius: 10 ================================================ FILE: bin/standard/XcomUtil_High_Explosive_Damage_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil High Explosive Damage name: "XcomUtil: High Explosive Damage" version: 1.0 description: "Increases the Magna Pack Explosive damage to 200, letting it pierce USO walls." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Improved_Gauss/TFTD_Improved_Gauss.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_GAUSS_RIFLE_CLIP clipSize: 30 - type: STR_HEAVY_GAUSS_CLIP power: 80 clipSize: 20 ================================================ FILE: bin/standard/XcomUtil_Improved_Gauss/metadata.yml ================================================ # # metadata.yaml for XcomUtil Improved Gauss name: "XcomUtil: Improved Gauss" version: 1.0 description: "Increases Gauss Rifle and Heavy Gauss clip size, increases Heavy Gauss damage to 80" author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Improved_Ground_Tanks/XcomUtil_Improved_Ground_Tanks.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight armors: - type: TANK_ARMOR frontArmor: 130 sideArmor: 130 rearArmor: 130 underArmor: 100 units: - type: STR_TANK_CANNON stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 70 - type: STR_TANK_ROCKET_LAUNCHER race: STR_TANK_ROCKET_LAUNCHER stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 70 - type: STR_TANK_LASER_CANNON race: STR_TANK_LASER_CANNON stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 70 ================================================ FILE: bin/standard/XcomUtil_Improved_Ground_Tanks/metadata.yml ================================================ # # metadata.yaml for XcomUtil Improved Ground Tanks name: "XcomUtil: Improved Ground Tanks" version: 1.0 description: "Gives ground Tanks the same stats as Hovertanks." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Improved_Heavy_Laser/XcomUtil_Improved_Heavy_Laser.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_HEAVY_LASER power: 120 accuracySnap: 75 accuracyAimed: 110 tuSnap: 33 tuAimed: 60 ================================================ FILE: bin/standard/XcomUtil_Improved_Heavy_Laser/metadata.yml ================================================ # # metadata.yaml for XcomUtil Improved Heavy Laser name: "XcomUtil: Improved Heavy Laser" version: 1.0 description: "Increases the damage and accuracy of the Heavy Laser." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Infinite_Gauss/TFTD_Infinite_Gauss.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_GAUSS_PISTOL hitSound: 31 hitAnimation: 46 power: 45 damageType: 4 clipSize: -1 vaporColor: 2 vaporDensity: 5 compatibleAmmo: [] - delete: STR_GAUSS_PISTOL_CLIP - type: STR_GAUSS_RIFLE hitSound: 31 hitAnimation: 46 power: 60 damageType: 4 clipSize: -1 vaporColor: 2 vaporDensity: 10 compatibleAmmo: [] - delete: STR_GAUSS_RIFLE_CLIP - type: STR_HEAVY_GAUSS hitSound: 31 hitAnimation: 46 power: 80 damageType: 4 clipSize: -1 vaporColor: 2 vaporDensity: 15 compatibleAmmo: [] - delete: STR_HEAVY_GAUSS_CLIP research: - delete: STR_GAUSS_PISTOL_CLIP - delete: STR_GAUSS_RIFLE_CLIP - delete: STR_HEAVY_GAUSS_CLIP - name: STR_GAUSS_CANNON dependencies: - STR_HEAVY_GAUSS ufopaedia: - delete: STR_GAUSS_PISTOL_CLIP - delete: STR_GAUSS_RIFLE_CLIP - delete: STR_HEAVY_GAUSS_CLIP manufacture: - delete: STR_GAUSS_PISTOL_CLIP - delete: STR_GAUSS_RIFLE_CLIP - delete: STR_HEAVY_GAUSS_CLIP ================================================ FILE: bin/standard/XcomUtil_Infinite_Gauss/metadata.yml ================================================ # # metadata.yaml for XcomUtil Infinite Gauss name: "XcomUtil: Infinite Gauss" version: 1.0 description: "Removes ammo limit for Gauss weapons, increases Heavy Gauss damage to 80" author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_No_Psionics/XcomUtil_No_Psionics.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight facilities: - delete: STR_PSIONIC_LABORATORY - delete: STR_MIND_SHIELD items: - delete: STR_PSI_AMP # can't remove this weapon - type: ALIEN_PSI_WEAPON tuUse: 999 research: - delete: STR_MIND_SHIELD - delete: STR_PSI_LAB - delete: STR_PSI_AMP # fix lab unlockers - name: STR_ETHEREAL_COMMANDER unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS - name: STR_ETHEREAL_LEADER unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS - name: STR_ETHEREAL_SOLDIER unlocks: - STR_ALIEN_ORIGINS - name: STR_SECTOID_LEADER unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS - name: STR_SECTOID_COMMANDER unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS manufacture: - delete: STR_PSI_AMP ufopaedia: - delete: STR_PSI_AMP - delete: STR_PSIONIC_LABORATORY - delete: STR_MIND_SHIELD ================================================ FILE: bin/standard/XcomUtil_No_Psionics/metadata.yml ================================================ # # metadata.yaml for XcomUtil No Psionics name: "XcomUtil: No Psionics" version: 1.0 description: "Removes all Psi tech and items from the game, both X-COM and alien." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_No_Psionics_TFTD/XcomUtil_No_Psionics.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight facilities: - delete: STR_MC_LAB - delete: STR_MC_GENERATOR items: - delete: STR_MC_DISRUPTOR # can't remove this weapon - type: ALIEN_PSI_WEAPON tuUse: 9999 research: - delete: STR_MC_DISRUPTOR - delete: STR_MC_GENERATOR - delete: STR_MC_LAB # fix lab unlockers - name: STR_CALCINITE_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_HALLUCINOID_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_DEEP_ONE_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_XARQUID_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_TENTACULAT_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_BIODRONE_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_TRISCENE_TERRORIST unlocks: - STR_ALIEN_ORIGINS - name: STR_MC_READER dependencies: [] manufacture: - delete: STR_MC_DISRUPTOR ufopaedia: - delete: STR_MC_DISRUPTOR - delete: STR_MC_GENERATOR - delete: STR_MC_LAB ================================================ FILE: bin/standard/XcomUtil_No_Psionics_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil No Psionics name: "XcomUtil: No Psionics" version: 1.0 description: "Removes all Psi tech and items from the game, both X-COM and alien." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Pistol_Auto_Shot/XcomUtil_Pistol_Auto_Shot.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_PISTOL accuracyAuto: 60 tuAuto: 54 ================================================ FILE: bin/standard/XcomUtil_Pistol_Auto_Shot/metadata.yml ================================================ # # metadata.yaml for XcomUtil Pistol Auto Shot name: "XcomUtil: Pistol Auto Shot" version: 1.0 description: "Gives the standard-issue Pistol an auto shot." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Pistol_Auto_Shot_TFTD/XcomUtil_Pistol_Auto_Shot.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight items: - type: STR_DART_PISTOL accuracyAuto: 60 tuAuto: 54 ================================================ FILE: bin/standard/XcomUtil_Pistol_Auto_Shot_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Pistol Auto Shot name: "XcomUtil: Dart Pistol Auto Shot" version: 1.0 description: "Gives the standard-issue Dart Pistol an auto shot." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Skyranger_Weapon_Slot/XcomUtil_Skyranger_Weapon_Slot.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight crafts: - type: STR_SKYRANGER weapons: 1 ================================================ FILE: bin/standard/XcomUtil_Skyranger_Weapon_Slot/metadata.yml ================================================ # # metadata.yaml for XcomUtil Skyranger Weapon Slot name: "XcomUtil: Skyranger Weapon Slot" version: 1.0 description: "Gives the Skyranger a craft weapon slot." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Base/XcomUtil_Starting_Defensive_Base.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight startingBase: facilities: - type: STR_ACCESS_LIFT x: 0 y: 2 - type: STR_HANGAR x: 0 y: 0 - type: STR_HANGAR x: 2 y: 0 - type: STR_HANGAR x: 4 y: 0 - type: STR_GENERAL_STORES x: 0 y: 3 - type: STR_LIVING_QUARTERS x: 0 y: 4 - type: STR_LABORATORY x: 1 y: 4 - type: STR_WORKSHOP x: 2 y: 4 - type: STR_SMALL_RADAR_SYSTEM x: 3 y: 4 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Base/metadata.yml ================================================ # # metadata.yaml for XcomUtil Starting Defensive Base name: "XcomUtil: Starting Defensive Base" version: 1.0 description: "Moves the starting 3 Hangars to the top to make the base easier to defend in Base Defense missions." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Base_TFTD/XcomUtil_Starting_Defensive_Base.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight startingBase: facilities: - type: STR_AIR_LOCK x: 0 y: 2 - type: STR_SUB_PEN x: 0 y: 0 - type: STR_SUB_PEN x: 2 y: 0 - type: STR_SUB_PEN x: 4 y: 0 - type: STR_GENERAL_STORES x: 0 y: 3 - type: STR_LIVING_QUARTERS x: 0 y: 4 - type: STR_LABORATORY x: 1 y: 4 - type: STR_WORKSHOP x: 2 y: 4 - type: STR_STANDARD_SONAR x: 3 y: 4 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Base_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Starting Defensive Base name: "XcomUtil: Starting Defensive Base" version: 1.0 description: "Moves the starting 3 Sub Pens to the top to make the base easier to defend in Base Defense missions." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Improved_Base/XcomUtil_Starting_Defensive_Improved_Base.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight startingBase: facilities: - type: STR_ACCESS_LIFT x: 0 y: 2 - type: STR_HANGAR x: 0 y: 0 - type: STR_HANGAR x: 2 y: 0 - type: STR_HANGAR x: 4 y: 0 - type: STR_GENERAL_STORES x: 0 y: 3 - type: STR_LIVING_QUARTERS x: 0 y: 4 - type: STR_LABORATORY x: 1 y: 4 - type: STR_ALIEN_CONTAINMENT x: 2 y: 4 - type: STR_WORKSHOP x: 3 y: 4 - type: STR_LIVING_QUARTERS x: 4 y: 4 - type: STR_LARGE_RADAR_SYSTEM x: 5 y: 4 scientists: 50 engineers: 20 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Improved_Base/metadata.yml ================================================ # # metadata.yaml for XcomUtil Starting Defensive Improved Base name: "XcomUtil: Starting Defensive Improved Base" version: 1.0 description: "Combines the Starting Defensive Base mod with the Starting Improved Base mod." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Improved_Base_TFTD/XcomUtil_Starting_Defensive_Improved_Base.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight startingBase: facilities: - type: STR_AIR_LOCK x: 0 y: 2 - type: STR_SUB_PEN x: 0 y: 0 - type: STR_SUB_PEN x: 2 y: 0 - type: STR_SUB_PEN x: 4 y: 0 - type: STR_GENERAL_STORES x: 0 y: 3 - type: STR_LIVING_QUARTERS x: 0 y: 4 - type: STR_LABORATORY x: 1 y: 4 - type: STR_ALIEN_CONTAINMENT x: 2 y: 4 - type: STR_WORKSHOP x: 3 y: 4 - type: STR_LIVING_QUARTERS x: 4 y: 4 - type: STR_WIDE_ARRAY_SONAR x: 5 y: 4 scientists: 50 engineers: 20 ================================================ FILE: bin/standard/XcomUtil_Starting_Defensive_Improved_Base_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Starting Defensive Improved Base name: "XcomUtil: Starting Defensive Improved Base" version: 1.0 description: "Combines the Starting Defensive Base mod with the Starting Improved Base mod." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Starting_Improved_Base/XcomUtil_Starting_Improved_Base.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight startingBase: facilities: - type: STR_ACCESS_LIFT x: 3 y: 3 - type: STR_HANGAR x: 2 y: 4 - type: STR_LIVING_QUARTERS x: 2 y: 3 - type: STR_LABORATORY x: 3 y: 2 - type: STR_WORKSHOP x: 4 y: 2 - type: STR_HANGAR x: 4 y: 0 - type: STR_GENERAL_STORES x: 2 y: 2 - type: STR_LARGE_RADAR_SYSTEM x: 1 y: 2 - type: STR_HANGAR x: 0 y: 0 - type: STR_LIVING_QUARTERS x: 1 y: 3 - type: STR_ALIEN_CONTAINMENT x: 0 y: 3 scientists: 50 engineers: 20 ================================================ FILE: bin/standard/XcomUtil_Starting_Improved_Base/metadata.yml ================================================ # # metadata.yaml for XcomUtil Starting Improved Base name: "XcomUtil: Starting Improved Base" version: 1.0 description: "Gives the starting base a Large Radar, Alien Containment, 50 scientists and 20 engineers." author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Starting_Improved_Base_TFTD/XcomUtil_Starting_Improved_Base.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight startingBase: facilities: - type: STR_AIR_LOCK x: 3 y: 3 - type: STR_SUB_PEN x: 2 y: 4 - type: STR_LIVING_QUARTERS x: 2 y: 3 - type: STR_LABORATORY x: 3 y: 2 - type: STR_WORKSHOP x: 4 y: 2 - type: STR_SUB_PEN x: 4 y: 0 - type: STR_GENERAL_STORES x: 2 y: 2 - type: STR_WIDE_ARRAY_SONAR x: 1 y: 2 - type: STR_SUB_PEN x: 0 y: 0 - type: STR_LIVING_QUARTERS x: 1 y: 3 - type: STR_ALIEN_CONTAINMENT x: 0 y: 3 scientists: 50 engineers: 20 ================================================ FILE: bin/standard/XcomUtil_Starting_Improved_Base_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Starting Improved Base name: "XcomUtil: Starting Improved Base" version: 1.0 description: "Gives the starting base a Wide Sonar, Alien Containment, 50 scientists and 20 engineers." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Statstrings/XcomUtil_Statstrings.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight # See http://ufopaedia.org/index.php?title=Statstrings # These are the default statStrings from XcomUtil. # Melee has been added as a value that can be reported by statstrings. Use "melee:" as the criteria. # Psionic Training has been added as a value that can be reported by statstrings. Use "psiTraining:" as the criteria, values will be ignored. statStrings: - string: "x" psiStrength: [~, 30] - string: "P" psiStrength: [80, ~] - string: "p" psiStrength: [60, 79] - string: "K" psiSkill: [60, ~] - string: "k" psiSkill: [30, 59] - string: "b" bravery: [60, ~] - string: "c" bravery: [~, 10] - string: "w" strength: [~, 25] - string: "Snpr" firing: [60, ~] reactions: [60, ~] - string: "M" firing: [70, ~] - string: "m" firing: [60, 69] - string: "Sct" reactions: [50, ~] tu: [60, ~] - string: "R" reactions: [60, ~] - string: "r" reactions: [50, 59] ================================================ FILE: bin/standard/XcomUtil_Statstrings/metadata.yml ================================================ # # metadata.yaml for XcomUtil Statstrings name: "XcomUtil: Statstrings" version: 1.0 description: "Adds abbreviated notations to the end of a soldier's name to highlight the soldier's notable statistics" author: the OpenXcom team master: xcom1 ================================================ FILE: bin/standard/XcomUtil_Statstrings_TFTD/XcomUtil_Statstrings.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight # See http://ufopaedia.org/index.php?title=Statstrings # These are the default statStrings from XcomUtil. # Melee has been added as a value that can be reported by statstrings. Use "melee:" as the criteria. # Psionic Training has been added as a value that can be reported by statstrings. Use "psiTraining:" as the criteria, values will be ignored. statStrings: - string: "x" psiStrength: [~, 30] - string: "P" psiStrength: [80, ~] - string: "p" psiStrength: [60, 79] - string: "K" psiSkill: [60, ~] - string: "k" psiSkill: [30, 59] - string: "b" bravery: [60, ~] - string: "c" bravery: [~, 10] - string: "w" strength: [~, 25] - string: "Snpr" firing: [60, ~] reactions: [60, ~] - string: "M" firing: [70, ~] - string: "m" firing: [60, 69] - string: "Sct" reactions: [50, ~] tu: [60, ~] - string: "R" reactions: [60, ~] - string: "r" reactions: [50, 59] ================================================ FILE: bin/standard/XcomUtil_Statstrings_TFTD/metadata.yml ================================================ # # metadata.yaml for XcomUtil Statstrings name: "XcomUtil: Statstrings" version: 1.0 description: "Adds abbreviated notations to the end of a soldier's name to highlight the soldier's notable statistics" author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/XcomUtil_Triton_Weapon_Slot/XcomUtil_Triton_Weapon_Slot.rul ================================================ # Based on XcomUtil by Scott Jones and BladeFireLight crafts: - type: STR_TRITON weapons: 1 ================================================ FILE: bin/standard/XcomUtil_Triton_Weapon_Slot/metadata.yml ================================================ # # metadata.yaml for XcomUtil Triton Weapon Slot name: "XcomUtil: Triton Weapon Slot" version: 1.0 description: "Gives the Triton a craft weapon slot." author: the OpenXcom team master: xcom2 ================================================ FILE: bin/standard/xcom1/Language/OXCE/cs.yml ================================================ cs: STR_FACILITY_IN_USE_STORAGE: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek úložného prostoru." STR_FACILITY_IN_USE_QUARTERS: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek ubytovacího prostoru." STR_FACILITY_IN_USE_LABORATORIES: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek laboratorních míst." STR_FACILITY_IN_USE_WORKSHOPS: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek pracovního místa." STR_FACILITY_IN_USE_HANGARS: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek hangárů." STR_FACILITY_IN_USE_PSI_LABS: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek míst v psi laboratoři." STR_FACILITY_IN_USE_GYMS: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek míst v tělocvičnách." STR_FACILITY_IN_USE_PRISONS: "ZAŘÍZENÍ SE POUŽÍVÁ!{SMALLLINE}Nedostatek místa v cizáckých celách." STR_AVATAR_NAME_1: "#01 Muž, Blondýn" STR_AVATAR_NAME_2: "#02 Muž, Hnědovlasý" STR_AVATAR_NAME_3: "#03 Muž, Asiat" STR_AVATAR_NAME_4: "#04 Muž, Afričan" STR_AVATAR_NAME_5: "#05 Žena, Blondýna" STR_AVATAR_NAME_6: "#06 Žena, Hnědovláska" STR_AVATAR_NAME_7: "#07 Žena, Asiatka" STR_AVATAR_NAME_8: "#08 Žena, Afričanka" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "ÚHYBNÉ MANÉVRY" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO ZNIČENO PŘI DOPADU NA ZEM!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO PŘI HAVÁRII NEBYLO ZNIČENO!" STR_UFO_HAS_LANDED: "UFO přistálo v{NEWLINE}{0}" GMGEO1: "Hudba glóbusu č. 1" GMGEO2: "Hudba glóbusu č. 2" GMTACTIC: "Hudba bojiště" GMINTER: "Hudba honička" GLOBE_TEXTURE_0: "Les/džungle 1" GLOBE_TEXTURE_1: "Farma 1" GLOBE_TEXTURE_2: "Farma 2" GLOBE_TEXTURE_3: "Farma 3" GLOBE_TEXTURE_4: "Farma 4" GLOBE_TEXTURE_5: "Hory" GLOBE_TEXTURE_6: "Les/džungle 2" GLOBE_TEXTURE_7: "Poušť 1" GLOBE_TEXTURE_8: "Poušť 2" GLOBE_TEXTURE_9: "Polární 1" GLOBE_TEXTURE_10: "Les/džungle 3" GLOBE_TEXTURE_11: "Les/džungle 4" GLOBE_TEXTURE_12: "Polární 2" STR_LANDED: "Přistálo" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/da.yml ================================================ da: STR_AVATAR_NAME_1: "#01 mand, blond" STR_AVATAR_NAME_2: "#02 mand, brun hår" STR_AVATAR_NAME_3: "#03 mand, asiatisk" STR_AVATAR_NAME_4: "#04 mand, afrikansk" STR_AVATAR_NAME_5: "#05 kvinde, blond" STR_AVATAR_NAME_6: "#06 kvinde, brunt hår" STR_AVATAR_NAME_7: "#07 kvinde, asiatisk" STR_AVATAR_NAME_8: "#08 kvinde, afrikansk" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "UNDVIGENDE MANØVRER" STR_UFO_HAS_LANDED: "UFO er landet ved{NEWLINE}{0}" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/de.yml ================================================ de: STR_FACILITY_IN_USE_STORAGE: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Lagerraum." STR_FACILITY_IN_USE_QUARTERS: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Quartiere." STR_FACILITY_IN_USE_LABORATORIES: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Labore." STR_FACILITY_IN_USE_WORKSHOPS: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Werkstätten." STR_FACILITY_IN_USE_HANGARS: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Hangare." STR_FACILITY_IN_USE_PSI_LABS: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Psi-Labore." STR_FACILITY_IN_USE_GYMS: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Gyms." STR_FACILITY_IN_USE_PRISONS: "EINRICHTUNG IN GEBRAUCH!{SMALLLINE}Nicht genügend Außerirdischen-Klimazellen." STR_NOT_ENOUGH_HWP_CAPACITY: "NICHT GENUG SWT-KAPAZITÄT VERFÜGBAR!{SMALLLINE}Verwenden Sie ein anderes Modul oder reduzieren Sie die Anzahl der zugewiesenen SWTs." STR_AVATAR_NAME_1: "#01 Männlich, Blond" STR_AVATAR_NAME_2: "#02 Männlich, Braunhaarig" STR_AVATAR_NAME_3: "#03 Männlich, Asiatisch" STR_AVATAR_NAME_4: "#04 Männlich, Afrikanisch" STR_AVATAR_NAME_5: "#05 Weiblich, Blond" STR_AVATAR_NAME_6: "#06 Weiblich, Braunhaarig" STR_AVATAR_NAME_7: "#07 Weiblich, Asiatisch" STR_AVATAR_NAME_8: "#08 Weiblich, Afrikanisch" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "AUSWEICHMANÖVER" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO beim Aufprall zerstört!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO hat Aufprall überstanden" STR_UFO_HAS_LANDED: "UFO gelandet an{NEWLINE}{0}" GMGEO1: "Weltkarte Track #1" GMGEO2: "Weltkarte Track #2" GMTACTIC: "Gefechtskarte Track #1" GMINTER: "Luftkampf Musiktitel" GLOBE_TEXTURE_0: "Wald/Jungle 1" GLOBE_TEXTURE_1: "Bauernhof 1" GLOBE_TEXTURE_2: "Bauernhof 2" GLOBE_TEXTURE_3: "Bauernhof 3" GLOBE_TEXTURE_4: "Bauernhof 4" GLOBE_TEXTURE_5: "Gebirge" GLOBE_TEXTURE_6: "Wald/Jungle 2" GLOBE_TEXTURE_7: "Wüste 1" GLOBE_TEXTURE_8: "Wüste 2" GLOBE_TEXTURE_9: "Arktis 1" GLOBE_TEXTURE_10: "Wald/Jungle 3" GLOBE_TEXTURE_11: "Wald/Jungle 4" GLOBE_TEXTURE_12: "Arktis 2" STR_SHOT_TYPE_AUTO: "Autoschuss (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/el.yml ================================================ el: STR_FACILITY_IN_USE_STORAGE: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής χώρος αποθήκευσης." STR_FACILITY_IN_USE_QUARTERS: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής χώροι διαβίωσης." STR_FACILITY_IN_USE_LABORATORIES: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής εργαστηριακός χώρος." STR_FACILITY_IN_USE_WORKSHOPS: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής βιοτεχνικός χώρος." STR_FACILITY_IN_USE_HANGARS: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής υπόστεγα." STR_FACILITY_IN_USE_PSI_LABS: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής εργαστήρια τηλεπάθειας." STR_FACILITY_IN_USE_GYMS: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής γυμναστήρια." STR_FACILITY_IN_USE_PRISONS: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής χώρος περιορισμού εξωγήινων." STR_NOT_ENOUGH_HWP_CAPACITY: "ΑΝΕΠΑΡΚΕΙΣ ΘΕΣΕΙΣ ΠΒΟ ΔΙΑΘΕΣΗΜΕΣ!{SMALLLINE}Χρησιμοποιήστε διαφορετική μονάδα ή μειώστε τον αριθμό των εκχωρημένων ΠΒΟ." STR_AVATAR_NAME_1: "#01 Άντρας, Ξανθός" STR_AVATAR_NAME_2: "#02 Άντρας, Καφέ μαλί" STR_AVATAR_NAME_3: "#03 Άντρας, Ασιάτης" STR_AVATAR_NAME_4: "#04 Άντρας, Αφρικανός" STR_AVATAR_NAME_5: "#05 Γυναίκα, Ξανθιά" STR_AVATAR_NAME_6: "#06 Γυναίκα, Καφέ μαλί" STR_AVATAR_NAME_7: "#07 Γυναίκα, Ασιάτισσα" STR_AVATAR_NAME_8: "#08 Γυναίκα, Αφρικανή" STR_PSI_SHORT: "Ψ>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "ΕΛΙΓΜΟΙ ΑΠΟΦΥΓΗΣ" STR_UFO_DESTROYED_BY_SPLASHDOWN: "ΤΟ ΑΤΙΑ ΚΑΤΑΣΤΡΑΦΗΚΕ ΑΠΟ ΤΗΝ ΠΡΟΣΘΑΛΑΣΩΣΗ!" STR_UFO_SURVIVED_SPLASHDOWN: "ΤΟ ΑΤΙΑ ΕΠΕΖΗΣΕ ΑΠΟ ΤΗΝ ΠΡΟΣΘΑΛΑΣΩΣΗ!" STR_UFO_HAS_LANDED: "Το ΑΤΙΑ προσγειώθηκε στο{NEWLINE}{0}" GMGEO1: "Υδρόγειος τροχιά #1" GMGEO2: "Υδρόγειος τροχιά #2" GMTACTIC: "Τροχιά Πεδίου Μάχης" GMINTER: "Τροχιά Αερομαχίας" GLOBE_TEXTURE_0: "Δάσος/Ζούγκλα 1" GLOBE_TEXTURE_1: "Αγροτική γη 1" GLOBE_TEXTURE_2: "Αγροτική γη 2" GLOBE_TEXTURE_3: "Αγροτική γη 3" GLOBE_TEXTURE_4: "Αγροτική γη 4" GLOBE_TEXTURE_5: "Βουνά" GLOBE_TEXTURE_6: "Δάσος/Ζούγκλα 2" GLOBE_TEXTURE_7: "Έρημος 1" GLOBE_TEXTURE_8: "Έρημος 2" GLOBE_TEXTURE_9: "Πολικό 1" GLOBE_TEXTURE_10: "Δάσος/Ζούγκλα 3" GLOBE_TEXTURE_11: "Δάσος/Ζούγκλα 4" GLOBE_TEXTURE_12: "Πολικό 2" STR_LANDED: "Προσγειώθηκε" STR_SHOT_TYPE_AUTO: "Αύτο (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/en-GB.yml ================================================ en-GB: #=================== Basescape =================== #BasescapeState.cpp STR_FACILITY_IN_USE_STORAGE: "FACILITY IN USE!{SMALLLINE}Not enough storage space." STR_FACILITY_IN_USE_QUARTERS: "FACILITY IN USE!{SMALLLINE}Not enough living quarters." STR_FACILITY_IN_USE_LABORATORIES: "FACILITY IN USE!{SMALLLINE}Not enough lab space." STR_FACILITY_IN_USE_WORKSHOPS: "FACILITY IN USE!{SMALLLINE}Not enough workshop space." STR_FACILITY_IN_USE_HANGARS: "FACILITY IN USE!{SMALLLINE}Not enough hangars." STR_FACILITY_IN_USE_PSI_LABS: "FACILITY IN USE!{SMALLLINE}Not enough psi labs." STR_FACILITY_IN_USE_GYMS: "FACILITY IN USE!{SMALLLINE}Not enough gyms." STR_FACILITY_IN_USE_PRISONS: "FACILITY IN USE!{SMALLLINE}Not enough alien containment." #CraftWeaponsState.cpp STR_NOT_ENOUGH_HWP_CAPACITY: "NOT ENOUGH HWP CAPACITY AVAILABLE!{SMALLLINE}Use a different module or reduce the number of assigned HWPs." #SoldierAvatarState.cpp STR_AVATAR_NAME_1: "#01 Male, Blonde" STR_AVATAR_NAME_2: "#02 Male, Brown hair" STR_AVATAR_NAME_3: "#03 Male, Asian" STR_AVATAR_NAME_4: "#04 Male, African" STR_AVATAR_NAME_5: "#05 Female, Blonde" STR_AVATAR_NAME_6: "#06 Female, Brown hair" STR_AVATAR_NAME_7: "#07 Female, Asian" STR_AVATAR_NAME_8: "#08 Female, African" #=================== Battlescape =================== #InventoryState.cpp STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" #=================== Geoscape =================== #DogfightState.cpp STR_EVASIVE_MANEUVERS: "EVASIVE MANEUVERS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO DESTROYED BY SPLASHDOWN!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO SURVIVED SPLASHDOWN!" #GeoscapeState.cpp STR_UFO_HAS_LANDED: "UFO has landed at{NEWLINE}{0}" #SelectMusicTrackState.cpp GMGEO1: "Geoscape Track #1" GMGEO2: "Geoscape Track #2" GMTACTIC: "Battlescape Track" GMINTER: "Dogfight Track" #=================== Menu =================== #NewBattleState.cpp GLOBE_TEXTURE_0: "Forest/Jungle 1" GLOBE_TEXTURE_1: "Farmland 1" GLOBE_TEXTURE_2: "Farmland 2" GLOBE_TEXTURE_3: "Farmland 3" GLOBE_TEXTURE_4: "Farmland 4" GLOBE_TEXTURE_5: "Mountains" GLOBE_TEXTURE_6: "Forest/Jungle 2" GLOBE_TEXTURE_7: "Desert 1" GLOBE_TEXTURE_8: "Desert 2" GLOBE_TEXTURE_9: "Polar 1" GLOBE_TEXTURE_10: "Forest/Jungle 3" GLOBE_TEXTURE_11: "Forest/Jungle 4" GLOBE_TEXTURE_12: "Polar 2" STR_LANDED: "Landed" #================================================================================================================== STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/en-US.yml ================================================ en-US: #=================== Basescape =================== #BasescapeState.cpp STR_FACILITY_IN_USE_STORAGE: "FACILITY IN USE!{SMALLLINE}Not enough storage space." STR_FACILITY_IN_USE_QUARTERS: "FACILITY IN USE!{SMALLLINE}Not enough living quarters." STR_FACILITY_IN_USE_LABORATORIES: "FACILITY IN USE!{SMALLLINE}Not enough lab space." STR_FACILITY_IN_USE_WORKSHOPS: "FACILITY IN USE!{SMALLLINE}Not enough workshop space." STR_FACILITY_IN_USE_HANGARS: "FACILITY IN USE!{SMALLLINE}Not enough hangars." STR_FACILITY_IN_USE_PSI_LABS: "FACILITY IN USE!{SMALLLINE}Not enough psi labs." STR_FACILITY_IN_USE_GYMS: "FACILITY IN USE!{SMALLLINE}Not enough gyms." STR_FACILITY_IN_USE_PRISONS: "FACILITY IN USE!{SMALLLINE}Not enough alien containment." #CraftWeaponsState.cpp STR_NOT_ENOUGH_HWP_CAPACITY: "NOT ENOUGH HWP CAPACITY AVAILABLE!{SMALLLINE}Use a different module or reduce the number of assigned HWPs." #SoldierAvatarState.cpp STR_AVATAR_NAME_1: "#01 Male, Blonde" STR_AVATAR_NAME_2: "#02 Male, Brown hair" STR_AVATAR_NAME_3: "#03 Male, Asian" STR_AVATAR_NAME_4: "#04 Male, African" STR_AVATAR_NAME_5: "#05 Female, Blonde" STR_AVATAR_NAME_6: "#06 Female, Brown hair" STR_AVATAR_NAME_7: "#07 Female, Asian" STR_AVATAR_NAME_8: "#08 Female, African" #=================== Battlescape =================== #InventoryState.cpp STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" #=================== Geoscape =================== #DogfightState.cpp STR_EVASIVE_MANEUVERS: "EVASIVE MANEUVERS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO DESTROYED BY SPLASHDOWN!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO SURVIVED SPLASHDOWN!" #GeoscapeState.cpp STR_UFO_HAS_LANDED: "UFO has landed at{NEWLINE}{0}" #SelectMusicTrackState.cpp GMGEO1: "Geoscape Track #1" GMGEO2: "Geoscape Track #2" GMTACTIC: "Battlescape Track" GMINTER: "Dogfight Track" #=================== Menu =================== #NewBattleState.cpp GLOBE_TEXTURE_0: "Forest/Jungle 1" GLOBE_TEXTURE_1: "Farmland 1" GLOBE_TEXTURE_2: "Farmland 2" GLOBE_TEXTURE_3: "Farmland 3" GLOBE_TEXTURE_4: "Farmland 4" GLOBE_TEXTURE_5: "Mountains" GLOBE_TEXTURE_6: "Forest/Jungle 2" GLOBE_TEXTURE_7: "Desert 1" GLOBE_TEXTURE_8: "Desert 2" GLOBE_TEXTURE_9: "Polar 1" GLOBE_TEXTURE_10: "Forest/Jungle 3" GLOBE_TEXTURE_11: "Forest/Jungle 4" GLOBE_TEXTURE_12: "Polar 2" STR_LANDED: "Landed" #================================================================================================================== STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/es-419.yml ================================================ es-419: STR_AVATAR_NAME_1: "#01 Hombre, Rubio" STR_AVATAR_NAME_2: "#02 Hombre, Pelo Castaño" STR_AVATAR_NAME_3: "#03 Hombre, Asiático" STR_AVATAR_NAME_4: "#04 Hombre, Africano" STR_AVATAR_NAME_5: "#05 Mujer, Rubia" STR_AVATAR_NAME_6: "#06 Mujer, Pelo Castaño" STR_AVATAR_NAME_7: "#07 Mujer, Asiática" STR_AVATAR_NAME_8: "#08 Mujer, Africana" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANIOBRAS EVASIVAS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "OVNI DESTRUIDO AL ESTRELLARSE!" STR_UFO_SURVIVED_SPLASHDOWN: "EL OVNI SOBREVIVIÓ EL IMPACTO!" STR_UFO_HAS_LANDED: "OVNI ha aterrizado en{NEWLINE}{0}" GMGEO1: "Pista Geoscape #1" GMGEO2: "Pista Geoscape #2" GMTACTIC: "Pista Battlescape" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/es-ES.yml ================================================ es-ES: STR_NOT_ENOUGH_HWP_CAPACITY: "¡NO HAY SUFICIENTE CAPACIDAD DE PAP DISPONIBLE!{SMALLLINE}Utilice un módulo diferente o reduzca la cantidad de PAP asignados." STR_EVASIVE_MANEUVERS: "MANIOBRAS EVASIVAS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "¡OVNI DESTRUIDO AL AMERIZAR!" STR_UFO_SURVIVED_SPLASHDOWN: "¡OVNI SOBREVIVIÓ AL AMERIZAJE!" STR_UFO_HAS_LANDED: "OVNI ha aterrizado en{NEWLINE}{0}" ================================================ FILE: bin/standard/xcom1/Language/OXCE/et.yml ================================================ et: STR_AVATAR_NAME_1: "#01 Mees, blond" STR_AVATAR_NAME_2: "#02 Mees, pruunipealine" STR_AVATAR_NAME_3: "#03 Mees, asiaat" STR_AVATAR_NAME_4: "#04 Mees, aafriklane" STR_AVATAR_NAME_5: "#05 Naine, blond" STR_AVATAR_NAME_6: "#06 Naine, pruunipealine" STR_AVATAR_NAME_7: "#07 Naine, asiaat" STR_AVATAR_NAME_8: "#08 Naine, aafriklane" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "VÄLTIV MANÖÖVER VAJALIK" STR_UFO_DESTROYED_BY_SPLASHDOWN: "VETTELARTSATUS HÄVITAS UFO!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO ELAS VETTELARTSATUSE ÜLE!" STR_UFO_HAS_LANDED: "UFO on maandunud {NEWLINE}{0} juures" GMGEO1: "Maakera lugu #1" GMGEO2: "Maakera lugu #2" GMTACTIC: "Lahingmaastiku lugu" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/fi.yml ================================================ fi: STR_AVATAR_NAME_1: "#01 Mies, vaaleahiuksinen" STR_AVATAR_NAME_2: "#02 Mies, ruskeahiuksinen" STR_AVATAR_NAME_3: "#03 Mies, aasialainen" STR_AVATAR_NAME_4: "#04 Mies, afrikkalainen" STR_AVATAR_NAME_5: "#05 Nainen, vaaleahiuksinen" STR_AVATAR_NAME_6: "#06 Nainen, ruskeahiuksinen" STR_AVATAR_NAME_7: "#07 Nainen, aasialainen" STR_AVATAR_NAME_8: "#08 Nainen, afrikkalainen" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "VÄISTÖLIIKKEET" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO TUHOUTUI VETEENSYÖKSYSSÄ!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO SELVIYTYI VETEENSYÖKSYSTÄ!" STR_UFO_HAS_LANDED: "Ufo on laskeutunut sijainnissa{NEWLINE}{0}" GMGEO1: "Geomaisemakappale #1" GMGEO2: "Geomaisemakappale #2" GMTACTIC: "Taistelukenttäkappale" GMINTER: "Ilmataisteluraita" STR_SHOT_TYPE_AUTO: "Sarja ({0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/fr.yml ================================================ fr: STR_FACILITY_IN_USE_STORAGE: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez d'espace de stockage." STR_FACILITY_IN_USE_QUARTERS: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez d'espace de vie." STR_FACILITY_IN_USE_LABORATORIES: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez d'espace de labo." STR_FACILITY_IN_USE_WORKSHOPS: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez d'espace d'atelier." STR_FACILITY_IN_USE_HANGARS: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez de hangars." STR_FACILITY_IN_USE_PSI_LABS: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez de labo PSI." STR_FACILITY_IN_USE_GYMS: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez de salles de sport." STR_FACILITY_IN_USE_PRISONS: "INSTALLATION UTILISÉE!{SMALLLINE}Pas assez de confinement E.T." STR_NOT_ENOUGH_HWP_CAPACITY: "PAS ASSEZ DE CAPACITÉ PAL DISPONIBLE !{SMALLLINE}Utilisez un module différent ou réduisez le nombre de PAL assignés." STR_AVATAR_NAME_1: "#01 Masculin, Blond" STR_AVATAR_NAME_2: "#02 Masculin, Cheveux bruns" STR_AVATAR_NAME_3: "#03 Masculin, Asiatique" STR_AVATAR_NAME_4: "#04 Masculin, Africain" STR_AVATAR_NAME_5: "#05 Féminin, Blonde" STR_AVATAR_NAME_6: "#06 Féminin, Cheveux bruns" STR_AVATAR_NAME_7: "#07 Féminin, Asiatique" STR_AVATAR_NAME_8: "#08 Féminin, Africaine" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANŒUVRES ÉVASIVES" STR_UFO_DESTROYED_BY_SPLASHDOWN: "OVNI DÉTRUIT LORS DE L'AMERRISSAGE!" STR_UFO_SURVIVED_SPLASHDOWN: "L'OVNI A SURVÉCU À L'AMERRISSAGE!" STR_UFO_HAS_LANDED: "L'OVNI a atterri à{NEWLINE}{0}" GMGEO1: "Géoscape Piste #1" GMGEO2: "Géoscape Piste #2" GMTACTIC: "Piste Tactique" GMINTER: "Piste de Combat aérien" GLOBE_TEXTURE_0: "Forêt/Jungle 1" GLOBE_TEXTURE_1: "Terre agricole 1" GLOBE_TEXTURE_2: "Terre agricole 2" GLOBE_TEXTURE_3: "Terre agricole 3" GLOBE_TEXTURE_4: "Terre agricole 4" GLOBE_TEXTURE_5: "Montagnes" GLOBE_TEXTURE_6: "Forêt/Jungle 2" GLOBE_TEXTURE_7: "Désert 1" GLOBE_TEXTURE_8: "Désert 2" GLOBE_TEXTURE_9: "Polaire 1" GLOBE_TEXTURE_10: "Forêt/Jungle 3" GLOBE_TEXTURE_11: "Forêt/Jungle 4" GLOBE_TEXTURE_12: "Polaire 2" STR_LANDED: "Attéri" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/hu.yml ================================================ hu: STR_AVATAR_NAME_1: "#01 Férfi, Szőke" STR_AVATAR_NAME_2: "#02 Férfi, Barna haj" STR_AVATAR_NAME_3: "#03 Férfi, Ázsiai" STR_AVATAR_NAME_4: "#04 Férfi, Afrikai" STR_AVATAR_NAME_5: "# 05 Nő, Szőke" STR_AVATAR_NAME_6: "# 06 Nő, Barna haj" STR_AVATAR_NAME_7: "# 07 Nõ, Ázsiai" STR_AVATAR_NAME_8: "# 08 Nõ, Afrikai" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "KITÉRŐ MANŐVEREK" STR_UFO_HAS_LANDED: "UFO leszállt{NEWLINE}{0}" GMGEO1: "Földgömb háttérzene #1" GMGEO2: "Földgömb háttérzene #2" GMTACTIC: "Harci háttérzene" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/it.yml ================================================ it: STR_FACILITY_IN_USE_STORAGE: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza spazi di magazzino." STR_FACILITY_IN_USE_QUARTERS: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza alloggi." STR_FACILITY_IN_USE_LABORATORIES: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza laboratori." STR_FACILITY_IN_USE_WORKSHOPS: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza officine." STR_FACILITY_IN_USE_HANGARS: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza hangar." STR_FACILITY_IN_USE_PSI_LABS: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza laboratori psionici." STR_FACILITY_IN_USE_GYMS: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza palestre." STR_FACILITY_IN_USE_PRISONS: "STRUTTURA IN USO!{SMALLLINE}Non ci sono abbastanza contenimenti alieni." STR_NOT_ENOUGH_HWP_CAPACITY: "CAPACITÀ PER HWP INSUFFICIENTE!{SMALLLINE}Usa un modulo diverso o riduci il numero di HWP assegnati." STR_AVATAR_NAME_1: " #01 Maschio, Biondo" STR_AVATAR_NAME_2: "#02 Maschio, Castano" STR_AVATAR_NAME_3: "#03 Maschio, Asiatico" STR_AVATAR_NAME_4: "#04 Maschio, Africano" STR_AVATAR_NAME_5: "#05 Femmina, Bionda" STR_AVATAR_NAME_6: "#06 Femmina, Castana" STR_AVATAR_NAME_7: "#07 Femmina, Asiatica" STR_AVATAR_NAME_8: "#08 Femmina, Africana" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANOVRE EVASIVE" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO DISTRUTTO ALL'IMPATTO!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO SOPRAVVIVE ALL'IMPATTO!" STR_UFO_HAS_LANDED: "L'UFO è atterrato a{NEWLINE}{0}" GMGEO1: "Traccia Geoscape #1" GMGEO2: "Traccia Geoscape #2" GMTACTIC: "Traccia Battlescape" GMINTER: "Traccia Intercettazione" GLOBE_TEXTURE_0: "Foresta/Giungla 1" GLOBE_TEXTURE_1: "Fattoria 1" GLOBE_TEXTURE_2: "Fattoria 2" GLOBE_TEXTURE_3: "Fattoria 3" GLOBE_TEXTURE_4: "Fattoria 4" GLOBE_TEXTURE_5: "Montagne" GLOBE_TEXTURE_6: "Foresta/Giungla 2" GLOBE_TEXTURE_7: "Deserto 1" GLOBE_TEXTURE_8: "Deserto 2" GLOBE_TEXTURE_9: "Polare 1" GLOBE_TEXTURE_10: "Foresta/Giungla 3" GLOBE_TEXTURE_11: "Foresta/Giungla 4" GLOBE_TEXTURE_12: "Polare 2" STR_LANDED: "Atterrato" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/ja.yml ================================================ ja: STR_FACILITY_IN_USE_STORAGE: "施設は使用中!{SMALLLINE}倉庫のスペースが足りません" STR_FACILITY_IN_USE_QUARTERS: "施設は使用中!{SMALLLINE}居住スペースが足りません" STR_FACILITY_IN_USE_LABORATORIES: "施設は使用中!{SMALLLINE}研究スペースが足りません" STR_FACILITY_IN_USE_WORKSHOPS: "施設は使用中!{SMALLLINE}ワークショップのスペースが足りません" STR_FACILITY_IN_USE_HANGARS: "施設は使用中!{SMALLLINE}格納スペースが足りません" STR_FACILITY_IN_USE_PSI_LABS: "施設は使用中!{SMALLLINE}Psi研究所が足りません" STR_FACILITY_IN_USE_GYMS: "施設は使用中!{SMALLLINE}ジムが足りません" STR_FACILITY_IN_USE_PRISONS: "施設は使用中!{SMALLLINE}エイリアン隔離スペースが足りません" STR_NOT_ENOUGH_HWP_CAPACITY: "HWP格納スペースが足りません!{SMALLLINE}異なる車体を選ぶか台数を減らしてください" STR_AVATAR_NAME_1: "#01 男、金髪" STR_AVATAR_NAME_2: "#02 男、茶髪" STR_AVATAR_NAME_3: "#03 男、アジア人" STR_AVATAR_NAME_4: "#04 男、アフリカン" STR_AVATAR_NAME_5: "#05 女、金髪" STR_AVATAR_NAME_6: "#06 女、茶髪" STR_AVATAR_NAME_7: "#07 女、アジア人" STR_AVATAR_NAME_8: "#08 女、アフリカン" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "回避行動" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFOが着水時に爆発!" STR_UFO_SURVIVED_SPLASHDOWN: "UFOが着水に成功!" STR_UFO_HAS_LANDED: "UFOが着陸>{NEWLINE}{0}" GMGEO1: "ジオスケープの記録 #1" GMGEO2: "ジオスケープの記録 #2" GMTACTIC: "バトルスケープの記録" GMINTER: "空戦の軌跡" GLOBE_TEXTURE_0: "森/密林 1" GLOBE_TEXTURE_1: "農地 1" GLOBE_TEXTURE_2: "農地 2" GLOBE_TEXTURE_3: "農地 3" GLOBE_TEXTURE_4: "農地 4" GLOBE_TEXTURE_5: "山地" GLOBE_TEXTURE_6: "森/密林 2" GLOBE_TEXTURE_7: "砂漠 1" GLOBE_TEXTURE_8: "砂漠 2" GLOBE_TEXTURE_9: "極地 1" GLOBE_TEXTURE_10: "森/密林 3" GLOBE_TEXTURE_11: "森/密林 4" GLOBE_TEXTURE_12: "極地 2" STR_LANDED: "着陸地点" STR_SHOT_TYPE_AUTO: "自動 (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/ko.yml ================================================ ko: STR_FACILITY_IN_USE_STORAGE: "시설을 이용 중이다!{SMALLLINE}저장 공간이 충분하지 않다." STR_FACILITY_IN_USE_QUARTERS: "시설을 이용 중이다!{SMALLLINE}생활관 공간이 충분하지 않다." STR_FACILITY_IN_USE_LABORATORIES: "시설을 이용 중이다!{SMALLLINE}연구 공간이 충분하지 않다." STR_FACILITY_IN_USE_WORKSHOPS: "시설을 이용 중이다!{SMALLLINE}작업 공간이 충분하지 않다." STR_FACILITY_IN_USE_HANGARS: "시설을 이용 중이다!{SMALLLINE}격납고가 충분하지 않다." STR_FACILITY_IN_USE_PSI_LABS: "시설을 이용 중이다!{SMALLLINE}사이오닉 연구실 공간이 충분하지 않다." STR_FACILITY_IN_USE_GYMS: "시설을 이용 중이다!{SMALLLINE}체육관 공간이 충분하지 않다." STR_FACILITY_IN_USE_PRISONS: "시설을 이용 중이다!{SMALLLINE}외계인 격리실 공간이 충분하지 않다." STR_NOT_ENOUGH_HWP_CAPACITY: "쓸 수 있는 중화기 차량 수용량이 충분하지 않다!{SMALLLINE}다른 기체를 이용하거나 할당된 중화기 차량을 줄여라." STR_AVATAR_NAME_1: "#01 남자, 금발" STR_AVATAR_NAME_2: "#02 남자, 갈색 머리" STR_AVATAR_NAME_3: "#03 남자, 아시아인" STR_AVATAR_NAME_4: "#04 남자, 아프리카인" STR_AVATAR_NAME_5: "#05 여자, 금발" STR_AVATAR_NAME_6: "#06 여자, 갈색 머리" STR_AVATAR_NAME_7: "#07 여자, 아시아인" STR_AVATAR_NAME_8: "#08 여자, 아프리카인" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "회피 기동" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO가 물에 추락해 파괴됨!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO가 물에 추락해서 살아남음!" STR_UFO_HAS_LANDED: "{0}{NEWLINE}에 UFO가 착륙했다" GMGEO1: "지구화면 음악 #1" GMGEO2: "지구화면 음악 #2" GMTACTIC: "전투화면 음악" GMINTER: "공중전 음악" GLOBE_TEXTURE_0: "숲/정글 1" GLOBE_TEXTURE_1: "농장 1" GLOBE_TEXTURE_2: "농장 2" GLOBE_TEXTURE_3: "농장 3" GLOBE_TEXTURE_4: "농장 4" GLOBE_TEXTURE_5: "산악" GLOBE_TEXTURE_6: "숲/정글 2" GLOBE_TEXTURE_7: "사막 1" GLOBE_TEXTURE_8: "사막 2" GLOBE_TEXTURE_9: "극지 1" GLOBE_TEXTURE_10: "숲/정글 3" GLOBE_TEXTURE_11: "숲/정글 4" GLOBE_TEXTURE_12: "극지 2" STR_LANDED: "착륙" STR_SHOT_TYPE_AUTO: "자동사격 (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/nl.yml ================================================ nl: STR_FACILITY_IN_USE_STORAGE: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg opslagplaats." STR_FACILITY_IN_USE_QUARTERS: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg leefruimte." STR_FACILITY_IN_USE_LABORATORIES: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg laboratoriumruimte." STR_FACILITY_IN_USE_WORKSHOPS: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg werkplaatsruimte." STR_FACILITY_IN_USE_HANGARS: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg hangaars." STR_FACILITY_IN_USE_PSI_LABS: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg psionische laboratoriums." STR_FACILITY_IN_USE_GYMS: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg fitnesscentra." STR_FACILITY_IN_USE_PRISONS: "FACILITEIT IN GEBRUIK{SMALLLINE}Niet genoeg buitenaardse klimaatcellen." STR_NOT_ENOUGH_HWP_CAPACITY: "NIET GENOEG HWP CAPACITEIT BESCHIKBAAR{SMALLLINE}Gebruik een andere module of verminder het aantal toegewezen HWP's" STR_AVATAR_NAME_1: "#01 Man, Blond" STR_AVATAR_NAME_2: "#02 Man, Bruin haar" STR_AVATAR_NAME_3: "#03 Man, Aziatisch" STR_AVATAR_NAME_4: "#04 Man, Afrikaans" STR_AVATAR_NAME_5: "#05 Vrouw, Blond" STR_AVATAR_NAME_6: "#06 Vrouw, Bruin haar" STR_AVATAR_NAME_7: "#07 Vrouw, Aziatisch" STR_AVATAR_NAME_8: "#08 Vrouw, Afrikaans" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "ONTWIJKENDE MANEUVERS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO VERNIETIGD DOOR SPLASHDOWN!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO OVERLEEFDE SPLASHDOWN!" STR_UFO_HAS_LANDED: "UFO is geland op{NEWLINE}{0}" GMGEO1: "Geoscape Muziekstuk #1" GMGEO2: "Geoscape Muziekstuk #2" GMTACTIC: "Battlescape Muziekstuk" GMINTER: "Luchtgevecht Muziekstuk" GLOBE_TEXTURE_0: "Bos/Oerwoud 1" GLOBE_TEXTURE_1: "Landbouwgrond 1" GLOBE_TEXTURE_2: "Landbouwgrond 2" GLOBE_TEXTURE_3: "Landbouwgrond 3" GLOBE_TEXTURE_4: "Landbouwgrond 4" GLOBE_TEXTURE_5: "Bergen" GLOBE_TEXTURE_6: "Bos/Oerwoud 2" GLOBE_TEXTURE_7: "Woestijn 1" GLOBE_TEXTURE_8: "Woestijn 2" GLOBE_TEXTURE_9: "Pool 1" GLOBE_TEXTURE_10: "Bos/Oerwoud 3" GLOBE_TEXTURE_11: "Bos/Oerwoud 4" GLOBE_TEXTURE_12: "Pool 2" STR_LANDED: "Geland" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/pl.yml ================================================ pl: STR_FACILITY_IN_USE_STORAGE: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało miejsca w magazynach." STR_FACILITY_IN_USE_QUARTERS: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało kwater mieszkalnych." STR_FACILITY_IN_USE_LABORATORIES: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało stanowisk badawczych." STR_FACILITY_IN_USE_WORKSHOPS: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało stanowisk produkcyjnych." STR_FACILITY_IN_USE_HANGARS: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało hangarów." STR_FACILITY_IN_USE_PSI_LABS: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało laboratoriów psionicznych." STR_FACILITY_IN_USE_GYMS: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało stanowisk treningowych." STR_FACILITY_IN_USE_PRISONS: "INSTALACJA W UŻYCIU!{SMALLLINE}Za mało cel." STR_NOT_ENOUGH_HWP_CAPACITY: "ZA MAŁO MIEJSC DLA CDS!{SMALLLINE}Użyj innego modułu lub zmniejsz liczbę przydzielonych CDS-ów." STR_AVATAR_NAME_1: "#01 mężczyzna, blond" STR_AVATAR_NAME_2: "#02 mężczyzna, szatyn" STR_AVATAR_NAME_3: "#03 mężczyzna, Azjata" STR_AVATAR_NAME_4: "#04 mężczyzna, Afrykanin" STR_AVATAR_NAME_5: "#05 kobieta, blond" STR_AVATAR_NAME_6: "#06 kobieta, szatynka" STR_AVATAR_NAME_7: "#07 kobieta, Azjatka" STR_AVATAR_NAME_8: "#08 kobieta, Afrykanka" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANEWRY UNIKOWE" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO ZNISZCZONE PRZY WODOWANIU!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO PRZETRWAŁO WODOWANIE!" STR_UFO_HAS_LANDED: "UFO wylądowało w{NEWLINE}{0}" GMGEO1: "Ekran globu: motyw #1" GMGEO2: "Ekran globu: motyw #2" GMTACTIC: "Motyw z ekranu bitwy" GMINTER: "Motyw walki powietrznej" GLOBE_TEXTURE_0: "Las/Dżungla 1" GLOBE_TEXTURE_1: "Teren rolniczy 1" GLOBE_TEXTURE_2: "Teren rolniczy 2" GLOBE_TEXTURE_3: "Teren rolniczy 3" GLOBE_TEXTURE_4: "Teren rolniczy 4" GLOBE_TEXTURE_5: "Góry" GLOBE_TEXTURE_6: "Las/Dżungla 2" GLOBE_TEXTURE_7: "Pustynia 1" GLOBE_TEXTURE_8: "Pustynia 2" GLOBE_TEXTURE_9: "Polarny 1" GLOBE_TEXTURE_10: "Las/Dżungla 3" GLOBE_TEXTURE_11: "Las/Dżungla 4" GLOBE_TEXTURE_12: "Polarny 2" STR_LANDED: "Lądowanie" STR_SHOT_TYPE_AUTO: "Seria (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/pt-BR.yml ================================================ pt-BR: STR_FACILITY_IN_USE_STORAGE: "INSTALAÇÃO EM USO!{SMALLLINE}Espaço de armazenamento insuficiente." STR_FACILITY_IN_USE_QUARTERS: "INSTALAÇÃO EM USO!{SMALLLINE}Habitações insuficientes." STR_FACILITY_IN_USE_LABORATORIES: "INSTALAÇÃO EM USO!{SMALLLINE}Espaço de laboratório insuficiente." STR_FACILITY_IN_USE_WORKSHOPS: "INSTALAÇÃO EM USO!{SMALLLINE}Espaço de oficina insuficiente." STR_FACILITY_IN_USE_HANGARS: "INSTALAÇÃO EM USO!{SMALLLINE}Espaço de hangar insuficiente." STR_FACILITY_IN_USE_PSI_LABS: "INSTALAÇÃO EM USO!{SMALLLINE}Laboratórios psíquicos insuficientes." STR_FACILITY_IN_USE_GYMS: "INSTALAÇÃO EM USO!{SMALLLINE}Academias insuficientes." STR_FACILITY_IN_USE_PRISONS: "INSTALAÇÃO EM USO!{SMALLLINE}Contenção alienígena insuficiente." STR_NOT_ENOUGH_HWP_CAPACITY: "CAPACIDADE DE PAP INSUFICIENTE DISPONÍVEL!{SMALLLINE}Use um módulo diferente ou reduza o número de PAPs atribuídas." STR_AVATAR_NAME_1: "N° 01 Masculino, Loiro" STR_AVATAR_NAME_2: "N° 02 Masculino, Cabelo Castanho" STR_AVATAR_NAME_3: "N° 03 Masculino, Asiático" STR_AVATAR_NAME_4: "N° 04 Masculino, Africano" STR_AVATAR_NAME_5: "N° 05 Feminino, Loira" STR_AVATAR_NAME_6: "N° 06 Feminino, Cabelo Castanho" STR_AVATAR_NAME_7: "N° 07 Feminino, Asiática" STR_AVATAR_NAME_8: "N° 08 Feminino, Africana" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANOBRAS EVASIVAS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "OVNI DESTRUÍDO PELO IMPACTO!" STR_UFO_SURVIVED_SPLASHDOWN: "OVNI SOBREVIVEU AO IMPACTO AQUÁTICO!" STR_UFO_HAS_LANDED: "OVNI pousou em{NEWLINE}{0}" GMGEO1: "Faixa nº 1 da Tela Global" GMGEO2: "Faixa nº 2 da Tela Global" GMTACTIC: "Faixa da Tela de Combate" GMINTER: "Faixa do Combate Aéreo" GLOBE_TEXTURE_0: "Floresta/Selva 1" GLOBE_TEXTURE_1: "Terras agrícola 1" GLOBE_TEXTURE_2: "Terras agrícola 2" GLOBE_TEXTURE_3: "Terras agrícola 3" GLOBE_TEXTURE_4: "Terras agrícola 4" GLOBE_TEXTURE_5: "Montanhas" GLOBE_TEXTURE_6: "Floresta/Selva 2" GLOBE_TEXTURE_7: "Deserto 1" GLOBE_TEXTURE_8: "Deserto 2" GLOBE_TEXTURE_9: "Polar 1" GLOBE_TEXTURE_10: "Floresta/Selva 3" GLOBE_TEXTURE_11: "Floresta/Selva 4" GLOBE_TEXTURE_12: "Polar 2" STR_LANDED: "Pousado " STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/ro.yml ================================================ ro: STR_AVATAR_NAME_1: "#01 Barbat, Blond" STR_AVATAR_NAME_2: "$01 Barbat, Șaten" STR_AVATAR_NAME_3: "#03 Barbat, Asiatic" STR_AVATAR_NAME_4: "#04 Barbat, African" STR_AVATAR_NAME_5: "#05 Femeie, Blondă" STR_AVATAR_NAME_6: "#06 Femeie, Șatenă" STR_AVATAR_NAME_7: "#07 Femeie, Asiatică" STR_AVATAR_NAME_8: "#08 Femeie, Africană" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANEVRE EVAZIVE" STR_UFO_HAS_LANDED: "OZN-ul a aterizat la{NEWLINE}{0}" GMGEO1: "Geosferă Pista #1" GMGEO2: "Geosferă Pista #2" GMTACTIC: "Pista Câmp Luptă" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/ru.yml ================================================ ru: STR_FACILITY_IN_USE_STORAGE: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места на складе." STR_FACILITY_IN_USE_QUARTERS: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в жилых модулях." STR_FACILITY_IN_USE_LABORATORIES: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно рабочего пространства в лаборатории." STR_FACILITY_IN_USE_WORKSHOPS: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно рабочего пространства в мастерской." STR_FACILITY_IN_USE_HANGARS: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в ангарах." STR_FACILITY_IN_USE_PSI_LABS: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно пространства в пси-лаборатории." STR_FACILITY_IN_USE_GYMS: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в спортзале." STR_FACILITY_IN_USE_PRISONS: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в изоляторе пришельцев." STR_NOT_ENOUGH_HWP_CAPACITY: "НЕДОСТАТОЧНО МЕСТ ПОД ТБП!{SMALLLINE}Установите другой грузовой отсек или уберите часть ТБП." STR_AVATAR_NAME_1: "#01 Муж, Блондин" STR_AVATAR_NAME_2: "#02 Муж, Шатен" STR_AVATAR_NAME_3: "#03 Муж, Азиат" STR_AVATAR_NAME_4: "#04 Муж, Темнокожий" STR_AVATAR_NAME_5: "#05 Жен, Блондинка" STR_AVATAR_NAME_6: "#06 Жен, Брюнетка" STR_AVATAR_NAME_7: "#07 Жен, Азиатка" STR_AVATAR_NAME_8: "#08 Жен, Темнокожая" STR_PSI_SHORT: "ПСИ>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "УКЛОНЕНИЕ" STR_UFO_DESTROYED_BY_SPLASHDOWN: "НЛО РАЗБИЛСЯ ПРИ ПРИВОДНЕНИИ!" STR_UFO_SURVIVED_SPLASHDOWN: "НЛО ПРИВОДНИЛСЯ!" STR_UFO_HAS_LANDED: "НЛО приземлился.{NEWLINE}Место: {NEWLINE}{0}" GMGEO1: "Трек #1 в страт. режиме" GMGEO2: "Трек #2 в страт. режиме" GMTACTIC: "Трек в страт. режиме" GMINTER: "Трек перехвата" GLOBE_TEXTURE_0: "Лес/Джунгли 1" GLOBE_TEXTURE_1: "Сельхозугодья 1" GLOBE_TEXTURE_2: "Сельхозугодья 2" GLOBE_TEXTURE_3: "Сельхозугодья 3" GLOBE_TEXTURE_4: "Сельхозугодья 4" GLOBE_TEXTURE_5: "Горы" GLOBE_TEXTURE_6: "Лес/Джунгли 2" GLOBE_TEXTURE_7: "Пустыня 1" GLOBE_TEXTURE_8: "Пустыня 2" GLOBE_TEXTURE_9: "Заполярье 1" GLOBE_TEXTURE_10: "Лес/Джунгли 3" GLOBE_TEXTURE_11: "Лес/Джунгли 4" GLOBE_TEXTURE_12: "Заполярье 2" STR_LANDED: "Посадка" STR_SHOT_TYPE_AUTO: "Очер. (x{0})" ================================================ FILE: bin/standard/xcom1/Language/OXCE/sv.yml ================================================ sv: STR_AVATAR_NAME_1: "#01 Man, ljushårig" STR_AVATAR_NAME_2: "#02 Man, brunhårig" STR_AVATAR_NAME_3: "#03 Man, asiatisk" STR_AVATAR_NAME_4: "#04 Man, afrikansk" STR_AVATAR_NAME_5: "#05 Kvinna, ljushårig" STR_AVATAR_NAME_6: "#06 Kvinna, brunhårig" STR_AVATAR_NAME_7: "#07 Kvinna, asiatisk" STR_AVATAR_NAME_8: "#08 Kvinna, afrikansk" STR_UFO_DESTROYED_BY_SPLASHDOWN: "UFO FÖRSTÖRDES UNDER HAVSLANDNINGEN!" STR_UFO_SURVIVED_SPLASHDOWN: "UFO ÖVERLEVDE HAVSLANDNINGEN!" STR_LANDED: "Landat" ================================================ FILE: bin/standard/xcom1/Language/OXCE/uk.yml ================================================ uk: STR_FACILITY_IN_USE_STORAGE: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає місця для зберігання." STR_FACILITY_IN_USE_QUARTERS: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Недостатньо житлових приміщень." STR_FACILITY_IN_USE_LABORATORIES: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Недостатньо місця в лабораторії." STR_FACILITY_IN_USE_WORKSHOPS: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає місця в майстерні." STR_FACILITY_IN_USE_HANGARS: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає ангарів." STR_FACILITY_IN_USE_PSI_LABS: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає псі-лабораторій." STR_FACILITY_IN_USE_GYMS: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає спортзалів." STR_FACILITY_IN_USE_PRISONS: "СПОРУДА ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Недостатньо захисту від прибульців." STR_NOT_ENOUGH_HWP_CAPACITY: "НЕ ДОСТАТНЬО МІСТКОСТІ ДЛЯ ВБП!{SMALLLINE}Використайте інший модуль або зменшіть кількість призначених ВБП." STR_AVATAR_NAME_1: "#01 Чоловік, Блондин" STR_AVATAR_NAME_2: "#02 Чоловік, Брюнет" STR_AVATAR_NAME_3: "#03 Чоловік, Азіат" STR_AVATAR_NAME_4: "#04 Чоловік, Африканець" STR_AVATAR_NAME_5: "#05 Жінка, Блондинка" STR_AVATAR_NAME_6: "#06 Жінка, Брюнетка" STR_AVATAR_NAME_7: "#07 Жінка, Азіатка" STR_AVATAR_NAME_8: "#08 Жінка, Африканка" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "УХИЛЬНІ МАНЕВРИ" STR_UFO_DESTROYED_BY_SPLASHDOWN: "НЛО БУЛО ЗНИЩЕНО ПРИ ПРИВОДНЕННІ!" STR_UFO_SURVIVED_SPLASHDOWN: "НЛО ПЕРЕЖИЛО ПРИВОДНЕННЯ!" STR_UFO_HAS_LANDED: "НЛО приземлилося в {NEWLINE}{0}" GMGEO1: "Трек планетарного вигляду #1" GMGEO2: "Трек планетарного вигляду #2" GMTACTIC: "Трек поля бою" GMINTER: "Трек перехоплення" GLOBE_TEXTURE_0: "Ліс/Джунглі 1" GLOBE_TEXTURE_1: "Сільськогосподарські землі 1" GLOBE_TEXTURE_2: "Сільськогосподарські землі 2" GLOBE_TEXTURE_3: "Сільськогосподарські землі 3" GLOBE_TEXTURE_4: "Сільськогосподарські землі 4" GLOBE_TEXTURE_5: "Гори" GLOBE_TEXTURE_6: "Ліс/Джунглі 2" GLOBE_TEXTURE_7: "Пустеля 1" GLOBE_TEXTURE_8: "Пустеля 2" GLOBE_TEXTURE_9: "Сніги 1" GLOBE_TEXTURE_10: "Ліс/Джунглі 3" GLOBE_TEXTURE_11: "Ліс/Джунглі 4" GLOBE_TEXTURE_12: "Сніги 2" STR_LANDED: "Приземлився" STR_SHOT_TYPE_AUTO: "Авто (x{0})" ================================================ FILE: bin/standard/xcom1/Language/bg.yml ================================================ bg: STR_AVENGER_UFOPEDIA: "ТРАНСПОРТЕН И БОЕН КОСМИЧЕСКИ КОРАБ. ПОСЛЕДНАТА ДУМА В ПРИЛОЖЕНИЕТО НА ИЗВЪНЗЕМНИ ТЕХНОЛОГИИ." STR_INTERCEPTOR_UFOPEDIA: "БОЕН САМОЛЕТ С ДВА ИМПУЛСНО-ВЗРИВНИ ДВИГАТЕЛЯ И СПЕЦИАЛНО ЗАЩИТЕНИ ЕЛЕКТРОННИ СИСТЕМИ. НАЙ-ДОБРАТА НАЛИЧНА ЗЕМНА ТЕХНОЛОГИЯ." STR_LIGHTNING_UFOPEDIA: "ВОЕННО-ТРАНПОРТЕН И БОЕН САМОЛЕТ. ГРУБО, НО ЕФЕКТИВНО КОПИЕ НА ИЗВЪНЗЕМНИТЕ ДВИГАТЕЛНИ СИСТЕМИ." STR_SKYRANGER_UFOPEDIA: "ВОЕННО-ТРАНСПОРТЕН САМОЛЕТ. НАЙ-БЪРЗИЯТ ОТ ВИДА СИ, С ВЪЗМОЖНОСТ ЗА ВЕРТИКАЛНО ИЗЛИТАНЕ И КАЦАНЕ (В.И.И.К)." STR_FIRESTORM_UFOPEDIA: "БОЕН САМОЛЕТ. ЕДНОМЕСТЕН ИЗТРЕБИТЕЛ КОПИРАЩ КЛАСИЧЕСКАТА ЛЕТЯЩА ЧИНИЯ, С ЕДИН ДВИГАТЕЛ В ЦЕНТЪРА." STR_STINGRAY_UFOPEDIA: "УСЪВЪРШЕНСТВАНА РАКЕТА \"ВЪЗДУХ-ВЪЗДУХ\" СЪС СПЕЦИАЛНО ЗАЩИТЕНА ЕЛЕКТРОНИКА." STR_AVALANCHE_UFOPEDIA: "РАКЕТА \"ВЪЗДУХ-ВЪЗДУХ\" С ЯДРЕНА БОЙНА ГЛАВА. СВЪХ ТЕЖКА." STR_CANNON_UFOPEDIA: "МОЩНО ОРЪДИЕ ИЗСТРЕЛВАЩО БРОНЕБОЙНИ СНАРЯДИ, СПОСОБНИ ДА ПРОБИЯТ 400ММ СТОМАНА." STR_FUSION_BALL_UFOPEDIA: "ТАЗИ УСТАНОВКА ИЗСТРЕЛВА КЪЛБОВИДНА РАКЕТА ЗАДВИЖВАНА ОТ АНТИМАТЕРИЯ. КЪЛБОТО УНИЩОЖАВА ЦЕЛТА С ГРАВИТАЦИОННО-ВЪЛНОВА ИМПЛОЗИЯ." STR_LASER_CANNON_UFOPEDIA: "СТАНДАРТЕН ЛАЗЕРЕН ЛЪЧ ЗАХРАНВАН ОТ КАМЕРА С АНТИМАТЕРИЯ." STR_PLASMA_BEAM_UFOPEDIA: "ГРАВИТАЦИОННИЯТ ЛЪЧ НАСОЧВА ПРЕЦИЗНО КАНАЛИЗИРАНО ИМПЛОЗИВНО ГРАВИТАЦИОННО ПОЛЕ." STR_SECTOID_UFOPEDIA: "Сектоидната йерархия се простира от войници до лидери с мощни псионични способности. Тези псионични сили могат да деморализират и дори обсебят умовере на войниците ни по време на битка. Сектоидите имат склонност към отвличане на хора и осакатяване на добитък. Отвличането се използва за извличане на генетичен материал с цел създаване на хибриди и разработката на клонинги, които да проникнат в човешкото общество. Добитъкът осигурява питание и генетичен материал. Изглежда тази раса иска да отгледа изключителни генетични хибриди, за да подобри ефективността на кошероподобното им общество." STR_SECTOID_AUTOPSY: "Аутопсия на сектоид" STR_SECTOID_AUTOPSY_UFOPEDIA: "Аутопсията разкрива закърнели храносмилателни органи и просто устройство. Мозъкът и очите са много добре развити. Устройството сочи към генно модифициране или мутация. Малките нос и уста привидно нямат значима функция. Ципите между пръстите и плоските стъпала сочат към воден произход. Липсват размножителни органи и не е ясно как видът се размножава. Най-вероятно са продукт на генно инженерство." STR_SNAKEMAN_UFOPEDIA: "Тази раса се е развила в изключително враждебна среда. Те са изключително издържливи и могат да понесат на ектремни температурни промени. Пoдвижността им се осигурява от гигантски змиеподобен 'крак', който защитава всички жизненоважни органи. Целите им изглеждат чисто хищнически и те явно са под контрола на някакъв друг интелект, който насочва техните военизирани набези на Земята." STR_SNAKEMAN_AUTOPSY: "Аутопсия на змиечовек" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Кожата е изключително здрава и устойчива на топлина. Сърдечно-съдовата им система е част от мускулната, която работи на хидравличен принцип. Единственият истински мускул е 'сърцето'. Размножителната им система изглежда много ефикасна. Размножаването е безполово, като всеки змиечовек носи до петдесет яйца в тялото си по всяко време. Оставен без контрол този вид би бил голяма заплаха за живота на Земята." STR_ETHEREAL_UFOPEDIA: "Това същество има страховити умствени сили, които позволяват телепатично общуване и телекинетични способности. Привидно слабите физически способности на съществото са поддържани от умствените му сили. Не разбираме как работят тези телекинетични сили, тъй като на пръв поглед те противоречат на известните закони на физиката. Тези същества са изключетлно опасни във всяка бойна ситуация, защото използват умствените си сили да се бият. Рядко се появяват на Земята, тъй като явно използват други раси да постигнат своите цели." STR_ETHEREAL_AUTOPSY: "Аутопсия на ефирен" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Физиката на това същество е закърняла и изглежда неспособна да поддържа някакви жизнени функции. Мускулите са силно атрофирали, а вътрешните органи изглеждат недоразвити. Сетивните органи, включително очите, изглежда въобще не работят. Мозъкът обаче е добре развит и черпи голяма част от телесното кръвообращение. Остава загадка как това същество може да преживява без външна помощ." STR_MUTON_UFOPEDIA: "Тези хуманоидни същества са интелигентни и физически силни. Те имат особено изострен апетит към поглъщането на всякакъв вид сурова плът, която използват за препитание като земните месоядни. Те зависят от телепатичните команди на раса известна като 'ефирните'. Щом бъдат отделени от тази телепатична връзка, умствената им система явно се разпада и те умират. Кибернетичните импланти служат да подобрят бойните им характеристики. Ясно е, че те са само пешки на по-висш интелект." STR_MUTON_AUTOPSY: "Аутопсия на мутон" STR_MUTON_AUTOPSY_UFOPEDIA: "Изглежда че 'кожата' на това същество всъщност е създадена по органичен път защитна броня, която е присадена върху тялото. Има многобройни кибернетични импланти подсилващи сърдечно-съдовата система и сетивата. Размножителни органи изглежда са били хирургически отстранени. Явно животът на тези злочести създания е ограничен до битки и завоевания. Бронебойните муниции не са много ефективни срещу усилената им кожа." STR_CELATID_UFOPEDIA: "Тази форма на живот притежава загадъчната естествена способност да се носи във въздуха. Изглежда, че тя улавя човешките мозъчни вълни и ще се насочи към човешка цел дори и тя е добре скрита. Щом бъде намерена цел, целатидът каца и изстрелва малки топки изключително разяждаща отрова. Съществото е способно да се клонира с тревожна честота. То придружава мутонската раса в нейните скитания." STR_CELATID_AUTOPSY: "Аутопсия на целатид" STR_CELATID_AUTOPSY_UFOPEDIA: "Вътрешността съдържа малко биомеханично устройство, което явно е развила се по естествен път антигравитационна двигателна система. Мехурът с отрова е най-големият орган и на пръв поглед липсва отделна мозъчна структура. Няма отличима храносмилателна или размножителна система. Малък орган съдържа ембриони, от които могат бързо да израстнат нови същества." STR_SILACOID_UFOPEDIA: "Тази силициева форма на живот поражда огромно количество топлина. Съществото е достатъчно силно да разтрошава скали, които след това могат да бъдат погълнати от горещото ядро. Притежава примитивен интелект и може да бъде контролирана чрез импланти или от телепатични същества. Работи заедно с извънземната раса на мутоните." STR_SILACOID_AUTOPSY: "Аутопсия на силакоид" STR_SILACOID_AUTOPSY_UFOPEDIA: "Ядрото на съществото е изключително горещо и явно е в основата на храносмилателна система. Уникалната мускулна система притежава неимоверна бързина и сила. Подобната на скала кожа не се наранява от огън или запалителни муниции." STR_CHRYSSALID_UFOPEDIA: "Ракоподобните щипки на това същество са мощно оръжие при близък бой. Неговите високи метаболизъм и сила му придават бързина и сръчност. Вместо да убие жертвата си, то снася в нея яйце и я инжектира с отрова която я превръща в крачещо зомби. Нов хрисалид ще изскочи от жертвата скоро след яцеполагането. Хрисалидите са асоциирани с расата на Змиетелите." STR_CHRYSSALID_AUTOPSY: "Аутопсия на хрисалид" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Екзоскелетът на това същество е изключително як, но и изненадващо уязвим за експлодиращи муниции. Има добре развит мозък и много бърз клетъчен растеж. Носи двадесет яйца, които снася в други организми. Това същество е много ефективно оръжие за терор." STR_FLOATER_UFOPEDIA: "Левитаторите са главно войници и инструменти за терор. Те са хищни зверове по природа, генетично променени и кибернетично подобрени за да бъдат страховити войни. Долната половина от тялото и повечето вътрешни органи са хирургически премахнати и заместени с животоподдържаща система. Този имплант съдържа антигравитационна уредба която позволява на съществото да се носи, макар и нестабилно, във въздуха." STR_FLOATER_AUTOPSY: "Аутопсия на левитатор" STR_FLOATER_AUTOPSY_UFOPEDIA: "Съществото е било драстично променено по хирургичен път. Устройството което оформя сърцевината на тялото е животоподдържаща система, заместила функциите на сърце, дробове и храносмилателна система. Това позволява на съществото да оцелява в изключително враждебна среда. Мозъкът е по-малък от нашия, но сетивните органи са добре развити." STR_REAPER_UFOPEDIA: "Това двуного месоядно има мощни челюсти и неутолим апетит. То притежава известен брой мозъчни импланти, които служат за управление на действията му. Примитивните хищнически инстинкти на това същество не са годни за нищо друго освен за разрушения и терор. Разкъсвачите обикновено са асоциирани с левитаторите." STR_REAPER_AUTOPSY: "Аутопсия на разкъсвач" STR_REAPER_AUTOPSY_UFOPEDIA: "Разкъсвачът има два 'мозъка' и две 'сърца', което му позволява да действа дори и когато е тежко ранен. За сметка на това покритата му с козина кожа е изключително лесно запалима, което го прави уязвим за запалителни оръжия." STR_SECTOPOD_UFOPEDIA: "Сектоподите са робо-същества въоръжени с мощни лазерни лъчи. Управлението на тези механични зверове става чрез телепатична връзка с контролиращите ги Ефирни. Сектоподите са най-мощното оръжие за терор което силите на пришълците имат под ръка." STR_SECTOPOD_AUTOPSY: "Аутопсия на сектопод" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Роботът е солидно устроен, със захранвана броня която е способна да издържа на повечето видове атаки и особено на плазмени оръжия. За сметка на това сензорните елементи изглеждат особено уязвими за лазерни лъчи." STR_CYBERDISC_UFOPEDIA: "Тази миниатюрна летяща чиния е автоматизирано оръжие за терор въоръжено с мощен плазмен лъч. Антигравитационното задвижване му носи голямо предимство на труден терен. Основната му функция е да пръска ужас и разрушение в служба на сектоидската раса." STR_CYBERDISC_AUTOPSY: "Аутопсия на кибердиск" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Кибердискът е добре защитен и е особено устойчив на експлозивни муниции. Главата антигравитационна система е твърде лошо повредена за да можем да разберем нейната работа." STR_UFO_POWER_SOURCE_UFOPEDIA: "Енергийният източник на извънземните кораби е реактор за антиматерия, който използва Елерий (елемент 115) за да създава мощни гравитационни вълни и други форми на енергия. Превръщането на материя в енергия има невероятния КПД от 99%, което означава, че малки количества Елерий могат да доставят огромни мощности. Устройството лесно може да бъде възпроизведено използвайки извъземни сплави." STR_UFO_NAVIGATION_UFOPEDIA: "Извънземните кораби използват сложни компютри за навигация на Земята и в космоса. В основата на системата са оптически процесори свързани в мрежа. Управлението е относително просто - навигаторът управлява посоката на гравитационните вълни, създавани от енергийния източник, за да насочва кораба в произволна посока. Системата лесно може да се използва и от хора, и може да бъде възпроизведена от извънземни сплави и други елементи." STR_UFO_CONSTRUCTION_UFOPEDIA: "Извънземните кораби се състоят от три главни елемента - източник на енергия, навигационна система и корпус от извънземни сплави. Корпусът е направен така, че да позволя гравитационните вълни да бъдат насочвани и контролирани. Освен това е необходимо и малко количество Елерий да захранва източника на енергия. Веднага щом устройството е напълно разбрано, а функциите на всеки елемент - изучени, ще е възможно създаването на летателни апарати от този тип." STR_ALIEN_FOOD_UFOPEDIA: "Тези капсули съдържат различни ензими, които се използват за разлагането на части от добитък, други животни и дори хора. След това течността се консумира като вече смелена храна - вероятно директно в кръвообръщението. Това сочи известна зависимост от Земята за храна - вид симбиоза между Земята и извънземното общество." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Тези капсули съдържат извънземни ембриони. Устройството на съдовете наглед сочи че извънземните използващи този процес разчитат напълно на лабораторно размножаване. Богатите хранителни вещества осигурявт бързото развитие на ембриона. Такава конвейерна система може да създаде за кратко време хиляди клонинги на извънцемни. Процесът лесно може да бъде нагоден за отглеждането на хора или на кръстоски на хора с извънземни." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Най-вероятната функция на тези сфери е развлекателна. Псионичните им вериги стимулират различни центрове на мозъка. Ефектът е сходен с този на халюциногенните наркотици. Това е единствената улика, че извънземните имат някакви културни или развлекателни забавления." STR_ALIEN_SURGERY_UFOPEDIA: "Тези хирургически съоръжения използват лазерни резачи за извличането на определени части на тялото от добитък и други животни. Тази странна извънземна дейност обяснява широко разпространените осакатявания на добитъка. Вероятно частите се използват за хранителни или генетични цели." STR_EXAMINATION_ROOM_UFOPEDIA: "В миналото хиляди хора са твърдели, че са били отвлечени от извънземни, понякога многократно. Истината е много по-ужасяваща. Хора са отвичани, изучавани и наблюдавани. От най-добрите екземпляри е извличан генетичен материал. В жени са имплантирани ембриони на кръстоски на хора и извънземни, които са изваждани след няклоко месеца. Кой знае що за зловещи мотиви движат пришълците?" STR_ALIEN_ALLOYS_UFOPEDIA: "Извънземните кораби са построени от специални сплави с уникални качества. Те са изключително леки и яки и могат да се оформят по електромагнитен път. Можем да възпроизведем материала и да го използваме в множество производствени процеси." STR_ELERIUM_115_UFOPEDIA: "Този елемент има необичайно свойство - образува антиматерия когато е бомбардиран с определи частици. Това създава гравитационни вълни и други форми на енергия. Не се среща в природата в нашата слънчева система и не може да бъде изкуствено възпроизведен." STR_ALIEN_ORIGINS_UFOPEDIA: "Става ясно, че рано или късно ще загубим битката на Земята. Извънземните орди имат съкрушително числено превъзходство. Най-доброто което можем да постигнем е да забавим напредъка им. Единствената надежда за човечеството е да ги пресечем от източника. Нашите изследвания подсказват наличието на оперативна база наблизо в нашата Слънчева система. Пришълци сочат това място за център на древна цивилизация която предхожда човешката история. Трябва да открием къде е възможно най-скоро. Но за да добием по-подробна информация трябва да пленим и разпитаме лидер на пришълците. По-големите НЛО вероятно съдържат поне по един извънземен лидер." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Научният ни труд до този момент сочи, че пришълците идва от Марс. Базата им е добре скрита и съдържа цялото им производствено и клониращо оборудване необходимо за нашествието им на земята. Също така изглежда, че има някакъв контролиращ компютър, който ръководи цялата дейност. Изглежда, че кошеро-подобното общество на пришълците има някакъв вид \"царица пчела\". Това е и основната им слабост - ако елиминираме \"мозъка\" тогава тялото ще умре. Трябва да ускорим научния труд преди да стане твърде късно. За да продължим труда трябва да пленим най-висшия ешелон от прищълците - командирите - които се намират само в техните бази и линейни кораби." STR_CYDONIA_OR_BUST_UFOPEDIA: "Вече е ясно, че извънземните орди са контролирани от подземна база в Кидония - необичаен район на Марс който съдържа петоъгълни пирамиди и голямо образувание, напомнящо на човешко лице. В Кидония някога е процъфтяла марсианска цивилизация, но не знаем защо е измряла, или каква е нейната връзка със сегашната извънземна дейност там. Каквато и да е тя, ние трябва да изпратим експедиция в Кидония. Това е единственият начин да победим пришълците. Трябва да унищожим контролиращият ги главен 'мозък'. Ще ни е нужен апарат тип Отмъстител, снабден с най-страхотно разрушителните сили които имаме под ръка. Тук не можем да научим нищо повече - ще трябва да изчакаме резултата от щурмуването на Кидония." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ЦЕНТРИРАНЕ-ВРЕМЕ=5 сек" STR_CANCEL_UC: "ОТКАЗ" STR_NONE: "Няма" STR_UNKNOWN: "Неизвестен" STR_POOR: "Слаб" STR_AVERAGE: "Среден" STR_GOOD: "Добър" STR_EXCELLENT: "Отличен" STR_BUILD_NEW_BASE_UC: "НОВА БАЗА" STR_BASE_INFORMATION: "ИНФОРМАЦИЯ ЗА БАЗАТА" STR_EQUIP_CRAFT: "ЕКИПИРАНЕ НА АПАРАТИ" STR_BUILD_FACILITIES: "СТРОЕЖ НА МОДУЛИ" STR_RESEARCH: "ИЗСЛЕДВАНЕ" STR_MANUFACTURE: "ИЗРАБОТКА" STR_TRANSFER_UC: "ПРЕХВЪРЛЯНЕ" STR_PURCHASE_RECRUIT: "КУПУВАНЕ/НАЕМАНЕ" STR_SACK: "УВОЛНЯВАНЕ" STR_SELL_SACK_UC: "ПРОДАВАНЕ/УВОЛНЯВАНЕ" STR_GEOSCAPE_UC: "ГЛОБАЛНА КАРТА" STR_NAME: "Име" STR_AREA: "Регион" STR_BUILD_NEW_BASE: "Build New Base" STR_CANCEL: "Отказ" STR_COST_UC: "ЦЕНА>" STR_CONSTRUCTION_TIME_UC: "ВРЕМЕ ЗА СТРОЕЖ>" STR_DAY: one: "{N} ден" other: "{N} дни" STR_HOUR: one: "{N} час" other: "{N} часа" STR_MAINTENANCE_UC: "ПОДДРЪЖКА>" STR_OK: "OK" STR_INSTALLATION: "Инсталиране" STR_CURRENT_RESEARCH: "ТЕКУЩИ ИЗСЛЕДВАНИЯ" STR_SCIENTISTS_AVAILABLE: "Свободни учени>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Заети учени>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Свободна лабораторна площ>{ALT}{0}" STR_RESEARCH_PROJECT: "НАУЧЕН ПРОЕКТ" STR_SCIENTISTS_ALLOCATED_UC: "АНГАЖИРАНИ УЧЕНИ" STR_PROGRESS: "НАПРЕДЪК" STR_NEW_PROJECT: "Нов проект" STR_CANCEL_PROJECT: "СПРЕТЕ ПРОЕКТА" STR_NEW_RESEARCH_PROJECTS: "НОВИ НАУЧНИ ПРОЕКТИ" STR_SCIENTISTS_AVAILABLE_UC: "СВОБОДНИ УЧЕНИ>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "СВОБОДНА ЛАБОРАТОРНА ПЛОЩ>{ALT}{0}" STR_INCREASE: "Увеличаване" STR_DECREASE: "Намаляване" STR_START_PROJECT: "ЗАПОЧНЕТЕ ПРОЕКТА" STR_CURRENT_PRODUCTION: "ТЕКУЩО ПРОИЗВОДСТВО" STR_ENGINEERS_AVAILABLE: "Свободни инженери>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Заети инженери>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Свободна работна площ>{ALT}{0}" STR_CURRENT_FUNDS: "Текущи средства>{ALT}{0}" STR_ITEM: "АРТИКУЛ" STR_ENGINEERS__ALLOCATED: "Заети{NEWLINE}инженери" STR_UNITS_PRODUCED: "Изработени{NEWLINE}изделия" STR_TOTAL_TO_PRODUCE: "Общо за изработка" STR_COST__PER__UNIT: "Един{NEWLINE}ична{NEWLINE}цена" STR_DAYS_HOURS_LEFT: "Оставащи{NEWLINE}дни/часове" STR_NEW_PRODUCTION: "Нова партида" STR_PRODUCTION_ITEMS: "Въможни изделия" STR_CATEGORY: "КАТЕГОРИЯ" STR_START_PRODUCTION: "ЗАПОЧНЕТЕ ИЗРАБОТКА" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} човекочаса за изработката на една бройка" STR_COST_PER_UNIT_: "Единична цена>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Нужна работна площ>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ИЗИСКВАТ СЕ СПЕЦИАЛНИ МАТЕРИАЛИ" STR_ITEM_REQUIRED: "НЕОБХОДИМИ ЕЛЕМЕНТИ" STR_UNITS_REQUIRED: "НЕОБХОДИМО КОЛИЧЕСТВО" STR_UNITS_AVAILABLE: "НАЛИЧНО КОЛИЧЕСТВО" STR_STOP_PRODUCTION: "СПРЕТЕ ИЗРАБОТКА" STR_ENGINEERS_AVAILABLE_UC: "СВОБОДНИ ИНЖЕНЕРИ>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "СВОБОДНА РАБОТНА ПЛОЩ>{ALT}{0}" STR_INCREASE_UC: "УВЕЛИЧАВАНЕ" STR_DECREASE_UC: "НАМАЛЯВАНЕ" STR_UNITS_TO_PRODUCE: "Бройки за изработка" STR_PURCHASE_HIRE_PERSONNEL: "Закупуване/Наемане на персонал" STR_COST_OF_PURCHASES: "Цена на покупките>{ALT}{0}" STR_COST_PER_UNIT_UC: "ЕДИНИЧНА ЦЕНА" STR_QUANTITY_UC: "КОЛИЧ-ВО" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "СВОБОДЕН ПЕРСОНАЛ:ОБЩО ПЕРСОНАЛ>" STR_SOLDIERS: "Войници" STR_SCIENTISTS: "Учени" STR_ENGINEERS: "Инженери" STR_SPACE_USED_SPACE_AVAILABLE: "ИЗПОЛЗВАНА ПЛОЩ:ОБЩА ПЛОЩ>" STR_LIVING_QUARTERS: "Жилища" STR_STORES: "Запаси" STR_LABORATORIES: "Лаборатории" STR_WORK_SHOPS: "Работилници" STR_HANGARS: "Хангари" STR_SHORT_RANGE_DETECTION: "Локатори (близо)" STR_DEFENSE_STRENGTH: "Сила на защитата" STR_TRANSFERS_UC: "ПРИСТИГАЩИ" STR_TRANSFERS: "Пристигащи" STR_ARRIVAL_TIME_HOURS: "Пристигане след (часа)" STR_COST_: "Цена>{ALT}{0}" STR_AREA_: "Регион>{ALT}{0}" STR_BASE_NAME: "Име на базата?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ИЗБЕРЕТЕ МЯСТО ЗА ВХОДНАТА ШАХТА" STR_TRANSFER: "Прехвърляне" STR_AMOUNT_TO_TRANSFER: "ИЗПРАЩАНО{NEWLINE}КОЛИЧ-ВО" STR_SELECT_DESTINATION_BASE: "Прехвърляне в коя база?" STR_COST: "Цена" STR_VICTORY_1: "Влизайки в камерата виждате извънземният мозък - целта на задачата ви. Преди да откриете огън той се обръща към вас чрез екран в основата си. Той ви умолява да изслушате доводите му за оцеляване преди да решите да дръпнете спусъка..." STR_VICTORY_2: "Мозъкът проговаря: 'Преди милиони години планетата, която наричате Марс, беше жива. Животът бе донесен на тази пуста планета от нашата цивилизация, както и на вашата. Милиони години посещавахме вашата планета и развивахме генетично вашият вид. Не можете да ни убиете, вие сте част от нас..." STR_VICTORY_3: "Тук е центърът на марсианската цивилизация - пирамидите, построени милиони години преди вашите - от вид, който е ваш прародител. Няма планета извън обхвата ни. Тази мощ скоро може да е ваша. Искаме само вашето съдействие..." STR_GAME_OVER_1: "Пришълците се опитват да изтребят цялото човечество, унищожават цели градове и отравят въздуха и морето. Съпротивата на земните армии е напразна срещу неимоверното им технологично превъзходство. Оцелелите поколения страдат от ужасни мутации бягайки от извънземното опустошение. Те са затваряни в робски лагери, за да помогнат с превръщането на Земята в извънземна колония, част от някаква незнайна империя." STR_VICTORY_4: "Извънземният мозък бива прекъснат от кълбо гореща плазма. Извънземните сили са напълно победени." STR_YOU_HAVE_FAILED: "Не успявате да спрете настъплението на пришълците. Една по една финансиращите нации сключват споразумения с пришълци обещаващи технология, мир и просперитет. Обаче скоро става ясно, че извънземните имат съвсем други намерения..." STR_TOTAL_UC: "ОБЩО" STR_INCOME: "Приходи" STR_EXPENDITURE: "Разходи" STR_MAINTENANCE: "Поддръжка" STR_BALANCE: "Салдо" STR_UFO_ACTIVITY_IN_AREAS: "Активност на НЛО по региони" STR_UFO_ACTIVITY_IN_COUNTRIES: "Активност на НЛО по страни" STR_FINANCE: "Финанси" STR_DATE_FIRST: "{0}ви" STR_DATE_SECOND: "{0}ри" STR_DATE_THIRD: "{0}ти" STR_DATE_FOURTH: "{0}и" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Няма достатъчно специални материали за изработката на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Няма достатъчно средства за изработката на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Изработката на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}{NEWLINE}приключи" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Построяването на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}{NEWLINE}приключи" STR_OK_5_SECONDS: "ОК - 5 сек" STR_RESEARCH_COMPLETED: "Завършихме изследване" STR_VIEW_REPORTS: "РЕЗУЛТАТИ" STR_WE_CAN_NOW_RESEARCH: "Вече можем да проучим" STR_WE_CAN_NOW_PRODUCE: "Вече можем да изработваме" STR_SUNDAY: "НЕДЕЛЯ" STR_MONDAY: "ПОНЕДЕЛНИК" STR_TUESDAY: "ВТОРНИК" STR_WEDNESDAY: "СРЯДА" STR_THURSDAY: "ЧЕТВЪРТЪК" STR_FRIDAY: "ПЕТЪК" STR_SATURDAY: "СЪБОТА" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Недостатъчно {0} да презаредим {1} в {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Недостатъчно {0} да въоръжим {1} в {2}" STR_UFO_IS_NOT_RECOVERED: "Неуспешно разчистване на НЛО" STR_UFO_IS_RECOVERED: "Успешно разчистване на НЛО" STR_CRAFT_IS_LOST: "Загубен е летателен апарат" STR_TERROR_CONTINUES: "Терорът продължава" STR_ALIENS_DEFEATED: "Пришълци претърпяват поражение" STR_BASE_IS_LOST: "Загубена е база" STR_BASE_IS_SAVED: "Спасена е база" STR_ALIEN_BASE_STILL_INTACT: "База на пришълците оцелява" STR_ALIEN_BASE_DESTROYED: "База на пришълците е разрушена" STR_ALIENS_KILLED: "УБИТИ ИЗВЪНЗЕМНИ" STR_ALIEN_CORPSES_RECOVERED: "ПРИБРАНИ ИЗВЪНЗЕМНИ ТРУПОВЕ" STR_LIVE_ALIENS_RECOVERED: "ПРИБРАНИ ЖИВИ ИЗВЪНЗЕМНИ" STR_ALIEN_ARTIFACTS_RECOVERED: "ПРИБРАНИ ИЗВЪНЗЕМНИ АРТЕФАКТИ" STR_ALIEN_BASE_CONTROL_DESTROYED: "УНИЩОЖЕН КОНТРОЛЕН ЦЕНТЪР" STR_CIVILIANS_KILLED_BY_ALIENS: "ЦИВИЛНИ УБИТИ ОТ ИЗВЪНЗЕМНИ" STR_CIVILIANS_SAVED: "СПАСЕНИ ЦИВИЛНИ" STR_TANKS_DESTROYED: "РАЗРУШЕНИ ТАНКОВЕ" STR_UFO_RECOVERY: "ПРИБРАНО ОТ НЛО" STR_ALIEN_BASE_RECOVERY: "ПРИБРАНО ОТ БАЗАТА" STR_BASE_UNDER_ATTACK: "Нападение над {0}!" STR_BASE_DEFENSES_INITIATED: "ЗАДЕЙСТВА СЕ ЗАЩИТАТА НА БАЗАТА" STR_GRAV_SHIELD_REPELS_UFO: "ГРАВ-ЩИТ ОТХВЪРЛЯ НЛО!" STR_HIT: "ПОПАДЕНИЕ!" STR_UFO_DESTROYED: "НЛО СЕ ВЗРИВИ!" STR_MISSED: "НЕ УЛУЧИ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Продажба/Уволняване на персонал" STR_VALUE_OF_SALES: "СТОЙНОСТ НА ПРОДАЖБИТЕ> {ALT}{0}" STR_FUNDS: "СРЕДСТВА> {ALT}{0}" STR_SELL_SACK: "Прод./Увол." STR_VALUE: "Стойност" STR_CRAFT_: "АПАРАТ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "РАЗЧИСТВАНЕ НА КАТАСТРОФА" STR_UFO_GROUND_ASSAULT: "ЩУРМУВАНЕ НА НЛО" STR_BASE_DEFENSE: "ОТБРАНА НА БАЗА" STR_BASE_UC_: "БАЗА> {0}" STR_ALIEN_BASE_ASSAULT: "ЩУРМУВАНЕ НА БАЗА" STR_CYDONIA_BRIEFING: "След пристигането ви в Кидония проникнахте в голям подземен комплекс близо до марсианския Сфинкс. Трябва да унищожите извънземния Мозък който управлява цялата дейност на пришълците. Съдбата на човечеството е във вашите ръце...." STR_TERROR_MISSION: "ПРЕКРАТЯВАНЕ НА ТЕРОР" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "НЯМА СВОБОДНИ ХАНГАРИ ЗА ИЗРАБОТКА НА АПАРАТИ!{SMALLLINE}Нужен е по един хангар за всеки летателен апарат зачислен към база, прехвърлян във база, пристигащ след закупуване или в процес на изработка. Постройте нов хангар или прехвърлете апарат в друга база." STR_NO_FREE_HANGARS_FOR_PURCHASE: "НЯМА СВОБОДНИ ХАНГАРИ ЗА ЗАКУПУВАНЕ НА АПАРАТИ!{SMALLLINE}Нужен е по един хангар за всеки летателен апарат зачислен към база, прехвърлян във база, пристигащ след закупуване или в процес на изработка. Постройте нов хангар или прехвърлете апарат в друга база." STR_NO_FREE_HANGARS_FOR_TRANSFER: "НЯМА СВОБОДНИ ХАНГАРИ ЗА ПРЕХВЪРЛЯНЕ!{SMALLLINE}Нужен е по един хангар за всеки летателен апарат зачислен към база, прехвърлян във база, пристигащ след закупуване или в процес на изработка. Постройте нов хангар или прехвърлете апарат в друга база." STR_CANNOT_BUILD_HERE: "ИНСТАЛАЦИЯТА НЕВЪЗМОЖНА!{SMALLLINE}Можете да строите само непосредствено до съществуващ базов модул." STR_NO_FREE_ACCOMODATION: "НЯМА СВОБОДНИ ЖИЛИЩА!{SMALLLINE}В жилищните помещения на целевата база няма достатъчно място." STR_NOT_ENOUGH_WORK_SPACE: "НЕ ДОСТИГА РАБОТНА ПЛОЩ!{SMALLLINE}Простоете нова работилница или намалете работата по други проекти." STR_NOT_ENOUGH_MONEY: "НЕ ДОСТИГАТ СРЕДСТВА!" STR_NOT_ENOUGH_STORE_SPACE: "НЕ ДОСТИГА СКЛАДОВА ПЛОЩ!{SMALLLINE}Построете още складови помещения или прехвърлете наличните запаси в други бази." STR_NOT_ENOUGH_LIVING_SPACE: "НЕ ДОСТИГА ЖИЛИЩНА ПЛОЩ!{SMALLLINE}Построете още жилищни помещения или прехвърлете личен състав в други бази." STR_LAUNCH_INTERCEPTION: "ИЗПРАЩАНЕ НА ПРЕХВАЩАЧИ" STR_CRAFT: "ЛЕТАТЕЛЕН АПАРАТ" STR_STATUS: "СЪСТОЯНИЕ" STR_BASE: "БАЗА" STR_READY: "ГОТОВНОСТ" STR_OUT: "В ПОЛЕТ" STR_REPAIRS: "ПОПРАВКИ" STR_REFUELLING: "ПРЕЗАРЕЖДАНЕ" STR_REARMING: "ВЪОРЪЖАВАНЕ" STR_TARGET: "ЦЕЛ: {0}" STR_WAY_POINT: "УСЛОВНА ТОЧКА" STR_ARE_YOU_SURE_CYDONIA: "Наистина ли ще изпратим този апарат на операция в Кидония?" STR_YES: "ДА" STR_NO: "НЕ" STR_SELECT_DESTINATION: "ИЗБОР НА ЦЕЛ" STR_CYDONIA: "КИДОНИЯ" STR_SELECT_SITE_FOR_NEW_BASE: "ИЗБЕРЕТЕ МЯСТО ЗА НОВА БАЗА" STR_RETURN_TO_BASE: "ЗАВРЪЩАНЕ В БАЗАТА" STR_SELECT_NEW_TARGET: "ИЗБОР НА НОВА ЦЕЛ" STR_PATROL: "ПАТРУЛИРАНЕ" STR_STATUS_: "СЪСТОЯНИЕ>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ЗАВРЪЩА СЕ - ПОВРЕДИ" STR_LOW_FUEL_RETURNING_TO_BASE: "ЗАВРЪЩА СЕ - МАЛКО ГОРИВО" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "КРАЙ НА МИСИЯТА - ЗАВРЪЩА СЕ" STR_PATROLLING: "ПАТРУЛИРА" STR_TAILING_UFO: "СЛЕДВА НЛО" STR_INTERCEPTING_UFO: "ПРЕХВАЩА НЛО-{0}" STR_RETURNING_TO_BASE: "ЗАВРЪЩА СЕ В БАЗАТА" STR_DESTINATION_UC_: "ЦЕЛ: {0}" STR_BASE_UC: "БАЗА>{ALT}{0}" STR_SPEED_: "СКОРОСТ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "МАКСИМАЛНА СКОРОСТ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ВИСОЧИНА>{ALT}{0}" STR_VERY_LOW: "МНОГО НИСКО" STR_LOW_UC: "НИСКО" STR_HIGH_UC: "ВИСОКО" STR_VERY_HIGH: "МНОГО ВИСОКО" STR_FUEL: "ГОРИВО>{ALT}{0}" STR_WEAPON_ONE: "ОРЪЖИЕ-1>{ALT}{0}" STR_NONE_UC: "НЯМА" STR_ROUNDS_: "МУНИЦИИ>{ALT}{0}" STR_WEAPON_TWO: "ОРЪЖИЕ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ЛЕТАТЕЛНИ АПАРАТИ" STR_BASE_: "База>{0}" STR_NAME_UC: "ИМЕ" STR_AMMO_: "МУНИЦИИ>{ALT}{0}" STR_CREW: "ЕКИПАЖ" STR_EQUIPMENT_UC: "СНАРЯЖЕНИЕ" STR_ARMOR: "БРОНЯ" STR_MAX: "МАКС>{ALT}{0}" STR_ROOKIE: "Новобранец" STR_SQUADDIE: "Ветеран" STR_SERGEANT: "Сержант" STR_CAPTAIN: "Капитан" STR_COLONEL: "Полковник" STR_COMMANDER: "Командир" STR_SELECT_SQUAD_FOR_CRAFT: "Екипаж на {0}" STR_SPACE_AVAILABLE: "СВОБОДНИ МЕСТА>{ALT}{0}" STR_SPACE_USED: "ЗАЕТИ МЕСТА>{ALT}{0}" STR_SPACE_USED_UC: "ЗАЕТА ПЛОЩ" STR_RANK: "РАНГ" STR_WOUNDED: "ЛЕКУВА СЕ" STR_EQUIPMENT_FOR_CRAFT: "Снаряжение в {0}" STR_DEFENSE_VALUE: "Защитна стойност" STR_HIT_RATIO: "Вероятност за попадение" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}в готовност за{NEWLINE}приземяване до{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Започване на операция?" STR_SELECT_ARMAMENT: "Избор на въоръжение" STR_AMMUNITION_AVAILABLE: "НАЛИЧНИ МУНИЦИИ" STR_ARMAMENT: "ВЪОРЪЖЕНИЕ" STR_NOT_AVAILABLE: "НЯМА" STR_SELECT_ARMOR_FOR_SOLDIER: "ИЗБОР НА БРОНЯ ЗА{NEWLINE}{0}" STR_TYPE: "ВИД" STR_PERSONAL_ARMOR_UC: "ЛИЧНА БРОНЯ" STR_POWER_SUIT_UC: "СИЛОВА БРОНЯ" STR_FLYING_SUIT_UC: "ЛЕТЯЩА БРОНЯ" STR_SELECT_ARMOR: "Избор на броня" STR_NORTH: "СЕВЕР" STR_NORTH_EAST: "СЕВЕРОИЗТОК" STR_EAST: "ИЗТОК" STR_SOUTH_EAST: "ЮГОИЗТОК" STR_SOUTH: "ЮГ" STR_SOUTH_WEST: "ЮГОЗАПАД" STR_WEST: "ЗАПАД" STR_NORTH_WEST: "СЕВЕРОЗАПАД" STR_SELECT_ACTION: "ИЗБЕРИ ДЕЙСТВИЕ" STR_VERY_LARGE: "МНОГО ГОЛЯМ" STR_LARGE: "ГОЛЯМ" STR_MEDIUM_UC: "СРЕДЕН" STR_SMALL: "МАЛЪК" STR_VERY_SMALL: "МНОГО МАЛЪК" STR_GROUNDED: "НА ЗЕМЯТА" STR_DETECTED: "Засечено" STR_SIZE_UC: "РАЗМЕР" STR_ALTITUDE: "ВИСОЧИНА" STR_HEADING: "НАПРАВЛЕНИЕ" STR_SPEED: "СКОРОСТ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ЦЕНТРИРАНЕ-ВРЕМЕ=5 сек" STR_TRACKING_LOST: "ЗАГУБЕН БЕ КОНТАКТ" STR_REDIRECT_CRAFT: "ПРЕНАСОЧВАНЕ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "КЪМ ПОСЛЕДНАТА ПОЗИЦИЯ НА НЛО" STR_UFO_: "НЛО-{0}" STR_ALIEN_BASE_: "ИЗВЪНЗЕМНА БАЗА-{0}" STR_CRASH_SITE_: "РАЗБИВАНЕ-{0}" STR_LANDING_SITE_: "ПРИЗЕМЯВАНЕ-{0}" STR_WAY_POINT_: "УСЛОВНА ТОЧКА-{0}" STR_TERROR_SITE: "ТЕРОР-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}достигна{NEWLINE}{1}" STR_NOW_PATROLLING: "и в момента патрулира" STR_ALIEN_ORIGINS: "Произход на пришълците" STR_THE_MARTIAN_SOLUTION: "Марсианското решение" STR_CYDONIA_OR_BUST: "Кидония или смърт" STR_UFOPAEDIA: "НЛОпедия" STR_HEAVY_WEAPONS_PLATFORMS: "САМОХОДНИ ОРЪЖЕЙНИ ПЛАТФОРМИ" STR_WEAPONS_AND_EQUIPMENT: "ОРЪЖИЯ И СНАРЯЖЕНИЕ" STR_ALIEN_ARTIFACTS: "ИЗВЪНЗЕМНИ АРТЕФАКТИ" STR_BASE_FACILITIES: "НАЗЕМНИ СЪОРЪЖЕНИЯ" STR_ALIEN_LIFE_FORMS: "ИЗВЪНЗЕМНИ ФОРМИ НА ЖИВОТ" STR_ALIEN_RESEARCH_UC: "ИЗСЛЕДВАНИЯ ВЪРХУ ПРИШЪЛЦИТЕ" STR_UFO_COMPONENTS: "ЧАСТИ НА НЛО" STR_UFOS: "ВИДОВЕ НЛО" STR_SELECT_ITEM: "ИЗБЕРЕТЕ ТЕМА" STR_ACCELERATION: "УСКОРЕНИЕ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ГОРИВЕН ЗАПАС>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ОРЪЖЕЙНИ ГНЕЗДА>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ПОНЕСИМИ ПОРАЖЕНИЯ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ТОВАРЕН КАПАЦИТЕТ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "МЕСТА ЗА СОП>{ALT}{0}{ALT}" STR_DAMAGE: "Поражения" STR_RANGE: "Обсег" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Точност" STR_RE_LOAD_TIME: "Презарежда за" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "БРОНЕБОЕН" STR_DAMAGE_INCENDIARY: "ЗАПАЛИТЕЛЕН" STR_DAMAGE_HIGH_EXPLOSIVE: "ЕКСПЛОЗИВЕН" STR_DAMAGE_LASER_BEAM: "ЛАЗЕРЕН" STR_DAMAGE_PLASMA_BEAM: "ПЛАЗМЕН" STR_DAMAGE_STUN: "ЗАШЕМЕТЯВАЩ" STR_DAMAGE_MELEE: "МЕХАНИЧЕН" STR_DAMAGE_ACID: "КИСЕЛИНЕН" STR_DAMAGE_SMOKE: "ДИМ" STR_SHOT_TYPE: "ВИД ИЗСТРЕЛ" STR_ACCURACY_UC: "ТОЧНОСТ" STR_TIME_UNIT_COST: "НУЖНИ ТД" STR_DAMAGE_UC: "ЕФЕКТ" STR_AMMO: "МУНИЦИИ" STR_SHOT_TYPE_AUTO: "Откос" STR_SHOT_TYPE_SNAP: "Припрян" STR_SHOT_TYPE_AIMED: "Прицелен" STR_CONSTRUCTION_TIME: "Време за построяване" STR_CONSTRUCTION_COST: "Цена за построяване" STR_MAINTENANCE_COST: "Цена за поддръжка" STR_CRAFT_WEAPON: "Авиационно оръжие" STR_CRAFT_AMMUNITION: "Авиационни боеприпаси" STR_HEAVY_WEAPONS_PLATFORM: "Самоходна огнева платформа" STR_WEAPON: "Оръжие" STR_AMMUNITION: "Боеприпаси" STR_EQUIPMENT: "Снаряжение" STR_ALIEN_CORPSE: "Труп на извънземно" STR_UFO_COMPONENT: "Елемент на НЛО" STR_PERSONAL_ARMOR: "Лична броня" STR_RAW_MATERIALS: "Суровини" STR_HWP_CANNON_SHELLS: "Снаряди за СОП" STR_ALIEN: "Извънземно" STR_SECTOID: "Сектоид" STR_SNAKEMAN: "Змиетел" STR_ETHEREAL: "Ефирен" STR_MUTON: "Мутон" STR_FLOATER: "Левитатор" STR_CELATID: "Целатид" STR_SILACOID: "Силакоид" STR_CHRYSSALID: "Хрисалид" STR_ZOMBIE: "Зомби" STR_REAPER: "Разкъсвач" STR_SECTOPOD: "Сектопод" STR_CYBERDISC: "Кибердиск" STR_LIVE_COMMANDER: "Командир" STR_LIVE_LEADER: "Лидер" STR_LIVE_ENGINEER: "Инженер" STR_LIVE_MEDIC: "Медик" STR_LIVE_NAVIGATOR: "Навигатор" STR_LIVE_SOLDIER: "Войник" STR_LIVE_TERRORIST: "Терорист" STR_FLOATER_SOLDIER: "Левитаторски войник" STR_FLOATER_NAVIGATOR: "Левитаторски навигатор" STR_FLOATER_MEDIC: "Левитаторски медик" STR_FLOATER_ENGINEER: "Левитаторски инженер" STR_FLOATER_LEADER: "Левитаторски лидер" STR_FLOATER_COMMANDER: "Левитаторски командир" STR_SECTOID_SOLDIER: "Сектоидски войник" STR_SECTOID_NAVIGATOR: "Сектоидски навигатор" STR_SECTOID_MEDIC: "Сектоидски медик" STR_SECTOID_ENGINEER: "Сектоидски инженер" STR_SECTOID_LEADER: "Сектоидски лидер" STR_SECTOID_COMMANDER: "Сектоидски командир" STR_SNAKEMAN_SOLDIER: "Змиетелски войник" STR_SNAKEMAN_NAVIGATOR: "Змиетелски навигатор" STR_SNAKEMAN_ENGINEER: "Змиетелски инженер" STR_SNAKEMAN_LEADER: "Змиетелски лидер" STR_SNAKEMAN_COMMANDER: "Змиетелски командир" STR_MUTON_SOLDIER: "Мутонски войник" STR_MUTON_NAVIGATOR: "Мутонски навигатор" STR_MUTON_ENGINEER: "Мутонски инженер" STR_ETHEREAL_SOLDIER: "Ефирен войник" STR_ETHEREAL_LEADER: "Ефирен лидер" STR_ETHEREAL_COMMANDER: "Ефирен командир" STR_CYBERDISC_TERRORIST: "Кибердиск-терорист" STR_REAPER_TERRORIST: "Разкъсвач-терорист" STR_CHRYSSALID_TERRORIST: "Хрисалид-терорист" STR_CELATID_TERRORIST: "Целатид-терорист" STR_SILACOID_TERRORIST: "Силакоид-терорист" STR_SECTOPOD_TERRORIST: "Сектопод Terrorist" STR_UFO_POWER_SOURCE: "Енергиен източник" STR_UFO_NAVIGATION: "Навигационна конзола" STR_UFO_CONSTRUCTION: "Устройство на НЛО" STR_ALIEN_FOOD: "Извънземна храна" STR_ALIEN_REPRODUCTION: "Извънземен инкубатор" STR_ALIEN_ENTERTAINMENT: "Извънземни забавления" STR_ALIEN_SURGERY: "Извънземна операционна" STR_EXAMINATION_ROOM: "Операционна маса" STR_ALIEN_ALLOYS: "Извънземни сплави" STR_ALIEN_HABITAT: "Извънземен биотоп" STR_POWER_SUIT: "Силова броня" STR_FLYING_SUIT: "Летяща броня" STR_HWP_ROCKETS: "Ракети за СОП" STR_HWP_FUSION_BOMB: "Синтезна бомба за СОП" STR_LASER_WEAPONS: "Лазерни оръжия" STR_NEW_FIGHTER_CRAFT: "Нов изтребител" STR_NEW_FIGHTER_TRANSPORTER: "Нов изтребител/транспорт" STR_ULTIMATE_CRAFT: "Върховен апарат" STR_LASER_PISTOL: "Лазерен пистолет" STR_LASER_RIFLE: "Лазерна карабина" STR_HEAVY_LASER: "Тежък лазер" STR_LASER_CANNON: "Лазерно оръдие" STR_PLASMA_CANNON: "Плазмено оръдие" STR_FUSION_MISSILE: "Синтезна ракета" STR_LASER_DEFENSE: "Отбрана с лазери" STR_PLASMA_DEFENSE: "Отбрана с плазма" STR_FUSION_DEFENSE: "Отбрана със синтезни кълба" STR_GRAV_SHIELD: "Грав-щит" STR_MIND_SHIELD: "Пси-щит" STR_PSI_LAB: "Псионична лаборатория" STR_MOTION_SCANNER: "Локатор" STR_MEDI_KIT: "Аптечка" STR_TANK_CANNON: "Танк/Оръдие" STR_TANK_ROCKET_LAUNCHER: "Танк/Ракети" STR_TANK_LASER_CANNON: "Танк/Лазер" STR_HOVERTANK_PLASMA: "Ховъртанк/Плазма" STR_HOVERTANK_LAUNCHER: "Ховъртанк/Бомбомет" STR_STINGRAY_LAUNCHER: "Установка \"Стършел\"" STR_AVALANCHE_LAUNCHER: "Установка \"Лавина\"" STR_CANNON: "Оръдие" STR_FUSION_BALL_LAUNCHER: "Синтезен кълбомет" STR_PLASMA_BEAM: "Плазмен лъч" STR_STINGRAY_MISSILES: "Ракети \"Стършел\"" STR_AVALANCHE_MISSILES: "Ракети \"Лавина\"" STR_CANNON_ROUNDS_X50: "Авиационни снаряди(x50)" STR_FUSION_BALL: "Синтезно кълбо" STR_SOLDIER: "Войник" STR_SCIENTIST: "Учен" STR_ENGINEER: "Инженер" STR_NORTH_AMERICA: "Северна Америка" STR_ARCTIC: "Арктика" STR_ANTARCTICA: "Антарктика" STR_SOUTH_AMERICA: "Южна Америка" STR_EUROPE: "Европа" STR_NORTH_AFRICA: "Северна Африка" STR_SOUTHERN_AFRICA: "Южна Африка" STR_CENTRAL_ASIA: "Централна Азия" STR_SOUTH_EAST_ASIA: "Югоизточна Азия" STR_SIBERIA: "Сибир" STR_AUSTRALASIA: "Австралазия" STR_PACIFIC: "Тихи океан" STR_NORTH_ATLANTIC: "Северен Атлантик" STR_SOUTH_ATLANTIC: "Южен Атлантик" STR_INDIAN_OCEAN: "Индийски океан" STR_ALIEN_RESEARCH: "Изследователска дейност" STR_ALIEN_HARVEST: "Прибиране на реколтата" STR_ALIEN_ABDUCTION: "Отвличане на хора" STR_ALIEN_INFILTRATION: "Внедряване на пришълци" STR_ALIEN_BASE: "Строеж на база" STR_ALIEN_TERROR: "Тероризиране" STR_ALIEN_RETALIATION: "Ответни мерки" STR_ALIEN_SUPPLY: "Снабдяване" STR_MAXIMUM_SPEED: "Максимална скорост" STR_HYPER_WAVE_DECODER_UC: "ХИПЕРВЪЛНОВ ПРИЕМНИК" STR_SKYRANGER: "СКИТАЛЕЦ" STR_LIGHTNING: "МЪЛНИЯ" STR_AVENGER: "ОТМЪСТИТЕЛ" STR_INTERCEPTOR: "ПРЕХВАЩАЧ" STR_FIRESTORM: "БУРЯ" STR_UFO: "НЛО" STR_STINGRAY: "СТЪРШЕЛ" STR_AVALANCHE: "ЛАВИНА" STR_CANNON_UC: "ОРЪДИЕ" STR_FUSION_BALL_UC: "КЪЛБОМЕТ" STR_LASER_CANNON_UC: "ЛАЗЕРНО ОРЪДИЕ" STR_PLASMA_BEAM_UC: "ПЛАЗМЕН ЛЪЧ" STR_DAMAGE_CAPACITY: "Понесими поражения" STR_WEAPON_POWER: "Огнева мощ" STR_WEAPON_RANGE: "Оръжеен обсег" STR_ACCESS_LIFT: "Входна шахта" STR_LABORATORY: "Лаборатория" STR_WORKSHOP: "Работилница" STR_SMALL_RADAR_SYSTEM: "Малък радар" STR_LARGE_RADAR_SYSTEM: "Мощен радар" STR_MISSILE_DEFENSES: "Ракетна батарея" STR_GENERAL_STORES: "Складово помещение" STR_ALIEN_CONTAINMENT: "Изолационна" STR_LASER_DEFENSES: "Лазерна батарея" STR_PLASMA_DEFENSES: "Плазмена батарея" STR_FUSION_BALL_DEFENSES: "Синтезна батарея" STR_PSIONIC_LABORATORY: "Псионична лаборатория" STR_HYPER_WAVE_DECODER: "Хипервълнов приемник" STR_HANGAR: "Хангар" STR_USA: "САЩ" STR_RUSSIA: "РУСИЯ" STR_UK: "ВЕЛИКОБРИТАНИЯ" STR_FRANCE: "ФРАНЦИЯ" STR_GERMANY: "ГЕРМАНИЯ" STR_ITALY: "ИТАЛИЯ" STR_SPAIN: "ИСПАНИЯ" STR_CHINA: "КИТАЙ" STR_JAPAN: "ЯПОНИЯ" STR_INDIA: "ИНДИЯ" STR_BRAZIL: "БРАЗИЛИЯ" STR_AUSTRALIA: "АВСТРАЛИЯ" STR_NIGERIA: "НИГЕРИЯ" STR_SOUTH_AFRICA: "ЮАР" STR_EGYPT: "ЕГИПЕТ" STR_CANADA: "КАНАДА" STR_TANK: "Танк" STR_CIVILIAN: "Цивилно лице" STR_JAN: "яну" STR_FEB: "фев" STR_MAR: "мар" STR_APR: "апр" STR_MAY: "май" STR_JUN: "юни" STR_JUL: "юли" STR_AUG: "авг" STR_SEP: "сеп" STR_OCT: "окт" STR_NOV: "ное" STR_DEC: "дек" STR_INTERNATIONAL_RELATIONS: "МЕЖДУНАРОДНИ ОТНОШЕНИЯ" STR_COUNTRY: "Страна" STR_FUNDING: "Финансиране" STR_CHANGE: "Промяна" STR_WEAPON_SYSTEMS: "ОРЪЖЕЙНИ СИСТЕМИ" STR_HWPS: "СОПи" STR_DAMAGE_UC_: "ПОВРЕДИ>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Входната шахта позволява вкарването и изкарването на припаси и персонал от подземна база. Това е първият модул, който се строи в нова база. Шахтата е точка уязвима към нахлуване от потенциална враждебна сила." STR_LIVING_QUARTERS_UFOPEDIA: "Всеки жилищен модул поддържа до 50 жители. Съоръжението предлага помещения за сън, хранене и почивка." STR_LABORATORY_UFOPEDIA: "До 50 учени могат да работят в един лабораторен модул. Лабораториите са снабдени с последните технологии за материални, биохимични и космологични изследвания. Осигурен е достъп с предимство до най-добрите изследователски лаборатории по света, включително и военни такива." STR_WORKSHOP_UFOPEDIA: "Една работилница съдържа всички инструменти необходими за изработката на изделията проектирани в научинте лаборатории. До 50 инженери могат да работят в една работилница, но и изработваните изделия също заемат известно място." STR_MISSILE_DEFENSES_UFOPEDIA: "Ракетната батарея осигурява известна защита срещу набези на враждебни летателни апарати опитващи се да кацнат близо до базата." STR_GENERAL_STORES_UFOPEDIA: "Цялата екипировка, оръжейни системи, муниции, прибран материал и Самоходни оръжейни платформи се държат в складовите помещения, включително и оборудването зачислено към летателни апарати в хангарите." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Живите извънземни вероятно ще изискват специална среда която да поддържа биологичните им процеси. Изолационната може да държи до 10 извънземни форми на живот в самостоятелни помещения." STR_LASER_DEFENSES_UFOPEDIA: "Лазерната батарея осигурява защита срещу нахлуването на враждебни летателни апарати." STR_PLASMA_DEFENSES_UFOPEDIA: "Плазмената батарея осигурява мощна и ефективна защита срещу нахлуване на враждебни летателни апарати." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Синтезните ракети осигуряват най-ефективната защита срещу извънземни атаки. Те създават имплозия на анти-материя която унищожава всичко в определен радиус." STR_GRAV_SHIELD_UFOPEDIA: "Гравитационният щит отблъсква извънземните кораби, опитващи се да кацнат близо до базата, позволявайки на всички защитни установки да стрелят още веднъж. На практика това удвоява ефективността на защитните системи на базата." STR_MIND_SHIELD_UFOPEDIA: "Тъй като летателните апарати на пришълците разчитат на мозъчни вълни да усещат присъствието на хора, най-ефективното противодействие е екранирането на мозъчните вълни от базата. Това съоръжение драстично ще намали шансовете базата да бъде засечена от извънземни апарати." STR_PSIONIC_LABORATORY_UFOPEDIA: "Псионичната лаборатория е способна да оценява псионичния потенциал на войниците в базата и да им дава необходимата подготовка да използват своите псионични умения. Всяка лаборатория може да подготвя до десет войника. Подготовката се задава в края на всеки месец. Псионичните умения в комбинация с пси-усилвател могат да се използват за псионични атаки по време на бой." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Комуникациите на пришълците използват над-пространствена вълна, която се движи почти мигновено. Декодиращото съоръжение прехваща предавания от НЛО и разшифрова информацията. Тя показва вида НЛО, извънземната раса и вида извънземна дейност." STR_RIFLE_UFOPEDIA: "Високоточна 6.7mm автоматична карабина с лазерен мерник, използваща пълнители от 20 патрона." STR_HEAVY_CANNON_UFOPEDIA: "Ръчното оръдие е унищожително, но тежко оръжие. Неговата универсалност е в това, че може да използва три вида муниции - бронебойни, запалителни и експлоадиращи." STR_AUTO_CANNON_UFOPEDIA: "Авто-оръдието съчетава многостранната мощ на ръчното оръдие с по-голяма скорост на стрелба." STR_ROCKET_LAUNCHER_UFOPEDIA: "Ракетохвъргачката използва лазерна система за насочване и може да изстрелва три различни вида ракети." STR_LASER_PISTOL_UFOPEDIA: "Лазерният пистолет е сполучливо въплъщение на новите технологии. Съчетава удобството на пистолет с по-бърза и по-точна стрелба." STR_LASER_RIFLE_UFOPEDIA: "Лазерната карабина е по-мощна и по-точна версия на по-раншния пистолетен проект." STR_HEAVY_LASER_UFOPEDIA: "Тежкият лазер е тромав, но изключително ефективен." STR_GRENADE_UFOPEDIA: "Стандартна граната с точен и усложнен забавител за прецизен контрол." STR_SMOKE_GRENADE_UFOPEDIA: "Димните гранати са полезни за осигуряване на прикритие при бой на открит терен. Използвайте ги внимателно, защото ефектът им може да бъде благоприятен и за противника." STR_PROXIMITY_GRENADE_UFOPEDIA: "Минната граната се хвърля като обикновена граната, но след приземяването си се задейства от близки движения. Правилната употреба на тези устройства изисква много умение и внимание." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Този експлозивен заряд трябва да се използва само за разрушителни работи. Дръжте личния състав далеч от центъра на експлозията." STR_MOTION_SCANNER_UFOPEDIA: "Сложно устройство което използва набор от сензори и усъвършенствани компютърни алгоритми да засича движещи се вражески единици. Въпреки това ефективната му употреба изисква практика. Щракнете на иконата на локатора на тактическия дисплей. Изберете 'Сканиране' от менюто. Дисплеят на детектора показва стрелка в центъра, която сочи посоката накъдето е обърнат войника (север е нагоре). Мигащите петна показват единици, които са мърдали наскоро. По-големи или по-бързи единици образуват по-големи петна. Неподвижните единици не се показват." STR_MEDI_KIT_UFOPEDIA: "Аптечката комбинира диагностично-превързочно устройство с аналгетици и стимуланти. Използващият войник трябва да е обърнат към пациента, а ако пациентът е в безсъзнание, трябва да е застанал над тялото. Щракнете на иконата на аптечката и изберете 'Преглед' от менюто.{NEWLINE}ПРЕВРЪЗКА> В червено са частите на тялото със смъртоносни рани. Щракнете на някоя ранена част. Щракнете на бутона 'Превръзка'. Раната ще бъде излекувана, а част от здравето - възстановена.{NEWLINE}СТИМУЛАНТ> Възстановява енергия и съживява войници в безсъзнание. За да освестите зашеметен войник трябва да стоите точно над тялото.{NEWLINE}АНАЛГЕТИК> Възстановява бойния дух на ранени войници, най-много с толкова, колкото е загубеното Здраве." STR_PSI_AMP_UFOPEDIA: "Пси-усилвателят може да бъде използван само от войници с псионични умения. По време на бой, щракнете на пси-усилвателя, изберете вида атака и след това изберете цел с показалеца. Има два вида псионични атаки:{NEWLINE}ПАНИКА> Ако атаката е успешна, тя ще смъкне бойния дух на целта и може да я накара да изпадне в паника.{NEWLINE}ОБСЕБВАНЕ> Ако е успешно, ще получите незабавно контрол над вражеската единица сякаш е една от вашите собствени. Този вид атака по-трудно завършва с успех." STR_STUN_ROD_UFOPEDIA: "Това устройство е приложимо само в близък бой, но може да зашеметява живи организми без да ги убива, с помощта на електрически шокове." STR_PLASMA_PISTOL_UFOPEDIA: "Плазмените пистолети са смъртоносно извънземно оръжие, основаващо се на ускоряване на частици в миниатюрно антигравитационно поле." STR_PLASMA_RIFLE_UFOPEDIA: "Това е съкрушително мощно оръжие, основаващо се на ускоряване на частици в миниатюрно антигравитационно поле." STR_HEAVY_PLASMA_UFOPEDIA: "Това е съкрушително мощно оръжие, основаващо се на ускоряване на частици в миниатюрно антигравитационно поле." STR_BLASTER_LAUNCHER_UFOPEDIA: "Това е извънземна бомбохвъргачка за управляеми снаряди, която изстрелва мощни 'супербомби'. Когато щраквате за да стреляте с оръжието, това ще създава 'пътни точки' описващи пътя на супербомбата. Щом разположите достатъчно точки, щракнете на специална икона за изстрелване." STR_SMALL_LAUNCHER_UFOPEDIA: "Малък бомбомет, изстрелващ зашеметяващи бомбички. Много полезен за залавяне на живи извънземни." STR_ALIEN_GRENADE_UFOPEDIA: "Това устройство работи по същия начин като земните гранати - с изключение на това, че е по-мощно." STR_SMALL_SCOUT: "Малък разузнавач" STR_MEDIUM_SCOUT: "Среден разузнавач" STR_LARGE_SCOUT: "Голям разузнавач" STR_HARVESTER: "Събирач" STR_ABDUCTOR: "Похитител" STR_TERROR_SHIP: "Тероризатор" STR_BATTLESHIP: "Боен кораб" STR_SUPPLY_SHIP: "Снабдител" STR_RATING: "ОЦЕНКА> {0}" STR_RATING_TERRIBLE: "УЖАСНА!" STR_RATING_POOR: "ЛОША!" STR_RATING_OK: "БИВА" STR_RATING_GOOD: "ДОБРА!" STR_RATING_EXCELLENT: "ОТЛИЧНА!" STR_SCORE: "ТОЧКИ" STR_MONTH: "Месец> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Съветът на финансиращите нации засега намира нашия напредък за задоволителен." STR_COUNCIL_IS_VERY_PLEASED: "Съветът на финансиращите нации е много доволен от нашия отличен напредък. Нека продължаваме в същия дух." STR_COUNCIL_IS_DISSATISFIED: "Съветът на финансиращите нации е недоволен от работата ни. Необходимо е да подобрим ефективността си в справянето с извънземната заплаха, или рискуваме прекратяване на проекта." STR_YOU_HAVE_NOT_SUCCEEDED: "Не успяхме да се справим с извънземното нашествие и съветът на финансиращите нации за съжаление реши да прекрати проекта. Всяка нация ще решава сама за себе си какво да прави с проблема. Можем само да се надяваме, че ще можем да постигнем някакво разбирателство с тези очевидно враждебни сили и че населението ще се примири с извънземните посетители." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "Управниците на {0} са особено доволни от способността ни да се справяме с локализираната заплаха и са съгласни да увеличат отпусканите от тях средства." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} са особено щастливи от напредъка ни в борбата с местните набези на пришълците и са съгласни да увеличат отпусканите от тях средства." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} и {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "Управниците на {0} са недоволни от способността ни да се справяме с извънземната дейност на тяхна територия и са решили да намалят финансовия си принос." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} са недоволни от способността ни да се справяме с извънземна дейност на тяхна територия и са решили да намалят отпусканите от тях средства." STR_KNOTS: "{0} взл." STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "Управниците на {0} са сключили тайно споразумение с неизвестни извънземни сили и се изтеглят от проекта." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} са подписали тайно споразумение с неизвестни извънземни сили и се изтеглят от проекта." STR_MONTHLY_RATING: "Месечна оценка> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Промяна във финансирането> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Съветът на донорите е недоволен от финансовото ни състояние. Трябва да намалим дълговете си под $1 милион или проектът ще бъде закрит." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "РАЗШИФРОВАНИ СА ХИПЕРВЪЛНОВИ ПРЕДАВАНИЯ" STR_CRAFT_TYPE: "ТИП КОРАБ" STR_RACE: "ВИД" STR_MISSION: "МИСИЯ" STR_ZONE: "РЕГИОН" STR_ALLOCATE_RESEARCH: "Задаване на изследвания" STR_ALLOCATE_MANUFACTURE: "Задаване на изработка" STR_NEW_YORK: "Ню Йорк" STR_WASHINGTON: "Вашингтон" STR_LOS_ANGELES: "Лос Анджелис" STR_MONTREAL: "Монреал" STR_HAVANA: "Хавана" STR_MEXICO_CITY: "Мексико" STR_CHICAGO: "Чикаго" STR_VANCOUVER: "Ванкувър" STR_DALLAS: "Далас" STR_BRASILIA: "Бразилия" STR_BOGOTA: "Богота" STR_BUENOS_AIRES: "Буенос Айрес" STR_SANTIAGO: "Сантяго" STR_RIO_DE_JANEIRO: "Рио де Жанейро" STR_LIMA: "Лима" STR_CARACAS: "Каракас" STR_LONDON: "Лондон" STR_PARIS: "Париж" STR_BERLIN: "Берлин" STR_MOSCOW: "Москва" STR_ROME: "Рим" STR_MADRID: "Мадрид" STR_BUDAPEST: "Будапеща" STR_LAGOS: "Лагос" STR_CAIRO: "Кайро" STR_CASABLANCA: "Казабланка" STR_PRETORIA: "Претория" STR_NAIROBI: "Найроби" STR_CAPE_TOWN: "Кейптаун" STR_KINSHASA: "Киншаса" STR_ANKARA: "Анкара" STR_DELHI: "Делхи" STR_KARACHI: "Карачи" STR_BAGHDAD: "Багдад" STR_TEHRAN: "Техеран" STR_BOMBAY: "Бомбай" STR_CALCUTTA: "Калкута" STR_TOKYO: "Токио" STR_BEIJING: "Бейджин" STR_BANGKOK: "Банкок" STR_MANILA: "Манила" STR_SEOUL: "Сеул" STR_SINGAPORE: "Сингапур" STR_JAKARTA: "Джакарта" STR_SHANGHAI: "Шанхай" STR_HONG_KONG: "Хонконг" STR_NOVOSIBIRSK: "Новосибирск" STR_CANBERRA: "Канбера" STR_WELLINGTON: "Уелингтън" STR_MELBOURNE: "Мелбърн" STR_PERTH: "Пърт" STR_PSIONIC_TRAINING: "ПСИОНИЧНА ПОДГОТОВКА" STR_REMAINING_PSI_LAB_CAPACITY: "Оставащи свободни места> {ALT}{0}" STR_PSIONIC__STRENGTH: "Псионична{NEWLINE}сила" STR_PSIONIC_SKILL_IMPROVEMENT: "Псионично умение{NEWLINE}/Подобрение" STR_PSI_AMP: "Пси-усилвател" STR_IN_TRAINING: "За{NEWLINE}обучение?" STR_TARGETTED_BY: "В МОМЕНТА ЦЕЛ НА:" STR_WEAPONS_CREW_HWPS: "ОРЪЖИЯ/{NEWLINE}ЕКИПАЖ/СОПи" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "привършва горивото,{NEWLINE}завръща се в базата" STR_SOLDIER_LIST: "Списък на бойците" STR_RANK_: "РАНГ> {ALT}{0}" STR_MISSIONS: "ОПЕРАЦИИ> {ALT}{0}" STR_KILLS: "УБИТИ> {ALT}{0}" STR_WOUND_RECOVERY: "ИЗЛЕКУВАНЕ СЛЕД> {ALT}{0}" STR_TIME_UNITS: "ТОЧКИ ЗА ДЕЙСТВИЕ" STR_STAMINA: "ИЗДЪРЖЛИВОСТ" STR_HEALTH: "ЗДРАВЕ" STR_BRAVERY: "СМЕЛОСТ" STR_REACTIONS: "РЕАКЦИИ" STR_FIRING_ACCURACY: "ТОЧНОСТ НА СТРЕЛБА" STR_THROWING_ACCURACY: "ТОЧНОСТ НА ХВЪРЛЯНЕ" STR_STRENGTH: "ФИЗИЧЕСКА СИЛА" STR_PSIONIC_STRENGTH: "ПСИОНИЧНА СИЛА" STR_PSIONIC_SKILL: "ПСИОНИЧНО УМЕНИЕ" STR_NEW_RANK: "НОВ РАНГ" STR_PROMOTIONS: "Повишения" STR_SOLDIERS_UC: "ВОЙНИЦИ" STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Тази автоматизирана самоходна оръжейна платформа е въоръжена с мощни ракети. Това ще бъде съкрушително за всеки извънземен враг. Погрижете се складовете да поддържат в наличност ракети за СОП." STR_TANK_LASER_CANNON_UFOPEDIA: "Лазерните оръжия са полезно допълнение към СОПи. Съчетават голяма огнева мощ с неограничен брой изстрели." STR_HOVERTANK_PLASMA_UFOPEDIA: "Извънземната технология даде нов живот на СОП. Допълнителната маневреност на левитацията и огневата мощ на плазмените лъчи образуват смъртоносно съчетание." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Този ховъртанк има синтезен кълбомет с огромна разрушителна сила. Използвайте го много внимателно. Ще трябва да произвеждате синтезните бомби нужни за въоръжаването на тези СОПи. Синтезната бомба е интелигентно насочвано оръжие. За стрелба е нужно да поставите няколко 'междинни точки' с курсора и след това да щракнете на иконата за изстрелване." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Това компактно устройство служи за муниции на тежко плазмено оръжие. Съдържа малко количество Елерий." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Този малък предмет служи за източник на захранване на плазмена пушка - средно по мощност извънземно оръжие. Съдържа малко количество Елерий." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Енергиен източник за малкия извънземен плазмен пистолет. Съдържа Елерий, източникът на цялата извънземна мощ." STR_STUN_BOMB_UFOPEDIA: "Зашеметяващата бомбичка се използва за заляването на живи човешки образци, но може да бъде употребявана и срещу повечето извънземни видове. Изстрелва се с Малък бомбомет." STR_ALIEN_HARVEST_UFOPEDIA: "Пришълците намират множество приложения за земната фауна. Отвличат се животни и се връщат с премахнати органи. Съобщенията за осакатявания на добитък обикновено съпътстват тези за НЛО. Този вид извънземна дейност причинява голяма загриженост у управляващите и значителна тревога сред населението. Това се прави предимно на земеделска земя. Хипотезата за 'събиране на реколтата' предполага, че извънземни раси първоначално са 'засели' планетата с нейната флора и фауна и сега се завръщат да пожънат засятата от тях реколта." STR_ALIEN_ABDUCTION_UFOPEDIA: "Това е най-подлата форма на извънземна дейност. Отвличането от пришълци бива широко огласено, независимо от опитите на пришълците да изтрият преживяното от умовете на жертвите си. Отвлечените съобщават, че са били обект на унизителни медицински манипулации, включително присаждането на извънземни ембриони и странни генетични експерименти. Намеренията зад тази дейност изглежда са свързани с генетична мутация и манипулация на собствения генетичен материал на пришълците. Тази дейност е причина за голяма тревога и става в градове или населени райони." STR_ALIEN_SUPPLY_UFOPEDIA: "След като една база на пришълците е завършена, тя бива снабдявана редовно от специален снабдителен съд. Ако един от тези съдове е засечен да каца, със сигурност наблизо има база на пришълците." STR_SMALL_SCOUT_UFOPEDIA: "Този миниатюрен апарат се използва главно за разузнаване или проучвания. Обикновено предшества по-големи съдове в началото на извънземна операция." STR_MEDIUM_SCOUT_UFOPEDIA: "Средноголям разузнавателен съд който не представлява заплаха за земните сили. Обикновено се появява преди по-големи съдове по време на операция." STR_LARGE_SCOUT_UFOPEDIA: "Най-големият разузнавателен апарат на пришълците е универсален съд който се използва във всички видове техни операции." STR_HARVESTER_UFOPEDIA: "Събирачът има люк в основата си и е снабден с подемна техника за вдигането на добитък или други животни. Лазерни резачки извличат търсения материал и трупът се изхвърля на земята. Носи и контейнери за съхраняване на органи." STR_ABDUCTOR_UFOPEDIA: "Този съд е снабден с операционна зала за извършването на ужасяващи експерименти върху човешки обекти. Обикновено жертвата бива парализирана с телепатични сили, но остава в съзнание върху операционната маса." STR_TERROR_SHIP_UFOPEDIA: "Тероризаторският кораб е пригоден за пренасянето на големи извънземни същества или оръжия за терор. Използва се за доставянето на тези терористични единици в населени райони." STR_BATTLESHIP_UFOPEDIA: "Бойният кораб е най-големият и най-могъщ апарат на пришълците. Обикновено е главният апарат в дадена тяхна операция и е снабден с мощни оръжия и многоброен екипаж." STR_SUPPLY_SHIP_UFOPEDIA: "Снабдителният съд се използва по време на строежа на бази на пришълците или за снабдяването на съществуващи такива. Носи контейнери с извънземна храна и камери за размножаване." STR_DISMANTLE: "Демонтиране на" STR_FACILITY_IN_USE: "МОДУЛЪТ СЕ ИЗПОЛЗВА" STR_CANNOT_DISMANTLE_FACILITY: "ДЕМОНТИРАНЕТО Е НЕВЪЗМОЖНО!{SMALLLINE}Всички модули на базата трябва да бъдат свързани с входната шахта." STR_TRANSFER_ITEMS_TO: "Изпращане в {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "НЯМА МЯСТО В ИЗОЛАЦИОННА ЗА ПРЕХВЪРЛЯНЕ!{SMALLLINE}Заловените живи извънземни се нуждаят от изолационен модул за да оцелеят." STR_AMOUNT_AT_DESTINATION: "КОЛИЧ-ВО{NEWLINE}ТАМ" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Извънземното умира, тъй като липсва изолационна за извънземни" STR_NO_FREE_ACCOMODATION_CREW: "НЯМА СВОБОДНИ ЖИЛИЩА!{SMALLLINE}В жилищните помещения на целевата база няма достатъчно място за екипажа зачислен на апарата." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "НЕ ДОСТИГА СКЛАДОВА ПЛОЩ!{SMALLLINE}В складовите помещения на целевата база няма достатъчно място за снаряжението зачислено към апарата." STR_ITEMS_ARRIVING: "Получена пратка" STR_DESTINATION_UC: "ЦЕЛ" STR_PISTOL: "Пистолет" STR_PISTOL_CLIP: "Пълнител за пистолет" STR_RIFLE: "Карабина" STR_RIFLE_CLIP: "Пълнител за карабина" STR_HEAVY_CANNON: "Ръчно оръдие" STR_HC_AP_AMMO: "РО-ББ муниции" STR_HC_HE_AMMO: "РО-ЕК муниции" STR_HC_I_AMMO: "РО-ЗА муниции" STR_AUTO_CANNON: "Авто-оръдие" STR_AC_AP_AMMO: "АО-ББ муниции" STR_AC_HE_AMMO: "АО-ЕК муниции" STR_AC_I_AMMO: "АО-ЗА муниции" STR_ROCKET_LAUNCHER: "Ракетохвъргачка" STR_SMALL_ROCKET: "Малка ракета" STR_LARGE_ROCKET: "Голяма ракета" STR_INCENDIARY_ROCKET: "Запалителна ракета" STR_GRENADE: "Граната" STR_SMOKE_GRENADE: "Димна граната" STR_PROXIMITY_GRENADE: "Минна граната" STR_HIGH_EXPLOSIVE: "Експлозиви" STR_STUN_ROD: "Шоков прът" STR_HEAVY_PLASMA: "Тежка плазма" STR_HEAVY_PLASMA_CLIP: "Пълнител за тежка плазма" STR_PLASMA_RIFLE: "Плазмена пушка" STR_PLASMA_RIFLE_CLIP: "Пълнител за плазмена пушка" STR_PLASMA_PISTOL: "Плазмен пистолет" STR_PLASMA_PISTOL_CLIP: "Пълнител за плазмен пистолет" STR_BLASTER_LAUNCHER: "Тежък бомбомет" STR_BLASTER_BOMB: "Супербомба" STR_SMALL_LAUNCHER: "Малък бомбомет" STR_STUN_BOMB: "Зашеметяваща бомба" STR_ALIEN_GRENADE: "Извънземна граната" STR_ELERIUM_115: "Елерий-115" STR_MIND_PROBE: "Психосонда" STR_SECTOID_CORPSE: "Труп на сектоид" STR_SNAKEMAN_CORPSE: "Труп на змиетел" STR_ETHEREAL_CORPSE: "Труп на ефирен" STR_MUTON_CORPSE: "Труп на мутон" STR_FLOATER_CORPSE: "Труп на левитатор" STR_CELATID_CORPSE: "Труп на целатид" STR_SILACOID_CORPSE: "Труп на силакоид" STR_CHRYSSALID_CORPSE: "Труп на хрисалид" STR_REAPER_CORPSE: "Труп на разкъсвач" STR_SECTOPOD_CORPSE: "Останки от сектопод" STR_CYBERDISC_CORPSE: "Останки от кибердиск" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Недостиг за пълно снаряжаване на отряда" STR_MARS_CYDONIA_LANDING: "Марс: Кацане в Кидония" STR_MARS_CYDONIA_LANDING_BRIEFING: "Вашият Отмъстител се приземи в местността Кидония на повърхността на Марс. Източниците ни сочат, че в една от пирамидалните постройки има зелен подемник който води към подземен комплекс. Щом съберете всичките си бойци в зоната на подемника, натиснете иконата 'прекратяване на операцията' за да започнете следващия етап." STR_MARS_THE_FINAL_ASSAULT: "Марс: Последният щурм" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Подемникът на пирамидата отвежда вашите уморени от боя войници дълбоко под повърхността на планетата, в сърцето на голям комплекс от камери и тунели. Извънземният мозък е скрит някъде в този лабиринт. За да не бъде Земята поробена от пришълците, той трябва да бъде унищожен.{NEWLINE}{NEWLINE}Късмет!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Ще трябва да проучим{NEWLINE}{0}{NEWLINE}за да можем да изработваме{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Незащитаваната база {0} бе унищожена от пришълците" STR_STANDOFF: "НАБЛЮДЕНИЕ" STR_CAUTIOUS_ATTACK: "ПРЕДПАЗЛИВА АТАКА" STR_STANDARD_ATTACK: "СТАНДАРТНА АТАКА" STR_AGGRESSIVE_ATTACK: "АГРЕСИВНА АТАКА" STR_DISENGAGING: "ОТТЕГЛЯНЕ" STR_UFO_HIT: "ПОПАДЕНИЕ В НЛО!" STR_UFO_CRASH_LANDS: "НЛО СЕ РАЗБИ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Смаляване само при наблюдение" STR_UFO_RETURN_FIRE: "НЛО ОТВРЪЩА НА ОГЪНЯ!" STR_INTERCEPTOR_DAMAGED: ">>> ПРЕХВАЩАЧЪТ БЕ ПОВРЕДЕН <<<" STR_INTERCEPTOR_DESTROYED: ">>> ПРЕХВАЩАЧЪТ БЕ УНИЩОЖЕН <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "НЛО БЯГА ОТ ПРЕХВАЩАЧА!" STR_ALIENS_TERRORISE: "ИЗВЪНЗЕМНИ ТЕРОРИЗИРАТ" STR_LONG_RANGE_DETECTION: "Локатори (далеч)" STR_STORES_UC: "ЗАПАСИ" STR_DIFFICULTY_LEVEL: "Ниво на трудност" STR_INTERCEPT: "ПРЕХВАЩАНЕ" STR_BASES: "БАЗИ" STR_GRAPHS: "СТАТИСТИКА" STR_UFOPAEDIA_UC: "НЛОПЕДИЯ" STR_OPTIONS_UC: "НАСТРОЙКИ" STR_FUNDING_UC: "ФИНАНСИРАНЕ" STR_5_SECONDS: "5 сек" STR_1_MINUTE: "1 мин" STR_5_MINUTES: "5 мин" STR_30_MINUTES: "30 мин" STR_1_HOUR: "1 час" STR_1_DAY: "1 ден" STR_ENTER_NAME: "Въведи име" STR_VICTORY_DATE: "Дата на победата" STR_ELECTRO_FLARE: "Електро-святка" STR_ELECTRO_FLARE_UFOPEDIA: "Това компактно устройство започва да излъчва ярка светлина след като бъде хвърлено. Така по време на нощни операции оказалите се близо до него вражески единици ще бъдат осветени." STR_MONTHLY_COSTS: "Месечни разходи" STR_CRAFT_RENTAL: "Наем за летателни апарати" STR_SALARIES: "Заплати" STR_BASE_MAINTENANCE: "Поддръжка на базата" STR_COST_PER_UNIT: "Единична цена" STR_QUANTITY: "Количество" STR_TOTAL: "Общо" STR_IN_PSIONIC_TRAINING: "Участва в псионична подготовка" STR_BLASTER_BOMB_UFOPEDIA: "Това устройство представлява експлозивен снаряд с интелигентна система за насочване. Изстрелва се с тежък бомбомет." STR_FRONT_ARMOR: "Защита отпред" STR_LEFT_ARMOR: "Защита отляво" STR_RIGHT_ARMOR: "Защита отдясно" STR_REAR_ARMOR: "Защита отзад" STR_UNDER_ARMOR: "Защита отдолу" STR_ROUNDS: "Изстрели" STR_UNIT: "ЕДИНИЦА> {0}" STR_ENERGY: "ЕНЕРГИЯ" STR_MORALE: "БОЕН ДУХ" STR_ARMOR_: "БРОНЯ> {0}" STR_FRONT_ARMOR_UC: "ЗАЩИТА ОТПРЕД" STR_LEFT_ARMOR_UC: "ЗАЩИТА ОТЛЯВО" STR_RIGHT_ARMOR_UC: "ЗАЩИТА ОТДЯСНО" STR_REAR_ARMOR_UC: "ЗАЩИТА ОТЗАД" STR_SKILLS: "УМЕНИЯ> {0}" STR_LEVEL: "НИВО> {0}" STR_HEAD: "ГЛАВА" STR_TORSO: "ТОРС" STR_RIGHT_ARM: "ДЯСНА РЪКА" STR_LEFT_ARM: "ЛЯВА РЪКА" STR_RIGHT_LEG: "ДЕСЕН КРАК" STR_LEFT_LEG: "ЛЯВ КРАК" STR_PAIN_KILLER: "АНАЛГЕТИК" STR_STIMULANT: "СТИМУЛАНТ" STR_HEAL: "ПРЕВРЪЗКА" STR_TIME_UNITS_SHORT: "ТД>{ALT}{0}" STR_WEIGHT: "Тегло>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Реакц>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "П.умен>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "П.сил>{ALT}{0}" STR_ALIEN_ARTIFACT: "Извънземен артефакт" STR_AMMO_ROUNDS_LEFT: "МУНИЦИИ:{NEWLINE}ОСТАВАТ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Аналг>{ALT}{0}{ALT}{NEWLINE}Стим>{ALT}{1}{ALT}{NEWLINE}Превр>{ALT}{2}" STR_THROW: "Хвърляне" STR_AUTO_SHOT: "Откос" STR_SNAP_SHOT: "Припрян" STR_AIMED_SHOT: "Прицелен" STR_STUN: "Зашеметяване" STR_PRIME_GRENADE: "Задействане" STR_USE_SCANNER: "Сканиране" STR_USE_MEDI_KIT: "Преглед" STR_LAUNCH_MISSILE: "Изстрелване" STR_ACCURACY_SHORT: "Точ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Не достигат точки за действие!" STR_NOT_ENOUGH_ENERGY: "Не достига енергия!" STR_NO_ROUNDS_LEFT: "Няма повече муниции!" STR_NO_AMMUNITION_LOADED: "Оръжието не е заредено!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Неподходящи муниции за това оръжие!" STR_WEAPON_IS_ALREADY_LOADED: "Оръжието вече е заредено!" STR_NO_LINE_OF_FIRE: "Няма видимост към целта!" STR_GRENADE_IS_ACTIVATED: "Гранатата е задействана!" STR_GRENADE_IS_DEACTIVATED: "Гранатата е обезвредена!" STR_THERE_IS_NO_ONE_THERE: "Няма никой тук!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Извънземният артефакт не е проучен!" STR_OUT_OF_RANGE: "Извън обсег!" STR_UNABLE_TO_THROW_HERE: "Не може да хвърли тук!" STR_SET_TIMER: "Забавяне" STR_HIDDEN_MOVEMENT: "СКРИТИ ДВИЖЕНИЯ" STR_TURN: "ХОД> {0}" STR_SIDE: "СТРАНА> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Натиснете клавиш да продължите" STR_MIND_CONTROL: "Обсебване" STR_PANIC_UNIT: "Паника" STR_MORALE_ATTACK_SUCCESSFUL: "Бойният дух бе снижен!" STR_MIND_CONTROL_SUCCESSFUL: "Целта е обсебена" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}изпадна в бяс" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}изпадна в бяс" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}изпадна в паника" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}изпадна в паника" STR_ALIENS: "Пришълци" STR_RIGHT_HAND: "ДЯСНА РЪКА" STR_LEFT_HAND: "ЛЯВА РЪКА" STR_RIGHT_SHOULDER: "ДЯСНО РАМО" STR_LEFT_SHOULDER: "ЛЯВО РАМО" STR_BACK_PACK: "РАНИЦА" STR_BELT: "КОЛАН" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}е под извънземен контрол" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}е под извънземен контрол" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}изпадна в безсъзнание" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}изпадна в безсъзнание" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}умря заради смъртоносна рана" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}умря заради смъртоносна рана" STR_USE_MIND_PROBE: "Психосондиране" STR_FATAL_WOUNDS: "СМЪРТОНОСНИ РАНИ" STR_UNDER_ARMOR_UC: "ЗАЩИТА ОТДОЛУ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Точките действие са запазени за припрян изстрел" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Точките действие са запазени за откос" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Точките действие са запазени за прицелен изстрел" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Точките действие са запазени за коленичене" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ТД са запазени за стрелба от коляно" STR_ABORT_MISSION_QUESTION: "Изтегляне от операцията?" STR_CORPSE: "Труп" STR_UNLOAD_CRAFT: "Разтоварване" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}беше убит" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}беше убита" STR_HIT_MELEE: "Удар" STR_GROUND: "НА ЗЕМЯТА" STR_LIVING_QUARTERS_PLURAL: "Жилища" STR_LIST_ITEM: "АРТИКУЛ" STR_PERSONAL_ARMOR_UFOPEDIA: "Приложение на новооткритите Извънземни сплави. Тази броня ще изравни донякъде шансовете на нашите хора срещу извънземната заплаха." STR_POWER_SUIT_UFOPEDIA: "Ново, мощно защитно бойно облекло. Тази броня се захранва от елериев енергиен източник и предлага най-добрата засега защита на бойните единици." STR_FLYING_SUIT_UFOPEDIA: "Модифицирана версия на Силовата броня, използваща извънземната антигравитационна технология за пълна свобода на движение по бойното поле." STR_ALL_ALIENS_KILLED_IN_CRASH: "Всички пришълци са загинали,{NEWLINE}събирането протича спокойно" STR_RESET: "Изчистване" STR_MEMORIAL: "Мемориал" STR_DATE_UC: "ДАТА" MAP_CULTA: "Ферма" MAP_FOREST: "Горски" MAP_JUNGLE: "Джунгла" MAP_MOUNT: "Планински" MAP_DESERT: "Пустинен" MAP_POLAR: "Полярен" MAP_UBASE: "Строеж на база" STR_MIXED: "Смесица" STR_REMOVE_SELECTED: "Изваждане на избраните" STR_CONTAINMENT_EXCEEDED: "ИЗОЛАЦИОННИТЕ СА ПРЕПЪЛНЕНИ!{SMALLLINE}Не достига място в изолационните на {0}. Трябва да извадите от тях излишните извънземни (което ще причини смъртта им)." STR_MANAGE_CONTAINMENT: "Задържани под изолация" STR_STORAGE_EXCEEDED: "НАДВИШАВАНЕ НА КАПАЦИТЕТА!{SMALLLINE}Не достига място за съхранение в {0}. Трябва да продадете излишните неща." STR_GO_TO_BASE: "Показване на базата" STR_MELEE_ACCURACY: "ТОЧНОСТ ПРИ РЪКОПАШЕН БОЙ" STR_SELL_PRODUCTION: "ПРОДАВАНЕ" STR_BOTH_HANDS_MUST_BE_EMPTY: "И двете ръце трябва да са свободни!" STR_ALL_ITEMS: "ВСИЧКИ ПРЕДМЕТИ" ================================================ FILE: bin/standard/xcom1/Language/cs.yml ================================================ cs: STR_AVENGER_UFOPEDIA: "TRANSPORTNÍ A BITEVNÍ KOSMICKÁ LOĎ. DOKONALÉ NAPODOBENÍ CIZÁCKÉ TECHNOLOGIE." STR_INTERCEPTOR_UFOPEDIA: "BITEVNÍ LETOUN S DVOJITÝM PULSNĚ-DETONAČNÍM MOTOREM A SPECIÁLNĚ STÍNĚNÝMI ELEKTRONICKÝMI SYSTÉMY. NEJLEPŠÍ DOSTUPNÁ POZEMSKÁ TECHNIKA." STR_LIGHTNING_UFOPEDIA: "TRANSPORTNÍ A BITEVNÍ KOSMICKÉ PLAVIDLO. HRUBÁ ALE EFEKTIVNÍ KOPIE CIZÁCKÝCH PROPULSNÍCH SYSTÉMŮ." STR_SKYRANGER_UFOPEDIA: "TRANSPORTÉR PĚCHOTY. NEJRYCHLEJŠÍ SVÉHO DRUHU, S MOŽNOSTÍ SVISLÉHO VZLETU A PŘISTÁNÍ." STR_FIRESTORM_UFOPEDIA: "BITEVNÍ LETOUN. TATO JEDNOMÍSTNÁ STÍHAČKA NAPODOBUJE KLASICKÝ TVAR CIZÁCKÉHO LETAJICÍHO TALÍŘE, S CENTRÁLNÍ PROPULSNÍ JEDNOTKOU." STR_STINGRAY_UFOPEDIA: "POKROČILÁ RAKETA VZDUCH-VZDUCH SE SPECIÁLNĚ STÍNĚNOU ELEKTRONIKOU." STR_AVALANCHE_UFOPEDIA: "RAKETA VZDUCH-VZDUCH S NUKLEARNÍ HLAVICÍ, ALE VYSOKOU VÁHOU." STR_CANNON_UFOPEDIA: "VYSOCE VÝKONNÉ DĚLO, STŘÍLEJÍCÍ PRŮBOJNÉ STŘELY SCHOPNÉ PRORAZIT 400MM SILNOU OCEL." STR_FUSION_BALL_UFOPEDIA: "TOTO ODPALOVACÍ ZAŘÍZENÍ STŘILÍ KULOVITÉ STŘELY HNANÉ REAKCÍ ANTIHMOTY. KOULE NIČÍ CÍL IMPLOZÍ ZPŮSOBENOU GRAVITAČNÍMI VLNAMI." STR_LASER_CANNON_UFOPEDIA: "TENTO KONVENČNÍ LASEROVÝ PAPRSEK JE NAPÁJEN REAKČNÍ KOMOROU ANTIHMOTY." STR_PLASMA_BEAM_UFOPEDIA: "GRAVITAČNÍ SVAZEK SMĚRUJE PŘESNĚ ZAOSTŘENÉ IMPLODUJÍCÍ GRAVITAČNÍ POLE." STR_SECTOID_UFOPEDIA: "Hierarchie sektanů sahá od vojáků až po vůdce s mocnými psionickými schopnostmi. Tyto psionické síly mohou být použity k demoralizaci vojáků v boji, nebo dokonce k ovládnutí jejich myslí. Jsou zapleteni do únosů lidí a mrzačení skotu. Únosy jsou používány pro získání genetického materiálu pro křížení a vývoj klonů vhodných k infiltraci lidské společnosti. Dobytek poskytuje jednak potravu, jednak genetický materiál. Zdá se, že tato rasa chce vyvinout vysoce kvalitní genetické hybridy, vhodné pro zvyšení efektivity jejich společnosti, která se strukturou podobá roji." STR_SECTOID_AUTOPSY: "Pitva sektana" STR_SECTOID_AUTOPSY_UFOPEDIA: "Pitva odhalila zakrnělé trávící orgány a jednoduché ústrojí. Mozek a oči jsou velmi dobře vyvinuty. Dle struktury lze odhadovat genetickou alteraci nebo mutaci. Malá ústa a nos již neplní původní funkci. Blána mezi prsty a plochá chodila naznačují vodní původ. Tělo neobsahuje žádné pohlavní orgány a nebyly nalezeny žádné náznaky způsobu rozmnožování. Jde s vysokou pravděpodobností o geneticky upravené druhy." STR_SNAKEMAN_UFOPEDIA: "Tato rasa se vyvinula v extrémně nepříznivém prostředí. Jsou neobyčejně odolní a snesou extremní výkyvy teploty. Pohybují se pomocí obrovské 'nohy' podobné tělu hada, která chrani všechny jejich životně důležité orgány. Jejich cíle jsou pravděpodobně pouze predátorské a náznaky ukazují na vliv jiné Inteligence, která řídí jejich militantní nájezdy na zemi." STR_SNAKEMAN_AUTOPSY: "Pitva hadoma" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Kůže je extrémně tuhá a odolná proti žáru. Kardiovaskulární systém je částí pohybového ústrojí, které používá pro vznik pohybu hydraulický princip. Jediný skutečným svalem je 'srdce'. Reprodukční ústrojí je pravděpodobně vysoce efektivní. Rozmnožování je bezpohlavní; každý Hadom nese uvnitř svého těla najednou až 50 vajíčekk. Ponechán svému osudu by tento druh byl nebezpečným ohrožením pozemského života." STR_ETHEREAL_UFOPEDIA: "Tato bytost dispnonuje vysoce vyvinutými mentálními schopnostmi. Zdánlivě slabé fyzické schopnosti tohoto tvora jsou vyrovnány jeho mentální silou. Princip těchto telekinetickych sil nám není znám; zdá se, že porušují fyzikální zákony tak, jak je známe. Etheralové jsou extrémně nebezpeční v jakýchkoliv bojových situacích, ve kterých spolehají na své bojové mentální schopnosti. Na zemi se objevují zřídka a zdá se, že často spoléhají na jiné rasy k dosažení svých cílů." STR_ETHEREAL_AUTOPSY: "Pitva etherala" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Tato bytost je fyzicky nevyvinutá a vypadá to, že není schopna udržet žádné životní funkce. Svaly jsou těžce atrofované a vnitřní orgány vypadají velmi málo vyvinuté.Vypadá to, že smyslové orgány, včetně očí vůbec nefungují. Naopak mozek je velmi dobře vyvinut a spotřebovává velkou část z krevního zásobení. Je záhadou, jak tato bytost může přežívat bez vnější podpory." STR_MUTON_UFOPEDIA: "Tento humanoidni tvor je fyzicky silný a inteligentní. Má zvláštní chuť ke konzumaci syrového masa jekéhokoliv druhu, které potřebují pro výživu stejně jako pozemští masožravci. Zjevně jsou zavislí na telepatických povelech rasy znamé jako 'Etheralové'. Je-li toto telepatické spojení přerušeno, jejich mentální systém se rozpadá a jedinec umírá. Kybernetické implantáty jsou určeny k vylepšení jejich výkonu v boji. Jde zjevně o pěšáky ve službách vyšší inteligence." STR_MUTON_AUTOPSY: "Pitva mutona" STR_MUTON_AUTOPSY_UFOPEDIA: "'Kůže' tohoto tvora je organicky vytvořená ochranná zbroj, začleněná do organismu. Lze nalézt množství kybernetických implantátů, jejichž účelem je vylepšit kardiovaskulární soustavu a smysly. Rozmnožovací orgány byly pravděpodobně chirurgicky odstraněny. Tito nešťastní tvorové jsou zjevně předurčeni pro válku a boj. Průbojné střely nejsou proti jejich zesílené kůži příliš účinné." STR_CELATID_UFOPEDIA: "Tato forma života má záhadnou přirozenou schopnost vznášet se ve vzduchu. Pravděpodobně detekuje vlny lidského mozku a objeví tak i skrytého člověka. Jakmile najde cíl, Celatid přistává a vystřeluje malé globule extrémně korozivního jedu. Tento tvor má schopnost klonovat sám sebe alarmující rychlostí. Doprovazí rasu Mutonů na jejich misích." STR_CELATID_AUTOPSY: "Pitva celatida" STR_CELATID_AUTOPSY_UFOPEDIA: "Jádro obsahuje malé biomechanické zařízení, jež je pravděpodobně přirozeně vyvinutým antigravitačním propulsním systémem. Největším orgánem je vak jedu; nelze nalézt samostanou mozkovou strukturu. Taktéž tělo neobsahuje specializovanou trávící nebo rozmnožovací soustavu. Malý orgán obsahuje embrya, která se mohou rychle vyvinout v nového jedince." STR_SILACOID_UFOPEDIA: "Tato forma života, založená na křemíku, generuje enormní množství tepla. Má dost síly k rozdrcení kamenů, jež pak tráví horkým jádrem. Má primitivní inteligenci a může být kontrolována telepatickými bytostmi nebo pomocí implantátů. Doprovází rasu Mutonů." STR_SILACOID_AUTOPSY: "Pitva silacoida" STR_SILACOID_AUTOPSY_UFOPEDIA: "Jádro tvora je extrémně horké a zdá se být základem trávící soustavy. Jeho ojedinělý svalový aparát má ohromnou sílu a rychlost. Jeho skále podobná kůže je necitlivá k ohni nebo zápalné munici." STR_CHRYSSALID_UFOPEDIA: "Klepeta této kreatury, podobná krabím, jsou výbornou zbraní pro boj zblízka. Rychlý metabolismus a síla dávaji tomuto tvoru rychlost a obratnost. Místo zabíjeni své kořisti, ji 'oplodni' vajíčkem a vstříkne jed, jež oběť změní v chodící zombii. Nový Krysklad z oběti vyhřezne velmi brzy po nakladení vajíčka. Kryskladi jsou spojeni s rasou Hadomů." STR_CHRYSSALID_AUTOPSY: "Pitva krysklada" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Vnější kostra tohoto tvora je extrémně tvrdá, ale překvapivě citlivá na explozivní munici. Mozek je dobře vyvinut a buňky organizmu se obnovují velmi rychle. Tvor nese dvacet vajíček, jež jsou kladeny do jiných organismu. Tento tvor je velmi efektivni zbraní teroru." STR_FLOATER_UFOPEDIA: "Leviti jsou hlavně vojáci a teroristi. Jsou přirozenými predátorskými šelmami. Genetické úpravy a kybernetická vylepšení z nich dělá nebezpečné válečníky. Spodní polovina těla a většina vnitřních orgánů je chirurgicky odstraněna a místo nich je nainstalován systém, který je udržuje při životě. Tento implantát obsahuje antigravitační jednotku, jež tvoru umožňuje se volně ačkoli nepříliš pevně vznášet vzduchem." STR_FLOATER_AUTOPSY: "Pitva levita" STR_FLOATER_AUTOPSY_UFOPEDIA: "Tvor byl drasticky změněn chirurgickým zákrokem. Zařízení, jež zdánlivě tvoří jádro těla, je podpůrný systém nahrazující činnost srdce, žláz a trávící soustavy. To umožňuje tvorovi přežívat i v extrémně nepříznivých prostředích. Mozek je menší než náš, ale smyslové orgány jsou dobře vyvinuté." STR_REAPER_UFOPEDIA: "Tento dvounohý masožravec má silné čelisti a nenasytný apetit. Je vybaven množstvím mozkových implantátů, jež jsou používány k jeho ovládání. Priminitvní lovecké instinkty tohoto tvora nemaji jiné využití než terorizování a ničení. Páráci běžně doprovázejí levity." STR_REAPER_AUTOPSY: "Pitva páráka" STR_REAPER_AUTOPSY_UFOPEDIA: "Párák má dva 'mozky' a dvě 'srdce', což mu umožňuje pokračovat v boji i s velmi těžkým zraněním. Nicméně jeho chlupatá kůže je vysoce vznětlivá, což činí tuto kreaturu zranitelnou zápalnými zbraněmi." STR_SECTOPOD_UFOPEDIA: "Sektopodi jsou roboti vybavení zbraní produkující silný laserový paprsek. Tyto mechanické nestvůry jsou ovládány telepatickým spojením s jejich vůdci, etheraly. Sektopodi jsou nejsilnější teroristické zbraně které mají cizáci k dispozici." STR_SECTOPOD_AUTOPSY: "Pitva sektopoda" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Robot je robustně konstruován a pokryt energickou zbrojí schopnou odolat většině typů útoku. Je obzvlášť odolný proti plasmovým zbraním. Smyslové obvody jsou ale velmi citlivé na laserové zbraně." STR_CYBERDISC_UFOPEDIA: "Tento miniaturní létající talíř je automatizovanou zbraní teroru, vyzbrojený výkonným plasmovým dělem. Antigravitační pohonný systém mu dává velkou výhodu v náročném terénu. Primárním účelem Kyberdisku je destrukce a teror ve službách sektanů." STR_CYBERDISC_AUTOPSY: "Pitva kyberdisku" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Kyberdisk je dobře opancéřován a je zvláště odolný proti explozivní munici. Primarní antigravitační systém je bohužel příliš poškozen na to, aby bylo možno prozkoumat jeho princip." STR_UFO_POWER_SOURCE_UFOPEDIA: "Jako zdroj energie pro cizácké stroje slouží reaktor na antihmotu, který používá Elerium (115. prvek) ke generování silných gravitačních vln, a také jiných forem energie. Přeměna hmoty v energii je učinná na neuvěřitelných 99%, takže minimální množství Eleria je schopno vyprodukovat ohromné množství energie. Tato jednotka může být jednoduše reprodukována za použití cizáckých slitin." STR_UFO_NAVIGATION_UFOPEDIA: "Cizacké lodě používají sofistikované počítače k navigaci na Zemi i ve vesmíru. Systém je založen na sítích optických procesorů. Ovládací rozhraní je poměrně jednoduché - navigátor ovládá směr gravitačních vln generovaných zdrojem energie a tak pohybuje strojem v libovolném směru. Tento systém muže být lehce používán lidmi a muže být reprodukován za použití cizáckých slitin a jiných komponent." STR_UFO_CONSTRUCTION_UFOPEDIA: "Cizácká loď se skládá ze tří hlavních komponent - zdroje energie, navigačního systému a skořepiny z cizáckých slitin. Skořepina je specialně tvarovaná tak, aby mohly být gravitační vlny usměrňovány a ovládány. Navíc je nutné malé množství Eleria jako palivo pro zdroj energie. Jakmile porozumíme principům konstrukce a fuknce každé z komponent, bude možné stavět tyto typy letounů." STR_ALIEN_FOOD_UFOPEDIA: "Tyto nádrže obsahují rozličné enzymy, jež tráví části těl skotu, jiných zvířat a dokonce i lidí. Tekutina je pak konzumována jako už strávené jídlo - pravděpodobně přímo do krevního oběhu. To naznačuje určitou závislost na potravě pozemského původu - symbiózu mezi Zemí a cizáckou společností." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Tyto komory obsahují cizácké zárodky. Z konstrukce těchto zásobníků se dá předpokládat, že cizáci používající tento proces, jsou plně závislí na laboratorním rozmnožování. Výživné látky zajišťují rychlý vývoj zárodku. Tento, tovární lince podobný, systém je schopen vytvářet tisíce cizáckých klonů v krátkém časovém úseku. Postup může být jednoduše přizpůsoben pro rozmnožování lidí nebo cizácko-lidských hybridů." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Nejpravděpodobnější funkce těchto koulí je oddychová. Psionické obvody stimulují různá centra mozku. Efekt je podobný halucinogenním drogám. Je to jediný doklad o tom, že cizáci mají přestávky na kulturu nebo odpočinek." STR_ALIEN_SURGERY_UFOPEDIA: "Toto chirurgické zařízení používá laserové skalpely k získání určitých částí těla ze skotu nebo jiných zvířat. Široce rozšířená postižení skotu mohou být přičtena na vrub této bizardní cizácké činnosti. Získané části jsou pravděpodobně použity pro účely výživy nebo genetiky." STR_EXAMINATION_ROOM_UFOPEDIA: "Během mnoha minulých tisíciletí lidé tvrdili, že byli uneseni cizáky, někdy opakovaně. Pravda je mnohem hrůznější. Lidé jsou unášeni, zkoumáni a pozorováni. Z nejlepších exemplářů je extrahován genetický materiál. Ženám jsou implantovány hybridní lidsko-cizácké zárodky a pak odejmuty po několika měsících. Kdo ví, jaké zlověstné motivy cizáci mají." STR_ALIEN_ALLOYS_UFOPEDIA: "Cizácké lodě jsou konstruovány ze speciálních slitin s jedinečnými vlastnostmi. Jsou extrémně lehké a odolné. Mohou být taveny elektromagnetickými metodami. Tento materiál může být reprodukován a používán v mnoha různých výrobních postupech." STR_ELERIUM_115_UFOPEDIA: "Tento prvek má neobyčejnou vlastnost - je-li bombardován určitými částicemi, generuje antigravitační energii. To vytváří gravitační vlny a jiné formy energie. V naší sluneční soustavě se původně nenachází a nemůže být reprodukován." STR_ALIEN_ORIGINS_UFOPEDIA: "Je zřejmé, že na Zemi bojujeme předem prohranou bitvu. Cizácké hordy nás početně převyšují. Jediná naděje lidstva je potlačit cizáky v jejich zdroji. Náš výzkum ukazuje na nedalekou operační základnu v našem slunečním systému. Dle cizáků je toto místo centrem staré civilizace, datovanou před lidskou historii. Musíme určit toto místo co nejdříve. Nicméně musíme zajmout a vyslechnout cizáckého vůdce, abychom získali detailnější informace. Na palubě větších lodí UFO se pravděpodobně nachází alespoň jeden cizácký vůdce." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Náš výzkum nyní ukazuje k Marsu jako základně cizackých operací. Základna je dobře ukrytá a obsahuje všechny výrobní a klonovací kapacity nutné k zásobování infiltrace Země. Zdá se též, že obsahuje řídící počítač nějakého typu, jež ovládá celou operaci. Roji podobná cizácká společnost má zřejmě nějakou \"včelí královnu\". To je jejich základní slabina - budeme-li schopni zneškodnit \"mozek\", tělo zemře též. Musíme posílit naše výzkumné snahy než bude příliš pozdě. Abychom mohli pokročit, je nutné zajmout cizáky s nejvyšší hodností - velitele; ti sídlí pouze v cizáckých základnách a na bitevních lodích." STR_CYDONIA_OR_BUST_UFOPEDIA: "Nyní je zřejmé, že hordy cizáků jsou kontrolovány z podzemní základny v Cydonii - což je neobvyklá oblast Marsu s pětistěnnými pyramidami a rozsáhlým útvarem připomínajícím lidský obličej. Kdysi - před mnoha miliony let - kvetla na Marsu Cydonijská civilizace. Nevíme proč vymizela, nebo jaká je spojitost s aktivitou cizáků v této oblasti v poslední době. Ať už je vysvětlení jakékoliv, musíme do Cydonie vyslat expedici. Je to jedina možnost, jak porazit cizáky. Musíme zničit centrální všeovládající \"mozek\". Budeme potřebovat lod typu Mstitel, vybavenou tou nejschopnější destruktivní silou. Zde se již nedozvíme nic moc dalšího - musíme počkat na výsledky útoku na Cydonii." STR_CENTER_ON_SITE_TIME_5_SECONDS: "VYSTŘEDIT NA POZICI-ČAS=5 sek" STR_CANCEL_UC: "ZRUŠIT" STR_NONE: "Žádný" STR_UNKNOWN: "Neznámo" STR_POOR: "Ubohý" STR_AVERAGE: "Průměrný" STR_GOOD: "Dobrý" STR_EXCELLENT: "Výborný" STR_BUILD_NEW_BASE_UC: "ZALOŽIT NOVOU ZÁKLADNU " STR_BASE_INFORMATION: "INFORMACE O ZÁKLADNĚ " STR_EQUIP_CRAFT: "VYBAVIT LOĎ" STR_BUILD_FACILITIES: "VYBUDOVAT ZAŘÍZENÍ" STR_RESEARCH: "VÝZKUM" STR_MANUFACTURE: "VÝROBA" STR_TRANSFER_UC: "PŘESUN" STR_PURCHASE_RECRUIT: "NÁKUP/NÁBOR" STR_SACK: "PROPUSTIT" STR_SELL_SACK_UC: "PRODEJ/PROPOUŠTĚNÍ" STR_GEOSCAPE_UC: "GLÓBUS" STR_NAME: "Jméno" STR_AREA: "Oblast" STR_BUILD_NEW_BASE: "Postavit novou základnu" STR_CANCEL: "Zrušit" STR_COST_UC: "CENA>" STR_CONSTRUCTION_TIME_UC: "DOBA STAVBY>" STR_DAY: one: "{N} den" few: "{N} dny" many: "{N} dní" other: "{N} dní" STR_HOUR: one: "{N} hodina" few: "{N} hodiny" many: "{N} hodin" other: "{N} hodin" STR_MAINTENANCE_UC: "ÚDRŽBA>" STR_OK: "OK" STR_INSTALLATION: "Instalace" STR_CURRENT_RESEARCH: "SOUČASNÝ VÝZKUM" STR_SCIENTISTS_AVAILABLE: "Vědců k dispozici>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Přirazeno vědců>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Místo v laboratoři k dispozici>{ALT}{0}" STR_RESEARCH_PROJECT: "VÝZKUMNÝ PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "PŘIDĚLENÝCH VĚDCŮ" STR_PROGRESS: "POKROK" STR_NEW_PROJECT: "Nový projekt" STR_CANCEL_PROJECT: "ZRUŠIT PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NOVÉ VÝZKUMNÉ PROJEKTY" STR_SCIENTISTS_AVAILABLE_UC: "VĚDCŮ K DISPOZICI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "VOLNÉ MÍSTO V LABORATOŘI>{ALT}{0}" STR_INCREASE: "Zvýšit" STR_DECREASE: "Snížit" STR_START_PROJECT: "ZAHÁJIT PROJEKT" STR_CURRENT_PRODUCTION: "SOUČASNÁ VÝROBA" STR_ENGINEERS_AVAILABLE: "Inženýrů k dispozici>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Přiděleno inženýrů>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Místo v dílně k dispozici>{ALT}{0}" STR_CURRENT_FUNDS: "Aktuální finance>{ALT}{0}" STR_ITEM: "POLOŽKA" STR_ENGINEERS__ALLOCATED: "Přiděleno inženýrů" STR_UNITS_PRODUCED: "Vyrobeno jednotek" STR_TOTAL_TO_PRODUCE: "Celkově vyrobit" STR_COST__PER__UNIT: "Cena{NEWLINE}za{NEWLINE}jednotku" STR_DAYS_HOURS_LEFT: "Dní/Hodin zůstává" STR_NEW_PRODUCTION: "Nová výroba" STR_PRODUCTION_ITEMS: "Vyrobitelné předměty" STR_CATEGORY: "KATEGORIE" STR_START_PRODUCTION: "ZAHÁJIT PRODUKCI" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} člověkohodin na jednotku" STR_COST_PER_UNIT_: "Cena za jednotku>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Požadovaný pracovní prostor>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "VYŽADOVÁNY SPECIÁLNÍ MATERIÁLY" STR_ITEM_REQUIRED: "POŽADOVANÁ POLOŽKA" STR_UNITS_REQUIRED: "POŽADOVANÝCH JEDNOTEK" STR_UNITS_AVAILABLE: "JEDNOTEK K DISPOZICI" STR_STOP_PRODUCTION: "UKONČIT VÝROBU" STR_ENGINEERS_AVAILABLE_UC: "INŽENÝŘŮ K DISPOZICI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VOLNÉ MÍSTO V DÍLNĚ>{ALT}{0}" STR_MONTHLY_PROFIT: "MĚSÍČNÍ ZISK>{ALT}{0}" STR_INCREASE_UC: "ZVÝŠIT" STR_DECREASE_UC: "SNÍŽIT" STR_UNITS_TO_PRODUCE: "Vyrobit jednotek" STR_PURCHASE_HIRE_PERSONNEL: "Nákup/Nábor" STR_COST_OF_PURCHASES: "Cena za nákup>{ALT}{0}" STR_COST_PER_UNIT_UC: "CENA ZA JEDNOTKU" STR_QUANTITY_UC: "MNOŽSTVÍ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "VOLNÝ PERSONÁL:PERSONÁLU CELKEM>" STR_SOLDIERS: "Vojáků" STR_SCIENTISTS: "Vědců" STR_ENGINEERS: "Inženýři" STR_SPACE_USED_SPACE_AVAILABLE: "VYUŽITÝ PROSTOR:VOLNÝ PROSTOR>" STR_LIVING_QUARTERS: "Obytné buňky" STR_STORES: "Sklady" STR_LABORATORIES: "Laboratoře" STR_WORK_SHOPS: "Dílny" STR_HANGARS: "Hangáry" STR_SHORT_RANGE_DETECTION: "Detekce kratkého dosahu" STR_DEFENSE_STRENGTH: "Síla obrany" STR_TRANSFERS_UC: "PŘESUNY" STR_TRANSFERS: "Přesuny" STR_ARRIVAL_TIME_HOURS: "Doba dodání (hodin)" STR_COST_: "Cena>{ALT}{0}" STR_AREA_: "Oblast>{ALT}{0}" STR_BASE_NAME: "Jméno základny?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ZVOLTE POZICI PŘÍSTUPOVÉHO VÝTAHU" STR_TRANSFER: "Přesun" STR_AMOUNT_TO_TRANSFER: "MNOŽSTVÍ K PŘESUNU" STR_SELECT_DESTINATION_BASE: "Zvolte cílovou základnu " STR_COST: "Cena" STR_VICTORY_1: "Jakmile jsi vstoupil do velké místnosti, uviděl jsi cizácký mozek - cíl výpravy. Než jsi stačil vypálit, začal s tebou komunikovat prostřednictvím obrazovky ve své základně. Přiměje tě naslouchat jeho argumentům pro přežití, ještě než se rozhodneš stisknout spoušť..." STR_VICTORY_2: "Mozek začal hovořit: 'Před mnoha miliony let byla planeta, jež nazýváte Marsem, živá. Tento život byl na pustou planetu přinesen naší civilizací a stejně tak byl přinesen i na vaši planetu. Po miliony let jsme navštěvovali vaši planetu a geneticky rozvíjeli váš druh. Nemůžete nás zabít, jste naší součástí..." STR_VICTORY_3: "Zde je centrum marťanské civilizace - pyramidy postavené miliony let před těmi pozemskými - druhem, jenž je vaším předkem. Žádná planeta nám není nedosažitelná. Tato moc může být zanedlouho i vaše. Vše, co žádáme na oplátku, je vaše spolupráce..." STR_GAME_OVER_1: "Cizáci chtějí zlikvidovat veškeré lidstvo; ničí města, otravují vzduch a moře. Odpor pozemských armád je smešný tvaří v tvář mnohem dokonalejším technologiím. Přeživší generace, která uprchla před cizáckým ničením, trpí hroznými mutacemi. Jsou zavřeni do pracovních táborů, aby pomohli přeměnit Zemi v cizáckou kolonii, která je součástí jakéhosi neznámého impéria." STR_GAME_OVER_2: "Znalosti získané projektem X-Com jsou navždy ztraceny. Selhal jsi a nedokázal zachránit zemi." STR_VICTORY_4: "Cizácký mozek je přerušen paprskem horké plasmy. Veškeré cizácké síly jsou poraženy." STR_VICTORY_5: "Ztrátou Marsu ztratili cizáci i Zemi. Výzkumy X-Com umožnili lidstvu znovu vzkvést a zachovat si Mars pro sebe. Cizácký přízrak zmizel, ale kdo ví, na jak dlouho..." STR_YOU_HAVE_FAILED: "Nedokázal jsi zastavit mimozemský nápor. Členské státy rady jeden po druhém podepsaly s cizáky dohodu slibující prosperitu, technologie a mír. Avšak brzy se ukázalo, že cizáci mají jiné plány..." STR_TOTAL_UC: "CELKEM" STR_INCOME: "Příjmy" STR_EXPENDITURE: "Výdaje" STR_MAINTENANCE: "Údržba" STR_BALANCE: "Zůstatek" STR_UFO_ACTIVITY_IN_AREAS: "Aktivita UFO v oblastech" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktivita UFO ve státech" STR_XCOM_ACTIVITY_IN_AREAS: "Aktivita X-Com v oblastech" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Aktivita X-Com ve státech" STR_FINANCE: "Finance" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nedostatek speciálních materiálů k výrobě{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nedostatek peněz k výrobě{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Výroba {NEWLINE}{0}{NEWLINE}na{NEWLINE}{1}{NEWLINE}dokončena" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Výstavba{NEWLINE}{0}{NEWLINE}na{NEWLINE}{1}{NEWLINE}hotová" STR_OK_5_SECONDS: "OK - 5 sek" STR_RESEARCH_COMPLETED: "Výzkum dokončen" STR_VIEW_REPORTS: "ČÍST VÝSLEDKY" STR_WE_CAN_NOW_RESEARCH: "Nyní lze zkoumat:" STR_WE_CAN_NOW_PRODUCE: "Nyní lze vyrábět:" STR_SUNDAY: "NEDĚLE" STR_MONDAY: "PONDĚLÍ" STR_TUESDAY: "ÚTERÝ" STR_WEDNESDAY: "STŘEDA" STR_THURSDAY: "ČTVRTEK" STR_FRIDAY: "PÁTEK" STR_SATURDAY: "SOBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Schází {0} pro doplnění paliva stroje {1} v {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nedosatatek {0} na přezbrojení {1} na {2}" STR_UFO_IS_NOT_RECOVERED: "UFO nebylo zajištěno." STR_UFO_IS_RECOVERED: "UFO bylo zajištěno." STR_CRAFT_IS_LOST: "Letoun je ztracen" STR_TERROR_CONTINUES: "Teror pokračuje" STR_ALIENS_DEFEATED: "Cizáci jsou poraženi" STR_BASE_IS_LOST: "Základna je ztracena" STR_BASE_IS_SAVED: "Základna je zachráněna" STR_ALIEN_BASE_STILL_INTACT: "Cizacká základna zůstala nepoškozena" STR_ALIEN_BASE_DESTROYED: "Cizácká základna zničena" STR_ALIENS_KILLED: "CIZÁKŮ ZABITO" STR_ALIEN_CORPSES_RECOVERED: "CIZÁCKÝCH MRTVOL ZÍSKÁNO" STR_LIVE_ALIENS_RECOVERED: "ŽIVÝCH CIZÁKŮ ZÍSKÁNO" STR_ALIEN_ARTIFACTS_RECOVERED: "CIZÁCKÝCH ARTEFAKTŮ ZÍSKÁNO" STR_ALIEN_BASE_CONTROL_DESTROYED: "ŘÍZENÍ CIZÁCKÉ ZÁKLADNY ZNIČENO" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILISTŮ ZABITO CIZÁKY" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILISTŮ ZABITO PŘÍSLUŠNÍKY X-COM" STR_CIVILIANS_SAVED: "CIVILISTŮ ZACHRÁNĚNO" STR_XCOM_OPERATIVES_KILLED: "PŘÍSLUŠNÍKŮ X-COM ZABITO" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "PŘÍSLUŠNÍKŮ X-COM ZTRACENO V AKCI" STR_TANKS_DESTROYED: "ZNIČENO TANKŮ" STR_XCOM_CRAFT_LOST: "DOPRAVNÍ STROJ X-COM ZNIČEN" STR_UFO_RECOVERY: "ZÍSKÁNO Z UFO" STR_ALIEN_BASE_RECOVERY: "ZAJIŠTĚNÍ CIZÁCKÉ ZÁKLADNY" STR_BASE_UNDER_ATTACK: "{0} je napadena!" STR_BASE_DEFENSES_INITIATED: "OBRANA ZÁKLADNY ZAHÁJENA" STR_GRAV_SHIELD_REPELS_UFO: "GRAV. ŠTÍT ODPUZUJE UFO!" STR_FIRING: "STŘÍLÍ" STR_HIT: "ZÁSAH!" STR_UFO_DESTROYED: "UFO ZNIČENO!" STR_MISSED: "MINULA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Prodat/propustit" STR_VALUE_OF_SALES: "HODNOTA PRODEJE> {ALT}{0}" STR_FUNDS: "FINANCE> {ALT}{0}" STR_SELL_SACK: "Prodat/propustit" STR_VALUE: "Hodnota" STR_CRAFT_: "STROJ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ZAJIŠTĚNÍ HAVAROVANÉHO UFO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Nejvyšší opatrnost - V UFO, nebo v okolí místa havárie se mohou pohybovat cizí agenti. Mise bude úspěšná, budou-li veškeré nepřátelské jednotky eliminovány či zneškodněny. Poté bude zahájeno zajišťění zbytků UFO, artefaktů a cizáckých mrtvol. Chcete-li předčasně ukončit misi, navraťte se s příslušníky X-Com do transportéru a klikněte na ikonu 'Zrušit misi'." STR_UFO_GROUND_ASSAULT: "POZEMNÍ ÚTOK NA UFO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Prozkoumejte místo přistání a pokud možno získejte přístup do UFO. Mise bude úspěšná, budou-li veškeré nepřátelské jednotky eliminovány či zneškodněny. Poté bude zahájeno zajištění zbytků UFO, artefaktů a cizáckých mrtvol. Chcete-li předčasně ukončit misi, navraťte se s příslušníky X-Com do transportéru a klikněte na ikonu 'Zrušit misi'." STR_BASE_DEFENSE: "OBRANA ZÁKLADNY " STR_BASE_UC_: "ZÁKLADNA> {0}" STR_BASE_DEFENSE_BRIEFING: "Cizácký koráb přistál v blízkosti zařízení X-Com. Základna je ve velkém nebezpečí. Všichni civilní zaměstnanci a letadla byla včas evakuována. Cizácké jednotky mohou proniknout do základny dveřmi hangáru nebo přístupovým výtahem. Ubraňte základnu a její životně důležité zařízení za každou cenu - toto je boj na život a na smrt. Kliknete-li na ikonu 'Zrušit misi', ztratíte základnu." STR_ALIEN_BASE_ASSAULT: "ÚTOK NA CIZÁCKOU ZÁKLADNU " STR_ALIEN_BASE_ASSAULT_BRIEFING: "Jednotky X-Com získaly přístup do cizácké základny. Musíte zničit řídící centrum, čímž bude provoz základny přerušen. Mise bude ukončena, budou-li všichni nepřátelé eliminováni, nebo vrátí-li se jednotka do zelené únikové oblasti (únik z bojiště bude zahájen kliknutím na ikonu 'Zrušit misi')." STR_CYDONIA_BRIEFING: "Přistáli jste v Cydonii. Získali jste přístup k rozlehlému podzemnímu komplexu pobliž Marťanské Sfingy. Musíte zničit Cizácký Mozek, který řídí cizáckou invazi. Osud lidstva leží ve vašich rukou..." STR_TERROR_MISSION: "PROTITERORISTICKÁ MISE" STR_TERROR_MISSION_BRIEFING: "Mise bude úspěšná, budou-li veškeré nepřátelské jednotky eliminovány nebo zneškodněny. Musíte zachránit životy civilistů v této oblasti neutralizací cizacké hrozby. Chcete-li ukončit misi předčasně, přesuňte jednotky X-Com zpět do transportéru, pak klikněte na ikonu \"Zrušit misi\"." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "ŽÁDNÉ VOLNÉ HANGÁRY PRO VÝROBU STROJE!{SMALLLINE}Každý stroj náležející základně, přepravovaný do základny, zakoupený nebo konstruovaný zaujímá jeden hangár. Vybudujte nový hangár nebo přesuňte stroj do jiné základny." STR_NO_FREE_HANGARS_FOR_PURCHASE: "ŽÁDNÉ VOLNÉ HANGÁRY PRO ZAKOUPENÝ STROJ!{SMALLLINE}Každý stroj náležející základně, přepravovaný do základny, zakoupený nebo konstruovaný zaujímá jeden hangár. Vybudujte nový hangár nebo přesuňte stroj do jiné základny." STR_NO_FREE_HANGARS_FOR_TRANSFER: "ŽÁDNÉ VOLNÉ HANGÁRY PRO PŘESUN STROJE!{SMALLLINE}Každý stroj náležející základně, přepravovaný do základny, zakoupený nebo konstruovaný zaujímá jeden hangár. Vybudujte nový hangár nebo přesuňte stroj do jiné základny." STR_CANNOT_BUILD_HERE: "ZDE NENÍ MOŽNO STAVĚT!{SMALLLINE}Můžete stavět pouze vedle dostavěných zařízení." STR_NO_FREE_ACCOMODATION: "NEDOSTEK UBYTOVACÍHO PROSTORU!{SMALLLINE}Cílová základna nedisponuje dostatkem místa v obytných buňkách." STR_NOT_ENOUGH_WORK_SPACE: "NEDOSTATEK PRACOVNÍHO PROSTORU!{SMALLLINE}Vybudujte novou dílnu nebo omezte práci na jiných projektech." STR_NOT_ENOUGH_MONEY: "NEDOSTATEK PENĚZ!" STR_NOT_ENOUGH_STORE_SPACE: "NEDOSTATEK SKLADOVACÍHO PROSTORU!{SMALLLINE}Vybudujte nové skladové prostory nebo přesuňte současné zásoby do jiných základen." STR_NOT_ENOUGH_LIVING_SPACE: "NEDOSTATEČNÁ UBYTOVACÍ KAPACITA!{SMALLLINE}Vybudujte nové obytné buňky nebo přesuňte zaměstnance do jiné základny." STR_LAUNCH_INTERCEPTION: "ZAHÁJIT PRONÁSLEDOVÁNÍ" STR_CRAFT: "STROJ" STR_STATUS: "STAV" STR_BASE: "ZÁKLADNA" STR_READY: "PŘIPRAVEN" STR_OUT: "MIMO" STR_REPAIRS: "OPRAVY" STR_REFUELLING: "TANKOVÁNÍ" STR_REARMING: "PŘEZBROJOVÁNÍ" STR_TARGET: "CÍL: {0}" STR_WAY_POINT: "VYTYČENÝ BOD" STR_ARE_YOU_SURE_CYDONIA: "Jste si jist, že chceš poslat tento stroj na misi do Cydonie?" STR_YES: "ANO" STR_NO: "NE" STR_SELECT_DESTINATION: "ZVOL CÍL" STR_CYDONIA: "CYDONIE" STR_SELECT_SITE_FOR_NEW_BASE: "VYBER UMÍSTĚNÍ NOVÉ ZÁKLADNY " STR_RETURN_TO_BASE: "VRAŤ SE DO ZÁKLADNY" STR_SELECT_NEW_TARGET: "VYBER NOVÝ CÍL" STR_PATROL: "HLÍDKA" STR_STATUS_: "STAV>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "POŠKOZEN - NÁVRAT DO ZÁKLADNY " STR_LOW_FUEL_RETURNING_TO_BASE: "MÁLO PALIVA - NÁVRAT DO ZÁKLADNY" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISE DOKONČENA - NÁVRAT NA ZÁKLADNU" STR_PATROLLING: "HLÍDKUJE" STR_TAILING_UFO: "SLEDUJE UFO" STR_INTERCEPTING_UFO: "PRONÁSLEDUJE UFO-{0}" STR_RETURNING_TO_BASE: "NÁVRAT DO ZÁKLADNY" STR_DESTINATION_UC_: "CÍL: {0}" STR_BASE_UC: "ZÁKLADNA> {ALT}{0}" STR_SPEED_: "RYCHLOST>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMÁLNÍ RYCHLOST>{ALT}{0}{ALT}" STR_ALTITUDE_: "VÝŠKA>{ALT}{0}" STR_VERY_LOW: "VELMI NÍZKO" STR_LOW_UC: "NÍZKO" STR_HIGH_UC: "VYSOKO" STR_VERY_HIGH: "VELMI VYSOKO" STR_FUEL: "PALIVO>{ALT}{0}" STR_WEAPON_ONE: "ZBRAŇ-1>{ALT}{0}" STR_NONE_UC: "ŽÁDNÁ" STR_ROUNDS_: "NÁBOJŮ>{ALT}{0}" STR_WEAPON_TWO: "ZBRAŇ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "STÍHACÍ STROJ" STR_BASE_: "Základna> {0}" STR_NAME_UC: "JMÉNO" STR_AMMO_: "NÁBOJE>{ALT}{0}" STR_CREW: "POSÁDKA" STR_EQUIPMENT_UC: "VYBAVENÍ" STR_ARMOR: "ZBROJ" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Vojín" STR_SQUADDIE: "Četař" STR_SERGEANT: "Seržant" STR_CAPTAIN: "Kapitán" STR_COLONEL: "Plukovník" STR_COMMANDER: "Generál" STR_SELECT_SQUAD_FOR_CRAFT: "Vyberte bojovou skupinu pro {0}" STR_SORT_BY: "ŘADIT DLE..." STR_ORIGINAL_ORDER: "PŮVODNÍ ŘAZENÍ" STR_MISSIONS2: "MISE" STR_KILLS2: "ZABITÍ" STR_WOUND_RECOVERY2: "DOBA ZOTAVENÍ" STR_SPACE_AVAILABLE: "MÍSTO K DISPOZICI>{ALT}{0}" STR_SPACE_USED: "POUŽITÉ MÍSTO>{ALT}{0}" STR_SPACE_USED_UC: "POUŽITÉ MÍSTO" STR_RANK: "HODNOST" STR_WOUNDED: "ZRANĚN" STR_EQUIPMENT_FOR_CRAFT: "Vybavení pro {0}" STR_DEFENSE_VALUE: "Kvalita obrany" STR_HIT_RATIO: "Pravděpodobnost zásahu" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}je připraven{NEWLINE}přistát u{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Zahájit misi?" STR_SELECT_ARMAMENT: "Vyber výzbroj" STR_AMMUNITION_AVAILABLE: "MUNICE K DISPOZICI" STR_ARMAMENT: "VÝZBROJ" STR_NOT_AVAILABLE: "ŽÁDNÁ" STR_SELECT_ARMOR_FOR_SOLDIER: "VYBERTE ZBROJ PRO{NEWLINE}{0}" STR_TYPE: "TYP" STR_PERSONAL_ARMOR_UC: "OSOBNÍ ZBROJ" STR_POWER_SUIT_UC: "ENERGICKÝ SKAFANDR" STR_FLYING_SUIT_UC: "LÉTAJÍCÍ SKAFANDR" STR_SELECT_ARMOR: "Vyber zbroj" STR_NORTH: "SEVER" STR_NORTH_EAST: "SEVEROVÝCHOD" STR_EAST: "VÝCHOD" STR_SOUTH_EAST: "JIHOVÝCHOD" STR_SOUTH: "JIH" STR_SOUTH_WEST: "JIHOZÁPAD" STR_WEST: "ZÁPAD" STR_NORTH_WEST: "SEVEROZÁPAD" STR_SELECT_ACTION: "VYBER AKCI" STR_CONTINUE_INTERCEPTION_PURSUIT: "POKRAČOVAT V ÚTOKU" STR_PURSUE_WITHOUT_INTERCEPTION: "SLEDOVAT A NEÚTOČIT" STR_VERY_LARGE: "VELMI VELKÉ" STR_LARGE: "VELKÉ" STR_MEDIUM_UC: "STŘEDNÍ" STR_SMALL: "MALÉ" STR_VERY_SMALL: "VELMI MALÉ" STR_GROUNDED: "ZEMĚ" STR_DETECTED: "Detekováno" STR_SIZE_UC: "VELIKOST" STR_ALTITUDE: "VÝŠKA" STR_HEADING: "SMĚR" STR_SPEED: "RYCHLOST" STR_CENTER_ON_UFO_TIME_5_SECONDS: "VYSTŘEDIT NA UFO-ČAS=5 sek" STR_TRACKING_LOST: "STOPA UFO ZTRACENA" STR_REDIRECT_CRAFT: "NOVÝ CÍL" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "LETĚT NA POSLEDNÍ ZNÁMOU POZICI UFO" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "CIZÁCKÁ ZÁKLADNA-{0}" STR_CRASH_SITE_: "MÍSTO HAVÁRIE-{0}" STR_LANDING_SITE_: "MÍSTO PŘISTÁNÍ-{0}" STR_WAY_POINT_: "VYTYČENÝ BOD-{0}" STR_TERROR_SITE: "MÍSTO TERORU-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}dosáhl místa určení:{NEWLINE}{1}" STR_NOW_PATROLLING: "Hlídkuje" STR_ALIEN_ORIGINS: "Původ cizáků" STR_THE_MARTIAN_SOLUTION: "Marťanské řešení" STR_CYDONIA_OR_BUST: "Cydonie nebo zmar" STR_UFOPAEDIA: "UFOpedie" STR_XCOM_CRAFT_ARMAMENT: "STROJE A VÝZBROJ X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "TĚŽKÉ ZBRAŇOVÉ SYSTÉMY" STR_WEAPONS_AND_EQUIPMENT: "ZBRANĚ A VYBAVENÍ" STR_ALIEN_ARTIFACTS: "CIZACKÉ ARTEFAKTY" STR_BASE_FACILITIES: "ZAŘÍZENÍ ZÁKLADNY" STR_ALIEN_LIFE_FORMS: "CIZÁCKÉ FORMY ŽIVOTA" STR_ALIEN_RESEARCH_UC: "CIZÁCKÝ VÝZKUM" STR_UFO_COMPONENTS: "KOMPONENTY UFO" STR_UFOS: "TYPY UFO" STR_SELECT_ITEM: "VYBER POLOŽKU" STR_ACCELERATION: "ZRYCHLENÍ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KAPACITA NÁDRŽE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "NOSIČE ZBRANÍ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ODOLNOST PROTI POŠKOZENÍ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "NÁKLADNÍ PROSTOR>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "MÍSTA PRO T.Z.S.>{ALT}{0}{ALT}" STR_DAMAGE: "Síla" STR_RANGE: "Dostřel" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Přesnost" STR_RE_LOAD_TIME: "Doba znovunabití" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PRŮRAZNÉ" STR_DAMAGE_INCENDIARY: "ZÁPALNÉ" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOZIVNÍ" STR_DAMAGE_LASER_BEAM: "LASEROVÝ PAPRSEK" STR_DAMAGE_PLASMA_BEAM: "PLASMOVÝ PAPRSEK" STR_DAMAGE_STUN: "OMRÁČENÍ" STR_DAMAGE_MELEE: "ZBLÍZKA" STR_DAMAGE_ACID: "KYSELINA" STR_DAMAGE_SMOKE: "KOUŘOVÁ" STR_SHOT_TYPE: "TYP STŘELBY" STR_ACCURACY_UC: "PŘESNOST" STR_TIME_UNIT_COST: "ČASOVÁ NÁROČNOST" STR_DAMAGE_UC: "ÚČINEK" STR_AMMO: "MUNICE" STR_SHOT_TYPE_AUTO: "Automat" STR_SHOT_TYPE_SNAP: "Od boku" STR_SHOT_TYPE_AIMED: "Mířená" STR_CONSTRUCTION_TIME: "Doba výstavby" STR_CONSTRUCTION_COST: "Náklady na výstavbu" STR_MAINTENANCE_COST: "Náklady na údržbu" STR_LOW: "Nízké" STR_MEDIUM: "Střední" STR_HIGH: "Vysoké" STR_CRAFT_WEAPON: "Palubní zbraň" STR_CRAFT_AMMUNITION: "Palubní munice" STR_HEAVY_WEAPONS_PLATFORM: "Těžký zbraňový systém" STR_WEAPON: "Zbraň" STR_AMMUNITION: "Munice" STR_EQUIPMENT: "Vybavení" STR_ALIEN_CORPSE: "Cizácká mrtvola" STR_UFO_COMPONENT: "Komponenta UFO" STR_PERSONAL_ARMOR: "Osobní zbroj" STR_RAW_MATERIALS: "Suroviny" STR_HWP_CANNON_SHELLS: "Patrona do TZS kanónu" STR_ALIEN: "Cizák" STR_SECTOID: "Sektan" STR_SNAKEMAN: "Hadom" STR_ETHEREAL: "Etheral" STR_MUTON: "Muton" STR_FLOATER: "Levit" STR_CELATID: "Celatid" STR_SILACOID: "Silakoid" STR_CHRYSSALID: "Krysklad" STR_ZOMBIE: "Zombie" STR_REAPER: "Párák" STR_SECTOPOD: "Sektopod" STR_CYBERDISC: "Kyberdisk" STR_LIVE_COMMANDER: "Velitel" STR_LIVE_LEADER: "Vůdce" STR_LIVE_ENGINEER: "Inženýr" STR_LIVE_MEDIC: "Medik" STR_LIVE_NAVIGATOR: "Navigátor" STR_LIVE_SOLDIER: "Voják" STR_LIVE_TERRORIST: "Terorista" STR_FLOATER_SOLDIER: "Levit voják" STR_FLOATER_NAVIGATOR: "Levit navigátor" STR_FLOATER_MEDIC: "Levit medik" STR_FLOATER_ENGINEER: "Levit inženýr" STR_FLOATER_LEADER: "Levit vůdce" STR_FLOATER_COMMANDER: "Levit velitel" STR_SECTOID_SOLDIER: "Sektan voják" STR_SECTOID_NAVIGATOR: "Sektan navigátor" STR_SECTOID_MEDIC: "Sektan medik" STR_SECTOID_ENGINEER: "Sektan inženýr" STR_SECTOID_LEADER: "Sektan vůdce" STR_SECTOID_COMMANDER: "Sektan velitel" STR_SNAKEMAN_SOLDIER: "Hadom voják" STR_SNAKEMAN_NAVIGATOR: "Hadom navigátor" STR_SNAKEMAN_ENGINEER: "Hadom Inženýr" STR_SNAKEMAN_LEADER: "Hadom vůdce" STR_SNAKEMAN_COMMANDER: "Hadom velitel" STR_MUTON_SOLDIER: "Muton voják" STR_MUTON_NAVIGATOR: "Muton navigátor" STR_MUTON_ENGINEER: "Muton inženýr" STR_ETHEREAL_SOLDIER: "Etheral voják" STR_ETHEREAL_LEADER: "Etheral vůdce" STR_ETHEREAL_COMMANDER: "Etheral velitel" STR_CYBERDISC_TERRORIST: "Kyberdisk terorista" STR_REAPER_TERRORIST: "Párák terorista" STR_CHRYSSALID_TERRORIST: "Krysklad terorista" STR_CELATID_TERRORIST: "Celatid terorista" STR_SILACOID_TERRORIST: "Silacoid terorista" STR_SECTOPOD_TERRORIST: "Sektopod terorista" STR_UFO_POWER_SOURCE: "Zdroj energie UFO" STR_UFO_NAVIGATION: "Navigace UFO" STR_UFO_CONSTRUCTION: "Konstrukce UFO" STR_ALIEN_FOOD: "Cizácká potrava" STR_ALIEN_REPRODUCTION: "Cizacké rozmnožování" STR_ALIEN_ENTERTAINMENT: "Cizacká zábava" STR_ALIEN_SURGERY: "Cizácká chirurgie" STR_EXAMINATION_ROOM: "Výzkumná místnost" STR_ALIEN_ALLOYS: "Cizácké slitiny" STR_ALIEN_HABITAT: "Cizácké prostředí" STR_POWER_SUIT: "Energetický skafandr" STR_FLYING_SUIT: "Létající skafandr" STR_HWP_ROCKETS: "Rakety do TZS" STR_HWP_FUSION_BOMB: "Fúzní bomby do TZS" STR_LASER_WEAPONS: "Laserové zbraně" STR_NEW_FIGHTER_CRAFT: "Nový stíhací stroj" STR_NEW_FIGHTER_TRANSPORTER: "Nový stíhací transportér" STR_ULTIMATE_CRAFT: "Dokonalý stroj" STR_LASER_PISTOL: "Laserová pistole" STR_LASER_RIFLE: "Laserová puška" STR_HEAVY_LASER: "Težký laser" STR_LASER_CANNON: "Laserové dělo" STR_PLASMA_CANNON: "Plasmové dělo" STR_FUSION_MISSILE: "Fúzní střela" STR_LASER_DEFENSE: "Laserová obrana" STR_PLASMA_DEFENSE: "Plasmová obrana" STR_FUSION_DEFENSE: "Fúzní obrana" STR_GRAV_SHIELD: "Gravitační štít" STR_MIND_SHIELD: "Myšlenkový štít" STR_PSI_LAB: "Psi-laboratoř" STR_MOTION_SCANNER: "Detektor pohybu" STR_MEDI_KIT: "Medkit" STR_TANK_CANNON: "Tank s dělem" STR_TANK_ROCKET_LAUNCHER: "Tank s raketometem" STR_TANK_LASER_CANNON: "Tank s laserovým dělem" STR_HOVERTANK_PLASMA: "Vznášedlo s plasmou" STR_HOVERTANK_LAUNCHER: "Vznášedlo s odpalovačem" STR_STINGRAY_LAUNCHER: "Odpalovač střel Žihadlo" STR_AVALANCHE_LAUNCHER: "Odpalovač střel Lavina" STR_CANNON: "Kanón" STR_FUSION_BALL_LAUNCHER: "Odpalovač fúzních koulí" STR_PLASMA_BEAM: "Plasmový paprsek" STR_STINGRAY_MISSILES: "Rakety Žihadlo" STR_AVALANCHE_MISSILES: "Rakety Lavina" STR_CANNON_ROUNDS_X50: "Střely do kanónu(x50)" STR_FUSION_BALL: "Fúzní koule " STR_SOLDIER: "Voják" STR_SCIENTIST: "Vědec" STR_ENGINEER: "Inženýr" STR_NORTH_AMERICA: "Severní Amerika" STR_ARCTIC: "Arktida" STR_ANTARCTICA: "Antarktida" STR_SOUTH_AMERICA: "Jižní Amerika" STR_EUROPE: "Evropa" STR_NORTH_AFRICA: "Severní Afrika" STR_SOUTHERN_AFRICA: "Jižní Afrika" STR_CENTRAL_ASIA: "Střední Asie" STR_SOUTH_EAST_ASIA: "Jihovýchodní Asie" STR_SIBERIA: "Sibiř" STR_AUSTRALASIA: "Australásie" STR_PACIFIC: "Pacifik" STR_NORTH_ATLANTIC: "Severní Atlantik" STR_SOUTH_ATLANTIC: "Jižní Atlantik" STR_INDIAN_OCEAN: "Indický ocean" STR_ALIEN_RESEARCH: "Cizácký výzkum" STR_ALIEN_HARVEST: "Cizácké žně" STR_ALIEN_ABDUCTION: "Cizácké únosy" STR_ALIEN_INFILTRATION: "Cizácká infiltrace" STR_ALIEN_BASE: "Cizacká základna" STR_ALIEN_TERROR: "Cizácký teror" STR_ALIEN_RETALIATION: "Cizácká odplata" STR_ALIEN_SUPPLY: "Cizácké zásobování" STR_MAXIMUM_SPEED: "Maximální rychlost" STR_HYPER_WAVE_DECODER_UC: "DEKODÉR HYPER VLN" STR_SKYRANGER: "ZÁŠKODNÍK" STR_LIGHTNING: "BLESK" STR_AVENGER: "MSTITEL" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "BOUŘE" STR_UFO: "UFO" STR_STINGRAY: "ŽIHADLO" STR_AVALANCHE: "LAVINA" STR_CANNON_UC: "KANÓN" STR_FUSION_BALL_UC: "FÚZNÍ KOULE" STR_LASER_CANNON_UC: "LASEROVÉ DĚLO" STR_PLASMA_BEAM_UC: "PLASMOVÝ PAPRSEK" STR_DAMAGE_CAPACITY: "Odolnost proti poškození" STR_WEAPON_POWER: "Účinek zbraní" STR_WEAPON_RANGE: "Dostřel" STR_ACCESS_LIFT: "Přístupový výtah" STR_LABORATORY: "Laboratoř" STR_WORKSHOP: "Dílna" STR_SMALL_RADAR_SYSTEM: "Malý radarový systém" STR_LARGE_RADAR_SYSTEM: "Velký radarový systém" STR_MISSILE_DEFENSES: "Raketová obrana" STR_GENERAL_STORES: "Sklady" STR_ALIEN_CONTAINMENT: "Cizacká cela" STR_LASER_DEFENSES: "Laserová obrana" STR_PLASMA_DEFENSES: "Plazmová obrana" STR_FUSION_BALL_DEFENSES: "Fúzní obrana" STR_PSIONIC_LABORATORY: "Psionická Laboratoř" STR_HYPER_WAVE_DECODER: "Dekodér hyper vln" STR_HANGAR: "Hangár" STR_USA: "USA" STR_RUSSIA: "RUSKO" STR_UK: "BRITÁNIE" STR_FRANCE: "FRANCIE" STR_GERMANY: "NĚMECKO" STR_ITALY: "ITÁLIE" STR_SPAIN: "ŠPANĚLSKO" STR_CHINA: "ČÍNA" STR_JAPAN: "JAPONSKO" STR_INDIA: "INDIE" STR_BRAZIL: "BRAZÍLIE" STR_AUSTRALIA: "AUSTRÁLIE" STR_NIGERIA: "NIGÉRIE" STR_SOUTH_AFRICA: "JIŽNÍ AFRIKA" STR_EGYPT: "EGYPT" STR_CANADA: "KANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civilista" STR_JAN: "Led" STR_FEB: "Úno" STR_MAR: "Bře" STR_APR: "Dub" STR_MAY: "Kvě" STR_JUN: "Čvn" STR_JUL: "Čvc" STR_AUG: "Srp" STR_SEP: "Zář" STR_OCT: "Říj" STR_NOV: "Lis" STR_DEC: "Pro" STR_INTERNATIONAL_RELATIONS: "Mezinárodní vztahy" STR_COUNTRY: "Stát" STR_FUNDING: "Financování" STR_CHANGE: "Změna" STR_WEAPON_SYSTEMS: "ZBRAŇOVÉ SYSTÉMY" STR_HWPS: "TZS" STR_DAMAGE_UC_: "POŠKOZENÍ>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Přístupový výtah umožňuje transportovat vybavení a zaměstnance dovnitř či ven z podzemní základny. Je to vždy prvni zařízení, které je v nové základně postaveno. Oblast výtahu je jeden z přístupových bodů pro cizácký výsadek." STR_LIVING_QUARTERS_UFOPEDIA: "Každý obytný blok poskytuje ubytování až pro 50 osob. Mimo míst ke spánku disponuje také vybavením pro volný čas a stravovaní." STR_LABORATORY_UFOPEDIA: "V jedné laboratoři může pracovat až 50 vědců. Laboratoře jsou vybaveny nejmodernějšími technologiemi pro výzkům materiálů, biochemie a kosmologie. Je vám poskytnut privilegovaný přístup do nejlepších výzkumných laboratoří světa, včetně vojenských." STR_WORKSHOP_UFOPEDIA: "Dílna obsahuje veškeré zařízení nutné k výrobě vybavení podle plánů vytvořených ve vědeckých laboratořích. V dílně může pracovat až 50 inženýrů. Je nutné počítat s tím, že vyráběné předměty rovněž zabírají nějaké místo." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Malý detekční systém disponuje radarem o efektivním dosahu 300 namořních mil, je spojen se satelitními systémy pro pozemní vyhledávání. Každý systém ma 10% šanci detekovat objekt průměrné velikosti každých 30 minut." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Velký detekční systém disponuje radarem o efektivním dosahu 450 namořních mil, který je spojen se satelitními systémy pro pozemní vyhledávání. Každý systém má 20% šanci detekovat objekt průměrné velikosti každých 30 minut." STR_MISSILE_DEFENSES_UFOPEDIA: "Raketová obrana poskytuje částečnou ochranu před nepřátelským výsadkem, který by se pokusil přistát v blízkosti základny." STR_GENERAL_STORES_UFOPEDIA: "Veškeré vybavení, zbraňové systémy, munice, posbíraný materiál a těžká zbraňová technika jsou umístěny ve skladech, včetně vybavení přiřazeného k letounům v hangárech." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Aby bylo možné živé cizáky udržet při životě, je potřeba je umístit do speciálního prostředí. V této cele je možné v oddělených kójích zadržovat až 10 cizáckých forem života." STR_LASER_DEFENSES_UFOPEDIA: "Laserová obrana poskytuje dobrou ochranu před cizáckým výsadkem." STR_PLASMA_DEFENSES_UFOPEDIA: "Plazmová obrana poskytuje výkonnou a efektivní ochranu před cizáckým výsadkem." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fúzní střely poskytují nejefektivnější možnou obranu před cizackými výsadky. Tyto střely vytvářejí implozi antihmoty, která ničí vše v dosahu." STR_GRAV_SHIELD_UFOPEDIA: "Gravitační štít znesnadňuje přistání cizáckého stroje a následný útok na základnu natolik, že veškeré obranné systemy mohou vystřelit dvakrát." STR_MIND_SHIELD_UFOPEDIA: "Detekce lidské přítomnosti cizáckými loděmi je založena na mozkových vlnách. Proto je nejefektivnějším opatřením odstínit mozkové vlny ze základny. Toto zařízení výrazně sníži šanci cizácké lodě odhalit základnu." STR_PSIONIC_LABORATORY_UFOPEDIA: "Psionická laboratoř umožňuje odhalit psionické nadání jakéhokoliv vojáka v základně a poskytnout mu nutný výcvik pro využití jeho psionických dovedností. Každá laboratoř může najednou cvičit až 10 vojáků. Výcvik je rozvržen vždy na konci měsíce. Bojové využití psioniky umožňuje zařízení Psi-amp." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Cizácká komunikace využívá hyper-dimenzionální vlny, které se šíří prakticky okamžitě. Zařízení dekodéru zachytává vysílání UFO a dekóduje informace. Tak lze odhalit typ UFO, cizáckou rasu a typ aktivity." STR_HANGAR_UFOPEDIA: "V každém hangáru muže být umístěn jeden stroj. Je v něm umístěno též vybavení pro udržbu, tankovaní a opravu stroje. Každý stroj umístněný na základně musí mít svůj vlastní hangár, který nemůže být současně využíván jiným strojem, a to ani tehdy, je-li přiřazený stroj právě na misi mimo základnu." STR_PISTOL_UFOPEDIA: "Standardní pistole X-Com je vysoce výkonná, poloautomatická zbraň, se zásobníkem na 12 nábojů." STR_RIFLE_UFOPEDIA: "Tato vysoce přesná odstřelovací puška má laserový zameřovač a zasobník na 20 nábojů ráže 6.7mm." STR_HEAVY_CANNON_UFOPEDIA: "Težký kanón(TK) je ničivou, avšak těžkopádnou zbraní. Umožnuje střílet třemi typy munice - průbojnou, zápalnou a explozivní." STR_AUTO_CANNON_UFOPEDIA: "Gatling (GT) kombinuje všestrannost a sílu těžkého kanónu s rychlejší kadencí." STR_ROCKET_LAUNCHER_UFOPEDIA: "Ruční raketomet je laserem naváděný systém, schopný odpalovat tři různé typy raket." STR_LASER_PISTOL_UFOPEDIA: "Laserová pistole je efektivní implementací nové technologie. Kombinuje výhody pistole s rychlejší a přesnější střelbou." STR_LASER_RIFLE_UFOPEDIA: "Laserová puška je silnější a přesnější verzí předešlého návrhu pistole." STR_HEAVY_LASER_UFOPEDIA: "Težký laser je těžkopádný, ale extrémně efektivní." STR_GRENADE_UFOPEDIA: "Tento standardní granát má přesný časovač pro precizní načasování výbuchu." STR_SMOKE_GRENADE_UFOPEDIA: "Kouřové granáty jsou vhodné pro krytí v otevřeném terénu. Je třeba ale počítat s tím, že poskytují krytí oběma stranám. " STR_PROXIMITY_GRENADE_UFOPEDIA: "Miny mohou být vrženy stejně jako běžný granát, ale po dopadu jsou aktivovány blízkým pohybem. Pro správné použití těchto zařízení je nutný dostatek dovednosti a opatrnosti." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Tato výbušnina je určena pro demoliční účely. Obsluha se musí zdržovat v dostatečné vzdálenosti od demolovaných objektů." STR_MOTION_SCANNER_UFOPEDIA: "Toto sofistikované zařízení používá rozmanitých detektorů a počítačových algoritmů k identifikaci pohybujících se nepřátelských jednotek. Nicméně k efektivnímu využití je třeba určité praxe. Na taktické obrazovce klikněte na ikonu skaneru pohybu. Z menu vyberte 'Použít skaner'. Displej skaneru zobrazuje ve středu šipku, která určike natočení vojáka (nahoře je sever). Blikající tečky značí jednotky, které se nedávno pohnuly. Velké nebo rychle se pohybující jednotky jsou znázorněny většími tečkami. Statické jednotky nejsou detekovány." STR_MEDI_KIT_UFOPEDIA: "Medkit kombinuje léčivé prostředky s analgetiky a stimulanty. Pro správné použití medkitu je nutné být natočen k ošetřovanému vojákovi. Je-li voják ochromen, je nutné stát nad jeho tělem. Klikněte na ikonu medkitu a zvolte v menu položku 'použít medkit'.{NEWLINE}UZDRAVIT> Červené části těla utrpěly smrtelná zranění. Klikněte na zraněnou část těla, pak na tlačítko 'Léčba'. To vyléčí cíli jedno ze smrtelných zranění a obnoví část zdraví.{NEWLINE}STIMULOVAT> Obnoví energii a probere vojáka z bezvědomí (omráčení). Aby bylo možné probrat vojáka z bezvědomí, je nutné stát přesně nad jeho tělem.{NEWLINE}UTIŠIT> Obnoví morálku zraněného vojáka až na hranici ekvivalentní ztraceného zdraví." STR_PSI_AMP_UFOPEDIA: "Psi-amp mohou používat pouze vojáci kteří prošli psionickým výcvikem. Během boje klikněte na Psi-amp, vyberte typ útoku a pak vyberte cíl pomocí kurzoru. K dispozici jsou dva typy psionických útoků:{NEWLINE}ZPANIKAŘIT> Je-li útok úspěšný, morálka cíle klesne a může způsobit že zpanikaří.{NEWLINE}OVLÁDNUTÍ MYSLI> Je-li toto úspěšné, okamžitě získáváte kontrolu nad cílem, jakoby to byla jedna z vaších jednotek. Tento typ útoku je náročnější." STR_STUN_ROD_UFOPEDIA: "Toto zařízení může být použito pouze v boji zblízka. Ochromí, ale nezabije, nepřítele silným elektrickým výbojem." STR_MIND_PROBE_UFOPEDIA: "Čtečka mysli je cizácké komunikační zařízení, používané ke čtení informací přímo z mozku. Jednotky X-Com mohou použít toto zařízení v boji k získání charakteristiky cizáka. Klikněte na čtečku mysli, poté na volbu \"Použít čtečku mysli\". Pak umístěte kurzor na cizáka a znovu klikněte." STR_PLASMA_PISTOL_UFOPEDIA: "Plazmové pistole jsou smrtící cizácké zbraně, založené na částicích akcelerovaných v dočasném antigravitačním poli." STR_PLASMA_RIFLE_UFOPEDIA: "Tato zkázonosná zbraň je založena na částicích akcelerovaných v dočasném antigravitačním poli." STR_HEAVY_PLASMA_UFOPEDIA: "Tato ničivá zbraň je založená na akcelerování částic v dočasném antigravitačním poli." STR_BLASTER_LAUNCHER_UFOPEDIA: "Jde o odpalovač cizáckých naváděných střel, střílející výkonné \"ďábelské bomby\". Vystřelíte-li z této zbraně, budete moci určit body trajektorie střely. Po naplánování trajektorie klikněte na speciální odpalovací ikonu." STR_SMALL_LAUNCHER_UFOPEDIA: "Malý odpalovač, střílející ochromující bomby. Velmi užitečné pro zajímání živých cizáků." STR_ALIEN_GRENADE_UFOPEDIA: "Toto zařízení funguje stejně jako pozemský granát - pouze je výkonnější." STR_SMALL_SCOUT: "Malý zvěd" STR_MEDIUM_SCOUT: "Střední zvěd" STR_LARGE_SCOUT: "Velký zvěd" STR_HARVESTER: "Kombajn" STR_ABDUCTOR: "Uchvatitel" STR_TERROR_SHIP: "Teroristická loď" STR_BATTLESHIP: "Bitevní loď" STR_SUPPLY_SHIP: "Zásobovací loď" STR_RATING: "HODNOCENÍ> {0}" STR_RATING_TERRIBLE: "OTŘESNÉ!" STR_RATING_POOR: "UBOHÉ!" STR_RATING_OK: "OK" STR_RATING_GOOD: "DOBRÉ!" STR_RATING_EXCELLENT: "VÝBORNÉ!" STR_SCORE: "SKÓRE" STR_XCOM_PROJECT_MONTHLY_REPORT: "MĚSÍČNÍ HLÁŠENÍ PROJEKTU X-COM" STR_MONTH: "Měsíc> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rada členských států je celkem spokojena s vaším pokrokem." STR_COUNCIL_IS_VERY_PLEASED: "Rada členských států je velmi potěšena vaším výborným dosavadním pokrokem. Pokračujte v kvalitní práci." STR_COUNCIL_IS_DISSATISFIED: "Rada členských států je nespokojena s vaším výkonem. Pokud nezvýšíte efektivitu v boji s cizáckou hrozbou, bude projekt X-Com ukončen." STR_YOU_HAVE_NOT_SUCCEEDED: "Neuspěl jste v boji s cizáckou invazí a rada členských států se neodvolatelně rozhodla ukončit projekt X-Com. Každý stát se vypořádá s problémem dle svého mínění. Můžeme pouze doufat, že s těmito zjevně nepřátelskými silami nalezneme nějaký modus vivendi a že obyvatelstvo přistoupí na podmínky cizáckých návštěvníků." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} obzvlášť vyjadřuje spokojenost s vaší schopností se vypořádat s lokálním ohrožením a zvyšuje své příspěvky." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} jsou obzvláště spokojeni s vaším pokrokem s lokální invazí a souhlasí se zvýšením financování." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} a {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} projevuje nespokojenost s vaší schopností poradit si s aktivitou cizaků na jejich území a proto snížuje své finanční příspěvky." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} nejsou spokojeni s vaší schopností poradit si s aktivitou cizaků na jejich územích a proto se rozhodli snížit své finanční příspěvky." STR_KNOTS: "{0} uzlů" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0}: Byla podepsána tajná dohoda s neznámymi cizáckými silami a od projektu X-Com bylo odstoupeno." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0}: Byly podepsány tajné dohody s neznámymi cizáckými silami a z projektu X-Com bylo odstoupeno." STR_MONTHLY_RATING: "Měsíční hodnocení> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Změna financování> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Společenství financujících národů není spokojeno s vaší finanční situací. Musíte své dluhy zredukovat pod $1 million dolarů, jinak bude projekt ukončen." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "VYSÍLÁNÍ NA HYPER VLNÁCH JE DEKÓDOVÁNO" STR_CRAFT_TYPE: "TYP STROJE" STR_RACE: "RASA" STR_MISSION: "MISE" STR_ZONE: "ZÓNA" STR_ALLOCATE_RESEARCH: "Přidělit výzkum" STR_ALLOCATE_MANUFACTURE: "Naplánovat výrobu" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montréal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brazílie" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londýn" STR_PARIS: "Paříž" STR_BERLIN: "Berlín" STR_MOSCOW: "Moskva" STR_ROME: "Řím" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapešť" STR_LAGOS: "Lagos" STR_CAIRO: "Káhira" STR_CASABLANCA: "Casablanka" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapské město" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Dillí" STR_KARACHI: "Karáčí" STR_BAGHDAD: "Bagdád" STR_TEHRAN: "Teherán" STR_BOMBAY: "Bombaj" STR_CALCUTTA: "Kalkata" STR_TOKYO: "Tokio" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Soul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Šangaj" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psionický výcvik" STR_PSIONIC_TRAINING: "PSIONICKÝ VÝCVIK" STR_REMAINING_PSI_LAB_CAPACITY: "Volné místo v psionické laboratoři> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionická{NEWLINE}síla" STR_PSIONIC_SKILL_IMPROVEMENT: "Psion. dovednost{NEWLINE}/zlepšení" STR_PSI_AMP: "Psi-amp" STR_IN_TRAINING: "Má{NEWLINE}trénovat?" STR_TARGETTED_BY: "ZACÍLENO:" STR_WEAPONS_CREW_HWPS: "ZBRANĚ/{NEWLINE}POSÁDKA/TZS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "má málo paliva,{NEWLINE}navrací se na základnu" STR_SOLDIER_LIST: "Seznam vojáků" STR_RANK_: "HODNOST> {ALT}{0}" STR_MISSIONS: "MISÍ> {ALT}{0}" STR_KILLS: "ZABITÍ> {ALT}{0}" STR_WOUND_RECOVERY: "UZDRAVENÍ ZRANĚNÍ> {ALT}{0}" STR_TIME_UNITS: "ČASOVÝCH JEDNOTEK" STR_STAMINA: "ENERGIE" STR_HEALTH: "ZDRAVÍ" STR_BRAVERY: "ODVAHA" STR_REACTIONS: "REAKCE" STR_FIRING_ACCURACY: "PŘESNOST STŘELBY" STR_THROWING_ACCURACY: "PŘESNOST HODU" STR_STRENGTH: "SÍLA" STR_PSIONIC_STRENGTH: "PSIONICKÁ SÍLA" STR_PSIONIC_SKILL: "PSIONICKÁ DOVEDNOST " STR_NEW_RANK: "NOVÁ HODNOST" STR_PROMOTIONS: "Povýšení" STR_SOLDIERS_UC: "VOJÁCI" STR_TANK_CANNON_UFOPEDIA: "Automatizovaná těžká technika je navržena pro podporu vojáků X-Com. Kombinace těžkých zbraní a silného pancéřování činí tyto jednotky cennými pomocníky pro boj v otevřeném terénu. Ujistěte se jen, že máte ve skladech dostatek dělových nábojů pro plné znovuvyzbrojení tanků. Tanky jsou vyzbrojovány automaticky, jakmile je přidělíte k jednotce." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Tato automatizovaná těžká technika je vyzbrojena výkonnými raketami s ničivým účinkem proti jakémukoliv cizáckému cíli. Je ale nutné zajistit dostatečnou zásobu příslušných raket ve vašich skladech." STR_TANK_LASER_CANNON_UFOPEDIA: "Laserové zbraně jsou výtečným vylepšením TZS. Kombinují vysoký účinek střelby s neomezenou municí." STR_HOVERTANK_PLASMA_UFOPEDIA: "Cizacké technologie vdechly nový život těžkým zbraňovým systémům. Zvýšená manévrovatelnost díky anti-gravitaci a síla plasmových svazků, jsou vskutku smrtelnou kombinací." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Tento anti-gravitační tank je vyzbrojen odpalovačem extrémně ničivých fúzních koulí. Používejte je s velkou opatrností. Pro tento TZS je nutné vyrobit fúzní koule. Fúzní koule je inteligentně naváděná zbraň. Vytyčte body trajektorie střely a poté klikněte na ikonu odpálení." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Toto kompaktní zařizení slouží jako zasobník pro plazmový kulomet. Obsahuje malé množství Eleria." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Tento malý předmět slouží jako zdroj energie pro plazmovou pušku - středně výkonnou cizáckou zbraň. Obsahuje malé množství Eleria." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Zdroj energie pro malou cizáckou pistoli. Obsahuje Elerium - zdroj veškeré cizácké energie." STR_STUN_BOMB_UFOPEDIA: "Ochromující bomba je používána cizáky k zajímání živých lidských exemplařů, nic ale nevylučuje její použití proti většině cizáckých ras. Je vystřelována z Malého odpalovače." STR_ALIEN_RESEARCH_UFOPEDIA: "Cizácká výzkumná mise shromažďuje základní data o Zemi a jejich obyvatelích. Jsou používány především malá plavidla, která občas přistávají na opuštěných místech. Tento typ cizácké aktivity představuje pro X-Com nejmenší nebezpečí a je mu věnováná malá pozornost ze strany vlád i veřejnosti." STR_ALIEN_HARVEST_UFOPEDIA: "Cizáci mají pro pozemskou faunu mnoho využití. Zvířata jsou tajně unášena, a poté nacházena s chybějícími orgány. Znetvoření skotu jsou hlášena především v oblastech, kde jsou často hlášeny i pozorování UFO. Tento druh cizácké aktivity způsobuje u vlád a veřejnosti velké obavy a znepokojení. Odehrává se především v zemědělské krajině. Teorie o 'cizácké sklizni' naznačuje, že cizáci původně 'osili' naši planetu svou florou a faunou a nyní se vrátili, aby svou úrodu sklidili." STR_ALIEN_ABDUCTION_UFOPEDIA: "Toto je nejzákeřnější forma cizácké aktivity. Únosy cizáky jsou hlášeny z mnoha míst, bez ohledu na pokusy cizáků vymazat zážitky z paměti obětí. Unešení hlásí, že byli oběťmi ponižujících fyzických výzkumů, včetně oplodnění cizáckými zárodky a hrůzných genetických experimentů. Účel těchto aktivit se zdá být spojen s genetickými mutacemi a manipulacemi s jejich vlastním cizáckým genetickým materiálem. Tato aktivita způsobuje významný rozruch; odehrává se v obydlených oblastech nebo městech." STR_ALIEN_INFILTRATION_UFOPEDIA: "Pozemnské vlády mohou být infiltrovány cizáckými agenty s lidským vzhledem. To může vést k oficiálním jednáním mezi cizáky a vládami na nejvyšší úrovni. Vyvrcholení této aktivity je charakterizováno intenzivní činnosti UFO v blízkosti velkých měst. Cizáci se pokusí uzavřít s pozemní vládou smlouvu, ve které nabídnou své znalosti a vyspělé technologie. Vláda na oplátku povolí cizákům provozovat nerušeně jejich činnost. Tyto cizácké mise představují pro X-Com největší nebezpečí. Pokud vláda podepíše pakt, ukončí financování projektu." STR_ALIEN_BASE_UFOPEDIA: "Cizáci staví tajné podzemní základny na odlehlých místech. Po několika počátečních průzkumných letech dojde v důsledku budování základny k intenzivní aktivitě UFO. Je známo, že tyto základny obsahují experimentální laboratoře pro unesené lidi a zásoby pro další aktivitu v oblasti. Přítomnost cizácké základny zvyšuje cizáckou aktivitu v oblasti, aniž by byly hlášeny výskyty UFO. Aby bylo možné zjistit polohu základny, musí stroj X-Com střežit oblast po dobu několika hodin." STR_ALIEN_TERROR_UFOPEDIA: "Když cizáci terorizují město, vysazují zvláštní jednotky s hrůznými schopnostmi. Civilisté jsou v přímém ohrožení a vlády jsou přinuceny evakuovat celé oblasti. Hlavní smyslem těchto útoků je však způsobit hysterii a přimět tak vlády omezit podporu projektu X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Jsou-li stíhače X-Com zvláště úspěšné v sestřelování UFO, mohou cizáci zahájit odvetnou akci. To může vést až k přímému útoku na základnu X-Com. Nicméně cizáci musí nejprve základnu najít. Pokud jsou UFO úspěšně odrážena, je toto nebezpečí malé." STR_ALIEN_SUPPLY_UFOPEDIA: "Jakmile je cizácká základna postavena, je pravidelně zásobována specializovanými zásobovacími plavidly. Je-li detekováno přistání některé z těchto lodí, je téměř jisté, že se v blízkosti nachází cizácká základna." STR_SMALL_SCOUT_UFOPEDIA: "Tento maličký stroj je primárně užíván k průzkumným a výzkumným účelům. Obvykle je používán jako předvoj před většími loděmi." STR_MEDIUM_SCOUT_UFOPEDIA: "Středně velká průzkumná loď nepředstavuje pro pozemské sily významné nebezpečí. Obvykle je používán jako předvoj před většími loděmi." STR_LARGE_SCOUT_UFOPEDIA: "Největší cizácká průzkumná loď je používána pro všechny typy cizackých misí." STR_HARVESTER_UFOPEDIA: "Kombajn má na spodní straně padací dveře a je vybaven výtahem pro vyzdvihování dobytka nebo jiných zvířat. Laserové skalpely se používají pro získání požadovaného materiálu a mršina je vyhozena zpět na zem. Na lodi lze též nalézt skladovací kontejnery pro získaný materiál. " STR_ABDUCTOR_UFOPEDIA: "Tato loď je vybavena výzkumnou místností pro provádění hrůzných experimentů na lidských jedincích. Oběť je úplně paralyzována telepatickými silami, ale zůstává při vědomí dokonce i na operačním stole." STR_TERROR_SHIP_UFOPEDIA: "Teroristická loď je vybavena kontejnery pro velké cizácké teroristické zbraně nebo kreatury. Používá se k jejich transportu do osídlených oblastí." STR_BATTLESHIP_UFOPEDIA: "Bitevní loď je největším a nejsilnějším cizáckým strojem. Je obvykle hlavní lodí cizáckých misí; je vybavena ničivými zbraněmi a početnou posádkou." STR_SUPPLY_SHIP_UFOPEDIA: "Zásobovací loď je používána během konstruování cizáckých základen nebo pro zásobování základen již existujících. Přepravuje kontejnery s cizáckou potravou a reprodukční komory." STR_DISMANTLE: "Odstranit:" STR_FACILITY_IN_USE: "ZAŘÍZENÍ JE POUŽÍVÁNO" STR_CANNOT_DISMANTLE_FACILITY: "ZAŘÍZENÍ NELZE ODSTRANIT!{SMALLLINE}Každé zařízení v základně musí mít spojení s přístupovým výtahem." STR_TRANSFER_ITEMS_TO: "Přesun položek do {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "CHYBÍ CELA PRO CIZÁKY!{SMALLLINE}Živí cizáci potřebují pro své přežití speciální celu." STR_AMOUNT_AT_DESTINATION: "MNOŽTVÍ{NEWLINE}V CÍLI" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Cizák zemřel, neboť není k dispozici cizácká cela" STR_NO_FREE_ACCOMODATION_CREW: "OBYTNÝ PROSTOR JE PLNÝ!{SMALLLINE}Cílová základna nemá dostatek místa v obytných buňkách pro posádku stroje." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NEDOSTATEK MÍSTA! {SMALLLINE} Cílová základna nemá dostatek místa pro vybavení přiděleného stroje." STR_ITEMS_ARRIVING: "Dodané předměty" STR_DESTINATION_UC: "CÍL" STR_PISTOL: "Pistole" STR_PISTOL_CLIP: "Zásobník pistole" STR_RIFLE: "Puška" STR_RIFLE_CLIP: "Zásobník pušky" STR_HEAVY_CANNON: "Těžký kanón" STR_HC_AP_AMMO: "TK-průbojné" STR_HC_HE_AMMO: "TK-explozivní" STR_HC_I_AMMO: "TK-zápalné" STR_AUTO_CANNON: "Gatling" STR_AC_AP_AMMO: "GT-průbojné" STR_AC_HE_AMMO: "GT-explozivní" STR_AC_I_AMMO: "GT-zápalné" STR_ROCKET_LAUNCHER: "Ruční raketomet" STR_SMALL_ROCKET: "Malá raketa" STR_LARGE_ROCKET: "Velká raketa" STR_INCENDIARY_ROCKET: "Zápalná raketa" STR_GRENADE: "Granát" STR_SMOKE_GRENADE: "Kouřový granát" STR_PROXIMITY_GRENADE: "Mina" STR_HIGH_EXPLOSIVE: "Silná výbušnina" STR_STUN_ROD: "Elektrický obušek" STR_HEAVY_PLASMA: "Plazmový kulomet" STR_HEAVY_PLASMA_CLIP: "Zásobník plazm. kulometu" STR_PLASMA_RIFLE: "Plazmová puška" STR_PLASMA_RIFLE_CLIP: "Zásobník plazmové pušky" STR_PLASMA_PISTOL: "Plazmová pistole" STR_PLASMA_PISTOL_CLIP: "Zásobník plazmové pistole" STR_BLASTER_LAUNCHER: "Ďábelský odpalovač" STR_BLASTER_BOMB: "Ďábelská bomba" STR_SMALL_LAUNCHER: "Malý odpalovač" STR_STUN_BOMB: "Ochromující bomba" STR_ALIEN_GRENADE: "Cizácký granát" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Čtečka mysli" STR_SECTOID_CORPSE: "Mrtvola sektana" STR_SNAKEMAN_CORPSE: "Mrtvola hadoma" STR_ETHEREAL_CORPSE: "Mrtvola etherala" STR_MUTON_CORPSE: "Mrtvola mutona" STR_FLOATER_CORPSE: "Mrtvola levita" STR_CELATID_CORPSE: "Mrtvola celatida" STR_SILACOID_CORPSE: "Mrtvola silacoida" STR_CHRYSSALID_CORPSE: "Mrtvola krysklada" STR_REAPER_CORPSE: "Mrtvola páráka" STR_SECTOPOD_CORPSE: "Mrtvola sektopoda" STR_CYBERDISC_CORPSE: "Mrtvola kyberdisku" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nedostatek munice pro TZS{SMALLLINE}Pro každý TZS je třeba {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nedostatek vybavení k plnému znovuvybavení jednotky" STR_MARS_CYDONIA_LANDING: "Mars: přistání v Cydonii" STR_MARS_CYDONIA_LANDING_BRIEFING: "Váš Mstitel přistál v oblasti Cydonie na povrchu Marsu. Naše informace ukazují, že jedna z pyramidových konstrukcí obsahuje zelený přístupový výtah do podzemního komplexu. Jakmile shromáždíte všechny své vojáky v oblasti výtahu, klikněte na ikonu 'Zrušit misi'. Budete pokračovat další fází." STR_MARS_THE_FINAL_ASSAULT: "Mars: konečný útok" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Výtah v pyramidě dopravil vaše bitvami protřelé vojáky hluboko pod povrch planety. Ocitli se v srdci rozlehlého komplexu tunelů a místností. Cizácký mozek je ukryt někde v tomto labyrintu. Má-li být Země uchráněna před cizáckou porobou, musí být mozek zničen.{NEWLINE}{NEWLINE}Mnoho štěstí!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Je nutné vyzkoumat{NEWLINE}{0}{NEWLINE}, aby bylo možné vyrobit{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Cizáci zničili nebráněnou základnu {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agenti X-Com lokalizovali cizáckou základnu v oblasti {0}" STR_STANDOFF: "DISTANCE" STR_CAUTIOUS_ATTACK: "OPATRNÝ ÚTOK" STR_STANDARD_ATTACK: "STANDARDNÍ ÚTOK" STR_AGGRESSIVE_ATTACK: "AGRESIVNÍ ÚTOK" STR_DISENGAGING: "ODPOUTÁNÍ" STR_UFO_HIT: "UFO ZASAŽENO!" STR_UFO_CRASH_LANDS: "UFO HAVAROVALO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimalizace pouze na distanční vzdálenosti" STR_UFO_RETURN_FIRE: "UFO OPĚTUJE PALBU" STR_INTERCEPTOR_DAMAGED: ">>> STÍHAČKA POŠKOZENA <<<" STR_INTERCEPTOR_DESTROYED: ">>> STÍHAČKA ZNIČENA <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO UNIKÁ STÍHAČCE!" STR_ALIENS_TERRORISE: "CIZÁCI TERORIZUJÍ" STR_LONG_RANGE_DETECTION: "Detekce velkého dosahu" STR_STORES_UC: "SKLADY" STR_DIFFICULTY_LEVEL: "Úroveň obtížnosti" STR_INTERCEPT: "PRONÁSLEDOVAT" STR_BASES: "ZÁKLADNY" STR_GRAPHS: "GRAFY" STR_UFOPAEDIA_UC: "UFOPEDIE" STR_OPTIONS_UC: "MOŽNOSTI" STR_FUNDING_UC: "FINANCOVÁNÍ" STR_5_SECONDS: "5 sek" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 hod" STR_1_DAY: "1 den" STR_XCOM_PERFORMANCE_ROSTER: "Rozpiska výkonu X-Com" STR_ENTER_NAME: "Vlož jméno" STR_PERFORMANCE_RATING: "Hodnocení výkonu" STR_VICTORY_DATE: "Datum vítězství" STR_ELECTRO_FLARE: "Světlice" STR_ELECTRO_FLARE_UFOPEDIA: "Po dopadu vyzařuje toto kompaktní zařízení jasné světlo. Umožňuje tak osvětlit nepřátelské jednotky v jeho blízkosti během nočních misí." STR_MONTHLY_COSTS: "Měsíční náklady" STR_CRAFT_RENTAL: "Pronájem letadel" STR_SALARIES: "Platy" STR_BASE_MAINTENANCE: "Údržba základny " STR_COST_PER_UNIT: "Cena za jednotku" STR_QUANTITY: "Množství" STR_TOTAL: "Celkem" STR_IN_PSIONIC_TRAINING: "V psionickém výcviku" STR_BLASTER_BOMB_UFOPEDIA: "Toto zařízení je vysoce explozivní střelou s inteligentním naváděcím systémem. Je vystřelována z Ďábelského odpalovače." STR_FRONT_ARMOR: "Přední zbroj" STR_LEFT_ARMOR: "Levá zbroj" STR_RIGHT_ARMOR: "Pravá zbroj" STR_REAR_ARMOR: "Zadní zbroj" STR_UNDER_ARMOR: "Spodní zbroj" STR_ROUNDS: "Nábojů" STR_UNIT: "JEDNOTKA> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORÁLKA" STR_ARMOR_: "ZBROJ> {0}" STR_FRONT_ARMOR_UC: "PŘEDNÍ ZBROJ" STR_LEFT_ARMOR_UC: "LEVÁ ZBROJ" STR_RIGHT_ARMOR_UC: "PRAVÁ ZBROJ" STR_REAR_ARMOR_UC: "ZADNÍ ZBROJ" STR_SKILLS: "DOVEDNOSTI> {0}" STR_LEVEL: "ÚROVEŇ> {0}" STR_HEAD: "HLAVA" STR_TORSO: "TĚLO" STR_RIGHT_ARM: "PRAVÁ PAŽE" STR_LEFT_ARM: "LEVÁ PAŽE" STR_RIGHT_LEG: "PRAVÁ NOHA" STR_LEFT_LEG: "LEVÁ NOHA" STR_PAIN_KILLER: "UTIŠIT" STR_STIMULANT: "STIMULOVAT" STR_HEAL: "UZDRAVIT" STR_TIME_UNITS_SHORT: "ČJ>{ALT}{0}" STR_WEIGHT: "Zátěž>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reak.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Dov.>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Síla>{ALT}{0}" STR_ALIEN_ARTIFACT: "Cizácký artefakt" STR_AMMO_ROUNDS_LEFT: "NÁBOJE:{NEWLINE}ZBÝVÁ{NEWLINE}VÝSTŘELŮ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Utišovač>{ALT}{0}{ALT}{NEWLINE}Stimulant>{ALT}{1}{ALT}{NEWLINE}Léčení>{ALT}{2}" STR_THROW: "Hodit" STR_AUTO_SHOT: "Automat" STR_SNAP_SHOT: "Od boku" STR_AIMED_SHOT: "Zamířit" STR_STUN: "Omráčit" STR_PRIME_GRENADE: "Odjistit granát" STR_USE_SCANNER: "Použít skener" STR_USE_MEDI_KIT: "Použít Medkit" STR_LAUNCH_MISSILE: "Vypustit střelu" STR_ACCURACY_SHORT: "Zás>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nedostatek časových jednotek!" STR_NOT_ENOUGH_ENERGY: "Nedostatek energie!" STR_NO_ROUNDS_LEFT: "Došly náboje!" STR_NO_AMMUNITION_LOADED: "Není nabito!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munice neodpovídá typu zbraně!" STR_WEAPON_IS_ALREADY_LOADED: "Zbraň je již nabitá!" STR_NO_LINE_OF_FIRE: "Překažka v linii střelby!" STR_GRENADE_IS_ACTIVATED: "Granát je odjištěn!" STR_GRENADE_IS_DEACTIVATED: "Granát zajištěn!" STR_THERE_IS_NO_ONE_THERE: "Tam nikdo není!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Nevyzkoumaný cizácký předmět nelze použít!" STR_OUT_OF_RANGE: "Mimo dostřel!" STR_UNABLE_TO_THROW_HERE: "Překážka v trajektorii hodu!" STR_SET_TIMER: "Nastav časovač" STR_HIDDEN_MOVEMENT: "SKRYTÝ POHYB" STR_TURN: "KOLO> {0}" STR_SIDE: "STRANA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pro pokračování stiskni tlačítko" STR_MIND_CONTROL: "Ovládnutí mysli" STR_PANIC_UNIT: "Zpanikařit jednotku" STR_MORALE_ATTACK_SUCCESSFUL: "Podlomení morálky bylo úspěšné" STR_MIND_CONTROL_SUCCESSFUL: "Ovládnutí mysli se zdařilo" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}propadl amoku" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}propadla amoku" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}zpanikařil" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}zpanikařila" STR_XCOM: "X-Com" STR_ALIENS: "Cizáci" STR_RIGHT_HAND: "PRAVÁ RUKA" STR_LEFT_HAND: "LEVÁ RUKA" STR_RIGHT_SHOULDER: "PRAVÉ RAMENO " STR_LEFT_SHOULDER: "LEVÉ RAMENO" STR_BACK_PACK: "TORNA" STR_BELT: "OPASEK" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}je pod cizáckou kontrolou" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}je pod cizáckou kontrolou" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}omdlel" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}omdlela" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}zemřel na smrtelné zranění" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}zemřela na smrtelné zranění" STR_USE_MIND_PROBE: "Použít čtečku mysli" STR_FATAL_WOUNDS: "SMRTELNÁ ZRANĚNÍ" STR_UNDER_ARMOR_UC: "SPODNÍ ZBROJ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Čas vyhrazen pro výstřel od boku" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Čas vyhrazen pro automatickou střelbu" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Čas vyhrazen pro mířenou střelbu" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Časové jednotky rezervované na zakleknutí" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Časové jednotky rezervovány na zakleknutí a střelbu" STR_UNITS_IN_CRAFT: one: "{N} jednotka v letounu X-Com" few: "{N} jednotky v letounu X-Com" many: "{N} jednotek v letounu X-Com" other: "{N} jednotek v X-Com letounu" STR_UNITS_OUTSIDE: one: "{N} jednotka zanechána venku" few: "{N} jednotky zanechány venku" many: "{N} jednotek zanecháno venku" other: "{N} jednotek zanecháno venku" STR_UNITS_IN_ENTRANCE: one: "{N} jednotka ve vchodu" few: "{N} jednotky ve vchodu" many: "{N} jednotek ve vchodu" other: "{N} jednotek ve vchodu" STR_UNITS_IN_EXIT: one: "{N} jednotka v cílovém východu" few: "{N} jednotky v cílovém východu" many: "{N} jednotek v cílovém východu" other: "{N} jednotek v cílovém východu" STR_ABORT_MISSION_QUESTION: "Přerušit misi?" STR_CORPSE: "Mrtvola" STR_UNLOAD_CRAFT: "Vyndat náboje" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}byl zabit" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}byla zabita" STR_HIT_MELEE: "Zásah" STR_GROUND: "ZEMĚ" STR_LIVING_QUARTERS_PLURAL: "Obytné buňky" STR_LIST_ITEM: "POLOŽKA" STR_PERSONAL_ARMOR_UFOPEDIA: "S použitím právě objevených cizáckých slitin tato nová zbroj zvyšuje šance našich vojáků v boji proti mimozemské hrozbě." STR_POWER_SUIT_UFOPEDIA: "Nová výkonná zbroj napájená eleriovým zdrojem energie, která značně zvyšuje rychlost a sílu nositele a poskytuje zatím nejlepší ochranu pro bojové jednotky." STR_FLYING_SUIT_UFOPEDIA: "Vylepšená verze energického skafandru se zabudovanou cizáckou antigravitační navigační technologií umožňující plnou svobodu pohybu po bojovém poli." STR_ALL_ALIENS_KILLED_IN_CRASH: "Všichni cizáci byli zabiti při havárii,{NEWLINE}automatické zajištění zbytků spuštěno" STR_RESET: "Reset" STR_MEMORIAL: "Památník" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "VOJÁKŮ NAVERBOVÁNO>{ALT}{0}" STR_SOLDIERS_LOST_UC: "VOJÁKŮ ZTRACENO>{ALT}{0}" MAP_CULTA: "Farma" MAP_FOREST: "Les" MAP_JUNGLE: "Džungle" MAP_MOUNT: "Hory" MAP_DESERT: "Poušť" MAP_POLAR: "Polární" MAP_URBAN: "Město" MAP_UBASE: "Cizacká základna" MAP_XBASE: "Základna X-Com" MAP_MARS: "Mars" STR_MIXED: "Smíšený" STR_REMOVE_SELECTED: "Odstranit zvolené" STR_LIVE_ALIENS: "Živí{NEWLINE}tvorové" STR_DEAD_ALIENS: "Vyřazení{NEWLINE}tvorové" STR_UNDER_INTERROGATION: "Nyní{NEWLINE}zkoumaní" STR_CONTAINMENT_EXCEEDED: "Překročena kapacita cizáckých cel!{SMALLLINE}nedostatecny prostor v celách{0}. Musíš odstranit přebytečné cizáky z cel (budou zabiti)" STR_MANAGE_CONTAINMENT: "Spravovat cizácké cely" STR_STORAGE_EXCEEDED: "PŘEPLNĚNÉ SKLADY!{SMALLLINE}Nedostatek místa v {0}. Musíš prodat nadbytečné předměty." STR_GO_TO_BASE: "Zobrazit základnu" STR_MELEE_ACCURACY: "PŘESNOST ZBLÍZKA" STR_SELL_PRODUCTION: "PRODAT" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obě ruce musí být prázdné!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nedostatek kusů pro zkopírování šablony" STR_UNLOAD_WEAPON: "Vybít zbraň" STR_ALL_ITEMS: "Všechny věci" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NENÍ POVOLENO VÍCE VYBAVENÍ.{SMALLLINE}Maximálně {N} kus vybavení můžete dát do tohoto stroje." few: "NENÍ POVOLENO VÍCE VYBAVENÍ.{SMALLLINE}Maximálně {N} kusy vybavení můžete dát do tohoto stroje." many: "ŽÁDNÉ DALŠÍ VYBAVENÍ NELZE VZÍT NA PALUBU!{SMALLLINE}Do tohoto stroje můžete vzít maximálně {N} kusů vybavení." other: "ŽÁDNÉ DALŠÍ VYBAVENÍ NELZE VZÍT NA PALUBU!{SMALLLINE}Do tohoto stroje můžete vzít maximálně {N} kusů vybavení." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}ŘÍDÍCÍ CENTRUM ZNIČENO{NEWLINE}Dostaňte se k východu a přerušte misi." STR_XCOM_BASE_CANNOT_BE_BUILT: "Zařízení X-COM nelze stavět pod vodou." STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personál" STR_CRAFT_ARMAMENT: "Letadla a výzbroj" STR_COMPONENTS: "Komponenty" STR_SOLDIERS_RECRUITED: "Vojáků rekrutováno" STR_SOLDIERS_LOST: "Vojáků ztraceno" STR_TOTAL_UFOS: "Detekovaná UFA" STR_TOTAL_ALIEN_BASES: "Cizáckých základen objeveno" STR_PSIONIC_STRENGTH_ABBREVIATION: "PSL" STR_PSIONIC_SKILL_ABBREVIATION: "PDV" FEMALE_CIVILIAN: "Civilistka" MALE_CIVILIAN: "Civilista" CYBERDISC_WEAPON: "Zbraň Kyberdisku" REAPER_WEAPON: "Zbraň Páráka" CHRYSSALID_WEAPON: "Zbraň Krysklada" CELATID_WEAPON: "Zbraň Celatida" SILACOID_WEAPON: "Zbraň Silacoida" SECTOPOD_WEAPON: "Zbraň Sektopoda" ZOMBIE_WEAPON: "Zbraň Zombie" ALIEN_PSI_WEAPON: "Cizácká psionická zbraň" ================================================ FILE: bin/standard/xcom1/Language/da.yml ================================================ da: STR_AVENGER_UFOPEDIA: "TRANSPORT- OG KAMPFLY. DEN ULTIMATIVE REPLIKATION AF RUMVÆSENERNES TEKNOLOGI." STR_INTERCEPTOR_UFOPEDIA: "KAMPFLY MED DUAL PULSDETONATIONSMOTORER OG SPECIELT ELEKTRONISK BESKYTTEDE SYSTEMER. DEN BEDST TILGÆNGELIGE JORDBASERET TEKNOLOGI." STR_LIGHTNING_UFOPEDIA: "TRANSPORT- OG KAMPFLY. EN RÅ MEN EFFEKTIV REPLIKATION AF RUMVÆSENERNES FREMDRIFTSTEKNOLOGI." STR_SKYRANGER_UFOPEDIA: "TROPPETRANSPORT. DEN HURTIGSTE AF SIN SLAGS MED LODRET LET- OG LANDINGSMULIGHEDER (L.L.O.L.)." STR_FIRESTORM_UFOPEDIA: "KAMPFLY. DETTE ENMANDSFLY REPLIKERER DET KLASSISKE TALLERKENFORMEDE DESIGN HOS RUMVÆSENERNE MED EN CENTRAL FREMDRIFTSENHED." STR_STINGRAY_UFOPEDIA: "AVANCERET LUFT TIL LUFT-MISSIL MED SPECIELT BESKYTTET ELEKTRONIK." STR_AVALANCHE_UFOPEDIA: "LUFT TIL LUFT-MISSIL MED NUKLEART SPRÆNGNINGSHOVED, MEN EKSTREMT TUNGT." STR_CANNON_UFOPEDIA: "KANON, MED HØJ KALIBER, SOM SKYDER MED PANSERGENNEMBRYDENDE SKUD, SOM KAN TRÆNGE IGENNEM 40,6 CM STÅL." STR_FUSION_BALL_UFOPEDIA: "DENNE MISSILAFFYRER SKYDER ET KUGLEFORMET MISSIL, SOM FÅR SIN KRAFT FRA EN ANTISTOF-REAKTION. KUGLEN TILINTETGØR MÅLET MED EN TYNGDEKRAFTSIMPLOSION." STR_LASER_CANNON_UFOPEDIA: "DENNE KONVENTIONELLE LASERSTRÅLE FÅR SIN KRAFT FRA ET ANTISTOF-REAKTIONSKAMMER." STR_PLASMA_BEAM_UFOPEDIA: "TYNDGEKRAFTSTRÅLEN SENDER ET PRÆCIST KANALISERENDE FELT AF IMPLODERENDE TYNGDEKRAFT." STR_SECTOID_UFOPEDIA: "Det sektoide hieraki går fra soldater til ledere med kraftfulde psykiske egenskaber. Disse psykiske krafter kan bruges til at demoralisere soldater i kamp, eller overtage deres sind. De er normalt involveret i bortførsel af mennesker og mishandling af køer. Disse bortførelser bruges til at udvinde genmateriale, som bruges til at avle på tværs af arterne og udvikle kloner til infiltration af menneskesamfundet. Køerne giver både næring og genmateriale. Denne race vil formodentligt gerne udvikle højere gen-hybrider for at øge effektiviteten af deres bikube-agtige samfund." STR_SECTOID_AUTOPSY: "Obduktion - sektoid" STR_SECTOID_AUTOPSY_UFOPEDIA: "Obduktionen afslører rudimentære fordøjelsesorganerne og en enkel struktur. Hjerne og øjne er meget veludviklet. Strukturen antyder genetisk ændring eller mutation. Den lille mund og næse synes ikke at have en funktion. Svømmehuden mellem fingrene, og de flade fødder tyder på akvatisk oprindelse. Der er ingen reproduktive organer, og ingen fingerpeg om, hvordan denne art kan reproducere sig selv. De er sandsynligvis en genetisk manipuleret art." STR_SNAKEMAN_UFOPEDIA: "Denne race udviklede sig i et ekstremt fjendtligt miljø. De er ekstrem hårde og kan modstå ekstreme temperatursvingninger. Deres mobilitet afhænger en slange-lignende »gigantfod«, som beskytter alle de vitale organer. Deres formål synes at være rent aggressiv og de ​​synes at være under kommando af en anden intelligens, som dirigerer deres indtrængen på jorden i militær stil." STR_SNAKEMAN_AUTOPSY: "Obduktion - slangemand" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Huden er ekstrem sej og modstandsdygtig over for varme. Hjerte kar-systemet er en del af det muskuløse system, der anvender det hydrauliske princip til at skabe bevægelse. Den eneste reelle muskel er »hjertet«. Det reproduktive system synes at være meget effektiv. Formering er ukønnet, hvor hver slangemand bærer op til halvtreds æg inde i sin krop på et givet tidspunkt. Ved fri bevægelse på jorden vil denne art være en alvorlig trussel for livet på jorden." STR_ETHEREAL_UFOPEDIA: "Dette væsen har imponerende mentale kræfter, der giver mulighed for telepatisk kommunikation og telekinetiske evner. De tilsyneladende svage fysiske evner i denne skabning er båret af de mentale kræfter. Vi forstår ikke, hvordan disse telekinetiske kræfter virker, fordi de synes at trodse fysikkens love, som vi kender dem. De er ekstremt farlige i enhver kampsituation, hvor de er afhængige af deres mentale kræfter til kamp. De vises sig sjældent på jorden, da de synes at stole på at andre racer forfølger deres mål." STR_ETHEREAL_AUTOPSY: "Obduktion - ethereal" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Dette væsen er fysisk retarderet og virker ude af stand til at opretholde nogen livsfunktioner. Musklerne er alvorligt forkrøblede og de indre organer virker som om de er underudviklet. De sansende organer, herunder øjnene, virker slet ikke til at være funktionelle. Hjernen derimod er godt udviklet og trækker på en høj andel af kroppens blodforsyning. Det er et mysterie hvordan dette væsen kan opretholde liv uden ekstern støtte." STR_MUTON_UFOPEDIA: "Dette menneskelignende væsen er fysisk stærkt og intelligent. Det har en særlig appetit for råt kød af enhver slags som det, ligesom jordbaserede kødædere, har brug for, for at få næring. De ser ud til, at støtte sig til telepatiske kommandoer fra en race kendt som »ethereals«. Når de bliver adskilt fra denne telepatiske forbindelse ser deres mentale system ud til at bryde sammen, og de dør. De kybernetiske implantater bliver brugt til at forbedre deres præstation i kamp. De er tydeligvis fodsoldater for en højere intelligens." STR_MUTON_AUTOPSY: "Obduktion - muton" STR_MUTON_AUTOPSY_UFOPEDIA: "»Huden« på dette væsen virker til at være en, organisk skabt, beskyttende rustning der er indopereret i kroppen. Der er adskillige kybernetiske implantater, der bliver bliver brugt til at forbedre hjerte-kar-systemet og sanserne. kønsorganerne virker til at være blevet fjernet kirurgisk. Øjensynligt er disse uheldige væsner begrænset til at føre krig og erobre. Panserbrydende ammunition er ikke særlig effektiv mod deres hærdede hud." STR_CELATID_UFOPEDIA: "Denne livsform har den mystiske naturlige evne til at svæve gennem luften. Den ser ud til at detektere menneskelige hjernebølger og vil bevæge sig mod et menneskeligt mål, selvom godt skjult. Når et mål er detekteret lander celatiden og affyrer små kugler med ekstremt ætsende gift. Væsenet har evnen til at klone sig selv i et alarmerende tempo. Den ledsager racen muton i sine vandringer." STR_CELATID_AUTOPSY: "Obduktion - celatid" STR_CELATID_AUTOPSY_UFOPEDIA: "Kernen indeholder en lille bio-mekanisk anordning, der synes at være et naturligt udviklet antityngde fremdrivningssystem. Sækken af gift er det største organ, og der synes ikke at være en separat hjernestruktur. Der er intet mærkbart fordøjelsessystem eller noget reproduktivt system. En lille organ indeholder embryoner, som hurtigt kan vokse til et nyt individ." STR_SILACOID_UFOPEDIA: "Denne silikone-baserede livsform genererer en enorm mængde varme. Den har styrken til at knuse sten, som derefter kan blive indtaget af den varme kerne. Den har en primitiv intelligens og kan blive kontrolleret af implantater eller telepatiske væsener. Den arbejder sammen med rumvæsenracen muton." STR_SILACOID_AUTOPSY: "Obduktion - silacoid" STR_SILACOID_AUTOPSY_UFOPEDIA: "Det indre hos væsenet er ekstremt varmt, og synes at være grundlaget for et fordøjelsessystem. Dets unikke muskelsystem har enorm kraft og hastighed. Dens klippe-lignende hud skades ikke af ild eller brændbar ammunition." STR_CHRYSSALID_UFOPEDIA: "De krabbe-lignende kløer hos denne skabning er et magtfuldt våben i nærkamp. Det høje stofskifte og styrken hos ​​denne skabning giver den hastighed og fingerfærdighed. I stedet for at dræbe sit offer imprægnerer chryssaliden det med et æg og injicerer en gift, som forvandler det til en omvandrende zombie. En ny chryssalid vil briste fra offeret kort efter imprægnering. Chryssalider er forbundet med racen slangemand." STR_CHRYSSALID_AUTOPSY: "Obduktion - chryssalid" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Exoskelettet hos denne skabning er ekstremt hårdt, men overraskende sårbar over for eksplosiv ammunition. Hjernen er veludviklet, og hastigheden for cellevækst meget hurtig. Væsenet bærer tyve æg, som lægges inde i andre organismer. Dette væsen er et meget effektivt terrorvåben." STR_FLOATER_UFOPEDIA: "Flydere er primært soldater og terroragenter. De er naturligt aggressiv bæster, gensplejsede og kybernetisk forbedret til formidable krigere. Den nederste halvdel af kroppen og de fleste indre organer fjernes kirurgisk, og et livsunderstøttelsessystem installeres. Dette implantat indeholder en antityngdekraft-enhed, der gør det muligt for væsenet til at flyde, omend usikkert, gennem luften." STR_FLOATER_AUTOPSY: "Obduktion - flyder" STR_FLOATER_AUTOPSY_UFOPEDIA: "Dette væsen er blevet drastisk ændret ved operation. Den anordning, som ser ud til at udgøre kernen i kroppen er et livsunderstøttelsessystem, der overtager funktionerne for ​​hjerte, lunger og fordøjelsessystem. Dette gør det muligt for skabningen at overleve i meget fjendtlige miljøer. Hjernen er mindre end vores, men sanseorganer er veludviklede." STR_REAPER_UFOPEDIA: "Denne tobenede kødæder har stærke kæber og en grum appetit. Den har nogle hjerneimplantater, der bruges til at styre dens adfærd. Dens primitive jægerinstinkter bliver ikke brugt til andet end at terrorisere og ødelægge. Reapere bliver i almindelighed associeret med flydere." STR_REAPER_AUTOPSY: "Obduktion - reaper" STR_REAPER_AUTOPSY_UFOPEDIA: "Reaperen har to »hjerner« og to »hjerter«,, som gør det muligt for den at fungere, selv når den er stærkt såret. Men dens lodne hud er meget brandfarligt, hvilket gør væsenet sårbar over brandvåben." STR_SECTOPOD_UFOPEDIA: "Sectopoder er robotvæsener udstyret med et kraftigt laservåben. Kontrollen over disse mekaniske bæster foregår via en telepatisk forbindelse til deres operatører, racen ethereal. Sectopoder er det absolut kraftigste terrorvåben i rumvæsenernes arsenal." STR_SECTOPOD_AUTOPSY: "Obduktion - sectopod" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Robotten er solidt konstrueret og har en rustning med strøm, som kan modstå de fleste former for angreb, især plasmavåben. Men sensorkredsløbet synes særligt sårbart over for laservåben." STR_CYBERDISC_UFOPEDIA: "Denne mini flyvende tallerken er et automatiseret terrorvåben bevæbnet med en kraftfuld plasmastråle. Den anti-tyngdekraft fremdrift giver det en stor fordel i vanskeligt terræn. Dens primære funktion er ødelæggelse og terror i tjeneste hos racen sectoid." STR_CYBERDISC_AUTOPSY: "Obduktion - cyberdisk" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Cyberdisken er godt beskyttet og er især god til at modstå eksplosiv ammunition. Det primære anti-tyngdekraft system er for beskadiget til at få en forståelse af dets funktion." STR_UFO_POWER_SOURCE_UFOPEDIA: "Kraftkilden i ufoerne er en anti-stof reaktor, der bruger elerium (element 115) til at generere kraftige gravitationsbølger så vel som andre former for energi. Omsætningen fra stof til energi er på utrolige 99 % effektivitet, derved kan bittesmå mængder elerium producere enorme mængder energi. Denne enhed kan nemt reproduceres ved brug af rumvæsenernes legeringer." STR_UFO_NAVIGATION_UFOPEDIA: "Rumvæsenernes fartøj benytter sofistikerede computere til at navigere på jorden og i rummet. Systemet er baseret på optiske processorer og er arrangeret i en netværkslignende konfiguration. Kontrolmekanismen er forholdsvis simpel - Navigatøren kontrollerer retningen på tyngdefeltet der genereres af kraftkilden og er på den måde i stand til at bevæge skibet i en hvilken som helst retning. Dette system kan uden besvær benyttes af mennesker og det kan produceres af rumvæsenernes legeringer samt andre komponenter." STR_UFO_CONSTRUCTION_UFOPEDIA: "Rumvæsenernes fartøj består af tre hovedkomponenter - en strømkilde, et navigationssystem og et skrog bygget af rumvæsenernes legeringer. Skroget er specielt designet til at hjælpe gravitationsbølger med at blive ledt og kontrolleret. Desuden kræves en lille mængde elerium som brændstofkilde. Når principperne for konstruktion bliver forstået, og funktionerne for hver komponent er kendt, så er det muligt at bygge disse flytyper." STR_ALIEN_FOOD_UFOPEDIA: "Disse kamre indeholder forskellige enzymer, der anvendes til at fordøje kropsdele fra kvæg og andre dyr og endda mennesker. Væsken bliver derefter indtaget som klar fordøjet mad - sandsynligvis direkte til blodbanen. Dette tyder på en vis afhængighed af jorden til mad - en symbiose mellem jorden og rumvæsenernes samfund." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Disse kamre indeholder rumvæsenfostre. Designet på disse beholdere antyder at rumvæsenerne, der benytter denne proces er helt afhængige af reproduktion i laboratoriet. De rige næringsstoffer sikrer en hurtig udvikling af fostret. Denne fabrikslinje kan generere tusindvis af kloner på kort tid. Denne proces kan nemt blive tilpasset til menneskelig reproduktion, eller til rumvæsen-menneske hybrider." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Den mest sandsynlige anvendelse af disse sfærer er til rekreativ underholdning. De overnaturlige kredsløb stimulerer forskellige centre i hjernen. Effekten ligner hallucinogen narkotika. Dette er det eneste der bevidner, at de fremmede kan have nogen som helst form for kulturelle eller rekreative fritidsinteresser." STR_ALIEN_SURGERY_UFOPEDIA: "Dette kirurgiske instrument bruger en laserskærer til at udtrække bestemte kropsdele fra kvæg og andre dyr. Den udbredte kvægmishandling kan tilskrives denne bizarre aktivitet hos rumvæsenerne. Det er sandsynligt, at disse kropsdele bruges til ernæring eller genetiske formål." STR_EXAMINATION_ROOM_UFOPEDIA: "Igennem tiderne har tusindvis af mennesker påstået, at de har været bortført af rumvæsener, undertiden gentagne gange. Sandheden er langt mere frygtelig. Mennesker bortføres, er forsøgsdyr og overvåges. De bedste eksemplarer får genetisk materiale udtrukket. Kvinder får hybrider af fostre mellem mennesker og rumvæsener implanteret, og de fjernes så flere måneder senere. Hvem ved hvilke dunkle motiver rumvæsenerne har?" STR_ALIEN_ALLOYS_UFOPEDIA: "Rumvæsenernes luftfartøjer er konstrueret af specielle legeringer med unikke egenskaber. De er ekstreme lette og holdbare og kan formes via elektromagnetiske metoder. Dette materiale kan genskabet og bruges i mange slags produktionsprocesser." STR_ELERIUM_115_UFOPEDIA: "Dette element har den usædvanlige egenskab at generere anti-stof strøm når bombarderet med visse partikler. Dette skaber tyngdekraftbølger og andre former for energi. Det findes ikke naturligt i vores solsystem og kan ikke reproduceres." STR_ALIEN_ORIGINS_UFOPEDIA: "Det er klart, at vi kæmper en forgæves kamp på jorden. De fremmede horder er overvældende i antal. Det bedste vi kan gøre, er at bremse deres udvikling. Det eneste håb for menneskeheden er at angribe rumvæsenerne ved kilden. Vores efterforskning tyder på en nærliggende operationsbase inden for vores solsystem. Rumvæsenerne angiver dette sted som centrum for en gammel civilisation, der går forud menneskets historie. Vi må finde dette sted så hurtigt som muligt. Men vi er nødt til at fange og afhøre en leder blandt rumvæsenerne for at få mere detaljerede oplysninger. De større ufoer har sandsynligvis mindst én leder." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Vores forskning peger nu på Mars som base for rumvæsenernes operationer. Basen er godt skjult, og indeholder de produktionsfaciliteter og kloningsfaciliteter, der skal bruges, til infiltration af jorden. Det synes også at indeholde en styrende computer af en slags, der kontrollerer hele operationen. Det ser ud til, at det bikube-lignende samfund har en slags »bidronning«. Dette er deres fundamentale svaghed - hvis vi kan eliminere den »hjerne«, så vil kroppen dø. Vi skal øge vores forskningsindsats, før det er for sent. For at komme videre skal vi fange de højest rangerende rumvæsener - de chefer - som kun kan fanges i deres baser." STR_CYDONIA_OR_BUST_UFOPEDIA: "Det er nu klart, at rumvæsenernes horder bliver styret fra en underjordisk base i Cydonia - hvilket er et usædvanlig område på Mars, som har pyramider med fem sider og en stor formation, der ligner et menneskeansigt. Cydonians civilisation blomstrede på Mars for mange millioner år siden, men vi ved ikke, hvorfor den uddøde, eller hvad forbindelsen er til den seneste aktivitet blandt rumvæsener der.. Hvad forklaringen end er, så skal vi sende en ekspedition til Cydonia. Det er den eneste måde, vi kan besejre rumvæsenerne på. Vi skal ødelægge den kontrollerende »hjerne«. Vi får brug for en Avenger udstyret med den mest imponerende destruktive kraft vi har til rådighed. Der er ikke mere vi kan lære - vi må afvente resultatet af angrebet på Cydonian." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRER PÅ STED-TID=5 sek" STR_CANCEL_UC: "ANNULLER" STR_NONE: "Ingen" STR_UNKNOWN: "Ukendt" STR_POOR: "Dårligt" STR_AVERAGE: "Gennemsnitligt" STR_GOOD: "Godt" STR_EXCELLENT: "Fantastisk" STR_BUILD_NEW_BASE_UC: "BYG NY BASE" STR_BASE_INFORMATION: "BASEINFORMATION" STR_EQUIP_CRAFT: "UDSTYR FLY" STR_BUILD_FACILITIES: "BYG FACILITETER" STR_RESEARCH: "UDFORSK" STR_MANUFACTURE: "PRODUCER" STR_TRANSFER_UC: "OVERFØR" STR_PURCHASE_RECRUIT: "KØB/ANSÆT" STR_SACK: "FYR" STR_SELL_SACK_UC: "SÆLG/FYR" STR_GEOSCAPE_UC: "LANDKORT" STR_NAME: "Navn" STR_AREA: "Område" STR_BUILD_NEW_BASE: "Byg ny base" STR_CANCEL: "Annuller" STR_COST_UC: "PRIS>" STR_CONSTRUCTION_TIME_UC: "PRODUKTIONSTID>" STR_DAY: one: "{N} dag" other: "{N} dage" STR_HOUR: one: "{N} time" other: "{N} timer" STR_MAINTENANCE_UC: "VEDLIGEHOLDELSE>" STR_OK: "O.k." STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "NUVÆRENDE FORSKNING" STR_SCIENTISTS_AVAILABLE: "Videnskabsmænd til rådighed>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Forskere tildelt>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratorieplads til rådighed>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSKNINGSPROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "FORSKERE TILDELT" STR_PROGRESS: "STATUS" STR_NEW_PROJECT: "Nyt projekt" STR_CANCEL_PROJECT: "AFBRYD PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NYE FORSKNINGSPROJEKTER" STR_SCIENTISTS_AVAILABLE_UC: "Forskere til rådighed>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "TILGÆNGELIG LABORATORIEPLADS>{ALT}{0}" STR_INCREASE: "Flere" STR_DECREASE: "Færre" STR_START_PROJECT: "START PROJEKT" STR_CURRENT_PRODUCTION: "NUVÆRENDE PRODUKTION" STR_ENGINEERS_AVAILABLE: "Ingeniører til rådighed>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingeniører tildelt>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Tilgængelig værkstedsplads>{ALT}{0}" STR_CURRENT_FUNDS: "Nuværende midler>{ALT}{0}" STR_ITEM: "UDSTYR" STR_ENGINEERS__ALLOCATED: "Ingeniører tildelt" STR_UNITS_PRODUCED: "Enheder produceret" STR_TOTAL_TO_PRODUCE: "I alt til produktion" STR_COST__PER__UNIT: "Pris{NEWLINE}per{NEWLINE}enhed" STR_DAYS_HOURS_LEFT: "Resterende dage/timer" STR_NEW_PRODUCTION: "Ny produktion" STR_PRODUCTION_ITEMS: "Enheder der kan produceres" STR_CATEGORY: "KATEGORI" STR_START_PRODUCTION: "START PRODUKTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} ingeniørtimer til at fremstille en enhed" STR_COST_PER_UNIT_: "Pris pr. enhed>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Påkrævet arbejdsareal>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIELLE MATERIALER ER KRÆVET" STR_ITEM_REQUIRED: "UDSTYR KRÆVET" STR_UNITS_REQUIRED: "ENHEDER KRÆVET" STR_UNITS_AVAILABLE: "ENHEDER TIL RÅDIGHED" STR_STOP_PRODUCTION: "STOP PRODUKTION" STR_ENGINEERS_AVAILABLE_UC: "INGENIØRER TIL RÅDIGHED>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VÆRKSTEDSAREAL TIL RÅDIGHED>{ALT}{0}" STR_MONTHLY_PROFIT: "MÅNEDLIG PROFIT>{ALT}{0}" STR_INCREASE_UC: "FLERE" STR_DECREASE_UC: "FÆRRE" STR_UNITS_TO_PRODUCE: "Enheder at producere" STR_PURCHASE_HIRE_PERSONNEL: "Køb/ansæt personale" STR_COST_OF_PURCHASES: "Pris for indkøb>{ALT}{0}" STR_COST_PER_UNIT_UC: "PRIS PER ENHED" STR_QUANTITY_UC: "ANTAL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "TILGÆNGELIG PERSONALE:PERSONALE I ALT>" STR_SOLDIERS: "Soldater" STR_SCIENTISTS: "Forskere" STR_ENGINEERS: "Ingeniører" STR_SPACE_USED_SPACE_AVAILABLE: "ANVENDT PLADS:TILGÆNGELIG PLADS>" STR_LIVING_QUARTERS: "Beboelsesrum" STR_STORES: "Lager" STR_LABORATORIES: "Laboratorier" STR_WORK_SHOPS: "Værksted" STR_HANGARS: "Hangar" STR_SHORT_RANGE_DETECTION: "Kortrækkende detektion" STR_DEFENSE_STRENGTH: "Forsvarsstyrke" STR_TRANSFERS_UC: "OVERFØRSLER" STR_TRANSFERS: "Overførsler" STR_ARRIVAL_TIME_HOURS: "Ankomsttid (timer)" STR_COST_: "Pris>{ALT}{0}" STR_AREA_: "Område>{ALT}{0}" STR_BASE_NAME: "Navngiv basen?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VÆLG ADGANGSLIFTENS POSITION " STR_TRANSFER: "Overfør" STR_AMOUNT_TO_TRANSFER: "MÆNGDE DER SKAL OVERFØRES" STR_SELECT_DESTINATION_BASE: "Vælg destinationsbase" STR_COST: "Pris" STR_VICTORY_1: "Da du træder ind i kammeret, ser du den fremmede hjerne - genstand for din søgen. Før du kan skyde kommunikerer den til dig via en skærm på sin base. Den bønfalder dig om at lytte til dens argumenter for at overleve, før du foretager beslutningen om at trykke på aftrækkeren ..." STR_VICTORY_2: "Hjernen taler: For mange millioner af år siden var planeten, du kalder Mars, i live. Dette liv blev bragt til en gold planet af vores civilisation, som det blev til din. I millioner af år har vi besøgt din planet og genetisk udviklet dine arter. Du kan ikke slå os ihjel, du er en del af os ..." STR_VICTORY_3: "Her er centrum for Mars' civilisation - pyramiderne bygget millioner af år før dit liv - af en art, der er din forfader. Ingen planet er uden for vores rækkevidde. Denne magt kunne blive din inden længe. Det eneste, vi beder om, er dit samarbejde ..." STR_GAME_OVER_1: "De fremmede forsøger at udrydde hele menneskeheden ved at destruere byer og forgifte luften og havet. Modstanden fra jordens styrker er nyttesløs i kampen mod umådelig overlegen teknologi. Overlevende generationer lider under frygtelige mutationer mens de flygter fra rumvæsenernes ødelæggelse. De bliver indfanget i slavelejre og bliver tvunget til at hjælpe med at omdanne jorden til en koloni for de fremmede, der er en del af et ukendt imperium." STR_GAME_OVER_2: "Den viden, der er opnået igennem X-COM-projektet, er tabt for altid. Du har fejlet i din mission for at redde jorden." STR_VICTORY_4: "Rumvæsenets hjerne bliver afbrudt af en udladning varm plasma, og hele rumvæsenernes styrke er besejret." STR_VICTORY_5: "Når rumvæsenerne har mistet Mars, så har de mistet jorden. Inden længe vil XCom-forskning gøre, at menneskeheden igen kan blomstre, og hævde Mars for sig selv. Den fremmede trussel er væk, men hvor længe, ved ingen ..." STR_YOU_HAVE_FAILED: "Du har fejlet i at stoppe rumvæsenernes angreb. En efter en har de finansierende lande underskrevet pagter med rumvæsenerne, mod løfter om teknologi, velstand og fred, men det står snart klart at rumvæsenerne har andre planer ..." STR_TOTAL_UC: "I ALT" STR_INCOME: "Indtægter" STR_EXPENDITURE: "Udgifter" STR_MAINTENANCE: "Vedligeholdelse" STR_BALANCE: "Resultat" STR_UFO_ACTIVITY_IN_AREAS: "Ufo-aktivitet i områder" STR_UFO_ACTIVITY_IN_COUNTRIES: "Ufo-aktivitet i lande" STR_XCOM_ACTIVITY_IN_AREAS: "XCom-aktivitet i områder" STR_XCOM_ACTIVITY_IN_COUNTRIES: "XCom-aktivitet i lande" STR_FINANCE: "Finanser" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "i 1.000 kr." STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Ikke nok specielle materialer til at fremstille{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Ikke nok penge til at producere{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktion af{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}er færdig" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktion af{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}er færdig" STR_OK_5_SECONDS: "O.k. - 5 sek." STR_RESEARCH_COMPLETED: "Forskning fuldendt" STR_VIEW_REPORTS: "GENNEMSE RAPPORTER" STR_WE_CAN_NOW_RESEARCH: "Vi kan nu forske i" STR_WE_CAN_NOW_PRODUCE: "Vi kan nu producere" STR_SUNDAY: "SØNDAG" STR_MONDAY: "MANDAG" STR_TUESDAY: "TIRSDAG" STR_WEDNESDAY: "ONSDAG" STR_THURSDAY: "TORSDAG" STR_FRIDAY: "FREDAG" STR_SATURDAY: "LØRDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ikke tilstrækkelig {0} til at tanke {1} på {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ikke nok {0} til at udruste {1} på {2}" STR_UFO_IS_NOT_RECOVERED: "Ufo blev ikke fundet" STR_UFO_IS_RECOVERED: "Ufo er fundet" STR_CRAFT_IS_LOST: "Flyet er tabt" STR_TERROR_CONTINUES: "Terroren fortsætter" STR_ALIENS_DEFEATED: "Rumvæsener besejret" STR_BASE_IS_LOST: "Basen er tabt" STR_BASE_IS_SAVED: "Base er reddet" STR_ALIEN_BASE_STILL_INTACT: "Rumvæsenernes base er stadig intakt" STR_ALIEN_BASE_DESTROYED: "Rumvæsenernes base er ødelagt" STR_ALIENS_KILLED: "RUMVÆSENER DRÆBT" STR_ALIEN_CORPSES_RECOVERED: "FUNDNE RUMVÆSENLIG" STR_LIVE_ALIENS_RECOVERED: "RUMVÆSENER FANGET I LIVE" STR_ALIEN_ARTIFACTS_RECOVERED: "UDSTYR FRA RUMVÆSENER BJÆRGET" STR_ALIEN_BASE_CONTROL_DESTROYED: "RUMVÆSENERNES KONTROLBASE ER ØDELAGT" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILE DRÆBT AF RUMVÆSENER" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILE DRÆBT AF X-COM-SOLDATER" STR_CIVILIANS_SAVED: "CIVILE REDDET" STR_XCOM_OPERATIVES_KILLED: "X-COM-SOLDATER DRÆBT" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM-SOLDATER FORSVUNDET I KAMP" STR_TANKS_DESTROYED: "KAMPVOGN TILINTETGJORT" STR_XCOM_CRAFT_LOST: "X-COM-FLY MISTET" STR_UFO_RECOVERY: "UFO-BJÆRGNING" STR_ALIEN_BASE_RECOVERY: "RUMVÆSENERNES BASE FUNDET" STR_BASE_UNDER_ATTACK: "{0} under angreb!" STR_BASE_DEFENSES_INITIATED: "BASEFORSVAR INITIERET" STR_GRAV_SHIELD_REPELS_UFO: "GRAV.-SKJOLD AFVISER UFO!" STR_FIRING: "SKYDER" STR_HIT: "RAMT!" STR_UFO_DESTROYED: "UFO TILINTETGJORT!" STR_MISSED: "FORBIER!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sælg udstyr/fyr personale" STR_VALUE_OF_SALES: "SALGSVÆRDI> {ALT}{0}" STR_FUNDS: "MIDLER> {ALT}{0}" STR_SELL_SACK: "Sælg/fyr" STR_VALUE: "VÆRDI" STR_CRAFT_: "FARTØJ>{ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "BJÆRGNING VED UFO-STYRT" STR_UFO_CRASH_RECOVERY_BRIEFING: "Vær forsigtig - der kan være folk i ufoen eller omkring nedstyrtningsstedet. Missionen er succesfuld når alle fjendtlige enheder er blevet elimineret eller neutraliseret. Bjærgning af rester fra ufoen, udstyr og rumvæsenernes lig kan så påbegyndes. For at afbryde missionen skal du returnere X-Com-mandskabet til transportfartøjet og klikke på ikonet »Afbryd mission«." STR_UFO_GROUND_ASSAULT: "UFO-LANDANGREB" STR_UFO_GROUND_ASSAULT_BRIEFING: "Udforsk landingsstedet, og hvis det er muligt, skaf dig adgang til ufoen. Missionen vil være en succes, når alle fjendtlige enheder er blevet elimineret eller neutraliseret. Bjærgning af ufo, udstyr og rumvæsenernes lig kan derefter igangsættes. For at afbryde missionen skal du returnere dine X-Com-soldater til transportflyet og klik på ikonet »Afbryd mission«." STR_BASE_DEFENSE: "BASEFORSVAR" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Et af rumvæsenernes fartøjer er landet i området. Vores base er i alvorlig fare. Som standardprocedure er alt ikkemilitært personel og X-Com-fartøjer blevet evakueret. Rumvæsenerne vil angribe basen via hangardøre eller indgangspartiet. Forsvar basen og dens vitale installationer uanset omkostningerne - dette er en kamp til døden. Hvis du klikker på ikonet »afbryd mission« bliver du besejret og mister basen." STR_ALIEN_BASE_ASSAULT: "BASEANGREB MOD RUMVÆSENERNE" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com-soldater har fået adgang til en af rumvæsenernes baser. Kontrolcentret skal destrueres for at gøre basen ubrugelig. Missionen ophører, når alle fjender er elimineret, eller når dit hold er vendt tilbage til det grønne forlad-område (klik på ikonet »Afbryd mission« for at flygte)." STR_CYDONIA_BRIEFING: "Du er ankommet i Cydonien. Du har fået adgang til et stort underjordisk kompleks nær sfinksen på Mars. Du skal ødelægge rumvæsenernes hjerne som kontrollerer al aktivitet blandt rumvæsenerne. Menneskehedens skæbne er i dine hænder ..." STR_TERROR_MISSION: "TERRORMISSION" STR_TERROR_MISSION_BRIEFING: "Mission vil være en succes, når alle fjendtlige enheder er blevet elimineret eller neutraliseret. Du skal forsøge at redde livet for eventuelle civile i området ved at neutralisere truslen fra rummet. For at afbryde missionen skal du returnere alle X-Com-soldater til transportflyet og klikke på ikonet »Afbryd mission«." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "INGEN LEDIGE HANGARER TIL FLYPRODUKTION!{SMALLLINE}Hvert fartøj tildelt en base, overført til en base, købt eller konstrueret bruger én hangar. Byg en ny hangar eller overfør et fartøj til en anden base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "INGEN LEDIGE HANGARER TIL INDKØBET!{SMALLLINE}Hvert fartøj der er tildelt en base, overført til en base, eller er købt eller konstrueret på en base bruger én hangar. Byg en ny hangar eller overfør et fartøj til en anden base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "INGEN LEDIGE HANGARER TIL OVERFØRSEL!{SMALLLINE}Hvert fartøj der er tildelt en base, overført til en base, eller er købt eller konstrueret på en base bruger én hangar. Byg en ny hangar eller overfør et fartøj til en anden base." STR_CANNOT_BUILD_HERE: "DU KAN IKKE BYGGE HER!{SMALLLINE}Du er nødt til at bygge ved siden af en eksisterende facilitet." STR_NO_FREE_ACCOMODATION: "INGEN LEDIGE RUM!{SMALLLINE}Destinationsbasen har ikke plads nok i beboelsesområdet." STR_NOT_ENOUGH_WORK_SPACE: "IKKE NOK TILGÆNGELIGT ARBEJDSAREAL!{SMALLLINE}Byg et nyt værksted eller reducer arbejdet på andre projekter." STR_NOT_ENOUGH_MONEY: "IKKE NOK PENGE!" STR_NOT_ENOUGH_STORE_SPACE: "IKKE NOK LAGERRUM!{SMALLLINE}Byg et nyt lagerrum eller overfør eksisterende udstyr til andre baser." STR_NOT_ENOUGH_LIVING_SPACE: "IKKE NOK BEBOELSESRUM!{SMALLLINE}Byg nye beboelsesområder eller overfør personale til andre baser." STR_LAUNCH_INTERCEPTION: "PÅBEGYND ANGREB" STR_CRAFT: "FLY" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "KLAR" STR_OUT: "UD" STR_REPAIRS: "REPARATIONER" STR_REFUELLING: "TANKER OP" STR_REARMING: "LADER" STR_TARGET: "MÅL: {0}" STR_WAY_POINT: "VIA-PUNKT" STR_ARE_YOU_SURE_CYDONIA: "Er du sikker på, at du vil sende dette fartøj på en mission til Cydonien?" STR_YES: "JA" STR_NO: "NEJ" STR_SELECT_DESTINATION: "VÆLG DESTINATION" STR_CYDONIA: "CYDONIEN" STR_SELECT_SITE_FOR_NEW_BASE: "VÆLG PLACERING AF NY BASE" STR_RETURN_TO_BASE: "RETURNER TIL BASEN" STR_SELECT_NEW_TARGET: "VÆLG NYT MÅL" STR_PATROL: "PATRULJE" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESKADIGET - RETURNERER TIL BASEN" STR_LOW_FUEL_RETURNING_TO_BASE: "LAVT BRÆNDSTOFNIVEAU - RETURNERER TIL BASEN" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION FULDENDT - RETURNERER TIL BASEN" STR_PATROLLING: "PATRULJERER" STR_TAILING_UFO: "FØLGER UFO" STR_INTERCEPTING_UFO: "ANGRIBER UFO-{0}" STR_RETURNING_TO_BASE: "RETURNERER TIL BASEN" STR_DESTINATION_UC_: "Destination: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "HASTIGHED>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAKSIMAL HASTIGHED>{ALT}{0}{ALT}" STR_ALTITUDE_: "HØJDE>{ALT}{0}" STR_VERY_LOW: "MEGET LAVT" STR_LOW_UC: "LAVT" STR_HIGH_UC: "HØJT" STR_VERY_HIGH: "MEGET HØJT" STR_FUEL: "BRÆNDSTOF>{ALT}{0}" STR_WEAPON_ONE: "VÅBEN-1>{ALT}{0}" STR_NONE_UC: "INGEN" STR_ROUNDS_: "SKUD>{ALT}{0}" STR_WEAPON_TWO: "VÅBEN-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "KORTRÆKKENDE JAGERFLY" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAVN" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "BESÆTNING" STR_EQUIPMENT_UC: "UDSTYR" STR_ARMOR: "RUSTNING" STR_MAX: "MAKS>{ALT}{0}" STR_ROOKIE: "Konstabel" STR_SQUADDIE: "Overkonstabel" STR_SERGEANT: "Sergent" STR_CAPTAIN: "Kaptajn" STR_COLONEL: "Oberst" STR_COMMANDER: "Øverstbefalende" STR_SELECT_SQUAD_FOR_CRAFT: "Vælg hold til {0}" STR_SORT_BY: "SORTER EFTER ..." STR_ORIGINAL_ORDER: "OPRINDELIG RÆKKEFØLGE" STR_MISSIONS2: "MISSIONER" STR_KILLS2: "DRAB" STR_WOUND_RECOVERY2: "SÅRGENDANNELSE" STR_SPACE_AVAILABLE: "TILGÆNGELIG PLADS>{ALT}{0}" STR_SPACE_USED: "ANVENDT PLADS>{ALT}{0}" STR_SPACE_USED_UC: "ANVENDT PLADS" STR_RANK: "RANG" STR_WOUNDED: "SÅRET" STR_EQUIPMENT_FOR_CRAFT: "Udstyr til {0}" STR_DEFENSE_VALUE: "Forsvarsværdi" STR_HIT_RATIO: "TRÆFNINGSSUCCES" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}klar til{NEWLINE}landing nær{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Begynd mission?" STR_SELECT_ARMAMENT: "Vælg udrustning" STR_AMMUNITION_AVAILABLE: "AMMUNITION TIL RÅDIGHED" STR_ARMAMENT: "BEVÆBNING" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "VÆLG RUSTNING FOR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "PERSONLIG RUSTNING" STR_POWER_SUIT_UC: "KRAFTVEST" STR_FLYING_SUIT_UC: "FLYVENDE VEST" STR_SELECT_ARMOR: "Vælg rustning" STR_NORTH: "NORD" STR_NORTH_EAST: "NORDØST" STR_EAST: "ØST" STR_SOUTH_EAST: "SYDØST" STR_SOUTH: "SYD" STR_SOUTH_WEST: "SYDVEST" STR_WEST: "VEST" STR_NORTH_WEST: "NORDVEST" STR_SELECT_ACTION: "VÆLG HANDLING" STR_CONTINUE_INTERCEPTION_PURSUIT: "FORTSÆT FORFØLGELSEN AF UFOEN" STR_PURSUE_WITHOUT_INTERCEPTION: "EFTERFØLG UDEN AT ANGRIBE" STR_VERY_LARGE: "MEGET STOR" STR_LARGE: "STOR" STR_MEDIUM_UC: "MELLEM" STR_SMALL: "LILLE" STR_VERY_SMALL: "MEGET LILLE" STR_GROUNDED: "JORDEN" STR_DETECTED: "Detekteret" STR_SIZE_UC: "STØRRELSE" STR_ALTITUDE: "HØJDE" STR_HEADING: "RETNING" STR_SPEED: "HASTIGHED" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRER PÅ UFO-TID=5 sek." STR_TRACKING_LOST: "SIGNAL MISTET" STR_REDIRECT_CRAFT: "OMDIRIGER FLY" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "FORTSÆT TIL UFOENS SIDST KENDTE POSITION" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "RUMVÆSENBASE-{0}" STR_CRASH_SITE_: "NEDSTYRTNINGSOMRÅDE-{0}" STR_LANDING_SITE_: "LANDINGSSTED-{0}" STR_WAY_POINT_: "VIA-PUNKT-{0}" STR_TERROR_SITE: "TERRORSTED-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}er ankommet{NEWLINE}{1}" STR_NOW_PATROLLING: "Patruljerer nu" STR_ALIEN_ORIGINS: "Rumvæsenernes oprindelse" STR_THE_MARTIAN_SOLUTION: "Mars-løsningen" STR_CYDONIA_OR_BUST: "Cydonien eller døden" STR_UFOPAEDIA: "UFOpædi" STR_XCOM_CRAFT_ARMAMENT: "X-COM-FLY & UDRUSTNING" STR_HEAVY_WEAPONS_PLATFORMS: "TUNGE VÅBENPLATFORME" STR_WEAPONS_AND_EQUIPMENT: "VÅBEN OG UDSTYR" STR_ALIEN_ARTIFACTS: "RUMVÆSENERNES UDSTYR" STR_BASE_FACILITIES: "BASEFACILITETER" STR_ALIEN_LIFE_FORMS: "RUMVÆSENERNES LIVSFORMER" STR_ALIEN_RESEARCH_UC: "RUMVÆSENFORSKNING" STR_UFO_COMPONENTS: "UFO-KOMPONENTER" STR_UFOS: "Ufoer" STR_SELECT_ITEM: "VÆLG PUNKT" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BRÆNDSTOFKAPACITET>{ALT}{0}{ALT}" STR_WEAPON_PODS: "VÅBENPLADSER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SKADE-KAPACITET>{ALT}{0}{ALT}" STR_CARGO_SPACE: "LASTRUM>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "KAPACITET FOR TUNGE VÅBEN>{ALT}{0}{ALT}" STR_DAMAGE: "Skade" STR_RANGE: "Afstand" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Præcision" STR_RE_LOAD_TIME: "Ladetid" STR_SECONDS: "{0}er" STR_DAMAGE_ARMOR_PIERCING: "PANSERBRYDENDE" STR_DAMAGE_INCENDIARY: "BRANDSTIFTENDE" STR_DAMAGE_HIGH_EXPLOSIVE: "DYNAMIT" STR_DAMAGE_LASER_BEAM: "LASERSTRÅLE" STR_DAMAGE_PLASMA_BEAM: "PLASMASTRÅLE" STR_DAMAGE_STUN: "BEDØV" STR_DAMAGE_MELEE: "NÆRKAMP" STR_DAMAGE_ACID: "SYRE" STR_DAMAGE_SMOKE: "RØG" STR_SHOT_TYPE: "SKUDTYPE" STR_ACCURACY_UC: "TRÆFSIKKERHED" STR_TIME_UNIT_COST: "TE-FORBRUG" STR_DAMAGE_UC: "SKADE" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Automatisk" STR_SHOT_TYPE_SNAP: "Hurtig" STR_SHOT_TYPE_AIMED: "Sigtet" STR_CONSTRUCTION_TIME: "Konstruktionstid" STR_CONSTRUCTION_COST: "Konstruktionsomkostninger" STR_MAINTENANCE_COST: "Vedligeholdelsesomkostninger" STR_LOW: "Lav" STR_MEDIUM: "Mellem" STR_HIGH: "Høj" STR_CRAFT_WEAPON: "Våben til fly" STR_CRAFT_AMMUNITION: "Ammunition til fly" STR_HEAVY_WEAPONS_PLATFORM: "Tung våbenplatform" STR_WEAPON: "Våben" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Udstyr" STR_ALIEN_CORPSE: "Rumvæsenlig" STR_UFO_COMPONENT: "Ufo-komponent" STR_PERSONAL_ARMOR: "Personlig vest" STR_RAW_MATERIALS: "Råmaterialer" STR_HWP_CANNON_SHELLS: "TVP - granater" STR_ALIEN: "Rumvæsen" STR_SECTOID: "Sectoid" STR_SNAKEMAN: "Slangemand" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Flyder" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberdisk" STR_LIVE_COMMANDER: "Øverstbefalende" STR_LIVE_LEADER: "Leder" STR_LIVE_ENGINEER: "Ingenør" STR_LIVE_MEDIC: "Samarit" STR_LIVE_NAVIGATOR: "Navigatør" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Flyder - soldat" STR_FLOATER_NAVIGATOR: "Flyder - navigatør" STR_FLOATER_MEDIC: "Flyder - samarit" STR_FLOATER_ENGINEER: "Flyder - ingeniør" STR_FLOATER_LEADER: "Flyder - leder" STR_FLOATER_COMMANDER: "Flyder - øverstbefalende" STR_SECTOID_SOLDIER: "Sektoid - soldat" STR_SECTOID_NAVIGATOR: "Sektoid - navigatør" STR_SECTOID_MEDIC: "Sectoid- samarit" STR_SECTOID_ENGINEER: "Sektoid - ingeniør" STR_SECTOID_LEADER: "Sektoid - leder" STR_SECTOID_COMMANDER: "Sektoid - øverstbefalende" STR_SNAKEMAN_SOLDIER: "Slangemand - soldat" STR_SNAKEMAN_NAVIGATOR: "Slangemand - navigatør" STR_SNAKEMAN_ENGINEER: "Slangemand - ingeniør" STR_SNAKEMAN_LEADER: "Slangemand - leder" STR_SNAKEMAN_COMMANDER: "Slangemand - øverstbefalende" STR_MUTON_SOLDIER: "Muton - soldat" STR_MUTON_NAVIGATOR: "Muton - navigatør" STR_MUTON_ENGINEER: "Muton - ingeniør" STR_ETHEREAL_SOLDIER: "Ethereal - soldat" STR_ETHEREAL_LEADER: "Ethereal - leder" STR_ETHEREAL_COMMANDER: "Ethereal - øverstbefalende" STR_CYBERDISC_TERRORIST: "Cyberdisk - terrorist" STR_REAPER_TERRORIST: "Reaper - terrorist" STR_CHRYSSALID_TERRORIST: "Chryssalid - terrorist" STR_CELATID_TERRORIST: "Celatid - terrorist" STR_SILACOID_TERRORIST: "Silacoid - terrorist" STR_SECTOPOD_TERRORIST: "Sectopod - terrorist" STR_UFO_POWER_SOURCE: "Ufo-strømkilde" STR_UFO_NAVIGATION: "Ufo-navigation" STR_UFO_CONSTRUCTION: "Ufo-konstruktion" STR_ALIEN_FOOD: "Rumvæsenmad" STR_ALIEN_REPRODUCTION: "Rumvæsenreproduktion" STR_ALIEN_ENTERTAINMENT: "Rumvæsenunderholdning" STR_ALIEN_SURGERY: "Rumvæsenoperation" STR_EXAMINATION_ROOM: "Undersøgelseslokale" STR_ALIEN_ALLOYS: "Rumvæsenlegering" STR_ALIEN_HABITAT: "Rumvæsenhabitat" STR_POWER_SUIT: "Kraftvest" STR_FLYING_SUIT: "Flyvevest" STR_HWP_ROCKETS: "TVP-raketter" STR_HWP_FUSION_BOMB: "TVP-fusionsbombe" STR_LASER_WEAPONS: "Laservåben" STR_NEW_FIGHTER_CRAFT: "Nyt kampfly" STR_NEW_FIGHTER_TRANSPORTER: "Nyt kampfly/transportfly" STR_ULTIMATE_CRAFT: "Ultimativt fly" STR_LASER_PISTOL: "Laserpistol" STR_LASER_RIFLE: "Lasergevær" STR_HEAVY_LASER: "Tung laser" STR_LASER_CANNON: "Laserkanon" STR_PLASMA_CANNON: "Plasmakanon" STR_FUSION_MISSILE: "Fusionmissil" STR_LASER_DEFENSE: "Laserforsvar" STR_PLASMA_DEFENSE: "Plasmaforsvar" STR_FUSION_DEFENSE: "Fusionforsvar" STR_GRAV_SHIELD: "Grav.-skjold" STR_MIND_SHIELD: "Hjerneskjold" STR_PSI_LAB: "Psi-lab." STR_MOTION_SCANNER: "Bevægelsesskanner" STR_MEDI_KIT: "Førstehjælpssæt" STR_TANK_CANNON: "Kampvogn/kanon" STR_TANK_ROCKET_LAUNCHER: "Tank/raketstyr" STR_TANK_LASER_CANNON: "Tank/laserkanon" STR_HOVERTANK_PLASMA: "Hovertank/plasma" STR_HOVERTANK_LAUNCHER: "Hovertank/raketstyr" STR_STINGRAY_LAUNCHER: "Pilrokke-raketstyr" STR_AVALANCHE_LAUNCHER: "Avalanche-raketstyr" STR_CANNON: "Kanon" STR_FUSION_BALL_LAUNCHER: "Fusionskugle-raketstyr" STR_PLASMA_BEAM: "Plasmastråle" STR_STINGRAY_MISSILES: "Pilrokke-missiler" STR_AVALANCHE_MISSILES: "Avalanche-missiler" STR_CANNON_ROUNDS_X50: "Kanonskud(x50)" STR_FUSION_BALL: "Fusionskugle" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Forsker" STR_ENGINEER: "Ingeniør" STR_NORTH_AMERICA: "Nordamerika" STR_ARCTIC: "Arktis" STR_ANTARCTICA: "Antarktis" STR_SOUTH_AMERICA: "Sydamerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Nordafrika" STR_SOUTHERN_AFRICA: "Sydlige Afrika" STR_CENTRAL_ASIA: "Centralasien" STR_SOUTH_EAST_ASIA: "Sydøstlige Asien" STR_SIBERIA: "Siberien" STR_AUSTRALASIA: "Australasien" STR_PACIFIC: "Stillehavet" STR_NORTH_ATLANTIC: "Nordatlanterhavet" STR_SOUTH_ATLANTIC: "Sydatlanterhavet" STR_INDIAN_OCEAN: "Indiske Ocean" STR_ALIEN_RESEARCH: "Rumvæsen-forskning" STR_ALIEN_HARVEST: "Rumvæsen-høst" STR_ALIEN_ABDUCTION: "Rumvæsen-bortførelse" STR_ALIEN_INFILTRATION: "Rumvæsen-infiltration" STR_ALIEN_BASE: "Rumvæsen-base" STR_ALIEN_TERROR: "Rumvæsen-terror" STR_ALIEN_RETALIATION: "Rumvæsen-gengældelse" STR_ALIEN_SUPPLY: "Rumvæsen-forsyninger" STR_MAXIMUM_SPEED: "Maksimalt hastighed" STR_HYPER_WAVE_DECODER_UC: "HYPERBØLGE-AFKODER" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LYNET" STR_AVENGER: "HÆVNER" STR_INTERCEPTOR: "KORTRÆKKENDE JAGERFLY" STR_FIRESTORM: "ILDSTORM" STR_UFO: "UFO" STR_STINGRAY: "PILROKKE" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "KANON" STR_FUSION_BALL_UC: "FUSIONSKUGLE" STR_LASER_CANNON_UC: "LASERKANON" STR_PLASMA_BEAM_UC: "PLASMASTRÅLE" STR_DAMAGE_CAPACITY: "Skadeskapacitet" STR_WEAPON_POWER: "Våbenkraft" STR_WEAPON_RANGE: "Våbenafstand" STR_ACCESS_LIFT: "Adgangslift" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Værksted" STR_SMALL_RADAR_SYSTEM: "Lille radarsystem" STR_LARGE_RADAR_SYSTEM: "Stort radarsystem" STR_MISSILE_DEFENSES: "Missilforsvar" STR_GENERAL_STORES: "Lager" STR_ALIEN_CONTAINMENT: "Opb.rum til rumvæsener" STR_LASER_DEFENSES: "Laserforsvar" STR_PLASMA_DEFENSES: "Plasmaforsvar" STR_FUSION_BALL_DEFENSES: "Fusionkugleforsvar" STR_PSIONIC_LABORATORY: "Laboratorium for overnaturlige evner" STR_HYPER_WAVE_DECODER: "Hyperbølge-afkoder" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSLAND" STR_UK: "STORBRITANNIEN" STR_FRANCE: "FRANKRIG" STR_GERMANY: "TYSKLAND" STR_ITALY: "ITALIEN" STR_SPAIN: "SPANIEN" STR_CHINA: "KINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIEN" STR_BRAZIL: "BRASILIEN" STR_AUSTRALIA: "AUSTRALIEN" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SYDAFRIKA" STR_EGYPT: "ÆGYPTEN" STR_CANADA: "CANADA" STR_TANK: "Kampvogn" STR_CIVILIAN: "Civilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Maj" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Internationale relationer" STR_COUNTRY: "Land" STR_FUNDING: "Midler" STR_CHANGE: "Ændr" STR_WEAPON_SYSTEMS: "VÅBENSYSTEMER" STR_HWPS: "TVP'er" STR_DAMAGE_UC_: "ØDELÆGGELSE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Adgangsliften giver mulighed for at udstyr og personale kan føres ind og ud af en underjordisk base. Det er altid det første anlæg, der skal bygges på et nyt sted. Indgangspartiet er sårbart over for indtrængen fra enhver potentiel fjendtlig styrke." STR_LIVING_QUARTERS_UFOPEDIA: "Hvert indkvarteringsafsnit giver op to 50 personer soveplads, spiseplads og rekreative områder." STR_LABORATORY_UFOPEDIA: "Op til 50 videnskabsmænd kan arbejde i et laboratorium. Laboratorier er udstyret med den seneste teknologi for forskning i materialer, biokemi og kosmologi. Der er privilegeret adgang til de bedste forskningslaboratorier udover hele verden, inklusive militære faciliteter." STR_WORKSHOP_UFOPEDIA: "Et værksted indeholder alt det nødvendige udstyr til at fremstille udstyr, som er baseret på design fra forskernes laboratorier. Op til 50 ingeniører kan opholde sig i et værksted, men tingene som er under produktion, optager også noget plads." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Et lille radarsystem har en effektiv rækkevidde på 300 nautiske mil og er forbundet med satellitsystemer til afsøgning af landjorden. Hvert system har en 10 % sandsynlighed for at detektere et objekt med gennemsnitligt størrelse hvert 30. minut." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Et stort radarsystem har en effektiv rækkevidde på 450 sømil og er forbundet med et satellitsystem for søgning på jorden. Hvert system har en 20 % sandsynlighed for at detektere et objekt med gennemsnitlig størrelse hver 30 minut." STR_MISSILE_DEFENSES_UFOPEDIA: "Missilforsvar tilbyder beskyttelse mod angreb fra fjendtlige fly, som forsøger at lange nær basen." STR_GENERAL_STORES_UFOPEDIA: "Alt udstyr, våbensystemer, ammunition, opsamlede materialer og tunge våbenplatforme placeres i lagerrum, inklusive udstyr for dine fly." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Levende rumvæsener vil sandsynligvis have brug for et særligt miljø for at opretholde deres livsfunktioner. Opbevaringsanlægget kan huse op til 10 forskellige rumvæsener i uafhængige afdelinger." STR_LASER_DEFENSES_UFOPEDIA: "Laserforsvar tilbyder beskyttelse mod angreb fra fjendtlige fly." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasmaforsvaret yder et stærkt og effektivt forsvar mod angreb fra fjendtlige fly." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusionmissiler yder det bedste forsvar mod angreb fra rumvæsenerne. Disse missiler opretter en antistof-implosion, som ødelægger alt indenfor en bestemt radius." STR_GRAV_SHIELD_UFOPEDIA: "Tyngdekraft-skjoldet afviser rumvæsenernes flys forsøg på at lande nær basen længe nok til at alle forsvarssystemer kan skyde igen. I praksis vil dette fordoble effektivitet for alle vores forsvarssystemer på basen." STR_MIND_SHIELD_UFOPEDIA: "Da rumvæsenernes fly afhænger af hjernebølger for at opfange vores tilstedeværelse, er den mest effektive modforanstaltning at skærme hjernebølger fra basen. Denne facilitet vil drastisk reducere risikoen for detektion fra rumvæsenernes fly." STR_PSIONIC_LABORATORY_UFOPEDIA: "Laboratoriet for overnaturlige evner kan udnytte potentialet hos alle soldater på basen, og give dem den nødvendige træning i at udnytte dette potentiale. Hvert laboratorium kan træne op til ti soldater. Træning er allokeret i slutningen af hver måned. Evnerne, brugt i sammenhæng med en psy-fs, kan bruges til angreb under kamp." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Rumvæsenernes kommunikation afhænger af en supra-dimensionel bølge, som overføres næsten øjeblikkeligt. Afkodningsenheden opfanger ufo-transmission og afkoder denne information. Dette vil vise ufo-typen, racen på rumvæsenerne og aktivitetstypen." STR_HANGAR_UFOPEDIA: "Hver hangar kan rumme et fartøj. En hangar indeholder faciliteter til vedligeholdelse, tankning og reparation af X-Coms fartøjer. Hvert fartøj stationeret på en base skal have tildelt en hangar, der så ikke kan benyttes af andre fartøjer, selv hvis fartøjet der har fået tildelt hangaren er ude på mission." STR_PISTOL_UFOPEDIA: "X-Coms standardpistol er en kraftig semiautomatisk pistol med op til 12 skud i magasinet." STR_RIFLE_UFOPEDIA: "Den meget præcise snigskytteriffel har laserstyring, bruger 6,7 mm ammunition og har 20 skud i magasinet." STR_HEAVY_CANNON_UFOPEDIA: "Den tunge kanon er ødelæggende, men tung. Dens alsidighed beror på at den kan anvende tre slags ammunition - panserbrydende, brandbomber og dynamit." STR_AUTO_CANNON_UFOPEDIA: "Auto-kanonen kombinerer alsidigheden og kraften i den tunge kanon med en hurtigere skudhastighed." STR_ROCKET_LAUNCHER_UFOPEDIA: "Raketkasteren er et laserstyret system, der kan affyre missiler i tre forskellige størrelser." STR_LASER_PISTOL_UFOPEDIA: "Laserpistolen er en effektiv implementering af ny teknologi. Den giver fordelen af en pistol med hurtigere og mere præcis skudafgivelse." STR_LASER_RIFLE_UFOPEDIA: "Laserriflen er en mere kraftig og præcis version af det tidligere pistoldesign." STR_HEAVY_LASER_UFOPEDIA: "Den tunge laser er svær at håndtere, men særdeles effektiv." STR_GRENADE_UFOPEDIA: "Denne standardhåndgranat har en præcis og sofistikeret tidsudløser til præcisionskontrol." STR_SMOKE_GRENADE_UFOPEDIA: "Røggranater er velegnede til at give et ekstra dække i en ellers eksponeret kampsituation. Brug med omtanke, da fjenden også kan få gavn af dem." STR_PROXIMITY_GRENADE_UFOPEDIA: "En bevægelsesgranat kan kastes som en almindelig granat, men udløses af nærliggende bevægelse efter den lander. Stor dygtighed og omhu er nødvendig for at bruge disse enheder korrekt." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Dette sprængstof bør kun bruges til nedrivning. Hold personel på afstand af sprængningsområdet." STR_MOTION_SCANNER_UFOPEDIA: "Denne sofistikerede anordning bruger en række sensorer og avancerede computeralgoritmer til at identificere fjendtlige enheder i bevægelse. Den kræver dog noget øvelse at bruge effektivt. Klik på ikonet for bevægelsesskanneren på den taktiske skærm, og vælg dernæst »Brug skanner« på menuen. Skannerens display viser en pil i midten, hvilket viser den retning soldaten kigger (nord er opad). De blinkende pletter viser enheder, der har bevæget sig for nyligt. Store enheder, eller hurtige enheder resulterer i større pletter. Stillestående enheder bliver ikke opfattet." STR_MEDI_KIT_UFOPEDIA: "Førstehjælpskassen kombinerer en helbredende facilitet med smertestillende medicin og stimulanser. For at kunne bruge førstehjælpskassen skal du vende mod den soldat, der skal bruge behandling. Hvis soldaten er bedøvet, skal du stå over kroppen. Klik på ikonet førstehjælpskasse og vælg »Brug førstehjælp« i menuen.{NEWLINE}HELBRED> Røde kropsdele viser dødelige sår. Klik på en kropsdel​​, der er såret. Klik på knappen »Helbred«. Et fatalt sår vil blive helbredt og noget liv genoprettet.{NEWLINE}STIMULANS> Dette vil genoprette energi og genoplive bedøvede soldater. For at genoplive en bevidstløs soldat skal du stå direkte over kroppen.{NEWLINE}SMERTESTILLENDE> Denne handling vil genoprette moralen hos sårede soldater op til et beløb svarende til soldatens tabte liv." STR_PSI_AMP_UFOPEDIA: "Psi-amp kan kun bruges af soldater med overnaturlige evner. Under kamp, skal du klikke på psi-amp, vælge angrebstype, og vælge en målenhed med markøren. Der er to typer af overnaturlige angreb:{NEWLINE}SKAB PANIK> Hvis angrebet lykkes vil det reducere ofrets moral, og kan få det til at gå i panik.{NEWLINE}TANKEKONTROL> Hvis dette lykkes, så vil du få umiddelbar kontrol over den fjendtlige enhed, som hvis det var en af ​​dine egne. Det er vanskeligere at få succes med denne type angreb." STR_STUN_ROD_UFOPEDIA: "Denne anordning kan kun bruges i nærkamp, men vil lamme en levende organisme uden at slå den ihjel ved brug af elektrisk stød." STR_MIND_PROBE_UFOPEDIA: "Sindelagssonden er en kommunikationsenhed, rumvæsenerne anvender, og som bruges til at indhente information direkte fra hjernebølger. X-Com-enheder kan bruge denne enhed i kamp for at vise karakteristika på et rumvæsen. Klik på sindelagssonden og valgmuligheden »anvend«. Klik så på et rumvæsen med markøren." STR_PLASMA_PISTOL_UFOPEDIA: "Plasmapistoler et et dødeligt våben blandt rumvæsenerne baseret på accelererende partikler inden fra et anti-tyngdekraftfelt. " STR_PLASMA_RIFLE_UFOPEDIA: "Dette er et frygteligt kraftigt våben baseret på accelererende partikler, kommende indefra et minut anti-tyngdekraftfelt" STR_HEAVY_PLASMA_UFOPEDIA: "Dette er et frygteligt kraftigt våben baseret på accelererende partikler, kommende indefra et minut anti-tyngdekraftfelt" STR_BLASTER_LAUNCHER_UFOPEDIA: "Dette er en guidet missilraketstyr hos rumvæsenerne som affyrer kraftige »blasterbomber«. Når du klikker for at affyre våbenet vil det oprette via-punkter som blaserbomben følger. Når du har placeret nok via-punkter, klikker du på det specielle startikon." STR_SMALL_LAUNCHER_UFOPEDIA: "Et lille raketstyr, som affyrer en lille bedøvelsesbombe. Meget praktisk til at fange rumvæsener." STR_ALIEN_GRENADE_UFOPEDIA: "Denne enhed virker på samme måde som en jordbaseret håndgranat - ud over at den er langt mere kraftfuld." STR_SMALL_SCOUT: "Lille spejder" STR_MEDIUM_SCOUT: "Medium spejder" STR_LARGE_SCOUT: "Stor spejder" STR_HARVESTER: "Høster" STR_ABDUCTOR: "Bortfører" STR_TERROR_SHIP: "Terrorskib" STR_BATTLESHIP: "Kampskib" STR_SUPPLY_SHIP: "Forsyningsskib" STR_RATING: "BEDØMMELSE> {0}" STR_RATING_TERRIBLE: "FORFÆRDELIGT!" STR_RATING_POOR: "DÅRLIG!" STR_RATING_OK: "O.k." STR_RATING_GOOD: "GODT!" STR_RATING_EXCELLENT: "FANTASTISK!" STR_SCORE: "POINT" STR_XCOM_PROJECT_MONTHLY_REPORT: "DEN MÅNEDLIGE RAPPORT FOR X-COM-PROJEKTET" STR_MONTH: "Måned> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rådet af de økonomisk støttende nationer er generelt tilfredse med din fremgang indtil videre." STR_COUNCIL_IS_VERY_PLEASED: "Rådet af de økonomisk støttende nationer er godt tilfredse med din udmærkede præstation. Fortsæt det gode arbejde." STR_COUNCIL_IS_DISSATISFIED: "Rådet af de økonomisk støttende nationer er utilfredse med din indsats. Du må håndtere den fremmede trussel mere effektivt eller risikere, at projektet lukkes ned." STR_YOU_HAVE_NOT_SUCCEEDED: "Du har fejlet i at håndtere truslen fra rumvæsenerne, og rådet af økonomisk støttende nationer har desværre besluttet sig for at lukke projektet. Hver nation vil selv tage sig af problemet på måder de selv finder fordelagtige. Vi kan kun håbe, at vi i sidste ende får tilpasset os disse åbenbart fjendtlige styrker, og at befolkningen som helhed kan affinde sig med de fremmede." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} er særlig tilfreds med din evne til at håndtere den lokalbestemte trussel og har indvilget i at øge deres bidrag." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} er særligt tilfredse med dine fremskridt i at håndtere rumvæsenernes indtrængen på deres område og er gået med til at øge deres bidrag. " STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} og {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} er utilfreds med din evne til at håndtere rumvæsenernes aktivitet i deres område og har besluttet at reducere deres økonomiske bidrag." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} er ikke tilfreds med din evne til at håndtere rumvæsenernes aktivitet i deres område og har derfor besluttet at reducere deres bidrag." STR_KNOTS: "{0} knob" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} har underskrevet en hemmelig pagt med ukendte fremmede kræfter og har trukket sin støtte til projektet." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} har underskrevet en hemmelig pagt med en ukendt styrke af rumvæsener og har trukket sig fra projektet." STR_MONTHLY_RATING: "Månedlig bedømmelse> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Ændring i bidrag> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rådet af økonomisk støttende nationer er ikke tilfredse med din finansielle position. Du er blevet pålagt at reducere din gæld til under $1 million, ellers vil projektet blive nedlagt." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPERBØLGE-TRANSMISSIONER ER AFKODET" STR_CRAFT_TYPE: "FLYTYPE" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Start forskning" STR_ALLOCATE_MANUFACTURE: "Start produktion" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskva" STR_ROME: "Rom" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Cape Town" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi-træning" STR_PSIONIC_TRAINING: "PSI-TRÆNING" STR_REMAINING_PSI_LAB_CAPACITY: "Resterende Psi-lab-kapacitet> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psi{NEWLINE}Styrke" STR_PSIONIC_SKILL_IMPROVEMENT: "Psi-evne{NEWLINE}/Forbedringer" STR_PSI_AMP: "Psi-amp" STR_IN_TRAINING: "I{NEWLINE}Træning?" STR_TARGETTED_BY: "RETTET MOD:" STR_WEAPONS_CREW_HWPS: "VÅBEN/{NEWLINE}MANDSKAB/TVP'er" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "mangler brændstof,{NEWLINE}vender tilbage til basen" STR_SOLDIER_LIST: "Soldaterliste" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIONER> {ALT}{0}" STR_KILLS: "DRÆBT> {ALT}{0}" STR_WOUND_RECOVERY: "SÅRGENDANNELSE> {ALT}{0}" STR_TIME_UNITS: "TIDSENHEDER" STR_STAMINA: "UDHOLDENHED" STR_HEALTH: "HELBRED" STR_BRAVERY: "MOD" STR_REACTIONS: "REAKTION" STR_FIRING_ACCURACY: "PRÆCISION VED SKUD" STR_THROWING_ACCURACY: "PRÆCISION VED KAST" STR_STRENGTH: "STYRKE" STR_PSIONIC_STRENGTH: "PSI-STYRKE" STR_PSIONIC_SKILL: "PSI-FÆRDIGHED" STR_NEW_RANK: "NY RANG" STR_PROMOTIONS: "Forfremmelser" STR_SOLDIERS_UC: "SOLDATER" STR_TANK_CANNON_UFOPEDIA: "Automatiserede tunge våbenplatforme er designet til at komplementære en X-Com-indsatsstyrke. Kombinationen af stor skudstyrke og stærk armering gør disse enheder værdifulde i åben terræn. Husk at have nok med granater på lager, så du kan lade tanken igen, når den løber tør. De lades automatisk, når du tildeler dem til en indsatsstyrke." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Denne automatiserede tunge våbenplatform er armeret med kraftfulde raketter. Denne vil være altødelæggende for enhver fjende fra rummet. Vær sikker på, at dit lager altid indeholder TVP-raketter." STR_TANK_LASER_CANNON_UFOPEDIA: "Laservåben er en nyttig tilføjelse for TVP'er. De har tung ildkraft uden krav om ammunition." STR_HOVERTANK_PLASMA_UFOPEDIA: "Rumvæsenteknologi har givet TVP'en nye anvendelsesmuligheder. Den forbedrede manøvredygtighed der opnås gennem luftfart og plasmastrålers styrke er en dødelig kombination." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Denne hovertank har et raketstyr for fusionskugler, som kan skabe enorme ødelæggelser. Brug den med stor omhu. Du skal producere fusionskugler for at holde disse TVP'e fuldt armerede. En fusionskugle er et intelligent guidet våben. For at skyde skal du vælge en række »via-punkter« med markøren og så klikke på startikonet for at affyre fusionskuglen. " STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Denne kompakte anordning bliver brugt som ammunition til den tunge plasmapistol. Den indeholder en lille mængde elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Denne lille genstand bliver brugt som en energikilde til en plasmariffel - et våben af medium styrke hos rumvæsenerne. Indeholder en lille mængde elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Strømkilde for rumvæsenernes lille plasmapistol. Indeholder elerium - kilden til rumvæsenernes energi." STR_STUN_BOMB_UFOPEDIA: "Bedøvelsesbomben bruges til at fange individer i live, men kan også bruges med rumvæsenerne. Den affyres fra et lille raketstyr." STR_ALIEN_RESEARCH_UFOPEDIA: "Rumvæsenernes forskningsmission bruges til at indsamle grundlæggende data om jorden og dens beboere. Der bruges hovedsagelig små køretøjer, undertiden med landinger i øde områder. Denne type aktivitet hos rumvæsenerne udgør den mindste trussel for X-Com, med lille bekymring fra regeringer eller offentligheden." STR_ALIEN_HARVEST_UFOPEDIA: "Rumvæsenerne har mange anvendelsesområder for jordens fauna. Dyr bortføres i hemmelighed, og returneres med diverse fjernede organer. Kvæglemlæstelser rapporteres ofte sammen med ufo-observationer. Denne type af aktivitet blandt rumvæsenerne vækker stor bekymring hos regeringer og stor ængstelse i befolkningen. Denne type aktivitet forekommer hovedsagelig i landbrugsområder. Teorien bag »Rumvæsen - høst« antyder, at fremmede racer oprindelig »beplantede« jordens flora og fauna, og nu er vendt tilbage for at høste, det de har sået." STR_ALIEN_ABDUCTION_UFOPEDIA: "Dette er den mest snigende form for aktivitet blandt rumvæsenerne. Rumvæsenernes bortførsler er almindeligt rapporteret, på trods af rumvæsenernes forsøg på at slette erfaringerne fra deres ofres erindringer. Bortførte rapporterer at være underlagt ydmygende fysiske undersøgelser, herunder imprægnering af fremmede fostre og bizarre genetiske eksperimenter. Formålet bag denne aktivitet ser ud til at være forbundet med genetisk mutation og manipulation af rumvæsenernes eget genetiske materiale. Denne aktivitet medfører stor alarm, og forekommer i befolkede områder eller byer." STR_ALIEN_INFILTRATION_UFOPEDIA: "Jordens regeringer kan blive infiltreret af rumvæsenernes agenter der ligner mennesker i udseende. Dette kan resultere i officiel kontakt imellem rumvæsener og regeringernes højeste niveau. Højdepunktet af denne aktivitet vil være karakteriseret af intens ufo-aktivitet i nærheden af store byer. Rumvæsenerne vil forsøge at indgå en pagt med jordens regeringer ved at tilbyde viden om deres overlegne teknologi. Til gengæld vil regeringerne tillade rumvæsenernes aktivitet i deres område uden at gribe ind. Denne del af rumvæsenernes mission repræsenterer den største trussel mod X-Com. Hvis en regering indgår en pagt vil deres økonomiske støtte til X-Com ophøre." STR_ALIEN_BASE_UFOPEDIA: "Rumvæsenerne vil konstruere hemmelige undergrundsbaser på øde steder. Efter nogle rekognosceringer vil der opstå mere omfattende ufo-aktivitet når basen bliver bygget. Disse baser er kendt for at indeholde laboratorier der udfører forsøg på mennesker, der er blevet bortført og stå for leverancerne i forhold til yderligere aktivitet i området. Tilstedeværelsen af rumvæsenbaser vil skabe en masse rapporter vedrørende aktivitet blandt rumvæsenerne uden tilstedeværelsen af ufoer. For at finde en base skal et X-Com-fly patruljere i et område i nogle timer for at øge muligheden for detektering." STR_ALIEN_TERROR_UFOPEDIA: "Når rumvæsenerne terroriserer en by, vil de udsende nogle specielle styrker. Civile bliver direkte truet, og regeringerne vil blive tvunget til at evakuere hele områder. Hovedformålet bag denne aktivitet er, at generere tilstrækkelig offentlig hysteri, så regeringer vil true X-Com-projektet." STR_ALIEN_RETALIATION_UFOPEDIA: "Hvis X-Coms jagerfly har været meget succesfulde i deres nedkæmpning af ufoer vil rumvæsenerne måske iværksætte gengældelsesaktioner. Dette kan resultere i et direkte angreb på en X-Com-base, dog skal rumvæsenerne først finde en base for at kunne angribe den, hvis ufoerne bliver holdt på afstand vil der dog være en meget lille risiko for et angreb." STR_ALIEN_SUPPLY_UFOPEDIA: "Når først rumvæsenerne har anlagt en base, så forsynes den med regulære intervaller af et specielt forsyningsfly. Hvis et af disse fly detekteres under landing, så er det sikkert, at en af rumvæsenernes base ligger i området." STR_SMALL_SCOUT_UFOPEDIA: "Dette lille fartøj bruges primært til rekognoscering eller forskning. Det følges normalt efterfølgende af større fartøjer i begyndelsen af en rumvæsen-mission." STR_MEDIUM_SCOUT_UFOPEDIA: "Et mellemstort spejderfartøj der ikke udgør nogen særlig trussel for jordens styrker. Ses normalt inden større fartøjer under missioner." STR_LARGE_SCOUT_UFOPEDIA: "Det største af rumvæsenernes rekognosceringsfartøjer er et bredt anvendeligt fartøj som rumvæsenerne derfor bruger til alle typer missioner." STR_HARVESTER_UFOPEDIA: "Høsteren har en faldlem i sin base og er udstyret med løftegrej til at trække kvæg eller andre dyr op. Laserskærere bruges til at udvinde det ønskede materiale og kroppen dumpes på jorden. Der er også opbevaringsbeholdere for kropsdele." STR_ABDUCTOR_UFOPEDIA: "Dette fartøj er udstyret med et undersøgelsesrum til grusomme eksperimenter på mennesker. Offeret er normalt lammet af telepatiske kræfter men forbliver ved bevidsthed, mens det befinder sig på operationsbordet." STR_TERROR_SHIP_UFOPEDIA: "Terrorskibet har en opbevaringsfacilitet for store terrorvåben eller rumvæsener. Det bruges til at transportere disse rumvæsen-terrorister ind i befolkede områder." STR_BATTLESHIP_UFOPEDIA: "Slagskibet er det største og kraftigste fartøj hos rumvæsenerne. Det er normalt det primære missionsfartøj hos rumvæsenerne med kraftfulde våben og utallige besætningsmedlemmer." STR_SUPPLY_SHIP_UFOPEDIA: "Dette forsyningsfartøj bliver brugt til konstruktionen af rumvæsenernes baser og til at forsyne allerede etablerede baser. Det er læsset med rumvæsenernes fødevarer og reproduktionskamre." STR_DISMANTLE: "Nedlæg" STR_FACILITY_IN_USE: "FACILITET ER I BRUG" STR_CANNOT_DISMANTLE_FACILITY: "KAN IKKE NEDLÆGGE FACILITET!{SMALLLINE}Alle basefaciliteter skal være forbundet til indgangspartiet." STR_TRANSFER_ITEMS_TO: "Overfør udstyr til {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "INTET OPB.RUM FOR RUMVÆSENER!{SMALLLINE}Levende rumvæsener kræver et opbevaringsrum for rumvæsener for at overleve." STR_AMOUNT_AT_DESTINATION: "MÆNGDE VED{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Rumvæsenet dør, da der ikke er noget opbevaringsrum for rumvæsener" STR_NO_FREE_ACCOMODATION_CREW: "INGEN LEDIGE BEBOELSESRUM!{SMALLLINE}Destinationsbasen indeholder ikke nok plads til beboelsesplads til det mandskab, som er tildelt fartøjet." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "IKKE NOK LAGERRUM!{SMALLLINE}Destinationsbasen har ikke nok lagerrum for det udstyr, som er tildelt fartøjet." STR_ITEMS_ARRIVING: "Udstyr ankommer" STR_DESTINATION_UC: "DESTINATION" STR_PISTOL: "Pistol" STR_PISTOL_CLIP: "Pistolmagasin" STR_RIFLE: "Gevær" STR_RIFLE_CLIP: "Geværmagasin" STR_HEAVY_CANNON: "Tung kanon" STR_HC_AP_AMMO: "HC-AP-ammunition" STR_HC_HE_AMMO: "HC-HE-ammunition" STR_HC_I_AMMO: "HCI-I-ammunition" STR_AUTO_CANNON: "Maskinkanon" STR_AC_AP_AMMO: "AC-AP-ammunition" STR_AC_HE_AMMO: "MK-HE-ammunition" STR_AC_I_AMMO: "AC-I-ammunition" STR_ROCKET_LAUNCHER: "Raketstyr" STR_SMALL_ROCKET: "Lille raket" STR_LARGE_ROCKET: "Stor raket" STR_INCENDIARY_ROCKET: "Ildraket" STR_GRENADE: "Håndgranat" STR_SMOKE_GRENADE: "Røggranat" STR_PROXIMITY_GRENADE: "Afstandsgranat" STR_HIGH_EXPLOSIVE: "Højeksplosiver" STR_STUN_ROD: "Bedøvelsesstav" STR_HEAVY_PLASMA: "Tung plasma" STR_HEAVY_PLASMA_CLIP: "Tung plasmamagasin" STR_PLASMA_RIFLE: "Plasmagevær" STR_PLASMA_RIFLE_CLIP: "Plasmagevær-magasin" STR_PLASMA_PISTOL: "Plasmapistol" STR_PLASMA_PISTOL_CLIP: "Plasmapistol-magasin" STR_BLASTER_LAUNCHER: "Blaster-raketstyr" STR_BLASTER_BOMB: "Blaster-bombe" STR_SMALL_LAUNCHER: "Lille raketstyr" STR_STUN_BOMB: "Bedøvelsesbombe" STR_ALIEN_GRENADE: "Rumvæsengranat" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Sindelagssonde" STR_SECTOID_CORPSE: "Sectoid-lig" STR_SNAKEMAN_CORPSE: "Slangemand-lig" STR_ETHEREAL_CORPSE: "Ethereal-lig" STR_MUTON_CORPSE: "Muton-lig" STR_FLOATER_CORPSE: "Flyder-lig" STR_CELATID_CORPSE: "Celatid-lig Lig" STR_SILACOID_CORPSE: "Silacoid-lig" STR_CHRYSSALID_CORPSE: "Chryssalid-lig" STR_REAPER_CORPSE: "Reaper-lig" STR_SECTOPOD_CORPSE: "Sektopod-lig" STR_CYBERDISC_CORPSE: "Cyberdisk-lig" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Ikke nok ammunition til at armere HWP{SMALLLINE}Hver TVP kræver {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Ikke nok udstyr til din indsatsstyrke" STR_MARS_CYDONIA_LANDING: "Mars: Landing i Cydonien" STR_MARS_CYDONIA_LANDING_BRIEFING: "Dit Hævnerfartøj er landet i Cydonien på Mars' overflade. Vores information indikerer at den ene af pyramidekonstruktionerne indeholder en grøn adgangslift til et underjordisk anlæg. Når du har samlet alle dine soldater i elevatoren, skal du klikke på knappen »afbryd mission« for at fortsætte til det næste niveau." STR_MARS_THE_FINAL_ASSAULT: "Mars: Den afgørende kamp" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Pyramideelevatoren tager din kamptrætte soldater dybt under planetens overflade. De ankommer i hjertet af et stort kompleks af tunneller og kamre. Rumvæsenhjernen er skjult et sted i labyrinten. Det skal knuses, hvis jorden skal frelses fra rumvæsenernes slaveri.{NEWLINE}{NEWLINE}Held og lykke!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Du skal forske i{NEWLINE}{0}{NEWLINE}for at producere{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Rumvæsenerne har destrueret den ubeskyttede base {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com-agenter har lokaliseret en fjendtlig base i {0}" STR_STANDOFF: "AFVENTENDE" STR_CAUTIOUS_ATTACK: "FORSIGTIGT ANGREB" STR_STANDARD_ATTACK: "STANDARDANGREB" STR_AGGRESSIVE_ATTACK: "AGGRESSIVT ANGREB" STR_DISENGAGING: "AFSLUTTER ANGREB" STR_UFO_HIT: "UFO RAMT!" STR_UFO_CRASH_LANDS: "UFO STYRTER!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimer kun ved afventende afstand" STR_UFO_RETURN_FIRE: "UFO SKYDER IGEN!" STR_INTERCEPTOR_DAMAGED: ">>> KORTR. JAGERFLY SKADET <<<" STR_INTERCEPTOR_DESTROYED: ">>>KORTR. JAGERFLY SKUDT NED<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO FLYGTER FRA KORTR. JAGERFLY!" STR_ALIENS_TERRORISE: "RUMVÆSENER TERRORISERER" STR_LONG_RANGE_DETECTION: "Stor detektionsradius" STR_STORES_UC: "LAGRE" STR_DIFFICULTY_LEVEL: "Sværhedsgrad" STR_INTERCEPT: "ANGRIB" STR_BASES: "BASER" STR_GRAPHS: "GRAFER" STR_UFOPAEDIA_UC: "UFOPÆDI" STR_OPTIONS_UC: "INDSTILLINGER" STR_FUNDING_UC: "FINANSIERING" STR_5_SECONDS: "5 sek." STR_1_MINUTE: "1 min." STR_5_MINUTES: "5 min." STR_30_MINUTES: "30 min." STR_1_HOUR: "1 time" STR_1_DAY: "1 dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com-præstationsliste" STR_ENTER_NAME: "Indtast navn" STR_PERFORMANCE_RATING: "Præstationsbedømmelse" STR_VICTORY_DATE: "Dato for sejr" STR_ELECTRO_FLARE: "Elektro-blus" STR_ELECTRO_FLARE_UFOPEDIA: "Denne kompakte anordning producerer et skarpt lysskær, når den bliver kastet. Dette vil fremhæve fjendtlige enheder i nærheden af det elektriske signallys under natmissioner." STR_MONTHLY_COSTS: "Månedlige udgifter" STR_CRAFT_RENTAL: "Leje af fly" STR_SALARIES: "Lønninger" STR_BASE_MAINTENANCE: "Basevedligeholdelse" STR_COST_PER_UNIT: "Pris per enhed" STR_QUANTITY: "Mængde" STR_TOTAL: "I alt" STR_IN_PSIONIC_TRAINING: "I psi-træning" STR_BLASTER_BOMB_UFOPEDIA: "Denne enhed er et højeksplosivt missil, som har et intelligent styringssystem. Den bliver affyret fra et blaster-raketstyr." STR_FRONT_ARMOR: "Frontpanser" STR_LEFT_ARMOR: "Venstre panser" STR_RIGHT_ARMOR: "Højre panser" STR_REAR_ARMOR: "Rygpanser" STR_UNDER_ARMOR: "Underliggende panser" STR_ROUNDS: "Skud" STR_UNIT: "Enhed> {0}" STR_ENERGY: "ENERGI" STR_MORALE: "MORAL" STR_ARMOR_: "Panser> {0}" STR_FRONT_ARMOR_UC: "FRONTPANSER" STR_LEFT_ARMOR_UC: "VENSTRE PANSER" STR_RIGHT_ARMOR_UC: "HØJRE PANSER" STR_REAR_ARMOR_UC: "BAGPANSER" STR_SKILLS: "EVNER> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "HOVED" STR_TORSO: "OVERKROP" STR_RIGHT_ARM: "HØJRE ARM" STR_LEFT_ARM: "VENSTRE ARM" STR_RIGHT_LEG: "HØJRE BEN" STR_LEFT_LEG: "VENSTRE BEN" STR_PAIN_KILLER: "SMERTESTILLENDE" STR_STIMULANT: "STIMULANS" STR_HEAL: "HELBRED" STR_TIME_UNITS_SHORT: "TE>{ALT}{0}" STR_WEIGHT: "Vægt>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reak.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.-evne>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.-styrke>{ALT}{0}" STR_ALIEN_ARTIFACT: "RUMVÆSENARTEFAKT" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}SKUD{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Smerte>{ALT}{0}{ALT}{NEWLINE}Stim.>{ALT}{1}{ALT}{NEWLINE}Behandl>{ALT}{2}" STR_THROW: "Kast" STR_AUTO_SHOT: "Auto-skud" STR_SNAP_SHOT: "Hurtigt skud" STR_AIMED_SHOT: "Sigtet skud" STR_STUN: "Bedøv" STR_PRIME_GRENADE: "Aktiver granat" STR_USE_SCANNER: "Brug skanner" STR_USE_MEDI_KIT: "Brug førstehjælpskasse" STR_LAUNCH_MISSILE: "Affyr missil" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ikke nok tidsenheder!" STR_NOT_ENOUGH_ENERGY: "Ikke nok energi!" STR_NO_ROUNDS_LEFT: "Ingen skud tilbage!" STR_NO_AMMUNITION_LOADED: "Ingen ammunition!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Forkert ammunitionstype til dette våben!" STR_WEAPON_IS_ALREADY_LOADED: "Våbnet er allerede ladt!" STR_NO_LINE_OF_FIRE: "Intet frit skud!" STR_GRENADE_IS_ACTIVATED: "Granat er aktiveret!" STR_GRENADE_IS_DEACTIVATED: "Granat deaktiveret!" STR_THERE_IS_NO_ONE_THERE: "Der er ingen!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Umuligt at bruge rumvæsenartefakt indtil det er undersøgt!" STR_OUT_OF_RANGE: "Uden for rækkevidde!" STR_UNABLE_TO_THROW_HERE: "Umuligt at kaste hertil!" STR_SET_TIMER: "Sæt tidsudløser" STR_HIDDEN_MOVEMENT: "SKJULT BEVÆGELSE" STR_TURN: "RUNDE> {0}" STR_SIDE: "SIDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Tryk på en tast for at fortsætte" STR_MIND_CONTROL: "Sindelagskontrol" STR_PANIC_UNIT: "Gør enhed panisk" STR_MORALE_ATTACK_SUCCESSFUL: "Moralangreb udført med succes" STR_MIND_CONTROL_SUCCESSFUL: "Sindelagskontrol udført med succes" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}er gået bersærk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}er gået besærk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}er gået i panik" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}er gået i panik" STR_XCOM: "X-Com" STR_ALIENS: "Rumvæsener" STR_RIGHT_HAND: "HØJRE HÅND" STR_LEFT_HAND: "VENSTRE HÅND" STR_RIGHT_SHOULDER: "HØJRE SKULDER" STR_LEFT_SHOULDER: "VENSTRE SKULDER" STR_BACK_PACK: "RYGSÆK" STR_BELT: "BÆLTE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}er under rumvæsenernes kontrol" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}er under rumvæsenernes kontrol" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}er blevet bevidstløs" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}er blevet bevidstløs" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}er død af kritiske sår" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}er død af et kritisk sår" STR_USE_MIND_PROBE: "Brug sindelagssonde " STR_FATAL_WOUNDS: "FATALE SÅR" STR_UNDER_ARMOR_UC: "UNDERPANSER" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Tidsenheder reserveret til hurtigt skud" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Tidsenheder reserveret til autoskud" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Tidsenheder reserveret til sigtet skud" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Tidsenheder reserveret til at knæle" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TE'er reserveret til at knæle og skyde" STR_UNITS_IN_CRAFT: one: "{N} enhed i X-Com-fly" other: "{N} enheder i X-Com-fly" STR_UNITS_OUTSIDE: one: "{N} enhed efterladt udenfor" other: "{N} enheder efterladt udenfor" STR_UNITS_IN_ENTRANCE: one: "{N} enhed i indgangsparti" other: "{N} enheder i indgangsparti" STR_UNITS_IN_EXIT: one: "{N} enhed i måludgang" other: "{N} enheder i måludgang" STR_ABORT_MISSION_QUESTION: "Afslut mission?" STR_CORPSE: "Lig" STR_UNLOAD_CRAFT: "Aflad" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}er blevet dræbt" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}er blevet dræbt" STR_HIT_MELEE: "Ramte" STR_GROUND: "JORDEN" STR_LIVING_QUARTERS_PLURAL: "Beboelsesrum" STR_LIST_ITEM: "UDSTYR" STR_PERSONAL_ARMOR_UFOPEDIA: "Med brug af den nye legering fra rumvæsenerne som panser får dine mænd en ny chance i kampen mod rumvæsenernes trussel." STR_POWER_SUIT_UFOPEDIA: "En stærk ny beskyttelse til soldater. Denne pansring bliver forsynet af en elerium-energikilde, og forstærker soldatens hastighed og styrke kraftigt. Dette er den absolut bedste beskyttelse vores kamptropper kan udstyres med." STR_FLYING_SUIT_UFOPEDIA: "En forbedret version af kraftvesten, der indarbejder rumvæsenernes antityngdekraft-navigationsteknologi til fuld bevægelsesfrihed på slagmarken." STR_ALL_ALIENS_KILLED_IN_CRASH: "Alle rumvæsener dræbt i styrtet,{NEWLINE}Automatisk bjærgning påbegyndt" STR_RESET: "Nulstil" STR_MEMORIAL: "Gravskrift" STR_DATE_UC: "DATO" STR_SOLDIERS_RECRUITED_UC: "SOLDATER REKRUTTERET>{ALT}{0}" STR_SOLDIERS_LOST_UC: "MISTEDE SOLDATER>{ALT}{0}" MAP_CULTA: "Gård" MAP_FOREST: "Skov" MAP_JUNGLE: "Jungle" MAP_MOUNT: "Bjerg" MAP_DESERT: "Ørken" MAP_POLAR: "Polarområde" MAP_URBAN: "By" MAP_UBASE: "Rumvæsenbase" MAP_XBASE: "X-Com-base" MAP_MARS: "Mars" STR_MIXED: "Blandet" STR_REMOVE_SELECTED: "Fjern valgte" STR_LIVE_ALIENS: "Levende{NEWLINE}Eksemplarer" STR_DEAD_ALIENS: "Afviste{NEWLINE}Eksemplarer" STR_UNDER_INTERROGATION: "Under {NEWLINE}Undersøgelse" STR_CONTAINMENT_EXCEEDED: "OPBEVARINGSRUMMET FOR RUMVÆSENER ER FULD!{SMALLLINE}Der er ikke nok opbevaringsrum på {0}. De skal fjerne overskydende rumvæsener fra opbevaringsrummet (som så vil dø)." STR_MANAGE_CONTAINMENT: "Håndter rumvæsenernes opbevaringsrum" STR_STORAGE_EXCEEDED: "LAGERET ER FYLDT!{SMALLLINE}Der er ikke nok lagerrum på {0}. Du kan sælge eventuelt overskudsudstyr." STR_GO_TO_BASE: "Gå til base" STR_MELEE_ACCURACY: "NÆRKAMPSPRÆCISION" STR_SELL_PRODUCTION: "SÆLG" STR_BOTH_HANDS_MUST_BE_EMPTY: "Begge hænder skal være tomme!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Ikke nok udstyr til at kopiere skabelon!" STR_UNLOAD_WEAPON: "Aflad våben" STR_ALL_ITEMS: "Alt udstyr" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "IKKE MERE UDSTYR TILLADT OMBORD!{SMALLLINE}Du må kun medtage maksimal {N} enhed med udstyr på dette fartøj." other: "IKKE MERE UDSTYR TILLADT OMBORD!{SMALLLINE}Du må kun medtage maksimal {N} enheder med udstyr på dette fartøj." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLCENTER ØDELAGT{NEWLINE}Gå til indgangen og afbryd." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com-faciliteter kan ikke bygges under vand" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personale" STR_CRAFT_ARMAMENT: "Fly og udrustning" STR_COMPONENTS: "Komponenter" STR_SOLDIERS_RECRUITED: "Soldater rekrutteret" STR_SOLDIERS_LOST: "Mistede soldater" STR_TOTAL_UFOS: "Ufoer registreret" STR_TOTAL_ALIEN_BASES: "Rumvæsenbaser registreret" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Civil, kvinde" MALE_CIVILIAN: "Civil, mand" CYBERDISC_WEAPON: "Cyberdiskvåben" REAPER_WEAPON: "Reapervåben" CHRYSSALID_WEAPON: "Chryssalidvåben" CELATID_WEAPON: "Celatidvåben" SILACOID_WEAPON: "Silacoidvåben" SECTOPOD_WEAPON: "Sectopodvåben" ZOMBIE_WEAPON: "Zombievåben" ALIEN_PSI_WEAPON: "Rumvæsen-psi-våben" ================================================ FILE: bin/standard/xcom1/Language/de.yml ================================================ de: STR_AVENGER_UFOPEDIA: "TRANSPORT- UND KAMPFRAUMSCHIFF. DIE ULTIMATIVE NACHBILDUNG AUSSERIRDISCHER TECHNOLOGIE." STR_INTERCEPTOR_UFOPEDIA: "KAMPFRAUMSCHIFF MIT DOPPELIMPULS - DETONATIONSTRIEBWERKEN UND SPEZIELL ABGESCHIRMTEN ELEKTRONISCHEN SYSTEMEN. DIE BESTE TECHNOLOGIE, DIE DIE ERDE ZU BIETEN HAT." STR_LIGHTNING_UFOPEDIA: "TRANSPORT- UND KAMPFRAUMSCHIFF. EIN EINFACHER, ABER WIRKUNGSVOLLER NACHBAU DER AUSSERIRDISCHEN ANTRIEBSSYSTEME." STR_SKYRANGER_UFOPEDIA: "TRUPPENTRANSPORTER. DER SCHNELLSTE SEINER ART, MIT DER MÖGLICHKEIT ZU SENKRECHTSTART UND -LANDUNG (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "KAMPFRAUMSCHIFF. DIESER EIN-MANN-KAMPFFLIEGER KOPIERT DAS KLASSISCHE AUSSERIRDISCHE UNTERTASSEN-DESIGN, MIT ZENTRALANTRIEBSEINHEIT." STR_STINGRAY_UFOPEDIA: "FORTSCHRITTLICHE LUFTKAMPF-RAKETE MIT SPEZIELL ABGESCHIRMTER ELEKTRONIK." STR_AVALANCHE_UFOPEDIA: "LUFTKAMPF-RAKETE MIT ATOMSPRENGKOPF, DOCH EXTREM HOHEM GEWICHT." STR_CANNON_UFOPEDIA: "HOCHLEISTUNGSGESCHÜTZ FÜR PANZERBRECHENDE GESCHOSSE, DIE STAHL VON 16 ZOLL DICKE DURCHDRINGEN KÖNNEN." STR_FUSION_BALL_UFOPEDIA: "DIESE ABSCHUSSVORRICHTUNG FEUERT EIN KUGELGESCHOSS AB, DAS DURCH ANTIMATERIE-REAKTION ANGETRIEBEN WIRD. DIE KUGEL ZERSTÖRT DAS ZIEL MIT EINER GRAVITATIONSWELLEN-IMPLOSION." STR_LASER_CANNON_UFOPEDIA: "DIESER HERKÖMMLICHE LASERSTRAHL WIRD VON EINER ANTIMATERIE-REAKTIONS-KAMMER GESPEIST." STR_PLASMA_BEAM_UFOPEDIA: "DER GRAVITATIONSSTRAHL SETZT EIN GENAU AUSGERICHTETES IMPLODIERENDES GRAVITATIONSFELD EIN." STR_SECTOID_UFOPEDIA: "Die Hierarchie der Sektoiden reicht von Soldaten bis zu Anführern mit starken psionischen Kräften. Diese Kräfte können eingesetzt werden, um Soldaten im Kampf zu demoralisieren oder sogar ihre Gedanken zu kontrollieren. Sektoiden entführen gern Menschen und verstümmeln Rinder. Die Entführungen dienen der Gewinnung genetischen Materials, aus dem sie Hybrid-Züchtungen und Klonen entwickeln und in die menschliche Gesellschaft einschleusen. Dieses Volk scheint überlegene genetische Mischformen entwickeln zu wollen, um die Effektivität seiner bienenstockartigen Gesellschaft zu erhöhen." STR_SECTOID_AUTOPSY: "Sektoid-Autopsie" STR_SECTOID_AUTOPSY_UFOPEDIA: "Die Autopsie zeigt rudimentäre Verdauungsorgane und eine einfache Struktur. Das Gehirn und die Augen sind sehr stark entwickelt. Die Struktur weist auf genetische Veränderung oder Mutation hin. Der kleine Mund und die ebenso winzige Nase scheinen kaum eine Funktion zu haben. Die Haut zwischen den Fingern und die flachen Füße deuten auf aquatische Herkunft hin. Es gibt keine Fortpflanzungsorgane und keinen Hinweis darauf, wie sich diese Spezies vermehrt. Vermutlich handelt es sich um eine genetisch manipulierte Spezies." STR_SNAKEMAN_UFOPEDIA: "Diese Spezies hat sich in einer äußerst feindseligen Umwelt entwickelt. Die Geschöpfe sind sehr widerstandsfähig und können hohe Temperaturschwankungen überstehen. Ihre Mobilität verdanken sie einem riesigen schlangenähnlichen 'Fuß', der alle wichtigen Organe schützt. Ihre Absichten scheinen rein räuberischer Natur zu sein, und sie werden vermutlich von einer anderen Intelligenz gelenkt, die die militärischen Übergriffe auf die Erde steuert." STR_SNAKEMAN_AUTOPSY: "Schlangenmensch-Autopsie" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Die Haut ist äußerst fest und hitzebeständig. Das Herz- und Kreislaufsystem ist Bestandteil des Muskelsystems, das nach dem hydraulischen Prinzip Bewegungen erzeugt. Der einzige wirkliche Muskel ist das 'Herz'. Das Fortpflanzungssystem scheint sehr effektiv zu sein. Die Fortpflanzung geschieht asexuell: Jeder Schlangenmensch trägt ständig bis zu fünfzig Eier in seinem Körper. Ließe man diese Spezies gewähren, würde sie eine ernsthafte Bedrohung für das Leben auf der Erde darstellen." STR_ETHEREAL_UFOPEDIA: "Dieses Wesen hat eindrucksvolle mentale Kräfte, die die telepathische Kommunikation und telekinetische Fähigkeiten ermöglichen. Der schwache Körper dieser Kreaturen wird durch ihre geistigen Kräfte erhalten. Wir wissen nicht, wie diese telekinetischen Kräfte funktionieren, da sie den physikalischen Gesetzen, wie wir sie kennen, zuwiderzulaufen scheinen. Im Kampf, wo sie ihre mentalen Kräfte einsetzen, sind diese Wesen äußerst gefährlich. Sie erscheinen selten selbst auf der Erde, da sie anscheinend andere Völker dafür einzusetzen scheinen, ihre Ziele zu verfolgen." STR_ETHEREAL_AUTOPSY: "Ätherer-Autopsie" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Dieses Wesen ist körperlich kaum entwickelt und scheint nicht in der Lage zu sein, Lebensfunktionen zu erhalten. Die Muskeln sind stark verkümmert, die inneren Organe kaum ausgebildet. Die Wahrnehmungsorgane, einschließlich der Augen, scheinen völlig funktionsuntüchtig zu sein. Das Gehirn dagegen ist gut entwickelt und zieht einen Großteil der Blutversorgung des Körpers auf sich. Es ist ein Rätsel, wie sich diese Kreatur ohne äußere Hilfe am Leben erhalten kann." STR_MUTON_UFOPEDIA: "Diese humanoiden Geschöpfe besitzen Körperkraft und Intelligenz. Sie verzehren besonders gern rohes Fleisch jeder Art, das ähnlich den Raubtieren auf der Erde ihre Nahrung bildet. Sie scheinen von den telepathischen Befehlen eines als 'Ätherer' bekannten Volkes abhängig zu sein. Sobald diese telepathische Verbindung gelöst wird, brechen ihre Gehirnfunktionen zusammen, und sie sterben. Die kybernetischen Implantate verbessern ihre Kampfleistung. Diese Wesen dienen eindeutig als Ausführungsorgane einer höheren Intelligenz." STR_MUTON_AUTOPSY: "Mutone-Autopsie" STR_MUTON_AUTOPSY_UFOPEDIA: "Die 'Haut' dieses Wesens scheint eine organisch geschaffene Schutzpanzerung zu sein, die auf den Körper aufgepflanzt ist. Es sind zahlreiche kybernetische Implantate vorhanden, die das Herz-Kreislauf-System und die Sinne stärken. Die Fortpflanzungsorgane scheinen chirurgisch entfernt worden zu sein. Offensichtlich sind diese unglückseligen Geschöpfe für ein Leben des Kampfes und der Eroberung bestimmt. Panzerbrechende Munition ist gegen ihre verstärkte Außenhaut wenig wirksam." STR_CELATID_UFOPEDIA: "Diese Lebensform hat die geheimnisvolle natürliche Fähigkeit, durch die Luft zu schweben. Sie scheinen menschliche Gehirnwellen zu spüren und bewegen sich auf ihr Ziel zu, selbst wenn es gut versteckt ist. Sobald der Celatid ein Ziel entdeckt hat, landet er und feuert kleine Kugeln mit stark ätzendem Gift ab. Das Geschöpf kann sich mit erschreckender Geschwindigkeit selbst klonen. Es begleitet das Volk der Mutonen bei seinen Wanderungen." STR_CELATID_AUTOPSY: "Celatid-Autopsie" STR_CELATID_AUTOPSY_UFOPEDIA: "Im Kern befindet sich eine kleine biomechanische Vorrichtung, bei der es sich um ein natürlich entwickeltes Antischwerkraft-Antriebssystem handelt. Der Giftbeutel ist das größte Organ, und es scheint keine separate Gehirnstruktur zu geben. Verdauungs- oder Fortpflanzungssysteme sind nicht zu entdecken. Ein kleines Organ enthält Embryos, die rasch zu neuen Wesen heranwachsen können." STR_SILACOID_UFOPEDIA: "Diese Lebensform auf Silikonbasis erzeugt eine ungeheure Hitze. Sie hat die Kraft, Felsen zu zertrümmern, die dann von ihrem heißen Kern verzehrt werden können. Sie besitzt eine primitive Intelligenz, die durch Implantate oder telepathische Wesen kontrolliert werden kann. Sie arbeitet mit den Mutonen zusammen." STR_SILACOID_AUTOPSY: "Silakoid-Autopsie " STR_SILACOID_AUTOPSY_UFOPEDIA: "Der Kern dieser Geschöpfe ist sehr heiß und scheint die Grundlage für ihr Verdauungssystem zu bilden. Ihr einzigartiges Muskelsystem besitzt ungeheure Kraft und Geschwindigkeit. Ihre felsenartige Haut kann weder durch Feuer noch durch Brandmunition verletzt werden." STR_CHRYSSALID_UFOPEDIA: "Die Krebsscheren dieses Wesens sind eine mächtige Waffe im Nahkampf. Ein schneller Stoffwechsel und außergewöhnliche Körperkraft verleihen diesem Geschöpf Schnelligkeit und Gewandtheit. Anstatt seine Opfer zu töten, legt es ein Ei in ihnen ab und injiziert ein Gift, das sie zu wandelnden Zombies macht. Kurz nach dieser Befruchtung bricht ein neuer Chryssalid aus dem Opfer hervor. Die Chryssaliden arbeiten mit den Schlangenmenschen zusammen." STR_CHRYSSALID_AUTOPSY: "Chryssalid-Autopsie" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Das Außenskelett dieses Wesens ist äußerst hart, jedoch erstaunlich empfindlich gegenüber Sprengstoffen. Das Gehirn ist gut entwickelt und die Wachstumsrate der Zellen sehr hoch. Das Wesen trägt zwanzig Eier bei sich, die es in anderen Organismen ablegt. Diese Kreatur ist eine tödliche Terror-Waffe." STR_FLOATER_UFOPEDIA: "Die Schweber sind vorwiegend Soldaten und Terror-Agenten. Sie sind von Natur aus räuberisch veranlagt, jedoch durch genetische und kybernetische Veränderungen in furchterregende Krieger verwandelt worden. Die untere Körperhälfte und die meisten inneren Organe wurden chirurgisch entfernt und durch ein Lebenserhaltungssystem ersetzt. Dieses Implantat enthält eine Antischwerkraft-Einheit, die dem Wesen ermöglicht, mehr oder weniger sicher durch die Luft zu schweben." STR_FLOATER_AUTOPSY: "Schweber-Autopsie" STR_FLOATER_AUTOPSY_UFOPEDIA: "Das Geschöpf wurde durch chirurgische Eingriffe stark verändert. Den Kern des Körpers scheint ein Lebenserhaltungssystem zu bilden, das die Funktionen von Herz, Lunge und Verdauungstrakt übernimmt. Dadurch kann das Wesen in einer äußerst feindseligen Umwelt überleben. Das Gehirn ist kleiner als unseres, doch die Sinnesorgane sind gut entwickelt." STR_REAPER_UFOPEDIA: "Dieser zweibeinige Fleischfresser hat mächtige Kiefer und einen ungeheuren Appetit. Seine Handlungen werden durch eine Reihe von Gehirn-Implantaten gesteuert. Die primitiven räuberischen Instinkte dieses Geschöpfes können lediglich für Terror- und Vernichtungsakte genutzt werden. Schnitter werden im allgemeinen mit Schwebern in Verbindung gebracht." STR_REAPER_AUTOPSY: "Schnitter-Autopsie" STR_REAPER_AUTOPSY_UFOPEDIA: "Der Schnitter besitzt zwei 'Herzen' und zwei 'Gehirne' und kann daher auch dann noch weiter agieren, wenn er schwer verwundet ist. Die fellbedeckte Haut ist jedoch leicht entflammbar, was dieses Wesen gegenüber Brandwaffen sehr empfindlich macht." STR_SECTOPOD_UFOPEDIA: "Die Sektopods sind roboterartige Kreaturen, mit einer leistungsstarken Laserstrahl-Waffe. Kontrolliert werden diese mechanischen Monster über Telepathie durch die Ätherer. Ein Sektopod ist die stärkste Waffe der Außerirdischen für den Terror auf der Erde." STR_SECTOPOD_AUTOPSY: "Sektopod-Autopsie" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Der Roboter ist stabil konstruiert und seine verstärkte Panzerung kann den meisten Angriffen widerstehen, insbesondere Plasmawaffen. Die sensorischen Schaltkreise scheinen jedoch sehr empfindlich gegen Laserwaffen zu sein." STR_CYBERDISC_UFOPEDIA: "Diese fliegende Untertasse im Kleinformat ist eine mit einem mächtigen Plasmastrahl ausgerüstete Terrorwaffe. Der Antischwerkraft-Antrieb bringt ihr große Vorteile in schwierigem Gelände. Ihre Hauptaufgaben sind Zerstörung und Terror im Auftrag des Sektoiden-Volkes." STR_CYBERDISC_AUTOPSY: "Cyberdisc-Autopsie " STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Die Cyberdisc besitzt wirksame Schutzschilde und ist vor allem vor Sprengstoffangriffen gut geschützt. Das Antischwerkraft-System ist zu stark beschädigt, um seine Funktionsweise erkennen zu können." STR_UFO_POWER_SOURCE_UFOPEDIA: "Die Energiequelle der außerirdischen Raumschiffe ist ein Antimaterie-Reaktor, der Elerium (Element 115) einsetzt, um mächtige Gravitationswellen und andere Energieformen zu erzeugen. Die Konvertierung von Materie in Energie beträgt unglaubliche 99%, daher können kleine Mengen von Elerium eine gewaltige Energie erzeugen. Diese Einheit kann mit Hilfe von außerirdischen Legierungen leicht nachgebaut werden." STR_UFO_NAVIGATION_UFOPEDIA: "Die außerirdischen Raumschiffe benutzen fortschrittliche Computer, um auf der Erde und im Weltraum zu navigieren. Das System beruht auf optischen Prozessoren, die in einem Netzwerk miteinander verbunden sind. Die Schnittstelle funktioniert relativ einfach: Der Navigator steuert die Richtung der durch die Energiequelle erzeugten Gravitationswellen, um das Raumschiff zu lenken. Dieses System kann problemlos von Menschen bedient und mit Hilfe von außerirdischen Legierungen und anderen Bestandteilen nachgebaut werden." STR_UFO_CONSTRUCTION_UFOPEDIA: "Außerirdische Raumschiffe setzen sich aus drei Hauptbestandteilen zusammen: einer Energiequelle, einem Navigationssystem und einem aus außerirdischen Legierungen bestehenden Rumpf. Der Rumpf ist so konstruiert, daß Gravitationswellen gelenkt und kontrolliert werden können. Außerdem wird eine kleine Menge Elerium benötigt, um die Energiequelle anzutreiben. Sobald wir die Prinzipien der Konstruktion verstanden haben und die Funktionen der Bestandteile kennen, wird es möglich sein, diese Raumschiffe nachzubauen." STR_ALIEN_FOOD_UFOPEDIA: "Diese Kammern enthalten verschiedene Enzyme, die benutzt werden, um Körperteile von Rindern, anderen Tieren oder sogar Menschen zu verdauen. Die Flüssigkeit wird dann als fertig verdaute Nahrung aufgenommen, möglicherweise direkt ins Blut. Dies weist auf eine gewisse Abhängigkeit von irdischer Nahrung hin, eine Symbiose zwischen den Außerirdischen und der Erde." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Diese Kammern enthalten außerirdische Föten. Die Konstruktion dieser Behälter deutet darauf hin, daß die Außerirdischen, die diese Methode benutzen, zur Fortpflanzung auf Labore angewiesen sind. Die reichen Nährlösungen garantieren die rasche Entwicklung des Fötus. Diese fabrikmäßige Aufzucht könnte innerhalb kürzester Zeit Tausende von außerirdischen Klonen erzeugen. Der Prozeß kann leicht auf die Fortpflanzung von Menschen oder Mischformen angewendet werden." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Diese Kugeln dienen wahrscheinlich der Freizeitgestaltung. Die psionischen Schaltkreise stimulieren verschiedene Gehirnzentren. Die Wirkung ähnelt der von halluzinogenen Drogen. Dies ist der einzige Nachweis dafür, daß die Außerirdischen Freizeitbeschäftigungen haben." STR_ALIEN_SURGERY_UFOPEDIA: "Dieses chirurgische Instrument setzt Lasermesser ein, um Rindern und anderen Tieren bestimmte Körperteile zu entfernen. Auf diese bizarre Beschäftigung der Außerirdischen sind wohl die vielen Verstümmelungen von Rindern zurückzuführen. Wahrscheinlich werden diese Körperteile als Nahrung oder für genetische Zwecke benutzt." STR_EXAMINATION_ROOM_UFOPEDIA: "Viele Tausende von Menschen haben schon behauptet, von Außerirdischen entführt worden zu sein, oft sogar mehrfach. Die Wahrheit ist weitaus erschreckender. Menschen werden entführt, untersucht und überwacht. Den besten Exemplaren wird genetisches Material entnommen. Frauen werden außerirdisch-menschliche Mischlingsföten eingepflanzt und Monate später wieder entfernt. Wer weiß, welche finsteren Absichten die Außerirdischen damit verfolgen?" STR_ALIEN_ALLOYS_UFOPEDIA: "Außerirdische Raumschiffe werden aus Speziallegierungen hergestellt, die einzigartige Eigenschaften besitzen. Sie sind besonders leicht und dauerhaft und können mit elektromagnetischen Methoden geformt werden. Dieses Material kann reproduziert und in vielfältigen Herstellungsprozessen verwendet werden." STR_ELERIUM_115_UFOPEDIA: "Dieses Element besitzt die ungewöhnliche Eigenschaft, Antimaterie-Energie zu erzeugen, wenn es mit gewissen Teilchen beschossen wird. Dadurch entstehen Gravitationswellen und andere Energieformen. Das Element kommt in unserem Sonnensystem nicht vor und kann auch nicht reproduziert werden." STR_ALIEN_ORIGINS_UFOPEDIA: "Es wird deutlich, daß wir den Kampf auf der Erde verlieren. Die Horden der Außerirdischen sind uns zahlenmäßig zu stark überlegen. Es könnte uns lediglich gelingen, den Strom zu verlangsamen. Wir müssen die Außerirdischen an der Quelle bekämpfen, das ist unsere einzige Chance. Unsere Forschungen weisen auf eine nahegelegene Operationsbasis in unserem Sonnensystem hin. Die Außerirdischen geben an, daß dieser Ort das Zentrum einer alten Zivilisation vor der Entwicklung der Menschheit ist. Wir müssen diesen Ort so bald wie möglich finden. Dazu müssen wir einen Anführer der Außerirdischen fangen und verhören, um genauere Informationen zu erhalten. An Bord der größeren UFOs befindet sich vermutlich mindestens einer ihrer Anführer." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Unsere Untersuchungen deuten darauf hin, dass sich die Operationsbasis der Außerirdischen auf dem Mars befindet. Die Basis ist gut versteckt und verfügt über alle Produktions- und Cloning-Anlagen, um die Infiltration der Erde am Laufen zu halten. Sie scheint auch eine Art Kontrollcomputer zu beinhalten, der die ganze Operation überwacht. Es scheint, als ob in der schwarmartigen Kultur der Außerirdischen eine Art 'Königsbiene' existiert. Das ist ihre grundlegende Schwachstelle - wenn wir das 'Gehirn' ausschalten können, wird auch der Körper sterben. Wir müssen unsere Forschungsanstrengungen verstärken, bevor es zu spät ist. Um voranzukommen, müssen wir die höchstrangigen Außerirdischen gefangennehmen - die Kommandeure - die sich ausschließlich in den außerirdischen Basen und auf den Kriegsschiffen aufhalten." STR_CYDONIA_OR_BUST_UFOPEDIA: "Es ist inzwischen deutlich geworden, daß der außerirdische Schwarm von einem unter der Oberfläche gelegenen Stützpunkt in Cydonia aus gelenkt werden, einem ungewöhnlichen Gebiet auf dem Mars mit fünfseitigen Pyramiden und einer großen Formation, die einem menschlichen Gesicht gleicht. Die cydonische Zivilisation lebte vor Millionen von Jahren auf dem Mars, doch wir wissen nicht, warum sie ausstarb oder welche Verbindung zu den neuesten Aktivitäten der Außerirdischen besteht. Auf jeden Fall müssen wir eine Expedition nach Cydonia durchführen. Nur so können wir die Außerirdischen besiegen. Wir müssen das 'Gehirn' vernichten, das sie steuert. Wir werden ein Avenger-Raumschiff mit den tödlichsten Waffen brauchen, die uns zur Verfügung stehen. Hier kommen wir nicht weiter - wir müssen den Ausgang des Angriffs auf Cydonia abwarten." STR_CENTER_ON_SITE_TIME_5_SECONDS: "AUF STANDORT ZENTRIEREN-ZEIT=5 Sek." STR_CANCEL_UC: "ABBRECHEN" STR_NONE: "k.A." STR_UNKNOWN: "Unbekannt" STR_POOR: "Schlecht" STR_AVERAGE: "Durchschnittlich" STR_GOOD: "Gut" STR_EXCELLENT: "Hervorragend" STR_BUILD_NEW_BASE_UC: "NEUER STÜTZPUNKT" STR_BASE_INFORMATION: "STÜTZPUNKT-INFORMATIONEN" STR_EQUIP_CRAFT: "RAUMSCHIFF AUSRÜSTEN" STR_BUILD_FACILITIES: "EINRICHTUNGEN BAUEN" STR_RESEARCH: "FORSCHUNG" STR_MANUFACTURE: "PRODUKTION" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "KAUFEN/REKRUTIEREN" STR_SACK: "ENTLASSEN" STR_SELL_SACK_UC: "VERKAUFEN/ENTLASSEN" STR_GEOSCAPE_UC: "WELTKARTE" STR_NAME: "Name" STR_AREA: "Gebiet" STR_BUILD_NEW_BASE: "Neuer Stützpunkt" STR_CANCEL: "Abbrechen" STR_COST_UC: "KOSTEN>" STR_CONSTRUCTION_TIME_UC: "BAUZEIT>" STR_DAY: one: "{N} Tag" other: "{N} Tage" STR_HOUR: one: "{N} Stunde" other: "{N} Stunden" STR_MAINTENANCE_UC: "INSTANDHALTUNG>" STR_OK: "OK" STR_INSTALLATION: "Einrichtung" STR_CURRENT_RESEARCH: "FORSCHUNGSSTAND" STR_SCIENTISTS_AVAILABLE: "Wissenschaftler verfügbar>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Wissenschaftler eingesetzt>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laborraum>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSCHUNGSPROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "WISSENSCHAFTLER EINGESETZT" STR_PROGRESS: "FORTSCHRITTE" STR_NEW_PROJECT: "Neues Projekt" STR_CANCEL_PROJECT: "PROJEKT ABBRECHEN" STR_NEW_RESEARCH_PROJECTS: "NEUE FORSCHUNGSPROJEKTE" STR_SCIENTISTS_AVAILABLE_UC: "WISSENSCHAFTLER VERFÜGBAR>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORRAUM VERFÜGBAR>{ALT}{0}" STR_INCREASE: "Erhöhen" STR_DECREASE: "Reduzieren" STR_START_PROJECT: "PROJEKT STARTEN" STR_CURRENT_PRODUCTION: "PRODUKTIONSSTAND" STR_ENGINEERS_AVAILABLE: "Ingenieure verfügbar>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenieure eingesetzt>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Werkstattraum>{ALT}{0}" STR_CURRENT_FUNDS: "Verfügbare Gelder>{ALT}{0}" STR_ITEM: "GEGENSTAND" STR_ENGINEERS__ALLOCATED: "Ingenieure eingesetzt" STR_UNITS_PRODUCED: "Produzierte Einheiten" STR_TOTAL_TO_PRODUCE: "Gesamt zu produzieren" STR_COST__PER__UNIT: "Kosten{NEWLINE}pro{NEWLINE}Einheit" STR_DAYS_HOURS_LEFT: "Verbleibende Tage/Std." STR_NEW_PRODUCTION: "Neue Produktion" STR_PRODUCTION_ITEMS: "Herstellung" STR_CATEGORY: "KATEGORIE" STR_START_PRODUCTION: "PRODUKTION STARTEN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ingenieur Stunden um eine Einheit zu produzieren" STR_COST_PER_UNIT_: "Kosten pro Einheit>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Benötigter Werkstattraum>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "BENÖTIGTES SPEZIALMATERIAL" STR_ITEM_REQUIRED: "GEGENSTAND ERFORDERLICH" STR_UNITS_REQUIRED: "EINHEITEN BENÖTIGT" STR_UNITS_AVAILABLE: "EINHEITEN VERFÜGBAR" STR_STOP_PRODUCTION: "PRODUKTION STOPPEN" STR_ENGINEERS_AVAILABLE_UC: "INGENIEURE VERFÜGBAR>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WERKSTATTRAUM>{ALT}{0}" STR_MONTHLY_PROFIT: "MONATLICHER PROFIT>{ALT}{0}" STR_INCREASE_UC: "ERHÖHEN" STR_DECREASE_UC: "REDUZIEREN" STR_UNITS_TO_PRODUCE: "Gesamt-produktion" STR_PURCHASE_HIRE_PERSONNEL: "Kaufen/Rekrutieren" STR_COST_OF_PURCHASES: "Kaufpreis>{ALT}{0}" STR_COST_PER_UNIT_UC: "KOSTEN PRO EINHEIT" STR_QUANTITY_UC: "MENGE" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL VERFÜGBAR:PERSONAL GESAMT>" STR_SOLDIERS: "Soldaten" STR_SCIENTISTS: "Wissenschaftler" STR_ENGINEERS: "Ingenieure" STR_SPACE_USED_SPACE_AVAILABLE: "PLATZ GENUTZT:PLATZ VERFÜGBAR>" STR_LIVING_QUARTERS: "Quartiere" STR_STORES: "Lager" STR_LABORATORIES: "Labore" STR_WORK_SHOPS: "Werkstätten" STR_HANGARS: "Hangars" STR_SHORT_RANGE_DETECTION: "Kurzstrecken-Radar" STR_DEFENSE_STRENGTH: "Verteidigungsstärke" STR_TRANSFERS_UC: "TRANSFERS" STR_TRANSFERS: "Transfers" STR_ARRIVAL_TIME_HOURS: "Ankunftszeit (Stunden)" STR_COST_: "Kosten>{ALT}{0}" STR_AREA_: "Gebiet>{ALT}{0}" STR_BASE_NAME: "Stützpunktname?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "POSITION FÜR HAUPTAUFZUG WÄHLEN" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "TRANSPORT MENGE" STR_SELECT_DESTINATION_BASE: "Zielstützpunkt wählen" STR_COST: "Kosten" STR_VICTORY_1: "Als Sie den Raum betreten, sehen Sie das außerirdische Gehirn, das Ziel Ihrer Suche. Bevor Sie feuern können, beginnt es über einen Bildschirm mit Ihnen zu kommunizieren. Es fleht Sie an, ihm zuzuhören, bevor Sie sich entschließen, abzudrücken..." STR_VICTORY_2: "Das Gehirn spricht: 'Vor vielen Millionen Jahren gab es Leben auf dem Planeten, den Ihr Mars nennt. Es wurde von unserer Zivilisation auf diesen nun öden Planeten und auch auf die Erde gebracht. Millionen Jahre lang haben wir euren Planeten besucht und eure Spezies weiterentwickelt. Ihr könnt uns nicht töten, ihr seid ein Teil von uns..." STR_VICTORY_3: "Die Pyramiden sind das Zentrum der marsianischen Zivilisation. Sie wurden Millionen von Jahren vor euren gebaut - von einer Spezies, aus der eure Vorfahren stammen. Wir können jeden Planeten erreichen, und diese Macht könnte in naher Zukunft euch gehören. Wir bitten nur um eure Kooperation..." STR_GAME_OVER_1: "Die Außerirdischen versuchen, die Menschheit auszurotten, sie zerstören Städte und vergiften die Luft und die Meere. Der Widerstand der Armeen der Erde ist sinnlos im Angesicht derartig überlegener Technologien. Die überlebenden Generationen erleiden entsetzliche Mutationen, als sie vor der außerirdischen Vernichtung flüchten. Sie werden in Sklavenlagern zusammengetrieben, um den Außerirdischen dabei zu helfen, die Erde in die Kolonie eines unbekannten Reiches zu verwandeln." STR_GAME_OVER_2: "Das Wissen, das die XCom angesammelt hat, ist für immer verloren. Sie haben es nicht geschafft, die Erde zu retten." STR_VICTORY_4: "Das außerirdische Gehirn wird durch einen heißen Plasmastoß von der Außerirdischen-Armee getrennt, die dadurch besiegt ist." STR_VICTORY_5: "Mit dem Verlust des Planeten Mars haben die Außerirdischen auch die Erde verloren. Bald blüht die Menschheit dank der XCom-Forschung wieder auf und ergreift selbst Besitz vom Mars. Die Bedrohung durch die Außerirdischen ist abgewendet, doch niemand weiß, für wie lange..." STR_YOU_HAVE_FAILED: "Es ist Ihnen nicht gelungen, den Ansturm der Außerirdischen zu stoppen. Eine Geldgebernation nach der anderen unterzeichnet Verträge mit den Außerirdischen, die Technologie, Reichtum und Frieden versprechen. Doch schon bald wird deutlich, daß die Außerirdischen andere Pläne haben..." STR_TOTAL_UC: "GESAMT" STR_INCOME: "Einkommen" STR_EXPENDITURE: "Ausgaben" STR_MAINTENANCE: "Erhaltung" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "UFO-Aktivitäten in bestimmten Gebieten" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO-Aktivitäten in bestimmten Ländern" STR_XCOM_ACTIVITY_IN_AREAS: "XCom-Aktivitäten in bestimmten Gebieten" STR_XCOM_ACTIVITY_IN_COUNTRIES: "XCom-Aktivitäten in bestimmten Ländern" STR_FINANCE: "Finanzen" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000er" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nicht genug Spezialmaterial zur Produktion von{NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nicht genug Geld zur Produktion von{NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktion abgeschlossen: {NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Bau von {NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}{NEWLINE}ist abgeschlossen" STR_OK_5_SECONDS: "OK - 5 Sek." STR_RESEARCH_COMPLETED: "Forschung abgeschlossen" STR_VIEW_REPORTS: "BERICHTE" STR_WE_CAN_NOW_RESEARCH: "Wir können jetzt folgendes erforschen:" STR_WE_CAN_NOW_PRODUCE: "Wir können jetzt folgendes {NEWLINE} produzieren:" STR_SUNDAY: "SONNTAG" STR_MONDAY: "MONTAG" STR_TUESDAY: "DIENSTAG" STR_WEDNESDAY: "MITTWOCH" STR_THURSDAY: "DONNERSTAG" STR_FRIDAY: "FREITAG" STR_SATURDAY: "SAMSTAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Nicht genug {0} zum Auftanken von {1} in {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nicht genug {0} zum Bewaffnen von {1} in {2}" STR_UFO_IS_NOT_RECOVERED: "UFO wurde nicht geborgen" STR_UFO_IS_RECOVERED: "UFO wurde geborgen" STR_CRAFT_IS_LOST: "Raumschiff ist verloren" STR_TERROR_CONTINUES: "Terror wird fortgesetzt" STR_ALIENS_DEFEATED: "Außerirdische besiegt" STR_BASE_IS_LOST: "Stützpunkt ist verloren" STR_BASE_IS_SAVED: "Stützpunkt ist gerettet" STR_ALIEN_BASE_STILL_INTACT: "Außerirdischen-Stützpunkt noch funktionsfähig" STR_ALIEN_BASE_DESTROYED: "Außerirdischen-Stützpunkt zerstört" STR_ALIENS_KILLED: "GETÖTETE AUSSERIRDISCHE" STR_ALIEN_CORPSES_RECOVERED: "TOTE AUSSERIRDISCHE GEBORGEN" STR_LIVE_ALIENS_RECOVERED: "LEBENDE AUSSERIRDISCHE GEBORGEN" STR_ALIEN_ARTIFACTS_RECOVERED: "AUSSERIRDISCHE ARTEFAKTE GEBORGEN" STR_ALIEN_BASE_CONTROL_DESTROYED: "AUSSERIRDISCHEN-STÜTZPUNKTKONTROLLE ZERSTÖRT" STR_CIVILIANS_KILLED_BY_ALIENS: "VON AUSSERIRDISCHEN GETÖTETE ZIVILISTEN" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "VON XCOM-MITARBEITERN GETÖTETE ZIVILISTEN" STR_CIVILIANS_SAVED: "GERETTETE ZIVILISTEN" STR_XCOM_OPERATIVES_KILLED: "XCOM-MITARBEITER GETÖTET" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "XCOM-MITARBEITER VERMISST" STR_TANKS_DESTROYED: "PANZER ZERSTÖRT" STR_XCOM_CRAFT_LOST: "XCOM-RAUMSCHIFFE VERLOREN" STR_UFO_RECOVERY: "UFO-BERGUNG" STR_ALIEN_BASE_RECOVERY: "BERGUNG EINES AUSSERIRDISCHEN-STÜTZPUNKTES" STR_BASE_UNDER_ATTACK: "{0} wird angegriffen!" STR_BASE_DEFENSES_INITIATED: "STÜTZPUNKT-VERTEIDIGUNG AKTIVIERT" STR_GRAV_SHIELD_REPELS_UFO: "GRAVITATIONSSCHILD HÄLT UFO AB!" STR_FIRING: "FEUER" STR_HIT: "TREFFER!" STR_UFO_DESTROYED: "UFO ZERSTÖRT!" STR_MISSED: "VERFEHLT!" STR_SELL_ITEMS_SACK_PERSONNEL: "Gegenstände verkaufen/Personal entlassen" STR_VALUE_OF_SALES: "VERKAUFSWERT> {ALT}{0}" STR_FUNDS: "GELDER> {ALT}{0}" STR_SELL_SACK: "Verkaufen/Entlassen" STR_VALUE: " Wert" STR_CRAFT_: "RAUMSCHIFF> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "UFO-WRACKBERGUNG" STR_UFO_CRASH_RECOVERY_BRIEFING: "Vorsicht - Im UFO oder an der Absturzstelle können sich XCom-Mitarbeiter befinden. Einsatz ist erfolgreich abgeschlossen, wenn alle gegnerischen Einheiten eliminiert oder neutralisiert sind. Danach kann die Bergung der Wrackteile, Artefakte und toten Außerirdischen beginnen. Um die Mission abzubrechen, lassen Sie die XCom-Mitarbeiter in den Transporter zurückkehren und klicken das Icon 'Mission abbrechen' an." STR_UFO_GROUND_ASSAULT: "UFO-BODENANGRIFF" STR_UFO_GROUND_ASSAULT_BRIEFING: "Landeplatz untersuchen und, wenn möglich, Zugang zum UFO verschaffen. Einsatz ist erfolgreich abgeschlossen, wenn alle gegnerischen Einheiten eliminiert oder neutralisiert sind. Danach kann mit der Bergung des UFOs, der Artefakte und toten Außerirdischen begonnen werden. Um die Mission abzubrechen, bringen Sie die XCom-Mitarbeiter zum Transporter zurück und klicken das Icon 'Mission abbrechen' an." STR_BASE_DEFENSE: "STÜTZPUNKTVERTEIDIGUNG" STR_BASE_UC_: "STÜTZPUNKT> {0}" STR_BASE_DEFENSE_BRIEFING: "Ein außerirdisches Raumschiff ist in der Nähe gelandet. Unser Stützpunkt ist in großer Gefahr. Laut Standardverfahren wurden sämtliche Zivilpersonen und XCom-Raumschiffe evakuiert. Die außerirdischen Einheiten werden den Stützpunkt über die Hangartüren oder den Hauptaufzug betreten. Verteidigen Sie den Stützpunkt und seine Einrichtungen um jeden Preis - es ist ein Kampf auf Leben und Tod. Wenn Sie das Icon 'Mission abbrechen' anklicken, verlieren Sie den Kampf und den Stützpunkt." STR_ALIEN_BASE_ASSAULT: "ANGRIFF AUF AUSSERIRDISCHEN-STÜTZPUNKT" STR_ALIEN_BASE_ASSAULT_BRIEFING: "XCom-Mitarbeiter sind in einen Stützpunkt der Außerirdischen eingedrungen. Das Kontrollzentrum muß zerstört werden, um den Stützpunkt funktionsunfähig zu machen. Der Einsatz endet, wenn alle Gegner eliminiert sind oder Ihre Einsatztruppe zum grünen Ausgangsbereich zurückgekehrt ist. (Für eine Flucht das Icon 'Mission abbrechen' anklicken.)" STR_CYDONIA_BRIEFING: "Sie haben Cydonia erreicht. Sie dringen in einen großen unterirdischen Komplex in der Nähe der Mars-Sphinx ein. Sie müssen das Außerirdische Gehirn vernichten, das alle Aktivitäten der Eindringlinge steuert. Das Schicksal der Menschheit liegt in Ihrer Hand...." STR_TERROR_MISSION: "TERRORISTEN-MISSION" STR_TERROR_MISSION_BRIEFING: "Die Mission ist erfolgreich abgeschlossen, wenn alle gegnerischen Einheiten eliminiert oder neutralisiert wurden. Versuchen Sie unbedingt, das Leben aller Zivilisten in dem Gebiet zu retten, indem Sie die außerirdische Gefahr ausschalten. Um den Einsatz abzubrechen, bringen Sie Ihre Männer zum Transporter zurück und klicken das Icon 'Mission abbrechen' an." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "KEINE FREIEN HANGARS FÜR RAUMSCHIFFPRODUKTION!{SMALLLINE}Jedes Raumschiff, das verlegt, gekauft oder gebaut wird, benötigt einen Hangar. Bauen Sie einen neuen Hangar, oder verlegen Sie das Raumschiff auf einen anderen Stützpunkt." STR_NO_FREE_HANGARS_FOR_PURCHASE: "KEINE FREIEN HANGARS FÜR DEN KAUF!{SMALLLINE}Jedes Raumschiff, das verlegt, gekauft oder gebaut wird, benötigt einen Hangar. Bauen Sie einen neuen Hangar, oder verlegen Sie das Raumschiff auf einen anderen Stützpunkt." STR_NO_FREE_HANGARS_FOR_TRANSFER: "KEINE FREIEN HANGARS FÜR DEN TRANSFER!{SMALLLINE}Jedes Raumschiff, das verlegt, gekauft oder gebaut wird, benötigt einen Hangar. Bauen Sie einen neuen Hangar, oder verlegen Sie das Raumschiff auf einen anderen Stützpunkt." STR_CANNOT_BUILD_HERE: "KANN HIER NICHT GEBAUT WERDEN!{SMALLLINE}Sie müssen neben einer bereits bestehenden Stützpunkt-Einrichtung bauen." STR_NO_FREE_ACCOMODATION: "KEINE FREIEN QUARTIERE!{SMALLLINE}Der Zielstützpunkt hat nicht genug Platz in den Wohnquartieren." STR_NOT_ENOUGH_WORK_SPACE: "NICHT GENUG ARBEITSRAUM VERFÜGBAR!{SMALLLINE}Bauen Sie eine neue Werkstatt, oder reduzieren Sie die Arbeit an anderen Projekten." STR_NOT_ENOUGH_MONEY: "NICHT GENUG GELD!" STR_NOT_ENOUGH_STORE_SPACE: "NICHT GENUG LAGERPLATZ!{SMALLLINE}Bauen Sie neue Lager, oder transferieren Sie gelagerte Güter auf andere Stützpunkte." STR_NOT_ENOUGH_LIVING_SPACE: "NICHT GENUG QUARTIERE!{SMALLLINE}Bauen Sie neue Wohnquartiere, oder verlegen Sie Personal auf andere Stützpunkte." STR_LAUNCH_INTERCEPTION: "ABFANGMANÖVER STARTEN" STR_CRAFT: "RAUMSCHIFF" STR_STATUS: "STATUS" STR_BASE: "STÜTZPUNKT" STR_READY: "BEREIT" STR_OUT: "UNTERWEGS" STR_REPAIRS: "REPARATUR" STR_REFUELLING: "AUFTANKEN" STR_REARMING: "BEWAFFNEN" STR_TARGET: "ZIEL: {0}" STR_WAY_POINT: "WEGMARKE" STR_ARE_YOU_SURE_CYDONIA: "Sind Sie sicher, daß Sie dieses Raumschiff auf eine Mission nach Cydonia schicken wollen?" STR_YES: "JA" STR_NO: "NEIN" STR_SELECT_DESTINATION: "ZIEL WÄHLEN" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "STÜTZPUNKT-STANDORT WÄHLEN" STR_RETURN_TO_BASE: "ZURÜCK ZUM STÜTZPUNKT" STR_SELECT_NEW_TARGET: "NEUES ZIEL WÄHLEN" STR_PATROL: "PATROUILLIEREN" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESCHÄDIGT - RÜCKKEHR{NEWLINE}ZUM STÜTZPUNKT" STR_LOW_FUEL_RETURNING_TO_BASE: "ZU WENIG TREIBSTOFF -{NEWLINE}RÜCKKEHR ZUM STÜTZPUNKT" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION KOMPLETT - RÜCKKEHR ZUM STÜTZPUNKT" STR_PATROLLING: "PATROUILLIERT" STR_TAILING_UFO: "VERFOLGT UFO" STR_INTERCEPTING_UFO: "ABFANGVORGANG UFO-{0}" STR_RETURNING_TO_BASE: "RÜCKKEHR ZUM STÜTZPUNKT" STR_DESTINATION_UC_: "ZIEL: {0}" STR_BASE_UC: "STÜTZPUNKT>{ALT}{0}" STR_SPEED_: "GESCHWINDIGKEIT>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "HÖCHSTGESCHWINDIGKEIT>{ALT}{0}{ALT}" STR_ALTITUDE_: "HÖHE>{ALT}{0}" STR_VERY_LOW: "SEHR NIEDRIG" STR_LOW_UC: "NIEDRIG" STR_HIGH_UC: "HOCH" STR_VERY_HIGH: "SEHR HOCH" STR_FUEL: "TREIBSTOFF>{ALT}{0}" STR_WEAPON_ONE: "WAFFE-1>{ALT}{0}" STR_NONE_UC: "OHNE" STR_ROUNDS_: "SCHUSS>{ALT}{0}" STR_WEAPON_TWO: "WAFFE-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ABFANGJÄGER" STR_BASE_: "Stützpunkt>{0}" STR_NAME_UC: "NAME" STR_AMMO_: "MUNITION>{ALT}{0}" STR_CREW: "BESATZUNG" STR_EQUIPMENT_UC: "AUSRÜSTUNG" STR_ARMOR: "RÜSTUNG" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Einfacher Soldat" STR_SQUADDIE: "Gefreiter" STR_SERGEANT: "Feldwebel" STR_CAPTAIN: "Hauptmann" STR_COLONEL: "Oberst" STR_COMMANDER: "Kommandant" STR_SELECT_SQUAD_FOR_CRAFT: "Einsatztruppe wählen für {0}" STR_SORT_BY: "SORTIERE NACH..." STR_ORIGINAL_ORDER: "ORIGINALE REIHENFOLGE" STR_MISSIONS2: "MISSIONEN" STR_KILLS2: "ABSCHÜSSE" STR_WOUND_RECOVERY2: "WUNDHEILUNG" STR_SPACE_AVAILABLE: "PLATZ VERFÜGBAR>{ALT}{0}" STR_SPACE_USED: "PLATZ GENUTZT>{ALT}{0}" STR_SPACE_USED_UC: "PLATZ GENUTZT" STR_RANK: "RANG" STR_WOUNDED: "VERWUNDET" STR_EQUIPMENT_FOR_CRAFT: "Ausrüstung für {0}" STR_DEFENSE_VALUE: "Verteidigungswert" STR_HIT_RATIO: "Trefferquote" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}bereit zur Landung{NEWLINE}in der Nähe von{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Mission beginnen?" STR_SELECT_ARMAMENT: "Bewaffnung wählen" STR_AMMUNITION_AVAILABLE: "MUNITION VERFÜGBAR" STR_ARMAMENT: "BEWAFFNUNG" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "RÜSTUNG WÄHLEN FÜR{NEWLINE}{0}" STR_TYPE: "TYP" STR_PERSONAL_ARMOR_UC: "PERSÖNLICHE RÜSTUNG" STR_POWER_SUIT_UC: "ENERGIEANZUG" STR_FLYING_SUIT_UC: "FLUGANZUG" STR_SELECT_ARMOR: "Rüstung wählen" STR_NORTH: "NORDEN" STR_NORTH_EAST: "NORDOSTEN" STR_EAST: "OSTEN" STR_SOUTH_EAST: "SÜDOSTEN" STR_SOUTH: "SÜDEN" STR_SOUTH_WEST: "SÜDWESTEN" STR_WEST: "WESTEN" STR_NORTH_WEST: "NORDWESTEN" STR_SELECT_ACTION: "HANDLUNG WÄHLEN" STR_CONTINUE_INTERCEPTION_PURSUIT: "ABFANGMANÖVER FORTSETZEN" STR_PURSUE_WITHOUT_INTERCEPTION: "VERFOLGUNG FORTSETZEN" STR_VERY_LARGE: "SEHR GROSS" STR_LARGE: "GROSS" STR_MEDIUM_UC: "MITTELGROSS" STR_SMALL: "KLEIN" STR_VERY_SMALL: "SEHR KLEIN" STR_GROUNDED: "BODEN" STR_DETECTED: "Entdeckt" STR_SIZE_UC: "GRÖSSE" STR_ALTITUDE: "HÖHE" STR_HEADING: "KURS" STR_SPEED: "GESCHWINDIGKEIT" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFO ZENTRIEREN-ZEIT=5 Sek." STR_TRACKING_LOST: "SPUR VERLOREN" STR_REDIRECT_CRAFT: "RAUMSCHIFF UMLEITEN" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ZURÜCK ZUR LETZTEN BEKANNTEN UFO-POSITION" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "AUSSERIRDISCHEN-STÜTZPUNKT-{0}" STR_CRASH_SITE_: "ABSTURZSTELLE-{0}" STR_LANDING_SITE_: "LANDEPLATZ-{0}" STR_WAY_POINT_: "WEGMARKE-{0}" STR_TERROR_SITE: "Terroristenlager-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}erreicht{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrouilliert jetzt" STR_ALIEN_ORIGINS: "Außerirdische Ursprünge" STR_THE_MARTIAN_SOLUTION: "Die Marsianische Lösung" STR_CYDONIA_OR_BUST: "Cydonia oder Tod" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "XCOM-RAUMSCHIFFE & BEWAFFNUNG" STR_HEAVY_WEAPONS_PLATFORMS: "SCHWERE WAFFENTRÄGER" STR_WEAPONS_AND_EQUIPMENT: "WAFFEN UND AUSRÜSTUNG" STR_ALIEN_ARTIFACTS: "AUSSERIRDISCHE ARTEFAKTE" STR_BASE_FACILITIES: "STÜTZPUNKT-EINRICHTUNGEN" STR_ALIEN_LIFE_FORMS: "AUSSERIRDISCHE LEBENSFORMEN" STR_ALIEN_RESEARCH_UC: "AUSSERIRDISCHENFORSCHUNG" STR_UFO_COMPONENTS: "UFO-TEILE" STR_UFOS: "UFOs" STR_SELECT_ITEM: "GEGENSTAND WÄHLEN" STR_ACCELERATION: "BESCHLEUNIGUNG>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "TREIBSTOFFKAPAZITÄT>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WAFFENBEHÄLTER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SCHADENSKAPAZITÄT>{ALT}{0}{ALT}" STR_CARGO_SPACE: "FRACHTRAUM>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SWT KAPAZITÄT>{ALT}{0}{ALT}" STR_DAMAGE: "Schaden" STR_RANGE: "Reichweite" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Genauigkeit" STR_RE_LOAD_TIME: "Nachladezeit" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANZERBRECHEND" STR_DAMAGE_INCENDIARY: "BRANDSATZ" STR_DAMAGE_HIGH_EXPLOSIVE: "HOCHEXPLOSIV" STR_DAMAGE_LASER_BEAM: "LASERSTRAHL" STR_DAMAGE_PLASMA_BEAM: "PLASMASTRAHL" STR_DAMAGE_STUN: "BETÄUBT" STR_DAMAGE_MELEE: "NAHKAMPF" STR_DAMAGE_ACID: "SÄURE" STR_DAMAGE_SMOKE: "RAUCH" STR_SHOT_TYPE: "SCHUSSART" STR_ACCURACY_UC: "GENAUIGKEIT" STR_TIME_UNIT_COST: "ZE-KOSTEN" STR_DAMAGE_UC: "SCHADEN" STR_AMMO: "MUNITION" STR_SHOT_TYPE_AUTO: "Auto-Schuss " STR_SHOT_TYPE_SNAP: "Schnellschuss" STR_SHOT_TYPE_AIMED: "Zielschuss" STR_CONSTRUCTION_TIME: "Bauzeit" STR_CONSTRUCTION_COST: "Baukosten" STR_MAINTENANCE_COST: "Instandhaltungskosten" STR_LOW: "Niedrig" STR_MEDIUM: "Mittel" STR_HIGH: "Hoch" STR_CRAFT_WEAPON: "Raumschiffwaffe" STR_CRAFT_AMMUNITION: "Raumschiffmunition" STR_HEAVY_WEAPONS_PLATFORM: "Schwerer Waffenträger" STR_WEAPON: "Waffe" STR_AMMUNITION: "Munition" STR_EQUIPMENT: "Ausrüstung" STR_ALIEN_CORPSE: "Toter Außerirdischer" STR_UFO_COMPONENT: "UFO-Bauteil" STR_PERSONAL_ARMOR: "Persönliche Rüstung" STR_RAW_MATERIALS: "Rohmaterial" STR_HWP_CANNON_SHELLS: "SWT-Geschützmunition" STR_ALIEN: "Außerirdischer" STR_SECTOID: "Sektoid" STR_SNAKEMAN: "Schlangenmensch" STR_ETHEREAL: "Ätherer" STR_MUTON: "Mutone" STR_FLOATER: "Schweber" STR_CELATID: "Celatid" STR_SILACOID: "Silakoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Schnitter" STR_SECTOPOD: "Sektopod" STR_CYBERDISC: "Cyberdisc" STR_LIVE_COMMANDER: "Kommandant" STR_LIVE_LEADER: "Anführer" STR_LIVE_ENGINEER: "Ingenieur" STR_LIVE_MEDIC: "Arzt" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Schweber-Soldat" STR_FLOATER_NAVIGATOR: "Schweber-Navigator" STR_FLOATER_MEDIC: "Schweber-Arzt" STR_FLOATER_ENGINEER: "Schweber-Ingenieur" STR_FLOATER_LEADER: "Schweber-Anführer" STR_FLOATER_COMMANDER: "Schweber-Kommandant" STR_SECTOID_SOLDIER: "Sektoid-Soldat" STR_SECTOID_NAVIGATOR: "Sektoid-Navigator" STR_SECTOID_MEDIC: "Sektoid-Arzt" STR_SECTOID_ENGINEER: "Sektoid-Ingenieur" STR_SECTOID_LEADER: "Sektoid-Anführer" STR_SECTOID_COMMANDER: "Sektoid-Kommandant" STR_SNAKEMAN_SOLDIER: "Schlangenmensch-Soldat" STR_SNAKEMAN_NAVIGATOR: "Schlangenmensch-Navigator" STR_SNAKEMAN_ENGINEER: "Schlangenmensch-Ingenieur" STR_SNAKEMAN_LEADER: "Schlangenmensch-Anführer" STR_SNAKEMAN_COMMANDER: "Schlangenmensch-Kommandant" STR_MUTON_SOLDIER: "Mutone-Soldat" STR_MUTON_NAVIGATOR: "Mutone-Navigator" STR_MUTON_ENGINEER: "Mutone-Ingenieur" STR_ETHEREAL_SOLDIER: "Ätherer-Soldat" STR_ETHEREAL_LEADER: "Ätherer-Anführer" STR_ETHEREAL_COMMANDER: "Ätherer-Kommandant" STR_CYBERDISC_TERRORIST: "Cyberdisc-Terrorist" STR_REAPER_TERRORIST: "Schnitter-Terrorist" STR_CHRYSSALID_TERRORIST: "Chryssalid-Terrorist" STR_CELATID_TERRORIST: "Celatid-Terrorist" STR_SILACOID_TERRORIST: "Silakoid-Terrorist" STR_SECTOPOD_TERRORIST: "Sektopod-Terrorist" STR_UFO_POWER_SOURCE: "UFO-Energiequelle" STR_UFO_NAVIGATION: "UFO-Navigation" STR_UFO_CONSTRUCTION: "UFO-Konstruktion" STR_ALIEN_FOOD: "Außerirdische Nahrung" STR_ALIEN_REPRODUCTION: "Außerirdische Fortpflanzung" STR_ALIEN_ENTERTAINMENT: "Außerirdische Unterhaltung" STR_ALIEN_SURGERY: "Außerirdische Chirurgie" STR_EXAMINATION_ROOM: "Untersuchungsraum" STR_ALIEN_ALLOYS: "Außerirdische Legierungen" STR_ALIEN_HABITAT: "Außerirdisches Habitat" STR_POWER_SUIT: "Energieanzug" STR_FLYING_SUIT: "Fluganzug" STR_HWP_ROCKETS: "SWT-Raketen" STR_HWP_FUSION_BOMB: "SWT-Fusionsbombe" STR_LASER_WEAPONS: "Laserwaffen" STR_NEW_FIGHTER_CRAFT: "Neuer Kampfjäger" STR_NEW_FIGHTER_TRANSPORTER: "Neuer Kampfjäger-Transporter" STR_ULTIMATE_CRAFT: "Top-Raumschiff" STR_LASER_PISTOL: "Laserpistole" STR_LASER_RIFLE: "Lasergewehr" STR_HEAVY_LASER: "Schwerer Laser" STR_LASER_CANNON: "Lasergeschütz" STR_PLASMA_CANNON: "Plasmageschütz" STR_FUSION_MISSILE: "Fusionsrakete" STR_LASER_DEFENSE: "Laser-Abwehr" STR_PLASMA_DEFENSE: "Plasma-Abwehr" STR_FUSION_DEFENSE: "Fusionsabwehr" STR_GRAV_SHIELD: "Gravitationsschild" STR_MIND_SHIELD: "Gedankenschild" STR_PSI_LAB: "Psi-Labor" STR_MOTION_SCANNER: "Bewegungsscanner" STR_MEDI_KIT: "Sani-Tasche" STR_TANK_CANNON: "Panzer/Geschütz" STR_TANK_ROCKET_LAUNCHER: "Panzer/Raketenwerfer" STR_TANK_LASER_CANNON: "Panzer/Lasergeschütz" STR_HOVERTANK_PLASMA: "Schwebepanzer/Plasma" STR_HOVERTANK_LAUNCHER: "Schwebepanzer/ Werfer" STR_STINGRAY_LAUNCHER: "Stingray-Raketenwerfer" STR_AVALANCHE_LAUNCHER: "Avalanche-Raketenwerfer" STR_CANNON: "Geschütz" STR_FUSION_BALL_LAUNCHER: "Fusionskugelwerfer" STR_PLASMA_BEAM: "Plasmastrahl" STR_STINGRAY_MISSILES: "Stingray-Rakete" STR_AVALANCHE_MISSILES: "Avalanche-Rakete" STR_CANNON_ROUNDS_X50: "Schuß für Geschütz (x50)" STR_FUSION_BALL: "Fusionskugel" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Wissenschaftler" STR_ENGINEER: "Ingenieur" STR_NORTH_AMERICA: "Nordamerika" STR_ARCTIC: "Arktis" STR_ANTARCTICA: "Antarktis" STR_SOUTH_AMERICA: "Südamerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Nordafrika" STR_SOUTHERN_AFRICA: "Südliches Afrika" STR_CENTRAL_ASIA: "Zentralasien" STR_SOUTH_EAST_ASIA: "Südostasien" STR_SIBERIA: "Sibirien" STR_AUSTRALASIA: "Australien" STR_PACIFIC: "Pazifik" STR_NORTH_ATLANTIC: "Nordatlantik" STR_SOUTH_ATLANTIC: "Südatlantik" STR_INDIAN_OCEAN: "Indischer Ozean" STR_ALIEN_RESEARCH: "Außerirdische Forschung" STR_ALIEN_HARVEST: "Außerirdische Ernte" STR_ALIEN_ABDUCTION: "Außerirdische Entführung" STR_ALIEN_INFILTRATION: "Außerirdische Infiltration" STR_ALIEN_BASE: "Außerirdischen-Stützpunkt" STR_ALIEN_TERROR: "Außerirdischer Terror" STR_ALIEN_RETALIATION: "Außerirdischen-Vergeltung" STR_ALIEN_SUPPLY: "Außerirdischen-Versorgung" STR_MAXIMUM_SPEED: "Höchstgeschwindigkeit" STR_HYPER_WAVE_DECODER_UC: "HYPERWELLEN-DECODER" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "ABFANGJÄGER" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "GESCHÜTZ" STR_FUSION_BALL_UC: "FUSIONSKUGEL" STR_LASER_CANNON_UC: "LASERGESCHÜTZ" STR_PLASMA_BEAM_UC: "PLASMASTRAHL" STR_DAMAGE_CAPACITY: "Schadenskapazität" STR_WEAPON_POWER: "Waffenstärke" STR_WEAPON_RANGE: "Reichweite der Waffen" STR_ACCESS_LIFT: "Hauptaufzug" STR_LABORATORY: "Labor" STR_WORKSHOP: "Werkstatt" STR_SMALL_RADAR_SYSTEM: "Kleines Radarsystem" STR_LARGE_RADAR_SYSTEM: "Großes Radarsystem" STR_MISSILE_DEFENSES: "Raketenabwehr" STR_GENERAL_STORES: "Hauptlager" STR_ALIEN_CONTAINMENT: "Außerirdischen-Klimazelle" STR_LASER_DEFENSES: "Laser-Abwehr" STR_PLASMA_DEFENSES: "Plasma-Abwehr" STR_FUSION_BALL_DEFENSES: "Fusionskugel-Abwehr" STR_PSIONIC_LABORATORY: "Psionisches Labor" STR_HYPER_WAVE_DECODER: "Hyperwellen-Decoder" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSSLAND" STR_UK: "GB" STR_FRANCE: "FRANKREICH" STR_GERMANY: "DEUTSCHLAND" STR_ITALY: "ITALIEN" STR_SPAIN: "SPANIEN" STR_CHINA: "CHINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIEN" STR_BRAZIL: "BRASILIEN" STR_AUSTRALIA: "AUSTRALIEN" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SÜDAFRIKA" STR_EGYPT: "ÄGYPTEN" STR_CANADA: "KANADA" STR_TANK: "Panzer" STR_CIVILIAN: "Zivilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mär" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "Internationale Beziehungen" STR_COUNTRY: "Land" STR_FUNDING: "Gelder" STR_CHANGE: "Differenz" STR_WEAPON_SYSTEMS: "WAFFEN-SYSTEME" STR_HWPS: "SWTs" STR_DAMAGE_UC_: "SCHADEN>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Über den Hauptaufzug gelangen Personal und Ausrüstung in den unterirdischen Stützpunkt. Er ist daher immer die erste Einrichtung, die auf einem neuen Stützpunkt gebaut wird. Der Aufzug ist der empfindlichste Punkt bei feindlichen Angriffen." STR_LIVING_QUARTERS_UFOPEDIA: "In jedem Wohnblock leben bis zu 50 Personen. Die Anlage umfaßt die wichtigsten Erholungseinrichtungen, Nahrungsmittel und Schlafbereiche." STR_LABORATORY_UFOPEDIA: "In den Labors können sich bis zu 50 Wissenschaftler aufhalten. Die Labors sind mit den neuesten Technologien ausgestattet, um Forschungen im Bereich der Materialwissenschaft, Kosmologie und Biochemie durchzuführen. Sie erhalten außerdem bevorzugten Zutritt zu den besten Labors der Welt, einschließlich militärischer Einrichtungen." STR_WORKSHOP_UFOPEDIA: "In den Werkstätten werden die in den Forschungslabors entwickelten Ausrüstungen hergestellt. Bis zu 50 Ingenieure können sich dort gleichzeitig aufhalten, jedoch nimmt auch die Konstruktion der Gegenstände Platz in Anspruch." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Ein kleines Radarsystem hat eine effektive Reichweite von 300 Seemeilen und ist für die Bodensuche an ein Satellitensystem gekoppelt. Jedes System kann mit einer Wahrscheinlichkeit von 10% alle 30 Minuten ein Objekt durchschnittlicher Größe entdecken." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Ein großes Radarsystem hat eine effektive Reichweite von 450 Seemeilen und ist für die Bodensuche an ein Satellitensystem gekoppelt. Jedes System kann mit einer Wahrscheinlichkeit von 20% alle 30 Minuten ein Objekt durchschnittlicher Größe entdecken." STR_MISSILE_DEFENSES_UFOPEDIA: "Raketenabwehreinrichtungen bieten etwas Schutz vor gegnerischen Raumschiffen, die versuchen, in der Nähe des Stützpunktes zu landen." STR_GENERAL_STORES_UFOPEDIA: "Die gesamte Ausrüstung, Waffensysteme, Munition, geborgene Gegenstände und SWT werden in Lagern aufbewahrt, inklusive dem Material, das einem Raumschiff zugeordnet ist." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Lebende Außerirdische benötigen einen besonderen Lebensraum, um ihre Systeme auf der Erde zu erhalten. In den abgeschlossenen Klimazellen ist Platz für bis zu 10 verschiedene Lebensformen." STR_LASER_DEFENSES_UFOPEDIA: "Die Laser-Abwehr bietet Schutz vor dem Eindringen gegnerischer Raumschiffe." STR_PLASMA_DEFENSES_UFOPEDIA: "Die Plasmastrahl-Abwehr bildet einen mächtigen und wirkungsvollen Schutz vor gegnerischen Raumschiffen." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusionsraketen bieten die effektivste Verteidigung gegen Angriffe der Außerirdischen. Sie erzeugen eine Antimaterie-Implosion, die alles in einem bestimmten Radius zerstört." STR_GRAV_SHIELD_UFOPEDIA: "Die Gravitationsschilde wehren so lange alle außerirdischen Raumschiffe ab, bis die Verteidigungssysteme wieder feuern können. Dadurch wird die Wirksamkeit der Verteidigungssysteme Ihres Stützpunktes praktisch verdoppelt." STR_MIND_SHIELD_UFOPEDIA: "Die Außerirdischen stellen die Anwesenheit von Menschen anhand von Gehirnströmen fest. Daher ist es sinnvoll, als Gegenmaßnahme Gehirnstromschilde um den Stützpunkt zu errichten. Damit wird die Gefahr der Entdeckung durch außerirdische Raumschiffe stark verringert." STR_PSIONIC_LABORATORY_UFOPEDIA: "Die Psi-Labors beurteilen das Psi-Potential aller Soldaten des Stützpunktes und ermöglichen die weitere Ausbildung dieser Fähigkeiten. In jedem Labor können bis zu 10 Soldaten gleichzeitig trainiert werden. Der Trainingsplan wird am Ende des Monats aufgestellt. Psionische Fähigkeiten können im Kampf eingesetzt werden, wenn gleichzeitig ein Psi-Verstärker benutzt wird." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Die Kommunikationssysteme der Außerirdischen nutzen supra-dimensionale Wellen, die sich sehr schnell ausbreiten. Dabei werden die Nachrichten von den UFOs aufgenommen und decodiert. Die Nachricht enthält außerdem Informationen über den Typ des UFOs, sein Volk und dessen Aktivitäten." STR_HANGAR_UFOPEDIA: "Jeder Hangar kann ein XCom-Raumschiff aufnehmen. Es gibt Einrichtungen für dessen Wartung, Reparatur und das Tanken. Jedes auf einem Stützpunkt stationierte Raumschiff muß einen freien Hangar haben, den kein anderes Raumschiff benutzen kann, selbst wenn dieses im Einsatz ist." STR_PISTOL_UFOPEDIA: "Die Standardwaffe der XCom ist eine halbautomatische Pistole mit einer Kapazität von 12 Schuss." STR_RIFLE_UFOPEDIA: "Dieses hochpräzise Scharfschützengewehr verfügt über ein lasergesteuertes Zielfernrohr und feuert 6,7-mm-Munition aus einem Magazin mit je 20 Schuss." STR_HEAVY_CANNON_UFOPEDIA: "Dieses schwerfällige Geschütz hat eine verheerende Wirkung. Es ist vielseitig einsetzbar, denn es kann drei verschiedene Typen von Munition abfeuern: panzerbrechende und hochexplosive Munition sowie Brandsätze." STR_AUTO_CANNON_UFOPEDIA: "Das automatische Geschütz verbindet Vielseitigkeit und Stärke eines schweren Geschützes mit einer schnellen Feuerrate." STR_ROCKET_LAUNCHER_UFOPEDIA: "Der Raketenwerfer ist ein lasergelenktes System, das drei verschiedene Größen von Raketen abfeuern kann." STR_LASER_PISTOL_UFOPEDIA: "Die Laserpistole ist eine wirkungsvolle Waffe auf der Grundlage einer neuen Technologie. Sie hat die Vorteile einer Pistole, ist jedoch schneller und genauer." STR_LASER_RIFLE_UFOPEDIA: "Das Lasergewehr ist eine stärkere und genauere Version des älteren Pistolendesigns." STR_HEAVY_LASER_UFOPEDIA: "Der schwere Laser ist unhandlich, doch äußerst wirkungsvoll." STR_GRENADE_UFOPEDIA: "Diese Standardgranate ist mit einem zuverlässigen und hochentwickelten Zeitzünder ausgestattet." STR_SMOKE_GRENADE_UFOPEDIA: "Rauchgranaten können willkommene Deckung in ungeschützten Kampfsituationen bieten. Setzen Sie sie vorsichtig ein, denn sie bieten auch dem Gegner Schutz." STR_PROXIMITY_GRENADE_UFOPEDIA: "Eine Granate mit Annäherungszünder kann wie jede andere Granate geworfen werden. Sie reagiert jedoch nach dem Auftreffen auf dem Boden ausschließlich auf Bewegungen. Nutzen Sie diese Waffe geschickt und mit Vorsicht." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Dieser Sprengstoff sollte nur für Abrißarbeiten eingesetzt werden. Halten Sie das Personal von der Einsatzstelle fern." STR_MOTION_SCANNER_UFOPEDIA: "Dieses moderne Gerät nutzt verschiedene Detektoren und Computeralgorithmen, um gegnerische Einheiten in Bewegung zu identifizieren. Es bedarf jedoch einiger Übung, um es richtig bedienen zu können. Klicken Sie das Bewegungsscanner-Icon auf der taktischen Anzeige an. Wählen Sie aus dem Menü die Option 'Scanner einsetzen'. In der Mitte der Scanner-Anzeige können Sie dann einen Pfeil in Blickrichtung des Soldaten sehen (Norden ist oben). Die blinkenden Punkte stellen Einheiten dar, die sich vor kurzem noch bewegt haben. Große oder sich schnell bewegende Einheiten sind durch größere Punkte dargestellt. Stationäre Einheiten werden nicht gezeigt." STR_MEDI_KIT_UFOPEDIA: "Die Sani-Tasche enthält Heil- und Schmerz- sowie Stimulansmittel. Um die Sani-Tasche nutzen zu können, müssen Sie in die Richtung blicken, in der sich der verwundete Soldat befindet. Ist der Soldat betäubt, dann müssen Sie sich über ihn stellen. Klicken Sie das Sani-Taschen-Icon an, und wählen Sie aus dem Menü die Option 'Sani-Tasche nutzen'.{NEWLINE}HEILEN> Rote Körperteile zeigen an, daß sie schwer verletzt sind. Klicken Sie den entsprechenden Körperteil und dann den Knopf 'Heilen' an. Damit wird eine tödliche Wunde geheilt und neue Gesundheit zugeführt.{NEWLINE}STIMULANS> Regeneriert Energie und belebt bewußtlose (betäubte) Soldaten. Um einen bewußtlosen Soldaten wiederzubeleben, müssen Sie sich direkt über ihn stellen.{NEWLINE}SCHMERZMITTEL> Erhöht die Moral verwundeter Soldaten bis zu einer Stufe, die dem alten Gesundheitsniveau entspricht." STR_PSI_AMP_UFOPEDIA: "Die Psi-Verstärker können nur von Soldaten mit Psi-Fähigkeiten verwendet werden. Klicken Sie während des kampfes auf den Psi-Verstärker, wählen Sie die Art des Angriffs und wählen Sie ein Ziel-Gerät mit dem Cursor. Es gibt zwei Arten von Psi-Angriffen:{NEWLINE}PANIK AUSLÖSEN> Wenn der Angriff erfolgreich ist, verringert sich die Moral des Ziels und es kann zur Panik kommen.{NEWLINE}GEDANKEN KONTROLLE> Wenn der Angriff erfolgreich ist, dann erhaltet Ihr sofort die Kontrolle über die feindliche Einheit, als ob sie eure eigene ist. Es ist sehr schwer, mit dieser Art von Angriff erfolgreich zu sein." STR_STUN_ROD_UFOPEDIA: "Dieses Gerät kann nur im Nahkampf eingesetzt werden. Es betäubt lebende Organismen durch Elektroschocks, ohne sie zu töten." STR_MIND_PROBE_UFOPEDIA: "Die Gedankensonde ist ein Kommunikationsgerät der Außerirdischen, mit dem Informationen aus Gehirnströmen entnommen werden. XCom-Einheiten können sie im Kampf einsetzen, um die Merkmale eines Außerirdischen zu identifizieren. Klicken Sie erst die Gedankensonde, dann die Option 'Nutzen' und anschließend den Außerirdischen an." STR_PLASMA_PISTOL_UFOPEDIA: "Plasmapistolen sind tödliche Waffen der Außerirdischen, mit denen Teilchen aus einem winzigen Anti-Gravitationsfeld beschleunigt werden." STR_PLASMA_RIFLE_UFOPEDIA: "Plasmagewehre sind Waffen der Außerirdischen, deren verheerende Zerstörungskraft auf Teilchen beruht, die aus einem winzigen Anti-Gravitationsfeld beschleunigt werden." STR_HEAVY_PLASMA_UFOPEDIA: "Hierbei handelt es sich um eine vernichtend starke Waffe, mit welcher Teilchen aus einem winzigen Anti-Gravitationsfeld beschleunigt werden." STR_BLASTER_LAUNCHER_UFOPEDIA: "Dies ist ein gelenkter Raketenwerfer der Außerirdischen, der mächtige 'Blasterbomben' abfeuert. Wenn Sie die Waffe zum Abfeuern anklicken, werden für die Bombe 'Wegmarken' erstellt, denen sie folgen soll. Haben Sie genug Wegmarken gesetzt, dann klicken Sie das Spezial-Abschuss-Icon an." STR_SMALL_LAUNCHER_UFOPEDIA: "Eine kleine Abschussrampe, die Betäubungsbomben abfeuert. Sehr nützlich, um Außerirdische lebend zu fangen." STR_ALIEN_GRENADE_UFOPEDIA: "Dieses Gerät funktioniert wie eine terrestrische Granate, es hat jedoch eine wesentlich stärkere Wirkung." STR_SMALL_SCOUT: "Kleiner Aufklärer" STR_MEDIUM_SCOUT: "Mittlerer Aufklärer" STR_LARGE_SCOUT: "Großer Aufklärer" STR_HARVESTER: "Erntemaschine" STR_ABDUCTOR: "Entführer" STR_TERROR_SHIP: "Überfallraumschiff" STR_BATTLESHIP: "Kampfraumschiff" STR_SUPPLY_SHIP: "Versorgungsraumschiff" STR_RATING: "BEWERTUNG> {0}" STR_RATING_TERRIBLE: "MISERABEL!" STR_RATING_POOR: "SCHLECHT!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GUT!" STR_RATING_EXCELLENT: "AUSGEZEICHNET!" STR_SCORE: "PUNKTE" STR_XCOM_PROJECT_MONTHLY_REPORT: "XCOM-PROJEKT-MONATSBERICHT" STR_MONTH: "Monat> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Der Rat der geldgebenden Nationen ist mit Ihrem bisherigen Fortschritt im Allgemeinen zufrieden." STR_COUNCIL_IS_VERY_PLEASED: "Der Rat der geldgebenden Nationen ist mit Ihrem bisherigen Fortschritt sehr zufrieden. Machen Sie weiter so." STR_COUNCIL_IS_DISSATISFIED: "Der Rat der geldgebenden Nationen ist mit Ihrem bisherigen Fortschritt nicht zufrieden. Sie müssen effektiver handeln, um die Bedrohung durch die Außerirdischen abzuwenden, andernfalls wird das Projekt abgebrochen." STR_YOU_HAVE_NOT_SUCCEEDED: "Es ist Ihnen nicht gelungen, die Invasion der Außerirdischen abzuwenden. Der Rat der Geldgebenden Nationen hat leider entschieden, das Projekt abzubrechen. Jede Nation muß dieses Problem nun nach eigenem Ermessen lösen. Wir hoffen, daß wir mit diesen feindlich gesinnten Mächten auskommen und die Bevölkerung nicht unter der Invasion leiden muß." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} ist sehr zufrieden mit Ihren Fortschritten bei der Bekämpfung der außerirdischen Eindringlinge und hat eine Erhöhung der Gelder eingeleitet." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} ist besonders von Ihrer Fähigkeit beeindruckt, auf die Bedrohung vor Ort zu reagieren, und hat eine Erhöhung der Gelder geplant." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} und {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} ist unzufrieden mit Ihrer Fähigkeit, die außerirdischen Aktivitäten im Land zu unterbinden, und hat entschieden, die finanzielle Beteiligung zu reduzieren." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sind unzufrieden mit Ihrer Fähigkeit, die außerirdischen Aktivitäten im Land zu unterbinden und haben entschieden, die finanzielle Beteiligung zu reduzieren." STR_KNOTS: "{0} Knoten" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} hat einen Geheimvertrag mit einer unbekannten außerirdischen Macht geschlossen und hat sich aus dem Projekt zurückgezogen." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} haben einen Geheimvertrag mit den Außerirdischen Invasoren geschlossen und haben sich aus dem Projekt zurückgezogen." STR_MONTHLY_RATING: "Monatswertung> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Finanzierungsänderung> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Der Rat der Geldgeber ist nicht zufrieden mit Ihrer finanziellen Situation. Sie müssen Ihre Schulden unter $1 millionen bekommen oder das Projekt wird beendet." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPERWELLEN-TRANSMISSIONEN WURDEN ENTSCHLÜSSELT" STR_CRAFT_TYPE: "RAUMSCHIFFTYP" STR_RACE: "VOLK" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Forschung einleiten" STR_ALLOCATE_MANUFACTURE: "Produktion einleiten" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havanna" STR_MEXICO_CITY: "Mexiko-Stadt" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskau" STR_ROME: "Rom" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapstadt" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Neu-Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Mumbai" STR_CALCUTTA: "Kalkutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hongkong" STR_NOVOSIBIRSK: "Nowosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi Training" STR_PSIONIC_TRAINING: "PSIONISCHES TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Restkapazität Psi-Labore > {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionische{NEWLINE} Stärke" STR_PSIONIC_SKILL_IMPROVEMENT: "Psi-Fähigk. /{NEWLINE}Fortschritte" STR_PSI_AMP: "Psi-Verstärker" STR_IN_TRAINING: " Im{NEWLINE}Training?" STR_TARGETTED_BY: "IM VISIER VON:" STR_WEAPONS_CREW_HWPS: "WAFFEN/{NEWLINE}CREW/SWTs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "hat zu wenig Treibstoff,{NEWLINE}kehrt zum Stützpunkt zurück" STR_SOLDIER_LIST: "Soldatenliste" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIONEN> {ALT}{0}" STR_KILLS: "ABSCHÜSSE> {ALT}{0}" STR_WOUND_RECOVERY: "WUNDHEILUNG> {ALT}{0}" STR_TIME_UNITS: "ZEITEINHEITEN" STR_STAMINA: "ENERGIE" STR_HEALTH: "GESUNDHEIT" STR_BRAVERY: "MUT" STR_REACTIONS: "REAKTION" STR_FIRING_ACCURACY: "SCHUSSGENAUIGKEIT" STR_THROWING_ACCURACY: "WURFGENAUIGKEIT" STR_STRENGTH: "STÄRKE" STR_PSIONIC_STRENGTH: "PSIONISCHE STÄRKE" STR_PSIONIC_SKILL: "PSIONISCHE FÄHIGKEITEN" STR_NEW_RANK: "NEUER RANG" STR_PROMOTIONS: "Beförderungen" STR_SOLDIERS_UC: "SOLDATEN" STR_TANK_CANNON_UFOPEDIA: "Schwere Waffenträger (SWT) wurden entwickelt, um XCom-Einheiten zu unterstützen. Die Kombination aus hoher Feuerkraft und starker Panzerung macht diese zu wertvollen Kampfeinheiten im offenen Terrain. Vergewissern Sie sich, daß sich genügend Geschützmunition in Ihren Lagern befindet, um die Panzer neu zu bewaffnen. Dies geschieht automatisch, wenn sie einer Einsatztruppe zugeordnet werden." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Dieser automatisierte SWT ist mit mächtigen Raketen ausgestattet, die den Gegner vernichten sollen. Vergewissern Sie sich, daß in den Lagern genügend SWT-Raketen vorrätig sind." STR_TANK_LASER_CANNON_UFOPEDIA: "Laserwaffen sind nützliche Ergänzungen für SWTs. Sie besitzen eine starke Feuerkraft und uneingeschränkte Mengen Munition." STR_HOVERTANK_PLASMA_UFOPEDIA: "Dank der Außerirdischen-Technologie haben die SWTs eine neue Bedeutung erhalten. Die bessere Manövrierfähigkeit und die Stärke der Plasmastrahlen bilden eine tödliche Kombination." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Die Fusionskugel-Abschussrampe dieses Schwebepanzers verursacht starke Zerstörungen. Setzen Sie sie sehr vorsichtig ein. Sie müssen außerdem Fusionskugeln herstellen, um diese SWT bewaffnen zu können. Eine Fusionskugel ist eine intelligente gelenkte Waffe. Um sie abzufeuern, müssen Sie mehrere 'Wegmarken' mit dem Cursor auswählen und dann das Abschuss-Icon anklicken." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Dieses kompakte Gerät wird als Munition für schwere Plasmageschütze verwendet. Es enthält eine kleine Menge Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Dieser kleine Gegenstand wird als Energiequelle für Plasmagewehre verwendet, eine Außerirdischenwaffe mittlerer Feuerkraft. Er enthält eine kleine Menge Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Energiequelle für die kleine Plasmapistole der Außerirdischen. Enthält Elerium - die Energiequelle der Außerirdischen." STR_STUN_BOMB_UFOPEDIA: "Die Betäubungsbombe wird zum Fangen von Menschenexemplaren verwendet, kann jedoch auch gegen die meisten Außerirdischenvölker eingesetzt werden. Sie wird von einer kleinen Abschussrampe aus abgefeuert." STR_ALIEN_RESEARCH_UFOPEDIA: "Die Forschungsmission der Außerirdischen dient der Sammlung grundlegender Daten über die Erde und ihre Bewohner. Es werden vornehmlich kleine Raumschiffe eingesetzt, die gelegentlich in einsamen Gebieten landen. Diese Aktivitäten der Außerirdischen stellen nur geringe Gefahren für die XCom dar, und die Regierungen und Öffentlichkeit fühlen sich nicht bedroht." STR_ALIEN_HARVEST_UFOPEDIA: "Die Außerirdischen haben verschiedene Nutzungsmöglichkeiten für die Lebewesen der Erde. Tiere werden heimlich entführt und nach der Entnahme bestimmter Organe wieder zurückgebracht. Im Zusammenhang mit UFO-Entdeckungen hört man häufig Meldungen über verstümmelte Rinder. Diese Aktivitäten der Außerirdischen beunruhigen die Regierungen und die Öffentlichkeit in beträchtlichem Maße. Sie treten häufig in landwirtschaftlichen Gebieten auf. Eine Theorie vermutet, daß die Außerirdischen auf dem Planeten ursprünglich Fauna und Flora 'gesät' haben und nun zurückkehren, um die 'Ernte' einzufahren." STR_ALIEN_ABDUCTION_UFOPEDIA: "Dies ist die heimtückischste unter den Aktivitäten der Außerirdischen. Die Entführung von Menschen durch Außerirdische ist weit verbreitet. Trotz der Versuche, Details aus aus dem Gedächtnis der Opfer zu löschen, berichten die Entführten von demütigenden Untersuchungen ihrer Körper, einschließlich der Einpflanzung außerirdischer Föten und bizarrer genetischer Experimente. Zweck dieser Aktivitäten scheinen genetische Mutationen und die Manipulation des genetischen Materials der Außerirdischen selbst zu sein. Diese Aktivitäten verursachen große Beunruhigung und treten vor allem in bewohnten Gebieten oder Städten auf." STR_ALIEN_INFILTRATION_UFOPEDIA: "Es kann vorkommen, daß die Regierungen der Erde von den Agenten der Außerirdischen, die das Aussehen von Menschen angenommen haben, infiltriert werden. Dadurch kommen offizielle Kontakte in höchsten Regierungskreisen zustande. Den Höhepunkt dieser Aktivitäten bilden zahlreiche Erscheinungen von UFOs in der Nähe größerer Städte. Die Außerirdischen versuchen, Verträge mit den Regierungen abzuschließen, indem sie ihnen Erkenntnisse ihrer überlegenen Technologien anbieten. Als Gegenleistung soll die jeweilige Regierung den Außerirdischen gestatten, ihre Aktivitäten ungehindert auszuführen. Diese Missionen stellen die größte Bedrohung für die XCom dar. Stimmt eine Regierung einem Abkommen zu, dann wird sie der XCom keine finanziellen Mittel mehr zur Verfügung stellen." STR_ALIEN_BASE_UFOPEDIA: "Die Außerirdischen richten unterirdische Stützpunkte in abgelegenen Gegenden ein. Nach einigen Aufklärungsflügen häufen sich die UFO-Aktivitäten, während der Stützpunkt ausgebaut wird. Man weiß, daß es in diesen Stützpunkten Labors zur Untersuchung entführter Menschen und Versorgungsmittel für weitere Aktivitäten in der Umgebung gibt. Das Vorhandensein von Stützpunkten der Außerirdischen hat deren verstärkte Aktivität zur Folge, ohne daß dabei UFOs gesichtet werden. Um einen Stützpunkt überhaupt lokalisieren zu können, muß ein XCom-Raumschiff mehrere Stunden lang ein bestimmtes Gebiet patrouillieren." STR_ALIEN_TERROR_UFOPEDIA: "Die Außerirdischen setzen ihre furchtbaren Kräfte ein, wenn sie eine Stadt terrorisieren. Zivilisten werden direkt bedroht, und Regierungen werden gezwungen, ganze Gebiete zu räumen. Hauptzweck dieser Aktivitäten ist die Erzeugung einer Massenhysterie, damit die Regierungen von der Unterstützung des XCom-Projektes absehen." STR_ALIEN_RETALIATION_UFOPEDIA: "Gelingt es den Abfangjägern der XCom, viele UFOs abzuschießen, dann üben die Außerirdischen Vergeltung, indem sie zum Beispiel einen XCom-Stützpunkt direkt angreifen. Jedoch müssen die Außerirdischen einen solchen erst finden, und wenn die UFOs bei ihren Flügen abgefangen werden, ist die Gefahr eines Angriffs relativ gering." STR_ALIEN_SUPPLY_UFOPEDIA: "Haben die Außerirdischen einen Stützpunkt errichtet, dann wird er regelmäßig von speziellen Raumschiffen versorgt. Wird ein solches Raumschiff bei der Landung entdeckt, kann man sicher sein, daß sich in der Nähe des Landeplatzes ein Stützpunkt befindet." STR_SMALL_SCOUT_UFOPEDIA: "Dieses kleine Raumschiff wird vornehmlich für die Aufklärung oder Forschung eingesetzt. Es kündigt normalerweise außerirdische Missionen mit größeren Schiffen an." STR_MEDIUM_SCOUT_UFOPEDIA: "Ein ungefährliches, mittelgroßes Aufklärungsschiff der Außerirdischen, das in Einsätzen vor den größeren Raumschiffen erscheint." STR_LARGE_SCOUT_UFOPEDIA: "Das größte Aufklärungsschiff der Außerirdischen ist ein Mehrzweckraumschiff. Die Außerirdischen setzen es bei allen Arten von Missionen ein." STR_HARVESTER_UFOPEDIA: "Die Erntemaschine hat eine Falltür im Unterteil ihres Rumpfes und ist mit einem Kran ausgerüstet, mit dem Rinder und anderes Vieh aufgenommen werden können. Anschließend werden die gewünschten Körperteile mit Lasermessern herausgeschnitten und der Rest auf dem Boden zurückgelassen. Die Organe werden in besonderen Behältern aufbewahrt." STR_ABDUCTOR_UFOPEDIA: "Dieses Raumschiff ist mit einem Forschungsraum für die Ausführung gräßlicher Experimente an Menschen ausgerüstet. Dabei wird das Opfer mit Hilfe telepathischer Kräfte gelähmt, bleibt jedoch während der Operation bei Bewußtsein." STR_TERROR_SHIP_UFOPEDIA: "Das Überfallraumschiff hat einen Laderaum, in dem große Terrorwaffen oder außerirdische Terroristen aufgenommen und in bewohnte Gebiete transportiert werden können." STR_BATTLESHIP_UFOPEDIA: "Das Kampfschiff ist das größte und mächtigste Raumschiff der Außerirdischen. Es ist das wichtigste Werkzeug ihrer Missionen, ausgerüstet mit gefährlichen Waffen sowie zahlreichen Besatzungsmitgliedern." STR_SUPPLY_SHIP_UFOPEDIA: "Das Versorgungsschiff wird beim Bau von Stützpunkten der Außerirdischen oder für die Versorgung bereits errichteter Stützpunkte eingesetzt. Es transportiert Lebensmittelbehälter und Reproduktionskammern." STR_DISMANTLE: "Demontieren" STR_FACILITY_IN_USE: "EINRICHTUNG IN GEBRAUCH" STR_CANNOT_DISMANTLE_FACILITY: "KANN EINRICHTUNG NICHT DEMONTIEREN!{SMALLLINE}Alle Stützpunkteinrichtungen müssen mit dem Hauptaufzug verbunden sein." STR_TRANSFER_ITEMS_TO: "Gegenstände transportieren nach {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "KEINE KLIMAZELLE FÜR TRANSFER!{SMALLLINE}Lebende Außerirdische benötigen zum Überleben eine Klimazelle " STR_AMOUNT_AT_DESTINATION: "MENGE AM{NEWLINE}ZIEL" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Außerirdischer stirbt, da keine Außerirdischen-Klimazelle vorhanden ist." STR_NO_FREE_ACCOMODATION_CREW: "KEINE FREIEN QUARTIERE!{SMALLLINE}Zielstützpunkt hat nicht genügend Quartiere für die dem Raumschiff zugewiesene Besatzung." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NICHT GENUG LAGERKAPAZITÄT!{SMALLLINE}Der gewählte Stützpunkt hat nicht genug Lagerfläche für die sich in diesem Raumschiff befindende Ausrüstung." STR_ITEMS_ARRIVING: "Ankommende Gegenstände" STR_DESTINATION_UC: "ZIEL" STR_PISTOL: "Pistole" STR_PISTOL_CLIP: "Pistolen-Magazin" STR_RIFLE: "Gewehr" STR_RIFLE_CLIP: "Gewehr-Magazin" STR_HEAVY_CANNON: "Schweres Geschütz" STR_HC_AP_AMMO: "SG-PB-Munition" STR_HC_HE_AMMO: "SG-HE-Munition" STR_HC_I_AMMO: "SG-B-Munition" STR_AUTO_CANNON: "Autom. Geschütz" STR_AC_AP_AMMO: "AG-PB-Munition" STR_AC_HE_AMMO: "AG-HE-Munition" STR_AC_I_AMMO: "AG-B-Munition" STR_ROCKET_LAUNCHER: "Raketenwerfer" STR_SMALL_ROCKET: "Kleine Rakete" STR_LARGE_ROCKET: "Große Rakete" STR_INCENDIARY_ROCKET: "Brandrakete" STR_GRENADE: "Granate" STR_SMOKE_GRENADE: "Rauchgranate" STR_PROXIMITY_GRENADE: "Granate mit Annäherungszünder" STR_HIGH_EXPLOSIVE: "Brisanz-Sprengstoff" STR_STUN_ROD: "Betäubungsstab" STR_HEAVY_PLASMA: "Schweres Plasmagewehr" STR_HEAVY_PLASMA_CLIP: "Schweres Plasmagewehr-Magazin" STR_PLASMA_RIFLE: "Plasmagewehr" STR_PLASMA_RIFLE_CLIP: "Plasmagewehr-Magazin" STR_PLASMA_PISTOL: "Plasmapistole" STR_PLASMA_PISTOL_CLIP: "Plasmapistolen-Magazin" STR_BLASTER_LAUNCHER: "Blaster-Abschussrampe" STR_BLASTER_BOMB: "Blaster-Bombe" STR_SMALL_LAUNCHER: "Kleine Abschussrampe" STR_STUN_BOMB: "Betäubungsbombe" STR_ALIEN_GRENADE: "Außerirdischen-Granate" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Gedankensonde" STR_SECTOID_CORPSE: "Toter Sektoid" STR_SNAKEMAN_CORPSE: "Toter Schlangenmensch" STR_ETHEREAL_CORPSE: "Toter Ätherer" STR_MUTON_CORPSE: "Toter Mutone" STR_FLOATER_CORPSE: "Toter Schweber" STR_CELATID_CORPSE: "Toter Celatid" STR_SILACOID_CORPSE: "Toter Silakoid" STR_CHRYSSALID_CORPSE: "Toter Chryssalid" STR_REAPER_CORPSE: "Toter Schnitter" STR_SECTOPOD_CORPSE: "Sektopod Wrack" STR_CYBERDISC_CORPSE: "Cyberdisc Wrack" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nicht genug Munition zum Ausrüsten der SWT vorhanden{SMALLLINE}Jede SWT benötigt {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nicht genügend Ausrüstung für die Truppe" STR_MARS_CYDONIA_LANDING: "Mars: Cydonia-Landung" STR_MARS_CYDONIA_LANDING_BRIEFING: "Ihr Avenger-Raumschiff ist auf dem Mars in der Region Cydonia gelandet. Informationen zufolge befindet sich in einer der Pyramiden ein grüner Aufzug, über den man in den unterirdischen Komplex gelangen kann. Sobald Sie alle Soldaten in der Nähe des Aufzugs gesammelt haben, klicken Sie das Icon 'Mission abbrechen' an, um zur nächsten Stufe weiterzugehen." STR_MARS_THE_FINAL_ASSAULT: "Mars: Der endgültige Überfall" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Der Aufzug bringt Ihre kampfmüden Soldaten tief unter die Planetenoberfläche in das Zentrum eines großen Komplexes aus Tunneln und Kammern. Das Gehirn der Außerirdischen ist irgendwo in diesem Labyrinth versteckt. Es muß vernichtet werden, um die Erde vor der Sklaverei durch die Außerirdischen zu bewahren.{NEWLINE}{NEWLINE}Viel Glück! " STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Zur Nutzung oder Produktion von{NEWLINE}{1}{NEWLINE}müssen Sie folgendes erforschen{NEWLINE}{0}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Die Außerirdischen haben den wehrlosen Stützpunkt {0} zerstört." STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "XCom-Agenten haben einen Stützpunkt der Außerirdischen in {0} entdeckt." STR_STANDOFF: "ABSTAND HALTEN" STR_CAUTIOUS_ATTACK: "FERNANGRIFF" STR_STANDARD_ATTACK: "STANDARDANGRIFF" STR_AGGRESSIVE_ATTACK: "AGGRESSIVER ANGRIFF" STR_DISENGAGING: "ABBRUCH" STR_UFO_HIT: "UFO GETROFFEN!" STR_UFO_CRASH_LANDS: "UFO ABGESTÜRZT!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Verkleinerung nur bei Fernangriff" STR_UFO_RETURN_FIRE: "UFO ERWIDERT FEUER!" STR_INTERCEPTOR_DAMAGED: ">>> ABFANGJÄGER BESCHÄDIGT <<<" STR_INTERCEPTOR_DESTROYED: ">>> ABFANGJÄGER ZERSTÖRT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO ENTKOMMT!" STR_ALIENS_TERRORISE: "TERRORANGRIFF DER AUSSERIRDISCHEN {NEWLINE}" STR_LONG_RANGE_DETECTION: "Langstrecken-Radar" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Schwierigkeitsgrad" STR_INTERCEPT: "ABFANGEN" STR_BASES: "STÜTZPUNKTE" STR_GRAPHS: "DIAGRAMME" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPTIONEN" STR_FUNDING_UC: "GELDER" STR_5_SECONDS: "5 Sek." STR_1_MINUTE: "1 Min." STR_5_MINUTES: "5 Min." STR_30_MINUTES: "30 Min." STR_1_HOUR: "1 Std." STR_1_DAY: "1 Tag" STR_XCOM_PERFORMANCE_ROSTER: "XCom-Bewertungsliste" STR_ENTER_NAME: "Namen eingeben" STR_PERFORMANCE_RATING: "Leistungsbewertung" STR_VICTORY_DATE: "Datum des Sieges" STR_ELECTRO_FLARE: "E-Leuchtkörper" STR_ELECTRO_FLARE_UFOPEDIA: "Dieses Gerät erzeugt einen hellen Lichtschein, wenn es geworfen wird. Damit können in der Dunkelheit gegnerische Einheiten sichtbar gemacht werden." STR_MONTHLY_COSTS: "Kosten pro Monat" STR_CRAFT_RENTAL: "Raumschiff-Mietgebühren" STR_SALARIES: "Gehälter" STR_BASE_MAINTENANCE: "Stützpunkt-Erhaltungskosten" STR_COST_PER_UNIT: "Kosten pro Einheit" STR_QUANTITY: " Menge" STR_TOTAL: "Gesamt" STR_IN_PSIONIC_TRAINING: "Im psionischen Training" STR_BLASTER_BOMB_UFOPEDIA: "Hierbei handelt es sich um eine hochexplosive Rakete mit einem intelligenten Lenksystem. Sie wird mit Hilfe einer Blaster-Vorrichtung abgeschossen." STR_FRONT_ARMOR: "RÜSTUNG VORN" STR_LEFT_ARMOR: "RÜSTUNG LINKS" STR_RIGHT_ARMOR: "RÜSTUNG RECHTS" STR_REAR_ARMOR: "RÜSTUNG HINTEN" STR_UNDER_ARMOR: "RÜSTUNG UNTEN" STR_ROUNDS: "Schüsse" STR_UNIT: "EINHEIT> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "RÜSTUNG> {0}" STR_FRONT_ARMOR_UC: "RÜSTUNG VORN" STR_LEFT_ARMOR_UC: "RÜSTUNG LINKS" STR_RIGHT_ARMOR_UC: "RÜSTUNG RECHTS" STR_REAR_ARMOR_UC: "RÜSTUNG HINTEN" STR_SKILLS: "FÄHIGKEITEN> {0}" STR_LEVEL: "Schwierigkeitsgrad> {0}" STR_HEAD: "KOPF" STR_TORSO: "RUMPF" STR_RIGHT_ARM: "RECHTER ARM" STR_LEFT_ARM: "LINKER ARM" STR_RIGHT_LEG: "RECHTES BEIN" STR_LEFT_LEG: "LINKES BEIN" STR_PAIN_KILLER: "SCHMERZMITTEL" STR_STIMULANT: "STIMULANS" STR_HEAL: "HEILEN" STR_TIME_UNITS_SHORT: "ZE>{ALT}{0}" STR_WEIGHT: "Gewicht>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakt.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Fäh.>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Stä.>{ALT}{0}" STR_ALIEN_ARTIFACT: "Außerirdisches Artefakt" STR_AMMO_ROUNDS_LEFT: "MUNITION:{NEWLINE}VERBLEIBENDE{NEWLINE}SCHÜSSE={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Schmerz>{ALT}{0}{ALT}{NEWLINE}Stimulans>{ALT}{1}{ALT}{NEWLINE}Heilung>{ALT}{2}" STR_THROW: "Werfen" STR_AUTO_SHOT: "Auto-Schuss" STR_SNAP_SHOT: "Schnellschuss" STR_AIMED_SHOT: "Zielschuss" STR_STUN: "Treffer" STR_PRIME_GRENADE: "Granate scharf machen" STR_USE_SCANNER: "Scanner einsetzen" STR_USE_MEDI_KIT: "Sani-Tasche benutzen" STR_LAUNCH_MISSILE: "Rakete feuern" STR_ACCURACY_SHORT: "SG>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nicht genug Zeiteinheiten!" STR_NOT_ENOUGH_ENERGY: "Nicht genug Energie!" STR_NO_ROUNDS_LEFT: "Nicht genug Munition!" STR_NO_AMMUNITION_LOADED: "Keine Munition geladen!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Falsche Munition für diese Waffe!" STR_WEAPON_IS_ALREADY_LOADED: "Waffe ist bereits geladen!" STR_NO_LINE_OF_FIRE: "Keine Schusslinie!" STR_GRENADE_IS_ACTIVATED: "Granate ist aktiviert!" STR_GRENADE_IS_DEACTIVATED: "Granate ist deaktiviert!" STR_THERE_IS_NO_ONE_THERE: "Dort ist niemand!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Artefakt muß erst untersucht werden!" STR_OUT_OF_RANGE: "Außer Reichweite!" STR_UNABLE_TO_THROW_HERE: "Kann hier nicht werfen!" STR_SET_TIMER: "Zeit einstellen" STR_HIDDEN_MOVEMENT: "VERSTECKTE BEWEGUNG" STR_TURN: "RUNDE> {0}" STR_SIDE: "SEITE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Zum Fortfahren Knopf drücken" STR_MIND_CONTROL: "Gedankenkontrolle" STR_PANIC_UNIT: "Einheit in Panik stürzen" STR_MORALE_ATTACK_SUCCESSFUL: "Moral Angriff erfolgreich" STR_MIND_CONTROL_SUCCESSFUL: "Gedankenkontrolle erfolgreich" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}hat einen Tobsuchtsanfall" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}hat einen Tobsuchtsanfall" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}ist in Panik ausgebrochen" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}ist in Panik ausgebrochen" STR_XCOM: "XCom" STR_ALIENS: "Außerirdische" STR_RIGHT_HAND: "RECHTE HAND" STR_LEFT_HAND: "LINKE HAND" STR_RIGHT_SHOULDER: "RECHTE SCHULTER" STR_LEFT_SHOULDER: "LINKE SCHULTER" STR_BACK_PACK: "RUCKSACK" STR_BELT: "GÜRTEL" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}wird von den Außerirdischen kontrolliert" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}wird von den Außerirdischen kontrolliert" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ist bewusstlos" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ist bewusstlos" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}Ist an einer Verletzung gestorben" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ist an ihren Verletzungen gestorben" STR_USE_MIND_PROBE: "Gedankensonde einsetzen" STR_FATAL_WOUNDS: "TÖDLICHE WUNDEN" STR_UNDER_ARMOR_UC: "RÜSTUNG UNTEN" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Zeiteinheiten sind für Schnellschuss reserviert" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Zeiteinheiten sind für Auto-Schuss reserviert" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Zeiteinheiten sind für Zielschuss reserviert" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Zeiteinheiten sind zum Aufstehen/Hinknien reserviert" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Zeiteinheiten sind zum Hinknien und Feuern reserviert" STR_UNITS_IN_CRAFT: one: "{N} Einheit im Ausgangsbereich" other: "{N} Einheiten im Ausgangsbereich" STR_UNITS_OUTSIDE: one: "{N} Einheit außerhalb des Ausgangsbereichs" other: "{N} Einheiten außerhalb des Ausgangsbereichs" STR_UNITS_IN_ENTRANCE: one: "{N} Einheit im Eingang" other: "{N} Einheiten im Eingang" STR_UNITS_IN_EXIT: one: "{N} Einheit im Zielausgang" other: "{N} Einheiten im Zielausgang" STR_ABORT_MISSION_QUESTION: "Mission abbrechen?" STR_CORPSE: "Toter" STR_UNLOAD_CRAFT: "Entladen" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}wurde getötet" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}wurde getötet" STR_HIT_MELEE: "Treffer" STR_GROUND: "BODEN" STR_LIVING_QUARTERS_PLURAL: "Quartiere" STR_LIST_ITEM: "GEGENSTAND" STR_PERSONAL_ARMOR_UFOPEDIA: "Mit der Alien Legierung und der daraus neu hervorgekommen Rüstung, haben unsere Männer eine größere Chance gegen die außerirdische Bedrohung." STR_POWER_SUIT_UFOPEDIA: "Ein neuer wirksamer Schutz für Soldaten. Diese Rüstung wird mit Elerium betrieben und verbessert die Geschwindigkeit und die Stärke des Trägers. Derzeit der beste Schutz für Soldaten." STR_FLYING_SUIT_UFOPEDIA: "Der verbesserte Energieanzug, wurde mit der Anti-Schwerkraft-Technologie ausgerüstet um völlige Bewegungsfreiheit auf dem Schlachtfeld zu ermöglichen." STR_ALL_ALIENS_KILLED_IN_CRASH: "Alle Außerirdischen wurden durch den Absturz getötet,{NEWLINE}Automatische Bergung eingeleitet" STR_RESET: "Zurücksetzen" STR_MEMORIAL: "Gedenkstätte" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "REKRUTIERTE SOLDATEN>{ALT}{0}" STR_SOLDIERS_LOST_UC: "GEFALLENE SOLDATEN>{ALT}{0}" MAP_CULTA: "Bauernhof" MAP_FOREST: "Wald" MAP_JUNGLE: "Dschungel" MAP_MOUNT: "Berg" MAP_DESERT: "Wüste" MAP_POLAR: "Arktis" MAP_URBAN: "Stadt" MAP_UBASE: "Alien Basis" MAP_XBASE: "XCom Basis" MAP_MARS: "Mars" STR_MIXED: "Gemischt" STR_REMOVE_SELECTED: "Ausgewählte entfernen" STR_LIVE_ALIENS: "Lebende{NEWLINE}Exemplare" STR_DEAD_ALIENS: "Exemplare{NEWLINE}Abgelehnt" STR_UNDER_INTERROGATION: "Derzeit{NEWLINE}Untersucht." STR_CONTAINMENT_EXCEEDED: "KAPAZITÄT DER AUßERIRDISCHEN-KLIMAZELLE ÜBERSCHRITTEN!{SMALLLINE}Nicht genug Platz in der Klimazelle von {0}. Du musst überzählige Ausserirdische aus der Klimazelle entfernen (diese werden sterben)." STR_MANAGE_CONTAINMENT: "Außerirdischen-Klimazelle verwalten" STR_STORAGE_EXCEEDED: "LAGERKAPAZITÄT ÜBERSCHRITTEN!{SMALLLINE}Nicht genügend Lagerfläche in {0}. Sie müssen überschüssige Gegenstände verkaufen." STR_GO_TO_BASE: "Geh zur Basis" STR_MELEE_ACCURACY: "NAHKAMPFGENAUIGKEIT" STR_SELL_PRODUCTION: "VERKAUFEN" STR_BOTH_HANDS_MUST_BE_EMPTY: "Beide Hände müssen frei sein!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nicht genug Ausrüstung um Vorlage zu kopieren!" STR_UNLOAD_WEAPON: "Waffe entladen" STR_ALL_ITEMS: "Alle Artikel" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "KEINE WEITERE AUSRÜSTUNG AN BORD ERLAUBT!{SMALLLINE}Sie dürfen höchstens {N} Ausrüstungsgegenstände auf eine Mission mitnehmen." other: "KEINE WEITERE AUSRÜSTUNG AN BORD ERLAUBT!{SMALLLINE}Sie dürfen höchstens {N} Ausrüstungsgegenstände auf eine Mission mitnehmen." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KOMMANDOZENTRUM ZERSTÖRT {NEWLINE} Begeben Sie sich zum Eingang um abzubrechen." STR_XCOM_BASE_CANNOT_BE_BUILT: "XCom-Anlagen können nicht unter Wasser gebaut werden" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Raumschiffe & Bewaffnung" STR_COMPONENTS: "Bauteile" STR_SOLDIERS_RECRUITED: "Rekrutierte Soldaten" STR_SOLDIERS_LOST: "Gefallene Soldaten" STR_TOTAL_UFOS: "Entdeckte UFOs" STR_TOTAL_ALIEN_BASES: "Entdeckte außerirdische Basen" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PFÄ" FEMALE_CIVILIAN: "Zivilistin, Weiblich" MALE_CIVILIAN: "Zivilist, Männlich" CYBERDISC_WEAPON: "Cyberdisc-Waffe" REAPER_WEAPON: "Schnitter-Waffe" CHRYSSALID_WEAPON: "Chryssalid-Waffe" CELATID_WEAPON: "Celatid-Waffe" SILACOID_WEAPON: "Silakoid-Waffe" SECTOPOD_WEAPON: "Sektopod-Waffe" ZOMBIE_WEAPON: "Zombie-Waffe" ALIEN_PSI_WEAPON: "Außerirdischen-Psi-Waffe" ================================================ FILE: bin/standard/xcom1/Language/el.yml ================================================ el: STR_AVENGER_UFOPEDIA: "ΜΕΤΑΓΩΓΙΚΟ ΚΑΙ ΜΑΧΗΤΙΚΟ ΔΙΑΣΤΗΜΟΠΛΟΙΟ. Η ΑΠΟΛΥΤΗ ΑΝΑΠΑΡΑΓΩΓΗ ΕΞΩΓΗΙΝΗΣ ΤΕΧΝΟΛΟΓΙΑΣ." STR_INTERCEPTOR_UFOPEDIA: "ΠΟΛΕΜΙΚΟ ΑΕΡΟΣΚΑΦΟΣ ΜΕ ΔΥΟ ΜΗΧΑΝΕΣ ΠΑΛΜΙΚΗΣ ΕΚΠΥΡΣΟΚΡΟΤΗΣΗΣ ΚΑΙ ΕΙΔΙΚΑ ΘΩΡΑΚΙΣΜΕΝΑ ΗΛΕΚΤΡΟΝΙΚΑ ΣΥΣΤΗΜΑΤΑ. ΟΤΙ ΚΑΛΥΤΕΡΟ ΕΧΕΙ ΝΑ ΠΡΟΣΦΕΡΕΙ Η ΓΗΙΝΗ ΤΕΧΝΟΛΟΓΙΑ." STR_LIGHTNING_UFOPEDIA: "ΜΕΤΑΦΟΡΙΚΟ ΚΑΙ ΜΑΧΗΤΙΚΟ ΑΕΡΟΣΚΑΦΟΣ. ΜΙΑ ΑΤΕΧΝΗ ΑΛΛΑ ΑΠΟΤΕΛΕΣΜΑΤΙΚΗ ΠΡΟΣΟΜΟΙΩΣΗ ΤΟΥ ΕΞΩΓΗΙΝΟΥ ΣΥΣΤΗΜΑΤΩΣ ΠΡΟΩΘΗΣΗΣ." STR_SKYRANGER_UFOPEDIA: "ΜΕΤΑΓΩΓΙΚΟ ΑΕΡΟΣΚΑΦΟΣ. ΤΟ ΤΑΧΥΤΕΡΟ ΤΟΥ ΕΙΔΟΥΣ ΤΟΥ, ΜΕ ΙΚΑΝΟΤΗΤΑ ΚΑΘΕΤΗΣ ΠΡΟΣΓΕΙΩΣΗΣ ΚΑΙ ΑΠΟΓΕΙΩΣΗΣ (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "ΜΑΧΗΤΙΚΟ ΑΕΡΟΣΚΑΦΟΣ. ΑΥΤΟΣ Ο ΜΟΝΟΘΕΣΙΟΣ ΠΟΛΕΜΙΣΤΗΣ ΑΠΟΤΕΛΕΙ ΤΟ ΚΛΑΣΙΚΟ ΣΧΕΔΙΟ ΑΤΙΑ, ΜΕ ΚΕΝΤΡΙΚΗ ΜΟΝΑΔΑ ΠΡΟΩΘΗΣΗΣ." STR_STINGRAY_UFOPEDIA: "ΕΞΕΛIΓΜΕΝΟΣ ΠΥΡΑΥΛΟΣ ΑΕΡΟΣ-ΑΕΡΟΣ ΜΕ ΕΙΔΙΚΑ ΘΩΡΑΚΙΣΜΕΝΑ ΗΛΕΚΤΡΟΝΙΚΑ." STR_AVALANCHE_UFOPEDIA: "ΠΥΡΑΥΛΟΣ ΑΕΡΟΣ-ΑΕΡΟΣ ΜΕ ΠΥΡΗΝΙΚΗ ΚΕΦΑΛΗ, ΑΛΛΑ ΜΕ ΕΞΑΙΡΕΤΙΚΑ ΒΑΡΥ ΦΟΡΤΙΟ." STR_CANNON_UFOPEDIA: "ΠΥΡΒΟΛΟ ΥΨΗΛΗΣ ΙΣΧΥΣ ΠΟΥ ΧΡΗΣΙΜΟΠΙΟΙ ΔΙΑΤΡΙΤΙΚΑ ΒΛΗΜΑΤΑ ΜΕ ΙΚΑΝΟΤΙΤΑ ΔΙΕΙΣΔΥΣΕΙΣ 16 ΙΝΤΣΕΣ ΑΤΣΑΛΙ." STR_FUSION_BALL_UFOPEDIA: "ΑΥΤΟΣ Ο ΠΡΟΩΘΗΤΗΣ ΕΚΤΟΞΕΥΕΙ ΠΥΡΑΥΛΟ ΣΕ ΣΧΗΜΑ ΜΠΑΛΑΣ ΠΟΥ ΤΡΟΦΟΔΟΤΕΙΤΕ ΑΠΟ ΑΝΤΙΔΡΑΣΗ ΤΗΣ ΑΝΤΙ-ΥΛΗΣ. Η ΜΠΑΛΑ ΚΑΤΑΣΤΡΕΦΕΙ ΤΟΝ ΣΤΟΧΟ ΜΕ ΕΚΡΗΞΗ ΒΑΡΥΤΙΚΟΥ ΚΥΜΑΤΟΣ." STR_LASER_CANNON_UFOPEDIA: "ΑΥΤΗ Η ΣΥΜΒΑΤΙΚΗ ΑΚΤΙΝΑ ΛΕΪΖΕΡ ΤΡΟΦΟΔΟΤΕΙΤΑΙ ΑΠΟ ΕΝΑΝ ΑΝΤΙΔΡΑΣΤΗΡΑ ΑΝΤΙ-ΥΛΗΣ." STR_PLASMA_BEAM_UFOPEDIA: "Η ΑΚΤΙΝΑ ΒΑΡΥΤΗΤΑΣ ΚΑΤΕΥΘΥΝΕΙ ΑΠΕΙΡΟΕΛΑΧΙΣΤΑ ΕΝΑ ΣΥΝΘΛΙΒΟΜΕΝΟ ΠΡΟΣ ΤΑ ΜΕΣΑ ΒΑΡΥΤΙΚΟ ΠΕΔΙΟ." STR_SECTOID_UFOPEDIA: "Η Sectoid ιεραρχία κυμαίνεται από στρατιώτες σε ηγέτες με ισχυρές psionic ικανότητες. Αυτές psionic δυνάμεις μπορεί να χρησιμοποιηθεί για κατάρρευση του ηθικού στρατιωτών στη μάχη, ή ακόμη και πάρουν τον έλεγχο του μυαλού τους. Έχουν την τάση να απολαύσουν απαγωγές ανθρώπων και ακρωτηριασμό ζώων. Η απαγωγή χρησιμοποιείται για να εξάγει το γενετικό υλικό για διασταυρούμενη αναπαραγωγή και την ανάπτυξη κλώνων για διεισδύοντας ανθρώπινη κοινωνία. Τα βοοειδή παρέχουν τόσο τη διατροφή και το γενετικό υλικό. Αυτή η αγώνα φαίνεται να θέλουν να αναπτύξουν την ανώτερη γενετική υβρίδια να αυξηθεί η αποτελεσματικότητα της κυψέλης-όπως και η κοινωνία τους." STR_SECTOID_AUTOPSY: "Αυτοψία Σεκτοειδή" STR_SECTOID_AUTOPSY_UFOPEDIA: "Η αυτοψία αποκαλύπτει υπολείμματα πεπτικών οργάνων και μια απλή δομή. Ο εγκέφαλος και τα μάτια είναι πολύ καλά αναπτυγμένα. Η δομή υποδηλώνει γενετική τροποποίηση ή μετάλλαξη. Το μικρό στόμα και η μύτη φαίνεται να έχουν ελάχιστη λειτουργία. Ο ιστός ανάμεσα στα δάχτυλα και η πλατυποδία υποδηλώνουν υδρόβια προέλευση. Δεν υπάρχουν αναπαραγωγικά όργανα και δεν υπάρχουν ενδείξεις για το πώς αυτό το είδος μπορεί να αναπαραχθεί. Πιθανότατα είναι ένα είδος γενετικά τροποποιημένο." STR_SNAKEMAN_UFOPEDIA: "Η φυλή αυτή αναπτύχθηκε σε ένα εξαιρετικά εχθρικό περιβάλλον. Είναι εξαιρετικά ανθεκτικά και μπορούν να αντέχουν σε ακραίες διακυμάνσεις θερμοκρασίας. Η κινητικότητά τους εξαρτάται από ένα γιγάντιο «πόδι» που μοιάζει με φίδι το οποίο προστατεύει όλα τα ζωτικά όργανα. Οι στόχοι τους φαίνεται να είναι καθαρά αρπακτικοί και φαίνεται να βρίσκονται υπό τις διαταγές κάποιας άλλης νοημοσύνης που κατευθύνει τις στρατιωτικού τύπου επιδρομές τους στη γη." STR_SNAKEMAN_AUTOPSY: "Αυτοψία Φιδάνθρωπου" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Το δέρμα είναι εξαιρετικά σκληρό και ανθεκτικό στη θερμότητα. Το καρδιαγγειακό σύστημα είναι μέρος του μυϊκού συστήματος που χρησιμοποιεί την υδραυλική αρχή για να δημιουργήσει κίνηση. Ο μόνος αληθινός μυς είναι η «καρδιά». Το αναπαραγωγικό σύστημα φαίνεται να είναι πολύ αποτελεσματικό. Η αναπαραγωγή είναι ασεξουαλική, με κάθε φιδάνθρωπο να μεταφέρει έως και πενήντα αυγά μέσα στο σώμα του ανά πάσα στιγμή. Αν αφεθεί στην τύχη του αυτό το είδος θα αποτελούσε σοβαρή απειλή για τη ζωή στη γη." STR_ETHEREAL_UFOPEDIA: "Αυτό το ον έχει τρομερές νοητικές δυνάμεις που επιτρέπουν τηλεπαθητική επικοινωνία και τηλεκινητικές ικανότητες. Οι φαινομενικά αδύναμες φυσικές ικανότητες αυτού του πλάσματος συντηρούνται από τις νοητικές του δυνάμεις. Δεν καταλαβαίνουμε πώς λειτουργούν αυτές οι τηλεκινητικές δυνάμεις, αφού φαίνεται να αψηφούν τους νόμους της φυσικής όπως τους γνωρίζουμε. Είναι εξαιρετικά επικίνδυνοι σε οποιαδήποτε κατάσταση μάχης, όπου βασίζονται στις ψυχικές τους δυνάμεις για τη μάχη. Σπάνια εμφανίζονται στη γη αφού φαίνεται να βασίζονται σε άλλες φυλές για την επιδίωξη των στόχων τους." STR_ETHEREAL_AUTOPSY: "Αυτοψία Αιθέριου" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Αυτό το ον είναι σωματικά καθυστερημένο και φαίνεται ανίκανο να διατηρήσει οποιεσδήποτε λειτουργίες ζωής. Οι μύες είναι σοβαρά ατροφημένοι και τα εσωτερικά όργανα φαίνεται ότι δεν έχουν αναπτυχθεί. Τα αισθητήρια όργανα, συμπεριλαμβανομένων των ματιών, φαίνεται ότι δεν λειτουργούν καθόλου. Ο εγκέφαλος, ωστόσο, είναι καλά ανεπτυγμένος και αντλεί μεγάλο ποσοστό της παροχής αίματος του σώματος. Είναι ένα μυστήριο για το πώς αυτό το πλάσμα μπορεί να συντηρηθεί χωρίς εξωτερική υποστήριξη." STR_MUTON_UFOPEDIA: "Αυτό το ανθρωπόμορφο πλάσμα είναι σωματικά ισχυρό και έξυπνο. Έχουν ιδιαίτερη όρεξη να καταναλώνουν ωμή σάρκα οποιασδήποτε μορφής, την οποία χρειάζονται για διατροφή, όπως τα σαρκοφάγα στη γή. Φαίνεται να βασίζονται σε τηλεπαθητικές εντολές από μια φυλή που είναι γνωστή ως «Αιθέριοι». Μόλις διαχωριστούν από αυτόν τον τηλεπαθητικό σύνδεσμο, το νοητικό τους σύστημα φαίνεται να καταρρέει και πεθαίνουν. Τα αυτοματοποιημένα τεχνητά εμφυτεύματα χρησιμοποιούνται για να βελτιώσουν τις πολεμικές τους επιδόσεις. Προφανώς είναι οι στρατιώτες μίας ανώτερης ευφυίας." STR_MUTON_AUTOPSY: "Αυτοψία Μάτον" STR_MUTON_AUTOPSY_UFOPEDIA: "Το 'δέρμα' αυτού του πλάσματος φαίνεται να είναι μια οργανικά κατασκευαζόμενη προστατευτική πανοπλία η οποία μεταμοσχεύεται στο σώμα. Υπάρχουν πολλά κυβερνητικά εμφυτεύματα τα οποία χρησιμοποιούνται για να βελτιώσουν την λειτουργία του καρδιαγγειακού συστήματος και των αισθήσεων. Τα αναπαραγωγικά όργανα φαίνονται να έχουν αφαιρεθεί χειρουργικά. Προφανώς αυτά τα ατυχή πλάσματα περιορίζονται σε μια ζωή πολέμου και κατάκτησης. Οι διατρητικές σφαίρες δεν είναι αποτελεσματικές ενάντια στο σκληρό δέρμα τους." STR_CELATID_UFOPEDIA: "Αυτή η μορφή ζωής έχει τη μυστηριώδη φυσική ικανότητα να επιπλέει στον αέρα. Φαίνεται να ανιχνεύει ανθρώπινα εγκεφαλικά κύματα και θα κινηθεί προς έναν ανθρώπινο στόχο ακόμα κι αν είναι καλά κρυμμένος. Μόλις εντοπιστεί ένας στόχος, οι Κελατίδες προσγειώνονται και εκτοξεύουν μικρά σφαιρίδια με εξαιρετικά διαβρωτικό δηλητήριο. Το πλάσμα έχει την ικανότητα να κλωνοποιεί τον εαυτό του με ανησυχητικό ρυθμό. Συνοδεύει τη φυλή Μάτον στις περιπλανήσεις της." STR_CELATID_AUTOPSY: "Αυτοψία Κελατίδας" STR_CELATID_AUTOPSY_UFOPEDIA: "Ο πυρήνας περιέχει μια μικρή βιομηχανική συσκευή, η οποία φαίνεται να αναπτύχθηκε μεσω ενος συστήματος αντιβαρύτητας. Ο σάκος του δηλητηρίου είναι το μεγαλύτερο όργανο και δεν φαίνεται να είναι μια ξεχωριστή δομή του εγκεφάλου. Δεν υπάρχει σαφής πεπτικό ή αναπαραγωγικό σύστημα. Ένα μικρό όργανο περιέχει έμβρυα που μπορούν να αναπτυχθούν γρήγορα σε ένα νέο ον." STR_SILACOID_UFOPEDIA: "Αυτή η μορφή ζωής βασίζεται στην σιλικόνη, και παράγει τεράστια ποσά θερμότητας. Έχει την ισχύ να συνθλίψει βράχους, τους οποίους και καταναλώνει στο καυτό εσωτερικό του. Έχει μόνο βασική νοημοσύνη και ελέγχεται μέσω εμφυτευμάτων ή τηλεπαθητικών όντων. Συνεργάζεται με τους Μάτονς." STR_SILACOID_AUTOPSY: "Αυτοψία Σίλακοϊντ" STR_SILACOID_AUTOPSY_UFOPEDIA: "Τα σωθικά του πλάσματος είναι εξαιρετικά καυτά, και φαίνεται να είναι η βάση για το πεπτικό του σύστημα. Το μοναδικό σύστημα μυών του έχει τεράστια δύναμη και ταχύτητα. Το δέρμα του δεν βλάπτεται από τη φωτιά ή εμπρηστικά πυρομαχικά." STR_CHRYSSALID_UFOPEDIA: "Τα καβούρια είναι ένα ισχυρό όπλο σε στενή μάχη. Ο υψηλός μεταβολισμός και η δύναμη αυτού του πλάσματος του δίνουν ταχύτητα και επιδεξιότητα. Αντί να σκοτώσει το θύμα του, το εμποτίζει με ένα αυγό και εγχέει ένα δηλητήριο που το μετατρέπει σε ένα ζόμπι. Μια νέα Χρυσαλιδα θα σκάσει από το θύμα λίγο μετά τον εμποτισμό. Οι Χρυσαλιδες συνδέονται με τον αγώνα Snakeman." STR_CHRYSSALID_AUTOPSY: "Αυτοψία Χρυσαλλίδας" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Ο σκελετος από αυτό το πλάσμα είναι εξαιρετικά σκληρός, αλλά εκπληκτικά ευάλωτος σε εκρηκτικά πυρομαχικά. Ο εγκέφαλος έχει αναπτυχθεί καλά, και ο ρυθμός ανάπτυξης του κυττάρου του πολύ γρήγορα. Το πλάσμα μεταφέρει είκοσι αυγά που τοποθετούνται μέσα σε άλλους οργανισμούς. Αυτό το πλάσμα είναι ένα πολύ αποτελεσματικό όπλο τρομοκρατίας." STR_FLOATER_UFOPEDIA: "Οι Αιωρητές είναι κυρίως στρατιώτες και πράκτορες τρομοκρατίας. Είναι από φυσικού αρπακτικά όντα, γενετικά και κυβερνητικά ενισχυμένα ώστε να είναι τρομεροί πολεμιστές. Το κάτω μισό του σώματος τους και τα πιο εσωτερικά όργανα είναι χειρουργικά αφαιρεμένα, και ένα σύστημα υποστήριξης ζωής είναι εγκατεστημένο. Αυτό το εμφύτευμα περιέχει μία μονάδα αντιβαρύτητας η οποία επιτρέπει στο πλάσμα να επιπλέει, έστω και ασταθώς, στον αέρα." STR_FLOATER_AUTOPSY: "Αυτοψία Αιωρητή" STR_FLOATER_AUTOPSY_UFOPEDIA: "Το πλάσμα έχει αλλάξει δραστικά με χειρουργική επέμβαση. Η διάταξη η οποία φαίνεται να σχηματίζει τον πυρήνα του σώματος είναι ένα σύστημα υποστήριξης της ζωής και αναλαμβάνει την λειτουργία της καρδιάς, των πνευμόνων και του πεπτικού συστήματος. Αυτό θα επιτρέψει στο πλάσμα να επιβιώσει σε εξαιρετικά εχθρικό περιβάλλον. Ο εγκέφαλος είναι μικρότερος από τον δικό μας, αλλά τα αισθητήρια όργανα έχουν αναπτυχθεί καλά." STR_REAPER_UFOPEDIA: "Αυτό το δίποδο σαρκοφάγο έχει ισχυρά σαγόνια και μια ακόρεστη όρεξη. Έχει μια σειρά από εγκεφαλικά εμφυτεύματα που χρησιμοποιούνται για να ελέγχουν τις δραστηριότητες του. Τα πρωτόγονα ένστικτα αρπακτικού του πλάσματος έχουν μικρή χρησιμότητα εκτός από το να τρομοκρατήσουν και να καταστρέψουν. Οι Θεριστές είναι συνήθως μαζί με Αιωρητές." STR_REAPER_AUTOPSY: "Αυτοψία Θεριστή" STR_REAPER_AUTOPSY_UFOPEDIA: "Ο Θεριστής περιέχει δύο 'εγκέφαλους' και δύο 'καρδιές', τα οποία του επιτρέπουν να λειτουργεί ακόμα και όταν είναι βαριά τραυματισμένος. Ωστόσο το γούνινο δέρμα του είναι εξαιρετικά εύφλεκτο, καθιστώντας το πλάσμα ευάλωτο σε εμπρηστικά όπλα." STR_SECTOPOD_UFOPEDIA: "Τα Sectopods είναι πλάσματα ρομπότ με ισχυρό όπλο ακτίνα λέιζερ. Ο έλεγχος αυτών των μηχανικών θηρίων είναι μέσω τηλεπαθητικής σύνδεσης με τους ελεγκτές του, τα Ethereals. Τα Sectopods είναι το πιο ισχυρό στη διάθεση των ξένων δυνάμεων όπλο τρομοκρατίας." STR_SECTOPOD_AUTOPSY: "Αυτοψία Sectopod" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Το ρομπότ είναι γερά κατασκευασμένο με μηχανοκίνητη πανοπλία σε θέση να αντέχει τις περισσότερες μορφές επίθεσεων, ιδίως όπλα πλάσματος. Ωστόσο, το κύκλωμα αίσθησης φαίνεται να είναι ιδιαίτερα ευάλωτο στα όπλα λέιζερ." STR_CYBERDISC_UFOPEDIA: "Αυτή η μικρογραφία ιπτάμενου δίσκου είναι ένα αυτοματοποιημένο όπλο τρομοκρατίας οπλισμένο με ένα ισχυρό δέσμης πλάσματος. Η προώθηση της αντι-βαρύτητας του δίνει ένα μεγάλο πλεονέκτημα σε δύσκολα εδάφη. Η κύρια λειτουργία του είναι η καταστροφή και ο τρόμος στην υπηρεσία της Sectoid φυλής." STR_CYBERDISC_AUTOPSY: "Αυτοψία Κυβερνοδίσκου" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Το Cyberdisc είναι καλά θωρακισμένο και είναι ιδιαίτερα καλό στο να αντέχει εκρηκτικά πυρομαχικά. Το πρωτεύον σύστημα αντι-βαρύτητας είναι πολύ κατεστραμμένο για να κερδίσει οποιοδήποτε κατανόηση της λειτουργίας του." STR_UFO_POWER_SOURCE_UFOPEDIA: "The power source of alien craft is an anti-matter reactor which uses Elerium (element 115) to generate powerful gravity waves as well as other forms of energy. The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power. This unit can be reproduced easily using alien alloys." STR_UFO_NAVIGATION_UFOPEDIA: "Τα εξωγήινα σκάφη χρησιμοποιούν εξελιγμένους υπολογιστές για τη πλοήγηση τους στη Γη καθώς και στο διάστημα. Το σύστημα βασίζεται σε οπτικούς επεξεργαστές κατανεμημένους σε δίκτυο. Ο χειρισμός τους είναι απλοϊκός - ο πλοηγός χειρίζεται τη κατεύθυνση των κυμάτων βαρύτητας από τη πηγή ενέργειας για να κατευθύνει το σκάφος σε οποιαδήποτε κατεύθυνση. Το σύστημα αυτό μπορεί εύκολα να χρησιμοποιηθεί από ανθρώπους, και μπορεί να ανακατασκευαστεί χρησιμοποιώντας εξωγήινα μέταλλα και άλλα εξαρτήματα." STR_UFO_CONSTRUCTION_UFOPEDIA: "Εξωγήινο σκάφος αποτελείται από τρία κύρια συστατικά - μια πηγή ενέργειας, ένα σύστημα πλοήγησης και ένα σκάφος που χτίστηκε από ξένα κράματα. Η γάστρα έχει σχεδιαστεί ειδικά για να επιτρέψει κύματα βαρύτητας να κατευθύνεται και να ελέγχεται. Επιπλέον, μία μικρή ποσότητα Elerium απαιτείται για να τροφοδοτήσει την πηγή τροφοδοσίας. Από τη στιγμή που οι αρχές κατασκευής κατανοητές, και οι λειτουργίες του κάθε συστατικού είναι γνωστές, τότε είναι δυνατή η οικοδόμηση αυτού του είδους των σκαφών." STR_ALIEN_FOOD_UFOPEDIA: "Αυτοί οι θάλαμοι περιέχουν διάφορα ένζυμα που χρησιμοποιούνται για την πέψη των τμημάτων του σώματος των βοοειδών, άλλα ζώα και ακόμη και ανθρώπους. Το υγρό στη συνέχεια καταναλώνεται ως έτοιμη πέψη των τροφίμων - πιθανώς απευθείας στην κυκλοφορία του αίματος. Αυτό υποδηλώνει μια ορισμένη εξάρτηση στη γη για τρόφιμα - μια συμβίωση μεταξύ της Γης και ξένης κοινωνίας." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Αυτοί οι θάλαμοι περιέχουν ξένα έμβρυα. Ο σχεδιασμός αυτών των δοχείων φαίνεται να προκύπτει ότι οι εξωγήινοι που χρησιμοποιούν αυτή τη διαδικασία έχουν πλήρη εμπιστοσύνη στην εργαστηριακή αναπαραγωγή. Τα πλούσια θρεπτικά συστατικά εξασφαλίζουν την ταχεία ανάπτυξη του εμβρύου. Αυτό το σύστημα της γραμμής εργοστασίου θα μπορούσε να παράγει χιλιάδες των ξένων κλώνων σε ένα σύντομο χρονικό διάστημα. Η διαδικασία θα μπορούσε εύκολα να προσαρμοστεί για την ανθρώπινη αναπαραγωγή, ή ξένα ανθρώπινα υβρίδια." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Η πιο πιθανή λειτουργία αυτών των σφαιρών είναι ψυχαγωγίας. Το psionic κύκλωμα διεγείρει διάφορα κέντρα του εγκεφάλου. Τα αποτέλεσμα είναι παρόμοιο με παραισθησιογόνα ναρκωτικά. Αυτή είναι η μόνη απόδειξη ότι οι εξωγήινοι έχουν κάποιες πολιτιστικές και ψυχαγωγικές ενασχολήσεις." STR_ALIEN_SURGERY_UFOPEDIA: "Αυτος ο χειρουργικος εξοπλισμός χρησιμοποιεί κόφτες λέιζερ για την εξαγωγή ορισμένων τμημάτων του σώματος από βοοειδή και άλλα ζώα. Οι ακρωτηριασμοί διαδεδομένων βοοειδών μπορουν να εξηγηθουν από αυτή την περίεργη εξωγήινη δραστηριότητα. Είναι πιθανό ότι αυτά τα μέρη χρησιμοποιούνται για θρεπτικούς ή γενετικους σκοπούς." STR_EXAMINATION_ROOM_UFOPEDIA: "Στο παρελθόν, πολλές χιλιάδες άνθρωποι έχουν υποστηρίξει ότι είχαν απαχθεί από εξωγήινους, μερικές φορές κατ 'επανάληψη. Η αλήθεια είναι πολύ πιο τρομακτική. Άνθρωποι απαγάγονται, ερευνώνται και να παρακολουθούνται. Το γενετικό υλικό από τα καλύτερα δείγματα εξάγεται. Ανθρώπινα-εξωγήινα υβριδικά έμβρυα εμφυτεύονται σε γυναίκες, και στη συνέχεια αφαιρούνται αρκετούς μήνες αργότερα. Ποιος ξέρει τι απαίσιο κίνητρα έχουν οι εξωγήινοι;" STR_ALIEN_ALLOYS_UFOPEDIA: "Τα εξωγήινα αεροσκάφη κατασκευάζονται από ειδικά κράματα με μοναδικές ιδιότητες. Είναι πολύ ελαφριά και ανθεκτικά, και μπορούν να φορμαριστούν με ηλεκτρομαγνητικές μεθόδους. Αυτό το υλικό μπορεί να ανακατασκευαστεί και να χρησιμοποιηθεί σε πολλά είδη παρασκευαστικών διαδικασιών." STR_ELERIUM_115_UFOPEDIA: "Το στοιχείο αυτό έχει την ασυνήθιστη ιδιότητα της παραγωγής ηλεκτρικής ενέργειας αντι-ύλης, όταν βομβαρδίζεται με ορισμένα σωματίδια. Αυτό δημιουργεί κύματα βαρύτητας και άλλες μορφές ενέργειας. Δεν βρίσκεται φυσικά στο ηλιακό μας σύστημα και δεν μπορεί να αναπαραχθεί." STR_ALIEN_ORIGINS_UFOPEDIA: "Είναι σαφές ότι αγωνιζόμαστε για μια χαμένη μάχη στη γη. Οι ξένες ορδές είναι συντριπτικες σε αριθμό. Το καλύτερο που μπορούμε να κάνουμε είναι να επιβραδύνουμε την πρόοδό τους. Η μόνη ελπίδα για την ανθρωπότητα είναι η αντιμετώπιση των εξωγήινων στην πηγή τους. Η έρευνά μας φαίνεται να δείχνει ένα κοντινό ορμητήριο μέσα στο ηλιακό μας σύστημα. Μεταναστες δείχνουν ότι ο τόπος είναι το κέντρο του αρχαίου πολιτισμού ανθρώπινης ιστορίας. Πρέπει να εντοπίσετε αυτό το μέρος, το συντομότερο δυνατόν. Ωστόσο, θα πρέπει να συλλάβετε και να ανακρίνετε έναν εξωγήινο ηγέτη για να αποκτήσετε πιο λεπτομερείς πληροφορίες. Τα μεγαλύτερα UFO ίσως περιέχουν τουλάχιστον έναν ξένο ηγέτη." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Η έρευνά μας τώρα δείχνει τον Άρη ως τη βάση των εξωγήινων επιχειρήσεων. Η βάση είναι καλά κρυμμένη και περιέχει όλες τις εγκαταστάσεις κατασκευής και κλωνοποίησης για την τροφοδοσία της διείσδυσης της γης. Φαίνεται επίσης να περιέχει κάποιου είδους υπολογιστή ελέγχου που ελέγχει ολόκληρη τη επιχείρηση. Φαίνεται ότι η κοινωνία των εξωγήινων μοιάζει πολύ με κυψέλη μελισσών, έχει κάποιο είδος «βασίλισσας μέλισσας». Αυτή είναι η θεμελιώδης αδυναμία τους - αν καταφέρουμε να εξαλείψουμε τον «εγκέφαλο», τότε το σώμα θα πεθάνει. Πρέπει να εντείνουμε τις ερευνητικές μας προσπάθειες πριν να είναι πολύ αργά. Για να προοδεύσουμε πρέπει να συλλάβουμε τους υψηλότερους εξωγήινους -τους διοικητές- που βρίσκουμε μόνο σε βάσεις και μεγάλα διαστημόπλοια εξωγήινων." STR_CYDONIA_OR_BUST_UFOPEDIA: "Είναι πλέον σαφές ότι οι αλλοδαπες ορδές ελέγχονται από μια υπόγεια βάση στην Κυδωνία - η οποία είναι μια ασυνήθιστη περιοχή του Άρη με πέντε όψεων πυραμίδες και ένα μεγάλο σχηματισμό που μοιάζει με ανθρώπινο πρόσωπο. Ο Κυδωνικος πολιτισμός άνθιζε κάποτε στον Άρη πολλά εκατομμύρια χρόνια πριν, αλλά δεν ξέρουμε γιατί πέθανε, ή ποια είναι η σύνδεση είναι με την τελευταία ξένη δραστηριότητα εκεί. Όποια και αν είναι η εξήγηση πρέπει να στείλουμε μια αποστολή στην Κυδωνία. Αυτός είναι ο μόνος τρόπος που μπορούμε να νικήσουμε τους εξωγήινους. Θα πρέπει να καταστρέψουμε τον εγκεφάλο». Θα χρειαστούμε ένα σκάφος Avenger εξοπλισμένο με την πιο τρομερή καταστρεπτική δύναμη που διαθέτουμε. Δεν υπάρχει τίποτα περισσότερο που μπορούμε να μάθουμε εδώ - πρέπει να περιμένουμε το αποτέλεσμα της επίθεσης." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ΚΕΝΤΡΑΡΕ ΣΤΗΝ ΤΟΠΟΘΕΣΙΑ - ΧΡΟΝΟΣ = 5 Δευτ." STR_CANCEL_UC: "ΑΚΥΡΟ" STR_NONE: "Τίποτα" STR_UNKNOWN: "Άγνωστο" STR_POOR: "Φτωχά" STR_AVERAGE: "Μέσος" STR_GOOD: "Καλά" STR_EXCELLENT: "Άριστα" STR_BUILD_NEW_BASE_UC: "ΧΤΙΣΕ ΝΕΑ ΒΑΣΗ" STR_BASE_INFORMATION: "ΠΛΗΡΟΦΟΡΙΕΣ ΒΑΣΗΣ" STR_EQUIP_CRAFT: "ΕΞΟΠΛΙΣΜΟΣ ΣΚΑΦΩΝ" STR_BUILD_FACILITIES: "ΚΑΤΑΣΚΕΥΗ ΕΓΚΑΤΑΣΤΑΣΕΩΝ" STR_RESEARCH: "ΕΡΕΥΝΑ" STR_MANUFACTURE: "ΠΑΡΑΓΩΓΗ" STR_TRANSFER_UC: "ΜΕΤΑΦΟΡΑ" STR_PURCHASE_RECRUIT: "ΑΓΟΡΑ/ΠΡΟΣΛΗΨΗ" STR_SACK: "ΑΠΟΛΥΣΕ" STR_SELL_SACK_UC: "ΠΩΛΗΣΗ/ΑΠΟΛΥΣΗ" STR_GEOSCAPE_UC: "ΓΕΩΣΚΟΠΙΟ" STR_NAME: "Όνομα" STR_AREA: "Περιοχή" STR_BUILD_NEW_BASE: "Χτίσε Νέα Βάση" STR_CANCEL: "Άκυρο" STR_COST_UC: "ΚΟΣΤΟΣ>" STR_CONSTRUCTION_TIME_UC: "ΧΡΟΝΟΣ ΚΑΤΑΣΚΕΥΗΣ>" STR_DAY: one: "{N} μέρα" other: "{N} μέρες" STR_HOUR: one: "{N} ώρα" other: "{N} ώρες" STR_MAINTENANCE_UC: "ΣΥΝΤΗΡΗΣΗ>" STR_OK: "ΟΚ" STR_INSTALLATION: "ΕΓΚΑΤΑΣΤΑΣΕΙΣ" STR_CURRENT_RESEARCH: "ΤΡΕΧΟΥΣΑ ΕΡΕΥΝΑ" STR_SCIENTISTS_AVAILABLE: "Διαθέσιμοι Επιστήμονες>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Κατανεμημένοι Επιστήμονες>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Ελεύθερος Χώρος Εργαστηρίου>{ALT}{0}" STR_RESEARCH_PROJECT: "ΕΡΕΥΝΗΤΙΚΟ ΠΡΟΓΡΑΜΜΑ" STR_SCIENTISTS_ALLOCATED_UC: "ΚΑΤΑΝΕΜΗΜΕΝΟΙ ΕΠΙΣΤΗΜΟΝΕΣ" STR_PROGRESS: "ΠΡΟΟΔΟΣ" STR_NEW_PROJECT: "Νέο Πρόγραμμα" STR_CANCEL_PROJECT: "ΑΚΥΡΩΣΗ ΕΡΓΟΥ" STR_NEW_RESEARCH_PROJECTS: "ΝΕΑ ΕΡΕΥΝΗΤΙΚΑ ΠΡΟΓΡΑΜΜΑΤΑ" STR_SCIENTISTS_AVAILABLE_UC: "ΔΙΑΘΕΣΙΜΟΙ ΕΠΙΣΤΗΜΟΝΕΣ>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ΕΛΕΥΘΕΡΟΣ ΧΩΡΟΣ ΕΡΓΑΣΤΗΡΙΟΥ>{ALT}{0}" STR_INCREASE: "Αύξησε" STR_DECREASE: "Μείωσε" STR_START_PROJECT: "ΕΝΑΡΞΗ" STR_CURRENT_PRODUCTION: "ΤΡΕΧΟΥΣΑ ΠΑΡΑΓΩΓΗ" STR_ENGINEERS_AVAILABLE: "Διαθέσιμοι Μηχανικοί>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Κατανεμημένοι Μηχανικοί>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Ελεύθερος χώρος>{ALT}{0}" STR_CURRENT_FUNDS: "Τρέχοντα Κονδύλια>{ALT}{0}" STR_ITEM: "ΑΝΤΙΚΕΙΜΕΝΟ" STR_ENGINEERS__ALLOCATED: "Μηχανικοί" STR_UNITS_PRODUCED: "Παραγμένες Μονάδες" STR_TOTAL_TO_PRODUCE: "Σύνολο Παραγωγής" STR_COST__PER__UNIT: "Κόστος{NEWLINE}ανά{NEWLINE}Μονάδα" STR_DAYS_HOURS_LEFT: "Υπόλοιπες Μέρες/Ώρες" STR_NEW_PRODUCTION: "Νέα Παραγωγή" STR_PRODUCTION_ITEMS: "Αντικείμενα Παραγωγής" STR_CATEGORY: "ΚΑΤΗΓΟΡΙΑ" STR_START_PRODUCTION: "ΕΝΑΡΞΗ ΠΑΡΑΓΩΓΗΣ" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Εργατοώρες για την παραγωγή μίας μονάδας" STR_COST_PER_UNIT_: "Κόστος ανά μονάδα>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Απαιτούμενος Χώρος>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ΑΠΑΙΤΟΥΝΤΑΙ ΕΙΔΙΚΑ ΥΛΙΚΑ" STR_ITEM_REQUIRED: "ΑΠΑΙΤΟΥΜΕΝΑ ΑΝΤΙΚΕΙΜΕΝΑ" STR_UNITS_REQUIRED: "ΑΠΑΙΤΟΥΜΕΝΕΣ ΜΟΝΑΔΕΣ" STR_UNITS_AVAILABLE: "ΔΙΑΘΕΣΙΜΕΣ ΜΟΝΑΔΕΣ" STR_STOP_PRODUCTION: "ΤΕΛΟΣ ΠΑΡΑΓΩΓΗΣ" STR_ENGINEERS_AVAILABLE_UC: "ΔΙΑΘΕΣΙΜΟΙ ΜΗΧΑΝΙΚΟΙ>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ΕΛΕΥΘΕΡΟΣ ΧΩΡΟΣ ΜΗΧΑΝΟΥΡΓΕΙΟΥ>{ALT}{0}" STR_MONTHLY_PROFIT: "ΜΗΝΙΑΙΟ ΚΕΡΔΟΣ>{ALT}{0}" STR_INCREASE_UC: "ΑΥΞΗΣΕ" STR_DECREASE_UC: "ΜΕΙΩΣΕ" STR_UNITS_TO_PRODUCE: "Μονάδες να Παραχθούν" STR_PURCHASE_HIRE_PERSONNEL: "ΑΓΟΡΕΣ/ΠΡΟΣΛΗΨΕΙΣ ΠΡΟΣΩΠΙΚΟΥ" STR_COST_OF_PURCHASES: "Κόστος Αγορών>{ALT}{0}" STR_COST_PER_UNIT_UC: "ΚΟΣΤΟΣ ΑΝΑ ΜΟΝΑΔΑ" STR_QUANTITY_UC: "ΠΟΣΟΤΗΤΑ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ΔΙΑΘΕΣΙΜΟ ΠΡΟΣΩΠΙΚΟ:ΣΥΝΟΛΙΚΟ ΠΡΟΣΩΠΙΚΟ>" STR_SOLDIERS: "Στρατιώτες" STR_SCIENTISTS: "Επιστήμονες" STR_ENGINEERS: "Μηχανικοί" STR_SPACE_USED_SPACE_AVAILABLE: "ΧΡΗΣΙΜΟΠΟΙΟΥΜΕΝΟΣ ΧΩΡΟΣ:ΕΛΕΥΘΕΡΟΣ ΧΩΡΟΣ>" STR_LIVING_QUARTERS: "Κοιτώνες" STR_STORES: "Αποθήκες" STR_LABORATORIES: "Εργαστήρια" STR_WORK_SHOPS: "Μηχανουργεία" STR_HANGARS: "Υπόστεγα" STR_SHORT_RANGE_DETECTION: "Ανίχνευση Μικρής Εμβ." STR_DEFENSE_STRENGTH: "Αμυντική Δύναμη" STR_TRANSFERS_UC: "ΜΕΤΑΦΟΡΕΣ" STR_TRANSFERS: "Μεταφορές" STR_ARRIVAL_TIME_HOURS: "ΩΡΑ ΑΦΙΞΗΣ (hours)" STR_COST_: "Κόστος>{ALT}{0}" STR_AREA_: "Περιοχή>{ALT}{0}" STR_BASE_NAME: "Όνομα Βάσης;" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ΕΠΕΛΕΞΕ ΘΕΣΗ ΑΝΕΛΚΥΣΤΗΡΑ ΠΡΟΣΒΑΣΗΣ" STR_TRANSFER: "Μεταφορά" STR_AMOUNT_TO_TRANSFER: "ΠΟΣΟΤΗΤΑ ΜΕΤΑΦΟΡΑΣ" STR_SELECT_DESTINATION_BASE: "Επέλεξε Βάση Προορισμού" STR_COST: "Κόστος" STR_VICTORY_1: "Καθώς εισέρχεστε στο δωμάτιο βλέπετε έναν εξωγήινο εγκέφαλο, τον αντικειμενικό σκοπό της εκστρατείας! Πριν όμως πυροβολήσετε, επικοινωνεί μαζί σας μέσω μιας οθόνης στην βάση του. Σας καλεί να αφουγκραστείτε τα επιχειρήματα του για επιβίωση, πριν πάρετε την απόφαση να τραβήξετε την σκανδάλη..." STR_VICTORY_2: "Ο εγκέφαλος μιλάει και λέει:' Πολλά εκατομμύρια χρόνια πριν, ο πλανήτης ο οποίος εσείς αποκαλείτε Άρη ήταν ζωντανός. Η ζωή ήρθε σε αυτόν τον έρημο πλανήτη από τον πολιτισμό μας, όπως ακριβώς και στον δικό σας. Για εκατομμύρια χρόνια επισκεπτόμασταν τον πλανήτη σας και αναπτύξαμε γενετικά το είδος σας. Δεν μπορείτε να μας σκοτώσετε, είστε κομμάτι μας...." STR_VICTORY_3: "Εδώ είναι το κέντρο του πολιτισμού στον Άρη - οι πυραμίδες κατασκευάστηκαν εκατομμύρια χρόνια πριν από τις δικες σας - από ένα είδος το οποίο είναι πρόγονος σας. Κανένας πλανήτης δεν βρίσκεται πέραν των δυνατοτήτων μας. Αυτή η δύναμη θα μπορούσε να είναι η δική σας πριν από καιρό. Το μόνο που ζητάμε είναι η συνεργασία σας..." STR_GAME_OVER_1: "Οι εξωγήινοι επιχειρούν να εξολοθρεύσουν την ανθρωπότητα, καταστρέφοντας πόλεις και δηλητηριάζοντας τον αέρα και την θάλασσα. Η ένοπλη αντίσταση των γήινων είναι μάταιη απέναντι στην τρομερά ανώτερη τεχνολογία των εχθρών τους. Οι επόμενες γενιές γίνονται θύματα τρομακτικών μεταλλάξεων στην προσπάθεια τους να ξεφύγουν από την εξωγήινη καταστροφή. Φυλακίζονται σε στρατόπεδα αιχμαλώτων, και αναγκάζονται να βοηθήσουν για την μετατροπή της γης σε μια ξένη αποικία, κομμάτι μιας άγνωστης αυτοκρατορίας." STR_GAME_OVER_2: "Οι γνώσεις που αποκτήθηκαν μέσω του προτζεκτ X-Com χάθηκαν για πάντα. Δεν κατάφερες να σώσεις τη γη." STR_VICTORY_4: "Ο εξωγήινος εγκέφαλος διακόπτεται από μια ριπή καυτού πλάσματος, και το σύνολο των εξωγήινων δυνάμεων ηττούνται." STR_VICTORY_5: "Από τη στιγμή που οι εξωγήινοι έχουν χάσει τον Άρη, έχουν χάσει τη γη. Σύντομα, η έρευνα X-Com επιτρέπει στην ανθρωπότητα να ανθίσει ξανά και να διεκδικήσει τον Άρη για τον εαυτό της. Η εξωγήινη απειλή έχει φύγει, αλλά για πόσο καιρό κανείς δεν ξέρει..." STR_YOU_HAVE_FAILED: "Δεν κατάφερες να σταματήσεις την εξωγήινη σφαγή. Ένα ένα, τα έθνη χορηγοί υπογράφουν μυστικές συμφωνίες με τους εξωγήινους που τους υπόσχονται τεχνολογία, ευημερία και ειρήνη. Σύντομα όμως γίνεται φανερό ότι οι εξωγήινοι έχουν άλλα σχέδια..." STR_TOTAL_UC: "ΣΥΝΟΛΟ" STR_INCOME: "Έσοδα" STR_EXPENDITURE: "Έξοδα" STR_MAINTENANCE: "Συντήρηση" STR_BALANCE: "Ταμείο" STR_UFO_ACTIVITY_IN_AREAS: "Δραστηριότητα ΑΤΙΑ ανά περιοχές" STR_UFO_ACTIVITY_IN_COUNTRIES: "Δραστηριότητα ΑΤΙΑ ανά Χώρες" STR_XCOM_ACTIVITY_IN_AREAS: "XCOM Δραστηριότητα ανά Περιοχές" STR_XCOM_ACTIVITY_IN_COUNTRIES: "XCOM Δραστηριότητα σε Χώρες" STR_FINANCE: "Οικονομικά" STR_DATE_FIRST: "{0}η" STR_DATE_SECOND: "{0}η" STR_DATE_THIRD: "{0}η" STR_DATE_FOURTH: "{0}η" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Ανεπαρκή υλικά για την παραγωγή {NEWLINE}{0}{NEWLINE}στη{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Ανεπαρκή λεφτά για την παραγωγή {NEWLINE}{0}{NEWLINE}στη{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Η παραγωγή{NEWLINE}{0}{NEWLINE}στη{NEWLINE}{1}{NEWLINE}τελείωσε" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Η κατασκευή {NEWLINE}{0}{NEWLINE} στη {NEWLINE}{1}{NEWLINE} τελείωσε" STR_OK_5_SECONDS: "ΟΚ - 5 δεύτερα" STR_RESEARCH_COMPLETED: "Έρευνα Ολοκληρώθηκε" STR_VIEW_REPORTS: "ΔΕΙΞΕ ΑΝΑΦΟΡΕΣ" STR_WE_CAN_NOW_RESEARCH: "Πλέον μπορούμε να ερευνήσουμε" STR_WE_CAN_NOW_PRODUCE: "Πλέον μπορούμε να παράγουμε" STR_SUNDAY: "ΚΥΡΙΑΚΗ" STR_MONDAY: "ΔΕΥΤΕΡΑ" STR_TUESDAY: "ΤΡΙΤΗ" STR_WEDNESDAY: "ΤΕΤΑΡΤΗ" STR_THURSDAY: "ΠΕΜΠΤΗ" STR_FRIDAY: "ΠΑΡΑΣΚΕΥΗ" STR_SATURDAY: "ΣΑΒΒΑΤΟ" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ανεπαρκή {0} για ανεφοδιασμό {1} στη {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ανεπαρκή {0} για να ξαναοπλιστεί {1} στη {2}" STR_UFO_IS_NOT_RECOVERED: "Το ΑΤΙΑ δεν ανακτήθηκε" STR_UFO_IS_RECOVERED: "Το ΑΤΙΑ ανακτήθηκε" STR_CRAFT_IS_LOST: "Το Σκάφος Έχει Χαθεί" STR_TERROR_CONTINUES: "Η τρομοκρατία συνεχίζετε" STR_ALIENS_DEFEATED: "Οι Εξωγήινοι Νικήθηκαν" STR_BASE_IS_LOST: "Η βάση χάθηκε" STR_BASE_IS_SAVED: "Η βάση σώθηκε" STR_ALIEN_BASE_STILL_INTACT: "Η Εξωγήινη Βάση είναι ακόμα ανέπαφη" STR_ALIEN_BASE_DESTROYED: "Η εξωγήινη βάση καταστράφηκε" STR_ALIENS_KILLED: "ΕΞΩΓΗΙΝΟΙ ΠΟΥ ΣΚΟΤΩΘΗΚΑΝ" STR_ALIEN_CORPSES_RECOVERED: "ΕΞΩΓΗΙΝΑ ΠΤΩΜΑΤΑ ΑΝΑΣΥΡΘΗΚΑΝ" STR_LIVE_ALIENS_RECOVERED: "ΖΩΝΤΑΝΟΙ ΕΞΩΓΗΙΝΟΙ ΑΝΑΣΥΡΘΗΚΑΝ" STR_ALIEN_ARTIFACTS_RECOVERED: "ΑΝΕΚΤΗΜΕΝΑ ΕΞΩΓΗΙΝΑ ΕΥΡΗΜΑΤΑ" STR_ALIEN_BASE_CONTROL_DESTROYED: "ΚΕΝΤΡΟ ΕΛΕΓΧΟΥ ΒΑΣΗΣ ΚΑΤΑΣΤΡΑΦΗΚΕ" STR_CIVILIANS_KILLED_BY_ALIENS: "ΠΟΛΙΤΕΣ ΠΟΥ ΣΚΟΤΩΘΗΚΑΝ ΑΠΟ ΕΞΩΓΗΙΝΟΥΣ" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ΠΟΛΙΤΕΣ ΠΟΥ ΣΚΟΤΩΘΗΚΑΝ ΑΠΟ ΠΡΑΚΤΟΡΕΣ X-COM" STR_CIVILIANS_SAVED: "ΠΟΛΙΤΕΣ ΠΟΥ ΣΩΘΗΚΑΝ" STR_XCOM_OPERATIVES_KILLED: "ΠΡΑΚΤΟΡΕΣ X-COM ΣΚΟΤΩΘΗΚΑΝ" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM ΠΡΑΚΤΟΡΕΣ ΠΟΥ ΑΓΝΟΟΥΝΤΑΙ" STR_TANKS_DESTROYED: "ΚΑΤΕΣΤΡΑΜΜΕΝΑ ΑΡΜΑΤΑ" STR_XCOM_CRAFT_LOST: "X-COM ΣΚΑΦΟΣ ΧΑΘΗΚΕ" STR_UFO_RECOVERY: "ΑΝΑΚΤΗΣΗ ΑΤΙΑ" STR_ALIEN_BASE_RECOVERY: "ΑΝΑΚΤΗΣΗ ΕΞΩΓΗΙΝΗΣ ΒΑΣΗΣ" STR_BASE_UNDER_ATTACK: "{0} δέχεται επίθεση!" STR_BASE_DEFENSES_INITIATED: "ΑΜΥΝΕΣ ΒΑΣΗΣ ΕΝΕΡΓΟΠΟΙΗΘΗΚΑΝ" STR_GRAV_SHIELD_REPELS_UFO: "Η ΒΑΡΥΤΙΚΗ ΑΣΠΙΔΑ ΑΠΩΘΕΙ ΤΟ ΑΤΙΑ!" STR_FIRING: "ΠΥΡΟΒΟΛΕΙ" STR_HIT: "ΧΤΥΠΗΜΑ!" STR_UFO_DESTROYED: "ΑΤΙΑ ΚΑΤΑΣΤΡΑΦΗΚΕ!" STR_MISSED: "ΑΣΤΟΧΗΣΕ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Πώληση Αντικειμένων/Απολύσεις" STR_VALUE_OF_SALES: "Αξία Πωλήσεων> {ALT}{0}" STR_FUNDS: "Κονδύλια> {ALT}{0}" STR_SELL_SACK: "Πώληση/Απόλυση" STR_VALUE: "Αξία" STR_CRAFT_: "ΣΚΑΦΟΣ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ΑΝΑΚΤΗΣΗ ΣΥΝΤΕΤΡΙΜΜΕΝΟΥ ΑΤΙΑ" STR_UFO_CRASH_RECOVERY_BRIEFING: "Να είστε προσεκτικοί - Μπορεί να υπάρχουν πράκτορες στο UFO ή γύρω από τον τόπο συντριβής. Η αποστολή θα είναι επιτυχής όταν όλες οι μονάδες του εχθρού έχουν εξαλειφθεί ή εξουδετερωθεί. Η ανάκτηση των απομεινάριων , τεχνουργημάτων και εξωγήινων πτωμάτων του UFO μπορούν στη συνέχεια να ξεκινήσουν. Για να ακυρώσετε την αποστολή, οι πράκτορες X-Com θα πρέπει να επιστρέψουν στο όχημα και να κάνετε κλικ στο εικονίδιο «Ακύρωση αποστολής»." STR_UFO_GROUND_ASSAULT: "ΕΦΟΔΟΣ ΕΔΑΦΟΥΣ ΣΕ ΑΤΙΑ" STR_UFO_GROUND_ASSAULT_BRIEFING: "Εξερευνήστε τον τόπο προσγείωσης και, εάν είναι δυνατόν, αποκτήστε είσοδο στο ΑΤΙΑ. Η αποστολή θα είναι επιτυχής όταν όλες οι εχθρικές μονάδες έχουν εξαλειφθεί ή εξουδετερωθεί. Στη συνέχεια, μπορεί να ξεκινήσει η ανάκτηση του ΑΤΙΑ, αντικειμένων και πτωμάτων εξωγήινων. Για να ματαιώσετε την αποστολή, επιστρέψτε τους X-Com πράκτορες στο μεταφορικό όχημα και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής'." STR_BASE_DEFENSE: "ΑΜΥΝΑ ΒΑΣΗΣ" STR_BASE_UC_: "ΒΑΣΗ> {0}" STR_BASE_DEFENSE_BRIEFING: "Ένα σκάφος εξωγήινων προσγειώθηκε σε κοντινή απόσταση. Η βάση μας κινδυνεύει σοβαρά. Σύμφωνα με την τυπική διαδικασία, όλο το μη μάχιμο προσωπικό και τα σκάφη X-Com έχουν εκκενωθεί. Οι μονάδες εξωγήινων θα εισέλθουν στη βάση μέσω των θυρών υπόστεγου ή του ανελκυστήρα πρόσβασης. Υπερασπιστείτε τη βάση και τις ζωτικής σημασίας εγκαταστάσεις της με κάθε κόστος - αυτός είναι αγώνας μέχρι θανάτου. Εάν κάνετε κλικ στο εικονίδιο «ΑΚΥΡΩΣΗ ΑΠΟΣΤΟΛΗΣ», θα παραδεχτείτε την ήττα και θα χάσετε τη βάση." STR_ALIEN_BASE_ASSAULT: "ΕΠΙΘΕΣΗ ΕΞΩΓΗΙΝΗΣ ΒΑΣΗΣ" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Οι πράκτορες X-Com έχουν αποκτήσει πρόσβαση σε μια εξωγήινη βάση. Το κέντρο ελέγχου πρέπει να καταστραφεί για να τεθεί η βάση εκτός λειτουργίας. Η αποστολή θα τερματιστεί όταν εξαλειφθούν όλοι οι εχθροί ή όταν η ομάδα σας επιστρέψει στην πράσινη περιοχή εξόδου (κάντε κλικ στο εικονίδιο \"ακύρωση αποστολής\" για να ξεφύγετε)." STR_CYDONIA_BRIEFING: "Έφτασες στην Κυδωνία. Μπήκες σε ένα μεγάλο υπόγειο συγκρότημα κοντά στην Αρειανή Σφίγγα. Θα πρέπει να καταστρέψεις τον Εξωγήινο Εγκέφαλο που ελέγχει όλες τις εξωγήινες δραστηριότητες. Η μοίρα της ανθρωπότητας είναι στα χέρια σου ...." STR_TERROR_MISSION: "ΑΠΟΣΤΟΛΗ ΤΡΟΜΟΚΡΑΤΙΑΣ" STR_TERROR_MISSION_BRIEFING: "Η αποστολή θα είναι επιτυχής όταν όλες οι μονάδες του εχθρού έχουν εξαλειφθεί ή εξουδετερωθεί. Πρέπει να προσπαθήσετε να σώσετε τις ζωές των πολιτών στην περιοχή εξουδετερώνοντας την εξωγήινη απειλή. Για να ακυρώσετε την αποστολή, επιστρέψτε τους πράκτορες X-Com στο μεταφορικό όχημα και κάντε κλικ στο εικονίδιο «ακύρωση αποστολής»." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "ΔΕΝ ΥΠΑΡΧΟΥΝ ΕΛΕΥΘΕΡΑ ΥΠΟΣΤΕΓΑ ΓΙΑ ΤΗ ΠΑΡΑΓΩΓΗ!{SMALLLINE}Κάθε σκάφος έχει που ανατεθεί, μεταφέρεται, αγοράστηκε ή κατασκευάστηκε σε μία βάση χρησιμοποιεί ένα υπόστεγο. Κατασκεύασε ένα νέο υπόστεγο ή να μετέφερε ένα σκάφος σε άλλη βάση." STR_NO_FREE_HANGARS_FOR_PURCHASE: "ΔΕΝ ΥΠΑΡΧΟΥΝ ΕΛΕΥΘΕΡΑ ΥΠΟΣΤΕΓΑ ΓΙΑ ΤΗΝ ΑΓΟΡΑ!{SMALLLINE}Κάθε σκάφος έχει που ανατεθεί, μεταφέρεται, αγοράστηκε ή κατασκευάστηκε σε μία βάση χρησιμοποιεί ένα υπόστεγο. Κατασκεύασε ένα νέο υπόστεγο ή να μετέφερε ένα σκάφος σε άλλη βάση." STR_NO_FREE_HANGARS_FOR_TRANSFER: "ΔΕΝ ΥΠΑΡΧΟΥΝ ΕΛΕΥΘΕΡΑ ΥΠΟΣΤΕΓΑ ΓΙΑ ΤΗ ΜΕΤΑΦΟΡΑ!{SMALLLINE}Κάθε σκάφος έχει που ανατεθεί, μεταφέρεται, αγοράστηκε ή κατασκευάστηκε σε μία βάση χρησιμοποιεί ένα υπόστεγο. Κατασκεύασε ένα νέο υπόστεγο ή να μετέφερε ένα σκάφος σε άλλη βάση." STR_CANNOT_BUILD_HERE: "ΑΔΥΝΑΜΙΑ ΚΑΤΑΣΚΕΥΗΣ ΕΔΩ!{SMALLLINE}Πρέπει να χτίσεις δίπλα σε υπάρχουσες εγκαταστάσεις." STR_NO_FREE_ACCOMODATION: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΜΟΝΗΣ{SMALLLINE}Η βάση προορισμού δεν έχει αρκετό χώρο στους κοιτώνες για το πλήρωμα που έχει ανατεθεί στο σκάφος." STR_NOT_ENOUGH_WORK_SPACE: "ΔΕΝ ΥΠΑΡΧΕΙ ΑΡΚΕΤΟΣ ΧΩΡΟΣ ΕΡΓΑΣΙΑΣ!{SMALLLINE}Χτίσε καινούργια μηχανουργεία ή μείωσε τη δουλεία σε άλλα έργα." STR_NOT_ENOUGH_MONEY: "ΑΝΕΠΑΡΚΗ ΚΕΦΑΛΑΙΑ" STR_NOT_ENOUGH_STORE_SPACE: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΒΙΩΣΗΣ!{SMALLLINE}Φτιάξτε νέους κοιτώνες ή μεταφερετε προσωπικό σε άλλες βάσεις." STR_NOT_ENOUGH_LIVING_SPACE: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΒΙΩΣΗΣ!{SMALLLINE}Φτιάξε νέους κοιτώνες ή μετέφερε προσωπικό σε άλλες βάσεις." STR_LAUNCH_INTERCEPTION: "ΑΠΟΓΕΙΩΣΗ ΑΝΑΧΑΙΤΙΣΤΙΚΟΥ" STR_CRAFT: "ΣΚΑΦΟΣ" STR_STATUS: "ΚΑΤΑΣΤΑΣΗ" STR_BASE: "ΒΑΣΗ" STR_READY: "ETOIMO" STR_OUT: "ΕΞΩ" STR_REPAIRS: "ΕΠΙΣΚΕΥΕΣ" STR_REFUELLING: "ΑΝΕΦΟΔΙΑΣΜΟΣ" STR_REARMING: "ΑΝΑΤΡΟΦΟΔΟΤΗΣΗ" STR_TARGET: "ΣΤΟΧΟΣ: {0}" STR_WAY_POINT: "ΣΗΜΕΙΟ" STR_ARE_YOU_SURE_CYDONIA: "Είσαι σίγουρος ότι θέλεις να στείλεις αυτό το σκάφος σε αποστολή στην Κυδωνία;" STR_YES: "ΝΑΙ" STR_NO: "ΟΧΙ" STR_SELECT_DESTINATION: "ΕΠΕΛΕΞΕ ΠΡΟΟΡΙΣΜΟ" STR_CYDONIA: "ΚΥΔΩΝΙΑ" STR_SELECT_SITE_FOR_NEW_BASE: "ΕΠΙΛΟΓΗ ΠΕΡΙΟΧΗΣ ΓΙΑ ΝΕΑ ΒΑΣΗ" STR_RETURN_TO_BASE: "ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_SELECT_NEW_TARGET: "ΕΠΙΛΟΓΗ ΝΕΟΥ ΣΤΟΧΟΥ" STR_PATROL: "ΠΕΡΙΠΟΛΙΑ" STR_STATUS_: "ΚΑΤΑΣΤΑΣΗ>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ΧΤΥΠΗΜΕΝΟ - ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_LOW_FUEL_RETURNING_TO_BASE: "ΧΑΜΗΛΑ ΚΑΥΣΙΜΑ - ΕΠΙΣΤΡΕΦΕΙ ΣΤΗ ΒΑΣΗ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "Η ΑΠΟΣΤΟΛΗ ΟΛΟΚΛΗΡΩΘΗΚΕ - ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_PATROLLING: "ΠΕΡΙΠΟΛΕΙ" STR_TAILING_UFO: "ΠΑΡΑΚΟΛΟΥΘΗΣΗ ΑΤΙΑ" STR_INTERCEPTING_UFO: "ΑΝΑΧΑΙΤΙΣΗ ΑΤΙΑ-{0}" STR_RETURNING_TO_BASE: "ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_DESTINATION_UC_: "ΠΡΟΟΡΙΣΜΟΣ: {0}" STR_BASE_UC: "ΒΑΣΗ>{ALT}{0}" STR_SPEED_: "ΤΑΧΥΤΗΤΑ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "ΜΕΓΙΣΤΗ ΤΑΧΥΤΗΤΑ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ΥΨΟΜΕΤΡΟ>{ALT}{0}" STR_VERY_LOW: "ΠΟΛΥ ΧΑΜΗΛΑ" STR_LOW_UC: "ΧΑΜΗΛΟ" STR_HIGH_UC: "ΨΗΛΑ" STR_VERY_HIGH: "ΠΟΛΥ ΨΗΛΑ" STR_FUEL: "ΚΑΥΣΙΜΑ>{ALT}{0}" STR_WEAPON_ONE: "ΟΠΛΟ-1>{ALT}{0}" STR_NONE_UC: "ΚΑΝΕΝΑ" STR_ROUNDS_: "ΒΟΛΕΣ>{ALT}{0}" STR_WEAPON_TWO: "ΟΠΛΟ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ΣΚΑΦΟΣ ΑΝΑΧΑΙΤΙΣΗΣ" STR_BASE_: "Βάση>{0} " STR_NAME_UC: "ΟΝΟΜΑ" STR_AMMO_: "ΠΥΡ/ΧΙΚA>{ALT}{0}" STR_CREW: "ΠΛΗΡΩΜΑ" STR_EQUIPMENT_UC: "ΕΞΟΠΛΙΣΜΟΣ" STR_ARMOR: "ΠΑΝΟΠΛΙΑ" STR_MAX: "ΜΕΓΙΣΤΟ>{ALT}{0}" STR_ROOKIE: "Αρχάριος" STR_SQUADDIE: "Φαντάρος" STR_SERGEANT: "Λοχίας" STR_CAPTAIN: "Λοχαγός" STR_COLONEL: "Συνταγματάρχης" STR_COMMANDER: "Διοικητής" STR_SELECT_SQUAD_FOR_CRAFT: "Επέλεξε Ομάδα για {0}" STR_SORT_BY: "ΤΑΞΙΝΟΜΗΣΗ ΚΑΤΑ..." STR_ORIGINAL_ORDER: "ΑΡΧΙΚΗ ΔΙΑΤΑΓΗ" STR_MISSIONS2: "ΑΠΟΣΤΟΛΕΣ" STR_KILLS2: "ΘΑΝΑΤΟΙ" STR_WOUND_RECOVERY2: "ΑΝΑΡΡΩΣΗ ΑΠΟ ΤΡΑΥΜΑ" STR_SPACE_AVAILABLE: "ΔΙΑΘΕΣΙΜΟΣ ΧΩΡΟΣ>{ALT}{0}" STR_SPACE_USED: "ΚΑΤΕΙΛΗΜΜΕΝΟΣ>{ALT}{0}" STR_SPACE_USED_UC: "ΚΑΤ/ΜΕΝΟΣ ΧΩΡ." STR_RANK: "ΒΑΘΜΙΔΑ" STR_WOUNDED: "ΤΡΑΥΜΑΤΙΑΣ" STR_EQUIPMENT_FOR_CRAFT: "Εξοπλισμός για {0}" STR_DEFENSE_VALUE: "Αμυντική Αξία" STR_HIT_RATIO: "Πιθανότητα Προσβολής" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}έτοιμο να{NEWLINE}προσγειωθεί κοντά σε{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Άρχισε Αποστολή;" STR_SELECT_ARMAMENT: "Επιλογή Οπλισμού" STR_AMMUNITION_AVAILABLE: "ΔΙΑΘΕΣΙΜΑ ΠΥΡΟΜΑΧΙΚΑ" STR_ARMAMENT: "ΟΠΛΙΣΜΟΣ" STR_NOT_AVAILABLE: "Δ/Ι" STR_SELECT_ARMOR_FOR_SOLDIER: "ΕΠΙΛΟΓΗ ΠΑΝΟΠΛΙΑΣ ΓΙΑ{NEWLINE}{0}" STR_TYPE: "ΤΥΠΟΣ" STR_PERSONAL_ARMOR_UC: "ΠΡΟΣΩΠΙΚΗ ΘΩΡΑΚΙΣΗ" STR_POWER_SUIT_UC: "ΕΝΕΡΓΕΙΑΚΗ ΠΑΝΟΠΛΙΑ" STR_FLYING_SUIT_UC: "ΙΠΤΑΜΕΝΗ ΣΤΟΛΗ" STR_SELECT_ARMOR: "Επιλογή Πανοπλίας" STR_NORTH: "ΒΟΡΡΑΣ" STR_NORTH_EAST: "ΒΟΡΕΙΟΑΝΑΤΟΛΙΚΑ" STR_EAST: "ΑΝΑΤΟΛΗ" STR_SOUTH_EAST: "ΝΟΤΙΟΑΝΑΤΟΛΙΚΑ" STR_SOUTH: "ΝΟΤΟΣ" STR_SOUTH_WEST: "ΝΟΤΙΟΔΥΤΙΚΑ" STR_WEST: "ΔΥΣΗ" STR_NORTH_WEST: "ΒΟΡΕΙΟΔΥΤΙΚΑ" STR_SELECT_ACTION: "ΕΠΙΛΟΓΗ ΕΝΕΡΓΕΙΑΣ" STR_CONTINUE_INTERCEPTION_PURSUIT: "ΣΥΝΕΧΙΣΕ ΑΝΑΧΑΙΤΙΣΤΙΚΗ ΚΑΤΑΔΙΩΞΗ" STR_PURSUE_WITHOUT_INTERCEPTION: "ΚΑΤΑΔΙΩΞΗ ΧΩΡΙΣ ΑΝΑΧΑΙΤΙΣΗ" STR_VERY_LARGE: "ΠΟΛΥ ΜΕΓΑΛΟ" STR_LARGE: "ΜΕΓΑΛΟ" STR_MEDIUM_UC: "ΜΕΣΑΙΟ" STR_SMALL: "ΜΙΚΡΟ" STR_VERY_SMALL: "ΠΟΛΥ ΜΙΚΡΟ" STR_GROUNDED: "ΕΔΑΦΟΣ" STR_DETECTED: "Ανιχνεύτηκε" STR_SIZE_UC: "ΜΕΓΕΘΟΣ" STR_ALTITUDE: "ΥΨΟΣ" STR_HEADING: "ΠΡΟΟΡΙΣΜΟΣ" STR_SPEED: "ΤΑΧΥΤΗΤΑ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ΚΕΝΤΡΑΡΕ ΣΤΟ ΑΤΙΑ - ΧΡΟΝΟΣ = 5 Δευτ." STR_TRACKING_LOST: "ΙΧΝΟΣ ΧΑΘΗΚΕ" STR_REDIRECT_CRAFT: "ΝΕΑ ΠΟΡΕΙΑ ΣΚΑΦΟΥΣ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ΠΗΓΑΙΝΕ ΣΤΗΝ ΤΕΛΕΥΤΑΙΑ ΓΝΩΣΤΗ ΘΕΣΗ ΑΤΙΑ" STR_UFO_: "ΑΤΙΑ-{0}" STR_ALIEN_BASE_: "ΕΞΩΓΗΙΝΗ ΒΑΣΗ-{0}" STR_CRASH_SITE_: "ΣΗΜΕΙΟ ΣΥΝΤΡΙΒΗΣ-{0}" STR_LANDING_SITE_: "ΣΗΜΕΙΟ ΠΡΟΣΓΕΙΩΣΗΣ-{0}" STR_WAY_POINT_: "ΣΗΜΕΙΟ-{0}" STR_TERROR_SITE: "ΤΡΟΜΟΚΡΑΤΙΚΟ ΧΤΥΠΗΜΑ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}έφτασε{NEWLINE}{1}" STR_NOW_PATROLLING: "Τώρα περιπολεί" STR_ALIEN_ORIGINS: "Προέλευση Εξωγήινων" STR_THE_MARTIAN_SOLUTION: "Η Αριανή Λύση" STR_CYDONIA_OR_BUST: "Κυδωνία ή Αποτυχία" STR_UFOPAEDIA: "ΟΥΦΟπαιδεία" STR_XCOM_CRAFT_ARMAMENT: "XCOM ΣΚΑΦΗ & ΟΠΛΙΣΜΟΣ" STR_HEAVY_WEAPONS_PLATFORMS: "ΕΞΕΔΡΕΣ ΒΑΡΕΩΝ ΟΠΛΩΝ" STR_WEAPONS_AND_EQUIPMENT: "ΟΠΛΑ ΚΑΙ ΕΞΟΠΛΙΣΜΟΙ" STR_ALIEN_ARTIFACTS: "ΕΞΩΓΗΙΝΑ ΕΥΡΗΜΑΤΑ" STR_BASE_FACILITIES: "ΕΓΚΑΤΑΣΤΑΣΕΙΣ ΒΑΣΗΣ" STR_ALIEN_LIFE_FORMS: "ΕΞΩΓΗΙΝΕΣ ΜΟΡΦΕΣ ΖΩΗΣ" STR_ALIEN_RESEARCH_UC: "ΕΞΩΓΗΙΝΗ ΕΡΕΥΝΑ" STR_UFO_COMPONENTS: "ΕΞΑΡΤΗΜΑΤΑ ΑΤΙΑ" STR_UFOS: "ΑΤΙΑ" STR_SELECT_ITEM: "ΕΠΕΛΕΞΕ ΑΝΤΙΚΕΙΜΕΝΟ" STR_ACCELERATION: "ΕΠΙΤΑΧΥΝΣΗ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ΧΩΡΗΤΙΚΟΤΗΤΑ ΚΑΥΣΙΜΩΝ>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ΘΕΣΕΙΣ ΟΠΛΩΝ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ΑΝΟΧΗ ΖΗΜΙΑΣ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ΧΩΡΟΣ ΦΟΡΤΙΟΥ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "ΧΩΡΗΤΙΚΟΤΗΤΑ ΕΒΟ>{ALT}{0}{ALT}" STR_DAMAGE: "Ζημιά" STR_RANGE: "Εμβέλεια" STR_KILOMETERS: "{0} χλμ" STR_ACCURACY: "Ευστοχία" STR_RE_LOAD_TIME: "Χρόνος επαναγέμισης Όπλου" STR_SECONDS: "{0}δ" STR_DAMAGE_ARMOR_PIERCING: "ΔΙΑΤΡΗΤΙΚΟ" STR_DAMAGE_INCENDIARY: "ΕΜΠΡΗΣΤΙΚΟ" STR_DAMAGE_HIGH_EXPLOSIVE: "ΕΚΡΗΚΤΙΚΟ" STR_DAMAGE_LASER_BEAM: "ΔΕΣΜΗ ΛΕΙΖΕΡ" STR_DAMAGE_PLASMA_BEAM: "ΑΚΤΙΝΑ ΠΛΑΣΜΑΤΟΣ" STR_DAMAGE_STUN: "Αναισθησία" STR_DAMAGE_MELEE: "ΣΥΜΠΛΟΚΗ" STR_DAMAGE_ACID: "ΟΞΥ" STR_DAMAGE_SMOKE: "ΚΑΠΝΟΣ" STR_SHOT_TYPE: "ΤΥΠΟΣ ΒΟΛΗΣ" STR_ACCURACY_UC: "ΕΥΣΤΟΧΙΑ" STR_TIME_UNIT_COST: "Κόστος ΧΜ" STR_DAMAGE_UC: "ΖΗΜΙΑ" STR_AMMO: "ΠΥΡ/ΧΙΚΑ" STR_SHOT_TYPE_AUTO: "Αυτόματη" STR_SHOT_TYPE_SNAP: "Γρήγορη" STR_SHOT_TYPE_AIMED: "Στοχευμένη" STR_CONSTRUCTION_TIME: "Χρόνος Κατασκευής" STR_CONSTRUCTION_COST: "Κόστος Κατασκευής" STR_MAINTENANCE_COST: "Κόστος Συντήρησης" STR_LOW: "Χαμηλό" STR_MEDIUM: "Μεσαίο" STR_HIGH: "Ψηλά" STR_CRAFT_WEAPON: "Όπλο Σκάφους" STR_CRAFT_AMMUNITION: "Πυρομαχικά Σκάφους" STR_HEAVY_WEAPONS_PLATFORM: "Εξέδρα Βαρέων Όπλων" STR_WEAPON: "Όπλο" STR_AMMUNITION: "Πυρομαχικά" STR_EQUIPMENT: "Εξοπλισμός" STR_ALIEN_CORPSE: "Εξωγήινο Πτώμα" STR_UFO_COMPONENT: "Εξάρτημα ΑΤΙΑ" STR_PERSONAL_ARMOR: "Προσωπική Θωράκιση" STR_RAW_MATERIALS: "Πρώτες Ύλες" STR_HWP_CANNON_SHELLS: "ΕΒΟ Οβίδες Κανονιού" STR_ALIEN: "Εξωγήινος" STR_SECTOID: "Σεκτόιντ" STR_SNAKEMAN: "Φιδάνθρωπος" STR_ETHEREAL: "Αιθέριος" STR_MUTON: "Μάτον" STR_FLOATER: "Αιωρητής" STR_CELATID: "Celatid" STR_SILACOID: "Σίλακοϊντ" STR_CHRYSSALID: "Χρυσαλλίδα" STR_ZOMBIE: "Ζόμπι" STR_REAPER: "Θεριστής" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Κυβερνοδίσκος" STR_LIVE_COMMANDER: "Διοικητής" STR_LIVE_LEADER: "Αρχηγός" STR_LIVE_ENGINEER: "Μηχανικός" STR_LIVE_MEDIC: "Γιατρός" STR_LIVE_NAVIGATOR: "Πλοηγός" STR_LIVE_SOLDIER: "Στρατιώτης" STR_LIVE_TERRORIST: "Τρομοκράτης" STR_FLOATER_SOLDIER: "Αιωρητής Στρατιώτης" STR_FLOATER_NAVIGATOR: "Αιωρητής Πλοηγός" STR_FLOATER_MEDIC: "Αιωρητής Γιατρός" STR_FLOATER_ENGINEER: "Αιωρητής Μηχανικός" STR_FLOATER_LEADER: "Αιωρητής Αρχηγός" STR_FLOATER_COMMANDER: "Αιωρητής Διοικητής" STR_SECTOID_SOLDIER: "Σεκτόιντ Στρατιώτης" STR_SECTOID_NAVIGATOR: "Σεκτόιντ Πλοηγός" STR_SECTOID_MEDIC: "Σεκτόιντ Γιατρός" STR_SECTOID_ENGINEER: "Σεκτόιντ Μηχανικος" STR_SECTOID_LEADER: "Σεκτόιντ Αρχηγός" STR_SECTOID_COMMANDER: "Σεκτόιντ Διοικητής" STR_SNAKEMAN_SOLDIER: "Φιδάνθρωπος Στρατιώτης" STR_SNAKEMAN_NAVIGATOR: "Φιδάνθρωπος Πλοηγός" STR_SNAKEMAN_ENGINEER: "Φιδάνθρωπος Μηχανικός" STR_SNAKEMAN_LEADER: "Φιδάνθρωπος Αρχηγός" STR_SNAKEMAN_COMMANDER: "Φιδάνθρωπος Διοικητής" STR_MUTON_SOLDIER: "Μάτον Στρατιώτης" STR_MUTON_NAVIGATOR: "Μάτον Πλοηγός" STR_MUTON_ENGINEER: "Μάτον Μηχανικός" STR_ETHEREAL_SOLDIER: "Αιθέριος Στρατιώτης" STR_ETHEREAL_LEADER: "Αιθέριος Αρχηγός" STR_ETHEREAL_COMMANDER: "Αιθέριος Διοικητής" STR_CYBERDISC_TERRORIST: "Κυβερνοδίσκος τρομοκράτης" STR_REAPER_TERRORIST: "Θεριστής Τρομοκράτης" STR_CHRYSSALID_TERRORIST: "Χρυσαλίδα Τρομοκράτης" STR_CELATID_TERRORIST: "Τρομοκράτης Celatid" STR_SILACOID_TERRORIST: "Σίλακοϊντ Τρομοκράτης" STR_SECTOPOD_TERRORIST: "Τρομοκράτης Sectopod" STR_UFO_POWER_SOURCE: "Πηγή Ισχύος ΑΤΙΑ" STR_UFO_NAVIGATION: "Πλοήγηση ΑΤΙΑ" STR_UFO_CONSTRUCTION: "Κατασκευή ΑΤΙΑ" STR_ALIEN_FOOD: "Εξωγήινη Τροφή" STR_ALIEN_REPRODUCTION: "Εξωγήινη Αναπαραγωγή" STR_ALIEN_ENTERTAINMENT: "Εξωγήινη Διασκέδαση" STR_ALIEN_SURGERY: "Εξωγήινο Χειρουργείο" STR_EXAMINATION_ROOM: "Δωμάτιο Εξέτασης" STR_ALIEN_ALLOYS: "Εξωγήινα Κράματα" STR_ALIEN_HABITAT: "Εξωγήινη Κατοικία" STR_POWER_SUIT: "Ενεργειακή πανοπλία" STR_FLYING_SUIT: "Ιπτάμενη Στολή" STR_HWP_ROCKETS: "ΕΒΟ Ρουκέτες" STR_HWP_FUSION_BOMB: "ΕΒΟ Σφαίρες Σύντηξης" STR_LASER_WEAPONS: "Όπλα Λέιζερ" STR_NEW_FIGHTER_CRAFT: "Νέο Μαχητικό Σκάφος" STR_NEW_FIGHTER_TRANSPORTER: "Νέο Μαχητικό/Μεταγωγικό" STR_ULTIMATE_CRAFT: "Ύστατο Σκάφος" STR_LASER_PISTOL: "Πιστόλι Λέιζερ" STR_LASER_RIFLE: "Τυφέκιο Λέιζερ" STR_HEAVY_LASER: "Βαρύ Λέιζερ" STR_LASER_CANNON: "Κανόνι Λέιζερ" STR_PLASMA_CANNON: "Κανόνι Πλάσματος" STR_FUSION_MISSILE: "Πύραυλος Σύντυξης" STR_LASER_DEFENSE: "Άμυνες Λέιζερ" STR_PLASMA_DEFENSE: "Άμυνες Πλάσμα" STR_FUSION_DEFENSE: "Άμυνες Σύντηξης" STR_GRAV_SHIELD: "Ασπίδα Βαρύτητας" STR_MIND_SHIELD: "Ασπίδα Νου" STR_PSI_LAB: "Ψ-Εργαστήριο" STR_MOTION_SCANNER: "Ανιχνευτής Κίνησης" STR_MEDI_KIT: "Κυτίο Α' Βοηθειών" STR_TANK_CANNON: "Άρμα/Κανόνι" STR_TANK_ROCKET_LAUNCHER: "Άρμα/Πυραυλοβόλο" STR_TANK_LASER_CANNON: "Άρμα/Κανόνι Λέιζερ" STR_HOVERTANK_PLASMA: "Ιπτάμενο Άρμα/Πλάσμα" STR_HOVERTANK_LAUNCHER: "Ιπτάμενο Άρμα/Σφαίρες Σύντηξης" STR_STINGRAY_LAUNCHER: "Εκτοξευτής Stingray" STR_AVALANCHE_LAUNCHER: "Εκτοξευτής Χιονοστιβάδων" STR_CANNON: "Κανόνι" STR_FUSION_BALL_LAUNCHER: "Εκτ/τής Σφαιρών Σύντηξης" STR_PLASMA_BEAM: "Ακτίνα Πλάσματος" STR_STINGRAY_MISSILES: "Βλήμματα Stingray" STR_AVALANCHE_MISSILES: "Βλήμματα Avalanche(Χιονοστιβάδας)" STR_CANNON_ROUNDS_X50: "Σφαίρες Κανονιού(x50)" STR_FUSION_BALL: "Σφαίρα Σύντηξης" STR_SOLDIER: "Στρατιώτης" STR_SCIENTIST: "Επιστήμονας" STR_ENGINEER: "Μηχανικός" STR_NORTH_AMERICA: "Βόρεια Αμερική" STR_ARCTIC: "Αρκτική" STR_ANTARCTICA: "Ανταρκτική" STR_SOUTH_AMERICA: "Νότια Αμερική" STR_EUROPE: "Ευρώπη" STR_NORTH_AFRICA: "Βόρεια Αφρική" STR_SOUTHERN_AFRICA: "Νότια Αφρική" STR_CENTRAL_ASIA: "Κεντρική Ασία" STR_SOUTH_EAST_ASIA: "ΝΑ Ασία" STR_SIBERIA: "Σιβηρία" STR_AUSTRALASIA: "Αυστραλασία" STR_PACIFIC: "Ειρηνικός" STR_NORTH_ATLANTIC: "Β. Ατλαντικός" STR_SOUTH_ATLANTIC: "Ν. Ατλαντικός" STR_INDIAN_OCEAN: "Ινδικός Ωκεανός" STR_ALIEN_RESEARCH: "Εξωγήινη Έρευνα" STR_ALIEN_HARVEST: "Εξωγήινη Συγκομιδή" STR_ALIEN_ABDUCTION: "Εξωγήινη Απαγωγή" STR_ALIEN_INFILTRATION: "Εξωγήινη Διείσδυση" STR_ALIEN_BASE: "Εξωγήινη Βάση " STR_ALIEN_TERROR: "Εξωγήινη Τρομοκρατία" STR_ALIEN_RETALIATION: "Αντίποινα Εξωγήινων" STR_ALIEN_SUPPLY: "Εξωγήινος Ανεφοδιασμός" STR_MAXIMUM_SPEED: "Μέγιστη Ταχύτητα" STR_HYPER_WAVE_DECODER_UC: "ΥΠΕΡΚΥΜΑΤΙΚΟΣ ΑΠΟΚΩΔΙΚΟΠΟΙΗΤΗΣ" STR_SKYRANGER: "ΑΕΡΟΦΥΛΑΚΑΣ" STR_LIGHTNING: "ΚΕΡΑΥΝΟΣ" STR_AVENGER: "ΕΚΔΙΚΗΤΗΣ" STR_INTERCEPTOR: "ΑΝΑΧΑΙΤΙΣΤΙΚΟ" STR_FIRESTORM: "FIRESTORM" STR_UFO: "ΑΤΙΑ" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "ΧΙΟΝΟΣΤΙΒΑΔΑ" STR_CANNON_UC: "ΚΑΝΟΝΙ" STR_FUSION_BALL_UC: "ΣΦΑΙΡΑ ΣΥΝΤΗΞΗΣ" STR_LASER_CANNON_UC: "ΚΑΝΟΝΙ ΛΕΙΖΕΡ" STR_PLASMA_BEAM_UC: "Ακτίνα Πλάσματος" STR_DAMAGE_CAPACITY: "Ανοχή Ζημίας" STR_WEAPON_POWER: "Δύναμη Όπλου" STR_WEAPON_RANGE: "Εμβέλεια Όπλου" STR_ACCESS_LIFT: "Ανελκυστήρας Πρόσβασης" STR_LABORATORY: "Εργαστήριο" STR_WORKSHOP: "Μηχανουργείο" STR_SMALL_RADAR_SYSTEM: "Μικρό Σύστημα Ραντάρ" STR_LARGE_RADAR_SYSTEM: "Μεγάλο Σύστημα Ραντάρ" STR_MISSILE_DEFENSES: "Άμυνες Πυραύλων" STR_GENERAL_STORES: "Γενικές Αποθήκες" STR_ALIEN_CONTAINMENT: "Μονάδα Περιορισμού Εξωγήινων" STR_LASER_DEFENSES: "Άμυνες Λέιζερ" STR_PLASMA_DEFENSES: "Άμυνες Πλάσμα" STR_FUSION_BALL_DEFENSES: "Άμυνες Σφαιρών Σύντηξης" STR_PSIONIC_LABORATORY: "Ψυονικό Εργαστήριο" STR_HYPER_WAVE_DECODER: "Υπερκυματικός Αποκωδικοποιητής" STR_HANGAR: "Υπόστεγο" STR_USA: "ΗΠΑ" STR_RUSSIA: "ΡΩΣΙΑ" STR_UK: "ΗΒ" STR_FRANCE: "ΓΑΛΛΙΑ" STR_GERMANY: "ΓΕΡΜΑΝΙΑ" STR_ITALY: "ΙΤΑΛΙΑ" STR_SPAIN: "ΙΣΠΑΝΙΑ" STR_CHINA: "ΚΙΝΑ" STR_JAPAN: "ΙΑΠΩΝΙΑ" STR_INDIA: "ΙΝΔΙΑ" STR_BRAZIL: "ΒΡΑΖΙΛΙΑ" STR_AUSTRALIA: "ΑΥΣΤΡΑΛΙΑ" STR_NIGERIA: "ΝΙΓΗΡΙΑ" STR_SOUTH_AFRICA: "ΝΟΤΙΑ ΑΦΡΙΚΗ" STR_EGYPT: "ΑΙΓΥΠΤΟΣ" STR_CANADA: "ΚΑΝΑΔΑΣ" STR_TANK: "Άρμα" STR_CIVILIAN: "Πολίτης" STR_JAN: "Ιαν" STR_FEB: "Φεβ" STR_MAR: "Μαρ" STR_APR: "Απρ" STR_MAY: "Μαΐος" STR_JUN: "Ιουν" STR_JUL: "Ιουλ" STR_AUG: "Αυγ" STR_SEP: "Σεπτ" STR_OCT: "Οκτ" STR_NOV: "Νοεμ" STR_DEC: "Δεκ" STR_INTERNATIONAL_RELATIONS: "Διεθνείς Σχέσεις" STR_COUNTRY: "Χώρα" STR_FUNDING: "Χρηματοδότηση" STR_CHANGE: "Αλλαγή" STR_WEAPON_SYSTEMS: "ΟΠΛΙΚΑ ΣΥΣΤΗΜΑΤΑ" STR_HWPS: "ΕΒΟ" STR_DAMAGE_UC_: "ΖΗΜΙΑ>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Ο ανελκυστήρας πρόσβασης επιτρέπει τον εξοπλισμό και το προσωπικό που πρόκειται να μεταφερθεί μέσα ή έξω από μια υπόγεια βάση. Είναι πάντα η πρώτη μονάδα που θα κατασκευαστεί σε μια νέα τοποθεσία. Η περιοχή ανελκυστήρα είναι ευάλωτη στην εισβολή από την οποιαδήποτε πιθανή εχθρική δύναμη." STR_LIVING_QUARTERS_UFOPEDIA: "Κάθε κοιτώνας έχει χώρο για 50 άτομα. Οι εγκαταστάσεις ικανοποιούν βασικές ανάγκες σε ψυχαγωφία, φαγήτο και ανάπαυση." STR_LABORATORY_UFOPEDIA: "Έως 50 επιστήμονες μπορούν να εργαστούν σε ένα εργαστηριο. Τα εργαστήρια είναι εξοπλισμένα με την τελευταία λέξη της τεχνολογίας για έρευνα σε υλικά, βιοχημεία και την κοσμολογία. Υπάρχει προνομιακή πρόσβαση στα καλύτερα ερευνητικά εργαστήρια σε όλο τον κόσμο, συμπεριλαμβανομένων και στρατιωτικών εγκαταστάσεων." STR_WORKSHOP_UFOPEDIA: "Το μηχανουργείο περιέχει όλο τον εξοπλισμό που είναι απαραίτητος για την κατασκευή εξοπλισμού που βασίζεται σε σχέδια των εργαστηρίων. Μέχρι 50 μηχανικοί μπορούν να δουλέψουν σε ένα μηχανουργείο, αν και τα αντικείμενα υπό κατασκευή θα καταναλώνουν επίσης κάποιο χώρο." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Ένα μικρό σύστημα ανίχνευσης έχει αποτελεσματικό εύρος ραντάρ 300 ναυτικών μιλίων και συνδέεται με δορυφορικά συστήματα για την αναζήτηση στο έδαφος. Κάθε σύστημα έχει 10% πιθανότητα ανίχνευσης ενός αντικειμένου μέσου μεγέθους κάθε 30 λεπτά." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Ένα ευρύ σύστημα ανίχνευσης έχει αποτελεσματική εμβέλεια 450 ναυτικών μιλίων και είναι συνδεδεμένο με δορυφορικά συστήματα για αναζήτηση στο έδαφος. Κάθε σύστημα έχει 20% πιθανότητα να ανιχνεύει ένα μεσαίου μεγέθους αντικείμενο κάθε 30 λεπτά." STR_MISSILE_DEFENSES_UFOPEDIA: "Πυραύλοι παρέχουν κάποια προστασία κατά της εισβολής εχθρικών σκαφων που προσπαθούν να προσγειωθούν κοντά στη βάση." STR_GENERAL_STORES_UFOPEDIA: "Όλος ο εξοπλισμός, οπλικά συστήματα, πυρομαχικά, ανακτημένα υλικά και οι Εξέδρες Βαρέων Όπλων τοποθετούνται σε αποθήκες, συμπεριλαμβανομένου και του εξοπλισμού που έχει ανατεθεί σε σκάφη σε υπόστεγα." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Ζωντανοί εξωγήινοι πιθανότατα θα χρειάζονται ιδιαίτερα περιβάλλνοτα για να διατηρούνται εν ζωή. Η Εγκατάσταση Απομόνωσης μπορεί να διατηρεί έως 10 εξωγήινες μορφές ζωής σε αυτοσυντηρούμενες μονάδες." STR_LASER_DEFENSES_UFOPEDIA: "Οι άμυνες λέιζερ παρέχουν προστασία εναντίων εχθρικών σκάφων." STR_PLASMA_DEFENSES_UFOPEDIA: "Η άμυνα ακτίνων πλάσματος παρέχει ισχυρή και αποτελεσματική προστασία ενάντια σε επιδρομές απο εχθρικά σκάφη." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Βλήματα σύντηξης παρέχουν την πλέον αποτελεσματική άμυνα εναντίον ξένων επιθέσεων. Οι πύραυλοι αυτοί δημιουργούν μια κατάρρευση αντι-ύλης, που καταστρέφει τα πάντα που βρίσκονται σε συγκεκριμένη ακτίνα." STR_GRAV_SHIELD_UFOPEDIA: "Η ασπίδα βαρύτητας απωθεί εξωγήινα σκάφη που προσπαθούν να προσγειωθούν κοντά στη βάση για αρκετά μεγάλο χρονικό διάστημα ωστε όλα τα συστήματα άμυνας να ανασυγκροτηθουν. Στην πράξη αυτό θα διπλασιάσει την αποτελεσματικότητα των αμυντικών συστημάτων στη βάση σας." STR_MIND_SHIELD_UFOPEDIA: "Επειδή τα εξωγήινα σκάφη βασίζονται σε εγκεφαλικά κύματα για την ανίχνευση ανθρώπινης παρουσίας, το πιο αποτελεσματικό αντίμετρο είναι να προστατεύσετε τα εγκεφαλικά κύματα από τη βάση. Η διευκόλυνση αυτή θα μειώσει δραματικά τις πιθανότητες εντοπισμού από εξωγήινα διαστημόπλοια." STR_PSIONIC_LABORATORY_UFOPEDIA: "Το εργαστήριο psionics μπορεί να εκτιμήσει την psionic δυναμικό όλων των στρατιωτών στη βάση και να τους δώσει την απαραίτητη κατάρτιση για να χρησιμοποιήσουν τις ικανότητές τους psionic. Κάθε εργαστήριο μπορεί να εκπαιδεύσει έως δέκα στρατιώτες. Η εκπαίδευση κατανέμεται κατά το τέλος κάθε μήνα. Psionic δεξιότητες που χρησιμοποιούνται σε συνδυασμό με ένα Psi-ενισχυτή μπορεί να χρησιμοποιηθεί για psionic επιθέσεων κατά τη διάρκεια της μάχης." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Οι εξωγήινες επικοινωνίες βασίζονται σε υπέρ-διαστατικά κύματα τα οποία ταξιδεύουν σχεδών στιγμαία. H εγκατάσταση αποκωδικοποιήσης συλλαμβάνει τις εξωγήινες εκπομπές και αποκοδικοποιεί τα δεδομένα. Αυτό μας πληροφορεί για το τύπο του ΑΤΙΑ, τη εξωγηίνη φυλή που το χειρίζεται, και το είδος της αποστολής που βρίσκεται. " STR_HANGAR_UFOPEDIA: "Κάθε υπόστεγο μπορεί να φιλοξενήσει ένα σκάφος. Υπάρχουν εγκαταστάσεις για τη συντήρηση, τον ανεφοδιασμό και την επισκευή των σκαφών X-Com. Κάθε σκάφος που σταθμεύει σε μια βάση πρέπει να έχει ένα ελεύθερο υπόστεγο, το οποίο δεν μπορεί να χρησιμοποιηθεί από άλλα σκάφη, ακόμα κι αν το σκάφος που του έχει ανατεθεί βρίσκεται σε αποστολή." STR_PISTOL_UFOPEDIA: "Το πρότυπο πιστόλι στο XCOM είναι ένα υψηλής απόδοσης ημι-αυτόματο με χωρητικότητα 12 σφαιρων." STR_RIFLE_UFOPEDIA: "Αυτό το υψηλής ακρίβειας τυφέκιο ελεύθερου σκοπευτή κατευθύνεται με λέιζερ και παίρνει 6,7 χιλιοστών πυρομαχικά σε 20 στρογγυλά κλιπ." STR_HEAVY_CANNON_UFOPEDIA: "Το βαρύ κανόνι είναι ένα καταστροφικό, αλλά δυσκίνητο, όπλο. Η ευελιξία του προέρχεται από το γεγονός ότι μπορεί να πάρει τρεις τύπους πυρομαχικών - διατριτικό, εμπρηστικό και εκρηκτικό." STR_AUTO_CANNON_UFOPEDIA: "Το αυτόματο κανόνι συνδυάζει την ευελιξία και τη δύναμη του βαρέως κανονιού με ταχύτερο ρυθμό βολής." STR_ROCKET_LAUNCHER_UFOPEDIA: "Το ρουκετοβόλο είναι ένα σύστημα, κατευθυνόμενο με λέιζερ, που μπορεί να εκτοξεύσει τρία διαφορετικά μεγέθη πυραύλων." STR_LASER_PISTOL_UFOPEDIA: "Το πιστόλι laser είναι μια καλή εφαρμογή της νέας τεχνολογίας. Έχει τις ανέσεις ενός πιστολιού, μαζί με γρηγορότερα και ποιο εύστοχα πυρά." STR_LASER_RIFLE_UFOPEDIA: "Το τυφέκιο λέιζερ είναι μια πιο ισχυρή και ακριβή έκδοση του προηγούμενου σχεδιασμού πιστολιού." STR_HEAVY_LASER_UFOPEDIA: "Το βαρύ λέιζερ είναι δυσκίνιτο, αλλά εξαιρετικά αποτελεσματικό." STR_GRENADE_UFOPEDIA: "Η βασική χειροβομβίδα έχει έναν ακριβή και εξελιγμένο χρονοδιακόπτη για τον έλεγχο της." STR_SMOKE_GRENADE_UFOPEDIA: "Οι χειροβομβίδες καπνού είναι χρήσιμες για την παροχή κάλυψης σε εκτεθειμένες συνθήκες μάχης. Χρησιμοποιησέ τες με προσοχή καθώς μπορούν να ωφελήσουν και τον εχθρό." STR_PROXIMITY_GRENADE_UFOPEDIA: "Μια χειροβομβίδα εγγύτητας μπορεί να πεταχτεί σαν μια συνηθισμένη χειροβομβίδα, αλλά ενεργοποιείται από κοντά και μετά προσγειώνεται. Μεγάλη ικανότητα και φροντίδα απαιτείται για τη χρήση αυτών των συσκευών." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Αυτό το εκρηκτικό θα πρέπει να χρησιμοποιείται μόνο γιά κατεδαφίσεις. Το προσωπικό πρέπει να κρατάει απόσταση ασφαλείας." STR_MOTION_SCANNER_UFOPEDIA: "Αυτή η εξελιγμένη συσκευή χρησιμοποιεί πληθώρα της ανιχνευτών και προηγμένων αλγορίθμων υπολογιστών για να αναγνωρίζουν κινούμενες μονάδες του εχθρού. Ωστόσο, αυτό απαιτεί κάποια πρακτική για αποτελεσματική χρήση. Κάντε κλικ στο εικονίδιο του σαρωτή κίνησης στην οθόνη τακτικής. Επιλέξτε \"Χρήση σαρωτή» από το μενού. Η οθόνη σαρωτή δείχνει ένα βέλος στο κέντρο, η οποία είναι η κατεύθυνση που ο στρατιώτης πολεμαει (Βόρρας είναι στην κορυφή). Οι μονάδες κηλίδων που αναβοσβήνουν δείχνουν οποιων έχουν μετακινηθεί πρόσφατα. Μεγάλες μονάδες, ή γρήγορη μετακίνηση μονάδων, θα παράγουν μεγαλύτερες σταγόνες. Στατικές μονάδες δεν θα πρέπει να ανιχνεύονται." STR_MEDI_KIT_UFOPEDIA: "Το Medi-κιτ συνδυάζει μια εγκατάσταση επούλωσης με αναλγητικά και διεγερτικά. Για να χρησιμοποιήσετε το Medi-κιτ θα πρέπει να στρέφεται προς τον στρατιώτη που απαιτεί θεραπεία. Αν ο στρατιώτης είναι ζαλισμένος θα πρέπει να σταθεί πάνω από το σώμα. Κάντε κλικ στο εικονίδιο Medi-kit και επιλέξτε «χρήση Medi-κιτ από το μενού. {} NEWLINE ΘΕΡΑΠΕΙΑ> Κόκκινα μέρη του σώματος δείχνουν θανατηφόρα τραύματα. Κάντε κλικ σε ένα μέρος του σώματος που τραυματίζεται. Κάντε κλικ στο κουμπί \"θεραπεύσει\". Ένα μοιραίο τραύμα θα θεραπευτεί και μερικοί υγεία αποκατασταθεί. {} NEWLINE διεγερτικό> Αυτό θα αποκαταστήσει την ενέργεια και αναγέννηση τις αισθήσεις του (ζαλισμένος) στρατιώτες. Για να αναβιώσει ο αναίσθητος στρατιώτης θα πρέπει να διακρίνεται ακριβώς πάνω από το σώμα. {} NEWLINE παυσίπονο> Αυτή η θα αποκαταστήσει το ηθικό των τραυματισμένων στρατιωτών μέχρι ποσότητα ισοδύναμη με έχασε την υγεία του στρατιώτη." STR_PSI_AMP_UFOPEDIA: "Ο ενισχυτής Psi μπορεί να χρησιμοποιηθεί μόνο από στρατιώτες με ψυχοθεραπευτική ικανότητα. Κατά τη διάρκεια της μάχης, κάντε κλικ στο Psi-amp, επιλέξτε τον τύπο της επίθεσης και επιλέξτε μια μονάδα στόχο με τον κέρσορα. Υπάρχουν δύο τύποι ψυχικής επίθεσης:{NEWLINE}ΜΟΝΑΔΑ ΠΑΝΙΚΟΥ> Εάν η επίθεση είναι επιτυχής, θα μειώσει το ηθικό του στόχου και μπορεί να του προκαλέσει πανικό.{NEWLINE}ΕΛΕΓΧΟΣ ΜΥΑΛΟΥ> Εάν αυτό είναι επιτυχές, θα αποκτήσετε άμεσο έλεγχο της εχθρική μονάδα σαν να ήταν μια δική σου. Είναι πιο δύσκολο να πετύχεις με αυτού του είδος επιθέσεις." STR_STUN_ROD_UFOPEDIA: "Αυτή η συσκευή μπορεί να χρησιμοποιηθεί μόνο σε μάχες, αλλά θα αναισθητοποιήσει έναν ζωντανό οργανισμό χωρίς να τον σκοτώσει χρησιμοποιώντας ηλεκτροσόκ." STR_MIND_PROBE_UFOPEDIA: "Ο ανιχνευτής μυαλού είναι μια συσκευή επικοινωνίας εξωγήινων που χρησιμοποιείται για τη λήψη πληροφοριών απευθείας από τα εγκεφαλικά κύματα. Οι μονάδες X-Com μπορούν να χρησιμοποιήσουν αυτήν τη συσκευή στη μάχη για να εμφανίσουν τα χαρακτηριστικά ενός εξωγήινου. Κάντε κλικ στον ανιχνευτή νου και στην επιλογή «χρήση». Στη συνέχεια, κάντε κλικ σε έναν εξωγήινο με τον κέρσορα." STR_PLASMA_PISTOL_UFOPEDIA: "Τα πιστόλια πλάσματος είναι ένα φονικό εξωγήινο όπλο που βασίζεται σε επιταχυνόμενα σωματίδια μέσα σε ένα λεπτό αντιβαρυτικό πεδίο." STR_PLASMA_RIFLE_UFOPEDIA: "Αυτό είναι ένα καταστροφικά ισχυρό όπλο που βασίζεται στην επιτάχυνση σωματιδίων μέσα από ένα μικροσκοπικό πεδίο αντι-βαρύτητας" STR_HEAVY_PLASMA_UFOPEDIA: "Αυτό είναι ένα καταστροφικά ίσχυρο όπλο το οποίο βασίζεται στην επιτάχυνση σωματιδίων μέσα από ένα μικροσκοπικό αντι-βαρυτικό πεδίο." STR_BLASTER_LAUNCHER_UFOPEDIA: "Αυτός είναι ένας εξωγήινος εκτοξευτής κατευθυνόμενων πυραύλων που εκτοξεύει ισχυρές «βόμβες πυροδότησης». Όταν κάνετε κλικ για να πυροδοτήσετε το όπλο, θα δημιουργήσει «σημεία διαδρομής» για να ακολουθήσει η βόμβα εκρήξεων. Όταν έχετε τοποθετήσει αρκετά σημεία διαδρομής, κάντε κλικ στο ειδικό εικονίδιο εκκίνησης." STR_SMALL_LAUNCHER_UFOPEDIA: "Ένας μικρός εκτοξευτήρας που εκτοξέυει βόμβες ζάλης. Πολύ χρήσιμο για τη σύλληψη ζωντανών εξωγήινων." STR_ALIEN_GRENADE_UFOPEDIA: "Αυτή η συσκευή λειτουργεί με τον ίδιο τρόπο όπως μια χερσαία χειροβομβίδα - με τη διαφορά ότι είναι πιο ισχυρή." STR_SMALL_SCOUT: "Μικρό Αναγνωριστικό" STR_MEDIUM_SCOUT: "Μεσαίο Αναγνωριστικό" STR_LARGE_SCOUT: "Μεγάλο Αναγνωριστικό" STR_HARVESTER: "Σκάφος Συγκομιδής" STR_ABDUCTOR: "Απαγωγέας" STR_TERROR_SHIP: "Σκάφος Τρόμου" STR_BATTLESHIP: "Θωρυκτό" STR_SUPPLY_SHIP: "Σκάφος Ανεφοδιασμού" STR_RATING: "ΑΞΙΟΛΟΓΗΣΗ> {0}" STR_RATING_TERRIBLE: "ΑΘΛΙΑ!" STR_RATING_POOR: "ΦΤΩΧΑ!" STR_RATING_OK: "ΟΚ" STR_RATING_GOOD: "ΚΑΛΑ!" STR_RATING_EXCELLENT: "ΑΡΙΣΤΑ!" STR_SCORE: "ΠΟΝΤΟΙ" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM ΜΗΝΙΑΙΑ ΕΚΘΕΣΗ ΑΝΑΦΟΡΑΣ" STR_MONTH: "Μήνας> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Το συμβούλιο χρηματοδότησης των εθνών είναι γενικά ικανοποιημένο με την πρόοδό σου μέχρι τώρα." STR_COUNCIL_IS_VERY_PLEASED: "Το συμβούλιο χρηματοδότησης των εθνών είναι πολύ ικανοποιημένο με εξαιρετική πρόοδο σου. Συνεχίσε την καλή δουλειά." STR_COUNCIL_IS_DISSATISFIED: "Το συμβούλιο χρηματοδότησης των εθνών δεν είναι ικανοποιημένο με την απόδοσή σου. Πρέπει να βελτιώσεις την αποτελεσματικότητά σου στην αντιμετώπιση της εξωγήινη απειλή ή κινδυνεύεις με τον τερματισμό του προγράμματος." STR_YOU_HAVE_NOT_SUCCEEDED: "Δεν κατάφερες να αντιμετωπίσεις την εξωγήινη εισβολή και το συμβούλιο των χρηματοδοτικών εθνών αποφάσισε δυστυχώς να τερματίσει το πρόγραμμα. Κάθε έθνος θα αντιμετωπίσει το πρόβλημα κατά το δοκούν. Μπορούμε μόνο να ελπίζουμε οτι θα καταλήξουμε σε κάποιο συμβιβασμό με αυτές τις προφανώς εχθρικές δυνάμεις, και οτι ο γενικός πλυθησμός θα συμβιβαστεί με τους εξωγήινους επισκέπτες." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} είναι ιδιαίτερα ικανοποιημένη με την ικανότητά σου να αντιμετωπίσεις την τοπική απειλή και συμφώνησε να αυξήσει τη χρηματοδότησή της." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} είναι ιδιαίτερα ευχαριστημένοι με την πρόοδο στην αντιμετώπιση των τοπικών εξωγήινων εισβολών και συμφώνησαν να αυξήσουν τη χρηματοδότησή τους." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} και {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} είναι δυσαρεστημένη με την ικανότητά σου να αντιμετωπίσεις την εξωγήινη δραστηριότητα στην περιοχή της και αποφάσισε να μειώσει τη χρηματοδότησή της." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} είναι δυσαρεστημένοι με την ικανότητά σου να αντιμετωπίσεις την εξωγήινη δραστηριότητα στην περιοχή τους και αποφάσισαν να μειώσουν τη χρηματοδότησή τους." STR_KNOTS: "{0} κόμβοι" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} έχει υπογράψει μια μυστική συμφωνία με άγνωστες εξωγήινες δυνάμεις και αποσύρθηκε από το πρόγραμμα." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} έχουν υπογράψει μια μυστική συμφωνία με άγνωστες εξωγήινες δυνάμεις και αποσύρθηκαν από το πρόγραμμα." STR_MONTHLY_RATING: "Μηνιαία Βα8μολογία> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Αλλαγή χρηματοδότησης> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Το Συμβουλίο χρηματοδότησης δεν είναι ευχαριστημένο με την οικονομική σου θέση. Πρέπει να μειώσεις τα χρέη κάτω από $1 εκατ. ή το πρόγραμμα θα τερματιστεί." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ΥΠΕΡΚΥΜΑΤΙΚΕΣ ΕΠΙΚΟΙΝΩΝΙΕΣ ΑΠΟΚΩΔΙΚΟΠΟΙΗΘΗΚΑΝ" STR_CRAFT_TYPE: "ΤΥΠΟΣ ΣΚΑΦΟΥΣ" STR_RACE: "ΦΥΛΗ" STR_MISSION: "ΑΠΟΣΤΟΛΗ" STR_ZONE: "ΖΩΝΗ" STR_ALLOCATE_RESEARCH: "Κατανομή Έρευνας" STR_ALLOCATE_MANUFACTURE: "Κατανομή Παραγωγής" STR_NEW_YORK: "Νέα Υόρκη" STR_WASHINGTON: "Ουάσινγκτον" STR_LOS_ANGELES: "Λος Άντζελες" STR_MONTREAL: "Μοντρεάλ" STR_HAVANA: "Αβάνα" STR_MEXICO_CITY: "Πόλη του Μεξικό" STR_CHICAGO: "Σικάγο" STR_VANCOUVER: "Βανκούβερ" STR_DALLAS: "Ντάλας" STR_BRASILIA: "Μπρασίλια" STR_BOGOTA: "Μπογκοτά" STR_BUENOS_AIRES: "Μπουένος Άιρες " STR_SANTIAGO: "Σαντιάγκο" STR_RIO_DE_JANEIRO: "Ρίο ντε Τζανέιρο" STR_LIMA: "Λίμα" STR_CARACAS: "Καράκας" STR_LONDON: "Λονδίνο" STR_PARIS: "Παρίσι" STR_BERLIN: "Βερολίνο" STR_MOSCOW: "Μόσχα" STR_ROME: "Ρώμη" STR_MADRID: "Μαδρίτη" STR_BUDAPEST: "Βουδαπέστη" STR_LAGOS: "Λάγος" STR_CAIRO: "Κάϊρο" STR_CASABLANCA: "Καζαμπλάνκα" STR_PRETORIA: "Πρετόρια" STR_NAIROBI: "Ναϊρόμπι" STR_CAPE_TOWN: "Κέιπ Τάουν" STR_KINSHASA: "Κινσάσα" STR_ANKARA: "Άγκυρα" STR_DELHI: "Δελχί" STR_KARACHI: "Καράχι" STR_BAGHDAD: "Βαγδάτη" STR_TEHRAN: "Τεχεράνη" STR_BOMBAY: "Βομβάη" STR_CALCUTTA: "Καλκούτα" STR_TOKYO: "Τόκιο" STR_BEIJING: "Πεκίνο" STR_BANGKOK: "Μπανγκόκ" STR_MANILA: "Μανίλα" STR_SEOUL: "Σεούλ" STR_SINGAPORE: "Σινγκαπούρη" STR_JAKARTA: "Τζακάρτα" STR_SHANGHAI: "Σαγκάη" STR_HONG_KONG: "Χονγκ Κονγκ" STR_NOVOSIBIRSK: "Νοβοσιμπίρσκ" STR_CANBERRA: "Κανμπέρα" STR_WELLINGTON: "Γουέλινγκτον" STR_MELBOURNE: "Μελβούρνη" STR_PERTH: "Περθ" STR_PSI_TRAINING: "Εκπαίδευση Ψι" STR_PSIONIC_TRAINING: "ΨΥΟΝΙΚΗ ΕΞΑΣΚΗΣΗ" STR_REMAINING_PSI_LAB_CAPACITY: "Διαθέσιμος χώρος Ψ-Εργ.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Ψυονική{NEWLINE}Δύναμη" STR_PSIONIC_SKILL_IMPROVEMENT: "Ψυονική Ικανότ.{NEWLINE}/Βελτιώση" STR_PSI_AMP: "Ψυχ-Εν" STR_IN_TRAINING: "Σε{NEWLINE}Εξάσκηση;" STR_TARGETTED_BY: "ΣΤΟΧΕΥΜΕΝΟ ΑΠΟ:" STR_WEAPONS_CREW_HWPS: "ΟΠΛΑ/{NEWLINE}ΠΛΗΡΩΜΑ/ΕΒΟ" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "έχει χαμήλα καύσιμα,{NEWLINE}επιστροφή στη βάση" STR_SOLDIER_LIST: "Λίστα Στρατιωτών" STR_RANK_: "ΒΑΘΜΙΔΑ> {ALT}{0}" STR_MISSIONS: "ΑΠΟΣΤΟΛΕΣ> {ALT}{0}" STR_KILLS: "ΘΑΝΑΤΟΙ> {ALT}{0}" STR_WOUND_RECOVERY: "ΑΝΑΡΡΩΣΗ ΤΡΑΥΜΑΤΩΝ> {ALT}{0}" STR_TIME_UNITS: "ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_STAMINA: "ΑΝΤΟΧΗ" STR_HEALTH: "ΥΓΕΙΑ" STR_BRAVERY: "ΘΑΡΡΟΣ" STR_REACTIONS: "ΑΝΤΙΔΡΑΣΕΙΣ" STR_FIRING_ACCURACY: "ΕΥΣΤΟΧΙΑ ΒΟΛΗΣ" STR_THROWING_ACCURACY: "ΕΥΣΤΟΧΙΑ ΡΙΨΗΣ" STR_STRENGTH: "ΔΥΝΑΜΗ" STR_PSIONIC_STRENGTH: "ΨΥΟΝΙΚΗ ΔΥΝΑΜΗ" STR_PSIONIC_SKILL: "ΨΥΟΝΙΚΗ ΙΚΑΝΟΤΗΤΑ" STR_NEW_RANK: "ΝΕΑ ΒΑΘΜΙΔΑ" STR_PROMOTIONS: "Προαγωγές" STR_SOLDIERS_UC: "ΣΤΡΑΤΙΩΤΕΣ" STR_TANK_CANNON_UFOPEDIA: "Οι αυτοματοποιημένες πλατφόρμες βαρέων όπλων έχουν σχεδιαστεί για να συμπληρώνουν μια ομάδα X-Com. Ο συνδυασμός υψηλής ισχύος πυρός και ισχυρής θωράκισης καθιστά αυτές τις μονάδες πολύτιμες για μάχες σε ανοιχτό περιβάλον. Βεβαιωθείτε ότι υπάρχουν επαρκείς οβίδες στα αποθέματά σας για να επανοπλίσετε τα άρματα μάχης. Οπλίζονται αυτόματα όταν τους εκχωρείτε σε μια ομάδα." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Αυτή η αυτοματοποιημένη εξέδρα βαρέων όπλων είναι οπλισμένη με ισχυρές ρουκέτες, καταστροφικές για κάθε εξωγήινο εχθρό. Βεβαιωθείτε ότι οι αποθήκες διατηρούν απόθεμα ρουκετών ΕΒΟ." STR_TANK_LASER_CANNON_UFOPEDIA: "Τα όπλα λέιζερ είναι μια χρήσιμη προσθήκη στις ΕΒΟ. Συνδυάζουν βαριά δύναμη πυρός χωρίς περιορισμούς πυρομαχικών." STR_HOVERTANK_PLASMA_UFOPEDIA: "Η εξωγήινη τεχνολογία έχει δώσει στις ΕΒΟ μια νέα επέκταση ζωής. Η προστιθέμενη ευελιξία της πτήσης και η δύναμη πυρός του πλάσματος είναι ένας θανατηφόρος συνδυασμός." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Αυτό το ιπτάμενο άρμα έχει έναν εκτοξευτή σφαιρών σύντηξης που είναι ικανός για τεράστια καταστροφή. Χρησιμοποιήσε το με μεγάλη προσοχή. Θα πρέπει να κατασκευάσεις τις σφαίρες σύντηξης για να εξοπλήσεις αυτά τα ΕΒΟ. Οι σφαίρες σύντηξης είναι έξυπνα κατευθυνόμενα όπλα. Για να πυροβολήσεις επιλέξετε έναν αριθμό από «σημεία διαδρομής» με τον κέρσορα και στη συνέχεια πάτα στο εικονίδιο εκτόξευσης της σφαίρας σύντηξης." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Αυτή η συμπαγής συσκευή χρησιμοποιείται ως πυρομαχικά για το όπλο βαρέως πλάσματος. Περιέχει μια μικρή ποσότητα Ελέριουμ." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Αυτό το μικρό αντικείμενο χρησιμοποιείται ως πηγή ενέργειας για το τυφέκιο πλάσμα - ένα μεσέας δύναμης εξωγήινο όπλο. Περιέχει μια μικρή ποσότητα Ελέριουμ." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Πηγή ενέργειας για το μικρό εξωγήινο πιστόλι πλάσματος. Περιέχει Ελέριουμ - τη πηγή όλης της εξωγήινης δύναμης." STR_STUN_BOMB_UFOPEDIA: "Η βόμβα αναισθητοποίησης χρησιμοποιείται για τη σύλληψη ζωντανών δειγμάτων ανθρώπου, αλλά μπορεί επίσης να χρησιμοποιηθεί ενάντια στις περισσότερες εξωγήινες φυλές. Εκτοξεύεται από Μικρό Εκτοξευτή." STR_ALIEN_RESEARCH_UFOPEDIA: "Η αποστολή εξωγήινης έρευνας χρησιμοποιείται για τη συλλογή βασικών δεδομένων για τη γη και τους κατοίκους της. Τα μικρά οχήματα χρησιμοποιούνται κατά κύριο λόγο, με περιστασιακές προσγειώσεις σε ερημικές περιοχές. Αυτός ο τύπος εξωγήινης δραστηριότητας αποτελεί την ελάχιστη απειλή για την X-Com, με ελάχιστη ανησυχία από τις κυβερνήσεις ή το κοινό." STR_ALIEN_HARVEST_UFOPEDIA: "Οι εξωγήινοι έχουν πολλές χρήσεις για την πανίδα της γης. Τα ζώα απάγονται κρυφά και επιστρέφονται με διάφορα όργανα που έχουν αφαιρεθεί. Οι ακρωτηριασμοί των βοοειδών αναφέρθηκαν κατά κύριο λόγο μαζί με τις εμφανίσεις UFO. Αυτός ο τύπος εξωγήινης δραστηριότητας προκαλεί μεγάλη ανησυχία για τις κυβερνήσεις και σημαντική ανησυχία μεταξύ του πληθυσμού. Αυτός ο τύπος δραστηριότητας συμβαίνει κυρίως στη γεωργική γη. Η θεωρία πίσω από την «εξωγήινη συγκομιδή» υποδηλώνει ότι οι εξωγήινες φυλές αρχικά «σπείραν» τον πλανήτη με τη χλωρίδα και την πανίδα και τώρα έχουν επιστρέψει για να καρπωθούν τη συγκομιδή που έχουν σπείρει." STR_ALIEN_ABDUCTION_UFOPEDIA: "Αυτή είναι η πιο ύπουλη μορφή εξωγήινης δραστηριότητας. Η απαγωγή από εξωγήινους αναφέρεται ευρέως, παρά τις προσπάθειες των εξωγήινων να σβήσουν την εμπειρία από τις μνήμες των θυμάτων τους. Οι απαχθέντες αναφέρουν ότι υποβλήθηκαν σε εξευτελιστικές σωματικές εξετάσεις, συμπεριλαμβανομένου εμποτισμού εξωγήινων εμβρύων και περίεργων γενετικών πειραμάτων. Ο σκοπός πίσω από αυτή τη δραστηριότητα φαίνεται να συνδέεται με τη γενετική μετάλλαξη και τον χειρισμό του γενετικού υλικού των εξωγήινων. Αυτή η δραστηριότητα προκαλεί μεγάλη ανησυχία και εμφανίζεται σε κατοικημένες περιοχές ή πόλεις" STR_ALIEN_INFILTRATION_UFOPEDIA: "Οι κυβερνήσεις της γης μπορούν να διεισδυθούν από εξωγήινους πράκτορες που είναι ανθρώπινοι σε εμφάνιση. Αυτό μπορεί να οδηγήσει σε επίσημη επαφή μεταξύ εξωγήινων και κυβερνήσεων στο υψηλότερο επίπεδο. Η κορύφωση αυτής της δραστηριότητας χαρακτηρίζεται από έντονη δραστηριότητα UFO κοντά σε μεγάλες πόλεις. Οι εξωγήινοι θα προσπαθήσουν να υπογράψουν ένα σύμφωνο με μια κυβέρνηση της γης προσφέροντας γνώση της ανώτερης τεχνολογίας τους. Σε αντάλλαγμα, η κυβέρνηση θα επιτρέψει στους εξωγήινους να ασκήσουν τη δραστηριότητά τους ανεμπόδιστα. Αυτή η εξωγήινη αποστολή αντιπροσωπεύει τη χειρότερη απειλή για την X-Com. Αν έρθει σε συμφωνία μια κυβέρνηση με τους εξωγήινους, τότε η χρηματοδότηση της θα σταματήσει." STR_ALIEN_BASE_UFOPEDIA: "Οι εξωγήινοι θα κατασκευάσουν μυστικές υπόγειες βάσεις σε απομακρυσμένες τοποθεσίες. Μετά από μερικές αρχικές αναγνωριστικές πτήσεις θα εμφανιστεί κάποια έντονη δραστηριότητα UFO καθώς θα κατασκευάζεται η βάση. Αυτές οι βάσεις είναι γνωστό ότι περιέχουν πειραματικά εργαστήρια για ανθρώπους απαχθέντες και προμήθειες για περαιτέρω δραστηριότητα στην περιοχή. Η παρουσία βάσεων εξωγήινων θα δημιουργήσει μια μεγάλη ποσότητα αναφερόμενης εξωγήινης δραστηριότητας χωρίς την παρουσία UFO. Για να εντοπίσει μια βάση, ένα σκάφος X-Com πρέπει να περιπολεί μια περιοχή για μερικές ώρες για να έχει κάποιες πιθανότητες εντοπισμού." STR_ALIEN_TERROR_UFOPEDIA: "Όταν οι εξωγήινοι τρομοκρατούν μια πόλη, θα αναπτύξουν μερικές ειδικές δυνάμεις με τρομερή ισχύ. Οι άμαχοι θα απειληθούν άμεσα και οι κυβερνήσεις θα αναγκαστούν να εκκενώσουν ολόκληρες περιοχές. Ο κύριος σκοπός πίσω από αυτή τη δραστηριότητα είναι να δημιουργήσει επαρκή δημόσια υστερία, έτσι ώστε οι κυβερνήσεις να απειλήσουν το έργο της X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Εάν οι αναχαιτιστές X-Com είναι ιδιαίτερα επιτυχείς στην κατάρριψη UFO, τότε οι εξωγήινοι ενδέχεται να λάβουν κάποια αντίποινα. Αυτό θα μπορούσε να οδηγήσει σε άμεση επίθεση εναντίον μιας βάσης X-Com. Ωστόσο, οι εξωγήινοι πρέπει να βρουν μια βάση X-Com για να της επιτεθούν, και εφόσον τα UFO κρατηθούν μακριά, τότε θα υπάρχει μικρός κίνδυνος επίθεσης." STR_ALIEN_SUPPLY_UFOPEDIA: "Μόλις κατασκευαστεί μια βάση εξωγήινων, ανεφοδιάζεται σε τακτική βάση από ένα ειδικό σκάφος ανεφοδιασμού. Εάν ένα από αυτά τα σκάφη εντοπιστεί κατά την προσγείωση, τότε είναι βέβαιο ότι υπάρχει μια βάση εξωγήινων κοντά." STR_SMALL_SCOUT_UFOPEDIA: "Αυτό το μικρό σκάφος κυρίως χρησιμοποιείται για αναγνώριση ή έρευνα. Προηγείται συνήθως μεγαλυτέρων σκαφών στην αρχή μίας εξωγήινης αποστολής." STR_MEDIUM_SCOUT_UFOPEDIA: "Ένα μεσαίου μεγέθους αναγνωριστικό που συνιστά μικρή απειλή για τις γήινες δυνάμεις. Κανονικά εμφανίζεται πριν από μεγαλύτερα σκάφη κατά τη διάρκεια των αποστολών." STR_LARGE_SCOUT_UFOPEDIA: "Το μεγαλύτερο εξωγήινο αναγνωριστικό είναι γενικού σκοπού σκάφος που χρησιμοποιείται σε όλους τους τύπους των εξωγήινων αποστολών." STR_HARVESTER_UFOPEDIA: "Το σκάφος συγκομιδής έχει μια καταπακτή στη βάση του και είναι εξοπλισμένο με ανυψωτικούς μηχανισμούς για να μεταφέρει βοοειδή ή άλλα ζώα. Κόπτες λέιζερ χρησιμοποιούνται για να εξάγουν τα επιθυμητά μέρη και το κουφάρι πετιέται στο έδαφος. Επίσης υπάρχουν δοχεία αποθήκευσης για μέρη από σώματα." STR_ABDUCTOR_UFOPEDIA: "Αυτό το σκάφος είναι εξοπλισμένο με μια αίθουσα εξέτασης για την πραγματοποίηση φρικτών πειραμάτων σε ανθρώπινα υποκείμενα. Το θύμα συνήθως παραλύει από τηλεπαθητικές δυνάμεις, αλλά διατηρεί τις αισθήσεις του ενώ βρίσκεται στο χειρουργικό τραπέζι." STR_TERROR_SHIP_UFOPEDIA: "Το πλοίο τρόμου έχει μια εγκατάσταση περιορισμού για μεγάλα όπλα ή πλάσματα εξωγήινων τρομοκρατών. Χρησιμοποιείται για να μεταφέρει αυτούς τους εξωγήινους τρομοκράτες σε κατοικημένες περιοχές." STR_BATTLESHIP_UFOPEDIA: "Το θωρηκτό διαστημόπλοιο είναι το μεγαλύτερο και πιο ισχυρό σκάφος εξωγήινων. Είναι συνήθως το κύριο σκάφος αποστολής εξωγήινων, εξοπλισμένο με ισχυρά όπλα και πολλά μέλη πληρώματος." STR_SUPPLY_SHIP_UFOPEDIA: "Το σκάφος εφοδιασμού χρησιμοποιείται κατά τη διάρκεια κατασκευής εξωγήινων βάσεων ή για τον εφοδιασμό υφιστάμενων. Μεταφέρει εξωγήινα δοχεία τροφίμων και θαλάμους αναπαραγωγής." STR_DISMANTLE: "Διάλυση" STR_FACILITY_IN_USE: "ΕΓΚΑΤΑΣΤΑΣΗ ΣΕ ΧΡΗΣΗ" STR_CANNOT_DISMANTLE_FACILITY: "ΑΔΥΝΑΜΙΑ ΔΙΑΛΥΣΗΣ ΕΓΚΑΤΑΣΤΑΣΗΣ!{SMALLLINE}Όλες οι εγκαταστάσεις στη βάση πρέπει να συνδέονται με τον ανελκυστήρα πρόσβασης." STR_TRANSFER_ITEMS_TO: "Μεταφορά Αντικειμένου σε {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "ΔΕΝ ΥΠΑΡΧΕΙ ΜΟΝΑΔΑ ΠΕΡΙΟΡΙΣΜΟΥ ΕΞΩΓΗΙΝΩΝ ΓΙΑ ΜΕΤΑΦΟΡΑ!{SMALLLINE}Οι ζωντανοί εξωγήινοι χρειάζονται μονάδα περιορισμού για να επιβιώσουν." STR_AMOUNT_AT_DESTINATION: "ΠΟΣΟΤΗΤΑ{NEWLINE}ΠΡΟΟΡΙΣΜΟY" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Εξωγήινος πέθανε καθώς δεν υπάρχει μονάδα περιορισμού εξωγήινων" STR_NO_FREE_ACCOMODATION_CREW: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΜΟΝΗΣ{SMALLLINE}Η βάση προορισμού δεν έχει αρκετό χώρο στους κοιτώνες για το πλήρωμα που έχει ανατεθεί στο σκάφος." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "ΑΝΕΠΑΡΚΕΙΣ ΑΠΟΘΗΚΕΥΤΙΚΟΣ ΧΟΡΟΣ!{SMALLLINE}Η βάση προορισμού δεν έχει αρκετό αποθηκευτικό χώρο για τον εξοπλισμό που έχει εκχωρηθεί στο σκάφος." STR_ITEMS_ARRIVING: "Άφηση Αντικειμένων" STR_DESTINATION_UC: "ΠΡΟΟΡΙΣΜΟΣ" STR_PISTOL: "Πιστόλι" STR_PISTOL_CLIP: "Γεμιστήρας Πιστολιού" STR_RIFLE: "Τυφέκιο" STR_RIFLE_CLIP: "Γεμιστήρας Τυφεκιού" STR_HEAVY_CANNON: "Βαρύ Κανόνι" STR_HC_AP_AMMO: "ΥΤ-ΔΘ ΠΥΡ/ΚΑ" STR_HC_HE_AMMO: "HC-HE Πυρομαχικό" STR_HC_I_AMMO: "HC-I Πυρομαχικό" STR_AUTO_CANNON: "Αυτόματο Κανόνι" STR_AC_AP_AMMO: "ΑΚ-ΔΤ Πυρομαχικό" STR_AC_HE_AMMO: "ΑΚ-ΥΕ Πυρομαχικό" STR_AC_I_AMMO: "ΑΚ-ΕΜ Πυρομαχικό" STR_ROCKET_LAUNCHER: "Ρουκετοβόλο" STR_SMALL_ROCKET: "Μικρή Ρουκέτα" STR_LARGE_ROCKET: "Μεγάλη Ρουκέτα" STR_INCENDIARY_ROCKET: "Εμπρηστική Ρουκέτα" STR_GRENADE: "Χειροβομβίδα" STR_SMOKE_GRENADE: "Χειροβομβίδα Καπνού" STR_PROXIMITY_GRENADE: "Χειροβομβίδα Εγγύτητας" STR_HIGH_EXPLOSIVE: "Εκρηκτικό" STR_STUN_ROD: "Ραβδί ακινητοποίησης" STR_HEAVY_PLASMA: "Βαρύ όπλο πλάσματος" STR_HEAVY_PLASMA_CLIP: "Γεμιστήρας βαρέου όπλου πλάσματος" STR_PLASMA_RIFLE: "Τυφέκιο Πλάσματος" STR_PLASMA_RIFLE_CLIP: "Γεμιστήρας Τυφεκίου Πλάσματος" STR_PLASMA_PISTOL: "Πιστόλι Πλάσμα" STR_PLASMA_PISTOL_CLIP: "Γεμιστήρας Πιστολιού Πλάσματος" STR_BLASTER_LAUNCHER: "Εξωγηίνος εκτοξευτής" STR_BLASTER_BOMB: "Blaster Bomb" STR_SMALL_LAUNCHER: "Μικρός Εκτοξευτής" STR_STUN_BOMB: "βόμβα αναισθησίας" STR_ALIEN_GRENADE: "Εξωγήινη Χειροβομβίδα" STR_ELERIUM_115: "Ελέριο-115" STR_MIND_PROBE: "Διερευνητής Νου" STR_SECTOID_CORPSE: "Πτώμα Σεκτόιντ" STR_SNAKEMAN_CORPSE: "Πτώμα Φιδάνθρωπου" STR_ETHEREAL_CORPSE: "Πτώμα Αιθέριου" STR_MUTON_CORPSE: "Πτώμα Μάτον" STR_FLOATER_CORPSE: "Πτώμα Αιωρητή" STR_CELATID_CORPSE: "Πτώμα Celatid" STR_SILACOID_CORPSE: "Πτώμα Σίλακοϊντ" STR_CHRYSSALID_CORPSE: "Πτώμα Χρυσαλίδας" STR_REAPER_CORPSE: "Πτώμα Θεριστή" STR_SECTOPOD_CORPSE: "Πτώμα Sectopod" STR_CYBERDISC_CORPSE: "πτώμα κυβερνοδίσκου" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Δεν υπάρχουν αρκετά πυρομαχικά για τον οπλισμό HWP{SMALLLINE}Κάθε HWP απαιτεί {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Ανεπαρκή εφόδια για πλήρη ανεφοδιασμό ομάδας" STR_MARS_CYDONIA_LANDING: "Άρης: Προσγείωση στην Κυδώνια" STR_MARS_CYDONIA_LANDING_BRIEFING: "Το σκάφος σας Avenger προσγειώθηκε στην περιοχή της Κυδωνίας στην επιφάνεια του Άρη. Οι πληροφορίες μας αναφέρουν ότι μία από τις πυραμίδες περιέχει έναν πράσινο ανελκυστήρα πρόσβασης σε ένα υπόγειο συγκρότημα. Αφού συγκεντρώσετε όλους τους στρατιώτες σας στην περιοχή του ανελκυστήρα, κάντε κλικ στο εικονίδιο «ακύρωση αποστολής» για να συνεχίσετε στο επόμενο στάδιο." STR_MARS_THE_FINAL_ASSAULT: "Άρης: Η Τελική Επίθεση" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Ο ανελκυστήρας πυραμίδας οδηγεί τους κουρασμένους στρατιώτες σας βαθιά κάτω από την επιφάνεια του πλανήτη. Φτάνουν στην καρδιά ενός μεγάλου συγκροτήματος τούνελ και θαλάμων. Ο εγκέφαλος των εξωγήινων είναι κρυμμένος κάπου στον λαβύρινθο. Πρέπει να καταστραφεί για να σωθεί η γη από την εξωγήινη υποδούλωση.{NEWLINE}{NEWLINE}Καλή τύχη!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Πρέπει να ερευνήσεις {NEWLINE}{0}{NEWLINE} προκειμένου να παράγεις {NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Οι εξωγήινοι κατέστρεψαν την απροστάτευτη βάση {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Οι πράκτορες της X-Com εντόπισαν μια βάση εξωγήινων στο {0}" STR_STANDOFF: "ΚΡΑΤΑ ΑΠΟΣΤΑΣΗ" STR_CAUTIOUS_ATTACK: "ΠΡΟΣΕΚΤΙΚΗ ΕΠΙΘΕΣΗ" STR_STANDARD_ATTACK: "ΚΑΝΟΝΙΚΗ ΕΠΙΘΕΣΗ" STR_AGGRESSIVE_ATTACK: "ΔΥΝΑΜΙΚΗ ΕΠΙΘΕΣΗ" STR_DISENGAGING: "ΑΠΕΜΠΛΟΚΗ" STR_UFO_HIT: "ΑΤΙΑ ΧΤΥΠΗΘΗΚΕ!" STR_UFO_CRASH_LANDS: "ΤΟ ΑΤΙΑ ΣΥΝΕΤΡΙΒΗ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Σμίκρυνση μόνο όταν Κρατάς Απόσταση" STR_UFO_RETURN_FIRE: "ΤΟ ΑΤΙΑ ΑΝΤΑΠΩΔΙΔΕΙ ΠΥΡΑ!" STR_INTERCEPTOR_DAMAGED: ">> ΤΟ ΑΝΑΧΑΙΤΙΣΤΙΚΟ ΧΤΥΠΗΘΗΚΕ <<" STR_INTERCEPTOR_DESTROYED: ">> ΑΝΑΧΑΙΤΙΣΤΙΚΟ ΚΑΤΑΣΤΡΑΦΗΚΕ <<" STR_UFO_OUTRUNNING_INTERCEPTOR: "ΤΟ ΑΤΙΑ ΞΕΦΥΓΕ ΑΠΟ ΤΟ ΑΝΑΧΑΙΤΙΣΤΙΚΟ!" STR_ALIENS_TERRORISE: "ΟΙ ΕΞΩΓΗΙΝΟΙ ΤΡΟΜΟΚΡΑΤΟΥΝ" STR_LONG_RANGE_DETECTION: "Ανίχνευση Μεγάλης Εμβ." STR_STORES_UC: "ΑΠΟΘΗΚΕΣ" STR_DIFFICULTY_LEVEL: "Επίπεδο Δυσκολίας" STR_INTERCEPT: "ΑΝΑΧΑΙΤΙΣΕ" STR_BASES: "ΒΑΣΕΙΣ" STR_GRAPHS: "ΓΡΑΦΙΜΑΤΑ" STR_UFOPAEDIA_UC: "ΟΥΦΟΠΑΙΔΕΙΑ" STR_OPTIONS_UC: "ΕΠΙΛΟΓΕΣ" STR_FUNDING_UC: "ΧΡΗΜΑΤΟΔΟΤΗΣΗ" STR_5_SECONDS: "5 δευτ." STR_1_MINUTE: "1 Λεπτό" STR_5_MINUTES: "5 Λεπτ." STR_30_MINUTES: "30 Λεπ." STR_1_HOUR: "1 Ώρα" STR_1_DAY: "1 Μέρα" STR_XCOM_PERFORMANCE_ROSTER: "Πίνακας Επίδοσης X-Com" STR_ENTER_NAME: "Καταχώρηση Ονόματος" STR_PERFORMANCE_RATING: "Αξιολόγηση Απόδοσης" STR_VICTORY_DATE: "Ημερομηνία Νίκης" STR_ELECTRO_FLARE: "Ηλεκτρική φωτοβολίδα" STR_ELECTRO_FLARE_UFOPEDIA: "Αυτή η συμπαγής συσκευή παράγει ένα έντονο φως αναλαμπής όταν εκτοξεύεται. Αυτό θα φωτίσει τις εχθρικές μονάδες κοντά στην ηλεκτροφλόγα κατά τις νυχτερινές αποστολές." STR_MONTHLY_COSTS: "Μηνιαία Έξοδα" STR_CRAFT_RENTAL: "Ενοίκια Σκαφών" STR_SALARIES: "Μισθοί" STR_BASE_MAINTENANCE: "Συντήρηση Βάσης" STR_COST_PER_UNIT: "Κόστος/μονάδα" STR_QUANTITY: "Ποσότητα" STR_TOTAL: "Σύνολο" STR_IN_PSIONIC_TRAINING: "Σε Ψυονική Εξάσκηση" STR_BLASTER_BOMB_UFOPEDIA: "Η συσκευή αυτή είναι ένας πολύ ισχυρός πύραυλος με έξυπνο σύστημα καθοδήγησης. Εκτοξεύεται απο το εξωγήινο εκτοξευτή" STR_FRONT_ARMOR: "Μπροστά Θωράκιση" STR_LEFT_ARMOR: "Αριστερή Θωράκιση" STR_RIGHT_ARMOR: "Δεξιά Θωράκιση" STR_REAR_ARMOR: "Πίσω Θωράκιση" STR_UNDER_ARMOR: "Κάτω Θωράκιση" STR_ROUNDS: "Βολές" STR_UNIT: "ΜΟΝΑΔΑ> {0}" STR_ENERGY: "ΕΝΕΡΓΕΙΑ" STR_MORALE: "ΗΘΙΚΟ" STR_ARMOR_: "ΠΑΝΟΠΛΙΑ> {0}" STR_FRONT_ARMOR_UC: "ΜΠΡΟΣΤΑ ΘΩΡΑΚΙΣΗ" STR_LEFT_ARMOR_UC: "ΑΡΙΣΤΕΡΗ ΘΩΡΑΚΙΣΗ" STR_RIGHT_ARMOR_UC: "ΔΕΞΙΑ ΘΩΡΑΚΙΣΗ" STR_REAR_ARMOR_UC: "ΠΙΣΩ ΘΩΡΑΚΙΣΗ" STR_SKILLS: "ΙΚΑΝΟΤΗΤΕΣ> {0}" STR_LEVEL: "ΕΠΙΠΕΔΟ> {0}" STR_HEAD: "ΚΕΦΑΛΗ" STR_TORSO: "ΚΟΡΜΟΣ" STR_RIGHT_ARM: "ΔΕΞΙ ΧΕΡΙ" STR_LEFT_ARM: "ΑΡΙΣΤΕΡΟ ΧΕΡΙ" STR_RIGHT_LEG: "ΔΕΞΙ ΠΟΔΙ" STR_LEFT_LEG: "ΑΡΙΣΤΕΡΟ ΠΟΔΙ" STR_PAIN_KILLER: "ΠΑΥΣΙΠΟΝΟ" STR_STIMULANT: "ΔΙΕΓΕΡΤΙΚΟ" STR_HEAL: "ΕΠΟΥΛΩΣΗ" STR_TIME_UNITS_SHORT: "ΧΜ>{ALT}{0}" STR_WEIGHT: "Βάρος>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Αντιδρ.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Ψι.Ικαν>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Ψι.Δυν>{ALT}{0}" STR_ALIEN_ARTIFACT: "Εξωγήινο Εύρημα" STR_AMMO_ROUNDS_LEFT: "Πυρομαχικά:{NEWLINE}ROUNDS{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "ΠΟΝΟΣ>{ALT}{0}{ALT}{NEWLINE}ΕΝΕΣΗ>{ALT}{1}{ALT}{NEWLINE}ΙΑΣΗ>{ALT}{2}" STR_THROW: "Ρήξε" STR_AUTO_SHOT: "Αυτόματη Βολή" STR_SNAP_SHOT: "Γρήγορη Βολή" STR_AIMED_SHOT: "Στοχ/μένη Βολή" STR_STUN: "Αναισθησία" STR_PRIME_GRENADE: "Όπλισε Χειροβομβίδα" STR_USE_SCANNER: "Χρήση Σαρωτή" STR_USE_MEDI_KIT: "Χρήση Πρώτων Βοηθειών" STR_LAUNCH_MISSILE: "Εκτόξευσε Πύραυλο" STR_ACCURACY_SHORT: "Ευσ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ανεπαρκείς Μονάδες Χρόνου!" STR_NOT_ENOUGH_ENERGY: "Ανεπαρκής Ενέργεια!" STR_NO_ROUNDS_LEFT: "Χωρίς πυρομαχικά!" STR_NO_AMMUNITION_LOADED: "Χωρίς Πυρομαχικά!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Λάθος Πυρομαχικό για αυτο το Όπλο!" STR_WEAPON_IS_ALREADY_LOADED: "Το όπλο είναι ήδη γεμάτο!" STR_NO_LINE_OF_FIRE: "Καμία Γραμμή Βολής!" STR_GRENADE_IS_ACTIVATED: "Η χειροβομβίδα ενεργοποιήθηκε!" STR_GRENADE_IS_DEACTIVATED: "Η χειροβομβίδα απενεργοποιήθηκε!" STR_THERE_IS_NO_ONE_THERE: "Δεν είναι κανείς εκεί!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Η χρήση εξωγήινων ευρημάτων είιναι αδύνατη προτού αναλυθούν!" STR_OUT_OF_RANGE: "Εκτός Εμβέλειας!" STR_UNABLE_TO_THROW_HERE: "Αδύνατο να ρίξει εκεί" STR_SET_TIMER: "Θέσε χρονοδιακόπτη" STR_HIDDEN_MOVEMENT: "ΚΡΥΦΕΣ ΚΙΝΗΣΕΙΣ" STR_TURN: "ΓΥΡΟΣ> {0}" STR_SIDE: "ΠΛΕΥΡΑ> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Πάτησε κουμπί για συνέχεια" STR_MIND_CONTROL: "Έλεγχος Σκέψης" STR_PANIC_UNIT: "Πανικόβλησε μονάδα" STR_MORALE_ATTACK_SUCCESSFUL: "Επίθεση κατά του Ηθικού Επιτυχής" STR_MIND_CONTROL_SUCCESSFUL: "Επιτυχής Έλεγχος Σκέψης" STR_HAS_GONE_BERSERK_MALE: "Ο/Η {0}{NEWLINE} τρελάθηκε" STR_HAS_GONE_BERSERK_FEMALE: "Ο/Η {0}{NEWLINE} τρελάθηκε" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}πανικοβληθηκε" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}πανικοβλήθηκε" STR_XCOM: "X-Com" STR_ALIENS: "Εξωγήινοι" STR_RIGHT_HAND: "ΔΕΞΙ ΧΕΡΙ" STR_LEFT_HAND: "ΑΡΙΣΤΕΡΟ ΧΕΡΙ" STR_RIGHT_SHOULDER: "ΔΕΞΙΟΣ ΩΜΟΣ" STR_LEFT_SHOULDER: "ΑΡΙΣΤΕΡΟΣ ΩΜΟΣ" STR_BACK_PACK: "ΣΑΚΙΔΙΟ" STR_BELT: "ΖΩΝΗ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}είναι υπό εξωγήινο έλεγχο" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}είναι υπό εξωγήινο έλεγχο" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}έχασε τις αισθήσεις" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}έχασε τισ αισθήσεις" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}πέθανε από θανάσιμο τραύμα" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}πέθανε από θανάσιμο τράυμα" STR_USE_MIND_PROBE: "Χρήση Διερευνητή Νου" STR_FATAL_WOUNDS: "ΘΑΝΑΣΙΜΑ ΤΡΑΥΜΑΤΑ" STR_UNDER_ARMOR_UC: "ΚΑΤΩ ΘΩΡΑΚΙΣΗ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Μονάδες Χρόνου φυλαγμένες για Γρήγορη Βολή" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Μονάδες Χρόνου φυλαγμένες για Αυτόματη Βολή" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Μονάδες Χρόνου φυλαγμένες για Στοχευμένη Βολή" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Μονάδες Χρόνου φυλαγμένες για Γονάτισμα" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ΜΧ φυλαγμένες για Γονάτισμα και Πύρ" STR_UNITS_IN_CRAFT: one: "{N} Μονάδες στο X-Com Craft" other: "{N} Μονάδες στο X-Com Craft" STR_UNITS_OUTSIDE: one: "{N} Μονάδες που έμειναν έξω" other: "{N} Μονάδες που έμειναν έξω" STR_UNITS_IN_ENTRANCE: one: "{N} Μονάδες στην είσοδο" other: "{N} Μονάδες στην είσοδο" STR_UNITS_IN_EXIT: one: "{N} Μονάδες σε έξοδο στόχου" other: "{N} Μονάδες σε έξοδο στόχου" STR_ABORT_MISSION_QUESTION: "Ματαίωση Αποστολής;" STR_CORPSE: "Πτώμα" STR_UNLOAD_CRAFT: "Ξεφόρτωσε" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}σκοτώθηκε" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}σκοτώθηκε" STR_HIT_MELEE: "Χτύπημα" STR_GROUND: "ΈΔΑΦΟΣ" STR_LIVING_QUARTERS_PLURAL: "Κοιτώνες" STR_LIST_ITEM: "ΑΝΤΙΚΕΙΜΕΝΟ" STR_PERSONAL_ARMOR_UFOPEDIA: "Χρησιμοποιώντας τα πρόσφατα ανακαλυφθέντα κράματα εξωγήινων, αυτή η νέα πανοπλία δίνει στους άντρες μας μια ευκαιρία να πολεμήσουν ενάντια στην εξωγήινη απειλή." STR_POWER_SUIT_UFOPEDIA: "Μια νέα πανίσχυρη προστασία για τους στρατιώτες, αυτή η πανοπλία χρησιμοποιεί πηγή ενέργειας Elerium και ενισχύει την ταχύτητα και δύναμη των κατόχων τους, προσφέροντας την μέχρι στιγμής καλύτερη προστασία για τις ομάδες μάχης." STR_FLYING_SUIT_UFOPEDIA: "Εξελιγμένη έκδοση της ενεργιακής πανοπλίας, ενσωματωνει εξωγήινη τεχνολογία αντιβαρύτικης πλοήγησης για να επιτρέπει πλήρη ελευθερία μετακίνησης σε όλο το πεδίο της μάχης. " STR_ALL_ALIENS_KILLED_IN_CRASH: "Όλοι οι εξωγήινη πέθαναν στη σύγκρουση,{NEWLINE}Αυτόματη ανάκτηση άρχισε" STR_RESET: "Επαναφορά" STR_MEMORIAL: "Μνημείο" STR_DATE_UC: "ΗΡΕΜΟΜΗΝΙΑ" STR_SOLDIERS_RECRUITED_UC: "ΣΤΡΑΤΙΩΤΕΣ ΣΤΡΑΤΟΛΟΓΗΘΗΚΑΝ>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ΣΤΡΑΤΙΩΤΕΣ ΧΑΘΗΚΑΝ>{ALT}{0}" MAP_CULTA: "Φάρμα" MAP_FOREST: "Δάσος" MAP_JUNGLE: "Ζούγκλα" MAP_MOUNT: "Βουνό" MAP_DESERT: "Έρημος" MAP_POLAR: "Πολικός" MAP_URBAN: "Πόλη" MAP_UBASE: "Εξωγήινη Βάση" MAP_XBASE: "Βάση X-Com" MAP_MARS: "Άρης" STR_MIXED: "Μικτά" STR_REMOVE_SELECTED: "Αφαίρεση Επιλεγμένου" STR_LIVE_ALIENS: "Ζωντανά{NEWLINE}Δείγματα" STR_DEAD_ALIENS: "Απορριφθέντα{NEWLINE}Δείγματα" STR_UNDER_INTERROGATION: "Δείγμα{NEWLINE}Υπο Μελέτη" STR_CONTAINMENT_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΑΡΙΘΜΟΥ ΚΡΑΤΗΣΗΣ ΕΞΩΓΕΝΩΝ!{SMALLLINE}Ανεπαρκής χώρος περιορισμού στο {0}. Πρέπει να αφαιρέσετε τους πλεονάζοντες εξωγήινους από τον περιορισμό (οι οποίοι θα πεθάνουν στη συνέχεια)." STR_MANAGE_CONTAINMENT: "Διαχείριση Μονάδας περιορισμού Εξωγήινων" STR_STORAGE_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΑΠΟΘΗΚΕΥΤΙΚΟΥ ΧΩΡΟΥ!{SMALLLINE}Ανεπαρκής χώρος αποθήκευσης στο {0}. Πρέπει να πουλήσετε τα περιττά αντικείμενα." STR_GO_TO_BASE: "Πήγαινε στη Βάση" STR_MELEE_ACCURACY: "ΑΚΡΙΒΕΙΑ ΜΑΧΗΣ ΣΩΜΑ ΜΕ ΣΩΜΑ" STR_SELL_PRODUCTION: "ΠΩΛΗΣΗ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Και τα δυο χέρια πρέπει να είναι άδεια!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Δεν υπάρχουν αρκετά στοιχεία για αντιγραφή προτύπου!" STR_UNLOAD_WEAPON: "Αφόπληση όπλου" STR_ALL_ITEMS: "Ολα τα αντικείμενα" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "ΔΕΝ ΕΠΙΤΡΕΠΕΤΑΙ ΑΛΛΟΣ ΕΞΟΠΛΙΣΜΟΣ ΣΤΟ ΚΑΤΑΣΤΡΩΜΑ!{SMALLLINE}Επιτρέπεται να πάρετε έως και {N} είδη εξοπλισμού σε αυτό το σκάφος." other: "ΔΕΝ ΕΠΙΤΡΕΠΕΤΑΙ ΑΛΛΟΣ ΕΞΟΠΛΙΣΜΟΣ ΣΤΟ ΚΑΤΑΣΤΡΩΜΑ!{SMALLLINE}Επιτρέπεται να πάρετε έως και {N} είδη εξοπλισμού σε αυτό το σκάφος." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}ΚΕΝΤΡΟ ΕΛΕΓΧΟΥ ΚΑΤΑΣΤΡΕΦΘΗΚΕ{NEWLINE}Προχωρήστε στην είσοδο και ματαιώστε." STR_XCOM_BASE_CANNOT_BE_BUILT: "Οι εγκαταστάσεις X-Com δεν μπορούν να κατασκευαστούν υποβρύχια" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Προσωπικό" STR_CRAFT_ARMAMENT: "Χειροτεχνία & Οπλισμός" STR_COMPONENTS: "Εξαρτήματα" STR_SOLDIERS_RECRUITED: "Στρατιώτες που στρατολογήθηκαν" STR_SOLDIERS_LOST: "Στρατιώτες χάθηκαν" STR_TOTAL_UFOS: "UFO που εντοπίστηκαν" STR_TOTAL_ALIEN_BASES: "Εξωγήινες βάσεις που εντοπίστηκαν" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Πολίτης, θυλικιά" MALE_CIVILIAN: "Πολίτης, Αρσενικός" CYBERDISC_WEAPON: "Όπλο Κυβερνοδίσκου" REAPER_WEAPON: "Όπλο Θεριστή" CHRYSSALID_WEAPON: "Όπλο Χρυσαλλίδας" CELATID_WEAPON: "Όπλο Celatid" SILACOID_WEAPON: "Όπλο Σίλακοϊντ" SECTOPOD_WEAPON: "Όπλο Sectopod" ZOMBIE_WEAPON: "Όπλο Ζόμπι" ALIEN_PSI_WEAPON: "Εξωγήινο Psi όπλο" ================================================ FILE: bin/standard/xcom1/Language/en-GB.yml ================================================ en-GB: STR_AVENGER_UFOPEDIA: "TRANSPORTER AND COMBAT SPACECRAFT. THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY." STR_INTERCEPTOR_UFOPEDIA: "COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS. THE BEST AVAILABLE EARTH BASED TECHNOLOGY." STR_LIGHTNING_UFOPEDIA: "TRANSPORTER AND COMBAT CRAFT. A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS." STR_SKYRANGER_UFOPEDIA: "TROOP TRANSPORTER. THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L) CAPABILITY." STR_FIRESTORM_UFOPEDIA: "COMBAT CRAFT. THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT." STR_STINGRAY_UFOPEDIA: "ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS." STR_AVALANCHE_UFOPEDIA: "AIR TO AIR MISSILE WITH NUCLEAR WARHEAD, BUT AN EXTREMELY HEAVY LOAD." STR_CANNON_UFOPEDIA: "HIGH POWERED CANNON WHICH FIRES ARMOUR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL." STR_FUSION_BALL_UFOPEDIA: "THIS LAUNCHER FIRES A BALL SHAPED MISSILE POWERED BY ANTI-MATTER REACTION. THE BALL DESTROYS THE TARGET WITH A GRAVITY WAVE IMPLOSION." STR_LASER_CANNON_UFOPEDIA: "THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER." STR_PLASMA_BEAM_UFOPEDIA: "THE GRAVITY BEAM DIRECTS A FINELY CHANNELLED IMPLODING GRAVITY FIELD." STR_SECTOID_UFOPEDIA: "The Sectoid hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material. This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society." STR_SECTOID_AUTOPSY: "Sectoid autopsy" STR_SECTOID_AUTOPSY_UFOPEDIA: "The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation. The small mouth and nose appear to have little function. The webbing between the fingers, and the flat feet suggest aquatic origins. There are no reproductive organs, and no clues as to how this species can reproduce. They are most probably a genetically engineered species." STR_SNAKEMAN_UFOPEDIA: "This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant 'foot' which protects all the vital organs. Their objectives appear to be purely predatory and they appear to be under the command of some other intelligence which directs their military-style incursions on earth." STR_SNAKEMAN_AUTOPSY: "Snakeman autopsy" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "The skin is extremely tough and heat resistant. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the 'heart'. The reproductive system appears to be very efficient. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time. Left to its own devices this species would be a severe threat to life on earth." STR_ETHEREAL_UFOPEDIA: "This being has awesome mental powers which allow for telepathic communication and telekinetic abilities. The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them. They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives." STR_ETHEREAL_AUTOPSY: "Ethereal autopsy" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "This being is physically retarded and seems incapable of sustaining any life functions. The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all. The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is a mystery as to how this creature can sustain itself without external support." STR_MUTON_UFOPEDIA: "This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as 'Ethereals'. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence." STR_MUTON_AUTOPSY: "Muton autopsy" STR_MUTON_AUTOPSY_UFOPEDIA: "The 'skin' of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. Armour piercing ammunition is not very effective against their toughened skin." STR_CELATID_UFOPEDIA: "This life-form has the mysterious natural ability to float through the air. It appears to detect human brain waves and will move towards a human target even if well hidden. Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. The creature has the ability to clone itself at an alarming rate. It accompanies the Muton race in its wanderings." STR_CELATID_AUTOPSY: "Celatid autopsy" STR_CELATID_AUTOPSY_UFOPEDIA: "The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being." STR_SILACOID_UFOPEDIA: "This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race." STR_SILACOID_AUTOPSY: "Silacoid autopsy" STR_SILACOID_AUTOPSY_UFOPEDIA: "The core of the creature is extremely hot, and seems to be the basis for a digestive system. Its unique muscle system has tremendous power and speed. Its rock-like skin is not harmed by fire or incendiary ammunition." STR_CHRYSSALID_UFOPEDIA: "The crab-like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the Snakeman race." STR_CHRYSSALID_AUTOPSY: "Chryssalid autopsy" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "The exoskeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective terror weapon." STR_FLOATER_UFOPEDIA: "The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-gravity unit which enables the creature to float, albeit unsteadily, through the air." STR_FLOATER_AUTOPSY: "Floater autopsy" STR_FLOATER_AUTOPSY_UFOPEDIA: "The creature has been drastically altered by surgery. The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system. This would enable the creature to survive in extremely hostile environments. The brain is smaller than ours, but the sensory organs are well developed." STR_REAPER_UFOPEDIA: "This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with Floaters." STR_REAPER_AUTOPSY: "Reaper autopsy" STR_REAPER_AUTOPSY_UFOPEDIA: "The Reaper contains two 'brains' and two 'hearts' which allow it to function even when heavily wounded. However, its furry skin is highly flammable, making the creature vulnerable to incendiary weapons." STR_SECTOPOD_UFOPEDIA: "Sectopods are robot creatures with a powerful laser beam weapon. The control of these mechanical beasts is via a telepathic link to their controllers, the Ethereals. Sectopods are the most powerful terror weapon available to the alien forces." STR_SECTOPOD_AUTOPSY: "Sectopod autopsy" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "The robot is sturdily constructed with powered armour capable of resisting most forms of attack, in particular plasma weapons. However, the sensing circuitry seems particularly vulnerable to laser weapons." STR_CYBERDISC_UFOPEDIA: "This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-gravity propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race." STR_CYBERDISC_AUTOPSY: "Cyberdisc autopsy" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning." STR_UFO_POWER_SOURCE_UFOPEDIA: "The power source of alien craft is an anti-matter reactor which uses Elerium (element 115) to generate powerful gravity waves as well as other forms of energy. The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power. This unit can be reproduced easily using alien alloys." STR_UFO_NAVIGATION_UFOPEDIA: "Alien craft use sophisticated computers to navigate on earth and through space. The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can be used easily by humans, and it can be reproduced using alien alloys and other components." STR_UFO_CONSTRUCTION_UFOPEDIA: "Alien craft consist of three main components - a power source, a navigation system and a hull built from alien alloys. The hull is specially designed to allow gravity waves to be directed and controlled. In addition a small quantity of Elerium is required to fuel the power source. Once the principles of construction are understood, and the functions of each component are known, then it is possible to build these types of craft." STR_ALIEN_FOOD_UFOPEDIA: "These chambers contain various enzymes which are used to digest the body parts of cattle, other animals and even humans. The liquid is then consumed as ready digested food - probably direct to the bloodstream. This suggests a certain dependence on earth for food - a symbiosis between earth and alien society." STR_ALIEN_REPRODUCTION_UFOPEDIA: "These chambers contain alien foetuses. The design of these containers seems to suggest that the aliens which use this process rely completely on laboratory reproduction. The rich nutrients ensure rapid development of the foetus. This factory line system could generate thousands of alien clones in a short space of time. The process could be easily adapted for human reproduction, or alien-human hybrids." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "The most likely function of these spheres is recreational. The psionic circuitry stimulates various centres of the brain. The effect is similar to hallucinogenic drugs. This is the only evidence that aliens have any cultural or recreational pastimes." STR_ALIEN_SURGERY_UFOPEDIA: "This surgical equipment uses laser cutters to extract certain body parts from cattle and other animals. The widespread cattle mutilations can be accounted for by this bizarre alien activity. It is likely that these parts are used for nutritional or genetic purposes." STR_EXAMINATION_ROOM_UFOPEDIA: "In the past many thousands of people have claimed to have been abducted by aliens, sometimes repeatedly. The truth is far more horrific. Humans are abducted, researched and monitored. The best specimens have genetic material extracted. Women have human-alien hybrid foetuses implanted, and then removed several months later. Who knows what sinister motives the aliens have?" STR_ALIEN_ALLOYS_UFOPEDIA: "Alien craft are constructed from special alloys with unique properties. They are extremely light and durable, and can be moulded by electro-magnetic methods. This material can be reproduced and used in many kinds of manufacturing processes." STR_ELERIUM_115_UFOPEDIA: "This element has the unusual property of generating anti-matter power when bombarded with certain particles. This creates gravity waves and other forms of energy. It is not naturally found in our solar system and cannot be reproduced." STR_ALIEN_ORIGINS_UFOPEDIA: "It is clear that we are fighting a losing battle on earth. The alien hordes are overwhelming in number. The best we can do is slow down their progress. The only hope for humanity is to tackle the aliens at their source. Our research seems to indicate a nearby base of operations within our solar system. Aliens indicate this place to be the centre of an ancient civilisation that pre-dates human history. We must locate this place as soon as possible. However, we need to capture and interrogate an alien leader to gain more detailed information. The larger UFOs probably contain at least one alien leader." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Our research now points to Mars as the base of alien operations. The base is well hidden, and contains all the manufacturing and cloning facilities to fuel the infiltration of earth. It also seems to contain a controlling computer of some kind that controls the whole operation. It seems that the hive-like alien society has some kind of 'queen bee'. This is their fundamental weakness - if we can eliminate the 'brain' then the body will die. We must step up our research efforts before it is too late. In order to progress we must capture the highest ranking aliens - the commanders - which only reside in alien bases and battleships." STR_CYDONIA_OR_BUST_UFOPEDIA: "It is now clear that the alien hordes are being controlled from an underground base in Cydonia - which is an unusual area of Mars featuring five sided pyramids and a large formation resembling a human face. Cydonian civilisation once flourished on Mars many millions of years ago, but we do not know why it died out, or what the connection is with the latest alien activity there. Whatever the explanation we must send an expedition to Cydonia. This is the only way that we can defeat the aliens. We must destroy the controlling master 'brain'. We will need an Avenger craft equipped with the most awesome destructive power at our disposal. There is nothing more we can learn here - we must await the outcome of the Cydonian assault." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRE ON SITE-TIME=5 Secs" STR_CANCEL_UC: "CANCEL" STR_NONE: "None" STR_UNKNOWN: "Unknown" STR_POOR: "Poor" STR_AVERAGE: "Average" STR_GOOD: "Good" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "BUILD NEW BASE" STR_BASE_INFORMATION: "BASE INFORMATION" STR_EQUIP_CRAFT: "EQUIP CRAFT" STR_BUILD_FACILITIES: "BUILD FACILITIES" STR_RESEARCH: "RESEARCH" STR_MANUFACTURE: "MANUFACTURE" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "PURCHASE/RECRUIT" STR_SACK: "SACK" STR_SELL_SACK_UC: "SELL/SACK" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Name" STR_AREA: "Area" STR_BUILD_NEW_BASE: "Build New Base" STR_CANCEL: "Cancel" STR_COST_UC: "COST>" STR_CONSTRUCTION_TIME_UC: "CONSTRUCTION TIME>" STR_DAY: one: "{N} day" other: "{N} days" STR_HOUR: one: "{N} hour" other: "{N} hours" STR_MAINTENANCE_UC: "MAINTENANCE>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "CURRENT RESEARCH" STR_SCIENTISTS_AVAILABLE: "Scientists Available>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scientists Allocated>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratory Space Available>{ALT}{0}" STR_RESEARCH_PROJECT: "RESEARCH PROJECT" STR_SCIENTISTS_ALLOCATED_UC: "SCIENTISTS ALLOCATED" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "New Project" STR_CANCEL_PROJECT: "CANCEL PROJECT" STR_NEW_RESEARCH_PROJECTS: "NEW RESEARCH PROJECTS" STR_SCIENTISTS_AVAILABLE_UC: "SCIENTISTS AVAILABLE>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORY SPACE AVAILABLE>{ALT}{0}" STR_INCREASE: "Increase" STR_DECREASE: "Decrease" STR_START_PROJECT: "START PROJECT" STR_CURRENT_PRODUCTION: "CURRENT PRODUCTION" STR_ENGINEERS_AVAILABLE: "Engineers Available>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Engineers Allocated>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Workshop Space Available>{ALT}{0}" STR_CURRENT_FUNDS: "Current Funds>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Engineers Allocated" STR_UNITS_PRODUCED: "Units Produced" STR_TOTAL_TO_PRODUCE: "Total to Produce" STR_COST__PER__UNIT: "Cost{NEWLINE}per{NEWLINE}Unit" STR_DAYS_HOURS_LEFT: "Days/Hours Left" STR_NEW_PRODUCTION: "New Production" STR_PRODUCTION_ITEMS: "Production Items" STR_CATEGORY: "CATEGORY" STR_START_PRODUCTION: "START PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Engineer hours to produce one unit" STR_COST_PER_UNIT_: "Cost per unit>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Work Space Required>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIAL MATERIALS REQUIRED" STR_ITEM_REQUIRED: "ITEM REQUIRED" STR_UNITS_REQUIRED: "UNITS REQUIRED" STR_UNITS_AVAILABLE: "UNITS AVAILABLE" STR_STOP_PRODUCTION: "STOP PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "ENGINEERS AVAILABLE>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WORKSHOP SPACE AVAILABLE>{ALT}{0}" STR_MONTHLY_PROFIT: "MONTHLY PROFIT>{ALT}{0}" STR_INCREASE_UC: "INCREASE" STR_DECREASE_UC: "DECREASE" STR_UNITS_TO_PRODUCE: "Units to Produce" STR_PURCHASE_HIRE_PERSONNEL: "Purchase/Hire Personnel" STR_COST_OF_PURCHASES: "Cost of Purchases>{ALT}{0}" STR_COST_PER_UNIT_UC: "COST PER UNIT" STR_QUANTITY_UC: "QUANTITY" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL AVAILABLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Soldiers" STR_SCIENTISTS: "Scientists" STR_ENGINEERS: "Engineers" STR_SPACE_USED_SPACE_AVAILABLE: "SPACE USED:SPACE AVAILABLE>" STR_LIVING_QUARTERS: "Living Quarters" STR_STORES: "Stores" STR_LABORATORIES: "Laboratories" STR_WORK_SHOPS: "Work Shops" STR_HANGARS: "Hangars" STR_SHORT_RANGE_DETECTION: "Short Range Detection" STR_DEFENSE_STRENGTH: "Defence Strength" STR_TRANSFERS_UC: "TRANSFERS" STR_TRANSFERS: "Transfers" STR_ARRIVAL_TIME_HOURS: "Arrival Time (hours)" STR_COST_: "Cost>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Base Name?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECT POSITION FOR ACCESS LIFT" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "AMOUNT TO TRANSFER" STR_SELECT_DESTINATION_BASE: "Select Destination Base" STR_COST: "Cost" STR_VICTORY_1: "As you enter the chamber you see the alien brain - the object of your quest. Before you can fire it communicates to you via a screen at its base. It implores you to listen to its arguments for survival before you make the decision to pull the trigger..." STR_VICTORY_2: "The brain speaks: 'Many millions of years ago the planet you call Mars was alive. This life was brought to a barren planet by our civilisation as it was to yours. For millions of years we have visited your planet and genetically developed your species. You cannot kill us, you are part of us..." STR_VICTORY_3: "Here is the centre of Martian civilisation - the pyramids built millions of years before yours - by a species which is your ancestor. No planet is beyond our reach. This power could be yours before long. All we ask is your co-operation..." STR_GAME_OVER_1: "The aliens attempt to exterminate all humanity, destroying cities and poisoning the air and sea. The resistance of earth armies is futile in the face of vastly superior technology. Surviving generations suffer terrible mutations as they flee alien destruction. They are rounded up into slave camps to help transform earth into an alien colony which is part of some unknown empire." STR_GAME_OVER_2: "The knowledge gained through the X-Com project is lost forever. You have failed to save the earth." STR_VICTORY_4: "The alien brain is interrupted by a burst of hot plasma, and the entire alien force is defeated." STR_VICTORY_5: "Once the aliens have lost Mars they have lost the earth. Before long the X-Com research allows humanity to flourish once more, and claim Mars for itself. The alien menace has gone, but for how long, no one knows..." STR_YOU_HAVE_FAILED: "You have failed to stop the alien onslaught. One by one the funding nations sign pacts with aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Income" STR_EXPENDITURE: "Expenditure" STR_MAINTENANCE: "Maintenance" STR_BALANCE: "Balance" STR_UFO_ACTIVITY_IN_AREAS: "UFO Activity in Areas" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO Activity in Countries" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Activity in Areas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Activity in Countries" STR_FINANCE: "Finance" STR_DATE_FIRST: "{0}st" STR_DATE_SECOND: "{0}nd" STR_DATE_THIRD: "{0}rd" STR_DATE_FOURTH: "{0}th" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Not enough special materials to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Not enough money to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_OK_5_SECONDS: "OK - 5 secs" STR_RESEARCH_COMPLETED: "Research Completed" STR_VIEW_REPORTS: "VIEW REPORTS" STR_WE_CAN_NOW_RESEARCH: "We can now research" STR_WE_CAN_NOW_PRODUCE: "We can now produce" STR_SUNDAY: "SUNDAY" STR_MONDAY: "MONDAY" STR_TUESDAY: "TUESDAY" STR_WEDNESDAY: "WEDNESDAY" STR_THURSDAY: "THURSDAY" STR_FRIDAY: "FRIDAY" STR_SATURDAY: "SATURDAY" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Not enough {0} to refuel {1} at {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Not enough {0} to rearm {1} at {2}" STR_UFO_IS_NOT_RECOVERED: "UFO is not recovered" STR_UFO_IS_RECOVERED: "UFO is recovered" STR_CRAFT_IS_LOST: "Craft is lost" STR_TERROR_CONTINUES: "Terror continues" STR_ALIENS_DEFEATED: "Aliens defeated" STR_BASE_IS_LOST: "Base is lost" STR_BASE_IS_SAVED: "Base is saved" STR_ALIEN_BASE_STILL_INTACT: "Alien Base still intact" STR_ALIEN_BASE_DESTROYED: "Alien Base destroyed" STR_ALIENS_KILLED: "ALIENS KILLED" STR_ALIEN_CORPSES_RECOVERED: "ALIEN CORPSES RECOVERED" STR_LIVE_ALIENS_RECOVERED: "LIVE ALIENS RECOVERED" STR_ALIEN_ARTIFACTS_RECOVERED: "ALIEN ARTEFACTS RECOVERED" STR_ALIEN_BASE_CONTROL_DESTROYED: "ALIEN BASE CONTROL DESTROYED" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILIANS KILLED BY ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILIANS KILLED BY X-COM OPERATIVES" STR_CIVILIANS_SAVED: "CIVILIANS SAVED" STR_XCOM_OPERATIVES_KILLED: "X-COM OPERATIVES KILLED" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM OPERATIVES MISSING IN ACTION" STR_TANKS_DESTROYED: "TANKS DESTROYED" STR_XCOM_CRAFT_LOST: "X-COM CRAFT LOST" STR_UFO_RECOVERY: "UFO RECOVERY" STR_ALIEN_BASE_RECOVERY: "ALIEN BASE RECOVERY" STR_BASE_UNDER_ATTACK: "{0} under attack!" STR_BASE_DEFENSES_INITIATED: "BASE DEFENCES INITIATED" STR_GRAV_SHIELD_REPELS_UFO: "GRAV SHIELD REPELS UFO!" STR_FIRING: "FIRING" STR_HIT: "HIT!" STR_UFO_DESTROYED: "UFO DESTROYED!" STR_MISSED: "MISSED!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sell Items/Sack Personnel" STR_VALUE_OF_SALES: "VALUE OF SALES> {ALT}{0}" STR_FUNDS: "FUNDS> {ALT}{0}" STR_SELL_SACK: "Sell/Sack" STR_VALUE: "Value" STR_CRAFT_: "CRAFT> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "UFO CRASH RECOVERY" STR_UFO_CRASH_RECOVERY_BRIEFING: "Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated. To abort the mission return X-Com operatives to transport vehicle and click on the 'Abort Mission' icon." STR_UFO_GROUND_ASSAULT: "UFO GROUND ASSAULT" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated. To abort the mission return X-Com operatives to transport vehicle and click on the 'Abort Mission' icon." STR_BASE_DEFENSE: "BASE DEFENCE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and X-Com craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the 'abort mission' icon you will concede defeat and lose the base." STR_ALIEN_BASE_ASSAULT: "ALIEN BASE ASSAULT" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com operatives have gained entrance to an alien base. The control centre must be destroyed to render the base inoperative. The mission will terminate when all enemies are eliminated, or when your squad has returned to the green exit area (click on the 'abort mission' icon to escape)." STR_CYDONIA_BRIEFING: "You have arrived in Cydonia. You gain entry to a large underground complex near the Martian Sphinx. You must destroy the Alien Brain that controls all alien activity. The fate of humanity is in your hands...." STR_TERROR_MISSION: "TERROR MISSION" STR_TERROR_MISSION_BRIEFING: "Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any civilians in the area by neutralising the alien menace. To abort the mission return X-Com operatives to transport vehicle and click on the 'Abort Mission' icon." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NO FREE HANGARS FOR CRAFT PRODUCTION!{SMALLLINE}Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NO FREE HANGARS FOR PURCHASE!{SMALLLINE}Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NO FREE HANGARS FOR TRANSFER!{SMALLLINE}Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base." STR_CANNOT_BUILD_HERE: "CANNOT BUILD HERE!{SMALLLINE}You must build next to an existing base facility." STR_NO_FREE_ACCOMODATION: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in living quarters." STR_NOT_ENOUGH_WORK_SPACE: "NOT ENOUGH WORK SPACE AVAILABLE!{SMALLLINE}Build a new workshop or reduce work on other projects." STR_NOT_ENOUGH_MONEY: "NOT ENOUGH MONEY!" STR_NOT_ENOUGH_STORE_SPACE: "NOT ENOUGH STORE SPACE!{SMALLLINE}Build a new store facility or transfer existing stores to other bases." STR_NOT_ENOUGH_LIVING_SPACE: "NOT ENOUGH LIVING SPACE!{SMALLLINE}Build new living quarters or transfer personnel to other bases." STR_LAUNCH_INTERCEPTION: "LAUNCH INTERCEPTION" STR_CRAFT: "CRAFT" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "READY" STR_OUT: "OUT" STR_REPAIRS: "REPAIRS" STR_REFUELLING: "REFUELLING" STR_REARMING: "REARMING" STR_TARGET: "TARGET: {0}" STR_WAY_POINT: "WAY POINT" STR_ARE_YOU_SURE_CYDONIA: "Are you sure you want to send this craft on a mission to Cydonia?" STR_YES: "YES" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECT DESTINATION" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SELECT SITE FOR NEW BASE" STR_RETURN_TO_BASE: "RETURN TO BASE" STR_SELECT_NEW_TARGET: "SELECT NEW TARGET" STR_PATROL: "PATROL" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DAMAGED - RETURNING TO BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "LOW FUEL - RETURNING TO BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION COMPLETE - RETURNING TO BASE" STR_PATROLLING: "PATROLLING" STR_TAILING_UFO: "TAILING UFO" STR_INTERCEPTING_UFO: "INTERCEPTING UFO-{0}" STR_RETURNING_TO_BASE: "RETURNING TO BASE" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "SPEED>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMUM SPEED>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDE>{ALT}{0}" STR_VERY_LOW: "VERY LOW" STR_LOW_UC: "LOW" STR_HIGH_UC: "HIGH" STR_VERY_HIGH: "VERY HIGH" STR_FUEL: "FUEL>{ALT}{0}" STR_WEAPON_ONE: "WEAPON-1>{ALT}{0}" STR_NONE_UC: "NONE" STR_ROUNDS_: "ROUNDS>{ALT}{0}" STR_WEAPON_TWO: "WEAPON-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "INTERCEPTION CRAFT" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAME" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "EQUIPMENT" STR_ARMOR: "ARMOUR" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Rookie" STR_SQUADDIE: "Squaddie" STR_SERGEANT: "Sergeant" STR_CAPTAIN: "Captain" STR_COLONEL: "Colonel" STR_COMMANDER: "Commander" STR_SELECT_SQUAD_FOR_CRAFT: "Select Squad for {0}" STR_SORT_BY: "SORT BY..." STR_ORIGINAL_ORDER: "ORIGINAL ORDER" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "KILLS" STR_WOUND_RECOVERY2: "WOUND RECOVERY" STR_SPACE_AVAILABLE: "SPACE AVAILABLE>{ALT}{0}" STR_SPACE_USED: "SPACE USED>{ALT}{0}" STR_SPACE_USED_UC: "SPACE USED" STR_RANK: "RANK" STR_WOUNDED: "WOUNDED" STR_EQUIPMENT_FOR_CRAFT: "Equipment for {0}" STR_DEFENSE_VALUE: "Defence Value" STR_HIT_RATIO: "Hit Ratio" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}ready to{NEWLINE}land near{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Begin Mission?" STR_SELECT_ARMAMENT: "Select Armament" STR_AMMUNITION_AVAILABLE: "AMMUNITION AVAILABLE" STR_ARMAMENT: "ARMAMENT" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECT ARMOUR FOR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "PERSONAL ARMOUR" STR_POWER_SUIT_UC: "POWER SUIT" STR_FLYING_SUIT_UC: "FLYING SUIT" STR_SELECT_ARMOR: "Select Armour" STR_NORTH: "NORTH" STR_NORTH_EAST: "NORTH EAST" STR_EAST: "EAST" STR_SOUTH_EAST: "SOUTH EAST" STR_SOUTH: "SOUTH" STR_SOUTH_WEST: "SOUTH WEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORTH WEST" STR_SELECT_ACTION: "SELECT ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUE INTERCEPTION PURSUIT" STR_PURSUE_WITHOUT_INTERCEPTION: "PURSUE WITHOUT INTERCEPTION" STR_VERY_LARGE: "VERY LARGE" STR_LARGE: "LARGE" STR_MEDIUM_UC: "MEDIUM" STR_SMALL: "SMALL" STR_VERY_SMALL: "VERY SMALL" STR_GROUNDED: "GROUND" STR_DETECTED: "Detected" STR_SIZE_UC: "SIZE" STR_ALTITUDE: "ALTITUDE" STR_HEADING: "HEADING" STR_SPEED: "SPEED" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRE ON UFO-TIME=5 Secs" STR_TRACKING_LOST: "TRACKING LOST" STR_REDIRECT_CRAFT: "REDIRECT CRAFT" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GO TO LAST KNOWN UFO POSITION" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "ALIEN BASE-{0}" STR_CRASH_SITE_: "CRASH SITE-{0}" STR_LANDING_SITE_: "LANDING SITE-{0}" STR_WAY_POINT_: "WAY POINT-{0}" STR_TERROR_SITE: "TERROR SITE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}has reached{NEWLINE}{1}" STR_NOW_PATROLLING: "Now patrolling" STR_ALIEN_ORIGINS: "Alien Origins" STR_THE_MARTIAN_SOLUTION: "The Martian Solution" STR_CYDONIA_OR_BUST: "Cydonia or Bust" STR_UFOPAEDIA: "UFOpaedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM CRAFT & ARMAMENT" STR_HEAVY_WEAPONS_PLATFORMS: "HEAVY WEAPONS PLATFORMS" STR_WEAPONS_AND_EQUIPMENT: "WEAPONS AND EQUIPMENT" STR_ALIEN_ARTIFACTS: "ALIEN ARTEFACTS" STR_BASE_FACILITIES: "BASE FACILITIES" STR_ALIEN_LIFE_FORMS: "ALIEN LIFE FORMS" STR_ALIEN_RESEARCH_UC: "ALIEN RESEARCH" STR_UFO_COMPONENTS: "UFO COMPONENTS" STR_UFOS: "UFOs" STR_SELECT_ITEM: "SELECT ITEM" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "FUEL CAPACITY>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WEAPON PODS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "DAMAGE CAPACITY>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CARGO SPACE>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "HWP CAPACITY>{ALT}{0}{ALT}" STR_DAMAGE: "Damage" STR_RANGE: "Range" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Accuracy" STR_RE_LOAD_TIME: "Re-load time" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "ARMOUR PIERCING" STR_DAMAGE_INCENDIARY: "INCENDIARY" STR_DAMAGE_HIGH_EXPLOSIVE: "HIGH EXPLOSIVE" STR_DAMAGE_LASER_BEAM: "LASER BEAM" STR_DAMAGE_PLASMA_BEAM: "PLASMA BEAM" STR_DAMAGE_STUN: "STUN" STR_DAMAGE_MELEE: "MELEE" STR_DAMAGE_ACID: "ACID" STR_DAMAGE_SMOKE: "SMOKE" STR_SHOT_TYPE: "SHOT TYPE" STR_ACCURACY_UC: "ACCURACY" STR_TIME_UNIT_COST: "TU COST" STR_DAMAGE_UC: "DAMAGE" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Snap" STR_SHOT_TYPE_AIMED: "Aimed" STR_CONSTRUCTION_TIME: "Construction Time" STR_CONSTRUCTION_COST: "Construction Cost" STR_MAINTENANCE_COST: "Maintenance Cost" STR_LOW: "Low" STR_MEDIUM: "Medium" STR_HIGH: "High" STR_CRAFT_WEAPON: "Craft Weapon" STR_CRAFT_AMMUNITION: "Craft Ammunition" STR_HEAVY_WEAPONS_PLATFORM: "Heavy Weapons Platform" STR_WEAPON: "Weapon" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Equipment" STR_ALIEN_CORPSE: "Alien Corpse" STR_UFO_COMPONENT: "UFO component" STR_PERSONAL_ARMOR: "Personal Armour" STR_RAW_MATERIALS: "Raw Materials" STR_HWP_CANNON_SHELLS: "HWP Cannon Shells" STR_ALIEN: "Alien" STR_SECTOID: "Sectoid" STR_SNAKEMAN: "Snakeman" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Floater" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberdisc" STR_LIVE_COMMANDER: "Commander" STR_LIVE_LEADER: "Leader" STR_LIVE_ENGINEER: "Engineer" STR_LIVE_MEDIC: "Medic" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_SOLDIER: "Soldier" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Floater Soldier" STR_FLOATER_NAVIGATOR: "Floater Navigator" STR_FLOATER_MEDIC: "Floater Medic" STR_FLOATER_ENGINEER: "Floater Engineer" STR_FLOATER_LEADER: "Floater Leader" STR_FLOATER_COMMANDER: "Floater Commander" STR_SECTOID_SOLDIER: "Sectoid Soldier" STR_SECTOID_NAVIGATOR: "Sectoid Navigator" STR_SECTOID_MEDIC: "Sectoid Medic" STR_SECTOID_ENGINEER: "Sectoid Engineer" STR_SECTOID_LEADER: "Sectoid Leader" STR_SECTOID_COMMANDER: "Sectoid Commander" STR_SNAKEMAN_SOLDIER: "Snakeman Soldier" STR_SNAKEMAN_NAVIGATOR: "Snakeman Navigator" STR_SNAKEMAN_ENGINEER: "Snakeman Engineer" STR_SNAKEMAN_LEADER: "Snakeman Leader" STR_SNAKEMAN_COMMANDER: "Snakeman Commander" STR_MUTON_SOLDIER: "Muton Soldier" STR_MUTON_NAVIGATOR: "Muton Navigator" STR_MUTON_ENGINEER: "Muton Engineer" STR_ETHEREAL_SOLDIER: "Ethereal Soldier" STR_ETHEREAL_LEADER: "Ethereal Leader" STR_ETHEREAL_COMMANDER: "Ethereal Commander" STR_CYBERDISC_TERRORIST: "Cyberdisc Terrorist" STR_REAPER_TERRORIST: "Reaper Terrorist" STR_CHRYSSALID_TERRORIST: "Chryssalid Terrorist" STR_CELATID_TERRORIST: "Celatid Terrorist" STR_SILACOID_TERRORIST: "Silacoid Terrorist" STR_SECTOPOD_TERRORIST: "Sectopod Terrorist" STR_UFO_POWER_SOURCE: "UFO Power Source" STR_UFO_NAVIGATION: "UFO Navigation" STR_UFO_CONSTRUCTION: "UFO Construction" STR_ALIEN_FOOD: "Alien Food" STR_ALIEN_REPRODUCTION: "Alien Reproduction" STR_ALIEN_ENTERTAINMENT: "Alien Entertainment" STR_ALIEN_SURGERY: "Alien Surgery" STR_EXAMINATION_ROOM: "Examination Room" STR_ALIEN_ALLOYS: "Alien Alloys" STR_ALIEN_HABITAT: "Alien Habitat" STR_POWER_SUIT: "Power Suit" STR_FLYING_SUIT: "Flying Suit" STR_HWP_ROCKETS: "HWP Rockets" STR_HWP_FUSION_BOMB: "HWP Fusion Bomb" STR_LASER_WEAPONS: "Laser Weapons" STR_NEW_FIGHTER_CRAFT: "New Fighter Craft" STR_NEW_FIGHTER_TRANSPORTER: "New Fighter-Transporter" STR_ULTIMATE_CRAFT: "Ultimate Craft" STR_LASER_PISTOL: "Laser Pistol" STR_LASER_RIFLE: "Laser Rifle" STR_HEAVY_LASER: "Heavy Laser" STR_LASER_CANNON: "Laser Cannon" STR_PLASMA_CANNON: "Plasma Cannon" STR_FUSION_MISSILE: "Fusion Missile" STR_LASER_DEFENSE: "Laser Defence" STR_PLASMA_DEFENSE: "Plasma Defence" STR_FUSION_DEFENSE: "Fusion Defence" STR_GRAV_SHIELD: "Grav Shield" STR_MIND_SHIELD: "Mind Shield" STR_PSI_LAB: "Psi-Lab" STR_MOTION_SCANNER: "Motion Scanner" STR_MEDI_KIT: "Medi-Kit" STR_TANK_CANNON: "Tank/Cannon" STR_TANK_ROCKET_LAUNCHER: "Tank/Rocket Launcher" STR_TANK_LASER_CANNON: "Tank/Laser Cannon" STR_HOVERTANK_PLASMA: "Hovertank/Plasma" STR_HOVERTANK_LAUNCHER: "Hovertank/Launcher" STR_STINGRAY_LAUNCHER: "Stingray Launcher" STR_AVALANCHE_LAUNCHER: "Avalanche Launcher" STR_CANNON: "Cannon" STR_FUSION_BALL_LAUNCHER: "Fusion Ball Launcher" STR_PLASMA_BEAM: "Plasma Beam" STR_STINGRAY_MISSILES: "Stingray Missile" STR_AVALANCHE_MISSILES: "Avalanche Missile" STR_CANNON_ROUNDS_X50: "Cannon Rounds(x50)" STR_FUSION_BALL: "Fusion Ball" STR_SOLDIER: "Soldier" STR_SCIENTIST: "Scientist" STR_ENGINEER: "Engineer" STR_NORTH_AMERICA: "North America" STR_ARCTIC: "Arctic" STR_ANTARCTICA: "Antarctica" STR_SOUTH_AMERICA: "South America" STR_EUROPE: "Europe" STR_NORTH_AFRICA: "North Africa" STR_SOUTHERN_AFRICA: "Southern Africa" STR_CENTRAL_ASIA: "Central Asia" STR_SOUTH_EAST_ASIA: "South East Asia" STR_SIBERIA: "Siberia" STR_AUSTRALASIA: "Australasia" STR_PACIFIC: "Pacific" STR_NORTH_ATLANTIC: "North Atlantic" STR_SOUTH_ATLANTIC: "South Atlantic" STR_INDIAN_OCEAN: "Indian Ocean" STR_ALIEN_RESEARCH: "Alien Research" STR_ALIEN_HARVEST: "Alien Harvest" STR_ALIEN_ABDUCTION: "Alien Abduction" STR_ALIEN_INFILTRATION: "Alien Infiltration" STR_ALIEN_BASE: "Alien Base" STR_ALIEN_TERROR: "Alien Terror" STR_ALIEN_RETALIATION: "Alien Retaliation" STR_ALIEN_SUPPLY: "Alien Supply" STR_MAXIMUM_SPEED: "Maximum Speed" STR_HYPER_WAVE_DECODER_UC: "HYPER-WAVE DECODER" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "CANNON" STR_FUSION_BALL_UC: "FUSION BALL" STR_LASER_CANNON_UC: "LASER CANNON" STR_PLASMA_BEAM_UC: "PLASMA BEAM" STR_DAMAGE_CAPACITY: "Damage Capacity" STR_WEAPON_POWER: "Weapon Power" STR_WEAPON_RANGE: "Weapon Range" STR_ACCESS_LIFT: "Access Lift" STR_LABORATORY: "Laboratory" STR_WORKSHOP: "Workshop" STR_SMALL_RADAR_SYSTEM: "Small Radar System" STR_LARGE_RADAR_SYSTEM: "Large Radar System" STR_MISSILE_DEFENSES: "Missile Defences" STR_GENERAL_STORES: "General Stores" STR_ALIEN_CONTAINMENT: "Alien Containment" STR_LASER_DEFENSES: "Laser Defences" STR_PLASMA_DEFENSES: "Plasma Defences" STR_FUSION_BALL_DEFENSES: "Fusion Ball Defences" STR_PSIONIC_LABORATORY: "Psionic Laboratory" STR_HYPER_WAVE_DECODER: "Hyper-wave Decoder" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSSIA" STR_UK: "UK" STR_FRANCE: "FRANCE" STR_GERMANY: "GERMANY" STR_ITALY: "ITALY" STR_SPAIN: "SPAIN" STR_CHINA: "CHINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIA" STR_BRAZIL: "BRAZIL" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SOUTH AFRICA" STR_EGYPT: "EGYPT" STR_CANADA: "CANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civilian" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "International Relations" STR_COUNTRY: "Country" STR_FUNDING: "Funding" STR_CHANGE: "Change" STR_WEAPON_SYSTEMS: "WEAPON SYSTEMS" STR_HWPS: "HWPs" STR_DAMAGE_UC_: "DAMAGE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "The access lift allows equipment and personnel to be transferred into or out of an underground base. It is always the first facility to be constructed on a new site. The lift area is vulnerable to intrusion from any potential hostile force." STR_LIVING_QUARTERS_UFOPEDIA: "Each accommodation block provides for up to 50 personnel. The facility provides basic recreation, food and sleeping areas." STR_LABORATORY_UFOPEDIA: "Up to 50 scientists can work in a laboratory facility. Laboratories are equipped with the latest technology for research into materials, biochemistry and cosmology. There is privileged access to the best research labs throughout the world, including military establishments." STR_WORKSHOP_UFOPEDIA: "A workshop contains all the equipment necessary to manufacture equipment based on designs from the science labs. Up to 50 engineers can occupy a workshop, although items under construction will also consume some space." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "A small detection system has an effective radar range of 300 nautical miles and is linked to satellite systems for ground search. Each system has a 10% chance of detecting an average sized object every 30 minutes." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "A large detection system has an effective range of 450 nautical miles and is linked to satellite systems for ground search. Each system has a 20% chance of detecting an average sized object every 30 minutes." STR_MISSILE_DEFENSES_UFOPEDIA: "Missile defences provide some protection against incursion by hostile craft which are attempting to land near the base." STR_GENERAL_STORES_UFOPEDIA: "All equipment, weapons systems, munitions, recovered material and Heavy Weapons Platforms are placed in stores, including equipment assigned to craft in hangars." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Living aliens are likely to require a special habitat to maintain their life systems. The containment facility can keep up to 10 alien life forms in self-contained units." STR_LASER_DEFENSES_UFOPEDIA: "Laser defences provide protection against incursion by hostile craft." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasma beam defences provide powerful and efficient protection against incursion by hostile craft." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusion missiles provide the most effective defence against alien attacks. These missiles create an anti-matter implosion which destroys everything within a specific radius." STR_GRAV_SHIELD_UFOPEDIA: "The Gravity shield repels alien craft attempting to land near the base long enough for all defence systems to fire again. In practice this will double the effectiveness of any defence systems at your base." STR_MIND_SHIELD_UFOPEDIA: "Since alien craft rely on brain waves to detect human presence then the most effective counter measure is to shield brain waves from the base. This facility will drastically reduce the chances of detection by alien craft." STR_PSIONIC_LABORATORY_UFOPEDIA: "The psionics lab can assess the psionic potential of all soldiers at the base and give them the necessary training to utilise their psionic skills. Each lab can train up to ten soldiers. Training is allocated at the end of each month. Psionic skills used in conjunction with a Psi-amp can be used for psionic attacks during combat." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Alien communications rely on a supra-dimensional wave which travels almost instantaneously. The decoder facility intercepts UFO transmissions and decodes the information. This will show the type of UFO, the alien race and the type of activity." STR_HANGAR_UFOPEDIA: "Each hangar can accommodate one craft. There are facilities for maintenance, refuelling and repair of X-Com craft. Each craft stationed at a base must have a free hangar assigned to it which cannot be used by other craft, even if the assigned craft is out on a mission." STR_PISTOL_UFOPEDIA: "The standard issue X-Com pistol is a high powered semi-automatic with a 12 round capacity." STR_RIFLE_UFOPEDIA: "This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips." STR_HEAVY_CANNON_UFOPEDIA: "The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive." STR_AUTO_CANNON_UFOPEDIA: "The auto-cannon combines the versatility and power of a heavy cannon with a faster fire rate." STR_ROCKET_LAUNCHER_UFOPEDIA: "The rocket launcher is a laser guided system which can fire three different sizes of missile." STR_LASER_PISTOL_UFOPEDIA: "The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing." STR_LASER_RIFLE_UFOPEDIA: "The laser rifle is a more powerful and accurate version of the earlier pistol design." STR_HEAVY_LASER_UFOPEDIA: "The heavy laser is cumbersome, but extremely effective." STR_GRENADE_UFOPEDIA: "This standard issue grenade has an accurate and sophisticated timer for precision control." STR_SMOKE_GRENADE_UFOPEDIA: "Smoke grenades are useful for providing cover in exposed combat situations. Use with care because they can benefit the enemy as well." STR_PROXIMITY_GRENADE_UFOPEDIA: "A proximity grenade can be thrown like an ordinary grenade but is triggered by nearby movement after it lands. Great skill and care is required to use these devices properly." STR_HIGH_EXPLOSIVE_UFOPEDIA: "This explosive should only be used for demolition purposes. Keep personnel clear of demolition sites." STR_MOTION_SCANNER_UFOPEDIA: "This sophisticated device uses a variety of detectors and advanced computer algorithms to identify moving enemy units. However, it requires some practice to use effectively. Click on the motion scanner icon on the tactical display. Select 'Use Scanner' from the menu. The Scanner display shows an arrow in the centre which is the direction the soldier is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected." STR_MEDI_KIT_UFOPEDIA: "The medi-kit combines a healing facility with pain killers and stimulants. In order to use the medi-kit you must face towards the soldier requiring treatment. If the soldier is stunned you must stand over the body. Click on the medi-kit icon and select 'use medi-kit' from the menu.{NEWLINE}HEALING> Red body parts show fatal wounds. Click on a body part that is wounded. Click on the 'Heal' button. One fatal wound will be cured and some health restored.{NEWLINE}STIMULANT> This will restore energy and revive unconscious (stunned) soldiers. In order to revive an unconscious soldier you must stand directly over the body.{NEWLINE}PAIN KILLER> This will restore the morale of wounded soldiers up to an amount equivalent to the soldier's lost health." STR_PSI_AMP_UFOPEDIA: "The Psi-amp can only be used by soldiers with psionic skill. During combat, click on the Psi-amp, select the type of attack, and select a target unit with the cursor. There are two types of psionic attack:{NEWLINE}PANIC UNIT> If the attack is successful it will reduce the target's morale and may cause it to panic.{NEWLINE}MIND CONTROL> If this is successful then you will gain immediate control of the enemy unit as if it was one of your own. It is more difficult to be successful with this type of attack." STR_STUN_ROD_UFOPEDIA: "This device can only be used in close combat, but will stun a living organism without killing it by using electric shocks." STR_MIND_PROBE_UFOPEDIA: "The mind probe is an alien communication device which is used to take information directly from brain waves. X-Com units can use this device in combat to display an alien's characteristics. Click on the mind probe and the 'use' option. Then click on an alien with the cursor." STR_PLASMA_PISTOL_UFOPEDIA: "Plasma Pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field." STR_PLASMA_RIFLE_UFOPEDIA: "This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field." STR_HEAVY_PLASMA_UFOPEDIA: "This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field." STR_BLASTER_LAUNCHER_UFOPEDIA: "This is an alien guided missile launcher which fires powerful 'blaster bombs'. When you click to fire the weapon it will generate 'way points' for the blaster bomb to follow. When you have positioned enough way points click on the special launch icon." STR_SMALL_LAUNCHER_UFOPEDIA: "A small launcher which fires stun bombs. Very useful for capturing live aliens." STR_ALIEN_GRENADE_UFOPEDIA: "This device works in the same way as a terrestrial grenade - except that it is more powerful." STR_SMALL_SCOUT: "Small Scout" STR_MEDIUM_SCOUT: "Medium Scout" STR_LARGE_SCOUT: "Large Scout" STR_HARVESTER: "Harvester" STR_ABDUCTOR: "Abductor" STR_TERROR_SHIP: "Terror ship" STR_BATTLESHIP: "Battleship" STR_SUPPLY_SHIP: "Supply ship" STR_RATING: "RATING> {0}" STR_RATING_TERRIBLE: "TERRIBLE!" STR_RATING_POOR: "POOR!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GOOD!" STR_RATING_EXCELLENT: "EXCELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROJECT MONTHLY REPORT" STR_MONTH: "Month> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "The council of funding nations is generally satisfied with your progress so far." STR_COUNCIL_IS_VERY_PLEASED: "The council of funding nations is very pleased with your excellent progress. Keep up the good work." STR_COUNCIL_IS_DISSATISFIED: "The council of funding nations is dissatisfied with your performance. You must improve your effectiveness in dealing with the alien menace or risk termination of the project." STR_YOU_HAVE_NOT_SUCCEEDED: "You have not succeeded in dealing with the alien invasion and the council of funding nations has regrettably decided to terminate the project. Each nation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} is particularly pleased with your ability to deal with the localised threat and has agreed to increase its funding." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} are particularly happy with your progress in dealing with local alien incursion and have agreed to increase their funding." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} and {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} is unhappy with your ability to deal with alien activity in its territory and has decided to reduce its financial commitment." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} are unhappy with your ability to deal with alien activity in their territory and have decided to reduce their funding." STR_KNOTS: "{0} knots" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} has signed a secret pact with unknown alien forces and has withdrawn from the project." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} have signed a secret pact with unknown alien forces and have withdrawn from the project." STR_MONTHLY_RATING: "Monthly Rating> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Funding change> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "The funding council is not happy with your financial position. You must reduce your debts below $2million or the project will be terminated." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPER-WAVE TRANSMISSIONS ARE DECODED" STR_CRAFT_TYPE: "CRAFT TYPE" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allocate Research" STR_ALLOCATE_MANUFACTURE: "Allocate Manufacture" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moscow" STR_ROME: "Rome" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Cape Town" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Baghdad" STR_TEHRAN: "Tehran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi Training" STR_PSIONIC_TRAINING: "PSIONIC TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Remaining Psi-lab capacity> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionic{NEWLINE}Strength" STR_PSIONIC_SKILL_IMPROVEMENT: "Psionic Skill{NEWLINE}/Improvement" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "In{NEWLINE}Training?" STR_TARGETTED_BY: "TARGETTED BY:" STR_WEAPONS_CREW_HWPS: "WEAPONS/{NEWLINE}CREW/HWPs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "is low on fuel,{NEWLINE}returning to base" STR_SOLDIER_LIST: "Soldier List" STR_RANK_: "RANK> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "KILLS> {ALT}{0}" STR_WOUND_RECOVERY: "WOUND RECOVERY> {ALT}{0}" STR_TIME_UNITS: "TIME UNITS" STR_STAMINA: "STAMINA" STR_HEALTH: "HEALTH" STR_BRAVERY: "BRAVERY" STR_REACTIONS: "REACTIONS" STR_FIRING_ACCURACY: "FIRING ACCURACY" STR_THROWING_ACCURACY: "THROWING ACCURACY" STR_STRENGTH: "STRENGTH" STR_PSIONIC_STRENGTH: "PSIONIC STRENGTH" STR_PSIONIC_SKILL: "PSIONIC SKILL" STR_NEW_RANK: "NEW RANK" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "SOLDIERS" STR_TANK_CANNON_UFOPEDIA: "Automated Heavy Weapons Platforms are designed to complement an X-Com squad. The combination of high fire power and strong armour makes these units valuable for open terrain fire fights. Make sure that there are sufficient cannon shells in your stores to re-arm tanks. They are armed automatically when you assign them to a squad." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "This automated Heavy Weapons Platform is armed with powerful rockets. This will be devastating for any alien foe. Make sure your stores are kept supplied with HWP rockets." STR_TANK_LASER_CANNON_UFOPEDIA: "Laser weapons are a useful addition for HWPs. It combines heavy firepower with no ammunition restrictions." STR_HOVERTANK_PLASMA_UFOPEDIA: "Alien technology has given the HWP a new lease of life. The added manoeuvrability of air travel and the power of plasma beams is a lethal combination." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "This hovertank has a fusion ball launcher that is capable of immense devastation. Use it with great care. You will have to manufacture the fusion balls to keep these HWPs fully armed. A fusion ball is an intelligent guided weapon. In order to fire it you select a number of 'way points' with the cursor and then click on the launch icon to fire the fusion ball." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "This compact device is used as ammunition for a Heavy Plasma Gun. It contains a small quantity of Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "This small object is used as a power source for a Plasma Rifle - a medium powered alien weapon. Contains a small quantity of Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Power source for the small alien Plasma Pistol. Contains Elerium - the source of all alien power." STR_STUN_BOMB_UFOPEDIA: "The Stun Bomb is used for capturing live human specimens, but it can also be used against most alien races. It is fired from a Small Launcher." STR_ALIEN_RESEARCH_UFOPEDIA: "The alien research mission is used for collecting basic data on earth and its inhabitants. Small vehicles are predominantly used, with occasional landings in deserted areas. This type of alien activity poses the least threat to X-Com, with little concern from governments or the public." STR_ALIEN_HARVEST_UFOPEDIA: "The aliens have many uses for earth's fauna. Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings. This type of alien activity causes great concern for governments and considerable anxiety amongst the population. This type of activity occurs mainly in farming land. The theory behind the 'alien harvest' suggests that alien races originally 'seeded' the planet with its flora and fauna, and now they have returned to reap the harvest they have sown." STR_ALIEN_ABDUCTION_UFOPEDIA: "This is the most insidious form of alien activity. The abduction by aliens is widely reported, despite the aliens' attempts to erase the experience from their victims' memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien foetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens' own genetic material. This activity causes great alarm, and occurs in populated areas or cities" STR_ALIEN_INFILTRATION_UFOPEDIA: "Earth governments can be infiltrated by alien agents which are human in appearance. This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterised by intense UFO activity in the vicinity of major cities. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the aliens to conduct their activity unhindered. This alien mission represents the worst threat to X-Com. If a government agrees to a pact then its funding will cease." STR_ALIEN_BASE_UFOPEDIA: "Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense UFO activity will occur as the base is being built. These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of alien bases will generate a large amount of reported alien activity without the presence of UFOs. In order to locate a base an X-Com craft must patrol an area for a few hours to stand some chance of detection." STR_ALIEN_TERROR_UFOPEDIA: "When the aliens terrorise a city they will deploy some special forces with awesome powers. Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the X-Com project." STR_ALIEN_RETALIATION_UFOPEDIA: "If X-Com interceptors are being particularly successful in shooting down UFOs then the aliens may take some retaliatory action. This could result in a direct attack against an X-Com base. However, the aliens have to find an X-Com base in order to attack it, and provided UFOs are kept away then there should be little danger of an assault." STR_ALIEN_SUPPLY_UFOPEDIA: "Once an alien base is constructed then it is resupplied on a regular basis by a special supply vessel. If one of these vessels is detected while landing then it is certain that an alien base is nearby." STR_SMALL_SCOUT_UFOPEDIA: "This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an alien mission." STR_MEDIUM_SCOUT_UFOPEDIA: "A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions." STR_LARGE_SCOUT_UFOPEDIA: "The largest alien scout craft is a general purpose vessel that is used in all types of alien mission." STR_HARVESTER_UFOPEDIA: "The harvester has a trap door in its base and is equipped with lifting gear to haul up cattle or other beasts. Laser cutters are used to extract the desired material and the carcass is dumped on the ground. There are also storage containers for body parts." STR_ABDUCTOR_UFOPEDIA: "This vessel is equipped with an examination room for performing horrific experiments on human subjects. The victim is normally paralysed by telepathic powers, but remains conscious while on the operating table." STR_TERROR_SHIP_UFOPEDIA: "The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas." STR_BATTLESHIP_UFOPEDIA: "The battleship is the largest and most powerful alien craft. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members." STR_SUPPLY_SHIP_UFOPEDIA: "The supply vessel is used during the construction of alien bases or for supplying existing bases. It carries alien food containers and reproduction chambers." STR_DISMANTLE: "Dismantle" STR_FACILITY_IN_USE: "FACILITY IN USE" STR_CANNOT_DISMANTLE_FACILITY: "CANNOT DISMANTLE FACILITY!{SMALLLINE}All base facilities must be linked to the access lift." STR_TRANSFER_ITEMS_TO: "Transfer Items to {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live aliens need an alien containment facility in order to survive " STR_AMOUNT_AT_DESTINATION: "AMOUNT AT{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no alien containment facility" STR_NO_FREE_ACCOMODATION_CREW: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in the living quarters for the crew assigned to the craft." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NOT ENOUGH STORE SPACE!{SMALLLINE}The destination base does not have enough store space for the equipment assigned to the craft." STR_ITEMS_ARRIVING: "Items Arriving" STR_DESTINATION_UC: "DESTINATION" STR_PISTOL: "Pistol" STR_PISTOL_CLIP: "Pistol Clip" STR_RIFLE: "Rifle" STR_RIFLE_CLIP: "Rifle Clip" STR_HEAVY_CANNON: "Heavy Cannon" STR_HC_AP_AMMO: "HC-AP Ammo" STR_HC_HE_AMMO: "HC-HE Ammo" STR_HC_I_AMMO: "HC-I Ammo" STR_AUTO_CANNON: "Auto-Cannon" STR_AC_AP_AMMO: "AC-AP Ammo" STR_AC_HE_AMMO: "AC-HE Ammo" STR_AC_I_AMMO: "AC-I Ammo" STR_ROCKET_LAUNCHER: "Rocket Launcher" STR_SMALL_ROCKET: "Small Rocket" STR_LARGE_ROCKET: "Large Rocket" STR_INCENDIARY_ROCKET: "Incendiary Rocket" STR_GRENADE: "Grenade" STR_SMOKE_GRENADE: "Smoke Grenade" STR_PROXIMITY_GRENADE: "Proximity Grenade" STR_HIGH_EXPLOSIVE: "High Explosive" STR_STUN_ROD: "Stun Rod" STR_HEAVY_PLASMA: "Heavy Plasma" STR_HEAVY_PLASMA_CLIP: "Heavy Plasma Clip" STR_PLASMA_RIFLE: "Plasma Rifle" STR_PLASMA_RIFLE_CLIP: "Plasma Rifle Clip" STR_PLASMA_PISTOL: "Plasma Pistol" STR_PLASMA_PISTOL_CLIP: "Plasma Pistol Clip" STR_BLASTER_LAUNCHER: "Blaster Launcher" STR_BLASTER_BOMB: "Blaster Bomb" STR_SMALL_LAUNCHER: "Small Launcher" STR_STUN_BOMB: "Stun Bomb" STR_ALIEN_GRENADE: "Alien Grenade" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Mind Probe" STR_SECTOID_CORPSE: "Sectoid Corpse" STR_SNAKEMAN_CORPSE: "Snakeman Corpse" STR_ETHEREAL_CORPSE: "Ethereal Corpse" STR_MUTON_CORPSE: "Muton Corpse" STR_FLOATER_CORPSE: "Floater Corpse" STR_CELATID_CORPSE: "Celatid Corpse" STR_SILACOID_CORPSE: "Silacoid Corpse" STR_CHRYSSALID_CORPSE: "Chryssalid Corpse" STR_REAPER_CORPSE: "Reaper Corpse" STR_SECTOPOD_CORPSE: "Sectopod Corpse" STR_CYBERDISC_CORPSE: "Cyberdisc Corpse" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Not enough ammunition to arm HWP{SMALLLINE}Each HWP requires {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Not enough equipment to fully re-equip squad" STR_MARS_CYDONIA_LANDING: "Mars: Cydonia Landing" STR_MARS_CYDONIA_LANDING_BRIEFING: "Your Avenger craft has landed in the region of Cydonia on the surface of Mars. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area click on the 'abort mission' icon to continue to the next stage." STR_MARS_THE_FINAL_ASSAULT: "Mars: The Final Assault" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "The pyramid lift takes your battle weary soldiers deep below the planet's surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth. It must be destroyed if the earth is to be saved from alien enslavement.{NEWLINE}{NEWLINE}Good Luck!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "You will need to research a{NEWLINE}{0}{NEWLINE}in order to produce the{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "The aliens have destroyed the undefended base {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com agents have located an alien base in {0}" STR_STANDOFF: "STANDOFF" STR_CAUTIOUS_ATTACK: "CAUTIOUS ATTACK" STR_STANDARD_ATTACK: "STANDARD ATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIVE ATTACK" STR_DISENGAGING: "DISENGAGING" STR_UFO_HIT: "UFO HIT!" STR_UFO_CRASH_LANDS: "UFO CRASH LANDS!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimise at Standoff Range Only" STR_UFO_RETURN_FIRE: "UFO RETURNS FIRE!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR DAMAGED <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DESTROYED <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO OUTRUNNING INTERCEPTOR!" STR_ALIENS_TERRORISE: "ALIENS TERRORISE" STR_LONG_RANGE_DETECTION: "Long Range Detection" STR_STORES_UC: "STORES" STR_DIFFICULTY_LEVEL: "Difficulty Level" STR_INTERCEPT: "INTERCEPT" STR_BASES: "BASES" STR_GRAPHS: "GRAPHS" STR_UFOPAEDIA_UC: "UFOPAEDIA" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "FUNDING" STR_5_SECONDS: "5 Secs" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Hour" STR_1_DAY: "1 Day" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performance Roster" STR_ENTER_NAME: "Enter Name" STR_PERFORMANCE_RATING: "Performance Rating" STR_VICTORY_DATE: "Victory Date" STR_ELECTRO_FLARE: "Electro-flare" STR_ELECTRO_FLARE_UFOPEDIA: "This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro-flare during night time missions." STR_MONTHLY_COSTS: "Monthly Costs" STR_CRAFT_RENTAL: "Craft Rental" STR_SALARIES: "Salaries" STR_BASE_MAINTENANCE: "Base maintenance" STR_COST_PER_UNIT: "Cost per unit" STR_QUANTITY: "Quantity" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "In Psionic Training" STR_BLASTER_BOMB_UFOPEDIA: "This device is a highly explosive missile that has an intelligent guidance system. It is fired from a Blaster Launcher." STR_FRONT_ARMOR: "Front Armour" STR_LEFT_ARMOR: "Left Armour" STR_RIGHT_ARMOR: "Right Armour" STR_REAR_ARMOR: "Rear Armour" STR_UNDER_ARMOR: "Under Armour" STR_ROUNDS: "Rounds" STR_UNIT: "UNIT> {0}" STR_ENERGY: "ENERGY" STR_MORALE: "MORALE" STR_ARMOR_: "ARMOR> {0}" STR_FRONT_ARMOR_UC: "FRONT ARMOUR" STR_LEFT_ARMOR_UC: "LEFT ARMOUR" STR_RIGHT_ARMOR_UC: "RIGHT ARMOUR" STR_REAR_ARMOR_UC: "REAR ARMOUR" STR_SKILLS: "SKILLS> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "HEAD" STR_TORSO: "TORSO" STR_RIGHT_ARM: "RIGHT ARM" STR_LEFT_ARM: "LEFT ARM" STR_RIGHT_LEG: "RIGHT LEG" STR_LEFT_LEG: "LEFT LEG" STR_PAIN_KILLER: "PAIN KILLER" STR_STIMULANT: "STIMULANT" STR_HEAL: "HEAL" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "Weight>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Alien Artefact" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}ROUNDS{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Pain>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Heal>{ALT}{2}" STR_THROW: "Throw" STR_AUTO_SHOT: "Auto Shot" STR_SNAP_SHOT: "Snap Shot" STR_AIMED_SHOT: "Aimed Shot" STR_STUN: "Stun" STR_PRIME_GRENADE: "Prime Grenade" STR_USE_SCANNER: "Use Scanner" STR_USE_MEDI_KIT: "Use Medi-kit" STR_LAUNCH_MISSILE: "Launch Missile" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Not Enough Time Units!" STR_NOT_ENOUGH_ENERGY: "Not Enough Energy!" STR_NO_ROUNDS_LEFT: "No Rounds left!" STR_NO_AMMUNITION_LOADED: "No Ammunition Loaded!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Wrong Ammunition for this Weapon!" STR_WEAPON_IS_ALREADY_LOADED: "Weapon is already loaded!" STR_NO_LINE_OF_FIRE: "No Line of Fire!" STR_GRENADE_IS_ACTIVATED: "Grenade is Activated!" STR_GRENADE_IS_DEACTIVATED: "Grenade De-activated!" STR_THERE_IS_NO_ONE_THERE: "There is no one there!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Unable to use alien artefact until researched!" STR_OUT_OF_RANGE: "Out of Range!" STR_UNABLE_TO_THROW_HERE: "Unable to throw here!" STR_SET_TIMER: "Set Timer" STR_HIDDEN_MOVEMENT: "HIDDEN MOVEMENT" STR_TURN: "TURN> {0}" STR_SIDE: "SIDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Press button to continue" STR_MIND_CONTROL: "Mind Control" STR_PANIC_UNIT: "Panic Unit" STR_MORALE_ATTACK_SUCCESSFUL: "Morale Attack Successful" STR_MIND_CONTROL_SUCCESSFUL: "Mind Control Successful" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}has Panicked" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}has Panicked" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "RIGHT HAND" STR_LEFT_HAND: "LEFT HAND" STR_RIGHT_SHOULDER: "RIGHT SHOULDER" STR_LEFT_SHOULDER: "LEFT SHOULDER" STR_BACK_PACK: "BACK PACK" STR_BELT: "BELT" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}is under alien control" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}is under alien control" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}has become unconscious" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}has become unconscious" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}has died from a fatal wound" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}has died from a fatal wound" STR_USE_MIND_PROBE: "Use Mind Probe" STR_FATAL_WOUNDS: "FATAL WOUNDS" STR_UNDER_ARMOR_UC: "UNDER ARMOUR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Time Units reserved for Snap Shot" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Time Units reserved for Auto Shot" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Time Units reserved for Aimed Shot" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Time Units reserved for Kneeling" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TUs reserved for Kneeling and Firing" STR_UNITS_IN_CRAFT: one: "{N} Unit in X-Com Craft" other: "{N} Units in X-Com Craft" STR_UNITS_OUTSIDE: one: "{N} Unit left outside" other: "{N} Units left outside" STR_UNITS_IN_ENTRANCE: one: "{N} Unit in Entrance" other: "{N} Units in Entrance" STR_UNITS_IN_EXIT: one: "{N} Unit in Target Exit" other: "{N} Units in Target Exit" STR_ABORT_MISSION_QUESTION: "Abort Mission?" STR_CORPSE: "Corpse" STR_UNLOAD_CRAFT: "Unload" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}has been killed" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}has been killed" STR_HIT_MELEE: "Hit" STR_GROUND: "GROUND" STR_LIVING_QUARTERS_PLURAL: "Living Quarters" STR_LIST_ITEM: "ITEM" STR_PERSONAL_ARMOR_UFOPEDIA: "Using the newly discovered Alien Alloys, this new armour gives our men a fighting chance against the alien threat." STR_POWER_SUIT_UFOPEDIA: "A powerful new protection for soldiers, this armour is powered by an Elerium energy source and greatly amplifies the speed and strength of the wearer, it offers the best protection yet for combat troops." STR_FLYING_SUIT_UFOPEDIA: "An enhanced version of the Power Suit, incorporating alien anti-gravity navigation technology to allow full freedom of movement across the battlefield." STR_ALL_ALIENS_KILLED_IN_CRASH: "All Aliens killed in crash,{NEWLINE}Auto recovery initiated" STR_RESET: "Reset" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "SOLDIERS RECRUITED>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDIERS LOST>{ALT}{0}" MAP_CULTA: "Farm" MAP_FOREST: "Forest" MAP_JUNGLE: "Jungle" MAP_MOUNT: "Mountain" MAP_DESERT: "Desert" MAP_POLAR: "Polar" MAP_URBAN: "City" MAP_UBASE: "Alien Base" MAP_XBASE: "X-Com Base" MAP_MARS: "Mars" STR_MIXED: "Mixed" STR_REMOVE_SELECTED: "Remove Selected" STR_LIVE_ALIENS: "Live{NEWLINE}Specimens" STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens" STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied" STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)." STR_MANAGE_CONTAINMENT: "Manage Alien Containment" STR_STORAGE_EXCEEDED: "STORAGE SPACE EXCEEDED!{SMALLLINE}Insufficient storage space at {0}. You must sell off excess items." STR_GO_TO_BASE: "Go to Base" STR_MELEE_ACCURACY: "MELEE ACCURACY" STR_SELL_PRODUCTION: "SELL" STR_BOTH_HANDS_MUST_BE_EMPTY: "Both hands must be empty!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Not enough items to copy template!" STR_UNLOAD_WEAPON: "Unload weapon" STR_ALL_ITEMS: "All Items" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} item of equipment on this craft." other: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} items of equipment on this craft." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CONTROL CENTER DESTROYED{NEWLINE}Make your way to the entrance and abort." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com facilities cannot be built underwater" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Craft & Armament" STR_COMPONENTS: "Components" STR_SOLDIERS_RECRUITED: "Soldiers recruited" STR_SOLDIERS_LOST: "Soldiers lost" STR_TOTAL_UFOS: "UFOs detected" STR_TOTAL_ALIEN_BASES: "Alien bases discovered" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Civilian, Female" MALE_CIVILIAN: "Civilian, Male" CYBERDISC_WEAPON: "Cyberdisc Weapon" REAPER_WEAPON: "Reaper Weapon" CHRYSSALID_WEAPON: "Chryssalid Weapon" CELATID_WEAPON: "Celatid Weapon" SILACOID_WEAPON: "Silacoid Weapon" SECTOPOD_WEAPON: "Sectopod Weapon" ZOMBIE_WEAPON: "Zombie Weapon" ALIEN_PSI_WEAPON: "Alien Psi Weapon" ================================================ FILE: bin/standard/xcom1/Language/en-US.yml ================================================ en-US: STR_AVENGER_UFOPEDIA: "TRANSPORTER AND COMBAT SPACECRAFT. THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY." STR_INTERCEPTOR_UFOPEDIA: "COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS. THE BEST AVAILABLE EARTH BASED TECHNOLOGY." STR_LIGHTNING_UFOPEDIA: "TRANSPORTER AND COMBAT CRAFT. A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS." STR_SKYRANGER_UFOPEDIA: "TROOP TRANSPORTER. THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L.) CAPABILITY." STR_FIRESTORM_UFOPEDIA: "COMBAT CRAFT. THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT." STR_STINGRAY_UFOPEDIA: "ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS." STR_AVALANCHE_UFOPEDIA: "AIR TO AIR MISSILE WITH NUCLEAR WARHEAD, BUT AN EXTREMELY HEAVY LOAD." STR_CANNON_UFOPEDIA: "HIGH POWERED CANNON WHICH FIRES ARMOR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL." STR_FUSION_BALL_UFOPEDIA: "THIS LAUNCHER FIRES A BALL SHAPED MISSILE POWERED BY ANTI-MATTER REACTION. THE BALL DESTROYS THE TARGET WITH A GRAVITY WAVE IMPLOSION." STR_LASER_CANNON_UFOPEDIA: "THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER." STR_PLASMA_BEAM_UFOPEDIA: "THE GRAVITY BEAM DIRECTS A FINELY CHANNELED IMPLODING GRAVITY FIELD." STR_SECTOID_UFOPEDIA: "The Sectoid hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralize soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material. This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society." STR_SECTOID_AUTOPSY: "Sectoid autopsy" STR_SECTOID_AUTOPSY_UFOPEDIA: "The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation. The small mouth and nose appear to have little function. The webbing between the fingers, and the flat feet suggest aquatic origins. There are no reproductive organs, and no clues as to how this species can reproduce. They are most probably a genetically engineered species." STR_SNAKEMAN_UFOPEDIA: "This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant 'foot' which protects all the vital organs. Their objectives appear to be purely predatory and they appear to be under the command of some other intelligence which directs their military-style incursions on earth." STR_SNAKEMAN_AUTOPSY: "Snakeman autopsy" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "The skin is extremely tough and heat resistant. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the 'heart'. The reproductive system appears to be very efficient. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time. Left to its own devices this species would be a severe threat to life on earth." STR_ETHEREAL_UFOPEDIA: "This being has awesome mental powers which allow for telepathic communication and telekinetic abilities. The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them. They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives." STR_ETHEREAL_AUTOPSY: "Ethereal autopsy" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "This being is physically retarded and seems incapable of sustaining any life functions. The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all. The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is a mystery as to how this creature can sustain itself without external support." STR_MUTON_UFOPEDIA: "This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as 'Ethereals'. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence." STR_MUTON_AUTOPSY: "Muton autopsy" STR_MUTON_AUTOPSY_UFOPEDIA: "The 'skin' of this creature appears to be an organically created protective armor which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. Armor piercing ammunition is not very effective against their toughened skin." STR_CELATID_UFOPEDIA: "This life-form has the mysterious natural ability to float through the air. It appears to detect human brain waves and will move towards a human target even if well hidden. Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. The creature has the ability to clone itself at an alarming rate. It accompanies the Muton race in its wanderings." STR_CELATID_AUTOPSY: "Celatid autopsy" STR_CELATID_AUTOPSY_UFOPEDIA: "The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being." STR_SILACOID_UFOPEDIA: "This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race." STR_SILACOID_AUTOPSY: "Silacoid autopsy" STR_SILACOID_AUTOPSY_UFOPEDIA: "The core of the creature is extremely hot, and seems to be the basis for a digestive system. Its unique muscle system has tremendous power and speed. Its rock-like skin is not harmed by fire or incendiary ammunition." STR_CHRYSSALID_UFOPEDIA: "The crab-like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the Snakeman race." STR_CHRYSSALID_AUTOPSY: "Chryssalid autopsy" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "The exoskeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective terror weapon." STR_FLOATER_UFOPEDIA: "The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-gravity unit which enables the creature to float, albeit unsteadily, through the air." STR_FLOATER_AUTOPSY: "Floater autopsy" STR_FLOATER_AUTOPSY_UFOPEDIA: "The creature has been drastically altered by surgery. The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system. This would enable the creature to survive in extremely hostile environments. The brain is smaller than ours, but the sensory organs are well developed." STR_REAPER_UFOPEDIA: "This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. The primitive predatory instincts of this creature are of little use except to terrorize and destroy. Reapers are commonly associated with Floaters." STR_REAPER_AUTOPSY: "Reaper autopsy" STR_REAPER_AUTOPSY_UFOPEDIA: "The Reaper contains two 'brains' and two 'hearts' which allow it to function even when heavily wounded. However, its furry skin is highly flammable, making the creature vulnerable to incendiary weapons." STR_SECTOPOD_UFOPEDIA: "Sectopods are robot creatures with a powerful laser beam weapon. The control of these mechanical beasts is via a telepathic link to their controllers, the Ethereals. Sectopods are the most powerful terror weapon available to the alien forces." STR_SECTOPOD_AUTOPSY: "Sectopod autopsy" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "The robot is sturdily constructed with powered armor capable of resisting most forms of attack, in particular plasma weapons. However, the sensing circuitry seems particularly vulnerable to laser weapons." STR_CYBERDISC_UFOPEDIA: "This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-gravity propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race." STR_CYBERDISC_AUTOPSY: "Cyberdisc autopsy" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning." STR_UFO_POWER_SOURCE_UFOPEDIA: "The power source of alien craft is an anti-matter reactor which uses Elerium (element 115) to generate powerful gravity waves as well as other forms of energy. The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power. This unit can be reproduced easily using alien alloys." STR_UFO_NAVIGATION_UFOPEDIA: "Alien craft use sophisticated computers to navigate on earth and through space. The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can be used easily by humans, and it can be reproduced using alien alloys and other components." STR_UFO_CONSTRUCTION_UFOPEDIA: "Alien craft consist of three main components - a power source, a navigation system and a hull built from alien alloys. The hull is specially designed to allow gravity waves to be directed and controlled. In addition a small quantity of Elerium is required to fuel the power source. Once the principles of construction are understood, and the functions of each component are known, then it is possible to build these types of craft." STR_ALIEN_FOOD_UFOPEDIA: "These chambers contain various enzymes which are used to digest the body parts of cattle, other animals and even humans. The liquid is then consumed as ready digested food - probably direct to the bloodstream. This suggests a certain dependence on earth for food - a symbiosis between earth and alien society." STR_ALIEN_REPRODUCTION_UFOPEDIA: "These chambers contain alien fetuses. The design of these containers seems to suggest that the aliens which use this process rely completely on laboratory reproduction. The rich nutrients ensure rapid development of the fetus. This factory line system could generate thousands of alien clones in a short space of time. The process could be easily adapted for human reproduction, or alien-human hybrids." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "The most likely function of these spheres is recreational. The psionic circuitry stimulates various centers of the brain. The effect is similar to hallucinogenic drugs. This is the only evidence that aliens have any cultural or recreational pastimes." STR_ALIEN_SURGERY_UFOPEDIA: "This surgical equipment uses laser cutters to extract certain body parts from cattle and other animals. The widespread cattle mutilations can be accounted for by this bizarre alien activity. It is likely that these parts are used for nutritional or genetic purposes." STR_EXAMINATION_ROOM_UFOPEDIA: "In the past many thousands of people have claimed to have been abducted by aliens, sometimes repeatedly. The truth is far more horrific. Humans are abducted, researched and monitored. The best specimens have genetic material extracted. Women have human-alien hybrid fetuses implanted, and then removed several months later. Who knows what sinister motives the aliens have?" STR_ALIEN_ALLOYS_UFOPEDIA: "Alien craft are constructed from special alloys with unique properties. They are extremely light and durable, and can be molded by electro-magnetic methods. This material can be reproduced and used in many kinds of manufacturing processes." STR_ELERIUM_115_UFOPEDIA: "This element has the unusual property of generating anti-matter power when bombarded with certain particles. This creates gravity waves and other forms of energy. It is not naturally found in our solar system and cannot be reproduced." STR_ALIEN_ORIGINS_UFOPEDIA: "It is clear that we are fighting a losing battle on earth. The alien hordes are overwhelming in number. The best we can do is slow down their progress. The only hope for humanity is to tackle the aliens at their source. Our research seems to indicate a nearby base of operations within our solar system. Aliens indicate this place to be the center of an ancient civilization that pre-dates human history. We must locate this place as soon as possible. However, we need to capture and interrogate an alien leader to gain more detailed information. The larger UFOs probably contain at least one Alien leader." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Our research now points to Mars as the base of alien operations. The base is well hidden, and contains all the manufacturing and cloning facilities to fuel the infiltration of earth. It also seems to contain a controlling computer of some kind that controls the whole operation. It seems that the hive-like alien society has some kind of 'queen bee'. This is their fundamental weakness - if we can eliminate the 'brain' then the body will die. We must step up our research efforts before it is too late. In order to progress we must capture the highest ranking aliens - the commanders - which only reside in alien bases and battleships." STR_CYDONIA_OR_BUST_UFOPEDIA: "It is now clear that the alien hordes are being controlled from an underground base in Cydonia - which is an unusual area of Mars featuring five sided pyramids and a large formation resembling a human face. Cydonian civilization once flourished on Mars many millions of years ago, but we do not know why it died out, or what the connection is with the latest alien activity there. Whatever the explanation we must send an expedition to Cydonia. This is the only way that we can defeat the aliens. We must destroy the controlling master 'brain'. We will need an Avenger craft equipped with the most awesome destructive power at our disposal. There is nothing more we can learn here - we must await the outcome of the Cydonian assault." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTER ON SITE-TIME=5 Secs" STR_CANCEL_UC: "CANCEL" STR_NONE: "None" STR_UNKNOWN: "Unknown" STR_POOR: "Poor" STR_AVERAGE: "Average" STR_GOOD: "Good" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "BUILD NEW BASE" STR_BASE_INFORMATION: "BASE INFORMATION" STR_EQUIP_CRAFT: "EQUIP CRAFT" STR_BUILD_FACILITIES: "BUILD FACILITIES" STR_RESEARCH: "RESEARCH" STR_MANUFACTURE: "MANUFACTURE" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "PURCHASE/RECRUIT" STR_SACK: "SACK" STR_SELL_SACK_UC: "SELL/SACK" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Name" STR_AREA: "Area" STR_BUILD_NEW_BASE: "Build New Base" STR_CANCEL: "Cancel" STR_COST_UC: "COST>" STR_CONSTRUCTION_TIME_UC: "CONSTRUCTION TIME>" STR_DAY: one: "{N} day" other: "{N} days" STR_HOUR: one: "{N} hour" other: "{N} hours" STR_MAINTENANCE_UC: "MAINTENANCE>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "CURRENT RESEARCH" STR_SCIENTISTS_AVAILABLE: "Scientists Available>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scientists Allocated>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratory Space Available>{ALT}{0}" STR_RESEARCH_PROJECT: "RESEARCH PROJECT" STR_SCIENTISTS_ALLOCATED_UC: "SCIENTISTS ALLOCATED" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "New Project" STR_CANCEL_PROJECT: "CANCEL PROJECT" STR_NEW_RESEARCH_PROJECTS: "NEW RESEARCH PROJECTS" STR_SCIENTISTS_AVAILABLE_UC: "SCIENTISTS AVAILABLE>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORY SPACE AVAILABLE>{ALT}{0}" STR_INCREASE: "Increase" STR_DECREASE: "Decrease" STR_START_PROJECT: "START PROJECT" STR_CURRENT_PRODUCTION: "CURRENT PRODUCTION" STR_ENGINEERS_AVAILABLE: "Engineers Available>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Engineers Allocated>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Workshop Space Available>{ALT}{0}" STR_CURRENT_FUNDS: "Current Funds>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Engineers Allocated" STR_UNITS_PRODUCED: "Units Produced" STR_TOTAL_TO_PRODUCE: "Total to Produce" STR_COST__PER__UNIT: "Cost{NEWLINE}per{NEWLINE}Unit" STR_DAYS_HOURS_LEFT: "Days/Hours Left" STR_NEW_PRODUCTION: "New Production" STR_PRODUCTION_ITEMS: "Production Items" STR_CATEGORY: "CATEGORY" STR_START_PRODUCTION: "START PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Engineer hours to produce one unit" STR_COST_PER_UNIT_: "Cost per unit>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Work Space Required>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIAL MATERIALS REQUIRED" STR_ITEM_REQUIRED: "ITEM REQUIRED" STR_UNITS_REQUIRED: "UNITS REQUIRED" STR_UNITS_AVAILABLE: "UNITS AVAILABLE" STR_STOP_PRODUCTION: "STOP PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "ENGINEERS AVAILABLE>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WORKSHOP SPACE AVAILABLE>{ALT}{0}" STR_MONTHLY_PROFIT: "MONTHLY PROFIT>{ALT}{0}" STR_INCREASE_UC: "INCREASE" STR_DECREASE_UC: "DECREASE" STR_UNITS_TO_PRODUCE: "Units to Produce" STR_PURCHASE_HIRE_PERSONNEL: "Purchase/Hire Personnel" STR_COST_OF_PURCHASES: "Cost of Purchases>{ALT}{0}" STR_COST_PER_UNIT_UC: "COST PER UNIT" STR_QUANTITY_UC: "QUANTITY" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL AVAILABLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Soldiers" STR_SCIENTISTS: "Scientists" STR_ENGINEERS: "Engineers" STR_SPACE_USED_SPACE_AVAILABLE: "SPACE USED:SPACE AVAILABLE>" STR_LIVING_QUARTERS: "Living Quarters" STR_STORES: "Stores" STR_LABORATORIES: "Laboratories" STR_WORK_SHOPS: "Work Shops" STR_HANGARS: "Hangars" STR_SHORT_RANGE_DETECTION: "Short Range Detection" STR_DEFENSE_STRENGTH: "Defense Strength" STR_TRANSFERS_UC: "TRANSFERS" STR_TRANSFERS: "Transfers" STR_ARRIVAL_TIME_HOURS: "Arrival Time (hours)" STR_COST_: "Cost>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Base Name?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECT POSITION FOR ACCESS LIFT" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "AMOUNT TO TRANSFER" STR_SELECT_DESTINATION_BASE: "Select Destination Base" STR_COST: "Cost" STR_VICTORY_1: "As you enter the chamber you see the alien brain - the object of your quest. Before you can fire it communicates to you via a screen at its base. It implores you to listen to its arguments for survival before you make the decision to pull the trigger..." STR_VICTORY_2: "The brain speaks: 'Many millions of years ago the planet you call Mars was alive. This life was brought to a barren planet by our civilization as it was to yours. For millions of years we have visited your planet and genetically developed your species. You cannot kill us, you are part of us..." STR_VICTORY_3: "Here is the center of Martian civilization - the pyramids built millions of years before yours - by a species which is your ancestor. No planet is beyond our reach. This power could be yours before long. All we ask is your co-operation..." STR_GAME_OVER_1: "The aliens attempt to exterminate all humanity, destroying cities and poisoning the air and sea. The resistance of earth armies is futile in the face of vastly superior technology. Surviving generations suffer terrible mutations as they flee alien destruction. They are rounded up into slave camps to help transform earth into an alien colony which is part of some unknown empire." STR_GAME_OVER_2: "The knowledge gained through the X-Com project is lost forever. You have failed to save the earth." STR_VICTORY_4: "The alien brain is interrupted by a burst of hot plasma, and the entire alien force is defeated." STR_VICTORY_5: "Once the aliens have lost Mars they have lost the earth. Before long the X-Com research allows humanity to flourish once more, and claim Mars for itself. The alien menace has gone, but for how long, no one knows..." STR_YOU_HAVE_FAILED: "You have failed to stop the alien onslaught. One by one the funding nations sign pacts with aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Income" STR_EXPENDITURE: "Expenditure" STR_MAINTENANCE: "Maintenance" STR_BALANCE: "Balance" STR_UFO_ACTIVITY_IN_AREAS: "UFO Activity in Areas" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO Activity in Countries" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Activity in Areas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Activity in Countries" STR_FINANCE: "Finance" STR_DATE_FIRST: "{0}st" STR_DATE_SECOND: "{0}nd" STR_DATE_THIRD: "{0}rd" STR_DATE_FOURTH: "{0}th" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Not enough special materials to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Not enough money to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_OK_5_SECONDS: "OK - 5 secs" STR_RESEARCH_COMPLETED: "Research Completed" STR_VIEW_REPORTS: "VIEW REPORTS" STR_WE_CAN_NOW_RESEARCH: "We can now research" STR_WE_CAN_NOW_PRODUCE: "We can now produce" STR_SUNDAY: "SUNDAY" STR_MONDAY: "MONDAY" STR_TUESDAY: "TUESDAY" STR_WEDNESDAY: "WEDNESDAY" STR_THURSDAY: "THURSDAY" STR_FRIDAY: "FRIDAY" STR_SATURDAY: "SATURDAY" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Not enough {0} to refuel {1} at {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Not enough {0} to rearm {1} at {2}" STR_UFO_IS_NOT_RECOVERED: "UFO is not recovered" STR_UFO_IS_RECOVERED: "UFO is recovered" STR_CRAFT_IS_LOST: "Craft is lost" STR_TERROR_CONTINUES: "Terror continues" STR_ALIENS_DEFEATED: "Aliens defeated" STR_BASE_IS_LOST: "Base is lost" STR_BASE_IS_SAVED: "Base is saved" STR_ALIEN_BASE_STILL_INTACT: "Alien Base still intact" STR_ALIEN_BASE_DESTROYED: "Alien Base destroyed" STR_ALIENS_KILLED: "ALIENS KILLED" STR_ALIEN_CORPSES_RECOVERED: "ALIEN CORPSES RECOVERED" STR_LIVE_ALIENS_RECOVERED: "LIVE ALIENS RECOVERED" STR_ALIEN_ARTIFACTS_RECOVERED: "ALIEN ARTIFACTS RECOVERED" STR_ALIEN_BASE_CONTROL_DESTROYED: "ALIEN BASE CONTROL DESTROYED" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILIANS KILLED BY ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILIANS KILLED BY X-COM OPERATIVES" STR_CIVILIANS_SAVED: "CIVILIANS SAVED" STR_XCOM_OPERATIVES_KILLED: "X-COM OPERATIVES KILLED" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM OPERATIVES MISSING IN ACTION" STR_TANKS_DESTROYED: "TANKS DESTROYED" STR_XCOM_CRAFT_LOST: "X-COM CRAFT LOST" STR_UFO_RECOVERY: "UFO RECOVERY" STR_ALIEN_BASE_RECOVERY: "ALIEN BASE RECOVERY" STR_BASE_UNDER_ATTACK: "{0} under attack!" STR_BASE_DEFENSES_INITIATED: "BASE DEFENSES INITIATED" STR_GRAV_SHIELD_REPELS_UFO: "GRAV SHIELD REPELS UFO!" STR_FIRING: "FIRING" STR_HIT: "HIT!" STR_UFO_DESTROYED: "UFO DESTROYED!" STR_MISSED: "MISSED!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sell Items/Sack Personnel" STR_VALUE_OF_SALES: "VALUE OF SALES> {ALT}{0}" STR_FUNDS: "FUNDS> {ALT}{0}" STR_SELL_SACK: "Sell/Sack" STR_VALUE: "Value" STR_CRAFT_: "CRAFT> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "UFO CRASH RECOVERY" STR_UFO_CRASH_RECOVERY_BRIEFING: "Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralized. Recovery of UFO remains, artifacts and alien corpses can then be initiated. To abort the mission return X-Com operatives to transport vehicle and click on the 'Abort Mission' icon." STR_UFO_GROUND_ASSAULT: "UFO GROUND ASSAULT" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralized. Recovery of UFO, artifacts and alien corpses can then be initiated. To abort the mission return X-Com operatives to transport vehicle and click on the 'Abort Mission' icon." STR_BASE_DEFENSE: "BASE DEFENSE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non-combat personnel and X-Com craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the 'abort mission' icon you will concede defeat and lose the base." STR_ALIEN_BASE_ASSAULT: "ALIEN BASE ASSAULT" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com operatives have gained entrance to an alien base. The control center must be destroyed to render the base inoperative. The mission will terminate when all enemies are eliminated, or when your squad has returned to the green exit area (click on the 'abort mission' icon to escape)." STR_CYDONIA_BRIEFING: "You have arrived in Cydonia. You gain entry to a large underground complex near the Martian Sphinx. You must destroy the Alien Brain that controls all alien activity. The fate of humanity is in your hands...." STR_TERROR_MISSION: "TERROR MISSION" STR_TERROR_MISSION_BRIEFING: "Mission will be successful when all enemy units have been eliminated or neutralized. You must attempt to save the lives of any civilians in the area by neutralizing the alien menace. To abort the mission return X-Com operatives to transport vehicle and click on the 'Abort Mission' icon." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NO FREE HANGARS FOR CRAFT PRODUCTION!{SMALLLINE}Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NO FREE HANGARS FOR PURCHASE!{SMALLLINE}Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NO FREE HANGARS FOR TRANSFER!{SMALLLINE}Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base." STR_CANNOT_BUILD_HERE: "CANNOT BUILD HERE!{SMALLLINE}You must build next to an existing base facility." STR_NO_FREE_ACCOMODATION: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in living quarters." STR_NOT_ENOUGH_WORK_SPACE: "NOT ENOUGH WORK SPACE AVAILABLE!{SMALLLINE}Build a new workshop or reduce work on other projects." STR_NOT_ENOUGH_MONEY: "NOT ENOUGH MONEY!" STR_NOT_ENOUGH_STORE_SPACE: "NOT ENOUGH STORE SPACE!{SMALLLINE}Build a new store facility or transfer existing stores to other bases." STR_NOT_ENOUGH_LIVING_SPACE: "NOT ENOUGH LIVING SPACE!{SMALLLINE}Build new living quarters or transfer personnel to other bases." STR_LAUNCH_INTERCEPTION: "LAUNCH INTERCEPTION" STR_CRAFT: "CRAFT" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "READY" STR_OUT: "OUT" STR_REPAIRS: "REPAIRS" STR_REFUELLING: "REFUELING" STR_REARMING: "REARMING" STR_TARGET: "TARGET: {0}" STR_WAY_POINT: "WAY POINT" STR_ARE_YOU_SURE_CYDONIA: "Are you sure you want to send this craft on a mission to Cydonia?" STR_YES: "YES" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECT DESTINATION" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SELECT SITE FOR NEW BASE" STR_RETURN_TO_BASE: "RETURN TO BASE" STR_SELECT_NEW_TARGET: "SELECT NEW TARGET" STR_PATROL: "PATROL" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DAMAGED - RETURNING TO BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "LOW FUEL - RETURNING TO BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION COMPLETE - RETURNING TO BASE" STR_PATROLLING: "PATROLLING" STR_TAILING_UFO: "TAILING UFO" STR_INTERCEPTING_UFO: "INTERCEPTING UFO-{0}" STR_RETURNING_TO_BASE: "RETURNING TO BASE" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "SPEED>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMUM SPEED>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDE>{ALT}{0}" STR_VERY_LOW: "VERY LOW" STR_LOW_UC: "LOW" STR_HIGH_UC: "HIGH" STR_VERY_HIGH: "VERY HIGH" STR_FUEL: "FUEL>{ALT}{0}" STR_WEAPON_ONE: "WEAPON-1>{ALT}{0}" STR_NONE_UC: "NONE" STR_ROUNDS_: "ROUNDS>{ALT}{0}" STR_WEAPON_TWO: "WEAPON-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "INTERCEPTION CRAFT" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAME" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "EQUIPMENT" STR_ARMOR: "ARMOR" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Rookie" STR_SQUADDIE: "Squaddie" STR_SERGEANT: "Sergeant" STR_CAPTAIN: "Captain" STR_COLONEL: "Colonel" STR_COMMANDER: "Commander" STR_SELECT_SQUAD_FOR_CRAFT: "Select Squad for {0}" STR_SORT_BY: "SORT BY..." STR_ORIGINAL_ORDER: "ORIGINAL ORDER" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "KILLS" STR_WOUND_RECOVERY2: "WOUND RECOVERY" STR_SPACE_AVAILABLE: "SPACE AVAILABLE>{ALT}{0}" STR_SPACE_USED: "SPACE USED>{ALT}{0}" STR_SPACE_USED_UC: "SPACE USED" STR_RANK: "RANK" STR_WOUNDED: "WOUNDED" STR_EQUIPMENT_FOR_CRAFT: "Equipment for {0}" STR_DEFENSE_VALUE: "Defense Value" STR_HIT_RATIO: "Hit Ratio" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}ready to{NEWLINE}land near{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Begin Mission?" STR_SELECT_ARMAMENT: "Select Armament" STR_AMMUNITION_AVAILABLE: "AMMUNITION AVAILABLE" STR_ARMAMENT: "ARMAMENT" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECT ARMOR FOR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "PERSONAL ARMOR" STR_POWER_SUIT_UC: "POWER SUIT" STR_FLYING_SUIT_UC: "FLYING SUIT" STR_SELECT_ARMOR: "Select Armor" STR_NORTH: "NORTH" STR_NORTH_EAST: "NORTH EAST" STR_EAST: "EAST" STR_SOUTH_EAST: "SOUTH EAST" STR_SOUTH: "SOUTH" STR_SOUTH_WEST: "SOUTH WEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORTH WEST" STR_SELECT_ACTION: "SELECT ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUE INTERCEPTION PURSUIT" STR_PURSUE_WITHOUT_INTERCEPTION: "PURSUE WITHOUT INTERCEPTION" STR_VERY_LARGE: "VERY LARGE" STR_LARGE: "LARGE" STR_MEDIUM_UC: "MEDIUM" STR_SMALL: "SMALL" STR_VERY_SMALL: "VERY SMALL" STR_GROUNDED: "GROUND" STR_DETECTED: "Detected" STR_SIZE_UC: "SIZE" STR_ALTITUDE: "ALTITUDE" STR_HEADING: "HEADING" STR_SPEED: "SPEED" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTER ON UFO-TIME=5 Secs" STR_TRACKING_LOST: "TRACKING LOST" STR_REDIRECT_CRAFT: "REDIRECT CRAFT" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GO TO LAST KNOWN UFO POSITION" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "ALIEN BASE-{0}" STR_CRASH_SITE_: "CRASH SITE-{0}" STR_LANDING_SITE_: "LANDING SITE-{0}" STR_WAY_POINT_: "WAY POINT-{0}" STR_TERROR_SITE: "TERROR SITE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}has reached{NEWLINE}{1}" STR_NOW_PATROLLING: "Now patrolling" STR_ALIEN_ORIGINS: "Alien Origins" STR_THE_MARTIAN_SOLUTION: "The Martian Solution" STR_CYDONIA_OR_BUST: "Cydonia or Bust" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM CRAFT & ARMAMENT" STR_HEAVY_WEAPONS_PLATFORMS: "HEAVY WEAPONS PLATFORMS" STR_WEAPONS_AND_EQUIPMENT: "WEAPONS AND EQUIPMENT" STR_ALIEN_ARTIFACTS: "ALIEN ARTIFACTS" STR_BASE_FACILITIES: "BASE FACILITIES" STR_ALIEN_LIFE_FORMS: "ALIEN LIFE FORMS" STR_ALIEN_RESEARCH_UC: "ALIEN RESEARCH" STR_UFO_COMPONENTS: "UFO COMPONENTS" STR_UFOS: "UFOs" STR_SELECT_ITEM: "SELECT ITEM" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "FUEL CAPACITY>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WEAPON PODS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "DAMAGE CAPACITY>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CARGO SPACE>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "HWP CAPACITY>{ALT}{0}{ALT}" STR_DAMAGE: "Damage" STR_RANGE: "Range" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Accuracy" STR_RE_LOAD_TIME: "Re-load time" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "ARMOR PIERCING" STR_DAMAGE_INCENDIARY: "INCENDIARY" STR_DAMAGE_HIGH_EXPLOSIVE: "HIGH EXPLOSIVE" STR_DAMAGE_LASER_BEAM: "LASER BEAM" STR_DAMAGE_PLASMA_BEAM: "PLASMA BEAM" STR_DAMAGE_STUN: "STUN" STR_DAMAGE_MELEE: "MELEE" STR_DAMAGE_ACID: "ACID" STR_DAMAGE_SMOKE: "SMOKE" STR_SHOT_TYPE: "SHOT TYPE" STR_ACCURACY_UC: "ACCURACY" STR_TIME_UNIT_COST: "TU COST" STR_DAMAGE_UC: "DAMAGE" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Snap" STR_SHOT_TYPE_AIMED: "Aimed" STR_CONSTRUCTION_TIME: "Construction Time" STR_CONSTRUCTION_COST: "Construction Cost" STR_MAINTENANCE_COST: "Maintenance Cost" STR_LOW: "Low" STR_MEDIUM: "Medium" STR_HIGH: "High" STR_CRAFT_WEAPON: "Craft Weapon" STR_CRAFT_AMMUNITION: "Craft Ammunition" STR_HEAVY_WEAPONS_PLATFORM: "Heavy Weapons Platform" STR_WEAPON: "Weapon" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Equipment" STR_ALIEN_CORPSE: "Alien Corpse" STR_UFO_COMPONENT: "UFO component" STR_PERSONAL_ARMOR: "Personal Armor" STR_RAW_MATERIALS: "Raw Materials" STR_HWP_CANNON_SHELLS: "HWP Cannon Shells" STR_ALIEN: "Alien" STR_SECTOID: "Sectoid" STR_SNAKEMAN: "Snakeman" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Floater" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberdisc" STR_LIVE_COMMANDER: "Commander" STR_LIVE_LEADER: "Leader" STR_LIVE_ENGINEER: "Engineer" STR_LIVE_MEDIC: "Medic" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_SOLDIER: "Soldier" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Floater Soldier" STR_FLOATER_NAVIGATOR: "Floater Navigator" STR_FLOATER_MEDIC: "Floater Medic" STR_FLOATER_ENGINEER: "Floater Engineer" STR_FLOATER_LEADER: "Floater Leader" STR_FLOATER_COMMANDER: "Floater Commander" STR_SECTOID_SOLDIER: "Sectoid Soldier" STR_SECTOID_NAVIGATOR: "Sectoid Navigator" STR_SECTOID_MEDIC: "Sectoid Medic" STR_SECTOID_ENGINEER: "Sectoid Engineer" STR_SECTOID_LEADER: "Sectoid Leader" STR_SECTOID_COMMANDER: "Sectoid Commander" STR_SNAKEMAN_SOLDIER: "Snakeman Soldier" STR_SNAKEMAN_NAVIGATOR: "Snakeman Navigator" STR_SNAKEMAN_ENGINEER: "Snakeman Engineer" STR_SNAKEMAN_LEADER: "Snakeman Leader" STR_SNAKEMAN_COMMANDER: "Snakeman Commander" STR_MUTON_SOLDIER: "Muton Soldier" STR_MUTON_NAVIGATOR: "Muton Navigator" STR_MUTON_ENGINEER: "Muton Engineer" STR_ETHEREAL_SOLDIER: "Ethereal Soldier" STR_ETHEREAL_LEADER: "Ethereal Leader" STR_ETHEREAL_COMMANDER: "Ethereal Commander" STR_CYBERDISC_TERRORIST: "Cyberdisc Terrorist" STR_REAPER_TERRORIST: "Reaper Terrorist" STR_CHRYSSALID_TERRORIST: "Chryssalid Terrorist" STR_CELATID_TERRORIST: "Celatid Terrorist" STR_SILACOID_TERRORIST: "Silacoid Terrorist" STR_SECTOPOD_TERRORIST: "Sectopod Terrorist" STR_UFO_POWER_SOURCE: "UFO Power Source" STR_UFO_NAVIGATION: "UFO Navigation" STR_UFO_CONSTRUCTION: "UFO Construction" STR_ALIEN_FOOD: "Alien Food" STR_ALIEN_REPRODUCTION: "Alien Reproduction" STR_ALIEN_ENTERTAINMENT: "Alien Entertainment" STR_ALIEN_SURGERY: "Alien Surgery" STR_EXAMINATION_ROOM: "Examination Room" STR_ALIEN_ALLOYS: "Alien Alloys" STR_ALIEN_HABITAT: "Alien Habitat" STR_POWER_SUIT: "Power Suit" STR_FLYING_SUIT: "Flying Suit" STR_HWP_ROCKETS: "HWP Rockets" STR_HWP_FUSION_BOMB: "HWP Fusion Bomb" STR_LASER_WEAPONS: "Laser Weapons" STR_NEW_FIGHTER_CRAFT: "New Fighter Craft" STR_NEW_FIGHTER_TRANSPORTER: "New Fighter-Transporter" STR_ULTIMATE_CRAFT: "Ultimate Craft" STR_LASER_PISTOL: "Laser Pistol" STR_LASER_RIFLE: "Laser Rifle" STR_HEAVY_LASER: "Heavy Laser" STR_LASER_CANNON: "Laser Cannon" STR_PLASMA_CANNON: "Plasma Cannon" STR_FUSION_MISSILE: "Fusion Missile" STR_LASER_DEFENSE: "Laser Defense" STR_PLASMA_DEFENSE: "Plasma Defense" STR_FUSION_DEFENSE: "Fusion Defense" STR_GRAV_SHIELD: "Grav Shield" STR_MIND_SHIELD: "Mind Shield" STR_PSI_LAB: "Psi-Lab" STR_MOTION_SCANNER: "Motion Scanner" STR_MEDI_KIT: "Medi-Kit" STR_TANK_CANNON: "Tank/Cannon" STR_TANK_ROCKET_LAUNCHER: "Tank/Rocket Launcher" STR_TANK_LASER_CANNON: "Tank/Laser Cannon" STR_HOVERTANK_PLASMA: "Hovertank/Plasma" STR_HOVERTANK_LAUNCHER: "Hovertank/Launcher" STR_STINGRAY_LAUNCHER: "Stingray Launcher" STR_AVALANCHE_LAUNCHER: "Avalanche Launcher" STR_CANNON: "Cannon" STR_FUSION_BALL_LAUNCHER: "Fusion Ball Launcher" STR_PLASMA_BEAM: "Plasma Beam" STR_STINGRAY_MISSILES: "Stingray Missiles" STR_AVALANCHE_MISSILES: "Avalanche Missiles" STR_CANNON_ROUNDS_X50: "Cannon Rounds(x50)" STR_FUSION_BALL: "Fusion Ball" STR_SOLDIER: "Soldier" STR_SCIENTIST: "Scientist" STR_ENGINEER: "Engineer" STR_NORTH_AMERICA: "North America" STR_ARCTIC: "Arctic" STR_ANTARCTICA: "Antarctica" STR_SOUTH_AMERICA: "South America" STR_EUROPE: "Europe" STR_NORTH_AFRICA: "North Africa" STR_SOUTHERN_AFRICA: "Southern Africa" STR_CENTRAL_ASIA: "Central Asia" STR_SOUTH_EAST_ASIA: "South East Asia" STR_SIBERIA: "Siberia" STR_AUSTRALASIA: "Australasia" STR_PACIFIC: "Pacific" STR_NORTH_ATLANTIC: "North Atlantic" STR_SOUTH_ATLANTIC: "South Atlantic" STR_INDIAN_OCEAN: "Indian Ocean" STR_ALIEN_RESEARCH: "Alien Research" STR_ALIEN_HARVEST: "Alien Harvest" STR_ALIEN_ABDUCTION: "Alien Abduction" STR_ALIEN_INFILTRATION: "Alien Infiltration" STR_ALIEN_BASE: "Alien Base" STR_ALIEN_TERROR: "Alien Terror" STR_ALIEN_RETALIATION: "Alien Retaliation" STR_ALIEN_SUPPLY: "Alien Supply" STR_MAXIMUM_SPEED: "Maximum Speed" STR_HYPER_WAVE_DECODER_UC: "HYPER-WAVE DECODER" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "CANNON" STR_FUSION_BALL_UC: "FUSION BALL" STR_LASER_CANNON_UC: "LASER CANNON" STR_PLASMA_BEAM_UC: "PLASMA BEAM" STR_DAMAGE_CAPACITY: "Damage Capacity" STR_WEAPON_POWER: "Weapon Power" STR_WEAPON_RANGE: "Weapon Range" STR_ACCESS_LIFT: "Access Lift" STR_LABORATORY: "Laboratory" STR_WORKSHOP: "Workshop" STR_SMALL_RADAR_SYSTEM: "Small Radar System" STR_LARGE_RADAR_SYSTEM: "Large Radar System" STR_MISSILE_DEFENSES: "Missile Defenses" STR_GENERAL_STORES: "General Stores" STR_ALIEN_CONTAINMENT: "Alien Containment" STR_LASER_DEFENSES: "Laser Defenses" STR_PLASMA_DEFENSES: "Plasma Defenses" STR_FUSION_BALL_DEFENSES: "Fusion Ball Defenses" STR_PSIONIC_LABORATORY: "Psionic Laboratory" STR_HYPER_WAVE_DECODER: "Hyper-wave Decoder" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSSIA" STR_UK: "UK" STR_FRANCE: "FRANCE" STR_GERMANY: "GERMANY" STR_ITALY: "ITALY" STR_SPAIN: "SPAIN" STR_CHINA: "CHINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIA" STR_BRAZIL: "BRAZIL" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SOUTH AFRICA" STR_EGYPT: "EGYPT" STR_CANADA: "CANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civilian" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "International Relations" STR_COUNTRY: "Country" STR_FUNDING: "Funding" STR_CHANGE: "Change" STR_WEAPON_SYSTEMS: "WEAPON SYSTEMS" STR_HWPS: "HWPs" STR_DAMAGE_UC_: "DAMAGE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "The access lift allows equipment and personnel to be transferred into or out of an underground base. It is always the first facility to be constructed on a new site. The lift area is vulnerable to intrusion from any potential hostile force." STR_LIVING_QUARTERS_UFOPEDIA: "Each accommodation block provides for up to 50 personnel. The facility provides basic recreation, food and sleeping areas." STR_LABORATORY_UFOPEDIA: "Up to 50 scientists can work in a laboratory facility. Laboratories are equipped with the latest technology for research into materials, biochemistry and cosmology. There is privileged access to the best research labs throughout the world, including military establishments." STR_WORKSHOP_UFOPEDIA: "A workshop contains all the equipment necessary to manufacture equipment based on designs from the science labs. Up to 50 engineers can occupy a workshop, although items under construction will also consume some space." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "A small detection system has an effective radar range of 300 nautical miles and is linked to satellite systems for ground search. Each system has a 10% chance of detecting an average sized object every 30 minutes." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "A large detection system has an effective range of 450 nautical miles and is linked to satellite systems for ground search. Each system has a 20% chance of detecting an average sized object every 30 minutes." STR_MISSILE_DEFENSES_UFOPEDIA: "Missile defenses provide some protection against incursion by hostile craft which are attempting to land near the base." STR_GENERAL_STORES_UFOPEDIA: "All equipment, weapons systems, munitions, recovered material and Heavy Weapons Platforms are placed in stores, including equipment assigned to craft in hangars." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Living aliens are likely to require a special habitat to maintain their life systems. The containment facility can keep up to 10 alien life forms in self-contained units." STR_LASER_DEFENSES_UFOPEDIA: "Laser defenses provide protection against incursion by hostile craft." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasma beam defenses provide powerful and efficient protection against incursion by hostile craft." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusion missiles provide the most effective defense against alien attacks. These missiles create an anti-matter implosion which destroys everything within a specific radius." STR_GRAV_SHIELD_UFOPEDIA: "The Gravity shield repels alien craft attempting to land near the base long enough for all defense systems to fire again. In practice this will double the effectiveness of any defense systems at your base." STR_MIND_SHIELD_UFOPEDIA: "Since alien craft rely on brain waves to detect human presence then the most effective counter measure is to shield brain waves from the base. This facility will drastically reduce the chances of detection by alien craft." STR_PSIONIC_LABORATORY_UFOPEDIA: "The psionics lab can assess the psionic potential of all soldiers at the base and give them the necessary training to utilize their psionic skills. Each lab can train up to ten soldiers. Training is allocated at the end of each month. Psionic skills used in conjunction with a Psi-amp can be used for psionic attacks during combat." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Alien communications rely on a supra-dimensional wave which travels almost instantaneously. The decoder facility intercepts UFO transmissions and decodes the information. This will show the type of UFO, the alien race and the type of activity." STR_HANGAR_UFOPEDIA: "Each hangar can accommodate one craft. There are facilities for maintenance, refueling and repair of X-Com craft. Each craft stationed at a base must have a free hangar assigned to it which cannot be used by other craft, even if the assigned craft is out on a mission." STR_PISTOL_UFOPEDIA: "The standard issue X-Com pistol is a high powered semi-automatic with a 12 round capacity." STR_RIFLE_UFOPEDIA: "This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips." STR_HEAVY_CANNON_UFOPEDIA: "The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armor piercing, incendiary and high explosive." STR_AUTO_CANNON_UFOPEDIA: "The auto-cannon combines the versatility and power of a heavy cannon with a faster fire rate." STR_ROCKET_LAUNCHER_UFOPEDIA: "The rocket launcher is a laser guided system which can fire three different sizes of missile." STR_LASER_PISTOL_UFOPEDIA: "The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing." STR_LASER_RIFLE_UFOPEDIA: "The laser rifle is a more powerful and accurate version of the earlier pistol design." STR_HEAVY_LASER_UFOPEDIA: "The heavy laser is cumbersome, but extremely effective." STR_GRENADE_UFOPEDIA: "This standard issue grenade has an accurate and sophisticated timer for precision control." STR_SMOKE_GRENADE_UFOPEDIA: "Smoke grenades are useful for providing cover in exposed combat situations. Use with care because they can benefit the enemy as well." STR_PROXIMITY_GRENADE_UFOPEDIA: "A proximity grenade can be thrown like an ordinary grenade but is triggered by nearby movement after it lands. Great skill and care is required to use these devices properly." STR_HIGH_EXPLOSIVE_UFOPEDIA: "This explosive should only be used for demolition purposes. Keep personnel clear of demolition sites." STR_MOTION_SCANNER_UFOPEDIA: "This sophisticated device uses a variety of detectors and advanced computer algorithms to identify moving enemy units. However, it requires some practice to use effectively. Click on the motion scanner icon on the tactical display. Select 'Use Scanner' from the menu. The Scanner display shows an arrow in the center which is the direction the soldier is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected." STR_MEDI_KIT_UFOPEDIA: "The medi-kit combines a healing facility with pain killers and stimulants. In order to use the medi-kit you must face towards the soldier requiring treatment. If the soldier is stunned you must stand over the body. Click on the medi-kit icon and select 'use medi-kit' from the menu.{NEWLINE}HEALING> Red body parts show fatal wounds. Click on a body part that is wounded. Click on the 'Heal' button. One fatal wound will be cured and some health restored.{NEWLINE}STIMULANT> This will restore energy and revive unconscious (stunned) soldiers. In order to revive an unconscious soldier you must stand directly over the body.{NEWLINE}PAIN KILLER> This will restore the morale of wounded soldiers up to an amount equivalent to the soldier's lost health." STR_PSI_AMP_UFOPEDIA: "The Psi-amp can only be used by soldiers with psionic skill. During combat, click on the Psi-amp, select the type of attack, and select a target unit with the cursor. There are two types of psionic attack:{NEWLINE}PANIC UNIT> If the attack is successful it will reduce the target's morale and may cause it to panic.{NEWLINE}MIND CONTROL> If this is successful then you will gain immediate control of the enemy unit as if it was one of your own. It is more difficult to be successful with this type of attack." STR_STUN_ROD_UFOPEDIA: "This device can only be used in close combat, but will stun a living organism without killing it by using electric shocks." STR_MIND_PROBE_UFOPEDIA: "The mind probe is an alien communication device which is used to take information directly from brain waves. X-Com units can use this device in combat to display an alien's characteristics. Click on the mind probe and the 'use' option. Then click on an alien with the cursor." STR_PLASMA_PISTOL_UFOPEDIA: "Plasma Pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field." STR_PLASMA_RIFLE_UFOPEDIA: "This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field." STR_HEAVY_PLASMA_UFOPEDIA: "This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field." STR_BLASTER_LAUNCHER_UFOPEDIA: "This is an alien guided missile launcher which fires powerful 'blaster bombs'. When you click to fire the weapon it will generate 'way points' for the blaster bomb to follow. When you have positioned enough way points click on the special launch icon." STR_SMALL_LAUNCHER_UFOPEDIA: "A small launcher which fires stun bombs. Very useful for capturing live aliens." STR_ALIEN_GRENADE_UFOPEDIA: "This device works in the same way as a terrestrial grenade - except that it is more powerful." STR_SMALL_SCOUT: "Small Scout" STR_MEDIUM_SCOUT: "Medium Scout" STR_LARGE_SCOUT: "Large Scout" STR_HARVESTER: "Harvester" STR_ABDUCTOR: "Abductor" STR_TERROR_SHIP: "Terror ship" STR_BATTLESHIP: "Battleship" STR_SUPPLY_SHIP: "Supply ship" STR_RATING: "RATING> {0}" STR_RATING_TERRIBLE: "TERRIBLE!" STR_RATING_POOR: "POOR!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GOOD!" STR_RATING_EXCELLENT: "EXCELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROJECT MONTHLY REPORT" STR_MONTH: "Month> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "The council of funding nations is generally satisfied with your progress so far." STR_COUNCIL_IS_VERY_PLEASED: "The council of funding nations is very pleased with your excellent progress. Keep up the good work." STR_COUNCIL_IS_DISSATISFIED: "The council of funding nations is dissatisfied with your performance. You must improve your effectiveness in dealing with the alien menace or risk termination of the project." STR_YOU_HAVE_NOT_SUCCEEDED: "You have not succeeded in dealing with the alien invasion and the council of funding nations has regrettably decided to terminate the project. Each nation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} is particularly pleased with your ability to deal with the localized threat and has agreed to increase its funding." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} are particularly happy with your progress in dealing with local alien incursion and have agreed to increase their funding." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} and {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} is unhappy with your ability to deal with alien activity in its territory and has decided to reduce its financial commitment." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} are unhappy with your ability to deal with alien activity in their territory and have decided to reduce their funding." STR_KNOTS: "{0} knots" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} has signed a secret pact with unknown alien forces and has withdrawn from the project." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} have signed a secret pact with unknown alien forces and have withdrawn from the project." STR_MONTHLY_RATING: "Monthly Rating> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Funding change> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "The funding council is not happy with your financial position. You must reduce your debts below $1 million or the project will be terminated." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPER-WAVE TRANSMISSIONS ARE DECODED" STR_CRAFT_TYPE: "CRAFT TYPE" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allocate Research" STR_ALLOCATE_MANUFACTURE: "Allocate Manufacture" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moscow" STR_ROME: "Rome" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Cape Town" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Baghdad" STR_TEHRAN: "Tehran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi Training" STR_PSIONIC_TRAINING: "PSIONIC TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Remaining Psi-lab capacity> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionic{NEWLINE}Strength" STR_PSIONIC_SKILL_IMPROVEMENT: "Psionic Skill{NEWLINE}/Improvement" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "In{NEWLINE}Training?" STR_TARGETTED_BY: "TARGETTED BY:" STR_WEAPONS_CREW_HWPS: "WEAPONS/{NEWLINE}CREW/HWPs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "is low on fuel,{NEWLINE}returning to base" STR_SOLDIER_LIST: "Soldier List" STR_RANK_: "RANK> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "KILLS> {ALT}{0}" STR_WOUND_RECOVERY: "WOUND RECOVERY> {ALT}{0}" STR_TIME_UNITS: "TIME UNITS" STR_STAMINA: "STAMINA" STR_HEALTH: "HEALTH" STR_BRAVERY: "BRAVERY" STR_REACTIONS: "REACTIONS" STR_FIRING_ACCURACY: "FIRING ACCURACY" STR_THROWING_ACCURACY: "THROWING ACCURACY" STR_STRENGTH: "STRENGTH" STR_PSIONIC_STRENGTH: "PSIONIC STRENGTH" STR_PSIONIC_SKILL: "PSIONIC SKILL" STR_NEW_RANK: "NEW RANK" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "SOLDIERS" STR_TANK_CANNON_UFOPEDIA: "Automated Heavy Weapons Platforms are designed to complement an X-Com squad. The combination of high fire power and strong armor makes these units valuable for open terrain fire fights. Make sure that there are sufficient cannon shells in your stores to re-arm tanks. They are armed automatically when you assign them to a squad." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "This automated Heavy Weapons Platform is armed with powerful rockets. This will be devastating for any alien foe. Make sure your stores are kept supplied with HWP rockets." STR_TANK_LASER_CANNON_UFOPEDIA: "Laser weapons are a useful addition for HWPs. It combines heavy firepower with no ammunition restrictions." STR_HOVERTANK_PLASMA_UFOPEDIA: "Alien technology has given the HWP a new lease of life. The added maneuverability of air travel and the power of plasma beams is a lethal combination." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "This hovertank has a fusion ball launcher that is capable of immense devastation. Use it with great care. You will have to manufacture the fusion balls to keep these HWPs fully armed. A fusion ball is an intelligent guided weapon. In order to fire it you select a number of 'way points' with the cursor and then click on the launch icon to fire the fusion ball." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "This compact device is used as ammunition for a Heavy Plasma Gun. It contains a small quantity of Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "This small object is used as a power source for a Plasma Rifle - a medium powered alien weapon. Contains a small quantity of Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Power source for the small alien Plasma Pistol. Contains Elerium - the source of all alien power." STR_STUN_BOMB_UFOPEDIA: "The Stun Bomb is used for capturing live human specimens, but it can also be used against most alien races. It is fired from a Small Launcher." STR_ALIEN_RESEARCH_UFOPEDIA: "The alien research mission is used for collecting basic data on earth and its inhabitants. Small vehicles are predominantly used, with occasional landings in deserted areas. This type of alien activity poses the least threat to X-Com, with little concern from governments or the public." STR_ALIEN_HARVEST_UFOPEDIA: "The aliens have many uses for earth's fauna. Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings. This type of alien activity causes great concern for governments and considerable anxiety amongst the population. This type of activity occurs mainly in farming land. The theory behind the 'alien harvest' suggests that alien races originally 'seeded' the planet with its flora and fauna, and now they have returned to reap the harvest they have sown." STR_ALIEN_ABDUCTION_UFOPEDIA: "This is the most insidious form of alien activity. The abduction by aliens is widely reported, despite the aliens' attempts to erase the experience from their victims' memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien fetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens' own genetic material. This activity causes great alarm, and occurs in populated areas or cities" STR_ALIEN_INFILTRATION_UFOPEDIA: "Earth governments can be infiltrated by alien agents which are human in appearance. This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterized by intense UFO activity in the vicinity of major cities. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the aliens to conduct their activity unhindered. This alien mission represents the worst threat to X-Com. If a government agrees to a pact then its funding will cease." STR_ALIEN_BASE_UFOPEDIA: "Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense UFO activity will occur as the base is being built. These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of alien bases will generate a large amount of reported alien activity without the presence of UFOs. In order to locate a base an X-Com craft must patrol an area for a few hours to stand some chance of detection." STR_ALIEN_TERROR_UFOPEDIA: "When the aliens terrorize a city they will deploy some special forces with awesome powers. Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the X-Com project." STR_ALIEN_RETALIATION_UFOPEDIA: "If X-Com interceptors are being particularly successful in shooting down UFOs then the aliens may take some retaliatory action. This could result in a direct attack against an X-Com base. However, the aliens have to find an X-Com base in order to attack it, and provided UFOs are kept away then there should be little danger of an assault." STR_ALIEN_SUPPLY_UFOPEDIA: "Once an alien base is constructed then it is resupplied on a regular basis by a special supply vessel. If one of these vessels is detected while landing then it is certain that an alien base is nearby." STR_SMALL_SCOUT_UFOPEDIA: "This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an alien mission." STR_MEDIUM_SCOUT_UFOPEDIA: "A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions." STR_LARGE_SCOUT_UFOPEDIA: "The largest alien scout craft is a general purpose vessel that is used in all types of alien mission." STR_HARVESTER_UFOPEDIA: "The harvester has a trap door in its base and is equipped with lifting gear to haul up cattle or other beasts. Laser cutters are used to extract the desired material and the carcass is dumped on the ground. There are also storage containers for body parts." STR_ABDUCTOR_UFOPEDIA: "This vessel is equipped with an examination room for performing horrific experiments on human subjects. The victim is normally paralyzed by telepathic powers, but remains conscious while on the operating table." STR_TERROR_SHIP_UFOPEDIA: "The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas." STR_BATTLESHIP_UFOPEDIA: "The battleship is the largest and most powerful alien craft. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members." STR_SUPPLY_SHIP_UFOPEDIA: "The supply vessel is used during the construction of alien bases or for supplying existing bases. It carries alien food containers and reproduction chambers." STR_DISMANTLE: "Dismantle" STR_FACILITY_IN_USE: "FACILITY IN USE" STR_CANNOT_DISMANTLE_FACILITY: "CANNOT DISMANTLE FACILITY!{SMALLLINE}All base facilities must be linked to the access lift." STR_TRANSFER_ITEMS_TO: "Transfer Items to {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live aliens need an alien containment facility in order to survive." STR_AMOUNT_AT_DESTINATION: "AMOUNT AT{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no alien containment facility" STR_NO_FREE_ACCOMODATION_CREW: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in the living quarters for the crew assigned to the craft." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NOT ENOUGH STORE SPACE!{SMALLLINE}The destination base does not have enough store space for the equipment assigned to the craft." STR_ITEMS_ARRIVING: "Items Arriving" STR_DESTINATION_UC: "DESTINATION" STR_PISTOL: "Pistol" STR_PISTOL_CLIP: "Pistol Clip" STR_RIFLE: "Rifle" STR_RIFLE_CLIP: "Rifle Clip" STR_HEAVY_CANNON: "Heavy Cannon" STR_HC_AP_AMMO: "HC-AP Ammo" STR_HC_HE_AMMO: "HC-HE Ammo" STR_HC_I_AMMO: "HC-I Ammo" STR_AUTO_CANNON: "Auto-Cannon" STR_AC_AP_AMMO: "AC-AP Ammo" STR_AC_HE_AMMO: "AC-HE Ammo" STR_AC_I_AMMO: "AC-I Ammo" STR_ROCKET_LAUNCHER: "Rocket Launcher" STR_SMALL_ROCKET: "Small Rocket" STR_LARGE_ROCKET: "Large Rocket" STR_INCENDIARY_ROCKET: "Incendiary Rocket" STR_GRENADE: "Grenade" STR_SMOKE_GRENADE: "Smoke Grenade" STR_PROXIMITY_GRENADE: "Proximity Grenade" STR_HIGH_EXPLOSIVE: "High Explosive" STR_STUN_ROD: "Stun Rod" STR_HEAVY_PLASMA: "Heavy Plasma" STR_HEAVY_PLASMA_CLIP: "Heavy Plasma Clip" STR_PLASMA_RIFLE: "Plasma Rifle" STR_PLASMA_RIFLE_CLIP: "Plasma Rifle Clip" STR_PLASMA_PISTOL: "Plasma Pistol" STR_PLASMA_PISTOL_CLIP: "Plasma Pistol Clip" STR_BLASTER_LAUNCHER: "Blaster Launcher" STR_BLASTER_BOMB: "Blaster Bomb" STR_SMALL_LAUNCHER: "Small Launcher" STR_STUN_BOMB: "Stun Bomb" STR_ALIEN_GRENADE: "Alien Grenade" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Mind Probe" STR_SECTOID_CORPSE: "Sectoid Corpse" STR_SNAKEMAN_CORPSE: "Snakeman Corpse" STR_ETHEREAL_CORPSE: "Ethereal Corpse" STR_MUTON_CORPSE: "Muton Corpse" STR_FLOATER_CORPSE: "Floater Corpse" STR_CELATID_CORPSE: "Celatid Corpse" STR_SILACOID_CORPSE: "Silacoid Corpse" STR_CHRYSSALID_CORPSE: "Chryssalid Corpse" STR_REAPER_CORPSE: "Reaper Corpse" STR_SECTOPOD_CORPSE: "Sectopod Corpse" STR_CYBERDISC_CORPSE: "Cyberdisc Corpse" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Not enough ammunition to arm HWP{SMALLLINE}Each HWP requires {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Not enough equipment to fully re-equip squad" STR_MARS_CYDONIA_LANDING: "Mars: Cydonia Landing" STR_MARS_CYDONIA_LANDING_BRIEFING: "Your Avenger craft has landed in the region of Cydonia on the surface of Mars. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area click on the 'abort mission' icon to continue to the next stage." STR_MARS_THE_FINAL_ASSAULT: "Mars: The Final Assault" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "The pyramid lift takes your battle weary soldiers deep below the planet's surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth. It must be destroyed if the earth is to be saved from alien enslavement.{NEWLINE}{NEWLINE}Good Luck!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "You will need to research a{NEWLINE}{0}{NEWLINE}in order to produce the{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "The aliens have destroyed the undefended base {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com agents have located an alien base in {0}" STR_STANDOFF: "STANDOFF" STR_CAUTIOUS_ATTACK: "CAUTIOUS ATTACK" STR_STANDARD_ATTACK: "STANDARD ATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIVE ATTACK" STR_DISENGAGING: "DISENGAGING" STR_UFO_HIT: "UFO HIT!" STR_UFO_CRASH_LANDS: "UFO CRASH LANDS!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimize at Standoff Range Only" STR_UFO_RETURN_FIRE: "UFO RETURNS FIRE!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR DAMAGED <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DESTROYED <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO OUTRUNNING INTERCEPTOR!" STR_ALIENS_TERRORISE: "ALIENS TERRORIZE" STR_LONG_RANGE_DETECTION: "Long Range Detection" STR_STORES_UC: "STORES" STR_DIFFICULTY_LEVEL: "Difficulty Level" STR_INTERCEPT: "INTERCEPT" STR_BASES: "BASES" STR_GRAPHS: "GRAPHS" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "FUNDING" STR_5_SECONDS: "5 Secs" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Hour" STR_1_DAY: "1 Day" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performance Roster" STR_ENTER_NAME: "Enter Name" STR_PERFORMANCE_RATING: "Performance Rating" STR_VICTORY_DATE: "Victory Date" STR_ELECTRO_FLARE: "Electro-flare" STR_ELECTRO_FLARE_UFOPEDIA: "This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro-flare during night time missions." STR_MONTHLY_COSTS: "Monthly Costs" STR_CRAFT_RENTAL: "Craft Rental" STR_SALARIES: "Salaries" STR_BASE_MAINTENANCE: "Base maintenance" STR_COST_PER_UNIT: "Cost per unit" STR_QUANTITY: "Quantity" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "In Psionic Training" STR_BLASTER_BOMB_UFOPEDIA: "This device is a highly explosive missile that has an intelligent guidance system. It is fired from a Blaster Launcher." STR_FRONT_ARMOR: "Front Armor" STR_LEFT_ARMOR: "Left Armor" STR_RIGHT_ARMOR: "Right Armor" STR_REAR_ARMOR: "Rear Armor" STR_UNDER_ARMOR: "Under Armor" STR_ROUNDS: "Rounds" STR_UNIT: "UNIT> {0}" STR_ENERGY: "ENERGY" STR_MORALE: "MORALE" STR_ARMOR_: "ARMOR> {0}" STR_FRONT_ARMOR_UC: "FRONT ARMOR" STR_LEFT_ARMOR_UC: "LEFT ARMOR" STR_RIGHT_ARMOR_UC: "RIGHT ARMOR" STR_REAR_ARMOR_UC: "REAR ARMOR" STR_SKILLS: "SKILLS> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "HEAD" STR_TORSO: "TORSO" STR_RIGHT_ARM: "RIGHT ARM" STR_LEFT_ARM: "LEFT ARM" STR_RIGHT_LEG: "RIGHT LEG" STR_LEFT_LEG: "LEFT LEG" STR_PAIN_KILLER: "PAIN KILLER" STR_STIMULANT: "STIMULANT" STR_HEAL: "HEAL" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "Weight>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Alien Artifact" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}ROUNDS{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Pain>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Heal>{ALT}{2}" STR_THROW: "Throw" STR_AUTO_SHOT: "Auto Shot" STR_SNAP_SHOT: "Snap Shot" STR_AIMED_SHOT: "Aimed Shot" STR_STUN: "Stun" STR_PRIME_GRENADE: "Prime Grenade" STR_USE_SCANNER: "Use Scanner" STR_USE_MEDI_KIT: "Use Medi-kit" STR_LAUNCH_MISSILE: "Launch Missile" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Not Enough Time Units!" STR_NOT_ENOUGH_ENERGY: "Not Enough Energy!" STR_NO_ROUNDS_LEFT: "No Rounds left!" STR_NO_AMMUNITION_LOADED: "No Ammunition Loaded!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Wrong Ammunition for this Weapon!" STR_WEAPON_IS_ALREADY_LOADED: "Weapon is already loaded!" STR_NO_LINE_OF_FIRE: "No Line of Fire!" STR_GRENADE_IS_ACTIVATED: "Grenade is Activated!" STR_GRENADE_IS_DEACTIVATED: "Grenade De-activated!" STR_THERE_IS_NO_ONE_THERE: "There is no one there!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Unable to use alien artifact until researched!" STR_OUT_OF_RANGE: "Out of Range!" STR_UNABLE_TO_THROW_HERE: "Unable to throw here!" STR_SET_TIMER: "Set Timer" STR_HIDDEN_MOVEMENT: "HIDDEN MOVEMENT" STR_TURN: "TURN> {0}" STR_SIDE: "SIDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Press button to continue" STR_MIND_CONTROL: "Mind Control" STR_PANIC_UNIT: "Panic Unit" STR_MORALE_ATTACK_SUCCESSFUL: "Morale Attack Successful" STR_MIND_CONTROL_SUCCESSFUL: "Mind Control Successful" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}has Panicked" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}has Panicked" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "RIGHT HAND" STR_LEFT_HAND: "LEFT HAND" STR_RIGHT_SHOULDER: "RIGHT SHOULDER" STR_LEFT_SHOULDER: "LEFT SHOULDER" STR_BACK_PACK: "BACK PACK" STR_BELT: "BELT" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}is under alien control" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}is under alien control" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}has become unconscious" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}has become unconscious" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}has died from a fatal wound" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}has died from a fatal wound" STR_USE_MIND_PROBE: "Use Mind Probe" STR_FATAL_WOUNDS: "FATAL WOUNDS" STR_UNDER_ARMOR_UC: "UNDER ARMOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Time Units reserved for Snap Shot" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Time Units reserved for Auto Shot" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Time Units reserved for Aimed Shot" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Time Units reserved for Kneeling" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TUs reserved for Kneeling and Firing" STR_UNITS_IN_CRAFT: one: "{N} Unit in X-Com Craft" other: "{N} Units in X-Com Craft" STR_UNITS_OUTSIDE: one: "{N} Unit left outside" other: "{N} Units left outside" STR_UNITS_IN_ENTRANCE: one: "{N} Unit in Entrance" other: "{N} Units in Entrance" STR_UNITS_IN_EXIT: one: "{N} Unit in Target Exit" other: "{N} Units in Target Exit" STR_ABORT_MISSION_QUESTION: "Abort Mission?" STR_CORPSE: "Corpse" STR_UNLOAD_CRAFT: "Unload" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}has been killed" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}has been killed" STR_HIT_MELEE: "Hit" STR_GROUND: "GROUND" STR_LIVING_QUARTERS_PLURAL: "Living Quarters" STR_LIST_ITEM: "ITEM" STR_PERSONAL_ARMOR_UFOPEDIA: "Using the newly discovered Alien Alloys, this new armor gives our men a fighting chance against the alien threat." STR_POWER_SUIT_UFOPEDIA: "A powerful new protection for soldiers, this armor is powered by an Elerium energy source and greatly amplifies the speed and strength of the wearer, it offers the best protection yet for combat troops." STR_FLYING_SUIT_UFOPEDIA: "An enhanced version of the Power Suit, incorporating alien anti-gravity navigation technology to allow full freedom of movement across the battlefield." STR_ALL_ALIENS_KILLED_IN_CRASH: "All Aliens killed in crash,{NEWLINE}Auto recovery initiated" STR_RESET: "Reset" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "SOLDIERS RECRUITED>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDIERS LOST>{ALT}{0}" MAP_CULTA: "Farm" MAP_FOREST: "Forest" MAP_JUNGLE: "Jungle" MAP_MOUNT: "Mountain" MAP_DESERT: "Desert" MAP_POLAR: "Polar" MAP_URBAN: "City" MAP_UBASE: "Alien Base" MAP_XBASE: "X-Com Base" MAP_MARS: "Mars" STR_MIXED: "Mixed" STR_REMOVE_SELECTED: "Remove Selected" STR_LIVE_ALIENS: "Live{NEWLINE}Specimens" STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens" STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied" STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)." STR_MANAGE_CONTAINMENT: "Manage Alien Containment" STR_STORAGE_EXCEEDED: "STORAGE SPACE EXCEEDED!{SMALLLINE}Insufficient storage space at {0}. You must sell off excess items." STR_GO_TO_BASE: "Go to Base" STR_MELEE_ACCURACY: "MELEE ACCURACY" STR_SELL_PRODUCTION: "SELL" STR_BOTH_HANDS_MUST_BE_EMPTY: "Both hands must be empty!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Not enough items to copy template!" STR_UNLOAD_WEAPON: "Unload weapon" STR_ALL_ITEMS: "All Items" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} item of equipment on this craft." other: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} items of equipment on this craft." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CONTROL CENTER DESTROYED{NEWLINE}Make your way to the entrance and abort." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com facilities cannot be built underwater" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Craft & Armament" STR_COMPONENTS: "Components" STR_SOLDIERS_RECRUITED: "Soldiers recruited" STR_SOLDIERS_LOST: "Soldiers lost" STR_TOTAL_UFOS: "UFOs detected" STR_TOTAL_ALIEN_BASES: "Alien bases discovered" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Civilian, Female" MALE_CIVILIAN: "Civilian, Male" CYBERDISC_WEAPON: "Cyberdisc Weapon" REAPER_WEAPON: "Reaper Weapon" CHRYSSALID_WEAPON: "Chryssalid Weapon" CELATID_WEAPON: "Celatid Weapon" SILACOID_WEAPON: "Silacoid Weapon" SECTOPOD_WEAPON: "Sectopod Weapon" ZOMBIE_WEAPON: "Zombie Weapon" ALIEN_PSI_WEAPON: "Alien Psi Weapon" ================================================ FILE: bin/standard/xcom1/Language/es-419.yml ================================================ es-419: STR_AVENGER_UFOPEDIA: "NAVE ESPACIAL DE TRANSPORTE Y COMBATE. ESTA NAVE ES LA ADAPTACIÓN DEFINITIVA DE LA TECNOLOGÍA ALIENÍGENA." STR_INTERCEPTOR_UFOPEDIA: "NAVE DE COMBATE CON DOBLE TURBINA DE DETONACION DE PULSO Y SISTEMAS ELECTRONICOS ESPECIALMENTE PROTEGIDOS. ESTA ES LA MEJOR TECNOLOGIA TERRESTRE DISPONIBLE." STR_LIGHTNING_UFOPEDIA: "NAVE DE TRANSPORTE Y COMBATE. UNA ADAPTACIÓN CRUDA PERO EFICAZ DEL SISTEMA DE PROPULSIÓN ALIENÍGENA." STR_SKYRANGER_UFOPEDIA: "NAVE DE TRANSPORTE. EL MÁS RÁPIDO DE SU CLASE, CON DESPEGUE Y ATERRIZAJE VERTICAL (V.T.O.L.)" STR_FIRESTORM_UFOPEDIA: "NAVE DE COMBATE, ESTA NAVE DE CAZA MONOPLAZA ES UNA RÉPLICA DEL CLASICO DISEÑO DEL PLATILLO VOLADOR ALIENÍGENA CON PROPULSION CENTRAL. " STR_STINGRAY_UFOPEDIA: "MISIL AVANZADO DE AIRE-AIRE CON COMPONENTES ELECTRONICOS ESPECIALMENTE PROTEGIDOS." STR_AVALANCHE_UFOPEDIA: "MISIL DE AIRE-AIRE CON CABEZA NUCLEAR, PERO EXTREMADAMENTE PESADO. " STR_CANNON_UFOPEDIA: "CAÑÓN DE GRAN POTENCIA QUE DISPARA MUNICIÓN PERFORANTE CAPAZ DE ATRAVESAR 16 PULGADAS DE ACERO." STR_FUSION_BALL_UFOPEDIA: "ESTE LANZACOHETES DISPARA UN MISIL DE FORMA ESFÉRICA IMPULSADA POR UNA REACCIÓN DE ANTI-MATERIA. ESTE MISIL DESTRUYE EL BLANCO CON UNA IMPLOSIÓN DE ONDA GRAVITATORIA." STR_LASER_CANNON_UFOPEDIA: "ESTE RAYO LÁSER CONVENCIONAL SE ACCIONA POR UNA CÁMARA DE REACCIÓN DE ANTIMATERIA." STR_PLASMA_BEAM_UFOPEDIA: "EL RAYO GRAVITATORIO DIRIGE LA IMPLOSIÓN DE UN CAMPO GRAVITACIONAL FINAMENTE CALIBRADO." STR_SECTOID_UFOPEDIA: "Los rangos de jerarquía Sectoide van desde soldados hasta lideres los cuales poseen poderosas habilidades psíquicas. Estas pueden ser usadas para desmoralizar soldados en combate e incluso controlar sus mentes. Tienden a realizar abducciones de humanos para obtener material genético, realizar cruces raciales y crear clones para infiltrarse en la sociedad humana. También realizan mutilaciones de ganado para proveerse alimentos al igual que material genético. Parece que esta raza quiere desarrollar híbridos genéticamente superiores para mejorar la eficacia de su sociedad tipo colmena." STR_SECTOID_AUTOPSY: "Autopsia de Sectoide" STR_SECTOID_AUTOPSY_UFOPEDIA: "La autopsia revela vestigios de órganos digestivos y una estructura sencilla. El cerebro y los ojos están muy desarrollados. La estructura sugiere una alteración genética o mutación. Una boca y nariz pequeñas parecen tener poca utilidad. Las membranas entre los dedos y los pies planos sugieren un origen acuático. No hay órganos reproductivos o indicios cómo se reproduce esta especie. Lo más probable es que sea una especie creada por ingeniería genética." STR_SNAKEMAN_UFOPEDIA: "Esta raza se ha desarrollado en un medio extremadamente hostil. Son muy resistentes y pueden aguantar cambios extremos de temperatura. Su movilidad depende de una enorme parte inferior similar a una serpiente y protege todos los órganos vitales. Sus objetivos parecen ser meramente predatorios y parecen estar bajo el control de alguna otra raza que dirige sus incursiones de estilo militar en la Tierra." STR_SNAKEMAN_AUTOPSY: "Autopsia de Hombre-Serpiente" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "La piel es extremadamente dura y resistente al calor. El sistema cardio-vascular es parte del sistema muscular, el cual usa principios hidráulicos para crear movimiento. El único músculo verdadero es el \"corazón\". El sistema reproductor parece ser muy eficiente, la reproducción es asexual; cada hombre-serpiente lleva cincuenta huevos dentro de su cuerpo en todo momento. Si se les dejara actuar, esta especie supondría una amenaza muy seria para la vida en la Tierra." STR_ETHEREAL_UFOPEDIA: "Este ser tiene poderes mentales asombrosos que le permiten comunicarse telepáticamente y usar habilidades telequineticas. Las aparentes debilidades físicas de esta criatura se compensan gracias a estos poderes mentales. No comprendemos cómo funcionan estos poderes telequinéticos, ya que parecen desafiar las leyes de física como la conocemos, y por ello son muy peligrosos en combate. Es muy raro verlos en la Tierra, pues parecen confiar en otras razas para conseguir sus objetivos." STR_ETHEREAL_AUTOPSY: "Autopsia de Etéreo" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Este ser esta físicamente subdesarrollado y parece ser incapaz de realizar ninguna función vital. Los músculos están severamente atrofiados y parece que los órganos internos están poco desarrollados. Los órganos sensoriales, incluyendo los ojos, parecen no funcionar. Sin embargo, su cerebro está bien desarrollado y utiliza una gran parte del suministro sanguíneo del cuerpo. Es un misterio cómo esta criatura puede sobrevivir sin apoyo externo." STR_MUTON_UFOPEDIA: "Esta criatura humanoide es inteligente y tiene una constitución física muy fuerte. Tiene un apetito particular por carne cruda de cualquier tipo, la cual necesita para sobrevivir como los carnívoros de la Tierra. Parece que dependen en órdenes telepáticas enviadas por una raza conocida como \"Etéreos\". Cuando este lazo telepático se rompe su sistema cognitivo parece fallar y mueren. Esta raza tiene implantes cibernéticos que sirven para mejorar su eficacia en combate, son claramente la infantería una inteligencia superior." STR_MUTON_AUTOPSY: "Autopsia de Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "La \"piel\" de esta criatura parece ser una armadura creada orgánicamente e injerta en el cuerpo. Hay numerosos implantes cibernéticos que sirven para mejorar el sistema cardio-vascular y los sentidos. Los órganos reproductores han sido extirpados quirurgicamente. Evidentemente la vida de estas desafortunadas criaturas se limita a la guerra y la conquista. La munición perforante no es muy eficaz contra su piel reforzada." STR_CELATID_UFOPEDIA: "Esta forma de vida tiene la misteriosa habilidad natural de flotar y parece detectar las ondas mentales humanas, gracias a lo cual puede encontrar a su blanco aunque éste esté bien escondido. Una vez que ha detectado el blanco, el celátido aterriza y dispara pequeños glóbulos de veneno altamente corrosivo. Esta criatura es capaz de crear clones de sí misma a un ritmo alarmante y suele acompañar a la raza \"Muton\" en sus incursiones." STR_CELATID_AUTOPSY: "Autopsia de Celátido" STR_CELATID_AUTOPSY_UFOPEDIA: "En el núcleo hay un pequeño dispositivo biomecánico que parece ser resultado de la evolución natural de la criatura y actúa como un sistema de propulsión antigravitatorio. La vejiga de veneno es el órgano más grande y no parece haber ninguna estructura cerebral independiente, además no se distingue ningún sistema digestivo ni reproductivo. También se descubrió un pequeño órgano contiene embriones capaces de crecer y convertirse rápidamente en criaturas adultas." STR_SILACOID_UFOPEDIA: "Esta forma de vida basada en silicio genera una cantidad enorme de energía térmica. Es capaz de demoler rocas y digerirlas en su núcleo a alta temperatura. Se trata de una inteligencia primitiva que puede ser controlada con implantes o por seres con poderes telepáticos. Esta criatura acompaña a la raza \"Muton\"." STR_SILACOID_AUTOPSY: "Autopsia de Silacoide" STR_SILACOID_AUTOPSY_UFOPEDIA: "El interior de esta criatura es muy caliente, lo que parece ser la base de su sistema digestivo. El Silacido tiene un sistema muscular unico que le permite ser extremadamente fuerte y rápido. Su piel, dura como la piedra, no se ve afectada por la munición incendiaria ni por el fuego." STR_CHRYSSALID_UFOPEDIA: "Las tenazas de esta criatura son un arma poderosa en el combate cuerpo a cuerpo. Su avanzado metabolismo y gran fuerza proporcionan gran velocidad y destreza. No obstante en vez de matar a su víctima la impregna un huevo y le inyecta una toxina que la convierte en un zombi. Poco después de que la víctima ha sido infectada una nueva *Crisálido* surgirá de ella. Las crisálidas están asociadas con la raza de los hombres-serpiente." STR_CHRYSSALID_AUTOPSY: "Autopsia de Crisálido" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "El dermatoesqueleto de esta criatura es muy duro pero sorprendentemente vulnerable a la munición explosiva. El cerebro está muy desarrollado al igual que el ritmo de crecimiento de sus células. Esta criatura lleva veinte huevos, que deposita en otros organismos y constituye un elemento muy eficaz para aterrorizar a la población." STR_FLOATER_UFOPEDIA: "Los flotadores son soldados usados para sembrar el pánico entre los ciudadanos. Son bestias depredadoras por naturaleza, mejorados cibernética y genéticamente para convertirlos en guerreros formidables. Se les ha extirpado la parte inferior del cuerpo y la mayoría de los órganos internos, reemplazandolos con un sistema artifical de soporte vital. Este implante contiene una unidad antigravitatoria la cual permite que la criatura flote, aunque de forma inestable." STR_FLOATER_AUTOPSY: "Autopsia de Flotador" STR_FLOATER_AUTOPSY_UFOPEDIA: "Esta criatura ha sido alterada drásticamente por medios quirúrgicos. El aparato que parece formar el núcleo de su cuerpo es un sistema de soporte vital que reemplaza al corazón, pulmones y aparato digestivo. Dicho aparato permite a la criatura sobrevivir en entornos extremadamente hostiles. El cerebro es más pequeño que el nuestro, pero sus órganos sensoriales están muy desarrollados." STR_REAPER_UFOPEDIA: "Este carnívoro bípedo tiene unas mandíbulas poderosas y un apetito voraz. Tiene varios implantes cerebrales que sirven para controlar sus actividades. Los instintos depredadores de esta criatura son de poca utilidad, excepto para aterrorizar y destruir. Los Devorador suelen asociarse con los Flotadores." STR_REAPER_AUTOPSY: "Autopsia de Devorador" STR_REAPER_AUTOPSY_UFOPEDIA: "El Devorador tiene dos cerebros y dos corazones, los cuales le permiten seguir moviéndose incluso cuando está gravemente herido. Sin embargo, su piel peluda es altamente inflamable, por lo que esta criatura es vulnerable a las armas incendiarias." STR_SECTOPOD_UFOPEDIA: "Los Sectopodos son robots equipados con una poderosa arma de rayo laser. El control de estas bestias mecánicas se realiza mediante un vinculo telepático con sus controladores: los Etereos. Los sectopodos son el arma de terror mas poderosa disponible para las fuerzas alienígenas." STR_SECTOPOD_AUTOPSY: "Examen de Sectópodo" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "El robot esta sólidamente construido con un blindaje reforzado capaz de resistir la mayoría de formas de ataque, sobretodo las armas de plasma. No obstante sus circuitos sensores parecen ser particularmente vulnerables a las armas láser." STR_CYBERDISC_UFOPEDIA: "Este disco cibernetico es una replicate a escala del tipico platillo volador, está equipado con un potente rayo de plasma y es usado para aterrorizar a la población. Su propulsión antigravitatoria le da una gran ventaja en terrenos difíciles. Su función principal es la destrucción y aterrorizar al servicio de los sectoides." STR_CYBERDISC_AUTOPSY: "Examen de Ciberdisco" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Los discos cibernetico tienen un blindaje muy bueno, especialmente resistente a los ataques con munición explosiva. El sistema de antigravedad de este ejemplar está demasiado dañado como para averiguar su funcionamiento." STR_UFO_POWER_SOURCE_UFOPEDIA: "La planta de energia de las naves alienígenas consiste en un reactor de antimateria que utiliza elerio (elemento 115) para crear poderosas ondas gravitatorias así como otras formas de energía. La conversión de materia a energía tiene una eficacia del 99%, gracias a lo cual pequeñas cantidades de elerio producen cantidades enormes de energía. Este reactor se puede reproducir fácilmente usando aleaciones alienígenas." STR_UFO_NAVIGATION_UFOPEDIA: "Las naves alienígenas utilizan sofisticadas computadoras para navegar por la Tierra y por el espacio. El sistema está basado en procesadores ópticos que se distribuyen formando una red. El interfaz de control es relativamente sencilla: el Navegante controla la dirección de las ondas de gravedad generadas por la planta de energía para mover la nave en cualquier dirección. Los humanos pueden utilizar fácilmente este sistema, y se puede reproducir utilizando aleaciones alienígenas y otros elementos." STR_UFO_CONSTRUCTION_UFOPEDIA: "Las naves alienígenas constan de tres elementos principales: un reactor, un sistema de navegación y un casco hecho de aleaciones alienígenas. El casco está especialmente diseñado para permitir que las ondas de gravedad sean dirigidas y controladas. También necesita una pequeña cantidad de elerio para alimentar el reactor. Una vez que comprendamos los principios de su construcción y conoscamos las funciones de cada componente, podremos construir este tipo de naves." STR_ALIEN_FOOD_UFOPEDIA: "Estas cámaras contienen varias enzimas que sirven para digerir las partes del cuerpo del ganado, otros animales e incluso humanos. El líquido resultante es consumido como alimento ya digerido, probablemente de forma intravenosa. Esto sugiere una cierta dependencia de la Tierra para su alimentación: una simbiosis entre la Tierra y la sociedad alienígena." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Estas cámaras contienen fetos alienígenas. El diseño de estos recipientes sugiere que los alienígenas que utilizan este proceso dependen totalmente de la reproducción en laboratorio. Los nutrientes aseguran el rápido desarrollo de los fetos. Este sistema de producción en cadena podría generar miles de clones alienigenas en corto plazo. El proceso podría ser adoptado fácilmente para la reproducción de humanos o de híbridos humano-alienígena." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Despues de estudiar este aparato hemos determinado que lo más probable es que estas esferas tengan una función recreativa. El circuito psíquico estimula varios centros nerviosos del cerebro. El efecto es parecido al de los alucinógenos. Es la única prueba de que los alienígenas tienen pasatiempos culturales o recreativos. " STR_ALIEN_SURGERY_UFOPEDIA: "Este equipo quirúrgico utiliza rayos láser para cortar y extraer ciertas partes del cuerpo del ganado y otros animales. La famosa mutilación de ganado se debe a esta extraña actividad alienígena. Es probable que estas partes se utilicen para fines alimenticios o genéticos." STR_EXAMINATION_ROOM_UFOPEDIA: "En el pasado miles de personas declararon haber sido secuestradas por alienígenas; algunas repetidamente. La verdad es mucho más horrible. Los humanos son abducidos para ser objeto de investigaciones y observaciones. A los mejores especímenes se les extrae material genético. A las mujeres las implregnan con fetos híbridos humano-alienígena y los extraen varios meses después. Quién sabe cuál es su siniestro propósito." STR_ALIEN_ALLOYS_UFOPEDIA: "Las naves alienígenas están hechas de aleaciones especiales con propiedades únicas. Son muy ligeras y resistentes, y son maleables por medios electromagnéticos. Este material se puede reproducir y utilizar en muchos procesos de fabricación." STR_ELERIUM_115_UFOPEDIA: "Este elemento tiene la propiedad poco común de generar energía antimateria cuando es bombardeado con ciertas partículas, lo cual genera ondas gravitatorias y otras formas de energía. No se lo encuentra naturalmente en nuestro sistema solar y no puede ser reproducido." STR_ALIEN_ORIGINS_UFOPEDIA: "Está claro que estamos luchando una batalla perdida en la Tierra. Las hordas alienígenas nos superan en número. Lo mejor que podemos hacer es retrasar su avance. La única esperanza para la humanidad es atacar a los alienígenas en su origen. Nuestra investigación indica la existencia de una base de operaciones dentro de nuestro sistema solar. Los alienígenas afirman que este lugar es el centro de una civilización que precede a la existencia humana. Tenemos que descubrir ese sitio lo antes posible. Pero antes debemos de capturar e interrogar a un lider alienígena para conseguir información detallada. Seguramente en los ovnis grandes debe haber, al menos, un lider alienigena." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Nuestra investigación apunta ahora a Marte como base de operaciones alienígenas. La base está bien escondida y contiene todas las instalaciones de fabricación y clonación necesarias para la infiltración en la Tierra. También parece haber una computadora de control que dirige toda la operación. Parece ser que en la sociedad tipo colmena de los alienígenas hay una especie de \"abeja reina\". Esa es su mayor debilidad: si eliminamos el \"cerebro\", el cuerpo morirá. Hay que acelerar nuestros esfuerzos antes de que sea demasiado tarde. Para progresar tenemos que capturar a alienígenas de alto rango - los comandantes - que sólo residen en bases y acorazados. " STR_CYDONIA_OR_BUST_UFOPEDIA: "Ahora está claro que las hordas alienígenas son controladas desde una base subterránea en Cydonia - una zona curiosa de Marte en la que hay pirámides de cinco lados y una estructura enorme similar a una cara humana. La civilización de Cydonia floreció en Marte hace muchos millones de años, pero no sabemos por qué desapareció o qué conexión tiene con la reciente actividad alienígena. Cualquiera que sea la explicación, tenemos que mandar una expedición a Cydonia, esta es la única forma de derrotar a los alienígenas. Tenemos que destruir su 'cerebro' dirigente. Necesitaremos una nave Avenger equipada con las mejores armas destructivas de que dispongamos. No hay nada más que podamos averiguar, sólo queda esperar el resultado del asalto en Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRAR EN SITIO - TIEMPO = 5 Seg" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Ninguno" STR_UNKNOWN: "Desconocido" STR_POOR: "Pobre" STR_AVERAGE: "Normal" STR_GOOD: "Bueno" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "NUEVA BASE" STR_BASE_INFORMATION: "INFORMACIÓN DE BASE" STR_EQUIP_CRAFT: "ABASTECER NAVES" STR_BUILD_FACILITIES: "CONSTRUIR INSTALACIONES" STR_RESEARCH: "INVESTIGAR" STR_MANUFACTURE: "MANOFACTURAR" STR_TRANSFER_UC: "TRANSFERIR" STR_PURCHASE_RECRUIT: "COMPRAR/RECLUTAR" STR_SACK: "DESPEDIR" STR_SELL_SACK_UC: "VENDER/DESPEDIR" STR_GEOSCAPE_UC: "GEOESCAPE" STR_NAME: "Nombre" STR_AREA: "Zona" STR_BUILD_NEW_BASE: "Construir Nueva Base" STR_CANCEL: "Cancelar" STR_COST_UC: "COSTO> " STR_CONSTRUCTION_TIME_UC: "TIEMPO DE CONSTRUCCIÓN> " STR_DAY: one: "{N} día" many: "{N} días" other: "{N} días" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANTENIMIENTO> " STR_OK: "OK" STR_INSTALLATION: "Instalación" STR_CURRENT_RESEARCH: "INVESTIGACIÓN ACTUAL" STR_SCIENTISTS_AVAILABLE: "Científicos Disponibles>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Científicos Asignados>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espacio de Laboratorio Disponible>{ALT}{0}" STR_RESEARCH_PROJECT: "PROYECTO" STR_SCIENTISTS_ALLOCATED_UC: "CIENTÍFICOS ASIGNADOS" STR_PROGRESS: "PROGRESO" STR_NEW_PROJECT: "Nuevo Proyecto" STR_CANCEL_PROJECT: "CANCELAR PROYECTO" STR_NEW_RESEARCH_PROJECTS: "NUEVOS PROYECTOS DE INVESTIGACIÓN" STR_SCIENTISTS_AVAILABLE_UC: "CIENTÍFICOS DISPONIBLES>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACIO DE LABORATORIO DISPONIBLE>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Disminuir" STR_START_PROJECT: "INICIAR PROYECTO" STR_CURRENT_PRODUCTION: "PRODUCCIÓN ACTUAL" STR_ENGINEERS_AVAILABLE: "Ingenieros Disponibles>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenieros Asignados>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espacio de Taller Disponible>{ALT}{0}" STR_CURRENT_FUNDS: "Fondos Actuales>{ALT}{0}" STR_ITEM: "ARTÍCULO" STR_ENGINEERS__ALLOCATED: "Ingenieros Asignados" STR_UNITS_PRODUCED: "Unidades Producidas" STR_TOTAL_TO_PRODUCE: "Total a Producir" STR_COST__PER__UNIT: "Costo{NEWLINE}p/U" STR_DAYS_HOURS_LEFT: "Dias/Horas Restantes" STR_NEW_PRODUCTION: "Nueva Producción" STR_PRODUCTION_ITEMS: "Artículos Disponibles" STR_CATEGORY: "CATEGORÍA" STR_START_PRODUCTION: "INICIAR PRODUCCIÓN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Horas para producir una unidad" STR_COST_PER_UNIT_: "Costo por unidad>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espacio de trabajo requerido>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALES REQUERIDOS" STR_ITEM_REQUIRED: "ARTÍCULOS NECESARIOS" STR_UNITS_REQUIRED: "UNIDADES REQUERIDAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONIBLES" STR_STOP_PRODUCTION: "DETENER PRODUCCIÓN" STR_ENGINEERS_AVAILABLE_UC: "INGENIEROS DISPONIBLES>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACIO DE TALLER DISPONIBLE>{ALT}{0}" STR_MONTHLY_PROFIT: "UTILIDAD MENSUAL>{ALT}{0}" STR_INCREASE_UC: "INCREMENTAR" STR_DECREASE_UC: "DISMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a Producir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Contratar Personal" STR_COST_OF_PURCHASES: "Costo>{ALT}{0}" STR_COST_PER_UNIT_UC: "COSTO P/U" STR_QUANTITY_UC: "CANTIDAD" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "DISPONIBLE : TOTAL> " STR_SOLDIERS: "Soldados" STR_SCIENTISTS: "Científicos" STR_ENGINEERS: "Ingenieros" STR_SPACE_USED_SPACE_AVAILABLE: "OCUPADO : DISPONIBLE> " STR_LIVING_QUARTERS: "Viviendas" STR_STORES: "Almacenes" STR_LABORATORIES: "Laboratorios" STR_WORK_SHOPS: "Talleres" STR_HANGARS: "Hangares" STR_SHORT_RANGE_DETECTION: "Radar de Corto Alcanze" STR_DEFENSE_STRENGTH: "Fuerza Defensiva" STR_TRANSFERS_UC: "TRANSFERENCIAS" STR_TRANSFERS: "Transferencias" STR_ARRIVAL_TIME_HOURS: "Tiempo De Llegada (horas)" STR_COST_: "Costo>{ALT}{0}" STR_AREA_: "Zona>{ALT}{0}" STR_BASE_NAME: "¿Nombre de la Base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECCIONE UBICACIÓN DEL ASCENSOR DE ACCESO" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "CANTIDAD PARA TRANSFERIR" STR_SELECT_DESTINATION_BASE: "Seleccione Destino" STR_COST: "Costo" STR_VICTORY_1: "Al entrar en la cámara se puede ver al cerebro alienígena: el objeto de su búsqueda. Antes de dispararle, se comunica con usted mediante una pantalla que hay en su base. Le implora que antes de apretar el gatillo escuches las razones por las que deberías dejarle vivir." STR_VICTORY_2: "El cerebro dice: \"Hace millones de años el planeta al que llama Marte tenia vida. Nuestra civilización trajo vida a un planeta estéril al igual que la llevó al tuyo. Durante millones de años hemos visitado su planeta y desarrollado genéticamente su especie. No puedes matarnos, son parte de nosotros..." STR_VICTORY_3: "Este es el centro de la civilización marciana. Estas pirámides fueron levantadas millones de años antes que las sullas por una especie de la que ustedes procendén. Ningún planeta está fuera de nuestro alcance. Este poder podría ser sullo dentro de poco, todo lo que pedimos es su cooperación." STR_GAME_OVER_1: "Los alienígenas intentan exterminar a la humanidad destruyendo las ciudades y envenenando el aire y el mar. La resistencia de los ejércitos de la Tierra es inútil frente a su enorme superioridad tecnológica. Las generaciones que sobreviven sufren terribles mutaciones mientras intentan escapar de la destrucción alienígena,son encerradas en campos de esclavos para que ayuden a transformar la Tierra en una colonia alienígena que forma parte de algun imperio desconocido." STR_GAME_OVER_2: "Los conocimientos adquiridos durante el proyecto X-Com se han perdido para siempre. Ha fracasado en su intento por salvar la Tierra." STR_VICTORY_4: "El cerebro alienígena es interrumpido por una ráfaga de plasma caliente y la totalidad de las fuerzas alienígenas es derrotada." STR_VICTORY_5: "Una vez que los alienígenas pierden Marte, pierden también la Tierra. El proyecto de investigación X-Com no tarda mucho en hacer posible una vez más el florecimiento de la humanidad, y ésta asume el control de Marte. La amenaza alienígena ha desaparecido, pero ¿por cuánto tiempo? Nadie lo sabe..." STR_YOU_HAVE_FAILED: "Ha fracasado en su misión de detener la acometida alienígena. Las naciones patrocinadoras, una tras otra, firman pactos con los alienígenas en los que éstos les prometen tecnología, prosperidad y paz. Sin embargo pronto se dan cuenta de que los invasores tienen planes muy diferentes..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Ingresos " STR_EXPENDITURE: "Gastos" STR_MAINTENANCE: "Mantenimiento" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Actividad OVNI en Zonas" STR_UFO_ACTIVITY_IN_COUNTRIES: "Actividad OVNI en Países" STR_XCOM_ACTIVITY_IN_AREAS: "Actividad X-Com en Zonas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Actividad X-Com en Países" STR_FINANCE: "Finanzas" STR_DATE_FIRST: "{0}º" STR_DATE_SECOND: "{0}º" STR_DATE_THIRD: "{0}.º" STR_DATE_FOURTH: "{0}.º" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Insuficientes materiales para producir{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Insuficiente dinero para producir{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Producción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}ha terminado" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construcción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}finalizada" STR_OK_5_SECONDS: "OK - 5 seg" STR_RESEARCH_COMPLETED: "Investigación Finalizada" STR_VIEW_REPORTS: "VER INFORMES" STR_WE_CAN_NOW_RESEARCH: "Podemos investigar" STR_WE_CAN_NOW_PRODUCE: "Podemos fabricar" STR_SUNDAY: "DOMINGO" STR_MONDAY: "LUNES" STR_TUESDAY: "MARTES" STR_WEDNESDAY: "MIÉRCOLES" STR_THURSDAY: "JUEVES" STR_FRIDAY: "VIERNES" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Insuficiente {0} para repostar {1} en {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Insuficientes {0} para rearmar {1} en {2}" STR_UFO_IS_NOT_RECOVERED: "OVNI no fue recuperado" STR_UFO_IS_RECOVERED: "OVNI recuperado" STR_CRAFT_IS_LOST: "Nave destruida" STR_TERROR_CONTINUES: "La Incursión continúa" STR_ALIENS_DEFEATED: "Alienígenas derrotados" STR_BASE_IS_LOST: "Se ha perdido la base" STR_BASE_IS_SAVED: "Hemos defendido la base" STR_ALIEN_BASE_STILL_INTACT: "Base Alienígena intacta" STR_ALIEN_BASE_DESTROYED: "Base Alienígena destruida" STR_ALIENS_KILLED: "BAJAS ALIENÍGENAS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES ALIENÍGENAS RECUPERADOS" STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS VIVOS CAPTURADOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROL DE LA BASE ALIENÍGENA DESTRUIDO" STR_CIVILIANS_KILLED_BY_ALIENS: "BAJAS CIVILES CAUSADAS POR LOS ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "BAJAS CIVILES CAUSADAS POR X-COM" STR_CIVILIANS_SAVED: "CIVILES RESCATADOS" STR_XCOM_OPERATIVES_KILLED: "BAJAS X-COM" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "OPERATIVOS X-COM DESAPARECIDOS EN COMBATE" STR_TANKS_DESTROYED: "TANQUES DESTRUIDOS" STR_XCOM_CRAFT_LOST: "NAVE X-COM DESTRUIDA" STR_UFO_RECOVERY: "RECUPERACIÓN DE OVNI" STR_ALIEN_BASE_RECOVERY: "RECUPERACIÓN DE BASE ALIENÍGENA" STR_BASE_UNDER_ATTACK: "¡{0} bajo ataque!" STR_BASE_DEFENSES_INITIATED: "DEFENSA DE LA BASE INICIADA" STR_GRAV_SHIELD_REPELS_UFO: "¡ESCUDO DE GRAV. REPELE OVNI!" STR_FIRING: "DISPARANDO" STR_HIT: "¡IMPACTO!" STR_UFO_DESTROYED: "¡OVNI DESTRUIDO!" STR_MISSED: "¡DISPARO FALLÓ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender/Despedir " STR_VALUE_OF_SALES: "VALOR DE VENTAS> {ALT}{0}" STR_FUNDS: "FONDOS> {ALT}{0}" STR_SELL_SACK: "Vender/Despedir" STR_VALUE: "Valor" STR_CRAFT_: "NAVE> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERACIÓN DE OVNI DERRIBADO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Extreme la precaución - Es posible que haya operativos en el OVNI o alrededor del lugar del accidente. La Misión tendrá éxito cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos del OVNI, artefactos y cadáveres alienígenas puede entonces ser iniciada. Para abortar la misión regrese los operativos X-Com al vehículo de transporte y haga clic en el icono 'Abortar Misión'." STR_UFO_GROUND_ASSAULT: "ASALTO A OVNI ATERRIZADO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore el punto de amerizaje y, si es posible, gane acceso al OVNI. Esta misión se completará cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos OVNI, tecnología y cadáveres alienígenas podrá entonces ser iniciada. Para abortar la misión regrese los operativos X-Com al vehículo de transporte y haga clic en el icono 'Abortar Misión'." STR_BASE_DEFENSE: "DEFENSA DE BASE" STR_BASE_UC_: "BASE>{0}" STR_BASE_DEFENSE_BRIEFING: "Una nave alienígena ha aterrizado muy cerca. Nuestra base está en peligro. Según el procedimiento habitual, se ha evacuado todo el personal no combatiente y las naves de X-Com. Los alienígenas accederán a la base por las puertas del hangar o por el ascensor de acceso. Defienda la base y sus instalaciones vitales a toda costa, es una lucha a vida o muerte. Si presiona en el icono de 'Abortar misión' aceptará la derrota y perderá la base." STR_ALIEN_BASE_ASSAULT: "ASALTO A BASE ALIENÍGENA" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Los operativos X-COM han entrado en una base alienígena. Hay que destruir el centro de control para que la base quede inservible. El objetivo de la misión estara completo cuando elimine a todos los enemigos o cuando regrese sus hombres al área verde de salida (presione el icono de 'Abortar misión' para escapar)." STR_CYDONIA_BRIEFING: "Ha llegado a Cydonia. Entra en un gran complejo subterráneo cercano a la Esfinge Marciana. Tienes que destruir al cerebro alienígena que controla todas las actividades alienígenas. El destino de la humanidad está en sus manos." STR_TERROR_MISSION: "MISIÓN DE INCURSIÓN" STR_TERROR_MISSION_BRIEFING: "El objetivo de la misión es eliminar o neutralizar todas las unidades enemigas. Debe intentar salvar a cualquier civil que haya en el área. Para abortar la misión, regrese los operativos X-Com al vehículo de transporte y presione el icono de 'Abortar misión'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "¡NO HAY HANGARES LIBRES PARA CONSTRUIR NAVES!{SMALLLINE}Cada nave asignada o transferida a una base, comprada o construida ocupa un hangar. Construya un nuevo hangar o traslade una nave a otra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "¡NO HAY HANGARES LIBRES PARA COMPRAR NAVES!{SMALLLINE}Cada nave asignada o transferida a una base, comprada o construida ocupa un hangar. Construya un nuevo hangar o traslade una nave a otra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "¡NO HAY HANGARES LIBRES PARA TRASLADAR NAVES{SMALLLINE}Cada nave asignada o transferida a una base, comprada o construida ocupa un hangar. Construya un nuevo hangar o traslade una nave a otra base." STR_CANNOT_BUILD_HERE: "¡NO PUEDE CONSTRUIR AQUÍ!{SMALLLINE}Sólo junto a una instalación finalizada." STR_NO_FREE_ACCOMODATION: "¡NO HAY ESPACIO DISPONIBLE!{SMALLLINE}La base de destino no tiene espacio suficiente en las viviendas." STR_NOT_ENOUGH_WORK_SPACE: "¡NO HAY ESPACIO PARA TRABAJAR!{SMALLLINE}Construya un taller nuevo o redusca los técnicos de otros proyectos." STR_NOT_ENOUGH_MONEY: "¡NO HAY DINERO SUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "¡NO HAY SUFICIENTE ESPACIO DE ALMACENAJE!{SMALLLINE}Construya un almacén nuevo o traslade artículos a otras bases." STR_NOT_ENOUGH_LIVING_SPACE: "¡NO HAY SUFICIENTE ESPACIO HABITABLE!{SMALLLINE}Construya nuevas viviendas o traslade personal a otras bases." STR_LAUNCH_INTERCEPTION: "INICIAR INTERCEPCIÓN" STR_CRAFT: "NAVE" STR_STATUS: "SITUACIÓN" STR_BASE: "BASE" STR_READY: "LISTO" STR_OUT: "FUERA" STR_REPAIRS: "REPARACIONES" STR_REFUELLING: "REPOSTANDO" STR_REARMING: "REARMANDO" STR_TARGET: "OBJETIVO: {0}" STR_WAY_POINT: "DESTINO" STR_ARE_YOU_SURE_CYDONIA: "¿Estás seguro de que quieres mandar esta nave a Cydonia en una misión?" STR_YES: "SÍ" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECCIONE DESTINO" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SELECCIONE UBICACIÓN DE LA{NEWLINE}NUEVA BASE" STR_RETURN_TO_BASE: "REGRESAR A LA BASE" STR_SELECT_NEW_TARGET: "SELECCIONE OTRO BLANCO" STR_PATROL: "PATRULLAR" STR_STATUS_: "SITUACIÓN>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "AVERIADO - REGRESANDO A LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POCO COMBUSTIBLE - REGRESANDO A LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIÓN COMPLETA - REGRESANDO A BASE" STR_PATROLLING: "PATRULLANDO" STR_TAILING_UFO: "SIGUIENDO A UN OVNI" STR_INTERCEPTING_UFO: "INTERCEPTANDO OVNI-{0}" STR_RETURNING_TO_BASE: "REGRESANDO A LA BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDAD>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDAD MÁXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUD>{ALT}{0}" STR_VERY_LOW: "MUY BAJA" STR_LOW_UC: "BAJA" STR_HIGH_UC: "ALTA" STR_VERY_HIGH: "MUY ALTA" STR_FUEL: "COMBUSTIBLE>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NINGUNA" STR_ROUNDS_: "BALAS>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "NAVE DE CAZA" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOMBRE" STR_AMMO_: "MUNICIÓN>{ALT}{0}" STR_CREW: "TRIPULACIÓN" STR_EQUIPMENT_UC: "ARMAMENTO" STR_ARMOR: "ARMADURA" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Recluta" STR_SQUADDIE: "Soldado raso" STR_SERGEANT: "Sargento" STR_CAPTAIN: "Capitán" STR_COLONEL: "Coronel" STR_COMMANDER: "Comandante" STR_SELECT_SQUAD_FOR_CRAFT: "Elija el escuadrón para {0}" STR_SORT_BY: "ORDENAR POR..." STR_ORIGINAL_ORDER: "ORDEN ORIGINAL" STR_MISSIONS2: "MISIÓNES" STR_KILLS2: "MUERTES" STR_WOUND_RECOVERY2: "RECUPERACIÓN DE HERIDA" STR_SPACE_AVAILABLE: "ESPACIO DISPONIBLE>{ALT}{0}" STR_SPACE_USED: "ESPACIO USADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPACIO USADO" STR_RANK: "RANGO" STR_WOUNDED: "HERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipo para {0}" STR_DEFENSE_VALUE: "Valor defensivo" STR_HIT_RATIO: "Proporción" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}listo para{NEWLINE}aterrizar cerca de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "¿Iniciar la misión?" STR_SELECT_ARMAMENT: "Seleccione Armamento" STR_AMMUNITION_AVAILABLE: "MUNICIÓN DISPONIBLE" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECCIONAR ARMADURA PARA{NEWLINE}{0}" STR_TYPE: "TIPO" STR_PERSONAL_ARMOR_UC: "ARMADURA PERSONAL" STR_POWER_SUIT_UC: "ARMADURA MECÁNICA" STR_FLYING_SUIT_UC: "ARMADURA VOLADORA" STR_SELECT_ARMOR: "Seleccione Armadura" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORESTE" STR_EAST: "ESTE" STR_SOUTH_EAST: "SURESTE" STR_SOUTH: "SUR" STR_SOUTH_WEST: "SUROESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECCIONE ACCIÓN" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSECUCIÓN" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSECUCIÓN SIN INTERCEPCIÓN" STR_VERY_LARGE: "MUY GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "NORMAL" STR_SMALL: "PEQUEÑO" STR_VERY_SMALL: "MUY PEQUEÑO" STR_GROUNDED: "DERRIBADO" STR_DETECTED: "Detectado" STR_SIZE_UC: "TAMAÑO" STR_ALTITUDE: "ALTITUD" STR_HEADING: "RUMBO" STR_SPEED: "VELOCIDAD" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRAR EN OVNI - TIEMPO = 5 Seg" STR_TRACKING_LOST: "RASTRO PERDIDO" STR_REDIRECT_CRAFT: "CAMBIAR RUMBO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR A ÚLTIMA POSICIÓN CONOCIDA DEL OVNI " STR_UFO_: "OVNI-{0}" STR_ALIEN_BASE_: "BASE ALIENÍGENA-{0}" STR_CRASH_SITE_: "SITIO DE CHOQUE-{0}" STR_LANDING_SITE_: "SITIO DE ATERRIZAJE-{0}" STR_WAY_POINT_: "DESTINO-{0}" STR_TERROR_SITE: "LUGAR DE INCURSIÓN-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ha llegado a{NEWLINE}{1}" STR_NOW_PATROLLING: "Está patrullando" STR_ALIEN_ORIGINS: "Origen de los Alienígenas" STR_THE_MARTIAN_SOLUTION: "La Solución Marciana" STR_CYDONIA_OR_BUST: "Cydonia o reventar!" STR_UFOPAEDIA: "Ovnipedia" STR_XCOM_CRAFT_ARMAMENT: "NAVES Y ARMAS DE X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PLATAFORMAS DE ARMAS PESADAS" STR_WEAPONS_AND_EQUIPMENT: "EQUIPO Y ARMAS" STR_ALIEN_ARTIFACTS: "ARTEFACTOS ALIENÍGENAS" STR_BASE_FACILITIES: "INSTALACIONES DE LA BASE" STR_ALIEN_LIFE_FORMS: "CRIATURAS ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "INVESTIGACIÓN ALIENÍGENA" STR_UFO_COMPONENTS: "COMPONENTES OVNI" STR_UFOS: "OVNIs" STR_SELECT_ITEM: "SELECCIONE ARTÍCULO" STR_ACCELERATION: "ACELERACIÓN>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACIDAD DE COMBUSTIBLE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "TORRE DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "RESISTENCIA>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACIO DE CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACIDAD PAP>{ALT}{0}{ALT}" STR_DAMAGE: "Daño" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisión" STR_RE_LOAD_TIME: "Tiempo de recarga" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFORANTE" STR_DAMAGE_INCENDIARY: "INCENDIARIO" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAYO LÁSER" STR_DAMAGE_PLASMA_BEAM: "RAYO PLASMA" STR_DAMAGE_STUN: "ATURDIR" STR_DAMAGE_MELEE: "CUERPO A CUERPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "HUMO" STR_SHOT_TYPE: "TIPO DE TIRO" STR_ACCURACY_UC: "PUNTERÍA" STR_TIME_UNIT_COST: "COSTO UT" STR_DAMAGE_UC: "DAÑO" STR_AMMO: "MUNICIÓN" STR_SHOT_TYPE_AUTO: "Automático" STR_SHOT_TYPE_SNAP: "Simple" STR_SHOT_TYPE_AIMED: "Precisión" STR_CONSTRUCTION_TIME: "Tiempo de construcción" STR_CONSTRUCTION_COST: "Costo de construcción" STR_MAINTENANCE_COST: "Costo de mantenimiento" STR_LOW: "Bajo" STR_MEDIUM: "Mediano" STR_HIGH: "Pesado" STR_CRAFT_WEAPON: "Arma de nave" STR_CRAFT_AMMUNITION: "Munición de la nave" STR_HEAVY_WEAPONS_PLATFORM: "Plataforma de Armas Pesadas" STR_WEAPON: "Arma" STR_AMMUNITION: "Munición" STR_EQUIPMENT: "Equipo" STR_ALIEN_CORPSE: "Cadáver Alienígena" STR_UFO_COMPONENT: "Componente de OVNI" STR_PERSONAL_ARMOR: "Armadura Personal" STR_RAW_MATERIALS: "Materias Primas" STR_HWP_CANNON_SHELLS: "Proyectiles de cañón PAP" STR_ALIEN: "Alienígena" STR_SECTOID: "Sectoide" STR_SNAKEMAN: "Hombre-Serpiente" STR_ETHEREAL: "Etéreo" STR_MUTON: "Muton" STR_FLOATER: "Flotador" STR_CELATID: "Celátido" STR_SILACOID: "Silacoide" STR_CHRYSSALID: "Crisálida" STR_ZOMBIE: "Zombi" STR_REAPER: "Devorador" STR_SECTOPOD: "Sectópodo" STR_CYBERDISC: "Ciberdisco" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_LEADER: "Líder" STR_LIVE_ENGINEER: "Técnico" STR_LIVE_MEDIC: "Médico" STR_LIVE_NAVIGATOR: "Navegante" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Terrorista" STR_FLOATER_SOLDIER: "Soldado Flotador" STR_FLOATER_NAVIGATOR: "Navegante Flotador" STR_FLOATER_MEDIC: "Médico Flotador" STR_FLOATER_ENGINEER: "Técnico Flotador" STR_FLOATER_LEADER: "Lider Flotador" STR_FLOATER_COMMANDER: "Comandante Flotador" STR_SECTOID_SOLDIER: "Soldado Sectoide" STR_SECTOID_NAVIGATOR: "Navegante Sectoide" STR_SECTOID_MEDIC: "Médico Sectoide" STR_SECTOID_ENGINEER: "Técnico Sectoide" STR_SECTOID_LEADER: "Lider Sectoide" STR_SECTOID_COMMANDER: "Comandante Sectoide" STR_SNAKEMAN_SOLDIER: "Soldado Hombre-Serpiente" STR_SNAKEMAN_NAVIGATOR: "Navegante Hombre-Serpiente" STR_SNAKEMAN_ENGINEER: "Técnico Hombre-Serpiente" STR_SNAKEMAN_LEADER: "Lider Hombre-Serpiente" STR_SNAKEMAN_COMMANDER: "Comandante Hombre-Serpiente" STR_MUTON_SOLDIER: "Soldado Muton" STR_MUTON_NAVIGATOR: "Navegador Mutante" STR_MUTON_ENGINEER: "Técnico Muton" STR_ETHEREAL_SOLDIER: "Soldado Etéreo" STR_ETHEREAL_LEADER: "Lider Etéreo" STR_ETHEREAL_COMMANDER: "Comandante Etéreo" STR_CYBERDISC_TERRORIST: "Terrorista Ciberdisco" STR_REAPER_TERRORIST: "Terrorista Devorador" STR_CHRYSSALID_TERRORIST: "Terrorista Crisálida" STR_CELATID_TERRORIST: "Terrorista Celátido" STR_SILACOID_TERRORIST: "Terrorista Silacoide" STR_SECTOPOD_TERRORIST: "Terrorista Sectópodo" STR_UFO_POWER_SOURCE: "Reactor de OVNI" STR_UFO_NAVIGATION: "Navegación de OVNI" STR_UFO_CONSTRUCTION: "Construcción de OVNI" STR_ALIEN_FOOD: "Comida Alienígena" STR_ALIEN_REPRODUCTION: "Reproducción Alienígena" STR_ALIEN_ENTERTAINMENT: "Diversión Alienígena" STR_ALIEN_SURGERY: "Cirugía Alienígena" STR_EXAMINATION_ROOM: "Sala de Exámenes" STR_ALIEN_ALLOYS: "Aleaciones Alienígenas" STR_ALIEN_HABITAT: "Hábitat Alienígena" STR_POWER_SUIT: "Armadura Mecánica" STR_FLYING_SUIT: "Armadura Voladora" STR_HWP_ROCKETS: "Cohetes PAP" STR_HWP_FUSION_BOMB: "Bombas de Fusión PAP" STR_LASER_WEAPONS: "Armas de Rayos Láser" STR_NEW_FIGHTER_CRAFT: "Nueva Nave Caza" STR_NEW_FIGHTER_TRANSPORTER: "Nuevo Caza-Transporte" STR_ULTIMATE_CRAFT: "La Última Nave" STR_LASER_PISTOL: "Pistola Láser" STR_LASER_RIFLE: "Fusil Láser" STR_HEAVY_LASER: "Láser Avanzado" STR_LASER_CANNON: "Cañón Láser" STR_PLASMA_CANNON: "Cañón de Plasma" STR_FUSION_MISSILE: "Misil de Fusión" STR_LASER_DEFENSE: "Defensas Láser" STR_PLASMA_DEFENSE: "Defensas de Plasma" STR_FUSION_DEFENSE: "Defensas de Fusión" STR_GRAV_SHIELD: "Escudo de Gravedad" STR_MIND_SHIELD: "Escudo Mental" STR_PSI_LAB: "Laboratorio Psíquico" STR_MOTION_SCANNER: "Escáner de Movimiento" STR_MEDI_KIT: "Botiquín" STR_TANK_CANNON: "Tanque/Cañón" STR_TANK_ROCKET_LAUNCHER: "Tanque/Lanzacohetes" STR_TANK_LASER_CANNON: "Tanque/Cañón Láser" STR_HOVERTANK_PLASMA: "Tanque volador/Plasma" STR_HOVERTANK_LAUNCHER: "Tanque volador/Lanzador" STR_STINGRAY_LAUNCHER: "Lanzamisiles Stingray" STR_AVALANCHE_LAUNCHER: "Lanzamisiles Avalancha" STR_CANNON: "Cañón" STR_FUSION_BALL_LAUNCHER: "Lanzador de Bolas de Fusión" STR_PLASMA_BEAM: "Rayo de Plasma" STR_STINGRAY_MISSILES: "Misil Stingray" STR_AVALANCHE_MISSILES: "Misil Avalancha" STR_CANNON_ROUNDS_X50: "Balas del Cañón(x50)" STR_FUSION_BALL: "Bola de Fusión" STR_SOLDIER: "Soldados" STR_SCIENTIST: "Científico" STR_ENGINEER: "Ingenieros" STR_NORTH_AMERICA: "Norteamérica" STR_ARCTIC: "Ártico" STR_ANTARCTICA: "Antártida" STR_SOUTH_AMERICA: "Sudamérica" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Norte de África" STR_SOUTHERN_AFRICA: "Sur de África" STR_CENTRAL_ASIA: "Asia Central" STR_SOUTH_EAST_ASIA: "Sureste de Asia" STR_SIBERIA: "Siberia" STR_AUSTRALASIA: "Australia" STR_PACIFIC: "Océano Pacífico" STR_NORTH_ATLANTIC: "Atlántico Norte" STR_SOUTH_ATLANTIC: "Atlántico Sur" STR_INDIAN_OCEAN: "Océano Índico" STR_ALIEN_RESEARCH: "Investigación Alienígena" STR_ALIEN_HARVEST: "Cosecha Alienígena" STR_ALIEN_ABDUCTION: "Abducción Alienígena" STR_ALIEN_INFILTRATION: "Infiltración Alienígena" STR_ALIEN_BASE: "Base Alienígena" STR_ALIEN_TERROR: "Incursión Alienígena" STR_ALIEN_RETALIATION: "Represalia Alienígena" STR_ALIEN_SUPPLY: "Suministro Alienígena" STR_MAXIMUM_SPEED: "Velocidad Máxima" STR_HYPER_WAVE_DECODER_UC: "DESCODIFICADOR DE HIPERONDAS" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "OVNI" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHA" STR_CANNON_UC: "CAÑÓN" STR_FUSION_BALL_UC: "BOLA DE FUSIÓN" STR_LASER_CANNON_UC: "CAÑÓN LÁSER" STR_PLASMA_BEAM_UC: "RAYO PLASMA" STR_DAMAGE_CAPACITY: "Resistencia" STR_WEAPON_POWER: "Potencia del Arma" STR_WEAPON_RANGE: "Alcance del Arma" STR_ACCESS_LIFT: "Ascensor de Acceso" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Taller" STR_SMALL_RADAR_SYSTEM: "Radar de corto alcance" STR_LARGE_RADAR_SYSTEM: "Radar de largo alcance" STR_MISSILE_DEFENSES: "Defensas de Misiles" STR_GENERAL_STORES: "Almacenes Generales" STR_ALIEN_CONTAINMENT: "Confinamiento Alienígena" STR_LASER_DEFENSES: "Defensas Láser" STR_PLASMA_DEFENSES: "Defensas de Plasma" STR_FUSION_BALL_DEFENSES: "Defensas de Bolas Fusión" STR_PSIONIC_LABORATORY: "Laboratorio Psíquico" STR_HYPER_WAVE_DECODER: "Decodificador de Hiperondas" STR_HANGAR: "Hangar" STR_USA: "EE.UU." STR_RUSSIA: "RUSIA" STR_UK: "REINO UNIDO" STR_FRANCE: "FRANCIA" STR_GERMANY: "ALEMANIA" STR_ITALY: "ITALIA" STR_SPAIN: "ESPAÑA" STR_CHINA: "CHINA" STR_JAPAN: "JAPÓN" STR_INDIA: "INDIA" STR_BRAZIL: "BRASIL" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SUDÁFRICA" STR_EGYPT: "EGIPTO" STR_CANADA: "CANADÁ" STR_TANK: "Tanque" STR_CIVILIAN: "Civil" STR_JAN: "Ene" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dic" STR_INTERNATIONAL_RELATIONS: "Relaciones Internacionales" STR_COUNTRY: "País" STR_FUNDING: "Financiación" STR_CHANGE: "Cambio" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "PAPs" STR_DAMAGE_UC_: "DAÑO>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "El ascensor de acceso permite transportar equipo y personal dentro o fuera de una base subterránea. Es lo primero que se construya en un emplazamiento nuevo. El ascensor es vulnerable y puede ser invadido por cualquier fuerza hostil." STR_LIVING_QUARTERS_UFOPEDIA: "Cada zona de alojamiento puede albergar a 50 miembros del personal. Estos alojamientos constan de instalaciones básicas de descanso, alimentación y recreación." STR_LABORATORY_UFOPEDIA: "En un laboratorio pueden trabajar 50 científicos. Los laboratorios están equipados con las tecnologías más modernas para la investigación de materiales, bioquímica y cosmología. X-COM tiene acceso a los mejores laboratorios de investigación del mundo, tanto civiles como militares." STR_WORKSHOP_UFOPEDIA: "En un taller se puede encontrar todo lo necesario para fabricar productos a partir de diseños realizados en los laboratorios científicos. En un taller caben 50 técnicos, los objetos que se están fabricando también ocupan sitio." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Un sistema de radar pequeño tiene un alcance efectivo de 300 millas náuticas y está conectado a sistemas de satélites para el análisis de la superficie. Cada radar tiene una probabilidad del 10% de detectar un objeto de tamaño medio cada 30 minutos." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Un sistema de radar grande cubre una zona de más de 450 millas náuticas y está conectado a sistemas de satélites para el análisis de la superficie. Cada radar tiene una probabilidad del 20% de detectar un objeto de tamaño medio cada 30 minutos." STR_MISSILE_DEFENSES_UFOPEDIA: "Los sistemas de defensa basados en misiles proporcionan protección contra las incursiones de naves hostiles que intenten aterrizar en la base." STR_GENERAL_STORES_UFOPEDIA: "Todo el equipo, armas, municiones, materiales recuperados y armas pesadas están situadas en almacenes, incluyendo equipo asignado a naves en el hangar." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Es probable que los alienígenas capturados con vida necesiten un hábitat especial para mantener sus sistemas vitales. En cada unidad de contención caben 10 alienígenas metidos en otras tantas unidades independientes." STR_LASER_DEFENSES_UFOPEDIA: "Las defensas basadas en rayos láser proporcionan protección contra incursiones de naves hostiles." STR_PLASMA_DEFENSES_UFOPEDIA: "Las defensas basadas en rayos de plasma constituyen una protección eficaz y poderosa contra las incursiones de naves hostiles." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Los misiles de fusión ofrecen la mejor protección contra ataques alienígenas. Estos misiles originan una implosión de antimateria que destruye todo lo que se encuentra en su radio de acción." STR_GRAV_SHIELD_UFOPEDIA: "El escudo de gravedad repele a las naves alienígenas que estén intentando aterrizar cerca de la base de manera que los sistemas de defensa tengan tiempo de recargarse y puedan volver a abrir fuego. En la práctica dobla la eficacia de cualquier sistema de defensa de tu base." STR_MIND_SHIELD_UFOPEDIA: "Puesto que las naves alienígenas se sirven de las ondas mentales para detectar la presencia humana, la forma más eficaz de resolver este problema es escudar las ondas cerebrales que salen de la base. Esto reducirá enormemente las posibilidades de ser detectados por una nave alienígena." STR_PSIONIC_LABORATORY_UFOPEDIA: "En el laboratorio psíquico se calcula la capacidad psíquica de todos los soldados de la base y se les da el entrenamiento necesario para usar estas habilidades. Cada laboratorio puede entrenar un máximo de 10 soldados. Las plazas del laboratorio se asignan a los soldados al final de cada mes. Estas habilidades se utilizan en combinación con un amp-psi, que puede servir para realizar ataques psíquicos durante un combate." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Las comunicaciones alienígenas emplean una onda supradimensional que se desplaza casi de forma instantánea. El descodificador intercepta las transmisiones de los OVNIs y descodifica la información. Así se puede saber de qué clase de ovni se trata, las raza alienígena y el tipo de actividad." STR_HANGAR_UFOPEDIA: "Cada hangar puede cobijar una nave, y cuenta con instalaciones para el mantenimiento, reabastecimiento y reparación de la flota X-Com. Cada nave estacionada en una base debe tener un hangar reservado exclusivamente para ella, incluso cuando ha salido en una misión." STR_PISTOL_UFOPEDIA: "La pistola estándar X-Com es una semiautomática con capacidad para 12 disparos." STR_RIFLE_UFOPEDIA: "Este fusil de gran precisión para francotiradores tiene una mira láser y usa munición de 6,7mm en cargadores de 20 disparos." STR_HEAVY_CANNON_UFOPEDIA: "El cañón de combate es un arma devastadora, aunque también abulta mucho. Su versatilidad le permite disparar tres tipos de munición: perforante, incendiaria y altamente explosiva." STR_AUTO_CANNON_UFOPEDIA: "El cañón automático combina la versatilidad y la potencia del cañón de combate con una cadencia de tiro más rápida." STR_ROCKET_LAUNCHER_UFOPEDIA: "El lanzacohetes es un sistema guiado por láser que puede disparar misiles de tres tamaños." STR_LASER_PISTOL_UFOPEDIA: "La pistola láser es una implementacion eficaz de nueva tecnología. Tiene la facilidad de manejo de una pistola pero el tiro es más veloz y preciso" STR_LASER_RIFLE_UFOPEDIA: "El fusil láser es un modelo más potente y preciso basado en el diseño anterior de pistola." STR_HEAVY_LASER_UFOPEDIA: "El láser pesado abulta mucho pero es muy eficaz." STR_GRENADE_UFOPEDIA: "Esta granada tiene un temporizador sofisticado y preciso para un control más exacto." STR_SMOKE_GRENADE_UFOPEDIA: "Las granadas de humo sirven para proveer cobertura en situaciones de combate expuestas. Utilícelas con cuidado porque también pueden beneficiar al enemigo " STR_PROXIMITY_GRENADE_UFOPEDIA: "La granada de proximidad se lanza como las normales, pero lo que la activa es el movimiento que se produzca cerca de ella una vez que ha caído. Para utilizarla debidamente se necesitan habilidad y práctica." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Este explosivo debe emplearse únicamente para demolición. Mantenga a su personal lejos de los puntos de demolición." STR_MOTION_SCANNER_UFOPEDIA: "Este sofisticado dispositivo usa una gran variedad de detectores y avanzados algoritmos informáticos para identificar unidades enemigas en movimiento. No obstante lleva algun tiempo aprender a usarlo correctamente. Presione el icono del escáner de movimiento que hay en la pantalla táctica. Elija 'Usar escáner' en el menú. La pantalla del escáner mostrará una flecha en el centro que indica la dirección en la que mira el soldado (el norte está arriba). Los puntos parpadeantes indican unidades que se han movido hace poco. Las unidades grandes o las que se desplazan rápidamente aparecen como marcas más grandes. Las unidades que no se mueven o estan estaticas no aparecerán en la pantalla." STR_MEDI_KIT_UFOPEDIA: "Un pequeño botiquín que contiene utiles para curar heridas, ademas de calmantes y estimulantes. Para utilizarlo debes ponerte delante del operativo X-COM que requiera tratamiento. Si el operativo esta aturdido debes colocarte sobre su cuerpo. Presione el icono del botiquín y elija \"usar botiquín\" del menu. {NEWLINE}CURAR > Las partes rojas en el cuerpo indican heridas mortales. Presione en la parte del cuerpo que esta herida y presione en el boton \"CURAR\". Se curara una herida mortal y el operativo recuperara parte de la salud.{NEWLINE}ESTIMULANTE > Repone la energía y reaviva a los operativos aturdidos. Para reavivar a un operativo inconsciente, colócate justo encima de su cuerpo.{NEWLINE}CALMANTE > Le sube la moral a los operativos heridos hasta un maximo equivalente a la salud perdida del soldado." STR_PSI_AMP_UFOPEDIA: "El Amp-Psi solo puede ser usado por soldados con habilidades psiquicas. Durante combate presione en Amp-Psi, elija el tipo de ataque y un objetivo con el cursor. Hay 2 tipos de ataques psiquicos:{NEWLINE}ATERRORIZAR UNIDAD> Si el ataque tiene éxito reducirá la moral del objetivo con la probabilidad de inducir panico.{NEWLINE}CONTROL MENTAL>Si este ataque es exitoso ganara control inmediatamente de la unidad enemiga como si fuera suya. Es mas difícil ser exitoso con este tipo de ataque." STR_STUN_ROD_UFOPEDIA: "Este artefacto sólo se puede usar en el combate cuerpo a cuerpo y aturde a un organismo vivo con descargas eléctricas, sin llegar a matarlo." STR_MIND_PROBE_UFOPEDIA: "La sonda mental es un dispositivo alienígena de comunicación que sirve para obtener información directamente de las ondas cerebrales. Los operativos X-Com pueden utilizarlo durante el combate para averiguar las características de un alienígena. Presione sobre la sonda mental y la opción 'Usar'. Luego presione sobre el alienígena que quiera examinar." STR_PLASMA_PISTOL_UFOPEDIA: "La pistola de plasma es un arma alienígena mortífera basada en la aceleración de partículas desde un diminuto campo antigravitatorio." STR_PLASMA_RIFLE_UFOPEDIA: "Esta potente y devastadora arma está basada en la aceleración de partículas desde un diminuto campo antigravitatorio." STR_HEAVY_PLASMA_UFOPEDIA: "Esta es una arma devastadora basada en la aceleración de partículas desde un diminuto campo antigravitatorio." STR_BLASTER_LAUNCHER_UFOPEDIA: "Este lanzamisiles alienígena dispara potentes bombas teledirigidas. Cuando dispare con esta arma observará que en la pantalla aparecen puntos indicando la ruta que seguirá la bomba. Cuando tengas suficientes puntos de ruta establecidos presione el icono de lanzamiento para disparar." STR_SMALL_LAUNCHER_UFOPEDIA: "Un pequeño lanzador que dispara bombas aturdidoras. Muy útil para capturar alienígenas vivos." STR_ALIEN_GRENADE_UFOPEDIA: "Este artefacto funciona igual que una granada terrestre, pero es mucho más potente." STR_SMALL_SCOUT: "Explorador Pequeño" STR_MEDIUM_SCOUT: "Explorador Mediano" STR_LARGE_SCOUT: "Explorador Grande" STR_HARVESTER: "Segador" STR_ABDUCTOR: "Secuestrador" STR_TERROR_SHIP: "Nave Terrorista" STR_BATTLESHIP: "Acorazado" STR_SUPPLY_SHIP: "Crucero de Suministro" STR_RATING: "RENDIMIENTO> {0}" STR_RATING_TERRIBLE: "¡TERRIBLE!" STR_RATING_POOR: "¡MALA!" STR_RATING_OK: "OK" STR_RATING_GOOD: "¡BUENA!" STR_RATING_EXCELLENT: "¡EXCELENTE!" STR_SCORE: "PUNTAJE" STR_XCOM_PROJECT_MONTHLY_REPORT: "INFORME MENSUAL DEL PROYECTO X-COM" STR_MONTH: "Mes> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "El comité de naciones patrocinadoras está satisfecho con los progresos que has hecho hasta el momento." STR_COUNCIL_IS_VERY_PLEASED: "El comité de naciones patrocinadoras está muy satisfecho con el progreso que ha hecho hasta el momento. Continue con su buen labor." STR_COUNCIL_IS_DISSATISFIED: "El comité de naciones patrocinadoras no está satisfecho con su desarollo. Debe ser más eficaz a la hora de enfrentarte a la amenaza alienígena o arriesga a que se suspenda el proyecto." STR_YOU_HAVE_NOT_SUCCEEDED: "Ha fracasado en su lucha contra la invasión alienígena y el comité de naciones patrocinadoras se ha visto obligado a cancelar el proyecto. Cada nación se enfrentará al problema como pueda. Esperamos que sea posible llegar a un acuerdo con estas fuerzas aparentemente hostiles y que la población se adapte a la presencia de los visitantes alienígenas." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} está especialmente satisfecho con su capacidad para enfrentar la amenaza local y ha acordado aumentar su financiación." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} están particularmente satisfechos con sus logros frente al avanze local alienígena y han accedido a aumentar sus fondos." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} y {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} está insatisfecho con su capacidad para lidiar con la actividad alienígena en su territorio y ha decidido reducir su compromiso financiero" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} está insatisfecho con su capacidad para lidiar con la actividad alienígena en su territorio y ha decidido reducir su compromiso financiero." STR_KNOTS: "{0} nudos" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} ha firmado un pacto secreto con fuerzas alienígenas desconocidas y se ha retirado del proyecto." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} han firmado un pacto secreto con fuerzas alienígenas desconocidas y se han retirado del proyecto." STR_MONTHLY_RATING: "Tasación mensual> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Cambios en finanzas {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "El consejo financiero no esta contento con su situación financiera. Debe reducir sus deudas por debajo de $1 millón de dólares o el proyecto será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISIONES DE HIPERONDAS DESCODIFICADAS" STR_CRAFT_TYPE: "TIPO DE NAVE" STR_RACE: "RAZA" STR_MISSION: "MISIÓN" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Asignar Investigación" STR_ALLOCATE_MANUFACTURE: "Asignar Fabricación" STR_NEW_YORK: "Nueva York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Ángeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Habana" STR_MEXICO_CITY: "Ciudad de México" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogotá" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago de Chile" STR_RIO_DE_JANEIRO: "Río de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londres" STR_PARIS: "París" STR_BERLIN: "Berlín" STR_MOSCOW: "Moscú" STR_ROME: "Roma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Ciudad del Cabo" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teherán" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcuta" STR_TOKYO: "Tokio" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seúl" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Yakarta" STR_SHANGHAI: "Shangai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Entrenam. Psi." STR_PSIONIC_TRAINING: "ENTRENAM. PSÍQUICO" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidad restante del lab. psi.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Fuerza{NEWLINE}Psíquica" STR_PSIONIC_SKILL_IMPROVEMENT: "Habilidad{NEWLINE}/Mejora" STR_PSI_AMP: "Amp-Psi" STR_IN_TRAINING: "¿Entrenando?" STR_TARGETTED_BY: "OBJETIVO DE:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULACIÓN/PAP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tiene poco combustible, {NEWLINE} regresando a la base" STR_SOLDIER_LIST: "Lista de Soldados" STR_RANK_: "RANGO> {ALT}{0}" STR_MISSIONS: "MISIONES> {ALT}{0}" STR_KILLS: "BAJAS> {ALT}{0}" STR_WOUND_RECOVERY: "RECUPERACIÓN DE HERIDA> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TIEMPO" STR_STAMINA: "VIGOR" STR_HEALTH: "SALUD" STR_BRAVERY: "VALENTÍA" STR_REACTIONS: "REFLEJOS" STR_FIRING_ACCURACY: "PUNTERÍA" STR_THROWING_ACCURACY: "PRECISIÓN DE LANZAMIENTO" STR_STRENGTH: "FUERZA" STR_PSIONIC_STRENGTH: "FUERZA PSÍQUICA" STR_PSIONIC_SKILL: "HABILIDAD PSÍQUICA" STR_NEW_RANK: "NUEVO RANGO" STR_PROMOTIONS: "Promociones" STR_SOLDIERS_UC: "SOLDADOS" STR_TANK_CANNON_UFOPEDIA: "Las Plataformas Automáticas de armas Pesadas (PAP) están diseñadas para servir de complemento a los escuadrones X-Com. La combinación de una gran potencia de fuego y un blindaje pesado hace que estas unidades sean muy valiosas en los combates en campo abierto. Asegúrate de que tienes suficientes proyectiles de cañón en tus almacenes para rearmar los tanques. Se rearman automáticamente cuando son asignados a un escuadrón." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Esta plataforma automática de armas pesadas (PAP) está armada con cohetes potentes. Serán devastadores para cualquier enemigo alienígena. Asegúrate de que tienes suficientes cohetes PAP en tus almacenes." STR_TANK_LASER_CANNON_UFOPEDIA: "Las armas láser constituyen un complemento útil para las PAP. Combinan una gran potencia de fuego con una munición ilimitada." STR_HOVERTANK_PLASMA_UFOPEDIA: "La tecnología alienígena ha redefinido las PAP. La maniobrabilidad aportada por el desplazamiento aéreo y la potencia de los rayos de plasma son una combinación mortífera." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Este tanque volador tiene un lanzador de bolas de fusión, capaz de causar una devastación inmensa. Utilízalo con precaución. Tendrás que fabricar las bolas de fusión con las que mantener armadas estas PAP. Una bola de fusión es un arma dirigida e inteligente. Para disparar una tendrá que usar el cursor para establecer una serie de puntos de ruta en el mapa que le sirvan de guía, y luego presione el icono de lanzamiento." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Este artefacto compacto se usa como munición para el Plasma Pesado. Contiene una pequeña cantidad de elerio." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Este pequeño objeto es la fuente de energía de un fusil plasma: un arma alienígena de potencia media. Contiene una pequeña cantidad de Elerio." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Fuente de energía de la pistola alienígena de plasma. Lleva elerio, la fuente de toda la energía alienígena." STR_STUN_BOMB_UFOPEDIA: "La bomba aturdidora se usa para capturar vivos a los humanos, pero también se puede usar contra las razas alienígenas. Se dispara con un pequeño lanzador." STR_ALIEN_RESEARCH_UFOPEDIA: "La misión de investigación alienígena sirve para recoger información básica sobre la Tierra y sus habitantes. Utilizan sobre todo vehículos pequeños y aterrizan de vez en cuando en zonas desérticas. Este tipo de actividad alienígena supone la menor de las amenaza para X-Com. A los gobiernos y al público les preocupa poco." STR_ALIEN_HARVEST_UFOPEDIA: "Los alienígenas utilizan la fauna terrestre para muchas cosas. Secuestran a los animales y los devuelven después de haberles estirpado varios órganos. Lo que más se denuncia son las mutilaciones de ganado junto con avistamientos de OVNIs. Este tipo de actividad alienígena preocupa mucho a los gobiernos y causa bastante inquietud a la población; tiene lugar sobre todo en areas rurales. La posible explicación de esta cosecha alienígena es que en un principio las razas alienígenas 'sembraron' el planeta con su flora y su fauna, y ahora han vuelto a recoger la cosecha." STR_ALIEN_ABDUCTION_UFOPEDIA: "Éste es el tipo de actividad alienígena más perniciosa. La abduccion de civiles por parte de alienigenas ha sido ampliamente denunciada pese a que los alienígenas intentan borrarles la memoria a sus víctimas. Los abducidos declaran haber sido sometidos a humillantes exámenes físicos, incluyendo la implantación de fetos alienígenas y extraños experimentos genéticos. Según parece el propósito detras de esta actividad parece estar unido a la mutación genética y la manipulación de material genético de los propios alienígenas. Esta actividad causa un gran pánico y tiene lugar en ciudades y zonas pobladas." STR_ALIEN_INFILTRATION_UFOPEDIA: "Agentes alienígenas con aspecto humano pueden infiltrarse en los gobiernos de la Tierra. Esto puede dar lugar a contactos oficiales del más alto nivel entre los alienígenas y dichos gobiernos. El clímax de esta actividad se caracteriza por una intensa actividad de OVNIs en los alrededores de las grandes ciudades. Los alienígenas intentarán firmar un pacto con un gobierno ofreciéndole acceso a su tecnología superior. A cambio, el gobierno permitirá a los alienígenas realizar sus actividades sin ningún estorbo. Este tipo de misión alienígena representa el peor escenario para X-Com. si un govierno acceda al pacto sus fondos cecaran. " STR_ALIEN_BASE_UFOPEDIA: "Los alienígenas construirán bases subterráneas secretas en zonas remotas. Tras ciertos vuelos iniciales de reconocimiento, comenzará una intensa actividad OVNI que durará mientras construyan la base. En ellas hay laboratorios para hacer experimentos con humanos abducidos y suministros para continuar sus actividades en la región. Estas bases generarán una gran cantidad de denuncias de actividad alienígena sin la presencia de OVNIs. Para localizar una de estas bases una nave de X-Com debe patrullar por la zona durante unas cuantas horas." STR_ALIEN_TERROR_UFOPEDIA: "Cuando los alienígenas realizan una incursión en una ciudad, despliegan fuerzas especiales con poderes horribles. Los civiles son amenazados directamente y los gobiernos tienen que evacuar zonas enormes. El propósito de esta actividad es causar la suficiente histeria en la población como para que los gobiernos abandonen el proyecto X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Si los interceptores de X-Com derriban muchos OVNIs, los alienígenas podrían tomar represalias. Ello podría acabar en un ataque directo contra una base X-Com. Sin embargo, si quieren atacarnos, primero deben encontrar la base, y si mantenemos alejados a los OVNIs, el peligro de ataque es menor." STR_ALIEN_SUPPLY_UFOPEDIA: "Una vez que una base alienígena está construida, comienza a recibir abastecimientos, traídos en una nave especial. Si se detecta a una de estas naves cuando va a aterrizar, es que hay una base cerca." STR_SMALL_SCOUT_UFOPEDIA: "Esta mininave se emplea principalmente para misiones de investigación y reconocimiento. Suele preceder a naves más grandes al principio de una misión alienígena." STR_MEDIUM_SCOUT_UFOPEDIA: "Un ovni explorador mediano no supone una gran amenaza para las fuerzas terrestres. Suele preceder a naves más grandes durante las misiones." STR_LARGE_SCOUT_UFOPEDIA: "El ovni explorador más grande se usa en todo tipo de misiones alienígenas." STR_HARVESTER_UFOPEDIA: "El ovni cosechador tiene una escotilla en la parte de abajo y está equipado con aparatos para subir a bordo ganado u otras bestias. Extirpan el material deseado con láser y luego tiran el cadáver al suelo. También tienen contenedores para almacenar las partes del cuerpo extirpadas." STR_ABDUCTOR_UFOPEDIA: "Este ovni va equipado con una sala de exámenes para realizar horribles experimentos con humanos. Normalmente las víctimas son paralizadas por medios telepáticos, pero permanecen conscientes mientras están en la mesa de operaciones." STR_TERROR_SHIP_UFOPEDIA: "La nave Terrorista tiene una instalación de confinamiento para criaturas alienígenas de gran tamaño y/o armas, cuyo propósito es aterrorizar a la población. Sirven para transportar dichas criaturas/armas a zonas pobladas." STR_BATTLESHIP_UFOPEDIA: "El acorazado es la nave alienígena más poderosa. Normalmente es la nave más importante de las misiones alienígenas. Está equipada con armas potentes y su tripulación es muy numerosa." STR_SUPPLY_SHIP_UFOPEDIA: "El buque de suministros se emplea durante la construcción de bases alienígenas y para llevar suministros a las ya existentes. Transporta contenedores de alimentos para alienígenas y cámaras de reproducción." STR_DISMANTLE: "Desmantelar" STR_FACILITY_IN_USE: "INSTALACIÓN EN USO" STR_CANNOT_DISMANTLE_FACILITY: "¡NO SE PUEDE DESMANTELAR LA INSTALACIÓN!{SMALLLINE}Todas las instalaciones de la base deben estar unidas al ascensor de acceso." STR_TRANSFER_ITEMS_TO: "Transferir articulos a {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO HAY CONFINAMIENTO ALIENÍGENA PARA TRASLADO!{SMALLLINE}Los alienígenas necesitan una unidad de contencion para sobrevivir." STR_AMOUNT_AT_DESTINATION: "EN DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alienígena muere porque no hay confinamiento alienígena." STR_NO_FREE_ACCOMODATION_CREW: "NO HAY ALOJAMIENTO{SMALLLINE}La base de destino no tiene suficiente espacio para la tripulación de la nave." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "INSUFICIENTE ESPACIO DE ALMACENAJE{SMALLLINE}La base de destino no tiene espacio suficiente para almacenar el equipo asignado a la nave." STR_ITEMS_ARRIVING: "Artículos Trasladados" STR_DESTINATION_UC: "DESTINO" STR_PISTOL: "Pistola" STR_PISTOL_CLIP: "Cargador de Pistola" STR_RIFLE: "Fusil" STR_RIFLE_CLIP: "Cargador de Fusil" STR_HEAVY_CANNON: "Cañón de Combate" STR_HC_AP_AMMO: "Munición P para CC" STR_HC_HE_AMMO: "Munición AE para CC" STR_HC_I_AMMO: "Munición I para CC" STR_AUTO_CANNON: "Cañón Automático" STR_AC_AP_AMMO: "Munición P para CA " STR_AC_HE_AMMO: "Munición AE para CA " STR_AC_I_AMMO: "Munición I para CA" STR_ROCKET_LAUNCHER: "Lanzacohetes" STR_SMALL_ROCKET: "Cohete Pequeño" STR_LARGE_ROCKET: "Cohete Grande" STR_INCENDIARY_ROCKET: "Cohete Incendiario" STR_GRENADE: "Granada" STR_SMOKE_GRENADE: "Granada de Humo" STR_PROXIMITY_GRENADE: "Granada de Proximidad" STR_HIGH_EXPLOSIVE: "Explosivo de Demolición" STR_STUN_ROD: "Vara Aturdidora" STR_HEAVY_PLASMA: "Plasma Pesado" STR_HEAVY_PLASMA_CLIP: "Cargador de Plasma Pesado" STR_PLASMA_RIFLE: "Fusil de Plasma" STR_PLASMA_RIFLE_CLIP: "Cargador de Fusil de Plasma" STR_PLASMA_PISTOL: "Pistola de Plasma" STR_PLASMA_PISTOL_CLIP: "Cargador de Pistola de Plasma" STR_BLASTER_LAUNCHER: "Lanzabombas Guiadas" STR_BLASTER_BOMB: "Bomba Guiada" STR_SMALL_LAUNCHER: "Lanzador Pequeño" STR_STUN_BOMB: "Bomba Aturdidora" STR_ALIEN_GRENADE: "Granada Alienígena" STR_ELERIUM_115: "Elerio 115" STR_MIND_PROBE: "Sonda Mental" STR_SECTOID_CORPSE: "Cadáver de Sectoide" STR_SNAKEMAN_CORPSE: "Cadáver de Hombre-Serpiente" STR_ETHEREAL_CORPSE: "Cadáver de Etéreo" STR_MUTON_CORPSE: "Cadáver de Muton" STR_FLOATER_CORPSE: "Cadáver de Flotador" STR_CELATID_CORPSE: "Cadáver de Celátido" STR_SILACOID_CORPSE: "Cadáver de Silacoide" STR_CHRYSSALID_CORPSE: "Cadáver de Crisálida" STR_REAPER_CORPSE: "Cadáver de Devorador" STR_SECTOPOD_CORPSE: "Restos de Sectópodo" STR_CYBERDISC_CORPSE: "Restos de Ciberdisco" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Insuficiente munición para armar PAP{SMALLLINE}Cada PAP requiere {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Insuficiente armamento para re-equipar pelotón " STR_MARS_CYDONIA_LANDING: "Marte: Aterrizaje en Cydonia." STR_MARS_CYDONIA_LANDING_BRIEFING: "Su nave Avenger ha aterrizado en la región de Cydonia sobre la superficie de Marte. Nuestra información indica que una de las pirámides contiene un ascensor de acceso a un complejo subterráneo. Una vez que hayas reunido a todos los soldados en el área del ascensor, presione el icono de 'Abortar misión' para pasar al siguiente nivel." STR_MARS_THE_FINAL_ASSAULT: "Marte: El Asalto Final" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "El ascensor de la pirámide lleva a tus soldados, cansados por la batalla, hacia el interior del planeta. Llegan al corazón de un gran complejo de túneles y cámaras. El cerebro alienígena está oculto en alguna parte del laberinto. Para que la Tierra se salve de la esclavitud a manos de los alienígenas el cerebro tiene que ser destruido.{NEWLINE}¡Buena suerte!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Tiene que investigar {NEWLINE}{0}{NEWLINE}para producir{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Los Alienígenas han destruido la base indefensa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agentes X-Com han localizado una base Alienígena en {0}" STR_STANDOFF: "RETIRARSE" STR_CAUTIOUS_ATTACK: "ATAQUE CAUTELOSO" STR_STANDARD_ATTACK: "ATAQUE NORMAL" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESIVO" STR_DISENGAGING: "ABANDONAR COMBATE" STR_UFO_HIT: "¡OVNI IMPACTADO!" STR_UFO_CRASH_LANDS: "¡OVNI DERRIBADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizar sólo cuando esta retirado." STR_UFO_RETURN_FIRE: "OVNI RESPONDE AL FUEGO" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR DAÑADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DESTRUIDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "¡OVNI ESTA ESCAPANDO!" STR_ALIENS_TERRORISE: "INCURSIÓN ALIENíGENA" STR_LONG_RANGE_DETECTION: "Radar de Largo Alcanze" STR_STORES_UC: "ALMACENES" STR_DIFFICULTY_LEVEL: "DIFICULTAD" STR_INTERCEPT: "INTERCEPTAR" STR_BASES: "BASES" STR_GRAPHS: "ESTADÍSTICAS" STR_UFOPAEDIA_UC: "OVNIPEDIA" STR_OPTIONS_UC: "OPCIONES" STR_FUNDING_UC: "FINANZAS" STR_5_SECONDS: "5 seg " STR_1_MINUTE: "1 min " STR_5_MINUTES: "5 min " STR_30_MINUTES: "30 min " STR_1_HOUR: "1 hora" STR_1_DAY: "1 día" STR_XCOM_PERFORMANCE_ROSTER: "Lista de Rendimiento de X-Com" STR_ENTER_NAME: "Escriba el Nombre" STR_PERFORMANCE_RATING: "Evaluación de Rendimiento" STR_VICTORY_DATE: "Fecha de Victoria" STR_ELECTRO_FLARE: "Bengala Eléctrica" STR_ELECTRO_FLARE_UFOPEDIA: "Este artefacto produce una señal luminosa brillante. Ilumina a las unidades tanto amigas como enemigas que esten cerca durante misiones nocturnas." STR_MONTHLY_COSTS: "Gastos Mensuales" STR_CRAFT_RENTAL: "Alquiler de Naves" STR_SALARIES: "Salarios" STR_BASE_MAINTENANCE: "Mantenimiento de Bases" STR_COST_PER_UNIT: "Costo" STR_QUANTITY: "Cantidad" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En Entrenamiento Psíquico" STR_BLASTER_BOMB_UFOPEDIA: "Este aparato es un misil altamente explosivo que lleva instalado un sistema de guía inteligente. Lo dispara un Lanzador de Bombas Guiadas." STR_FRONT_ARMOR: "Protección Frontal" STR_LEFT_ARMOR: "Protección Izquierdo" STR_RIGHT_ARMOR: "Protección Derecho" STR_REAR_ARMOR: "Protección Trasero" STR_UNDER_ARMOR: "Protección Inferior" STR_ROUNDS: "Disparos" STR_UNIT: "UNIDAD> {0}" STR_ENERGY: "ENERGÍA" STR_MORALE: "MORAL" STR_ARMOR_: "ARMADURA> {0}" STR_FRONT_ARMOR_UC: "PROTECCIÓN FRONTAL" STR_LEFT_ARMOR_UC: "PROTECCIÓN IZQUIERDO" STR_RIGHT_ARMOR_UC: "PROTECCIÓN DERECHO" STR_REAR_ARMOR_UC: "PROTECCIÓN TRASERA" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NIVEL> {0}" STR_HEAD: "CABEZA" STR_TORSO: "TORSO" STR_RIGHT_ARM: "BRAZO DCHO." STR_LEFT_ARM: "BRAZO IZQ." STR_RIGHT_LEG: "PIERNA DCHA." STR_LEFT_LEG: "PIERNA IZQ." STR_PAIN_KILLER: "ANALGÉSICO" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURAR" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reacción>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Abilidad Psíquica>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Fuerza Psíquica>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefacto Alienígena" STR_AMMO_ROUNDS_LEFT: "MUNICIÓN:{NEWLINE}RESTANTE={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Analgésico>{ALT}{0}{ALT}{NEWLINE}Estimulante>{ALT}{1}{ALT}{NEWLINE}Curar>{ALT}{2}" STR_THROW: "Lanzar" STR_AUTO_SHOT: "Ráfaga" STR_SNAP_SHOT: "Simple" STR_AIMED_SHOT: "Precisión" STR_STUN: "Aturdir" STR_PRIME_GRENADE: "Activar Granada" STR_USE_SCANNER: "Utilizar Escáner" STR_USE_MEDI_KIT: "Utilizar Botiquín" STR_LAUNCH_MISSILE: "Lanzar Misil" STR_ACCURACY_SHORT: "Punteria>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "¡Unidades de Tiempo Insuficientes!" STR_NOT_ENOUGH_ENERGY: "¡Energía Insuficiente!" STR_NO_ROUNDS_LEFT: "¡No queda Munición!" STR_NO_AMMUNITION_LOADED: "¡El Arma no está Cargada!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "¡Munición Incorrecta para esta Arma!" STR_WEAPON_IS_ALREADY_LOADED: "¡El Arma ya está Cargada!" STR_NO_LINE_OF_FIRE: "¡No hay Línea de Tiro!" STR_GRENADE_IS_ACTIVATED: "¡La Granada está Activada!" STR_GRENADE_IS_DEACTIVATED: "¡La Granada está Desactivada!" STR_THERE_IS_NO_ONE_THERE: "¡Allí no hay nadie!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "¡Incapaz de ulilizar artefacto hasta después de ser estudiado!" STR_OUT_OF_RANGE: "¡Fuera de Alcance!" STR_UNABLE_TO_THROW_HERE: "¡Imposible lanzar aquí!" STR_SET_TIMER: "Ajustar Temporizador" STR_HIDDEN_MOVEMENT: "MOVIMIENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "BANDO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Presione un botón para continuar" STR_MIND_CONTROL: "Control Mental" STR_PANIC_UNIT: "Causar Pánico" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque Moral Exitoso" STR_MIND_CONTROL_SUCCESSFUL: "Control Mental Exitoso" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}ha entrado en cólera" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}ha entrado en cólera" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}ha entrado en pánico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}es presa del pánico" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MANO DCHA." STR_LEFT_HAND: "MANO IZQ." STR_RIGHT_SHOULDER: "HOMBRO DCHO." STR_LEFT_SHOULDER: "HOMBRO IZQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTURÓN" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}esta bajo control alienígena" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}esta bajo control alienígena" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ha caído inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}se ha desmayado" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ha muerto de una herida mortal" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ha muerto de una herida fatal" STR_USE_MIND_PROBE: "Usar Sonda Mental" STR_FATAL_WOUNDS: "HERIDAS MORTALES" STR_UNDER_ARMOR_UC: "PROTECCIÓN INFERIOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "UT reservadas para Disparo Simple" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "UT reservadas para Ráfagas" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "UT reservadas para Disparo de Precisión" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "UTs reservadas para Arrodillarse" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs reservadas para Arrodillarse y Disparar" STR_UNITS_IN_CRAFT: one: "{N} Unidad en Nave X-Com" many: "{N} Unidades en Nave X-Com" other: "{N} Unidades en Nave X-Com" STR_UNITS_OUTSIDE: one: "{N} Unidad dejada fuera" many: "{N} Unidades dejadas fuera" other: "{N} Unidades dejadas fuera" STR_UNITS_IN_ENTRANCE: one: "{N} Unidad en la Entrada" many: "{N} Unidades en la Entrada" other: "{N} Unidades en la Entrada" STR_UNITS_IN_EXIT: one: "{N} Unidad en la Meta de Salida" many: "{N} Unidades en la Meta de Salida" other: "{N} Unidades en la Meta de Salida" STR_ABORT_MISSION_QUESTION: "¿Cancelar la Misión?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Descargar" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ha muerto" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ha muerto" STR_HIT_MELEE: "Impacto" STR_GROUND: "SUELO" STR_LIVING_QUARTERS_PLURAL: "Viviendas" STR_LIST_ITEM: "ARTÍCULOS" STR_PERSONAL_ARMOR_UFOPEDIA: "Usando la recien descubierta aleación alienígena, esta nueva armadura da a nuestros soldados una oportunidad en la lucha contra la amenaza alienígena." STR_POWER_SUIT_UFOPEDIA: "Una nueva y poderosa protección para nuestros soldados, esta alimentada por una fuente de energia alienígena que amplifica la velocidad y fuerza del usuario y ofrece la mejor protección para tropas." STR_FLYING_SUIT_UFOPEDIA: "Una version mejorada de la armadura mecánica, incorporando tecnologia antigravitacional alienigena que permite amplia libertad de movimiento en el campo de batalla." STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos los alianigenas han muerto{NEWLINE} Recuperación automática iniciada" STR_RESET: "Reiniciar" STR_MEMORIAL: "Conmemoración" STR_DATE_UC: "FECHA" STR_SOLDIERS_RECRUITED_UC: "SOLDADOS RECLUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "BAJAS>{ALT}{0}" MAP_CULTA: "Granja" MAP_FOREST: "Bosque" MAP_JUNGLE: "Jungla" MAP_MOUNT: "Montaña" MAP_DESERT: "Desierto" MAP_POLAR: "Polar" MAP_URBAN: "Ciudad" MAP_UBASE: "Base Alienígena" MAP_XBASE: "Base X-Com" MAP_MARS: "Marte" STR_MIXED: "Mezclado" STR_REMOVE_SELECTED: "Eliminar Elejidos" STR_LIVE_ALIENS: "Especímenes{NEWLINE}Vivos" STR_DEAD_ALIENS: "Especímenes{NEWLINE}Rechazados" STR_UNDER_INTERROGATION: "Siendo{NEWLINE}Estudiados" STR_CONTAINMENT_EXCEEDED: "¡LÍMITE DE CONFINAMIENTO ALIENÍGENAS EXCEDIDO!{SMALLLINE} El espacio en la sala de confinamiento es insuficiente en {0}. Debe eliminar el exceso de alienígenas (quien luego morirá)." STR_MANAGE_CONTAINMENT: "Administrar Confinamiento Alienígena" STR_STORAGE_EXCEEDED: "ESPACIO DE ALMACENAMIENTO SUPERADO{SMALLLINE}Espacio de almacenamiento insuficiente en {0}. Bebe vender artículos excedentes." STR_GO_TO_BASE: "Ir a la Base" STR_MELEE_ACCURACY: "PRECISIÓN CUERPO A CUERPO" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambas manos deben estar vacías!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Elementos insuficientes para copiar la plantilla!" STR_UNLOAD_WEAPON: "Descargar arma" STR_ALL_ITEMS: "Todos los items" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elemento del equipo en esta nave." many: "NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elemento del equipo en esta nave." other: "NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elemento del equipo en esta nave." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE CONTROL DESTRUIDO{NEWLINE}Diríjase a la entrada y aborte." STR_XCOM_BASE_CANNOT_BE_BUILT: "Instalaciones X-Com no se pueden construir bajo el agua" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Nave y Armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Soldados reclutados" STR_SOLDIERS_LOST: "Bajas" STR_TOTAL_UFOS: "OVNIs detectados" STR_TOTAL_ALIEN_BASES: "Bases Alienígena descubiertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "FPS" STR_PSIONIC_SKILL_ABBREVIATION: "MPS" FEMALE_CIVILIAN: "Civil, Femenino" MALE_CIVILIAN: "Civil, Masculino" CYBERDISC_WEAPON: "Arma Ciberdisco" REAPER_WEAPON: "Arma Devorador" CHRYSSALID_WEAPON: "Arma Crisálida" CELATID_WEAPON: "Arma Celátido" SILACOID_WEAPON: "Arma Silacoide" SECTOPOD_WEAPON: "Arma Sectópodo" ZOMBIE_WEAPON: "Arma Zombi " ALIEN_PSI_WEAPON: "Arma Psi Alien" ================================================ FILE: bin/standard/xcom1/Language/es-ES.yml ================================================ es-ES: STR_AVENGER_UFOPEDIA: "NAVE ESPACIAL DE TRANSPORTE Y COMBATE. LO ÚLTIMO COPIANDO TECNOLOGÍA ALIENÍGENA" STR_INTERCEPTOR_UFOPEDIA: "NAVE DE COMBATE CON MOTORES DUALES DE DETONACIÓN DE IMPULSOS Y SISTEMAS ELECTRÓNICOS ESPECIALMENTE PROTEGIDOS. LA MEJOR TECNOLOGÍA TERRESTRE." STR_LIGHTNING_UFOPEDIA: "NAVE DE TRANSPORTE Y COMBATE. UNA COPIA TOSCA PERO EFICAZ DE LOS SISTEMAS DE PROPULSIÓN ALIENÍGENAS." STR_SKYRANGER_UFOPEDIA: "TRANSPORTE DE TROPAS. EL MÁS RÁPIDO DE SU CLASE, CON DESPEGUE Y ATERRIZAJE VERTICAL (V.T.O.L.)" STR_FIRESTORM_UFOPEDIA: "NAVE DE COMBATE. ESTE CAZA MONOPLAZA ES UNA COPIA DEL CLÁSICO PLATILLO VOLANTE DE LOS ALIENÍGENAS CON UNIDAD DE PROPULSIÓN CENTRAL." STR_STINGRAY_UFOPEDIA: " MISIL AVANZADO AIRE-AIRE CON COMPONENTES ELÉCTRONICOS ESPECIALMENTE PROTEGIDOS." STR_AVALANCHE_UFOPEDIA: "MISIL AIRE-AIRE CON CABEZA NUCLEAR, EXTREMADAMENTE POTENTE." STR_CANNON_UFOPEDIA: "CAÑÓN DE GRAN POTENCIA QUE DISPARA MUNICIÓN PERFORANTE CAPAZ DE ATRAVESAR 16 PULGADAS DE ACERO." STR_FUSION_BALL_UFOPEDIA: "ESTE LANZADOR DISPARA UN MISIL EN FORMA DE BOLA PROPULSADA POR UNA REACCIÓN DE ANTIMATERIA. ESTA BOLA DESTRUYE EL BLANCO CON UNA ONDA GRAVITATORIA QUE PROVOCA UNA IMPLOSIÓN." STR_LASER_CANNON_UFOPEDIA: "ESTE RAYO LÁSER CONVENCIONAL SE ACCIONA POR UNA CÁMARA DE REACCIÓN DE ANTIMATERIA." STR_PLASMA_BEAM_UFOPEDIA: "EL RAYO GRAVITATORIO DIRIGE UN CAMPO DE GRAVEDAD CANALIZADO CON GRAN PRECISIÓN QUE PROVOCA UNA IMPLOSIÓN." STR_SECTOID_UFOPEDIA: "La jerarquía sectoide va desde soldados hasta lideres con poderosas habilidades psiónicas. Estos poderes psionicos pueden ser usados para desmoralizar soldados en combate e incluso para controlar sus mentes. Tienden a realizar abducciones de humanos y mutilaciones de ganado. Gracias a las abducciones obtienen material genético para realizar cruces y crear clones para infiltrarse en la sociedad humana. El ganado proporciona alimentos y material genético. Parece que esta raza quiere desarrollar híbridos genéticamente superiores para aumentar la eficacia de su sociedad tipo colmena." STR_SECTOID_AUTOPSY: "Autopsia de Sectoide" STR_SECTOID_AUTOPSY_UFOPEDIA: "La autopsia revela vestigios de órganos digestivos y una estructura sencilla. El cerebro y los ojos están muy desarrollados. La estructura sugiere una alteración genética o mutación. La boca y la nariz pequeñas parecen tener poca utilidad. Las membranas entre los dedos y los pies planos sugieren un origen acuático. No hay órganos reproductores ni ningun indicio que indique cómo se reproduce esta especie. Lo más probable es que sea una especie creada por ingeniería genética." STR_SNAKEMAN_UFOPEDIA: "Esta raza se ha desarrollado en un medio extremadamente hostil. Son muy resistentes y pueden aguantar cambios extremos de temperatura. Su movilidad depende de una enorme parte inferior que es como la de una serpiente y que protege todos los órganos vitales. Sus objetivos parecen ser meramente predatorios y parecen estar bajo el control de alguna otra inteligencia que dirige sus incursiones de estilo militar en la Tierra." STR_SNAKEMAN_AUTOPSY: "Autopsia de Hombre-serpiente" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "La piel es extremadamente dura y resistente al calor. El sistema cardio-vascular es parte del sistema muscular, el cual usa principios hidráulicos para crear movimiento. El único músculo verdadero es el \"corazón\". El sistema reproductor parece ser muy eficiente. La reproducción es asexual; cada hombre-serpiente lleva cincuenta huevos dentro de su cuerpo en todo momento. Si se les dejara actuar esta especie supondría una amenaza muy seria para la vida en la Tierra." STR_ETHEREAL_UFOPEDIA: "Este ser tiene poderes mentales asombrosos que le permiten comunicarse telepáticamente y usar habilidades telequineticas. Las aparentemente débiles capacidades fisicas de esta criatura se compensan gracias a estos poderes mentales. No comprendemos cómo funcionan estos poderes telequinéticos, ya que parecen desafiar las leyes de la física como la conocemos. Son muy peligrosos en combate ya que cuentan con sus poderes mentales. Es muy raro verlos en la Tierra, pues parecen confiar en otras razas para conseguir sus objetivos." STR_ETHEREAL_AUTOPSY: "Autopsia de Etéreo" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Este ser esta físicamente subdesarrollado y parece ser incapaz de realizar ninguna función vital. Los músculos están severamente atrofiados y parece que los órganos internos están poco desarrollados. Los órganos sensoriales, incluyendo los ojos, parecen no funcionar. El cerebro, sin embargo, está bien desarrollado y utiliza una gran parte del suministro sanguíneo del cuerpo. Es un misterio cómo esta criatura puede sobrevivir sin soporte externo." STR_MUTON_UFOPEDIA: "Esta criatura humanoide es inteligente y tiene una constitución física muy fuerte. Tiene un apetito particular por la carne cruda de cualquier tipo, la cual necesita para sobrevivir como los carnívoros de la Tierra. Parece que confian en las órdenes telepáticas enviadas por una raza conocida como \"Etéreos\". Una vez se rompe esta unión telepática, su sistema nervioso parece colapsarse y mueren. Los implantes cibernéticos sirven para mejorar su eficacia en combate. Son claramente los soldados de a pie de una inteligencia superior." STR_MUTON_AUTOPSY: "Autopsia de Mutante" STR_MUTON_AUTOPSY_UFOPEDIA: "La \"piel\" de esta criatura parece ser una armadura protectora creada orgánicamente e injertada en el cuerpo. Hay numerosos implantes cibernéticos que sirven para mejorar el sistema cardio-vascular y los sentidos. Los órganos reproductores han sido extirpados quirurgicamente. Evidentemente la vida de estas desafortunadas criaturas se limita a la guerra y la conquista. La munición perforadora de blindaje no es muy eficaz contra su piel reforzada." STR_CELATID_UFOPEDIA: "Esta forma de vida tiene la misteriosa habilidad natural de flotar en el aire. Parece detectar las ondas mentales humanas, gracias a lo cual puede encontrar a su blanco aunque éste esté bien escondido. Una vez que ha detectado el blanco, el celátido aterriza y dispara pequeños glóbulos de veneno altamente corrosivo. Esta criatura es capaz de crear clones de sí misma a un ritmo alarmante. Suele acompañar a la raza \"Mutante\" en sus incursiones." STR_CELATID_AUTOPSY: "Autopsia de Celátido" STR_CELATID_AUTOPSY_UFOPEDIA: "En el núcleo hay un pequeño dispositivo biomecánico que parece ser un sistema de propulsión antigravedad, resultado de la evolución natural de la criatura. La bolsa de veneno es el órgano más grande y no parece haber ninguna estructura cerebral independiente. No se distingue ningún sistema digestivo ni reproductor. Un pequeño órgano contiene embriones capaces de crecer y convertirse rápidamente en criaturas adultas." STR_SILACOID_UFOPEDIA: "Esta forma de vida basada en el silicio genera una cantidad enorme de calor. Es capaz de romper rocas y digerirlas en su núcleo interior a alta temperatura. Se trata de una inteligencia primitiva que puede ser controlada con implantes o por seres con poderes telepáticos. Trabaja con la raza alienígena de los \"Mutantes\"." STR_SILACOID_AUTOPSY: "Autopsia de Silacoide" STR_SILACOID_AUTOPSY_UFOPEDIA: "El interior de esta criatura está muy caliente, lo que parece ser la base de su sistema digestivo. Su sistema muscular sin igual le permite ser tremendamente fuerte y rápido. Su piel, dura como la piedra, no se ve afectada por la munición incendiaria ni por el fuego." STR_CHRYSSALID_UFOPEDIA: "Las garras tipo cangrejo de esta criatura son un arma poderosa en el combate cuerpo a cuerpo. Su evolucionado metabolismo y su gran fuerza le proporcionan gran velocidad y destreza. En vez de matar a su víctima le inserta un huevo y le inyecta un veneno que la convierte en un zombi. Poco después de que la víctima haya sido infestada una nueva crisálida surgirá de ella. Las crisálidas están asociadas con la raza de los hombres-serpiente." STR_CHRYSSALID_AUTOPSY: "Autopsia de Crisálida" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "El exoesqueleto de esta criatura es muy duro pero sorprendentemente vulnerable a la munición explosiva. El cerebro está muy desarrollado y el ritmo de crecimiento de sus células muy alto. Lleva veinte huevos, que deposita en otros organismos. Constituye un elemento muy eficaz para aterrorizar a la población." STR_FLOATER_UFOPEDIA: "Los flotadores son soldados usados para sembrar el pánico entre los civiles. Son bestias depredadoras por naturaleza, mejorados cibernética y genéticamente para convertirlos en guerreros formidables. Se les ha extirpado la parte inferior del cuerpo y la mayoría de los órganos internos, y se les ha instalado un sistema de soporte vital. Este implante contiene una unidad antigravitatoria que permite a la criatura flotar de forma inestable en el aire." STR_FLOATER_AUTOPSY: "Autopsia de Flotador" STR_FLOATER_AUTOPSY_UFOPEDIA: "Esta criatura ha sido alterada drásticamente por medio de la cirugía. El aparato que parece formar el núcleo de su cuerpo es un sistema de soporte vital que hace las veces de corazón, pulmones y aparato digestivo. Dicho aparato permite a la criatura sobrevivir en entornos extremadamente hostiles. El cerebro es más pequeño que el nuestro, pero sus órganos sensoriales están muy desarrollados." STR_REAPER_UFOPEDIA: "Este carnívoro bípedo tiene unas mandíbulas poderosas y un apetito voraz. Tiene varios implantes cerebrales que sirven para controlar sus actividades. Los instintos depredadores de esta criatura son de poca utilidad, excepto para aterrorizar y destruir. Los segadores suelen asociarse con los Flotadores." STR_REAPER_AUTOPSY: "Autopsia de Segador" STR_REAPER_AUTOPSY_UFOPEDIA: "El segador tiene dos cerebros y dos corazones, los cuales le permiten seguir moviéndose incluso cuando está gravemente herido. Sin embargo, su piel peluda es altamente inflamable, por lo que esta criatura es vulnerable a las armas incendiarias." STR_SECTOPOD_UFOPEDIA: "Los Sectopodos son criaturas roboticas equipadas con una poderosa arma de rayos laser. El control de estas bestias mecánicas se realiza mediante un vinculo telepático con sus controladores: los Etereos. Los sectopodos son el arma de incursión mas poderosa disponible para las fuerzas alienígenas." STR_SECTOPOD_AUTOPSY: "Examen de Sectópodo" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "El robot esta sólidamente construido con un blindaje reforzado capaz de resistir la mayoría de formas de ataque, sobretodo las armas de plasma. No obstante sus circuitos sensores parecen ser particularmente vulnerables a las armas láser." STR_CYBERDISC_UFOPEDIA: "Este platillo volante en miniatura está equipado con un potente rayo de plasma y se usa para aterrorizar a la población . Su propulsión antigravedad le da una gran ventaja en terrenos difíciles. Su principal función es sembrar la destrucción y el terror al servicio de los sectoides." STR_CYBERDISC_AUTOPSY: "Examen de Ciberdisco" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Los ciberdiscos tienen un blindaje muy bueno, especialmente resistente a los ataques con munición explosiva. El sistema de antigravedad de este ejemplar está demasiado dañado como para averiguar su funcionamiento." STR_UFO_POWER_SOURCE_UFOPEDIA: "La fuente de energía de las naves alienígenas consiste en un reactor antimateria que utiliza elerio (elemento 115) para crear poderosas ondas gravitatorias así como otras formas de energía. La conversión de materia en energía tiene una eficacia del 99%, gracias a lo cual pequeñas cantidades de elerio producen cantidades enormes de energía. Esta unidad se puede reproducir fácilmente usando aleaciones alienígenas." STR_UFO_NAVIGATION_UFOPEDIA: "Las naves alienígenas utilizan sofisticados ordenadores para viajar por la Tierra y por el espacio. El sistema está basado en procesadores ópticos que se distribuyen formando una red. El interfaz de control es relativamente sencillo: el navegante controla la dirección de las ondas de gravedad generadas por la fuente de energía para mover la nave en cualquier dirección. Los humanos pueden utilizar fácilmente este sistema, y se puede reproducir utilizando aleaciones alienígenas y otros elementos." STR_UFO_CONSTRUCTION_UFOPEDIA: "Las naves alienígenas constan de tres elementos principales: una fuente de energía, un sistema de navegación y un casco hecho de aleaciones alienígenas. El casco está especialmente diseñado para permitir que las ondas de gravedad sean dirigidas y controladas. También necesita una pequeña cantidad de elerio para alimentar la fuente de energía. Cuando comprendamos los principios de su construcción y las funciones de cada componente de este tipo de nave, podremos construirlas." STR_ALIEN_FOOD_UFOPEDIA: "Estas cámaras contienen varias enzimas que sirven para digerir las partes del cuerpo del ganado, otros animales e incluso humanos. El líquido resultante es consumido como alimento ya digerido, probablemente de forma directa al torrente sanguíneo. Esto sugiere una cierta dependencia de la Tierra para su alimentación: una simbiosis entre Tierra y sociedad alienígena." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Estas cámaras contienen fetos alienígenas. El diseño de estos contenedores sugiere que los alienígenas que utilizan este proceso dependen totalmente de la reproducción en laboratorio. Los ricos nutrientes aseguran el rápido desarrollo de los fetos. Este sistema de producción en cadena podría generar miles de clones alienigenas en poco tiempo. El proceso podría ser adoptado fácilmente para la reproducción de humanos o de híbridos humano-alienígena." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Lo más probable es que estas esferas tengan una función recreativa. El circuito psiónico estimula varios centros nerviosos del cerebro. El efecto es parecido al de los alucinógenos. Es la única prueba de que los alienígenas tienen pasatiempos culturales o recreativos." STR_ALIEN_SURGERY_UFOPEDIA: "Este equipo quirúrgico utiliza rayos láser para cortar y extraer ciertas partes del cuerpo del ganado y otros animales. La famosa mutilación de ganado se debe a esta extraña actividad alienígena. Es probable que estas partes se utilicen para fines alimenticios o genéticos." STR_EXAMINATION_ROOM_UFOPEDIA: "En el pasado miles de personas declararon haber sido abducidas por alienígenas; algunas repetidamente. La verdad es mucho más horrible. Los humanos son abducidos para ser objeto de investigaciones y observaciones. A los mejores especímenes se les extrae material genético. A las mujeres se les implantan fetos de híbridos humano-alienígena y se los extraen varios meses después. Quién sabe cuál es su siniestro propósito." STR_ALIEN_ALLOYS_UFOPEDIA: "Las naves alienígenas están hechas de aleaciones especiales con propiedades únicas. Son muy ligeras y resistentes, y se pueden moldear con métodos electromagnéticos. Este material se puede reproducir y utilizar en muchos tipos de procesos de fabricación." STR_ELERIUM_115_UFOPEDIA: "Este elemento tiene la propiedad poco común de generar energía antimateria cuando es bombardeado con ciertas partículas. Esto genera ondas gravitatorias y otras formas de energía. No existe de forma natural en nuestro sistema solar y no se puede reproducir." STR_ALIEN_ORIGINS_UFOPEDIA: "Está claro que estamos luchando una batalla perdida en la Tierra. Las hordas alienígenas nos superan en número. Lo mejor que podemos hacer es retrasar su avance. La única esperanza para la humanidad es atacar a los alienígenas en su origen. Nuestra investigación indica la existencia de una base de operaciones dentro de nuestro sistema solar. Los alienígenas afirman que este lugar es el centro de una civilización anterior a la existencia de la humanidad. Tenemos que localizar ese sitio lo antes posible. Pero antes hemos de capturar e interrogar a un lider alienígena para conseguir información detallada. Seguramente los ovnis más grandes contienen, al menos, un lider alienigena." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Nuestra investigación se dirige ahora a Marte como base de operaciones alienígenas. La base está bien escondida y contiene todas las instalaciones de fabricación y de clonación necesarias para la infiltración en la Tierra. También parece haber un ordenador de control que dirige toda la operación. Parece ser que en la sociedad tipo colmena de los alienígenas hay una especia de abeja reina. Esa es su mayor debilidad: si eliminamos el \"cerebro\", el cuerpo morirá. Hay que acelerar nuestra investigación antes de que sea demasiado tarde. Para progresar tenemos que capturar a los altos mandos alienígenas - los comandantes - que sólo residen en bases alienígenas y cruceros de batalla." STR_CYDONIA_OR_BUST_UFOPEDIA: "Ahora está claro que las hordas alienígenas son controladas desde una base subterránea en Cydonia - una zona curiosa de Marte en la que hay pirámides de cinco lados y una estructura enorme similar a una cara humana. La civilización de Cydonia floreció en Marte hace muchos millones de años, pero no sabemos por qué desapareció o qué conexión tiene con la reciente actividad alienígena. Cualquiera que sea la explicación, tenemos que mandar una expedición a Cydonia. Es la única forma de derrotar a los alienígenas. Tenemos que destruir su cerebro dirigente. Necesitaremos una nave Avenger equipada con las mejores armas destructivas de que dispongamos. No hay nada más que podamos averiguar aquí, sólo queda esperar el resultado del asalto en Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRAR EN SITIO-TIEMPO=5 Seg" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Ninguno" STR_UNKNOWN: "Desconocido" STR_POOR: "Pobre" STR_AVERAGE: "Normal" STR_GOOD: "Bueno" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "CONSTRUIR NUEVA BASE" STR_BASE_INFORMATION: "INFORMACIÓN DE BASES" STR_EQUIP_CRAFT: "EQUIPAR NAVE" STR_BUILD_FACILITIES: "CONSTRUIR INSTALACIONES" STR_RESEARCH: "INVESTIGAR" STR_MANUFACTURE: "FABRICAR" STR_TRANSFER_UC: "TRANSFERIR" STR_PURCHASE_RECRUIT: "COMPRAR/RECLUTAR" STR_SACK: "DESPEDIR" STR_SELL_SACK_UC: "VENDER/DESPEDIR" STR_GEOSCAPE_UC: "GEOESCAPE" STR_NAME: "Nombre" STR_AREA: "Zona" STR_BUILD_NEW_BASE: "Construir base nueva" STR_CANCEL: "Cancelar" STR_COST_UC: "COSTE>" STR_CONSTRUCTION_TIME_UC: "TIEMPO DE CONSTRUCCIÓN>" STR_DAY: one: "{N} día" many: "{N} días" other: "{N} días" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANTENIMIENTO>" STR_OK: "OK" STR_INSTALLATION: "Instalación" STR_CURRENT_RESEARCH: "INVESTIGACIÓN EN CURSO" STR_SCIENTISTS_AVAILABLE: "Científicos disponibles>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Científicos asignados>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espacio de Laboratorio Disponible>{ALT}{0}" STR_RESEARCH_PROJECT: "PROYECTO DE INVESTIGACIÓN" STR_SCIENTISTS_ALLOCATED_UC: "CIENTÍFICOS ASIGNADOS" STR_PROGRESS: "PROGRESO" STR_NEW_PROJECT: "Nuevo proyecto" STR_CANCEL_PROJECT: "CANCELAR PROYECTO" STR_NEW_RESEARCH_PROJECTS: "Nuevos proyectos de investigación" STR_SCIENTISTS_AVAILABLE_UC: "CIENTIFICOS DISPONIBLES>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACIO DE LABORATORIO DISPONIBLE>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Disminuir" STR_START_PROJECT: "INICIAR PROYECTO" STR_CURRENT_PRODUCTION: "PRODUCCIÓN ACTUAL" STR_ENGINEERS_AVAILABLE: "Ingenieros Disponibles>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenieros destinados>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espacio de Taller Disponible>{ALT}{0}" STR_CURRENT_FUNDS: "Fondos actuales>{ALT}{0}" STR_ITEM: "ELEMENTO" STR_ENGINEERS__ALLOCATED: "Ingenieros" STR_UNITS_PRODUCED: "Unidades producidas" STR_TOTAL_TO_PRODUCE: "Total a Producir" STR_COST__PER__UNIT: "Coste{NEWLINE}por{NEWLINE}unidad" STR_DAYS_HOURS_LEFT: "Dias/Horas restantes" STR_NEW_PRODUCTION: "Nueva producción" STR_PRODUCTION_ITEMS: "Artículos en producción" STR_CATEGORY: "CATEGORÍA" STR_START_PRODUCTION: "INICIAR FABRICACIÓN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Horas/ingeniero para producir una unidad" STR_COST_PER_UNIT_: "Coste por unidad>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espacio de trabajo necesario>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALES ESPECIALES NECESARIOS" STR_ITEM_REQUIRED: "ELEMENTO REQUERIDO" STR_UNITS_REQUIRED: "UNIDADES NECESARIAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONIBLES" STR_STOP_PRODUCTION: "DETENER PRODUCCIÓN" STR_ENGINEERS_AVAILABLE_UC: "INGENIEROS DISPONIBLES>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACIO DE TALLER DISPONIBLE>{ALT}{0}" STR_MONTHLY_PROFIT: "BENEFICIOS MENSUALES>{ALT}{0}" STR_INCREASE_UC: "AUMENTAR" STR_DECREASE_UC: "DISMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a producir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Contratar personal" STR_COST_OF_PURCHASES: "Coste de Compras>{ALT}{0}" STR_COST_PER_UNIT_UC: "COSTE POR UNIDAD" STR_QUANTITY_UC: "CANTIDAD" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL DISPONIBLE:PERSONAL TOTAL>" STR_SOLDIERS: "Soldados" STR_SCIENTISTS: "Científicos" STR_ENGINEERS: "ingenieros" STR_SPACE_USED_SPACE_AVAILABLE: "ESPACIO USADO:ESPACIO DISPONIBLE>" STR_LIVING_QUARTERS: "Alojamientos" STR_STORES: "Almacenes" STR_LABORATORIES: "Laboratorios" STR_WORK_SHOPS: "Talleres" STR_HANGARS: "Hangares" STR_SHORT_RANGE_DETECTION: "Detección de corto alcance" STR_DEFENSE_STRENGTH: "Fuerza defensiva" STR_TRANSFERS_UC: "TRANSFERENCIAS" STR_TRANSFERS: "Transferencias" STR_ARRIVAL_TIME_HOURS: "Hora de llegada (horas)" STR_COST_: "Coste>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "¿Nombre de la base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECCIONAR POSICIÓN DEL ASCENSOR DE ACCESO" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "CANTIDAD A TRANSFERIR" STR_SELECT_DESTINATION_BASE: "Seleccionar base de destino" STR_COST: "Coste" STR_VICTORY_1: "Al entrar en la cámara se puede ver al cerebro alienígena: el objeto de tu búsqueda. Antes de dispararle, se comunica contigo mediante una pantalla que hay en su base. Te implora que antes de apretar el gatillo escuches las razones por las que deberías dejarle vivir." STR_VICTORY_2: "El cerebro dice: \"Hace muchos millones de años el planeta al que llamáis Marte estaba vivo. Nuestra civilización llevó vida a ese planeta estéril igual que la llevó al tuyo. Durante millones de años hemos visitado tu planeta y desarrollado genéticamente tu especie. No podéis matarnos, sois parte de nosotros..." STR_VICTORY_3: "Este es el centro de la civilización marciana. Estas pirámides fueron levantadas millones de años antes que las vuestras por una especie de la que vosotros descendéis. Ningún planeta está fuera de nuestro alcance. Este poder podría ser vuestro dentro de poco. Todo lo que os pedimos es vuestra cooperación." STR_GAME_OVER_1: "Los alienígenas intentan exterminar a la humanidad destruyendo las ciudades y envenenando el aire y el mar. La resistencia de los ejércitos de la Tierra es inútil frente a su enorme superioridad tecnológica. Las generaciones que sobreviven sufren terribles mutaciones mientras intentan escapar de la destrucción alienígena. Son encerradas en campos de esclavos para que ayuden a transformar la Tierra en una colonia alienígena que forma parte de algun imperio desconocido." STR_GAME_OVER_2: "Los conocimientos adquiridos durante el proyecto X-Com se han perdido para siempre. Ha fracasado en su intento por salvar la Tierra." STR_VICTORY_4: "El cerebro alienígena es interrumpido por una ráfaga de plasma caliente y la totalidad de las fuerzas alienígenas es derrotada." STR_VICTORY_5: "Una vez que los alienígenas pierden Marte, pierden también la Tierra. El proyecto de investigación X-Com no tarda mucho en hacer posible una vez más el florecimiento de la humanidad, y ésta asume el control de Marte. La amenaza alienígena ha desaparecido, pero ¿por cuánto tiempo? Nadie lo sabe..." STR_YOU_HAVE_FAILED: "Has fracasado en tu misión de detener la matanza alienígena. Las naciones patrocinadoras, una tras otra, firman pactos con los alienígenas en los que éstos les prometen tecnología, prosperidad y paz. Sin embargo pronto se dan cuenta de que los invasores tienen planes muy diferentes..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Ingresos" STR_EXPENDITURE: "Gastos" STR_MAINTENANCE: "Mantenimiento" STR_BALANCE: "Balance" STR_UFO_ACTIVITY_IN_AREAS: "Actividad OVNI en zonas" STR_UFO_ACTIVITY_IN_COUNTRIES: "Actividad OVNI en países" STR_XCOM_ACTIVITY_IN_AREAS: "Actividad X-Com en Zonas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Actividad X-Com en Países" STR_FINANCE: "Finanzas" STR_DATE_FIRST: "{0}º" STR_DATE_SECOND: "{0}º" STR_DATE_THIRD: " {0}º" STR_DATE_FOURTH: "{0}º" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "No hay suficientes materiales para producir{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "No hay dinero suficiente para producir {NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Producción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}completada" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construcción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}completada" STR_OK_5_SECONDS: "OK - 5 seg" STR_RESEARCH_COMPLETED: "Investigación finalizada" STR_VIEW_REPORTS: "VER INFORMES" STR_WE_CAN_NOW_RESEARCH: "Preparados para investigar" STR_WE_CAN_NOW_PRODUCE: "Preparados para fabricar" STR_SUNDAY: "DOMINGO" STR_MONDAY: "LUNES" STR_TUESDAY: "MARTES" STR_WEDNESDAY: "MIÉRCOLES" STR_THURSDAY: "JUEVES" STR_FRIDAY: "VIERNES" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "No hay suficiente {0} para repostar {1} en {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "No hay suficiente {0} para rearmar{1} en {2}" STR_UFO_IS_NOT_RECOVERED: "OVNI no recuperado" STR_UFO_IS_RECOVERED: "OVNI recuperado" STR_CRAFT_IS_LOST: "Nave destruida" STR_TERROR_CONTINUES: "La incursión alienígena continúa" STR_ALIENS_DEFEATED: "Alienígenas derrotados" STR_BASE_IS_LOST: "La base se ha perdido" STR_BASE_IS_SAVED: "La base se ha salvado" STR_ALIEN_BASE_STILL_INTACT: "Base alienígena intacta" STR_ALIEN_BASE_DESTROYED: "Base alienígena destruida" STR_ALIENS_KILLED: "BAJAS ALIENÍGENAS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES ALIENÍGENAS RECUPERADOS" STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS VIVOS CAPTURADOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROL DE LA BASE ALIENÍGENA DESTRUIDO" STR_CIVILIANS_KILLED_BY_ALIENS: "BAJAS CIVILES CAUSADAS POR LOS ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "BAJAS CIVILES CAUSADAS POR X-COM" STR_CIVILIANS_SAVED: "CIVILES A SALVO" STR_XCOM_OPERATIVES_KILLED: "BAJAS X-COM" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "OPERATIVOS X-COM DESAPARECIDOS EN ACCIÓN" STR_TANKS_DESTROYED: "TANQUES DESTRUIDOS" STR_XCOM_CRAFT_LOST: "NAVE X-COM DESTRUIDA" STR_UFO_RECOVERY: "RECUPERACIÓN DE OVNI" STR_ALIEN_BASE_RECOVERY: "RECUPERACIÓN DE BASE ALIENÍGENA" STR_BASE_UNDER_ATTACK: "{0} bajo ataque!" STR_BASE_DEFENSES_INITIATED: "INICIADA DEFENSA DE LA BASE" STR_GRAV_SHIELD_REPELS_UFO: "¡ESCUDO DE GRAVEDAD REPELE OVNI!" STR_FIRING: "DISPARANDO" STR_HIT: "¡TOCADO!" STR_UFO_DESTROYED: "¡OVNI DESTRUIDO!" STR_MISSED: "¡DISPARO FALLIDO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender artículos/Despedir personal" STR_VALUE_OF_SALES: "VALOR DE LAS VENTAS> {ALT}{0}" STR_FUNDS: "FONDOS> {ALT}{0}" STR_SELL_SACK: "Vender/Despedir" STR_VALUE: "Valor" STR_CRAFT_: "NAVE> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERACIÓN DE OVNI ESTRELLADO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Extreme la precaución - Es posible que haya operativos en el OVNI o alrededor del lugar del accidente. La Misión tendrá éxito cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos del OVNI, artefactos y cadáveres alienígenas puede entonces ser iniciada. Para abortar la misión regrese los operativos X-Com al vehículo de transporte y haga clic en el icono 'Abortar Misión'." STR_UFO_GROUND_ASSAULT: "ASALTO A OVNI ATERRIZADO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore el punto de amerizaje y, si es posible, gane acceso al OVNI. Esta misión se completará cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos OVNI, tecnología y cadáveres alienígenas podrá entonces ser iniciada. Para abortar la misión regrese los operativos X-Com al vehículo de transporte y haga clic en el icono 'Abortar Misión'." STR_BASE_DEFENSE: "DEFENSA DE LA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Una nave alienígena ha aterrizado muy cerca. Nuestra base está en peligro. Según el procedimiento habitual, se ha evacuado todo el personal no combatiente y las naves de X-Com. Los alienígenas accederán a la base por las puertas del hangar o por el ascensor de acceso. Defienda la base y sus instalaciones vitales a toda costa, es una lucha a vida o muerte. Si presiona en el icono de 'Abortar misión' aceptará la derrota y perderá la base." STR_ALIEN_BASE_ASSAULT: "ASALTO A BASE ALIENíGENA" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Los operativos X-COM han entrado en una base alienígena. Hay que destruir el centro de control para que la base quede inservible. El objetivo de la misión estara completo cuando elimine a todos los enemigos o cuando regrese sus hombres al área verde de salida (presione el icono de 'Abortar misión' para escapar)." STR_CYDONIA_BRIEFING: "Has llegado a Cydonia. Entras en un gran complejo subterráneo cercano a la Esfinge Marciana. Tienes que destruir al cerebro alienígena que controla todas sus actividades. El destino de la humanidad está en tus manos." STR_TERROR_MISSION: "MISIÓN DE INCURSIÓN" STR_TERROR_MISSION_BRIEFING: "El objetivo de la misión es eliminar o neutralizar todas las unidades enemigas. Debe intentar salvar a cualquier civil que haya en el área. Para abortar la misión, regrese los operativos X-Com al vehículo de transporte y presione el icono de 'Abortar misión'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "¡NO HAY HANGARES LIBRES PARA CONSTRUIR NAVES!{SMALLLINE}Cada nave asignada o transferida a una base, comprada o construida ocupa un hangar. Construye un nuevo hangar o traslada una nave a otra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "¡NO HAY HANGARES LIBRES PARA COMPRAR NAVES!{SMALLLINE}Cada nave asignada o transferida a una base, comprada o construida ocupa un hangar. Construye un nuevo hangar o traslada una nave a otra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "¡NO HAY HANGARES LIBRES PARA TRASLADAR NAVES{SMALLLINE}Cada nave asignada o transferida a una base, comprada o construida ocupa un hangar. Construye un nuevo hangar o traslada una nave a otra base." STR_CANNOT_BUILD_HERE: "¡NO PUEDES CONSTRUIR AQUÍ!{SMALLLINE}Sólo junto a una instalación finalizada." STR_NO_FREE_ACCOMODATION: "¡NO HAY ALOJAMIENTO DISPONIBLE!{SMALLLINE}La base de destino no tiene espacio suficiente en la zona de alojamiento." STR_NOT_ENOUGH_WORK_SPACE: "¡NO HAY SUFICIENTE ESPACIO PARA TRABAJAR!{SMALLLINE}Construye un taller nuevo o reduce los trabajos relacionados con otros proyectos." STR_NOT_ENOUGH_MONEY: "¡NO HAY DINERO SUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "¡NO HAY SUFICIENTE ESPACIO DE ALMACENAJE!{SMALLLINE}Construye un almacén nuevo o traslada las existencias a otras bases." STR_NOT_ENOUGH_LIVING_SPACE: "¡NO HAY SUFICIENTE ESPACIO HABITABLE!{SMALLLINE}Construye nuevos alojamientos o traslada personal a otras bases." STR_LAUNCH_INTERCEPTION: "INICIAR INTERCEPCIÓN" STR_CRAFT: "NAVE" STR_STATUS: "SITUACIÓN" STR_BASE: "BASE" STR_READY: "LISTO" STR_OUT: "FUERA" STR_REPAIRS: "REPARACIONES" STR_REFUELLING: "REPOSTANDO" STR_REARMING: "REARMANDO" STR_TARGET: "OBJETIVO: {0}" STR_WAY_POINT: "PUNTO DE DESTINO" STR_ARE_YOU_SURE_CYDONIA: "¿Estás seguro de que quieres mandar esta nave a Cydonia en una misión?" STR_YES: "SÍ" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECCIONAR DESTINO" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SELECCIONAR EMPLAZAMIENTO DE LA{NEWLINE}NUEVA BASE" STR_RETURN_TO_BASE: "REGRESAR A LA BASE" STR_SELECT_NEW_TARGET: "SELECCIONAR OTRO BLANCO" STR_PATROL: "PATRULLAR" STR_STATUS_: "SITUACIÓN>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "AVERIADO - REGRESA A LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POCO COMBUSTIBLE - REGRESA A LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIÓN COMPLETADA - REGRESANDO A LA BASE" STR_PATROLLING: "PATRULLANDO" STR_TAILING_UFO: "SIGUIENDO A UN OVNI" STR_INTERCEPTING_UFO: "INTERCEPTANDO OVNI-{0}" STR_RETURNING_TO_BASE: "REGRESANDO A LA BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDAD>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDAD MAXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUD>{ALT}{0}" STR_VERY_LOW: "MUY POCA" STR_LOW_UC: "POCA" STR_HIGH_UC: "BASTANTE" STR_VERY_HIGH: "MUY ALTA" STR_FUEL: "COMBUSTIBLE>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NINGUNA" STR_ROUNDS_: "DISPAROS>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "NAVE DE INTERCEPCIÓN" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOMBRE" STR_AMMO_: "MUNICION>{ALT}{0}" STR_CREW: "TRIPULACIÓN" STR_EQUIPMENT_UC: "EQUIPO" STR_ARMOR: "BLINDAJE" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Recluta" STR_SQUADDIE: "Soldado raso" STR_SERGEANT: "Sargento" STR_CAPTAIN: "Capitán" STR_COLONEL: "Coronel" STR_COMMANDER: "Comandante" STR_SELECT_SQUAD_FOR_CRAFT: "Selecciona equipo para {0}" STR_SORT_BY: "ORDENAR POR..." STR_ORIGINAL_ORDER: "ORDEN ORIGINAL" STR_MISSIONS2: "MISIONES" STR_KILLS2: "MUERTES" STR_WOUND_RECOVERY2: "RECUPERACIÓN DE HERIDAS" STR_SPACE_AVAILABLE: "ESPACIO DISPONIBLE>{ALT}{0}" STR_SPACE_USED: "ESPACIO USADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPACIO USADO" STR_RANK: "RANGO" STR_WOUNDED: "HERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipo para {0}" STR_DEFENSE_VALUE: "Valor defensivo" STR_HIT_RATIO: "Media de impactos" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}preparado para{NEWLINE}aterrizar cerca de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "¿Iniciar la misión?" STR_SELECT_ARMAMENT: "Seleccionar armamento" STR_AMMUNITION_AVAILABLE: "MUNICIÓN DISPONIBLE" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECCIONA BLINDAJE PARA{NEWLINE}{0}" STR_TYPE: "TIPO" STR_PERSONAL_ARMOR_UC: "BLINDAJE PERSONAL" STR_POWER_SUIT_UC: "TRAJE MECANICO" STR_FLYING_SUIT_UC: "TRAJE VOLADOR" STR_SELECT_ARMOR: "Selección de Blindaje" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORESTE" STR_EAST: "ESTE" STR_SOUTH_EAST: "SURESTE" STR_SOUTH: "SUR" STR_SOUTH_WEST: "SUROESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECCIONAR ACCIÓN" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSECUCIÓN DE INTERCEPCIÓN" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSECUCIÓN SIN INTERCEPCIÓN" STR_VERY_LARGE: "MUY GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "NORMAL" STR_SMALL: "PEQUEÑO" STR_VERY_SMALL: "MUY PEQUEÑO" STR_GROUNDED: "EN TIERRA" STR_DETECTED: "Detectado" STR_SIZE_UC: "TAMAÑO" STR_ALTITUDE: "ALTITUD" STR_HEADING: "RUMBO" STR_SPEED: "VELOCIDAD" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRAR EN OVNI-TIEMPO=5 Seg" STR_TRACKING_LOST: "RASTRO PERDIDO" STR_REDIRECT_CRAFT: "CAMBIAR RUMBO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR A ÚLTIMA POSICIÓN CONOCIDA DEL OVNI " STR_UFO_: "OVNI-{0}" STR_ALIEN_BASE_: "BASE ALIENIGENA-{0}" STR_CRASH_SITE_: "LUGAR DE IMPACTO-{0}" STR_LANDING_SITE_: "LUGAR DE ATERRIZAJE-{0}" STR_WAY_POINT_: "PUNTO DE DESTINO-{0}" STR_TERROR_SITE: "LUGAR DE INCURSION-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ha alcanzado{NEWLINE}{1}" STR_NOW_PATROLLING: "Está patrullando" STR_ALIEN_ORIGINS: "Origen de los alienígenas" STR_THE_MARTIAN_SOLUTION: "La solución marciana" STR_CYDONIA_OR_BUST: "Cydonia o reventar!" STR_UFOPAEDIA: "Ovnipedia" STR_XCOM_CRAFT_ARMAMENT: "NAVES Y ARMAS DE X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PLATAFORMAS DE ARMAS PESADAS" STR_WEAPONS_AND_EQUIPMENT: "EQUIPO Y ARMAS" STR_ALIEN_ARTIFACTS: "ARTEFACTOS ALIENÍGENAS" STR_BASE_FACILITIES: "INSTALACIONES DE LA BASE" STR_ALIEN_LIFE_FORMS: "CRIATURAS ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "INVESTIGACIÓN ALIENÍGENA" STR_UFO_COMPONENTS: "COMPONENTES OVNI" STR_UFOS: "OVNIS" STR_SELECT_ITEM: "SELECCIONAR ARTÍCULO" STR_ACCELERATION: "ACELERACION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACIDAD DE COMBUSTIBLE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "RANURAS DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "RESISTENCIA A LOS DAÑOS>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACIO DE CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACIDAD PAP>{ALT}{0}{ALT}" STR_DAMAGE: "Daño" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisión" STR_RE_LOAD_TIME: "Tiempo de recarga" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFORADORA" STR_DAMAGE_INCENDIARY: "INCENDIARIA" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAYO LÁSER" STR_DAMAGE_PLASMA_BEAM: "RAYO DE PLASMA" STR_DAMAGE_STUN: "ATURDIDORA" STR_DAMAGE_MELEE: "DAÑO CUERPO A CUERPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "HUMO" STR_SHOT_TYPE: "TIPO DE MUNICIÓN" STR_ACCURACY_UC: "PRECISIÓN" STR_TIME_UNIT_COST: "COSTE UT" STR_DAMAGE_UC: "DAÑO" STR_AMMO: "MUNICIÓN" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Rápido" STR_SHOT_TYPE_AIMED: "Precisión" STR_CONSTRUCTION_TIME: "Tiempo de construcción" STR_CONSTRUCTION_COST: "Coste de construcción" STR_MAINTENANCE_COST: "Coste de mantenimiento" STR_LOW: "Insuficiente" STR_MEDIUM: "Media" STR_HIGH: "Suficiente" STR_CRAFT_WEAPON: "Arma de la nave" STR_CRAFT_AMMUNITION: "Munición de la nave" STR_HEAVY_WEAPONS_PLATFORM: "Plataforma de armas pesadas" STR_WEAPON: "Arma" STR_AMMUNITION: "Munición" STR_EQUIPMENT: "Equipo" STR_ALIEN_CORPSE: "Cadáver alienígena" STR_UFO_COMPONENT: "Componente de OVNI" STR_PERSONAL_ARMOR: "Blindaje personal" STR_RAW_MATERIALS: "Materias primas" STR_HWP_CANNON_SHELLS: "Munición para cañón PAP" STR_ALIEN: "Alienígena" STR_SECTOID: "Sectoide" STR_SNAKEMAN: "Hombre-serpiente" STR_ETHEREAL: "Etéreo" STR_MUTON: "Mutante" STR_FLOATER: "Flotador" STR_CELATID: "Celátido" STR_SILACOID: "Silacoide" STR_CHRYSSALID: "Crisálida" STR_ZOMBIE: "Zombi" STR_REAPER: "Segador" STR_SECTOPOD: "Sectópodo" STR_CYBERDISC: "Ciberdisco" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_LEADER: "Líder" STR_LIVE_ENGINEER: "Ingeniero" STR_LIVE_MEDIC: "Médico" STR_LIVE_NAVIGATOR: "Navegante" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Terrorista" STR_FLOATER_SOLDIER: "Soldado Flotador" STR_FLOATER_NAVIGATOR: "Navegante Flotador" STR_FLOATER_MEDIC: "Médico Flotador" STR_FLOATER_ENGINEER: "Técnico Flotador" STR_FLOATER_LEADER: "Lider Flotador" STR_FLOATER_COMMANDER: "Comandante Flotador" STR_SECTOID_SOLDIER: "Soldado Sectoide" STR_SECTOID_NAVIGATOR: "Navegante Sectoide" STR_SECTOID_MEDIC: "Médico Sectoide" STR_SECTOID_ENGINEER: "Técnico Sectoide" STR_SECTOID_LEADER: "Líder Sectoide" STR_SECTOID_COMMANDER: "Comandante Sectoide" STR_SNAKEMAN_SOLDIER: "Soldado Hombre-serpiente" STR_SNAKEMAN_NAVIGATOR: "Navegante Hombre-serpiente" STR_SNAKEMAN_ENGINEER: "Técnico Hombre-serpiente" STR_SNAKEMAN_LEADER: "Líder Hombre-serpiente" STR_SNAKEMAN_COMMANDER: "Comandante Hombre-serpiente" STR_MUTON_SOLDIER: "Soldado Mutante" STR_MUTON_NAVIGATOR: "Navegante Mutante" STR_MUTON_ENGINEER: "Técnico Mutante" STR_ETHEREAL_SOLDIER: "Soldado Etéreo" STR_ETHEREAL_LEADER: "Lider Etéreo" STR_ETHEREAL_COMMANDER: "Comandante Etéreo" STR_CYBERDISC_TERRORIST: "Terrorista Ciberdisco" STR_REAPER_TERRORIST: "Terrorista Segador" STR_CHRYSSALID_TERRORIST: "Terrorista Crisálida" STR_CELATID_TERRORIST: "Terrorista Celátido" STR_SILACOID_TERRORIST: "Terrorista Silacoide" STR_SECTOPOD_TERRORIST: "Terrorista Sectópodo" STR_UFO_POWER_SOURCE: "Fuente de energía de OVNI" STR_UFO_NAVIGATION: "Navegación de OVNI" STR_UFO_CONSTRUCTION: "Construcción de OVNI" STR_ALIEN_FOOD: "Comida alienígena" STR_ALIEN_REPRODUCTION: "Reproducción alienígena" STR_ALIEN_ENTERTAINMENT: "Diversión alienígena" STR_ALIEN_SURGERY: "Cirugía alienígena" STR_EXAMINATION_ROOM: "Sala de exámenes" STR_ALIEN_ALLOYS: "Aleaciones alienígenas" STR_ALIEN_HABITAT: "Hábitat alienígena" STR_POWER_SUIT: "Traje Automático" STR_FLYING_SUIT: "Traje volador" STR_HWP_ROCKETS: "Cohetes PAP" STR_HWP_FUSION_BOMB: "Bombas de fusión PAP" STR_LASER_WEAPONS: "Armas de rayos láser" STR_NEW_FIGHTER_CRAFT: "Nueva nave caza" STR_NEW_FIGHTER_TRANSPORTER: "Nuevo caza-transporte" STR_ULTIMATE_CRAFT: "Lo último en naves" STR_LASER_PISTOL: "Pistola láser" STR_LASER_RIFLE: "Rifle láser" STR_HEAVY_LASER: "Láser pesado" STR_LASER_CANNON: "Cañón láser" STR_PLASMA_CANNON: "Cañón de plasma" STR_FUSION_MISSILE: "Misil de fusión" STR_LASER_DEFENSE: "Defensas láser" STR_PLASMA_DEFENSE: "Defensas de plasma" STR_FUSION_DEFENSE: "Defensas de fusión" STR_GRAV_SHIELD: "Escudo de gravedad" STR_MIND_SHIELD: "Escudo mental" STR_PSI_LAB: "Laboratorio psiónico" STR_MOTION_SCANNER: "Escáner de movimiento" STR_MEDI_KIT: "Botiquín" STR_TANK_CANNON: "Tanque/Cañón" STR_TANK_ROCKET_LAUNCHER: "Tanque/Lanzacohetes" STR_TANK_LASER_CANNON: "Tanque/Cañón láser" STR_HOVERTANK_PLASMA: "Tanque volador/Plasma" STR_HOVERTANK_LAUNCHER: "Tanque volador/Lanzador" STR_STINGRAY_LAUNCHER: "Lanzamisiles Stingray" STR_AVALANCHE_LAUNCHER: "Lanzamisiles Avalancha" STR_CANNON: "Cañón" STR_FUSION_BALL_LAUNCHER: "Lanzador de bolas de fusión" STR_PLASMA_BEAM: "Rayo de plasma" STR_STINGRAY_MISSILES: "Misiles Stingray" STR_AVALANCHE_MISSILES: "Misil Avalancha" STR_CANNON_ROUNDS_X50: "Balas del cañón(x50)" STR_FUSION_BALL: "Bola de fusión" STR_SOLDIER: "Soldado" STR_SCIENTIST: "Científico" STR_ENGINEER: "Ingeniero" STR_NORTH_AMERICA: "Norteamérica" STR_ARCTIC: "Ártico" STR_ANTARCTICA: "Antártida" STR_SOUTH_AMERICA: "Sudamérica" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Norte de África" STR_SOUTHERN_AFRICA: "Sur de África" STR_CENTRAL_ASIA: "Asia Central" STR_SOUTH_EAST_ASIA: "Sureste de Asia" STR_SIBERIA: "Siberia" STR_AUSTRALASIA: "Australia" STR_PACIFIC: "Océano Pacífico" STR_NORTH_ATLANTIC: "Atlántico Norte" STR_SOUTH_ATLANTIC: "Atlántico Sur" STR_INDIAN_OCEAN: "Océano Índico" STR_ALIEN_RESEARCH: "Investigación alienígena" STR_ALIEN_HARVEST: "Cosecha alienígena" STR_ALIEN_ABDUCTION: "Abducción alienígena" STR_ALIEN_INFILTRATION: "Infiltración alienígena" STR_ALIEN_BASE: "Base alienígena" STR_ALIEN_TERROR: "Incursión alienígena" STR_ALIEN_RETALIATION: "Represalia alienígena" STR_ALIEN_SUPPLY: "Suministro alienígena" STR_MAXIMUM_SPEED: "Velocidad máxima" STR_HYPER_WAVE_DECODER_UC: "DESCODIFICADOR DE HIPERONDAS" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "VENGADOR" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "OVNI" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHA" STR_CANNON_UC: "CAÑÓN" STR_FUSION_BALL_UC: "BOLA DE FUSIÓN" STR_LASER_CANNON_UC: "CAÑÓN LÁSER" STR_PLASMA_BEAM_UC: "RAYO DE PLASMA" STR_DAMAGE_CAPACITY: "Resistencia a los daños" STR_WEAPON_POWER: "Potencia del arma" STR_WEAPON_RANGE: "Alcance del arma" STR_ACCESS_LIFT: "Ascensor de acceso" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Taller" STR_SMALL_RADAR_SYSTEM: "Radar de corto alcance" STR_LARGE_RADAR_SYSTEM: "Radar de largo alcance" STR_MISSILE_DEFENSES: "Defensas de misiles" STR_GENERAL_STORES: "Almacenes generales" STR_ALIEN_CONTAINMENT: "Contención alienígena" STR_LASER_DEFENSES: "Defensas láser" STR_PLASMA_DEFENSES: "Defensas de plasma" STR_FUSION_BALL_DEFENSES: "Defensas bolas fusión" STR_PSIONIC_LABORATORY: "Laboratorio psiónico" STR_HYPER_WAVE_DECODER: "Descodificador de hiperondas" STR_HANGAR: "Hangar" STR_USA: "EE.UU." STR_RUSSIA: "RUSIA" STR_UK: "REINO UNIDO" STR_FRANCE: "FRANCIA" STR_GERMANY: "ALEMANIA" STR_ITALY: "ITALIA" STR_SPAIN: "ESPAÑA" STR_CHINA: "CHINA" STR_JAPAN: "JAPÓN" STR_INDIA: "INDIA" STR_BRAZIL: "BRASIL" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SUDÁFRICA" STR_EGYPT: "EGIPTO" STR_CANADA: "CANADÁ" STR_TANK: "Tanque" STR_CIVILIAN: "Civil" STR_JAN: "Ene" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dic" STR_INTERNATIONAL_RELATIONS: "Relaciones internacionales" STR_COUNTRY: "País" STR_FUNDING: "Financiación" STR_CHANGE: "Cambio" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "PAPs" STR_DAMAGE_UC_: "DAÑO>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "El ascensor de acceso permite transportar equipo y personal dentro o fuera de una base subterránea. Es lo primero que se construye en un emplazamiento nuevo. El ascensor es vulnerable y puede ser invadido por cualquier fuerza hostil." STR_LIVING_QUARTERS_UFOPEDIA: "Cada zona de alojamiento puede albergar a 50 miembros del personal. Estos alojamientos constan de instalaciones básicas para dormir, comer y divertirse." STR_LABORATORY_UFOPEDIA: "En un laboratorio pueden trabajar 50 científicos. Los laboratorios están equipados con las tecnologías más modernas para la investigación de materiales, bioquímica y cosmología. XCom tiene acceso a los mejores laboratorios de investigación del mundo, tanto civiles como militares." STR_WORKSHOP_UFOPEDIA: "En un taller se puede encontrar todo lo necesario para fabricar productos a partir de diseños realizados en los laboratorios científicos. En un taller caben 50 ingenieros, los objetos que se están fabricando también ocupan sitio." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Un sistema de radar pequeño tiene un alcance efectivo de 300 millas náuticas y está conectado a sistemas de satélites para el análisis de la superficie. Cada radar tiene una probabilidad del 10% de detectar un objeto de tamaño medio cada 30 minutos." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Un sistema de radar de largo alcance cubre un radio efectivo de 450 millas náuticas y está conectado a sistemas de satélites para el análisis de la superficie. Cada radar tiene una probabilidad del 10% de detectar un objeto de tamaño medio cada 30 minutos." STR_MISSILE_DEFENSES_UFOPEDIA: "Los sistemas de defensa basados en misiles proporcionan protección contra las incursiones de naves hostiles que intenten aterrizar en la base." STR_GENERAL_STORES_UFOPEDIA: "Todo el equipo, armas, munición, materiales recuperados y PAPs están situadas en almacenes, incluyendo el equipo asignado a las naves en los hangares." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Es probable que los alienígenas capturados con vida necesiten un hábitat especial para mantener sus sistemas vitales. En cada unidad de contención caben 10 alienígenas metidos en otras tantas unidades independientes." STR_LASER_DEFENSES_UFOPEDIA: "Las defensas basadas en rayos láser proporcionan protección contra incursiones de naves hostiles." STR_PLASMA_DEFENSES_UFOPEDIA: "Las defensas basadas en rayos de plasma constituyen una protección eficaz y poderosa contra las incursiones de naves hostiles." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Los misiles de fusión ofrecen la mejor protección contra ataques alienígenas. Estos misiles originan una implosión de antimateria que destruye todo lo que se encuentra en su radio de acción." STR_GRAV_SHIELD_UFOPEDIA: "El escudo de gravedad repele a las naves alienígenas que estén intentando aterrizar cerca de la base de manera que los sistemas de defensa tengan tiempo de recargarse y puedan volver a abrir fuego. En la práctica dobla la eficacia de cualquier sistema de defensa de tu base." STR_MIND_SHIELD_UFOPEDIA: "Puesto que las naves alienígenas se sirven de las ondas mentales para detectar la presencia humana, la forma más eficaz de resolver este problema es escudar las ondas cerebrales que salen de la base. Esto reducirá enormemente las posibilidades de ser detectados por una nave alienígena." STR_PSIONIC_LABORATORY_UFOPEDIA: "En el laboratorio psiónico se calcula la capacidad psiónica de todos los soldados de la base y se les da el entrenamiento necesario para usar estas habilidades. Cada laboratorio puede entrenar un máximo de 10 soldados. Las plazas del laboratorio se asignan a los soldados al final de cada mes. Estas habilidades se utilizan en combinación con un amp-psi, que puede servir para realizar ataques psiónicos durante un combate." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Las comunicaciones alienígenas emplean una onda supradimensional que se desplaza casi de forma instantánea. El descodificador intercepta las transmisiones de los OVNIS y descodifica la información. Así se puede saber de qué clase de ovni se trata, las raza alienígena y el tipo de actividad." STR_HANGAR_UFOPEDIA: "Cada hangar puede cobijar una nave, y cuenta con instalaciones para el mantenimiento, reabastecimiento y reparación de la flota X-Com. Cada nave estacionada en una base debe tener un hangar reservado exclusivamente para ella, incluso cuando ha salido en una misión." STR_PISTOL_UFOPEDIA: "La pistola estándar X-Com es una semiautomática con capacidad para 12 disparos." STR_RIFLE_UFOPEDIA: "Este rifle de gran precisión para francotiradores tiene una mira láser y usa munición de 6,7mm en cargadores de 20 disparos." STR_HEAVY_CANNON_UFOPEDIA: "El cañón pesado es un arma devastadora, aunque también abulta mucho. Su versatilidad le permite disparar tres tipos de munición: perforadora de blindaje, incendiaria y altamente explosiva." STR_AUTO_CANNON_UFOPEDIA: "El cañón automático combina la versatilidad y la potencia del cañón pesado con una cadencia de tiro más rápida." STR_ROCKET_LAUNCHER_UFOPEDIA: "El lanzacohetes es un sistema guiado por láser que puede disparar misiles de tres tamaños." STR_LASER_PISTOL_UFOPEDIA: "La pistola láser es una implementacion eficaz de nueva tecnología. Tiene la facilidad de manejo de una pistola pero el tiro es más rápido y preciso" STR_LASER_RIFLE_UFOPEDIA: "El rifle láser es un modelo más potente y preciso basado en el diseño anterior de pistola." STR_HEAVY_LASER_UFOPEDIA: "El láser pesado es engorroso pero muy eficaz." STR_GRENADE_UFOPEDIA: "Esta granada estándar tiene un temporizador sofisticado y preciso para un control más exacto." STR_SMOKE_GRENADE_UFOPEDIA: "Las granadas de humo sirven para proveer cobertura en situaciones de combate expuestas. Utilízalas con cuidado porque también pueden beneficiar al enemigo " STR_PROXIMITY_GRENADE_UFOPEDIA: "La granada de proximidad se lanza como las normales, pero lo que la activa es el movimiento que se produzca cerca de ella una vez que ha caído. Para utilizarla debidamente se necesitan habilidad y práctica." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Este explosivo debe emplearse únicamente para demolición. Mantén a tu personal lejos de los puntos de demolición." STR_MOTION_SCANNER_UFOPEDIA: "Este sofisticado dispositivo usa una gran variedad de detectores y avanzados algoritmos informáticos para identificar unidades enemigas en movimiento. No obstante lleva algun tiempo aprender a usarlo correctamente. Haz click en el icono del escáner de movimiento que hay en la pantalla táctica. Elige 'Usar escáner' en el menú. La pantalla del escáner mostrará una flecha en el centro que indica la dirección en la que mira el soldado (el norte está arriba). Las manchas parpadeantes indican unidades que se han movido hace poco. Las unidades grandes o las que se desplazan rápidamente aparecen como manchas más grandes. Las unidades que estén paradas no aparecerán en la pantalla." STR_MEDI_KIT_UFOPEDIA: "El Kit medico es un pequeño botiquin que contiene pequeños utiles para curar heridas ademas de calmantes y estimulantes. Para utilizarlo debes ponerte delante del operativo XCom que requiera tratamiento. Si el operativo esta aturdido debes colocarte sobre su cuerpo. Haz click en el icono del kit medico y elige \"usar Kit medico\" del menu. {NEWLINE}CURAR> Las partes rojas en el cuerpo indican heridas mortales. Haz click en la parte del cuerpo que esta herida y haz click en el boton \"CURAR\". Se curara una herida mortal y el operativo recuperara parte de la salud.{NEWLINE}ESTIMULANTE> Repone la energía y reaviva a los operativos aturdidos. Para reavivar a un operativo inconsciente, colócate justo encima de su cuerpo.{NEWLINE}CALMANTE> Le sube la moral a los operativos heridos hasta un maximo equivalente a la salud perdida del soldado." STR_PSI_AMP_UFOPEDIA: "El Amp-Psi solo puede ser usado por soldados con habilidades psionicas. Durante el combate haz click en el Amp-Psi, elige el tipo de ataque y una unidad objetivo con el cursor. Hay 2 tipos de ataques psionicos:{NEWLINE}ATERRORIZAR UNIDAD> Si el ataque tiene éxito reducirá la moral del objetivo pudiendo hacer que pierda el control.{NEWLINE}CONTROL MENTAL>Si tiene éxito ganas inmediatamente el control de la unidad enemiga como si fuera una de las tuyas. Es mas difícil tener éxito con este tipo de ataque." STR_STUN_ROD_UFOPEDIA: "Este ingenio sólo se puede usar en el combate cuerpo a cuerpo y aturde a un organismo vivo con descargas eléctricas, sin llegar a matarlo." STR_MIND_PROBE_UFOPEDIA: "La sonda mental es un dispositivo alienígena de comunicación que sirve para obtener información directamente de las ondas cerebrales. Los operativos X-Com pueden utilizarlo durante el combate para averiguar las características de un alienígena. Presione sobre la sonda mental y la opción 'Usar'. Luego presione sobre el alienígena que quiera examinar." STR_PLASMA_PISTOL_UFOPEDIA: "La pistola de plasma es un arma alienígena mortífera basada en la aceleración de partículas desde un diminuto campo antigravitatorio." STR_PLASMA_RIFLE_UFOPEDIA: "Esta potente y devastadora arma está basada en la aceleración de partículas desde un diminuto campo antigravitatorio." STR_HEAVY_PLASMA_UFOPEDIA: "Esta es un arma increíblemente poderosa basada en la aceleración de partículas desde un diminuto campo antigravitatorio." STR_BLASTER_LAUNCHER_UFOPEDIA: "Este lanzamisiles alienígena dispara potentes bombas guiadas. Cuando hagas click para disparar con esta arma observarás que en la pantalla aparecen puntos indicando la ruta que seguirá la bomba. Cuando tengas suficientes puntos de ruta establecidos pulsa el icono de lanzamiento para disparar." STR_SMALL_LAUNCHER_UFOPEDIA: "Un pequeño lanzador que dispara bombas aturdidoras. Muy útil para capturar alienígenas vivos." STR_ALIEN_GRENADE_UFOPEDIA: "Este artefacto funciona igual que una granada terrestre, pero es mucho más potente." STR_SMALL_SCOUT: "Explorador pequeño" STR_MEDIUM_SCOUT: "Explorador mediano" STR_LARGE_SCOUT: "Explorador grande" STR_HARVESTER: "Segador" STR_ABDUCTOR: "Abductor" STR_TERROR_SHIP: "Nave de incursión" STR_BATTLESHIP: "Acorazado" STR_SUPPLY_SHIP: "Nave de suministro" STR_RATING: "EVALUACION> {0}" STR_RATING_TERRIBLE: "¡TERRIBLE!" STR_RATING_POOR: "¡MAL!" STR_RATING_OK: "OK" STR_RATING_GOOD: "¡BIEN!" STR_RATING_EXCELLENT: "¡EXCELENTE!" STR_SCORE: "PUNTUACIóN" STR_XCOM_PROJECT_MONTHLY_REPORT: "INFORME MENSUAL DEL PROYECTO DE XCOM" STR_MONTH: "Mes> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "El comité de naciones patrocinadoras está satisfecho con los progresos que has hecho hasta el momento." STR_COUNCIL_IS_VERY_PLEASED: "El comité de naciones patrocinadoras está muy satisfecho con los progresos que has hecho hasta el momento. Sigue así." STR_COUNCIL_IS_DISSATISFIED: "El comité de naciones patrocinadoras no está satisfecho con tu actuación. Debes ser más eficaz a la hora de enfrentarte a la amenaza alienígena o te arriesgas a que se suspenda el proyecto." STR_YOU_HAVE_NOT_SUCCEEDED: "Has fracasado en tu lucha contra la invasión alienígena y el comité de naciones patrocinadoras se ha visto obligado a cancelar el proyecto. Cada nación se enfrentará al problema como pueda. Esperamos que sea posible llegar a un acuerdo con estas fuerzas aparentemente hostiles y que la población se adapte a la presencia de los visitantes alienígenas." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} esta particularmente satisfecho con tu forma de hacer frente a la amenaza y accede a aumentar su financiación." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} están particularmente contentos con tus avances haciendo frente a la incursión alienígena local y han accedido a aumentar sus fondos." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} y {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} no esta contento con tu forma de hacer frente a la actividad alienígena en su territorio y ha decidido reducir su aportación económica." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} no estan contentos con tu forma de hacer frente a la actividad alienígena en su territorio y han decidido reducir su aportación económica." STR_KNOTS: "{0} nudos" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} ha firmado un pacto secreto con fuerzas alienígenas desconocidas y ha abandonado el proyecto." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} han firmado un pacto secreto con fuerzas alienígenas desconocidas y han abandonado el proyecto." STR_MONTHLY_RATING: "Valoración mensual> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Cambio de financiación> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "El consejo de naciones no esta contento con tu situación económica. Debes reducir tus deudas por debajo de 1 millón de dólares o el proyecto será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISIONES DE HIPERONDAS DESCODIFICADAS." STR_CRAFT_TYPE: "TIPO DE NAVE" STR_RACE: "RAZA" STR_MISSION: "MISIÓN" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Asignar investigación" STR_ALLOCATE_MANUFACTURE: "Asignar fabricación" STR_NEW_YORK: "Nueva York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Ángeles" STR_MONTREAL: "Montreal" STR_HAVANA: "La Habana" STR_MEXICO_CITY: "Ciudad de México" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogotá" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago de Chile" STR_RIO_DE_JANEIRO: "Río de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londres" STR_PARIS: "París" STR_BERLIN: "Berlín" STR_MOSCOW: "Moscú" STR_ROME: "Roma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "El Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Ciudad del Cabo" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teherán" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcuta" STR_TOKYO: "Tokio" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seúl" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Yakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Entrenam. Psi." STR_PSIONIC_TRAINING: "ENTRENAMIENTO PSIÓNICO" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidad del lab. psi. restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Fuerza{NEWLINE} psiónica" STR_PSIONIC_SKILL_IMPROVEMENT: "Mejora de la{NEWLINE}/habilidad psiónica" STR_PSI_AMP: "Amp-psi" STR_IN_TRAINING: "¿De{NEWLINE}entrenamiento?" STR_TARGETTED_BY: "OBJETIVO DE:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULACIÓN/PAP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tiene poco combustible,{NEWLINE}regresa a la base" STR_SOLDIER_LIST: "Lista de soldados" STR_RANK_: "RANGO> {ALT}{0}" STR_MISSIONS: "MISIONES> {ALT}{0}" STR_KILLS: "MUERTES> {ALT}{0}" STR_WOUND_RECOVERY: "RECUPERACION DE HERIDAS> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TIEMPO" STR_STAMINA: "AGUANTE" STR_HEALTH: "SALUD" STR_BRAVERY: "CORAJE" STR_REACTIONS: "REFLEJOS" STR_FIRING_ACCURACY: "PUNTERÍA" STR_THROWING_ACCURACY: "PRECISIÓN DE LANZAMIENTO" STR_STRENGTH: "FUERZA" STR_PSIONIC_STRENGTH: "FUERZA PSIÓNICA" STR_PSIONIC_SKILL: "HABILIDAD PSIÓNICA" STR_NEW_RANK: "NUEVO RANGO" STR_PROMOTIONS: "Ascensos" STR_SOLDIERS_UC: "SOLDADOS" STR_TANK_CANNON_UFOPEDIA: "Las Plataformas Automáticas de armas Pesadas (PAP) están diseñadas para servir de complemento a los escuadrones X-Com. La combinación de una gran potencia de fuego y un blindaje pesado hace que estas unidades sean muy valiosas en los combates en campo abierto. Asegúrate de que tienes suficientes proyectiles de cañón en tus almacenes para rearmar los tanques. Se rearman automáticamente cuando son asignados a un escuadrón." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Esta plataforma automática de armas pesadas (PAP) está armada con cohetes potentes. Serán devastadores para cualquier enemigo alienígena. Asegúrate de que tienes suficientes cohetes PAP en tus almacenes." STR_TANK_LASER_CANNON_UFOPEDIA: "Las armas láser constituyen un complemento útil para las PAP. Combinan una gran potencia de fuego con una munición ilimitada." STR_HOVERTANK_PLASMA_UFOPEDIA: "La tecnología alienígena ha redefinido las PAP. La maniobrabilidad aportada por el desplazamiento aéreo y la potencia de los rayos de plasma son una combinación mortífera." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Este tanque volador tiene un lanzador de bolas de fusión, capaz de causar una devastación inmensa. Utilízalo con precaución. Tendrás que fabricar las bolas de fusión con las que mantener armadas estas PAP. Una bola de fusión es un arma dirigida e inteligente. Para disparar una tendrás que usar el cursor para establecer una serie de puntos de ruta en el mapa que le sirvan de itinerario, y luego pulsar sobre el icono de lanzamiento." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Este artefacto compacto se usa como munición para un arma de plasma pesada. Contiene una pequeña cantidad de elerio." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Este pequeño objeto es la fuente de energía de un rifle de plasma: un arma alienígena de potencia media. Contiene una pequeña cantidad de elerio." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Fuente de energía de la pistola alienígena de plasma. Lleva elerio, la fuente de toda la energía alienígena." STR_STUN_BOMB_UFOPEDIA: "La bomba aturdidora se usa para capturar vivos a los humanos, pero también se puede usar contra las razas alienígenas. Se dispara con un pequeño lanzador." STR_ALIEN_RESEARCH_UFOPEDIA: "La misión de investigación alienígena sirve para recoger información básica sobre la Tierra y sus habitantes. Utilizan sobre todo vehículos pequeños y aterrizan de vez en cuando en zonas desérticas. Este tipo de actividad alienígena supone la menor de las amenaza para X-Com. A los gobiernos y al público les preocupa poco." STR_ALIEN_HARVEST_UFOPEDIA: "Los alienígenas utilizan la fauna terrestre para muchas cosas. Secuestran a los animales y los devuelven después de haberles extirpado varios órganos. Lo que más se denuncia son las mutilaciones de ganado junto con avistamientos de ovnis. Este tipo de actividad alienígena preocupa mucho a los gobiernos y causa bastante inquietud a la población; tiene lugar sobre todo en areas rurales. La teoría detras de esta \"cosecha alienígena\" sugiere que las razas alienígenas 'sembraron' el planeta con su flora y fauna hace tiempo, y ahora han vuelto a recoger la cosecha." STR_ALIEN_ABDUCTION_UFOPEDIA: "Éste es el tipo de actividad alienígena más insidiosa. La abduccion de civiles por parte de alienigenas ha sido ampliamente denunciada pese a que los alienígenas intentan borrarles la memoria a sus víctimas. Los abducidos declaran haber sido sometidos a humillantes exámenes físicos, incluyendo la implantación de fetos alienígenas y extraños experimentos genéticos. Según parece el propósito detras de esta actividad parece estar unido a la mutación genética y la manipulación de material genético de los propios alienígenas. Esta actividad causa un gran pánico y tiene lugar en ciudades y zonas pobladas." STR_ALIEN_INFILTRATION_UFOPEDIA: "Agentes alienígenas con aspecto humano pueden infiltrarse en los gobiernos de la Tierra. Esto puede dar lugar a contactos oficiales del más alto nivel entre los alienígenas y dichos gobiernos. El clímax de esta actividad se caracteriza por una intensa actividad de OVNIs en los alrededores de las grandes ciudades. Los alienígenas intentarán firmar un pacto con un gobierno ofreciéndole acceso a su tecnología superior. A cambio, el gobierno permitirá a los alienígenas realizar sus actividades sin ningún estorbo. Este tipo de misión alienígena representa el peor escenario para X-Com. si un govierno acceda al pacto sus fondos cecaran." STR_ALIEN_BASE_UFOPEDIA: "Los alienígenas construirán bases subterráneas secretas en zonas remotas. Tras ciertos vuelos iniciales de reconocimiento, comenzará una intensa actividad OVNI que durará mientras construyan la base. En ellas hay laboratorios para hacer experimentos con humanos abducidos y suministros para continuar sus actividades en la región. Estas bases generarán una gran cantidad de denuncias de actividad alienígena sin la presencia de OVNIs. Para localizar una de estas bases una nave de X-Com debe patrullar por la zona durante unas cuantas horas." STR_ALIEN_TERROR_UFOPEDIA: "Cuando los alienígenas realizan una incursión en una ciudad, despliegan fuerzas especiales con poderes horribles. Los civiles son amenazados directamente y los gobiernos tienen que evacuar zonas enormes. El propósito de esta actividad es causar la suficiente histeria en la población como para que los gobiernos abandonen el proyecto X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Si los interceptores de X-Com derriban muchos OVNIs, los alienígenas podrían tomar represalias. Ello podría acabar en un ataque directo contra una base X-Com. Sin embargo, si quieren atacarnos, primero deben encontrar la base, y si mantenemos alejados a los OVNIs, el peligro de ataque es menor." STR_ALIEN_SUPPLY_UFOPEDIA: "Una vez que una base alienígena está construida, comienza a recibir abastecimientos, traídos en una nave especial. Si se detecta a una de estas naves cuando va a aterrizar, es que hay una base cerca." STR_SMALL_SCOUT_UFOPEDIA: "Esta mininave se emplea principalmente para misiones de investigación y reconocimiento. Suele preceder a naves más grandes al principio de una misión alienígena." STR_MEDIUM_SCOUT_UFOPEDIA: "Un ovni explorador de tamaño medio no supone una gran amenaza para las fuerzas terrestres. Suele preceder a naves más grandes durante las misiones." STR_LARGE_SCOUT_UFOPEDIA: "El ovni explorador más grande se usa en todo tipo de misiones alienígenas." STR_HARVESTER_UFOPEDIA: "El ovni cosechador tiene una escotilla en la parte de abajo y está equipado con aparatos para subir a bordo ganado u otras bestias. Extirpan el material deseado con láser y luego tiran el cadáver al suelo. También tienen contenedores para almacenar las partes del cuerpo extirpadas." STR_ABDUCTOR_UFOPEDIA: "Este ovni va equipado con una sala de exámenes para realizar horribles experimentos con humanos. Normalmente las víctimas son paralizadas por medios telepáticos, pero permanecen conscientes mientras están en la mesa de operaciones." STR_TERROR_SHIP_UFOPEDIA: "La nave de incursión tiene una instalación de confinamiento para criaturas alienígenas de gran tamaño y/o armas, cuyo proposito es aterrorizar a la población. Sirven para transportar dichas criaturas/armas a zonas pobladas." STR_BATTLESHIP_UFOPEDIA: "El acorazado es la nave alienígena más poderosa. Normalmente es la nave más importante de las misiones alienígenas. Está equipada con armas potentes y su tripulación es muy numerosa." STR_SUPPLY_SHIP_UFOPEDIA: "El buque de suministros se emplea durante la construcción de bases alienígenas y para llevar suministros a las ya existentes. Transporta contenedores de alimentos para alienígenas y cámaras de reproducción." STR_DISMANTLE: "Desmantelar" STR_FACILITY_IN_USE: "INSTALACIÓN EN USO" STR_CANNOT_DISMANTLE_FACILITY: "¡NO SE PUEDE DESMANTELAR LA INSTALACIóN!{SMALLLINE}Todas las instalaciones de la base deben estar unidas al ascensor de acceso." STR_TRANSFER_ITEMS_TO: "Transferir elementos a {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO HAY UNIDAD DE CONTENCION PARA TRASLADO!{SMALLLINE}Los alienígenas necesitan una unidad de contencion para sobrevivir." STR_AMOUNT_AT_DESTINATION: "CANTIDAD EN{NEWLINE}DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alienígena muere porque no hay unidad de contención." STR_NO_FREE_ACCOMODATION_CREW: "NO HAY ALOJAMIENTO{SMALLLINE}La base de destino no tiene suficiente espacio para la tripulación de la nave." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "¡INSUFICIENTE ESPACIO DE ALMACENAMIENTO!{SMALLLINE}La base de destino no tiene espacio suficiente para almacenar el equipo asignado a la nave." STR_ITEMS_ARRIVING: "Artículos trasladados" STR_DESTINATION_UC: "DESTINO" STR_PISTOL: "Pistola" STR_PISTOL_CLIP: "Cargador de pistola" STR_RIFLE: "Rifle" STR_RIFLE_CLIP: "Cargador de rifle" STR_HEAVY_CANNON: "Cañón pesado" STR_HC_AP_AMMO: "Munición PB para CP" STR_HC_HE_AMMO: "Munición AE para CP" STR_HC_I_AMMO: "Munición I para CP" STR_AUTO_CANNON: "Cañón automático" STR_AC_AP_AMMO: "Munición PB para CA " STR_AC_HE_AMMO: "Munición AE para CA " STR_AC_I_AMMO: "Munición I para CA" STR_ROCKET_LAUNCHER: "Lanzacohetes" STR_SMALL_ROCKET: "Cohete pequeño" STR_LARGE_ROCKET: "Cohete grande" STR_INCENDIARY_ROCKET: "Cohete incendiario" STR_GRENADE: "Granada" STR_SMOKE_GRENADE: "Granada de humo" STR_PROXIMITY_GRENADE: "Granada de proximidad" STR_HIGH_EXPLOSIVE: "Explosivo de demolición" STR_STUN_ROD: "Vara aturdidora" STR_HEAVY_PLASMA: "Plasma pesado" STR_HEAVY_PLASMA_CLIP: "Cargador de plasma pesado" STR_PLASMA_RIFLE: "Rifle de plasma" STR_PLASMA_RIFLE_CLIP: "Cargador de rifle de plasma" STR_PLASMA_PISTOL: "Pistola de plasma" STR_PLASMA_PISTOL_CLIP: "Cargador de pistola de plasma" STR_BLASTER_LAUNCHER: "Lanzabombas guiadas" STR_BLASTER_BOMB: "Bomba guiada" STR_SMALL_LAUNCHER: "Lanzador pequeño" STR_STUN_BOMB: "Bomba aturdidora" STR_ALIEN_GRENADE: "Granada alienígena" STR_ELERIUM_115: "Elerio 115" STR_MIND_PROBE: "Sonda mental" STR_SECTOID_CORPSE: "Cadáver de sectoide" STR_SNAKEMAN_CORPSE: "Cadáver de hombre-serpiente" STR_ETHEREAL_CORPSE: "Cadáver de etéreo" STR_MUTON_CORPSE: "Cadáver de mutante" STR_FLOATER_CORPSE: "Cadáver de flotador" STR_CELATID_CORPSE: "Cadáver de celátido" STR_SILACOID_CORPSE: "Cadáver de silacoide" STR_CHRYSSALID_CORPSE: "Cadáver de crisálida" STR_REAPER_CORPSE: "Cadáver de Segador" STR_SECTOPOD_CORPSE: "Restos de sectópodo" STR_CYBERDISC_CORPSE: "Restos de ciberdisco" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "No hay suficiente munición HWP para armar{SMALLLINE}Cada HWP requiere {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Equipo insuficiente para reequipar el escuadrón" STR_MARS_CYDONIA_LANDING: "Marte: aterrizaje en Cydonia." STR_MARS_CYDONIA_LANDING_BRIEFING: "Tu nave Avenger ha aterrizado en la región de Cydonia sobre la superficie de Marte. Nuestra información indica que una de las pirámides contiene un ascensor de acceso a un complejo subterráneo. Una vez que hayas reunido a todos los soldados en el área del ascensor, pulsa sobre el icono de 'Cancelar misión' para pasar al siguiente nivel." STR_MARS_THE_FINAL_ASSAULT: "Marte: el asalto final." STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "El ascensor de la pirámide lleva a tus soldados, cansados por la batalla, hacia el interior del planeta. Llegan al corazón de un gran complejo de túneles y cámaras. El cerebro alienígena está oculto en alguna parte del laberinto. Para que la Tierra se salve de la esclavitud a manos de los alienígenas el cerebro tiene que ser destruido.{NEWLINE}¡Buena suerte!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Necesitas investigar {NEWLINE}{0}{NEWLINE}para producir el{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Los alienígenas han destruido la base indefensa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agentes XCom han localizado una base alienígena en {0}" STR_STANDOFF: "APARTARSE" STR_CAUTIOUS_ATTACK: "ATAQUE CAUTO" STR_STANDARD_ATTACK: "ATAQUE NORMAL" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESIVO" STR_DISENGAGING: "ABANDONAR COMBATE" STR_UFO_HIT: "¡OVNI TOCADO!" STR_UFO_CRASH_LANDS: "¡OVNI DERRIBADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizar sólo a distancia prudente." STR_UFO_RETURN_FIRE: "¡EL OVNI DEVUELVE EL FUEGO!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR DAÑADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DESTRUIDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "OVNI ESCAPA DEL INTERCEPTOR" STR_ALIENS_TERRORISE: "INCURSIÓN ALIENíGENA" STR_LONG_RANGE_DETECTION: "Detección de largo alcance" STR_STORES_UC: "ALMACENES" STR_DIFFICULTY_LEVEL: "Nivel de dificultad" STR_INTERCEPT: "INTERCEPTAR" STR_BASES: "BASES" STR_GRAPHS: "GRÁFICOS" STR_UFOPAEDIA_UC: "OVNIPEDIA" STR_OPTIONS_UC: "OPCIONES" STR_FUNDING_UC: "FINANCIACIÓN" STR_5_SECONDS: "5 seg " STR_1_MINUTE: "1 min " STR_5_MINUTES: "5 min " STR_30_MINUTES: "30 min " STR_1_HOUR: "1 hora" STR_1_DAY: "1 día" STR_XCOM_PERFORMANCE_ROSTER: "Lista de Rendimiento de X-Com" STR_ENTER_NAME: "Introducir nombre" STR_PERFORMANCE_RATING: "Evaluación de actuación" STR_VICTORY_DATE: "Fecha de victoria" STR_ELECTRO_FLARE: "Bengala eléctrica" STR_ELECTRO_FLARE_UFOPEDIA: "Este artefacto produce una señal luminosa brillante. Ilumina a las unidades tanto amigas como enemigas que haya cerca durante misiones nocturnas." STR_MONTHLY_COSTS: "Gastos mensuales" STR_CRAFT_RENTAL: "Alquiler de naves" STR_SALARIES: "Salarios" STR_BASE_MAINTENANCE: "Mantenimiento de bases" STR_COST_PER_UNIT: "Coste por unidad" STR_QUANTITY: "Cantidad" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En entrenamiento psiónico" STR_BLASTER_BOMB_UFOPEDIA: "Este aparato es un misil altamente explosivo que lleva instalado un sistema de guía inteligente. Lo dispara un lanzador de bombas guiadas." STR_FRONT_ARMOR: "Blindaje frontal" STR_LEFT_ARMOR: "Blindaje izquierdo" STR_RIGHT_ARMOR: "Blindaje derecho" STR_REAR_ARMOR: "Blindaje trasero" STR_UNDER_ARMOR: "Blindaje inferior" STR_ROUNDS: "Disparos" STR_UNIT: "UNIDAD> {0}" STR_ENERGY: "ENERGÍA" STR_MORALE: "MORAL" STR_ARMOR_: "BLINDAJE> {0}" STR_FRONT_ARMOR_UC: "BLINDAJE DELANTERO" STR_LEFT_ARMOR_UC: "BLINDAJE IZQUIERDO" STR_RIGHT_ARMOR_UC: "BLINDAJE DERECHO" STR_REAR_ARMOR_UC: "BLINDAJE TRASERO" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NIVEL> {0}" STR_HEAD: "CABEZA" STR_TORSO: "TORSO" STR_RIGHT_ARM: "Brazo Dcho." STR_LEFT_ARM: "Brazo Izdo." STR_RIGHT_LEG: "Pierna Dcha." STR_LEFT_LEG: "Pierna Izda." STR_PAIN_KILLER: "CALMANTE" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURAR" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reacción>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Nivel Psi{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Fuer.Psi>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefacto alienígena" STR_AMMO_ROUNDS_LEFT: "MUNICIÓN:{NEWLINE}CARGADORES{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calmar>{ALT}{0}{ALT}{NEWLINE}Estim.>{ALT}{1}{ALT}{NEWLINE}Curar>{ALT}{2}" STR_THROW: "Lanzar" STR_AUTO_SHOT: "Disparo auto." STR_SNAP_SHOT: "Disparo rápido" STR_AIMED_SHOT: "Disparo preciso" STR_STUN: "Aturdir" STR_PRIME_GRENADE: "Activar granada" STR_USE_SCANNER: "Utilizar escáner" STR_USE_MEDI_KIT: "Utilizar botiquín" STR_LAUNCH_MISSILE: "Lanzar misil" STR_ACCURACY_SHORT: "Punt>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "¡Unidades de tiempo insuficientes!" STR_NOT_ENOUGH_ENERGY: "¡Energía insuficiente!" STR_NO_ROUNDS_LEFT: "¡No queda munición!" STR_NO_AMMUNITION_LOADED: "¡El arma no está cargada!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "¡Esta munición no sirve para esta arma!" STR_WEAPON_IS_ALREADY_LOADED: "¡El arma ya está cargada!" STR_NO_LINE_OF_FIRE: "¡No hay línea de tiro!" STR_GRENADE_IS_ACTIVATED: "¡La granada está activada!" STR_GRENADE_IS_DEACTIVATED: "¡Granada desactivada!" STR_THERE_IS_NO_ONE_THERE: "¡Allí no hay nadie!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "¡Artefacto alienígena inutilizable hasta después inspección!" STR_OUT_OF_RANGE: "¡Fuera de alcance!" STR_UNABLE_TO_THROW_HERE: "¡Imposible lanzar aquí!" STR_SET_TIMER: "Ajustar temporizador" STR_HIDDEN_MOVEMENT: "MOVIMIENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LADO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pulsar un botón para continuar" STR_MIND_CONTROL: "Control mental" STR_PANIC_UNIT: "Causar pánico" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque con Exito a la Moral" STR_MIND_CONTROL_SUCCESSFUL: "Control Mental con éxito" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}ha enloquecido" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}ha Enloquecido" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}ha entrado en pánico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}ha perdido el control" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "Mano Dcha." STR_LEFT_HAND: "Mano Izda." STR_RIGHT_SHOULDER: "Hombro Dcho." STR_LEFT_SHOULDER: "Hombro Izdo." STR_BACK_PACK: "Mochila" STR_BELT: "CINTURÓN" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}esta bajo control alienigena" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}está bajo control alienígena" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ha quedado inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ha quedado inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ha muerto de una herida mortal" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ha muerto de una herida fatal" STR_USE_MIND_PROBE: "Usar sonda mental" STR_FATAL_WOUNDS: "HERIDAS MORTALES" STR_UNDER_ARMOR_UC: "BAJO BLINDAJE" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Uni. de tiempo reservadas para disparo rápido" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Uni. de tiempo reservadas para disparo automático" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Uni. de tiempo reservadas para disparo de precisión" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unidades de Tiempo reservadas para arrodillarse" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UT's reservadas para arrodillarse y disparar" STR_UNITS_IN_CRAFT: one: "{N} Unidad en Nave X-Com" many: "{N} Unidades en Nave X-Com" other: "{N} Unidades en Nave X-Com" STR_UNITS_OUTSIDE: one: "{N} Unidad dejada fuera" many: "{N} Unidades abandonadas" other: "{N} Unidades abandonadas" STR_UNITS_IN_ENTRANCE: one: "{N} Unidad en la Entrada" many: "{N} Unidades en la Entrada" other: "{N} Unidades en la Entrada" STR_UNITS_IN_EXIT: one: "{N} Unidad en la Meta de Salida" many: "{N} Unidades en la Meta de Salida" other: "{N} Unidades en la Meta de Salida" STR_ABORT_MISSION_QUESTION: "¿Cancelar la misión?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Descargar" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ha muerto" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ha muerto" STR_HIT_MELEE: "Impacto" STR_GROUND: "EN TIERRA" STR_LIVING_QUARTERS_PLURAL: "Alojamientos" STR_LIST_ITEM: "ELEMENTO" STR_PERSONAL_ARMOR_UFOPEDIA: "Creada usando las recientemente descubiertas Aleaciones alienígenas esta nueva armadura da a nuestros hombres una oportunidad en la lucha contra la amenaza alienígena." STR_POWER_SUIT_UFOPEDIA: "Una nueva y poderosa protección para nuestros soldados. Esta armadura esta alimentada por una fuente de energía de Elerium y aumenta en gran medida la velocidad y fuerza del que la lleva, ofreciendo la mejor protección para tropas de combate." STR_FLYING_SUIT_UFOPEDIA: "Una versión mejorada del Traje de Poder que incorpora tecnología alienígena de navegación anti-gravedad para permitir libertad total de movimientos en el campo de batalla." STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos los alienígenas han muerto en el accidente,{NEWLINE}Recuperación automática iniciada." STR_RESET: "Inicializar" STR_MEMORIAL: "Memorial" STR_DATE_UC: "FECHA" STR_SOLDIERS_RECRUITED_UC: "SOLDADOS RECLUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDADOS PERDIDOS>{ALT}{0}" MAP_CULTA: "Granja" MAP_FOREST: "Bosque" MAP_JUNGLE: "Jungla" MAP_MOUNT: "Montaña" MAP_DESERT: "Desierto" MAP_POLAR: "Polar" MAP_URBAN: "Ciudad" MAP_UBASE: "Base alienígena" MAP_XBASE: "Base X-Com" MAP_MARS: "Marte" STR_MIXED: "Mezclado" STR_REMOVE_SELECTED: "Eliminar seleccionado" STR_LIVE_ALIENS: "Especímenes{NEWLINE}Vivos" STR_DEAD_ALIENS: "Especímenes{NEWLINE}Rechazados" STR_UNDER_INTERROGATION: "Siendo{NEWLINE}Estudiados" STR_CONTAINMENT_EXCEEDED: "¡EXCEDIDO LÍMITE DE CONTENCIÓN ALIENÍGENA!{SMALLLINE}Insuficiente espacio de contención en {0}. Debes reducir el exceso de alienígenas del compartimento (los seleccionados morirán)." STR_MANAGE_CONTAINMENT: "Administrar Contención Alienígena" STR_STORAGE_EXCEEDED: "¡ESPACIO DE ALMACENAJE SOBREPASADO!{SMALLLINE}Espacio de almacenamiento insuficiente en {0}. Debes vender elementos para hacer sitio." STR_GO_TO_BASE: "Ir a la Base" STR_MELEE_ACCURACY: "Precisión cuerpo a cuerpo" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "¡Las dos manos tienen que estar libres!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "¡Objetos insuficientes para copiar la plantilla!" STR_UNLOAD_WEAPON: "Descargar arma" STR_ALL_ITEMS: "Todos los objetos" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "¡NO SE LE PERMITE MAS EQUIPO A BORDO!{SMALLLINE}Sólo se le permite llevar un máximo de {N} objeto en esta nave." many: "¡NO SE LE PERMITE MAS EQUIPO A BORDO!{SMALLLINE}Sólo se le permite llevar un máximo de {N} objetos en esta nave." other: "¡NO SE LE PERMITE MAS EQUIPO A BORDO!{SMALLLINE}Sólo se le permite llevar un máximo de {N} objetos en esta nave." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE CONTROL DESTRUIDO{NEWLINE}Diríjase a la entrada y aborte." STR_XCOM_BASE_CANNOT_BE_BUILT: "Instalaciones X-Com no se pueden construir bajo el agua" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Naves y Armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Soldados reclutados" STR_SOLDIERS_LOST: "Soldados perdidos" STR_TOTAL_UFOS: "OVNIS detectados" STR_TOTAL_ALIEN_BASES: "Bases alienígenas descubiertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "FPSI" STR_PSIONIC_SKILL_ABBREVIATION: "HPSI" FEMALE_CIVILIAN: "Civil, Mujer" MALE_CIVILIAN: "Civil, Hombre" CYBERDISC_WEAPON: "Arma de Ciberdisco" REAPER_WEAPON: "Arma Reaper" CHRYSSALID_WEAPON: "Arma Chryssalid" CELATID_WEAPON: "Arma Celatid" SILACOID_WEAPON: "Arma Silacoid" SECTOPOD_WEAPON: "Arma Sectopod" ZOMBIE_WEAPON: "Arma Zombie" ALIEN_PSI_WEAPON: "Arma Psiónica Alienígena" ================================================ FILE: bin/standard/xcom1/Language/et.yml ================================================ et: STR_AVENGER_UFOPEDIA: "TRANSPORTER JA LAHINGLAEV. VIIMANE SÕNA TULNUKATE TEHNOLOOGIA REPLITSEERIMISES." STR_INTERCEPTOR_UFOPEDIA: "KAHE PULSSDETONATISIOONIMOOTORI JA KAITSTUD ELEKTROONIKAGA HÄVITAJA. PARIM MIDA MAA TEHNOLOOGIA VÕIMALDAB." STR_LIGHTNING_UFOPEDIA: "TRANSPORTER JA LAHINGLAEV. TAHUMATA KUID EFEKTIIVNE KOOPIA TULNUKATE LENNUVAHENDIST." STR_SKYRANGER_UFOPEDIA: "TRANSPORTER. OMA KLASSI KIIREIM, VERTIKAALSE MAANDUMISE JA ÕHKUTÕUSMIS (VMÕL) VÕIMEKUSEGA." STR_FIRESTORM_UFOPEDIA: "HÄVITUSTALDRIK. SEE ÜHEMEHELINE HÄVITAJA KOPEERIB OMA KESKSE JÕUALLIKAGA TÜÜPILIST TULNUKATE LENDAVAT TALDRIKUT." STR_STINGRAY_UFOPEDIA: "VARJESTATUD ELEKTROONIKAGA EDASIARENENUD ÕHK-ÕHK RAKETT." STR_AVALANCHE_UFOPEDIA: "ERITI RASKE TUUMALÕHKEPEAGA ÕHK-ÕHK RAKETT." STR_CANNON_UFOPEDIA: "KUNI 16 TOLLISEID SOOMUSTADU TERASPLAATE LÄBISTAVAID MÜRSKE TULISTAV KÕRGTEHNOLOOGILINE KAHUR." STR_FUSION_BALL_UFOPEDIA: "SEE HEITJA TULISTAB VÄLJA ANTI-MATEERIA REAKTSIOONI ESILE KUTSUVAID KUULE. KUUL PURUSTAB SIHTMÄRGI GRAVITATSIOONIPLAHVATUSE TAGAJÄRJEL." STR_LASER_CANNON_UFOPEDIA: "SEDA TAVALIST LASERIT TOIDAB ANTI-MATEERIA JÕUALLIKAS." STR_PLASMA_BEAM_UFOPEDIA: "KATKEMATU RASKUSJÕU KIIR" STR_SECTOID_UFOPEDIA: "Sektoidide hierarhiline süsteem ulatub sõduritest kuni suurte psiooniliste võimetega juhtideni. Need psioonilised võimed võimaldavad lahingus sõdureid demoraliseerida ning isegi kontrollida. Sektoidid tegelevad peamiselt inimröövide ja karja moonutamisega. Röövimiste eesmärgiks on geneetilise materjali korjamine ning kloonide arendamine inimühiskonda sisse imbumiseks. Karja moonutatakse nii toitainete kui ka geneetilise materjali saamiseks. Paistab, et sektoidid soovivad aretada paremaid hübriide, et suurendada oma pesalaadse ühiskonna efektiivsust." STR_SECTOID_AUTOPSY: "Sektoidi lahkamine" STR_SECTOID_AUTOPSY_UFOPEDIA: "Lahkamine näitas taandarenenud seedeelundeid ja lihtsakoelist struktuuri. Aju ja silmad on väga hästi arenenud. Struktuur viitab geneetilistele muutmistele või mutatsioonile. Väikesel suul ja väikesel ninal ilmselt puudub igasugune funktsioon. Käed ja lampjalad viitavad päritolule veekeskonnast. Suguelundid puuduvad ning puuduvad ka vihjed kuidas nad paljunevad. Tegemist on ilmselt geneetiliselt arendatud rassiga." STR_SNAKEMAN_UFOPEDIA: "See rass on arenenud väga vaenulikes tingimustes. Nad on väga vastupidavad ning suudavad üle elada ekstreemseid temperatuuri kõikumisi. Nende mobiilsus sõltub ussilaadsest suurest \"jalast\", mis kaitseb ühtlasi kõiki vitaalseid organeid. Nende eesmärgid paistavad olevat puhtalt predaatorlikud ning nad paistavad olevat mingi teistsuguse intelligentsi kontrolli all, kes juhendab nende sõjaväelikke sissetunge maale." STR_SNAKEMAN_AUTOPSY: "Ussimehe Lahkamine" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Nahk on väga tugev ja kuumusekindel. Kardio-vaskulaarne süsteem on muskulaarsüsteemi osa ning kasutab hüdraulikaprintsiipe et liikumine tekitada. Ainuke \"õige\" muskel on süda. Paljunemissüsteem paistab olevat väga efektiivne. Paljunemine on aseksuaalne, iga ussmees kannab igal aja hetkel oma kehas kuni viitekümmet muna. Kui ussmehed rahule jätta siis see rass oleks maa elule väga ohtlik." STR_ETHEREAL_UFOPEDIA: "See olend omab aukartust äratavaid mentaalseid võimeid, mille abil suudavad nad üksteisega kommunikeerida, ja telekineetilisi omadusi. Ilmsetele nõrkadele füüsilistele omadustele annad jõudu juurde mentaalsed võimed. Siiamaani pole me veel aru saanud kuidas nende telekineetilsed võimed töötavad, sest need paistavad ignoreerivat meile teada olevaid füüsikaseaduseid. Nad on väga ohtlikud lahingusituatsioonides kus on neil võimalus kasutada oma mentaaseid võimeid. Maa peal kohtab neid harva kuna paistab, et nad kasutavad teisi rasse oma eesmärkide saavutamiseks." STR_ETHEREAL_AUTOPSY: "Taevase Lahkamine" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "See olend on füüsiliselt väärakas ning paistab olevat suutmatu pikalt töös hoidma eluks vajalikke organisme. Musklid on taandarenenud ja siseelundid paistavad olevat vähearenenud. Tundmisorganid, kaasaarvatud silmad, ei paista üldse töötavat. Selleeest aju on väga kaugele arenenud ning kasutab enamus keha vereringlusest. On mõistatuseks kuidas suudab olend liikuda ilma väliste toetusteta." STR_MUTON_UFOPEDIA: "See humanoidi laadne olend on füüsiliselt tugev ja intelligente. Neil paistab olevat eriline huvi konsumeerida tooret liha, mida nad vajavad eluspüsimiseks nagu maapealsed kiskjadki. Nad paistavad sõltuvat telepaatilisest käskudest rassilt nimega \"taevased\". Kui telepaatiline ühendus katkestada siis nende mentaalne süsteem paistab kokku jooksvat ning nad surevad. Nende küberneetilised implantaadid suurendavad nende lahinguvõimekust. Ilmselgelt on nad kahurilihaks kõrgemale intelligentsile." STR_MUTON_AUTOPSY: "Mutooni Lahkamine" STR_MUTON_AUTOPSY_UFOPEDIA: "Olendi \"nahk\" paistab olevad orgaaniliselt valmistatud kaitserüü mis on kehale siirdatud. Olendis on hulk küberneetilisi implantaate mis võimendavad kardio-vaskulaarset süsteemi ning muid meeli. Paljunemisorganid on kirurgiliselt eemaldatud. Paistab et nende õnnetute olendite elu koosneb ainult sõjapidamisest ja vallutustes. Soomustläbistavad kuulid ei ole eriti efektiivsed nende vastu." STR_CELATID_UFOPEDIA: "See eluvorm oma müstilist omadust õhus hõljuda. Paistab, et ta suudab tuvastada inimeste ajulaineid ning liigub nende poole isegi siis kui inimesed on peidus. Kui sihtmärk on avastatud siis Celatiid maandub ning tulistab välja väga söövitavat mürki. Olend suudab ise ennast väga kiiresti kloonida. Tavaliselt kohtab teda koos mutoonidega. " STR_CELATID_AUTOPSY: "Celatiidi lahkamine" STR_CELATID_AUTOPSY_UFOPEDIA: "Tuumik koosneb väikesest biomehaanilisest vidinast mis paistab olevat loomulikul viisil arenenud antigravitaalne liikumissüsteem. Mürgikotike on suurim organ ning olendil puudub aju. Ka puuduvad märgatavad seede ja paljunemisorganud. Väike organ sisaldab looteid, mis suudavad kiirelt uueks olendiks kasvada." STR_SILACOID_UFOPEDIA: "See silikoonil baseeruv eluvorm genereerib tohutult soojust. Tal on jõudu purustada kive, mida siis kuum tuum alla neelab. Omab primitiivset intelligentsi ja teda saab kontrollida implantaatide või telepaatiliste võimetega. Liigub tavaliselt koos mutoonide rassiga." STR_SILACOID_AUTOPSY: "Silacoidi lahkamine" STR_SILACOID_AUTOPSY_UFOPEDIA: "Subjekti tuum on väga kuum ning paistab olevat baasiks seedesüsteemile. Unikaalne muskulatuurne süsteem annab kehale meeletu kiiruse ja tugevuse. Kivilaadne nahk on immuune tulele ja leekkuulidele." STR_CHRYSSALID_UFOPEDIA: "Olendi krabilaadsed sõrad on lähivõitluses hirmuäratavad relvad. Kõrge metabolism ja tugevus annavad olendile kiiruse ja osavuse. Ohvrite tapmise asemel süstib olend nendesse muna ning muudab mürgi abil liikuvaks zombiks. Peale muna sisendamist tekib lühikese aja jooksul ohvrist uus krüssaliid. Krüssaliidid liiguvad ringi koos ussmeestega." STR_CHRYSSALID_AUTOPSY: "Krüssaliidi Lahkamine" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Olendi välisskelett on väga vastupidav kuid üllatavalt tundlik lõhkeainetele. Aju on hästi arenenud ning rakud kasvavad väga kiiresti. Olend kannab kahtekümmend muna mis hiljem munetakse teistesse organismidesse. Olend on väga efektiivne terrorirelv." STR_FLOATER_UFOPEDIA: "Hõljutised on peamiselt sõdurid ja terroristid. Nad on loomult kiskjad, geneetiliselt arendatud ja küberneetiliselt täiustatud, et teha neist hirmuäratavaid sõjamehi. Alamkeha ja enamus siseorganeid on kirurgiliselt eemaldatud ning asendatud elutoetava süsteemiga. See implantaat sisaldab antigravitaalset elementi mis võimaldab olendil mõnevõrra ebastabiilselt õhus hõljuda." STR_FLOATER_AUTOPSY: "Hõljutise lahkamine" STR_FLOATER_AUTOPSY_UFOPEDIA: "Hõljutis on kirurgiliselt drastiliselt muudetud. Ese mis moodustab keha tuuma paistab olevat elushoidmise süsteem, mis on üle võtnud südame, kopsude ja seedesüsteemide toimingud. Tänu sellele suudab olend eksisteerida väga vaenulikes keskkondades. Aju on väiksem kui inimestel, kuid tundmismeeled on hästi arenenud." STR_REAPER_UFOPEDIA: "See bipedaalne lihasööja omab tugevaid lõugu ja meeletut isu. Omab hulka implantaate mille abil kontrollitakse tema aktiivsust. Primitiivseist kiskjalikeist instinktidest on vähe kasu peale terroriseerimise ja hävitamise. Pussitajad on tavaliselt seotud hõljutistega." STR_REAPER_AUTOPSY: "Pussitaja Lahkamine" STR_REAPER_AUTOPSY_UFOPEDIA: "Pussitajal on kaks \"aju\" ja kaks \"süda\", tänu millele suudab ta edukalt võidelda ka raskelt haavatuna. Kuid tema karvane nahk on väga tuleohtlik, tehes olendi tundlikuks süütemoonale." STR_SECTOPOD_UFOPEDIA: "Sektokõdrad on robotilaadsed olendid vägevate laserkiirtega relvadega. Neid mehaanilisi monstrumeid kontrollivad taevased telepaatilise ühenduse kaudu. Sektokõdrad on kõige tugevamad terrorrelvad mis tulnukvägedele saadaval." STR_SECTOPOD_AUTOPSY: "Sektokõdra lahkamine" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Robot on vastupidav konstruktsioon tugevatud soomusega, mis on suuteline vastu pidama enamus rünnakuvormidele, eriti on kaitstud plasmarelvade vastu. Kuid siiski paistab sensorite süsteem olema eriti tundlik laserrelvade suhtes." STR_CYBERDISC_UFOPEDIA: "See miniatuurne lendav taldrik on automatiseeritud terrorirelv varustatud võimsa plasmakiirega. Anti-gravitatsiooniline veojõud annab taldrikule suure eelise raskel maastikul. Selle peamine eesmärk on hävituse ja terrori külvamine sektoidi rassi nimel." STR_CYBERDISC_AUTOPSY: "Küberketta Lahkamine" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Küberketas on hästi soomustatud ning eriti resistante plahvatuslikule laskemoonale. Primaarne hõljuksüsteem on liiga vigastatud, et selle funktsiooni lähemalt tunda õppida." STR_UFO_POWER_SOURCE_UFOPEDIA: "Tulnukate sõidukite jõuallikaks on antiaine reaktor, mis kasutab eleriumi (element 115) et tekitada võimsaid antigravitatsioonilisi laineid ja teisi energiavorme. Aine konvertimine energiaks toimub 99% efektiivsusega, tänu millele imetillukesest kogusest eleriumist toodetakse meeletu hulk energiat. Jõuallikat on tulnuksulamist lihtne toota." STR_UFO_NAVIGATION_UFOPEDIA: "Tulnukate sõidukid kasutavad keerukaid arvuteid maal ja kosmoses navigeerimiseks. Süsteem baseerub optilistel protsessoritel mis on omavahel võrguühenduses. Juhtimisliides on suhteliselt lihtne, navigaator kontrollib jõuallika poolt genereeritavate gravitatsioonilainete suundi liigutamaks sõidukit soovitud suunas. Inimesed saavad süsteemi kergesti kasutada ning selle järgi tegemine kasutades tulnukainet ja muid komponente ei ole keeruline." STR_UFO_CONSTRUCTION_UFOPEDIA: "Tulnukate sõidukid koosnevad kolmest peamisest komponendist: jõuallikas, navigeerimissüsteem ja tulnukainest ehitatud kerest. Kere on spetsiaalselt disainitud gravitatsioonilainete juhtimiseks. Peale selle on vaja väikest kogust eleriumi jõuallika kütuseks. Peale seda kui konstrueerimise printsiibid on selged ning komponentide funktsioonid teada, on võimalik seda tüüpi sõidukeid ise toota." STR_ALIEN_FOOD_UFOPEDIA: "Need kambrid sisaldavad erinevaid ensüüme mida kasutatakse karja, metsloomade ning isegi inimeste tükkide seedimiseks. Saadav vedelik on siis valmis seedimiseks ning ilmselt suunatakse otse vereringlusse. See kõik näitab teatavat sõltuvust Maast - sümbioos maa ja tulnukate kultuuride vahel." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Need kambrid sisaldavad tulnukate looteid. Kambrite disain viitab sellele, et tulnukad sõltuvad täielikult laboratoorsest paljunemisest. Rikkalikud toitained tagavad loote kiire arengu. Selline liinisüsteem suudab lühikese ajaga toota tuhandeid tulnukate kloone. Protsessi võib lihtsalt adapteeruda inimeste või inim-tulnuka hübriidide tootmiseks." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Nende sfääride kõige tõenäolisem ülesanne on meelelahutus. Psüühilised vooluringid stimuleerivad erinevaid ajuosakesi ja nende effekt on sarnane hallutsinogeenilistele narkootikumidele. Need sfäärid on ainukesed tõendid tulnukate kultuuriliste ja meelelahutuslike tegevuste kohta vabal ajal." STR_ALIEN_SURGERY_UFOPEDIA: "Kirurgilised seadmed kasutavad laserlõikureid et eemaldada teatud eluneid karja või muudest loomadest. Laialdane karjaloomade mutileerimine viitab sellele veidrale tegevusele. On tõenäiline, et loomade elundeid kasutatakse toitaineteks või geneetiliseks uurimiseks." STR_EXAMINATION_ROOM_UFOPEDIA: "Minevikus on tuhanded inimesed väitnud, et tulnukad on neid röövinud, mõnikord mitu korda järjest. Tõde on hoopis õudsam. Inimesi on röövitud, uuritud ja monitooritud. Parimailt on siirdatud geneetilist materjali. Naistesse on siirdatud tulnukhübriidide looteid ja siis mitme kuu pärast eemaldatud. Kes teab milliseid pahaendelisi motiive tulnukad tegelikult omavad?" STR_ALIEN_ORIGINS_UFOPEDIA: "On selge et võitleme sõjas mida pole võimalik võita. Tulnukhordide suurused on lugematud. Parim mida me suudame on nende progressi aeglustada. Inimkonna ainus lootus on viia võitlus nende juurde. Meie luure andmeil on nende operatsioonibaas kuskil päikesesüsteemis. Tulnukad on vihjanud, et asub see iidse tsivilisatsiooni varemeis. Me peame selle asukoha teada saama niipea kui võimalik, kuid detailsema info jaoks on vaja kinni püüda ja üle kuulata tulnukate kõrgema taseme juht. Suurematel UFOdel on tavaliselt vähemalt üks selline ringi lendamas." STR_CENTER_ON_SITE_TIME_5_SECONDS: "UFO KESKELE-AEG=5 S" STR_CANCEL_UC: "TÜHISTA" STR_NONE: "Mitte midagi" STR_UNKNOWN: "Teadmata" STR_POOR: "Kehv" STR_AVERAGE: "Keskmine" STR_GOOD: "Hea" STR_EXCELLENT: "Suurepärane" STR_BUILD_NEW_BASE_UC: "EHITA UUS BAAS" STR_BASE_INFORMATION: "BAASI INFO" STR_EQUIP_CRAFT: "VARUSTA LAEV" STR_BUILD_FACILITIES: "EHITA HOONEID" STR_RESEARCH: "UURIMUSTÖÖD" STR_MANUFACTURE: "TOOTMINE" STR_TRANSFER_UC: "ÜLEKANNE" STR_PURCHASE_RECRUIT: "OSTA/PALKA" STR_SACK: "VALLANDA" STR_SELL_SACK_UC: "Müü/Vallanda" STR_GEOSCAPE_UC: "MAAILM" STR_NAME: "Nimi" STR_AREA: "Ala" STR_BUILD_NEW_BASE: "Ehita Uus Baas" STR_CANCEL: "Tühista" STR_COST_UC: "HIND>" STR_CONSTRUCTION_TIME_UC: "EHITUSAEG>" STR_DAY: one: "{N} päev" other: "{N} päeva" STR_HOUR: one: "{N} tundi" other: "{N} tundi" STR_MAINTENANCE_UC: "ÜLALHOID>" STR_OK: "OK" STR_INSTALLATION: "Installeerimine" STR_CURRENT_RESEARCH: "HETKE UURIMUSTÖÖ" STR_SCIENTISTS_AVAILABLE: "Vabu Teadlasi>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Teadlaseid Töötamas>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Labori pinda saadaval>{ALT}{0}" STR_RESEARCH_PROJECT: "UURIMIS PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "TEADLASED TÖÖLE PANDUD" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "Uus Projekt" STR_CANCEL_PROJECT: "TÜHISTA PROJEKT" STR_NEW_RESEARCH_PROJECTS: "UUS UURIMUSTÖÖ PROJEKT" STR_SCIENTISTS_AVAILABLE_UC: "TEADLASEID VABA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORIS RUUMI>{ALT}{0}" STR_INCREASE: "Suurenda" STR_DECREASE: "Vähenda" STR_START_PROJECT: "ALUSTA PROJEKTI" STR_CURRENT_PRODUCTION: "HETKEL TOOTMISES" STR_ENGINEERS_AVAILABLE: "Vabu insenere>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Insenere Töödamas>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Töökoja pinda saadaval>{ALT}{0}" STR_CURRENT_FUNDS: "Hetkel Raha>{ALT}{0}" STR_ITEM: "ASI" STR_ENGINEERS__ALLOCATED: "Insenerid Tööl" STR_UNITS_PRODUCED: "Toodetud Kogus" STR_TOTAL_TO_PRODUCE: "Kokku Toota" STR_COST__PER__UNIT: "Hind{NEWLINE}ühiku{NEWLINE}kohta" STR_DAYS_HOURS_LEFT: "Päevi/Tunde Jäänud" STR_NEW_PRODUCTION: "Uus Tootmine" STR_PRODUCTION_ITEMS: "Tootmine" STR_CATEGORY: "KATEGOORIA" STR_START_PRODUCTION: "ALUSTA TOOTMIST" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "Kulub {0} töötundi et toota 1 ese." STR_COST_PER_UNIT_: "Tüki hind>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Töökoja ruumi vaja>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ERIMATERJALID VAJALIKUD" STR_ITEM_REQUIRED: "VAJALIK ESE" STR_UNITS_REQUIRED: "VAJALIK{NEWLINE}KOGUS" STR_UNITS_AVAILABLE: "KOGUS{NEWLINE}SAADAVAL" STR_STOP_PRODUCTION: "PEATA TOOTMINE" STR_ENGINEERS_AVAILABLE_UC: "VABU INSENERE>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "TOOTMISES RUUMI>{ALT}{0}" STR_MONTHLY_PROFIT: "KASU KUU KOHTA>{ALT}{0}" STR_INCREASE_UC: "SUURENDA" STR_DECREASE_UC: "VÄHENDA" STR_UNITS_TO_PRODUCE: "Ühikuid Toota" STR_PURCHASE_HIRE_PERSONNEL: "Osta/Palka Personali" STR_COST_OF_PURCHASES: "Ostmiste Koguhind>{ALT}{0}" STR_COST_PER_UNIT_UC: "TÜKI HIND" STR_QUANTITY_UC: "KOGUS" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONALI SAADAVAL:PERSONALI KOKKU>" STR_SOLDIERS: "Sõdurid" STR_SCIENTISTS: "Teadlased" STR_ENGINEERS: "Insenerid" STR_SPACE_USED_SPACE_AVAILABLE: "RUUMI KASUTATUD:RUUMI VABA>" STR_LIVING_QUARTERS: "Majutus" STR_STORES: "Ladu" STR_LABORATORIES: "Laborid" STR_WORK_SHOPS: "Töökoda" STR_HANGARS: "Hangaar" STR_SHORT_RANGE_DETECTION: "Lühikese maa tuvastus" STR_DEFENSE_STRENGTH: "Kaitsetugevus" STR_TRANSFERS_UC: "ÜLEKANDED" STR_TRANSFERS: "Ülekanded" STR_ARRIVAL_TIME_HOURS: "Jõuavad Kohale (tunnid)" STR_COST_: "Hind>{ALT}{0}" STR_AREA_: "Ala>{ALT}{0}" STR_BASE_NAME: "Baasi Nimi?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VALI ASUKOHT PEALIFTILE" STR_TRANSFER: "Ülekanne" STR_AMOUNT_TO_TRANSFER: "ÜLEKANDE KOGUS" STR_SELECT_DESTINATION_BASE: "Vali Baasi Asukoht" STR_COST: "Hind" STR_VICTORY_1: "Kambrisse sisenedes näete tulnukaju - missiooni eesmärki. Enne kui suudate tuld avada , võtab see ühendust teiega baasis asuva ekraani kaudu. Aju palub, et kuulaksite ära tema argumendid tema ellujätmiseks, enne kui päästikule vajutate..." STR_VICTORY_2: "Aju räägib: 'Palju miljoneid aastaid tagasi planeet mida te Marsiks kutsute oli elus. Elu tõime siia tühjale planeedile meie nagu seda tegime teie planeediga. Miljonite aastate jooksul külastasime teie planeeti ja geneetiliselt arendasime teie rassi. Te ei saa meid tappa, te olete osa meist..." STR_VICTORY_3: "Siin Marsi tsivilisatsiooni keskus, püramiidides mis ehitati miljoneid aastaid varem teie omadest, rassi poolt keda võib pidada teie esiisadeks. Mitte ükski planeet pole meie jaoks kauge. See kõik võib mõne aja pärast kõik teile kuuluda. Ainuke mida me palume on koostöö..." STR_GAME_OVER_1: "Tulnukad proovivad hävitada kogu inimkonda, purustades linnasid ning õhku ja merd mürgitades. Maa armeede vastupanu on mõttetu sellise tehnoloogilise üleoleku juures. Ellujäänud generatsioonid kannatavad hirmsate mutatsioonide käes kui nad püüavad tulnukate eest põgeneda. Nad korjatakse kokku orjalaagreisse, et aidata tulnukail muuta maa tulnukakolooniaks mingi tundmatu impeeriumi koosseisus." STR_GAME_OVER_2: "X-Comi projektiga saavutatud teadmised kadusid igavikku. Maa päästmine ebaõnnestus." STR_VICTORY_4: "Kuum plasmavalang lõpetab Tulnukaju eksistentsi ja kogu tulnukate vägi saab alistatud." STR_VICTORY_5: "Peale seda kui tulnukad kaotasid Marsil, kaotasid nad ka Maa. Peagi suuresti tänu X-Comi uurimustöödele suutis inimrass Marsi endale allutada. Ähvardavad tulnukpilved on kadunud kuid kui kauaks..." STR_YOU_HAVE_FAILED: "Tulnukate pealetungi peatamine ebaõnnestus. Rahastust pakkunud riigid sõlmivad üksteise järel tulnukatega lepinguid, kes lubavad uusi tehnoloogiaid, jõukust ja rahu. Kuid mõne aja möödudes selgub tulnukate tõeline pale..." STR_TOTAL_UC: "KOKKU" STR_INCOME: "Sissetulek" STR_EXPENDITURE: "Kulutused" STR_MAINTENANCE: "Korrashoid" STR_BALANCE: "Tasakaal" STR_UFO_ACTIVITY_IN_AREAS: "UFO aktiivsus regioonides." STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO aktiivsus riikides" STR_XCOM_ACTIVITY_IN_AREAS: "X-COMi aktiivsus regioonides" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Comi aktiivsus riikides." STR_FINANCE: "Finants" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000." STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Liiga vähe erikomponente, et toota {NEWLINE}{0}{NEWLINE}{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Liiga vähe raha, e toota {NEWLINE}{0}{NEWLINE}{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{NEWLINE}{0}{NEWLINE}tootmine{NEWLINE}{1}{NEWLINE} on valmis." STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{NEWLINE}{0}{NEWLINE}ehitamine{NEWLINE}{1}{NEWLINE} on valmis." STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Uurimine valmis" STR_VIEW_REPORTS: "VAATA RAPORDIT" STR_WE_CAN_NOW_RESEARCH: "Me saame nüüd uurida" STR_WE_CAN_NOW_PRODUCE: "Me saame nüüd uurida" STR_SUNDAY: "PÜHAPÄEV" STR_MONDAY: "ESMASPÄEV" STR_TUESDAY: "TEISIPÄEV" STR_WEDNESDAY: "KOLMAPÄEV" STR_THURSDAY: "NELJAPÄEV" STR_FRIDAY: "REEDE" STR_SATURDAY: "LAUPÄEV" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Liiga vähe {0} et tankida {1} {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Pole piisavalt {0} ,et taasrelvastada {1} {2}" STR_UFO_IS_NOT_RECOVERED: "UFOt ei toodud kaasa." STR_UFO_IS_RECOVERED: "UFO toodi kaasa." STR_CRAFT_IS_LOST: "Kaotasime sõiduki." STR_TERROR_CONTINUES: "Terror jätkub" STR_ALIENS_DEFEATED: "Tulnukad hävitatud" STR_BASE_IS_LOST: "Baas kaotatud" STR_BASE_IS_SAVED: "Baas päästetud" STR_ALIEN_BASE_STILL_INTACT: "Tulnukate baas on ikka operatiivne" STR_ALIEN_BASE_DESTROYED: "Tulnukate Baas hävitatud" STR_ALIENS_KILLED: "TAPETUD TULNUKAID" STR_ALIEN_CORPSES_RECOVERED: "Tulnukate kaasa toodud karkassid" STR_LIVE_ALIENS_RECOVERED: "Elusalt tabatud tulnukad" STR_ALIEN_ARTIFACTS_RECOVERED: "Tulnukate vidinad leitud" STR_ALIEN_BASE_CONTROL_DESTROYED: "TULNUKABAASI KONTROLLMOODUL HÄVITATUD" STR_CIVILIANS_KILLED_BY_ALIENS: "TULNUKATE POOLT TAPETUD TSIVIILID" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COMI POOLT TAPETUD TSIVIILID" STR_CIVILIANS_SAVED: "PÄÄSTETUD TSIVIILID" STR_XCOM_OPERATIVES_KILLED: "LANGENUD X-COM OPERATIIVTÖÖTAJAD" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "LAHINGUS KADUMA JÄÄNUD X-COMI OPERATIIVTÖÖTAJAD" STR_TANKS_DESTROYED: "HÄVITATUD TANKID" STR_XCOM_CRAFT_LOST: "KAOTATUD X-COMI SÕIDUKID" STR_UFO_RECOVERY: "UFO UTILISEERIMINE" STR_ALIEN_BASE_RECOVERY: "TULNUKABAASI UTILISEERIMINE" STR_BASE_UNDER_ATTACK: "{0} rünnatakse!" STR_BASE_DEFENSES_INITIATED: "BAASI KAITSEMEHHANISMID ALUSTATUD" STR_FIRING: "TULISTAMINE" STR_HIT: "PIHTAS!" STR_UFO_DESTROYED: "UFO HÄVITATUD!" STR_MISSED: "MÖÖDA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Müü Asju/Vallanda Personali" STR_SELL_SACK: "Müü/Vallanda" STR_VALUE: "Väärtus" STR_CRAFT_: "ALUS> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_GROUND_ASSAULT_BRIEFING: "Kammi läbi maabumiskoht ning kui võimalik murra UFOsse sisse. Missioon loetakse õnnestunuks siis kui kõik tulnukad on hävitatud või neutraliseeritud. UFO, tulnukate laipade ja asjade kokkukorjamine algatatakse peale seda. Et missiooni katkestada, vii kõik X-Comi operatiivtöötajad transporterisse ja kliki 'Katkesta missioon' ikoonil." STR_BASE_DEFENSE: "BAASI KAITSE" STR_BASE_UC_: "BAAS> {0}" STR_CYDONIA_BRIEFING: "Olete jõudnud Cydoniasse. Sisenete suurde maaalusesse kompleksi Marsi sfinksi läheduses. Peate hävitama tulnukaju mis kontrollib kõiki tulnukate tegevusi. Inimkonna saatus on teie kätes.." STR_TERROR_MISSION: "TERRORIRÜNNAK" STR_TERROR_MISSION_BRIEFING: "Missioon on edukas siis kui kõik vaenlased on elimineeritud või neutraliseeritud. Peate proovima päästa piirkonnas olevaid tsiviilisikuid tulnukate nuhtluse eest. Missiooni katkestamiseks naase kõikide agentidega X-Comi sõiduki juurde ja vajuta 'Katkesta missioon' ikooni." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "PUUDUB VABA ANGAAR SÕIDUKI TOOTMISEKS!{SMALLLINE}Iga baasi suunatud, ostetud või ehitatud sõiduk kasutab ühte angaari. Ehita uus angaar või suuna sõiduk teise baasi." STR_NO_FREE_HANGARS_FOR_PURCHASE: "PUUDUB VABA ANGAAR SÕIDUKI OSTMISEKS!{SMALLLINE}Iga baasi suunatud, ostetud või ehitatud sõiduk kasutab ühte angaari. Ehita uus angaar või suuna sõiduk teise baasi." STR_NO_FREE_HANGARS_FOR_TRANSFER: "PUUDUB VABA ANGAAR SÕIDUKI SUUNAMISEKS!{SMALLLINE}Iga baasi suunatud, ostetud või ehitatud sõiduk kasutab ühte angaari. Ehita uus angaar või suuna sõiduk teise baasi." STR_CANNOT_BUILD_HERE: "SIIA EI SAA EHITADA!{SMALLLINE}Peate ehitama olemasoleva rajatise kõrvale." STR_NO_FREE_ACCOMODATION: "POLE ROHKEM VOODIKOHTI!{SMALLLINE}Baasis pole rohkem eluruumi." STR_NOT_ENOUGH_WORK_SPACE: "POLE PIISAVALT TÖÖKOJA RUUMI SAADAVAL!{SMALLLINE}Ehita uus töökoda või vähenda teiste projektide tööd." STR_NOT_ENOUGH_MONEY: "POLE PIIRAVALT RAHA!" STR_NOT_ENOUGH_STORE_SPACE: "POLE PIISAVALT LAORUUMI!{SMALLLINE}Ehitage uus laoruum või viige osad kaubad üle teistesse baasidesse." STR_NOT_ENOUGH_LIVING_SPACE: "POLE PIISAVALT ELURUUME!{SMALLLINE}Ehita juurde eluruume või vii kaadrit üle teistesse baasidesse." STR_CRAFT: "ALUS" STR_STATUS: "STAATUS" STR_BASE: "BAAS" STR_READY: "VALMIS" STR_OUT: "VÄLJAS" STR_REPAIRS: "PARANDUSED" STR_REFUELLING: "KÜTUSE TANKIMINE" STR_REARMING: "ÜMBER RELVASTUMINE" STR_TARGET: "SIHTMÄRK: {0}" STR_ARE_YOU_SURE_CYDONIA: "Olete kindel, et soovite seda alust saata Cydonia missioonile?" STR_YES: "JAH" STR_NO: "EI" STR_SELECT_DESTINATION: "VALI ASUKOHT" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "VALI UUE BAASI ASUKOHT" STR_RETURN_TO_BASE: "TAGASI BAASI" STR_SELECT_NEW_TARGET: "VALI UUS SIHTMÄRK" STR_PATROL: "PATRULL" STR_STATUS_: "STAATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "VIGASTATUD - NAASEME BAASI" STR_LOW_FUEL_RETURNING_TO_BASE: "KÜTUST VÄHE - NAASEME BAASI" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "ÜLESANNE TÄIDETUD - NAASEME BAASI" STR_PATROLLING: "PATRULLIMAS" STR_TAILING_UFO: "UFO JÄLITAMINE" STR_INTERCEPTING_UFO: "UFO-{0} RÜNDAMINE" STR_RETURNING_TO_BASE: "TAGASI BAASI" STR_DESTINATION_UC_: "SIHTPUNKT: {0}" STR_BASE_UC: "BAAS>{ALT}{0}" STR_SPEED_: "KIIRUS>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "TIPPKIIRUS>{ALT}{0}{ALT}" STR_ALTITUDE_: "KÕRGUS>{ALT}{0}" STR_VERY_LOW: "VÄGA MADAL" STR_LOW_UC: "MADAL" STR_HIGH_UC: "KÕRGE" STR_VERY_HIGH: "VÄGA KÕRGE" STR_FUEL: "KÜTUS>{ALT}{0}" STR_WEAPON_ONE: "RELV-1>{ALT}{0}" STR_NONE_UC: "EI OLE" STR_ROUNDS_: "LASKE>{ALT}{0}" STR_WEAPON_TWO: "RELV-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "RÜNDEALUSED" STR_BASE_: "Baas>{0}" STR_NAME_UC: "NIMI" STR_AMMO_: "LASKEMOON>{ALT}{0}" STR_CREW: "MEESKOND" STR_EQUIPMENT_UC: "VARUSTUS" STR_ARMOR: "TURVIS" STR_MAX: "MAKS.>{ALT}{0}" STR_ROOKIE: "Reamees" STR_SQUADDIE: "Kapral" STR_SERGEANT: "Seersant" STR_CAPTAIN: "Kapten" STR_COLONEL: "Kolonel" STR_COMMANDER: "Komandör" STR_SELECT_SQUAD_FOR_CRAFT: "Vali meeskond {0} jaoks" STR_SORT_BY: "SORTEERI" STR_ORIGINAL_ORDER: "ORIGINAALNE JÄRJESTUS" STR_MISSIONS2: "MISSIOONID" STR_KILLS2: "VÕIDUD" STR_WOUND_RECOVERY2: "HAAVADES PARANEMINE" STR_SPACE_AVAILABLE: "VABARUUMI>{ALT}{0}" STR_RANK: "AUASTE" STR_WOUNDED: "HAAVATUD" STR_EQUIPMENT_FOR_CRAFT: "Varustus {0}" STR_DEFENSE_VALUE: "Kaitse väärtus" STR_HIT_RATIO: "Tabamisprotsent" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}valmis{NEWLINE}maanduma{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Alusta Missiooni?" STR_SELECT_ARMAMENT: "Vali relvastus" STR_AMMUNITION_AVAILABLE: "OLEMASOLEV LASKEMOON" STR_ARMAMENT: "RELVASTUS" STR_NOT_AVAILABLE: "PUUDUB" STR_SELECT_ARMOR_FOR_SOLDIER: "VALI TURVIS{NEWLINE}{0}" STR_TYPE: "TÜÜP" STR_PERSONAL_ARMOR_UC: "ISIKLIK TURVIS" STR_POWER_SUIT_UC: "JÕUTURVIS" STR_FLYING_SUIT_UC: "LENNUTURVIS" STR_SELECT_ARMOR: "Vali Turvise" STR_NORTH: "PÕHI" STR_NORTH_EAST: "KIRRE" STR_EAST: "IDA" STR_SOUTH_EAST: "KAGU" STR_SOUTH: "LÕUNA" STR_SOUTH_WEST: "EDEL" STR_WEST: "LÄÄS" STR_NORTH_WEST: "Loe" STR_SELECT_ACTION: "VALI TEGEVUS" STR_CONTINUE_INTERCEPTION_PURSUIT: "JÄTKA RÜNNAKUT" STR_PURSUE_WITHOUT_INTERCEPTION: "JÄLITA ILMA RÜNDAMATA" STR_VERY_LARGE: "VÄGA SUUR" STR_LARGE: "SUUR" STR_MEDIUM_UC: "KESKMINE" STR_SMALL: "VÄIKE" STR_VERY_SMALL: "VÄGA VÄIKE" STR_GROUNDED: "MAAPIND" STR_DETECTED: "Avastatud" STR_SIZE_UC: "SUURUS" STR_ALTITUDE: "KÕRGUS" STR_HEADING: "KURSS" STR_SPEED: "KIIRUS" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFO KESKEÖE-AEG=5 S" STR_TRACKING_LOST: "KADUS RADARILT" STR_REDIRECT_CRAFT: "SUUNA ALUS ÜMBER" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "MINE VIIMASESSE TEATATUD ASUKOHTA" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "TULNUKATE BAAS-{0}" STR_LANDING_SITE_: "MAANDUMIS PLATS-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}jõudis{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrullimas" STR_ALIEN_ORIGINS: "Tulnukate päritolu" STR_THE_MARTIAN_SOLUTION: "Marsi Lahendus" STR_CYDONIA_OR_BUST: "Cydonia või surm" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COMi alused ja relvastus" STR_HEAVY_WEAPONS_PLATFORMS: "RELVAPLATFORMID" STR_WEAPONS_AND_EQUIPMENT: "RELVAD JA VARUSTUS" STR_ALIEN_ARTIFACTS: "TULNUKATE VIDINAD" STR_BASE_FACILITIES: "BAASI RAJATISED" STR_ALIEN_LIFE_FORMS: "TULNUKATE RASSID" STR_ALIEN_RESEARCH_UC: "TULNUKATE TEADUSTÖÖ" STR_UFO_COMPONENTS: "UFO KOMPONENDID" STR_UFOS: "UFOd" STR_SELECT_ITEM: "Vali" STR_ACCELERATION: "KIIRENDUS>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KÜTUSE MAHUTUVUS>{ALT}{0}{ALT}" STR_DAMAGE: "Kahjustused" STR_RANGE: "Raadius" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Täpsus" STR_RE_LOAD_TIME: "Laadimis aeg" STR_SECONDS: "{0} sek" STR_DAMAGE_ARMOR_PIERCING: "SOOMUSLÄBISTATAVUS" STR_DAMAGE_LASER_BEAM: "LASERKIIR" STR_DAMAGE_PLASMA_BEAM: "PLASMAKIIR" STR_DAMAGE_STUN: "UIMASTAMA" STR_DAMAGE_MELEE: "KÄSIVÕITLUS" STR_DAMAGE_ACID: "HAPE" STR_DAMAGE_SMOKE: "SUITS" STR_SHOT_TYPE: "LASU TÜÜP" STR_ACCURACY_UC: "TÄPSUS" STR_TIME_UNIT_COST: "AÜ MAKSUMUS" STR_DAMAGE_UC: "KAHJUSTUSED" STR_AMMO: "LASKEMOON" STR_SHOT_TYPE_AUTO: "Automaatne" STR_SHOT_TYPE_SNAP: "Puusalt" STR_SHOT_TYPE_AIMED: "Sihitud" STR_CONSTRUCTION_TIME: "Ehituse aeg" STR_CONSTRUCTION_COST: "Ehituse Hind" STR_MAINTENANCE_COST: "Korrashoiu hind" STR_LOW: "Madal" STR_MEDIUM: "Keskmine" STR_HIGH: "Kõrge" STR_CRAFT_WEAPON: "Aluse relvad" STR_CRAFT_AMMUNITION: "Aluse laskemoon" STR_HEAVY_WEAPONS_PLATFORM: "Relvaplatformid" STR_WEAPON: "Relv" STR_AMMUNITION: "Laskemoon" STR_EQUIPMENT: "Varustus" STR_ALIEN_CORPSE: "Tulnuka laip" STR_UFO_COMPONENT: "UFO komponent" STR_PERSONAL_ARMOR: "Isiklik Turvis" STR_RAW_MATERIALS: "Toorained" STR_HWP_CANNON_SHELLS: "RRP kahurimürsud" STR_ALIEN: "Tulnukas" STR_SECTOID: "Sektoid" STR_SNAKEMAN: "Ussimees" STR_ETHEREAL: "Taevane" STR_MUTON: "Mutoon" STR_FLOATER: "Lendaja" STR_CELATID: "Celatiid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Krüssaliid" STR_ZOMBIE: "Zombie" STR_REAPER: "Pussitaja" STR_SECTOPOD: "Sektopod" STR_CYBERDISC: "Küberketas" STR_LIVE_COMMANDER: "Komandör" STR_LIVE_LEADER: "Juht" STR_LIVE_ENGINEER: "Insener" STR_LIVE_MEDIC: "Meedik" STR_LIVE_NAVIGATOR: "Navigaator" STR_LIVE_SOLDIER: "Sõdur" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Lendaja Sõdur" STR_FLOATER_NAVIGATOR: "Lendaja Navigaator" STR_FLOATER_MEDIC: "Lendaja Meedik" STR_FLOATER_ENGINEER: "Lendaja Insener" STR_FLOATER_LEADER: "Lendaja Juht" STR_FLOATER_COMMANDER: "Lendaja Komandör" STR_SECTOID_SOLDIER: "Sektoid Sõdur" STR_SECTOID_NAVIGATOR: "Sektoid Navigaator" STR_SECTOID_MEDIC: "Sektoid Meedik" STR_SECTOID_ENGINEER: "Sektoid Insener" STR_SECTOID_LEADER: "Sektoid Juht" STR_SECTOID_COMMANDER: "Sektoid Komandör" STR_SNAKEMAN_SOLDIER: "Ussimees Sõdur" STR_SNAKEMAN_NAVIGATOR: "Ussimees Navigaator" STR_SNAKEMAN_ENGINEER: "Ussimees Insener" STR_SNAKEMAN_LEADER: "Ussimees Juht" STR_SNAKEMAN_COMMANDER: "Ussimees Komandör" STR_MUTON_SOLDIER: "Mutoon Sõdur" STR_MUTON_NAVIGATOR: "Mutoon Navigaator" STR_MUTON_ENGINEER: "Mutoon Insener" STR_ETHEREAL_SOLDIER: "Taevane Sõdur" STR_ETHEREAL_LEADER: "Taevane Juht" STR_ETHEREAL_COMMANDER: "Taevane Komandör" STR_CYBERDISC_TERRORIST: "Küberketas Terrorist" STR_REAPER_TERRORIST: "Pussitaja Terrorist" STR_CHRYSSALID_TERRORIST: "Krüssaliid Terrorist" STR_CELATID_TERRORIST: "Celatiidi terrorist" STR_SILACOID_TERRORIST: "Silacoidi terrorist" STR_SECTOPOD_TERRORIST: "Sectopod terrorist" STR_UFO_POWER_SOURCE: "UFO jõuallikas" STR_UFO_NAVIGATION: "UFO navigatsiooniseade" STR_UFO_CONSTRUCTION: "UFO ehitus" STR_ALIEN_FOOD: "Tulnukate Toit" STR_ALIEN_REPRODUCTION: "Tulnukate paljunemine" STR_ALIEN_ENTERTAINMENT: "Tulnukate meelelahutus" STR_ALIEN_SURGERY: "Tulnukate operatsioonisaal" STR_EXAMINATION_ROOM: "Uurimisruum" STR_ALIEN_ALLOYS: "Tulnukate sulam" STR_ALIEN_HABITAT: "Tulnukate elukoht" STR_POWER_SUIT: "Jõuturvis" STR_FLYING_SUIT: "Lennuturvis" STR_HWP_ROCKETS: "RRP raketid" STR_LASER_WEAPONS: "Laser relvad" STR_NEW_FIGHTER_CRAFT: "Uus hävituslennuk" STR_NEW_FIGHTER_TRANSPORTER: "Uus hävitus-transporter" STR_ULTIMATE_CRAFT: "Ülim õhusõiduk" STR_LASER_PISTOL: "Laserpüstol" STR_LASER_RIFLE: "Laser Püss" STR_HEAVY_LASER: "Raskelaser" STR_LASER_CANNON: "Laserkahur" STR_PLASMA_CANNON: "Plasmakahur" STR_LASER_DEFENSE: "Laserpatarei" STR_PLASMA_DEFENSE: "Plasmapatarei" STR_MIND_SHIELD: "Meelekilp" STR_PSI_LAB: "Psi-Labor" STR_MOTION_SCANNER: "Liikumisskanner" STR_MEDI_KIT: "Ravimikott" STR_TANK_CANNON: "Tank/Kahur" STR_TANK_ROCKET_LAUNCHER: "Tank/Raketiheitja" STR_TANK_LASER_CANNON: "Tank/Laser" STR_HOVERTANK_PLASMA: "Hõljuktank/plasma" STR_HOVERTANK_LAUNCHER: "Hõljuktank/Pommiheitja" STR_STINGRAY_LAUNCHER: "Stingray heitur" STR_AVALANCHE_LAUNCHER: "Avalanche heitur" STR_CANNON: "Kahur" STR_STINGRAY_MISSILES: "Stingray raketid" STR_AVALANCHE_MISSILES: "Avalanche raketid" STR_CANNON_ROUNDS_X50: "kahurimürsud(x50)" STR_SOLDIER: "Sõdur" STR_SCIENTIST: "Teadlane" STR_ENGINEER: "Insener" STR_NORTH_AMERICA: "Põhja-Ameerika" STR_ARCTIC: "Arktika" STR_ANTARCTICA: "Antartika" STR_SOUTH_AMERICA: "Lõuna Ameerika" STR_EUROPE: "Euroopa" STR_NORTH_AFRICA: "Põhja-Aafrika" STR_SOUTHERN_AFRICA: "Lõuna-Aafrika" STR_CENTRAL_ASIA: "Kesk-Aasia" STR_SOUTH_EAST_ASIA: "Kagu-Aasia" STR_SIBERIA: "Siber" STR_AUSTRALASIA: "Australaasia" STR_PACIFIC: "Vaikne Ookean" STR_NORTH_ATLANTIC: "Põhja-Atlant" STR_SOUTH_ATLANTIC: "Lõuna-Atlant" STR_INDIAN_OCEAN: "India Ookean" STR_ALIEN_RESEARCH: "Tulnukate uurimusretk" STR_ALIEN_HARVEST: "Tulnukate koristusretk" STR_ALIEN_ABDUCTION: "Tulnukröövid" STR_ALIEN_BASE: "Tulnukate Baas" STR_ALIEN_TERROR: "Tulnukterror" STR_ALIEN_RETALIATION: "Tulnukate vastulöök" STR_ALIEN_SUPPLY: "Tulnukate varustusretk" STR_MAXIMUM_SPEED: "Tippkiirus" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "VÄLK" STR_AVENGER: "TASUJA" STR_INTERCEPTOR: "HÄVITAJA" STR_FIRESTORM: "TULETORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "KAHUR" STR_LASER_CANNON_UC: "LASER KAHUR" STR_PLASMA_BEAM_UC: "PLASMAKIIR" STR_WEAPON_RANGE: "Relva Ulatuvus" STR_ACCESS_LIFT: "Juurdepääsulift" STR_LABORATORY: "Labor" STR_WORKSHOP: "Töökoda" STR_SMALL_RADAR_SYSTEM: "Väike Radari Süsteem" STR_LARGE_RADAR_SYSTEM: "Suur Radari Süsteem" STR_MISSILE_DEFENSES: "Raketipatareid" STR_GENERAL_STORES: "Laoruumid" STR_ALIEN_CONTAINMENT: "Tulnukate vangla" STR_LASER_DEFENSES: "Laserpatareid" STR_PLASMA_DEFENSES: "Plasmapatareid" STR_PSIONIC_LABORATORY: "Psüühiline Labor" STR_HANGAR: "Angaar" STR_USA: "USA" STR_RUSSIA: "VENEMAA" STR_UK: "ÜHENDKUNINGRIIK" STR_FRANCE: "PRANTSUSMAA" STR_GERMANY: "SAKSAMAA" STR_ITALY: "ITAALIA" STR_SPAIN: "HISPAANIA" STR_CHINA: "HIINA" STR_JAPAN: "JAAPAN" STR_INDIA: "INDIA" STR_BRAZIL: "BRASIILIA" STR_AUSTRALIA: "AUSTRAALIA" STR_NIGERIA: "NIGEERIA" STR_SOUTH_AFRICA: "LÕUNA-AAFRIKA" STR_EGYPT: "EGIPTUS" STR_CANADA: "KANADA" STR_TANK: "Tank" STR_CIVILIAN: "Tsivilist" STR_JAN: "Jan" STR_FEB: "Veeb" STR_MAR: "Mär" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sept" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dets" STR_INTERNATIONAL_RELATIONS: "Rahvusvahelised suhted" STR_COUNTRY: "Riik" STR_FUNDING: "Rahastus" STR_CHANGE: "Muuda" STR_WEAPON_SYSTEMS: "RELVASÜSTEEMID" STR_HWPS: "RRPd" STR_DAMAGE_UC_: "KAHJUSTUSED>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Juurdepääsulift võimaldab varustust ja töötajaid maaalusese baasi sisse ja välja liigutada. See on alati esimene rajatis mis uue baasi puhul valmis ehitatakse. Potensiaalsed vaenulikud jõud võivad lifti kaudu baasi sisse tungida. " STR_LIVING_QUARTERS_UFOPEDIA: "Igas majutusblokis on ruumi kuni 50 inimesele. Rajatis pakub elementaarset meelelahutust, söömis ja magamisruume." STR_LABORATORY_UFOPEDIA: "Laboratooriumis on töökohti kuni 50 teadlasele. Labor on varustatud tehnoloogia viimase sõnaga materjalide, biokeemia ja kosmoloogiaga tegelemiseks. Laboril on priviligeeritud juurdepääs parimatele teaduslaboritele üle maailma, kaasaarvatud sõjavägede kontrolli all olevatele." STR_WORKSHOP_UFOPEDIA: "Töökoda sisaldab kõik vajaliku, et toota varustust teaduslaborist tulevate projektide alusel. Töökohti on kuni 50 insenerile kuigi ruumi vajavad ka tootmises olevad tooted." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Väikesel avastussüsteemil on efektiivne radari kaugus 300 meremiili ning on ühendatud sateliitsüsteemiga, maapealseks seireks. Igal süsteemil on 10% suurus avastamaks keskmise suurusega objekte iga 30 minuti tagant." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Suurel avastussüsteemil on efektiivne radari kaugus 450 meremiili ning on ühendatud sateliitsüsteemiga maapealseks seireks. Igal süsteemil on 20% suurus avastamaks keskmise suurusega objekte iga 30 minuti tagant." STR_MISSILE_DEFENSES_UFOPEDIA: "Raketipatareid pakuvad mõnigat kaitset vaenulike lennuvahendite sissetungi vastu, mis püüavad baasi läheduses maanduda." STR_GENERAL_STORES_UFOPEDIA: "Kõik varustus, relvasüsteemid, lasemoon, sõjasaak ja raskerelva platformid pannakse lattu, kaasaarvatud varustus mida kasutatakse angaaris asuvate sõidukite juures." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Elusad tulnukad vajavad eluspüsimiseks omale sobivat elukeskkonda. Kinnipidamisasutuses on ruumi kuni kümnele tulnukate eluvormile." STR_LASER_DEFENSES_UFOPEDIA: "Laserkaitse pakub kaitset tulnukate rünnakute eest." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasmakaitse pakub head ja efektiivset kaitset tulnukate rünnakute vastu." STR_HANGAR_UFOPEDIA: "Iga angaar suudab majutada ühte lennuvahendit. Angaar sisaldab rajatisi hoolduseks, tankimiseks ja parandamiseks. Igale baasis asuvale lennuvahendile on määratud kindel angaar, mida ei saa kasutada teised lennuvahendid isegi siis kui sõiduk on parajasti missioonil." STR_PISTOL_UFOPEDIA: "Standartne X-Comi püstol on poolautomaate ning 12 kuuliga." STR_RIFLE_UFOPEDIA: "See väga täpne snaiperrelv on lasersihikuga ning magasini mahub 20 6.7mm kuuli." STR_HEAVY_CANNON_UFOPEDIA: "Raskekahur on suure hävitusjõuga kuid väga tülikas relv. Relva mitmekülgsus tuleneb kolmest erinevast laskemoonast: soomusläbistav, süütav ja plahvatav." STR_AUTO_CANNON_UFOPEDIA: "Automaatkahur kombineerib raskekahuri mitmekülgsuse kiirema tulejõuga." STR_ROCKET_LAUNCHER_UFOPEDIA: "Raketiheitja on laserjuhitav relvasüsteem, millega saab välja lasta kolme erinevat raketti." STR_LASER_PISTOL_UFOPEDIA: "Laserpüstol on uue tehnoloogia efektiivne teostus. Ta on tavalise püstoli mugavustega kuid kiirem ja täpsem." STR_LASER_RIFLE_UFOPEDIA: "Laserpüss on võimsam ja täpsem versioon eelnevast laserpüstoli konstruktsioonist." STR_HEAVY_LASER_UFOPEDIA: "Raskelaser on kobakas kuid väga efektiivne relv." STR_GRENADE_UFOPEDIA: "Standartne granaat oma keerulist kuid täpset ajamõõtjat." STR_SMOKE_GRENADE_UFOPEDIA: "Suitsugranaadid on kasulikud loomaks varjumisvõimalusi muidu avatud lahingusituatsioonides. Kasuta ettevaatlikult, sest ka vaenlased võivad neist kasu lõigata." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Seda lõhkeseadeldist peaks kasutama ainult purustuse eesmärkidel. Hoia meeskond plahvatusraadiusest väljas." STR_STUN_ROD_UFOPEDIA: "Seda riistapuud saab kasutada ainult lähivõitluses, kuid see uimastab elektrishokiga elusorganisme neid tapmata." STR_MIND_PROBE_UFOPEDIA: "Meeleurkel on tulnukate kommunikatsiooniseadeldis, mida kasutatakse info hankimiseks otse ajust. X-Comi võitlejad saavad seda seadet lahingus kasutada tulnukate karakteristika näitamiseks. Kliki meeleurkelile ja \"kasuta\" valikut ning siis kliki kursoriga tulnukale." STR_ALIEN_GRENADE_UFOPEDIA: "See riistapuu töötab sarnaselt maa granaadiga, kuid on tunduvalt võimsam." STR_SMALL_SCOUT: "Väike Eelluurelaev" STR_MEDIUM_SCOUT: "Keskmine Eelluurelaev" STR_LARGE_SCOUT: "Suur Eelluurelaev" STR_HARVESTER: "Kombain" STR_ABDUCTOR: "Röövija" STR_TERROR_SHIP: "Terrori laev" STR_BATTLESHIP: "Lahinglaev" STR_SUPPLY_SHIP: "Varustuslaev" STR_RATING: "HINNANG> {0}" STR_RATING_TERRIBLE: "KOHUTAV!" STR_RATING_POOR: "KEHVA!" STR_RATING_OK: "OK" STR_RATING_GOOD: "HEA!" STR_RATING_EXCELLENT: "SUUREPÄRANE!" STR_SCORE: "TULEMUS" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROJEKTI KUUKOKKUVÕTE" STR_MONTH: "Kuu> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Finantseerimist pakkuvad riigid on siiamaani üldiselt rahul teie tegevusega." STR_COUNCIL_IS_VERY_PLEASED: "Finantseerimist pakkuvad riigid on väga rahul teie suurepäraste tulemustega. Jätkake samas vaimus!" STR_COUNCIL_IS_DISSATISFIED: "Finantseerimiskonsiilium ei ole rahul teie tegevusega. Te peate oma efektiivsust suurendama tulnukate hädaohuga tegelemisel, et mitte riskeerida projekti lõpetamisega." STR_YOU_HAVE_NOT_SUCCEEDED: "Olete ebaõnnestunud tulnukate invasiooni tõrjumisel ning finantskonsiilium on kahjuks otsustanud projekt peatada. Iga riik tegeleb probleemiga omaette nii nagu heaks arvab. Me saame ainult loota, et suudame kuidagi kohaneda ilmselgelt vaenulike jõududa ning inimkond suudab kuidagi tulnukatega kokkuleppele jõuda." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} on eriti rahul teie tegevusega kohaliku ohu neutraliseerimisega ning on nõustunud rahastust suurendama." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} on eriti rõõmus teie tegevusega kohaliku tulnukate sissetungi neutraliseerimisega ning on nõustunud rahastust suurendama." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} ja {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} ei ole rahul sinu võimega tulla toime tulnukatega oma territooriumil ja otsustas vähendada oma finantsosalust." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ei ole rahul sinu võimega tulla toime tulnukatega oma territooriumitel ja otsustasid vähendada oma finantsosalust." STR_KNOTS: "{0} sõlme" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} kirjutas alla paktile tundmatute tulnukate jõududega ning taandas ennast projektist." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} on alla kirjutanud paktile tundmatute tulnukate jõududega ning on projektist taandunud." STR_COUNCIL_REDUCE_DEBTS: "Rahastuskonsiilium ei ole rahul teie finantspositsiooniga. Te peate oma võlgu vähendama alla $1 miljoni või projekt lõpetatakse." STR_CRAFT_TYPE: "ALUSE TÜÜP" STR_RACE: "RASS" STR_MISSION: "MISSIOON" STR_ZONE: "TSOON" STR_ALLOCATE_RESEARCH: "Määra teaduslik töö" STR_ALLOCATE_MANUFACTURE: "Määra tootmine" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasiilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Pariis" STR_BERLIN: "Berliin" STR_MOSCOW: "Moskva" STR_ROME: "Rooma" STR_MADRID: "Mardiid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Cape Town" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Kalkutta" STR_TOKYO: "Tokio" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psitreening" STR_PSIONIC_TRAINING: "PSÜÜHILINE TREENING" STR_IN_TRAINING: "Treenimisel?" STR_TARGETTED_BY: "SIHIKUL:" STR_WEAPONS_CREW_HWPS: "RELVASTUS/{NEWLINE}MEESKOND/RRPid" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "kütus hakkab otsa saama,{NEWLINE}naaseme baasi." STR_SOLDIER_LIST: "Sõdurite Nimekiri" STR_RANK_: "AUASTE> {ALT}{0}" STR_MISSIONS: "MISSIOONID> {ALT}{0}" STR_KILLS: "TAPMISED>{ALT}{0}" STR_WOUND_RECOVERY: "HAAVADEST PARANEMINE> {ALT}{0}" STR_TIME_UNITS: "AJA ÜHIKUD" STR_STAMINA: "VASTUPIDAVUS" STR_HEALTH: "TERVIS" STR_BRAVERY: "JULGUS" STR_REACTIONS: "REAKTSIOONID" STR_FIRING_ACCURACY: "LASKE TÄPSUS" STR_THROWING_ACCURACY: "VISKE TÄPSUS" STR_STRENGTH: "TUGEVUS" STR_PSIONIC_STRENGTH: "PSÜÜHILINE TUGEVUS" STR_PSIONIC_SKILL: "PSÜÜHILINE OSKUS" STR_NEW_RANK: "UUS AUASTE" STR_PROMOTIONS: "Edutamised" STR_SOLDIERS_UC: "SÕDURID" STR_TANK_CANNON_UFOPEDIA: "Automatiseeritud raskerelvaplatfromid on välja töötatud täiendamaks X-Comi rühmasid. Tugevast soomusest ja tulejõust kombinatsioon teeb need üksused väga väärtuslikuks lahingutes avatud maastikul. Veendu et ladudes oleks piisavalt mürske, sest RRP laetakse automaatselt kui nad lisatakse X-Comi rühmale." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "See automatiseeritud raskerelvade platform omab relvastuses võimsaid rakette, millede hävitusjõust piisab igasuguste vaenlaste vastu. Veendu, et laod oleksid kogu aeg varustatud RRP rakettidega." STR_TANK_LASER_CANNON_UFOPEDIA: "RRPle lisatud laserrelvad on kasulik lisand, tugevam tulejõud ilma laskemoona piiranguteta." STR_HOVERTANK_PLASMA_UFOPEDIA: "Tulnukate tehnoloogia on andnud RRPle uue hingamise. Lisatud õhus manööverdamine ja plasmarelvad on letaalne kombinatsioon." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Seda kompaktset seadeldist kasutatakse Raske plasmarelva laskemoonana. Sisaldab vähesel määral eleriumi." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "See väike objekt on salveks plasmapüssile - keskmise tugevusega tulnukate relvale. Sisaldab väikest kogust Eleriumi." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Plasmapüstoli jõuallikas. Sisaldab eleriumi." STR_STUN_BOMB_UFOPEDIA: "Uimapommi kasutatakse elusate inimsubjektide püüdmiseks, kuid sobib ka enamuste tulnukrasside vastu. Pomm lastakse välja väikesest heitjast." STR_ALIEN_INFILTRATION_UFOPEDIA: "Inimeste välimusega tulnukate agendid võivad infliteeruda erinevate riikide valitsustesse. See võimaldab kõrgetasemelisi kontakte tulnukate ja valitsuste vahel. Kontaktide märgiks on tihe UFOde aktiivsus suurlinnade ümbruses. Tulnukad püüavad sõlmida pakti valitsustega pakkudes teadmisi ja uuemat tehnoloogiat. Vastutasuks lubab valitsus jätkata tulnukatel oma tegevusi segamatult. See tulnukate missioon on X-Comi jaoks kõige ohtlikum, sest kui valitsus sõlmib pakti siis rahastus kaob." STR_ALIEN_BASE_UFOPEDIA: "Tulnukad ehitavad salajasi maaaluseid baase kõrvalistesse kohtadesse. Peale algseid luurelende suureneb UFOde aktiivsus tunduvalt, sest käib baasiehitus. Baasides asuvad laborid, et sooritada eksperimente röövitud inimeste peal ning varustus toetamaks edasist tegevust regioonis. Tulnukabaasi olemasolu genereerib suurt arvu raporteeritud tulnukate aktiivsust piirkonnas ilma UFOde kohaloluta. Et baasi leida peab X-Comi lennuvahend piirkonnas patrulllende sooritama." STR_ALIEN_SUPPLY_UFOPEDIA: "Peale seda kui tulnukate baas on valmis varustatakse seda regulaarselt eriliste varustuslaevadega. Kui avastakse ühe sellise laeva maabumine siis võib kindel olla, et läheduses asub tulnukate baas." STR_SMALL_SCOUT_UFOPEDIA: "Seda tillukest sõidukit kasutatakse peamiselt luureks või otsinguiks. Eelneb tavaliselt suurtematele tulnukate laevadele missioonide alguses." STR_MEDIUM_SCOUT_UFOPEDIA: "Keskmise suurusega luuresõiduk, mis kujutab väikest ohtu maajõududele, eelneb tavaliselt suurtematele tulnukate laevadele." STR_LARGE_SCOUT_UFOPEDIA: "Suur tulnukate luuresõiduk on multifunktsionaalne lennuk, mida saab kõikide tulnukate missioonideks." STR_BATTLESHIP_UFOPEDIA: "Lahingulaev on suurim ja tugevaim tulnukate lennumasin. Tavaliselt on see primaarne tulnukate missioonisõiduk tugeva relvastuse ja rohke meeskonnaga." STR_DISMANTLE: "Lammuta" STR_FACILITY_IN_USE: "RAJATIS ON KASUTUSES" STR_CANNOT_DISMANTLE_FACILITY: "EI SAA RAJATIST LAMMUTADA!{SMALLLINE}Kõik baasi rajatised peavad olema ühendatud sissepääsuga." STR_TRANSFER_ITEMS_TO: "Suuna asjad {0}sse" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Tulnukas suri kuna puudus koht tema hoidmiseks" STR_NO_FREE_ACCOMODATION_CREW: "VABU TUBE EI OLE!{SMALLLINE}Baasis ei ole piisavalt palju vabu eluruume sõidukile määratud meeskonna jaoks." STR_ITEMS_ARRIVING: "Saabuvad asjad" STR_DESTINATION_UC: "SIHTPUNKT" STR_PISTOL: "Püstol" STR_PISTOL_CLIP: "Püstoli salv" STR_RIFLE: "Püss" STR_RIFLE_CLIP: "Vintpüssi salv" STR_HEAVY_CANNON: "Raske kahur" STR_HC_AP_AMMO: "Kahuri soomusläbistav mürsk" STR_HC_HE_AMMO: "Kahuri lõhkemürsk" STR_HC_I_AMMO: "Kahuri napalmmürsk" STR_AUTO_CANNON: "Automaatkahur" STR_AC_AP_AMMO: "AK soomustläbistav salv" STR_AC_HE_AMMO: "AK lõhkesalv" STR_AC_I_AMMO: "AK napalmsalv" STR_ROCKET_LAUNCHER: "Raketiheitja" STR_SMALL_ROCKET: "Väike Rakett" STR_LARGE_ROCKET: "Suur rakett" STR_INCENDIARY_ROCKET: "Napalmrakett" STR_GRENADE: "Granaat" STR_SMOKE_GRENADE: "Suitsupomm" STR_PROXIMITY_GRENADE: "Lähedusgranaat" STR_HIGH_EXPLOSIVE: "Lõhkekeha" STR_STUN_ROD: "Uimapulk" STR_HEAVY_PLASMA: "Raske plasma" STR_HEAVY_PLASMA_CLIP: "Raske plasma salv" STR_PLASMA_RIFLE: "Plasma Püss" STR_PLASMA_RIFLE_CLIP: "Plasma püssi salv" STR_PLASMA_PISTOL: "Plasma püstol" STR_PLASMA_PISTOL_CLIP: "Plasma püstoli salv" STR_BLASTER_LAUNCHER: "Lõhkeheitja" STR_BLASTER_BOMB: "Lõhkepomm" STR_SMALL_LAUNCHER: "Väike heitur" STR_STUN_BOMB: "Uimapomm" STR_ALIEN_GRENADE: "Tulnuka Granaat" STR_ELERIUM_115: "Eleerium-115" STR_MIND_PROBE: "Meeleurkel" STR_SECTOID_CORPSE: "Sektoidi Laip" STR_SNAKEMAN_CORPSE: "Ussimehe Laip" STR_ETHEREAL_CORPSE: "Taevase Laip" STR_MUTON_CORPSE: "Mutooni Laip" STR_FLOATER_CORPSE: "Lendaja Laip" STR_CELATID_CORPSE: "Celatiidi laip" STR_SILACOID_CORPSE: "Silacoidi laip" STR_CHRYSSALID_CORPSE: "Krüssaliidi Laip" STR_REAPER_CORPSE: "Pussitaja Laip" STR_SECTOPOD_CORPSE: "Sectopodi laip" STR_CYBERDISC_CORPSE: "Küberketta Laip" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Pole piisavalt laskemoona, et varustada RRP{SMALLLINE}Iga RRP vajab {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Pole piisavalt varustust, et rühma täielikult uuesti relvastuda." STR_MARS_CYDONIA_LANDING: "Marss: Cydonia Maabumine" STR_MARS_CYDONIA_LANDING_BRIEFING: "Avenger on maandunud Marsil asuvas Cydonia regioonis. Luureandmete järgi on ühes püramiidis rohelist värvi sissepääs maaalusesse kompleksi. Peale seda kui kõik sõdurid on kogunenud lifti piirkonda, kliki 'Katkesta missioon' ikooni, et edasi liikuda järgmisele tasemele." STR_MARS_THE_FINAL_ASSAULT: "Marss: Viimane Rünnak" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Püramiidi lift viib sinu lahinguväsinud sõdurid sügavale planeedi sisemusse. Nad jõuavad suurde kambrite ja tunnelite kompleksi. Kuskil selles labürindis on peidus Tulnukaju. Maa tulnukate orjusest päästmiseks on vaja see hävitada!{NEWLINE}{NEWLINE}Kivi koti!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Peate avastama kõigepealt {NEWLINE}{0}{NEWLINE}et toota {NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Tulnukad lõhkusid ära kaitsetu baasi {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Comi agendid on leidnud tulnukate baasi: {0}" STR_STANDOFF: "HOIA KAUGUST" STR_CAUTIOUS_ATTACK: "ETTEVAATLIK RÜNNAK" STR_STANDARD_ATTACK: "STANDARD RÜNNAK" STR_AGGRESSIVE_ATTACK: "AGRESIIVNE RÜNNAK" STR_DISENGAGING: "EEMALDU" STR_UFO_HIT: "UFO SAI PIHTA!" STR_UFO_CRASH_LANDS: "UFO KUKKUS ALLA!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimiseeri ainult mittelähenemise korral." STR_UFO_RETURN_FIRE: "UFO TULISTAB VASTU!" STR_INTERCEPTOR_DAMAGED: ">>> SÕIDUK VIGASTATUD <<<" STR_INTERCEPTOR_DESTROYED: ">>> HÄVITAJA PURUSTATUD<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO SÕIDAB EEST ÄRA!" STR_ALIENS_TERRORISE: "TULNUKAD TERRORISEERIVAD" STR_LONG_RANGE_DETECTION: "Pikamaa tuvastus" STR_STORES_UC: "LADU" STR_DIFFICULTY_LEVEL: "Raskus Aste" STR_INTERCEPT: "RÜNDA" STR_BASES: "BAASID" STR_GRAPHS: "DIAGRAMMID" STR_UFOPAEDIA_UC: "UFOPEEDIA" STR_OPTIONS_UC: "VALIKUD" STR_FUNDING_UC: "RAHASTUS" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Tund" STR_1_DAY: "1 Päev" STR_ENTER_NAME: "Sisesta Nimi" STR_VICTORY_DATE: "Võidu Kuupäev" STR_ELECTRO_FLARE: "Elektriloidik" STR_ELECTRO_FLARE_UFOPEDIA: "See kompaktne vidin tekitab heleda valguse kui visata. Valgustab lähedalolevaid vaenlase üksusi öömissioonidel." STR_MONTHLY_COSTS: "Kuu maksumus" STR_CRAFT_RENTAL: "Sõidukite rent" STR_SALARIES: "Palgad" STR_BASE_MAINTENANCE: "Baasi kulud" STR_COST_PER_UNIT: "Tüki hind" STR_QUANTITY: "Kogus" STR_TOTAL: "Kokku" STR_IN_PSIONIC_TRAINING: "Psitreeningus" STR_BLASTER_BOMB_UFOPEDIA: "See riistapuu on väga plahvatusohtlik rakett inteligentse juhtimisseadega. See tulistatakse välja lõhkeheitjast." STR_FRONT_ARMOR: "Eesmine Turvis" STR_LEFT_ARMOR: "Vasak Turvis" STR_RIGHT_ARMOR: "Parem Turvis" STR_REAR_ARMOR: "Tagumine Turvis" STR_UNDER_ARMOR: "Alumine Turvis" STR_ROUNDS: "Kuule" STR_UNIT: "ÜKSUS> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORAAL" STR_ARMOR_: "TURVIS> {0}" STR_FRONT_ARMOR_UC: "EESMINE TURVIS" STR_LEFT_ARMOR_UC: "VASAK TURVIS" STR_RIGHT_ARMOR_UC: "PAREM TURVIS" STR_REAR_ARMOR_UC: "TAGUMINE TURVIS" STR_SKILLS: "OSKUSED> {0}" STR_LEVEL: "TASE> {0}" STR_HEAD: "PEA" STR_TORSO: "KEHA" STR_RIGHT_ARM: "PAREM KÄSI" STR_LEFT_ARM: "VASAK KÄSI" STR_RIGHT_LEG: "PAREM JALG" STR_LEFT_LEG: "VASAK JALG" STR_PAIN_KILLER: "VALUVAIGISTI" STR_STIMULANT: "STIMULANT" STR_HEAL: "RAVIDA" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "Kaal>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakts>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.osav>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.tug>{ALT}{0}" STR_ALIEN_ARTIFACT: "Tulnukate imevidin" STR_AMMO_ROUNDS_LEFT: "LASKEMOON:{NEWLINE}KUULE{NEWLINE}ALLES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Valuv>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Ravi>{ALT}{2}" STR_THROW: "Viska" STR_AUTO_SHOT: "Valang" STR_SNAP_SHOT: "Lask puusalt" STR_AIMED_SHOT: "Sihitud Lask" STR_STUN: "Uimastama" STR_PRIME_GRENADE: "Aktiveeri Granaat" STR_USE_SCANNER: "Kasuta skannerit" STR_USE_MEDI_KIT: "Ravima" STR_LAUNCH_MISSILE: "Tulista rakett" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Pole piisavalt ajaühikuid" STR_NOT_ENOUGH_ENERGY: "Pole piisavalt energiat" STR_NO_ROUNDS_LEFT: "Kuulid otsas!" STR_NO_AMMUNITION_LOADED: "Laskemoon laadimata!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Laskemoon ei sobi sellele relvale!" STR_WEAPON_IS_ALREADY_LOADED: "Relv juba laetud!" STR_NO_LINE_OF_FIRE: "Puudub tulejoon!" STR_GRENADE_IS_ACTIVATED: "Granaat aktiveeritud!" STR_GRENADE_IS_DEACTIVATED: "Granaat deaktiveeritud" STR_THERE_IS_NO_ONE_THERE: "Seal pole kedagi!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Ilma uuringuta tulnukate asju kasutada ei saa!" STR_OUT_OF_RANGE: "Ei ulata!" STR_UNABLE_TO_THROW_HERE: "Sinna pole võimalik visata!" STR_SET_TIMER: "Määra aeg" STR_HIDDEN_MOVEMENT: "PEIDETUD LIIKUMINE" STR_TURN: "KÄIK> {0}" STR_SIDE: "POOL> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Väjuta nuppu, et jätkata" STR_MIND_CONTROL: "Mõistuse kontroll" STR_PANIC_UNIT: "Paanikas Üksus" STR_MORALE_ATTACK_SUCCESSFUL: "Rünnak moraalile õnnestus" STR_MIND_CONTROL_SUCCESSFUL: "Mõistuse kontroll õnnestus" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}läks Segaseks" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}läks Segaseks" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}on paanikas" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}on Paanikas" STR_XCOM: "X-COM" STR_ALIENS: "Tulnukad" STR_RIGHT_HAND: "Paremkäsi" STR_LEFT_HAND: "VASAK KÄSI" STR_RIGHT_SHOULDER: "PAREM ÕLG" STR_LEFT_SHOULDER: "VASAK ÕLG" STR_BACK_PACK: "SELJAKOTT" STR_BELT: "VÖÖ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}on tulnukate kontrolli all" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}on tulnukate kontrolli all" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}kaotas teadvuse" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}kaotas teadvuse" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}suri haavadesse" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}suri haavadesse" STR_USE_MIND_PROBE: "Kasuta meeleurkelit." STR_FATAL_WOUNDS: "SURMAVAD HAAVAD" STR_UNDER_ARMOR_UC: "ALUMINE TURVIS" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Ajaühikud reserveeritud puusalt lasuks" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Ajaühikud reserveeritud valanguks" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Ajaühikud reserveeritud täpsuslasuks" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Ajaühikud reserveeritud põlvitamiseks" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Ajaühikud reserveeritud põlvili tulistamiseks" STR_UNITS_IN_CRAFT: one: "{N} sõdurit X-COMi masinas" other: "{N} sõdurit X-COMi sõidukis" STR_UNITS_OUTSIDE: one: "{N} sõdurit väljapääsul" other: "{N} sõdurit väljas" STR_UNITS_IN_ENTRANCE: one: "{N} sõdurit sissepääsul" other: "{N} sõdurit sissepääsul" STR_UNITS_IN_EXIT: one: "{N} sõdurit sihtmärgil" other: "{N} sõdurit sihtmärgil" STR_ABORT_MISSION_QUESTION: "Katkesta missioon?" STR_CORPSE: "Laip" STR_UNLOAD_CRAFT: "Lae tühjaks" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}tapetud" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}tapetud" STR_HIT_MELEE: "Pihtas" STR_GROUND: "MAAPIND" STR_LIVING_QUARTERS_PLURAL: "Majutus" STR_LIST_ITEM: "ASI" STR_PERSONAL_ARMOR_UFOPEDIA: "Tänu uuele tulnukate sulamile annab see uus turvis meie sõduritele võimaluse võidelda edukalt tulnukate ohuga." STR_ALL_ALIENS_KILLED_IN_CRASH: "Kõik tulnukad hukkusid,{NEWLINE}automaatne utiliseerimine alustatud" STR_RESET: "Taasta" STR_MEMORIAL: "Memoriaal" STR_DATE_UC: "KUUPÄEV" STR_SOLDIERS_RECRUITED_UC: "SÕDUREID VÄRVATUD>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SÕDUREID KAOTATUD>{ALT}{0}" MAP_CULTA: "Farm" MAP_FOREST: "Mets" MAP_JUNGLE: "Džungel" MAP_MOUNT: "Mägi" MAP_DESERT: "Kõrb" MAP_POLAR: "Polaar" MAP_URBAN: "Linn" MAP_UBASE: "Tulnukate Baas" MAP_XBASE: "X-Comi Baas" MAP_MARS: "Marss" STR_MIXED: "Segamaastik" STR_REMOVE_SELECTED: "Eemalda Valitud" STR_MANAGE_CONTAINMENT: "Manageeri tulnukhoidlat" STR_STORAGE_EXCEEDED: "LAORUUMID ON TÄIS!{SMALLLINE}{0} pole rohkem ruumi asjade jaoks, olete sunnitud üleliigse maha müüma." STR_GO_TO_BASE: "Mine baasi" STR_MELEE_ACCURACY: "LÄHIVÕITLUSE TÄPSUS" STR_SELL_PRODUCTION: "MÜÜ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Mõlemad käed peavad olema tühjad" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Pole piisavalt varustust malli kopeerimiseks!" STR_UNLOAD_WEAPON: "Eemalda laskemoonasalv." STR_ALL_ITEMS: "Kogu inventar" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "ROHKEM VARUSTUST PARDALE POLE LUBATUD!{SMALLLINE}Sellele alusele on lubatud võtta maksimum {N} asja kaasa." other: "ROHKEM VARUSTUST PARDALE POLE LUBATUD!{SMALLLINE}Sellele alusele on lubatud võtta maksimum {N} asja kaasa." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}JUHTIMISKESKUS HÄVITATUD!{NEWLINE}Siirdu algusesse ja katkesta." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-comi hooneid ei saa ehitada vee alla" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Lennukid & Kahurid" STR_COMPONENTS: "Komponendid" STR_SOLDIERS_RECRUITED: "Sõdurite Nimekiri" STR_SOLDIERS_LOST: "Sõdureid kaotatud" STR_TOTAL_UFOS: "UFOsid avastatud" STR_TOTAL_ALIEN_BASES: "Leitud tulnukate baase" FEMALE_CIVILIAN: "Tsiviilisik, naine" MALE_CIVILIAN: "Tsiviilisik, mees" CYBERDISC_WEAPON: "Küberketta relv" REAPER_WEAPON: "Pussitaja relv" CHRYSSALID_WEAPON: "Krüssaliidi relv" CELATID_WEAPON: "Celatiidi relv" SILACOID_WEAPON: "Silacoidi relv" SECTOPOD_WEAPON: "Sectopodi relv" ZOMBIE_WEAPON: "Zombie relv" ALIEN_PSI_WEAPON: "Tulnukate Psirelv" ================================================ FILE: bin/standard/xcom1/Language/fi.yml ================================================ fi: STR_AVENGER_UFOPEDIA: "AVENGER ON KULJETUS- JA HÄVITTÄJÄAVARUUSALUS, JOKA ON MUUKALAISILTA KOPIOIDUN TEKNOLOGIAN HUIPPUSOVELLUS." STR_INTERCEPTOR_UFOPEDIA: "HÄVITTÄJÄ, JOSSA ON KAKSI PULSSIRÄJÄYTYSMOOTTORIA JA ERIKOISSUOJATUT ELEKTRONISET JÄRJESTELMÄT; PARASTA TEKNOLOGIAA, MITÄ MAA VOI TARJOTA." STR_LIGHTNING_UFOPEDIA: "LIGHTNING ON KULJETUS- JA HÄVITTÄJÄALUS, JOSSA ON HIOMATON MUTTA TEHOKAS KOPIO MUUKALAISTEN TYÖNTÖVOIMAJÄRJESTELMÄSTÄ." STR_SKYRANGER_UFOPEDIA: "SKYRANGER ON KULJETUSALUS, JOKA ON LUOKKANSA NOPEIN, SEKÄ PYSTYY LASKEUTUMAAN JA NOUSEMAAN PYSTYSUORASSA (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "FIRESTORM ON YHDEN MIEHEN HÄVITTÄJÄALUS, JOKA KOPIOI KLASSISTA LENTÄVÄN LAUTASEN MALLIA, JOSSA TYÖNTÖVOIMAN LÄHDE ON KESKELLÄ ALUSTA." STR_STINGRAY_UFOPEDIA: "STINGRAY ON KEHITTYNYT ILMATAISTELUOHJUS, JONKA ELEKTRONIIKKA ON ERITYISSUOJATTU." STR_AVALANCHE_UFOPEDIA: "AVALANCHE ON ILMATAISTELUOHJUS, JONKA PAINOLASTI ON ERITTÄIN RASKAS, SISÄLTÄEN YDINKÄRJEN." STR_CANNON_UFOPEDIA: "TÄMÄ ON VOIMAKAS TYKKI, JOKA AMPUU TAVANOMAISIA PANSSARIAMMUKSIA, JOTKA PYSTYVÄT LÄVISTÄMÄÄN JOPA 16 TUUMAN TERÄSLEVYN." STR_FUSION_BALL_UFOPEDIA: "TÄMÄ LAUKAISIN LAUKAISEE PALLONMUOTOISEN OHJUKSEN, JOKA SAA VOIMANSA ANTIMATERIAREAKTIOSTA. PALLO AIHEUTTAA OSUESSAAN GRAVITAATIOAALTOIMPLOOSION JOKA TUHOAA KOHTEEN." STR_LASER_CANNON_UFOPEDIA: "TÄMÄ MUUTOIN TAVANOMAINEN LASERASE SAA VOIMANSA ANTIMATERIAREAKTORISTA." STR_PLASMA_BEAM_UFOPEDIA: "PLASMATYKKI TUOTTAA GRAVITAATIOSÄTEEN, JOKA KOOSTUU HIENOSTUNEESTI KOOSTETUSTA IMPLODOIVASTA GRAVITAATIOKENTÄSTÄ." STR_SECTOID_UFOPEDIA: "Harmaiden hierarkia käsittää arvoasteikon sotilaista johtajiin, joilla on voimakkaita psionisia kykyjä. Näitä kykyjä voidaan käyttää vastustajien taistelutahdon nujertamiseen, tai jopa heidän mielensä hallitsemiseen. Harmailla on tapana kaapata ihmisiä ja silpoa karjaa geneettisiä kokeita varten. Kokeiden päämääränä on ristijalostus sekä hybridien tuottaminen ihmisyhteisöön soluttautumista varten. Lisäksi harmaat saavat näin ravintoa. Harmaiden päämääränä näyttäisi olevan ylivertaisen olennon kehittäminen mehiläisyhteiskuntaa muistuttavaa yhteisöään varten." STR_SECTOID_AUTOPSY: "Harmaan ruumiinavaus" STR_SECTOID_AUTOPSY_UFOPEDIA: "Ruumiinavauksessa paljastuu olennon vajaasti kehittynyt ruuansulatuselimistö ja yksinkertainen tukirangan rakenne. Aivot ja silmät ovat hyvin kehittyneet. Kokonaiskuvan perusteella herää epäilys geneettisestä manipulaatiosta. Pienellä suulla ja nenällä ei näytä olevan mitään käyttöä. Sormien väliset ihopoimut, sekä litteät jalat viittaavat olennon vedenalaiseen alkuperään. Olennolla ei ole lainkaan lisääntymiselimiä. Nämä olennot on todennäköisesti rakennettu täysin geenitekniikan avulla." STR_SNAKEMAN_UFOPEDIA: "Tämä laji on kehittynyt äärimmäisen hankalassa elinympäristössä. Käärmemiehet ovat äärimmäisen kestäviä ja sietävät äärimmäsiä lämpötilavaihteluita. Niiden liikkuminen tapahtuu pääasiassa käärmemäisen vartalon avulla, joka samalla suojaa elintärkeitä elimiä. Niiden motiivina näyttäisi olevan pelkästään saalistushalu, ja näyttää siltä että jokin suurempi äly komentaa tämän rodun sotilaallistyyppisen yhteisön tunkeutumista Maahan." STR_SNAKEMAN_AUTOPSY: "Käärmemiehen ruumiinavaus" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Tämän olennon iho on erittäin vahva ja kestää hyvin lämpöä. Verenkiertojärjestelmä on kiinteä osa lihaksistoa, joka käyttää hydrauliikkaa hyväksi liikkeen aikaansaamiseksi. Ainoa todellinen lihas on järjestelmän \"sydän\". Lisääntymisjärjestelmä vaikuttaa erittäin kehittyneeltä. Lisääntyminen on aseksuaalista, ja jokaisessa käärmemiehessä voi olla jopa viisikymmentä munaa. Jos tämä laji saisi lisääntyä rauhassa, olisi se erittäin vaarallista Maan eliöstölle." STR_ETHEREAL_UFOPEDIA: "Tällä olennolla on mahtavia mentaalisia voimia, joiden avulla se voi kommunikoida telepaattisesti. Sillä on myös telekineettisiä kykyjä. Olennon mentaaliset voimat ylläpitävät sen heikkoa ruumista. Emme pysty toistaiseksi selittämään, kuinka olennon telekineettiset kyvyt toimivat, sillä ne näyttävät rikkovan tuntemiamme fysiikan lakeja. Nämä olennot ovat äärimmäisen vaarallisia taistelutilanteessa, jossa ne luottavat mentaalisiin kykyihinsä. Eteerejä tavataan vain harvoin Maassa, sillä ne näyttävät luottavan muihin lajeihin päämääriensä tavoittelussa." STR_ETHEREAL_AUTOPSY: "Eteerin ruumiinavaus" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Tämä olento on fyysisesti rajoittunut ja kyvytön ylläpitämään minkäänlaisia elintoimintoja. Lihaksisto on vakavasti surkastunut ja sisäelimet alikehittyneitä. Aistinelimet, silmät mukaanluettuna, eivät näytä toimivan lainkaan. Sen sijaan aivot ovat erittäin hyvin kehittyneet ja vievät suuren osan olennon verenkierrosta. Arvoitukseksi jää, kuinka tämä olento pystyy ylläpitämään elintoimintojaan ilman ulkoista, keinotekoista tukea." STR_MUTON_UFOPEDIA: "Tämä humanoidi on fyysisesti vahva ja älykäs. Mutoneilla on erityinen ruokahalu minkälaisen tahansa raa'an lihan syöntiin, jota ne tarvitsevat selvitäkseen samaan tapaan kuin maanpäälliset lihansyöjät. Ne näyttävät olevan riippuvaisia telepaattisista komennoista muukalaislajilta, jota kutsutaan nimellä \"eteerit\". Jos tämä telepaattinen yhteys katkeaa, olennon psyykkinen järjestelmä näyttää hajoavan, mikä johtaa lopulta olennon kuolemaan. Olennon taistelukykyä on kohennettu kyberneettisillä implanteilla. Mutonit ovat ilmiselvästi jonkin suuremman älykkään tahon sotilaita." STR_MUTON_AUTOPSY: "Mutonin ruumiinavaus" STR_MUTON_AUTOPSY_UFOPEDIA: "Tämän olennon \"iho\" vaikuttaisi koostuvan orgaanisesti tuotetulta suoja-panssarilta, joka on kiinteästi liitetty vartaloon. Olennosta löytyy lukuisia kyberneettisiä implantteja, joiden avulla sen verenkiertojärjestelmää ja aisteja on paranneltu. Lisääntymiselimet on kirurgisesti poistettu. Ilmeisesti näiden epäonnisten olentojen tehtävä on rajattu vain sotaan ja valloitukseen. Panssariammukset eivät ole erityisen tehokkaita niiden kovan ihon lävistämisessä." STR_CELATID_UFOPEDIA: "Tällä eliöllä on salaperäinen luontainen kyky leijua ilmassa. Se näyttäisi havaitsevan ihmisten aivoaaltoja ja hakeutuvan ihmisiä kohti, vaikka kohde olisikin hyvin piiloutunut. Kun se havaitsee sopivan ihmiskohteen, se syöksee pieniä pallomaisia möykkyjä, jotka sisältävät erittäin syövyttävää myrkkyä. Tämä olio pystyy lisääntymään jakautumalla erittäin nopealla tahdilla. Sitä tavataan yleensä mutonilajin läheisyydessä." STR_CELATID_AUTOPSY: "Kelatoidin ruumiinavaus" STR_CELATID_AUTOPSY_UFOPEDIA: "Olennon sisältä löytyy pieni bio-mekaaninen antipainovoimatyöntölaite, joka näyttäisi syntyneen normaalin evoluution avulla. Myrkkyrakkula on suurin sisäelin, eikä olennolla vaikuta olevan lainkaan erillistä aivokudosta. Myöskään ruuansulatus- tai lisääntymiselimiä ei löydy. Pieni elin sisältää kuitenkin sikiöitä, joista voi kasvaa nopeasti uusia kelatoideja." STR_SILACOID_UFOPEDIA: "Tämä piin kemiaan pohjautuva eliö tuottaa uskomattomia määriä lämpöä. Se pystyy murskaamaan kiviä, joita se sitten käyttää polttoaineena kuumassa ytimessään. Sen älylliset toiminnot ovat erittäin alkukantaisia, ja sitä voidaan ohjailla erilaisilla implanteilla sekä telepaattisesti. Yleensä silikoideja tavataan mutoneiden läheisyydessä." STR_SILACOID_AUTOPSY: "Silikoidin ruumiinavaus" STR_SILACOID_AUTOPSY_UFOPEDIA: "Tämän olennon sisin on äärimmäisen kuuma, mikä on välttämätöntä olennon louhiessa energiaa ympäristöstä löytämästään materiaalista. Sen ainutlaatuinen lihaksisto on uskomattoman vahva ja nopea. Sen kivimäinen ulkopinta ei vahingoitu lainkaan tulessa, joten polttonesteeeseen perustuvat aseet ovat hyödyttömiä sitä vastaan." STR_CHRYSSALID_UFOPEDIA: "Tämän olion rapumaiset sakset toimivat tehokkaina aseina lähitaistelussa. Olento on erittäin nopea ja ketterä nopean aineenvaihduntansa ansiosta. Sen sijaan, että se tappaisi uhrinsa, se ruiskuttaa uhriinsa munan sekä myrkkyä, joka muuttaa uhrin käveleväksi zombiksi. Lyhyen ajan kuluttua munimisesta uusi samanlainen olento räjähtää ulos uhrin ruumiista. Yleensä munamiehet liikkuvat käärmemiesten läheisyydessä." STR_CHRYSSALID_AUTOPSY: "Munamiehen ruumiinavaus" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Tämän olennon ulkoinen tukiranka on erittäin vahva, joskin yllättävän herkkä räjähdystyyppisille aseille. Aivot ovat hyvin kehittyneet, ja sen solujen kasvuvauhti on erittäin nopea. Tämä olento kantaa sisällään kahtakymmentä munaa, jotka se asettaa muiden eläinten sisälle. Tämä olento on erittäin tehokas terroriaseena." STR_FLOATER_UFOPEDIA: "Leijujat ovat luonnostaan sotilaallisia ja toimivat usein terroriagentteina. Niillä on luonnostaan petomainen saalistusvietti, jonka pohjalta niistä on geneettisen ja kyberneettisen muokkauksen avulla tehty erinomaisia sotilaita. Vartalon alaosa ja suurin osa sisäelimistä on kirurgisesti poistettu, ja tilalle on asennettu elämää ylläpitävä järjestelmä. Tähän järjestelmään on liitetty kiinteästi antipainovoimayksikkö, jonka ansiosta olento pystyy leijumaan ilmassa, joskin kömpelön oloisesti." STR_FLOATER_AUTOPSY: "Leijujan ruumiinavaus" STR_FLOATER_AUTOPSY_UFOPEDIA: "Tätä olentoa on muunneltu dramaattisesti kirurgisilla keinoilla. Sen vartalon keskellä oleva laite näyttäisi olevan elintoimintoja ylläpitävä laite, joka toimittaa sydämen, keuhkojen ja ruuansulatuselimistön tehtävää. Sen ansiosta eliö pystyy selviämään äärimmäisen hankalissa olosuhteissa. Sen aivot ovat pienemmät kuin meidän, mutta aistinelimet ovat erittäin hyvin kehittyneet." STR_REAPER_UFOPEDIA: "Tällä kaksijalkaisella lihansyöjällä on voimakkaat leuat ja valtava ruokahalu. Sillä on useita implantteja aivoissa, joiden avulla sen toimintaa kontrolloidaan. Tämän pedon alkukantaisilla saalistajan vaistoilla on tuskin muuta käyttöä kuin terrorisointi ja tuhoaminen. Raatelijoita tavataan useimmiten leijujien läheisyydessä." STR_REAPER_AUTOPSY: "Raatelijan ruumiinavaus" STR_REAPER_AUTOPSY_UFOPEDIA: "Raatelijalla on kaksi sydäntä ja kaksi aivoa, minkä vuoksi se pystyy toimimaan hyvin vakavasti haavoittuneenakin. Sen karvainen iho on kuitenkin erittäin tulenarkaa, joten polttonesteammukset ovat erityisen tehokkaita sitä vastaan." STR_SECTOPOD_UFOPEDIA: "Sektopodit ovat robotteja, joilla on voimakas laserase. Eteerit, näiden mekaanisten hirviöiden omistajat, ohjaavat niitä telepaattisten kykyjensä avulla. Sektopodit ovat kaikista voimakkain terroriase, mitä muukalaisilla on käytettävissään." STR_SECTOPOD_AUTOPSY: "Sektopodin purku" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Tämä robotti on jykevästi rakennettu ja sen panssari, joka on vahvistettu energiakentällä, pystyy torjumaan useimpia vahingoittamiskeinoja, erityisesti plasma-aseiden ammuksia. Sen havainnointijärjestelmä vaikuttaisi erityisen herkältä laseraseiden tulitukselle." STR_CYBERDISC_UFOPEDIA: "Tämä pienoiskokoinen lentävä lautanen on automatisoitu terroriase, joka käyttää vomakasta plasmaa aseenaan. Antipainovoimapropulsion ansiosta sillä on suuri etu hankalassa maastossa. Sen pääasiallinen käyttötehtävä on terrori ja tuhoaminen. Kyberlautanen on useimmiten Harmaiden käyttämä terroriase." STR_CYBERDISC_AUTOPSY: "Kyberlautasen purku" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Kyberlautanen on hyvin suojattu erityisesti räjähtäviä aseita kohtaan. Antipainovoimayksikkö on kärsinyt liikaa vaurioita jotta voisimme tutkia paremmin sen toimintaa." STR_UFO_POWER_SOURCE_UFOPEDIA: "Muukalaisten alusten voimanlähde on eräänlainen antimateriareaktori, joka käyttää eleriumia (järjestysluku 115) polttoaineenaan. Lopputuloksena syntyy gravitaatioaaltoja ja muunlaisia energianmuotoja. Materian muuntaminen energiaksi on uskomattoman tehokasta, ja reaktorilla on 99 %:n hyötysuhde. Niinpä hyvin pienillä määrillä eleriumia voidaan tuottaa uskomattoman suuria määriä energiaa. Voimme tehdä näitä reaktoreita lisää helposti käyttäen muukalaisten metalliseoksia." STR_UFO_NAVIGATION_UFOPEDIA: "Muukalaisten alukset käyttävät maassa ja avaruudessa navigoimiseen navigointijärjestelmää, joka koostuu klusterina toimivista optiseen tekniikkaan pohjautuvista prosessoreista. Käyttöliittymä on kohtalaisen yksinkertainen - navigoija suuntaa aluksen voimanlähteen luomia gravitaatioaaltoja siten, että alus liikkuu haluttuun suuntaan. Ihmiset pystyvät käyttämään tätä järjestelmää helposti, ja voimme myös rakentaa niitä lisää käyttäen muukalaisten metalliseoksia sekä muita komponentteja." STR_UFO_CONSTRUCTION_UFOPEDIA: "Muukalaisten aluksissa on yleensä kolme pääkomponenttia - voimanlähde, navigointijärjestelmä ja runko, joka on rakennettu muukalaisten metalliseoksista. Runko on aina suunniteltu siten, että sen avulla voidaan ohjata ja suunnata gravitaatioaaltoja. Lisäksi pieni määrä eleriumia tarvitaan polttoaineeksi voimanlähteeseen. Kun kaikkien näiden osien toiminnan periaatteet ja rakennustapa on tunnettu, voimme rakentaa samaan tapaan toimivia aluksia." STR_ALIEN_FOOD_UFOPEDIA: "Nämä säiliöt sisältävät erilaisia entsyymejä, jotka sulattavat karjan, muiden eläinten ja jopa ihmisten ruumiinosia. Näin syntyvä neste voidaan käyttää suoraan ravinnoksi - todennäköisesti suoraan injisoimalla verenkiertoon. Tämä löydös viittaa jonkinasteiseen muukalaisten riippuvuuteen Maan eläimistöstä ruuantuotantoa varten - eli tietynlaiseen symbioosiin maan biosfäärin ja muukalaisyhteiskunnan välillä." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Nämä säiliöt sisältävät muukalaisten sikiöitä. Säiliöiden rakennustapa viittaa siihen, että ne muukalaislajit, jotka käyttävät tätä prosessia, lisääntyvät täysin keinotekoisesti laboratoriossa. Runsas ravintoliuos mahdollistaa nopean sikiön kehityksen ja kasvun. Kokonaisuutena löydetty lisääntymisjärjestelmä pystyisi tuottamaan tuhansia muukalaisten klooneja lyhyessä ajassa. Tätä teknologiaa voitaisiin helposti käyttää myös ihmisten kloonaamiseen tai ihmis-muukalaishybridien tuottamiseen." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Näiden pallomaisten laitteiden käyttö on todennäköisesti viihteellistä. Laitteen psioninen elektroniikka stimuloi useita eri alueita aivoissa. Lopputulos muistuttaa monien psykotrooppisten huumeiden vaikutusta. Tämä laite on ainoa viite muukalaisten vapaa-ajan käytöstä virkistymiseen tai kulttuuriin." STR_ALIEN_SURGERY_UFOPEDIA: "Tällä laserkirurgisella laitteistolla poistetaan tiettyjä ruumiinosia karjasta ja muista eläimistä. Laajalti tavatut karjan silpomistapaukset liittynevät tähän outoon muukalaisten toimintaan. Poistettuja ruumiinosia käytetään joko ravinnoksi tai geneettisiin tutkimuksiin." STR_EXAMINATION_ROOM_UFOPEDIA: "On tiedossa tuhansia ihmisiä, jotka väittävät tulleensa muukalaisten kaappaamiksi, joskus toistuvasti. Totuus on paljon kamalampi. Ihmisiä on kaapattu, tutkittu ja vakoiltu. Parhailta yksilöiltä on kopioitu geneettistä materiaalia. Naisiin on istutettu ihmis-muukalaishybridisikiöitä, jotka on sitten useiden kuukausien päästä istutuksesta poistettu. Voimme vain arvailla näiden tekojen taustalla olevia muukalaisten vihamielisiä motiiveja." STR_ALIEN_ALLOYS_UFOPEDIA: "Muukalaisten alukset on rakennettu erityisistä metalliseoksista, joilla on ainutlaatuisia ominaisuuksia. Nämä seokset ovat äärimmäisen kevyitä ja kestäviä, ja niitä voidaan muovata sähkömagneettisilla keinoilla. Voimme tehdä näitä seoksia lisää keinotekoisesti ja käyttää niitä monenlaisissa valmistusprojekteissa." STR_ELERIUM_115_UFOPEDIA: "Tällä alkuaineella on erittäin epätavallinen ominaisuus - se tuottaa antimateriaa, kun sitä pommitetaan tietyillä alkeishiukkasilla. Lopputuloksena syntyy gravitaatioaaltoja sekä muun tyyppistä energiaa. Alkuainetta ei löydy luonnostaan aurinkokunnastamme eikä sitä voi tuottaa keinotekoisesti." STR_ALIEN_ORIGINS_UFOPEDIA: "Näyttää siltä, että olemme väistämättä häviämässä maanpäällisen taistelun. Muukalaisten määrät ovat ylivoimaisia. Voimme ainoastaan hidastaa heidän etenemistään. Ainoa toivo ihmiskunnalle on iskeä sinne, mistä muukalaiset ovat peräisin. Tutkimustemme mukaan muukalaisilla on keskeinen toimintojensa tukikohta jossakin aurinkokunnassamme. Muukalaisilta saatujen tietojen mukaan tämä paikka on muinaisen sivilisaation keskus, joka on huomattavasti vanhempi kuin ihmisen tunnettu historia. Meidän täytyy löytää tämä paikka mahdollisimman pian. Tätä varten meidän on kaapattava elävänä ja kuulusteltava muukalaisten johtajia. Useimmissa suuremmissa ufoissa on vähintään yksi muukalaisten johtaja." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Tutkimuksemme viittaa siihen, että muukalaisilla on päätukikohta Marsissa. Tukikohta on piilotettu hyvin, ja se sisältää kaiken tarvittavan laitteiston tuotantoa ja kloonausta varten, joita tarvitaan Maahan soluttautumiseen. Vaikuttaa siltä, että siellä sijaitsee myös jonkinlainen muukalaisten keskustietokone, joka ohjaa koko muukalaisten toimintaa. Näyttäisi siis siltä, että mehiläisyhdyskuntaa muistuttavilla muukalaisilla on jonkinlainen \"kuningatarmehiläinen\". Tämä on heidän keskeinen heikkoutensa - jos pystymme tuhoamaan nämä \"aivot\", koko ruumis kuolee. Meidän on kiihdytettävä tutkimustamme, ennen kuin on liian myöhäistä. Edetäksemme kuulusteluissa meidän on kaapattava muukalaisten hierarkiassa kaikista korkeimman tason muukalaisia. Näitä ovat muukalaisten komentajat, joita löytyy vain muukalaisten tukikohdista sekä taistelualuksista." STR_CYDONIA_OR_BUST_UFOPEDIA: "Nyt on selvinnyt että muukalaisten joukkoja johdetaan maanalaisesta tukikohdasta Kydoniassa - joka on epätavallinen alue Marsissa, joka sisältää viisisivuisia pyramideja sekä suuren muodostelman joka muistuttaa ihmisen kasvoja. Kydoniassa oli kukoistava sivilisaatio monia miljoonia vuosia sitten, mutta me emme tiedä miksi se kuihtui pois, ja mikä on sen yhteys viimeaikaiseen muukalaisten aktiivisuuteen siellä. Oli syy mikä tahansa, meidän täytyy lähettää retkikunta Kydoniaan. Tämä on ainoa tapa jolla voimme voittaa muukalaiset. Meidän täytyy tuhota muukalaisten johtava keskus, \"aivot\". Tarvitsemme yhden Avenger-tyyppisen kuljetus- ja hävittäjäkoneen, joka on varustettu kaikista parhaimmalla tuhovoimalla, jota meillä on käytettävissä. Maan päällä emme voi saavuttaa enempää - hyökkäys Kydoniaan on ainoa vaihtoehto." STR_CENTER_ON_SITE_TIME_5_SECONDS: "KOHDISTA PAIKKAAN - AIKA=5 s" STR_CANCEL_UC: "PERUUTA" STR_NONE: "Ei mitään" STR_UNKNOWN: "Tuntematon" STR_POOR: "Huono" STR_AVERAGE: "Keskiverto" STR_GOOD: "Hyvä" STR_EXCELLENT: "Erinomainen" STR_BUILD_NEW_BASE_UC: "RAKENNA UUSI TUKIKOHTA" STR_BASE_INFORMATION: "TUKIKOHDAN TIEDOT" STR_EQUIP_CRAFT: "ALUKSET" STR_BUILD_FACILITIES: "RAKENNA LAITOKSIA" STR_RESEARCH: "TUTKIMUS" STR_MANUFACTURE: "TUOTANTOPROJEKTIT" STR_TRANSFER_UC: "SIIRRÄ" STR_PURCHASE_RECRUIT: "OSTA/VÄRVÄÄ" STR_SACK: "EROTA" STR_SELL_SACK_UC: "MYY/EROTA" STR_GEOSCAPE_UC: "GEOMAISEMA" STR_NAME: "Nimi" STR_AREA: "Alue" STR_BUILD_NEW_BASE: "Rakenna uusi tukikohta" STR_CANCEL: "Peruuta" STR_COST_UC: "HINTA>" STR_CONSTRUCTION_TIME_UC: "RAKENNUSAIKA>" STR_DAY: one: "{N} päivä" other: "{N} päivää" STR_HOUR: one: "{N} tunti" other: "{N} tuntia" STR_MAINTENANCE_UC: "YLLÄPITO>" STR_OK: "OK" STR_INSTALLATION: "Rakenna" STR_CURRENT_RESEARCH: "TUTKIMUSPROJEKTIT" STR_SCIENTISTS_AVAILABLE: "Tiedemiehiä vapaana>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Tiedemiehiä projekteissa>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratoriotilaa vapaana>{ALT}{0}" STR_RESEARCH_PROJECT: "TUTKIMUSPROJEKTI" STR_SCIENTISTS_ALLOCATED_UC: "TIEDEMIEHIÄ" STR_PROGRESS: "EDISTYMINEN" STR_NEW_PROJECT: "Uusi projekti" STR_CANCEL_PROJECT: "PERUUTA PROJEKTI" STR_NEW_RESEARCH_PROJECTS: "UUDET TUTKIMUSPROJEKTIT" STR_SCIENTISTS_AVAILABLE_UC: "TIEDEMIEHIÄ VAPAANA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIOTILAA VAPAANA>{ALT}{0}" STR_INCREASE: "Lisää" STR_DECREASE: "Vähennä" STR_START_PROJECT: "ALOITA PROJEKTI" STR_CURRENT_PRODUCTION: "TUOTANTOPROJEKTIT" STR_ENGINEERS_AVAILABLE: "Teknikkoja vapaana>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Teknikkoja projekteissa>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Työpajatilaa vapaana>{ALT}{0}" STR_CURRENT_FUNDS: "Nykyiset varat>{ALT}{0}" STR_ITEM: "TAVARA" STR_ENGINEERS__ALLOCATED: "Teknikkoja projektissa" STR_UNITS_PRODUCED: "Tuotetut yksiköt" STR_TOTAL_TO_PRODUCE: "Tuotetaan yht." STR_COST__PER__UNIT: "Hinta{NEWLINE}per{NEWLINE}yksikkö" STR_DAYS_HOURS_LEFT: "Aikaa (d/h) jäljellä" STR_NEW_PRODUCTION: "Uusi tuotantoprojekti" STR_PRODUCTION_ITEMS: "Mahdolliset projektit" STR_CATEGORY: "LUOKITUS" STR_START_PRODUCTION: "ALOITA TUOTANTO" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} teknikkotyötuntia yhden yksikön tuottamiseksi" STR_COST_PER_UNIT_: "Hinta / yks.>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Tarvittava työpajatila>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "TARVITTAVAT ERITYISTARVIKKEET" STR_ITEM_REQUIRED: "TARVITTAVA TAVARA" STR_UNITS_REQUIRED: "TARVITTAVAT YKSIKÖT" STR_UNITS_AVAILABLE: "YKSIKKÖÄ SAATAVANA" STR_STOP_PRODUCTION: "LOPETA TUOTANTO" STR_ENGINEERS_AVAILABLE_UC: "TEKNIKKOJA VAPAANA>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "TYÖPAJATILAA VAPAANA>{ALT}{0}" STR_MONTHLY_PROFIT: "TUOTOT / KK>{ALT}{0}" STR_INCREASE_UC: "LISÄÄ" STR_DECREASE_UC: "VÄHENNÄ" STR_UNITS_TO_PRODUCE: "Tuotettavat yksiköt" STR_PURCHASE_HIRE_PERSONNEL: "Osta/Palkkaa henkilökuntaa" STR_COST_OF_PURCHASES: "Tilauksen hinta>{ALT}{0}" STR_COST_PER_UNIT_UC: "HINTA / YKS." STR_QUANTITY_UC: "MÄÄRÄ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "HENKILÖKUNTAA VAPAANA:HENKILÖKUNTAA YHTEENSÄ>" STR_SOLDIERS: "Sotilaat" STR_SCIENTISTS: "Tutkijat" STR_ENGINEERS: "Teknikot" STR_SPACE_USED_SPACE_AVAILABLE: "TILAA KÄYTETTY:TILAA JÄLJELLÄ>" STR_LIVING_QUARTERS: "Asuintila" STR_STORES: "Varastot" STR_LABORATORIES: "Laboratoriot" STR_WORK_SHOPS: "Työpajat" STR_HANGARS: "Lentokonehallit" STR_SHORT_RANGE_DETECTION: "Lyhyen matkan tutkat" STR_DEFENSE_STRENGTH: "Puolustusvoima" STR_TRANSFERS_UC: "SIIRROT" STR_TRANSFERS: "Siirrot" STR_ARRIVAL_TIME_HOURS: "Saapumisaika (tuntia)" STR_COST_: "Hinta>{ALT}{0}" STR_AREA_: "Alue>{ALT}{0}" STR_BASE_NAME: "Tukikohdan nimi?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VALITSE LAITOSHISSIN SIJAINTI" STR_TRANSFER: "Siirrä" STR_AMOUNT_TO_TRANSFER: "SIIRRETTÄVÄ MÄÄRÄ" STR_SELECT_DESTINATION_BASE: "Valitse kohdetukikohta" STR_COST: "Hinta" STR_VICTORY_1: "Kun astut sisään halliin, näet muukalaisten aivot - tehtäväsi päämäärän. Ennen kuin kerkeät tuhota sen aseillasi, se kerkeää kommunikoida kanssasi sen juuressa olevan näytön välityksellä. Se rukoilee sinua kuuntelemaan omaa tarinaansa ja perustelujaan hänen säästämisekseen, ennen kuin teet päätöksen painaa liipaisinta..." STR_VICTORY_2: "Muukalaisten aivo puhuu: 'Miljoonia vuosia sitten, tämä planeetta, jota te kutsutte Marsiksi, oli elävä. Elämä täällä oli tuotu tänne meidän sivilisaatiomme toimesta, kuten se on tuotu myös teidän planeetallenne. Miljoonien vuosien ajan olemme vierailleet planeetallanne ja geneettisesti kehittäneet teidän lajianne. Te ette voi tappaa meitä, sillä te olette osa meitä..." STR_VICTORY_3: "Tässä on marsilaisen sivilisaation keskus - nämä pyramidit, jotka rakennettiin miljoonia vuosia ennen teidän vastaavianne - erään lajin toimesta, joka on teidän esi-isiänne. Mikään planeetta ei ole meidän ulottumattomissamme. Nämä kyvyt ja voimat voisivat olla teidän. Pyydämme ainoastaan teidän yhteistyötänne..." STR_GAME_OVER_1: "Muukalaiset yrittävät tuhota kaiken ihmiskunnasta, tuhoten kaupunkeja ja myrkyttäen ilmaa ja merta. Maan armeijoiden vastustus on turhaa, kun vastassa on ylivoimaista teknologiaa. Jäljelle jääneet sukupolvet kärsivät karmeista mutaatioista samalla kun ne pakenevat muukalaisten aiheuttamaa tuhoa. Lopulta heidät kerätään orjaleireille, jossa he auttavat muuttamaan Maapalloa muukalaisten kolonisaatioksi, joka on osa jotain tuntematonta valtakuntaa." STR_GAME_OVER_2: "X-Com-projektin kautta saavutettu tieto on menetetty lopullisesti. Olet epäonnistunut yrityksessäsi pelastaa Maan." STR_VICTORY_4: "Muukalaisten aivojen selittely keskeytetään kuumalla plasmaryöpyllä, ja muukalaisten joukot on näin voitettu." STR_VICTORY_5: "Nyt, kun muukalaiset ovat menettäneet Marsin, he ovat myös menettäneet Maan. Ennen pitkää X-Com-projektista saatu tieto ja teknologia auttaa ihmiskuntaa kukoistamaan jälleen ja myöskin valloittamaan Marsin itselleen. Muukalaisuhka on torjuttu, mutta kuinka pitkäksi aikaa, sitä ei tiedä kukaan..." STR_YOU_HAVE_FAILED: "Olet epäonnistunut pysäyttämään muukalaisten hyökkäyksen. Yksi kerrallaan rahoittavat kansakunnat solmivat sopimuksia muukalaisten kanssa, jotka lupaavat teknologiaa, yltäkylläisyyttä ja rauhaa. Pian kuitenkin selviää, että muukalaisilla on muita suunnitelmia..." STR_TOTAL_UC: "YHTEENSÄ" STR_INCOME: "Tulot" STR_EXPENDITURE: "Menot" STR_MAINTENANCE: "Ylläpito" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Ufoaktiivisuus alueittain" STR_UFO_ACTIVITY_IN_COUNTRIES: "Ufoaktiivisuus maittain" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com-aktiivisuus alueittain" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com-aktiivisuus maittain" STR_FINANCE: "Talous" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "1000 $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Ei riittävästi erityistarvikkeita tuotteen {NEWLINE}{0}{NEWLINE}tuottamiseen tukikohdassa{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Rahat eivät riitä {NEWLINE}{0}{NEWLINE}tuottamiseen tukikohdassa{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Tuotantoprojektin{NEWLINE}{0}{NEWLINE}tuotanto tukikohdassa{NEWLINE}{1}{NEWLINE}on valmis" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{NEWLINE}{0}{NEWLINE}on valmistunut{NEWLINE}tukikohdassa{NEWLINE}{1}" STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Tutkimusprojekti valmis" STR_VIEW_REPORTS: "NÄYTÄ RAPORTTI" STR_WE_CAN_NOW_RESEARCH: "Uudet tutkimusprojektit:" STR_WE_CAN_NOW_PRODUCE: "Uudet tuotantoprojektit:" STR_SUNDAY: "SUNNUNTAI" STR_MONDAY: "MAANANTAI" STR_TUESDAY: "TIISTAI" STR_WEDNESDAY: "KESKIVIIKKO" STR_THURSDAY: "TORSTAI" STR_FRIDAY: "PERJANTAI" STR_SATURDAY: "LAUANTAI" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ei riittävästi {0}-polttoainetta aluksen {1} tankkaamiseksi tukikohdassa {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ei riittävästi ammustyyppiä {0} {1}:n uudelleen aseistamiseksi tukikohdassa {2}" STR_UFO_IS_NOT_RECOVERED: "Ufoa ei saatu korjattua talteen" STR_UFO_IS_RECOVERED: "Ufo korjattu talteen" STR_CRAFT_IS_LOST: "Alus menetettiin" STR_TERROR_CONTINUES: "Terrori jatkuu" STR_ALIENS_DEFEATED: "Muukalaiset hävisivät" STR_BASE_IS_LOST: "Tukikohta menetettiin" STR_BASE_IS_SAVED: "Tukikohta pelastettu" STR_ALIEN_BASE_STILL_INTACT: "Muukalaisten tukikohta edelleen toiminnassa" STR_ALIEN_BASE_DESTROYED: "Muukalaisten tukikohta tuhottu" STR_ALIENS_KILLED: "TAPETUT MUUKALAISET" STR_ALIEN_CORPSES_RECOVERED: "MUUKALAISTEN RUUMIITA LÖYDETTY" STR_LIVE_ALIENS_RECOVERED: "ELÄVIÄ MUUKALAISIA KAAPATTU" STR_ALIEN_ARTIFACTS_RECOVERED: "MUUKALAISTEN ESINEITÄ LÖYDETTY" STR_ALIEN_BASE_CONTROL_DESTROYED: "MUUKALAISTUKIKOHDAN KOMENTOKESKUS TUHOTTU" STR_CIVILIANS_KILLED_BY_ALIENS: "SIVIILEJÄ TAPETTU MUUKALAISTEN TOIMESTA" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COMIN TAPPAMAT SIVIILIT" STR_CIVILIANS_SAVED: "SIVIILEJÄ PELASTETTU" STR_XCOM_OPERATIVES_KILLED: "KAATUNEET X-COM-SOTILAAT" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "KADONNEET X-COM-SOTILAAT" STR_TANKS_DESTROYED: "MTK:ITA TUHOTTU" STR_XCOM_CRAFT_LOST: "X-COM-ALUS MENETETTY" STR_UFO_RECOVERY: "UFON LAITTEISTO" STR_ALIEN_BASE_RECOVERY: "MUUKALAISTEN TUKIKOHDAN SAALIS" STR_BASE_UNDER_ATTACK: "{0} hyökkäyksen kohteena!" STR_BASE_DEFENSES_INITIATED: "TUKIKOHDAN PUOLUSTUKSET AKTIVOITU" STR_GRAV_SHIELD_REPELS_UFO: "PAINOVOIMASUOJA HYLKII UFOA!" STR_FIRING: "TULITTAA" STR_HIT: "OSUMA!" STR_UFO_DESTROYED: "UFO TUHOUTUI!" STR_MISSED: "OHI!" STR_SELL_ITEMS_SACK_PERSONNEL: "Myy tavaraa/Erota henkilökuntaa" STR_VALUE_OF_SALES: "MYYNTIEN ARVO> {ALT}{0}" STR_FUNDS: "VARAT> {ALT}{0}" STR_SELL_SACK: "Myy/erota" STR_VALUE: "Arvo" STR_CRAFT_: "ALUS> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "UFOHYLYN HALTUUNOTTO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Ole varovainen - maahan syöksyneen muukalaisaluksen sisällä tai sen ympäristössä saattaa olla eläviä muukalaisia. Tehtävä on onnistunut, kun kaikki vihollisen yksiköt on tapettu tai tehty muutoin taistelukyvyttömiksi. Vasta sitten voidaan aloittaa muukalaisaluksen purku sekä esineiden ja ruumiiden talteenotto. Keskeyttääksesi tehtävän palauta kaikki X-Com-joukot kuljetusalukseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_UFO_GROUND_ASSAULT: "HYÖKKÄYS UFOON" STR_UFO_GROUND_ASSAULT_BRIEFING: "Tutki laskeutumisalue ja sen ympäristö ja, mikäli mahdollista, pyri pääsemään muukalaisaluksen sisään. Tehtävä on onnistunut, kun kaikki vihollisen yksiköt on tapettu tai tehty muutoin taistelukyvyttömiksi. Vasta sitten voidaan aloittaa muukalaisaluksen purku sekä esineiden ja ruumiiden talteenotto. Keskeyttääksesi tehtävän palauta kaikki X-Com-joukot kuljetusalukseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_BASE_DEFENSE: "TUKIKOHDAN PUOLUSTUS" STR_BASE_UC_: "TUKIKOHTA> {0}" STR_BASE_DEFENSE_BRIEFING: "Muukalaisten alus on laskeutunut lähettyville. Tukikohtamme on vakavassa vaarassa. Normaalikäytännön mukaisesti kaikki ei-sotilaallinen henkilökunta sekä X-Com-alukset on evakuoitu. Muukalaiset pyrkivät tukikohtaan joko lentohallien tai laitoshissin kautta. Puolusta tukikohtaa ja sen elintärkeitä laitoksia kaikin mahdollisin keinoin - tämän taistelun hintana on tämä tukikohta. Mikäli napsautat \"Keskeytä tehtävä\"-kuvaketta, myönnät häviön ja menetät tukikohdan." STR_ALIEN_BASE_ASSAULT: "RYNNÄKKÖ MUUKALAISTEN TUKIKOHTAAN" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com-joukot ovat päässeet sisään muukalaisten tukikohtaan. Tukikohdan komentokeskus on tuhottava, jotta tukikohdan toiminta lakkaa. Tehtävä loppuu, kun kaikki muukalaiset on tuhottu tai kun kaikki sotilaat ovat palanneet vihreille poistumisalueille (napsauta \"Keskeytä tehtävä\"-kuvaketta poistuaksesi tukikohdasta)." STR_CYDONIA_BRIEFING: "Olet saapunut Kydoniaan. Sait vallattua sisäänkäynnin suureen maanalaiseen kompleksiin lähellä marsilaista sfinksiä. Sinun täytyy tuhota muukalaisten \"aivot\", jotka ohjaavat kaikkea muukalaisten toimintaa. Ihmiskunnan kohtalo on sinun käsissäsi..." STR_TERROR_MISSION: "TERRORI" STR_TERROR_MISSION_BRIEFING: "Tehtävä on onnistunut, kun kaikki vihollisen joukot on tapettu tai muutoin tehty taistelukyvyttömiksi. Sinun täytyy yrittää pelastaa mahdollisiman monta alueella olevaa siviiliä tuhoamalla muukalaisten joukot. Jos haluat perääntyä taistelusta, vie jäljellä olevat X-Com-joukot takaisin kuljetusalukseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "EI VAPAATA LENTOKONEHALLIA RAKENNUSPROJEKTIA VARTEN!{SMALLLINE}Jokainen tukikohtaan sijoitettu, siirretty, hankittu tai rakennettu alus vie yhden lentokonehallin verran tilaa. Rakenna uusi lentokonehalli tai siirrä jokin toinen alus toiseen tukikohtaan." STR_NO_FREE_HANGARS_FOR_PURCHASE: "EI VAPAATA LENTOKONEHALLIA TILAUSTA VARTEN!{SMALLLINE}Jokainen tukikohtaan sijoitettu, siirretty, hankittu tai rakennettu alus vie yhden lentokonehallin verran tilaa. Rakenna uusi lentokonehalli tai siirrä jokin toinen alus toiseen tukikohtaan." STR_NO_FREE_HANGARS_FOR_TRANSFER: "EI VAPAATA LENTOKONEHALLIA SIIRTOA VARTEN!{SMALLLINE}Jokainen tukikohtaan sijoitettu, siirretty, hankittu tai rakennettu alus vie yhden lentokonehallin verran tilaa. Rakenna uusi lentokonehalli tai siirrä jokin toinen alus toiseen tukikohtaan." STR_CANNOT_BUILD_HERE: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Sinun täytyy rakentaa jonkin toisen valmiin laitoksen viereen." STR_NO_FREE_ACCOMODATION: "EI RIITTÄVIÄ ASUINTILOJA!{SMALLLINE}Kohdetukikohdassa ei ole riittävästi asuintiloja." STR_NOT_ENOUGH_WORK_SPACE: "TYÖSKENTELYTILAA EI OLE TARPEEKSI!{SMALLLINE}Rakenna lisää työpajoja tai vähennä työskenteleviä insinöörejä muissa projekteissa." STR_NOT_ENOUGH_MONEY: "RAHAA EI OLE RIITTÄVÄSTI!" STR_NOT_ENOUGH_STORE_SPACE: "VARASTOTILA LOPPU!{SMALLLINE}Rakenna uusi varasto tai siirrä esineitä toisiin tukikohtiin." STR_NOT_ENOUGH_LIVING_SPACE: "ASUINTILOJA EI OLE RIITTÄVÄSTI!{SMALLLINE}Rakenna lisää asuintiloja tai siirrä henkilökuntaa toisiin tukikohtiin." STR_LAUNCH_INTERCEPTION: "LÄHETÄ HÄVITTÄJÄ/KULJETUSLENTOKONE" STR_CRAFT: "ALUS" STR_STATUS: "TILA" STR_BASE: "TUKIKOHTA" STR_READY: "VALMIS" STR_OUT: "ULKONA" STR_REPAIRS: "KORJATAAN" STR_REFUELLING: "TANKATAAN" STR_REARMING: "ASEISTETAAN" STR_TARGET: "KOHDE: {0}" STR_WAY_POINT: "VÄLIETAPPI" STR_ARE_YOU_SURE_CYDONIA: "Oletko varma että haluat lähettää tämän aluksen tehtävälle Kydoniaan?" STR_YES: "KYLLÄ" STR_NO: "EI" STR_SELECT_DESTINATION: "VALITSE MÄÄRÄNPÄÄ" STR_CYDONIA: "KYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "VALITSE SIJAINTI UUDELLE TUKIKOHDALLE" STR_RETURN_TO_BASE: "PALAA TUKIKOHTAAN" STR_SELECT_NEW_TARGET: "VALITSE UUSI KOHDE" STR_PATROL: "PARTIOI" STR_STATUS_: "TILA>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "VAURIOITUNUT - PALAA TUKIKOHTAAN" STR_LOW_FUEL_RETURNING_TO_BASE: "POLTTOAINE VÄHISSÄ - PALAA TUKIKOHTAAN" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "TEHTÄVÄ PÄÄTTYNYT - PALAA TUKIKOHTAAN" STR_PATROLLING: "PARTIOI" STR_TAILING_UFO: "SEURATAAN UFOA" STR_INTERCEPTING_UFO: "KOHTEENA UFO-{0}" STR_RETURNING_TO_BASE: "PALAA TUKIKOHTAAN" STR_DESTINATION_UC_: "MÄÄRÄNPÄÄ: {0}" STR_BASE_UC: "TUKIKOHTA>{ALT}{0}" STR_SPEED_: "NOPEUS>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAKSIMINOPEUS>{ALT}{0}{ALT}" STR_ALTITUDE_: "KORKEUS>{ALT}{0}" STR_VERY_LOW: "ERITTÄIN MATALA" STR_LOW_UC: "MATALA" STR_HIGH_UC: "KORKEA" STR_VERY_HIGH: "ERITTÄIN KORKEA" STR_FUEL: "POLTTOAINE>{ALT}{0}" STR_WEAPON_ONE: "ASE 1>{ALT}{0}" STR_NONE_UC: "EI MITÄÄN" STR_ROUNDS_: "AMMUKSIA>{ALT}{0}" STR_WEAPON_TWO: "ASE 2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "TUKIKOHDAN ALUKSET" STR_BASE_: "Tukikohta>{0}" STR_NAME_UC: "NIMI" STR_AMMO_: "AMMUKSET>{ALT}{0}" STR_CREW: "MIEHISTÖ" STR_EQUIPMENT_UC: "VARUSTEET" STR_ARMOR: "PANSSARIT" STR_MAX: "MAKSIMI>{ALT}{0}" STR_ROOKIE: "Alokas" STR_SQUADDIE: "Sotamies" STR_SERGEANT: "Kersantti" STR_CAPTAIN: "Kapteeni" STR_COLONEL: "Eversti" STR_COMMANDER: "Komentaja" STR_SELECT_SQUAD_FOR_CRAFT: "Sotilaat aluksessa {0}" STR_SORT_BY: "LAJITTELUPERUSTE..." STR_ORIGINAL_ORDER: "ALKUPERÄISJÄRJESTYS" STR_MISSIONS2: "TEHTÄVÄT" STR_KILLS2: "TAPOT" STR_WOUND_RECOVERY2: "TOIPILASAIKA" STR_SPACE_AVAILABLE: "TILAA VAPAANA>{ALT}{0}" STR_SPACE_USED: "TILANKÄYTTÖ>{ALT}{0}" STR_SPACE_USED_UC: "KÄYTETTY TILA" STR_RANK: "SOTILASARVO" STR_WOUNDED: "HAAVOITTUNUT" STR_EQUIPMENT_FOR_CRAFT: "Varusteet aluksessa {0}" STR_DEFENSE_VALUE: "Puolustusarvo" STR_HIT_RATIO: "Osumatarkkuus" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}on valmis laskeutumaan:{NEWLINE}{ALT}{1}{NEWLINE}" STR_BEGIN_MISSION: "Aloitetaanko tehtävä?" STR_SELECT_ARMAMENT: "Valitse aseistus" STR_AMMUNITION_AVAILABLE: "AMMUKSIA SAATAVANA" STR_ARMAMENT: "ASEISTUS" STR_NOT_AVAILABLE: "EI TARV" STR_SELECT_ARMOR_FOR_SOLDIER: "VALITSE PANSSARI SOTILAALLE{NEWLINE}{0}" STR_TYPE: "TYYPPI" STR_PERSONAL_ARMOR_UC: "HENKILÖPANSSARI" STR_POWER_SUIT_UC: "VOIMAPANSSARI" STR_FLYING_SUIT_UC: "LENTOPANSSARI" STR_SELECT_ARMOR: "Valitse panssari" STR_NORTH: "POHJOINEN" STR_NORTH_EAST: "KOILLINEN" STR_EAST: "ITÄ" STR_SOUTH_EAST: "KAAKKO" STR_SOUTH: "ETELÄ" STR_SOUTH_WEST: "LOUNAS" STR_WEST: "LÄNSI" STR_NORTH_WEST: "LUODE" STR_SELECT_ACTION: "VALITSE TOIMINTO" STR_CONTINUE_INTERCEPTION_PURSUIT: "JATKA TORJUNTATEHTÄVÄÄ" STR_PURSUE_WITHOUT_INTERCEPTION: "JATKA ILMAN HYÖKKÄYSTÄ" STR_VERY_LARGE: "ERITTÄIN SUURI" STR_LARGE: "SUURI" STR_MEDIUM_UC: "KESKIKOKOINEN" STR_SMALL: "PIENI" STR_VERY_SMALL: "HYVIN PIENI" STR_GROUNDED: "MAA" STR_DETECTED: "Havaittu" STR_SIZE_UC: "KÄYTÖSSÄ" STR_ALTITUDE: "KORKEUS" STR_HEADING: "SUUNTA" STR_SPEED: "NOPEUS" STR_CENTER_ON_UFO_TIME_5_SECONDS: "KOHDISTA UFOON - AIKA=5 s" STR_TRACKING_LOST: "SEURANTAJÄLKI KATOSI" STR_REDIRECT_CRAFT: "UUDELLEENOHJAA ALUS" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "MENE VIIMEISEEN TUNNETTUUN SIJAINTIIN" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "MUUKALAISTUKIKOHTA-{0}" STR_CRASH_SITE_: "PAKKOLASKUKOHDE-{0}" STR_LANDING_SITE_: "LASKEUTUNUT UFO-{0}" STR_WAY_POINT_: "VÄLIETAPPI {0}" STR_TERROR_SITE: "TERRORIKOHDE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}on saapunut{NEWLINE}{1}:een" STR_NOW_PATROLLING: "Partiointi aloitettu" STR_ALIEN_ORIGINS: "Muukalaisten alkuperä" STR_THE_MARTIAN_SOLUTION: "Ratkaisu Marsista" STR_CYDONIA_OR_BUST: "Kydonia tai tuho" STR_UFOPAEDIA: "Ufopedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM-ALUKSET JA ASEISTUS" STR_HEAVY_WEAPONS_PLATFORMS: "MIEHITTÄMÄTÖMÄT TAISTELUKONEET" STR_WEAPONS_AND_EQUIPMENT: "ASEET JA VARUSTEET" STR_ALIEN_ARTIFACTS: "MUUKALAISTEN VARUSTEET" STR_BASE_FACILITIES: "TUKIKOHTIEN LAITOKSET" STR_ALIEN_LIFE_FORMS: "MUUKALAISELIÖT" STR_ALIEN_RESEARCH_UC: "MUUKALAISTUTKIMUS" STR_UFO_COMPONENTS: "UFOJEN KOMPONENTIT" STR_UFOS: "UFOT" STR_SELECT_ITEM: "VALITSE AIHE" STR_ACCELERATION: "KIIHTYVYYS>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "POLTTOAINETANKKI>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ASEPAIKAT>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "KESTÄVYYS>{ALT}{0}{ALT}" STR_CARGO_SPACE: "RAHTITILA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "MTK-TILA>{ALT}{0}{ALT}" STR_DAMAGE: "Tuhovoima" STR_RANGE: "Kantama" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Tarkkuus" STR_RE_LOAD_TIME: "Uudelleenlatausaika" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "TAVALLINEN(AP)" STR_DAMAGE_INCENDIARY: "PALO" STR_DAMAGE_HIGH_EXPLOSIVE: "RÄJÄHDE" STR_DAMAGE_LASER_BEAM: "LASER" STR_DAMAGE_PLASMA_BEAM: "PLASMA" STR_DAMAGE_STUN: "TAINNUTUS" STR_DAMAGE_MELEE: "LÄHITAISTELU" STR_DAMAGE_ACID: "HAPPO" STR_DAMAGE_SMOKE: "SAVU" STR_SHOT_TYPE: "TULITUSTAPA" STR_ACCURACY_UC: "TARKKUUS" STR_TIME_UNIT_COST: "AY HINTA" STR_DAMAGE_UC: "TYYPPI" STR_AMMO: "AMMUS" STR_SHOT_TYPE_AUTO: "Sarjatuli" STR_SHOT_TYPE_SNAP: "Kertatuli" STR_SHOT_TYPE_AIMED: "Tähdätty" STR_CONSTRUCTION_TIME: "Rakennusaika" STR_CONSTRUCTION_COST: "Rakennuskustannukset" STR_MAINTENANCE_COST: "Ylläpitokustannukset" STR_LOW: "Matala" STR_MEDIUM: "Keskikokoinen" STR_HIGH: "Korkea" STR_CRAFT_WEAPON: "Aluksen ase" STR_CRAFT_AMMUNITION: "Aluksen ammukset" STR_HEAVY_WEAPONS_PLATFORM: "Miehittämätön taistelukone" STR_WEAPON: "Ase" STR_AMMUNITION: "Ammukset" STR_EQUIPMENT: "Varusteet" STR_ALIEN_CORPSE: "Muukalaisen ruumis" STR_UFO_COMPONENT: "Ufokomponentti" STR_PERSONAL_ARMOR: "Henkilöpanssari" STR_RAW_MATERIALS: "Raaka-aineet" STR_HWP_CANNON_SHELLS: "MTK-ammus" STR_ALIEN: "Muukalainen" STR_SECTOID: "Harmaa" STR_SNAKEMAN: "Käärmemies" STR_ETHEREAL: "Eteeri" STR_MUTON: "Mutoni" STR_FLOATER: "Leijuja" STR_CELATID: "Kelatoidi" STR_SILACOID: "Silikoidi" STR_CHRYSSALID: "Munamies" STR_ZOMBIE: "Zombi" STR_REAPER: "Raatelija" STR_SECTOPOD: "Sektopodi" STR_CYBERDISC: "Kyberlautanen" STR_LIVE_COMMANDER: "Komentaja" STR_LIVE_LEADER: "Johtaja" STR_LIVE_ENGINEER: "Teknikko" STR_LIVE_MEDIC: "Lääkintämies" STR_LIVE_NAVIGATOR: "Navigoija" STR_LIVE_SOLDIER: "Sotilas" STR_LIVE_TERRORIST: "Terroristi" STR_FLOATER_SOLDIER: "Leijujien sotilas" STR_FLOATER_NAVIGATOR: "Leijujien navigoija" STR_FLOATER_MEDIC: "Leijujien lääkintämies" STR_FLOATER_ENGINEER: "Leijujien teknikko" STR_FLOATER_LEADER: "Leijujien johtaja" STR_FLOATER_COMMANDER: "Leijujien komentaja" STR_SECTOID_SOLDIER: "Harmaiden sotilas" STR_SECTOID_NAVIGATOR: "Harmaiden navigoija" STR_SECTOID_MEDIC: "Harmaiden lääkintämies" STR_SECTOID_ENGINEER: "Harmaiden teknikko" STR_SECTOID_LEADER: "Harmaiden johtaja" STR_SECTOID_COMMANDER: "Harmaiden komentaja" STR_SNAKEMAN_SOLDIER: "Käärmemiessotilas" STR_SNAKEMAN_NAVIGATOR: "Käärmemiesten navigoija" STR_SNAKEMAN_ENGINEER: "Käärmemiesten teknikko" STR_SNAKEMAN_LEADER: "Käärmemiesten johtaja" STR_SNAKEMAN_COMMANDER: "Käärmemiesten komentaja" STR_MUTON_SOLDIER: "Mutonisotilas" STR_MUTON_NAVIGATOR: "Mutoneiden navigoija" STR_MUTON_ENGINEER: "Mutoneiden teknikko" STR_ETHEREAL_SOLDIER: "Eteerisotilas" STR_ETHEREAL_LEADER: "Eteerien johtaja" STR_ETHEREAL_COMMANDER: "Eteerien komentaja" STR_CYBERDISC_TERRORIST: "Kyberlautasterroristi" STR_REAPER_TERRORIST: "Raatelijaterroristi" STR_CHRYSSALID_TERRORIST: "Munamiesterroristi" STR_CELATID_TERRORIST: "Kelatoiditerroristi" STR_SILACOID_TERRORIST: "Silikoiditerroristi" STR_SECTOPOD_TERRORIST: "Sektopoditerroristi" STR_UFO_POWER_SOURCE: "Ufon voimanlähde" STR_UFO_NAVIGATION: "Ufon navigointilaite" STR_UFO_CONSTRUCTION: "Ufon rakennus" STR_ALIEN_FOOD: "Muukalaisten ruoka" STR_ALIEN_REPRODUCTION: "Muukalaisten lisääntyminen" STR_ALIEN_ENTERTAINMENT: "Muukalaisten viihdytys" STR_ALIEN_SURGERY: "Muukalaisten kirurgia" STR_EXAMINATION_ROOM: "Tutkimushuone" STR_ALIEN_ALLOYS: "Muukalaisten metalliseokset" STR_ALIEN_HABITAT: "Muukalaisten elintilat" STR_POWER_SUIT: "Voimapanssari" STR_FLYING_SUIT: "Lentopanssari" STR_HWP_ROCKETS: "MTK raketti" STR_HWP_FUSION_BOMB: "MTK fuusiopommi" STR_LASER_WEAPONS: "Laseraseet" STR_NEW_FIGHTER_CRAFT: "Uusi taisteluhävittäjä" STR_NEW_FIGHTER_TRANSPORTER: "Uusi hävittäjä-kuljetusalus" STR_ULTIMATE_CRAFT: "Huippualus" STR_LASER_PISTOL: "Laser-pistooli" STR_LASER_RIFLE: "Laserkivääri" STR_HEAVY_LASER: "Laserkäsitykki" STR_LASER_CANNON: "Lasertykki" STR_PLASMA_CANNON: "Plasmatykki" STR_FUSION_MISSILE: "Fuusio-ohjus" STR_LASER_DEFENSE: "Laserpuolustus" STR_PLASMA_DEFENSE: "Plasmapuolustus" STR_FUSION_DEFENSE: "Fuusiopuolustus" STR_GRAV_SHIELD: "Painovoimasuoja" STR_MIND_SHIELD: "EEG-suoja" STR_PSI_LAB: "Psi-laboratorio" STR_MOTION_SCANNER: "Liiketunnistin" STR_MEDI_KIT: "Ensiapulaite" STR_TANK_CANNON: "MTK/Tykki" STR_TANK_ROCKET_LAUNCHER: "MTK/Raketinheitin" STR_TANK_LASER_CANNON: "MTK/Lasertykki" STR_HOVERTANK_PLASMA: "LMTK/Plasma" STR_HOVERTANK_LAUNCHER: "LMTK/Laukaisija" STR_STINGRAY_LAUNCHER: "Stingray -ohjuslaukaisin" STR_AVALANCHE_LAUNCHER: "Avalanche -ohjuslaukaisin" STR_CANNON: "Tykki" STR_FUSION_BALL_LAUNCHER: "Fuusiopallolaukaisin" STR_PLASMA_BEAM: "Plasmasäde" STR_STINGRAY_MISSILES: "Stingray -ohjus" STR_AVALANCHE_MISSILES: "Avalanche -ohjus" STR_CANNON_ROUNDS_X50: "Tykin ammus(x50)" STR_FUSION_BALL: "Fuusiopallo" STR_SOLDIER: "Sotilas" STR_SCIENTIST: "Tiedemies" STR_ENGINEER: "Teknikko" STR_NORTH_AMERICA: "Pohjois-Amerikka" STR_ARCTIC: "Arktinen" STR_ANTARCTICA: "Antarktinen" STR_SOUTH_AMERICA: "Etelä-Amerikka" STR_EUROPE: "Eurooppa" STR_NORTH_AFRICA: "Pohjois-Afrikka" STR_SOUTHERN_AFRICA: "Etelä-Afrikka" STR_CENTRAL_ASIA: "Keski-Aasia" STR_SOUTH_EAST_ASIA: "Kaakkois-Aasia" STR_SIBERIA: "Siperia" STR_AUSTRALASIA: "Australaasia" STR_PACIFIC: "Tyyni valtameri" STR_NORTH_ATLANTIC: "Pohjois-Atlantti" STR_SOUTH_ATLANTIC: "Etelä-Atlantti" STR_INDIAN_OCEAN: "Intian valtameri" STR_ALIEN_RESEARCH: "Muukalaistutkimus" STR_ALIEN_HARVEST: "Muukalaissadonkorjuu" STR_ALIEN_ABDUCTION: "Muukalaiskaappaus" STR_ALIEN_INFILTRATION: "Muukalaissoluttautuminen" STR_ALIEN_BASE: "Muukalaisten tukikohta" STR_ALIEN_TERROR: "Muukalaisterrori" STR_ALIEN_RETALIATION: "Muukalaisten hyökkäys" STR_ALIEN_SUPPLY: "Muukalaishuolto" STR_MAXIMUM_SPEED: "Maksiminopeus" STR_HYPER_WAVE_DECODER_UC: "HYPERAALTOTULKITSIN" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "HÄVITTÄJÄ" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "TYKKI" STR_FUSION_BALL_UC: "FUUSIOPALLO" STR_LASER_CANNON_UC: "LASERTYKKI" STR_PLASMA_BEAM_UC: "PLASMATYKKI" STR_DAMAGE_CAPACITY: "Kestävyys" STR_WEAPON_POWER: "Tulivoima" STR_WEAPON_RANGE: "Aseen kantama" STR_ACCESS_LIFT: "Laitoshissi" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Työpaja" STR_SMALL_RADAR_SYSTEM: "Lyhyen matkan tutka" STR_LARGE_RADAR_SYSTEM: "Pitkän matkan tutka" STR_MISSILE_DEFENSES: "Ohjuspuolustus" STR_GENERAL_STORES: "Varasto" STR_ALIEN_CONTAINMENT: "Muukalaisten vankilaitos" STR_LASER_DEFENSES: "Laserpuolustus" STR_PLASMA_DEFENSES: "Plasmapuolustus" STR_FUSION_BALL_DEFENSES: "Fuusiopallopuolustus" STR_PSIONIC_LABORATORY: "Psioninen laboratorio" STR_HYPER_WAVE_DECODER: "Hyperaaltotulkitsin" STR_HANGAR: "Lentokonehalli" STR_USA: "YHDYSVALLAT" STR_RUSSIA: "VENÄJÄ" STR_UK: "ISO-BRITANNIA" STR_FRANCE: "RANSKA" STR_GERMANY: "SAKSA" STR_ITALY: "ITALIA" STR_SPAIN: "ESPANJA" STR_CHINA: "KIINA" STR_JAPAN: "JAPANI" STR_INDIA: "INTIA" STR_BRAZIL: "BRASILIA" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "ETELÄ-AFRIKKA" STR_EGYPT: "EGYPTI" STR_CANADA: "KANADA" STR_TANK: "MTK" STR_CIVILIAN: "Siviili" STR_JAN: "1." STR_FEB: "2." STR_MAR: "3." STR_APR: "4." STR_MAY: "5." STR_JUN: "6." STR_JUL: "7." STR_AUG: "8." STR_SEP: "9." STR_OCT: "10." STR_NOV: "11." STR_DEC: "12." STR_INTERNATIONAL_RELATIONS: "Kansainväliset suhteet" STR_COUNTRY: "Maa" STR_FUNDING: "Rahoitus" STR_CHANGE: "Muutos" STR_WEAPON_SYSTEMS: "ASE-{NEWLINE}PAIKAT" STR_HWPS: "MTKt" STR_DAMAGE_UC_: "VAURIOASTE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Laitoshissi on ainoa reitti, jota kautta henkilökuntaa ja tarvikkeita voidaan siirtää maanalaiseen tukikohtaan ja sieltä pois. Se on aina ensimmäinen osa tukikohtaa, joka rakennetaan. Laitoshissi ja sen ympäristö on haavoittuvainen mahdollisen ulkopuolisen hyökkäyksen tapauksessa." STR_LIVING_QUARTERS_UFOPEDIA: "Jokainen asuintilakompleksi sisältää riittävästi asuintilaa 50:lle henkilölle. Asuintilakompleksissa on välttämättömät virkistäytymis- ruokailu- hygienia- ja nukkumistilat." STR_LABORATORY_UFOPEDIA: "Jopa 50 tiedemiestä pystyy työskentelemään yhdessä laboratoriossa. Laboratorioissa on viimeisin teknologia materiaalien, biokemian ja kosmologian tutkimukseen. Laboratoriosta on etuoikeutettu etäyhteys maailman johtaviin laboratorioihin, sekä myös sotilaallisiin tutkimuslaitoksiin." STR_WORKSHOP_UFOPEDIA: "Työpaja sisältää kaiken tarvittavan laitteiston erilaisten tarvikkeiden ja osien tuottamiseen tiedemiesten suunnitelmien pohjalta. Enintään 50 teknikkoa voi työskennellä yhdessä työpajassa, joskin itse osien tuottaminen vie jonkin verran myös tästä tilasta." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Lyhyen matkan tutkalla on 300 merimailin toimintasäde, ja se on linkitetty satelliittijärjestelmiin maanpäällisten kohteiden havaitsemista varten. Jokaisella tutkalla on 10 % todennäköisyys havaita keskikokoinen kappale joka 30. minuutti. " STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Pitkän matkan tutkalla on 450 merimailin toimintasäde, ja se on linkitetty satelliittijärjestelmiin maanpäällisten kohteiden havaitsemista varten. Jokaisella tutkalla on 20 % todennäköisyys havaita keskikokoinen kappale joka 30. minuutti." STR_MISSILE_DEFENSES_UFOPEDIA: "Ohjuspuolustusjärjestelmä tarjoaa jonkin verran suojaa vihamielisten alusten yrittäessä laskeutua lähelle tukikohtaa." STR_GENERAL_STORES_UFOPEDIA: "Kaikki varusteet, asejärjestelmät, ammukset, saaliiksi saadut materiaalit ja miehittämättömät taistelukoneet (MTK:t) varastoidaan, myös silloin kun ne on määrätty johonkin alukseen." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Elävät muukalaiset vaativat vankilaansa todennäköisesti erityisen elinympäristön jotta niiden elintoimintonsa pysyvät yllä. Tällaiseen vankilaitokseen mahtuu enintään 10 muukalaista itsenäisiin vankiyksiköihin." STR_LASER_DEFENSES_UFOPEDIA: "Laserpuolustusjärjestelmä tarjoaa suojaa vihamielisien alusten lähestyessä tukikohtaa. " STR_PLASMA_DEFENSES_UFOPEDIA: "Plasmapuolustusjärjestelmä tarjoaa voimakasta ja tehokasta puolustustulitusta vihamielisen aluksen pyrkiessä lähestymään tukikohtaa." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fuusio-ohjuksien avulla on mahdollista toteuttaa tehokkain tunnettu puolustus muukalaisten hyökkäystä vastaan. Nämä ohjukset aiheuttavat osuessaan antimateriaimploosion, joka tuhoaa kaiken tietyn etäisyyden sisäpuolella." STR_GRAV_SHIELD_UFOPEDIA: "Painovoimasuoja hylkii laskeutumaan pyrkiviä aluksia, hidastaen niiden laskeutumista jotta puolustusjärjestelmillä on enemmän aikaa toimia. Käytännössä tämä tarkoittaa että tukikohdan puolustusjärjestelmien tehokkuus tuplaantuu." STR_MIND_SHIELD_UFOPEDIA: "Koska muukalaisten alukset etsivät ihmisiä ihmisten aivoaaltojen perusteella, on kaikista tehokkain vastatoimenpide estää aivoaaltojen havaitseminen tukikohdan ulkopuolelta. Tämä laitos vähentää radikaalisti muukalaisalusten mahdollisuutta havaita tukikohtaa." STR_PSIONIC_LABORATORY_UFOPEDIA: "Psionisen laboratorion avulla pääsemme arvioimaan kaikkien sotilaiden psionisen potentiaalin sekä kouluttamaan heitä käyttämään psionisia kykyjään. Jokainen laboratorio pystyy kouluttamaan enintään kymmenen sotilasta. Koulutuspaikat jaetaan aina kuun lopussa käytännön sanelemista syistä. Psioniset kyvyt yhdistettynä Psi-vahvistimeen mahdollistavat psionisten hyökkäysten käytön taistelujen aikana." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Muukalaisten viestintä perustuu yliulottuvuuksisiin aaltoihin, jotka ylittävät valonnopeuden normaalista avaruudesta tarkasteltuna. Tulkitsinlaitos kaappaa ufojen lähetyksiä sekä tulkitsee niiden sisältämät viestit. Näin saamme tietoomme ufon tyypin, kyseessä olevan muukalaislajin sekä minkälaisella tehtävällä alus on." STR_HANGAR_UFOPEDIA: "Jokaiseen lentokonehalliin mahtuu yksi ilma-alus. Näissä halleissa on kaikki tarvittava X-Com-alusten huoltoa, tankkausta ja korjausta varten. Jokainen alus, joka on määrätty tukikohtaan, vaatii oman lentokonehallinsa, eikä hallia voi käyttää samanaikaisesti mikään muu alus, ei vaikka laitokseen määrätty alus olisi ilmassa." STR_PISTOL_UFOPEDIA: "X-Comin vakiopistooli on suuritehoinen, itselataava, ja sen lipaskapasiteetti on 12 patruunaa." STR_RIFLE_UFOPEDIA: "Tässä erittäin tarkassa tarkkuuskiväärissä on lasertähtäin. Siihen käy 6,7mm hylsyt 20kpl lippaissa." STR_HEAVY_CANNON_UFOPEDIA: "Käsikanuuna on tuhovoimaltaan erinomainen, mutta kömpelö käsiase. Se on kuitenkin erittäin monikäyttöinen sillä siinä voidaan käyttää kolmea erityyppistä ammusta - tavallisten lisäksi palopommi- ja räjähdeammuksia (HC-AP, HC-I ja HC-HE)." STR_AUTO_CANNON_UFOPEDIA: "Autokanuuna yhdistää käsikanuunan monipuolisuuden ja voiman nopeaan tulitusnopeuteen ja sarjatulikykyyn." STR_ROCKET_LAUNCHER_UFOPEDIA: "Raketinheittimellä voidaan laukaista kolmen kokoisia, laserohjattuja raketteja." STR_LASER_PISTOL_UFOPEDIA: "Laserpistooli on esimerkki laserteknologian tehokkaasta käytöstä. Se on yhtä kätevä kuin perinteinen pistooli, mutta nopeampi ja tarkempi." STR_LASER_RIFLE_UFOPEDIA: "Laserkivääri on tehokkaampi ja tarkempi versio aiemmasta laserpistoolimallista." STR_HEAVY_LASER_UFOPEDIA: "Laserkäsitykki on kömpelö käsiase, joskin erittäin tehokas." STR_GRENADE_UFOPEDIA: "Tämä käsikranaatti on varustettu hienostuneella ajastinmekanismilla, joka mahdollistaa räjähtämisajan tarkan kontrolloinnin." STR_SMOKE_GRENADE_UFOPEDIA: "Savuheitteet ovat hyödyllisiä taistelutilanteissa vähentämään näkyvyyttä avonaisilla alueilla. Käytön tulee olla harkittua, sillä savusta voi olla hyötyä myös viholliselle." STR_PROXIMITY_GRENADE_UFOPEDIA: "Sensorikranaattia voidaan käyttää kuten tavallista kranaattia, mutta se räjähtää vasta, kun sen liiketunnistin havaitsee liikettä riittävän lähellä asetetun aktivoitumisajan jälkeen. Sen tehokas käyttö taistelutilanteessa vaatii paljon taitoa sekä huolellisuutta." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Tätä räjähdettä tulisi käyttää vain räjäytystyömailla esim. rakennusten purkamiseen. Varmista että kaikki henkilöt ovat poistuneet työmaa-alueelta ennen räjäytystä." STR_MOTION_SCANNER_UFOPEDIA: "Tämä hienostunut laite käyttää useita erilaisia ilmaisimia ja kehittyneitä tietokonealgoritmeja tunnistaakseen liikkuvia kohteita. Sen tehokas käyttö vaatii kuitenkin harjoitusta. Napsauta liikkeentunnistinkuvaketta taktisessa taistelunäkymässä. Valitse \"Käytä liikkeentunnistinta\" valikosta. Liikkeentunnistimen näytössä näkyy nuoli, joka kuvaa käyttäjän katselusuuntaa (pohjoinen on aina ylhäällä). Näytöllä vilkkuvat täplät ilmaisevat kohteet, jotka ovat hiljattain liikkuneet. Suuret ja/tai nopeasti liikkuvat kohteet synnyttävät suurempia täpliä. Laite ei rekisteröi liikkumatomia kohteita." STR_MEDI_KIT_UFOPEDIA: "Ensiapulaite pitää sisällään parannuslaitteiston, kipulääkkeitä sekä taistelupiristeitä. Käyttääksesi ensiapulaitetta sotilaan täytyy seistä katsoen päin sotilasta, joka on hoidon tarpeessa. Jos sotilas on tajuton, täytyy käyttäjän seistä aivan sotilaan yläpuolella. Napsauta ensiapulaitteen kuvaketta ja napsauta \"Käytä ensiapulaitetta\" valikosta.{NEWLINE}PARANNA> Punaiset ruumiinosat näyttävät vakavien haavojen sijainnin. Napsauta kohtaa, jossa on havaittu vakava haava. Napsauta \"Paranna\"-nappia. Yksi vakava haava parannetaan ja osa hoidetun sotilaan terveydestä palautuu.{NEWLINE}PIRISTE> Tämä palauttaa osan potilaan energiasta sekä herättää tajuttoman (tai tainnutetun) sotilaan. Herättääksesi tajuttoman sotilaan sinun tulee seistä aivan sotilaan yläpuolella. {NEWLINE}KIPULÄÄKE> Kipulääkkeen antaminen palauttaa haavoittuneen sotilaan taistelutahtoa sotilaan menettämän terveyden verran." STR_PSI_AMP_UFOPEDIA: "Vain sotilaat, joilla on Psi-kykyjä, pystyvät käyttämään Psi-vahvistinta. Taistelun aikana napsauta Psi-vahvistinta valitaksesi hyökkäyksen tyypin ja sen jälkeen hyökkäyksen kohteen. Hyökkäyksiä on kahta eri tyyppiä:{NEWLINE}PANIIKKIKOHTAUS> Jos hyökkäys onnistuu, se vähentää kohteen taistelutahtoa, mikä saattaa johtaa kohteen panikointiin.{NEWLINE}MIELENHALLINTA> Jos tämä hyökkäystyyppi onnistuu, saat väliaikaisesti vihollisen hallintaasi, aivan kuten se taistelisi sinun puolellasi. Tämä hyökkäys on huomattavasti vaikeampi toteuttaa kuin ensimmäinen." STR_STUN_ROD_UFOPEDIA: "Tätä laitetta voidaan käyttää vain lähietäisyydeltä. Se tainnuttaa kohteen tappamatta sitä sähköiskun avulla." STR_MIND_PROBE_UFOPEDIA: "Mielenluotain on muukalaisten viestintälaite, jolla voi lukea tietoa suoraan aivoaalloista. X-Com-sotilaat pystyvät käyttämään tätä laitetta taistelutilanteessa saadakseen tietoa kohteena olevan muukalaisen ominaisuuksista. Napsauta mielenluotainta ja valitse sitten \"Käytä mielenluotainta\"-vaihtoehto. Sen jälkeen valitse muukalainen osoittimella." STR_PLASMA_PISTOL_UFOPEDIA: "Plasmapistoolit ovat tappavia muukalaisperäisiä aseita, joiden toiminta perustuu hiukkasten kiihdyttämiseen pienessä antigravitaatiokentässä." STR_PLASMA_RIFLE_UFOPEDIA: "Tämä on tuhovoimaltaan erinomainen ase, jonka toiminta perustuu hiukkasten kiihdyttämiseen pienen antipainovoimakentän avulla." STR_HEAVY_PLASMA_UFOPEDIA: "Tämä on tuhovoimaltaan erinomainen ase, jonka toiminta perustuu hiukkasten kiihdyttämiseen pienen antipainovoimakentän avulla." STR_BLASTER_LAUNCHER_UFOPEDIA: "Tämä on muukalaisten älykäs ohjuslaukaisin, joka laukaisee tehokkaita \"suurtuhopommeja\". Kun napsautat laukaisutoimintoa, voit kohdistaa etappipisteitä, joiden kautta ohjus kulkee viimeiseen ohjelmoituun etappipisteeseen asti. Kun olet ohjelmoinut riittävästi etappipisteitä, napsauta laukaisukuvaketta." STR_SMALL_LAUNCHER_UFOPEDIA: "Ase, jolla voi laukaista pieniä tainnutuspommeja. Se on erittäin käyttökelpoinen elävien muukalaisten kaappaamisessa." STR_ALIEN_GRENADE_UFOPEDIA: "Tämä laite toimii käytännössä aivan samaan tapaan kuin tavallinen käsikranaatti - paitsi, että se on voimakkaampi." STR_SMALL_SCOUT: "Pieni tiedustelija" STR_MEDIUM_SCOUT: "Keskikokoinen tiedustelija" STR_LARGE_SCOUT: "Iso tiedustelija" STR_HARVESTER: "Sadonkorjaaja" STR_ABDUCTOR: "Kaappaaja" STR_TERROR_SHIP: "Terrorialus" STR_BATTLESHIP: "Taistelualus" STR_SUPPLY_SHIP: "Huoltoalus" STR_RATING: "ARVIO> {0}" STR_RATING_TERRIBLE: "KAMALA!" STR_RATING_POOR: "HUONO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "HYVÄ!" STR_RATING_EXCELLENT: "ERINOMAINEN!" STR_SCORE: "PISTEET" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM-PROJEKTIN KUUKAUSIRAPORTTI" STR_MONTH: "Kuukausi> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rahoittavien kansakuntien neuvosto on toistaiseksi tyytyväinen toimintaansi." STR_COUNCIL_IS_VERY_PLEASED: "Rahoittavien kansakuntien neuvosto on erittäin tyytyväinen loistavaan edistymiseesi. Pidä yllä hyvää työn tasoa!" STR_COUNCIL_IS_DISSATISFIED: "Rahoittavien kansakuntien neuvosto on tyytymätön suoritukseesi. Sinun täytyy parantaa tulostasi muukalaisuhan torjumisessa tai projektia uhkaa lakkautus." STR_YOU_HAVE_NOT_SUCCEEDED: "Olet epäonnistunut käsittelemään muukalaisten invaasiota joten rahoittavien kansakuntien neuvosto on valitettavasti päättänyt lopettaa projektin. Jokainen valtio käsittelee ongelman kuten parhaaksensa näkee. Voimme vain toivoa, että voimme päästä jonkinlaiseen yhteisymmärykseen näiden ilmeisen vihamielisten olentojen kanssa, ja että väestö hyväksyy muukalaisten vierailun." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} on erittäin kiitollinen kykyysi torjua paikallista muukalaisten uhkaa ja päättänyt nostaa rahoitustaan." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} ovat erityisen tyytyväisiä kykyysi torjua paikallista muukalaisten tunkeutumista alueillensa ja ovat päättäneet nostaa rahoitustaan." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} ja {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} on tyytymätön kykyysi torjua muukalaisten toimintaa alueellansa ja on päättänyt vähentää rahoitustaan." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ovat tyytymättömiä kykyysi torjua muukalaisten toimintaa alueillansa ja ovat päättäneet vähentää rahoitustaan." STR_KNOTS: "{0} solmua" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} on tehnyt salaisen sopimuksen tuntemattomien muukalaistahojen kanssa ja vetäytynyt projektista." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ovat tehneet salaisen sopimuksen tuntemattomien muukalaistahojen kanssa ja vetäytyneet projektista." STR_MONTHLY_RATING: "Kuukausiarvio> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Rahoituksen muutos> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rahoituslautakunta ei ole tyytyväinen taloustilanteeseesi. Sinun täytyy vähentää velkoja alle $1miljoonan tai projekti lakkautetaan." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPERAALTOLÄHETYKSET TULKITTU" STR_CRAFT_TYPE: "ALUKSEN TYYPPI" STR_RACE: "LAJI" STR_MISSION: "TEHTÄVÄ" STR_ZONE: "ALUE" STR_ALLOCATE_RESEARCH: "Kohdenna tutkimusta" STR_ALLOCATE_MANUFACTURE: "Kohdenna tuotantoa" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogotá" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Lontoo" STR_PARIS: "Pariisi" STR_BERLIN: "Berliini" STR_MOSCOW: "Moskova" STR_ROME: "Rooma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapkaupunki" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Tehran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Kalkutta" STR_TOKYO: "Tokio" STR_BEIJING: "Beking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi-koulutus" STR_PSIONIC_TRAINING: "PSIONINEN KOULUTUS" STR_REMAINING_PSI_LAB_CAPACITY: "Vapaa psi-laboratoriotila> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psi-{NEWLINE}voima" STR_PSIONIC_SKILL_IMPROVEMENT: "Psi-taito{NEWLINE}/Kehitys" STR_PSI_AMP: "Psi-vahvistin" STR_IN_TRAINING: "Koulutuk-{NEWLINE}sessa?" STR_TARGETTED_BY: "KOHTEENA ALUKSELLA:" STR_WEAPONS_CREW_HWPS: "ASEET/{NEWLINE}MIEH./MTKt" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "-aluksella on polttoaine vähissä,{NEWLINE}joten se palaa tukikohtaan" STR_SOLDIER_LIST: "Sotilaat" STR_RANK_: "SOTILASARVO> {ALT}{0}" STR_MISSIONS: "TEHTÄVÄT> {ALT}{0}" STR_KILLS: "TAPOT> {ALT}{0}" STR_WOUND_RECOVERY: "TOIPILASAIKA> {ALT}{0}" STR_TIME_UNITS: "AIKAYKSIKÖT" STR_STAMINA: "KESTÄVYYS" STR_HEALTH: "TERVEYS" STR_BRAVERY: "ROHKEUS" STR_REACTIONS: "REAKTIOKYKY" STR_FIRING_ACCURACY: "AMPUMATARKKUUS" STR_THROWING_ACCURACY: "HEITTOTARKKUUS" STR_STRENGTH: "VOIMA" STR_PSIONIC_STRENGTH: "PSIONINEN VOIMA" STR_PSIONIC_SKILL: "PSIONINEN TAITO" STR_NEW_RANK: "UUSI SOTILASARVO" STR_PROMOTIONS: "Ylennykset" STR_SOLDIERS_UC: "SOTILAAT" STR_TANK_CANNON_UFOPEDIA: "Miehittämättömillä taistelukoneilla voidaan täydentää X-Com-ryhmiä. Suuren tulivoiman ja vahvan panssarin yhdistelmä tekee näistä koneista arvokkaita avoimessa maastossa taisteltaessa. Varmista, että sinulla on riittävästi ammuksia tämän MTK:n tykkiä varten. MTK:iden aseet ladataan automaattisesti, kun määräät ne osaksi ryhmää." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Tämä miehitttämätön taistelukone (MTK) on aseistettu voimakkailla ohjuksilla. Taistelutilanteessa sen käyttö on turmiollista vihollisen kannalta. Varmista, että varastoissasi on riittävästi MTK ohjuksia." STR_TANK_LASER_CANNON_UFOPEDIA: "Laseraseet ovat hyödyllinen lisä MTK:iden arsenaaliin. Näin mahdollistetaan suuri tulivoima ilman ammusten määrän rajallisuutta." STR_HOVERTANK_PLASMA_UFOPEDIA: "Muukalaisten teknologiaa soveltamalla MTK-teknologian käyttöikää on lisätty. Lentämisen tuoma lisäliikuntakyky ja plasma-aseen suuri tulivoima on tappava yhdistelmä." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Tässä lentävässä MTK:ssa on fuusiopallolaukaisin, joka kykenee suunnattoman suureen hävitykseen. Ole erityisen varovainen käyttäessäsi sitä. Fuusiopallot, joita teknikkojemme täytyy valmistaa tätä MTK:ta varten, ovat älykkäästi ohjattavia ohjuksia. Kun laukaiset fuusiopallon, voit valita osoittimella ensin useita etappipisteitä, minkä jälkeen voit laukaista ohjuksen napsauttamalla laukaisukuvaketta." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Tämä kompakti laite toimii plasmatykin ammuslippaana. Se sisältää pienen määrän eleriumia." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Tämä pieni laite toimii plasmakiväärin - keskivoimakkaan muukalaisten aseen - voimanlähteenä. Se sisältää pienen määrän eleriumia." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Tämä on pienen muukalaisten plasmapistoolin voimanlähde. Se sisältää eleriumia, joka on kaiken muukalaisten energiantuotannon lähde." STR_STUN_BOMB_UFOPEDIA: "Tainnutuspommia käytetään elävien ihmisten kaappaamiseen, mutta se on käyttökelpoinen myös useimpien muukalaisten tainnuttamisessa. Sen ampumiseen käytetään pientä laukaisijaa." STR_ALIEN_RESEARCH_UFOPEDIA: "Muukalaiset keräävät tutkimusretkillään perustietoa Maasta ja sen asukkaista. Useimmiten tehtävään käytetään pieniä aluksia, jotka joskus laskeutuvat harvaanasutuille alueille. Tämäntyyppinen muukalaistoiminta uhkaa vähiten X-Comin toimintaa, koska se ei juuri aiheuta huolta hallituksien tai suuren yleisön keskuudessa." STR_ALIEN_HARVEST_UFOPEDIA: "Muukalaisilla on paljon erilaisia käyttötarkoituksia Maan eliöstölle. Eläimiä kaapataan salaa ja palautetaan sen jälkeen, kun niistä on poistettu elimiä. Karjansilpomistapauksia raportoidaan usein ufohavaintojen yhteydessä. Tämäntyyppinen muukalaisten toiminta aiheuttaa suurta huolta maiden hallituksissa sekä ahdistusta siviiliväestön keskuudessa. Yleensä muukalaiset suorittavat sadonkorjuutehtäviään viljellyillä alueilla maaseudulla. \"Muukalaisten sadonkorjuu\"-teorian mukaan muukalaiset olisivat aikoinaan \"kylväneet\" tämän planeetan omalla eläin- ja kasvikunnallaan ja olisivat nyt palanneet niittämään satoaan." STR_ALIEN_ABDUCTION_UFOPEDIA: "Muukalaisten kaappaukset ovat salakavalinta muukalaisten toiminnoista. Kaappauksista on useita kertomuksia, huolimatta muukalaisten yrityksistä tyhjentää uhriensa muistikuvat tapahtuneesta. Kaapatut kertovat joutuneensa erilaisiin nöyryyttäviin fyysisiin tutkimuksiin ja kokeisiin. Heitä on käytetty mm. muukalaisten sikiöiden kasvualustana sekä erilaisiin outoihin geneettisiin kokeisiin. Näiden kokeiden motiivina vaikuttaisi olevan muukalaisten tarve manipuloida omaa geneettistä perimäänsä. Muukalaisten kaappaukset aiheuttavat paljon levottomuutta, ja niitä tehdään kaupunkialueilla sekä muilla asutetuilla alueilla." STR_ALIEN_INFILTRATION_UFOPEDIA: "Maan hallituksiin saattaa soluttautua muukalaisten agentteja, jotka näyttävät ulkoisesti ihmisiltä. Tämä saattaa johtaa kohtaamisiin korkean tason virkamiesten ja muukalaisten välillä. Tällaisen muukalaistoiminnan huipentumana tyypillisesti nähdään valtavaa ufojen aktiivisuutta suurimpien kaupunkien lähistöllä. Muukalaiset yrittävät solmia sopimuksen Maan hallituksen kanssa tarjoamalla heidän ylivertaista teknologiaansa. Vastapalveluksena ko. hallitus sallii muukalaisten jatkaa toimintaansa alueellaan rajoituksetta. Tämäntyyppinen muukalaistoiminta on kaikista vaarallisinta X-Com-projektin kannalta. Jos jokin hallitus solmii kuvatunlaisen sopimuksen muukalaisten kanssa, sen rahoitus lakkaa." STR_ALIEN_BASE_UFOPEDIA: "Muukalaiset rakentavat salaisia maanalaisia tukikohtia syrjäisiin paikkoihin. Aluksi muukalaiset yleensä suorittavat tiedustelulentoja mielestään sopivalla alueella, minkä jälkeen tukikohdan rakentamisen yhteydessä havaitaan intensiivistä ufojen aktiivisuutta alueella. Näissä tukikohdissa on kokeellisia laboratorioita ihmiskokeita varten sekä varusteita tulevaa alueellista toimintaa varten. Tukikohtien läsnäolo saa aikaan runsaasti ilmoituksia muukalaisten aktiivisuudesta alueella ilman ufojen läsnäoloa. Jotta voimme löytää muukalaisten tukikohdan, tulee meidän lähettää alus partioimaan epäillylle alueelle. Aluetta on partioitava muutaman tunnin ajan, jotta aluksella olisi minkäänlaista käytännön mahdollisuutta havaita mahdollista tukikohtaa." STR_ALIEN_TERROR_UFOPEDIA: "Kun muukalaiset terrorisoivat kaupunkia, ne käyttävät tehtävään erityisiä terrorijoukkoja, joilla on tuhoisia voimia. Siviilit joutuvat suoran fyysisen uhan kohteeksi, ja paikallishallinnot joutuvat evakuoimaan kokonaisia asuinalueita. Tämän toiminnan pääasiallinen tarkoitus on aiheuttaa massahysteriaa ja paniikkia, jotta hallitukset painostaisivat X-Com-projektia." STR_ALIEN_RETALIATION_UFOPEDIA: "Jos X-Com-hävittäjät onnistuvat erityisen hyvin ampumaan alas ufoja, saattavat muukalaiset ryhtyä vastatoimiin. Tämä saattaa johtaa suoraan hyökkäykseen X-Com-tukikohtaan. Muukalaisten pitää kuitenkin ensin löytää tukikohta hyökätäkseen siihen, ja jos ufot onnistutaan pitämään loitolla, pitäisi suoran hyökkäyksen riskin olla pieni." STR_ALIEN_SUPPLY_UFOPEDIA: "Kun muukalaiset ovat rakentaneet tukikohdan, sitä täytyy ylläpitää säännöllisesti erityisillä huoltoaluksilla. Jos tällainen huoltoalus havaitaan laskeutuneena, on varmaa, että lähistöllä on muukalaisten tukikohta." STR_SMALL_SCOUT_UFOPEDIA: "Tätä pikkuriikkistä alusta käytetään yleensä tiedusteluun ja tutkimukseen. Yleensä se edeltää suurempia muukalaisten aluksia muukalaisten tehtävien alussa." STR_MEDIUM_SCOUT_UFOPEDIA: "Tämä on keskikokoinen tiedustelualus joka ei juuri uhkaa maapallon sotilaallisia voimia. Yleensä alus edeltää suurempia aluksia tehtävien aikana." STR_LARGE_SCOUT_UFOPEDIA: "Suurin muukalaisten tiedustelualus on yleiskäyttöinen alus, jota käytetään kaikentyyppisiin tehtäviin." STR_HARVESTER_UFOPEDIA: "Sadonkorjaajassa on luukku sen pohjassa ja se on varustettu nosturilaitteilla, joiden avulla alukseen nostetaan karjaa ja muita eläimiä. Laserveitsien avulla halutut ruumiinosat ja elimet poistetaan ja loppu raadosta heitetään maahan. Aluksesta löytyy lisäksi varastointisäiliöitä poistettuja ruumiinosia varten." STR_ABDUCTOR_UFOPEDIA: "Tämä alus on varustettu tutkimushuoneella, jossa tehdään karmeita kokeita ihmisillä. Uhri on yleensä halvaannutettu telepaattisilla voimilla, mutta pysyy tajuissaan ollessaan tutkimuspöydällä." STR_TERROR_SHIP_UFOPEDIA: "Terrorialuksessa on tilat suurten terroriaseiden ja -olentojen kuljetusta varten. Sitä käytetäänkin näiden terrorivälineiden kuljettamiseen asuttujen alueiden keskelle." STR_BATTLESHIP_UFOPEDIA: "Taistelualus on muukalaisten suurin ja tulivoimaltaan voimakkain alus. Se on yleensä pääasiallinen muukalaisten alus useissa tehtävissä, sillä siihen mahtuu paljon aseistusta sekä miehistön jäseniä." STR_SUPPLY_SHIP_UFOPEDIA: "Huoltoalusta käytetään rakennettaessa uusia tukikohtia sekä ylläpidettäessä vanhoja. Se tuo muukalaisille ruokaa sekä lisääntymisvälineitä." STR_DISMANTLE: "Pura" STR_FACILITY_IN_USE: "LAITOS KÄYTÖSSÄ" STR_CANNOT_DISMANTLE_FACILITY: "LAITOSTA EI VOI PURKAA!{SMALLLINE}Jokaisesta tukikohdan laitoksesta täytyy olla yhteys laitoshissiin." STR_TRANSFER_ITEMS_TO: "Siirrä tavarat tukikohtaan {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "MUUKALAISTEN VANKILAITOSTA EI OLE KOHTEESSA{SMALLLINE}Elävät muukalaiset tarvitsevat erityisen vankilaitoksen johon voidaan luoda niiden tarvitsemat elinolosuhteet." STR_AMOUNT_AT_DESTINATION: "MÄÄRÄ{NEWLINE}KOHTEESSA" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Muukalainen kuolee, koska muukalaisten vankilaitosta ei ole" STR_NO_FREE_ACCOMODATION_CREW: "EI RIITTÄVIÄ ASUINTILOJA!{SMALLLINE}Kohdetukikohdassa ei ole riittävästi asuintiloja aluksen miehistöä varten." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "EI TARPEEKSI VARASTOTILAA!{SMALLLINE}Määränpäässä ei ole tarpeeksi varastotilaa alukselle määrätylle varustukselle." STR_ITEMS_ARRIVING: "Kuljetus saapui" STR_DESTINATION_UC: "MÄÄRÄNPÄÄ" STR_PISTOL: "Pistooli" STR_PISTOL_CLIP: "Pistoolin lipas" STR_RIFLE: "Kivääri" STR_RIFLE_CLIP: "Kiväärin lipas" STR_HEAVY_CANNON: "Käsikanuuna" STR_HC_AP_AMMO: "HC-AP-ammukset" STR_HC_HE_AMMO: "HC-HE-ammukset" STR_HC_I_AMMO: "HC-I-ammukset" STR_AUTO_CANNON: "Autokanuuna" STR_AC_AP_AMMO: "AC-AP-ammukset" STR_AC_HE_AMMO: "AC-HE-ammukset" STR_AC_I_AMMO: "AC-I-ammukset" STR_ROCKET_LAUNCHER: "Raketinheitin" STR_SMALL_ROCKET: "Pieni raketti" STR_LARGE_ROCKET: "Suuri raketti" STR_INCENDIARY_ROCKET: "Paloraketti" STR_GRENADE: "Kranaatti" STR_SMOKE_GRENADE: "Savuheite" STR_PROXIMITY_GRENADE: "Sensorikranaatti" STR_HIGH_EXPLOSIVE: "Räjähde" STR_STUN_ROD: "Lähilamautin" STR_HEAVY_PLASMA: "Plasmakäsitykki" STR_HEAVY_PLASMA_CLIP: "Plasmakäsitykin lipas" STR_PLASMA_RIFLE: "Plasmakivääri" STR_PLASMA_RIFLE_CLIP: "Plasmakiväärin lipas" STR_PLASMA_PISTOL: "Plasmapistooli" STR_PLASMA_PISTOL_CLIP: "Plasmapistoolin lipas" STR_BLASTER_LAUNCHER: "Tuholaukaisin" STR_BLASTER_BOMB: "Suurtuhopommi" STR_SMALL_LAUNCHER: "Pieni laukaisin" STR_STUN_BOMB: "Tainnutuspommi" STR_ALIEN_GRENADE: "Muukalaisten kranaatti" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Mielenluotain" STR_SECTOID_CORPSE: "Harmaan ruumis" STR_SNAKEMAN_CORPSE: "Käärmemiehen ruumis" STR_ETHEREAL_CORPSE: "Eteerin ruumis" STR_MUTON_CORPSE: "Mutonin ruumis" STR_FLOATER_CORPSE: "Leijujan ruumis" STR_CELATID_CORPSE: "Kelatoidin ruumis" STR_SILACOID_CORPSE: "Silikoidin ruumis" STR_CHRYSSALID_CORPSE: "Munamiehen ruumis" STR_REAPER_CORPSE: "Raatelijan ruumis" STR_SECTOPOD_CORPSE: "Sektopodin jäännökset" STR_CYBERDISC_CORPSE: "Kyberlautasen jäännökset" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Ei riittävästi ammuksia MTK:n lataamiseksi{SMALLLINE}Kukin MTK vaatii {0} kpl ammustyyppiä {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Varusteita ei ole tarpeeksi täydentämiseen" STR_MARS_CYDONIA_LANDING: "Mars: Kydonialle laskeutuminen" STR_MARS_CYDONIA_LANDING_BRIEFING: "Sinun Avenger -aluksesi on laskeutunut Kydonian alueelle Marsin pinnalla. Tietojemme mukaan yhdessä alueen pyramideissa on vihreä sisäänkäynti muukalaisten maanalaiseen tukikohtaan. Kun olet koonnut kaikki sotilaasi vihreälle sisäänkäyntialueelle, napsauta \"Keskeytä tehtävä\" -painiketta jatkaaksesi eteenpäin tehtävässä." STR_MARS_THE_FINAL_ASSAULT: "Mars: Viimeinen rynnäkkö" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Pyramidin hissi vie taistelusta väsyneet sotilaasi syvälle planeetan pinnan alle. Lopulta joukko saapuu suuren käytävä- ja huoneistokompleksin sydämeen. Muukalaisten aivot sijaitsevat piilossa jossakin labyrintin uumenissa. Se on tuhottava, jotta Maa voisi pelastua muukalaisten orjuudelta.{NEWLINE}{NEWLINE}Onnea taisteluun!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Sinun täytyy tutkia ensin:{NEWLINE}{0}{NEWLINE}ennen kuin voit rakentaa{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Muukalaiset ovat tuhonneet puolustamattoman tukikohdan: {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Comin agentit ovat paikallistaneet muukalaisten tukikohdan alueella {0}." STR_STANDOFF: "SEURAA" STR_CAUTIOUS_ATTACK: "VAROVAINEN HYÖKKÄYS" STR_STANDARD_ATTACK: "TAVALLINEN HYÖKKÄYS" STR_AGGRESSIVE_ATTACK: "AGGRESSIIVINEN HYÖKKÄYS" STR_DISENGAGING: "PERÄÄNNYTÄÄN" STR_UFO_HIT: "UFOON OSUI!" STR_UFO_CRASH_LANDS: "UFO SYÖKSYY MAAHAN!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Pienennys vain seuratessa" STR_UFO_RETURN_FIRE: "UFO VASTAA TULEEN!" STR_INTERCEPTOR_DAMAGED: ">>> HÄVITTÄJÄ VAURIOITUI <<<" STR_INTERCEPTOR_DESTROYED: ">>> HÄVITTÄJÄ TUHOUTUI <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO KARKAA HÄVITTÄJÄLTÄ!" STR_ALIENS_TERRORISE: "MUUKALAISTERRORI-ISKU! KOHDE:" STR_LONG_RANGE_DETECTION: "Pitkän matkan tutkat" STR_STORES_UC: "VARASTOT" STR_DIFFICULTY_LEVEL: "Vaikeusaste" STR_INTERCEPT: "ILMAVOIMAT" STR_BASES: "TUKIKOHDAT" STR_GRAPHS: "KUVAAJAT" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "ASETUKSET" STR_FUNDING_UC: "RAHOITUS" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 tunti" STR_1_DAY: "1 päivä" STR_XCOM_PERFORMANCE_ROSTER: "X-Comin suoritustaulukko" STR_ENTER_NAME: "Nimi" STR_PERFORMANCE_RATING: "Suorituksen arvosana" STR_VICTORY_DATE: "Voiton päivänmäärä" STR_ELECTRO_FLARE: "Heittovalo" STR_ELECTRO_FLARE_UFOPEDIA: "Tämä kompakti kirkas valonlähde on suunniteltu siten, että se syttyy automattisesti heitettäessä. Se on erittäin hyödyllinen vihollisten paljastamiseksi pimeissä olosuhteissa." STR_MONTHLY_COSTS: "Menot/kk" STR_CRAFT_RENTAL: "Alusten vuokra" STR_SALARIES: "Palkat" STR_BASE_MAINTENANCE: "Tukikohdan ylläpito" STR_COST_PER_UNIT: "Hinta / yks." STR_QUANTITY: "Määrä" STR_TOTAL: "Yhteensä" STR_IN_PSIONIC_TRAINING: "Psionisessa koulutuksessa" STR_BLASTER_BOMB_UFOPEDIA: "Tämä laite on eräänlainen ohjus, jossa on älykäs ohjausjärjestelmä ja erittäin voimakas räjähdepanos. Se laukaistaan tuholaukaisimen avulla." STR_FRONT_ARMOR: "Etupanssari" STR_LEFT_ARMOR: "Vasen panssari" STR_RIGHT_ARMOR: "Oikea panssari" STR_REAR_ARMOR: "Takapanssari" STR_UNDER_ARMOR: "Alapanssari" STR_ROUNDS: "Ammuksia" STR_UNIT: "YKSIKKÖ> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "TAISTELUTAHTO" STR_ARMOR_: "PANSSARI> {0}" STR_FRONT_ARMOR_UC: "ETUPANSSARI" STR_LEFT_ARMOR_UC: "VASEN PANSSARI" STR_RIGHT_ARMOR_UC: "OIKEA PANSSARI" STR_REAR_ARMOR_UC: "TAKAPANSSARI" STR_SKILLS: "TAIDOT> {0}" STR_LEVEL: "TASO> {0}" STR_HEAD: "PÄÄ" STR_TORSO: "VARTALO" STR_RIGHT_ARM: "O KÄSI" STR_LEFT_ARM: "V KÄSI" STR_RIGHT_LEG: "O JALKA" STR_LEFT_LEG: "V JALKA" STR_PAIN_KILLER: "KIPULÄÄKE" STR_STIMULANT: "PIRISTE" STR_HEAL: "PARANNA" STR_TIME_UNITS_SHORT: "AY>{ALT}{0}" STR_WEIGHT: "Paino>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakt>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Taito>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Voima>{ALT}{0}" STR_ALIEN_ARTIFACT: "Muukalaisten laite" STR_AMMO_ROUNDS_LEFT: "AMMUS:{NEWLINE}{NEWLINE}JÄLJELLÄ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Kipulääke>{ALT}{0}{ALT}{NEWLINE}Piriste>{ALT}{1}{ALT}{NEWLINE}Paranna>{ALT}{2}" STR_THROW: "Heitä" STR_AUTO_SHOT: "Sarjatuli" STR_SNAP_SHOT: "Kertatuli" STR_AIMED_SHOT: "Tähdätty" STR_STUN: "Tainnuta" STR_PRIME_GRENADE: "Ajasta kranaatti" STR_USE_SCANNER: "Käytä liikkeentunnistinta" STR_USE_MEDI_KIT: "Käytä ensiapulaitetta" STR_LAUNCH_MISSILE: "Laukaise ohjus" STR_ACCURACY_SHORT: "Tark>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ei riittävästi aikayksiköitä!" STR_NOT_ENOUGH_ENERGY: "Ei tarpeeksi energiaa!" STR_NO_ROUNDS_LEFT: "Ei ammuksia jäljellä!" STR_NO_AMMUNITION_LOADED: "Ase ei ole ladattu!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Väärä ammus tätä asetta varten!" STR_WEAPON_IS_ALREADY_LOADED: "Ase on jo ladattu!" STR_NO_LINE_OF_FIRE: "Ei tulilinjaa!" STR_GRENADE_IS_ACTIVATED: "Kranaatti on aktivoitu!" STR_GRENADE_IS_DEACTIVATED: "Kranaatti on deaktivoitu!" STR_THERE_IS_NO_ONE_THERE: "Siinä kohtaa ei ole ketään!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Muukalaisten laitteita ei voi käyttää ennen tutkimusprojektin valmistumista!" STR_OUT_OF_RANGE: "Kantaman ulkopuolella!" STR_UNABLE_TO_THROW_HERE: "Tähän ei voi heittää!" STR_SET_TIMER: "Aseta ajastin" STR_HIDDEN_MOVEMENT: "VIHOLLISEN VUORO" STR_TURN: "VUORO> {0}" STR_SIDE: "PUOLI> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Paina näppäintä jatkaaksesi" STR_MIND_CONTROL: "Mielenhallinta" STR_PANIC_UNIT: "Paniikkikohtaus" STR_MORALE_ATTACK_SUCCESSFUL: "Kohteen taistelutahtoa vähennetty" STR_MIND_CONTROL_SUCCESSFUL: "Mielenhallinta onnistui" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}on mennyt sekaisin" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}on mennyt sekaisin" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}on joutunut paniikkiin" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}on joutunut paniikkiin" STR_XCOM: "X-Com" STR_ALIENS: "Muukalaiset" STR_RIGHT_HAND: "OIKEA KÄSI" STR_LEFT_HAND: "VASEN KÄSI" STR_RIGHT_SHOULDER: "OIKEA OLKAPÄÄ" STR_LEFT_SHOULDER: "VASEN OLKAPÄÄ" STR_BACK_PACK: "REPPU" STR_BELT: "VYÖ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}on muukalaisten hallinnassa" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}on muukalaisten hallinnassa" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}on menettänyt tajuntansa" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}on menettänyt tajuntansa" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}kuoli vakavan haavan vuoksi" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}kuoli vakavan haavan vuoksi" STR_USE_MIND_PROBE: "Käytä mielenluotainta" STR_FATAL_WOUNDS: "VAKAVAT HAAVAT" STR_UNDER_ARMOR_UC: "ALAPANSSARI" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Aikayksiköitä varattu kertatulta varten" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Aikayksiköitä varattu sarjatulta varten" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Aikayksiköitä varattu tähdättyä laukausta varten" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Aikayksiköitä varattu polvistumista varten" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "AY:t varattu polvistumista ja ampumista varten" STR_UNITS_IN_CRAFT: one: "{N} yksikkö X-Com-aluksessa" other: "{N} yksikköä X-Com-aluksessa" STR_UNITS_OUTSIDE: one: "{N} yksikkö jätetty ulkopuolelle" other: "{N} yksikköä jätetty ulkopuolelle" STR_UNITS_IN_ENTRANCE: one: "{N} yksikkö sisäänkäynnillä" other: "{N} yksikköä sisäänkäynnillä" STR_UNITS_IN_EXIT: one: "{N} yksikkö kohdepoistumisalueella" other: "{N} yksikköä kohdepoistumisalueella" STR_ABORT_MISSION_QUESTION: "Keskeytetäänkö tehtävä?" STR_CORPSE: "Ruumis" STR_UNLOAD_CRAFT: "Pura varustelasti" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}on kuollut" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}on kuollut" STR_HIT_MELEE: "Osuma" STR_GROUND: "MAA" STR_LIVING_QUARTERS_PLURAL: "Asuintilat" STR_LIST_ITEM: "ASIA" STR_PERSONAL_ARMOR_UFOPEDIA: "Käyttämällä hiljattain löydettyjä muukalaisten metalliseoksia, voimme rakentaa henkilökohtaisen panssarin joka antaa sotilaillemme edes pienen mahdollisuuden selvitä joutuessaan muukalaisten tulituksen kohteeksi." STR_POWER_SUIT_UFOPEDIA: "Tämä uusi, voimakas henkilökohtainen panssari on varustettu eleriumia käyttävällä voimanlähteellä. Se parantaa sotilaan nopeutta ja voimaa, sekä antaa tähän mennessä parhaan suojan sotilaillemme." STR_FLYING_SUIT_UFOPEDIA: "Tämä on voimapanssarin paranneltu versio, johon on liitetty antipainovoimanavigointiteknologiaa. Pukua käyttävä sotilas pystyy liikkumaan vapaasti taistelukentällä." STR_ALL_ALIENS_KILLED_IN_CRASH: "Kaikki muukalaiset kuolivat pakkolaskussa,{NEWLINE}Pakkolaskun saalista kerätään" STR_RESET: "Nollaa" STR_MEMORIAL: "Muistomerkki" STR_DATE_UC: "PVM" STR_SOLDIERS_RECRUITED_UC: "SOTILAITA VÄRVÄTTY>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOTILAITA MENETETTY>{ALT}{0}" MAP_CULTA: "Maatila" MAP_FOREST: "Metsä" MAP_JUNGLE: "Viidakko" MAP_MOUNT: "Vuori" MAP_DESERT: "Aavikko" MAP_POLAR: "Napa" MAP_URBAN: "Kaupunki" MAP_UBASE: "Muukalaisten tukikohta" MAP_XBASE: "X-Com-tukikohta" MAP_MARS: "Mars" STR_MIXED: "Sekalainen" STR_REMOVE_SELECTED: "Poista valitut" STR_LIVE_ALIENS: "Eläviä{NEWLINE}yksilöjä" STR_DEAD_ALIENS: "Hylättäviä{NEWLINE}yksilöjä" STR_UNDER_INTERROGATION: "Tutkit-{NEWLINE}tavana" STR_CONTAINMENT_EXCEEDED: "MUUKALAISTEN VANKILAPAIKAT TÄYNNÄ{SMALLLINE}Ei riittävästi vankilatilaa tukikohdassa {0}. Sinun täytyy poistaa turhia muukalaisia vankilasta (toisin sanoen tappaa ne)." STR_MANAGE_CONTAINMENT: "Hallitse muukalaisten vankilaitosta" STR_STORAGE_EXCEEDED: "VARASTOTILA YLITETTY!{SMALLLINE}Riittämättömästi varastotilaa tukikohdassa {0}. Liika tavara on myytävä pois." STR_GO_TO_BASE: "Mene tukikohtaan" STR_MELEE_ACCURACY: "LÄHITAISTELUTARKKUUS" STR_SELL_PRODUCTION: "MYY" STR_BOTH_HANDS_MUST_BE_EMPTY: "Molempien käsien täytyy olla vapaina!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Ei tarpeeksi varusteita mallin kopioimiseksi!" STR_UNLOAD_WEAPON: "Poista ammukset" STR_ALL_ITEMS: "Kaikki esineet" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "EI ENEMPÄÄ VARUSTEITA SALLITTU ALUKSEEN!{SMALLLINE}Alukseen sallitaan korkeintaan {N} varuste." other: "EI ENEMPÄÄ VARUSTEITA SALLITTU ALUKSEEN!{SMALLLINE}Alukseen sallitaan korkeintaan {N} varustetta." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KOMENTOKESKUS TUHOTTU{NEWLINE}Palaa sisäänkäynnille ja keskeytä tehtävä." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com-laitoksia ei voi rakentaa veden alle" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Henkilökunta" STR_CRAFT_ARMAMENT: "Alukset & aseistus" STR_COMPONENTS: "Komponentit" STR_SOLDIERS_RECRUITED: "Sotilaita värvätty" STR_SOLDIERS_LOST: "Sotilaita menetetty" STR_TOTAL_UFOS: "Ufoja havaittu" STR_TOTAL_ALIEN_BASES: "Muukalaistukikohtia löydetty" STR_PSIONIC_STRENGTH_ABBREVIATION: "PSV" STR_PSIONIC_SKILL_ABBREVIATION: "PST" FEMALE_CIVILIAN: "Siviili, nainen" MALE_CIVILIAN: "Siviili, mies" CYBERDISC_WEAPON: "Kyberlautasen ase" REAPER_WEAPON: "Raatelijan ase" CHRYSSALID_WEAPON: "Munamiehen ase" CELATID_WEAPON: "Kelatoidin ase" SILACOID_WEAPON: "Silikoidin ase" SECTOPOD_WEAPON: "Sektopodin ase" ZOMBIE_WEAPON: "Zombin ase" ALIEN_PSI_WEAPON: "Muukalaisten psioninen ase" ================================================ FILE: bin/standard/xcom1/Language/fr-CA.yml ================================================ fr-CA: STR_AVENGER_UFOPEDIA: "VAISSEAU DE TRANSPORT ET DE COMBAT. L'ULTIME RÉPLIQUE DE LA TECHNOLOGIE ALIEN." STR_INTERCEPTOR_UFOPEDIA: "VAISSEAU DE COMBAT AÉRIEN AVEC MOTEURS À DÉTONATION À IMPULSION DOUBLE ET SYSTÈMES ÉLECTRONIQUES SPÉCIALEMENT BLINDÉS. LA PLUS SOPHISTIQUÉE DES TECHNOLOGIES TERRESTRES." STR_LIGHTNING_UFOPEDIA: "VAISSEAU DE TRANSPORT ET DE COMBAT. UNE RÉPLIQUE GROSSIÈRE MAIS EFFICACE DES SYSTÈMES DE PROPULSION ALIEN." STR_SKYRANGER_UFOPEDIA: "VAISSEAU TRANSPORTEUR DE TROUPES. LE PLUS RAPIDE DE SA CATÉGORIE, AVEC CAPACITÉ DE DÉCOLLAGE ET D'ATTERRISSAGE À LA VERTICALE (C.D.A.V)." STR_FIRESTORM_UFOPEDIA: "VAISSEAU DE COMBAT. CE CHASSEUR MONOPLACE EST LA RÉPLIQUE DE LA SOUCOUPE VOLANTE ALIEN CLASSIQUE, AVEC UNITÉ CENTRALE DE PROPULSION." STR_STINGRAY_UFOPEDIA: "MISSILE AIR-AIR AVANCÉ AVEC DES SYSTÈMES ÉLECTRONIQUES SPÉCIALEMENT BLINDÉS." STR_AVALANCHE_UFOPEDIA: "MISSILE AIR-AIR À OGIVE NUCLÉAIRE, MAIS D'UN POIDS EXTRÊMEMENT ÉLEVÉ." STR_CANNON_UFOPEDIA: "CANON TRÈS PUISSANT QUI TIRE DES BALLES PERCE-ARMURE CAPABLES DE PÉNÉTRER 40 CM D'ACIER." STR_FUSION_BALL_UFOPEDIA: "CETTE ARME TIRE UN MISSILE EN FORME DE BOULE, PROPULSÉ PAR RÉACTION ANTIMATIÈRE. LA BOULE DÉTRUIT LA CIBLE AVEC UNE IMPLOSION D'ONDES GRAVITATIONNELLES." STR_LASER_CANNON_UFOPEDIA: "CE RAYON LASER CONVENTIONNEL EST ALIMENTÉ PAR UNE CHAMBRE À RÉACTION ANTIMATIÈRE." STR_PLASMA_BEAM_UFOPEDIA: "LE RAYON GRAVITATIONNEL PRODUIT UNE IMPLOSION DE CHAMP GRAVITATIONNEL CANALISÉE." STR_SECTOID_UFOPEDIA: "La hiérarchie Sectoïde va des soldats aux leaders ayant d'importantes compétences psioniques. Ces pouvoirs psioniques peuvent être utilisés pour démoraliser les soldats durant le combat, ou même pour prendre possession de leur esprit. Ils ont tendance à s'adonner aux enlèvements d'humains et à la mutilation du bétail. L'enlèvement permet l'extraction de codes génétiques pour le croisement de races et le développement de clones afin d'infiltrer la société humaine. Cette race semble vouloir développer des hybrides génétiques supérieurs pour augmenter l'efficacité de leur société-ruche." STR_SECTOID_AUTOPSY: "Autopsie de Sectoïde" STR_SECTOID_AUTOPSY_UFOPEDIA: "L'autopsie montre des organes digestifs atrophiés et une structure simple. Le cerveau et les yeux sont très bien développés. La structure suggère une modification génétique ou une mutation. La petite bouche et le nez semblent n'avoir que peu de fonctions. Les doigts palmés, et les pieds plats suggèrent des origines aquatiques. Il n'y a pas d'organes reproducteurs, et aucun indice sur la façon dont cette espèce se reproduit. C'est certainement une espèce créée génétiquement." STR_SNAKEMAN_UFOPEDIA: "Cette race s'est développée dans un environnement extrêmement hostile. Ils sont très forts et peuvent résister à d'extrêmes variations de température. Leur mobilité est basée sur un 'pied' géant de la forme d'un serpent qui protège tous les organes vitaux. Leurs objectifs semblent être purement et simplement ceux de prédateurs et ils semblent obéir à une autre intelligence qui dicte leurs incursions de style militaire sur la Terre." STR_SNAKEMAN_AUTOPSY: "Autopsie d'Homme-Serpent" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "La peau est extrêmement dure et résistante à la chaleur. Le système cardio-vasculaire fait partie du système musculaire qui utilise le principe hydraulique pour créer un mouvement. Le seul vrai muscle est le 'cœur'. Le système de reproduction semble très efficace. La reproduction est asexuée, et chaque Homme-Serpent porte jusqu'à cinquante œufs à la fois dans son corps. Si cette espèce n'était pas combattue, elle représenterait une grave menace pour la vie sur la Terre." STR_ETHEREAL_UFOPEDIA: "Cet être a un terrifiant pouvoir mental permettant la communication télépathique et la capacité télékinétique. Les capacités physiques apparemment faibles de cette créature sont compensées par son pouvoir mental. Nous ne savons pas comment fonctionne ce pouvoir télékinétique, car il semble défier les lois de la physique telles que nous les connaissons. Ces êtres sont extrêmement dangereux dans toute situation de combat où ils s'en remettent à leur pouvoir mental. Ils apparaissent rarement sur Terre car ils semblent compter sur d'autres races pour poursuivre leurs objectifs." STR_ETHEREAL_AUTOPSY: "Autopsie d'Ethereal" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Cet être est physiquement déficient et semble incapable de se maintenir en vie. Ses muscles sont sévèrement atrophiés et les organes internes semblent sous-développés. Les organes sensoriels, y compris les yeux, semblent ne pas fonctionner du tout. Le cerveau, cependant, est bien développé et utilise une grande quantité du sang du corps. Comment cette créature peut continuer à vivre sans aide extérieure, cela reste un mystère." STR_MUTON_UFOPEDIA: "Cette créature humanoïde est physiquement puissante et intelligente. Elle apprécie tout particulièrement la viande crue, dont elle a besoin pour vivre, comme les carnivores terriens. Elle semble obéir aux ordres télépathiques d'une race appelée les 'Ethereals'. Si ce lien télépathique vient à se rompre, son système mental est détruit et elle meurt. Les implants cybernétiques sont utilisés pour renforcer sa performance au combat. Elle est de toute évidence au service d'une intelligence supérieure." STR_MUTON_AUTOPSY: "Autopsie de Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "La 'peau' de cette créature semble être une armure de protection organique greffée sur le corps. Il y a de nombreux implants cybernétiques utilisés pour renforcer le système cardio-vasculaire et les sens. Les organes de reproduction semblent avoir été enlevés par opération chirurgicale. De toute évidence, ces pauvres créatures sont limitées à une vie de guerre et de conquête. Les munitions permettant de percer les armures ne sont pas très efficaces contre leur peau renforcée." STR_CELATID_UFOPEDIA: "Cette forme de vie a la mystérieuse capacité naturelle de flotter dans les airs. Elle semble détecter les ondes du cerveau humain et se dirige vers une cible humaine même bien cachée. Une fois la cible détectée, le Celatid atterrit et crache des petites gouttes de venin extrêmement corrosif. La créature a la capacité de se multiplier à un rythme affolant. Cette race accompagne la race Muton dans ses déplacements." STR_CELATID_AUTOPSY: "Autopsie de Celatid" STR_CELATID_AUTOPSY_UFOPEDIA: "Le cœur contient un petit système biomécanique qui semble être un système de propulsion anti-gravité s'étant développé naturellement. La poche de venin est l'organe le plus grand et il ne semble pas y avoir de structure cérébrale séparée. Il n'y a pas de système digestif ou de reproduction visible. Un petit organe contient des embryons qui peuvent se développer rapidement en un nouvel être." STR_SILACOID_UFOPEDIA: "Cette forme de vie à base de silicone génère une énorme quantité de chaleur. Elle a la force d'écraser des rochers qui peuvent ensuite être ingérés par le cœur chaud. Elle a une intelligence primitive et peut être contrôlée par des implants ou par des êtres télépathiques. Elle travaille avec la race Muton." STR_SILACOID_AUTOPSY: "Autopsie de Silacoïde" STR_SILACOID_AUTOPSY_UFOPEDIA: "Le cœur de cette créature est extrêmement chaud et semble être la base d'un système digestif. Son système musculaire unique lui donne une énorme puissance et une très grande vitesse. Sa peau, semblable à du roc, est invulnérable au feu ou aux munitions incendiaires." STR_CHRYSSALID_UFOPEDIA: "Les pinces de cette créature sont une arme puissante en combat rapproché. Le puissant métabolisme et la force de cette créature lui procurent vitesse et dextérité. Au lieu de tuer sa victime, elle l'imprègne d'un œuf et injecte un venin qui la transforme en zombie. Une nouvelle Chrysalide sortira de la victime peu après. Les Chrysalides sont associées à la race des hommes-serpents." STR_CHRYSSALID_AUTOPSY: "Autopsie de Chrysalide" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "L'exosquelette de cette créature est très dur, mais étonnamment vulnérable aux munitions explosives. Le cerveau est bien développé, et le taux de croissance de ses cellules est très rapide. La créature porte une vingtaine d'œufs qu'elle pond dans d'autres organismes. Cette créature est une arme de terreur très efficace." STR_FLOATER_UFOPEDIA: "Les Floaters sont avant tout des soldats et des agents de terreur. Ce sont des prédateurs naturels, génétiquement modifiés et cybernétiquement renforcés pour faire d'exceptionnels guerriers. La partie inférieure de leur corps et la plupart des organes internes sont enlevés par une opération chirurgicale, et un système de support de vie est installé. Cet implant contient une unité antigravitationnelle qui permet à la créature de flotter dans les airs, quoiqu'en vacillant." STR_FLOATER_AUTOPSY: "Autopsie de Floater" STR_FLOATER_AUTOPSY_UFOPEDIA: "La créature a été très fortement modifiée par la chirurgie. L'appareil qui semble former le noyau du corps est un système de survie, ayant à la fois les fonctions de cœur, de poumons et de système digestif. Cela permet à la créature de survivre dans des environnements extrêmement hostiles. Le cerveau est plus petit que le nôtre, mais les organes sensoriels sont bien développés." STR_REAPER_UFOPEDIA: "Ce carnivore bipède a des mâchoires puissantes et un appétit vorace. Il a plusieurs implants cérébraux qui sont utilisés pour contrôler son activité. Les instincts primitifs de prédateur de cette créature sont de peu d'utilité si ce n'est pour terroriser et détruire. Les Reapers sont généralement associés aux Floaters." STR_REAPER_AUTOPSY: "Autopsie de Reaper" STR_REAPER_AUTOPSY_UFOPEDIA: "Le Reaper possède deux 'cerveaux' et deux 'cœurs' qui lui permettent de fonctionner même lorsqu'il est gravement blessé. Cependant, sa fourrure est hautement inflammable, ce qui le rend vulnérable aux armes incendiaires." STR_SECTOPOD_UFOPEDIA: "Les Sectopodes sont des robots possédant une arme à rayon laser très puissante. Ces bêtes mécaniques sont contrôlées par les Ethereals par lien télépathique. Les Sectopodes représentent l'arme de terreur la plus puissante des forces aliens." STR_SECTOPOD_AUTOPSY: "Autopsie de Sectopode" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Le robot est solidement construit avec une armure puissante capable de résister à la plupart des formes d'attaque, en particulier aux armes à plasma. Cependant, le système de détection semble particulièrement vulnérable aux armes laser." STR_CYBERDISC_UFOPEDIA: "Cette soucoupe volante miniature est une arme de terreur automatique munie d'un puissant rayon à plasma. La propulsion antigravitationnelle lui donne un avantage certain en terrain difficile. Sa principale fonction est de semer la destruction et la terreur au service de la race Sectoïde." STR_CYBERDISC_AUTOPSY: "Autopsie de Cyberdisque" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Le Cyberdisque est bien protégé et résiste particulièrement bien aux munitions explosives. Le système antigravitationnel principal est trop endommagé pour que l'on puisse comprendre son fonctionnement." STR_UFO_POWER_SOURCE_UFOPEDIA: "La source d'énergie du vaisseau alien est un réacteur antimatière qui utilise de l'élérium (élément 115) pour générer des ondes puissantes de gravité ainsi que d'autres formes d'énergie. La conversion de la matière en énergie est, chose incroyable, efficace à 99 %, et de petites quantités d'élérium peuvent donc produire une quantité énorme d'énergie. Cette unité peut être facilement reproduite avec les alliages aliens." STR_UFO_NAVIGATION_UFOPEDIA: "Le vaisseau alien utilise des ordinateurs sophistiqués pour naviguer sur la Terre et dans l'espace. Le système est basé sur des processeurs optiques installés en réseaux. L'interface de contrôle est relativement simple : le navigateur contrôle la direction des ondes de gravité générées par la source d'énergie pour déplacer le vaisseau dans n'importe quelle direction. Ce système peut facilement être utilisé par les humains, et peut être reproduit en utilisant les alliages aliens et d'autres composants." STR_UFO_CONSTRUCTION_UFOPEDIA: "Le vaisseau alien est constitué de trois composants principaux : une source d'énergie, un système de navigation et une coque faite d'alliages aliens. La coque est spécialement conçue pour que les ondes de gravité puissent être contrôlées. De plus, une petite quantité d'élérium est nécessaire pour alimenter la source d'énergie. Une fois que les principes de construction ont été compris, et que l'on connaît les fonctions de chaque composant, il est alors possible de construire ce type de vaisseau." STR_ALIEN_FOOD_UFOPEDIA: "Ces chambres contiennent plusieurs enzymes utilisées pour digérer les parties du corps du bétail, d'autres animaux et même des humains. Le liquide est ensuite consommé comme aliment digéré, et est probablement directement injecté dans le système sanguin. Cela suggère une certaine dépendance sur la Terre vis-à-vis de la nourriture, une symbiose entre la Terre et la société alien." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Ces chambres contiennent des fœtus aliens. Leur design semble suggérer que les aliens qui utilisent ce procédé dépendent totalement de la reproduction en laboratoire. Les riches nutriments assurent le développement rapide du fœtus. Cette reproduction à la chaîne peut générer des milliers de clones aliens en très peu de temps. Le procédé pourrait facilement être appliqué pour la reproduction humaine, ou pour des hybrides aliens-humains." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "La fonction la plus probable de ces sphères est récréative. Le circuit psionique stimule plusieurs centres du cerveau. L'effet est similaire aux drogues hallucinogènes. C'est la seule preuve qui montre que les aliens ont des passe-temps et une vie culturelle." STR_ALIEN_SURGERY_UFOPEDIA: "Cet équipement chirurgical utilise des scalpels laser pour extraire des parties du corps du bétail et d'autres animaux. Les mutilations répandues du bétail sont dues à cette activité étrange des aliens. Il est vraisemblable que ces morceaux sont utilisés à des fins nutritionnelles ou génétiques." STR_EXAMINATION_ROOM_UFOPEDIA: "Dans le passé, des milliers de gens ont prétendu avoir été enlevés par des aliens, et quelque fois à plusieurs reprises. La vérité est beaucoup plus horrible encore. Les humains sont enlevés, étudiés et contrôlés. On extrait les codes génétiques des meilleurs spécimens. On implante des fœtus humains-aliens à des femmes, et on les enlève plusieurs mois après. Qui sait quels motifs sinistres les aliens poursuivent?" STR_ALIEN_ALLOYS_UFOPEDIA: "Le vaisseau alien est composé d'alliages spéciaux aux propriétés uniques. Ils sont extrêmement légers et solides, et peuvent être modelés grâce à des méthodes électromagnétiques. Ces métaux peuvent être reproduits et utilisés dans de nombreux procédés de fabrication." STR_ELERIUM_115_UFOPEDIA: "Cet élément a une propriété inhabituelle : il génère de l'énergie antimatière lorsqu'on le bombarde de certaines particules. Cela crée des ondes de gravité et d'autres formes d'énergie. Cet élément ne se trouve pas naturellement dans notre système solaire et ne peut être reproduit." STR_ALIEN_ORIGINS_UFOPEDIA: "Il est clair que nous nous engageons dans une bataille perdue d'avance sur la Terre. Les hordes aliens sont beaucoup plus nombreuses. La meilleure chose à faire est de ralentir leur progression. Le seul espoir pour l'humanité est de combattre les aliens à la source. Nos recherches semblent nous indiquer une base d'opérations toute proche dans notre système solaire. Les aliens considèrent cet endroit comme le centre d'une ancienne civilisation, antérieure à l'histoire humaine. Nous devons localiser cette base le plus tôt possible. Cependant, il nous faut capturer et interroger un leader alien pour obtenir plus d'informations. Les ovnis les plus grands contiennent probablement au moins un leader alien." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Nos recherches nous indiquent maintenant que Mars est la base des opérations aliens. La base est bien cachée, et contient tous les procédés de fabrication et de clonage nécessaires à l'infiltration de la Terre. Elle semble également posséder un ordinateur de contrôle responsable de toute l'opération. Il semble que la société alien, organisée comme une ruche, ait une sorte de 'reine'. C'est leur point faible : si nous pouvons éliminer le 'cerveau', alors le corps mourra. Nous devons intensifier nos efforts de recherche avant qu'il ne soit trop tard. Pour progresser, nous devons capturer les aliens les plus hauts placés - les commandants - qui résident dans les bases et les vaisseaux de combat aliens." STR_CYDONIA_OR_BUST_UFOPEDIA: "Il est maintenant clair que les hordes aliens sont contrôlées d'une base souterraine à Cydonia, qui est une zone étrange de Mars comprenant des pyramides à cinq côtés et une large formation ressemblant à un visage humain. Il y a des millions d'années de cela, la civilisation cydonienne était florissante sur Mars, mais nous ne savons pas pourquoi elle s'est éteinte, ou quel est le lien avec l'activité alien qui y règne aujourd'hui. Quelle que soit l'explication, nous devons envoyer une expédition à Cydonia. C'est le seul moyen de vaincre les aliens. Nous devons détruire le 'cerveau' contrôlant toute l'opération. Il nous faut équiper un vaisseau Avenger avec les armes de destruction les plus puissantes que nous ayons. Nous ne pouvons rien apprendre de plus ici. Il nous faut attendre le résultat de l'attaque cydonienne." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRER SUR LE SITE - TEMPS = 5 s" STR_CANCEL_UC: "ANNULER" STR_NONE: "Rien" STR_UNKNOWN: "Inconnu" STR_POOR: "Médiocre" STR_AVERAGE: "Moyen" STR_GOOD: "Bon" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "CONSTRUIRE NOUVELLE BASE" STR_BASE_INFORMATION: "INFORMATIONS SUR LA BASE" STR_EQUIP_CRAFT: "ÉQUIPER VAISSEAU" STR_BUILD_FACILITIES: "CONSTRUIRE INSTALLATIONS" STR_RESEARCH: "RECHERCHE" STR_MANUFACTURE: "FABRICATION" STR_TRANSFER_UC: "TRANSFERT" STR_PURCHASE_RECRUIT: "ACHETER/RECRUTER" STR_SACK: "RENVOYER" STR_SELL_SACK_UC: "VENDRE/RENVOYER" STR_GEOSCAPE_UC: "GÉOSCAPE" STR_NAME: "Nom" STR_AREA: "Zone" STR_BUILD_NEW_BASE: "Construire une nouvelle base" STR_CANCEL: "Annuler" STR_COST_UC: "PRIX>" STR_CONSTRUCTION_TIME_UC: "DURÉE DE CONSTRUCTION>" STR_DAY: one: "{N} jour" many: "{N} jours" other: "{N} jours" STR_HOUR: one: "{N} heure" many: "{N} heures" other: "{N} heures" STR_MAINTENANCE_UC: "ENTRETIEN>" STR_OK: "OK" STR_INSTALLATION: "Installations" STR_CURRENT_RESEARCH: "RECHERCHE ACTUELLE" STR_SCIENTISTS_AVAILABLE: "Savants disponibles> {ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Savants affectés> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espace de laboratoire disponible> {ALT}{0}" STR_RESEARCH_PROJECT: "PROJET DE RECHERCHE" STR_SCIENTISTS_ALLOCATED_UC: "SAVANTS AFFECTÉS" STR_PROGRESS: "PROGRESSION" STR_NEW_PROJECT: "Nouveau projet" STR_CANCEL_PROJECT: "ANNULER LE PROJET" STR_NEW_RESEARCH_PROJECTS: "NOUVEAUX PROJETS DE RECHERCHE" STR_SCIENTISTS_AVAILABLE_UC: "SAVANTS DISPONIBLES> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACE DE LABORATOIRE DISPONIBLE> {ALT}{0}" STR_INCREASE: "Augmenter" STR_DECREASE: "Diminuer" STR_START_PROJECT: "LANCER LE PROJET" STR_CURRENT_PRODUCTION: "PRODUCTION ACTUELLE" STR_ENGINEERS_AVAILABLE: "Ingénieurs disponibles> {ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingénieurs affectés> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espace d'atelier disponible> {ALT}{0}" STR_CURRENT_FUNDS: "Budget actuel> {ALT}{0}" STR_ITEM: "OBJET" STR_ENGINEERS__ALLOCATED: "Ingénieurs affectés" STR_UNITS_PRODUCED: "Unités produites" STR_TOTAL_TO_PRODUCE: "Total à produire" STR_COST__PER__UNIT: "Coût{NEWLINE}par{NEWLINE}unité" STR_DAYS_HOURS_LEFT: "Jours/heures restants" STR_NEW_PRODUCTION: "Nouvelle production" STR_PRODUCTION_ITEMS: "Objets à produire" STR_CATEGORY: "CATÉGORIE" STR_START_PRODUCTION: "COMMENCER LA PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} heures d'ingénieur pour produire une unité" STR_COST_PER_UNIT_: "Coût par unité> {ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espace de travail requis> {ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATÉRIAUX SPÉCIAUX REQUIS" STR_ITEM_REQUIRED: "OBJET REQUIS" STR_UNITS_REQUIRED: "UNITÉS REQUISES" STR_UNITS_AVAILABLE: "UNITÉS DISPONIBLES" STR_STOP_PRODUCTION: "ARRÊTER LA PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "INGÉNIEURS DISPONIBLES> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACE D'ATELIER DISPONIBLE> {ALT}{0}" STR_MONTHLY_PROFIT: "PROFIT MENSUEL> {ALT}{0}" STR_INCREASE_UC: "AUGMENTER" STR_DECREASE_UC: "DIMINUER" STR_UNITS_TO_PRODUCE: "Unités à produire" STR_PURCHASE_HIRE_PERSONNEL: "Acheter/recruter" STR_COST_OF_PURCHASES: "Prix d'achat> {ALT}{0}" STR_COST_PER_UNIT_UC: "COÛT PAR UNITÉ" STR_QUANTITY_UC: "QUANTITÉ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL DISPONIBLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Soldats" STR_SCIENTISTS: "Savants" STR_ENGINEERS: "Ingénieurs" STR_SPACE_USED_SPACE_AVAILABLE: "ESPACE UTILISÉ:ESPACE DISPONIBLE>" STR_LIVING_QUARTERS: "Quartier d'habitation" STR_STORES: "Entrepôts" STR_LABORATORIES: "Laboratoires" STR_WORK_SHOPS: "Ateliers" STR_HANGARS: "Hangars" STR_SHORT_RANGE_DETECTION: "Radar à courte portée" STR_DEFENSE_STRENGTH: "Force de défense" STR_TRANSFERS_UC: "TRANSFERTS" STR_TRANSFERS: "Transferts" STR_ARRIVAL_TIME_HOURS: "ARRIVÉE PRÉVUE (H)" STR_COST_: "Prix> {ALT}{0}" STR_AREA_: "Zone> {ALT}{0}" STR_BASE_NAME: "Nom de la base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SÉLECTIONNEZ LA POSITION DE L'ASCENSEUR D'ACCÈS" STR_TRANSFER: "Transfert" STR_AMOUNT_TO_TRANSFER: "QUANTITÉ À TRANSFÉRER" STR_SELECT_DESTINATION_BASE: "Sélectionnez la destination" STR_COST: "Prix" STR_VICTORY_1: "Alors que vous entrez dans la pièce, vous voyez le cerveau alien, objet de votre quête. Avant que vous puissiez tirer, il vous communique via un écran placé à sa base. Il vous implore de l'épargner et d'écouter ses arguments avant que vous décidiez d'appuyer sur la détente..." STR_VICTORY_2: "Le cerveau dit : 'Il y a des millions d'années de cela, la planète que vous appelez Mars était vivante. Cette vie fut apportée à une planète stérile par notre civilisation comme ce fut le cas pour vous. Pendant des millions d'années, nous avons visité votre planète et développé génétiquement votre espèce. Vous ne pouvez pas nous tuer, vous faites partie de nous..." STR_VICTORY_3: "Voici le centre de la civilisation martienne - les pyramides construites il y a des millions d'années avant les vôtres - par une espèce qui est votre ancêtre. Aucune planète n'est hors de notre portée. Ce pouvoir pourrait bientôt devenir le vôtre. Tout ce que nous demandons, c'est votre coopération...'" STR_GAME_OVER_1: "Les aliens tentent d'exterminer l'humanité tout entière, détruisant les villes et empoisonnant l'air et la mer. La résistance des armées terrestres est futile face à une technologie hautement supérieure. Les générations survivantes souffrent de mutations horribles alors qu'elles fuient la destruction alien. Elles sont rassemblées dans des camps d'esclavage pour aider à transformer la Terre en une colonie alien soumise à un quelconque empire inconnu." STR_GAME_OVER_2: "Les connaissances acquises au cours du projet X-Com sont perdues à jamais. Vous n'avez pas réussi à sauver la Terre." STR_VICTORY_4: "Le cerveau alien est interrompu par une rafale de plasma chaud, et la force alien entière est vaincue." STR_VICTORY_5: "Une fois que les aliens ont perdu Mars, ils ont perdu la Terre. Bientôt, les recherches de X-Com permettront à l'humanité de prospérer à nouveau, et de revendiquer la propriété de Mars. La menace alien a disparu, mais pour combien de temps, nul ne le sait..." STR_YOU_HAVE_FAILED: "Vous n'avez pas réussi à stopper l'attaque alien. L'une après l'autre, les nations qui vous finançaient signent des pactes avec les aliens, qui leur promettent la technologie, la prospérité et la paix. Toutefois, il devient rapidement évident que les aliens ont d'autres plans..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Revenu" STR_EXPENDITURE: "Dépenses" STR_MAINTENANCE: "Entretien" STR_BALANCE: "Solde" STR_UFO_ACTIVITY_IN_AREAS: "Activité des ovnis par zone" STR_UFO_ACTIVITY_IN_COUNTRIES: "Activité des ovnis par pays" STR_XCOM_ACTIVITY_IN_AREAS: "Activité X-Com par zone" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Activité X-Com par pays" STR_FINANCE: "Finances" STR_DATE_FIRST: "{0}er" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "x $1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Pas assez de matériaux spéciaux pour produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Pas assez d'argent pour produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée" STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Recherche terminée" STR_VIEW_REPORTS: "VOIR RAPPORTS" STR_WE_CAN_NOW_RESEARCH: "Nous pouvons maintenant étudier" STR_WE_CAN_NOW_PRODUCE: "Nous pouvons maintenant produire" STR_SUNDAY: "DIMANCHE" STR_MONDAY: "LUNDI" STR_TUESDAY: "MARDI" STR_WEDNESDAY: "MERCREDI" STR_THURSDAY: "JEUDI" STR_FRIDAY: "VENDREDI" STR_SATURDAY: "SAMEDI" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Pas assez de {0} pour ravitailler le vaisseau {1} à {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Pas assez de {0} pour réarmer le vaisseau {1} à {2}" STR_UFO_IS_NOT_RECOVERED: "L'ovni n'est pas récupéré" STR_UFO_IS_RECOVERED: "L'ovni est récupéré" STR_CRAFT_IS_LOST: "Le vaisseau est perdu" STR_TERROR_CONTINUES: "La terreur continue" STR_ALIENS_DEFEATED: "Les aliens sont vaincus" STR_BASE_IS_LOST: "La base est perdue" STR_BASE_IS_SAVED: "La base est sauvée" STR_ALIEN_BASE_STILL_INTACT: "La base alien est intacte" STR_ALIEN_BASE_DESTROYED: "La base alien est détruite" STR_ALIENS_KILLED: "ALIENS TUÉS" STR_ALIEN_CORPSES_RECOVERED: "CORPS ALIENS RÉCUPÉRÉS" STR_LIVE_ALIENS_RECOVERED: "ALIENS VIVANTS RÉCUPÉRÉS" STR_ALIEN_ARTIFACTS_RECOVERED: "OBJETS ALIENS RÉCUPÉRÉS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTRÔLE DE BASE ALIEN DÉTRUIT" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILS TUÉS PAR DES ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILS TUÉS PAR DES AGENTS X-COM" STR_CIVILIANS_SAVED: "CIVILS SAUVÉS" STR_XCOM_OPERATIVES_KILLED: "AGENTS X-COM TUÉS" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTS X-COM PORTÉS DISPARU" STR_TANKS_DESTROYED: "TANKS DÉTRUITS" STR_XCOM_CRAFT_LOST: "VAISSEAU X-COM PERDU" STR_UFO_RECOVERY: "RÉCUPÉRATION D'OVNI" STR_ALIEN_BASE_RECOVERY: "RÉCUPÉRATION DE BASE ALIEN" STR_BASE_UNDER_ATTACK: "{0} est attaqué!" STR_BASE_DEFENSES_INITIATED: "DÉFENSES DE LA BASE ACTIVÉES" STR_GRAV_SHIELD_REPELS_UFO: "LE BOUCLIER REPOUSSE L'OVNI!" STR_FIRING: "MISE À FEU" STR_HIT: "TOUCHÉ!" STR_UFO_DESTROYED: "OVNI DÉTRUIT!" STR_MISSED: "RATÉ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vendre/renvoyer" STR_VALUE_OF_SALES: "VALEUR DES VENTES> {ALT}{0}" STR_FUNDS: "BUDGET> {ALT}{0}" STR_SELL_SACK: "Vendre/virer" STR_VALUE: "Valeur" STR_CRAFT_: "VAISSEAU> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RÉCUPÉRATION D'OVNI ÉCRASÉ" STR_UFO_CRASH_RECOVERY_BRIEFING: "AVERTISSEMENT - Il peut y avoir des aliens ouvriers dans l'ovni ou autour du lieu du crash. La mission sera réussie quand toutes les unités ennemies auront été éliminées ou neutralisées. La récupération des restes de l'ovni, des objets et des corps aliens pourra alors commencer. Pour annuler la mission, ramenez les agents X-Com au véhicule de transport et cliquez sur l'icône 'Abandonner la mission'." STR_UFO_GROUND_ASSAULT: "ATTAQUE AU SOL DE L'OVNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explorez le lieu de l'atterrissage et, si possible, entrez dans l'ovni. La mission sera réussie quand toutes les unités ennemies auront été éliminées ou neutralisées. La récupération de l'ovni, des objets et des corps aliens pourra alors commencer. Pour annuler la mission, ramenez les agents X-Com au véhicule de transport et cliquez sur l'icône 'Abandonner la mission'." STR_BASE_DEFENSE: "DÉFENSE DE LA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Un vaisseau alien a atterri tout près. Notre base court un grand danger. Selon la procédure habituelle, tout le personnel non-combattant et les vaisseaux X-Com ont été évacués. Les unités aliens vont entrer dans la base par les portes du hangar ou par l'ascenseur d'accès. Défendez la base et ses installations vitales à tout prix - c'est un combat à mort. Si vous cliquez sur l'icône 'Abandonner la mission', vous serez vaincu et perdrez la base." STR_ALIEN_BASE_ASSAULT: "ATTAQUE DE LA BASE ALIEN" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Les agents X-Com ont pénétré dans une base alien. Le centre de contrôle doit être détruit pour rendre la base inopérante. La mission sera terminée quand tous les ennemis auront été éliminés, ou quand votre escouade sera revenue à la zone verte de sortie (cliquez sur l'icône 'Abandonner la mission' pour s'échapper)." STR_CYDONIA_BRIEFING: "Vous êtes arrivé à Cydonia. Vous pénétrez dans un grand complexe souterrain près du Sphinx martien. Vous devez détruire le cerveau alien qui contrôle toute l'activité alien. Le sort de l'humanité est entre vos mains...." STR_TERROR_MISSION: "MISSION DE TERREUR" STR_TERROR_MISSION_BRIEFING: "La mission sera réussie lorsque toutes les unités ennemies auront été éliminées ou neutralisées. Vous devez essayer de sauver les vies de tous les civils de la région en neutralisant la menace alien. Pour annuler la mission, ramenez les agents X-Com au véhicule de transport et cliquez sur l'icône 'Abandonner la mission'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "AUCUN HANGAR DE LIBRE POUR LA PRODUCTION D'UN VAISSEAU!{SMALLLINE}Tout vaisseau affecté à une base, transféré à une base, acheté ou construit a besoin d'un hangar. Construisez un nouveau hangar ou transférez un vaisseau à une autre base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "AUCUN HANGAR DE LIBRE POUR L'ACHAT!{SMALLLINE}Tout vaisseau affecté à une base, transféré à une base, acheté ou construit a besoin d'un hangar. Construisez un nouveau hangar ou transférez un vaisseau à une autre base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "AUCUN HANGAR DE LIBRE POUR LE TRANSFERT!{SMALLLINE}Tout vaisseau affecté à une base, transféré à une base, acheté ou construit a besoin d'un hangar. Construisez un nouveau hangar ou transférez un vaisseau à une autre base." STR_CANNOT_BUILD_HERE: "IMPOSSIBLE DE CONSTRUIRE ICI!{SMALLLINE}Vous devez construire à côté d'une installation existante." STR_NO_FREE_ACCOMODATION: "AUCUN LOGEMENT DE LIBRE!{SMALLLINE}La base de destination n'a pas assez de place dans les quartiers d'habitation." STR_NOT_ENOUGH_WORK_SPACE: "PAS ASSEZ D'ESPACE DE TRAVAIL!{SMALLLINE}Construisez un nouvel atelier ou réduisez le travail sur d'autres projets." STR_NOT_ENOUGH_MONEY: "PAS ASSEZ D'ARGENT!" STR_NOT_ENOUGH_STORE_SPACE: "PAS ASSEZ D'ESPACE DE STOCKAGE!{SMALLLINE}Construisez un nouvel entrepôt ou transférez les stocks existants aux autres bases." STR_NOT_ENOUGH_LIVING_SPACE: "PAS ASSEZ D'ESPACE VITAL!{SMALLLINE}Construisez de nouveaux quartiers d'habitation ou transférez le personnel aux autres bases." STR_LAUNCH_INTERCEPTION: "LANCER UNE INTERCEPTION" STR_CRAFT: "VAISSEAU" STR_STATUS: "STATUT" STR_BASE: "BASE" STR_READY: "PRÊT" STR_OUT: "ABSENT" STR_REPAIRS: "RÉPARATION" STR_REFUELLING: "RAVITAILLE" STR_REARMING: "RÉARMEMENT" STR_TARGET: "CIBLE : {0}" STR_WAY_POINT: "POINT DE REPÈRE" STR_ARE_YOU_SURE_CYDONIA: "Voulez-vous vraiment envoyer ce vaisseau en mission à Cydonia?" STR_YES: "OUI" STR_NO: "NON" STR_SELECT_DESTINATION: "SÉLECTIONNEZ LA DESTINATION" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SÉLECTIONNEZ LE SITE POUR LA NOUVELLE BASE À CONSTRUIRE" STR_RETURN_TO_BASE: "RETOURNER À LA BASE" STR_SELECT_NEW_TARGET: "SÉLECTIONNER UNE NOUVELLE CIBLE" STR_PATROL: "PATROUILLER" STR_STATUS_: "STATUT> {ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ENDOMMAGÉ - RETOURNE À LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "CARBURANT BAS - RETOURNE À LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION TERMINÉE - RETOURNE À LA BASE" STR_PATROLLING: "EN PATROUILLE" STR_TAILING_UFO: "POURSUIT UN OVNI" STR_INTERCEPTING_UFO: "INTERCEPTE L'OVNI-{0}" STR_RETURNING_TO_BASE: "RETOURNE À LA BASE" STR_DESTINATION_UC_: "DESTINATION : {0}" STR_BASE_UC: "BASE> {ALT}{0}" STR_SPEED_: "VITESSE> {ALT}{0}" STR_MAXIMUM_SPEED_UC: "VITESSE MAXIMUM> {ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDE> {ALT}{0}" STR_VERY_LOW: "TRÈS BASSE" STR_LOW_UC: "BASSE" STR_HIGH_UC: "HAUTE" STR_VERY_HIGH: "TRÈS HAUTE" STR_FUEL: "CARBURANT> {ALT}{0}" STR_WEAPON_ONE: "ARME-1> {ALT}{0}" STR_NONE_UC: "RIEN" STR_ROUNDS_: "MUNITIONS> {ALT}{0}" STR_WEAPON_TWO: "ARME-2> {ALT}{0}" STR_INTERCEPTION_CRAFT: "VAISSEAUX D'INTERCEPTION" STR_BASE_: "Base> {0}" STR_NAME_UC: "NOM" STR_AMMO_: "MUNITIONS> {ALT}{0}" STR_CREW: "ÉQUIPAGE" STR_EQUIPMENT_UC: "ÉQUIPEMENT" STR_ARMOR: "ARMURE" STR_MAX: "MAX> {ALT}{0}" STR_ROOKIE: "Recrue" STR_SQUADDIE: "Simple soldat" STR_SERGEANT: "Sergent" STR_CAPTAIN: "Capitaine" STR_COLONEL: "Colonel" STR_COMMANDER: "Commandant" STR_SELECT_SQUAD_FOR_CRAFT: "Formez l'équipe pour {0}" STR_SORT_BY: "TRIER PAR..." STR_ORIGINAL_ORDER: "ORDRE ORIGINAL" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "VICTIMES" STR_WOUND_RECOVERY2: "GUÉRISON DE BLESSURE" STR_SPACE_AVAILABLE: "ESPACE DISPONIBLE> {ALT}{0}" STR_SPACE_USED: "ESPACE UTILISÉ> {ALT}{0}" STR_SPACE_USED_UC: "ESPACE UTILISÉ" STR_RANK: "GRADE" STR_WOUNDED: "BLESSÉ" STR_EQUIPMENT_FOR_CRAFT: "Équipement pour {0}" STR_DEFENSE_VALUE: "Valeur défensive" STR_HIT_RATIO: "Ratio de tirs réussis" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}prêt à{NEWLINE}atterrir près de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Commencer la mission?" STR_SELECT_ARMAMENT: "Sélectionnez l'armement" STR_AMMUNITION_AVAILABLE: "MUNITIONS DISPONIBLES" STR_ARMAMENT: "ARMEMENT" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SÉLECTIONNEZ L'ARMURE POUR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "ARMURE PERSONNELLE" STR_POWER_SUIT_UC: "ARMURE ÉNERGÉTIQUE" STR_FLYING_SUIT_UC: "ARMURE ANTIGRAVITÉ" STR_SELECT_ARMOR: "Sélectionnez une armure" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD-EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD-EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD-OUEST" STR_WEST: "OUEST" STR_NORTH_WEST: "NORD-OUEST" STR_SELECT_ACTION: "SÉLECTIONNEZ UNE ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUER L'INTERCEPTION" STR_PURSUE_WITHOUT_INTERCEPTION: "POURSUIVRE SANS INTERCEPTION" STR_VERY_LARGE: "TRÈS GROS" STR_LARGE: "GROS" STR_MEDIUM_UC: "MOYEN" STR_SMALL: "PETIT" STR_VERY_SMALL: "TRÈS PETIT" STR_GROUNDED: "AU SOL" STR_DETECTED: "Détecté" STR_SIZE_UC: "TAILLE" STR_ALTITUDE: "ALTITUDE" STR_HEADING: "CAP" STR_SPEED: "VITESSE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRER SUR L'OVNI - TEMPS = 5 s" STR_TRACKING_LOST: "L'OVNI A DISPARU" STR_REDIRECT_CRAFT: "REDIRIGER LE VAISSEAU" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ALLER À SA DERNIÈRE POSITION CONNUE" STR_UFO_: "OVNI-{0}" STR_ALIEN_BASE_: "BASE ALIEN-{0}" STR_CRASH_SITE_: "LIEU DU CRASH-{0}" STR_LANDING_SITE_: "SITE D'ATTERRISSAGE-{0}" STR_WAY_POINT_: "POINT DE REPÈRE-{0}" STR_TERROR_SITE: "SITE DE TERREUR-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}a atteint{NEWLINE}{1}" STR_NOW_PATROLLING: "En patrouille" STR_ALIEN_ORIGINS: "Origines des aliens" STR_THE_MARTIAN_SOLUTION: "La solution martienne" STR_CYDONIA_OR_BUST: "Cydonia ou rien" STR_UFOPAEDIA: "Ovnipédie" STR_XCOM_CRAFT_ARMAMENT: "VAISSEAUX ET ARMEMENT X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PLATES-FORMES D'ARMES LOURDES" STR_WEAPONS_AND_EQUIPMENT: "ARMES ET ÉQUIPEMENTS" STR_ALIEN_ARTIFACTS: "OBJETS ALIENS" STR_BASE_FACILITIES: "INSTALLATIONS D'UNE BASE" STR_ALIEN_LIFE_FORMS: "FORMES DE VIE ALIENS" STR_ALIEN_RESEARCH_UC: "RECHERCHE SUR LES ALIENS" STR_UFO_COMPONENTS: "COMPOSANTS DES OVNIS" STR_UFOS: "OBJETS VOLANTS NON IDENTIFIÉS (OVNIs)" STR_SELECT_ITEM: "SÉLECTIONNEZ UN ARTICLE" STR_ACCELERATION: "ACCÉLÉRATION> {ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACITÉ DE CARBURANT> {ALT}{0}{ALT}" STR_WEAPON_PODS: "NACELLES D'ARMES> {ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "CAPACITÉ DE DÉGÂTS> {ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACE DE LA SOUTE> {ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACITÉ DES PAL> {ALT}{0}{ALT}" STR_DAMAGE: "Dégâts" STR_RANGE: "Portée" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Précision" STR_RE_LOAD_TIME: "Rechargement" STR_SECONDS: "{0} s" STR_DAMAGE_ARMOR_PIERCING: "PERCE-ARMURE" STR_DAMAGE_INCENDIARY: "INCENDIAIRE" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIF" STR_DAMAGE_LASER_BEAM: "RAYON LASER" STR_DAMAGE_PLASMA_BEAM: "RAYON À PLASMA" STR_DAMAGE_STUN: "ASSOMMER" STR_DAMAGE_MELEE: "MÊLÉE" STR_DAMAGE_ACID: "ACIDE" STR_DAMAGE_SMOKE: "FUMÉE" STR_SHOT_TYPE: "TYPE DE TIR" STR_ACCURACY_UC: "PRÉCISION" STR_TIME_UNIT_COST: "COÛT EN UT" STR_DAMAGE_UC: "DÉGÂTS" STR_AMMO: "MUNITIONS" STR_SHOT_TYPE_AUTO: "Auto." STR_SHOT_TYPE_SNAP: "Rapide" STR_SHOT_TYPE_AIMED: "Précis" STR_CONSTRUCTION_TIME: "Durée de construction" STR_CONSTRUCTION_COST: "Coût de construction" STR_MAINTENANCE_COST: "Coût d'entretien" STR_LOW: "Basse" STR_MEDIUM: "Moyenne" STR_HIGH: "Haute" STR_CRAFT_WEAPON: "Arme de vaisseau" STR_CRAFT_AMMUNITION: "Munitions de vaisseau" STR_HEAVY_WEAPONS_PLATFORM: "Plate-forme d'armes lourdes" STR_WEAPON: "Arme" STR_AMMUNITION: "Munitions" STR_EQUIPMENT: "Équipement" STR_ALIEN_CORPSE: "Corps alien" STR_UFO_COMPONENT: "Composant d'ovni" STR_PERSONAL_ARMOR: "Armure personnelle" STR_RAW_MATERIALS: "Matières premières" STR_HWP_CANNON_SHELLS: "Obus de PAL" STR_ALIEN: "Alien" STR_SECTOID: "Sectoïde" STR_SNAKEMAN: "Homme-Serpent" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Floater" STR_CELATID: "Celatid" STR_SILACOID: "Silacoïde" STR_CHRYSSALID: "Chrysalide" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopode" STR_CYBERDISC: "Cyberdisque" STR_LIVE_COMMANDER: "Commandant" STR_LIVE_LEADER: "Leader" STR_LIVE_ENGINEER: "Ingénieur" STR_LIVE_MEDIC: "Infirmier" STR_LIVE_NAVIGATOR: "Navigateur" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terroriste" STR_FLOATER_SOLDIER: "Soldat Floater" STR_FLOATER_NAVIGATOR: "Navigateur Floater" STR_FLOATER_MEDIC: "Infirmier Floater" STR_FLOATER_ENGINEER: "Ingénieur Floater" STR_FLOATER_LEADER: "Leader Floater" STR_FLOATER_COMMANDER: "Commandant Floater" STR_SECTOID_SOLDIER: "Soldat Sectoïde" STR_SECTOID_NAVIGATOR: "Navigateur Sectoïde" STR_SECTOID_MEDIC: "Infirmier Sectoïde" STR_SECTOID_ENGINEER: "Ingénieur Sectoïde" STR_SECTOID_LEADER: "Leader Sectoïde" STR_SECTOID_COMMANDER: "Commandant Sectoïde" STR_SNAKEMAN_SOLDIER: "Soldat Homme-Serpent" STR_SNAKEMAN_NAVIGATOR: "Navigateur Homme-Serpent" STR_SNAKEMAN_ENGINEER: "Ingénieur Homme-Serpent" STR_SNAKEMAN_LEADER: "Leader Homme-Serpent" STR_SNAKEMAN_COMMANDER: "Commandant Homme-Serpent" STR_MUTON_SOLDIER: "Soldat Muton" STR_MUTON_NAVIGATOR: "Navigateur Muton" STR_MUTON_ENGINEER: "Ingénieur Muton" STR_ETHEREAL_SOLDIER: "Soldat Ethereal" STR_ETHEREAL_LEADER: "Leader Ethereal" STR_ETHEREAL_COMMANDER: "Commandant Ethereal" STR_CYBERDISC_TERRORIST: "Terroriste Cyberdisque" STR_REAPER_TERRORIST: "Terroriste Reaper" STR_CHRYSSALID_TERRORIST: "Terroriste Chrysalide" STR_CELATID_TERRORIST: "Terroriste Celatid" STR_SILACOID_TERRORIST: "Terroriste Silacoïde" STR_SECTOPOD_TERRORIST: "Terroriste Sectopode" STR_UFO_POWER_SOURCE: "Source d'énergie d'ovni" STR_UFO_NAVIGATION: "Navigation d'ovni" STR_UFO_CONSTRUCTION: "Construction d'ovni" STR_ALIEN_FOOD: "Nourriture alien" STR_ALIEN_REPRODUCTION: "Reproduction alien" STR_ALIEN_ENTERTAINMENT: "Divertissement alien" STR_ALIEN_SURGERY: "Chirurgie alien" STR_EXAMINATION_ROOM: "Salle d'examen" STR_ALIEN_ALLOYS: "Alliages aliens" STR_ALIEN_HABITAT: "Habitat alien" STR_POWER_SUIT: "Armure énergétique" STR_FLYING_SUIT: "Armure antigravité" STR_HWP_ROCKETS: "Roquettes de PAL" STR_HWP_FUSION_BOMB: "Boule de fusion de PAL" STR_LASER_WEAPONS: "Armes laser" STR_NEW_FIGHTER_CRAFT: "Nouveau vaisseau chasseur" STR_NEW_FIGHTER_TRANSPORTER: "Nouveau chasseur-transporteur" STR_ULTIMATE_CRAFT: "Vaisseau suprême" STR_LASER_PISTOL: "Pistolet laser" STR_LASER_RIFLE: "Fusil laser" STR_HEAVY_LASER: "Laser lourd" STR_LASER_CANNON: "Canon laser" STR_PLASMA_CANNON: "Rayon à plasma" STR_FUSION_MISSILE: "Missile à fusion" STR_LASER_DEFENSE: "Défense laser" STR_PLASMA_DEFENSE: "Défense à plasma" STR_FUSION_DEFENSE: "Défense à fusion" STR_GRAV_SHIELD: "Bouclier gravitationnel" STR_MIND_SHIELD: "Bouclier psychique" STR_PSI_LAB: "Psi-Labo" STR_MOTION_SCANNER: "Scanner de mouvement" STR_MEDI_KIT: "Trousse de soins" STR_TANK_CANNON: "Canon de tank" STR_TANK_ROCKET_LAUNCHER: "Lance-roquettes de tank" STR_TANK_LASER_CANNON: "Canon laser de tank" STR_HOVERTANK_PLASMA: "Rayon à plasma d'aérotank" STR_HOVERTANK_LAUNCHER: "Lance-boules de fusion d'aérotank" STR_STINGRAY_LAUNCHER: "Lance-missiles Stingray" STR_AVALANCHE_LAUNCHER: "Lance-missiles Avalanche" STR_CANNON: "Canon" STR_FUSION_BALL_LAUNCHER: "Lance-boules de fusion" STR_PLASMA_BEAM: "Rayon à plasma" STR_STINGRAY_MISSILES: "Missiles Stingray" STR_AVALANCHE_MISSILES: "Missiles Avalanche" STR_CANNON_ROUNDS_X50: "Obus de canon (x50)" STR_FUSION_BALL: "Boule de fusion" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Savant" STR_ENGINEER: "Ingénieur" STR_NORTH_AMERICA: "Amérique du Nord" STR_ARCTIC: "Arctique" STR_ANTARCTICA: "Antarctique" STR_SOUTH_AMERICA: "Amérique du Sud" STR_EUROPE: "Europe" STR_NORTH_AFRICA: "Afrique du Nord" STR_SOUTHERN_AFRICA: "Afrique du Sud" STR_CENTRAL_ASIA: "Asie centrale" STR_SOUTH_EAST_ASIA: "Asie du Sud-Est" STR_SIBERIA: "Sibérie" STR_AUSTRALASIA: "Australasie" STR_PACIFIC: "Pacifique" STR_NORTH_ATLANTIC: "Atlantique Nord" STR_SOUTH_ATLANTIC: "Atlantique Sud" STR_INDIAN_OCEAN: "Océan Indien" STR_ALIEN_RESEARCH: "Recherche sur les aliens" STR_ALIEN_HARVEST: "Moisson alien" STR_ALIEN_ABDUCTION: "Enlèvement alien" STR_ALIEN_INFILTRATION: "Infiltration alien" STR_ALIEN_BASE: "Base alien" STR_ALIEN_TERROR: "Terreur alien" STR_ALIEN_RETALIATION: "Représailles aliens" STR_ALIEN_SUPPLY: "Réserves aliens" STR_MAXIMUM_SPEED: "Vitesse maximum" STR_HYPER_WAVE_DECODER_UC: "DÉCODEUR D'HYPERONDES" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "OVNI" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "CANON" STR_FUSION_BALL_UC: "BOULES DE FUSION" STR_LASER_CANNON_UC: "CANON LASER" STR_PLASMA_BEAM_UC: "RAYON À PLASMA" STR_DAMAGE_CAPACITY: "Capacité de dégâts" STR_WEAPON_POWER: "Puissance de l'arme" STR_WEAPON_RANGE: "Portée de l'arme" STR_ACCESS_LIFT: "Ascenseur d'accès" STR_LABORATORY: "Laboratoire" STR_WORKSHOP: "Atelier" STR_SMALL_RADAR_SYSTEM: "Petit système radar" STR_LARGE_RADAR_SYSTEM: "Grand système radar" STR_MISSILE_DEFENSES: "Défenses à missiles" STR_GENERAL_STORES: "Entrepôt" STR_ALIEN_CONTAINMENT: "Centre de détention" STR_LASER_DEFENSES: "Défenses au laser" STR_PLASMA_DEFENSES: "Défenses à plasma" STR_FUSION_BALL_DEFENSES: "Déf. à boules de fusion" STR_PSIONIC_LABORATORY: "Laboratoire psionique" STR_HYPER_WAVE_DECODER: "Décodeur d'hyperondes" STR_HANGAR: "Hangar" STR_USA: "ÉTATS-UNIS" STR_RUSSIA: "RUSSIE" STR_UK: "ROYAUME-UNI" STR_FRANCE: "FRANCE" STR_GERMANY: "ALLEMAGNE" STR_ITALY: "ITALIE" STR_SPAIN: "ESPAGNE" STR_CHINA: "CHINE" STR_JAPAN: "JAPON" STR_INDIA: "INDE" STR_BRAZIL: "BRÉSIL" STR_AUSTRALIA: "AUSTRALIE" STR_NIGERIA: "NIGÉRIA" STR_SOUTH_AFRICA: "AFRIQUE DU SUD" STR_EGYPT: "ÉGYPTE" STR_CANADA: "CANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Fév" STR_MAR: "Mar" STR_APR: "Avr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aoû" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Déc" STR_INTERNATIONAL_RELATIONS: "Relations internationales" STR_COUNTRY: "Pays" STR_FUNDING: "Budget" STR_CHANGE: "Écart" STR_WEAPON_SYSTEMS: "SYSTÈMES D'ARMES" STR_HWPS: "PAL" STR_DAMAGE_UC_: "DÉGÂTS> {ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "L'ascenseur d'accès permet d'entrer ou de sortir l'équipement et le personnel d'une base souterraine. C'est toujours la première installation à être construite sur un nouveau site. La cage d'ascenseur est vulnérable aux intrusions de toute force hostile potentielle." STR_LIVING_QUARTERS_UFOPEDIA: "Chaque quartier d'habitation peut abriter jusqu'à 50 personnes. Cette installation comporte une zone de loisirs, un secteur d'alimentation et des dortoirs." STR_LABORATORY_UFOPEDIA: "Un maximum de 50 savants peuvent travailler dans un laboratoire. Les laboratoires sont équipés de la toute dernière technologie en matière de recherche de matériaux, de biochimie et de cosmologie. L'accès aux meilleurs laboratoires de recherche est privilégié dans le monde entier, y compris les établissements militaires." STR_WORKSHOP_UFOPEDIA: "Un atelier contient tout l'équipement nécessaire à la fabrication de produits basés sur les conceptions des laboratoires scientifiques. Un atelier peut contenir jusqu'à 50 ingénieurs, mais les objets en construction prennent également de la place." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Un petit système radar a une portée radar de 300 milles marin et est relié à des systèmes satellites pour les recherches au sol. Chaque système a 10 % de chance de détecter un objet de taille moyenne toutes les 30 minutes." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Un grand système radar a une portée de 450 milles marin et est relié à des systèmes satellites pour les recherches au sol. Chaque système a 20 % de chance de détecter un objet de taille moyenne toutes les 30 minutes." STR_MISSILE_DEFENSES_UFOPEDIA: "Les défenses à missiles protègent contre les incursions des vaisseaux ennemis qui essaieraient d'atterrir près de la base." STR_GENERAL_STORES_UFOPEDIA: "Tout l'équipement, les systèmes d'armes, les munitions, le matériel récupéré et les plates-formes d'armes lourdes sont placés dans les entrepôts, y compris l'équipement destiné aux vaisseaux qui sont dans les hangars." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Les aliens vivants risquent de nécessiter un habitat spécial pour maintenir leurs fonctions vitales. L'installation de centre de détention des aliens peut contenir jusqu'à 10 formes de vie aliens dans des unités indépendantes." STR_LASER_DEFENSES_UFOPEDIA: "Les défenses au laser protègent contre les incursions des vaisseaux ennemis." STR_PLASMA_DEFENSES_UFOPEDIA: "Les défenses à plasma fournissent une protection puissante et efficace contre les intrusions des vaisseaux ennemis." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Les missiles de boule de fusion sont la défense la plus efficace contre les attaques aliens. Ces missiles créent une implosion antimatière qui détruit tout dans un rayon spécifique." STR_GRAV_SHIELD_UFOPEDIA: "Le bouclier gravitationnel repousse les vaisseaux aliens qui essaieraient d'atterrir près de la base assez longtemps pour que tous les systèmes de défense puissent tirer à nouveau. En pratique, cela double l'efficacité de tous les systèmes de défense de votre base." STR_MIND_SHIELD_UFOPEDIA: "Comme les vaisseaux aliens détectent les humains grâce aux ondes cérébrales, la contre-mesure la plus efficace consiste à isoler ces ondes dans la base. Le bouclier psychique réduira de façon importante les chances de détection par les vaisseaux aliens." STR_PSIONIC_LABORATORY_UFOPEDIA: "Le laboratoire psionique peut évaluer le potentiel psionique de tous les soldats de la base et leur donner l'entraînement nécessaire pour utiliser leurs compétences psioniques. Chaque laboratoire peut entraîner jusqu'à 10 soldats. L'entraînement est attribué à la fin de chaque mois. Les compétences psioniques utilisées en association avec un Psi-Amp peuvent être utilisées pour les attaques psioniques pendant le combat." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Les communications aliens se font par ondes supra-dimensionnelles qui voyagent presque instantanément. Le décodeur intercepte les transmissions d'ovnis, décode l'information et indique le type de l'ovni, la race d'alien et le type d'activité." STR_HANGAR_UFOPEDIA: "Chaque hangar peut contenir un vaisseau. Il y a des installations pour l'entretien, le ravitaillement et la réparation des vaisseaux X-Com. Chaque vaisseau posté dans une base doit avoir un hangar libre qui lui est affecté et qui ne peut être utilisé par aucun autre vaisseau, même si le vaisseau affecté est parti en mission." STR_PISTOL_UFOPEDIA: "Le pistolet X-Com standard est un semi-automatique à forte puissance pouvant contenir 12 cartouches." STR_RIFLE_UFOPEDIA: "Ce fusil de sniper haute précision a un viseur guidé au laser et peut contenir 20 cartouches de 6,7mm." STR_HEAVY_CANNON_UFOPEDIA: "Le canon lourd est une arme dévastatrice mais encombrante. Sa versatilité vient du fait qu'il peut contenir trois types de munitions : perce-armure, explosive et incendiaire." STR_AUTO_CANNON_UFOPEDIA: "Le canon automatique combine la versatilité et la puissance d'un canon lourd avec une cadence de tir plus rapide." STR_ROCKET_LAUNCHER_UFOPEDIA: "Le lance-roquettes est un système guidé au laser qui peut tirer trois différentes tailles de roquettes." STR_LASER_PISTOL_UFOPEDIA: "Le pistolet laser est une réalisation efficace de la technologie moderne. Il conjugue la commodité d'un pistolet avec un tir plus rapide et plus précis." STR_LASER_RIFLE_UFOPEDIA: "Le fusil laser est une version plus puissante et plus précise du pistolet laser." STR_HEAVY_LASER_UFOPEDIA: "Le laser lourd est encombrant, mais extrêmement efficace." STR_GRENADE_UFOPEDIA: "Cette grenade standard a un détonateur précis et sophistiqué, permettant un contrôle de précision." STR_SMOKE_GRENADE_UFOPEDIA: "Les grenades fumigènes sont utiles pour le camouflage durant des combats exposés. À utiliser avec précaution car elles peuvent également avantager l'ennemi." STR_PROXIMITY_GRENADE_UFOPEDIA: "Une grenade de proximité peut être lancée comme une grenade ordinaire, mais elle est déclenchée par tout mouvement à proximité après être tombée. Il faut beaucoup d'habileté et de précaution pour utiliser correctement ces armes." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Cet explosif ne devrait être utilisé que pour démolir. Gardez vos soldats hors des lieux de démolition." STR_MOTION_SCANNER_UFOPEDIA: "Cet appareil sophistiqué utilise toutes sortes de détecteurs et d'algorithmes informatiques avancés pour identifier les unités ennemies mouvantes. Cependant, il faut de la pratique pour l'utiliser correctement. Cliquez sur l'icône 'Scanner de mouvement' sur l'affichage tactique. Sélectionnez 'Utiliser le scanner' dans le menu. L'affichage du scanner montre une flèche au centre qui représente la direction vers laquelle le soldat est orienté (le Nord est en haut). Les points clignotants montrent les unités qui ont récemment changé de position. Les grosses unités ou les unités rapides auront des points plus grands. Les unités statiques ne seront pas détectées." STR_MEDI_KIT_UFOPEDIA: "La trousse de soins contient des médicaments, des stimulants et des calmants. Pour utiliser la trousse de soins, votre soldat doit se tourner vers un autre soldat ayant besoin d'un traitement. Si ce dernier est assommé, il doit se tenir sur le corps. Cliquez sur l'icône 'Trousse de soins' et sélectionnez 'Utiliser la trousse de soins' dans le menu.{NEWLINE}SOIGNER> Les parties du corps en rouge représentent les blessures graves. Cliquez sur une partie du corps qui est blessée. Cliquez sur le bouton 'Soigner'. La blessure grave sera soignée et un peu de santé sera restaurée.{NEWLINE}STIMULANT> Cela va restaurer de l'énergie et ranimer les soldats inconscients (assommés). Pour ranimer un soldat inconscient, le soldat doit se tenir directement sur le corps.{NEWLINE}CALMANT> Cela va restaurer le moral des soldats blessés à un niveau équivalent à la santé perdue du soldat." STR_PSI_AMP_UFOPEDIA: "Le Psi-Amp ne peut être utilisé que par des soldats ayant des compétences psioniques. Durant le combat, cliquez sur le Psi-Amp, sélectionnez le type d'attaque et une unité cible avec le curseur. Il y a deux types d'attaques psioniques :{NEWLINE}PANIQUE DE L'UNITÉ> Si l'attaque réussit, cela réduira le moral de la cible et pourra la faire paniquer.{NEWLINE}CONTRÔLE DE L'ESPRIT> Si cela marche, vous prendrez alors le contrôle immédiat de l'unité ennemie comme si c'était l'une des vôtres. Ce type d'attaque est plus difficile à réussir." STR_STUN_ROD_UFOPEDIA: "Cet appareil ne peut être utilisé qu'en combat rapproché. Il permet d'assommer un organisme vivant sans le tuer grâce à des chocs électriques." STR_MIND_PROBE_UFOPEDIA: "La sonde d'esprit est une technique de communication alien qui est utilisée pour prendre l'information directement des ondes cérébrales. Les unités X-Com peuvent utiliser cette technique durant le combat pour connaître les caractéristiques des aliens. Cliquez sur la sonde d'esprit et l'option 'Utiliser la sonde d'esprit'. Puis, cliquez sur un alien avec le curseur." STR_PLASMA_PISTOL_UFOPEDIA: "Les pistolets à plasma sont une arme alien fatale basée sur l'accélération des particules à l'intérieur d'un minuscule champ antigravitationnel." STR_PLASMA_RIFLE_UFOPEDIA: "C'est une arme puissante et dévastatrice basée sur l'accélération des particules à l'intérieur d'un minuscule champ antigravitationnel." STR_HEAVY_PLASMA_UFOPEDIA: "C'est une arme très puissante et très dévastatrice basée sur l'accélération des particules à l'intérieur d'un minuscule champ antigravitationnel." STR_BLASTER_LAUNCHER_UFOPEDIA: "C'est un lance-missiles guidé alien qui tire de puissantes 'bombes blaster'. Lorsque vous cliquez pour tirer, vous verrez apparaître des 'points de repère' que la bombe blaster suivra. Lorsque vous avez positionné assez de points de repère, cliquez sur l'icône 'Tir spécial'." STR_SMALL_LAUNCHER_UFOPEDIA: "Un petit lanceur qui tire des bombes assommantes. Très utile pour capturer des aliens vivants." STR_ALIEN_GRENADE_UFOPEDIA: "Cette arme fonctionne de la même façon qu'une grenade terrestre - à l'exception qu'elle est plus puissante." STR_SMALL_SCOUT: "Petit éclaireur" STR_MEDIUM_SCOUT: "Moyen éclaireur" STR_LARGE_SCOUT: "Grand éclaireur" STR_HARVESTER: "Moissonneur" STR_ABDUCTOR: "Ravisseur" STR_TERROR_SHIP: "Vaisseau de terreur" STR_BATTLESHIP: "Vaisseau de combat" STR_SUPPLY_SHIP: "Vaisseau de ravitaillement" STR_RATING: "ÉVALUATION> {0}" STR_RATING_TERRIBLE: "TERRIBLE!" STR_RATING_POOR: "MÉDIOCRE!" STR_RATING_OK: "PASSABLE" STR_RATING_GOOD: "BIEN!" STR_RATING_EXCELLENT: "EXCELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPPORT MENSUEL DU PROJET X-COM" STR_MONTH: "Mois> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Le Conseil des Nations participant au financement est dans l'ensemble satisfait de vos progrès jusqu'ici." STR_COUNCIL_IS_VERY_PLEASED: "Le Conseil des Nations participant au financement est très satisfait de vos excellents progrès. Continuez comme ça." STR_COUNCIL_IS_DISSATISFIED: "Le Conseil des Nations participant au financement n'est pas satisfait de votre travail. Vous devez améliorer votre efficacité à combattre la menace alien, sinon, il risque de mettre fin au projet." STR_YOU_HAVE_NOT_SUCCEEDED: "Vous n'avez pas réussi à combattre l'invasion alien et le Conseil des Nations participant au financement a malheureusement décidé de mettre fin au projet. Chaque nation va s'occuper elle-même du problème comme elle l'entend. Nous ne pouvons qu'espérer arriver à un accord avec ces forces apparemment hostiles, et souhaiter que la population s'entendra avec les visiteurs aliens." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} est particulièrement satisfait de votre aptitude à combattre la menace localisée et est d'accord pour augmenter votre budget." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sont particulièrement satisfaits de vos progrès dans le combat contre les incursions aliens localisées et sont d'accord pour augmenter votre budget." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} et {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} n'est pas satisfait de votre aptitude à combattre l'activité alien sur son territoire et a décidé de réduire sa participation financière." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ne sont pas satisfaits de votre aptitude à combattre l'activité alien sur leur territoire et ont décidé de réduire leur participation financière." STR_KNOTS: "{0} nœuds" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} a signé un pacte secret avec des forces aliens inconnues et s'est retiré du projet." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ont signé un pacte secret avec des forces aliens inconnues et se sont retirés du projet." STR_MONTHLY_RATING: "Évaluation mensuelle> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Changement de financement> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Le Conseil n'est pas satisfait de votre situation financière. Vous devez réduire vos dettes en-dessous de 1 million $ ou le projet cessera." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISSIONS D'HYPERONDES DÉCODÉES" STR_CRAFT_TYPE: "TYPE DE VAISSEAU" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allouer la recherche" STR_ALLOCATE_MANUFACTURE: "Allouer la fabrication" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montréal" STR_HAVANA: "La Havane" STR_MEXICO_CITY: "Mexico" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londres" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moscou" STR_ROME: "Rome" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Le Caire" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Le Cap" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Téhéran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Pékin" STR_BANGKOK: "Bangkok" STR_MANILA: "Manille" STR_SEOUL: "Séoul" STR_SINGAPORE: "Singapour" STR_JAKARTA: "Djakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novossibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Entraînement psionique" STR_PSIONIC_TRAINING: "ENTRAÎNEMENT PSIONIQUE" STR_REMAINING_PSI_LAB_CAPACITY: "Capacité restante du Psi-Labo> {ALT}{0}" STR_PSIONIC__STRENGTH: "Force{NEWLINE}psionique" STR_PSIONIC_SKILL_IMPROVEMENT: "Compétence{NEWLINE}/progression psionique" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "En{NEWLINE}entraînement?" STR_TARGETTED_BY: "VISÉ PAR :" STR_WEAPONS_CREW_HWPS: "ARMES/{NEWLINE}ÉQUIPAGE/PAL" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "est à court de carburant,{NEWLINE}retourne à la base" STR_SOLDIER_LIST: "Liste des soldats" STR_RANK_: "GRADE> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "VICTIMES> {ALT}{0}" STR_WOUND_RECOVERY: "GUÉRISON DE BLESSURE> {ALT}{0}" STR_TIME_UNITS: "UNITÉS DE TEMPS" STR_STAMINA: "ENDURANCE" STR_HEALTH: "SANTÉ" STR_BRAVERY: "COURAGE" STR_REACTIONS: "RÉACTIONS" STR_FIRING_ACCURACY: "PRÉCISION AU TIR" STR_THROWING_ACCURACY: "PRÉCISION AU LANCER" STR_STRENGTH: "FORCE" STR_PSIONIC_STRENGTH: "FORCE PSIONIQUE" STR_PSIONIC_SKILL: "COMPÉTENCE PSIONIQUE" STR_NEW_RANK: "NOUVEAU GRADE" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "SOLDATS" STR_TANK_CANNON_UFOPEDIA: "Les plates-formes d'armes lourdes automatiques sont conçues pour compléter l'escouade X-Com. Ces unités, ayant à la fois une grande puissance de feu et un blindage résistant, sont idéales pour les combats à terrain ouvert. Assurez-vous que vous avez suffisamment d'obus dans vos stocks pour réarmer les tanks. Ils s'arment automatiquement lorsque vous les affectez à une escouade." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Cette plate-forme d'armes lourdes automatique est armée de puissantes roquettes. C'est une arme dévastatrice pour tout ennemi alien. Assurez-vous que vos stocks sont approvisionnés en roquettes de PAL." STR_TANK_LASER_CANNON_UFOPEDIA: "Les armes laser sont un complément utile aux PAL. Elles ont une grande puissance de feu et n'ont pas de limite de munitions." STR_HOVERTANK_PLASMA_UFOPEDIA: "La technologie alien offre une nouvelle vie aux PAL. La maniabilité du voyage aérien et la puissance des rayons à plasma est une combinaison mortelle." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Cet aérotank possède un lance-boules de fusion capable de faire d'immenses dégâts. Utilisez-le avec beaucoup de précaution. Il vous faudra fabriquer les boules de fusion pour charger ces PAL. Une boule de fusion est une arme guidée intelligente. Pour tirer, vous devez sélectionner un certain nombre de 'points de repère' avec le curseur puis cliquer sur l'icône 'Lancer un missile' pour tirer la boule de fusion." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Cet appareil compact est utilisé comme munition pour le canon à plasma. Il contient une petite quantité d'élérium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Ce petit objet est utilisé comme source d'énergie pour le fusil à plasma - une arme alien de puissance moyenne. Contient une petite quantité d'élérium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Source d'énergie pour le petit pistolet à plasma alien. Contient de l'élérium - source de toute puissance alien." STR_STUN_BOMB_UFOPEDIA: "La bombe assommante est utilisée pour capturer des spécimens humains vivants, mais elle peut aussi être utilisée contre la plupart des races aliens. On la tire d'un petit lanceur." STR_ALIEN_RESEARCH_UFOPEDIA: "La mission de recherche alien est faite pour recueillir des données de base sur la Terre et ses habitants. Ils utilisent généralement des petits véhicules, et atterrissent parfois dans les zones désertes. Ce type d'activité alien est une moindre menace pour X-Com, et ne touche pas beaucoup les gouvernements ou les populations." STR_ALIEN_HARVEST_UFOPEDIA: "Les aliens utilisent la faune terrienne de différentes façons. Les animaux sont secrètement enlevés, puis ramenés après qu'on leur ait enlevé plusieurs organes. Les témoignages de mutilations du bétail coïncident généralement avec des apparitions d'ovnis. Ce type d'activité alien préoccupe beaucoup les gouvernements et provoque une grande inquiétude parmi la population. Ce type d'activité se produit généralement en campagne. La théorie derrière cette 'moisson alien' serait que les races aliens ont à l'origine 'ensemencé' la planète de sa flore et de sa faune, et qu'ils reviennent aujourd'hui pour récolter les fruits qu'ils ont semés." STR_ALIEN_ABDUCTION_UFOPEDIA: "C'est le type d'activité alien le plus insidieux. De nombreux témoignages font état d'enlèvements par les aliens, et ceci malgré les efforts faits par les aliens pour effacer cette expérience de la mémoire de leurs victimes. Les personnes enlevées disent avoir été soumises à des examens physiques humiliants, et parlent même d'implantations de fœtus aliens et d'expériences génétiques étranges. Le but de cette activité semble être lié à la mutation génétique et à la manipulation du propre code génétique des aliens. Cette activité provoque une vive inquiétude, et se produit dans les zones peuplées ou les villes." STR_ALIEN_INFILTRATION_UFOPEDIA: "Les gouvernements de la Terre peuvent être infiltrés par des agents aliens ayant une apparence humaine. Cela peut aboutir à des contacts entre aliens et gouvernements au plus haut niveau. Cette activité se caractérise à son plus haut point par une intense activité des ovnis dans les environs des grandes villes. Les aliens vont essayer de signer un pacte avec un gouvernement terrien en lui offrant la connaissance de leur technologie supérieure. En échange, le gouvernement permettra aux aliens de continuer leurs activités en toute tranquillité. Cette mission alien représente la pire menace pour X-Com. Si un gouvernement accepte de signer un pacte, alors il cessera son financement." STR_ALIEN_BASE_UFOPEDIA: "Les aliens vont construire des bases souterraines secrètes dans des endroits isolés. Après quelques vols de reconnaissance, une intense activité des ovnis se produira pendant la construction de la base. On sait que ces bases ont des laboratoires d'expérimentations pour les humains qui ont été enlevés, et du ravitaillement pour une activité plus poussée dans la région. La présence de bases aliens va créer une intense activité alien sans la présence d'ovnis. Afin de localiser une base, un vaisseau X-Com doit patrouiller dans une région pendant quelques heures pour avoir une chance de la détecter." STR_ALIEN_TERROR_UFOPEDIA: "Pour terroriser une ville, les aliens vont déployer des forces spéciales avec des pouvoirs terrifiants. Les civils seront directement menacés, et les gouvernements seront forcés d'évacuer des zones entières. Le but essentiel de cette activité est de créer suffisamment d'hystérie collective pour que les gouvernements menacent le projet X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Si les intercepteurs X-Com réussissent particulièrement bien à abattre des ovnis, alors les aliens pourraient commettre des actions de représailles. Cela pourrait aboutir à une attaque directe contre une base X-Com. Cependant, les aliens doivent trouver cette base avant de l'attaquer, et tant que les ovnis sont tenus à l'écart, il y a peu de risque d'une attaque." STR_ALIEN_SUPPLY_UFOPEDIA: "Une fois qu'une base alien est construite, elle est régulièrement approvisionnée par un vaisseau de ravitaillement spécial. Si l'un de ces vaisseaux est détecté lors de son atterrissage, vous pouvez alors être certain qu'il y a une base alien à proximité." STR_SMALL_SCOUT_UFOPEDIA: "Ce minuscule vaisseau est utilisé essentiellement pour la reconnaissance ou la recherche. Il précède normalement des vaisseaux plus grands au début d'une mission alien." STR_MEDIUM_SCOUT_UFOPEDIA: "Un vaisseau éclaireur de taille moyenne qui ne représente pas une grande menace pour les forces terrestres. Il apparaît normalement avant des vaisseaux plus grands durant les missions." STR_LARGE_SCOUT_UFOPEDIA: "Le vaisseau éclaireur alien le plus grand est un vaisseau utilisé dans tous les types de missions aliens." STR_HARVESTER_UFOPEDIA: "Le moissonneur a une trappe à sa base et est équipé d'un treuil pour hisser le bétail ou d'autres animaux. Les scalpels laser sont utilisés pour extraire les morceaux désirés et la carcasse est jetée au sol. Il y a également des conteneurs de stockage pour les parties du corps." STR_ABDUCTOR_UFOPEDIA: "Ce vaisseau est équipé d'une salle d'examen utilisée pour d'horribles expériences sur des sujets humains. La victime est paralysée par des pouvoirs télépathiques, mais reste consciente sur la table d'opération." STR_TERROR_SHIP_UFOPEDIA: "Le vaisseau de terreur est équipé d'installations lui permettant de transporter de lourdes armes de terreur aliens ou des créatures. Il est utilisé pour transporter ces terroristes aliens jusque dans les zones peuplées." STR_BATTLESHIP_UFOPEDIA: "Le vaisseau de combat est le vaisseau alien le plus grand et le plus puissant. C'est normalement le vaisseau principal des missions aliens, il est équipé d'armes puissantes et de nombreux membres d'équipage." STR_SUPPLY_SHIP_UFOPEDIA: "Le vaisseau de ravitaillement est utilisé durant la construction de bases aliens ou pour l'approvisionnement de bases existantes. Il transporte des conteneurs de nourriture alien et des chambres de reproduction." STR_DISMANTLE: "Démonter" STR_FACILITY_IN_USE: "INSTALLATION EN UTILISATION" STR_CANNOT_DISMANTLE_FACILITY: "IMPOSSIBLE DE DÉMONTER L'INSTALLATION!{NEWLINE}Toutes les installations de la base doivent être reliées à l'ascenseur d'accès." STR_TRANSFER_ITEMS_TO: "Transférer les objets vers {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "PAS DE CENTRE DE DÉTENTION DES ALIENS POUR LE TRANSFERT!{SMALLLINE}Les aliens vivants ont besoin d'une installation de centre de détention des aliens pour survivre." STR_AMOUNT_AT_DESTINATION: "QUANTITÉ À{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "L'alien meurt car il n'y a pas d'installation de centre de détention des aliens." STR_NO_FREE_ACCOMODATION_CREW: "AUCUN LOGEMENT DE LIBRE!{SMALLLINE}La base de destination n'a pas assez de place dans les quartiers d'habitation pour l'équipage affecté au vaisseau." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "PAS ASSEZ D'ESPACE DE STOCKAGE!{SMALLLINE}La base de destination n'a pas assez de place dans les entrepôts pour l'équipement attribué au vaisseau." STR_ITEMS_ARRIVING: "Le matériel arrive" STR_DESTINATION_UC: "DESTINATION" STR_PISTOL: "Pistolet" STR_PISTOL_CLIP: "Chargeur de pistolet" STR_RIFLE: "Fusil" STR_RIFLE_CLIP: "Chargeur de fusil" STR_HEAVY_CANNON: "Canon lourd" STR_HC_AP_AMMO: "Munitions CL-PA" STR_HC_HE_AMMO: "Munitions CL-E" STR_HC_I_AMMO: "Munitions CL-I" STR_AUTO_CANNON: "Canon automatique" STR_AC_AP_AMMO: "Munitions CA-PA" STR_AC_HE_AMMO: "Munitions CA-E" STR_AC_I_AMMO: "Munitions CA-I" STR_ROCKET_LAUNCHER: "Lance-roquettes" STR_SMALL_ROCKET: "Petite roquette" STR_LARGE_ROCKET: "Grande roquette" STR_INCENDIARY_ROCKET: "Roquette incendiaire" STR_GRENADE: "Grenade" STR_SMOKE_GRENADE: "Grenade fumigène" STR_PROXIMITY_GRENADE: "Grenade de proximité" STR_HIGH_EXPLOSIVE: "Explosif" STR_STUN_ROD: "Matraque électrique" STR_HEAVY_PLASMA: "Canon à plasma" STR_HEAVY_PLASMA_CLIP: "Chargeur de canon à plasma" STR_PLASMA_RIFLE: "Fusil à plasma" STR_PLASMA_RIFLE_CLIP: "Chargeur de fusil à plasma" STR_PLASMA_PISTOL: "Pistolet à plasma" STR_PLASMA_PISTOL_CLIP: "Chargeur de pistolet à plasma" STR_BLASTER_LAUNCHER: "Lance-blaster" STR_BLASTER_BOMB: "Bombe blaster" STR_SMALL_LAUNCHER: "Petit lanceur" STR_STUN_BOMB: "Bombe assommante" STR_ALIEN_GRENADE: "Grenade alien" STR_ELERIUM_115: "Élérium-115" STR_MIND_PROBE: "Sonde d'esprit" STR_SECTOID_CORPSE: "Corps de Sectoïde" STR_SNAKEMAN_CORPSE: "Corps d'Homme-Serpent" STR_ETHEREAL_CORPSE: "Corps d'Ethereal" STR_MUTON_CORPSE: "Corps de Muton" STR_FLOATER_CORPSE: "Corps de Floater" STR_CELATID_CORPSE: "Corps de Celatid" STR_SILACOID_CORPSE: "Corps de Silacoïde" STR_CHRYSSALID_CORPSE: "Corps de Chrysalide" STR_REAPER_CORPSE: "Corps de Reaper" STR_SECTOPOD_CORPSE: "Corps de Sectopode" STR_CYBERDISC_CORPSE: "Corps de Cyberdisque" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Pas assez de munitions pour armer la PAL{SMALLLINE}Chaque PAL requiert {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Pas assez d'équipement pour rééquiper entièrement l'escouade" STR_MARS_CYDONIA_LANDING: "Mars : Atterrissage sur Cydonia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Votre vaisseau Avenger a atterri dans la région de Cydonia, sur la surface de Mars. Nos informations indiquent que l'une des pyramides contient un ascenseur vert menant à un complexe souterrain. Lorsque vous aurez rassemblé tous vos soldats près de l'ascenseur, cliquez sur l'icône 'Abandonner la mission' pour passer à l'étape suivante." STR_MARS_THE_FINAL_ASSAULT: "Mars : L'assaut final" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "L'ascenseur de la pyramide emmène vos soldats fatigués sous la surface de la planète. Ils arrivent au cœur d'un grand complexe de tunnels et de salles. Le cerveau alien est caché quelque part dans le labyrinthe. Il doit être détruit si vous voulez sauver la Terre de l'esclavage alien.{NEWLINE}{NEWLINE}Bonne chance!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Vous aurez besoin d'étudier{NEWLINE}{0}{NEWLINE}afin de pouvoir produire{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Les aliens ont détruit la base {0} non défendue" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Les agents X-Com ont localisé une base alien en {0}" STR_STANDOFF: "RESTER À DISTANCE" STR_CAUTIOUS_ATTACK: "ATTAQUE PRUDENTE" STR_STANDARD_ATTACK: "ATTAQUE STANDARD" STR_AGGRESSIVE_ATTACK: "ATTAQUE AGRESSIVE" STR_DISENGAGING: "DÉSENGAGEMENT" STR_UFO_HIT: "L'OVNI EST TOUCHÉ!" STR_UFO_CRASH_LANDS: "L'OVNI S'EST ÉCRASÉ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Réduire à une distance sûre seulement" STR_UFO_RETURN_FIRE: "L'OVNI RIPOSTE!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTEUR ENDOMMAGÉ <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTEUR DÉTRUIT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "L'OVNI SÈME L'INTERCEPTEUR!" STR_ALIENS_TERRORISE: "TERREUR ALIEN" STR_LONG_RANGE_DETECTION: "Radar à longue portée" STR_STORES_UC: "STOCKS" STR_DIFFICULTY_LEVEL: "Niveau de difficulté" STR_INTERCEPT: "INTERCEPTER" STR_BASES: "BASES" STR_GRAPHS: "GRAPHIQUES" STR_UFOPAEDIA_UC: "OVNIPÉDIE" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "BUDGET" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 heure" STR_1_DAY: "1 jour" STR_XCOM_PERFORMANCE_ROSTER: "Tableau de performance X-Com" STR_ENTER_NAME: "Entrez un nom" STR_PERFORMANCE_RATING: "Évaluation de performance" STR_VICTORY_DATE: "Date de victoire" STR_ELECTRO_FLARE: "Torche électronique" STR_ELECTRO_FLARE_UFOPEDIA: "Cet appareil compact produit une lumière vive lorsqu'il est lancé, permettant d'éclairer les unités ennemies à proximité durant les missions nocturnes." STR_MONTHLY_COSTS: "Coûts mensuels" STR_CRAFT_RENTAL: "Location de vaisseaux" STR_SALARIES: "Salaires" STR_BASE_MAINTENANCE: "Entretien de la base" STR_COST_PER_UNIT: "Coût par unité" STR_QUANTITY: "Quantité" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En entraînement psionique" STR_BLASTER_BOMB_UFOPEDIA: "Ce dispositif est un missile explosif équipé d'un système de guidage intelligent. Il est tiré d'un lance-blaster." STR_FRONT_ARMOR: "Armure avant" STR_LEFT_ARMOR: "Armure gauche" STR_RIGHT_ARMOR: "Armure droite" STR_REAR_ARMOR: "Armure arrière" STR_UNDER_ARMOR: "Armure de dessous" STR_ROUNDS: "Munitions" STR_UNIT: "UNITÉ> {0}" STR_ENERGY: "ÉNERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "ARMURE> {0}" STR_FRONT_ARMOR_UC: "ARMURE AVANT" STR_LEFT_ARMOR_UC: "ARMURE GAUCHE" STR_RIGHT_ARMOR_UC: "ARMURE DROITE" STR_REAR_ARMOR_UC: "ARMURE ARRIÈRE" STR_SKILLS: "COMPÉTENCES> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "TÊTE" STR_TORSO: "TORSE" STR_RIGHT_ARM: "BRAS DROIT" STR_LEFT_ARM: "BRAS GAUCHE" STR_RIGHT_LEG: "JAMBE DROITE" STR_LEFT_LEG: "JAMBE GAUCHE" STR_PAIN_KILLER: "CALMANT" STR_STIMULANT: "STIMULANT" STR_HEAL: "SOIGNER" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Poids> {ALT}{0}/{1}" STR_REACTIONS_SHORT: "Réact> {ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Cmp.P> {ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "For.P> {ALT}{0}" STR_ALIEN_ARTIFACT: "Objet alien" STR_AMMO_ROUNDS_LEFT: "MUNITIONS{NEWLINE}RESTANTES{NEWLINE}{ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calm> {ALT}{0}{ALT}{NEWLINE}Stim> {ALT}{1}{ALT}{NEWLINE}Soin> {ALT}{2}" STR_THROW: "Lancer" STR_AUTO_SHOT: "Tir auto." STR_SNAP_SHOT: "Tir rapide" STR_AIMED_SHOT: "Tir précis" STR_STUN: "Assommer" STR_PRIME_GRENADE: "Amorcer la grenade" STR_USE_SCANNER: "Utiliser le scanner" STR_USE_MEDI_KIT: "Utiliser la trousse" STR_LAUNCH_MISSILE: "Tirer la bombe" STR_ACCURACY_SHORT: "Pr>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Pas assez d'unités de temps!" STR_NOT_ENOUGH_ENERGY: "Pas assez d'énergie!" STR_NO_ROUNDS_LEFT: "Plus de munitions!" STR_NO_AMMUNITION_LOADED: "Pas de munitions de chargées!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Mauvais type de munition pour cette arme!" STR_WEAPON_IS_ALREADY_LOADED: "L'arme est déjà chargée!" STR_NO_LINE_OF_FIRE: "Pas de ligne de tir!" STR_GRENADE_IS_ACTIVATED: "La grenade est activée!" STR_GRENADE_IS_DEACTIVATED: "La grenade est désactivée!" STR_THERE_IS_NO_ONE_THERE: "Il n'y a personne ici!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossible d'utiliser l'objet alien avant son étude!" STR_OUT_OF_RANGE: "Hors de portée!" STR_UNABLE_TO_THROW_HERE: "Impossible de lancer à cet endroit!" STR_SET_TIMER: "Détonateur" STR_HIDDEN_MOVEMENT: "MOUVEMENTS CACHÉS" STR_TURN: "TOUR> {0}" STR_SIDE: "CAMP> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Cliquez pour continuer" STR_MIND_CONTROL: "Contrôle de l'esprit" STR_PANIC_UNIT: "Faire paniquer l'unité" STR_MORALE_ATTACK_SUCCESSFUL: "Attaque psionique réussie" STR_MIND_CONTROL_SUCCESSFUL: "Contrôle de l'esprit réussi" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}est devenu fou furieux" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}est devenue folle furieuse" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}panique et s'affole" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}panique et s'affole" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "MAIN DROITE" STR_LEFT_HAND: "MAIN GAUCHE" STR_RIGHT_SHOULDER: "ÉPAULE DROITE" STR_LEFT_SHOULDER: "ÉPAULE GAUCHE" STR_BACK_PACK: "SAC À DOS" STR_BELT: "CEINTURE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}est sous contrôle alien" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}est sous contrôle alien" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}a perdu connaissance" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}a perdu connaissance" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}est mort d'une blessure mortelle" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}est morte d'une blessure mortelle" STR_USE_MIND_PROBE: "Utiliser la sonde" STR_FATAL_WOUNDS: "BLESSURES MORTELLES" STR_UNDER_ARMOR_UC: "ARMURE DE DESSOUS" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unités de temps réservées au tir rapide" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unités de temps réservées au tir automatique" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unités de temps réservées au tir précis" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unités de temps réservées pour s'agenouiller" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Unités de temps réservées pour tirer à genoux" STR_UNITS_IN_CRAFT: one: "{N} unité dans le vaisseau X-Com" many: "{N} unités dans le vaisseau X-Com" other: "{N} unités dans le vaisseau X-Com" STR_UNITS_OUTSIDE: one: "{N} unité laissée dehors" many: "{N} unités laissées dehors" other: "{N} unités laissées dehors" STR_UNITS_IN_ENTRANCE: one: "{N} unité à l'entrée" many: "{N} unités à l'entrée" other: "{N} unités à l'entrée" STR_UNITS_IN_EXIT: one: "{N} unité à la sortie cible" many: "{N} unités à la sortie cible" other: "{N} unités à la sortie cible" STR_ABORT_MISSION_QUESTION: "Abandonner la mission?" STR_CORPSE: "Corps" STR_UNLOAD_CRAFT: "Décharger" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}a été tué" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}a été tuée" STR_HIT_MELEE: "Frapper" STR_GROUND: "SOL" STR_LIVING_QUARTERS_PLURAL: "Quartiers d'habitation" STR_LIST_ITEM: "OBJET" STR_PERSONAL_ARMOR_UFOPEDIA: "Fabriquée avec les alliages aliens récemment découverts, cette nouvelle armure donne à nos hommes une meilleure chance au combat contre la menace alien." STR_POWER_SUIT_UFOPEDIA: "D'une puissante nouvelle protection pour les soldats, cette armure est alimentée par une source d'énergie à l'élérium et amplifie grandement la vitesse et la force de celui ou celle qui la porte. Elle offre la meilleure protection pour les troupes de combat." STR_FLYING_SUIT_UFOPEDIA: "Une version améliorée de l'armure énergétique, incorporant la technologie de navigation antigravitationnelle alien pour permettre une totale liberté de mouvements sur le champ de bataille." STR_ALL_ALIENS_KILLED_IN_CRASH: "Tous les aliens sont morts lors du crash.{NEWLINE}Procédure de récupération automatique activée" STR_RESET: "Réinitialiser" STR_MEMORIAL: "Mémorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "SOLDATS RECRUTÉS> {ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDATS PERDUS> {ALT}{0}" MAP_CULTA: "Ferme" MAP_FOREST: "Forêt" MAP_JUNGLE: "Jungle" MAP_MOUNT: "Montagne" MAP_DESERT: "Désert" MAP_POLAR: "Polaire" MAP_URBAN: "Ville" MAP_UBASE: "Base alien" MAP_XBASE: "Base X-Com" MAP_MARS: "Mars" STR_MIXED: "Mixte" STR_REMOVE_SELECTED: "Enlever ceux sélectionnés" STR_LIVE_ALIENS: "Spécimens{NEWLINE}vivants" STR_DEAD_ALIENS: "Spécimens{NEWLINE}rejetés" STR_UNDER_INTERROGATION: "En cours{NEWLINE}d'interrogation" STR_CONTAINMENT_EXCEEDED: "LIMITES DE DÉTENTION D'ALIENS EXCÉDÉES!{SMALLLINE}Pas assez d'espace de détention à {0}. Vous devez enlever l'excès d'aliens de la détention (qui mourront ensuite)." STR_MANAGE_CONTAINMENT: "Gestion de la détention des aliens" STR_STORAGE_EXCEEDED: "ESPACE DE STOCKAGE EXCÉDÉE!{SMALLLINE}Pas assez d'espace de stockage à {0}. Vous devez vendre l'excès de matériel." STR_GO_TO_BASE: "Aller à la base" STR_MELEE_ACCURACY: "PRÉCISION EN MÊLÉE" STR_SELL_PRODUCTION: "VENDRE" STR_BOTH_HANDS_MUST_BE_EMPTY: "Les deux mains doivent être vides!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Pas assez d'objets pour copier le modèle!" STR_UNLOAD_WEAPON: "Décharger l'arme" STR_ALL_ITEMS: "Tous les objets" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "AUCUN ÉQUIPEMENT DE PLUS N'EST AUTORISÉ À BORD !{SMALLLINE}Vous êtes uniquement autorisé de transporter un maximum d'{N} objet sur ce vaisseau." many: "AUCUN ÉQUIPEMENT DE PLUS N'EST AUTORISÉ À BORD!{SMALLLINE}Vous êtes uniquement autorisé de transporter un maximum de {N} objets sur ce vaisseau." other: "AUCUN ÉQUIPEMENT DE PLUS N'EST AUTORISÉ À BORD!{SMALLLINE}Vous êtes uniquement autorisé de transporter un maximum de {N} objets sur ce vaisseau." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRE DE CONTRÔLE DÉTRUIT{NEWLINE}Retournez à l'entrée et abandonnez la mission." STR_XCOM_BASE_CANNOT_BE_BUILT: "Les installations X-Com ne peuvent pas être construites sous l'eau" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Vaisseaux et armement" STR_COMPONENTS: "Composants" STR_SOLDIERS_RECRUITED: "Soldats recrutés" STR_SOLDIERS_LOST: "Soldats perdus" STR_TOTAL_UFOS: "Ovnis détectés" STR_TOTAL_ALIEN_BASES: "Bases aliens découvertes" STR_PSIONIC_STRENGTH_ABBREVIATION: "FPS" STR_PSIONIC_SKILL_ABBREVIATION: "CPS" FEMALE_CIVILIAN: "Civile" MALE_CIVILIAN: "Civil" CYBERDISC_WEAPON: "Arme de Cyberdisque" REAPER_WEAPON: "Arme de Reaper" CHRYSSALID_WEAPON: "Arme de Chrysalide" CELATID_WEAPON: "Arme de Celatid" SILACOID_WEAPON: "Arme de Silacoïde" SECTOPOD_WEAPON: "Arme de Sectopode" ZOMBIE_WEAPON: "Arme de Zombie" ALIEN_PSI_WEAPON: "Arme psionique alien" ================================================ FILE: bin/standard/xcom1/Language/fr.yml ================================================ fr: STR_AVENGER_UFOPEDIA: "VAISSEAU SPATIAL DE TRANSPORT ET DE COMBAT. RÉPLICATION ULTIME DE LA TECHNOLOGIE EXTRATERRESTRE." STR_INTERCEPTOR_UFOPEDIA: "CHASSEUR AVEC MOTEURS À DÉTONATION PULSÉE ET SYSTÈMES ÉLECTRONIQUES BLINDÉS. LA PLUS SOPHISTIQUÉE DES TECHNOLOGIES TERRESTRES." STR_LIGHTNING_UFOPEDIA: "VAISSEAU SPATIAL DÉDIÉ AU TRANSPORT ET AU COMBAT. UNE COPIE RUDIMENTAIRE, MAIS AVEC DES SYSTÈMES EFFICACES DE PROPULSION EXTRATERRESTRE." STR_SKYRANGER_UFOPEDIA: "TRANSPORTEUR DE TROUPES. UN AVION-CARGO TRÈS RAPIDE, A DÉCOLLAGE ET ATTERRISSAGE VERTICAUX (A.D.A.V.)." STR_FIRESTORM_UFOPEDIA: "VAISSEAU SPATIAL DE COMBAT. UNE COPIE DE LA SOUCOUPE VOLANTE EXTRATERRESTRE CLASSIQUE, AVEC UNITÉ CENTRALE DE PROPULSION." STR_STINGRAY_UFOPEDIA: "MISSILE AIR-AIR SOPHISTIQUÉ AVEC DES SYSTÈMES ÉLECTRONIQUES BLINDÉS." STR_AVALANCHE_UFOPEDIA: "MISSILE AIR-AIR À OGIVE NUCLÉAIRE, MAIS TRÈS LOURD." STR_CANNON_UFOPEDIA: "CANON TRÈS PUISSANT À MUNITIONS PERFORANTES, POUVANT PÉNÉTRER 40 CM D'ACIER." STR_FUSION_BALL_UFOPEDIA: "CE LANCE-MISSILE TIRE UNE MUNITION DE LA FORME D'UNE BOULE, PROPULSÉE PAR UNE RÉACTION ANTIMATIÈRE. LA BOULE PROVOQUE UNE IMPLOSION D'ONDES GRAVITATIONNELLES." STR_LASER_CANNON_UFOPEDIA: "RAYON LASER CONVENTIONNEL ACTIVÉ PAR UNE CHAMBRE À RÉACTION ANTIMATIÈRE." STR_PLASMA_BEAM_UFOPEDIA: "LE RAYON GRAVITATIONNEL PRODUIT, VIA L'IMPLOSION D'UN CHAMP GRAVITATIONNEL, UN TIR PRÉCIS." STR_SECTOID_UFOPEDIA: "La hiérarchie sectoïde va des soldats aux chefs d'escouades ayant d'importantes compétences psioniques. Ces pouvoirs psioniques peuvent être utilisés pour démoraliser les soldats durant le combat, ou même pour prendre possession de leur esprit. Ils ont tendance à s'adonner aux enlèvements d'humains et à la mutilation du bétail. L'enlèvement permet l'extraction de codes génétiques pour le croisement de races et le développement de clones afin d'infiltrer la société humaine. Cette race semble vouloir développer des hybrides génétiques supérieurs pour augmenter l'efficacité de leur société-ruche." STR_SECTOID_AUTOPSY: "Autopsie du Sectoïde" STR_SECTOID_AUTOPSY_UFOPEDIA: "L'autopsie montre des organes digestifs atrophiés et une structure simple. Le cerveau et les yeux sont très bien développés. La structure suggère une modification génétique ou une mutation. La petite bouche et le nez semblent n'avoir que peu de fonctions. Les doigts palmés, et les pieds plats suggèrent des origines aquatiques. Il n'y a pas d'organes reproducteurs, et aucun indice sur la façon dont cette espèce se reproduit. C'est certainement une espèce créée par génie génétique." STR_SNAKEMAN_UFOPEDIA: "Cette race s'est développée dans un environnement extrêmement hostile. Ils sont très forts et peuvent résister à d'extrêmes variations de température. Leur mobilité est basée sur un 'pied' géant de la forme d'un serpent qui protège tous les organes vitaux. Leurs objectifs semblent être purement et simplement ceux de prédateurs et ils semblent obéir à une autre intelligence qui dicte leurs incursions de style militaire sur la Terre." STR_SNAKEMAN_AUTOPSY: "Autopsie de l'Homme-Serpent" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "La peau est extrêmement dure et résistante à la chaleur. Le système cardio-vasculaire fait partie du système musculaire qui utilise le principe hydraulique pour créer un mouvement. Le seul vrai muscle est le 'cœur'. Le système de reproduction semble très efficace. La reproduction est asexuée, et chaque homme-serpent porte jusqu'à cinquante œufs à la fois dans son corps. Si cette espèce n'était pas combattue, elle représenterait une grave menace pour la vie sur la Terre." STR_ETHEREAL_UFOPEDIA: "Cet être a un terrifiant pouvoir mental permettant la télépathie et la télékinésie. Les capacités physiques apparemment faibles de cette créature sont compensées par son pouvoir mental. Nous ne savons pas comment fonctionne ce pouvoir mental, car il semble défier les lois de la physique telles que nous les connaissons. Ces êtres sont extrêmement dangereux dans toute situation de combat où ils s'en remettent à leur pouvoir mental. Ils apparaissent rarement sur Terre car ils semblent compter sur d'autres races pour poursuivre leurs objectifs." STR_ETHEREAL_AUTOPSY: "Autopsie d'Ethereal" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Cet être est physiquement déficient et semble incapable de se maintenir en vie. Ses muscles sont sévèrement atrophiés et les organes internes semblent sous-développés. Les organes sensoriels, y compris les yeux, semblent ne pas fonctionner du tout. Le cerveau, cependant, est bien développé et utilise une grande quantité du sang du corps. Comment cette créature peut continuer à vivre sans aide extérieure, cela reste un mystère." STR_MUTON_UFOPEDIA: "Cette créature humanoïde est physiquement puissante et intelligente. Elle apprécie tout particulièrement la viande crue, dont elle a besoin pour vivre, comme les carnivores terriens. Elle semble obéir aux ordres télépathiques d'une race appelée les 'Éthérés'. Si ce lien télépathique vient à se rompre, son système mental est détruit et elle meurt. Les implants cybernétiques sont utilisés pour renforcer sa performance au combat. Elle est de toute évidence au service d'une intelligence supérieure." STR_MUTON_AUTOPSY: "Autopsie du Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "La « peau » de cette créature semble être une armure de protection organique greffée sur le corps. Il y a de nombreux implants cybernétiques utilisés pour renforcer le système cardio-vasculaire et les sens. Les organes de reproduction semblent avoir été enlevés par opération chirurgicale. A l'évidence, ces pauvres créatures sont limitées à une vie de guerre et de conquête. Les munitions permettant de percer les armures ne sont pas très efficaces contre leur peau renforcée." STR_CELATID_UFOPEDIA: "Cette forme de vie a la mystérieuse capacité naturelle de flotter dans l'air. Elle semble détecter les ondes du cerveau humain et peut se diriger vers une cible humaine même bien cachée. Une fois la cible détectée, le Célatide atterrit et tire des petites bulles de venin extrêmement corrosif. La créature peut se multiplier à un rythme affolant. Cette race accompagne la race des Muton dans ses déplacements." STR_CELATID_AUTOPSY: "Autopsie du Célatide" STR_CELATID_AUTOPSY_UFOPEDIA: "Le cœur contient un petit système biomécanique qui semble être un système de propulsion anti-gravité s'étant développé naturellement. La poche à venin est l'organe le plus grand et il ne semble pas y avoir de structure cérébrale séparée. Il n'y a pas de système digestif ou de reproduction visible. Un petit organe contient des embryons qui peuvent se développer rapidement en un nouvel être." STR_SILACOID_UFOPEDIA: "Cette forme de vie à base de silicone génère une énorme quantité de chaleur. Elle a la force d'écraser des rochers qui peuvent ensuite être ingérés par le cœur chaud. Elle a une intelligence limitée et peut être contrôlée par des implants ou par des êtres télépathiques. Elle travaille avec la race des Muton." STR_SILACOID_AUTOPSY: "Autopsie du Silacoïde" STR_SILACOID_AUTOPSY_UFOPEDIA: "Le cœur de cette créature est extrêmement chaud et semble être la base d'un système digestif. Son système musculaire unique lui donne une énorme puissance et une très grande vitesse. Sa peau, semblable à du roc, est invulnérable au feu ou aux munitions incendiaires." STR_CHRYSSALID_UFOPEDIA: "Les pinces de cette créature sont une arme puissante en combat rapproché. Le puissant métabolisme et la force de cette créature lui procurent vitesse et dextérité. Au lieu de tuer sa victime, elle l'imprègne d'un œuf et injecte un venin qui la transforme en mort-vivant. Un nouveau Chryssalid sortira de la victime peu après. Les Chryssalid sont associées à la race des Hommes-Serpents." STR_CHRYSSALID_AUTOPSY: "Autopsie du Chryssalid" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "L'exosquelette de cette créature est très dur, mais étonnamment vulnérable aux munitions explosives. Le cerveau est bien développé, et le taux de croissance de ses cellules est très rapide. La créature porte vingt œufs qu'elle pond dans d'autres organismes. Cette créature est une arme de terreur très efficace." STR_FLOATER_UFOPEDIA: "Les Flottants sont avant tout des soldats et des agents de terreur. Ce sont des prédateurs naturels, produits par génie génétique et cybernétiquement renforcés pour faire d'exceptionnels guerriers. La partie inférieure de leur corps et la plupart des organes internes sont enlevés par opération chirurgicale, et un système de survie est installé. Cet implant contient une unité antigravitationnelle qui permet à la créature de flotter, avec quelques difficultés, dans l'air." STR_FLOATER_AUTOPSY: "Autopsie de Flottant" STR_FLOATER_AUTOPSY_UFOPEDIA: "La créature a été très fortement modifiée par la chirurgie. L'appareil qui semble former le noyau du corps est un système de survie, ayant à la fois les fonctions de cœur, de poumons et de système digestif. Cela permet à la créature de survivre dans des environnements extrêmement hostiles. Le cerveau est plus petit que le nôtre, mais les organes sensoriels sont bien développés." STR_REAPER_UFOPEDIA: "Ce carnivore bipède a des mâchoires puissantes et un appétit vorace. Il a plusieurs implants cérébraux qui sont utilisés pour contrôler son activité. Les instincts primitifs de prédateur de cette créature sont de peu d'utilité si ce n'est pour terroriser et détruire. Les Reapers sont généralement associés aux Flottants." STR_REAPER_AUTOPSY: "Autopsie de Reaper " STR_REAPER_AUTOPSY_UFOPEDIA: "Le Reaper possède deux 'cerveaux' et deux 'cœurs' lui permettant de survivre même lorsqu'il est gravement blessé. Cependant, sa fourrure est hautement inflammable, ce qui le rend vulnérable aux armes incendiaires." STR_SECTOPOD_UFOPEDIA: "Les Sectopodes sont des robots puissamment armés avec un rayon à plasma. Ces créatures mécaniques sont contrôlées par les Ethereals par lien télépathique. Les Sectopodes représentent l'arme de terreur la plus puissante des forces extraterrestres." STR_SECTOPOD_AUTOPSY: "Autopsie de Sectopode" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Le robot est solidement construit avec une armure puissante capable de résister à la plupart des armes, en particulier celles à plasma. Cependant, le système de détection semble particulièrement vulnérable aux armes laser." STR_CYBERDISC_UFOPEDIA: "Cette soucoupe volante miniature est une arme de terreur automatique munie d'un puissant rayon à plasma. La propulsion antigravitationnelle lui donne un avantage certain en terrain difficile. Sa fonction essentielle est de semer la destruction et la terreur au service de la race Sectoïde." STR_CYBERDISC_AUTOPSY: "Autopsie du Cyberdisque" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Le Cyberdisque est bien protégé et résiste particulièrement bien aux munitions explosives. Le système antigravitationnel principal est trop endommagé pour que l'on puisse comprendre son fonctionnement." STR_UFO_POWER_SOURCE_UFOPEDIA: "La source d'énergie du vaisseau extraterrestre est un réacteur antimatière qui utilise de l'Elerium (élément 115) pour générer des ondes puissantes de gravité ainsi que d'autres formes d'énergie. La conversion de la matière en énergie est, chose incroyable, efficace à 99%, et de petites quantités d'Elerium peuvent donc produire une quantité énorme d'énergie. Cette unité peut être facilement reproduite avec les alliages extraterrestres." STR_UFO_NAVIGATION_UFOPEDIA: "Le vaisseau extraterrestre utilise des ordinateurs sophistiqués pour naviguer sur la Terre et dans l'espace. Le système est basé sur des processeurs optiques installés en réseaux. L'interface de contrôle est relativement simple : le navigateur contrôle la direction des ondes de gravité générées par la source d'énergie pour déplacer le vaisseau dans n'importe quelle direction. Ce système peut facilement être utilisé par les humains, et peut être reproduit en utilisant les alliages extraterrestres et d'autres composants." STR_UFO_CONSTRUCTION_UFOPEDIA: "Le vaisseau extraterrestre est constitué de trois composants principaux : une source d'énergie, un système de navigation et une coque faite d'alliages extraterrestres. La coque est spécialement conçue pour que les ondes de gravité puissent être contrôlées. De plus, une petite quantité d'Elerium est nécessaire pour alimenter la source d'énergie. Une fois que les principes de construction ont été compris, et que l'on connaît les fonctions de chaque composant, il est alors possible de construire ce type de vaisseau." STR_ALIEN_FOOD_UFOPEDIA: "Ces chambres contiennent plusieurs enzymes utilisées pour digérer les parties corporelles du bétail, d'autres animaux et même des humains. Le liquide est ensuite consommé comme aliment prédigéré, et est probablement directement injecté dans le système sanguin. Cela suggère une certaine dépendance vis-à-vis de la nourriture sur Terre, une symbiose entre la Terre et la société extraterrestre." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Ces chambres contiennent des fœtus extraterrestres. La forme de ces containers semble suggérer que les extraterrestres qui utilisent ce procédé dépendent totalement de la reproduction en laboratoire. Les riches nutriments assurent le développement rapide du fœtus. Cette reproduction à la chaîne peut générer des milliers de clones extraterrestres en très peu de temps. Le procédé pourrait facilement être appliqué pour la reproduction humaine, ou pour des hybrides extraterrestres-humains." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "La fonction la plus probable de ces sphères est une fonction récréative. Le circuit psionique stimule plusieurs centres du cerveau. L'effet est similaire aux drogues hallucinogènes. C'est la seule preuve qui montre que les extraterrestres ont des passe-temps et une vie culturelle." STR_ALIEN_SURGERY_UFOPEDIA: "Cet équipement chirurgical utilise des scalpels laser pour extraire des parties du corps du bétail et d'autres animaux. Les mutilations répandues du bétail sont dues à cette activité étrange des extraterrestres. Il est vraisemblable que ces morceaux sont utilisés à des fins nutritionnelles ou d'études génétiques." STR_EXAMINATION_ROOM_UFOPEDIA: "Dans le passé, des milliers de gens ont prétendu avoir été enlevés par des extraterrestres, et quelques fois à plusieurs reprises. La vérité est beaucoup plus horrible encore. Les humains sont enlevés, étudiés et contrôlés. On prélève les codes génétiques des meilleurs spécimens. On implante des fœtus humains-extraterrestres à des femmes, et on les enlève plusieurs mois après. Qui connaît le but sinistre poursuivi par les extraterrestres ?" STR_ALIEN_ALLOYS_UFOPEDIA: "Le vaisseau extraterrestre est composé d'alliages spéciaux aux propriétés uniques. Ils sont extrêmement légers et solides, et peuvent être modelés grâce à des méthodes électromagnétiques. Ces métaux peuvent être reproduits et utilisés dans de nombreux procédés de fabrication." STR_ELERIUM_115_UFOPEDIA: "Cet élément à une propriété inhabituelle : il génère de l'énergie antimatière lorsqu'on le bombarde de certaines particules. Cela crée des ondes de gravité et d'autres formes d'énergie. Cet élément ne se trouve pas naturellement dans notre système solaire et ne peut être reproduit." STR_ALIEN_ORIGINS_UFOPEDIA: "Il est clair que nous nous engageons dans une bataille perdue d'avance sur la Terre. Les hordes extraterrestres sont beaucoup plus nombreuses. La meilleure chose à faire est de ralentir leur progression. Le seul espoir pour l'humanité est de combattre les extraterrestres à la source. Nos recherches semblent nous indiquer une base d'opérations toute proche dans notre système solaire. Les extraterrestres considèrent cet endroit comme le centre d'une ancienne civilisation, antérieure à l'histoire humaine. Nous devons localiser cette base le plus tôt possible. Cependant, il nous faut capturer et interroger un leader extraterrestre pour obtenir plus d'informations. Les OVNIS les plus grands contiennent probablement au moins un leader extraterrestre." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "A présent, tout nous indique que Mars est le centre d'opérations des extraterrestres. La base est bien cachée et concentre toute la capacité de production et de clonage qui alimente le processus d'invasion de la terre. Elle semble également contenir un ordinateur de contrôle qui assume seul l'ensemble des opérations. La société extraterrestre semble donc organisé comme une ruche avec une sorte de «reine des abeilles». C'est là leur faiblesse fondamentale, si nous pouvons éliminer le «cerveau», le corps mourra. Nous devons intensifier nos efforts pour localiser cette base avant qu'il ne soit trop tard. L'étape suivante est d'exfiltrer une créature de haut rang tel qu'un commandant, situé uniquement dans des bases et des cuirassés extraterrestres." STR_CYDONIA_OR_BUST_UFOPEDIA: "Il est maintenant clair que les hordes extraterrestres sont contrôlées d'une base souterraine à Cydonia, qui est une zone étrange de Mars comprenant des pyramides à cinq côtés et une large formation ressemblant à un visage humain. Il y a des millions d'années de cela, la civilisation cydonienne était florissante sur Mars, mais nous ne savons pas pourquoi elle s'est éteinte, ou quel est le lien avec l'activité extraterrestre qui y règne aujourd'hui. Quelle que soit l'explication, nous devons envoyer une expédition à Cydonia. C'est le seul moyen de vaincre les extraterrestres. Nous devons détruire le 'cerveau' contrôlant toute l'opération. Il nous faut équiper un vaisseau Avenger avec les armes de destruction les plus puissantes que nous ayons. Nous ne pouvons rien apprendre de plus ici. Il nous faut attendre le résultat de l'attaque sur Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRER SUR SITE-TEMPS=5 Sec" STR_CANCEL_UC: "ANNULER" STR_NONE: "Rien" STR_UNKNOWN: "Inconnu" STR_POOR: "Médiocre" STR_AVERAGE: "Moyen" STR_GOOD: "Bon" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "CONSTRUIRE NOUVELLE BASE" STR_BASE_INFORMATION: "INFORMATIONS SUR LA BASE" STR_EQUIP_CRAFT: "ÉQUIPER VAISSEAU" STR_BUILD_FACILITIES: "CONSTRUIRE INSTALLATIONS" STR_RESEARCH: "RECHERCHE" STR_MANUFACTURE: "FABRICATION" STR_TRANSFER_UC: "TRANSFERT" STR_PURCHASE_RECRUIT: "ACHETER/RECRUTER" STR_SACK: "LICENCIER" STR_SELL_SACK_UC: "VENDRE/LICENCIER" STR_GEOSCAPE_UC: "GÉOSCAPE" STR_NAME: "Nom" STR_AREA: "Zone" STR_BUILD_NEW_BASE: "Construire Nouvelle Base" STR_CANCEL: "Annuler" STR_COST_UC: "PRIX>" STR_CONSTRUCTION_TIME_UC: "TEMPS DE CONSTRUCTION>" STR_DAY: one: "{N} jour" many: "{N} jours" other: "{N} jours" STR_HOUR: one: "{N} heure" many: "{N} heures" other: "{N} heures" STR_MAINTENANCE_UC: "ENTRETIEN>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "RECHERCHE ACTUELLE" STR_SCIENTISTS_AVAILABLE: "Scientifiques Disponibles> {ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scientifiques Assignés> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espace Laboratoire Disponible> {ALT}{0}" STR_RESEARCH_PROJECT: "PROJET DE RECHERCHE" STR_SCIENTISTS_ALLOCATED_UC: "SCIENTIFIQUES ASSIGNÉS" STR_PROGRESS: "PROGRÈS" STR_NEW_PROJECT: "Nouveau Projet" STR_CANCEL_PROJECT: "ANNULER PROJET" STR_NEW_RESEARCH_PROJECTS: "NOUVEAUX PROJETS DE RECHERCHE" STR_SCIENTISTS_AVAILABLE_UC: "SCIENTIFIQUES DISPONIBLES> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACE LABORATOIRE DISPONIBLE> {ALT}{0}" STR_INCREASE: "Augmenter" STR_DECREASE: "Réduire" STR_START_PROJECT: "COMMENCER PROJET" STR_CURRENT_PRODUCTION: "PRODUCTION ACTUELLE" STR_ENGINEERS_AVAILABLE: "Ingénieurs Disponibles> {ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingénieurs Attribués> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espace Atelier Disponible> {ALT}{0}" STR_CURRENT_FUNDS: "Fonds Actuels> {ALT}{0}" STR_ITEM: "OBJET" STR_ENGINEERS__ALLOCATED: "Ingénieurs Attribués" STR_UNITS_PRODUCED: "Unités Produites" STR_TOTAL_TO_PRODUCE: "Total à Produire" STR_COST__PER__UNIT: "Coût{NEWLINE}par{NEWLINE}Unité" STR_DAYS_HOURS_LEFT: "Jours/Heures restants" STR_NEW_PRODUCTION: "Nouvelle Production" STR_PRODUCTION_ITEMS: "Objets à Produire" STR_CATEGORY: "CATÉGORIE" STR_START_PRODUCTION: "COMMENCER PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} heures d'Ingénieur pour produire une unité" STR_COST_PER_UNIT_: "Coût par Unité> {ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espace de Travail Requis> {ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATÉRIAUX SPÉCIAUX NÉCESSAIRES" STR_ITEM_REQUIRED: "OBJET REQUIS" STR_UNITS_REQUIRED: "UNITÉS REQUISES" STR_UNITS_AVAILABLE: "UNITÉS DISPONIBLES" STR_STOP_PRODUCTION: "ARRÊTER PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "INGÉNIEURS DISPONIBLES> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACE ATELIER DISPONIBLE> {ALT}{0}" STR_MONTHLY_PROFIT: "BÉNÉFICE MENSUEL> {ALT}{0}" STR_INCREASE_UC: "AUGMENTER" STR_DECREASE_UC: "RÉDUIRE" STR_UNITS_TO_PRODUCE: "Unités à Produire" STR_PURCHASE_HIRE_PERSONNEL: "Acheter/Recruter Personnel" STR_COST_OF_PURCHASES: "Prix d'Achat> {ALT}{0}" STR_COST_PER_UNIT_UC: "COÛT PAR UNITÉ" STR_QUANTITY_UC: "QUANTITÉ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL DISPONIBLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Soldats" STR_SCIENTISTS: "Savants" STR_ENGINEERS: "Ingénieurs" STR_SPACE_USED_SPACE_AVAILABLE: "ESPACE UTILISÉ:ESPACE DISPONIBLE>" STR_LIVING_QUARTERS: "Baraquements" STR_STORES: "Entrepôts" STR_LABORATORIES: "Laboratoires" STR_WORK_SHOPS: "Ateliers" STR_HANGARS: "Hangars" STR_SHORT_RANGE_DETECTION: "Détection Courte Portée" STR_DEFENSE_STRENGTH: "Force de Défense" STR_TRANSFERS_UC: "TRANSFERTS" STR_TRANSFERS: "Transferts" STR_ARRIVAL_TIME_HOURS: "ARRIVÉE PRÉVUE (H)" STR_COST_: "Prix> {ALT}{0}" STR_AREA_: "Zone> {ALT}{0}" STR_BASE_NAME: "Nom de la Base ?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SÉLECTIONNER POSITION DE L'ASCENSEUR D'ACCÈS" STR_TRANSFER: "Transfert" STR_AMOUNT_TO_TRANSFER: "MONTANT A TRANSFÉRER" STR_SELECT_DESTINATION_BASE: "Sélectionner Base de Destination" STR_COST: "Prix" STR_VICTORY_1: "En entrant dans la pièce, vous voyez le cerveau extraterrestre, objet de votre quête. Avant que vous ayez eu le temps de tirer, il vous parle à travers un écran placé à sa base. Il vous implore de l'épargner et d'écouter ses arguments avant que vous décidiez d'appuyer sur la détente..." STR_VICTORY_2: "Le cerveau parle : 'Il y a des millions d'années de cela, la planète que vous appelez Mars était vivante. Cette vie fut apportée à une planète stérile par notre civilisation, ainsi qu'à la votre. Pendant des millions d'années, nous avons visité votre planète et développé génétiquement votre espèce. Vous ne pouvez pas nous tuer, vous faites partie de nous...\"" STR_VICTORY_3: "Vous êtes ici au centre de la civilisation martienne - les pyramides construites il y a des millions d'années avant vous - par une espèce qui est en fait votre ancêtre. Aucune planète n'est hors de portée de notre pouvoir. Ce pouvoir pourrait devenir le vôtre bientôt. Tout ce que nous demandons, c'est votre coopération..." STR_GAME_OVER_1: "Les extraterrestres essaient d'exterminer l'humanité tout entière, détruisant les villes et empoisonnant l'air et la mer. La résistance des armées terrestres est futile face à une technologie hautement supérieure. Les générations survivantes souffrent de mutations horribles alors qu'elles fuient la destruction extraterrestre. Elles sont parquées dans des camps d'esclavage destinés à faire de la Terre une colonie extraterrestre soumise à quelque empire inconnu." STR_GAME_OVER_2: "Les connaissances acquises au cours du projet X-Com sont perdues à jamais. Vous avez échoué à sauver la Terre. " STR_VICTORY_4: "Le cerveau extraterrestre est interrompu par une explosion de plasma brûlant, et toutes les forces extraterrestres sont vaincues." STR_VICTORY_5: "Maintenant que Mars est débarrassé des extraterrestres, la Terre est enfin libéré de leurs griffes. La recherche X-Com permettra durablement à l'humanité de s'épanouir et de s'étendre en revendiquant Mars pour elle-même. La menace extraterrestre s'est évanouie, mais pour combien de temps personne ne le sait ..." STR_YOU_HAVE_FAILED: "Vous n'avez pas réussi à stopper l'attaque extraterrestre. L'une après l'autre, les nations qui vous finançaient signent des pactes avec les extraterrestres, qui leur offrent la technologie, la prospérité et la paix. Cependant, il devient rapidement évident que les extraterrestres ont d'autres plans..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Revenu" STR_EXPENDITURE: "Dépenses" STR_MAINTENANCE: "Entretien" STR_BALANCE: "Solde" STR_UFO_ACTIVITY_IN_AREAS: "Activité des E.T. (Régions)" STR_UFO_ACTIVITY_IN_COUNTRIES: "Activité des OVNIs par Pays" STR_XCOM_ACTIVITY_IN_AREAS: "Activité X-Com dans les Zones" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Activité X-Com dans les Pays" STR_FINANCE: "Finances" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Pas assez de matériaux spéciaux pour produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Pas Assez d'Argent pour Produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée." STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Recherche terminée" STR_VIEW_REPORTS: "VOIR RAPPORTS" STR_WE_CAN_NOW_RESEARCH: "Nous pouvons maintenant étudier" STR_WE_CAN_NOW_PRODUCE: "Nous pouvons maintenant produire" STR_SUNDAY: "DIMANCHE" STR_MONDAY: "LUNDI" STR_TUESDAY: "MARDI" STR_WEDNESDAY: "MERCREDI" STR_THURSDAY: "JEUDI" STR_FRIDAY: "VENDREDI" STR_SATURDAY: "SAMEDI" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Pas assez de {0} pour faire le plein de {1} à {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Pas assez de {0} pour réarmer {1} à {2}" STR_UFO_IS_NOT_RECOVERED: "L'OVNI n'a pas été récupéré" STR_UFO_IS_RECOVERED: "L'OVNI est récupéré" STR_CRAFT_IS_LOST: "Le Vaisseau est Perdu" STR_TERROR_CONTINUES: "La Terreur Continue" STR_ALIENS_DEFEATED: "Extraterrestres Vaincus" STR_BASE_IS_LOST: "La base est perdue" STR_BASE_IS_SAVED: "La Base est Sauvée" STR_ALIEN_BASE_STILL_INTACT: "Base extraterrestre toujours intacte" STR_ALIEN_BASE_DESTROYED: "Base Extraterrestre Détruite" STR_ALIENS_KILLED: "EXTRATERRESTRES TUÉS" STR_ALIEN_CORPSES_RECOVERED: "CORPS EXTRATERRESTRES RÉCUPÉRÉS" STR_LIVE_ALIENS_RECOVERED: "EXTRATERRESTRES VIVANTS RÉCUPÉRÉS" STR_ALIEN_ARTIFACTS_RECOVERED: "OBJETS EXTRATERRESTRES RÉCUPÉRÉS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTRÔLE DE BASE EXTRATERRESTRE DÉTRUIT" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILS TUÉS PAR DES EXTRATERRESTRES" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILS TUÉS PAR DES AGENTS X-COM" STR_CIVILIANS_SAVED: "CIVILS SAUVÉS" STR_XCOM_OPERATIVES_KILLED: "AGENTS X-COM TUÉS" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTS X-COM PORTÉS DISPARUS" STR_TANKS_DESTROYED: "BLINDÉS DÉTRUITS" STR_XCOM_CRAFT_LOST: "VAISSEAU X-COM PERDU" STR_UFO_RECOVERY: "RÉCUPÉRATION DE L'OVNI" STR_ALIEN_BASE_RECOVERY: "RÉCUPÉRATION BASE EXTRATERRESTRE" STR_BASE_UNDER_ATTACK: "{0} est attaqué !" STR_BASE_DEFENSES_INITIATED: "DÉFENSES DE LA BASE ACTIVÉES" STR_GRAV_SHIELD_REPELS_UFO: "LE BOUCLIER DE GRAVITÉ REPOUSSE L'OVNI !" STR_FIRING: "TIR" STR_HIT: "TOUCHÉ !" STR_UFO_DESTROYED: "OVNI DÉTRUIT !" STR_MISSED: "MANQUÉ !" STR_SELL_ITEMS_SACK_PERSONNEL: "Vendre/Licencier Personnel" STR_VALUE_OF_SALES: "VALEUR DE VENTE> {ALT}{0}" STR_FUNDS: "FONDS> {ALT}{0}" STR_SELL_SACK: "Vendre/Licencier" STR_VALUE: "Valeur" STR_CRAFT_: "VAISSEAU> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RÉCUPÉRATION OVNI" STR_UFO_CRASH_RECOVERY_BRIEFING: "Avertissement - Il peut y avoir des agents extraterrestres dans l'OVNI ou à proximité du lieu du crash. La mission sera réussie quand toutes les unités ennemies auront été éliminées ou neutralisées. La récupération des fragments de l'OVNI, des objets et des corps extraterrestres pourra alors commencer. Pour abandonner la mission, évacuez les agents XCom au véhicule de transport et cliquez sur l'icône 'Abandonner Mission'." STR_UFO_GROUND_ASSAULT: "ATTAQUE AU SOL DE L'OVNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explorez le site de l'atterrissage et si possible entrez dans l'OVNI. La mission sera réussie quand toutes les unités ennemies auront été éliminées ou neutralisées. La récupération de l'OVNI, des objets et des corps extraterrestres pourra alors commencer. Pour abandonner la mission, évacuez les agents XCom au véhicule de transport et cliquez sur l'icône 'Abandonner Mission'." STR_BASE_DEFENSE: "DÉFENSE DE LA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Notre base court un danger alarmant, un vaisseau extraterrestre c'est posé à proximité de nos installations. Selon la procédure habituelle, tout le personnel non-combattant et les vaisseaux X-Com ont été évacués. Les unités extraterrestres vont assaillir la base par les portes du hangar ou par l'ascenseur d'accès. Défendez la base et ses installations vitales à tout prix. C'est un combat à mort, si vous cliquez sur l'icône 'Abandonner Mission', vous serez vaincu et perdrez la base." STR_ALIEN_BASE_ASSAULT: "ASSAUT DE BASE E.T." STR_ALIEN_BASE_ASSAULT_BRIEFING: "Les agents X-Com ont forcé l’accès d'une base extraterrestre. Le centre de contrôle doit être détruit pour rendre la base inopérante. La mission sera terminée quand tous les ennemis auront été éliminés, ou quand votre escouade sera revenue à la zone verte d'extraction (cliquez sur l'icône 'Abandonner Mission' pour sortir)." STR_CYDONIA_BRIEFING: "Vous êtes arrivé à Cydonia. Vous pénétrez dans un grand complexe souterrain près du Sphinx martien. Vous devez détruire le Cerveau Extraterrestre qui contrôle toute l'activité extraterrestre. Le sort de l'humanité est entre vos mains...." STR_TERROR_MISSION: "MISSION DE TERREUR" STR_TERROR_MISSION_BRIEFING: "La mission sera réussie lorsque toutes les unités ennemies auront été éliminées ou neutralisées. Vous devez essayer de sauver tous les civils de la région en neutralisant la menace extraterrestre. Pour abandonner la mission, ramenez les agents XCom au véhicule de transport et cliquez sur l'icône 'Abandonner Mission'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "PAS DE HANGAR DE LIBRE POUR LA PRODUCTION DE VAISSEAU !{SMALLLINE}Tout vaisseau affecté à une base, transféré à une base, acheté ou construit, a besoin d'un hangar. Construisez un nouveau hangar ou transférez un vaisseau à une autre base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "PAS DE HANGAR DE LIBRE POUR L'ACHAT !{SMALLLINE}Tout vaisseau affecté à une base, transféré à une base, acheté ou construit, nécessite un hangar. Construisez un nouveau hangar ou transférez un vaisseau à une autre base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "PAS DE HANGAR DE LIBRE POUR LE TRANSFERT !{SMALLLINE}Tout vaisseau affecté à une base, transféré à une base, acheté ou construit, nécessite un hangar. Construisez un nouveau hangar ou transférez un vaisseau à une autre base." STR_CANNOT_BUILD_HERE: "IMPOSSIBLE DE CONSTRUIRE ICI !{SMALLLINE}Vous devez construire à côté d'une installation déjà existante." STR_NO_FREE_ACCOMODATION: "PAS DE LOGEMENT DE LIBRE !{SMALLLINE}La base de destination n'a pas assez de place dans les baraquements." STR_NOT_ENOUGH_WORK_SPACE: "ESPACE DE TRAVAIL INSUFFISANT ! {SMALLLINE}Construisez un nouvel atelier ou réduisez le travail sur d'autres projets." STR_NOT_ENOUGH_MONEY: "ARGENT INSUFFISANT !" STR_NOT_ENOUGH_STORE_SPACE: "PAS ASSEZ DE PLACE POUR STOCKER !{SMALLLINE}Construisez un nouvel entrepôt ou transférez les stocks existants aux autres bases." STR_NOT_ENOUGH_LIVING_SPACE: "PAS ASSEZ D'ESPACE VITAL !{SMALLLINE}Construisez de nouveaux baraquements ou transférez le personnel aux autres bases." STR_LAUNCH_INTERCEPTION: "LANCER INTERCEPTION" STR_CRAFT: "VAISSEAU" STR_STATUS: "STATUT" STR_BASE: "BASE" STR_READY: "Prêt" STR_OUT: "Absent" STR_REPAIRS: "Réparations" STR_REFUELLING: "Ravitaillement" STR_REARMING: "Réarmement" STR_TARGET: "CIBLE : {0}" STR_WAY_POINT: "POINT DE REPÈRE" STR_ARE_YOU_SURE_CYDONIA: "Êtes-vous sûr de vouloir envoyer ce vaisseau en mission à Cydonia ?" STR_YES: "OUI" STR_NO: "NON" STR_SELECT_DESTINATION: "SÉLECTIONNER{NEWLINE}DESTINATION" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SÉLECTIONNER SITE POUR NOUVELLE BASE" STR_RETURN_TO_BASE: "RETOUR À LA BASE" STR_SELECT_NEW_TARGET: "SÉLECTIONNER NOUVELLE CIBLE" STR_PATROL: "PATROUILLE" STR_STATUS_: "STATUT> {ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ENDOMMAGÉ - RETOUR À LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "CARBURANT BAS - RETOUR À LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION TERMINÉE - RETOUR À LA BASE" STR_PATROLLING: "PATROUILLE" STR_TAILING_UFO: "POURSUITE DE L'OVNI" STR_INTERCEPTING_UFO: "INTERCEPTION DE OVNI-{0}" STR_RETURNING_TO_BASE: "RETOUR À LA BASE" STR_DESTINATION_UC_: "DESTINATION : {0}" STR_BASE_UC: "BASE> {ALT}{0}" STR_SPEED_: "VITESSE> {ALT}{0}" STR_MAXIMUM_SPEED_UC: "VITESSE DE POINTE> {ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDE> {ALT}{0}" STR_VERY_LOW: "TRÈS BASSE" STR_LOW_UC: "BASSE" STR_HIGH_UC: "HAUTE" STR_VERY_HIGH: "TRÈS HAUTE" STR_FUEL: "CARBURANT> {ALT}{0}" STR_WEAPON_ONE: "ARME-1> {ALT}{0}" STR_NONE_UC: "RIEN" STR_ROUNDS_: "CARTOUCHES> {ALT}{0}" STR_WEAPON_TWO: "ARME-2> {ALT}{0}" STR_INTERCEPTION_CRAFT: "VAISSEAU D'INTERCEPTION" STR_BASE_: "Base> {0}" STR_NAME_UC: "NOM" STR_AMMO_: "MUNITIONS> {ALT}{0}" STR_CREW: "ÉQUIPAGE" STR_EQUIPMENT_UC: "ÉQUIPEMENT" STR_ARMOR: "ARMURE" STR_MAX: "MAX> {ALT}{0}" STR_ROOKIE: "Recrue" STR_SQUADDIE: "Deuxième Classe" STR_SERGEANT: "Sergent" STR_CAPTAIN: "Capitaine" STR_COLONEL: "Colonel" STR_COMMANDER: "Commandant" STR_SELECT_SQUAD_FOR_CRAFT: "Sélectionner l'Escouade pour {0}" STR_SORT_BY: "TRIER PAR..." STR_ORIGINAL_ORDER: "ORDRE D'ORIGINE" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "TUÉS" STR_WOUND_RECOVERY2: "CONVALESCENCE" STR_SPACE_AVAILABLE: "ESPACE DISPONIBLE> {ALT}{0}" STR_SPACE_USED: "ESPACE UTILISÉ> {ALT}{0}" STR_SPACE_USED_UC: "ESPACE UT." STR_RANK: "GRADE" STR_WOUNDED: "BLESSÉ" STR_EQUIPMENT_FOR_CRAFT: "Équipement pour {0}" STR_DEFENSE_VALUE: "Valeur Défensive" STR_HIT_RATIO: "Ratio de Tirs Réussis " STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}prêt à{NEWLINE}atterrir près de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Commencer la Mission ?" STR_SELECT_ARMAMENT: "Sélectionner Armement" STR_AMMUNITION_AVAILABLE: "MUNITIONS DISPONIBLES" STR_ARMAMENT: "ARMEMENT" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SÉLECTIONNEZ ARMURE POUR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "ARMURE PERSONNELLE" STR_POWER_SUIT_UC: "ARMURE ÉNERGÉTIQUE" STR_FLYING_SUIT_UC: "ARMURE ANTI-G" STR_SELECT_ARMOR: "Sélectionner Armure" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD OUEST" STR_WEST: "OUEST" STR_NORTH_WEST: "NORD OUEST" STR_SELECT_ACTION: "SÉLECTIONNER ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUER L'INTERCEPTION" STR_PURSUE_WITHOUT_INTERCEPTION: "POURSUIVRE SANS INTERCEPTION" STR_VERY_LARGE: "TRÈS GRAND" STR_LARGE: "GRAND" STR_MEDIUM_UC: "MOYEN" STR_SMALL: "PETIT" STR_VERY_SMALL: "TRÈS PETIT" STR_GROUNDED: "SOL" STR_DETECTED: "Détecté" STR_SIZE_UC: "TAILLE" STR_ALTITUDE: "ALTITUDE" STR_HEADING: "CAP" STR_SPEED: "VITESSE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRER SUR OVNI-TEMPS=5 Sec" STR_TRACKING_LOST: "OVNI DISPARU" STR_REDIRECT_CRAFT: "REDIRIGER VAISSEAU" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ALLER À LA DERNIÈRE POSITION CONNUE" STR_UFO_: "OVNI-{0}" STR_ALIEN_BASE_: "BASE E.T.-{0}" STR_CRASH_SITE_: "SITE DE CRASH-{0}" STR_LANDING_SITE_: "SITE D'ATTERRISSAGE-{0}" STR_WAY_POINT_: "POINT DE REPÈRE-{0}" STR_TERROR_SITE: "SITE DE TERREUR-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}a atteint{NEWLINE}{1}" STR_NOW_PATROLLING: "En Patrouille" STR_ALIEN_ORIGINS: "Origines Extraterrestres" STR_THE_MARTIAN_SOLUTION: "La Solution Martienne" STR_CYDONIA_OR_BUST: "Cydonia ou Rien" STR_UFOPAEDIA: "OVNIpédie" STR_XCOM_CRAFT_ARMAMENT: "VAISSEAU ET ARMEMENT X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PLATES-FORMES D'ARMES LOURDES" STR_WEAPONS_AND_EQUIPMENT: "ARMES ET ÉQUIPEMENTS" STR_ALIEN_ARTIFACTS: "OBJETS EXTRATERRESTRES" STR_BASE_FACILITIES: "INSTALLATIONS DE BASE" STR_ALIEN_LIFE_FORMS: "FORMES DE VIE EXTRATERRESTRES" STR_ALIEN_RESEARCH_UC: "RECHERCHE SUR LES EXTRATERRESTRES" STR_UFO_COMPONENTS: "COMPOSANTS D'OVNIS" STR_UFOS: "OVNIS" STR_SELECT_ITEM: "SÉLECTIONNER ARTICLE" STR_ACCELERATION: "ACCÉLÉRATION> {ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACITÉ CARBURANT> {ALT}{0}{ALT}" STR_WEAPON_PODS: "NACELLES D'ARMES> {ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "BLINDAGE> {ALT}{0}{ALT}" STR_CARGO_SPACE: "ÉQUIPAGE> {ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACITÉ PAL> {ALT}{0}{ALT}" STR_DAMAGE: "Dégâts" STR_RANGE: "Portée" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Précision" STR_RE_LOAD_TIME: "Temps de Recharge" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFORANT" STR_DAMAGE_INCENDIARY: "INCENDIAIRE" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIF" STR_DAMAGE_LASER_BEAM: "RAYON LASER" STR_DAMAGE_PLASMA_BEAM: "RAYON PLASMA" STR_DAMAGE_STUN: "ASSOMMER" STR_DAMAGE_MELEE: "MÊLÉE" STR_DAMAGE_ACID: "ACIDE" STR_DAMAGE_SMOKE: "FUMÉE" STR_SHOT_TYPE: "TYPE DE TIR" STR_ACCURACY_UC: "PRÉCISION" STR_TIME_UNIT_COST: "COÛT UT" STR_DAMAGE_UC: "DÉGÂTS" STR_AMMO: "MUNITIONS" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Rapide" STR_SHOT_TYPE_AIMED: "Précis" STR_CONSTRUCTION_TIME: "Temps de Construction" STR_CONSTRUCTION_COST: "Coût de Construction" STR_MAINTENANCE_COST: "Coût d'Entretien" STR_LOW: "Basse" STR_MEDIUM: "Moyenne" STR_HIGH: "Haute" STR_CRAFT_WEAPON: "Arme du Vaisseau" STR_CRAFT_AMMUNITION: "Munitions du Vaisseau" STR_HEAVY_WEAPONS_PLATFORM: "Plate-Forme d'Arme Lourde" STR_WEAPON: "Arme" STR_AMMUNITION: "Munitions" STR_EQUIPMENT: "Équipement" STR_ALIEN_CORPSE: "Corps Extraterrestre" STR_UFO_COMPONENT: "Composant d'OVNI" STR_PERSONAL_ARMOR: "Armure Personnelle" STR_RAW_MATERIALS: "Matières Premières" STR_HWP_CANNON_SHELLS: "Obus PAL" STR_ALIEN: "Extraterrestre" STR_SECTOID: "Sectoïde" STR_SNAKEMAN: "Homme-Serpent" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Flottant" STR_CELATID: "Célatide" STR_SILACOID: "Silacoïde" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombi" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopode" STR_CYBERDISC: "Cyberdisque" STR_LIVE_COMMANDER: "Commandant" STR_LIVE_LEADER: "Chef d'Escouade" STR_LIVE_ENGINEER: "Ingénieur" STR_LIVE_MEDIC: "Médecin" STR_LIVE_NAVIGATOR: "Navigateur" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terroriste" STR_FLOATER_SOLDIER: "Soldat Flottant" STR_FLOATER_NAVIGATOR: "Navigateur Flottant" STR_FLOATER_MEDIC: "Docteur Flottant" STR_FLOATER_ENGINEER: "Ingénieur Flottant" STR_FLOATER_LEADER: "Chef d'Escouade Flottant" STR_FLOATER_COMMANDER: "Commandant Flottant" STR_SECTOID_SOLDIER: "Soldat Sectoïde" STR_SECTOID_NAVIGATOR: "Navigateur Sectoïde" STR_SECTOID_MEDIC: "Docteur Sectoïde" STR_SECTOID_ENGINEER: "Ingénieur Sectoïde" STR_SECTOID_LEADER: "Chef d'Escouade Sectoïde" STR_SECTOID_COMMANDER: "Commandant Sectoïde" STR_SNAKEMAN_SOLDIER: "Soldat Homme-Serpent" STR_SNAKEMAN_NAVIGATOR: "Navigateur Homme-Serpent" STR_SNAKEMAN_ENGINEER: "Ingénieur Homme-Serpent" STR_SNAKEMAN_LEADER: "Chef d'Escouade Homme-Serpent" STR_SNAKEMAN_COMMANDER: "Commandant Homme-Serpent" STR_MUTON_SOLDIER: "Soldat Muton" STR_MUTON_NAVIGATOR: "Navigateur Muton" STR_MUTON_ENGINEER: "Ingénieur Muton" STR_ETHEREAL_SOLDIER: "Soldat Ethereal" STR_ETHEREAL_LEADER: "Chef d'Escouade Ethereal" STR_ETHEREAL_COMMANDER: "Commandant Ethereal" STR_CYBERDISC_TERRORIST: "Terroriste Cyberdisque" STR_REAPER_TERRORIST: "Terroriste Reaper" STR_CHRYSSALID_TERRORIST: "Terroriste Chryssalid" STR_CELATID_TERRORIST: "Terroriste Célatide" STR_SILACOID_TERRORIST: "Terroriste Silacoïde " STR_SECTOPOD_TERRORIST: "Terroriste Sectopode" STR_UFO_POWER_SOURCE: "Source d'énergie OVNI" STR_UFO_NAVIGATION: "Navigation OVNI" STR_UFO_CONSTRUCTION: "Construction OVNI" STR_ALIEN_FOOD: "Nourriture Extraterrestre" STR_ALIEN_REPRODUCTION: "Reproduction Extraterrestre" STR_ALIEN_ENTERTAINMENT: "Divertissement Extraterrestre" STR_ALIEN_SURGERY: "Chirurgie Extraterrestre" STR_EXAMINATION_ROOM: "Salle d'Examen" STR_ALIEN_ALLOYS: "Alliages Extraterrestres" STR_ALIEN_HABITAT: "Habitat Extraterrestre" STR_POWER_SUIT: "Armure Énergétique" STR_FLYING_SUIT: "Armure Anti-G" STR_HWP_ROCKETS: "Roquettes PAL" STR_HWP_FUSION_BOMB: "Bombe à Fusion PAL" STR_LASER_WEAPONS: "Armes Laser" STR_NEW_FIGHTER_CRAFT: "Nouveau Chasseur" STR_NEW_FIGHTER_TRANSPORTER: "Nouveau Chasseur-Transporteur" STR_ULTIMATE_CRAFT: "Vaisseau Suprême" STR_LASER_PISTOL: "Pistolet Laser" STR_LASER_RIFLE: "Fusil Laser" STR_HEAVY_LASER: "Laser Lourd" STR_LASER_CANNON: "Canon Laser" STR_PLASMA_CANNON: "Canon Plasma" STR_FUSION_MISSILE: "Missile à Fusion" STR_LASER_DEFENSE: "Défense Laser" STR_PLASMA_DEFENSE: "Défense à Plasma" STR_FUSION_DEFENSE: "Défense à Fusion" STR_GRAV_SHIELD: "Bouclier Gravitationnel" STR_MIND_SHIELD: "Bouclier Psychique" STR_PSI_LAB: "Psi-Labo" STR_MOTION_SCANNER: "Scanner de Mouvement" STR_MEDI_KIT: "Trousse de Soins" STR_TANK_CANNON: "Blindé Canon Lourd" STR_TANK_ROCKET_LAUNCHER: "Blindé Lance-Roquettes" STR_TANK_LASER_CANNON: "Blindé Laser" STR_HOVERTANK_PLASMA: "Blindé Anti-G Plasma" STR_HOVERTANK_LAUNCHER: "Blindé Anti-G Lanceur Nucléaire" STR_STINGRAY_LAUNCHER: "Lance-Missile Stingray" STR_AVALANCHE_LAUNCHER: "Lance-Missile Avalanche" STR_CANNON: "Canon" STR_FUSION_BALL_LAUNCHER: "Lance-Missile à Fusion" STR_PLASMA_BEAM: "Rayon Plasma" STR_STINGRAY_MISSILES: "Missile Stingray" STR_AVALANCHE_MISSILES: "Missile Avalanche" STR_CANNON_ROUNDS_X50: "Munitions de Canon (x50)" STR_FUSION_BALL: "Boule de Fusion" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Scientifique" STR_ENGINEER: "Ingénieur" STR_NORTH_AMERICA: "Amérique du Nord" STR_ARCTIC: "Arctique" STR_ANTARCTICA: "Antarctique" STR_SOUTH_AMERICA: "Amérique du Sud" STR_EUROPE: "Europe" STR_NORTH_AFRICA: "Afrique du Nord" STR_SOUTHERN_AFRICA: "Afrique australe" STR_CENTRAL_ASIA: "Asie Centrale" STR_SOUTH_EAST_ASIA: "Asie du Sud-Est" STR_SIBERIA: "Sibérie" STR_AUSTRALASIA: "Océanie" STR_PACIFIC: "Pacifique" STR_NORTH_ATLANTIC: "Atlantique Nord" STR_SOUTH_ATLANTIC: "Atlantique Sud" STR_INDIAN_OCEAN: "Océan Indien" STR_ALIEN_RESEARCH: "Recherche E.T." STR_ALIEN_HARVEST: "Moisson E.T." STR_ALIEN_ABDUCTION: "Enlèvement E.T." STR_ALIEN_INFILTRATION: "Infiltration E.T." STR_ALIEN_BASE: "Base Extraterrestre" STR_ALIEN_TERROR: "Terreur E.T." STR_ALIEN_RETALIATION: "Représailles E.T." STR_ALIEN_SUPPLY: "Ravitaillement E.T." STR_MAXIMUM_SPEED: "Vitesse Maximum" STR_HYPER_WAVE_DECODER_UC: "DÉCODEUR D'HYPER-ONDES" STR_SKYRANGER: "MERCURE" STR_LIGHTNING: "JUPITER" STR_AVENGER: "TALION" STR_INTERCEPTOR: "INTERCEPTEUR" STR_FIRESTORM: "DÉMON" STR_UFO: "OVNI" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "CANON" STR_FUSION_BALL_UC: "BOULE DE FUSION" STR_LASER_CANNON_UC: "CANON LASER" STR_PLASMA_BEAM_UC: "RAYON PLASMA" STR_DAMAGE_CAPACITY: "Capacité de Dégâts" STR_WEAPON_POWER: "Puissance d'Arme" STR_WEAPON_RANGE: "Portée de l'Arme" STR_ACCESS_LIFT: "Ascenseur d'Accès" STR_LABORATORY: "Laboratoire" STR_WORKSHOP: "Atelier" STR_SMALL_RADAR_SYSTEM: "Petit Système Radar" STR_LARGE_RADAR_SYSTEM: "Grand Système Radar" STR_MISSILE_DEFENSES: "Défenses Missiles" STR_GENERAL_STORES: "Entrepôts" STR_ALIEN_CONTAINMENT: "Détention des E.T." STR_LASER_DEFENSES: "Défenses Laser" STR_PLASMA_DEFENSES: "Défenses à Plasma" STR_FUSION_BALL_DEFENSES: "Défenses à Fusion" STR_PSIONIC_LABORATORY: "Laboratoire Psionique" STR_HYPER_WAVE_DECODER: "Décodeur d'Hyper-Ondes" STR_HANGAR: "Hangar" STR_USA: "ÉTATS-UNIS" STR_RUSSIA: "RUSSIE" STR_UK: "ROYAUME-UNI" STR_FRANCE: "FRANCE" STR_GERMANY: "ALLEMAGNE" STR_ITALY: "ITALIE" STR_SPAIN: "ESPAGNE" STR_CHINA: "CHINE" STR_JAPAN: "JAPON" STR_INDIA: "INDE" STR_BRAZIL: "BRÉSIL" STR_AUSTRALIA: "AUSTRALIE" STR_NIGERIA: "NIGER" STR_SOUTH_AFRICA: "AFRIQUE DU SUD" STR_EGYPT: "ÉGYPTE" STR_CANADA: "CANADA" STR_TANK: "Blindé" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Fév" STR_MAR: "Mar" STR_APR: "Avr" STR_MAY: "Mai" STR_JUN: "Jui" STR_JUL: "Juil" STR_AUG: "Aoû" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Déc" STR_INTERNATIONAL_RELATIONS: "Relations Internationales" STR_COUNTRY: "Pays" STR_FUNDING: "Budget" STR_CHANGE: "Écart" STR_WEAPON_SYSTEMS: "SYSTÈMES D'ARME" STR_HWPS: "PAL" STR_DAMAGE_UC_: "DÉGÂTS> {ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "L'ascenseur d'accès permet de transférer l'équipement et le personnel aux bases souterraines. C'est toujours la première installation à être construite sur un nouveau site. La cage d'ascenseur est vulnérable aux intrusions de toute force hostile." STR_LIVING_QUARTERS_UFOPEDIA: "Chaque bloc d'habitation peut abriter jusqu'à 50 personnes. Cette installation comporte une zone de loisirs, un secteur d'alimentation et des dortoirs." STR_LABORATORY_UFOPEDIA: "Un maximum de 50 savants peut travailler dans un laboratoire. Les laboratoires sont équipés de la toute dernière technologie en matière de recherche de matériaux, de biochimie et de cosmologie. XCom a un accès privilégié aux meilleurs laboratoires de recherche du monde entier, y compris les établissements militaires." STR_WORKSHOP_UFOPEDIA: "Un atelier contenant tout l'équipement nécessaire à la fabrication de produits basés sur les conceptions des laboratoires scientifiques. Un atelier peut contenir jusqu'à 50 ingénieurs, mais les objets en construction prennent également de la place." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Petit système de détection ayant une portée radar de 300 nautiques avec liaison aux systèmes satellites pour les recherches au sol. Chaque système a 5% de chances de détecter un objet de taille moyenne toutes les 10 minutes." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Grand système de détection ayant une portée de 450 nautiques avec liaison aux systèmes satellites pour les recherches au sol. Chaque système a 5% de chances de détecter un objet de taille moyenne toutes les 10 minutes." STR_MISSILE_DEFENSES_UFOPEDIA: "Les défenses missiles protègent des incursions des vaisseaux ennemis qui essaient d'atterrir près de la base." STR_GENERAL_STORES_UFOPEDIA: "Tous les équipements, systèmes d'armements, munitions, matériel récupéré et Plateformes d'Armes Lourdes sont stockés dans les entrepôts. Cela inclus également la dotation en équipement des vaisseaux stationnés dans les hangars." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Les extraterrestres vivants risquent de nécessiter un habitat spécial pour maintenir leurs fonctions vitales. L'installation de détention peut contenir jusqu'à 10 formes de vie extraterrestres dans des unités indépendantes." STR_LASER_DEFENSES_UFOPEDIA: "Les défenses laser protègent de l'incursion des vaisseaux ennemis." STR_PLASMA_DEFENSES_UFOPEDIA: "Les défenses à plasma fournissent une protection puissante et efficace contre l'intrusion des vaisseaux ennemis." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Les missiles à ogives de fusion sont la défense la plus efficace contre les attaques extraterrestres. Ces missiles créent une implosion antimatière qui détruit tout dans un rayon spécifique." STR_GRAV_SHIELD_UFOPEDIA: "Le bouclier de gravité repousse les extraterrestres qui essaient d'atterrir près de la base assez longtemps pour que tous les systèmes de défense puissent tirer à nouveau. Dans la pratique, ceci double l'efficacité de tous les systèmes de défense de votre base." STR_MIND_SHIELD_UFOPEDIA: "Comme les vaisseaux extraterrestres détectent les humains grâce aux ondes cérébrales, la contre-mesure la plus efficace consiste à protéger la base de ces ondes. Ceci réduira de façon importante les chances de détection par les vaisseaux extraterrestres." STR_PSIONIC_LABORATORY_UFOPEDIA: "Le labo psionique peut évaluer le potentiel psionique de tous les soldats de la base et leur donner l'entraînement nécessaire pour utiliser leurs compétences psioniques. Chaque labo peut entraîner jusqu'à 10 soldats. L'entraînement est attribué à la fin de chaque mois. Les compétences psioniques utilisées en association avec un Psi-Amp peuvent être utilisées pour les attaques psioniques pendant le combat." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Les communications extraterrestres se font par ondes supra-dimensionnelles qui voyagent presque instantanément. Le décodeur intercepte les transmissions d'OVNIS et décode l'information. Celle-ci indique le type de l'OVNI, la race extraterrestre et le type d'activité." STR_HANGAR_UFOPEDIA: "Chaque hangar peut abriter un appareil. Il est équipé avec des installations pour l'entretien, le ravitaillement et la réparation des chasseurs et transporteurs X-Com. Chaque appareil posté dans une base doit avoir un hangar libre qui lui est affecté et qui ne peut être utilisé par aucun autre, même si l’occupant principal est parti en mission." STR_PISTOL_UFOPEDIA: "Le pistolet X-Com standard est un semi-automatique de gros calibre pouvant contenir 12 cartouches." STR_RIFLE_UFOPEDIA: "Un fusil de haute précision calibre 6,7mm avec chargeur 20 coups et guidage laser." STR_HEAVY_CANNON_UFOPEDIA: "Le canon lourd est une arme dévastatrice mais encombrante. Sa versatilité vient du fait qu'il peut contenir trois types de munitions : perforantes, incendiaires et explosives." STR_AUTO_CANNON_UFOPEDIA: "Le canon automatique combine la versatilité et la puissance d'un canon lourd avec une cadence de tir plus rapide." STR_ROCKET_LAUNCHER_UFOPEDIA: "Le lance-roquettes est un système guidé au laser qui peut tirer trois types différents de roquettes." STR_LASER_PISTOL_UFOPEDIA: "Le pistolet laser est une réalisation efficace de la technologie moderne. Il conjugue la commodité d'un pistolet avec un tir rapide et précis." STR_LASER_RIFLE_UFOPEDIA: "Le fusil laser est une version plus puissante et plus précise du pistolet décrit précédemment." STR_HEAVY_LASER_UFOPEDIA: "Le laser lourd est encombrant, mais extrêmement efficace." STR_GRENADE_UFOPEDIA: "Cette grenade standard a un détonateur fiable et sophistiqué, permettant un contrôle de précision." STR_SMOKE_GRENADE_UFOPEDIA: "Les grenades fumigènes sont utiles pour se mettre à l'abri durant des combats à découvert. À utiliser avec précaution car elles peuvent également avantager l'ennemi." STR_PROXIMITY_GRENADE_UFOPEDIA: "Une grenade de proximité est lancée comme une grenade ordinaire mais une fois au sol elle est déclenchée par tout mouvement proche. Il faut beaucoup d'habileté et de précaution pour utiliser correctement ces armes." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Cet explosif ne doit être utilisé que pour la démolition. Évacuez les lieux de l'explosion." STR_MOTION_SCANNER_UFOPEDIA: "Cet appareil sophistiqué utilise toutes sortes de détecteurs et d'algorithmes informatiques évolués pour identifier les mouvements des unités ennemies. Cependant, il faut de l'expérience pour l'utiliser correctement. Cliquez sur l'icône scanneur de mouvement sur l'affichage tactique. Sélectionnez 'Utiliser Scanneur' dans le menu. L'affichage du scanneur montre une flèche au centre qui représente la direction vers laquelle le soldat est tourné (Le Nord est en haut). Les points clignotants montrent les unités qui ont récemment changé de position. Des unités importantes, ou des unités se déplaçant rapidement, seront représentées par des points plus grands. Les unités statiques ne seront pas détectées." STR_MEDI_KIT_UFOPEDIA: "La trousse de soins contient des médicaments, des calmants et des stimulants. Pour utiliser la trousse de soins, vous devez vous tourner vers le soldat ayant besoin d'un traitement. Si le soldat est assommé, vous devez vous pencher sur le corps. Cliquez sur l'icône trousse de soins et sélectionnez 'utiliser trousse de soins' dans le menu.{NEWLINE}SOIGNER> Les parties du corps en rouge représentent des blessures. Cliquez sur une partie du corps qui est blessée. Cliquez sur le bouton 'Soigner'. La blessure sera soignée et cela redonnera un peu de santé à la personne blessée.{NEWLINE}STIMULANT> Redonne de l'énergie et fait reprendre conscience aux soldats ayant été assommés. Pour faire reprendre conscience à un soldat inanimé, penchez-vous directement sur le corps.{NEWLINE}CALMANT> Ramène le moral des soldats blessés à un niveau équivalent à la santé perdue du soldat." STR_PSI_AMP_UFOPEDIA: "Le Psi-amp ne peut être utilisé que par les soldats avec une compétence psionique. Pendant le combat, cliquez sur le Psi-amp, sélectionnez le type d'attaque, et sélectionnez une cible avec le curseur. Il y a deux types d'attaque psionique :{NEWLINE}PANIQUER L'UNITÉ> Si l'attaque est réussie, elle réduit le morale de la cible et peut la faire paniquer.{NEWLINE}CONTRÔLE MENTAL> Si l'attaque est réussie, vous gagnez le contrôle immédiat de l'unité ennemie comme si c'était votre unité. Il est plus difficile de réussir ce type d'attaque. " STR_STUN_ROD_UFOPEDIA: "Cet objet ne peut être utilisé que dans le combat rapproché. Il permet d'assommer un organisme vivant sans le tuer grâce à des chocs électriques." STR_MIND_PROBE_UFOPEDIA: "La sonde d'esprit est un périphérique de communication extraterrestre qui est utilisée pour prendre l'information directement des ondes cérébrales. Les unités X-Com peuvent utiliser cette technique durant le combat pour connaître les caractéristiques des extraterrestres. Cliquez sur la sonde d'esprit et l'option 'utiliser'. Puis, cliquez sur un extraterrestre avec le curseur." STR_PLASMA_PISTOL_UFOPEDIA: "Les pistolets à plasma sont une arme extraterrestre fatale basée sur l'accélération des particules à l'intérieur d'un minuscule champ antigravitationnel." STR_PLASMA_RIFLE_UFOPEDIA: "C'est une arme puissante et dévastatrice basée sur l'accélération des particules à l'intérieur d'un minuscule champ antigravitationnnel." STR_HEAVY_PLASMA_UFOPEDIA: "Cet arme dotée d'une puissance dévastatrice est basée sur l'accélération des particules à l'intérieur d'un minuscule champ antigravitationnel." STR_BLASTER_LAUNCHER_UFOPEDIA: "Un lance-missiles guidé extraterrestre qui tire de puissantes 'bombes blaster'. Lorsque vous cliquez pour tirer, vous voyez apparaître les points de repère que la bombe blaster suivra. Lorsque vous avez positionné assez de points de repère, cliquez sur l'icône lancement spécial." STR_SMALL_LAUNCHER_UFOPEDIA: "Un petit lance-grenade qui tire des bombes assommantes. Très utile pour capturer des extraterrestres vivants." STR_ALIEN_GRENADE_UFOPEDIA: "Cette arme fonctionne de la même façon qu'une grenade terrestre - mais elle est plus puissante." STR_SMALL_SCOUT: "Petit Éclaireur" STR_MEDIUM_SCOUT: "Éclaireur Moyen" STR_LARGE_SCOUT: "Grand Éclaireur" STR_HARVESTER: "Moissonneur" STR_ABDUCTOR: "Ravisseur" STR_TERROR_SHIP: "Vaisseau de Terreur" STR_BATTLESHIP: "Vaisseau de Combat" STR_SUPPLY_SHIP: "Vaisseau Cargo" STR_RATING: "ÉVALUATION> {0}" STR_RATING_TERRIBLE: "TERRIBLE !" STR_RATING_POOR: "MÉDIOCRE !" STR_RATING_OK: "PASSABLE" STR_RATING_GOOD: "BIEN !" STR_RATING_EXCELLENT: "EXCELLENT !" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPPORT MENSUEL PROJET X-COM" STR_MONTH: "Mois> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Le Conseil des Nations participant au financement est jusqu'ici satisfait de vos progrès." STR_COUNCIL_IS_VERY_PLEASED: "Le Conseil des Nations participant au financement est très satisfait de vos excellents progrès. Continuez comme ça." STR_COUNCIL_IS_DISSATISFIED: "Le Conseil des Nations participant au financement n'est pas satisfait de votre travail. Vous devez améliorer votre efficacité à combattre la menace extraterrestre, sinon, il risque de mettre fin au projet." STR_YOU_HAVE_NOT_SUCCEEDED: "Vous n'avez pas réussi à combattre l'invasion extraterrestre et le conseil des nations participant au financement a malheureusement décidé de mettre fin au projet. Chaque nation va s'occuper elle-même du problème comme elle l'entend. Nous ne pouvons qu'espérer arriver à un accord avec ces forces apparemment hostiles, et souhaiter que la population s'entende avec les visiteurs extraterrestres." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} est particulièrement satisfait de votre aptitude à gérer la menace sur son territoire et a accepté d'augmenter son financement." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sont particulièrement satisfaits de vos progrès dans le combat contre les incursions extraterrestres sur leur territoire, et ont accepté d'augmenter votre budget." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} et {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} n'est pas satisfait de votre aptitude à combattre l'activité extraterrestre sur son territoire et a décidé de réduire sa participation financière." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sont mécontents de votre aptitude à contenir l'activité extraterrestre sur leur territoire, et ont décidé de réduire leur contribution financière." STR_KNOTS: "{0} nœuds" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} a signé un pacte secret avec des forces extraterrestres inconnues et s'est retiré du projet." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ont signé un pacte secret avec des forces extraterrestres inconnues et se sont retirés du projet." STR_MONTHLY_RATING: "Évaluation Mensuelle> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Changement du Financement> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Le conseil n'est pas satisfait de votre situation financière. Vous devez réduire vos dettes en dessous d'1 million de $ ou le projet sera terminé." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "LES TRANSMISSIONS D'HYPER-ONDES SONT DÉCODÉES" STR_CRAFT_TYPE: "TYPE DE VAISSEAU" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allouer Recherche" STR_ALLOCATE_MANUFACTURE: "Allouer Fabrication" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montréal" STR_HAVANA: "La Havane" STR_MEXICO_CITY: "Mexico" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brésil" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londres" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moscou" STR_ROME: "Rome" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Le Caire" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Le Cap" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Téhéran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Pékin" STR_BANGKOK: "Bangkok" STR_MANILA: "Manille" STR_SEOUL: "Séoul" STR_SINGAPORE: "Singapour" STR_JAKARTA: "Djakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novossibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Entraînement Psi" STR_PSIONIC_TRAINING: "ENTRAINEMENT PSIONIQUE" STR_REMAINING_PSI_LAB_CAPACITY: "Capacité Psi-lab restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Force{NEWLINE}Psionique" STR_PSIONIC_SKILL_IMPROVEMENT: "Progression{NEWLINE}/Compétence Psionique" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "{NEWLINE}Inscrit ?" STR_TARGETTED_BY: "VISÉ PAR :" STR_WEAPONS_CREW_HWPS: "ARMES/{NEWLINE}ÉQUIPAGE/PAL" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "à court de carburant,{NEWLINE}retourne à la base" STR_SOLDIER_LIST: "Liste des Soldats" STR_RANK_: "GRADE> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "VICTIMES> {ALT}{0}" STR_WOUND_RECOVERY: "GUÉRISON DE BLESSURE> {ALT}{0}" STR_TIME_UNITS: "UNITÉS DE TEMPS" STR_STAMINA: "ENDURANCE" STR_HEALTH: "SANTÉ" STR_BRAVERY: "COURAGE" STR_REACTIONS: "RÉACTIONS" STR_FIRING_ACCURACY: "PRÉCISION AU TIR" STR_THROWING_ACCURACY: "PRÉCISION AU LANCER" STR_STRENGTH: "FORCE" STR_PSIONIC_STRENGTH: "FORCE PSIONIQUE" STR_PSIONIC_SKILL: "COMPÉTENCE PSIONIQUE" STR_NEW_RANK: "NOUVEAU GRADE" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "SOLDATS" STR_TANK_CANNON_UFOPEDIA: "Les Plates-formes d'Armes Lourdes sont conçus pour appuyer les escouades X-Com. Ces unités, ayant à la fois une grande puissance de feu et un blindage résistant, sont idéales pour les combats à découvert. Assurez-vous que vous avez suffisamment de munitions dans vos stocks pour réarmer les chars d'assauts. Ils s'arment automatiquement lorsque vous les affectez à une escouade." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Cette plate-forme d'arme lourde automatique est armée de puissantes roquettes. C'est une arme dévastatrice pour tout ennemi extraterrestre. Assurez-vous que vos stocks sont approvisionnés en roquettes PAL." STR_TANK_LASER_CANNON_UFOPEDIA: "Les armes laser sont un complément utile aux PAL. Elles ont une grande puissance de feu et n'ont pas de limite de munitions." STR_HOVERTANK_PLASMA_UFOPEDIA: "La technologie extraterrestre a réssuscité les PAL. La maniabilité du voyage aérien et la puissance des rayons à plasma est une combinaison mortelle." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Cet \"aérochar\" possède un lance-missile, à boules de fusion, capable de faire d'immenses dégâts. Utilisez-le avec beaucoup de précaution. Il vous faudra fabriquer les boules de fusion pour charger ces PAL. Une boule de fusion est une arme guidée intelligente. Pour tirer, vous devez sélectionner un certain nombre de 'points de repère' avec le curseur puis cliquer sur l'icône lancer pour tirer la boule de fusion." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Cet objet compact est utilisé comme munition pour un canon lourd à plasma. Il contient une petite quantité d'Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Ce petit objet est utilisé comme source d'énergie pour un fusil à plasma - une arme extraterrestre de puissance moyenne. Contient une petite quantité d'Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Source d'énergie pour le petit pistolet à plasma extraterrestre. Contient de l'Elerium - source de toute puissance extraterrestre." STR_STUN_BOMB_UFOPEDIA: "La bombe assommante est utilisée pour capturer des spécimens humains vivants, mais elle peut aussi être utilisée contre la plupart des races extraterrestres. On la tire d'un petit lance-grenade." STR_ALIEN_RESEARCH_UFOPEDIA: "Les missions de recherches extraterrestres sont lancés dans le but de rassembler des informations élémentaires sur la Terre et ses habitants. Ils utilisent généralement des petits véhicules, et atterrissent parfois dans les zones désertes. Ce type d'activité extraterrestre est une moindre menace pour X-Com et ont peu d'impacts sur les gouvernements ou les populations." STR_ALIEN_HARVEST_UFOPEDIA: "Les extraterrestres utilisent la faune terrienne de différentes façons. Les animaux sont secrètement enlevés, puis ramenés après qu'on leur ait enlevé plusieurs organes. Les témoignages de mutilations du bétail coïncident généralement avec des apparitions d'OVNIS. Ce type d'activité extraterrestre préoccupe beaucoup les gouvernements et provoque une grande inquiétude parmi la population. Ce type d'activité se produit généralement en campagne. La théorie derrière cette 'moisson extraterrestre' serait que les races extraterrestres ont à l'origine 'ensemencé' la planète de sa flore et de sa faune, et qu'ils reviennent aujourd'hui pour récolter les fruits qu'ils ont semés." STR_ALIEN_ABDUCTION_UFOPEDIA: "C'est le type d'activité alien le plus insidieux. De nombreux témoignages font état d'enlèvements par les aliens, et ceci malgré les efforts faits par les extraterrestres pour effacer cette expérience de la mémoire de leurs victimes. Les personnes enlevées disent avoir été soumises à des examens physiques humiliants, et parlent même d'implantations de fœtus aliens et d'expériences génétiques étranges. Le but de cette activité semble être lié à l'étude des mutations génétiques et à la manipulation du propre code génétique des extraterrestres. Cette activité provoque une vive inquiétude, et se produit dans les zones peuplées ou les villes." STR_ALIEN_INFILTRATION_UFOPEDIA: "Si les extraterrestres peuvent revêtir une apparence humaine, alors il est fort probable que les gouvernements de la Terre soient infiltrés. Un regain anormal d'activité OVNIS à proximité des grandes villes pourraient signifier que des agents extraterrestres tentent de faire pression sur des officiels au plus haut niveau dans le but de ratifier un pacte. En échange des connaissances et technologies supérieures aux nôtres , les extraterrestres pourraient mener leurs activités sans entraves. Cette mission extraterrestre représente la pire menace pour X-Com, car si un gouvernement accepte de signer ce pacte il cessera alors de financer X-Com." STR_ALIEN_BASE_UFOPEDIA: "Les extraterrestres vont construire des bases souterraines secrètes dans des endroits isolés. Après quelques vols de reconnaissance, une intense activité OVNIS se produira pendant la phase de construction de la base. Ces bases sont sans doute équipés de laboratoires pour réaliser des expériences sur les humains qui ont été enlevés. De plus d'importants stocks sont probablement entreposés pour développer leurs activités dans la région. Une intense activité extraterrestre sans la présence d'OVNIS devrait donc nous alerter sur la présence d'une base extraterrestre dans le secteur. Afin de localiser une base, un vaisseau X-Com doit patrouiller dans une région pendant quelques heures pour avoir une chance de la détecter." STR_ALIEN_TERROR_UFOPEDIA: "Pour terroriser une ville, les extraterrestres vont déployer des forces spéciales avec des pouvoirs terrifiants. Les civils seront directement menacés et les gouvernements seront forcés d'évacuer des zones étendus. Le but essentiel de cette activité est de créer suffisamment d'hystérie collective pour que les gouvernements remettent en cause le projet X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "fssdg" STR_ALIEN_SUPPLY_UFOPEDIA: "Une fois qu'une base extraterrestre est construite, elle est régulièrement approvisionnée par un vaisseau cargo spécial. Si l'un de ses vaisseaux est détecté lors de son atterrissage, vous pouvez alors être certain qu'il y a une base extraterrestre à proximité." STR_SMALL_SCOUT_UFOPEDIA: "Ce minuscule vaisseau est utilisé essentiellement pour la reconnaissance ou la recherche. Il précède normalement des vaisseaux plus grands au début d'une mission extraterrestre." STR_MEDIUM_SCOUT_UFOPEDIA: "Un vaisseau éclaireur de taille moyenne qui ne représente pas une grande menace pour les forces terrestres. Il apparaît normalement avant des vaisseaux plus grands durant les missions." STR_LARGE_SCOUT_UFOPEDIA: "Le vaisseau éclaireur extraterrestre le plus grand est un vaisseau utilisé dans tous les types de missions extraterrestres." STR_HARVESTER_UFOPEDIA: "Le moissonneur a une trappe à sa base et est équipé d'un treuil pour hisser le bétail ou d'autres animaux. Les scalpels laser sont utilisés pour extraire les morceaux désirés et la carcasse est jetée au sol. Il y a également des conteneurs de stockage pour les parties du corps." STR_ABDUCTOR_UFOPEDIA: "Ce vaisseau est équipé d'une salle d'examen utilisée pour d'horribles expériences sur des sujets humains. La victime est paralysée par des pouvoirs télépathiques, mais reste consciente sur la table d'opération." STR_TERROR_SHIP_UFOPEDIA: "Le vaisseau de terreur est équipé d'installations lui permettant de transporter de lourdes armes de terreur ou des créatures. Il est utilisé pour transporter des terroristes extraterrestres jusque dans les zones peuplées." STR_BATTLESHIP_UFOPEDIA: "Le vaisseau de combat est le vaisseau extraterrestre le plus grand et le plus puissant. C'est normalement le vaisseau principal des missions extraterrestres, il est équipé d'armes puissantes et de nombreux membres d'équipage." STR_SUPPLY_SHIP_UFOPEDIA: "Le vaisseau cargo est utilisé durant la construction de bases extraterrestres ou pour l'approvisionnement de bases existantes. Il transporte des conteneurs de nourriture extraterrestre et des chambres de reproduction." STR_DISMANTLE: "Démonter" STR_FACILITY_IN_USE: "INSTALLATION UTILISÉE" STR_CANNOT_DISMANTLE_FACILITY: "IMPOSSIBLE DE DÉMONTER L'INSTALLATION !{SMALLLINE}Toutes les installations de la base doivent être reliées à l'ascenseur d'accès." STR_TRANSFER_ITEMS_TO: "Transférer Matériel Vers {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "PAS D'INSTALLATION DE DÉTENTION DES EXTRATERRESTRES POUR LE TRANSFERT !{SMALLLINE}Les extraterrestres vivants ont besoin d'une installation de détention des extraterrestres pour survivre " STR_AMOUNT_AT_DESTINATION: "QUANTITE A{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "L'extraterrestre meurt car il n'y a pas d'installation de détention des extraterrestres" STR_NO_FREE_ACCOMODATION_CREW: "PAS DE LOGEMENT DE LIBRE !{SMALLLINE}La base de destination n'a pas assez de place dans les baraquements pour l'équipage affecté au vaisseau." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "PAS SUFFISAMENT D'ESPACE DE STOCKAGE !{SMALLLINE}La base de destination n'a pas suffisament de place pour l'équippement attribué au vaisseau." STR_ITEMS_ARRIVING: "Le Matériel Arrive" STR_DESTINATION_UC: "DESTINATION" STR_PISTOL: "Pistolet" STR_PISTOL_CLIP: "Chargeur de Pistolet" STR_RIFLE: "Fusil" STR_RIFLE_CLIP: "Chargeur de Fusil" STR_HEAVY_CANNON: "Canon Lourd" STR_HC_AP_AMMO: "Munitions CL-PA" STR_HC_HE_AMMO: "Munitions CL-E" STR_HC_I_AMMO: "Munitions CL-I" STR_AUTO_CANNON: "Canon Auto" STR_AC_AP_AMMO: "Munitions CA-PA" STR_AC_HE_AMMO: "Munitions CA-E" STR_AC_I_AMMO: "Munitions CA-I" STR_ROCKET_LAUNCHER: "Lance-Roquettes" STR_SMALL_ROCKET: "Petite Roquette" STR_LARGE_ROCKET: "Grande Roquette" STR_INCENDIARY_ROCKET: "Roquette Incendiaire" STR_GRENADE: "Grenade" STR_SMOKE_GRENADE: "Grenade Fumigène" STR_PROXIMITY_GRENADE: "Grenade de Proximité" STR_HIGH_EXPLOSIVE: "Explosif" STR_STUN_ROD: "Matraque électrique" STR_HEAVY_PLASMA: "Canon Plasma Lourd" STR_HEAVY_PLASMA_CLIP: "Chargeur de Canon Plasma Lourd" STR_PLASMA_RIFLE: "Fusil Plasma" STR_PLASMA_RIFLE_CLIP: "Chargeur de Fusil Plasma" STR_PLASMA_PISTOL: "Pistolet Plasma" STR_PLASMA_PISTOL_CLIP: "Chargeur de Pistolet Plasma" STR_BLASTER_LAUNCHER: "Lanceur Blaster" STR_BLASTER_BOMB: "Bombe Nucléaire" STR_SMALL_LAUNCHER: "Petit Lanceur" STR_STUN_BOMB: "Bombe Assommante" STR_ALIEN_GRENADE: "Grenade Extraterrestre" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Sonde d'Esprit" STR_SECTOID_CORPSE: "Corps Sectoïde" STR_SNAKEMAN_CORPSE: "Corps Homme-Serpent" STR_ETHEREAL_CORPSE: "Corps Ethereal" STR_MUTON_CORPSE: "Corps Muton" STR_FLOATER_CORPSE: "Corps Flottant" STR_CELATID_CORPSE: "Corps Célatide" STR_SILACOID_CORPSE: "Corps Silacoïde" STR_CHRYSSALID_CORPSE: "Corps Chryssalid" STR_REAPER_CORPSE: "Corps Reaper" STR_SECTOPOD_CORPSE: "Corps de Sectopode" STR_CYBERDISC_CORPSE: "Corps Cyberdisque" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Munitions insuffisantes pour équiper ces PAL {SMALLLINE}{0} {1} requis." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Matériel Insuffisant pour rééquiper entièrement l'escouade" STR_MARS_CYDONIA_LANDING: "Mars : Atterrissage sur Cydonia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Votre vaisseau Talion a atterri dans la région de Cydonia, sur la surface de Mars. Nos informations indiquent que l'une des pyramides contient un ascenseur vert menant à un complexe souterrain. Lorsque vous aurez rassemblé tous vos soldats près de l'ascenseur, cliquez sur l'icône 'Abandonner mission' pour passer à l'étape suivante." STR_MARS_THE_FINAL_ASSAULT: "Mars : L'assaut final" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "L'ascenseur de la pyramide emmène vos soldats fatigués sous la surface de la planète. Ils arrivent au cœur d'un grand complexe de tunnels et de salles. Le cerveau extraterrestre est caché quelque part dans le labyrinthe. Il doit être détruit si vous voulez sauver la Terre de l'esclavage extraterrestre.{NEWLINE}{NEWLINE}Bonne chance !" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Vous devez étudier{NEWLINE}{0}{NEWLINE}avant de fabriquer{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Les extraterrestres ont détruit la base non défendue {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Les agents X-Com ont localisé une base extra-terrestre en {0}" STR_STANDOFF: "ATTENTE" STR_CAUTIOUS_ATTACK: "ATTAQUE PRUDENTE" STR_STANDARD_ATTACK: "ATTAQUE STANDARD" STR_AGGRESSIVE_ATTACK: "ATTAQUE AGRESSIVE" STR_DISENGAGING: "DÉSENGAGEMENT" STR_UFO_HIT: "L'OVNI EST TOUCHÉ !" STR_UFO_CRASH_LANDS: "L'OVNI S'ÉCRASE !" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Réduction en mode attente seulement" STR_UFO_RETURN_FIRE: "L'OVNI RIPOSTE !" STR_INTERCEPTOR_DAMAGED: ">>>INTERCEPTEUR ENDOMMAGÉ<<<" STR_INTERCEPTOR_DESTROYED: ">>>INTERCEPTEUR DÉTRUIT<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "L'OVNI DÉPASSE L'INTERCEPTEUR !" STR_ALIENS_TERRORISE: "TERREUR EXTRATERRESTRE" STR_LONG_RANGE_DETECTION: "Détection Longue Portée" STR_STORES_UC: "STOCK" STR_DIFFICULTY_LEVEL: "Niveau de difficulté" STR_INTERCEPT: "INTERCEPTER" STR_BASES: "BASES" STR_GRAPHS: "GRAPHIQUES" STR_UFOPAEDIA_UC: "OVNIPÉDIE" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "BUDGET" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 heure" STR_1_DAY: "1 jour" STR_XCOM_PERFORMANCE_ROSTER: "Rapport de Performances Xcom" STR_ENTER_NAME: "Entrer nom" STR_PERFORMANCE_RATING: "Évaluation de Performance" STR_VICTORY_DATE: "Date de victoire" STR_ELECTRO_FLARE: "Balise Lumineuse" STR_ELECTRO_FLARE_UFOPEDIA: "Cette balise éclairante produit une lumière vive lorsqu'elle est lancée. Ceci éclaire les unités ennemies proches lors des missions de nuit." STR_MONTHLY_COSTS: "Coûts Mensuels" STR_CRAFT_RENTAL: "Location de Vaisseaux" STR_SALARIES: "Salaires" STR_BASE_MAINTENANCE: "Entretien de la Base" STR_COST_PER_UNIT: "Coût par Unité" STR_QUANTITY: "Quantité" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En Entraînement Psionique" STR_BLASTER_BOMB_UFOPEDIA: "Ce dispositif est un missile explosif, équipé, d'un système de guidage intelligent. Il est tiré d'un lanceur blaster." STR_FRONT_ARMOR: "ARMURE AVANT" STR_LEFT_ARMOR: "ARMURE GAUCHE" STR_RIGHT_ARMOR: "ARMURE DROITE" STR_REAR_ARMOR: "ARMURE ARRIÈRE" STR_UNDER_ARMOR: "ARMURE DE DESSOUS" STR_ROUNDS: "Cartouches" STR_UNIT: "UNITÉ> {0}" STR_ENERGY: "ÉNERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "ARMURE> {0}" STR_FRONT_ARMOR_UC: "ARMURE AVANT" STR_LEFT_ARMOR_UC: "ARMURE GAUCHE" STR_RIGHT_ARMOR_UC: "ARMURE DROITE" STR_REAR_ARMOR_UC: "ARMURE ARRIÈRE" STR_SKILLS: "COMPÉTENCES> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "TÊTE" STR_TORSO: "TORSE" STR_RIGHT_ARM: "BRAS DROIT" STR_LEFT_ARM: "BRAS GAUCHE" STR_RIGHT_LEG: "JAMBE DROITE" STR_LEFT_LEG: "JAMBE GAUCHE" STR_PAIN_KILLER: "CALMANT" STR_STIMULANT: "STIMULANT" STR_HEAL: "SOIGNER" STR_TIME_UNITS_SHORT: "UT> {ALT}{0}" STR_WEIGHT: "Poids> {ALT}{0}/{1}" STR_REACTIONS_SHORT: "Réact> {ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Cmp.P> {ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "For.P> {ALT}{0}" STR_ALIEN_ARTIFACT: "Objet Extraterrestre" STR_AMMO_ROUNDS_LEFT: "MUNITIONS :{NEWLINE}CARTOUCHES{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calm> {ALT}{0}{ALT}{NEWLINE}Stim> {ALT}{1}{ALT}{NEWLINE}Soin> {ALT}{2}" STR_THROW: "Lancer" STR_AUTO_SHOT: "Tir Automatique" STR_SNAP_SHOT: "Tir Rapide" STR_AIMED_SHOT: "Tir Précis" STR_STUN: "Assommer" STR_PRIME_GRENADE: "Armer Grenade" STR_USE_SCANNER: "Utiliser Scanner" STR_USE_MEDI_KIT: "Utiliser Trousse de Soins" STR_LAUNCH_MISSILE: "Lancer Missile" STR_ACCURACY_SHORT: "Pr> {ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unités de Temps Insuffisantes !" STR_NOT_ENOUGH_ENERGY: "Énergie Épuisée !" STR_NO_ROUNDS_LEFT: "Plus de Munitions !" STR_NO_AMMUNITION_LOADED: "Pas de Munitions Chargées !" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Mauvaise Munition pour cette Arme !" STR_WEAPON_IS_ALREADY_LOADED: "L'Arme est Déjà Chargée !" STR_NO_LINE_OF_FIRE: "Pas de Ligne de Tir !" STR_GRENADE_IS_ACTIVATED: "La Grenade est Activée !" STR_GRENADE_IS_DEACTIVATED: "La Grenade est Désactivée !" STR_THERE_IS_NO_ONE_THERE: "Il n'y a Personne ici !" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossible d'utiliser Objet Extraterrestre sans recherche !" STR_OUT_OF_RANGE: "Hors de Portée !" STR_UNABLE_TO_THROW_HERE: "Impossible de Lancer à cet Endroit !" STR_SET_TIMER: "Détonateur" STR_HIDDEN_MOVEMENT: "MOUVEMENT CACHÉ" STR_TURN: "TOUR> {0}" STR_SIDE: "CAMP> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Cliquez pour continuer" STR_MIND_CONTROL: "Contrôle de l'Esprit" STR_PANIC_UNIT: "Panique de l'Unité" STR_MORALE_ATTACK_SUCCESSFUL: "Attaque Psionique Réussie" STR_MIND_CONTROL_SUCCESSFUL: "Contrôle de l'Esprit Réussi" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}a perdu son sang-froid" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}a perdu son sang-froid" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}a paniqué" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}a paniqué" STR_XCOM: "X-Com" STR_ALIENS: "Extraterrestres" STR_RIGHT_HAND: "MAIN DROITE" STR_LEFT_HAND: "MAIN GAUCHE" STR_RIGHT_SHOULDER: "ÉPAULE DROITE" STR_LEFT_SHOULDER: "ÉPAULE GAUCHE" STR_BACK_PACK: "SAC À DOS" STR_BELT: "CEINTURE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}est sous contrôle extraterrestre" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}est sous contrôle extraterrestre" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}a perdu connaissance" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}a perdu connaissance" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}a succombé à une blessure mortelle" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}a succombé à une blessure mortelle." STR_USE_MIND_PROBE: "Utiliser Sonde d'Esprit" STR_FATAL_WOUNDS: "BLESSURES CRITIQUES" STR_UNDER_ARMOR_UC: "ARMURE DE DESSOUS" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unités de temps réservées pour le tir rapide" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unités de temps réservées pour le tir automatique" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unités de temps réservées pour le tir précis" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unités de temps réservées pour s'agenouiller" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs réservées pour s'agenouiller et tirer" STR_UNITS_IN_CRAFT: one: "{N} Unité dans Vaisseau X-Com" many: "{N} Unités dans Vaisseau X-Com" other: "{N} Unités dans Vaisseau X-Com" STR_UNITS_OUTSIDE: one: "{N} Unité laissée à l'extérieur" many: "{N} Unités laissées à l'extérieur" other: "{N} Unités laissées à l'extérieur" STR_UNITS_IN_ENTRANCE: one: "{N} Unité en Zone d’Insertion" many: "{N} Unités en Zone d’Insertion" other: "{N} Unités en Zone d’Insertion" STR_UNITS_IN_EXIT: one: "{N} Unité en Zone d'Extraction" many: "{N} Unités en Zone d'Extraction" other: "{N} Unités en Zone d'Extraction" STR_ABORT_MISSION_QUESTION: "Abandonner la Mission ?" STR_CORPSE: "Corps" STR_UNLOAD_CRAFT: "Décharger" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}a été tué" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}a été tué" STR_HIT_MELEE: "Mêlée" STR_GROUND: "SOL" STR_LIVING_QUARTERS_PLURAL: "Baraquements" STR_LIST_ITEM: "OBJET" STR_PERSONAL_ARMOR_UFOPEDIA: "Réalisée à l'aide des alliages E.T. récemment découverts, cette nouvelle armure donne une meilleure chance à nos hommes dans le combat face à la menace extraterrestre." STR_POWER_SUIT_UFOPEDIA: "Une excellente nouvelle protection pour les soldats, cette armure est alimentée par un micro-réacteur à Elerium et améliore grandement la vitesse et la force du porteur, elle offre actuellement la meilleure protection pour les troupes de combat." STR_FLYING_SUIT_UFOPEDIA: "Une version améliorée de l'armure énergétique, équipée d'une technologie anti-gravité extraterrestre pour permettre une pleine liberté de mouvement sur le champ de bataille." STR_ALL_ALIENS_KILLED_IN_CRASH: "Tous les extraterrestres sont morts lors du crash {NEWLINE}Procédure de récupération automatique activée" STR_RESET: "Réinitialiser" STR_MEMORIAL: "Mémorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "SOLDATS RECRUTES> {ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDATS PERDUS> {ALT}{0}" MAP_CULTA: "Ferme" MAP_FOREST: "Forêt" MAP_JUNGLE: "Jungle" MAP_MOUNT: "Montagne" MAP_DESERT: "Désert" MAP_POLAR: "Pôle" MAP_URBAN: "Ville" MAP_UBASE: "Base Extra-Terrestre" MAP_XBASE: "Base X-Com" MAP_MARS: "Mars" STR_MIXED: "Divers" STR_REMOVE_SELECTED: "Supprimer les Spécimens Choisis" STR_LIVE_ALIENS: "Spécimens{NEWLINE}Vivants" STR_DEAD_ALIENS: "Spécimens{NEWLINE}Rejetés" STR_UNDER_INTERROGATION: "Interrogatoire{NEWLINE}En cours" STR_CONTAINMENT_EXCEEDED: "LA DÉTENTION DES E.T. EST SATURÉE !{SMALLLINE}Toutes les cellules à {0} sont occupées. Vous devez choisir les spécimens à conserver, et ceux à éliminer." STR_MANAGE_CONTAINMENT: "Gestion de la Détention des E.T." STR_STORAGE_EXCEEDED: "ESPACE DE STOCKAGE SATURÉ !{SMALLLINE}Espace de stockage insuffisant à {0}. Les objets en surplus doivent êtres vendus." STR_GO_TO_BASE: "Aller à la Base" STR_MELEE_ACCURACY: "PRÉCISION EN MÊLÉE" STR_SELL_PRODUCTION: "VENDRE" STR_BOTH_HANDS_MUST_BE_EMPTY: "Nécessite les deux mains libres !" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Matériel insuffisant pour appliquer le template" STR_UNLOAD_WEAPON: "Décharger l'arme" STR_ALL_ITEMS: "Tous les objets" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "LIMITE DE MATÉRIEL À BORD ATTEINTE !{SMALLLINE}Vous n'êtes pas autorisé à embarquer plus de {N} objets à bord de ce vaisseau." many: "LIMITE DE MATÉRIEL À BORD ATTEINTE !{SMALLLINE}Vous n'êtes pas autorisé à embarquer plus de {N} objets à bord de ce vaisseau." other: "LIMITE DE MATÉRIEL À BORD ATTEINTE !{SMALLLINE}Vous n'êtes pas autorisé à embarquer plus de {N} objets à bord de ce vaisseau." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRE DE CONTRÔLE DÉTRUIT{NEWLINE}Trouvez votre chemin jusqu'à l'entrée et abandonnez." STR_XCOM_BASE_CANNOT_BE_BUILT: "Les installations X-Com ne peuvent être construites sous l'eau" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Vaisseau & Armement" STR_COMPONENTS: "Composants" STR_SOLDIERS_RECRUITED: "Soldats recrutés" STR_SOLDIERS_LOST: "Soldats perdus" STR_TOTAL_UFOS: "OVNIS détectés" STR_TOTAL_ALIEN_BASES: "Bases alien découverte" STR_PSIONIC_STRENGTH_ABBREVIATION: "FORCE PSI" STR_PSIONIC_SKILL_ABBREVIATION: "TALENT PSI" FEMALE_CIVILIAN: "Civile, Femme" MALE_CIVILIAN: "Civil, Homme" CYBERDISC_WEAPON: "Arme de Cyberdisque" REAPER_WEAPON: "Arme de Reaper" CHRYSSALID_WEAPON: "Arme de Chryssalid" CELATID_WEAPON: "Arme de Célatide" SILACOID_WEAPON: "Arme de Silacoïde" SECTOPOD_WEAPON: "Arme de Sectopode" ZOMBIE_WEAPON: "Arme de Zombi" ALIEN_PSI_WEAPON: "Arme Psi Alien" ================================================ FILE: bin/standard/xcom1/Language/hr.yml ================================================ hr: STR_INTERCEPTOR_UFOPEDIA: "RATNI ZRAKOPLOV S DVOSTRUKIM PULSNIM MOTOROM I POSEBNO ZAŠTIĆENIM ELEKTRONSKIM SUSTAVIMA. PREDSTAVLJA NAJBOLJU TEHNOLOGIJU NA ZEMLJI." STR_FIRESTORM_UFOPEDIA: "BORBENA LETJELICA. OVAJ JEDNOPILOTNI LOVAC PREDSTAVLJA KOPIJU KLASIČNOG IZVANZEMALJSKOG LETEĆEG TANJURA, S CENTRALNOM POGONSKOM JEDINICOM." STR_AVALANCHE_UFOPEDIA: "RAKETA ZRAK-ZRAK S NUKLEARNOM BOJEVOM GLAVOM, ALI I VELIKOM MASOM" STR_CANNON_UFOPEDIA: "TOP VELIKE UDARNE SNAGE MOŽE ISPALITI PROTUOKLOPNE PROJEKTILE KOJI SU SPOSOBNI PROBITI DO 40 CENTIMATARA ČELIKA." STR_LASER_CANNON_UFOPEDIA: "KONVENCIONALNA LASERSKA ZRAKA KOJA CRPI ENERGIJU IZ KOMORE ZA ANTIMATERIJSKE REAKCIJE." STR_SECTOID_UFOPEDIA: "Sektoidska hijerarhija kreće se od vojnika do vođa sa snažnim psioničkim sposobnostima. Te psioničke sposobnosti im omogućuju da demoraliziraju protivnike, ili čak preuzmu kontrolu nad njihovim umovima. Sektoidi se često bave otimanjem ljudi i mrcvarenjem govedi. Otmice im služe za prikupljanje genetskog materijala za stvaranje križanaca i klonova koji mogu infiltrirati ljudsko društvo. Goveda im služe kao hrana i genetski materijal. Izgleda da je cilj ove rase stvoriti rasu nadmoćnih genetskih križanaca pomoću kojih bi povećali učinkovitost svog košnici-nalik društva." STR_SECTOID_AUTOPSY: "Autopsija Sektoida" STR_SNAKEMAN_UFOPEDIA: "Ova se izvanzemaljska rasa razvila u ekstremnim uvjetima. Vrlo su žilavi i otporni na velike izmjene temperature. Pokretljivost im ovisi o zmijolikoj \"nozi\" koja ujedno štiti sve vitalne organe. Izgleda da su im ciljevi čisto grabežljivački te da se nalaze pod vrhovnim zapovjedništvom neke druge inteligencije koja nadzire i upravlja njihovim vojnim nadiranjima na Zemlju." STR_SNAKEMAN_AUTOPSY: "Autopsija Zmijolikog" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Koža je vrlo žilava i otporna na toplinu. Kardiovaskularni sustav dio je mišićnog sustava koji koristi princip hidraulike kako bi stvorio kretanje. Jedini pravi mišić je \"srce\". Sustav za razmnožavanje je vrlo efikasan. Razmnožavanje je aseksualno, te svaki Zmijoliki u svom tijelu nosi do pedeset jaja. Prepuštena sebi, ova bi vrsta mogla ozbiljno ugroziti život na zemlji." STR_ETHEREAL_AUTOPSY: "Autopsija Nebeskog" STR_MUTON_UFOPEDIA: "Ovo čovjekoliko biće je fizički moćno i inteligentno. Poput zemaljskih mesojeda, ima tek za sirovo meso bilo koje vrste, koje mu je potrebno za preživljavanje. Izgleda da su ovisni o telepatskim zapovjedima rase poznate kao \"Nebeski\". Jednom kada su odvojeni od spomenute telepatske veze, njihov mentalni sustav se počinje raspadati te uskoro nastupa smrt. U tijelu su im prisutne kibernetske modifikacije koje ih čine nadmoćnim vojnicima. Jasno je da se radi o prvolinijskim trupama neke više inteligencije." STR_MUTON_AUTOPSY: "Autopsija Mutona" STR_MUTON_AUTOPSY_UFOPEDIA: "\"Koža\" ovoga bića izgleda kao organski izrađen zaštitni oklop koji je transplantiran na tijelo. Prisutni su mnogi kibernetički implantati koji služe kako bi se ojačao kardiovaskularni sustav i osjetila. Izgleda da su organi za razmnožavanje bili odstranjeni kirurškim zahvatom. Jasno je da je život ovih nesretnih stvorenja ograničen na ratovanje i osvanjanje. Streljivo za probijanje oklopa nije vrlo učinkovito protiv njihove čvrste kože." STR_CELATID_AUTOPSY: "Autopsija Celatida" STR_SILACOID_UFOPEDIA: "Ovo je biće bazirano na siliciju i proizvodi golemu količinu topline. Dovoljno je snažno da smrvi i pojede kamenje, koje završi u vrućoj jezgri bića. Posjeduje primitivnu inteligenciju te ga je moguće kontrolirati pomoću implantata ili telepatije. Surađuje s izvanzemaljskom rasom Mutona." STR_SILACOID_AUTOPSY: "Autopsija Silakoida" STR_CHRYSSALID_UFOPEDIA: "Ovo se biće za blisku borbu služi kliještima poput rakovih. Brz metabolizam i velika snaga ovoga bića daju mu izvanrednu pokretljivost i brzinu. Umjesto da ubije svoj plijen, ono u njega usađuje jajašce i ubrizga otrov koji nesretnika pretvori u hodajućeg zombija. Ubrzo nakon toga iz žrtve će izaći novi Krisalid. Krisalidi prate radu Zmijolikih izvanzemaljaca. " STR_CHRYSSALID_AUTOPSY: "Autopsija Krisalida" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Egzoskelet ovog bića je vrlo čvrst, ali začuđujuće ranjiv na eksplozije. Mozak je dobro razvijen, a brzina rasta stanica nevjerojatno visoka. Ovo biće u sebi nosi dvadeset jaja koje polaže u druge organizme. Vrlo je učinkovito kao oruđe terora." STR_FLOATER_UFOPEDIA: "Lebdeći su ponajprije vojnici i provoditelji terora. Po prirodi su grabežljive zvijeri, no genetski inženjering i kibernetska pojačanja pretvorili su ih u zastrašujuće ratnike. Donji dio tijela i većina unutarnih organa su im kirurški odstranjeni, te je na njihovo mjesto ugrađen sustav koji ih održava na životu. Taj implantat sadrži i antigravitacijski pogon koji biću dozvoljava da lebdi kroz zrak, iako uz poteškoće." STR_FLOATER_AUTOPSY: "Autopsija Lebdećeg" STR_REAPER_UFOPEDIA: "Ovaj dvonožni mesojed posjeduje snažnu čeljust i golemi apetit. U mozgu ima određen broj moždanih implantata koje služe kako bi se nadziralo njegove aktivnosti. Primitivni grabežljivački instinkti ovoga bića ograničuju ga na zadatke povezane s teroriziranjem i uništavanjem. Kosci se obično nalaze u pratnji Lebdećih." STR_REAPER_AUTOPSY: "Autopsija Kosca" STR_REAPER_AUTOPSY_UFOPEDIA: "Kosac posjeduje dva \"mozga\" i dva \"srca\" koja mu dozvoljavaju da se bori čak i ako je teško ranjen. Međutim, njegova je dlakava koža lako zapaljiva i time ranjiva na zapaljivo streljivo." STR_SECTOPOD_UFOPEDIA: "Sektopodi su roboti naoružani moćnim laserskim topom. Ove mehaničke zvijeri nalaze se pod telepatskom kontrolom bića poznatih kao \"Nebeski\". Sektopodi predstavljaju najsnažnije oružje terora dostupno izvanzemaljskim snagama." STR_SECTOPOD_AUTOPSY: "Autopsija Sektopoda" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Ovaj je robot čvrsto građen te posjeduje oklopni egzoskelet koji može zaustaviti većinu projektila, posebno onih od plazma oružja. Međutim, osjetilni su mu sklopovi vrlo ranjivi na laserska oružja." STR_CYBERDISC_AUTOPSY: "Autopsija Kiberdiska" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Kiberdisk je dobro zaštićen i vrlo otporan na eksplozije. Antigravitacijski sustav je previše oštećen da bismo mogli shvatiti način njegovog funkcioniranja." STR_UFO_POWER_SOURCE_UFOPEDIA: "Izvanzemaljski brodovi kao izvor energije koriste antimaterijski reaktor na Elerijski (kemijski element 115) pogon, pomoću stvaranja snažnih gravitacijskih valova kao i drugih oblika energije. Pretvorba materije u energiju je nevjerojatnih 99% učinkovita, pa stoga je iz malih količina Elerija moguće proizvesti nevjerojatnu količinu energije. Ovaj je pogon moguće reproducirati pomoću izvanzemaljskih legura." STR_UFO_NAVIGATION_UFOPEDIA: "Izvanzemaljske letjelice koriste sofisticirana računala za navigaciju na Zemlji i u svemiru. Sustav je utemeljen na umreženim optičkim procesorima. Korisničko sučelje je relativno jednostavno - navigator nadzire smjer gravitacijskih valova koji nastaju u energetskom izvoru letjelice, što mu omogućuje da ju pomakne u bilo kojem smjeru. Sustavom se mogu služiti i ljudi, te ga je moguće replicirati pomoću izvanzemaljskih legura i drugih materijala." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Ove prostorije sadrže izvanzemaljske fetuse. Kontejneri su oblikovani na način koji sugerira da se izvanzemaljci oslanjaju isključivo na laboratorijsko razmnožavanje. Bogate prehrambene tvari omogućuju fetusu da se brzo razvije. Ovakav gotovo tvornički sustav omogućio bi stvaranje tisuća izvanzemaljskih klonova u vrlo kratkom vremenu. Bilo bi moguće prilagoditi ovaj proces za ljudska bića, ili za stvaranja križanaca čovjeka i izvanzemaljaca." STR_ALIEN_ALLOYS_UFOPEDIA: "Izvanzemaljske letjelice izgrađene su od posebih legura s jedinstvenim svojstvima. One su vrlo lagane i izdržljive, te ih je moguće oblikovati putem elektromagnetskih metoda. Ovaj materijal možemo reproducirati i iskoristiti u mnogim procesima proizvodnje." STR_ELERIUM_115_UFOPEDIA: "Ovaj element ima neobično svojstvo da proizvodi antimaterijsku energiju kada je izložen određenim česticama. Tako nastaju gravitacijski valovi i drugi oblici energije. Nije prirodno dosupan u Sunčevom sustavu te ga ne možemo reproducirati." STR_CYDONIA_OR_BUST_UFOPEDIA: "Postalo je jasno da se izvanzemaljskim hordama upravlja iz podzemne baze u Cydoniji - neobičnom području Marsa koje se sastoji od peterostranih piramida i velike formacije kamena koja nalikuje ljudskom licu. Nekad davno, prije više milijuna godina, na Marsu je prosperirala Cydonska civilizacija, ali nije nam poznato zašto je propala, ili koja je njena povezanost s trenutačnom izvanzemaljskom aktivnošću na tom području. Bez obzira na tu nepoznanicu, moramo poslati ekspediciju u Cydoniju. To je jedini način na koji možemo poraziti izvanzemaljce. Moramo uništiti \"mozak\" koji ih kontrolira. Zato nam je potrebno izgraditi letjelicu tipa \"Osvetnik\" i nakrcati ga najjačim snagama koje imamo na raspolaganju. Više ne možemo otkriti na ovaj način - potrebno je pričekati rezultate napada na Cydoniju." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRIRAJ NA MJESTO-VRIJEME=5 sek" STR_CANCEL_UC: "PONIŠTI" STR_NONE: "Ništa" STR_AVERAGE: "Osrednje" STR_EXCELLENT: "Izvrsno" STR_EQUIP_CRAFT: "OPREMI LETJELICU" STR_RESEARCH: "ISTRAŽIVANJE" STR_MANUFACTURE: "PROIZVEDI" STR_PURCHASE_RECRUIT: "KUPI/UNOVAČI" STR_SACK: "OTPUSTI" STR_SELL_SACK_UC: "PRODAJ/OTPUSTI" STR_BUILD_NEW_BASE: "Izgradi Novu Bazu" STR_CANCEL: "Poništi" STR_COST_UC: "CIJENA>" STR_OK: "OK" STR_INSTALLATION: "Instalacija" STR_SCIENTISTS_AVAILABLE: "Raspoloživo Znanstvenika>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Znanstvenika na Projektu>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Dostupno Laboratorijskog Prostora>{ALT}{0}" STR_RESEARCH_PROJECT: "ISTRAŽIVAČKI PROJEKT" STR_PROGRESS: "NAPREDAK" STR_NEW_PROJECT: "Novi Projekt" STR_CANCEL_PROJECT: "PREKINI PROJEKT" STR_NEW_RESEARCH_PROJECTS: "Nove istraživačke projekte" STR_SCIENTISTS_AVAILABLE_UC: "RASPOLOŽIVO ZNANSTVENIKA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "DOSTUPNO LABORATORIJSKOG PROSTORA>{ALT}{0}" STR_INCREASE: "Povećaj" STR_DECREASE: "Smanji" STR_START_PROJECT: "POKRENI PROJEKT" STR_CURRENT_PRODUCTION: "TRENUTAČNA PROIZVODNJA" STR_ENGINEERS_AVAILABLE: "Dostupno Inženjera>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Inženjeri na Projektu>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Dostupan Radionički Prostor>{ALT}{0}" STR_CURRENT_FUNDS: "Raspoloživa Sredstva>{ALT}{0}" STR_ITEM: "PREDMET" STR_ENGINEERS__ALLOCATED: "Inženjeri na Projektu" STR_UNITS_PRODUCED: "Proizvedeno Jedinica" STR_TOTAL_TO_PRODUCE: "Ukupno za Proizvesti" STR_COST__PER__UNIT: "Trošak{NEWLINE}po{NEWLINE}Jedinici" STR_DAYS_HOURS_LEFT: "Dana/sati ostalo" STR_NEW_PRODUCTION: "Nova Proizvodnja" STR_PRODUCTION_ITEMS: "Predmeti za Proizvodnju" STR_CATEGORY: "KATEGORIJA" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} inženjerskih sati za proizvodnju jedne jedinice" STR_COST_PER_UNIT_: "Trošak po jedinici>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Potrebno Prostora za Rad>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "POTREBNI SU POSEBNI MATERIJALI" STR_ITEM_REQUIRED: "POTREBAN PREDMET" STR_UNITS_REQUIRED: "POTREBNO JEDINICA" STR_UNITS_AVAILABLE: "JEDINICA NA RASPOLAGANJU" STR_ENGINEERS_AVAILABLE_UC: "DOSTUPNO INŽENJERA>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "DOSTUPAN RADIONIČKI PROSTOR>{ALT}{0}" STR_INCREASE_UC: "POVEĆAJ" STR_PURCHASE_HIRE_PERSONNEL: "Kupi/Unajmi Osoblje" STR_COST_OF_PURCHASES: "Cijena Kupljenog>{ALT}{0}" STR_QUANTITY_UC: "KOLIČINA" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "RASPOLOŽIVO LJUDSTVO:UKUPNO LJUDSTVO>" STR_SOLDIERS: "Vojnici" STR_SCIENTISTS: "Znanstvenici" STR_ENGINEERS: "Inženjeri" STR_LIVING_QUARTERS: "Prostorija za Življenje" STR_STORES: "Skladišta" STR_LABORATORIES: "Laboratoriji" STR_HANGARS: "Hangari" STR_SHORT_RANGE_DETECTION: "Kratkodometna Detekcija" STR_TRANSFERS_UC: "TRANSFERI" STR_TRANSFERS: "Transferi" STR_ARRIVAL_TIME_HOURS: "Vrijeme do Dolaska (sati)" STR_COST_: "Cijena>{ALT}{0}" STR_AREA_: "Područje>{ALT}{0}" STR_BASE_NAME: "Ime baze?" STR_AMOUNT_TO_TRANSFER: "KOLIČINA ZA TRANSFERIRANJE" STR_SELECT_DESTINATION_BASE: "Izaberi Bazu Odredište" STR_COST: "Cijena" STR_VICTORY_1: "Ulazeći u prostoriju suočeni ste s izvanzemaljskim mozgom - ciljem vašeg zadatka. Prije no što počnete pucati, mozak otvara kanal komunikacije putem zaslona kod svojeg podnožja. Preklinje vas da poslušate njegove argumente za preživljavanje prije no što donesete konačnu odluku da povučete okidač... " STR_VICTORY_2: "Mozak započinje priču: \"Prije mnogo milijuna godina planet kojeg zovete Mars bio je živ. Taj je život na pusti planet donijela naša civilizacija, kao što smo ga donijeli i na vašu Zemlju. Milijunima godina smo posjećivali vaš planet i genetski razvili vašu vrstu. Ne možete nas ubiti - vi ste dio nas..." STR_VICTORY_3: "Ovdje je središte Marsovske civilizacije - piramide izgrađene milijunima godina prije vaših. Sagradila ih je vrsta vaših predaka. Niti jedan planet nam nije van dosega. Ovu moć možemo podijeliti s vama. Sve što tražimo je vaša suradnja..." STR_GAME_OVER_1: "Izvanzemaljci pokušavaju istrijebiti čovječanstvo, uništavajući gradove i trujući zrak i mora. Otpor zemaljskih vojski je uzaludan uoči daleko nadmoćne tehnologije. Preživjele generacije trpe strašne mutacije dok bježe od izvanzemaljaca. Izvanzemaljci ih okupljaju u koncentracijske logore kako bi pomogli preobraziti Zemlju u izvanzemaljsku koloniju, dio nekog nepoznatog carstva." STR_VICTORY_4: "Izvanzemljski mozak je iznanada prekinuo rafal vruće plazme, čime je čitava izvanzemaljska sila poražena." STR_YOU_HAVE_FAILED: "Pokušaj zaustavnjanja izvanzemaljskog nadiranja pokazao se bezuspješnim. Jedna za drugom sponzorirajuće države potpisale su ugovore s izvanzemaljcima, koji su im obećali tehnologiju, prosperitet i mir. Međutim, uskoro se pokazalo da izvanzemaljci imaju drugačije namjere..." STR_TOTAL_UC: "UKUPNO" STR_INCOME: "Prihod" STR_EXPENDITURE: "Trošak" STR_MAINTENANCE: "Održavanje" STR_BALANCE: "Bilansa" STR_UFO_ACTIVITY_IN_AREAS: "Aktivnost NLO-a prema Regiji" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktivnost NLO-a prema državi" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nema dovoljno posebnih materijala za proizvodnju{NEWLINE}{0}{NEWLINE}u{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nemamo dovoljno sredstava za proizvodnju{NEWLINE}{0}{NEWLINE}u{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Izgradnja {NEWLINE}{0}{NEWLINE} u {NEWLINE}{1}{NEWLINE} je završena." STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Istraživanje završeno" STR_VIEW_REPORTS: "VIDI IZVJEŠTAJE" STR_WE_CAN_NOW_RESEARCH: "Sada možemo istražiti" STR_WE_CAN_NOW_PRODUCE: "Sada možemo proizvesti" STR_SUNDAY: "NEDJELJA" STR_MONDAY: "PONEDJELJAK" STR_TUESDAY: "UTORAK" STR_WEDNESDAY: "SRIJEDA" STR_THURSDAY: "ČETVRTAK" STR_FRIDAY: "PETAK" STR_SATURDAY: "SUBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "U {2} nema dovoljno {0} za opskrbljivanje {1} s gorivom." STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nema dovoljno {0} za naoružavanje {1} pri {2}" STR_UFO_IS_NOT_RECOVERED: "NLO nije zaplijenjen" STR_UFO_IS_RECOVERED: "NLO je zaplijenjen" STR_CRAFT_IS_LOST: "Letjelica je Izgubljena" STR_TERROR_CONTINUES: "Teror se nastavlja" STR_BASE_IS_LOST: "Baza je izgubljena" STR_BASE_IS_SAVED: "Baza je obranjena" STR_ALIEN_BASE_STILL_INTACT: "Izvanzemaljska Baza i dalje aktivna" STR_ALIEN_BASE_DESTROYED: "Izvanzemaljska Baza je uništena" STR_ALIENS_KILLED: "UBIJENI IZVANZEMALJCI" STR_ALIEN_CORPSES_RECOVERED: "PRONAĐENO IZVANZEMALJSKIH LEŠINA" STR_LIVE_ALIENS_RECOVERED: "PRONAĐENO ŽIVIH IZVANZEMALJACA" STR_ALIEN_ARTIFACTS_RECOVERED: "ZAPLIJENJENI IZVANZEMALJSKI ARTEFAKTI" STR_ALIEN_BASE_CONTROL_DESTROYED: "KONTROLNA PROSTORIJA IZVANZEMALJSKE BAZE UNIŠTENA" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILA UBIJENO OD STRANE IZVANZEMALJACA" STR_CIVILIANS_SAVED: "SPAŠENO CIVILA" STR_TANKS_DESTROYED: "IZGUBLJENI TENKOVI" STR_UFO_RECOVERY: "RATNI PLIJEN S NLO-a" STR_BASE_UNDER_ATTACK: "{0} je napadnuta!" STR_BASE_DEFENSES_INITIATED: "OBRANA BAZE PRIPRAVNA" STR_GRAV_SHIELD_REPELS_UFO: "GRAVITACIJSKI ŠTIT JE ODBACIO NLO!" STR_FIRING: "GAĐANJE" STR_HIT: "POGODAK!" STR_UFO_DESTROYED: "NLO UNIŠTEN!" STR_MISSED: "PROMAŠAJ!" STR_FUNDS: "SREDSTVA> {ALT}{0}" STR_VALUE: "Vrijednost" STR_CRAFT_: "LETJELICA> {ALT}{0}" STR_UFO_GROUND_ASSAULT: "NAPAD NA PRIZEMLJENI NLO" STR_BASE_UC_: "BAZA> {0}" STR_ALIEN_BASE_ASSAULT: "NAPAD NA IZVANZEMALJSKU BAZU" STR_CYDONIA_BRIEFING: "Došli smo u Cydoniju i ušli u veliki podzemni kompleks kraj marsovske Sfinge. Moramo uništiti Izvanzemaljski Mozak koji nadzire sve izvanzemaljske aktivnosti. Sudbina čovječanstva je u tvojim rukama..." STR_TERROR_MISSION: "TEROR MISIJA" STR_NO_FREE_HANGARS_FOR_TRANSFER: "NEMA SLOBODNIH HANGARA ZA TRANSFER!{SMALLLINE}Svaka letjelica u bazi, koja je u transferu k bazi, upravo kupljena ili proizvedena zauzima jedan hangar. Izgradi novi hangar ili transferiraj letjelicu u drugu bazu." STR_CANNOT_BUILD_HERE: "NEMOGUĆE GRADITI OVDJE!{SMALLLINE}Moraš graditi pokraj postojeće prostorije." STR_NOT_ENOUGH_WORK_SPACE: "NEMA DOVOLJNO PROSTORA ZA RAD!{SMALLLINE}Izgradi novu radionicu ili smanji broj inženjera koji rade na drugim projektima." STR_NOT_ENOUGH_MONEY: "NEMAMO DOVOLJNO SREDSTAVA!" STR_LAUNCH_INTERCEPTION: "NAREDI PRESRETANJE" STR_BASE: "BAZA" STR_READY: "SPREMNO" STR_REARMING: "NAORUŽAVANJE" STR_TARGET: "CILJ: {0}" STR_WAY_POINT: "MEĐUTOČKA" STR_YES: "DA" STR_NO: "NE" STR_SELECT_SITE_FOR_NEW_BASE: "IZABERI MJESTO ZA NOVU BAZU" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIJA ZAVRŠENA - VRAĆA SE U BAZU" STR_PATROLLING: "PATROLIRANJE" STR_TAILING_UFO: "SLIJEDI NLO" STR_RETURNING_TO_BASE: "VRAĆA SE U BAZU" STR_DESTINATION_UC_: "ODREDIŠTE: {0}" STR_SPEED_: "BRZINA>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAKSIMALNA BRZINA>{ALT}{0}{ALT}" STR_ALTITUDE_: "VISINA>{ALT}{0}" STR_LOW_UC: "NISKO" STR_FUEL: "GORIVO>{ALT}{0}" STR_WEAPON_ONE: "ORUŽJE-1>{ALT}{0}" STR_NONE_UC: "NIŠTA" STR_ROUNDS_: "Metaka>{ALT}{0}" STR_INTERCEPTION_CRAFT: "PRESRETAČKA LETJELICA" STR_BASE_: "Baza>{0}" STR_NAME_UC: "IME" STR_AMMO_: "STRELJIVO>{ALT}{0}" STR_EQUIPMENT_UC: "OPREMA" STR_ARMOR: "OKLOP" STR_ROOKIE: "Novak" STR_SQUADDIE: "Pozornik" STR_SERGEANT: "Narednik" STR_CAPTAIN: "Satnik" STR_COLONEL: "Pukovnik" STR_COMMANDER: "Zapovjednik" STR_SELECT_SQUAD_FOR_CRAFT: "Izaberi Desetinu za {0}" STR_SPACE_AVAILABLE: "DOSTUPNO PROSTORA>{ALT}{0}" STR_SPACE_USED: "ZAUZETI PROSTOR>{ALT}{0}" STR_WOUNDED: "RANJEN(A)" STR_EQUIPMENT_FOR_CRAFT: "Oprema za {0}" STR_DEFENSE_VALUE: "Obrambena Vrijednost" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}spreman za{NEWLINE}slijetanje blizu{NEWLINE}{ALT}{1}" STR_SELECT_ARMAMENT: "Izaberi Naoružanje" STR_AMMUNITION_AVAILABLE: "RASPOLOŽIVO STRELJIVO" STR_SELECT_ARMOR_FOR_SOLDIER: "IZABERI OKLOP ZA{NEWLINE}{0}" STR_TYPE: "VRSTA" STR_PERSONAL_ARMOR_UC: "OSOBNI OKLOP" STR_POWER_SUIT_UC: "OKLOPLJENI EGZOSKELET" STR_FLYING_SUIT_UC: "LETEĆI EGZOSKELET" STR_SELECT_ARMOR: "Izaberi Oklop" STR_NORTH: "SJEVER" STR_NORTH_EAST: "SJEVEROISTOK" STR_EAST: "ISTOK" STR_SOUTH_EAST: "JUGOISTOK" STR_SOUTH: "JUG" STR_SOUTH_WEST: "JUGOZAPAD" STR_WEST: "ZAPAD" STR_NORTH_WEST: "SJEVEROZAPAD" STR_SELECT_ACTION: "IZABERI AKCIJU" STR_CONTINUE_INTERCEPTION_PURSUIT: "NASTAVI POTJERU" STR_VERY_LARGE: "VRLO VELIK" STR_LARGE: "VELIK" STR_MEDIUM_UC: "SREDNJI" STR_SMALL: "MALI" STR_VERY_SMALL: "VRLO MALI" STR_GROUNDED: "TLO" STR_DETECTED: "Otkriven" STR_SIZE_UC: "VELIČINA" STR_ALTITUDE: "VISINA" STR_HEADING: "SMJER KRETANJA" STR_SPEED: "BRZINA" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRIRAJ NA NLO-VRIJEME=5 sek" STR_REDIRECT_CRAFT: "PREUSMJERI LETJELICU" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IDI DO MJESTA GDJE JE NLO POSLJEDNJE VIĐEN" STR_UFO_: "NLO-{0}" STR_ALIEN_BASE_: "IZVANZEMALJSKA BAZA-{0}" STR_CRASH_SITE_: "OBORENI NLO-{0}" STR_LANDING_SITE_: "MJESTO SLIJETANJA-{0}" STR_WAY_POINT_: "MEĐUTOČKA-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}je došao do{NEWLINE}{1}" STR_ALIEN_ORIGINS: "Porijeklo Izvanzemaljaca" STR_THE_MARTIAN_SOLUTION: "Marsovsko Rješenje" STR_UFOPAEDIA: "NLOpedija" STR_HEAVY_WEAPONS_PLATFORMS: "TENKOVI" STR_WEAPONS_AND_EQUIPMENT: "ORUŽJE I OPREMA" STR_ALIEN_ARTIFACTS: "IZVANZEMALJSKI ARTEFAKTI" STR_BASE_FACILITIES: "PROSTORIJE U BAZI" STR_ALIEN_RESEARCH_UC: "IZVANZEMALJSKO ISTRAŽIVANJE" STR_UFOS: "NLO-i" STR_ACCELERATION: "UBRZANJE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KAPACITET GORIVA>{ALT}{0}{ALT}" STR_WEAPON_PODS: "MJESTA ZA ORUŽJE>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "OTPORNOST>{ALT}{0}{ALT}" STR_CARGO_SPACE: "TERETNI PROSTOR>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "MJESTA ZA TENKOVE>{ALT}{0}{ALT}" STR_DAMAGE: "Oštećenje" STR_RANGE: "Domet" STR_ACCURACY: "Točnost" STR_RE_LOAD_TIME: "Vrijeme do idućeg hitca" STR_DAMAGE_ARMOR_PIERCING: "PROTUOKLOPNO" STR_DAMAGE_INCENDIARY: "ZAPALJIVO" STR_DAMAGE_LASER_BEAM: "LASERSKA ZRAKA" STR_DAMAGE_PLASMA_BEAM: "PLAZMA ZRAKA" STR_DAMAGE_STUN: "ONESVIJESTI" STR_DAMAGE_MELEE: "PRSA O PRSA" STR_DAMAGE_ACID: "KISELINA" STR_DAMAGE_SMOKE: "DIM" STR_ACCURACY_UC: "TOČNOST" STR_TIME_UNIT_COST: "POTREBNO VJ" STR_DAMAGE_UC: "OŠTEĆENJE" STR_AMMO: "STRELJIVO" STR_SHOT_TYPE_AUTO: "Rafal" STR_SHOT_TYPE_SNAP: "Brzi" STR_SHOT_TYPE_AIMED: "Ciljano" STR_CONSTRUCTION_COST: "Cijena Izgradnje" STR_MAINTENANCE_COST: "Cijena Održavanja" STR_MEDIUM: "Srednje" STR_HIGH: "Visoko" STR_CRAFT_WEAPON: "Oružje za Letjelice" STR_HEAVY_WEAPONS_PLATFORM: "Nosač Teškog Naoružanja" STR_WEAPON: "Oružje" STR_EQUIPMENT: "Oprema" STR_ALIEN_CORPSE: "Izvanzemaljski Leš" STR_UFO_COMPONENT: "Sastavni dio NLO-a" STR_PERSONAL_ARMOR: "Osobni Oklop" STR_HWP_CANNON_SHELLS: "Topovske Granate za Tenk" STR_ALIEN: "Izvanzemaljac" STR_SECTOID: "Sektoid" STR_SNAKEMAN: "Zmijoliki" STR_ETHEREAL: "Nebeski" STR_FLOATER: "Lebdeći" STR_SILACOID: "Silakoid" STR_CHRYSSALID: "Krisalid" STR_ZOMBIE: "Zombi" STR_REAPER: "Kosac" STR_CYBERDISC: "Kiberdisk" STR_LIVE_COMMANDER: "Vrhovni Zapovjednik" STR_LIVE_LEADER: "Vođa" STR_LIVE_ENGINEER: "Inženjer" STR_LIVE_MEDIC: "Liječnik" STR_LIVE_SOLDIER: "Vojnik" STR_LIVE_TERRORIST: "Terorist" STR_FLOATER_SOLDIER: "Vojnik Lebdećih" STR_FLOATER_NAVIGATOR: "Navigator Lebdećih" STR_FLOATER_MEDIC: "Liječnik Lebdećih" STR_FLOATER_ENGINEER: "Inženjer Lebdećih" STR_FLOATER_LEADER: "Vođa Lebdećih" STR_FLOATER_COMMANDER: "Zapovjednik Lebdećih" STR_SECTOID_SOLDIER: "Vojnik Sektoida" STR_SECTOID_NAVIGATOR: "Navigator Sektoida" STR_SECTOID_MEDIC: "Liječnik Sektoida" STR_SECTOID_ENGINEER: "Inženjer Sektoida" STR_SECTOID_LEADER: "Vođa Sektoida" STR_SECTOID_COMMANDER: "Zapovjednik Sektoida" STR_SNAKEMAN_SOLDIER: "Vojnik Zmijolikih" STR_SNAKEMAN_NAVIGATOR: "Navigator Zmijolikih" STR_SNAKEMAN_ENGINEER: "Inženjer Zmijolikih" STR_SNAKEMAN_LEADER: "Vođa Zmijolikih" STR_SNAKEMAN_COMMANDER: "Zapovjednik Zmijolikih" STR_MUTON_SOLDIER: "Vojnik Mutona" STR_MUTON_NAVIGATOR: "Navigator Mutona" STR_MUTON_ENGINEER: "Inženjer Mutona" STR_ETHEREAL_SOLDIER: "Vojnik Nebeskih" STR_ETHEREAL_LEADER: "Vođa Nebeskih" STR_ETHEREAL_COMMANDER: "Zapovjednik Nebeskih" STR_CYBERDISC_TERRORIST: "Kiberdisk Terorist" STR_REAPER_TERRORIST: "Kosac Terorist" STR_CHRYSSALID_TERRORIST: "Krisalid Terorist" STR_CELATID_TERRORIST: "Celatid Terorist" STR_SILACOID_TERRORIST: "Silakoid Terorist" STR_UFO_POWER_SOURCE: "Izvor Energije NLO-a" STR_UFO_CONSTRUCTION: "Konstrukcija NLO-a" STR_ALIEN_ENTERTAINMENT: "Izvanzemaljska Razonoda" STR_ALIEN_SURGERY: "Izvanzemaljska Kirurgija" STR_EXAMINATION_ROOM: "Prostorija za Proučavanje" STR_ALIEN_ALLOYS: "Izvanzemaljske Legure" STR_ALIEN_HABITAT: "Izvanzemaljsko Stanište" STR_POWER_SUIT: "Oklopljeni Egzoskelet" STR_FLYING_SUIT: "Leteći Egzoskelet" STR_HWP_ROCKETS: "Rakete za Tenk" STR_HWP_FUSION_BOMB: "Fuzijska Kugla za Tenk" STR_LASER_WEAPONS: "Laserska oružja" STR_NEW_FIGHTER_CRAFT: "Nova Lovačka Letjelica" STR_LASER_PISTOL: "Laserski pištolj" STR_LASER_RIFLE: "Laserska puška" STR_HEAVY_LASER: "Teški Laser" STR_LASER_CANNON: "Laserski Top" STR_PLASMA_CANNON: "Plazma Top" STR_FUSION_MISSILE: "Fuzijski Projektil" STR_PLASMA_DEFENSE: "Bitnica Plazma Zraka" STR_FUSION_DEFENSE: "Fuzijska Bitnica" STR_MOTION_SCANNER: "Detektor Pokreta" STR_TANK_CANNON: "Tenk/Top" STR_TANK_ROCKET_LAUNCHER: "Tenk/Raketni Bacač" STR_TANK_LASER_CANNON: "Tenk/Laserski Top" STR_HOVERTANK_PLASMA: "Lebdeći Tenk/Plazma" STR_HOVERTANK_LAUNCHER: "Lebdeći Tenk/Fuzijski Bacač" STR_AVALANCHE_LAUNCHER: "Bacač Lavina" STR_CANNON: "Top" STR_FUSION_BALL_LAUNCHER: "Bacač Fuzijski Kugli" STR_PLASMA_BEAM: "Plazma-Zraka" STR_AVALANCHE_MISSILES: "Rakete \"Lavina\"" STR_CANNON_ROUNDS_X50: "Metci za Top(x50)" STR_FUSION_BALL: "Fuzijska Kugla" STR_SOLDIER: "Vojnik" STR_SCIENTIST: "Znanstvenik" STR_ENGINEER: "Inženjer" STR_NORTH_AMERICA: "Sjeverna Amerika" STR_ARCTIC: "Arktik" STR_ANTARCTICA: "Antarktika" STR_SOUTH_AMERICA: "Južna Amerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Sjeverna Afrika" STR_SOUTHERN_AFRICA: "Južna Afrika" STR_CENTRAL_ASIA: "Središnja Azija" STR_SOUTH_EAST_ASIA: "Jugoistočna Azija" STR_SIBERIA: "Sibir" STR_AUSTRALASIA: "Australazija" STR_PACIFIC: "Pacifik" STR_NORTH_ATLANTIC: "Sjeverni Atlantik" STR_SOUTH_ATLANTIC: "Južni Atlantik" STR_INDIAN_OCEAN: "Indijski ocean" STR_ALIEN_RESEARCH: "Izvanzemaljsko Istraživanje" STR_ALIEN_ABDUCTION: "Izvanzemaljska Otmica" STR_ALIEN_INFILTRATION: "Vanzemaljska Infiltracija" STR_ALIEN_BASE: "Izvanzemaljska Baza" STR_ALIEN_TERROR: "Izvanzemaljski Teror" STR_ALIEN_RETALIATION: "Izvanzemaljska Odmazda" STR_ALIEN_SUPPLY: "Izvanzemaljsko Opskrbljivanje" STR_MAXIMUM_SPEED: "Maksimalna brzina" STR_HYPER_WAVE_DECODER_UC: "HIPERVALNI DEKODER" STR_LIGHTNING: "MUNJA" STR_AVENGER: "OSVETNIK" STR_FIRESTORM: "VATRENA OLUJA" STR_UFO: "NLO" STR_AVALANCHE: "LAVINA" STR_CANNON_UC: "TOP" STR_FUSION_BALL_UC: "FUZIJSKA KUGLA" STR_LASER_CANNON_UC: "LASERSKI TOP" STR_PLASMA_BEAM_UC: "PLAZMA ZRAKA" STR_DAMAGE_CAPACITY: "Otpornost" STR_WEAPON_POWER: "Snaga Oružja" STR_WEAPON_RANGE: "Domet Oružja" STR_ACCESS_LIFT: "Pristupni Lift" STR_LABORATORY: "Laboratorij" STR_WORKSHOP: "Radiona" STR_SMALL_RADAR_SYSTEM: "Mali radarski sistem" STR_LARGE_RADAR_SYSTEM: "Veliki Radarski Sustav" STR_MISSILE_DEFENSES: "Raketna Bitnica" STR_GENERAL_STORES: "Skladište" STR_ALIEN_CONTAINMENT: "Prostorija za Internaciju Izvanzemaljaca" STR_PLASMA_DEFENSES: "Plazma Bitnica" STR_PSIONIC_LABORATORY: "Psionički Laboratorij" STR_HYPER_WAVE_DECODER: "Hipervalni Dekoder" STR_HANGAR: "Hangar" STR_USA: "SAD" STR_RUSSIA: "RUSIJA" STR_UK: "UJEDINJENO KRALJEVSTVO" STR_FRANCE: "FRANCUSKA" STR_GERMANY: "NJEMAČKA" STR_ITALY: "ITALIJA" STR_SPAIN: "ŠPANJOLSKA" STR_CHINA: "KINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIJA" STR_BRAZIL: "BRAZIL" STR_AUSTRALIA: "AUSTRALIJA" STR_NIGERIA: "NIGERIJA" STR_SOUTH_AFRICA: "JUŽNA AFRIKA" STR_EGYPT: "EGIPAT" STR_CANADA: "KANADA" STR_TANK: "Tenk" STR_CIVILIAN: "Civil" STR_JAN: "sij" STR_FEB: "velj" STR_MAR: "ožu" STR_APR: "tra" STR_MAY: "svi" STR_JUN: "lip" STR_JUL: "srp" STR_AUG: "kol" STR_SEP: "ruj" STR_OCT: "lis" STR_NOV: "stu" STR_DEC: "pro" STR_INTERNATIONAL_RELATIONS: "Međunarodni Odnosi" STR_COUNTRY: "Država" STR_FUNDING: "Financiranje" STR_CHANGE: "Promjena" STR_WEAPON_SYSTEMS: "ORUŽJA" STR_HWPS: "Tenkovi" STR_DAMAGE_UC_: "OŠTEĆENJE>{ALT}{0}" STR_LIVING_QUARTERS_UFOPEDIA: "Svaki blok za smještaj može prihvatiti do 50 osoblja. Prostorija pruža osnovna postrojenja za rekreaciju, hranu i spavanje." STR_LABORATORY_UFOPEDIA: "U jednom laboratoriju može istovremeno raditi do 50 znanstvenika. Laboratoriji su opremljeni najnovihom tehnologijom za istraživanje materijala, biokemije i kozmologije. Imaju privilegirani pristup najboljim istraživačkim laboratorijima diljem svijeta, uključujući one vojne naravi." STR_WORKSHOP_UFOPEDIA: "Radiona sadrži svu opremu potrebnu za prozivodnju predmeta zasnovanih na nacrtima iz naših znanstvenih zaboratorija. U jednoj radioni može raditi do 50 inženjera, no valja imati na umu da će i predmeti koje proizvode zauzeti dio mjesta." STR_GENERAL_STORES_UFOPEDIA: "U skladišta se pohranjuje sva oprema, streljivo, zaplijenjeni materijal te Tenkovi, uključujući opremu dodijeljenu letjelicama u hangarima." STR_LASER_DEFENSES_UFOPEDIA: "Laserska Bitnica nudi zaštitu od nadiranja neprijateljskih letjelica." STR_PLASMA_DEFENSES_UFOPEDIA: "Bitnica plazma zraka pruža snažnu i učinkovitu zaštitu od napada neprijateljskih letjelica." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fuzijski projkektili pružaju najučinkovitiju obranu od izvanzemaljskih napada. Ovi projektili stvaraju antimaterijsku imploziju koja uništava sve unutar specifičnog radijusa." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Izvanzemaljske komunikacije se oslanjaju na supradimenzionalne valove koji na cilj stižu gotovo trenutno. Dekoder presreće poruke iz NLO-a i dešifrira informacije koje one sadrže. Time daje podatke o vrsti NLO-a, rasi izvanzemaljaca članova posade i vrsti aktivnosti koju planiraju." STR_RIFLE_UFOPEDIA: "Vrlo precizna snajperska puška s laserski navođenim ciljanjem. Koristi 6.7mm streljivo u šaržerima od 20 metaka." STR_HEAVY_CANNON_UFOPEDIA: "Teški top je razorno ali nezgrapno oružje. Vrlo je prilagodljiv i može primiti tri vrste streljiva - protuoklopno, zapaljivo i eksplozivno." STR_AUTO_CANNON_UFOPEDIA: "Automatski top spaja prilagodljivost i moć teškog topa s većom brzinom gađanja." STR_ROCKET_LAUNCHER_UFOPEDIA: "Raketni bacač opremljen je s laserskim navođenjem, te može ispaliti rakete triju različitih veličina." STR_LASER_PISTOL_UFOPEDIA: "Laserski pištoj primjer je učinkovite implementacije nove tehnologije. Posjeduje pogodnost pištolja uz veću brzinu i preciznost gađanja." STR_LASER_RIFLE_UFOPEDIA: "Laserska puška je snažnija i preciznija verzija laserskog pištolja." STR_HEAVY_LASER_UFOPEDIA: "Teški laser je nezgrapno, ali vrlo učinkovito oružje." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Ova vrsta eksploziva podobna je samo za demoliranje. Osoblje valja držati na sigurnoj udaljenosti od mjesta postavljanja." STR_MEDI_KIT_UFOPEDIA: "Medicinski komplet predstavlja spoj pribora za liječenje s analgeticima i stimulansima. Kako bi upotrijebio medicinski komplet, korisnik mora biti okrenut prema vojniku kojemu je potrebna pomoć. Ako je vojnik u nesvijesti, potrebno je stajati nad njegovim tijelom. Klikni na ikonu medicinskog kompleta i izaberi \"koristi medicinski komplet\" s izbornika.{NEWLINE}LIJEČENJE> Crveni dijelovi tijela označavaju mjesta sa smrtonosnim ranama. Klikni na dio tijela koji je ranjen, a zatim klikni na gumb \"Izliječi\". Jedna smrtonosna rana bit će izliječena te će vojniku biti vraćena mala količina izgubljenog zdravlja.{NEWLINE}STIMULANS> Ovo će vojniku povratiti dio izgubljene energije i pomoći onesviještenim vojnicima da se probude. Za potonje je potrebno stajati iznad njihovih tijela.{NEWLINE}ANALGETIK> Ovo će ranjenom vojniku povratiti dio morala kojeg je izgubio zbog ranjavanja." STR_STUN_ROD_UFOPEDIA: "Ova je naprava namijenjena isključivo za borbu prsa o prsa, no sposobna je putem električnog šoka nokautirati živi organizam bez da ga ubije." STR_PLASMA_PISTOL_UFOPEDIA: "Plazma Pištolji su smrtonosna izvanzemaljska oružja koja djeluju na principu ubrzavanja čestica unutar minijaturnog antigravitacijskog polja." STR_PLASMA_RIFLE_UFOPEDIA: "Ovo oružje posjeduje golemu razornu moć temeljenu na ubrzavanju čestica unutar minijaturnog antigravitacijskog polja." STR_HEAVY_PLASMA_UFOPEDIA: "Ovo oružje posjeduje golemu razornu moć temeljenu na ubrzavanju čestica unutar minijaturnog antigravitacijskog polja." STR_BLASTER_LAUNCHER_UFOPEDIA: "Ovo je oružje bacač navođenih izvanzemaljskih fuzijskih bombi. Klikom na oružjebit će stvorene \"međutočke\" koje će fuzijska bomba pokušati slijediti. Kada smatraš da si postavio dovoljno međutočki, klikni na posebnu ikonu za lansiranje bombe." STR_SMALL_LAUNCHER_UFOPEDIA: "Mali bacač granata koji ispaljuje bombe za onesvješćivanje protivnika. Vrlo koristan pri zarobljavanju živih izvanzemaljaca." STR_ALIEN_GRENADE_UFOPEDIA: "Ovo sredstvo radi na isti način kao zemaljska granata, no posjeduje veću razornu moć." STR_SMALL_SCOUT: "Mali Izviđački Brod" STR_MEDIUM_SCOUT: "Srednji Izviđački Brod" STR_LARGE_SCOUT: "Veliki Izviđač" STR_HARVESTER: "Sakupljač" STR_ABDUCTOR: "Otimač" STR_TERROR_SHIP: "Teroristički brod" STR_SUPPLY_SHIP: "Brod za opskrbu" STR_RATING: "OCJENA> {0}" STR_RATING_TERRIBLE: "GROZNO!" STR_RATING_POOR: "SLABO!" STR_RATING_OK: "OK" STR_RATING_EXCELLENT: "IZVRSNO!" STR_SCORE: "BODOVI" STR_MONTH: "Mjesec> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Vijeće država koje financiraju XCom projekt uglavnom je zadovoljno tvojim postignućima." STR_YOU_HAVE_NOT_SUCCEEDED: "Niste uspjeli osujetiti izvanzemaljsku invaziju te je stoga vijeće sponzora odlučilo ukinuti XCom projekt. Svaka će se zemlja prema vlastitom izboru nositi s problemom izvanzemaljaca. Možemo se samo nadati da ćemo se uspjeti nagoditi s ovim naoko neprijateljskim snagama, te da će širi slojevi stanovništva prihvatiti izvanzemaljske posjetitelje." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} su posebno zadovoljni s tvojim uspjehom u suzbijanju lokalnih izvanzemaljskih nadiranja te su se složili povećati svoje financiranje XComa." STR_COUNTRIES_AND: "{0} i {1}" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} nisu zadovoljne Vašom sposobnošću da zaustavite izvanzemaljske aktivnosti na njihovom teritoriju te su odlučile smanjiti svoj doprinos financijanju X-coma." STR_KNOTS: "{0} čvorova" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} je potpisala tajni pakt s nepoznatim izvanzemaljskim snagama te je prestala financirati naš projekt." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} su potpisali tajni pakt s nepoznatim izvanzemaljskim snagama te su prestali financirati naš projekt." STR_MONTHLY_RATING: "Mjesečna Ocjena> {ALT}{0}{ALT}{1}" STR_FUNDING_CHANGE: "Promjena u razini sponzoriranja> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Vijeće sponzora nije zadovoljno našim financijskim stanjem. Moramo smanjiti dugove na manje od $1 milijun ili će nam projekt biti ukinut." STR_CRAFT_TYPE: "VRSTA LETJELICE" STR_RACE: "RASA" STR_MISSION: "MISIJA" STR_ZONE: "ZONA" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Ciudad de México" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brazilija" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Pariz" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskva" STR_ROME: "Rim" STR_MADRID: "Madrid" STR_BUDAPEST: "Budimpešta" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kaapstad" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Mumbai" STR_CALCUTTA: "Kolkata" STR_TOKYO: "Tokio" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Šangaj" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_WEAPONS_CREW_HWPS: "ORUŽJE/{NEWLINE}POSADA/TENKOVI" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "ponestaje gotiva,{NEWLINE}se vraća u bazu" STR_SOLDIER_LIST: "Popis vojnika" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISIJE> {ALT}{0}" STR_KILLS: "UBIJENO NEPRIJATELJA> {ALT}{0}" STR_WOUND_RECOVERY: "VRIJEME ZA OPORAVAK> {ALT}{0}" STR_TIME_UNITS: "VREMENSKE JEDINICE" STR_STAMINA: "IZDRŽLJIVOST" STR_HEALTH: "ZDRAVLJE" STR_BRAVERY: "HRABROST" STR_REACTIONS: "REFLEKSI" STR_FIRING_ACCURACY: "PRECIZNOST GAĐANJA" STR_THROWING_ACCURACY: "PRECIZNOST PRILIKOM BACANJA" STR_STRENGTH: "SNAGA" STR_PSIONIC_STRENGTH: "PSIONIČKA SNAGA" STR_PSIONIC_SKILL: "PSIONIČKA VJEŠTINA" STR_NEW_RANK: "NOVI RANK" STR_PROMOTIONS: "Promaknuća" STR_SOLDIERS_UC: "VOJNICI" STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Ovaj lebdeći tenk naoružan je bacačem fuzijskih kugli koji je sposoban prouzročiti golemu štetu. Koristi ga vrlo pažljivo. Morat će proizvesti fuzijske kugle kako bi Tenkovi imali dostatno streljivo. Fuzijska kugla je pametno, navođeno oružje. Prilikom paljbe potrebno je izabrati određen broj \"međutočaka\" pomoću pokazivača na zaslonu, a zatim kliknuti na ikonu \"ispali\"." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Ova kompaktna naprava služi kao streljivo za Tešku Plazmu. Sadrži malu količinu Elerija." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Ovaj mali predmet služi kao izvor energije za Plazma Pušku, izvanzemaljsko oružje srednje jačine. Sadrži malu količinu Elerija." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Izvor energije za kompaktni izvanzemaljski Plazma Pištolj. Sadrži Elerij, izvor sve izvanzemaljske moći." STR_SMALL_SCOUT_UFOPEDIA: "Ova sitna letjelica prvenstveno služi za izviđanje ili istraživanja. Obično prethodi večim letjelicama na početku izvanzemaljske misije." STR_MEDIUM_SCOUT_UFOPEDIA: "Izviđačka letjelica srednje veličine koja ne predstavlja veliku opasnost za zemaljske snage. Njena pojava tijekom izvanzemaljskih misija obično prethodi većim letjelicama." STR_TERROR_SHIP_UFOPEDIA: "Letjelica za Teror posjeduje spremište za velika izvanzemaljska teroristička oružja ili bića. Služi za prebacivanje takvih terorista u napučena područja." STR_BATTLESHIP_UFOPEDIA: "Bojni brod je najveća i najsnažnija izvanzemaljska letjelica. Obično služi kao glavna letjelica za izvršavanje neke misije, te nosi snažno naoružanje i veliku posadu." STR_SUPPLY_SHIP_UFOPEDIA: "Opskrbna letjelica koristi se za izgradnju izvanzemaljskih baza ili za opskrbljivanje već postojećih baza. Nosi kontejnere s izvanzemaljskom hranom te prostorije za razmnožavanje." STR_FACILITY_IN_USE: "PROSTORIJA U UPORABI" STR_TRANSFER_ITEMS_TO: "Transferiraj Predmete do {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NEMA PROSTORIJE ZA IZVANZEMALJCE!{SMALLLINE}Živim izvanzemaljcima je za opstanak potrebna prostorija za izvanzemaljce." STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Izvanzemaljac je umro pošto nemamo prostoriju za internaciju izvanzemaljaca" STR_DESTINATION_UC: "ODREDIŠTE" STR_PISTOL: "Pištolj" STR_PISTOL_CLIP: "Klip pištolja" STR_RIFLE: "Puška" STR_RIFLE_CLIP: "Šaržer za pušku" STR_HEAVY_CANNON: "Teški Top" STR_HC_AP_AMMO: "TT-PO Streljivo" STR_HC_HE_AMMO: "TT-E Streljivo" STR_HC_I_AMMO: "TT-Z Streljivo" STR_AUTO_CANNON: "Automatski top" STR_AC_AP_AMMO: "AT-PO Streljivo" STR_AC_HE_AMMO: "AT-E Streljivo" STR_AC_I_AMMO: "AT-Z Streljivo" STR_ROCKET_LAUNCHER: "Raketni Bacač" STR_SMALL_ROCKET: "Mala Raketa" STR_LARGE_ROCKET: "Velika Raketa" STR_INCENDIARY_ROCKET: "Zapaljiva raketa" STR_GRENADE: "Granata" STR_SMOKE_GRENADE: "Dimna Bomba" STR_HIGH_EXPLOSIVE: "Eksploziv" STR_HEAVY_PLASMA: "Teška Plazma" STR_HEAVY_PLASMA_CLIP: "Klip za Tešku Plazmu" STR_PLASMA_RIFLE: "Plazma Puška" STR_PLASMA_RIFLE_CLIP: "Saržer za Plazma Pušku" STR_PLASMA_PISTOL: "Plazma Pištolj" STR_PLASMA_PISTOL_CLIP: "Šaržer za Plazma Pištolj" STR_BLASTER_LAUNCHER: "Fuzijski Bacač" STR_BLASTER_BOMB: "Fuzijska Bomba" STR_SMALL_LAUNCHER: "Mali Bacač" STR_STUN_BOMB: "Mala Bomba" STR_ALIEN_GRENADE: "Izvanzemaljska Granata" STR_ELERIUM_115: "Elerij-115" STR_SECTOID_CORPSE: "Leš Sektoida" STR_SNAKEMAN_CORPSE: "Leš Zmijolikog" STR_ETHEREAL_CORPSE: "Leš Nebeskog" STR_MUTON_CORPSE: "Leš Mutona" STR_FLOATER_CORPSE: "Leš Lebdećeg" STR_CELATID_CORPSE: "Leš Celatida" STR_SILACOID_CORPSE: "Leš Silakoida" STR_CHRYSSALID_CORPSE: "Leš Krisalida" STR_REAPER_CORPSE: "Leš Kosca" STR_SECTOPOD_CORPSE: "Leš sektopoda" STR_CYBERDISC_CORPSE: "Leš Kiberdiska" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nema dovoljno opreme za ponovno opskrbljavanje desetine" STR_MARS_CYDONIA_LANDING: "Mars: slijetanje u Cydoniji" STR_MARS_CYDONIA_LANDING_BRIEFING: "Osvetnik je sletio na područje Cydonije na Marsovoj površini. Prema našim informacijama, jedna od piramida sadrži zeleni lift koji vodi do podzemnog kompleksa. Kada se okupe svi vojnici na području lifta, klikni ikonu \"prekini misiju\" za početak idućeg stadija misije." STR_MARS_THE_FINAL_ASSAULT: "Mars: konačna bitka" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Potrebno je istražiti{NEWLINE}{0}{NEWLINE}prije no što možemo proizvesti{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Izvanzemaljci su uništili nebranjenu bazu {0}" STR_STANDOFF: "SIGURNA UDALJENOST" STR_CAUTIOUS_ATTACK: "OPREZAN NAPAD" STR_STANDARD_ATTACK: "STANDARDNI NAPAD" STR_AGGRESSIVE_ATTACK: "AGRESIVNI NAPAD" STR_DISENGAGING: "PREKIDANJE KONTAKTA" STR_UFO_HIT: "NLO POGOĐEN!" STR_UFO_CRASH_LANDS: "NLO OBOREN!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimiziraj isključivo na Sigurnoj Udaljenosti" STR_UFO_RETURN_FIRE: "NLO UZVRAĆA PALJBU!" STR_INTERCEPTOR_DAMAGED: ">>> PRESRETAČ OŠTEĆEN <<<" STR_INTERCEPTOR_DESTROYED: ">>> PRESRETAČ UNIŠTEN <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "NLO BJEŽI PRESRETAČU!" STR_ALIENS_TERRORISE: "IZVANZEMALJCI TERORIZIRAJU" STR_LONG_RANGE_DETECTION: "Dalekodometna Detekcija" STR_STORES_UC: "SKLADIŠTA" STR_DIFFICULTY_LEVEL: "Razina Težine" STR_INTERCEPT: "PRESRETANJE" STR_BASES: "BAZE" STR_GRAPHS: "GRAFIKONI" STR_OPTIONS_UC: "OPCIJE" STR_FUNDING_UC: "FINANCIRANJE" STR_5_SECONDS: "5 sec" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 sat" STR_1_DAY: "1 dan" STR_ENTER_NAME: "Upiši ime" STR_PERFORMANCE_RATING: "Ocjena Učinkovitosti" STR_VICTORY_DATE: "Datum Pobjede" STR_ELECTRO_FLARE: "Elektro-baklja" STR_ELECTRO_FLARE_UFOPEDIA: "Ova kompaktna naprava proizvodi jarko svijetlo nakon što je bačena. Ono će neprijateljske jedinice u blizini elektro-baklje tijekom noćnih misija učiniti vidljivima." STR_MONTHLY_COSTS: "Mjesečni Izdaci" STR_CRAFT_RENTAL: "Najam Letjelica" STR_SALARIES: "Plaće" STR_BASE_MAINTENANCE: "Održavanje baza" STR_COST_PER_UNIT: "Trošak po jedinici" STR_QUANTITY: "Količina" STR_TOTAL: "Ukupno" STR_BLASTER_BOMB_UFOPEDIA: "Ova naprava je visoko eksplozivni projektil s ugrađenim sustavom za pametno navođenje. Ispaljuje ju se iz Fuzijskog Bacača." STR_FRONT_ARMOR: "Prednji Oklop" STR_LEFT_ARMOR: "Lijevi Oklop" STR_RIGHT_ARMOR: "Desni oklop" STR_REAR_ARMOR: "Stražnji Oklop" STR_UNDER_ARMOR: "Donji Oklop" STR_ROUNDS: "Metaka" STR_UNIT: "JEDINICA>{0}" STR_ENERGY: "ENERGIJA" STR_MORALE: "MORAL" STR_ARMOR_: "OKLOP> {0}" STR_FRONT_ARMOR_UC: "PREDNJI OKLOP" STR_LEFT_ARMOR_UC: "LIJEVI OKLOP" STR_RIGHT_ARMOR_UC: "DESNI OKLOP" STR_REAR_ARMOR_UC: "STRAŽNJI OKLOP" STR_SKILLS: "VJEŠTINE> {0}" STR_LEVEL: "RAZINA> {0}" STR_HEAD: "GLAVA" STR_TORSO: "TORZO" STR_RIGHT_ARM: "DESNA RUKA" STR_LEFT_ARM: "LIJEVA RUKA" STR_RIGHT_LEG: "DESNA NOGA" STR_LEFT_LEG: "LIJEVA NOGA" STR_PAIN_KILLER: "ANALGETIK" STR_STIMULANT: "STIMULANS" STR_HEAL: "IZLIJEČI" STR_TIME_UNITS_SHORT: "VJ>{ALT}{0}" STR_WEIGHT: "Težina>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakc>{ALT}{0}" STR_ALIEN_ARTIFACT: "Izvanzemaljski Artefakt" STR_AMMO_ROUNDS_LEFT: "STRELJIVO:{NEWLINE}METAKA ZA{NEWLINE}PREOSTALO={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Anal>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Lije>{ALT}{2}" STR_THROW: "Baci" STR_AUTO_SHOT: "Rafalna Paljba" STR_SNAP_SHOT: "Brzi Hitac" STR_AIMED_SHOT: "Ciljana Paljba" STR_STUN: "Onesvijesti" STR_USE_SCANNER: "Upotrijebi detektor" STR_USE_MEDI_KIT: "Upotrijebi Medicinski Komplet" STR_ACCURACY_SHORT: "Ubrzanje>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nema Dovoljno Vremenskih Jedinica!" STR_NOT_ENOUGH_ENERGY: "Nema dovoljno energije!" STR_NO_ROUNDS_LEFT: "Nema više Metaka!" STR_NO_AMMUNITION_LOADED: "Oružje nema streljiva!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Pogrešno Streljivo za ovo Oružje!" STR_WEAPON_IS_ALREADY_LOADED: "Oružje je već napunjeno!" STR_NO_LINE_OF_FIRE: "Nema čiste vatrene linije!" STR_GRENADE_IS_ACTIVATED: "Granata je aktivirana!" STR_GRENADE_IS_DEACTIVATED: "Granata je deaktivirana!" STR_THERE_IS_NO_ONE_THERE: "Nema nikoga na tom mjestu!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Ne možemo koristiti izvanzemaljski artefakt dok ga ne istražimo u laboratoriju!" STR_OUT_OF_RANGE: "Izvan Dometa!" STR_UNABLE_TO_THROW_HERE: "Nemoguće baciti ovdje!" STR_SET_TIMER: "Namjesti Vremenski Detonator" STR_HIDDEN_MOVEMENT: "SKRIVENO KRETANJE" STR_TURN: "POTEZ> {0}" STR_SIDE: "STRANA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pritisni gumb za nastavak" STR_MIND_CONTROL: "Kontrola Uma" STR_PANIC_UNIT: "Izazovi Paniku" STR_MORALE_ATTACK_SUCCESSFUL: "Protivniku je Smanjen Moral" STR_MIND_CONTROL_SUCCESSFUL: "Kontrola uma uspješna" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}je zahvatio bijes" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}je zahvatio bijes" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}Paničari" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}Paničari" STR_XCOM: "X-Com" STR_ALIENS: "Izvanzemaljci" STR_RIGHT_HAND: "DESNA RUKA" STR_LEFT_HAND: "LIJEVA RUKA" STR_RIGHT_SHOULDER: "DESNO RAME" STR_LEFT_SHOULDER: "LIJEVO RAME" STR_BACK_PACK: "NAPRTNJAČA" STR_BELT: "REMEN" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}je pod kontrolom izvanzemaljaca" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}je pod kontrolom izvanzemaljaca" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}se onesvijestio" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}je pala u nesvijest" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE} je poginuo(la) od posljedica smrtonosne rane." STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}je poginula od smrtonosne rane" STR_FATAL_WOUNDS: "SMRTONOSNE RANE" STR_UNDER_ARMOR_UC: "DONJI OKLOP" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Vremenske jedinice rezervirane za brzi hitac" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Vremenske jedinice rezervitane za automatsku paljbu" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Vremenske jedinice rezervitane za ciljanu paljbu" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Vremenske jedinice rezervitane za klečanje" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Vremenske jedinice rezervitane za klečanje i pucanje" STR_ABORT_MISSION_QUESTION: "Prekini misiju?" STR_CORPSE: "Leš" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}je poginuo" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}je ubijen" STR_HIT_MELEE: "Pogodak" STR_GROUND: "TLO" STR_LIVING_QUARTERS_PLURAL: "Prostor za življenje" STR_LIST_ITEM: "PREDMET" STR_PERSONAL_ARMOR_UFOPEDIA: "Ovaj je oklop načinjen od novootkrivenih izvanzemaljskih legura te našim vojnicima omogućuje učinkovito suprotstavljanje izvanzemaljskoj prijetnji." STR_POWER_SUIT_UFOPEDIA: "Ovaj oklop vojnicima pruža snažnu zaštitu. Oklop crpi energiju iz Elerija, te uz zaštitu snažno uvećava brzinu i snagu vojnika." STR_FLYING_SUIT_UFOPEDIA: "Poboljšana inačica Oklopnog Egzoskeleta, uključuje izvanzemaljsku antigravitacijsku navigacionu tehnologiju kako bi omogućila punu slobodu kretanja na bojištu." STR_ALL_ALIENS_KILLED_IN_CRASH: "Svi izvanzemaljci su poginuli u padu letjelice,{NEWLINE}Započeto automatsko prikupljanje plijena" STR_RESET: "Vrati na početak" STR_MEMORIAL: "Pali Borci" STR_DATE_UC: "DATUM" MAP_CULTA: "Farma" MAP_FOREST: "Šuma" MAP_JUNGLE: "Džungla" MAP_MOUNT: "Planina" MAP_DESERT: "Pustinja" MAP_POLAR: "Polarno" MAP_URBAN: "Grad" MAP_UBASE: "Izvanzemaljska baza" MAP_MARS: "Mars" STR_MIXED: "Miješana" STR_REMOVE_SELECTED: "Izbaci Izabrano" STR_GO_TO_BASE: "Idi u Bazu" STR_SELL_PRODUCTION: "PRODAJ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obje ruke moraju biti prazne!" STR_ALL_ITEMS: "Svi Predmeti" STR_XCOM_BASE_CANNOT_BE_BUILT: "Gradnja X-Com baze pod vodom nije moguća" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Osoblje" FEMALE_CIVILIAN: "Civil, žena" MALE_CIVILIAN: "Civil, muškarac" CYBERDISC_WEAPON: "Kiberdiskovo oružje" REAPER_WEAPON: "Koščevo oružje" ================================================ FILE: bin/standard/xcom1/Language/hu.yml ================================================ hu: STR_AVENGER_UFOPEDIA: "SZÁLLÍTÓ ÉS HARCI ŰRREPÜLŐ. AZ IDEGEN TECHNOLÓGIA LEGMESSZEBBMENŐ MÁSOLATA." STR_INTERCEPTOR_UFOPEDIA: "IKERTURBINÁS HARCI REPÜLŐGÉP, ELEKTRONIKUS RENDSZERE SPECIÁLISAN ÁRNYÉKOLT. A LÉTEZŐ LEGJOBB FÖLDI TECHNOLÓGIA." STR_LIGHTNING_UFOPEDIA: "SZÁLLÍTÓ ÉS HARCI GÉP. DURVA, DE HATÁSOS MÁSOLATA AZ IDEGEN MEGHAJTÁSI RENDSZEREKNEK." STR_SKYRANGER_UFOPEDIA: "CSAPATSZÁLLÍTÓ. FAJTÁJA LEGGYORSABBJA, FÜGGŐLEGES FEL- ÉS LESZÁLLÁSI (F.F.É.L.) LEHETŐSÉGGEL." STR_FIRESTORM_UFOPEDIA: "HARCI GÉP. EZ AZ EGYSZEMÉLYES VADÁSZ A KLASSZIKUS REPÜLŐ CSÉSZEALJ MINTÁJÁRA KÉSZÜLT KÖZÉPEN ELHELYEZKEDŐ MEGHAJTÁSSAL." STR_STINGRAY_UFOPEDIA: "FEJLETT LEVEGŐ-LEVEGŐ RAKÉTA SPECIÁLISAN ÁRNYÉKOLT ELEKTRONIKÁVAL." STR_AVALANCHE_UFOPEDIA: "LEVEGŐ-LEVEGŐ RAKÉTA NUKLEÁRIS ROBBANÓFEJJEL, RENDKÍVÜL NAGY TÖMEGŰ." STR_CANNON_UFOPEDIA: "NAGYEREJŰ ÁGYÚ, AMELY PÁNCÉLTÖRŐ LÖVEDÉKEKET LŐ KI, MELYEK 40 CM VASTAG ACÉLON IS KÉPESEK ÁTHATOLNI." STR_FUSION_BALL_UFOPEDIA: "EZ AZ ESZKÖZ GÖMB ALAKÚ RAKÉTÁKAT LŐ KI, MELYEK HATÁSA AZ ANTI-ANYAG REAKCIÓN ALAPSZIK. A GÖMB A CÉLPONTOT GRAVITÁCIÓS HULLÁMOKKAL SEMMISÍTI MEG." STR_LASER_CANNON_UFOPEDIA: "HAGYOMÁNYOS LÉZERSUGÁR, ANTI-ANYAG REAKCIÓ GENERÁLJA." STR_PLASMA_BEAM_UFOPEDIA: "A GRAVITÁCIÓS SUGÁR FINOMAN VÁLTOZÓ BEROBBANÓ GRAVITÁCIÓS MEZŐT IRÁNYÍT." STR_SECTOID_UFOPEDIA: "A Szektoid hierachia a katonáktól a vezetőkig erőteljes pszionikus képességekkel rendelkezik. Ezek segítségével demoralizálhatják katonáinkat, sőt képesek átvenni az irányítást felettük. Hajlamosak szerepet játszani emberek és állatok eltűnésében. A rablás genetikai anyagok beszerzésére irányul keresztezés és klónok előállítása céljából, melyek beszivárognak az emberi társadalomba. Az állatok egyaránt jelentenek genetikai anyagokat és táplálékforrást. Ez a faj felsőbbrendű genetikus hibrideket akar kifejleszteni, hogy növelje kaptárszerű közösségük hatékonyságát." STR_SECTOID_AUTOPSY: "Szektoid boncolás" STR_SECTOID_AUTOPSY_UFOPEDIA: "A boncolás felfedi a lény egyszerű felépítését és az emésztőszervek maradékát. Az agy és a szemek igen fejlettek. A felépítés genetikai beavatkozást vagy mutációt sugall. A kis száj és orr nem sok szerepet tölt be. Az ujjak közti hártya és a lapos láb vízi eredetre utal. Nincsenek szaporítószervek, és fogalmunk sincs, hogyan szaporodhat ez a faj. A legvalószínűbb, hogy genetikailag gyártott egyedek." STR_SNAKEMAN_UFOPEDIA: "Ez a faj rendkívül barátságtalan környezetben fejlődött ki. Szívósak és ellenállnak nagymértékű hőmérséklet-változásnak is. A mozgásuk egy kígyószerű óriási 'lábbal' történik, amely megvédi minden létfontosságú szervüket. A céljuk szimplán vadászat táplálkozás céljából, és úgy látszik, hogy valamilyen magasabbrendű intelligencia rendelkezik velük, amely katonai jellegű portyázásaikat irányítja a Földön." STR_SNAKEMAN_AUTOPSY: "Kígyóember boncolás" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "A bőr rendkívül szívós és hőálló. A szív- és érrendszer az izomrendszer része, melyet hidraulikus elv alapján mozgat. Az egyetlen igazi izom a 'szív'. A szaporítószervek nagyon hatékonynak tűnnek. A szaporodás aszexuális, minden kígyóember legföljebb 50 tojást hordoz egyszerre a testében. Ezek az egyedek a sorsukra hagyva komoly veszélyt jelentenek a földi életre." STR_ETHEREAL_UFOPEDIA: "Ennek az életformának rendkívüli mentális ereje van, melly telepatikus kommunikációt és telekinézist is lehetővé tesz. Szembetűnően gyenge fizikumát a mentális ereje segítségével támogatja. Nem értjük ezeknek a telekinetikus erőknek a működését, mivel láthatólag ellentmondanak a jelenleg ismert fizikai törvényeknek. Rendkívül veszélyesek bármilyen harci helyzetben, ahol mentális erejükre támaszkodva harcolnak. Ritkán jelennek meg a Földön, mivel úgy néz ki, hogy más fajokat használnak fel céljaik elérése érdekében." STR_ETHEREAL_AUTOPSY: "Éterlény boncolás" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Fizikailag visszamaradt életforma mely látszólag képtelen fenntartani az életfunkcióit. Az izmok csökevényesek és a belső szervek fejletlennek látszanak. Az érzékelő szervek - a szemeket is beleértve - úgy tűnik, hogy egyáltalán nem funkcionálnak. Az agy mindezek ellenére igen fejlett és a test vérellátásának nagy része az agyé. Rejtély, hogyan képes ez a teremtmény életben maradni külső ellátás nélkül." STR_MUTON_UFOPEDIA: "Ez a humanoid erőteljes fizikumú és intelligens. Különös étvágyuk van bármilyen nyers húsra, ami a fennmaradásukhoz szükséges, hasonlóan a földi húsevőkhöz. Az Éterlényekkel vannak telepatikus kapcsolatban, parancsaikat teljesitik. Amint ez a kapcsolat megszűnik, az elméjük leáll és meghalnak. A kibernetikus protézisek növelik a harci teljesítményüket. Tisztán látszik, hogy egy magasabb intelligenciának a bábjai." STR_MUTON_AUTOPSY: "Muton boncolás" STR_MUTON_AUTOPSY_UFOPEDIA: "Ennek a teremtménynek a 'bőre' egy szerves alapú páncélzat, mely a testre van ránövesztve. Számos kibernetikus egység van belé ültetve, mely az érzékelő és keringési rendszer hatékonyságát növeli. Úgy tűnik a szaporítószervek sebészeti úton el lettek távolítva. Ezeknek a szerencsétlen teremtményeknek az élete egyértelműen egy hódítás vagy egy háború idejére van korlátozva. A páncéltörő lőszerek nem igazán hatásosak az edzett bőrükkel szemben." STR_CELATID_UFOPEDIA: "Ez a életforma titokzatos természetes képessége a lebegés. Az emberi agyhullámokat képes érzékelni, ezért akkor is megtalálja célpontját, ha az jól elrejtőzött. Ha a Kelatid felfedezte a célpontját, leszáll, és egy kis rendkívül maró méreggömböcskét lő ki. A teremtmény képes önmagát veszélyes mértékben klónozni. A Muton fajt kíséri felfedezésein." STR_CELATID_AUTOPSY: "Kelatid boncolás" STR_CELATID_AUTOPSY_UFOPEDIA: "A belseje egy kis biomechanikus eszközt tartalmaz, mely ránézésre egy természetes úton kifejlődött anti-gravitációs meghajtórendszer. A méregtasak a legnagyobb szerv és úgy tűnik nincs elkülönült agyszerkezete. Nincs felismerhető emésztő- és szaporítószerve. Egy kis szerv embriókat tartalmaz, melyek képesek nagyon gyorsan új egyeddé felnőni." STR_SILACOID_UFOPEDIA: "Ez a szilikon alapú életforma nagy mennyiségű hőt generál. Megvan az ereje hozzá, hogy sziklákat zúzzon össze, amit a forró belsejében emészt meg. Az intelligenciája kezdetleges, kibernetikus pótlékok vagy telepatikus egyedek által irányítható. A Mutonokkal együtt dolgozik." STR_SILACOID_AUTOPSY: "Szilakoid boncolás" STR_SILACOID_AUTOPSY_UFOPEDIA: "A teremtmény belseje rendkívül forró és úgy látszik ez egyben az emésztőrendszere is. Egyedi izomrendszere borzasztó erővel és sebességgel bír. Kőszerű bőre ellenáll a tűznek és a gyújtólőszereknek." STR_CHRYSSALID_UFOPEDIA: "A rákszerű ollók hatékony fegyverek közelharcban. Ennek a teremtménynek a fejlett anyagcseréje és az ereje gyorssá és ügyessé teszi. Áldozata megölése helyett egy tojást helyez el benne és mérget fecskendez belé, mely zombit csinál belőle. Egy új Krisszalid fog hamarosan kitörni a beültetés után. A Krisszalidok a Kígyóemberekkel állnak kapcsolatban." STR_CHRYSSALID_AUTOPSY: "Krisszalid boncolás" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Ennek a teremtménynek a csontváza rendkívül szívós, de meglepően sérülékeny robbanó lőszerrel szemben. Az agy igen fejlett, és sejtjei nagyon gyorsan szaporodnak. A teremtmény húsz tojást hordoz a belsejében, melyeket más élőlényekbe helyez. Ez a teremtmény egy nagyon hatékony terrorizáló fegyver." STR_FLOATER_UFOPEDIA: "A Lebegők elsődlegesen katonák és terroristák. Természetileg ragadozó bestiák, genetikai és kibernetikai beavatkozással lettek feljesztve rettentő harcosokká. A test alsó fele és több belső szerv sebészetileg lett eltávolítva, és egy életfunkció-ellátó rendszer helyettesíti azokat. Ez a rendszer tartalmazza az anti-gravitációs egységet, mely bizonytalanul bár, de lehetővé teszi a teremtmény számára a lebegést." STR_FLOATER_AUTOPSY: "Lebegő boncolás" STR_FLOATER_AUTOPSY_UFOPEDIA: "Ez a teremtmény sebészetileg drasztikusan meg lett változtatva. A lény belsejét formáló eszköz a létfenntartó rendszer, átveszi a szív, a tüdők és az emésztőrendszer szerepét. Ez teszi lehetővé, hogy teljesen ellenséges körülmények között is túléljen. Az agya kisebb, mint a miénk, de az érzékelőszervei igen fejlettek." STR_REAPER_UFOPEDIA: "Ennek a kétlábú húsevőnek erőteljes állkapcsai és hatalmas étvágya van. Számos beültetés van az agyában, melyek aktivitását irányítják. Ennek a teremtménynek a primitív ragadozóösztönei csak a terrorban és a pusztításban kerülnek kiélésre. Az Aratókat általában a Lebegőkkel együtt szokták emlegetni." STR_REAPER_AUTOPSY: "Arató boncolás" STR_REAPER_AUTOPSY_UFOPEDIA: "Az Arató két 'aggyal' és 'szívvel' rendelkezik, így még komolyan megsebesülve is képes ellátni feladatát. Szőrös bőre azonban erősen gyúlékony, sérülékennyé téve a gyújtólőszerekkel szemben." STR_SECTOPOD_UFOPEDIA: "A Szektopod harci robot, amit nagyerejű lézerfegyverrel láttak el. E hatalmas gépezeteket az Éterlények irányítják telepatikus kapcsolaton keresztül. A Szektopod a legerősebb terrorfegyver, amely az idegen erők rendelkezésére áll." STR_SECTOPOD_AUTOPSY: "Szektopod boncolás" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "A robot strapabíró, erőpáncélja a támadás legtöbb formájának ellenáll, különösen a plazmafegyvereknek. Azonban az érzékelő áramkör sérülékenynek tűnik lézerfegyverekkel szemben." STR_CYBERDISC_UFOPEDIA: "Ez a miniatűr repülő csészealj egy automatizált terror-fegyver nagyteljesítményű plazmasugárral. Az anti-gravitációs meghajtás nagy előnnyel látja el nehéz terepen. Elsődleges funkciója a rombolás és a terror a Szektoid faj szolgálatában." STR_CYBERDISC_AUTOPSY: "Kiberkorong boncolás" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "A kiberkorong erősen felvértezett és különösen ellenálló robbanó lőszerrel szemben. Az elsődleges anti-gravitációs rendszer túlságosan megsérült, hogy bármit is megértsünk működéséből." STR_UFO_POWER_SOURCE_UFOPEDIA: "Az idegen gép erőforrása egy anti-anyag reaktor, amely Elerium (115-ös elem) segítségével erőteljes gravitációs hullámokat és az energia más formáit képes generálni. Az anyag energiává alakítása a hihetetlen 99%-os hatásfokkal történik, ezért kis mennyiségű Elerium nagy mennyiségű erőt képes létrehozni. Ez az egység könnyedén elkészíthető idegen fémekből." STR_UFO_NAVIGATION_UFOPEDIA: "Az idegen gép kifinomult számítógépek segítségével tájékozódik a Földön és az űrben. A rendszer optikai processzorok hálózatára épül. A kezelőfelület viszonylag egyszerű - a navigátor az erőforrás által generált gravitációs hullámokat beállítva irányítja a gép mozgását. A rendszer kezelését az emberek könnyen elsajátíthatják, és idegen fémekből és más összetevőkből le is gyártható." STR_UFO_CONSTRUCTION_UFOPEDIA: "Egy idegen gép három fő komponensből áll - egy erőforrás, egy navigációs rendszer és egy géptörzs, amely idegen fémekből épül. A törzs speciális kiképzésű, hogy lehetővé tegye a gravitációs hullámok irányítását. Ezeken kívül még egy kis mennyiségű Elerium is szükséges az erőforrás működéséhez. Ha egyszer a szerkesztés irányvonalait megértjük és minden egység funkciója ismert, akkor lehetségessé válik ilyen gép építése." STR_ALIEN_FOOD_UFOPEDIA: "Ezek a kamrák sokféle enzimet tartalmaznak, melyek segítségével emészthetővé válnak az állati vagy akár emberi testrészek. A folyadék ezután mint előemésztett étel fogyasztható, valószínűleg közvetlenül véráramba adagolva. Ez bizonyos függőséget sugall a Földön az élelem felé - egy szimbiózis a Föld és az idegen társadalom között." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Ezek a kamrák idegen magzatokat tartalmaznak. A konténerek felépítéséből úgy tűnik, hogy az idegenek szaporodása teljesen a laboratóriumokon alapul. A gazdag tápanyag biztosítja a magzat gyors növekedését. Ez a gyárszerű rendszer rövid idő alatt idegen klónok ezreit képes előállítani. A folyamat könnyen adaptálható emberekre, vagy ember-idegen hibridekre." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Ezek a gömbök a felüdülést szolgálják. A pszionikus áramkörök az agy különböző központjait stimulálják. A hatása a hallucinogén drogokéhoz hasonló. Ez az egyetlen bizonyíték, hogy az idegeneknek létezik kultúrális vagy pihenő időtöltésük." STR_ALIEN_SURGERY_UFOPEDIA: "Ez a sebészeti felszerelés állati testrészek eltávolítására használatos. A széles körben elterjedt állatcsonkítások főleg ennek a bizarr idegen tevékenységnek tulajdoníthatóak. Valószínűleg az eltávolított testrészek genetikai vagy táplálkozási célokat szolgálnak." STR_EXAMINATION_ROOM_UFOPEDIA: "Régóta emberek ezrei állítják, hogy idegenek rabolták el, néha többször is ismétlődően. Az igazság messze rettenetesebb. Az embereket elrabolják, kivizsgálják, majd megfigyelés alatt tartják. A legjobb egyedekből genetikai anyagokat vonnak ki. Asszonyokba idegen-ember hibrid magzatokat ültetnek be, majd néhány hónap múlva eltávolítják. Ki tudja, milyen szörnyűség motiválja az idegeneket?" STR_ALIEN_ALLOYS_UFOPEDIA: "Az idegen gépek különleges tulajdonságokkal bíró fémekből épülnek fel. Rendkívül könnyűek és tartósak, elektromágneses úton önthetők. Ez az anyag gyártható és sokféle gyártási folyamatban felhasználható." STR_ELERIUM_115_UFOPEDIA: "Ezen elem különleges tulajdonsága, hogy bizonyos részecskékkel bombázva anti-anyag erőt generál. Ez gravitációs hullámokat és más formájú energiát képes létrehozni. Természetes állapotában nem található meg a naprendszerünkben, és nem lehet gyártani sem." STR_ALIEN_ORIGINS_UFOPEDIA: "Tisztán látszik, hogy vesztésre állunk a Földért vívott csatában. Az idegen hordák számbeli fölényével szemben csak a terjeszkedésüket tudjuk lassítani. Az emberiség egyetlen reménye: a forrásukra döntő csapást mérni. A kutatásaink a naprendszerünkön belüli közeli bázisra engednek következtetni. Az idegenek ezt a helyet egy ősi civilizáció központjaként jelölik, amely megelőzi az emberi történelmet. Meg kell találnunk ezt a helyet amilyen hamar csak lehet. El kell fognunk és kihallgatnunk egy idegen vezetőt, hogy részletesebb információkat szerezzünk. A nagyobb UFO-kban valószínű, hogy legalább egy vezető tartózkodik." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "A kutatásaink már a Marsra mutatnak az idegen szervezkedések bázisaként. A bázis erősen el van rejtve és tartalmazza mindazokat a klónozó és egyéb gyárakat, amelyből megoldható a földi beszivárgás utánpótlása. Úgy néz ki, hogy van ott egy irányító számítógép-féle, amely az egész műveletet irányítja. Valószínű továbbá, hogy a kaptárszerű idegen társadalom rendelkezik valamiféle 'méhkirálynő'-vel. Ez az alapvetően sebezhető pontjuk - ha megsemmisítjük az 'agyat', a test meghal. Fokoznunk kell kutatási erőfeszítéseinket, mielőtt túl késő lenne. A haladás érdekében el kell fognunk a legmagasabb rangú idegeneket - a parancsnokokat - melyek csak idegen bázisokban és csatahajókon fordulnak elő." STR_CYDONIA_OR_BUST_UFOPEDIA: "Most már világos, hogy az idegen hordák Cydonia földalatti bázisából kapják utasításaikat - mely egy különös területen helyezkedik el a Marson: egy öt oldalú piramis és egy hatalmas arcra emlékeztető formáció közelében. Cydonia civilizációja évmilliókkal ezelőtt virágzott a Marson, de nem tudjuk miért halt ki, vagy mi a kapcsolata a jelenlegi idegen tevékenységgel. Bármi is legyen a magyarázat, Cydoniába kell küldenünk egy expedíciót. Ez az idegenek legyőzésének egyetlen módja. Le kell rombolnunk a fő irányító 'agyat'. Szükségünk lesz egy Bosszúállóra, amely a rendelkezésünkre álló legpusztítóbb fegyverekkel van felszerelve. Itt nincs több tanulmányozni valónk - meg kell várnunk a Cydoniai támadás kimenetelét." STR_CENTER_ON_SITE_TIME_5_SECONDS: "KÖZÉPRE ÁLL-IDŐ=5 Mp" STR_CANCEL_UC: "MÉGSEM" STR_NONE: "Semmi" STR_UNKNOWN: "Ismeretlen" STR_POOR: "Gyenge" STR_AVERAGE: "Átlagos" STR_GOOD: "Jó" STR_EXCELLENT: "Kiváló" STR_BUILD_NEW_BASE_UC: "ÚJ BÁZIS ÉPÍTÉSE" STR_BASE_INFORMATION: "BÁZIS INFORMÁCIÓ" STR_EQUIP_CRAFT: "GÉPFELSZERELÉS" STR_BUILD_FACILITIES: "ÉPÜLET EMELÉSE" STR_RESEARCH: "KUTATÁS" STR_MANUFACTURE: "GYÁRTÁS" STR_TRANSFER_UC: "ÁTSZÁLLÍTÁS" STR_PURCHASE_RECRUIT: "VÁSÁRLÁS/SOROZÁS" STR_SACK: "KIRÚG" STR_SELL_SACK_UC: "ELADÁS/KIRÚGÁS" STR_GEOSCAPE_UC: "FÖLDGÖMB" STR_NAME: "Név" STR_AREA: "Terület" STR_BUILD_NEW_BASE: "Új bázis építése" STR_CANCEL: "Mégsem" STR_COST_UC: "ÁR>" STR_CONSTRUCTION_TIME_UC: "ÉPÍTÉS IDEJE>" STR_DAY: one: "{N} nap" other: "{N} nap" STR_HOUR: one: "{N} óra" other: "{N} óra" STR_MAINTENANCE_UC: "FENNTARTÁS>" STR_OK: "OKÉ" STR_INSTALLATION: "Építkezés" STR_CURRENT_RESEARCH: "JELENLEGI KUTATÁS" STR_SCIENTISTS_AVAILABLE: "Elérhető Tudósok>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Tudósok beosztva>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Szabad laborkapacitás>{ALT}{0}" STR_RESEARCH_PROJECT: "KUTATÁSI PROGRAM" STR_SCIENTISTS_ALLOCATED_UC: "TUDÓSOK BEOSZTVA" STR_PROGRESS: "HALADÁS" STR_NEW_PROJECT: "Új Program" STR_CANCEL_PROJECT: "KUTATÁS LEÁLLÍTÁSA" STR_NEW_RESEARCH_PROJECTS: "ÚJ KUTATÁSI PROGRAMOK" STR_SCIENTISTS_AVAILABLE_UC: "ELÉRHETŐ TUDÓSOK>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "SZABAD LABORKAPACITÁS>{ALT}{0}" STR_INCREASE: "Növelés" STR_DECREASE: "Csökkentés" STR_START_PROJECT: "PROGRAM INDÍTÁSA" STR_CURRENT_PRODUCTION: "JELENLEGI GYÁRTÁS" STR_ENGINEERS_AVAILABLE: "Elérhető Mérnökök>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Mérnökök beosztva>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Szabad műhelykapacitás>{ALT}{0}" STR_CURRENT_FUNDS: "Jelenlegi Tőke>{ALT}{0}" STR_ITEM: "TÉTEL" STR_ENGINEERS__ALLOCATED: "Mérnökök beosztva" STR_UNITS_PRODUCED: "Legyártott darabszám" STR_TOTAL_TO_PRODUCE: "Összes gyártandó" STR_COST__PER__UNIT: "Ár{NEWLINE}per{NEWLINE}egység" STR_DAYS_HOURS_LEFT: "Hátralévő napok/órák" STR_NEW_PRODUCTION: "Új gyártás" STR_PRODUCTION_ITEMS: "Gyártható tételek" STR_CATEGORY: "KATEGÓRIA" STR_START_PRODUCTION: "GYÁRTÁS INDÍTÁSA" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} mérnöki munkaóra szükséges egy darab legyártásához" STR_COST_PER_UNIT_: "Egységár>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Szükséges műhelykapacitás>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIÁLIS ANYAGSZÜKSÉGLET" STR_ITEM_REQUIRED: "SZÜKSÉGES TÁRGY" STR_UNITS_REQUIRED: "SZÜKSÉGES DARABSZÁM" STR_UNITS_AVAILABLE: "ELÉRHETŐ DARABSZÁM" STR_STOP_PRODUCTION: "GYÁRTÁS LEÁLLÍTÁSA" STR_ENGINEERS_AVAILABLE_UC: "ELÉRHETŐ MÉRNÖKÖK>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "SZABAD MŰHELYKAPACITÁS>{ALT}{0}" STR_MONTHLY_PROFIT: "HAVI NYERESÉG>{ALT}{0}" STR_INCREASE_UC: "NÖVELÉS" STR_DECREASE_UC: "CSÖKKENTÉS" STR_UNITS_TO_PRODUCE: "Gyártandó darabszám" STR_PURCHASE_HIRE_PERSONNEL: "Vásárlás/Bérlés/Sorozás" STR_COST_OF_PURCHASES: "Beszerzési költség>{ALT}{0}" STR_COST_PER_UNIT_UC: "EGYSÉGÁR" STR_QUANTITY_UC: "MENNYISÉG" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "FELHASZNÁLHATÓ SZEMÉLYZET:TELJES SZEMÉLYZET>" STR_SOLDIERS: "Katonák" STR_SCIENTISTS: "Tudósok" STR_ENGINEERS: "Mérnökök" STR_SPACE_USED_SPACE_AVAILABLE: "KIHASZNÁLT HELY:SZABAD HELY>" STR_LIVING_QUARTERS: "Lakónegyed" STR_STORES: "Raktár" STR_LABORATORIES: "Laboratórium" STR_WORK_SHOPS: "Műhely" STR_HANGARS: "Hangár" STR_SHORT_RANGE_DETECTION: "Rövid távú észlelés" STR_DEFENSE_STRENGTH: "Védelmi erősség" STR_TRANSFERS_UC: "ÁTSZÁLLÍTÁSOK" STR_TRANSFERS: "Átszállítások" STR_ARRIVAL_TIME_HOURS: "Érkezés: (óra)" STR_COST_: "Ár>{ALT}{0}" STR_AREA_: "Terület>{ALT}{0}" STR_BASE_NAME: "Bázis neve?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VÁLASSZ HELYET A KÖZPONTI LIFTNEK" STR_TRANSFER: "Átszállítás" STR_AMOUNT_TO_TRANSFER: "SZÁLLÍTANDÓ MENNYISÉG" STR_SELECT_DESTINATION_BASE: "Válaszd ki a célbázist" STR_COST: "Ár" STR_VICTORY_1: "Amint belépsz a kamrába, megpillantod az idegen agyat - a küldetésed célpontja. Mielőtt tüzet nyitnál, kommunikálni kezd feléd az alapjainál elhelyezkedő képernyőn keresztül. Azért könyörög, hogy meghallgasd érveit a túlélésével kapcsolatban, mielőtt meghúznád a ravaszt..." STR_VICTORY_2: "Az agy: 'Évmilliókkal ezelőtt az általatok Marsnak nevezett bolygó élő volt. Az életet a mi civilizációnk hozta az akkor terméketlen bolygótokra. Évmilliók leforgása alatt látogatgattuk a bolygótokat és genetikai úton fejlesztettük a fajtátokat. Nem ölhetsz meg minket, ti a részeink vagytok..." STR_VICTORY_3: "Ez a marsi civilizáció központja - a piramisok évmilliókkal a tieitek előtt épültek - és egy olyan faj építette, amely a ti ősötök. Nincs oly bolygó, mely elérhetetlen lenne számunkra. Ez az erő nemsokára a tiétek lehet. Mi csak az együttműködéseteket kérjük..." STR_GAME_OVER_1: "Az idegenek megkísérelték az emberiséget kivégezni a városok lerombolásával, a tengerek és a levegő megmérgezésével. Az ellenálló földi hadseregek tehetetlenek voltak a sokkal felsőbbrendű technológiával szemben. A túlélő generációk szörnyű mutációkon mentek keresztül, ahogy az idegen rombolás elől menekültek. Rabszolgatáborokba szervezték őket, hogy segítsék a Földet egy valamilyen ismeretlen birodalom idegen kolóniájává alakítani." STR_GAME_OVER_2: "A tudás, amelyet az X-Com program alatt halmoztunk fel, immáron örökre elveszett. Elbuktál. Nem sikerült megmentened a Földet." STR_VICTORY_4: "Az idegen agyat egy kitörő forró plazma szakítja félbe, és az egész idegen erő legyőzetett." STR_VICTORY_5: "Mivel az idegenek elvesztették a Marsot, így a Földet is. Nem tolt sok időbe, az X-Com kutatásoknak köszönhetően, az emberiség újra felvirágzott, és a Marsot megkaparintotta magának. Az idegen fenyegetés véget ért, de hogy meddig, azt senki sem tudhatja ..." STR_YOU_HAVE_FAILED: "Nem voltál képes megállítani az idegen támadást. A támogató nemzetek egytől-egyig egyezményeket kötöttek a technológiát, békét, jólétet ígérő idegenekkel. Azonban hamarosan kiderült: az idegeneknek más terveik vannak..." STR_TOTAL_UC: "ÖSSZESEN" STR_INCOME: "Bevétel" STR_EXPENDITURE: "Kiadás" STR_MAINTENANCE: "Fenntartás" STR_BALANCE: "Egyenleg" STR_UFO_ACTIVITY_IN_AREAS: "UFO Aktivitás (Régiók)" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO Aktivitás (Országok)" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Aktivitás az egyes Régiókban" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Aktivitás az egyes Országokban" STR_FINANCE: "Pénzügy" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "($1000)" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nincs elég speciális alapanyag{NEWLINE}{0}{NEWLINE}gyártásához itt:{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nincs elég pénz{NEWLINE}{0}{NEWLINE}gyártásához itt:{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Elkészült a(z){NEWLINE}{0}{NEWLINE}a(z){NEWLINE}{1}{NEWLINE}bázison" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Elkészült a(z){NEWLINE}{0}{NEWLINE}építése a(z){NEWLINE}{1}{NEWLINE}bázison" STR_OK_5_SECONDS: "OKÉ - 5 mp" STR_RESEARCH_COMPLETED: "Kutatás befejezve" STR_VIEW_REPORTS: "JELENTÉS" STR_WE_CAN_NOW_RESEARCH: "Most már tudunk kutatni:" STR_WE_CAN_NOW_PRODUCE: "Most már tudunk gyártani:" STR_SUNDAY: "Vasárnap" STR_MONDAY: "Hétfő" STR_TUESDAY: "Kedd" STR_WEDNESDAY: "Szerda" STR_THURSDAY: "Csütörtök" STR_FRIDAY: "Péntek" STR_SATURDAY: "Szombat" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{1} feltöltéséhez nincs elég {0} a(z) {2} bázison" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{1} felfegyverzéséhez nincs elég {0} a(z) {2} bázison" STR_UFO_IS_NOT_RECOVERED: "UFO nem lett begyűjtve" STR_UFO_IS_RECOVERED: "UFO begyűjtve" STR_CRAFT_IS_LOST: "A gép elveszett" STR_TERROR_CONTINUES: "A terror folytatódik" STR_ALIENS_DEFEATED: "Idegenek legyőzve" STR_BASE_IS_LOST: "A bázis elveszett" STR_BASE_IS_SAVED: "A bázis megmenekült" STR_ALIEN_BASE_STILL_INTACT: "Az idegen bázis még sértetlen" STR_ALIEN_BASE_DESTROYED: "Az idegen bázis lerombolva" STR_ALIENS_KILLED: "MEGÖLT IDEGENEK" STR_ALIEN_CORPSES_RECOVERED: "IDEGEN TETEMEK BEGYŰJTVE" STR_LIVE_ALIENS_RECOVERED: "ÉLŐ IDEGENEK BEGYŰJTVE" STR_ALIEN_ARTIFACTS_RECOVERED: "IDEGEN SZERKEZETEK BEGYŰJTVE" STR_ALIEN_BASE_CONTROL_DESTROYED: "IDEGEN BÁZIS KÖZPONTJA LEROMBOLVA" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVIL ÁLDOZATOK (IDEGENEK ÁLTAL)" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVIL ÁLDOZATOK X-COM ÜGYNÖKÖK ÁLTAL " STR_CIVILIANS_SAVED: "MEGMENTETT CIVILEK" STR_XCOM_OPERATIVES_KILLED: "MEGÖLT X-COM ÜGYNÖKÖK " STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "BEVETÉS KÖZBEN ELTŰNT X-COM ÜGYNÖKÖK: " STR_TANKS_DESTROYED: "MEGSEMMISÍTETT TANKOK" STR_XCOM_CRAFT_LOST: "ELVESZTETT X-COM GÉP" STR_UFO_RECOVERY: "UFO BEGYŰJTÉSE" STR_ALIEN_BASE_RECOVERY: "IDEGEN BÁZIS BEGYŰJTÉSE" STR_BASE_UNDER_ATTACK: "A(z) {0} bázist megtámadták!" STR_BASE_DEFENSES_INITIATED: "BÁZIS VÉDELME MŰKÖDÉSBE LÉP" STR_GRAV_SHIELD_REPELS_UFO: "GRAVIPAJZS ELTASZÍTJA AZ UFOT!" STR_FIRING: "TÜZEL" STR_HIT: "TALÁLT!" STR_UFO_DESTROYED: "UFO MEGSEMMISÜLT!" STR_MISSED: "MELLÉ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Eladás/Kirúgás" STR_VALUE_OF_SALES: "ELADÁSOK ÉRTÉKE> {ALT}{0}" STR_FUNDS: "TŐKE> {ALT}{0}" STR_SELL_SACK: "Elad/Kirúg" STR_VALUE: "Értéke" STR_CRAFT_: "GÉP> {ALT}{0}" STR_CRAFTNAME: "{1}. {0}" STR_UFO_CRASH_RECOVERY: "LEZUHANT UFO BEGYŰJTÉSE" STR_UFO_CRASH_RECOVERY_BRIEFING: "Figyelem - Lehetnek túlélők az UFO-ban vagy a környékén. A küldetés sikeres teljesítésének feltétele: az összes ellenséges egység megsemmisítése vagy semlegesítése. Az UFO maradványai, az idegen tetemek és szerkezetek begyűjtése csak ez után kezdődhet meg. A küldetés megszakításához az X-Com ügynökeinek vissza kell térnie a szállítóeszközbe, majd kattints a 'Küldetés megszakítása' ikonra." STR_UFO_GROUND_ASSAULT: "UFO FÖLDI TÁMADÁSA" STR_UFO_GROUND_ASSAULT_BRIEFING: "Derítsd fel a leszállóhelyet, majd - ha lehetséges - nyerj belépést az UFO-ba. A küldetés sikeres teljesítésének feltétele: az összes ellenséges egység megsemmisítése vagy semlegesítése. Az UFO, az idegen tetemek és szerkezetek begyűjtése csak ez után kezdődhet meg. A küldetés megszakításához az X-Com ügynökeinek vissza kell térni a szállítóeszközhöz, majd kattints a 'Küldetés megszakítása' ikonra." STR_BASE_DEFENSE: "BÁZIS VÉDELEM" STR_BASE_UC_: "BÁZIS> {0}" STR_BASE_DEFENSE_BRIEFING: "Egy idegen hajó landolt a közelben. A bázisunk komoly veszélyben van. Az ilyenkor szokásos eljárás szerint minden nem-fegyveres személyzetet és X-Com gépet evakuáltuk. Az idegen egységek a hangárak ajtajain vagy a központi liften keresztül hatolnak be. Védd meg a bázist és a létfontosságú épületeket minden áron - ez egy küzdelem mindhalálig. Ha a 'Küldetés megszakítása' ikonra kattintasz, elfogadod a vereséget és elveszted a bázist." STR_ALIEN_BASE_ASSAULT: "IDEGEN BÁZIS TÁMADÁSA" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com ügynökök belépést nyertek egy idegen bázisra. Az irányítóközpontnak meg kell semmisülnie, hogy a bázis működésképtelenné váljon. A küldetés akkor fejeződik be, amikor az összes ellenség megsemmisült, vagy az osztagod visszatért a zöld kijárati területre (majd kattints a 'Küldetés megszakítása' ikonra)." STR_CYDONIA_BRIEFING: "Megérkeztél Cydoniába. Belépést nyersz egy hatalmas földalatti komplexumba a marsi szfinx közelében. Meg kell semmisítened az idegen agyat, amely minden idegen tevékenységet irányít. Az emberiség sorsa a Te kezedben van...." STR_TERROR_MISSION: "TERROR KÜLDETÉS" STR_TERROR_MISSION_BRIEFING: "A küldetés sikeres teljesítésének feltétele: az összes ellenséges egység megsemmisítése vagy semlegesítése. Meg kell próbálnod megmenteni bármilyen civil életét, semlegesítve a területen az idegen fenyegetést. A küldetés megszakításához az X-Com ügynökeinek vissza kell térni a szállítóeszközbe, majd kattints a 'Küldetés megszakítása' ikonra." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NINCS SZABAD HANGÁR A GÉPGYÁRTÁSHOZ!{SMALLLINE}Minden gép egy bázishoz van rendelve; átszállítva, vásárolva, vagy építve, egy hangárt foglal el. Építs egy új hangárt vagy szállíts át egy gépet egy másik bázisra." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NINCS SZABAD HANGÁR A VÁSÁRLÁSHOZ!{SMALLLINE}Minden gép egy bázishoz van rendelve; átszállítva, vásárolva, vagy építve, egy hangárt foglal el. Építs egy új hangárt vagy szállíts át egy gépet egy másik bázisra." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NINCS SZABAD HANGÁR AZ ÁTSZÁLLÍTÁSHOZ!{SMALLLINE}Minden gép egy bázishoz van rendelve; átszállítva, vásárolva, vagy építve, egy hangárt foglal el. Építs egy új hangárt vagy szállíts át egy gépet egy másik bázisra." STR_CANNOT_BUILD_HERE: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}Építkezni csak egy már létező épület mellé lehet." STR_NO_FREE_ACCOMODATION: "NINCS SZABAD LAKÓHELY!{SMALLLINE}A célbázis nem rendelkezik a lakónegyedeiben elegendő hellyel." STR_NOT_ENOUGH_WORK_SPACE: "NINCS ELÉG MŰHELY!{SMALLLINE}Építs új műhelyt, vagy csökkentsd a munkát más programokon." STR_NOT_ENOUGH_MONEY: "NINCS ELÉG PÉNZ!" STR_NOT_ENOUGH_STORE_SPACE: "NINCS ELÉG RAKTÁR-HELY!{SMALLLINE}Építs új raktárat vagy küldj át néhány dolgot más bázisokra." STR_NOT_ENOUGH_LIVING_SPACE: "NINCS ELÉG LAKÓHELY!{SMALLLINE}Építs új lakónegyedeket vagy küldj át valamennyi személyzetet más bázisokra." STR_LAUNCH_INTERCEPTION: "ELFOGÁS INDÍTÁSA" STR_CRAFT: "GÉP" STR_STATUS: "ÁLLAPOT" STR_BASE: "BÁZIS" STR_READY: "KÉSZ" STR_OUT: "KINT" STR_REPAIRS: "JAVÍTJÁK" STR_REFUELLING: "TANKOL" STR_REARMING: "FEGYVERZIK" STR_TARGET: "CÉLPONT: {0}" STR_WAY_POINT: "TEREPPONT" STR_ARE_YOU_SURE_CYDONIA: "Biztos vagy benne, hogy ezt a gépet el akarod küldeni Cydoniába?" STR_YES: "IGEN" STR_NO: "NEM" STR_SELECT_DESTINATION: "VÁLASSZ CÉLPONTOT" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "VÁLASSZ HELYET AZ ÚJ BÁZISNAK" STR_RETURN_TO_BASE: "VISSZATÉRÉS A BÁZISRA" STR_SELECT_NEW_TARGET: "ÚJ CÉLPONT VÁLASZTÁSA" STR_PATROL: "ŐRJÁRAT" STR_STATUS_: "ÁLLAPOT>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "MEGSÉRÜLT - VISSZATÉR A BÁZISRA" STR_LOW_FUEL_RETURNING_TO_BASE: "KEVÉS AZ ÜZEMANYAG - VISSZATÉR A BÁZISRA" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "KÜLDETÉS VÉGREHAJTVA - VISSZATÉR A BÁZISRA" STR_PATROLLING: "ŐRJÁRATBAN" STR_TAILING_UFO: "KÖVETI AZ UFOT" STR_INTERCEPTING_UFO: "ELFOGÁS: {0}. UFO" STR_RETURNING_TO_BASE: "VISSZATÉR A BÁZISRA" STR_DESTINATION_UC_: "CÉL: {0}" STR_BASE_UC: "BÁZIS>{ALT}{0}" STR_SPEED_: "SEBESSÉG>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMÁLIS SEBESSÉG>{ALT}{0}{ALT}" STR_ALTITUDE_: "MAGASSÁG>{ALT}{0}" STR_VERY_LOW: "NAGYON ALACSONY" STR_LOW_UC: "ALACSONY" STR_HIGH_UC: "MAGAS" STR_VERY_HIGH: "NAGYON MAGAS" STR_FUEL: "ÜZEMANYAG>{ALT}{0}" STR_WEAPON_ONE: "1. FEGYVER>{ALT}{0}" STR_NONE_UC: "SEMMI" STR_ROUNDS_: "LŐSZER>{ALT}{0}" STR_WEAPON_TWO: "2. FEGYVER>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ELFOGÓ GÉPEK" STR_BASE_: "Bázis>{0}" STR_NAME_UC: "NÉV" STR_AMMO_: "LŐSZER>{ALT}{0}" STR_CREW: "LEGÉNYSÉG" STR_EQUIPMENT_UC: "FELSZERELÉS" STR_ARMOR: "PÁNCÉL" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Újonc" STR_SQUADDIE: "Szakaszvezető" STR_SERGEANT: "Őrmester" STR_CAPTAIN: "Százados" STR_COLONEL: "Ezredes" STR_COMMANDER: "Parancsnok" STR_SELECT_SQUAD_FOR_CRAFT: "Válassz osztagot a(z) {0} szállítóra" STR_SORT_BY: "RENDEZÉS..." STR_ORIGINAL_ORDER: "EREDETI SORREND" STR_MISSIONS2: "KÜLDETÉSEK" STR_KILLS2: "ÖLÉSEK" STR_WOUND_RECOVERY2: "SEBGYÓGYULÁS" STR_SPACE_AVAILABLE: "SZABAD HELY>{ALT}{0}" STR_SPACE_USED: "FOGLALT HELY>{ALT}{0}" STR_SPACE_USED_UC: "FOGLALT HELY" STR_RANK: "RENDFOKOZAT" STR_WOUNDED: "SEBESÜLT" STR_EQUIPMENT_FOR_CRAFT: "{0}-n lévő felszerelések" STR_DEFENSE_VALUE: "Védelmi érték" STR_HIT_RATIO: "Találati arány" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}készen áll{NEWLINE}a leszállásra:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Kezdődhet a küldetés?" STR_SELECT_ARMAMENT: "Válassz fegyverzetet" STR_AMMUNITION_AVAILABLE: "ELÉRHETŐ LŐSZER" STR_ARMAMENT: "FEGYVERZET" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "PÁNCÉLVÁLASZTÁS:{NEWLINE}{0}" STR_TYPE: "TÍPUS" STR_PERSONAL_ARMOR_UC: "SZEMÉLYI PÁNCÉL" STR_POWER_SUIT_UC: "ERŐ PÁNCÉL" STR_FLYING_SUIT_UC: "REPÜLŐ PÁNCÉL" STR_SELECT_ARMOR: "Válassz páncélt" STR_NORTH: "ÉSZAK" STR_NORTH_EAST: "ÉSZAK-KELET" STR_EAST: "KELET" STR_SOUTH_EAST: "DÉL-KELET" STR_SOUTH: "DÉL" STR_SOUTH_WEST: "DÉL-NYUGAT" STR_WEST: "NYUGAT" STR_NORTH_WEST: "ÉSZAK-NYUGAT" STR_SELECT_ACTION: "VÁLASSZ MŰVELETET" STR_CONTINUE_INTERCEPTION_PURSUIT: "FOLYTASD AZ ELFOGÓ ÜLDÖZÉST" STR_PURSUE_WITHOUT_INTERCEPTION: "ELFOGÁS NÉLKÜLI ÜLDÖZÉS" STR_VERY_LARGE: "NAGYON NAGY" STR_LARGE: "NAGY" STR_MEDIUM_UC: "KÖZEPES" STR_SMALL: "KICSI" STR_VERY_SMALL: "NAGYON KICSI" STR_GROUNDED: "LESZÁLLT" STR_DETECTED: "Észlelve" STR_SIZE_UC: "MÉRET" STR_ALTITUDE: "MAGASSÁG" STR_HEADING: "IRÁNY" STR_SPEED: "SEBESSÉG" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFORA ÁLL-IDŐ=5 Mp" STR_TRACKING_LOST: "NYOMA VESZETT" STR_REDIRECT_CRAFT: "GÉP ÁTIRÁNYÍTÁSA" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "MENJ AZ UFO UTOLSÓ ISMERT POZÍCIÓJÁRA" STR_UFO_: "{0}. UFO" STR_ALIEN_BASE_: "{0}. IDEGEN BÁZIS" STR_CRASH_SITE_: "{0}. LEZUHANÁSI HELY" STR_LANDING_SITE_: "{0}. LESZÁLLÁSI HELY" STR_WAY_POINT_: "{0}. TEREPPONT" STR_TERROR_SITE: "{0}. TERROR HELY" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}célba ért:{NEWLINE}{1}" STR_NOW_PATROLLING: "Most őrjáratban van" STR_ALIEN_ORIGINS: "Idegen eredet" STR_THE_MARTIAN_SOLUTION: "A marsi megoldás" STR_CYDONIA_OR_BUST: "Cydonia vagy Bukás" STR_UFOPAEDIA: "UFOpédia" STR_XCOM_CRAFT_ARMAMENT: "X-COM GÉP ÉS FEGYVERZET" STR_HEAVY_WEAPONS_PLATFORMS: "NEHÉZFEGYVERZET PLATFORM -NFP-" STR_WEAPONS_AND_EQUIPMENT: "FEGYVEREK ÉS FELSZERELÉS" STR_ALIEN_ARTIFACTS: "IDEGEN SZERKEZETEK" STR_BASE_FACILITIES: "BÁZIS ÉPÜLETEI" STR_ALIEN_LIFE_FORMS: "IDEGEN ÉLETFORMÁK" STR_ALIEN_RESEARCH_UC: "IDEGEN KUTATÁS" STR_UFO_COMPONENTS: "UFO KOMPONENSEK" STR_UFOS: "UFOk" STR_SELECT_ITEM: "VÁLASSZ TÉTELT" STR_ACCELERATION: "GYORSULÁS>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ÜZEMANYAG-KAPACITÁS>{ALT}{0}{ALT}" STR_WEAPON_PODS: "FEGYVERFOGLALATOK>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SÉRÜLÉSTŰRÉS>{ALT}{0}{ALT}" STR_CARGO_SPACE: "RAKODÓKAPACITÁS>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "NFP KAPACITÁS>{ALT}{0}{ALT}" STR_DAMAGE: "Roncsolás" STR_RANGE: "Hatótáv" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Pontosság" STR_RE_LOAD_TIME: "Újratöltési idő" STR_SECONDS: "{0} mp." STR_DAMAGE_ARMOR_PIERCING: "PÁNCÉLTÖRŐ" STR_DAMAGE_INCENDIARY: "GYÚJTÓ" STR_DAMAGE_HIGH_EXPLOSIVE: "DETONÁCIÓS" STR_DAMAGE_LASER_BEAM: "LÉZERSUGÁR" STR_DAMAGE_PLASMA_BEAM: "PLAZMASUGÁR" STR_DAMAGE_STUN: "BÉNÍTÓ" STR_DAMAGE_MELEE: "KÖZELHARC" STR_DAMAGE_ACID: "SAV" STR_DAMAGE_SMOKE: "FÜST" STR_SHOT_TYPE: "LÖVÉS TÍPUSA" STR_ACCURACY_UC: "PONTOSSÁG" STR_TIME_UNIT_COST: "IE KÖLTSÉG" STR_DAMAGE_UC: "RONCSOLÁS" STR_AMMO: "LŐSZER" STR_SHOT_TYPE_AUTO: "Automata" STR_SHOT_TYPE_SNAP: "Kapás" STR_SHOT_TYPE_AIMED: "Célzott" STR_CONSTRUCTION_TIME: "Építkezési idő" STR_CONSTRUCTION_COST: "Építkezés költsége" STR_MAINTENANCE_COST: "Fenntartás költsége" STR_LOW: "Alacsony" STR_MEDIUM: "Közepes" STR_HIGH: "Magas" STR_CRAFT_WEAPON: "Gép fegyver" STR_CRAFT_AMMUNITION: "Gép lőszer" STR_HEAVY_WEAPONS_PLATFORM: "Nehézfegyverzet Platform" STR_WEAPON: "Fegyver" STR_AMMUNITION: "Lőszer" STR_EQUIPMENT: "Felszerelés" STR_ALIEN_CORPSE: "Idegen Tetem" STR_UFO_COMPONENT: "UFO komponens" STR_PERSONAL_ARMOR: "Személyi páncél" STR_RAW_MATERIALS: "Nyersanyagok" STR_HWP_CANNON_SHELLS: "NFP Ágyú lövedék" STR_ALIEN: "Idegen" STR_SECTOID: "Szektoid" STR_SNAKEMAN: "Kígyóember" STR_ETHEREAL: "Éterlény" STR_MUTON: "Muton" STR_FLOATER: "Lebegő" STR_CELATID: "Kelatid" STR_SILACOID: "Szilakoid" STR_CHRYSSALID: "Krisszalid" STR_ZOMBIE: "Zombi" STR_REAPER: "Arató" STR_SECTOPOD: "Szektopod" STR_CYBERDISC: "Kiberkorong" STR_LIVE_COMMANDER: "Parancsnok" STR_LIVE_LEADER: "Vezető" STR_LIVE_ENGINEER: "Mérnök" STR_LIVE_MEDIC: "Orvos" STR_LIVE_NAVIGATOR: "Navigátor" STR_LIVE_SOLDIER: "Katona" STR_LIVE_TERRORIST: "Terrorista" STR_FLOATER_SOLDIER: "Lebegő Katona" STR_FLOATER_NAVIGATOR: "Lebegő Navigátor" STR_FLOATER_MEDIC: "Lebegő Orvos" STR_FLOATER_ENGINEER: "Lebegő Mérnök" STR_FLOATER_LEADER: "Lebegő Vezető" STR_FLOATER_COMMANDER: "Lebegő Parancsnok" STR_SECTOID_SOLDIER: "Szektoid Katona" STR_SECTOID_NAVIGATOR: "Szektoid Navigátor" STR_SECTOID_MEDIC: "Szektoid Orvos" STR_SECTOID_ENGINEER: "Szektoid Mérnök" STR_SECTOID_LEADER: "Szektoid Vezető" STR_SECTOID_COMMANDER: "Szektoid Parancsnok" STR_SNAKEMAN_SOLDIER: "Kígyóember Katona" STR_SNAKEMAN_NAVIGATOR: "Kígyóember Navigátor" STR_SNAKEMAN_ENGINEER: "Kígyóember Mérnök" STR_SNAKEMAN_LEADER: "Kígyóember Vezető" STR_SNAKEMAN_COMMANDER: "Kígyóember Parancsnok" STR_MUTON_SOLDIER: "Muton Katona" STR_MUTON_NAVIGATOR: "Muton Navigátor" STR_MUTON_ENGINEER: "Muton Mérnök" STR_ETHEREAL_SOLDIER: "Éterlény Katona" STR_ETHEREAL_LEADER: "Éterlény Vezető" STR_ETHEREAL_COMMANDER: "Éterlény Parancsnok" STR_CYBERDISC_TERRORIST: "Kiberkorong Terrorista" STR_REAPER_TERRORIST: "Arató Terrorista" STR_CHRYSSALID_TERRORIST: "Krisszalid Terrorista" STR_CELATID_TERRORIST: "Kelatid Terrorista" STR_SILACOID_TERRORIST: "Szilakoid Terrorista" STR_SECTOPOD_TERRORIST: "Szektopod Terrorista" STR_UFO_POWER_SOURCE: "UFO Erőforrás" STR_UFO_NAVIGATION: "UFO Navigáció" STR_UFO_CONSTRUCTION: "UFO Építés" STR_ALIEN_FOOD: "Idegen Élelem" STR_ALIEN_REPRODUCTION: "Idegen Szaporítókamra" STR_ALIEN_ENTERTAINMENT: "Idegen Szórakoztatás" STR_ALIEN_SURGERY: "Idegen Sebészet" STR_EXAMINATION_ROOM: "Kivizsgáló Szoba" STR_ALIEN_ALLOYS: "Idegen Fémek" STR_ALIEN_HABITAT: "Idegen Lakás" STR_POWER_SUIT: "Erő páncél" STR_FLYING_SUIT: "Repülő páncél" STR_HWP_ROCKETS: "NFP Rakéta" STR_HWP_FUSION_BOMB: "NFP Fúziós Bomba" STR_LASER_WEAPONS: "Lézerfegyverek" STR_NEW_FIGHTER_CRAFT: "Új harci gép" STR_NEW_FIGHTER_TRANSPORTER: "Új harci/szállító gép" STR_ULTIMATE_CRAFT: "Végső Gép" STR_LASER_PISTOL: "Lézerpisztoly" STR_LASER_RIFLE: "Lézerpuska" STR_HEAVY_LASER: "Nehézlézer" STR_LASER_CANNON: "Lézerágyú" STR_PLASMA_CANNON: "Plazmaágyú" STR_FUSION_MISSILE: "Fúziós Rakéta" STR_LASER_DEFENSE: "Lézer Védelem" STR_PLASMA_DEFENSE: "Plazma Védelem" STR_FUSION_DEFENSE: "Fúziós Védelem" STR_GRAV_SHIELD: "Gravipajzs" STR_MIND_SHIELD: "Elmepajzs" STR_PSI_LAB: "Pszi-Labor" STR_MOTION_SCANNER: "Mozgásérzékelő" STR_MEDI_KIT: "Elsősegély-Csomag" STR_TANK_CANNON: "Tank/Ágyú" STR_TANK_ROCKET_LAUNCHER: "Tank/Rakétakilövő" STR_TANK_LASER_CANNON: "Tank/Lézerágyú" STR_HOVERTANK_PLASMA: "Lebegőtank/Plazma" STR_HOVERTANK_LAUNCHER: "Lebegőtank/Kilövő" STR_STINGRAY_LAUNCHER: "Stingray kilövő" STR_AVALANCHE_LAUNCHER: "Avalanche kilövő" STR_CANNON: "Gépágyú" STR_FUSION_BALL_LAUNCHER: "Fúziós Gömb Kilövő" STR_PLASMA_BEAM: "Plazmaágyú" STR_STINGRAY_MISSILES: "Stingray Rakéta" STR_AVALANCHE_MISSILES: "Avalanche Rakéta" STR_CANNON_ROUNDS_X50: "Gépágyú-lövedék(x50)" STR_FUSION_BALL: "Fúziós Gömb" STR_SOLDIER: "Katona" STR_SCIENTIST: "Tudós" STR_ENGINEER: "Mérnök" STR_NORTH_AMERICA: "Észak-Amerika" STR_ARCTIC: "Arktisz" STR_ANTARCTICA: "Antarktisz" STR_SOUTH_AMERICA: "Dél-Amerika" STR_EUROPE: "Európa" STR_NORTH_AFRICA: "Észak-Afrika" STR_SOUTHERN_AFRICA: "Dél-Afrika" STR_CENTRAL_ASIA: "Közép-Ázsia" STR_SOUTH_EAST_ASIA: "Dél-Kelet-Ázsia" STR_SIBERIA: "Szibéria" STR_AUSTRALASIA: "Ausztrálázsia" STR_PACIFIC: "Csendes óceán" STR_NORTH_ATLANTIC: "Észak-Atlanti" STR_SOUTH_ATLANTIC: "Dél-Atlanti" STR_INDIAN_OCEAN: "Indiai óceán" STR_ALIEN_RESEARCH: "Idegen Kutatás" STR_ALIEN_HARVEST: "Idegen Szüret" STR_ALIEN_ABDUCTION: "Idegen Emberrablás" STR_ALIEN_INFILTRATION: "Idegen Beszivárgás" STR_ALIEN_BASE: "Idegen Bázis" STR_ALIEN_TERROR: "Idegen Terror" STR_ALIEN_RETALIATION: "Idegen Megtorlás" STR_ALIEN_SUPPLY: "Idegen Ellátás" STR_MAXIMUM_SPEED: "Maximális sebesség" STR_HYPER_WAVE_DECODER_UC: "HIPERHULLÁM DEKÓDER" STR_SKYRANGER: "FELHŐJÁRÓ" STR_LIGHTNING: "VILLÁM" STR_AVENGER: "BOSSZÚÁLLÓ" STR_INTERCEPTOR: "ELFOGÓ" STR_FIRESTORM: "TŰZVIHAR" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "GÉPÁGYÚ" STR_FUSION_BALL_UC: "FÚZIÓS GÖMB" STR_LASER_CANNON_UC: "LÉZERÁGYÚ" STR_PLASMA_BEAM_UC: "PLAZMASUGÁR" STR_DAMAGE_CAPACITY: "Sérüléstűrés" STR_WEAPON_POWER: "Tűzerő" STR_WEAPON_RANGE: "Hatótávolság" STR_ACCESS_LIFT: "Központi Lift" STR_LABORATORY: "Laboratórium" STR_WORKSHOP: "Műhely" STR_SMALL_RADAR_SYSTEM: "Kis Radarrendszer" STR_LARGE_RADAR_SYSTEM: "Nagy Radarrendszer" STR_MISSILE_DEFENSES: "Rakétás Védelem" STR_GENERAL_STORES: "Raktár" STR_ALIEN_CONTAINMENT: "Idegen Tároló" STR_LASER_DEFENSES: "Lézer Védelem" STR_PLASMA_DEFENSES: "Plazma Védelem" STR_FUSION_BALL_DEFENSES: "Fúziós Gömb Védelem" STR_PSIONIC_LABORATORY: "Pszionikus Laboratórium" STR_HYPER_WAVE_DECODER: "Hiperhullám-Dekóder" STR_HANGAR: "Hangár" STR_USA: "EGYESÜLT ÁLL." STR_RUSSIA: "OROSZORSZÁG" STR_UK: "EGYESÜLT KIR." STR_FRANCE: "FRANCIAORSZÁG" STR_GERMANY: "NÉMETORSZÁG" STR_ITALY: "OLASZORSZÁG" STR_SPAIN: "SPANYOLORSZÁG" STR_CHINA: "KÍNA" STR_JAPAN: "JAPÁN" STR_INDIA: "INDIA" STR_BRAZIL: "BRAZÍLIA" STR_AUSTRALIA: "AUSZTRÁLIA" STR_NIGERIA: "NIGÉRIA" STR_SOUTH_AFRICA: "DÉL-AFRIKAI KÖZ." STR_EGYPT: "EGYIPTOM" STR_CANADA: "KANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Már" STR_APR: "Ápr" STR_MAY: "Máj" STR_JUN: "Jún" STR_JUL: "Júl" STR_AUG: "Aug" STR_SEP: "Sze" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Nemzetközi kapcsolatok" STR_COUNTRY: "Ország" STR_FUNDING: "Támogatás" STR_CHANGE: "Változás" STR_WEAPON_SYSTEMS: "FEGYVER-{NEWLINE}RENDSZER" STR_HWPS: "NFPk" STR_DAMAGE_UC_: "RONGÁLÓDÁS>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "A központi liften keresztül történik a személy- és az anyagforgalom a földalatti bázisba/ból. Mindig ez az első épület amely az új helyen épül. A lift területe egy sebezhető pont bármilyen lehetséges ellenséges erő betolakodása esetén." STR_LIVING_QUARTERS_UFOPEDIA: "Minden lakóblokk maximum 50 személy ellátásáról gondoskodik. A blokk tartalmaz pihenő-, alvó-, étkező- és szórakozóterületeket." STR_LABORATORY_UFOPEDIA: "Legföljebb 50 tudós képes egyszerre dolgozni egy laboratóriumban. A laborok a legmodernebb felszereléssel vannak ellátva akár anyagvizsgálatról, biokémiáról vagy kozmológiáról van szó. Különleges hozzáféréssel rendelkezik a világ kutatólaboratóriumainak legjobbjaihoz, sőt katonai laborokhoz is." STR_WORKSHOP_UFOPEDIA: "Egy ilyen műhely minden felszerelést tartalmaz, amely szükséges a kutatólaboratóriumok eredményeinek gyártásához. Legföljebb 50 mérnök képes egyszerre dolgozni egy műhelyben, bár a készülő tárgy szintén elfoglal némi plusz helyet." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "A kis észlelőrendszer effektív radartávolsága 555 km, amely egy műholdrendszerhez csatlakozik, lehetővé téve a felszíni keresést. Minden rendszer 10%-os eséllyel észlel egy átlagos méretű objektumot 30 perces időintervallumonként." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "A nagy észlelőrendszer effektív radartávolsága 820 km, amely egy műholdrendszerhez csatlakozik, lehetővé téve a felszíni keresést. Minden rendszer 20%-os eséllyel észlel egy átlagos méretű objektumot 30 perces időintervallumonként." STR_MISSILE_DEFENSES_UFOPEDIA: "A rakétás védelem gondoskodik némi védelemről, ha egy ellenséges gép próbálna leszállni a bázis közelében." STR_GENERAL_STORES_UFOPEDIA: "Minden felszerelést, fegyverzetet, lőszert, zsákmányolt anyagot, és Nehézfegyverzeti Platformot a raktárakban tárolnak; azokat is, amiket a hangárokban álló gépekhez rendeltél." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Az élő idegeneknek szükséges egy speciális lakóhelyet biztosítani életbenmaradásuk érdekében. A tárolórendszer egyszerre 10 idegent képes tárolni öntároló egységekben." STR_LASER_DEFENSES_UFOPEDIA: "A lézer védelem védelemről gondoskodik ellenséges gép behatolásával szemben." STR_PLASMA_DEFENSES_UFOPEDIA: "A plazmasugár-védelem erőteljes és hatékony védelemről gondoskodik ellenséges gépekkel szemben." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "A fúziós rakéták biztosítják a leghatékonyabb védelmet idegen támadás esetén. Ezek a rakéták anti-anyag összeomlást produkálnak, amely egy bizonyos sugáron belül mindent elpusztít." STR_GRAV_SHIELD_UFOPEDIA: "A gravitációs pajzs eltaszítja a leszálláshoz készülő idegen gépet, elég időt nyerve a védelmi rendszereknek az újbóli tüzeléshez. Gyakorlatilag megduplázza bármely védelmi rendszer hatékonyságát a bázison." STR_MIND_SHIELD_UFOPEDIA: "Mivel az idegen gépek az agyhullámok segítségével érzékelik az emberi jelenlétet, a leghatékonyabb ellenintézkedés leárnyékolni a bázisról kilépő agyhullámokat. Ez az épület drasztikusan csökkenti az idegenek esélyét a bázis észlelését illetően." STR_PSIONIC_LABORATORY_UFOPEDIA: "A pszionikus labor képes felbecsülni a bázison tartózkodó katonák pszionikus erejét és megadja nekik a szükséges gyakorlatot a képességeik hasznosításához. Minden labor 10 katonát képezhet, mely képzés mindig a hónap elején kezdődik. A pszionikus képesség a pszi-erősítővel együtt pszionikus támadásra használható harc közben." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Az idegenek közti kommunikáció szupra-dimenzionális hullámokon nyugszik melyek jelátvitele szinte azonnali. Az épület segítségével lehetőség nyílik az UFO-k üzeneteinek elfogására és dekódolására. Kideríthető az UFO típusa, az fedélzeten tartózkodó idegen faj és tevékenységük típusa is." STR_HANGAR_UFOPEDIA: "Minden hangár egy gép befogadására alkalmas, egyben tartalmazza a szükséges fenntartó, javító, feltöltő egységeket. Minden bázison állomásozó géphez egy szabad hangárnak kell tartoznia, melyet más gép még akkor sem használhat, ha a szóban forgó hangárhoz tartozó / elsődleges gép éppen küldetést teljesít." STR_PISTOL_UFOPEDIA: "A szabványos X-Com pisztoly egy nagy erejű félautomata pisztoly, amelyhez 12 töltényes tár tartozik." STR_RIFLE_UFOPEDIA: "Nagypontosságú mesterlövész-puska lézer irányzékkal. 6.7mm-es lőszeréből 20 db-ot tartalmaz egy tár." STR_HEAVY_CANNON_UFOPEDIA: "A nehézlöveg pusztító, de nehézkes fegyver. Sokoldalú, hiszen háromféle lőszerrel használható: páncéltörő, gyújtóbomba és detonációs." STR_AUTO_CANNON_UFOPEDIA: "Az automata löveg kombinálja a nehézlöveg tűzerejét és sokoldalúságát a gyorsabb tüzeléssel." STR_ROCKET_LAUNCHER_UFOPEDIA: "A lézerirányzékú rakétakilövő háromféle rakétát képes kilőni." STR_LASER_PISTOL_UFOPEDIA: "A lézerpisztoly hatásos kivitelezése az új technologiának. A gyorsabb és sokkal pontosabb pisztoly kényelmével rendelkezik." STR_LASER_RIFLE_UFOPEDIA: "A lézerpuska erőteljesebb és pontosabb verziója a korábbi pisztoly-terveknek." STR_HEAVY_LASER_UFOPEDIA: "A nehézlézer nehézkes, de rendkívül hatásos." STR_GRENADE_UFOPEDIA: "Ez a szabványgránát pontos, kifinomult időzítővel rendelkezik." STR_SMOKE_GRENADE_UFOPEDIA: "A füstgránát takarásról gondoskodik nyílt harci helyzetekben. Odafigyeléssel használd, mert az ellenség is hasznot húzhat ebből." STR_PROXIMITY_GRENADE_UFOPEDIA: "A szomszédgránát ugyanúgy használatos, mint egy normális gránát, de ez landolása után közeli mozgásra aktiválódik. Nagy ügyesség és odafigyelés szükséges használatához." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Ez a robbanószer kizárólag rombolási célokat szolgál. Az embereid tartsd távol a felrobbanó területtől." STR_MOTION_SCANNER_UFOPEDIA: "Ez a kifinomult eszköz érzékelők tucatját tartalmazza, melyek jelzései alapján egy algoritmus képes kiszűrni és azonosítani a mozgó ellenséges egységeket. Mindazonáltal igényel némi gyakorlatot a hatékony használata. Kattints a mozgásérzékelő ikonra a taktikai kijelzőn. Válaszd ki a 'Mozgásérzékelő'-t a menüből. A kijelző középre egy nyilat tesz, mely arra mutat, amerre a katona néz (Észak van fent). A villogó foltok az előzőleg mozgó egységeket jelzik. Nagyobb vagy gyorsabb egységek nagyobb foltokat eredményeznek. A mozdulatlan egységek nem kerülnek kijelzésre." STR_MEDI_KIT_UFOPEDIA: "Az elsősegély-csomag tartalmaz kötszereket, fájdalom-csillapítókat és stimulánsokat. Használatához a páciens mellett, felé fordulva kell állni. Ha a katona bénult, fölé kell állni. Kattints az elsősegély-csomag ikonra és válaszd ki az 'Elsősegély-csomag'-ot a menüből.{NEWLINE}GYÓGYÍTÁS> A vörös testrészek végzetes sebeket jeleznek. Kattints a sebesült tesztrészre. Kattints a 'Gyógyít' gombra. Egy végzetes seb meg lesz gyógyítva, és az egészség valamennyire helyreáll.{NEWLINE}STIMULÁNS> Visszaállítja az energiáját és újraéleszti az öntudatlan (lebénított) katonákat. Az újraélesztéshez a bénult katona fölé kell állni.{NEWLINE}FÁJDALOMCSILLAPÍTÓ> Visszaállítja a sebesült katona morálját annyival, amennyivel a sebesüléssel csökkent neki." STR_PSI_AMP_UFOPEDIA: "A Pszi-Erősítőt csak pszionikus ügyességgel rendelkező katonák használhatják. Csata közben kattints a Pszi-Erősítőre, válaszd ki a támadás típusát, és jelöld ki a kurzorral a célpontot. Kétféle pszionikus támadás lehetséges: {NEWLINE}PÁNIKKELTÉS> Ha a támadás sikeres, akkor csökkenti a célpont morálját, amitől az pánikba eshet. {NEWLINE}ELMEKONTROLL> Ha sikerrel jár, azonnal megszerzed az ellenséges egység irányítását, mintha a sajátod lenne. Ezt a fajta támadást nehezebb véghezvinni." STR_STUN_ROD_UFOPEDIA: "Ez az eszköz közelharcban használatos. Elektromos sokkal képes ölés nélkül megbénítani egy élő szervezetet." STR_MIND_PROBE_UFOPEDIA: "Az elmeszonda egy idegen kommunikációs eszköz, amellyel az információ közvetlenül az agyhullámokból szerezhető meg. Az X-Com ügynökök ezt az eszközt egy idegen jellemzőinek megjelenítésére használhatják harc közben. Kattints az elmeszondára, majd válaszd az 'Elmeteszt' lehetőséget. Ezután válaszd ki az idegent a kurzorral." STR_PLASMA_PISTOL_UFOPEDIA: "A plazmapisztolyok halálos idegen fegyverek, melyek az anti-gravitációs mező azonnali részecskegyorsítására épülnek." STR_PLASMA_RIFLE_UFOPEDIA: "Ez az erőteljes pusztító eszköz az anti-gravitációs mező azonnali részecskegyorsítására épül." STR_HEAVY_PLASMA_UFOPEDIA: "Ez az erőteljes pusztító eszköz az anti-gravitációs mező azonnali részecskegyorsítására épül." STR_BLASTER_LAUNCHER_UFOPEDIA: "Ez egy írányítható idegen rakétakilövő, mely hatékony 'pusztító bombá'-t lő ki. Amikor lőni akarsz a fegyverrel, összeállíthatsz egy útvonalat, amelyet a bomba követ. Amikor már elég pontot kijelöltél, kattints a speciális kilövés ikonra." STR_SMALL_LAUNCHER_UFOPEDIA: "Ez egy kis kilövő, mely bénító bombákat lő ki. Nagyon hasznos élő idegenek elfogására." STR_ALIEN_GRENADE_UFOPEDIA: "Ez az eszköz ugyanúgy működik, mint földi megfelelője - kivéve, hogy sokkal erősebb." STR_SMALL_SCOUT: "Kis Felderítő" STR_MEDIUM_SCOUT: "Közepes Felderítő" STR_LARGE_SCOUT: "Nagy Felderítő" STR_HARVESTER: "Szüretelő" STR_ABDUCTOR: "Elrabló" STR_TERROR_SHIP: "Terror hajó" STR_BATTLESHIP: "Csatahajó" STR_SUPPLY_SHIP: "Ellátó hajó" STR_RATING: "ÉRTÉKELÉS> {0}" STR_RATING_TERRIBLE: "BORZALMAS!" STR_RATING_POOR: "GYENGE!" STR_RATING_OK: "OKÉ" STR_RATING_GOOD: "JÓ!" STR_RATING_EXCELLENT: "KIVÁLÓ!" STR_SCORE: "PONTSZÁM" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROGRAM - HAVI JELENTÉS" STR_MONTH: "Hónap> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "A támogató nemzetek tanácsa általánosan elégedett az eredményeddel." STR_COUNCIL_IS_VERY_PLEASED: "A támogató nemzetek tanácsa rendkívül elégedett a kitűnő eredményeddel. Csak így tovább." STR_COUNCIL_IS_DISSATISFIED: "A támogató nemzetek tanácsa elégedetlen a teljesítményeddel. Hatékonyabban kell az idegen veszély ellen fellépned, vagy a program leállítását kockáztatod." STR_YOU_HAVE_NOT_SUCCEEDED: "Nem sikerült az invázió ellen hatékonyan fellépned, ezért a támogató nemzetek tanácsa sajnos a program leállítása mellett döntött. Minden nemzet megpróbálja a maga eszközeivel megoldani a problémát. Csak remélni tudjuk, hogy alkalmazkodni tudunk valahogy ezekhez a nyilvánvalóan ellenséges erőkhöz és a lakosság valahogy kiegyezik az idegen látogatókkal." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} különösen elégedett az idegenek elleni helyi eredményeiddel, ezért növeli a támogatását." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} különösen elégedett a területét érő idegen portyázások elleni fellépéseddel, ezért a támogatásuk emeléséről döntöttek." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} és {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} elégedetlen a területét érő idegen portyázások elleni fellépéseddel, ezért a támogatása csökkentéséről döntött." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} elégedetlen a területét érő idegen portyázások elleni fellépéseddel, ezért a támogatásuk csökkentéséről döntöttek." STR_KNOTS: "{0} csomó" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} titkos paktumot írt alá ismeretlen idegen erőkkel, és kivonult a programból." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} titkos paktumot írt alá ismeretlen idegen erőkkel, és kivonult a programból." STR_MONTHLY_RATING: "Havi értékelés> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Támogatás változása> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "A támogató nemzetek tanácsa elégedetlen a pénzügyi helyzeteddel. Az adósságodat 1 millió dollár alá kell csökkentened, különben a program véget ér." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HIPERHULLÁM ADÁSOK DEKÓDOLVA" STR_CRAFT_TYPE: "GÉP TÍPUSA" STR_RACE: "FAJ" STR_MISSION: "KÜLDETÉS" STR_ZONE: "ZÓNA" STR_ALLOCATE_RESEARCH: "Kutatás kijelölése" STR_ALLOCATE_MANUFACTURE: "Gyártás kijelölése" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havanna" STR_MEXICO_CITY: "Mexikóváros" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brazíliaváros" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Párizs" STR_BERLIN: "Berlin" STR_MOSCOW: "Moszkva" STR_ROME: "Róma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairó" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Fokváros" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karacsi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teherán" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Kalkutta" STR_TOKYO: "Tokió" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Szöul" STR_SINGAPORE: "Szingapúr" STR_JAKARTA: "Dzsakarta" STR_SHANGHAI: "Sanghaj" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novoszibirszk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Pszi Tréning" STR_PSIONIC_TRAINING: "PSZIONIKUS KÉPZÉS" STR_REMAINING_PSI_LAB_CAPACITY: "Szabad Pszi-labor kapacitás> {ALT}{0}" STR_PSIONIC__STRENGTH: "Pszionikus{NEWLINE}Erősség" STR_PSIONIC_SKILL_IMPROVEMENT: "Pszionikus{NEWLINE}Ügyesség/javulás" STR_PSI_AMP: "Pszi-Erősítő" STR_IN_TRAINING: "{NEWLINE}Képzésben" STR_TARGETTED_BY: "BECÉLOZTA:" STR_WEAPONS_CREW_HWPS: "FEGYVEREK/{NEWLINE}LEGÉNYSÉG/NFPk" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "kevés az üzemanyag,{NEWLINE}visszatér a bázisra" STR_SOLDIER_LIST: "Katonák Listája" STR_RANK_: "RENDFOKOZAT> {ALT}{0}" STR_MISSIONS: "KÜLDETÉSEK> {ALT}{0}" STR_KILLS: "ÁLDOZATOK> {ALT}{0}" STR_WOUND_RECOVERY: "SEBGYÓGYULÁS> {ALT}{0}" STR_TIME_UNITS: "IDŐ EGYSÉG" STR_STAMINA: "ÁLLÓKÉPESSÉG" STR_HEALTH: "EGÉSZSÉG" STR_BRAVERY: "BÁTORSÁG" STR_REACTIONS: "REAKCIÓK" STR_FIRING_ACCURACY: "TÜZELÉSI PONTOSSÁG" STR_THROWING_ACCURACY: "DOBÁSI PONTOSSÁG" STR_STRENGTH: "ERŐ" STR_PSIONIC_STRENGTH: "PSZIONIKUS ERŐ" STR_PSIONIC_SKILL: "PSZIONIKUS ÜGYESSÉG" STR_NEW_RANK: "ÚJ RENDFOKOZAT" STR_PROMOTIONS: "Előléptetések" STR_SOLDIERS_UC: "KATONÁK" STR_TANK_CANNON_UFOPEDIA: "Az Automatizált Nehézfegyverzet Platformok - avagy Lövegtalpazatok - egy-egy X-Com csapat kiegészítésére szolgálnak. A nagy tűzerő és a strapabíró páncélzat teszi értékessé ezeket az egységeket a nyílt tűzharcban. Mindig ellenőrizd, hogy a raktárban legyen elég ágyúlövedéked a tankok újratöltéséhez. Felfegyverzésük automatikusan megtörténik, amikor egy csapat mellé beosztod őket." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Ez az automata NFP hatékony rakétákkal van felszerelve. Ez pusztító bármilyen idegen ellenségre nézve. Légy biztos benne, hogy a raktáraid jól el vannak látva NFP rakétákkal." STR_TANK_LASER_CANNON_UFOPEDIA: "A lézerfegyverek hatékonyan kiegészítik az NFP-t. Előnye a nagy tűzerő és az a tény, hogy nem igényel lőszert." STR_HOVERTANK_PLASMA_UFOPEDIA: "Az idegen technológia adott egy lökést az NFP-nek. A levegőben való manőverezhetőség és a plazmasugarak ereje egy halálos kombináció." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Ez a lebegőtank fúziós bomba kilövővel rendelkezik, mely tömérdek pusztításra képes. Nagy odafigyeléssel használd. Gyártanod kell fúziós bombát, hogy ez az NFP mindig teljesen el legyen látva. A fúziós bomba egy intelligens irányítható fegyver. A kilövéshez ki kell választanod az 'útpontokat' a kurzorral majd kattints a kilövés ikonra, hogy kilődd a fúziós bombát." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Ez a kis eszköz a nehézplazma lőszere. Kis mennyiségű Eleriumot tartalmaz." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Ez a kis eszköz a plazmapuska lőszere - egy középszintű idegen fegyver. Kis mennyiségű Eleriumot tartalmaz." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "A kis plazmapisztoly lőszere. Eleriumot tartalmaz - ez minden idegen erő forrása." STR_STUN_BOMB_UFOPEDIA: "A bénító bomba élő emberi egyedek elfogására használatos, de használható a legtöbb idegen faj egyede ellen is. A kis kilövő juttatja célba." STR_ALIEN_RESEARCH_UFOPEDIA: "Az idegen kutató küldetések alapszintű adatok gyűjtésére irányulnak a Földről és annak lakóiról. Javarészt kis gépezetek használnak, amelyekkel alkalmanként elhagyatott területeken landolnak. Ez a típusú idegen tevékenység a legjelentéktelenebb fenyegetés az X-Com-ra nézve, és amelyek a legkevesebb aggodalmat váltják ki a közvélemény és a kormányzatok részéről." STR_ALIEN_HARVEST_UFOPEDIA: "Az idegenek sokrétűen hasznosítják a Föld faunáját. Állatokat rabolnak el titokban, majd különböző szerveik eltávolítása után kerülnek elő ismét. Marhacsonkításokat ismétlődően jelentenek az UFO észlelések kíséretében. Ez a típusú idegen tevékenység a kormányzatok és a közvélemény nagy érdeklődését és aggodalmát váltja ki. Ez a típusú tevékenység főleg farmvidékeken fordul elő. Az 'idegen szüret' mögötti elmélet szerint az idegenek ültették el az életet a Földön eredetileg, és most visszatérnek learatni munkájuk gyümölcsét." STR_ALIEN_ABDUCTION_UFOPEDIA: "Ez a legalattomosabb formája az idegenek tevékenységének. Az elrablásokat széles körben jelentik, annak ellenére, hogy az idegenek megpróbálják kitörölni az emlékeket az áldozatok emlékezetéből. Az elraboltak megalázó fizikai kísérletekről, köztük pl. idegen magzatok beültetéséről és egyéb bizarr genetikai kísérletekről szólnak. A cél ezek mögött kapcsolatban lehet az idegenek saját génállományának genetikai mutációjával és manipulációjával. Ez a tevékenység nagy port kavar, és általában népes területeken, városokban fordul elő." STR_ALIEN_INFILTRATION_UFOPEDIA: "Földi kormányzatokba beszivároghatnak idegen ügynökök emberi megjelenéssel. Ez hivatalos kapcsolatot eredményezhet az idegenek és a kormányzatok között a legmagasabb szinten. A tevékenységük tetőpontján ez intenzív UFO aktivitással jár a nagyobb városok vonzáskörzetében. Az idegenek egyezményt próbálnak aláíratni egy kormányzattal, felajánlva a tudásukat és a felsőbbrendű technológiájukat. Viszonzásképp a kormányzat engedélyezi az idegeneknek tevékenységük akadálytalan folytatását. Az idegen küldetések jelentik a lehető legnagyobb fenyegetést az X-Com számára. Ha egy kormányzat elfogadja az egyezményt, minden támogatást megvon a tervezettől." STR_ALIEN_BASE_UFOPEDIA: "Az idegenek titkos földalatti bázisokat építenek távol eső helyeken. Némi kezdeti felderítés után intenzív UFO tevékenység kezdődik, ahogy a bázis épül. Ezek a bázisok szolgálnak az elraboltakon végzett kísérletek színhelyéül, és ellátást biztosítanak a tevékenység további folytatásához a régióban. Az idegen bázisok jelenléte nagy mennyiségű jelentett idegen tevékenységet okoz UFO jelenlét nélkül. Egy bázis megtalálásához egy X-Com gépnek néhány órát kell járőröznie a terület fölött, hogy legyen némi esélye megtalálnia azt." STR_ALIEN_TERROR_UFOPEDIA: "Amikor az idegenek terrorizálnak egy várost, hatalmas erővel rendelkező speciális egységeket küldenek oda. A civileket közvetlen fenyegetés éri, és a kormányzat egész területek kiürítésére kényszerül. A tevékenység fő célja, hogy elegendő nyilvános hisztériát keltsenek ahhoz, hogy a kormányzat csökkentse vagy megvonja támogatását az X-Com programtól." STR_ALIEN_RETALIATION_UFOPEDIA: "Ha az X-Com Elfogók különösen sikeresek az UFO-k lelövésében, akkor az idegenek beindíthatnak néhány megtorló akciót. Ez egy közvetlen támadást eredményezhet egy X-Com bázis ellen. Azonban, az idegeneknek először meg kell találniuk a kérdéses bázist ahhoz, hogy megtámadják. Feltéve, hogy az UFO-kat kellően távol tartják, a bázis elleni támadás veszélye igen elenyésző kell hogy legyen." STR_ALIEN_SUPPLY_UFOPEDIA: "Ha egy idegen bázis megépült, akkor azt rendszeresen ellátja egy speciális ellátó hajó. Ha egy ilyen hajót észlelünk leszálláskor, akkor biztos, hogy a közelben egy idegen bázis van." STR_SMALL_SCOUT_UFOPEDIA: "Ez a kis gép elsődlegesen felderítésre és kutatásra szolgál. Általában nagyobb hajókat előz meg egy idegen küldetés kezdetén." STR_MEDIUM_SCOUT_UFOPEDIA: "Egy közepes méretű felderítő, mely alig jelent veszélyt a földi erőkre. Általában nagyobb hajók előtt jelenik meg küldetések idején." STR_LARGE_SCOUT_UFOPEDIA: "A legnagyobb idegen felderítő gép általános célú hajó, melyet mindenféle típusú idegen küldetésben használnak." STR_HARVESTER_UFOPEDIA: "A szüretelő csapóajtóval rendelkezik az alján, és fel van szerelve lifttel marhák és egyéb állatok beemeléséhez. Lézervágók szolgálnak a kívánt anyagok kinyerésére, majd a tetemet a földre szórják. Tartalmaz olyan tárolókat is, amelyekben testrészek tárolhatók." STR_ABDUCTOR_UFOPEDIA: "Ez a gép egy kivizsgáló szobával van felszerelve, melynek segítségével borzalmas kísérleteket hajthatnak végre embereken. Az áldozatot telepatikus erővel bénítják meg, de öntudatánál marad, míg a műtőasztalon fekszik." STR_TERROR_SHIP_UFOPEDIA: "A terror hajó egy részlege nagyobb idegen teremtmények illetve fegyverek tárolására szolgál. Ezt a hajót használják, hogy ezeket a terroristákat lakott területekre szállítsák." STR_BATTLESHIP_UFOPEDIA: "A csatahajó a legnagyobb és legerőteljesebb idegen gép. Normál esetben ez az elsődleges idegen küldetési gép, erőteljes fegyverekkel és nagyszámú legénységgel felszerelve." STR_SUPPLY_SHIP_UFOPEDIA: "Az ellátó hajó az épülő vagy a kész idegen bázis ellátására szolgál. Idegen élelem-tárolókat és szaporítókamrákat tartalmaz." STR_DISMANTLE: "Szétszedés" STR_FACILITY_IN_USE: "ÉPÜLET HASZNÁLATBAN" STR_CANNOT_DISMANTLE_FACILITY: "AZ ÉPÜLET NEM SZEDHETŐ SZÉT!{SMALLLINE}Minden épületnek összeköttetésben kell lenni a központi lifttel." STR_TRANSFER_ITEMS_TO: "Tárgyak átszállítása ide: {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NINCS IDEGEN TÁROLÓ A CÉLBÁZISON!{SMALLLINE}Az élő idegeneknek szüksége van egy idegen tárolóra a túléléshez." STR_AMOUNT_AT_DESTINATION: "CÉLBELI{NEWLINE}MENNYISÉG" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Az idegen meghal, mivel nincs idegen tároló épület" STR_NO_FREE_ACCOMODATION_CREW: "NINCS SZABAD LAKÓHELY!{SMALLLINE}A célbázis nem rendelkezik elég lakóhellyel a lakónegyedeiben, hogy képes legyen befogadni a géphez rendelt legénységet." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NINCS ELÉG RAKTÁR-HELY!{SMALLLINE}A célbázis nem rendelkezik elegendő raktár-hellyel a gép fedélzetén lévő felszerelések számára." STR_ITEMS_ARRIVING: "Érkező tételek" STR_DESTINATION_UC: "CÉLBÁZIS" STR_PISTOL: "Pisztoly" STR_PISTOL_CLIP: "Pisztoly Tár" STR_RIFLE: "Puska" STR_RIFLE_CLIP: "Puska Tár" STR_HEAVY_CANNON: "Nehéz Löveg" STR_HC_AP_AMMO: "NL-PT lőszer" STR_HC_HE_AMMO: "NL-D lőszer" STR_HC_I_AMMO: "NL-GYB lőszer" STR_AUTO_CANNON: "Automata Löveg" STR_AC_AP_AMMO: "AL-PT lőszer" STR_AC_HE_AMMO: "AL-D lőszer" STR_AC_I_AMMO: "AL-GYB lőszer" STR_ROCKET_LAUNCHER: "Rakétakilövő" STR_SMALL_ROCKET: "Kis Rakéta" STR_LARGE_ROCKET: "Nagy Rakéta" STR_INCENDIARY_ROCKET: "Gyújtóbomba Rakéta" STR_GRENADE: "Gránát" STR_SMOKE_GRENADE: "Füstgránát" STR_PROXIMITY_GRENADE: "Szomszédgránát" STR_HIGH_EXPLOSIVE: "Extraerős Robbanószer" STR_STUN_ROD: "Bénítópálca" STR_HEAVY_PLASMA: "Nehézplazma" STR_HEAVY_PLASMA_CLIP: "Nehézplazma Tár" STR_PLASMA_RIFLE: "Plazmapuska" STR_PLASMA_RIFLE_CLIP: "Plazmapuska Tár" STR_PLASMA_PISTOL: "Plazmapisztoly" STR_PLASMA_PISTOL_CLIP: "Plazmapisztoly Tár" STR_BLASTER_LAUNCHER: "Pusztító Bomba Kilövő" STR_BLASTER_BOMB: "Pusztító Bomba" STR_SMALL_LAUNCHER: "Kis Kilövő" STR_STUN_BOMB: "Bénító Bomba" STR_ALIEN_GRENADE: "Idegen Gránát" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Elmeszonda" STR_SECTOID_CORPSE: "Szektoid Tetem" STR_SNAKEMAN_CORPSE: "Kígyóember Tetem" STR_ETHEREAL_CORPSE: "Éterlény Tetem" STR_MUTON_CORPSE: "Muton Tetem" STR_FLOATER_CORPSE: "Lebegő Tetem" STR_CELATID_CORPSE: "Kelatid Tetem" STR_SILACOID_CORPSE: "Szilakoid Tetem" STR_CHRYSSALID_CORPSE: "Krisszalid Tetem" STR_REAPER_CORPSE: "Arató Tetem" STR_SECTOPOD_CORPSE: "Szektopod Tetem" STR_CYBERDISC_CORPSE: "Kiberkorong Tetem" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nincs elég lőszer az NFP felfegyverzéséhez{SMALLLINE}Minden NFP számára {0} {1} szükséges." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nincs elég felszerelés az osztag újrafelfegyverzéséhez" STR_MARS_CYDONIA_LANDING: "Mars: Cydonia leszálló" STR_MARS_CYDONIA_LANDING_BRIEFING: "A Bosszúállód leszállt Cydonia területén a Marson. Információink szerint az egyik piramis rejti a zöld központi liftet, amely egy földalatti komplexumba vezet. Miután minden egységedet a lift területére vezényelted, kattints a 'küldetés megszakítása' ikonra, így átjuthatsz a következő fázisba." STR_MARS_THE_FINAL_ASSAULT: "Mars: A végső támadás" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "A piramislift a hadviselt katonáidat mélyen a bolygó felszíne alá szállítja. Egy alagutakkal és kamrákkal teli hatalmas komplexum szívébe érkeznek meg. Az idegen agy valahol a labirintus mélyén rejtőzik. Meg kell semmisítened, ha meg akarod menteni a Földet a rabszolgasorstól.{NEWLINE}{NEWLINE}Sok szerencsét!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Ki kell kutatnod:{NEWLINE}{0}{NEWLINE}hogy ilyet gyárthass:{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Az idegenek lerombolták a védtelen {0} bázist" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com ügynökök bemértek egy idegen bázist {0} területén." STR_STANDOFF: "KÖVETÉS" STR_CAUTIOUS_ATTACK: "ÓVATOS TÁMADÁS" STR_STANDARD_ATTACK: "NORMÁL TÁMADÁS" STR_AGGRESSIVE_ATTACK: "AGRESSZÍV TÁMADÁS" STR_DISENGAGING: "ELSZAKADÁS" STR_UFO_HIT: "UFO ELTALÁLVA!" STR_UFO_CRASH_LANDS: "AZ UFO LEZUHAN!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizálás követési távolsággal" STR_UFO_RETURN_FIRE: "UFO VISSZALŐ!" STR_INTERCEPTOR_DAMAGED: ">>> ELFOGÓ MEGSÉRÜLT <<<" STR_INTERCEPTOR_DESTROYED: ">>> ELFOGÓ MEGSEMMISÜLT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO LEHAGYJA AZ ELFOGÓT!" STR_ALIENS_TERRORISE: "IDEGENEK TERRORIZÁLJÁK:" STR_LONG_RANGE_DETECTION: "Hosszú távú észlelés" STR_STORES_UC: "RAKTÁRAK" STR_DIFFICULTY_LEVEL: "Nehézségi szint" STR_INTERCEPT: "ELFOGÁS" STR_BASES: "BÁZISOK" STR_GRAPHS: "GRAFIKONOK" STR_UFOPAEDIA_UC: "UFOPÉDIA" STR_OPTIONS_UC: "OPCIÓK" STR_FUNDING_UC: "FINANSZÍROZÁS" STR_5_SECONDS: "5 Mp" STR_1_MINUTE: "1 Perc" STR_5_MINUTES: "5 Perc" STR_30_MINUTES: "30 Perc" STR_1_HOUR: "1 Óra" STR_1_DAY: "1 Nap" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Teljesítményjegyzék" STR_ENTER_NAME: "Írd be a neved" STR_PERFORMANCE_RATING: "Teljesítmény értékelés" STR_VICTORY_DATE: "Győzelem dátuma" STR_ELECTRO_FLARE: "Elektro-Fáklya" STR_ELECTRO_FLARE_UFOPEDIA: "Ez a kis eszköz éles fényt produkál eldobása után. Az éjszakai bevetéseken megvilágítja az ellenséges egységeket maga körül." STR_MONTHLY_COSTS: "Havi költségek" STR_CRAFT_RENTAL: "Gépbérlet" STR_SALARIES: "Fizetések" STR_BASE_MAINTENANCE: "Bázis fenntartása" STR_COST_PER_UNIT: "Egységár" STR_QUANTITY: "Mennyiség" STR_TOTAL: "Összesen" STR_IN_PSIONIC_TRAINING: "Pszionikus képzésben" STR_BLASTER_BOMB_UFOPEDIA: "Ez az eszköz nagyerejű robbanást produkál, és egy intelligens írányítórendszere van. A pusztító bomba kilövővel lehet kilőni." STR_FRONT_ARMOR: "Páncél Elől" STR_LEFT_ARMOR: "Páncél Baloldalt" STR_RIGHT_ARMOR: "Páncél Jobboldalt" STR_REAR_ARMOR: "Páncél Hátul" STR_UNDER_ARMOR: "Páncél Alul" STR_ROUNDS: "Lövedékek" STR_UNIT: "EGYSÉG> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORÁL" STR_ARMOR_: "PÁNCÉL> {0}" STR_FRONT_ARMOR_UC: "PÁNCÉL ELŐL" STR_LEFT_ARMOR_UC: "PÁNCÉL BALOLDALT" STR_RIGHT_ARMOR_UC: "PÁNCÉL JOBBOLDALT" STR_REAR_ARMOR_UC: "PÁNCÉL HÁTUL" STR_SKILLS: "ÜGYESSÉG> {0}" STR_LEVEL: "SZINT> {0}" STR_HEAD: "FEJ" STR_TORSO: "TÖRZS" STR_RIGHT_ARM: "JOBB KAR" STR_LEFT_ARM: "BAL KAR" STR_RIGHT_LEG: "JOBB LÁB" STR_LEFT_LEG: "BAL LÁB" STR_PAIN_KILLER: "FÁJ.CS.PÍTÓ" STR_STIMULANT: "STIMULÁNS" STR_HEAL: "GYÓGYÍTÁS" STR_TIME_UNITS_SHORT: "IE>{ALT}{0}" STR_WEIGHT: "Súly>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakc>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Ügy>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Erő>{ALT}{0}" STR_ALIEN_ARTIFACT: "Idegen Szerkezet" STR_AMMO_ROUNDS_LEFT: "LŐSZER:{NEWLINE}MARADÉK{NEWLINE}LÖVEDÉK={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "F.cs.>{ALT}{0}{ALT}{NEWLINE}Stim.>{ALT}{1}{ALT}{NEWLINE}Gyógy.>{ALT}{2}" STR_THROW: "Dobás" STR_AUTO_SHOT: "Automata Lövés" STR_SNAP_SHOT: "Kapás Lövés" STR_AIMED_SHOT: "Célzott Lövés" STR_STUN: "Bénít" STR_PRIME_GRENADE: "Gránát időzítése" STR_USE_SCANNER: "Mozgásérzékelő" STR_USE_MEDI_KIT: "Elsősegély-csomag" STR_LAUNCH_MISSILE: "Rakéta Kilövése" STR_ACCURACY_SHORT: "Pts>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nincs elég Idő Egység!" STR_NOT_ENOUGH_ENERGY: "Nincs elég Energia!" STR_NO_ROUNDS_LEFT: "Nincs több lőszer!" STR_NO_AMMUNITION_LOADED: "Nincs lőszer betöltve!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Ebbe a fegyverbe nem ilyen lőszer való!" STR_WEAPON_IS_ALREADY_LOADED: "A fegyver már meg van töltve!" STR_NO_LINE_OF_FIRE: "Nincs tűzvonalban!" STR_GRENADE_IS_ACTIVATED: "Gránát élesítve!" STR_GRENADE_IS_DEACTIVATED: "Gránát hatástalanítva!" STR_THERE_IS_NO_ONE_THERE: "Nincs ott senki!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Kutatás nélkül még használhatatlan!" STR_OUT_OF_RANGE: "Túl messze van!" STR_UNABLE_TO_THROW_HERE: "Képtelenség oda dobni!" STR_SET_TIMER: "Időzítés" STR_HIDDEN_MOVEMENT: "REJTETT MOZGÁS" STR_TURN: "KÖR> {0}" STR_SIDE: "OLDAL> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Gombnyomásra tovább" STR_MIND_CONTROL: "Elmekontroll" STR_PANIC_UNIT: "Pánikkeltés" STR_MORALE_ATTACK_SUCCESSFUL: "Morál elleni támadás sikeres" STR_MIND_CONTROL_SUCCESSFUL: "Sikeres Elmekontroll" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}megvadult" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}megvadult" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}pánikba esett" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}pánikba esett" STR_XCOM: "X-Com" STR_ALIENS: "Idegenek" STR_RIGHT_HAND: "JOBB KÉZ" STR_LEFT_HAND: "BAL KÉZ" STR_RIGHT_SHOULDER: "JOBB VÁLL" STR_LEFT_SHOULDER: "BAL VÁLL" STR_BACK_PACK: "HÁTIZSÁK" STR_BELT: "ÖV" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}idegen irányítás alá került" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}idegen irányítás alá került" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}eszméletét vesztette" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}eszméletét vesztette" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}meghalt egy végzetes seb miatt" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}meghalt egy végzetes seb miatt" STR_USE_MIND_PROBE: "Elmeteszt" STR_FATAL_WOUNDS: "VÉGZETES SEBEK" STR_UNDER_ARMOR_UC: "PÁNCÉL ALUL" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Az időegységek Kapáslövésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Az időegységek Automata Lövésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Az időegységek Célzott Lövésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Idő Egységek Térdelésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "IE-ek Térdelésre és Lövésre fenntartva" STR_UNITS_IN_CRAFT: one: "{N} Egység X-Com Repülőben" other: "{N} Egység X-Com Repülőben" STR_UNITS_OUTSIDE: one: "{N} Egység maradt kint" other: "{N} Egység maradt kint" STR_UNITS_IN_ENTRANCE: one: "{N} Egység a Bejáratnál" other: "{N} Egység a Bejáratnál" STR_UNITS_IN_EXIT: one: "{N} Egység a Célkijáratnál" other: "{N} Egység a Célkijáratnál" STR_ABORT_MISSION_QUESTION: "Abbahagyod a küldetést?" STR_CORPSE: "Tetem" STR_UNLOAD_CRAFT: "Kiürít" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}meghalt" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}meghalt" STR_HIT_MELEE: "Megüt" STR_GROUND: "TALAJ" STR_LIVING_QUARTERS_PLURAL: "Lakónegyed" STR_LIST_ITEM: "TÉTEL" STR_PERSONAL_ARMOR_UFOPEDIA: "Az újonnan felfedezett Idegen Fémek felhasználásával, ez az új páncél lehetővé teszi a katonáink számára, hogy reális esélyekkel szállhassanak szembe az idegenekkel." STR_POWER_SUIT_UFOPEDIA: "Ezt az új, erőteljes védőfelszerelést Elerium energiaforrás hajtja, így nagy mértékben megnöveli a viselője sebességét és erejét. Jelenleg ez biztosítja csapataink legjobb védelmét." STR_FLYING_SUIT_UFOPEDIA: "Az Erőpáncél továbbfejlesztett változata. Az idegenektől átvett antigravitációs meghajtással rendelkezik, ami teljes mozgási szabadságot biztosít a csatatéren." STR_ALL_ALIENS_KILLED_IN_CRASH: "Nincs túlélő,{NEWLINE}begyűjtés automatikusan elindult." STR_RESET: "Visszaállítás" STR_MEMORIAL: "Emlékmű" STR_DATE_UC: "DÁTUM" STR_SOLDIERS_RECRUITED_UC: "TOBORZOTT KATONÁK>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ELESETT KATONÁK>{ALT}{0}" MAP_CULTA: "Farm" MAP_FOREST: "Erdő" MAP_JUNGLE: "Dzsungel" MAP_MOUNT: "Hegység" MAP_DESERT: "Sivatag" MAP_POLAR: "Sarkvidék" MAP_URBAN: "Város" MAP_UBASE: "Idegen Bázis" MAP_XBASE: "X-Com Bázis" MAP_MARS: "Mars" STR_MIXED: "Vegyes" STR_REMOVE_SELECTED: "Kijelöltek eltávolítása" STR_LIVE_ALIENS: "Élő{NEWLINE}Példányok" STR_DEAD_ALIENS: "Visszautasított{NEWLINE}Példányok" STR_UNDER_INTERROGATION: "Tanulmányozás{NEWLINE}Alatt" STR_CONTAINMENT_EXCEEDED: "AZ IDEGENTÁROLÓ MEGTELT!{SMALLLINE}Nincs elegendő hely: {0}. El kell távolítanod a felesleges idegeneket (amelyek így aztán meghalnak)." STR_MANAGE_CONTAINMENT: "Idegen Tároló kezelése" STR_STORAGE_EXCEEDED: "A TÁRHELY MEGTELT!{SMALLLINE}Nincs elegendő tárhely: {0}. A felesleget el kell adnod." STR_GO_TO_BASE: "Bázis mutatása" STR_MELEE_ACCURACY: "ÜGYESSÉG KÖZELHARCBAN" STR_SELL_PRODUCTION: "ELADÁSRA" STR_BOTH_HANDS_MUST_BE_EMPTY: "Mindkét kéznek üresnek kell lennie!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nincs elég tárgy a felszereléshez!" STR_UNLOAD_WEAPON: "Fegyver kiürítése" STR_ALL_ITEMS: "Minden tétel" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NEM LEHET TÖBB FELSZERELÉS A FEDÉLZETEN!{SMALLLINE}Csak a megengedett maximum {N} tárgyat vihetsz ebből az eszközből ezen a repülőn." other: "NEM LEHET TÖBB FELSZERELÉS A FEDÉLZETEN!{SMALLLINE}Csak a megengedett maximum {N} tárgyat vihetsz ebből az eszközből ezen a repülőn." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}IRÁNYÍTÓKÖZPONT MEGSEMMISÜLT{NEWLINE}Juss el a bejáratig és szakítsd meg a küldetést." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com létesítményeket nem lehet víz alá építeni." STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Személyzet" STR_CRAFT_ARMAMENT: "Repülő és Fegyverzet" STR_COMPONENTS: "Összetevők" STR_SOLDIERS_RECRUITED: "Toborzott katonák" STR_SOLDIERS_LOST: "Elesett katonák" STR_TOTAL_UFOS: "UFOk észlelve" STR_TOTAL_ALIEN_BASES: "Idegen bázisok felfedezve" STR_PSIONIC_STRENGTH_ABBREVIATION: "PSE" STR_PSIONIC_SKILL_ABBREVIATION: "PSÜ" FEMALE_CIVILIAN: "Civil, Nő" MALE_CIVILIAN: "Civil, Férfi" CYBERDISC_WEAPON: "Kiberkorong fegyver" REAPER_WEAPON: "Arató fegyver" CHRYSSALID_WEAPON: "Krisszalid fegyver" CELATID_WEAPON: "Kelatid fegyver" SILACOID_WEAPON: "Szilakoid fegyver" SECTOPOD_WEAPON: "Szektopod fegyver" ZOMBIE_WEAPON: "Zombi fegyver" ALIEN_PSI_WEAPON: "Idegen pszi fegyver" ================================================ FILE: bin/standard/xcom1/Language/it.yml ================================================ it: STR_AVENGER_UFOPEDIA: "VEICOLO SPAZIALE DA TRASPORTO E COMBATTIMENTO. L'ULTIMA FRONTIERA NELLA REPLICA DELLA TECNOLOGIA ALIENA." STR_INTERCEPTOR_UFOPEDIA: "VELIVOLO DA COMBATTIMENTO CON DOPPIO MOTORE A REAZIONE E SISTEMI ELETTRONICI SCHERMATI. LA MIGLIORE TECNOLOGIA DISPONIBILE SULLA TERRA." STR_LIGHTNING_UFOPEDIA: "VEICOLO DA TRASPORTO E COMBATTIMENTO. UNA RIPRODUZIONE RUDIMENTALE MA EFFICACE DEI SISTEMI DI PROPULSIONE ALIENI." STR_SKYRANGER_UFOPEDIA: "MEZZO PER TRASPORTO TRUPPE. IL PIU' VELOCE DELLA CATEGORIA, CAPACE DI DECOLLO ED ATTERRAGGIO VERTICALE (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "VEICOLO DA COMBATTIMENTO. CACCIA MONOPOSTO, RIPRODUCE LO SCHEMA CLASSICO DI UFO ALIENO, CON UN UNITÀ DI PROPULSIONE CENTRALE." STR_STINGRAY_UFOPEDIA: "AVANZATO MISSILE ARIA/ARIA CON ELETTRONICA SCHERMATA." STR_AVALANCHE_UFOPEDIA: "MISSILE ARIA/ARIA CON TESTATA NUCLEARE ED UN PESO ENORME." STR_CANNON_UFOPEDIA: "CANNONE AD ALTA POTENZA CHE SPARA PROIETTILI PERFORANTI IN GRADO DI PENETRARE 35 CENTIMETRI DI ACCIAIO." STR_FUSION_BALL_UFOPEDIA: "QUESTO LANCIAMISSILI SPARA PROIETTILI SFERICI ALIMENTATI DA UNA REAZIONE ANTIMATERICA. LA PALLA DISTRUGGE IL BERSAGLIO CON UN IMPLOSIONE AD ONDE GRAVITAZIONALI." STR_LASER_CANNON_UFOPEDIA: "QUESTO RAGGIO LASER CONVENZIONALE E' AZIONATO DA UNA REAZIONE IN CAMERA ANTIMATERICA." STR_PLASMA_BEAM_UFOPEDIA: "IL RAGGIO GRAVITAZIONALE DIRIGE CON PRECISIONE UN CAMPO DI IMPLOSIONE GRAVITAZIONALE." STR_SECTOID_UFOPEDIA: "La gerarchia dei Sectoidi si estende dai soldati semplici ai capi, i quali si avvalgono di potenti facoltà psioniche. Queste capacità possono essere usate per demoralizzare i soldati in combattimento o per prendere il controllo delle loro menti. Il rapimento viene usato per estrarre materiale genetico, utilizzato per ottenere incroci e cloni da far infiltrare nella società umana. Il bestiame fornisce cibo e materiale genetico. Sembra che questa razza voglia sviluppare degli ibridi genetici superiori, capaci di aumentare l'efficienza della loro società, simile ad un alveare." STR_SECTOID_AUTOPSY: "Autopsia: Sectoide" STR_SECTOID_AUTOPSY_UFOPEDIA: "L'autopsia rivela organi digestivi vestigiali e una struttura semplice. Il cervello e gli occhi sono ben sviluppati. La struttura fa pensare ad alterazioni o mutazioni genetiche. La bocca e il naso sembrano non avere alcuna funzione. Il tessuto tra le dita e i piedi piatti fanno ipotizzare origini acquatiche. Non possiedono di apparato riproduttivo, quindi non è chiaro come si riproducano. Si tratta molto probabilmente di una specie geneticamente modificata." STR_SNAKEMAN_UFOPEDIA: "Questa razza si è sviluppata in un ambiente estremamente ostile. Sono esseri molto robusti e riescono a resistere a forti variazioni di temperatura. La loro mobilità dipende da una specie di \"piede\" simile a un serpente che protegge gli organi vitali. I loro obiettivi sembrano essere unicamente predatori, inoltre sembra agiscono dietro comando di qualche entità intelligente che guida le loro incursioni a carattere militare sulla Terra." STR_SNAKEMAN_AUTOPSY: "Autopsia: Rettiliano" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "La pelle è estremamente dura e resistente al calore. Il sistema cardiovascolare fa parte del sistema muscolare che usa principi idraulici per creare moto. L'unico muscolo vero e proprio è il \"cuore\". L'apparato riproduttivo sembra essere molto efficiente. La riproduzione è asessuata, con ogni Uomo-Serpente che porta sempre fino a cinquanta uova all'interno del corpo. Lasciata indisturbata, questa specie costituirebbe una seria minaccia per la vita sulla Terra." STR_ETHEREAL_UFOPEDIA: "Questo essere ha incredibili doti mentali che gli forniscono facoltà telepatiche e telecinetiche. Le debolezze fisiche di questa creatura sono bilanciate dalle sue capacità mentali. Non riusciamo a comprendere come funzionino queste doti telecinetiche, perché sembrano sfidare le leggi fisiche finora note. Sono estremamente pericolosi in qualsiasi azione di combattimento, dove utilizzano i loro poteri mentali per combattere. Compaiono raramente sulla Terra, in quanto sembra si affidino ad altre razze per raggiungere i propri obiettivi." STR_ETHEREAL_AUTOPSY: "Autopsia: Etereo" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Questo essere è fisicamente malmesso e sembra incapace di sostenere qualsiasi funzione vitale. I suoi muscoli sono pesantemente atrofizzati e gli organi interni appaiono sottosviluppati. Gli organi sensoriali, tra cui gli occhi, non sembrano funzionare per nulla. Il cervello, tuttavia, è ben sviluppato e assorbe la maggior parte del sangue. Rimane un mistero il modo con il quale questa creatura riesca a mantenersi senza un aiuto esterno." STR_MUTON_UFOPEDIA: "Questo umanoide è intelligente e potente sul piano fisico. È particolarmente affamato di carne cruda di qualsiasi tipo, di cui ha necessità, come i carnivori della Terra. Sembra far affidamento su comandi telepatici provenienti da esseri chiamati \"Eterei\". Una volta isolato dalla comunicazione telepatica, il suo sistema mentale si deteriora, causandone la morte. Per potenziare le sue prestazioni in combattimento, ricorre a impianti cibernetici. È chiaramente un soldato semplice al comando di intelligenze superiori." STR_MUTON_AUTOPSY: "Autopsia: Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "La \"pelle\" di questa creatura costituisce una sorta di armatura organica innestata direttamente sul corpo. Ci sono diversi impianti cibernetici mirati al potenziamento del sistema cardiovascolare e dei sensi. L'apparato riproduttivo sembra essere stato rimosso chirurgicamente. Evidentemente queste sventurate creature sono destinate unicamente alla vita bellica e alla conquista. I proiettili penetranti non sono molto efficaci sulla loro solidissima epidermide." STR_CELATID_UFOPEDIA: "Questa forma di vita possiede la misteriosa naturale abilità di librarsi nell'aria. Rileva le onde cerebrali umane e si dirige verso i bersagli umani, anche se ben nascosti. Una volta rilevato un bersaglio, la Celatide atterra e lancia piccoli globuli carichi di un veleno estremamente corrosivo. Questa creatura ha la capacità di clonarsi con una rapidità allarmante. Accompagna i Mutoni nei loro vagabondaggi." STR_CELATID_AUTOPSY: "Autopsia: Celatide" STR_CELATID_AUTOPSY_UFOPEDIA: "Il nucleo contiene un piccolo congegno bio-meccanico che sembra costituire la naturale evoluzione di una sorta di sistema antigravitazionale a propulsione. La sacca di veleno è l'organo più grande; non si evidenzia una struttura cerebrale a sé stante. Non si osserva nemmeno la presenza di un sistema digerente né di un sistema riproduttivo. Un piccolo organo contiene embrioni che possono trasformarsi rapidamente in nuovi esseri." STR_SILACOID_UFOPEDIA: "Questa forma di vita a base di silicio genera una quantità enorme di calore. Ha la forza di sbriciolare le rocce, che vengono poi ingerite dal nucleo rovente. Ha un'intelligenza primitiva e può essere controllata da impianti o da esseri telepatici. Agisce con la razza aliena dei Mutoni." STR_SILACOID_AUTOPSY: "Autopsia: Silacoide" STR_SILACOID_AUTOPSY_UFOPEDIA: "Il nucleo di questa creatura è estremamente caldo, e sembra costituire la base del sistema digestivo. Il suo particolare sistema muscolare ha energia e velocità stupefacenti. La sua epidermide \"rocciosa\" non viene scalfita dal fuoco o da proiettili incendiari." STR_CHRYSSALID_UFOPEDIA: "Le pinze da granchio di questa creatura sono un'arma temibile nel combattimento ravvicinato. La rapidità del metabolismo e la forza conferiscono a questa creatura velocità e destrezza. Invece di uccidere la vittima, questo essere preferisce fecondarla con un uovo, iniettando poi del veleno che la trasforma in un vero zombie. Poco dopo la vittima genererà una nuova Crisalide. Le Crisalidi sono associate alla razza dei Rettiliani." STR_CHRYSSALID_AUTOPSY: "Autopsia: Crisalide" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "L'esoscheletro di questa creatura è estremamente solido, ma stranamente vulnerabile nei confronti degli esplosivi. Il cervello è ben sviluppato, e la crescita cellulare avviene ad un ritmo molto alto. Questa creatura, che costituisce una vera e propria arma del terrore, porta dentro di se venti uova che vengono deposte all'interno di altri organismi." STR_FLOATER_UFOPEDIA: "I Fluttuanti sono sostanzialmente soldati e agenti del terrore. Sono bestie naturalmente predatorie, strutturate per mezzo dell'ingegneria genetica e potenziate ciberneticamente per diventare guerrieri formidabili. La parte inferiore del corpo e la maggior parte degli organi interni sono stati asportati chirurgicamente e sostituiti con un sistema di sostegno vitale. Questo impianto contiene un'unità antigravitazionale che permette a questa creatura di fluttuare nell'aria, anche se in modo irregolare." STR_FLOATER_AUTOPSY: "Autopsia: Fluttuante" STR_FLOATER_AUTOPSY_UFOPEDIA: "Questa creatura è stata drasticamente trasformata dalla chirurgia. Il suo nucleo è costituito da un sistema di supporto vitale che sopperisce alle funzioni di cuore, polmoni e apparato digerente. Così questo essere può sopravvivere in ambienti estremamente ostili. Il cervello è più piccolo del nostro, ma gli organi sensoriali sono ben sviluppati." STR_REAPER_UFOPEDIA: "Questo bipede carnivoro ha potenti mandibole e un appetito vorace. Ha un certo numero di impianti cerebrali che vengono usati per controllare la sua attività. Gli istinti predatori primitivi di questa creatura non risultano utili se non per terrorizzare e distruggere. I Mietitori sono associati ai Fluttuanti." STR_REAPER_AUTOPSY: "Autopsia: Mietitore" STR_REAPER_AUTOPSY_UFOPEDIA: "Il Mietitore contiene due \"cervelli\" e due \"cuori\" che gli permettono di agire anche quando è gravemente ferito. La sua epidermide pelosa però è altamente infiammabile e rende questa creatura vulnerabile alle armi incendiarie." STR_SECTOPOD_UFOPEDIA: "I Sectopodi sono creature robot con una potente arma a raggi laser. Queste bestie sono controllate per via telepatica dai loro controllori, gli Eterei. I Sectopodi sono la più potente arma di terrore in possesso alle forze aliene." STR_SECTOPOD_AUTOPSY: "Autopsia: Sectopode" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Il robot è costruito molto solidamente e dispone di un'armatura capace di resistere a molte forme di attacchi, in particolare alle armi al plasma. I suoi circuiti sensoriali risultano però piuttosto vulnerabili alle armi laser." STR_CYBERDISC_UFOPEDIA: "Questo disco volante in miniatura è una terrificante arma automatica dotata di un potente raggio al plasma. La propulsione antigravitazionale costituisce un grande vantaggio sui terreni difficili. La sua funzione primaria consiste nel distruggere e spargere terrore al servizio della razza Sectoide." STR_CYBERDISC_AUTOPSY: "Autopsia: Cyberdisco" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Il Cyberdisco è ben schermato e particolarmente adatto a sostenere l'attacco con esplosivi. Il sistema primario antigravitazionale è danneggiato in modo troppo grave per poter capire qualcosa di più del suo funzionamento." STR_UFO_POWER_SOURCE_UFOPEDIA: "La fonte energetica dei veicoli alieni deriva dal reattore ad antimateria, che usa l'Elerium (elemento 115) per generare potenti onde gravitazionali e altre forme di energia. La conversione di materia in energia è efficiente al 99%, per cui minuscole quantità di Elerium possono produrre una quantità di energia enorme. Questa unità può essere riprodotta facilmente usando le leghe aliene." STR_UFO_NAVIGATION_UFOPEDIA: "I veicoli alieni utilizzano sofisticati computer per navigare sulla terra e nello spazio. Il sistema si basa su processori ottici disposti in rete. L'interfaccia di controllo è relativamente semplice - il navigatore controlla la direzione delle onde gravitazionali generate dalla sorgente di alimentazione per spostare il veicolo in qualsiasi direzione. Questo sistema può essere utilizzato facilmente dagli esseri umani, e può essere riprodotto utilizzando leghe aliene e altri componenti." STR_UFO_CONSTRUCTION_UFOPEDIA: "I veicoli degli alieni consistono di tre componenti - una fonte di energia, un sistema di navigazione e uno scafo costruito con leghe aliene. Lo scafo in particolare è studiato in modo da permettere alle onde gravitazionali di essere guidate e controllate. È necessaria anche una piccola quantità di Elerium per attivare la fonte di energia. Una volta compresi i principi costruttivi e individuate le funzioni di ogni componente, risulta possibile costruire questo tipo di veicolo." STR_ALIEN_FOOD_UFOPEDIA: "Queste celle contengono diversi enzimi che vengono usati per digerire le varie parti di bovini, di altri tipi di animali e persino degli umani. Il liquido viene poi consumato come riserva di cibo predigerito, che viene assorbito direttamente dal sangue. Questo fa pensare a una certa dipendenza dal cibo terrestre - una forma di simbiosi tra la Terra e la società aliena." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Queste celle contengono feti di alieni. La forma di questi contenitori fa pensare che gli alieni che usano questo processo contino esclusivamente sulla riproduzione in laboratorio. Le ricche sostanze nutritive assicurano uno sviluppo rapido del feto. Il sistema a catena di montaggio può generare migliaia di cloni alieni in un breve spazio di tempo. Il processo potrebbe essere facilmente adattato alla riproduzione umana, oppure a qualche forma di ibrido alieno-uomo." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "La funzione più probabile di queste sfere è quella ricreativa. Il circuito psionico stimola vari centri cerebrali. L'effetto è simile a quello degli allucinogeni. Questo è l'unico elemento che ci può far pensare che gli alieni abbiano dei momenti culturali o di svago." STR_ALIEN_SURGERY_UFOPEDIA: "Le apparecchiature chirurgiche sono dotate di bisturi a raggio laser per estrarre gli organi dal bestiame e dagli uomini. L'aumento delle mutilazioni nei bovini si spiega con questa bizzarra attività aliena. È probabile che queste parti vengano usate a scopo alimentare o genetico." STR_EXAMINATION_ROOM_UFOPEDIA: "Nel passato moltissime persone hanno denunciato di essere state rapite dagli alieni, spesso più di una volta. La verità è ancora più drammatica; si è trattato di rapimenti seguiti da ricerche e monitoraggi. Agli esemplari migliori viene tolto del materiale genetico. Alle donne vengono impiantati feti ibridi uomo-alieno che sono tolti diversi mesi dopo. Non è facile capire quali finalità muovano gli alieni a svolgere questo tipo di attività." STR_ALIEN_ALLOYS_UFOPEDIA: "I veicoli alieni sono costruiti con speciali leghe dalle proprietà uniche. Sono estremamente leggeri e resistenti, e possono essere costruiti con metodi elettro-magnetici. Questo materiale può essere riprodotto e usato in vari processi costruttivi." STR_ELERIUM_115_UFOPEDIA: "Questo elemento ha l'insolita proprietà di generare energia ad antimateria quando viene bombardato da certe particelle. Questo crea onde gravitazionali e altre forme di energia. Non si trova naturalmente nel nostro sistema solare e non può essere riprodotto." STR_ALIEN_ORIGINS_UFOPEDIA: "È chiaro che stiamo combattendo una battaglia perduta qui sulla Terra. Gli alieni sono numericamente molto superiori. L'unica cosa che possiamo fare è rallentare la loro avanzata. L'unica speranza per l'umanità è cercare di affrontarli nelle loro basi. Le nostre ricerche sembrano indicare una base operativa all'interno del nostro sistema solare. Gli alieni ritengono che questo luogo sia il centro di un'antica civiltà che ha preceduto la storia umana. Dobbiamo localizzare questo luogo nel più breve tempo possibile. Dobbiamo però catturare e interrogare un leader alieno per ricavare informazioni più dettagliate. Probabilmente gli UFO più grandi contengono almeno un leader alieno." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Le nostre ricerche puntano a Marte come quartier generale delle operazioni aliene. La base è ben nascosta, e contiene tutte le strutture manifatturiere e di clonaggio necessarie per l'infiltrazione sulla Terra. Sembra anche contenere una sorta di computer di controllo che gestisce l'intera operazione. Sembra che la società aliena simile alla struttura della società delle api ha una sorta di 'ape regina'. Questa è la loro più grande debolezza: se riusciamo a distruggere il loro 'cervello' allora l'intero corpo morirà. Dobbiamo concentrarci sulle ricerche prima che sia troppo tardi. Per poter progredire dobbiamo catturare una specie capo aliena presenti soltanto nelle basi aliene e sulle navi da battaglia, ed interrogarlo." STR_CYDONIA_OR_BUST_UFOPEDIA: "È chiaro ormai che le orde di alieni vengono controllate da una base sotterranea situata a Cydonia - un'area isolata di Marte in cui si trovano piramidi a cinque lati e una enorme struttura con il volto umano. Un tempo, milioni di anni fa, su Marte fiorì la civiltà Cydonia, ma si ignora il motivo per cui questa civiltà in seguito sia scomparsa, e anche quali connessioni possa avere con l'attuale attività degli alieni in questa zona. In ogni caso è bene inviare una spedizione a Cydonia per cercare di distruggere la \"mente\", il controllore supremo, e sconfiggere gli alieni. Dovremo fornirci di un veicolo Avenger, attrezzato con le più temibili e potenti armi a nostra disposizione. Non abbiamo più niente da imparare qui. Dobbiamo soltanto attendere l'esito dell'assalto a Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRA SU LUOGO-TEMPO=5 Sec." STR_CANCEL_UC: "ANNULLA" STR_NONE: "Nessuno" STR_UNKNOWN: "Sconosciuto" STR_POOR: "Scarso" STR_AVERAGE: "Medio" STR_GOOD: "Buono" STR_EXCELLENT: "Eccellente" STR_BUILD_NEW_BASE_UC: "COSTRUISCI NUOVA BASE" STR_BASE_INFORMATION: "INFORMAZIONI BASE" STR_EQUIP_CRAFT: "EQUIPAGGIA VEICOLO" STR_BUILD_FACILITIES: "COSTRUISCI STRUTTURE" STR_RESEARCH: "RICERCA" STR_MANUFACTURE: "PRODUCI" STR_TRANSFER_UC: "TRASFERISCI" STR_PURCHASE_RECRUIT: "ACQUISTA/ASSUMI" STR_SACK: "LICENZIA" STR_SELL_SACK_UC: "VENDI/LICENZIA" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Nome" STR_AREA: "Area" STR_BUILD_NEW_BASE: "Costruisci Nuova Base" STR_CANCEL: "Annulla" STR_COST_UC: "COSTO>" STR_CONSTRUCTION_TIME_UC: "TEMPO COSTRUZIONE>" STR_DAY: one: "{N} g." many: "{N} giorni." other: "{N} giorni." STR_HOUR: one: "{N} ora" many: "{N} ore" other: "{N} ore" STR_MAINTENANCE_UC: "MANUTENZIONE>" STR_OK: "OK" STR_INSTALLATION: "Installazione" STR_CURRENT_RESEARCH: "RICERCA IN CORSO" STR_SCIENTISTS_AVAILABLE: "Scienziati Disponibili>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scienziati Allocati>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Spazio Laboratorio Disponibile>{ALT}{0}" STR_RESEARCH_PROJECT: "PROGETTO DI RICERCA" STR_SCIENTISTS_ALLOCATED_UC: "SCIENZIATI IMPEGNATI" STR_PROGRESS: "PROGRESSI" STR_NEW_PROJECT: "Nuovo progetto" STR_CANCEL_PROJECT: "ANNULLA PROGETTO" STR_NEW_RESEARCH_PROJECTS: "NUOVI PROGETTI DI RICERCA" STR_SCIENTISTS_AVAILABLE_UC: "SCIENZIATI DISPONIBILI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIO SPAZIO DISPONIBILE>{ALT}{0}" STR_INCREASE: "Aumenta" STR_DECREASE: "Diminuisci" STR_START_PROJECT: "AVVIA PROGETTO" STR_CURRENT_PRODUCTION: "PRODUZIONE IN ATTO" STR_ENGINEERS_AVAILABLE: "Ingegneri Disponibili>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingegneri Allocati>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Spazio Officina Disponibile>{ALT}{0}" STR_CURRENT_FUNDS: "Fondi Attuali>{ALT}{0}" STR_ITEM: "OGGETTO" STR_ENGINEERS__ALLOCATED: "Ingegneri Allocati" STR_UNITS_PRODUCED: "Unità Prodotte" STR_TOTAL_TO_PRODUCE: "Totale da Produrre" STR_COST__PER__UNIT: "Costo{NEWLINE}per{NEWLINE}Unità" STR_DAYS_HOURS_LEFT: "Giorni/Ore Rimaste" STR_NEW_PRODUCTION: "Nuova Produzione" STR_PRODUCTION_ITEMS: "Articoli per Produzione" STR_CATEGORY: "CATEGORIA" STR_START_PRODUCTION: "AVVIA PRODUZIONE" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ore di lavoro per produrre una unità" STR_COST_PER_UNIT_: "Costo per unità>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Spazio Officina Richiesto>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALI SPECIALI RICHIESTI" STR_ITEM_REQUIRED: "OGGETTO RICHIESTO" STR_UNITS_REQUIRED: "UNITA' RICHIESTE" STR_UNITS_AVAILABLE: "UNITA' DISPONIBILI" STR_STOP_PRODUCTION: "INTERROMPI PRODUZIONE" STR_ENGINEERS_AVAILABLE_UC: "INGEGNERI DISPONIBILI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "SPAZIO OFFICINA DISPONIBILE>{ALT}{0}" STR_MONTHLY_PROFIT: "PROFITTO MENSILE>{ALT}{0}" STR_INCREASE_UC: "AUMENTA" STR_DECREASE_UC: "DIMINUISCI" STR_UNITS_TO_PRODUCE: "Unità da Produrre" STR_PURCHASE_HIRE_PERSONNEL: "Acquista/Assumi Personale" STR_COST_OF_PURCHASES: "Costo di Acquisto>{ALT}{0}" STR_COST_PER_UNIT_UC: "COSTO PER UNITA'" STR_QUANTITY_UC: "QUANTITÀ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONALE DISPONIBILE:PERSONALE TOTALE>" STR_SOLDIERS: "Soldati" STR_SCIENTISTS: "Scienziati" STR_ENGINEERS: "Ingegneri" STR_SPACE_USED_SPACE_AVAILABLE: "SPAZIO USATO:SPAZIO DISPONIBILE>" STR_LIVING_QUARTERS: "Alloggi" STR_STORES: "Magazzini" STR_LABORATORIES: "Laboratori" STR_WORK_SHOPS: "Officine" STR_HANGARS: "Hangar" STR_SHORT_RANGE_DETECTION: "Rilevazione Corto Raggio" STR_DEFENSE_STRENGTH: "Potere Difensivo" STR_TRANSFERS_UC: "TRASFERIMENTI" STR_TRANSFERS: "Trasferimenti" STR_ARRIVAL_TIME_HOURS: "Tempo di Arrivo (ore)" STR_COST_: "Costo>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Nome Base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELEZIONA LUOGO ASCENSORE D'ACCESSO" STR_TRANSFER: "Trasferisci" STR_AMOUNT_TO_TRANSFER: "TOT. DA TRASFERIRE" STR_SELECT_DESTINATION_BASE: "Seleziona Base di Destinazione" STR_COST: "Costo" STR_VICTORY_1: "Quando entri nella sala vedi il cervello alieno - l'obiettivo della tua ricerca. Prima di poter sparare, il cervello comunica con te per mezzo di uno schermo che sta alla sua base. Ti supplica di ascoltare le sue ragioni, per convincerti a risparmiargli la vita prima che tu decida di premere il grilletto..." STR_VICTORY_2: "Il cervello parla: Molti milioni di anni fa, sul pianeta che voi chiamate Marte, c'era la vita. Noi stessi avevamo portato la vita in quelle lande desolate, come avevamo fatto con la vostra Terra. Per milioni di anni noi abbiamo fatto visita al vostro pianeta e abbiamo sviluppato nuove specie. Non potete ucciderci, siete parte di noi..." STR_VICTORY_3: "Ecco il cuore della civiltà marziana - le piramidi costruite milioni di anni prima delle vostre - da creature che possono essere considerate i vostri progenitori. Non c'è pianeta che sia fuori dalla nostra portata. Presto questo nostro potere potrebbe diventare vostro. Vi chiediamo soltanto un po' di collaborazione." STR_GAME_OVER_1: "Gli alieni tentano di sterminare tutta l'umanità, distruggendo città e avvelenando l'aria e il mare. La resistenza degli eserciti terrestri è del tutto inutile di fronte all'innegabile superiorità tecnica degli alieni. Le generazioni sopravvissute subiscono terribili mutazioni mentre cercano di sfuggire alla distruzione. Gli uomini finiscono poi in campi di concentramento, trattati come schiavi e costretti a collaborare alla trasformazione della Terra in una colonia aliena, che costituirà parte di un più vasto impero ignoto." STR_GAME_OVER_2: "La conoscienza ottenuta attraverso il progetto X-Com è perduta per sempre. Non sei riuscito a salvare la terra." STR_VICTORY_4: "Il cervello alieno è stato colpito da una carica di plasma rovente, e tutte le forze aliene sono state sconfitte." STR_VICTORY_5: "Dopo aver perso Marte, gli alieni hanno perso la Terra. Le ricerche XCom permetteranno all'umanità di rifiorire e di aspirare al dominio di Marte. La minaccia aliena è scomparsa ma, attenzione, fino a quando?" STR_YOU_HAVE_FAILED: "Non sei riuscito a fermare il massacro da parte degli alieni. Una per una, le nazioni associate al patto, tratteranno con gli alieni che promettono tecnologia, prosperità e pace. Si capirà in breve che gli alieni avevano ben altri progetti..." STR_TOTAL_UC: "TOTALE" STR_INCOME: "Entrate" STR_EXPENDITURE: "Uscite" STR_MAINTENANCE: "Manutenzione" STR_BALANCE: "Fondi disponibili" STR_UFO_ACTIVITY_IN_AREAS: "Attività UFO nelle Aree" STR_UFO_ACTIVITY_IN_COUNTRIES: "Attività UFO nei Paesi" STR_XCOM_ACTIVITY_IN_AREAS: "Attività X-Com nelle Aree" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Attività X-Com nei Paesi" STR_FINANCE: "Situaz. finanziaria" STR_DATE_FIRST: "{0}mo" STR_DATE_SECOND: "{0}do" STR_DATE_THIRD: "{0}zo" STR_DATE_FOURTH: "{0}°" STR_FINANCE_THOUSANDS: "1000$" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Non ci sono abbastanza materiali speciali per produrre{NEWLINE}{0}{NEWLINE}a{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Soldi insufficienti per produrre{NEWLINE}{0}{NEWLINE}a{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produzione di{NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}{NEWLINE}completata" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Costruzione di{NEWLINE}{0}{NEWLINE}in{NEWLINE}{1}{NEWLINE}completata" STR_OK_5_SECONDS: "OK - 5 sec." STR_RESEARCH_COMPLETED: "Ricerca Completata" STR_VIEW_REPORTS: "RISULTATI RICERCA" STR_WE_CAN_NOW_RESEARCH: "Ora possiamo ricercare" STR_WE_CAN_NOW_PRODUCE: "Ora possiamo produrre" STR_SUNDAY: "DOMENICA" STR_MONDAY: "LUNEDÌ" STR_TUESDAY: "MARTEDÌ" STR_WEDNESDAY: "MERCOLEDÌ" STR_THURSDAY: "GIOVEDÌ" STR_FRIDAY: "VENERDÌ" STR_SATURDAY: "SABATO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{2} non ha abbastanza {0} per rifornire {1}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2} non ha abbastanza {0} per riarmare {1}" STR_UFO_IS_NOT_RECOVERED: "UFO non recuperato" STR_UFO_IS_RECOVERED: "UFO recuperato" STR_CRAFT_IS_LOST: "Veicolo perduto" STR_TERROR_CONTINUES: "Il terrore continua" STR_ALIENS_DEFEATED: "Alieni sconfitti" STR_BASE_IS_LOST: "Base perduta" STR_BASE_IS_SAVED: "Base salvata" STR_ALIEN_BASE_STILL_INTACT: "Base Aliena ancora intatta" STR_ALIEN_BASE_DESTROYED: "Base aliena distrutta" STR_ALIENS_KILLED: "ALIENI UCCISI" STR_ALIEN_CORPSES_RECOVERED: "CORPI ALIENI RECUPERATI" STR_LIVE_ALIENS_RECOVERED: "ALIENI VIVI RECUPERATI" STR_ALIEN_ARTIFACTS_RECOVERED: "OGGETTI ALIENI RECUPERATI" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROLLO BASE ALIENA DISTRUTTO" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILI UCCISI DAGLI ALIENI" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILI UCCISI DA OPERATORI X-COM" STR_CIVILIANS_SAVED: "CIVILI SALVATI" STR_XCOM_OPERATIVES_KILLED: "OPERATORI X-COM UCCISI" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM DISPERSI IN AZIONE" STR_TANKS_DESTROYED: "TANK DISTRUTTI" STR_XCOM_CRAFT_LOST: "VEICOLO X-COM PERDUTO " STR_UFO_RECOVERY: "UFO RECUPERATI" STR_ALIEN_BASE_RECOVERY: "RECUPERO BASE ALIENA" STR_BASE_UNDER_ATTACK: "{0} sotto attacco!" STR_BASE_DEFENSES_INITIATED: "SISTEMI DI DIFESA ATTIVATI" STR_GRAV_SHIELD_REPELS_UFO: "SCUDO GRAVITAZ. RESPINGE UFO!" STR_FIRING: "MIRA" STR_HIT: "COLPITO!" STR_UFO_DESTROYED: "UFO DISTRUTTO!" STR_MISSED: "MANCATO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vendi Oggetti/Licenzia Personale" STR_VALUE_OF_SALES: "VALORE VENDITE> {ALT}{0}" STR_FUNDS: "ENTRATE>{ALT}{0}" STR_SELL_SACK: "Vendi/Licenzia" STR_VALUE: "Valore" STR_CRAFT_: "VEICOLO> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERO UFO PRECIPITATO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Fai attenzione - Potrebbero esserci alieni ancora operativi dentro l'UFO o intorno al luogo dello schianto. La missione sarà compiuta con successo solo se tutte le unità nemiche verranno eliminate o neutralizzate. Solo allora si potrà iniziare il recupero dei resti dell'UFO, dei manufatti e dei cadaveri degli alieni. Per interrompere la missione, riporta i soldati XCom al veicolo da trasporto e fai clic sull'icona \"Interruzione missione\"." STR_UFO_GROUND_ASSAULT: "ASSALTO DI TERRA DEGLI UFO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Esplora la zona di atterraggio e, se possibile, fatti strada nell'UFO. La missione sarà compiuta con successo solo se tutte le unità nemiche verranno eliminate o neutralizzate. Solo allora si potrà iniziare il recupero dei resti dell'UFO, dei manufatti e dei cadaveri degli alieni. Per interrompere la missione riporta i soldati XCom al veicolo da trasporto e fai clic sull'icona \"Interruzione missione.\"" STR_BASE_DEFENSE: "DIFESA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Un veicolo alieno è atterrato nelle vicinanze. La nostra base è in grave pericolo. Seguendo la procedura standard tutto il personale non combattente è stato evacuato. Le unità aliene irromperanno nella base attraverso le porte dell'hangar oppure dall'ascensore d'accesso. Difendi la base e le sue installazioni vitali a tutti i costi - è una questione di vita o di morte. Se fai clic sull'icona \"Interrompi la missione\", dovrai considerarti sconfitto e perderai la base." STR_ALIEN_BASE_ASSAULT: "ASSALTO DI BASE ALIENA" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Operatori XCom sono penetrati in una base aliena. Il centro di controllo deve essere distrutto perché la base non sia più operativa. La missione sarà compiuta quando tutti i nemici saranno stati eliminati oppure quando la tua squadra sarà ritornata all'area verde di uscita (per uscire, premi sull'icona \"Interrompi la missione\")." STR_CYDONIA_BRIEFING: "Sei arrivato a Cydonia. Entri in un grande complesso sotterraneo vicino alla Sfinge di Marte. Devi distruggere il Cervello che controlla tutte le attività degli alieni. Le sorti dell'umanità sono nelle tue mani...." STR_TERROR_MISSION: "MISSIONE TERRORE" STR_TERROR_MISSION_BRIEFING: "La Missione potrà dirsi riuscita soltanto se tutte le unità nemiche saranno state eliminate o neutralizzate. Devi cercare di salvare la vita di tutti i civili che si trovano nella zona, neutralizzando la minaccia aliena. Per interrompere la missione riporta gli operatori XCom al veicolo da trasporto e premi sull'icona \"Interrompi la missione\"." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NESSUN HANGAR LIBERO PER LA PRODUZIONE DI VEICOLI!{SMALLLINE}Ogni veicolo assegnato alla base, trasferito a una base, acquistato o costruito, usa un hangar. Costruisci un nuovo hangar o trasferisci un veicolo in un'altra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NESSUN HANGAR LIBERO PER I NUOVI ACQUISTI!{SMALLLINE}Ogni veicolo assegnato alla base, trasferito a una base, acquistato o costruito, usa un hangar. Costruisci un nuovo hangar o trasferisci un veicolo in un'altra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NESSUN HANGAR LIBERO PER IL TRASFERIMENTO!{SMALLLINE}Ogni veicolo assegnato alla base, trasferito a una base, acquistato o costruito, usa un hangar. Costruisci un nuovo hangar o trasferisci un veicolo in un'altra base." STR_CANNOT_BUILD_HERE: "NON PUOI COSTRUIRE QUI!{SMALLLINE}Devi costruire a fianco di una struttura pre-esistente." STR_NO_FREE_ACCOMODATION: "ALLOGGI NON DISPONIBILI!{SMALLLINE}La base di destinazione non ha spazio sufficiente negli alloggi." STR_NOT_ENOUGH_WORK_SPACE: "SPAZIO OFFICINA NON DISPONIBILE!{SMALLLINE}Crea un'altra officina oppure riduci il lavoro su altri progetti." STR_NOT_ENOUGH_MONEY: "CREDITI INSUFFICIENTI!" STR_NOT_ENOUGH_STORE_SPACE: "SPAZIO INSUFFICIENTE IN MAGAZZINO!{SMALLLINE}Costruisci un altro magazzino o trasferisci i magazzini esistenti in altre basi." STR_NOT_ENOUGH_LIVING_SPACE: "ALLOGGI INSUFFICIENTI!{SMALLLINE}Costruisci nuovi alloggi oppure trasferisci il personale in altre basi." STR_LAUNCH_INTERCEPTION: "INTERCETTA" STR_CRAFT: "VEICOLO" STR_STATUS: "STATO" STR_BASE: "BASE" STR_READY: "PRONTO" STR_OUT: "FUORI" STR_REPAIRS: "RIPARAZIONE" STR_REFUELLING: "RIFORNIMENTO" STR_REARMING: "RIARMO" STR_TARGET: "BERSAGLIO: {0}" STR_WAY_POINT: "NODO PERCORSO" STR_ARE_YOU_SURE_CYDONIA: "Vuoi davvero mandare questo veicolo in missione a Cydonia?" STR_YES: "SÌ" STR_NO: "NO" STR_SELECT_DESTINATION: "SCEGLI DESTINAZIONE" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "SCEGLI LUOGO PER NUOVA BASE" STR_RETURN_TO_BASE: "RITORNA ALLA BASE" STR_SELECT_NEW_TARGET: "SCEGLI NUOVO OBIETTIVO" STR_PATROL: "RICOGNIZIONE" STR_STATUS_: "STATO>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DANNEGGIATO - RITORNO ALLA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "CARBURANTE SCARSO - RITORNO ALLA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSIONE COMPLETA - RITORNO ALLA BASE" STR_PATROLLING: "IN RICOGNIZIONE" STR_TAILING_UFO: "INSEGUENDO UFO" STR_INTERCEPTING_UFO: "INTERCETTANDO UFO-{0}" STR_RETURNING_TO_BASE: "RITORNO ALLA BASE" STR_DESTINATION_UC_: "DESTINAZIONE: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCITA'>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCITA' MASSIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDINE>{ALT}{0}" STR_VERY_LOW: "MOLTO BASSA" STR_LOW_UC: "BASSA" STR_HIGH_UC: "ALTA" STR_VERY_HIGH: "MOLTO ALTA" STR_FUEL: "CARBURANTE>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NESSUNO" STR_ROUNDS_: "COLPI>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "INTERCETTA VELIVOLO" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOME" STR_AMMO_: "MUNIZ.>{ALT}{0}" STR_CREW: "EQUIPAGGIO" STR_EQUIPMENT_UC: "ARMAMENTI" STR_ARMOR: "ARMATURA" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Recluta" STR_SQUADDIE: "Soldato Scelto" STR_SERGEANT: "Sergente" STR_CAPTAIN: "Capitano" STR_COLONEL: "Colonnello" STR_COMMANDER: "Comandante" STR_SELECT_SQUAD_FOR_CRAFT: "Seleziona Squadra per {0}" STR_SORT_BY: "ORDINA PER..." STR_ORIGINAL_ORDER: "ORDINE ORIGINALE" STR_MISSIONS2: "MISSIONI" STR_KILLS2: "UCCISIONI" STR_WOUND_RECOVERY2: "GUARIGIONE FERITA" STR_SPACE_AVAILABLE: "SPAZIO DISPONIBILE>{ALT}{0}" STR_SPACE_USED: "SPAZIO USATO>{ALT}{0}" STR_SPACE_USED_UC: "SPAZIO USATO" STR_RANK: "GRADO" STR_WOUNDED: "FERITO" STR_EQUIPMENT_FOR_CRAFT: "Armamenti per {0}" STR_DEFENSE_VALUE: "Potere Difensivo" STR_HIT_RATIO: "Colpi a Segno" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}è pronto ad{NEWLINE}atterrare nei pressi di{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Inizio Missione?" STR_SELECT_ARMAMENT: "Seleziona Armamenti" STR_AMMUNITION_AVAILABLE: "MUNIZIONI DISPONIBILI" STR_ARMAMENT: "ARMAMENTI" STR_NOT_AVAILABLE: "NON DISP." STR_SELECT_ARMOR_FOR_SOLDIER: "SELEZIONA ARMATURA PER {NEWLINE}{0}" STR_TYPE: "TIPO" STR_PERSONAL_ARMOR_UC: "ARM. PERSONALE" STR_POWER_SUIT_UC: "TUTA POTENZIATA" STR_FLYING_SUIT_UC: "TUTA VOLANTE" STR_SELECT_ARMOR: "Selezione Armatura" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD-EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD-EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD-OVEST" STR_WEST: "OVEST" STR_NORTH_WEST: "NORD-OVEST" STR_SELECT_ACTION: "SELEZIONA AZIONE" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUA INTERCETTAZ." STR_PURSUE_WITHOUT_INTERCEPTION: "INSEGUI SENZA INTERCETTAZ." STR_VERY_LARGE: "MOLTO GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "MEDIO" STR_SMALL: "PICCOLO" STR_VERY_SMALL: "MOLTO PICCOLO" STR_GROUNDED: "A TERRA" STR_DETECTED: "Individuato" STR_SIZE_UC: "DIMENSIONI" STR_ALTITUDE: "ALTITUDINE" STR_HEADING: "DIRETTO A" STR_SPEED: "VELOCITÀ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRA SU UFO-TEMPO=5 Sec." STR_TRACKING_LOST: "TRACCIA PERSA" STR_REDIRECT_CRAFT: "MODIFICA DIREZIONE VEICOLO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "VAI ALL'ULTIMA POSIZIONE NOTA DELL'UFO" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "BASE ALIENA-{0}" STR_CRASH_SITE_: "SITO D'IMPATTO-{0}" STR_LANDING_SITE_: "SITO DI ATTERRAGGIO-{0}" STR_WAY_POINT_: "NODO PERCORSO-{0}" STR_TERROR_SITE: "SITO DI TERRORE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ha raggiunto{NEWLINE}{1}" STR_NOW_PATROLLING: "In ricognizione" STR_ALIEN_ORIGINS: "Origini Aliene" STR_THE_MARTIAN_SOLUTION: "La Soluzione Marziana" STR_CYDONIA_OR_BUST: "Marte o Morte" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "VEICOLI E ARMAMENTI X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "TANK" STR_WEAPONS_AND_EQUIPMENT: "ARMI E ARMAMENTI" STR_ALIEN_ARTIFACTS: "OGGETTI ALIENI" STR_BASE_FACILITIES: "STRUTTURE BASI" STR_ALIEN_LIFE_FORMS: "FORME DI VITA ALIENE" STR_ALIEN_RESEARCH_UC: "RICERCA ALIENA" STR_UFO_COMPONENTS: "COMPONENTI UFO" STR_UFOS: "UFO" STR_SELECT_ITEM: "SCEGLI OGGETTO" STR_ACCELERATION: "ACCELERAZIONE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACITÀ CARBURANTE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ALLOGGI ARMAMENTI>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "CAPACITÅ DI DANNO<{ALT}{0}{ALT}" STR_CARGO_SPACE: "SPAZIO IN STIVA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACITÀ TANK<{ALT}{0}{ALT}" STR_DAMAGE: "Danno" STR_RANGE: "Portata" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisione" STR_RE_LOAD_TIME: "Tempo ricarica" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PENETRAZIONE ARMATURA" STR_DAMAGE_INCENDIARY: "INCENDIARIO" STR_DAMAGE_HIGH_EXPLOSIVE: "SUPER-ESPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAGGIO LASER" STR_DAMAGE_PLASMA_BEAM: "RAGGIO PLASMA" STR_DAMAGE_STUN: "STORDIMENTO" STR_DAMAGE_MELEE: "MISCHIA" STR_DAMAGE_ACID: "ACIDO" STR_DAMAGE_SMOKE: "FUMO" STR_SHOT_TYPE: "TIPO DI COLPO" STR_ACCURACY_UC: "PRECISIONE" STR_TIME_UNIT_COST: "COSTO UdT" STR_DAMAGE_UC: "DANNO" STR_AMMO: "MUNIZ." STR_SHOT_TYPE_AUTO: "Automatico" STR_SHOT_TYPE_SNAP: "Rapido" STR_SHOT_TYPE_AIMED: "Mirato" STR_CONSTRUCTION_TIME: "Tempo Costruzione" STR_CONSTRUCTION_COST: "Costo Costruzione" STR_MAINTENANCE_COST: "Costo Manutenzione" STR_LOW: "Basso" STR_MEDIUM: "Medio" STR_HIGH: "Alto" STR_CRAFT_WEAPON: "Armi Veicolo" STR_CRAFT_AMMUNITION: "Munizioni Veicolo" STR_HEAVY_WEAPONS_PLATFORM: "Tank" STR_WEAPON: "Arma" STR_AMMUNITION: "Muniz." STR_EQUIPMENT: "Armamenti" STR_ALIEN_CORPSE: "Cadavere Alieno" STR_UFO_COMPONENT: "Componente UFO " STR_PERSONAL_ARMOR: "Arm. Personale" STR_RAW_MATERIALS: "Materiale Grezzo" STR_HWP_CANNON_SHELLS: "Proiettile Cannone Tank" STR_ALIEN: "Alieno" STR_SECTOID: "Sectoide" STR_SNAKEMAN: "Uomo-Serpente" STR_ETHEREAL: "Etereo" STR_MUTON: "Muton" STR_FLOATER: "Fluttuante" STR_CELATID: "Celatide" STR_SILACOID: "Silacoide" STR_CHRYSSALID: "Crisalide" STR_ZOMBIE: "Zombi" STR_REAPER: "Mietitore" STR_SECTOPOD: "Sectopode" STR_CYBERDISC: "Cyberdisco" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_LEADER: "Leader" STR_LIVE_ENGINEER: "Ingegnere" STR_LIVE_MEDIC: "Medico" STR_LIVE_NAVIGATOR: "Navigatore" STR_LIVE_SOLDIER: "Soldato" STR_LIVE_TERRORIST: "Terrorista" STR_FLOATER_SOLDIER: "Fluttuante Soldato" STR_FLOATER_NAVIGATOR: "Fluttuante Navigatore" STR_FLOATER_MEDIC: "Fluttuante Medico" STR_FLOATER_ENGINEER: "Fluttuante Ingegnere" STR_FLOATER_LEADER: "Fluttuante Leader" STR_FLOATER_COMMANDER: "Fluttuante Comandante" STR_SECTOID_SOLDIER: "Sectoide Soldato" STR_SECTOID_NAVIGATOR: "Sectoide Navigatore" STR_SECTOID_MEDIC: "Sectoide Medico" STR_SECTOID_ENGINEER: "Sectoide Ingegnere" STR_SECTOID_LEADER: "Sectoide Leader" STR_SECTOID_COMMANDER: "Sectoide Comandante" STR_SNAKEMAN_SOLDIER: "Uomo-Serpente Soldato" STR_SNAKEMAN_NAVIGATOR: "Uomo-Serpente Navigatore" STR_SNAKEMAN_ENGINEER: "Uomo-Serpente Ingegnere" STR_SNAKEMAN_LEADER: "Uomo-Serpente Leader" STR_SNAKEMAN_COMMANDER: "Uomo-Serpente Comandante" STR_MUTON_SOLDIER: "Muton Soldato" STR_MUTON_NAVIGATOR: "Muton Navigatore" STR_MUTON_ENGINEER: "Muton Ingegnere" STR_ETHEREAL_SOLDIER: "Etereo Soldato" STR_ETHEREAL_LEADER: "Etereo Leader" STR_ETHEREAL_COMMANDER: "Etereo Comandante" STR_CYBERDISC_TERRORIST: "Cyberdisco Terrorista" STR_REAPER_TERRORIST: "Mietitore Terrorista" STR_CHRYSSALID_TERRORIST: "Crisalide Terrorista" STR_CELATID_TERRORIST: "Celatide Terrorista" STR_SILACOID_TERRORIST: "Silacoide Terrorista" STR_SECTOPOD_TERRORIST: "Sectopode Terrorista" STR_UFO_POWER_SOURCE: "Fonte Energia UFO" STR_UFO_NAVIGATION: "Navigazione UFO" STR_UFO_CONSTRUCTION: "Costruzione UFO" STR_ALIEN_FOOD: "Cibo Alieno" STR_ALIEN_REPRODUCTION: "Riproduzione Aliena" STR_ALIEN_ENTERTAINMENT: "Svaghi Alieni" STR_ALIEN_SURGERY: "Chirurgia Aliena" STR_EXAMINATION_ROOM: "Sala Ricerche Aliena" STR_ALIEN_ALLOYS: "Leghe Aliene" STR_ALIEN_HABITAT: "Habitat Alieno" STR_POWER_SUIT: "Tuta Potenziata" STR_FLYING_SUIT: "Tuta Volante" STR_HWP_ROCKETS: "Razzi Tank" STR_HWP_FUSION_BOMB: "Bomba a Fusione Tank" STR_LASER_WEAPONS: "Armi Laser" STR_NEW_FIGHTER_CRAFT: "Nuovo Veicolo Caccia" STR_NEW_FIGHTER_TRANSPORTER: "Nuovo Veicolo di Trasporto" STR_ULTIMATE_CRAFT: "Veicolo Definitivo" STR_LASER_PISTOL: "Pistola Laser" STR_LASER_RIFLE: "Fucile Laser" STR_HEAVY_LASER: "Laser Pesante" STR_LASER_CANNON: "Cannone Laser" STR_PLASMA_CANNON: "Cannone Plasma" STR_FUSION_MISSILE: "Missile a Fusione" STR_LASER_DEFENSE: "Contraerea Laser" STR_PLASMA_DEFENSE: "Contraerea Plasma" STR_FUSION_DEFENSE: "Difesa a Fusione" STR_GRAV_SHIELD: "Scudo Grav" STR_MIND_SHIELD: "Scudo Mentale" STR_PSI_LAB: "Psi-Lab" STR_MOTION_SCANNER: "Scanner di Movimento" STR_MEDI_KIT: "Medi-Kit" STR_TANK_CANNON: "Tank/Cannone" STR_TANK_ROCKET_LAUNCHER: "Tank/Lanciarazzi" STR_TANK_LASER_CANNON: "Tank/Cannone Laser" STR_HOVERTANK_PLASMA: "Hovertank/Plasma" STR_HOVERTANK_LAUNCHER: "Hovertank/Lanciarazzi" STR_STINGRAY_LAUNCHER: "Lanciarazzi Stingray" STR_AVALANCHE_LAUNCHER: "Lanciarazzi Avalanche" STR_CANNON: "Cannone" STR_FUSION_BALL_LAUNCHER: "Lanciarazzi a Fusione" STR_PLASMA_BEAM: "Raggio Plasma" STR_STINGRAY_MISSILES: "Missile Stingray" STR_AVALANCHE_MISSILES: "Missile Avalanche" STR_CANNON_ROUNDS_X50: "Proiettili Cannone(x50)" STR_FUSION_BALL: "Palla a Fusione" STR_SOLDIER: "Soldato" STR_SCIENTIST: "Scienziato" STR_ENGINEER: "Ingegnere" STR_NORTH_AMERICA: "Nord America" STR_ARCTIC: "Artico" STR_ANTARCTICA: "Antartico" STR_SOUTH_AMERICA: "Sud America" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Nord Africa" STR_SOUTHERN_AFRICA: "Sudafrica" STR_CENTRAL_ASIA: "Asia Centrale" STR_SOUTH_EAST_ASIA: "Sudest Asiatico" STR_SIBERIA: "Siberia" STR_AUSTRALASIA: "Australasia" STR_PACIFIC: "Pacifico" STR_NORTH_ATLANTIC: "Nord Atlantico" STR_SOUTH_ATLANTIC: "Sud Atlantico" STR_INDIAN_OCEAN: "Oceano Indiano" STR_ALIEN_RESEARCH: "Ricerche Aliene" STR_ALIEN_HARVEST: "Raccolto Alieno" STR_ALIEN_ABDUCTION: "Rapimento Alieno" STR_ALIEN_INFILTRATION: "Infiltrazione Aliena" STR_ALIEN_BASE: "Base Aliena" STR_ALIEN_TERROR: "Terrore Alieno" STR_ALIEN_RETALIATION: "Rappresaglia Aliena" STR_ALIEN_SUPPLY: "Rifornimento Alieno" STR_MAXIMUM_SPEED: "Velocità Massima" STR_HYPER_WAVE_DECODER_UC: "DECODIFICATORE IPER-ONDE" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "Stingray" STR_AVALANCHE: "Avalanche" STR_CANNON_UC: "CANNONE" STR_FUSION_BALL_UC: "PALLA A FUSIONE" STR_LASER_CANNON_UC: "CANNONE LASER" STR_PLASMA_BEAM_UC: "RAGGIO PLASMA" STR_DAMAGE_CAPACITY: "Capacità di Danno" STR_WEAPON_POWER: "Potenza Arma" STR_WEAPON_RANGE: "Gittata Arma" STR_ACCESS_LIFT: "Ascensore Accesso" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Officina" STR_SMALL_RADAR_SYSTEM: "Radar Piccolo" STR_LARGE_RADAR_SYSTEM: "Radar Grande" STR_MISSILE_DEFENSES: "Contraerea Missili" STR_GENERAL_STORES: "Magazzini" STR_ALIEN_CONTAINMENT: "Contenimento Alieni" STR_LASER_DEFENSES: "Contraerea Laser" STR_PLASMA_DEFENSES: "Contraerea Plasma" STR_FUSION_BALL_DEFENSES: "Contraerea a fusione" STR_PSIONIC_LABORATORY: "Lab. Psionico" STR_HYPER_WAVE_DECODER: "Decodificatore Iper-onde" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSSIA" STR_UK: "GRAN BRETAGNA" STR_FRANCE: "FRANCIA" STR_GERMANY: "GERMANIA" STR_ITALY: "ITALIA" STR_SPAIN: "SPAGNA" STR_CHINA: "CINA" STR_JAPAN: "GIAPPONE" STR_INDIA: "INDIA" STR_BRAZIL: "BRASILE" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SUDAFRICA" STR_EGYPT: "EGITTO" STR_CANADA: "CANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civile" STR_JAN: "Gen" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Mag" STR_JUN: "Giu" STR_JUL: "Lug" STR_AUG: "Ago" STR_SEP: "Set" STR_OCT: "Ott" STR_NOV: "Nov" STR_DEC: "Dic" STR_INTERNATIONAL_RELATIONS: "Relazioni Internazionali" STR_COUNTRY: "Paese" STR_FUNDING: "Finanziamenti" STR_CHANGE: "Modifiche" STR_WEAPON_SYSTEMS: "SISTEMI DI ARMAMENTO" STR_HWPS: "TANK" STR_DAMAGE_UC_: "DANNO>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "L'ascensore di accesso permette all'equipaggiamento e al personale di essere trasferito fuori e dentro ad una base sotterranea. È la struttura che viene costruita per prima quando si decide di costruire una base. L'area dell'ascensore è vulnerabile all'intrusione di forze potenzialmente ostili." STR_LIVING_QUARTERS_UFOPEDIA: "Ogni blocco abitativo contiene fino a 50 persone. La struttura fornisce aree per alimentarsi, per il sonno e lo svago." STR_LABORATORY_UFOPEDIA: "In un laboratorio possono lavorare fino a 50 scienziati. I laboratori possono contare sulle più recenti tecnologie per la ricerca sulla biochimica e l'astrofisica. Può contare su un accesso privilegiato ai migliori laboratori di ricerca in tutto il mondo, compresi quelli militari." STR_WORKSHOP_UFOPEDIA: "Un'officina contiene tutte le attrezzature necessarie per costruire l'equipaggiamento disegnato nei laboratori. Possono occupare un'officina fino a 50 ingegnerii, anche se un certo spazio è ovviamente occupato dal materiale stesso." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Un sistema di rilevamento piccolo ha un raggio di rilevamento di 300 miglia nautiche ed è collegato ai satelliti per la ricerca a terra. Ogni sistema ha il 5% di possibilità di individuare un oggetto di grandezza media ogni 10 minuti." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Un sistema di rilevamento grande ha un raggio di rilevamento di 450 miglia nautiche ed è collegato ai satelliti per la ricerca a terra. Ogni sistema ha il 5% di possibilità di individuare un oggetto di grandezza media ogni 10 minuti." STR_MISSILE_DEFENSES_UFOPEDIA: "Le difese missilistiche forniscono una certa protezione contro le incursioni da parte di veicoli spaziali nemici quando questi tentano di atterrare vicino alla base." STR_GENERAL_STORES_UFOPEDIA: "Tutto l'equipaggiamento, i sistemi di armamenti, le munizioni, i materiali raccolti e i Tank sono sistemati nei magazzini, incluso l'equipaggiamento assegnato ai veicoli presenti negli hangar." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Si pensa che gli alieni vivi richiedano uno speciale habitat per conservare il loro sistema vitale. La struttura di contenimento può racchiudere fino a 10 forme di vita aliene in speciali alloggiamenti chiusi" STR_LASER_DEFENSES_UFOPEDIA: "Le difese laser forniscono protezione contro le incursioni di veicoli nemici." STR_PLASMA_DEFENSES_UFOPEDIA: "Le difese con raggio al plasma forniscono una potente protezione contro le incursioni di veicoli nemici" STR_FUSION_BALL_DEFENSES_UFOPEDIA: "I missili a fusione forniscono un'efficace difesa contro gli alieni. Questi missili creano un'implosione ad antimateria che distrugge tutto ciò che si trova all'interno di un certo raggio" STR_GRAV_SHIELD_UFOPEDIA: "Lo scudo gravitazionale respinge i veicoli spaziali alieni, che cercano di atterrare vicino alla base, per tutto il tempo in cui si stanno allestendo tutti i sistemi di difesa. In pratica questo raddoppia l'efficacia dei vari sistemi difensivi della base" STR_MIND_SHIELD_UFOPEDIA: "Dato che i veicoli alieni si affidano alle onde cerebrali per rilevare la presenza di umani, la più efficace contromisura è schermare le onde cerebrali fuoriuscenti dalla base. Questa struttura ridurrà drasticamente le probabilità di rilevamento da parte di veicoli alieni." STR_PSIONIC_LABORATORY_UFOPEDIA: "Il laboratorio psionico valuta il potenziale psichico di tutti i soldati della base e dà loro l'addestramento necessario all'uso ottimale delle facoltà psioniche. Questo addestramento viene messo a punto alla fine di ogni mese. Le abilità psioniche, congiunte all'amplificatore psionico, possono essere usate per attacchi fondati su tali facoltà nel corso delle varie azioni militari." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Le comunicazioni aliene si basano su un'onda sovradimensionale che viaggia quasi istantanemanete. La struttura di decodifica intercetta le trasmissioni UFO e decodifica i messaggi. In questo modo si ricavano il tipo di UFO, la razza aliena e il tipo di attività." STR_HANGAR_UFOPEDIA: "Ogni hangar può ospitare un solo veicolo. Dispone di tutti gli strumenti per la manutenzione ordinaria dei veicoli XCom, il rifornimento di carburante e le riparazioni. Ogni veicolo spaziale fermo alla base deve avere la disponibilità di un hangar che non può essere usato da altri veicoli, anche se il veicolo a cui è riservata la struttura si trova fuori in missione." STR_PISTOL_UFOPEDIA: "La pistola standard X-Com è un'arma semiautomatica ad alto potenziale, a 12 colpi." STR_RIFLE_UFOPEDIA: "Questo fucile con mirino laser offre una visibilità eccezionale, per cui il tiro risulta estremamente preciso.Usa munizioni da 6,7mm in caricatori da 20 colpi." STR_HEAVY_CANNON_UFOPEDIA: "Il cannone pesante è un'arma devastante ma voluminosa. È molto versatile perché può utilizzare tre tipi di munizioni: perforanti, incendiarie ed esplosive." STR_AUTO_CANNON_UFOPEDIA: "Il cannone automatico combina la versatilità e la potenza del cannone pesante con una maggiore velocità di fuoco." STR_ROCKET_LAUNCHER_UFOPEDIA: "Il lanciarazzi è un congegno guidato dal laser, che può lanciare missili di tre diverse dimensioni." STR_LASER_PISTOL_UFOPEDIA: "La pistola a laser si avvale delle ultimissime scoperte tecnologiche. Ha la maneggevolezza di una pistola, ma con un tiro più veloce e accurato." STR_LASER_RIFLE_UFOPEDIA: "Il fucile laser è una versione più accurata e più potente della precedente pistola." STR_HEAVY_LASER_UFOPEDIA: "Questo laser pesante è voluminoso ma estremamente efficace." STR_GRENADE_UFOPEDIA: "Questa granata standard ha un timer accurato e sofisticato per il controllo di precisione." STR_SMOKE_GRENADE_UFOPEDIA: "Le granate fumogene sono utili perché forniscono protezione in situazioni di esposizione all'attacco nemico. È necessario usarle con cura perché anche il nemico può beneficiare delle loro prestazioni." STR_PROXIMITY_GRENADE_UFOPEDIA: "Una granata di prossimità può essere lanciata come una normale granata ma esplode quando rileva movimento nelle sue vicinanze. Questa granata va usata con molta attenzione." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Questo esplosivo dovrebbe essere usato soltanto per demolizioni. È importante che il personale venga tenuto lontano dai luoghi di demolizione." STR_MOTION_SCANNER_UFOPEDIA: "Questo sofisticato dispositivo usa diversi rivelatori e avanzati algoritmi per identificare unità nemiche in movimento. Tuttavia, richiede un po' di pratica per essere usato efficacemente. Clicca sull'icona dello scanner di movimento sul display tattico. Seleziona 'Usa Scanner' dal menù. Il display dello Scanner mostra una freccia nel centro diretta nella direzione in cui è rivolto il soldato (il Nord è in alto). I puntini lampeggianti mostrano le unità che si sono mosse di recente. Unità grandi, o unità che si muovono velocemente, produrranno punti più grossi. Unità immobili non vengono rivelate." STR_MEDI_KIT_UFOPEDIA: "Il Kit Medico combina un'attrezzatura curativa con antidolorifici e stimolanti. Per utilizzare il Kit medico devi rivolgerti in direzione del soldato da trattare. Se il soldato è stordito devi posizionarti sul suo corpo. Clicca sull'icona del Kit Medico e seleziona 'usa kit medico' dal menù. {NEWLINE}CURATIVO> Le parti rosse del corpo indicano feriti mortali. Clicca su una parte del corpo ferita. Clicca sul pulsante 'Cura'. Verrà curata una ferita mortale e ripristinata parte della salute.{NEWLINE}STIMOLANTE> Ripristina l'energia e rianima soldati svenuti (storditi). Per rianimare un soldato svenuto devi posizionarti direttamente sul suo corpo.{NEWLINE}ANTIDOLORIFICO> Ripristina il morale dei soldati feriti fino ad un massimo dell'equivalente della salute del soldato persa." STR_PSI_AMP_UFOPEDIA: "L'Amplificatore Psionico può essere usato solo dai soldati con poteri psionici. Durante il combattimento, clicca sull'Amplificatore Psionico, scegli il tipo di attacco e poi scegli un bersaglio con il cursore. Ci sono due tipi di attacco Psionico:{NEWLINE}PANICO> Se l'attacco ha successo, diminuirà il morale del bersaglio e in alcuni casi lo farà andare in panico.{NEWLINE}CONTROLLO MENTALE> Se l'attacco ha successo, prenderai immediatamente il controllo dell'unità nemica,come se fosse tua. Con questi tipi di attacco è più difficile avere successo." STR_STUN_ROD_UFOPEDIA: "Questo strumento può essere usato soltanto nel combattimento ravvicinato per tramortire un organismo vivente senza ucciderlo ." STR_MIND_PROBE_UFOPEDIA: "La sonda mentale è un congegno di comunicazione alieno usato per ricavare informazioni direttamente dalle onde cerebrali. Le unità XCom possono usarla in combattimento per visualizzare le caratteristiche di un alieno. Fai clic sulla sonda mentale e sull'opzione \"Usa\". Poi fai clic sopra un alieno con il cursore." STR_PLASMA_PISTOL_UFOPEDIA: "Le pistole al plasma sono un'arma aliena letale, basata sull'accelerazione di particelle all'interno di un piccolo campo antigravitazionale." STR_PLASMA_RIFLE_UFOPEDIA: "Questa è un'arma potentemente devastante che si basa sull'accelerazione di particelle all'interno di un piccolo campo antigravitazionale." STR_HEAVY_PLASMA_UFOPEDIA: "Questa è una potente arma devastante basata sull'accelerazione di particelle all'interno di un piccolo campo antigravitazionale." STR_BLASTER_LAUNCHER_UFOPEDIA: "Quest'arma può sparare \"bombe devastanti\" molto potenti. Quando clicchi per far fuoco appariranno dei punti di rotta da seguire con l'arma. Quando sei posizionato sui punti di rotta premi START per evidenziare l'icona. Premi CROCE per lanciare." STR_SMALL_LAUNCHER_UFOPEDIA: "Un piccolo lanciagranate che spara bombe stordenti. Utilissimo per catturare vivi gli alieni." STR_ALIEN_GRENADE_UFOPEDIA: "Questo congegno funziona in modo abbastanza simile ad una granata di terrestre, ma è decisamente più potente." STR_SMALL_SCOUT: "Esploratore Piccolo" STR_MEDIUM_SCOUT: "Esploratore Medio" STR_LARGE_SCOUT: "Esploratore Grande" STR_HARVESTER: "Mietitore" STR_ABDUCTOR: "Rapitore" STR_TERROR_SHIP: "Nave Terrore" STR_BATTLESHIP: "Nave da Guerra" STR_SUPPLY_SHIP: "Nave Rifornimento" STR_RATING: "VALUTAZIONE> {0}" STR_RATING_TERRIBLE: "TERRIBILE!" STR_RATING_POOR: "SCARSO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BUONO!" STR_RATING_EXCELLENT: "ECCELLENTE!" STR_SCORE: "PUNTEGGIO" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPPORTO MENSILE SUL PROGETTO X-COM" STR_MONTH: "Mese> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Il consiglio delle nazioni esprime una generale soddisfazione per i tuoi progressi." STR_COUNCIL_IS_VERY_PLEASED: "Il consiglio delle nazioni esprime grande soddisfazione per i tuoi eccellenti progressi. Continua a lavorare così." STR_COUNCIL_IS_DISSATISFIED: "Il consiglio delle nazioni esprime la propria insoddisfazione nei confronti dei tuoi risultati. Devi mostrarti più efficace nel contrastare la minaccia aliena o il progetto rischierà di essere terminato." STR_YOU_HAVE_NOT_SUCCEEDED: "Non sei riuscito ad opporti alla minaccia aliena e il consiglio delle nazioni ha deciso di porre termine al progetto. Ogni paese tratterà il problema nel modo più opportuno. Si può solo sperare che si giunga a qualche tipo di accordo con queste forze apparentemente ostili, e che la popolazione riesca a trattare con i visitatori alieni." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} è particolarmente soddisfatta del lavoro svolto per affrontare la minaccia sul proprio territorio ed ha accettato di aumentare il suo finanziamento." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sono particolarmente contenti dei tuoi progressi nell'affrontare l'incursione aliena locale ed hanno acconsentito ad aumentare i fondi." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} e {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} non è soddisfatto dei tuoi progressi nell'affrontare l'attività aliena nel loro territorio ed ha deciso di ridurre i fondi." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} non sono soddisfatti delle tue abilità nell'affrontare l'attività aliena nel loro territorio e hanno deciso di erogare meno fondi." STR_KNOTS: "{0} nodi" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} ha stipulato un patto segreto con le forze aliene e si sono ritirati dal progetto." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ha firmato un accordo segreto con forze aliene sconosciute e si è ritirato dal progetto." STR_MONTHLY_RATING: "Valutazione Mensile> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Variazione Fondi> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Il concilio dei fondi non è contento della tua posizione finanziaria. E' necessario ridurre il debito al di sotto di $1 milione/i affinchè il progetto non venga terminato." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRASMISSIONI IPER-ONDE DECODIFICATE" STR_CRAFT_TYPE: "TIPO DI VEICOLO" STR_RACE: "RAZZA" STR_MISSION: "MISSIONE" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Imposta Ricerca" STR_ALLOCATE_MANUFACTURE: "Imposta Produzione" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "L'Avana" STR_MEXICO_CITY: "Città del Messico" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogotà" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londra" STR_PARIS: "Parigi" STR_BERLIN: "Berlino" STR_MOSCOW: "Mosca" STR_ROME: "Roma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Il Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Città del Capo" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Caraci" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Giakarta" STR_SHANGHAI: "Shangai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Addestramento Psionico" STR_PSIONIC_TRAINING: "TRAINING PSIONICO" STR_REMAINING_PSI_LAB_CAPACITY: "Capacità disponibile Psi-Lab> {ALT}{0}" STR_PSIONIC__STRENGTH: "Forza{NEWLINE}Psionica" STR_PSIONIC_SKILL_IMPROVEMENT: "Abilità Psionica{NEWLINE}/Progresso" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "In{NEWLINE}Allenamento?" STR_TARGETTED_BY: "PRESO DI MIRA DA:" STR_WEAPONS_CREW_HWPS: "ARMI/{NEWLINE}EQUIPAGGI/TANK" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "è a corto di carburante,{NEWLINE}sta tornando alla base" STR_SOLDIER_LIST: "Lista Soldati" STR_RANK_: "GRADO> {ALT}{0}" STR_MISSIONS: "MISSIONI> {ALT}{0}" STR_KILLS: "ELIMINATI> {ALT}{0}" STR_WOUND_RECOVERY: "GUARIGIONE FERITA> {ALT}{0}" STR_TIME_UNITS: "UNITA' DI TEMPO" STR_STAMINA: "STAMINA" STR_HEALTH: "SALUTE" STR_BRAVERY: "CORAGGIO" STR_REACTIONS: "REAZIONI" STR_FIRING_ACCURACY: "MIRA" STR_THROWING_ACCURACY: "TIRO" STR_STRENGTH: "FORZA" STR_PSIONIC_STRENGTH: "FORZA PSIONICA" STR_PSIONIC_SKILL: "ABILITÀ PSIONICA" STR_NEW_RANK: "PROMOZIONE" STR_PROMOTIONS: "Promozioni" STR_SOLDIERS_UC: "SOLDATI" STR_TANK_CANNON_UFOPEDIA: "I Tank sono studiati per supportare le squadre XCom. La combinazione di grande fpotenza di fuoco e di resistenza della struttura ne fanno degli strumenti preziosi per gli scontri a fuoco in campo aperto. Assicurati che in magazzino ci siano munizioni sufficienti per riarmare i tank. Quando li assegni ad una squadra, i tank si armano automaticamente." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Questo Tank è armato con potenti razzi, devastanti per qualsiasi nemico alieno. Controlla che il magazzino contenga un numero adeguato di razzi per Tank." STR_TANK_LASER_CANNON_UFOPEDIA: "Le armi laser sono un utile complemento per i Tank. Costituiscono un mezzo di fuoco potente e allo stesso tempo non richiedono riserve di munizioni." STR_HOVERTANK_PLASMA_UFOPEDIA: "La tecnologia aliena ha dato nuove possibilità ai Tank. La facilità di manovra in aria e la potenza dei raggi al plasma costituiscono una combinazione letale." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Questo hovertank ha un lanciabombe a fusione capace di provocare grandi devastazioni. Usalo con molta attenzione. Dovrai costruire i proiettili a fusione per tenere ben armati Tank. Una palla a fusione è un'arma intelligente. Quando vuoi sparare, devi selezionare con il cursore una serie di \"destinazioni programmate\" e poi fare clic sull'icona di lancio per far partire la palla." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Questo caricatore viene usato dal fucile pesante al plasma. Contiene una piccola quantità di Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Questo caricatore viene usato come fonte di energia per un fucile al plasma - un'arma aliena di media potenza. Contiene una piccola quantità di Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Caricatore per la piccola pistola aliena al plasma. Contiene Elerium - la fonte di energia aliena." STR_STUN_BOMB_UFOPEDIA: "La bomba stordente è usata per catturare vivi gli esemplari umani, ma può essere usata anche contro la maggior parte delle specie aliene. Viene sparata da un piccolo lanciabombe." STR_ALIEN_RESEARCH_UFOPEDIA: "La missione di ricerca degli alieni ha come scopo la raccolta di informazioni sulla Terra e sui suoi abitanti. Vengono utilizzati principalmente veicoli piccoli, che atterrano occasionalmente in aree poco popolate senza attirare l'attenzione. Non pare che l'organizzazione XCom, i governi e la popolazione, si preoccupino molto di questa minaccia." STR_ALIEN_HARVEST_UFOPEDIA: "Gli alieni considerano interessante la fauna terrestre per svariate ragioni. Gli animali sono rapiti in segreto e restituiti poi privi di alcuni organi che sono stati espiantati. Questi fatti vengono denunciati particolarmente dopo avvistamenti di UFO. Questa attività aliena suscita preoccupazione presso i governi e grande ansia nella popolazione. Si verifica soprattutto nelle aree agricole. Il concetto di \"mietitura aliena\" fa pensare ad una possibile \"semina\" di flora e fauna sulla Terra, da parte degli alieni, i quali adesso verrebbero a falciare il raccolto a loro dovuto." STR_ALIEN_ABDUCTION_UFOPEDIA: "Questa è l'attività aliena più insidiosa. Spesso vengono denunciati rapimenti da parte degli alieni, nonostante il tentativo di questi di rimuovere il ricordo dei fatti dalla memoria delle vittime. I rapiti dichiarano di essere stati sottoposti a umilianti esami fisici, e di aver perfino dovuto subire la fecondazione e altri bizzarri esperimenti genetici. Lo scopo di tutto questo sembra correlato ad esperimenti di mutazione genetica e di manipolazione del materiale genetico degli alieni stessi. Questa attività suscita grande allarme, e si verifica particolarmente nelle aree popolose e nelle grandi città." STR_ALIEN_INFILTRATION_UFOPEDIA: "I governi della Terra possono essere infiltrati da agenti alieni, umani solo nell'aspetto. Questo può avere come conseguenza incontri ai massimi livelli tra gli alieni e i vari governi. I momenti culminanti di queste attività si accompagnano ad un'intensa presenza di UFO nelle aree prossime alle città. Gli alieni di solito propongono un accordo ad un governo della Terra, offrendo alta tecnologia. In cambio, il governo deve lasciare svolgere l'attività agli UFO senza ostacolarli. Questa missione aliena rappresenta la minaccia più grave per il progetto XCom. Se un governo accetta questo tipo di patto, il finanziamento da parte del rispettivo stato cesserà." STR_ALIEN_BASE_UFOPEDIA: "Gli alieni costruiscono basi sotterranee segrete in località remote. Dopo alcuni voli di ricognizione, si avrà un'intensa attività di UFO durante tutto il periodo della costruzione. Si sa che queste basi contengono laboratori per la sperimentazione su umani rapiti, oltre che rifornimenti per le attività nella zona. La presenza di basi aliene fa sì che si rilevi un'intensa attività aliena nel territorio, ma senza la presenza di UFO. Per poter localizzare una base, i mezzi XCom dovranno perlustrare la zona per alcune ore nella speranza di individuarla." STR_ALIEN_TERROR_UFOPEDIA: "Quando gli alieni vogliono seminare il terrore in una città mettono in campo forze speciali di potenza formidabile. I civili vengono minacciati direttamente e i governi sono costretti ad evacuare intere zone. Il loro obiettivo è diffondere il panico tra tutta la popolazione, in modo che i governi abbandonino il progetto XCom." STR_ALIEN_RETALIATION_UFOPEDIA: "Se gli intercettatori XCom stanno avendo particolarmente successo nell'abbattere gli UFO, gli alieni potrebbero intraprendere delle azioni di rappresaglia. Ciò potrebbe portare ad un attacco diretto contro la base XCom. Tuttavia gli alieni per poter attaccare una base devono prima trovarla, e se gli UFO vengono mantenuti a distanza dovrebbe esserci solo un rischio minimo di assalto." STR_ALIEN_SUPPLY_UFOPEDIA: "Una volta che è stata costruita la base aliena, questa è rifornita con regolarità da uno speciale veicolo. Se, al momento dell'atterraggio, viene individuato uno di questi veicoli da rifornimento, si può star certi che nelle vicinanze si troverà una base aliena." STR_SMALL_SCOUT_UFOPEDIA: "Questo piccolo veicolo è usato principalmente per ricognizioni o ricerche. Di solito precede veicoli più grandi all'inizio di una missione aliena." STR_MEDIUM_SCOUT_UFOPEDIA: "Un veicolo da esplorazione di dimensioni medie che non appare troppo minaccioso alle forze terrestri. Di solito anticipa i veicoli di dimensioni più grandi durante le missioni." STR_LARGE_SCOUT_UFOPEDIA: "Il più grande veicolo da esplorazione alieno è un mezzo multiuso utilizzato in tutti i tipi di missioni aliene." STR_HARVESTER_UFOPEDIA: "Il mietitore ha una botola alla base ed è fornito di un congegno di sollevamento per issare a bordo vari tipi di animali. Vengono usati coltelli laser per estrarre il materiale che interessa. Poi le carcasse sono lasciate cadere a terra. Ci sono anche speciali contenitori dove si conservano i vari organi." STR_ABDUCTOR_UFOPEDIA: "Questo veicolo è dotato di una sala per sperimentazioni dove si eseguono interventi orripilanti su soggetti umani. Generalmente le vittime vengono paralizzate per mezzo di forze telepatiche, ma restano coscienti per tutto il tempo in cui giacciono sul lettino operatorio." STR_TERROR_SHIP_UFOPEDIA: "La nave del terrore ha strutture apposite per contenere armi e creature aliene destinate a suscitare terrore. Viene usata per trasportare i terroristi alieni nelle aree fortemente abitate." STR_BATTLESHIP_UFOPEDIA: "La nave da guerra è il veicolo alieno più potente. Il suo uso è fondamentale per le missioni degli alieni. Porta armi potentissime e un equipaggio composto da numerosi alieni." STR_SUPPLY_SHIP_UFOPEDIA: "Il veicolo da rifornimento viene usato nel corso della costruzione delle basi aliene oppure per rifornire basi già in funzione. Porta dei container pieni di cibo alieno e celle di riproduzione." STR_DISMANTLE: "Smantella" STR_FACILITY_IN_USE: "STRUTTURA IN USO" STR_CANNOT_DISMANTLE_FACILITY: "IMPOSSIBILE SMANTELLARE STRUTTURA!{SMALLLINE}Tutte le strutture della base devono essere collegate all'ascensore di accesso." STR_TRANSFER_ITEMS_TO: "Trasferire Oggetti a {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "CELLA DI CONTENIMENTO ALIENA NON PRESENTE!{SMALLLINE}Gli alieni vivi hanno bisogno di una cella di contenimento per sopravvivere." STR_AMOUNT_AT_DESTINATION: "NUMERO A{NEWLINE}DESTINAZIONE" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "L'alieno muore per mancanza di strutture di contenimento." STR_NO_FREE_ACCOMODATION_CREW: "ALLOGGIAMENTI NON DISPONIBILI!{SMALLLINE}La base di destinazione non ha spazio sufficiente nei quartieri abitativi per l'equipaggio assegnato al veicolo." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "SPAZIO NEL MAGAZZINO INSUFFICIENTE!{SMALLLINE}La base di destinazione non ha abbastanza spazio per l'equipaggiamento assegnato al veicolo." STR_ITEMS_ARRIVING: "Oggetti in Arrivo" STR_DESTINATION_UC: "DESTINAZIONE" STR_PISTOL: "Pistola" STR_PISTOL_CLIP: "Car. Pistola" STR_RIFLE: "Fucile" STR_RIFLE_CLIP: "Car. Fucile" STR_HEAVY_CANNON: "Cannone Pesante" STR_HC_AP_AMMO: "Colpi HC-AP" STR_HC_HE_AMMO: "Colpi HC-HE" STR_HC_I_AMMO: "Colpi HC-I" STR_AUTO_CANNON: "Auto-Cannone" STR_AC_AP_AMMO: "Colpi AC-AP" STR_AC_HE_AMMO: "Colpi AC-HE" STR_AC_I_AMMO: "Colpi AC-I" STR_ROCKET_LAUNCHER: "Lanciarazzi" STR_SMALL_ROCKET: "Razzo Piccolo" STR_LARGE_ROCKET: "Razzo Grande" STR_INCENDIARY_ROCKET: "Razzo Incendiario" STR_GRENADE: "Granata" STR_SMOKE_GRENADE: "Granata Fumogena" STR_PROXIMITY_GRENADE: "Granata di Prossimità" STR_HIGH_EXPLOSIVE: "Super-Esplosivo" STR_STUN_ROD: "Storditore" STR_HEAVY_PLASMA: "Plasma Pesante" STR_HEAVY_PLASMA_CLIP: "Car. Plasma Pesante" STR_PLASMA_RIFLE: "Fucile Plasma" STR_PLASMA_RIFLE_CLIP: "Car. Fucile Plasma" STR_PLASMA_PISTOL: "Pistola Plasma" STR_PLASMA_PISTOL_CLIP: "Car. Pistola Plasma" STR_BLASTER_LAUNCHER: "Lanciatore Blaster" STR_BLASTER_BOMB: "Bomba Blaster" STR_SMALL_LAUNCHER: "Lanciatore Stordente" STR_STUN_BOMB: "Bomba Stordente" STR_ALIEN_GRENADE: "Granata Aliena" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Sonda Mentale" STR_SECTOID_CORPSE: "Cadavere Sectoide" STR_SNAKEMAN_CORPSE: "Cadavere Uomo-Serpente" STR_ETHEREAL_CORPSE: "Cadavere Etereo" STR_MUTON_CORPSE: "Cadavere Muton" STR_FLOATER_CORPSE: "Cadavere Fluttuante" STR_CELATID_CORPSE: "Cadavere Celatide" STR_SILACOID_CORPSE: "Cadavere Silacoide" STR_CHRYSSALID_CORPSE: "Cadavere Crisalide" STR_REAPER_CORPSE: "Cadavere Mietitore" STR_SECTOPOD_CORPSE: "Cadavere Sectopode" STR_CYBERDISC_CORPSE: "Cadavere Cyberdisco" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Munizioni insufficenti per armare TANK{SMALLLINE}Ogni TANK richiede {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Insufficienti armamenti per equipaggiare la squadra intera" STR_MARS_CYDONIA_LANDING: "Marte: Approdo a Cydonia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Il tuo veicolo Avenger è atterrato a Cydonia, sulla superficie di Marte. Le nostre informazioni dicono che una delle piramidi contiene un ascensore che accede ad un complesso sotterraneo. Dopo aver raccolto tutti i tuoi soldati nell'area dell'ascensore, fai clic sull'icona indicata con \"Interrompi la missione\" per continuare con la fase seguente." STR_MARS_THE_FINAL_ASSAULT: "Marte: l'Assalto Finale" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "L'ascensore della piramide porta i tuoi stanchi soldati nelle viscere del pianeta, dove trovano un labirinto di tunnel e celle. Il cervello alieno si trova nascosto in qualche punto del labirinto. Se si vuole che la Terra non venga ridotta in stato di schiavitù, bisogna che questo cervello venga distrutto.{NEWLINE}{NEWLINE}Buona fortuna!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Occorre ricercare prima {NEWLINE}{0}{NEWLINE}per poter produrre{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Gli alieni hanno distrutto la base indifesa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Alcuni agenti X-Com hanno localizzato una base aliena a {0}" STR_STANDOFF: "STATO DI ATTESA" STR_CAUTIOUS_ATTACK: "ATTACCO CAUTO" STR_STANDARD_ATTACK: "ATTACCO STANDARD" STR_AGGRESSIVE_ATTACK: "ATTACCO AGGRESSIVO" STR_DISENGAGING: "SGANCIAMENTO" STR_UFO_HIT: "UFO COLPITO!" STR_UFO_CRASH_LANDS: "UFO PRECIPITATO A TERRA!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Riduci a Stato di Attesa" STR_UFO_RETURN_FIRE: "UFO RISPONDE AL FUOCO!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR DANNEGGIATO <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DISTRUTTO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO SUPERA INTERCEPTOR!" STR_ALIENS_TERRORISE: "GLI ALIENI SPARGONO TERRORE!" STR_LONG_RANGE_DETECTION: "Rilevazione a Lungo Raggio" STR_STORES_UC: "SCORTE" STR_DIFFICULTY_LEVEL: "Livello Difficoltà" STR_INTERCEPT: "INTERCETTA" STR_BASES: "BASI" STR_GRAPHS: "GRAFICI" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPZIONI" STR_FUNDING_UC: "FINANZIAMENTI" STR_5_SECONDS: "5 sec" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 ora" STR_1_DAY: "1 g." STR_XCOM_PERFORMANCE_ROSTER: "Valutazione Roster X-Com" STR_ENTER_NAME: "Inserisci Nome" STR_PERFORMANCE_RATING: "Valutazione Prestazione" STR_VICTORY_DATE: "Data Vittoria" STR_ELECTRO_FLARE: "Elettro-bagliore" STR_ELECTRO_FLARE_UFOPEDIA: "Questo congegno compatto, al momento del lancio, produce un bagliore accecante, che illumina le unità nemiche tutt'attorno durante le missioni notturne." STR_MONTHLY_COSTS: "Costi Mensili" STR_CRAFT_RENTAL: "Costo Noleggio" STR_SALARIES: "Stipendi" STR_BASE_MAINTENANCE: "Manutenzione Base" STR_COST_PER_UNIT: "Costo per unità" STR_QUANTITY: "Quantità" STR_TOTAL: "Totale" STR_IN_PSIONIC_TRAINING: "In Addestramento Psionico" STR_BLASTER_BOMB_UFOPEDIA: "Questo congegno è una bomba ad alto potenziale esplosivo che viene comandata da un sistema intelligente. È lanciato da un lancia-bombe apposito." STR_FRONT_ARMOR: "Armatura Frontale" STR_LEFT_ARMOR: "Armatura Sinistra" STR_RIGHT_ARMOR: "Armatura Destra" STR_REAR_ARMOR: "Armatura Posteriore" STR_UNDER_ARMOR: "Armatura Inferiore" STR_ROUNDS: "Colpi" STR_UNIT: "UNITA'> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "VOLONTA'" STR_ARMOR_: "ARMATURA> {0}" STR_FRONT_ARMOR_UC: "ARMATURA FRONTALE" STR_LEFT_ARMOR_UC: "ARMATURA SINISTRA" STR_RIGHT_ARMOR_UC: "ARMATURA DESTRA" STR_REAR_ARMOR_UC: "ARMATURA POSTERIORE" STR_SKILLS: "ABILITA'> {0}" STR_LEVEL: "LIVELLO> {0}" STR_HEAD: "TESTA" STR_TORSO: "TORSO" STR_RIGHT_ARM: "BRACCIO DX" STR_LEFT_ARM: "BRACCIO SX" STR_RIGHT_LEG: "GAMBA DX" STR_LEFT_LEG: "GAMBA SX" STR_PAIN_KILLER: "ANTIDOLORIFICO" STR_STIMULANT: "STIMOLANTE" STR_HEAL: "CURA" STR_TIME_UNITS_SHORT: "UdT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reazione>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "A.PSI>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "F.PSI>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefatto Alieno" STR_AMMO_ROUNDS_LEFT: "MUNIZ.:{NEWLINE}COLPI{NEWLINE}DISP.={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Antidolorifico>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Cura>{ALT}{2}" STR_THROW: "Lancia" STR_AUTO_SHOT: "Colpo Automatico" STR_SNAP_SHOT: "Colpo Rapido" STR_AIMED_SHOT: "Colpo Mirato" STR_STUN: "Stordisci" STR_PRIME_GRENADE: "Innesca Granata" STR_USE_SCANNER: "Usa Scanner" STR_USE_MEDI_KIT: "Usa Medi-Kit" STR_LAUNCH_MISSILE: "Lancia Missile" STR_ACCURACY_SHORT: "Mira>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unità di Tempo Insufficienti!" STR_NOT_ENOUGH_ENERGY: "Energia Insufficiente!" STR_NO_ROUNDS_LEFT: "Non ci sono più colpi!" STR_NO_AMMUNITION_LOADED: "Munizioni non caricate!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munizioni non adatte all'arma!" STR_WEAPON_IS_ALREADY_LOADED: "Arma già carica!" STR_NO_LINE_OF_FIRE: "Non c'è linea di fuoco!" STR_GRENADE_IS_ACTIVATED: "Granata attivata!" STR_GRENADE_IS_DEACTIVATED: "Granata Disattivata!" STR_THERE_IS_NO_ONE_THERE: "Qui non c'è nessuno!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossibile usare oggetti alieni senza ricerca!" STR_OUT_OF_RANGE: "Fuori tiro!" STR_UNABLE_TO_THROW_HERE: "Non è possibile lanciare qui!" STR_SET_TIMER: "Regola Timer" STR_HIDDEN_MOVEMENT: "MOVIMENTO NASCOSTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LATO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Premi un tasto per continuare" STR_MIND_CONTROL: "Controllo Mentale" STR_PANIC_UNIT: "Unità di Panico" STR_MORALE_ATTACK_SUCCESSFUL: "Attacco Mentale Riuscito" STR_MIND_CONTROL_SUCCESSFUL: "Controllo Mentale riuscito" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}è andato in Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}è andata in Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}è andato in Panico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}è andato in Panico" STR_XCOM: "X-Com" STR_ALIENS: "Alieni" STR_RIGHT_HAND: "MANO DX" STR_LEFT_HAND: "MANO SX" STR_RIGHT_SHOULDER: "SPALLA DX" STR_LEFT_SHOULDER: "SPALLA SX" STR_BACK_PACK: "ZAINO" STR_BELT: "CINTA" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}è sotto Controllo Alieno" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}è sotto Controllo Alieno" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ha perso i sensi" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ha perso i sensi" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}è deceduto per una ferita fatale" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}è deceduto per una ferita fatale" STR_USE_MIND_PROBE: "Usa Sonda Mentale" STR_FATAL_WOUNDS: "FERITE MORTALI" STR_UNDER_ARMOR_UC: "ARMATURA INFERIORE" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "UdT riservate per Colpo Rapido" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "UdT riservate per Colpo Automatico" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "UdT riservate per Colpo Mirato" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unità di Tempo riservate per l'inginocchiamento" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UdT riservati per Inginocchiarsi e Sparare" STR_UNITS_IN_CRAFT: one: "{N} unità nel velivolo X-Com" many: "{N} unità nel velivolo X-Com" other: "{N} Unità nel velivolo X-Com" STR_UNITS_OUTSIDE: one: "{N} unità rimasta fuori" many: "{N} unità rimaste fuori" other: "{N} Unità rimaste fuori" STR_UNITS_IN_ENTRANCE: one: "{N} unità nell'entrata" many: "{N} unità nell'entrata" other: "{N} Unità nell'entrata" STR_UNITS_IN_EXIT: one: "{N} unità nell'uscita obiettivo" many: "{N} unità nell'uscita obiettivo" other: "{N} Unità nell'uscita obiettivo" STR_ABORT_MISSION_QUESTION: "Interrompi Missione?" STR_CORPSE: "Cadavere" STR_UNLOAD_CRAFT: "Scarica" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}è stato ucciso" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}è stato ucciso" STR_HIT_MELEE: "Colpito" STR_GROUND: "A TERRA" STR_LIVING_QUARTERS_PLURAL: "Alloggi" STR_LIST_ITEM: "OGGETTO" STR_PERSONAL_ARMOR_UFOPEDIA: "Costruita con i metalli alieni recentemente scoperti, questa nuova armatura da ai tuoi uomini chance di sopravvivenza maggiori contro la minaccia aliena." STR_POWER_SUIT_UFOPEDIA: "Una nuova e potente protezione per i soldati, questa armatura è alimentata da una sorgente energetica di Elerium che amplifica significativamente la velocità e la forza di chi la indossa. Offre la migliore protezione per le truppe in combattimento." STR_FLYING_SUIT_UFOPEDIA: "Una versione migliorata della tuta potenziata, che incorpora tecnologia aliena di navigazione anti-gravitazionale, permettendo piena libertà di movimento sul campo di battaglia." STR_ALL_ALIENS_KILLED_IN_CRASH: "Non ci sono alieni sopravvissuti all'impatto,{NEWLINE}Recupero automatico avviato" STR_RESET: "Reset" STR_MEMORIAL: "Memoriale" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "SOLDATI ARRUOLATI>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDATI CADUTI>{ALT}{0}" MAP_CULTA: "Fattoria" MAP_FOREST: "Foresta" MAP_JUNGLE: "Giungla" MAP_MOUNT: "Montagna" MAP_DESERT: "Deserto" MAP_POLAR: "Polare" MAP_URBAN: "Città" MAP_UBASE: "Base Aliena" MAP_XBASE: "Base X-COM" MAP_MARS: "Marte" STR_MIXED: "Misto" STR_REMOVE_SELECTED: "Rimuovi Selezionati" STR_LIVE_ALIENS: "Alieni Vivi" STR_DEAD_ALIENS: "Elementi{NEWLINE}Rifiutati" STR_UNDER_INTERROGATION: "Già{NEWLINE}Studiati" STR_CONTAINMENT_EXCEEDED: "LIMITE DI CONTENIMENTO ALIENI SUPERATO!{SMALLLINE}Spazio di contenimento insufficiente a {0}. Necessaria rimozione degli alieni in eccesso (questi ultimi moriranno)." STR_MANAGE_CONTAINMENT: "Gestisci Contenimento Alieni" STR_STORAGE_EXCEEDED: "CAPACITA' DI MAGAZZINO SUPERATA!{SMALLLINE}Capacità di magazzino insufficiente a {0}. Devi vendere gli oggetti in eccesso." STR_GO_TO_BASE: "Vai alla Base" STR_MELEE_ACCURACY: "MELEE" STR_SELL_PRODUCTION: "VENDI" STR_BOTH_HANDS_MUST_BE_EMPTY: "Entrambe le mani devono essere vuote!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Oggetti insufficienti per copiare il modello!" STR_UNLOAD_WEAPON: "Scarica arma" STR_ALL_ITEMS: "Tutti gli Oggetti" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NON È CONSENTITO ULTERIORE EQUIPAGGIAMENTO A BORDO!{SMALLLINE}Ti è consentito portare al massimo {N} oggetto di equipaggiamento su questo veicolo." many: "NON È CONSENTITO ULTERIORE EQUIPAGGIAMENTO A BORDO!{SMALLLINE}Ti è consentito portare al massimo {N} oggetti di equipaggiamento su questo veicolo." other: "NON È CONSENTITO ULTERIORE EQUIPAGGIAMENTO A BORDO!{SMALLLINE}Ti è consentito portare al massimo {N} oggetti di equipaggiamento su questo veicolo." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DI CONTROLLO DISTRUTTO{SMALLLINE}Trova la strada per l'entrata e abbbandona." STR_XCOM_BASE_CANNOT_BE_BUILT: "Le strutture X-Com non possono essere costruite sott'acqua " STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personale" STR_CRAFT_ARMAMENT: "Velivoli e Armamenti" STR_COMPONENTS: "Componenti" STR_SOLDIERS_RECRUITED: "Soldati arruolati" STR_SOLDIERS_LOST: "Soldati caduti" STR_TOTAL_UFOS: "UFO rilevati" STR_TOTAL_ALIEN_BASES: "Basi aliene scovate" STR_PSIONIC_STRENGTH_ABBREVIATION: "FPS" STR_PSIONIC_SKILL_ABBREVIATION: "APS" FEMALE_CIVILIAN: "Civile, Femmina" MALE_CIVILIAN: "Civile, Maschio" CYBERDISC_WEAPON: "Arma Cyberdisco" REAPER_WEAPON: "Arma Mietitore" CHRYSSALID_WEAPON: "Arma Crisalide" CELATID_WEAPON: "Arma Celatide" SILACOID_WEAPON: "Arma Silacoide" SECTOPOD_WEAPON: "Arma Sectopode" ZOMBIE_WEAPON: "Arma Zombie" ALIEN_PSI_WEAPON: "Arma Psionica Aliena" ================================================ FILE: bin/standard/xcom1/Language/ja.yml ================================================ ja: STR_AVENGER_UFOPEDIA: "戦闘輸送艇。エイリアンのテクノロジーをフルに応用しており、いかなるUFOよりも高速に飛行することができる。さらに、宇宙飛行も可能。" STR_INTERCEPTOR_UFOPEDIA: "地球の最高技術を集めて製造された迎撃用戦闘機。パルス・デトネーション・エンジンを2基搭載しており、特殊シールドを施された人工頭脳は迎撃を自動で行う。" STR_LIGHTNING_UFOPEDIA: "円盤型の戦闘輸送艇。UFOに搭載されていた推進装置の複製品を主エンジンとして使用している。" STR_SKYRANGER_UFOPEDIA: "兵員輸送機。ジェット輸送機としては最も高速で飛行することが可能。またVTOL(垂直離着陸)性能も有する。" STR_FIRESTORM_UFOPEDIA: "戦闘艇。この一人乗りの戦闘艇はクラシックなエイリアンの円盤のデザインを模倣しており、推進装置もUFOに搭載されていた物の複製である。" STR_STINGRAY_UFOPEDIA: "空対空ミサイル。特殊シールドによって電子装置を保護している。" STR_AVALANCHE_UFOPEDIA: "核弾頭を装備する空対空ミサイル。破壊力は大きいが、非常に重い。" STR_CANNON_UFOPEDIA: "高性能カノン砲。この砲から発射される徹甲弾は16インチの鋼鉄を貫通する。" STR_FUSION_BALL_UFOPEDIA: "このランチャーは、球形のミサイルを反物質反応の力により発射する。ミサイルは重力波を発生して目標を破壊する。" STR_LASER_CANNON_UFOPEDIA: "この通常型レーザー砲は、反物質反応を利用している。" STR_PLASMA_BEAM_UFOPEDIA: "重力ビームは重力場の内方破壊を引き起こす。" STR_SECTOID_UFOPEDIA: "セクトイドのヒエラルキーは、下は兵士から上は強力なサイオニック能力を持つ指導者で構成されている。サイオニックパワーは、敵の士気をくじくことができるばかりか、精神をもコントロールすることができる。彼らはたわむれに人間の誘拐や、キャトル・ミューティレーションを行う。誘拐した人間は、人間社会に潜入させるクローン開発用や、遺伝材料を抽出することに用いられ、家畜は栄養素と遺伝素材の摂取のために用いられる。この種族は、彼らのハチの様な社会の能率を高めるために、優れたハイブリッド種を開発したいという欲望をもっているようだ。" STR_SECTOID_AUTOPSY: "セクトイドの解剖" STR_SECTOID_AUTOPSY_UFOPEDIA: "解剖により、この種の消化器官は退化しており、その構造も単純であることが判明した。脳と目は非常に発達している。その構造から推測すると、遺伝的な改造か突然変異かと思われる。小さな口と鼻はほとんど機能していないようだが指の間の水かきや偏平足から、この種の起源は水生であると考えられる。この種には生殖器官がないので、どの様に生殖するかについては不明だが、この事からも、この種が遺伝子操作により作られた種であると推測される。" STR_SNAKEMAN_UFOPEDIA: "この種族は非常に厳しい環境で進化した。彼らは非常にタフで、極端な気温の変化にも耐えることができる。彼らの動作は、生体器官の全てを守るヘビの様な巨大な足にたよっている。彼らの目的は、ただ単に略奪することであり、軍事的な命令は他の種族により行われている様である。" STR_SNAKEMAN_AUTOPSY: "スネークマンの解剖" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "その皮膚は大変固く耐熱性がある。心臓血管系は、水圧原理を使用する筋肉系の一部である。つまり機械にたとえれば、心臓が油圧ポンプで筋肉が油圧シリンダの働きをしている。この生物の唯一の真の筋肉は心臓である。生殖系は非常に能率的で無性生殖であり、各個体が体中に常に50個の卵を宿している。放置しておくと、この種は地球の生物にとってひどい脅威となるであろう。 " STR_ETHEREAL_UFOPEDIA: "この生き物には恐ろしい精神力があって、テレパシーによる意志伝達やテレキネシス能力をもつ。弱々しく見えるこの生き物の肉体は、強力な精神力で支えられている。我々が認識している物理の法則に反しているので、テレキネシスがどの様に作用しているのか見当もつかない。どんな戦闘状況でも彼らは非常に危険な存在である。なぜなら見えない場所から強力な精神攻撃を行ってくるからである。彼らは目標達成の為の実務を他の種族に任せているようで、地球上にはほとんど現れない。" STR_ETHEREAL_AUTOPSY: "エセリアルの解剖" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "この生き物は肉体的な退化が進んでおり、生体機能を維持することは困難に見える。筋肉はほとんどなく内器官は発育不全のようで、感覚器官も目を含めて、全く機能していないと思われる。しかし、脳はよく発達しており、体の大部分の血液はここで消費される。外部からのサポートなしでこの生き物がどのように生命を維持しているのかは謎である。" STR_MUTON_UFOPEDIA: "人間に類似したこの生物は、強じんな肉体を持ち知能も高い。彼らは生の肉ならばどんなものでも食べ尽くす異様な食欲があるが、地球に住む食肉動物のように、これは彼らにとっても生命を維持する為に必要な事である。この種は‘エセリアル’として知られる種族から送られるテレパシー命令に依存している様で、テレパシーのつながりが切れると彼らの精神システムは破壊され、やがて死んでしまう。彼ら全員に戦闘能力を高めるためのサイバーインプラントが埋め込まれており、指導者の下で動く下級兵士であることは明白である。" STR_MUTON_AUTOPSY: "ミュートンの解剖" STR_MUTON_AUTOPSY_UFOPEDIA: "この生き物の皮膚は有機的に合成された後に、体に移植された防護装甲である。心臓血管系や感覚器官の能力を強化するために、様々な人工臓器が移植されているが、生殖器官は手術で取り除かれているようだ。これらの不運な生き物は、明らかに闘争と征服のみの一生を送ることを運命づけられている。装甲を貫くだけの弾丸は、彼らの強化された皮膚には何の効力もない。" STR_CELATID_UFOPEDIA: "この生物は空中を浮遊するという不思議な能力を持つ。人間の脳波を探知することができるようで、うまく隠れていても人間に向かって動く。一度目標を発見すると、セラチドは地面に降りて腐食性の毒液の滴を射出する。この生き物は非常な速度で増殖する能力がある。また、なぜかミュートン族と行動を共にすることが多い。" STR_CELATID_AUTOPSY: "セラチドの解剖" STR_CELATID_AUTOPSY_UFOPEDIA: "体の中心部には小さなバイオ・メカ装置があるが、この装置は自然に進化した反重力推進システムのようである。毒の袋は一番大きな器官で、独立した脳はない。また、消化系や生殖系も識別できない。別の小さな器官には新しい個体を急速に成長させる芽がある。" STR_SILACOID_UFOPEDIA: "このシリコンを主体とする生物は、大量の熱を発生する。その熱には岩を砕くほどの力があり、その熱い芯で砕いた岩を栄養として摂取する。知能はあまり発達しておらず、体内に移植されたコントロール装置またはテレパシーによってコントロールされる。この種はミュートンと一緒に行動する。" STR_SILACOID_AUTOPSY: "シラコイドの解剖" STR_SILACOID_AUTOPSY_UFOPEDIA: "この生き物の芯は非常に熱く、消化系の基盤になっている。また、そのユニークな筋肉系はすごい力とスピードをもっている。その岩のような皮膚は、火炎や焼夷弾などの弾薬では損なわれない。 " STR_CHRYSSALID_UFOPEDIA: "カニに似たこの生き物の爪は、白兵戦では強力な武器となる。この生物の高い代謝能力と筋力の強さは、戦闘時のスピードと器用さにつながる。また、人間を殺さずに卵をを植え付け、さらにゾンビに変えてしまう毒を注入する。植え付けられた卵は、ゾンビ化した犠牲者の体内でふ化すると体を破裂させて別の個体として出現する。クリサリドは、スネークマンと行動を共にする。 " STR_CHRYSSALID_AUTOPSY: "クリサリドの解剖" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "この生物の外骨格は非常に固いが、意外にも爆発性の弾薬にはもろい。脳は大変発達しており、脳細胞の成長速度も速い。この生物は他の生体内に産み付ける卵を20個もっている。この生物は宇宙人の非常に効果的なテロ兵器である。" STR_FLOATER_UFOPEDIA: "フローターは主として兵士やテロリストの役割を持つ。彼らは生まれつきの野獣であり、さらに恐るべき戦士に仕立てるために遺伝工学的に工夫され、人工頭脳などの移植で強化されている。下半身と内蔵の大部分は手術で取り除かれ、代わりに生命維持装置が取り付けられている。この装置には反重力機関も搭載されていて、そのお陰で体を空中に浮かせられる。" STR_FLOATER_AUTOPSY: "フローターの解剖" STR_FLOATER_AUTOPSY_UFOPEDIA: "この生き物は手術で徹底的に変えられている。体の中心にある機械は生命維持装置で、心臓や肺や消化器などのすべての機能を代替している。この装置のおかげで、非常に厳しい環境下でも生存できる。脳は我々の脳より小さいが感覚器官はよく発達している。 " STR_REAPER_UFOPEDIA: "この2足食肉動物のあごは強力で、食欲も旺盛である。この生物には、その活動をコントロールしている装置が数種類移植されている。この生物の原始的な食肉本能は、恐怖を与える事と破壊活動以外にはほとんど役に立たない。リーパーは一般にフローターと行動を共にする。" STR_REAPER_AUTOPSY: "リーパーの解剖" STR_REAPER_AUTOPSY_UFOPEDIA: "リーパーは‘脳’と‘心臓’を2つずつ持ち、重傷を受けても活動することができる。しかし、毛皮でおおわれた皮膚は非常に燃えやすいので、焼夷弾などの武器には弱い。 " STR_SECTOPOD_UFOPEDIA: "セクトポッドは強力なプラズマ光線兵器を内蔵するロボットである。この機械獣を‘エセリアル’がテレパシーでコントロールしている。セクトポッドは宇宙人が所有する最も強力な脅威の武器である。" STR_SECTOPOD_AUTOPSY: "セクトポッドの解剖" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "このロボットは対弾性の高い、とりわけプラズマ兵器に対する防御力にすぐれた強化装甲により保護されている。しかし、センサー回路部だけは、レーザー兵器などの攻撃に弱いようである。" STR_CYBERDISC_UFOPEDIA: "この小型の円盤はプラズマ兵器を搭載した恐るべき自動兵器である。反重力推進装置を備え、起伏の大きい地形での移動にも非常に適している。テロと破壊を目的としており、セクトイドの指示で行動する。" STR_CYBERDISC_AUTOPSY: "サイバーディスクの解剖" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "このサイバーディスクは強固な装甲を持ち、特に爆発性の弾薬による攻撃に対する防御力は優秀である。ただし、この標本は損傷が酷いため、反重力装置の機能を理解するのは困難である。" STR_UFO_POWER_SOURCE_UFOPEDIA: "エイリアンの宇宙船のパワー源は反物質リアクターで、これはエレリウム(元素115)を用いて強力な重力波および他の形態のエネルギーを生成する。物質からエネルギーへの転換率は99%という驚くべき効率で行われるために、少量のエレリウムで莫大な量のパワーを生み出すことができる。このユニットは宇宙人の合金を用いれば簡単に複製できる。" STR_UFO_NAVIGATION_UFOPEDIA: "エイリアンの宇宙船は精巧なコンピュータを用いて、大気圏内および宇宙空間を航行する。そのシステムは光処理装置を基とし、複雑怪奇なネットワークを構築している。制御インターフェースは比較的単純である。ナビゲータはパワー源で生成された重力波を制御して、宇宙船をあらゆる方向へ移動させることができる。このシステムは人間にも簡単に使用でき、さらにエイリアンの合金や他の構成要素を用いれば、複製することも可能だ。" STR_UFO_CONSTRUCTION_UFOPEDIA: "エイリアンの宇宙船は、パワー源、航法システム、特殊合金製の艇体の、3つの主な構成部品でできている。特に艇体は重力波を制御できるように設計されている。さらにパワー源への燃料供給には、少量のエレリウムが必要である。構造上の原則が理解でき、各構成部分の機能が明らかになれば、この種の宇宙船を建造することも可能となるであろう。" STR_ALIEN_FOOD_UFOPEDIA: "これらの部屋にはさまざまな酵素が含まれており、その酵素で牛やその他の動物、さらに人間さえも消化してしまう。そしてそれらを液状化して消化促進食品のように、おそらく直接血液へと注入される。このことから、食物は地球上で調達しているということが分かる。" STR_ALIEN_REPRODUCTION_UFOPEDIA: "この部屋にはエイリアンの胎児が置かれている。コンテナのデザインから考えて、この過程を用いるエイリアンは実験室での繁殖活動に完全に依存していると思われる。豊富な栄養素を与えられて、胎児は確実に急成長を遂げている。この生産ラインシステムにより短期間に何千体ものクローンを生成することもできる。この過程は人間や、エイリアンと人間との混血種の繁殖にも簡単に流用できる。" STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "これらの球形の物体はエイリアンに娯楽を提供する機能を持っていると思われる。サイオニック回路が脳の中枢を刺激して、幻覚剤に似た効果をもたらす。エイリアンが文化的、娯楽的活動を行う存在であるということを証明する証拠は、おそらくこれだけである。" STR_ALIEN_SURGERY_UFOPEDIA: "この手術設備に備えられているレーザーカッターで、牛やその他の動物の体から、さまざまな臓器類を切り取る。キャトルミューティレーションがあちこちで行われているが、これらエイリアンの奇妙な活動も、このような設備の存在によって説明できるだろう。おそらく、切断された体は、栄養補給や遺伝操作の実験などの目的に利用されていると思われる。" STR_EXAMINATION_ROOM_UFOPEDIA: "これまでに何千人もの人々がエイリアンに誘拐されたことがあると証言しており、その中には、何度も誘拐されたと主張する者もいる。しかし、事実はそれ以上に恐ろしい。人間を誘拐し、調査し、監視するのである。最高の標本と判断されればその遺伝材料を抽出する。女性であれば、人間とエイリアンのハイブリッド胎児を移植し、数カ月後に成長した胎児を回収する。エイリアンがどんな邪悪な目的を持っているかを誰が知ろうか?" STR_ALIEN_ALLOYS_UFOPEDIA: "エイリアンの宇宙船は、特殊な性質を備えた合金で作られている。この合金は極めて軽く耐久性があり、電磁気学的方法により鋳造することができる。この金属は複製可能で、様々な製造過程で用いることができる。" STR_ELERIUM_115_UFOPEDIA: "この元素はある特定の粒子の状態で衝撃を与えると、莫大な反物質パワーを発生するという変わった特性を備えている。これにより、重力波および他の形態のエネルギーが創り出される。我々の太陽系には存在しない物質であり、複製することは不可能である。" STR_ALIEN_ORIGINS_UFOPEDIA: "我々が地上で負け戦を戦っているということは明らかである。エイリアンの部隊は数の上でも我々を圧倒している。我々にできることはせいぜいその侵攻のスピードを遅らせることだけかもしれない。しかし、エイリアンの存在の源を攻撃すれば人類にも希望が持てるであろう。{NEWLINE}{NEWLINE}我々の研究機関は太陽系内のどこかに作戦基地が存在すると考えている。我々はできる限り早くこの場所を突き止めなければならない。その為にはまずエイリアンのリーダーを捕らえて取り調べを行い、より詳しい情報を得る必要がある。{NEWLINE}{NEWLINE}大型のUFOにはリーダーが最低一人は乗り込んでいるはずである。" STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "現時点の我々の調査の結果、エイリアンの基地が火星に存在する事を確認した。基地は巧妙に隠され、あらゆる兵器の製造およびクローン用の設備を備えており、次々と地上に潜入者を送り込んでいる。そこにはまた、全作戦をコントロールするコンピュータが存在しているようだ。蜂の様な階層社会を形成するエイリアンには、一種の女王蜂が存在するらしい。この社会構造こそエイリアンの根本的な弱点である。この‘脳’が除去されてしまえば、'肉体'は直ちに滅びてしまうであろう。{NEWLINE}{NEWLINE}手遅れになる前に、我々は研究のペースアップを計らねばならない。そのためにも最高ランクのエイリアンの司令官を捕らえなければならない。{NEWLINE}{NEWLINE}司令官は戦艦及び宇宙人基地にのみ存在する。" STR_CYDONIA_OR_BUST_UFOPEDIA: "エイリアンの部隊はサイドニアの地下基地からコントロールされていることが、様々な研究の結果から判明した。サイドニアは火星でも珍しい地域で、5角錐のピラミッドと、人間の顔のような巨大な建造物が特徴である。{NEWLINE}{NEWLINE}火星には何百万年もの昔にサイドニアに文明が発展していたのだが、なぜ、それが滅びてしまったのか、またそこで行われていたエイリアンの活動とどのような関係があるのかは、現在でも明らかではない。しかし、どのような説明がなされるにしても、サイドニアに襲撃隊を送る必要がある。{NEWLINE}{NEWLINE}エイリアンを倒すためには、全てを支配している‘脳’を破壊しなければならない。最大の攻撃力を備えているアベンジャーを、我々の戦力に加える必要がある。もはや学べることは、全て学んだ。我々の待つべき物は、サイドニア襲撃の結果のみである。" STR_CENTER_ON_SITE_TIME_5_SECONDS: "現場を中央に表示 - 時間=5秒" STR_CANCEL_UC: "取消" STR_NONE: "なし" STR_UNKNOWN: "0%" STR_POOR: "25%" STR_AVERAGE: "50%" STR_GOOD: "75%" STR_EXCELLENT: "95%" STR_BUILD_NEW_BASE_UC: "新基地を建設する" STR_BASE_INFORMATION: "基地情報" STR_EQUIP_CRAFT: "格納庫へ行く" STR_BUILD_FACILITIES: "施設を建設する" STR_RESEARCH: "研究する" STR_MANUFACTURE: "製造する" STR_TRANSFER_UC: "移動する" STR_PURCHASE_RECRUIT: "購入する/雇う" STR_SACK: "解雇する" STR_SELL_SACK_UC: "売る/解雇する" STR_GEOSCAPE_UC: "ジオスケープ" STR_NAME: "名前" STR_AREA: "エリア" STR_BUILD_NEW_BASE: "新基地を建設する" STR_CANCEL: "取消" STR_COST_UC: "建設費用>" STR_CONSTRUCTION_TIME_UC: "建設期間>" STR_DAY: other: "{N} 日" STR_HOUR: other: "{N} 時間" STR_MAINTENANCE_UC: "維持費>" STR_OK: "OK" STR_INSTALLATION: "軍事施設" STR_CURRENT_RESEARCH: "研究プロジェクト" STR_SCIENTISTS_AVAILABLE: "配属可能な科学者>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "配属済み科学者>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "研究室内の空きスペース>{ALT}{0}" STR_RESEARCH_PROJECT: "研究課題" STR_SCIENTISTS_ALLOCATED_UC: "科学者" STR_PROGRESS: "経過" STR_NEW_PROJECT: "研究課題の選択" STR_CANCEL_PROJECT: "プロジェクトを取り消す" STR_NEW_RESEARCH_PROJECTS: "研究課題" STR_SCIENTISTS_AVAILABLE_UC: "配属可能な科学者>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "実験室内の有効スペース>{ALT}{0}" STR_INCREASE: "増加" STR_DECREASE: "減少" STR_START_PROJECT: "この課題の研究開始" STR_CURRENT_PRODUCTION: "現在の生産" STR_ENGINEERS_AVAILABLE: "配属可能な技術者>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "配属済み技術者>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "工作室内の有効スペース>{ALT}{0}" STR_CURRENT_FUNDS: "現在の資金>{ALT}{0}" STR_ITEM: "アイテム" STR_ENGINEERS__ALLOCATED: "技術者数" STR_UNITS_PRODUCED: "生産" STR_TOTAL_TO_PRODUCE: "生産数済/総" STR_COST__PER__UNIT: "生産単価" STR_DAYS_HOURS_LEFT: "残りの日/時" STR_NEW_PRODUCTION: "生産物の選択" STR_PRODUCTION_ITEMS: "生産アイテム" STR_CATEGORY: "カテゴリー" STR_START_PRODUCTION: "生産をスタートする" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} 1ユニットの作成に要するエンジニアの工数" STR_COST_PER_UNIT_: "ユニットごとの費用>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "必要な作業スペース>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "必要な特殊材料" STR_ITEM_REQUIRED: "必要なアイテム" STR_UNITS_REQUIRED: "必要なユニット" STR_UNITS_AVAILABLE: "使用可能なユニット" STR_STOP_PRODUCTION: "生産を中止する" STR_ENGINEERS_AVAILABLE_UC: "配属可能な技術者>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "作業場内の有効スペース>{ALT}{0}" STR_MONTHLY_PROFIT: "月間収入 >{ALT}{0}" STR_INCREASE_UC: "増加" STR_DECREASE_UC: "減少" STR_UNITS_TO_PRODUCE: "生産するユニット" STR_PURCHASE_HIRE_PERSONNEL: "購入する/雇う" STR_COST_OF_PURCHASES: "購入価格>{ALT}{0}" STR_COST_PER_UNIT_UC: "ユニットごとの費用" STR_QUANTITY_UC: "数量" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "待機:総数" STR_SOLDIERS: "戦闘員" STR_SCIENTISTS: "科学者" STR_ENGINEERS: "技術者" STR_SPACE_USED_SPACE_AVAILABLE: "使用済みスペース:有効スペース" STR_LIVING_QUARTERS: "居住区" STR_STORES: "倉 庫" STR_LABORATORIES: "研究室" STR_WORK_SHOPS: "工作室" STR_HANGARS: "格納庫" STR_SHORT_RANGE_DETECTION: "短距離探知" STR_DEFENSE_STRENGTH: "防衛力" STR_TRANSFERS_UC: "受領" STR_TRANSFERS: "移動" STR_ARRIVAL_TIME_HOURS: "到着時間(時間)" STR_COST_: "費用>{ALT}{0}" STR_AREA_: "エリア>{ALT}{0}" STR_BASE_NAME: "基地の名前は?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "アクセス・リフトの位置を選択する" STR_TRANSFER: "移動" STR_AMOUNT_TO_TRANSFER: "移動 総数" STR_SELECT_DESTINATION_BASE: "移動先を選択する" STR_COST: "費用" STR_VICTORY_1: "部屋に入ると、探し求めていた宇宙人の脳があった。 発砲しようとすると、ベースの画面を通して脳が語りかけてくる。脳は、自分が生き延びなければならない理由をまず聞いてから引き金を引くかどうかを決意してくれと懇願する..." STR_VICTORY_2: "脳が語り始める。'今人類が火星と呼んでいる惑星は何百万年も前には活発な星だった。地球と同様、我々の文明が不毛の惑星にそのような生命をもたらしたのだ。数百万年もの間、我々は地球を訪れては人類を遺伝子的に進化させてきた。人類に我々を倒すことはできない。人類は我々の一部なのだ..." STR_VICTORY_3: "ここが火星文明の中心である。このピラミッドは地上のピラミッドが建つ数百万年前に、人類の祖先である種族が築いた。どの惑星であろうと我々の手中にあるのだ。。。すぐに人類もこのパワーを手に入れることができる。我々はただ人類に協力を求めているだけである...'" STR_GAME_OVER_1: "宇宙人は全人類を全滅させ、都市を破壊し、空や海を汚染しようと試みる。地球軍の抵抗は、遥かに優れたテクノロジーの前では無益である。生き残った世代も宇宙人の大虐殺から逃れる際、恐ろしい目にあう。奴隷キャンプへ集められ、正体不明の帝国の一部となっている宇宙人の植民地へと地球を改造する為に使役される。" STR_GAME_OVER_2: "XComプロジェクトにより得た知識は永遠に失われてしまう。あなたは地球を救うことができなかった。" STR_VICTORY_4: "エイリアンの脳は高温のプラズマ・ビームにより遮断され、エイリアンの全戦力は打破される。" STR_VICTORY_5: "火星を失ったエイリアンは、じきに地球も失う事になる。XComの研究によって間もなく人類は繁栄を取り戻し、火星の所有権も主張するだろう。エイリアンの脅威は去った。しかし、いつまでこの状態が続くのかを知る者は誰もいない..." STR_YOU_HAVE_FAILED: "あなたは宇宙人の猛攻撃をくい止めるのに失敗した。資金を提供している国々は、テクノロジーや繁栄、平和を約束するという宇宙人との条約に一国、また一国と調印していく。しかし、宇宙人の真の計画はじきに明らかになる..." STR_TOTAL_UC: "合計" STR_INCOME: "収入" STR_EXPENDITURE: "支出" STR_MAINTENANCE: "維持" STR_BALANCE: "残高" STR_UFO_ACTIVITY_IN_AREAS: "エリア別のUFOの活動" STR_UFO_ACTIVITY_IN_COUNTRIES: "国別のUFOの活動" STR_XCOM_ACTIVITY_IN_AREAS: "エリア別のXComの活動" STR_XCOM_ACTIVITY_IN_COUNTRIES: "国別のXComの活動" STR_FINANCE: "財政" STR_DATE_FIRST: "{0}日" STR_DATE_SECOND: "{0}日" STR_DATE_THIRD: "{0}日" STR_DATE_FOURTH: "{0}日" STR_FINANCE_THOUSANDS: "1000ドル" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{0}{NEWLINE}の製造に必要な材料が{NEWLINE}{1}{NEWLINE}で不足しています。" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}で{NEWLINE}{0}{NEWLINE}の製造に必要な資金が足りません" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}で{NEWLINE}{0}{NEWLINE}の製造が完了しました" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}で{NEWLINE}{0}{NEWLINE}の工事が完了しました" STR_OK_5_SECONDS: "OK - 5秒" STR_RESEARCH_COMPLETED: "研究終了" STR_VIEW_REPORTS: "レポートを見る" STR_WE_CAN_NOW_RESEARCH: "現在研究可能です" STR_WE_CAN_NOW_PRODUCE: "現在生産可能です" STR_SUNDAY: "日曜日" STR_MONDAY: "月曜日" STR_TUESDAY: "火曜日" STR_WEDNESDAY: "水曜日" STR_THURSDAY: "木曜日" STR_FRIDAY: "金曜日" STR_SATURDAY: "土曜日" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{0}が {2}で{1}を補給するのは十分ではありません" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2}で{1}を備えるには{0}が足りません" STR_UFO_IS_NOT_RECOVERED: "UFOは未回収です" STR_UFO_IS_RECOVERED: "UFOを回収しました" STR_CRAFT_IS_LOST: "輸送機を失いました" STR_TERROR_CONTINUES: "テロ活動継続中" STR_ALIENS_DEFEATED: "エイリアンは打倒されました" STR_BASE_IS_LOST: "基地を失いました" STR_BASE_IS_SAVED: "基地は助かりました" STR_ALIEN_BASE_STILL_INTACT: "エイリアンの基地は依然無傷" STR_ALIEN_BASE_DESTROYED: "エイリアンの基地は破壊された" STR_ALIENS_KILLED: "XComに射殺された宇宙人" STR_ALIEN_CORPSES_RECOVERED: "回収された宇宙人の死体" STR_LIVE_ALIENS_RECOVERED: "XComが捕虜にした宇宙人" STR_ALIEN_ARTIFACTS_RECOVERED: "回収された宇宙人の製造品" STR_ALIEN_BASE_CONTROL_DESTROYED: "破壊した敵基地の制御装置" STR_CIVILIANS_KILLED_BY_ALIENS: "宇宙人に殺された民間人" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "XComに誤殺された民間人" STR_CIVILIANS_SAVED: "無事に救助された民間人" STR_XCOM_OPERATIVES_KILLED: "戦闘で死亡したXCom隊員" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "行方不明になったXCom隊員" STR_TANKS_DESTROYED: "破壊されたHWP(戦車)" STR_XCOM_CRAFT_LOST: "失われたXComの戦闘艇" STR_UFO_RECOVERY: "UFO回収" STR_ALIEN_BASE_RECOVERY: "エイリアン基地の回収" STR_BASE_UNDER_ATTACK: "{0}は攻撃を受けています!" STR_BASE_DEFENSES_INITIATED: "基地防衛戦開始" STR_GRAV_SHIELD_REPELS_UFO: "重力シールドでUFO撃退!" STR_FIRING: "攻撃中" STR_HIT: "迎撃成功!" STR_UFO_DESTROYED: "UFOを破壊しました!" STR_MISSED: "迎撃失敗!" STR_SELL_ITEMS_SACK_PERSONNEL: "アイテムを売る/人員を解雇する" STR_VALUE_OF_SALES: "販売価格> {ALT}{0}" STR_FUNDS: "資金> {ALT}{0}" STR_SELL_SACK: "売る/解雇する" STR_VALUE: "価格" STR_CRAFT_: "搭乗機> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "不時着UFO回収" STR_UFO_CRASH_RECOVERY_BRIEFING: "UFOの内部またはその周囲にエイリアンの生存者が存在する可能性があるので、充分注意せよ。敵の全ユニットを倒すかまたは無力化した後、UFOの残骸や兵器死体の回収を行うことができる。任務を中断する場合は全ての隊員を輸送機に戻した後'任務中断'を実行せよ。" STR_UFO_GROUND_ASSAULT: "UFO地上襲撃戦" STR_UFO_GROUND_ASSAULT_BRIEFING: "着陸地点を捜索し、可能ならばUFO内部に侵入せよ。敵の全ユニットを倒すか、または無力化すると任務は達成される。その後、UFOや兵器、エイリアンの死体の回収を行うことができる。任務を中断する場合は全ての隊員を輸送機に戻した後'任務中断'を実行せよ。" STR_BASE_DEFENSE: "基地防衛" STR_BASE_UC_: "基地> {0}" STR_BASE_DEFENSE_BRIEFING: "エイリアンの強襲艇が付近に着陸し、我々の基地は深刻な危険に晒されている。規定によって非戦闘員と航空機は退避済である。エイリアンはハンガーの扉やアクセスリフトから侵入を試みるはずだ。基地の防衛は最重要任務であり、基地の存続を賭けた戦いである。'任務中断'を実行した場合は敗北を認めることになり、基地を失う。" STR_ALIEN_BASE_ASSAULT: "エイリアン基地襲撃戦" STR_ALIEN_BASE_ASSAULT_BRIEFING: "XComはエイリアンの基地へ侵入した。コントロール・センターを破壊して基地の機能を完全に停止させるのが、任務の目標である。任務は全ての敵を倒すか、または'任務中断'を選択すると終了する。やむを得ず撤退する場合には、全隊員が脱出エリアにいることを確認せよ。" STR_CYDONIA_BRIEFING: "襲撃部隊はついにサイドニアに到着した。火星スフィンクスの近くにある巨大地下基地に侵入して、エイリアンの全活動をコントロールするブレインを破壊せよ。人類の運命はこの作戦に委ねられている。諸君の健闘を祈る。" STR_TERROR_MISSION: "テロ鎮圧戦" STR_TERROR_MISSION_BRIEFING: "全ての敵のユニットを倒すか無力化すると任務が達成される。エイリアンの脅威を一掃して、エリア内の民間人の救助に全力を挙げて努めなければならない。やむを得ず撤退する場合には、全ての隊員を輸送機に戻してから'任務中断'を実行すること。" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "生産する航空機のための空き格納庫がありません!{SMALLLINE}格納庫で待機中の航空機を別の基地に移動するか、新しい格納庫を建設して、保管場所を確保してから生産してください。" STR_NO_FREE_HANGARS_FOR_PURCHASE: "購入する航空機のための空き格納庫がありません!{SMALLLINE}格納庫で待機中の航空機を別の基地に移動するか、新しい格納庫を建設して、保管場所を確保してから購入してください。" STR_NO_FREE_HANGARS_FOR_TRANSFER: "移動する航空機のための空き格納庫がありません!{SMALLLINE}移動先で待機中の航空機をその他の基地に移動するか、移動先に新しい格納庫を建設してから航空機を移動してください。" STR_CANNOT_BUILD_HERE: "そこに施設を建設することはできません!{SMALLLINE}新しい施設は、すでに建設されている施設のとなりに建設してください。" STR_NO_FREE_ACCOMODATION: "移動することができません!{SMALLLINE}移動先の基地に、人員を収容するスペースがありません。" STR_NOT_ENOUGH_WORK_SPACE: "作業スペースが足りません!{SMALLLINE}新しい工作室を建設するか、他の製造プロジェクトの作業スペースを削減して下さい。" STR_NOT_ENOUGH_MONEY: "資金不足です!" STR_NOT_ENOUGH_STORE_SPACE: "貯蔵スペースがありません!{SMALLLINE}新しい倉庫を建設するか、別の基地へ貯蔵品を移動して、スペースを確保して下さい。" STR_NOT_ENOUGH_LIVING_SPACE: "居住スペースがありません!{SMALLLINE}新しい居住区を建設するか、別の基地へ人員を移動して、スペースを確保して下さい。" STR_LAUNCH_INTERCEPTION: "出撃命令" STR_CRAFT: "航空機" STR_STATUS: "ステイタス" STR_BASE: "所属基地" STR_READY: "発進待機中" STR_OUT: "出撃中" STR_REPAIRS: "修理中" STR_REFUELLING: "燃料補給中" STR_REARMING: "兵器搭載中" STR_TARGET: "ターゲット: {0}" STR_WAY_POINT: "ガイド・ポイント" STR_ARE_YOU_SURE_CYDONIA: "本当に、この戦闘艇をサイドニア襲撃任務に出撃させるのですか?" STR_YES: "はい" STR_NO: "いいえ" STR_SELECT_DESTINATION: "目的地を選択する" STR_CYDONIA: "サイドニア" STR_SELECT_SITE_FOR_NEW_BASE: "新基地の建設場所を指定する" STR_RETURN_TO_BASE: "基地へ戻る" STR_SELECT_NEW_TARGET: "新しいターゲットを選択する" STR_PATROL: "パトロール" STR_STATUS_: "ステイタス>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "被弾破損 - 基地へ帰投中" STR_LOW_FUEL_RETURNING_TO_BASE: "燃料不足 - 基地へ帰投中" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "ミッション完了-帰投せよ" STR_PATROLLING: "パトロール中" STR_TAILING_UFO: "UFO追跡中" STR_INTERCEPTING_UFO: "UFO攻撃中-{0}" STR_RETURNING_TO_BASE: "基地へ帰投中" STR_DESTINATION_UC_: "目標: {0}" STR_BASE_UC: "基地>{ALT}{0}" STR_SPEED_: "速度>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "最高速度>{ALT}{0}{ALT}" STR_ALTITUDE_: "高度>{ALT}{0}" STR_VERY_LOW: "超低空" STR_LOW_UC: "低空" STR_HIGH_UC: "高空" STR_VERY_HIGH: "超高空" STR_FUEL: "燃料>{ALT}{0}" STR_WEAPON_ONE: "武器プライマリー>{ALT}{0}" STR_NONE_UC: "なし" STR_ROUNDS_: "弾薬>{ALT}{0}" STR_WEAPON_TWO: "武器セカンダリ>{ALT}{0}" STR_INTERCEPTION_CRAFT: "武装/装備/搭乗員の変更" STR_BASE_: "基地>{0}" STR_NAME_UC: "名前" STR_AMMO_: "弾薬>{ALT}{0}" STR_CREW: "搭乗員" STR_EQUIPMENT_UC: "装備" STR_ARMOR: "アーマー" STR_MAX: "最大>{ALT}{0}" STR_ROOKIE: "新兵" STR_SQUADDIE: "伍長" STR_SERGEANT: "軍曹" STR_CAPTAIN: "大尉" STR_COLONEL: "大佐" STR_COMMANDER: "司令官" STR_SELECT_SQUAD_FOR_CRAFT: "{0}の部隊を選択" STR_SORT_BY: "ソートの条件..." STR_ORIGINAL_ORDER: "元の順列" STR_MISSIONS2: "ミッション" STR_KILLS2: "倒した数" STR_WOUND_RECOVERY2: "治療中" STR_SPACE_AVAILABLE: "有効スペース>{ALT}{0}" STR_SPACE_USED: "使用済みスペース>{ALT}{0}" STR_SPACE_USED_UC: "使用済みスペース" STR_RANK: "階級" STR_WOUNDED: "負傷" STR_EQUIPMENT_FOR_CRAFT: "{0}の装備" STR_DEFENSE_VALUE: "防衛力" STR_HIT_RATIO: "迎撃成功率" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}は{ALT}{1}の近くで着陸準備完了" STR_BEGIN_MISSION: "任務を開始しますか?" STR_SELECT_ARMAMENT: "武装を選択する" STR_AMMUNITION_AVAILABLE: "弾薬使用可能" STR_ARMAMENT: "武装" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "{0}のアーマーを選択" STR_TYPE: "タイプ" STR_PERSONAL_ARMOR_UC: "バトルスーツ" STR_POWER_SUIT_UC: "パワースーツ" STR_FLYING_SUIT_UC: "フライスーツ" STR_SELECT_ARMOR: "アーマーの選択" STR_NORTH: "北 " STR_NORTH_EAST: "北東" STR_EAST: "東 " STR_SOUTH_EAST: "南東" STR_SOUTH: "南 " STR_SOUTH_WEST: "南西" STR_WEST: "西 " STR_NORTH_WEST: "北西" STR_SELECT_ACTION: "行動を選択する" STR_CONTINUE_INTERCEPTION_PURSUIT: "迎撃を続ける" STR_PURSUE_WITHOUT_INTERCEPTION: "攻撃せずに追跡する" STR_VERY_LARGE: "非常に大きい" STR_LARGE: "大きい" STR_MEDIUM_UC: "中型" STR_SMALL: "小さい" STR_VERY_SMALL: "非常に小さい" STR_GROUNDED: "地面" STR_DETECTED: "発見しました" STR_SIZE_UC: "サイズ" STR_ALTITUDE: "高度" STR_HEADING: "進路" STR_SPEED: "速度" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFOを中央に表示する - 時間=5秒" STR_TRACKING_LOST: "追跡失敗" STR_REDIRECT_CRAFT: "行動の選択" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "最後にUFOが確認された地点へ行く" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "宇宙人基地-{0}" STR_CRASH_SITE_: "不時着地点-{0}" STR_LANDING_SITE_: "着陸地点-{0}" STR_WAY_POINT_: "ガイド・ポイント-{0}" STR_TERROR_SITE: "テロ活動地点-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{1}は{0}に到達した" STR_NOW_PATROLLING: "現在パトロール中" STR_ALIEN_ORIGINS: "エイリアンの起源" STR_THE_MARTIAN_SOLUTION: "火星の解明" STR_CYDONIA_OR_BUST: "サイドニア" STR_UFOPAEDIA: "UFOペディア" STR_XCOM_CRAFT_ARMAMENT: "Xcomの機体と兵器" STR_HEAVY_WEAPONS_PLATFORMS: "HWP" STR_WEAPONS_AND_EQUIPMENT: "武器と装具" STR_ALIEN_ARTIFACTS: "エイリアンの製造品" STR_BASE_FACILITIES: "基地の設備" STR_ALIEN_LIFE_FORMS: "エイリアンの生態" STR_ALIEN_RESEARCH_UC: "エイリアンの研究" STR_UFO_COMPONENTS: "UFO構成部品" STR_UFOS: "UFO" STR_SELECT_ITEM: "アイテムを選択せよ" STR_ACCELERATION: "加速力>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "燃料搭載量>{ALT}{0}{ALT}" STR_WEAPON_PODS: "武装搭載数>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ダメージ容量>{ALT}{0}{ALT}" STR_CARGO_SPACE: "搭載スペース>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "HWP搭載数>{ALT}{0}{ALT}" STR_DAMAGE: "破壊力" STR_RANGE: "射程距離" STR_KILOMETERS: "{0} km" STR_ACCURACY: "命中精度" STR_RE_LOAD_TIME: "再装填に要する時間" STR_SECONDS: "{0}秒" STR_DAMAGE_ARMOR_PIERCING: "徹甲弾" STR_DAMAGE_INCENDIARY: "焼夷弾" STR_DAMAGE_HIGH_EXPLOSIVE: "りゅう弾" STR_DAMAGE_LASER_BEAM: "レーザー" STR_DAMAGE_PLASMA_BEAM: "プラズマ" STR_DAMAGE_STUN: "スタン" STR_DAMAGE_MELEE: "格闘" STR_DAMAGE_ACID: "酸" STR_DAMAGE_SMOKE: "煙幕" STR_SHOT_TYPE: "射撃タイプ" STR_ACCURACY_UC: "命中精度" STR_TIME_UNIT_COST: "TUコスト" STR_DAMAGE_UC: "弾頭/破壊力" STR_AMMO: "弾薬" STR_SHOT_TYPE_AUTO: "3連" STR_SHOT_TYPE_SNAP: "急速" STR_SHOT_TYPE_AIMED: "精密" STR_CONSTRUCTION_TIME: "建造期間" STR_CONSTRUCTION_COST: "建造費" STR_MAINTENANCE_COST: "維持費" STR_LOW: "低い" STR_MEDIUM: "中位" STR_HIGH: "高い" STR_CRAFT_WEAPON: "航空機の武装" STR_CRAFT_AMMUNITION: "武装用の弾薬" STR_HEAVY_WEAPONS_PLATFORM: "HWP" STR_WEAPON: "兵器" STR_AMMUNITION: "弾薬" STR_EQUIPMENT: "装備" STR_ALIEN_CORPSE: "宇宙人の死体" STR_UFO_COMPONENT: "UFO構成部品" STR_PERSONAL_ARMOR: "個人用装甲" STR_RAW_MATERIALS: "原材料" STR_HWP_CANNON_SHELLS: "HWP用砲弾" STR_ALIEN: "エイリアン" STR_SECTOID: "セクトイド" STR_SNAKEMAN: "スネークマン" STR_ETHEREAL: "エセリアル" STR_MUTON: "ミュートン" STR_FLOATER: "フローター" STR_CELATID: "セラチド" STR_SILACOID: "シラコイド" STR_CHRYSSALID: "クリサリド" STR_ZOMBIE: "ゾンビ" STR_REAPER: "リーパー" STR_SECTOPOD: "セクトポッド" STR_CYBERDISC: "サイバーディスク" STR_LIVE_COMMANDER: "司令官" STR_LIVE_LEADER: "リーダー" STR_LIVE_ENGINEER: "技術者" STR_LIVE_MEDIC: "衛生兵" STR_LIVE_NAVIGATOR: "ナビゲーター" STR_LIVE_SOLDIER: "兵士" STR_LIVE_TERRORIST: "テロリスト" STR_FLOATER_SOLDIER: "フローター兵士" STR_FLOATER_NAVIGATOR: "フローターのナビゲーター" STR_FLOATER_MEDIC: "フローター衛生兵" STR_FLOATER_ENGINEER: "フローター技術者" STR_FLOATER_LEADER: "フローターのリーダー" STR_FLOATER_COMMANDER: "フローター司令官" STR_SECTOID_SOLDIER: "セクトイド兵士" STR_SECTOID_NAVIGATOR: "セクトイドのナビゲーター" STR_SECTOID_MEDIC: "セクトイド衛生兵" STR_SECTOID_ENGINEER: "セクトイド技術者" STR_SECTOID_LEADER: "セクトイドのリーダー" STR_SECTOID_COMMANDER: "セクトイド司令官" STR_SNAKEMAN_SOLDIER: "スネークマン兵士" STR_SNAKEMAN_NAVIGATOR: "スネークマンのナビゲーター" STR_SNAKEMAN_ENGINEER: "スネークマンの技術者" STR_SNAKEMAN_LEADER: "スネークマンのリーダー" STR_SNAKEMAN_COMMANDER: "スネークマン司令官" STR_MUTON_SOLDIER: "ミュートン兵士" STR_MUTON_NAVIGATOR: "ミュートンのナビゲーター" STR_MUTON_ENGINEER: "ミュートンの技術者" STR_ETHEREAL_SOLDIER: "エセリアル兵士" STR_ETHEREAL_LEADER: "エセリアルリーダー" STR_ETHEREAL_COMMANDER: "エセリアル司令官" STR_CYBERDISC_TERRORIST: "サイバーディスクのテロリスト" STR_REAPER_TERRORIST: "リーパーテロリスト" STR_CHRYSSALID_TERRORIST: "クリサリドテロリスト" STR_CELATID_TERRORIST: "セラチドのテロリスト" STR_SILACOID_TERRORIST: "シラコイドテロリスト" STR_SECTOPOD_TERRORIST: "セクトポッドテロリスト" STR_UFO_POWER_SOURCE: "UFO動力源" STR_UFO_NAVIGATION: "UFO航法装置" STR_UFO_CONSTRUCTION: "UFOの船体" STR_ALIEN_FOOD: "エイリアンの食物" STR_ALIEN_REPRODUCTION: "エイリアンの繁殖器" STR_ALIEN_ENTERTAINMENT: "エイリアンの娯楽" STR_ALIEN_SURGERY: "エイリアンの手術台" STR_EXAMINATION_ROOM: "エイリアンの検査室" STR_ALIEN_ALLOYS: "エイリアンの合金" STR_ALIEN_HABITAT: "エイリアンの生活房" STR_POWER_SUIT: "パワースーツ" STR_FLYING_SUIT: "フライスーツ" STR_HWP_ROCKETS: "HWPロケット" STR_HWP_FUSION_BOMB: "HWP核融合弾" STR_LASER_WEAPONS: "レーザー兵器" STR_NEW_FIGHTER_CRAFT: "新戦闘艇" STR_NEW_FIGHTER_TRANSPORTER: "新戦闘輸送艇" STR_ULTIMATE_CRAFT: "究極の襲撃艇" STR_LASER_PISTOL: "レーザー・ピストル" STR_LASER_RIFLE: "レーザー・ライフル" STR_HEAVY_LASER: "重レーザー・ライフル" STR_LASER_CANNON: "レーザー砲" STR_PLASMA_CANNON: "プラズマ砲" STR_FUSION_MISSILE: "核融合ミサイル" STR_LASER_DEFENSE: "レーザー防衛" STR_PLASMA_DEFENSE: "プラズマ防衛" STR_FUSION_DEFENSE: "核融合防衛" STR_GRAV_SHIELD: "重力シールド" STR_MIND_SHIELD: "マインド・シールド" STR_PSI_LAB: "サイオニック訓練室" STR_MOTION_SCANNER: "モーション・スキャナ" STR_MEDI_KIT: "医療キット" STR_TANK_CANNON: "戦車/カノン砲" STR_TANK_ROCKET_LAUNCHER: "戦車/ロケット" STR_TANK_LASER_CANNON: "戦車/レーザー" STR_HOVERTANK_PLASMA: "ホバータンク/プラズマ" STR_HOVERTANK_LAUNCHER: "ホバータンク/ランチャ" STR_STINGRAY_LAUNCHER: "スティングレイ発射機" STR_AVALANCHE_LAUNCHER: "アバランチ発射機" STR_CANNON: "キャノン" STR_FUSION_BALL_LAUNCHER: "核融合弾発射機" STR_PLASMA_BEAM: "プラズマ砲" STR_STINGRAY_MISSILES: "スティングレイ" STR_AVALANCHE_MISSILES: "アバランチ" STR_CANNON_ROUNDS_X50: "砲弾(x50)" STR_FUSION_BALL: "核融合弾" STR_SOLDIER: "戦闘員" STR_SCIENTIST: "科学者" STR_ENGINEER: "技術者" STR_NORTH_AMERICA: "北アメリカ" STR_ARCTIC: "北極圏" STR_ANTARCTICA: "南極大陸" STR_SOUTH_AMERICA: "南アメリカ" STR_EUROPE: "ヨーロッパ" STR_NORTH_AFRICA: "北アフリカ" STR_SOUTHERN_AFRICA: "南アフリカ" STR_CENTRAL_ASIA: "中央アジア" STR_SOUTH_EAST_ASIA: "東南アジア" STR_SIBERIA: "シベリア" STR_AUSTRALASIA: "オセアニア" STR_PACIFIC: "太平洋" STR_NORTH_ATLANTIC: "北大西洋" STR_SOUTH_ATLANTIC: "南大西洋" STR_INDIAN_OCEAN: "インド洋" STR_ALIEN_RESEARCH: "研究任務" STR_ALIEN_HARVEST: "動物の捕獲" STR_ALIEN_ABDUCTION: "誘拐" STR_ALIEN_INFILTRATION: "政府への侵入" STR_ALIEN_BASE: "エイリアンの基地" STR_ALIEN_TERROR: "テロ活動" STR_ALIEN_RETALIATION: "報復活動" STR_ALIEN_SUPPLY: "物資補給" STR_MAXIMUM_SPEED: "最高速度" STR_HYPER_WAVE_DECODER_UC: "ハイパー通信解読室" STR_SKYRANGER: "スカイレンジャー" STR_LIGHTNING: "ライトニング" STR_AVENGER: "アベンジャー" STR_INTERCEPTOR: "インターセプター" STR_FIRESTORM: "ファイヤーストーム" STR_UFO: "UFO" STR_STINGRAY: "スティングレイ" STR_AVALANCHE: "アバランチ" STR_CANNON_UC: "キャノン" STR_FUSION_BALL_UC: "核融合弾" STR_LASER_CANNON_UC: "レーザー砲" STR_PLASMA_BEAM_UC: "プラズマ砲" STR_DAMAGE_CAPACITY: "ダメージ容量" STR_WEAPON_POWER: "兵器の破壊力" STR_WEAPON_RANGE: "射程距離" STR_ACCESS_LIFT: "アクセス・リフト" STR_LABORATORY: "研究室" STR_WORKSHOP: "工作室" STR_SMALL_RADAR_SYSTEM: "小型レーダー" STR_LARGE_RADAR_SYSTEM: "大型レーダー" STR_MISSILE_DEFENSES: "ミサイル防衛" STR_GENERAL_STORES: "倉庫" STR_ALIEN_CONTAINMENT: "隔離拘束施設" STR_LASER_DEFENSES: "レーザー防衛" STR_PLASMA_DEFENSES: "プラズマ防衛" STR_FUSION_BALL_DEFENSES: "核融合防衛" STR_PSIONIC_LABORATORY: "サイオニック訓練室" STR_HYPER_WAVE_DECODER: "ハイパー通信解読室" STR_HANGAR: "格納庫" STR_USA: "アメリカ" STR_RUSSIA: "ロシア" STR_UK: "イギリス" STR_FRANCE: "フランス" STR_GERMANY: "ドイツ" STR_ITALY: "イタリア" STR_SPAIN: "スペイン" STR_CHINA: "中国" STR_JAPAN: "日本" STR_INDIA: "インド" STR_BRAZIL: "ブラジル" STR_AUSTRALIA: "オーストラリア" STR_NIGERIA: "ナイジェリア" STR_SOUTH_AFRICA: "南アフリカ" STR_EGYPT: "エジプト" STR_CANADA: "カナダ" STR_TANK: "戦車" STR_CIVILIAN: "民間人" STR_JAN: "1月" STR_FEB: "2月" STR_MAR: "3月" STR_APR: "4月" STR_MAY: "5月" STR_JUN: "6月" STR_JUL: "7月" STR_AUG: "8月" STR_SEP: "9月" STR_OCT: "10月" STR_NOV: "11月" STR_DEC: "12月" STR_INTERNATIONAL_RELATIONS: "国際関係" STR_COUNTRY: "国名" STR_FUNDING: "提供資金額" STR_CHANGE: "変更" STR_WEAPON_SYSTEMS: "武器システム" STR_HWPS: "HWP" STR_DAMAGE_UC_: "ダメージ>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "アクセス・リフトにより、装備や人員を地下基地の内部へ、または基地から外部へと移動することができる。新しく基地を建設する場合には、この施設を最初に建設する必要がある。リフト付近は、敵の侵入に絶えずさらされているので要注意。" STR_LIVING_QUARTERS_UFOPEDIA: "各居住区の収容人員は最大50名である。基本的な食事および睡眠のための生活エリアと簡易娯楽設備が備わっている。" STR_LABORATORY_UFOPEDIA: "研究室には最大50名迄の科学者用の研究スペースがある。研究室には素材、生化学、宇宙物理学などを研究するための最新の設備が備えられており、さらに軍事施設を含む世界中のあらゆる研究施設のコンピュータにアクセスできるという特権がある。" STR_WORKSHOP_UFOPEDIA: "工作室には、研究室で行われた研究成果に基づいてデザインされた装備を製造する為の生産用設備が全てそろっている。製造中のアイテムもいくらかスペースを必要とするが、基本的には技術者は最大50名まで工作室に入ることができる。" STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "小型レーダー・システムの有効捜索範囲は約300海里であり、地上探査用の衛星システムとリンクしている。各システムは10%の公算で、30分ごとに平均サイズの目標を探知することが可能である。" STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "大型レーダー・システムの有効捜索範囲は約450海里であり、地上探査用の衛星システムとリンクしている。各システムは20%の公算で、30分ごとに平均サイズの目標を探知することが可能である。" STR_MISSILE_DEFENSES_UFOPEDIA: "ミサイル防衛は、基地の付近に敵の強襲艇が着陸を試みた際に、ある程度の防衛力を提供する。" STR_GENERAL_STORES_UFOPEDIA: "全ての装備、武器、弾薬、回収した物品およびHWP(重兵器プラットホーム)は、この倉庫内に保管されている。ただし、輸送機や襲撃艇に搭載されるべき装備や兵器類は、格納庫内に保管されている。" STR_ALIEN_CONTAINMENT_UFOPEDIA: "生け捕りにしたエイリアンの生命を維持する為には特別な生息環境を必要とする。隔離拘束施設には特殊な生命維持装置を備えた10個の独居房が用意されている。" STR_LASER_DEFENSES_UFOPEDIA: "レーザー防衛は、基地付近に敵の強襲艇が着陸を試みた際に、ある程度の防衛力を提供する。" STR_PLASMA_DEFENSES_UFOPEDIA: "プラズマビーム防衛は、敵の侵入に対して強力な防御効果を発揮する。" STR_FUSION_BALL_DEFENSES_UFOPEDIA: "フュージョンミサイルは、エイリアンの攻撃に対し最も効果的な防衛手段を提供する。このミサイルは反物質の対消滅によって、任意の地点の周囲に存在する何もかもを破壊する。" STR_GRAV_SHIELD_UFOPEDIA: "この重力シールドは、基地の周辺に着陸を試みるエイリアンの宇宙船の着陸速度を低下させる。そのために、防衛システムが攻撃を行う時間は倍増するので、事実上、基地の防衛効果も2倍になる。" STR_MIND_SHIELD_UFOPEDIA: "エイリアンは、人間の発する脳波によりその存在を探知するので、基地から脳波が一切漏れないように覆ってしまうのが最も効果的な対策法である。この設備により、我々の基地がエイリアンに探知される可能性はほとんどなくなるだろう。" STR_PSIONIC_LABORATORY_UFOPEDIA: "サイオニック訓練室は、基地内の全戦闘員を対象に、潜在的なサイオニック(超能力保持者)であるかどうかを判定し、サイオニック能力を利用するのに必要なトレーニングを行う。各訓練室では最大10名まで訓練できる。この訓練は毎月末に行われる。この施設でサイオニック能力を身につけたならば、テレパシー・アンプを用いて、戦闘中にサイオニック攻撃を行うことができる。" STR_HYPER_WAVE_DECODER_UFOPEDIA: "エイリアンの通信は超次元的伝達能力を持つハイパー波を用いて、ほぼ瞬間的に行われている。この通信解読施設がUFOの通信を傍受して、暗号情報を解読する。これにより、UFOのタイプやエイリアンの種類、活動の目的などが判明する。" STR_HANGAR_UFOPEDIA: "それぞれの格納庫には航空機1機を収納することができる。そして、機材の修理やメンテナンス、さらに燃料や武器弾薬の補給を行うための設備も備えている。基地に所属する航空機は、必ず一つの格納庫を占有し、他の航空機がその格納庫を重複して使用することはできない。" STR_PISTOL_UFOPEDIA: "XComの装備する標準的な拳銃。装弾数12発のセミ・オートで、通常より火薬の多い弾丸を使用する。" STR_RIFLE_UFOPEDIA: "この高性能狙撃ライフルはレーザー照準器を備え、マガジンには6.7mm弾を20発装填可能である。" STR_HEAVY_CANNON_UFOPEDIA: "重キャノンは破壊力は大きいが取扱いの難しい兵器である。徹甲弾、焼夷弾及び高性能さく薬りゅう弾を使用できるので、あらゆる目標を攻撃することができる。" STR_AUTO_CANNON_UFOPEDIA: "オート・キャノンは、速射性と多用途性と破壊力をバランス良く兼ね備えた兵器である。" STR_ROCKET_LAUNCHER_UFOPEDIA: "ロケット・ランチャは、レーザー照準システムを備えており、3種類のロケット弾を発射できる。" STR_LASER_PISTOL_UFOPEDIA: "レーザー・ピストルは新しい技術を効果的に利用したものである。拳銃の取り回しの良さと、通常型の拳銃よりも向上した速射性と命中精度を兼ね備えている。" STR_LASER_RIFLE_UFOPEDIA: "レーザー・ライフルはレーザー・ピストルのパワーと命中精度をさらに強化したものである。" STR_HEAVY_LASER_UFOPEDIA: "重レーザー・ライフルは取り回しが悪く扱いにくい兵器だが、非常に強力である。" STR_GRENADE_UFOPEDIA: "この手りゅう弾は、正確なコントロールを行うために、精密かつ精巧なタイマーを備えている。" STR_SMOKE_GRENADE_UFOPEDIA: "発煙手りゅう弾は、敵の目から姿を隠す場合に有効である。ただし、敵の姿を見失う場合もあるので慎重に使用せよ。" STR_PROXIMITY_GRENADE_UFOPEDIA: "近接手りゅう弾は、普通の手りゅう弾と同様に投げることができるが、その爆発はタイマー信管ではなく近接信管による。この種の兵器を使用するには、熟練した技術と最大の注意力が必要である。" STR_HIGH_EXPLOSIVE_UFOPEDIA: "この高性能時限爆弾は、建造物の破壊等の目的にのみ使用しなければならない。破壊力が大きいので、タイマー・セット後直ちに現場から人員を退避させること。" STR_MOTION_SCANNER_UFOPEDIA: "この精巧な装置は、種々の探知器とコンピュータ・アルゴリズムを駆使しており、移動中の敵ユニットを探知することができる。しかし、これを使いこなすには、ある程度の訓練を要する。{NEWLINE}{NEWLINE}この装置を使用するには、まずタクティカル・ディスプレイにてスキャナを選択し、メニューから‘スキャナを使う’を選択する。{NEWLINE}{NEWLINE}スキャナの中央に表示された矢印が、兵士の向きを表している(上は常に北)。点滅しているドットは、移動中のユニットを示す。ドットは高速で移動するほど、またはユニットのサイズが大きくなるほど大きく表示される。ただし、この装置は静止しているユニットを探知できない。" STR_MEDI_KIT_UFOPEDIA: "この装置は負傷した兵士の方を向いて、または気絶した兵士の体の上で使用する。{NEWLINE}{NEWLINE}治療> 赤い部分が負傷した部位を示す。治療する部位を選択して‘治療’ボタンを押す。傷が治療され健康を回復する。{NEWLINE}{NEWLINE}興奮剤> エネルギーを回復し、気絶した兵士の意識を回復する。気絶した兵士の意識を回復させるには、身体の上に直接立って操作を行う。{NEWLINE}{NEWLINE}鎮痛剤> 負傷した兵の士気を取り戻す。" STR_PSI_AMP_UFOPEDIA: "テレパシー増幅器はサイオニック能力を持つ兵士のみが使用できる。この装置で可能なサイオニック攻撃には以下の2タイプがある。{NEWLINE}{NEWLINE}パニック・ユニット>攻撃が成功すれば、ターゲットは士気をくじかれ、パニックにおちいる。{NEWLINE}{NEWLINE}マインド・コントロール>この攻撃が成功すれば、敵ユニットを自分のユニットの様に直接コントロールできる(ただし、オブジェクト画面にはアクセスできない)。この攻撃を成功させるのはかなりの能力を必要とする。" STR_STUN_ROD_UFOPEDIA: "この装置は接近戦でしか使用できないが、電気ショックを用いて相手を殺さずに気絶させることができる。{NEWLINE}{NEWLINE}使用法>スタンさせたい相手に隣接し、その方向を向いて用いる。" STR_MIND_PROBE_UFOPEDIA: "マインド・プローブはエイリアンの通信装置であり、相手の脳波から直接情報を収集する事ができる。XComもこの装置を用いて、特定のエイリアンの情報を得ることができる。" STR_PLASMA_PISTOL_UFOPEDIA: "プラズマ・ピストルはエイリアンの使用する強力な兵器のひとつである。カートリッジの中で反重力フィールドが形成され、そこで光速に近い速度まで加速された粒子が目標を破壊する。" STR_PLASMA_RIFLE_UFOPEDIA: "プラズマ・ライフルはプラズマ・ピストルと同じ原理の兵器であるが、ピストルよりも大きなカートリッジを使用するため、破壊力はより強力である。" STR_HEAVY_PLASMA_UFOPEDIA: "これは反重力フィールドから加速された粒子を撃ち出す圧倒的で強力な武器である。" STR_BLASTER_LAUNCHER_UFOPEDIA: "これは強力なブラスター弾を発射することができる、エイリアンの誘導ミサイル発射器である。この武器を使用する場合、ミサイルの通過するガイド・ポイントを設定し、それが終了したら特別な'発射'のアイコンをクリックする。" STR_SMALL_LAUNCHER_UFOPEDIA: "スタン弾を発射するための小型ランチャ。この兵器を使用すると、エイリアンを生きたまま捕獲することができる。" STR_ALIEN_GRENADE_UFOPEDIA: "この手りゅう弾は、我々の手りゅう弾と全く同じ機能を持つが、より強力である。" STR_SMALL_SCOUT: "小型偵察機" STR_MEDIUM_SCOUT: "中型偵察艇" STR_LARGE_SCOUT: "大型偵察艇" STR_HARVESTER: "収穫船" STR_ABDUCTOR: "誘拐船" STR_TERROR_SHIP: "テロ活動船" STR_BATTLESHIP: "戦艦" STR_SUPPLY_SHIP: "補給船" STR_RATING: "評価> {0}" STR_RATING_TERRIBLE: "劣悪!" STR_RATING_POOR: "不十分!" STR_RATING_OK: "OK" STR_RATING_GOOD: "良い!" STR_RATING_EXCELLENT: "優秀!" STR_SCORE: "スコア" STR_XCOM_PROJECT_MONTHLY_REPORT: "XCOMプロジェクト月間レポート" STR_MONTH: "月> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "資金提供国の評議会は、これまでのあなたの働きにおおむね満足しています。" STR_COUNCIL_IS_VERY_PLEASED: "資金提供国の評議会は、あなたの素晴らしい働きに大変満足しています。その調子で続けて下さい。" STR_COUNCIL_IS_DISSATISFIED: "資金提供国の評議会はあなたの働きに不満です。エイリアン対策の効率を高めなければ、プロジェクトは停止される恐れがあります。" STR_YOU_HAVE_NOT_SUCCEEDED: "あなたは宇宙人の侵略に対し、処置を講じ損ないました。資金提供国の評議会は、残念ながらプロジェクトの停止を決定しました。各国は、それぞれに問題を処理することになります。今、我々にできることは、これらの明らかに敵と思われる軍隊と和解することと、民間人がエイリアンの視察員との協定に納得するように願うことだけです。" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0}は脅威を局部的に食い止めたあなたの処置能力に 特に満足して、資金提供額を増やすことに同意しました。" STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0}は、特定地域におけるエイリアンの侵略に対するあなたの働きに特に満足して、資金提供額を増やすことに同意しました。" STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} と {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0}は、領土内でのエイリアンの活動に対するあなたの処置能力に不満足で、経済的な援助を削減させることを決定しました。" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0}は、領土内でのエイリアンの活動に対するあなたの処置能力に不満足で、経済的な援助を削減させることを決定しました。" STR_KNOTS: "{0} ノット" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0}は、エイリアン軍との秘密条約にサインし、プロジェクトから離脱しました。" STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0}は、エイリアン軍との秘密条約にサインし、プロジェクトから離脱しました。" STR_MONTHLY_RATING: "月間評価> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "資金変更> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "資金提供評議会は、あなたの経済状況を好ましく思っていません。負債を百万ドル以下に抑えなければ、プロジェクトは停止されます。" STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ハイパー波通信を解読しました" STR_CRAFT_TYPE: "宇宙船のタイプ" STR_RACE: "種族" STR_MISSION: "任務" STR_ZONE: "ゾーン" STR_ALLOCATE_RESEARCH: "研究を割り当てる" STR_ALLOCATE_MANUFACTURE: "製造を割り当てる" STR_NEW_YORK: "ニューヨーク" STR_WASHINGTON: "ワシントン" STR_LOS_ANGELES: "ロサンゼルス" STR_MONTREAL: "モントリオール" STR_HAVANA: "ハバナ" STR_MEXICO_CITY: "メキシコシティー" STR_CHICAGO: "シカゴ" STR_VANCOUVER: "バンクーバー" STR_DALLAS: "ダラス" STR_BRASILIA: "ブラジリア" STR_BOGOTA: "ボゴタ" STR_BUENOS_AIRES: "ブエノスアイレス" STR_SANTIAGO: "サンチアゴ" STR_RIO_DE_JANEIRO: "リオデジャネイロ" STR_LIMA: "リマ" STR_CARACAS: "カラカス" STR_LONDON: "ロンドン" STR_PARIS: "パリ" STR_BERLIN: "ベルリン" STR_MOSCOW: "モスクワ" STR_ROME: "ローマ" STR_MADRID: "マドリッド" STR_BUDAPEST: "ブダペスト" STR_LAGOS: "ラゴス" STR_CAIRO: "カイロ" STR_CASABLANCA: "カサブランカ" STR_PRETORIA: "プレトリア" STR_NAIROBI: "ナイロビ" STR_CAPE_TOWN: "ケープタウン" STR_KINSHASA: "キンシャサ" STR_ANKARA: "アンカラ" STR_DELHI: "デリー" STR_KARACHI: "カラチ" STR_BAGHDAD: "バグダッド" STR_TEHRAN: "テヘラン" STR_BOMBAY: "ボンベイ" STR_CALCUTTA: "カルカッタ" STR_TOKYO: "東京" STR_BEIJING: "北京" STR_BANGKOK: "バンコク" STR_MANILA: "マニラ" STR_SEOUL: "ソウル" STR_SINGAPORE: "シンガポール" STR_JAKARTA: "ジャカルタ" STR_SHANGHAI: "上海" STR_HONG_KONG: "香港" STR_NOVOSIBIRSK: "ノボシビルスク" STR_CANBERRA: "キャンベラ" STR_WELLINGTON: "ウェリントン" STR_MELBOURNE: "メルボルン" STR_PERTH: "パース" STR_PSI_TRAINING: "Psi訓練" STR_PSIONIC_TRAINING: "サイオニック訓練" STR_REMAINING_PSI_LAB_CAPACITY: "Psi訓練室 残り容量> {ALT}{0}" STR_PSIONIC__STRENGTH: "サイオニック強度" STR_PSIONIC_SKILL_IMPROVEMENT: "サイオニック技術/向上" STR_PSI_AMP: "テレパシー・アンプ" STR_IN_TRAINING: "訓練中?" STR_TARGETTED_BY: "の目的地です" STR_WEAPONS_CREW_HWPS: "武装:戦闘員:HWP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "は燃料不足により、基地へ帰投します。" STR_SOLDIER_LIST: "戦闘員リスト" STR_RANK_: "階級> {ALT}{0}" STR_MISSIONS: "任務> {ALT}{0}" STR_KILLS: "倒した敵> {ALT}{0}" STR_WOUND_RECOVERY: "傷回復> {ALT}{0}" STR_TIME_UNITS: "時間ユニット" STR_STAMINA: "スタミナ" STR_HEALTH: "H.P." STR_BRAVERY: "勇敢さ" STR_REACTIONS: "反応度" STR_FIRING_ACCURACY: "射撃能力" STR_THROWING_ACCURACY: "投てき能力" STR_STRENGTH: "筋力" STR_PSIONIC_STRENGTH: "サイオニック強度" STR_PSIONIC_SKILL: "サイオニック技術" STR_NEW_RANK: "新しい階級" STR_PROMOTIONS: "昇進" STR_SOLDIERS_UC: "兵士" STR_TANK_CANNON_UFOPEDIA: "自走化された重兵器プラットホームは、XCom分隊を支援するためのものである。優れた火力と頑強な装甲の組合せにより、これらのユニットは見通しのよい地形での戦闘に有効である。倉庫に再装備に十分な砲弾があることを確認すること。砲弾は戦車を分隊に割り当てると、自動的に搭載される。" STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "この自動化された重兵器プラットホームは、強力なロケット砲を装備している。この兵器はいかなるエイリアンをも撃退することができる。肝心なときに弾切れにならないように、ロケット弾の補充は確実に行うこと。" STR_TANK_LASER_CANNON_UFOPEDIA: "レーザー砲は重兵器プラットホームにとって、非常に有益な兵器である。それは強大な破壊力と弾数無制限という2つの長所を兼ね備えているからである。" STR_HOVERTANK_PLASMA_UFOPEDIA: "エイリアンのテクノロジーはHWPをさらに有効な兵器へと進化させた。空中機動能力とプラズマ砲の破壊力の組み合わせにより、正に殺りく兵器と呼ぶにふさわしいものとなった。" STR_HOVERTANK_LAUNCHER_UFOPEDIA: "このホバータンクは計り知れない破壊力を持つ核融合弾発射装置を備えている。慎重に使用すること。このHWPを完全装備状態にしておくには、核融合弾を製造して倉庫に保管しておかなければならない。核融合弾は知的誘導装置付き兵器である。発射するためには、ガイド・ポイントを設定した後、'発射'のアイコンをクリックする。" STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "この小さな装置は、重プラズマ・ライフル用の弾倉である。少量のエレリウムを含有しており、35回発射分のエネルギーカートリッジが装填されている。" STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "この小さな装置は、プラズマ・ライフル用の弾倉である。極少量のエレリウムを含有しており、28回発射分のエネルギーカートリッジが装填されている。" STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "プラズマ・ピストル用弾倉。エイリアンのパワーの源であるエレリウムを含有するエネルギー・カートリッジが、28発分装填されている。" STR_STUN_BOMB_UFOPEDIA: "スタンボムは生きたまま人間の標本を捕獲するために使用される。が、それはまた殆どのエイリアン種族に対しても有効である。これは小型ランチャーから発射される。" STR_ALIEN_RESEARCH_UFOPEDIA: "エイリアンの研究任務とは、地球およびそこに生息する動物に関する基礎データの収集である。この任務には、主に小型偵察機が使用され、発見されるのを防ぐ為か、人口の密集していないところで行われる場合が多い。この種のエイリアンの活動がXComに与える脅威は最小限のもので、政府や民間人もほとんど関心を持たない。" STR_ALIEN_HARVEST_UFOPEDIA: "エイリアンは地球の動物を様々な目的の為に利用する。これらの動物はひそかに連れ去られ、内蔵などを抜き取られたうえで廃棄される。この様なキャトル・ミューティレーションについての報告は、UFOの目撃情報とともにもたらされる傾向がある。この種の活動は政府にとって大きな問題であり、民間人を大いなる不安に陥れる。この種の活動は主に農業地域で行われる。エイリアンの‘収穫’という言葉の背後にある理論によれば、エイリアンがこの惑星に植物や動物の‘種’をまき、その種から実ったものを収穫しに戻って来たということに他ならない。" STR_ALIEN_ABDUCTION_UFOPEDIA: "これはエイリアンの活動の中でも、最も卑劣なものである。エイリアンによる誘拐は彼らが犠牲者の記憶から、その体験したことを消去しようと試みているにもかかわらず、多数が報告されている。誘拐された者は、屈辱的な検査をされたと報告しており、その中にはエイリアン胎児の受胎や奇妙な遺伝子実験も含まれる。{NEWLINE}{NEWLINE}これらの活動の真の目的は、遺伝子上の突然変異やエイリアン自身の遺伝子を操作することと関連があるらしい。この活動は、大都市などの人口密集地で行われ、民間人に計り知れない恐怖を与える。" STR_ALIEN_INFILTRATION_UFOPEDIA: "各国政府は、人間と同じ姿をしたエイリアンの諜報員に侵入されているおそれがある。そうなれば、宇宙人と政府の間で正式な高官レベルでの折衝が行われる。この交渉が最高潮に達すると、主要都市付近のUFOの活動が非常に活発化する。宇宙人は政府に対し、協定にサインすれば自分たちの優れた技術を提供しても良いとアプローチする。その代わり、政府に領土内で自由に活動を行える事を要求する。{NEWLINE}{NEWLINE}この活動は、XComにとって最大の脅威である。もし政府が協定を結べば、その国からの資金の提供は停止される。" STR_ALIEN_BASE_UFOPEDIA: "エイリアンは人里離れた場所に、秘密の地下基地を建設する。基地建設の前には、まず調査飛行が数回行われる。それから基地建設中には頻繁に輸送船が飛来し、大量の物資を運んでくる。これらの基地は誘拐された人間のための実験室を備え、その地域での全ての活動をサポートしていることが判明している。宇宙人の基地があれば、UFOが現れなくても、非常に多くの宇宙人の活動が報告されることになるだろう。{NEWLINE}{NEWLINE}基地の所在地を発見するには、偵察機を目的の地域へ派遣し、数時間かけて同エリアをパトロールしなければならない。" STR_ALIEN_TERROR_UFOPEDIA: "エイリアンは都市をテロ攻撃する際に、すざまじいパワーを持つ特殊部隊を投入する。民間人は、その脅威に直接さらされることになり、政府はそのエリアの放棄を強いられる。{NEWLINE}{NEWLINE}この活動の真の目的は市民を恐慌状態に陥れることと、その結果から政府がXComプロジェクトを脅かすことである。" STR_ALIEN_RETALIATION_UFOPEDIA: "もし、XComの迎撃機がUFOを撃墜した場合、エイリアンが何らかの報復活動を起こすかも知れない。XComの基地を直接攻撃してくる可能性もある。{NEWLINE}しかし基地を攻撃するためにはその位置を知らなければならないので、常にUFOを遠ざけておけば、襲撃される危険はほとんどないはずである。" STR_ALIEN_SUPPLY_UFOPEDIA: "エイリアンの基地が建設されると、大型の輸送船が定期的に物資の補給を行うために飛来する。{NEWLINE}もし着陸している輸送船を発見したら、その近くに宇宙人の基地が存在するはずだ。" STR_SMALL_SCOUT_UFOPEDIA: "この小さな宇宙船は主として偵察や観測に用いられる。{NEWLINE}エイリアンが任務を開始する場合、この小型偵察機を用いて初期の情報収集を行う。" STR_MEDIUM_SCOUT_UFOPEDIA: "この中型の偵察艇はXComにとって全く脅威とはなり得ない。防御力は弱く、武装も貧弱だからである。{NEWLINE}通常は、襲撃任務の前に姿を現す。任務のための詳細な情報収集を行っている。" STR_LARGE_SCOUT_UFOPEDIA: "この大型の偵察艇はある程度強力な装甲と兵器を備えており、威力偵察などの任務に用いられる。" STR_HARVESTER_UFOPEDIA: "収穫船の底には大きなドアがあり、牛や他の動物を引き上げるための装置を備えている。レーザー・カッターはそれらの家畜から必要な材料を切除抽出するために用いられ、残骸は地上に捨てられる。また切除した体部を保管するためのコンテナも備えている。" STR_ABDUCTOR_UFOPEDIA: "この宇宙船には誘拐した人間に対して、恐ろしい人体実験を行うための検査室や各種の実験用器具が備わっている。犠牲者は通常テレパシーの力でマヒ状態にさるのだが、手術の間意識はそのまま残っているという。" STR_TERROR_SHIP_UFOPEDIA: "テロ活動船にはエイリアンがテロ活動を行うための特殊な兵器や生物が搭載されている。この船はそれらのテロリストを、人口密集地域へ輸送するために用いられる。" STR_BATTLESHIP_UFOPEDIA: "戦艦はエイリアンの保有する、最大かつ最強の宇宙船である。並はずれた防御力と武装を持ち、また、多数の戦闘員も搭乗している。制圧任務や基地強襲任務などに用いられる。" STR_SUPPLY_SHIP_UFOPEDIA: "補給船はエイリアン基地への各種物資の輸送に使用される。この船には食料用のコンテナや繁殖作業用の部屋が設置されている。この宇宙船が頻繁に現れるような場合は、どこかに新しい基地を建設していると思われる。" STR_DISMANTLE: "施設を撤去する" STR_FACILITY_IN_USE: "設備使用中" STR_CANNOT_DISMANTLE_FACILITY: "この施設は撤去できません!{SMALLLINE}基地の全施設は、アクセス・リフトと直接または間接的に接続される必要があります。" STR_TRANSFER_ITEMS_TO: "{0}にアイテムを移動する" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "隔離拘束施設がありません!{SMALLLINE}移動するエイリアンの生命を維持するためには、移動先の基地に隔離施設が必要です。" STR_AMOUNT_AT_DESTINATION: "移動先の保有数" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "捕獲したエイリアンは基地に隔離拘束施設がない為、死亡しました" STR_NO_FREE_ACCOMODATION_CREW: "居住区に空きがありません!{SMALLLINE}移動先の基地に、移動する輸送機の搭乗員のための居住スペースを確保できません。" STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "格納スペースがありません!{SMALLLINE}輸送機に割り当てられた機材の格納スペースが輸送先の基地にありません" STR_ITEMS_ARRIVING: "アイテム到着" STR_DESTINATION_UC: "目的地" STR_PISTOL: "ピストル" STR_PISTOL_CLIP: "ピストル用弾倉" STR_RIFLE: "ライフル" STR_RIFLE_CLIP: "ライフル用弾倉" STR_HEAVY_CANNON: "重キャノン(HC)" STR_HC_AP_AMMO: "HC用 AP(徹甲)弾" STR_HC_HE_AMMO: "HC用 HE(りゅう)弾" STR_HC_I_AMMO: "HC用 I (焼夷)弾" STR_AUTO_CANNON: "オート・キャノン(AC)" STR_AC_AP_AMMO: "AC用 AP(徹甲)弾" STR_AC_HE_AMMO: "AC用 HE(りゅう)弾" STR_AC_I_AMMO: "AC用 I(焼夷)弾" STR_ROCKET_LAUNCHER: "ロケット・ランチャ" STR_SMALL_ROCKET: "小型ロケット弾" STR_LARGE_ROCKET: "大型ロケット弾" STR_INCENDIARY_ROCKET: "焼夷ロケット弾" STR_GRENADE: "手りゅう弾" STR_SMOKE_GRENADE: "発煙弾" STR_PROXIMITY_GRENADE: "近接手りゅう弾" STR_HIGH_EXPLOSIVE: "高性能時限爆弾" STR_STUN_ROD: "スタン・ロッド" STR_HEAVY_PLASMA: "重プラズマ・ライフル" STR_HEAVY_PLASMA_CLIP: "重プラズマ用弾倉" STR_PLASMA_RIFLE: "プラズマ・ライフル" STR_PLASMA_RIFLE_CLIP: "プラズマR用弾倉" STR_PLASMA_PISTOL: "プラズマ・ピストル" STR_PLASMA_PISTOL_CLIP: "プラズマP用弾倉" STR_BLASTER_LAUNCHER: "ブラスター・ランチャ" STR_BLASTER_BOMB: "ブラスター・ミサイル" STR_SMALL_LAUNCHER: "スタン・ランチャ" STR_STUN_BOMB: "スタンボム" STR_ALIEN_GRENADE: "エイリアンの手りゅう弾" STR_ELERIUM_115: "エレリウム-115" STR_MIND_PROBE: "マインド・プローブ" STR_SECTOID_CORPSE: "セクトイドの死体" STR_SNAKEMAN_CORPSE: "スネークマンの死体" STR_ETHEREAL_CORPSE: "エセリアルの死体" STR_MUTON_CORPSE: "ミュートンの死体" STR_FLOATER_CORPSE: "フローターの死体" STR_CELATID_CORPSE: "セラチドの死体" STR_SILACOID_CORPSE: "シラコイドの死体" STR_CHRYSSALID_CORPSE: "クリサリドの死体" STR_REAPER_CORPSE: "リーパーの死体" STR_SECTOPOD_CORPSE: "セクトポッドの残骸" STR_CYBERDISC_CORPSE: "サイバーディスクの残骸" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "HWPを充填するのに十分な弾薬がありません。{SMALLLINE}それぞれのHWPには {0} {1}が必要です。" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "戦闘部隊の戦力を維持するための兵員または装備が不足しています" STR_MARS_CYDONIA_LANDING: "火星: サイドニア襲撃" STR_MARS_CYDONIA_LANDING_BRIEFING: "アベンジャーは火星表面のサイドニアに着陸した。情報によると、ピラミッドの1つには地下コンビナートに通じる緑色のアクセス・リフトがある。敵の衛兵を倒して、敵の本拠地へ突入せよ。リフトに全戦闘員を集めてから'任務中断'を実行し次のステージへ向かえ。" STR_MARS_THE_FINAL_ASSAULT: "火星: 最終襲撃戦" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "ピラミッドのリフトは戦闘で疲労した戦闘員達を火星の地下深くへと運んだ。そして、彼らは巨大な地下コンビナートの中心に到着した。最終目標の‘脳’はこの地下迷宮のどこかに存在する。地球をエイリアンの脅威から救うためには、その脳を破壊しなければならない。{NEWLINE}{NEWLINE}諸君らの健闘を祈る!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "{1} を開発するには {0} を研究する必要がある。" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "エイリアンはXComの無防備な基地{0}を破壊した" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "XCom のエージェントは {0} にエイリアンの基地を発見した。" STR_STANDOFF: "射程外" STR_CAUTIOUS_ATTACK: " 慎重な攻撃" STR_STANDARD_ATTACK: " 通常攻撃" STR_AGGRESSIVE_ATTACK: " 猛攻撃" STR_DISENGAGING: " 離脱" STR_UFO_HIT: " UFO被弾!" STR_UFO_CRASH_LANDS: " UFO不時着!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: " 攻撃中は無効" STR_UFO_RETURN_FIRE: " UFO反撃!" STR_INTERCEPTOR_DAMAGED: " 迎撃機破損" STR_INTERCEPTOR_DESTROYED: " 迎撃機破壊" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFOはインターセプターから逃走中!" STR_ALIENS_TERRORISE: "エイリアンがテロ活動中:" STR_LONG_RANGE_DETECTION: "長距離探知" STR_STORES_UC: "在庫" STR_DIFFICULTY_LEVEL: "難易度" STR_INTERCEPT: "迎撃" STR_BASES: "基地" STR_GRAPHS: "グラフ" STR_UFOPAEDIA_UC: "UFOペディア" STR_OPTIONS_UC: "オプション" STR_FUNDING_UC: "資金提供国" STR_5_SECONDS: "5秒" STR_1_MINUTE: "1分" STR_5_MINUTES: "5分" STR_30_MINUTES: "30分" STR_1_HOUR: "1時間" STR_1_DAY: "1日" STR_XCOM_PERFORMANCE_ROSTER: "XCom勤務名簿" STR_ENTER_NAME: "名前を入力する" STR_PERFORMANCE_RATING: "勤務評価" STR_VICTORY_DATE: "勝利の日" STR_ELECTRO_FLARE: "エレクトロ・フレア" STR_ELECTRO_FLARE_UFOPEDIA: "この照明ライトは、地面に落ちた瞬間に点灯する。夜間戦闘中に敵のユニットを発見するのに役立つ。" STR_MONTHLY_COSTS: "毎月の費用" STR_CRAFT_RENTAL: "整備コスト" STR_SALARIES: "人件費" STR_BASE_MAINTENANCE: "基地の維持費" STR_COST_PER_UNIT: "ユニットごとの費用" STR_QUANTITY: "数量" STR_TOTAL: "合計" STR_IN_PSIONIC_TRAINING: "サイオニック訓練中" STR_BLASTER_BOMB_UFOPEDIA: "ラグビー・ボールのような形をした弾丸はブラスター・ランチャ用のミサイルで高度な知的誘導システムを備えている。" STR_FRONT_ARMOR: "前面装甲" STR_LEFT_ARMOR: "左側装甲" STR_RIGHT_ARMOR: "右側装甲" STR_REAR_ARMOR: "背面装甲" STR_UNDER_ARMOR: "下面装甲" STR_ROUNDS: "装弾数" STR_UNIT: "ユニット> {0}" STR_ENERGY: "体力" STR_MORALE: "士気" STR_ARMOR_: "アーマー> {0}" STR_FRONT_ARMOR_UC: "正面装甲" STR_LEFT_ARMOR_UC: "左側装甲" STR_RIGHT_ARMOR_UC: "右側装甲" STR_REAR_ARMOR_UC: "背面装甲" STR_SKILLS: "スキル> {0}" STR_LEVEL: "レベル> {0}" STR_HEAD: "頭部" STR_TORSO: "胴体" STR_RIGHT_ARM: "右腕" STR_LEFT_ARM: "左腕" STR_RIGHT_LEG: "右足" STR_LEFT_LEG: "左足" STR_PAIN_KILLER: "鎮痛剤" STR_STIMULANT: "興奮剤" STR_HEAL: "治療" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "重量>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "反応>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Pスキル>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P強度>{ALT}{0}" STR_ALIEN_ARTIFACT: "エイリアンの製造品" STR_AMMO_ROUNDS_LEFT: "弾薬:弾丸残り={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "痛み>{ALT}{0}{ALT}興奮>{ALT}{1}{ALT}治療>{ALT}{2}" STR_THROW: "投げる" STR_AUTO_SHOT: "3連射撃" STR_SNAP_SHOT: "急速射撃" STR_AIMED_SHOT: "精密射撃" STR_STUN: "気絶させる" STR_PRIME_GRENADE: "時限設定" STR_USE_SCANNER: "スキャナを使う" STR_USE_MEDI_KIT: "医療キットを使う" STR_LAUNCH_MISSILE: "ミサイルを発射する" STR_ACCURACY_SHORT: "精度>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "時間ユニットが足りません!" STR_NOT_ENOUGH_ENERGY: "体力が足りません!" STR_NO_ROUNDS_LEFT: "弾薬がありません!" STR_NO_AMMUNITION_LOADED: "弾が装填されていません!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "別の兵器用の弾薬です!" STR_WEAPON_IS_ALREADY_LOADED: "弾は既に装填されています!" STR_NO_LINE_OF_FIRE: "射線上に障害あり!" STR_GRENADE_IS_ACTIVATED: "手りゅう弾作動中!" STR_GRENADE_IS_DEACTIVATED: "手りゅう弾解除!" STR_THERE_IS_NO_ONE_THERE: "そこには誰もいません!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "研究終了まで使用できません!" STR_OUT_OF_RANGE: "射程距離外です!" STR_UNABLE_TO_THROW_HERE: "そこには投げられません!" STR_SET_TIMER: "タイマーをセットする" STR_HIDDEN_MOVEMENT: "エイリアン行動中" STR_TURN: "ターン> {0}" STR_SIDE: "サイド> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "ボタンを押して下さい" STR_MIND_CONTROL: "マインド・コントロール" STR_PANIC_UNIT: "パニック・ユニット" STR_MORALE_ATTACK_SUCCESSFUL: "精神攻撃に成功" STR_MIND_CONTROL_SUCCESSFUL: "マインド・コントロール成功" STR_HAS_GONE_BERSERK_MALE: "{0}が狂暴化した" STR_HAS_GONE_BERSERK_FEMALE: "{0}が狂暴化した" STR_HAS_PANICKED_MALE: "{0}はパニックに陥った" STR_HAS_PANICKED_FEMALE: "{0}はパニックに陥った" STR_XCOM: "X-Com" STR_ALIENS: "エイリアン" STR_RIGHT_HAND: "右手" STR_LEFT_HAND: "左手" STR_RIGHT_SHOULDER: "右肩" STR_LEFT_SHOULDER: "左肩" STR_BACK_PACK: "バックパック" STR_BELT: "ベルト" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}はエイリアンに支配されている" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}はエイリアンに支配されている" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}は昏倒した" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}は昏倒した" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}は致命傷が原因で死亡した" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}は致命傷が原因で死亡した" STR_USE_MIND_PROBE: "プローブを使用する" STR_FATAL_WOUNDS: "致命傷" STR_UNDER_ARMOR_UC: "下面装甲" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "残りT.U.は急速射撃用リザーブ" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "残りT.U.は3連射撃用リザーブ" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "残りT.U.は精密射撃用リザーブ" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "屈みこむためのTUをリザーブ" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "屈みこみ射撃するためのTUをリザーブ" STR_UNITS_IN_CRAFT: other: "{N}Xcomの機体に居るユニット" STR_UNITS_OUTSIDE: other: "{N}外に居るユニット" STR_UNITS_IN_ENTRANCE: other: "{N}入り口に居るユニット" STR_UNITS_IN_EXIT: other: "{N}目標の出口に居るユニット" STR_ABORT_MISSION_QUESTION: "任務を中断しますか?" STR_CORPSE: "死体" STR_UNLOAD_CRAFT: "弾薬を抜き取る" STR_HAS_BEEN_KILLED_MALE: "{0}は死亡した" STR_HAS_BEEN_KILLED_FEMALE: "{0}は死亡した" STR_HIT_MELEE: "近接攻撃" STR_GROUND: "着陸中" STR_LIVING_QUARTERS_PLURAL: "居住区" STR_LIST_ITEM: "アイテム" STR_PERSONAL_ARMOR_UFOPEDIA: "この新しいアーマーには宇宙人の合金を用いており、我々が宇宙人の脅威に打ち勝つチャンスをもたらす。" STR_POWER_SUIT_UFOPEDIA: "兵士のための強力な防護手段であるこのアーマーは、エレリウムを動力源とし、着用者の素早さと強さを大幅に増幅させるため、戦闘部隊にとって最高の保護を提供する。" STR_FLYING_SUIT_UFOPEDIA: "パワースーツの強化バージョンにはエイリアンの反重力制御技術が組み込まれており、戦場を自由自在に移動する事を可能とする。" STR_ALL_ALIENS_KILLED_IN_CRASH: "UFOの墜落でエイリアンが死亡し、自動回収された" STR_RESET: "リセット" STR_MEMORIAL: "墓碑" STR_DATE_UC: "日付" STR_SOLDIERS_RECRUITED_UC: "雇用した兵士 >{ALT}{0}" STR_SOLDIERS_LOST_UC: "失った兵士 >{ALT}{0}" MAP_CULTA: "農地" MAP_FOREST: "森林" MAP_JUNGLE: "ジャングル" MAP_MOUNT: "山地" MAP_DESERT: "砂漠" MAP_POLAR: "極地" MAP_URBAN: "都市" MAP_UBASE: "エイリアンの基地" MAP_XBASE: "X-COM基地" MAP_MARS: "火星" STR_MIXED: "混合" STR_REMOVE_SELECTED: "選択範囲を消去" STR_LIVE_ALIENS: "捕虜宇宙人" STR_DEAD_ALIENS: "殺害した宇宙人" STR_UNDER_INTERROGATION: "現在尋問中" STR_CONTAINMENT_EXCEEDED: "隔離拘束施設の許容範囲を超えました!{SMALLLINE}収容スペースが{0} 人分不足しています。彼らが死んでしまう前に超過分のエイリアンを拘束施設から除去する必要があります" STR_MANAGE_CONTAINMENT: "隔離拘束施設の管理" STR_STORAGE_EXCEEDED: "格納スペースを超過しています!{SMALLLINE}{0}分スペースが足りません。アイテムを売ってください" STR_GO_TO_BASE: "基地に戻る" STR_MELEE_ACCURACY: "格闘精度" STR_SELL_PRODUCTION: "売る" STR_BOTH_HANDS_MUST_BE_EMPTY: "両手が空いてなければなりません!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "装備品のストックが足りません" STR_UNLOAD_WEAPON: "弾倉を外す" STR_ALL_ITEMS: "選択可能なアイテム" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "これ以上、兵器および装備を搭載することはできません!{SMALLLINE}輸送機に搭載できるアイテムは{N}個に制限されています。" STR_CONTROL_CENTER_DESTROYED: "コントロールセンターが破壊されました。入り口へ戻り、'任務中断'を実行してください。" STR_XCOM_BASE_CANNOT_BE_BUILT: "X-COMの海洋施設は水中には建てられません" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "構成員" STR_CRAFT_ARMAMENT: "軍備" STR_COMPONENTS: "パーツ" STR_SOLDIERS_RECRUITED: "雇用した兵士" STR_SOLDIERS_LOST: "失った兵士" STR_TOTAL_UFOS: "探知したUFO" STR_TOTAL_ALIEN_BASES: "発見した宇宙人基地" STR_PSIONIC_STRENGTH_ABBREVIATION: "Psi訓練" STR_PSIONIC_SKILL_ABBREVIATION: "Psi能力" FEMALE_CIVILIAN: "民間人-女" MALE_CIVILIAN: "民間人-男" CYBERDISC_WEAPON: "サイバーディスクの武器" REAPER_WEAPON: "リーパーの武器" CHRYSSALID_WEAPON: "クリサリドの武器" CELATID_WEAPON: "セラチドの武器" SILACOID_WEAPON: "シラコイドの武器" SECTOPOD_WEAPON: "セクトポッドの武器" ZOMBIE_WEAPON: "ゾンビの武器" ALIEN_PSI_WEAPON: "エイリアンのPSI兵器" ================================================ FILE: bin/standard/xcom1/Language/ko.yml ================================================ ko: STR_AVENGER_UFOPEDIA: "수송기이자 전투 우주선이다. 외계인 기술을 궁극적으로 재현한 것이다." STR_INTERCEPTOR_UFOPEDIA: "쌍발 펄스 데토네이션 엔진과 특별히 차폐한 전자 장치가 있는 전투 비행기다. 지구 기반 기술로 쓸 수 있는 최고의 물건이다." STR_LIGHTNING_UFOPEDIA: "수송기이자 전투용 기체다. 외계인 추진 장치를 조악하나 효과적으로 재현한 것이다." STR_SKYRANGER_UFOPEDIA: "병력 수송기다. 수직 이륙 및 착륙(V.T.O.L.) 능력이 있는, 이러한 종류 중 가장 빠른 것이다." STR_FIRESTORM_UFOPEDIA: "전투용 기체다. 이 1인승 전투기는 고전적 외계인 비행 접시를 재현하며, 중앙 추진기가 있다." STR_STINGRAY_UFOPEDIA: "특별히 차폐한 전자 장치가 있는 발전된 공대공 미사일이다." STR_AVALANCHE_UFOPEDIA: "핵탄두를 달았으나, 엄청나게 무거운 중량을 지닌 공대공 미사일이다." STR_CANNON_UFOPEDIA: "40cm의 강철을 관통할 능력이 있는 철갑탄을 쏘는 높은 위력의 기총이다." STR_FUSION_BALL_UFOPEDIA: "이 발사기는 반물질 반응으로 위력을 내는 공 모양의 미사일을 쏜다. 이 공은 중력파의 내파로 표적을 파괴한다." STR_LASER_CANNON_UFOPEDIA: "이 재래식 레이저 빔은 반물질 반응로로 작동된다." STR_PLASMA_BEAM_UFOPEDIA: "이 중력 빔은 정교하게 조절된 중력장 내파를 유도한다." STR_SECTOID_UFOPEDIA: "섹토이드 사회 계층은 병사에서 강력한 사이오닉 능력을 지닌 지도자까지 아우른다. 이 사이오닉 권능은 전투에서 병사의 사기를 깎거나, 심지어 그들의 정신을 장악하는 데까지 이용될 수 있다. 그들은 인간의 유괴와 가축의 해체에 탐닉하는 경향이 있다. 유괴는 이종 교배와 인간 사회에 잠입할 복제 인간을 개발하기 위한 유전 물질을 추출하는 데 이용된다. 가축은 양분과 유전 재료 양쪽을 제공한다. 이 종족은 그들의 벌집 비슷한 사회의 효율을 올리기 위해 우월한 유전적 혼종을 개발하길 원하는 것으로 보인다." STR_SECTOID_AUTOPSY: "섹토이드 검시" STR_SECTOID_AUTOPSY_UFOPEDIA: "검시는 흔적만 남은 소화 기관과 단순한 신체 구조를 드러낸다. 두뇌와 눈은 아주 잘 발달되었다. 이 구조는 유전자 변형 또는 변이를 암시한다. 작은 눈과 코는 별 기능이 없는 것으로 보인다. 손가락 사이의 물갈퀴, 그리고 평평한 발은 수중 생물이 기원임을 암시한다. 아무런 생식 기관도 없으며, 어떻게 이 종족이 번식할 수 있는 지에 대해 아무런 단서도 없다. 그들은 유전적으로 조작된 종임이 거의 확실하다." STR_SNAKEMAN_UFOPEDIA: "이 종족은 엄청나게 혹독한 환경에서 발달했다. 그들은 엄청나게 억세며 엄청난 온도 변화에 저항할 수 있다. 그들의 이동은 모든 핵심 장기를 보호하는 뱀 비슷한 거대한 '발'에 의존한다. 그들의 목적은 순수하게 사냥을 하는 것으로 보이며, 그들은 지구에 대한 그들의 군대식 침략을 지시하는 어떤 다른 지성체의 지휘 하에 있는 것으로 보인다." STR_SNAKEMAN_AUTOPSY: "스네이크맨 검시" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "피부는 엄청나게 억세며 열에 잘 저항한다. 심혈관계는 이동을 만들어내기 위한 유압의 원리를 이용하는 근육계의 일부다. 유일한 진짜 근육은 '심장'이다. 그들의 생식 기관은 아주 효율적인 것으로 보인다. 번식 방법은 무성생식이며, 각각의 스네이크맨은 언제라도 그 몸 안에 50개에 이르는 알을 품고 있다.마음대로 하게 두면 이 종족은 지구 상의 생물에게 심각한 위협이 될 것이다." STR_ETHEREAL_UFOPEDIA: "이 존재는 텔레파시 통신과 염동 능력을 쓰도록 하는 끝내주는 정신력을 지닌다. 이 생물의 명백히 약한 육체적 능력은 그 정신적 힘으로 보조를 받는다. 그들이 우리가 아는 물리 법칙을 거부하는 듯하기에, 우리는 이 염동력이 어떻게 일어나는지 이해하지 못한다. 그들은 어떠한 전투 상황에서도 엄청나게 위험한데, 그들이 전투를 정신적 힘에 의존한다. 그들은 자기 목적 달성을 위해 다른 종족에 의존하는 듯하기에 지구에 드물게 나타난다." STR_ETHEREAL_AUTOPSY: "이더리얼 검시" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "이 존재는 육체적으로 쇠퇴했고 어떠한 생명 기능을 유지할 역량이 없는 듯하다. 근육은 심각하게 위축되었고 내부 장기는 덜 발달된 것으로 보인다. 감각 기관은, 눈을 포함해, 전혀 기능하지 못하는 것으로 보인다. 두뇌는, 그렇지만, 잘 발달되었고 몸의 혈액 공급 중 높은 부분을 끌어다 쓴다. 어떻게 이 생물이 외부 지원 없이 스스로를 지탱할 수 있는지는 수수께끼다." STR_MUTON_UFOPEDIA: "이 인간형 생물은 육체적인 힘이 세고 지능적이다. 그들은 어떠한 종류건 생 살점을 섭취하는 특별한 식성을 지니는데, 이는 그들이 지구 출신의 육식동물 같이 생존을 위해 필요하다. 그들은 '이더리얼'로 알려진 종족으로부터 받는 텔레파시 명령에 의존하는 것으로 보인다. 일단 이 텔레파시 연결로부터 분리되면 그들의 정신 체계는 무너지는 것으로 보이고 그들은 죽는다. 사이버네틱 삽입물이 그들의 전투 능력을 강화하기 위해 이용된다. 그들은 분명히 더 높은 지성체를 위한 보병이다." STR_MUTON_AUTOPSY: "뮤톤 검시" STR_MUTON_AUTOPSY_UFOPEDIA: "이 생물의 '피부'는 몸에 접목된 유기적으로 만들어진 보호 장갑인 것으로 보인다. 심혈관계 및 감각을 강화하는 데 이용되는 다수의 사이버네틱 삽입물이 있다. 생식 기관은 수술로 제거된 것으로 보인다. 명백히 이 불행한 생물은 전쟁과 정복의 나날을 지낼 뿐이다. 철갑 탄약은 그들의 억세진 피부에 대해 그리 효과적이지 않다." STR_CELATID_UFOPEDIA: "이 생명체는 공기 중에 떠다니는 신비한 기본 능력을 지닌다. 그건 인간의 뇌파를 탐지하는 것으로 보이고 잘 숨어있다 하여도 인간 표적을 향해 움직일 것이다. 일단 표적이 탐지되면 셀라티드는 착륙해 엄청나게 부식성이 강한 독으로 이루어진 작은 방울을 쏜다. 이 생물은 걱정스러울 정도로 스스로를 복제하는 능력을 지닌다. 그건 돌아다닐 때 뮤톤 종족과 함께한다." STR_CELATID_AUTOPSY: "셀라티드 검시" STR_CELATID_AUTOPSY_UFOPEDIA: "심장부에는 자연적으로 발달된 반중력 추진 장치인 것으로 보이는 작은 생체기계 장치가 들어 있다. 독 샘은 가장 커다란 장기이고 구분되는 두뇌 구조가 있는 것으로 보이지 않는다. 분별할 수 있는 아무런 소화 또는 생식 기관도 없다. 작은 장기는 새로운 존재로 급속히 성장할 수 있는 태아가 들어 있다." STR_SILACOID_UFOPEDIA: "이 실리콘 기반 생명체는 막대한 양의 열을 생성한다. 그건 이후 그 뜨거운 속살로 흡수할 수 있는 바위를 부술 힘을 지닌다. 그건 원시적인 지능을 지니고 삽입물 또는 텔레파시를 다루는 존재에 의해 통제될 수 있다. 그건 뮤톤이라는 외계 종족과 함께 일한다." STR_SILACOID_AUTOPSY: "실라코이드 검시" STR_SILACOID_AUTOPSY_UFOPEDIA: "이 생물의 속살은 엄청나게 뜨겁고, 소화 기관의 기초가 되는 듯하다. 그 독특한 근육계는 굉장한 힘과 속도를 지닌다. 그 바위 비슷한 피부는 불 또는 소이 탄약에 의해 상하지 않는다." STR_CHRYSSALID_UFOPEDIA: "이 생물의 게와 비슷한 발톱은 근접 전투에서 강력한 무기다. 이 생물의 높은 신진대사와 근력은 속도 및 날렵함을 준다. 그건 피해자를 죽이는 대신 몸에 알을 까고 피해자를 걸어 다니는 좀비로 바꾸는 맹독을 주입한다. 새로운 크리살리드는 알까기 직후 피해자로부터 튀어 나온다. 크리살리드는 스네이크맨 종족과 함께한다." STR_CHRYSSALID_AUTOPSY: "크리살리드 검시" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "이 생물의 외골격은 엄청나게 억세나, 폭발 탄약에 놀랍도록 취약하다. 두뇌는 잘 발달되었고, 세포 성장률은 대단히 빠르다. 이 생물은 다른 생체 내부에 낳을 20개의 알을 지닌다. 이 생물은 아주 효과적인 테러 무기다." STR_FLOATER_UFOPEDIA: "플로터는 주로 병사 및 테러 요원이다. 그들은 당연히 사냥하는 야수로, 만만찮은 전사를 만들기 위해 유전적으로 처리되었고 사이버네틱으로 강화되었다. 몸의 아래 절반과 대부분의 내부 장기는 수술로 제거되었고, 생명 유지 장치가 설치되었다. 이 삽입물은 이 생물을, 비록 불안정하지만, 공기 중을 떠다니도록 하는 반중력 장치가 들어 있다." STR_FLOATER_AUTOPSY: "플로터 검시" STR_FLOATER_AUTOPSY_UFOPEDIA: "이 생물은 수술에 의해 극적으로 변화되어 버렸다. 몸의 핵심을 형성하는 듯한 장치는 생명 유지 장치로, 심장, 폐 그리고 소화 기관의 기능을 대신한다. 이는 이 생물이 엄청나게 혹독한 환경에서 생존하는 걸 가능하게 하는 것 같다. 두뇌는 우리 것보다 작으나, 감각 기관은 잘 발달되었다." STR_REAPER_UFOPEDIA: "이 이족보행하는 육식동물은 강력한 아가리와 게걸스러운 식성을 지닌다. 그건 활동을 통제하는 데 이용되는 다수의 두뇌 삽입물을 지닌다. 이 생물의 원초적인 사냥 본능은 테러와 파괴를 일으키는 걸 제외하는 거의 사용되지 않는다. 리퍼는 플로터와 보통 함께한다." STR_REAPER_AUTOPSY: "리퍼 검시" STR_REAPER_AUTOPSY_UFOPEDIA: "리퍼는 심하게 다쳤을 때조차 기능을 하게 하는 두 개의 '두뇌'와 두 개의 '심장'을 지닌다. 그렇지만, 그 털이 무성한 피부는 대단히 불이 잘 붙어, 이 생물을 소이 무기에 취약하게 만든다." STR_SECTOPOD_UFOPEDIA: "섹토포드는 강력한 레이저 빔 무기가 있는 로봇 생물이다. 이 기계 야수의 제어는 조종사, 이더리얼의 텔레파시 연결을 통해 이루어진다. 섹토포드는 외계인 군대가 쓸 수 있는 가장 강력한 테러 무기다." STR_SECTOPOD_AUTOPSY: "섹토포드 검시" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "이 로봇은 대다수 형태의 공격, 특히 플라스마 무기에 저항할 능력 있는 동력 장갑으로 견고하게 건조되었다. 그렇지만, 그 감각 회로는 레이저 무기에 특히 취약한 듯하다." STR_CYBERDISC_UFOPEDIA: "이 축소 비행 접시는 강력한 플라스마 빔으로 무장한 자율적 테러 무기다. 반중력 추진기는 험난한 환경에서 큰 이점을 준다. 그 주요 기능은 섹토이드 종족의 필요에 따른 파괴와 테러다." STR_CYBERDISC_AUTOPSY: "사이버디스크 검시" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "사이버디스크는 잘 차폐되었고 폭발 탄약을 버티는 데 특히 능하다. 주 반중력 장치는 그 기능에 대해 어떠한 이해를 얻기에는 너무 심하게 망가졌다." STR_UFO_POWER_SOURCE_UFOPEDIA: "외계인 기체의 동력원은 강력한 중력파 뿐만 아니라 다른 형태의 에너지를 생성하기 위해 엘레리움(115번 원소)을 이용하는 반물질 반응로다. 물질의 에너지 변환률은 믿을 수 없는 99%의 효율을 보이며, 따라서 자그마한 양의 엘레리움이 거대한 양의 동력을 만들어낼 수 있다. 이 장치는 외계 합금을 이용해 쉽게 재현할 수 있다." STR_UFO_NAVIGATION_UFOPEDIA: "외계인의 기체는 지구 위와 우주 공간을 항해하기 위해 정교한 컴퓨터를 이용한다. 이 장치는 네트워크 형태로 배열된 광학 처리 장치에 기반한다. 제어 인터페이스는 상대적으로 단순하다 - 항법사는 기체를 어떤 방향으로 움직이기 위해 동력원에서 생성된 중력파의 방향을 제어한다. 이 장치는 인간이 쉽게 이용할 수 있고, 외계 합금과 다른 부품을 이용해 재현할 수 있다." STR_UFO_CONSTRUCTION_UFOPEDIA: "외계인의 기체는 세 주요 부품으로 이루어진다 - 동력원, 항법 장치 및 외계 합금으로 만들어진 선체다. 선체는 중력파가 유도 및 제어될 수 있도록 특별히 설계된다. 추가로 동력원을 움직이는 데 적은 양의 엘레리움이 요구된다. 일단 건조 원리가 이해되었고, 부품 각각의 기능이 알려졌기에, 이러한 유형의 기체를 만드는 게 가능하다." STR_ALIEN_FOOD_UFOPEDIA: "이 용기는 가축, 다른 동물과 심지어 인간의 신체 일부를 소화하는 데 이용되는 다양한 효소가 들어 있다. 이 액체는 이후 즉석 소화 식품으로서 섭취된다 - 아마도 혈류에 직접. 이는 식량을 지구에 일정 부분 의존함을 암시한다 - 지구와 외계인 사회 간의 공생이라는 형태로." STR_ALIEN_REPRODUCTION_UFOPEDIA: "이 용기는 외계인의 태아가 들어 있다. 이 용기의 설계는 이 장치를 이용하는 외계인이 인공 번식에 완전히 의존한다는 것을 암시하는 듯하다. 풍부한 영양분은 태아의 급속한 발달을 보장한다. 이 공장 생산 체계는 짧은 시간 간격 안에 수천의 외계인 복제 생물을 만들어낼 수 있었다. 이 공정은 인간의 번식, 또는 외계인-인간 혼종에 쉽게 적용될 수 있었다." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "이 구체의 가장 비슷한 기능은 여가다. 사이오닉 회로는 두뇌의 다양한 중추를 자극한다. 그 효과는 환각 약물과 비슷하다. 이는 외계인이 어떤 문화 또는 여가 활동을 즐긴다는 유일한 증거다." STR_ALIEN_SURGERY_UFOPEDIA: "이 수술 장비는 가축 및 다른 동물의 특정 신체 부위를 추출하기 위한 레이저 절단기를 이용한다. 널리 퍼진 가축 해체는 이 괴기한 외계인 활동으로 설명될 수 있다. 이 부위들은 영양분 또는 유전자 확보 목적으로 이용되는 것 같다." STR_EXAMINATION_ROOM_UFOPEDIA: "과거에 수천 명의 사람들은 외계인에 의해, 때때로 반복해서 유괴되었다고 주장했다. 진실은 훨씬 더 끔찍하다. 인간은 유괴되어, 연구 및 감시를 당했다. 최고의 표본은 유전 재료를 추출 당했다. 여성은 인간-외계인 혼종 태아가 삽입되었고, 수 개월 후 제거되었다. 외계인이 어떤 사악한 동기를 가졌는지 누가 알겠는가?" STR_ALIEN_ALLOYS_UFOPEDIA: "외계인의 기체는 독특한 특성이 있는 특별한 합금으로 건조된다. 그건 엄청나게 가볍고 튼튼하며, 전자기 방식으로 찍어낼 수 있다. 이 재료는 재현할 수 있고 많은 종류의 제조 공정에 이용될 수 있다." STR_ELERIUM_115_UFOPEDIA: "이 원소는 특정 입자로 때렸을 대 반물질 동력을 생성하는 비상한 속성을 지닌다. 이는 중력파 및 다른 형태의 에너지를 생성한다. 그건 우리 태양계에서 자연적으로 발견되지 않고 재현될 수 없다." STR_ALIEN_ORIGINS_UFOPEDIA: "우리가 지구에서 지는 싸움을 벌이고 있음은 명확하다. 외계인의 무리는 압도적인 숫자를 보인다. 우리가 할 수 있는 최선은 그들의 진도를 늦추는 것이다. 인류를 위한 유일한 희망은 외계인을 원점에서 쓰러트리는 것이다. 우리 연구는 우리 태양계 내부에 가까운 작전 기지가 있음을 가리키는 듯하다. 외계인은 이곳이 인류 역사 이전의 고대 문명의 중심부였음을 내비친다. 우리는 가능한 빨리 이곳의 자리를 잡아 내야 한다. 그렇지만, 우리는 더 자세한 정보를 얻기 위해 외계인의 지도자를 포획해 심문할 필요가 있다. 더 커다란 UFO는 아마도 적어도 한 마리의 외계인 지도자가 있을 것이다." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "우리 연구는 이제 외계인 작전 기지가 화성임을 지목한다. 그 기지는 잘 숨겨졌고, 지구의 잠입에 불을 지필 모든 제조 및 복제 시설이 들어 있다. 그건 또한 전체 작전을 지휘하는 어떤 종류의 제어 컴퓨터가 들어 있는 듯하다. 벌집 비슷한 외계인의 사회는 어떤 종류의 '여왕벌이 있는 듯하다. 이는 그들의 근원적 약점이다 - 만약 우리가 이 '두뇌'를 제거할 수 있다면 육체는 죽을 것이다. 우리는 너무 늦기 전에 연구에 더욱 매진해야 한다. 진도를 나가기 위해 우리는 오직 외계인 기지와 전함에만 거주하는 최고위 외계인을 - 사령관을 - 반드시 포획해야 한다." STR_CYDONIA_OR_BUST_UFOPEDIA: "이제 외계인의 무리가 사이도니아 안의 지하 기지에서 지휘를 받는다는 게 명확하다 - 다섯 면을 가진 피라미드와 인간 얼굴을 닮은 커다란 형상이 특징인 화성의 비상한 영역이다. 사이도니아의 문명은 수백 만년 전 화성에서 한때 번성했으나,우리는 왜 그게 자취를 감추었는지, 아니면 그곳의 최근 외계인 활동과 어떤 관계가 있는지 알지 못한다. 설명이 무엇이건 우리는 반드시 사이도니아로 원정대를 보내야 한다. 이는 우리가 외계인을 물리칠 수 있는 유일한 방법이다. 우리는 지휘를 하는 중추 '두뇌'를 반드시 부수어야 한다. 우리는 우리 뜻대로 쓸 가장 끝내주는 파괴력을 장착한 어벤저 기체가 필요할 것이다. 우리가 여기서 배울 수 있는 건 더 이상 없다 - 우리는 사이도니아의 강습 결과를 기다려야 한다." STR_CENTER_ON_SITE_TIME_5_SECONDS: "현장을 화면 가운데로-시간=5초" STR_CANCEL_UC: "취소" STR_NONE: "없음" STR_UNKNOWN: "불명" STR_POOR: "나쁨" STR_AVERAGE: "보통" STR_GOOD: "좋음" STR_EXCELLENT: "훌륭함" STR_BUILD_NEW_BASE_UC: "새 기지 짓기" STR_BASE_INFORMATION: "기지 정보" STR_EQUIP_CRAFT: "기체 장비" STR_BUILD_FACILITIES: "시설 건설" STR_RESEARCH: "연구" STR_MANUFACTURE: "제조" STR_TRANSFER_UC: "이송" STR_PURCHASE_RECRUIT: "구매/고용" STR_SACK: "해고" STR_SELL_SACK_UC: "매각/해고" STR_GEOSCAPE_UC: "지구 화면" STR_NAME: "이름" STR_AREA: "영역" STR_BUILD_NEW_BASE: "새 기지 짓기" STR_CANCEL: "취소" STR_COST_UC: "비용>" STR_CONSTRUCTION_TIME_UC: "건설 시간>" STR_DAY: other: "{N} 일" STR_HOUR: other: "{N} 시간" STR_MAINTENANCE_UC: "유지비>" STR_OK: "확인" STR_INSTALLATION: "설비" STR_CURRENT_RESEARCH: "현재 연구" STR_SCIENTISTS_AVAILABLE: "쓸 수 있는 과학자>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "할당된 과학자>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "쓸 수 있는 연구 공간>{ALT}{0}" STR_RESEARCH_PROJECT: "연구 과제" STR_SCIENTISTS_ALLOCATED_UC: "할당된 과학자" STR_PROGRESS: "진도" STR_NEW_PROJECT: "새로운 과제" STR_CANCEL_PROJECT: "과제 취소" STR_NEW_RESEARCH_PROJECTS: "새로운 연구 과제" STR_SCIENTISTS_AVAILABLE_UC: "쓸 수 있는 과학자>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "쓸 수 있는 연구 공간>{ALT}{0}" STR_INCREASE: "증가" STR_DECREASE: "감소" STR_START_PROJECT: "과제 시작" STR_CURRENT_PRODUCTION: "현재 생산" STR_ENGINEERS_AVAILABLE: "쓸 수 있는 공학자>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "할당된 공학자>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "쓸 수 있는 작업 공간>{ALT}{0}" STR_CURRENT_FUNDS: "현재 자금>{ALT}{0}" STR_ITEM: "물품" STR_ENGINEERS__ALLOCATED: "할당된{NEWLINE}공학자" STR_UNITS_PRODUCED: "생산된{NEWLINE}유닛" STR_TOTAL_TO_PRODUCE: "생산하려는 총수" STR_COST__PER__UNIT: "유닛{NEWLINE}당{NEWLINE}비용" STR_DAYS_HOURS_LEFT: "남은 기간" STR_NEW_PRODUCTION: "새로운 생산" STR_PRODUCTION_ITEMS: "생산 물품" STR_CATEGORY: "분류" STR_START_PRODUCTION: "생산 시작" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "유닛 하나 생산하는 데 {0} 인시" STR_COST_PER_UNIT_: "유닛 당 비용>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "요구되는 작업 공간>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "요구되는 특별 재료" STR_ITEM_REQUIRED: "요구되는 물품" STR_UNITS_REQUIRED: "요구되는 개수" STR_UNITS_AVAILABLE: "쓸 수 있는 개수" STR_STOP_PRODUCTION: "생산 정지" STR_ENGINEERS_AVAILABLE_UC: "쓸 수 있는 공학자>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "쓸 수 있는 작업 공간>{ALT}{0}" STR_MONTHLY_PROFIT: "월 수익>{ALT}{0}" STR_INCREASE_UC: "증가" STR_DECREASE_UC: "감소" STR_UNITS_TO_PRODUCE: "생산할{NEWLINE}개수" STR_PURCHASE_HIRE_PERSONNEL: "구매/직원 고용" STR_COST_OF_PURCHASES: "구매 비용>{ALT}{0}" STR_COST_PER_UNIT_UC: "단가" STR_QUANTITY_UC: "수량" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "쓸 수 있는 직원:총 직원>" STR_SOLDIERS: "병사" STR_SCIENTISTS: "과학자" STR_ENGINEERS: "공학자" STR_SPACE_USED_SPACE_AVAILABLE: "사용된 공간:쓸 수 있는 공간>" STR_LIVING_QUARTERS: "생활관" STR_STORES: "창고" STR_LABORATORIES: "연구실" STR_WORK_SHOPS: "작업실" STR_HANGARS: "격납고" STR_SHORT_RANGE_DETECTION: "단거리 탐지기" STR_DEFENSE_STRENGTH: "방위력" STR_TRANSFERS_UC: "이송" STR_TRANSFERS: "이송" STR_ARRIVAL_TIME_HOURS: "도착 소요시간(시간)" STR_COST_: "비용>{ALT}{0}" STR_AREA_: "영역>{ALT}{0}" STR_BASE_NAME: "기지 이름?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "출입 승강기 위치 지정" STR_TRANSFER: "이송" STR_AMOUNT_TO_TRANSFER: "이송하려는 양" STR_SELECT_DESTINATION_BASE: "행선지 기지 선택" STR_COST: "비용" STR_VICTORY_1: "방으로 들어가자 당신은 외계인 두뇌를 본다 - 당신이 찾던 목표를. 당신이 쏘려 하기 전에 그건 기지에 있는 화면을 통해 당신과 교신한다. 그건 당신이 방아쇠를 당기려는 결정을 하기 전에 자신의 생존에 대한 항변을 들어 줄 것을 간청한다..." STR_VICTORY_2: "그 두뇌는 말한다: '수백 만년 전 너희가 화성이라 부르는 행성은 살아 있었다. 이 생명은 너희에게 했던 것처럼 우리 문명이 황량한 행성으로 가져왔었지. 수백 만년 동안 우리는 너희 행성을 들렀고 너희 종족을 유전적으로 개발했다. 너희는 우릴 죽일 수 없다, 너희는 우리의 일부다..." STR_VICTORY_3: "여기는 너희 선대 종이 세운 - 너희 것보다 수백 만년 전에 지어진 피라미드로 - 화성 문명의 중심이다. 어느 행성도 너희의 성과에 미치지 못했다. 이 힘은 오래지 않아 너희 것이 될 수 있었어. 우리가 요청하는 건 협력이 전..." STR_GAME_OVER_1: "외계인은 모든 인류를 말살하려 하며, 도시를 부수고 대기와 바다에 독을 풀어 놓는다. 지구 군대의 저항은 엄청나게 우월한 기술 앞에서 효과가 없다. 살아남은 세대는 외계인의 파괴에서 도망치는 동안 끔찍한 변이에 시달린다. 그들은 지구를 어떤 알려지지 않은 제국의 일부인 외계인 식민지로 바꾸는 걸 돕기 위해 노예 수용소에 모아졌다." STR_GAME_OVER_2: "X-Com 프로젝트를 통해 얻었던 지식은 영원히 잃어버렸다. 당신은 지구를 구하는 데 실패했다." STR_VICTORY_4: "그 외계인의 두뇌는 뜨거운 플라스마의 폭발에 의해 작동 중단되었고, 모든 외계인 세력은 패배했다." STR_VICTORY_5: "일단 외계인이 화성을 잃으면서 지구도 잃었다. 오래지 않아 X-Com의 연구는 다시 한번 인류를 번영하게 하였고, 화성을 영토로 선포한다. 외계인의 위협은 사라졌으나, 얼마나 오래 갈지, 그건 아무도 모른다..." STR_YOU_HAVE_FAILED: "당신은 외계인의 맹공을 저지하는 데 실패했다. 후원 국가들은 하나하나 기술, 번영 및 평화를 약속하는 외계인과 조약을 체결한다. 그렇지만, 외계인이 다른 계획을 지니고 있음이 곧 분명해졌다..." STR_TOTAL_UC: "합계" STR_INCOME: "수입" STR_EXPENDITURE: "지출" STR_MAINTENANCE: "유지비" STR_BALANCE: "수지" STR_UFO_ACTIVITY_IN_AREAS: "영역별 UFO 활동" STR_UFO_ACTIVITY_IN_COUNTRIES: "국가별 UFO 활동" STR_XCOM_ACTIVITY_IN_AREAS: "영역별 X-COM 활동" STR_XCOM_ACTIVITY_IN_COUNTRIES: "국가별 X-COM 활동" STR_FINANCE: "재정" STR_DATE_FIRST: "{0}일" STR_DATE_SECOND: "{0}일" STR_DATE_THIRD: "{0}일" STR_DATE_FOURTH: "{0}일" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 생산을 위한 특별 재료가 부족하다" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 생산을 위한 돈이 부족하다" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 생산을{NEWLINE}마쳤다" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 건설을{NEWLINE}마쳤다" STR_OK_5_SECONDS: "확인 - 5초" STR_RESEARCH_COMPLETED: "연구 완료" STR_VIEW_REPORTS: "보고서 열람" STR_WE_CAN_NOW_RESEARCH: "이제 아래를 연구할 수 있다" STR_WE_CAN_NOW_PRODUCE: "이제 아래를 생산할 수 있다" STR_SUNDAY: "일요일" STR_MONDAY: "월요일" STR_TUESDAY: "화요일" STR_WEDNESDAY: "수요일" STR_THURSDAY: "목요일" STR_FRIDAY: "금요일" STR_SATURDAY: "토요일" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{2}에서 {1}에 주유하기 위한 {0}이 충분하지 않다" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2}에서 {1}를 재무장하기 위한 {0}이 충분하지 않다" STR_UFO_IS_NOT_RECOVERED: "UFO가 회수되지 않았다" STR_UFO_IS_RECOVERED: "UFO가 회수되었다" STR_CRAFT_IS_LOST: "기체를 잃었다" STR_TERROR_CONTINUES: "테러는 계속된다" STR_ALIENS_DEFEATED: "외계인은 물러났다" STR_BASE_IS_LOST: "기지를 잃었다" STR_BASE_IS_SAVED: "기지는 무사하다" STR_ALIEN_BASE_STILL_INTACT: "외계인 기지는 여전히 활동한다" STR_ALIEN_BASE_DESTROYED: "외계인 기지를 부수었다" STR_ALIENS_KILLED: "죽인 외계인" STR_ALIEN_CORPSES_RECOVERED: "회수한 외계인 시체" STR_LIVE_ALIENS_RECOVERED: "회수한 살아있는 외계인" STR_ALIEN_ARTIFACTS_RECOVERED: "회수한 외계인 유물" STR_ALIEN_BASE_CONTROL_DESTROYED: "부순 외계인 식민지 제어부" STR_CIVILIANS_KILLED_BY_ALIENS: "외계인이 죽인 민간인" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COM 요원이 죽인 민간인" STR_CIVILIANS_SAVED: "민간인 구조" STR_XCOM_OPERATIVES_KILLED: "죽은 X-COM 요원" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "작전 중 실종된 X-COM 요원" STR_TANKS_DESTROYED: "부서진 탱크" STR_XCOM_CRAFT_LOST: "잃어버린 X-COM 기체" STR_UFO_RECOVERY: "UFO 회수" STR_ALIEN_BASE_RECOVERY: "외계인 기지 회수" STR_BASE_UNDER_ATTACK: "{0} 기지가 공격을 받는다!" STR_BASE_DEFENSES_INITIATED: "기지 방어 개시" STR_GRAV_SHIELD_REPELS_UFO: "중력 방어막이 UFO를 밀어냄!" STR_FIRING: "발포" STR_HIT: "명중!" STR_UFO_DESTROYED: "UFO 파괴!" STR_MISSED: "빗나감!" STR_SELL_ITEMS_SACK_PERSONNEL: "물품 매각/직원 해고" STR_VALUE_OF_SALES: "판매가> {ALT}{0}" STR_FUNDS: "자금> {ALT}{0}" STR_SELL_SACK: "매각/해고" STR_VALUE: "가격" STR_CRAFT_: "기체> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}호" STR_UFO_CRASH_RECOVERY: "UFO 잔해 회수" STR_UFO_CRASH_RECOVERY_BRIEFING: "주의 요망 - UFO 안이나 추락 현장 주변에 요원이 있을 지 모른다. 임무는 모든 적 유닛이 제거되거나 무력화될 때 완료될 것이다. UFO 잔해, 유물 및 외계인 시체에 대한 회수는 이후에 개시될 수 있다. 임무를 중단하려면 X-Com 요원을 수송 차량으로 보내고 '임무 중단' 아이콘을 눌러라." STR_UFO_GROUND_ASSAULT: "UFO 지상 강습" STR_UFO_GROUND_ASSAULT_BRIEFING: "착륙 현장을 탐험하고, 만약 가능하다면, UFO에 진입하라. 임무는 모든 적 유닛이 제거되거나 무력화될 때 완료될 것이다. UFO, 유물 및 외계인 시체에 대한 회수는 이후에 개시될 수 있다. 임무를 중단하려면 X-Com 요원을 수송 차량으로 보내고 '임무 중단' 아이콘을 눌러라." STR_BASE_DEFENSE: "기지 방어" STR_BASE_UC_: "기지> {0}" STR_BASE_DEFENSE_BRIEFING: "외계인 함선 하나가 근처에 착륙했다. 우리 기지는 심각한 위험에 처해 있다. 표준 절차에 따라 모든 비전투 직원과 X-Com 기체는 대피했다. 외계인은 격납고 문 또는 출입 승강기를 통해 기지로 들어올 것이다. 무슨 수를 쓰더라도 기지와 중요 설비를 방어하라 - 이것은 목숨을 건 싸움이다. 만약 '임무 중단' 아이콘을 누르면 당신은 패배를 인정하고 기지를 잃을 것이다." STR_ALIEN_BASE_ASSAULT: "외계인 기지 강습" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com 요원은 외계인의 기지로 가는 입구를 확보했다. 기지를 무력화하려면 제어부가 반드시 부서져야 한다. 이 임무는 모든 적이 제거될 때, 또는 당신의 분대가 녹색 출구 영역으로 돌아왔을 때(탈출하려면 '임무 중단' 아이콘을 눌러라) 종료할 것이다." STR_CYDONIA_BRIEFING: "당신은 사이도니아에 도착했다. 당신은 화성의 스핑크스 근처의 커다란 지하 단지로 가는 입구를 확보했다. 당신은 모든 외계인 활동을 제어하는 외계인 두뇌를 반드시 부수어야 한다. 인류의 운명은 당신의 손에 달렸다..." STR_TERROR_MISSION: "테러 임무" STR_TERROR_MISSION_BRIEFING: "임무는 모든 적 유닛이 제거되거나 무력화될 때 성공으로 끝날 것이다. 당신은 외계인의 위협을 제거해 이 영역에 있는 어떠한 시민의 생명도 반드시 살리려고 노력해야 한다. 임무를 중단하려면 X-Com 요원을 수송 차량으로 보내고 '임무 중단' 아이콘을 눌러라." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "기체 생산에 필요한 빈 격납고가 없다!{SMALLLINE}기지에 할당, 기지로 이송, 구매 또는 건조한 각각의 기체는 하나의 격납고를 이용한다. 새로운 격납고를 짓거나 또 다른 기지로 기체를 이송하라." STR_NO_FREE_HANGARS_FOR_PURCHASE: "구매에 필요한 빈 격납고가 없다!{SMALLLINE}기지에 할당, 기지로 이송, 구매 또는 건조한 각각의 기체는 하나의 격납고를 이용한다. 새로운 격납고를 짓거나 또 다른 기지로 기체를 이송하라." STR_NO_FREE_HANGARS_FOR_TRANSFER: "이송에 필요한 빈 격납고가 없다!{SMALLLINE}기지에 할당, 기지로 이송, 구매 또는 건조한 각각의 기체는 하나의 격납고를 이용한다. 새로운 격납고를 짓거나 또 다른 기지로 기체를 이송하라." STR_CANNOT_BUILD_HERE: "여기에 지을 수 없다!{SMALLLINE}당신은 반드시 기존 기지 시설 옆에 지어야 한다." STR_NO_FREE_ACCOMODATION: "빈 생활 공간이 없다!{SMALLLINE}행선지 기지는 생활관 안에 충분한 공간을 지니지 않는다." STR_NOT_ENOUGH_WORK_SPACE: "쓸 수 있는 작업 공간이 충분하지 않다!{SMALLLINE}새 작업실을 짓거나 다른 과제의 일을 줄여라" STR_NOT_ENOUGH_MONEY: "돈이 충분하지 않다!" STR_NOT_ENOUGH_STORE_SPACE: "저장 공간이 충분하지 않다!{SMALLLINE}새로운 저장 시설을 짓거나 기존 창고 내 물건을 다른 기지로 이송하라." STR_NOT_ENOUGH_LIVING_SPACE: "생활 공간이 충분하지 않다!{SMALLLINE}새로운 생활관을 짓거나 직원을 다른 기지로 이송하라." STR_LAUNCH_INTERCEPTION: "요격기 발진" STR_CRAFT: "기체" STR_STATUS: "상태" STR_BASE: "기지" STR_READY: "대기" STR_OUT: "출동했음" STR_REPAIRS: "수리 중" STR_REFUELLING: "급유 중" STR_REARMING: "재무장 중" STR_TARGET: "표적: {0}" STR_WAY_POINT: "경유지" STR_ARE_YOU_SURE_CYDONIA: "당신은 이 기체를 사이도니아로 가는 임무에 보내길 원하는 게 확실한가?" STR_YES: "예" STR_NO: "아니요" STR_SELECT_DESTINATION: "행선지 선택" STR_CYDONIA: "사이도니아" STR_SELECT_SITE_FOR_NEW_BASE: "새로운 기지를 위한 현장 선택" STR_RETURN_TO_BASE: "기지로 복귀" STR_SELECT_NEW_TARGET: "새로운 표적 선택" STR_PATROL: "순찰" STR_STATUS_: "상태>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "손상됨 - 기지로 복귀함" STR_LOW_FUEL_RETURNING_TO_BASE: "연료 부족 - 기지로 복귀함" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "임무 완료 - 기지로 복귀함" STR_PATROLLING: "순찰 중" STR_TAILING_UFO: "UFO 추격 중" STR_INTERCEPTING_UFO: "UFO-{0}호 요격 중" STR_RETURNING_TO_BASE: "기지로 복귀함" STR_DESTINATION_UC_: "행선지: {0" STR_BASE_UC: "기지>{ALT}{0}" STR_SPEED_: "속도>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "최대 속도>{ALT}{0}{ALT}" STR_ALTITUDE_: "고도>{ALT}{0}" STR_VERY_LOW: "매우 낮음" STR_LOW_UC: "낮음" STR_HIGH_UC: "높음" STR_VERY_HIGH: "매우 높음" STR_FUEL: "연료>{ALT}{0}" STR_WEAPON_ONE: "무기-1>{ALT}{0}" STR_NONE_UC: "없음" STR_ROUNDS_: "잔탄>{ALT}{0}" STR_WEAPON_TWO: "무기-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "요격 기체" STR_BASE_: "기지>{0}" STR_NAME_UC: "이름" STR_AMMO_: "탄약>{ALT}{0}" STR_CREW: "승무원" STR_EQUIPMENT_UC: "장비" STR_ARMOR: "갑옷" STR_MAX: "최대>{ALT}{0}" STR_ROOKIE: "이병" STR_SQUADDIE: "일병" STR_SERGEANT: "하사" STR_CAPTAIN: "대위" STR_COLONEL: "대령" STR_COMMANDER: "준장" STR_SELECT_SQUAD_FOR_CRAFT: "{0}에 탑승할 분대를 선택" STR_SORT_BY: "정렬 기준" STR_ORIGINAL_ORDER: "원래 순서" STR_MISSIONS2: "참여 임무 수" STR_KILLS2: "사살 수" STR_WOUND_RECOVERY2: "부상 회복일" STR_SPACE_AVAILABLE: "쓸 수 있는 공간>{ALT}{0}" STR_SPACE_USED: "쓰이는 공간>{ALT}{0}" STR_SPACE_USED_UC: "쓰이는 공간" STR_RANK: "계급" STR_WOUNDED: "부상" STR_EQUIPMENT_FOR_CRAFT: "{0}에 실을 장비" STR_DEFENSE_VALUE: "방위력" STR_HIT_RATIO: "명중률" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}가{NEWLINE}{ALT}{1}{NEWLINE}근처에{NEWLINE}착륙 대기" STR_BEGIN_MISSION: "임무 개시?" STR_SELECT_ARMAMENT: "무장 선택" STR_AMMUNITION_AVAILABLE: "쓸 수 있는 탄약" STR_ARMAMENT: "무장" STR_NOT_AVAILABLE: "불필요" STR_SELECT_ARMOR_FOR_SOLDIER: "{0}{NEWLINE}에 입힐 갑옷 선택" STR_TYPE: "유형" STR_PERSONAL_ARMOR_UC: "개인 갑옷" STR_POWER_SUIT_UC: "동력 갑옷" STR_FLYING_SUIT_UC: "비행 갑옷" STR_SELECT_ARMOR: "갑옷 선택" STR_NORTH: "북쪽" STR_NORTH_EAST: "북동쪽" STR_EAST: "동쪽" STR_SOUTH_EAST: "남동쪽" STR_SOUTH: "남쪽" STR_SOUTH_WEST: "남서쪽" STR_WEST: "서쪽" STR_NORTH_WEST: "북서쪽" STR_SELECT_ACTION: "행동 선택" STR_CONTINUE_INTERCEPTION_PURSUIT: "요격 추적 계속" STR_PURSUE_WITHOUT_INTERCEPTION: "요격 없이 추적" STR_VERY_LARGE: "초대형" STR_LARGE: "대형" STR_MEDIUM_UC: "중형" STR_SMALL: "소형" STR_VERY_SMALL: "초소형" STR_GROUNDED: "지면" STR_DETECTED: "탐지됨" STR_SIZE_UC: "크기" STR_ALTITUDE: "고도" STR_HEADING: "이동 방향" STR_SPEED: "속도" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFO를 화면 가운데로-시간=5초" STR_TRACKING_LOST: "추적 소실" STR_REDIRECT_CRAFT: "기체 행선지 재지정" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "마지막으로 알려진 UFO 위치로 이동" STR_UFO_: "UFO-{0}호" STR_ALIEN_BASE_: "외계인 기지-{0}호" STR_CRASH_SITE_: "추락 현장-{0}호" STR_LANDING_SITE_: "착륙 현장-{0}호" STR_WAY_POINT_: "경유지-{0}호" STR_TERROR_SITE: "테러 현장-{0}호" STR_CRAFT_HAS_REACHED_DESTINATION: "{1}에{NEWLINE}{0}{NEWLINE}도착했음" STR_NOW_PATROLLING: "지금 순찰 시작" STR_ALIEN_ORIGINS: "외계인의 기원" STR_THE_MARTIAN_SOLUTION: "화성의 해결책" STR_CYDONIA_OR_BUST: "사이도니아 아니면 죽음을" STR_UFOPAEDIA: "UFO 사전" STR_XCOM_CRAFT_ARMAMENT: "X-COM 기체 & 무장" STR_HEAVY_WEAPONS_PLATFORMS: "중화기 차량" STR_WEAPONS_AND_EQUIPMENT: "무기 및 장비" STR_ALIEN_ARTIFACTS: "외계인 유물" STR_BASE_FACILITIES: "기지 시설" STR_ALIEN_LIFE_FORMS: "외계 생명체" STR_ALIEN_RESEARCH_UC: "외계인 연구" STR_UFO_COMPONENTS: "UFO 부품" STR_UFOS: "UFO들" STR_SELECT_ITEM: "물품 선택" STR_ACCELERATION: "가속력>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "연료 용량>{ALT}{0}{ALT}" STR_WEAPON_PODS: "무장 공간>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "내구도>{ALT}{0}{ALT}" STR_CARGO_SPACE: "병력 수용량>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "중화기 차량 수용량>{ALT}{0}{ALT}" STR_DAMAGE: "피해량" STR_RANGE: "사거리" STR_KILOMETERS: "{0} km" STR_ACCURACY: "명중률" STR_RE_LOAD_TIME: "발사 간격" STR_SECONDS: "{0}초" STR_DAMAGE_ARMOR_PIERCING: "철갑" STR_DAMAGE_INCENDIARY: "소이" STR_DAMAGE_HIGH_EXPLOSIVE: "폭발" STR_DAMAGE_LASER_BEAM: "레이저 빔" STR_DAMAGE_PLASMA_BEAM: "플라스마 빔" STR_DAMAGE_STUN: "기절" STR_DAMAGE_MELEE: "격투" STR_DAMAGE_ACID: "강산" STR_DAMAGE_SMOKE: "연막" STR_SHOT_TYPE: "사격 유형" STR_ACCURACY_UC: "정확도" STR_TIME_UNIT_COST: "TU 소비" STR_DAMAGE_UC: "피해량" STR_AMMO: "탄종" STR_SHOT_TYPE_AUTO: "자동사격" STR_SHOT_TYPE_SNAP: "지향사격" STR_SHOT_TYPE_AIMED: "조준사격" STR_CONSTRUCTION_TIME: "건설 기간" STR_CONSTRUCTION_COST: "건설 비용" STR_MAINTENANCE_COST: "유지 비용" STR_LOW: "낮음" STR_MEDIUM: "중간" STR_HIGH: "높음" STR_CRAFT_WEAPON: "기체 무장" STR_CRAFT_AMMUNITION: "기체 탄약" STR_HEAVY_WEAPONS_PLATFORM: "중화기 차량" STR_WEAPON: "무기" STR_AMMUNITION: "탄약" STR_EQUIPMENT: "장비" STR_ALIEN_CORPSE: "외계인 시체" STR_UFO_COMPONENT: "UFO 부품" STR_PERSONAL_ARMOR: "개인 갑옷" STR_RAW_MATERIALS: "원재료" STR_HWP_CANNON_SHELLS: "HWP 기관포 포탄" STR_ALIEN: "외계인" STR_SECTOID: "섹토이드" STR_SNAKEMAN: "스네이크맨" STR_ETHEREAL: "이더리얼" STR_MUTON: "뮤톤" STR_FLOATER: "플로터" STR_CELATID: "셀라티드" STR_SILACOID: "실라코이드" STR_CHRYSSALID: "크리살리드" STR_ZOMBIE: "좀비" STR_REAPER: "리퍼" STR_SECTOPOD: "섹토포드" STR_CYBERDISC: "사이버디스크" STR_LIVE_COMMANDER: "사령관" STR_LIVE_LEADER: "지도자" STR_LIVE_ENGINEER: "공학자" STR_LIVE_MEDIC: "의무병" STR_LIVE_NAVIGATOR: "항법사" STR_LIVE_SOLDIER: "병사" STR_LIVE_TERRORIST: "테러분자" STR_FLOATER_SOLDIER: "플로터 병사" STR_FLOATER_NAVIGATOR: "플로터 항법사" STR_FLOATER_MEDIC: "플로터 의무병" STR_FLOATER_ENGINEER: "플로터 공학자" STR_FLOATER_LEADER: "플로터 지도자" STR_FLOATER_COMMANDER: "플로터 사령관" STR_SECTOID_SOLDIER: "섹토이드 병사" STR_SECTOID_NAVIGATOR: "섹토이드 항법사" STR_SECTOID_MEDIC: "섹토이드 의무병" STR_SECTOID_ENGINEER: "섹토이드 공학자" STR_SECTOID_LEADER: "섹토이드 지도자" STR_SECTOID_COMMANDER: "섹토이드 사령관" STR_SNAKEMAN_SOLDIER: "스네이크맨 병사" STR_SNAKEMAN_NAVIGATOR: "스네이크맨 항법사" STR_SNAKEMAN_ENGINEER: "스네이크맨 공학자" STR_SNAKEMAN_LEADER: "스네이크맨 지도자" STR_SNAKEMAN_COMMANDER: "스네이크맨 사령관" STR_MUTON_SOLDIER: "뮤톤 병사" STR_MUTON_NAVIGATOR: "뮤톤 항법사" STR_MUTON_ENGINEER: "뮤톤 공학자" STR_ETHEREAL_SOLDIER: "이더리얼 병사" STR_ETHEREAL_LEADER: "이더리얼 지도자" STR_ETHEREAL_COMMANDER: "이더리얼 사령관" STR_CYBERDISC_TERRORIST: "사이버디스크 테러분자" STR_REAPER_TERRORIST: "리퍼 테러분자" STR_CHRYSSALID_TERRORIST: "크리살리드 테러분자" STR_CELATID_TERRORIST: "셀라티드 테러분자" STR_SILACOID_TERRORIST: "실라코이드 테러분자" STR_SECTOPOD_TERRORIST: "섹토포드 테러분자" STR_UFO_POWER_SOURCE: "UFO 동력원" STR_UFO_NAVIGATION: "UFO 항법장치" STR_UFO_CONSTRUCTION: "UFO 구조" STR_ALIEN_FOOD: "외계인 식량" STR_ALIEN_REPRODUCTION: "외계인 번식기" STR_ALIEN_ENTERTAINMENT: "외계인 오락기" STR_ALIEN_SURGERY: "외계인 수술기" STR_EXAMINATION_ROOM: "시험 장치" STR_ALIEN_ALLOYS: "외계 합금" STR_ALIEN_HABITAT: "외계인 거주지" STR_POWER_SUIT: "동력 갑옷" STR_FLYING_SUIT: "비행 갑옷" STR_HWP_ROCKETS: "HWP 로켓" STR_HWP_FUSION_BOMB: "HWP 핵융합 폭탄" STR_LASER_WEAPONS: "레이저 무기" STR_NEW_FIGHTER_CRAFT: "새로운 전투 기체" STR_NEW_FIGHTER_TRANSPORTER: "새로운 전투 수송기" STR_ULTIMATE_CRAFT: "궁극의 기체" STR_LASER_PISTOL: "레이저 권총" STR_LASER_RIFLE: "레이저 소총" STR_HEAVY_LASER: "중형 레이저 총" STR_LASER_CANNON: "레이저 포" STR_PLASMA_CANNON: "플라스마 포" STR_FUSION_MISSILE: "핵융합 미사일" STR_LASER_DEFENSE: "레이저 방어시설" STR_PLASMA_DEFENSE: "플라스마 방어시설" STR_FUSION_DEFENSE: "핵융합 방어시설" STR_GRAV_SHIELD: "중력 방어막" STR_MIND_SHIELD: "정신 방어막" STR_PSI_LAB: "사이오닉 연구실" STR_MOTION_SCANNER: "동작 스캐너" STR_MEDI_KIT: "메디킷" STR_TANK_CANNON: "탱크/기관포" STR_TANK_ROCKET_LAUNCHER: "탱크/로켓 발사기" STR_TANK_LASER_CANNON: "탱크/레이저 포" STR_HOVERTANK_PLASMA: "호버탱크/플라스마" STR_HOVERTANK_LAUNCHER: "호버탱크/핵융합 폭탄" STR_STINGRAY_LAUNCHER: "스팅레이 발사기" STR_AVALANCHE_LAUNCHER: "아발란치 발사기" STR_CANNON: "기총" STR_FUSION_BALL_LAUNCHER: "핵융합 폭탄 발사기" STR_PLASMA_BEAM: "플라스마 포" STR_STINGRAY_MISSILES: "스팅레이 미사일" STR_AVALANCHE_MISSILES: "아발란치 미사일" STR_CANNON_ROUNDS_X50: "기총 탄환(x50)" STR_FUSION_BALL: "핵융합 폭탄" STR_SOLDIER: "병사" STR_SCIENTIST: "과학자" STR_ENGINEER: "기술자" STR_NORTH_AMERICA: "북아메리카" STR_ARCTIC: "북극" STR_ANTARCTICA: "남극" STR_SOUTH_AMERICA: "남아메리카" STR_EUROPE: "유럽" STR_NORTH_AFRICA: "북아프리카" STR_SOUTHERN_AFRICA: "남아프리카" STR_CENTRAL_ASIA: "중앙아시아" STR_SOUTH_EAST_ASIA: "동남아시아" STR_SIBERIA: "시베리아" STR_AUSTRALASIA: "오스트랄라시아" STR_PACIFIC: "태평양" STR_NORTH_ATLANTIC: "북대서양" STR_SOUTH_ATLANTIC: "남대서양" STR_INDIAN_OCEAN: "인도양" STR_ALIEN_RESEARCH: "외계인 연구" STR_ALIEN_HARVEST: "외계인 수확" STR_ALIEN_ABDUCTION: "외계인 유괴" STR_ALIEN_INFILTRATION: "외계인 잠입" STR_ALIEN_BASE: "외계인 기지" STR_ALIEN_TERROR: "외계인 테러" STR_ALIEN_RETALIATION: "외계인 보복" STR_ALIEN_SUPPLY: "외계인 보급" STR_MAXIMUM_SPEED: "최대 속도" STR_HYPER_WAVE_DECODER_UC: "하이퍼웨이브 해석기" STR_SKYRANGER: "스카이레인저" STR_LIGHTNING: "라이트닝" STR_AVENGER: "어벤저" STR_INTERCEPTOR: "요격기" STR_FIRESTORM: "파이어스톰" STR_UFO: "UFO" STR_STINGRAY: "스팅레이" STR_AVALANCHE: "아발란치" STR_CANNON_UC: "기총" STR_FUSION_BALL_UC: "핵융합 폭탄" STR_LASER_CANNON_UC: "레이저 포" STR_PLASMA_BEAM_UC: "플라스마 포" STR_DAMAGE_CAPACITY: "내구도" STR_WEAPON_POWER: "무기 위력" STR_WEAPON_RANGE: "무기 사거리" STR_ACCESS_LIFT: "출입 승강기" STR_LABORATORY: "연구실" STR_WORKSHOP: "작업실" STR_SMALL_RADAR_SYSTEM: "소형 레이더 장치" STR_LARGE_RADAR_SYSTEM: "대형 레이더 장치" STR_MISSILE_DEFENSES: "미사일 방어시설" STR_GENERAL_STORES: "범용 창고" STR_ALIEN_CONTAINMENT: "외계인 격리실" STR_LASER_DEFENSES: "레이저 방어시설" STR_PLASMA_DEFENSES: "플라스마 방어시설" STR_FUSION_BALL_DEFENSES: "핵융합 방어시설" STR_PSIONIC_LABORATORY: "사이오닉 연구실" STR_HYPER_WAVE_DECODER: "하이퍼웨이브 해석기" STR_HANGAR: "격납고" STR_USA: "미국" STR_RUSSIA: "러시아" STR_UK: "영국" STR_FRANCE: "프랑스" STR_GERMANY: "독일" STR_ITALY: "이탈리아" STR_SPAIN: "스페인" STR_CHINA: "중국" STR_JAPAN: "일본" STR_INDIA: "인도" STR_BRAZIL: "브라질" STR_AUSTRALIA: "호주" STR_NIGERIA: "나이지리아" STR_SOUTH_AFRICA: "남아프리카공화국" STR_EGYPT: "이집트" STR_CANADA: "캐나다" STR_TANK: "탱크" STR_CIVILIAN: "민간인" STR_JAN: "1월" STR_FEB: "2월" STR_MAR: "3월" STR_APR: "4월" STR_MAY: "5월" STR_JUN: "6월" STR_JUL: "7월" STR_AUG: "8월" STR_SEP: "9월" STR_OCT: "10월" STR_NOV: "11월" STR_DEC: "12월" STR_INTERNATIONAL_RELATIONS: "국제 관계" STR_COUNTRY: "국가" STR_FUNDING: "후원금" STR_CHANGE: "변동" STR_WEAPON_SYSTEMS: "무기 체계" STR_HWPS: "HWPs" STR_DAMAGE_UC_: "피해량>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "출입 승강기는 지하 기지 안과 밖으로 장비와 직원을 옮기도록 한다. 그건 언제나 새로운 현장에서 건설되는 첫 시설이다. 승강기 영역은 어떠한 잠재적 적대 세력의 침입에도 취약하다." STR_LIVING_QUARTERS_UFOPEDIA: "각 거주 구역은 50명에 이르는 직원을 위한 공간을 제공한다. 이 시설은 기본적 여가, 식량 및 수면 영역을 제공한다." STR_LABORATORY_UFOPEDIA: "한 연구 시설 안에서 50명에 이르는 과학자가 일할 수 있다. 연구실은 재료공학, 생화학 및 우주론의 연구를 위한 최신 기술이 집약되어 있다. 군사 시설을 포함해, 세계 전역에 걸친 모든 최고의 연구 시설에 대한 특별 접근 권한이 있다." STR_WORKSHOP_UFOPEDIA: "작업실은 과학 연구실에서 나온 설계에 기반한 장비를 제조하기에 필요한 모든 장비가 들어 있다. 비록 건조 중인 물품 또한 공간을 좀 잡아먹을 것이나, 50명에 이르는 공학자가 한 작업실을 차지할 수 있다." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "소형 탐지 장치는 300해리의 유효 레이더 범위를 지니며 지표 분석을 위한 정지 위성 네트워크와 연결되어 있다. 각각의 장치는 30분의 스캔 주기 당 10%의 평균 크기를 지닌 물체를 탐지할 기회를 지닌다." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "대형 탐지 장치는 450해리의 유효 범위를 지니며 지표 분석을 위한 정지 위성 네트워크와 연결되어 있다. 각각의 장치는 30분의 스캔 주기 당 20%의 평균 크기를 지닌 물체를 탐지할 기회를 지닌다." STR_MISSILE_DEFENSES_UFOPEDIA: "미사일 방어시설은 기지 주변에 착륙하려 하는 적대적 기체의 침략에 대한 약간의 보호를 제공한다." STR_GENERAL_STORES_UFOPEDIA: "격납고 안의 기체에 할당된 장비를 포함해, 모든 장비, 무기 체계, 탄약, 회수된 재료 및 중화기 차량은 창고에 저장된다." STR_ALIEN_CONTAINMENT_UFOPEDIA: "살아있는 외계인은 생명을 유지하기 위해 특별한 거주지를 요구할 것이다. 이 격리 시설은 자체 격리 장치 안에 10마리에 이르는 외계 생명체를 보관할 수 있다." STR_LASER_DEFENSES_UFOPEDIA: "레이저 방어시설은 적대적 기체의 침략에 대한 보호를 제공한다." STR_PLASMA_DEFENSES_UFOPEDIA: "플라스마 방어시설은 적대적 기체의 침략에 대한 강력하고 효율적인 보호를 제공한다." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "핵융합 미사일은 외계인의 공격에 대해 가장 효과적인 보호를 제공한다. 이 미사일은 특정 범위 내 모든 것을 부수는 반물질 내파를 일으킨다." STR_GRAV_SHIELD_UFOPEDIA: "중력 방어막은 기지 가까이 착륙하려 하는 외계인의 기체를 모든 방어장치가 다시 쏘기에 충분할 만큼 멀리 밀어낸다. 실제로 이는 당신의 기지에 있는 어떠한 방어 체계의 효력도 두 배로 한다." STR_MIND_SHIELD_UFOPEDIA: "외계인의 기체가 인간 존재의 탐지를 뇌파에 의존하기에 가장 효율적인 대응책은 기지에서 뇌파를 차폐하는 것이다. 이 시설은 외계인의 기체에 의해 탐지될 기회를 극적으로 낮출 것이다." STR_PSIONIC_LABORATORY_UFOPEDIA: "사이오닉 연구실은 기지에 있는 모든 병사의 사이오닉 잠재력을 평가하고 그들의 사이오닉 기술을 활용하는 데 필요한 훈련을 제공할 수 있다. 각각의 연구실은 10명에 이르는 병사를 훈련할 수 있다. 훈련은 매월 말에 할당된다. 사이오닉 증폭기와 결합해 이용한 사이오닉 기술은 전투 중에 사이오닉 공격에 이용될 수 있다." STR_HYPER_WAVE_DECODER_UFOPEDIA: "외계인의 통신은 거의 순간적으로 날아가는 초차원 파동에 의존한다. 이 해석기 시설은 UFO의 지령을 가로채 정보를 해석한다. 이는 UFO 유형, 외계인 종족, 일어날 활동의 유형을 보여줄 것이다." STR_HANGAR_UFOPEDIA: "각 격납고는 기체 하나를 할당할 수 있다. 이건 X-Com 기체의 유지, 급유 및 수리를 위한 시설이다. 기지에 머무르는 각 기체는 설령 그 기체가 임무로 나갔다 해도, 다른 기체가 이용할 수 없는 자기만의 빈 격납고가 반드시 있어야 한다." STR_PISTOL_UFOPEDIA: "이 제식 X-Com 권총은 12발 용량의 강력한 반자동 권총이다." STR_RIFLE_UFOPEDIA: "이 대단히 정확한 저격소총은 레이저 유도 조준기를 지니고 20발 탄창에 든 6.7mm 탄약이 들어간다." STR_HEAVY_CANNON_UFOPEDIA: "중형포는 파괴적이나, 거추장스러운, 그런 무기다. 그 다재다능함은 그게 세 가지 유형의 탄약 - 철갑, 소이 및 고폭탄이 들어간다는 사실에서 나온다." STR_AUTO_CANNON_UFOPEDIA: "기관포는 중형포의 다재다능함과 위력에 더 빠른 발사 속도를 결합한 것이다." STR_ROCKET_LAUNCHER_UFOPEDIA: "로켓 발사기는 서로 다른 세 가지 크기의 미사일을 쏠 수 있는 레이저 유도 장치가 달린 물건이다." STR_LASER_PISTOL_UFOPEDIA: "레이저 권총은 새로운 기술을 효과적으로 적용한 것이다. 그건 권총의 편리함에 더 빠르고 정확한 사격을 지닌다." STR_LASER_RIFLE_UFOPEDIA: "레이저 소총은 이전 권총의 더 강력하고 정확한 형태이다." STR_HEAVY_LASER_UFOPEDIA: "중형 레이저 총은 거추장스러우나, 엄청나게 효과적이다." STR_GRENADE_UFOPEDIA: "이 제식 수류탄은 정교한 기폭 시점 제어를 위한 정확하고 복잡한 타이머를 지닌다." STR_SMOKE_GRENADE_UFOPEDIA: "연막 수류탄은 노출된 전투 상황에서 엄폐를 제공하는 데 유용하다. 그건 적 또한 이득을 볼 수 있으므로 사용에 주의하라." STR_PROXIMITY_GRENADE_UFOPEDIA: "근접 수류탄은 평범한 수류탄 같이 던질 수 있으나 착지한 후 근처의 움직임에 의해 격발된다. 이 장치를 적절하게 이용하려면 대단한 기술과 조심성이 요구된다." STR_HIGH_EXPLOSIVE_UFOPEDIA: "이 폭발물은 오직 철거 목적으로으로만 이용되어야 한다. 철거 현장에서 직원을 비우도록 하라." STR_MOTION_SCANNER_UFOPEDIA: "이 정교한 장치는 이동하는 적 유닛을 식별하기 위해 다양한 탐지기와 발전된 컴퓨터 알고리즘을 이용한다. 그렇지만, 그건 효과적으로 이용하는 데 약간의 연습을 요구한다. 전술 화면에서 동작 스캐너 아이콘을 눌러라. 메뉴에서 '스캐너 이용'을 눌러라. 스캐너 디스플레이는 중앙의 화살표로 병사가 바라보는 방향을 보여 준다(북쪽은 위에 있다). 반짝이는 방울은 최근에 움직였던 유닛을 보여 준다. 커다란 유닛, 또는 빠르게 움직이는 유닛은, 더 커다란 방울을 만들 것이다. 정지한 유닛은 탐지되지 않을 것이다." STR_MEDI_KIT_UFOPEDIA: "메디킷은 진통제 및 각성제와 치료 도구를 결합한 것이다. 메디킷을 이용하기 위해서 당신은 반드시 처치를 요구하는 병사 쪽을 바라보아야 한다. 만약 병사가 기절했으면 당신은 반드시 그 몸 위에 서야 한다. 메디킷 아이콘을 누르고 메뉴에서 '메디킷 이용'을 골라라.{NEWLINE}치료> 적색 신체 부위는 치명상을 보여준다. 다친 신체 부위를 선택하라. '치료' 버튼을 눌러라. 하나의 치명상이 치료되고 약간의 체력이 회복될 것이다.{NEWLINE}각성제> 이것은 기력을 회복하고 의식불명인(기절한) 병사를 되살릴 것이다. 의식불명인 병사를 되살리기 위해 당신은 반드시 그 몸 바로 위에 서야 한다.{NEWLINE}진통제> 이것은 다친 병사에게 잃어버린 체력과 동등한 양에 이르는 사기를 회복할 것이다." STR_PSI_AMP_UFOPEDIA: "사이오닉 증폭기는 오직 사이오닉 기술이 있는 병사만 이용할 수 있다. 전투 중, 사이오닉 증폭기를 누르고, 공격의 유형을 선택하고, 커서로 표적을 골라라. 두 가지 유형의 사이오닉 공격이 있다:{NEWLINE}공황 유발> 만약 공격이 성공하면 그건 표적의 사기를 낮추고 공황을 일으킬 지 모른다..{NEWLINE}정신 지배> 만약 이게 성공하면 당신은 그게 당신 소유였던 것처럼 적 유닛을 즉각적으로 조종할 것이다. 이 유형의 공격을 성공시키는 건 더 어렵다." STR_STUN_ROD_UFOPEDIA: "이 장치는 오직 근접 전투에서만 이용될 수 있으나, 살아있는 생물을 전기 충격을 이용해 죽이지 않고 기절시킬 것이다." STR_MIND_PROBE_UFOPEDIA: "마인드 프로브는 뇌파에서 직접 정보를 취하는 데 이용되는 외계인의 통신 장치다. X-Com 유닛은 외계인의 특징을 표시하기 위해 전투 중에 이 장치를 이용할 수 있다. 마인드 프로브를 누르고 '사용' 선택지를 눌러라. 그리고 커서로 외계인을 눌러라." STR_PLASMA_PISTOL_UFOPEDIA: "플라스마 권총은 국소 반중력장 내부로부터 가속되는 입자에 기반한 치명적인 외계인의 무기다." STR_PLASMA_RIFLE_UFOPEDIA: "이건 국소 반중력장 내부로부터 가속되는 입자에 기반한 파괴적으로 강력한 무기다." STR_HEAVY_PLASMA_UFOPEDIA: "이건 국소 반중력장 내부로부터 가속되는 입자에 기반한 파괴적으로 강력한 무기다." STR_BLASTER_LAUNCHER_UFOPEDIA: "이건 강력한 '블래스터 폭탄'을 쏘는 외계인의 유도 미사일 발사기다. 당신이 무기를 쏘려고 누를 때 그건 블래스터 폭탄이 따라갈 '경유지'를 생성할 것이다. 당신이 충분한 경유지를 지정했을 때 발사 아이콘을 눌러라." STR_SMALL_LAUNCHER_UFOPEDIA: "기절 폭탄을 쏘는 소형 발사기다. 살아있는 외계인을 포획하는 데 아주 유용하다." STR_ALIEN_GRENADE_UFOPEDIA: "이 장치는 지구의 수류탄과 같은 방식으로 작동한다 - 그게 더 강력하다는 걸 제외하면." STR_SMALL_SCOUT: "소형 정찰선" STR_MEDIUM_SCOUT: "중형 정찰선" STR_LARGE_SCOUT: "대형 정찰선" STR_HARVESTER: "수확선" STR_ABDUCTOR: "유괴선" STR_TERROR_SHIP: "테러함" STR_BATTLESHIP: "전함" STR_SUPPLY_SHIP: "보급함" STR_RATING: "평가> {0}" STR_RATING_TERRIBLE: "끔찍함!" STR_RATING_POOR: "나쁨!" STR_RATING_OK: "적당" STR_RATING_GOOD: "좋음!" STR_RATING_EXCELLENT: "훌륭함!" STR_SCORE: "평점" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM 프로젝트 월간 보고서" STR_MONTH: "시기> {ALT}{1}년 {0}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "후원 국가 위원회는 지금까지 당신의 성과에 전반적으로 만족했다." STR_COUNCIL_IS_VERY_PLEASED: "후원 국가 위원회는 당신의 탁월한 성과에 아주 기뻐했다. 좋은 활동을 지속하라." STR_COUNCIL_IS_DISSATISFIED: "후원 국가 위원회는 당신의 성과에 만족하지 못했다. 당신은 외계인의 위협을 다루는 효율성을 반드시 개선하거나 과제 종료를 감수해야 한다." STR_YOU_HAVE_NOT_SUCCEEDED: "당신은 외계인의 침략을 처리하는 데 성공하지 못했고, 후원 국가 위원회는 유감스럽게도 이 프로젝트를 끝낸다고 결정했다. 각 국가는 자기들이 적절하다 보이는 방식으로 이 문제를 다룰 것이다. 우리는 오직 이 명백하게 적대적인 세력과 어떤 화해를 할 수 있고, 일반 대중이 외계의 방문자를 받아들일 것인지 기대할 수밖에 없다." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0}에서는 국지적인 위협을 다루는 당신의 능력에 특히 기뻐했고 후원을 올리는 데 동의했다." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0}에서는 국지적인 위협을 다루는 당신의 능력에 특히 기뻐했고 후원을 올리는 데 동의했다." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} 및 {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0}에서는 영토 내 외계인 활동을 다루는 당신의 능력에 불평했고 재정적 지원을 줄이기로 결정했다." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0}에서는 영토 내 외계인 활동을 다루는 당신의 능력에 불평했고 후원을 줄이기로 결정했다." STR_KNOTS: "{0} 노트" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} 당국은 미지의 외계인 세력과 비밀 조약을 체결했고 프로젝트 참여를 철회했다." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} 당국은 미지의 외계인 세력과 비밀 조약을 체결했고 프로젝트 참여를 철회했다." STR_MONTHLY_RATING: "월간 평가> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "후원금 변동> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "후원 국가 위원회는 당신의 재정 상황에 기뻐하지 않는다. 당신은 빚을 $1,000,000 이하로 반드시 낮추어야 하고 아니면 과제가 종료될 것이다." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "하이퍼웨이브 지령 해석됨" STR_CRAFT_TYPE: "기체 유형" STR_RACE: "종족" STR_MISSION: "임무" STR_ZONE: "구역" STR_ALLOCATE_RESEARCH: "연구 할당" STR_ALLOCATE_MANUFACTURE: "제조 할당" STR_NEW_YORK: "뉴욕" STR_WASHINGTON: "워싱턴" STR_LOS_ANGELES: "로스엔젤레스" STR_MONTREAL: "몬트리올" STR_HAVANA: "아바나" STR_MEXICO_CITY: "멕시코시티" STR_CHICAGO: "시카고" STR_VANCOUVER: "밴쿠버" STR_DALLAS: "댈러스" STR_BRASILIA: "브라질리아" STR_BOGOTA: "보고타" STR_BUENOS_AIRES: "부에노스아이레스" STR_SANTIAGO: "산티아고" STR_RIO_DE_JANEIRO: "리우데자네이루" STR_LIMA: "리마" STR_CARACAS: "카라카스" STR_LONDON: "런던" STR_PARIS: "파리" STR_BERLIN: "베를린" STR_MOSCOW: "모스크바" STR_ROME: "로마" STR_MADRID: "마드리드" STR_BUDAPEST: "부다페스트" STR_LAGOS: "라고스" STR_CAIRO: "카이로" STR_CASABLANCA: "카사블랑카" STR_PRETORIA: "프레토리아" STR_NAIROBI: "나이로비" STR_CAPE_TOWN: "케이프타운" STR_KINSHASA: "킨샤사" STR_ANKARA: "앙카라" STR_DELHI: "델리" STR_KARACHI: "카라치" STR_BAGHDAD: "바그다드" STR_TEHRAN: "테헤란" STR_BOMBAY: "봄베이" STR_CALCUTTA: "캘커타" STR_TOKYO: "도쿄" STR_BEIJING: "베이징" STR_BANGKOK: "방콕" STR_MANILA: "마닐라" STR_SEOUL: "서울" STR_SINGAPORE: "싱가포르" STR_JAKARTA: "자카르타" STR_SHANGHAI: "상하이" STR_HONG_KONG: "홍콩" STR_NOVOSIBIRSK: "노보시비르스크" STR_CANBERRA: "캔버라" STR_WELLINGTON: "웰링턴" STR_MELBOURNE: "멜버른" STR_PERTH: "퍼스" STR_PSI_TRAINING: "사이오닉 훈련" STR_PSIONIC_TRAINING: "사이오닉 훈련" STR_REMAINING_PSI_LAB_CAPACITY: "잔여 사이오닉 연구실 공간> {ALT}{0}" STR_PSIONIC__STRENGTH: "사이오닉{NEWLINE}강도" STR_PSIONIC_SKILL_IMPROVEMENT: "사이오닉 기술{NEWLINE}/개선" STR_PSI_AMP: "사이오닉 증폭기" STR_IN_TRAINING: "훈련{NEWLINE}중인가?" STR_TARGETTED_BY: "다음이 노림:" STR_WEAPONS_CREW_HWPS: "무기/{NEWLINE}승무원/HWP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "는 연료가 부족해,{NEWLINE}기지로 복귀함" STR_SOLDIER_LIST: "병사 목록" STR_RANK_: "계급> {ALT}{0}" STR_MISSIONS: "임무> {ALT}{0}" STR_KILLS: "사살> {ALT}{0}" STR_WOUND_RECOVERY: "부상 회복> {ALT}{0}" STR_TIME_UNITS: "행동력" STR_STAMINA: "기력" STR_HEALTH: "체력" STR_BRAVERY: "용기" STR_REACTIONS: "반응" STR_FIRING_ACCURACY: "사격술" STR_THROWING_ACCURACY: "투척술" STR_STRENGTH: "근력" STR_PSIONIC_STRENGTH: "사이오닉 강도" STR_PSIONIC_SKILL: "사이오닉 기술" STR_NEW_RANK: "새 계급" STR_PROMOTIONS: "진급" STR_SOLDIERS_UC: "병사" STR_TANK_CANNON_UFOPEDIA: "자율적인 중화기 차량은 X-Com 분대를 보완하기 위해 설계되었다. 높은 화력과 강한 장갑의 결합은 이 유닛을 개활지의 사격전에서 가치 있게 만든다. 탱크를 재무장하기 위해 당신의 창고에 충분한 기관포 포탄이 있는지 확인하라. 그들은 분대에 할당할 때 자동으로 무장할 것이다." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "이 자율적인 중화기 차량은 강력한 로켓으로 무장했다. 이건 어떠한 외계의 적에게도 파멸적일 것이다. 당신의 창고에 중화기 차량용 로켓 보급이 지속되는 지 확인하라." STR_TANK_LASER_CANNON_UFOPEDIA: "레이저 무기는 중화기 차량에 있어 유용한 추가 무기다. 그건 강한 화력에 탄약으로 인한 제약이 없다는 걸 결합한다." STR_HOVERTANK_PLASMA_UFOPEDIA: "외계인의 기술은 중화기 차량에 새로운 활력을 주었다. 공중 이동이라는 추가된 기동성과 플라스마 빔의 위력은 치명적인 결합이다." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "이 호버탱크는 막대한 파괴 능력이 있는 핵융합 폭탄 발사기를 지닌다. 대단한 주의를 기울여 이용하라. 당신은 이 중화기 차량이 완전히 무장한 상태를 지속하도록 핵융합 폭탄을 제조해야 할 것이다. 핵융합 폭탄은 지능적인 유도 무기다. 그걸 쏘려면 당신은 다수의 '경유지'를 커서로 선택한 후 발사 아이콘을 눌러라." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "이 자그마한 장치는 중형 플라스마 총을 위한 탄약으로 이용된다. 그건 적은 양의 엘레리움이 들어 있다." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "이 작은 물체는 플라스마 소총 - 중간 위력의 외계인 무기를 위한 동력원으로 이용된다. 적은 양의 엘레리움이 들어 있다." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "작은 외계인의 플라스마 권총을 위한 동력원이다. 모든 외계인 동력의 원천 - 엘레리움이 들어 있다." STR_STUN_BOMB_UFOPEDIA: "기절 폭탄은 살아있는 인간 표본을 포획하는 데 이용되나, 또한 대다수 외계인 종족에 대해 이용될 수 있다. 그건 소형 발사기에서 쏘아진다." STR_ALIEN_RESEARCH_UFOPEDIA: "외계인 연구 임무는 지구와 그 거주자들에 대한 기본적인 자료를 수집하기 위해 이용된다. 작은 차량이 대개 이용되며, 사람이 살지 않는 영역에 주로 착륙한다. 이 유형의 외계인 활동은 X-Com에 최소한의 위협만 나타내고, 정부 또는 대중에게 우려를 별로 끼치지 않는다." STR_ALIEN_HARVEST_UFOPEDIA: "외계인은 지구의 동물을 많은 용도로 사용한다. 동물은 비밀리에 유괴되며, 다양한 장기가 제거되어 돌아온다. 가축 해체는 대개 UFO 목격과 더불어 보고된다. 이 유형의 외계인 활동은 정부에게 대단한 우려와 함께 주민들 사이에 상당한 불안을 일으킨다. 이 유형의 활동은 주로 농장에서 일어난다. '외계인 수확'에 숨어 있는 이론은 외계 종족이 자신들의 동식물을 이 행성에 원래 '심었었고', 이제 그들은 심었던 걸 거두기 위해 돌아왔다는 걸 암시한다." STR_ALIEN_ABDUCTION_UFOPEDIA: "이건 가장 음흉한 형태의 외계인 활동이다. 피해자의 기억에서 유괴 경험을 지우려는 외계인의 시도에도 불구하고, 외계인에 의한 유괴는 폭넓게 보고되었다. 유괴된 자는 외계인의 태아 임신과 괴기한 유전자 실험을 포함하는, 굴욕적인 신체 실험의 대상이 되었다고 보고한다. 이 활동에 숨어 있는 목적은 유전자 변이와 외계인 소유의 유전 재료 조작에 연결된 것으로 보인다. 이 활동은 대단한 위기감을 일으키고, 거주 영역 또는 도시에서 일어난다." STR_ALIEN_INFILTRATION_UFOPEDIA: "지구의 정부는 외관이 인간인 외계인 요원이 잠입할 수 있다. 이는 최고위 수준에서 외계인과 정부 간 공식적 접촉을 초래할 수 있다. 이 활동의 정점은 주요 도시의 근처에서 나타나는 집중적인 UFO의 활동으로 구분된다. 외계인은 자신들의 우월한 기술에 대한 지식을 제공하는 것으로 정부와 협정을 체결하려 시도할 것이다. 보상으로 정부는 외계인이 자신들의 활동을 방해 받지 않고 수행하도록 허용할 것이다. 이 외계인 활동은 X-Com에 대한 최악의 위협을 나타낸다. 만약 정부가 협정을 체결하면 그의 후원은 중지될 것이다." STR_ALIEN_BASE_UFOPEDIA: "외계인은 외딴 자리에 비밀 지하 기지를 건설할 것이다. 약간의 초기 정찰 비행 후 기지가 지어지는 동안 집중적인 UFO 활동이 일어날 것이다.이 기지는 유괴된 인간을 처리하는 실험 연구실과, 이 지역에 대한 후속 연구를 위한 보급품이 들어 있다고 알려졌다. 외계인 기지의 존재는 UFO의 존재 없이도 더 많은 외계인 활동을 생성할 것이다. 기지의 자리를 잡아 내려면 X-Com 기체는 성공적인 탐지 확률을 얻기 위해 어떤 영역을 수 시간 동안 반드시 순찰해야 한다." STR_ALIEN_TERROR_UFOPEDIA: "외계인들이 도시에 테러를 일으킬 때 그들은 무시무시한 힘을 지닌 어떤 특수부대를 배치할 것이다. 민간인은 직접적으로 위협을 받을 것이고, 정부는 영역 전체를 강제로 소개할 것이다. 이 활동에 숨어 있는 목적은 저 정부가 X-Com 프로젝트를 위협하도록 충분한 대중의 히스테리를 생성하는 것이다." STR_ALIEN_RETALIATION_UFOPEDIA: "만약 X-Com 요격기가 UFO를 격추하는 데 특히 성공적이라면 외계인은 어떤 보복 행동을 취할 지도 모른다. 이는 X-Com 기지에 대한 직접 공격을 초래할 수 있다. 그렇지만, 외계인은 X-Com 기지를 공격하려면 그 기지를 찾아야 하고, UFO와 거리를 두면 강습의 위험은 거의 없을 것이다." STR_ALIEN_SUPPLY_UFOPEDIA: "일단 외계인 기지가 건설된 후에 그건 특별한 보급 함선에 의해 정기적으로 재 보급을 받는다. 만약 이러한 함선 중 하나가 착륙한 동안 탐지되었다면 이는 외계인 기지가 주변에 있는 게 확실하다." STR_SMALL_SCOUT_UFOPEDIA: "이 조그마한 기체는 수색 또는 연구에 주로 이용된다. 그건 외계인 임무의 시작 시 보통 더 커다란 함선에 앞서 나온다." STR_MEDIUM_SCOUT_UFOPEDIA: "지구 군대에 별 위협을 나타내지 않는 중간 크기의 정찰 함선이다. 보통은 임무 중 더 커다란 함선 이전에 나타난다." STR_LARGE_SCOUT_UFOPEDIA: "가장 커다란 외계인 정찰 기체는 모든 유형의 외계인 임무에 이용되는 범용 함선이다." STR_HARVESTER_UFOPEDIA: "수확선은 하부에 함정 문을 지니고 가축 또는 다른 야수를 끌어올리기 위한 견인 장치가 장착되었다. 레이저 절단기는 원하는 재료를 추출하기 위해 이용되며 사체는 지상에 버려진다. 신체 부위를 담는 저장 용기 또한 있다." STR_ABDUCTOR_UFOPEDIA: "이 함선은 인간 표본에 대해 끔찍한 실험을 수행하기 위한 시험 장치가 장착되었다. 피해자는 텔레파시의 힘으로 보통 마비되나, 수술대 위에 있는 동안 의식을 유지한다." STR_TERROR_SHIP_UFOPEDIA: "테러함은 커다란 외계인 테러 무기 또는 생물을 위한 격리 시설을 지닌다. 그건 이 외계인 테러분자들을 거주 영역으로 수송하는 데 이용된다." STR_BATTLESHIP_UFOPEDIA: "전함은 가장 커다랗고 강력한 외계인의 기체다. 그건 보통 주력 외계인 임무 기체로, 강력한 무기와 다수의 승무원이 적재되었다." STR_SUPPLY_SHIP_UFOPEDIA: "보급 함선은 외계인 기지의 건설이나 기존 기지의 보급에 이용된다. 그건 외계인 식량 용기 및 번식기를 나른다." STR_DISMANTLE: "철거" STR_FACILITY_IN_USE: "시설을 이용 중이다" STR_CANNOT_DISMANTLE_FACILITY: "시설을 철거할 수 없다!{SMALLLINE}모든 기지 시설은 반드시 출입 승강기에 연결되어야 한다." STR_TRANSFER_ITEMS_TO: "물품을 {0} 기지로 이송" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "이송에 필요한 외계인 격리실이 없다!{SMALLLINE}산 외계인은 살려 두려면 외계인 격리 시설이 필요하다." STR_AMOUNT_AT_DESTINATION: "행선지에{NEWLINE}있는 양" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "외계인 격리 시설이 없기에 외계인이 죽었다." STR_NO_FREE_ACCOMODATION_CREW: "빈 생활 공간이 없다!{SMALLLINE}행선지 기지는 생활관 안에 기체에 배속된 승무원을 위한 충분한 공간이 없다." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "저장 공간이 없다!{SMALLLINE}행선지 기지는 기체에 배속된 장비를 위한 충분한 저장 공간이 없다." STR_ITEMS_ARRIVING: "도착한 물품" STR_DESTINATION_UC: "행선지" STR_PISTOL: "권총" STR_PISTOL_CLIP: "권총 탄창" STR_RIFLE: "소총" STR_RIFLE_CLIP: "소총 탄창" STR_HEAVY_CANNON: "중형포" STR_HC_AP_AMMO: "중형포 탄약/철갑" STR_HC_HE_AMMO: "중형포 탄약/고폭" STR_HC_I_AMMO: "중형포 탄약/소이" STR_AUTO_CANNON: "기관포" STR_AC_AP_AMMO: "기관포 탄약/철갑" STR_AC_HE_AMMO: "기관포 탄약/고폭" STR_AC_I_AMMO: "기관포 탄약/소이" STR_ROCKET_LAUNCHER: "로켓 발사기" STR_SMALL_ROCKET: "로켓/소형" STR_LARGE_ROCKET: "로켓/대형" STR_INCENDIARY_ROCKET: "로켓/소이" STR_GRENADE: "수류탄" STR_SMOKE_GRENADE: "연막탄" STR_PROXIMITY_GRENADE: "근접 수류탄" STR_HIGH_EXPLOSIVE: "고폭탄" STR_STUN_ROD: "기절 막대" STR_HEAVY_PLASMA: "중형 플라스마 총" STR_HEAVY_PLASMA_CLIP: "중형 플라스마 총 탄창" STR_PLASMA_RIFLE: "플라스마 소총" STR_PLASMA_RIFLE_CLIP: "플라스마 소총 탄창" STR_PLASMA_PISTOL: "플라스마 권총" STR_PLASMA_PISTOL_CLIP: "플라스마 권총 탄창" STR_BLASTER_LAUNCHER: "블래스터 발사기" STR_BLASTER_BOMB: "블래스터 폭탄" STR_SMALL_LAUNCHER: "소형 발사기" STR_STUN_BOMB: "기절 폭탄" STR_ALIEN_GRENADE: "외계 수류탄" STR_ELERIUM_115: "엘레리움-115" STR_MIND_PROBE: "마인드 프로브" STR_SECTOID_CORPSE: "섹토이드 시체" STR_SNAKEMAN_CORPSE: "스네이크맨 시체" STR_ETHEREAL_CORPSE: "이더리얼 시체" STR_MUTON_CORPSE: "뮤톤 시체" STR_FLOATER_CORPSE: "플로터 시체" STR_CELATID_CORPSE: "셀라티드 시체" STR_SILACOID_CORPSE: "실라코이드 시체" STR_CHRYSSALID_CORPSE: "크리살리드 시체" STR_REAPER_CORPSE: "리퍼 시체" STR_SECTOPOD_CORPSE: "섹토포드 시체" STR_CYBERDISC_CORPSE: "사이버디스크 시체" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "중화기 차량을 무장하기 위한 탄약이 부족하다{SMALLLINE}각 중화기 차량은 {1} {0}개를 요구한다." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "분대를 완전히 재정비할 장비가 충분하지 않다" STR_MARS_CYDONIA_LANDING: "화성: 사이도니아 착륙" STR_MARS_CYDONIA_LANDING_BRIEFING: "당신의 어벤저 기체는 화성의 표면 위에 있는 사이도니아라는 영역에 착륙했다. 우리 정보는 피라미드 구조물 중 하나에 지하 단지로 가는 녹색의 출입 승강기가 들어 있다는 걸 가리킨다. 일단 당신이 모든 병사를 승강기 영역에 모았으면 다음 무대로 나아가기 위해 '임무 중단' 아이콘을 눌러라." STR_MARS_THE_FINAL_ASSAULT: "화성: 최후의 강습" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "피라미드 승강기는 당신의 전투에 지친 병사들을 화성의 표면 아래 깊숙이로 데려간다. 그들은 터널과 밀실이 있는 커다란 단지의 핵심에 도착한다. 외계인의 두뇌는 이 미궁의 어떤 곳에 숨겨져 있다. 지구가 외계인의 예속으로부터 해방되려면 그 두뇌를 반드시 부수어야 한다.{NEWLINE}{NEWLINE}행운을 빈다!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "{1}{NEWLINE}물품을 생산하려면{NEWLINE}{0}{NEWLINE}의 연구가 필요할 것이다." STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "외계인들은 무방비한 {0} 기지를 부수었다." STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com 요원이 {0}에서 외계인 기지를 찾았다" STR_STANDOFF: "대치" STR_CAUTIOUS_ATTACK: "소극적 공격" STR_STANDARD_ATTACK: "표준적 공격" STR_AGGRESSIVE_ATTACK: "적극적 공격" STR_DISENGAGING: "교전 이탈" STR_UFO_HIT: "UFO에 명중!" STR_UFO_CRASH_LANDS: "UFO가 지면에 추락!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "최소화는 대치 거리에서만 가능" STR_UFO_RETURN_FIRE: "UFO가 응사!" STR_INTERCEPTOR_DAMAGED: ">>> 요격기 손상 <<<" STR_INTERCEPTOR_DESTROYED: ">>> 요격기 파괴 <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO가 요격기를 따돌린다!" STR_ALIENS_TERRORISE: "외계인이 아래에서 테러를 벌인다" STR_LONG_RANGE_DETECTION: "장거리 탐지기" STR_STORES_UC: "창고" STR_DIFFICULTY_LEVEL: "난이도" STR_INTERCEPT: "요격" STR_BASES: "기지" STR_GRAPHS: "그래프" STR_UFOPAEDIA_UC: "UFO 사전" STR_OPTIONS_UC: "옵션" STR_FUNDING_UC: "후원금" STR_5_SECONDS: "5초" STR_1_MINUTE: "1분" STR_5_MINUTES: "5분" STR_30_MINUTES: "30분" STR_1_HOUR: "1시간" STR_1_DAY: "하루" STR_XCOM_PERFORMANCE_ROSTER: "X-Com 성과 내역" STR_ENTER_NAME: "이름 입력" STR_PERFORMANCE_RATING: "성과 평점" STR_VICTORY_DATE: "승리한 날" STR_ELECTRO_FLARE: "전자 조명기" STR_ELECTRO_FLARE_UFOPEDIA: "이 조그마한 장치는 던졌을 때 밝은 섬광을 만들어낸다. 이는 야간 임무 중 전자 조명기 주변에 있는 적 유닛을 비출 것이다." STR_MONTHLY_COSTS: "월간 비용" STR_CRAFT_RENTAL: "기체 대여비" STR_SALARIES: "급여" STR_BASE_MAINTENANCE: "기지 유지비" STR_COST_PER_UNIT: "유닛 당 비용" STR_QUANTITY: "수량" STR_TOTAL: "합계" STR_IN_PSIONIC_TRAINING: "사이오닉 훈련 중" STR_BLASTER_BOMB_UFOPEDIA: "이 장치는 지능적인 유도 장치를 지닌 고폭탄 미사일이다. 그건 블래스터 발사기에서 쏘아진다." STR_FRONT_ARMOR: "전면 장갑" STR_LEFT_ARMOR: "좌측 장갑" STR_RIGHT_ARMOR: "우측 장갑" STR_REAR_ARMOR: "후면 장갑" STR_UNDER_ARMOR: "하부 장갑" STR_ROUNDS: "잔탄" STR_UNIT: "유닛> {0}" STR_ENERGY: "기력" STR_MORALE: "사기" STR_ARMOR_: "갑옷> {0}" STR_FRONT_ARMOR_UC: "전면 장갑" STR_LEFT_ARMOR_UC: "좌측 장갑" STR_RIGHT_ARMOR_UC: "우측 장갑" STR_REAR_ARMOR_UC: "후면 장갑" STR_SKILLS: "기술> {0}" STR_LEVEL: "층수> {0}" STR_HEAD: "머리" STR_TORSO: "몸통" STR_RIGHT_ARM: "오른팔" STR_LEFT_ARM: "왼팔" STR_RIGHT_LEG: "오른다리" STR_LEFT_LEG: "왼다리" STR_PAIN_KILLER: "진통제" STR_STIMULANT: "각성제" STR_HEAL: "치료" STR_TIME_UNITS_SHORT: "행동>{ALT}{0}" STR_WEIGHT: "무게>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "반응>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.기술>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.강도>{ALT}{0}" STR_ALIEN_ARTIFACT: "외계인 유물" STR_AMMO_ROUNDS_LEFT: "탄종:{NEWLINE}남은{NEWLINE}탄환={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "진통제>{ALT}{0}{ALT}{NEWLINE}각성제>{ALT}{1}{ALT}{NEWLINE}치료>{ALT}{2}" STR_THROW: "투척" STR_AUTO_SHOT: "자동사격" STR_SNAP_SHOT: "지향사격" STR_AIMED_SHOT: "조준사격" STR_STUN: "기절시키기" STR_PRIME_GRENADE: "신관 설정" STR_USE_SCANNER: "스캐너 이용" STR_USE_MEDI_KIT: "메디킷 이용" STR_LAUNCH_MISSILE: "미사일 발사" STR_ACCURACY_SHORT: "정확>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "행동력이 부족하다!" STR_NOT_ENOUGH_ENERGY: "기력이 부족하다!" STR_NO_ROUNDS_LEFT: "남은 탄환이 없다!" STR_NO_AMMUNITION_LOADED: "장전된 탄약이 없다!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "이 무기의 탄약이 아니다!" STR_WEAPON_IS_ALREADY_LOADED: "무기가 이미 장전되었다!" STR_NO_LINE_OF_FIRE: "사선이 안 나온다!" STR_GRENADE_IS_ACTIVATED: "수류탄이 켜졌다!" STR_GRENADE_IS_DEACTIVATED: "수류탄이 꺼졌다!" STR_THERE_IS_NO_ONE_THERE: "그곳에는 아무도 없다!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "연구할 때까지 외계인 유물은 이용할 수 없다!" STR_OUT_OF_RANGE: "사거리 밖이다!" STR_UNABLE_TO_THROW_HERE: "여기 던질 수 없다!" STR_SET_TIMER: "타이머 설정" STR_HIDDEN_MOVEMENT: "보이지 않는 이동" STR_TURN: "턴> {0}" STR_SIDE: "진영> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "계속하려면 버튼을 눌러라" STR_MIND_CONTROL: "정신 지배" STR_PANIC_UNIT: "공황 유발" STR_MORALE_ATTACK_SUCCESSFUL: "사기 공격 성공" STR_MIND_CONTROL_SUCCESSFUL: "정신 지배 성공" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}대원은 난폭해졌다" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}대원은 난폭해졌다" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}대원은 공황에 빠졌다" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}대원은 공황에 빠졌다" STR_XCOM: "X-Com" STR_ALIENS: "외계인" STR_RIGHT_HAND: "오른손" STR_LEFT_HAND: "왼손" STR_RIGHT_SHOULDER: "오른어깨" STR_LEFT_SHOULDER: "왼어깨" STR_BACK_PACK: "배낭" STR_BELT: "벨트" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}대원은 외계인이 조종한다" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}대원은 외계인이 조종한다" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}대원은 의식불명에 빠졌다" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}대원은 의식불명에 빠졌다" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}대원은 치명상으로 사망했다" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}대원은 치명상으로 사망했다" STR_USE_MIND_PROBE: "마인드 프로브 이용" STR_FATAL_WOUNDS: "치명상" STR_UNDER_ARMOR_UC: "하부 장갑" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "지향사격에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "자동사격에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "조준사격에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "무릎 꿇기에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "무릎 꿇고 쏘기에 필요한 행동력을 남김" STR_UNITS_IN_CRAFT: other: "{N} 명의 대원이 X-Com 기체 안에 있다" STR_UNITS_OUTSIDE: other: "{N} 명의 대원이 밖에 남겨졌다" STR_UNITS_IN_ENTRANCE: other: "{N} 명의 대원이 입구에 있다" STR_UNITS_IN_EXIT: other: "{N} 명의 대원이 표적 출구에 있다" STR_ABORT_MISSION_QUESTION: "임무 중단?" STR_CORPSE: "시신" STR_UNLOAD_CRAFT: "탄창 제거" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}대원은 살해되었다" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}대원은 살해되었다" STR_HIT_MELEE: "명중" STR_GROUND: "지면" STR_LIVING_QUARTERS_PLURAL: "생활관" STR_LIST_ITEM: "물품" STR_PERSONAL_ARMOR_UFOPEDIA: "새로 발견된 외계 합금을 이용해, 이 새로운 갑옷은 우리 병사에게 외계인의 위협에 대항해 싸울 기회를 준다." STR_POWER_SUIT_UFOPEDIA: "병사를 위한 강력한 새 보호 수단인, 이 갑옷은 엘레리움 에너지원으로 작동되며 착용자의 속도와 근력을 엄청나게 증폭해, 전투 부대를 위해 지금까지 없었던 최고의 보호를 제공한다." STR_FLYING_SUIT_UFOPEDIA: "강화된 형태의 동력 갑옷으로, 전장에서 완전한 이동의 자유를 얻기 위해 외계인의 반중력 항법 장치를 통합했다." STR_ALL_ALIENS_KILLED_IN_CRASH: "모든 외계인이 추락으로 죽었고,{NEWLINE}자동 회수를 개시했다" STR_RESET: "초기화" STR_MEMORIAL: "추모비" STR_DATE_UC: "날짜" STR_SOLDIERS_RECRUITED_UC: "고용된 병사>{ALT}{0}" STR_SOLDIERS_LOST_UC: "잃은 병사>{ALT}{0}" MAP_CULTA: "농장" MAP_FOREST: "숲" MAP_JUNGLE: "정글" MAP_MOUNT: "산악" MAP_DESERT: "사막" MAP_POLAR: "극지" MAP_URBAN: "도시" MAP_UBASE: "외계인 기지" MAP_XBASE: "X-Com 기지" MAP_MARS: "화성" STR_MIXED: "혼합" STR_REMOVE_SELECTED: "선택된 목록 삭제" STR_LIVE_ALIENS: "산{NEWLINE}표본" STR_DEAD_ALIENS: "버릴{NEWLINE}표본" STR_UNDER_INTERROGATION: "연구{NEWLINE}중" STR_CONTAINMENT_EXCEEDED: "외계인 격리실 한도를 초과했다!{SMALLLINE}{0}에 있는 격리 공간이 불충분하다. 당신은 격리실에서 여분의 외계인을 반드시 제거해야 한다(그건 이후 죽을 것이다)." STR_MANAGE_CONTAINMENT: "외계인 격리실 관리" STR_STORAGE_EXCEEDED: "저장 공간을 초과했다!{SMALLLINE}{0}에 있는 저장 공간이 불충분하다. 당신은 여분의 물품을 반드시 팔아 치워야 한다." STR_GO_TO_BASE: "기지로 이동" STR_MELEE_ACCURACY: "격투술" STR_SELL_PRODUCTION: "매각" STR_BOTH_HANDS_MUST_BE_EMPTY: "양손 모두가 반드시 비어 있어야 한다!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "템플릿을 복사하기 위한 물품이 충분하지 않다!" STR_UNLOAD_WEAPON: "탄창 제거" STR_ALL_ITEMS: "모든 물품" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "장비를 더 이상 적재할 수 없다!{SMALLLINE}당신은 이 기체에 오직 최대 {N}개의 물품만 가져갈 수 있다." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}제어부를 부수었다{NEWLINE}입구로 나아간 후 임무를 중단하라." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com 시설은 수중에 지어질 수 없다" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "직원" STR_CRAFT_ARMAMENT: "기체 & 무장" STR_COMPONENTS: "부품" STR_SOLDIERS_RECRUITED: "고용한 병사" STR_SOLDIERS_LOST: "잃은 병사" STR_TOTAL_UFOS: "탐지된 UFO" STR_TOTAL_ALIEN_BASES: "발견된 외계인 기지" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "여성 민간인" MALE_CIVILIAN: "남성 민간인" CYBERDISC_WEAPON: "사이버디스크 무기" REAPER_WEAPON: "리퍼 무기" CHRYSSALID_WEAPON: "크리살리드 무기" CELATID_WEAPON: "셀라티드 무기" SILACOID_WEAPON: "실라코이드 무기" SECTOPOD_WEAPON: "섹토포드 무기" ZOMBIE_WEAPON: "좀비 무기" ALIEN_PSI_WEAPON: "외계인 사이오닉 무기" ================================================ FILE: bin/standard/xcom1/Language/lb.yml ================================================ lb: STR_AVENGER_UFOPEDIA: "TRANSPORTER A KAMPFFLIGER. ENG ULTIMATIV REPLIKA VUN ALIEN TECHNOLOGIE." STR_INTERCEPTOR_UFOPEDIA: "KAMPFFLIGER MAT DUAL PULSE DETONATION MOTOREN A SPEZIAL GEPANZERT ELEKTRONESCH SYSTEMER. DEI BESCHT ERDBASEIERT TECHNOLOGIE." STR_LIGHTNING_UFOPEDIA: "TRANSPORTER A KAMPFFLIGER. ENG GESCHMACKLOS REPLIKA VU ALIEN UNDRIWWER." STR_SKYRANGER_UFOPEDIA: "TRUPPENTRANSPORTER. DE SCHNELLSTE VUN SÉNGER ART, KAPABEL SENKRECHT ZE STARTEN A LANDEN." STR_FIRESTORM_UFOPEDIA: "KAMPFFLIGER. DËSEN EESËTZER ASS ENG REPLICA VUM KLASSESCHEN UFO DESIGN. DEN UNDRIWW ASS ZENTRAL POSITIONEIERT." STR_STINGRAY_UFOPEDIA: "FORTGESCHRATT LOFT-LOFT RAKEIT MAT SPEZIELL OFGESCHIERMTER ELEKTRONIK." STR_AVALANCHE_UFOPEDIA: "LOFT-LOFT RAKÉIT MAT NUKLEAREM SPRENGKAPP, MEE GROUSST GEWIICHT." STR_CANNON_UFOPEDIA: "STARKT GEWIER DAT PANZERBRIECHEND KUGELEN VERSCHEISST DEI DURCH 16 ZOLL STARKE STOL KENNEN GOEN." STR_FUSION_BALL_UFOPEDIA: "DËSEN OFSCHOSSMECHANISMUS SCHÉISST E GESCHOSS A FORM VUN ENGEM BALL DEN UGEDRIWWEN ASS VUN ENGER ANTI-MATERIELLER REAKTIOUN. DE BALL ZERSTEIERT SAIN ZIL MAT ENGER IMPLOSIOUN VUN SCHWEIERKRAAFTWELLEN." STR_LASER_CANNON_UFOPEDIA: "DE KONVENTIONELLEN LASERSTRAHL GET UGEDRIWWEN VUN ENGER ANTI-MATERIELLER REAKTIOUNSKUMMER." STR_PLASMA_BEAM_UFOPEDIA: "DE GRAVITATIOUNSSTRAHL DIRIGEIERT E FAIN KANALISEIERT IMPLODEIREND GRAVITATIOUNSFELD." STR_SECTOID_UFOPEDIA: "D'Sectoiden Hierarchie geet vun Zaldot bis Leader mat staarken psionëschen Fähegkeeten. Des psionësch Kraaft kann benotzt ginn fir Zaldoten am Kampf ze demoraliséiren, oder souguer d'Kontroll iwwert se ze erlaangen. Se entféiren Mënschen an verstümmeln Béischten. D'Entféirungen déngen dozou genetescht Material ze kréien a mutéiert Hybridmënschen ze kreéiren. D'Béischten ginn hinnen Iessen an genetëscht Material. Dës Rass schéngt iwwerleeën genetësch Hybriden entwéckelen ze wellen fir hier Efficacitéit vun hierer beienstackarteger Gesellschaft ze erhéigen." STR_SECTOID_AUTOPSY: "Sectoid Autopsie" STR_SECTOID_AUTOPSY_UFOPEDIA: "D'Autopsie ermëttelt verkümmert Verdauungsorganer an eng banal Struktur. D'Gehier an Aan sinn wäit entwéckelt. D'Struktur ass genetesch oder mutéierent verännert ginn. De klénge Mond an Nues schéngen quasi keng Funktioun ze hunn. D'Gewebe tëschent de Fangeren an déi flaach Féiss schéngen vun aquatëschem Ursprong ze sinn. Et gëtt keng Fortplanzungsorganer, an et wees en net wéi dat sollt geschéien. Et schéngt eng fabrizéiert Spezies ze sinn." STR_SNAKEMAN_UFOPEDIA: "Dës Rass huet sech an enger extrem feindlecher Ëmwelt entwéckelt. Se sinn extrem staark an kënnen extremen Temperaturdifferenzen widderstoen. Hier Beweglechkeet hängt vun engem schlaangenartegen groussen 'Fouss' of den all Liewensorganer schützt. Hier Absichten schéngen just räiberescher Natur ze sinn an schéngen ennert der Kontroll vun enger anerer Intelligenz ze stoen déi d'Militäraktiounen op der Äerd steieren." STR_SNAKEMAN_AUTOPSY: "Schlaangemënsch Autopsie" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "D'Haut ass extrem fest and hëtzbestänneg. Den cardio-vasculären System ass en Deel vum muskulären System den en hydraulëschen Prinzip benotzt fir eng Bewegung ze kreéiren. Den eenzegen echten Muskel ass d''Häerz'. De reproduktiven System schéngt effizient ze sinn. Reproduktioun ass asexual, all Schlaangemënschen huet bis zu fofzeg Eeër bei sech. Géif een se gewäerden loossen, wieren se eng schwéier Bedrohung fir d'Äerd." STR_ETHEREAL_UFOPEDIA: "Dëst Wiesen huet eng genial mental Stäerkt déi him erlaabt telepathesch ze kommunizéire an Telekinesis unzewennen. Déi schwaach physesch Fähegkeeten ginn duerch déi mental kompenséiert. Mir verstinn net, wéi déi telekinetesch Fähegkeeten funktionéieren, wëll déi géint all physesch Gesetzer verstoussen. Se sinn extrem geféierlech a Kampfsituatiounen wou se ob hier mental Stäerkte setzen. e erschéngen nëmmen seelen op der Äerd an schéngen sech op aner Rassen ze verloossen fir hier Objektiver ze areechen." STR_ETHEREAL_AUTOPSY: "Ethereal Autopsie" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Dës Kreatur ass physësch zréckbliwwen and schéngt net kapabel Liewensfunktiounen ze erhalen. D'Muskelen sinn stark verkümmert an d'intern Organer schéngen ënnerentwéckelt ze sinn. D'Sënnesorganer, souwéi d'Aan, schéngen guer net ze fonktionéiren. D'Gehier allerdéngs, as gutt entwéckelt and zidd en groussen Undeel vum Kierper séngem Blutt. Et ass e Rätsel wéi d'Kreatur sech kann selwer versuergen ouni extern Hëllef." STR_MUTON_UFOPEDIA: "Dës humanoid Kreatur ass physesch staark an intelligent. Se hunn speziell Honger op réit Fleesch vun all Zort, wat se fir ze iwwerliewen brauchen genau wéi d'Fleeschfriesser vun der Aerd. Se sinn op telepathesch Kommandoen vun enger Rass déi als 'Etherals' bezeechent gëtt ugewisen. Wann d'Verbindung gekappt gëtt, schéngt den mentalen System auszefalen an se stierwen. D'Cyberimplantater gi benotzt fir d'Kampfperformance ze verbessern." STR_MUTON_AUTOPSY: "Muton Autopsie" STR_MUTON_AUTOPSY_UFOPEDIA: "D'Haut vun dëser Kreatur schéngt eng organesch Schutzschicht ze sinn déi um Kierper pescht. Et gëtt vill cybernetesch Implantater déi benotzt ginn fir den cardio-vaskulären System an Sënner ze verbessern. Reproduktivorganer schéngen operativ ewechgeholl ginn ze sinn. Onglécklecherweis sinn dës Kreaturen limitéiert op en Liewen am Krich. Panzerbriechend Munitioun ass wéineg effektiv géint des gehäerten Haut." STR_CELATID_UFOPEDIA: "Dës Liewensform huet déi mysteriéis Eegenschaft durch d'Loft ze schwiewen. Se schéngt mënschlech Gehierwellen ze fannen an an d'Richtung vun hinnen ze lafen, souguer wann se verstoppt sinn. Soubal en Zil entdeckt gëtt, land den Celatid an schéisst en korrosivt Gëft of. D'Kreatur huet d'Eegenschaft sech schnell ze klonen. Et begleed d'Vollék vun den Mutonen bei séngen Wanderungen." STR_CELATID_AUTOPSY: "Celatid Autopsie" STR_CELATID_AUTOPSY_UFOPEDIA: "De Käer huet e klengt bio-mechanescht Gerät, wellecht e Motor mat Antigravitatiounstechnologie ze si schéngt. De Gëftsak ass dat gréissten Organ an et schéngt keng separat Gehierstruktur ze ginn. Et erkennt een keen Verdauungs- a Reproduktiounssystem. E klengt Organ beinhalt Embryonen déi séier kënnen wuessen an eng nei Gestalt bilden." STR_SILACOID_UFOPEDIA: "Dës op Silikon baséiert Liewensform generéiert eng enorm Hëtzt. Se ass stark genuch Fielsen ze briechen déi dann vun dem warmen Käer verdaut ginn. D'Intelligenz ass primitiv an kann durch Implantater oder Telepathie kontrolléiert ginn. Se schaffen mat den Muton Alien." STR_SILACOID_AUTOPSY: "Silacoid Autopsie" STR_SILACOID_AUTOPSY_UFOPEDIA: "De Käer vun dëser Kreatur ass extrem warm, an et schéngt d'Basis fir de Verdaungssystem ze sinn. Den eegenaartegen Muskelsystem huet enorm Kraaft an Geschwindegkeet. D'Haut ass wéi e Fiels an immun géint Feier oder Brandmunitioun." STR_CHRYSSALID_UFOPEDIA: "D'schéierarteg Krallen vun dëser Kreatur sinn eng staark Waff am Nokampf. De héige Metabolismus a Stäerkt vun dëser Kreatur ginn hinnen Geschwindegkeet a Genauegkeet. Amplaz säin Opfer emzebréngen, gëtt him en Ee ageplanzt an Gëft injectéiert, wat et zu engem wandelnden Zombie mescht. En neien Chryssalid entspréngt dem Kierper no kuerzer Zäit. Chryssalide sinn verwandt met der Rass vun de Schlaangemënsche." STR_CHRYSSALID_AUTOPSY: "Chryssalid Autopsie" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "D'Aussenskelett vun dëser Kreatur ass extrem stark, mee ufälleg géint explosiv Munitioun. D'Gehier ass gutt entwéckelt an d'Zellen vermehren sech séier. D'Kreatur dréid zwanzeg Eeër déi an aner Organismen gelued ginn. Des Kreatur ass eng ganz effektiv Terrorwaff." STR_FLOATER_UFOPEDIA: "Floater sinn primär Zaldoten an Terroragenten. Se sinn natierlecherweis Raubdéieren, genetësch geschaf and kybernetesch verbessert fir formidabel Zaldoten ze ginn. Den ënneschte Kierper an déi meescht Organer goufen operativ ewechgeholl an en Liewenserhalungssystem gouf installéiert. Dëst Implantat huet eng Antigravitatiounseenheet mat dem d'Kreatur schwiëwe kann, wann och net ganz stabil." STR_FLOATER_AUTOPSY: "Floater Autopsie" STR_FLOATER_AUTOPSY_UFOPEDIA: "Dës Kreatur gouf durch Operatiounen drastesch verännert. D'Gerät wat den Haptdeel vum Kierper ausmécht, schéngt e Liewenserhalungssystem ze sinn, den d'Funktioun vum Häerz, Long an Verdauungssystem iwwerhuele kann. Dëst erlabt der Kreatur an engem extrem feindleche Liewensraum ze iwwerliewen. D'Gehier ass méi kleng wéi eist, mee d'Sensorik ass gutt entwéckelt." STR_REAPER_UFOPEDIA: "Dësen zweeféissegen Fleeschfriesser huet e starkt Gebëss an e groussen Appetit. En huet eng Rei Gehierimplantater fir seng Aktivitéit ze kontrolléiren. D'primitiv Raubinstinkter vun dëser Kreatur sinn just ze gebrauchen fir ze terroriséiren an ze zerstéiren. Reaper sinn verwand mat Floater." STR_REAPER_AUTOPSY: "Reaper Autopsie" STR_REAPER_AUTOPSY_UFOPEDIA: "De Reaper huet zwee 'Gehierer' and zwee 'Häerzer' déi em erlaben ze iwwerliewen, och wann e schwéier verwond ass. Allerdéngs ass séng pelzesch Haut zimlech entflambar déi et enorm verwondbar géigeniwwer Feierwaffen mescht." STR_SECTOPOD_UFOPEDIA: "Sectopods sinn Roboterkreaturen mat enger staarker Laserwaff. D'Kontroll vun dësen Roboter geht iwwert eng telepatësch Verbindung mat hieren Kontrolleren, d'Ethereals. Sectopods sinn déi stäerksten Terrorwaff vun den Alien." STR_SECTOPOD_AUTOPSY: "Sectopod Autopsie" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "De Roboter ass kräfteg gebaut mat enger starker Panzerung déi denen meeschten Attacken kann widderstoen, zemols Plasma Waffen. Allerdéngs schéngen d'Sensoren sensibel géint Laserwaffen ze sinn." STR_CYBERDISC_UFOPEDIA: "Dëse Miniatur-UFO as eng automatiésiert Terrorwaff mat engem starken Plasmastral. Den Antigravitatiounsuntrieb huet en groussen Virdeel a schwéierem Terrain. D'Haptfunktioun ass Zerstéirung an Terror am Numm vun der Sektoidenrass." STR_CYBERDISC_AUTOPSY: "Cyberdisc Autopsie" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "De Cyberdisc ass gutt gepanzert an speziell resistent géint explosiv Munitioun. De primären Antigravitatiounssystem ass ze schwéier beschiedegt fir seng Fonktiounsweis ze analyséiren." STR_UFO_POWER_SOURCE_UFOPEDIA: "De Motor vun engem Alien Fliger as en anti-materiellen Reaktor den Elerium (Element 115) benotzt fir staark Gravitatiounswellen an aner Formen vun Energie ze generéiren. D'Emwandlung vun Materie zu Energie ass zu 99% effizient, dowéinst kann eng kléng Quantitéit Elerium eng grouss Quantitéit Energie produzéiren. Dës Unitéit kann einfach mat Alien Metaller nogebaut gin." STR_UFO_NAVIGATION_UFOPEDIA: "Alien Fliger hunn sophistikéiert Computer fir op d'Äerd duerch den Weltall ze navigéiren. De System baséiert op optëschen Prozessoren déi an engem Netzierk zesummenhenken. D'Steierung ass relativ einfach - den Navigator kontrolléiert d'Richtung vun den Gravitatiounswellen déi vun Kraftquell generéiert ginn fir de Fliger ze bewegen. De System kann einfach vun Mënschen benotzt ginn, an et kann reproduzéiert ginn mat Alien Metaller an aner Komponenten." STR_UFO_CONSTRUCTION_UFOPEDIA: "Alien Fliger bestinn aus 3 Haptkomponenten - e Motor, en Navigatiounssystem an e Rumpf aus Alienmetaller. De Rumpf ass designt fir Gravitatiounswellen kënne geleed a kontrolléiert ginn. Zousätzlech gëtt eng kleng Unzuel und Elerium gebraucht fir kënnen ze fléien. Wann d'Prinzipien vun der Konstruktioun an d'Fonktioun vun all Komponent verstan sinn, ass et méiglech dëse Fliger ze bauen." STR_ALIEN_FOOD_UFOPEDIA: "Des Räim hu verschidden Enzymer déi benotzt ginn fir Kierperdeeler vu Véi, aneren Déieren an sougur Mënschen ze verdauen. D'Flëssegkeet gëtt konsuméiert als fäerdeg verdaut Iessen - wahrscheinlech direkt an der Bluttzirkulatioun." STR_ALIEN_REPRODUCTION_UFOPEDIA: "An dësen Kummeren gëtt et Alien Fötusen. Den Design vun den Containeren schléisst dorop hin, dass d'Alien komplett op kënstlëch Befruchtung wäert leeën. Räichhaltegt Fudder garantéiert eng séier Entwécklung vum Fötus. Dësen fabrikartëgen System kann Dausenden vun Alienclonen an enger kuerzer Zäit produzéiren. De Prozess kann einfach un Mënschen oder Alien-Mënschen ugepasst ginn." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Déi wahrscheinlechsten Funktioun vun dësen Kugelen ass Ënnerhalung. D'psionësch Schaltkreser stimuléiren verschidden Gehierzentren. Den Effekt ass den selweschten wéi bei halluzinéisen Drogen. Dëst ass den eenzegen Beweis, dass d'Alien an hierer Fräizäit Kultur an Ënnerhalung hunn." STR_ALIEN_SURGERY_UFOPEDIA: "D'chirurgescht Equipement benotzt Laserschneider fir verschidden Kierperdeeler aus Béischten an aneren Déiren rauszeschneiden. D'verbreeden Béischtenmutatiounen schléissen op dës komesch Alien Aktivitéit zréck. Et ass wahrscheinlech, dass des Deeler fir d'Ernährung oder genetesch Zwecker benotzt ginn." STR_EXAMINATION_ROOM_UFOPEDIA: "An der Vergangenheet hun dausenden Leit behapt se wieren vun Alien ënnersicht ginn, heiansdo et puer mol. D'Wourëcht ass vill méi schlëmm. Mënschen ginn entfouert, ennersicht an iwwerwaacht. Vun denen beschten Spezimen gëtt genetëscht Material entzunn. Fraën kréien Alien-Mënschen Fötusen implantéiert, an dann e puer Méint spéider erem erausgeholl. Wen weess wat fir düster Motiver d'Alien nach hunn ?" STR_ALIEN_ALLOYS_UFOPEDIA: "Alien Fliger sin aus engem speziellen Aluminium gebaut. Se sinn extrem liicht an stabil an kënnen durch elektro-mangéitesch Methoden geformt ginn. Dëst Material kann reproduzéiert ginn an an villen handwierklëchen Prozesser benotzt ginn." STR_ELERIUM_115_UFOPEDIA: "Dest Element huet déi ongewéinleg Eegeschaft fir anti-materiell Kraft ze entwéckelen wann se mat gewësse Partikel beschoss gëtt. Dest féiert zu Gravitatiounswellen an anere Formen vun Energie. Et ass net natierlecherweis an eisem Solarsystem ze fannen an kann och net reproduzéiert ginn." STR_ALIEN_ORIGINS_UFOPEDIA: "Et ass sëcher, dass mer en aussiichtslosen Kampf op der Äerd ausdroen. D'Alien Horden sinn an der Zuel iwwerleeën. Dat Bescht wat mer kënnen maachen, ass hieren Fortschrëtt ze bremsen. Déi eenzeg Hoffnung fir d'Menschheet ze retten, ass d'Alien un hierer Quell ze attackéiren. Eis Forschung huet Indicen fonnt, dass et eng operativ Basis an eisem Solarsystem gëtt. D'Alien behapten, dass dës Plaz den Zentrum vun enger antiker Zvilisatioun ass, déi et schons firun den Mënschen gouf. Mir mussen dës Plaz esou séier wéi méiglech fannen. Allerdéngs mussen mer en Alien Leader fannen an lieweg fänken, fir méi detailléiert Informatiounen ze kréien. Déi méi grouss UFOs hunn wahrscheinlech op manst een Alien Leader u Bord." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Eis Forschung leed eis elo op de Mars als Basis vun den Alien Operatiounen. D'Basis ass gutt verstoppt, an huet all d'Fabriken an Klonräim fir d'Infiltratioun vun der Äerd ze garantéiren. Se schéngt och e Kontrollcomputer ze hunn den alles steiert. Et schéngt wéi wann déi schwarm-ähnlech Aliengesellschaft eppes wéi eng 'Beiekinnigin' hätt. Dest ass hir Schwächt - wa mer kënnen hiert 'Gehier' ausschalten, wäert de Kierpr stierwen. Mir mussen eis Forschung beschleunegen befier et ze spéit ass. Fir weiderzekommen musse mer hir héchsten Leader a Gefaangeschaft huelene - d'Kommandeuren - déi et just an den Alienbasen an Schlachtschëffer ze fanne gett." STR_CYDONIA_OR_BUST_UFOPEDIA: "Et ass elo kloër, dass d'Alien vun enger ënnerierdëscher Basis aus Cydonia kontrolléiert ginn - wat eng ongewéinlech Zone um Mars ass, déi aus fënnefsäitegen Pyramiden an enger grousser Formatioun besteet déi engem mënschlechen Gesiicht ähnelt. D'cydonësch Zivilisatioun huet firun Milliounen Joren um Mars geliewt, mee mir wëssen net, wisou se ausgestuerw ass oder wellech Verbindung se zu den neisten Aktivitéiten vun den Alien hunn. Op alle Fall muss eng Expeditioun op Cydonia gemet ginn. Nëmmen sou kënnen d'Alien bezwongen ginn. Mir mussen d''Gehier' zerstéiren dat se steiert. Mir brauchen en Avenger mat denen beschten Waffen déi mer hunn. Hei kommen mer net weider, mir mussen de Kampf op Cydonia ofwarden." STR_CENTER_ON_SITE_TIME_5_SECONDS: "OP DE SITE ZENTRÉIREN-ZÄIT=5 Sek." STR_CANCEL_UC: "OFBRIECHEN" STR_NONE: "Ouni" STR_UNKNOWN: "Onbekannt" STR_POOR: "Schlecht" STR_AVERAGE: "Mëttel" STR_GOOD: "Gutt" STR_EXCELLENT: "Exzellent" STR_BUILD_NEW_BASE_UC: "NEI BASIS BAUEN" STR_BASE_INFORMATION: "BASIS INFO" STR_EQUIP_CRAFT: "FLIGER EQUIPÉIREN" STR_BUILD_FACILITIES: "RAIMLECHKEETEN BAUEN" STR_RESEARCH: "FORSCHUNG" STR_MANUFACTURE: "HIERSTELLUNG" STR_TRANSFER_UC: "TRANSFEREIREN" STR_PURCHASE_RECRUIT: "KAFEN/ASTELLEN" STR_SACK: "ENTLOOSSEN" STR_SELL_SACK_UC: "VERKAFEN/ENTLOOSSEN" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Numm" STR_AREA: "Areal" STR_BUILD_NEW_BASE: "Nei Basis bauen" STR_CANCEL: "Ofbriechen" STR_COST_UC: "KÄSCHTEN>" STR_CONSTRUCTION_TIME_UC: "KONSTRUKTIOUNSZÄIT>" STR_DAY: one: "{N} Dag" other: "{N} Deeg" STR_HOUR: one: "{N} Stonn" other: "{N} Stonnen" STR_MAINTENANCE_UC: "ËNNERHALT>" STR_OK: "OK" STR_INSTALLATION: "Installatioun" STR_CURRENT_RESEARCH: "AKTUELL FORSCHUNG" STR_SCIENTISTS_AVAILABLE: "Wëssenschaftler verfügbar>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Wëssenschaftler zougedeelt>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboen verfügbar>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSCHUNGSPROJET" STR_SCIENTISTS_ALLOCATED_UC: "WËSSENSCHAFTLER ZOUGEDEELT" STR_PROGRESS: "FORTSCHRËTT" STR_NEW_PROJECT: "Neie Projet" STR_CANCEL_PROJECT: "PROJET OFBRIECHEN" STR_NEW_RESEARCH_PROJECTS: "NEI FORSCHUNGSPROJEKTER" STR_SCIENTISTS_AVAILABLE_UC: "WESSENTSCHAFTLER VERFÜGBAR>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABO PLAZ VERFÜGBAR>{ALT}{0}" STR_INCREASE: "Méi" STR_DECREASE: "Manner" STR_START_PROJECT: "PROJET STARTEN" STR_CURRENT_PRODUCTION: "AKTUELL PRODUKTIOUN" STR_ENGINEERS_AVAILABLE: "Ingenieuren verfügbar>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenieuren zougedeelt>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Atelieren verfügbar>{ALT}{0}" STR_CURRENT_FUNDS: "Momentan Gelder>{ALT}{0}" STR_ITEM: "DEEL" STR_ENGINEERS__ALLOCATED: "Ingenieuren zougedeelt" STR_UNITS_PRODUCED: "Eenheeten produzéiert" STR_TOTAL_TO_PRODUCE: "Unzuel déi produzéiert gëtt" STR_COST__PER__UNIT: "Käschten{NEWLINE}pro{NEWLINE}Eenheet" STR_DAYS_HOURS_LEFT: "Deeg/Stonnen iwwreg" STR_NEW_PRODUCTION: "Nei Produktioun" STR_PRODUCTION_ITEMS: "Produktioun" STR_CATEGORY: "KATEGORIE" STR_START_PRODUCTION: "PRODUKTIOUN STARTEN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ingenieur-Stonnen fir eng Eenheet ze bauen" STR_COST_PER_UNIT_: "Käschten pro Eenheet>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Atelieren gebraucht>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "BRAUCH SPEZIALMATERIAL" STR_ITEM_REQUIRED: "DEEL GEBRAUCHT" STR_UNITS_REQUIRED: "EENHEETEN GEBRAUCHT" STR_UNITS_AVAILABLE: "EENHEETEN VERFUGBAR" STR_STOP_PRODUCTION: "PRODUKTIOUN STOPPEN" STR_ENGINEERS_AVAILABLE_UC: "INGENIEUREN VERFÜGBAR>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ATELIERS PLAZ VERFÜGBAR>{ALT}{0}" STR_MONTHLY_PROFIT: "PROFIT PRO MOUNT>{ALT}{0}" STR_INCREASE_UC: "MÉI" STR_DECREASE_UC: "MANNER" STR_UNITS_TO_PRODUCE: "Eenheeten déi produzéiert ginn" STR_PURCHASE_HIRE_PERSONNEL: "Personal kafen/astellen" STR_COST_OF_PURCHASES: "Kafkàschten>{ALT}{0}" STR_COST_PER_UNIT_UC: "KÄSCHTEN PRO EENHEET" STR_QUANTITY_UC: "UNZUEL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL VERFÜGBAR:PERSONAL TOTAL>" STR_SOLDIERS: "Zaldoten" STR_SCIENTISTS: "Wëssenschaftler" STR_ENGINEERS: "Ingenieuren" STR_SPACE_USED_SPACE_AVAILABLE: "PLAZ BENOTZT:PLAZ VERFÜGBAR>" STR_LIVING_QUARTERS: "Wunnräim" STR_STORES: "Lager" STR_LABORATORIES: "Laboen" STR_WORK_SHOPS: "Atelieren" STR_HANGARS: "Hangaren" STR_SHORT_RANGE_DETECTION: "Kuerzstreckenerkennung" STR_DEFENSE_STRENGTH: "Verteidegungsstäerkt" STR_TRANSFERS_UC: "TRANSFEREN" STR_TRANSFERS: "Transferen" STR_ARRIVAL_TIME_HOURS: "Ukonftszäit (Stonnen)" STR_COST_: "Käschten>{ALT}{0}" STR_AREA_: "Areal>{ALT}{0}" STR_BASE_NAME: "Numm fir d'Basis?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "WIEL D'POSITIOUN FIR DEN AGANGSLIFT" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "UNZUEL FIR ZE TRANSFERÉIREN" STR_SELECT_DESTINATION_BASE: "Zilbasis auswielen" STR_COST: "Käschten" STR_VICTORY_1: "Wéis'de an de Raum rakoums, huesde d'Alien Gehir gesinn - den Objet vun dénger Missioun. Befiersde konns lassschéissen, kommunizéiert et mat der iwwert e Bildschierm an senger Basis. Et bied dech séngen iwwerliewenswichtegen Argumenter nozelauschteren, befiers d'Entscheedung trëffs fir lasszeschéissen..." STR_VICTORY_2: "D'Gehir seet: 'Viru Milliounen Joren war de Planéit den's de Mars nenns lieweg. Dëst Liewen gouf zu engem Ödland duerch eis Zivilisatioun. Während Milliounen Joren sinn mir op ären Planéit komm an hunn är genetesch Spezies entwéckelt. Dir kënnt eis net ëmbréngen, dir sidd en Deel vun eis...'" STR_VICTORY_3: "Hei ass den Zentrum vun der marsianescher Zivilisatioun - mat Pyramiden déi millioune Joren firun äere gebaut goufen - vun enger Spezie déi är Virfahre sinn. Keen Planéit ass an eiser Reechwäit. Dës Kraft hätt är kënnte sinn, firu laangem schon. Alles wat mir wëllen, ass är Kooperatioun..." STR_GAME_OVER_1: "D'Alien probéiren d'Mënschheet auszeläschen, zerstéiren Stied an vergëften d'Loft an Mierer. De Widderstand vun den Mënschenarméi ass sënnlos géigeniwwer der enorm besserer Technologie. Iwwerliewend Generatiounen leider ënner terriblen Mutatiounen an lafen vun der Alienzerstéirung fort. Se ginn an Sklavencamps gefangen an mussen hëllefen d'Aerd an eng Alienkolonie ze verwandeln, déi dann Deel vun engem onbekannten Räich gëtt." STR_GAME_OVER_2: "D'Wëssen wat durch den X-Com Projet erlaangt gouf, ass fir ëmmer verluer. Du hues et net geschafft d'Äerd ze retten." STR_VICTORY_4: "D'Aliengehier ass durch en warmen Plasmastrahl ënnerbrach ginn, an d'gesamt Alienarméi ass ënnergaang." STR_VICTORY_5: "Wann d'Alien den Mars verluer hunn, hunn se d'Äerd verluer. Gläich wäert d'XCom-Forschung erem opbléien an den Mars fir sech behapten. D'Alienbedrohung ass fort, mee ween weess fir wéi laang..." STR_YOU_HAVE_FAILED: "Du konns d'Alienattacken net ofwieren. Een nom aneren schléissen déi bezuelend Natiounen Pakter mat den Alien déi hinnen Technologien, Wuelstand an Fridden verspriechen. Allerdéngs ass schnell kloer ginn, dass d'Alien aner Pläng hunn..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Akommes" STR_EXPENDITURE: "Ausgaben" STR_MAINTENANCE: "Ënnerhalt" STR_BALANCE: "Bilanz" STR_UFO_ACTIVITY_IN_AREAS: "UFO Aktivitéit an den Arealer" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO Aktivitéit an de Länner" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Aktivitéit an den Arealer" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Aktivitéit an de Länner" STR_FINANCE: "Finanzen" STR_DATE_FIRST: "{0}t(en)" STR_DATE_SECOND: "{0}t(en)" STR_DATE_THIRD: "{0}t(en)" STR_DATE_FOURTH: "{0}t(en)" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Net genuch Spezialmaterial fir d'Konstruktioun vun{NEWLINE}{0}{NEWLINE}Basis:{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Net genuch Finanzen fir{NEWLINE}{0}{NEWLINE}ze produzéiren zu{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktioun vun{NEWLINE}{0}{NEWLINE}ass faerdeg{NEWLINE}Basis:{1}{NEWLINE}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktioun vun{NEWLINE}{0}{NEWLINE}ass faerdeg{NEWLINE}Basis:{1}{NEWLINE}" STR_OK_5_SECONDS: "OK - 5 Sek" STR_RESEARCH_COMPLETED: "Fuerschung fäerdeg" STR_VIEW_REPORTS: "RAPPORT LIESEN" STR_WE_CAN_NOW_RESEARCH: "Nei Forschungsméiglechkeet" STR_WE_CAN_NOW_PRODUCE: "Nei Produktiounsméiglechkeet " STR_SUNDAY: "SONNDEN" STR_MONDAY: "MÉINDEN" STR_TUESDAY: "DËNSCHDEN" STR_WEDNESDAY: "MËTTWOCH" STR_THURSDAY: "DONNESCHDEG" STR_FRIDAY: "FREIDEG" STR_SATURDAY: "SAMSDEN" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Net genuch {0} fir den {1} zu {2} opzefëllen" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Net genuch {0} fir {1} an {2} nei ze lueden" STR_UFO_IS_NOT_RECOVERED: "UFO gouf net gebuergen" STR_UFO_IS_RECOVERED: "UFO gouf gebuergen" STR_CRAFT_IS_LOST: "Fliger ass verluer" STR_TERROR_CONTINUES: "Den Terror geet weider" STR_ALIENS_DEFEATED: "Aliens vernicht" STR_BASE_IS_LOST: "Basis ass verluer" STR_BASE_IS_SAVED: "Basis gouf gerett" STR_ALIEN_BASE_STILL_INTACT: "Alien Basis nach intakt" STR_ALIEN_BASE_DESTROYED: "Alien Basis zerstéiert" STR_ALIENS_KILLED: "ALIEN EMBRUED" STR_ALIEN_CORPSES_RECOVERED: "ALIEN KIERPER GEBUERGEN" STR_LIVE_ALIENS_RECOVERED: "LIEWEG ALIEN GEBUERGEN" STR_ALIEN_ARTIFACTS_RECOVERED: "ALIEN ARTEFAKTER GEBUERGEN" STR_ALIEN_BASE_CONTROL_DESTROYED: "ALIEN BASIS KONTROLL ZERSTEIERT" STR_CIVILIANS_KILLED_BY_ALIENS: "ZIVILISTEN VUN ALIEN GEKILLT" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ZIVILISTEN EMBRUED VUN X-COM LEIT" STR_CIVILIANS_SAVED: "ZIVILISTE GERETT" STR_XCOM_OPERATIVES_KILLED: "X-COM LEIT EMBRUED GINN" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM LEIT VERMËSST" STR_TANKS_DESTROYED: "TANK ZERSTÉIERT" STR_XCOM_CRAFT_LOST: "X-COM FLIGER VERLUER" STR_UFO_RECOVERY: "UFO BIERGUNG" STR_ALIEN_BASE_RECOVERY: "BIERGUNG VUN ENGER ALIEN BASE" STR_BASE_UNDER_ATTACK: "{0} gëtt ugegraff!" STR_BASE_DEFENSES_INITIATED: "BASISVERTEIDEGUNG AGELEED" STR_GRAV_SHIELD_REPELS_UFO: "GRAV SCHËLD HUET UFO OFGEWIERT!" STR_FIRING: "SCHÉISST" STR_HIT: "TREFFER!" STR_UFO_DESTROYED: "UFO ZERSTEIERT!" STR_MISSED: "LAANSCHT!" STR_SELL_ITEMS_SACK_PERSONNEL: "Deeler verkafen/Personal entloossen" STR_VALUE_OF_SALES: "WÄERT VUN DEN VERKEEF>{ALT}{0}" STR_FUNDS: "GELDER> {ALT}{0}" STR_SELL_SACK: "Verkafen/Entloossen" STR_VALUE: "Wäert" STR_CRAFT_: "FLIGER> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "UFO CRASH BIERGUNG" STR_UFO_CRASH_RECOVERY_BRIEFING: "Opgepasst - et kinnten XCom-Matarbëschter am UFO oder ronderem d'Crash-Plaz sinn. D'Missioun ass en Erfollëg wann all Géigner eliminéiert oder neutraliséiert gouf. Dono ginn UFO-Deeler, Artefakter an doudeg Alien gebuergen. Fir d'Missioun ofzebriechen, mussen d'XCom-Leit zeréck an de Fliger goen an dann op 'Missioun ofbriechen' klicken." STR_UFO_GROUND_ASSAULT: "UFO BUEDEMATTACK" STR_UFO_GROUND_ASSAULT_BRIEFING: "Erkund d'Géigend vun der Landeplaz an, wa méiglech, kuck fir an den UFO eranzekommen. D'Missioun ass en Erfollëg wann all Géigner eliminéiert oder neutraliséiert gouf. Dono ginn UFO-Deeler, Artefakter an doudeg Alien gebuergen. Fir d'Missioun ofzebriechen, mussen d'XCom-Leit zeréck an de Fliger goen an dann op 'Missioun ofbriechen' klicken." STR_BASE_DEFENSE: "BASISVERTEIDEGUNG" STR_BASE_UC_: "BASIS> {0}" STR_BASE_DEFENSE_BRIEFING: "En Alienschëff ass an der Géigend geland. Eis Basis ass a grousser Gefor. All net-bewaffnet Personal an X-Com Fligeren goufen laut Standardprozedur evakuéiert. D'Alien kommen via den Hangar oder den Zougangslift an d'Basis eran. Verteideg d'Basis an seng wichteg Installation em all Präis - dest ass e Kampf em Liewen an Doud. Wann op 'Missioun ofbriechen' geklickt gëtt, gëssde op an d'Basis ass verluer." STR_ALIEN_BASE_ASSAULT: "UGREFF OP ENG ALIEN BASIS" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com Leit sinn an d'Alienbasis erakomm. De Kontrollzentrum muss zerstéiert ginn fir d'Basis inoperabel ze man. D'Missioun ass fäerdeg wann all Géigner eliminéiert gouf, oder wann d'Ekipp rem an déi gréng Ausgangszone zeréckkënnt (klick op 'Missioun ofbriechen' fir zeréckzefléien)" STR_CYDONIA_BRIEFING: "Du bass zu Cydonia ukomm. Du hues Zoutrëtt zu engem ënnerierdeschen Komplex nierft der Martianescher Sphinx kritt. Du muss d'Alien Gehier wat all Alienaktivitéiten kontrolléiert zerstéieren. D'Schicksal vun der Mënschheet läit an dengen Hänn...." STR_TERROR_MISSION: "TERROR MISSIOUN" STR_TERROR_MISSION_BRIEFING: "D'Missioun ass en Erfolleg wann all géigneresch Eenheeten eliminéiert oder neutraliséiert goufen. Du muss versichen all Zivilisiten am Areal ze beschützen andems d'Gefor vun den Alien neutraliséiert gëtt. Fir d'Missioun ofzebriechen, bréng deng X-Com Leit zeréck zum Transporter an klick op den Icon 'Missioun ofbriechen'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "KENG FRÄI HANGAREN FIR E FLIGER ZE BAUEN!{SMALLLINE}All Fliger den enger Base gehéiert, op eng transferéiert gëtt, kaft oder gebaut gëtt, brauch e fräien Hangar. Bau en neien Hangar oder transferéiert ee Fliger op eng aner Base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "KENG FRÄI HANGAREN FIR E FLIGER ZE KAFEN!{SMALLLINE}All Fliger den enger Base gehéiert, op eng transferéiert gëtt, kaft oder gebaut gëtt, brauch e fräien Hangar. Bau en neien Hangar oder transferéiert ee Fliger op eng aner Base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "KENG FRÄI HANGAREN FIR E FLIGER ZE TRANSFEREIREN!{SMALLLINE}All Fliger den enger Base gehéiert, op eng transferéiert gëtt, kaft oder gebaut gëtt, brauch e fräien Hangar. Bau en neien Hangar oder transferéiert ee Fliger op eng aner Base." STR_CANNOT_BUILD_HERE: "KANN HEI NET BAUEN!{SMALLLINE}Muss un en anert Basismodul ugrenzen." STR_NO_FREE_ACCOMODATION: "KENG FRAI RAIM!{SMALLLINE}D'Zilbasis huet net genuch fräi Plaz an de Wunnräim." STR_NOT_ENOUGH_WORK_SPACE: "NET GENUCH ARBESCHTSRAIM VERFÜGBAR!{SMALLLINE}Bau en neien Atelier oder reduzéier d'Arbeschter vun aneren Projeten." STR_NOT_ENOUGH_MONEY: "NET GENUCH GELD!" STR_NOT_ENOUGH_STORE_SPACE: "NET GENUCH PLAZ AM STOCK!{SMALLLINE}Bau en neien Stock oder transferéier Wueren aus dem Stock op eng aner Basis." STR_NOT_ENOUGH_LIVING_SPACE: "NET GENUCH WUNNRAUM!{SMALLLINE}Bau nei Wunnräim oder transferéier Personal op eng aner Basis." STR_LAUNCH_INTERCEPTION: "OFFANGMANÖVER STARTEN" STR_CRAFT: "FLIGER" STR_STATUS: "STATUS" STR_BASE: "BASIS" STR_READY: "BEREED" STR_OUT: "DOBAUSSEN" STR_REPAIRS: "REPARATIOUN" STR_REFUELLING: "NOTANKEN" STR_REARMING: "BEWAFFNEN" STR_TARGET: "ZIL: {0}" STR_WAY_POINT: "WEEPUNKT" STR_ARE_YOU_SURE_CYDONIA: "Bass du sëcher dëse Fliger op eng Missioun a Cydonia ze schécken?" STR_YES: "JO" STR_NO: "NEE" STR_SELECT_DESTINATION: "ZIL WIELEN" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "NEIE SITE FIR BASIS WIELEN" STR_RETURN_TO_BASE: "ZERÉCK OP D'BASIS" STR_SELECT_NEW_TARGET: "WIEL NEIT ZIL" STR_PATROL: "PATRULLÉIREN" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESCHIEDEGT - FLITT ZERÉCK OP D'BASIS" STR_LOW_FUEL_RETURNING_TO_BASE: "WÉINEG BENSIN - FLITT ZERÉCK OP D'BASIS" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSIOUN FÄERDEG - FLITT ZERÉCK OP D'BASIS" STR_PATROLLING: "PATRULLÉIERT" STR_TAILING_UFO: "VERFOLLEGEN UFO" STR_INTERCEPTING_UFO: "FENKT UFO-{0} OF" STR_RETURNING_TO_BASE: "FLITT ZERÉCK OP D'BASIS" STR_DESTINATION_UC_: "ZIL: {0}" STR_BASE_UC: "BASIS>{ALT}{0}" STR_SPEED_: "GESCHW.>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMAL GESCHW.>{ALT}{0}{ALT}" STR_ALTITUDE_: "HÉIGT>{ALT}{0}" STR_VERY_LOW: "GANZ NIDDRËG" STR_LOW_UC: "NIDDRËG" STR_HIGH_UC: "HÉIG" STR_VERY_HIGH: "GANZ HÉIG" STR_FUEL: "BENSIN>{ALT}{0}" STR_WEAPON_ONE: "WAFF-1>{ALT}{0}" STR_NONE_UC: "OUNI" STR_ROUNDS_: "RONNEN>{ALT}{0}" STR_WEAPON_TWO: "WAFF-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "OFFANGFLIGER" STR_BASE_: "Basis>{0}" STR_NAME_UC: "NUMM" STR_AMMO_: "MUNITIOUN>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "EQUIPEMENT" STR_ARMOR: "RÜSTUNG" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Ufänger" STR_SQUADDIE: "Zaldot" STR_SERGEANT: "Sergant" STR_CAPTAIN: "Kapitän" STR_COLONEL: "Kolonel" STR_COMMANDER: "Kommandant" STR_SELECT_SQUAD_FOR_CRAFT: "Wiel d'Ekipp fir {0}" STR_SORT_BY: "SORTÉIREN NO..." STR_ORIGINAL_ORDER: "UFANKSUEDER" STR_MISSIONS2: "MISSIOUNEN" STR_KILLS2: "EMBRUED" STR_WOUND_RECOVERY2: "WONNENHEELUNG" STR_SPACE_AVAILABLE: "PLAZ VERFÜGBAR>{ALT}{0}" STR_SPACE_USED: "GEBRAUCHTE PLAZ>{ALT}{0}" STR_SPACE_USED_UC: "GEBRAUCHTE PLAZ" STR_RANK: "RANG" STR_WOUNDED: "VERLETZT" STR_EQUIPMENT_FOR_CRAFT: "Equipement fir {0}" STR_DEFENSE_VALUE: "Verteidegungswert" STR_HIT_RATIO: "Trefferquote" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}bereed an der Géigend vun{NEWLINE}{ALT}{1}{NEWLINE}ze landen" STR_BEGIN_MISSION: "Missioun starten?" STR_SELECT_ARMAMENT: "Rüstung wielen" STR_AMMUNITION_AVAILABLE: "MUNITIOUN VERFÜGBAR" STR_ARMAMENT: "BEWAFFNUNG" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "WIEL RÜSTUNG FIR{NEWLINE}{0}" STR_TYPE: "TYP" STR_PERSONAL_ARMOR_UC: "PERSOUNENPANZER" STR_POWER_SUIT_UC: "POWERKOSTÜM" STR_FLYING_SUIT_UC: "FLUGKOSTÜM" STR_SELECT_ARMOR: "Rüstung auswielen" STR_NORTH: "NORDEN" STR_NORTH_EAST: "NORDOSTEN" STR_EAST: "OSTEN" STR_SOUTH_EAST: "SÜD OST" STR_SOUTH: "SÜD" STR_SOUTH_WEST: "SÜDWEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORDWEST" STR_SELECT_ACTION: "AKTIOUN WIELEN" STR_CONTINUE_INTERCEPTION_PURSUIT: "OFFÄNKMANÖVER WIEDERMAN" STR_PURSUE_WITHOUT_INTERCEPTION: "VERFOLGEN OUNI UGRËFF" STR_VERY_LARGE: "GANZ GROUSS" STR_LARGE: "GROUSS" STR_MEDIUM_UC: "METTEL" STR_SMALL: "KLENG" STR_VERY_SMALL: "GANZ KLENG" STR_GROUNDED: "BUEDEM" STR_DETECTED: "Entdeckt" STR_SIZE_UC: "GREISST" STR_ALTITUDE: "HÉIGT" STR_HEADING: "RICHTUNG" STR_SPEED: "GESCHWINDEGKEET" STR_CENTER_ON_UFO_TIME_5_SECONDS: "OP UFO ZENTRÉIREN-ZÂIT=5 Sek." STR_TRACKING_LOST: "ZIL VERLUER" STR_REDIRECT_CRAFT: "FLIGER EMLEEDEN" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "OP DEI LESCHT BEKANNTEN UFO POSITIOUN GOEN" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "ALIEN BASIS-{0}" STR_CRASH_SITE_: "CRASH-PLAZ-{0}" STR_LANDING_SITE_: "LANDUNGSSITE-{0}" STR_WAY_POINT_: "WEEPUNKT-{0}" STR_TERROR_SITE: "TERRORSITE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}huet{NEWLINE}{1}erreecht" STR_NOW_PATROLLING: "Patroulléiert" STR_ALIEN_ORIGINS: "Alien Originen" STR_THE_MARTIAN_SOLUTION: "D'marsianesch Léisung" STR_CYDONIA_OR_BUST: "Cydonia oder gelénkt" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM FLIGER A WAFFEN" STR_HEAVY_WEAPONS_PLATFORMS: "SCHWEIER WAFFE PLATTFORM" STR_WEAPONS_AND_EQUIPMENT: "WAFFEN AN EQUIPEMENT" STR_ALIEN_ARTIFACTS: "ALIEN ARTEFAKTER" STR_BASE_FACILITIES: "BASISRAIMLECHKEETEN" STR_ALIEN_LIFE_FORMS: "ALIEN LIEWENSFORMEN" STR_ALIEN_RESEARCH_UC: "ALIEN FORSCHUNG" STR_UFO_COMPONENTS: "UFO STÉCKER" STR_UFOS: "UFOen" STR_SELECT_ITEM: "DEEL WIELEN" STR_ACCELERATION: "BESCHLEUNIG.>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BENSINSTANK>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WAFFEBEHÄLTER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SCHUEDENSKAPAZITEIT>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CARGORAUM>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SWP KAPAZITEIT>{ALT}{0}{ALT}" STR_DAMAGE: "Schued" STR_RANGE: "Reechwäit" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Genauegkeet" STR_RE_LOAD_TIME: "Nei-lued-Zäit" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANZERBRIECHEND" STR_DAMAGE_INCENDIARY: "BRANDSTOFF" STR_DAMAGE_HIGH_EXPLOSIVE: "HÉIGEXPLOSIV" STR_DAMAGE_LASER_BEAM: "LASERSTRAHL" STR_DAMAGE_PLASMA_BEAM: "PLASMASTRAHL" STR_DAMAGE_STUN: "BETÄUBEN" STR_DAMAGE_MELEE: "NOKAMPF" STR_DAMAGE_ACID: "SAIER" STR_DAMAGE_SMOKE: "DAMP" STR_SHOT_TYPE: "SCHOSSTYP" STR_ACCURACY_UC: "GENAUEGKEET" STR_TIME_UNIT_COST: "ZE KÄSCHTEN" STR_DAMAGE_UC: "SCHUED" STR_AMMO: "MUNITIOUN" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Schnell" STR_SHOT_TYPE_AIMED: "Gezilt" STR_CONSTRUCTION_TIME: "Konstruktiounsdauer" STR_CONSTRUCTION_COST: "Konstruktiounskäschten" STR_MAINTENANCE_COST: "Ënnerhalungskäschten" STR_LOW: "Niddreg" STR_MEDIUM: "Mëttel" STR_HIGH: "Héig" STR_CRAFT_WEAPON: "Waffe bauen" STR_CRAFT_AMMUNITION: "Munitioun bauen" STR_HEAVY_WEAPONS_PLATFORM: "Schwéier Waffe Plattform" STR_WEAPON: "Waff" STR_AMMUNITION: "Munitioun" STR_EQUIPMENT: "Equipement" STR_ALIEN_CORPSE: "Alien Kierper" STR_UFO_COMPONENT: "UFO Komponent" STR_PERSONAL_ARMOR: "PERSOUNENPANZER" STR_RAW_MATERIALS: "Réimaterial" STR_HWP_CANNON_SHELLS: "SWP Kanounenschoss" STR_ALIEN: "Alien" STR_SECTOID: "Sektoid" STR_SNAKEMAN: "Schlaangemënsch" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Floater" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberdisc" STR_LIVE_COMMANDER: "Kommandant" STR_LIVE_LEADER: "Leader" STR_LIVE_ENGINEER: "Ingenieur" STR_LIVE_MEDIC: "Dokter" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_SOLDIER: "Zaldot" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Floater Zaldot" STR_FLOATER_NAVIGATOR: "Floater Navigator" STR_FLOATER_MEDIC: "Floater Dokter" STR_FLOATER_ENGINEER: "Floater Ingenieur" STR_FLOATER_LEADER: "Floater Anführer" STR_FLOATER_COMMANDER: "Floater Kommandant" STR_SECTOID_SOLDIER: "Sectoid Zaldot" STR_SECTOID_NAVIGATOR: "Sectoid Navigator" STR_SECTOID_MEDIC: "Sektoiden Dokter" STR_SECTOID_ENGINEER: "Sectoid Ingenieur" STR_SECTOID_LEADER: "Sectoid Leader" STR_SECTOID_COMMANDER: "Sectoid Kommandant" STR_SNAKEMAN_SOLDIER: "Schlaangemënsch Zaldot" STR_SNAKEMAN_NAVIGATOR: "Schlaangemënsch Navigator" STR_SNAKEMAN_ENGINEER: "Schlaangemënsch Ingenieur" STR_SNAKEMAN_LEADER: "Schlaangemënsch Anführer" STR_SNAKEMAN_COMMANDER: "Schlaangemënsch Kommandant" STR_MUTON_SOLDIER: "Muton Zaldot" STR_MUTON_NAVIGATOR: "Muton Navigator" STR_MUTON_ENGINEER: "Muton Ingenieur" STR_ETHEREAL_SOLDIER: "Ethereal Zaldot" STR_ETHEREAL_LEADER: "Ethereal Leader" STR_ETHEREAL_COMMANDER: "Ethereal Kommandant" STR_CYBERDISC_TERRORIST: "Cyberdisc Terrorist" STR_REAPER_TERRORIST: "Reaper Terrorist" STR_CHRYSSALID_TERRORIST: "Chryssalid Terrorist" STR_CELATID_TERRORIST: "Celatid Terrorist" STR_SILACOID_TERRORIST: "Silacoid Terrorist" STR_SECTOPOD_TERRORIST: "Sectopod Terrorist" STR_UFO_POWER_SOURCE: "UFO Kraftquel" STR_UFO_NAVIGATION: "UFO Navigatioun" STR_UFO_CONSTRUCTION: "UFO Konstruktioun" STR_ALIEN_FOOD: "Alien Iessen" STR_ALIEN_REPRODUCTION: "Alien Vervielfältegung" STR_ALIEN_ENTERTAINMENT: "Alien Entertainment" STR_ALIEN_SURGERY: "Alien Operatioun" STR_EXAMINATION_ROOM: "Analyseraum" STR_ALIEN_ALLOYS: "Alien Legierungen" STR_ALIEN_HABITAT: "Alien Wunnraum" STR_POWER_SUIT: "Powerkostüm" STR_FLYING_SUIT: "Fluchkostüm" STR_HWP_ROCKETS: "SWP Rakéiten" STR_HWP_FUSION_BOMB: "SWP Fusiounsbomm" STR_LASER_WEAPONS: "Laserwaffen" STR_NEW_FIGHTER_CRAFT: "Neie Kampffliger" STR_NEW_FIGHTER_TRANSPORTER: "Neien Fighter-Transporter" STR_ULTIMATE_CRAFT: "Ultimative Fliger" STR_LASER_PISTOL: "Laser Pistoul" STR_LASER_RIFLE: "Laser Gewier" STR_HEAVY_LASER: "Schwéiren Laser" STR_LASER_CANNON: "Laserkanoun" STR_PLASMA_CANNON: "Plasmakanoun" STR_FUSION_MISSILE: "Fusiounsrakéit" STR_LASER_DEFENSE: "Laserverteidegung" STR_PLASMA_DEFENSE: "Plasma Ofwier" STR_FUSION_DEFENSE: "Fusiounsverteidegung" STR_GRAV_SHIELD: "Grav Schëld" STR_MIND_SHIELD: "Gedankeschëld" STR_PSI_LAB: "Psi-Labor" STR_MOTION_SCANNER: "Bewegungsscanner" STR_MEDI_KIT: "1t-Hëllef-Kit" STR_TANK_CANNON: "Tank/Kanoun" STR_TANK_ROCKET_LAUNCHER: "Panzer/Rakéitewerfer" STR_TANK_LASER_CANNON: "Tank/Lasekanoun" STR_HOVERTANK_PLASMA: "Hovertank/Plasma" STR_HOVERTANK_LAUNCHER: "Hovertank/Rakéitenwerfer" STR_STINGRAY_LAUNCHER: "Stingray Rakéitenwerfer" STR_AVALANCHE_LAUNCHER: "Avalanche Rakéitenwerfer" STR_CANNON: "Kanoun" STR_FUSION_BALL_LAUNCHER: "Fusiounsball-Rakéitenwerfer" STR_PLASMA_BEAM: "Plasmastrahl" STR_STINGRAY_MISSILES: "Stingray Rakéiten" STR_AVALANCHE_MISSILES: "Avalanche Rakéiten" STR_CANNON_ROUNDS_X50: "Cannon Munitioun(x50)" STR_FUSION_BALL: "Fusiouns Ball" STR_SOLDIER: "Zaldot" STR_SCIENTIST: "Wëssenschaftler" STR_ENGINEER: "Ingenieur" STR_NORTH_AMERICA: "Nordamerika" STR_ARCTIC: "Arktis" STR_ANTARCTICA: "Antarktis" STR_SOUTH_AMERICA: "Südamerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Nordafrika" STR_SOUTHERN_AFRICA: "Südafrika" STR_CENTRAL_ASIA: "Zentral Asien" STR_SOUTH_EAST_ASIA: "Süd-Ost Asien" STR_SIBERIA: "Siberien" STR_AUSTRALASIA: "Australasien" STR_PACIFIC: "Pazifik" STR_NORTH_ATLANTIC: "Nord Atlantik" STR_SOUTH_ATLANTIC: "Süd Atlantik" STR_INDIAN_OCEAN: "Indeschen Ozean" STR_ALIEN_RESEARCH: "Alien Forschung" STR_ALIEN_HARVEST: "Alien Ernt" STR_ALIEN_ABDUCTION: "Alien Kidnapping" STR_ALIEN_INFILTRATION: "Alien Infiltratioun" STR_ALIEN_BASE: "Alien Basis" STR_ALIEN_TERROR: "Alien Terror" STR_ALIEN_RETALIATION: "Alien Vergeltung" STR_ALIEN_SUPPLY: "Alien Wueren" STR_MAXIMUM_SPEED: "Maximal Geschwindegkeet" STR_HYPER_WAVE_DECODER_UC: "HYPER-WAVE DEKODER" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "KANOUN" STR_FUSION_BALL_UC: "FUSIOUNS BALL" STR_LASER_CANNON_UC: "LASER KANOUN" STR_PLASMA_BEAM_UC: "PLASMA STRAHL" STR_DAMAGE_CAPACITY: "Schuedenskapazitéit" STR_WEAPON_POWER: "Waffestäerkt" STR_WEAPON_RANGE: "Waffereechwäit" STR_ACCESS_LIFT: "Zougangslift" STR_LABORATORY: "Labo" STR_WORKSHOP: "ATELIER" STR_SMALL_RADAR_SYSTEM: "Klénge Radarsystem" STR_LARGE_RADAR_SYSTEM: "Grousse Radar" STR_MISSILE_DEFENSES: "Rakéitenofwier" STR_GENERAL_STORES: "Haptlager" STR_ALIEN_CONTAINMENT: "Alien-Klimazell" STR_LASER_DEFENSES: "Laserverteidegung" STR_PLASMA_DEFENSES: "Plasma Verteidegung" STR_FUSION_BALL_DEFENSES: "Fusiounsballverteidegung" STR_PSIONIC_LABORATORY: "Psioneschen Labo" STR_HYPER_WAVE_DECODER: "Hyper-wave Dekoder" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSSLAND" STR_UK: "ENGLAND" STR_FRANCE: "FRANKRÄICH" STR_GERMANY: "DÄITSCHLAND" STR_ITALY: "ITALIEN" STR_SPAIN: "SPUENIEN" STR_CHINA: "CHINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIEN" STR_BRAZIL: "BRASILIEN" STR_AUSTRALIA: "AUSTRALIEN" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SÜDAFRIKA" STR_EGYPT: "ÄGYPTEN" STR_CANADA: "KANADA" STR_TANK: "Panzer" STR_CIVILIAN: "Zivilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mär" STR_APR: "Abr" STR_MAY: "Mee" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "International Relatiounen" STR_COUNTRY: "Land" STR_FUNDING: "Finanzéirung" STR_CHANGE: "Wiesselen" STR_WEAPON_SYSTEMS: "WAFFENSYSTEMER" STR_HWPS: "SWPen" STR_DAMAGE_UC_: "SCHUED>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Den Zougangslift erlabt et Ekipementer an Personal an d'ënnerierdesch Basis eran an eraus ze transferéiren. Et ass emmer den éischten Deel den an enger neier Basis muss gebaut gin. Den Lift ass eng Schwaachstell fir géigneresch Ugrëff." STR_LIVING_QUARTERS_UFOPEDIA: "All Wunnraumblock kann bis zu 50 Leit ophuelen. Hei gëtt et e bessen Ennerhalung, Iessen an Schlofméiglechkeeten." STR_LABORATORY_UFOPEDIA: "Bis zu 50 Wëssenschaftler kënnen an engem Labo schaffen. D'Laboën sinn mat der neister Technologie zur Forschung vun Materialien, Biochimie an Kosmologie ausgerüst. Et gëtt e priviligiéirten Zougang zu de beschten Laboën iwwert d'ganz Welt, och déi vum Militär." STR_WORKSHOP_UFOPEDIA: "En Atelier huet all dat néidegt Geschier fir Equipment ze bauen dat op Designer aus den wëssentschaftlechen Labos baséiert. Bis zu 50 Ingenieuren kënnen an engem Atelier schaffen, mee Deeler déi a Produktioun sinn, verbrauchen och Plaz." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "E klenge Radar huet eng Reechwäit vun 300 nautesche Meilen an ass un e Satellitesystem gekoppelt fir uewerierdesch ze sichen. All System huet eng 10% Chance en mëttelgrousst Objekt all 30 Minuten ze fannen." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "E grousse Radar huet eng Reechwäit vun 450 nautesche Meilen an ass un e Satellitesystem gekoppelt fir uewerierdesch ze sichen. All System huet eng 20% Chance en mëttelgrousst Objekt all 30 Minuten ze fannen." STR_MISSILE_DEFENSES_UFOPEDIA: "D'Rakéitenofwier schützt d'Basis géint feindlech Ugrräifer déi probéiren bei der Basis ze landen." STR_GENERAL_STORES_UFOPEDIA: "All Equipementer, Waffesystemer, Munitioun, gebuerge Material an Schwéier Waffe Plattform ginn an Lager gesat, Equipementer fir Fligeren am Hangar inclus." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Liewëg Alien brauchen en speziellt Emfeld fir ze iwwerliewen. D'Klimazell kann bis zu 10 Alien an zouenen Zellen ophuelen." STR_LASER_DEFENSES_UFOPEDIA: "D'Laserofwier beschützt d'Basis géint feindlech Ugräifer." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasmastrahl Verteidegung bidd en starken an effizienten Schutz géint Ugrëff vun feindlechen Fliger." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusiouns-Rakéiten sinn déi beschten Verteidegung géint Alien Attacken. Dës Rakéiten kreéiren eng anti-materiell Implosioun déi alles an engem spezifeschen Radius zerstéiert." STR_GRAV_SHIELD_UFOPEDIA: "De Gravitatiounsschëld h!lt géigneresch Fliger laang genuch dovun of nierft der Basis ze landen bis d'Verteidegungssystem erem schéisse kënnen. Praktesch gesinn, verduebelt dat d'Effektivitéit vun all Verteidegungssystem an der Basis." STR_MIND_SHIELD_UFOPEDIA: "Well d'Alien Fliger Gehierstréim vun den Menschen entdecken kann, ass déi bescht Verteidegung d'Ofschiermen vun den Gehierstréim vun der Basis. Dës Ariichtung reduzéiert drastesch d'Gefor vun enger Entdeckung durch Alien Fliger." STR_PSIONIC_LABORATORY_UFOPEDIA: "De psychesche Labo kann den Zaldoten hier psionesch Basis manipuléiren an hinnen den néidegen Training ginn fir hier psionesch Fähegkeeten ze verbessern." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Alien Kommunikatioun beroud op supra-dimensionalen Wellen déi quasi direkt ukommen. D'Decodereenheet fänkt UFO Iwwerdroungen op an decodéiert d'Informatioun. Dëst weist den Typ vun UFO, d'Alien Rass an den Typ vun Aktivitéit." STR_HANGAR_UFOPEDIA: "An all Hangar ass Plaz fir ee Fliger. Hei kréien d'Fligeren hier Maintenance, Kraftstoff a ginn och reparéiert. All Fliger den zu enger Basis gehéiert brauch e fräien Hangar den net vun engem anere Fliger ka genotzt ginn, och wann de Fliger grad ennerwee ass." STR_PISTOL_UFOPEDIA: "D'Standard X-Com-Pistoul ass eng staark semiautomatesch Waff mat 12 Schoss Kapazitéit." STR_RIFLE_UFOPEDIA: "Dest héigakkurat Snipergewier huet e lasergestützt Viséier and notzt 6.7mm Munitioun an engem 20-Schoss Magasinn." STR_HEAVY_CANNON_UFOPEDIA: "D'schwéiert Gefier ass eng zerstéieresch mee schwéierfälleg Waff. Seng Vilfalt kennt doduerch dass se dräi Aarte vu Munitioun kann notzen: panzerbriechend, entzündlech an héich explosiv." STR_AUTO_CANNON_UFOPEDIA: "D'Auto-Kanoun kombinéiert d'Villsäitegkeet an Stäerkt vun enger schwéirer Kanoun mat enger séierer Schossrat." STR_ROCKET_LAUNCHER_UFOPEDIA: "De Rakéitewerfer ass e lasergesteierte System den dräi verschidden gréissten Rakéiten kann verschéissen." STR_LASER_PISTOL_UFOPEDIA: "D'Laserpistoul ass eng effektiv Implementatioun vun neier Technologie. Se huet d'Bequemlechkeet vun enger Pistoul an kann méi séier an präzis schéissen." STR_LASER_RIFLE_UFOPEDIA: "D'Lasergewier ass eng méi staark a präzis Versioun vun dem Pistoulendesign." STR_HEAVY_LASER_UFOPEDIA: "Den schwéiren Laser as schwéierfälleg, mee extrem effektiv." STR_GRENADE_UFOPEDIA: "D'Standardausféierung vun der Granat huet e präzisen an sophistiquéierten Timer fir eng genau Kontroll." STR_SMOKE_GRENADE_UFOPEDIA: "Dampgranaten sinn gutt fir Deckung an enger Kampfsituatioun ze ginn. Mat Bedenken benotzen, well den Géigner kann dovun och profitéiren." STR_PROXIMITY_GRENADE_UFOPEDIA: "Eng Proximitéitsgranat ka wéi eng normal Granat geworf gi mee gëtt duerch Beweegungen an hirer Géigend ausgeléist. Kënnen a Suergfalt gëtt gebraucht fir se uerdentlech ze benotzen." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Dësen Sprengstoff soll nëmmen fir Zerstéirung benotzt ginn. All Personal soll sech wait ewech halen." STR_MOTION_SCANNER_UFOPEDIA: "Dësen sofistikéierten Apparat benotzt eng Rei Detektoren an komplex Computer Algorithmen fir Bewegungen vun géignereschen Eenheeten ze identifizéiren. Allerdéngs brauch een e bëssen Training fir en effektiv ze benotzen. Klick op den Bewegungsscanner um takteschen Schierm. Wiel 'Scanner benotzen' aus dem Menu. De Scanner weist en Feil an der Mëtt wou den Zaldot hikuckt (uewen ass Norden). D'Punkten déi blénken weisen Eenheeten un déi séch kierzlech bewegt hunn. Grouss Eenheeten, oder séier Eenheeten, sinn méi déck Punkten. Statësch Eenheeten ginn net erkannt." STR_MEDI_KIT_UFOPEDIA: "Den 1t-Hëllef-Kit huet Verbänn, Medikamenter a Stimulanten. Fir en ze benotzen, muss en a Richtung verwondten Zaldot gedréint sinn. Wann den Zaldot betäubt ass, muss een op him stoen. Klick d'1t-Hëllef-Kit-Icon an wiel '1t-Hëllef-Kit benotzen' am Menü.{NEWLINE}HEELEN> Roud Kierperdeeler weisen fatal Wonnen op. Klick op e Kierperdeel de verwond ass. Klick dann den 'Heelen'-Kneppchen. Eng fatal Wonn an e bëssen Liewenspunkten ginn geheelt.{NEWLINE}STIMULANT>Fir Energie ze restoréiren an e um Buedem leienden (bewosstlosen) Zaldot rem op d'Been ze bréngen. Fir dëst ze man, muss een direkt iwwert dem Kierper stoen.{NEWLINE}MEDIKAMENT>Dëst erhéigt d'Moral vun engem verwondten Zaldot bis op e Wert vun verluerenen Liewenspunkten." STR_PSI_AMP_UFOPEDIA: "D'Psi-amp ka just vun Zaldote mat psionësche Fähegkeete genotzt ginn. Klick während dem Kampf op den Psi-amp, wiel d'Typ vun der Attaque a wiel eng Zileenheet mam Kurseur aus. Et gëtt zwou Aarte vun psionëschen Attaquen:{NEWLINE}EENHEET PANIKEIEREN>Wann des Attaque geklappt huet huet. geet dem Zil seng Moral erof an et ka panikéieren.{NEWLINE}GEDANKEKONTROLL> Wann dëst geklappt huet, kriss du direkt d'Kontroll iwwert d'géigneresch Eenheet wéi wann et deng eege wier. Dësen Typ vun Attaque ass méi schwéier durchzeféireren." STR_STUN_ROD_UFOPEDIA: "Dëst Gerät kann just am Nahkampf benotzt ginn, mee betäubt en liewegt Wiesen mat Elektroschocken ouni et emzebréngen." STR_MIND_PROBE_UFOPEDIA: "D'Gehiersond ass en Alienkommunikatiounsgerät dat benotzt gëtt fir Informatiounen direkt aus Gehierstralen ze liesen. X-Com Eenheeten kënnen et am Kampf benotzen fir den Alien hier Characteristiken unzeweisen. Klick op d'Gehiersond an d'benotzen' Optioun. Klick dann op en Alien mat dem Cursor." STR_PLASMA_PISTOL_UFOPEDIA: "Plasmapistoulen sinn déiglech Alienwaffen baséirend op beschleunegte Partikelen aus engem präzisen Antigravitatiounsfeld." STR_PLASMA_RIFLE_UFOPEDIA: "Dëst ass eng zerstéierësch staark Waff baséiernt op beschleunegte Partikel aus engem präzisen Antigravitatiounsfeld." STR_HEAVY_PLASMA_UFOPEDIA: "Dëst ass eng zerstéierësch staark Waff baséiernt op beschleunegte Partikel aus engem präzisen Antigravitatiounsfeld." STR_BLASTER_LAUNCHER_UFOPEDIA: "Dëst ass en vun Alien gebauten Rakéitenwerfer den staark 'Blasterbommen' verschéisse kann. Wann een d'Waff benotzt fir ze schéissen, gi 'Weepunkter' gesat dem d'Bomm wäert nogoen. Wann genuch Weepunkter gesat goufen, klick op den Spezialicon fir d'Bomm ofzeschéissen." STR_SMALL_LAUNCHER_UFOPEDIA: "E klénge Granatwerfer fir Betäubungsgranaten. Gutt fir lieweg Alien ze fänken." STR_ALIEN_GRENADE_UFOPEDIA: "Dëst Gerät funktionéiert wéi eng normal Granat mat der Ausnam, dass se méi staark ass." STR_SMALL_SCOUT: "KLENGE SCOUT" STR_MEDIUM_SCOUT: "Mëttleren Scout" STR_LARGE_SCOUT: "Groussen Scout" STR_HARVESTER: "Ernter" STR_ABDUCTOR: "Entféierer" STR_TERROR_SHIP: "Terrorschëff" STR_BATTLESHIP: "Kampfschëff" STR_SUPPLY_SHIP: "Liwwerschëff" STR_RATING: "RATING> {0}" STR_RATING_TERRIBLE: "TERRIBEL!" STR_RATING_POOR: "SCHWAACH!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GUTT!" STR_RATING_EXCELLENT: "EXZELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROJET RAPPORT VUM MOUNT" STR_MONTH: "Mount> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "De Rot vun den finanzéirenden Natiounen ass am groussen Ganzen zefridden mat déngem Fortschrétt." STR_COUNCIL_IS_VERY_PLEASED: "De Rot vun den finanzéirenden Natiounen ass zefridden mat denger Leeschtung. Maach weider esou." STR_COUNCIL_IS_DISSATISFIED: "De Rot vun den finanzéirenden Natiounen ass net zefridden mat denger Leeschtung. Du muss d'Effektivitéit géint d'Alienbedrohung verbesseren oder de Projet riskéiert op en Enn ze goen." STR_YOU_HAVE_NOT_SUCCEEDED: "Du hues et net geschafft d'Alieninvasioun ze bekämpfen an de Rot vun den finanzéirenden Natiounen huet leider entscheed de Projet ofzeschléissen. All Natioun soll mam Problem emgoen wéi se wëllen. Mir kënnen just hoffen, dass mier iergendwéi mat dësen Feinden eenz ginn an d'Bevölkerung d'Alien bewältegt." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} sinn deels zefridde mat denger Aarbecht a bereet méi Gelder ze finanzéieren." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} ass besonneg frou mat dem Fortschrëtt géint d'Andréngen vun den Alien an hunn décidéiert d'Gelder ze erhéigen." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} an {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} ass net zefridden wéi mat den Alienaktivitéiten an hierer Emgéigend gehandhabt gëtt an huet décidéiert de finanziellen Engagement ze reduzéiren." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ass onzefridden mat denger Fähegkeet sech géint d'Alien an hierem Territoire durchzesetzen an hunn decidéiert d'Finanzéirung ze reduzéiren." STR_KNOTS: "{0} Kniet" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} huet en geheimen Pakt mat enger onbekannten Alienmuecht gemet an ass vum Projet zeréckgetrueden." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} huet en geheimen Pakt mat enger onbekannter Alienmuecht gemet an ass vum Projet zeréckgetrueden." STR_MONTHLY_RATING: "Rating vum Mount> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Finanziell Ännerung> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "De finanziellen Rot ass net zefridden mat dénger Finanzlag. Du muss d'Scholden ennert $1 Mio. bréngen oder den Projet gëtt ofgeblosen." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPER-WELLEN TRANSMISSIOUNEN SINN ENTSCHLËSSELT" STR_CRAFT_TYPE: "FLIGER TYP" STR_RACE: "RASS" STR_MISSION: "MISSIOUN" STR_ZONE: "ZON" STR_ALLOCATE_RESEARCH: "Forschung ufänken" STR_ALLOCATE_MANUFACTURE: "Produktioun zoudeelen" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskau" STR_ROME: "Roum" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapstadt" STR_KINSHASA: "Kinschasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Baghdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Kalkutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapor" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi Training" STR_PSIONIC_TRAINING: "PSIONESCHEN TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Reschtkapazitéit am Psi-Labo> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionesch{NEWLINE}Stärkt" STR_PSIONIC_SKILL_IMPROVEMENT: "Psionesch Fähegkeet{NEWLINE}/Verbesserung" STR_PSI_AMP: "Psi-Verstärkung" STR_IN_TRAINING: "Am{NEWLINE}Training?" STR_TARGETTED_BY: "AM ZIL VUN:" STR_WEAPONS_CREW_HWPS: "WAFFEN/{NEWLINE}CREW/SWPs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "huet kaum nach Bensin,{NEWLINE}flitt zeréck op d'Basis" STR_SOLDIER_LIST: "Zaldotelëscht" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIOUNEN> {ALT}{0}" STR_KILLS: "KILLS> {ALT}{0}" STR_WOUND_RECOVERY: "WONNENHEELUNG> {ALT}{0}" STR_TIME_UNITS: "ZÄITEENHEETEN" STR_STAMINA: "AUSDAUER" STR_HEALTH: "LIEWEN" STR_BRAVERY: "MUDD" STR_REACTIONS: "REAKTIOUNEN" STR_FIRING_ACCURACY: "SCHOSSGENAUEGKEET" STR_THROWING_ACCURACY: "WORFGENAUEGKEET" STR_STRENGTH: "STÄERKT" STR_PSIONIC_STRENGTH: "PSIONESCH STÄERKT" STR_PSIONIC_SKILL: "PSIONESCH FÄHEGKEET" STR_NEW_RANK: "NEIEN RANG" STR_PROMOTIONS: "Promotiounen" STR_SOLDIERS_UC: "ZALDOTEN" STR_TANK_CANNON_UFOPEDIA: "Automatesch Schwéier Waffe Plattforme goufen designt fir der X-COM Ekipp ze hëllefen. D'Kombinatioun aus héiger Schosskraft an staark Panzerung sinn ideal fir am openen Terrain ze kämpfen. Kontrolléier, dass emmer genuch Munitioun am Lager ass fir d'SWP nei ze lueden. Se ginn automatesch gelueden wann se enger Ekipp zougewise ginn." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Dës automesch Schwéier Waffe Plattform as mat starken Rakéiten equipéiert. Dëst ass verheerend fir all ausserierdësch Liewensform. Stell sëcher, dass am Lager genuch SWP Rakéiten sinn." STR_TANK_LASER_CANNON_UFOPEDIA: "Laserwaffen sinn sënnvoll Equipementer fir SWPen. Se kombinéiren staark Power ouni mussen mat Munitioun gelueden ze ginn." STR_HOVERTANK_PLASMA_UFOPEDIA: "Wéint der Alien Technologie huet den SWP nei Funktiounen kritt. D'verbessert Beweglechkeet durch d'Schwiewen an der Loft an Plasma Strahlen sinn eng déidlech Kombinatioun." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Dësen Hovertank huet e Fusiounsball-Rakéitenwerfer den fir eng immens Zerstéirung suergt. Mat Virsiicht ze benotzen. D'Fusiounsbäll musse gebaut ginn fir den SWP voll ze lueden. E Fusiounsball ass eng intelligent guidéiert Waff. Fir de Fusiounsball ofzeschéissen muss Weepunkter erstallt ginn an dann d'Icon gedréckt fir de Fusiounsball ofzeschéissen." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Dëst klengt Gerät gëtt als Munitioun fir eng Schwéier Plasma Waff benotzt. Et enthält eng kleng Quantitéit Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Dëst kléngt Stéck gëtt als Energiequell fir en Plasmagewier benotzt - eng mëttelstaark Alienwaff. Beinhalt eng kléng Quantitéit Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Kraaftquell fir eng kleng Alien Plasma Pistoul. Geet mat Elerium - d'Energiequell vun den Alien." STR_STUN_BOMB_UFOPEDIA: "D'Betäubungsgranat gëtt benotzt fir lieweg Human Spezien ze fénken, mee och fir déi meescht aner Alien-Rassen. Se gëtt vun engem kléngen Rakéitenwerfer ofgeschoss." STR_ALIEN_RESEARCH_UFOPEDIA: "D'Alien Recherchemissioun huet als Zweck Datë vun der Äerd a sengen Awunner ze kréien. Kleng Fligere gi meeschtens benotzt an landen ab und zu a wüüstenaartege Gebidder. Des Alienaktivitéit ass déi klengste Gefor fir d'X-Com, Regierungen an d'Mënschen." STR_ALIEN_HARVEST_UFOPEDIA: "D'Alien hu vill Interêt un der Fauna vun der Äerd. Déiere gi geheim entfouert, a mat feelenden Organer zeréck bruet. Verstümmelungen u Béischte sinn do ze fanne wou och UFOe gesicht goufen. Des Alienaktivitéiert mécht de Regierunge vill Kappzerbrieches an den Awunner vill Angscht. Des Aktivitéit gëtt haaptsächlech a ländleche Géigende beobacht. D'Theorie hannert dem 'Alien farmen' seet dass d'Alien deemools de Planéit mat Flora a Fauna 'besomt' hunn an sech elo hier Ernt zeréckhuelen." STR_ALIEN_ABDUCTION_UFOPEDIA: "Dëst ass déi hannerlëschtegsten Form vun Alien Aktivitéit. Et gëtt iwwerall vun den Entféirungen durch Alien geschwat, trotz dem Läschen vun dem Verhalt vun den Opfer. Entféierter schwetzen dovun, wéi mat hinnen erniddregent physikalesch Experimenter durchgefouert goufen, inklusiv d'Schwängeren vun Alien Fetusen an bizarren geneteschen Experimenter. Dën Sënn hannert dem Ganzen schéngt a Verbindung mat geneteschen Mutatiounen an Manipulatiounen vun den Alien hierem egenen geneteschen Material ze stoen. Dës Aktivitéit léist héchsten Alarm aus, an kënnt an bevölkerten Géigenden an Stied fir." STR_ALIEN_INFILTRATION_UFOPEDIA: "Regierunge kënne vun Alienagente déi mënschlech ausgesinn infiltréiert ginn. Des ka Kontakter op héchstem politeschen Niveau tëschent Alien an Regierungen erméiglechen. Den Héichpunkt vun där Aktivitéit ass charakteriséiert vun erhéichter UFO-Aktivitéit an den Haptstied. D'Alien probéieren a Pakt mat de Regierungen ze schléissen am Echange mat hirer iwwerleeëner Technologie. Am Géigesaz hënneren d'Regierungen se net un hirer Aktivitéit. Des Alienmissiounen sinn déi héchste Gefor fir d'X-Com. Wann eng Regierung e Pakt gemet huet, finanzéiert se net weider." STR_ALIEN_BASE_UFOPEDIA: "Alien baue geheim ënnerierdesch Basen an ofgeleeëne Géigenden. No e puer Erkundungsflich, erhéicht sech d'UFO-Aktivitéit an der Regioun wou d'Basis gebaut gëtt. Des Basen si bekannt dofir fir speziell Laboen ze hunn wou entfouert Mënschen ënnersicht ginn, an aner Lager fir d'Aktivitéit an der Regioun ze ënnerstëtzen. D'Präsenz vun Alienbasen generéiert eng Rei vun Alienaktivitéiten ouni UFOpräsenz. Fir esou eng Basis ze fannen, muss een X-Com-Fliger an der Regioun fir e puer Stonne patrulléieren fir eng Chance ze hunn se ze fannen." STR_ALIEN_TERROR_UFOPEDIA: "Wann d'Alien eng Stad terroriséieren, setzen se eng Spezialeenhet mat staarker Kraft an. Zivilisten sinn direkt bedrot an d'Regierung evakuéiert déi ganz Regioun. D'Haptzil hannert dëser Aktivitéit ass fir souvill wéi méiglech Hysterie ze generéiren sou dass d'Regierungen den X-Com-Projet menacéieren." STR_ALIEN_RETALIATION_UFOPEDIA: "Wann XCom Intercepter halbwegs en UFO ofgeschoss hunn, kënnen d'Alien zréckugraifen. Dës kann an engem direkten Ugreff op eng XCom Basis enden. Allerdéngs mussen d'Alien dofir eng XCom Basis fannen, fir se kënnen unzegräifen, wann den Alienfliger allerdéngs ofgewiert gëtt, gëtt et kaum Gefor fir en Ugrëff." STR_ALIEN_SUPPLY_UFOPEDIA: "Wa bis eng Alienbasis gebaut gouf, gëtt se regelméisseg vun engem Liwwerschëff beliwwert. Wann esou ee Fliger beim Landen entdeckt gëtt, ass zimlech sécher eng Alienbasis an der Géigend." STR_SMALL_SCOUT_UFOPEDIA: "Dëse Minifliger gëtt primär fir Opklärung a Forschung agesat. Normalerweis flitt et firun gréissere Fligere beim Start vun enger Alienmissioun" STR_MEDIUM_SCOUT_UFOPEDIA: "E mëttelgroussen Opklärer den keng grouss Bedrohung fir d'Äerd. Normalerweis kënnt dono nach en méi grousst Schëff ugeflunn." STR_LARGE_SCOUT_UFOPEDIA: "De gréissten Alienopklärer a Standardschëff wat an all Typ vun Alienmissiounen an den Asaz kënnt." STR_HARVESTER_UFOPEDIA: "Den Ernter huet eng Klappdier a senger Basis an ass ekipéiert mat engem Kran fir Béischten an aner Déieren an d'Luet ze hiewen. Lasercutter gi benotzt fir dat gewënschte Material erauszehuelen an de Kadaver gëtt zeréck op de Buedem fale gelooss. En huet och Lagerplaz fir Kierperdeeler." STR_ABDUCTOR_UFOPEDIA: "Dëst Schëff ass mat engem Ënnersichungsraum ekipéiert fir schrecklech Experimenter mat Mënschen ze maachen. D'Opfer gëtt mat telepathescher Kraaft geläämt mee bleift bei Bewosstsi wärend et um Operatiounsdësch läit." STR_TERROR_SHIP_UFOPEDIA: "D'Terrorschëff huet eng Klimazell fir grouss Alien Terrorwaffen an Kreaturen. Et get benotzt fir dës Alien Terroristen an bevölkert Deeler ze transportéiren." STR_BATTLESHIP_UFOPEDIA: "D'Schlachtschëff ass de gréissten an stäerksten UFO. Et ass normalerweis de primären Alien Missiouns Fliger, equipéiert mat starken Waffen a villen Crew Memberen." STR_SUPPLY_SHIP_UFOPEDIA: "D'Liwwerschëff gëtt agesat fir Alienbasen ze bauen oder déi ze beliwweren. Et huet Alieniessenscontaineren an Reproduktiounskummeren u Bord." STR_DISMANTLE: "Demontéiren" STR_FACILITY_IN_USE: "ARIICHTUNG A GEBRAUCH" STR_CANNOT_DISMANTLE_FACILITY: "KANN ARIICHTUNG NET OFRAPPEN!{SMALLLINE}All Basisariichtung muss eng Verbindung mam Zougangslift hunn." STR_TRANSFER_ITEMS_TO: "Géigestänn op {0} transferéiren" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "KENG PLAZ FIR ALIENTRANSFER!{SMALLLINE}Lieweg Alien brauchen eng Klimazell fir kënnen ze iwwerliewen." STR_AMOUNT_AT_DESTINATION: "UNZUEL OP DER{NEWLINE}DESTINATIOUN" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien stierwt well keng Alienklimazell do ass" STR_NO_FREE_ACCOMODATION_CREW: "KENG FRAI RAIM!{SMALLLINE}D'Zilbasis huet net genuch fräi Plaz an de Wunnräim fir d'Crew vun dem Fliger." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NET GENUCH LAGERPLAZ!{SMALLLINE}D'Zilbasis huet genuch fräi Lagerplaz fir d'Equipment am Fliger." STR_ITEMS_ARRIVING: "Deeler kommen un" STR_DESTINATION_UC: "ZIL" STR_PISTOL: "Pistoul" STR_PISTOL_CLIP: "Pistoule Munitioun" STR_RIFLE: "Maschinnegewier" STR_RIFLE_CLIP: "Maschinnegewiermunitioun" STR_HEAVY_CANNON: "Schwéiert Gewier" STR_HC_AP_AMMO: "HC-AP Munitioun" STR_HC_HE_AMMO: "HC-HE Munitioun" STR_HC_I_AMMO: "HC-I Munitioun" STR_AUTO_CANNON: "Automatëscht Gewier" STR_AC_AP_AMMO: "AC-AP Munitioun" STR_AC_HE_AMMO: "AC-HE Munitioun" STR_AC_I_AMMO: "AC-I Munitioun" STR_ROCKET_LAUNCHER: "Rakéitewerfer" STR_SMALL_ROCKET: "Kléng Rakéit" STR_LARGE_ROCKET: "Grouss Rakéit" STR_INCENDIARY_ROCKET: "Entzündlech Rakéit" STR_GRENADE: "Granat" STR_SMOKE_GRENADE: "Damp Granat" STR_PROXIMITY_GRENADE: "Proximitéitsgranat" STR_HIGH_EXPLOSIVE: "Héigexplosiv" STR_STUN_ROD: "Betäubungslanz" STR_HEAVY_PLASMA: "Schwéier Plasma" STR_HEAVY_PLASMA_CLIP: "Schwéieren Plasma Clip" STR_PLASMA_RIFLE: "Plasma Gewier" STR_PLASMA_RIFLE_CLIP: "Plasma Gewiermuni" STR_PLASMA_PISTOL: "Plasmapistoul" STR_PLASMA_PISTOL_CLIP: "Plasmapistoul Munitioun" STR_BLASTER_LAUNCHER: "Blaster Rakéitenwerfer" STR_BLASTER_BOMB: "Blasterbomm" STR_SMALL_LAUNCHER: "Klénge Rakéitenwerfer" STR_STUN_BOMB: "Beäubungsgranat" STR_ALIEN_GRENADE: "Aliengranat" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Gehiersond" STR_SECTOID_CORPSE: "Sectoidekierper" STR_SNAKEMAN_CORPSE: "Schlaangemënsch Kierper" STR_ETHEREAL_CORPSE: "Ethereal Kierper" STR_MUTON_CORPSE: "Muton Kierper" STR_FLOATER_CORPSE: "Floater Kierper" STR_CELATID_CORPSE: "Celatid Kierper" STR_SILACOID_CORPSE: "Silacoidekierper" STR_CHRYSSALID_CORPSE: "Chryssalidekierper" STR_REAPER_CORPSE: "Reaper Kierper" STR_SECTOPOD_CORPSE: "Sectopodkierper" STR_CYBERDISC_CORPSE: "Cyberdisc Kierper" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Net genuch Munitioun fir SWP ze lueden.{SMALLLINE}All SWP brauch {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Net genuch Equipement fir d'Ekipp voll ze equipéiren" STR_MARS_CYDONIA_LANDING: "Mars: Cydonia Landung" STR_MARS_CYDONIA_LANDING_BRIEFING: "Dain Avenger ass an der Regioun vun Cydonia um Mars geland. Eisen Informatiounen no, huet eng vun den Pyramidenkontruktiounen en gréngen Zougangslift den zu engem ënenrierdeschen Komplex leed. Soubal all d'Zaldoten an dem Liftareal stinn, klick op den 'Missioun Ofbriechen' Icon fir an den nächsten Level ze gelaangen." STR_MARS_THE_FINAL_ASSAULT: "Mars: Déi lescht Schlacht" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "De Pyramidelift féiert déi beschten Zaldoten déi ënnert d'Aerd erof. Se kommen an engem grousse Komplex vun Tunnelen a Räim un. Iergendwou an dem Labyrinth ass d'Aliengehier verstoppt. Et muss zerstéiert ginn wann d'Aerd soll aus enger Aliensklaverei gerett ginn.{NEWLINE}{NEWLINE}Vill Gléck!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Du muss en{NEWLINE}{0}{NEWLINE} erforschen befier en {NEWLINE}{1}{NEWLINE}erforscht ka ginn" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "D'Alien hunn déi onverteidegt Basis {0} zerstéiert." STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com Agenten hunn eng Alienbasis zu {0} fonnt" STR_STANDOFF: "PATTSITUATIOUN" STR_CAUTIOUS_ATTACK: "VIRSIICHTEG ATTACK" STR_STANDARD_ATTACK: "STANDARDATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIV ATTACK" STR_DISENGAGING: "ZERÉCKZÉIEN" STR_UFO_HIT: "UFO GETRAFF!" STR_UFO_CRASH_LANDS: "UFO STIERZT OF!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Nëmmen a Pattsituatioun minimiséieren" STR_UFO_RETURN_FIRE: "UFO SCHEISST ZERÉCK!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR BESCHIEDEGT <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR ZERSTÉIERT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO FLITT DEM INTERCEPTOR FORT!" STR_ALIENS_TERRORISE: "ALIEN TERRORISEIEREN" STR_LONG_RANGE_DETECTION: "Laangstreckeradar" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Schwierëgkeetsgrad" STR_INTERCEPT: "OFFENKEN" STR_BASES: "BASEN" STR_GRAPHS: "GRAFIKEN" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPTIOUNEN" STR_FUNDING_UC: "FINANZÉIRUNG" STR_5_SECONDS: "5 Sek" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Stonn" STR_1_DAY: "1 Dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performance Tabell" STR_ENTER_NAME: "Numm aginn" STR_PERFORMANCE_RATING: "Performance Rating" STR_VICTORY_DATE: "Triumphdatum" STR_ELECTRO_FLARE: "Elektro-Liichtsignal" STR_ELECTRO_FLARE_UFOPEDIA: "Dës kompakt Gerät produzéiert en hellt Liicht wann et geworf gëtt. Dës weist géigneresch Eenheeten am Emkrees vun der Luut während den Nuetsmissiounen." STR_MONTHLY_COSTS: "Käschte pro Mount" STR_CRAFT_RENTAL: "Fliger Leasing" STR_SALARIES: "Paien" STR_BASE_MAINTENANCE: "Basisennerhalt" STR_COST_PER_UNIT: "Käschten pro Eenheet" STR_QUANTITY: "Unzuel" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "Psionescht Fähegkeet{NEWLINE}/Verbesserung" STR_BLASTER_BOMB_UFOPEDIA: "Dëst Gerät ass eng héigexplosiv Rakéit déi en intelligenten Guidéiersystem huet. Se gëtt vun engem Blaster Rakéitenwerfer ofgeschoss." STR_FRONT_ARMOR: "Broschtpanzer" STR_LEFT_ARMOR: "Panzerung lénks" STR_RIGHT_ARMOR: "Panzerung riets" STR_REAR_ARMOR: "Réckerüstung" STR_UNDER_ARMOR: "Enner Rüstung" STR_ROUNDS: "Ronnen" STR_UNIT: "EENHEET> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "PANZERUNG> {0}" STR_FRONT_ARMOR_UC: "Viischt Panzerung" STR_LEFT_ARMOR_UC: "LÉNKS RÜSTUNG" STR_RIGHT_ARMOR_UC: "PANZERUNG RIETS" STR_REAR_ARMOR_UC: "RÉCKERÜSTUNG" STR_SKILLS: "FÄHEGKEETEN> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "KAPP" STR_TORSO: "TORSO" STR_RIGHT_ARM: "RIETSEN ARM" STR_LEFT_ARM: "LÉNKEN ARM" STR_RIGHT_LEG: "RIETST BEEN" STR_LEFT_LEG: "LENKST BEEN" STR_PAIN_KILLER: "MËTTEL GÉINT PÉNG" STR_STIMULANT: "STIMULANT" STR_HEAL: "HEELUNG" STR_TIME_UNITS_SHORT: "ZE>{ALT}{0}" STR_WEIGHT: "Gewiicht>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Fähegkeet>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Stä>{ALT}{0}" STR_ALIEN_ARTIFACT: "Alien Artefakt" STR_AMMO_ROUNDS_LEFT: "MUNITIOUN:{NEWLINE}KUGELEN{NEWLINE}IWWREG={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Péng>{ALT}{0}{ALT}{NEWLINE}Opputsch>{ALT}{1}{ALT}{NEWLINE}Heelen>{ALT}{2}" STR_THROW: "Werfen" STR_AUTO_SHOT: "Autoschoss" STR_SNAP_SHOT: "Schnellschoss" STR_AIMED_SHOT: "Gezilte Schoss" STR_STUN: "Betäuben" STR_PRIME_GRENADE: "Granat scharf man" STR_USE_SCANNER: "Scanner benotzen" STR_USE_MEDI_KIT: "1t-Hëllef benotzen" STR_LAUNCH_MISSILE: "Rakéit ofschéissen" STR_ACCURACY_SHORT: "Gen>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Net genuch Zäit-Eenheeten!" STR_NOT_ENOUGH_ENERGY: "Net genuch Energie!" STR_NO_ROUNDS_LEFT: "Keng Kugelen iwwreg!" STR_NO_AMMUNITION_LOADED: "Keng Munitioun gelueden!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Falsch Munitioun fir des Waff!" STR_WEAPON_IS_ALREADY_LOADED: "Waff ass schons gelueden!" STR_NO_LINE_OF_FIRE: "Keng Schosslinn!" STR_GRENADE_IS_ACTIVATED: "Granat ass aktivéiert!" STR_GRENADE_IS_DEACTIVATED: "Granat deaktivéiert!" STR_THERE_IS_NO_ONE_THERE: "Do ass keen!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Kann d'Alien Artefakt net benotzen bis et erforscht gouf!" STR_OUT_OF_RANGE: "Ausser Reechwäit!" STR_UNABLE_TO_THROW_HERE: "Kann net dohin werfen!" STR_SET_TIMER: "Timer setzen" STR_HIDDEN_MOVEMENT: "VERSTOPPTE BEWEGUNG" STR_TURN: "TUER> {0}" STR_SIDE: "SÄIT> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Tast drécken fir weider ze maachen" STR_MIND_CONTROL: "Gedankenkontroll" STR_PANIC_UNIT: "Aschüchtern" STR_MORALE_ATTACK_SUCCESSFUL: "Moralesch Attack gelongen!" STR_MIND_CONTROL_SUCCESSFUL: "Gedankekontroll huet geklappt" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}leeft Amok" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}leeft Amok" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}panikéiert" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}panikéiert" STR_XCOM: "X-Com" STR_ALIENS: "Alien" STR_RIGHT_HAND: "RIETS HAND" STR_LEFT_HAND: "LENKS HAND" STR_RIGHT_SHOULDER: "RIETS SCHELLER" STR_LEFT_SHOULDER: "LÉNKS SCHËLLER" STR_BACK_PACK: "RUCKSAK" STR_BELT: "RIMM" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}ass ënnert Kontroll vun den Alien" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}ass ënnert Kontroll vun den Alien" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ass bewosstlos ginn" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ass bewosstlos ginn" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}as un enger fataler Wonn gestuerwen" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}as un enger fataler Wonn gestuerwen" STR_USE_MIND_PROBE: "Gehiersond benotzen" STR_FATAL_WOUNDS: "FATAL WONN" STR_UNDER_ARMOR_UC: "PANZERUNG ËNNEN" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Zäiteenheeten fir Schnellschoss reservéiert" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Zäiteenheeten fir en Autoschoss reservéiert" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Zäiteenheete reservéiert fir gezilte Schoss" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Zäiteenheten fir ze knéien reservéiert" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ZE reservéiert fir ze knéien a schéissen" STR_UNITS_IN_CRAFT: one: "{N} Eenheet am X-Com Fliger" other: "{N} Eenheeten am X-Com Fliger" STR_UNITS_OUTSIDE: one: "{N} Eenheet bausse bliwwen" other: "{N} Eenheete bausse bliwwen" STR_UNITS_IN_ENTRANCE: one: "{N} Eenheet am Agang" other: "{N} Eenheeten am Agang" STR_UNITS_IN_EXIT: one: "{N} Eenheet am Zil-Ausgang" other: "{N} Eenheeten am Zil-Ausgang" STR_ABORT_MISSION_QUESTION: "Missioun ofbriechen?" STR_CORPSE: "Kierper" STR_UNLOAD_CRAFT: "Entlueden" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ass embrued ginn" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ass embrued ginn" STR_HIT_MELEE: "Treffer" STR_GROUND: "BUEDEM" STR_LIVING_QUARTERS_PLURAL: "Wunnräim" STR_LIST_ITEM: "DEEL" STR_PERSONAL_ARMOR_UFOPEDIA: "Mat den neientdeckten Alienmetaller kann dës Panzerung eise Leit eng Chance am Kampf mat den Alien ginn." STR_POWER_SUIT_UFOPEDIA: "En starken neien Schutz fir d'Zaldoten, dës Panzerung as verstärkt mat enger Elerium Energiequell an verstärkt d'Geschwindegkeet an Stäerkt vun dem den se unhuet an garantéiert beschten Schutz fir Kampftruppen." STR_FLYING_SUIT_UFOPEDIA: "Eng verbessert Versioun vum Powerkostüm, den och nach Alienantigravitatiounstechnik huet, fir sech fräi bewegen ze kënnen." STR_ALL_ALIENS_KILLED_IN_CRASH: "All d'Alien sinn am Crash gestuerwen,{NEWLINE}Automatesch Biergung amgaang" STR_RESET: "Reset" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "ZALDOTE REKRUTÉIERT>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ZALDOTE VERLUER>{ALT}{0}" MAP_CULTA: "Baurenhaff" MAP_FOREST: "Bësch" MAP_JUNGLE: "Dschungel" MAP_MOUNT: "Bierg" MAP_DESERT: "Wüst" MAP_POLAR: "Polar" MAP_URBAN: "Stad" MAP_UBASE: "Alien Basis" MAP_XBASE: "X-Com Basis" MAP_MARS: "Mars" STR_MIXED: "Gemëscht" STR_REMOVE_SELECTED: "Ugewielten wechhuelen" STR_LIVE_ALIENS: "Liëwegt{NEWLINE}Exemplar" STR_DEAD_ALIENS: "Ofgeleent{NEWLINE}Exemplar" STR_UNDER_INTERROGATION: "Gëtt{NEWLINE}studéiert" STR_CONTAINMENT_EXCEEDED: "Alien-Klimazell Kapazitéit errecht.{SMALLLINE}Keng Plaz an der Alien-Klimazell zu {0}. Du muss e puer Alien aus der Klimazell eraushuelen (déi dann stierwen wäerten)." STR_MANAGE_CONTAINMENT: "Alien-Klimazell verwalten" STR_STORAGE_EXCEEDED: "LAGER IWWERFËLLT!{SMALLLINE}Net genuch Lagerplaz an der Basis {0}. Exzessiv Deeler musse verkaf ginn." STR_GO_TO_BASE: "Zur Basis goen" STR_MELEE_ACCURACY: "NOKAMPFGENAUEGKEET" STR_SELL_PRODUCTION: "VERKAFEN" STR_BOTH_HANDS_MUST_BE_EMPTY: "Béid Hänn mussen eidel sinn!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Net genuch Deeler fir den Template ze kopéieren" STR_UNLOAD_WEAPON: "Waff entlueden" STR_ALL_ITEMS: "All Deeler" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NET MEI EQUIPEMENT U BORD ERLABT!{SMALLINE}Du kanns just e maximum vun {N} Eenheet vun dësem Equipement mat u Bord huelen." other: "NET MEI EQUIPEMENT U BORD ERLABT!{SMALLINE}Du kanns just e maximum vun {N} Eenheeten vun dësem Equipement mat u Bord huelen." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLLZENTER ZERSTÉIERT{NEWLINE}Maach dech zeréck bei den Agang a briech of." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com Gebäier kënnen net ënnerwaasser gebaut ginn" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Fliger & Bewaffnung" STR_COMPONENTS: "Komponenten" STR_SOLDIERS_RECRUITED: "Zaldote rekrutéiert" STR_SOLDIERS_LOST: "Zaldote verluer" STR_TOTAL_UFOS: "UFOen entdeckt" STR_TOTAL_ALIEN_BASES: "Alienbasis fonnt" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Zivilist, weiblech" MALE_CIVILIAN: "Zivilist, männlech" CYBERDISC_WEAPON: "Cyberdiscwaff" REAPER_WEAPON: "Reaperwaff" CHRYSSALID_WEAPON: "Chryssalidwaff" CELATID_WEAPON: "Celatidwaff" SILACOID_WEAPON: "Silacoidwaff" SECTOPOD_WEAPON: "Sectopodwaff" ZOMBIE_WEAPON: "Zombiewaff" ALIEN_PSI_WEAPON: "Alien Psiwaff" ================================================ FILE: bin/standard/xcom1/Language/lv.yml ================================================ lv: STR_AVENGER_UFOPEDIA: "TRANSPORTA IN CĪŅAS LIDAPARĀTS. GALĪGĀ CITPLANĒTIEŠU TEHNOLOGIJAS REPLIKĀCIJA." STR_INTERCEPTOR_UFOPEDIA: "KAUJAS LIDMAŠĪNA AR DUBULTPULSA DETONĀCIJAS DZINĒJU UN ĪPAŠI AIZSARGĀU ELEKTRONIKAS SISTĒMU. VISLABĀKĀ PIEEJAMĀ TEHNOLOGIJA UZ ZEMES." STR_LIGHTNING_UFOPEDIA: "TRANSPORTA UN CĪŅAS KUĢIS. RUPJA, BET EFEKTĪVA SVEŠZEMJU VILCES SISTĒMAS REPLIKA." STR_SKYRANGER_UFOPEDIA: "KARAVĪRU TRANSPORTIERIS. ĀTRĀKAIS NO SAVA VEIDA, AR VERTIKĀLO PACELŠANOS UN NOSĒŠANOS (????) IESPĒJU. " STR_FIRESTORM_UFOPEDIA: "CĪŅAS KUĢIS. ŠIS VIEN-VIETĪGAIS CĪNĪTĀJS ATSPOGUĻO KLASISKO LIDOJOŠĀ ŠĶĪVĪŠA DIZAINU, AR CENTRĀLO PROPULSIJAS VIENĪBU." STR_STINGRAY_UFOPEDIA: "MODERNIZĒTA GAISA RAĶETE AR ĪPAŠI AIZSARGĀTU ELEKTRONIKU." STR_AVALANCHE_UFOPEDIA: "GAISĀ VADĪTĀ RAĶETE AR REAKTĪVO KODOLGALVIŅU, BET AR ĻOTI SMAGU KRAVU." STR_CANNON_UFOPEDIA: "AUGSTAS JAUDAS LIELGABALS KAS ŠAUJ BRUŅU CAURSITOŠU MUNĪCIJU UN KAS VAR CAURSIST 16 COLLAS TĒRAUDA." STR_SECTOID_UFOPEDIA: "Sektoīdu hierarhija sastāv no karavīriem un līderiem kuri pārvalda spēcīgas prāta spējas. Šīs Sioniskās spējas var izmantot, lai demoralizēt karavīrus cīņas laukā, vai pat veikt kontroli viņu prātiem. Nolaupīšanu tiek pielietota lai iegūtu ģenētisko materiālu priekš krustošanas un lai izveidotu jaunus klonus kuri infiltrētu cilvēku sabiedrību. Liellopi sniedz gan uzturu un ģenētisko materiālu. Šīs rase, šķiet, vēlas attīstīt ģenētisko hibrīdus, lai palielinātu savu stropu efektivitāti." STR_SECTOID_AUTOPSY: "Sektoīda līķā sekcija" STR_SNAKEMAN_AUTOPSY: "Čūskvīra līķa sekcija" STR_ETHEREAL_AUTOPSY: "Ēteriskā līķa sekcija" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Radība ir fiziski atpalikusi un liekas, ka ir nespējīga uzturēt savas dzīvības funkcijas. Tās muskuļi ir daļēji atrofējušies un iekšējie orgāni izskatās neattīstījušies. Sensorie orgāni, kā acis, neizskatās, ka vispār funkcionētu. Savukārt smadzenes ir labi attīstītas un saņem lielāko daļu no ķermeņa asinsrites. Tā ir mistērija, kā šis radījums vispār var sevi uzturēt, bez atbalsta no ārpuses." STR_MUTON_AUTOPSY: "Mjutona līķa sekcija" STR_MUTON_AUTOPSY_UFOPEDIA: "Šīs būtnes \"āda\" šķiet, ir organiski radīta kā aizsardzības bruņas, kuras ir ieaudzētas organismā. Tajā ir daudz kibernētisko implantu, kas tiek izmantoti, lai uzlabotu sirds-asinsvadu sistēmu un sajūtas. Reproduktīvie orgāni, šķiet, ir ķirurģiski izņemti. Acīmredzot šie nelaimīgie radījumi tika radīti tikai karadarbībai. Bruņu griezīgā munīcija nav ļoti efektīva pret viņu rūdīto ādu." STR_CELATID_UFOPEDIA: "Šaj dzīvības formai ir noslēpumaina dabas dota spēja lidināties pa gaisu. Šķiet, ka tā var uzņemt cilvēku smadzeņu viļņus un virzīsies pretim cilvēka mērķim, pat ja tas ir labi paslēpts. Pēc tam, kad mērķis ir konstatēts, Celatīds nolaižas uz zemes izšauj nelielas uguns lodītes kuras satur ļoti kodīgu indi. Būtne spēj klonēt sevi satraucošā ātrumā. Tā pavada Mjutonu rasi savos klejojumos." STR_CELATID_AUTOPSY: "Celatīda līķa sekcija" STR_SILACOID_AUTOPSY: "Silokoīda līķa sekcija" STR_CHRYSSALID_AUTOPSY: "Krisalīda līķa sekcija" STR_FLOATER_AUTOPSY: "Klīstoša līķa sekcija" STR_REAPER_UFOPEDIA: "Šim divkājainajam gaļēdājam ir spēcīgi žokļi un rijīga apetīte. Tam ir vairāki smadzeņu implanti, kas tiek lietoti, lai kontrolētu tā darbību. Primitīvajiem plēsoņas instinktiem nav īpašs pielietojums, atskaitot, lai terorizētu un iznīcinātu. Pļāvēji bieži vien ir saistīti ar Lidoņiem." STR_REAPER_AUTOPSY: "Pļāvēja līķa sekcija" STR_SECTOPOD_AUTOPSY: "Sektopoda līķa sekcija" STR_CYBERDISC_UFOPEDIA: "Šis miniatūrais lidojošais šķīvītis ir automatizēts terora ierocis, bruņojies ar spēcīgu plazmas šaujamo. Anti-gravitācijas dzinējspēks piešķir tai lielu priekšrocību sarežģītajā reljefā. Tās galvenais uzdevums ir iznīcināšana un terora radīšana, Setoīdu rases rīcībā. " STR_CYBERDISC_AUTOPSY: "Kiberdisku sekcija" STR_UFO_POWER_SOURCE_UFOPEDIA: "Barošanas avots citplanētiešu lidaparāiem ir anti-matērijas reaktors, kas izmanto Elērijumu (elementu 115), lai radītu spēcīgu gravitācijas viļņi, kā arī citus enerģijas veidus. Pārveidot matēriju enerģijai ir neticami 99% efektīvi, tāpēc nelieli daudzumi Elērijuma var radīt milzīgu spēku. Šo vienību var reproducēt viegli, izmantojot citplanētiešu sakausējumus." STR_ALIEN_ALLOYS_UFOPEDIA: "Citplanētiešu lidaparāti ir būvēti no speciāliem sakausējumiem ar unikālām īpašībām. Tie ir ļoti viegli un izturīgi, un var tikt veidoti ar elektromagnētiskajām metodēm. Šo materiālu var atveidot un izmantot daudzu veidu ražošanas procesos." STR_CYDONIA_OR_BUST_UFOPEDIA: "Tagad ir skaidrs, ka citplanētieši tiek kontrolēti no pazemes bāzes Cidonijā - kas ir neparasta Marsa zona kurā atrodas piecas vienpusīgas piramīdas un lielu veidošanos, kas atgādina cilvēka seju. Cidonijas civilizācija reiz plauka uz Marsa, daudziem miljoniem gadu atpakaļ, bet mēs nezinām, kāpēc tā izmira, vai kā tā ir saistīta ar tur tagad darbojošamies citplanētiešiem. Kāds paskaidrojums jel būtu, mums jāsūta ekspedīciju uz Cidoniju. Tas ir vienīgais veids, kā mēs varam uzvarēt svešzemniekus. Mums ir jāiznīcina kontrolējošās meistar \"smadzenes\". Mums būs nepieciešams Atriebēja lidaparāts, aprīkots ar vislabāko ekipējumu mūsu rīcībā. Šeit mēs vairāk neko jaunu neiemācīsimies - mums ir jāsagaida Cidonijas uzbrukuma iznākumu." STR_CENTER_ON_SITE_TIME_5_SECONDS: "Centrēt uz atrašanās vietu, laiks = 5 Sekundes" STR_CANCEL_UC: "ATCELT" STR_NONE: "Nekāds" STR_UNKNOWN: "Nezināms" STR_POOR: "Slikti" STR_AVERAGE: "Vidēji" STR_GOOD: "Labi" STR_EXCELLENT: "Lieliski" STR_BUILD_NEW_BASE_UC: "CELT JAUNU BĀZI" STR_BASE_INFORMATION: "BĀZES INFORMĀCIJA" STR_EQUIP_CRAFT: "APRĪKOT KUĢI" STR_BUILD_FACILITIES: "CELT STRUKTŪRAS" STR_RESEARCH: "IZPĒTE" STR_MANUFACTURE: "RAŽOT" STR_TRANSFER_UC: "PĀRVEST" STR_PURCHASE_RECRUIT: "PIRKT/REKRUTĒT" STR_SACK: "ATLAIST" STR_SELL_SACK_UC: "PĀRDOT/ATLAIST" STR_GEOSCAPE_UC: "Zemes ainava" STR_NAME: "Vārds" STR_AREA: "Zona" STR_BUILD_NEW_BASE: "Uzcelt Jaunu Bāzi" STR_CANCEL: "Atcelt" STR_COST_UC: "CENA>" STR_CONSTRUCTION_TIME_UC: "BŪVNIECĪBAS LAIKS>" STR_MAINTENANCE_UC: "UZTURĒŠANA>" STR_OK: "OK" STR_INSTALLATION: "Instalācija" STR_CURRENT_RESEARCH: "PAŠREIZĒJĀ IZPĒTE" STR_SCIENTISTS_AVAILABLE: "Zinātnieki Pieejami>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Piešķirtie Zinātnieki>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Pieejamā Vieta Labaratorijā>{ALT}{0}" STR_RESEARCH_PROJECT: "IZPĒTES PROJEKTS" STR_SCIENTISTS_ALLOCATED_UC: "ZINĀTNIEKI PĒTNIECĪBĀ" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "Jauns projekts" STR_CANCEL_PROJECT: "ATCELT PROJEKTU" STR_NEW_RESEARCH_PROJECTS: "JAUNI IZPĒTES PROJEKTI" STR_SCIENTISTS_AVAILABLE_UC: "ZINĀTNIEKI PIEEJAMI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "PIEEJAMĀ VIETA LABARATORIJĀ>{ALT}{0}" STR_INCREASE: "Palielināt" STR_DECREASE: "Samazināt" STR_START_PROJECT: "SĀKT PROJEKTU" STR_CURRENT_PRODUCTION: "PAŠREIZĒJĀ PRODUKCIJA" STR_ENGINEERS_AVAILABLE: "Inžinieri Pieejami>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Piešķirtie inženieri>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Pieejamā Vieta Darbnīcā>{ALT}{0}" STR_CURRENT_FUNDS: "Pašreizējie Fondi>{ALT}{0}" STR_ENGINEERS__ALLOCATED: "Piešķirtie Inžinieri" STR_UNITS_PRODUCED: "Vienības Saražotas" STR_COST__PER__UNIT: "Izmaksas{NEWLINE}par{NEWLINE}Vienību" STR_DAYS_HOURS_LEFT: "Dienas/stundas palikušas" STR_NEW_PRODUCTION: "Jauna produkcija" STR_CATEGORY: "KATEGORIJA" STR_START_PRODUCTION: "SĀKT PRODUKCIJU" STR_COST_PER_UNIT_: "Vienas vienības izmaksas>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "NEPIECIEŠAMI SPECIALIZĒTI MATERIĀLI" STR_UNITS_REQUIRED: "VIENĪBAS VAJADZĪGAS" STR_UNITS_AVAILABLE: "VIENĪBAS PIEEJAMAS" STR_STOP_PRODUCTION: "PĀRTRAUKT IZGATAVOŠANU" STR_ENGINEERS_AVAILABLE_UC: "INŽENIERI PIEEJAMI>{ALT}{0}" STR_INCREASE_UC: "Palielināt" STR_DECREASE_UC: "SAMAZINĀT" STR_PURCHASE_HIRE_PERSONNEL: "Pirkt/Algot Personālu" STR_COST_PER_UNIT_UC: "IZMAKSA PAR VIENU VIENĪBU" STR_QUANTITY_UC: "SKAITS" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PIEEJAMAIS PERSONĀLS:PERSONĀLS KOPĀ>" STR_SOLDIERS: "Karavīri" STR_SCIENTISTS: "Zinātnieki" STR_ENGINEERS: "Inženieri" STR_LIVING_QUARTERS: "Dzīvojamās Telpas" STR_STORES: "Noliktavas" STR_LABORATORIES: "Laboratorijas" STR_WORK_SHOPS: "Darbnīcas" STR_HANGARS: "Angāri" STR_SHORT_RANGE_DETECTION: "Īsā darbības rādiusa atklāšana" STR_DEFENSE_STRENGTH: "Aizsardzības spēks" STR_TRANSFERS_UC: "PĀRSKAITĪJUMI" STR_ARRIVAL_TIME_HOURS: "Ierašanās laiks (stundās)" STR_COST_: "Izmaksa>{ALT}{0}" STR_AREA_: "Zona>{ALT}{0}" STR_BASE_NAME: "Bāzes Nosaukums?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "IZVĒLATIES KU NOVIETOT PIEEJAS LIFTU" STR_TRANSFER: "Pārvest" STR_SELECT_DESTINATION_BASE: "Norādiet bāzi galamērķim" STR_COST: "Izmaksa" STR_VICTORY_1: "Ieejot kambarī tu redzi citplanētiešu smadzenes - jūsu meklēšanas objektu. Pirms jūs varat izšaut, tās sazinās ar jums caur ekrānu tām blakus. Tās lūdz tevi, lai uzklausies tā argumentus par izdzīvošanu, pirms veicat lēmumu izšaut" STR_VICTORY_2: "Smadzenes runā: ''Pirms daudziem miljoniem gadu, planēta kuru jūs saucat par Marsu, bija dzīva. Šī dzīve tika izveidota no neauglīgas planētas - mūsu civilizācijā, tā pat kā ar jūsu Zemi. Miljoniem gadu laikā mēs esam apmeklējuši jūsu planētu un ģenētiski uzlabojuši jūs. Jūs nevarat mūs nogalināt, mēs esam daļa no jums..." STR_VICTORY_3: "Šis ir Marsa civilizācijas centrs - piramīdas būvētas miljoniem gadu pirms jūsējām - rasei, kas ir jūsu sencis. Neviena planēta ir ārpus mūsu ietekmes. Šīs pilnvaras arī varētu būt jūsu. Viss, ko mēs lūdzam, ir jūsu sadarbība ..." STR_GAME_OVER_1: "Citplanētieši mēģina iznīcināt visu cilvēci, iznīcinot pilsētas un saindējot gaisu un jūras. Zemes pretestība ir veltīga, saskaroties ar ievērojami augstākām tehnoloģijām. Izdzīvojušās paaudzes cieš no briesmīgas mutācijas, bēgot no citplanētiešu iznīcināšanas. Tie tiek aizvesti uz vergu nometnēm palīdzēt pārveidot zemi par citplanētiešu koloniju, kas ir daļa no kaut kādas nezināmas impērijas." STR_VICTORY_4: "Citplanētiešu smadzenes ir pārtrauktas ar karstā plazmaz eksploziju, un viss svešzemju spēks ir uzvarēts..." STR_YOU_HAVE_FAILED: "Jums nav izdevies apturēt svešzemju iebrucējus. Viena pēc otras, finansējušās nācijas paraksta līgumus ar citplanētiešiem sološus daudzsološu tehnoloģiju, labklājību un mieru. Tomēr drīz vien kļūst skaidrs, ka citplanētiešiem ir citi plāni ..." STR_TOTAL_UC: "KOPSUMMA" STR_INCOME: "Ienākums" STR_EXPENDITURE: "Izdevumi" STR_MAINTENANCE: "Uzturēšana" STR_BALANCE: "Balanss" STR_UFO_ACTIVITY_IN_AREAS: "NLO Aktivitāte Apgabalos" STR_UFO_ACTIVITY_IN_COUNTRIES: "NLO Darbība Valstīs" STR_FINANCE: "Finanses" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nepietiekami speciālo materiālu lai producētu{NEWLINE}{0}{NEWLINE}uz{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nepietiekami naudas līdzekļu lai producētu{NEWLINE}{0}{NEWLINE}uz{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Būvniecība{NEWLINE}{0}{NEWLINE}uz{NEWLINE}{1}{NEWLINE}ir pabeigta" STR_OK_5_SECONDS: "OK - 5 sekundes" STR_RESEARCH_COMPLETED: "Pētījums pabeigts" STR_VIEW_REPORTS: "APSKATĪT ZIŅOJUMUS" STR_WE_CAN_NOW_RESEARCH: "Mēs tagad varam izpētīt" STR_WE_CAN_NOW_PRODUCE: "Mēs tagad varam producēt" STR_SUNDAY: "SVĒTDIENA" STR_MONDAY: "PIRMDIENA" STR_TUESDAY: "OTRDIENA" STR_WEDNESDAY: "TREŠDIENA" STR_THURSDAY: "CETURTDIENA" STR_FRIDAY: "PIEKTDIENA" STR_SATURDAY: "SESTDIENA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Nepietiek {0}, lai uzpildītu degvielu {1} pie {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nav pietiekami{0} lai apbruņot {1} uz {2}" STR_UFO_IS_NOT_RECOVERED: "NLO netika atgūts" STR_UFO_IS_RECOVERED: "NLO tika atgūts" STR_CRAFT_IS_LOST: "Lidaparāts tika zaudēts" STR_TERROR_CONTINUES: "Terors turpinās" STR_ALIENS_DEFEATED: "Citplanētieši tika pieveikti" STR_BASE_IS_LOST: "Bāze tika zaudēta" STR_BASE_IS_SAVED: "Bāze ir pasargāta" STR_ALIEN_BASE_STILL_INTACT: "Citplanētiešu bāze joprojām neskarta" STR_ALIEN_BASE_DESTROYED: "Citplanētiešu Bāze iznīcināta" STR_ALIENS_KILLED: "CITPLANĒTIEŠI NOGALINĀTI" STR_ALIEN_CORPSES_RECOVERED: "ATGŪTIE CITPLANĒTIEŠU LĪĶI" STR_LIVE_ALIENS_RECOVERED: "DZĪVI CITPLANĒTIEŠI ATGŪTI" STR_ALIEN_ARTIFACTS_RECOVERED: "CITPLANĒTIEŠU ARTIFAKTI ATGŪTI" STR_ALIEN_BASE_CONTROL_DESTROYED: "Citplanētiešu bāze iznīcināta" STR_CIVILIANS_KILLED_BY_ALIENS: "CITPLANĒTIEŠIEM NOGALINĀTIE CIVILIEDZĪVOTĀJI" STR_CIVILIANS_SAVED: "CIVILIEDZĪVOTĀJI IZGLĀBTI " STR_TANKS_DESTROYED: "TANKI INĪCINĀTI" STR_UFO_RECOVERY: "NLO Atgūšana" STR_ALIEN_BASE_RECOVERY: "ATKOPŠANĀS NO CITPLANĒTIEŠU BĀZES" STR_BASE_UNDER_ATTACK: "{0} under attack!" STR_GRAV_SHIELD_REPELS_UFO: "GRAVITĀTES VAIROGS ATVAIRA NLO!" STR_FIRING: "ŠAUJ" STR_HIT: "TRĀPĪJUMS!" STR_UFO_DESTROYED: "NLO IZNĪCINĀTS!" STR_FUNDS: "NAUDAS LĪDZEKĻĪ> {ALT}{0}" STR_SELL_SACK: "Pārdot/Atlaist" STR_UFO_GROUND_ASSAULT: "NLO ZEMES UZBRUKUMS" STR_NOT_ENOUGH_WORK_SPACE: "NEPIETIEKAMI DARBA VIETAS PIEEJAMS! {SMALLLINE} Uzbūvējiet jaunu darbnīcu vai samazināt darbu pie citiem projektiem." STR_NOT_ENOUGH_MONEY: "NEPIETIEKAMI NAUDAS!" STR_LAUNCH_INTERCEPTION: "UZSĀKT IZSEKOŠANU" STR_BASE: "BĀZE" STR_READY: "GATAVS" STR_TARGET: "MĒRĶIS: {0}" STR_YES: "JĀ" STR_NO: "NĒ" STR_SELECT_DESTINATION: "IZVĒLATIES GALAPUNKTU" STR_SELECT_SITE_FOR_NEW_BASE: "Izvēlēties vietu priekš jaunas bāzes" STR_RETURN_TO_BASE: "ATGRIEZTIES UZ BĀZI" STR_SELECT_NEW_TARGET: "IZVĒLIES JAUNU MĒRĶI" STR_TAILING_UFO: "IZSEKO NLO" STR_MAXIMUM_SPEED_UC: "MAKSIMĀLAIS ĀTRUMS>{ALT}{0}{ALT}" STR_LOW_UC: "ZEMS" STR_VERY_HIGH: "ĻOTI AUGSTS" STR_WEAPON_ONE: "IEROCIS-1>{ALT}{0}" STR_NONE_UC: "NAV" STR_INTERCEPTION_CRAFT: "PĀRTVĒRŠANAS LIDAPARĀTS" STR_BASE_: "Bāze>{0}" STR_NAME_UC: "VĀRDS" STR_AMMO_: "MUNĪCIJA>{ALT}{0}" STR_ARMOR: "BRUŅAS" STR_ROOKIE: "Iesācējs" STR_SERGEANT: "Seržants" STR_SPACE_AVAILABLE: "VIETA PIEEJAMA>{ALT}{0}" STR_WOUNDED: "Ievainots" STR_EQUIPMENT_FOR_CRAFT: "Aprīkojums priekš {0}" STR_DEFENSE_VALUE: "Aizsardzība" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}gatavs{NEWLINE}nolaisties pie{NEWLINE}{ALT}{1}" STR_SELECT_ARMAMENT: "Izvēlaties Ekipējumu" STR_AMMUNITION_AVAILABLE: "MUNĪCIJA PIEEJAMA" STR_ARMAMENT: "BRUŅOJUMS" STR_SELECT_ARMOR_FOR_SOLDIER: "IZVĒLĒTIES BRUŅAS PRIEKŠ{NEWLINE}{0}" STR_PERSONAL_ARMOR_UC: "PERSONISKĀS BRUŅAS" STR_POWER_SUIT_UC: "JAUDAS KOSTĪMS" STR_FLYING_SUIT_UC: "LIDKOSTĪMS" STR_SELECT_ARMOR: "Izvēlaties Bruņas" STR_NORTH_EAST: "ZIEMEĻAUSTRUMI" STR_EAST: "AUSTRUMI" STR_SOUTH_EAST: "DIENVIDAUSTRUMI" STR_SOUTH_WEST: "Dienvidrietumi" STR_NORTH_WEST: "ZIEMEĻRIETUMI" STR_CONTINUE_INTERCEPTION_PURSUIT: "TURPINĀT TVARSTĪŠANU" STR_VERY_LARGE: "ĻOTI LIELS" STR_MEDIUM_UC: "VIDĒJI" STR_SMALL: "MAZS" STR_DETECTED: "Atklāts" STR_SIZE_UC: "LIELUMS" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRĒT NLO - LAIKS = 5 sek." STR_CRASH_SITE_: "AVĀRIJAS NOTIKUMA VIETA-{0}" STR_LANDING_SITE_: "NOLAIŠANĀS VIETA-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ir sasniedzis{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrulē" STR_ALIEN_ORIGINS: "Citplanētiešu izcelšanās" STR_THE_MARTIAN_SOLUTION: "Marsa Risinājums" STR_HEAVY_WEAPONS_PLATFORMS: "Smago Ieroču Platforma" STR_ALIEN_ARTIFACTS: "CITPLANĒTIEŠU ARTIFAKTI" STR_ALIEN_LIFE_FORMS: "CITPLANĒTIEŠU DZĪVĪBAS FORMAS" STR_ALIEN_RESEARCH_UC: "CITPLANĒTIEŠU IZPĒTE" STR_UFO_COMPONENTS: "NLO SASTĀVDAĻAS" STR_SELECT_ITEM: "IZVĒLĒTIES IERĪCI" STR_FUEL_CAPACITY: "Degvielas tvertne>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "BOJĀJUMU JAUDA>{ALT}{0}{ALT}" STR_DAMAGE: "Bojājumi" STR_RANGE: "Attālums" STR_KILOMETERS: "{0} kilometri" STR_DAMAGE_SMOKE: "DŪMI" STR_ACCURACY_UC: "PRECIZITĀTE" STR_DAMAGE_UC: "BOJĀJUMI" STR_AMMO: "MUNĪCIJA" STR_CONSTRUCTION_COST: "Celtniecības Izmaksas" STR_MAINTENANCE_COST: "Uzturēšanas izmaksas" STR_LOW: "Zema" STR_MEDIUM: "Vidējs" STR_CRAFT_AMMUNITION: "Kuģa munīcija" STR_WEAPON: "Ierocis" STR_AMMUNITION: "Munīcija" STR_PERSONAL_ARMOR: "Personālās Bruņas" STR_ALIEN: "Svešzemis" STR_ETHEREAL: "Ēteriskais" STR_MUTON: "Mjutons" STR_CELATID: "Celatīds" STR_SILACOID: "Silikoīds" STR_ZOMBIE: "Zombijs" STR_CYBERDISC: "Kiberdisks" STR_LIVE_LEADER: "Līderis" STR_LIVE_ENGINEER: "Inžinieris" STR_LIVE_MEDIC: "Ārsts" STR_LIVE_TERRORIST: "Terorists" STR_FLOATER_NAVIGATOR: "Klīstojošo Navigātors" STR_SECTOID_SOLDIER: "Sektoīdu kareivis" STR_SECTOID_NAVIGATOR: "Sektoīdu Navigātors" STR_SECTOID_MEDIC: "Sektoīdu mediķis" STR_SECTOID_ENGINEER: "Sektoīdu Inžinieris" STR_SECTOID_COMMANDER: "Sektoīdu Komandieris" STR_SNAKEMAN_SOLDIER: "Čūskvīru Karavīrs" STR_SNAKEMAN_NAVIGATOR: "Čūksvīru navigators" STR_SNAKEMAN_COMMANDER: "Čūskvīru komandieris" STR_ETHEREAL_SOLDIER: "Ēterisko kareivis" STR_ETHEREAL_LEADER: "Etērisko Līderis" STR_ETHEREAL_COMMANDER: "Ēterisko komandieris" STR_CYBERDISC_TERRORIST: "Kiberdisku terorists" STR_REAPER_TERRORIST: "Pļāvēju terorists" STR_CHRYSSALID_TERRORIST: "Krissalīdu terorists" STR_CELATID_TERRORIST: "Selatīdu terorists" STR_SILACOID_TERRORIST: "Silikoīdu terorists" STR_SECTOPOD_TERRORIST: "Sektopodu Terorists" STR_UFO_POWER_SOURCE: "NLO Enerģijas Avots" STR_UFO_NAVIGATION: "NLO Navigācija" STR_UFO_CONSTRUCTION: "NLO Konstrukcija" STR_ALIEN_FOOD: "Citplanētiešu ēdiens" STR_ALIEN_REPRODUCTION: "Citplanētiešu vairošanās" STR_ALIEN_ENTERTAINMENT: "Citplanētiešu Izklaide" STR_POWER_SUIT: "Spēka Kostīms" STR_NEW_FIGHTER_CRAFT: "Jauns Kaujas Pārtvērējs" STR_NEW_FIGHTER_TRANSPORTER: "Jauns Cīnītājs-Transportieris" STR_LASER_PISTOL: "Lāzera pistole" STR_LASER_RIFLE: "Lāzera Šautene" STR_HEAVY_LASER: "Smagais Lāzers" STR_PLASMA_DEFENSE: "Plazmas Aizsardzība" STR_GRAV_SHIELD: "Gravitātes vairogs" STR_MOTION_SCANNER: "Kustības Skeneris" STR_TANK_CANNON: "Tanks/Lielgabals" STR_TANK_ROCKET_LAUNCHER: "Tanks/Granāt Metējs" STR_HOVERTANK_LAUNCHER: "Lidtanks/Lielgabals" STR_STINGRAY_LAUNCHER: "Dzeloņraju lielgabals" STR_STINGRAY_MISSILES: "Dzeloņraju Raķetes" STR_AVALANCHE_MISSILES: "Lavīnas Raķetes" STR_CANNON_ROUNDS_X50: "Lielgabala lādiņi (x50)" STR_FUSION_BALL: "Sintēzes Bumba" STR_ENGINEER: "Inžinieris" STR_NORTH_AMERICA: "Ziemeļamerika" STR_ARCTIC: "Arktika" STR_ANTARCTICA: "Antarktika" STR_SOUTH_AMERICA: "Dienvidamerika" STR_NORTH_AFRICA: "Ziemeļāfrika" STR_CENTRAL_ASIA: "Centrālā āzija" STR_PACIFIC: "Klusais Okeāns" STR_NORTH_ATLANTIC: "Ziemeļatlantija" STR_SOUTH_ATLANTIC: "Dienvidatlantija" STR_ALIEN_RESEARCH: "Citplanētiešu izpēte" STR_ALIEN_INFILTRATION: "Citplanētiešu infiltrācija" STR_ALIEN_BASE: "Citplanētiešu bāze" STR_ALIEN_TERROR: "Citplanētiešu teror-akts" STR_HYPER_WAVE_DECODER_UC: "HIPERVIĻŅU DEKODĒTĀJS" STR_LIGHTNING: "APGAISMOJUMS" STR_AVENGER: "ATRIEBĒJS" STR_FUSION_BALL_UC: "SINTĒZES BUMBA" STR_LASER_CANNON_UC: "LĀZERA LIELGABALS" STR_DAMAGE_CAPACITY: "Bojājumu kapacitāte" STR_WEAPON_POWER: "Ieroča spēks" STR_ACCESS_LIFT: "Piekļuves lifts" STR_LABORATORY: "Labaratorija" STR_SMALL_RADAR_SYSTEM: "Nelielā radaru sistēma" STR_LARGE_RADAR_SYSTEM: "Lielā Radaru Sistēma" STR_MISSILE_DEFENSES: "Raķešu Aizsardzība" STR_PLASMA_DEFENSES: "Plazmas Aizsardzības" STR_HANGAR: "Angārs" STR_RUSSIA: "KRIEVIJA" STR_UK: "APVIENOTĀ KARALISTE" STR_FRANCE: "FRANCIJA" STR_GERMANY: "VĀCIJA" STR_SPAIN: "SPĀNIJA" STR_CHINA: "ĶĪNA" STR_JAPAN: "Japāna" STR_INDIA: "INDIJA" STR_AUSTRALIA: "AUSTRĀLIA" STR_NIGERIA: "NIGĒRIJA" STR_SOUTH_AFRICA: "DIENVIDĀFRIKA" STR_EGYPT: "ĒĢIPTE" STR_FEB: "Feb." STR_MAR: "Mar." STR_APR: "Aprīlis" STR_MAY: "Mai." STR_JUN: "Jūnijs" STR_JUL: "Jūlijs" STR_OCT: "Okt." STR_COUNTRY: "Valsts" STR_FUNDING: "Finansējums" STR_CHANGE: "Mainīt" STR_WEAPON_SYSTEMS: "IEROČU SISTĒMAS" STR_HWPS: "SIPs" STR_DAMAGE_UC_: "BOJĀJUMS>{ALT}{0}" STR_LIVING_QUARTERS_UFOPEDIA: "Katrs izmitināšanas bloks nodrošina līdz 50 darbiniekiem. Tas nodrošina pamata rekreācijas, pārtikas un guļamistabas zonu." STR_PLASMA_DEFENSES_UFOPEDIA: "Plazmas starotāja aizsargspēja nodrošina spēcīgu un efektīvu aizsardzību pret NLO lidaparāu iebrukumu." STR_MIND_SHIELD_UFOPEDIA: "Tā kā svešzemju lidaparāti paļaujas uz smadzeņu viļņiem lai atklātu cilvēku klātbūtni, visefektīvākais pretpasākums ir aizsargāt smadzeņu viļņus no bāzes. Šis mehānisms krasi samazinās izredzes citplanētiešiem atrast mūsu bāzi." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Citplanētiešu sakari paļaujas uz supra-dimensiju viļņiem, kas pārvietojas gandrīz momentāni. Dekodera iekārta pārtver NLO pārraides un dekodē informāciju. Tās liecina par NLO veidu, to rasi un darbības vietu." STR_LASER_PISTOL_UFOPEDIA: "Lāzera pistole ir efektīva īstenošana jaunajā tehnoloģijā. Tāi ir parastās pistoles ērtības ar ātrāku un precīzāku šaušanu." STR_HEAVY_LASER_UFOPEDIA: "Smagais lāzers ir apgrūtinošs, bet ļoti efektīvs." STR_SMOKE_GRENADE_UFOPEDIA: "Dūmu granātas ir noderīgas lai nodrošinātu aizsardzību atklātajās kaujas situācijās. Izmantojiet viņas uzmanīgi, jo tās var dot labumu arī ienaidniekam." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Šī sprāgstviela būtu jāizmanto vienīgi nojaukšanas nolūkos. Turiet personālu tālāk no nojaukšanas vietām." STR_MEDI_KIT_UFOPEDIA: "Aptieciņa apvieno dzīšanas iekārtas ar pretsāpju līdzekļiem un stimulantiem. Lai izmantotu aptieciņu jums ir jāpieiet pie karavīra kuram nepieciešama ārstēšana. Ja karavīrs ir apdullinātas, jums ir jāstāv virs viņa ķermeņa. Noklikšķiniet uz aptieciņas ikonas un izvēlieties \"lietot aptieciņu\" no izvēlnes. {NEWLINE} ĀRSTĒŠANA> Sarkanās virsbūves daļas parādīs fatālās brūces. Noklikšķiniet uz ķermeņa daļas, kas tika ievainota. Noklikšķiniet uz \"Ārstēt\" ikonas. Viena letāla brūce tiks izārstēta un mazliet veselības tiks atjaunots. {NEWLINE} STIMULANTS> Tas atjaunos enerģiju un atdzīvinās karavīrus kuri ir bezsamaņā (apdullināti). Lai atdzīvinātu karavīrus bezsamaņā jums ir jāstāv tieši virs to ķermeņa. {NEWLINE} PRETSĀPJU LĪDZEKĻI> Tas atjaunos ievainoto karavīru morāli līdz summai, kas vienāda ar karavīra zaudēto veselību." STR_STUN_ROD_UFOPEDIA: "Šo ierīci var izmantot tikai tuvcīņā, tomēr tā apdullinās dzīvu organismu nenogalinot to, izmantojot elektrošoku." STR_SMALL_LAUNCHER_UFOPEDIA: "Neliels granātmetējs, kas šauj apdullinošas bumbas. Ārkārtīgi noderīgs dzīvu citplanētiešu notveršanā." STR_SMALL_SCOUT: "Mazais izlūks" STR_MEDIUM_SCOUT: "Vidējs Skauts" STR_LARGE_SCOUT: "Lielais Skautu Kuģis" STR_TERROR_SHIP: "Teroristu kuģis" STR_SUPPLY_SHIP: "Apgādes kuģis" STR_RATING: "REITINGS> {0}" STR_RATING_POOR: "SLIKTI!" STR_RATING_OK: "OK" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Finansējošo nāciju padome ir visā visumā apmierināta ar līdzšinējo progresu." STR_COUNCIL_IS_VERY_PLEASED: "Finansējošo nāciju padome ir ļoti apmierināta ar jūsu lieliskajiem panākumiem. Turpiniet sekmīgo darbu." STR_COUNCIL_IS_DISSATISFIED: "Finansējošo nāciju padome nav apmierināta ar jūsu sniegumu. Jums ir jāuzlabo sava efektivitāte sakarā ar citplanētiešu draudu novēršanu, citāti jūs riskējat ar projekta darbības pārtraukšanu." STR_YOU_HAVE_NOT_SUCCEEDED: "Jums neizdevās tikt galā ar citplanētiešu invāziju un finansējošo nāciju padome ar nožēlu ir nolēmusi pārtraukt projekta darbību. Katra nācija tiks galā ar problēmu pēc saviem ieskatiem. Mēs varam tikai cerēt, ka mums izdosies tikt skaidrībā ar šiem, acīmredzami naidīgajiem, spēkiem, un to, ka lielākā iedzīvotāju daļa samierināsies ar citplanētu ciemiņiem." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} ir īpaši apmierināti ar jūsu progresu cīņā ar svešzemju iebrucējiem un ir vienojušās palielināt finansējumu." STR_COUNTRIES_AND: "{0} un {1}" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ir neapmierināti ar tavu spēju tikt galā ar citplanētiešu darbību viņu teritorijā, un ir nolēmuši samazināt finansējumu" STR_KNOTS: "{0} mezgli" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} ir parakstījuši slepenu paktu ar nezināmiem svešzemju spēkiem un ir izstājušies no projekta." STR_COUNCIL_REDUCE_DEBTS: "Finansēšanas padome nav apmierināta ar jūsu finansiālo stāvokli. Jums ir jāsamazina savi parādi zem $1 miljona vai projekts tiks atcelts." STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Pētniecība" STR_NEW_YORK: "Ņujorka" STR_MONTREAL: "Montreāls" STR_VANCOUVER: "Vankūvera" STR_BRASILIA: "Brazīlija" STR_BUENOS_AIRES: "Buenosairesa" STR_SANTIAGO: "Santjago" STR_LONDON: "Londona" STR_BERLIN: "Berlīne" STR_MOSCOW: "Maskava" STR_CAIRO: "Kaira" STR_CASABLANCA: "Kasablanka" STR_PRETORIA: "Pretorija" STR_KINSHASA: "Kinšasa" STR_BAGHDAD: "Bagdāde" STR_TOKYO: "Tokija" STR_BEIJING: "Pekina" STR_BANGKOK: "Bangkoka" STR_SEOUL: "Seula" STR_SINGAPORE: "Singapūra" STR_SHANGHAI: "Šanhaja" STR_HONG_KONG: "Honkonga" STR_CANBERRA: "Kanbera" STR_WELLINGTON: "Velingtona" STR_PSIONIC_TRAINING: "PSIONISKAIS TRENIŅŠ" STR_PSI_AMP: "Psi-pastiprinātājs" STR_WEAPONS_CREW_HWPS: "IEROČI/{NEWLINE}KOMANDA/HWPs" STR_RANK_: "RANGS> {ALT}{0}" STR_WOUND_RECOVERY: "ATVESEĻOŠANĀS> {ALT}{0}" STR_STAMINA: "IZTURĪBA" STR_REACTIONS: "REAKCIJA" STR_FIRING_ACCURACY: "ŠAUŠANAS PRECIZITĀTE" STR_THROWING_ACCURACY: "MEŠANAS PRECIZITĀTE" STR_STRENGTH: "SPĒKS" STR_NEW_RANK: "JAUNS RANGS" STR_PROMOTIONS: "Paaugstinājumi" STR_SOLDIERS_UC: "KARAVĪRI" STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Šī automatizētā Smagā Ieroču Platforma ir bruņota ar spēcīgām raķetēm. Tā būs postoša jebkuram svešzemju ienaidniekam. Pārliecinieties, ka jūms ir pietiekami SIP rakešu." STR_HOVERTANK_PLASMA_UFOPEDIA: "Citplanētiešu tehnoloģija ir devusi HWP jaunu dzīves slāni. Pievienotā manevrētspēja gaisa ceļojumiem un plazmas staru spēks ir letāla kombinācija." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Šis lidtanks ir aprīkots ar kodolsintēzes bumbu nesējraķeti, kas spēj izraisīt milzīgu postījumu. Izmantojiet to ar lielu rūpību. Jums būs jāražo šīs kodolsintēzes bumbas, lai SIP tanki būtu bruņoti. Lai izšautu to, jūms ir jāizvēlās \"punkti,\" kuroslidos bumba ar kursoru un tad noklikšķiniet uz palaišanas ikonas, lai izšautu kodolsintēzes bumbu." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Šī kompaktā ierīce tiek lietota kā munīcija smagajai plazmas šautenei. Tā satur nelielu Elērija daudzumu." STR_BATTLESHIP_UFOPEDIA: "Kaujas kuģis ir lielākais un jaudīgākais citplanētiešu lidaparāts. Parasti tas ir galvenais citplanētiešu misiju kuģis, kas aprīkots ar spēcīgiem ieročiem un daudziem apkalpes locekļiem." STR_DISMANTLE: "Demontēt" STR_TRANSFER_ITEMS_TO: "Pārvest ekipējumu uz {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NAV CITPLANĒTIEŠU IEROBEŽOŠANAS MEHĀNISMA PĀRVEŠANAI! {SMALLLINE} Dzīviem citplanētiešiem nepieciešama citplanētiešu ierobežošanas mehānisms, lai izdzīvotu." STR_PISTOL: "Pistole" STR_PISTOL_CLIP: "Pistoles aptvere" STR_HC_AP_AMMO: "SL-AP munīcija" STR_AUTO_CANNON: "Automātiskais lielgabals" STR_AC_AP_AMMO: "AL-AP munīcija" STR_AC_HE_AMMO: "AL-HE munīcija" STR_AC_I_AMMO: "AC-I Munīcija" STR_SMALL_ROCKET: "Mazā Raķete" STR_GRENADE: "Granāta" STR_SMOKE_GRENADE: "Dūmu Granāta" STR_PROXIMITY_GRENADE: "Tuvuma granāta" STR_STUN_ROD: "Apdullināšanas nūja" STR_HEAVY_PLASMA_CLIP: "Smagās Plazmas Aptvere" STR_PLASMA_RIFLE: "Plazmas Šautene" STR_PLASMA_PISTOL: "Plazmas pistole" STR_STUN_BOMB: "Apdullināšanas Granāta" STR_ALIEN_GRENADE: "Citplanētiešu Granāta" STR_ELERIUM_115: "Elērijums-115" STR_SECTOID_CORPSE: "Sektoīdu Līķis" STR_SNAKEMAN_CORPSE: "Čūskvīra līķis" STR_ETHEREAL_CORPSE: "Etēriskā līķīs" STR_MUTON_CORPSE: "Mjutona Līķīs" STR_CELATID_CORPSE: "Celatīda Līķis" STR_REAPER_CORPSE: "Pļāvēja līķis" STR_CYBERDISC_CORPSE: "Saiberdiska Līķis" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nepietiek ekipējuma, lai atkārtoti pilnībā aprīkotu komandu" STR_MARS_CYDONIA_LANDING: "Marss: piezemēšanās Sidonijā" STR_MARS_CYDONIA_LANDING_BRIEFING: "Jūsu kuģis Atriebējs piezemējās Sidonijas reģionā uz Marsa virsmas. Mūsu informācija norāda, ka viena no piramidālajām konstrukcijām satur pazemes kompleksa piekļuves liftu. Tikko jūsu kareivji ir sapulcējušies lifta zonā, klikšķini uz \"atcelt misiju\" piktogrammas, lai turpinātu uz nākamo posmu." STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Citplanētieši ir iznīcinājuši neaizsargāto bāzi {0}" STR_CAUTIOUS_ATTACK: "PIESARDZĪGS UZBRUKUMS" STR_STANDARD_ATTACK: "STANDARTA UZBRUKUMS" STR_AGGRESSIVE_ATTACK: "AGRESĪVS UZBRUKUMS" STR_UFO_CRASH_LANDS: "NLO CIETA AVĀRIJU NOLAIŽOTIES!" STR_UFO_RETURN_FIRE: "NLO ATKLĀJ UGUNI!" STR_INTERCEPTOR_DAMAGED: ">>> BOJĀTS PĀRTVĒRĒJS<<<" STR_INTERCEPT: "PĀRTVERT" STR_BASES: "BĀZES" STR_OPTIONS_UC: "IZVĒLES" STR_FUNDING_UC: "FINANSĒJUMS" STR_1_MINUTE: "1 min." STR_30_MINUTES: "30 min." STR_1_HOUR: "1 Stunda" STR_1_DAY: "1 Diena" STR_ENTER_NAME: "Ievadiet vārdu" STR_PERFORMANCE_RATING: "Snieguma Reitings" STR_VICTORY_DATE: "Uzvaras Datums" STR_ELECTRO_FLARE_UFOPEDIA: "Šī kompaktā ierīce rada spožu gaismas uzliesmojumu, kad tās ir aizmesta. Tā izcels ienaidnieku vienības kuras atrodas elektro-raķetes tuvumā, nakts laika misijās." STR_CRAFT_RENTAL: "Lidaparātu Noma" STR_SALARIES: "Algas" STR_COST_PER_UNIT: "Vienas vienības izmaksa" STR_QUANTITY: "Skaits" STR_REAR_ARMOR: "Aizmugures bruņas" STR_UNDER_ARMOR: "Apakš Bruņas" STR_ROUNDS: "Lādiņi" STR_UNIT: "VIENĪBA> {0}" STR_ENERGY: "ENERGIJA" STR_MORALE: "MORĀLE" STR_FRONT_ARMOR_UC: "PRIEKŠAS BRUŅAS" STR_REAR_ARMOR_UC: "MUGURAS BRUŅAS" STR_SKILLS: "IEMAŅAS> {0}" STR_HEAD: "GALVA" STR_TORSO: "TORSS" STR_LEFT_ARM: "KREISĀ ROKA" STR_LEFT_LEG: "KREISĀ KĀJA" STR_PAIN_KILLER: "PRETSĀPJU LĪDZEKLIS" STR_HEAL: "VESEĻOT" STR_ALIEN_ARTIFACT: "Citplanētiešu Artifakts" STR_THROW: "Mest" STR_AUTO_SHOT: "Auto-šaušana" STR_STUN: "Apdullināt" STR_USE_SCANNER: "Izmantot skeneri" STR_USE_MEDI_KIT: "Izmantot aptieciņu" STR_NOT_ENOUGH_TIME_UNITS: "Nepietiek laika vienības!" STR_NO_AMMUNITION_LOADED: "Munīcija nav ielādēta!" STR_WEAPON_IS_ALREADY_LOADED: "Ierocis jau ir uzlādēts!" STR_GRENADE_IS_ACTIVATED: "Granāta aktivizēta!" STR_THERE_IS_NO_ONE_THERE: "Tur nav neviens!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Nevar izmantot citplanētiešu artefaktu kamēr tas nav izpētīts!" STR_OUT_OF_RANGE: "Ārpus diapazonas!" STR_UNABLE_TO_THROW_HERE: "Tur nevar mest!" STR_SET_TIMER: "Uzlikt Taimeri" STR_HIDDEN_MOVEMENT: "PASLĒPTĀ KUSTĪBA" STR_TURN: "KĀRTA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Nospiediet pogu lai turpinātu" STR_MIND_CONTROL: "Prāta kontrole" STR_PANIC_UNIT: "Izsaukt paniku" STR_MIND_CONTROL_SUCCESSFUL: "Prāta kontrole sekmīga" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}kļuvis ļoti dusmīgs" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}kļuvis ļoti dusmīgs" STR_HAS_PANICKED_MALE: "{0} {NEWLINE} ir panikā" STR_HAS_PANICKED_FEMALE: "{0} {NEWLINE} ir panikā" STR_ALIENS: "Citplanētieši" STR_RIGHT_HAND: "LABĀ ROKA" STR_LEFT_HAND: "KREISĀ ROKA" STR_RIGHT_SHOULDER: "LABAIS PLECS" STR_BACK_PACK: "MUGURSOMA" STR_BELT: "JOSTA" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}ir zem citplanētiešu kontroles" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}ir zem citplanētiešu kontroles" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0} {NEWLINE} nomira no letālajām brūcēm" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0} {NEWLINE} nomira no letālajām brūcēm" STR_FATAL_WOUNDS: "LETĀLIE IEVAINOJUMI" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Laika Vienības rezervētas priekš (snap shot)" STR_UNLOAD_CRAFT: "Izkraut" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}tika nogalināts(a)" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}tika nogalināts(a)" STR_LIVING_QUARTERS_PLURAL: "Dzīvesvietas" STR_POWER_SUIT_UFOPEDIA: "Jauna, spēcīga aizsardzība karavīriem, šīs bruņas darbina Eleriuma enerģijas avots un ievērojami pastiprina valkātāja ātrumu un izturību, tas piedāvā vislabāko aizsardzību kaujas vienībām." STR_ALL_ALIENS_KILLED_IN_CRASH: "Visi citplanētieši tika nogalināti avārijā, {NEWLINE} Auto atgūšanas uzsākta" MAP_CULTA: "Ferma" MAP_FOREST: "Mežs" MAP_MOUNT: "Kalns" MAP_POLAR: "Polārs" MAP_UBASE: "Citplanētiešu bāze" STR_BOTH_HANDS_MUST_BE_EMPTY: "Abām rokām jābūt tukšām!" ================================================ FILE: bin/standard/xcom1/Language/nl.yml ================================================ nl: STR_AVENGER_UFOPEDIA: "TRANSPORT- EN GEVECHTSRUIMTEVAARTUIG. DE ULTIEME REPLICATIE VAN BUITENAARDSE TECHNOLOGIE." STR_INTERCEPTOR_UFOPEDIA: "GEVECHTSVLIEGTUIG MET DUBBELE-PULSONTSTEKINGSMOTOREN EN SPECIAAL AFGESCHERMDE ELEKTRONICA. DE BEST BESCHIKBARE TECHNOLOGIE OP AARDE." STR_LIGHTNING_UFOPEDIA: "TRANSPORT- EN GEVECHTSVLIEGTUIG. EEN SIMPELE MAAR EFFECTIEVE REPLICATIE VAN BUITENAARDSE AANDRIJFSYSTEMEN." STR_SKYRANGER_UFOPEDIA: "TRANSPORTVLIEGTUIG. DE SNELSTE IN Z'N SOORT, MET MOGELIJKHEID TOT VERTICAAL OPSTIJGEN EN LANDEN." STR_FIRESTORM_UFOPEDIA: "GEVECHTSVLIEGTUIG. DIT EENPERSOONSVLIEGTUIG IS GEBOUWD NAAR DE KLASSIEKE VLIEGENDE SCHOTEL, MET EEN CENTRALE STUWMOTOR." STR_STINGRAY_UFOPEDIA: "GEAVANCEERDE LUCHT-LUCHTRAKET MET SPECIAAL AFGESCHERMDE ELEKTRONICA." STR_AVALANCHE_UFOPEDIA: "LUCHT-LUCHT RAKET MET KERNKOP, VRIJ ZWAAR EN LOG." STR_CANNON_UFOPEDIA: "KRACHTIG KANON DAT KOGELS AFVUURT DIE PANTSERS TOT 30CM STAAL KUNNEN DOORBOREN." STR_FUSION_BALL_UFOPEDIA: "DIT WAPEN VUURT EEN BOLVORMIG PROJECTIEL AF, VOORTGESTUWD DOOR EEN ANTIMATERIE-REACTIE. DE BOL VERNIETIGT HET DOEL MIDDELS EEN ZWAARTEKRACHTIMPLOSIE." STR_LASER_CANNON_UFOPEDIA: "DEZE CONVENTIONELE LASERSTRAAL WORDT GEVOED DOOR EEN ANTIMATERIE-REACTIE." STR_PLASMA_BEAM_UFOPEDIA: "DE PLASMASTRAAL LEIDT EEN FIJN GEKANALISEERDE ZWAARTEKRACHT-IMPLOSIE." STR_SECTOID_UFOPEDIA: "De hiërarchie der Sectoïden loopt van soldaten tot leiders met sterke psionische krachten. Met deze krachten kunnen ze soldaten demoraliseren tijdens een gevecht, of zelfs controle nemen over hun geest. Ze leven zich graag uit met het ontvoeren van mensen en het verminken van vee. Bij de ontvoeringen wordt genetisch materiaal onttrokken voor het maken van een bastaardras en het ontwikkelen van klonen om zo de menselijke samenleving te infiltreren. Het vee biedt voedsel en genetisch materiaal. Dit ras lijkt superieure genetische hybriden te willen ontwikkelen om de efficiëntie van hun zwermachtige samenleving te vergroten." STR_SECTOID_AUTOPSY: "Autopsie van Sectoïde" STR_SECTOID_AUTOPSY_UFOPEDIA: "De autopsie toont rudimentaire spijsverteringsorganen en een eenvoudige structuur. De hersenen en ogen zijn zeer goed ontwikkeld. De structuur suggereert genetische manipulatie of mutatie. De kleine mond en neus lijken weinig functie hebben. De vliezen tussen de vingers, en de platte voeten suggereren een oorsprong onder water. Er zijn geen voortplantingsorganen, en geen aanwijzingen over hoe deze soort zich kan voortplanten. Ze zijn zeer waarschijnlijk een genetisch gemanipuleerde soort." STR_SNAKEMAN_UFOPEDIA: "Dit ras ontwikkelde zich in een zeer vijandige omgeving. Ze zijn extreem gehard en bestand tegen extreme temperatuurschommelingen. Ze bewegen zich voort op de grote slang-achtige 'voet', die tevens alle vitale organen beschermt. Hun instinct lijkt puur roofzuchtig, mogelijk onder het bevel van één of andere Intelligentie die hun strategische invallen op aarde coordineert." STR_SNAKEMAN_AUTOPSY: "Autopsie van Slangeman" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "De huid is zeer taai en hittebestendig. Hun hart- en vaatstelsel maakt deel uit van het spierstelsel dat een hydraulisch principe gebruikt om beweging te creëren. De enige echte spier is het 'hart'. Het voortplantingssysteem lijkt zeer efficiënt. Voortplanting is aseksueel, met tot vijftig eitjes die door elk exemplaar worden meegedragen. Overgelaten aan haar lot zou deze soort een ernstige bedreiging vormen voor het leven op aarde." STR_ETHEREAL_UFOPEDIA: "Deze wezens hebben ontzagwekkende mentale krachten, welke hun in staat stellen tot telepathie en telekinese. De schijnbaar zwakke fysieke vaardigheden van dit schepsel worden ondersteund door haar mentale krachten. We begrijpen niet hoe deze telekinetische krachten werken, omdat ze tegen alle bekende natuurkundige wetten lijken in te gaan. Ze zijn extreem gevaarlijk in gevechtssituaties, waarbij ze hun mentale krachten in de strijd gooien. Ze verschijnen zelden op aarde, omdat ze lijken te vertrouwen op andere rassen om hun doelstellingen te verwezenlijken." STR_ETHEREAL_AUTOPSY: "Autopsie van Etheriër" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Dit wezen is lichamelijk achtergebleven en lijkt amper levensvatbaar. De spieren zijn ernstig verschrompeld en de inwendige organen lijken onderontwikkeld. De zintuigen, waaronder ook de ogen, lijken helemaal niet te werken. De hersenen zijn echter goed ontwikkeld en hebben een hoge bloedtoevoer ten opzichte van de rest van het lichaam. Het is een raadsel hoe dit schepsel stand kan houden zonder enige vorm van externe ondersteuning." STR_MUTON_UFOPEDIA: "Dit mensachtige wezen is fysiek sterk en intelligent. Ze hebben een voorkeur voor consumptie van rauw vlees van welke aard ook, wat ze nodig hebben als voedsel net als bij carnivoren zoals wij die kennen. Ze vertrouwen op telepathische opdrachten van een ras bekend als de 'Etheriërs'. Eenmaal gescheiden van deze telepathische band lijkt hun mentale systeem af te breken en sterven ze. De implantaten worden gebruikt om hun vechtprestaties te verbeteren. Zij zijn duidelijk het voetvolk voor een hogere intelligentie." STR_MUTON_AUTOPSY: "Autopsie van Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "De 'huid' van dit schepsel lijkt een organisch beschermend harnas, dat geënt is op het lichaam. Er zijn tal van cybernetische implantaten die gebruikt worden om het hart- en vaatstelsel en de zintuigen te verbeteren. De voortplantingsorganen lijken operatief te zijn verwijderd. Deze ongelukkige wezens zijn beperkt tot een leven van oorlog en verovering. Pantserdoorborende munitie is niet erg doeltreffend tegen hun geharde huid." STR_CELATID_UFOPEDIA: "Deze levensvorm heeft het mysterieuze natuurlijke vermogen om te zweven door de lucht. Het lijkt menselijke hersengolven op te sporen en te volgen. Zodra een doelwit wordt gedetecteerd, landt de Celatide en vuurt kleine bolletjes extreem bijtend gif af. Het wezen heeft het vermogen om zichzelf te klonen in een alarmerend tempo. Het begeleidt het Muton ras in zijn zoektocht." STR_CELATID_AUTOPSY: "Autopsie van Celatide" STR_CELATID_AUTOPSY_UFOPEDIA: "De kern bevat een klein bio-mechanisch apparaat welk een natuurlijk geëvolueerde anti-zwaartekrachtaandrijving lijkt te zijn. De gifzak is het grootste orgaan en er lijkt geen aparte hersenstructuur te zijn. Er zijn geen waarneembare spijsverterings- of voortplantingsorganen. Een klein orgaan bevat embryo's die snel kunnen uitgroeien tot een nieuw wezen." STR_SILACOID_UFOPEDIA: "Deze silicium-gebaseerde levensvorm genereert een enorme hoeveelheid warmte. Het heeft de kracht om rotsen te verpletteren die vervolgens kunnen worden opgenomen in de hete kern. Het heeft een primitieve vorm van intelligentie en wordt geleid door implantaten of telepathische wezens. Het werkt samen met de Mutons." STR_SILACOID_AUTOPSY: "Autopsie van Silacoïde" STR_SILACOID_AUTOPSY_UFOPEDIA: "De kern van het schepsel is extreem heet en lijkt de basis voor een spijsverteringssysteem. Zijn unieke spierenstelsel heeft een enorme kracht en snelheid. Zijn rotsachtige huid is niet aantastbaar door vuur of ontvlambare munitie." STR_CHRYSSALID_UFOPEDIA: "De krab-achtige scharen van dit schepsel zijn een krachtig wapen in lijf-aan-lijfgevechten. De snelle stofwisseling en de kracht van dit schepsel zorgen voor snelheid en behendigheid. In plaats van zijn slachtoffers te doden, bevrucht het ze met een eitje en injecteert een gif waarmee ze in wandelende zombies veranderen. Een nieuwe Chrysalide zal kort na bevruchting uit het slachtoffer barsten. Chrysaliden zijn geassocieerd met het Slangeman-ras." STR_CHRYSSALID_AUTOPSY: "Autopsie van Chrysalide" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Het uitwendig skelet van dit schepsel is extreem gehard, maar verrassend kwetsbaar voor explosieve munitie. De hersenen zijn goed ontwikkeld, en het heeft een hoge mate van celgroei. Het weezn draagt twintig eitjes welke in andere organismen worden gelegd. Dit wezen is een zeer effectief terreurwapen." STR_FLOATER_UFOPEDIA: "De Zwevers zijn voornamelijk soldaten en terreuragenten. Ze zijn natuurlijke roofdieren, genetisch gemanipuleerd en cybernetisch verbeterd tot formidabele strijders. Het onderste gedeelte van het lichaam en de meeste interne organen zijn chirurgisch verwijderd, en een levensinstandhoudingssysteem is ingebouwd. Dit implantaat bevat een anti-zwaartekrachteenheid wat dit wezen in staat stelt om, hoewel instabiel, te zweven door de lucht." STR_FLOATER_AUTOPSY: "Autopsie van Zwever" STR_FLOATER_AUTOPSY_UFOPEDIA: "Dit schepsel is drastisch veranderd door middel van chirurgie. Het apparaat welk de kern van het lichaam lijkt te zijn is een levensinstandhoudingssysteem, welk de functies van hart, longen en spijsverteringssysteem overneemt. Dit zou het in staat stellen om te kunnen overleven in vijandige omgevingen. Het brein is kleiner dan het onze, maar de zintuigen zijn goed ontwikkeld." STR_REAPER_UFOPEDIA: "Deze tweevoetige carnivoor heeft krachtige kaken en een vraatzuchtige eetlust. Het heeft een aantal hersenimplantaten waarmee zijn activiteiten worden gecontroleerd. De primitieve roofinstincten van dit wezen hebben weinig nut behalve om te terroriseren en te vernietigen. Vreters worden vaak geassocieerd met Zwevers." STR_REAPER_AUTOPSY: "Autopsie van Vreter" STR_REAPER_AUTOPSY_UFOPEDIA: "De Vreter bevat twee stel 'hersens' en twee 'harten' welke ervoor zorgen dat deze zelfs kan functioneren als hij zwaargewond is. Echter, zijn bonte vacht is hoogst ontvlambaar, waardoor dit schepsel kwetsbaar is voor brandwapens." STR_SECTOPOD_UFOPEDIA: "Sectopods zijn robotwezens met een krachtig laserstraalwapen. Deze mechanische beesten worden bestuurd met behulp van een telepathische link met hun bestuurders, de Ethereals. Sectopods zijn de krachtigste terreurwapens die de alientroepen hebben." STR_SECTOPOD_AUTOPSY: "Autopsie van Sectopod" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "De robot is stevig gebouwd met een krachtig pantser wat de meeste soorten aanvallen kan weerstaan, plasmawapens in het bijzonder. Echter, de bedrading van het zintuiglijk systeem lijkt bijzonder kwetsbaar voor laserwapens." STR_CYBERDISC_UFOPEDIA: "Deze miniatuur-vliegende schotel is een geautomatiseerd terreurwapen uitgerust met een krachtige plasmastraal. De anti-zwaartekrachtaandrijving is een groot voordeel op zwaar terrein. De primaire functie is vernietiging en terreur tot dienst van het ras der Sectoïden." STR_CYBERDISC_AUTOPSY: "Autopsie van Cyberschijf" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "De Cyberschijf is goed afgeschermd en is zeer goed bestand tegen explosieve munitie. Het primaire anti-zwaartekrachtsysteem is te zwaar beschadigd om een goed beeld te krijgen van hoe het functioneert." STR_UFO_POWER_SOURCE_UFOPEDIA: "De energiebron van buitenaardse vaartuigen is een antimaterie-reactor welke gebruik maakt van Elerium (element 115) om krachtige zwaartekrachtgolven alsook andere vormen van energie te genereren. De conversie van materie naar energie behaalt een indrukwekkend rendement van 99%, dus uiterst kleine hoeveelheden Elerium kunnen een gigantische hoeveelheid energie produceren. Deze eenheid kan eenvoudig worden geproduceerd met behulp van buitenaardse legeringen." STR_UFO_NAVIGATION_UFOPEDIA: "Buitenaardse voertuigen gebruiken geavanceerde computers om over de aarde en door het heelal te navigeren. Het systeem is gebaseerd op optische processoren die als netwerk zijn opgesteld. De besturingsinterface is relatief eenvoudig - de navigator bestuurt de richting van de zwaartekrachtsgolven die door de energiebron worden gegenereerd om het schip een bepaalde richting op te sturen. Dit systeem kan eenvoudig door mensen bestuurd worden en kan worden nagebouwd door gebruik te maken van buitenaardse legeringen en andere componenten." STR_UFO_CONSTRUCTION_UFOPEDIA: "Buitenaardse voertuigen bestaan uit drie hoofdonderdelen - een energiebron, een navigatiesysteem en een romp gemaakt van buitenaardse legeringen. De romp is speciaal ontworpen om zwaartekrachtsgolven te buigen en beheersen. Verder is een kleine hoeveelheid Elerium nodig als brandstof voor de energiebron. Wanneer we de constructieprincipes begrijpen en weten wat de functie van ieder component is, kunnen we dit type voertuig bouwen." STR_ALIEN_FOOD_UFOPEDIA: "Deze ruimtes bevatten verscheidene enzymen welke gebruikt worden om de lichaamsdelen van vee, andere dieren en zelfs van mensen te verteren. De vloeistof wordt vervolgens als voorverteerd voedsel geconsumeerd - waarschijnlijk rechtstreeks de bloedbaan in. Dit suggereert een bepaalde afhankelijkheid op de aarde voor voedsel - een symbiose tussen de aarde en de buitenaardse maatschappij." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Deze ruimtes bevatten buitenaardse foetussen. Het ontwerp van deze vaten lijkt te suggereren dat de buitenaardsen die dit proces gebruiken volledig afhankelijk zijn van laboratoria voor hun voortplanting. De rijke voedingsstoffen zorgen voor snelle ontwikkeling van de foetussen. Dit systeem van lopende bandwerk zou in korte tijd duizenden buitenaardse klonen kunnen produceren. Het proces zou eenvoudig aangepast kunnen worden voor de voortplanting van mensen of mens-buitenaardse hybriden." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "De meest waarschijnlijke functie van deze bollen is recreatief. De psionische bedrading stimuleert verscheidene punten in het brein. Het effect is vergelijkbaar met hallucinogene drugs. Dit is het enige bewijs dat buitenaardsen enig cultureel of recreatief tijdsverdrijf hebben." STR_ALIEN_SURGERY_UFOPEDIA: "Dit chirurgische gereedschap gebruikt lasersnijders om bepaalde lichaamsdelen te verwijderen uit vee en andere dieren. De wijdverbreide verminkingen van van vee kunnen worden verklaard aan de hand van deze bizarre praktijken. Waarschijnlijk worden deze lichaamsdelen gebruikt als voedsel of voor genetische doeleinden." STR_EXAMINATION_ROOM_UFOPEDIA: "In het verleden beweerden duizenden mensen dat ze zijn ontvoerd door buitenaardse wezens, soms zelfs herhaaldelijk. De waarheid is veel afschuwelijker. Mensen worden ontvoerd, onderzocht en in de gaten gehouden. Van de beste exemplaren wordt genetisch materiaal genomen. Bij vrouwen wordt mens-buitenaardse hybride foetussen geïmplanteerd, en enkele maanden later weer verwijderd. Wie weet wat voor duistere motieven de buitenaardsen hebben?" STR_ALIEN_ALLOYS_UFOPEDIA: "Buitenaardse voertuigen worden gebouwd uit speciale legeringen met unieke eigenschappen. Ze zijn extreem licht en bestendig, en kunnen worden gevormd middels electro-magnetische methoden. Dit materiaal kan worden gereproduceerd en gebruikt in verscheidene productieprocessen." STR_ELERIUM_115_UFOPEDIA: "Dit element heeft de ongebruikelijke eigenschap dat het antimaterie-energie genereert wanneer het wordt gebombardeerd met bepaalde deeltjes. Dit creëert zwaartekrachtsgolven en andere soorten energie. Dit komt niet natuurlijk voor in ons zonnestelsel en kan niet worden gereproduceerd." STR_ALIEN_ORIGINS_UFOPEDIA: "Het is duidelijk dat we de oorlog op aarde aan het verliezen zijn. De buitenaardse hordes zijn overweldigend in aantal. Het beste wat we kunnen doen is hun voortgang vertragen. De enige hoop voor de mensheid is om de buitenaardsen aan te pakken bij de bron. Ons onderzoek lijkt te wijzen op een uitvalsbasis in de buurt, in ons zonnestelsel. Buitenaardsen geven aan dat dit het centrum is van een oeroude beschaving die bestond vóór de mensheid. We moeten deze plek zo spoedig mogelijk zien te vinden. Echter, we moeten een buitenaardse leider gevangen weten te nemen en te ondervragen om meer gedetailleerde informatie te achterhalen. De grotere UFO's bevatten waarschijnlijk minstens één buitenaardse leider." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Ons onderzoek is nu gericht naar Mars op basis van alien operaties. De basis is goed verstopt, en heeft alle fabricage en kloonfaciliteiten om de infiltratie van aarde te tanken. Het blijkt ook het een controlerende computer te hebben die de hele operatie controleerd. Het lijkt dat de net-kolonie alien groep een soort 'bijen koningin' heeft. Dit is hun findamentele zwakte - als we de 'hersens' kunnen uitschakelen, dan zal het lichaam sterven. We moeten ons onderzoek snel afmaken voor het te laat is. Om dat de kunnen doen moeten we de sterkste aliens ontvoeren - de commandanten - die komen alleen voor in alien basis en gevechtsschepen." STR_CYDONIA_OR_BUST_UFOPEDIA: "Het is nu duidelijk dat de buitenaardse hordes worden aangestuurd vanuit een ondergrondse basis in Cydonia - dit is een ongewoon gebied op Mars met vijfzijdige piramides en een grote rotsformatie gelijkend op een menselijk gezicht. Ooit floreerde een Cydonische beschaving op Mars, vele miljoenen jaren geleden, maar we weten niet waarom deze uitstierf of wat het verband is met de laatste buitenaardse activiteit in dat gebied. Ongeacht de verklaring, we moeten een expeditie naar Cydonia sturen. Dit is de enige manier waarop we de buitenaardsen kunnen verslaan. We moeten het aansturende 'meesterbrein' vernietigen. We zullen een Wreker-voertuig nodig hebben, uitgerust met de meest ontzagwekkende vernietigingskracht die we tot onze beschikking hebben. We kunnen niets meer leren - we moeten afwachten wat de uitslag is van de bestorming op Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTREREN OP LOCATIE-TIJD=5 Sec" STR_CANCEL_UC: "ANNULEREN" STR_NONE: "Geen" STR_UNKNOWN: "Onbekend" STR_POOR: "Zwak" STR_AVERAGE: "Gemiddeld" STR_GOOD: "Goed" STR_EXCELLENT: "Uitstekend" STR_BUILD_NEW_BASE_UC: "NIEUWE BASIS BOUWEN" STR_BASE_INFORMATION: "BASIS-INFORMATIE" STR_EQUIP_CRAFT: "VAARTUIG UITRUSTEN" STR_BUILD_FACILITIES: "FACILITEITEN BOUWEN" STR_RESEARCH: "ONDERZOEK" STR_MANUFACTURE: "PRODUCTIE" STR_TRANSFER_UC: "OVERPLAATSINGEN" STR_PURCHASE_RECRUIT: "AANKOPEN/WERVEN" STR_SACK: "ONSLAAN" STR_SELL_SACK_UC: "VERKOPEN/ONTSLAAN" STR_GEOSCAPE_UC: "GLOBE" STR_NAME: "Naam" STR_AREA: "Gebied" STR_BUILD_NEW_BASE: "Nieuwe Basis Bouwen" STR_CANCEL: "Annuleer" STR_COST_UC: "PRIJS>" STR_CONSTRUCTION_TIME_UC: "BOUWTIJD>" STR_DAY: one: "{N} dag" other: "{N} dagen" STR_HOUR: one: "{N} uur" other: "{N} uren" STR_MAINTENANCE_UC: "ONDERHOUD>" STR_OK: "OK" STR_INSTALLATION: "Installatie" STR_CURRENT_RESEARCH: "HUIDIG ONDERZOEK" STR_SCIENTISTS_AVAILABLE: "Onderzoekers Beschikbaar>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Onderzoekers Toegewezen>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratorium Ruimte Beschikbaar>{ALT}{0}" STR_RESEARCH_PROJECT: "ONDERZOEKSPROJECT" STR_SCIENTISTS_ALLOCATED_UC: "TOEGEWEZEN WETENSCHAPPERS" STR_PROGRESS: "VOORTGANG" STR_NEW_PROJECT: "Nieuw Project" STR_CANCEL_PROJECT: "PROJECT ANNULEREN" STR_NEW_RESEARCH_PROJECTS: "NIEUWE ONDERZOEKSPROJECTEN" STR_SCIENTISTS_AVAILABLE_UC: "ONDERZOEKERS BESCHIKBAAR>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIUMRUIMTE BESCHIKBAAR>{ALT}{0}" STR_INCREASE: "Verhogen" STR_DECREASE: "Verlagen" STR_START_PROJECT: "PROJECT STARTEN" STR_CURRENT_PRODUCTION: "HUIDIGE PRODUCTIE" STR_ENGINEERS_AVAILABLE: "Ingenieurs Beschikbaar>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenieurs Toegewezen>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Werkplaats Ruimte Beschikbaar>{ALT}{0}" STR_CURRENT_FUNDS: "Beschikbare Middelen>{ALT}{0}" STR_ITEM: "ARTIKEL" STR_ENGINEERS__ALLOCATED: "Ingenieurs Toegewezen" STR_UNITS_PRODUCED: "Eenheden Geproduceerd" STR_TOTAL_TO_PRODUCE: "Totaal nog te produceren" STR_COST__PER__UNIT: "Prijs{NEWLINE}per{NEWLINE}Eenheid" STR_DAYS_HOURS_LEFT: "Resterende dagen/uren" STR_NEW_PRODUCTION: "Nieuwe Productie" STR_PRODUCTION_ITEMS: "Productie-artikelen" STR_CATEGORY: "CATEGORIE" STR_START_PRODUCTION: "START PRODUCTIE" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ingenieur uren om een object the maken" STR_COST_PER_UNIT_: "Kosten per eenheid>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Werkplaats nodig>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIALE MATERIALEN VEREIST" STR_ITEM_REQUIRED: "ARTIKEL NODIG" STR_UNITS_REQUIRED: "EENHEDEN NODIG" STR_UNITS_AVAILABLE: "EENHEDEN BESCHIKBAAR" STR_STOP_PRODUCTION: "STOP PRODUCTIE" STR_ENGINEERS_AVAILABLE_UC: "INGENIEURS BESCHIKBAAR>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WERKPLAATSRUIMTE BESCHIKBAAR>{ALT}{0}" STR_MONTHLY_PROFIT: "MAANDELIJKSE WINST>{ALT}{0}" STR_INCREASE_UC: "VERHOOG" STR_DECREASE_UC: "VERLAAG" STR_UNITS_TO_PRODUCE: "Eenheden nog te produceren" STR_PURCHASE_HIRE_PERSONNEL: "Aankoop/Werving van Personeel" STR_COST_OF_PURCHASES: "Kosten van aankopen>{ALT}{0}" STR_COST_PER_UNIT_UC: "PRIJS PER STUK" STR_QUANTITY_UC: "AANTAL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "BESCHIKBAAR PERSONEEL:TOTAAL PERSONEEL>" STR_SOLDIERS: "Soldaten" STR_SCIENTISTS: "Wetenschappers" STR_ENGINEERS: "Ingenieurs" STR_SPACE_USED_SPACE_AVAILABLE: "GEBRUIKTE RUIMTE:BESCHIKBARE RUIMTE>" STR_LIVING_QUARTERS: "Leefruimtes" STR_STORES: "Opslag" STR_LABORATORIES: "Laboratoria" STR_WORK_SHOPS: "Werkplaatsen" STR_HANGARS: "Loodsen" STR_SHORT_RANGE_DETECTION: "Detectie Korte Afstand" STR_DEFENSE_STRENGTH: "Sterkte Defensie" STR_TRANSFERS_UC: "OVERPLAATSINGEN" STR_TRANSFERS: "Overplaatsingen" STR_ARRIVAL_TIME_HOURS: "Aankomsttijd (uren)" STR_COST_: "Kosten>{ALT}{0}" STR_AREA_: "Gebied>{ALT}{0}" STR_BASE_NAME: "Basisnaam?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "KIES POSITIE TOEGANGSLIFT" STR_TRANSFER: "Overplaatsen" STR_AMOUNT_TO_TRANSFER: "HOEVEELHEID OVER TE PLAATSEN" STR_SELECT_DESTINATION_BASE: "Selecteer Doelbasis" STR_COST: "Kostprijs" STR_VICTORY_1: "De kamer binnenkomend zie je het buitenaardse brein - het doel van je zoektocht. Voordat je kunt vuren communiceert het met je via een scherm aan het voetstuk. Het smeekt je te luisteren naar zijn overlevingspleidooi voordat je de beslissing neemt om de trekker over te halen..." STR_VICTORY_2: "Het brein spreekt: 'Vele miljoenen jaren geleden leefde de planeet die jullie Mars noemen. Dit leven was door onze beschaving naar deze dorre planeet gebracht, net zoals naar die van jullie. Gedurende miljoenen jaren bezochten we jullie planeet en ontwikkelden jullie soort op genetische wijze. Jullie kunnen ons niet vernietigen, jullie zijn onderdeel van ons...'" STR_VICTORY_3: "Hier is het centrum van Martiaanse beschaving - de piramiden die miljoenen jaren zijn gebouwd voor die van jullie - door een soort die jullie voorouder is. Geen planeet valt buiten onze greep. Deze macht kan binnenkort van jullie zijn. We vragen enkel jullie medewerking...'" STR_GAME_OVER_1: "De buitenaardsen trachten de volledige mensheid uit te roeien, vernietigen steden en vergiftigen de lucht en de zee. Het verzet van de aardse legers is zinloos ten opzichte van de enorm superieure technologie. De overlevende generaties lijden onder vreselijke mutaties terwijl ze vluchten voor vernietiging door buitenaardsen. Ze worden bijeen gedreven in slavenkampen om te helpen de aarde om te vormen naar een buitenaardse kolonie welke onderdeel is van een of ander onbekend rijk." STR_GAME_OVER_2: "De kennis verworven met het X-Com project is voor altijd verloren. Je hebt gefaald om de aarde te redden." STR_VICTORY_4: "Het buitenaardse brein wordt onderbroken door een salvo heet plasma, en de volledige buitenaardse krijgsmacht is verslagen." STR_VICTORY_5: "Eenmaal Mars verloren hebben de buitenaardsen de Aarde verloren. Uiteindelijk zou het X-Com onderzoek er voor zorgen dat mensheid weer opnieuw kon opbloeien om Mars voor zichzelf te kunnen opeisen. De buitenaardse bedreiging is verdwenen, maar voor hoe lang, dat weet niemand... " STR_YOU_HAVE_FAILED: "Je de buitenaardse aanval niet kunnen tegenhouden. De geldschietende naties tekenen één voor één verdragen met de buitenaardsen waarin technologie, voorspoed en vrede wordt beloofd. Maar al snel wordt duidelijk dat ze andere plannen hebben..." STR_TOTAL_UC: "TOTAAL" STR_INCOME: "Inkomsten" STR_EXPENDITURE: "Uitgaven" STR_MAINTENANCE: "Onderhoud" STR_BALANCE: "Balans" STR_UFO_ACTIVITY_IN_AREAS: "UFO-Activiteit in Gebieden" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO-Activiteit in Landen" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Activiteit in Gebieden" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Activiteit in Landen" STR_FINANCE: "Financiën" STR_DATE_FIRST: "{0}ste" STR_DATE_SECOND: "{0}de" STR_DATE_THIRD: "{0}de" STR_DATE_FOURTH: "{0}de" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Niet genoeg speciale materialen om{NEWLINE}{0}{NEWLINE}bij{NEWLINE}{1}te produceren" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Niet genoeg geld om{NEWLINE}{0}{NEWLINE}bij{NEWLINE}{1}te produceren" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "De productie van{NEWLINE}{0}{NEWLINE}bij{NEWLINE}{1}{NEWLINE}is compleet" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "De bouw van{NEWLINE}{0}{NEWLINE}op{NEWLINE}{1}{NEWLINE}is compleet" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Onderzoek Voltooid" STR_VIEW_REPORTS: "RAPPORT INZIEN" STR_WE_CAN_NOW_RESEARCH: "Onderzoek mogelijk van" STR_WE_CAN_NOW_PRODUCE: "Productie mogelijk van" STR_SUNDAY: "ZONDAG" STR_MONDAY: "MAANDAG" STR_TUESDAY: "DINSDAG" STR_WEDNESDAY: "WOENSDAG" STR_THURSDAY: "DONDERDAG" STR_FRIDAY: "VRIJDAG" STR_SATURDAY: "ZATERDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Niet genoeg {0} om {1} bijtetanken bij {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Niet genoeg {0} om {1} te herladen in {2}" STR_UFO_IS_NOT_RECOVERED: "UFO werd niet teruggevonden" STR_UFO_IS_RECOVERED: "UFO is teruggevonden" STR_CRAFT_IS_LOST: "Vaartuig is verloren" STR_TERROR_CONTINUES: "Terreur gaat verder" STR_ALIENS_DEFEATED: "Buitenaardsen verslagen" STR_BASE_IS_LOST: "Basis is verloren" STR_BASE_IS_SAVED: "Basis is gered" STR_ALIEN_BASE_STILL_INTACT: "Buitenaardse basis nog steeds intact" STR_ALIEN_BASE_DESTROYED: "Buitenaardse basis vernietigd" STR_ALIENS_KILLED: "BUITENAARDSEN GEDOOD" STR_ALIEN_CORPSES_RECOVERED: "TERRUGGEVONDEN BUITENAARDSE LICHAMEN" STR_LIVE_ALIENS_RECOVERED: "LEVENDE BUITENAARDSEN TERUGGEVONDEN" STR_ALIEN_ARTIFACTS_RECOVERED: "BUITENAARDSE VOORWERPEN GEVONDEN" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROLE BUITENAARDSE BASIS VERNIETIGD" STR_CIVILIANS_KILLED_BY_ALIENS: "BURGERS GEDOOD DOOR BUITENAARDSEN" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "BURGERS GEDOOD DOOR X-COM AGENTEN" STR_CIVILIANS_SAVED: "BURGERS GERED" STR_XCOM_OPERATIVES_KILLED: "X-COM AGENTEN GEDOOD" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM AGENTEN VERMIST IN ACTIE" STR_TANKS_DESTROYED: "TANKS VERNIETIGD" STR_XCOM_CRAFT_LOST: "X-COM VOERTUIG VERLOREN" STR_UFO_RECOVERY: "BERGING UFO" STR_ALIEN_BASE_RECOVERY: "ONTMANTELING BUITENAARDSE BASIS" STR_BASE_UNDER_ATTACK: "{0} wordt aangevallen!" STR_BASE_DEFENSES_INITIATED: "BASISDEFENSIE GEACTIVEERD" STR_GRAV_SHIELD_REPELS_UFO: "ZWAARTEKRACHTSCHILD STOOT UFO AF!" STR_FIRING: "VUURT" STR_HIT: "RAAK!" STR_UFO_DESTROYED: "UFO VERNIETIGD!" STR_MISSED: "MIS!" STR_SELL_ITEMS_SACK_PERSONNEL: "Verkoop/Ontslag van Personeel" STR_VALUE_OF_SALES: "WAARDE VAN VERKOOP> {ALT}{0}" STR_FUNDS: "GELDMIDDELEN> {ALT}{0}" STR_SELL_SACK: "Verkopen/Ontslaan" STR_VALUE: "Waarde" STR_CRAFT_: "VERVAARDIG> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "BERGING VAN NEERGESTORTE UFO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Wees voorzichig - Er zijn mischien nog bemmaningsleden in de UFO of rondom de lokatie van de crash. De Missie is succesvol wanneer alle vijandige eenheden zijn uitgeschakeld. Dan kan het bergen van UFO overblijfselen, buitenaardse artifacten en lijken worden begonnen. Om de missie af te breken, breng alle X-Com soldaten terug naar het transportvoertuig en klik op de 'Missie afbreken'' icoon." STR_UFO_GROUND_ASSAULT: "AANVAL OP GELANDE UFO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Verken de landingsplaats en probeer, wanneer mogelijk, toegang tot de UFO te krijgen. De missie zal succesvol zijn wanneer alle vijandelijke eenheden zijn geëlimineerd of geneutraliseerd. Het herstel van UFO's, artefacten en buitenaardse lijken kan dan worden gestart. Om de missie af te breken, moeten de X-Com-agenten terug worden gebracht naar het transportvoertuig en klikken op de icoon 'Missie afbreken'." STR_BASE_DEFENSE: "VERDEDIGING BASIS" STR_BASE_UC_: "BASIS> {0}" STR_BASE_DEFENSE_BRIEFING: "Een buitenaards schip is in de buurt geland. Onze basis is in groot gevaar. Volgens de standaardprocedure zijn al het niet-gevechtspersoneel en X-Com-vaartuigen geëvacueerd. Buitenaardse eenheden komen de basis binnen via hangardeuren of de toegangslift. Verdedig de basis en zijn vitale installaties tegen elke prijs - dit is een gevecht op leven en dood. Wanneer je op het iccon 'Missie afbreken' klikt, accepteer je de nederlaag toe en je verliest de basis." STR_ALIEN_BASE_ASSAULT: "AANVAL OP BUITENAARDSE BASIS" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com-agenten hebben toegang gekregen tot een buitenaardse basis. Het controlecentrum moet worden vernietigd om de basis uit te schakelen. De missie eindigt wanneer alle vijanden zijn uitgeschakeld, of wanneer je squadron is teruggekeerd naar het groene terugkeer zone (klik op het icoon 'Missie afbreken' om te ontsnappen)." STR_CYDONIA_BRIEFING: "Je bent aangekomen in Cydonia. Je verschaft toegang tot een groot ondergronds complex in de buurt van de Martiaanse Sphinx. Je moet het Buitenaardse Brein vernietigen dat alle buitenaardse activiteit bestuurt. Het lot van de mensheid ligt in jouw handen ...." STR_TERROR_MISSION: "TERREURMISSIE" STR_TERROR_MISSION_BRIEFING: "Missie zal succesvol zijn wanneer alle vijandelijke eenheden zijn gedood of geneutraliseerd. Je moet proberen de levens van alle burgers in het gebied te redden door de buitenaardse dreiging te uit te schakelen. Om de missie af te breken, moet je X-Com-agenten terugbrengen naar het transportvoertuig en dan te klikken op het icoon 'Missie afbreken'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "GEEN LOODSEN VRIJ VOOR CONSTRUCTIE VAN VAARTUIG!{SMALLLINE}Elk vaartuig toegewezen of onderweg naar een basis, in aankoop of constructie bezet een loods. Bouw een nieuwe loods of maak er één vrij." STR_NO_FREE_HANGARS_FOR_PURCHASE: "GEEN LOODSEN VRIJ VOOR AANKOOP VAN VAARTUIG!{SMALLLINE}Elk vaartuig toegewezen of onderweg naar een basis, in aankoop of constructie bezet een loods. Bouw een nieuwe loods of maak er één vrij." STR_NO_FREE_HANGARS_FOR_TRANSFER: "GEEN LOODSEN VRIJ VOOR OVERPLAATSING VAN VAARTUIG!{SMALLLINE}Elk vaartuig toegewezen of onderweg naar een basis, in aankoop of constructie bezet een loods. Bouw een nieuwe loods of maak er één vrij." STR_CANNOT_BUILD_HERE: "KAN HIER NIET BOUWEN!{SMALLLINE}Je moet naast een bestaande ruimte bouwen." STR_NO_FREE_ACCOMODATION: "GEEN ACCOMODATIE BESCHIKBAAR!{SMALLLINE}De doelbasis heeft niet genoeg leefruimte." STR_NOT_ENOUGH_WORK_SPACE: "ONVOLDOENDE WERKPLAATS BESCHIKBAAR!{SMALLLINE}Bouw meer werkplaatsen of verminder werk op andere projecten." STR_NOT_ENOUGH_MONEY: "TE WEINIG GELD!" STR_NOT_ENOUGH_STORE_SPACE: "NIET GENOEG OPSLAGRUIMTE!{SMALLLINE}Bouw nieuwe opslagruimte of maak ruimte vrij." STR_NOT_ENOUGH_LIVING_SPACE: "NIET GENOEG LEEFRUIMTE!{SMALLLINE}Bouw nieuwe leefruimte of verplaats personeel naar andere basissen." STR_LAUNCH_INTERCEPTION: "ONDERSCHEPPING LANCEREN" STR_CRAFT: "VAARTUIG" STR_STATUS: "STATUS" STR_BASE: "BASIS" STR_READY: "GEREED" STR_OUT: "ONDERWEG" STR_REPAIRS: "REPARATIE" STR_REFUELLING: "BIJTANKEN" STR_REARMING: "BEWAPENEN" STR_TARGET: "DOELWIT: {0}" STR_WAY_POINT: "Veld Punt" STR_ARE_YOU_SURE_CYDONIA: "Weet je zeker dat je dit vaartuig op missie naar Cydonia wil sturen?" STR_YES: "JA" STR_NO: "NEE" STR_SELECT_DESTINATION: "SELECTEER BESTEMMING" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "KIES PLAATS VOOR NIEUWE BASIS" STR_RETURN_TO_BASE: "TERUGKEREN NAAR BASIS" STR_SELECT_NEW_TARGET: "NIEUW DOELWIT SELECTEREN" STR_PATROL: "PATROUILLEREN" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESCHADIGD - KEERT TERUG NAAR BASIS" STR_LOW_FUEL_RETURNING_TO_BASE: "WEINIG BRANDSTOF - KEERT TERUG NAAR BASIS" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSIE AFGEROND - ONDERWEG TERUG NAAR BASIS" STR_PATROLLING: "PATROUILLEERT" STR_TAILING_UFO: "ACHTERVOLGT UFO" STR_INTERCEPTING_UFO: "ONDERSCHEPPEN UFO-{0}" STR_RETURNING_TO_BASE: "KEERT TERUG NAAR BASIS" STR_DESTINATION_UC_: "BESTEMMING: {0}" STR_BASE_UC: "BASIS>{ALT}{0}" STR_SPEED_: "SNELHEID>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMUM SNELHEID>{ALT}{0}{ALT}" STR_ALTITUDE_: "HOOGTE>{ALT}{0}" STR_VERY_LOW: "ZEER LAAG" STR_LOW_UC: "LAAG" STR_HIGH_UC: "HOOG" STR_VERY_HIGH: "ZEER HOOG" STR_FUEL: "BRANDSTOF>{ALT}{0}" STR_WEAPON_ONE: "WAPEN-1>{ALT}{0}" STR_NONE_UC: "GEEN" STR_ROUNDS_: "PATRONEN>{ALT}{0}" STR_WEAPON_TWO: "WAPEN-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ONDERSCHEPPINGSVAARTUIGEN" STR_BASE_: "Basis>{0}" STR_NAME_UC: "NAAM" STR_AMMO_: "MUNITIE>{ALT}{0}" STR_CREW: "BEZETTING" STR_EQUIPMENT_UC: "UITRUSTING" STR_ARMOR: "PANTSERS" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Nieuweling" STR_SQUADDIE: "Soldaat" STR_SERGEANT: "Sergeant" STR_CAPTAIN: "Kapitein" STR_COLONEL: "Kolonel" STR_COMMANDER: "Commandeur" STR_SELECT_SQUAD_FOR_CRAFT: "Selecteer Squad voor {0}" STR_SORT_BY: "SORTEER OP..." STR_ORIGINAL_ORDER: "ORGINELE VOLGORDE" STR_MISSIONS2: "MISSIES" STR_KILLS2: "GEDOOD" STR_WOUND_RECOVERY2: "WONDHERSTEL" STR_SPACE_AVAILABLE: "RUIMTE BESCHIKBAAR>{ALT}{0}" STR_SPACE_USED: "RUIMTE GEBRUIKT>{ALT}{0}" STR_SPACE_USED_UC: "RUIMTE IN GEBRUIK" STR_RANK: "RANG" STR_WOUNDED: "GEWOND" STR_EQUIPMENT_FOR_CRAFT: "Uitrusting voor {0}" STR_DEFENSE_VALUE: "Defensieve Waarde" STR_HIT_RATIO: "Verhouding Treffers" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}klaar om te{NEWLINE}landen bij{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Missie Starten?" STR_SELECT_ARMAMENT: "Bewapening Kiezen" STR_AMMUNITION_AVAILABLE: "MUNITIE BESCHIKBAAR" STR_ARMAMENT: "BEWAPENING" STR_NOT_AVAILABLE: "NB" STR_SELECT_ARMOR_FOR_SOLDIER: "KIES PANTSER VOOR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "PERSOONLIJK PANTSER" STR_POWER_SUIT_UC: "ENERGIEPAK" STR_FLYING_SUIT_UC: "VLIEGEND PAK" STR_SELECT_ARMOR: "Kies Pantser" STR_NORTH: "NOORDEN" STR_NORTH_EAST: "NOORD-OOSTEN" STR_EAST: "OOSTEN" STR_SOUTH_EAST: "ZUID-OOSTEN" STR_SOUTH: "ZUIDEN" STR_SOUTH_WEST: "ZUID-WESTEN" STR_WEST: "WESTEN" STR_NORTH_WEST: "NOORD-WESTEN" STR_SELECT_ACTION: "KIES ACTIE" STR_CONTINUE_INTERCEPTION_PURSUIT: "DOORGAAN MET ONDERSCHEPPINGSACHTERVOLGING" STR_PURSUE_WITHOUT_INTERCEPTION: "DOORGAAN ZONDER ONDERSCHEPPING" STR_VERY_LARGE: "ZEER GROOT" STR_LARGE: "GROOT" STR_MEDIUM_UC: "MIDDELGROOT" STR_SMALL: "KLEIN" STR_VERY_SMALL: "ZEER KLEIN" STR_GROUNDED: "GROND" STR_DETECTED: "Gedetecteerd" STR_SIZE_UC: "GROOTTE" STR_ALTITUDE: "HOOGTE" STR_HEADING: "RICHTING" STR_SPEED: "SNELHEID" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTREREN OP UFO-TIJD=5 Sec." STR_TRACKING_LOST: "SPOOR BIJSTER" STR_REDIRECT_CRAFT: "VAARTUIG OMLEIDEN" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GA NAAR LAATST BEKENDE UFO-POSITIE" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "BUITENAARDSE BASIS-{0}" STR_CRASH_SITE_: "CRASH LOKATIE-{0}" STR_LANDING_SITE_: "LANDINGSPLAATS-{0}" STR_WAY_POINT_: "RICHTINGSPUNT-{0}" STR_TERROR_SITE: "TERREUR LOKATIE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}heeft bereikt{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrioulleert nu" STR_ALIEN_ORIGINS: "Buitenaardse Oorsprong" STR_THE_MARTIAN_SOLUTION: "De Martiaanse Oplossing" STR_CYDONIA_OR_BUST: "Cydonia of Niets" STR_UFOPAEDIA: "UFOpedie" STR_XCOM_CRAFT_ARMAMENT: "X-COM VOERTUIG & BEWAPENING" STR_HEAVY_WEAPONS_PLATFORMS: "ZWARE WAPENPLATFORMS" STR_WEAPONS_AND_EQUIPMENT: "WAPENS EN UITRUSTING" STR_ALIEN_ARTIFACTS: "BUITENAARDSE VOORWERPEN" STR_BASE_FACILITIES: "BASISFACILITEITEN" STR_ALIEN_LIFE_FORMS: "BUITENAARDSE LEVENSVORMEN" STR_ALIEN_RESEARCH_UC: "ONDERZOEK NAAR HET BUITENAARDSE" STR_UFO_COMPONENTS: "UFO-ONDERDELEN" STR_UFOS: "UFO's" STR_SELECT_ITEM: "SELECTEER ONDERDEEL" STR_ACCELERATION: "ACCELERATIE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BRANDSTOF CAPACITEIT>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WAPEN PODS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SCHADE CAPACITEIT>{ALT}{0}{ALT}" STR_CARGO_SPACE: "BERGRUIMTE>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "HWP CAPACITEIT>{ALT}{0}{ALT}" STR_DAMAGE: "Schade" STR_RANGE: "Bereik" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Nauwkeurigheid" STR_RE_LOAD_TIME: "Herlaadtijd" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANTSER PENETRATIE" STR_DAMAGE_INCENDIARY: "Brandbaar" STR_DAMAGE_HIGH_EXPLOSIVE: "ZWAAR EXPLOSIEF" STR_DAMAGE_LASER_BEAM: "LAZER STRAAL" STR_DAMAGE_PLASMA_BEAM: "PLASMASTRAAL" STR_DAMAGE_STUN: "BEVRIES" STR_DAMAGE_MELEE: "HANDGEVECHT" STR_DAMAGE_ACID: "ZUUR" STR_DAMAGE_SMOKE: "ROOK" STR_SHOT_TYPE: "SOORT SCHOT" STR_ACCURACY_UC: "NAUWK.HEID" STR_TIME_UNIT_COST: "AP KOSTEN" STR_DAMAGE_UC: "SCHADE" STR_AMMO: "MUNITIE" STR_SHOT_TYPE_AUTO: "Automatisch" STR_SHOT_TYPE_SNAP: "Snel" STR_SHOT_TYPE_AIMED: "Gericht" STR_CONSTRUCTION_TIME: "Constructietijd" STR_CONSTRUCTION_COST: "Constructieprijs" STR_MAINTENANCE_COST: "Onderhoudsprijs" STR_LOW: "Laag" STR_MEDIUM: "Gemiddels" STR_HIGH: "Hoog" STR_CRAFT_WEAPON: "Wapen voor Vaartuig" STR_CRAFT_AMMUNITION: "Munitie voor Vaartuig" STR_HEAVY_WEAPONS_PLATFORM: "Zwaar Wapenplatform" STR_WEAPON: "Wapen" STR_AMMUNITION: "Munitie" STR_EQUIPMENT: "Uitrusting" STR_ALIEN_CORPSE: "Dode Buitenaardsen" STR_UFO_COMPONENT: "UFO-onderdeel" STR_PERSONAL_ARMOR: "Persoonlijke Pantsers" STR_RAW_MATERIALS: "Grondstoffen" STR_HWP_CANNON_SHELLS: "Geschutsmunitie ZWP" STR_ALIEN: "Buitenaardse" STR_SECTOID: "Sectoïde" STR_SNAKEMAN: "Slangeman" STR_ETHEREAL: "Etheriër" STR_MUTON: "Muton" STR_FLOATER: "Zwever" STR_CELATID: "Celatide" STR_SILACOID: "Silacoïde" STR_CHRYSSALID: "Chrysalide" STR_ZOMBIE: "Zombie" STR_REAPER: "Vreter" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberschijf" STR_LIVE_COMMANDER: "Commandeur" STR_LIVE_LEADER: "Leider" STR_LIVE_ENGINEER: "Ingenieur" STR_LIVE_MEDIC: "Hospik" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_SOLDIER: "Soldaat" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Zwever-Soldaat" STR_FLOATER_NAVIGATOR: "Zwever-Navigator" STR_FLOATER_MEDIC: "Zwever-Hospik" STR_FLOATER_ENGINEER: "Zwever-Ingenieur" STR_FLOATER_LEADER: "Zwever-Leider" STR_FLOATER_COMMANDER: "Zwever-Commandant" STR_SECTOID_SOLDIER: "Sectoïde Soldaat" STR_SECTOID_NAVIGATOR: "Sectoïde Navigator" STR_SECTOID_MEDIC: "Sectoïde Hospik" STR_SECTOID_ENGINEER: "Sectoïde Ingenieur" STR_SECTOID_LEADER: "Sectoïde Leider" STR_SECTOID_COMMANDER: "Sectoïde Commandant" STR_SNAKEMAN_SOLDIER: "Slangeman-Soldaat" STR_SNAKEMAN_NAVIGATOR: "Slangeman-Navigator" STR_SNAKEMAN_ENGINEER: "Slangeman-Ingenieur" STR_SNAKEMAN_LEADER: "Slangeman-Leider" STR_SNAKEMAN_COMMANDER: "Slangeman-Commandant" STR_MUTON_SOLDIER: "Muton-Soldaat" STR_MUTON_NAVIGATOR: "Muton-Navigator" STR_MUTON_ENGINEER: "Muton-Ingenieur" STR_ETHEREAL_SOLDIER: "Etherische Soldaat" STR_ETHEREAL_LEADER: "Etherische Leider" STR_ETHEREAL_COMMANDER: "Etherische Commandant" STR_CYBERDISC_TERRORIST: "Cyberschijf-Terrorist" STR_REAPER_TERRORIST: "Vreter-Terrorist" STR_CHRYSSALID_TERRORIST: "Chrysalide Terrorist" STR_CELATID_TERRORIST: "Celatide Terrorist" STR_SILACOID_TERRORIST: "Silacoïde Terrorist" STR_SECTOPOD_TERRORIST: "Sectopod-Terrorist" STR_UFO_POWER_SOURCE: "UFO-Energiebron" STR_UFO_NAVIGATION: "UFO-Navigatie" STR_UFO_CONSTRUCTION: "UFO-Constructie" STR_ALIEN_FOOD: "Buitenaards Voedsel" STR_ALIEN_REPRODUCTION: "Buitenaardse Voortplanting" STR_ALIEN_ENTERTAINMENT: "Buitenaardse Recreatie" STR_ALIEN_SURGERY: "Buitenaardse Chirurgie" STR_EXAMINATION_ROOM: "Onderzoekskamer" STR_ALIEN_ALLOYS: "Buitenaardse Legeringen" STR_ALIEN_HABITAT: "Buitenaardse Leefomgeving" STR_POWER_SUIT: "Energiepak" STR_FLYING_SUIT: "Vliegend Pak" STR_HWP_ROCKETS: "ZWP-Raketten" STR_HWP_FUSION_BOMB: "ZWP-Fusiebom" STR_LASER_WEAPONS: "Laserwapens" STR_NEW_FIGHTER_CRAFT: "Nieuw gevechtsvliegtuig" STR_NEW_FIGHTER_TRANSPORTER: "Nieuw transport- en gevechtsvliegtuig" STR_ULTIMATE_CRAFT: "Ultiem Vaartuig" STR_LASER_PISTOL: "Laserpistool" STR_LASER_RIFLE: "Lasergeweer" STR_HEAVY_LASER: "Zware laser" STR_LASER_CANNON: "Laserkanon" STR_PLASMA_CANNON: "Plasmakanon" STR_FUSION_MISSILE: "Fusie-raket" STR_LASER_DEFENSE: "Laserverdediging" STR_PLASMA_DEFENSE: "Plasmaverdediging" STR_FUSION_DEFENSE: "Fusie-verdediging" STR_GRAV_SHIELD: "Zwaartekrachtschild" STR_MIND_SHIELD: "Gedachtenschild" STR_PSI_LAB: "Psi-lab" STR_MOTION_SCANNER: "Bewegingsscanner" STR_MEDI_KIT: "Medicijnkit" STR_TANK_CANNON: "Tank/Kanon" STR_TANK_ROCKET_LAUNCHER: "Tank/Raketwerper" STR_TANK_LASER_CANNON: "Tank/Laserkanon" STR_HOVERTANK_PLASMA: "Zweeftank/Plasma" STR_HOVERTANK_LAUNCHER: "Zweeftank/Werper" STR_STINGRAY_LAUNCHER: "Pijlstaart-werper" STR_AVALANCHE_LAUNCHER: "Lawine-werper" STR_CANNON: "Kanon" STR_FUSION_BALL_LAUNCHER: "Fusiebal-werper" STR_PLASMA_BEAM: "Plasmastraal" STR_STINGRAY_MISSILES: "Pijlstaart-Raketten" STR_AVALANCHE_MISSILES: "Lawine-Raketten" STR_CANNON_ROUNDS_X50: "Kanonrondes(x50)" STR_FUSION_BALL: "Fusie-bal" STR_SOLDIER: "Soldaat" STR_SCIENTIST: "Wetenschapper" STR_ENGINEER: "Ingenieur" STR_NORTH_AMERICA: "Noord-Amerika" STR_ARCTIC: "Noordpool" STR_ANTARCTICA: "Antarctica" STR_SOUTH_AMERICA: "Zuid-Amerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Noord-Afrika" STR_SOUTHERN_AFRICA: "Zuid-Afrika" STR_CENTRAL_ASIA: "Centraal-Azië" STR_SOUTH_EAST_ASIA: "Zuid-Oost-Azië" STR_SIBERIA: "Siberië" STR_AUSTRALASIA: "Australazië" STR_PACIFIC: "Pacifische Oceaan" STR_NORTH_ATLANTIC: "Noord-Atlantische" STR_SOUTH_ATLANTIC: "Zuid-Atlantische" STR_INDIAN_OCEAN: "Indische Oceaan" STR_ALIEN_RESEARCH: "Buitenaards Onderzoek" STR_ALIEN_HARVEST: "Buitenaards Oogstwerk" STR_ALIEN_ABDUCTION: "Buitenaardse Ontvoeringen" STR_ALIEN_INFILTRATION: "Buitenaardse Infiltratie" STR_ALIEN_BASE: "Buitenaardse Basis" STR_ALIEN_TERROR: "Buitenaardse Terreur" STR_ALIEN_RETALIATION: "Buitenaardse Wraakacties" STR_ALIEN_SUPPLY: "Buitenaardse Bevoorrading" STR_MAXIMUM_SPEED: "Maximumsnelheid" STR_HYPER_WAVE_DECODER_UC: "HYPERGOLF-DECODER" STR_SKYRANGER: "LUCHTWAKER" STR_LIGHTNING: "BLIKSEMSCHICHT" STR_AVENGER: "WREKER" STR_INTERCEPTOR: "ONDERSCHEPPER" STR_FIRESTORM: "VUURSTORM" STR_UFO: "UFO" STR_STINGRAY: "PIJLSTAART" STR_AVALANCHE: "LAWINE" STR_CANNON_UC: "KANON" STR_FUSION_BALL_UC: "FUSIE-BAL" STR_LASER_CANNON_UC: "LASERKANON" STR_PLASMA_BEAM_UC: "PLASMASTRAAL" STR_DAMAGE_CAPACITY: "Capaciteit voor Schade" STR_WEAPON_POWER: "Wapenkracht" STR_WEAPON_RANGE: "Wapenbereik" STR_ACCESS_LIFT: "Toegangslift" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Werkplaats" STR_SMALL_RADAR_SYSTEM: "Klein Radarsysteem" STR_LARGE_RADAR_SYSTEM: "Groot Radarsysteem" STR_MISSILE_DEFENSES: "Raketverdediging" STR_GENERAL_STORES: "Opslagruimte" STR_ALIEN_CONTAINMENT: "Buitenaardse Klimaatcel" STR_LASER_DEFENSES: "Laserverdediging" STR_PLASMA_DEFENSES: "Plasmaverdediging" STR_FUSION_BALL_DEFENSES: "Fusiebal-verdediging" STR_PSIONIC_LABORATORY: "Psionisch Laboratorium" STR_HYPER_WAVE_DECODER: "Hypergolf-decoder" STR_HANGAR: "Loods" STR_USA: "VS" STR_RUSSIA: "RUSLAND" STR_UK: "VK" STR_FRANCE: "FRANKRIJK" STR_GERMANY: "DUITSLAND" STR_ITALY: "ITALIË" STR_SPAIN: "SPANJE" STR_CHINA: "CHINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIA" STR_BRAZIL: "BRAZILIË" STR_AUSTRALIA: "AUSTRALIË" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "ZUID-AFRIKA" STR_EGYPT: "EGYPTE" STR_CANADA: "CANADA" STR_TANK: "Tank" STR_CIVILIAN: "Burger" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Maa" STR_APR: "Apr" STR_MAY: "Mei" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Internationale Betrekkingen" STR_COUNTRY: "Land" STR_FUNDING: "Steun" STR_CHANGE: "Verandering" STR_WEAPON_SYSTEMS: "WAPENSYSTEMEN" STR_HWPS: "ZWP's" STR_DAMAGE_UC_: "SCHADE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Via de toegangslift kan materieel en personeel de ondergrondse basis in- en uitgaan. Het is altijd de eerste faciliteit die wordt gebouwd op een nieuwe locatie. Het gebied rond de lift is kwetsbaar voor vijandige indringers." STR_LIVING_QUARTERS_UFOPEDIA: "Ieder accommodatieblok kan tot 50 man personeel huisvesten. De faciliteit biedt basale recreatie-, voedsel- en slaapvoorzieningen." STR_LABORATORY_UFOPEDIA: "In een laboratoriumfaciliteit kunnen tot 50 wetenschappers werken. Laboratoria zijn ingericht met de laatste technologie voor onderzoek naar materialen, biochemie en kosmologie. Er is toegang vrijgesteld tot de beste onderzoekslabs ter wereld, waaronder ook militaire instellingen." STR_WORKSHOP_UFOPEDIA: "Een werkplaats alle uitrusting die nodig is om uitrusting te maken gebaseerd op ontwerpen uit de wetenschappenlijke labs. Tot 50 ingenieurs kunnen een werkplaats bezetten, maar eenheden onder constructie zullen ook wat ruimte in beslag nemen." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Een klein detectiesysteem heeft een effectief radarbereik van 300 zeemijl en is gekoppeld aan satellietsystemen voor grondonderzoek. Elk systeem heeft een kans van 10% om elke 30 minuten een object van gemiddelde grootte te detecteren." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Een groot detectiesysteem heeft een effectief bereik van 450 zeemijl en is gekoppeld aan satellietsystemen voor grondonderzoek. Elk systeem heeft een kans van 20% om elke 30 minuten een object van gemiddelde grootte te detecteren." STR_MISSILE_DEFENSES_UFOPEDIA: "Raketverdediging biedt enige bescherming tegen een inval door vijandige vaartuigen welke proberen te landen in de buurt van de basis." STR_GENERAL_STORES_UFOPEDIA: "Alle uitrusting, wapensystemen, munitie, geborgen `materiaal en platforms voor zware wapens worden in de opslag geplaatst, inclusief uitrusting die is toegewezen aan vaartuigen in hangars." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Levende buitenaardse wezens hebben waarschijnlijk een speciale habitat nodig om hun vitale functies te ondersteunen. De klimaatcel kan tot 10 buitenaardse wezens huisvesten in onafhankelijke eenheden." STR_LASER_DEFENSES_UFOPEDIA: "Laserverdediging biedt bescherming tegen invallen door vijandige vaartuigen." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasmastraal-verdediging biedt krachtige en efficiënte bescherming tegen invallen door vijandige vaartuigen." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusie-raketten bieden de meeste effectieve verdediging tegen buitenaardse aanvallen. Deze raketten creëren een antimaterie-implosie die alles binnen een bepaalde straal vernietigt." STR_GRAV_SHIELD_UFOPEDIA: "Het zwaartekrachtschild kan buitenaardse vaartuigen lang genoeg afslaan om verdedigingssystemen te herhalen. In de praktijk verdubbelt op die manier de defensieve kracht van de basis." STR_MIND_SHIELD_UFOPEDIA: "Omdat buitenaardse vaartuigen de aanwezigheid van mensen kunnen bepalen op basis van hersengolven is de meest effectieve tegenmaatregel het afschermen van hersengolven in de basis. Deze faciliteit zal de detectiekans voor buitenaardse vaartuigen drastisch verminderen." STR_PSIONIC_LABORATORY_UFOPEDIA: "Het psionische lab kan de psionische potentie van iedere soldaat in de basis bepalen, en de nodige training bieden om gebruik te kunnen gaan maken van hun psionische vaardigheden. Ieder lab kan tot tien soldaten trainen. Training wordt aan het eind van iedere maand toegewezen. Psionische vaardigheden kunnen met behulp van een Psi-versterker worden ingezet voor psionische aanvallen tijdens een gevecht." STR_HYPER_WAVE_DECODER_UFOPEDIA: "De communicatie van buitenaardsen onderling gaat via een supra-dimensionale golf die vrijwel instantaan is. De decoder-faciliteit onderschept berichten van UFO's en decodeert de informatie. Dit zal het type UFO, het buitenaardse ras en de aard van de activiteiten onthullen." STR_HANGAR_UFOPEDIA: "Elke hangar biedt plaats aan een enkel voertuig. Er zijn voorzieningen voor onderhoud, tanken en reparatie van X-Com voertuigen. Aan elk voertuig dat op een basis is gestationeerd, moet een vrije hangar zijn toegewezen die niet door andere voertuigen kan worden gebruikt, zelfs wanneer het toegewezen voertuig op een missie is." STR_PISTOL_UFOPEDIA: "Het standaard X-Com-pistool is een krachtige semi-automatische machine pistool met een capaciteit van 12 kogels" STR_RIFLE_UFOPEDIA: "Dit zeer nauwkeurige scherpschuttersgeweer heeft een lasergeleide richtkijker en gebruikt 6.7mm munitie in een 20-patroonsmagazijn." STR_HEAVY_CANNON_UFOPEDIA: "Het zware kanon is een allesvernietigend, maar onhandig wapen. Zijn veelzijdigheid ontleent hij aan het feit dat er drie soorten munitie in passen - pantserdoorborende, brandende en hoog-explosieve munitie." STR_AUTO_CANNON_UFOPEDIA: "Het automatisch kanon combineert de veelzijdigheid en kracht van een zwaar kannon met een hogere snelheid van vuren." STR_ROCKET_LAUNCHER_UFOPEDIA: "De raketwerper is een lasergestuurd systeem waarmee raketten van drie verschillende afmetingen mee kunnen worden afgevuurd." STR_LASER_PISTOL_UFOPEDIA: "Het laserpistool is een effectieve toepassing van nieuwe technologie. Het heeft het gemak van een pistool met een snellere en nauwkeurigere afvuring." STR_LASER_RIFLE_UFOPEDIA: "Het lasergeweer is een krachtigere en nauwkeurigere versie van het oudere ontwerp van het pistool." STR_HEAVY_LASER_UFOPEDIA: "De zware laser is onhandig maar extreem effectief." STR_GRENADE_UFOPEDIA: "Deze granaat uit de standaarduitrusting heeft een nauwkeurige en complexe timer voor precieze controle." STR_SMOKE_GRENADE_UFOPEDIA: "Rookgranaten zijn handig voor het bieden van dekking in een open gevecht. Gebruik ze met beleid want de vijand kan er ook voordeel bij hebben." STR_PROXIMITY_GRENADE_UFOPEDIA: "Een afstandsgranaat wordt gegooid zoals een gewone granaat, maar gaat pas af wanneer er beweging wordt waargenomen. Correct gebruik van dit apparaat vergt bekwaamheid en zorg." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Dit explosief moet alleen gebruikt worden voor de sloop. Houd personeel op afstand bij sloopwerkzaamheden." STR_MOTION_SCANNER_UFOPEDIA: "Dit complexe apparaat gebruikt een veelheid aan sensoren en geavanceerde computeralgoritmes om bewegende vijanden te identificeren. Echter, het vergt wat oefening voordat het effectief kan worden gebruikt. Klik op het bewegingssensor-icoon in het tactische scherm. Selecteer 'Gebruik Scanner' in het menu. Het Scannerscherm toont in het midden een pijl dit wijst in de kijkrichting van de soldaat (het noorden staat bovenaan). De knipperende stippen tonen eenheden die recentelijk hebben bewogen. Grote of snel bewegende eenheden zullen grotere stippen produceren. Onbeweeglijke eenheden worden niet gedecteerd." STR_MEDI_KIT_UFOPEDIA: "De medicijnkit combineert een genezingsvoorziening met pijnstillers en opwekkende middelen. Om de medicijnkit te gebruiken moet je naar de soldaat toe staan die de behandeling nodig heeft. Als de soldaat is verdoofd moet je boven het lichaam gaan staan. Klik op het icoon van de medicijnkit en klik op 'Gebruik Medicijnkit' in het menu.{NEWLINE}GENEZEN> Rode lichaamsdelen tonen fatale verwondingen. Klik op een lichaamsdeel met verwondingen. Klik op de 'Genees'-knop. Een fatale wond zal worden genezen en een deel van de gezondheid zal worden hersteld.{NEWLINE}OPWEKKEND MIDDEL> Dit zal energie herstellen en bewusteloze (verdoofde) soldaten weer bij kennis brengen.{NEWLINE}PIJNSTILLER> Dit zal het moreel van de soldaat herstellen in gelijke mate met de verminderde gezondheidstoestand." STR_PSI_AMP_UFOPEDIA: "De Psi-versterker kan alleen worden gebruikt door soldaten met psionische vaardigheden. Klik tijdens gevechten op de Psi-versterker, selecteer het type aanval en selecteer een doel met de cursor. Er zijn twee soorten psionische aanvallen:{NEWLINE}PANIC UNIT> Als de aanval slaagt, zal dit het moreel van het doelwit verminderen en kan het in paniek raken.{NEWLINE}MIND CONTROL> Als dit lukt, krijg je onmiddellijk controle over de vijandelijke eenheid alsof het een van uw eigen eenheden is. Het is moeilijker om succesvol te zijn met dit type aanval." STR_STUN_ROD_UFOPEDIA: "Dit apparaat kan alleen in een lijf-aan-lijfgevecht worden gebruikt, maar het zal een levend organisme niet doden, maar verdoven via elektrische schokken." STR_MIND_PROBE_UFOPEDIA: "De mind probe is een buitenaards communicatieapparaat dat wordt gebruikt om informatie rechtstreeks uit hersengolven te lezen. X-Com-eenheden kunnen dit apparaat in gevechten gebruiken om de kenmerken van een buitenaards wezen weer te geven. Klik op de mind probe en de optie 'gebruiken'. Klik dan op een alien met de cursor." STR_PLASMA_PISTOL_UFOPEDIA: "Plasmapistolen zijn dodelijke buitenaards wapens gebaseerd op het versnellen van deeltjes vanuit een miniem antizwaartekrachtsveld." STR_PLASMA_RIFLE_UFOPEDIA: "Dit is een verwoestend buitenaards wapen gebaseerd op het versnellen van deeltjes vanuit een miniem antizwaartekrachtsveld." STR_HEAVY_PLASMA_UFOPEDIA: "Dit is een ongelofelijk verwoestende wapen gebaseerd op het versnellen van deeltjes vanuit een miniem antizwaartekrachtsveld." STR_BLASTER_LAUNCHER_UFOPEDIA: "Dit is een buitenaardse geleide raketwerper waarmee krachtige 'springbommen' kunnen worden afgevuurd. Als je klikt om te vuren kun je 'markeerpunten' zetten die door de springbom worden gevolgd. Wanneer je voldoende markeerpunten hebt neergezet, klik op het speciale icoon om te vuren." STR_SMALL_LAUNCHER_UFOPEDIA: "Een kleine werper voor verdovingsbommen. Zeer bruikbaar bij het vangen van levende buitenaardsen." STR_ALIEN_GRENADE_UFOPEDIA: "Dit apparaat werkt op dezelfde wijze als een aardse granaat - behalve dat deze krachtiger is." STR_SMALL_SCOUT: "Kleine Verkenner" STR_MEDIUM_SCOUT: "Middelgrote Verkenner" STR_LARGE_SCOUT: "Grote Verkenner" STR_HARVESTER: "Oogster" STR_ABDUCTOR: "Ontvoerder" STR_TERROR_SHIP: "Terreurschip" STR_BATTLESHIP: "Slagschip" STR_SUPPLY_SHIP: "Bevoorradingsschip" STR_RATING: "PRESTATIE> {0}" STR_RATING_TERRIBLE: "TRIEST!" STR_RATING_POOR: "ZWAK!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GOED!" STR_RATING_EXCELLENT: "UITSTEKEND!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROJECT MAANDELIJKS RAPPORT" STR_MONTH: "Maand> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "De raad van steunende naties is over het algemeen tevreden met je voortgang tot nu toe." STR_COUNCIL_IS_VERY_PLEASED: "De raad van steunende naties is zeer tevreden met je uitstekende voortgang. Hou dit goede werk vol." STR_COUNCIL_IS_DISSATISFIED: "De raad van steunende naties is ontevreden met je prestaties. Je moet effectiever omgaan met de buitenaardse dreiging, anders loop je het risico dat het project wordt beëindigd." STR_YOU_HAVE_NOT_SUCCEEDED: "Je hebt niet op een succesvolle manier om kunnen gaan met de buitenaardse invasie en de raad van steunende naties heeft helaas besloten het project te beëindigen. Iedere natie zal met het probleem omgaan als hun goeddunkt. We kunnen alleen maar hopen dat we op de één of andere manier een regeling kunnen treffen met deze ogenschijnlijk vijandelijke macht, en dat de bevolking zich zal kunnen neerleggen bij de aanwezigheid van deze buitenaardse bezoekers." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} is bijzonder tevreden over je vermogen om de lokale dreiging het hoofd te bieden en heeft ermee ingestemd de financiering te verhogen." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} zijn vooral blij met uw vooruitgang met het omgaan van de lokale alien inval en zijn overeengekomen om hun financiering te verhogen." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} en {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} is niet tevreden met je vermogen om buitenaardse activiteiten op zijn grondgebied aan te pakken en heeft besloten zijn financiele bijdrage te verlagen." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} zijn ontevreden met je bestrijding van alien activiteiten in hun regio en hebben besloten om hun financiering te verlagen." STR_KNOTS: "{0} knopen" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} heeft een geheimen bond gesloten met een onbekende alien strijdmacht en heeft zich terug getroken van het project." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} heeft een geheim verband gesloten met onbekende alien krachten en heeft zich teruggetrokken uit het project." STR_MONTHLY_RATING: "Maandelijkse Beoordeling> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Financieringsaanpassing> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "De financiële raad is niet blij met je financiële positie. Je moet zorgen dat je schulden minder dan 1 miljoen dollar zijn of het project wordt beëindigd." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPERGOLF-UITZENDINGEN ZIJN GEDECODEERD" STR_CRAFT_TYPE: "TYPE VAARTUIG" STR_RACE: "RAS" STR_MISSION: "MISSIE" STR_ZONE: "GEBIED" STR_ALLOCATE_RESEARCH: "Onderzoek Toewijzen" STR_ALLOCATE_MANUFACTURE: "Productie Toewijzen" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico Stad" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brazilië" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londen" STR_PARIS: "Parijs" STR_BERLIN: "Berlijn" STR_MOSCOW: "Moskou" STR_ROME: "Rome" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Caïro" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kaapstad" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Mumbai" STR_CALCUTTA: "Kolkata" STR_TOKYO: "Tokio" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manilla" STR_SEOUL: "Seoel" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Sjanghai" STR_HONG_KONG: "Hongkong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psi Training" STR_PSIONIC_TRAINING: "PSIONISCHE TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Overgebleven Psi-lab capaciteit> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionische{NEWLINE}Kracht" STR_PSIONIC_SKILL_IMPROVEMENT: "Psionische Vaardigheid{NEWLINE}/Verbetering" STR_PSI_AMP: "Psi-Versterker" STR_IN_TRAINING: "Wordt{NEWLINE}Getraind?" STR_TARGETTED_BY: "DOELWIT VAN:" STR_WEAPONS_CREW_HWPS: "WAPENS/{NEWLINE}BEZETTING/ZWP's" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "heeft weinig brandstof,{NEWLINE}keert terug naar basis" STR_SOLDIER_LIST: "Lijst van Soldaten" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIES> {ALT}{0}" STR_KILLS: "GEDOOD> {ALT}{0}" STR_WOUND_RECOVERY: "WOND HERSTEL> {ALT}{0}" STR_TIME_UNITS: "ACTIEPUNTEN" STR_STAMINA: "UITHOUDINGSVERMOGEN" STR_HEALTH: "GEZONDHEIDSTOESTAND" STR_BRAVERY: "MOED" STR_REACTIONS: "REACTIES" STR_FIRING_ACCURACY: "SCHIETNAUWKEURIGHEID" STR_THROWING_ACCURACY: "GOOINAUWKEURIGHEID" STR_STRENGTH: "KRACHT" STR_PSIONIC_STRENGTH: "PSIONISCHE KRAHT" STR_PSIONIC_SKILL: "PSIONISCHE VAARDIGHEID" STR_NEW_RANK: "NIEUWE RANG" STR_PROMOTIONS: "Promoties" STR_SOLDIERS_UC: "SOLDATEN" STR_TANK_CANNON_UFOPEDIA: "De geautomatiseerde zware wapens platforms zijn ontworpen om een X-com squadron te ondersteunen. De combinatie van hoge vuurkracht en sterke bepantsering maakt deze eenheden waardevol voor vuurgevechten in open terrein. Zorg ervoor dat er voldoende kanonhulzen in je opslag zijn om de tanks te herbewapenen. Ze worden automatisch geladen wanneer je ze aan een squadron toewijst." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Dit geautomatiseerde Zware WapenPlatform is bewapend met krachtige raketten. Dit is vernietigend voor iedere buitenaardse tegenstander. Zorg dat je opslagruimte blijft bevoorraad met ZWP-raketten." STR_TANK_LASER_CANNON_UFOPEDIA: "Laserwapens zijn een bruikbare toevoeging voor ZWP's. Het combineert zware vuurkracht met een gebrek aan beperkingen op munitie." STR_HOVERTANK_PLASMA_UFOPEDIA: "Buitenaardse technologie heeft ZWP's nieuw leven ingeblazen. De toegevoegde manoeuvreerbaarheid dankzij het reizen door de lucht en de kracht van plasmastralen is een dodelijke combinatie." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Deze zweeftank heeft een fusiebal-werper die ongekende vernietiging teweeg kan brengen. Pas goed op wanneer je hier gebruik van maakt. Je zult de fusieballen moeten produceren om deze ZWP's volledig bewapend te houden. Een fusiebal is een intelligent geleid wapen. Bij het afvuren kun je een aantal markeerpunten neerzetten met je cursor en vervolgens op het icoon klikken om de fusiebal te lanceren." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Dit compacte apparaat wordt gebruikt als munitie voor het Zwaar Plasma-wapen. Er zit een kleine hoeveelheid Elerium in." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Dit kleine object wordt gebruikt als energiebron voor een plasmageweer - een buitenaards wapen van gemiddelde kracht. Er zit een kleine hoeveelheid Elerium in." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Energiebron voor het kleine buitenaardse plasmapistool. Bevat Elerium - de bron van alle buitenaardse energie." STR_STUN_BOMB_UFOPEDIA: "De verdovingsbom wordt gebruikt om levende mensen te vangen, maar het kan ook gebruikt worden op de meeste buitenaardse rassen. Deze worden afgevuurd met behulp van een kleine werper." STR_ALIEN_RESEARCH_UFOPEDIA: "De buitenaardse onderzoeksmissie wordt gebruikt voor het verzamelen van basisgegevens over de aarde en haar bewoners. Er worden overwegend kleine voertuigen gebruikt, met af en toe landingen in verlaten gebieden. Dit soort buitenaardse activiteiten vormt de minste bedreiging voor X-Com en wordt niet als heel belangrijk beschouwd voor regeringen of het publiek." STR_ALIEN_HARVEST_UFOPEDIA: "De buitenaardsen kunnen veel met de aardse fauna. Dieren worden in het geheim ontvoerd en zonder een aantal organen weer teruggezet. Verminkingen van vee worden over het algemeen tegelijk gerapporteerd met UFO-waarnemingen. Dit soort buitenaardse activiteit baart overheden zorgen en levert behoorlijk wat onrust op onder de bevolking. Dit soort activiteit vindt vooral plaats in landbouwgebieden. De theorie achter de 'buitenaardse oogst' suggereert dat buitenaardse rassen oorspronkelijk de planeet hebben 'bezaaid' met flora en fauna en dat ze nu zijn teruggekeerd om hun oogst binnen te halen." STR_ALIEN_ABDUCTION_UFOPEDIA: "Dit is de meest verraderlijke vorm van buitenaardse activiteit. Ontvoeringen door buitenaardsen worden breed gerapporteerd, ondanks pogingen om de ervaring uit het geheugen van de slachtoffers te wissen. Ontvoerden melden dat ze werden onderworpen aan vernederende lichamelijke onderzoeken, waaronder bevruchting met buitenaardse foetussen en bizarre genetische experimenten. Het doel achter deze activiteit lijkt te maken te hebben met genetische mutatie en manipulatie van het eigen genetisch materiaal van de buitenaardsen. Deze activiteit veroorzaakt grote ophef, en vindt plaats in bevolkte gebieden of steden." STR_ALIEN_INFILTRATION_UFOPEDIA: "Regeringen op aarde kunnen worden binnengedrongen door buitenaardse agenten die er menselijk uitzien. Dit kan leiden tot officieel contact tussen buitenaardsen en overheden op het hoogste niveau. Het hoogtepunt van deze activiteit wordt gekenmerkt door intense UFO-activiteit in de buurt van grote steden. De aliens zullen proberen een pact te sluiten met een aardse regering door kennis aan te bieden van hun superieure technologie. In ruil daarvoor zal de overheid de vreemdelingen toestaan hun activiteiten ongehinderd uit te voeren. Deze buitenaardse missie vormt de grootste bedreiging voor X-Com. Als een regering instemt met een pact, stopt de financiering ervan." STR_ALIEN_BASE_UFOPEDIA: "Aliens zullen geheime ondergrondse bases bouwen op afgelegen locaties. Na enkele eerste verkenningsvluchten zal er tijdens de bouw van de basis intense UFO-activiteit plaatsvinden. Van deze bases is bekend dat ze experimentele laboratoria bevatten voor ontvoerden van mensen en voorraden voor verdere activiteiten in de regio. De aanwezigheid van buitenaardse bases zal een grote hoeveelheid gerapporteerde buitenaardse activiteit genereren zonder de aanwezigheid van UFO's. Om een basis te vinden, moet een X-Com-vaartuig een paar uur in een gebied patrouilleren om enige kans te hebben ontdekt te worden." STR_ALIEN_TERROR_UFOPEDIA: "Wanneer de buitenaardsen een stad terroriseren, zullen ze een aantal speciale eenheden met vreselijke krachten inzetten. Burgers zullen direct worden bedreigd en regeringen zullen worden gedwongen hele gebieden te evacueren. Het belangrijkste doel achter deze activiteit is om voldoende publieke hysterie te genereren zodat regeringen het X-Com-project zullen bedreigen." STR_ALIEN_RETALIATION_UFOPEDIA: "Wanneer X-Com-onderscheppers bijzonder succesvol zijn in het neerhalen van UFO's, kunnen de buitenaardsen wraakacties ondernemen. Dit kan resulteren in een directe aanval op een X-Com-basis. De buitenaardsen moeten echter een X-Com-basis vinden om deze aan te vallen, en op voorwaarde dat UFO's op afstand worden gehouden, zou er weinig gevaar voor een aanval moeten zijn." STR_ALIEN_SUPPLY_UFOPEDIA: "Wanneer een buitenaardse basis eenmaal gebouwd is, dan wordt deze geregeld bevoorraad door een speciaal bevoorradingsschip. Als een van deze vaartuigen wordt gedetecteerd tijdens het landen, dan weten we zeker dat er een buitenaardse basis in de buurt is." STR_SMALL_SCOUT_UFOPEDIA: "Dit piepkleine vaartuig wordt voornamelijk gebruikt voor verkenning of onderzoek. Gebruikelijk lopen deze schepen voor op grotere vaartuigen aan het begin van een buitenaardse missie." STR_MEDIUM_SCOUT_UFOPEDIA: "Een verkenningsvaartuig van gemiddelde grootte, welk weinig dreiging vormt voor de aardse krijgsmacht. Normaal gesproken verschijnt dit voordat de grotere schepen komen tijdens een missie." STR_LARGE_SCOUT_UFOPEDIA: "Het grootste verkenningsvaartuig is een schip voor algemeen gebruik wat ingezet wordt voor verscheidene soorten buitenaardse missies." STR_HARVESTER_UFOPEDIA: "De oogster heeft een klapdeur aan de onderkant en is uitgerust met hef-apparatuur die vee of andere dieren kan optillen. Lasersnijders worden gebruikt om het gewenste materiaal te onttrekken en het kadaver wordt op de grond gedumpt. Er zijn ook opslagruimtes voor lichaamsdelen." STR_ABDUCTOR_UFOPEDIA: "Dit vaartuig is uitgerust met een onderzoekskamer waar verschrikkelijke experimenten worden uitgevoerd op menselijke patiënten. Het slachtoffer wordt meestal op telepatische wijze verlamd, maar blijft op de operatietafel bij bewustzijn." STR_TERROR_SHIP_UFOPEDIA: "Het terreurschip bevat een opslagfaciliteit voor grote buitenaardse terreurwapens of wezens. Het wordt gebruikt om deze buitenaardse terroristen te verplaatsen naar bevolkte gebieden." STR_BATTLESHIP_UFOPEDIA: "Het slagschip is het grootste en machtigste buitenaardse vaartuig. Het is gewoonlijk het primaire vaartuig in een missie, en uitgerust met krachtige wapens en een brede bezetting." STR_SUPPLY_SHIP_UFOPEDIA: "Het bevoorradingsschip wordt gebruikt tijdens de aanbouw van buitenaardsen-basissen of om bestaande basissen te bevoorraaden. Het vervoert voedsel en voortplantingsruimtes." STR_DISMANTLE: "Ontmantel" STR_FACILITY_IN_USE: "FACILITEIT IN GEBRUIK" STR_CANNOT_DISMANTLE_FACILITY: "KAN FACILITEIT NIET ONTMANTELEN!{SMALLLINE}Alle basisfaciliteiten moeten aangesloten zijn op de toegangslift." STR_TRANSFER_ITEMS_TO: "Verplaats spullen naar {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "GEEN KLIMAATCEL OM NAAR OVER TE BRENGEN!{SMALLLINE}Levende buitenaardse wezens hebben een klimaatcel nodig om te kunnen overleven." STR_AMOUNT_AT_DESTINATION: "AANTAL OP{NEWLINE}BESTEMMING" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Buitenaardse wezen sterft vanwege het ontbreken van een klimaatcel." STR_NO_FREE_ACCOMODATION_CREW: "GEEN BESCHIKBARE LEEFRUIMTE!{SMALLLINE}De bestemmingsbasis heeft niet genoeg ruimte in de accommodatieblokken voor de aan het vaartuig toegewezen bezetting." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NIET GENOEG OPSLAGRUIMTE!{SMALLLINE}De bestemmingsbasis heeft niet genoeg opslagruimte voor de uitrusting die is toegewezen aan het voertuig." STR_ITEMS_ARRIVING: "Aankomende Artikelen" STR_DESTINATION_UC: "BESTEMMING" STR_PISTOL: "Pistool" STR_PISTOL_CLIP: "Magazijn Voor Pistool" STR_RIFLE: "Geweer" STR_RIFLE_CLIP: "Magazijn Voor Geweer" STR_HEAVY_CANNON: "Zwaar Kanon" STR_HC_AP_AMMO: "ZK-PD-Munitie" STR_HC_HE_AMMO: "ZK-HE-Munitie" STR_HC_I_AMMO: "ZK-B-Munitie" STR_AUTO_CANNON: "Automatisch Kanon" STR_AC_AP_AMMO: "AK-PD-Munitie" STR_AC_HE_AMMO: "AK-HE-Munitie" STR_AC_I_AMMO: "AK-B-Munitie" STR_ROCKET_LAUNCHER: "Raketwerper" STR_SMALL_ROCKET: "Kleine Raket" STR_LARGE_ROCKET: "Grote Raket" STR_INCENDIARY_ROCKET: "Brandraket" STR_GRENADE: "Granaat" STR_SMOKE_GRENADE: "Rookgranaat" STR_PROXIMITY_GRENADE: "Afstandsgranaat" STR_HIGH_EXPLOSIVE: "Hoog Explosief" STR_STUN_ROD: "Verdovingsstok" STR_HEAVY_PLASMA: "Zware Plasma" STR_HEAVY_PLASMA_CLIP: "Magazijn Voor Zware Plasma" STR_PLASMA_RIFLE: "Plasmageweer" STR_PLASMA_RIFLE_CLIP: "Magazijn Voor Plasmageweer" STR_PLASMA_PISTOL: "Plasmapistool" STR_PLASMA_PISTOL_CLIP: "Magazijn Voor Plasmapistool" STR_BLASTER_LAUNCHER: "Werper voor Springbommen" STR_BLASTER_BOMB: "Springbom" STR_SMALL_LAUNCHER: "Kleine werper" STR_STUN_BOMB: "Verdovingsbom" STR_ALIEN_GRENADE: "Buitenaardse Granaat" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Gedachtenlezer" STR_SECTOID_CORPSE: "Lichaam van Sectoïde" STR_SNAKEMAN_CORPSE: "Lichaam van Slangeman" STR_ETHEREAL_CORPSE: "Lichaam van Etheriër" STR_MUTON_CORPSE: "Lichaam van Muton" STR_FLOATER_CORPSE: "Lichaam van Zwever" STR_CELATID_CORPSE: "Lichaam van Celatide" STR_SILACOID_CORPSE: "Lichaam van Silacoïde" STR_CHRYSSALID_CORPSE: "Lichaam van Chrysalide" STR_REAPER_CORPSE: "Lichaam van Vreter" STR_SECTOPOD_CORPSE: "Lichaam van Sectopod" STR_CYBERDISC_CORPSE: "Lichaam van Cyberdisc" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Niet genoeg munitie voor bewapening van HWP{SMALLLINE}Elke HWP vereist {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Onvoldoende materieel om geweergroep volledig opnieuw uit te rusten." STR_MARS_CYDONIA_LANDING: "Mars: Landing in Cydonia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Je Wreker-vaartuig is geland op de Cydonia-vlakte van Mars. Volgens onze informatie bevat een van de piramidevormige gebouwen een groene toegangslift naar een ondergronds complex. Wanneer je al je soldaten hebt verzameld in het liftgebied, klik op het icoon 'missie afbreken' om door te gaan naar de volgende fase." STR_MARS_THE_FINAL_ASSAULT: "Mars: De Laatste Aanval" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "De lift in de piramide vervoert je - door de strijd vermoeide - soldaten diep onder het oppervlak van de planeet. Ze komen aan in het hart van een groot complex van tunnels en kamers. Het buitenaardse brein zit ergens in het doolhof verscholen. Het moet vernietigd worden om de aarde te redden van buitenaardse onderdrukking.{NEWLINE}{NEWLINE}Veel Succes!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Doe onderzoek naar{NEWLINE}{0}{NEWLINE} voor de productie van{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "De aliens hebben de onverdedigde basis {0} vernietigt." STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com agenten hebben een buitenaardse basis gelokaliseerd in {0}" STR_STANDOFF: "HOU AFSTAND" STR_CAUTIOUS_ATTACK: "VOORZICHTIGE AANVAL" STR_STANDARD_ATTACK: "STANDAARDAANVAL" STR_AGGRESSIVE_ATTACK: "AGGRESSIEVE AANVAL" STR_DISENGAGING: "TREKT TERUG" STR_UFO_HIT: "UFO GERAAKT!" STR_UFO_CRASH_LANDS: "UFO STORT NEER!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimaliseren Enkel op Veilige Afstand" STR_UFO_RETURN_FIRE: "UFO VUURT TERUG!" STR_INTERCEPTOR_DAMAGED: ">>> ONDERSCHEPPER BESCHADIGD <<<" STR_INTERCEPTOR_DESTROYED: ">>> ONDERSCHEPPER VERNIETIGD <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO ONTSNAPT AAN ONDERSCHEPPER!" STR_ALIENS_TERRORISE: "BUITENAARDSEN TERRORISEREN" STR_LONG_RANGE_DETECTION: "Lange-afstandsdetectie" STR_STORES_UC: "OPSLAGRUIMTE" STR_DIFFICULTY_LEVEL: "Moeilijkheidsgraad" STR_INTERCEPT: "ONDERSCHEPPING" STR_BASES: "BASISSEN" STR_GRAPHS: "GRAFIEKEN" STR_UFOPAEDIA_UC: "UFOPEDIE" STR_OPTIONS_UC: "OPTIES" STR_FUNDING_UC: "FINANCIERING" STR_5_SECONDS: "5 Sec" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Uur" STR_1_DAY: "1 Dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com prestatie Rooster" STR_ENTER_NAME: "Naam Invoeren" STR_PERFORMANCE_RATING: "Beoordeling van Prestatie" STR_VICTORY_DATE: "Datum Overwinning" STR_ELECTRO_FLARE: "Elektrische Fakkel" STR_ELECTRO_FLARE_UFOPEDIA: "Dit compacte apparaatje produceert een fel licht wanneer het gegooid wordt. Het kan de positie van vijandelijke eenheden in de buurt van de fakkel verlichten tijdens nachtelijke missies." STR_MONTHLY_COSTS: "Maandelijkse Kosten" STR_CRAFT_RENTAL: "Huur Vaartuigen" STR_SALARIES: "Salarissen" STR_BASE_MAINTENANCE: "Onderhoud Basis" STR_COST_PER_UNIT: "Kosten per eenheid" STR_QUANTITY: "Aantal" STR_TOTAL: "Totaal" STR_IN_PSIONIC_TRAINING: "In Psionische Training" STR_BLASTER_BOMB_UFOPEDIA: "Dit is een zeer explosief projectiel met een intelligente telegeleiding. Het wordt afgevuurd met behulp van een speciale werper voor deze 'springbommen'." STR_FRONT_ARMOR: "Pantser Voor" STR_LEFT_ARMOR: "Pantser Links" STR_RIGHT_ARMOR: "Pantser Rechts" STR_REAR_ARMOR: "Pantser Achter" STR_UNDER_ARMOR: "Pantser Onder" STR_ROUNDS: "Patronen" STR_UNIT: "EENHEID> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MOREEL" STR_ARMOR_: "PANTSER> {0}" STR_FRONT_ARMOR_UC: "PANTSER VOOR" STR_LEFT_ARMOR_UC: "PANTSER LINKS" STR_RIGHT_ARMOR_UC: "PANTSER RECHTS" STR_REAR_ARMOR_UC: "PANTSER ACHTER" STR_SKILLS: "VAARDIGHEDEN> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "HOOFD" STR_TORSO: "ROMP" STR_RIGHT_ARM: "RECHTERARM" STR_LEFT_ARM: "LINKERARM" STR_RIGHT_LEG: "RECHTERBEEN" STR_LEFT_LEG: "LINKERBEEN" STR_PAIN_KILLER: "PIJNSTILLER" STR_STIMULANT: "OPWEKKEND MIDDEL" STR_HEAL: "GENEZEN" STR_TIME_UNITS_SHORT: "AP>{ALT}{0}" STR_WEIGHT: "Gewicht>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Buitenaards Voorwerp" STR_AMMO_ROUNDS_LEFT: "MUNITIE:{NEWLINE}KOGELS{NEWLINE}OVER={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Pijn>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Helen>{ALT}{2}" STR_THROW: "Werpen" STR_AUTO_SHOT: "Autom. Schot" STR_SNAP_SHOT: "Vlug Schot" STR_AIMED_SHOT: "Gericht Schot" STR_STUN: "Verdoven" STR_PRIME_GRENADE: "Granaat Afstellen" STR_USE_SCANNER: "Gebruik Scanner" STR_USE_MEDI_KIT: "Gebruik Medicijnkit" STR_LAUNCH_MISSILE: "Afvuren Projectiel" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Onvoldoende Actiepunten!" STR_NOT_ENOUGH_ENERGY: "Onvoldoende Energie!" STR_NO_ROUNDS_LEFT: "Geen Resterende Patronen!" STR_NO_AMMUNITION_LOADED: "Wapen Niet geladen!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Vekeerde Munitie voor dit wapen!" STR_WEAPON_IS_ALREADY_LOADED: "Wapen is reeds Geladen!" STR_NO_LINE_OF_FIRE: "Obstructie in de Vuurlinie!" STR_GRENADE_IS_ACTIVATED: "Granaat is Geactiveerd!" STR_GRENADE_IS_DEACTIVATED: "Granaat is Gedeactiveert" STR_THERE_IS_NO_ONE_THERE: "Daar staat niemand!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Kan buitenaards voorwerp niet gebruiken totdat het onderzocht is!" STR_OUT_OF_RANGE: "Buiten Bereik!" STR_UNABLE_TO_THROW_HERE: "Kan hier niet heen gooien!" STR_SET_TIMER: "Tijd Instellen" STR_HIDDEN_MOVEMENT: "VERBORGEN ACTIE" STR_TURN: "BEURT>{0}" STR_SIDE: "ZIJDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Druk een toets om verder te gaan" STR_MIND_CONTROL: "Hersenspoelen" STR_PANIC_UNIT: "EENHEID BEANGSTIGEN" STR_MORALE_ATTACK_SUCCESSFUL: "Moreel Aanval Succesvol" STR_MIND_CONTROL_SUCCESSFUL: "Hersenspoelen Gelukt" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}is Dol geworden" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}is Dol geworden" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}is in paniek" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}is in paniek" STR_XCOM: "X-Com" STR_ALIENS: "Buitenaardsen" STR_RIGHT_HAND: "RECHTERHAND" STR_LEFT_HAND: "LINKERHAND" STR_RIGHT_SHOULDER: "RECHTERSCHOUDER" STR_LEFT_SHOULDER: "LINKERSCHOUDER" STR_BACK_PACK: "RUGZAK" STR_BELT: "RIEM" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}is onder buitenaardse invloed" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}is onder buitenaardse invloed" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}is bewusteloos geraakt" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}is bewusteloos geraakt" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}is dood gegaan door een fatale wond" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}is dood gegaan door een fatale wond" STR_USE_MIND_PROBE: "Gebruik Gedachtenlezer" STR_FATAL_WOUNDS: "FATALE WONDEN" STR_UNDER_ARMOR_UC: "PANTSER ONDER" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Actiepunten gereserveerd voor Vlug Schot" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Actiepunten gereserveerd voor Automatisch Schot" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Actiepunten gereserveerd voor Gericht Schot" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Actiepunten gereserveerd voor knielen" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Actiepunten gereserveerd voor Knielen en Vuren" STR_UNITS_IN_CRAFT: one: "{N} Eenheid in X-Com Voertuig" other: "{N} Eenheden in X-Com Voertuig" STR_UNITS_OUTSIDE: one: "{N} Eenheid buiten gelaten" other: "{N} Eenheden buiten gelaten" STR_UNITS_IN_ENTRANCE: one: "{N} Eenheid voor Ingang" other: "{N} Eenheden voor Ingang" STR_UNITS_IN_EXIT: one: "{N} Eenheid bij Doel Uitgang" other: "{N} Eenheden bij Doel Uitgang" STR_ABORT_MISSION_QUESTION: "Missie Afbreken ?" STR_CORPSE: "Lichaam" STR_UNLOAD_CRAFT: "Uitladen" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}is gedood" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}is gedood" STR_HIT_MELEE: "Slag" STR_GROUND: "GROND" STR_LIVING_QUARTERS_PLURAL: "Leefruimtes" STR_LIST_ITEM: "ARTIKEL" STR_PERSONAL_ARMOR_UFOPEDIA: "Met behulp van de nieuw ontdekte Alien Alloys, geeft dit nieuwe pantser onze mannen een kans de buitenaardse dreiging te bestrijden." STR_POWER_SUIT_UFOPEDIA: "Een krachtige nieuwe bescherming voor soldaten, dit pantser word aangedreven door een Elerium energie bron en versterkt aanzienlijk de snelheid en sterkte van de drager, het bied de beste bescherming voor gevechtstroepen tot nu toe." STR_FLYING_SUIT_UFOPEDIA: "Een verbeterde versie van de Power Suit, met buitenaardse anti-zwaartekrachtnavigatietechnologie voor volledige bewegingsvrijheid over het slagveld." STR_ALL_ALIENS_KILLED_IN_CRASH: "Alle aliens zijn overleden bij het neerstorten,{NEWLINE}Automatische berging gestart" STR_RESET: "Reset" STR_MEMORIAL: "Herdenking" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "SOLDATEN GERECRUTEERD>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDATEN VERLOREN>{ALT}{0}" MAP_CULTA: "Platteland" MAP_FOREST: "Bosrijk Gebied" MAP_JUNGLE: "Oerwoud" MAP_MOUNT: "Gebergte" MAP_DESERT: "Woestijn" MAP_POLAR: "Poolgebied" MAP_URBAN: "Stad" MAP_UBASE: "Buitenaardse Basis" MAP_XBASE: "X-Com Basis" MAP_MARS: "Mars" STR_MIXED: "Gemengd" STR_REMOVE_SELECTED: "Verwijder Geselecteerd" STR_LIVE_ALIENS: "Levend{NEWLINE}Exemplaar" STR_DEAD_ALIENS: "Afgewezen{NEWLINE}Exemplaar" STR_UNDER_INTERROGATION: "Wezen{NEWLINE}Bestudeerd" STR_CONTAINMENT_EXCEEDED: "LIMIET BUITENAARDSE KLIMAATCEL OVERSCHREDEN!{SMALLLINE}Onvoldoende opslagruimte in {0}. Verwijder overtollige buitenaardse wezens van de klimaatcellen (zij zullen sterven)." STR_MANAGE_CONTAINMENT: "Beheer Buitenaardse Klimaatcellen" STR_STORAGE_EXCEEDED: "OPSLAGRUIMTE OVERSCHREDEN!{SMALLLINE}Onvoldoende opslagruimte voor {0}. U moet overtollige zaken verkopen." STR_GO_TO_BASE: "Ga naar Basis" STR_MELEE_ACCURACY: "HANDGEVECHT NAUWKEURIGHEID" STR_SELL_PRODUCTION: "VERKOOP" STR_BOTH_HANDS_MUST_BE_EMPTY: "Beide handen moeten leeg zijn!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Niet genoeg spullen om sjabloon te kopieren" STR_UNLOAD_WEAPON: "Ongeladen wapen" STR_ALL_ITEMS: "Alle spullen" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "GEEN UITRUSTING MEER TOEGESTAAN AAN BOORD!{SMALLLINE}Je mag maximaal {N} artikel meenemen op dit vaartuig." other: "GEEN UITRUSTING MEER TOEGESTAAN AAN BOORD!{SMALLLINE}Je mag maximaal {N} artikelen meenemen op dit vaartuig." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CONTROLE CENTRUM VERNIETIGD{NEWLINE}Ga naar de ingang en breek de missie af." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com faciliteiten kunnen niet onderwater gebouwd worden" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personeel" STR_CRAFT_ARMAMENT: "Voertuigen & Bewapening" STR_COMPONENTS: "Componenten" STR_SOLDIERS_RECRUITED: "Soldaten gerecruteerd" STR_SOLDIERS_LOST: "Soldaten verloren" STR_TOTAL_UFOS: "UFOs gedetecteerd" STR_TOTAL_ALIEN_BASES: "Buitenaardse basissen ontdekt" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Burger, Vrouw" MALE_CIVILIAN: "Burger, Man" CYBERDISC_WEAPON: "Cyberdisc Wapen" REAPER_WEAPON: "Reaper Wapen" CHRYSSALID_WEAPON: "Chryssalid Wapen" CELATID_WEAPON: "Celatid Wapen" SILACOID_WEAPON: "Silacoid Wapen" SECTOPOD_WEAPON: "Sectopod Wapen" ZOMBIE_WEAPON: "Zombie Wapen" ALIEN_PSI_WEAPON: "Buitenaards Psi Wapen" ================================================ FILE: bin/standard/xcom1/Language/no.yml ================================================ "no": STR_AVENGER_UFOPEDIA: "KOMBINERT TROPPETRANSPORT OG STRIDSFARTØY. DEN ULTIMATE REPRODUKSJONEN AV UTENOMJORDISK TEKNOLOGI." STR_INTERCEPTOR_UFOPEDIA: "JAGERFLY MED DOBLE PULSDETONASJONSMOTORER OG SPESIELT BESKYTTEDE ELEKTRONISKE SYSTEMER. DEN BESTE TEKNOLOGIEN JORDEN HAR TILGJENGELIG." STR_LIGHTNING_UFOPEDIA: "KOMBINERT TROPPETRANSPORT OG KAMPFLY. EN GROVBYGD MEN EFFEKTIV REPRODUKSJON AV UTENOMJORDISKE DRIVSYSTEMER." STR_SKYRANGER_UFOPEDIA: "TROPPETRANSPORT. DET HURTIGSTE I SITT SLAG SOM KAN FORETA VERTIKAL TAKE-OFF OG LANDING (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "KAMPFLY. DENNE ENMANNS-JAGEREN KOPIERER DET KLASSISKE UTENOMJORDISKE FLYVENDE TALLERKEN-DESIGNET, MED ET SENTRALT DRIVSYSTEM." STR_STINGRAY_UFOPEDIA: "AVANSERT LUFT-TIL-LUFT MISSIL MED SPESIELT SKJERMET ELEKTRONIKK." STR_AVALANCHE_UFOPEDIA: "EKSTREMT TUNGVEKTIG LUFT-TIL-LUFT MISSIL MED ATOM-STRIDSHODE." STR_CANNON_UFOPEDIA: "KRAFTIG KANON SOM AVFYRER PANSERBRYTENDE PROSJEKTILER SOM KAN PENETRERE 16 TOMMER TYKT STÅL." STR_FUSION_BALL_UFOPEDIA: "DENNE AVFYRER EN KULEFORMET MISSIL DREVET FREM AV EN ANTI-MATERIE REAKSJON. KULEN ØDELEGGER MÅLET MED EN GRAVITASJONSBØLGE IMPLOSJON." STR_LASER_CANNON_UFOPEDIA: "DENNE KONVENSJONELLE LASERSTRÅLEN ER DREVET AV ETT ANTI-MATERIE REAKSJONSKAMMER." STR_PLASMA_BEAM_UFOPEDIA: "DENNE GRAVITASJONS-STRÅLEN DIRIGERER ETT NØYE KANALISERT IMPLODERENDE GRAVITASJONSFELT." STR_SECTOID_UFOPEDIA: "Sektoidenes hierarki strekker seg fra soldater til ledere med kraftfulle psioniske evner. Disse psioniske kreftene kan brukes til å demoralisere soldater i kamp, eller til og med ta kontroll over deres sinn. De hengir seg gjerne til å bortføre mennesker og lemleste kveg. Bortføringene har som mål å utvinne genetisk materiale til kryssavl og utvikle kloner for å infiltrere menneskenes samfunn. Kveget gir både næring og genetisk materiale. Denne rasen ser ut til å ønske å utvikle overlegne genetiske hybrider for å øke effektiviteten i deres bikube-lignende samfunn." STR_SECTOID_AUTOPSY: "Obduksjon av Sectoide" STR_SECTOID_AUTOPSY_UFOPEDIA: "Obduksjonen avdekker et tilbakedannet fordøyelsessystem og en enkel struktur. Hjernen og øynene er svært godt utviklet. Strukturen tyder på genetisk forandring eller mutasjon. Den lille munnen og nesen synes å ha liten funksjon. Svømmehuden mellom fingrene og de flate føttene tyder på en akvatisk opprinnelse. Det er ingen kjønnsorganer, og ingen ledetråder til hvordan denne arten kan reprodusere. De er mest sannsynlig en genmanipulert art." STR_SNAKEMAN_UFOPEDIA: "Denne arten utviklet seg i et svært fiendtlig miljø. De er ekstremt robuste og kan motstå ekstreme temperaturvariasjoner. Deres mobilitet er basert på en stor, slangelignende 'fot' som beskytter alle vitale organer. Deres mål synes å være rent rov, og de ser ut til å være under kommando av en annen intelligens som styrer deres militær-lignende angrep på Jorden." STR_SNAKEMAN_AUTOPSY: "Obduksjon av Slangemann" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Huden er meget robust og motstandsdyktig mot varme. Det kardiovaskulære systemet er del av muskel-systemet som benytter hydrauliske prinsipper for å skape bevegelse. Den eneste egentlige muskelen er 'hjertet'. Det reproduktive systemet ser ut til å være svært effektivt. Reproduksjonen er ukjønnet, med hver slangemann bærende på opptil 50 egg i kroppen til enhver tid. Overlatt til seg selv vil denne arten være en alvorlig trussel mot livet på Jorden." STR_ETHEREAL_UFOPEDIA: "Dette vesenet har fantastiske mentale krefter som gir mulighet for telepatisk kommunikasjon og telekinetiske evner. De tilsynelatende svake fysiske evnene blir holdt oppe av skapningens mentale krefter. Vi forstår ikke hvordan disse telekinetiske kreftene fungerer, siden de ser ut til å trosse fysikkens lover slik vi kjenner dem. De er ekstremt farlige i enhver kampsituasjon, der de bruker sine mentale krefter til kamp. De dukker sjelden opp på Jorden, siden de ser ut til å være avhengige av andre raser for å forfølge sine mål." STR_ETHEREAL_AUTOPSY: "Obduksjon av Eterisk" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Dette vesenet er fysisk tilbakestående og virker ute av stand til å opprettholde grunnleggende livsfunksjoner. Musklene er sterkt forkrøplet og de indre organer virker underutviklet. Sanseorganene, inkudert øynene, ser ikke ut til å fungere i det hele tatt. Hjernen derimot er godt utviklet og krever en stor andel av kroppens blodtilførsel. Det er et mysterium hvordan denne skapningen kan klare seg selv uten ekstern støtte." STR_MUTON_UFOPEDIA: "Denne menneskelignende skapningen er fysisk sterk og intelligent. De har en spesiell appetitt for rått kjøtt av alle slag, som de trenger for å overleve som jordbaserte kjøttetere. De ser ut til å være avhengige av telepatiske kommandoer fra en rase som kalles 'Eteriske'. Når de blir skilt fra denne telepatisk koblingen ser deres mentale system ut til å kollapse og de dør. De kybernetiske implantatene brukes til å forbedre sin kampytelse. De er helt klart fotsoldater for en høyere intelligens." STR_MUTON_AUTOPSY: "Obduksjon av Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "'Huden' til denne skapningen synes å være en organisk laget beskyttelsesarmering som er podet på kroppen. Det er mange kybernetiske implantater som anvendes for å forbedre hjerte-kar-systemet og sansene. Reproduktive organer synes å ha blitt kirurgisk fjernet. Tydeligvis er disse uheldige skapninger begrenset til et liv i krig og erobring. Panserbrytende ammunisjon er ikke veldig effektiv mot deres herdede hud." STR_CELATID_UFOPEDIA: "Denne livsformen har en mystisk naturlig evne til å sveve gjennom luften. Den ser ut til å sanse menneskelige hjernebølger og vil bevege seg mot menneskelige mål selv om de er godt skjult. Når et mål er lokalisert lander Celatiden på bakken og skyter små klyser av ekstremt etsende syre. Skapningen har evnen til å klone seg selv i et urovekkende tempo. De følger med Muton-rasen i sine vandringer." STR_CELATID_AUTOPSY: "Obduksjon av Celatide" STR_CELATID_AUTOPSY_UFOPEDIA: "Vesenets kjerne inneholder en liten bio-mekanisk innretning som synes å være et naturlig utviklet antigravitasjons-fremdriftssystem. Giftsekken er det største organet, og det ser ikke ut til å være noen separat hjernestruktur. Det er ingen opplagte fordøyelse eller reproduktive systemer. Et lite organ inneholder embryoer som raskt kan vokse til et nytt vesen." STR_SILACOID_UFOPEDIA: "Denne silisium-baserte livsformen genererer en enorm mengde varme. Den har styrke nok til å knuse stein som deretter kan inntas av den varme kjernen. Den har en primitiv intelligens og kan kontrolleres av implantater eller telepatiske vesener. Den arbeider sammen med Mutonene." STR_SILACOID_AUTOPSY: "Obduksjon av Kiseldyr" STR_SILACOID_AUTOPSY_UFOPEDIA: "Kjernen i dyret er svært varmt, og synes å være basis for et fordøyelsessystem. Dens unike muskel-systeme har enorm kraft og fart. Dens stein-aktig hud blir ikke skadet av brann eller brannstifter ammunisjon." STR_CHRYSSALID_UFOPEDIA: "De krabbe-lignende klørne til denne skapningen er kraftfulle nærkampvåpen. Det høye stoffskiftet og styrken gir denne skapningen fart og smidighet. I stedet for å drepe sitt offer befruktes det med et egg samtidig som en gift injiseres, noe som gjør offeret til en vandrende zombie. En ny Draug vil sprenge seg ut av offeret kort tid etter befruktningen. Draugene er forbundet med Slangemann-rasen." STR_CHRYSSALID_AUTOPSY: "Obduksjon av Draug" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Det utvendige skjelettet til denne skapningen er ekstremt robust, men overraskende sårbart for eksplosiv ammunisjon. Hjernen er godt utviklet, og dens cellevekstrate er veldig rask. Skapningen bærer 20 egg som legges inne i andre organismer. Denne skapningen er et svært effektiv terrorvåpen." STR_FLOATER_UFOPEDIA: "Sveverne er først og fremst soldater og terrorister. De er naturlig rovdyraktige beist, genmanipulerte og kybernetisk forbedret for å bli formidable krigere. Den nedre halvdelen av kroppen og de fleste indre organer er kirugisk fjernet og erstattet med et kunstig livsopprettholdende system. Dette implantatet inneholder en antigravitasjonsenhet som gjør det mulig for skapning å sveve, om enn noe ustødig, gjennom luften." STR_FLOATER_AUTOPSY: "Obduksjon av Svever" STR_FLOATER_AUTOPSY_UFOPEDIA: "Skapningen har blitt drastisk forandret gjennom kirurgi. Enheten som ser ut til å utgjøre kjernen av kroppen er et livsopprettholdende system, som overtar funksjonene til hjertet, lungene og fordøyelsessystemet. Dette vil gi skapningen mulighet for å overleve i ekstremt fiendtlige miljøer. Hjernen er mindre enn vår, men sanseorganene er godt utviklede." STR_REAPER_UFOPEDIA: "Denne tobente kjøtteteren har kraftige kjever og en glupsk appetitt. Den har et antall hjerneimplantater som brukes til å styre dens adferd. De primitive rovdyrinstinktene til denne skapningen er til liten nytte bortsett fra til å terrorisere og ødelegge. Treskere er ofte forbundet med Svevere." STR_REAPER_AUTOPSY: "Obduksjon av Tresker" STR_REAPER_AUTOPSY_UFOPEDIA: "Treskeren har to 'hjerner' og to 'hjerter' som gjør at den kan fungere selv når den er sterkt såret. Men pelsen dens er meget lettantennelig, noe som gjør skapningen sårbar for brannvåpen." STR_SECTOPOD_UFOPEDIA: "Sektopoder er robot-skapninger utrustet med et kraftfullt laserstråle-våpen. Kontrollen av disse mekaniske beistene skjer via en telepatisk link til sine kontrollere, de Eteriske. Sektopoder er de kraftigste terrorvåpen tilgjengelig til de utenomjordiske." STR_SECTOPOD_AUTOPSY: "Obduksjon av Sectopode" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Roboten er robust konstruert med drevet rustning stand til å motstå de fleste former for angrep, særlig plasmavåpen. Imidlertid synes sensorkretsene særlig utsatt for laservåpen." STR_CYBERDISC_UFOPEDIA: "Denne lille flyvende tallerkenen er et automatisert terrorvåpen bevæpnet med en kraftfull plasmastråle. Antigravitasjons-fremdriften gir den en stor fordel i ulendt terreng. Dens fremste funksjon er ødeleggelse og terror i Sektoidenes tjeneste." STR_CYBERDISC_AUTOPSY: "Demontering av Cyberdisk" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Svevetallerkenen er godt skjermet og er spesielt motstandsdyktig mot eksplosiver. Det primære antigravitasjonssystemet er for sterkt skadet til å få noen forståelse av hvordan det fungerer." STR_UFO_POWER_SOURCE_UFOPEDIA: "Kraftkilden for utenomjordiske fartøyer er en antimaterie-reaktor som bruker Elerium (grunnstoff 115) for å generere kraftige gravitasjonsbølger, så vel som andre former for energi. Konverteringen av materie til energi er utrolige 99% effektivt, derfor kan ørsmå mengder Elerium produsere en stor mengde kraft. Denne enheten kan enkelt reproduseres ved hjelp av utenomjordiske legeringer." STR_UFO_NAVIGATION_UFOPEDIA: "Utenomjordiske fartøy bruker avanserte datamaskiner for å navigere på jorden og i verdensrommet. Systemet er basert på optiske prosessorer arrangert i et nettverk. Kontrollgrensesnittet er relativt enkelt - navigatøren styrer retningen av gravitasjonsbølger som genereres av kraftkilden for å bevege fartøyet i enhver retning. Dette systemet kan enkelt brukes av mennesker, og det kan bli reprodusert med utenomjordiske legeringer og andre komponenter." STR_UFO_CONSTRUCTION_UFOPEDIA: "Utenomjordiske fartøy bestående av tre hovedkomponenter - en energikilde, ett navigasjonssystem samt ett skrog laget av utenomjordiske legeringer. Skroget er spesialdesignet for å tillate dirigering og kontrollering av gravitasjons-bølger. I tillegg er en liten mengde Elerium påkrevet for å drive energikilden. Når disse konstruksjonprinsippene er forstått, samt funksjonene til hver av komponentene er kjent, da er det mulig å bygge denne typen fartøy." STR_ALIEN_FOOD_UFOPEDIA: "Disse kamrene inneholder diverse enzymer som blir brukt til å fordøye kroppsdeøer fra kyr, andre dyr og også mennesker. Væsken blir deretter konsumert som allerede-fordøyd næring. - mest sannsynlig ved intravenøs tilførsel. Dette antyder ett visst nivå av avhengighet av jorden for kontinuerlig næringstilførsel." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Disse kamrene inneholder alien-foster. Designet på disse beholderne antyder at de aliens som benytter denne prosessen er helt avhengig av laboratorium-basert reproduksjon. Den rikholdige næringstilførselen sikrer rask utvikling av fosteret. Denne samlebånd-metoden kan produsere tusenvis av alien-kloner innenfor kort tid. Prosessen vil enkelt kunne benyttes ved menneskelig reproduksjon., eller for alien-menneske hybrider." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Den mest sannsynlige funksjon av disse sfærene er rekreasjon. De psioniske kretsene stimulerer ulike sentre i hjernen. Effekten er lik hallusinogene stoffer. Dette er det eneste bevis for at utenomjordiske har noen form for kultur eller fritidssysler." STR_ALIEN_SURGERY_UFOPEDIA: "Dette kirurgisk utstyret bruker laser kuttere for å ekstrahere visse kroppsdeler fra storfe og andre dyr. Den utbredte lemlestelsen av storfe kan forklares ved denne bisarre utenomjordiske aktiviteten. Det er sannsynlig at disse delene blir brukt til ernæringsmessige eller genetiske formål." STR_EXAMINATION_ROOM_UFOPEDIA: "I gjennom historien har mange tusen mennesker hevdet å ha blitt bortført av romvesener, noen flere ganger. Sannheten er langt mer forferdelig. Mennesker blir bortført, undersøkt og overvåket. De beste eksemplarene for sitt genetiske materiale ekstrahert. Kvinner får menneske-romvesen hybrid fostre implantert og deretter fjernet flere måneder senere. Hvem vet hva skumle motiver romvesenene har?" STR_ALIEN_ALLOYS_UFOPEDIA: "Utenomjordisk fartøy er konstruert i spesiallegeringer som innehar unike egenskaper. De er ekstremt lett-vektig og holdbare, og kan bli formet med elektromagnetiske metoder. Dette materialet kan reproduseres og kan benyttes i ett mangfold av produksjonsprosesser." STR_ELERIUM_115_UFOPEDIA: "Dette grunnstoffet har den uvanlige egenskapen at det genererer antimaterie-energi når det bombarderes med visse partikler. Dette skaper gravitasjonsbølger og andre former for energi. Det finnes ikke naturlig i vårt solsystem, og kan ikke reproduseres." STR_CENTER_ON_SITE_TIME_5_SECONDS: "SENTRER PÅ STED - TID=5 Sek" STR_CANCEL_UC: "AVBRYT" STR_NONE: "Ingen" STR_UNKNOWN: "Ukjent" STR_POOR: "Dårlig" STR_AVERAGE: "Middels" STR_GOOD: "God" STR_EXCELLENT: "Fantastisk" STR_BUILD_NEW_BASE_UC: "BYGG NY BASE" STR_BASE_INFORMATION: "BASE-INFORMASJON" STR_EQUIP_CRAFT: "UTRUST FARTØY" STR_BUILD_FACILITIES: "BYGG FASILITETER" STR_RESEARCH: "FORSKNING" STR_MANUFACTURE: "PRODUKSJON" STR_TRANSFER_UC: "OVERFØR" STR_PURCHASE_RECRUIT: "KJØP/ANSETT" STR_SACK: "SPARK" STR_SELL_SACK_UC: "SELG/SPARK" STR_GEOSCAPE_UC: "JORDKLODE" STR_NAME: "Navn" STR_AREA: "Område" STR_BUILD_NEW_BASE: "Bygg Ny Base" STR_CANCEL: "Avbryt" STR_COST_UC: "KOSTNAD>" STR_CONSTRUCTION_TIME_UC: "BYGGE-PERIODE>" STR_DAY: one: "{N} dag" other: "{N} dager" STR_HOUR: one: "{N} time" other: "{N} timer" STR_MAINTENANCE_UC: "VEDLIKEHOLD>" STR_OK: "OK" STR_INSTALLATION: "Installasjon" STR_CURRENT_RESEARCH: "NÅVÆRENDE FORSKNING" STR_SCIENTISTS_AVAILABLE: "Ledige Forskere>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Forskere i Arbeid>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Ledig Laboratorie-Plass>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSKNINGS-PROSJEKT" STR_SCIENTISTS_ALLOCATED_UC: "FORSKERE I ARBEID" STR_PROGRESS: "FREMGANG" STR_NEW_PROJECT: "Nytt Prosjekt" STR_CANCEL_PROJECT: "AVBRYT PROSJEKT" STR_NEW_RESEARCH_PROJECTS: "NYE FORSKNINGS-PROSJEKTER" STR_SCIENTISTS_AVAILABLE_UC: "LEDIGE FORSKERE>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LEDIG LABORATORIE-PLASS>{ALT}{0}" STR_INCREASE: "Flere" STR_DECREASE: "Færre" STR_START_PROJECT: "START PROSJEKT" STR_CURRENT_PRODUCTION: "NÅVÆRENDE PRODUKSJON" STR_ENGINEERS_AVAILABLE: "Ledige Ingeniører>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingeniører i Arbeid>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Ledig Verksted-Plass>{ALT}{0}" STR_CURRENT_FUNDS: "Tilgjengelige Midler>{ALT}{0}" STR_ITEM: "GJENSTAND" STR_ENGINEERS__ALLOCATED: "Ingeniører{NEWLINE}i Arbeid" STR_UNITS_PRODUCED: "Produserte Enheter" STR_TOTAL_TO_PRODUCE: "Totalt å Produsere" STR_COST__PER__UNIT: "Kostnad{NEWLINE}per{NEWLINE}Enhet" STR_DAYS_HOURS_LEFT: "Dager/Timer Igjen" STR_NEW_PRODUCTION: "Ny Produksjon" STR_CATEGORY: "KATEGORI" STR_START_PRODUCTION: "START PRODUKSJON" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ingeniørtimer for å produsere en enhet" STR_COST_PER_UNIT_: "Kostnad per enhet>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPESIELLE MATERIALER NØDVENDIG" STR_ITEM_REQUIRED: "GJENSTAND PÅKREVD" STR_UNITS_REQUIRED: "ENHETER PÅKREVD" STR_UNITS_AVAILABLE: "ENHETER TILGJENGELIG" STR_STOP_PRODUCTION: "STOPP PRODUKSJON" STR_ENGINEERS_AVAILABLE_UC: "LEDIGE INGENIØRER>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "LEDIG VERKSTED-PLASS>{ALT}{0}" STR_MONTHLY_PROFIT: "MÅNEDLIG PROFITT>{ALT}{0}" STR_INCREASE_UC: "FLERE" STR_DECREASE_UC: "FÆRRE" STR_UNITS_TO_PRODUCE: "Enheter å Produsere" STR_PURCHASE_HIRE_PERSONNEL: "Kjøp/Ansett Personell" STR_COST_OF_PURCHASES: "Kjøpesum>{ALT}{0}" STR_COST_PER_UNIT_UC: "PRIS PR. ENHET" STR_QUANTITY_UC: "ANTALL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "LEDIG PERSONELL:TOTALT PERSONELL>" STR_SOLDIERS: "Soldater" STR_SCIENTISTS: "Forskere" STR_ENGINEERS: "Ingeniører" STR_SPACE_USED_SPACE_AVAILABLE: "BRUKT PLASS:TOTAL PLASS>" STR_LIVING_QUARTERS: "Bolig" STR_STORES: "Lager" STR_LABORATORIES: "Laboratorier" STR_WORK_SHOPS: "Verksted" STR_HANGARS: "Hangarer" STR_SHORT_RANGE_DETECTION: "Kortdistanse-Radar" STR_DEFENSE_STRENGTH: "Forsvars Styrke" STR_TRANSFERS_UC: "OVERFØRINGER" STR_TRANSFERS: "Overføringer" STR_ARRIVAL_TIME_HOURS: "Ankomsttid (timer)" STR_COST_: "Kostnad>{ALT}{0}" STR_AREA_: "Område>{ALT}{0}" STR_BASE_NAME: "Basens Navn?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VELG PLASSERING FOR ADGANGS-HEIS" STR_TRANSFER: "Overføre" STR_AMOUNT_TO_TRANSFER: "ANTALL FOR OVERFØRING" STR_SELECT_DESTINATION_BASE: "Velg Destinasjons Base" STR_COST: "Kostnad" STR_VICTORY_1: "Når du kommer inn i kammeret ser du den utenomjordiske hjernen - målet du har lett etter. Før du kan skyte kommuniserer den til deg via en skjerm ved dens fot. Den ber deg lytte til argumentene for å la den leve før du tar beslutningen om å trykke på avtrekkeren..." STR_VICTORY_2: "Hjernen taler : 'Mange millioner år siden var planeten dere kaller Mars i live. Dette livet ble brakt til en øde planet av vår sivilisasjon på samme måte som det ble til deres. I millioner av år har vi besøkt deres planet og genetisk utviklet deres rase. Du kan ikke drepe oss, du er en del av oss...'" STR_VICTORY_3: "'Dette er sentrum av Mars' sivilisasjon - pyramidene ble bygget millioner av år før deres - av en art som er din stamfar. Ingen planet er utenfor vår rekkevidde. Denne makten kan bli din før lenge. Alt vi ber om er ditt samarbeid...'" STR_GAME_OVER_2: "Kunnskapen frembrakt gjennom X-Com prosjektet er tapt for alltid. Du klarte ikke å redde jorden." STR_VICTORY_4: "Den utenomjordiske hjernen blir avbrutt av en salve brennhet plasma, og hele den utenomjordiske styrken er beseiret." STR_TOTAL_UC: "TOTALT" STR_INCOME: "Inntekter" STR_EXPENDITURE: "Utgifter" STR_MAINTENANCE: "Vedlikehold" STR_BALANCE: "Balanse" STR_UFO_ACTIVITY_IN_AREAS: "UFO-Aktivitet pr. Område" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO-Aktivitet pr. Land" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Aktivitet i Områder" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Aktivitet i Land" STR_FINANCE: "Finanser" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000's" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Bygging av{NEWLINE}{0}{NEWLINE}i{NEWLINE}{1}{NEWLINE}er ferdig" STR_OK_5_SECONDS: "OK - 5 sek" STR_RESEARCH_COMPLETED: "Forskning Fullført" STR_VIEW_REPORTS: "LES RAPPORTER" STR_WE_CAN_NOW_RESEARCH: "Vi kan nå forske på" STR_WE_CAN_NOW_PRODUCE: "Vi kan nå produsere" STR_SUNDAY: "SØNDAG" STR_MONDAY: "MANDAG" STR_TUESDAY: "TIRSDAG" STR_WEDNESDAY: "ONSDAG" STR_THURSDAY: "TORSDAG" STR_FRIDAY: "FREDAG" STR_SATURDAY: "LØRDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ikke nok {0} til å tanke opp {1} ved {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ikke nok {0} for å armere {1} ved {2}" STR_UFO_IS_NOT_RECOVERED: "UFO ble ikke berget" STR_UFO_IS_RECOVERED: "UFO ble berget" STR_CRAFT_IS_LOST: "Fartøyet er tapt" STR_TERROR_CONTINUES: "Terroren fortsetter" STR_ALIENS_DEFEATED: "Aliens overvunnet" STR_BASE_IS_LOST: "Basen er tapt" STR_BASE_IS_SAVED: "Basen er reddet" STR_ALIEN_BASE_STILL_INTACT: "Romvesen-Basen er fremdeles intakt" STR_ALIEN_BASE_DESTROYED: "Romvesen-Basen er ødelagt" STR_ALIENS_KILLED: "UTENOMJORDISKE DREPT" STR_ALIEN_CORPSES_RECOVERED: "DØDE UTENOMJORDISKE FUNNET" STR_LIVE_ALIENS_RECOVERED: "LEVENDE UTENOMJORDISKE FUNNET" STR_ALIEN_ARTIFACTS_RECOVERED: "UTENOMJORDISKE GJENSTANDER FUNNET" STR_ALIEN_BASE_CONTROL_DESTROYED: "ROMVESEN-BASENS KONTROLLENHET ER ØDELAGT" STR_CIVILIANS_KILLED_BY_ALIENS: "SIVILE DREPT AV ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "SIVILE DREPT AV X-COM STYRKER" STR_CIVILIANS_SAVED: "SIVILE REDDET" STR_XCOM_OPERATIVES_KILLED: "X-COM STYRKER DREPT" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM STYRKER SAVNET I AKSJON" STR_TANKS_DESTROYED: "STRIDSVOGN ØDELAGT" STR_XCOM_CRAFT_LOST: "X-COM FARTØY TAPT" STR_UFO_RECOVERY: "UFO BERGING" STR_BASE_UNDER_ATTACK: "{0} under angrep!" STR_BASE_DEFENSES_INITIATED: "BASEFORSVAR IGANGSATT" STR_GRAV_SHIELD_REPELS_UFO: "GRAVITASJONS-SKJOLD MOTSTOD UFO!" STR_FIRING: "AVFYRER" STR_HIT: "TREFF!" STR_UFO_DESTROYED: "UFO ØDELAGT!" STR_MISSED: "BOMMET!" STR_SELL_ITEMS_SACK_PERSONNEL: "Selg Gjenstander/Spark Personell" STR_VALUE_OF_SALES: "SALGSVERDI> {ALT}{0}" STR_FUNDS: "MIDLER> {ALT}{0}" STR_SELL_SACK: "Selg/Spark" STR_VALUE: "Verdi" STR_CRAFT_: "FARTØY> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "BERGING AV KRASJET UFO" STR_UFO_GROUND_ASSAULT: "BAKKEANGREP PÅ UFO" STR_BASE_DEFENSE: "BASEFORSVAR" STR_BASE_UC_: "BASE> {0}" STR_ALIEN_BASE_ASSAULT: "ANGREP PÅ ROMVESEN-BASE" STR_TERROR_MISSION: "TERROR-TOKT" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "INGEN LEDIG HANGAR TIL FARTØYPRODUKSJON!SMALLLINE} Ethvert fartøy tildelt en base, kjøpt eller bygget, bruker en hangar. Bygg en ny hangar eller overfør ett fartøy til en annen base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "INGEN LEDIG HANGAR FOR Å KJØPE!{SMALLLINE}Ethvert fartøy tildelt en base, kjøpt eller bygget, bruker en hangar. Bygg en ny hangar eller overfør ett fartøy til en annen base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "INGEN LEDIG HANGAR FOR OVERFØRING!{SMALLLINE}Ethvert fartøy tildelt en base, kjøpt eller bygget, bruker en hangar. Bygg en ny hangar eller overfør ett fartøy til en annen base." STR_CANNOT_BUILD_HERE: "KAN IKKE BYGGE HER!{SMALLLINE}Du må bygge ved siden av en allerede eksisterende basefasilitet." STR_NOT_ENOUGH_MONEY: "IKKE NOK MIDLER!" STR_NOT_ENOUGH_STORE_SPACE: "IKKE NOK LAGERPLASS!{SMALLLINE}Bygg en ny lager fasilitet eller overfør eksisterende lagerbeholdninger til andre baser." STR_LAUNCH_INTERCEPTION: "START AVSKJÆRING" STR_CRAFT: "FARTØY" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "KLAR" STR_OUT: "UTE" STR_REPAIRS: "REPARASJONER" STR_REFUELLING: "TANKER OPP" STR_REARMING: "OPPRUSTER" STR_TARGET: "MÅL: {0}" STR_WAY_POINT: "VEIPUNKT" STR_YES: "JA" STR_NO: "NEI" STR_SELECT_DESTINATION: "VELG DESTINASJON" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "VELG STED FOR NY BASE" STR_RETURN_TO_BASE: "RETURNER TIL BASEN" STR_SELECT_NEW_TARGET: "VELG NYTT MÅL" STR_PATROL: "PATRULJERE" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "SKADET - RETURNERER TIL BASEN" STR_LOW_FUEL_RETURNING_TO_BASE: "LITE DRIVSTOFF - RETURNERER TIL BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "OPPDRAG UTFØRT - RETURNERER TIL BASE" STR_PATROLLING: "PATRULJERER" STR_TAILING_UFO: "FØLGER UFO" STR_INTERCEPTING_UFO: "AVSKJÆRER UFO-{0}" STR_RETURNING_TO_BASE: "RETURNERER TIL BASEN" STR_DESTINATION_UC_: "DESTINASJON: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "HASTIGHET>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "TOPPFART>{ALT}{0}{ALT}" STR_ALTITUDE_: "HØYDE>{ALT}{0}" STR_VERY_LOW: "VELDIG LAVT" STR_LOW_UC: "LAVT" STR_HIGH_UC: "HØYT" STR_VERY_HIGH: "VELDIG HØYT" STR_FUEL: "DRIVSTOFF>{ALT}{0}" STR_WEAPON_ONE: "VÅPEN-1>{ALT}{0}" STR_NONE_UC: "INGEN" STR_ROUNDS_: "SKUDD>{ALT}{0}" STR_WEAPON_TWO: "VÅPEN-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "AVSKJÆRINGS-FARTØY" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAVN" STR_AMMO_: "AMMUNISJON>{ALT}{0}" STR_CREW: "BESETNING" STR_EQUIPMENT_UC: "UTRUSTNING" STR_ARMOR: "RUSTNING" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Rekrutt" STR_SQUADDIE: "Menig" STR_SERGEANT: "Sersjant" STR_CAPTAIN: "Kaptein" STR_COLONEL: "Oberst" STR_COMMANDER: "Kommandør" STR_SELECT_SQUAD_FOR_CRAFT: "Velg Tropp for {0}" STR_SORT_BY: "SORTER ETTER..." STR_ORIGINAL_ORDER: "OPPRINNELIG ORDRE" STR_MISSIONS2: "OPPDRAG" STR_SPACE_AVAILABLE: "LEDIG PLASS>{ALT}{0}" STR_SPACE_USED: "BRUKT PLASS>{ALT}{0}" STR_SPACE_USED_UC: "BRUKT PLASS" STR_RANK: "GRAD" STR_WOUNDED: "SKADET" STR_EQUIPMENT_FOR_CRAFT: "Utrustning for {0}" STR_DEFENSE_VALUE: "Forsvars Verdi" STR_HIT_RATIO: "Treffrate" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}klar til å{NEWLINE}lande nær{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Starte Oppdrag?" STR_SELECT_ARMAMENT: "Velg Bevæpning" STR_AMMUNITION_AVAILABLE: "TILGJENGELIG AMMUNISJON" STR_ARMAMENT: "BEVÆPNING" STR_SELECT_ARMOR_FOR_SOLDIER: "VELG RUSTNING FOR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PERSONAL_ARMOR_UC: "PERSONLIG RUSTNING" STR_POWER_SUIT_UC: "STYRKEDRAKT" STR_FLYING_SUIT_UC: "FLYVEDRAKT" STR_SELECT_ARMOR: "Velg Rustning" STR_NORTH: "NORD" STR_NORTH_EAST: "NORDØST" STR_EAST: "ØST" STR_SOUTH_EAST: "SØRØST" STR_SOUTH: "SØR" STR_SOUTH_WEST: "SØRVEST" STR_WEST: "VEST" STR_NORTH_WEST: "NORDVEST" STR_SELECT_ACTION: "VELG HANDLING" STR_CONTINUE_INTERCEPTION_PURSUIT: "FORTSETT JAGER-FORFØLGELSEN" STR_PURSUE_WITHOUT_INTERCEPTION: "FORFØLGE MED AVSTAND" STR_VERY_LARGE: "VELDIG STOR" STR_LARGE: "STOR" STR_MEDIUM_UC: "MELLOMSTOR" STR_SMALL: "LITEN" STR_VERY_SMALL: "VELDIG LITEN" STR_GROUNDED: "LANDET" STR_DETECTED: "Oppdaget" STR_SIZE_UC: "STØRRELSE" STR_ALTITUDE: "HØYDE" STR_HEADING: "KURS" STR_SPEED: "HASTIGHET" STR_CENTER_ON_UFO_TIME_5_SECONDS: "SENTRER PÅ UFO - TID=5 Sek" STR_TRACKING_LOST: "SPORING FEILET" STR_REDIRECT_CRAFT: "OMDIRIGER FARTØY" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GÅ TIL SIST KJENTE UFO POSISJON" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "Romvesen-Base-{0}" STR_CRASH_SITE_: "HAVARI-STED-{0}" STR_LANDING_SITE_: "LANDINGS-STED-{0}" STR_WAY_POINT_: "VEIPUNKT-{0}" STR_TERROR_SITE: "TERROR OMRÅDE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}har ankommet{NEWLINE}{1}" STR_NOW_PATROLLING: "Patruljerer" STR_ALIEN_ORIGINS: "Utenomjordisk opphav" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X.COM FARTØY & BEVÆPNING" STR_HEAVY_WEAPONS_PLATFORMS: "TUNGSKYTS PLATFORMER" STR_WEAPONS_AND_EQUIPMENT: "VÅPEN OG UTRUSTNING" STR_BASE_FACILITIES: "BASE-FASILITETER" STR_ALIEN_LIFE_FORMS: "Utenomjordiske livsformer" STR_ALIEN_RESEARCH_UC: "UTENOMJORDISK FORSKNING" STR_UFO_COMPONENTS: "UFO-KOMPONENTER" STR_UFOS: "UFOer" STR_SELECT_ITEM: "VELG GJENSTAND" STR_ACCELERATION: "AKSELERASJON>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "DRIVSTOFF-KAPASITET>{ALT}{0}{ALT}" STR_WEAPON_PODS: "VÅPEN-FESTER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "PANSRING>{ALT}{0}{ALT}" STR_CARGO_SPACE: "LASTE-KAPASITET>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "HWP KAPASITET>{ALT}{0}{ALT}" STR_DAMAGE: "Skade" STR_RANGE: "Rekkevidde" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Treffsikkerhet" STR_RE_LOAD_TIME: "Omladningstid" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANSERBRYTENDE" STR_DAMAGE_INCENDIARY: "BRANNSKADE" STR_DAMAGE_HIGH_EXPLOSIVE: "HØY-EKSPLOSIV" STR_DAMAGE_LASER_BEAM: "LASER-STRÅLE" STR_DAMAGE_PLASMA_BEAM: "PLASMA STRÅLE" STR_DAMAGE_STUN: "BEDØVELSE" STR_DAMAGE_MELEE: "NÆRKAMP" STR_DAMAGE_ACID: "SYREANGREP" STR_DAMAGE_SMOKE: "RØYK" STR_SHOT_TYPE: "SKUDD-TYPE" STR_ACCURACY_UC: "TREFFSIKKERHET" STR_TIME_UNIT_COST: "TIDSENHETER" STR_DAMAGE_UC: "SKADE" STR_AMMO: "AMMUNISJON" STR_SHOT_TYPE_AUTO: "Serie (3)" STR_SHOT_TYPE_SNAP: "Slengskudd" STR_SHOT_TYPE_AIMED: "Siktet" STR_CONSTRUCTION_TIME: "Bygge-Periode" STR_CONSTRUCTION_COST: "Bygge-Kostnader" STR_MAINTENANCE_COST: "Vedlikeholds-Kostnader" STR_LOW: "Lav" STR_MEDIUM: "Mellomstor" STR_HIGH: "Høy" STR_CRAFT_WEAPON: "Fartøy-Våpen" STR_CRAFT_AMMUNITION: "Fartøy-Ammunisjon" STR_HEAVY_WEAPONS_PLATFORM: "Tungskyts Platform" STR_WEAPON: "Våpen" STR_AMMUNITION: "Ammunisjon" STR_EQUIPMENT: "Utrustning" STR_ALIEN_CORPSE: "Utenomjordisk Kropp" STR_UFO_COMPONENT: "UFO komponent" STR_PERSONAL_ARMOR: "Personlig Rustning" STR_RAW_MATERIALS: "Råmaterialer" STR_HWP_CANNON_SHELLS: "HWP Kanon Prosjektiler" STR_ALIEN: "Romvesen" STR_SECTOID: "Sektoide" STR_SNAKEMAN: "Slangemann" STR_ETHEREAL: "Eterisk" STR_MUTON: "Muton" STR_FLOATER: "Svever" STR_CELATID: "Celatide" STR_SILACOID: "Kiseldyr" STR_CHRYSSALID: "Draug" STR_ZOMBIE: "Zombi" STR_REAPER: "Tresker" STR_SECTOPOD: "Sektopode" STR_CYBERDISC: "Svevetallerken" STR_LIVE_COMMANDER: "Kommandør" STR_LIVE_LEADER: "Leder" STR_LIVE_ENGINEER: "Ingeniør" STR_LIVE_MEDIC: "Pleier" STR_LIVE_NAVIGATOR: "Navigatør" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Svever-Soldat" STR_FLOATER_NAVIGATOR: "Svever-Navigatør" STR_FLOATER_MEDIC: "Svever-Pleier" STR_FLOATER_ENGINEER: "Svever-Ingeniør" STR_FLOATER_LEADER: "Svever-Leder" STR_FLOATER_COMMANDER: "Svever-Kommandør" STR_SECTOID_SOLDIER: "Sektoide-Soldat" STR_SECTOID_NAVIGATOR: "Sektoide-Navigatør" STR_SECTOID_MEDIC: "Sektoide-Pleier" STR_SECTOID_ENGINEER: "Sektoide-Ingeniør" STR_SECTOID_LEADER: "Sektoide-Leder" STR_SECTOID_COMMANDER: "Sektoide-Kommandør" STR_SNAKEMAN_SOLDIER: "Slangemann-Soldat" STR_SNAKEMAN_NAVIGATOR: "Slangemann-Navigatør" STR_SNAKEMAN_ENGINEER: "Slangemann-Ingeniør" STR_SNAKEMAN_LEADER: "Slangemann-Leder" STR_SNAKEMAN_COMMANDER: "Slangemann-Kommandør" STR_MUTON_SOLDIER: "Muton-Soldat" STR_MUTON_NAVIGATOR: "Muton-Navigatør" STR_MUTON_ENGINEER: "Muton-Ingeniør" STR_ETHEREAL_SOLDIER: "Eterisk Soldat" STR_ETHEREAL_LEADER: "Eterisk Leder" STR_ETHEREAL_COMMANDER: "Eterisk Kommandør" STR_CYBERDISC_TERRORIST: "Svevetallerken-Terrorist" STR_REAPER_TERRORIST: "Tresker-Terrorist" STR_CHRYSSALID_TERRORIST: "Draug-Terrorist" STR_CELATID_TERRORIST: "Celatide-Terrorist" STR_SILACOID_TERRORIST: "Kiseldyr-Terrorist" STR_SECTOPOD_TERRORIST: "Sektopode-Terrorist" STR_UFO_POWER_SOURCE: "UFO-Kraftkilde" STR_UFO_NAVIGATION: "UFO-Navigasjon" STR_UFO_CONSTRUCTION: "UFO-Konstruksjon" STR_ALIEN_FOOD: "Utenomjordisk Mat" STR_ALIEN_REPRODUCTION: "Utenomjordisk reproduksjon" STR_ALIEN_ENTERTAINMENT: "Utenomjordisk Underholdning" STR_ALIEN_SURGERY: "Utenomjordisk Kirurgi" STR_EXAMINATION_ROOM: "Undersøkelsesrom" STR_ALIEN_ALLOYS: "Utenomjordiske Legeringer" STR_POWER_SUIT: "Styrkedrakt" STR_FLYING_SUIT: "Flyvedrakt" STR_LASER_WEAPONS: "Laservåpen" STR_NEW_FIGHTER_CRAFT: "Nytt Kamp-Fartøy" STR_LASER_PISTOL: "Laser-Pistol" STR_LASER_RIFLE: "Laser-Gevær" STR_HEAVY_LASER: "Tung Laser" STR_LASER_CANNON: "Laser-Kanon" STR_PLASMA_CANNON: "Plasma-Kanon" STR_FUSION_MISSILE: "FUSJON MISSIL" STR_LASER_DEFENSE: "Laser Forsvar" STR_PLASMA_DEFENSE: "Plasma Forsvar" STR_FUSION_DEFENSE: "Fusjon Forsvar" STR_GRAV_SHIELD: "Gravitasjons Skjold" STR_MIND_SHIELD: "Tankeskjold" STR_MOTION_SCANNER: "Bevegelseskanner" STR_MEDI_KIT: "Førstehjelpssett" STR_TANK_CANNON: "Stridsvogn/Kanon" STR_TANK_ROCKET_LAUNCHER: "Stridsvogn/Rakettkaster" STR_TANK_LASER_CANNON: "Stridsvogn/Laser-Kanon" STR_HOVERTANK_PLASMA: "Svevetanks/Plasma" STR_STINGRAY_LAUNCHER: "Rokke-Rakettkaster" STR_AVALANCHE_LAUNCHER: "Lavine-Rakettkaster" STR_CANNON: "Kanon" STR_FUSION_BALL_LAUNCHER: "FUSJONSKULE-KASTER" STR_PLASMA_BEAM: "Plasma Stråle" STR_STINGRAY_MISSILES: "Rokke-Raketter" STR_AVALANCHE_MISSILES: "Lavine-Raketter" STR_CANNON_ROUNDS_X50: "Kanon-Skudd(x50)" STR_FUSION_BALL: "Fusjonskule" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Forsker" STR_ENGINEER: "Ingeniør" STR_NORTH_AMERICA: "Nord-Amerika" STR_ARCTIC: "Arktis" STR_ANTARCTICA: "Antarktis" STR_SOUTH_AMERICA: "Sør-Amerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Nordlige Afrika" STR_SOUTHERN_AFRICA: "Sørlige Afrika" STR_CENTRAL_ASIA: "Sentral-Asia" STR_SOUTH_EAST_ASIA: "Sørøst-Asia" STR_SIBERIA: "Sibir" STR_AUSTRALASIA: "Australasia" STR_PACIFIC: "Stillehavet" STR_NORTH_ATLANTIC: "Nord-Atlanteren" STR_SOUTH_ATLANTIC: "Sør-Atlanteren" STR_INDIAN_OCEAN: "Indiahavet" STR_ALIEN_RESEARCH: "Alien Forskning" STR_ALIEN_HARVEST: "Utenomjordisk Høsting" STR_ALIEN_ABDUCTION: "Utenomjordisk Bortføring" STR_ALIEN_INFILTRATION: "Romvesen-Infiltrasjon" STR_ALIEN_BASE: "Romvesen-Base" STR_ALIEN_TERROR: "Alien Terror" STR_ALIEN_RETALIATION: "Utenomjordisk Gjengjeldelse" STR_ALIEN_SUPPLY: "Utenomjordisk Forsyning" STR_MAXIMUM_SPEED: "Toppfart" STR_HYPER_WAVE_DECODER_UC: "HYPER-BØLGE DEKODER" STR_SKYRANGER: "HIMMELBUSS" STR_LIGHTNING: "LYNNEDSLAG" STR_AVENGER: "HEVNER" STR_INTERCEPTOR: "AVSKJÆRER" STR_FIRESTORM: "ILDSTORM" STR_UFO: "UFO" STR_STINGRAY: "ROKKE" STR_AVALANCHE: "LAVINE" STR_CANNON_UC: "KANON" STR_FUSION_BALL_UC: "FUSJONS-BALL" STR_LASER_CANNON_UC: "LASER-KANON" STR_PLASMA_BEAM_UC: "PLASMA STRÅLE" STR_DAMAGE_CAPACITY: "Pansring" STR_WEAPON_POWER: "Våpen-Kraft" STR_WEAPON_RANGE: "Våpen-Rekkevidde" STR_ACCESS_LIFT: "Adgangs-Heis" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Verksted" STR_SMALL_RADAR_SYSTEM: "Liten Radar" STR_LARGE_RADAR_SYSTEM: "Stor Radar" STR_MISSILE_DEFENSES: "Missil Forsvar" STR_GENERAL_STORES: "Lager" STR_LASER_DEFENSES: "Laserforsvar" STR_PLASMA_DEFENSES: "Plasma Forsvar" STR_FUSION_BALL_DEFENSES: "Fusjons-ball Forsvar" STR_PSIONIC_LABORATORY: "Psionisk Laboratorium" STR_HYPER_WAVE_DECODER: "Hyper-bølge Dekoder" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RUSSLAND" STR_UK: "STORBRITANNIA" STR_FRANCE: "FRANKRIKE" STR_GERMANY: "TYSKLAND" STR_ITALY: "ITALIA" STR_SPAIN: "SPANIA" STR_CHINA: "KINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIA" STR_BRAZIL: "BRASIL" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SØR-AFRIKA" STR_EGYPT: "EGYPT" STR_CANADA: "CANADA" STR_TANK: "Stridsvogn" STR_CIVILIAN: "Sivilperson" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Des" STR_INTERNATIONAL_RELATIONS: "Internasjonale Forbindelser" STR_COUNTRY: "Land" STR_FUNDING: "Finansiering" STR_CHANGE: "Endring" STR_WEAPON_SYSTEMS: "VÅPEN- SYSTEMER" STR_DAMAGE_UC_: "SKADE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Adgangsheisen lar utrustning og personell forflytte seg inn og ut av den underjordiske basen. Det er alltid heisen som bygges først i en ny base. Heisområdet er utsatt for inntrenging fra enhver potensiell fiendtlig makt." STR_SMALL_SCOUT: "Liten Speider" STR_MEDIUM_SCOUT: "Mellomstor Speider" STR_LARGE_SCOUT: "Stor Speider" STR_HARVESTER: "Høster" STR_ABDUCTOR: "Bortfører" STR_TERROR_SHIP: "Terrorskip" STR_BATTLESHIP: "Slagskip" STR_SUPPLY_SHIP: "Forsyningsskip" STR_RATING: "VURDERING> {0}" STR_RATING_TERRIBLE: "FORFERDELIG!" STR_RATING_POOR: "DÅRLIG!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BRA!" STR_RATING_EXCELLENT: "FANTASTISK!" STR_SCORE: "POENG" STR_MONTH: "Måned> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rådet av finansierende nasjoner er generelt fornøyd med fremgangen så langt." STR_COUNCIL_IS_VERY_PLEASED: "Rådet av finansierende nasjoner er svært tilfreds med din utmerkede fremgang. Fortsett med det gode arbeidet." STR_COUNCIL_IS_DISSATISFIED: "Rådet av finansierende nasjoner er misfornøyd med resultatene. Du må forbedre din effektivitet i håndteringen av den utenomjordiske trusselen eller risikere at prosjektet blir avsluttet." STR_YOU_HAVE_NOT_SUCCEEDED: "Du har ikke lykkes i å håndtere den utenomjordiske invasjonen, og rådet av finansierende nasjoner har dessverre besluttet å avslutte prosjektet. Hver nasjon vil nå håndtere problemet på sin egen måte. Vi kan bare håpe at vi kan forhandle med disse tilsynelatende fiendlige styrkene, og at den generelle befolkningen vil komme til enighet med de utenomjordiske besøkende." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} er spesielt fornøyd med din evne til å håndtere den lokaliserte trusselen og har sagt seg villig til å øke sin finansiering." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} er spesielt fornøyde med fremgangen i håndteringen av de lokale utenomjordiske angrepene og har blitt enige om å øke deres finansiering." STR_COUNTRIES_AND: "{0} og {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} er misfornøyd med din evne til å håndtere utenomjordisk aktivitet i deres territorium og har besluttet å redusere sin finansielle forpliktelse." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} er misfornøyde med din evne til å håndtere utenomjordisk aktivitet i deres territorier og har besluttet å redusere deres finansiering." STR_KNOTS: "{0} knop" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} har inngått en hemmelig avtale med ukjente utenomjordiske styrker og har trukket seg fra prosjektet." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} har inngått en hemmelig avtale med ukjente utenomjordiske styrker og har trukket seg fra prosjektet." STR_COUNCIL_REDUCE_DEBTS: "Rådet av finansierende nasjoner er misfornøyd med din økonomiske situasjon. Du må redusere din gjeld til under $1 million ellers vil prosjektet bli avsluttet." STR_RACE: "RASE" STR_MISSION: "OPPDRAG" STR_ALLOCATE_RESEARCH: "Tildel Forskning" STR_MONTREAL: "Montréal" STR_HAVANA: "Havanna" STR_MEXICO_CITY: "Mexico By" STR_BRASILIA: "Brasília" STR_BOGOTA: "Bogotá" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_MOSCOW: "Moskva" STR_ROME: "Roma" STR_CAIRO: "Kairo" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Mumbai" STR_CALCUTTA: "Kolkata" STR_HONG_KONG: "Hongkong" STR_WEAPONS_CREW_HWPS: "VÅPEN/{NEWLINE}TROPPER/HWPs" STR_SOLDIER_LIST: "Liste over Soldater" STR_RANK_: "GRAD> {ALT}{0}" STR_MISSIONS: "OPPDRAG> {ALT}{0}" STR_WOUND_RECOVERY: "SYKEDAGER> {ALT}{0}" STR_TIME_UNITS: "TIDS-ENHETER" STR_STAMINA: "UTHOLDENHET" STR_HEALTH: "HELSE" STR_BRAVERY: "TAPPERHET" STR_REACTIONS: "REAKSJONSEVNE" STR_FIRING_ACCURACY: "SKYTE-FERDIGHETER" STR_THROWING_ACCURACY: "KASTE-FERDIGHETER" STR_STRENGTH: "STYRKE" STR_NEW_RANK: "NY GRAD" STR_SOLDIERS_UC: "SOLDATER" STR_HOVERTANK_PLASMA_UFOPEDIA: "Utenomjordisk teknologi har gitt TVP et nytt liv. Den ekstra manøvreringsfriheten av å være luftbåren og kraften i plasma stråler er en dødelig kombinasjon." STR_ALIEN_SUPPLY_UFOPEDIA: "Når romvesen-basen er konstruert så blir den regelmessig forsynt av et spesielt forsyningsfartøy. Hvis et av disse fartøyene blir oppdaget under landing så er det et sikkert tegn på at en romvesen-base er i nærheten." STR_SMALL_SCOUT_UFOPEDIA: "Dette lille fartøyet blir mest brukt til rekognosering eller forskning. Det opptrer oftest før større fartøy i innledningen av et romvesen-tokt." STR_MEDIUM_SCOUT_UFOPEDIA: "Et mellomstort speider-fartøy som utgjør liten trussel mot jordens styrker. Opptrer vanligvis før større fartøy når de er ute på tokt." STR_LARGE_SCOUT_UFOPEDIA: "Det største speider-fartøyet er et allsidig fartøy som blir brukt i alle typer romvesen-tokt." STR_SUPPLY_SHIP_UFOPEDIA: "Forsyningsfartøyet benyttes under byggingen av romvesen-baser eller for å forsyne eksisterende baser. Det har med seg beholdere med utenomjordisk mat og reproduksjonkamre." STR_DISMANTLE: "Demontere" STR_DESTINATION_UC: "DESTINASJON" STR_PISTOL: "Pistol" STR_PISTOL_CLIP: "Pistol-Magasin" STR_RIFLE: "Gevær" STR_RIFLE_CLIP: "Gevær-Magasin" STR_HEAVY_CANNON: "Tung Kanon" STR_HC_AP_AMMO: "TK-PB-Ammunisjon" STR_HC_HE_AMMO: "TK-HE-Ammunisjon" STR_HC_I_AMMO: "TK-BR-Ammunisjon" STR_AUTO_CANNON: "Maskin-Kanon" STR_AC_AP_AMMO: "MK-PB-Ammunisjon" STR_AC_HE_AMMO: "MK-HE-Ammunisjon" STR_AC_I_AMMO: "MK-BR-Ammunisjon" STR_ROCKET_LAUNCHER: "Rakettkaster" STR_SMALL_ROCKET: "Liten Rakett" STR_LARGE_ROCKET: "Stor Rakett" STR_INCENDIARY_ROCKET: "Brann-Rakett" STR_GRENADE: "Granat" STR_SMOKE_GRENADE: "Røyk-Granat" STR_HIGH_EXPLOSIVE: "Høy-Eksplosiv" STR_STUN_ROD: "Bedøvelses-Stav" STR_HEAVY_PLASMA: "Tung Plasma" STR_HEAVY_PLASMA_CLIP: "Tungt Plasma- Magasin" STR_PLASMA_RIFLE: "Plasma-Gevær" STR_PLASMA_RIFLE_CLIP: "Plasma-Gevær- Magasin" STR_PLASMA_PISTOL: "Plasma-Pistol" STR_PLASMA_PISTOL_CLIP: "Plasma-Pistol- Magasin" STR_SMALL_LAUNCHER: "Liten Granatkaster" STR_STUN_BOMB: "Bedøvelses-Granat" STR_ALIEN_GRENADE: "Utenomjordisk Granat" STR_ELERIUM_115: "Elerium-115" STR_SECTOID_CORPSE: "Død Sektoide" STR_SNAKEMAN_CORPSE: "Død Slangemann" STR_ETHEREAL_CORPSE: "Død Eterisk" STR_MUTON_CORPSE: "Død Muton" STR_FLOATER_CORPSE: "Død Svever" STR_CELATID_CORPSE: "Celatide Lik" STR_SILACOID_CORPSE: "Dødt Kiseldyr" STR_CHRYSSALID_CORPSE: "Død Draug" STR_REAPER_CORPSE: "Død Tresker" STR_SECTOPOD_CORPSE: "Ødelagt Sektopode" STR_CYBERDISC_CORPSE: "Ødelagt Svevetallerken" STR_MARS_CYDONIA_LANDING: "Mars: Landgang i Cydonia" STR_MARS_THE_FINAL_ASSAULT: "Mars: Det Avgjørende Angrepet" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com agenter har lokalisert en alien-base ved {0}" STR_STANDOFF: "HOLD AVSTAND" STR_CAUTIOUS_ATTACK: "FORSIKTIG ANGREP" STR_STANDARD_ATTACK: "STANDARD ANGREP" STR_AGGRESSIVE_ATTACK: "AGGRESSIVT ANGREP" STR_DISENGAGING: "FALL IFRA" STR_UFO_HIT: "UFO TRUFFET!" STR_UFO_CRASH_LANDS: "UFO KRASJLANDER!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimer Kun Under Avstandholdelese" STR_UFO_RETURN_FIRE: "UFO GJENGJELDER!" STR_INTERCEPTOR_DAMAGED: ">>> AVSKJÆRER SKADET <<<" STR_INTERCEPTOR_DESTROYED: ">>> AVSKJÆRER ØDELAGT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO FLYR IFRA JAGER!" STR_ALIENS_TERRORISE: "ALIENS TERRORISERER" STR_LONG_RANGE_DETECTION: "Langdistanse-Radar" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Vanskelighetsgrad" STR_INTERCEPT: "AVSKJÆRING" STR_BASES: "BASER" STR_GRAPHS: "GRAFER" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "ALTERNATIVER" STR_FUNDING_UC: "FINANSIERING" STR_5_SECONDS: "5 Sek" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Time" STR_1_DAY: "1 Dag" STR_ENTER_NAME: "Skriv Navn" STR_PERFORMANCE_RATING: "Prestasjons Vurdering" STR_VICTORY_DATE: "Seiers-dato" STR_ELECTRO_FLARE: "Elektro-bluss" STR_MONTHLY_COSTS: "Månedskostnader" STR_CRAFT_RENTAL: "Fartøy-leie" STR_SALARIES: "Lønninger" STR_BASE_MAINTENANCE: "Base-Vedlikehold" STR_COST_PER_UNIT: "Kostnad/stk." STR_QUANTITY: "Antall" STR_TOTAL: "Totalt" STR_IN_PSIONIC_TRAINING: "I Psionisk Trening" STR_FRONT_ARMOR: "Beskyttelse Front" STR_LEFT_ARMOR: "Beskyttelse Venstre" STR_RIGHT_ARMOR: "Beskyttelse Høyre" STR_REAR_ARMOR: "Beskyttelse Bak" STR_UNDER_ARMOR: "Beskyttelse Under" STR_ROUNDS: "Skudd" STR_UNIT: "ENHET> {0}" STR_ENERGY: "UTHOLDENHET" STR_MORALE: "DISIPLIN" STR_ARMOR_: "PANSER> {0}" STR_FRONT_ARMOR_UC: "FREMRE PANSER" STR_LEFT_ARMOR_UC: "VENSTRE PANSER" STR_RIGHT_ARMOR_UC: "HØYRE PANSER" STR_REAR_ARMOR_UC: "BAKRE PANSER" STR_SKILLS: "FERDIGHETER> {0}" STR_LEVEL: "NIVÅ> {0}" STR_HEAD: "HODE" STR_TORSO: "TORSO" STR_RIGHT_ARM: "HØYRE ARM" STR_LEFT_ARM: "VENSTRE ARM" STR_RIGHT_LEG: "HØYRE BEN" STR_LEFT_LEG: "VENSTRE BEN" STR_PAIN_KILLER: "SMERTESTILLENDE" STR_STIMULANT: "STIMULERENDE" STR_HEAL: "HELBREDE" STR_TIME_UNITS_SHORT: "TID>{ALT}{0}" STR_WEIGHT: "Vekt>{ALT}{0}/{1}" STR_ALIEN_ARTIFACT: "Utenomjordisk Gjenstand" STR_AMMO_ROUNDS_LEFT: "AMMUNISJON:{NEWLINE}{ALT}{0} SKUDD{NEWLINE}IGJEN" STR_MEDI_KIT_QUANTITIES_LEFT: "Bedøve>{ALT}{0}{ALT}{NEWLINE}Opplive>{ALT}{1}{ALT}{NEWLINE}Helbrede>{ALT}{2}" STR_THROW: "Kast" STR_AUTO_SHOT: "Skuddserie (3)" STR_SNAP_SHOT: "Slengskudd" STR_AIMED_SHOT: "Siktet Skudd" STR_STUN: "Bedøve" STR_USE_SCANNER: "Bruk Skanner" STR_USE_MEDI_KIT: "Bruk Førstehjelpssett" STR_LAUNCH_MISSILE: "Avfyr Missil" STR_ACCURACY_SHORT: "Trf>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ikke Nok Tid!" STR_NOT_ENOUGH_ENERGY: "For Dårlig Kondisjon!" STR_NO_ROUNDS_LEFT: "Tom for kuler!" STR_NO_AMMUNITION_LOADED: "Ingen Ammunisjon Ladd!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Feil Ammunisjon for dette Våpenet!" STR_WEAPON_IS_ALREADY_LOADED: "Våpenet er allerede ladd!" STR_NO_LINE_OF_FIRE: "Ingen Skuddlinje!" STR_GRENADE_IS_ACTIVATED: "Granat er Avsikret!" STR_GRENADE_IS_DEACTIVATED: "Granat er Sikret!" STR_THERE_IS_NO_ONE_THERE: "Det er ingen der!" STR_OUT_OF_RANGE: "Utenfor Rekkevidde!" STR_UNABLE_TO_THROW_HERE: "Kan ikke kaste der!" STR_HIDDEN_MOVEMENT: "SKJULT AKTIVITET" STR_TURN: "RUNDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Trykk knapp for å fortsette" STR_MIND_CONTROL: "Tankekontroll" STR_MORALE_ATTACK_SUCCESSFUL: "Moralangrep Vellykket" STR_MIND_CONTROL_SUCCESSFUL: "Tankekontroll Vellykket" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}har gått Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}har gått Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}har fått Panikk" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}har fått Panikk" STR_XCOM: "X-Com" STR_ALIENS: "Romvesen" STR_RIGHT_HAND: "HØYRE HÅND" STR_LEFT_HAND: "VENSTRE HÅND" STR_RIGHT_SHOULDER: "HØYRE SKULDER" STR_LEFT_SHOULDER: "VENSTRE SKULDER" STR_BACK_PACK: "RYGGSEKK" STR_BELT: "BELTE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}blir kontrollert av utenomjordiske" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}blir kontrollert av utenomjordiske" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}er blitt bevisstløs" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}er blitt bevisstløs" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}omkom av ett dødelig sår" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}omkom av ett dødelig sår" STR_FATAL_WOUNDS: "DØDELIGE SÅR" STR_UNDER_ARMOR_UC: "NEDRE PANSER" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Tid Reservert for Slengskudd" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Tid Reservert for Skuddserie (3)" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Tid Reservert for Siktet Skudd" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Tid Reservert for Kneling" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Tid Reservert for Kneling og Skyting" STR_UNITS_IN_CRAFT: one: "{N} Enhet i X-Com Fartøy" other: "{N} Enheter i X-Com Fartøy" STR_UNITS_OUTSIDE: one: "{N} Enhet igjen der ute" other: "{N} Enheter igjen der ute" STR_UNITS_IN_ENTRANCE: one: "{N} Enhet i Inngangen" other: "{N} Enheter i Inngangen" STR_ABORT_MISSION_QUESTION: "Avbryte Oppdrag?" STR_CORPSE: "Kropp" STR_UNLOAD_CRAFT: "Last Av" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ble drept" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ble drept" STR_HIT_MELEE: "Treff" STR_GROUND: "BAKKE" STR_LIVING_QUARTERS_PLURAL: "Boliger" STR_LIST_ITEM: "GJENSTAND" STR_FLYING_SUIT_UFOPEDIA: "En forbedret versjon av Styrkedrakten, som benytter utenomjordisk anti-gravitasjon navigeringteknologi som tillater full bevegelsesfrihet på slagmarken." STR_ALL_ALIENS_KILLED_IN_CRASH: "Alle Romvesen drept i krasjet,{NEWLINE}Automatisk berging startet" STR_RESET: "Reset" STR_MEMORIAL: "Minnetavle" STR_DATE_UC: "DATO" STR_SOLDIERS_RECRUITED_UC: "SOLDATER REKRUTTERT>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDATER TAPT>{ALT}{0}" MAP_CULTA: "Bondegård" MAP_FOREST: "Skog" MAP_JUNGLE: "Jungel" MAP_MOUNT: "Fjell" MAP_DESERT: "Ørken" MAP_POLAR: "Arktis" MAP_URBAN: "By" MAP_UBASE: "Alien-Base" MAP_XBASE: "X-Com Base" MAP_MARS: "Mars" STR_MIXED: "Blanding" STR_REMOVE_SELECTED: "Fjern Valgte" STR_LIVE_ALIENS: "Levende{NEWLINE}Eksemplarer" STR_DEAD_ALIENS: "Forkastede{NEWLINE}Eksemplarer" STR_UNDER_INTERROGATION: "Blir{NEWLINE}Studert" STR_GO_TO_BASE: "Gå til Base" STR_MELEE_ACCURACY: "NÆRKAMP-FERDIGHET" STR_SELL_PRODUCTION: "SELG" STR_BOTH_HANDS_MUST_BE_EMPTY: "Begge hender må være tomhendt!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Ikke nok utstyr til å kopiere mal!" STR_UNLOAD_WEAPON: "Ta av våpen" STR_ALL_ITEMS: "Alle Gjenstander" STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com bygninger kan ikke plasseres under vann" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personell" STR_CRAFT_ARMAMENT: "Fartøy & Bevæpning" STR_COMPONENTS: "Komponenter" STR_SOLDIERS_RECRUITED: "Soldater rekruttert" STR_SOLDIERS_LOST: "Soldater tapt" STR_TOTAL_UFOS: "UFOer oppdaget" STR_TOTAL_ALIEN_BASES: "Alien-baser funnet" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" FEMALE_CIVILIAN: "Sivil, Kvinne" MALE_CIVILIAN: "Sivil, Mann" CYBERDISC_WEAPON: "Cyberdisc Våpen" REAPER_WEAPON: "Reaper Våpen" CHRYSSALID_WEAPON: "Chryssalide Våpen" CELATID_WEAPON: "Celatide Våpen" SILACOID_WEAPON: "Silacoide Våpen" SECTOPOD_WEAPON: "Sectopode Våpen" ZOMBIE_WEAPON: "Zombi Våpen" ALIEN_PSI_WEAPON: "Alien Psi Våpen" ================================================ FILE: bin/standard/xcom1/Language/pl.yml ================================================ pl: STR_AVENGER_UFOPEDIA: "TRANSPORTOWY MYŚLIWIEC KOSMICZNY, WIERNIE ODWZOROWUJĄCY TECHNOLOGIĘ OBCYCH." STR_INTERCEPTOR_UFOPEDIA: "MYŚLIWIEC Z PODWÓJNYMI SILNIKAMI PULSACYJNYMI, WYPOSAŻONY W SPECJALISTYCZNE ZABEZPIECZENIA SYSTEMÓW ELEKTRONICZNYCH. NAJWYŻSZE OSIĄGNIĘCIE LOTNICZE ZIEMSKIEJ MYŚLI TECHNICZNEJ." STR_LIGHTNING_UFOPEDIA: "SKUTECZNY MYŚLIWIEC TRANSPORTOWY, PROWIZORYCZNA LECZ EFEKTYWNA REPLIKA OBCYCH SYSTEMÓW NAPĘDU." STR_SKYRANGER_UFOPEDIA: "NAJSZYBSZY TRANSPORTOWIEC WOJSKA TEGO TYPU, POSIADAJĄCY ZDOLNOŚĆ PIONOWEGO STARTU I LĄDOWANIA (PSiL)." STR_FIRESTORM_UFOPEDIA: "JEDNOMIEJSCOWY MYŚLIWIEC, BĘDĄCY REPLIKĄ KLASYCZNEGO LATAJĄCEGO SPODKA OBCYCH Z CENTRALNIE UMIESZCZONĄ JEDNOSTKĄ NAPĘDOWĄ." STR_STINGRAY_UFOPEDIA: "ZAAWANSOWANA RAKIETA KLASY POWIETRZE-POWIETRZE Z DODATKOWĄ OSŁONĄ ZABEZPIECZAJĄCĄ ELEKTRONIKĘ." STR_AVALANCHE_UFOPEDIA: "RAKIETA KLASY POWIETRZE-POWIETRZE UZBROJONA W GŁOWICĘ NUKLEARNĄ O NIESAMOWICIE DUŻEJ MOCY." STR_CANNON_UFOPEDIA: "DZIAŁO WYSOKIEJ MOCY STRZELAJĄCE POCISKAMI PRZECIWPANCERNYMI ZDOLNYMI PRZEBIĆ 400 MM STALI." STR_FUSION_BALL_UFOPEDIA: "TA WYRZUTNIA STRZELA KULISTYMI POCISKAMI KIEROWANYMI, KTÓRE SĄ ZASILANE PRZEZ REAKCJĘ ANTYMATERII. KULA NISZCZY CEL FALĄ GRAWITACYJNEJ IMPLOZJI." STR_LASER_CANNON_UFOPEDIA: "TEN KONWENCJONALNY TRANSMITER LASEROWY JEST ZASILANY PRZEZ KOMORĘ REAKCYJNĄ ANTYMATERII." STR_PLASMA_BEAM_UFOPEDIA: "TRANSMITER GRAWITACYJNY FORMUJE WĄSKIE POLE KANAŁOWE GRAWITACYJNEJ IMPLOZJI." STR_SECTOID_UFOPEDIA: "Hierarchia sektoidów rozciąga się od żołnierzy po przywódców o potężnych zdolnościach psi. Te moce mogą być użyte podczas walki do obniżania morale żołnierzy wroga, a nawet do kontrolowania ich umysłów. Sektoidy chętnie okaleczają bydło i porywają ludzi. Porwani są wykorzystywani jako źródło materiału genetycznego dla sztucznie hodowanych i rozwijanych klonów, infiltrujących ludzkie społeczeństwo. Bydło natomiast służy jako źródło materiału genetycznego i pożywienie. Rasa ta wydaje się tworzyć wysokiej jakości genetyczne hybrydy, by zwiększyć wydajność ich przypominającego rój społeczeństwa." STR_SECTOID_AUTOPSY: "Sekcja sektoida" STR_SECTOID_AUTOPSY_UFOPEDIA: "Sekcja wyjawiła prostą budowę ciała ze śladowymi organami trawiennymi. Mózg i oczy są bardzo dobrze rozwinięte. Budowa ciała sugeruje zmiany genetyczne lub mutacje. Małe usta i nos wydają się pełnić mało znaczące funkcje. Błona między palcami u rąk i płaskie stopy sugerują wodne pochodzenie. Brak jest organów rozrodczych i ich śladów, które wyjaśniłyby, jak ten gatunek się rozmnaża. Prawdopodobnie został genetycznie zaprojektowany." STR_SNAKEMAN_UFOPEDIA: "Ta rasa rozwinęła się w nadzwyczaj nieprzyjaznym środowisku. Jest niezwykle wytrzymała i może przetrwać w skrajnych wahaniach temperatur. Osobniki przemieszczają się za pomocą olbrzymiej 'stopy', która chroni wszystkie istotne organy wewnętrzne. Ich cele zdają się wynikać wyłącznie z drapieżnictwa i według nas są pod kontrolą innych inteligentnych istot, które kierują ich militarnymi działaniami na Ziemi." STR_SNAKEMAN_AUTOPSY: "Sekcja wężownika" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Skóra jest bardzo twarda i wytrzymała na ciepło. Układ sercowo-naczyniowy jest częścią układu mięśniowego i tworzą razem układ hydrauliczny, który porusza częściami ciała. Jedynym prawdziwym mięśniem jest serce. Układ rozrodczy wydaje się bardzo wydajny. Wężowniki są obojnakami. Każdy z nich może jednocześnie przenosić do 50 jaj wewnątrz własnego ciała. Pozostawiona sama sobie, rasa ta stałaby się poważnym zagrożeniem dla życia na Ziemi." STR_ETHEREAL_UFOPEDIA: "Ta istota ma niesamowitą moc umysłową, która umożliwia jej komunikację telepatyczną oraz telekinezę. Prawdopodobnie małe możliwości fizyczne tej istoty są wspomagane przez moc umysłu. Nie możemy zrozumieć, jak działają te telekinetyczne zdolności, ponieważ zdają się przeczyć prawom fizyki, które znamy. W walce w każdej sytuacji etereale są bardzo niebezpieczne, ale tylko dopóki mogą liczyć na siłę swojego umysłu. Rzadko zjawiają się na Ziemi, ponieważ według nas liczą na inne rasy, które wykonują ich rozkazy." STR_ETHEREAL_AUTOPSY: "Sekcja eterianina" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Ta istota jest niedorozwinięta fizycznie i wygląda na niezdolną do podtrzymywania jakichkolwiek własnych funkcji życiowych. Mięśnie są w stanie poważnego zaniku, a wewnętrzne organy wyglądają na atroficzne. Narządy zmysłów, włącznie z oczami, zdają się w ogóle nie działać. Mózg za to jest dobrze rozwinięty, ale potrzebuje dużych dostaw krwi. Jest dla nas zagadką, jak te stworzenia mogą funkcjonować bez zewnętrznej pomocy." STR_MUTON_UFOPEDIA: "Te ludzko-podobne istoty są silne fizycznie i inteligentne. Mają szczególny apetyt na surowe mięso każdego rodzaju, którego potrzebują do przeżycia - podobnie jak nasze ziemskie drapieżniki. Prawdopodobnie otrzymują rozkazy telepatycznie od rasy zwanej eterianami. Jeśli tylko to telepatyczne połączenie zostanie przerwane, ich system nerwowy zdaje się załamywać i wtedy umierają. Cybernetyczne implanty zwiększają ich bitewne możliwości. Najwyraźniej są żołnierzami piechoty wyższej inteligencji." STR_MUTON_AUTOPSY: "Sekcja mutona" STR_MUTON_AUTOPSY_UFOPEDIA: "Skóra tych istot wydaje się stworzonym z materiału organicznego pancerzem zabezpieczającym, który jest wszczepiony na ciało. Zastosowano liczne implanty cybernetyczne do wspomagania zmysłów i układu sercowo-naczyniowego. Narządy rozrodcze zostały prawdopodobnie chirurgicznie usunięte. Życie tych nieszczęsnych stworzeń ewidentnie ogranicza się do walki i zabijania. Amunicja przeciwpancerna jest mało efektywna przeciwko ich twardej skórze." STR_CELATID_UFOPEDIA: "Ta forma życia ma tajemniczą naturalną zdolność do unoszenia się w powietrzu. Potrafi ona wyczuwać ludzkie fale mózgowe i podążać za człowiekiem, nawet jeśli ten dobrze się ukryje. Gdy tylko cel zostanie wykryty, celatyd ląduje i zaczyna strzelać w jego kierunku małymi granulkami bardzo żrącego jadu. Istota ta ma zdolności do klonowania się w zastraszającym tempie. Towarzyszy rasie mutonów w jej wyprawach." STR_CELATID_AUTOPSY: "Sekcja celatyda" STR_CELATID_AUTOPSY_UFOPEDIA: "Rdzeń zawiera małe biomechaniczne urządzenie, które wydaje się naturalnie wyewoluowanym układem napędu anty grawitacyjnego. Gruczoł jadowy jest największym organem, a wydzielona struktura mózgowa prawdopodobnie nie istnieje. Nie stwierdziliśmy obecności układów trawiennego i rozrodczego. Pewien mały organ natomiast zawiera embriony, które mogą szybko rozwijać się w nowym ciele." STR_SILACOID_UFOPEDIA: "Ta forma życia opartego na krzemie wytwarza olbrzymią ilość ciepła. Potrafi ona kruszyć kamienie dzięki rozgrzewaniu ich w swoim gorącym ciele. Dysponuje prymitywnym rozumem, przez co może być kontrolowana przez inne istoty telepatycznie lub za pomocą implantów. Współdziała z rasą mutonów." STR_SILACOID_AUTOPSY: "Sekcja silakoida" STR_SILACOID_AUTOPSY_UFOPEDIA: "Wnętrze tych istot jest bardzo gorące, a ciepło wydaje się podstawowym czynnikiem trawiennym. Ich unikalny system mięśniowy jest niesamowicie silny i szybki, a skało-podobna skóra jest niewrażliwa na ogień czy amunicję zapalającą." STR_CHRYSSALID_UFOPEDIA: "Szczypce tych istot podobne do kraba są potężną bronią w bezpośrednim kontakcie. Szybka przemiana materii oraz siła tego stworzenia sprawiają, że jest ono szybkie i sprawne. Zamiast zabijać swoją ofiarę, składa ono wewnątrz jej ciała jajo oraz wprowadza jad, który zamienia ją w żywego trupa. Wkrótce po złożeniu jaja nowy kryzalid rozrywa od wewnątrz swoją ofiarę. Kryzalidy współpracują z rasą wężowników." STR_CHRYSSALID_AUTOPSY: "Sekcja kryzalida" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Egzoszkielet tych istot jest bardzo twardy, ale kruchy, przez co zadziwiająco podatny na uszkodzenia z amunicji eksplodującej. Mózg jest dobrze rozwinięty, a rozwój komórek jest bardzo szybki. Stworzenia te przenoszą około 20 jaj, które znoszą do wnętrza innych organizmów, przez cio są bardzo efektywną bronią terrorystyczną." STR_FLOATER_UFOPEDIA: "Lewitony są przede wszystkim żołnierzami i terrorystami. Z natury są zabójczymi bestiami wspomaganymi cybernetyką i genetycznie poprawionymi, by lepiej walczyć. Dolna część ciała i większość organów wewnętrznych zostały chirurgicznie usunięte, a na ich miejsce został wstawiony system podtrzymywania życia. System ten zawiera jednostkę anty-grawitacyjną, która pozwala tym stworzeniom, choć niestabilnie, lewitować w powietrzu (stąd nazwa tychże stworzeń)." STR_FLOATER_AUTOPSY: "Sekcja lewitona" STR_FLOATER_AUTOPSY_UFOPEDIA: "Ta istota została drastycznie zmodyfikowana chirurgicznie. Urządzenie, które zdaje się tworzyć tułów, jest systemem podtrzymywania życia. System ten pełni funkcje usuniętego serca, płuc i układu trawiennego, co umożliwia tym istotom przetrwanie nawet w ekstremalnie nieprzyjaznym środowisku. Mózg jest mniejszy niż nasz, ale narządy zmysłów są dobrze rozwinięte." STR_REAPER_UFOPEDIA: "Ten stwór ma potężne szczęki i ogromny apetyt. Posiada też liczne implanty w mózgu, które są używane do kontrolowania jego aktywności. Prymitywne instynkty tych zabójczych stworzeń są mało użyteczne, chyba że chodzi o terroryzowanie i niszczenie. Żeńce zwykle towarzyszą lewitonom." STR_REAPER_AUTOPSY: "Sekcja żeńca" STR_REAPER_AUTOPSY_UFOPEDIA: "Żeńce posiadają dwa mózgi i dwa serca, które pozwalają im funkcjonować, nawet gdy są ciężko ranne. Jednak ich futrzana skóra jest łatwopalna, przez co są podatne na broń zapalającą." STR_SECTOPOD_UFOPEDIA: "Sektopody to wielkie mechaniczne bestie z potężną bronią strzelającą wiązkami lasera, które są kontrolowane poprzez połączenie telepatyczne dzięki eterianom. Są jednocześnie jedną z najsilniejszych broni terrorystycznych dostępnych w siłach zbrojnych u obcych." STR_SECTOPOD_AUTOPSY: "Analiza części sektopoda" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Robot ma mocną konstrukcję z twardym pancerzem, który jest zdolny stawić opór większości rodzajom broni, w szczególności broni plazmowej. Jednakże delikatne obwody wydają się szczególnie podatne na uszkodzenia z broni laserowej." STR_CYBERDISC_UFOPEDIA: "Ten miniaturowy latający spodek jest zautomatyzowaną bronią terrorystyczną uzbrojoną w silne działko plazmowe. Napęd anty-grawitacyjny daje im dużą przewagę na trudnym terenie. Podstawowymi zadaniami tego spodka są terror i niszczenie w służbie rasy sektoidów." STR_CYBERDISC_AUTOPSY: "Analiza części cyberdysku" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Cyber-dysk jest dobrze opancerzony, a w szczególności odporny na amunicję eksplodującą. Niestety, główny system anty-grawitacyjny jest zbyt uszkodzony, by zrozumieć jego działanie." STR_UFO_POWER_SOURCE_UFOPEDIA: "Źródłem energii statków obcych są reaktory antymaterii, które wykorzystują eler - pierwiastek o liczbie atomowej Z=115 do generowania silnych fal grawitacyjnych, a także różnych form energii. Przekształcanie materii w energię jest niesamowicie wydajne i wynosi 99%, dlatego mała ilość eleru może wytworzyć ogromną ilość energii. To urządzenie może być łatwo reprodukowane przy użyciu stopów metali obcych." STR_UFO_NAVIGATION_UFOPEDIA: "Statki obcych używają wyspecjalizowanych komputerów do nawigacji na Ziemi i w przestrzeni kosmicznej. System bazuje na procesorach optycznych połączonych na wzór sieci. Sterowanie statkiem jest stosunkowo proste: nawigator kontroluje generowane przez źródło zasilania fale grawitacyjne przemieszczające statek w dowolnym kierunku. System ten może być przez ludzi łatwo używany oraz reprodukowany przy użyciu stopów metali obcych." STR_UFO_CONSTRUCTION_UFOPEDIA: "Statki obcych składają się z trzech głównych komponentów: reaktorów antymaterii będących źródłem energii, systemu nawigacyjnego i kadłuba zbudowanego ze stopów metali obcych. Kadłub jest tak skonstruowany, by można było kierować i kontrolować fale grawitacyjne. Dodatkowo potrzebne są małe ilości eleru jako paliwa dla źródła energii. Jeśli tylko poznamy i zrozumiemy zasady budowy oraz funkcje każdego z komponentów, wtedy możliwe będzie zbudowanie statku tego typu." STR_ALIEN_FOOD_UFOPEDIA: "Te komory zawierają rozmaite enzymy, które są używane do trawienia części ciała bydła, innych zwierząt, a nawet ludzi. Powstały płyn jest następnie wchłaniany jako gotowy przetrawiony pokarm, prawdopodobnie prosto do obiegu krwi. To sugeruje pewną zależność między zwierzętami na Ziemi a obcymi: swego rodzaju symbiozę między Ziemią a społeczeństwem obcych." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Te komory zawierają płody obcych. Konstrukcja tych pojemników sugeruje, że obcy, którzy używają metod klonujących, całkowicie polegają na reprodukcji laboratoryjnej. Pożywne odżywki zapewniają szybki rozwój płodów. Taki taśmowy system fabrykujący może wytworzyć tysiące klonów obcych w krótkim okresie czasu. Proces ten może być łatwo przystosowany do reprodukcji ludzi lub tworzenia krzyżówek obcych z ludźmi." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Najbardziej prawdopodobne jest, że sfery te służą jako źródło rozrywki. Wyładowania psioniczne pobudzają rozmaite ośrodki mózgu. Efekt jest podobny jak po zażyciu narkotyków halucynogennych. To jest jedyny dowód na to, że obcy mają jakąkolwiek kulturę lub chwile rozrywki." STR_ALIEN_SURGERY_UFOPEDIA: "Ten sprzęt obcych używa laserowych noży, by wyciąć pewne części ciała z bydła i innych zwierząt. Szeroko rozprzestrzenione przypadki okaleczania bydła mogą być wyjaśnione tą dziwną działalnością ze strony obcych. Organy są zapewne wykorzystywane do odżywiania innych obcych lub celów genetycznych." STR_EXAMINATION_ROOM_UFOPEDIA: "W przeszłości wiele tysięcy osób twierdziło, że zostali porwani przez obcych, niekiedy wielokrotnie. Prawda tymczasem jest dużo bardziej przerażająca: ludzie są porywani, badani i obserwowani. Z najlepszych okazów wydobywa się materiał genetyczny. Kobietom implantuje się płody krzyżówek ludzi i obcych, a potem usuwa kilka miesięcy później. Kto wie, jakimi złowrogimi motywami kierują się obcy?" STR_ALIEN_ALLOYS_UFOPEDIA: "Statki obcych są skonstruowane ze specjalnych stopów metali o unikalnych właściwościach. Stopy te są bardzo lekkie i jednocześnie niesamowicie wytrzymałe. Mogą być modelowane metodami elektromagnetycznymi oraz być reprodukowane i używane do różnych celów w procesach produkcyjnych." STR_ELERIUM_115_UFOPEDIA: "Ten pierwiastek chemiczny o liczbie atomowej Z=115 posiada niezwykłą własność generowania antymaterii podczas bombardowania go pewnymi cząstkami. Proces ten wytwarza fale grawitacyjne i różne formy energii. W naszym Układzie Słonecznym nie występuje naturalnie i nie może być reprodukowany." STR_ALIEN_ORIGINS_UFOPEDIA: "Jest jasne, że na Ziemi walczymy w przegranej bitwie. Hordy obcych są przytłaczająco liczne. Najlepsze co możemy zrobić to spowolnić ich inwazję. Jedyną nadzieją ludzkości jest zniszczenie obcych poprzez zaatakowanie ich źródła. Nasze badania wskazują na istnienie pobliskiej bazy operacyjnej w obrębie Układu Słonecznego. Z licznych badań nad obcymi wynika, że jest to centrum starożytnej cywilizacji, starszej nawet od ludzkiej historii. Musimy zlokalizować to miejsce jak najszybciej. W związku z tym musimy pojmać i przesłuchać lidera obcych, by zyskać bardziej szczegółowe informacje. Większe UFO prawdopodobnie mają na pokładzie co najmniej jednego lidera obcych." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Według naszych najnowszych badań baza operacyjna obcych znajduje się na Marsie. Jest ona dobrze ukryta i wyposażona we wszelakie systemy produkcji i klonowania potrzebne do infiltracji Ziemi. Wydaje się, że mieści również jakiegoś rodzaju komputer kontrolujący całą operację. Prawdopodobnie społeczeństwo obcych, która przypomina rój pszczół, podobnie jak one ma też swego rodzaju 'królową'. Jest to istotna słabość obcych - jeśli potrafimy unicestwić 'mózg', wtedy całe ciało umrze. Musimy zwiększyć tempo i wysiłek naszych badań, zanim będzie za późno. W pierwszej kolejności musimy pojmać najwyższych rangą obcych - przywódców - którzy przebywają tylko w bazach obcych i na pokładzie pancerników." STR_CYDONIA_OR_BUST_UFOPEDIA: "Teraz jest jasne, że hordy obcych są kontrolowane z podziemnej bazy w Cydonii. Jest to niezwykłe miejsce na Marsie, które cechuje się pięciobocznymi piramidami i dużą formacją przypominającą ludzką twarz. Miliony lat temu na Marsie kwitła cydońska cywilizacja. Niestety, nie wiemy jednak, dlaczego wymarła ani jakie jest jej powiązanie z ostatnią aktywnością obcych na tamtym obszarze. Jakby tego było mało, musimy wysłać ekspedycję do Cydonii. Jest to jedyny sposób, by pokonać obcych. Musimy zniszczyć główny kontrolujący 'Mózg'! Potrzebujemy do tego 'Mściciela' wyposażonego w najbardziej niszczycielską broń, jaką mamy do dyspozycji. Nic więcej nie ma tu do odkrycia - pozostaje jedynie nadzieja w ataku na Cydonię." STR_CENTER_ON_SITE_TIME_5_SECONDS: "WSKAŻ MIEJSCE - CZAS: 5 sekund" STR_CANCEL_UC: "ANULUJ" STR_NONE: "Żaden" STR_UNKNOWN: "Nieznany" STR_POOR: "Słaby" STR_AVERAGE: "Średni" STR_GOOD: "Dobry" STR_EXCELLENT: "Znakomity" STR_BUILD_NEW_BASE_UC: "BUDUJ NOWĄ BAZĘ" STR_BASE_INFORMATION: "INFORMACJE O BAZIE" STR_EQUIP_CRAFT: "WYPOSAŻENIE POJAZDÓW" STR_BUILD_FACILITIES: "BUDUJ INSTALACJĘ" STR_RESEARCH: "BADANIA" STR_MANUFACTURE: "PRODUKCJA" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "KUP/ZATRUDNIJ" STR_SACK: "ZWOLNIJ" STR_SELL_SACK_UC: "SPRZEDAJ/ZWOLNIJ" STR_GEOSCAPE_UC: "EKRAN ZIEMI" STR_NAME: "Nazwa" STR_AREA: "Teren" STR_BUILD_NEW_BASE: "Buduj nową bazę" STR_CANCEL: "Anuluj" STR_COST_UC: "KOSZT:" STR_CONSTRUCTION_TIME_UC: "DŁUGOŚĆ BUDOWY:" STR_DAY: one: "{N} dzień" few: "{N} dni" many: "{N} dni" other: "{N} dni" STR_HOUR: one: "{N} godzina" few: "{N} godziny" many: "{N} godziny" other: "{N} godziny" STR_MAINTENANCE_UC: "UTRZYMANIE:" STR_OK: "OK" STR_INSTALLATION: "Instalacja" STR_CURRENT_RESEARCH: "AKTUALNE BADANIA" STR_SCIENTISTS_AVAILABLE: "Dostępnych naukowców: {ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Wysłanych do badań: {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Wolnych stanowisk badań: {ALT}{0}" STR_RESEARCH_PROJECT: "BADANY PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "WYSŁANYCH DO BADAŃ" STR_PROGRESS: "POSTĘP" STR_NEW_PROJECT: "Nowy projekt" STR_CANCEL_PROJECT: "ANULUJ BADANIA" STR_NEW_RESEARCH_PROJECTS: "NOWE PROJEKTY NAUKOWE" STR_SCIENTISTS_AVAILABLE_UC: "DOSTĘPNYCH NAUKOWCÓW: {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "WOLNYCH STANOWISK BADAŃ: {ALT}{0}" STR_INCREASE: "Zwiększ" STR_DECREASE: "Zmniejsz" STR_START_PROJECT: "ROZPOCZNIJ BADANIA" STR_CURRENT_PRODUCTION: "AKTUALNA PRODUKCJA" STR_ENGINEERS_AVAILABLE: "Dostępnych inżynierów: {ALT}{0}" STR_ENGINEERS_ALLOCATED: "Wysłanych do pracy: {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Wolnych stanowisk pracy: {ALT}{0}" STR_CURRENT_FUNDS: "Obecne środki: {ALT}{0}" STR_ITEM: "PRZEDMIOT" STR_ENGINEERS__ALLOCATED: "Wysłanych do pracy" STR_UNITS_PRODUCED: "Wykonanych sztuk" STR_TOTAL_TO_PRODUCE: "Zlecona ilość" STR_COST__PER__UNIT: "Koszt{NEWLINE}za{NEWLINE}sztukę" STR_DAYS_HOURS_LEFT: "Pozostało dni/godzin" STR_NEW_PRODUCTION: "Nowa produkcja" STR_PRODUCTION_ITEMS: "Przedmioty do produkcji" STR_CATEGORY: "KATEGORIA" STR_START_PRODUCTION: "ROZPOCZNIJ PRODUKCJĘ" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} roboczogodzin na jedną sztukę" STR_COST_PER_UNIT_: "Koszt za sztukę: {ALT}{0}" STR_WORK_SPACE_REQUIRED: "Wymagana przestrzeń, by rozpocząć produkcję: {ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "WYMAGANE SPECJALNE MATERIAŁY" STR_ITEM_REQUIRED: "WYMAGANY PRZEDMIOT" STR_UNITS_REQUIRED: "WYMAGANYCH SZTUK" STR_UNITS_AVAILABLE: "DOSTĘPNYCH SZTUK" STR_STOP_PRODUCTION: "PRZERWIJ PRODUKCJĘ" STR_ENGINEERS_AVAILABLE_UC: "DOSTĘPNYCH INŻYNIERÓW: {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WOLNYCH STANOWISK PRACY: {ALT}{0}" STR_MONTHLY_PROFIT: "ZYSK MIESIĘCZNY>{ALT}{0}" STR_INCREASE_UC: "ZWIĘKSZ" STR_DECREASE_UC: "ZMNIEJSZ" STR_UNITS_TO_PRODUCE: "Sztuk do produkcji" STR_PURCHASE_HIRE_PERSONNEL: "Kup produkty/Zatrudnij ludzi" STR_COST_OF_PURCHASES: "Koszt transakcji: {ALT}{0}" STR_COST_PER_UNIT_UC: "KOSZT ZA SZTUKĘ" STR_QUANTITY_UC: "SZTUK" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "DOSTĘPNY PERSONEL/CAŁY PERSONEL:" STR_SOLDIERS: "Żołnierze" STR_SCIENTISTS: "Naukowcy" STR_ENGINEERS: "Inżynierowie" STR_SPACE_USED_SPACE_AVAILABLE: "UŻYWANA PRZESTRZEŃ/DOSTĘPNA PRZESTRZEŃ:" STR_LIVING_QUARTERS: "Kwatery mieszkalne" STR_STORES: "Magazyny" STR_LABORATORIES: "Laboratoria" STR_WORK_SHOPS: "Warsztaty" STR_HANGARS: "Hangary" STR_SHORT_RANGE_DETECTION: "Krótki zasięg wykrycia" STR_DEFENSE_STRENGTH: "Siła obrony" STR_TRANSFERS_UC: "TRANSFERY" STR_TRANSFERS: "Transfery" STR_ARRIVAL_TIME_HOURS: "Godzin do przybycia" STR_COST_: "Koszt: {ALT}{0}" STR_AREA_: "Teren: {ALT}{0}" STR_BASE_NAME: "Wpisz nazwę bazy" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "WYBIERZ POŁOŻENIE WINDY WEJŚCIOWEJ" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "SZTUK DO TRANSFERU" STR_SELECT_DESTINATION_BASE: "Wybierz bazę docelową" STR_COST: "Koszt" STR_VICTORY_1: "Po wejściu do sali zobaczyłeś 'Mózg' obcych - obiekt Twoich poszukiwań. Zanim postanowiłeś strzelić, skomunikował się z Tobą poprzez ekran w swojej bazie. To 'coś' błagało Cię o wysłuchanie argumentów obrony, nim podejmiesz decyzję, by pociągnąć za spust..." STR_VICTORY_2: "'Mózg' mówi: 'Wiele milionów lat temu planeta zwana przez was Marsem była żywa. Nasza cywilizacja sprowadziła życie na tę jałową planetę, tak jak i sprowadziła na waszą. Przez miliony lat odwiedzaliśmy waszą planetę i genetycznie rozwijaliśmy wasz gatunek. Nie możecie nas zabić, jesteście częścią nas..." STR_VICTORY_3: "To jest centrum marsjańskiej cywilizacji - piramidy, który wybudował miliony lat przed wami gatunek będący waszym przodkiem. Nie ma planety poza naszym zasięgiem. Ta potęga może być wkrótce wasza. Pytanie brzmi: Czy chcesz współpracować...'" STR_GAME_OVER_1: "Obcym udało się wytępić całą ludzkość, niszcząc miasta oraz zatruwając powietrze i wodę. Opór ziemskich armii był daremny w starciu z o wiele wyższą technologią. Pokolenia, które przetrwały, cierpią teraz z powodu okropnych mutacji, jak i{NEWLINE}ucieczek przed obcymi, którzy tępią ludzi. Wielu ludzi przebywa w obozach pracy, pomagając przekształcać Ziemię w kolonię obcych, która jest częścią pewnego nieznanego imperium." STR_GAME_OVER_2: "Wiedza zdobyta podczas projektu X-Com została utracona na zawsze. Nie udało Ci się ochronić Ziemi." STR_VICTORY_4: "'Mózg' obcych został rozerwany przez wybuch gorącej plazmy, przez co cała armia obcych została pokonana." STR_VICTORY_5: "Obcy utracili Marsa, a teraz stracili też Ziemię. Wkrótce odkrycia organizacji X-Com pozwolą ludzkości raz jeszcze rozkwitnąć i posiąść Marsa już dla siebie. Zagrożenie ze strony obcych zażegnane, ale na jak długo, kto wie..." STR_YOU_HAVE_FAILED: "Nie udało Ci się powstrzymać najazdu obcych. Państwa sponsorujące Twoją organizację, jedno po drugim, podpisały pakt obiecujący dostęp do technologii obcych - w myśl dobrobytu i pokoju. Jednak niebawem stało się jasne, że obcy mają inne plany..." STR_TOTAL_UC: "SUMA" STR_INCOME: "Dochód" STR_EXPENDITURE: "Wydatki" STR_MAINTENANCE: "Utrzymanie" STR_BALANCE: "Bilans" STR_UFO_ACTIVITY_IN_AREAS: "Aktywność obcych na terenach" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktywność obcych w państwach" STR_XCOM_ACTIVITY_IN_AREAS: "Aktywność X-Comu na terenach" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Aktywność X-Comu w państwach" STR_FINANCE: "Finanse" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "tys. $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Brakuje specjalnych materiałów, żeby produkować{NEWLINE}{0}{NEWLINE}w bazie{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Brakuje pieniędzy, żeby produkować{NEWLINE}{0}{NEWLINE}w bazie{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produkcja{NEWLINE}{0}{NEWLINE}w bazie{NEWLINE}{1}{NEWLINE}została zakończona" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Budowa {0}{NEWLINE}w bazie {1}{NEWLINE}została zakończona" STR_OK_5_SECONDS: "OK - CZAS: 5 sekund" STR_RESEARCH_COMPLETED: "Badania zakończone" STR_VIEW_REPORTS: "ZOBACZ RAPORT" STR_WE_CAN_NOW_RESEARCH: "Możemy teraz badać" STR_WE_CAN_NOW_PRODUCE: "Możemy teraz produkować" STR_SUNDAY: "NIEDZIELA" STR_MONDAY: "PONIEDZIAŁEK" STR_TUESDAY: "WTOREK" STR_WEDNESDAY: "ŚRODA" STR_THURSDAY: "CZWARTEK" STR_FRIDAY: "PIĄTEK" STR_SATURDAY: "SOBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Brakuje {0}, by zatankować {1} w bazie {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Brakuje {0}, by dozbroić {1} w bazie {2}" STR_UFO_IS_NOT_RECOVERED: "UFO nieprzejęte" STR_UFO_IS_RECOVERED: "UFO przejęte" STR_CRAFT_IS_LOST: "Pojazd stracony" STR_TERROR_CONTINUES: "Terror trwa" STR_ALIENS_DEFEATED: "Obcy pokonani" STR_BASE_IS_LOST: "Baza stracona" STR_BASE_IS_SAVED: "Baza uratowana" STR_ALIEN_BASE_STILL_INTACT: "Baza obcych nadal istnieje" STR_ALIEN_BASE_DESTROYED: "Baza obcych zniszczona" STR_ALIENS_KILLED: "ZABITYCH OBCYCH" STR_ALIEN_CORPSES_RECOVERED: "ZNALEZIONYCH ZWŁOK OBCYCH" STR_LIVE_ALIENS_RECOVERED: "POJMANYCH ŻYWYCH OBCYCH" STR_ALIEN_ARTIFACTS_RECOVERED: "ZNALEZIONYCH PRZEDMIOTÓW OBCYCH" STR_ALIEN_BASE_CONTROL_DESTROYED: "ZNISZCZONO STEROWNIĘ BAZY OBCYCH" STR_CIVILIANS_KILLED_BY_ALIENS: "CYWILI ZABITYCH PRZEZ OBCYCH" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CYWILI ZABITYCH PRZEZ ŻOŁNIERZY X-COMU" STR_CIVILIANS_SAVED: "URATOWANYCH CYWILI" STR_XCOM_OPERATIVES_KILLED: "ZABITYCH ŻOŁNIERZY X-COMU" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "ZAGINIONYCH W AKCJI ŻOŁNIERZY X-COMU" STR_TANKS_DESTROYED: "ZNISZCZONYCH CZOŁGÓW" STR_XCOM_CRAFT_LOST: "STRACONYCH POJAZDÓW X-COMU" STR_UFO_RECOVERY: "PRZEJĘTE POZOSTAŁOŚCI UFO" STR_ALIEN_BASE_RECOVERY: "PRZEJĘTE POZOSTAŁOŚCI BAZY OBCYCH" STR_BASE_UNDER_ATTACK: "Baza '{0}' jest atakowana!" STR_BASE_DEFENSES_INITIATED: "ZAINICJOWANO SYSTEMY OBRONNE BAZY" STR_GRAV_SHIELD_REPELS_UFO: "TARCZA GRAWITACYJNA ODPYCHA UFO!" STR_FIRING: "STRZELA" STR_HIT: "TRAFIENIE!" STR_UFO_DESTROYED: "UFO ZNISZCZONE!" STR_MISSED: "PUDŁO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sprzedaj produkty/Zwolnij ludzi" STR_VALUE_OF_SALES: "WARTOŚĆ SPRZEDAŻY: {ALT}{0}" STR_FUNDS: "PIENIĄDZE: {ALT}{0}" STR_SELL_SACK: "Sprzedaj/Zwolnij" STR_VALUE: "Wartość" STR_CRAFT_: "POJAZD: {ALT}{0}" STR_CRAFTNAME: "{0} {1}" STR_UFO_CRASH_RECOVERY: "PRZEJĘCIE ROZBITEGO UFO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Zachowaj ostrożność! Obcy mogą być aktywni w UFO lub pobliżu miejsca katastrofy. Misja będzie zakończona powodzeniem, gdy wszystkie jednostki wroga zostaną wyeliminowane lub zneutralizowane. Nastąpi wtedy przejęcie pozostałości UFO, przedmiotów i martwych obcych. By przerwać misję, wycofaj żołnierzy X-Comu do transportowca i kliknij na ikonę 'Przerwij misję', po czym potwierdź wybór." STR_UFO_GROUND_ASSAULT: "PRZEJĘCIE UFO NA LĄDOWISKU" STR_UFO_GROUND_ASSAULT_BRIEFING: "Zbadaj miejsce lądowania i, jeśli to możliwe, wejdź do UFO. Misja zakończy się powodzeniem, gdy wszystkie jednostki wroga zostaną wyeliminowane lub zneutralizowane. Nastąpi wtedy przejęcie pozostałości UFO, przedmiotów i martwych obcych. By przerwać misję, wycofaj agentów X-Comu do transportowca i kliknij na ikonę 'Przerwij misję', po czym potwierdź wybór." STR_BASE_DEFENSE: "OBRONA BAZY X-COMU" STR_BASE_UC_: "BAZA: {0}" STR_BASE_DEFENSE_BRIEFING: "W pobliżu wylądował statek obcych. Nasza baza jest w wielkim niebezpieczeństwie. Standardową procedurą w takiej sytuacji jest ewakuacja całego niewalczącego personelu wszystkimi dostępnymi pojazdami X-Comu. Jednostki obcych mogły wejść do bazy przez wrota hangarów lub windę wejściową. Obroń bazę i jej istotne instalacje za wszelką cenę. To jest walka na śmierć i życie. Jeśli klikniesz ikonę 'Przerwij misję' i potwierdzisz wybór, poniesiesz klęskę i stracisz tę bazę." STR_ALIEN_BASE_ASSAULT: "SZTURM NA BAZĘ OBCYCH" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Żołnierze X-Comu znaleźli wejście do bazy obcych. Aby baza została zneutralizowana, należy zniszczyć jej sterownię. Misja zakończy się, kiedy wszyscy wrogowie zostaną wyeliminowani lub gdy po zniszczeniu sterowni bazy Twój oddział powróci do zielonego obszaru będącego wyjściem i klikniesz na ikonę 'Przerwij misję', po czym potwierdzisz wybór. Po wykonaniu tej drugiej czynności wrócisz do swojego transportowca." STR_CYDONIA_BRIEFING: "Przybyłeś do Cydonii i znalazłeś wejście do wielkiego podziemnego kompleksu niedaleko marsjańskiego Sfinksa. Musisz zniszczyć 'Mózg' obcych, który kontroluje działalność wszystkich obcych. Los ludzkości jest w twoich rękach..." STR_TERROR_MISSION: "TERROR OBCYCH W MIEŚCIE" STR_TERROR_MISSION_BRIEFING: "Misja będzie zakończona powodzeniem, gdy wszystkie jednostki wroga zostaną zneutralizowane lub wyeliminowane. Uratuj życie tylu cywilom, ilu tylko zdołasz na terenie bitwy poprzez zneutralizowanie zagrożenia ze strony obcych. By przerwać misję, wycofaj żołnierzy X-Comu do transportowca i kliknij na ikonę 'Przerwij misję', po czym potwierdź wybór." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "BRAKUJE WOLNEGO HANGARU DLA PRODUKOWANEGO POJAZDU!{SMALLLINE}Każdy pojazd przydzielony w danej bazie, przenoszony do innej bazy, kupowany lub produkowany wymaga co najmniej jednego hangaru. Wybuduj nowy hangar lub przenieś przynajmniej jeden pojazd do innej bazy." STR_NO_FREE_HANGARS_FOR_PURCHASE: "BRAKUJE WOLNEGO HANGARU DLA KUPOWANEGO POJAZDU!{SMALLLINE}Każdy pojazd przydzielony w danej bazie, przenoszony do innej bazy, kupowany lub produkowany wymaga co najmniej jednego hangaru. Wybuduj nowy hangar lub przenieś przynajmniej jeden pojazd do innej bazy." STR_NO_FREE_HANGARS_FOR_TRANSFER: "BRAKUJE WOLNEGO HANGARU DLA PRZENOSZONEGO POJAZDU!{SMALLLINE}Każdy pojazd przydzielony w danej bazie, przenoszony do innej bazy, kupowany lub produkowany wymaga co najmniej jednego hangaru. Wybuduj nowy hangar lub przenieś przynajmniej jeden pojazd do innej bazy." STR_CANNOT_BUILD_HERE: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Budowana instalacja musi sąsiadować z istniejącą." STR_NO_FREE_ACCOMODATION: "BRAKUJE WOLNYCH KWATER!{SMALLLINE}Brak wolnych kwater w bazie docelowej." STR_NOT_ENOUGH_WORK_SPACE: "BRAKUJE WOLNEGO MIEJSCA W WARSZTACIE!{SMALLLINE}Wybuduj nowy warsztat lub ogranicz pracę nad co najmniej jednym projektem." STR_NOT_ENOUGH_MONEY: "BRAKUJE PIENIĘDZY!" STR_NOT_ENOUGH_STORE_SPACE: "BRAKUJE MIEJSCA W MAGAZYNACH!{SMALLLINE}Wybuduj nowe magazyny lub przenieś część zapasów do innej bazy." STR_NOT_ENOUGH_LIVING_SPACE: "BRAKUJE WOLNYCH KWATER!{SMALLLINE}Wybuduj nowe kwatery lub przenieś część personelu do innej bazy." STR_LAUNCH_INTERCEPTION: "WYSYŁANIE POJAZDÓW" STR_CRAFT: "POJAZD" STR_STATUS: "STATUS" STR_BASE: "BAZA" STR_READY: "GOTOWY" STR_OUT: "WYSŁANY" STR_REPAIRS: "NAPRAWIANY" STR_REFUELLING: "TANKOWANY" STR_REARMING: "DOZBRAJANY" STR_TARGET: "CEL: {0}" STR_WAY_POINT: "PUNKT DOCELOWY" STR_ARE_YOU_SURE_CYDONIA: "Czy na pewno chcesz wysłać ten pojazd na misję do Cydonii?" STR_YES: "TAK" STR_NO: "NIE" STR_SELECT_DESTINATION: "WYBIERZ CEL" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "WYBIERZ MIEJSCE NA NOWĄ BAZĘ" STR_RETURN_TO_BASE: "POWRÓT DO BAZY" STR_SELECT_NEW_TARGET: "WYBIERZ NOWY CEL" STR_PATROL: "PATROL" STR_STATUS_: "STATUS: {ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "USZKODZONY - WRACA DO BAZY" STR_LOW_FUEL_RETURNING_TO_BASE: "MAŁO PALIWA - WRACA DO BAZY" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISJA ZAKOŃCZONA - WRACA DO BAZY" STR_PATROLLING: "PATROLUJE" STR_TAILING_UFO: "ŚLEDZI UFO" STR_INTERCEPTING_UFO: "PRZECHWYTUJE UFO-{0}" STR_RETURNING_TO_BASE: "WRACA DO BAZY" STR_DESTINATION_UC_: "CEL: {0}" STR_BASE_UC: "BAZA: {ALT}{0}" STR_SPEED_: "PRĘDKOŚĆ: {ALT}{0}" STR_MAXIMUM_SPEED_UC: "PRĘDKOŚĆ MAKS.: {ALT}{0} w.{ALT}" STR_ALTITUDE_: "PUŁAP: {ALT}{0}" STR_VERY_LOW: "BARDZO NISKO" STR_LOW_UC: "NISKO" STR_HIGH_UC: "WYSOKO" STR_VERY_HIGH: "BARDZO WYSOKO" STR_FUEL: "PALIWO: {ALT}{0}" STR_WEAPON_ONE: "BROŃ L.: {ALT}{0}" STR_NONE_UC: "BRAK" STR_ROUNDS_: "NABOI: {ALT}{0}" STR_WEAPON_TWO: "BROŃ P.: {ALT}{0}" STR_INTERCEPTION_CRAFT: "POJAZDY PRZECHWYTUJĄCE" STR_BASE_: "Baza: {0}" STR_NAME_UC: "NAZWA" STR_AMMO_: "AMUNICJA: {ALT}{0}" STR_CREW: "ZAŁOGA" STR_EQUIPMENT_UC: "EKWIPUNEK" STR_ARMOR: "PANCERZ" STR_MAX: "MAKS.: {ALT}{0}" STR_ROOKIE: "Rekrut" STR_SQUADDIE: "Kapral" STR_SERGEANT: "Sierżant" STR_CAPTAIN: "Kapitan" STR_COLONEL: "Pułkownik" STR_COMMANDER: "Komendant" STR_SELECT_SQUAD_FOR_CRAFT: "Wybierz skład dla: {0}" STR_SORT_BY: "SORTUJ WG..." STR_ORIGINAL_ORDER: "PIERWOTNA KOLEJNOŚĆ" STR_MISSIONS2: "MISJE" STR_KILLS2: "ZABITYCH" STR_WOUND_RECOVERY2: "CZAS KURACJI" STR_SPACE_AVAILABLE: "WOLNE MIEJSCA: {ALT}{0}" STR_SPACE_USED: "ZAJĘTE MIEJSCA: {ALT}{0}" STR_SPACE_USED_UC: "ZAJĘTO" STR_RANK: "RANGA" STR_WOUNDED: "RANNY" STR_EQUIPMENT_FOR_CRAFT: "Wybierz broń dla: {0}" STR_DEFENSE_VALUE: "Wartość obrony" STR_HIT_RATIO: "Celność" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}w gotowości do{NEWLINE}lądowania przy:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Rozpocząć misję?" STR_SELECT_ARMAMENT: "Wybierz uzbrojenie" STR_AMMUNITION_AVAILABLE: "DOSTĘPNA AMUNICJA" STR_ARMAMENT: "UZBROJENIE" STR_NOT_AVAILABLE: "BRAK" STR_SELECT_ARMOR_FOR_SOLDIER: "WYBIERZ PANCERZ DLA{NEWLINE}{0}" STR_TYPE: "TYP" STR_PERSONAL_ARMOR_UC: "PANCERZ OSOBISTY" STR_POWER_SUIT_UC: "PANCERZ WSPOMAGANY" STR_FLYING_SUIT_UC: "PANCERZ LATAJĄCY" STR_SELECT_ARMOR: "Wybierz pancerz" STR_NORTH: "PÓŁNOC" STR_NORTH_EAST: "PÓŁNOCNY WSCHÓD" STR_EAST: "WSCHÓD" STR_SOUTH_EAST: "POŁUDNIOWY WSCHÓD" STR_SOUTH: "POŁUDNIE" STR_SOUTH_WEST: "POŁUDNIOWY ZACHÓD" STR_WEST: "ZACHÓD" STR_NORTH_WEST: "PÓŁNOCNY ZACHÓD" STR_SELECT_ACTION: "WYBIERZ ZADANIE" STR_CONTINUE_INTERCEPTION_PURSUIT: "KONTYNUUJ POŚCIG PRZECHWYTUJĄCY" STR_PURSUE_WITHOUT_INTERCEPTION: "ŚCIGAJ BEZ PRZECHWYTYWANIA" STR_VERY_LARGE: "BARDZO DUŻE" STR_LARGE: "DUŻE" STR_MEDIUM_UC: "ŚREDNIE" STR_SMALL: "MAŁE" STR_VERY_SMALL: "BARDZO MAŁE" STR_GROUNDED: "NA ZIEMI" STR_DETECTED: "ZOSTAŁO WYKRYTE" STR_SIZE_UC: "ROZMIAR" STR_ALTITUDE: "PUŁAP" STR_HEADING: "KIERUNEK" STR_SPEED: "PRĘDKOŚĆ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "POKAŻ UFO - CZAS: 5 sekund" STR_TRACKING_LOST: "ZNIKNĘŁO Z RADARU" STR_REDIRECT_CRAFT: "WYBIERZ NOWE ZADANIE" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "LEĆ DO OSTATNIEJ ZNANEJ POZYCJI UFO" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "BAZA OBCYCH-{0}" STR_CRASH_SITE_: "ROZBITE UFO-{0}" STR_LANDING_SITE_: "UFO NA ZIEMI-{0}" STR_WAY_POINT_: "PUNKT DOCELOWY-{0}" STR_TERROR_SITE: "MIEJSCE TERRORU-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}doleciał do{NEWLINE}{1}" STR_NOW_PATROLLING: "Teraz patroluje" STR_ALIEN_ORIGINS: "Pochodzenie obcych" STR_THE_MARTIAN_SOLUTION: "Rozwiązanie Marsjańskie" STR_CYDONIA_OR_BUST: "Cydonia lub Śmierć" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "POJAZDY X-COMU I ICH UZBROJENIE" STR_HEAVY_WEAPONS_PLATFORMS: "CIĘŻKIE DZIAŁA SAMOBIEŻNE" STR_WEAPONS_AND_EQUIPMENT: "BROŃ I SPRZĘT" STR_ALIEN_ARTIFACTS: "ARTEFAKTY OBCYCH" STR_BASE_FACILITIES: "INSTALACJE BAZY" STR_ALIEN_LIFE_FORMS: "OBCE FORMY ŻYCIA" STR_ALIEN_RESEARCH_UC: "BADANIA NAD OBCYMI" STR_UFO_COMPONENTS: "KOMPONENTY UFO" STR_UFOS: "RODZAJE UFO" STR_SELECT_ITEM: "WYBIERZ POZYCJĘ" STR_ACCELERATION: "PRZYŚPIESZENIE: {ALT}{0}{ALT}" STR_FUEL_CAPACITY: "MAKS. ILOŚĆ PALIWA: {ALT}{0}{ALT}" STR_WEAPON_PODS: "MOCOWAŃ NA BROŃ: {ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "WYTRZYMAŁOŚĆ: {ALT}{0}{ALT}" STR_CARGO_SPACE: "ŁADOWNOŚĆ: {ALT}{0}{ALT}" STR_HWP_CAPACITY: "MAKS. LICZBA CDS-ów: {ALT}{0}{ALT}" STR_DAMAGE: "Siła rażenia" STR_RANGE: "Zasięg" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Celność" STR_RE_LOAD_TIME: "Czas przeładowania" STR_SECONDS: "{0} s" STR_DAMAGE_ARMOR_PIERCING: "PRZEBIJAJĄCE" STR_DAMAGE_INCENDIARY: "ZAPALAJĄCE" STR_DAMAGE_HIGH_EXPLOSIVE: "WYBUCHOWE" STR_DAMAGE_LASER_BEAM: "LASEROWE" STR_DAMAGE_PLASMA_BEAM: "PLAZMOWE" STR_DAMAGE_STUN: "OGŁUSZAJĄCE" STR_DAMAGE_MELEE: "KONTAKTOWE" STR_DAMAGE_ACID: "KWAS" STR_DAMAGE_SMOKE: "DYMNE" STR_SHOT_TYPE: "TYP STRZAŁU" STR_ACCURACY_UC: "CELNOŚĆ" STR_TIME_UNIT_COST: "KOSZT JC" STR_DAMAGE_UC: "OBRAŻENIA" STR_AMMO: "AMUNICJA" STR_SHOT_TYPE_AUTO: "Seria" STR_SHOT_TYPE_SNAP: "Szybki" STR_SHOT_TYPE_AIMED: "Celowany" STR_CONSTRUCTION_TIME: "Długość budowy" STR_CONSTRUCTION_COST: "Koszt budowy" STR_MAINTENANCE_COST: "Koszt utrzymania" STR_LOW: "Słabe" STR_MEDIUM: "Średnie" STR_HIGH: "Mocne" STR_CRAFT_WEAPON: "Broń pojazdów" STR_CRAFT_AMMUNITION: "Amunicja pojazdów" STR_HEAVY_WEAPONS_PLATFORM: "Ciężkie działo samobieżne" STR_WEAPON: "Broń" STR_AMMUNITION: "Amunicja" STR_EQUIPMENT: "Sprzęt" STR_ALIEN_CORPSE: "Zwłoki obcego" STR_UFO_COMPONENT: "Komponent UFO" STR_PERSONAL_ARMOR: "Pancerz osobisty" STR_RAW_MATERIALS: "Surowiec" STR_HWP_CANNON_SHELLS: "Naboje działka do cds-a" STR_ALIEN: "Obcy" STR_SECTOID: "Sektoid" STR_SNAKEMAN: "Wężownik" STR_ETHEREAL: "Eterianin" STR_MUTON: "Muton" STR_FLOATER: "Lewiton" STR_CELATID: "Celatyd" STR_SILACOID: "Silakoid" STR_CHRYSSALID: "Kryzalid" STR_ZOMBIE: "Zombi" STR_REAPER: "Żeniec" STR_SECTOPOD: "Sektopod" STR_CYBERDISC: "Cyberdysk" STR_LIVE_COMMANDER: "Przywódca" STR_LIVE_LEADER: "Lider" STR_LIVE_ENGINEER: "Inżynier" STR_LIVE_MEDIC: "Medyk" STR_LIVE_NAVIGATOR: "Nawigator" STR_LIVE_SOLDIER: "Żołnierz" STR_LIVE_TERRORIST: "Terrorysta" STR_FLOATER_SOLDIER: "Lewiton żołnierz" STR_FLOATER_NAVIGATOR: "Lewiton nawigator" STR_FLOATER_MEDIC: "Lewiton medyk" STR_FLOATER_ENGINEER: "Lewiton inżynier" STR_FLOATER_LEADER: "Lewiton lider" STR_FLOATER_COMMANDER: "Lewiton przywódca" STR_SECTOID_SOLDIER: "Sektoid żołnierz" STR_SECTOID_NAVIGATOR: "Sektoid nawigator" STR_SECTOID_MEDIC: "Sektoid medyk" STR_SECTOID_ENGINEER: "Sektoid inżynier" STR_SECTOID_LEADER: "Sektoid lider" STR_SECTOID_COMMANDER: "Sektoid przywódca" STR_SNAKEMAN_SOLDIER: "Wężownik żołnierz" STR_SNAKEMAN_NAVIGATOR: "Wężownik nawigator" STR_SNAKEMAN_ENGINEER: "Wężownik inżynier" STR_SNAKEMAN_LEADER: "Wężownik lider" STR_SNAKEMAN_COMMANDER: "Wężownik przywódca" STR_MUTON_SOLDIER: "Muton żołnierz" STR_MUTON_NAVIGATOR: "Muton nawigator" STR_MUTON_ENGINEER: "Muton inżynier" STR_ETHEREAL_SOLDIER: "Eterianin żołnierz" STR_ETHEREAL_LEADER: "Eterianin lider" STR_ETHEREAL_COMMANDER: "Eterianin przywódca" STR_CYBERDISC_TERRORIST: "Cyberdysk terrorysta" STR_REAPER_TERRORIST: "Żeniec terrorysta" STR_CHRYSSALID_TERRORIST: "Kryzalid terrorysta" STR_CELATID_TERRORIST: "Celatyd terrorysta" STR_SILACOID_TERRORIST: "Silakoid terrorysta" STR_SECTOPOD_TERRORIST: "Sektopod terrorysta" STR_UFO_POWER_SOURCE: "Źródło zasilania UFO" STR_UFO_NAVIGATION: "System nawigacyjny UFO" STR_UFO_CONSTRUCTION: "Budowa UFO" STR_ALIEN_FOOD: "Pokarm obcych" STR_ALIEN_REPRODUCTION: "Reproduktor obcych" STR_ALIEN_ENTERTAINMENT: "Sprzęt rekreacyjny obcych" STR_ALIEN_SURGERY: "Jednostka chirurgiczna obcych" STR_EXAMINATION_ROOM: "Laboratoria obcych" STR_ALIEN_ALLOYS: "Obce stopy" STR_ALIEN_HABITAT: "Środowisko obcych" STR_POWER_SUIT: "Pancerz wspomagany" STR_FLYING_SUIT: "Pancerz latający" STR_HWP_ROCKETS: "Rakiety do CDS-a" STR_HWP_FUSION_BOMB: "Bomba fuzyjna do CDS-a" STR_LASER_WEAPONS: "Broń laserowa" STR_NEW_FIGHTER_CRAFT: "Nowy myśliwiec" STR_NEW_FIGHTER_TRANSPORTER: "Nowy transportowiec" STR_ULTIMATE_CRAFT: "Statek kosmiczny" STR_LASER_PISTOL: "Pistolet laserowy" STR_LASER_RIFLE: "Karabin laserowy" STR_HEAVY_LASER: "Ręczne działko laserowe" STR_LASER_CANNON: "Działko laserowe" STR_PLASMA_CANNON: "Działko plazmowe" STR_FUSION_MISSILE: "Wyrzutnia fuzyjna" STR_LASER_DEFENSE: "Obrona laserowa" STR_PLASMA_DEFENSE: "Obrona plazmowa" STR_FUSION_DEFENSE: "Obrona fuzyjna" STR_GRAV_SHIELD: "Tarcza grawitacyjna" STR_MIND_SHIELD: "Tarcza umysłowa" STR_PSI_LAB: "Laboratorium psioniczne" STR_MOTION_SCANNER: "Wykrywacz ruchu" STR_MEDI_KIT: "Apteczka" STR_TANK_CANNON: "Czołg/Działko" STR_TANK_ROCKET_LAUNCHER: "Czołg/Wyrzutnia rakiet" STR_TANK_LASER_CANNON: "Czołg/Działko laserowe" STR_HOVERTANK_PLASMA: "Czołgolot/Działko plazmowe" STR_HOVERTANK_LAUNCHER: "Czołgolot/Wyrzutnia fuzyjna" STR_STINGRAY_LAUNCHER: "Wyrzutnia 'Trygon'" STR_AVALANCHE_LAUNCHER: "Wyrzutnia 'Lawina'" STR_CANNON: "Działko" STR_FUSION_BALL_LAUNCHER: "Wyrzutnia kul fuzyjnych" STR_PLASMA_BEAM: "Działko plazmowe" STR_STINGRAY_MISSILES: "Rakieta 'Trygon'" STR_AVALANCHE_MISSILES: "Rakieta 'Lawina'" STR_CANNON_ROUNDS_X50: "Naboje działka (50 sztuk)" STR_FUSION_BALL: "Kula fuzyjna" STR_SOLDIER: "Żołnierz" STR_SCIENTIST: "Naukowiec" STR_ENGINEER: "Inżynier" STR_NORTH_AMERICA: "Ameryka Płn." STR_ARCTIC: "Arktyka" STR_ANTARCTICA: "Antarktyda" STR_SOUTH_AMERICA: "Ameryka Płd." STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Afryka Północna" STR_SOUTHERN_AFRICA: "Afryka Płd." STR_CENTRAL_ASIA: "Azja Środkowa" STR_SOUTH_EAST_ASIA: "Azja Płd.-Wsch." STR_SIBERIA: "Syberia" STR_AUSTRALASIA: "Australazja" STR_PACIFIC: "Pacyfik" STR_NORTH_ATLANTIC: "Atlantyk Płn." STR_SOUTH_ATLANTIC: "Atlantyk Płd." STR_INDIAN_OCEAN: "Ocean Indyjski" STR_ALIEN_RESEARCH: "Badania obcych" STR_ALIEN_HARVEST: "Żniwa obcych" STR_ALIEN_ABDUCTION: "Porwania obcych" STR_ALIEN_INFILTRATION: "Infiltracja obcych" STR_ALIEN_BASE: "Baza obcych" STR_ALIEN_TERROR: "Terror obcych" STR_ALIEN_RETALIATION: "Odwet obcych" STR_ALIEN_SUPPLY: "Zaopatrzenie obcych" STR_MAXIMUM_SPEED: "Prędkość maksymalna" STR_HYPER_WAVE_DECODER_UC: "DEKODER HIPERFAL" STR_SKYRANGER: "DESANTOWIEC" STR_LIGHTNING: "BŁYSKAWICA" STR_AVENGER: "MŚCICIEL" STR_INTERCEPTOR: "MYŚLIWIEC" STR_FIRESTORM: "POŻOGA" STR_UFO: "UFO" STR_STINGRAY: "RAKIETA TRYGON" STR_AVALANCHE: "RAKIETA LAWINA" STR_CANNON_UC: "DZIAŁO" STR_FUSION_BALL_UC: "WYRZUTNIA FUZYJNA" STR_LASER_CANNON_UC: "DZIAŁO LASEROWE" STR_PLASMA_BEAM_UC: "DZIAŁO PLAZMOWE" STR_DAMAGE_CAPACITY: "Wytrzymałość" STR_WEAPON_POWER: "Siła rażenia broni" STR_WEAPON_RANGE: "Zasięg broni" STR_ACCESS_LIFT: "Winda wejściowa" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Warsztat" STR_SMALL_RADAR_SYSTEM: "Mały system radarowy" STR_LARGE_RADAR_SYSTEM: "Duży system radarowy" STR_MISSILE_DEFENSES: "Obrona rakietowa" STR_GENERAL_STORES: "Magazyny" STR_ALIEN_CONTAINMENT: "Cele dla obcych" STR_LASER_DEFENSES: "Obrona laserowa" STR_PLASMA_DEFENSES: "Obrona plazmowa" STR_FUSION_BALL_DEFENSES: "Obrona fuzyjna" STR_PSIONIC_LABORATORY: "Laboratorium psioniczne" STR_HYPER_WAVE_DECODER: "Dekoder hiperfal" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "ROSJA" STR_UK: "WIELKA BRYTANIA" STR_FRANCE: "FRANCJA" STR_GERMANY: "NIEMCY" STR_ITALY: "WŁOCHY" STR_SPAIN: "HISZPANIA" STR_CHINA: "CHINY" STR_JAPAN: "JAPONIA" STR_INDIA: "INDIE" STR_BRAZIL: "BRAZYLIA" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "AFRYKA PŁD." STR_EGYPT: "EGIPT" STR_CANADA: "KANADA" STR_TANK: "Czołg" STR_CIVILIAN: "Cywil" STR_JAN: "Sty" STR_FEB: "Lut" STR_MAR: "Mar" STR_APR: "Kwi" STR_MAY: "Maj" STR_JUN: "Cze" STR_JUL: "Lip" STR_AUG: "Sie" STR_SEP: "Wrz" STR_OCT: "Paź" STR_NOV: "Lis" STR_DEC: "Gru" STR_INTERNATIONAL_RELATIONS: "Stosunki międzynarodowe" STR_COUNTRY: "Kraj" STR_FUNDING: "Dotacje" STR_CHANGE: "Zmiana" STR_WEAPON_SYSTEMS: "SYSTEMY BRONI" STR_HWPS: "CDS-ów" STR_DAMAGE_UC_: "USZKODZENIA: {ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Winda wejściowa umożliwia dostarczanie sprzętu i personelu do lub z podziemnej bazy. Jest to zawsze pierwsza instalacja konstruowana w miejscu nowej bazy. W okolice windy mogą wtargnąć potencjalne siły wroga." STR_LIVING_QUARTERS_UFOPEDIA: "Każdy blok kwater mieści do 50 osób personelu. Instalacja zapewnia miejsce na odpoczynek, sen i spożywanie posiłków." STR_LABORATORY_UFOPEDIA: "W bloku laboratorium może pracować do 50 naukowców. Każde laboratorium jest wyposażone w najnowszą aparaturę do badań materiałowych, biochemicznych i kosmologicznych. Zapewniony jest też ułatwiony dostęp do najlepszych laboratoriów naukowych na całym świecie, włącznie z instytutami wojskowymi." STR_WORKSHOP_UFOPEDIA: "Warsztaty posiadają całe potrzebne wyposażenie służące do produkcji sprzętu zaprojektowanego lub przebadanego{NEWLINE}w laboratoriach naukowych. W warsztatach może pracować do 50 inżynierów, ale konstruowane przedmioty również wymagają trochę miejsca." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Mały system radarowy ma efektywny zasięg około 550 km. Podłączony jest do systemów satelitarnych, służących wyszukiwaniu obiektów naziemnych. Każdy taki system radarowy ma 10% szans, aby wykryć obiekt średniej wielkości w ciągu 30 minut." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Duży system radarowy jest efektywny w promieniu około 830 km oraz jest połączony z systemami satelitarnymi, aby wyszukiwać obiekty naziemne. Każdy taki system radarowy ma 20% szans, aby wykryć obiekt średniej wielkości w ciągu 30 minut." STR_MISSILE_DEFENSES_UFOPEDIA: "Obrona rakietowa stanowi jakąś ochronę przed wrogim statkiem, który próbuje lądować w pobliżu bazy." STR_GENERAL_STORES_UFOPEDIA: "Cały sprzęt, broń, amunicja, zdobyte materiały i ciężkie działa samobieżne, są przechowywane w magazynach. Dotyczy to także sprzętu przydzielonego do pojazdów w hangarach." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Cele dla obcych posiadają specjalne środowisko utrzymujące ich procesy życiowe. Instalacja ta może utrzymywać przy życiu do 10 obcych form życia przebywających w oddzielnych celach." STR_LASER_DEFENSES_UFOPEDIA: "Obrona laserowa zapewnia ochronę przed atakiem wrogich statków." STR_PLASMA_DEFENSES_UFOPEDIA: "Energia kinetyczna wiązek zjonizowanej plazmy zapewnia doskonałą ochronę przed atakiem wrogiego statku." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Obrona fuzyjna zapewnia najbardziej skuteczną ochronę przed atakiem obcych. Dzięki antymaterii pociski wytwarzają implozję, która niszczy wszystko w określonym promieniu." STR_GRAV_SHIELD_UFOPEDIA: "Tarcza grawitacyjna odpycha statek obcych próbujący lądować w pobliżu bazy wystarczająco długo, by wszystkie systemy obronne mogły wystrzelić ponownie. W praktyce podwaja to skuteczność każdego systemu obronnego bazy." STR_MIND_SHIELD_UFOPEDIA: "Dopóki statki obcych polegają na odbiorze fal mózgowych do wykrywania obecności ludzi (a więc i baz), najefektywniejszym środkiem zaradczym przeciw wykryciu bazy jest tłumienie fal mózgowych emitowanych przez jej personel. Ta instalacja drastycznie redukuje szansę wykrycia bazy przez statek obcych." STR_PSIONIC_LABORATORY_UFOPEDIA: "Laboratorium psioniczne może oszacować potencjał psioniczny żołnierzy w bazie i zapewniać im niezbędne szkolenia zwiększające ich zdolności psioniczne. Każdy blok takiego laboratorium może szkolić do 10 żołnierzy na raz. Szkoleni żołnierze są wyznaczani na początku każdego miesiąca. Zdolności psioniczne używane w połączeniu z wzmacniaczem psionicznym mogą być stosowane do ataków psionicznych podczas walki przeciwko obcym." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Komunikacja obcych wykorzystuje fale wielowymiarowe (tzw. hiperfale), które rozchodzą się prawie natychmiastowo. To urządzenie wychwytuje transmisje UFO i je dekoduje, dzięki czemu dostarcza nam więcej informacji o wykrytym spodku - m.in. o typie UFO, rasie załogi i rodzaju ich misji." STR_HANGAR_UFOPEDIA: "Każdy hangar mieści jeden pojazd. Znajduje się w nim także sprzęt służący do obsługi, tankowania i naprawy pojazdów organizacji X-Com. Pojazd stacjonujący w bazie musi mieć przydzielony wolny hangar, który nie może być używany przez żaden inny pojazd, nawet jeśli pojazd, któremu przydzielono dany hangar, został wysłany na misję." STR_PISTOL_UFOPEDIA: "Standardowy półautomatyczny pistolet organizacji X-Com o dużej sile rażenia z 12. nabojowym magazynkiem." STR_RIFLE_UFOPEDIA: "Ten bardzo celny karabin szturmowy z celownikiem laserowym używa magazynka na 20 naboi o rozmiarze 6,7 mm." STR_HEAVY_CANNON_UFOPEDIA: "Ręczne działko (w skrócie rd) jest niszczycielską, ale nieporęczną bronią. Jego wszechstronność wynika z faktu, że może przyjmować aż trzy typy amunicji - amunicję przeciwpancerną dużego kalibru, amunicję wybuchową i zapalającą." STR_AUTO_CANNON_UFOPEDIA: "Ręczne działko rotacyjne (w skrócie rdr) łączy w sobie szybkostrzelność z siłą ognia i wszechstronnością ręcznego działka." STR_ROCKET_LAUNCHER_UFOPEDIA: "Ta wyrzutnia rakiet z laserowym naprowadzaniem potrafi strzelać trzema różnymi rodzajami rakiet." STR_LASER_PISTOL_UFOPEDIA: "Pistolet laserowy to efektywne zastosowanie nowej technologii. Łączy on wygodę klasycznego pistoletu ze zwiększoną szybkością i celnością oddawanych strzałów." STR_LASER_RIFLE_UFOPEDIA: "Karabin laserowy jest potężniejszą i celniejszą wersją wcześniejszego projektu pistoletu laserowego." STR_HEAVY_LASER_UFOPEDIA: "Ciężki działko laserowe jest nieporęczne, ale za to niezwykle efektywne." STR_GRENADE_UFOPEDIA: "Ten standardowy granat posiada dokładny i zaawansowany układ czasowy do precyzyjnej kontroli momentu zapłonu." STR_SMOKE_GRENADE_UFOPEDIA: "Granat dymny jest przydatny do tworzenia zasłony w przypadku walki na otwartej przestrzeni. Używaj go ostrożnie, ponieważ obcy mogą również wykorzystać tę zasłonę." STR_PROXIMITY_GRENADE_UFOPEDIA: "Mina może być rzucona jak zwykły granat. Jednak po upadku uaktywnia ją dopiero pobliski ruch. Używanie jej wymaga dużej wprawy i ostrożności." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Ten materiał wybuchowy powinien być używany tylko do wyburzania. Trzymaj żołnierzy z daleka od wyburzanych obiektów." STR_MOTION_SCANNER_UFOPEDIA: "To nowoczesne urządzenie wykorzystuje różnorodne detektory i zaawansowane algorytmy komputerowe do wykrywania ruchu jednostek (wroga, własnych itp.). Efektywne używanie tego urządzenia wymaga jednak pewnej praktyki. Podczas misji kliknij na ikonę skanera ruchu trzymanego w ręku. Z menu wybierz 'Skanuj'. Wyświetlacz skanera pokaże w centrum strzałkę wskazującą kierunek, w którym jest zwrócona twarz żołnierza (północ będzie na górze). Pulsujące plamy będą odpowiadać jednostkom, które ostatnio się ruszały. Większe lub szybciej poruszające się jednostki wygenerują większe plamy. Nieruchome jednostki w ogóle nie zostaną wykryte." STR_MEDI_KIT_UFOPEDIA: "Apteczką można leczyć, znieczulać oraz stymulować. Aby jej użyć, trzeba stanąć twarzą przodem do żołnierza wymagającego leczenia. Jeśli żołnierz jest ogłuszony, trzeba stanąć dokładnie nad jego ciałem. Następnie trzeba kliknąć na ikonę apteczki i wybrać z menu 'Użyj apteczki'.{NEWLINE}{NEWLINE}LECZENIE: Części ciała z ranami śmiertelnymi będą czerwone. Kliknij na zranioną część ciała, a następnie na przycisk 'Leczenie'. Zostanie wyleczona jedna rana śmiertelna oraz przywrócone trochę punktów życia.{NEWLINE}STYMULACJA: Zwiększa wytrzymałość i ocuca nieprzytomnego (ogłuszonego) żołnierza.{NEWLINE}ZNIECZULANIE: Przywraca morale zranionego żołnierza, nie więcej jednak niż stracone przez niego punkty życia." STR_PSI_AMP_UFOPEDIA: "Wzmacniacz psioniczny może być używany wyłącznie przez żołnierzy z mocami psionicznymi. Podczas walki kliknij na wzmacniaczu, kursorem wybierz rodzaj, a potem obiekt ataku. Dostępne są dwa rodzaje ataku psionicznego:{NEWLINE}{NEWLINE}WYWOŁAJ PANIKĘ: Jeśli atak się powiedzie, morale celu się obniży, co może spowodować jego panikę.{NEWLINE}KONTROLA UMYSŁU: Jeśli się powiedzie, zyskasz natychmiastową kontrolę nad jednostką przeciwnika, tak jakby była Twoją własną. Ten rodzaj ataku jest trudniejszy do przeprowadzenia." STR_STUN_ROD_UFOPEDIA: "To urządzenie może być użyte tylko w bezpośrednim kontakcie. Wstrząsem elektrycznym ogłuszy żywy organizm bez zabijania go." STR_MIND_PROBE_UFOPEDIA: "Próbnik umysłu jest urządzeniem komunikacyjnym obcych, który pobiera informacje bezpośrednio z fal mózgowych, jednak jednostki organizacji X-Com mogą używać tego urządzenia w walce do wyświetlania charakterystyk obcych. Kliknij na próbniku umysłu, a potem wybierz opcję 'Użyj próbnika umysłu'. Następnie kliknij kursorem na obcego." STR_PLASMA_PISTOL_UFOPEDIA: "Pistolet plazmowy jest śmiercionośną bronią obcych, bazującą na przyśpieszaniu cząstek we wnętrzu słabego pola antygrawitacyjnego." STR_PLASMA_RIFLE_UFOPEDIA: "Jest to porażająco potężna broń bazująca na przyśpieszaniu cząstek we wnętrzu nikłego pola anty-grawitacyjnego." STR_HEAVY_PLASMA_UFOPEDIA: "Ta śmiercionośna broń o wielkiej sile rażenia działa na zasadzie przyspieszania cząstek w słabym polu antygrawitacyjnym." STR_BLASTER_LAUNCHER_UFOPEDIA: "To jest wyrzutnia rakiet kierowanych, która strzela rakietami fuzyjnymi o potężnej sile rażenia. Gdy klikniesz na wyrzutni, będziesz mógł ustalić punkty kontrolne, przez które będzie miała przelatywać rakieta fuzyjna. Jeśli jesteś pewny, że ustawiłeś wystarczającą liczbę punktów kontrolnych, kliknij na specjalną ikonę odpalenia." STR_SMALL_LAUNCHER_UFOPEDIA: "Mała wyrzutnia bomb ogłuszających. Idealna, by pojmać żywych obcych." STR_ALIEN_GRENADE_UFOPEDIA: "To urządzenie działa tak samo jak ziemski granat z wyjątkiem tego, że ma większą siłę rażenia." STR_SMALL_SCOUT: "Mały zwiadowca" STR_MEDIUM_SCOUT: "Średni zwiadowca" STR_LARGE_SCOUT: "Duży zwiadowca" STR_HARVESTER: "Żniwiarz" STR_ABDUCTOR: "Porywacz" STR_TERROR_SHIP: "Terroryzer" STR_BATTLESHIP: "Pancernik" STR_SUPPLY_SHIP: "Zaopatrzeniowiec" STR_RATING: "OCENA: {0}" STR_RATING_TERRIBLE: "FATALNIE!" STR_RATING_POOR: "NĘDZNIE!" STR_RATING_OK: "OK" STR_RATING_GOOD: "DOBRZE!" STR_RATING_EXCELLENT: "ZNAKOMICIE!" STR_SCORE: "PUNKTY" STR_XCOM_PROJECT_MONTHLY_REPORT: "MIESIĘCZNY RAPORT X-COMU" STR_MONTH: "Miesiąc: {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rada krajów sponsorujących projekt jest ogólnie zadowolona{NEWLINE}z Twojego dotychczasowego postępu." STR_COUNCIL_IS_VERY_PLEASED: "Rada krajów sponsorujących projekt jest bardzo zadowolona{NEWLINE}z Twojego znakomitego postępu. Oby tak dalej!" STR_COUNCIL_IS_DISSATISFIED: "Rada krajów sponsorujących projekt jest niezadowolona{NEWLINE}z Twojej działalności. Musisz poprawić swoją skuteczność działań wobec zagrożenia ze strony obcych albo będzie Ci grozić zakończenie projektu." STR_YOU_HAVE_NOT_SUCCEEDED: "Nie udała Ci się obrona Ziemi przed inwazją obcych. Rada krajów sponsorujących projekt zdecydowała się niestety go zakończyć. Każdy naród będzie rozwiązywał problem na własną rękę. Możemy mieć jedynie nadzieję, że potrafimy przyzwyczaić się do oczywistych sił zbrojnych wroga oraz że powszechna ludność zżyje się z przybyszami." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} - kraj ten jest szczególnie zadowolony z Twojej zdolności do radzenia sobie z lokalnym zagrożeniem i zgodził się zwiększyć poziom finansowania." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} - kraje te są szczególnie zadowolone z Twojej zdolności do radzenia sobie z inwazją obcych na swoich terytoriach i zgodziły się zwiększyć poziom finansowania." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} i {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} - kraj ten jest niezadowolony z Twojej zdolności do radzenia sobie z działalnością obcych na jego terytorium i zdecydował się zmniejszyć poziom finansowania." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} - kraje te są szczególnie niezadowolone z efektów Twoich działań przeciw obcym na ich terytorium i postanowiły zmniejszyć poziom finansowania." STR_KNOTS: "{0} w." STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} - kraj ten podpisał tajny pakt z nieznanymi siłami obcych i wycofał się z projektu X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} - kraje te podpisały tajny pakt z nieznanymi siłami obcych i wycofały się z projektu X-Com." STR_MONTHLY_RATING: "Ocena miesięczna: {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Zmiana funduszy: {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rada krajów sponsorujących projekt nie jest zadowolona z Twoich wyników finansowych. Musisz zmniejszyć swoje długi poniżej jednego miliona dolarów albo projekt zostanie zakończony." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ZDEKODOWANO TRANSMISJĘ HIPERFALOWĄ" STR_CRAFT_TYPE: "STATEK" STR_RACE: "RASA" STR_MISSION: "MISJA" STR_ZONE: "REGION" STR_ALLOCATE_RESEARCH: "Wyznacz badania" STR_ALLOCATE_MANUFACTURE: "Wyznacz produkcję" STR_NEW_YORK: "Nowy Jork" STR_WASHINGTON: "Waszyngton" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Hawana" STR_MEXICO_CITY: "Meksyk" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londyn" STR_PARIS: "Paryż" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskwa" STR_ROME: "Rzym" STR_MADRID: "Madryt" STR_BUDAPEST: "Budapeszt" STR_LAGOS: "Lagos" STR_CAIRO: "Kair" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapsztad" STR_KINSHASA: "Kinszasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karaczi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Bombaj" STR_CALCUTTA: "Kalkuta" STR_TOKYO: "Tokio" STR_BEIJING: "Pekin" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Dżakarta" STR_SHANGHAI: "Szanghaj" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Nowosybirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Trening psioniczny" STR_PSIONIC_TRAINING: "TRENING PSIONICZNY" STR_REMAINING_PSI_LAB_CAPACITY: "Wolnych miejsc w l.p.: {ALT}{0}" STR_PSIONIC__STRENGTH: "Siła{NEWLINE}psioniczna" STR_PSIONIC_SKILL_IMPROVEMENT: "Zdolność psioniczna{NEWLINE}/Zmiana" STR_PSI_AMP: "Wzmacniacz psioniczny" STR_IN_TRAINING: "W{NEWLINE}treningu?" STR_TARGETTED_BY: "CEL NAMIERZONY PRZEZ:" STR_WEAPONS_CREW_HWPS: "SYSTEMY BRONI/{NEWLINE}I. ZAŁOGI/CDS-ów" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "ma mało paliwa,{NEWLINE}wraca do bazy." STR_SOLDIER_LIST: "Lista żołnierzy" STR_RANK_: "RANGA: {ALT}{0}" STR_MISSIONS: "MISJI: {ALT}{0}" STR_KILLS: "ZABITYCH: {ALT}{0}" STR_WOUND_RECOVERY: "CZAS KURACJI: {ALT}{0}" STR_TIME_UNITS: "JEDNOSTKI CZASU" STR_STAMINA: "KONDYCJA" STR_HEALTH: "ZDROWIE" STR_BRAVERY: "ODWAGA" STR_REACTIONS: "REFLEKS" STR_FIRING_ACCURACY: "CELNOŚĆ STRZAŁU" STR_THROWING_ACCURACY: "CELNOŚĆ RZUTU" STR_STRENGTH: "SIŁA" STR_PSIONIC_STRENGTH: "SIŁA PSIONICZNA" STR_PSIONIC_SKILL: "ZDOLNOŚĆ PSIONICZNA" STR_NEW_RANK: "NOWA RANGA" STR_PROMOTIONS: "Awanse" STR_SOLDIERS_UC: "ŻOŁNIERZE" STR_TANK_CANNON_UFOPEDIA: "Ciężkie działa samobieżne są przeznaczone do wsparcia oddziału organizacji X-Com. Połączenie dużej siły ognia i twardego pancerza sprawia, że jednostki te są bardzo przydatne podczas wymiany ognia na otwartym terenie. Upewnij się, że w magazynach masz wystarczającą ilość amunicji, aby uzbroić czołg. CDS-y są zawsze uzbrajane automatycznie, gdy włączasz je do załogi." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Ten czołg jest uzbrojony w potężne rakiety. Jest to groźna broń przeciwko każdemu obcemu. Jeśli chcesz ten czołg włączyć do załogi, upewnij się, że w magazynach masz wystarczającą ilość rakiet dla tego cds-a." STR_TANK_LASER_CANNON_UFOPEDIA: "Broń laserowa jest przydatną bronią dla cds-ów. Daje to dużą siłę ognia bez ograniczeń amunicyjnych." STR_HOVERTANK_PLASMA_UFOPEDIA: "Technologia obcych tchnęła w cds-y nowe życie. Dodana możliwość latania oraz siła dział plazmowych stworzyła razem niezwykle mordercze połączenie." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Ten czołgolot jest wyrzutnią rakiet fuzyjnych cds-a, które są niesamowicie niszczycielskie. Używaj tej broni z wielką ostrożnością. Aby w pełni uzbroić ten czołgolot, musisz mieć wyprodukowaną odpowiednią liczbę rakiet fuzyjnych dla CDS-a. By strzelić, musisz ustalić kursorem kolejne punkty kontrolne, przez które będzie przelatywać rakieta, a następnie kliknąć na specjalnej ikonie, która odpali rakietę fuzyjną CDS-a." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Ten przedmiot jest używany jako amunicja dla ręcznego działka plazmowego. Zawiera niewielkie ilości eleru." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Ten mały obiekt jest używany jako źródło energii dla karabinu plazmowego - broni obcych średniej mocy. Zawiera niewielkie ilości eleru." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Źródło energii dla małego pistoletu plazmowego obcych. Zawiera eler - źródło wszelakiej energii dla urządzeń, które wykorzystują technologię obcych w mniejszym bądź większym stopniu." STR_STUN_BOMB_UFOPEDIA: "Bomba ogłuszająca jest wykorzystywana do chwytania żywych okazów ludzi, ale jak najbardziej może być używana przeciwko różnym rasom obcych. Jest wystrzeliwana z wyrzutni bomb ogłuszających." STR_ALIEN_RESEARCH_UFOPEDIA: "Misje naukowe obcych mają na celu zbieranie podstawowych danych o Ziemi i jej mieszkańcach. Do tego celu są używane przeważnie małe statki, które sporadycznie lądują na opustoszałych terenach. Ten typ aktywności obcych stwarza najmniejsze niebezpieczeństwo dla organizacji X-Com, ale trochę niepokoi rządy i ludność." STR_ALIEN_HARVEST_UFOPEDIA: "Obcy wykorzystują ziemską faunę na wiele sposobów. Zwierzęta są dyskretnie porywane, a następnie zwracane z usuniętymi różnymi narządami. Okaleczenia bydła są przeważnie zgłaszane łącznie z obserwacją UFO. Ten typ aktywności budzi duży niepokój rządów i grozę wśród ludności. Lądowania UFO zdarzają się głównie w pobliżu gospodarstw rolnych. Tak zwana teoria 'żniw obcych' mówi, że rasy obcych pierwotnie pojawiły się na planecie pozbawionej flory i fauny, a teraz powróciły, by zbierać żniwo z tego, co niegdyś zasiały." STR_ALIEN_ABDUCTION_UFOPEDIA: "Jest to najbardziej złowroga forma aktywności obcych. Porwania prowadzone przez obcych są często zgłaszane, mimo że obcy usiłują wymazywać z pamięci ofiar przeżycia związane z porwaniami. Porywanie istot ludzkich ma na celu zbadanie fizjologii człowieka, impregnowanie płodów obcych oraz przeprowadzanie dziwacznych eksperymentów genetycznych. Celem tej aktywności wydają się genetyczne mutacje i hodowanie nowych krzyżówek obcych. Takie zachowanie obcych jest powodem podnoszonego alarmu zdarzającego się na terenach zaludnionych, np, w miastach." STR_ALIEN_INFILTRATION_UFOPEDIA: "Rządy Ziemi mogą być infiltrowane przez szpiegów obcych, z wyglądu nieodróżnialnych od ludzi. Może to doprowadzić do oficjalnego spotkania na najwyższym szczeblu pomiędzy rządami, a obcymi. Charakterystyczne dla szczytu tej aktywności jest częste pojawianie się UFO w okolicy ważniejszych miast. Obcy będą próbowali podpisać z ziemskim rządem pakt, oferując wiedzę o ich wyższej technologii. W zamian rząd nie będzie przeszkadzał obcym w ich poczynaniach. Tego typu misje obcych to największa groźba dla organizacji X-Com. Jeśli rząd zgodzi się podpisać pakt, wówczas wycofa się z finansowania projektu X-Com." STR_ALIEN_BASE_UFOPEDIA: "Obcy budują tajne podziemne bazy w odległych, niezaludnionych miejscach. Po wstępnym rozpoznaniu lotniczym następuje intensyfikacja lotów UFO w miejscu budowanej bazy. O ile nam wiadomo, bazy te zawierają laboratoria do przeprowadzania eksperymentów na porwanych ludziach oraz sprzęt potrzebny do przyszłych misji przeprowadzanych w rejonie. Obecność bazy obcych wywołuje dużą liczbę doniesień o aktywności obcych, ale bez zauważonych UFO. W takiej sytuacji, aby zlokalizować bazę, pojazd organizacji X-Com musi patrolować teren przez kilka godzin, by zwiększyć szansę wykrycia." STR_ALIEN_TERROR_UFOPEDIA: "Gdy obcy terroryzują miasto, rozmieszczają specjalne siły zbrojne z bronią wzbudzającą zarówno podziw, jak i lęk. Cywile są zastraszani bezpośrednio, a rządy z całego rejonu zostają zmuszane do ewakuacji. Głównym celem tej aktywności jest wywołanie dostatecznej publicznej histerii, by rządy zaprzestały finansowania projektu X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Jeśli pojazdy X-Comu będą szczególnie często zestrzeliwać UFO, wtedy obcy mogą podjąć akcję odwetową. Wynikiem tego może być bezpośredni atak na bazę X-Comu. Jednak obcy muszą ją najpierw znaleźć, by móc zaatakować, więc jeśli patrolujące UFO będą trzymane z dala od bazy, wówczas prawdopodobieństwo ataku będzie minimalne." STR_ALIEN_SUPPLY_UFOPEDIA: "Gdy tylko baza obcych zostanie skonstruowana, będzie regularnie zaopatrywana przez specjalny statek zaopatrzeniowy. Gdy jeden z takich statków zostanie wykryty podczas przebywania na ziemi, wtedy jest pewne, że baza obcych znajduje się w pobliżu tego miejsca." STR_SMALL_SCOUT_UFOPEDIA: "To maleńkie UFO jest wykorzystywane przede wszystkim do rozpoznawania i poszukiwań. Zazwyczaj poprzedza ono większe UFO wykonujące misje obcych." STR_MEDIUM_SCOUT_UFOPEDIA: "Średni statek zwiadowczy niegroźny dla sił naziemnych. Zwykle pojawia się przed większymi statkami wykonującymi misję." STR_LARGE_SCOUT_UFOPEDIA: "Największy statek zwiadowczy obcych jest statkiem ogólnego przeznaczenia, używanym we wszystkich typach misji obcych." STR_HARVESTER_UFOPEDIA: "Żniwiarka ma w podstawie otwieraną podłogę oraz jest wyposażona w podnośnik do wciągania bydła lub innych zwierząt. Noże laserowe są używane do wycinania żądanych narządów. Padlina jest zrzucana na ziemię. UFO zawiera również pojemniki do przechowywania części ciał." STR_ABDUCTOR_UFOPEDIA: "Statek ten jest wyposażony w laboratorium do dokonywania przerażających eksperymentów na schwytanych ludziach. Normalnie ofiara jest paraliżowana siłą telepatyczną, lecz pozostaje świadoma na stole operacyjnym." STR_TERROR_SHIP_UFOPEDIA: "Terroryzer ma ładownię dla dużej ilości terrorystycznych stworów i broni obcych. Służy do transportowania terrorystów na zaludnione tereny." STR_BATTLESHIP_UFOPEDIA: "Pancernik jest największym i najlepiej uzbrojonym statkiem obcych. Jest podstawowym rodzajem UFO wchodzącym w skład każdej misji. Posiada liczną załogę i jest wyposażony w broń o dalekim zasięgu i dużej sile rażenia." STR_SUPPLY_SHIP_UFOPEDIA: "Statek zaopatrzeniowy jest używany podczas konstruowania baz obcych lub zaopatrywania już istniejących. Przenosi pojemniki z żywnością obcych oraz komory reprodukcyjne." STR_DISMANTLE: "Rozbierz" STR_FACILITY_IN_USE: "INSTALACJA W UŻYCIU" STR_CANNOT_DISMANTLE_FACILITY: "NIE MOŻNA ROZEBRAĆ INSTALACJI!{SMALLLINE}Wszystkie instalacje bazy muszą mieć połączenie z windą wejściową." STR_TRANSFER_ITEMS_TO: "Cel transferu: {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "BRAK MIEJSCA DLA PRZENOSZONYCH OBCYCH!{SMALLLINE}Żywi obcy potrzebują pomieszczeń, w których mogą przeżyć." STR_AMOUNT_AT_DESTINATION: "SZTUK NA{NEWLINE}MIEJSCU" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Obcy zmarli, ponieważ nie zbudowałeś celi dla obcych" STR_NO_FREE_ACCOMODATION_CREW: "BRAK WOLNYCH KWATER!{SMALLLINE}W bazie docelowej brak wolnych kwater dla załogi pojazdu." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NIEWYSTARCZAJĄCA ILOŚĆ MIEJSCA!{SMALLLINE}W bazie docelowej nie ma dość przestrzeni magazynowej na wyposażenie przypisane pojazdowi." STR_ITEMS_ARRIVING: "Dostarczone przedmioty" STR_DESTINATION_UC: "DOSTARCZONO DO:" STR_PISTOL: "Pistolet" STR_PISTOL_CLIP: "Magazynek pistoletu" STR_RIFLE: "Karabin szturmowy" STR_RIFLE_CLIP: "Magazynek karabinu" STR_HEAVY_CANNON: "Ręczne działko" STR_HC_AP_AMMO: "Amunicja przeciwpancerna RD" STR_HC_HE_AMMO: "Amunicja wybuchowa RD" STR_HC_I_AMMO: "Amunicja zapalająca RD" STR_AUTO_CANNON: "Ręczne działko rotacyjne" STR_AC_AP_AMMO: "Amunicja przeciwpancerna RDR" STR_AC_HE_AMMO: "Amunicja wybuchowa RDR" STR_AC_I_AMMO: "Amunicja zapalająca RDR" STR_ROCKET_LAUNCHER: "Wyrzutnia rakiet" STR_SMALL_ROCKET: "Rakieta mała" STR_LARGE_ROCKET: "Rakieta duża" STR_INCENDIARY_ROCKET: "Rakieta zapalająca" STR_GRENADE: "Granat" STR_SMOKE_GRENADE: "Granat dymny" STR_PROXIMITY_GRENADE: "Granat zbliżeniowy" STR_HIGH_EXPLOSIVE: "Ładunek wybuchowy" STR_STUN_ROD: "Paralizator" STR_HEAVY_PLASMA: "Ręczne działko plazmowe" STR_HEAVY_PLASMA_CLIP: "Magazynek ręcznego działka plazmowego" STR_PLASMA_RIFLE: "Karabin plazmowy" STR_PLASMA_RIFLE_CLIP: "Magazynek karabinu plazmowego" STR_PLASMA_PISTOL: "Pistolet plazmowy" STR_PLASMA_PISTOL_CLIP: "Magazynek pistoletu plazmowego" STR_BLASTER_LAUNCHER: "Wyrzutnia rakiet fuzyjnych" STR_BLASTER_BOMB: "Rakieta fuzyjna" STR_SMALL_LAUNCHER: "Wyrzutnia bomb ogłuszających" STR_STUN_BOMB: "Bomba ogłuszająca" STR_ALIEN_GRENADE: "Granat obcych" STR_ELERIUM_115: "Eler-115" STR_MIND_PROBE: "Próbnik umysłu" STR_SECTOID_CORPSE: "Zwłoki sektoida" STR_SNAKEMAN_CORPSE: "Zwłoki wężownika" STR_ETHEREAL_CORPSE: "Zwłoki eterianina" STR_MUTON_CORPSE: "Zwłoki mutona" STR_FLOATER_CORPSE: "Zwłoki lewitona" STR_CELATID_CORPSE: "Zwłoki celatyda" STR_SILACOID_CORPSE: "Zwłoki silakoida" STR_CHRYSSALID_CORPSE: "Zwłoki kryzalida" STR_REAPER_CORPSE: "Zwłoki żeńca" STR_SECTOPOD_CORPSE: "Wrak sektopoda" STR_CYBERDISC_CORPSE: "Wrak cyber-dysku" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Za mało amunicji do uzbrojenia CDS-a{SMALLLINE}Każdy CDS wymaga {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Za mało sprzętu, by w pełni uzbroić oddział." STR_MARS_CYDONIA_LANDING: "Mars: Lądowanie w Cydonii" STR_MARS_CYDONIA_LANDING_BRIEFING: "Twój Mściciel wylądował na powierzchni Marsa w terenie Cydonii. Nasze informacje wskazują na to, że jedna z piramidalnych konstrukcji zawiera zieloną windę stanowiącą wejście do podziemnego kompleksu. Gdy zgromadzisz wszystkich swoich żołnierzy na zielonych obszarach, kliknij na ikonę 'Przerwij misję', aby uruchomić windy i dostać się do podziemi." STR_MARS_THE_FINAL_ASSAULT: "Mars: Szturm ostateczny" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Windy piramid zabrały twoich znużonych walką żołnierzy głęboko pod powierzchnię planety. Żołnierze dotarli do serca wielkiego kompleksu tuneli i sal. 'Mózg' obcych jest ukryty gdzieś w labiryncie. Musi zostać zniszczony, jeśli Ziemia ma być uratowana przed zniewoleniem ze strony obcych.{NEWLINE}{NEWLINE}Życzymy powodzenia!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Musisz zbadać{NEWLINE}{0}{NEWLINE}by móc produkować:{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Obcy zniszczyli niebronioną bazę '{0}'" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Twoi agenci zlokalizowali bazę obcych w regionie: {0}" STR_STANDOFF: "ŚLEDZENIE" STR_CAUTIOUS_ATTACK: "ATAK OSTROŻNY" STR_STANDARD_ATTACK: "ATAK STANDARDOWY" STR_AGGRESSIVE_ATTACK: "ATAK AGRESYWNY" STR_DISENGAGING: "ZAWRACANIE" STR_UFO_HIT: "UFO TRAFIONE!" STR_UFO_CRASH_LANDS: "UFO ZESTRZELONE!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimalizuj tylko podczas śledzenia" STR_UFO_RETURN_FIRE: "UFO ODPOWIADA OGNIEM!" STR_INTERCEPTOR_DAMAGED: ">>> POJAZD USZKODZONY <<<" STR_INTERCEPTOR_DESTROYED: ">>> POJAZD ZNISZCZONY <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO UCIEKA Z WALKI!" STR_ALIENS_TERRORISE: "TERROR OBCYCH" STR_LONG_RANGE_DETECTION: "Daleki zasięg wykrycia" STR_STORES_UC: "MAGAZYNY" STR_DIFFICULTY_LEVEL: "Poziom trudności" STR_INTERCEPT: "PRZECHWYTYWANIE" STR_BASES: "BAZY" STR_GRAPHS: "WYKRESY" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPCJE" STR_FUNDING_UC: "BUDŻET" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min." STR_5_MINUTES: "5 min." STR_30_MINUTES: "30 min." STR_1_HOUR: "1 godz." STR_1_DAY: "1 dzień" STR_XCOM_PERFORMANCE_ROSTER: "Lista działaczy organizacji X-Com" STR_ENTER_NAME: "Wprowadź nazwę" STR_PERFORMANCE_RATING: "Ocena działalności" STR_VICTORY_DATE: "Dzień zwycięstwa" STR_ELECTRO_FLARE: "Elektroflara" STR_ELECTRO_FLARE_UFOPEDIA: "To małe urządzenie po rzuceniu na ziemię zaczyna emitować bardzo jaskrawe światło. Podczas misji nocnych może to spowodować oświetlenie jednostek wroga będących w pobliżu elektroflary, przez co staną się widoczne." STR_MONTHLY_COSTS: "KOSZTY MIESIĘCZNE" STR_CRAFT_RENTAL: "Dzierżawa pojazdów" STR_SALARIES: "Wypłaty" STR_BASE_MAINTENANCE: "Utrzymanie bazy" STR_COST_PER_UNIT: "Koszt za sztukę" STR_QUANTITY: "Sztuk" STR_TOTAL: "Razem" STR_IN_PSIONIC_TRAINING: "Na treningu psionicznym" STR_BLASTER_BOMB_UFOPEDIA: "To urządzenie jest silnie wybuchową rakietą z inteligentnym systemem naprowadzania. Jest wystrzeliwana z wyrzutni rakiet fuzyjnych." STR_FRONT_ARMOR: "Pancerz przedni" STR_LEFT_ARMOR: "Pancerz lewy" STR_RIGHT_ARMOR: "Pancerz prawy" STR_REAR_ARMOR: "Pancerz tylny" STR_UNDER_ARMOR: "Pancerz dolny" STR_ROUNDS: "Naboi" STR_UNIT: "JEDNOSTKA: {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORALE" STR_ARMOR_: "PANCERZ: {0}" STR_FRONT_ARMOR_UC: "PANCERZ PRZEDNI" STR_LEFT_ARMOR_UC: "PANCERZ LEWY" STR_RIGHT_ARMOR_UC: "PANCERZ PRAWY" STR_REAR_ARMOR_UC: "PANCERZ TYLNY" STR_SKILLS: "ZDOLNOŚCI: {0}" STR_LEVEL: "POZIOM: {0}" STR_HEAD: "GŁOWA" STR_TORSO: "TUŁÓW" STR_RIGHT_ARM: "PRAWA RĘKA" STR_LEFT_ARM: "LEWA RĘKA" STR_RIGHT_LEG: "PRAWA NOGA" STR_LEFT_LEG: "LEWA NOGA" STR_PAIN_KILLER: "ZNIECZULENIE" STR_STIMULANT: "STYMULACJA" STR_HEAL: "LECZENIE" STR_TIME_UNITS_SHORT: "JC: {ALT}{0}" STR_WEIGHT: "Waga: {ALT}{0}/{1}" STR_REACTIONS_SHORT: "Refl.: {ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Zd. Psi: {ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Siła Psi: {ALT}{0}" STR_ALIEN_ARTIFACT: "Artefakt obcych" STR_AMMO_ROUNDS_LEFT: "AMUNICJA:{NEWLINE}ZOSTAŁO{NEWLINE}NABOI: {ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Znie.: {ALT}{0}{ALT}{NEWLINE}Stym.: {ALT}{1}{ALT}{NEWLINE}Lecz.: {ALT}{2}" STR_THROW: "Rzuć" STR_AUTO_SHOT: "Strzał serią" STR_SNAP_SHOT: "Strzał szybki" STR_AIMED_SHOT: "Strzał mierzony" STR_STUN: "Ogłusz" STR_PRIME_GRENADE: "Odbezpiecz granat" STR_USE_SCANNER: "Użyj skanera ruchu" STR_USE_MEDI_KIT: "Użyj apteczki" STR_LAUNCH_MISSILE: "Odpal rakietę" STR_ACCURACY_SHORT: "Cel.: {ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Za mało Jednostek Czasu!" STR_NOT_ENOUGH_ENERGY: "Za mało energii!" STR_NO_ROUNDS_LEFT: "Brak naboi!" STR_NO_AMMUNITION_LOADED: "Nie załadowano amunicji!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Niewłaściwa amunicja do tej broni!" STR_WEAPON_IS_ALREADY_LOADED: "Broń jest już załadowana!" STR_NO_LINE_OF_FIRE: "Brak linii strzału!" STR_GRENADE_IS_ACTIVATED: "Granat odbezpieczony!" STR_GRENADE_IS_DEACTIVATED: "Granat zabezpieczony!" STR_THERE_IS_NO_ONE_THERE: "Nie ma tam nikogo!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Musisz przebadać ten artefakt obcych, by móc go używać!" STR_OUT_OF_RANGE: "Poza zasięgiem!" STR_UNABLE_TO_THROW_HERE: "Nie można tutaj rzucić!" STR_SET_TIMER: "Ustaw stoper na" STR_HIDDEN_MOVEMENT: "RUCH UKRYTY" STR_TURN: "TURA: {0}" STR_SIDE: "STRONA: {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Naciśnij dowolny klawisz, by kontynuować" STR_MIND_CONTROL: "Kontrola umysłu" STR_PANIC_UNIT: "Wywołaj panikę" STR_MORALE_ATTACK_SUCCESSFUL: "Morale obcego zostały osłabione" STR_MIND_CONTROL_SUCCESSFUL: "Kontrola umysłu pomyślna" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}wpadł w szał" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}wpadła w szał" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}spanikował" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}spanikowała" STR_XCOM: "X-Com" STR_ALIENS: "Obcy" STR_RIGHT_HAND: "PRAWA DŁOŃ" STR_LEFT_HAND: "LEWA DŁOŃ" STR_RIGHT_SHOULDER: "PRAWE RAMIĘ" STR_LEFT_SHOULDER: "LEWE RAMIĘ" STR_BACK_PACK: "PLECAK" STR_BELT: "PAS" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}jest pod kontrolą obcych" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}jest pod kontrolą obcych" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}jest nieprzytomny" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}jest nieprzytomna" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}zmarł od ran śmiertelnych" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}zmarła od ran śmiertelnych" STR_USE_MIND_PROBE: "Użyj próbnika umysłu" STR_FATAL_WOUNDS: "RANY ŚMIERTELNE" STR_UNDER_ARMOR_UC: "PANCERZ DOLNY" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "JC zarezerwowano dla strzału pojedynczego" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "JC zarezerwowano dla strzału serią" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "JC zarezerwowano dla strzału celowanego" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "JC zarezerwowano na klęknięcie" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "JC zarezerwowano na klęknięcie i ostrzał" STR_UNITS_IN_CRAFT: one: "{N} jednostka w pojeździe X-Com" few: "{N} jednostki w pojeździe X-Com" many: "{N} jednostek w pojeździe X-Com" other: "{N} jednostek w pojeździe X-Com" STR_UNITS_OUTSIDE: one: "{N} jednostka pozostawiona na zewnątrz" few: "{N} jednostki pozostawione na zewnątrz" many: "{N} jednostek pozostawionych na zewnątrz" other: "{N} jednostki pozostawione na zewnątrz" STR_UNITS_IN_ENTRANCE: one: "{N} jednostka stojąca w wejściu" few: "{N} jednostek stojących w wejściu" many: "{N} jednostki stojące w wejściu" other: "{N} jednostki stojące w wejściu" STR_UNITS_IN_EXIT: one: "{N} jednostka w docelowym wyjściu" few: "{N} jednostek w docelowym wyjściu" many: "{N} jednostki w docelowym wyjściu" other: "{N} jednostki w docelowym wyjściu" STR_ABORT_MISSION_QUESTION: "Przerwać misję?" STR_CORPSE: "Zwłoki" STR_UNLOAD_CRAFT: "Rozładuj" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}został zabity" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}została zabita" STR_HIT_MELEE: "Cios" STR_GROUND: "NA ZIEMI" STR_LIVING_QUARTERS_PLURAL: "Kwatery mieszkalne" STR_LIST_ITEM: "PRZEDMIOT" STR_PERSONAL_ARMOR_UFOPEDIA: "Ten nowy pancerz, wykorzystujący nowo odkryte stopy metali obcych, daje naszym ludziom większe szanse w walce przeciwko zagrożeniu ze strony obcych." STR_POWER_SUIT_UFOPEDIA: "Nowa potężna ochrona dla żołnierzy. Ten pancerz jest zasilany elerowym źródłem energii, co znacznie podnosi szybkość i siłę osoby, która go nosi. Oferuje najlepszą obecnie dostępną ochronę oddziałom bojowym." STR_FLYING_SUIT_UFOPEDIA: "Ulepszona wersja pancerza wspomaganego, wykorzystująca technologię nawigacji anty-grawitacyjnej. Pozwala ona na pełną swobodę poruszania się na polu bitwy." STR_ALL_ALIENS_KILLED_IN_CRASH: "Wszyscy obcy zginęli, więc{NEWLINE}pozostałości przejęto automatycznie" STR_RESET: "Resetowanie" STR_MEMORIAL: "Tablica poległych" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "ZATRUDNIENI ŻOŁNIERZE>{ALT}{0}" STR_SOLDIERS_LOST_UC: "UTRACENI ŻOŁNIERZE>{ALT}{0}" MAP_CULTA: "Farma" MAP_FOREST: "Zalesiony" MAP_JUNGLE: "Dżungla" MAP_MOUNT: "Górzysty" MAP_DESERT: "Pustynny" MAP_POLAR: "Polarny" MAP_URBAN: "Miejski" MAP_UBASE: "Baza obcych" MAP_XBASE: "Baza X-Comu" MAP_MARS: "Mars" STR_MIXED: "Mieszany" STR_REMOVE_SELECTED: "Usuń zaznaczone" STR_LIVE_ALIENS: "Żywe{NEWLINE}gatunki" STR_DEAD_ALIENS: "Odrzucone{NEWLINE}gatunki" STR_UNDER_INTERROGATION: "W{NEWLINE}badaniach" STR_CONTAINMENT_EXCEEDED: "LIMIT CEL DLA OBCYCH PRZEKROCZONY!{SMALLLINE}Brak miejsca w celi w bazie {0}. Musisz usunąć z cel nadmiar obcych, gdyż następni będą umierać." STR_MANAGE_CONTAINMENT: "Zarządzanie celami dla obcych" STR_STORAGE_EXCEEDED: "PRZESTRZEŃ MAGAZYNOWA PRZEPEŁNIONA!{SMALLLINE}Niewystarczająca ilość miejsca w magazynach bazy {0}. Musisz sprzedać nadwyżkę stanu magazynowego." STR_GO_TO_BASE: "Wejdź do bazy" STR_MELEE_ACCURACY: "WALKA WRĘCZ" STR_SELL_PRODUCTION: "SPRZEDAJ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obie dłonie muszą być puste!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Za mało przedmiotów, aby stworzyć szablon!" STR_UNLOAD_WEAPON: "Rozładuj broń" STR_ALL_ITEMS: "Wszystkie przedmioty" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "BRAK MIEJSCA NA POKŁADZIE!{SMALLLINE}Możesz załadować najwyżej {N} przedmiot na ten pojazd." few: "BRAK MIEJSCA NA POKŁADZIE!{SMALLLINE}Możesz załadować najwyżej {N} przedmioty na ten pojazd." many: "BRAK MIEJSCA NA POKŁADZIE!{SMALLLINE}Możesz załadować najwyżej {N} przedmiotów na ten pojazd." other: "BRAK MIEJSCA NA POKŁADZIE!{SMALLLINE}Możesz załadować najwyżej {N} przedmiotów na ten pojazd." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRUM KONTROLI ZNISZCZONE{NEWLINE}Skieruj wszystkich żołnierzy do wyjścia i kliknij przycisk 'Przerwij misję'." STR_XCOM_BASE_CANNOT_BE_BUILT: "Bazy X-Comu nie mogą być budowane pod wodą." STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personel" STR_CRAFT_ARMAMENT: "Pojazdy i uzbrojenie" STR_COMPONENTS: "Komponenty" STR_SOLDIERS_RECRUITED: "Zatrudnieni żołnierze" STR_SOLDIERS_LOST: "Utraceni żołnierze" STR_TOTAL_UFOS: "Wykrytych UFO" STR_TOTAL_ALIEN_BASES: "Odkrytych baz obcych" STR_PSIONIC_STRENGTH_ABBREVIATION: "SPS" STR_PSIONIC_SKILL_ABBREVIATION: "UPS" FEMALE_CIVILIAN: "Cywil, kobieta" MALE_CIVILIAN: "Cywil, mężczyzna" CYBERDISC_WEAPON: "Broń cyberdysku" REAPER_WEAPON: "Atak żeńca" CHRYSSALID_WEAPON: "Atak krysalida" CELATID_WEAPON: "Atak celatyda" SILACOID_WEAPON: "Atak silakoida" SECTOPOD_WEAPON: "Broń sektopoda" ZOMBIE_WEAPON: "Atak zombiego" ALIEN_PSI_WEAPON: "Atak psi obcych" ================================================ FILE: bin/standard/xcom1/Language/pt-BR.yml ================================================ pt-BR: STR_AVENGER_UFOPEDIA: "AERONAVE DE TRANSPORTE E COMBATE. A RÉPLICA SUPREMA DA TECNOLOGIA ALIENÍGENA." STR_INTERCEPTOR_UFOPEDIA: "AERONAVE DE COMBATE COM MOTORES DE DETONAÇÃO DE PULSO DUPLOS E SISTEMAS ELETRÔNICOS ESPECIALMENTE BLINDADOS. A MELHOR TECNOLOGIA DISPONÍVEL NA TERRA." STR_LIGHTNING_UFOPEDIA: "NAVE DE TRANSPORTE E COMBATE. UMA RÉPLICA CRUA MAS EFICAZ DOS SISTEMAS DE PROPULSÃO ALIENÍGENA." STR_SKYRANGER_UFOPEDIA: "TRANSPORTADOR DE TROPAS. O MAIS RÁPIDO DO SEU TIPO, COM CAPACIDADE DE DECOLAGEM E ATERRISSAGEM VERTICAL (D.A.V.)." STR_FIRESTORM_UFOPEDIA: "NAVE DE COMBATE. ESTE COMBATENTE DE UM HOMEM SÓ REPRODUZ O FORMATO CLÁSSICO DO DISCO VOADOR ALIENÍGENA, COM UMA UNIDADE DE PROPULSÃO CENTRAL." STR_STINGRAY_UFOPEDIA: "AVANÇADO MÍSSIL AR-AR COM ELETRÔNICA ESPECIALMENTE BLINDADA." STR_AVALANCHE_UFOPEDIA: "MÍSSIL AR-AR COM OGIVA NUCLEAR, MAS EXTREMAMENTE PESADO." STR_CANNON_UFOPEDIA: "CANHÃO DE ALTA POTÊNCIA QUE DISPARA MUNIÇÃO PERFURANTE CAPAZ DE PENETRAR 40CM DE AÇO." STR_FUSION_BALL_UFOPEDIA: "ESTE LANÇADOR DISPARA UM MÍSSIL EM FORMATO DE BOLA ENERGIZADO POR UMA REAÇÃO ANTIMATÉRIA. A BOLA DESTRÓI O ALVO COM UMA IMPLOSÃO DE ONDAS GRAVITACIONAIS." STR_LASER_CANNON_UFOPEDIA: "ESTE RAIO LASER CONVENCIONAL É ALIMENTADO POR UMA CÂMARA DE REAÇÃO DE ANTIMATÉRIA." STR_PLASMA_BEAM_UFOPEDIA: "O FEIXE GRAVITACIONAL É DIRECIONADO DE FORMA CONCENTRADA, IMPLODINDO O CAMPO GRAVITACIONAL." STR_SECTOID_UFOPEDIA: "A hierarquia Sectoide varia de soldados a líderes com poderosas habilidades psiônicas. Esses poderes psiônicos podem ser utilizados para desmoralizar os soldados em combate, ou até mesmo assumir o controle de suas mentes. Eles tendem a se satisfazer com abduções humanas e mutilação de gado. A abdução é usada para extrair o material genético para reprodução cruzada e para desenvolver clones para infiltração na sociedade humana. O gado fornece tanto nutrição quanto material genético. Esta raça parece querer desenvolver híbridos genéticos superiores para aumentar a eficiência de sua sociedade tipo colmeia." STR_SECTOID_AUTOPSY: "Autópsia de Sectoide" STR_SECTOID_AUTOPSY_UFOPEDIA: "A autópsia revela vestígios de órgãos digestivos e uma estrutura simples. O cérebro e os olhos são muito bem desenvolvidos. A estrutura sugere alteração genética ou mutação. A pequena boca e nariz parecem ter pouca função. A membrana entre os dedos das mãos e os pés chatos sugerem origens aquáticas. Não há órgãos reprodutivos, e nenhuma pista de como essa espécie pode se reproduzir. Eles são provavelmente uma espécie geneticamente modificada." STR_SNAKEMAN_UFOPEDIA: "Esta raça desenvolveu-se em um ambiente extremamente hostil. Eles são extremamente resistentes e podem resistir a variações extremas de temperatura. Sua mobilidade depende de um 'pé' gigante que lembra uma cobra o qual protege todos os órgãos vitais. Seus objetivos parecem ser puramente predatórios e eles aparentam estar sob o comando de alguma outra inteligência que dirige suas incursões de estilo militar na Terra." STR_SNAKEMAN_AUTOPSY: "Autópsia de Homem-Cobra" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "A pele é extremamente rígida e resistente ao calor. O sistema cardiovascular é parte do sistema muscular, que utiliza o princípio hidráulico para criar movimento. O único músculo verdadeiro é o 'coração'. O sistema reprodutivo parece ser muito eficiente. A reprodução é assexuada, com cada homem-cobra transportando até cinquenta ovos dentro de seu corpo a qualquer momento. A propagação desta espécie no nosso planeta poderia ser uma séria ameaça para toda a vida na Terra." STR_ETHEREAL_UFOPEDIA: "Este ser tem poderes mentais impressionantes que permitem a comunicação telepática e telecinese. As capacidades físicas aparentemente fracas desta criatura são compensadas por seus poderes mentais. Nós não entendemos como esses poderes telecinéticos trabalham, uma vez que parecem desafiar as leis da física como as conhecemos. Eles são extremamente perigosos em qualquer situação de combate, onde eles dependem de seus poderes mentais. Eles raramente aparecem na Terra já que aparentam contar com outras raças para alcançar seus objetivos." STR_ETHEREAL_AUTOPSY: "Autópsia de Etéreo" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "O ser é fisicamente fraco e parece ser incapaz de manter qualquer função vital. Os músculos são extremamente atrofiados e os órgãos internos subdesenvolvidos. Os órgãos sensoriais, incluindo os olhos, aparentam não funcionar de modo algum. No entanto, o cérebro é bem desenvolvido e utiliza uma boa parte do suprimento de sangue do corpo. É um mistério como essa criatura pode sobreviver sem suporte externo." STR_MUTON_UFOPEDIA: "Esta criatura humanoide é fisicamente poderosa e inteligente. Eles têm um apetite peculiar por consumir carne fresca de qualquer tipo, que eles precisam para o seu sustento como os carnívoros terrestres. Eles aparentam depender de comandos telepáticos de uma raça conhecida como 'Etéreos'. Uma vez separados deste link telepático, seu sistema mental parece pifar e eles morrem. Os implantes cibernéticos são utilizados para otimizar sua performance em combate. Eles são claramente a infantaria de uma inteligência superior." STR_MUTON_AUTOPSY: "Autópsia de Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "A 'pele' desta criatura aparenta ser uma armadura de proteção criada organicamente que foi incrustada em seu corpo. Há numerosos implantes cibernéticos que são utilizados para melhorar o sistema cardiovascular e os sentidos. Os órgãos reprodutivos aparentam ter sido cirurgicamente removidos. Evidentemente essas desafortunadas criaturas são limitadas a uma vida de guerras e conquistas. Munição perfurante não é muito eficiente contra sua pele endurecida." STR_CELATID_UFOPEDIA: "Esta forma de vida tem uma misteriosa capacidade natural de flutuar no ar. Parece detectar ondas cerebrais humanas e avançará para um alvo humano, mesmo que bem escondido. Uma vez que um alvo é detectado, o Celátido pousa e dispara pequenos glóbulos de veneno extremamente corrosivo. A criatura tem a capacidade de clonar-se em um ritmo alarmante. Acompanha a raça Muton em suas expedições." STR_CELATID_AUTOPSY: "Autópsia de Celátido" STR_CELATID_AUTOPSY_UFOPEDIA: "O núcleo contém um dispositivo biomecânico pequeno, o que parece ser um sistema de propulsão antigravidade que evoluiu naturalmente. O saco de veneno é o maior órgão e não parece ser uma estrutura separada do cérebro. Não há digestivo discernível ou sistema reprodutivo. Um pequeno órgão contém embriões que podem crescer rapidamente em um novo ser." STR_SILACOID_UFOPEDIA: "Esta forma de vida baseada em silício gera uma quantidade enorme de calor. Ela tem a capacidade de quebrar rochas que podem ser digeridas pelo núcleo quente. Ela tem uma inteligência primitiva e pode ser controlada por implantes ou seres telepáticos. Ela trabalha com a raça alienígena Muton." STR_SILACOID_AUTOPSY: "Autópsia de Silacoide" STR_SILACOID_AUTOPSY_UFOPEDIA: "O miolo da criatura é extremamente quente, e parece ser a base de um sistema digestivo. Sua musculatura possui força e velocidade tremendas e sem precedentes. Sua pele é como rocha e não é danificado por fogo ou munição incendiaria." STR_CHRYSSALID_UFOPEDIA: "As garras de tipo caranguejo desta criatura são uma arma poderosa no combate corpo a corpo. O metabolismo acelerado e força desta criatura dão-lhe velocidade e destreza. Em vez de matar sua vítima ele impregna-o com um ovo e injeta um veneno que o transforma em um zumbi ambulante. Uma nova Crisálida vai estourar da vítima logo após a impregnação. Crisálidas estão associados com a raça dos Homens-Cobra." STR_CHRYSSALID_AUTOPSY: "Autópsia de Crisálida" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "O exoesqueleto desta criatura é extremamente rígido, mas surpreendentemente vulnerável a munição explosiva. O cérebro é bem desenvolvido, e sua taxa de crescimento celular muito rápido. A criatura leva vinte e cinco ovos que são colocados dentro de outros organismos. Esta criatura é uma arma de terror muito eficaz." STR_FLOATER_UFOPEDIA: "Os Flutuadores são principalmente soldados e agentes terroristas. Eles são naturalmente bestas predatórias, geneticamente modificados e aprimorados ciberneticamente para serem formidáveis guerreiros. A metade inferior do corpo e a maioria dos órgãos internos foram removidos cirurgicamente, e um sistema de suporte de vida foi instalado. Este implante contém uma unidade antigravitacional que permite que a criatura flutue, ainda que de forma instável, através do ar." STR_FLOATER_AUTOPSY: "Autópsia de Flutuador" STR_FLOATER_AUTOPSY_UFOPEDIA: "A criatura foi drasticamente alterada cirurgicamente. O dispositivo que parece formar o núcleo do corpo é um sistema de suporte de vida, assumindo a função de coração, pulmões e sistema digestivo. Isso permite que a criatura sobreviva em ambientes extremamente hostis. O cérebro é menor do que o nosso, mas os órgãos sensoriais são bem desenvolvidos." STR_REAPER_UFOPEDIA: "Este bípede carnívoro possuí mandíbulas poderosas e um apetite voraz. Ele tem implantes cerebrais que são usados para controlar suas atividades. Os instintos predatórios primitivos desta criatura são pouco úteis exceto para aterrorizar e destruir. Ceifadores costumam estar juntos com Flutuadores." STR_REAPER_AUTOPSY: "Autópsia de Ceifador" STR_REAPER_AUTOPSY_UFOPEDIA: "O Ceifador contém dois 'cérebros' e dois 'corações', que permitem que ele funcione mesmo quando gravemente ferido. No entanto, sua pele peluda é altamente inflamável, fazendo com que a criatura seja vulnerável a armas incendiárias." STR_SECTOPOD_UFOPEDIA: "Sectópodes são criaturas robô com uma poderosa arma de feixe de laser. O controle dessas bestas mecânicas é através de uma ligação telepática com seus controladores, os Etéreos. Sectópodes são a arma mais poderosa de terror disponível para as forças alienígenas." STR_SECTOPOD_AUTOPSY: "Análise do Sectópode" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "O robô é resistentemente construído com uma poderosa armadura capaz de resistir a maioria das formas de ataque, em particular armas de plasma. No entanto, o circuito de detecção parece particularmente vulnerável às armas de laser." STR_CYBERDISC_UFOPEDIA: "Este mini disco voador é uma arma terrorista automatizada equipada com poderosos raios de plasma. Sua propulsão antigravitacional lhe fornece uma grande vantagem em terreno acidentado. Sua função primária é o terror e a destruição em nome da raça Sectoide." STR_CYBERDISC_AUTOPSY: "Análise do Ciberdisco" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Os Ciberdiscos têm uma blindagem muito boa, especialmente resistente a explosões. O sistema antigravitacional foi muito danificado para ser estudado." STR_UFO_POWER_SOURCE_UFOPEDIA: "A fonte de energia da nave alienígena é um reator de antimatéria que utiliza Elério (elemento 115) para gerar poderosas ondas de gravidade, bem como outras formas de energia. A conversão da matéria em energia tem uma incrível eficiência de 99%, pois pequenas quantidades de Elério podem produzir uma enorme quantidade de energia. Esta unidade pode ser reproduzida facilmente usando ligas metálicas alienígenas." STR_UFO_NAVIGATION_UFOPEDIA: "Naves alienígenas utilizam computadores sofisticados para navegar na Terra e no espaço. O sistema é baseado em processadores ópticos organizados em um tipo de rede. A interface de controle é relativamente simples - o navegador controla a direção das ondas de gravidade geradas pela fonte de energia para mover a nave em qualquer direção. Este sistema pode ser utilizado facilmente por humanos, e pode ser reproduzido utilizando ligas alienígenas e outros componentes. " STR_UFO_CONSTRUCTION_UFOPEDIA: "A nave alienígena é composta por três componentes principais - uma fonte de energia, um sistema de navegação e um casco construído a partir de ligas metálicas alienígenas. O casco é projetado especialmente para permitir que as ondas de gravidade sejam direcionadas e controladas. Além disso, uma pequena quantidade de Elério é necessária para alimentar a fonte de energia. Uma vez que os princípios da construção sejam entendidos, e as funções de cada um dos componentes sejam conhecidos, então será possível construir estes tipos de naves." STR_ALIEN_FOOD_UFOPEDIA: "Estas câmaras contêm várias enzimas que são usadas para digerir as partes do corpo do gado, outros animais e até mesmo seres humanos. O líquido é então consumido como alimento digerido pronto - provavelmente direto para a corrente sanguínea. Isto sugere uma certa dependência da Terra para o alimento - uma simbiose entre a Terra e a sociedade alienígena." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Estas câmaras contem fetos alienígenas. O design destes recipientes parece sugerir que os alienígenas que utilizam este processo confiam inteiramente em reprodução em laboratório. Os ricos nutrientes asseguram o rápido desenvolvimento dos fetos. Este sistema de linha de produção poderia gerar milhares de clones alienígenas em um curto espaço de tempo. O processo pode ser facilmente adaptado para a reprodução humana, ou híbridos alien-humanos." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Recreação é a função mais provável dessas esferas. O circuito psiônico estimula várias partes do cérebro. Os efeitos são similares aos de drogas alucinógenas. Esta é a única evidência de que os alienígenas possuem alguma forma de passatempo recreativo ou cultural." STR_ALIEN_SURGERY_UFOPEDIA: "Este equipamento cirúrgico utiliza cortadores laser para extrair certas partes de gado e outros animais. As frequentes mutilações de gado podem ser explicadas por essa atividade alienígena. É provável que essas partes sejam utilizadas para nutrição ou experimentos genéticos." STR_EXAMINATION_ROOM_UFOPEDIA: "No passado, milhares de pessoas afirmaram ter sido abduzido por alienígenas, às vezes repetidamente. A verdade é muito mais horrível. Os seres humanos são raptados, pesquisados e monitorados. As melhores amostras têm material genético extraído. As mulheres têm fetos humano-alienígenas híbridos implantados, e, em seguida, removidos vários meses depois. Quem sabe que motivos sinistros os alienígenas têm?" STR_ALIEN_ALLOYS_UFOPEDIA: "Naves alienígenas são construídas a partir de ligas metálicas especiais com propriedades únicas. Elas são extremamente leves e resistentes, e podem ser moldadas por meio de métodos eletromagnéticos. Este material pode ser reproduzido e utilizado em diversos tipos de processos de fabricação." STR_ELERIUM_115_UFOPEDIA: "Este elemento tem a propriedade incomum de geração de energia antimatéria quando bombardeado com certas partículas. Isso cria ondas de gravidade e outras formas de energia. Não é encontrada naturalmente em nosso sistema solar e não pode ser reproduzida." STR_ALIEN_ORIGINS_UFOPEDIA: "É claro que estamos lutando uma batalha perdida na terra. As hordas alienígenas são esmagadoras em número. O melhor que podemos fazer é retardar o seu progresso. A única esperança para a humanidade é combater os alienígenas na sua origem. Nossa pesquisa parece indicar uma base de operações nas proximidades, dentro do nosso sistema solar. Alienígenas indicam que este lugar é o centro de uma civilização antiga que precede a história humana. Temos que localizar este lugar o mais rápido possível. No entanto, é preciso capturar e interrogar um líder alienígena para obter informação mais detalhada. Os OVNIs maiores provavelmente contêm pelo menos um líder alienígena." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Nossa pesquisa agora aponta para Marte, como a base de operações alienígenas. A base é bem escondida, e contém todas as instalações de produção e de clonagem para abastecer a infiltração de terra. Também parece conter um tipo de computador de controle que dirige toda a operação. Parece que a sociedade alienígena é do tipo colmeia e possui uma espécie de 'abelha rainha'. Esta é a sua fraqueza fundamental, se pudermos eliminar o 'cérebro', em seguida, o corpo vai morrer. Temos de intensificar os nossos esforços de pesquisa antes que seja tarde demais. Para progredir é preciso capturar os alienígenas de mais alta patente - os comandantes, que residem exclusivamente em bases alienígenas." STR_CYDONIA_OR_BUST_UFOPEDIA: "Agora está claro que as hordas alienígenas estão sendo controladas a partir de uma base subterrânea em Cidônia, uma região muito peculiar de Marte que apresenta construções piramidais com cinco lados e uma grande formação rochosa semelhante a um rosto humano. A civilização Cidoniana floresceu uma vez em Marte muitos milhões de anos atrás, mas não sabemos por que ela desapareceu, ou que conexão há com a mais recente atividade alienígena lá. Seja qual for a explicação, devemos enviar uma expedição para Cidônia. Esta é a única maneira de derrotar os alienígenas. Devemos destruir o 'cérebro' controlador. Vamos precisar de uma nave Avenger equipada com as melhores armas destrutivas que dispomos. Não há nada mais que possamos averiguar aqui, é preciso aguardar o resultado do assalto a Cidônia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRALIZAR NO LOCAL = 5 Segs" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Nenhum" STR_UNKNOWN: "Desconhecido" STR_POOR: "Fraco" STR_AVERAGE: "Médio" STR_GOOD: "Bom" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "CONSTRUIR NOVA BASE" STR_BASE_INFORMATION: "INFORMAÇÕES DA BASE" STR_EQUIP_CRAFT: "EQUIPAR NAVE" STR_BUILD_FACILITIES: "CONSTRUIR INSTALAÇÕES" STR_RESEARCH: "PESQUISAR" STR_MANUFACTURE: "PRODUZIR" STR_TRANSFER_UC: "TRANSFERIR" STR_PURCHASE_RECRUIT: "COMPRAR/RECRUTAR" STR_SACK: "DISPENSAR" STR_SELL_SACK_UC: "VENDER/DISPENSAR" STR_GEOSCAPE_UC: "TELA GLOBAL" STR_NAME: "Nome" STR_AREA: "Área" STR_BUILD_NEW_BASE: "Construir Nova Base" STR_CANCEL: "Cancelar" STR_COST_UC: "CUSTO>" STR_CONSTRUCTION_TIME_UC: "TEMPO DE CONSTRUÇÃO>" STR_DAY: one: "{N} dia" many: "{N} dias" other: "{N} dias" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANUTENÇÃO>" STR_OK: "OK" STR_INSTALLATION: "Instalação" STR_CURRENT_RESEARCH: "PESQUISAS ATUAIS" STR_SCIENTISTS_AVAILABLE: "Cientistas Disponíveis>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Cientistas Alocados>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espaço de Laboratório Disponível>{ALT}{0}" STR_RESEARCH_PROJECT: "PROJETO DE PESQUISA" STR_SCIENTISTS_ALLOCATED_UC: "CIENTISTAS ALOCADOS" STR_PROGRESS: "PROGRESSO" STR_NEW_PROJECT: "Novo Projeto" STR_CANCEL_PROJECT: "CANCELAR PROJETO" STR_NEW_RESEARCH_PROJECTS: "NOVOS PROJETOS DE PESQUISA" STR_SCIENTISTS_AVAILABLE_UC: "CIENTISTAS DISPONÍVEIS>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPAÇO DE LABORATÓRIO DISPONÍVEL>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Diminuir" STR_START_PROJECT: "INICIAR PROJETO" STR_CURRENT_PRODUCTION: "PRODUÇÃO ATUAL" STR_ENGINEERS_AVAILABLE: "Engenheiros Disponíveis>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Engenheiros Alocados>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espaço Disponível na Oficina>{ALT}{0}" STR_CURRENT_FUNDS: "Fundos Atuais>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Engenheiros Alocados" STR_UNITS_PRODUCED: "Unidades Produzidas" STR_TOTAL_TO_PRODUCE: "Total a Produzir" STR_COST__PER__UNIT: "Custo{NEWLINE}por{NEWLINE}Unidade" STR_DAYS_HOURS_LEFT: "Dias/Horas Restantes" STR_NEW_PRODUCTION: "Nova Produção" STR_PRODUCTION_ITEMS: "Itens para Produção" STR_CATEGORY: "CATEGORIA" STR_START_PRODUCTION: "INICIAR PRODUÇÃO" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} horas de Engenheiros para produzir uma unidade." STR_COST_PER_UNIT_: "Custo por unid.>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espaço de Trabalho Necessário>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIAIS ESPECIAIS NECESSÁRIOS" STR_ITEM_REQUIRED: "ITEM NECESSÁRIO" STR_UNITS_REQUIRED: "UNIDADES NECESSÁRIAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONÍVEIS" STR_STOP_PRODUCTION: "PARAR PRODUÇÃO" STR_ENGINEERS_AVAILABLE_UC: "ENGENHEIROS DISPONÍVEIS>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPAÇO DISPONÍVEL NA OFICINA>{ALT}{0}" STR_MONTHLY_PROFIT: "LUCRO MENSAL>{ALT}{0}" STR_INCREASE_UC: "AUMENTAR" STR_DECREASE_UC: "DIMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a Produzir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Recrutar Pessoal" STR_COST_OF_PURCHASES: "Custo das Compras>{ALT}{0}" STR_COST_PER_UNIT_UC: "CUSTO POR UNID." STR_QUANTITY_UC: "QUANTID." STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PESSOAL DISPONÍVEL : PESSOAL TOTAL>" STR_SOLDIERS: "Soldados" STR_SCIENTISTS: "Cientistas" STR_ENGINEERS: "Engenheiros" STR_SPACE_USED_SPACE_AVAILABLE: "ESPAÇO USADO : ESPAÇO DISPONÍVEL>" STR_LIVING_QUARTERS: "Habitação" STR_STORES: "Depósitos" STR_LABORATORIES: "Laboratórios" STR_WORK_SHOPS: "Oficinas" STR_HANGARS: "Hangares" STR_SHORT_RANGE_DETECTION: "Detecção Curto Alcance" STR_DEFENSE_STRENGTH: "Força Defensiva" STR_TRANSFERS_UC: "Transferências" STR_TRANSFERS: "Transferências" STR_ARRIVAL_TIME_HOURS: "CHEGADA (EM HORAS)" STR_COST_: "Custo>{ALT}{0}" STR_AREA_: "Área>{ALT}{0}" STR_BASE_NAME: "Nome da Base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECIONE A LOCALIZAÇÃO DO ELEVADOR DE ACESSO" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "QUANT. A TRANSF." STR_SELECT_DESTINATION_BASE: "Selecionar Base de Destino" STR_COST: "Custo" STR_VICTORY_1: "Quando você entra na câmara, você pode ver o cérebro alienígena - o objeto de sua busca. Antes que você possa disparar, ele se comunica com você através de uma tela em sua base. Ele implora para que você ouça os seus argumentos para a sobrevivência antes de tomar a decisão de puxar o gatilho..." STR_VICTORY_2: "O cérebro fala: Muitos milhões de anos atrás, o planeta que você chama de Marte estava vivo. Esta vida foi trazida para um planeta estéril por nossa civilização, assim como foi a sua. Durante milhões de anos visitamos o seu planeta e geneticamente desenvolvemos sua espécie. Você não pode nos matar, você é parte de nós..." STR_VICTORY_3: "Aqui é o centro da civilização Marciana. Estas pirâmides foram construídas milhões de anos antes das que vocês têm na Terra, por uma espécie que é sua antepassada. Nenhum planeta está fora do nosso alcance. Este poder poderia ser de vocês em breve. Tudo o que pedimos é a sua cooperação..." STR_GAME_OVER_1: "Os alienígenas tentam exterminar toda a humanidade, destruindo cidades e envenenando o ar e a água. A resistência dos exércitos terrestres é inútil face à superioridade tecnológica dos alienígenas. As gerações sobreviventes à guerra sofrem terríveis mutações enquanto tentam escapar da destruição alienígena. Após capturados, os humanos restantes são levados para campos de trabalho para ajudarem a transformar a Terra em uma colônia alienígena, parte de um império desconhecido." STR_GAME_OVER_2: "O conhecimento obtido pelo Projeto X-Com está perdido para sempre. Você falhou em salvar a Terra." STR_VICTORY_4: "O discurso do cérebro alienígena é subitamente interrompido por uma rajada de plasma, e toda a força alienígena é derrotada." STR_VICTORY_5: "Uma vez que os alienígenas perderam Marte, também perderam a Terra. Em pouco tempo a pesquisa X-Com permitirá à humanidade florescer mais uma vez, e reivindicar Marte para si. A ameaça alienígena se foi, mas por quanto tempo, ninguém sabe..." STR_YOU_HAVE_FAILED: "Você não conseguiu parar o ataque alienígena. Uma a uma as nações patrocinadoras assinaram pactos com os alienígenas em troca de tecnologia, prosperidade e paz. No entanto, logo ficou claro que os alienígenas tinham outros planos..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Renda" STR_EXPENDITURE: "Gastos" STR_MAINTENANCE: "Manutenção" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Atividade OVNI por Áreas" STR_UFO_ACTIVITY_IN_COUNTRIES: "Atividade de OVNIs nos Países" STR_XCOM_ACTIVITY_IN_AREAS: "Atividade X-Com por Áreas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Atividade X-Com por Países" STR_FINANCE: "Finanças" STR_DATE_FIRST: "{0} de" STR_DATE_SECOND: "{0} de" STR_DATE_THIRD: "{0} de" STR_DATE_FOURTH: "{0} de" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Não há materiais especiais suficientes para produzir{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Dinheiro insuficiente para produzir{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produção de{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}está completa" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construção de {NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}completa" STR_OK_5_SECONDS: "OK - 5 segs" STR_RESEARCH_COMPLETED: "Pesquisa Completa" STR_VIEW_REPORTS: "VER RELATÓRIOS" STR_WE_CAN_NOW_RESEARCH: "Agora podemos pesquisar" STR_WE_CAN_NOW_PRODUCE: "Agora podemos produzir" STR_SUNDAY: "DOMINGO" STR_MONDAY: "SEGUNDA" STR_TUESDAY: "TERÇA" STR_WEDNESDAY: "QUARTA" STR_THURSDAY: "QUINTA" STR_FRIDAY: "SEXTA" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Não há {0} suficiente para reabastecer {1} em {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Não há {0} suficiente para rearmar {1} em {2}" STR_UFO_IS_NOT_RECOVERED: "O OVNI não foi recuperado" STR_UFO_IS_RECOVERED: "O OVNI foi recuperado" STR_CRAFT_IS_LOST: "A nave foi perdida" STR_TERROR_CONTINUES: "Terror continua" STR_ALIENS_DEFEATED: "Alienígenas derrotados" STR_BASE_IS_LOST: "Base perdida" STR_BASE_IS_SAVED: "Base está salva" STR_ALIEN_BASE_STILL_INTACT: "A Base Alienígena permanece intacta" STR_ALIEN_BASE_DESTROYED: "Base Alienígena destruída" STR_ALIENS_KILLED: "ALIENÍGENAS MORTOS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES DE ALIENÍGENAS RECUPERADOS " STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS RECUPERADOS VIVOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFATOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROLE DA BASE ALIENÍGENA DESTRUÍDO" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVIS MORTOS POR ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVIS MORTOS POR SOLDADOS X-COM" STR_CIVILIANS_SAVED: "CIVIS SALVOS" STR_XCOM_OPERATIVES_KILLED: "AGENTES X-COM MORTOS" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTES X-COM DESAPARECIDOS EM COMBATE" STR_TANKS_DESTROYED: "TANQUES DESTRUÍDOS" STR_XCOM_CRAFT_LOST: "NAVE X-COM PERDIDA" STR_UFO_RECOVERY: "RECUPERAÇÃO DE OVNI" STR_ALIEN_BASE_RECOVERY: "CAPTURADOS NA BASE ALIENÍGENA" STR_BASE_UNDER_ATTACK: "{0} está sob ataque!" STR_BASE_DEFENSES_INITIATED: "DEFESAS DA BASE INICIADAS" STR_GRAV_SHIELD_REPELS_UFO: "OVNI REPELIDO POR ESCUDO GRAVITACIONAL!" STR_FIRING: "ATIRANDO" STR_HIT: "ACERTOU!" STR_UFO_DESTROYED: "OVNI DESTRUÍDO!" STR_MISSED: "ERROU!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender Itens/Dispensar Pessoal" STR_VALUE_OF_SALES: "VALOR DA VENDA> {ALT}{0}" STR_FUNDS: "FUNDOS> {ALT}{0}" STR_SELL_SACK: "Vender/Dispensar" STR_VALUE: "Valor" STR_CRAFT_: "NAVE> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERAÇÃO DE OVNI ABATIDO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Tenha cuidado - Podem haver agentes no OVNI ou ao redor do local do acidente. A missão será bem sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. A recuperação de destroços do OVNI, artefatos e cadáveres alienígenas podem então ser iniciados. Para abortar a missão, retorne os agentes X-Com para o veículo de transporte e clique no ícone 'Abortar Missão'." STR_UFO_GROUND_ASSAULT: "ATAQUE POR TERRA AO OVNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore o local de pouso e, se possível, entre no OVNI. A missão será bem sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. A recuperação do OVNI, artefatos e cadáveres alienígenas podem então ser iniciados. Para abortar a missão, retorne os agentes X-Com para o veículo de transporte e clique no ícone 'Abortar Missão'." STR_BASE_DEFENSE: "DEFESA DE BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Uma nave alienígena aterrissou nas proximidades. Nossa base está em grave perigo. De acordo com o procedimento padrão de todo o pessoal não combatente e as naves X-Com foram evacuadas. Unidades alienígenas entrarão na base através de portas do hangar ou do elevador. Defenda a base e suas instalações vitais a todo custo - esta é uma luta até a morte. Se você clicar no ícone 'Abortar Missão', você vai admitir a derrota e perder a base." STR_ALIEN_BASE_ASSAULT: "ATAQUE À BASE ALIENÍGENA" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Agentes X-Com conseguiram entrar em uma base alienígena. O centro de controle deve ser destruído para tornar a base inoperante. A missão terminará quando todos os inimigos forem eliminados, ou quando o seu time retornar para a área verde de saída (clique no ícone 'Abortar Missão' para escapar)." STR_CYDONIA_BRIEFING: "Você chegou em Cidônia. Você conseguiu entrar em um grande complexo subterrâneo perto da Esfinge Marciana. Você deve destruir o Cérebro Alienígena que controla toda a atividade alienígena. O destino da humanidade está em suas mãos..." STR_TERROR_MISSION: "MISSÃO DE TERROR" STR_TERROR_MISSION_BRIEFING: "A missão será bem sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Você deve tentar salvar a vida de todos os civis na área, neutralizando a ameaça alienígena. Para abortar a missão, retorne os agentes X-Com para o veículo de transporte e clique no ícone 'Abortar Missão'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NÃO HÁ HANGARES LIVRES PARA A PRODUÇÃO!{SMALLLINE}Cada nave atribuída a uma base, transferida, comprada ou construída ocupa um hangar. Construa um novo hangar ou transfira uma nave para outra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NÃO HÁ HANGARES LIVRES PARA AQUISIÇÃO!{SMALLLINE}Cada nave atribuída a uma base, transferida para uma base, comprada ou construída utiliza um hangar. Construa um novo hangar ou transfira uma nave para outra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NÃO HÁ HANGARES LIVRES PARA TRANSFERÊNCIA!{SMALLLINE}Cada nave atribuída a uma base, transferida para uma base, comprada ou construída utiliza um hangar. Construa um novo hangar ou transfira uma nave para outra base." STR_CANNOT_BUILD_HERE: "IMPOSSÍVEL CONSTRUIR AQUI!{SMALLLINE}Você deve construir próximo a uma instalação existente na base." STR_NO_FREE_ACCOMODATION: "SEM ACOMODAÇÕES DISPONÍVEIS!{SMALLLINE}A base de destino não tem espaço suficiente nas habitações." STR_NOT_ENOUGH_WORK_SPACE: "NÃO HÁ ESPAÇO DE TRABALHO DISPONÍVEL!{SMALLLINE}Construa mais oficinas ou reduza outros projetos." STR_NOT_ENOUGH_MONEY: "DINHEIRO INSUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "ESPAÇO DE ARMAZENAMENTO INSUFICIENTE!{SMALLLINE}Construa um novo depósito ou transfira equipamentos existentes para outras bases." STR_NOT_ENOUGH_LIVING_SPACE: "NÃO HÁ HABITAÇÕES SUFICIENTES!{SMALLLINE}Construa novas habitações ou transfira pessoal para outras bases." STR_LAUNCH_INTERCEPTION: "LANÇAR INTERCEPTAÇÃO" STR_CRAFT: "NAVE" STR_STATUS: "ESTADO" STR_BASE: "BASE" STR_READY: "PRONTO" STR_OUT: "FORA" STR_REPAIRS: "REPAROS" STR_REFUELLING: "ABASTECENDO" STR_REARMING: "REARMANDO" STR_TARGET: "ALVO: {0}" STR_WAY_POINT: "PONTO DE DESTINO" STR_ARE_YOU_SURE_CYDONIA: "Tem certeza de que deseja enviar esta nave em uma missão para Cidônia?" STR_YES: "SIM" STR_NO: "NÃO" STR_SELECT_DESTINATION: "SELECIONE O DESTINO" STR_CYDONIA: "CIDÔNIA" STR_SELECT_SITE_FOR_NEW_BASE: "SELECIONE O LOCAL PARA A NOVA BASE" STR_RETURN_TO_BASE: "VOLTAR PARA A BASE" STR_SELECT_NEW_TARGET: "SELECIONAR O NOVO ALVO" STR_PATROL: "PATRULHAR" STR_STATUS_: "ESTADO>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DANIFICADA - RETORNANDO À BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POUCO COMBUSTÍVEL - RETORNANDO À BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSÃO COMPLETA - RETORNANDO À BASE" STR_PATROLLING: "PATRULHANDO" STR_TAILING_UFO: "PERSEGUINDO OVNI" STR_INTERCEPTING_UFO: "INTERCEPTANDO OVNI - {0}" STR_RETURNING_TO_BASE: "RETORNANDO À BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDADE>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDADE MÁXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDE>{ALT}{0}" STR_VERY_LOW: "MUITO BAIXA" STR_LOW_UC: "BAIXA" STR_HIGH_UC: "ALTA" STR_VERY_HIGH: "MUITO ALTA" STR_FUEL: "COMBUSTÍVEL>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NENHUMA" STR_ROUNDS_: "MUNIÇÃO>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "NAVE DE INTERCEPTAÇÃO" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOME" STR_AMMO_: "MUNIÇÃO>{ALT}{0}" STR_CREW: "TRIPULAÇÃO" STR_EQUIPMENT_UC: "EQUIPAMENTO" STR_ARMOR: "ARMADURA" STR_MAX: "MÁX>{ALT}{0}" STR_ROOKIE: "Recruta" STR_SQUADDIE: "Soldado" STR_SERGEANT: "Sargento" STR_CAPTAIN: "Capitão" STR_COLONEL: "Coronel" STR_COMMANDER: "Comandante" STR_SELECT_SQUAD_FOR_CRAFT: "Selecionar Esquadrão para {0}" STR_SORT_BY: "CLASSIFICAR POR..." STR_ORIGINAL_ORDER: "ORDEM ORIGINAL" STR_MISSIONS2: "MISSÕES" STR_KILLS2: "MORTES" STR_WOUND_RECOVERY2: "RECUPER. DE FERIMENTO" STR_SPACE_AVAILABLE: "ESPAÇO DISPONÍVEL>{ALT}{0}" STR_SPACE_USED: "ESPAÇO USADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPAÇO USADO" STR_RANK: "PATENTE" STR_WOUNDED: "FERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipamento para {0}" STR_DEFENSE_VALUE: "Pontos de Defesa" STR_HIT_RATIO: "Taxa de Acerto" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pronto para{NEWLINE}pousar próximo a{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Começar Missão?" STR_SELECT_ARMAMENT: "Selecionar Armamento" STR_AMMUNITION_AVAILABLE: "MUNIÇÃO DISPONÍVEL" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECIONAR ARMADURA PARA{NEWLINE}{0}" STR_TYPE: "TIPO" STR_PERSONAL_ARMOR_UC: "ARMADURA PESSOAL" STR_POWER_SUIT_UC: "ARMADURA ENERGIZADA" STR_FLYING_SUIT_UC: "ARMADURA VOADORA" STR_SELECT_ARMOR: "Selecionar Armadura" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORDESTE" STR_EAST: "LESTE" STR_SOUTH_EAST: "SUDESTE" STR_SOUTH: "SUL" STR_SOUTH_WEST: "SUDOESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECIONAR AÇÃO" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSEGUIÇÃO DE INTERCEPTAÇÃO" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSEGUIR SEM INTERCEPTAR" STR_VERY_LARGE: "MUITO GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "MÉDIO" STR_SMALL: "PEQUENO" STR_VERY_SMALL: "MUITO PEQUENO" STR_GROUNDED: "EM TERRA" STR_DETECTED: "Detectado" STR_SIZE_UC: "TAMANHO" STR_ALTITUDE: "ALTITUDE" STR_HEADING: "SENTIDO" STR_SPEED: "VELOCIDADE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRALIZAR NO OVNI - TEMPO = 5 Segs" STR_TRACKING_LOST: "RASTRO PERDIDO" STR_REDIRECT_CRAFT: "REDIRECIONAR NAVE" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR PARA A ÚLTIMA LOCALIZAÇÃO DO ALVO" STR_UFO_: "OVNI-{0}" STR_ALIEN_BASE_: "BASE ALIENÍGENA - {0}" STR_CRASH_SITE_: "LOCAL DE IMPACTO - {0}" STR_LANDING_SITE_: "LOCAL DE POUSO - {0}" STR_WAY_POINT_: "PONTO DE DESTINO - {0}" STR_TERROR_SITE: "LOCAL DE TERROR - {0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}chegou em{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrulhando" STR_ALIEN_ORIGINS: "Origens Alienígenas" STR_THE_MARTIAN_SOLUTION: "A Solução Marciana" STR_CYDONIA_OR_BUST: "Cidônia ou Fracasso" STR_UFOPAEDIA: "UFOpédia" STR_XCOM_CRAFT_ARMAMENT: "ARMAMENTO E NAVES X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PLATAFORMA DE ARMAS PESADAS (PAP)" STR_WEAPONS_AND_EQUIPMENT: "ARMAS E EQUIPAMENTOS" STR_ALIEN_ARTIFACTS: "ARTEFATOS ALIENÍGENAS" STR_BASE_FACILITIES: "INSTALAÇÕES DA BASE" STR_ALIEN_LIFE_FORMS: "FORMAS DE VIDA ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "PESQUISA ALIENÍGENA" STR_UFO_COMPONENTS: "COMPONENTES DE OVNI" STR_UFOS: "OVNIs" STR_SELECT_ITEM: "SELECIONE O ITEM" STR_ACCELERATION: "ACELERAÇÃO>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACIDADE DE COMBUSTÍVEL>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SISTEMAS DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "CAPACIDADE DE DANO>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPAÇO DE CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACIDADE DE PAPs>{ALT}{0}{ALT}" STR_DAMAGE: "Dano" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisão" STR_RE_LOAD_TIME: "Tempo de Recarga" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFURANTE" STR_DAMAGE_INCENDIARY: "INCENDIÁRIO" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAIO LASER" STR_DAMAGE_PLASMA_BEAM: "FEIXE DE PLASMA" STR_DAMAGE_STUN: "ATORDOAR" STR_DAMAGE_MELEE: "CORPO-A-CORPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "FUMAÇA" STR_SHOT_TYPE: "TIPO DO TIRO" STR_ACCURACY_UC: "PRECISÃO" STR_TIME_UNIT_COST: "CUSTO UT" STR_DAMAGE_UC: "DANO" STR_AMMO: "MUNIÇÃO" STR_SHOT_TYPE_AUTO: "Rajada" STR_SHOT_TYPE_SNAP: "Simples" STR_SHOT_TYPE_AIMED: "Preciso" STR_CONSTRUCTION_TIME: "Tempo de Construção" STR_CONSTRUCTION_COST: "Custo de Construção" STR_MAINTENANCE_COST: "Custo de Manutenção" STR_LOW: "Baixo" STR_MEDIUM: "Médio" STR_HIGH: "Alto" STR_CRAFT_WEAPON: "Armamento de Nave" STR_CRAFT_AMMUNITION: "Munição de Nave" STR_HEAVY_WEAPONS_PLATFORM: "Plataforma de Armas Pesadas" STR_WEAPON: "Armamento" STR_AMMUNITION: "Munição" STR_EQUIPMENT: "Equipamento" STR_ALIEN_CORPSE: "Cadáver Alienígena" STR_UFO_COMPONENT: "Componente OVNI" STR_PERSONAL_ARMOR: "Armadura Pessoal" STR_RAW_MATERIALS: "Matérias Primas" STR_HWP_CANNON_SHELLS: "Munição de Canhão PAP" STR_ALIEN: "Alienígena" STR_SECTOID: "Sectoide" STR_SNAKEMAN: "Homem-Cobra" STR_ETHEREAL: "Etéreo" STR_MUTON: "Muton" STR_FLOATER: "Flutuador" STR_CELATID: "Celátido" STR_SILACOID: "Silacoide" STR_CHRYSSALID: "Crisálida" STR_ZOMBIE: "Zumbi" STR_REAPER: "Ceifador" STR_SECTOPOD: "Sectópode" STR_CYBERDISC: "Ciberdisco" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_LEADER: "Líder" STR_LIVE_ENGINEER: "Engenheiro" STR_LIVE_MEDIC: "Médico" STR_LIVE_NAVIGATOR: "Navegador" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Agente Terrorista" STR_FLOATER_SOLDIER: "Soldado Flutuador" STR_FLOATER_NAVIGATOR: "Navegador Flutuador" STR_FLOATER_MEDIC: "Médico Flutuador" STR_FLOATER_ENGINEER: "Engenheiro Flutuador" STR_FLOATER_LEADER: "Líder Flutuador" STR_FLOATER_COMMANDER: "Comandante Flutuador" STR_SECTOID_SOLDIER: "Soldado Sectoide" STR_SECTOID_NAVIGATOR: "Navegador Sectoide" STR_SECTOID_MEDIC: "Médico Sectoide" STR_SECTOID_ENGINEER: "Engenheiro Sectoide" STR_SECTOID_LEADER: "Líder Sectoide" STR_SECTOID_COMMANDER: "Comandante Sectoide" STR_SNAKEMAN_SOLDIER: "Soldado Homem-Cobra" STR_SNAKEMAN_NAVIGATOR: "Navegador Homem-Cobra" STR_SNAKEMAN_ENGINEER: "Engenheiro Homem-Cobra" STR_SNAKEMAN_LEADER: "Líder Homem-Cobra" STR_SNAKEMAN_COMMANDER: "Comandante Homem-Cobra" STR_MUTON_SOLDIER: "Soldado Muton" STR_MUTON_NAVIGATOR: "Navegador Muton" STR_MUTON_ENGINEER: "Engenheiro Muton" STR_ETHEREAL_SOLDIER: "Soldado Etéreo" STR_ETHEREAL_LEADER: "Líder Etéreo " STR_ETHEREAL_COMMANDER: "Comandante Etéreo" STR_CYBERDISC_TERRORIST: "Terrorista Ciberdisco" STR_REAPER_TERRORIST: "Terrorista Ceifador" STR_CHRYSSALID_TERRORIST: "Crisálida Terrorista" STR_CELATID_TERRORIST: "Terrorista Celátido" STR_SILACOID_TERRORIST: "Terrorista Silacoide" STR_SECTOPOD_TERRORIST: "Terrorista Sectópode" STR_UFO_POWER_SOURCE: "Fonte de Energia OVNI" STR_UFO_NAVIGATION: "Sistema de Navegação OVNI" STR_UFO_CONSTRUCTION: "Métodos de Construção OVNI" STR_ALIEN_FOOD: "Alimentação Alienígena" STR_ALIEN_REPRODUCTION: "Reprodução Alienígena" STR_ALIEN_ENTERTAINMENT: "Entretenimento Alienígena" STR_ALIEN_SURGERY: "Cirurgia Alienígena" STR_EXAMINATION_ROOM: "Sala de Exames" STR_ALIEN_ALLOYS: "Ligas Metálicas Alienígenas" STR_ALIEN_HABITAT: "Habitat Alienígena" STR_POWER_SUIT: "Armadura Energizada" STR_FLYING_SUIT: "Armadura Voadora" STR_HWP_ROCKETS: "Foguetes PAP" STR_HWP_FUSION_BOMB: "Bombas de Fusão PAP" STR_LASER_WEAPONS: "Armas Laser" STR_NEW_FIGHTER_CRAFT: "Novo Caça de Combate" STR_NEW_FIGHTER_TRANSPORTER: "Novo Caça-Transportador" STR_ULTIMATE_CRAFT: "Nave Definitiva" STR_LASER_PISTOL: "Pistola Laser" STR_LASER_RIFLE: "Rifle Laser" STR_HEAVY_LASER: "Laser Pesado" STR_LASER_CANNON: "Canhão Laser" STR_PLASMA_CANNON: "Canhão de Plasma" STR_FUSION_MISSILE: "Mísseis de Fusão" STR_LASER_DEFENSE: "Defesas Laser" STR_PLASMA_DEFENSE: "Defesa Plasma" STR_FUSION_DEFENSE: "Defesa por Fusão" STR_GRAV_SHIELD: "Escudo Gravitacional" STR_MIND_SHIELD: "Escudo Mental" STR_PSI_LAB: "Laboratório Psiônico" STR_MOTION_SCANNER: "Detector de Movimento" STR_MEDI_KIT: "Kit Médico" STR_TANK_CANNON: "Tanque/Canhão" STR_TANK_ROCKET_LAUNCHER: "Tanque/Lança-foguetes" STR_TANK_LASER_CANNON: "Tanque/Canhão Laser" STR_HOVERTANK_PLASMA: "Levitanque/Plasma" STR_HOVERTANK_LAUNCHER: "Levitanque/Lançador" STR_STINGRAY_LAUNCHER: "Lançador de Mísseis Stingray" STR_AVALANCHE_LAUNCHER: "Lançador de Mísseis Avalanche" STR_CANNON: "Canhão" STR_FUSION_BALL_LAUNCHER: "Lançador de Esferas de Fusão" STR_PLASMA_BEAM: "Feixe de Plasma" STR_STINGRAY_MISSILES: "Mísseis Stingray" STR_AVALANCHE_MISSILES: "Mísseis Avalanche" STR_CANNON_ROUNDS_X50: "Munição de Canhão (x50)" STR_FUSION_BALL: "Esfera de Fusão" STR_SOLDIER: "Soldado" STR_SCIENTIST: "Cientistas" STR_ENGINEER: "Engenheiro" STR_NORTH_AMERICA: "América do Norte" STR_ARCTIC: "Ártico" STR_ANTARCTICA: "Antártida" STR_SOUTH_AMERICA: "América do Sul" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "África do Norte" STR_SOUTHERN_AFRICA: "África do Sul" STR_CENTRAL_ASIA: "Ásia Central" STR_SOUTH_EAST_ASIA: "Sudeste da Ásia" STR_SIBERIA: "Sibéria" STR_AUSTRALASIA: "Australásia" STR_PACIFIC: "Pacífico" STR_NORTH_ATLANTIC: "Atlântico Norte" STR_SOUTH_ATLANTIC: "Atlântico Sul" STR_INDIAN_OCEAN: "Oceano Índico" STR_ALIEN_RESEARCH: "Pesquisa Alienígena" STR_ALIEN_HARVEST: "Colheita Alienígena" STR_ALIEN_ABDUCTION: "Abdução Alienígena" STR_ALIEN_INFILTRATION: "Infiltração Alienígena" STR_ALIEN_BASE: "Base Alienígena" STR_ALIEN_TERROR: "Terror Alienígena" STR_ALIEN_RETALIATION: "Retaliação Alienígena" STR_ALIEN_SUPPLY: "Suprimento Alienígena" STR_MAXIMUM_SPEED: "Velocidade Máxima" STR_HYPER_WAVE_DECODER_UC: "DECODIFICADOR DE HIPER ONDA" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "OVNI" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "CANHÃO" STR_FUSION_BALL_UC: "ESFERA DE FUSÃO" STR_LASER_CANNON_UC: "CANHÃO LASER" STR_PLASMA_BEAM_UC: "FEIXE DE PLASMA" STR_DAMAGE_CAPACITY: "Capacidade de Dano" STR_WEAPON_POWER: "Poder do Armamento" STR_WEAPON_RANGE: "Alcance do Armamento" STR_ACCESS_LIFT: "Elevador de Acesso" STR_LABORATORY: "Laboratório" STR_WORKSHOP: "Oficina" STR_SMALL_RADAR_SYSTEM: "Radar Pequeno" STR_LARGE_RADAR_SYSTEM: "Radar Grande" STR_MISSILE_DEFENSES: "Defesa por Mísseis" STR_GENERAL_STORES: "Depósito" STR_ALIEN_CONTAINMENT: "Contentor de Alienígena" STR_LASER_DEFENSES: "Defesas Laser" STR_PLASMA_DEFENSES: "Defesas de Plasma" STR_FUSION_BALL_DEFENSES: "Defesas com Esferas de Fusão" STR_PSIONIC_LABORATORY: "Laboratório Psiônico" STR_HYPER_WAVE_DECODER: "Decodificador de Hiper Onda" STR_HANGAR: "Hangar" STR_USA: "ESTADOS UNIDOS" STR_RUSSIA: "RÚSSIA" STR_UK: "REINO UNIDO" STR_FRANCE: "FRANÇA" STR_GERMANY: "ALEMANHA" STR_ITALY: "ITÁLIA" STR_SPAIN: "ESPANHA" STR_CHINA: "CHINA" STR_JAPAN: "JAPÃO" STR_INDIA: "ÍNDIA" STR_BRAZIL: "BRASIL" STR_AUSTRALIA: "AUSTRÁLIA" STR_NIGERIA: "NIGÉRIA" STR_SOUTH_AFRICA: "ÁFRICA DO SUL" STR_EGYPT: "EGITO" STR_CANADA: "CANADÁ" STR_TANK: "Tanque" STR_CIVILIAN: "Civis" STR_JAN: "Jan" STR_FEB: "Fev" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Set" STR_OCT: "Out" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "Relações Internacionais" STR_COUNTRY: "País" STR_FUNDING: "Finanças" STR_CHANGE: "Alteração" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "PAPs" STR_DAMAGE_UC_: "DANO>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "O elevador de acesso permite que os equipamentos e pessoal sejam transferidos para dentro ou fora de uma base subterrânea. É sempre a primeira instalação a ser construída em um novo site. A área de elevador é vulnerável a invasão de qualquer força hostil potencial." STR_LIVING_QUARTERS_UFOPEDIA: "Cada bloco acomoda até 50 pessoas. As instalações proveem áreas de recreação, alimentação e sono." STR_LABORATORY_UFOPEDIA: "Até 50 cientistas podem trabalhar em uma instalação de laboratório. Laboratórios são equipados com a mais recente tecnologia para a pesquisa em materiais, bioquímica e cosmologia. Há acesso privilegiado aos melhores laboratórios de pesquisa em todo o mundo, incluindo os estabelecimentos militares." STR_WORKSHOP_UFOPEDIA: "Uma oficina contém todos os equipamentos necessários para a fabricação de equipamentos com base em projetos dos laboratórios de ciências. Até 50 engenheiros podem ocupar uma oficina, embora itens em construção também consumam espaço." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Um sistema de detecção pequeno possui um alcance de radar efetivo de 300 milhas náuticas e está conectado a sistemas de satélite para buscas em solo. Cada sistema tem uma probabilidade de 10% de detectar um objeto de tamanho médio a cada 30 minutos." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Um sistema de detecção grande possui um alcance de radar efetivo de 450 milhas náuticas e está conectado a sistemas de satélite para buscas em solo. Cada sistema tem uma probabilidade de 20% de detectar um objeto de tamanho médio a cada 30 minutos." STR_MISSILE_DEFENSES_UFOPEDIA: "Defesas por mísseis fornecem alguma proteção contra a incursão de naves hostis que estão tentando pousar perto da base." STR_GENERAL_STORES_UFOPEDIA: "Todos os equipamentos, sistemas de armas, munições, material recuperado e Plataformas de Armas Pesadas são colocados nos depósitos, incluindo equipamento atribuído às naves nos hangares." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Alienígenas vivos dependem de um habitat especial para manter seus sistemas de vida. O confinamento pode manter até 10 formas de vida alienígenas em unidades autossuficientes." STR_LASER_DEFENSES_UFOPEDIA: "Defesas por Laser fornecem proteção contra a incursão de naves hostis." STR_PLASMA_DEFENSES_UFOPEDIA: "Defesas de raios de plasma proveem uma proteção poderosa e eficiente contra incursões de naves hostis." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Mísseis de fusão fornecem a defesa mais eficaz contra ataques alienígenas. Estes mísseis criam uma implosão antimatéria que destrói tudo dentro de um raio específico." STR_GRAV_SHIELD_UFOPEDIA: "O Escudo Gravitacional repele naves alienígenas tentando pousar perto da base o suficiente para que todos os sistemas de defesa atirem novamente. Na prática, isso vai dobrar a eficácia de quaisquer sistemas de defesa em sua base." STR_MIND_SHIELD_UFOPEDIA: "Já que as naves alienígenas dependem de ondas cerebrais para detectar a presença de seres humanos, a contramedida mais eficaz é bloquear as ondas cerebrais da base. Esta instalação reduzirá drasticamente as chances de detecção por naves alienígenas." STR_PSIONIC_LABORATORY_UFOPEDIA: "O laboratório psiônico pode avaliar o potencial psiônico de todos os soldados na base e dar-lhes a formação necessária para utilizar suas habilidades psiônicas. Cada laboratório pode treinar até dez soldados. Treinamento é alocado no final de cada mês. Habilidades psiônicas usadas em conjunto com um Amplificador Psi pode ser usado para ataques psiônicos durante o combate." STR_HYPER_WAVE_DECODER_UFOPEDIA: "As comunicações dos alienígenas dependem de uma onda supradimensional que viaja quase instantaneamente. A sala de decodificação intercepta transmissões dos OVNIs e as decodifica. Isso revela o tipo de OVNI, a raça da tripulação e a sua missão." STR_HANGAR_UFOPEDIA: "Cada hangar pode acomodar uma aeronave e possui instalações de manutenção, reabastecimento e reparos. Cada aeronave estacionado em uma base deve possuir um hangar designado a ela e que não pode ser utilizado por outra, mesmo que a primeira esteja fora em uma missão." STR_PISTOL_UFOPEDIA: "A pistola X-Com padrão é uma semiautomática de alta potência, com capacidade para 12 cartuchos." STR_RIFLE_UFOPEDIA: "Este rifle sniper de alta precisão tem mira guiada a laser e carrega munição de 6,7 milímetros em carregadores de 20 cartuchos." STR_HEAVY_CANNON_UFOPEDIA: "O canhão pesado é um armamento devastador, mas pesado. Sua versatilidade vem do fato de que ele pode usar três tipos de munição - perfurante, incendiária e explosiva." STR_AUTO_CANNON_UFOPEDIA: "O canhão automático combina a versatilidade e o poder de um canhão pesado com uma taxa de fogo rápido." STR_ROCKET_LAUNCHER_UFOPEDIA: "O lança-foguetes é um sistema guiado a laser que pode atirar mísseis de três tamanhos." STR_LASER_PISTOL_UFOPEDIA: "A pistola laser é uma implementação efetiva de uma nova tecnologia. Ela possui a conveniência da pistola com disparos mais rápidos e precisos." STR_LASER_RIFLE_UFOPEDIA: "O rifle laser é uma versão mais poderosa e precisa do projeto de pistola anterior." STR_HEAVY_LASER_UFOPEDIA: "O laser pesado é difícil de manejar, mas extremamente eficaz." STR_GRENADE_UFOPEDIA: "Esta granada padrão tem um temporizador preciso e sofisticado para controle de precisão." STR_SMOKE_GRENADE_UFOPEDIA: "Granadas de fumaça são uteis para gerar cobertura em situações de exposição em combate. Use com cuidado pois elas também podem beneficiar o inimigo." STR_PROXIMITY_GRENADE_UFOPEDIA: "Uma granada de proximidade pode ser jogada como uma granada normal, mas é disparada pelo movimento nas proximidades depois dela cair. É necessária muita habilidade e cuidado para usar esses dispositivos corretamente." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Este explosivo deve ser utilizado apenas para demolição. Mantenha as equipes longe das áreas de demolição." STR_MOTION_SCANNER_UFOPEDIA: "Esse sofisticado aparelho utiliza uma variedade de detectores e avançados algoritmos de computador para identificar unidades inimigas em movimento. Ainda assim é necessário alguma prática para operá-lo de maneira eficiente. Clique no ícone do scanner na tela tática. Selecione 'Usar Scanner' no menu. A tela do scanner mostra uma seta no centro que diz a direção para a qual o soldado está virado (O Norte é para cima). Os círculos que piscam mostram quais unidades se moveram recentemente. Unidades grandes ou velozes produzirão círculos grandes. Unidades paradas não serão detectadas." STR_MEDI_KIT_UFOPEDIA: "O Kit Médico combina utilidades como primeiros socorros além de analgésicos e estimulantes. Para utilizar o kit médico você deve estar virado de frente para a vítima que necessita do tratamento. Se a vítima estiver inconsciente você deve ficar em cima do corpo da mesma. Clique no ícone do kit médico e selecione 'Usar Kit Médico' a partir do menu.{NEWLINE} CURA> As partes do corpo em vermelho mostram ferimentos fatais. Clique em uma parte do corpo que estiver ferida e clique no botão de 'Cura'. Uma ferida fatal será curada e um pouco da saúde restaurada.{NEWLINE} ESTIMULANTE> O Estimulante restaurará a energia e despertará vítimas inconscientes. Para despertar uma vítima inconsciente, você deve ficar em cima do corpo da mesma.{NEWLINE} ANALGÉSICO> O Analgésico restaurará a moral das vítimas feridas até uma quantidade equivalente à sua saúde perdida." STR_PSI_AMP_UFOPEDIA: "O Amplificador Psi só pode ser usado por soldados com habilidade psiônica. Durante o combate, clique sobre o Amplificador Psi, selecione o tipo de ataque, e selecione um alvo com o cursor. Existem dois tipos de ataque psíquico:{NEWLINE}PÂNICO> Se o ataque for bem sucedido, irá reduzir a moral do alvo e pode fazer com que ele entre em pânico.{NEWLINE}CONTROLE DA MENTE> Se este for bem sucedido, então você vai ganhar o controle imediato da unidade inimiga, como se fosse um dos seus próprios. É mais difícil de ser bem sucedido com este tipo de ataque." STR_STUN_ROD_UFOPEDIA: "Este dispositivo só pode ser usado em combates corpo a corpo, mas irá atordoar um organismo vivo sem matá-lo usando choques elétricos." STR_MIND_PROBE_UFOPEDIA: "A sonda mental é um dispositivo de comunicação alienígena que é usado para obter informações diretamente de ondas cerebrais. Unidades X-Com podem usar este dispositivo em combate para exibir características de um alienígena. Clique na sonda mental e na opção 'usar'. Em seguida, clique em um alienígena com o cursor." STR_PLASMA_PISTOL_UFOPEDIA: "Pistolas de Plasma são armas alienígenas letais baseadas em aceleração de partículas a partir de um campo antigravidade minúsculo." STR_PLASMA_RIFLE_UFOPEDIA: "Esta é uma devastadora e poderosa arma baseada em aceleração de partículas a partir de um campo antigravitacional minúsculo." STR_HEAVY_PLASMA_UFOPEDIA: "Esta é uma arma poderosamente devastadora baseada em aceleração de partículas a partir de um campo antigravidade minúsculo." STR_BLASTER_LAUNCHER_UFOPEDIA: "Este é um lançador de mísseis teleguiados alienígena que dispara poderosas Bombas Teleguiadas. Quando você clicar para disparar a arma, ela irá gerar 'pontos guia' para a bomba seguir. Quando você tiver estabelecido pontos suficientes, clique no ícone especial \"Lançar Míssil\"." STR_SMALL_LAUNCHER_UFOPEDIA: "Um pequeno lançador que atira bombas atordoantes. Muito útil para capturar alienígenas vivos." STR_ALIEN_GRENADE_UFOPEDIA: "Este dispositivo funciona da mesma maneira que uma granada terrestre - exceto que é mais poderoso." STR_SMALL_SCOUT: "Batedor Pequeno" STR_MEDIUM_SCOUT: "Batedor Médio" STR_LARGE_SCOUT: "Batedor Grande" STR_HARVESTER: "Colheitadeira" STR_ABDUCTOR: "Abdutor" STR_TERROR_SHIP: "Nave de Terror" STR_BATTLESHIP: "Nave de Batalha" STR_SUPPLY_SHIP: "Nave de Suprimento" STR_RATING: "AVALIAÇÃO> {0}" STR_RATING_TERRIBLE: "TERRÍVEL!" STR_RATING_POOR: "RUIM!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BOM!" STR_RATING_EXCELLENT: "EXCELENTE!" STR_SCORE: "PONTOS" STR_XCOM_PROJECT_MONTHLY_REPORT: "RELATÓRIO MENSAL DO PROJETO X-COM" STR_MONTH: "Mês> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "O conselho das nações financiadoras está satisfeito com seu progresso até agora." STR_COUNCIL_IS_VERY_PLEASED: "O conselho das nações financiadoras está muito contente com o seu excelente progresso. Continue com o bom trabalho." STR_COUNCIL_IS_DISSATISFIED: "O conselho das nações financiadoras está insatisfeito com seu desempenho. Você deve melhorar sua eficácia em lidar com a ameaça alienígena ou o projeto será encerrado." STR_YOU_HAVE_NOT_SUCCEEDED: "Você não conseguiu lidar com a invasão alienígena e o conselho das nações financiadoras decidiu terminar o projeto. Cada nação lidará com o problema como achar melhor. Só torcemos para que sejamos capazes de nos entender com essas forças aparentemente hostis e que a população chegue a um acordo com estes visitantes alienígenas." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} está particularmente satisfeito com a sua capacidade de lidar com a ameaça localizada e concordou em aumentar o seu financiamento." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} estão particularmente felizes com o seu progresso em lidar com a incursão alienígena local e concordaram em aumentar o seu financiamento." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} e {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} está insatisfeito com a sua habilidade de lidar com as atividades alienígenas em seu território e decidiu reduzir seu patrocínio." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} estão insatisfeitos com a sua habilidade de lidar com as atividades alienígenas em seu território e decidiram reduzir seu patrocínio." STR_KNOTS: "{0} nós" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} assinou um pacto secreto com as forças alienígenas desconhecidas e retirou-se do projeto." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} assinaram um pacto secreto com as forças alienígenas desconhecidas e retiraram-se do projeto." STR_MONTHLY_RATING: "Avaliação Mensal> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Mudanças no financiamento> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "O conselho das nações financiadoras não está feliz com a sua situação financeira. Você deve reduzir seus débitos para menos de $1 milhão ou o projeto será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISSÕES DE HIPER-ONDA DECODIFICADAS" STR_CRAFT_TYPE: "TIPO DE NAVE" STR_RACE: "RAÇA" STR_MISSION: "MISSÃO" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Alocar Pesquisa" STR_ALLOCATE_MANUFACTURE: "Alocar Produção" STR_NEW_YORK: "Nova Iorque" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Cidade do México" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasília" STR_BOGOTA: "Bogotá" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londres" STR_PARIS: "Paris" STR_BERLIN: "Berlim" STR_MOSCOW: "Moscou" STR_ROME: "Roma" STR_MADRID: "Madri" STR_BUDAPEST: "Budapeste" STR_LAGOS: "Lagos" STR_CAIRO: "Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretória" STR_NAIROBI: "Nairóbi" STR_CAPE_TOWN: "Cidade do cabo" STR_KINSHASA: "Quinxassa" STR_ANKARA: "Ancara" STR_DELHI: "Déli" STR_KARACHI: "Carachi" STR_BAGHDAD: "Bagdá" STR_TEHRAN: "Teerã" STR_BOMBAY: "Bombaim" STR_CALCUTTA: "Calcutá" STR_TOKYO: "Tóquio" STR_BEIJING: "Pequim" STR_BANGKOK: "Bancoque" STR_MANILA: "Manila" STR_SEOUL: "Seul" STR_SINGAPORE: "Singapura" STR_JAKARTA: "Jacarta" STR_SHANGHAI: "Xangai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Camberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Treinam. Psi." STR_PSIONIC_TRAINING: "TREINAMENTO PSIÔNICO" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidade do Lab-Psi Restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Força{NEWLINE}Psiônica" STR_PSIONIC_SKILL_IMPROVEMENT: "Habilidade Psiônica{NEWLINE}/Melhora" STR_PSI_AMP: "Amp-Psi" STR_IN_TRAINING: "Treinando?" STR_TARGETTED_BY: "FOCADO EM:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULAÇÃO/PAPs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tem pouco combustível.{NEWLINE}retornando a base" STR_SOLDIER_LIST: "Lista de Soldados" STR_RANK_: "PATENTE> {ALT}{0}" STR_MISSIONS: "MISSÕES> {ALT}{0}" STR_KILLS: "MORTES> {ALT}{0}" STR_WOUND_RECOVERY: "RECUPERAÇÃO EM> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TEMPO" STR_STAMINA: "VIGOR" STR_HEALTH: "SAÚDE" STR_BRAVERY: "BRAVURA" STR_REACTIONS: "REAÇÕES" STR_FIRING_ACCURACY: "PRECISÃO DE TIRO" STR_THROWING_ACCURACY: "PRECISÃO DE ARREMESSO" STR_STRENGTH: "FORÇA" STR_PSIONIC_STRENGTH: "FORÇA PSIÔNICA" STR_PSIONIC_SKILL: "HABILIDADE PSIÔNICA" STR_NEW_RANK: "NOVA PATENTE" STR_PROMOTIONS: "Promoções" STR_SOLDIERS_UC: "SOLDADOS" STR_TANK_CANNON_UFOPEDIA: "As Plataformas de Armas Pesadas (PAP) automatizadas são projetadas para complementar um esquadrão X-Com. A combinação de alto poder de fogo e uma forte armadura faz com que essas unidades sejam valiosas nos combates em campo aberto. Certifique-se que dispõe de Munições de Canhão PAP suficientes para rearmar os tanques. As PAPs são armadas automaticamente quando são atribuídas a um pelotão." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Esta Plataforma de Armas Pesadas (PAP) automatizada possui foguetes poderosos. Ela será devastadora para qualquer inimigo alienígena. Certifique-se de que dispõe de foguetes PAP suficientes nos depósitos." STR_TANK_LASER_CANNON_UFOPEDIA: "Armas laser são muito uteis nas PAPs. Eles combinam um grande poder de fogo e a ausência dos limites de munição que outros tipos de armas possuem." STR_HOVERTANK_PLASMA_UFOPEDIA: "A tecnologia alienígena deus vida nova à PAP. A manobrabilidade do voo e o poder de fogo dos feixes de plasma são uma combinação letal." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Este levitanque possui um lançador de esferas de fusão que é capaz de imensa destruição. Utilize-o com muito cuidado. Você terá que manufaturar as esferas de fusão para manter essas PAPs municiadas. Uma esfera de fusão é uma arma guiada inteligente. Para dispará-la você seleciona alguns 'pontos guia' com o cursor e por fim clica no ícone de lançar." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Esse dispositivo compacto é usado como munição para Arma Pesada de Plasma. Ele contém uma pequena quantidade de Elério." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Este pequeno objeto é utilizado como fonte de energia para os rifles de plasma, que são armas médias dos alienígenas. Contém uma pequena quantidade de Elério." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Fonte de energia para as pequenas Pistolas de Plasma alienígenas. Contém Elério - a fonte de toda a energia alienígena." STR_STUN_BOMB_UFOPEDIA: "A Bomba de Atordoamento é usada para capturar espécimes humanos vivos, mas também pode ser usada contra a maioria das raças alienígenas. Ela é disparada a partir de um Lançador Pequeno." STR_ALIEN_RESEARCH_UFOPEDIA: "A missão de pesquisa alienígena é usada para coletar dados básicos sobre a Terra e seus habitantes. Pequenos veículos são predominantemente utilizados, com desembarques ocasionais em áreas desertas. Este tipo de atividade alienígena expõe a menor ameaça para o X-Com, com pouca preocupação dos governos ou do público." STR_ALIEN_HARVEST_UFOPEDIA: "Os alienígenas têm muitos usos para a fauna da Terra. Os animais são abduzidos secretamente, e retornam com vários órgãos removidos. Mutilações de gado são predominantemente relatadas juntamente com avistamentos de OVNIs. Este tipo de atividade alienígena causa grande preocupação para os governos e considerável ansiedade entre a população. Esse tipo de atividade ocorre principalmente em terras agrícolas. A teoria por trás da 'colheita alien' sugere que raças alienígenas originalmente 'semearam' o planeta com sua flora e fauna, e agora eles voltaram a fazer a colheita do que semearam." STR_ALIEN_ABDUCTION_UFOPEDIA: "A mais traiçoeira das atividades alienígenas. As abduções alienígenas são amplamente reportadas apesar das tentativas de apagar a experiência da memória de suas vítimas. Os abduzidos relatam terem sido sujeitos a exames físicos humilhantes, inseminações com fetos alienígenas e experimentos genéticos bizarros. O propósito dessas atividades parece ligada as mutações e manipulações do material genético dos próprios alienígenas. Essa atividade causa grande alarde e ocorre em áreas povoadas ou cidades." STR_ALIEN_INFILTRATION_UFOPEDIA: "Os governos da Terra podem ser infiltrados por agentes alienígenas de aparência humana. Isso pode resultar em um contato oficial entre os alienígenas e os escalões mais altos do governo. O clímax dessa atividade é caracterizado por uma intensa movimentação de OVNIs nas imediações de grandes cidades. Os alienígenas tentarão assinar um acordo com um governo da Terra oferecendo conhecimentos de sua tecnologia superior. Em retorno o governo deixaria que os alienígenas conduzam suas atividades sem impedimentos. Essa missão dos alienígenas representa a pior das ameaças ao X-Com. Se um governo aceitar um acordo como esses, seu patrocínio será retirado." STR_ALIEN_BASE_UFOPEDIA: "Alienígenas vão construir bases subterrâneas secretas em locais remotos. Depois de alguns voos iniciais de reconhecimento, em alguma atividade OVNI intensa ocorrerá a construção da base. Estas bases são conhecidas por conter laboratórios experimentais para humanos abduzidos, e materiais para uma maior atividade na região. A presença de bases alienígenas gerará uma grande quantidade de atividade alienígena percebida com a presença de OVNIs. Para localizar uma base, uma nave X-Com deve patrulhar uma área por algumas horas para ter alguma chance de detecção." STR_ALIEN_TERROR_UFOPEDIA: "Quando os alienígenas aterrorizam uma cidade, eles utilizam forças especiais com poderes terríveis. Os civis serão diretamente ameaçados, e os governos serão forçados a evacuar áreas inteiras. O objetivo principal desta atividade é gerar histeria pública suficiente para que os governos ameacem o projeto X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Caso os interceptadores do X-Com estejam sendo muito efetivos em abater OVNIs, os alienígenas podem revidar com ataques diretos às bases do X-Com. Mas para isso os alienígenas precisam encontrar uma base do X-Com para poder atacá-la, o que apresenta um risco muito pequeno se os OVNIs forem mantidos longe delas." STR_ALIEN_SUPPLY_UFOPEDIA: "Uma vez que uma base alienígena for construída, ela começa a receber suprimentos, trazidos por uma nave especial. Se uma dessas naves for detectada enquanto aterrissar, então é certo que há uma base alienígena próxima." STR_SMALL_SCOUT_UFOPEDIA: "Esta pequena nave é usada principalmente para o reconhecimento e pesquisa. Ela normalmente precede a chegada de naves de maior porte no início de uma missão alienígena." STR_MEDIUM_SCOUT_UFOPEDIA: "Uma nave batedora de médio porte que não oferece grande perigo as forças da Terrestres. Normalmente precede a vinda de naves maiores durante as missões." STR_LARGE_SCOUT_UFOPEDIA: "Está é a maior nave de reconhecimento alienígena, uma nave de propósito geral que é usada em todo tipo de missão alienígena." STR_HARVESTER_UFOPEDIA: "A Nave Ceifadora tem um alçapão em sua base e está equipada com dispositivos de elevação para transportar o gado ou outros animais. Cortadores a laser são utilizadas para extrair o material desejado e a carcaça é despejada no chão. Há também recipientes de armazenamento para partes do corpo." STR_ABDUCTOR_UFOPEDIA: "Esta nave está equipada com uma sala de exames para a realização de horríveis experimentos em seres humanos. A vítima normalmente é paralisada por poderes telepáticos, mas permanece consciente enquanto está na mesa de operação." STR_TERROR_SHIP_UFOPEDIA: "A Nave de Terror tem uma instalação de confinamento para as grandes armas e criaturas de terror alienígenas. Ela é usada para transportar esses terríveis alienígenas em áreas povoadas." STR_BATTLESHIP_UFOPEDIA: "A Nave de Batalha é a maior e mais poderosa nave alienígena. Ela normalmente é a principal nave de uma missão alienígena, equipada com armas poderosas e numerosos membros de tripulação." STR_SUPPLY_SHIP_UFOPEDIA: "A Nave de Suprimento é usada durante a construção de bases alienígenas ou para o suprimento de bases já existentes. Ela carrega contentores de alimentos e câmaras de reprodução." STR_DISMANTLE: "Demolir" STR_FACILITY_IN_USE: "INSTALAÇÃO EM USO" STR_CANNOT_DISMANTLE_FACILITY: "NÃO É POSSÍVEL DEMOLIR ESTA INSTALAÇÃO!{SMALLLINE}Todas as instalações da base devem estar ligadas ao elevador de acesso." STR_TRANSFER_ITEMS_TO: "Transferir Itens para {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NÃO HÁ CONTENTOR DE ALIENÍGENA PARA TRANSFERÊNCIA!{SMALLLINE}Alienígenas vivos precisam de uma instalação contentora para sobreviverem." STR_AMOUNT_AT_DESTINATION: "QUANT. NO{NEWLINE}DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Os alienígenas capturados morreram devido à falta de uma instalação de contenção de alienígenas" STR_NO_FREE_ACCOMODATION_CREW: "SEM ACOMODAÇÕES DISPONÍVEIS!{SMALLLINE}A base de destino não tem espaço suficiente nas habitações para a tripulação designada à nave." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "ESPAÇO INSUFICIENTE!{SMALLLINE}A base de destino não tem espaço suficiente para armazenar o equipamento designado para a nave." STR_ITEMS_ARRIVING: "Chegada de Transporte" STR_DESTINATION_UC: "DESTINO" STR_PISTOL: "Pistola" STR_PISTOL_CLIP: "Carregador de Pistola" STR_RIFLE: "Rifle" STR_RIFLE_CLIP: "Carregador de Rifle" STR_HEAVY_CANNON: "Canhão Pesado" STR_HC_AP_AMMO: "Munição P para CP" STR_HC_HE_AMMO: "Munição E para CP" STR_HC_I_AMMO: "Munição I para CP" STR_AUTO_CANNON: "Canhão Automático" STR_AC_AP_AMMO: "Munição P para CA" STR_AC_HE_AMMO: "Munição E para CA" STR_AC_I_AMMO: "Munição I para CA" STR_ROCKET_LAUNCHER: "Lança-foguetes" STR_SMALL_ROCKET: "Foguete Pequeno" STR_LARGE_ROCKET: "Foguete Grande" STR_INCENDIARY_ROCKET: "Foguete Incendiário" STR_GRENADE: "Granada" STR_SMOKE_GRENADE: "Granada de Fumaça" STR_PROXIMITY_GRENADE: "Granada de Proximidade" STR_HIGH_EXPLOSIVE: "Explosivos" STR_STUN_ROD: "Bastão de Choque" STR_HEAVY_PLASMA: "Plasma Pesado" STR_HEAVY_PLASMA_CLIP: "Carregador de Plasma Pesado" STR_PLASMA_RIFLE: "Rifle de Plasma" STR_PLASMA_RIFLE_CLIP: "Carregador de Rifle de Plasma" STR_PLASMA_PISTOL: "Pistola de Plasma" STR_PLASMA_PISTOL_CLIP: "Carregador de Pistola de Plasma" STR_BLASTER_LAUNCHER: "Lançador Teleguiado" STR_BLASTER_BOMB: "Bomba Teleguiada" STR_SMALL_LAUNCHER: "Lançador Pequeno" STR_STUN_BOMB: "Bomba Atordoante" STR_ALIEN_GRENADE: "Granada Alienígena" STR_ELERIUM_115: "Elério-115" STR_MIND_PROBE: "Sonda Mental" STR_SECTOID_CORPSE: "Cadáver de Sectoide" STR_SNAKEMAN_CORPSE: "Cadáver de Homem-Cobra" STR_ETHEREAL_CORPSE: "Cadáver de Etéreo" STR_MUTON_CORPSE: "Cadáver de Muton" STR_FLOATER_CORPSE: "Cadáver de Flutuador" STR_CELATID_CORPSE: "Cadáver de Celátido" STR_SILACOID_CORPSE: "Cadáver de Silacoide" STR_CHRYSSALID_CORPSE: "Cadáver de Crisálida" STR_REAPER_CORPSE: "Cadáver de Ceifador" STR_SECTOPOD_CORPSE: "Destroços de Sectópode" STR_CYBERDISC_CORPSE: "Destroços de Ciberdisco" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Munição insuficiente para equipar a PAP{SMALLLINE}Cada PAP necessita de {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Não há equipamento suficiente para reequipar o esquadrão." STR_MARS_CYDONIA_LANDING: "Marte: Pouso em Cidônia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Sua nave Avenger pousou na região de Cidônia na superfície de Marte. Nossas informações indicam que uma das construções piramidais possuem um elevador verde que dá acesso ao complexo subterrâneo. Assim que todos os seus soldados estiverem dentro do elevador aperte o botão de 'abortar missão' e seguir para o próximo estágio." STR_MARS_THE_FINAL_ASSAULT: "Marte: O Ataque Final" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "O elevador pirâmide leva seus soldados cansados da batalha às profundezas abaixo da superfície do planeta. Eles chegam no coração de um grande complexo de túneis e câmaras. O cérebro alienígena está escondido em algum lugar no labirinto. Ele deve ser destruído para que a Terra seja salva da escravidão alienígena.{NEWLINE}{NEWLINE}Boa Sorte!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Você necessitará pesquisar {NEWLINE}{0}{NEWLINE}para poder produzir {NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Os alienígenas destruíram uma base desguarnecida: {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agentes da X-Com localizaram uma base alienígena em {0}" STR_STANDOFF: "DEFENSIVO" STR_CAUTIOUS_ATTACK: "ATAQUE CAUTELOSO" STR_STANDARD_ATTACK: "ATAQUE PADRÃO" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESSIVO" STR_DISENGAGING: "DESISTIR" STR_UFO_HIT: "ACERTOU O OVNI!" STR_UFO_CRASH_LANDS: "OVNI DERRUBADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Só Minimiza em Distância Segura" STR_UFO_RETURN_FIRE: "O OVNI ABRIU FOGO!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR DANIFICADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DESTRUÍDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "O OVNI ESCAPOU!" STR_ALIENS_TERRORISE: "ALIENÍGENAS ATERRORIZAM" STR_LONG_RANGE_DETECTION: "Detecção Longo Alcance" STR_STORES_UC: "Depósitos" STR_DIFFICULTY_LEVEL: "Nível de Dificuldade" STR_INTERCEPT: "INTERCEPTAR" STR_BASES: "BASES" STR_GRAPHS: "GRÁFICOS" STR_UFOPAEDIA_UC: "UFOPÉDIA" STR_OPTIONS_UC: "OPÇÕES" STR_FUNDING_UC: "FINANÇAS" STR_5_SECONDS: "5 Segs" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Hora" STR_1_DAY: "1 Dia" STR_XCOM_PERFORMANCE_ROSTER: "Quadro de Desempenho do X-Com" STR_ENTER_NAME: "Introduza o Nome" STR_PERFORMANCE_RATING: "Classificação de Desempenho" STR_VICTORY_DATE: "Data da Vitória" STR_ELECTRO_FLARE: "Sinalizador Elétrico" STR_ELECTRO_FLARE_UFOPEDIA: "Este dispositivo produz um sinal luminoso brilhante. Ilumina tanto as unidades amigas como​ as inimigas que estão próximas durante as missões noturnas." STR_MONTHLY_COSTS: "Custos Mensais" STR_CRAFT_RENTAL: "Aluguel de Aeronave" STR_SALARIES: "Salários" STR_BASE_MAINTENANCE: "Manutenção da Base" STR_COST_PER_UNIT: "Custo por unid." STR_QUANTITY: "Quantidade" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "No Treinamento Psiônico" STR_BLASTER_BOMB_UFOPEDIA: "Esse dispositivo é um míssil que possui um sistema teleguiado inteligente e é altamente explosivo. É disparado por um Lançador Teleguiado." STR_FRONT_ARMOR: "Blindagem Frontal" STR_LEFT_ARMOR: "Blindagem Esquerda" STR_RIGHT_ARMOR: "Blindagem Direita" STR_REAR_ARMOR: "Blindagem Traseira" STR_UNDER_ARMOR: "Blindagem Inferior" STR_ROUNDS: "Cartuchos" STR_UNIT: "UNIDADE> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORAL" STR_ARMOR_: "ARMADURA> {0}" STR_FRONT_ARMOR_UC: "ARMADURA FRONTAL" STR_LEFT_ARMOR_UC: "ARMADURA ESQUERDA" STR_RIGHT_ARMOR_UC: "ARMADURA DIREITA" STR_REAR_ARMOR_UC: "ARMADURA TRASEIRA" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NÍVEL> {0}" STR_HEAD: "CABEÇA" STR_TORSO: "TRONCO" STR_RIGHT_ARM: "BRAÇO DIR." STR_LEFT_ARM: "BRAÇO ESQ." STR_RIGHT_LEG: "PERNA DIR." STR_LEFT_LEG: "PERNA ESQ." STR_PAIN_KILLER: "ANALGÉSICO" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURA" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reaç>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Hb.Psi>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Fç.Psi>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefato Alienígena" STR_AMMO_ROUNDS_LEFT: "MUNIÇÃO:{NEWLINE}TIROS{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Analgésico>{ALT}{0}{ALT}{NEWLINE}Estimulante>{ALT}{1}{ALT}{NEWLINE}Cura>{ALT}{2}" STR_THROW: "Arremessar" STR_AUTO_SHOT: "Tiro Rajada" STR_SNAP_SHOT: "Tiro Simples" STR_AIMED_SHOT: "Tiro Preciso" STR_STUN: "Atordoar" STR_PRIME_GRENADE: "Ativar Granada" STR_USE_SCANNER: "Usar Scanner" STR_USE_MEDI_KIT: "Usar Kit Médico" STR_LAUNCH_MISSILE: "Lançar Míssil" STR_ACCURACY_SHORT: "Prec>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unidades de Tempo Insuficientes!" STR_NOT_ENOUGH_ENERGY: "Energia Insuficiente!" STR_NO_ROUNDS_LEFT: "Cartuchos esgotados!" STR_NO_AMMUNITION_LOADED: "Sem Munição Carregada!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munição Errada para esta Arma!" STR_WEAPON_IS_ALREADY_LOADED: "A arma já está carregada!" STR_NO_LINE_OF_FIRE: "Obstáculo na Linha de Fogo!" STR_GRENADE_IS_ACTIVATED: "Granada Ativada!" STR_GRENADE_IS_DEACTIVATED: "Granada Desativada!" STR_THERE_IS_NO_ONE_THERE: "Não há ninguém aqui!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Não pode usar artefato alienígena sem antes pesquisá-lo!" STR_OUT_OF_RANGE: "Fora de Alcance!" STR_UNABLE_TO_THROW_HERE: "Não é possível arremessar ali!" STR_SET_TIMER: "Ajustar Temporizador" STR_HIDDEN_MOVEMENT: "MOVIMENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LADO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pressione o botão para continuar" STR_MIND_CONTROL: "Controle da Mente" STR_PANIC_UNIT: "Aterrorizar Unidade" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque Moral Bem Sucedido" STR_MIND_CONTROL_SUCCESSFUL: "Controle da Mente Bem Sucedido" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}teve um frenesi de fúria" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}teve um frenesi de fúria" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}entrou em pânico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}entrou em pânico" STR_XCOM: "UFO" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MÃO DIR." STR_LEFT_HAND: "MÃO ESQ." STR_RIGHT_SHOULDER: "OMBRO DIR." STR_LEFT_SHOULDER: "OMBRO ESQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTO" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}está sob controle alienígena" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}está sob controle alienígena" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}está inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}está inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}morreu vítima de ferimentos fatais." STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}morreu vítima de ferimentos fatais" STR_USE_MIND_PROBE: "Usar Sonda Mental" STR_FATAL_WOUNDS: "FERIMENTOS FATAIS" STR_UNDER_ARMOR_UC: "ARMADURA INFERIOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unidades de Tempo reservadas para Tiro Simples" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unidades de Tempo reservadas para Tiro Rajada" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unidades de Tempo reservadas para Tiro Preciso" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unidades de Tempo reservados para Ajoelhar" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Unidades de Tempo reservadas para Ajoelhar e Disparar" STR_UNITS_IN_CRAFT: one: "{N} unidade na nave X-Com." many: "{N} unidades na nave X-Com." other: "{N} unidades na nave X-Com." STR_UNITS_OUTSIDE: one: "Resta {N} unidade do lado de fora." many: "Restam {N} unidades do lado de fora." other: "Restam {N} unidades do lado de fora." STR_UNITS_IN_ENTRANCE: one: "{N} unidade na entrada." many: "{N} unidades na entrada." other: "{N} unidades na entrada." STR_UNITS_IN_EXIT: one: "{N} unidade na área de saída." many: "{N} unidades na área de saída." other: "{N} unidades na área de saída." STR_ABORT_MISSION_QUESTION: "Abortar Missão?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Descarregar" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}foi morto" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}foi morta" STR_HIT_MELEE: "Acerto" STR_GROUND: "CHÃO" STR_LIVING_QUARTERS_PLURAL: "Habitações" STR_LIST_ITEM: "ITEM" STR_PERSONAL_ARMOR_UFOPEDIA: "Usando as ligas metálicas alienígenas recém-descobertas, esta nova armadura dá aos nossos homens uma chance de lutar contra a ameaça alienígena." STR_POWER_SUIT_UFOPEDIA: "Uma poderosa armadura movida por uma fonte de energia de Elério capaz de amplificar muito a velocidade e a força de quem a utiliza. Oferece uma melhor blindagem para suas tropas." STR_FLYING_SUIT_UFOPEDIA: "Uma versão melhorada da Armadura Energizada, incorporando a tecnologia alienígena de navegação antigravitacional que permite total liberdade de movimentos no campo de batalha." STR_ALL_ALIENS_KILLED_IN_CRASH: "Alienígenas mortos no impacto,{NEWLINE}Recuperação automática iniciada" STR_RESET: "Inicializar" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "SOLDADOS RECRUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDADOS PERDIDOS>{ALT}{0}" MAP_CULTA: "Fazenda" MAP_FOREST: "Floresta" MAP_JUNGLE: "Selva" MAP_MOUNT: "Montanha" MAP_DESERT: "Deserto" MAP_POLAR: "Polar" MAP_URBAN: "Cidade" MAP_UBASE: "Base Alienígena" MAP_XBASE: "Base X-COM" MAP_MARS: "Marte" STR_MIXED: "Misturado" STR_REMOVE_SELECTED: "Remover o Selecionado" STR_LIVE_ALIENS: "Espécimes{NEWLINE}vivas" STR_DEAD_ALIENS: "Espécimes{NEWLINE}mortas" STR_UNDER_INTERROGATION: "Sendo{NEWLINE}examinada" STR_CONTAINMENT_EXCEEDED: "LIMITES DO CONFINAMENTO ALIENÍGENA EXCEDIDO!{SMALLLINE}Espaço de contenção insuficiente em {0}. Você deve remover o excesso de alienígenas do confinamento (que morrerão, por consequência)." STR_MANAGE_CONTAINMENT: "Gerenciar Contentor de Alienígena" STR_STORAGE_EXCEEDED: "ESPAÇO DE ARMAZENAMENTO EXCEDIDO!{SMALLLINE}Espaço de armazenamento insuficiente em {0}. Você deve vender itens excedentes." STR_GO_TO_BASE: "Ir para Base" STR_MELEE_ACCURACY: "PRECISÃO CORPO-A-CORPO" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambas as mãos necessitam estar vazias!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Itens insuficientes para copiar modelo!" STR_UNLOAD_WEAPON: "Descarregar arma" STR_ALL_ITEMS: "Todos os Itens" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NÃO SÃO PERMITIDOS MAIS EQUIPAMENTOS A BORDO!{SMALLLINE}Só é permitido levar um máximo de {N} item deste equipamento nesta aeronave." many: "NÃO SÃO PERMITIDOS MAIS EQUIPAMENTOS A BORDO!{SMALLLINE}Só é permitido levar um máximo de {N} itens deste equipamento nesta aeronave." other: "NÃO SÃO PERMITIDOS MAIS EQUIPAMENTOS A BORDO!{SMALLLINE}Só é permitido levar um máximo de {N} itens deste equipamento nesta aeronave." STR_CONTROL_CENTER_DESTROYED: "CENTRO DE CONTROLE DESTRUÍDO{NEWLINE}Encaminha-se para a entrada e aborta." STR_XCOM_BASE_CANNOT_BE_BUILT: "As bases X-Com não podem ser construídas debaixo da água." STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Pessoal" STR_CRAFT_ARMAMENT: "Veículos e armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Soldados recrutados" STR_SOLDIERS_LOST: "Soldados perdidos" STR_TOTAL_UFOS: "OVNIs detectados" STR_TOTAL_ALIEN_BASES: "Bases alienígenas descobertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "FPSI" STR_PSIONIC_SKILL_ABBREVIATION: "PSI" FEMALE_CIVILIAN: "Civil, Feminino" MALE_CIVILIAN: "Civil, Masculino" CYBERDISC_WEAPON: "Arma do Ciberdisco" REAPER_WEAPON: "Arma do Ceifador" CHRYSSALID_WEAPON: "Arma do Crisálida" CELATID_WEAPON: "Arma do Celátido" SILACOID_WEAPON: "Arma do Silacoide" SECTOPOD_WEAPON: "Arma do Sectópode" ZOMBIE_WEAPON: "Arma do Zumbi" ALIEN_PSI_WEAPON: "Arma Psiônica Alienígena" ================================================ FILE: bin/standard/xcom1/Language/pt-PT.yml ================================================ pt-PT: STR_AVENGER_UFOPEDIA: "ESTA NAVE DE COMBATE E TRANSPORTE É UMA APLICAÇÃO PERFEITA DA TECNOLOGIA ALIENÍGENA." STR_INTERCEPTOR_UFOPEDIA: "ESTA AERONAVE DE COMBATE UTILIZA A MELHOR TECNOLOGIA TERRESTRE DISPONÍVEL. É MOVIDA POR DOIS MOTORES DE PULSO-DETONAÇÃO E POSSUÍ SISTEMAS ELETRÓNICOS ESPECIALMENTE PROTEGIDOS." STR_LIGHTNING_UFOPEDIA: "ESTA AERONAVE DE TRANSPORTE E COMBATE É UMA REPRODUÇÃO RUDIMENTAR, MAS EFICAZ DOS SISTEMAS DE PROPULSÃO ALIENÍGENAS." STR_SKYRANGER_UFOPEDIA: "O SKYRANGER É O TRANSPORTE DE TROPAS MAIS RÁPIDO DA SUA CATEGORIA, E POSSUÍ CAPACIDADE DE DESCOLAGEM E ATERRAGEM VERTICAL (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "ESTA AERONAVE DE COMBATE É UM CAÇA MONOLUGAR QUE REPRODUZ O FORMATO CLÁSSICO DO DISCO VOADOR ALIENÍGENA, COM UMA UNIDADE DE PROPULSÃO CENTRAL." STR_STINGRAY_UFOPEDIA: "ESTE MÍSSIL AR-AR POSSUÍ SISTEMAS ELETRÓNICOS ESPECIALMENTE PROTEGIDOS." STR_AVALANCHE_UFOPEDIA: "ESTE MÍSSIL AR-AR PESADO ESTÁ CARREGADO COM UMA OGIVA NUCLEAR." STR_CANNON_UFOPEDIA: "ESTE PODEROSO CANHÃO DISPARA PROJÉTEIS PERFURANTES, CAPAZES DE PENETRAR ATÉ 40 CM DE AÇO." STR_FUSION_BALL_UFOPEDIA: "ESTE LANÇADOR DISPARA UM PROJÉTIL ESFÉRICO ALIMENTADO POR UMA REAÇÃO DE ANTIMATÉRIA. A BOLA DESTROI O ALVO ATRAVÉS DE UMA IMPLOSÃO GRAVITACIONAL." STR_LASER_CANNON_UFOPEDIA: "ESTE RAIO LASER CONVENCIONAL É ALIMENTADO POR UMA CÂMARA DE REAÇÃO ANTIMATÉRIA." STR_PLASMA_BEAM_UFOPEDIA: "O CANHÃO DE PLASMA DISPARA UM RAIO DE GRAVIDADE QUE PROJETA UMA IMPLOSÃO GRAVITACIONAL ALTAMENTE CONCENTRADA. " STR_SECTOID_UFOPEDIA: "A rede de comando sectóide assenta nos soldados e é comandada por líderes detentores de poderosas habilidades psíquicas. Os líderes utilizam estes poderes mentais para desmoralizar ou até para controlar as mentes dos seus inimigos. Esta espécie pratica frequentemente sequestros humanos e mutilação de gado. Os sequestros humanos destinam-se à recolha de material genético para realizar cruzamentos e criar clones para fins de infiltração na sociedade humana. O gado serve tanto para alimentação como para material genético. Crê-se que esta espécie procura desenvolver híbridos genéticos para melhorar a eficiência da sua estrutura social." STR_SECTOID_AUTOPSY: "Autópsia: Sectóide" STR_SECTOID_AUTOPSY_UFOPEDIA: "A autópsia revela órgãos digestivos residuais e uma estrutura física muito simples, que sugere mutação ou alteração genética. O cérebro e os olhos são bastante desenvolvidos, mas a boca pequena e o nariz parecem desprovidos de função. As membranas interdigitais das mãos e os pés chatos sugerem origens aquáticas. Como não há traços de órgãos que indiquem como se reproduzem é muito provável que esta seja uma espécie criada geneticamente." STR_SNAKEMAN_UFOPEDIA: "Esta espécie evoluiu num ambiente extremamente hostil. Os Homens-cobra são incrivelmente fortes e capazes de resistir a mudanças extremas de temperatura. Movimentam-se através de um único \"membro\" gigante, semelhante ao corpo de uma serpente, que contém os seus órgãos vitais. As suas intenções parecem ser exclusivamente predatórias e crê-se que estejam sob o controlo de uma inteligência superior que organiza as suas incursões militares à Terra." STR_SNAKEMAN_AUTOPSY: "Autópsia: Homem-cobra" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "A pele é extremamente rígida e resistente ao calor. O sistema cardiovascular faz parte do sistema muscular, que utiliza o princípio hidráulico para gerar movimento, sendo o único músculo verdadeiro o \"coração\". O sistema reprodutivo é assexual e aparenta ser bastante eficiente: cada Homem-cobra pode transportar até cinquenta ovos dentro do seu corpo. A propagação desta espécie no nosso planeta poderia ser uma séria ameaça para toda a vida na Terra." STR_ETHEREAL_UFOPEDIA: "Estes seres possuem poderes mentais impressionantes que permitem comunicação telepática e habilidades telecinéticas. Aparentemente, o seu próprio físico débil é sustentado por estas capacidades mentais. Não compreendemos ao certo como funcionam os seus poderes telecinéticos, pois parecem desafiar as próprias leis da física. Como tal, estes seres são extremamente perigosos em qualquer situação de combate, pois os seus poderes mentais podem ser usados de forma ofensiva. Os Etéreos raramente aparecem na Terra, preferindo fazer uso de outras espécies subordinadas para alcançar os seus objetivos." STR_ETHEREAL_AUTOPSY: "Autópsia: Etéreo" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Esta entidade possuí um físico débil que parece ser incapaz de manter quaisquer funções vitais. Os músculos estão muito atrofiados e os órgãos internos parecem subdesenvolvidos. Os órgãos sensoriais, incluindo os olhos, parecem não funcionar de todo. No entanto, o cérebro é muito desenvolvido e utiliza grande parte do fluxo sanguíneo corporal. É um mistério como esta criatura é capaz de se manter viva sem suporte externo." STR_MUTON_UFOPEDIA: "Estas criaturas humanóides são muito fortes e inteligentes, e possuem um gosto especial por carne crua de qualquer espécie, da qual necessitam para sobreviver, tal como os carnívoros terrestres. Os Mutons parecem depender das ordens telepáticas de uma outra espécie alienígena chamada de \"Etéreos\". Uma vez cortada a ligação telepática, o seu sistema nervoso deixa de funcionar e morrem. Têm vários implantes cibernéticos espalhados por todo o corpo, que servem para melhorar o seu desempenho em situações de combate. Estes seres são obviamente meros peões ao serviço de uma inteligência superior." STR_MUTON_AUTOPSY: "Autópsia: Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "A \"pele\" desta criatura é uma espécie de armadura orgânica que foi postumamente enxertada sobre o seu corpo e aparenta ser particularmente resistente a munições perfurantes. Encontrámos vários implantes cibernéticos espalhados por todo o corpo que servem para melhorar o desempenho do sistema cardiovascular e das capacidades sensoriais da criatura. Os órgãos reprodutores parecem ter sido removidos cirurgicamente. É evidente que estas pobres criaturas são escravos, forçados a uma vida de guerra e de conquista." STR_CELATID_UFOPEDIA: "Esta forma de vida possuí a capacidade misteriosa de flutuar naturalmente. É sensível a ondas cerebrais, sendo capaz de detetar facilmente um ser humano em qualquer sítio. Uma vez identificada a sua vítima, o Celátido pousa no solo e cospe pequenos globos de um veneno extremamente corrosivo. Esta criatura possuí a habilidade de se clonar a um ritmo alarmante. Acompanha regularmente a espécie Muton nas suas incursões." STR_CELATID_AUTOPSY: "Autópsia: Celátido" STR_CELATID_AUTOPSY_UFOPEDIA: "O núcleo desta criatura contém um pequeno órgão biomecânico que aparenta ser um sistema de propulsão antigravidade natural. A bolsa de veneno é o maior órgão do corpo e não parece haver nenhuma estrutura cerebral independente. Não encontrámos indícios de um sistema digestivo ou reprodutor. Um outro pequeno órgão contém vários embriões que podem rapidamente dar origem a uma nova criatura." STR_SILACOID_UFOPEDIA: "Esta forma de vida à base de silício é capaz de gerar enormes quantidades de calor. A sua força permite-lhe esmagar rochas para digerir no seu núcleo escaldante. Possui uma inteligência primitiva e é facilmente controlável através de implantes ou por entidades telepáticas. Opera em conjunto com a espécie Muton." STR_SILACOID_AUTOPSY: "Autópsia: Silacóide" STR_SILACOID_AUTOPSY_UFOPEDIA: "O núcleo desta criatura é extremamente quente e parece ser a base do seu sistema digestivo. O seu sistema muscular possui uma força e rapidez tremendas. A sua pele rochosa é impregnável ao fogo ou a munições incendiárias." STR_CHRYSSALID_UFOPEDIA: "As suas tenazes são uma arma terrível em combate corpo a corpo. O seu metabolismo elevado e força física concedem-lhe uma velocidade e destreza incríveis. Em vez de matar as suas vítimas, o Crisalídeo injeta um veneno que as transforma em mortos-vivos e deposita um ovo dentro dos seus corpos. Pouco tempo depois de a vítima ter sido injetada, um novo Crisalídeo eclodirá do seu corpo. Estes seres estão associados à espécie dos Homens-cobra." STR_CHRYSSALID_AUTOPSY: "Autópsia: Crisalídeo" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "O exoesqueleto desta criatura é muito resistente, mas parece ser vulnerável a munição explosiva. O seu cérebro é muito desenvolvido e o seu crescimento celular é bastante rápido. Esta criatura transporta cerca de vinte ovos para serem depositados dentro de outros organismos vivos, o que faz dela uma arma biológica de terror extremamente eficaz." STR_FLOATER_UFOPEDIA: "Os Flutuadores desempenham as funções de soldado e de agente terrorista. São predadores natos, desenvolvidos geneticamente e implantados com várias modificações cibernéticas para os tornar em guerreiros formidáveis. A parte inferior do seu corpo, tal como a maioria dos seus órgãos internos, foi removida cirurgicamente e substituída por um sistema de suporte de vida artificial. Este implante contém um sistema antigravidade que lhes permite flutuar de forma mais ou menos estável." STR_FLOATER_AUTOPSY: "Autópsia: Flutuador" STR_FLOATER_AUTOPSY_UFOPEDIA: "Esta criatura foi radicalmente alterada através de meios cirúrgicos. O aparelho cibernético que ocupa a maior parte do seu corpo é um sistema de suporte de vida, que substituí o coração, pulmões e sistema digestivo. Isto faz com que estas criaturas sejam capazes de sobreviver em ambientes extremamente hostis. O seu cérebro é mais pequeno que o nosso, mas os seus órgãos sensoriais são altamente desenvolvidos." STR_REAPER_UFOPEDIA: "Este carnívoro bípede possuí maxilares fortes e um apetite voraz. O seu cérebro tem vários implantes que são utilizados para controlar a sua atividade. Os instintos selvagens desta criatura apenas servem para causar destruição e terror. Acompanha frequentemente a espécie dos Flutuadores." STR_REAPER_AUTOPSY: "Autópsia: Devorador" STR_REAPER_AUTOPSY_UFOPEDIA: "Esta criatura possuí dois \"cérebros\" e dois \"corações\" que lhe permitem manter-se ativa mesmo quando gravemente ferida. No entanto, a sua pelagem exterior é altamente inflamável, o que a torna vulnerável a armas incendiárias. " STR_SECTOPOD_UFOPEDIA: "Os Sectópodes são robôs equipados com poderosas armas laser e controlados através de uma ligação telepática pelos seus mestres, os Etéreos. Estes monstros mecânicos são as mais devastadoras armas de terror ao serviço das forças alienígenas." STR_SECTOPOD_AUTOPSY: "Autópsia: Sectópode" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Este robô está construído de forma robusta, com uma blindagem capaz de resistir a todos os tipos de ataque. É especialmente a resistente a armas de plasma. No entanto, os seus sensores parecem ser particularmente vulneráveis a armas laser." STR_CYBERDISC_UFOPEDIA: "Este disco voador em miniatura é uma arma de terror automatizada que está equipado com um raio de plasma. O seu sistema de propulsão antigravidade proporciona-lhe uma grande vantagem no combate em terreno acidentado. As suas diretivas principais são provocar a destruição e o terror ao serviço da espécie Sectóide." STR_CYBERDISC_AUTOPSY: "Autópsia: Ciberdisco" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "O Ciberdisco possuí uma blindagem forte e é especialmente resistente a munição explosiva. Infelizmente, o sistema antigravidade está demasiado danificado para compreendermos o seu funcionamento." STR_UFO_POWER_SOURCE_UFOPEDIA: "As naves alienígenas são alimentadas por um reator de antimatéria, que utiliza Elério (elemento 115) para gerar ondas de gravidade e outras formas de energia. A conversão de matéria para energia possui um nível de eficiência de tal forma incrível (99%) que mesmo fragmentos minúsculos de Elério são capazes de gerar enormes quantidades de energia. Este dispositivo de conversão é facilmente fabricável através de ligas alienígenas. " STR_UFO_NAVIGATION_UFOPEDIA: "As naves alienígenas utilizam computadores sofisticados para navegar em terra e no espaço. O seu funcionamento é baseado num conjunto de processadores óticos ligados em rede. Os controles são relativamente simples: o navegador controla a direção das ondas de gravidade geradas pela fonte de energia para mover a nave na direção que desejar. Este sistema pode ser facilmente utilizado por humanos e é reproduzível através de ligas alienígenas e outros componentes." STR_UFO_CONSTRUCTION_UFOPEDIA: "As naves alienígenas possuem três componentes principais: uma fonte de energia, um sistema de navegação e uma fuselagem feita a partir de ligas alienígenas. A fuselagem é projetada de forma a facilitar o controle das ondas de gravidade. É também necessária uma pequena quantidade de Elério para alimentar a fonte de energia. Uma vez estudados os princípios de construção e as funções de cada componente, a fabricação destes meios de transporte está ao nosso alcance." STR_ALIEN_FOOD_UFOPEDIA: "Estas câmaras contêm várias enzimas utilizadas para digerir cadáveres de gado e outros animais ou até mesmo de seres humanos. O líquido resultante é consumido como alimento instantâneo, provavelmente injetado diretamente na corrente sanguínea. Este comportamento sugere uma certa dependência do planeta Terra como fonte de alimentos, ou seja, uma relação simbiótica entre a vida terrestre e a sociedade alienígena. " STR_ALIEN_REPRODUCTION_UFOPEDIA: "Estas câmaras contêm fetos alienígenas. O seu aspeto sugere uma dependência exclusiva na reprodução in-vitro. Os nutrientes ricos asseguram o desenvolvimento rápido do feto. Se aplicado em massa este sistema seria capaz de gerar milhares de clones num curto espaço de tempo. O mesmo processo poderia ser facilmente adaptado para seres humanos ou para cruzamentos entre humanos e alienígenas." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "É muito provável que a função destas esferas seja puramente recreativa. Os circuitos destes aparelhos geram emanações psíquicas que estimulam vários centros nervosos, produzindo um efeito semelhante a drogas alucinogénicas. Este é o único indício que comprova a existência de passatempos culturais ou recreativos na sociedade alienígena." STR_ALIEN_SURGERY_UFOPEDIA: "Este equipamento cirúrgico utiliza bisturis laser para extrair partes do corpo específicas de gado e outros animais. A ocorrência frequente de casos de mutilação de gado deve-se provavelmente a esta prática bizarra. Crê-se que os alienígenas utilizam as partes extraídas para alimentação ou investigação genética." STR_EXAMINATION_ROOM_UFOPEDIA: "Há milhares de casos registados de pessoas que afirmam terem sido raptadas por alienígenas, por vezes consecutivamente. A realidade é bem mais sinistra: as vítimas são raptadas, estudadas e monitorizadas. Os alienígenas extraem o material genético dos melhores espécimes e implantam fetos híbridos entre humanos e alienígenas nas mulheres, que são removidos meses mais tarde. Por enquanto, os motivos sinistros desta prática permanecem desconhecidos." STR_ALIEN_ALLOYS_UFOPEDIA: "Os artefactos alienígenas são construídos a partir de ligas especiais com propriedades únicas. São incrivelmente leves e resistentes, e muito fáceis de moldar através de eletromagnetismo. Estes materiais podem ser reproduzidos e utilizados em vários processos de fabricação." STR_ELERIUM_115_UFOPEDIA: "O Elério-115 possuí a característica invulgar de produzir antimatéria quando bombardeado com certos tipos de partículas, gerando ondas de gravidade e outras formas de energia. Infelizmente este elemento não ocorre naturalmente no nosso sistema solar e não pode ser reproduzido por meios artificiais." STR_ALIEN_ORIGINS_UFOPEDIA: "Travamos uma batalha inútil no nosso planeta. As forças alienígenas são esmagadoras em número e o melhor que conseguimos fazer é retardar o seu progresso. A única esperança para a humanidade é atacar os alienígenas na sua origem. As nossas pesquisas indicam a existência de uma base de operações no nosso sistema solar que os alienígenas descrevem como o centro de uma civilização anterior à humanidade. Temos de localizar esta base o mais depressa possível. No entanto, precisamos de capturar e interrogar um Líder alienígena para obtermos informações mais detalhadas. É provável que encontremos pelo menos um líder numa das naves de maior dimensão." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "As nossas investigações indicam que a base de operações alienígena está situada em Marte. Esta base está muito bem escondida e contém todas as instalações de manufatura e clonagem essenciais para a continuar a sua infiltração no nosso planeta. Todas estas operações são controladas por uma espécie de computador localizado nesta mesma base. Acreditamos que este é o ponto fraco da sociedade alienígena, ou seja, se conseguirmos eliminar este \"cérebro\", o resto corpo morrerá com ele. Logo, é essencial continuarmos as nossas pesquisas antes que seja demasiado tarde. Para tal precisamos de capturar um alienígena da mais alta patente, os Comandantes, que residem exclusivamente em bases alienígenas e naves de batalha." STR_CYDONIA_OR_BUST_UFOPEDIA: "Foi-nos esclarecido que as forças alienígenas são controladas através de uma base subterrânea localizada em Cidónia, no planeta Marte. Esta é uma região muito peculiar que apresenta construções piramidais com cinco lados e uma grande formação rochosa semelhante a um rosto humano. Sabemos que a civilização Cidoniana prosperou em Marte há muitos milhões de anos atrás, mas desconhecemos os motivos que levaram ao seu declínio ou qual a sua ligação com a recente atividade alienígena. Seja qual for a razão, é imperativo enviarmos uma força expedicionária a Cidónia, pois a única maneira de derrotar-mos os alienígenas é destruindo o \"cérebro-mãe\" que os controla. Para tal será necessário equiparmos um Avenger com as armas mais poderosas ao nosso dispor. Não há mais informação que possamos recolher aqui na Terra; só nos resta aguardar o desfecho do assalto final a Cidónia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRAR NO LOCAL-TEMPO=5 Segs" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Nenhum" STR_UNKNOWN: "Desconhecido" STR_POOR: "Fraco" STR_AVERAGE: "Médio" STR_GOOD: "Bom" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "CONSTRUIR NOVA BASE" STR_BASE_INFORMATION: "INFORMAÇÕES DA BASE" STR_EQUIP_CRAFT: "EQUIPAR AERONAVE" STR_BUILD_FACILITIES: "CONSTRUIR INSTALAÇÕES" STR_RESEARCH: "PESQUISAS" STR_MANUFACTURE: "MANUFATURAS" STR_TRANSFER_UC: "TRANSFERÊNCIAS" STR_PURCHASE_RECRUIT: "COMPRAR/CONTRATAR" STR_SACK: "DEMITIR" STR_SELL_SACK_UC: "VENDER/DEMITIR" STR_GEOSCAPE_UC: "GLOBO" STR_NAME: "Nome" STR_AREA: "Área" STR_BUILD_NEW_BASE: "Construir nova base" STR_CANCEL: "Cancelar" STR_COST_UC: "VALOR>" STR_CONSTRUCTION_TIME_UC: "TEMPO DE CONSTRUÇÃO>" STR_DAY: one: "{N} dia" many: "{N} dias" other: "{N} dias" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANUTENÇÃO>" STR_OK: "OK" STR_INSTALLATION: "Instalação" STR_CURRENT_RESEARCH: "PESQUISAS ATUAIS" STR_SCIENTISTS_AVAILABLE: "Cientistas disponíveis>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Cientistas atribuídos>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espaço de laboratório disponível>{ALT}{0}" STR_RESEARCH_PROJECT: "PROJETO DE INVESTIGAÇÃO" STR_SCIENTISTS_ALLOCATED_UC: "CIENTISTAS ATRIBUÍDOS" STR_PROGRESS: "PROGRESSO" STR_NEW_PROJECT: "Novo projeto" STR_CANCEL_PROJECT: "CANCELAR PROJETO" STR_NEW_RESEARCH_PROJECTS: "NOVOS PROJETOS DE INVESTIGAÇÃO" STR_SCIENTISTS_AVAILABLE_UC: "CIENTISTAS DISPONÍVEIS>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPAÇO DE LABORATÓRIO DISPONÍVEL>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Diminuir" STR_START_PROJECT: "INICIAR PROJETO" STR_CURRENT_PRODUCTION: "PRODUÇÃO ATUAL" STR_ENGINEERS_AVAILABLE: "Engenheiros disponíveis>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Engenheiros atribuídos>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espaço de oficina disponível>{ALT}{0}" STR_CURRENT_FUNDS: "Fundos atuais>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Engenheiros atribuídos" STR_UNITS_PRODUCED: "Unidades produzidas" STR_TOTAL_TO_PRODUCE: "Total a produzir" STR_COST__PER__UNIT: "Custo{NEWLINE}por{NEWLINE}unidade" STR_DAYS_HOURS_LEFT: "Dias/Horas restantes" STR_NEW_PRODUCTION: "Nova produção" STR_PRODUCTION_ITEMS: "Itens para produção" STR_CATEGORY: "CATEGORIA" STR_START_PRODUCTION: "INICIAR PRODUÇÃO" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Horas de trabalho para produzir uma unidade" STR_COST_PER_UNIT_: "Valor da unidade>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espaço de oficina necessário>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIAIS ESPECIAIS NECESSÁRIOS" STR_ITEM_REQUIRED: "ITEM NECESSÁRIO" STR_UNITS_REQUIRED: "UNIDADES NECESSÁRIAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONÍVEIS" STR_STOP_PRODUCTION: "CANCELAR PRODUÇÃO" STR_ENGINEERS_AVAILABLE_UC: "ENGENHEIROS DISPONÍVEIS>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPAÇO DE OFICINA DISPONÍVEL>{ALT}{0}" STR_MONTHLY_PROFIT: "LUCRO MENSAL>{ALT}[0}" STR_INCREASE_UC: "AUMENTAR" STR_DECREASE_UC: "DIMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a produzir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Contratar" STR_COST_OF_PURCHASES: "Valor total>{ALT}{0}" STR_COST_PER_UNIT_UC: "VALOR P/ UNIDADE" STR_QUANTITY_UC: "QUANTIDADE" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PESSOAL DISPONÍVEL:PESSOAL TOTAL>" STR_SOLDIERS: "Soldados" STR_SCIENTISTS: "Cientistas" STR_ENGINEERS: "Engenheiros" STR_SPACE_USED_SPACE_AVAILABLE: "ESPAÇO USADO:ESPAÇO DISPONÍVEL>" STR_LIVING_QUARTERS: "Bloco habitacional" STR_STORES: "Armazéns" STR_LABORATORIES: "Laboratórios" STR_WORK_SHOPS: "Oficinas" STR_HANGARS: "Hangares" STR_SHORT_RANGE_DETECTION: "Deteção de curto alcance" STR_DEFENSE_STRENGTH: "Defesas" STR_TRANSFERS_UC: "TRANSFERÊNCIAS" STR_TRANSFERS: "Transferências" STR_ARRIVAL_TIME_HOURS: "Hora de chegada" STR_COST_: "Valor>{ALT}{0}" STR_AREA_: "Área>{ALT}{0}" STR_BASE_NAME: "Nome da base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECIONAR POSIÇÃO PARA O ELEVADOR DE ACESSO" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "QUANTIDADE A TRANSFERIR" STR_SELECT_DESTINATION_BASE: "Selecionar base de destino" STR_COST: "Valor" STR_VICTORY_1: "Ao entrarem na câmara, as nossas tropas avistam imediatamente o cérebro alienígena - o alvo da nossa missão. Mas antes de abrirem fogo o cérebro comunica através de um ecrã na sua base, implorando que escutemos os seus argumentos para que o deixemos vivo." STR_VICTORY_2: "Então o cérebro diz: \"Há muitos milhões de anos, este planeta a que chamais de Marte foi outrora repleto de vida. Vida essa que foi trazida de outro planeta pela nossa civilização e que foi postumamente levada para o vosso. Fomos nós que, ao longo de milhões de anos, visitámos o vosso planeta e desenvolvemos geneticamente a vossa espécie. Não podeis matar-nos porque sois parte de nós." STR_VICTORY_3: "Estas pirâmides são o núcleo da civilização marciana, construídas milhões de anos antes das que tendes na Terra, por uma espécie nossa antepassada. Nenhum planeta está fora do nosso alcance. Este poder poderá vir a ser vosso. Em troca só pedimos a vossa cooperação..." STR_GAME_OVER_1: "Os alienígenas tentam exterminar toda a humanidade, destruindo cidades e envenenando o ar e a água. A resistência dos exércitos terrestres é inútil face à superioridade tecnológica dos alienígenas. As gerações sobreviventes à guerra sofrem terríveis mutações enquanto tentam escapar à destruição. Após capturados, os humanos restantes são levados para campos de trabalho para ajudarem a transformar a Terra numa colónia alienígena, parte de um império desconhecido." STR_GAME_OVER_2: "O conhecimento adquirido pelo projeto X-Com foi perdido para sempre. Não conseguimos salvar a Terra. Falhámos a nossa missão." STR_VICTORY_4: "O discurso do cérebro alienígena é subitamente interrompido por uma rajada de plasma. As forças alienígenas foram derrotadas." STR_VICTORY_5: "Após a queda de Marte, os alienígenas perderam a batalha pela Terra. Alguns anos mais tarde a tecnologia capturada pelo projeto X-Com conduz a humanidade a uma nova idade de ouro e à colonização do planeta vermelho. A ameaça alienígena foi repelida, mas por quanto tempo ninguém sabe... " STR_YOU_HAVE_FAILED: "Não conseguiu travar a ameaça alienígena. Uma a uma, as nações financiadoras assinam pactos com os alienígenas em troca de tecnologia, paz e prosperidade. No entanto, cedo se apercebem de que os alienígenas têm outros planos..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Rendimento" STR_EXPENDITURE: "Despesa" STR_MAINTENANCE: "Manutenção" STR_BALANCE: "Balanço" STR_UFO_ACTIVITY_IN_AREAS: "Atividade OVNI por área" STR_UFO_ACTIVITY_IN_COUNTRIES: "Atividade OVNI por país" STR_XCOM_ACTIVITY_IN_AREAS: "Atividade X-Com por área" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Atividade X-Com por país" STR_FINANCE: "Finanças" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Não há materiais especiais suficientes para produzir:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Não há dinheiro suficiente para produzir:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "A produção de:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}está completa" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "A construção de:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}está completa" STR_OK_5_SECONDS: "OK - 5 segs" STR_RESEARCH_COMPLETED: "Investigação completa" STR_VIEW_REPORTS: "VER RELATÓRIOS" STR_WE_CAN_NOW_RESEARCH: "Nova investigação disponível" STR_WE_CAN_NOW_PRODUCE: "Nova produção disponível" STR_SUNDAY: "DOMINGO" STR_MONDAY: "SEGUNDA" STR_TUESDAY: "TERÇA" STR_WEDNESDAY: "QUARTA" STR_THURSDAY: "QUINTA" STR_FRIDAY: "SEXTA" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Não há {0} suficiente para reabastecer {1} em {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Não há {0} para rearmar {1} em {2}" STR_UFO_IS_NOT_RECOVERED: "O OVNI não foi recuperado" STR_UFO_IS_RECOVERED: "OVNI recuperado" STR_CRAFT_IS_LOST: "Nave perdida" STR_TERROR_CONTINUES: "O terror continua" STR_ALIENS_DEFEATED: "Os alienígenas foram derrotados" STR_BASE_IS_LOST: "A nossa base foi destruída" STR_BASE_IS_SAVED: "Base defendida com sucesso" STR_ALIEN_BASE_STILL_INTACT: "A base continua operacional" STR_ALIEN_BASE_DESTROYED: "A base alienígena foi destruída" STR_ALIENS_KILLED: "ALIENÍGENAS MORTOS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES ALIENÍGENAS RECUPERADOS" STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS VIVOS CAPTURADOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "COMANDO DA BASE ALIENÍGENA DESTRUÍDO" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVIS MORTOS POR ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVIS MORTOS POR AGENTES X-COM" STR_CIVILIANS_SAVED: "CIVIS RESGATADOS" STR_XCOM_OPERATIVES_KILLED: "AGENTES X-COM MORTOS EM COMBATE" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTES X-COM DESAPARECIDOS EM COMBATE" STR_TANKS_DESTROYED: "TANQUES DESTRUÍDOS" STR_XCOM_CRAFT_LOST: "AERONAVE X-COM PERDIDA" STR_UFO_RECOVERY: "RECUPERAÇÃO DE OVNI" STR_ALIEN_BASE_RECOVERY: "RECUPERAÇÃO DE BASE ALIENÍGENA" STR_BASE_UNDER_ATTACK: "{0} está sob ataque!" STR_BASE_DEFENSES_INITIATED: "SISTEMAS DE DEFESA ATIVADOS" STR_GRAV_SHIELD_REPELS_UFO: "O ESCUDO DE GRAVIDADE REPELIU O OVNI!" STR_FIRING: "A DISPARAR" STR_HIT: "ALVO ATINGIDO!" STR_UFO_DESTROYED: "OVNI DESTRUÍDO!" STR_MISSED: "FALHOU!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender itens/Demitir pessoal" STR_VALUE_OF_SALES: "VALOR DAS VENDAS> {ALT}{0}" STR_FUNDS: "FUNDOS>{ALT}{0}" STR_SELL_SACK: "Vender/Demitir" STR_VALUE: "Valor" STR_CRAFT_: "AERONAVE> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERAÇÃO DE OVNI ABATIDO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Temos de proceder com cautela. É provável que hajam agentes alienígenas no interior do OVNI ou nas proximidades do local de queda. A missão será bem-sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Só depois poderemos iniciar a recuperação dos restos do OVNI, artefactos e cadáveres de alienígenas. Para abortar a missão, retorne os agentes X-Com ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_UFO_GROUND_ASSAULT: "ASSALTO A LOCAL DE ATERRAGEM" STR_UFO_GROUND_ASSAULT_BRIEFING: "O objetivo desta missão é explorar o local de aterragem e, se possível, conseguir aceder ao OVNI. A missão será bem-sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Só depois poderemos iniciar a recuperação dos destroços do OVNI, artefactos e cadáveres de alienígenas. Para abortar a missão, retorne os agentes X-Com ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_BASE_DEFENSE: "DEFESA DE BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Uma nave alienígena aterrou nas proximidades. A nossa base está em sério perigo. Todas as aeronaves X-Com e o pessoal não-militar foram evacuados conforme o protocolo. As tropas alienígenas entrarão na base através dos hangares ou do elevador de acesso. Temos de defender a base e as suas instalações vitais a todo o custo num combate até à morte. Se clicar no ícone \"Abortar missão\" as nossas tropas render-se-ão e a base será destruída." STR_ALIEN_BASE_ASSAULT: "ASSALTO A BASE ALIENÍGENA" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Os agentes X-Com conseguiram aceder à base alienígena. Para a desativar temos de destruir o centro de comando. A missão terminará quando todos os inimigos forem eliminados ou quando as nossas tropas regressarem à zona verde de saída (clique no ícone \"Abortar missão\" para retirar)." STR_CYDONIA_BRIEFING: "Chegámos a Cidónia. As nossas tropas entram num enorme complexo subterrâneo perto do Rosto de Marte. Temos de destruir o cérebro que controla toda a atividade alienígena. O destino da humanidade está nas nossas mãos..." STR_TERROR_MISSION: "MISSÃO DE TERROR" STR_TERROR_MISSION_BRIEFING: "A missão será bem-sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Temos de neutralizar todas as forças alienígenas para salvar os civis que se encontrem na zona. Para abortar a missão, retorne os agentes X-Com ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NÃO HÁ HANGARES LIVRES PARA A PRODUÇÃO!{SMALLLINE}Cada nave atribuída a uma base, transferida, comprada ou construída ocupa um hangar. Construa um novo hangar ou transfira uma nave para outra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NÃO HÁ HANGARES LIVRES PARA EFETUAR A COMPRA!{SMALLLINE}Cada nave atribuída a uma base, transferida, comprada ou construída ocupa um hangar. Construa um novo hangar ou transfira uma nave para outra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NÃO HÁ HANGARES LIVRES PARA A TRANSFERÊNCIA!{SMALLLINE}Cada nave atribuída a uma base, transferida, comprada ou construída ocupa um hangar. Construa um novo hangar ou transfira uma nave para outra base." STR_CANNOT_BUILD_HERE: "IMPOSSÍVEL CONSTRUIR AQUI!{SMALLLINE}Todas as construções devem ser feitas ao lado de uma instalação existente." STR_NO_FREE_ACCOMODATION: "NÃO HÁ HABITAÇÕES LIVRES!{SMALLLINE}A base de destino não tem espaço suficiente nos blocos habitacionais." STR_NOT_ENOUGH_WORK_SPACE: "NÃO HÁ ESPAÇO DE TRABALHO SUFICIENTE!{SMALLLINE}Construa uma nova oficina ou reduza o trabalho noutros projetos." STR_NOT_ENOUGH_MONEY: "NÃO TEM DINHEIRO SUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "NÃO HÁ ESPAÇO EM ARMAZÉM SUFICIENTE!{SMALLLINE}Construa um novo armazém ou transfira equipamento para outras bases." STR_NOT_ENOUGH_LIVING_SPACE: "NÃO HÁ HABITAÇÕES SUFICIENTES{SMALLLINE}Construa um novo bloco habitacional ou transfira pessoal para outras bases." STR_LAUNCH_INTERCEPTION: "LANÇAR INTERCEÇÃO" STR_CRAFT: "AERONAVE" STR_STATUS: "ESTADO" STR_BASE: "BASE" STR_READY: "PRONTO" STR_OUT: "FORA" STR_REPAIRS: "A REPARAR" STR_REFUELLING: "A REABASTECER" STR_REARMING: "A REARMAR" STR_TARGET: "ALVO: {0}" STR_WAY_POINT: "PONTO DE REFERÊNCIA" STR_ARE_YOU_SURE_CYDONIA: "Tem a certeza de que deseja enviar esta nave numa missão a Cidónia?" STR_YES: "SIM" STR_NO: "NÃO" STR_SELECT_DESTINATION: "SELECIONAR DESTINO" STR_CYDONIA: "CIDÓNIA" STR_SELECT_SITE_FOR_NEW_BASE: "SELECIONAR LOCAL PARA A NOVA BASE" STR_RETURN_TO_BASE: "REGRESSAR À BASE" STR_SELECT_NEW_TARGET: "SELECIONAR NOVO ALVO" STR_PATROL: "PATRULHAR" STR_STATUS_: "ESTADO>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DANIFICADA - A REGRESSAR À BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POUCO COMBUSTÍVEL - A REGRESSAR À BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSÃO COMPLETA - A REGRESSAR À BASE" STR_PATROLLING: "EM PATRULHA" STR_TAILING_UFO: "A PERSEGUIR OVNI" STR_INTERCEPTING_UFO: "A INTERCEPTAR OVNI-{0}" STR_RETURNING_TO_BASE: "A REGRESSAR À BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDADE>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDADE MÁXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDE>{ALT}{0}" STR_VERY_LOW: "MUITO BAIXA" STR_LOW_UC: "BAIXA" STR_HIGH_UC: "ALTA" STR_VERY_HIGH: "MUITO ALTA" STR_FUEL: "COMBUSTÍVEL>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NENHUMA" STR_ROUNDS_: "MUNIÇÃO>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "AERONAVES DE INTERCEÇÃO" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOME" STR_AMMO_: "MUNIÇÃO>{ALT}{0}" STR_CREW: "TRIPULAÇÃO" STR_EQUIPMENT_UC: "EQUIPAMENTO" STR_ARMOR: "ARMADURA" STR_MAX: "MÁX>{ALT}{0}" STR_ROOKIE: "Recruta" STR_SQUADDIE: "Cabo" STR_SERGEANT: "Sargento" STR_CAPTAIN: "Capitão" STR_COLONEL: "Coronel" STR_COMMANDER: "Comandante" STR_SELECT_SQUAD_FOR_CRAFT: "{0}: selecionar tropas" STR_SORT_BY: "ORGANIZAR POR..." STR_ORIGINAL_ORDER: "ORDEM ORIGINAL" STR_MISSIONS2: "MISSÕES" STR_KILLS2: "MORTOS" STR_WOUND_RECOVERY2: "EM RECUPERAÇÃO" STR_SPACE_AVAILABLE: "ESPAÇO DISPONÍVEL>{ALT}{0}" STR_SPACE_USED: "ESPAÇO UTILIZADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPAÇO USADO" STR_RANK: "POSTO" STR_WOUNDED: "FERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipar {0}" STR_DEFENSE_VALUE: "Pontos de defesa" STR_HIT_RATIO: "Precisão de fogo" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pronto a aterrar{NEWLINE}perto de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Iniciar missão?" STR_SELECT_ARMAMENT: "Selecionar armamento" STR_AMMUNITION_AVAILABLE: "MUNIÇÃO DISPONÍVEL" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECIONAR ARMADURA PARA{NEWLINE}{0}" STR_TYPE: "TIPO" STR_PERSONAL_ARMOR_UC: "ARMADURA PESSOAL" STR_POWER_SUIT_UC: "ARMADURA MECÂNICA" STR_FLYING_SUIT_UC: "ARMADURA VOADORA" STR_SELECT_ARMOR: "Selecionar armadura" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORDESTE" STR_EAST: "ESTE" STR_SOUTH_EAST: "SUDESTE" STR_SOUTH: "SUL" STR_SOUTH_WEST: "SUDOESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECIONAR AÇÃO" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSEGUIÇÃO E INTERCETAR" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSEGUIR SEM INTERCEÇÃO" STR_VERY_LARGE: "MUITO GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "MÉDIO" STR_SMALL: "PEQUENO" STR_VERY_SMALL: "MUITO PEQUENO" STR_GROUNDED: "EM TERRA" STR_DETECTED: "Detetado" STR_SIZE_UC: "TAMANHO" STR_ALTITUDE: "ALTITUDE" STR_HEADING: "DIREÇÃO" STR_SPEED: "VELOCIDADE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRAR EM OVNI-TEMPO=5 Segs" STR_TRACKING_LOST: "ALVO PERDIDO" STR_REDIRECT_CRAFT: "REDIRECIONAR AERONAVE" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR PARA A ÚLTIMA LOCALIZAÇÃO DO ALVO" STR_UFO_: "OVNI-{0}" STR_ALIEN_BASE_: "BASE ALIENÍGENA-{0}" STR_CRASH_SITE_: "LOCAL DE QUEDA-{0}" STR_LANDING_SITE_: "LOCAL DE ATERRAGEM-{0}" STR_WAY_POINT_: "PONTO DE REFERÊNCIA-{0}" STR_TERROR_SITE: "LOCAL DE TERROR-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}chegou a{NEWLINE}{1}" STR_NOW_PATROLLING: "A patrulhar" STR_ALIEN_ORIGINS: "Origens alienígenas" STR_THE_MARTIAN_SOLUTION: "A solução marciana" STR_CYDONIA_OR_BUST: "Cidónia: destino final" STR_UFOPAEDIA: "OVNIpédia" STR_XCOM_CRAFT_ARMAMENT: "AERONAVES E ARMAMENTO X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PLATAFORMAS DE ARMAS PESADAS" STR_WEAPONS_AND_EQUIPMENT: "ARMAS E EQUIPAMENTO" STR_ALIEN_ARTIFACTS: "ARTEFACTOS ALIENÍGENAS" STR_BASE_FACILITIES: "INSTALAÇÕES X-COM" STR_ALIEN_LIFE_FORMS: "FORMAS DE VIDA ALIENÍGENA" STR_ALIEN_RESEARCH_UC: "INVESTIGAÇÃO ALIENÍGENA" STR_UFO_COMPONENTS: "COMPONENTES DE OVNI" STR_UFOS: "TIPOS DE OVNI" STR_SELECT_ITEM: "SELECIONAR ITEM" STR_ACCELERATION: "ACELERAÇÃO>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACIDADE DE COMBUSTÍVEL>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SISTEMAS DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "BLINDAGEM>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPAÇO PARA CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SUPORTE PARA PAPs>{ALT}{0}{ALT}" STR_DAMAGE: "Dano" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisão" STR_RE_LOAD_TIME: "Intervalo de fogo" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFURANTE" STR_DAMAGE_INCENDIARY: "INCENDIÁRIO" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAIO LASER" STR_DAMAGE_PLASMA_BEAM: "RAIO DE PLASMA" STR_DAMAGE_STUN: "ATORDOAMENTO" STR_DAMAGE_MELEE: "CORPO A CORPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "FUMO" STR_SHOT_TYPE: "MODOS DE TIRO" STR_ACCURACY_UC: "PRECISÃO" STR_TIME_UNIT_COST: "UTs" STR_DAMAGE_UC: "TIPO DE DANO" STR_AMMO: "MUNIÇÃO" STR_SHOT_TYPE_AUTO: "Rajada" STR_SHOT_TYPE_SNAP: "Simples" STR_SHOT_TYPE_AIMED: "Preciso" STR_CONSTRUCTION_TIME: "Tempo de construção" STR_CONSTRUCTION_COST: "Valor de construção" STR_MAINTENANCE_COST: "Custo de manutenção" STR_LOW: "Baixo" STR_MEDIUM: "Médio" STR_HIGH: "Alto" STR_CRAFT_WEAPON: "Armamento para aeronaves" STR_CRAFT_AMMUNITION: "Munição para aeronaves" STR_HEAVY_WEAPONS_PLATFORM: "Plataforma de armas pesadas" STR_WEAPON: "Arma" STR_AMMUNITION: "Munição" STR_EQUIPMENT: "Equipamento" STR_ALIEN_CORPSE: "Cadáver Alienígena" STR_UFO_COMPONENT: "Componente OVNI" STR_PERSONAL_ARMOR: "Armadura pessoal" STR_RAW_MATERIALS: "Matéria-prima" STR_HWP_CANNON_SHELLS: "Munição de canhão PAP" STR_ALIEN: "Alienígena" STR_SECTOID: "Sectóide" STR_SNAKEMAN: "Homem-cobra" STR_ETHEREAL: "Etéreo" STR_MUTON: "Muton" STR_FLOATER: "Flutuador" STR_CELATID: "Celátido" STR_SILACOID: "Silacóide" STR_CHRYSSALID: "Crisalídeo" STR_ZOMBIE: "Zombie" STR_REAPER: "Devorador" STR_SECTOPOD: "Sectópode" STR_CYBERDISC: "Ciberdisco" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_LEADER: "Líder" STR_LIVE_ENGINEER: "Engenheiro" STR_LIVE_MEDIC: "Médico" STR_LIVE_NAVIGATOR: "Navegador" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Agente terrorista" STR_FLOATER_SOLDIER: "Soldado Flutuador" STR_FLOATER_NAVIGATOR: "Navegador Flutuador" STR_FLOATER_MEDIC: "Médico Flutuador" STR_FLOATER_ENGINEER: "Engenheiro Flutuador" STR_FLOATER_LEADER: "Líder Flutuador" STR_FLOATER_COMMANDER: "Comandante Flutuador" STR_SECTOID_SOLDIER: "Soldado Sectóide" STR_SECTOID_NAVIGATOR: "Navegador Sectóide" STR_SECTOID_MEDIC: "Médico Sectóide" STR_SECTOID_ENGINEER: "Engenheiro Sectóide" STR_SECTOID_LEADER: "Líder Sectóide" STR_SECTOID_COMMANDER: "Comandante Sectóide" STR_SNAKEMAN_SOLDIER: "Soldado Homem-cobra" STR_SNAKEMAN_NAVIGATOR: "Navegador Homem-cobra" STR_SNAKEMAN_ENGINEER: "Engenheiro Homem-cobra" STR_SNAKEMAN_LEADER: "Líder Homem-cobra" STR_SNAKEMAN_COMMANDER: "Comandante Homem-cobra" STR_MUTON_SOLDIER: "Soldado Muton" STR_MUTON_NAVIGATOR: "Navegador Muton" STR_MUTON_ENGINEER: "Engenheiro Muton" STR_ETHEREAL_SOLDIER: "Soldado Etéreo" STR_ETHEREAL_LEADER: "Líder Etéreo" STR_ETHEREAL_COMMANDER: "Comandante Etéreo" STR_CYBERDISC_TERRORIST: "Ciberdisco - Terrorista" STR_REAPER_TERRORIST: "Devorador - Terrorista" STR_CHRYSSALID_TERRORIST: "Crisalídeo - Terrorista" STR_CELATID_TERRORIST: "Celátido - Terrorista" STR_SILACOID_TERRORIST: "Silacóide - Terrorista" STR_SECTOPOD_TERRORIST: "Sectópode - Terrorista" STR_UFO_POWER_SOURCE: "Fonte de energia OVNI" STR_UFO_NAVIGATION: "Sistema de navegação OVNI" STR_UFO_CONSTRUCTION: "Métodos de construção OVNI" STR_ALIEN_FOOD: "Alimentação alienígena" STR_ALIEN_REPRODUCTION: "Reprodução alienígena" STR_ALIEN_ENTERTAINMENT: "Entretenimento alienígena" STR_ALIEN_SURGERY: "Cirurgia alienígena" STR_EXAMINATION_ROOM: "Sala de exames" STR_ALIEN_ALLOYS: "Ligas alienígenas" STR_ALIEN_HABITAT: "Habitat alienígena" STR_POWER_SUIT: "Armadura mecânica" STR_FLYING_SUIT: "Armadura voadora" STR_HWP_ROCKETS: "Mísseis PAP" STR_HWP_FUSION_BOMB: "Bombas de fusão PAP" STR_LASER_WEAPONS: "Armas laser" STR_NEW_FIGHTER_CRAFT: "Novo caça" STR_NEW_FIGHTER_TRANSPORTER: "Novo caça-transportador" STR_ULTIMATE_CRAFT: "Nave suprema" STR_LASER_PISTOL: "Pistola laser" STR_LASER_RIFLE: "Espingarda laser" STR_HEAVY_LASER: "Laser pesado" STR_LASER_CANNON: "Canhão laser" STR_PLASMA_CANNON: "Canhão de plasma" STR_FUSION_MISSILE: "Míssil de fusão" STR_LASER_DEFENSE: "Defesas laser" STR_PLASMA_DEFENSE: "Defesas de plasma" STR_FUSION_DEFENSE: "Defesas de fusão" STR_GRAV_SHIELD: "Escudo de gravidade" STR_MIND_SHIELD: "Escudo mental" STR_PSI_LAB: "Laboratório psíquico" STR_MOTION_SCANNER: "Sensor de movimento" STR_MEDI_KIT: "Medi-kit" STR_TANK_CANNON: "Tanque/Canhão" STR_TANK_ROCKET_LAUNCHER: "Tanque/Lança-mísseis" STR_TANK_LASER_CANNON: "Tanque/Canhão laser" STR_HOVERTANK_PLASMA: "Tanque voador/Plasma" STR_HOVERTANK_LAUNCHER: "Tanque voador/Lançador" STR_STINGRAY_LAUNCHER: "Lançador Stingray" STR_AVALANCHE_LAUNCHER: "Lançador Avalanche" STR_CANNON: "Canhão" STR_FUSION_BALL_LAUNCHER: "Lançador de bolas de fusão" STR_PLASMA_BEAM: "Canhão de plasma" STR_STINGRAY_MISSILES: "Mísseis Stingray" STR_AVALANCHE_MISSILES: "Mísseis Avalanche" STR_CANNON_ROUNDS_X50: "Munição de Canhão(x50)" STR_FUSION_BALL: "Bola de fusão" STR_SOLDIER: "Soldado" STR_SCIENTIST: "Cientista" STR_ENGINEER: "Engenheiro" STR_NORTH_AMERICA: "América do Norte" STR_ARCTIC: "Ártico" STR_ANTARCTICA: "Antártida" STR_SOUTH_AMERICA: "América do Sul" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "África do Norte" STR_SOUTHERN_AFRICA: "África do Sul" STR_CENTRAL_ASIA: "Ásia Central" STR_SOUTH_EAST_ASIA: "Ásia Sudeste" STR_SIBERIA: "Sibéria" STR_AUSTRALASIA: "Australásia" STR_PACIFIC: "Pacífico" STR_NORTH_ATLANTIC: "Atlântico Norte" STR_SOUTH_ATLANTIC: "Atlântico Sul" STR_INDIAN_OCEAN: "Oceano Índico" STR_ALIEN_RESEARCH: "Investigação alienígena" STR_ALIEN_HARVEST: "Recoleção alienígena" STR_ALIEN_ABDUCTION: "Sequestro alienígena" STR_ALIEN_INFILTRATION: "Infiltração alienígena" STR_ALIEN_BASE: "Base alienígena" STR_ALIEN_TERROR: "Terrorismo alienígena" STR_ALIEN_RETALIATION: "Retaliação alienígena" STR_ALIEN_SUPPLY: "Abastecimento alienígena" STR_MAXIMUM_SPEED: "Velocidade máxima" STR_HYPER_WAVE_DECODER_UC: "RECETOR HIPERONDA" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCETOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "OpenXcom" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "CANHÃO" STR_FUSION_BALL_UC: "BOLA DE FUSÃO" STR_LASER_CANNON_UC: "CANHÃO LASER" STR_PLASMA_BEAM_UC: "CANHÃO DE PLASMA" STR_DAMAGE_CAPACITY: "Blindagem" STR_WEAPON_POWER: "Poder de fogo" STR_WEAPON_RANGE: "Alcance de fogo" STR_ACCESS_LIFT: "Elevador de acesso" STR_LABORATORY: "Laboratório" STR_WORKSHOP: "Oficina" STR_SMALL_RADAR_SYSTEM: "Radar pequeno" STR_LARGE_RADAR_SYSTEM: "Radar grande" STR_MISSILE_DEFENSES: "Defesas míssil" STR_GENERAL_STORES: "Armazéns" STR_ALIEN_CONTAINMENT: "Contenção alienígena" STR_LASER_DEFENSES: "Defesas laser" STR_PLASMA_DEFENSES: "Defesas de plasma" STR_FUSION_BALL_DEFENSES: "Defesas de fusão" STR_PSIONIC_LABORATORY: "Laboratório psíquico" STR_HYPER_WAVE_DECODER: "Recetor hiperonda" STR_HANGAR: "Hangar" STR_USA: "EUA" STR_RUSSIA: "RÚSSIA" STR_UK: "REINO UNIDO" STR_FRANCE: "FRANÇA" STR_GERMANY: "ALEMANHA" STR_ITALY: "ITÁLIA" STR_SPAIN: "ESPANHA" STR_CHINA: "CHINA" STR_JAPAN: "JAPÃO" STR_INDIA: "ÍNDIA" STR_BRAZIL: "BRASIL" STR_AUSTRALIA: "AUSTRÁLIA" STR_NIGERIA: "NIGÉRIA" STR_SOUTH_AFRICA: "ÁFRICA DO SUL" STR_EGYPT: "EGITO" STR_CANADA: "CANADÁ" STR_TANK: "Tanque" STR_CIVILIAN: "Civil" STR_JAN: "jan" STR_FEB: "fev" STR_MAR: "mar" STR_APR: "abr" STR_MAY: "mai" STR_JUN: "jun" STR_JUL: "jul" STR_AUG: "ago" STR_SEP: "set" STR_OCT: "out" STR_NOV: "nov" STR_DEC: "dez" STR_INTERNATIONAL_RELATIONS: "Relações internacionais" STR_COUNTRY: "País" STR_FUNDING: "Fundos" STR_CHANGE: "Alteração" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "PAPs" STR_DAMAGE_UC_: "DANO>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "O elevador de acesso permite a transferência de pessoal e equipamento para dentro ou fora da base subterrânea. É sempre a primeira instalação a ser construída numa nova base. A zona do elevador é vulnerável à intrusão por forças hostis." STR_LIVING_QUARTERS_UFOPEDIA: "Cada bloco habitacional pode alojar o máximo de 50 pessoas. Estes blocos dispõem de instalações básicas para alimentação, descanso e recreio." STR_LABORATORY_UFOPEDIA: "Estas instalações estão equipadas com a mais recente tecnologia para investigação de materiais, bioquímica e cosmologia, dispondo de acesso privilegiado às bases de dados dos melhores centros de investigação do planeta, incluindo estabelecimentos militares. Cada laboratório possuí espaço de trabalho suficiente para 50 cientistas. " STR_WORKSHOP_UFOPEDIA: "As oficinas dispõem de todo o equipamento necessário para fabricar produtos baseados nos projetos elaborados pelos laboratórios. Cada oficina possuí espaço de trabalho suficiente para 50 engenheiros, mas os processos de fabricação de produtos podem também ocupar algum espaço adicional." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Este sistema de deteção por radar tem um alcance de 300 milhas náuticas e está ligado a uma rede de satélites para deteção ao nível do solo. Cada sistema tem a probabilidade de 10% de detetar um objeto de tamanho médio em cada 30 minutos." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Este sistema de deteção por radar tem um alcance de 450 milhas náuticas e está ligado a uma rede de satélites para deteção ao nível do solo. Cada sistema tem a probabilidade de 20% de detetar um objeto de tamanho médio em cada 30 minutos." STR_MISSILE_DEFENSES_UFOPEDIA: "Estes mísseis defensivos proporcionam alguma proteção contra incursões de naves hostis que tentem aterrar perto da base." STR_GENERAL_STORES_UFOPEDIA: "Todos os equipamentos, sistemas de armas, munições, material recuperado e plataformas de armas pesadas são guardados nos armazéns, incluindo o equipamento atribuído a veículos em hangar." STR_ALIEN_CONTAINMENT_UFOPEDIA: "É provável que alienígenas capturados com vida necessitem de ser mantidos em habitats especiais, a fim de preservar os seus sistemas vitais. Estas instalações podem manter até dez formas de vida alienígena em unidades de contenção individuais." STR_LASER_DEFENSES_UFOPEDIA: "Estes sistemas de defesa laser proporcionam proteção contra incursões de naves inimigas." STR_PLASMA_DEFENSES_UFOPEDIA: "Estes sistemas de defesa de raios plasma proporcionam uma proteção poderosa e eficiente contra incursões de naves inimigas. " STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Os mísseis de fusão proporcionam o sistema de defesa mais eficaz contra ataques alienígenas. Estes mísseis geram uma implosão de antimatéria que aniquila tudo o que se encontra no seu raio de ação." STR_GRAV_SHIELD_UFOPEDIA: "O escudo de gravidade repele naves alienígenas que tentem aterrar perto de uma base X-Com, permitindo tempo suficiente para que os sistemas de defesa voltem a abrir fogo, duplicando a sua eficácia." STR_MIND_SHIELD_UFOPEDIA: "Como os alienígenas detetam a presença de seres humanos através de ondas cerebrais, esta instalação isola todas as emissões cerebrais dos ocupantes de uma base X-Com, de maneira a reduzir drasticamente as probabilidades de deteção por naves alienígenas." STR_PSIONIC_LABORATORY_UFOPEDIA: "Estas instalações avaliam o potencial psíquico de todos os soldados da base. Cada laboratório pode treinar até dez soldados de cada vez. Os programas de treino são atribuídos no fim de cada mês. Quando usadas em conjunto com um amplificador psíquico as habilidades psíquicas podem ser utilizadas para realizar ataques mentais durante situações de combate." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Os sistemas de comunicação alienígenas usam ondas supradimensionais que viajam quase instantaneamente. Esta instalação interceta transmissões feitas por OVNIs e descodifica a informação, o que permite identificar o tipo de OVNI, a espécie da tripulação e o tipo de missão a que se destina." STR_HANGAR_UFOPEDIA: "Cada hangar pode albergar uma aeronave X-Com, dispondo de instalações próprias para manutenção, abastecimento e reparação. Uma aeronave atribuída a uma base deverá dispor de um hangar exclusivo. Mesmo que uma aeronave esteja fora em missão, o seu hangar não pode ser utilizado por outras sem que esta seja transferida em primeiro lugar." STR_PISTOL_UFOPEDIA: "A pistola padrão utilizada pelas forças X-Com é uma arma semiautomática de alto calibre, com capacidade para 12 tiros." STR_RIFLE_UFOPEDIA: "Esta espingarda altamente precisa está equipada com mira laser e usa munição de 6,7 mm, em carregadores de vinte balas." STR_HEAVY_CANNON_UFOPEDIA: "O canhão de assalto é uma arma devastadora, mas de difícil uso. Este dispositivo versátil funciona com três tipos de munição: perfurante, incendiária e explosiva." STR_AUTO_CANNON_UFOPEDIA: "O canhão automático combina a versatilidade e poder do canhão de assalto com uma maior cadência de tiro." STR_ROCKET_LAUNCHER_UFOPEDIA: "Este lança-mísseis guiado a laser é capaz de disparar três tipos diferentes de projétil." STR_LASER_PISTOL_UFOPEDIA: "A pistola laser é uma aplicação eficaz da nova tecnologia de armas laser, aliando maior precisão e poder de fogo ao formato portátil de arma curta." STR_LASER_RIFLE_UFOPEDIA: "A espingarda laser é uma versão mais precisa e destrutiva do modelo da pistola laser." STR_HEAVY_LASER_UFOPEDIA: "O laser pesado é uma arma de difícil de manejo, mas altamente eficaz." STR_GRENADE_UFOPEDIA: "Esta granada padrão possuí um temporizador sofisticado que permite um controlo preciso." STR_SMOKE_GRENADE_UFOPEDIA: "As granadas de fumo são úteis para criar cobertura para agentes expostos em situações de combate. Recomenda-se cuidado, pois o seu uso pode também beneficiar o inimigo." STR_PROXIMITY_GRENADE_UFOPEDIA: "A granada de proximidade funciona como um explosivo normal, mas é apenas detonada caso detete movimento na zona onde é lançada. Utilizar com extremo cuidado." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Este explosivo deve apenas ser utilizado em demolições. Evacuar todo o pessoal da zona de explosão antes de usar." STR_MOTION_SCANNER_UFOPEDIA: "Este aparelho sofisticado utiliza uma série de sensores e algoritmos para identificar unidades inimigas em movimento, mas necessita de prática para ser utilizado eficazmente. Clique no ícone do sensor de movimento no menu tático e selecione \"Usar sensor\". O mostrador do sensor aparecerá no ecrã, indicando com uma seta ao centro a direção para a qual o agente X-Com está voltado (o norte corresponde à aresta superior). As manchas amarelas indicam unidades que se moveram recentemente. Criaturas mais rápidas ou de maior porte produzem manchas maiores. Unidades estáticas não serão detetadas." STR_MEDI_KIT_UFOPEDIA: "O medi-kit é um aparelho portátil que combina as funções de estojo de primeiros-socorros e distribuidor de analgésicos e estimulantes. Para usar o medi-kit, o agente deve estar de frente para a vítima a ser tratada. Caso a vítima esteja inconsciente, posicione o agente sobre o corpo da mesma. Clique no ícone do medi-kit e selecione a opção \"Usar medi-kit\".{NEWLINE}CURAR> As partes do corpo assinaladas a vermelho representam ferimentos graves. Selecione a parte do corpo a tratar e clique no botão \"Curar\". Um ferimento grave será curado por cada uso, e a vítima recuperará alguns pontos de vida.{NEWLINE}ESTIMULANTE> O uso de estimulantes recupera pontos de energia e reanima tropas inconscientes. Posicione o agente sobre o corpo da vítima caso esta esteja inconsciente.{NEWLINE}ANALGÉSICOS> Os analgésicos recuperam a moral de agentes feridos até a um valor equivalente ao número de pontos de vida perdidos." STR_PSI_AMP_UFOPEDIA: "O amplificador psíquico só pode ser usado por agentes com habilidades psíquicas. Durante o combate clique no ícone do amplificador, escolha o tipo de ataque a executar e selecione o alvo com o cursor. Existem duas formas de ataque psíquico:{NEWLINE}PÂNICO> Se executado com sucesso este ataque reduz a moral da unidade-alvo para que esta entre em pânico. {NEWLINE}CONTROLO MENTAL> Este ataque é mais difícil de executar, mas, se bem-sucedido, garante controlo total e imediato sobre uma unidade inimiga." STR_STUN_ROD_UFOPEDIA: "Esta arma de eletrochoque é capaz de neutralizar um inimigo de forma não letal, mas só pode ser utilizada em combate corpo a corpo." STR_MIND_PROBE_UFOPEDIA: "A sonda mental é um aparelho de comunicação alienígena utilizado para extrair informação diretamente das ondas cerebrais. Os agentes X-Com podem utilizar este dispositivo em combate, de maneira a saberem mais sobre as características de um determinado alienígena. Após equipar, clique no ícone da sonda mental e selecione a opção \"usar\". Em seguida, selecione o inimigo-alvo com o cursor." STR_PLASMA_PISTOL_UFOPEDIA: "As pistolas de plasma são armas mortíferas que funcionam com base na aceleração de partículas dentro de um campo de antigravidade instantâneo." STR_PLASMA_RIFLE_UFOPEDIA: "Esta arma devastadora funciona com base na aceleração de partículas dentro de um campo antigravidade instantâneo." STR_HEAVY_PLASMA_UFOPEDIA: "Esta arma devastadora funciona com base num sistema de aceleração de partículas dentro de um campo de antigravidade instantâneo." STR_BLASTER_LAUNCHER_UFOPEDIA: "Esta arma é uma espécie de lança-mísseis alienígena que dispara \"bombas desintegradoras\" altamente destrutivas. Ao ativar a arma pode colocar pontos de referência no terreno de maneira guiar mais eficazmente a bomba. Após definir pontos suficientes, clique no ícone especial \"Lançar míssil\". " STR_SMALL_LAUNCHER_UFOPEDIA: "Um lança-granadas miniatura que dispara bombas de atordoamento. Esta arma é bastante útil para capturar alienígenas vivos." STR_ALIEN_GRENADE_UFOPEDIA: "Este dispositivo funciona de maneira similar a uma granada terrestre, mas possui uma maior capacidade destrutiva." STR_SMALL_SCOUT: "Explorador ligeiro" STR_MEDIUM_SCOUT: "Explorador médio" STR_LARGE_SCOUT: "Explorador pesado" STR_HARVESTER: "Recoletor" STR_ABDUCTOR: "Nave de sequestro" STR_TERROR_SHIP: "Nave de terror" STR_BATTLESHIP: "Nave de batalha" STR_SUPPLY_SHIP: "Nave de abastecimento" STR_RATING: "AVALIAÇÃO> {0}" STR_RATING_TERRIBLE: "PÉSSIMO!" STR_RATING_POOR: "FRACO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BOM!" STR_RATING_EXCELLENT: "EXCELENTE!" STR_SCORE: "PONTUAÇÃO" STR_XCOM_PROJECT_MONTHLY_REPORT: "RELATÓRIO MENSAL X-COM" STR_MONTH: "Mês> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "O concelho de nações financiadoras está satisfeito com o seu progresso atual." STR_COUNCIL_IS_VERY_PLEASED: "O conselho de nações financiadoras está muito satisfeito com os seus excelentes progressos. Continue o bom trabalho." STR_COUNCIL_IS_DISSATISFIED: "O conselho de nações financiadoras está insatisfeito com os seus resultados. Melhore o seu desempenho em lidar com a ameaça alienígena ou arrisca-se a que o projeto X-Com seja cancelado." STR_YOU_HAVE_NOT_SUCCEEDED: "Como não conseguiu lidar adequadamente com a invasão alienígena o concelho de nações financiadoras decidiu, a muito custo, terminar o projeto X-Com. Cada nação irá lidar com o problema à sua maneira. Só nos resta esperar que cheguemos a um acordo com estas forças aparentemente hostis e que a população consiga aceitar os visitantes alienígenas." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} está especialmente contente pela maneira como lidou com a ameaça local e concordou em aumentar a sua contribuição financeira." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} estão particularmente contentes com os seus progressos em lidar com incursões alienígenas locais e concordaram em aumentar a sua contribuição financeira." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} e {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} está descontente com maneira como lidou com a atividade alienígena no seu território e decidiu diminuir a sua contribuição financeira." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} estão descontentes com a sua incapacidade em lidar com a atividade alienígena nos respetivos territórios e decidiram reduzir a sua contribuição financeira." STR_KNOTS: "{0} nós" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} assinou um pacto secreto com forças alienígenas desconhecidas e decidiu retirar-se do projeto." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} assinaram um pacto secreto com forças alienígenas desconhecidas e decidiram retirar-se do projeto." STR_MONTHLY_RATING: "Avaliação mensal> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Alteração de fundos> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "O conselho de nações financiadoras não está satisfeito com a sua posição financeira. Reduza a sua dívida abaixo de 1 milhão ou o projeto X-Com será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "DESCODIFICAÇÃO DE TRANSMISSÃO HIPERONDA" STR_CRAFT_TYPE: "TIPO DE NAVE" STR_RACE: "ESPÉCIE" STR_MISSION: "MISSÃO" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Novo projeto" STR_ALLOCATE_MANUFACTURE: "Nova produção" STR_NEW_YORK: "Nova Iorque" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Cidade do México" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasília" STR_BOGOTA: "Bogotá" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londres" STR_PARIS: "Paris" STR_BERLIN: "Berlim" STR_MOSCOW: "Moscovo" STR_ROME: "Roma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapeste" STR_LAGOS: "Lagos" STR_CAIRO: "Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretória" STR_NAIROBI: "Nairóbi" STR_CAPE_TOWN: "Cidade do Cabo" STR_KINSHASA: "Quinxassa" STR_ANKARA: "Ancara" STR_DELHI: "Deli" STR_KARACHI: "Carachi" STR_BAGHDAD: "Bagdade" STR_TEHRAN: "Teerão" STR_BOMBAY: "Bombaim" STR_CALCUTTA: "Calcutá" STR_TOKYO: "Tóquio" STR_BEIJING: "Pequim" STR_BANGKOK: "Banguecoque" STR_MANILA: "Manila" STR_SEOUL: "Seul" STR_SINGAPORE: "Singapura" STR_JAKARTA: "Jacarta" STR_SHANGHAI: "Xangai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Camberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Treino psíquico" STR_PSIONIC_TRAINING: "TREINO PSÍQUICO" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidade restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Poder{NEWLINE}psíquico" STR_PSIONIC_SKILL_IMPROVEMENT: "Hab. psíquica{NEWLINE}/Melhoramento" STR_PSI_AMP: "Amplificador psíquico" STR_IN_TRAINING: "Em{NEWLINE}treino?" STR_TARGETTED_BY: "ALVO DE:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULAÇÃO/PAPs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tem pouco combustível.{NEWLINE}A regressar à base" STR_SOLDIER_LIST: "Lista de soldados" STR_RANK_: "POSTO> {ALT}{0}" STR_MISSIONS: "MISSÕES> {ALT}{0}" STR_KILLS: "MORTOS> {ALT}{0}" STR_WOUND_RECOVERY: "EM RECUPERAÇÃO> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TEMPO" STR_STAMINA: "RESISTÊNCIA" STR_HEALTH: "PONTOS DE VIDA" STR_BRAVERY: "CORAGEM" STR_REACTIONS: "REAÇÕES" STR_FIRING_ACCURACY: "PRECISÃO DE FOGO" STR_THROWING_ACCURACY: "PRECISÃO DE ARREMESSO" STR_STRENGTH: "FORÇA" STR_PSIONIC_STRENGTH: "PODER PSÍQUICO" STR_PSIONIC_SKILL: "HABILIDADE PSÍQUICA" STR_NEW_RANK: "Promoção" STR_PROMOTIONS: "Promoções" STR_SOLDIERS_UC: "SOLDADOS" STR_TANK_CANNON_UFOPEDIA: "As plataformas de armas pesadas de controlo à distância são projetadas de maneira a complementar a eficácia do esquadrão de assalto X-Com em situações de combate. A sua blindagem e poder de fogo são bastante úteis no combate em campo aberto. Certifique-se que dispõe de munições suficientes para rearmamento após o combate. Todas as PAP são recarregadas automaticamente quando atribuídas a um esquadrão." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Esta plataforma de armas pesadas controlada à distância está armada com mísseis altamente destrutivos, eficazes contra qualquer tipo de alienígena. Certifique-se de que dispõe de mísseis PAP suficientes nos armazéns para rearmar a plataforma após o combate." STR_TANK_LASER_CANNON_UFOPEDIA: "A tecnologia laser é uma adição excelente ao arsenal das PAP, permitindo um poder de fogo superior sem quaisquer restrições de munição. " STR_HOVERTANK_PLASMA_UFOPEDIA: "A tecnologia alienígena deu origem a uma nova geração de PAPs, aliando propulsão antigravítica e o poder de fogo da tecnologia plasma numa combinação mortífera." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Este tanque voador está equipado com um lançador de bolas de fusão de enorme poder destrutivo. Usar com extrema cautela. Para armar esta PAP será necessário fabricar bolas de fusão, um tipo de projétil inteligente. Para disparar esta arma pode colocar vários pontos de referência no terreno com o cursor. De seguida clique no ícone \"Lançar Míssil\"." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Este pequeno dispositivo é utilizado como fonte de energia para as armas de plasma pesado. Contém uma pequena quantidade de Elério no seu interior. " STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Este pequeno objeto é utilizado como fonte de energia para a espingarda de plasma - uma arma alienígena de potência média. Contém uma pequena quantidade de Elério no seu interior. " STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Dispositivo de alimentação para a pistola de plasma alienígena. Contém Elério, a fonte de energia alienígena." STR_STUN_BOMB_UFOPEDIA: "A bomba atordoadora serve, originalmente, para capturar humanos vivos, mas também pode ser utilizada contra a maioria das espécies alienígenas. É disparada através de um minilançador." STR_ALIEN_RESEARCH_UFOPEDIA: "As missões alienígenas de investigação destinam-se a recolher informação básica sobre a Terra e os seus habitantes. Para tal, os alienígenas utilizam sobretudo veículos pequenos que aterram ocasionalmente em áreas desertas. Este tipo de atividade alienígena é considerada a menos perigosa para o projeto X-Com, devido a atrair pouca atenção dos governos e do público geral. " STR_ALIEN_HARVEST_UFOPEDIA: "Os alienígenas utilizam a fauna terrestre para vários fins. Os animais são capturados em segredo e devolvidos com vários órgãos removidos. Estes casos de mutilação de gado são predominantemente relatados em ocasiões de avistamento de OVNIs. Este tipo de atividade alienígena aumenta a ansiedade geral das populações e o ocorre principalmente em zonas rurais. A teoria da \"recoleção alienígena\" sugere que foram estas espécies extraterrestres que originalmente \"cultivaram\" o nosso planeta com a sua flora e fauna e que regressam agora para colher aquilo que semearam." STR_ALIEN_ABDUCTION_UFOPEDIA: "Esta é a forma mais perversa de atividade alienígena. Existe uma grande variedade de relatos sobre sequestros executados por alienígenas, apesar de estes tentarem apagar o episódio da memória das suas vítimas. As vítimas de sequestro dizem ser sujeitas a testes físicos humilhantes, incluindo a implantação de fetos alienígenas em mulheres e outras experiências genéticas bizarras. O interesse dos alienígenas pela manipulação e mutação do seu próprio material genético parece ser o propósito por detrás destes atos. Estas atividades provocam pânico geral nas populações e ocorrem em zonas povoadas ou cidades." STR_ALIEN_INFILTRATION_UFOPEDIA: "Os governos terrestres podem ser alvo de infiltração por parte de agentes alienígenas disfarçados de humanos. Isto pode resultar em contacto oficial entre alienígenas e entidades governamentais ao mais alto nível. Os picos deste género de atividade são caracterizados por atividade OVNI intensa nas proximidades de cidades importantes. Os alienígenas tentarão assinar um pacto com uma nação terrestre, oferecendo o seu conhecimento e tecnologia superiores. Em troca, o governo assinante permitirá aos alienígenas levarem a cabo as suas atividades sem impedimentos. Este género de missão representa a maior ameaça para o projeto X-Com, pois se um governo concordar em assinar um pacto irá cancelar o nosso financiamento. " STR_ALIEN_BASE_UFOPEDIA: "Descobrimos que os alienígenas constroem bases subterrâneas secretas em localizações remotas do nosso planeta. Após alguns voos de reconhecimento iniciais, a atividade OVNI intensifica-se enquanto a base está a ser construída. Sabemos que estas instalações contém laboratórios experimentais para realizar experiências em seres humanos sequestrados e que dispoem de equipamento para desenvolver outros tipos de atividade. A presença de uma base irá causar um aumento de atividade alienígena na zona sem que se registe a presença de OVNIs. Para localizar uma base é necessário patrulhar a área-alvo com uma aeronave X-Com durante algumas horas. " STR_ALIEN_TERROR_UFOPEDIA: "Ao aterrorizar uma cidade, os alienígenas utilizam forças especiais com enorme poder destrutivo. Com vidas civis em risco, os governos são forçados a evacuar áreas inteiras. O objetivo desta atividade é provocar medo suficiente nas populações para forçar os governos a abandonarem o projeto X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Se as missões de interceção X-Com forem especialmente bem-sucedidas em abater naves alienígenas, é possível que as forças extraterrestres tomem medidas de retaliação, o que pode culminar num assalto direto às bases X-Com. No entanto, como é necessário aos alienígenas encontrar uma base para lançar uma incursão, é pouco provável que tal suceda, desde que as naves alienígenas sejam mantidas à distância. " STR_ALIEN_SUPPLY_UFOPEDIA: "Após a sua construção, as bases alienígenas necessitam de abastecimento frequente executado por veículos próprios. Se uma destas naves for detetada no solo é porque uma base alienígena se encontra nas proximidades." STR_SMALL_SCOUT_UFOPEDIA: "Esta nave minúscula é utilizada para fins de reconhecimento e pesquisa. Precede a chegada de naves maiores durante o início de uma incursão alienígena." STR_MEDIUM_SCOUT_UFOPEDIA: "Uma nave de reconhecimento ligeira que não é grande ameaça para as forças terrestres. Precede a vinda de naves maiores no início de incursões alienígenas." STR_LARGE_SCOUT_UFOPEDIA: "Esta é a maior nave de reconhecimento alienígena, adaptada para desempenhar todo o tipo de missões." STR_HARVESTER_UFOPEDIA: "Os recoletores estão equipados com um feixe de tração para recolher gado e outros animais. Bisturis laser extraem rapidamente o material orgânico desejado que é guardado em contentores próprios. Após a extração, o cadáver é despejado para o solo. " STR_ABDUCTOR_UFOPEDIA: "Esta nave está equipada com uma sala de exames para executar experiências horríveis em cobaias humanas. A vítima é normalmente paralisada através de poderes telepáticos, mas é mantida consciente enquanto está na mesa de operações." STR_TERROR_SHIP_UFOPEDIA: "A nave de terror é um veículo equipado com uma unidade de contenção para armas e entidades terroristas. A sua principal função é o transporte forças terroristas com o propósito de lançar incursões a povoações terrestres." STR_BATTLESHIP_UFOPEDIA: "A nave de batalha é a maior e mais poderosa das naves alienígenas. Equipada com armas devastadoras e uma tripulação numerosa, é utilizada apenas nas missões mais importantes." STR_SUPPLY_SHIP_UFOPEDIA: "A nave de abastecimento é utilizada durante a construção de bases alienígenas ou para o abastecimento das mesmas. Transporta contentores de alimentos e câmaras de reprodução. " STR_DISMANTLE: "Demolir" STR_FACILITY_IN_USE: "INSTALAÇÃO EM USO" STR_CANNOT_DISMANTLE_FACILITY: "NÃO É POSSÍVEL DEMOLIR ESTA INSTALAÇÃO!{SMALLLINE}Todas as instalações têm de estar ligadas ao elevador de acesso." STR_TRANSFER_ITEMS_TO: "Transferir itens para {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NÃO HÁ ESPAÇO DE CONTENÇÃO ALIENÍGENA PARA EFETUAR A TRANSFERÊNCIA!{SMALLLINE}Os alienígenas vivos necessitam de uma área de contenção alienígena para sobreviverem." STR_AMOUNT_AT_DESTINATION: "QUANTIDADE{NEWLINE}NA BASE DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Os alienígenas capturados morreram devido à falta de uma instalação de contenção alienígena" STR_NO_FREE_ACCOMODATION_CREW: "NÃO HÁ HABITAÇÕES LIVRES!{SMALLLINE}A base de destino não tem espaço de habitação suficiente para a tripulação desta aeronave." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NÃO HÁ ESPAÇO EM ARMAZÉM SUFICIENTE!{SMALLLINE}A base de destino não dispõe de espaço suficiente para armazenar o equipamento atribuído a esta aeronave." STR_ITEMS_ARRIVING: "Chegada de transporte" STR_DESTINATION_UC: "DESTINO" STR_PISTOL: "Pistola" STR_PISTOL_CLIP: "Carregador de pistola" STR_RIFLE: "Espingarda de assalto" STR_RIFLE_CLIP: "Carregador de espingarda" STR_HEAVY_CANNON: "Canhão de assalto" STR_HC_AP_AMMO: "Munição CC-P" STR_HC_HE_AMMO: "Munição CC-E" STR_HC_I_AMMO: "Munição CC-I" STR_AUTO_CANNON: "Canhão automático" STR_AC_AP_AMMO: "Munição CA-P" STR_AC_HE_AMMO: "Munição CA-E" STR_AC_I_AMMO: "Munição CA-I" STR_ROCKET_LAUNCHER: "Lança-mísseis" STR_SMALL_ROCKET: "Míssil pequeno" STR_LARGE_ROCKET: "Míssil grande" STR_INCENDIARY_ROCKET: "Míssil incendiário" STR_GRENADE: "Granada" STR_SMOKE_GRENADE: "Granada de fumo" STR_PROXIMITY_GRENADE: "Granada de proximidade" STR_HIGH_EXPLOSIVE: "Explosivo de demolição" STR_STUN_ROD: "Bastão elétrico" STR_HEAVY_PLASMA: "Plasma pesado" STR_HEAVY_PLASMA_CLIP: "Carregador de plasma pesado" STR_PLASMA_RIFLE: "Espingarda de plasma" STR_PLASMA_RIFLE_CLIP: "Carregador de espingarda plasma" STR_PLASMA_PISTOL: "Pistola de plasma" STR_PLASMA_PISTOL_CLIP: "Carregador de pistola de plasma" STR_BLASTER_LAUNCHER: "Desintegrador" STR_BLASTER_BOMB: "Bomba desintegradora" STR_SMALL_LAUNCHER: "Minilançador" STR_STUN_BOMB: "Bomba atordoadora" STR_ALIEN_GRENADE: "Granada alienígena" STR_ELERIUM_115: "Elério-115" STR_MIND_PROBE: "Sonda mental" STR_SECTOID_CORPSE: "Cadáver de Sectóide" STR_SNAKEMAN_CORPSE: "Cadáver de Homem-cobra" STR_ETHEREAL_CORPSE: "Cadáver de Etéreo" STR_MUTON_CORPSE: "Cadáver de Muton" STR_FLOATER_CORPSE: "Cadáver de Flutuador" STR_CELATID_CORPSE: "Cadáver de Celátido" STR_SILACOID_CORPSE: "Cadáver de Silacóide" STR_CHRYSSALID_CORPSE: "Cadáver de Crisalídeo" STR_REAPER_CORPSE: "Cadáver de Devorador" STR_SECTOPOD_CORPSE: "Destroços de Sectópode" STR_CYBERDISC_CORPSE: "Destroços de Ciberdisco" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Sem munições suficientes para equipar a PAP{SMALLLINE}Cada PAP necessita de {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Não há equipamento suficiente para reequipar o esquadrão" STR_MARS_CYDONIA_LANDING: "Marte: aterragem em Cidónia" STR_MARS_CYDONIA_LANDING_BRIEFING: "A nossa nave aterrou na região de Cidónia, localizada na superfície marciana. A informação disponível indica que uma das pirâmides contém um elevador de cor verde que dá acesso a um complexo subterrâneo. Assim que reunir todas as suas tropas na zona do elevador, clique no ícone \"Abortar missão\" para proceder à fase seguinte." STR_MARS_THE_FINAL_ASSAULT: "Marte: o assalto final" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "O elevador da pirâmide transporta as nossas tropas até ao fundo da superfície do planeta, chegando ao coração de uma rede de túneis e câmaras. O cérebro-mãe alienígena está escondido algures neste labirinto. Temos de o destruir para salvar a Terra do jugo alienígena.{NEWLINE}{NEWLINE}Boa sorte! " STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Para produzir:{NEWLINE}{1}{NEWLINE}é necessário investigar:{NEWLINE}{0}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Os alienígenas destruíram a base indefesa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Detetámos uma base alienígena na seguinte localização: {0}" STR_STANDOFF: "MODO DE PERSEGUIÇÃO" STR_CAUTIOUS_ATTACK: "ATAQUE DE LONGO ALCANCE" STR_STANDARD_ATTACK: "ATAQUE NORMAL" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESSIVO" STR_DISENGAGING: "A RETIRAR" STR_UFO_HIT: "ALVO ATINGIDO!" STR_UFO_CRASH_LANDS: "O OVNI DESPENHOU-SE!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizar apenas em perseguição" STR_UFO_RETURN_FIRE: "O OVNI ABRIU FOGO!" STR_INTERCEPTOR_DAMAGED: ">>> CAÇA DANIFICADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> CAÇA DESTRUÍDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "O OVNI ESCAPOU!" STR_ALIENS_TERRORISE: "FORÇAS ALIENÍGENAS ATERRORIZAM" STR_LONG_RANGE_DETECTION: "Deteção de longo alcance" STR_STORES_UC: "ARMAZÉNS" STR_DIFFICULTY_LEVEL: "Nível de dificuldade" STR_INTERCEPT: "INTERCETAR" STR_BASES: "BASES" STR_GRAPHS: "ESTATÍSTICAS" STR_UFOPAEDIA_UC: "OVNIPÉDIA" STR_OPTIONS_UC: "OPÇÕES" STR_FUNDING_UC: "ORÇAMENTO" STR_5_SECONDS: "5 segs" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 mins" STR_30_MINUTES: "30 mins" STR_1_HOUR: "1 hora" STR_1_DAY: "1 dia" STR_XCOM_PERFORMANCE_ROSTER: "Registo de avaliação X-Com" STR_ENTER_NAME: "Introduza o seu nome" STR_PERFORMANCE_RATING: "Classificação final" STR_VICTORY_DATE: "Data de vitória" STR_ELECTRO_FLARE: "Sinalizador elétrico" STR_ELECTRO_FLARE_UFOPEDIA: "Este pequeno aparelho produz uma luz brilhante que ilumina a área para onde é lançado, revelando unidades inimigas durante missões noturnas." STR_MONTHLY_COSTS: "Despesas mensais" STR_CRAFT_RENTAL: "Aluguer de aeronaves" STR_SALARIES: "Salários" STR_BASE_MAINTENANCE: "Manutenção da base" STR_COST_PER_UNIT: "Valor individual" STR_QUANTITY: "Quantidade" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "Em treino psíquico" STR_BLASTER_BOMB_UFOPEDIA: "Este projétil altamente destrutivo é guiado por um sistema de orientação inteligente e disparado através de um desintegrador." STR_FRONT_ARMOR: "Armadura frontal" STR_LEFT_ARMOR: "Armadura esquerda" STR_RIGHT_ARMOR: "Armadura direita" STR_REAR_ARMOR: "Armadura traseira" STR_UNDER_ARMOR: "Armadura inferior" STR_ROUNDS: "Tiros" STR_UNIT: "UNIDADE> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORAL" STR_ARMOR_: "ARMADURA> {0}" STR_FRONT_ARMOR_UC: "ARMADURA FRONTAL" STR_LEFT_ARMOR_UC: "ARMADURA ESQUERDA" STR_RIGHT_ARMOR_UC: "ARMADURA DIREITA" STR_REAR_ARMOR_UC: "ARMADURA TRASEIRA" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NÍVEL> {0}" STR_HEAD: "CABEÇA" STR_TORSO: "TRONCO" STR_RIGHT_ARM: "BRAÇO DIR." STR_LEFT_ARM: "BRAÇO ESQ." STR_RIGHT_LEG: "PERNA DIR." STR_LEFT_LEG: "PERNA ESQ." STR_PAIN_KILLER: "ANALGÉSICO" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURAR" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reaç>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "H.Psi>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Psi>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefacto Alienígena" STR_AMMO_ROUNDS_LEFT: "MUNIÇÃO:{NEWLINE}TIROS{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Analgésico>{ALT}{0}{ALT}{NEWLINE}Estimulante>{ALT}{1}{ALT}{NEWLINE}Curar>{ALT}{2}" STR_THROW: "Atirar" STR_AUTO_SHOT: "Rajada" STR_SNAP_SHOT: "Tiro simples" STR_AIMED_SHOT: "Tiro preciso" STR_STUN: "Atordoar" STR_PRIME_GRENADE: "Programar explosivo" STR_USE_SCANNER: "Usar sensor" STR_USE_MEDI_KIT: "Usar medi-kit" STR_LAUNCH_MISSILE: "Lançar míssil" STR_ACCURACY_SHORT: "Pr>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Sem unidades de tempo suficientes!" STR_NOT_ENOUGH_ENERGY: "Sem energia suficiente!" STR_NO_ROUNDS_LEFT: "Sem munição!" STR_NO_AMMUNITION_LOADED: "Sem munição!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munição errada para esta arma!" STR_WEAPON_IS_ALREADY_LOADED: "A arma já está carregada!" STR_NO_LINE_OF_FIRE: "Nenhuma linha de fogo!" STR_GRENADE_IS_ACTIVATED: "Explosivo ativado!" STR_GRENADE_IS_DEACTIVATED: "Explosivo desativado!" STR_THERE_IS_NO_ONE_THERE: "Não há ninguém aqui!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossível utilizar um artefacto alienígena sem ser investigado!" STR_OUT_OF_RANGE: "Fora de alcance!" STR_UNABLE_TO_THROW_HERE: "Não é possível atirar para aqui!" STR_SET_TIMER: "Temporizador" STR_HIDDEN_MOVEMENT: "MOVIMENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LADO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pressione um botão para continuar" STR_MIND_CONTROL: "Controlo mental" STR_PANIC_UNIT: "Pânico" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque psíquico bem-sucedido" STR_MIND_CONTROL_SUCCESSFUL: "Controlo Mental bem-sucedido" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}enlouqueceu" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}enlouqueceu" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}entrou em pânico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}entrou em pânico" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MÃO DIR." STR_LEFT_HAND: "MÃO ESQ." STR_RIGHT_SHOULDER: "OMBRO DIR." STR_LEFT_SHOULDER: "OMBRO ESQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTO" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}está sob controlo alienígena" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}está sob controlo alienígena" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}está inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}está inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}morreu vítima de ferimentos graves" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}morreu vítima de ferimentos graves" STR_USE_MIND_PROBE: "Usar sonda mental" STR_FATAL_WOUNDS: "FERIMENTOS GRAVES" STR_UNDER_ARMOR_UC: "ARMADURA INFERIOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "UTs reservadas para Tiro rápido" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "UTs reservadas para Rajada" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "UTs reservadas para Tiro preciso" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "UTs reservadas para Ajoelhar" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs reservadas para Ajoelhar e disparar" STR_UNITS_IN_CRAFT: one: "{N} Unidade na nave X-Com" many: "{N} unidades na nave X-Com" other: "{N} unidades na nave X-Com" STR_UNITS_OUTSIDE: one: "Resta {N} unidade no exterior" many: "Restam {N} unidades no exterior" other: "Restam {N} unidades no exterior" STR_UNITS_IN_ENTRANCE: one: "{N} Unidade na entrada" many: "{N} unidades na entrada" other: "{N} unidades na entrada" STR_UNITS_IN_EXIT: one: "{N} Unidade na saída-alvo" many: "{N} unidades na saída-alvo" other: "{N} unidades na saída-alvo" STR_ABORT_MISSION_QUESTION: "Abortar missão?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Remover todos" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}morreu em combate" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}morreu em combate" STR_HIT_MELEE: "Atacar" STR_GROUND: "SOLO" STR_LIVING_QUARTERS_PLURAL: "Habitações" STR_LIST_ITEM: "ITEM" STR_PERSONAL_ARMOR_UFOPEDIA: "Fabricada através das novas ligas alienígenas, esta armadura aumenta as hipóteses de sobrevivência das nossas tropas contra as forças extraterrestres." STR_POWER_SUIT_UFOPEDIA: "A melhor proteção atualmente disponível para tropas em campo, esta poderosa armadura é movida por uma fonte de energia à base de Elério e aumenta de forma extraordinária a força e destreza do utilizador." STR_FLYING_SUIT_UFOPEDIA: "Esta versão melhorada da armadura mecânica está equipada com um sistema de navegação antigravidade alienígena, que permite a liberdade total de movimento em situações de combate." STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos os alienígenas morreram na queda.{NEWLINE}Recuperação de OVNI iniciada." STR_RESET: "Repor" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "SOLDADOS RECRUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDADOS PERDIDOS>{ALT}{0}" MAP_CULTA: "Zona agrícola" MAP_FOREST: "Floresta" MAP_JUNGLE: "Selva" MAP_MOUNT: "Montanha" MAP_DESERT: "Deserto" MAP_POLAR: "Polar" MAP_URBAN: "Cidade" MAP_UBASE: "Base Alienígena" MAP_XBASE: "Base X-Com" MAP_MARS: "Marte" STR_MIXED: "Várias" STR_REMOVE_SELECTED: "Remover seleção" STR_LIVE_ALIENS: "Espécimes{NEWLINE}vivos" STR_DEAD_ALIENS: "Espécimes{NEWLINE}reijeitados" STR_UNDER_INTERROGATION: "Em{NEWLINE}estudo" STR_CONTAINMENT_EXCEEDED: "CONTENÇÃO ALIENÍGENA CHEIA!{SMALLLINE}Não há espaço de contenção suficiente em {0}. Remova os alienígenas em excesso. Todos os alienígenas excluidos morrerão imediatamente." STR_MANAGE_CONTAINMENT: "Gerir contenção Alienígena" STR_STORAGE_EXCEEDED: "LIMITES DE ARMAZENAMENTO EXCEDIDOS!{SMALLLINE}Não há espaço em armazém suficiente em {0}. É necessário vender itens em excesso." STR_GO_TO_BASE: "Ver base" STR_MELEE_ACCURACY: "PRECISÃO CORPO A CORPO" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambas as mãos devem estar vazias!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Não há itens necessários para copiar o modelo!" STR_UNLOAD_WEAPON: "Descarregar arma" STR_ALL_ITEMS: "Todos" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} item." many: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} itens." other: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} itens." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE COMANDO DESTRUÍDO{NEWLINE}Regresse à entrada e aborte a missão." STR_XCOM_BASE_CANNOT_BE_BUILT: "As bases X-Com não podem ser construídas debaixo de água." STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Pessoal" STR_CRAFT_ARMAMENT: "Veículos e armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Soldados recrutados" STR_SOLDIERS_LOST: "Soldados perdidos" STR_TOTAL_UFOS: "OVNIs detetados" STR_TOTAL_ALIEN_BASES: "Bases alienígenas descobertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "PP" STR_PSIONIC_SKILL_ABBREVIATION: "HP" FEMALE_CIVILIAN: "Civil, Mulher" MALE_CIVILIAN: "Civil, Homem" CYBERDISC_WEAPON: "Arma de Ciberdisco" REAPER_WEAPON: "Arma de Devorador" CHRYSSALID_WEAPON: "Arma de Crisalídeo" CELATID_WEAPON: "Arma de Celátido" SILACOID_WEAPON: "Arma de Silacóide" SECTOPOD_WEAPON: "Arma de Sectópode" ZOMBIE_WEAPON: "Arma de Zombie" ALIEN_PSI_WEAPON: "Arma Psíquica Alienígena" ================================================ FILE: bin/standard/xcom1/Language/ro.yml ================================================ ro: STR_AVENGER_UFOPEDIA: "TRANSPORTOR ȘI NAVĂ DE LUPTĂ. CEA MAI BUNĂ IMPLEMENTARE A TEHNOLOGIILOR EXTRATERESTRE." STR_INTERCEPTOR_UFOPEDIA: "NAVĂ DE LUPTĂ AVÂND DOUĂ MOTOARE CU DETONARE PULSATORIE ȘI SISTEME ELECTRONICE SPECIAL ECRANATE. CEA MAI BUNĂ TEHNOLOGIE PAMANTEANĂ DISPONIBILĂ." STR_LIGHTNING_UFOPEDIA: "TRANSPORTOR ȘI NAVĂ DE LUPTĂ. O IMPLEMENTARE NEFINISATĂ DAR EFICIENTĂ A SISTEMELOR DE PROPULSIE EXTRATERESTRE." STR_SKYRANGER_UFOPEDIA: "TRANSPORTOR DE TRUPE. CEL MAI RAPID DE ACEST TIP, PUTÂND ATERIZA ȘI DECOLA PE VERTICALĂ (V.T.O.L.)." STR_FIRESTORM_UFOPEDIA: "NAVĂ DE LUPTĂ. ACEASTĂ NAVĂ MONO-PILOT COPIAZĂ MODELUL FARFURIEI ZBURĂTOARE EXTRATERESTRE CU UNITATE PROPULSOARE CENTRALĂ." STR_STINGRAY_UFOPEDIA: "RACHETĂ AER-AER AVANSATĂ AVÂND SISTEME ELECTRONICE SPECIAL ECRANATE." STR_AVALANCHE_UFOPEDIA: "RACHETĂ AER-AER CU FOCOS NUCLEAR, DAR AVÂND O GREUTATE FOARTE MARE." STR_CANNON_UFOPEDIA: "TUN DE ARTILERIE DE MARE PUTERE CARE PROPULSEAZĂ GLOANȚE CE STRĂPUNG BLINDAJUL, PUTÂND PERFORA PÂNĂ LA 40 CM DE OȚEL." STR_FUSION_BALL_UFOPEDIA: "ACEST LANSATOR PROIECTEAZĂ O RACHETĂ SFERICĂ PROPULSATĂ DE O REACȚIE ANTIMATERIE. PROIECTILUL DISTRUGE ȚINTA PRINTR-O IMPLOZIE GRAVITAȚIONALĂ." STR_LASER_CANNON_UFOPEDIA: "ACEST FASCICUL LASER CONVENȚIONAL PRIMEȘTE ENERGIE DE LA O CAMERĂ DE REACȚIE ANTIMATERIE." STR_PLASMA_BEAM_UFOPEDIA: "UNDĂ GRAVITICĂ DIRECȚIONEAZĂ UN CÂMP SUBȚIRE DE IMPLOZIE GRAVITAȚIONALĂ." STR_SECTOID_UFOPEDIA: "Sistemul lor ierarhic variază de la soldați la conducători cu puternice abilități psionice. Aceste îndemânări pot fi folosite pentru a demoraliza sau chiar pentru a dobândi controlul asupra minților soldaților. Tind să se dedice răpirii oamenilor și mutilării bovinelor. Răpirile servesc la extragerea materialului genetic pentru încrucișări și clonări ce slujesc infiltrării în societatea umană. Bovinele furnizează nutrienți și material genetic. Această rasă pare sa dorească dezvoltarea de hibrizi genetici pentru a crește eficiența societății lor, de tip stup." STR_SECTOID_AUTOPSY: "Autopsie Sectoid" STR_SECTOID_AUTOPSY_UFOPEDIA: "Autopsia relevă organe digestive vestigiale și o structură simplă. Creierul și ochii sunt foarte bine dezvoltați. Structura sugerează alterări sau mutații genetice. Gura și nasul mici par să aibă funcționalități minore. Membrana palmară dintre degete și laba plată a piciorului sugerează origini acvatice. Nu există organe reproductive, indiciile despre cum se reproduce această specie lipsind. După toate probabilitățile este o specie proiectată genetic." STR_SNAKEMAN_UFOPEDIA: "Această rasă s-a dezvoltat într-un mediu extrem de ostil. Sunt foarte puternici și pot rezista la variații mari ale temperaturii. Mobilitatea lor se datorează unui 'membru' urias semănând trunchiului de șarpe care protejează toate organele vitale. Obiectivele lor par a fi pur prădătoare și par să se afle sub comanda unei alte 'Inteligențe' ce le dirijează incursiunile armate de pe planetă." STR_SNAKEMAN_AUTOPSY: "Autopsie Snakeman" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Pielea este foarte dură și rezistentă la caldură. Aparatul cardiovascular face parte din sistemul muscular, care folosește principiul hidraulic pentru a produce mișcarea. Singurul mușchi adevărat este 'inima'. Sistemul reproductiv pare a fi extrem de eficient. Reproducerea este asexuată, fiecare creatură cărând la un moment dat până la 50 de ouă în corpul său. Lăsată pe cont propriu, această specie poate fi o amenințare puternică la adresa vieții de pe Pământ." STR_ETHEREAL_UFOPEDIA: "Această creatură posedă stranii puteri mentale care permit comunicarea telepatică și abilitățile telechinezice. Capabilitățile fizice ale creaturei, aparent slabe, sunt susținute de puterile ei mentale. Nu înțelegem cum funcționează telechinezia, de vreme ce pare să sfideze legile fizicii așa cum le cunoaștem noi. Sunt extrem de periculoși în orice luptă, în această situație bazându-se pe abilitățile lor mentale. Apar foarte rar pe Pământ, de vreme ce se folosesc de alte rase pentru a-și realiza obiectivele." STR_ETHEREAL_AUTOPSY: "Autopsie Ethereal" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Această ființă este subdezvoltată fizic și pare incapabilă de a susține orice funcții vitale. Mușchii sunt foarte atrofiați iar organele interne par a fi subdezvoltate. Organele senzoriale, inclusiv ochii, par să nu funcționeze deloc. Totuși creierul este bine dezvoltat și primește o mare parte din rezervele de sânge ale corpului. Rămâne un mister faptul că această creatură se poate întreține fără sprijin extern." STR_MUTON_UFOPEDIA: "Această creatură umanoidă este puternică din punct de vedere fizic și inteligentă. Au un apetit aparte pentru consumul de carne crudă de orice tip, de care au nevoie pentru subzistență asemenea carnivorelor pământene. Par să depindă de comenzi telepatice venite de la o rasa numită 'Ethereal'. Odată tăiată această legătură telepatică sistemul lor mental pare să se rupă iar aceștia mor. Pentru a-și îmbunătăți abilitățile sunt folosite implanturi cibernetice. Este clar că aceștia sunt infanteriștii unei 'Inteligențe' mai puternice." STR_MUTON_AUTOPSY: "Autopsie Muton" STR_MUTON_AUTOPSY_UFOPEDIA: "'Pielea' acestei creaturi pare a fi o armură protectoare creată organic, grefată pe corp. Se găsesc numeroase implanturi cibernetice care sunt folosite pentru a dezvolta sistemul cardiovascular și simțurile. Organele reproductive par să fi fost îndepărtate cirurgical. În mod evident, aceste creaturi ghinioniste sunt limitate la o viață plină de războaie și cuceriri. Muniția capabilă de a străpunge armura nu este foarte eficientă împotriva pielii întărite." STR_CELATID_UFOPEDIA: "Această misterioasă formă de viață are abilitatea de a pluti prin aer. Pare să detecteze undele cerebrale ale oamenilor, după care se deplasează către țintă chiar dacă aceasta este bine ascunsă. Odată ce ținta este detectată, aterizează și lansează mici globule de acid extrem de coroziv. Creatura are abilitatea de a se clona într-un ritm alarmant. Însoțește rasa 'Muton'." STR_CELATID_AUTOPSY: "Autopsie Celatid" STR_CELATID_AUTOPSY_UFOPEDIA: "Miezul conține un mic dispozitiv biomecanic care pare a fi un sistem natural evoluat de propulsie antigravitațională. Cel mai mare organ este punga de venin și nu pare a exista o structură cerebrală separată. Nu este vizibil niciun sistem digestiv sau reproductiv. Un mic organ conține embrioni care se pot dezvolta rapid într-o nouă ființă." STR_SILACOID_UFOPEDIA: "Această formă de viață bazată pe siliciu generează cantități enorme de caldură. Poate sparge pietre care apoi sunt ingerate de miezul incandescent. Posedă o inteligență primitivă și poate fi controlată de implanturi sau de către telepați. Acționează alături de rasa 'Muton'." STR_SILACOID_AUTOPSY: "Autopsie Silacoid" STR_SILACOID_AUTOPSY_UFOPEDIA: "Miezul creaturii este extrem de fierbinte și pare a fi baza unui sistem digestiv. Sistemul muscular aparte are o putere și viteză incredibile. Învelișul precum piatra nu este vătămat de foc sau muniție incendiară." STR_CHRYSSALID_UFOPEDIA: "Cleștii acestei creaturi sunt o armă puternică în lupta corp la corp. Metabolismul rapid al creaturii și puterea mare îi dau viteză și dexteritate. În loc să își omoare victima o impregnează cu un ou și injectează venin care o transformă într-un zombie. O nouă creatură va izbucni din victimă la scurt timp după impregnare. Sunt asociate cu rasa 'Snakeman'." STR_CHRYSSALID_AUTOPSY: "Autopsie Chryssalid" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Exoscheletul acestei creaturi este extrem de rezistent, dar în mod surprinzător este vulnerabil la explozibili. Creierul este bine dezvoltat, cu o rată de creștere a celulelor foarte mare. Creatura poartă 20 de ouă care vor fi depuse în alte organisme. Este o armă de terorizare foarte eficientă." STR_FLOATER_UFOPEDIA: "În principal sunt soldați și agenți de terorizare. Sunt prădători din fire, proiectați genetic și îmbunătățiți cibernetic pentru a fi luptători formidabili. Jumătatea inferioară a corpului și majoritatea organelor interne sunt îndepărtate chirurgical, în locul lor fiind instalat un sistem de susținere a vieții. Acest implant conține o unitate antigravitațională ce permite creaturii să plutească prin aer, cu toate că o face inconsecvent." STR_FLOATER_AUTOPSY: "Autopsie Floater" STR_FLOATER_AUTOPSY_UFOPEDIA: "Creatura a fost puternic modificată chirurgical. Mecanismul care pare a forma nucleul corpului este un sistem de menținere a vieții care preia funcțiile inimii, plămânilor și sistemului digestiv. Acesta permite creaturii să supraviețuiască în medii extrem de ostile. Creierul este mai mic decât al nostru, dar organele senzoriale sunt bine dezvoltate." STR_REAPER_UFOPEDIA: "Acest carnivor biped are fălci puternice și un apetit vorace. Posedă implanturi cerebrale care sunt folosite pentru a îi controla mișcările. Instinctele prădătoare primitive ale acestei creaturi nu folosesc decât la a cauza teroare și distrugere. Sunt asociați cu rasa 'Floater'." STR_REAPER_AUTOPSY: "Autopsie Reaper" STR_REAPER_AUTOPSY_UFOPEDIA: "Posedă două 'creiere' și două 'inimi' care îi permit să funcționeze chiar și atunci când are leziuni grave. Totuși blana este puternic inflamabilă, făcând creatura vulnerabilă la munițiile incendiare." STR_SECTOPOD_UFOPEDIA: "Aceștia sunt roboți dotați cu o puternică armă cu fascicul laser. Controlul acestor bestii de metal se face prin conexiune telepatică cu indivizi din rasa 'Ethereal'. Sunt cea mai puternică armă de terorizare aflată la dispoziția forțelor extraterestre." STR_SECTOPOD_AUTOPSY: "Autopsie Sectopod" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Robotul are o construcție solidă, cu armură alimentată capabilă să reziste la majoritatea atacurilor, în special cele cu plasmă. Totuși, circuitele senzoriale par în special vulnerabile la armele laser." STR_CYBERDISC_UFOPEDIA: "Această farfurie zburătoare miniaturală este o armă de terorizare automatizată, înarmată cu un puternic fascicul de plasmă. Propulsia antigravitațională îi oferă un avantaj major pe teren accidentat. Principala activitate este de distrugere și terorizare în slujba rasei 'Sectoid'." STR_CYBERDISC_AUTOPSY: "Autopsie Cyberdisc" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Acest dispozitiv este bine ecranat și rezistent în special la munițiile explozibile. Principalul sistem antigravitațional este prea avariat pentru a îi intelege funcționalitatea." STR_UFO_POWER_SOURCE_UFOPEDIA: "Sursa de energie a navei extraterestre este un reactor antimaterie care folosește Elerium (elementul 115) pentru a genera unde gravitaționale puternice precum și alte forme de energie. Conversia materiei în energie are o eficiență incredibilă de 99%, cantități minuscule de Elerium producând multă energie. Această unitate poate fi reprodusă ușor folosind aliaje extraterestre." STR_UFO_NAVIGATION_UFOPEDIA: "Navele extraterestre folosesc computere sofisticate pentru a naviga pe Pământ și în spațiu. Sistemul se bazează pe procesoare optice aranjate în rețea. Interfața de control este relativ simplă - pentru a mișca nava în orice direcție pilotul controlează orientarea undelor gravitaționale generate de sursa de energie. Acest sistem poate fi folosit ușor de către oameni putând fi reprodus folosind aliaje extraterestre împreună cu alte componente." STR_UFO_CONSTRUCTION_UFOPEDIA: "Nava extraterestră este alcătuită din trei componente principale - o sursă de energie, un sistem de navigație și un fuzelaj construit din aliaje extraterestre. Fuzelajul este special conceput pentru a permite controlul undelor gravitaționale. O cantitate mică de Elerium este necesară pentru alimentare. Odată ce principiile de construcție sunt înțelese iar funcțiile fiecărei componente cunoscute, atunci este posibilă construcția acestor tipuri de nave." STR_ALIEN_FOOD_UFOPEDIA: "Aceste camere conțin diverse enzime ce sunt folosite pentru digerarea bovinelor, altor animale, precum și a oamenilor. Lichidul este apoi consumat drept hrană deja digerată - probabil direct în sange. Acest lucru sugerează o anumită dependență de Pământ pentru hrană - o simbioză între societatea umană și cea extraterestră." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Aceste camere conțin fetuși de extratereștrii. Construcția recipientelor sugerează că extratereștrii ce folosesc acest procedeu depind total de reproducerea în laborator. Nutrienții îmbelșugați asigură dezvoltarea rapidă a fetușilor. Linia de producție poate genera într-un timp scurt mii de clone extraterestre. Procedeul poate fi adaptat ușor pentru reproducerea oamenilor sau pentru hibrizi om-extraterestru." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Cel mai probabil aceste sfere au funcții recreaționale. Circuitul psionic stimulează diverși centri nervoși ai creierului. Efectul este similar substanțelor halucinogene. Aceasta este singura marturie că extratereștrii au și alte activități, culturale sau recreaționale." STR_ALIEN_SURGERY_UFOPEDIA: "Acest echipament chirurgical folosește lasere pentru a preleva diferite organe de la bovine sau alte animale. Mutilările de bovine întâlnite pe scară largă pot fi explicate de această îndeletnicire bizară a extratereștrilor. Probabil că aceste organe sunt folosite în scopuri nutriționale sau genetice." STR_EXAMINATION_ROOM_UFOPEDIA: "Mii de oameni au declarat în trecut că au fost răpiți de extratereștrii, câteodată în mod repetat. Adevărul este mult mai îngrozitor. Oamenii au fost răpiți, cercetați și monitorizați. Celor mai bune specimene li se extrăgea materialul genetic. Femeile erau implantate cu fetuși hibrizi om-extraterestru, aceștia fiind extrași după câteva luni. Cine știe ce motive sinistre au extratereștrii!?" STR_ALIEN_ALLOYS_UFOPEDIA: "Navele extraterestre sunt construite din aliaje speciale cu proprietăți unice. Sunt extrem de ușoare, durabile și pot fi modelate prin metode electromagnetice. Acest material poate fi reprodus și folosit în multe procese de producție." STR_ELERIUM_115_UFOPEDIA: "Acest element are proprietatea neobișnuită de a genera antimaterie atunci când este bombardat de anumite particule. Astfel se creează unde gravitaționale și alte forme de energie. Nu se regăsește în stare naturală în sistemul nostru solar și nici nu poate fi reprodus." STR_ALIEN_ORIGINS_UFOPEDIA: "Este clar că pe Pământ ducem o luptă fără izbândă. Hoarda de extratereștrii ne copleșește numeric. Tot ce putem să facem este să le încetinim înaintarea. Singura speranță pentru umanitate este să atacăm direct la sursă. Cercetările noastre par să indice existența unei baze de operațiuni în sistemul nostru solar. Extratereștrii indică acest loc ca fiind centrul unei civilizații antice ce precede umanitatea. Trebuie să localizăm acest loc cât mai urgent. Totuși este nevoie să capturăm și să interogăm un lider extraterestru. Cel mai probabil OZNurile mari conțin cel puțin un lider extraterestru." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Cercetările noastre indică Marte ca fiind baza de operațiuni a extratereștrilor. Baza este bine ascunsă și conține toate structurile de producție și clonare ce alimentează infiltrarea Pământului. De asemenea pare să conțină un fel de computer ce controlează întreaga operațiune. Se pare că societatea extraterestră de tip stup are un fel de 'regină'. Aceasta este slăbiciunea lor - dacă putem să eliminăm 'creierul' atunci corpul va muri. Trebuie să accelerăm eforturile de cercetare înainte de a fi prea târziu. Ca să progresăm trebuie să capturăm extratereștrii cu rangul cel mai mare - comandanții - care rezidă numai în bazele și navele de război extraterestre." STR_CYDONIA_OR_BUST_UFOPEDIA: "Acum este evident că hoardele extraterestre sunt controlate dintr-o bază subterană din Cydonia - o suprafață neobișnuită de pe planeta Marte înfățișând piramide și o formațiune mare semănând cu o față umană. Civilizația din Cydonia a înflorit pe Marte acum milioane de ani, dar nu știm de ce a murit sau care este legătură cu activitățile desfășurate de extraterștrii acolo. Oricare ar fi explicația trebuie să trimitem o expediție către Cydonia. Acesta este singurul mod în care putem să înfrângem extratereștrii. Trebuie să distrugem 'creierul'. Avem nevoie de o navă Avenger echipată cu cele mai puternice arme aflate la dispoziția noastră. Nu mai putem afla nimic de aici - trebuie să așteptăm rezultatul atacului din Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRARE ZONĂ-TIMP=5 Sec" STR_CANCEL_UC: "ANULARE" STR_NONE: "Nimic" STR_UNKNOWN: "Necunoscut" STR_POOR: "Slab" STR_AVERAGE: "Mediu" STR_GOOD: "Bun" STR_EXCELLENT: "Excelent" STR_BUILD_NEW_BASE_UC: "CONSTRUIRE BAZĂ NOUĂ" STR_BASE_INFORMATION: "INFORMAȚII BAZĂ" STR_EQUIP_CRAFT: "DOTĂRI NAVĂ" STR_BUILD_FACILITIES: "CONSTRUIRE STRUCTURI" STR_RESEARCH: "CERCETARE" STR_MANUFACTURE: "PRODUCȚIE" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "ACHIZIȚII/RECRUTĂRI" STR_SACK: "CONCEDIERE" STR_SELL_SACK_UC: "VÂNZĂRI/CONCEDIERI" STR_GEOSCAPE_UC: "GEOSFERĂ" STR_NAME: "Nume" STR_AREA: "Zonă" STR_BUILD_NEW_BASE: "Construire Bază Nouă" STR_CANCEL: "Anulare" STR_COST_UC: "COST>" STR_CONSTRUCTION_TIME_UC: "TIMP CONSTRUCȚIE>" STR_DAY: one: "{N} zi" few: "{N} zile" other: "{N} zile" STR_HOUR: one: "{N} oră" few: "{N} ore" other: "{N} ore" STR_MAINTENANCE_UC: "ÎNTREȚINERE>" STR_OK: "OK" STR_INSTALLATION: "Structuri" STR_CURRENT_RESEARCH: "CERCETARE CURENTĂ" STR_SCIENTISTS_AVAILABLE: "Cercetători Disponibili>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Cercetători Alocați>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Spațiu Disponibil Laboratoare>{ALT}{0}" STR_RESEARCH_PROJECT: "PROIECT CERCETARE" STR_SCIENTISTS_ALLOCATED_UC: "CERCETĂTORI ALOCAȚI" STR_PROGRESS: "EVOLUȚIE" STR_NEW_PROJECT: "Proiect Nou" STR_CANCEL_PROJECT: "ANULARE PROIECT" STR_NEW_RESEARCH_PROJECTS: "NOI PROIECTE DE CERCETARE" STR_SCIENTISTS_AVAILABLE_UC: "CERCETĂTORI DISPONIBILI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "SPAȚIU DISPONIBIL LABORATOARE>{ALT}{0}" STR_INCREASE: "Creștere" STR_DECREASE: "Scădere" STR_START_PROJECT: "DEMARARE PROIECT" STR_CURRENT_PRODUCTION: "PRODUCȚIE CURENTĂ" STR_ENGINEERS_AVAILABLE: "Ingineri Disponibili>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingineri Alocați>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Spațiu Disponibil Ateliere>{ALT}{0}" STR_CURRENT_FUNDS: "Fonduri Curente>{ALT}{0}" STR_ITEM: "ARTICOL" STR_ENGINEERS__ALLOCATED: "Ingineri Alocați" STR_UNITS_PRODUCED: "Unități Produse" STR_TOTAL_TO_PRODUCE: "Total de Produs" STR_COST__PER__UNIT: "Cost{NEWLINE}Unitar{NEWLINE}" STR_DAYS_HOURS_LEFT: "Zile/Ore Rămase" STR_NEW_PRODUCTION: "Producție Nouă" STR_PRODUCTION_ITEMS: "Articole Producție" STR_CATEGORY: "CATEGORIE" STR_START_PRODUCTION: "PORNIRE PRODUCȚIE" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} ore pentru a produce un articol" STR_COST_PER_UNIT_: "Cost unitar>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Spațiu de Lucru Necesar>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALE SPECIALE NECESARE" STR_ITEM_REQUIRED: "ARTICOL NECESAR" STR_UNITS_REQUIRED: "UNITĂȚI NECESARE" STR_UNITS_AVAILABLE: "UNITĂȚI DISPONIBILE" STR_STOP_PRODUCTION: "OPRIRE PRODUCȚIE" STR_ENGINEERS_AVAILABLE_UC: "INGINERI DISPONIBILI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "SPAȚIU DISPONIBIL ATELIERE>{ALT}{0}" STR_MONTHLY_PROFIT: "PROFIT LUNAR>{ALT}{0}" STR_INCREASE_UC: "CREȘTERE" STR_DECREASE_UC: "SCĂDERE" STR_UNITS_TO_PRODUCE: "Unități de Produs" STR_PURCHASE_HIRE_PERSONNEL: "Achiziții Articole/Recrutări Personal" STR_COST_OF_PURCHASES: "Costul Achizițiilor>{ALT}{0}" STR_COST_PER_UNIT_UC: "COST UNITAR" STR_QUANTITY_UC: "CANTITATE" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL DISPONIBIL:TOTAL PERSONAL>" STR_SOLDIERS: "Soldați" STR_SCIENTISTS: "Cercetători" STR_ENGINEERS: "Ingineri" STR_SPACE_USED_SPACE_AVAILABLE: "SPAȚIU UTILIZAT:SPAȚIU DISPONIBIL>" STR_LIVING_QUARTERS: "Ansamblu Locuințe" STR_STORES: "Depozite" STR_LABORATORIES: "Laboratoare" STR_WORK_SHOPS: "Ateliere" STR_HANGARS: "Hangare" STR_SHORT_RANGE_DETECTION: "Detecție Rază Scurtă" STR_DEFENSE_STRENGTH: "Putere Sistem Defensiv" STR_TRANSFERS_UC: "TRANSFERURI" STR_TRANSFERS: "Transferuri" STR_ARRIVAL_TIME_HOURS: "Timp Sosire (ore)" STR_COST_: "Cost>{ALT}{0}" STR_AREA_: "Zonă>{ALT}{0}" STR_BASE_NAME: "Denumirea Bazei?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ALEGERE POZIȚIE LIFT ACCES" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "CANTITATE DE TRANSFERAT" STR_SELECT_DESTINATION_BASE: "Alegere Bază Destinație" STR_COST: "Cost" STR_VICTORY_1: "După intrarea în cameră se remarcă creierul extraterestru - ținta căutărilor. Înainte de a deschide focul, acesta comunică printr-un ecran aflat în apropiere implorând ascultarea argumentelor pentru supraviețuire înainte de a lua decizia de a apăsa pe trăgaci..." STR_VICTORY_2: "Creierul spune: 'Acum multe milioane de ani planeta numită de voi Marte era vie. Viața aceasta a fost adusă pe o planetă aridă de către civilizația noastră, același lucru fiind valabil și pentru voi. De milioane de ani v-am vizitat planeta și v-am dezvoltat genetic specia. Nu puteți să ne omorâți, faceți parte din noi..." STR_VICTORY_3: "Acesta este centrul civilizației Marțiene - piramidele construite cu milioane de ani înaintea alor voastre - de către o specie care vă este stramoș. Nicio planetă nu ne este inaccesibilă. Această putere poate fi în scurt timp a voastră. Tot ceea ce vă cerem este cooperarea..." STR_GAME_OVER_1: "Extratereștrii încearcă să extermine umanitatea distrugând orașe și otrăvind aerul și marea. Rezistența forțelor armate pământene este zadarnică în fața tehnologiei vast superioare. Generațiile supraviețuitoare suferă mutații teribile pe masură ce fug din calea distrugerii. Sunt adunați în tabere de sclavi pentru a transforma Pământul într-o colonie extraterestră, parte a unui imperiu necunoscut." STR_GAME_OVER_2: "Cunoștințele dobândite în cadrul proiectului X-Com sunt pierdute pentru totdeauna. Ai eșuat în încercarea de a salva Pământul." STR_VICTORY_4: "Creierul extraterestru este întrerupt de o explozie de plasmă fierbinte şi drept urmare forțele armate extraterestre sunt înfrânte." STR_VICTORY_5: "Odată ce extratereștrii au pierdut lupta pe Marte au pierdut și Pământul. În scurt timp cercetările X-Com permit umanității să înflorească și să revendice planeta Marte. Amenințarea extraterestră a dispărut, dar pentru cât timp, nimeni nu poate ști..." STR_YOU_HAVE_FAILED: "Ai eșuat în încercarea de a opri atacul extraterestru. Una după una, țările finanțatoare semnează pacte cu extratereștrii, aceștia promițând tehnologie, prosperitate și pace. Totuși, în scurt timp devine clar că extratereștrii au alte planuri..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Venit" STR_EXPENDITURE: "Cheltuieli" STR_MAINTENANCE: "Întreținere" STR_BALANCE: "Balanță" STR_UFO_ACTIVITY_IN_AREAS: "Activități OZN în Zone" STR_UFO_ACTIVITY_IN_COUNTRIES: "Activități OZN în Țări" STR_XCOM_ACTIVITY_IN_AREAS: "Activități X-Com în Zone" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Activități X-Com în Țări" STR_FINANCE: "Finanțe" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "mii $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Materiale speciale insuficiente pentru a produce{NEWLINE}{0}{NEWLINE}în{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Fonduri insuficiente pentru a produce{NEWLINE}{0}{NEWLINE}în{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Producția de{NEWLINE}{0}{NEWLINE}de la{NEWLINE}{1}{NEWLINE}este completă" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Lucrările pentru{NEWLINE}{0}{NEWLINE}din{NEWLINE}{1}{NEWLINE}s-au finalizat" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Cercetare Completă" STR_VIEW_REPORTS: "RAPORTARE" STR_WE_CAN_NOW_RESEARCH: "Putem cerceta" STR_WE_CAN_NOW_PRODUCE: "Putem produce" STR_SUNDAY: "DUMINICĂ" STR_MONDAY: "LUNI" STR_TUESDAY: "MARȚI" STR_WEDNESDAY: "MIERCURI" STR_THURSDAY: "JOI" STR_FRIDAY: "VINERI" STR_SATURDAY: "SÂMBĂTĂ" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Insuficient {0} pentru realimentare {1} din {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Insuficient(e) {0} pentru re-înarmarea {1} din {2}" STR_UFO_IS_NOT_RECOVERED: "OZN pierdut" STR_UFO_IS_RECOVERED: "OZN recuperat" STR_CRAFT_IS_LOST: "Navă pierdută" STR_TERROR_CONTINUES: "Teroarea continuă" STR_ALIENS_DEFEATED: "Extratereștrii sunt înfrânți" STR_BASE_IS_LOST: "Bază pierdută" STR_BASE_IS_SAVED: "Bază salvată" STR_ALIEN_BASE_STILL_INTACT: "Bază Extraterestră încă intactă" STR_ALIEN_BASE_DESTROYED: "Baza Extraterestră distrusă" STR_ALIENS_KILLED: "EXTRATEREȘTRI UCIȘI" STR_ALIEN_CORPSES_RECOVERED: "CADAVRE EXTRATERESTRE RECUPERATE" STR_LIVE_ALIENS_RECOVERED: "EXTRATEREȘTRI CAPTURAȚi VII" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTE EXTRATERESTRE RECUPERATE" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROLUL BAZEI EXTRATERESTRE DISTRUS" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILI UCIȘI DE EXTRATEREȘTRII" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILI UCIȘI DE SOLDAȚI X-COM" STR_CIVILIANS_SAVED: "CIVILI SALVAȚI" STR_XCOM_OPERATIVES_KILLED: "SOLDAȚI X-COM UCIȘI" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "SOLDAȚI X-COM DISPĂRUȚI ÎN MISIUNE" STR_TANKS_DESTROYED: "TANCURI DISTRUSE" STR_XCOM_CRAFT_LOST: "NAVĂ X-COM PIERDUTĂ" STR_UFO_RECOVERY: "RECUPERATE DIN OZN" STR_ALIEN_BASE_RECOVERY: "RECUPERATE DIN BAZA EXTRATERESTRĂ" STR_BASE_UNDER_ATTACK: "{0} se află sub asediu!" STR_BASE_DEFENSES_INITIATED: "APĂRAREA BAZEI INIȚIATĂ" STR_GRAV_SHIELD_REPELS_UFO: "SCUTUL GRAVITAȚIONAL RESPINGE OZNul!" STR_FIRING: "EXECUTĂ FOC" STR_HIT: "LOVIT!" STR_UFO_DESTROYED: "OZN DISTRUS!" STR_MISSED: "RATAT!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vânzări Articole/Concedieri Personal" STR_VALUE_OF_SALES: "VALOARE VÂNZĂRI> {ALT}{0}" STR_FUNDS: "FONDURI> {ALT}{0}" STR_SELL_SACK: "Vânzări/Concedieri" STR_VALUE: "Valoare" STR_CRAFT_: "NAVĂ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERARE OZN DOBORÂT" STR_UFO_CRASH_RECOVERY_BRIEFING: "Exercitați prudență - Este posibil să existe inamici în OZN sau în zona unde s-a prăbușit acesta. Misiunea va avea succes numai atunci când toți inamicii au fost eliminați sau neutralizați. După aceea poate fi inițiată recuperarea resturilor de OZN, a artefactelor și cadavrelor extratereștrilor. Pentru a anula misiunea soldații X-Com trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_UFO_GROUND_ASSAULT: "ATAC TERESTRU ASUPRA OZN" STR_UFO_GROUND_ASSAULT_BRIEFING: "Echipa va explora zona și, dacă e posibil, va pătrunde în OZN. Misiunea va avea succes numai atunci când toți inamicii au fost eliminați sau neutralizați. După aceea poate fi inițiată recuperarea resturilor de OZN, a artefactelor și cadavrelor extratereștrilor. Pentru a anula misiunea soldații X-Com trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_BASE_DEFENSE: "APĂRAREA BAZEI" STR_BASE_UC_: "BAZĂ> {0}" STR_BASE_DEFENSE_BRIEFING: "O navă extraterestră a aterizat în apropiere. Baza noastră este în pericol. Tot personalul necombatant a fost evacuat cu navele X-Com. Extratereștrii vor pătrunde în bază prin porțile hangarelor sau liftul de acces. Apară baza și structurile vitale cu orice preț - aceasta este o luptă pe viață și pe moarte. Butonul 'Abandonare Misiune' declanșează capitularea și pierderea bazei." STR_ALIEN_BASE_ASSAULT: "ATACAREA BAZEI EXTRATERESTRE" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Soldații X-Com au pătruns în baza extraterestră. Centrul de control trebuie distrus pentru a face baza inoperantă. Misiunea va avea succes când toți inamicii au fost eliminați sau când echipa s-a întors în zona de ieșire marcată cu verde (butonul 'Abandonare Misiune' declanșează fuga)." STR_CYDONIA_BRIEFING: "Ai ajuns în Cydonia. Pătrunzi într-un mare complex subteran de lângă Sfinxul marțian. Trebuie să distrugi creierul care controlează toate acțiunile extratereștrilor. Soarta umanității se află în mâinile tale..." STR_TERROR_MISSION: "MISIUNE DE TERORIZARE" STR_TERROR_MISSION_BRIEFING: "Misiunea va avea succes numai atunci când toți inamicii au fost eliminați sau neutralizați. Încearcă să salvezi viețile civililor din zonă prin neutralizarea amenințării extraterestre. Pentru a anula misiunea soldații X-Com trebuie să se întoarcă în nava de transport după care se apasă butonul de 'Abandonare Misiune'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NU EXISTĂ HANGARE LIBERE PENTRU A PRODUCE NAVA!{SMALLLINE}Fiecare navă desemnată unei baze, transferată, cumpărată sau construită foloseste un hangar. Construiește un hangar nou sau transferă o navă în altă bază." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NU EXISTĂ HANGARE LIBERE PENTRU ACHIZIȚIE!{SMALLLINE}Fiecare navă desemnată unei baze, transferată, cumpărată sau construită foloseste un hangar. Construiește un hangar nou sau transferă o navă în altă bază." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NU EXISTĂ HANGARE LIBERE PENTRU TRANSFER!{SMALLLINE}Fiecare navă desemnată unei baze, transferată, cumpărată sau construită foloseste un hangar. Construiește un hangar nou sau transferă o navă în altă bază." STR_CANNOT_BUILD_HERE: "NU SE POATE CONSTRUI AICI!{SMALLLINE}Trebuie amplasat lângă o structură existentă." STR_NO_FREE_ACCOMODATION: "NU EXISTĂ LOCURI LIBERE!{SMALLLINE}Baza destinată nu are locuri libere în locuințe." STR_NOT_ENOUGH_WORK_SPACE: "SPAȚIU INSUFICIENT ÎN ATELIER!{SMALLLINE}Construiește un atelier nou sau redu activitatea la alte proiecte." STR_NOT_ENOUGH_MONEY: "FONDURI INSUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "SPAȚIU DE DEPOZITARE INSUFICIENT!{SMALLLINE}Construiește un depozit nou sau transferă articole existente către alte baze." STR_NOT_ENOUGH_LIVING_SPACE: "LOCUINȚE INSUFICIENTE!{SMALLLINE}Construiește locuințe sau transferă personal către alte baze." STR_LAUNCH_INTERCEPTION: "LANSARE INTERCEPȚIE" STR_CRAFT: "NAVĂ" STR_STATUS: "STARE" STR_BASE: "BAZĂ" STR_READY: "PREGĂTIT" STR_OUT: "ÎN MISIUNE" STR_REPAIRS: "REPARAȚII" STR_REFUELLING: "REALIMENTARE" STR_REARMING: "REÎNARMARE" STR_TARGET: "ȚINTĂ: {0}" STR_WAY_POINT: "PUNCT RUTĂ" STR_ARE_YOU_SURE_CYDONIA: "Sigur trimitem această navă în misiune către Cydonia?" STR_YES: "DA" STR_NO: "NU" STR_SELECT_DESTINATION: "ALEGERE DESTINAȚIE" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "ALEGERE LOCAȚIE BAZĂ NOUĂ" STR_RETURN_TO_BASE: "REVENIRE LA BAZĂ" STR_SELECT_NEW_TARGET: "ALEGERE ȚINTĂ NOUĂ" STR_PATROL: "PATRULARE" STR_STATUS_: "STARE>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "AVARIAT - REVENIRE LA BAZĂ" STR_LOW_FUEL_RETURNING_TO_BASE: "REZERVOR GOL - REVENIRE LA BAZĂ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIUNE COMPLETĂ - REVENIRE LA BAZĂ" STR_PATROLLING: "PATRULEAZĂ" STR_TAILING_UFO: "URMĂREȘTE OZN" STR_INTERCEPTING_UFO: "INTERCEPTARE OZN-{0}" STR_RETURNING_TO_BASE: "REVENIRE LA BAZĂ" STR_DESTINATION_UC_: "DESTINAȚIE: {0}" STR_BASE_UC: "BAZĂ>{ALT}{0}" STR_SPEED_: "VITEZĂ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VITEZĂ MAXIMĂ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUDINE>{ALT}{0}" STR_VERY_LOW: "FOARTE JOASĂ" STR_LOW_UC: "JOASĂ" STR_HIGH_UC: "MARE" STR_VERY_HIGH: "FOARTE MARE" STR_FUEL: "COMBUSTIBIL>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NIMIC" STR_ROUNDS_: "SALVE>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "NAVĂ INTERCEPȚIE" STR_BASE_: "Bază>{0}" STR_NAME_UC: "NUME" STR_AMMO_: "MUNIȚIE>{ALT}{0}" STR_CREW: "ECHIPAJ" STR_EQUIPMENT_UC: "ECHIPAMENT" STR_ARMOR: "ARMURĂ" STR_MAX: "MAXIM>{ALT}{0}" STR_ROOKIE: "Recrut" STR_SQUADDIE: "Fruntaș" STR_SERGEANT: "Sergent" STR_CAPTAIN: "Căpitan" STR_COLONEL: "Colonel" STR_COMMANDER: "General" STR_SELECT_SQUAD_FOR_CRAFT: "Alegere Echipă pentru {0}" STR_SORT_BY: "SORTARE DUPĂ..." STR_ORIGINAL_ORDER: "ORDINE IMPLICITĂ" STR_MISSIONS2: "MISIUNI" STR_KILLS2: "VICTIME" STR_WOUND_RECOVERY2: "VINDECARE RĂNI" STR_SPACE_AVAILABLE: "SPAȚIU DISPONIBIL>{ALT}{0}" STR_SPACE_USED: "SPAȚIU UTILIZAT>{ALT}{0}" STR_SPACE_USED_UC: "SPAȚIU UTILIZAT" STR_RANK: "RANG" STR_WOUNDED: "RĂNIT" STR_EQUIPMENT_FOR_CRAFT: "Echipament pentru {0}" STR_DEFENSE_VALUE: "Valoare Defensivă" STR_HIT_RATIO: "Raport Lovire" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pregătit de{NEWLINE}aterizare lângă{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Începere Misiune?" STR_SELECT_ARMAMENT: "Alegere Armament" STR_AMMUNITION_AVAILABLE: "MUNIȚIE DISPONIBILĂ" STR_ARMAMENT: "ARMAMENT" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "ALEGERE ARMURĂ PENTRU{NEWLINE}{0}" STR_TYPE: "TIP" STR_PERSONAL_ARMOR_UC: "ARMURĂ PERSONALĂ" STR_POWER_SUIT_UC: "COSTUM FORȚĂ" STR_FLYING_SUIT_UC: "COSTUM ZBOR" STR_SELECT_ARMOR: "Alegere Armură" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD-EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD-EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD-VEST" STR_WEST: "VEST" STR_NORTH_WEST: "NORD-VEST" STR_SELECT_ACTION: "ALEGERE ACȚIUNE" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUARE URMĂRIRE ȘI INTERCEPTARE" STR_PURSUE_WITHOUT_INTERCEPTION: "URMĂRIRE FĂRĂ INTERCEPTARE" STR_VERY_LARGE: "FOARTE MARE" STR_LARGE: "MARE" STR_MEDIUM_UC: "MEDIU" STR_SMALL: "MIC" STR_VERY_SMALL: "FOARTE MIC" STR_GROUNDED: "LA SOL" STR_DETECTED: "Detectat" STR_SIZE_UC: "DIMENSIUNE" STR_ALTITUDE: "ALTITUDINE" STR_HEADING: "DIRECȚIE" STR_SPEED: "VITEZĂ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRARE OZN-TIMP=5 Sec" STR_TRACKING_LOST: "SEMNAL PIERDUT" STR_REDIRECT_CRAFT: "REDIRECȚIONARE NAVĂ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ULTIMA LOCAȚIE CUNOSCUTĂ" STR_UFO_: "OZN-{0}" STR_ALIEN_BASE_: "BAZĂ EXTRATERESTRĂ-{0}" STR_CRASH_SITE_: "OZN DOBORÂT-{0}" STR_LANDING_SITE_: "OZN ATERIZAT-{0}" STR_WAY_POINT_: "PUNCT RUTĂ-{0}" STR_TERROR_SITE: "ZONĂ TERORIZATĂ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}a ajuns la{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrulează" STR_ALIEN_ORIGINS: "Originile Extratereștrilor" STR_THE_MARTIAN_SOLUTION: "Soluția Marțiană" STR_CYDONIA_OR_BUST: "Cydonia sau Eșec" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "NAVE ȘI ARMAMENT X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "TANCURI AUTOMATIZATE" STR_WEAPONS_AND_EQUIPMENT: "ARME ȘI ECHIPAMENTE" STR_ALIEN_ARTIFACTS: "ARTEFACTE EXTRATERESTRE" STR_BASE_FACILITIES: "CONSTRUCȚII BAZĂ" STR_ALIEN_LIFE_FORMS: "FIINȚE EXTRATERESTRE" STR_ALIEN_RESEARCH_UC: "CERCETĂRI EXTRATERESTRE" STR_UFO_COMPONENTS: "COMPONENTE OZN" STR_UFOS: "OZNuri EXTRATERESTRE" STR_SELECT_ITEM: "SELECTARE ARTICOL" STR_ACCELERATION: "ACCELERAȚIE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "VOLUM REZERVOR>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SOCLURI ARMAMENT>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "REZISTENȚĂ AVARII>{ALT}{0}{ALT}" STR_CARGO_SPACE: "SPAȚIU ÎNCĂRCĂTURĂ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SPAȚIU TANCURI>{ALT}{0}{ALT}" STR_DAMAGE: "Putere Foc" STR_RANGE: "Rază Acțiune" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precizie Foc" STR_RE_LOAD_TIME: "Timp Reîncărcare" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERCUTANT" STR_DAMAGE_INCENDIARY: "INCENDIAR" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOZIV" STR_DAMAGE_LASER_BEAM: "FASCICUL LASER" STR_DAMAGE_PLASMA_BEAM: "FASCICUL PLASMĂ" STR_DAMAGE_STUN: "PARALIZANT" STR_DAMAGE_MELEE: "MELEU" STR_DAMAGE_ACID: "ACID" STR_DAMAGE_SMOKE: "FUMIGEN" STR_SHOT_TYPE: "MODALITATE FOC" STR_ACCURACY_UC: "PRECIZIE" STR_TIME_UNIT_COST: "RĂSTIMP" STR_DAMAGE_UC: "PUTERE" STR_AMMO: "MUNIȚIE" STR_SHOT_TYPE_AUTO: "Automat" STR_SHOT_TYPE_SNAP: "Rapid" STR_SHOT_TYPE_AIMED: "Ochit" STR_CONSTRUCTION_TIME: "Timp Construcție" STR_CONSTRUCTION_COST: "Cost Construcție" STR_MAINTENANCE_COST: "Cost Întreținere" STR_LOW: "Scăzut" STR_MEDIUM: "Mediu" STR_HIGH: "Mare" STR_CRAFT_WEAPON: "Armă Nave" STR_CRAFT_AMMUNITION: "Muniție Nave" STR_HEAVY_WEAPONS_PLATFORM: "Tanc" STR_WEAPON: "Armă" STR_AMMUNITION: "Muniție" STR_EQUIPMENT: "Echipament" STR_ALIEN_CORPSE: "Cadavru Extraterestru" STR_UFO_COMPONENT: "Componentă OZN" STR_PERSONAL_ARMOR: "Armură Personală" STR_RAW_MATERIALS: "Materii Prime" STR_HWP_CANNON_SHELLS: "Proiectile Tanc" STR_ALIEN: "Extraterestru" STR_SECTOID: "Sectoid" STR_SNAKEMAN: "Snakeman" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Floater" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberdisc" STR_LIVE_COMMANDER: "Comandant" STR_LIVE_LEADER: "Lider" STR_LIVE_ENGINEER: "Inginer" STR_LIVE_MEDIC: "Medic" STR_LIVE_NAVIGATOR: "Pilot" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terorist" STR_FLOATER_SOLDIER: "Soldat Floater" STR_FLOATER_NAVIGATOR: "Pilot Floater" STR_FLOATER_MEDIC: "Medic Floater" STR_FLOATER_ENGINEER: "Inginer Floater" STR_FLOATER_LEADER: "Lider Floater" STR_FLOATER_COMMANDER: "Comandant Floater" STR_SECTOID_SOLDIER: "Soldat Sectoid" STR_SECTOID_NAVIGATOR: "Pilot Sectoid" STR_SECTOID_MEDIC: "Medic Sectoid" STR_SECTOID_ENGINEER: "Inginer Sectoid" STR_SECTOID_LEADER: "Lider Sectoid" STR_SECTOID_COMMANDER: "Comandant Sectoid" STR_SNAKEMAN_SOLDIER: "Soldat Snakeman" STR_SNAKEMAN_NAVIGATOR: "Pilot Snakeman" STR_SNAKEMAN_ENGINEER: "Inginer Snakeman" STR_SNAKEMAN_LEADER: "Lider Snakeman" STR_SNAKEMAN_COMMANDER: "Comandant Snakeman" STR_MUTON_SOLDIER: "Soldat Muton" STR_MUTON_NAVIGATOR: "Pilot Muton" STR_MUTON_ENGINEER: "Inginer Muton" STR_ETHEREAL_SOLDIER: "Soldat Ethereal" STR_ETHEREAL_LEADER: "Lider Ethereal" STR_ETHEREAL_COMMANDER: "Comandant Ethereal" STR_CYBERDISC_TERRORIST: "Terorist Cyberdisc" STR_REAPER_TERRORIST: "Terorist Reaper" STR_CHRYSSALID_TERRORIST: "Terorist Chryssalid" STR_CELATID_TERRORIST: "Terorist Celatid" STR_SILACOID_TERRORIST: "Terorist Silacoid" STR_SECTOPOD_TERRORIST: "Terorist Sectopod" STR_UFO_POWER_SOURCE: "Sursă Energie OZN" STR_UFO_NAVIGATION: "Sistem Navigație OZN" STR_UFO_CONSTRUCTION: "Construcție OZN" STR_ALIEN_FOOD: "Hrană Extraterestră" STR_ALIEN_REPRODUCTION: "Reproducție Extraterestră" STR_ALIEN_ENTERTAINMENT: "Recreere Extraterestră" STR_ALIEN_SURGERY: "Chirurgie Extraterestră" STR_EXAMINATION_ROOM: "Cameră Examinări" STR_ALIEN_ALLOYS: "Aliaje Extraterestre" STR_ALIEN_HABITAT: "Habitat Extraterestru" STR_POWER_SUIT: "Costum Forță" STR_FLYING_SUIT: "Costum Zbor" STR_HWP_ROCKETS: "Rachete (Tanc)" STR_HWP_FUSION_BOMB: "Bombă Fuziune (Tanc)" STR_LASER_WEAPONS: "Arme Laser" STR_NEW_FIGHTER_CRAFT: "Navă de Luptă Nouă" STR_NEW_FIGHTER_TRANSPORTER: "Transportor de Luptă Nou" STR_ULTIMATE_CRAFT: "Nava Supremă" STR_LASER_PISTOL: "Pistol Laser" STR_LASER_RIFLE: "Pușcă Laser" STR_HEAVY_LASER: "Laser Greu" STR_LASER_CANNON: "Artilerie Laser" STR_PLASMA_CANNON: "Artilerie Plasmă" STR_FUSION_MISSILE: "Rachetă Fuziune" STR_LASER_DEFENSE: "Defensivă Laser" STR_PLASMA_DEFENSE: "Defensivă Plasmă" STR_FUSION_DEFENSE: "Defensivă Fuziune" STR_GRAV_SHIELD: "Scut Gravitațional" STR_MIND_SHIELD: "Scut Mental" STR_PSI_LAB: "Laborator-Psi" STR_MOTION_SCANNER: "Detector Mișcare" STR_MEDI_KIT: "Trusă Medicală" STR_TANK_CANNON: "Tanc/Artilerie" STR_TANK_ROCKET_LAUNCHER: "Tanc/Lansator Rachete" STR_TANK_LASER_CANNON: "Tanc/Artilerie Laser" STR_HOVERTANK_PLASMA: "Hovertanc/Plasmă" STR_HOVERTANK_LAUNCHER: "Hovertanc/Lansator" STR_STINGRAY_LAUNCHER: "Lansator Stingray" STR_AVALANCHE_LAUNCHER: "Lansator Avalanche" STR_CANNON: "Artilerie" STR_FUSION_BALL_LAUNCHER: "Lansator Sfere Fuziune" STR_PLASMA_BEAM: "Artilerie Plasmă" STR_STINGRAY_MISSILES: "Rachete Stingray" STR_AVALANCHE_MISSILES: "Rachete Avalanche" STR_CANNON_ROUNDS_X50: "Salve Artilerie (x50)" STR_FUSION_BALL: "Sferă Fuziune" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Cercetător" STR_ENGINEER: "Inginer" STR_NORTH_AMERICA: "America de Nord" STR_ARCTIC: "Oceanul Arctic" STR_ANTARCTICA: "Antarctica" STR_SOUTH_AMERICA: "America de Sud" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Africa de Nord" STR_SOUTHERN_AFRICA: "Africa de Sud" STR_CENTRAL_ASIA: "Asia Centrală" STR_SOUTH_EAST_ASIA: "Asia de Sud-Est" STR_SIBERIA: "Siberia" STR_AUSTRALASIA: "Australasia" STR_PACIFIC: "Pacific" STR_NORTH_ATLANTIC: "Atlanticul de Nord" STR_SOUTH_ATLANTIC: "Atlanticul de Sud" STR_INDIAN_OCEAN: "Oceanul Indian" STR_ALIEN_RESEARCH: "Cercetări Extraterestre" STR_ALIEN_HARVEST: "Recoltări Extraterestre" STR_ALIEN_ABDUCTION: "Răpiri Extraterestre" STR_ALIEN_INFILTRATION: "Infiltrări Extraterestre" STR_ALIEN_BASE: "Bază Extraterestră" STR_ALIEN_TERROR: "Teroare Extraterestră" STR_ALIEN_RETALIATION: "Represalii Extraterestre" STR_ALIEN_SUPPLY: "Provizii Extraterestre" STR_MAXIMUM_SPEED: "Viteză Maximă" STR_HYPER_WAVE_DECODER_UC: "DECODOR HIPER-UNDĂ" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "OZN" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "ARTILERIE" STR_FUSION_BALL_UC: "SFERĂ FUZIUNE" STR_LASER_CANNON_UC: "ARTILERIE LASER" STR_PLASMA_BEAM_UC: "FASCICUL PLASMĂ" STR_DAMAGE_CAPACITY: "Rezistență Avarii" STR_WEAPON_POWER: "Putere Armament" STR_WEAPON_RANGE: "Rază Acțiune" STR_ACCESS_LIFT: "Lift Acces" STR_LABORATORY: "Laborator" STR_WORKSHOP: "Atelier" STR_SMALL_RADAR_SYSTEM: "Sistem Radar Mic" STR_LARGE_RADAR_SYSTEM: "Sistem Radar Mare" STR_MISSILE_DEFENSES: "Defensivă Rachete" STR_GENERAL_STORES: "Depozite Generale" STR_ALIEN_CONTAINMENT: "Carantină Extratereștrii" STR_LASER_DEFENSES: "Defensivă Laser" STR_PLASMA_DEFENSES: "Defensivă Plasmă" STR_FUSION_BALL_DEFENSES: "Defensivă Sfere Fuziune" STR_PSIONIC_LABORATORY: "Laborator Psionic" STR_HYPER_WAVE_DECODER: "Decodor Hiper-Undă" STR_HANGAR: "Hangar" STR_USA: "SUA" STR_RUSSIA: "RUSIA" STR_UK: "MAREA BRITANIE" STR_FRANCE: "FRANȚA" STR_GERMANY: "GERMANIA" STR_ITALY: "ITALIA" STR_SPAIN: "SPANIA" STR_CHINA: "CHINA" STR_JAPAN: "JAPONIA" STR_INDIA: "INDIA" STR_BRAZIL: "BRAZILIA" STR_AUSTRALIA: "AUSTRALIA" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "AFRICA DE SUD" STR_EGYPT: "EGIPT" STR_CANADA: "CANADA" STR_TANK: "Tanc" STR_CIVILIAN: "Civil" STR_JAN: "Ian" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Iun" STR_JUL: "Iul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Noi" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Relații Internaționale" STR_COUNTRY: "Țară" STR_FUNDING: "Finanțare" STR_CHANGE: "Variație" STR_WEAPON_SYSTEMS: "ARMAMENT" STR_HWPS: "TANCURI" STR_DAMAGE_UC_: "AVARII>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Liftul de acces permite transferul echipamentului și personalului în și din baza subterană. Este întotdeauna prima structură construită în noua locație. Zona liftului este vulnerabilă intruziunii posibilelor forțe ostile." STR_LIVING_QUARTERS_UFOPEDIA: "Fiecare ansamblu de locuințe furnizează spațiu pentru maxim 50 de oameni. Este prevăzut cu zone de recreere, alimentație și odihnă." STR_LABORATORY_UFOPEDIA: "Într-un laborator pot lucra până la 50 de cercetători. Laboratoarele sunt echipate cu cea mai nouă tehnologie pentru cercetarea materialelor, biochimiei și armelor. Cercetătorii X-Com au acces privilegiat la cele mai bune laboratoare din lume, atât civile cât și militare." STR_WORKSHOP_UFOPEDIA: "Atelierul conține toate echipamentele necesare producerii obiectelor bazate pe schițele venite de la laboratoare. Până la 50 de ingineri pot să lucreze în atelier, deși obiectele produse o să ocupe de asemenea spațiu." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Un mic sistem de detecție cu o rază de acțiune efectivă de 300 de mile marine, legat la rețeaua de sateliți geostaționari pentru căutarea la sol. Fiecare sistem are o șansă de 10% la fiecare 30 de minute de a detecta un obiect de dimensiune medie." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Un sistem mare de detecție cu o rază de acțiune efectivă de 450 de mile marine, legat la rețeaua de sateliți geostaționari pentru căutarea la sol. Fiecare sistem are o șansă de 20% la fiecare 30 de minute de a detecta un obiect de dimensiune medie." STR_MISSILE_DEFENSES_UFOPEDIA: "Furnizează o oarecare protecție împotriva incursiunilor navelor forțelor ostile care încearcă să aterizeze lângă bază." STR_GENERAL_STORES_UFOPEDIA: "Toate echipamentele, armele, munițiile, materialele recuperate și tancurile sunt păstrate în depozite, inclusiv echipamentele atribuite navelor din hangare." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Extratereștrii vii necesită un habitat special pentru a fi menținuți în viață. Structura poate păstra până la 10 forme de viață extraterestre în unități autonome." STR_LASER_DEFENSES_UFOPEDIA: "Furnizează protecție împotriva incursiunilor navelor inamice." STR_PLASMA_DEFENSES_UFOPEDIA: "Furnizează o protecție puternică și eficientă împotriva incursiunilor navelor inamice." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Furnizează cea mai eficientă defensivă împotriva atacurilor extraterestre. Aceste bombe pot crea implozii antimaterie care distrug totul pe o anumită rază." STR_GRAV_SHIELD_UFOPEDIA: "Scutul respinge navele extraterestre care încearcă să aterizeze lângă bază suficient de mult timp pentru ca sistemele defensive să mai tragă o dată. Practic, acest sistem dublează efectul oricărui sistem defensiv din bază." STR_MIND_SHIELD_UFOPEDIA: "Ținând cont că navele extraterestre se folosesc de undele cerebrale pentru a detecta prezența oamenilor, atunci cea mai eficientă contramăsură este să ecranăm undele cerebrale din bază. Această construcție va reduce drastic șansele de a fi detectați de navele extraterestre." STR_PSIONIC_LABORATORY_UFOPEDIA: "Poate evalua potențialul psionic al tuturor soldaților din bază și furnizează antrenamentul necesar pentru a-și folosi abilitățile. Fiecare laborator poate antrena până la 10 soldați. Antrenamentul este alocat la sfarșitul fiecărei luni. Abilitățile psionice pot fi folosite împreună cu un Amplificator-Psi în luptă pentru atacuri psionice." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Comunicațiile extraterestre se bazează pe o undă supra-dimensională ce se transmite aproape instantaneu. Această structură interceptează trasmisiunile OZN, decodează informația și arată tipul OZNului, specia extraterestră și natura activității desfășurate." STR_HANGAR_UFOPEDIA: "Fiecare hangar poate găzdui o singură navă. Conține echipamente pentru întreținerea, alimentarea și repararea navelor X-Com. Fiecare navă alocată unei baze trebuie să aibă un hangar liber atribuit ce nu poate fi folosit de altă navă, chiar dacă nava atribuită se află într-o misiune." STR_PISTOL_UFOPEDIA: "Pistolul standard emis de către X-Com este un semiautomat puternic având un încarcător cu 12 gloanțe." STR_RIFLE_UFOPEDIA: "Această pușcă cu lunetă foarte precisă are cătare laser și încărcătoare cu 20 de gloanțe de calibrul 6.7mm." STR_HEAVY_CANNON_UFOPEDIA: "Tunul de artilerie grea este o armă devastatoare dar anevoioasă. Versatilitatea ei vine din faptul că poate folosi trei tipuri de muniție - percutantă, incendiară și explozivă." STR_AUTO_CANNON_UFOPEDIA: "Tunul de artilerie automată combină versatilitatea și puterea tunului de artilerie grea cu o rată de foc mai mare." STR_ROCKET_LAUNCHER_UFOPEDIA: "Lansatorul de rachete este un sistem ghidat prin laser ce poate trage cu trei tipuri de rachete de diverse dimensiuni." STR_LASER_PISTOL_UFOPEDIA: "Pistolul laser este o implementare eficientă a noii tehnologii. Prezintă confortul unui pistol dar este mai precis și are o rată de foc mai mare." STR_LASER_RIFLE_UFOPEDIA: "Pușca laser este o versiune mai puternică și mai precisă a modelului de pistol laser." STR_HEAVY_LASER_UFOPEDIA: "Laserul greu este anevoios, dar extrem de eficient." STR_GRENADE_UFOPEDIA: "Această grenadă standard prezintă un cronometru sofisticat, pentru un control de precizie." STR_SMOKE_GRENADE_UFOPEDIA: "Grenadele fumigene sunt utile, oferind adăpost într-un câmp de luptă deschis. A se folosi cu grijă, inamicul putând beneficia de asemenea de ele." STR_PROXIMITY_GRENADE_UFOPEDIA: "O grenadă de proximitate poate fi aruncată precum o grenadă normală dar odată activată este declanșată de mișcările din apropiere. Pentru a folosi corect acest echipament sunt necesare abilități bune și multă prudență." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Acest explozibil ar trebui folosit numai pentru demolări. Personalul trebuie să păstreze distanța de zonele în curs de demolare." STR_MOTION_SCANNER_UFOPEDIA: "Acest dispozitiv sofisticat folosește o varietate de detectori și algoritmi avansați pentru a identifica unitățile aflate în mișcare. Totuși necesită practică pentru a fi folosit eficient. Apasă pe reprezentarea detectorului de mișcare de pe afișajul tactic. Alege 'Folosire Detector' din meniu. Afișajul scanerului arată o săgeată în mijloc - direcția în care se uită soldatul (nordul este în sus). Cercurile pulsatorii arată unitățile care s-au mișcat recent. Unitățile mari sau care se mișcă repede vor produce cercuri mai mari. Unitățile statice nu vor fi detectate." STR_MEDI_KIT_UFOPEDIA: "Această trusă combină facilitatea de vindecare cu analgezice și stimulenți. Pentru a folosi trusa trebuie să stai cu fața la soldatul care are nevoie de tratament. Dacă soldatul este paralizat trebuie să stai deasupra corpului acestuia. Apasă pe reprezentarea trusei și alege 'Folosire Trusă' din meniu.{NEWLINE}TRATAMENT> Zonele cu roșu sunt rănile grave. Apasă pe o zonă rănită, apoi pe butonul 'Vindecare'. O rană gravă va fi vindecată și o parte din sănătate refăcută.{NEWLINE}STIMULENT> Va restaura energia și resuscita soldații inconștienți (paralizați). Pentru a resuscita un soldat incoștient trebuie să stai deasupra corpului acestuia.{NEWLINE}CALMANT> Va restaura moralul soldaților răniți până la un nivel echivalent cu sănătatea pierdută." STR_PSI_AMP_UFOPEDIA: "Poate fi folosit numai de către soldații cu abilități psionice. În luptă, apasă pe Amplificator-Psi, alege tipul atacului și selectează o țintă. Sunt două tipuri de atac psionic:{NEWLINE}PANICARE> Dacă atacul are succes va reduce moralul țintei, putând induce panica.{NEWLINE}CONTROL MENTAL> Dacă are succes vei avea imediat control asupra unității inamice ca și cum ți-ar fi aparținut. Este mai dificil să ai succes cu acest tip de atac." STR_STUN_ROD_UFOPEDIA: "Acest dispozitiv poate fi folosit numai în lupta corp la corp și va paraliza un organism viu folosind șocuri electrice însă fără a îl omorî." STR_MIND_PROBE_UFOPEDIA: "Acesta este un dispozitiv extraterestru de comunicare care este folosit pentru a extrage informații direct din undele cerebrale. Soldații X-Com pot folosi acest dispozitiv în luptă pentru a afișa caracteristicile extraterestrului. Apasă pe reprezentarea sondei și alege opțiunea 'Folosire Sondă Mentală' apoi selectează un extraterestru." STR_PLASMA_PISTOL_UFOPEDIA: "Pistolul cu plasmă este o armă letală bazată pe accelerarea particulelor din cadrul unui minuscul câmp antigravitațional." STR_PLASMA_RIFLE_UFOPEDIA: "Aceasta este o armă devastatoare de mare putere, bazată pe accelerarea particulelor din cadrul unui minuscul câmp antigravitațional." STR_HEAVY_PLASMA_UFOPEDIA: "Aceasta este o armă devastator de puternică bazată pe accelerarea particulelor din cadrul unui minuscul câmp antigravitațional." STR_BLASTER_LAUNCHER_UFOPEDIA: "Acesta este un lansator de rachete teleghidate care proiectează puternice 'bombe explozive'. Când se trage cu arma, aceasta va genera 'puncte rută' pe care bomba le va traversa. După ce s-au trasat suficiente puncte se apasă pe butonul de lansare." STR_SMALL_LAUNCHER_UFOPEDIA: "Un mic lansator care proiectează bombe paralizante. Foarte folositor pentru capturarea extratereștrilor vii." STR_ALIEN_GRENADE_UFOPEDIA: "Acest dispozitiv funcționează asemenea unei grenade pământene - numai că este mult mai puternică." STR_SMALL_SCOUT: "Navă Observare mică" STR_MEDIUM_SCOUT: "Navă Observare medie" STR_LARGE_SCOUT: "Navă Observare mare" STR_HARVESTER: "Navă Recoltare" STR_ABDUCTOR: "Navă Răpire" STR_TERROR_SHIP: "Navă Terorizare" STR_BATTLESHIP: "Navă Război" STR_SUPPLY_SHIP: "Navă Aprovizionare" STR_RATING: "EVALUARE> {0}" STR_RATING_TERRIBLE: "GROAZNIC!" STR_RATING_POOR: "SLAB!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BUN!" STR_RATING_EXCELLENT: "EXCELENT!" STR_SCORE: "PUNCTAJ" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPORT LUNAR PROIECT X-COM" STR_MONTH: "Lună> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Consiliul națiunilor finanțatoare este în general mulțumit de progresul realizat." STR_COUNCIL_IS_VERY_PLEASED: "Consiliul națiunilor finanțatoare este foarte mulțumit de progresul realizat. Continuă tot așa!" STR_COUNCIL_IS_DISSATISFIED: "Consiliul națiunilor finanțatoare este nemulțumit de performanța ta. Trebuie să îți mărești eficacitatea în lupta cu amenințarea extraterestră sau riști încheierea proiectului." STR_YOU_HAVE_NOT_SUCCEEDED: "Nu ai reușit să faci față amenințării extraterestre iar consiliul națiunilor finanțatoare a decis cu regret închiderea proiectului. Fiecare națiune va trata problema așa cum crede de cuviință. Nu putem decât să sperăm că vom ajunge la un oarecare nivel de împăcare cu aceste forțe aparent ostile și că populația va ajunge la o întelegere cu vizitatorii extratereștri." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} este în mod special satisfăcută de competențele de care ai dat dovadă în lupta cu amenințarea locală și a decis să își mărească contribuția financiară." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sunt în mod special fericite de progresul făcut în lupta împotriva incursiunilor locale ale extratereștrilor și au decis să își mărească contribuția financiară." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} și {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} este nemulțumită de abilitățile de care ai dat dovadă în lupta cu extratereștrii din teritoriul ei și a decis să își reducă contribuția financiară." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sunt nemulțumite de capacitatea ta de a face față activităților extratereștrilor din teritoriile lor și au decis să își reducă contribuțiile financiare." STR_KNOTS: "{0} noduri" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} a semnat un tratat secret cu forțe extraterestre necunoscute și s-a retras din proiect." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} au semnat un tratat secret cu forțe extraterestre necunoscute și s-au retras din proiect." STR_MONTHLY_RATING: "Evaluare Lunară> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Variație Finanțe> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Consiliul nu este mulțumit de situația ta financiară. Trebuie să îți micșorezi datoriile la o valoare de până în 1 milion $ sau proiectul va fi închis." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISIUNI HIPER-UNDĂ DECODATE" STR_CRAFT_TYPE: "TIP NAVĂ" STR_RACE: "RASĂ" STR_MISSION: "MISIUNE" STR_ZONE: "ZONĂ" STR_ALLOCATE_RESEARCH: "Alocare Cercetare" STR_ALLOCATE_MANUFACTURE: "Alocare Producție" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brazilia" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londra" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moscova" STR_ROME: "Roma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapesta" STR_LAGOS: "Lagos" STR_CAIRO: "Cairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Cape Town" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Bombay" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokio" STR_BEIJING: "Beijing" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Antrenament Psi" STR_PSIONIC_TRAINING: "ANTRENAMENT PSIONIC" STR_REMAINING_PSI_LAB_CAPACITY: "Spațiu liber Laborator-Psi> {ALT}{0}" STR_PSIONIC__STRENGTH: "Rezistență{NEWLINE}Psionică" STR_PSIONIC_SKILL_IMPROVEMENT: "Abilități Psionice{NEWLINE}/Îmbunătățire" STR_PSI_AMP: "Amplificator-Psi" STR_IN_TRAINING: "Sub{NEWLINE}Antrenament?" STR_TARGETTED_BY: "ȚINTIT DE CĂTRE:" STR_WEAPONS_CREW_HWPS: "ARME/ECHIPAJ/{NEWLINE}TANCURI" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "a terminat combustibilul{NEWLINE}și revine la bază" STR_SOLDIER_LIST: "Listă Soldați" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISIUNI> {ALT}{0}" STR_KILLS: "VICTIME> {ALT}{0}" STR_WOUND_RECOVERY: "VINDECARE> {ALT}{0}" STR_TIME_UNITS: "UNITĂȚI TIMP" STR_STAMINA: "ENERGIE" STR_HEALTH: "SĂNĂTATE" STR_BRAVERY: "VITEJIE" STR_REACTIONS: "REACȚII" STR_FIRING_ACCURACY: "PRECIZIE FOC" STR_THROWING_ACCURACY: "PRECIZIE ARUNCARE" STR_STRENGTH: "FORȚĂ" STR_PSIONIC_STRENGTH: "REZISTENȚĂ PSIONICĂ" STR_PSIONIC_SKILL: "ABILITĂȚI PSIONICE" STR_NEW_RANK: "RANG NOU" STR_PROMOTIONS: "Promovări" STR_SOLDIERS_UC: "SOLDAȚI" STR_TANK_CANNON_UFOPEDIA: "Tancurile automatizate sunt proiectate pentru a fi complementare unei echipe X-Com. Combinația dintre puterea mare de foc și armura solidă pun în valoare aceste unități în luptele din teren deschis. Atenție să existe în depozite proiectile de tanc suficiente pentru reîncărcarea tancurilor. Se înarmează automat când sunt alocate unei echipe." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Acest tanc automatizat este înarmat cu lansatoare de rachete devastatoare pentru orice inamic extraterestru. Atenție să existe în depozite suficiente rachete de tanc." STR_TANK_LASER_CANNON_UFOPEDIA: "Armele laser sunt o adăugire folositoare în arsenalul tancurilor. Combină puterea mare de foc cu muniția practic nelimitată." STR_HOVERTANK_PLASMA_UFOPEDIA: "Tehnologia extraterestră a dat o nouă utilitate tancurilor. Manevrabilitatea sporită dată de plutirea prin aer împreună cu fasciculele de plasmă formează o combinație letală." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Acest hovertanc are un lansator de sfere de fuziune care poate fi devastator. A se folosi cu grijă. Va fi necesară producerea sferelor pentru a păstra hovertancurile înarmate. Sfera de fuziune este o armă inteligentă teleghidată. Pentru a o lansa, se alege un număr de puncte pe traseu după care se apașă pe butonul de lansare." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Acest dispozitiv compact este folosit drept muniție pentru tunul de artilerie cu plasmă. Conține o cantitate mică de Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Acest mic dispozitiv este folosit drept sursă de energie pentru pușca cu plasmă - o armă extraterestră de putere medie. Conține o cantitate mică de Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Sursa de energie pentru pistolul cu plasmă extraterestru. Conține Elerium - sursa de energie folosită de către extratereștri." STR_STUN_BOMB_UFOPEDIA: "Bomba paralizantă este folosită pentru capturarea în viață a specimenelor umane, dar poate fi de asemenea utilizată împotriva majorității speciilor extraterestre. Este proiectată la țintă cu ajutorul unui mic lansator." STR_ALIEN_RESEARCH_UFOPEDIA: "Misiunea de cercetare a extratereștrilor este folosită pentru a colecta date despre Pământ și locuitorii acestuia. Predominant sunt folosite nave mici, dar au loc și aterizări ocazionale în zone pustii. Acest tip de activitate constituie cea mai mică amenințare pentru X-Com, preocupând în mică masură guvernele sau publicul." STR_ALIEN_HARVEST_UFOPEDIA: "Extratereștrii au multe întrebuințări pentru fauna Pământului. Animalele sunt luate în secret și apoi înapoiate cu diverse organe lipsă. Bovine mutilate sunt semnalate preponderent în zone unde au fost observate OZNuri. Această activitate a extratereștrilor are loc în principal în zonele rurale, provocând mare îngrijorare pentru guverne și teamă printre locuitori. Teoria din spatele acestei 'recoltări' sugerează că rasele extraterestre au 'însămânțat' inițial planeta cu floră și faună iar acum s-au întors să își culeagă recolta." STR_ALIEN_ABDUCTION_UFOPEDIA: "Aceasta este cea mai perfidă dintre activitățile extraterestre. Răpirile sunt raportate la scară largă în ciuda încercărilor extratereștrilor de a șterge întâmplările din memoria victimelor. Răpiții au declarat că au fost supuși la examinări fizice umilitoare, inclusiv impregnarea cu fetuși extratereștrii, precum și experimente genetice. Motivul din spatele acestora pare să fie legat de mutația și manipularea materialului genetic extraterestru. Aceste activități provoacă o teamă puternică și au loc în zone populate sau orașe." STR_ALIEN_INFILTRATION_UFOPEDIA: "Guvernele Pământene pot fi infiltrate de către agenți extratereștrii cu aspect uman. Acest lucru poate duce la întâlniri oficiale la cel mai înalt nivel între extratereștrii și guverne. Apogeul este caracterizat de activități OZN intense în apropierea marilor orașe. Extratereștrii vor încerca să semneze un pact cu unul din guverne prin oferirea cunoștințelor lor tehnologice avansate. Guvernul va permite în schimb extratereștrilor să își continue activitățile. Această misiune a extratereștrilor reprezintă cea mai mare amenințare pentru X-Com. Dacă un guvern acceptă pactul atunci contribuția financiară va înceta." STR_ALIEN_BASE_UFOPEDIA: "Extratereștrii vor construi baze subterane secrete în zone izolate. După zborurile de observare inițiale va urma o activitate OZN intensă pe masură ce baza este construită. Aceasta conține laboratoare pentru experimentele asupra victimelor umane precum și diverse provizii pentru viitoarele activități din regiune. Existența unei baze extraterestre va genera o activitate intensă chiar și fără apariția OZNurilor. Pentru a localiza o bază o navă X-Com trebuie să patruleze zona câteva ore pentru a avea o șansă de detecție." STR_ALIEN_TERROR_UFOPEDIA: "Când extratereștrii terorizează un oraș vor desfășura forțe speciale cu puteri incredibile. Civilii vor fi în pericol, iar guvernele vor fi nevoite să evacueze zone întinse. Scopul principal este de a genera o isterie publică suficient de mare pentru ca guvernele să amenințe buna desfășurare a proiectului X-Com." STR_ALIEN_RETALIATION_UFOPEDIA: "Dacă interceptoarele X-Com reușesc să doboare multe OZNuri atunci extratereștrii pot recurge la represalii. Acestea pot lua forma unui atac direct împotriva bazelor X-Com. Totuși, extratereștrii trebuie să găsească o bază X-Com pentru a o putea ataca, însă dacă OZNurile sunt îndepărtate atunci acest pericol a trebui să fie redus." STR_ALIEN_SUPPLY_UFOPEDIA: "Odată ce baza extraterestră este construită, aceasta va fi aprovizionată în mod regulat de către o navă specială. Dacă una din aceste nave este detectată în timp ce aterizează atunci este sigur faptul că în apropiere se află o bază extraterestră." STR_SMALL_SCOUT_UFOPEDIA: "Această navă minusculă este folosită pentru observare sau cercetare. În mod normal precede navele mai mari de la începutul unei misiuni extraterestre." STR_MEDIUM_SCOUT_UFOPEDIA: "O navă de observare de dimensiune medie ce nu prezintă o amenințare puternică pentru forțele Pământene. Apare în mod normal înaintea navelor mari din timpul misiunilor extraterestre." STR_LARGE_SCOUT_UFOPEDIA: "Cea mai mare navă de observare extraterestră are un scop general și este folosită în toate tipurile de misiuni ale extratereștrilor." STR_HARVESTER_UFOPEDIA: "Această navă prezintă o poartă de acces la baza ei și este echipată cu mecanisme de manipulare a vitelor sau altor ființe. Unelte laser de tăiat sunt folosite pentru a extrage materialele dorite după care corpul este aruncat la pământ. Prezintă de asemenea recipiente pentru organe." STR_ABDUCTOR_UFOPEDIA: "Această navă prezintă o cameră de examinare în care au loc experimente groaznice pe subiecți umani. În mod obișnuit victima este paralizată cu ajutorul puterilor telepatice dar rămâne conștientă pe masa de operație." STR_TERROR_SHIP_UFOPEDIA: "Această navă prezintă o cameră mare pentru arme sau creaturi de groază. Este folosită pentru a transporta acești extratereștrii în zone populate." STR_BATTLESHIP_UFOPEDIA: "Cea mai mare și puternică navă extraterestră. În mod normal este nava principală pentru misiunile extraterestre, dotată cu arme puternice și având un echipaj numeros." STR_SUPPLY_SHIP_UFOPEDIA: "Această navă este folosită în timpul construcției bazelor extraterestre sau pentru aprovizionarea bazelor existente. Transportă recipiente cu mâncare extraterestră și camere de reproducție." STR_DISMANTLE: "Dezafectare" STR_FACILITY_IN_USE: "STRUCTURĂ îNTREBUINȚATĂ" STR_CANNOT_DISMANTLE_FACILITY: "NU SE POATE DEZAFECTA!{SMALLLINE}Toate structurile trebuie să aibă legături către liftul de acces." STR_TRANSFER_ITEMS_TO: "Transferă Articole la {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NU EXISTĂ CARANTINĂ PENTRU TRANSFER!{SMALLLINE}Extratereștrii vii au nevoie de carantină pentru a supraviețui." STR_AMOUNT_AT_DESTINATION: "CANTITATE LA{NEWLINE}DESTINAȚIE" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Extraterestrul moare pentru că nu există carantină" STR_NO_FREE_ACCOMODATION_CREW: "NU EXISTĂ LOCURI LIBERE!{SMALLLINE}Baza destinată nu are locuri libere în locuințe pentru echipajul alocat navei." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "SPAȚIU DEPOZITARE INSUFICIENT!{SMALLLINE}Baza destinație nu are spațiu suficient în depozite pentru echipamentul alocat navei." STR_ITEMS_ARRIVING: "Sosire Articole" STR_DESTINATION_UC: "DESTINAȚIE" STR_PISTOL: "Pistol" STR_PISTOL_CLIP: "Muniție Pistol" STR_RIFLE: "Pușcă" STR_RIFLE_CLIP: "Muniție Pușcă" STR_HEAVY_CANNON: "Artilerie Grea" STR_HC_AP_AMMO: "Muniție AG-P" STR_HC_HE_AMMO: "Muniție AG-E" STR_HC_I_AMMO: "Muniție AG-I" STR_AUTO_CANNON: "Artilerie Automată" STR_AC_AP_AMMO: "Muniție AA-P" STR_AC_HE_AMMO: "Muniție AA-E" STR_AC_I_AMMO: "Muniție AA-I" STR_ROCKET_LAUNCHER: "Lansator Rachete" STR_SMALL_ROCKET: "Rachetă Mică" STR_LARGE_ROCKET: "Rachetă Mare" STR_INCENDIARY_ROCKET: "Rachetă Incendiară" STR_GRENADE: "Grenadă" STR_SMOKE_GRENADE: "Grenadă Fumigenă" STR_PROXIMITY_GRENADE: "Grenadă Proximitate" STR_HIGH_EXPLOSIVE: "Super-Explozibil" STR_STUN_ROD: "Baston Paralizant" STR_HEAVY_PLASMA: "Artilerie Plasmă" STR_HEAVY_PLASMA_CLIP: "Muniție Artilerie Plasmă" STR_PLASMA_RIFLE: "Pușcă Plasmă" STR_PLASMA_RIFLE_CLIP: "Muniție Pușcă Plasmă" STR_PLASMA_PISTOL: "Pistol Plasmă" STR_PLASMA_PISTOL_CLIP: "Muniție Pistol Plasmă" STR_BLASTER_LAUNCHER: "Lansator Bombe" STR_BLASTER_BOMB: "Bombă Teleghidată" STR_SMALL_LAUNCHER: "Lansator Mic" STR_STUN_BOMB: "Bombă Paralizantă" STR_ALIEN_GRENADE: "Grenadă Extraterestră" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Sondă Mentală" STR_SECTOID_CORPSE: "Cadavru Sectoid" STR_SNAKEMAN_CORPSE: "Cadavru Snakeman" STR_ETHEREAL_CORPSE: "Cadavru Ethereal" STR_MUTON_CORPSE: "Cadavru Muton" STR_FLOATER_CORPSE: "Cadavru Floater" STR_CELATID_CORPSE: "Cadavru Celatid" STR_SILACOID_CORPSE: "Cadavru Silacoid" STR_CHRYSSALID_CORPSE: "Cadavru Chryssalid" STR_REAPER_CORPSE: "Cadavru Reaper" STR_SECTOPOD_CORPSE: "Cadavru Sectopod" STR_CYBERDISC_CORPSE: "Cadavru Cyberdisc" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Muniție insuficientă pentru înarmare Tanc{SMALLLINE}Fiecare tanc necesită {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Echipamente insuficiente pentru utilarea trupelor" STR_MARS_CYDONIA_LANDING: "Marte: Aterizarea în Cydonia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Nava Avenger a aterizat pe suprafața planetei Marte, în regiunea Cydonia. Informațiile noastre sugerează că una dintre construcțiile piramidale conține un lift de acces verde care conduce într-un complex subteran. Odată ce soldații sunt plasați în lift se apasă pe butonul 'Abandonare Misiune' pentru a trece la următoarea fază." STR_MARS_THE_FINAL_ASSAULT: "Marte: Asaltul Final" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Liftul piramidei conduce soldații osteniți de luptă mult sub suprafața planetei. Aceștia ajung în inima unui complex mare de tuneluri și camere. Creierul extraterestru este ascuns undeva în labirint. Dacă vrem ca Pământul să fie salvat de extratereștrii atunci acesta trebuie distrus.{NEWLINE}{NEWLINE}Succes!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Finalizare cercetare{NEWLINE}{0}{NEWLINE}pentru a produce{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Extratereștrii au distrus baza lipsită de apărare {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agenții X-Com au localizat o bază extraterestră în {0}" STR_STANDOFF: "PĂSTREAZĂ DISTANȚA" STR_CAUTIOUS_ATTACK: "ATAC PRECAUT" STR_STANDARD_ATTACK: "ATAC STANDARD" STR_AGGRESSIVE_ATTACK: "ATAC AGRESIV" STR_DISENGAGING: "DEGAJARE" STR_UFO_HIT: "OZN LOVIT!" STR_UFO_CRASH_LANDS: "OZN DOBORÂT!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizare Numai la Distanță" STR_UFO_RETURN_FIRE: "OZN RIPOSTEAZĂ!" STR_INTERCEPTOR_DAMAGED: ">>> INTERCEPTOR AVARIAT <<<" STR_INTERCEPTOR_DESTROYED: ">>> INTERCEPTOR DISTRUS <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "OZN DEVANSEAZĂ INTERCEPTORUL!" STR_ALIENS_TERRORISE: "EXTRATEREȘTRII TERORIZEAZĂ" STR_LONG_RANGE_DETECTION: "Detecție Rază Lungă" STR_STORES_UC: "DEPOZITE" STR_DIFFICULTY_LEVEL: "Nivel Dificultate" STR_INTERCEPT: "INTERCEPTARE" STR_BASES: "BAZE" STR_GRAPHS: "GRAFICE" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPȚIUNI" STR_FUNDING_UC: "FINANȚARE" STR_5_SECONDS: "5 Sec" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Oră" STR_1_DAY: "1 Zi" STR_XCOM_PERFORMANCE_ROSTER: "Listă Performanțe X-Com" STR_ENTER_NAME: "Introducere Nume" STR_PERFORMANCE_RATING: "Evaluare Performanță" STR_VICTORY_DATE: "Data Victoriei" STR_ELECTRO_FLARE: "Semnal Luminos" STR_ELECTRO_FLARE_UFOPEDIA: "Când este aruncat, acest dispozitiv compact produce o lumină puternică. În timpul misiunilor de noapte va evidenția inamicii din proximitatea semnalului luminos." STR_MONTHLY_COSTS: "Costuri Lunare" STR_CRAFT_RENTAL: "Chiria Navelor" STR_SALARIES: "Salarii" STR_BASE_MAINTENANCE: "Întreținerea Bazei" STR_COST_PER_UNIT: "Cost unitar" STR_QUANTITY: "Cantitate" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "Sub Antrenament Psionic" STR_BLASTER_BOMB_UFOPEDIA: "Acest dispozitiv este o rachetă explozivă dotată cu un sistem inteligent de ghidare. Este proiectată de un lansator de bombe." STR_FRONT_ARMOR: "Armură Frontală" STR_LEFT_ARMOR: "Armură Stânga" STR_RIGHT_ARMOR: "Armură Dreapta" STR_REAR_ARMOR: "Armură Spate" STR_UNDER_ARMOR: "Armură Inferioară" STR_ROUNDS: "Muniţie" STR_UNIT: "UNITATE> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "ARMURĂ> {0}" STR_FRONT_ARMOR_UC: "ARMURĂ FRONTALĂ" STR_LEFT_ARMOR_UC: "ARMURĂ STÂNGA" STR_RIGHT_ARMOR_UC: "ARMURĂ DREAPTA" STR_REAR_ARMOR_UC: "ARMURĂ SPATE" STR_SKILLS: "ABILITĂȚI> {0}" STR_LEVEL: "NIVEL> {0}" STR_HEAD: "CAP" STR_TORSO: "TRUNCHI" STR_RIGHT_ARM: "BRAȚ DREPT" STR_LEFT_ARM: "BRAȚ STÂNG" STR_RIGHT_LEG: "PICIOR DREPT" STR_LEFT_LEG: "PICIOR STÂNG" STR_PAIN_KILLER: "ANALGEZIC" STR_STIMULANT: "STIMULENT" STR_HEAL: "VINDECARE" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Greut>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reac>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Abil.Psi>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Rez.Psi>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefact Extraterestru" STR_AMMO_ROUNDS_LEFT: "MUNIȚIE:{NEWLINE}SALVE{NEWLINE}RĂMASE={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calm>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Trat>{ALT}{2}" STR_THROW: "Aruncare" STR_AUTO_SHOT: "Foc Automat" STR_SNAP_SHOT: "Foc Rapid" STR_AIMED_SHOT: "Foc Ochit" STR_STUN: "Paralizare" STR_PRIME_GRENADE: "Amorsare" STR_USE_SCANNER: "Folosire Detector" STR_USE_MEDI_KIT: "Folosire Trusă" STR_LAUNCH_MISSILE: "Lansare Rachetă" STR_ACCURACY_SHORT: "Pre>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unități Timp Insuficiente!" STR_NOT_ENOUGH_ENERGY: "Energie Insuficientă!" STR_NO_ROUNDS_LEFT: "Salve Terminate!" STR_NO_AMMUNITION_LOADED: "Arma este Descărcată!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Muniție improprie pentru această Armă!" STR_WEAPON_IS_ALREADY_LOADED: "Arma este deja încărcată!" STR_NO_LINE_OF_FIRE: "Linie de Tragere Blocată!" STR_GRENADE_IS_ACTIVATED: "Grenada este Amorsată!" STR_GRENADE_IS_DEACTIVATED: "Grenada este Dezamorsată!" STR_THERE_IS_NO_ONE_THERE: "Nu este nimeni acolo!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Artefact inutilizabil până ce nu este cercetat!" STR_OUT_OF_RANGE: "În Afara Razei De Acțiune!" STR_UNABLE_TO_THROW_HERE: "Nu se poate arunca acolo!" STR_SET_TIMER: "Setare Cronometru" STR_HIDDEN_MOVEMENT: "MIȘCĂRI ASCUNSE" STR_TURN: "RUNDA> {0}" STR_SIDE: "FACȚIUNEA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Apasă orice pentru a continua" STR_MIND_CONTROL: "Control Mental" STR_PANIC_UNIT: "Panicare Unitate" STR_MORALE_ATTACK_SUCCESSFUL: "Atac Moral Reușit" STR_MIND_CONTROL_SUCCESSFUL: "Control Mental Reușit" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}a Înnebunit" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}a Înnebunit" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}s-a Panicat" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}s-a Panicat" STR_XCOM: "X-Com" STR_ALIENS: "Extratereștrii" STR_RIGHT_HAND: "MÂNA DREAPTĂ" STR_LEFT_HAND: "MÂNA STÂNGĂ" STR_RIGHT_SHOULDER: "UMĂR DREPT" STR_LEFT_SHOULDER: "UMĂR STÂNG" STR_BACK_PACK: "RUCSAC" STR_BELT: "CENTURĂ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}se află sub control străin" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}se află sub control străin" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}și-a pierdut cunoștința" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}și-a pierdut cunoștința" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}a murit din cauza rănilor grave" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}a murit din cauza rănilor grave" STR_USE_MIND_PROBE: "Folosire Sondă Mentală" STR_FATAL_WOUNDS: "RĂNI GRAVE" STR_UNDER_ARMOR_UC: "ARMURĂ INFERIOARĂ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unități Timp rezervate pentru Foc Rapid" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unități Timp rezervate pentru Foc Automat" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unități Timp rezervate pentru Foc Țintit" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unități Timp rezervate pentru Îngenunchere" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UT rezervate pentru Îngenunchere și Foc" STR_UNITS_IN_CRAFT: one: "{N} Soldat în Nava X-Com" few: "{N} Soldați în Nava X-Com" other: "{N} Soldați în Nava X-Com" STR_UNITS_OUTSIDE: one: "{N} Soldat lăsat afară" few: "{N} Soldați lăsați afară" other: "{N} Soldați lăsați afară" STR_UNITS_IN_ENTRANCE: one: "{N} Soldat în Zona de Intrare" few: "{N} Soldați în Zona de Intrare" other: "{N} Soldați în Zona de Intrare" STR_UNITS_IN_EXIT: one: "{N} Soldat în Zona de Evacuare" few: "{N} Soldați în Zona de Evacuare" other: "{N} Soldați în Zona de Evacuare" STR_ABORT_MISSION_QUESTION: "Abandonare Misiune?" STR_CORPSE: "Cadavru" STR_UNLOAD_CRAFT: "Descărcare" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}a fost ucis" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}a fost ucisă" STR_HIT_MELEE: "Lovire" STR_GROUND: "LA SOL" STR_LIVING_QUARTERS_PLURAL: "Ansamblu Locuințe" STR_LIST_ITEM: "ARTICOL" STR_PERSONAL_ARMOR_UFOPEDIA: "Această armură folosește nou descoperitele Aliaje Extraterestre, oferind soldaților o șansă în lupta împotriva amenințării extraterestre." STR_POWER_SUIT_UFOPEDIA: "O nouă și puternică protecție pentru soldați, această armură este alimentată de o sursă de energie pe bază de Elerium ce amplifică mult viteza și forța utilizatorului, oferind cea mai bună protecție de până acum pentru trupele luptătoare." STR_FLYING_SUIT_UFOPEDIA: "O versiune îmbunătățită a Costumului de Forță, având incorporată tehnologie de navigație antigravitațională ce permite libertate totală de mișcare pe câmpul de luptă." STR_ALL_ALIENS_KILLED_IN_CRASH: "Toți extratereștrii morți în prăbușire,{NEWLINE}se inițiază recuperarea automată" STR_RESET: "Resetare" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATĂ" STR_SOLDIERS_RECRUITED_UC: "SOLDAȚI RECRUTAȚI>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDAȚI PIERDUȚI>{ALT}{0}" MAP_CULTA: "Fermă" MAP_FOREST: "Pădure" MAP_JUNGLE: "Junglă" MAP_MOUNT: "Munte" MAP_DESERT: "Deșert" MAP_POLAR: "Arctic" MAP_URBAN: "Oraș" MAP_UBASE: "Bază Extraterestră" MAP_XBASE: "Bază X-Com" MAP_MARS: "Marte" STR_MIXED: "Amestecate" STR_REMOVE_SELECTED: "Eliminare Selecționați" STR_LIVE_ALIENS: "Exemplare{NEWLINE}În Viață" STR_DEAD_ALIENS: "Exemplare{NEWLINE}Respinse" STR_UNDER_INTERROGATION: "Supuse{NEWLINE}Studiului" STR_CONTAINMENT_EXCEEDED: "LIMITE DEPĂȘITE CARANTINĂ EXTRATEREȘTRII!{SMALLLINE}Spațiu insuficient în carantina din {0}. Trebuie eliminat excesul de extratereștrii din carantină (aceștia vor muri)." STR_MANAGE_CONTAINMENT: "Gestionare Carantină Extratereștrii" STR_STORAGE_EXCEEDED: "SPAȚIU DEPOZITARE DEPĂȘIT!{SMALLLINE}Spațiu insuficient pentru stocare în {0}. Trebuie vândut surplusul de articole." STR_GO_TO_BASE: "Afișare Bază" STR_MELEE_ACCURACY: "PRECIZIE MELEU" STR_SELL_PRODUCTION: "VÂNZARE" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambele mâini trebuie să fie goale!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Articole insuficiente pentru a copia șablonul!" STR_UNLOAD_WEAPON: "Descărcare armă" STR_ALL_ITEMS: "Toate Articolele" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "FĂRĂ ECHIPAMENT ÎN PLUS LA BORD!{SMALLLINE}Se poate lua la bord un număr maxim de {N} articol pentru această navă." few: "FĂRĂ ECHIPAMENT ÎN PLUS LA BORD!{SMALLLINE}Se pot lua la bord un număr maxim de {N} de articole pentru această navă." other: "FĂRĂ ECHIPAMENT ÎN PLUS LA BORD!{SMALLLINE}Se pot lua la bord un număr maxim de {N} de articole pentru această navă." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRU DE CONTROL DISTRUS{NEWLINE}Continuați până la intrare și evacuați." STR_XCOM_BASE_CANNOT_BE_BUILT: "Structurile X-Com nu pot fi construite sub apă" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Nave & Armament" STR_COMPONENTS: "Componente" STR_SOLDIERS_RECRUITED: "Soldați recrutați" STR_SOLDIERS_LOST: "Soldați pierduți" STR_TOTAL_UFOS: "OZNuri detectate" STR_TOTAL_ALIEN_BASES: "Baze Extraterestre descoperite" STR_PSIONIC_STRENGTH_ABBREVIATION: "RZP" STR_PSIONIC_SKILL_ABBREVIATION: "ABP" FEMALE_CIVILIAN: "Civil, Femeie" MALE_CIVILIAN: "Civil, Bărbat" CYBERDISC_WEAPON: "Armă Cyberdisc" REAPER_WEAPON: "Armă Reaper" CHRYSSALID_WEAPON: "Armă Chryssalid" CELATID_WEAPON: "Armă Celatid" SILACOID_WEAPON: "Armă Silacoid" SECTOPOD_WEAPON: "Armă Sectopod" ZOMBIE_WEAPON: "Armă Zombie" ALIEN_PSI_WEAPON: "Armă Psi Extraterestră" ================================================ FILE: bin/standard/xcom1/Language/ru.yml ================================================ ru: STR_AVENGER_UFOPEDIA: "ТРАНСПОРТНО-БОЕВОЙ КОСМИЧЕСКИЙ КОРАБЛЬ. НАИВЫСШЕЕ ВОПЛОЩЕНИЕ ТЕХНОЛОГИЙ ПРИШЕЛЬЦЕВ." STR_INTERCEPTOR_UFOPEDIA: "БОЕВОЙ ЛА, ОСНАЩЕННЫЙ ДВУМЯ ИМПУЛЬСНЫМИ ДЕТОНАЦИОННЫМИ ДВИГАТЕЛЯМИ И СПЕЦИАЛЬНО ЭКРАНИРОВАННЫМИ ЭЛЕКТРОННЫМИ СИСТЕМАМИ. ЛУЧШЕЕ, ЧТО МОГУТ ПРЕДЛОЖИТЬ ЗЕМНЫЕ ТЕХНОЛОГИИ." STR_LIGHTNING_UFOPEDIA: "ТРАНСПОРТНО-БОЕВОЙ ЛЕТАТЕЛЬНЫЙ АППАРАТ, ИСПОЛЬЗУЮЩИЙ ГРУБУЮ, НО ЭФФЕКТИВНУЮ КОПИЮ СИЛОВЫХ УСТАНОВОК ПРИШЕЛЬЦЕВ." STR_SKYRANGER_UFOPEDIA: "ТРАНСПОРТНЫЙ САМОЛЕТ. САМЫЙ БЫСТРЫЙ В СВОЕМ КЛАССЕ, СПОСОБНЫЙ НА ВЕРТИКАЛЬНЫЙ ВЗЛЕТ И ПОСАДКУ (СВВП)." STR_FIRESTORM_UFOPEDIA: "БОЕВОЙ ЛЕТАТЕЛЬНЫЙ АППАРАТ. В ЭТОМ ОДНОМЕСТНОМ ИСТРЕБИТЕЛЕ ПОВТОРЕНА СХЕМА КЛАССИЧЕСКИХ ЛЕТАЮЩИХ ТАРЕЛОК ПРИШЕЛЬЦЕВ С ЦЕНТРАЛЬНЫМ РАСПОЛОЖЕНИЕМ СИЛОВОЙ УСТАНОВКИ." STR_STINGRAY_UFOPEDIA: "ПЕРЕДОВАЯ РАКЕТА КЛАССА «ВОЗДУХ-ВОЗДУХ» СО СПЕЦИАЛЬНО ЭКРАНИРОВАННЫМИ ЭЛЕКТРОННЫМИ СИСТЕМАМИ." STR_AVALANCHE_UFOPEDIA: "РАКЕТА КЛАССА «ВОЗДУХ-ВОЗДУХ» С ЯДЕРНОЙ БОЕВОЙ ЧАСТЬЮ. ОТЛИЧАЕТСЯ КРАЙНЕ БОЛЬШОЙ МАССОЙ." STR_CANNON_UFOPEDIA: "АВТОМАТИЧЕСКАЯ ПУШКА БОЛЬШОЙ МОЩНОСТИ, СТРЕЛЯЮЩАЯ БРОНЕБОЙНЫМИ СНАРЯДАМИ, СПОСОБНЫМИ ПРОБИТЬ 400-МИЛЛИМЕТРОВУЮ СТАЛЬНУЮ БРОНЮ." STR_FUSION_BALL_UFOPEDIA: "ЭТА ПУСКОВАЯ УСТАНОВКА ВЫСТРЕЛИВАЕТ ШАРООБРАЗНЫЕ РАКЕТЫ, ИНИЦИАТОРОМ В КОТОРЫХ СЛУЖИТ РЕАКЦИЯ АНТИВЕЩЕСТВА. ШАР УНИЧТОЖАЕТ ЦЕЛЬ ПОСРЕДСТВОМ ГРАВИТАЦИОННОЙ ИМПЛОЗИИ." STR_LASER_CANNON_UFOPEDIA: "ЭТОТ СТАНДАРТНЫЙ ЛАЗЕРНЫЙ ИЗЛУЧАТЕЛЬ ПИТАЕТСЯ ЭНЕРГИЕЙ РЕАКТОРА, РАБОТАЮЩЕГО НА АНТИМАТЕРИИ." STR_PLASMA_BEAM_UFOPEDIA: "ГРАВИТАЦИОННЫЙ ЛУЧ НАПРАВЛЯЕТ ТОЧНО СФОКУСИРОВАННОЕ СЖИМАЮЩЕЕ ГРАВИТАЦИОННОЕ ПОЛЕ." STR_SECTOID_UFOPEDIA: "В иерархию cектоидов входят особи от солдат до лидеров с мощными пси-способностями. Они используют пси-силы для деморализации противника в бою и даже захвата контроля над его сознанием. Как правило, сектоиды занимаются похищением людей и изувечиванием рогатого скота. Похищенные используются для сбора генного материала для последующего скрещивания и создания клонов для внедрения в человеческое общество. Скот используется в качестве пищи и генетического материала. Эта раса, похоже, хочет вывести более совершенных гибридов для повышения эффективности своего ульеподобного общества." STR_SECTOID_AUTOPSY: "Вскрытие сектоида" STR_SECTOID_AUTOPSY_UFOPEDIA: "Вскрытие выявило рудиментарные органы пищеварения и простое строение организма. Мозг и глаза очень хорошо развиты. Строение организма свидетельствует о применении генной инженерии или последствиях мутации. Малых размеров рот и нос, похоже, выполняют рудиментарные функции. Перепонки между пальцами и плоские стопы указывают на происхождение из водной среды. Репродуктивные органы отсутствуют; способ размножения этого вида неясен. Вероятнее всего, этот вид возник как продукт генной инженерии." STR_SNAKEMAN_UFOPEDIA: "Эта раса сформировалась в чрезвычайно враждебной среде. Ее представители обладают чрезвычайно крепким телом и могут выдерживать экстремальные колебания температуры. Их мобильность обеспечивается змееподобной «ногой», которая защищает все жизненно важные органы. Похоже на то, что для них характерны паттерны поведения хищников и что они находятся под контролем другого разума, который руководит их вторжениями на Землю, более напоминающими военные операции." STR_SNAKEMAN_AUTOPSY: "Вскрытие человекозмея" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Кожа чрезвычайно жесткая и термостойкая. Сердечно-сосудистая система является частью мышечной системы, использующей гидравлический принцип для приведения тела в движение. Единственной настоящей мышцей является «сердце». Репродуктивная система, похоже, крайне эффективна. Размножение бесполое; каждый человекозмей несет до 50 яиц единовременно. Без внешнего контроля популяции они могли бы стать серьезнейшей угрозой земной жизни." STR_ETHEREAL_UFOPEDIA: "Это существо обладает устрашающими ментальными силами, включающими коммуникацию посредством телепатии и способность к телекинезу. Очень слабое физическое развитие этого существа компенсируется силой разума. Мы не понимаем принцип работы телекинеза, так как это явление противоречит известным нам законам физики. Они всегда чрезвычайно опасны на поле боя, где они полагаются на свои ментальные силы. Они редко появляются на Земле, так как используют другие расы для достижения своих целей." STR_ETHEREAL_AUTOPSY: "Вскрытие эфириала" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Это существо физически деградировало и кажется неспособным поддерживать какие-либо жизненные функции. Мышцы сильно атрофированы, внутренние органы слабо развиты. Органы чувств, включая глаза, похоже, вообще неактивны. Мозг, однако, хорошо развит и обильно снабжается кровью. Непонятно, как это существо могло поддерживать свою жизнь без посторонней помощи." STR_MUTON_UFOPEDIA: "Эти человекоподобные существа физически и умственно очень развиты. У них особое пристрастие к употреблению в пищу сырого мяса, которое им необходимо для существования, как земным хищникам. Похоже, что они полагаются на телепатическое управление со стороны представителей расы, известной как эфириалы. Как только телепатическая связь прерывается, их нервная система разрушается и они умирают. Кибернетические импланты усиливают их боевые характеристики. Очевидно, что они выполняют роль пехоты для некого высшего разума." STR_MUTON_AUTOPSY: "Вскрытие мутона" STR_MUTON_AUTOPSY_UFOPEDIA: "«Кожа» этого существа представляет собой органически выращенную броню, вживленную в тело. Обнаружены многочисленные кибернетические импланты, предназначенные для повышения эффективности сердечно-сосудистой системы и усиления органов чувств. Репродуктивные органы, похоже, были удалены хирургическим путем. Очевидно, жизнь этих несчастных существ сводится к участию в войнах и завоеваниях. Бронебойные боеприпасы малоэффективны против их укрепленной кожи." STR_CELATID_UFOPEDIA: "Эта форма жизни обладает загадочной способностью естественным образом парить в воздухе. Она способна обнаруживать активность человеческого мозга и двигаться в сторону человека, даже находящегося в надежном укрытии. Обнаружив цель, целатид приземляется и выплевывает капельки чрезвычайно едкого ядовитого вещества. Эти существа могут клонировать себя с поразительной скоростью. Они сопровождают расу мутонов в их странствиях." STR_CELATID_AUTOPSY: "Вскрытие целатида" STR_CELATID_AUTOPSY_UFOPEDIA: "Ядро содержит маленькое биомеханическое устройство, которое, похоже, представляет собой естественным образом развившуюся антигравитационную двигательную систему. Самым крупным внутренним органом является железа, выделяющая яд. Похоже, отдельный мозговой центр отсутствует; также не обнаружено признаков пищеварительной и репродуктивной систем. Маленький орган содержит эмбрионы, которые могут быстро развиться в новое существо." STR_SILACOID_UFOPEDIA: "Этот организм на основе кремния выделяет огромное количество тепла. Сила, которой он обладает, достаточна для разрушения камней, которые затем поглощает горячее ядро. Эти существа имеют примитивный разум, и ими можно управлять при помощи имплантов или телепатии. Они действуют совместно с инопланетной расой мутонов." STR_SILACOID_AUTOPSY: "Вскрытие силакоида" STR_SILACOID_AUTOPSY_UFOPEDIA: "Ядро этого существа выделяет чрезвычайно много тепла и, похоже, является основой его пищеварительной системы. Его уникальная мышечная система обеспечивает этому пришельцу огромную силу и скорость. Прочная как камень шкура этого существа неуязвима для огня и зажигательных снарядов." STR_CHRYSSALID_UFOPEDIA: "Крабовидные клешни этого существа представляют собой мощное оружие ближнего боя. Высокий метаболизм и большая сила этого существа придают ему значительную скорость и ловкость. Оно не убивает своих жертв, а откладывает в них яйца и впрыскивает яд, превращающий жертву в ходячего зомби. Молодой криссалид вылупляется из жертвы вскоре после введения яйца. Криссалиды действуют совместно с расой человекозмеев." STR_CHRYSSALID_AUTOPSY: "Вскрытие криссалида" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Экзоскелет этого существа чрезвычайно прочный, однако неожиданно уязвимый для фугасных боеприпасов. Мозг хорошо развит, и скорость роста его клеток очень высока. Существо несет двадцать яиц, которые оно откладывает в тела других живых существ. Это существо представляет собой крайне эффективное орудие террора." STR_FLOATER_UFOPEDIA: "Летуны - это в первую очередь солдаты и террористы. По своей природе это хищные звери, которые были превращены в грозных воинов сочетанием генной инженерии и кибернетики. Нижняя часть тела и большинство внутренних органов хирургически удалены и заменены системой жизнеобеспечения. Этот имплант включает антигравитационное устройство, которое позволяет этому существу, хоть и неуверенно, парить в воздухе." STR_FLOATER_AUTOPSY: "Вскрытие летуна" STR_FLOATER_AUTOPSY_UFOPEDIA: "Это существо было кардинально изменено хирургически. Устройством, которое составляет ядро организма, является система жизнеобеспечения, выполняющая функции сердца, легких и системы пищеварения. Это позволит существу выжить в чрезвычайно враждебных условиях. Мозг меньше, чем наш, но органы чувств хорошо развиты." STR_REAPER_UFOPEDIA: "Это двуногое плотоядное животное имеет мощные челюсти и крайне прожорливо. Оно наделено рядом мозговых имплантов, которые используются для управления им. Примитивные инстинкты хищника едва ли годятся для чего-либо, кроме террора и разрушения. Жнецы обычно действуют совместно летунами." STR_REAPER_AUTOPSY: "Вскрытие жнеца" STR_REAPER_AUTOPSY_UFOPEDIA: "Жнец имеет два «мозга» и два «сердца», что позволяет ему сохранять боеспособность, даже если он тяжело ранен. Однако его покрытая шерстью шкура легко воспламеняется, что делает это существо уязвимым для зажигательного оружия." STR_SECTOPOD_UFOPEDIA: "Сектоподы - это роботы, оснащенные мощным лазерным оружием. Управление этими механическими монстрами осуществляется их операторами, эфириалами, по телепатическому каналу. Сектоподы представляют собой наиболее мощное орудие террора пришельцев." STR_SECTOPOD_AUTOPSY: "Вскрытие сектопода" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Этот прочный робот обладает усиленной броней, способной выдержать большинство видов воздействия, особенно плазмы. Однако его сенсоры, похоже, серьезно уязвимы для лазерного оружия." STR_CYBERDISC_UFOPEDIA: "Эта миниатюрная версия летающей тарелки представляет собой автоматизированное орудие террора, оснащенное мощным плазменным излучателем. Благодаря антигравитационному приводу кибердиск обладает большим преимуществом в мобильности на пересеченной местности. В его задачи входит причинение разрушений и проведение террора под контролем сектоидов." STR_CYBERDISC_AUTOPSY: "Вскрытие кибердиска" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Кибердиск обладает эффективным бронированием и особенно устойчив к действию фугасных боеприпасов. Антигравитационный модуль слишком сильно поврежден, что не позволяет понять принцип его действия." STR_UFO_POWER_SOURCE_UFOPEDIA: "Источник энергии кораблей пришельцев - это реактор на антиматерии, который использует элерий (115-й элемент химической таблицы) для создания мощных гравитационных волн, а также других форм энергии. КПД преобразования материи в энергию невероятно высок и достигает 99 %, поэтому даже крошечная крупица элерия позволяет произвести огромное количество энергии. Это устройство можно легко воспроизвести, используя сплавы пришельцев." STR_UFO_NAVIGATION_UFOPEDIA: "Полетом инопланетных кораблей в гравитационном поле планеты и открытом космосе управляют сложные компьютеры. В системе используются оптические процессоры, объединенные в сеть. Интерфейс управления относительно прост: навигатор изменяет направление гравитационных волн, исходящих от источника энергии, чтобы переместить корабль в нужном направлении. Человек может с легкостью использовать эту систему, а также воспроизвести ее, используя сплавы пришельцев и ряд других компонентов." STR_UFO_CONSTRUCTION_UFOPEDIA: "Корабль пришельцев состоит из трех основных подсистем - источника энергии, навигационной системы и корпуса. Особая форма корпуса позволяет направлять гравитационные волны в произвольном направлении. Для источника энергии требуется небольшое количество элерий. Зная устройство всех компонентов корабля, мы сможем строить аппараты подобного типа." STR_ALIEN_FOOD_UFOPEDIA: "Камеры содержат раствор энзимов, предназначенный для расщепления тканей животного происхождения (или даже человеческих органов). Производимый в камерах раствор использовался в качестве пищи. Предполагаемый способ употребления - прямая инъекция в кровоток. Это предполагает некоторую зависимость пришельцев от Земли для производства пищи." STR_ALIEN_REPRODUCTION_UFOPEDIA: "В капсулах находятся зародыши инопланетных организмов. Устройство этих инкубаторов свидетельствует о том, что пришельцы полностью перешли на искусственный метод воспроизводства. В случае промышленного применения подобная система способна произвести тысячи клонов в короткое время. Процесс может быть легко адаптирован к человеческому или гибридному организму." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Наиболее вероятная функция этих сфер - отдых и восстановление. Псионический контур стимулирует различные центры мозга. Производимый эффект сходен с действием галлюциногенных наркотиков. Это - единственное свидетельство, что пришельцы имеют культурное или развлекательное времяпрепровождение." STR_ALIEN_SURGERY_UFOPEDIA: "Это хирургическое оборудование использует лазерный скальпель для извлечения частей тела у крупного рогатого скота и других животных. Повсеместные случаи калечения скота, вероятно, происходят с применением этих странных устройств. Скорее всего, органы используются для пищи и генетических опытов." STR_EXAMINATION_ROOM_UFOPEDIA: "В прошлом многие тысячи людей утверждали, что был похищены инопланетянами, иногда неоднократно. Истина гораздо более ужасна. Людей похищают, изучают и наблюдают. Лучшие экземпляры служат источником генетического материала. Женщинам имплантируются инопланетные гибридные зародыши, извлекаемые по прошествии нескольких месяцев развития. Неизвестно, какими зловещими мотивами руководствуются пришельцы в своей деятельности." STR_ALIEN_ALLOYS_UFOPEDIA: "Корабли пришельцев построены из особых сплавов, обладающих уникальными свойствами. Они чрезвычайно легки и прочны, и могут изменять форму под воздействием электромагнитных полей. Этот материал можно воспроизвести, используя методы электрометаллургии, и использовать в ряде производственных процессов." STR_ELERIUM_115_UFOPEDIA: "Этот элемент обладает необычным свойством производить антивещество при бомбардировке определенными частицами. Это приводит к возникновению гравитационных волн и других форм энергии. Этот элемент не обнаружен в естественном виде в Солнечной системе, и мы не можем его синтезировать искусственным путем." STR_ALIEN_ORIGINS_UFOPEDIA: "Очевидно, что дальнейшая борьба за Землю бесперспективна. Противник превосходит нас числом. Самое большее, что мы можем сделать - это замедлить его продвижение. Единственный наш шанс победить - это уничтожить источник вторжения. Исследования показывают, что он находится в пределах нашей Солнечной системы. Пришельцы описывают это место как центр древней цивилизации, возникшей намного раньше человечества. Мы должны обнаружить его как можно скорее. Для получения подробной информации необходимо захватить пришельца-лидера. Предположительно, на крупных кораблях противника должен присутствовать по меньшей мере один лидер." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "По результатам исследований, основная база сил вторжения располагается на Марсе. База хорошо замаскирована и располагает всеми средствами производства техники и живой силы для проникновения на Землю. Также там находится некий управляющий компьютерный центр, командующий всеми операциями противника. Роеподобное по своей структуре общество пришельцев имеет \"королеву роя\", и в этом их фундаментальная слабость - если мы сможем уничтожить этот \"мозг\", вся армия погибнет, как одно существо. Мы должны ускорить исследования в этом направлении, пока не поздно. Чтобы достигнуть успеха, необходимо допросить пришельцев наиболее высокого ранга - командующих, постоянно находящихся на базах." STR_CYDONIA_OR_BUST_UFOPEDIA: "Установлено, что армия пришельцев управляется из подземной базы в Кидонии - странной области Марса, известной расположенными там пирамидами и образованием, напоминающим изображение человеческого лица. Кидонийская цивилизация процветала много миллионов лет назад, причины ее гибели неизвестны, равно как и связь этой цивилизации с активностью инопланетян в наше время. Независимо от объяснений мы должны лететь на Кидонию. Есть лишь один способ победить пришельцев - уничтожить центральный управляющий \"мозг\". Нам понадобится \"Мститель\" - транспорт, оборудованный наилучшим доступным нам оружием, способный доставить десант на Марс. Мы не можем узнать больше, оставаясь здесь, и вынуждены ждать результатов штурма Кидонии." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ФОКУС НА ТОЧКЕ, ВРЕМЯ=5 сек." STR_CANCEL_UC: "ОТМЕНА" STR_NONE: "Отсутствует" STR_UNKNOWN: "Неизвестно" STR_POOR: "Плохо" STR_AVERAGE: "Посредственно" STR_GOOD: "Хорошо" STR_EXCELLENT: "Превосходно" STR_BUILD_NEW_BASE_UC: "СТРОИТЬ НОВУЮ БАЗУ" STR_BASE_INFORMATION: "ИНФОРМАЦИЯ ПО БАЗЕ" STR_EQUIP_CRAFT: "СНАРЯДИТЬ ТС" STR_BUILD_FACILITIES: "СТРОИТЬ МОДУЛИ" STR_RESEARCH: "ИССЛЕДОВАНИЕ" STR_MANUFACTURE: "ПРОИЗВОДСТВО" STR_TRANSFER_UC: "ТРАНСПОРТИРОВКА" STR_PURCHASE_RECRUIT: "ЗАКУПКА/ВЕРБОВКА" STR_SACK: "УВОЛИТЬ" STR_SELL_SACK_UC: "ПРОДАТЬ/УВОЛИТЬ" STR_GEOSCAPE_UC: "ГЛОБУС" STR_NAME: "Имя" STR_AREA: "Регион" STR_BUILD_NEW_BASE: "Строить новую базу" STR_CANCEL: "Отмена" STR_COST_UC: "СТОИМОСТЬ>" STR_CONSTRUCTION_TIME_UC: "ВРЕМЯ СТРОИТЕЛЬСТВА>" STR_DAY: one: "{N} день" few: "{N} дня" many: "{N} дней" other: "{N} дней" STR_HOUR: one: "{N} час" few: "{N} часа" many: "{N} часов" other: "{N} часов" STR_MAINTENANCE_UC: "ОБСЛУЖИВАНИЕ>" STR_OK: "ОК" STR_INSTALLATION: "Строить:" STR_CURRENT_RESEARCH: "ТЕКУЩИЕ ИССЛЕДОВАНИЯ" STR_SCIENTISTS_AVAILABLE: "Ученых доступно>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Ученых занято>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Места в лаборатории доступно>{ALT}{0}" STR_RESEARCH_PROJECT: "ИССЛЕДОВАТЬ ПРОЕКТ" STR_SCIENTISTS_ALLOCATED_UC: "УЧЕНЫХ ЗАНЯТО" STR_PROGRESS: "ПРОГРЕСС" STR_NEW_PROJECT: "Новый проект" STR_CANCEL_PROJECT: "ОТМЕНА ПРОЕКТА" STR_NEW_RESEARCH_PROJECTS: "НАЧАТЬ НОВЫЙ ПРОЕКТ" STR_SCIENTISTS_AVAILABLE_UC: "УЧЕНЫХ ДОСТУПНО>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "МЕСТА В ЛАБОРАТОРИЯХ ДОСТУПНО>{ALT}{0}" STR_INCREASE: "Увеличить" STR_DECREASE: "Уменьшить" STR_START_PROJECT: "НАЧАТЬ ПРОЕКТ" STR_CURRENT_PRODUCTION: "ТЕКУЩЕЕ ПРОИЗВОДСТВО" STR_ENGINEERS_AVAILABLE: "Инженеров доступно>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Инженеров занято>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Рабочих мест доступно>{ALT}{0}" STR_CURRENT_FUNDS: "Текущий баланс>{ALT}{0}" STR_ITEM: "ИЗДЕЛИЕ" STR_ENGINEERS__ALLOCATED: "Инженеров занято" STR_UNITS_PRODUCED: "Единиц произвед." STR_TOTAL_TO_PRODUCE: "Всего к произв." STR_COST__PER__UNIT: "Цена{NEWLINE}за ед." STR_DAYS_HOURS_LEFT: "Дней/часов осталось" STR_NEW_PRODUCTION: "Новое производство" STR_PRODUCTION_ITEMS: "Произвести изделие" STR_CATEGORY: "КАТЕГОРИЯ" STR_START_PRODUCTION: "НАЧАТЬ ПРОИЗВОДСТВО" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} человеко-часов на производство единицы" STR_COST_PER_UNIT_: "Стоимость за ед.>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Требуется рабочих мест>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ТРЕБУЮТСЯ СПЕЦИАЛЬНЫЕ МАТЕРИАЛЫ" STR_ITEM_REQUIRED: "НЕОБХОДИМЫЕ МАТЕРИАЛЫ" STR_UNITS_REQUIRED: "ТРЕБУЕТСЯ ЕДИНИЦ" STR_UNITS_AVAILABLE: "ДОСТУПНО ЕДИНИЦ" STR_STOP_PRODUCTION: "ОСТАНОВИТЬ ПРОИЗВОДСТВО" STR_ENGINEERS_AVAILABLE_UC: "ИНЖЕНЕРОВ ДОСТУПНО>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "МЕСТА В МАСТЕРСКИХ ДОСТУПНО>{ALT}{0}" STR_MONTHLY_PROFIT: "ДОХОД В МЕСЯЦ>{ALT}{0}" STR_INCREASE_UC: "УВЕЛИЧИТЬ" STR_DECREASE_UC: "УМЕНЬШИТЬ" STR_UNITS_TO_PRODUCE: "Произвести" STR_PURCHASE_HIRE_PERSONNEL: "Купить/Нанять" STR_COST_OF_PURCHASES: "Стоимость покупки>{ALT}{0}" STR_COST_PER_UNIT_UC: "ЦЕНА ЗА ЕД." STR_QUANTITY_UC: "КОЛ-ВО" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ДОСТУПНО ЧЕЛОВЕК:ВСЕГО ЧЕЛОВЕК>" STR_SOLDIERS: "Бойцы" STR_SCIENTISTS: "Ученые" STR_ENGINEERS: "Инженеры" STR_SPACE_USED_SPACE_AVAILABLE: "МЕСТА ЗАНЯТО:МЕСТА ДОСТУПНО>" STR_LIVING_QUARTERS: "Жилые модули" STR_STORES: "Склады" STR_LABORATORIES: "Лаборатории" STR_WORK_SHOPS: "Мастерские" STR_HANGARS: "Ангар" STR_SHORT_RANGE_DETECTION: "Ближнее обнаружение" STR_DEFENSE_STRENGTH: "Мощность ПВО" STR_TRANSFERS_UC: "ТРАНСПОРТИРОВКИ" STR_TRANSFERS: "Транспортировки" STR_ARRIVAL_TIME_HOURS: "Время прибытия (часов)" STR_COST_: "Стоимость>{ALT}{0}" STR_AREA_: "Регион>{ALT}{0}" STR_BASE_NAME: "Название базы?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ВЫБЕРИТЕ МЕСТО ДЛЯ ВХОДНОГО ЛИФТА" STR_TRANSFER: "Транспортировка" STR_AMOUNT_TO_TRANSFER: "КОЛ-ВО ДЛЯ ОТПРАВКИ" STR_SELECT_DESTINATION_BASE: "Выберите место назначения" STR_COST: "Стоимость" STR_VICTORY_1: "Войдя в зал, вы видите инопланетный Мозг - цель ваших поисков. Прежде чем вы успеваете выстрелить, Мозг обращается к вам через находящийся в помещении экран. Он просит выслушать аргументы в свою защиту прежде, чем вы нажмете на спусковой крючок..." STR_VICTORY_2: "Мозг говорит: «Много миллионов лет назад на планете, которую вы именуете Марсом, цвела жизнь. Эта жизнь была принесена на бесплодную планету нашей цивилизацией, как это затем произошло и с вашей. Миллионы лет мы посещали вашу планету и генетически развивали ваш вид. Вы не можете уничтожить нас, вы - часть нас..." STR_VICTORY_3: "...Здесь находится центр Марсианской цивилизации - эти пирамиды построены за миллионы лет до ваших пирамид существами, которые были вашими предками. Не существует планет, которые мы не могли бы достигнуть. Эта мощь и технологии вскоре могут стать вашими. Все, что мы просим - это сотрудничество..." STR_GAME_OVER_1: "Пришельцы пытаются истребить все человечество, разрушая города, отравляя воздух и воду. Сопротивление земных армий тщетно перед превосходящими инопланетными технологиями. Выжившие поколения, спасаясь от уничтожения, страдают от ужасных мутаций. Они помещены в специальные лагеря, где их используют как рабов для превращения Земли в колонию огромной неизвестной империи пришельцев." STR_GAME_OVER_2: "Знания, добытые проектом Х-Сom, потеряны навсегда. Вы не сумели защитить Землю." STR_VICTORY_4: "Излияния мозга прервал сгусток раскаленной плазмы, и силы пришельцев были повержены." STR_VICTORY_5: "Пришельцы потеряли Марс, а значит - и Землю. Скоро исследования Х-Сom позволят человечеству достичь истинного процветания и начать колонизацию Марса. Инопланетная угроза устранена, но надолго ли, никто не знает..." STR_YOU_HAVE_FAILED: "Вы не сумели остановить вторжение. Одна за другой ведущие мировые державы подписывают пакт с пришельцами, обещающими новые технологии, процветание и мир. Однако вскоре становится очевидно, что у пришельцев совсем другие планы..." STR_TOTAL_UC: "ВСЕГО" STR_INCOME: "Доход" STR_EXPENDITURE: "Расход" STR_MAINTENANCE: "Обслуживание" STR_BALANCE: "Баланс" STR_UFO_ACTIVITY_IN_AREAS: "Активн. НЛО в регионах" STR_UFO_ACTIVITY_IN_COUNTRIES: "Активн. НЛО в странах" STR_XCOM_ACTIVITY_IN_AREAS: "Активн. X-Com в регионах" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Активн. X-Com в странах" STR_FINANCE: "Финансы" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "тыс. $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{0}{NEWLINE}требует материалов для производства на базе{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{0}{NEWLINE}требует денег для производства на базе{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{0}{NEWLINE}{NEWLINE}Завершено{NEWLINE}производство{NEWLINE}на базе{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{0}{NEWLINE}{NEWLINE}Завершено{NEWLINE}строительство{NEWLINE}на базе{NEWLINE}{1}" STR_OK_5_SECONDS: "ОК - 5 сек." STR_RESEARCH_COMPLETED: "Исследование завершено" STR_VIEW_REPORTS: "ОТЧЕТ" STR_WE_CAN_NOW_RESEARCH: "Теперь мы можем исследовать" STR_WE_CAN_NOW_PRODUCE: "Теперь мы можем произвести" STR_SUNDAY: "ВОСКРЕСЕНЬЕ" STR_MONDAY: "ПОНЕДЕЛЬНИК" STR_TUESDAY: "ВТОРНИК" STR_WEDNESDAY: "СРЕДА" STR_THURSDAY: "ЧЕТВЕРГ" STR_FRIDAY: "ПЯТНИЦА" STR_SATURDAY: "СУББОТА" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Требуется {0}, чтобы заправить {1} на базе {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Требуется {0}, чтобы доукомплектовать {1} на базе {2}" STR_UFO_IS_NOT_RECOVERED: "НЛО не захвачен" STR_UFO_IS_RECOVERED: "НЛО захвачен" STR_CRAFT_IS_LOST: "Транспорт потерян" STR_TERROR_CONTINUES: "Террор продолжается" STR_ALIENS_DEFEATED: "Пришельцы побеждены" STR_BASE_IS_LOST: "База потеряна" STR_BASE_IS_SAVED: "Нападение отражено" STR_ALIEN_BASE_STILL_INTACT: "База пришельцев все еще действует" STR_ALIEN_BASE_DESTROYED: "База пришельцев уничтожена" STR_ALIENS_KILLED: "ПРИШЕЛЬЦЕВ УБИТО" STR_ALIEN_CORPSES_RECOVERED: "ТРУПОВ ПРИШЕЛЬЦЕВ НАЙДЕНО" STR_LIVE_ALIENS_RECOVERED: "ЖИВЫХ ПРИШЕЛЬЦЕВ НАЙДЕНО" STR_ALIEN_ARTIFACTS_RECOVERED: "ИНОПЛАНЕТНЫХ АРТЕФАКТОВ НАЙДЕНО" STR_ALIEN_BASE_CONTROL_DESTROYED: "БАЗА ПРИШЕЛЬЦЕВ УНИЧТОЖЕНА" STR_CIVILIANS_KILLED_BY_ALIENS: "ГРАЖДАНСКИХ УБИТО ПРИШЕЛЬЦАМИ" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ГРАЖДАНСКИХ УБИТО БОЙЦАМИ X-COM" STR_CIVILIANS_SAVED: "ГРАЖДАНСКИХ СПАСЕНО" STR_XCOM_OPERATIVES_KILLED: "БОЙЦОВ X-COM УБИТО" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "БОЙЦОВ X-COM ПРОПАЛО БЕЗ ВЕСТИ" STR_TANKS_DESTROYED: "ТАНКОВ УНИЧТОЖЕНО" STR_XCOM_CRAFT_LOST: "ТС X-COM ПОТЕРЯНО" STR_UFO_RECOVERY: "ДОБЫТО В НЛО" STR_ALIEN_BASE_RECOVERY: "ДОБЫТО НА БАЗЕ ПРИШЕЛЬЦЕВ" STR_BASE_UNDER_ATTACK: "База {0} атакована!" STR_BASE_DEFENSES_INITIATED: "ЗАДЕЙСТВОВАНА ПВО БАЗЫ" STR_GRAV_SHIELD_REPELS_UFO: "ГРАВИТАЦИОННЫЙ ЩИТ ОТТАЛКИВАЕТ НЛО!" STR_FIRING: "ВЫСТРЕЛ" STR_HIT: "ПОПАДАНИЕ!" STR_UFO_DESTROYED: "НЛО УНИЧТОЖЕН!" STR_MISSED: "ПРОМАХ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Продать/Уволить" STR_VALUE_OF_SALES: "СТОИМОСТЬ ПРОДАЖИ> {ALT}{0}" STR_FUNDS: "БАЛАНС> {ALT}{0}" STR_SELL_SACK: "Продать/Уволить" STR_VALUE: "Цена" STR_CRAFT_: "ТС> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ЗАХВАТ СБИТОГО НЛО" STR_UFO_CRASH_RECOVERY_BRIEFING: "Будьте осторожны - вокруг и внутри НЛО могут быть пришельцы. Миссия будет успешно завершена, когда все вражеские силы будут уничтожены или нейтрализованы. Остатки НЛО, артефакты и трупы пришельцев будут автоматически эвакуированы. В случае необходимости прервать миссию, верните оперативников в транспорт и нажмите \"Покинуть поле боя\"." STR_UFO_GROUND_ASSAULT: "НАЗЕМНЫЙ ШТУРМ НЛО" STR_UFO_GROUND_ASSAULT_BRIEFING: "Обследуйте место посадки и по возможности проникните внутрь НЛО. Задание будет успешно завершено после ликвидации или нейтрализации всех сил противника. По завершении задания НЛО, артефакты и тела пришельцев будут автоматически эвакуированы. Чтобы прервать задание, верните всех бойцов X-Com на транспорт и нажмите кнопку «Покинуть поле боя»." STR_BASE_DEFENSE: "ЗАЩИТА БАЗЫ" STR_BASE_UC_: "БАЗА> {0}" STR_BASE_DEFENSE_BRIEFING: "Где-то неподалеку приземлился корабль пришельцев. Нашей базе грозит уничтожение. В соответствии с установленными процедурами, невоенный персонал и ТС X-Com были эвакуированы. Пришельцы могут проникнуть в помещения базы через ангары или входной лифт. Защищайте базу и все важные модули любой ценой: отступать некуда. Нажатие на кнопку «Покинуть поле боя» равносильно сдаче и приведет к потере базы." STR_ALIEN_BASE_ASSAULT: "ШТУРМ БАЗЫ ПРИШЕЛЬЦЕВ" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Бойцы X-Com проникли на базу пришельцев. Необходимо разрушить командный центр, чтобы вывести базу из строя. Миссия автоматически завершится, если все силы противника будут нейтрализованы или когда ваше подразделение вернется в зону выхода, подсвеченную зеленым (нажмите кнопку «Покинуть поле боя» для эвакуации)." STR_CYDONIA_BRIEFING: "Вы прибыли в Кидонию. Необходимо проникнуть в подземный комплекс сооружений рядом с Марсианским Сфинксом. Вы должны найти и уничтожить центральный мозг инопланетной колонии, управляющий вторжением. Судьба человечества находится в ваших руках.." STR_TERROR_MISSION: "ПОДАВЛЕНИЕ ТЕРРОРА" STR_TERROR_MISSION_BRIEFING: "Задание считается выполненным, когда все противники будут уничтожены или нейтрализованы. Ваша задача - защитить любых гражданских лиц в зоне операции путем нейтрализации пришельцев. Чтобы прервать задание, верните всех бойцов X-Com на транспорт и нажмите кнопку «Покинуть поле боя»." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "НЕТ СВОБОДНОГО АНГАРА ДЛЯ СТРОИТЕЛЬСТВА КОРАБЛЯ!{SMALLLINE}Каждый корабль, приписанный к базе, транспортируемый на базу, приобретенный или строящийся использует один ангар. Постройте новый ангар или переправьте корабль на другую базу." STR_NO_FREE_HANGARS_FOR_PURCHASE: "НЕТ СВОБОДНОГО АНГАРА ДЛЯ ПОКУПКИ КОРАБЛЯ!{SMALLLINE}Каждый корабль, приписанный к базе, транспортируемый на базу, приобретенный или строящийся использует один ангар. Постройте новый ангар или переправьте корабль на другую базу." STR_NO_FREE_HANGARS_FOR_TRANSFER: "НЕТ СВОБОДНОГО АНГАРА ДЛЯ ТРАНСПОРТИРОВКИ!{SMALLLINE}Каждое ТС, приписанное к базе, транспортируемое на базу, приобретенное или строящееся, использует один ангар. Постройте новый ангар или переправьте ТС на другую базу." STR_CANNOT_BUILD_HERE: "НЕЛЬЗЯ СТРОИТЬ ЗДЕСЬ!{SMALLLINE}Строительство возможно только рядом с уже существующим модулем." STR_NO_FREE_ACCOMODATION: "НЕТ СВОБОДНОГО ПОМЕЩЕНИЯ!{SMALLLINE}На базе назначения не хватает мест в жилых модулях." STR_NOT_ENOUGH_WORK_SPACE: "НЕДОСТАТОЧНО РАБОЧЕГО МЕСТА!{SMALLLINE}Постройте новую мастерскую или сократите работы над другими проектами." STR_NOT_ENOUGH_MONEY: "НЕ ХВАТАЕТ ДЕНЕГ!" STR_NOT_ENOUGH_STORE_SPACE: "НЕДОСТАТОЧНО МЕСТА НА СКЛАДЕ!{SMALLLINE}Постройте новые склады или перевезите складируемое на другие базы." STR_NOT_ENOUGH_LIVING_SPACE: "НЕ ХВАТАЕТ МЕСТ В ЖИЛЫХ МОДУЛЯХ!{SMALLLINE}Постройте жилые модули или переправьте персонал на другие базы." STR_LAUNCH_INTERCEPTION: "ЗАПУСТИТЬ ПЕРЕХВАТЧИК" STR_CRAFT: "ТС" STR_STATUS: "СТАТУС" STR_BASE: "БАЗА" STR_READY: "ГОТОВ" STR_OUT: "НА ВЫЛЕТЕ" STR_REPAIRS: "РЕМОНТ" STR_REFUELLING: "ЗАПРАВКА" STR_REARMING: "ПЕРЕЗАРЯДКА" STR_TARGET: "ЦЕЛЬ: {0}" STR_WAY_POINT: "ПУТЕВАЯ ТОЧКА" STR_ARE_YOU_SURE_CYDONIA: "Вы уверены, что хотите послать экспедицию в Кидонию?" STR_YES: "ДА" STR_NO: "НЕТ" STR_SELECT_DESTINATION: "ВЫБЕРИТЕ ЦЕЛЬ" STR_CYDONIA: "КИДОНИЯ" STR_SELECT_SITE_FOR_NEW_BASE: "ВЫБЕРИТЕ МЕСТО ДЛЯ НОВОЙ БАЗЫ" STR_RETURN_TO_BASE: "ВЕРНУТЬСЯ НА БАЗУ" STR_SELECT_NEW_TARGET: "ВЫБРАТЬ НОВУЮ ЦЕЛЬ" STR_PATROL: "ПАТРУЛИРОВАТЬ" STR_STATUS_: "СТАТУС>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ПОВРЕЖДЕН - ВОЗВРАЩАЮСЬ НА БАЗУ" STR_LOW_FUEL_RETURNING_TO_BASE: "МАЛО ТОПЛИВА - ВОЗВРАЩАЮСЬ НА БАЗУ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "ЗАДАНИЕ ВЫПОЛНЕНО - ВОЗВРАЩАЮСЬ НА БАЗУ" STR_PATROLLING: "ПАТРУЛИРОВАНИЕ" STR_TAILING_UFO: "ПРЕСЛЕДОВАНИЕ НЛО" STR_INTERCEPTING_UFO: "ПЕРЕХВАТ НЛО-{0}" STR_RETURNING_TO_BASE: "ВОЗВРАЩАЮСЬ НА БАЗУ" STR_DESTINATION_UC_: "ПУНКТ НАЗНАЧЕНИЯ: {0}" STR_BASE_UC: "БАЗА>{ALT}{0}" STR_SPEED_: "СКОРОСТЬ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "МАКС. СКОРОСТЬ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ВЫСОТА>{ALT}{0}" STR_VERY_LOW: "ОЧ. МАЛАЯ" STR_LOW_UC: "МАЛАЯ" STR_HIGH_UC: "БОЛЬШАЯ" STR_VERY_HIGH: "ОЧ. БОЛЬШ." STR_FUEL: "ТОПЛИВО>{ALT}{0}" STR_WEAPON_ONE: "ОРУЖИЕ-1>{ALT}{0}" STR_NONE_UC: "НЕТ" STR_ROUNDS_: "БОЕЗАПАС>{ALT}{0}" STR_WEAPON_TWO: "ОРУЖИЕ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ПЕРЕХВАТЧИК" STR_BASE_: "База>{0}" STR_NAME_UC: "ИМЯ" STR_AMMO_: "БОЕЗАПАС>{ALT}{0}" STR_CREW: "ЭКИПАЖ" STR_EQUIPMENT_UC: "СНАРЯЖЕНИЕ" STR_ARMOR: "БРОНЯ" STR_MAX: "МАКС>{ALT}{0}" STR_ROOKIE: "Новобранец" STR_SQUADDIE: "Рядовой" STR_SERGEANT: "Сержант" STR_CAPTAIN: "Капитан" STR_COLONEL: "Полковник" STR_COMMANDER: "Командующий" STR_SELECT_SQUAD_FOR_CRAFT: "{0}: Экипаж и пассажиры" STR_SORT_BY: "СОРТИРОВКА" STR_ORIGINAL_ORDER: "ОБЫЧНЫЙ ПОРЯДОК" STR_MISSIONS2: "МИССИЙ" STR_KILLS2: "УБИЙСТВ" STR_WOUND_RECOVERY2: "ЛЕЧЕНИЕ" STR_SPACE_AVAILABLE: "МЕСТА ДОСТУПНО>{ALT}{0}" STR_SPACE_USED: "МЕСТА ЗАНЯТО>{ALT}{0}" STR_SPACE_USED_UC: "  МЕСТА" STR_RANK: "ЗВАНИЕ" STR_WOUNDED: "РАНЕНИЕ" STR_EQUIPMENT_FOR_CRAFT: "{0}: Техника и снаряжение" STR_DEFENSE_VALUE: "Степень защиты" STR_HIT_RATIO: "Точность" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "ТС {0}{ALT}{NEWLINE}готово{NEWLINE}к высадке возле{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Начать операцию?" STR_SELECT_ARMAMENT: "Выберите оружие" STR_AMMUNITION_AVAILABLE: "{NEWLINE}БОЕЗАПАС" STR_ARMAMENT: "ОРУЖИЕ" STR_NOT_AVAILABLE: "НЕТ" STR_SELECT_ARMOR_FOR_SOLDIER: "{0}{NEWLINE}ВЫБЕРИТЕ БРОНЮ" STR_TYPE: "ТИП" STR_PERSONAL_ARMOR_UC: "БРОНЕКОСТЮМ" STR_POWER_SUIT_UC: "ЭНЕРГОСКАФАНДР" STR_FLYING_SUIT_UC: "ЛЕТАЮЩИЙ СКАФАНДР" STR_SELECT_ARMOR: "Экипировка бронезащитой" STR_NORTH: "СЕВЕР" STR_NORTH_EAST: "СЕВ.-ВОСТ." STR_EAST: "ВОСТОК" STR_SOUTH_EAST: "ЮГО-ВОСТ." STR_SOUTH: "ЮГ" STR_SOUTH_WEST: "ЮГО-ЗАП." STR_WEST: "ЗАПАД" STR_NORTH_WEST: "СЕВ.-ЗАП." STR_SELECT_ACTION: "ВЫБЕРИТЕ ДЕЙСТВИЕ" STR_CONTINUE_INTERCEPTION_PURSUIT: "ПРОДОЛЖИТЬ ПРЕСЛЕДОВАНИЕ" STR_PURSUE_WITHOUT_INTERCEPTION: "ПРЕСЛЕДОВАТЬ БЕЗ ПЕРЕХВАТА" STR_VERY_LARGE: "ОЧ. БОЛЬШ." STR_LARGE: "БОЛЬШОЙ" STR_MEDIUM_UC: "СРЕДНИЙ" STR_SMALL: "МАЛЕНЬКИЙ" STR_VERY_SMALL: "ОЧ. МАЛ." STR_GROUNDED: "НА ЗЕМЛЕ" STR_DETECTED: "Обнаружен" STR_SIZE_UC: "РАЗМЕР" STR_ALTITUDE: "ВЫСОТА" STR_HEADING: "НАПРАВЛ." STR_SPEED: "СКОРОСТЬ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ФОКУС НА НЛО, ВРЕМЯ=5 сек." STR_TRACKING_LOST: "ВНЕ ЗОНЫ РАДАРА" STR_REDIRECT_CRAFT: "ПЕРЕНАПРАВИТЬ ТС" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "К ПОСЛЕДНЕЙ ИЗВЕСТНОЙ ПОЗИЦИИ НЛО" STR_UFO_: "НЛО-{0}" STR_ALIEN_BASE_: "БАЗА ПРИШЕЛЬЦЕВ-{0}" STR_CRASH_SITE_: "МЕСТО КРУШЕНИЯ-{0}" STR_LANDING_SITE_: "МЕСТО ПОСАДКИ-{0}" STR_WAY_POINT_: "ПУТЕВАЯ ТОЧКА-{0}" STR_TERROR_SITE: "МЕСТО ТЕРРОРА-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "ТС {0}{NEWLINE}достигло места{NEWLINE}{1}" STR_NOW_PATROLLING: "Патрулирует" STR_ALIEN_ORIGINS: "Происхождение пришельцев" STR_THE_MARTIAN_SOLUTION: "Решение Марсианского вопроса" STR_CYDONIA_OR_BUST: "Кидония или смерть" STR_UFOPAEDIA: "УФОпедия" STR_XCOM_CRAFT_ARMAMENT: "ТЕХНИКА И ВООРУЖЕНИЕ X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "ТЯЖЕЛЫЕ БОЕВЫЕ ПЛАТФОРМЫ" STR_WEAPONS_AND_EQUIPMENT: "ОРУЖИЕ И СНАРЯЖЕНИЕ" STR_ALIEN_ARTIFACTS: "ИНОПЛАНЕТНЫЕ АРТЕФАКТЫ" STR_BASE_FACILITIES: "МОДУЛИ БАЗЫ" STR_ALIEN_LIFE_FORMS: "ИНОПЛАНЕТНЫЕ ФОРМЫ ЖИЗНИ" STR_ALIEN_RESEARCH_UC: "ДЕЯТЕЛЬНОСТЬ ПРИШЕЛЬЦЕВ" STR_UFO_COMPONENTS: "КОМПОНЕНТЫ НЛО" STR_UFOS: "НЛО" STR_SELECT_ITEM: "ВЫБЕРИТЕ СТАТЬЮ" STR_ACCELERATION: "УСКОРЕНИЕ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ЗАПАС ТОПЛИВА>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ТОЧЕК ПОДВЕСКИ ОРУЖИЯ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ЗАПАС ПРОЧНОСТИ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ОБЪЕМ ГРУЗОВОГО ОТСЕКА>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "КОЛИЧЕСТВО ТБП>{ALT}{0}{ALT}" STR_DAMAGE: "Урон" STR_RANGE: "Дальность" STR_KILOMETERS: "{0} км" STR_ACCURACY: "Точность" STR_RE_LOAD_TIME: "Время перезарядки" STR_SECONDS: "{0}с" STR_DAMAGE_ARMOR_PIERCING: "БРОНЕБОЙНЫЙ" STR_DAMAGE_INCENDIARY: "ЗАЖИГАТЕЛЬНЫЙ" STR_DAMAGE_HIGH_EXPLOSIVE: "ФУГАСНЫЙ" STR_DAMAGE_LASER_BEAM: "ЛАЗЕРНЫЙ ЛУЧ" STR_DAMAGE_PLASMA_BEAM: "ПЛАЗМЕННЫЙ ЛУЧ" STR_DAMAGE_STUN: "ОГЛУШЕНИЕ" STR_DAMAGE_MELEE: "БЛИЖНИЙ БОЙ" STR_DAMAGE_ACID: "КИСЛОТА" STR_DAMAGE_SMOKE: "ДЫМ" STR_SHOT_TYPE: "ТИП ВЫСТРЕЛА" STR_ACCURACY_UC: "ТОЧНОСТЬ" STR_TIME_UNIT_COST: "ЦЕНА ОД" STR_DAMAGE_UC: "УРОН" STR_AMMO: "БОЕЗАПАС" STR_SHOT_TYPE_AUTO: "Очередь" STR_SHOT_TYPE_SNAP: "Навскидку" STR_SHOT_TYPE_AIMED: "Прицельный" STR_CONSTRUCTION_TIME: "Время постройки" STR_CONSTRUCTION_COST: "Стоимость постройки" STR_MAINTENANCE_COST: "Стоимость содержания" STR_LOW: "Низкий" STR_MEDIUM: "Средний" STR_HIGH: "Высокий" STR_CRAFT_WEAPON: "Вооружение ТС" STR_CRAFT_AMMUNITION: "Боеприпасы ТС" STR_HEAVY_WEAPONS_PLATFORM: "Тяжелая боевая платформа" STR_WEAPON: "Оружие" STR_AMMUNITION: "Боеприпасы" STR_EQUIPMENT: "Снаряжение" STR_ALIEN_CORPSE: "Труп пришельца" STR_UFO_COMPONENT: "Компонент НЛО" STR_PERSONAL_ARMOR: "Бронекостюм" STR_RAW_MATERIALS: "Исходные материалы" STR_HWP_CANNON_SHELLS: "Пушечные снаряды ТБП" STR_ALIEN: "Пришелец" STR_SECTOID: "Сектоид" STR_SNAKEMAN: "Человекозмей" STR_ETHEREAL: "Эфириал" STR_MUTON: "Мутон" STR_FLOATER: "Летун" STR_CELATID: "Целатид" STR_SILACOID: "Силакоид" STR_CHRYSSALID: "Криссалид" STR_ZOMBIE: "Зомби" STR_REAPER: "Жнец" STR_SECTOPOD: "Сектопод" STR_CYBERDISC: "Кибердиск" STR_LIVE_COMMANDER: "Командующий" STR_LIVE_LEADER: "Лидер" STR_LIVE_ENGINEER: "Инженер" STR_LIVE_MEDIC: "Медик" STR_LIVE_NAVIGATOR: "Навигатор" STR_LIVE_SOLDIER: "Солдат" STR_LIVE_TERRORIST: "Террорист" STR_FLOATER_SOLDIER: "Летун-солдат" STR_FLOATER_NAVIGATOR: "Летун-навигатор" STR_FLOATER_MEDIC: "Летун-медик" STR_FLOATER_ENGINEER: "Летун-инженер" STR_FLOATER_LEADER: "Летун-лидер" STR_FLOATER_COMMANDER: "Летун-командующий" STR_SECTOID_SOLDIER: "Сектоид-солдат" STR_SECTOID_NAVIGATOR: "Сектоид-навигатор" STR_SECTOID_MEDIC: "Сектоид-медик" STR_SECTOID_ENGINEER: "Сектоид-инженер" STR_SECTOID_LEADER: "Сектоид-лидер" STR_SECTOID_COMMANDER: "Сектоид-командующий" STR_SNAKEMAN_SOLDIER: "Человекозмей-солдат" STR_SNAKEMAN_NAVIGATOR: "Человекозмей-навигатор" STR_SNAKEMAN_ENGINEER: "Человекозмей-инженер" STR_SNAKEMAN_LEADER: "Человекозмей-лидер" STR_SNAKEMAN_COMMANDER: "Человекозмей-командующий" STR_MUTON_SOLDIER: "Мутон-солдат" STR_MUTON_NAVIGATOR: "Мутон-навигатор" STR_MUTON_ENGINEER: "Мутон-инженер" STR_ETHEREAL_SOLDIER: "Эфириал-солдат" STR_ETHEREAL_LEADER: "Эфириал-лидер" STR_ETHEREAL_COMMANDER: "Эфириал-командующий" STR_CYBERDISC_TERRORIST: "Кибердиск-террорист" STR_REAPER_TERRORIST: "Жнец-террорист" STR_CHRYSSALID_TERRORIST: "Криссалид-террорист" STR_CELATID_TERRORIST: "Целатид-террорист" STR_SILACOID_TERRORIST: "Силакоид-террорист" STR_SECTOPOD_TERRORIST: "Сектопод-террорист" STR_UFO_POWER_SOURCE: "Источник энергии НЛО" STR_UFO_NAVIGATION: "Навигационный блок НЛО" STR_UFO_CONSTRUCTION: "Конструкция НЛО" STR_ALIEN_FOOD: "Пища пришельцев" STR_ALIEN_REPRODUCTION: "Инкубатор пришельцев" STR_ALIEN_ENTERTAINMENT: "Развлечения пришельцев" STR_ALIEN_SURGERY: "Хирургия пришельцев" STR_EXAMINATION_ROOM: "Комната допроса" STR_ALIEN_ALLOYS: "Сплавы пришельцев" STR_ALIEN_HABITAT: "Среда обитания пришельцев" STR_POWER_SUIT: "Энергоскафандр" STR_FLYING_SUIT: "Летающий скафандр" STR_HWP_ROCKETS: "Ракета ТБП" STR_HWP_FUSION_BOMB: "Бластер-ракета ТБП" STR_LASER_WEAPONS: "Лазерное оружие" STR_NEW_FIGHTER_CRAFT: "Новый тактический боевой ЛА" STR_NEW_FIGHTER_TRANSPORTER: "Новый транспортно-боевой ЛА" STR_ULTIMATE_CRAFT: "Передовой корабль" STR_LASER_PISTOL: "Лазерный пистолет" STR_LASER_RIFLE: "Лазерная винтовка" STR_HEAVY_LASER: "Тяжелый лазер" STR_LASER_CANNON: "Лазерная авиапушка" STR_PLASMA_CANNON: "Плазменная авиапушка" STR_FUSION_MISSILE: "Бластерная ракета" STR_LASER_DEFENSE: "Лазерная ПВО" STR_PLASMA_DEFENSE: "Плазменная ПВО" STR_FUSION_DEFENSE: "Бластерная ПВО" STR_GRAV_SHIELD: "Гравитационный щит" STR_MIND_SHIELD: "Ментальный щит" STR_PSI_LAB: "Пси-лаборатория" STR_MOTION_SCANNER: "Сканер движения" STR_MEDI_KIT: "Медкомплект" STR_TANK_CANNON: "Танк/Пушка" STR_TANK_ROCKET_LAUNCHER: "Танк/Ракетная установка" STR_TANK_LASER_CANNON: "Танк/Лазерная пушка" STR_HOVERTANK_PLASMA: "Плазменный ховертанк" STR_HOVERTANK_LAUNCHER: "Бластерный ховертанк" STR_STINGRAY_LAUNCHER: "Пусковая установка \"Скат\"" STR_AVALANCHE_LAUNCHER: "Пусковая установка \"Лавина\"" STR_CANNON: "Авиапушка" STR_FUSION_BALL_LAUNCHER: "Бластерная авиапушка" STR_PLASMA_BEAM: "Плазменный луч" STR_STINGRAY_MISSILES: "Ракета \"Скат\"" STR_AVALANCHE_MISSILES: "Ракета \"Лавина\"" STR_CANNON_ROUNDS_X50: "Снаряды к авиапушке (х50)" STR_FUSION_BALL: "Бластерный снаряд" STR_SOLDIER: "Боец" STR_SCIENTIST: "Ученый" STR_ENGINEER: "Инженер" STR_NORTH_AMERICA: "Северная Америка" STR_ARCTIC: "Арктика" STR_ANTARCTICA: "Антарктика" STR_SOUTH_AMERICA: "Южная Америка" STR_EUROPE: "Европа" STR_NORTH_AFRICA: "Северная Африка" STR_SOUTHERN_AFRICA: "Южная Африка" STR_CENTRAL_ASIA: "Центральная Азия" STR_SOUTH_EAST_ASIA: "Юго-Вост. Азия" STR_SIBERIA: "Сибирь" STR_AUSTRALASIA: "Австралазия" STR_PACIFIC: "Тихий океан" STR_NORTH_ATLANTIC: "Сев. Атлантика" STR_SOUTH_ATLANTIC: "Южная Атлантика" STR_INDIAN_OCEAN: "Индийский океан" STR_ALIEN_RESEARCH: "Исследование" STR_ALIEN_HARVEST: "Жатва" STR_ALIEN_ABDUCTION: "Похищения" STR_ALIEN_INFILTRATION: "Инфильтрация" STR_ALIEN_BASE: "База пришельцев" STR_ALIEN_TERROR: "Террор" STR_ALIEN_RETALIATION: "Ответный удар" STR_ALIEN_SUPPLY: "Снабжение" STR_MAXIMUM_SPEED: "Макс. скорость" STR_HYPER_WAVE_DECODER_UC: "ГИПЕРВОЛНОВОЙ ДЕКОДЕР" STR_SKYRANGER: "РЕЙНДЖЕР" STR_LIGHTNING: "МОЛНИЯ" STR_AVENGER: "МСТИТЕЛЬ" STR_INTERCEPTOR: "ПЕРЕХВАТЧИК" STR_FIRESTORM: "ОГНЕННЫЙ ШТОРМ" STR_UFO: "НЛО" STR_STINGRAY: "СКАТ" STR_AVALANCHE: "ЛАВИНА" STR_CANNON_UC: "АВИАПУШКА" STR_FUSION_BALL_UC: "БЛАСТЕРНАЯ АВИАПУШКА" STR_LASER_CANNON_UC: "ЛАЗЕРНАЯ АВИАПУШКА" STR_PLASMA_BEAM_UC: "ПЛАЗМЕННЫЙ ЛУЧ" STR_DAMAGE_CAPACITY: "Запас прочности" STR_WEAPON_POWER: "Мощность оружия" STR_WEAPON_RANGE: "Дальность оружия" STR_ACCESS_LIFT: "Входной лифт" STR_LABORATORY: "Лаборатория" STR_WORKSHOP: "Мастерская" STR_SMALL_RADAR_SYSTEM: "Ближний радар" STR_LARGE_RADAR_SYSTEM: "Дальний радар" STR_MISSILE_DEFENSES: "Ракетная ПВО" STR_GENERAL_STORES: "Склад" STR_ALIEN_CONTAINMENT: "Изолятор пришельцев" STR_LASER_DEFENSES: "Лазерная ПВО" STR_PLASMA_DEFENSES: "Плазменная ПВО" STR_FUSION_BALL_DEFENSES: "Бластерная ПВО" STR_PSIONIC_LABORATORY: "Пси-лаборатория" STR_HYPER_WAVE_DECODER: "Гиперволновой декодер" STR_HANGAR: "Ангар" STR_USA: "США" STR_RUSSIA: "РОССИЯ" STR_UK: "ВЕЛИКОБРИТАНИЯ" STR_FRANCE: "ФРАНЦИЯ" STR_GERMANY: "ГЕРМАНИЯ" STR_ITALY: "ИТАЛИЯ" STR_SPAIN: "ИСПАНИЯ" STR_CHINA: "КИТАЙ" STR_JAPAN: "ЯПОНИЯ" STR_INDIA: "ИНДИЯ" STR_BRAZIL: "БРАЗИЛИЯ" STR_AUSTRALIA: "АВСТРАЛИЯ" STR_NIGERIA: "НИГЕРИЯ" STR_SOUTH_AFRICA: "ЮЖНАЯ АФРИКА" STR_EGYPT: "ЕГИПЕТ" STR_CANADA: "КАНАДА" STR_TANK: "Танк" STR_CIVILIAN: "Гражданский" STR_JAN: "янв" STR_FEB: "фев" STR_MAR: "мар" STR_APR: "апр" STR_MAY: "мая" STR_JUN: "июн" STR_JUL: "июл" STR_AUG: "авг" STR_SEP: "сен" STR_OCT: "окт" STR_NOV: "ноя" STR_DEC: "дек" STR_INTERNATIONAL_RELATIONS: "Международные отношения" STR_COUNTRY: "Страна" STR_FUNDING: "Инвестиции" STR_CHANGE: "Изменение" STR_WEAPON_SYSTEMS: "ОРУЖЕЙНЫЕ СИСТЕМЫ" STR_HWPS: "ТБП" STR_DAMAGE_UC_: "ПОВРЕЖДЕНИЯ>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Входной лифт используется для доставки персонала и оборудования в подземную базу. Закладка новой базы начинается с постройки этого модуля. Лифт уязвим для проникновения потенциального противника." STR_LIVING_QUARTERS_UFOPEDIA: "Каждый жилой блок обеспечивает размещение до 50 человек. Содержит комнату отдыха, столовую и спальные помещения." STR_LABORATORY_UFOPEDIA: "В лабораторном модуле могут работать до 50 ученых. Лаборатории оснащены по последнему слову техники для проведения исследований в области материаловедения, биохимии и космологии. Сотрудникам обеспечен привилегированный доступ к лучшим исследовательским центрам мира, включая военные лаборатории." STR_WORKSHOP_UFOPEDIA: "Мастерская оборудована всем необходимым для производства снаряжения и техники. В каждой мастерской может одновременно работать до 50 инженеров. Производимое оборудование, как правило, занимает часть доступного места мастерской." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Радарная система ближнего обнаружения имеет эффективный радиус действия 3140 километров и связана со спутниковыми системами для поиска наземных объектов. Каждые 30 минут система с вероятностью 10% в может обнаружить объект средних размеров." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Радарная система ближнего обнаружения имеет эффективный радиус действия 4770 километров и связана со спутниковыми системами для поиска наземных объектов. Каждые 30 минут система с вероятностью 20% в может обнаружить объект средних размеров." STR_MISSILE_DEFENSES_UFOPEDIA: "Ракетная система ПВО обеспечивает защиту против летательных аппаратов, совершающих посадку вблизи базы." STR_GENERAL_STORES_UFOPEDIA: "Все снаряжение, вооружения, боеприпасы, добытые в ходе заданий материалы и тяжелые боевые платформы размещаются на складах (включая снаряжение в грузовых отсеках транспортов, приписанных к ангарам базы)." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Содержание пришельцев требует специальных условий для поддержания их жизнедеятельности. Изолятор позволяет безопасно содержать до 10 инопланетных организмов в отдельных боксах." STR_LASER_DEFENSES_UFOPEDIA: "Лазерная система противовоздушной обороны обеспечивает защиту от нападения враждебных летательных аппаратов." STR_PLASMA_DEFENSES_UFOPEDIA: "Плазменно-лучевая система противовоздушной обороны обеспечивает эффективную защиту от нападения враждебных летательных аппаратов." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Бластер-ракеты обеспечивают наиболее эффективную защиту против атак пришельцев. Выброс антиматерии при взрыве ракеты уничтожает все, что оказалось в радиусе поражения." STR_GRAV_SHIELD_UFOPEDIA: "Гравитационный щит отталкивает летательные аппараты противника при попытке сесть неподалеку от базы, позволяя средствам ПВО совершить повторный залп. На практике это означает удваивание эффективности систем ПВО." STR_MIND_SHIELD_UFOPEDIA: "Для обнаружения присутствия человека пришельцы полагаются на характерные волны, излучаемые его мозгом. Блокирующий эти волны экран может сильно понизить вероятность обнаружения базы противником." STR_PSIONIC_LABORATORY_UFOPEDIA: "Пси-лаборатория позволяет произвести оценку псионического потенциала бойцов, а также необходимое для развития пси-навыков обучение. Каждая лаборатория может тренировать до 10 человек одновременно, распределение обучающихся происходит в конце месяца. Для боевого применения псионических навыков необходимо снабдить бойцов пси-усилителями." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Средства связи инопланетян основаны на использовании гиперпространственных волн, распространяющихся почти мгновенно. Декодер позволяет осуществить перехват и расшифровку переговоров НЛО. Возможно определение типа НЛО, его принадлежности определенной расе инопланетян и тип выполняемого им задания." STR_HANGAR_UFOPEDIA: "Ангар оснащен оборудованием для обслуживания, дозаправки и ремонта транспортных средств. Каждому аппарату, приписанному к базе, должен быть назначен свой ангар, который не может быть использован для размещения других ТС, даже если приписанное транспортное средство находится на задании." STR_PISTOL_UFOPEDIA: "Штатный полуавтоматический двенадцатизарядный пистолет X-Com." STR_RIFLE_UFOPEDIA: "Высокоточная штурмовая винтовка калибра 6,7 мм, снабженная лазерным прицелом. Стандартный магазин содержит 20 патронов." STR_HEAVY_CANNON_UFOPEDIA: "Тяжелая пушка - мощное, но громоздкое оружие. Возможно использование бронебойных, зажигательных и разрывных боеприпасов." STR_AUTO_CANNON_UFOPEDIA: "Автопушка - это результат удачного сочетания универсальности и мощности тяжелой пушки с функцией автоматического огня." STR_ROCKET_LAUNCHER_UFOPEDIA: "Пусковая ракетная установка с лазерной системой наведения. Заряжается тремя видами ракет." STR_LASER_PISTOL_UFOPEDIA: "Лазерный пистолет - эффективная реализация новой технологии. Он совмещает удобство стандартного пистолета с повышенной скорострельностью и точностью." STR_LASER_RIFLE_UFOPEDIA: "Лазерная винтовка - более мощное и точное оружие, основанное на разработках проекта лазерного пистолета." STR_HEAVY_LASER_UFOPEDIA: "Тяжелый лазер - громоздкое, но крайне эффективное оружие." STR_GRENADE_UFOPEDIA: "Эта стандартная наступательная граната имеет сложный и точный таймер, который позволяет устанавливать задержку перед взрывом." STR_SMOKE_GRENADE_UFOPEDIA: "Дымовые гранаты применяются для обеспечения прикрытия в сложных боевых ситуациях. Проявляйте осмотрительность, поскольку враг также может воспользоваться низкой видимостью в дыму." STR_PROXIMITY_GRENADE_UFOPEDIA: "Сенсорную гранату бросают так же, как и обычную, но взрыв происходит, если в ближайшем радиусе было движение. Правильное применение требует особой осторожности." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Заряд взрывчатки, используемый для разрушения объектов. Эвакуируйте персонал от места взрыва." STR_MOTION_SCANNER_UFOPEDIA: "Это сложное устройство использует мощные алгоритмы обработки данных, поступающих с различных анализаторов, для обнаружения движущихся объектов. Однако требуется некоторая практика для его эффективного использования. Нажмите на иконку сканера движения на тактическом экране. Выберите пункт 'Сканировать'. Стрелка на экране устройства отображает направление взгляда использующего сканер бойца (север расположен наверху). Движущиеся объекты отображаются мигающими пятнами, большие пятна соответствуют быстро движущимся или крупным объектам. Неподвижные объекты сканером не детектируются." STR_MEDI_KIT_UFOPEDIA: "Медкомплект содержит как лечебные средства, так и обезб. и стимуляторы. Чтобы применить медкомплект, встаньте лицом к бойцу, которому необходимо лечение. Если он без сознания, необходимо встать над его телом. Нажмите на иконку и выберите пункт меню «Использовать медкомплект».{NEWLINE}ЛЕЧЕНИЕ> Красным отображаются части тела со смертельными ранениями. Нажмите на кнопку «Лечение». Будет излечено одно смертельное ранение, и немного восстановится здоровье.{NEWLINE}СТИМУЛЯТОР> Восстанавливает энергию и приводит в сознание оглушенных бойцов. Чтобы привести в сознание оглушенного, необходимо встать непосредственно над его телом.{NEWLINE}ОБЕЗБОЛИВАЮЩЕЕ> Восстанавливает мораль раненых бойцов. Количество восстанавливаемых очков морали равно количеству потерянных бойцом ОЗ." STR_PSI_AMP_UFOPEDIA: "Пси-усилитель могут использовать только бойцы с псионическим способностями. Во время боя нажмите на пси-усилитель, выберите тип атаки и укажите цель курсором мыши. Вы можете выбрать одну из двух пси-атак:{NEWLINE}ВЫЗВАТЬ ПАНИКУ> В случае если атака окажется успешной, мораль цели снизится, что может вызвать у нее панику.{NEWLINE}КОНТРОЛЬ НАД РАЗУМОМ> Если эта атака успешна, вы немедленно получите полный непосредственный контроль над боевой единицей противника. Вероятность успешного осуществления этой атаки ниже." STR_STUN_ROD_UFOPEDIA: "Это устройство может использоваться только в ближнем бою, но воздействие создаваемого им электрического разряда оглушит живой организм, не убив его." STR_MIND_PROBE_UFOPEDIA: "Ментальный зонд - используемое пришельцами средство связи, позволяющее извлекать информацию из волн, излучаемых мозгом. Может быть применено для определения характеристик противника. Для использования наведите зонд на противника." STR_PLASMA_PISTOL_UFOPEDIA: "Плазменные пистолеты - смертоносное оружие пришельцев, в котором частицы ускоряются сверхмалым гравитационным полем." STR_PLASMA_RIFLE_UFOPEDIA: "Смертоносное оружие пришельцев чудовищной силы, в котором частицы ускоряются сверхмалым гравитационным полем." STR_HEAVY_PLASMA_UFOPEDIA: "Смертоносное оружие пришельцев чудовищной силы, в котором частицы ускоряются сверхмалым гравитационным полем." STR_BLASTER_LAUNCHER_UFOPEDIA: "Эта пусковая установка пришельцев стреляет мощными управляемыми \"бластерными ракетами\". Траектория, по которой будет следовать ракета, задается непосредственно перед выстрелом. После задания траектории нажмите специальную кнопку пуска ракеты." STR_SMALL_LAUNCHER_UFOPEDIA: "Небольшая пусковая установка, стреляющая парализующими снарядами. Весьма полезна для захвата живых инопланетян." STR_ALIEN_GRENADE_UFOPEDIA: "Принцип действия этого устройства тот же, что у земных гранат, однако его мощность выше." STR_SMALL_SCOUT: "Легкий разведчик" STR_MEDIUM_SCOUT: "Средний разведчик" STR_LARGE_SCOUT: "Большой разведчик" STR_HARVESTER: "Жнец" STR_ABDUCTOR: "Похититель" STR_TERROR_SHIP: "Корабль террора" STR_BATTLESHIP: "Линкор" STR_SUPPLY_SHIP: "Корабль снабжения" STR_RATING: "РЕЙТИНГ> {0}" STR_RATING_TERRIBLE: "УЖАСНО!" STR_RATING_POOR: "ПЛОХО!" STR_RATING_OK: "ОК" STR_RATING_GOOD: "ХОРОШО!" STR_RATING_EXCELLENT: "ПРЕВОСХОДНО!" STR_SCORE: "СЧЕТ" STR_XCOM_PROJECT_MONTHLY_REPORT: "ОТЧЕТ ПРОЕКТА X-COM ЗА МЕСЯЦ" STR_MONTH: "Месяц> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Совет финансирующих государств в целом доволен вашим текущим прогрессом." STR_COUNCIL_IS_VERY_PLEASED: "Совет финансирующих государств очень доволен вашими действиями. Продолжайте в том же духе." STR_COUNCIL_IS_DISSATISFIED: "Совет финансирующих государств не удовлетворен вашими результатами. Вы должны улучшить эффективность противодействия инопланетной угрозе, иначе проект будет прекращен." STR_YOU_HAVE_NOT_SUCCEEDED: "Вы не преуспели в борьбе с вторжением пришельцев и совет финансирующих государств с сожалением принял решение о закрытии проекта. Каждое государство будет отныне решать эту проблему по своему усмотрению. Мы можем только надеяться, что придем к некоторому соглашению с явно враждебными силами, и что общество примет условия, предложенные пришельцами." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} выражает глубокое удовлетворение проведенной вами работой и соглашается увеличить финансирование." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} особенно довольны вашими успехами при отражении нападений пришельцев и договорились увеличить финансирование." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} и {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} выражает неудовлетворенность мерами, предпринятыми вами для пресечения активности пришельцев на своей территории, и сокращает финансирование." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} не удовлетворены мерами, предпринятыми вами для пресечения активности пришельцев на их территории, и решили сократить финансирование." STR_KNOTS: "{0} узлов" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} сообщает о подписании секретного пакта с силами пришельцев и выходит из проекта." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} подписали секретный пакт с силами пришельцев и вышли из проекта." STR_MONTHLY_RATING: "Рейтинг за месяц> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Изменение в финансировании> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Финансирующий совет недоволен вашим финансовым состоянием. Вы должны сократить долги до 1 миллиона долларов, или проект будет закрыт." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ГИПЕРВОЛНОВАЯ ПЕРЕДАЧА ДЕКОДИРОВАНА" STR_CRAFT_TYPE: "ТИП ТС" STR_RACE: "РАСА" STR_MISSION: "МИССИЯ" STR_ZONE: "РЕГИОН" STR_ALLOCATE_RESEARCH: "Новое исследование" STR_ALLOCATE_MANUFACTURE: "Произвести" STR_NEW_YORK: "Нью-Йорк" STR_WASHINGTON: "Вашингтон" STR_LOS_ANGELES: "Лос-Анджелес" STR_MONTREAL: "Монреаль" STR_HAVANA: "Гавана" STR_MEXICO_CITY: "Мехико" STR_CHICAGO: "Чикаго" STR_VANCOUVER: "Ванкувер" STR_DALLAS: "Даллас" STR_BRASILIA: "Бразилиа" STR_BOGOTA: "Богота" STR_BUENOS_AIRES: "Буэнос-Айрес" STR_SANTIAGO: "Сантьяго" STR_RIO_DE_JANEIRO: "Рио-де-Жанейро" STR_LIMA: "Лима" STR_CARACAS: "Каракас" STR_LONDON: "Лондон" STR_PARIS: "Париж" STR_BERLIN: "Берлин" STR_MOSCOW: "Москва" STR_ROME: "Рим" STR_MADRID: "Мадрид" STR_BUDAPEST: "Будапешт" STR_LAGOS: "Лагос" STR_CAIRO: "Каир" STR_CASABLANCA: "Касабланка" STR_PRETORIA: "Претория" STR_NAIROBI: "Найроби" STR_CAPE_TOWN: "Кейптаун" STR_KINSHASA: "Киншаса" STR_ANKARA: "Анкара" STR_DELHI: "Дели" STR_KARACHI: "Карачи" STR_BAGHDAD: "Багдад" STR_TEHRAN: "Тегеран" STR_BOMBAY: "Бомбей" STR_CALCUTTA: "Калькутта" STR_TOKYO: "Токио" STR_BEIJING: "Пекин" STR_BANGKOK: "Бангкок" STR_MANILA: "Манила" STR_SEOUL: "Сеул" STR_SINGAPORE: "Сингапур" STR_JAKARTA: "Джакарта" STR_SHANGHAI: "Шанхай" STR_HONG_KONG: "Гонконг" STR_NOVOSIBIRSK: "Новосибирск" STR_CANBERRA: "Канберра" STR_WELLINGTON: "Веллингтон" STR_MELBOURNE: "Мельбурн" STR_PERTH: "Перт" STR_PSI_TRAINING: "Пси-тренировка" STR_PSIONIC_TRAINING: "ПСИ-ТРЕНИРОВКА" STR_REMAINING_PSI_LAB_CAPACITY: "Мест в пси-лаборатории>{ALT}{0}" STR_PSIONIC__STRENGTH: "Псионическая{NEWLINE}сила" STR_PSIONIC_SKILL_IMPROVEMENT: "Пси-навыки{NEWLINE}/Улучшение" STR_PSI_AMP: "Пси-усилитель" STR_IN_TRAINING: "Тренир.?" STR_TARGETTED_BY: "ЦЕЛЬ ДЛЯ:" STR_WEAPONS_CREW_HWPS: "ОРУЖИЕ/{NEWLINE}ЭКИПАЖ/БП" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: " Топливо на исходе,{NEWLINE}возвращаюсь на базу" STR_SOLDIER_LIST: "Список бойцов" STR_RANK_: "ЗВАНИЕ> {ALT}{0}" STR_MISSIONS: "МИССИЙ> {ALT}{0}" STR_KILLS: "УБИЙСТВ> {ALT}{0}" STR_WOUND_RECOVERY: "ЛЕЧЕНИЕ> {ALT}{0}" STR_TIME_UNITS: "ОЧКИ ДЕЙСТВИЯ" STR_STAMINA: "ВЫНОСЛИВОСТЬ" STR_HEALTH: "ЗДОРОВЬЕ" STR_BRAVERY: "ХРАБРОСТЬ" STR_REACTIONS: "РЕАКЦИЯ" STR_FIRING_ACCURACY: "ТОЧНОСТЬ ВЫСТРЕЛА" STR_THROWING_ACCURACY: "ТОЧНОСТЬ БРОСКА" STR_STRENGTH: "СИЛА" STR_PSIONIC_STRENGTH: "ПСИОНИЧЕСКАЯ СИЛА" STR_PSIONIC_SKILL: "ПСИОНИЧЕСКИЙ НАВЫК" STR_NEW_RANK: "НОВОЕ ЗВАНИЕ" STR_PROMOTIONS: "Повышение" STR_SOLDIERS_UC: "БОЙЦЫ" STR_TANK_CANNON_UFOPEDIA: "Автоматизированные тяжелые боевые платформы (ТБП) были разработаны для усиления подразделений X-Com. Сочетание высокой огневой мощи и мощной брони делает их незаменимыми в бою на открытой местности. Следите за наличием на складах достаточного количества боеприпасов для ТБП. Пополнение боекомплекта ТБП происходит автоматически при их назначении в подразделение." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Эта автоматическая тяжелая боевая платформа вооружена мощными ракетами. Они разрушительны для любого инопланетного врага. Следите за поддержанием на складах достаточного запаса ракет для ТБП." STR_TANK_LASER_CANNON_UFOPEDIA: "Боевой лазер - полезное усовершенствование для ТБП. Он наносит сильные повреждения, не требуя при этом боеприпасов." STR_HOVERTANK_PLASMA_UFOPEDIA: "Технологии пришельцев обеспечили ТБП принципиально новыми возможностями. Лучшая маневренность за счет парения в воздухе и мощь плазменного оружия делают эти летающие танки по-настоящему смертоносными в бою." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Этот парящий танк оснащен бластерной пусковой установкой огромной мощности. Используйте его с большой осторожностью. Для полного снаряжения этого ТБП необходимо производить бластерные ракеты. Бластерные ракеты - высокоточное управляемое оружие, позволяющее задать перед выстрелом траекторию движения снаряда." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Источник энергии для тяжелой плазменной пушки. Содержит небольшое количество элерия." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Источник энергии для плазменной винтовки - оружия пришельцев средней мощности. Содержит небольшое количество элерия." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Источник энергии для небольшого плазменного пистолета. Содержит небольшое количество элерия - основы всей технологической мощи пришельцев." STR_STUN_BOMB_UFOPEDIA: "Парализующая бомба применяется пришельцами для захвата живых людей, но может использоваться и против большинства видов пришельцев. Используется как боеприпас для парализатора." STR_ALIEN_RESEARCH_UFOPEDIA: "Целью исследовательских миссий пришельцев является сбор данных о Земле и ее жителях. Используются преимущественно легкие корабли для высадки в заброшенных областях. Этот тип активности пришельцев представляет наименьшую опасность для Х-Сom, и меньше всего беспокоит правительства и общественность." STR_ALIEN_HARVEST_UFOPEDIA: "Пришельцы широко используют земную фауну в своих целях. Животные тайно похищаются и возвращаются после извлечения различных органов. О случаях увечья животных часто сообщается из мест наблюдения НЛО. Этот тип деятельности пришельцев вызывает большую обеспокоенность у правительств и тревогу среди населения. Чаще всего данная активность проявляется в сельской местности. Существует теория \"сбора урожая\", согласно которой инопланетяне в прошлом заселили планету образцами своей флоры и фауны и теперь вернулись, чтобы собрать \"урожай\"." STR_ALIEN_ABDUCTION_UFOPEDIA: "Наиболее коварный вид инопланетной активности. Случаи похищения людей инопланетянами широко известны, несмотря на попытки пришельцев стирать воспоминания о происшедшем из памяти жертв. Похищенные сообщают о проводившихся над ними физиологических опытах, включая имплантацию зародышей инопланетных организмов и генетические эксперименты. Преследуемая пришельцами цель, вероятно, имеет отношение к мутациям и манипулированию их собственным генетическим материалом. Эти вызывающие большую тревогу инциденты происходят обычно в городах или густонаселенных районах." STR_ALIEN_INFILTRATION_UFOPEDIA: "В правительства могут быть внедрены агенты пришельцев, внешне неотличимые от людей. В результате между пришельцами и правительствами могут установиться официальные контакты на самом высоком уровне. Чем ближе этот момент, тем выше активность НЛО вблизи крупных городов. Пришельцы попытаются подписать пакт с земным правительством, предлагая передачу своих технологий в обмен на возможность беспрепятственно действовать на территории страны. Эта деятельность пришельцев представляет самую большую угрозу для X-Com. Если правительство подпишет пакт, финансирование со стороны возглавляемой им страны будет прекращено." STR_ALIEN_BASE_UFOPEDIA: "Пришельцы будут создавать скрытые подземные базы в удаленных районах. После периода разведывательных полетов будет отмечаться высокая активность НЛО в месте строительства базы. На базах размещаются экспериментальные лаборатории для изучения людей, а также средства обеспечения дальнейшей деятельности инопланетян в регионе. Присутствие базы будет сопровождаться большим количеством сообщений о действиях пришельцев при относительно малом числе случаев наблюдения НЛО. Чтобы обнаружить базу, корабль X-Com должен патрулировать область в течение нескольких часов." STR_ALIEN_TERROR_UFOPEDIA: "Для террора городов пришельцы используют специализированные тяжелые отряды. Ввиду наличия непосредственной угрозы гражданскому населению, правительство вынуждено эвакуировать целые районы. Основная цель этих действий - вызвать панику среди населения, и оказать давление на проект X-Com со стороны правительства страны." STR_ALIEN_RETALIATION_UFOPEDIA: "В случае особо успешных действий перехватчиков X-Com, пришельцы будут предпринимать ответные меры, вплоть до прямой атаки баз X-Com. Однако перед атакой пришельцы сперва должны обнаружить базу, поэтому риск можно существенно снизить, если не подпускать НЛО к базе." STR_ALIEN_SUPPLY_UFOPEDIA: "Построенную базу пришельцев регулярно снабжают специальные транспортные суда. Недалеко от того места, где приземлилось подобное судно, можно с большой вероятностью обнаружить базу пришельцев." STR_SMALL_SCOUT_UFOPEDIA: "Этот крошечный корабль используется для разведки или исследований. Его полеты обычно предшествуют более крупным кораблям в начале акций." STR_MEDIUM_SCOUT_UFOPEDIA: "Средний по размеру разведывательный корабль, не представляющий большой опасности. Обычно появляется перед более крупными кораблями в ходе акции." STR_LARGE_SCOUT_UFOPEDIA: "Самый большой разведывательный корабль пришельцев представляет собой корабль общего назначения, использующийся для выполнения любых задач." STR_HARVESTER_UFOPEDIA: "Сборщик имеет люк в нижней части корпуса и оборудован подъемным механизмом для рогатого скота и других животных. Необходимый биоматериал извлекается с использованием \"лазерных скальпелей\", после чего туша сбрасывается на землю. Имеются также контейнеры для хранения добытых органов." STR_ABDUCTOR_UFOPEDIA: "Этот корабль оборудован комнатой для проведения допросов и ужасных экспериментов над людьми. Обычно жертва телепатически парализуется, но остается в сознании на операционном столе." STR_TERROR_SHIP_UFOPEDIA: "Корабль террора имеет отсеки-контейнеры для перевозки крупных существ или техники отрядов устрашения. Он используется для доставки инопланетных террористов в населенные районы." STR_BATTLESHIP_UFOPEDIA: "Линкор - самый большой и наиболее мощный корабль пришельцев. Является основным боевым кораблем в любой миссии, несет на борту мощное оружие и многочисленный экипаж." STR_SUPPLY_SHIP_UFOPEDIA: "Корабль поддержки используется при строительстве баз пришельцев или для снабжения уже существующих. Перевозит контейнеры с пищей и репродукционные камеры." STR_DISMANTLE: "Демонтировать" STR_FACILITY_IN_USE: "МОДУЛЬ ИСПОЛЬЗУЕТСЯ" STR_CANNOT_DISMANTLE_FACILITY: "НЕВОЗМОЖНО ДЕМОНТИРОВАТЬ МОДУЛЬ!{SMALLLINE}Все модули должны быть соединены с входным лифтом." STR_TRANSFER_ITEMS_TO: "Перевозка на базу {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "НЕТ ИЗОЛЯТОРА ПРИШЕЛЬЦЕВ ДЛЯ ПЕРЕДАЧИ!{SMALLLINE}Для содержания живых пришельцев необходим специальный модуль." STR_AMOUNT_AT_DESTINATION: "НА МЕСТЕ {NEWLINE}НАЗНАЧЕНИЯ" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Пришелец погиб, так как нет модуля для его содержания." STR_NO_FREE_ACCOMODATION_CREW: "НЕ ХВАТАЕТ МЕСТ!{SMALLLINE}На базе назначения не хватает мест в жилых модулях для экипажа, назначенного на корабль." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "НЕДОСТАТОЧНО МЕСТА НА СКЛАДЕ!{SMALLLINE}На складе базы назначения не хватает места для снаряжения, назначенного ТС." STR_ITEMS_ARRIVING: "Прибытие" STR_DESTINATION_UC: "ПУНКТ НАЗНАЧЕНИЯ" STR_PISTOL: "Пистолет" STR_PISTOL_CLIP: "Магазин к пистолету" STR_RIFLE: "Винтовка" STR_RIFLE_CLIP: "Магазин к винтовке" STR_HEAVY_CANNON: "Тяжелая пушка" STR_HC_AP_AMMO: "ТП-ББ магазин" STR_HC_HE_AMMO: "ТП-Р магазин" STR_HC_I_AMMO: "ТП-З магазин" STR_AUTO_CANNON: "Автопушка" STR_AC_AP_AMMO: "АП-ББ магазин" STR_AC_HE_AMMO: "АП-Р магазин" STR_AC_I_AMMO: "АП-З магазин" STR_ROCKET_LAUNCHER: "Ракетная установка" STR_SMALL_ROCKET: "Легкая ракета" STR_LARGE_ROCKET: "Тяжелая ракета" STR_INCENDIARY_ROCKET: "Зажигательная ракета" STR_GRENADE: "Граната" STR_SMOKE_GRENADE: "Дымовая граната" STR_PROXIMITY_GRENADE: "Сенсорная граната" STR_HIGH_EXPLOSIVE: "Взрывчатка" STR_STUN_ROD: "Электрошоковая дубинка" STR_HEAVY_PLASMA: "Тяжелая плазма" STR_HEAVY_PLASMA_CLIP: "Батарея тяж. плазмы" STR_PLASMA_RIFLE: "Плазменная винтовка" STR_PLASMA_RIFLE_CLIP: "Батарея плазм. винтовки" STR_PLASMA_PISTOL: "Плазменный пистолет" STR_PLASMA_PISTOL_CLIP: "Батарея плазм. пистолета" STR_BLASTER_LAUNCHER: "Бластерная установка" STR_BLASTER_BOMB: "Бластерная ракета" STR_SMALL_LAUNCHER: "Парализующая установка" STR_STUN_BOMB: "Парализующая бомба" STR_ALIEN_GRENADE: "Граната пришельцев" STR_ELERIUM_115: "Элерий-115" STR_MIND_PROBE: "Ментальный зонд" STR_SECTOID_CORPSE: "Труп сектоида" STR_SNAKEMAN_CORPSE: "Труп человекозмея" STR_ETHEREAL_CORPSE: "Труп эфириала" STR_MUTON_CORPSE: "Труп мутона" STR_FLOATER_CORPSE: "Труп летуна" STR_CELATID_CORPSE: "Труп целатида" STR_SILACOID_CORPSE: "Труп силакоида" STR_CHRYSSALID_CORPSE: "Труп криссалида" STR_REAPER_CORPSE: "Труп жнеца" STR_SECTOPOD_CORPSE: "Останки сектопода" STR_CYBERDISC_CORPSE: "Останки кибердиска" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Недостаточно боеприпасов для вооружения ТБП{SMALLLINE}Погрузите {1} ({0} шт.) для доукомплектования ТБП." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Недостаточно снаряжения для экипировки подразделения" STR_MARS_CYDONIA_LANDING: "Марс: Высадка в Кидонии" STR_MARS_CYDONIA_LANDING_BRIEFING: "«Мститель» сел на поверхность Марса в районе Кидонии. По нашей информации, в одной из пирамидальных структур находится спуск в подземный комплекс. Соберите подразделение в лифте (зеленая зона) и нажмите кнопку «Покинуть поле боя» для перехода к следующему этапу штурма." STR_MARS_THE_FINAL_ASSAULT: "Марс: Последняя битва" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Лифт пирамиды доставил отряд глубоко под поверхность планеты, в сердце лабиринта туннелей. Где-то там скрыт инопланетный Мозг. Он должен быть уничтожен, чтобы спасти Землю от нашествия инопланетян.{NEWLINE}{NEWLINE}Удачи!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Необходимо исследовать{NEWLINE}{0},{NEWLINE}чтобы производить{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Незащищенная база {0} разрушена пришельцами" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Агенты X-Com обнаружили базу пришельцев. Место: {0}" STR_STANDOFF: "ОЖИДАНИЕ" STR_CAUTIOUS_ATTACK: "ОСТОРОЖНАЯ АТАКА" STR_STANDARD_ATTACK: "СТАНДАРТНАЯ АТАКА" STR_AGGRESSIVE_ATTACK: "АГРЕССИВНАЯ АТАКА" STR_DISENGAGING: "ВЫХОД ИЗ БОЯ" STR_UFO_HIT: "ПОПАДАНИЕ!" STR_UFO_CRASH_LANDS: "НЛО СБИТ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Минимизировать только на безопасной дистанции" STR_UFO_RETURN_FIRE: "НЛО СТРЕЛЯЕТ!" STR_INTERCEPTOR_DAMAGED: ">>> ПЕРЕХВАТЧИК ПОВРЕЖДЕН <<<" STR_INTERCEPTOR_DESTROYED: ">>> ПЕРЕХВАТЧИК УНИЧТОЖЕН <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "НЛО УШЕЛ ОТ ПЕРЕХВАТЧИКА!" STR_ALIENS_TERRORISE: "ПРИШЕЛЬЦЫ ТЕРРОРИЗИРУЮТ" STR_LONG_RANGE_DETECTION: "Дальнее обнаружение" STR_STORES_UC: "СКЛАД" STR_DIFFICULTY_LEVEL: "Уровень сложности" STR_INTERCEPT: "ПЕРЕХВАТ" STR_BASES: "БАЗЫ" STR_GRAPHS: "ГРАФИКИ" STR_UFOPAEDIA_UC: "УФОПЕДИЯ" STR_OPTIONS_UC: "НАСТРОЙКИ" STR_FUNDING_UC: "ФИНАНСЫ" STR_5_SECONDS: "5 сек" STR_1_MINUTE: "1 мин" STR_5_MINUTES: "5 мин" STR_30_MINUTES: "30 мин" STR_1_HOUR: "1 час" STR_1_DAY: "1 день" STR_XCOM_PERFORMANCE_ROSTER: "Выполнение заданий X-Com" STR_ENTER_NAME: "Введите имя" STR_PERFORMANCE_RATING: "Оценка выполнения" STR_VICTORY_DATE: "День Победы" STR_ELECTRO_FLARE: "Осветитель" STR_ELECTRO_FLARE_UFOPEDIA: "Оказавшись на земле, это компактное устройство начинает излучать мощный световой поток, что позволяет осветить противника, находящегося вблизи от осветителя, во время ночных заданий." STR_MONTHLY_COSTS: "МЕСЯЧНЫЕ ЗАТРАТЫ" STR_CRAFT_RENTAL: "Аренда ТС" STR_SALARIES: "Жалованье" STR_BASE_MAINTENANCE: "Обслуживание базы" STR_COST_PER_UNIT: "Стоимость за ед." STR_QUANTITY: "Кол-во" STR_TOTAL: "Всего" STR_IN_PSIONIC_TRAINING: "Тренируется в пси-лаборатории" STR_BLASTER_BOMB_UFOPEDIA: "Это устройство представляет собой ракету, снабженную фугасным зарядом и оснащенную умной системой наведения. Предназначено для стрельбы из бластерной пусковой установки." STR_FRONT_ARMOR: "Броня спереди" STR_LEFT_ARMOR: "Броня слева" STR_RIGHT_ARMOR: "Броня справа" STR_REAR_ARMOR: "Броня сзади" STR_UNDER_ARMOR: "Броня снизу" STR_ROUNDS: "Боезапас" STR_UNIT: "БОЕЦ> {0}" STR_ENERGY: "ЭНЕРГИЯ" STR_MORALE: "МОРАЛЬ" STR_ARMOR_: "БРОНЯ> {0}" STR_FRONT_ARMOR_UC: "БРОНЯ СПЕРЕДИ" STR_LEFT_ARMOR_UC: "БРОНЯ СЛЕВА" STR_RIGHT_ARMOR_UC: "БРОНЯ СПРАВА" STR_REAR_ARMOR_UC: "БРОНЯ СЗАДИ" STR_SKILLS: "НАВЫКИ> {0}" STR_LEVEL: "УРОВЕНЬ> {0}" STR_HEAD: "ГОЛОВА" STR_TORSO: "ТОРС" STR_RIGHT_ARM: "ПРАВАЯ РУКА" STR_LEFT_ARM: "ЛЕВАЯ РУКА" STR_RIGHT_LEG: "ПРАВАЯ НОГА" STR_LEFT_LEG: "ЛЕВАЯ НОГА" STR_PAIN_KILLER: "АНАЛЬГЕТИК" STR_STIMULANT: "СТИМУЛЯТОР" STR_HEAL: "ЛЕЧИТЬ" STR_TIME_UNITS_SHORT: "ОД>{ALT}{0}" STR_WEIGHT: "Вес>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Реакц>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "П.Нав>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "П.Cила>{ALT}{0}" STR_ALIEN_ARTIFACT: "Артефакт пришельцев" STR_AMMO_ROUNDS_LEFT: "ОРУЖИЕ:{NEWLINE}ИМЕЮЩИЙСЯ{NEWLINE}БОЕЗАПАС={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Болеут>{ALT}{0}{ALT}{NEWLINE}Стим>{ALT}{1}{ALT}{NEWLINE}Леч>{ALT}{2}" STR_THROW: "Бросить" STR_AUTO_SHOT: "Очередь" STR_SNAP_SHOT: "Навскидку" STR_AIMED_SHOT: "Прицельный" STR_STUN: "Парализовать" STR_PRIME_GRENADE: "Взвести гранату" STR_USE_SCANNER: "Сканировать" STR_USE_MEDI_KIT: "Использовать" STR_LAUNCH_MISSILE: "Пуск ракеты" STR_ACCURACY_SHORT: "Точ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Не хватает очков действия!" STR_NOT_ENOUGH_ENERGY: "Не хватает энергии!" STR_NO_ROUNDS_LEFT: "Кончились боеприпасы!" STR_NO_AMMUNITION_LOADED: "Оружие не заряжено!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Боеприпасы не от этого оружия!" STR_WEAPON_IS_ALREADY_LOADED: "Оружие уже заряжено!" STR_NO_LINE_OF_FIRE: "Нет линии огня!" STR_GRENADE_IS_ACTIVATED: "Граната активирована!" STR_GRENADE_IS_DEACTIVATED: "Граната деактивирована!" STR_THERE_IS_NO_ONE_THERE: "Там никого нет!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Невозможно использовать неисследованный артефакт!" STR_OUT_OF_RANGE: "Вне зоны поражения!" STR_UNABLE_TO_THROW_HERE: "Не могу бросить сюда!" STR_SET_TIMER: "Установить таймер" STR_HIDDEN_MOVEMENT: "СКРЫТЫЕ ПЕРЕМЕЩЕНИЯ" STR_TURN: "ХОД> {0}" STR_SIDE: "СТОРОНА> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Нажмите кнопку для продолжения" STR_MIND_CONTROL: "Контроль сознания" STR_PANIC_UNIT: "Паника" STR_MORALE_ATTACK_SUCCESSFUL: "Психическая атака удалась" STR_MIND_CONTROL_SUCCESSFUL: "Контроль установлен" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}потерял рассудок" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}потеряла рассудок" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}запаниковал" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}запаниковала" STR_XCOM: "X-Com" STR_ALIENS: "Пришельцы" STR_RIGHT_HAND: "ПРАВАЯ РУКА" STR_LEFT_HAND: "ЛЕВАЯ РУКА" STR_RIGHT_SHOULDER: "ПРАВОЕ ПЛЕЧО" STR_LEFT_SHOULDER: "ЛЕВОЕ ПЛЕЧО" STR_BACK_PACK: "РЮКЗАК" STR_BELT: "ПОЯС" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}под контролем пришельцев " STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}под контролем пришельцев" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}потерял сознание" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}потеряла сознание" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}умер от смертельных ран" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}умерла от смертельных ран" STR_USE_MIND_PROBE: "Использовать зонд" STR_FATAL_WOUNDS: "СМЕРТЕЛЬНЫЕ РАНЫ" STR_UNDER_ARMOR_UC: "БРОНЯ СНИЗУ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Очки действия зарезервированы для выстрела навскидку" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Очки действия зарезервированы для стрельбы очередью" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Очки действия зарезервированы для прицельного выстрела" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "ОД зарезервированы, чтобы присесть" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ОД зарезервированы, чтобы присесть и выстрелить" STR_UNITS_IN_CRAFT: one: "{N} боец в транспорте X-Com" few: "{N} бойца в транспорте X-Com" many: "{N} бойцрв в транспорте X-Com" other: "{N} бойцов в транспорте X-Com" STR_UNITS_OUTSIDE: one: "{N} боец остался снаружи" few: "{N} бойца осталось снаружи" many: "{N} бойцов осталось снаружи" other: "{N} бойцов осталось снаружи" STR_UNITS_IN_ENTRANCE: one: "{N} боец на входе" few: "{N} бойца на входе" many: "{N} бойцов на входе" other: "{N} бойцов на входе" STR_UNITS_IN_EXIT: one: "{N} боец в зоне выхода" few: "{N} бойца в зоне выхода" many: "{N} бойцов в зоне выхода" other: "{N} бойцов в зоне выхода" STR_ABORT_MISSION_QUESTION: "Покинуть поле боя?" STR_CORPSE: "Труп" STR_UNLOAD_CRAFT: "Выгрузить" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}убит" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}убита" STR_HIT_MELEE: "Ударить" STR_GROUND: "НА ЗЕМЛЕ" STR_LIVING_QUARTERS_PLURAL: "Жилые модули" STR_LIST_ITEM: "ПРЕДМЕТ" STR_PERSONAL_ARMOR_UFOPEDIA: "Новая бронезащита, содержащая сплавы пришельцев, дает нашим бойцам хоть какой-то шанс выжить в боях с инопланетной угрозой." STR_POWER_SUIT_UFOPEDIA: "Новое действенное средство защиты. Этот бронекостюм, питающийся от элериевого источника энергии, значительно увеличивает скорость и силу носителя, что делает его наиболее эффективным средством защиты пехоты в настоящее время." STR_FLYING_SUIT_UFOPEDIA: "Улучшенная версия энергоскафандра, в которую интегрирован гравитационный модуль пришельцев. Обеспечивает полную свободу передвижения на поле боя." STR_ALL_ALIENS_KILLED_IN_CRASH: "Все пришельцы погибли при крушении.{NEWLINE}Автоматическая эвакуация НЛО" STR_RESET: "Сброс" STR_MEMORIAL: "Мемориал" STR_DATE_UC: "ДАТА" STR_SOLDIERS_RECRUITED_UC: "БОЙЦОВ НАНЯТО>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ПОТЕРИ>{ALT}{0}" MAP_CULTA: "Ферма" MAP_FOREST: "Лес" MAP_JUNGLE: "Джунгли" MAP_MOUNT: "Горы" MAP_DESERT: "Пустыня" MAP_POLAR: "Заполярье" MAP_URBAN: "Город" MAP_UBASE: "База пришельцев" MAP_XBASE: "База X-Com" MAP_MARS: "Марс" STR_MIXED: "Смешанная" STR_REMOVE_SELECTED: "Убрать отобранных" STR_LIVE_ALIENS: "Живые{NEWLINE}образцы" STR_DEAD_ALIENS: "Негодные{NEWLINE}образцы" STR_UNDER_INTERROGATION: "Изучаемые{NEWLINE}" STR_CONTAINMENT_EXCEEDED: "ИЗОЛЯТОР ПРИШЕЛЬЦЕВ ЗАПОЛНЕН!{SMALLLINE}На базе {0} не хватает мест в изоляторе. Вы должны избавиться от лишних пленных (которые не выживут)." STR_MANAGE_CONTAINMENT: "Управление изолятором пришельцев" STR_STORAGE_EXCEEDED: "СКЛАДЫ ПЕРЕПОЛНЕНЫ!{SMALLLINE}На базе {0} недостаточно свободного места. Необходимо продать часть хранимого." STR_GO_TO_BASE: "Перейти к базе" STR_MELEE_ACCURACY: "ТОЧНОСТЬ БЛИЖНЕГО БОЯ" STR_SELL_PRODUCTION: "ПРОДАТЬ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Обе руки должны быть свободны!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Не хватает экипировки для применения шаблона!" STR_UNLOAD_WEAPON: "Разрядить оружие" STR_ALL_ITEMS: "Все предметы" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} предмета на этот корабль." few: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} предметов на этот корабль." many: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} предметов на этот корабль." other: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} единиц груза на это ТС." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}КОМАНДНЫЙ ЦЕНТР УНИЧТОЖЕН{NEWLINE}Доберитесь до входа и покиньте поле боя." STR_XCOM_BASE_CANNOT_BE_BUILT: "Постройки X-Com невозможно размещать под водой" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Персонал" STR_CRAFT_ARMAMENT: "Корабли и вооружение" STR_COMPONENTS: "Компоненты" STR_SOLDIERS_RECRUITED: "Бойцов нанято" STR_SOLDIERS_LOST: "Бойцов потеряно" STR_TOTAL_UFOS: "Обнаружено НЛО" STR_TOTAL_ALIEN_BASES: "Обнаружено баз пришельцев" STR_PSIONIC_STRENGTH_ABBREVIATION: "ПСИ" STR_PSIONIC_SKILL_ABBREVIATION: "ПСН" FEMALE_CIVILIAN: "Гражданский, женщина" MALE_CIVILIAN: "Гражданский, мужчина" CYBERDISC_WEAPON: "Оружие кибердиска" REAPER_WEAPON: "Оружие жнеца" CHRYSSALID_WEAPON: "Оружие криссалида" CELATID_WEAPON: "Оружие целатида" SILACOID_WEAPON: "Оружие силакоида" SECTOPOD_WEAPON: "Оружие сектопода" ZOMBIE_WEAPON: "Оружие зомби" ALIEN_PSI_WEAPON: "Пси-оружие пришельцев" ================================================ FILE: bin/standard/xcom1/Language/sk.yml ================================================ sk: STR_AVENGER_UFOPEDIA: "TRANSPORTNÉ A BOJOVÉ VESMÍRNE PLAVIDLO. DEFINITÍVNA REPLIKÁCIA MIMOZEMSKEJ TECHNOLÓGIE." STR_INTERCEPTOR_UFOPEDIA: "BOJOVÉ PLAVIDLO S DUÁLNYMI PULZNO-DETONAČNÝMI MOTORMI A ŠPECIÁLNYM TIENENÝM ELEKTRONICKÝM SYSTÉMOM. NAJLEPŠIA TECHNOLÓGIA DOSTUPNÁ NA ZEMI." STR_LIGHTNING_UFOPEDIA: "TRIEDA LIGHTNING PLNÍ FUNKCIU TRANSPORTÉRU A BOJOVÉHO STÍHAČA. HRUBÁ, ALE EFEKTÍVNA REPLIKÁCIA MIMOZEMSKÝCH POHONNÝCH SYSTÉMOV." STR_SKYRANGER_UFOPEDIA: "TRANSPORT PECHOTY. NAJRÝCHLEJŠÍ SVOJHO DRUHU SO SCHOPNOSŤOU VERTIKÁLNEHO ŠTARTU A PRISTÁTIA." STR_FIRESTORM_UFOPEDIA: "PLAVIDLO TRIEDY FIRESTORM JE BOJOVÝ STÍHAČ. TENTO JEDNOMIESTNY STROJ REPLIKUJE KLASICKÝ VZHĽAD MIMOZEMSKÉHO LIETAJÚCEHO TANIERA S CENTRÁLNOU POHONNOU JEDNOTKOU. " STR_STINGRAY_UFOPEDIA: "POKROČILÁ RAKETA VZDUCH - VZDUCH SO ŠPECIÁLNE TIENENOU ELEKTRONIKOU." STR_AVALANCHE_UFOPEDIA: "RAKETA VZDUCH - VZDUCH S NUKLEÁRNOU HLAVICOU, AVŠAK EXTRÉMNE ŤAŽKÁ." STR_CANNON_UFOPEDIA: "VYSOKO VÝKONNÝ KANÓN STRIEĽAJÚCI PRIERAZNÉ STRELY SCHOPNÉ PRERAZIŤ 400 MM OCEĽOVÝ PANCIER." STR_FUSION_BALL_UFOPEDIA: "TENTO ODPAĽOVAČ VYSTREĽUJE RAKETU V TVARE GULE, KTORÁ JE NAPÁJANÁ REAKCIOU ANTIHMOTY. RAKETA ZNIČÍ CIEĽ POMOCOU IMPLÓZIE GRAVITAČNÝCH VĹN." STR_LASER_CANNON_UFOPEDIA: "TENTO KONVENČNÝ LASEROVÝ LÚČ JE NAPÁJANÝ KOMOROU S PREBIEHAJÚCOU REAKCIOU ANTIHMOTY. " STR_PLASMA_BEAM_UFOPEDIA: "GRAVITAČNÝ LÚČ, KTORÝ ZAMIERI NA CIEĽ PRECÍZNE SMEROVANÉ IMPLODUJÚCE GRAVITAČNÉ POLE." STR_SECTOID_UFOPEDIA: "Hierarchia Sectoidov zahŕňa množstvo jedincov od vojakov až po ich veliteľov so silnými psionickými schopnosťami. Tieto schopnosti môžu byť použité na demoralizovanie jednotiek v boji alebo dokonca na kontrolu ich mysle. Často sa zapájajú do únosov ľudí a mrzačenia dobytku. Únosy využívajú na extrakciu genetického materiálu pre účely kríženia a vývoja klonov určených k infiltrácií ľudskej spoločnosti. Dobytok poskytuje rovnako ako výživu, tak aj vhodný genetický materiál. Tento druh zdá sa chce vyvinúť čo najdokonalejšie genetické hybridy, aby tak zvýšili efektivitu svojej úľu podobnej spoločnosti." STR_SECTOID_AUTOPSY: "Pitva sectoida" STR_SECTOID_AUTOPSY_UFOPEDIA: "Pitva odhalila zakrpatené zažívacie orgány a jednoduché štruktúry. Mozog a oči sú veľmi dobre vyvinuté. Štruktúra orgánov ukazuje na genetickú manipuláciu alebo mutáciu. Malé ústa a nos majú pravdepodobne bezvýznamnú funkciu. Blana medzi prstami a ploché chodidlá naznačujú vodný pôvod druhu. Nenašli sme nič čo by pripomínalo reprodukčné orgány, ani stopy po inom spôsobe rozmnožovania tohto živočíšneho druhu. Pravdepodobne sa jedná o geneticky vytvorený druh." STR_SNAKEMAN_UFOPEDIA: "Tento hada pripomínajúci druh (odtiaľ angl. pomenovanie Snakeman - hadí muž) sa vyvinul v extrémne nepriaznivom prostredí. Tento druh je výnimočne húževnatý a dokáže odolať i extrémnym výkyvom teplôt. Pohyblivosť tohto druhu je závislá na veľkej hadovi podobnej \"nohe\", ktorá chráni všetky životne dôležité orgány. Zdá sa, že ich záujmy sú čisto predátorské a podliehajú veleniu inej inteligencie, ktorá riadi ich vojenské nájazdy na Zem." STR_SNAKEMAN_AUTOPSY: "Pitva Snakemana" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Koža tohto tvora je extrémne tvrdá a odolná voči žiaru. Kardiovaskulárny systém je súčasťou svalového systému, ktorý funguje na princípe hydrauliky a je využívaný k pohybu tvora. Jediným pravým svalom je tak srdce. Systém rozmnožovania sa zdá byť veľmi efektívny. Rozmnožovanie je asexuálne. Každý snakeman dokáže niesť vo vnútri svojho tela až do štyridsať vajec. Ponechaný svojmu osudu by tento druh znamenal nebezpečné ohrozenie života na Zemi." STR_ETHEREAL_UFOPEDIA: "Táto bytosť má neuveriteľné mentálne schopnosti, ktoré jej umožňujú telepaticky komunikovať a využívať telekinetické schopnosti. Tento evidentne fyzicky slabý tvor je závislý na svojej mentálnej sile, ktorá ho drží pri živote. Nevieme presne ako tieto schopnosti fungujú, keďže sa vymykajú naším fyzikálnym zákonom. Avšak s istotou môžeme povedať, že sú extrémne nebezpeční v bojových situáciách, kde sa spoliehajú na svoje mentálne sily. Len veľmi zriedka sa vyskytujú na Zemi, keďže sa spoliehajú na to, že ostatné druhy budú plniť ich príkazy. " STR_ETHEREAL_AUTOPSY: "Pitva Ethereala" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Táto bytosť je fyzicky nevyvinutá a vyzerá to tak, že nie je schopná udržať základné životné funkcie. Svaly sú ťažko atrofované a vnútorné orgány sú veľmi málo vyvinuté. Zdá sa, že zmyslové orgány, vrátane očí, vôbec nefungujú. Naopak mozog je veľmi dobre vyvinutý a spotrebúva veľkú časť z krvného obehu. Nedokážeme však určiť ako môže táto bytosť existovať bez vonkajšej podpory života." STR_MUTON_UFOPEDIA: "Táto humanoidná bytosť je fyzický silná a inteligentná. Majú veľký apetít konkrétne, čo sa týka konzumácie surového mäsa hocijakého druhu, ktoré potrebujú podobne ako pozemské šelmy. Zdá sa, že sa spoliehajú na telepatické príkazy rasy známej ako Ethereál. Akonáhle sa telepatické spojenie preruší, ich mentálny systém začína odumierať a umierajú. Kybernetické implantáty sú používané na zlepšenie výkonnosti v boji. Sú to pešiaci slúžiaci vyššej moci." STR_MUTON_AUTOPSY: "Pitva mutona" STR_MUTON_AUTOPSY_UFOPEDIA: "\"Pokožka\" tohto tvora sa zdá byť organicky vytvorené ochranné brnenie, ktoré je transplantovaná na telo. Nachádzajú sa tu početné kybernetické implantáty, ktoré sú používané na zlepšenie kardiovaskulárneho systému a zmyslov. Reprodukčné orgány sa zdajú byť chirurgicky odstránené. Tieto nešťastné organizmy sú evidentne vytvorené iba za účelom vojny a dobývania. AP munícia sa nezdá byť veľmi efektívna proti tejto spevnenej koži." STR_CELATID_UFOPEDIA: "Táto životná forma má záhadnú prirodzenú schopnosť levitácie vzduchom. Pravdepodobne dokáže detekovať vlny ľudského mozgu a sledovať ich i k dobre ukrytému ľudskému cieľu. Akonáhle objaví cieľ, Celatid pristane a vystrelí malé globule extrémne korozívneho jedu. Tento tvor má schopnosť veľmi rýchleho klonovania samého seba. Na misiách sprevádza druh označovaný ako Mutóni." STR_CELATID_AUTOPSY: "Pitva celatida" STR_CELATID_AUTOPSY_UFOPEDIA: "Jadro obsahuje malé biomechanické zariadenie, ktoré vyzerá ako prirodzene vyvinutý antigravitačný pohonný systém. Vak s jednom je najväčší orgán a nezdá sa, že by tu existovala samostatne vyvinutá mozgová štruktúra. Pri pitve sme nenašli žiadny rozpoznateľný tráviaci alebo reprodukčný systém. Jeden malý orgán obsahoval embryá, ktoré dokážu rýchlo dorásť do novej bytosti. " STR_SILACOID_UFOPEDIA: "Táto forma života tvorená prevažne kremíkom vyžaruje obrovské množstvo tepla. Má dostatok energie aj na rozdrvenie skál, ktoré potom strávi za pomoci horúceho jadra. Má len primitívnu inteligenciu a môže byť kontrolovaná implantátmi alebo jedincami s psionickými schopnosťami. Je využívaná druhom označovaným ako Mutoni." STR_SILACOID_AUTOPSY: "Pitva silacoida" STR_SILACOID_AUTOPSY_UFOPEDIA: "Vnútro tohto organizmu je extrémne horúce a zdá sa, že tvorí akýsi základ tráviaceho traktu. Jeho jedinečný svalový vykazuje ohromnú silu a pružnosť. Jeho skalopevnú pokožku nezraňuje zápalná alebo horľavá munícia." STR_CHRYSSALID_UFOPEDIA: "Tento tvor má klepetá podobné krabovi, ktoré sú veľmi silnou zbraňou v boji na blízko. Rýchly metabolizmus a veľká sila tohto tvora mu dovoľuje vyvinúť vysokú rýchlosť a mrštnosť. Namiesto toho aby svoje obete zabíjal, nakladie do nich vajíčka a vstrekne jed, ktorý z nich vytvorí kráčajúce mŕtvoly - zombie. Nový chryssalid sa liahne vo veľmi krátkej dobe - roztrhaním tela hostiteľa. Chryssalidi sú asociovaný s mimozemských druhom označovaným ako Snakeman." STR_CHRYSSALID_AUTOPSY: "Pitva chryssalida" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Exo-skelet tohto tvora je extrémne tvrdý a odolný, avšak prekvapivo citlivý na explozívnu muníciu. Mozog je dobre vyvinutý a bunky organizmu sa obnovujú veľmi rýchlo. Tvor nesie dvadsať vajíčok, ktoré môže klásť do iných organizmov. Tento tvor je veľmi efektívnou zbraňou mimozemského teroru." STR_FLOATER_UFOPEDIA: "Floateri primárne plnia funkciu rádových vojakov a agentov teroru. Sú prirodzenými predátormi, geneticky navrhnutý a kyberneticky upravený tak, aby z nich boli čo najlepší bojovníci. Spodná časť ich tela a väčšina interných orgánov je chirurgicky odstránená. Navyše im je nainštalovaný systém na podporu života. Tento implantát obsahuje anti-gravitačnú jednotku, ktorá umožňuje tomuto tvorovi vznášať sa vo vzduchu. " STR_FLOATER_AUTOPSY: "Pitva floatera" STR_FLOATER_AUTOPSY_UFOPEDIA: "Tento tvor bol drasticky pozmenený pomocou chirurgických zákrokov. Zariadenie, ktoré tvorí jadro jeho tela, je vlastne systémom podpory života. Tento systém preberá funkciu srdca, pľúc a tráviaceho systému. Táto úprava umožňuje tvorovi prežiť i v extrémnych podmienkach. Mozog je menší ako ľudský, avšak zmyslové orgány sú veľmi dobre vyvinuté. " STR_REAPER_UFOPEDIA: "Tento dvojnohý mäsožravec má silné čeľuste a nesmierny apetít. Má niekoľko mozgových implantátov, ktoré sú uspôsobené na kontrolu jeho správania sa. Základné inštinkty predátora tohto tvora nemajú iné použitie ako spôsobovať strach a ničenie. Reaperi sú bežne asociovaný s druhom označovaným ako Floateri." STR_REAPER_AUTOPSY: "Pitva reapera" STR_REAPER_AUTOPSY_UFOPEDIA: "Žnec alebo Reaper - ako je nazývaný v angl. jazyku - má dva mozgy a dve srdcia, ktoré tomuto tvorovi dovoľujú fungovať aj keď je veľmi ťažko zranený. Avšak jeho chlpatá koža je veľmi horľavá, čo robí tohto tvora zraniteľného na zápalnú muníciu." STR_SECTOPOD_UFOPEDIA: "Sectopodi sú roboty vyzbrojené silným laserovým lúčom. Tieto mechanické zvieratá sú ovládané cez telepatické spojenie z ich operátormi - Etherealmi. Sectopodi sú najsilnejšou zbraňou teroru, ktorú majú mimozemské sily k dispozícií. " STR_SECTOPOD_AUTOPSY: "Pitva Sectopoda" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Robustná konštrukcia robota je pokrytá energetickým pancierovaním schopným odolať väčšine typov útokov. Obzvlášť odolný je proti plazmovým zbraniam. Zmyslové obvody sú však veľmi dobre zraniteľné laserovými zbraňami. " STR_CYBERDISC_UFOPEDIA: "Tento miniatúrny lietajúci tanier je automatickou zbraňou teroru vyzbrojený silným plazmovým lúčom. Antigravitačný pohon poskytuje výhody pri pohybe v ťažkom teréne. Hlavná funkcia tohto zariadenia je deštrukcia a teror v službách druhu označovaného ako Sectoid." STR_CYBERDISC_AUTOPSY: "Pitva kyberdisku" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Kyberdisk je veľmi dobre chránený špeciálne proti explozívnej munícii. Primárny anti-gravitačný systém je však príliš poškodený, aby sme z neho dokázali získať poznatky o jeho fungovaní." STR_UFO_POWER_SOURCE_UFOPEDIA: "Zdrojom energie mimozemského plavidla je reaktor antihmoty využívajúci Elerium (prvok 115) ku generovaniu silných gravitačných vĺn ako aj ďalších foriem energie. Konverzia hmoty na energiu vykazuje 99% efektivitu, preto i malé množstvá Eléria dokážu vyprodukovať neuveriteľné množstvo sily. Tento energetický zdroj dokážeme vyrobiť jednoducho za pomoci mimozemských zliatin." STR_UFO_NAVIGATION_UFOPEDIA: "Mimozemské plavidlá používajú sofistikované počítače na navigáciu na Zemi a naprieč vesmírom. Systém je založený na optických procesoroch usporiadaných ako typ špeciálnej siete. Kontrolné rozhranie je relatívne jednoduché - navigátor ovláda smer gravitačných vĺn generovaných zdrojom energie na pohyb plavidla ľubovoľným smerom. Tento systém môže byť ľahko používaný ľuďmi a vieme ho reprodukovať použitím mimozemských zliatin a iných komponentov." STR_UFO_CONSTRUCTION_UFOPEDIA: "Mimozemská loď sa skladá z troch základných komponentov - zdroja energie, navigačného systému a z trupu skonštruovaného z mimozemských zliatin. Trup je špeciálne navrhnutý tak, aby dokázal presmerovať a kontrolovať gravitačné vlny. K napájaniu pohonu zdroja energie sa využívajú malé množstvá Eleria. Keď poznáme princípy konštrukcie a funkcie každého z komponentov, bude možné replikovať tento druh plavidiel." STR_ALIEN_FOOD_UFOPEDIA: "Tieto komory obsahujú rôzne druhy enzýmov, ktoré sú využívané na trávenie častie tieľ dobytka, iných zvierat a dokonca i ľudí. Výsledná tekutina je následne konzumovaná ako predstrávené jednlo - pravdepodobne priamo do krvného obehu. Tento fakt by nám mohol naznačovať istú závislosť na pozemskom jedle - symbiózu medzi pozemskou a mimozemskou spoločnosťou." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Tieto nádrže obsahujú mimozemské zárodky. Konštrukčné riešenie týchto zásobníkov napovedá, že mimozemšťania využívajúci tento proces sú plne závislí na laboratórnom rozmnožovaní. Výživné látky tu obsiahnuté zaisťujú rýchly vývoj zárodku. Tento, továrenskej linke podobný, systém je schopný vytvárať tisícky mimozemských klonov v krátkom časovom úseku. Postup môže byť jednoducho prispôsobený pre rozmnožovanie ľudí alebo mimozemsko-ľudských hybridov." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Najpravdepodobnejšia funkcia týchto guľovitých objektov je rekreačná. Psionické obvody, ktoré sa tu nachádzajú, stimulujú rôzne mozgové centrá. Efekt je podobný ako pri užívaní halucinogénnych drog. Toto je jediný dôkaz toho, že mimozemšťania majú aj nejaké kultúrne či rekreačné záľuby." STR_ALIEN_SURGERY_UFOPEDIA: "Mimozemské chirurgické zariadenie využíva laserové skalpely na vybranie špecifických časti tela z dobytka alebo iných zvierat. Veľmi rozšírené mrzačenie dobytka môžeme priradiť k tejto bizarnej aktivite mimozemšťanov. Je veľmi pravdepodobné, že sú tieto časti využívané za účelom stravovania alebo genetickým experimentom. " STR_EXAMINATION_ROOM_UFOPEDIA: "Z minulosti máme tisíce svedectiev ľudí, ktorí tvrdili, že ich uniesli mimozemšťania, niekedy dokonca opakovane. Pravda je však omnoho strašnejšia. Ľudia sú unášaní, skúmaní a pozorovaní. Z najlepších exemplárov je extrahovaný genetický materiál. Ženám sú implantované ľudsko-mimozemské zárodky a následne - po niekoľkých mesiacoch - opäť odobraté. Kto vie aké zlovestné úmysly mimozemšťania majú?" STR_ALIEN_ALLOYS_UFOPEDIA: "Mimozemské plavidlá sú skonštruované zo špeciálnych zliatin s unikátnymi vlastnosťami. Sú extrémne ľahké a odolné a sú ľahko tvarovateľné pomocou elektro-magnetických metód. Tento materiál dokážeme reprodukovať a využiť vo výrobnom procese." STR_ELERIUM_115_UFOPEDIA: "Tento element má nezvyklé vlastnosti, kedy dokáže pri bombardovaní špecifickými časticami vytvárať energiu na princípe anti-hmoty. To vytvára gravitačné vlny a ďalšie formy energie. V našom solárnom systéme sa tento prvok nenachádza v žiadnej prirodzenej forme a nedá sa reprodukovať. " STR_ALIEN_ORIGINS_UFOPEDIA: "Je zrejmé, že Zem tu bojuje vopred prehranú bitku. Mimozemské hordy majú početnú prevahu. Najlepšie čo môžeme urobiť je spomaliť ich postup. Jediná nádej ľudstva je zasiahnuť mimozemských agresorov priamo pri zdroji. Náš výskum naznačuje, že majú operačnú základňu niekde vo vnútri nášho solárneho systému. Podľa mimozemšťanov to bolo centrum pradávnej civilizácie, ktorá presahuje známu ľudskú históriu. Je nutné lokalizovať toto miesto čo najskôr. Avšak, takto vitálne informácie bude mať len niektorí z vyššie postavených jedincov. Preto musíme zajať a vypočuť mimozemského veliteľa. Dá sa predpokladať, že každé väčšie UFO bude riadiť aspoň jeden mimozemšťan - veliteľ." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Výsledky nášho posledného výskumu hovoria, že operačná základňa mimozemšťanov sa nachádza na Marse. Základňa je dobre skrytá a obsahuje výrobné a klonovacie zariadenia, ktoré slúžia na podporu infiltrácie Zeme. Rovnako sa zdá, že toto zariadenie obsahuje i nejaký druh počítača, ktorý riadi celú operáciu. Zdá sa, že organizačnou štruktúrou úľu podobná mimozemská spoločnosť je závislá od akejsi 'včelej kráľovny'. Táto podstatná slabina v organizácii mimozemskej spoločnosti nám dáva nádej na úspech. Ak dokážeme eliminovať 'mozog', potom telo odumrie. Musíme zvýšiť tempo nášho vedeckého bádania v tejto oblasti, skôr než bude neskoro. Aby sme mohli pokračovať, musíme zajať vysoko postaveného mimozemšťana - komandéra - ktorí sídlia len v základniach mimozemšťanov a v bojových lodiach." STR_CYDONIA_OR_BUST_UFOPEDIA: "Je zrejmé, že mimozemská invázia je kontrolovaná z podzemnej bázy v Cydonii - čo je neobvyklá oblasť Marsu, v ktorej sa nachádzajú päťstranné pyramídy a veľká kamenná formácia pripomínajúca ľudskú tvár. Cydoniánska civilizácia prekvitala pred miliónmi rokov na Marse, avšak nemáme poznatky o tom prečo zanikla alebo aké je jej spojenie s poslednou mimozemskou aktivitou na tomto mieste. Akékoľvek existuje vysvetlenie, je jasné, že na toto miesto musíme vyslať expedíciu. Je to jediný spôsob ako zastaviť útoky mimozemšťanov na našu planétu. Bude potrebné eliminovať kontrolný 'mozog'. Budeme potrebovať plavidlo triedy Avenger vyzbrojené tou najmodernejšou, najdeštruktívnejšou technológiou. Už nie je nič viac čo by sme sa mohli dozvedieť - môžeme len čakať na výsledok operácie Cydonia." STR_CENTER_ON_SITE_TIME_5_SECONDS: "VYCENTROVAŤ-ČAS=5 sek." STR_CANCEL_UC: "ZRUŠIŤ" STR_NONE: "Žiadny" STR_UNKNOWN: "Neznámy" STR_POOR: "Slabé" STR_AVERAGE: "Priemerný" STR_GOOD: "Dobrý" STR_EXCELLENT: "Výborne" STR_BUILD_NEW_BASE_UC: "POSTAVIŤ NOVÚ ZÁKLADŇU" STR_BASE_INFORMATION: "INFORMÁCIA O ZÁKLADNI" STR_EQUIP_CRAFT: "VYZBROJIŤ LIETADLO" STR_BUILD_FACILITIES: "POSTAVIŤ ZARIADENIE" STR_RESEARCH: "VÝSKUM" STR_MANUFACTURE: "VÝROBA" STR_TRANSFER_UC: "PRESUN" STR_PURCHASE_RECRUIT: "NÁKUP/NÁBOR" STR_SACK: "PREPUSTIŤ" STR_SELL_SACK_UC: "PREDAŤ/PREPUSTIŤ" STR_GEOSCAPE_UC: "GLÓBUS" STR_NAME: "Meno" STR_AREA: "Oblasť" STR_BUILD_NEW_BASE: "PostavIť novú základňu" STR_CANCEL: "Zrušiť" STR_COST_UC: "CENA>" STR_CONSTRUCTION_TIME_UC: "ČAS VÝSTAVBY>" STR_DAY: one: "{N} deň" few: "{N} dni" many: "{N} dní" other: "{N} dní" STR_HOUR: one: "{N} hodina" few: "{N} hodiny" many: "{N} hodín" other: "{N} hodín" STR_MAINTENANCE_UC: "ÚDRŽBA>" STR_OK: "OK" STR_INSTALLATION: "Inštalácia" STR_CURRENT_RESEARCH: "AKTUÁLNY VÝSKUM" STR_SCIENTISTS_AVAILABLE: "Dostupní vedci>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Pridelených vedcov>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Voľné laboratórne miesto>{ALT}{0}" STR_RESEARCH_PROJECT: "VÝSKUMNÝ PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "PRIDELENÍ VEDCI" STR_PROGRESS: "POSTUP" STR_NEW_PROJECT: "Nový projekt" STR_CANCEL_PROJECT: "ZRUŠIŤ PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NOVÉ VÝSKUMNÉ PROJEKTY" STR_SCIENTISTS_AVAILABLE_UC: "DOSTUPNÍ VEDCI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "VOĽNÉ LABORATÓRNE MIESTO>{ALT}{0}" STR_INCREASE: "Zvýšenie" STR_DECREASE: "Znížiť" STR_START_PROJECT: "ZAČAŤ PROJEKT" STR_CURRENT_PRODUCTION: "Aktuálna produkcia" STR_ENGINEERS_AVAILABLE: "Dostupní inžinieri>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Pridelených inžinierov>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Dostupné miesto v dielni>{ALT}{0}" STR_CURRENT_FUNDS: "Dostupné financie>{ALT}{0}" STR_ITEM: "POLOŽKA" STR_ENGINEERS__ALLOCATED: "Pridelených inžinierov" STR_UNITS_PRODUCED: "Vyrobených kusov" STR_TOTAL_TO_PRODUCE: "Celkovo vyrobiť" STR_COST__PER__UNIT: "Cena{NEWLINE}za{NEWLINE}kus" STR_DAYS_HOURS_LEFT: "Ostávajúce dni/hodiny" STR_NEW_PRODUCTION: "Nová výroba" STR_PRODUCTION_ITEMS: "Predmety k výrobe" STR_CATEGORY: "KATEGÓRIA" STR_START_PRODUCTION: "ZAČNI S VÝROBOU" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Osobohodín potrebných na výrobu jedného kusu" STR_COST_PER_UNIT_: "Jedn. cena>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Požadovaný pracovný priestor>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "VYŽADUJE ŠPECIÁLNE MATERIÁLY" STR_ITEM_REQUIRED: "POTREBNÝ MATERIÁL" STR_UNITS_REQUIRED: "POTREBNÝCH JEDNOTIEK" STR_UNITS_AVAILABLE: "DOSTUPNÉ JEDNOTKY" STR_STOP_PRODUCTION: "ZASTAVIŤ VÝROBU" STR_ENGINEERS_AVAILABLE_UC: "DOSTUPNÍ INŽINIERI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "DOSTUPNÉ PRACOVNÉ MIESTO>{ALT}{0}" STR_MONTHLY_PROFIT: "MESAČNÝ ZISK>{ALT}{0}" STR_INCREASE_UC: "ZVÝŠIŤ" STR_DECREASE_UC: "ZNÍŽIŤ" STR_UNITS_TO_PRODUCE: "Vyrobiť kusov" STR_PURCHASE_HIRE_PERSONNEL: "Nákup/Nábor personálu" STR_COST_OF_PURCHASES: "Cena za nákup>{ALT}{0}" STR_COST_PER_UNIT_UC: "JEDN. CENA" STR_QUANTITY_UC: "MNOŽSTVO" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "VOĽNÝCH MIEST:ZAMESTNANCOV CELKOM>" STR_SOLDIERS: "Vojakov" STR_SCIENTISTS: "Vedci" STR_ENGINEERS: "Inžinieri" STR_SPACE_USED_SPACE_AVAILABLE: "POUŽITÉ MIESTO:DOSTUPNÉ MIESTO>" STR_LIVING_QUARTERS: "Ubytovne" STR_STORES: "Sklady" STR_LABORATORIES: "Laboratóriá" STR_WORK_SHOPS: "Dielne" STR_HANGARS: "Hangáre" STR_SHORT_RANGE_DETECTION: "Detekcia krátkeho dosahu" STR_DEFENSE_STRENGTH: "Účinnosť obrany" STR_TRANSFERS_UC: "PRESUNY" STR_TRANSFERS: "Presuny" STR_ARRIVAL_TIME_HOURS: "Doba dodávky (hodiny)" STR_COST_: "Cena>{ALT}{0}" STR_AREA_: "Oblasť>{ALT}{0}" STR_BASE_NAME: "Meno základne?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "URČI POZÍCIU PRE PRÍSTUPOVÝ VÝŤAH" STR_TRANSFER: "Presun" STR_AMOUNT_TO_TRANSFER: "MNOŽSTVO NA PRESUN" STR_SELECT_DESTINATION_BASE: "Označ cieľovú základňu" STR_COST: "Cena" STR_VICTORY_1: "Po vstupe do miestnosti vidíš mimozemský mozog - cieľ tvojej misie. Predtým ako na neho stihnete vystreliť začne komunikovať cez obrazovky v základni. Prosí, aby ste počúvali jeho argumenty pre prežitie, než sa rozhodnete vystreliť..." STR_VICTORY_2: "Mozog prehovoril: 'Pred mnohými miliónmi rokov planéta, ktorú voláte Mars, prekvitala životom. Tento život bol našou civilizáciou prinesený na túto pustú planétu, tak ako na vašu. Po milióny rokov sme navštevovali vašu planétu a geneticky rozvíjali váš živočíšny druh. Nemôžete nás zabiť, vy ste našou súčasťou... '" STR_VICTORY_3: "Tu je centrum marťanskej civilizácie - pyramídy postavené milióny rokov pred vašimi - druhom, ktorý patril k vaším predkom. Žiadna planéta nie je mimo nášho dosahu. Táto moc môže byť onedlho i vaša. Jediné čo po vás žiadame je vaša spolupráca... " STR_GAME_OVER_1: "Mimozemšťania sa pokúsili zlikvidovať celé ľudstvo; zničili mestá a otrávili vzduch i moria. Odpor pozemských armád je márny. Pozemské technológie nedokážu konkurovať oveľa vyspelejšej technológii agresorov. Preživšie generácie, ktoré sa snažili ujsť pred mimozemským ničením trpia strašnými mutáciami. Tí čo prežili sú pochytaní a zatvorení do pracovných táborov, aby pomohli premeniť Zem v mimozemskú kolóniu, ktorá je časťou neznámeho impéria." STR_GAME_OVER_2: "Poznatky získané projektom X-Com sú navždy stratené. Zlyhal si pri záchrane Zeme." STR_VICTORY_4: "Mimozemský mozog si prerušil výbojom horúcej plazmy, a v tom okamihu boli všetky jednotky mimozemšťanov porazené." STR_VICTORY_5: "Akonáhle invázne sily mimozemšťanov stratili Mars, stratili Zem. Netrvalo dlho a výskum X-Com priniesol ľudskej civilizácii obdobie rozkvetu, a vďaka tomu dokázala zabrať Mars pre seba. Mimozemská hrozba je preč, avšak otázkou ostáva na ako dlho..." STR_YOU_HAVE_FAILED: "Zlyhal si a nezastavil mimozemský útok. Jeden po druhom financujúce národy podpisujú dohody o miery a prosperite s mimozemšťanmi, výmenou za ich technológie. Hoci čoskoro je jasné, že mimozemšťania mali iné plány ..." STR_TOTAL_UC: "CELKOM" STR_INCOME: "Príjmy" STR_EXPENDITURE: "Výdavky" STR_MAINTENANCE: "Údržba" STR_BALANCE: "Zostatok" STR_UFO_ACTIVITY_IN_AREAS: "Aktivita UFO v oblasti" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktivita UFO v krajinách" STR_XCOM_ACTIVITY_IN_AREAS: "Aktivita X-Com v oblastiach" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Aktivita X-Com v krajinách" STR_FINANCE: "Financie" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nemáme dostatok špeciálnych materiálov na výrobu{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nemáme dosatok financií na výrobu{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Dokončená výroba predmetu{NEWLINE}{0}{NEWLINE}na základni{NEWLINE}{1}{NEWLINE}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Výstavba{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}{NEWLINE}je ukončená" STR_OK_5_SECONDS: "OK - 5 sek" STR_RESEARCH_COMPLETED: "Výskum dokončený" STR_VIEW_REPORTS: "PREZRIEŤ HLÁSENIA" STR_WE_CAN_NOW_RESEARCH: "Teraz môžete skúmať" STR_WE_CAN_NOW_PRODUCE: "Môžeme vyrábať" STR_SUNDAY: "NEDEĽA" STR_MONDAY: "PONDELOK" STR_TUESDAY: "UTOROK" STR_WEDNESDAY: "STREDA" STR_THURSDAY: "ŠTVRTOK" STR_FRIDAY: "PIATOK" STR_SATURDAY: "SOBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Nedostatok {0} na dotankovanie {1} v {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nedostatok {0} na vzybrojenie {1} v {2}" STR_UFO_IS_NOT_RECOVERED: "UFO nebolo zaistené" STR_UFO_IS_RECOVERED: "UFO bolo vyzdvihnuté" STR_CRAFT_IS_LOST: "Plavidlo bolo zničené" STR_TERROR_CONTINUES: "Teror pokračuje" STR_ALIENS_DEFEATED: "Mimozemšťania boli porazení" STR_BASE_IS_LOST: "Prišli sme o základňu" STR_BASE_IS_SAVED: "Základňu sme ubránili" STR_ALIEN_BASE_STILL_INTACT: "Základňa mimozemšťanov je stále nepoškodená" STR_ALIEN_BASE_DESTROYED: "Základňa mimozemšťanov bola zničená" STR_ALIENS_KILLED: "MIMOZEMŠŤANIA ZABITÍ" STR_ALIEN_CORPSES_RECOVERED: "ZÍSKANÉ TELÁ MIMOZEMŠŤANOV" STR_LIVE_ALIENS_RECOVERED: "ZAJATÝCH ŽIVÝCH MIMOZEMŠŤANOV" STR_ALIEN_ARTIFACTS_RECOVERED: "ZÍSKANÉ MIMOZEMSKÉ ARTEFAKTY" STR_ALIEN_BASE_CONTROL_DESTROYED: "RIADENIE MIMOZEMSKEJ BÁZE ZNIČENÉ" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILISTI ZABITÍ MIMOZEMŠŤANMI" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILISTI ZABITÍ JEDNOTKAMI X-COM" STR_CIVILIANS_SAVED: "ZACHRANENÍ CIVILISTI" STR_XCOM_OPERATIVES_KILLED: "ZABITÍ AGENTI X-COM" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTI X-COM STRATENÍ V AKCII" STR_TANKS_DESTROYED: "ZNIČENÉ TANKY" STR_XCOM_CRAFT_LOST: "PLAVIDLO X-COM ZNIČENÉ" STR_UFO_RECOVERY: "ZAISTENIE UFO" STR_ALIEN_BASE_RECOVERY: "DOBÝVANIE ZÁKLADNE MIMOZEMŠŤANOV" STR_BASE_UNDER_ATTACK: "{0} pod paľbou!" STR_BASE_DEFENSES_INITIATED: "OBRANA ZÁKLADNE INICIALIZOVANÁ" STR_GRAV_SHIELD_REPELS_UFO: "GRAVITAČNÝ ŠTÍT ODPUDZUJE UFO!" STR_FIRING: "STREĽBA" STR_HIT: "ZÁSAH!" STR_UFO_DESTROYED: "UFO ZNIČENÉ!" STR_MISSED: "VEDĽA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Predaj predmety/Prepusti personál" STR_VALUE_OF_SALES: "HODNOTA PREDAJA> {ALT}{0}" STR_FUNDS: "FINANCIE> {ALT}{0}" STR_SELL_SACK: "Predať/Prepustiť" STR_VALUE: "Cena" STR_CRAFT_: "PLAVIDLO> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ZAISTENIE HAVAROVANÉHO UFO" STR_UFO_CRASH_RECOVERY_BRIEFING: "Upozornenie - v UFO alebo okolí miesta havárie sa stále môžu pohybovať živí mimozemšťania. Misia bude úspešná pokiaľ budú všetky opozičné jednotky eliminované či zneškodnené. Následne bude zahájený presun zvyškov UFO, artefaktov a mŕtvol mimozemšťanov späť na základňu. Ak chcete predčasne ukončiť misiu, musia sa všetci príslušníci výsadku X-Com vrátiť do transportéru, inak budú zanechaní na mieste. Misiu zrušíte kliknutím na ikonu 'Zrušiť misiu'." STR_UFO_GROUND_ASSAULT: "POZEMNÝ ÚTOK NA UFO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Preskúmajte miesto pristátia, a pokiaľ možno, získajte vstup do UFO. Misia bude úspešná pokiaľ budú všetky opozičné jednotky eliminované či zneškodnené. Následne bude zahájený presun zvyškov UFO, artefaktov a mŕtvol mimozemšťanov späť na základňu. Ak chcete predčasne ukončiť misiu, musia sa všetci príslušníci výsadku X-Com vrátiť do transportéru, inak budú zanechaní na mieste. Misiu zrušíte kliknutím na ikonu 'Zrušiť misiu'." STR_BASE_DEFENSE: "OBRANA ZÁKLADNE" STR_BASE_UC_: "ZÁKLADŇA> {0}" STR_BASE_DEFENSE_BRIEFING: "Bolo detekované mimozemské plavidlo. Naša základňa je v nebezpečenstve. Podľa štandardných bezpečnostných protokolov všetok nebojový personál a plavidlá X-Com boli evakuované. Mimozemské jednotky sa pokúsia do základne preniknúť cez hangár alebo prístupový výťah. Ochráňte základňu a jej kľúčové zariadenia za každú cenu - toto je boj na smrť. Kliknutie na 'opustiť misiu' bude znamenať okamžitú porážku a stratu základne." STR_ALIEN_BASE_ASSAULT: "ÚTOK NA ZÁKLADŇU MIMOZEMŠŤANOV" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Jednotky X-Com sa dostali do vstupu základne mimozemšťanov. Aby bola základňa zničená je potrebné zlikvidovať jej kontrolné centrum. Misia bude automaticky ukončená pokiaľ budú eliminovaní všetci nepriatelia alebo keď sa jednotky vrátia k východu označenému zelenou farbou (kliknutím na ikonu 'zrušiť misiu' opustíte priestor)." STR_CYDONIA_BRIEFING: "Vaše jednotky dorazili na Cydoniu. Získali vstup do veľkého podzemného komplexu neďaleko Marťanskej sfingy. Vašou úlohou je zničiť tzv. mozog mimozemšťanov, ktorý riadi všetku mimozemskú aktivitu. Osud ľudstva je vo vašich rukách, veliteľ..." STR_TERROR_MISSION: "PROTITERORISTICKÁ MISIA" STR_TERROR_MISSION_BRIEFING: "Misia bude úspešná v prípade, že budú eliminované alebo neutralizované všetky nepriateľské jednotky v oblasti. V oblasti sa nachádzajú civilisti, ktorých životy je treba chrániť pred mimozemskou hrozbou. Čím skôr neutralizujete hrozbu, tým viac ľudí sa vám podarí zachrániť. Ak chcete ukončiť misiu, uistite sa, že sú všetci agenti X-Com v transporte a kliknite na ikonu 'Zrušiť misiu'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NIE JE VOĽNÝ HANGÁR PRE ZAČATIE VÝROBY PLAVIDLA!{SMALLLINE}Každé plavidlo pridelené na základňu, presunuté na základňu, kúpené alebo skonštruované využíva jeden hangár. Postavte nový hangár alebo presuňte plavidlo do inej základne. " STR_NO_FREE_HANGARS_FOR_PURCHASE: "NIE JE VOĽNÝ HANGÁR PRE KUPOVANÝ STROJ!{SMALLLINE}Každé plavidlo pridelené na základňu, presunuté na základňu, kúpené alebo skonštruované využíva jeden hangár. Postavte nový hangár alebo presuňte plavidlo do inej základne." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NIE JE VOĽNÝ HANGÁR TRANSFER PLAVIDLA!{SMALLLINE}Každé plavidlo pridelené na základňu, presunuté na základňu, kúpené alebo skonštruované využíva jeden hangár. Postavte nový hangár alebo presuňte plavidlo do inej základne. " STR_CANNOT_BUILD_HERE: "NA TOMTO MIESTE NIE JE MOŽNÉ STAVAŤ!{SMALLLINE}Nové zariadenie môžete postaviť len vedľa existujúceho zariadenia." STR_NO_FREE_ACCOMODATION: "K DISPOZÍCII NIE SÚ DOSTATOČNÉ UBYTOVACIE KAPACITY!{SMALLLINE}Cieľová základňa nemá dostatok miesta v ubytovniach." STR_NOT_ENOUGH_WORK_SPACE: "NEDOSTATOK VOĽNÉHO PRACOVNÉHO MIESTA!{SMALLLINE}Postavte novú dielňu, alebo znížte výrobu na iných projektoch." STR_NOT_ENOUGH_MONEY: "NEDOSTATOK FINANCIÍ!" STR_NOT_ENOUGH_STORE_SPACE: "NEDOSTATOK MIESTA V SKLADOCH!{SMALLLINE}Postavte nové skladové priestory alebo presuňte existujúce zásoby do inej základne." STR_NOT_ENOUGH_LIVING_SPACE: "NEDOSTATOČNÁ UBYTOVACIA KAPACITA!{SMALLLINE}Postav nové ubytovacie priestory alebo presuň personál na inú základňu." STR_LAUNCH_INTERCEPTION: "ZAHÁJIŤ STÍHANIE" STR_CRAFT: "LIETADLO" STR_STATUS: "STAV" STR_BASE: "ZÁKLADŇA" STR_READY: "PRIPRAVENÝ" STR_OUT: "MIMO" STR_REPAIRS: "OPRAVY" STR_REFUELLING: "TANKUJE" STR_REARMING: "ZBROJENIE" STR_TARGET: "CIEĽ: {0}" STR_WAY_POINT: "SÚRADNICE" STR_ARE_YOU_SURE_CYDONIA: "Skutočne chceš vyslať toto plavidlo na Cydoniu?" STR_YES: "ÁNO" STR_NO: "NIE" STR_SELECT_DESTINATION: "OZNAČ CIEĽOVÉ MIESTO" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "ZVOĽ MIESTO PRE NOVÚ ZÁKLADŇU" STR_RETURN_TO_BASE: "NÁVRAT NA ZÁKLADŇU" STR_SELECT_NEW_TARGET: "OZNAČ NOVÝ CIEĽ" STR_PATROL: "HLIADKOVAŤ" STR_STATUS_: "STAV>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "POŠKODENÉ - VRACIA SA NA ZÁKLADŇU" STR_LOW_FUEL_RETURNING_TO_BASE: "MÁLO PALIVA - VRACIA SA NA ZÁKLADŇU" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIA ÚSPEŠNÁ - VRACIAME SA NA ZÁKLADŇU" STR_PATROLLING: "HLIADKUJE" STR_TAILING_UFO: "SLEDUJE UFO" STR_INTERCEPTING_UFO: "PRENASLEDUJE UFO-{0}" STR_RETURNING_TO_BASE: "VRACIA SA NA ZÁKLADŇU" STR_DESTINATION_UC_: "MIESTO URČENIA: {0}" STR_BASE_UC: "ZÁKLADŇA>{ALT}{0}" STR_SPEED_: "RÝCHLOSŤ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMÁLNA RÝCHLOSŤ>{ALT}{0}{ALT}" STR_ALTITUDE_: "Výška>{ALT}{0}" STR_VERY_LOW: "VELMI NÍZKO" STR_LOW_UC: "NÍZKO" STR_HIGH_UC: "VYSOKO" STR_VERY_HIGH: "VEĽMI VYSOKO" STR_FUEL: "PALIVO>{ALT}{0}" STR_WEAPON_ONE: "ZBRAŇ-1>{ALT}{0}" STR_NONE_UC: "PRÁZDNY" STR_ROUNDS_: "NÁBOJE>{ALT}{0}" STR_WEAPON_TWO: "ZBRAŇ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "STÍHACIE LIETADLO" STR_BASE_: "Základňa>{0}" STR_NAME_UC: "MENO" STR_AMMO_: "MUNÍCIA>{ALT}{0}" STR_CREW: "POSÁDKA" STR_EQUIPMENT_UC: "VYBAVENIE" STR_ARMOR: "ZBROJ" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Vojak" STR_SQUADDIE: "Čatár" STR_SERGEANT: "Seržant" STR_CAPTAIN: "Kapitán" STR_COLONEL: "Plukovník" STR_COMMANDER: "Komandér" STR_SELECT_SQUAD_FOR_CRAFT: "Vyberte bojový tím pre {0}" STR_SORT_BY: "ZORADIŤ PODĽA..." STR_ORIGINAL_ORDER: "PÔVODNÉ PORADIE" STR_MISSIONS2: "POČET MISIÍ" STR_KILLS2: "POČET ZABITÍ" STR_WOUND_RECOVERY2: "DOBA ZOTAVENIA" STR_SPACE_AVAILABLE: "DOSTUPNÉ MIESTO>{ALT}{0}" STR_SPACE_USED: "POUŽITÉ MIESTO>{ALT}{0}" STR_SPACE_USED_UC: "POUŽITÉ MIESTO" STR_RANK: "HODNOSŤ" STR_WOUNDED: "ZRANENÝ" STR_EQUIPMENT_FOR_CRAFT: "Vybavenie pre {0}" STR_DEFENSE_VALUE: "Hodnota obrany" STR_HIT_RATIO: "Pravdepodobnosť zásahu" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pripravený na{NEWLINE}pristáctie v blízkosti{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Začať misiu?" STR_SELECT_ARMAMENT: "Vybrať výzbroj" STR_AMMUNITION_AVAILABLE: "DOSTUPNÁ MUNÍCIA" STR_ARMAMENT: "VÝZBROJ" STR_NOT_AVAILABLE: "NIE JE" STR_SELECT_ARMOR_FOR_SOLDIER: "VYBRAŤ ZBROJ PRE {NEWLINE}{0}" STR_TYPE: "TYP" STR_PERSONAL_ARMOR_UC: "OSOBNÁ ZBROJ" STR_POWER_SUIT_UC: "ENERGETICKÁ ZBROJ" STR_FLYING_SUIT_UC: "LIETAJÚCI SKAFANDER" STR_SELECT_ARMOR: "Vybrať zbroj" STR_NORTH: "SEVER" STR_NORTH_EAST: "SEVEROVÝCHOD" STR_EAST: "VÝCHOD" STR_SOUTH_EAST: "JUHOVÝCHOD" STR_SOUTH: "JUH" STR_SOUTH_WEST: "JUHOZÁPAD" STR_WEST: "ZÁPAD" STR_NORTH_WEST: "SEVEROZÁPAD" STR_SELECT_ACTION: "VYBER AKCIU" STR_CONTINUE_INTERCEPTION_PURSUIT: "POKRAČUJ V ÚTOKU" STR_PURSUE_WITHOUT_INTERCEPTION: "SLEDUJ BEZ STÍHANIA" STR_VERY_LARGE: "VEĽMI VEĽKÉ" STR_LARGE: "VELKÉ" STR_MEDIUM_UC: "STREDNÉ" STR_SMALL: "MALÉ" STR_VERY_SMALL: "VEĽMI MALÉ" STR_GROUNDED: "ZEM" STR_DETECTED: "Zistené" STR_SIZE_UC: "VEĽKOSŤ" STR_ALTITUDE: "VÝŠKA" STR_HEADING: "SMER" STR_SPEED: "RÝCHLOSŤ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "VYCENTROVAŤ NA UFO-ČAS=5 sek" STR_TRACKING_LOST: "STRATILI SME KONTAKT" STR_REDIRECT_CRAFT: "PRESMEROVAŤ PLAVIDLO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ÍSŤ NA POSLEDNÚ ZNÁMU POZÍCIU UFO" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "ZÁKLADŇA MIMOZEMŠŤANOV-{0}" STR_CRASH_SITE_: "MIESTO HAVÁRIE-{0}" STR_LANDING_SITE_: "MIESTO PRISTÁTIA-{0}" STR_WAY_POINT_: "SÚRADNICA-{0}" STR_TERROR_SITE: "MIESTO TERORU-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}dorazil{NEWLINE}{1}" STR_NOW_PATROLLING: "Hliadkuje" STR_ALIEN_ORIGINS: "Pôvod mimozemšťanov" STR_THE_MARTIAN_SOLUTION: "Marťanské riešenie" STR_CYDONIA_OR_BUST: "Cydonia alebo smrť" STR_UFOPAEDIA: "UFOpédia" STR_XCOM_CRAFT_ARMAMENT: "VÝZBROJ A STROJE X-COMu" STR_HEAVY_WEAPONS_PLATFORMS: "ŤAŽKÉ ZBRAŇOVÉ SYSTÉMY" STR_WEAPONS_AND_EQUIPMENT: "ZBRANE A VYBAVENIE" STR_ALIEN_ARTIFACTS: "MIMOZEMSKÉ ARTEFAKTY" STR_BASE_FACILITIES: "ZARIADENIA ZÁKLADNE" STR_ALIEN_LIFE_FORMS: "MIMOZEMSKÉ ŽIVOTNÉ FORMY" STR_ALIEN_RESEARCH_UC: "MIMOZEMSKÝ VÝSKUM" STR_UFO_COMPONENTS: "KOMPONENTY UFO" STR_UFOS: "UFO" STR_SELECT_ITEM: "OZNAČ POLOŽKU" STR_ACCELERATION: "AKCELERÁCIA>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KAPACITA PALIVA>{ALT}{0}{ALT}" STR_WEAPON_PODS: "MIESTO PRE ZBRANE>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "PANCIEROVANIE>{ALT}{0}{ALT}" STR_CARGO_SPACE: "NÁKLADNÝ PRIESTOR>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "KAPACITA ŤZS>{ALT}{0}{ALT}" STR_DAMAGE: "Poškodenie" STR_RANGE: "Dostrel" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Presnosť" STR_RE_LOAD_TIME: "Dĺžka prebitia" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PRIERAZNÉ" STR_DAMAGE_INCENDIARY: "ZÁPALNÉ" STR_DAMAGE_HIGH_EXPLOSIVE: "SILNÁ VÝBUŠNINA" STR_DAMAGE_LASER_BEAM: "LASEROVÝ LÚČ" STR_DAMAGE_PLASMA_BEAM: "PLAZMOVÝ LÚČ" STR_DAMAGE_STUN: "OMRAČUJÚCE" STR_DAMAGE_MELEE: "BOJ Z BLÍZKA" STR_DAMAGE_ACID: "KYSELINA" STR_DAMAGE_SMOKE: "DYM" STR_SHOT_TYPE: "TYP STREĽBY" STR_ACCURACY_UC: "PRESNOSŤ" STR_TIME_UNIT_COST: "CENA AB" STR_DAMAGE_UC: "POŠKODENIE" STR_AMMO: "MUNÍCIA" STR_SHOT_TYPE_AUTO: "Automat" STR_SHOT_TYPE_SNAP: "Rýchla" STR_SHOT_TYPE_AIMED: "Mierená" STR_CONSTRUCTION_TIME: "Čas výstavby" STR_CONSTRUCTION_COST: "Cena výstavby" STR_MAINTENANCE_COST: "Cena údržby" STR_LOW: "Nízke" STR_MEDIUM: "Stredné" STR_HIGH: "Vysoko" STR_CRAFT_WEAPON: "Palubná zbraň" STR_CRAFT_AMMUNITION: "Munícia pre stíhačky" STR_HEAVY_WEAPONS_PLATFORM: "Ťažký zbraňový systém" STR_WEAPON: "Zbraň" STR_AMMUNITION: "Munícia" STR_EQUIPMENT: "Výbava" STR_ALIEN_CORPSE: "Mŕtvola mimozemšťana" STR_UFO_COMPONENT: "Komponent UFO" STR_PERSONAL_ARMOR: "Osobná zbroj" STR_RAW_MATERIALS: "Nespracované materiály" STR_HWP_CANNON_SHELLS: "ŤZS Náboje do kanónu" STR_ALIEN: "Mimozemšťan" STR_SECTOID: "Sectoid" STR_SNAKEMAN: "Snakeman" STR_ETHEREAL: "Ethereal" STR_MUTON: "Muton" STR_FLOATER: "Floater" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Reaper" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Kyberdisk" STR_LIVE_COMMANDER: "Komandér" STR_LIVE_LEADER: "Veliteľ" STR_LIVE_ENGINEER: "Inžinier" STR_LIVE_MEDIC: "Medik" STR_LIVE_NAVIGATOR: "Navigátor" STR_LIVE_SOLDIER: "Vojak" STR_LIVE_TERRORIST: "Terorista" STR_FLOATER_SOLDIER: "Floater vojak" STR_FLOATER_NAVIGATOR: "Floater navigátor" STR_FLOATER_MEDIC: "Floater medik" STR_FLOATER_ENGINEER: "Floater inžinier" STR_FLOATER_LEADER: "Floater veliteľ" STR_FLOATER_COMMANDER: "Floater komandér" STR_SECTOID_SOLDIER: "Sectoid vojak" STR_SECTOID_NAVIGATOR: "Sectoid navigátor" STR_SECTOID_MEDIC: "Sectoid medik" STR_SECTOID_ENGINEER: "Sectoid inžinier" STR_SECTOID_LEADER: "Sectoid veliteľ" STR_SECTOID_COMMANDER: "Sectoid komandér" STR_SNAKEMAN_SOLDIER: "Snakeman vojak" STR_SNAKEMAN_NAVIGATOR: "Snakeman navigátor" STR_SNAKEMAN_ENGINEER: "Snakeman inžinier" STR_SNAKEMAN_LEADER: "Snakeman veliteľ" STR_SNAKEMAN_COMMANDER: "Snakeman komandér" STR_MUTON_SOLDIER: "Muton vojak" STR_MUTON_NAVIGATOR: "Muton navigátor" STR_MUTON_ENGINEER: "Muton inžinier" STR_ETHEREAL_SOLDIER: "Ethereal vojak" STR_ETHEREAL_LEADER: "Ethereal veliteľ" STR_ETHEREAL_COMMANDER: "Ethereal komandér" STR_CYBERDISC_TERRORIST: "Kyberdisk terorista" STR_REAPER_TERRORIST: "Reaper terorista" STR_CHRYSSALID_TERRORIST: "Chryssalid terorista" STR_CELATID_TERRORIST: "Celatid terorista" STR_SILACOID_TERRORIST: "Silacoid terorista" STR_SECTOPOD_TERRORIST: "Sectopod terorista" STR_UFO_POWER_SOURCE: "Zdroj energie UFO" STR_UFO_NAVIGATION: "UFO Navigácia" STR_UFO_CONSTRUCTION: "Konštrukcia UFO" STR_ALIEN_FOOD: "Mimozemská strava" STR_ALIEN_REPRODUCTION: "Rozmnožovanie mimozemšťanov" STR_ALIEN_ENTERTAINMENT: "Mimozemská zábava" STR_ALIEN_SURGERY: "Mimozemská chirurgia" STR_EXAMINATION_ROOM: "Vyšetrovacia miestnosť" STR_ALIEN_ALLOYS: "Mimozemské zliatiny" STR_ALIEN_HABITAT: "Mimozemské prostredie" STR_POWER_SUIT: "Energetická zbroj" STR_FLYING_SUIT: "Lietajúci skafander" STR_HWP_ROCKETS: "ŤZS Rakety" STR_HWP_FUSION_BOMB: "ŤZS Fúzna raketa" STR_LASER_WEAPONS: "Laserové zbrane" STR_NEW_FIGHTER_CRAFT: "Nové stíhacie plavidlo" STR_NEW_FIGHTER_TRANSPORTER: "Nový stíhač-transportér" STR_ULTIMATE_CRAFT: "Dokonalý stroj" STR_LASER_PISTOL: "Laserová pištoľ" STR_LASER_RIFLE: "Laserová puška" STR_HEAVY_LASER: "Ťažký laser" STR_LASER_CANNON: "Laserové delo" STR_PLASMA_CANNON: "Plazmové delo" STR_FUSION_MISSILE: "Fúzna raketa" STR_LASER_DEFENSE: "Laserová obrana" STR_PLASMA_DEFENSE: "Plazmová obrana" STR_FUSION_DEFENSE: "Fúzna obrana" STR_GRAV_SHIELD: "Grav-štít" STR_MIND_SHIELD: "Štít mysle" STR_PSI_LAB: "Psionické laboratórium" STR_MOTION_SCANNER: "Detektor pohybu" STR_MEDI_KIT: "Lekárnička" STR_TANK_CANNON: "Tank/Delo" STR_TANK_ROCKET_LAUNCHER: "Tank/Raketomet" STR_TANK_LASER_CANNON: "Tank/Laserový kanón" STR_HOVERTANK_PLASMA: "Antigrav-Tank/Plazma" STR_HOVERTANK_LAUNCHER: "Antigrav-Tank/Fúzny" STR_STINGRAY_LAUNCHER: "Odpaľovač rakiet Stingray" STR_AVALANCHE_LAUNCHER: "Odpaľovač rakiet Avalanche" STR_CANNON: "Kanón" STR_FUSION_BALL_LAUNCHER: "Odpaľovač fúznych rakiet" STR_PLASMA_BEAM: "Plazmový lúč" STR_STINGRAY_MISSILES: "Rakety Stingray" STR_AVALANCHE_MISSILES: "Rakety Avalanche" STR_CANNON_ROUNDS_X50: "Strelivo do kanóna(x50)" STR_FUSION_BALL: "Fúzna munícia" STR_SOLDIER: "Vojak" STR_SCIENTIST: "Vedec" STR_ENGINEER: "Inžinier" STR_NORTH_AMERICA: "Severná Amerika" STR_ARCTIC: "Arktída" STR_ANTARCTICA: "Antarktída" STR_SOUTH_AMERICA: "Južná Amerika" STR_EUROPE: "Európa" STR_NORTH_AFRICA: "Severná Afrika" STR_SOUTHERN_AFRICA: "Južná Afrika" STR_CENTRAL_ASIA: "Stredná Ázia" STR_SOUTH_EAST_ASIA: "Juhových. Ázia" STR_SIBERIA: "Sibír" STR_AUSTRALASIA: "Australoázia" STR_PACIFIC: "Pacifický oceán" STR_NORTH_ATLANTIC: "Severný Atlantik" STR_SOUTH_ATLANTIC: "Južný Atlantik" STR_INDIAN_OCEAN: "Indický oceán" STR_ALIEN_RESEARCH: "Mimozemský výskum" STR_ALIEN_HARVEST: "Mimozemská žatva" STR_ALIEN_ABDUCTION: "Mimozemské únosy" STR_ALIEN_INFILTRATION: "Mimozemská infiltrácia" STR_ALIEN_BASE: "Základňa mimozemšťanov" STR_ALIEN_TERROR: "Mimozemský teror" STR_ALIEN_RETALIATION: "Mimozemská odplata" STR_ALIEN_SUPPLY: "Mimozemské zásobovanie" STR_MAXIMUM_SPEED: "Maximálna rýchlosť" STR_HYPER_WAVE_DECODER_UC: "DEKÓDER HYPER-VĹN" STR_SKYRANGER: "SKYRANGER" STR_LIGHTNING: "LIGHTNING" STR_AVENGER: "AVENGER" STR_INTERCEPTOR: "INTERCEPTOR" STR_FIRESTORM: "FIRESTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGRAY" STR_AVALANCHE: "AVALANCHE" STR_CANNON_UC: "KANÓN" STR_FUSION_BALL_UC: "FÚZNY ODPAĽOVAČ" STR_LASER_CANNON_UC: "LASEROVÝ KANÓN" STR_PLASMA_BEAM_UC: "PLAZMOVÝ LÚČ" STR_DAMAGE_CAPACITY: "Pancierovanie" STR_WEAPON_POWER: "Sila zbrane" STR_WEAPON_RANGE: "Dosah zbrane" STR_ACCESS_LIFT: "Prístupový výťah" STR_LABORATORY: "Laboratórium" STR_WORKSHOP: "Dielňa" STR_SMALL_RADAR_SYSTEM: "Radar krátkeho dosahu" STR_LARGE_RADAR_SYSTEM: "Radar dlhého dosahu" STR_MISSILE_DEFENSES: "Raketová obrana" STR_GENERAL_STORES: "Sklady" STR_ALIEN_CONTAINMENT: "Zadržiavacia cela" STR_LASER_DEFENSES: "Laserová obrana" STR_PLASMA_DEFENSES: "Plazmová obrana" STR_FUSION_BALL_DEFENSES: "Fúzna obrana" STR_PSIONIC_LABORATORY: "Psionické laboratórium" STR_HYPER_WAVE_DECODER: "Dekóder hyper-vĺn" STR_HANGAR: "Hangár" STR_USA: "USA" STR_RUSSIA: "RUSKO" STR_UK: "VEĽKÁ BRITÁNIA" STR_FRANCE: "FRANCÚZSKO" STR_GERMANY: "NEMECKO" STR_ITALY: "TALIANSKO" STR_SPAIN: "ŠPANIELSKO" STR_CHINA: "ČÍNA" STR_JAPAN: "JAPONSKO" STR_INDIA: "INDIA" STR_BRAZIL: "BRAZÍLIA" STR_AUSTRALIA: "AUSTRÁLIA" STR_NIGERIA: "NIGER" STR_SOUTH_AFRICA: "JAR" STR_EGYPT: "EGYPT" STR_CANADA: "KANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civilista" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Máj" STR_JUN: "Jún" STR_JUL: "Júl" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Medzinárodné vzťahy" STR_COUNTRY: "Krajina" STR_FUNDING: "Financovanie" STR_CHANGE: "Zmena" STR_WEAPON_SYSTEMS: "ZBRAŇOVÉ SYSTÉMY" STR_HWPS: "ŤZS-y" STR_DAMAGE_UC_: "POŠKODENIE>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Prístupový výťah slúži na prepravu vybavenia a personálu do a z podzemnej základne. Je to vždy prvé zariadenie, ktoré musí byť postavené na novom mieste. Priestor výťahu je zraniteľný na útok potencionálnych nepriateľských síl." STR_LIVING_QUARTERS_UFOPEDIA: "Každý ubytovací blok poskytuje miesto pre 50 osôb. Zariadenie poskytuje základné rekreačné, stravovacie a ubytovacie zariadenie." STR_LABORATORY_UFOPEDIA: "Kapacita laborátória je maximálne 50 vedcov. Laboratóriá sú vybavené najmodernejšími technológiami pre výskum materiálov, biochémie a kozmológie. Je vám poskytnutý privilegovaný prístup k najlepším výskumným laboratóriám po celom svete, vrátane vojenských zariadení." STR_WORKSHOP_UFOPEDIA: "Dielne obsahujú všetko potrebné vybavenie na realizáciu projektov, ktoré vyvinuli vedci vo vedeckých laboratóriách. Až 50 inžinierov dokáže pracovať v jednom bloku dielní, avšak treba počítať s tým, že i konštruované predmety zaberajú nejaké miesto." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Systém krátkovlnnej detekcie má radar s efektivitou 300 námorných míľ a je prepojený na satelitný systém pre pozemné vyhľadávanie. Každý takýto systém ma 10%-tnú šancu objaviť objekt priemernej veľkosti každých 30 minút." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Systém ďalekej detekcie má radar s efektivitou 450 námorných míľ a je prepojený na satelitný systém pre pozemné vyhľadávanie. Každý takýto systém ma 20%-tnú šancu objaviť objekt priemernej veľkosti každých 30 minút." STR_MISSILE_DEFENSES_UFOPEDIA: "Raketová obrana predstavuje základnú ochranu proti útoku nepriateľských útočných strojov, ktoré sa snažia o pristátie neďaleko základne. " STR_GENERAL_STORES_UFOPEDIA: "Všetko vybavenie, zbraňové systémy, získaný materiál a ťažké zbraňové systémy sú uložené v skladových priestoroch, vrátane vybavenia prideleného lietadlám v hangároch." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Aby sme udržali pri živote živých mimozemšťanov je potrebné ich uzavrieť do špeciálneho prostredia. Toto zadržiavacie zariadenie dokáže udržať pri živote až 10 mimozemských životných foriem v sebestačných jednotkách." STR_LASER_DEFENSES_UFOPEDIA: "Laserová obrana poskytuje obranu proti útoku nepriateľských útočných lodí." STR_PLASMA_DEFENSES_UFOPEDIA: "Plazmová obrana zabezpečuje výkonnú a efektívnu ochranu pred vniknutím nepriateľského plavidla." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fúzne rakety predstavujú najefektívnejšiu obranu proti útoku mimozemšťanov. Tieto rakety vytvárajú implóziu antihmoty, ktorá zničí všetko v špecifickom rádiuse." STR_GRAV_SHIELD_UFOPEDIA: "Gravitačný štít odpudzuje mimozemské plavidlá, ktoré sa pokúšajú pristáť pri základni, natoľko aby obranné systémy základne dokázali vystreliť ešte raz. V praxi tento systém zdvojnásobí efektivitu obranných systémov základne." STR_MIND_SHIELD_UFOPEDIA: "Keďže mimozemské plavidlá využívajú na detekciu ľudí ich mozgové vlny, potom najlepším opatrením bude mozgové vlny ukryť. Toto zariadenie drasticky zníži schopnosť mimozemšťanov na odhalenie základní X-Com." STR_PSIONIC_LABORATORY_UFOPEDIA: "V psionickom laboratóriu dokážeme odhaliť psionický potenciál vojakov na základni. Rovnako im v tomto zariadení dokážeme dať potrebný výcvik, ktorý zlepší tieto ich schopnosti. Každé laboratórium môže trénovať najviac desať vojakov. Na výcvik sa vojaci hlásia na konci každého mesiaca. Psionické schopnosti spolu s využitím zosilňovača psionických síl (Psi-Amp) sa dajú využiť na psionické útoky behom boja." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Mimozemská komunikácia je založená na super-dimenzionálnych vlnách, ktoré prekonávajú vzdialenosť takmer okamžite. Dekódovacie oddelenie zachytáva prenos UFO a dekóduje informácie. Takto odhalí typ UFA, mimozemskú rasu a typ aktivity." STR_HANGAR_UFOPEDIA: "V každom hangári môže byť umiestnené jedno plavidlo. Obsahuje zariadenia pre údržbu, tankovanie a opravu plavidiel X-Com. Každé plavidlo na základni musí mať priradený vlastný hangár, ktorý nemôže byť využívaný iným plavidlom, ani keď je priradené plavidlo na misii." STR_PISTOL_UFOPEDIA: "Štandardná poloautomatická X-Com pištoľ s kapacitou na 12 nábojov." STR_RIFLE_UFOPEDIA: "Presná puška s laserovým zameriavaním využíva muníciu ráže 6.7mm v zásobníkoch po 20 nábojov. " STR_HEAVY_CANNON_UFOPEDIA: "Ťažký kanón je zničujúca aj keď veľmi ťažkopádna zbraň. Jeho všestrannosť vychádza z toho, že dokáže využiť tri druhy munície - prieraznú, zápalnú a výbušnú." STR_AUTO_CANNON_UFOPEDIA: "Rotačný kanón kombinuje všestranosť a silu ťažkého kanónu s rýchlou automatickou streľbou." STR_ROCKET_LAUNCHER_UFOPEDIA: "Raketomet využíva systém laserového navádzania, pre ktorý je možné využiť tri druhy rakiet rôznej veľkosti." STR_LASER_PISTOL_UFOPEDIA: "Laserová pištoľ je výsledkom efektívneho využitia novej technológie. Má vlastnosti štandardnej pištole, ale s väčšou kadenciou a presnejšou streľbou." STR_LASER_RIFLE_UFOPEDIA: "Laserová puška je silnejšia a presnejšia verzia vychádzajúca z predchádzajúceho dizajnu laserovej pištole." STR_HEAVY_LASER_UFOPEDIA: "Ťažký laser je ťažkopádny, ale veľmi efektívny." STR_GRENADE_UFOPEDIA: "Štandardný granát s presným a sofistikovaným systémom odistenia a časovania, ktorý umožňuje precíznu kontrolu odpalu." STR_SMOKE_GRENADE_UFOPEDIA: "Dymovnice môžu poskytnúť krytie v otvorených priestoroch a vypätých bojových situáciách. Používajte opatrne, pretože ich výhod môže využiť aj protivník." STR_PROXIMITY_GRENADE_UFOPEDIA: "Mína môže byť odhodená ako bežný granát avšak spustí sa až pri zaregistrovaní neďalekého pohybu po tom čo pristane. Pre manipuláciu s týmto zariadením je potrebná veľká zručnosť a opatrnosť." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Táto výbušnina by mala byť použitá len na demolačné účely. Zamedzte prístup osobám na miesto demolácie." STR_MOTION_SCANNER_UFOPEDIA: "Toto sofistikované zariadenie využíva množstvo čidiel a pokročilých algoritmov, ktoré dokážu identifikovať pohyb nepriateľských jednotiek v oblasti. Avšak jeho efektívne používanie vyžaduje prax. Obrazovka detektora zobrazuje šípku v strednej časti predstavujúcu smer, ktorým je vojak otočený (sever je na vrchu). Blikajúce body ukazujú na jednotku, ktorá sa nedávno pohla. Veľké jednotky alebo rýchlo sa pohybujúce jednotky budú tvoriť väčšie blikajúce body. Statické jednotky prístroj nedetekuje. " STR_MEDI_KIT_UFOPEDIA: "Lekárnička kombinuje vlastnosti liečiaceho zariadenia so sedatívami a stimulantmi. Ak chcete lekárničku použiť musíte byť otočený tvárou k vojakovi, ktorý potrebuje ošetrenie. Ak je vojak v bezvedomí, musíte stáť nad jeho telom. Kliknutím na ikonu lekárničky a vybratím možnosti 'použiť lekárničku' z menu získate prístup k funkciám zariadenia.{NEWLINE}LIEČENIE> Červenou farbou vyznačené časti tela znamenajú vážne zranenia. Kliknutím na 'Liečenie' bude vyliečené jedno smrteľné zranenie a trocha zdravia pacienta.{NEWLINE}STIMULANT>Táto funkcia obnoví energiu vojaka a preberie vojaka v bezvedomí. Aby ste mohli oživiť vojaka v bezvedomí je potrebné stáť priamo nad jeho telom.{NEWLINE}SEDATÍVA>Táto funkcia obnoví morálku vašich ranených vojakov až do ekvivalentu strateného zdravia vojaka." STR_PSI_AMP_UFOPEDIA: "Psi-amp (zosilovač psionických schopností) môže byť použitý len vojakmi, ktorý majú psionické schopnosti. Počas boja, kliknite na Psi-amp, vyberte typ útoku a vyberte cieľovú jednotku. Poznáme dva druhy psionických útokov:{NEWLINE}PANIKA> Úspešný útok zníži morálku cieľa, čo môže spôsobiť, že jednotka spanikári.{NEWLINE}OVLÁDANIE MYSLE> Ak je ovládnutie úspešné, získate okamžitú kontrolu nad nepriateľskou jednotkou, akoby to bola vaša vlastná. Tento druh útoku je však náročnejší na úspešné použitie." STR_STUN_ROD_UFOPEDIA: "Toto zariadenie môže byť použité len v boji na blízko, pomocou elektrických šokov omráči živý organizmus bez toho aby ho zabilo." STR_MIND_PROBE_UFOPEDIA: "Sonda mysle je mimozemským komunikačným zariadením, ktoré sa používa na extrahovanie informácií priamo z mozgových vĺn. Jednotky X-Com môžu použiť toto zariadenie v boji pre zobrazenie charakteristík mimozemšťanov. Používa sa kliknutím na sondu mysle, vybraním možnosti 'použiť' a následným kliknutím kurzoru na mimozemšťana." STR_PLASMA_PISTOL_UFOPEDIA: "Plazmové pištole sú smrtiace zbrane založené na časticiach urýchlených v dočasnom antigravitačnom poli." STR_PLASMA_RIFLE_UFOPEDIA: "Táto nesmierne účinná zbraň zničujúcej sily je založená na časticiach urýchlených v dočasnom antigravitačnom poli." STR_HEAVY_PLASMA_UFOPEDIA: "Táto nesmierne účinná zbraň zničujúcej sily je založená na časticiach urýchlených v dočasnom antigravitačnom poli." STR_BLASTER_LAUNCHER_UFOPEDIA: "Toto je mimozemský odpaľovač rakiet, ktorý vystreľuje rakety nazývané 'fúzna bomba'. Fúzna bomba je inteligentne navádzaná zbraň. Pred jej vystrelením je potrebné zadať cieľové body, ktoré určia jej trajektóriu a následne potvrdiť ikonou výstrelu." STR_SMALL_LAUNCHER_UFOPEDIA: "Malý odpaľovač, ktorý slúži na vystreľovanie malých omračujúcich bômb. Veľmi užitočný pri chytaní živých mimozemšťanov." STR_ALIEN_GRENADE_UFOPEDIA: "Toto zariadenie funguje rovnako ako pozemský granát - s tým rozdielom, že mimozemský granát je niekoľkonásobne ničivejší." STR_SMALL_SCOUT: "Malý prieskumník" STR_MEDIUM_SCOUT: "Stredne veľký prieskumník" STR_LARGE_SCOUT: "Veľký prieskumník" STR_HARVESTER: "Kombajn" STR_ABDUCTOR: "Abduktor" STR_TERROR_SHIP: "Teroristická loď" STR_BATTLESHIP: "Bojová loď" STR_SUPPLY_SHIP: "Zásobovacia loď" STR_RATING: "HODNOTENIE> {0}" STR_RATING_TERRIBLE: "PRÍŠERNÉ!" STR_RATING_POOR: "SLABÉ!" STR_RATING_OK: "OK" STR_RATING_GOOD: "DOBRÉ!" STR_RATING_EXCELLENT: "VÝBORNÉ!" STR_SCORE: "BODY" STR_XCOM_PROJECT_MONTHLY_REPORT: "MESAČNÁ SPRÁVA PROJEKTU X-COM" STR_MONTH: "Mesiac> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rada národov financiujúca projekt je zatiaľ spokojná s vašim napredovaním." STR_COUNCIL_IS_VERY_PLEASED: "Rada národov financujúca projekt X-Com je spokojná s vašimi výbornými výsledkami. Pokračujte v dobre odvádzanej práci." STR_COUNCIL_IS_DISSATISFIED: "Rada zaisťujúca financovanie projektu je nespokojná s vaším napredovaním. Musíte zvýšiť efektivitu akcií podnikaných proti mimozemskej hrozbe, inak riskujete okamžité ukončenie celého projektu." STR_YOU_HAVE_NOT_SUCCEEDED: "V boji s mimozemšťanmi si zlyhal. Rada členských štátov sa bohužiaľ rozhodla ukončiť projekt X-Com. Každý štát sa teraz bude musieť vysporiadať so situáciou vlastnými prostriedkami. Môžeme len dúfať, že s týmito zjavne nepriateľskými silami nájdeme spôsob akým spor urovnať, a že obyvateľstvo pristúpi na podmienky mimozemských návštevníkov." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} je obzvlášť spokojné so schopnosťou vašej organizácie vysporiadať sa s mimozemskou hrozbou a súhlasili s navýšením financovania." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sú čiastočne spokojné s vašim pokrokom s vysporiadaním sa s miestnymi vpádmi UFO a rozhodli sa navýšiť svoje finančné príspevky." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} a {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} nie je spokojná s Vašou schopnosťou vysporiadať sa s mimozemskou aktivitou na ich území a preto sa rozhodli, že znížia svoje financovanie." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} nie sú spokojní s Vašou schopnosťou vysporiadať sa s mimozemskou aktivitou na ich území a preto sa rozhodli, že znížia svoje financovanie." STR_KNOTS: "{0} uzlov" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} podpísal tajnú dohodu s neznámymi mimozemskými silami a odstúpil od projektu." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} podpísali tajnú dohodu s neznámymi mimozemskými silami a odstúpili od projektu." STR_MONTHLY_RATING: "Mesačné hodnotenie> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Zmena financovania> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rada zaisťujúca financovanie projektu nie je spokojná s vašou finančnou situáciou. Musíte redukovať dlhy pod $1 milión inak bude projekt ukončený." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "DEKÓDOVANÉ VYSIELANIE HYPER-VĹN" STR_CRAFT_TYPE: "TYP PLAVIDLA" STR_RACE: "DRUH" STR_MISSION: "MISIA" STR_ZONE: "ZÓNA" STR_ALLOCATE_RESEARCH: "Rozvrhnúť výskum" STR_ALLOCATE_MANUFACTURE: "Naplánovať výrobu" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brazília" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio De Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "Londýn" STR_PARIS: "Paríž" STR_BERLIN: "Berlín" STR_MOSCOW: "Moskva" STR_ROME: "Rím" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapešť" STR_LAGOS: "Lagos" STR_CAIRO: "Káhira" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretória" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapské Mesto" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Dillí" STR_KARACHI: "Karáči" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teherán" STR_BOMBAY: "Bombaj" STR_CALCUTTA: "Kalkata" STR_TOKYO: "Tokyo" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manilla" STR_SEOUL: "Soul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Jakarta" STR_SHANGHAI: "Šanghaj" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psionický tréning" STR_PSIONIC_TRAINING: "PSIONICKÝ TRÉNING" STR_REMAINING_PSI_LAB_CAPACITY: "Zvyšná kapacita Psi-labu> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionická{NEWLINE}odolnosť" STR_PSIONIC_SKILL_IMPROVEMENT: "PSI schopnosť{NEWLINE}/zlepšenie" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "V{NEWLINE}výcviku?" STR_TARGETTED_BY: "ZACIEĽENÝ:" STR_WEAPONS_CREW_HWPS: "ZBRANE/{NEWLINE}POSÁDKA/ŤZS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "má málo paliva,{NEWLINE}sa vracia na základňu" STR_SOLDIER_LIST: "Zoznam vojakov" STR_RANK_: "HODNOSŤ> {ALT}{0}" STR_MISSIONS: "MISIE> {ALT}{0}" STR_KILLS: "ZABITIA> {ALT}{0}" STR_WOUND_RECOVERY: "ZOTAVENIE> {ALT}{0}" STR_TIME_UNITS: "AKČNÉ BODY" STR_STAMINA: "VÝDRŽ" STR_HEALTH: "ZDRAVIE" STR_BRAVERY: "UDATNOSŤ" STR_REACTIONS: "REAKCIE" STR_FIRING_ACCURACY: "PRESNOSŤ STREĽBY" STR_THROWING_ACCURACY: "PRESNOSŤ VRHU" STR_STRENGTH: "SILA" STR_PSIONIC_STRENGTH: "PSIONICKÁ ODOLNOSŤ" STR_PSIONIC_SKILL: "PSIONICKÁ SCHOPNOSŤ" STR_NEW_RANK: "NOVÁ HODNOSŤ" STR_PROMOTIONS: "Povýšenia" STR_SOLDIERS_UC: "VOJSKO" STR_TANK_CANNON_UFOPEDIA: "Automatické ťažké zbraňové systémy sú navrhnuté ako doplnok jednotky X-Com. Kombinácia veľkej palebnej sily a silného brnenia je vhodná pre boj v otvorených priestranstvách. Vždy sa presvedčite, že máte dostatok tankových striel vo vašich skladoch. Tanky sa nabíjajú automaticky po priradení k jednotke." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Tento automatický ťažký zbraňový systém je vyzbrojený odpaľovačom silných rakiet. Sila rakiet bude devastačná pre akéhokoľvek mimozemského nepriateľa. Uistite sa, že v skladoch máte dostatok raketovej munície pre ŤZS." STR_TANK_LASER_CANNON_UFOPEDIA: "Laserové zbrane sú užitočným prídavkom pre naše ŤZSy. Kombinuje vysokú kadenciu a silu a nie je obmedzená muníciou." STR_HOVERTANK_PLASMA_UFOPEDIA: "Poznatky mimozemských technológii vdýchli našim Ťažkým zbraňovým systémom (ŤZP) nový život. Manévrovateľnosť vo vzduchu a sila plazmových zbraní je smrteľnou kombináciou." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Anti-grav tank vyzbrojený odpaľovačom fúznych rakiet. Táto technológia je schopná vytvoriť neuveriteľnú deštrukčnú silu. Používajte z najvyššou opatrnosťou. Budete musieť vyrobiť fúzne rakety aby ste udržali tento ŤZS v plnej pohotovosti. Fúzna raketa je inteligentne navádzaná zbraň. Pred jej vystrelením je potrebné zadať cieľové body, ktoré určia jej trajektóriu a následne potvrdiť ikonou výstrelu." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Toto kompaktné zariadenie slúži ako munícia pre Ťažký plazmový kanón. Obsahuje malé množstvo eléria." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Tento malý objekt je používaný ako zdroj energie pre plazmovú pušku - stredne silnú mimozemskú zbraň. Obsahuje malé množstvo Eléria." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Zdroj energie pre malú mimozemskú plazmovú pištoľ. Obsahuje malé množstvo Eléria - zdroj mimozemskej energie." STR_STUN_BOMB_UFOPEDIA: "Omračujúca bomba sa používa pri chytaní živých ľudských vzoriek, avšak rovnako môže byť použitá proti väčšine mimozemských druhov. Vystreľuje sa pomocou tzv. malého odpaľovača." STR_ALIEN_RESEARCH_UFOPEDIA: "Výskumné misie mimozemšťanov sú zamerané na zbieranie základných dát o Zemi a jej obyvateľoch. Na tento účel slúžia prevážne malé stroje, ktoré občas pristávajú na opustených miestach. Tento druh aktivít mimozemšťanov nepriťahuje pozornosť vlád a verejnosti, preto predstavuje najmenšiu hrozbu pre X-Com." STR_ALIEN_HARVEST_UFOPEDIA: "Zdá sa, že mimozemšťania dokážu využívať pozemskú faunu. Uneseným zvieratám, ktoré neskôr vrátili chýbali rôzne vnútorné orgány. Mrzačenie dobytka je často hlásené v súvislosti s pozorovaním UFO. Tento druh aktivít mimozemšťanov spôsobuje obavy v radoch vlády a vyvoláva strach v radoch obyvateľstva. Tento druh aktivít je najčastejšie sledovaný v poľnohospodárskych oblastiach. Teória, ktorá by naznačovala zmysel tejto 'mimozemskej žatvy' - zberu darov planéty Zem - naznačuje, že mimozemšťania pôvodne 'vysadili' flóru a faunu na planéte a teraz sa vrátili aby zožali jej plody." STR_ALIEN_ABDUCTION_UFOPEDIA: "Toto je najzákernejšia forma mimozemskej aktivity na Zemi. Únosy mimozemšťanmi sú hlásené z mnohých miest, bez ohľadu na pokusy mimozemšťanov vymazať zážitky z pamäti ľudí. Unášaní hlásia, že boli obeťami ponižujúcich fyzických výskumov, vrátane oplodnenia mimozemskými zárodkami a objektmi strašných genetických experimentov. Účel týchto aktivít sa zdá byť spojený s genetickými mutáciami a manipuláciou s vlastným gnetickým materiálom mimozemšťanov. Táto aktivita spôsobuje významný rozruch a odohráva sa v obývaných oblastiach alebo mestách." STR_ALIEN_INFILTRATION_UFOPEDIA: "Pozemská vláda môže byť infiltrovaná mimozemskými agentami, ktorí vyzerajú ako ľudia. Toto môže mať za dôsledok oficiálny kontakt medzi mimozemšťanmi a vládou na najvyššej úrovni. Vyvrcholenie tejto aktivity má za následok zvýšenie mimozemskej aktivity v blízkom okolí hlavných miest. Mimozemšťania sa budú pokúšať podpísať dohodu s pozemskou vládou ponúknutím poznatkov ich vysoko vyvinutej technológie. Výmenou za to budú požadovať, aby im vláda umožnila vykonávať ich aktivity na tomto území bez zásahu vlády. Tento typ mimozemskej aktivity je najhoršou hrozbou pre X-Com. Ak vláda pristúpi na dohodu, potom jej financovanie projektu X-Com prestane." STR_ALIEN_BASE_UFOPEDIA: "Mimozemšťania budujú tajné podzemné základne v odľahlých lokalitách Zeme. Výstavba základne začína prieskumnými letmi UFO, ktoré sú nasledované častejšou UFO aktivitou v momente keď mimozemšťania začnú s výstavbou základne. Tieto základne obsahujú experimentálne laboratória pre ľudských zajatcov a zásoby pre rozvoj ďalších aktivít v regióne. Prítomnosť základne generuje veľké množstvo hlásení aktivít mimozemšťanov bez prítomnosti UFO. Aby bol X-Com schopný detekovať základňu musí hliadkovacie lietadlo skúmať oblasť niekoľko hodín." STR_ALIEN_TERROR_UFOPEDIA: "Keď mimozemšťania terorizujú mesto vypustia do oblasti niekoľko špeciálnych jednotiek so smrtiacimi schopnosťami. Civilisti sú priamo ohrození a vlády donútené evakuovať celé oblasti. Hlavným cieľom týchto aktivít je vytvoriť čo najväčšiu verejnú hystériu, aby vlády tlačili na X-Com prípadným zrušením celého projektu." STR_ALIEN_RETALIATION_UFOPEDIA: "Ak sa stíhacím lietadlám X-Com darí úspešne zostreľovať UFO, potom môžu mimozemšťania pristúpiť k odvetným akciám. To môže mať za následok priamy útok na základňu X-Com. Odhaleniu základne sa dá predísť promptnou reakciou na výskyt UFO v okolí základne. V takom prípade je riziko útoku minimálne." STR_ALIEN_SUPPLY_UFOPEDIA: "Po tom ako mimozemšťania postavia na Zemi svoju základňu je táto zásobovaná v pravidelných intervaloch pomocou špeciálnych zásobovacích lodí. Ak je jedna z takýchto lodí detekovaná pri pristávaní, je viac než isté, že sa v okolí nachádza základňa mimozemšťanov." STR_SMALL_SCOUT_UFOPEDIA: "Táto malá loď je primárne určená na prieskum a výskum. Táto loď je predvojom väčších lodí a pripravuje pôdu pre začiatok mimozemských misií." STR_MEDIUM_SCOUT_UFOPEDIA: "Stredne veľké prieskumné plavidlo, ktoré nepredstavuje veľkú hrozbu pre pozemské sily. Obvykle predstavuje predvoj väčších mimozemských plavidiel." STR_LARGE_SCOUT_UFOPEDIA: "Najväčšia prieskumná loď mimozemšťanov je univerzálnym plavidlom využívaným na všetky druhy mimozemských misií. " STR_HARVESTER_UFOPEDIA: "Kombajn má na spodnej strane vstup a je vyzbrojený zariadením na zbieranie dobytka alebo iných zvierat. Laserové skalpely sú využívané na extrahovanie potrebného materiálu, pričom zvyšky sú odhadzované späť na zem. Rovnako obsahuje skladové kontajnery pre časti tiel." STR_ABDUCTOR_UFOPEDIA: "Táto loď je vybavená vyšetrovacou miestnosťou, v ktorej sa vykonávajú strašné experimenty na ľudských subjektoch. Obeť je často paralyzovaná pomocou telepatických schopností, avšak po celý čas je na operačnom stole pri plnom vedomí. " STR_TERROR_SHIP_UFOPEDIA: "Teroristická loď je vybavená zariadením, ktoré dokáže prenášať mimozemské teroristické zbrane a bytosti šľachtené pre tento účel. Je využívaná na prepravu týchto mimozemských teroristov do husto obývaných oblastí Zeme." STR_BATTLESHIP_UFOPEDIA: "Bojová loď je najväčším a najsilnejším mimozemským plavidlom. Je hlavnou loďou mimozemských misií, vybavená ničivými zbraňami a početnou posádkou." STR_SUPPLY_SHIP_UFOPEDIA: "Zásobovacia loď je používaná počas budovania základne mimozemšťanov alebo ako prostriedok zásobovania existujúcej základne. Prepravuje potravu mimozemšťanov rovnako ako reprodukčné komory." STR_DISMANTLE: "Rozobrať" STR_FACILITY_IN_USE: "ZARIADENIE SA POUŽÍVA" STR_CANNOT_DISMANTLE_FACILITY: "ZARIADENIE NIE JE MOŽNÉ ROZOBRAŤ! {SMALLLINE}Všetky zariadenia v základni musia byť spojené s prístupovým výťahom." STR_TRANSFER_ITEMS_TO: "Presuň predmety do {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "CHÝBA ZADRŽIAVACIA CELA PRE MIMOZEMŠŤANOV!{SMALLLINE}Aby živí mimozemšťania prežili musia byť umiestnení v špeciálnej cele." STR_AMOUNT_AT_DESTINATION: "MNOŽSTVO{NEWLINE}V CIELI" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Mimozemšťan zahynul, pretože nemáme zadržiavaciu celu pre mimozemšťanov" STR_NO_FREE_ACCOMODATION_CREW: "K DISPOZÍCII NIE SÚ DOSTATOČNÉ UBYTOVACIE KAPACITY!{SMALLLINE}Cieľová základňa nemá dostatok miesta v ubytovniach pre tím priradený k transportnému plavidlu." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NEDOSTATOK MIESTA V SKLADOCH!{SMALLLINE}Cieľová základňa nemá dostatok skladových priestorov pre vybavenie, ktoré bolo pridelené tomuto plavidlu." STR_ITEMS_ARRIVING: "Dodané položky" STR_DESTINATION_UC: "MIESTO URČENIA" STR_PISTOL: "Pištoľ" STR_PISTOL_CLIP: "Zásobník pištole" STR_RIFLE: "Puška" STR_RIFLE_CLIP: "Zásobník pušky" STR_HEAVY_CANNON: "Ťažký kanón" STR_HC_AP_AMMO: "ŤK-PR munícia" STR_HC_HE_AMMO: "ŤK-EX munícia" STR_HC_I_AMMO: "ŤK-ZAP munícia" STR_AUTO_CANNON: "Rotačný kanón" STR_AC_AP_AMMO: "RK-PR munícia" STR_AC_HE_AMMO: "RK-EX munícia" STR_AC_I_AMMO: "RK-ZAP munícia" STR_ROCKET_LAUNCHER: "Raketomet" STR_SMALL_ROCKET: "Malá raketa" STR_LARGE_ROCKET: "Veľká raketa" STR_INCENDIARY_ROCKET: "Zápalná raketa" STR_GRENADE: "Granát" STR_SMOKE_GRENADE: "Dymovnica" STR_PROXIMITY_GRENADE: "Mína" STR_HIGH_EXPLOSIVE: "Demolačná výbušnina" STR_STUN_ROD: "Elektrický obušok" STR_HEAVY_PLASMA: "Ťažký plazmový kanón" STR_HEAVY_PLASMA_CLIP: "Zásobník ťažkej plazmy" STR_PLASMA_RIFLE: "Plazmová puška" STR_PLASMA_RIFLE_CLIP: "Zásobník plazmovej pušky" STR_PLASMA_PISTOL: "Plazmová pištoľ" STR_PLASMA_PISTOL_CLIP: "Zásobník plazmovej pištole" STR_BLASTER_LAUNCHER: "Prenosný fúzny odpaľovač" STR_BLASTER_BOMB: "Fúzna bomba" STR_SMALL_LAUNCHER: "Malý odpaľovač" STR_STUN_BOMB: "Omračujúca bomba" STR_ALIEN_GRENADE: "Mimozemský granát" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Sonda mysle" STR_SECTOID_CORPSE: "Mŕtvola sectoida" STR_SNAKEMAN_CORPSE: "Mŕtvola snakemana" STR_ETHEREAL_CORPSE: "Mŕtvola ethereala" STR_MUTON_CORPSE: "Mŕtvola mutona" STR_FLOATER_CORPSE: "Mŕtvola floatera" STR_CELATID_CORPSE: "Mŕtvola celatida" STR_SILACOID_CORPSE: "Mŕtvola silacoida" STR_CHRYSSALID_CORPSE: "Mŕtvola chryssalida" STR_REAPER_CORPSE: "Mŕtvola reapera" STR_SECTOPOD_CORPSE: "Pozostatky sectopoda" STR_CYBERDISC_CORPSE: "Pozostatky kyberdisku" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nedostatok munície pre ŤZS{SMALLLINE}Každý ŤZS vyžaduje {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nedostatok vybavenia pre plné prezbrojenie jednotky" STR_MARS_CYDONIA_LANDING: "Mars: Pristátie v Cydonii" STR_MARS_CYDONIA_LANDING_BRIEFING: "Vaša loď triedy Avenger pristála v regióne Cydonia na povrchu Marsu. Naše informácie naznačujú, že v jednej z pyramídových konštrukcií sa nachádza zelený prístupový výťah do podzemného komlexu. Keď zoradíte svoje jednotky v oblasti výťahu, kliknite na ikonu 'zrušiť misiu' pre pokračovanie do ďalšej časti mimozemského komplexu. " STR_MARS_THE_FINAL_ASSAULT: "Mars: Finálny útok" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Výťah v pyramíde vezie tvojich bojom unavených vojakov hlboko pod povrch planéty. Dostali sa priamo do srdca veľkého komplexu tunelov a miestností. Mimozemský mozog sa skrýva niekde v tomto labyrinte. Ak chceme zachrániť Zem od zotročenia mimozemšťanmi, musí byť hlavný mozog zničený.{NEWLINE}{NEWLINE}Veľa šťastia!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Najprv musíte vynájsť{NEWLINE}{0}{NEWLINE}aby ste moholi vyrobiť{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Mimozemšťania zničili nechránenú základňu {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agenti X-Com objavili umiestnenie základne mimozemšťanov v {0}" STR_STANDOFF: "ODSTUP" STR_CAUTIOUS_ATTACK: "OPATRNÝ ÚTOK" STR_STANDARD_ATTACK: "ŠTANDARDNÝ ÚTOK" STR_AGGRESSIVE_ATTACK: "AGRESÍVNY ÚTOK" STR_DISENGAGING: "RUŠÍM PRENASLEDOVANIE" STR_UFO_HIT: "ZÁSAH UFO!" STR_UFO_CRASH_LANDS: "UFO HAVAROVALO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimalizovať len pri odstupe" STR_UFO_RETURN_FIRE: "UFO OPÄTUJE PAĽBU!" STR_INTERCEPTOR_DAMAGED: ">>> STÍHACIE LIETADLO POŠKODENÉ <<<" STR_INTERCEPTOR_DESTROYED: ">>> STÍHAČKA BOLA ZNIČENÁ <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO UNIKÁ STÍHACIEMU LIETADLU!" STR_ALIENS_TERRORISE: "MIMOZEMŠŤANIA TERORIZUJÚ" STR_LONG_RANGE_DETECTION: "Detekcia dlhého dosahu" STR_STORES_UC: "SKLADY" STR_DIFFICULTY_LEVEL: "Stupeň obtiažnosti" STR_INTERCEPT: "STÍHANIE" STR_BASES: "ZÁKLADNE" STR_GRAPHS: "GRAFY" STR_UFOPAEDIA_UC: "UFOPÉDIA" STR_OPTIONS_UC: "NASTAVENIA" STR_FUNDING_UC: "FINANCOVANIE" STR_5_SECONDS: "5 sek" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 hod" STR_1_DAY: "1 deň" STR_XCOM_PERFORMANCE_ROSTER: "Rozpis výkonu X-Com" STR_ENTER_NAME: "Zadaj meno" STR_PERFORMANCE_RATING: "Hodnotenie výkonu" STR_VICTORY_DATE: "Dátum víťazstva" STR_ELECTRO_FLARE: "Svetlica" STR_ELECTRO_FLARE_UFOPEDIA: "Po odhodení, toto kompaktné zariadenie produkuje silné, jasné svetlo, ktoré dokáže počas nočných misií odhaliť nepriateľské jednotky v okolí svetlice. " STR_MONTHLY_COSTS: "Mesačné náklady" STR_CRAFT_RENTAL: "Prenájom lietadiel" STR_SALARIES: "Výplaty" STR_BASE_MAINTENANCE: "Údržba základne" STR_COST_PER_UNIT: "Jedn. cena" STR_QUANTITY: "Množstvo" STR_TOTAL: "Celkovo" STR_IN_PSIONIC_TRAINING: "V psionickom tréningu" STR_BLASTER_BOMB_UFOPEDIA: "Toto zariadenie je vysoko explozívnou raketou, ktorá ma inteligentný navádzací systém. Je odpaľovaná pomocou prenosného fúzneho odpaľovača." STR_FRONT_ARMOR: "Predná zbroj" STR_LEFT_ARMOR: "Ľavá zbroj" STR_RIGHT_ARMOR: "Pravá zbroj" STR_REAR_ARMOR: "Zadná zbroj" STR_UNDER_ARMOR: "Spodná zbroj" STR_ROUNDS: "Náboje" STR_UNIT: "JEDNOTKA> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORÁLKA" STR_ARMOR_: "Zbroj > {0}" STR_FRONT_ARMOR_UC: "PREDNÁ ZBROJ" STR_LEFT_ARMOR_UC: "ĽAVÁ ZBROJ" STR_RIGHT_ARMOR_UC: "PRAVÁ ZBROJ" STR_REAR_ARMOR_UC: "ZADNÁ ZBROJ" STR_SKILLS: "SCHOPNOSTI> {0}" STR_LEVEL: "ÚROVEŇ> {0}" STR_HEAD: "HLAVA" STR_TORSO: "TELO" STR_RIGHT_ARM: "PRAVÁ PAŽA" STR_LEFT_ARM: "ĽAVÉ RAMENO" STR_RIGHT_LEG: "PRAVÁ NOHA" STR_LEFT_LEG: "ĽAVÁ NOHA" STR_PAIN_KILLER: "SEDATÍVA" STR_STIMULANT: "STIMULANT" STR_HEAL: "LIEČENIE" STR_TIME_UNITS_SHORT: "AB>{ALT}{0}" STR_WEIGHT: "Váha>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "REA>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "PSIS>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "PSIO>{ALT}{0}" STR_ALIEN_ARTIFACT: "Mimozemský artefakt" STR_AMMO_ROUNDS_LEFT: "NÁBOJE:{NEWLINE}OSTÁVA{NEWLINE}VÝSTRELOV={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Sedatíva>{ALT}{0}{ALT}{NEWLINE}Stimulant>{ALT}{1}{ALT}{NEWLINE}Liečenie>{ALT}{2}" STR_THROW: "Hodiť" STR_AUTO_SHOT: "Auto-streľba" STR_SNAP_SHOT: "Bez mierenia" STR_AIMED_SHOT: "Mierená strela" STR_STUN: "Omráčiť" STR_PRIME_GRENADE: "Odistiť granát" STR_USE_SCANNER: "Použi detektor" STR_USE_MEDI_KIT: "Použi lekárničku" STR_LAUNCH_MISSILE: "Vystreliť raketu" STR_ACCURACY_SHORT: "PRE>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nedostatok akčných bodov!" STR_NOT_ENOUGH_ENERGY: "Nedostatok energie!" STR_NO_ROUNDS_LEFT: "Chýba munícia!" STR_NO_AMMUNITION_LOADED: "Nie je nabitá!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munícia nevhodná pre túto zbraň!" STR_WEAPON_IS_ALREADY_LOADED: "Zbraň je už nabitá!" STR_NO_LINE_OF_FIRE: "Prekážka v dráhe strely!" STR_GRENADE_IS_ACTIVATED: "Granát je odistený!" STR_GRENADE_IS_DEACTIVATED: "Granát zaistený!" STR_THERE_IS_NO_ONE_THERE: "Nikto tam nie je!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Nie je možné používať mimozemský artefakt keď nie je preskúmaný našimi vedcami!" STR_OUT_OF_RANGE: "Mimo dosah!" STR_UNABLE_TO_THROW_HERE: "Nedá sa odhodiť!" STR_SET_TIMER: "Nastav časovač" STR_HIDDEN_MOVEMENT: "SKRYTÝ POHYB" STR_TURN: "ŤAH> {0}" STR_SIDE: "STRANA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Stlač tlačidlo pre pokračovanie" STR_MIND_CONTROL: "Ovládnutie mysle" STR_PANIC_UNIT: "Panika" STR_MORALE_ATTACK_SUCCESSFUL: "Úspešný útok na morálku" STR_MIND_CONTROL_SUCCESSFUL: "Ovládnutie mysle bolo úspešné" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}podľahol amoku" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}podlahla amoku" STR_HAS_PANICKED_MALE: "{0}{NEWLINE} spanikáril" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}spanikárila" STR_XCOM: "X-Com" STR_ALIENS: "Mimozemšťania" STR_RIGHT_HAND: "PRAVÁ RUKA" STR_LEFT_HAND: "ĽAVÁ RUKA" STR_RIGHT_SHOULDER: "PRAVÉ RAMENO" STR_LEFT_SHOULDER: "ĽAVÉ RAMENO" STR_BACK_PACK: "RUKSAK" STR_BELT: "OPASOK" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}je ovládaný mimozemšťanmi" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}je pod kontrolou mimozemšťanov" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}stratil vedomie" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}je v bezvedomí" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}zomrel na smrteľné zranenia" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}zomrela na smrtelné zranenie" STR_USE_MIND_PROBE: "Použi sondu mysle" STR_FATAL_WOUNDS: "SMRTEĽNÉ ZRANENIA" STR_UNDER_ARMOR_UC: "SPODNÁ ZBROJ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Akčné body rezervované pre rýchly výstrel" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Akčné body rezervované pre auto-streľbu" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Akčné body rezervované pre mierenú strelu" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Akčné body rezervované pre pokľaknutie" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "AB rezervované pre pokľaknutie a streľbu" STR_UNITS_IN_CRAFT: one: "{N} jednotka v X-Com transportéri" few: "{N} jednotky v X-Com transportéri" many: "{N} jednotiek v X-Com transportéri" other: "{N} jednotiek v X-Com transportéri" STR_UNITS_OUTSIDE: one: "{N} jednotka ostala vonku" few: "{N} jednotky ostalo vonku" many: "{N} jednotiek ostalo vonku" other: "{N} jednotiek ostalo vonku" STR_UNITS_IN_ENTRANCE: one: "{N} jednotka pri vstupe" few: "{N} jednotky pri vstupe" many: "{N} jednotiek pri vstupe" other: "{N} jednotiek pri vstupe" STR_UNITS_IN_EXIT: one: "{N} jednotka v cieľovej oblasti" few: "{N} jednotky v cieľovej oblasti" many: "{N} jednotiek v cieľovej oblasti" other: "{N} jednotiek v cieľovej oblasti" STR_ABORT_MISSION_QUESTION: "Ukončiť misiu?" STR_CORPSE: "Mŕtvola" STR_UNLOAD_CRAFT: "Vybrať náboje" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}bol zabitý" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}bola zabitá." STR_HIT_MELEE: "Zásah" STR_GROUND: "ZEM" STR_LIVING_QUARTERS_PLURAL: "Ubytovacie priestory" STR_LIST_ITEM: "POLOŽKA" STR_PERSONAL_ARMOR_UFOPEDIA: "S využitím novo objavených mimozemských zliatin sme vytvorili novú zbroj, ktorá dokáže lepšie ochrániť našich vojakov v boji s mimozemskou hrozbou." STR_POWER_SUIT_UFOPEDIA: "Nová výkonná zbroj pre vojakov je napájaná z elériového generátora. Značne zosiľňuje rýchlosť a silu nositeľa a poskytuje zatiaľ najlepšiu ochranu pre naše jednotky." STR_FLYING_SUIT_UFOPEDIA: "Vylepšená verzia energetickej zbroje obsahujúca mimozemskú technológiu antigravitačnej navigácie, umožňujúca úplnu slobodu pohybu po bojisku." STR_ALL_ALIENS_KILLED_IN_CRASH: "Všetci mimozemšťania zahynuli pri havárii,{NEWLINE}Zahajujem automatické prehliadnutie miesta havárie." STR_RESET: "Reset" STR_MEMORIAL: "Pamätník" STR_DATE_UC: "DÁTUM" STR_SOLDIERS_RECRUITED_UC: "NAVERBOVANÝCH VOJAKOV>{ALT}{0}" STR_SOLDIERS_LOST_UC: "VOJENSKÉ STRATY>{ALT}{0}" MAP_CULTA: "Farma" MAP_FOREST: "Les" MAP_JUNGLE: "Džungľa" MAP_MOUNT: "Hora" MAP_DESERT: "Púšť" MAP_POLAR: "Polárna" MAP_URBAN: "Mesto" MAP_UBASE: "Základňa mimozemšťanov" MAP_XBASE: "Základňa X-Com" MAP_MARS: "Mars" STR_MIXED: "Zmiešaný" STR_REMOVE_SELECTED: "Odstráň označené" STR_LIVE_ALIENS: "Živí{NEWLINE}jedinci" STR_DEAD_ALIENS: "Nepotrební{NEWLINE}jedinci" STR_UNDER_INTERROGATION: "Vo{NEWLINE}výskume" STR_CONTAINMENT_EXCEEDED: "LIMIT ZADRŽIAVACEJ CELY PRE MIMOZEMŠŤANOV BOL PREKROČENÝ!{SMALLLINE}Nedostatok miesta v {0}. Je potrebné odstrániť prevyšujúcich mimozemšťanov z cely (tí potom zahynú)." STR_MANAGE_CONTAINMENT: "Správa zadržiavacej cely" STR_STORAGE_EXCEEDED: "KAPACITA SKLADOV BOLA PREKROČENÁ!{SMALLLINE}Máme nedostatok miesta v {0}. Musíte predať nadbytočné predmety." STR_GO_TO_BASE: "Do základne" STR_MELEE_ACCURACY: "BOJ Z BLÍZKA" STR_SELL_PRODUCTION: "PREDAŤ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obe ruky musia byť voľné!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nedostatok predmetov pre kopírovanie šablóny!" STR_UNLOAD_WEAPON: "Vybiť zbraň" STR_ALL_ITEMS: "Všetky predmety" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolenú maximálne {N} položku vybavenia na palube tohto stroja." few: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položiek vybavenia na palube tohto stroja." many: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položiek vybavenia na palube tohto stroja." other: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položiek vybavenia na palube tohto stroja." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}RIADIACE CENTRUM BOLO ZNIČENÉ{NEWLINE}Dostaňte sa do vstupnej oblasti a ukončite misiu." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com nemôže budovať svoje zariadenia pod vodou" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personál" STR_CRAFT_ARMAMENT: "Lietadlá a výzbroj" STR_COMPONENTS: "Komponenty" STR_SOLDIERS_RECRUITED: "Naverbovaní vojaci" STR_SOLDIERS_LOST: "Vojenské straty" STR_TOTAL_UFOS: "Zistených UFO" STR_TOTAL_ALIEN_BASES: "Objavených základní mimozemšťanov" STR_PSIONIC_STRENGTH_ABBREVIATION: "PSO" STR_PSIONIC_SKILL_ABBREVIATION: "PSS" FEMALE_CIVILIAN: "Civilista, Žena" MALE_CIVILIAN: "Civilista, Muž" CYBERDISC_WEAPON: "Zbraň kyberdisku" REAPER_WEAPON: "Zbraň reapera" CHRYSSALID_WEAPON: "Zbraň chryssalida" CELATID_WEAPON: "Zbraň celatida" SILACOID_WEAPON: "Zbraň silacoida" SECTOPOD_WEAPON: "Zbraň sectopoda" ZOMBIE_WEAPON: "Zbraň zombieho" ALIEN_PSI_WEAPON: "Mimozemská psi zbraň" ================================================ FILE: bin/standard/xcom1/Language/sv.yml ================================================ sv: STR_AVENGER_UFOPEDIA: "TRANSPORTER OCH RYMDSTRIDSSKEPP. DEN ULTIMATA REPLIKERINGEN AV UTOMJORDISK TEKNIK." STR_INTERCEPTOR_UFOPEDIA: "LUFTSTRIDSPLAN MED DUBBLA PULSDETONATIONSMOTORER OCH SPECIALSKYDDADE ELEKTRONIKSYSTEM. DEN BÄSTA TEKNOLOGIN JORDEN KAN ERBJUDA." STR_LIGHTNING_UFOPEDIA: "TRANSPORTER OCH STRIDSFARKOST. EN GRUBBIG MEN EFFEKTIV REPLIKATION AV UTOMJORDISKA DRIVSYSTEM." STR_SKYRANGER_UFOPEDIA: "TRUPPTRANSPORT. DEN SNABBASTE I SITT SLAG MED VERTIKAL LYFT- OCH LANDNINGSFÖRMÅGA (V.T.O.L.)" STR_FIRESTORM_UFOPEDIA: "LUFTSTRIDSFARKOST. DETTA ENMANSJAKTPLAN REPLIKERAR DEN KLASSISKA FLYGANDE-TEFATS-DESIGNEN MED ETT CENTRALT DRIVSYSTEM." STR_STINGRAY_UFOPEDIA: "AVANCERAD LUFTSTRIDSMISSIL MED SPECIALSKYDDAD ELEKTRONIK." STR_AVALANCHE_UFOPEDIA: "LUFTSTRIDSMISSIL MED KÄRNVAPENSTRIDSSPETS, MEN EN EXTREM BÄRTYNGD." STR_CANNON_UFOPEDIA: "KRAFTFULL KANON SOM AVFYRAR PANSARBRYTANDE PROJEKTILER MED PENETRATIONSFÖRMÅGA PÅ UPP TILL 16 TUM STÅL." STR_FUSION_BALL_UFOPEDIA: "DETTA VAPEN SKJUTER EN BOLLFORMAD MISSIL DRIVEN AV EN ANTIMATERIA-REAKTOR. BOLLEN FÖRSTÖR MÅLET MED EN IMPLODERANDE GRAVITATIONSVÅGS." STR_LASER_CANNON_UFOPEDIA: "DENNA KONVENTIONELLA LASERKANON DRIVS AV EN REAKTIONSKAMMARE BASERAD PÅ ANTIMATERIA." STR_PLASMA_BEAM_UFOPEDIA: "GRAVITATIONSSTRÅLEN RIKTAR ETT IMPLODERANDE GRAVITATIONSFÄLT." STR_SECTOID_UFOPEDIA: "Sectoidernas hierarki sträcker sig från soldat till ledare med kraftfulla psioniska egenskaper. Dessa psioniska krafter kan användas för att demoralisera soldater i strid och till och med ta kontroll över deras hjärnor. Sectoiderna verkar främst utföra människorov och djurstympning. Kidnappningarna har som mål att utvinna genetiska material för korsbefruktning och utveckling av kloner för infiltration av människornas samhälle. Boskapen ger både näring och genetiskt material. Denna art verkar inriktad på att utveckla genetiska superhybrider för att stärka deras bikupeliknande samhälle." STR_SECTOID_AUTOPSY: "Obduktion av Sectoid" STR_SECTOID_AUTOPSY_UFOPEDIA: "Obduktionen visar ett enklare matsmältningssystem och enkel kroppsstruktur. Hjärnan samt ögonen är välutvecklade och deras struktur tyder på genetisk manipulation eller mutation. Den lilla munnen och näsan verkar ha liten funktion. Simhuden mellan fingrarna tyder på ett vattenbaserat ursprung. Det finns inga reproduktionsorgan och inga tecken på hur de kan reproducera. De är antagligen en genetiskt tillverkad art." STR_SNAKEMAN_UFOPEDIA: "Denna art utvecklades i en extremt fientlig miljö. De är extremt tuffa och kan motstå extrema temperaturskillnader. Deras rörlighet beror på en ormlikande, stor \"fot\" som skyddar alla vitala organ. Deras mål verkar vara rent rövarinriktade och de verkar lyda under en högre vilja som styr deras militärliknande-räder på Jorden." STR_SNAKEMAN_AUTOPSY: "Obduktion av Ormman" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Skinnet är väldigt hårt och värmeresistant. Hjärt-kärl-systemet är del av muskelsystemet och använder den hydraliska principen för att röra sig. Den enda riktiga muskeln är \"hjärtat\". Det reproduktiva systemet verkar väldigt effektivt. Förökningen sker asexuellt eftersom varje ormman bär på upp till 50 ägg i sin kropp. Om de lämnas till att föröka sig kan denna art bli ett allvarligt hot mot livet på Jorden." STR_ETHEREAL_UFOPEDIA: "Denna varelse har skräckinjagande mentala krafter som tillåter telepatisk kommunikation och telekinetisk förmåga. Den ömtåliga kroppen hålls ihop av dess mentala krafter. Vi förstår inte hur dessa telekinetiska krafter fungerar eftersom de helt trotsar fysikens lagar. De dyker sällan upp på Jorden eftersom de föredrar att låta andra arter göra jobbet åt dem." STR_ETHEREAL_AUTOPSY: "Eterisk obduktion" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Varelsen är fysiskt underutvecklad och verkar inkapabel att upprätthålla grundläggande livsfunktioner. Musklerna är allvarligt förtvinade och de inre organen är underutvecklade. Sinnesorganen inklusive ögonen verkar vara helt oanvändbara. Hjärnan är däremot välutvecklad och kräver en stor mängd av kroppens blod. Det är ett mysterium hur denna varelse kan överleva utan extern hjälp." STR_MUTON_UFOPEDIA: "Denna humanoida varelse är fysiskt stark och intelligent. Den har en särskild aptit för rått kött av alla slag som den behöver för att överleva likt andra jordbaserade köttätare. De verkar förlita sig på en telepatisk kommandolänk från en ras kallad \"De Eteriska\". När de separeras från denna länk verkar deras mentala system kollapsa och de dör. De har cybernetiska implantat för att förbättra sin stridsförmåga. De har är helt klart fotsoldaterna för ett högre intellekt." STR_MUTON_AUTOPSY: "Muton obduktion" STR_MUTON_AUTOPSY_UFOPEDIA: "Denna varelses \"skinn\" verkar vara en organiskt odlad kroppsrustning som transplanterats på kroppen. Ett flertal cybernetiska implantat används för att förstärka hjärt-kärlsystemet och sinnesorganen. De reproduktiva delarna verkar ha tagits bort kirurgiskt. Tydligen är dessa stackars varelser dömda till ett liv av krigföring och erövring. Pansarbrytande ammunition är speciellt ineffektivt mot dess härdade skinn." STR_CELATID_UFOPEDIA: "Denna livsform har en mystisk förmåga att sväva genom luften. Den verkar upptäcka mänskliga hjärnvågor och kan söka sig mot mål även om de är väl gömda. När ett mål lokaliserats landar Celatiden på marken och sprutar små strålar av extremt frätande gift. Denna varelse har en förmåga att klona sig själv i en alarmerande takt. Den ackompanjerar Mutonerna i sina vandringar." STR_CELATID_AUTOPSY: "Celatid obduktion" STR_CELATID_AUTOPSY_UFOPEDIA: "Varelsens kärna innehåller en lite biomekanisk apparat som verkar fungera som verkar vara ett naturligt utvecklat antigravitationsdrivande system. En giftsäck är det största organet och det verkar inte finnas någon separat hjärnstruktur. Det finns inget matsmältande eller reproduktivt organ. En litet organ innehåller embryon som snabbt kan växa till nya Celatider." STR_SILACOID_UFOPEDIA: "Denna kiselbaserade lifsform genererar enorma mängder hetta. Den har kraft nog att krossa stena som den sen absorberar i sin heta kärna. Den har primitiv intelligens och kan kontrolleras genom implantat eller telepatiska kommandon. Den samverkar med Mutonerna." STR_SILACOID_AUTOPSY: "Silacoid obduktion" STR_SILACOID_AUTOPSY_UFOPEDIA: "Centrum av denna varelses kropp innehar en extremt hög temperatur, vilket verkar vara grunden för dess matsmältningssystem. Dess unika muskelsystem har enorm kraft och fart. Dess stenhårda skinn är helresistent mot eld och flammbar ammunition." STR_CHRYSSALID_UFOPEDIA: "De krabbliknande klorna på denna varelse är kraftfulla närstridsvapen. Den höga ämnesomsättningen och styrkan ger denna varelse fart och fingerfärdighet. Istället för att döda sina offer befruktas de med ett ägg samtidigt som ett gift injiceras och förvandlar offret till en levande död, en zombie. En ny Chryssalid spränger sig ur offret en kort tid efter befruktningen. Chryssalider är förknippade med Ormmännen." STR_CHRYSSALID_AUTOPSY: "Chryssalid obduktion" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Exoskelettet på denna varelse är extremt hårt, men förvånansvärt sårbar för explosiv ammunition. Hjärnan är välutvecklad och dess celldelningstakt är snabb. Varelsen bär tjugo ägg som läggs inuti andra organismer. Denna varelse är ett väldigt effektivt terrorvapen." STR_FLOATER_UFOPEDIA: "Svävarna är framförallt soldater och terrorister. De är naturligt rovdjurliknande bestar, genetiskt framtagna och cybernetiskt förbättrade för att vara skräckinjagande krigare. Den lägre halvan av kroppen samt de flesta inre organ har kirugiskt avlägsnats och istället har ett livsuppehållande system installerats. Detta implantat innehåller ett antigravitationsfält som tillåter varelsen att sväva något ostadigt i luften." STR_FLOATER_AUTOPSY: "Svävare obduktion" STR_FLOATER_AUTOPSY_UFOPEDIA: "Denna varelse har ändrats drastiskt genom kirurgi. Enheten som formar kärnan av kroppen är ett livsuppehållande system som uppfyller hjärtat, lungornas och matsmältningssystemets funktion. Detta get varelsen möjlighet att överleva i extremt ogästvänliga miljöer. Hjärnan är mindre än vår men sinnesorganen är välutvecklade." STR_REAPER_UFOPEDIA: "Denna tvåbenta köttätare har kraftfulla käkar och en glupsk aptit. Ett antal hjärnimplantat används för att kontrollera dess handlingar. Denna varelses primitiva rovdjursinstinkter har få användningsområden mer än att terrorisera och förstöra. Liemän används oftast av Svävarna." STR_REAPER_AUTOPSY: "Obduktion av Lieman" STR_REAPER_AUTOPSY_UFOPEDIA: "Liemannen har dubbla \"hjärnor\" och hjärtan vilket tillåter överlevnad efter extremt trauma. Dess päls är dock högst eldbar, varför varelsen är svag mot flammbar ammunition." STR_SECTOPOD_UFOPEDIA: "Sectopoder är robotar beväpnade med kraftfulla laservapen. Dessa mekaniska bestar kontrolleras via en telepatisk länk till deras mästare, de Eteriska. Sectopoder är de mest kraftfulla terrorvapnen hos de utomjordiska styrkorna." STR_SECTOPOD_AUTOPSY: "Obduktion av Sectopod" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Roboten är robust konstruerad med kraftigt pansar för att stå emot de flesta former av attacker, speciellt plasmavapen. De sensoriska kretsarna verkar vara känsliga för laserskada." STR_CYBERDISC_UFOPEDIA: "Detta mini-flygande tefat är ett automatiserat terrorvapen beväpnat med en kraftfull plasmastråle. Antigravitationsmotorn ger den ett stort övertag i svår terräng. Dess främsta funktion är förstörelse och terror i Sectoid-rasens tjänst." STR_CYBERDISC_AUTOPSY: "Cyberdisk obduktion" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Cyberdisken är välskyddad och speciellt motståndskraftig mot explosioner. Dess primära antigravitationssystem är för skadat för att kunna ge oss ett hum om dess konstruktion." STR_UFO_POWER_SOURCE_UFOPEDIA: "Kraftkällan i en utomjordisk farkost är en antimateriareaktor som använder Elerium-115 för att generera kraftfulla gravitationsvågor såväl som andra former av energi. Omvandlingen av materia till energi är makalösa 99% varför små mängder Elerium kan producera stora mängder kraft. Dessa enheter kan byggas med utomjordisk legering." STR_UFO_NAVIGATION_UFOPEDIA: "Utomjordiska skepp använder avancerade datorer för att navigera genom rymd och atmosfär. Systemet baseras på optiska processorer som arrangerats i en nätverkad form. Kontrollgränssnittet är relativt enkelt: Navigatören kontrollerar gravitationsvågorna från kraftkällan i den riktning som farkosten behöver komma. Detta system kan enkelt användas av människor och kan reproduceras av utomjordisk legering och andra komponenter." STR_UFO_CONSTRUCTION_UFOPEDIA: "Utomjordiska farkoster består av tre huvudkomponenter: Kraftkälla, navigationssystem och ett skrov byggt av utomjordisk legering. Skrovet är specialdesignat för låta gravitationsvågorna riktas och kontrolleras. Det krävs dessutom Elerium för att driva farkostens kraftkälla. När konstruktionsprincipen och varje komponents funktion är utredd kan vi börja bygga egna farkoster." STR_ALIEN_FOOD_UFOPEDIA: "Dessa kammare innehåller olika enzymer som används för att lösa upp kroppsdelarna av boskap, djur och även människor. Vätskan intas sedan som redan nedsmält mat, antagligen rakt in i blodomloppet. Detta visar på ett visst beroende av Jorden för mat, en symbios mellan Jordens och utomjordingarnas samhälle." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Dessa kammare innehåller utomjordiska foster. Utformningen på kontainrarna tyder på att dessa utomjordingar förlitar sig helt på reproduktion i laboratorier. Den näringsrika vätskan hjälper till att snabba på utvecklingen av fostren. Detta rullbandssystem kan producera flera tusen kloner på kort tid. Processen kan säkerligen användas för kloning av människor eller mänskliga hybrider." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Den mest sannolika funktionen av dessa klot är avslappning. De psioniska kretsarna stimulerar olika centrum i hjärnan vilket ger en hallucinatorisk effekt. Detta är enda beviset på att utomjordingarna har någon form av fritidsnöje." STR_ALIEN_SURGERY_UFOPEDIA: "Denna kirurgiska utrustning använder laser för att extrahera vissa kroppsdelar från boskap och andra djur. Utbredda djurstympningarna kan länkas till denna bisarra utomjordingsaktivitet. Det är sannolikt att kroppsdelarna används för näring eller genetiska skäl." STR_EXAMINATION_ROOM_UFOPEDIA: "Folk har sedan länge påstått sig ha blivit bortförda av utomjordingar, ibland gång på gång. Sanningen är betydligt mer ryslig. Människor är bortförda, forskade på och undersökta. De bästa exemplaren får sitt genetiska material extraherad. Kvinnor får människo-utomjordingshybrider till foster inplanterade, som sedan extraheras några månader senare. Vem vet vilka olyckbådande motiv utomjordingarna har?" STR_ALIEN_ALLOYS_UFOPEDIA: "Utomjordiska farkoster är konstruerade från speciallegeringar med unika egenskaper. De är extremt lätta och hållfasta samt kan omformas med elektro-magnetisk teknik. Detta material kan reproduceras och användas i tillverkningsprocessen." STR_ELERIUM_115_UFOPEDIA: "Detta element har den ovanliga egenskapen att skapa antimateria när den bombarderas med vissa partiklar. Detta skapar gravitationsvågor och andra former av energi. Det kan inte återfinnas i vårt solsystem och kan inte reproduceras." STR_ALIEN_ORIGINS_UFOPEDIA: "Det är tydligt att vi utkämpar en hopplös kamp på Jorden. De utomjordiska horderna är överväldigande i sina antal. Det bästa vi kan göra är att sakta ner deras framfart. Det enda hoppet för mänskligheten är att attackera utomjordingarna vid deras källa. Vår forskning verkar indikera en närliggande bas inom vårt solsystem. Utomjordingarna anser detta vara ett centrum för en forntida civilisation som föregått människans historia. Vi måste hitta denna plats så snart som möjligt, men vi måste fånga och förhöra en utomjordisk ledare för att få mer detaljerad information. De större UFO:na har antagligen minst en utomjordisk ledare." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Vår forskning pekar på att utomjordingarnas centrala hembas finns på planeten Mars. Basen är väl gömd och besitter både tillverknings- och kloningsfaciliteter till utomjordingarnas infiltrationsförsök. Den verkar också husera en centraldator som kontrollerar hela verksamheten. Det verkar som att det bikupe-liknande samhället har en sorts bidrottning. Detta är deras största svaghet- om vi kan eliminera hjärnan kommer kroppen att dö. Vi måste öka våra ansträngningar innan det är för sent. För att komma vidare måste vi fånga en utomjordisk officer av högsta rang, en befälhavare. De ska enbart finnas i utomjordiska baser samt Slagskepp. " STR_CYDONIA_OR_BUST_UFOPEDIA: "Det är nu klarlagt att de främmande horderna kontrolleras från en underjordisk bas i Cydonia, vilket är ett ovanligt område på Mars yta med femsidiga pyramider och en stor formation som påminner om ett mänskligt ansikte. Cydonias civilisation blomstade för miljoner år sen på Mars. Vi vet inte varför den dog ut, eller vad dess koppling till den senaste tidens utomjordiska aktiviteter är. I vilket fall som helst måste vi skicka en expedition till Cydonia. Detta är det enda sättet att besegra utomjordingarna. Vi måste förstöra hjärnan bakom som kontrollerar. Vi kommer att behöva en Hämnarfarkost bestyckad med den mäktigaste eldkraften vi har tillgång till. Det finns inget mer vi kan lära oss, vi måste invänta utgången av Cydonia-attacken." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRERA PÅ PLATS-TID=5 s" STR_CANCEL_UC: "AVBRYT" STR_NONE: "Ingen" STR_UNKNOWN: "Okänt" STR_POOR: "Dålig" STR_AVERAGE: "Genomsnitt" STR_GOOD: "Bra" STR_EXCELLENT: "Utmärkt" STR_BUILD_NEW_BASE_UC: "BYGG NY BAS" STR_BASE_INFORMATION: "BASINFORMATION" STR_EQUIP_CRAFT: "UTRUSTA FARKOST" STR_BUILD_FACILITIES: "BYGG ANLÄGGNINGAR" STR_RESEARCH: "FORSKNING" STR_MANUFACTURE: "TILLVERKA" STR_TRANSFER_UC: "ÖVERFÖR" STR_PURCHASE_RECRUIT: "KÖP/ANSTÄLL" STR_SACK: "AVSKEDA" STR_SELL_SACK_UC: "SÄLJ/AVSKEDA" STR_GEOSCAPE_UC: "GEOVY" STR_NAME: "Namn" STR_AREA: "Område" STR_BUILD_NEW_BASE: "Bygg Ny Bas" STR_CANCEL: "Avbryt" STR_COST_UC: "KOSTNAD>" STR_CONSTRUCTION_TIME_UC: "BYGGTID>" STR_DAY: one: "{N} dag" other: "{N} dagar" STR_HOUR: one: "{N} timme" other: "{N} timmar" STR_MAINTENANCE_UC: "UNDERHÅLL>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "NUVARANDE FORSKNING" STR_SCIENTISTS_AVAILABLE: "Forskare Tillgängliga>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Forskare Tilldelade>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratoriumutrymme Tillgängligt>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSKNINGSPROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "FORSKARE TILLDELADE" STR_PROGRESS: "UTVECKLING" STR_NEW_PROJECT: "Nytt projekt" STR_CANCEL_PROJECT: "AVBRYT PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NYA FORSKNINGSPROJEKT" STR_SCIENTISTS_AVAILABLE_UC: "FORSKARE TILLGÄNGLIGA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIEPLATSER TILLGÄNGLIGA>{ALT}{0}" STR_INCREASE: "Öka" STR_DECREASE: "Minska" STR_START_PROJECT: "STARTA PROJEKT" STR_CURRENT_PRODUCTION: "NUVARANDE PRODUKTION" STR_ENGINEERS_AVAILABLE: "Ingenjörer Tillgängliga>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenjörer Tilldelade>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Verkstadsutrymme Tillgängligt>{ALT}{0}" STR_CURRENT_FUNDS: "Nuvarande Tillgångar>{ALT}{0}" STR_ITEM: "FÖREMÅL" STR_ENGINEERS__ALLOCATED: "Ingenjörer Tilldelade" STR_UNITS_PRODUCED: "Enheter Producerade" STR_TOTAL_TO_PRODUCE: "Totalt att Producera" STR_COST__PER__UNIT: "Kostnad{NEWLINE}per{NEWLINE}Enhet" STR_DAYS_HOURS_LEFT: "Dagar/Timmar Kvar" STR_NEW_PRODUCTION: "Ny Produktion" STR_PRODUCTION_ITEMS: "Produktionsföremål" STR_CATEGORY: "KATEGORI" STR_START_PRODUCTION: "STARTA PRODUKTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ingenjörstimmar för att producera en enhet" STR_COST_PER_UNIT_: "Kostnad per enhet>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "VERKSTADSUTRYMME SOM KRÄVS>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIALMATERIEL KRÄVS" STR_ITEM_REQUIRED: "FÖREMÅL KRÄVS" STR_UNITS_REQUIRED: "ENHETSKRAV" STR_UNITS_AVAILABLE: "ENHETER TILLGÄNGLIGA" STR_STOP_PRODUCTION: "STOPPA PRODUKTION" STR_ENGINEERS_AVAILABLE_UC: "INGENJÖRER TILLGÄNGLIGA>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VERKSTADSUTRYMME TILLGÄNGLIGT>{ALT}{0}" STR_MONTHLY_PROFIT: "MÅNATLIG VINST>{ALT}{0}" STR_INCREASE_UC: "ÖKA" STR_DECREASE_UC: "MINSKA" STR_UNITS_TO_PRODUCE: "Enheter att Producera" STR_PURCHASE_HIRE_PERSONNEL: "Köp/Anställ Personal" STR_COST_OF_PURCHASES: "Kostnad per Köp>{ALT}{0}" STR_COST_PER_UNIT_UC: "KOSTNAD PER ENHET" STR_QUANTITY_UC: "KVANTITET" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL TILLGÄNGLIG:PERSONAL TOTAL>" STR_SOLDIERS: "Soldater" STR_SCIENTISTS: "Forskare" STR_ENGINEERS: "Ingenjörer" STR_SPACE_USED_SPACE_AVAILABLE: "UTRYMME ANVÄNT:UTRYMME TILLGÄNGLIGT>" STR_LIVING_QUARTERS: "Logement" STR_STORES: "Förråd" STR_LABORATORIES: "Laboratorier" STR_WORK_SHOPS: "Verkstäder" STR_HANGARS: "Hangarer" STR_SHORT_RANGE_DETECTION: "Korträckviddsdetektering" STR_DEFENSE_STRENGTH: "Försvarsstyrka" STR_TRANSFERS_UC: "ÖVERFÖRINGAR" STR_TRANSFERS: "Överföringar" STR_ARRIVAL_TIME_HOURS: "Ankomsttid (timmar)" STR_COST_: "Kostnad>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Basens Namn?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VÄLJ POSITION FÖR ENTRÉHISSEN." STR_TRANSFER: "Överför" STR_AMOUNT_TO_TRANSFER: "ANTAL ATT ÖVERFÖRA" STR_SELECT_DESTINATION_BASE: "Välj målbas" STR_COST: "Kostnad" STR_VICTORY_1: "När du äntrar kammaren ser du den utomjordiska hjärnan, ditt huvudmål. Innan du kan skjuta börjar den kommunicera med dig via en skärm vid dess fot. Den ber dig att lyssna på dess skäl att fortsätta leva innan du tar beslutet att trycka på avtryckaren..." STR_VICTORY_2: "Hjärnan talar: \"Många miljoner år sedan levde planeten ni kallar Mars. Detta liv fördes hit av vår civilisation på samma sätt som det fördes till er. I miljoner år har vi besökt er planet och utvecklat er art genetiskt. Ni kan inte döda oss, ni är en del av oss...\"" STR_VICTORY_3: "\"Detta är centrum i Mars civilisation. Pyramiderna är byggda miljoner år innan era av en art som var era förfädrar. Ingen planet är bortom vår räckhåll. Denna kraft kan bli eran och allt vi ber om är ert samarbete...\"" STR_GAME_OVER_1: "Utomjordingarna försöker utrota alla människor genom att förstöra städer och förgifta luften och haven. Jordens armeer är chanslösa mot utomjordingarnas övermäktiga teknologi. De överlevande generationerna utvecklar fruktansvärda mutationer under flykten från utplåning. De samlas ihop i arbetsläger för att transformera Jorden till en koloni som är del av ett okänt imperium." STR_GAME_OVER_2: "Kunskapen från X-COM projektet är förlorad för evigt. Du har misslyckats med att rädda Jorden." STR_VICTORY_4: "Den utomjordiska hjärnan är avbruten av en salva het plasma, och hela den utomjordiska styrkan är besegrad." STR_VICTORY_5: "Efter utomjordingarnas nederlag tar det inte lång tid förrän mänskligheten med hjälp av X-Coms forskningsupptäckter koloniserar Mars. Det utomjordiska hotet är borta, men hur länge det kommer vara vet ingen..." STR_YOU_HAVE_FAILED: "Du har misslyckats med att stoppa de utomjordiska angreppen. En efter en ger de grundande nationerna efter och signerar avtal med löften om avancerad teknologi, fred och välstånd. Det blir dock snart tydligt att utomjordingarna har andra planer..." STR_TOTAL_UC: "TOTALT" STR_INCOME: "Inkomst" STR_EXPENDITURE: "Utgifter" STR_MAINTENANCE: "Underhåll" STR_BALANCE: "Balans" STR_UFO_ACTIVITY_IN_AREAS: "UFO-Aktivitet per Område" STR_UFO_ACTIVITY_IN_COUNTRIES: "UFO-Aktivitet per Land" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com-Aktivitet per Område" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com-Aktivitet per Land" STR_FINANCE: "Finans" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Otillräckligt med specialmaterial för att producera{NEWLINE}{0}{NEWLINE}i{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Otillräckligt med pengar för att producera{NEWLINE}{0}{NEWLINE}i{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktion av {NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}är avklarad" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktion av{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}är slutförd" STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Forskning avslutad" STR_VIEW_REPORTS: "GRANSKA RAPPORTER" STR_WE_CAN_NOW_RESEARCH: "Vi kan nu undersöka" STR_WE_CAN_NOW_PRODUCE: "Vi kan nu producera" STR_SUNDAY: "SÖNDAG" STR_MONDAY: "MÅNDAG" STR_TUESDAY: "TISDAG" STR_WEDNESDAY: "ONSDAG" STR_THURSDAY: "TORSDAG" STR_FRIDAY: "FREDAG" STR_SATURDAY: "LÖRDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Inte tillräckligt med {0} för att fylla på {1} i {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Inte tillräckligt med {0} för att rusta om {1} i {2}" STR_UFO_IS_NOT_RECOVERED: "UFO inte inhämtat" STR_UFO_IS_RECOVERED: "UFO:t inhämtat" STR_CRAFT_IS_LOST: "Farkost förlorad" STR_TERROR_CONTINUES: "Terrorattentat fortsätter" STR_ALIENS_DEFEATED: "Utomjordingar besegrade" STR_BASE_IS_LOST: "Basen är förlorad" STR_BASE_IS_SAVED: "Basen är räddad" STR_ALIEN_BASE_STILL_INTACT: "Utomjordisk bas fortfarande intakt" STR_ALIEN_BASE_DESTROYED: "Utomjordisk bas förstörd" STR_ALIENS_KILLED: "UTOMJORDINGAR DÖDADE" STR_ALIEN_CORPSES_RECOVERED: "UTOMJORDISKA KROPPAR INHÄMTADE" STR_LIVE_ALIENS_RECOVERED: "LEVANDE UTOMJORDING INFÅNGAD" STR_ALIEN_ARTIFACTS_RECOVERED: "UTOMJORDISKA FÖREMÅL BESLAGTAGNA" STR_ALIEN_BASE_CONTROL_DESTROYED: "UTOMJORDINGSBASENS KONTROLLENHET FÖRSTÖRD" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILA DÖDADE AV UTOMJORDINGAR" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILA DÖDADE AV X-COM-AGENTER" STR_CIVILIANS_SAVED: "CIVILA RÄDDADE" STR_XCOM_OPERATIVES_KILLED: "X-COM-AGENTER DÖDADE" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM AGENTER SAKNADE I STRID" STR_TANKS_DESTROYED: "TANKS FÖRSTÖRDA" STR_XCOM_CRAFT_LOST: "X-COM-FARKOST FÖRLORAD" STR_UFO_RECOVERY: "UFO BÄRGADE" STR_ALIEN_BASE_RECOVERY: "UTOMJORDISK BAS BESLAG" STR_BASE_UNDER_ATTACK: "{0} är under attack!" STR_BASE_DEFENSES_INITIATED: "BASFÖRSVAR INLETT" STR_GRAV_SHIELD_REPELS_UFO: "GRAVITATIONSSKÖLD STÖTER TILLBAKA UFO!" STR_FIRING: "AVFYRAR" STR_HIT: "TRÄFF!" STR_UFO_DESTROYED: "UFO FÖRSTÖRT!" STR_MISSED: "MISS!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sälj Föremål/Avskeda Personal" STR_VALUE_OF_SALES: "SÄLJVÄRDE>{ALT}{0}" STR_FUNDS: "TILLGÅNGAR>{ALT}{0}" STR_SELL_SACK: "Sälj/Avskeda" STR_VALUE: "Värde" STR_CRAFT_: "FARKOST> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "UFOKRASCHS BÄRGNING" STR_UFO_CRASH_RECOVERY_BRIEFING: "Iakta stor försiktighet. Det kan finnas fiender i UFO:t eller runt nedslagsplatsen. Uppdraget är slutfört när alla fiendeenheter är eliminerade eller neutraliserade. Beslag av UFO-rester, artefakter och utomjordiska kroppar kan då genomföras. För att avbryta uppdraget återför X-Com agenterna till transportfordonet och klicka på Avbryt Uppdrag-ikonen." STR_UFO_GROUND_ASSAULT: "UFO MARKBASERAT ÖVERFALL" STR_UFO_GROUND_ASSAULT_BRIEFING: "Utforska landningsplatsen och om möjligt äntra UFO:t. Uppdraget är slutfört när alla fiendeenheter är eliminerade eller neutraliserade. Beslag av UFO, artefakter och utomjordiska kroppar kan då genomföras. För att avbryta uppdraget återför X-Com agenterna till transportfordonet och klicka på Avbryt Uppdrag-ikonen." STR_BASE_DEFENSE: "BASFÖRSVAR" STR_BASE_UC_: "BAS> {0}" STR_BASE_DEFENSE_BRIEFING: "Ett UFO har landat i närheten. Vår bas är i allvarlig fara. Enligt säkerhetsförfarandet har all icke stridbar personal och alla farkoster evakuerats. Utomjordiska enheter kommer anfalla basen via hangarerna och entréhissen.\nFörsvara basen och dess faciliteter till varje pris, det finns ingen väg ut. Om du klickar på Avbryt Uppdrag-ikonen kommer du ge upp och förlora basen." STR_ALIEN_BASE_ASSAULT: "UTOMJORDISK BAS ANFALL" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Coms agenter har äntrat en utomjordisk bas. Kontrollcentret måste förstöras för att göra basen obrukbar. Uppdraget är avslutat när alla fiender eliminerats eller neutraliserats, alternativt om du evakuerar agenterna från de gröna utgångarna genom att klicka på Avbryt Uppdrag-ikonen." STR_CYDONIA_BRIEFING: "Du har ankommit till Cydonia. Du äntrar ett stort underjordiskt komplex nära Marssphinxen. Du måste förstöra hjärnan bakom utomjordingarnas planer. Mänsklighetens öde ligger i dina händer..." STR_TERROR_MISSION: "TERRORUPPDRAG" STR_TERROR_MISSION_BRIEFING: "Uppdraget är slutfört när alla fiendeenheter är eliminerade eller neutraliserade. Du måste försöka rädda civilisterna i området från det utomjordiska hotet. För att avbryta uppdraget återför X-Com agenterna till transportfordonet och klicka på Avbryt Uppdrag-ikonen." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "INGA LEDIA HANGARER FÖR ÖVERFÖRING!{SMALLLINE}Varje farkost tilldelad, överför, köpt eller konstruerad använder en hangar i denna bas. Bygg en ny hangar eller överför en farkost till en annan bas." STR_NO_FREE_HANGARS_FOR_PURCHASE: "INGA FRIA HANGARER FÖR INKÖP!{SMALLLINE}Varje farkost tilldelad, överförd, inköpt eller överförd upptar en hangar. Bygg en ny hangar eller överför en farkost till en annan bas." STR_NO_FREE_HANGARS_FOR_TRANSFER: "INGA FRIA HANGARER FÖR ÖVERFÖRING!{SMALLLINE}Varje farkost tilldelad, överförd, köpt eller konstruerad i basen använder en hangar. Bygg en ny hangar eller överför en farkost till en annan bas." STR_CANNOT_BUILD_HERE: "KAN INTE BYGGA HÄR!{SMALLLINE}Du måste bygga bredvid en redan byggd anläggning." STR_NO_FREE_ACCOMODATION: "INGA FRIA LOGIUTRYMMEN!{SMALLLINE}Destinationsbasen har inte tillräckligt med utrymme i sina logement." STR_NOT_ENOUGH_WORK_SPACE: "OTILLRÄCKLIGT MED ARBETSUTRYMME!{SMALLLINE}Bygg nya verkstäder eller minska arbetsstorleken på andra projekt." STR_NOT_ENOUGH_MONEY: "OTILLRÄCKLIGT MED PENGAR!" STR_NOT_ENOUGH_STORE_SPACE: "OTILLRÄCKLIGT FÖRRÅDSUTRYMME!{SMALLLINE}Bygg nya förråd eller överför material till andra baser." STR_NOT_ENOUGH_LIVING_SPACE: "OTILLRÄCKLIGT MED LOGIUTRYMMEN!{SMALLLINE}Bygg nya logement eller överför personal till andra baser." STR_LAUNCH_INTERCEPTION: "STARTA GENSKJUTNING" STR_CRAFT: "FARKOST" STR_STATUS: "STATUS" STR_BASE: "BAS" STR_READY: "REDO" STR_OUT: "UT" STR_REPAIRS: "REPARATIONER" STR_REFUELLING: "TANKAR" STR_REARMING: "OMRUSTAS" STR_TARGET: "MÅL: {0}" STR_WAY_POINT: "VÄGPUNKT" STR_ARE_YOU_SURE_CYDONIA: "Är du säker på att du vill sända denna farkost på uppdrag till Cydonia?" STR_YES: "JA" STR_NO: "NEJ" STR_SELECT_DESTINATION: "VÄLJ DESTINATION" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "VÄLJ PLATS FÖR NY BAS" STR_RETURN_TO_BASE: "ÅTERVÄND TILL BASEN" STR_SELECT_NEW_TARGET: "VÄLJ NYTT MÅL" STR_PATROL: "PATRULLERA" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "SKADAD - ÅTERVÄNDER TILL BAS" STR_LOW_FUEL_RETURNING_TO_BASE: "LÅG BRÄNSLENIVÅ - ÅTERVÄNDER TILL BAS" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "UPPDRAG SLUTFÖRT - ÅTERVÄNDER TILL BAS" STR_PATROLLING: "PATRULLERAR" STR_TAILING_UFO: "FÖLJER UFO" STR_INTERCEPTING_UFO: "GENSKJUTER UFO-{0}" STR_RETURNING_TO_BASE: "ÅTERVÄNDER TILL BAS" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BAS>{ALT}{0}" STR_SPEED_: "HASTIGHET>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXHASTIGHET>{ALT}{0}{ALT}" STR_ALTITUDE_: "ALTITUD>{ALT}{0}" STR_VERY_LOW: "VÄLDIGT LÅG" STR_LOW_UC: "LÅG" STR_HIGH_UC: "HÖG" STR_VERY_HIGH: "VÄLDIGT HÖG" STR_FUEL: "BRÄNSLE>{ALT}{0}" STR_WEAPON_ONE: "VAPEN-1>{ALT}{0}" STR_NONE_UC: "INGEN" STR_ROUNDS_: "SKOTT>{ALT}{0}" STR_WEAPON_TWO: "VAPEN-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "JAKTPLANSFARKOST" STR_BASE_: "Bas>{0}" STR_NAME_UC: "NAMN" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "BESÄTTNING" STR_EQUIPMENT_UC: "UTRUSTNING" STR_ARMOR: "PANSAR" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Rekryt" STR_SQUADDIE: "Menig" STR_SERGEANT: "Sergeant" STR_CAPTAIN: "Kapten" STR_COLONEL: "Överste" STR_COMMANDER: "Kommendör" STR_SELECT_SQUAD_FOR_CRAFT: "Välj Trupp för {0}" STR_SORT_BY: "SORTERA EFTER..." STR_ORIGINAL_ORDER: "ORIGINAL ORDNING" STR_MISSIONS2: "UPPDRAG" STR_KILLS2: "DÖDADE" STR_WOUND_RECOVERY2: "SJUKDAGAR" STR_SPACE_AVAILABLE: "UTRYMME TILLGÄNGLIGT>{ALT}{0}" STR_SPACE_USED: "UTRYMME ANVÄNT>{ALT}{0}" STR_SPACE_USED_UC: "UTRYMME ANVÄNT" STR_RANK: "GRAD" STR_WOUNDED: "SKADAD" STR_EQUIPMENT_FOR_CRAFT: "Utrustning för {0}" STR_DEFENSE_VALUE: "Försvarsvärde" STR_HIT_RATIO: "Träffratio" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}redo att{NEWLINE}landa nära{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Påbörja uppdrag?" STR_SELECT_ARMAMENT: "Välj Bestyckning" STR_AMMUNITION_AVAILABLE: "AMMUNITION TILLGÄNGLIG" STR_ARMAMENT: "BESTYCKNING" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "VÄLJ RUSTNING FÖR{NEWLINE}{0}" STR_TYPE: "TYP" STR_PERSONAL_ARMOR_UC: "PERSONPANSAR" STR_POWER_SUIT_UC: "KRAFTRUSTNING" STR_FLYING_SUIT_UC: "FLYGARRUSTNING" STR_SELECT_ARMOR: "Välj Rustning" STR_NORTH: "NORR" STR_NORTH_EAST: "NORDÖST" STR_EAST: "ÖST" STR_SOUTH_EAST: "SYDÖST" STR_SOUTH: "SYD" STR_SOUTH_WEST: "SYDVÄST" STR_WEST: "VÄST" STR_NORTH_WEST: "NORDVÄST" STR_SELECT_ACTION: "VÄLJ HANDLING" STR_CONTINUE_INTERCEPTION_PURSUIT: "FORTSÄTT GENSKJUTNINGSJAKT" STR_PURSUE_WITHOUT_INTERCEPTION: "FÖLJ EFTER UTAN GENSKJUTNING" STR_VERY_LARGE: "VÄLDIGT STOR" STR_LARGE: "STOR" STR_MEDIUM_UC: "MELLAN" STR_SMALL: "LITEN" STR_VERY_SMALL: "VÄLDIGT LITEN" STR_GROUNDED: "MARK" STR_DETECTED: "Upptäckt" STR_SIZE_UC: "STORLEK" STR_ALTITUDE: "HÖJD" STR_HEADING: "KURS" STR_SPEED: "HASTIGHET" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRERA UFO-TID=5 s" STR_TRACKING_LOST: "SPÅR FÖRLORAT" STR_REDIRECT_CRAFT: "OMDIRIGERA FARKOST" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GÅ TILL SIST KÄNDA UFO-POSITION" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "UTOMJORDISK BAS-{0}" STR_CRASH_SITE_: "Olycksplats-{0}" STR_LANDING_SITE_: "LANDNINGSPLATS-{0}" STR_WAY_POINT_: "VÄGPUNKT-{0}" STR_TERROR_SITE: "TERRORISERAD ORT-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}har anlänt till{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrullerar" STR_ALIEN_ORIGINS: "Utomjordingarnas Ursprung" STR_THE_MARTIAN_SOLUTION: "Marslösningen" STR_CYDONIA_OR_BUST: "Cydonia eller Brista" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM FARKOSTER & BESTYCKNINGAR" STR_HEAVY_WEAPONS_PLATFORMS: "VAPENPLATTFORM" STR_WEAPONS_AND_EQUIPMENT: "VAPEN OCH UTRUSTNING" STR_ALIEN_ARTIFACTS: "UTOMJORDISK ARTEFAKT" STR_BASE_FACILITIES: "BASANLÄGGNINGAR" STR_ALIEN_LIFE_FORMS: "UTOMJORDISKA LIVSFORMER" STR_ALIEN_RESEARCH_UC: "UTOMJORDISK FORSKNING" STR_UFO_COMPONENTS: "UFO KOMPONENTER" STR_UFOS: "UFO:n" STR_SELECT_ITEM: "VÄLJ FÖREMÅL" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BRÄNSLEKAPACITET>{ALT}{0}{ALT}" STR_WEAPON_PODS: "VAPENSYSTEM>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SKADEKAPACITET>{ALT}{0}{ALT}" STR_CARGO_SPACE: "LASTUTRYMME>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "VP KAPACITET>{ALT}{0}{ALT}" STR_DAMAGE: "Skada" STR_RANGE: "Räckvidd" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Träffsäkerhet" STR_RE_LOAD_TIME: "Omladdningstid" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANSARBRYTANDE" STR_DAMAGE_INCENDIARY: "FLAMMBAR" STR_DAMAGE_HIGH_EXPLOSIVE: "HÖGEXPLOSIVT" STR_DAMAGE_LASER_BEAM: "LASERSTRÅLE" STR_DAMAGE_PLASMA_BEAM: "PLASMASTRÅLE" STR_DAMAGE_STUN: "BEDÖVA" STR_DAMAGE_MELEE: "NÄRSTRID" STR_DAMAGE_ACID: "SYRA" STR_DAMAGE_SMOKE: "RÖK" STR_SHOT_TYPE: "ELDTYP" STR_ACCURACY_UC: "TRÄFFSÄKERHET" STR_TIME_UNIT_COST: "TE KOST" STR_DAMAGE_UC: "SKADA" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Snabb" STR_SHOT_TYPE_AIMED: "Välriktat" STR_CONSTRUCTION_TIME: "Byggtid" STR_CONSTRUCTION_COST: "Byggkostnad" STR_MAINTENANCE_COST: "Underhållskostnad" STR_LOW: "Låg" STR_MEDIUM: "Mellan" STR_HIGH: "Hög" STR_CRAFT_WEAPON: "Tillverka Vapen" STR_CRAFT_AMMUNITION: "Tillverka Ammunition" STR_HEAVY_WEAPONS_PLATFORM: "Vapenplattform" STR_WEAPON: "Vapen" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Utrustning" STR_ALIEN_CORPSE: "Utomjordiskt lik" STR_UFO_COMPONENT: "UFO komponent" STR_PERSONAL_ARMOR: "Personpansar" STR_RAW_MATERIALS: "Råmaterial" STR_HWP_CANNON_SHELLS: "VP Kanonpatroner" STR_ALIEN: "Utomjording" STR_SECTOID: "Sectoid" STR_SNAKEMAN: "Ormman" STR_ETHEREAL: "Eterisk" STR_MUTON: "Muton" STR_FLOATER: "Svävare" STR_CELATID: "Celatid" STR_SILACOID: "Silacoid" STR_CHRYSSALID: "Chryssalid" STR_ZOMBIE: "Zombie" STR_REAPER: "Lieman" STR_SECTOPOD: "Sectopod" STR_CYBERDISC: "Cyberdisk" STR_LIVE_COMMANDER: "Kommendör" STR_LIVE_LEADER: "Chef" STR_LIVE_ENGINEER: "Ingenjör" STR_LIVE_MEDIC: "Sjukvårdare" STR_LIVE_NAVIGATOR: "Navigatör" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_FLOATER_SOLDIER: "Svävare Soldat" STR_FLOATER_NAVIGATOR: "Svärare Navigatör" STR_FLOATER_MEDIC: "Svävare Sjukvårdare" STR_FLOATER_ENGINEER: "Svävare Ingenjör" STR_FLOATER_LEADER: "Svävare chef" STR_FLOATER_COMMANDER: "Svävare Kommendör" STR_SECTOID_SOLDIER: "Sectoid Soldat" STR_SECTOID_NAVIGATOR: "Sectoid Navigatör" STR_SECTOID_MEDIC: "Sectoid Sjukvårdare" STR_SECTOID_ENGINEER: "Sectoid Ingenjör" STR_SECTOID_LEADER: "Sectoid chef" STR_SECTOID_COMMANDER: "Sectoid Kommendör" STR_SNAKEMAN_SOLDIER: "Ormman Soldat" STR_SNAKEMAN_NAVIGATOR: "Ormman Navigatör" STR_SNAKEMAN_ENGINEER: "Ormman Ingenjör" STR_SNAKEMAN_LEADER: "Ormman chef" STR_SNAKEMAN_COMMANDER: "Ormman Kommendör" STR_MUTON_SOLDIER: "Muton Soldat" STR_MUTON_NAVIGATOR: "Muton Navigatör" STR_MUTON_ENGINEER: "Muton Ingenjör" STR_ETHEREAL_SOLDIER: "Eterisk Soldat" STR_ETHEREAL_LEADER: "Eterisk chef" STR_ETHEREAL_COMMANDER: "Eterisk Kommendör" STR_CYBERDISC_TERRORIST: "Cyberdisk Terrorist" STR_REAPER_TERRORIST: "Lieman Terrorist" STR_CHRYSSALID_TERRORIST: "Chryssalid Terrorist" STR_CELATID_TERRORIST: "Celatid Terrorist" STR_SILACOID_TERRORIST: "Silacoid Terrorist" STR_SECTOPOD_TERRORIST: "Sectopod Terrorist" STR_UFO_POWER_SOURCE: "UFO Kraftkälla" STR_UFO_NAVIGATION: "UFO Navigation" STR_UFO_CONSTRUCTION: "UFO Kontstruktion" STR_ALIEN_FOOD: "Utomjordisk Mat" STR_ALIEN_REPRODUCTION: "Utomjordisk Reproduktion" STR_ALIEN_ENTERTAINMENT: "Utomjordisk Underhållning" STR_ALIEN_SURGERY: "Utomjordisk Kirurgi" STR_EXAMINATION_ROOM: "Undersökningsrum" STR_ALIEN_ALLOYS: "Utomjordiska legeringar" STR_ALIEN_HABITAT: "Utomjordisk Livsmiljö" STR_POWER_SUIT: "Kraftrustning" STR_FLYING_SUIT: "Flygarrustning" STR_HWP_ROCKETS: "VP Raketer" STR_HWP_FUSION_BOMB: "VP Fusionsbomb" STR_LASER_WEAPONS: "Laservapen" STR_NEW_FIGHTER_CRAFT: "Ny Jaktplansfarkost" STR_NEW_FIGHTER_TRANSPORTER: "Nytt Jaktplan-Trupptransportör" STR_ULTIMATE_CRAFT: "Ultimata Farkosten" STR_LASER_PISTOL: "Laserpistol" STR_LASER_RIFLE: "Lasergevär" STR_HEAVY_LASER: "Tung Laserkarbin" STR_LASER_CANNON: "Laserkanon" STR_PLASMA_CANNON: "Plasmakanon" STR_FUSION_MISSILE: "Fusionsmissil" STR_LASER_DEFENSE: "Laserförsvar" STR_PLASMA_DEFENSE: "Plasmaförsvar" STR_FUSION_DEFENSE: "Fusionsförsvar" STR_GRAV_SHIELD: "Grav. Sköld" STR_MIND_SHIELD: "Sinnesköld" STR_PSI_LAB: "Psi-Lab" STR_MOTION_SCANNER: "Rörelseskanner" STR_MEDI_KIT: "Första-Hjälpen-verktyg" STR_TANK_CANNON: "Tank/Kanon" STR_TANK_ROCKET_LAUNCHER: "Tank/Raket" STR_TANK_LASER_CANNON: "Tank/Laserkanon" STR_HOVERTANK_PLASMA: "Svävartank/Plasma" STR_HOVERTANK_LAUNCHER: "Svävartank/Fusionskanon" STR_STINGRAY_LAUNCHER: "Stingrocksavfyrare" STR_AVALANCHE_LAUNCHER: "Lavinavfyrare" STR_CANNON: "Kanon" STR_FUSION_BALL_LAUNCHER: "Fusionsbollavfyrare" STR_PLASMA_BEAM: "Plasmastråle" STR_STINGRAY_MISSILES: "Stingrockemissil" STR_AVALANCHE_MISSILES: "Lavinmissil" STR_CANNON_ROUNDS_X50: "Kanonskott (x50)" STR_FUSION_BALL: "Fusionsboll" STR_SOLDIER: "Soldat" STR_SCIENTIST: "Forskare" STR_ENGINEER: "Ingenjör" STR_NORTH_AMERICA: "Nordamerika" STR_ARCTIC: "Arktisk" STR_ANTARCTICA: "Antarktis" STR_SOUTH_AMERICA: "Sydamerika" STR_EUROPE: "Europa" STR_NORTH_AFRICA: "Nordafrika" STR_SOUTHERN_AFRICA: "Sydafrika" STR_CENTRAL_ASIA: "Centralasien" STR_SOUTH_EAST_ASIA: "Sydöstra Asien" STR_SIBERIA: "Sibirien" STR_AUSTRALASIA: "Australasien" STR_PACIFIC: "Stilla Havet" STR_NORTH_ATLANTIC: "Norra Atlanten" STR_SOUTH_ATLANTIC: "Sydatlanten" STR_INDIAN_OCEAN: "Indiska Oceanen" STR_ALIEN_RESEARCH: "Utomjordisk Forskning" STR_ALIEN_HARVEST: "Utomjordisk Skördning" STR_ALIEN_ABDUCTION: "Utomjordisk Bortföring" STR_ALIEN_INFILTRATION: "Utomjordisk Infiltrering" STR_ALIEN_BASE: "Utomjordisk Bas" STR_ALIEN_TERROR: "Utomjordisk terror" STR_ALIEN_RETALIATION: "Utomjordisk Vedergällning" STR_ALIEN_SUPPLY: "Utomjordisk Materialtransport" STR_MAXIMUM_SPEED: "Maxfart" STR_HYPER_WAVE_DECODER_UC: "HYPERVÅGSAVKODARE" STR_SKYRANGER: "SKYVANDRARE" STR_LIGHTNING: "BLIXTEN" STR_AVENGER: "HÄMNARE" STR_INTERCEPTOR: "JAKTPLAN" STR_FIRESTORM: "ELDSTORM" STR_UFO: "UFO" STR_STINGRAY: "STINGROCKA" STR_AVALANCHE: "LAVINEN" STR_CANNON_UC: "KANON" STR_FUSION_BALL_UC: "FUSIONSBOLL" STR_LASER_CANNON_UC: "LASERKANON" STR_PLASMA_BEAM_UC: "PLASMASTRÅLE" STR_DAMAGE_CAPACITY: "Skadekapacitet" STR_WEAPON_POWER: "Vapenkraft" STR_WEAPON_RANGE: "Vapenräckvidd" STR_ACCESS_LIFT: "Entréhiss" STR_LABORATORY: "Laboratorie" STR_WORKSHOP: "Verkstad" STR_SMALL_RADAR_SYSTEM: "Litet Radarsystem" STR_LARGE_RADAR_SYSTEM: "Stort Radarsystem" STR_MISSILE_DEFENSES: "Missilförsvar" STR_GENERAL_STORES: "Lagerutrymme" STR_ALIEN_CONTAINMENT: "Utomjordingsförvaring" STR_LASER_DEFENSES: "Laserförsvar" STR_PLASMA_DEFENSES: "Plasmaförsvar" STR_FUSION_BALL_DEFENSES: "Fusionbollsförsvar" STR_PSIONIC_LABORATORY: "Psioniskt Laboratorium" STR_HYPER_WAVE_DECODER: "Hypervågsavkodare" STR_HANGAR: "Hangar" STR_USA: "USA" STR_RUSSIA: "RYSSLAND" STR_UK: "STORBRITANNIEN" STR_FRANCE: "FRANKRIKE" STR_GERMANY: "TYSKLAND" STR_ITALY: "ITALIEN" STR_SPAIN: "SPANIEN" STR_CHINA: "KINA" STR_JAPAN: "JAPAN" STR_INDIA: "INDIEN" STR_BRAZIL: "BRASILIEN" STR_AUSTRALIA: "AUSTRALIEN" STR_NIGERIA: "NIGERIA" STR_SOUTH_AFRICA: "SYDAFRIKA" STR_EGYPT: "EGYPTEN" STR_CANADA: "KANADA" STR_TANK: "Tank" STR_CIVILIAN: "Civilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Maj" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Internationella Relationer" STR_COUNTRY: "Land" STR_FUNDING: "Finansiering" STR_CHANGE: "Ändra" STR_WEAPON_SYSTEMS: "VAPENSYSTEM" STR_HWPS: "VP:s" STR_DAMAGE_UC_: "SKADA>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Entréliften tillåter utrustning och personal att komma in eller ut från den underjordiska basen. Det är alltid liften som byggs först i en ny bas. Liften är sårbar för intrång från potentiellt fientliga styrkor." STR_LIVING_QUARTERS_UFOPEDIA: "Varje logement får plats med 50 anställda. Varje anläggning har fritidsrum för avkoppling samt mat- och sovfaciliteter." STR_LABORATORY_UFOPEDIA: "Upp till 50 forskare kan jobba i laboratorieanläggningen. Laboratorierna är utrustade med den senaste sortens teknologi för forskning inom material, biokemi och kosmologi. De har privilegierad åtkomst till världens bästa forskningslabb inklusive militära inrättningar." STR_WORKSHOP_UFOPEDIA: "En verkstad innehåller alla verktyg för att tillverka utrustning baserad på designritningar från forskningslabbet. Upp till 50 ingenjörer kan arbeta i verkstaden, men objekt under konstruktion kommer också att ta upp plats." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Ett litet radarsystem med en effektiv räckvidd på 300 nautiska mil som är sammankopplat med ett satellitsystem för markavsökning. Varje system har 10% chans att detektera ett normalstort föremål var 30:e minut." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Ett stort radarsystem med en effektiv räckvidd på 450 nautiska mil som är sammankopplat med ett satellitsystem för markavsökning. Varje system har 20% chans att detektera ett normalstort föremål var 30:e minut." STR_MISSILE_DEFENSES_UFOPEDIA: "Missilförsvar ger ett viss skydd mot intrång från fientliga farkoster som försöker landa nära basen." STR_GENERAL_STORES_UFOPEDIA: "All utrustning såsom vapen, ammo, beslagtaget material och Vapenplattformar förvaras i förrådet. Detta inkluderar utrustning som tilldelats farkoster i hangarer." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Levande utomjordingar behöver antagligen en speciell sorts livsmiljö för att kunna överleva. Anläggningen kan hålla upp till tio utomjordiska livsformer i fristående enheter." STR_LASER_DEFENSES_UFOPEDIA: "Laserförsvar ger skydd mot intrång från fientliga farkoster." STR_PLASMA_DEFENSES_UFOPEDIA: "Plasmastråleförsvar ger ett kraftfullt och effektivt skydd mot inträngande fiendefarkoster." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Fusionmissilsförsvar ger det effektivaste skyddet mot utomjordiska attacker. Dessa missiler skapar en antimaterisk implosion som förstör allting inom en specifik radie." STR_GRAV_SHIELD_UFOPEDIA: "Gravitationsskölden stöter tillbaka utomjordiska farkoster som försöker landa nära basen tillräckligt länge för att försvarssystemen får skjuta en gång till. I praktiken dubblerar detta alla försvarssystems effektivitet i basen." STR_MIND_SHIELD_UFOPEDIA: "Eftersom de utomjordiska farkosterna använder hjärnvågor för att hitta människor borde den effektivaste motmetoden vara att gömma hjärnvågorna som kommer från basen. Denna anläggning minskar risken för upptäckt drastiskt." STR_PSIONIC_LABORATORY_UFOPEDIA: "Det psioniska labbet kan låsa upp den psioniska potentialen i alla basens soldater och ge dem träning i att använda sina förmågor. Varje labb kan träna upp till tio soldater. Träningen fördelas i slutet av varje månad. Psioniska färdigheter i kombination med en Psi-förstärkare kan användas för att genomföra psioniska attacker i strid." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Utomjordingarnas kommunikation förlitar sig på supradimensionella vågor som transporteras nästan ögonblickligen. Avkodaranläggningen genskjuter UFO-signalerna och avkodar informationen. Denna visar UFO-typ, besättningens art samt vad för sorts uppdrag det är ute på." STR_HANGAR_UFOPEDIA: "Varje hangar kan rymma en farkost. Det finns utrustning för underhållning, tankning och reparation av X-Com farkoster. Varje farkost stationerad vid en bas måste ha en tillgänglig hangar tilldelad till den som inte kan bli använd av någon annan farkost, även om den tilldelade farkosten är ute på ett uppdrag." STR_PISTOL_UFOPEDIA: "Semiautomatisk pistol med 12 skotts kapacitet." STR_RIFLE_UFOPEDIA: "Detta högst träffsäkra prickskyttegevär har ett lasersikte och tar 6.7 mm ammunition i 20-skottsmagasin." STR_HEAVY_CANNON_UFOPEDIA: "Den tunga kanonen är ett förödande men otympligt vapen. Dess mångsidighet kommer från det faktum att det kan ta tre olika sorters ammunition: pansarbrytande (PB), flambar (F) samt högexplosivt (HE)." STR_AUTO_CANNON_UFOPEDIA: "Automatkanonen kombinerar mångsidigheten i en tung kanon med en snabbare eldhastighet." STR_ROCKET_LAUNCHER_UFOPEDIA: "Raketgeväret är ett laserassisterat vapensystem som kan avfyra tre olika sorters missiler." STR_LASER_PISTOL_UFOPEDIA: "Laserpistolen är en effektiv implementering av ny teknologi. Den har samma fördelar som en pistol med snabbare och mer träffsäker eldgivning." STR_LASER_RIFLE_UFOPEDIA: "Lasergeväret är en kraftfullare och mer träffsäker version av den tidigare pistoldesignen." STR_HEAVY_LASER_UFOPEDIA: "Den tunga laserkarbinen är otymplig men väldigt effektiv." STR_GRENADE_UFOPEDIA: "Denna standardgranat har en exakt och sofistikerad timer för precis kontroll." STR_SMOKE_GRENADE_UFOPEDIA: "Rökgranater används för att ge skydd i öppna stridsscenarier. Bör användas försiktigt då röken även kan dölja fienden." STR_PROXIMITY_GRENADE_UFOPEDIA: "En rörelsekänslig granat kan kastas som en vanlig granat men exploderar om något kommer i närheten efter att den landat. Skicklighet och försiktighet krävs för att använda den effektivt." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Denna bomb bör endast användas för demoleringsjobb. Håll personal borta från sprängområdet." STR_MOTION_SCANNER_UFOPEDIA: "Denna sofistikerade apparat använder olika detektorer och avancerade datoralgoritmer för att hitta rörliga fientliga enheter, men den kräver övning för att användas effektivt. Klicka på rörelsescanner ikonen på den taktiska displayen. Välj \"Använd Skanner\" från menyn. Skannern visar en pil i mitten vilken är vänd i den skannande soldatens riktning (Norr är uppåt på displayen). De blinkande prickarna är enheter som rört sig nyligen. Större samt snabbare enheter ger ifrån sig större prickar. Stillastående enheter kan inte upptäckas." STR_MEDI_KIT_UFOPEDIA: "Första-hjälpen-verktyget kombinerar en läkestation med smärtstillande och stimulantia. För att använda verktyget måste du vända dig mot den skadade soldaten. Om soldaten är medvetslös måste du ställa dig på den liggande kroppen. Klicka på Första-hjälpen-verktygets ikon och välj \"Använd Första-hjälpen-verktyg\" från menyn.{NEWLINE}HELNING> Röda kroppsdelar visar allvarliga skador. Klicka på en kroppsdel som är skadad och klicka på \"HELA\"-knappen. En allvarlig skada åtgärdas och lite hälsa återställs.{NEWLINE}STIMULANTIA> Detta återställer energi och väcker medvetslösa soldater. För att väcka medvetslösa måste du stå i samma ruta som den drabbades kropp ligger i.{NEWLINE}SMÄRTSTILLANDE> Detta återställer lika mycket moral som soldaten förlorat i hälsa." STR_PSI_AMP_UFOPEDIA: "Psi-förstärkaren kan bara användas av soldater med psioniska förmåga. Under strid klickar du på Psi-förstärkaren i soldatens hand. Klicka vilken sorts attack du vill ha och välj målet med muspilen. Det finns två sorters psioniska attacker:{NEWLINE}DEMORALISERA ENHET> Om attacken lyckas sänks målets moral vilket kan orsaka panikattacker hos enheten.{NEWLINE}TANKEKONTROLL> Om attacken lyckas får du direkt kontroll över fiendeenheter som om de var dina egna. Det är svårare att lyckas med denna sortens attack." STR_STUN_ROD_UFOPEDIA: "Denna apparat kan enbart användas i närstrid men kan neutralisera en levande organism utan att döda den." STR_MIND_PROBE_UFOPEDIA: "Tankeläsaren är en utomjordisk kommunikationsapparat som används för att få information direkt från hjärnvågor. X-Com soldater kan använda apparaten i strid för att se en utomjordings egenskaper. Klicka på tankeläsaren och sedan 'använd'. Klicka sedan på en utomjording med pekaren." STR_PLASMA_PISTOL_UFOPEDIA: "Plasmapistoler är dödliga, utomjordiskt vapen baserade på att partiklar accelereras inuti ett minimalt antigravitationsfält." STR_PLASMA_RIFLE_UFOPEDIA: "Detta är ett förödande kraftfullt vapen baserat på att accelerera partiklar inifrån ett minimalt anti-gravitationsfält." STR_HEAVY_PLASMA_UFOPEDIA: "Detta är ett förödande kraftfullt vapen som accelererar partiklar inifrån ett minimalt anti-gravitationsfält." STR_BLASTER_LAUNCHER_UFOPEDIA: "Detta är en utomjordisk, målsökande missilramp som avfyrar kraftfulla tryckvågsbomber. Varje gång du klickar för att avfyra vapnet skapar du en vägpunkt för bomben att följa. När du skapat tillräckligt med vägpunkter klickar du på specialavfyrnings-ikonen." STR_SMALL_LAUNCHER_UFOPEDIA: "En liten granatkastare som avfyrar bedövningsbomber. Väldigt användbar för att fånga levande utomjordingar." STR_ALIEN_GRENADE_UFOPEDIA: "Denna anordning fungerar precis som en vanlig granat, förutom att den är mer kraftfull." STR_SMALL_SCOUT: "Liten Spanare" STR_MEDIUM_SCOUT: "Mellanstor Spanare" STR_LARGE_SCOUT: "Stor Spanare" STR_HARVESTER: "Skördeskepp" STR_ABDUCTOR: "Bortförare" STR_TERROR_SHIP: "Terrorskepp" STR_BATTLESHIP: "Slagskepp" STR_SUPPLY_SHIP: "Utrustnings-skepp" STR_RATING: "GRADERING> {0}" STR_RATING_TERRIBLE: "FRUKTANSVÄRT!" STR_RATING_POOR: "DÅLIG!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BRA!" STR_RATING_EXCELLENT: "UTMÄRKT!" STR_SCORE: "POÄNG" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM-PROJEKTETS MÅNADSRAPPORT" STR_MONTH: "Månad> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rådet av finansierande nationer är generellt nöjt med dina framsteg så här långt." STR_COUNCIL_IS_VERY_PLEASED: "Rådet av finansierande nationer är väldigt nöjt med dina utmärkta framsteg. Fortsätt med det bra jobbet!" STR_COUNCIL_IS_DISSATISFIED: "Rådet av finansierande nationer är missnöjt med din insats. Du måste förbättra din effektivitet att hantera det utomjordiska hotet annars kan projektet stängas ned." STR_YOU_HAVE_NOT_SUCCEEDED: "Du har inte lyckats hantera den utomjordiska invasionen och rådet av finansierande nationer har tyvärr beslutat att stänga ned projektet. Varje nation kommer hantera problemet var för sig som de anser bäst. Vi kan bara hoppas att vi kan förhandla med dessa fientliga styrkor och att jordens befolkning vänjer sig vid utomjordiska besökare." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} är väldigt nöjd med din förmåga att hantera hot inom nationens gränser och har beslutat att öka sitt anslag." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} är väldigt nöjda med din förmåga att hantera lokala intrång från utomjordingarna och har beslutat att öka sina anslag." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} och {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} är missnöjd med din förmåga att hantera den utomjordiska verksamheten i dess område och har beslutat att minska sitt finansiella anslag." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} är missnöjda med din förmåga att hantera utomjordisk verksamhet inom deras gränser och har beslutat att minska sina anslag." STR_KNOTS: "{0} knop" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} har skrivit under ett hemligt avtal med okända, utomjordiska styrkor och dragit sig ur projektet." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} har skrivit under hemliga avtal med okända, utomjordiska styrkor och dragit sig ur projektet." STR_MONTHLY_RATING: "Månadsutvärdering> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Inkomständring> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rådet av finansierande länder är missnöjt med din ekonomiska situation. Du måste sänka din skuld under $1 miljon annars kommer projektet avslutas." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HYPERVÅGS-ÖVERFÖRING AVKODAD" STR_CRAFT_TYPE: "FARKOSTTYP" STR_RACE: "ART" STR_MISSION: "UPPDRAG" STR_ZONE: "ZON" STR_ALLOCATE_RESEARCH: "Fördela Forskning" STR_ALLOCATE_MANUFACTURE: "Fördela Tillverkning" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montréal" STR_HAVANA: "Havanna" STR_MEXICO_CITY: "Mexico City" STR_CHICAGO: "Chicago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brasilia" STR_BOGOTA: "Bogotá" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Caracas" STR_LONDON: "London" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskva" STR_ROME: "Rom" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapest" STR_LAGOS: "Lagos" STR_CAIRO: "Kairo" STR_CASABLANCA: "Casablanca" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Kapstaden" STR_KINSHASA: "Kinshasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karachi" STR_BAGHDAD: "Bagdad" STR_TEHRAN: "Teheran" STR_BOMBAY: "Mumbai" STR_CALCUTTA: "Calcutta" STR_TOKYO: "Tokyo" STR_BEIJING: "Peking" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seoul" STR_SINGAPORE: "Singapore" STR_JAKARTA: "Djakarta" STR_SHANGHAI: "Shanghai" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psionisk Träning" STR_PSIONIC_TRAINING: "PSIONISK TRÄNING" STR_REMAINING_PSI_LAB_CAPACITY: "Återstående Psi-labskapacitet> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionisk{NEWLINE}Styrka" STR_PSIONIC_SKILL_IMPROVEMENT: "Psionisk Färdighet{NEWLINE}/Förbättring" STR_PSI_AMP: "Psi-Förstärkare" STR_IN_TRAINING: "Genomgår{NEWLINE}Träning?" STR_TARGETTED_BY: "MÅLINRIKTAD AV:" STR_WEAPONS_CREW_HWPS: "VAPEN/{NEWLINE}BESÄTTNING/VP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "har låg bränslenivå,{NEWLINE}återvänder till bas" STR_SOLDIER_LIST: "Soldatlista" STR_RANK_: "GRAD> {ALT}{0}" STR_MISSIONS: "UPPDRAG> {ALT}{0}" STR_KILLS: "DÖDADE> {ALT}{0}" STR_WOUND_RECOVERY: "SJUKDAGAR> {ALT}{0}" STR_TIME_UNITS: "TIDSENHETER" STR_STAMINA: "UTHÅLLIGHET" STR_HEALTH: "HÄLSA" STR_BRAVERY: "MOD" STR_REACTIONS: "REAKTIONSFÖRMÅGA" STR_FIRING_ACCURACY: "SKYTTEFÖRMÅGA" STR_THROWING_ACCURACY: "KASTFÖRMÅGA" STR_STRENGTH: "STYRKA" STR_PSIONIC_STRENGTH: "PSIONISK STYRKA" STR_PSIONIC_SKILL: "PSIONISK FÖRMÅGA" STR_NEW_RANK: "NY GRAD" STR_PROMOTIONS: "Befordran" STR_SOLDIERS_UC: "SOLDATER" STR_TANK_CANNON_UFOPEDIA: "Automatiserade vapenplattformar är designade för att komplettera X-Com trupper. Kombination av hög eldkraft och kraftigt pansar gör dessa enheter praktiska för strider över öppen terräng. Var noggrann med att ha tillräckligt med ammunition i dina lager för att kunna ladda upp plattformen för nästa uppdrag. De laddas automatiskt när de tilldelas till en trupp." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Denna automatiserade Vapenplatform är beväpnad med kraftfulla raketer. De kommer ha en förödande verkan på alla utomjordiska fiender. Se till att förrådet är välförsett med VP-raketer." STR_TANK_LASER_CANNON_UFOPEDIA: "Laservapen är ett användbart tillägg för vapenplattformar. De kombinerar hög eldkraft med oändlig ammunition." STR_HOVERTANK_PLASMA_UFOPEDIA: "Utomjordisk teknologi har gett Vapenplattformen ett nytt perspektiv på livet. Den luftburna rörelsefriheten och kraften i en plasmastråle är en dödlig kombination." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Denna svävartank har en fusionsbollavfyrare med storslagen sprängkraft. Använd den försiktigt. Du måste tillverka fusionsbollarna för att kunna fullt ladda vapenplattformen mellan uppdragen. En fusionsboll är ett intelligent målsökande vapen. För att avfyra det måste du välja minst en vägpunkt med muspilen och sedan klicka på avfyringsknappen." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Denna kompakta enhet används som ammunition i den Tunga Plasmakarbinen. Den innehåller en liten mängd Elerium." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Detta lilla objekt används som kraftkälla för ett plasmagevär - ett mellan-kraftfullt, utomjordiskt vapen. Innehåller en liten mängd Elerium." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Kraftkälla för plasmapistolen. Innehåller Elerium - källan till all utomjordisk eldkraft." STR_STUN_BOMB_UFOPEDIA: "Knockoutbomber används för att fånga levande människoexemplar, men de kan också användas mot de flesta utomjordiska arter. De avfyras från lilla granatkastaren." STR_ALIEN_RESEARCH_UFOPEDIA: "Utomjordingarnas forskningsuppdrag används för att samla grundläggande data om Jorden och dess invånare. Små farkoster används mest med oregelbundna landningar i öde områden. Den här typen av aktivitet utgör det minsta hotet för X-Coms verksamhet då det skapar förhållandevis lite oro bland regering och allmänhet." STR_ALIEN_HARVEST_UFOPEDIA: "Utomjordingarna har många användningsområden för Jordens djurfauna. Djur förs bort i hemlighet och återbördas med organ borttagna. Boskapsstympningar är vanligast förekommande i relation till UFO-iakttagelser. Dessa händelser oroar regeringar och deras medborgare märkbart. Detta sker mest i jordbruksområden. Teorin är att \"djurskördarna\" visar att utomjordingarna från början \"sådde\" Jorden med dess flora och fauna och att de nu återkommit för att skörda." STR_ALIEN_ABDUCTION_UFOPEDIA: "Detta är den lömskaste formen av utomjordisk aktivitet. Historier från människor som blir bortförda rapporteras i media, trots utomjordingarnas försök att sudda ut offrens minnen av händelsen. De bortförda berättar om förödmjukande fysiska undersökningar som inkluderar inplantering av utomjordiska foster och bisarra genetiska experiment. Syftet med dessa aktiviteter verkar kopplat till genetiska mutationer samt genmanipulation av utomjordingarnas egna arvsmassa. Dessa aktiviteter orsakar stor oro och sker i bebodda orter och städer." STR_ALIEN_INFILTRATION_UFOPEDIA: "Jordens regeringar kan bli infiltrerade av utomjordiska agenter med mänskligt utseende. Detta kan resultera i officiell kontakt mellan utomjordingarna och en regering på högsta nivå. Följden av detta är intensiv UFO-aktivitet i närheten av större städer. Utomjordingarna kommer försöka sluta överenskommelser med jordens regeringar genom att erbjuda kunskap om deras överlägsna teknologi. I utbyte tillåter regeringen dem operera i landet ostört. Denna aktivitet utgör det största hotet mot X-Com. Om en regering sluter ett avtal kommer dess finansiering av X-Com-projektet upphöra." STR_ALIEN_BASE_UFOPEDIA: "Utomjordingarna kommer bygga hemliga, underjordiska baser på avlägsna platser. Efter viss rekognoscering kommer ökande UFO-aktivitet när basen byggs. Dessa baser har faciliteter för experiment på bortförda människor och kan understödja mer aktivitet i området. Närvaron av en bas kommer att leda till fler incidentrapporter utan närvaron av UFO:n. För att hitta en bas måste en X-Com farkost patrullera ett område i några timma för att ha någon chans att lokalisera den exakta positionen." STR_ALIEN_TERROR_UFOPEDIA: "När utomjordingarna terroriserar en stad använder de specialstyrkor med hög eldkraft. Civilister blir direkt hotade och landets regering måste utrymma hela områden. Syftet med dessa angrepp är att generera tillräcklig masshysteri för att regeringen ska hota att lämna X-Com-projektet." STR_ALIEN_RETALIATION_UFOPEDIA: "Om X-Com:s flygflottilj är för framgångsrika i att skjuta ner UFO:n kan utomjordingarna sätta in motangrepp. Detta kan resultera i direkta anfall mot X-Com:s baser. Så länge UFO:n hålls borta från X-Com:s baser är risken liten, då dessa kan rapportera basens position om de kommer för nära." STR_ALIEN_SUPPLY_UFOPEDIA: "När en utomjordisk bas konstruerats är den försedd på regelbunden basis av ett speciellt fraktfartyg. Om en av dessa fartyg är siktade när de landar är det ett säkert tecken på att en utomjordisk bas är i närheten." STR_SMALL_SCOUT_UFOPEDIA: "Denna minimala farkost är främst till för rekognosering och forskning. De föregår oftast större skepp i början av utomjordingarnas uppdrag." STR_MEDIUM_SCOUT_UFOPEDIA: "Det mellanstora spaningsskeppet utgör ett minimalt hot mot jordens styrkor. Används normalt som förtrupp för större farkoster." STR_LARGE_SCOUT_UFOPEDIA: "Den största spanarfarkosten är ett mångsidigt skepp som används av utomjordingarna i alla uppdrag." STR_HARVESTER_UFOPEDIA: "Skördaren har en lucka på sin undersida och är utrustad med lyftanordningar för att lyfta boskap och andra djur. Laserskärare används för att avlägsna material och kroppen dumpas ut på marken. Det finns även förvaringsbehållare för kroppsdelar." STR_ABDUCTOR_UFOPEDIA: "Denna farkost är utrustad med ett undersökningsrum för att utföra rysliga experiment på levande människor. Offret är oftast paralyserat genom telepatiska krafter men är fortfarande vid medvetande under operationstillfället." STR_TERROR_SHIP_UFOPEDIA: "Terrorskeppet har förvaringsutrymmen för större terrorvapen och varelser. De används för att transportera dessa terrorenheter till befolkade områden." STR_BATTLESHIP_UFOPEDIA: "Slagskeppet är den största och mest kraftfulla utomjordiska farkosten. Den är normalt den primära uppdragsfarkosten och är beväpnad med kraftfulla vapen och ett stort antal besättningsmedlemmar." STR_SUPPLY_SHIP_UFOPEDIA: "Transportskeppet används under konstruktionen av utomjordiska baser och för att förse existerande baser. De levererar matkontainrar och reproduktionskammare." STR_DISMANTLE: "Demontera" STR_FACILITY_IN_USE: "ANLÄGGNING ANVÄNDS" STR_CANNOT_DISMANTLE_FACILITY: "KAN INTE DEMONTERA ANLÄGGNING!{SMALLLINE}Alla basanläggningar måste vara länkade till entréhissen." STR_TRANSFER_ITEMS_TO: "Överför Föremål till {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "INGEN UTOMJORDINGSFÖRVARING FÖR ÖVERFÖRING!{SMALLLINE}Levande utomjordingar behöver Utomjordingssförvaring för att kunna överleva." STR_AMOUNT_AT_DESTINATION: "ANTAL VID{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Utomjording dör pga brist på Utomjordingsförvaring i bas" STR_NO_FREE_ACCOMODATION_CREW: "INGA LEDIGA LOGIPLATSER!{SMALLLINE}Den destinerade basen har inte tillräckligt med plats i logement för farkostens besättning." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "OTILLRÄCKLIGT MED UTRYMME!{SMALLLINE}Destinationsbasen har inte tillräckligt med förvaringsutrymme för farkostens utrustning." STR_ITEMS_ARRIVING: "Föremål Ankommer" STR_DESTINATION_UC: "DESTINATION" STR_PISTOL: "Pistol" STR_PISTOL_CLIP: "Pistolmagasin" STR_RIFLE: "Gevär" STR_RIFLE_CLIP: "Gevärsmagasin" STR_HEAVY_CANNON: "Tung Kanon" STR_HC_AP_AMMO: "TK-PB Ammo" STR_HC_HE_AMMO: "TK-HE Ammo" STR_HC_I_AMMO: "TK-F Ammo" STR_AUTO_CANNON: "Auto-Kanon" STR_AC_AP_AMMO: "AK-PB Ammo" STR_AC_HE_AMMO: "AK-HE Ammo" STR_AC_I_AMMO: "AK-I Ammo" STR_ROCKET_LAUNCHER: "Raketgevär" STR_SMALL_ROCKET: "Liten Raket" STR_LARGE_ROCKET: "Stor Raket" STR_INCENDIARY_ROCKET: "Flammracket" STR_GRENADE: "Granat" STR_SMOKE_GRENADE: "Rökgranat" STR_PROXIMITY_GRENADE: "Rörelsekänslig granat" STR_HIGH_EXPLOSIVE: "Högexplosivt" STR_STUN_ROD: "Bedövningsstav" STR_HEAVY_PLASMA: "Tung Plasmakarbin" STR_HEAVY_PLASMA_CLIP: "Tungt Plasmamagasin" STR_PLASMA_RIFLE: "Plasmagevär" STR_PLASMA_RIFLE_CLIP: "Plasmagevärsmagasin" STR_PLASMA_PISTOL: "Plasmapistol" STR_PLASMA_PISTOL_CLIP: "Plasmapistolmagasin" STR_BLASTER_LAUNCHER: "Tryckvågsbombsavfyrare" STR_BLASTER_BOMB: "Tryckvågsbomb" STR_SMALL_LAUNCHER: "Liten Granatkastare" STR_STUN_BOMB: "Bedövningsbomb" STR_ALIEN_GRENADE: "Utomjordisk Granat" STR_ELERIUM_115: "Elerium-115" STR_MIND_PROBE: "Tankeläsare" STR_SECTOID_CORPSE: "Sectoid Kropp" STR_SNAKEMAN_CORPSE: "Ormman Kropp" STR_ETHEREAL_CORPSE: "Eterisk Kropp" STR_MUTON_CORPSE: "Muton Kropp" STR_FLOATER_CORPSE: "Svävare Kropp" STR_CELATID_CORPSE: "Celatid Kropp" STR_SILACOID_CORPSE: "Silacoid Kropp" STR_CHRYSSALID_CORPSE: "Chryssalid Kropp" STR_REAPER_CORPSE: "Lieman Kropp" STR_SECTOPOD_CORPSE: "Sectopod Kropp" STR_CYBERDISC_CORPSE: "Cyberdisk Kropp" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Inte tillräckligt med ammunition för att rusta VP{SMALLLINE}Varje VP behöver {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Otillräckligt med materiel för att fullt återbeväpna truppen" STR_MARS_CYDONIA_LANDING: "Mars: Landning på Cydonia" STR_MARS_CYDONIA_LANDING_BRIEFING: "Ditt Hämnarskepp har landat i regionen Cydonia på Mars yta. Vår information indikerar att en av pyramiderna innehåller en grön hiss till ett underjordiskt komplex. När du samlat dina soldater i hiss-området klickar du på \"överge uppdrag\"-ikonen för att fortsätta till nästa nivå." STR_MARS_THE_FINAL_ASSAULT: "Mars: Det slutgiltiga anfallet" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Pyramidens hiss tar dina stridströtta soldater djupt ner under planetens yta. De når till sist hjärtat på ett stort komplex av tunnlar och kammare. Den utomjordiska hjärnan är gömd någonstans i labyrinten. Den måste förstöras om Jorden ska räddas från förslavning.{NEWLINE}{NEWLINE}Lycka till!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Du måste undersöka {NEWLINE}{0}{NEWLINE}för att kunna tillverka{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Utomjordingarna har förstört den oskyddade basen {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com agenter har hittat en utomjordisk bas i {0}" STR_STANDOFF: "DÖDLÄGE" STR_CAUTIOUS_ATTACK: "FÖRSIKTIG ATTACK" STR_STANDARD_ATTACK: "STANDARDATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIV ATTACK" STR_DISENGAGING: "AVSTÅNDSTAGANDE" STR_UFO_HIT: "UFO TRÄFFAT!" STR_UFO_CRASH_LANDS: "UFO KRASCHLANDAR!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "MINIMERA VID DÖDLÄGESRÄCKVIDD ENDAST" STR_UFO_RETURN_FIRE: "UFO BESVARAR ELD!" STR_INTERCEPTOR_DAMAGED: ">>> JAKTPLAN SKADAT <<<" STR_INTERCEPTOR_DESTROYED: ">>> JAKTPLAN NERSKJUTET <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO UNDGÅR JAKTPLAN!" STR_ALIENS_TERRORISE: "UTOMJORDINGAR TERRORISERAR" STR_LONG_RANGE_DETECTION: "Långräckviddsdetektorer" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Svårighetsgrad" STR_INTERCEPT: "GENSKJUT" STR_BASES: "BASER" STR_GRAPHS: "GRAFER" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "ALTERNATIV" STR_FUNDING_UC: "FINANSIERING" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 tim" STR_1_DAY: "1 dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Prestationstabell" STR_ENTER_NAME: "Ange namn" STR_PERFORMANCE_RATING: "Prestationsbetyg" STR_VICTORY_DATE: "Segerdatum" STR_ELECTRO_FLARE: "Elektriskt Stavljus" STR_ELECTRO_FLARE_UFOPEDIA: "Denna anordning lyser upp med ljus när den kastas. Detta är speciellt användbart för att avslöja fiender dolda i mörker under nattuppdrag." STR_MONTHLY_COSTS: "Månadskostnader" STR_CRAFT_RENTAL: "Farkosthyra" STR_SALARIES: "Löner" STR_BASE_MAINTENANCE: "Basunderhåll" STR_COST_PER_UNIT: "Kostnad per enhet" STR_QUANTITY: "Kvantitet" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "Genomgår psionisk-träning" STR_BLASTER_BOMB_UFOPEDIA: "Denna enhet är en högexplosiv missil med ett intelligent målangivelsesystem. Det avfyras från en tryckvågsavfyrare." STR_FRONT_ARMOR: "Främre pansar" STR_LEFT_ARMOR: "Vänster Pansar" STR_RIGHT_ARMOR: "Höger Pansar" STR_REAR_ARMOR: "Bakre Pansar" STR_UNDER_ARMOR: "Undre Pansar" STR_ROUNDS: "Skott" STR_UNIT: "ENHET>{0}" STR_ENERGY: "ENERGI" STR_MORALE: "MORAL" STR_ARMOR_: "PANSAR>{0}" STR_FRONT_ARMOR_UC: "FRÄMRE PANSAR" STR_LEFT_ARMOR_UC: "VÄNSTER PANSAR" STR_RIGHT_ARMOR_UC: "HÖGER PANSAR" STR_REAR_ARMOR_UC: "BAKRE PANSAR" STR_SKILLS: "FÄRDIGHET> {0}" STR_LEVEL: "NIVÅ> {0}" STR_HEAD: "HUVUD" STR_TORSO: "TORSO" STR_RIGHT_ARM: "HÖGER ARM" STR_LEFT_ARM: "VÄNSTER ARM" STR_RIGHT_LEG: "HÖGER BEN" STR_LEFT_LEG: "VÄNSTER BEN" STR_PAIN_KILLER: "SMÄRTSTILLANDE" STR_STIMULANT: "PSYKOSTIMULANTIA" STR_HEAL: "LÄK" STR_TIME_UNITS_SHORT: "TE>{ALT}{0}" STR_WEIGHT: "Bärvikt>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakt>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Färdi>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Sty>{ALT}{0}" STR_ALIEN_ARTIFACT: "Utomjordisk artefakt" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}SKOTT{NEWLINE}KVAR={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Smärt>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Hela>{ALT}{2}" STR_THROW: "Kasta" STR_AUTO_SHOT: "Automateld" STR_SNAP_SHOT: "Snabbskott" STR_AIMED_SHOT: "Välriktat skott" STR_STUN: "Bedöva" STR_PRIME_GRENADE: "Förbered granat" STR_USE_SCANNER: "Använd skanner" STR_USE_MEDI_KIT: "Använd förstahjälpen" STR_LAUNCH_MISSILE: "Avfyra missil" STR_ACCURACY_SHORT: "Trf>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Otillräckligt med TE!" STR_NOT_ENOUGH_ENERGY: "Slut på energi!" STR_NO_ROUNDS_LEFT: "Inga skott kvar!" STR_NO_AMMUNITION_LOADED: "Ingen ammunition laddad!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Fel ammunition för detta vapen!" STR_WEAPON_IS_ALREADY_LOADED: "Vapnet redan laddat!" STR_NO_LINE_OF_FIRE: "Ingen skottlinje!" STR_GRENADE_IS_ACTIVATED: "Granat aktiverad!" STR_GRENADE_IS_DEACTIVATED: "Granat inaktiverad!" STR_THERE_IS_NO_ONE_THERE: "Det finns ingen där!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Omöjligt att använda utomjordiska artefakter innan de undersökts." STR_OUT_OF_RANGE: "Utom räckvidd!" STR_UNABLE_TO_THROW_HERE: "Oförmögen att kasta där!" STR_SET_TIMER: "Ställ in timer" STR_HIDDEN_MOVEMENT: "DOLD FÖRFLYTTNING" STR_TURN: "RUNDA> {0}" STR_SIDE: "SIDA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Tryck på knapp för att fortsätta" STR_MIND_CONTROL: "Tankekontroll" STR_PANIC_UNIT: "Panikslå enhet" STR_MORALE_ATTACK_SUCCESSFUL: "Moral Attack Framgångsrik" STR_MIND_CONTROL_SUCCESSFUL: "Tankekontroll Lyckades" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}går bärsärkargång" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}går Bärsärkargång" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}grips av Panik" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}grips av Panik" STR_XCOM: "X-Com" STR_ALIENS: "Utomjordingar" STR_RIGHT_HAND: "HÖGER HAND" STR_LEFT_HAND: "VÄNSTER HAND" STR_RIGHT_SHOULDER: "HÖGER AXEL" STR_LEFT_SHOULDER: "VÄNSTER AXEL" STR_BACK_PACK: "RYGGSÄCK" STR_BELT: "BÄLTE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE} kontrolleras av utomjordingarna" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}kontrolleras av utomjordingarna" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}är medvetslös" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}är medvetslös" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}har förblött" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}har avlidit från en dödlig skada" STR_USE_MIND_PROBE: "Använd tankeläsare" STR_FATAL_WOUNDS: "DÖDLIGA SÅR" STR_UNDER_ARMOR_UC: "UNDRE PANSAR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "TidsEnheter reserverade för Snabbskott" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "TidsEnheter reserverade för Automateld" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "TidsEnheter reserverade för Välriktat Skott" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Tidsenheter reserverade för knäställning" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TE reserverade för knäställning och eld" STR_UNITS_IN_CRAFT: one: "{N} Soldat i X-Com farkost" other: "{N} Soldater i X-Com farkost" STR_UNITS_OUTSIDE: one: "{N} Soldat lämnad utanför" other: "{N} Soldater lämnade utanför" STR_UNITS_IN_ENTRANCE: one: "{N} Soldat i Entrén" other: "{N} Soldater i entrén" STR_UNITS_IN_EXIT: one: "{N} Enheter i Målutgången" other: "{N} Enheter i målutgången" STR_ABORT_MISSION_QUESTION: "Överge uppdrag?" STR_CORPSE: "Kropp" STR_UNLOAD_CRAFT: "Ladda ur" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}har avlidit" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}har avlidit" STR_HIT_MELEE: "Träffa" STR_GROUND: "MARK" STR_LIVING_QUARTERS_PLURAL: "Logement" STR_LIST_ITEM: "FÖREMÅL" STR_PERSONAL_ARMOR_UFOPEDIA: "Med de nyligen upptäckta utomjordiska legeringarna kan denna rustning ge våra soldater en chans mot det utomjordiska hotet." STR_POWER_SUIT_UFOPEDIA: "En ny, kraftfull skyddsrustning för soldater driven av en Elerium-baserad kraftkälla. Rustningen ökar soldatens styrka och snabbhet samtidigt som den ger det hittills bästa skadeskyddet för våra soldater." STR_FLYING_SUIT_UFOPEDIA: "En förbättrad version av Kraftrustningen som innehåller utomjordisk antigravitations-teknologi för full rörelsefrihet över slagfältet." STR_ALL_ALIENS_KILLED_IN_CRASH: "Alla utomjordingar dog i kraschen,{NEWLINE}Automatisk bärgning inledd" STR_RESET: "Återställ" STR_MEMORIAL: "Minnesmärke" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "SOLDATER REKRYTERADE>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SOLDATER FÖRLORADE>{ALT}{0}" MAP_CULTA: "Bondgård" MAP_FOREST: "Skog" MAP_JUNGLE: "Djungel" MAP_MOUNT: "Berg" MAP_DESERT: "Öken" MAP_POLAR: "Polarisk" MAP_URBAN: "Stad" MAP_UBASE: "Utomjordisk bas" MAP_XBASE: "X-COM-bas" MAP_MARS: "Mars" STR_MIXED: "Blandat" STR_REMOVE_SELECTED: "Ta markerade" STR_LIVE_ALIENS: "Levande{NEWLINE}varelser" STR_DEAD_ALIENS: "Avvisade{NEWLINE}varelser" STR_UNDER_INTERROGATION: "Blir{NEWLINE}undersökta" STR_CONTAINMENT_EXCEEDED: "UTOMJORDINGFÖRVARINGS GRÄNSVÄRDE ÖVERSKRIDEN!{SMALLLINE}Otillräcklig förvaringskapacitet i {0}. Du måste välja ut överskridande utomjordingar från förvaringen (Som sedermera avlider)." STR_MANAGE_CONTAINMENT: "Hantera utomjordingsförvaring" STR_STORAGE_EXCEEDED: "LAGERUTRYMME SLUT!{SMALLLINE}Otillräckligt lagerutrymme i {0}. Du måste sälja överskridande föremål." STR_GO_TO_BASE: "Gå till bas" STR_MELEE_ACCURACY: "TRÄFFSÄKERHET FÖR NÄRKAMP" STR_SELL_PRODUCTION: "SÄLJ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Båda händerna måste vara tomma!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Otillräckligt med föremål för att kopiera mall!" STR_UNLOAD_WEAPON: "Ladda ur vapen" STR_ALL_ITEMS: "Alla föremål" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "INGEN MER UTRUSTNING FÅR PLATS OMBORD!{SMALLLINE}Du får bara ta med max {N} utrustningsföremål på denna farkost." other: "INGEN MER UTRUSTNING FÅR PLATS OMBORD!{SMALLLINE}Du får bara ta med max {N} utrustningsföremål på denna farkost." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLLCENTER FÖRSTÖRT{NEWLINE}Ta dig till entrén och avbryt." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com-anläggningar kan inte byggas under vatten" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Farkost & bestyckning" STR_COMPONENTS: "Komponenter" STR_SOLDIERS_RECRUITED: "Soldater rekryterade" STR_SOLDIERS_LOST: "Soldater förlorade" STR_TOTAL_UFOS: "UFO:n upptäckta" STR_TOTAL_ALIEN_BASES: "Utomjordiska baser upptäckta" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "Civilist, kvinna" MALE_CIVILIAN: "Civilist, man" CYBERDISC_WEAPON: "Cyberdisk-vapen" REAPER_WEAPON: "Lieman-vapen" CHRYSSALID_WEAPON: "Chryssalid-vapen" CELATID_WEAPON: "Celatid-vapen" SILACOID_WEAPON: "Silacoid-vapen" SECTOPOD_WEAPON: "Sectopod-vapen" ZOMBIE_WEAPON: "Zombie-vapen" ALIEN_PSI_WEAPON: "Utomjordiskt Psi-vapen" ================================================ FILE: bin/standard/xcom1/Language/tr.yml ================================================ tr: STR_AVENGER_UFOPEDIA: "NAKLİYE VE MUHAREBE AMAÇLI UZAY ARACI. YABANCI TEKNOLOJİSİNİN KOPYALANMASIYLA VARILAN SON NOKTA." STR_INTERCEPTOR_UFOPEDIA: "ÇİFT PULSE DETONASYONLU JET MOTORUYLA DONATILMIŞ, ELEKTRONİK SİSTEMLERİ ÖZEL KALKAN SİSTEMLERİYLE KORUNAN SAVAŞ UÇAĞI. DÜNYA KAYNAKLI MEVCUT EN İLERİ TEKNOLOJİ." STR_LIGHTNING_UFOPEDIA: "NAKLİYE VE MUHAREBE ARACI. YABANCI İTİŞ SİSTEMLERİNİN KABA AMA ETKİN BİR KOPYASINI KULLANIYOR." STR_SKYRANGER_UFOPEDIA: "DİKEY KALKIŞ VE İNİŞ (V.T.O.L.) YETENEĞİNE SAHİP BİRLİK İNTİKAL ARACI. SINIFININ EN HIZLISI." STR_FIRESTORM_UFOPEDIA: "MUHAREBE ARACI. MERKEZİ İTİŞ SİSTEMİYLE DONATILMIŞ BU TEK KİŞİLİK SAVAŞ ARACI İÇİN KLASİK UÇAN DAİRE TASARIMINDAN ESİNLENİLMİŞ." STR_STINGRAY_UFOPEDIA: "GELİŞMİŞ BİR HAVADAN HAVAYA FÜZE. ELEKTRONİK DEVRELERİ ÖZEL KALKANLARLA KORUNUYOR." STR_AVALANCHE_UFOPEDIA: "NÜKLEER BAŞLIKLI HAVADAN HAVAYA FÜZE. SON DERECE AĞIR." STR_CANNON_UFOPEDIA: "40 SANTİMETRE ÇELİĞİ DELEBİLECEK GÜÇTE ZIRH DELİCİ TOP MERMİLERİ ATAN YÜKSEK GÜÇLÜ SİLAH." STR_FUSION_BALL_UFOPEDIA: "BU SİLAH, GÜCÜNÜ ANTİ-MADDE REAKSİYONDAN ALAN KÜRE ŞEKLİNDE BİR FÜZE FIRLATIR. FÜZE, HEDEFİNİ BİR KÜTLEÇEKİM DALGASIYLA İÇE ÇÖKERTEREK YOK EDER." STR_LASER_CANNON_UFOPEDIA: "ANTİ-MADDE REAKSİYON HAZNESİYLE ENERJİ ÜRETEN KONVANSİYONEL LAZER SİLAHI." STR_PLASMA_BEAM_UFOPEDIA: "KÜTLEÇEKİM IŞINI, NESNELERİ ÇÖKERTEBİLECEK GÜÇTE BİR KÜTLEÇEKİM ALANI OLUŞTURUR VE HEDEFE YÖNLENDİRİR." STR_SECTOID_UFOPEDIA: "Sektoid hiyerarşisi, alt kademedeki askerlerden, güçlü psionik kabiliyetlere sahip liderlere kadar uzanır. Bu psionik güçler, savaşta askerleri demoralize etmekte ve hatta zihinlerini kontrol altına almakta kullanılabilir. Sektoidler, çoğunlukla insan kaçırma ve hayvan parçalama faaliyetlerinde görev alıyor. Kaçırma faaliyetleriyle, çapraz dölleme ve insan toplumuna sızacak klonlar üretme amaçlanıyor. Hayvan etleri ise hem besin, hem de genetik materyal olarak kullanılıyor. Bu ırk, arı kovanı benzeri toplumlarının etkinliğini arttırabilmek için daha üstün genetik melezler üretmeyi amaçlıyor." STR_SECTOID_AUTOPSY: "Sektoid otopsisi" STR_SECTOID_AUTOPSY_UFOPEDIA: "Otopside, işlevini kaybetmiş sindirim organları ve basit bir vücut yapısı görülüyor. Beyin ve gözler oldukça gelişmiş. Organik yapı, genetik mühendisliğe ya da mutasyona işaret eder görünümde. Küçük ağız ve burun, herhangi bir işleve sahip değil gibi görünüyor. Parmakların arasındaki dokular ve düz ayak tabanları, suda yaşam izleri teşkil ediyor. Bu türün üreme organları yok ve nasıl çoğaldıklarına dair hiç bir ipucu mevcut değil. Bunlar çok büyük ihtimalle, genetik mühendislik ürünü yaratıklar." STR_SNAKEMAN_UFOPEDIA: "Bu ırk, oldukça ağır koşullar altında evrimleşmiş. Son derece dayanıklılar ve büyük sıcaklık değişimlerine karşı koyabiliyorlar. Tüm hayati organlarını koruyan, yılana benzer tek bir dev 'ayak' sayesinde hareket ediyorlar. Tamamen avlanmaya yönelik hareket ediyorlar ve Dünya yüzeyindeki askeri saldırıları başka bir zeki ırk tarafından yönetiliyor gibi görünüyor." STR_SNAKEMAN_AUTOPSY: "Yılanadam otopsisi" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Yaratığın derisi son derece sert ve sıcağa karşı dayanıklı. Kardiyo vasküler sistem, hidrolik prensibiyle hareket sağlayan kas sisteminin bir parçası. Tek gerçek kas dokusu, 'kalp'. Üreme sisteminin çok etkin olduğu görülüyor. Her bir Yılanadam, vücudunda elli kadar yumurta taşıyabiliyor ve üreme tamamen aseksüel. Bu tür, kendi haline bırakılacak olursa, Dünya üzerindeki yaşam için ciddi bir tehdit oluşturabilir." STR_ETHEREAL_UFOPEDIA: "Bu varlığın inanılmaz zihin güçleri ona telepati ve telekinezi yetenekleri sağlıyor. Görünürde zayıf olan fiziksel kabiliyetler, zihinsel güçlerle desteklenerek yaratığın hayatta kalması sağlanıyor. Bu telekinetik güçlerin nasıl çalıştığına dair bir fikrimiz yok zira bildiğimiz fizik kurallarını hiçe sayar nitelikteler. Bu yaratıklar, çatışma anlarında, zihinsel güçlerine başvuruyorlar ve son derece tehlikeliler. Dünya yüzeyinde nadiren görülüyorlar çünkü amaçlarına ulaşmak için diğer ırkların hizmetinden faydalanıyorlar." STR_ETHEREAL_AUTOPSY: "Semavi otopsisi" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Fiziksel anlamda bu canlı, herhangi bir yaşamsal faaliyeti yerine getiremeyecek kadar geri kalmış görünüyor. Kaslar, ileri derecede atrofiye uğramış ve iç organlar tam olarak gelişmemiş. Gözler de dahil olmak üzere duyu organlarının hiç biri faal değil. Bununla birlikte vücuttaki kan akışının büyük kısmını çeken beyin oldukça gelişmiş. Bu yaratığın, harici destek olmaksızın hayatını nasıl sürdürebildiği tam bir muamma." STR_MUTON_UFOPEDIA: "Bu insansı yaratık, hem fiziksel olarak güçlü hem de zeki. Dünya üzerindeki etoburlara benzer biçimde, hayatlarını sürdürmek için çiğ et tüketmeye ihtiyaç duyuyorlar. 'Semavi' olarak bilinen telepatik bir ırktan emir alıyor görünümündeler. Bu telepatik bağ koptuğunda, zihinsel sistemleri çöküyor ve bu da ölümleriyle sonuçlanıyor. Vücutlarındaki sibernetik implantlar, savaş alanındaki etkinliklerini arttırmaya yönelik. Daha yüksek bir zekaya hizmet eden piyadeler oldukları çok açık." STR_MUTON_AUTOPSY: "Muton otopsisi" STR_MUTON_AUTOPSY_UFOPEDIA: "Bu yaratığın 'derisi', aslında organik bir materyalden üretilip vücuda sonradan kaplanmış bir zırh. Kardiyo-vasküler sistemi ve duyuları güçlendirmek için sayısız sibernetik implant nakli yapılmış. Üreme organları, cerrahi müdahaleyle alınmış. Görünen o ki bu talihsiz yaratıklar, savaş ve fetihle dolu bir ömre mahkum edilmişler. Sertleştirilmiş derileri karşısında zırh delici mühimmat çok etkili değil." STR_CELATID_UFOPEDIA: "Esrarengiz bir havada süzülerek uçma yeteneğine doğal olarak sahip olan bir yaşam formu. Görünüşe göre insan beyin dalgalarını algılayabiliyor ve iyi gizlenmiş de olsa hedefini bulabiliyor. Selatid, hedefini tespit ettiğinde yere konuyor ve son derece aşındırıcı bir madde olan zehrini püskürtmeye başlıyor. Yaratık, korkutucu bir hızla kendi kendini klonlama kabiliyetine de sahip. Genellikle Muton ırkının civarında dolaştığı görülüyor." STR_CELATID_AUTOPSY: "Selatid otopsisi" STR_CELATID_AUTOPSY_UFOPEDIA: "Bu organizmanın çekirdeğinde, doğal süreçlerle evrimleşmiş görünen biomekanik bir anti-yerçekim cihazı var. Zehir kesesi, organlar arasında en büyüğü ve müstakil bir beyin yapısı mevcut değil gibi görünüyor. Belirgin sindirim ya da üreme sistemleri yok. Küçük bir organ, hızla büyüyebilen ve yeni yaratıklara dönüşen embriyolar içeriyor." STR_SILACOID_UFOPEDIA: "Silikon bazlı bu yaşam formu, inanılmaz yükseklikte ısı üretebiliyor. Korkunç kuvvetiyle kayaları parçalayıp yutuyor ve sıcak çekirdeği içinde sindiriyor. İlkel bir zekaya sahip ve implantlar ya da telepati yoluyla yönetilebiliyor. Çoğunlukla Muton ırkıyla birlikte görülüyorlar." STR_SILACOID_AUTOPSY: "Silakoid otopsisi" STR_SILACOID_AUTOPSY_UFOPEDIA: "Bu canlının son derece sıcak bir çekirdeği var ve bu sindirim sisteminin temelini teşkil eder görünümünde. Eşsiz kas sistemi, inanılmaz bir güce ve hıza sahip. Kaya gibi sert derisi, ateşten ya da yangın çıkaran mühimmattan etkilenmiyor." STR_CHRYSSALID_UFOPEDIA: "Bu yaratığın yengeç kıskaçları, yakın dövüşte çok etkili birer silah. Yüksek metabolizması sayesinde son derece hızlı ve çevik hareket edebiliyor. Kurbanını öldürmek yerine, vücuduna bir yumurta yerleştiriyor ve kurbanını zombiye çeviren bir zehir enjekte ediyor. Aşılama sonrasında kısa bir süre içinde yeni bir Krizalid, kurbanın vücudunu parçalayarak dışarı çıkıyor. Krizalidler, genellikle Yılanadam ırkıyla birlikte görülüyorlar." STR_CHRYSSALID_AUTOPSY: "Krizalid otopsisi" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Bu yaratığın dış kabuğu son derece dayanıklı olmakla beraber, patlayıcı mühimmat karşısında şaşırtıcı derece savunmasız görünüyor. Hücre büyüme hızı çok yüksek olan beyin, oldukça gelişmiş durumda. Yaratık, diğer canlıların vücuduna yerleştirebildiği yirmi kadar yumurta taşıyor. Yaratığın, oldukça etkin bir terör silahı olduğu söylenebilir." STR_FLOATER_UFOPEDIA: "Fantomlar, asli olarak asker ve terör unsuru olarak görevlendiriliyor. Yırtıcı bir doğaya sahip bu canavarlar, genetik mühendislik ve sibernetik destek yoluyla güçlü askerlere dönüştürülmüş. Bedenin alt yarısı ve iç organların çoğunluğu ameliyatla alınmış ve yerlerine bir yaşam destek sistemi konulmuş. Bu sistem, yaratığın dengesizce de olsa havada süzülmesine imkan sağlayan bir karşı-yerçekimi modülüne sahip." STR_FLOATER_AUTOPSY: "Fantom otopsisi" STR_FLOATER_AUTOPSY_UFOPEDIA: "Bu yaratığın bedeni, cerrahi müdahalelerle çok büyük ölçüde değiştirilmiş. Vücudun çekirdeğini teşkil eden bir cihaz, kalbin, ciğerlerin ve sindirim sisteminin yerini alan tam bir yaşam destek sistemi görevi görüyor. Bu cihaz sayesinde yaratık, son derece elverişsiz koşullar altında bile hayatta kalabiliyor. Beyin, bir insan beyninden daha küçük, ama duyu organları çok gelişmiş." STR_REAPER_UFOPEDIA: "Bu iki ayaklı etoburun çok güçlü bir çenesi ve bitmek bilmez bir iştahı var. Faaliyetlerini kontrol etmek için beynine bazı implantlar yerleştirilmiş. Yaratığın ilkel yırtıcı iç güdüleri, ancak terör ve yıkım amaçlarına hizmet edebiliyor. Orakçılar genellikle Fantom'larla beraber bulunuyorlar." STR_REAPER_AUTOPSY: "Orakçı otopsisi" STR_REAPER_AUTOPSY_UFOPEDIA: "Orakçının vücudunda iki tane 'beyin' ve iki tane 'kalp' mevcut. Bu sayede ağır yaralıyken bile faaliyetlerini sürdürebiliyor. Ancak tüylü derisi son derece yanıcı. Bu da, yaratığı yangın çıkaran mühimmata karşı savunmasız kılıyor." STR_SECTOPOD_UFOPEDIA: "Sektopodlar, güçlü bir lazer silahıyla donatılmış robot yaratıklardır. Bu mekanik canavarlar, telepatik bir bağlantı üzerinden, sahipleri olan Semavi'ler tarafından yönetilirler. Sektopodlar, Yabancı kuvvetlerinin elindeki en güçlü terör silahlarıdır." STR_SECTOPOD_AUTOPSY: "Sektopod otopsisi" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Bu robot, başta plazma silahları olmak üzere her tür saldırıya dayanabilen güçlendirilmiş bir zırhla donatılmış. Ancak algılama devreleri, lazer silahlarına karşı özellikle savunmasız görünüyor." STR_CYBERDISC_UFOPEDIA: "Bu minyatür uçan daire, kuvvetli bir plazma ışınıyla donatılmış tam otomatik bir terör silahı. Karşı-yerçekimi temelli hareket kabiliyeti, bu araca zorlu arazi koşullarında büyük bir avantaj sağlıyor. Sektoid ırkı, bu aracı yıkım ve terör faaliyetlerinde kullanıyor." STR_CYBERDISC_AUTOPSY: "Siberdisk otopsisi" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Siberdisk'in zırhı oldukça güçlü ve özellikle patlayıcı mühimmata direnmekte oldukça başarılı. Merkezi Karşı-Yerçekimi sistemi, çalışma prensipleri hakkında bir fikir edinilmesine imkan kalmayacak ölçüde hasar görmüş." STR_UFO_POWER_SOURCE_UFOPEDIA: "Yabancı araçlarının güç kaynağı, Eleryum (115 numaralı element) kullanan bir anti-madde reaktöründen ibarettir. Bu reaktör, diğer enerji türlerinin yanı sıra, güçlü kütleçekim dalgaları da üretebilir. Reaktörün maddeyi enerjiye çevirme kabiliyeti, %99 gibi inanılmaz bir etkinliğe sahiptir. Bu sayede az miktarda Eleryum kullanarak olağanüstü miktarda enerji üretilebilir. Bu güç kaynağı, Yabancı alaşımları kullanılarak kolaylıkla yeniden üretilebilecek bir ünitedir." STR_UFO_NAVIGATION_UFOPEDIA: "Yabancı araçları, Dünya atmosferinde ve dış uzayda yollarını bulabilmek için gelişmiş bilgisayar sistemlerinden faydalanıyor. Bu, optik işlemciler ağı şeklinde tasarlanmış bir sistem. Kumanda arabirimi göreceli olarak basit: seyrüsefer personeli, aracın güç kaynağı tarafından üretilen kütleçekim dalgalarını farklı istikametlere yönlendirerek aracı istediği yönde hareket ettirebiliyor. Sistem, insanlar tarafından da kolaylıkla kullanılabilir. Ayrıca, Yabancı alaşımları ve diğer bileşenler kullanılarak rahatlıkla yeniden üretilebilir." STR_UFO_CONSTRUCTION_UFOPEDIA: "Yabancı araçları, üç ana öğeden oluşuyor: bir güç kaynağı, bir seyrüsefer modülü ve Yabancı alaşımlarından üretilmiş bir dış gövde. Gövde, özellikle kütle çekim dalgalarının yönlendirilmesine ve kontrol edilmesine uygun biçimde tasarlanmış. Güç kaynağını besleyebilmek için az miktarda Eleryum kullanılıyor. Yapısal prensipler tam olarak anlaşıldığında ve her bir öğenin fonksiyonları öğrenildiğinde, bu tip araçlar üretmek mümkün hale gelecektir." STR_ALIEN_FOOD_UFOPEDIA: "Bu odalarda, sığırlardan, diğer hayvanlardan ve hatta insanlardan alınmış vücut parçaları bazı enzimler kullanılarak eritiliyor. Bu sıvı daha sonra hazır sindirilmiş besin olarak - muhtemelen doğrudan kan dolaşımına enjekte edilerek tüketiliyor. Bu, Yabancıların Dünya kaynaklı besinlere bağımlı oldukları ve iki toplum arasında bir ortakyaşarlık olduğu düşüncesini doğuruyor." STR_ALIEN_REPRODUCTION_UFOPEDIA: "Bu konteynerlerde Yabancı fetüsleri muhafaza ediliyor. Konteynerlerin tasarımı incelendiğinde, bu süreçten faydalanan Yabancıların üremek için tamamen laboratuvar ortamına bağımlı oldukları anlaşılıyor. Zenginleştirilmiş besin maddeleri, fetüslerin hızla gelişmesini sağlıyor. Üretim hattı benzeri bir sistemle, çok kısa sürede binlerce Yabancı klon üretilebiliyor. Bu sürecin, insan ya da Yabancı-insan melezlerinin üretilmesine de kolaylıkla uyarlanması mümkün görünüyor." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Bu küreler, büyük ihtimalle eğlence amaçlı. İçlerindeki psionik devreler, beyindeki bazı merkezleri uyarıyor ve sanrı gösteren ilaçlara benzer bir etki oluşturuyor. Bu cihazlar, Yabancıların eğlenceye veya kültürel etkinliklere de zaman ayırıyor olduklarının tek delili." STR_ALIEN_SURGERY_UFOPEDIA: "Lazer kesiciler kullanarak sığır ve diğer hayvanların vücudundan belli parçaları ayırmaya yarayan cerrahi bir araç. Kesilip sakat bırakılmış hayvanlarla yaygın olarak karşılaşılıyor olması, Yabancıların bu tuhaf faaliyetiyle açıklanabilir. Toplanan bu parçaların besin olarak ya da genetik amaçlarla değerlendirildiği düşünülüyor." STR_EXAMINATION_ROOM_UFOPEDIA: "Geçmişte, binlerce insan, Yabancılar tarafından -bazen defalarca- kaçırıldıklarını iddia etmişlerdir. Gerçeklik, sanıldığından çok daha korku vericidir. İnsanlar kaçırılmakta, araştırılmakta ve gözlem altında tutulmaktadırlar. En iyi numunelerden genetik materyal alınmaktadır. Kadınların bedenine insan-yabancı hibrit fetüsler yerleştirilmekte ve bir kaç ay sonra çıkartılmaktadır. Yabancıların bu faaliyetlerinin arkasında yatan sinsi amaçları kim bilebilir?" STR_ALIEN_ALLOYS_UFOPEDIA: "Yabancı araçları, eşsiz özelliklere sahip özel bir alaşımdan üretilmiş. Bu alaşım son derece hafif ve dayanıklı olup, elektromanyetik yöntemlerle şekillendirilebiliyor. Aynı alaşımın, mevcut Dünya teknolojileriyle üretilmesi ve çeşitli imalat süreçlerinde kullanılması mümkün." STR_ELERIUM_115_UFOPEDIA: "Bu element, belli bazı parçacıklarla bombardımana tutulduğunda anti-madde enerjisi üretebilmek gibi sıradışı bir özelliğe sahip. Bu şekilde kütleçekim dalgaları ve diğer enerji türleri üretilebiliyor. Güneş sistemimizde doğal olarak bulunabilen bir madde değil ve laboratuvarlarda sentezlenemiyor." STR_ALIEN_ORIGINS_UFOPEDIA: "Dünyadaki çatışmadan galip çıkma ümidimiz olmadığı açıkça görülüyor. Yabancı orduları sayıca ezici bir üstünlüğe sahip. Burada yapabileceğimiz tek şey, ilerleyişlerini yavaşlatmak. İnsanlığın tek ümidi, yabancıları kaynağında mağlup etmek. Araştırmalarımız, harekatlaırnı, güneş sistemimizdeki bir merkezden yönettiklerini gösteriyor. Bu merkezin, insan tarihinden bile eski bir uygarlığın yuvası olduğu bilgisini edindik. Mümkün olduğunca hızlı bir şekilde bu merkezin yerini tespit etmeliyiz. Daha detaylı bilgi edinebilmek için, bir Yabancı lider ele geçirmeli ve sorgulamalıyız. Büyük UFO'ların mürettebatında en az bir lider bulunması muhtemel." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Araştırmalarımız, Yabancı harekatlarının Mars'taki bir merkez üssünden yürütüldüğünü gösteriyor. Bu gizli üs, Dünya istilasını beslemek için her tür üretim ve klonlama tesisine ev sahipliği yapıyor. Ayrıca tüm operasyonu yöneten bir tür ana bilgisayarla donatılmış görünüyor. Yabancıların kovan benzeri toplumlarının bir tür 'kraliçe arı' tarafından yönetildiğine dair bulgular var. Yabancıların temel zaafları da işte bu - eğer yönetimdeki bu 'beyin' ortadan kaldırılabilirse, vücut yenik düşecektir. İş işten geçmeden araştırma faaliyetlerimizi hızlandırmalıyız. Daha fazla bilgi edinebilmek için, en üst rütbeli Yabancılar olan komutanları canlı ele geçirip sorgulamalıyız. Komutanlar, sadece Yabancı üslerinde ve Savaş Gemilerinde görev alır." STR_CYDONIA_OR_BUST_UFOPEDIA: "Yabancı istilacıların, Cydonia'daki bir yer altı üssünden kontrol edilmekte olduğu açıkça görülüyor. Cydonia, Mars yüzeyinde, beş kenarlı piramitlerle ve insan yüzüne benzeyen büyük bir yapıyla dikkat çeken sıradışı bir bölge. Cydonia uygarlığı, milyonlarca yıl önce Mars'ta hüküm sürmüş ve bu uygarlığın neden ortadan kaybolduğu ya da mevcut Yabancı faaliyetleriyle herhangi bir bağlantısı olup olmadığı hakkında bilgimiz yok. Bu soruların cevabı ne olursa olsun, Cydonia'ya bir keşif ekibi göndermemiz gerekli. İstilacıları yöneten bir ana 'beyin' mevcut ve Yabancılara galip gelmemizin tek yolu onu yok etmek. Keşif uçuşu için, en güçlü silahlarla donatılmış bir İntikamcı aracına ihtiyacımız var. Burada öğrenebileceğimiz başka bir şey kalmadı - Cydonia taarruzunun sonucunu beklemeliyiz." STR_CENTER_ON_SITE_TIME_5_SECONDS: "MEVKİYE ODAKLAN-SÜRE=5 Sn." STR_CANCEL_UC: "İPTAL" STR_NONE: "Yok" STR_UNKNOWN: "Bilinmiyor" STR_POOR: "Zayıf" STR_AVERAGE: "Ortalama" STR_GOOD: "İyi" STR_EXCELLENT: "Mükemmel" STR_BUILD_NEW_BASE_UC: "YENİ ÜS KUR" STR_BASE_INFORMATION: "ÜS BİLGİLERİ" STR_EQUIP_CRAFT: "ARAÇ DONATIM" STR_BUILD_FACILITIES: "TESİS İNŞA ET" STR_RESEARCH: "ARAŞTIRMA" STR_MANUFACTURE: "ÜRETİM" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "SATIN AL/İŞE AL" STR_SACK: "KOV" STR_SELL_SACK_UC: "SAT/KOV" STR_GEOSCAPE_UC: "YERKÜRE" STR_NAME: "İsim" STR_AREA: "Bölge" STR_BUILD_NEW_BASE: "Yeni Üs İnşa Et" STR_CANCEL: "İptal" STR_COST_UC: "MALİYET>" STR_CONSTRUCTION_TIME_UC: "İNŞAAT SÜRESİ>" STR_DAY: one: "{N} gün" other: "{N} gün" STR_HOUR: one: "{N} saat" other: "{N} saat" STR_MAINTENANCE_UC: "BAKIM>" STR_OK: "TAMAM" STR_INSTALLATION: "Tesisler" STR_CURRENT_RESEARCH: "MEVCUT ARAŞTIRMA" STR_SCIENTISTS_AVAILABLE: "Toplam Araştırma Personeli>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Görevli Araştırma Personeli>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Mevcut Laboratuvar Alanı>{ALT}{0}" STR_RESEARCH_PROJECT: "ARAŞTIRMA PROJESİ" STR_SCIENTISTS_ALLOCATED_UC: "GÖREVLİ PERSONEL" STR_PROGRESS: "GİDİŞAT" STR_NEW_PROJECT: "Yeni Proje" STR_CANCEL_PROJECT: "PROJEYİ İPTAL ET" STR_NEW_RESEARCH_PROJECTS: "YENİ ARAŞTIRMA PROJELERİ" STR_SCIENTISTS_AVAILABLE_UC: "TOPLAM ARAŞTIRMA PERSONELİ>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "MEVCUT LABORATUVAR KAPASİTESİ>{ALT}{0}" STR_INCREASE: "Arttır" STR_DECREASE: "Azalt" STR_START_PROJECT: "PROJE BAŞLAT" STR_CURRENT_PRODUCTION: "MEVCUT ÜRETİM" STR_ENGINEERS_AVAILABLE: "Mevcut Mühendisler>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Görevlendirilen Mühendisler>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Mevcut Atölye Alanı>{ALT}{0}" STR_CURRENT_FUNDS: "Mevcut Ödenek>{ALT}{0}" STR_ITEM: "MADDE" STR_ENGINEERS__ALLOCATED: "Görevli Mühendisler" STR_UNITS_PRODUCED: "Üretilen Miktar" STR_TOTAL_TO_PRODUCE: "Toplam Üretilecek" STR_COST__PER__UNIT: "Birim{NEWLINE}başına{NEWLINE}Maliyet" STR_DAYS_HOURS_LEFT: "Kalan Gün/Saat" STR_NEW_PRODUCTION: "Yeni Üretim" STR_PRODUCTION_ITEMS: "Üretim Kalemleri" STR_CATEGORY: "KATEGORİ" STR_START_PRODUCTION: "ÜRETİME BAŞLA" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "Bir birim üretmek için gerekli Mühendis saati: {0}" STR_COST_PER_UNIT_: "Birim başına maliyet>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Gerekli Atölye Alanı>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ÜRETİM İÇİN GEREKLİ MATERYAL" STR_ITEM_REQUIRED: "GEREKLİ MATERYAL" STR_UNITS_REQUIRED: "GEREKLİ MİKTAR" STR_UNITS_AVAILABLE: "MEVCUT MİKTAR" STR_STOP_PRODUCTION: "ÜRETİMİ DURDUR" STR_ENGINEERS_AVAILABLE_UC: "MEVCUT MÜHENDİSLER>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "MEVCUT ÇALIŞMA ALANI>{ALT}{0}" STR_MONTHLY_PROFIT: "AYLIK GELİR>{ALT}{0}" STR_INCREASE_UC: "ARTTIR" STR_DECREASE_UC: "AZALT" STR_UNITS_TO_PRODUCE: "Üretilecek Miktar" STR_PURCHASE_HIRE_PERSONNEL: "Satın Al / İşe Al" STR_COST_OF_PURCHASES: "Toplam Fiyat>{ALT}{0}" STR_COST_PER_UNIT_UC: "BİRİM BAŞINA MALİYET" STR_QUANTITY_UC: "MİKTAR" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "MEVCUT PERSONEL:TOPLAM PERSONEL>" STR_SOLDIERS: "Askerler" STR_SCIENTISTS: "Bilim İnsanları" STR_ENGINEERS: "Mühendisler" STR_SPACE_USED_SPACE_AVAILABLE: "KULLANILAN ALAN:MEVCUT ALAN>" STR_LIVING_QUARTERS: "Koğuş" STR_STORES: "Depo" STR_LABORATORIES: "Laboratuvar" STR_WORK_SHOPS: "Atölyeler" STR_HANGARS: "Hangarlar" STR_SHORT_RANGE_DETECTION: "Kısa Menzilli Keşif" STR_DEFENSE_STRENGTH: "Savunma Kuvveti" STR_TRANSFERS_UC: "TRANSFERLER" STR_TRANSFERS: "Transferler" STR_ARRIVAL_TIME_HOURS: "Varış Süresi (saat)" STR_COST_: "Maliyet>{ALT}{0}" STR_AREA_: "Bölge>{ALT}{0}" STR_BASE_NAME: "Üs Adı?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "GİRİŞ ASANSÖRÜNÜN KONUMUNU SEÇ" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "TRANSFER EDİLECEK MİKTAR" STR_SELECT_DESTINATION_BASE: "Varış Üssünü Seç" STR_COST: "Maliyet" STR_VICTORY_1: "Salona girdiğinizde, bunca zaman izini takip ettiğiniz Yabancı Beyin'le karşılaştınız. Tam ateş etmeye hazırlanırken, yakındaki bir ekran aydınlandı ve Beyin sizinle iletişim kurmaya başladı. Tetiğe davranmadan önce söyleyeceklerini dinlemeniz için yalvardı." STR_VICTORY_2: "Beyin konuşmaya başladı: 'Milyonlarca yıl önce, adına Mars dediğiniz gezegen yaşam doluydu. Bu yaşam, kurak bir gezegene bizim uygarlığımız tarafından getirilmişti - aynı sizin dünyanıza da getirildiği gibi. Milyonlarca yıldır gezegeninizi ziyaret ediyor ve türünüzü genetik olarak yetiştiriyoruz. Bizi öldüremezsiniz - çünkü siz, bizim bir parçamızsınız..." STR_VICTORY_3: "Burası Mars uygarlığının merkezi - bu piramitler, dünyanızdakilerden milyonlarca yıl önce, sizin atalarınız olan bir tür tarafından inşa edildi. Bizim erişemeyeceğimiz hiç bir gezegen yok. Çok geçmeden siz de aynı güce sahip olabilirsiniz. Sizden tek beklediğimiz, iş birliği yapmanız..." STR_GAME_OVER_1: "Yabancılar, şehirleri yakıp yıkarak, havayı ve denizleri zehirleyerek tüm insanlığı ortadan kaldırmaya çalıştılar. Böylesine ileri bir teknoloji karşısında Dünya ordularının direniş çabaları boşunaydı. Hayatta kalabilen nesiller, Yabancı yıkımından kaçmaya çalışırken korkunç mutasyonlara maruz kaldılar, esir kamplarında toplandılar ve Dünya'nın, bilinmeyen bir Yabancı imparatorluğunun kolonisi haline getirilmesine alet edildiler." STR_GAME_OVER_2: "X-Com projesi sayesinde elde edilen kıymetli bilgiler sonsuza dek ortadan kayboldu. Dünya'yı kurtarmayı başaramadınız." STR_VICTORY_4: "Yabancı Beyin'in sözleri, kavurucu bir plazma patlamasıyla yarıda kesildi. Yaratığın ölümüyle, komutası altındaki tüm Yabancı kuvvetleri mağlup edilmiş oldu." STR_VICTORY_5: "Yabancılar Mars'ın kontrolünü yitirdiklerinde, Dünya üzerindeki planları da boşa çıkmış oldu. Çok geçmeden insanlık, X-Com araştırmalarının da yardımıyla yeniden gelişip serpildi ve Mars'ın hakimiyetini ele geçirdi. Yabancı tehdidi şimdilik ortadan kalkmış görünüyor. Ancak bu refah ortamının ne kadar süreceğini hiç kimse bilmiyor..." STR_YOU_HAVE_FAILED: "Yabancı akınını durdurmakta başarısız oldunuz. Finansör uluslar, teknoloji, bolluk ve barış vaadlerine inanarak birer birer Yabancılarla anlaşma imzaladılar. Ancak çok geçmeden, Yabancıların başka planları olduğu ortaya çıktı..." STR_TOTAL_UC: "TOPLAM" STR_INCOME: "Gelir" STR_EXPENDITURE: "Harcama" STR_MAINTENANCE: "Bakım" STR_BALANCE: "Bakiye" STR_UFO_ACTIVITY_IN_AREAS: "Bölgelere göre UFO Aktivitesi" STR_UFO_ACTIVITY_IN_COUNTRIES: "Ülkelere göre UFO Aktivitesi" STR_XCOM_ACTIVITY_IN_AREAS: "Bölgelere göre X-Com aktivitesi" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Ülkelere göre X-Com Aktivitesi" STR_FINANCE: "Finans" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{1} üssünde{NEWLINE}{0} üretmek için yeterli özel malzeme yok" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1} üssündeki{NEWLINE}{0} üretimi için yeterli para yok" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}üssünde{NEWLINE}{0}{NEWLINE}üretimi tamamlandı." STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}üssünde{NEWLINE}{0}{NEWLINE}inşaatı tamamlandı." STR_OK_5_SECONDS: "TAMAM - 5 sn." STR_RESEARCH_COMPLETED: "Araştırma Sonuçlandı" STR_VIEW_REPORTS: "SONUÇ RAPORU" STR_WE_CAN_NOW_RESEARCH: "Yeni araştırma konusu:" STR_WE_CAN_NOW_PRODUCE: "Yeni Üretim Kalemi:" STR_SUNDAY: "PAZAR" STR_MONDAY: "PAZARTESİ" STR_TUESDAY: "SALI" STR_WEDNESDAY: "ÇARŞAMBA" STR_THURSDAY: "PERŞEMBE" STR_FRIDAY: "CUMA" STR_SATURDAY: "CUMARTESİ" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{2} üssünde {1} için yakıt ikmaline yetecek kadar {0} yok" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2} üssünde {1} için yeterli {0} yok" STR_UFO_IS_NOT_RECOVERED: "UFO ele geçirilemedi" STR_UFO_IS_RECOVERED: "UFO ele geçirildi" STR_CRAFT_IS_LOST: "Araç kaybedildi" STR_TERROR_CONTINUES: "Terör devam ediyor" STR_ALIENS_DEFEATED: "Yabancılar yenilgiye uğratıldı" STR_BASE_IS_LOST: "Üs hakimiyeti kaybedildi" STR_BASE_IS_SAVED: "Üs kurtarıldı" STR_ALIEN_BASE_STILL_INTACT: "Yabancı Üssü hala aktif" STR_ALIEN_BASE_DESTROYED: "Yabancı Üssü imha edildi" STR_ALIENS_KILLED: "ÖLDÜRÜLEN YABANCILAR" STR_ALIEN_CORPSES_RECOVERED: "ÖLÜ ELE GEÇİRİLEN YABANCILAR" STR_LIVE_ALIENS_RECOVERED: "CANLI ELE GEÇİRİLEN YABANCILAR" STR_ALIEN_ARTIFACTS_RECOVERED: "ELE GEÇİRİLEN YABANCI YAPITLARI" STR_ALIEN_BASE_CONTROL_DESTROYED: "KOMUTA MERKEZİNİN İMHASI" STR_CIVILIANS_KILLED_BY_ALIENS: "YABANCILARIN ÖLDÜRDÜĞÜ SİVİLLER" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COM TARAFINDAN ÖLDÜRÜLEN SİVİLLER" STR_CIVILIANS_SAVED: "KURTARILAN SİVİLLER" STR_XCOM_OPERATIVES_KILLED: "ÖLDÜRÜLEN X-COM PERSONELİ" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "MUHAREBEDE KAYBOLAN X-COM PERSONELİ" STR_TANKS_DESTROYED: "İMHA EDİLEN TANKLAR" STR_XCOM_CRAFT_LOST: "KAYBEDİLEN X-COM ARACI" STR_UFO_RECOVERY: "UFO'DAN ELE GEÇİRİLENLER" STR_ALIEN_BASE_RECOVERY: "YABANCI ÜSSÜNE TAARRUZ" STR_BASE_UNDER_ATTACK: "{0} taarruz altında!" STR_BASE_DEFENSES_INITIATED: "ÜS SAVUNMA SİLAHLARI AKTİF" STR_GRAV_SHIELD_REPELS_UFO: "YERÇEKİM KALKANI UFO'YU PÜSKÜRTTÜ!" STR_FIRING: "ATEŞ EDİYOR" STR_HIT: "İSABET!" STR_UFO_DESTROYED: "UFO İMHA EDİLDİ!" STR_MISSED: "ISKA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Mal Sat / Personel Kov" STR_VALUE_OF_SALES: "SATIŞ DEĞERİ> {ALT}{0}" STR_FUNDS: "ÖDENEK> {ALT}{0}" STR_SELL_SACK: "Sat/Kov" STR_VALUE: "Değer" STR_CRAFT_: "ARAÇ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ÇAKILAN UFOYU ELE GEÇİRME" STR_UFO_CRASH_RECOVERY_BRIEFING: "Dikkatli hareket edin - zorunlu iniş yapan UFO'nun içinde ya da civarında hala düşman personeli mevcut olabilir. Harekat, tüm düşman unsurları etkisiz hale getirildiğinde başarıya ulaşacaktır. UFO'nun, taşıdığı malzemelerin ve Yabancı cesetlerinin ele geçirilmesine bundan sonra başlanabilir. Harekatı iptal etmek için, X-Com personelini intikal aracına geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_UFO_GROUND_ASSAULT: "UFO KARA HAREKATI" STR_UFO_GROUND_ASSAULT_BRIEFING: "İniş bölgesini araştırın ve mümkünse UFO'ya giriş yapmaya çalışın. Harekat, tüm düşman unsurları etkisiz hale getirildiğinde başarıya ulaşacaktır. UFO'nun, taşıdığı malzemelerin ve Yabancı cesetlerinin ele geçirilmesine bundan sonra başlanabilir. Harekatı iptal etmek için, tüm X-Com personelini intikal aracına geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_BASE_DEFENSE: "ÜS SAVUNMASI" STR_BASE_UC_: "ÜS> {0}" STR_BASE_DEFENSE_BRIEFING: "Bir Yabancı araç, yakınlarda iniş yaptı. Üssümüz büyük tehlike altında. Standart prosedür gereği tüm sivil personel tahliye edildi ve X-Com araçları dışarı çıkartıldı. Düşman unsurlar, hangar kapılarından ya da merkez asansörden giriş yapacaklar. Üssü ve içindeki hayati tesisleri her ne pahasına olursa olsun savunmalısınız - bu bir ölüm kalım savaşı. Eğer 'harekatı bırak' butonuna basarsanız yenilgiyi kabul etmiş olacaksınız ve üssü kaybedeceğiz." STR_ALIEN_BASE_ASSAULT: "YABANCI ÜSSÜNE TAARRUZ" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-Com personeli, bir Yabancı üssüne sızmayı başardı. Üssü çalışmaz hale getirmek için kontrol merkezi yok edilmeli. Harekatın sona ermesi için ya tüm düşman ünitelerin etkisiz hale getirilmesi ya da takımınızın yeşil tahliye bölgesine geri dönmesi gerekli (geri çekilmek için, 'harekatı bırak' butonuna basın)." STR_CYDONIA_BRIEFING: "Cydonia'ya ulaştınız. Marslı Sfenks'in yakınında büyük bir yer altı kompleksine giriş yaptınız. Tüm Yabancı faaliyetlerini yöneten Yabancı Beyin'i yok etmelisiniz. İnsanlığın kaderi sizin ellerinizde." STR_TERROR_MISSION: "TERÖR HAREKATI" STR_TERROR_MISSION_BRIEFING: "Harekat, tüm düşman unsurları etkisiz hale getirildiğinde başarıya ulaşacaktır. Yabancı tehdidini yok ederek, bölgedeki sivillerin hayatını kurtarmaya çalışmalısınız. Harekatı iptal etmek için, X-Com personelini intikal aracına geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "ÜRETİM İÇİN BOŞ HANGAR YOK!{SMALLLINE}Bir üsse tahsis edilen, transfer edilen, satın alınan ya da üretimine başlanan her bir araç için bir hangar ayrılmalıdır. Yeni bir hangar inşa edin ya da diğer araçlardan birini başka bir üsse transfer edin." STR_NO_FREE_HANGARS_FOR_PURCHASE: "SATINALIM İÇİN BOŞ HANGAR YOK!{SMALLLINE}Bir üsse tahsis edilen, transfer edilen, satın alınan ya da üretimine başlanan her bir araç için bir hangar ayrılmalıdır. Yeni bir hangar inşa edin ya da diğer araçlardan birini başka bir üsse transfer edin." STR_NO_FREE_HANGARS_FOR_TRANSFER: "TRANSFER İÇİN BOŞ HANGAR YOK!{SMALLLINE}Bir üsse tahsis edilen, transfer edilen, satın alınan ya da üretimine başlanan her bir araç için bir hangar ayrılmalıdır. Yeni bir hangar inşa edin ya da diğer araçlardan birini başka bir üsse transfer edin." STR_CANNOT_BUILD_HERE: "BURADA İNŞA EDİLEMEZ!{SMALLLINE}Yeni tesis, mevcut bir tesise komşu olmak zorunda." STR_NO_FREE_ACCOMODATION: "YETERLİ YAŞAM ALANI YOK!{SMALLLINE}Varış üssü, personel için yeterli koğuş kapasitesine sahip değil." STR_NOT_ENOUGH_WORK_SPACE: "YETERLİ ÇALIŞMA ALANI YOK!{SMALLLINE}Ya yeni bir atölye inşa edin ya da diğer projelere ayrılan iş gücünü azaltın." STR_NOT_ENOUGH_MONEY: "YETERLİ PARA YOK!" STR_NOT_ENOUGH_STORE_SPACE: "YETERLİ DEPO ALANI YOK!{SMALLLINE}Yeni bir depo inşa edin ya da mevcut stokları diğer üslere transfer edin." STR_NOT_ENOUGH_LIVING_SPACE: "YETERLİ YAŞAM ALANI YOK!{SMALLLINE}Yeni koğuşlar inşa edin ya da mevcut personeli diğer üslere transfer edin." STR_LAUNCH_INTERCEPTION: "TAKİP BAŞLAT" STR_CRAFT: "ARAÇ" STR_STATUS: "DURUM" STR_BASE: "ÜS" STR_READY: "HAZIR" STR_OUT: "DIŞARIDA" STR_REPAIRS: "TAMİRAT" STR_REFUELLING: "YAKIT İKMALİ" STR_REARMING: "SİLAHLANMA" STR_TARGET: "HEDEF: {0}" STR_WAY_POINT: "ARA NOKTA" STR_ARE_YOU_SURE_CYDONIA: "Bu aracı Cydonia harekatına göndermek istediğinize emin misiniz?" STR_YES: "EVET" STR_NO: "HAYIR" STR_SELECT_DESTINATION: "HEDEFİ SEÇ" STR_CYDONIA: "CYDONIA" STR_SELECT_SITE_FOR_NEW_BASE: "YENİ ÜS İÇİN KONUM BELİRLEYİN" STR_RETURN_TO_BASE: "ÜSSE GERİ DÖN" STR_SELECT_NEW_TARGET: "YENİ HEDEF SEÇ" STR_PATROL: "DEVRİYE" STR_STATUS_: "DURUM>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "HASARLI - ÜSSE DÖNÜYOR" STR_LOW_FUEL_RETURNING_TO_BASE: "YAKIT AZALDI - ÜSSE DÖNÜYOR" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "GÖREV TAMAMLANDI - ÜSSE DÖNÜYOR" STR_PATROLLING: "DEVRİYE GEZİYOR" STR_TAILING_UFO: "UFO TAKİBİ" STR_INTERCEPTING_UFO: "UFO-{0} TAKİP EDİLİYOR" STR_RETURNING_TO_BASE: "ÜSSE DÖNÜYOR" STR_DESTINATION_UC_: "HEDEF: {0}" STR_BASE_UC: "ÜS>{ALT}{0}" STR_SPEED_: "SÜRAT>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "AZAMİ SÜRAT>{ALT}{0}{ALT}" STR_ALTITUDE_: "İRTİFA>{ALT}{0}" STR_VERY_LOW: "ÇOK DÜŞÜK" STR_LOW_UC: "DÜŞÜK" STR_HIGH_UC: "YÜKSEK" STR_VERY_HIGH: "ÇOK YÜKSEK" STR_FUEL: "YAKIT>{ALT}{0}" STR_WEAPON_ONE: "SİLAH-1>{ALT}{0}" STR_NONE_UC: "YOK" STR_ROUNDS_: "MERMİ>{ALT}{0}" STR_WEAPON_TWO: "SİLAH-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "TAKİP ARACI" STR_BASE_: "Üs>{0}" STR_NAME_UC: "İSİM" STR_AMMO_: "CEPHANE>{ALT}{0}" STR_CREW: "MÜRETTEBAT" STR_EQUIPMENT_UC: "TEÇHİZAT" STR_ARMOR: "ZIRH" STR_MAX: "AZAMİ>{ALT}{0}" STR_ROOKIE: "Çaylak" STR_SQUADDIE: "Er" STR_SERGEANT: "Çavuş" STR_CAPTAIN: "Yüzbaşı" STR_COLONEL: "Albay" STR_COMMANDER: "Komutan" STR_SELECT_SQUAD_FOR_CRAFT: "{0} için Takım Seç" STR_SORT_BY: "SIRALAMA..." STR_ORIGINAL_ORDER: "ÖZGÜN SIRALAMA" STR_MISSIONS2: "GÖREV SAYISI" STR_KILLS2: "İMHA" STR_WOUND_RECOVERY2: "MALÜLİYET SÜRESİ" STR_SPACE_AVAILABLE: "BOŞ ALAN>{ALT}{0}" STR_SPACE_USED: "KULLANILAN ALAN>{ALT}{0}" STR_SPACE_USED_UC: "KULLANILAN ALAN" STR_RANK: "RÜTBE" STR_WOUNDED: "YARALI" STR_EQUIPMENT_FOR_CRAFT: "{0} için Teçhizat" STR_DEFENSE_VALUE: "Savunma Değeri" STR_HIT_RATIO: "İsabet Oranı" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}iniş yapmaya hazır.{NEWLINE}Hedef:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Göreve Başla?" STR_SELECT_ARMAMENT: "Donatım Seç" STR_AMMUNITION_AVAILABLE: "MEVCUT CEPHANE" STR_ARMAMENT: "DONATIM" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "{0}{NEWLINE}için zırh tahsis et" STR_TYPE: "TİP" STR_PERSONAL_ARMOR_UC: "VÜCUT ZIRHI" STR_POWER_SUIT_UC: "GÜÇLENDİRİLMİŞ ZIRH" STR_FLYING_SUIT_UC: "UÇUŞ ZIRHI" STR_SELECT_ARMOR: "Zırh Seç" STR_NORTH: "KUZEY" STR_NORTH_EAST: "KUZEY DOĞU" STR_EAST: "DOĞU" STR_SOUTH_EAST: "GÜNEY DOĞU" STR_SOUTH: "GÜNEY" STR_SOUTH_WEST: "GÜNEY BATI" STR_WEST: "BATI" STR_NORTH_WEST: "KUZEY BATI" STR_SELECT_ACTION: "AKSİYON SEÇ" STR_CONTINUE_INTERCEPTION_PURSUIT: "TAKİBE DEVAM ET" STR_PURSUE_WITHOUT_INTERCEPTION: "TEMAS SAĞLAMADAN TAKİP" STR_VERY_LARGE: "ÇOK BÜYÜK" STR_LARGE: "BÜYÜK" STR_MEDIUM_UC: "ORTA" STR_SMALL: "KÜÇÜK" STR_VERY_SMALL: "ÇOK KÜÇÜK" STR_GROUNDED: "ZEMİN" STR_DETECTED: "Tespit edildi" STR_SIZE_UC: "BOYUT" STR_ALTITUDE: "İRTİFA" STR_HEADING: "İSTİKAMET" STR_SPEED: "SÜRAT" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFO'YA ODAKLAN-SÜRE=5 Sn." STR_TRACKING_LOST: "UFO İZİNİ KAYBETTİRDİ" STR_REDIRECT_CRAFT: "ARACI YENİDEN YÖNLENDİR" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "BİLİNEN SON UFO KONUMUNA GİT" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "YABANCI ÜSSÜ-{0}" STR_CRASH_SITE_: "DÜŞÜŞ BÖLGESİ-{0}" STR_LANDING_SITE_: "İNİŞ BÖLGESİ-{0}" STR_WAY_POINT_: "ARA NOKTA-{0}" STR_TERROR_SITE: "TERÖR MEVKİİ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}{1}{NEWLINE}hedefine ulaştı" STR_NOW_PATROLLING: "Devriye geziyor" STR_ALIEN_ORIGINS: "Yabancı Kökenleri" STR_THE_MARTIAN_SOLUTION: "Mars Sorununa Çözüm" STR_CYDONIA_OR_BUST: "Ya Cydonia ya Ölüm" STR_UFOPAEDIA: "UFOpedi" STR_XCOM_CRAFT_ARMAMENT: "X-COM ARAÇ VE TEÇHİZATI" STR_HEAVY_WEAPONS_PLATFORMS: "AĞIR SİLAH PLATFORMU" STR_WEAPONS_AND_EQUIPMENT: "SİLAH VE TEÇHİZAT" STR_ALIEN_ARTIFACTS: "YABANCI YAPITLARI" STR_BASE_FACILITIES: "TESİSLER" STR_ALIEN_LIFE_FORMS: "YABANCI YAŞAM FORMLARI" STR_ALIEN_RESEARCH_UC: "YABANCI ARAŞTIRMASI" STR_UFO_COMPONENTS: "UFO BİLEŞENLERİ" STR_UFOS: "UFO'lar" STR_SELECT_ITEM: "KONU BAŞLIKLARI" STR_ACCELERATION: "SÜRATLENME>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "YAKIT KAPASİTESİ>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SİLAH YUVALARI>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "HASAR KAPASİTESİ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "KARGO ALANI>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "ASP KAPASİTESİ>{ALT}{0}{ALT}" STR_DAMAGE: "Hasar" STR_RANGE: "Menzil" STR_KILOMETERS: "{0} km" STR_ACCURACY: "İsabet" STR_RE_LOAD_TIME: "Doldurma süresi" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "ZIRH DELİCİ" STR_DAMAGE_INCENDIARY: "YANGIN ÇIKARICI" STR_DAMAGE_HIGH_EXPLOSIVE: "PATLAYICI" STR_DAMAGE_LASER_BEAM: "LAZER IŞINI" STR_DAMAGE_PLASMA_BEAM: "PLAZMA IŞINI" STR_DAMAGE_STUN: "ŞOK" STR_DAMAGE_MELEE: "YAKIN DÖVÜŞ" STR_DAMAGE_ACID: "ASİT" STR_DAMAGE_SMOKE: "DUMAN" STR_SHOT_TYPE: "ATIŞ TİPİ" STR_ACCURACY_UC: "İSABET" STR_TIME_UNIT_COST: "ZÜ" STR_DAMAGE_UC: "HASAR" STR_AMMO: "MÜHİMMAT" STR_SHOT_TYPE_AUTO: "Otomatik" STR_SHOT_TYPE_SNAP: "Ani" STR_SHOT_TYPE_AIMED: "Keskin" STR_CONSTRUCTION_TIME: "İnşaat Süresi" STR_CONSTRUCTION_COST: "İnşaat Maliyeti" STR_MAINTENANCE_COST: "Bakım Maliyeti" STR_LOW: "Düşük" STR_MEDIUM: "Orta" STR_HIGH: "Yüksek" STR_CRAFT_WEAPON: "Araç Silahı" STR_CRAFT_AMMUNITION: "Araç Mühimmatı" STR_HEAVY_WEAPONS_PLATFORM: "Ağır Silah Platformu" STR_WEAPON: "Silah" STR_AMMUNITION: "Mühimmat" STR_EQUIPMENT: "Teçhizat" STR_ALIEN_CORPSE: "Yabancı Cesedi" STR_UFO_COMPONENT: "UFO bileşeni" STR_PERSONAL_ARMOR: "Vücut Zırhı" STR_RAW_MATERIALS: "Ham Madde" STR_HWP_CANNON_SHELLS: "ASP Top Mermileri" STR_ALIEN: "Yabancı" STR_SECTOID: "Sektoid" STR_SNAKEMAN: "Yılanadam" STR_ETHEREAL: "Semavi" STR_MUTON: "Muton" STR_FLOATER: "Fantom" STR_CELATID: "Selatid" STR_SILACOID: "Silakoid" STR_CHRYSSALID: "Krizalid" STR_ZOMBIE: "Zombi" STR_REAPER: "Orakçı" STR_SECTOPOD: "Sektopod" STR_CYBERDISC: "Siberdisk" STR_LIVE_COMMANDER: "Komutan" STR_LIVE_LEADER: "Lider" STR_LIVE_ENGINEER: "Mühendis" STR_LIVE_MEDIC: "Sıhhiyeci" STR_LIVE_NAVIGATOR: "Seyrüseferci" STR_LIVE_SOLDIER: "Asker" STR_LIVE_TERRORIST: "Terörist" STR_FLOATER_SOLDIER: "Asker Fantom" STR_FLOATER_NAVIGATOR: "Seyrüseferci Fantom" STR_FLOATER_MEDIC: "Sıhhiyeci Fantom" STR_FLOATER_ENGINEER: "Mühendis Fantom" STR_FLOATER_LEADER: "Lider Fantom" STR_FLOATER_COMMANDER: "Komutan Fantom" STR_SECTOID_SOLDIER: "Asker Sektoid" STR_SECTOID_NAVIGATOR: "Seyrüseferci Sektoid" STR_SECTOID_MEDIC: "Sıhhiyeci Sektoid" STR_SECTOID_ENGINEER: "Mühendis Sektoid" STR_SECTOID_LEADER: "Lider Sektoid" STR_SECTOID_COMMANDER: "Komutan Sektoid" STR_SNAKEMAN_SOLDIER: "Asker Yılanadam" STR_SNAKEMAN_NAVIGATOR: "Seyrüseferci Yılanadam" STR_SNAKEMAN_ENGINEER: "Mühendis Yılanadam" STR_SNAKEMAN_LEADER: "Lider Yılanadam" STR_SNAKEMAN_COMMANDER: "Komutan Yılanadam" STR_MUTON_SOLDIER: "Asker Muton" STR_MUTON_NAVIGATOR: "Seyrüseferci Muton" STR_MUTON_ENGINEER: "Mühendis Muton" STR_ETHEREAL_SOLDIER: "Asker Semavi" STR_ETHEREAL_LEADER: "Lider Semavi" STR_ETHEREAL_COMMANDER: "Komutan Semavi" STR_CYBERDISC_TERRORIST: "Terörist Siberdisk" STR_REAPER_TERRORIST: "Terörist Orakçı" STR_CHRYSSALID_TERRORIST: "Terörist Krizalid" STR_CELATID_TERRORIST: "Terörist Selatid" STR_SILACOID_TERRORIST: "Terörist Silakoid" STR_SECTOPOD_TERRORIST: "Terörist Sektopod" STR_UFO_POWER_SOURCE: "UFO Güç Kaynağı" STR_UFO_NAVIGATION: "UFO Seyrüsefer Modülü" STR_UFO_CONSTRUCTION: "UFO Konstrüksiyonu" STR_ALIEN_FOOD: "Yabancı Gıdası" STR_ALIEN_REPRODUCTION: "Yabancılarda Üreme" STR_ALIEN_ENTERTAINMENT: "Yabancı Eğlence Tesisi" STR_ALIEN_SURGERY: "Yabancı Ameliyathanesi" STR_EXAMINATION_ROOM: "Tetkik Odası" STR_ALIEN_ALLOYS: "Yabancı Alaşımları" STR_ALIEN_HABITAT: "Yabancı Yaşam Alanı" STR_POWER_SUIT: "Güçlendirilmiş Zırh" STR_FLYING_SUIT: "Uçuş Zırhı" STR_HWP_ROCKETS: "ASP Roketleri" STR_HWP_FUSION_BOMB: "ASP Füzyon Bombası" STR_LASER_WEAPONS: "Lazer Silahları" STR_NEW_FIGHTER_CRAFT: "Yeni Avcı Uçağı" STR_NEW_FIGHTER_TRANSPORTER: "Yeni Avcı-Taşıyıcı" STR_ULTIMATE_CRAFT: "Nihai Araç Tasarımı" STR_LASER_PISTOL: "Lazer Tabancası" STR_LASER_RIFLE: "Lazer Tüfeği" STR_HEAVY_LASER: "Ağır Lazer" STR_LASER_CANNON: "Lazer Topu" STR_PLASMA_CANNON: "Plazma Topu" STR_FUSION_MISSILE: "Füzyon Füzesi" STR_LASER_DEFENSE: "Lazer Savunma" STR_PLASMA_DEFENSE: "Plazma Savunma" STR_FUSION_DEFENSE: "Füzyon Savunma" STR_GRAV_SHIELD: "Yerçekim Kalkanı" STR_MIND_SHIELD: "Zihin Kalkanı" STR_PSI_LAB: "Psi-Lab" STR_MOTION_SCANNER: "Hareket Dedektörü" STR_MEDI_KIT: "İlk Yardım Çantası" STR_TANK_CANNON: "Tank: Top" STR_TANK_ROCKET_LAUNCHER: "Tank: Roketatar" STR_TANK_LASER_CANNON: "Tank: Lazer Topu" STR_HOVERTANK_PLASMA: "Uçartank: Plazma" STR_HOVERTANK_LAUNCHER: "Uçartank: Roketatar" STR_STINGRAY_LAUNCHER: "Vatoz Roketatar" STR_AVALANCHE_LAUNCHER: "Heyelan Roketatar" STR_CANNON: "Volkan Topu" STR_FUSION_BALL_LAUNCHER: "Füzyon Topu Atıcısı" STR_PLASMA_BEAM: "Plazma Işını" STR_STINGRAY_MISSILES: "Vatoz Füzesi" STR_AVALANCHE_MISSILES: "Heyelan Füzesi" STR_CANNON_ROUNDS_X50: "Volkan Top Mermisi (x50)" STR_FUSION_BALL: "Füzyon Topu" STR_SOLDIER: "Asker" STR_SCIENTIST: "Bilim İnsanı" STR_ENGINEER: "Mühendis" STR_NORTH_AMERICA: "Kuzey Amerika" STR_ARCTIC: "Arktika" STR_ANTARCTICA: "Antarktika" STR_SOUTH_AMERICA: "Güney Amerika" STR_EUROPE: "Avrupa" STR_NORTH_AFRICA: "Kuzey Afrika" STR_SOUTHERN_AFRICA: "Güney Afrika" STR_CENTRAL_ASIA: "Orta Asya" STR_SOUTH_EAST_ASIA: "Güney Doğu Asya" STR_SIBERIA: "Sibirya" STR_AUSTRALASIA: "Avustralasya" STR_PACIFIC: "Pasifik" STR_NORTH_ATLANTIC: "Kuzey Atlantik" STR_SOUTH_ATLANTIC: "Güney Atlantik" STR_INDIAN_OCEAN: "Hint Okyanusu" STR_ALIEN_RESEARCH: "Yabancı Araştırması" STR_ALIEN_HARVEST: "Yabancı Hasadı" STR_ALIEN_ABDUCTION: "İnsan Kaçırma" STR_ALIEN_INFILTRATION: "Yabancı Sızma Harekatı" STR_ALIEN_BASE: "Yabancı Üssü" STR_ALIEN_TERROR: "Terör Saldırısı" STR_ALIEN_RETALIATION: "Karşı Taarruz" STR_ALIEN_SUPPLY: "Yabancı İkmal Görevi" STR_MAXIMUM_SPEED: "Azami Sürat" STR_HYPER_WAVE_DECODER_UC: "HİPER-DALGA ÇÖZÜCÜ" STR_SKYRANGER: "GÖKMUHAFIZI" STR_LIGHTNING: "YILDIRIM" STR_AVENGER: "İNTİKAMCI" STR_INTERCEPTOR: "YOLKESEN" STR_FIRESTORM: "ATEŞFIRTINASI" STR_UFO: "UFO" STR_STINGRAY: "VATOZ" STR_AVALANCHE: "HEYELAN" STR_CANNON_UC: "VOLKAN" STR_FUSION_BALL_UC: "FÜZYON TOPU" STR_LASER_CANNON_UC: "LAZER TOPU" STR_PLASMA_BEAM_UC: "PLAZMA IŞINI" STR_DAMAGE_CAPACITY: "Hasar Kapasitesi" STR_WEAPON_POWER: "Silah Gücü" STR_WEAPON_RANGE: "Silah Menzili" STR_ACCESS_LIFT: "Giriş Asansörü" STR_LABORATORY: "Laboratuvar" STR_WORKSHOP: "Atölye" STR_SMALL_RADAR_SYSTEM: "Küçük Radar Sistemi" STR_LARGE_RADAR_SYSTEM: "Büyük Radar Sistemi" STR_MISSILE_DEFENSES: "Roket Savunma" STR_GENERAL_STORES: "Depo" STR_ALIEN_CONTAINMENT: "Yabancı Karantinası" STR_LASER_DEFENSES: "Lazer Savunma" STR_PLASMA_DEFENSES: "Plazma Savunma" STR_FUSION_BALL_DEFENSES: "Füzyon Topu Savunma" STR_PSIONIC_LABORATORY: "Psionik Laboratuvar" STR_HYPER_WAVE_DECODER: "Hiper-dalga Çözücü" STR_HANGAR: "Hangar" STR_USA: "ABD" STR_RUSSIA: "RUSYA" STR_UK: "BK" STR_FRANCE: "FRANSA" STR_GERMANY: "ALMANYA" STR_ITALY: "İTALYA" STR_SPAIN: "İSPANYA" STR_CHINA: "ÇİN" STR_JAPAN: "JAPONYA" STR_INDIA: "HİNDİSTAN" STR_BRAZIL: "BREZİLYA" STR_AUSTRALIA: "AVUSTRALYA" STR_NIGERIA: "NİJERYA" STR_SOUTH_AFRICA: "GÜNEY AFRİKA" STR_EGYPT: "MISIR" STR_CANADA: "KANADA" STR_TANK: "Tank" STR_CIVILIAN: "Sivil" STR_JAN: "Oca" STR_FEB: "Şub" STR_MAR: "Mar" STR_APR: "Nis" STR_MAY: "May" STR_JUN: "Haz" STR_JUL: "Tem" STR_AUG: "Ağu" STR_SEP: "Eyl" STR_OCT: "Eki" STR_NOV: "Kas" STR_DEC: "Ara" STR_INTERNATIONAL_RELATIONS: "Uluslararası İlişkiler" STR_COUNTRY: "Ülke" STR_FUNDING: "Finansman" STR_CHANGE: "Değişiklik" STR_WEAPON_SYSTEMS: "SİLAH SİSTEMLERİ" STR_HWPS: "ASP'ler" STR_DAMAGE_UC_: "HASAR>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Giriş asansörü, yer altındaki üsse personel ve teçhizatın giriş çıkışını sağlar. Yeni inşa edilen bir üste ilk kurulan tesistir. Asansör bölgesi, olası bir düşman saldırısında hücuma maruz kalmaya meyillidir." STR_LIVING_QUARTERS_UFOPEDIA: "Her bir koğuş, azami 50 personel için yaşam alanı sağlar. Tesis, temel eğlence, yeme içme ve uyuma alanlarından oluşur." STR_LABORATORY_UFOPEDIA: "Bir laboratuvarda, azami 50 bilim insanı çalışabilir. Laboratuvarlar, madde, biyokimya ve kozmoloji araştırmaları için en son teknolojiyle donatılmıştır. Askeri kurumlar da dahil olmak üzere dünyanın en gelişmiş araştırma laboratuvarlarına ayrıcalıklı erişim yetkisi mevcuttur." STR_WORKSHOP_UFOPEDIA: "Atölyeler, laboratuvarlarda tasarlanan tüm teçhizatı üretebilecek ekipman ve teknolojiyle donatılmışlardır. Her bir atölye, azami 50 mühendis için çalışma ortamı sağlar, ancak üretimi devam eden teçhizatın da bir miktar yer kaplayacağını unutmayın." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Büyük radar tespit sistemleri, 300 deniz mili menzile sahiptir ve yer taraması için de uydularla bağlantılıdır. Her bir sistemin, her 30 dakikada bir, orta büyüklükte bir cismi tespit etmek için %10 şansı vardır." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Küçük radar tespit sistemleri, 450 deniz mili menzile sahiptir ve yer taraması için de uydularla bağlantılıdır. Her bir sistemin, her 30 dakikada bir, orta büyüklükte bir cismi tespit etmek için %20 şansı vardır." STR_MISSILE_DEFENSES_UFOPEDIA: "Füze savunma sistemleri, üssün yakınına inmeye çalışan düşman araçlarıyla yürütülecek bir Yabancı istilasına karşı koruma sağlar." STR_GENERAL_STORES_UFOPEDIA: "Hangarlarda bekleyen araçlara tahsis edilmiş olanlar da dahil olmak üzere tüm silah sistemleri, teçhizat, cephane, ele geçirilen materyal ve Ağır Silah Platformları, bu depolarda saklanır." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Canlı ele geçirilen Yabancıların yaşamsal faaliyetlerini sürdürebilmek için özel bir ortama ihtiyaçları vardır. Karantina tesisi, izole üniteler içerisinde azami 10 adet Yabancıyı muhafaza edebilir." STR_LASER_DEFENSES_UFOPEDIA: "Lazer savunma silahları, düşman araçlarının istilasına karşı koruma sağlar." STR_PLASMA_DEFENSES_UFOPEDIA: "Plazma savunma sistemleri, düşman araçlarının istilasına karşı güçlü ve etkin bir koruma sağlar." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Füzyon roketleri, Yabancı saldırılarına karşı en etkin koruma sağlayan savunma sistemleridir. Bu roketler, patlama anında, belli bir yarıçap içindeki her şeyi yok edebilen bir anti-madde çöküşü oluştururlar." STR_GRAV_SHIELD_UFOPEDIA: "Yerçekim kalkanı, üssün yakınında iniş yapmaya çalışan araçları bir defaya mahsus geri püskürterek tüm savunma sistemlerinin bir kez daha ateş edebilmesi için yeterli zaman sağlar. Pratikte bu kalkan, üssünüzde mevcut olan tüm savunma sistemlerinin toplam etkisini ikiye katlayacaktır." STR_MIND_SHIELD_UFOPEDIA: "Yabancılar, insan varlığını tespit etmek için beyin dalgalarını takip etme yeteneklerine güveniyorlar. Bu nedenle dalga yayılımını bir kalkan sistemiyle engellemek, üsleri saklamak için en etkin yol. Bu savunma sistemi sayesinde, Yabancı araçları tarafından üslerimizin tespit edilme riski önemli ölçüde azaltılabiliyor." STR_PSIONIC_LABORATORY_UFOPEDIA: "Psionik laboratuvarlarda, üsteki tüm askerlerin zihinsel potansiyelleri değerlendirilir ve psionik yeteneklerini kullanabilmeleri için eğitim olanağı sağlanır. Her bir laboratuvarda, azami on asker eğitim görebilir. Sınıf mevcutları her ayın sonunda belirlenir. Askerler, psionik yeteneklerini bir psi-amp kullanarak odaklayabilir ve savaşta zihinsel saldırılarda bulunabilirler." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Yabancılar, neredeyse anlık iletilebilen boyut üstü dalgalar kullanarak iletişim kuruyorlar. Hiper-dalga çözücü, UFO'lardan yayınlanan bu dalgaları yakalayıp şifreli mesajları çözebiliyor. Bu sayede UFO'nun tipi, mürettebatındaki Yabancı ırkının hangisi olduğu ve aracın görevli olduğu harekat tipi tespit edilebiliyor." STR_HANGAR_UFOPEDIA: "Her bir hangar, bir adet araca ev sahipliği yapabilir. Hangarlar, X-Com araçlarının bakımı, tamiratı ve yakıt ikmali için kullanılacak teçhizatla donatılmışlardır. Bir üste konuşlanmış her bir araca ayrı bir hangar tahsis edilmiş olmalıdır. Araç, üs dışında göreve çıkmış da olsa, tahsis edilen hangar, bir başka araç tarafından kullanılamaz." STR_PISTOL_UFOPEDIA: "Standart X-Com tabancası, 12 mermi kapasiteli ve yüksek güçlü bir yarı otomatik silah." STR_RIFLE_UFOPEDIA: "Lazerli nişan sistemiyle donatılmış çok isabetli bir keskin nişancı tüfeği. 6.7mm mermi kullanıyor ve 20 mermilik şarjör kapasitesi var." STR_HEAVY_CANNON_UFOPEDIA: "Ağır top, çok hantal ama bir o kadar da yıkıcı bir silah. Kullanışlılığı, üç farklı tipte cephane kullanabiliyor olmasından ileri geliyor: Zırh delici, yangın çıkarıcı ve kuvvetli patlayıcı." STR_AUTO_CANNON_UFOPEDIA: "Otomatik ağır silah, ağır top gibi çok yönlü ve güçlü bir silah olmakla beraber, daha seri atış yeteneğine sahiptir." STR_ROCKET_LAUNCHER_UFOPEDIA: "Roketatar, üç ayrı büyüklükte füze fırlatabilen lazer güdümlü bir sistemdir." STR_LASER_PISTOL_UFOPEDIA: "Lazer tabancası, yeni savaş teknolojilerinin etkin bir uygulamasıdır. Standart bir tabancanın elverişliliğiyle, daha hızlı ve isabetli atış avantajını bir arada sunar." STR_LASER_RIFLE_UFOPEDIA: "Lazer tüfeği, daha önceki tabanca tasarımından daha isabetli ve güçlü bir silahtır." STR_HEAVY_LASER_UFOPEDIA: "Ağır lazer hantal olmakla birlikte, son derece etkili bir silah." STR_GRENADE_UFOPEDIA: "Bu standart el bombası, gelişmiş ve hassas bir zamanlayıcı içerir." STR_SMOKE_GRENADE_UFOPEDIA: "Duman bombaları, askerlerin açıkta kaldığı çatışma durumlarında perdeleme sağlamak için kullanılır. Düşmana da avantaj sağlayabileceği için dikkatli kullanılması gerekir." STR_PROXIMITY_GRENADE_UFOPEDIA: "Harekete duyarlı mayın, sıradan bir el bombası gibi fırlatılarak kullanılır, ancak tetikleme mekanizması, düştüğü yerin civarında hareket eden nesnelere duyarlıdır. Bu silahları doğru biçimde kullanabilmek için büyük tecrübe ve dikkat gerekir." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Bu patlayıcı, sadece yıkım amacıyla kullanılmalıdır. Tüm personel, yıkım bölgesinden uzak tutulmalıdır." STR_MOTION_SCANNER_UFOPEDIA: "Bu gelişmiş araç, çeşitli dedektörler ve ileri bilgisayar algoritmaları kullanarak hareketli düşman birimlerini tespit edebilir, ancak etkin biçimde kullanabilmek için bir miktar tecrübe gerektirir. Taktik ekranında hareket dedektörü ikonuna tıklayın. Menüden 'Dedektör Kullan' komutunu seçin. Tarayıcı ekranının ortasında, askerin yüzünün dönük olduğu istikameti gösteren bir ok göreceksiniz (yukarısı Kuzeyi gösterir). Yanıp sönen noktalar, yakın zamanda hareket etmiş olan birimleri temsil eder. Büyük boyutlu veya hızlı hareket eden birimlere ait noktalar daha büyük görüntülenir. Hareketsiz birimler tespit edilemeyecektir." STR_MEDI_KIT_UFOPEDIA: "İlk yardım çantası, sağlık müdahale araçlarının yanı sıra ağrı kesiciler ve uyarıcılar içerir. İlk yardım çantasını kullanmak için, yüzünüzü tedaviye ihtiyaç duyan askere dönmeniz, eğer asker bilincini kaybetmişse, vücudunun üzerinde durmanız gerekir. İlk yardım çantası ikonuna tıklayın ve menüden 'ilk yardım çantası kullan' komutunu seçin.{NEWLINE}TEDAVİ> Ağır yaralı organlar kırmızı renkte gösterilir. Yaralı bölgeye tıklayın ve 'Tedavi' butonuna basın. Hayati yaralardan bir tanesi iyileştirilecek ve askerin sağlığı bir miktar yerine gelecektir.{NEWLINE}UYARICI> Bu seçenek, kaybedilen enerjinin yeniden kazandırılması ve bilincini yitirmiş (sersemletilmiş) askerlerin uyandırılması için kullanılır. Bilinçsiz bir askere tedavi uygulamak için doğrudan vücudun üzerinde durmanız gerekir.{NEWLINE}AĞRI KESİCİ> Bu seçenek, yaralı askerlerin moralini, kaybettikleri sağlık oranında yükseltmeye yarar." STR_PSI_AMP_UFOPEDIA: "Psionik amplifikatör, sadece psionik eğitim almış askerler tarafından kullanılabilir. Çatışma anında psi-amp ikonuna tıklayın, saldırı tipini belirleyin ve imleci kullanarak hedefi seçin. İki farklı psionik saldırı tipi mevcut:{NEWLINE}PANİĞE SEVKET> Eğer bu saldırı başarılı olursa, hedefin moralini düşürür ve paniğe kapılmasına neden olabilir.{NEWLINE}ZİHİN KONTROLÜ> Bu saldırı başarılı olduğunda, düşman ünitesinin kontrolü tamamiyle elinize geçmiş olur. Bu tip bir saldırıda başarılı olma ihtimali daha düşüktür." STR_STUN_ROD_UFOPEDIA: "Canlı bir organizmayı öldürmeden elektrik şokuyla etkisiz hale getirme amaçlı bu cihaz, sadece yakın dövüşte kullanılabilir." STR_MIND_PROBE_UFOPEDIA: "Zihin sondası, beyin dalgalarını yakalayarak doğrudan bilgiye dönüştüren bir Yabancı cihazıdır. X-Com personeli, bu cihazı kullanarak hedefledikleri bir Yabancı unsur hakkında detaylı bilgiye erişebilirler. Zihin sondası üzerinde 'kullan' komutunu tıklayın. Ardından, imleci kullanarak hedef alınacak Yabancıyı seçin." STR_PLASMA_PISTOL_UFOPEDIA: "Plazma tabancası, küçük bir karşı-çekim haznesi içinde parçacık hızlandırılması prensibiyle çalışan, ölümcül bir Yabancı silahıdır." STR_PLASMA_RIFLE_UFOPEDIA: "Küçük bir karşı-çekim haznesi içinde parçacık hızlandırılması prensibiyle çalışan, yüksek tahrip gücüne sahip bir silah." STR_HEAVY_PLASMA_UFOPEDIA: "Ağır plazma, küçük bir karşı-çekim haznesi içinde parçacık hızlandırılması prensibiyle çalışan, korkunç tahrip gücüne sahip bir silahtır." STR_BLASTER_LAUNCHER_UFOPEDIA: "Yabancıların çok güçlü 'tahrip bombası' fırlatan güdümlü roketatarı. Silahı ateşlemek için tahrip bombasının izleyeceği güzergahı belirleyen birden fazla ara nokta seçebilirsiniz. Yeterince ara nokta tanımladıktan sonra \"ateşle\" butonuna basın." STR_SMALL_LAUNCHER_UFOPEDIA: "Sersemletici bomba atan hafif silah. Yabancıları canlı ele geçirmek için çok kullanışlı." STR_ALIEN_GRENADE_UFOPEDIA: "Bu silah, dünya üretimi bir el bombasıyla aynı şekilde kullanılır - ancak çok daha kuvvetli bir patlama etkisi vardır." STR_SMALL_SCOUT: "Küçük Kaşif" STR_MEDIUM_SCOUT: "Orta Boy Kaşif" STR_LARGE_SCOUT: "Büyük Kaşif" STR_HARVESTER: "Hasat Gemisi" STR_ABDUCTOR: "Kaçıran" STR_TERROR_SHIP: "Terör Gemisi" STR_BATTLESHIP: "Savaş Gemisi" STR_SUPPLY_SHIP: "İkmal gemisi" STR_RATING: "DEĞERLENDİRME> {0}" STR_RATING_TERRIBLE: "REZALET!" STR_RATING_POOR: "ZAYIF!" STR_RATING_OK: "GEÇER" STR_RATING_GOOD: "İYİ!" STR_RATING_EXCELLENT: "MÜKEMMEL!" STR_SCORE: "SKOR" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM PROJESİ AYLIK RAPOR" STR_MONTH: "Ay> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Finansör uluslar konseyi, genel olarak şu ana kadarki gidişatınızdan memnun." STR_COUNCIL_IS_VERY_PLEASED: "Finansör uluslar konseyi, mükemmel gidişatınızdan son derece memnun. Aynen devam." STR_COUNCIL_IS_DISSATISFIED: "Finansör uluslar konseyi, performansınızdan hoşnut değil. Yabancı tehdidiyle daha etkin bir mücadele yürütmeye başlamadığınız taktirde, projenin iptal edilmesi söz konusu olabilir." STR_YOU_HAVE_NOT_SUCCEEDED: "Ne yazık ki Yabancı istilasıyla mücadelede başarılı olamadınız ve finansör uluslar projeyi sonlandırma kararı aldılar. Her bir ulus, sorunu kendi uygun gördüğü biçimde çözmeye çalışacak. Şimdi geride kalan tek umut, görünüşte düşmancıl olan bu güçlerle bir anlaşma sağlanması ve genel halkın yabancı ziyaretçilerle mutabakata varması." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} yerel tehditle mücadelede gösterdiğiniz başarıdan çok memnun ve finansal desteğini arttırma kararı aldı." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} yerel Yabancı istilasıyla mücadelede katettiğiniz yoldan çok memnun ve finansal desteklerini arttırma kararı aldılar." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} ve {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} bölgesindeki Yabancı faaliyetleriyle mücadelede yetersiz kaldığınız kanaatinde ve finansal desteğini azaltma kararı aldı." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} bölgedeki Yabancı faaliyetleriyle mücadeleden hoşnut değil ve finansal desteğini azaltma kararı aldı." STR_KNOTS: "{0} deniz mili" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} bilinmeyen Yabancı güçleriyle gizli bir anlaşma imzaladı ve projeden çekildi." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} bilinmeyen Yabancı güçleriyle gizli bir anlaşma imzaladı ve projeden çekildiler." STR_MONTHLY_RATING: "Aylık Değerlendirme> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Finansman değişikliği> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Finansör uluslar konseyi, mali durumunuzdan hoşnut değil. Borçlarınızı $1 milyon seviyesinin altına çekemezseniz projenin sonlandırılması ihtimali gündemde." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "HİPER-DALGA GÖNDERİLERİ DEŞİFRE EDİLDİ" STR_CRAFT_TYPE: "ARAÇ TİPİ" STR_RACE: "IRK" STR_MISSION: "GÖREV" STR_ZONE: "BÖLGE" STR_ALLOCATE_RESEARCH: "Araştırma Başlat" STR_ALLOCATE_MANUFACTURE: "Üretim Başlat" STR_NEW_YORK: "New York" STR_WASHINGTON: "Washington" STR_LOS_ANGELES: "Los Angeles" STR_MONTREAL: "Montreal" STR_HAVANA: "Havana" STR_MEXICO_CITY: "Meksika" STR_CHICAGO: "Şikago" STR_VANCOUVER: "Vancouver" STR_DALLAS: "Dallas" STR_BRASILIA: "Brezilya" STR_BOGOTA: "Bogota" STR_BUENOS_AIRES: "Buenos Aires" STR_SANTIAGO: "Santiago" STR_RIO_DE_JANEIRO: "Rio de Janeiro" STR_LIMA: "Lima" STR_CARACAS: "Karakas" STR_LONDON: "Londra" STR_PARIS: "Paris" STR_BERLIN: "Berlin" STR_MOSCOW: "Moskova" STR_ROME: "Roma" STR_MADRID: "Madrid" STR_BUDAPEST: "Budapeşte" STR_LAGOS: "Lagos" STR_CAIRO: "Kahire" STR_CASABLANCA: "Kazablanka" STR_PRETORIA: "Pretoria" STR_NAIROBI: "Nairobi" STR_CAPE_TOWN: "Cape Town" STR_KINSHASA: "Kinşasa" STR_ANKARA: "Ankara" STR_DELHI: "Delhi" STR_KARACHI: "Karaçi" STR_BAGHDAD: "Bağdat" STR_TEHRAN: "Tahran" STR_BOMBAY: "Mumbai" STR_CALCUTTA: "Kalküta" STR_TOKYO: "Tokyo" STR_BEIJING: "Pekin" STR_BANGKOK: "Bangkok" STR_MANILA: "Manila" STR_SEOUL: "Seul" STR_SINGAPORE: "Singapur" STR_JAKARTA: "Cakarta" STR_SHANGHAI: "Şanghay" STR_HONG_KONG: "Hong Kong" STR_NOVOSIBIRSK: "Novosibirsk" STR_CANBERRA: "Canberra" STR_WELLINGTON: "Wellington" STR_MELBOURNE: "Melbourne" STR_PERTH: "Perth" STR_PSI_TRAINING: "Psionik Eğitim" STR_PSIONIC_TRAINING: "PSİONİK EĞİTİM" STR_REMAINING_PSI_LAB_CAPACITY: "Kalan Psi-Lab kapasitesi> {ALT}{0}" STR_PSIONIC__STRENGTH: "Psionik{NEWLINE}Direnç" STR_PSIONIC_SKILL_IMPROVEMENT: "Psionik Beceri{NEWLINE}/Gelişim" STR_PSI_AMP: "Psi-Amp" STR_IN_TRAINING: "Eğitimde?{NEWLINE}" STR_TARGETTED_BY: "HEDEFLEYEN:" STR_WEAPONS_CREW_HWPS: "ARAÇ SİLAHLARI/{NEWLINE}PERSONEL/ASP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "Yakıt azaldı,{NEWLINE}araç üsse dönüyor." STR_SOLDIER_LIST: "Asker Listesi" STR_RANK_: "RÜTBE> {ALT}{0}" STR_MISSIONS: "GÖREVLER> {ALT}{0}" STR_KILLS: "İMHA> {ALT}{0}" STR_WOUND_RECOVERY: "MALÜLİYET> {ALT}{0}" STR_TIME_UNITS: "ZAMAN ÜNİTESİ" STR_STAMINA: "DAYANIKLILIK" STR_HEALTH: "SAĞLIK" STR_BRAVERY: "CESARET" STR_REACTIONS: "TEPKİ" STR_FIRING_ACCURACY: "ATIŞ İSABETLİLİĞİ" STR_THROWING_ACCURACY: "FIRLATMA İSABETLİLİĞİ" STR_STRENGTH: "KUVVET" STR_PSIONIC_STRENGTH: "PSİONİK DİRENÇ" STR_PSIONIC_SKILL: "PSİONİK BECERİ" STR_NEW_RANK: "YENİ RÜTBE" STR_PROMOTIONS: "Terfiler" STR_SOLDIERS_UC: "ASKERLER" STR_TANK_CANNON_UFOPEDIA: "Otomatik ağır silah platformları, X-Com ekiplerine destek olmak için tasarlanmıştır. Yüksek ateş gücü ve dayanıklı zırhları, bu araçları açık arazi çatışmalarında çok değerli kılar. Tankları yeniden silahlandırabilmek için depolarınızda yeterli top mermisi bulundurduğunuzdan emin olun. Araçları bir ekibin hizmetine tahsis ettiğinizde otomatik olarak silahlandırılacaklardır." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Bu otomatik ağır silah platformu, herhangi bir Yabancı düşmanı harap edebilecek güçte roketlerle donatılmıştır. Stoklarınızda yeterli miktarda ASP roketi bulundurmaya dikkat edin." STR_TANK_LASER_CANNON_UFOPEDIA: "Lazer silahları, ASP'ler için faydalı bir eklenti. Mühimmat ihtiyacı olmaksızın yüksek atış gücü sağlıyorlar." STR_HOVERTANK_PLASMA_UFOPEDIA: "Yabancı teknolojisi sayesinde, ASP alanında bir çığır açılmıştır. Havada manevra kabiliyeti ve plazma ışınlarının gücü, ölümcül bir kombinasyon teşkil etmektedir." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Bu uçartank, korkunç yıkım gücüne sahip füzyon topları fırlatan bir roketatarla donatılmıştır. Çok dikkatli kullanın. Bu ASP'ler için sürekli füzyon topları üreterek yeterli mühimmat stoklarınız olduğundan emin olmalısınız. Füzyon topu, akıllı bir güdüm sistemine sahip . Ateşlemek için öncelikle imleci kullanarak bir ya da daha fazla ara nokta tanımlamalı, daha sonra da ateşleme simgesine tıklamalısınız." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Bu küçük cihaz, Ağır Plazma Topu için mühimmat olarak kullanılır. Az miktarda Eleryum içerir." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Bu küçük cihaz, orta kuvvette bir Yabancı silahı olan plazma tüfeği için güç kaynağı olarak kullanılır. Az miktarda Eleryum içerir." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Yabancıların küçük plazma tabancası için güç kaynağı. Yabancıların tüm diğer güç kaynakları gibi Eleryum içeriyor." STR_STUN_BOMB_UFOPEDIA: "Sersemletici bomba, canlı insan örnekleri elde etmek için kullanılmaktadır, ancak pek çok Yabancı ırka karşı da etkilidir. Ateşlemek için küçük bir fırlatıcı silah kullanılır." STR_ALIEN_RESEARCH_UFOPEDIA: "Yabancı araştırma harekatları, dünya ve üzerinde yaşayanlar hakkında temel bilgi edinmeyi amaçlıyor. Çoğunlukla, terkedilmiş bölgelere iniş yapan küçük araçlarla yürütülüyorlar. X-Com için en az tehdit teşkil eden bu tip faaliyetler, hükümetleri ve halkları da çok tedirgin etmiyor." STR_ALIEN_HARVEST_UFOPEDIA: "Yabancılar, Dünya faunasından çok çeşitli şekillerde faydalanıyor. Hayvanlar, gizlice kaçırılıyor ve bazı organları çıkartılmış olarak geri bırakılıyorlar. Parçalanmış hayvan olayları, çoğunlukla UFO faaliyetlerine paralel biçimde rapor ediliyor. Genellikle çiftlik bölgelerinde gerçekleşen bu tip faaliyetler, halk arasında ciddi huzursuzluğa yol açıyor ve hükümetler için de tedirginlik kaynağı teşkil ediyor. 'Hasat' faaliyetlerini açıklayan teori, Yabancı ırkların uzun zaman önce gezegeni 'tohumlayarak' bitki ve hayvan örtüsünün oluşmasını sağladıkları ve şimdi de zamanında ektiklerini biçmek için geri dönmüş oldukları yönünde." STR_ALIEN_ABDUCTION_UFOPEDIA: "Yabancı faaliyetleri arasında en sinsi olanıdır. Kaçırma olayları, kurbanların hafızalarını silme girişimlerine rağmen çok yaygın olarak rapor edilmektedir. Kaçırılanlar, garip genetik deneyler ve Yabancı fetüsleriyle hamile bırakılmak da dahil olmak üzere çok çeşitli fiziksel incelemelerle aşağılandıklarını anlatmaktadırlar. Yabancıların, bu faaliyetler yoluyla kendi genetik materyallerini mutasyona uğratarak yönlendirmeyi amaçladıkları düşünülüyor. Bu tür faaliyetler, şehirler gibi nüfusun yoğun olduğu bölgelerde ve gerçekleşir ve büyük ölçüde dehşete yol açar." STR_ALIEN_INFILTRATION_UFOPEDIA: "İnsan görünümlü Yabancılar, Dünya hükümetlerine sızabilirler. Böylece Yabancılar, hükümetlerle en üst düzeyde temas sağlamış olurlar. Sızma çalışmalarının doruk noktası, büyük şehirlerin yakınında yoğun UFO faaliyetleriyle kendini gösterir. Yabancılar, hükümetlere anlaşma teklifi getirecek ve faaliyetlerini engellenmeden yürütebilme karşılığında üstün teknoloji desteği vaadedeceklerdir. Bu tür Yabancı faaliyetleri, X-Com için söz konusu en büyük tehdittir. Yabancılarla anlaşma imzalayan bir hükümet, projeden tüm desteğini çekecektir." STR_ALIEN_BASE_UFOPEDIA: "Yabancılar, gizli yer altı üslerini, ıssız bölgelerde inşa ederler. Bazı ön keşif uçuşlarını müteakip, üssün inşasına geçildiğinde yoğun bir UFO trafiği gerçekleşir. Bu üslerde, kaçırılan insanlar üzerinde deneyler yapıldığı ve bölgedeki diğer harekatlar için ikmal sağlandığı bilinmektedir. Yabancı üssü kurulan bölgelerde, UFO'lar görülmese de rapor edilen Yabancı faaliyetlerinde bir artış gözlenir. Bir üssü tespit edebilmek için X-Com araçları şüphelenilen bölgede devriye uçuşu yapmalıdır." STR_ALIEN_TERROR_UFOPEDIA: "Yabancılar bir şehirde terör estirmek istediklerinde çok güçlü özel kuvvetlerle çıkarma yaparlar. Bu harekatlar, sivil halkı doğrudan tehdit eder ve hükümetleri, geniş yerleşim bölgelerinin tahliyesine zorlar. Bu faaliyetlerin ardındaki asıl amaç, halk arasında panik oluşturmak ve hükümetleri X-Com projesine sırtlarını dönmeye zorlamaktır." STR_ALIEN_RETALIATION_UFOPEDIA: "X-Com avcıları, UFO'ları vurmakta üstün başarı gösterdiklerinde Yabancılar missilleme olarak X-Com üslerine doğrudan saldırı düzenlemeye karar verebilirler. Ancak Yabancıların bir X-Com üssüne saldırabilmek için önce üssün yerini tespit etmeleri gereklidir ve UFO'lar üslerden uzak tutulduğu sürece saldırı tehlikesi düşük kalacaktır." STR_ALIEN_SUPPLY_UFOPEDIA: "Yer yüzünde bir Yabancı üssü inşa edildiğinde, özel ikmal gemileri düzenli olarak ikmal uçuşları yapacaklardır. Bu gemilerden birinin yere iniş yaptığını tespit ettiğinizde, civarlarda bir Yabancı üssü olduğuna kesin gözüyle bakabilirsiniz." STR_SMALL_SCOUT_UFOPEDIA: "Bu küçük araç, öncelikle keşif ve araştırma amacıyla kullanılıyor. Normal şartlar altında, bir Yabancı harekatının başlangıcında, daha büyük araçlara öncülük ediyor." STR_MEDIUM_SCOUT_UFOPEDIA: "Dünya kuvvetleri için fazla tehdit oluşturmayan, orta büyüklükte bir keşif aracı. Normalde, göreve giden daha büyük araçlara öncülük eder." STR_LARGE_SCOUT_UFOPEDIA: "Büyük keşif aracı, her tür Yabancı harekatında kullanılabilen genel amaçlı bir gemi." STR_HARVESTER_UFOPEDIA: "Hasat gemisinin alt tarafındaki kargo kapısından, bir vinç teçhizatıyla sığırlar ve diğer hayvanlar yükleniyor. Lazer kesiciler yardımıyla istenen materyalin kesilip alınmasından sonra hayvan leşi dışarı atılıyor. Gemide ayrıca, vücut parçaları için konteynerler mevcut." STR_ABDUCTOR_UFOPEDIA: "Bu araç, insanlar üzerinde korkunç deneyler yapmakta kullanılan bir ameliyat odası içeriyor. Kurbanlar normalde, telepatik yöntemlerle felç ediliyor, ancak ameliyat masası üzerindeyken bilinçleri açık kalıyor." STR_TERROR_SHIP_UFOPEDIA: "Terör gemisi, Yabancı saldırganları ve onların büyük terör silahlarını taşımak için tasarlanmış tesislere sahiptir. Bu gemiler, Yabancı teröristleri yerleşim alanlarına nakletmek için kullanılır." STR_BATTLESHIP_UFOPEDIA: "Yabancı araçları içinde en büyük ve en güçlü olanı, Savaş Gemisi. Normal şartlar altında Yabancıların harekatlarında kullandıkları asıl araç. Güçlü silahlarla donatılmış ve çok sayıda mürettebat taşıyor." STR_SUPPLY_SHIP_UFOPEDIA: "İkmal gemileri, yeni Yabancı üslerinin inşasında ve mevcut üslerin tedarik faaliyetlerinde kullanılır. Bu gemilerde, Yabancı besin konteynerleri ve üreme salonları mevcuttur." STR_DISMANTLE: "İstimlak" STR_FACILITY_IN_USE: "TESİS KULLANIMDA" STR_CANNOT_DISMANTLE_FACILITY: "BU TESİS YIKILAMAZ!{SMALLLINE}Tüm tesislerin giriş asansörüne bağlantısı olmalı." STR_TRANSFER_ITEMS_TO: "{0} üssüne transferi onaylayın" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "TRANSFER İÇİN KARANTİNA ALANI YOK!{SMALLLINE}Canlı ele geçirilmiş Yabancıların hayatta tutulabilmesi için bir karantina tesisi zorunludur." STR_AMOUNT_AT_DESTINATION: "VARIŞ MERKEZİNDEKİ{NEWLINE}MİKTAR" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Ele geçirilen Yabancı, karantina tesisi olmadığı için öldü" STR_NO_FREE_ACCOMODATION_CREW: "YETERLİ YAŞAM ALANI YOK!{SMALLLINE}Varış üssü, araca tahsis edilmiş personeli ağırlayabilecek kapasitede yaşam alanı mevcut değil." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "DEPOLAMA ALANI YETERSİZ!{SMALLLINE}Hedef üste, araca tahsis edilmiş levazımatı depolamaya yetecek kadar boş alan yok." STR_ITEMS_ARRIVING: "Teslimat" STR_DESTINATION_UC: "HEDEF" STR_PISTOL: "Tabanca" STR_PISTOL_CLIP: "Tabanca Şarjörü" STR_RIFLE: "Tüfek" STR_RIFLE_CLIP: "Tüfek Şarjörü" STR_HEAVY_CANNON: "Ağır Top" STR_HC_AP_AMMO: "AT-ZD Mühimmat" STR_HC_HE_AMMO: "AT-KP Mühimmat" STR_HC_I_AMMO: "AT-Y Mühimmat" STR_AUTO_CANNON: "Otomatik Ağır Silah" STR_AC_AP_AMMO: "OAS-ZD Mühimmat" STR_AC_HE_AMMO: "OAS-KP Mühimmat" STR_AC_I_AMMO: "OAS-Y Mühimmat" STR_ROCKET_LAUNCHER: "Roketatar" STR_SMALL_ROCKET: "Küçük Roket" STR_LARGE_ROCKET: "Büyük Roket" STR_INCENDIARY_ROCKET: "Yangın Roketi" STR_GRENADE: "El Bombası" STR_SMOKE_GRENADE: "Duman Bombası" STR_PROXIMITY_GRENADE: "Harekete Duyarlı Mayın" STR_HIGH_EXPLOSIVE: "Kuvvetli Patlayıcı" STR_STUN_ROD: "Elektroşok Batonu" STR_HEAVY_PLASMA: "Ağır Plazma" STR_HEAVY_PLASMA_CLIP: "Ağır Plazma Şarjörü" STR_PLASMA_RIFLE: "Plazma Tüfeği" STR_PLASMA_RIFLE_CLIP: "Plazma Tüfek Şarjörü" STR_PLASMA_PISTOL: "Plazma Tabancası" STR_PLASMA_PISTOL_CLIP: "Plazma Tabanca Şarjörü" STR_BLASTER_LAUNCHER: "Tahrip Bombası Fırlatıcı" STR_BLASTER_BOMB: "Tahrip Bombası" STR_SMALL_LAUNCHER: "Küçük Roketatar" STR_STUN_BOMB: "Sersemletici Bomba" STR_ALIEN_GRENADE: "Yabancı El Bombası" STR_ELERIUM_115: "Eleryum-115" STR_MIND_PROBE: "Zihin Sondası" STR_SECTOID_CORPSE: "Sektoid Cesedi" STR_SNAKEMAN_CORPSE: "Yılanadam Cesedi" STR_ETHEREAL_CORPSE: "Semavi Cesedi" STR_MUTON_CORPSE: "Muton Cesedi" STR_FLOATER_CORPSE: "Fantom Cesedi" STR_CELATID_CORPSE: "Selatid Cesedi" STR_SILACOID_CORPSE: "Silakoid Cesedi" STR_CHRYSSALID_CORPSE: "Krizalid Cesedi" STR_REAPER_CORPSE: "Orakçı Cesedi" STR_SECTOPOD_CORPSE: "Sektopod Cesedi" STR_CYBERDISC_CORPSE: "Siberdisk Cesedi" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "ASP'yi donatmak için yeterli cephane yok{SMALLLINE}Her ASP, {0} {1} gerektirir." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Takımı tamamen donatmak için yeterli teçhizat yok" STR_MARS_CYDONIA_LANDING: "Mars: Cydonia Çıkartması" STR_MARS_CYDONIA_LANDING_BRIEFING: "İntikamcı aracınız, Mars yüzeyindeki Cydonia bölgesine iniş yaptı. İstihbaratımıza göre piramitlerden birinde, yer altındaki bir yapılar kompleksine erişim sağlayan yeşil bir asansör mevcut. Tüm askerlerinizi asansör bölgesine intikal ettirdikten sonra 'harekatı sonlandır' simgesine tıklayarak bir sonraki aşamaya geçebilirsiniz." STR_MARS_THE_FINAL_ASSAULT: "Mars: Nihai Taarruz" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Çatışmada yorgun düşmüş askerleriniz, piramit asansörünü kullanarak gezegen yüzeyinin derinliklerine indiler ve kendilerini büyük bir tünel kompleksinin kalbinde buldular. Yabancı beyin, bu labirentin bir yerlerinde saklanmış durumda. Dünya'nın Yabancılara esir düşmekten kurtulması için onu bulmalı ve yok etmelisiniz.{NEWLINE}{NEWLINE}Bol şans!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "{1}{NEWLINE}üretebilmek için öncelikle{NEWLINE}{0}{NEWLINE}araştırmasını tamamlamalısınız." STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Yabancılar, savunmasız {0} üssünü imha etti" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com ajanları, {0} sınırları içinde bir Yabancı üssü tespit etti" STR_STANDOFF: "TAKİP" STR_CAUTIOUS_ATTACK: "TEMKİNLİ SALDIRI" STR_STANDARD_ATTACK: "STANDART SALDIRI" STR_AGGRESSIVE_ATTACK: "AGRESİF SALDIRI" STR_DISENGAGING: "GERİ ÇEKİLME" STR_UFO_HIT: "UFO İSABET ALDI!" STR_UFO_CRASH_LANDS: "UFO ÇAKILDI!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Sadece Takip Mesafesinde Küçült" STR_UFO_RETURN_FIRE: "UFO KARŞI ATEŞ AÇTI!" STR_INTERCEPTOR_DAMAGED: ">>>AVCI HASAR GÖRDÜ<<<" STR_INTERCEPTOR_DESTROYED: ">>>AVCI İMHA EDİLDİ<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO AVCIDAN KAÇIYOR!" STR_ALIENS_TERRORISE: "YABANCI TERÖRÜ:" STR_LONG_RANGE_DETECTION: "Uzun Menzilli Keşif" STR_STORES_UC: "DEPO" STR_DIFFICULTY_LEVEL: "Zorluk Seviyesi" STR_INTERCEPT: "TAKİP" STR_BASES: "ÜSLER" STR_GRAPHS: "GRAFİKLER" STR_UFOPAEDIA_UC: "UFOPEDİ" STR_OPTIONS_UC: "AYARLAR" STR_FUNDING_UC: "FİNANSMAN" STR_5_SECONDS: "5 Sn." STR_1_MINUTE: "1 Dk." STR_5_MINUTES: "5 Dk." STR_30_MINUTES: "30 Dk." STR_1_HOUR: "1 Saat" STR_1_DAY: "1 Gün" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performans Cetveli" STR_ENTER_NAME: "İsim Girin" STR_PERFORMANCE_RATING: "Performans Değerlendirmesi" STR_VICTORY_DATE: "Zafer Tarihi" STR_ELECTRO_FLARE: "Elektro-fişek" STR_ELECTRO_FLARE_UFOPEDIA: "Bu küçük cihaz, fırlatıldığı yerde parlak bir ışık saçar. Gece görevlerinde, elektro fişek kullanarak civardaki düşman üniteleri kolaylıkla tespit edebilirsiniz." STR_MONTHLY_COSTS: "Aylık Maliyet" STR_CRAFT_RENTAL: "Araç Kirası" STR_SALARIES: "Maaşlar" STR_BASE_MAINTENANCE: "Üs bakımı" STR_COST_PER_UNIT: "Maliyet/Birim" STR_QUANTITY: "Miktar" STR_TOTAL: "Toplam" STR_IN_PSIONIC_TRAINING: "Psionik Eğitimde" STR_BLASTER_BOMB_UFOPEDIA: "Akıllı bir güdüm sistemiyle donatılmış, çok yüksek patlayıcı güce sahip füze. Tahrip Bombası Fırlatıcı kullanarak ateşleniyor." STR_FRONT_ARMOR: "Ön Zırh" STR_LEFT_ARMOR: "Sol Zırh" STR_RIGHT_ARMOR: "Sağ Zırh" STR_REAR_ARMOR: "Arka Zırh" STR_UNDER_ARMOR: "Alt Zırh" STR_ROUNDS: "Mermi" STR_UNIT: "ÜNİTE> {0}" STR_ENERGY: "ENERJİ" STR_MORALE: "MORAL" STR_ARMOR_: "ZIRH> {0}" STR_FRONT_ARMOR_UC: "ÖN ZIRH" STR_LEFT_ARMOR_UC: "SOL ZIRH" STR_RIGHT_ARMOR_UC: "SAĞ ZIRH" STR_REAR_ARMOR_UC: "ARKA ZIRH" STR_SKILLS: "YETENEK> {0}" STR_LEVEL: "SEVİYE>{0}" STR_HEAD: "BAŞ" STR_TORSO: "GÖVDE" STR_RIGHT_ARM: "SAĞ KOL" STR_LEFT_ARM: "SOL KOL" STR_RIGHT_LEG: "SAĞ BACAK" STR_LEFT_LEG: "SOL BACAK" STR_PAIN_KILLER: "AĞRI KESİCİ" STR_STIMULANT: "UYARICI" STR_HEAL: "TEDAVİ" STR_TIME_UNITS_SHORT: "ZÜ>{ALT}{0}" STR_WEIGHT: "Yük>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Tep.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Ps.Y.>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Ps.K.>{ALT}{0}" STR_ALIEN_ARTIFACT: "Yabancı Yapıtı" STR_AMMO_ROUNDS_LEFT: "KALAN{NEWLINE}CEPHANE:{NEWLINE}{ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Ağrı Kesici>{ALT}{0}{ALT}{NEWLINE}Uyarıcı >{ALT}{1}{ALT}{NEWLINE}Tedavi >{ALT}{2}" STR_THROW: "Fırlat" STR_AUTO_SHOT: "Otomatik Atış" STR_SNAP_SHOT: "Ani Atış" STR_AIMED_SHOT: "Keskin Atış" STR_STUN: "Elektroşok" STR_PRIME_GRENADE: "El Bombasını Kur" STR_USE_SCANNER: "Dedektör Kullan" STR_USE_MEDI_KIT: "İlk Yardım Çantası Kullan" STR_LAUNCH_MISSILE: "Füzeyi Ateşle" STR_ACCURACY_SHORT: "İsb>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Zaman Ünitesi Yetersiz!" STR_NOT_ENOUGH_ENERGY: "Yeterli Enerji Yok!" STR_NO_ROUNDS_LEFT: "Cephane kalmadı!" STR_NO_AMMUNITION_LOADED: "Silah Boş!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Bu cephane bu silah için değil!" STR_WEAPON_IS_ALREADY_LOADED: "Silah zaten dolu!" STR_NO_LINE_OF_FIRE: "Görüş Açısı Yok!" STR_GRENADE_IS_ACTIVATED: "El Bombası Aktif!" STR_GRENADE_IS_DEACTIVATED: "El bombası etkisiz hale getirildi!" STR_THERE_IS_NO_ONE_THERE: "Orada hiç kimse yok!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Yabancı teçhizatı, araştırılmadan kullanılamaz!" STR_OUT_OF_RANGE: "Menzil Dışı!" STR_UNABLE_TO_THROW_HERE: "Buraya fırlatılamıyor!" STR_SET_TIMER: "Zamanlayıcıyı Kur" STR_HIDDEN_MOVEMENT: "GİZLİ MANEVRA" STR_TURN: "TUR> {0}" STR_SIDE: "TARAF> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Devam etmek için butona basın" STR_MIND_CONTROL: "Zihin Kontrolü" STR_PANIC_UNIT: "Paniğe Sevket" STR_MORALE_ATTACK_SUCCESSFUL: "Moral Saldırısı Başarılı" STR_MIND_CONTROL_SUCCESSFUL: "Zihin Kontrolü Başarılı" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}çıldırdı" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}çıldırdı" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}paniğe kapıldı" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}paniğe kapıldı" STR_XCOM: "X-Com" STR_ALIENS: "Yabancılar" STR_RIGHT_HAND: "SAĞ EL" STR_LEFT_HAND: "SOL EL" STR_RIGHT_SHOULDER: "SAĞ OMUZ" STR_LEFT_SHOULDER: "SOL OMUZ" STR_BACK_PACK: "ÇANTA" STR_BELT: "KEMER" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}Yabancı kontrolüne geçti" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}Yabancı kontrolü altında" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}bilincini kaybetti" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}bilincini yitirdi" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ölümcül bir yara nedeniyle hayatını kaybetti" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ölümcül bir yara nedeniyle hayatını kaybetti" STR_USE_MIND_PROBE: "Zihin Sondası Kullan" STR_FATAL_WOUNDS: "ÖLÜMCÜL YARALAR" STR_UNDER_ARMOR_UC: "ALT ZIRH" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Zaman Üniteleri ani atış için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Zaman Üniteleri otomatik atış için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Zaman Üniteleri keskin atış için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Zaman Üniteleri diz çökmek için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ZÜ'leri diz çöküp ateş etmek için ayrıldı" STR_UNITS_IN_CRAFT: one: "{N} Ünite X-Com aracında" other: "{N} Ünite X-Com aracında" STR_UNITS_OUTSIDE: one: "{N} Ünite X-Com aracı dışında" other: "{N} Ünite X-Com aracı dışında" STR_UNITS_IN_ENTRANCE: one: "{N} Ünite giriş bölgesinde" other: "{N} Ünite giriş bölgesinde" STR_UNITS_IN_EXIT: one: "{N} Ünite tahliye bölgesinde." other: "{N} Ünite tahliye bölgesinde." STR_ABORT_MISSION_QUESTION: "Harekat Yarıda Bırakılsın mı?" STR_CORPSE: "Ceset" STR_UNLOAD_CRAFT: "Aracı boşalt" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}öldürüldü" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}öldürüldü" STR_HIT_MELEE: "Vur" STR_GROUND: "ZEMİN" STR_LIVING_QUARTERS_PLURAL: "Koğuşlar" STR_LIST_ITEM: "MADDE" STR_PERSONAL_ARMOR_UFOPEDIA: "Yeni keşfedilen Yabancı Alaşımları kullanılarak üretilmiş bu zırhlar, askerlerimize, Yabancı tehdidine karşı direnme şansı verecektir." STR_POWER_SUIT_UFOPEDIA: "Askerlerimiz için güçlü koruma sağlayan bu yeni zırh, Eleryum kullanan bir güç kaynağıyla besleniyor ve kullanıcısının hareket hızını ve gücünü önemli ölçüde arttırıyor. Bu zırh, harekat güçlerimiz için şu ana kadar geliştirilmiş en iyi korunma aracı." STR_FLYING_SUIT_UFOPEDIA: "Güçlendirilmiş Zırh tasarımının daha gelişmiş bir versiyonu. Yabancıların anti-çekim teknolojisi sayesinde, savaş alanında sınırsız hareket kabiliyeti sağlıyor." STR_ALL_ALIENS_KILLED_IN_CRASH: "Düşüşte tüm yabancılar öldü,{NEWLINE}Ele geçirme çalışması başlatıldı" STR_RESET: "Baştan Başla" STR_MEMORIAL: "Anıt" STR_DATE_UC: "TARİH" STR_SOLDIERS_RECRUITED_UC: "ASKERE ALINANLAR>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ŞEHİTLER>{ALT}{0}" MAP_CULTA: "Çiftlik" MAP_FOREST: "Orman" MAP_JUNGLE: "Vahşi Orman" MAP_MOUNT: "Dağ" MAP_DESERT: "Çöl" MAP_POLAR: "Kutup" MAP_URBAN: "Şehir" MAP_UBASE: "Yabancı Üssü" MAP_XBASE: "X-Com Üssü" MAP_MARS: "Mars" STR_MIXED: "Karışık" STR_REMOVE_SELECTED: "Seçilenleri Öldür" STR_LIVE_ALIENS: "Canlı{NEWLINE}Numuneler" STR_DEAD_ALIENS: "Iskarta{NEWLINE}Numuneler" STR_UNDER_INTERROGATION: "İnceleme{NEWLINE}Altında" STR_CONTAINMENT_EXCEEDED: "KARANTİNA LİMİTLERİ AŞILDI!{SMALLLINE}{0} üssünde karantina tesisi tamamen dolu. Muhafaza etmek istemediğiniz Yabancıları imha etmelisiniz." STR_MANAGE_CONTAINMENT: "Karantina Yönetimi" STR_STORAGE_EXCEEDED: "DEPOLAMA KAPASİTESİ AŞILDI!{SMALLLINE}{0} üssünde yeterli depolama alanı kalmadı. İhtiyaç fazlası levazımatı satmalısınız." STR_GO_TO_BASE: "Üssü Görüntüle" STR_MELEE_ACCURACY: "YAKIN DÖVÜŞ" STR_SELL_PRODUCTION: "SAT" STR_BOTH_HANDS_MUST_BE_EMPTY: "Her iki el boş olmalıdır!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Mevcut teçhizat, envanter şablonu için yetersiz!" STR_UNLOAD_WEAPON: "Silahı boşalt" STR_ALL_ITEMS: "Tüm Kalemler" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "ARAÇTA TEÇHİZAT İÇİN YER YOK!{SMALLLINE}Bu araca, azami {N} parça teçhizat yükleyebilirsiniz." other: "ARAÇTA TEÇHİZAT İÇİN YER YOK!{SMALLLINE}Bu araca, azami {N} parça teçhizat yükleyebilirsiniz." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KOMUTA MERKEZİ YOK EDİLDİ{NEWLINE}Girişe geri dönüp görevi iptal edin." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com tesisleri su altında inşa edilemez" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Personel" STR_CRAFT_ARMAMENT: "Araç ve Donatım" STR_COMPONENTS: "Bileşenler" STR_SOLDIERS_RECRUITED: "Askerler" STR_SOLDIERS_LOST: "Şehitler" STR_TOTAL_UFOS: "Tespit edilen UFO'lar" STR_TOTAL_ALIEN_BASES: "Tespit edilen Yabancı üsleri" STR_PSIONIC_STRENGTH_ABBREVIATION: "PSD" STR_PSIONIC_SKILL_ABBREVIATION: "PSB" FEMALE_CIVILIAN: "Sivil, Kadın" MALE_CIVILIAN: "Sivil, Erkek" CYBERDISC_WEAPON: "Siberdisk Silahı" REAPER_WEAPON: "Orakçı Silahı" CHRYSSALID_WEAPON: "Krizalid Silahı" CELATID_WEAPON: "Selatid Silahı" SILACOID_WEAPON: "Silakoid Silahı" SECTOPOD_WEAPON: "Sektopod Silahı" ZOMBIE_WEAPON: "Zombi Silahı" ALIEN_PSI_WEAPON: "Yabancı Psionik Silahı" ================================================ FILE: bin/standard/xcom1/Language/uk.yml ================================================ uk: STR_AVENGER_UFOPEDIA: "ТРАНСПОРТНО-БОЙОВИЙ КОСМІЧНИЙ КОРАБЕЛЬ. ПОБУДОВАНИЙ НА ОСНОВІ ПЕРЕДОВИХ ІНОПЛАНЕТНИХ ТЕХНОЛОГІЙ." STR_INTERCEPTOR_UFOPEDIA: "БОЙОВИЙ ЛІТАК ОСНАЩЕНИЙ ЗДВОЄНИМ ІМПУЛЬСНИМ ДВИГУНОМ ТА СПЕЦІАЛЬНО ЕКРАНОВАНИМИ ЕЛЕКТРОННИМИ СИСТЕМАМИ. НАЙКРАЩА З ДОСТУПНИХ ЗЕМНИХ ТЕХНОЛОГІЙ." STR_LIGHTNING_UFOPEDIA: "ТРАНСПОРТНО-БОЙОВИЙ ЛІТАЛЬНИЙ АПАРАТ. ВИКОРИСТОВУЄ ГРУБУ, АЛЕ ЕФЕКТИВНУ КОПІЮ РУХОВИХ СИСТЕМ ПРИБУЛЬЦІВ." STR_SKYRANGER_UFOPEDIA: "ТРАНСПОРТНИЙ ЛІТАК. НАЙШВИДШИЙ В СВОЄМУ КЛАСІ, З ВЕРТИКАЛЬНИМ ЗЛЬОТОМ ТА ПОСАДКОЮ." STR_FIRESTORM_UFOPEDIA: "БОЙОВИЙ ЛІТАЛЬНИЙ АПАРАТ. В ЦЬОМУ ОДНОМІСНОМУ ВИНИЩУВАЧІ ВІДТВОРЕНА КОНСТРУКЦІЯ КЛАСИЧНИХ \"ЛІТАЮЧИХ ТАРІЛОК\" ПРИБУЛЬЦІВ, З ЦЕНТРАЛЬНИМ РОЗТАШУВАННЯМ ДВИГУНА." STR_STINGRAY_UFOPEDIA: "ПОКРАЩЕНА РАКЕТА ПОВІТРЯ-ПОВІТРЯ ЗІ СПЕЦІАЛЬНО ЕКРАНОВАНИМИ ЕЛЕКТРОННИМИ СИСТЕМАМИ." STR_AVALANCHE_UFOPEDIA: "РАКЕТА КЛАСУ ПОВІТРЯ-ПОВІТРЯ З ЯДЕРНОЮ БОЄГОЛОВКОЮ. ВІДЗНАЧАЄТЬСЯ ВКРАЙ ПОВІЛЬНОЮ ПЕРЕЗАРЯДКОЮ." STR_CANNON_UFOPEDIA: "АВТОМАТИЧНА ГАРМАТА ВЕЛИКОЇ ПОТУЖНОСТІ. СТРІЛЯЄ БРОНЕБІЙНИМИ СНАРЯДАМИ, ЗДАТНИМИ ПРОБИТИ 400-МІЛІМЕТРОВУ СТАЛЬ." STR_FUSION_BALL_UFOPEDIA: "ЦЯ ПУСКОВА УСТАНОВКА СТРІЛЯЄ КУЛЕПОДІБНИМИ РАКЕТАМИ, ЯКІ ПРАЦЮЮТЬ НА ОСНОВІ РЕАКЦІЇ АНТИМАТЕРІЇ. СНАРЯД ВРАЖАЄ ЦІЛЬ ГРАВІТАЦІЙНИМ ІМПУЛЬСОМ." STR_LASER_CANNON_UFOPEDIA: "ЦЕ СТАНДАРТНИЙ ЛАЗЕРНИЙ ВИПРОМІНЮВАЧ. ЖИВИТЬСЯ ЕНЕРГІЄЮ РЕАКТОРА, ЯКИЙ ПРАЦЮЄ НА АНТИМАТЕРІЇ." STR_PLASMA_BEAM_UFOPEDIA: "ПЛАЗМОВИЙ ВИПРОМІНЮВАЧ. СТВОРЮЄ ВУЗЬКИЙ КАНАЛ РУЙНІВНОГО ГРАВІТАЦІЙНОГО ПОЛЯ." STR_SECTOID_UFOPEDIA: "Ієрархія сектоїдів простягається від солдатів до лідерів із потужними псіонічними здібностями, які можуть деморалізувати наших солдат чи, навіть, встановити контроль над їх розумом. Зазвичай сектоїди займаються викраденням людей і дослідами над худобою. Людей використовують для отримання генетичного матеріалу, який потрібен для міжвидового схрещування, та для розробки клонів, щоб проникати в людське суспільство. Худоба використовується в якості їжі та генетичного матеріалу. Схоже ця раса хоче розробити досконалі генетичні гібриди для збільшення ефективності їх вуликоподібного суспільства." STR_SECTOID_AUTOPSY: "Розтин сектоїда" STR_SECTOID_AUTOPSY_UFOPEDIA: "Розтин виявив рудиментарні органи травлення та просту будову. Мозок та очі дуже добре розвинені. Будова організму свідчить про генетичні зміни або мутації. Ніс та рот малих розмірів, схоже, виконують незначні функції. Перетинки між пальцями і плоскі стопи вказують на водне походження. Репродуктивні органи відсутні, спосіб розмноження даного виду незрозумілий. Найімовірніше, це генетично спроектований вид." STR_SNAKEMAN_UFOPEDIA: "Ця раса сформувалась в надзвичайно ворожому середовищі. Вони надзвичайно міцні та можуть витримувати екстремальні коливання температур. Їх мобільність забезпечується змієподібною \"ногою\", яка захищає всі життєво важливі органи. Схоже на те, що їх завданням є виключно полювання, і що їх контролює інший розум, який керує їх воєнними нальотами на Землю." STR_SNAKEMAN_AUTOPSY: "Розтин людинозмії" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "Шкіра надзвичайно жорстка та термостійка. Серцево-судинна система є частиною м'язової системи, яка використовує гідравлічний принцип для здійснення рухів. Єдиним справжнім м'язом є \"серце\". Репродуктивна система здається вкрай ефективною. Розмноження не залежить від статі, в будь-який момент всередині кожної людинозмії є до п'ятдесяти яєць. Залишений без нагляду, цей вид міг би бути серйозною загрозою життю на Землі." STR_ETHEREAL_UFOPEDIA: "Ця істота володіє страхітливими ментальними здібностями, які включають телепатичне спілкування та здатність до телекінезу. Дуже слабкий фізичний розвиток цієї істоти компенсується силою розуму. Ми не розуміємо принцип роботи телекінезу, оскільки це явище суперечить відомим нам законам фізики. Вони надзвичайно небезпечні в будь-якій бойовій ситуації, де вони покладаються на свої ментальні сили. Вони рідко з'являються на Землі, оскільки використовують інші раси для досягнення своїх цілей." STR_ETHEREAL_AUTOPSY: "Розтин ефіріала" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "Ця істота фізично деградувала та здається не здатною підтримувати якісь життєві функції. М'язи сильно атрофовані, внутрішні органи слабо розвинені. Органи чуттів, включаючи очі, схоже зовсім не функціонують. Мозок, однак, добре розвинений та щедро забезпечується кров'ю. Незрозуміло, як ця істота могла підтримувати свою життєдіяльність без сторонньої допомоги." STR_MUTON_UFOPEDIA: "Ці людиноподібні істоти розвинені фізично і розумово. Вони з особливим апетитом поїдають сире м'ясо будь-якого виду, яке потрібне їм для підтримки життя, як земним хижакам. Схоже, що ці істоти покладаються на телепатичні команди від раси, відомої як \"Ефіріали\". Переривання телепатичного зв'язку призводить до порушення функціонування їх нервової системи і вони гинуть. Знайдені кібернетичні імпланти, які використовуються для покращення їх бойових якостей. Очевидно, що ці істоти не більше ніж рядові солдати для вищого розуму." STR_MUTON_AUTOPSY: "Розтин мутона" STR_MUTON_AUTOPSY_UFOPEDIA: "\"Шкіра\" цієї істоти є органічно створеною бронею, вживленою в тіло. Наявні численні кібернетичні імпланти, призначені для підсилення серцево-судинної системи і органів чуттів. Репродуктивні органи, схоже, були видалені хірургічним шляхом. Очевидно, життя цих нещасних істот обмежена боями і завоюваннями. Бронебійні снаряди малоефективні проти їхньої міцної шкіри." STR_CELATID_UFOPEDIA: "Ця життєва форма володіє загадковою природною здатністю літати в повітрі. Вона здатна виявляти активність людського мозку і таким чином знаходить ціль, навіть якщо вона добре захована. Після виявлення цілі целатид приземляється і стріляє маленькими капсулами, які містять надзвичайно їдку отруту. Ці істоти можуть клонувати себе з надзвичайною швидкістю. Вони супроводжують расу мутонів в їхніх подорожах." STR_CELATID_AUTOPSY: "Розтин целатида" STR_CELATID_AUTOPSY_UFOPEDIA: "Ядро містить маленький біо-механічний пристрій, який схоже є природньо-вирощеною антигравітаційною руховою системою. Найбільшим внутрішнім органом є залоза, яка виробляє отруту. Мозок відсутній. Також не знайдено ознак травної та репродуктивної систем. Маленький орган містить ембріони, які можуть швидко розвиватись в нову істоту." STR_SILACOID_UFOPEDIA: "Ця форма життя на кремнієвій основі виділяє величезну кількість тепла. Вона має силу для руйнування каменів, які потім будуть поглинуті гарячим ядром. Ці істоти мають примітивний інтелект та можуть контролюватись імплантами або істотами, які мають телепатичні здібності. Вони діють спільно з інопланетною расою мутонів." STR_SILACOID_AUTOPSY: "Розтин силакоїда" STR_SILACOID_AUTOPSY_UFOPEDIA: "Ядро цієї істоти надзвичайно гаряче і, схоже, є основою його травної системи. Його унікальна м'язова система має величезну силу і швидкість. Каменеподібна шкіра цієї істоти не вразлива для вогню чи запалювальних снарядів." STR_CHRYSSALID_UFOPEDIA: "Крабоподібні клешні цієї істоти є могутньою зброєю в ближньому бою. Високий метаболізм і сила цієї істоти надають йому високу швидкість та спритність. Замість того щоб вбивати своїх жертв, вона запліднює її яйцем та вприскує отруту, яка перетворює жертву в ходячого зомбі. Молодий крисалід вилупиться з жертви невдовзі після запліднення. Крисаліди асоціюються з расою людинозмій." STR_CHRYSSALID_AUTOPSY: "Розтин крисаліда" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "Екзоскелет цієї істоти надзвичайно міцний, однак на диво вразливий для вибухових снарядів. Мозок добре розвинений, темп поділу його клітин дуже високий. Істота несе двадцять яєць, котрі відкладаються всередину інших організмів. Крисалід є дуже ефективною зброєю для терору." STR_FLOATER_UFOPEDIA: "Летуни є перш за все солдатами і терористами. Вони хижаки по своїй природі, які були перетворені в грізних воїнів генетичними модифікаціями та кібернетичними підсиленнями. Нижня частина тіла та більшість внутрішніх органів хірургічно видалені, натомість встановлена система життєзабезпечення. Цей імплант включає в себе антигравітаційний пристрій, який дозволяє цій істоті, хоч і невпевнено, літати в повітрі." STR_FLOATER_AUTOPSY: "Розтин летуна" STR_FLOATER_AUTOPSY_UFOPEDIA: "Ця істота була кардинально змінена хірургічно. Пристроєм, який є ядром організму, є система життєзабезпечення, яка виконує функції серця, легенів і системи травлення. Це дозволяє істоті виживати в надзвичайно несприятливих умовах. Мозок менший, ніж наш, але органи чуттів розвинені добре." STR_REAPER_UFOPEDIA: "Ця двонога м'ясоїдна тварина має міцні щелепи та надзвичайно ненажерлива. Вона має низку мозкових імплантів, які використовуються для контролю за її діяльністю. Примітивні хижацькі інстинкти цієї істоти навряд чи підходять для чогось, крім як терору та руйнування. Рипери зазвичай асоціюються з летунами." STR_REAPER_AUTOPSY: "Розтин рипера" STR_REAPER_AUTOPSY_UFOPEDIA: "Рипер має два \"мозки\" і два \"серця\", що дозволяє йому діяти навіть з сильними ранами. Однак, його покрита шерстю шкіра легко спалахує, що робить цю істоту вразливою для запалювальної зброї." STR_SECTOPOD_UFOPEDIA: "Сектоподи - це роботи, оснащені потужною лазерною зброєю. Ці механічні монстри управляються телепатично їх контролерами, ефіріалами. Сектоподи є найпотужнішою зброєю терору, яка доступна збройним силам прибульців." STR_SECTOPOD_AUTOPSY: "Розбір сектопода" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "Робот був створений з використанням міцної броні, здатної протидіяти більшості видів атак, особливо плазмовій зброї. Однак, система виявлення цілі виглядає частково вразливою для лазерної зброї." STR_CYBERDISC_UFOPEDIA: "Ця \"літаюча тарілка\" в мініатюрі є автоматичним пристроєм для терору, озброєним потужним плазмовим випромінювачем. Антигравітаційний двигун дає йому велику перевагу на важкопрохідній місцевості. Основним призначенням є руйнування і терор на службі в раси сектоїдів." STR_CYBERDISC_AUTOPSY: "Розбір кібердиска" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "Кібердиск добре захищений і практично невразливий для вибухівки. Антигравітаційна система надто пошкоджена, щоб зрозуміти принцип її функціонування." STR_UFO_POWER_SOURCE_UFOPEDIA: "Джерело енергії, яке використовується на кораблях прибульців, базується на реакторі антиматерії, який використовує Елеріум (елемент 115) і генерує потужні гравітаційні хвилі та інші форми енергії. ККД перетворення матерії в енергію досягає 99%, тому навіть незначна кількість Елеріуму може виробити величезну кількість енергії. Цей пристрій можна легко відтворити, використовуючи сплави прибульців." STR_UFO_NAVIGATION_UFOPEDIA: "Польотами інопланетних кораблів керують потужні комп'ютери. Система базується на оптичних процесорах, об'єднаних в мережу. Інтерфейс управління відносно простий - навігатор міняє напрям гравітаційних хвиль, генерованих реактором, щоб рухати корабель в потрібному напрямку. Ця система може бути освоєна людиною. Для її виробництва необхідні сплави прибульців та ряд інших компонентів." STR_UFO_CONSTRUCTION_UFOPEDIA: "Корабель прибульців складається з трьох основних частин - джерела енергії, навігаційної системи та корпуса. Особлива форма корпуса дозволяє спрямовувати гравітаційні хвилі в довільному напрямку. Для джерела енергії потрібна невелика кількість Елеріуму. Знаючи будову всіх компонентів корабля, чи зможемо будувати апарати схожого типу." STR_ALIEN_FOOD_UFOPEDIA: "Камери містять розчин ензимів, призначений для розщеплення тканин тваринного походження (чи навіть людських органів). Вироблений в камерах розчин використовувався в якості їжі. Ймовірний спосіб вживання - пряма внутрішньовенна ін'єкція. Це передбачає деяку залежність прибульців від Землі для виробництва їжі." STR_ALIEN_REPRODUCTION_UFOPEDIA: "В капсулах знаходяться зародки інопланетних організмів. Будова цих інкубаторів свідчить про те, що прибульці повністю перейшли на штучний метод відтворення. Велика кількість поживних речовин забезпечує швидкий розвиток зародків. Така \"виробнича лінія\" може робити тисячі клонів за короткий час. Процес може бути легко адаптований для людського чи гібридного організму." STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "Найбільш ймовірна функція цих сфер - розважальна. Псіонічний контур стимулює різні центри мозку. Кінцевий ефект схожий на дію галюциногенних наркотиків. Це єдиний доказ того, що прибульці мають культурне чи розважальне дозвілля." STR_ALIEN_SURGERY_UFOPEDIA: "Це хірургічне обладнання використовує лазерний скальпель для вилучення органів. Поширені випадки калічення худоби, ймовірно, відбуваються з використанням цих дивних пристроїв. Скоріш за все, органи використовуються для їжі та генетичних дослідів." STR_EXAMINATION_ROOM_UFOPEDIA: "В минулому тисячі людей стверджували, що були викрадені прибульцями, інколи неодноразово. Правда значно жахливіша. Людей викрадають, досліджують і контролюють. Найкращі екземпляри слугують джерелом генетичного матеріалу. Жінкам імплантуються інопланетні гібридні ембріони, які виймають після кількох місяців розвитку. Невідомо, якими зловісними мотивами керуються прибульці." STR_ALIEN_ALLOYS_UFOPEDIA: "Кораблі прибульців побудовані з особливих сплавів, які мають унікальні властивості. Вони надзвичайно легкі та міцні. Цей матеріал можна відтворити, використовуючи методи електрометалургії, та використати в низці виробничих процесів." STR_ELERIUM_115_UFOPEDIA: "Цей елемент має незвичайну здатність генерувати антиматерію при бомбардуванні певними частинками. Це викликає появу гравітаційних хвиль та інших форм енергії. Елеріум-115 не знайдено в нашій Сонячній системі, і ми також не можемо синтезувати його штучно." STR_ALIEN_ORIGINS_UFOPEDIA: "Очевидно, що подальша боротьба за Землю безперспективна. Ворог переважає нас кількістю. Найбільше, що ми можемо зробити - це сповільнити його просування. Єдиний шанс перемогти - це знищити джерело вторгнення. Дослідження показують, що воно знаходиться в межах нашої Сонячної системи. Прибульці описують це місце як центр древньої цивілізації, яка виникла набагато раніше людства. Ми мусимо якнайшвидше знайти це місце. Для отримання детальної інформації необхідно захопити прибульця-лідера. Ймовірно, на великих кораблях ворога має бути принаймні один лідер." STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "Наші дослідження тепер спрямовані на Марс як на плацдарм операцій прибульців. База надійно прихована, вона містить всі виробничі та клонуючі потужності щоб підживлювати вторгнення на Землю. Також містить контролюючий комп'ютер, який, здається, контролює всю операцію. Схоже що вуликоподібне суспільство прибульців має щось на зразок \"королеви бджоли\". Це їх фундаментальна слабкість - якщо ми зможемо знищити \"мозок\", то тіло загине. Ми маємо подвоїти зусилля нашого дослідження, поки не стало запізно. Щоб просунутися далі ми повинні схопити прибульців вищого рангу - командирів, які розтошовуються тільки на лінкорах та базах прибульців." STR_CYDONIA_OR_BUST_UFOPEDIA: "Встановлено, що армія прибульців управляється з підземної бази в Кідонії - дивної області Марса, відомої розташованими там пірамідами та утворенням, яке нагадує людське лице. Кідонійська цивілізація процвітала мільйони років тому, причини її загибелі невідомі, як і зв'язок цієї цивілізації з активністю прибульців в наш час. Якими б не були пояснення, нам необхідно летіти в Кідонію. Є лише один спосіб перемогти прибульців - знищити центральний \"мозок\". Нам буде потрібен \"Месник\" - транспорт, обладнаний найкращим доступним озброєнням, здатний доставити десант на Марс. Ми не можемо дізнатись більше, залишаючись тут, і змушені чекати результатів штурму Кідонії." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ЦЕНТР НА ДІЛЯНЦІ-ЧАС=5 Сек" STR_CANCEL_UC: "СКАСУВАТИ" STR_NONE: "Нічого" STR_UNKNOWN: "Невідомо" STR_POOR: "Погано" STR_AVERAGE: "Посередньо" STR_GOOD: "Добре" STR_EXCELLENT: "Відмінно" STR_BUILD_NEW_BASE_UC: "БУДУВАТИ НОВУ БАЗУ" STR_BASE_INFORMATION: "ІНФОРМАЦІЯ ПРО БАЗИ" STR_EQUIP_CRAFT: "СПОРЯДИТИ КОРАБЕЛЬ" STR_BUILD_FACILITIES: "БУДУВАТИ МОДУЛІ" STR_RESEARCH: "ДОСЛІДЖЕННЯ" STR_MANUFACTURE: "ВИРОБНИЦТВО" STR_TRANSFER_UC: "ПЕРЕДАЧА" STR_PURCHASE_RECRUIT: "ЗАКУПІВЛЯ/НАЙМ" STR_SACK: "ЗВІЛЬНИТИ" STR_SELL_SACK_UC: "ПРОДАЖ/ЗВІЛЬНЕННЯ" STR_GEOSCAPE_UC: "ГЛОБУС" STR_NAME: "Назва" STR_AREA: "Регіон" STR_BUILD_NEW_BASE: "Будувати нову базу" STR_CANCEL: "Скасувати" STR_COST_UC: "ЦІНА>" STR_CONSTRUCTION_TIME_UC: "ЧАС БУДІВНИЦТВА>" STR_DAY: one: "{N} день" few: "{N} дні" many: "{N} днів" other: "{N} днів" STR_HOUR: one: "{N} година" few: "{N} години" many: "{N} годин" other: "{N} годин" STR_MAINTENANCE_UC: "ОБСЛУГОВУВАННЯ>" STR_OK: "OK" STR_INSTALLATION: "Встановлення" STR_CURRENT_RESEARCH: "ПОТОЧНІ ДОСЛІДЖЕННЯ" STR_SCIENTISTS_AVAILABLE: "Вчених вільно>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Вчених зайнято>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Вільних місць в лабораторіях>{ALT}{0}" STR_RESEARCH_PROJECT: "ПРОЕКТ ДОСЛІДЖЕНЬ" STR_SCIENTISTS_ALLOCATED_UC: "ВЧЕНИХ ЗАЙНЯТО" STR_PROGRESS: "ПРОГРЕС" STR_NEW_PROJECT: "Новий проект" STR_CANCEL_PROJECT: "СКАСУВАТИ ПРОЕКТ" STR_NEW_RESEARCH_PROJECTS: "НОВІ ПРОЕКТИ ДОСЛІДЖЕНЬ" STR_SCIENTISTS_AVAILABLE_UC: "ВЧЕНИХ ВІЛЬНО>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ВІЛЬНИХ МІСЦЬ В ЛАБОРАТОРІЯХ>{ALT}{0}" STR_INCREASE: "Збільшити" STR_DECREASE: "Зменшити" STR_START_PROJECT: "ПОЧАТИ ПРОЕКТ" STR_CURRENT_PRODUCTION: "ПОТОЧНЕ ВИРОБНИЦТВО" STR_ENGINEERS_AVAILABLE: "Інженерів вільно>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Інженерів зайнято>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Вільних місць в майстернях>{ALT}{0}" STR_CURRENT_FUNDS: "Поточні фонди>{ALT}{0}" STR_ITEM: "ПРЕДМЕТ" STR_ENGINEERS__ALLOCATED: "Інженерів зайнято" STR_UNITS_PRODUCED: "Одиниць виготовлено" STR_TOTAL_TO_PRODUCE: "Всього до виготовл." STR_COST__PER__UNIT: " Ціна{NEWLINE}за{NEWLINE}одиницю" STR_DAYS_HOURS_LEFT: "Днів/Годин залишилось" STR_NEW_PRODUCTION: "Нове виробництво" STR_PRODUCTION_ITEMS: "Виготовити виріб" STR_CATEGORY: "КАТЕГОРІЯ" STR_START_PRODUCTION: "ПОЧАТИ ВИРОБНИЦТВО" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Інженеро-годин на виготовлення одиниці" STR_COST_PER_UNIT_: "Ціна за одиницю>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Робочого місця необхідно>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "НЕОБХІДНІ СПЕЦІАЛЬНІ МАТЕРІАЛИ" STR_ITEM_REQUIRED: "НЕОБХІДНИЙ ПРЕДМЕТ" STR_UNITS_REQUIRED: "НЕОБХІДНО ОДИНИЦЬ" STR_UNITS_AVAILABLE: "ДОСТУПНО ОДИНИЦЬ" STR_STOP_PRODUCTION: "ЗУПИНИТИ ВИРОБНИЦТВО" STR_ENGINEERS_AVAILABLE_UC: "ІНЖЕНЕРІВ ВІЛЬНО>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ВІЛЬНИХ МІСЦЬ В МАЙСТЕРНЯХ>{ALT}{0}" STR_MONTHLY_PROFIT: "МІСЯЧНИЙ ПРИБУТОК>{ALT}{0}" STR_INCREASE_UC: "ЗБІЛЬШИТИ" STR_DECREASE_UC: "ЗМЕНШИТИ" STR_UNITS_TO_PRODUCE: "Одиниць для виготовлення" STR_PURCHASE_HIRE_PERSONNEL: "Закупівля/Найм персоналу" STR_COST_OF_PURCHASES: "Ціна придбань>{ALT}{0}" STR_COST_PER_UNIT_UC: "ЦІНА ЗА ОДИНИЦЮ" STR_QUANTITY_UC: " КІЛЬКІСТЬ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ЧОЛОВІК ВІЛЬНО:ЧОЛОВІК ВСЬОГО>" STR_SOLDIERS: "Солдати" STR_SCIENTISTS: "Вчені" STR_ENGINEERS: "Інженери" STR_SPACE_USED_SPACE_AVAILABLE: "МІСЦЯ ЗАЙНЯТО:МІСЦЯ ВІЛЬНО>" STR_LIVING_QUARTERS: "Житловий модуль" STR_STORES: "Склади" STR_LABORATORIES: "Лабораторії" STR_WORK_SHOPS: "Майстерні" STR_HANGARS: "Ангари" STR_SHORT_RANGE_DETECTION: "Ближнє виявлення" STR_DEFENSE_STRENGTH: "Сила ППО" STR_TRANSFERS_UC: "ПЕРЕДАЧІ" STR_TRANSFERS: "Передачі" STR_ARRIVAL_TIME_HOURS: "Час прибуття (годин)" STR_COST_: "Вартість>{ALT}{0}" STR_AREA_: "Регіон>{ALT}{0}" STR_BASE_NAME: "Назва бази?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ВИБЕРІТЬ МІСЦЕ ДЛЯ ВХІДНОГО ЛІФТА" STR_TRANSFER: "Передача" STR_AMOUNT_TO_TRANSFER: "КІЛЬКІСТЬ ДЛЯ ПЕРЕДАЧІ" STR_SELECT_DESTINATION_BASE: "Виберіть базу призначення" STR_COST: "Ціна" STR_VICTORY_1: "Зайшовши в зал, ви бачите інопланетний Мозок - ціль ваших пошуків. Перш ніж ви встигаєте вистелити, Мозок звертається до вас через екран, що знаходиться в приміщенні. Він просить вислухати аргументи на свій захист перш, ніж Ви натиснете на спусковий гачок..." STR_VICTORY_2: "\"...Багато мільйонів років тому планета, яку ви називаєте Марс, була живою. Це життя було принесене на безплідну планету нашою цивілізацією. Протягом мільйонів років ми відвідували вашу планету і генетично розробили ваш вид. Ви не можете знищити нас, ви - частина нас..." STR_VICTORY_3: "...Тут центр Марсіанської цивілізації - піраміди, побудовані за мільйони років до вас видом, який є вашим предком. Немає такої планети якої ми не могли б досягнути. Ця сила скоро може стати вашою. Все що ми просимо - ваша співпраця..." STR_GAME_OVER_1: "Прибульці взялися за винищення людства, зруйнували міста, отруїли повітря та океани. Опір земних армій марний проти передових інопланетних технологій. Покоління, які виживуть, перенесуть жахливі мутації, уникнувши знищення прибульцями. Вони стануть рабами і будуть використані для перетворення Землі в колонію прибульців - частину якоїсь невідомої імперії." STR_GAME_OVER_2: "Знання здобуті через проект X-COM загублені назавжди. Вам не вдалося врятувати землю." STR_VICTORY_4: "Мозок знищено зарядом гарячої плазми, сили прибульців переможені." STR_VICTORY_5: "Тільки но прибульці втратили Марс, вони втратили і землю. Незабаром X-Com дослідження дозволило людству процвітати знову, та наголосити Марс своїм. Загроза прибульців зникла, але як на довго - ніхто не знає." STR_YOU_HAVE_FAILED: "Ви не змогли зупинити вторгнення. Одна за одною передові держави підпишуть пакт з прибульцями, які обіцяють дати нові технології, мир і процвітання. Однак швидко стане зрозуміло, що в прибульців інші плани..." STR_TOTAL_UC: "ВСЬОГО" STR_INCOME: "Дохід" STR_EXPENDITURE: "Витрати" STR_MAINTENANCE: "Обслуговування" STR_BALANCE: "Баланс" STR_UFO_ACTIVITY_IN_AREAS: "Активн. НЛО в Регіонах" STR_UFO_ACTIVITY_IN_COUNTRIES: "Активн. НЛО в Країнах" STR_XCOM_ACTIVITY_IN_AREAS: "Активн. X-COM в Регіонах" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Активн. Х-СОМ в Країнах" STR_FINANCE: "Фінанси" STR_DATE_FIRST: "{0}e" STR_DATE_SECOND: "{0}е" STR_DATE_THIRD: "{0}є" STR_DATE_FOURTH: "{0}е" STR_FINANCE_THOUSANDS: "$1000'рів" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Бракує спеціальних матеріалів для виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Бракує грошей для виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}{NEWLINE}завершено" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}{NEWLINE}завершено" STR_OK_5_SECONDS: "OK - 5 сек" STR_RESEARCH_COMPLETED: "Дослідження завершено" STR_VIEW_REPORTS: "ЗВІТИ" STR_WE_CAN_NOW_RESEARCH: "Ми тепер можемо досліджувати" STR_WE_CAN_NOW_PRODUCE: "Ми тепер можемо виготовляти" STR_SUNDAY: "НЕДІЛЯ" STR_MONDAY: "ПОНЕДІЛОК" STR_TUESDAY: "ВІВТОРОК" STR_WEDNESDAY: "СЕРЕДА" STR_THURSDAY: "ЧЕТВЕР" STR_FRIDAY: "П'ЯТНИЦЯ" STR_SATURDAY: "СУБОТА" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Бракує {0} для заправки {1} в {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Бракує {0} для перезарядки {1} на базі {2}" STR_UFO_IS_NOT_RECOVERED: "НЛО не захоплено" STR_UFO_IS_RECOVERED: "НЛО захоплено" STR_CRAFT_IS_LOST: "Корабель втрачено" STR_TERROR_CONTINUES: "Терор продовжується" STR_ALIENS_DEFEATED: "Прибульці переможені" STR_BASE_IS_LOST: "Базу втрачено" STR_BASE_IS_SAVED: "Базу збережено" STR_ALIEN_BASE_STILL_INTACT: "Базу прибульців не знищено" STR_ALIEN_BASE_DESTROYED: "Базу прибульців знищено" STR_ALIENS_KILLED: "ПРИБУЛЬЦІВ ВБИТО" STR_ALIEN_CORPSES_RECOVERED: "ТРУПІВ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_LIVE_ALIENS_RECOVERED: "ЖИВИХ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_ALIEN_ARTIFACTS_RECOVERED: "АРТЕФАКТІВ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_ALIEN_BASE_CONTROL_DESTROYED: "БАЗУ ПРИБУЛЬЦІВ ЗНИЩЕНО" STR_CIVILIANS_KILLED_BY_ALIENS: "ЦИВІЛЬНИХ ВБИТО ПРИБУЛЬЦЯМИ" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ЦИВІЛЬНИХ ВБИТО СОЛДАТАМИ X-COM" STR_CIVILIANS_SAVED: "ЦИВІЛЬНИХ ВРЯТОВАНО" STR_XCOM_OPERATIVES_KILLED: "СОЛДАТІВ X-COM ВБИТО" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "СОЛДАТІВ X-COM ЗНИКЛО БЕЗ ВІСТІ" STR_TANKS_DESTROYED: "ТАНКІВ ЗНИЩЕНО" STR_XCOM_CRAFT_LOST: "КОРАБЕЛЬ X-COM ВТРАЧЕНО" STR_UFO_RECOVERY: "ЗНАЙДЕНЕ В НЛО" STR_ALIEN_BASE_RECOVERY: "БАЗУ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_BASE_UNDER_ATTACK: "{0} атаковано!" STR_BASE_DEFENSES_INITIATED: "ЗАДІЯНО ЗАХИСТ БАЗИ" STR_GRAV_SHIELD_REPELS_UFO: "ГРАВ. ЩИТ ВІДШТОВХНУВ НЛО!" STR_FIRING: "СТРІЛЯЄ" STR_HIT: "ВЛУЧИВ!" STR_UFO_DESTROYED: "НЛО ЗНИЩЕНО!" STR_MISSED: "ПРОМАХНУВСЯ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Продаж/Звільнення персоналу" STR_VALUE_OF_SALES: "ВАРТІСТЬ ПРОДАНОГО> {ALT}{0}" STR_FUNDS: "ФОНДИ> {ALT}{0}" STR_SELL_SACK: "Продати/Звільнити" STR_VALUE: "Ціна" STR_CRAFT_: "КОРАБЕЛЬ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ЗАХОПЛЕННЯ ЗБИТОГО НЛО" STR_UFO_CRASH_RECOVERY_BRIEFING: "Вивчіть місце посадки і, при можливості, отримайте доступ до НЛО. Місія завершиться коли всі прибульці будуть вбиті або нейтралізовані. Після цього знайдені рештки НЛО, тіла прибульців та їх спорядження будуть евакуйовані. Для припинення місії поверніть бійців в транспорт і натисніть кнопку \"Перервати Місію\"." STR_UFO_GROUND_ASSAULT: "ШТУРМ НЛО" STR_UFO_GROUND_ASSAULT_BRIEFING: "Вивчіть місце посадки і, при можливості, отримайте доступ до НЛО. Місія завершиться коли всі прибульці будуть вбиті або нейтралізовані. Після цього знайдені рештки НЛО, тіла прибульців та їх спорядження будуть евакуйовані. Для припинення місії поверніть бійців в транспорт і натисніть кнопку \"Перервати Місію\"." STR_BASE_DEFENSE: "ЗАХИСТ БАЗИ" STR_BASE_UC_: "БАЗА> {0}" STR_BASE_DEFENSE_BRIEFING: "Неподалік приземлився корабель прибульців. Наша база в серйозній небезпеці. Згідно зі стандартною процедурою, цивільний персонал та кораблі X-COM були евакуйовані. Прибульці будуть проникати на базу через ангари та вхідний ліфт. Захищайте базу будь-якою ціною - це битва на смерть. В випадку відступу Ви втратите базу." STR_ALIEN_BASE_ASSAULT: "ШТУРМ БАЗИ ПРИБУЛЬЦІВ" STR_ALIEN_BASE_ASSAULT_BRIEFING: "Бійці X-COM проникнули на базу прибульців. Для ліквідації бази потрібно знищити центр керування. Всі прибульці, присутні на базі, мають бути знищені або нейтралізовані. Для припинення місії поверніть бійців в зелену зону висадки та натисніть кнопку \"Перервати Місію\"." STR_CYDONIA_BRIEFING: "Ви прибули в Кідонію. Необхідно проникнути в підземний комплекс, який знаходиться біля Марсіанського Сфінкса. Ви мусите знайти і знищити Інопланетний Мозок, який керує вторгненням. Доля людства у Ваших руках..." STR_TERROR_MISSION: "ПРИПИНЕННЯ ТЕРОРУ" STR_TERROR_MISSION_BRIEFING: "Місія буде успішною, коли всі ворожі частини будуть усунені або нейтралізовані. Ви повинні намагатися врятувати життя будь-якого цивільного населення в цьому районі шляхом нейтралізації небезпеки від прибульців. Щоб скасувати місію, поверніт оперативників X-Com до транспортного засобу та натисніть значок 'Скасувати Завдання'." STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "НЕМАЄ ВІЛЬНОГО АНГАРУ ДЛЯ БУДІВНИЦТВА КОРАБЛЯ!{SMALLLINE}Кожний корабель приписаний до бази, транспортований на базу, придбаний або такий, який тільки будується, використовує один ангар. Будуйте новий ангар або транспортуйте якийсь корабель на іншу базу." STR_NO_FREE_HANGARS_FOR_PURCHASE: "НЕМАЄ ВІЛЬНОГО АНГАРУ ДЛЯ КУПІВЛІ КОРАБЛЯ!{SMALLLINE}Кожний корабель приписаний до бази, транспортований на базу, придбаний або такий, який тільки будується, використовує один ангар. Будуйте новий ангар або транспортуйте якийсь корабель на іншу базу." STR_NO_FREE_HANGARS_FOR_TRANSFER: "НЕМАЄ ВІЛЬНОГО АНГАРУ ДЛЯ ТРАНСПОРТУВАННЯ!{SMALLLINE}Кожний корабель приписаний до бази, транспортований на базу, придбаний або такий, який тільки будується, використовує один ангар. Будуйте новий ангар або транспортуйте якийсь корабель на іншу базу." STR_CANNOT_BUILD_HERE: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Будівництво можливе лише поруч з уже наявним модулем." STR_NO_FREE_ACCOMODATION: "НЕМАЄ ВІЛЬНИХ МІСЦЬ!{SMALLLINE}База-адресат не має достатньо вільних місць в житлових модулях." STR_NOT_ENOUGH_WORK_SPACE: "НЕ ДОСТАТНЬО РОБОЧИХ МІСЦЬ!{SMALLLINE}Будуйте нову майстерню або зменшуйте роботу над іншими проектами." STR_NOT_ENOUGH_MONEY: "НЕ ДОСТАТНЬО ГРОШЕЙ!" STR_NOT_ENOUGH_STORE_SPACE: "НЕ ДОСТАТНЬО МІСЦЯ НА СКЛАДАХ!{SMALLLINE}Будуйте нові склади або транспортуйте наявні предмети на інші бази." STR_NOT_ENOUGH_LIVING_SPACE: "НЕ ДОСТАТНЬО ЖИТЛОВОЇ ПЛОЩІ!{SMALLLINE}Будуйте житлові модулі або транспортуйте персонал на інші бази." STR_LAUNCH_INTERCEPTION: "ПОЧАТИ ПЕРЕХОПЛЕННЯ" STR_CRAFT: "КОРАБЕЛЬ" STR_STATUS: "СТАТУС" STR_BASE: "БАЗА" STR_READY: "ГОТОВИЙ" STR_OUT: "НА ВИЛЬОТІ" STR_REPAIRS: "НА РЕМОНТІ" STR_REFUELLING: "ЗАПРАВЛЯЄТЬСЯ" STR_REARMING: "ПЕРЕЗАРЯД." STR_TARGET: "ЦІЛЬ: {0}" STR_WAY_POINT: "ТОЧКА ШЛЯХУ" STR_ARE_YOU_SURE_CYDONIA: "Ви впевнені, що бажаєте відправити експедицію на Кідонію?" STR_YES: "ТАК" STR_NO: "НІ" STR_SELECT_DESTINATION: "ВИБЕРІТЬ ЦІЛЬ" STR_CYDONIA: "КІДОНІЯ" STR_SELECT_SITE_FOR_NEW_BASE: "ВИБЕРІТЬ МІСЦЕ ДЛЯ НОВОЇ БАЗИ" STR_RETURN_TO_BASE: "ПОВЕРНУТИСЬ НА БАЗУ" STR_SELECT_NEW_TARGET: "ОБРАТИ НОВУ ЦІЛЬ" STR_PATROL: "ПАТРУЛЮВАТИ" STR_STATUS_: "СТАТУС>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ПОШКОДЖЕНИЙ - ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_LOW_FUEL_RETURNING_TO_BASE: "МАЛО ПАЛЬНОГО - ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "МІСІЮ ЗАВЕРШЕНО - ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_PATROLLING: "ПАТРУЛЮЄ" STR_TAILING_UFO: "ПЕРЕСЛІДУЄ НЛО" STR_INTERCEPTING_UFO: "ПЕРЕХОПЛЮЄ НЛО-{0}" STR_RETURNING_TO_BASE: "ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_DESTINATION_UC_: "ПУНКТ ПРИЗНАЧЕННЯ:{0}" STR_BASE_UC: "БАЗА>{ALT}{0}" STR_SPEED_: "ШВИДКІСТЬ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "МАКСИМАЛЬНА ШВИДКІСТЬ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ВИСОТА>{ALT}{0}" STR_VERY_LOW: "ДУЖЕ МАЛА" STR_LOW_UC: "МАЛА" STR_HIGH_UC: "ВЕЛИКА" STR_VERY_HIGH: "ДУЖЕ ВЕЛИКА" STR_FUEL: "ПАЛЬНЕ>{ALT}{0}" STR_WEAPON_ONE: "ЗБРОЯ-1>{ALT}{0}" STR_NONE_UC: "НЕМАЄ" STR_ROUNDS_: "БОЄЗАПАС>{ALT}{0}" STR_WEAPON_TWO: "ЗБРОЯ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "Виберіть корабель" STR_BASE_: "База>{0}" STR_NAME_UC: "ІМ'Я" STR_AMMO_: "НАБОЇ>{ALT}{0}" STR_CREW: "ЕКІПАЖ" STR_EQUIPMENT_UC: "СПОРЯДЖЕННЯ" STR_ARMOR: "БРОНЯ" STR_MAX: "МАКС>{ALT}{0}" STR_ROOKIE: "Новобранець" STR_SQUADDIE: "Рядовий" STR_SERGEANT: "Сержант" STR_CAPTAIN: "Капітан" STR_COLONEL: "Полковник" STR_COMMANDER: "Командир" STR_SELECT_SQUAD_FOR_CRAFT: "Виберіть екіпаж для {0}" STR_SORT_BY: "ВІДСОРТУВАТИ ЗА..." STR_ORIGINAL_ORDER: "ЗАГАЛЬНИЙ НАКАЗ" STR_MISSIONS2: "МІСІЯ" STR_KILLS2: "ВБИВСТВ" STR_WOUND_RECOVERY2: "ЗАГОЄННЯ РАН" STR_SPACE_AVAILABLE: "МІСЦЯ ВІЛЬНО>{ALT}{0}" STR_SPACE_USED: "МІСЦЯ ЗАЙНЯТО>{ALT}{0}" STR_SPACE_USED_UC: "МІСЦЯ ЗАЙНЯТО" STR_RANK: "ЗВАННЯ" STR_WOUNDED: "ПОРАНЕНИЙ" STR_EQUIPMENT_FOR_CRAFT: "Спорядження для {0}" STR_DEFENSE_VALUE: "Ступінь Захисту" STR_HIT_RATIO: "Точність" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}готовий до{NEWLINE}приземлення біля{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Почати операцію?" STR_SELECT_ARMAMENT: "Виберіть зброю" STR_AMMUNITION_AVAILABLE: "БОЄПРИПАСІВ ДОСТУПНО" STR_ARMAMENT: "ЗБРОЯ" STR_NOT_AVAILABLE: "Н.Д." STR_SELECT_ARMOR_FOR_SOLDIER: "ОБЕРІТЬ БРОНЮ ДЛЯ{NEWLINE}{0}" STR_TYPE: "ТИП" STR_PERSONAL_ARMOR_UC: "БРОНЕКОСТЮМ" STR_POWER_SUIT_UC: "СИЛОВИЙ СКАФАНДР" STR_FLYING_SUIT_UC: "ЛІТАЛЬНИЙ СКАФАНДР" STR_SELECT_ARMOR: "Виберіть броню" STR_NORTH: "ПІВНІЧ" STR_NORTH_EAST: "ПІВНІЧНИЙ СХІД" STR_EAST: "СХІД" STR_SOUTH_EAST: "ПІВДЕННИЙ СХІД" STR_SOUTH: "ПІВДЕНЬ" STR_SOUTH_WEST: "ПІВДЕННИЙ ЗАХІД" STR_WEST: "ЗАХІД" STR_NORTH_WEST: "ПІВНІЧНИЙ ЗАХІД" STR_SELECT_ACTION: "ВИБЕРІТЬ ЗАВДАННЯ" STR_CONTINUE_INTERCEPTION_PURSUIT: "ПРОДОВЖИТИ ПЕРЕХОПЛЕННЯ" STR_PURSUE_WITHOUT_INTERCEPTION: "ПЕРЕСЛІДУВАТИ БЕЗ ПЕРЕХОПЛЕННЯ" STR_VERY_LARGE: "ДУЖЕ ВЕЛИКИЙ" STR_LARGE: "ВЕЛИКИЙ" STR_MEDIUM_UC: "СЕРЕДНІЙ" STR_SMALL: "МАЛИЙ" STR_VERY_SMALL: "ДУЖЕ МАЛИЙ" STR_GROUNDED: "НА ЗЕМЛІ" STR_DETECTED: "Виявлено" STR_SIZE_UC: "РОЗМІР" STR_ALTITUDE: "ВИСОТА" STR_HEADING: "НАПРЯМ" STR_SPEED: "ШВИДКІСТЬ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ЦЕНТР НА НЛО-ЧАС=5 Сек" STR_TRACKING_LOST: "ВТРАЧЕНО" STR_REDIRECT_CRAFT: "ПЕРЕНАПРАВИТИ КОРАБЕЛЬ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ЛЕТІТИ ДО ОСТАННЬОЇ ВІДОМОЇ ПОЗИЦІЇ НЛО" STR_UFO_: "НЛО-{0}" STR_ALIEN_BASE_: "БАЗА ПРИБУЛЬЦІВ-{0}" STR_CRASH_SITE_: "МІСЦЕ АВАРІЇ-{0}" STR_LANDING_SITE_: "МІСЦЕ ПОСАДКИ-{0}" STR_WAY_POINT_: "ТОЧКА ШЛЯХУ-{0}" STR_TERROR_SITE: "МІСЦЕ ТЕРОРУ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}досяг{NEWLINE}{1}" STR_NOW_PATROLLING: "Патрулювання" STR_ALIEN_ORIGINS: "Походження прибульців" STR_THE_MARTIAN_SOLUTION: "Вирішення Марсіанського Питання" STR_CYDONIA_OR_BUST: "Кідонія або кінець" STR_UFOPAEDIA: "НЛОПЕДІЯ" STR_XCOM_CRAFT_ARMAMENT: "КОРАБЛІ X-COM ТА ЇХНЄ ОЗБРОЄННЯ" STR_HEAVY_WEAPONS_PLATFORMS: "ВАЖКІ БОЙОВІ ПЛАТФОРМИ (ВБП)" STR_WEAPONS_AND_EQUIPMENT: "ЗБРОЯ ТА СПОРЯДЖЕННЯ" STR_ALIEN_ARTIFACTS: "АРТЕФАКТИ ПРИБУЛЬЦІВ" STR_BASE_FACILITIES: "МОДУЛІ БАЗИ" STR_ALIEN_LIFE_FORMS: "ПОЗАЗЕМНІ ФОРМИ ЖИТТЯ" STR_ALIEN_RESEARCH_UC: "ДІЯЛЬНІСТЬ ПРИБУЛЬЦІВ" STR_UFO_COMPONENTS: "КОМПОНЕНТИ НЛО" STR_UFOS: "НЛО" STR_SELECT_ITEM: "ВИБЕРІТЬ ПРЕДМЕТ" STR_ACCELERATION: "ПРИСКОРЕННЯ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ЗАПАС ПАЛЬНОГО>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ПІДВІСОК ДЛЯ ЗБРОЇ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "РІВЕНЬ ЗАХИСТУ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ОБ'ЄМ ВАНТАЖНОГО ВІДСІКУ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "МІСЦЬ ДЛЯ ВБП>{ALT}{0}{ALT}" STR_DAMAGE: "Пошкодження" STR_RANGE: "Радіус ураження" STR_KILOMETERS: "{0} км" STR_ACCURACY: "Точність" STR_RE_LOAD_TIME: "Час перезарядки" STR_SECONDS: "{0}с" STR_DAMAGE_ARMOR_PIERCING: "БРОНЕБІЙНИЙ" STR_DAMAGE_INCENDIARY: "ЗАПАЛЮВАЛЬНИЙ" STR_DAMAGE_HIGH_EXPLOSIVE: "ВИБУХОВИЙ" STR_DAMAGE_LASER_BEAM: "ЛАЗЕРНИЙ{NEWLINE}ПРОМІНЬ" STR_DAMAGE_PLASMA_BEAM: "ПЛАЗМОВИЙ{NEWLINE}ПРОМІНЬ" STR_DAMAGE_STUN: "ПАРАЛІТИЧНИЙ" STR_DAMAGE_MELEE: "БЛИЖНІЙ БІЙ" STR_DAMAGE_ACID: "КИСЛОТНИЙ" STR_DAMAGE_SMOKE: "ДИМОВИЙ" STR_SHOT_TYPE: "ТИП ПОСТРІЛУ" STR_ACCURACY_UC: "ТОЧНІСТЬ" STR_TIME_UNIT_COST: "ОЧКИ ДІЙ" STR_DAMAGE_UC: "ПОШКОДЖЕННЯ" STR_AMMO: "ЗАРЯД" STR_SHOT_TYPE_AUTO: "Черга" STR_SHOT_TYPE_SNAP: "Навмання" STR_SHOT_TYPE_AIMED: "Прицільно" STR_CONSTRUCTION_TIME: "Час будівництва" STR_CONSTRUCTION_COST: "Вартість будівництва" STR_MAINTENANCE_COST: "Вартість утримання" STR_LOW: "Низький" STR_MEDIUM: "Середній" STR_HIGH: "Високий" STR_CRAFT_WEAPON: "Озброєння кораблів" STR_CRAFT_AMMUNITION: "Боєприпаси кораблів" STR_HEAVY_WEAPONS_PLATFORM: "Важка Бойова Платформа" STR_WEAPON: "Зброя" STR_AMMUNITION: "Боєприпаси" STR_EQUIPMENT: "Спорядження" STR_ALIEN_CORPSE: "Труп прибульця" STR_UFO_COMPONENT: "Компонент НЛО" STR_PERSONAL_ARMOR: "Бронекостюм" STR_RAW_MATERIALS: "Вихідні матеріали" STR_HWP_CANNON_SHELLS: "Гарматні снаряди ВБП" STR_ALIEN: "Прибулець" STR_SECTOID: "Сектоїд" STR_SNAKEMAN: "Людинозмія" STR_ETHEREAL: "Ефіріал" STR_MUTON: "Мутон" STR_FLOATER: "Летун" STR_CELATID: "Целатид" STR_SILACOID: "Силакоїд" STR_CHRYSSALID: "Крисалід" STR_ZOMBIE: "Зомбі" STR_REAPER: "Рипер" STR_SECTOPOD: "Сектопод" STR_CYBERDISC: "Кібердиск" STR_LIVE_COMMANDER: "Командир" STR_LIVE_LEADER: "Лідер" STR_LIVE_ENGINEER: "Інженер" STR_LIVE_MEDIC: "Медик" STR_LIVE_NAVIGATOR: "Навігатор" STR_LIVE_SOLDIER: "Солдат" STR_LIVE_TERRORIST: "Терорист" STR_FLOATER_SOLDIER: "Летун-солдат" STR_FLOATER_NAVIGATOR: "Летун-навігатор" STR_FLOATER_MEDIC: "Летун-медик" STR_FLOATER_ENGINEER: "Летун-інженер" STR_FLOATER_LEADER: "Летун-лідер" STR_FLOATER_COMMANDER: "Летун-командир" STR_SECTOID_SOLDIER: "Сектоїд-солдат" STR_SECTOID_NAVIGATOR: "Сектоїд-навігатор" STR_SECTOID_MEDIC: "Сектоїд-медик" STR_SECTOID_ENGINEER: "Сектоїд-інженер" STR_SECTOID_LEADER: "Сектоїд-лідер" STR_SECTOID_COMMANDER: "Сектоїд-командир" STR_SNAKEMAN_SOLDIER: "Людинозмія-солдат" STR_SNAKEMAN_NAVIGATOR: "Людинозмія-навігатор" STR_SNAKEMAN_ENGINEER: "Людинозмія-інженер" STR_SNAKEMAN_LEADER: "Людинозмія-лідер" STR_SNAKEMAN_COMMANDER: "Людинозмія-командир" STR_MUTON_SOLDIER: "Мутон-солдат" STR_MUTON_NAVIGATOR: "Мутон-навігатор" STR_MUTON_ENGINEER: "Мутон-інженер" STR_ETHEREAL_SOLDIER: "Ефіріал-солдат" STR_ETHEREAL_LEADER: "Ефіріал-лідер" STR_ETHEREAL_COMMANDER: "Ефіріал-командир" STR_CYBERDISC_TERRORIST: "Кібердиск Терорист" STR_REAPER_TERRORIST: "Рипер Терорист" STR_CHRYSSALID_TERRORIST: "Крисалід Терорист" STR_CELATID_TERRORIST: "Целатид-терорист" STR_SILACOID_TERRORIST: "Силакоїд Терорист" STR_SECTOPOD_TERRORIST: "Сектопод Терорист" STR_UFO_POWER_SOURCE: "Джерело енергії НЛО" STR_UFO_NAVIGATION: "Навігація НЛО" STR_UFO_CONSTRUCTION: "Конструкція НЛО" STR_ALIEN_FOOD: "Їжа прибульців" STR_ALIEN_REPRODUCTION: "Інкубатор прибульців" STR_ALIEN_ENTERTAINMENT: "Розваги прибульців" STR_ALIEN_SURGERY: "Хірургія прибульців" STR_EXAMINATION_ROOM: "Кімната допитів" STR_ALIEN_ALLOYS: "Сплави прибульців" STR_ALIEN_HABITAT: "Місце проживання прибульців" STR_POWER_SUIT: "Силовий скафандр" STR_FLYING_SUIT: "Літальний скафандр" STR_HWP_ROCKETS: "Ракета ВБП" STR_HWP_FUSION_BOMB: "Бластер-ракета ВБП" STR_LASER_WEAPONS: "Лазерна зброя" STR_NEW_FIGHTER_CRAFT: "Новий винищувач" STR_NEW_FIGHTER_TRANSPORTER: "Новий винищувач-транспорт" STR_ULTIMATE_CRAFT: "Останній корабель" STR_LASER_PISTOL: "Лазерний пістолет" STR_LASER_RIFLE: "Лазерна гвинтівка" STR_HEAVY_LASER: "Важкий лазер" STR_LASER_CANNON: "Лазерна гармата" STR_PLASMA_CANNON: "Плазмова гармата" STR_FUSION_MISSILE: "Бластерна ракета" STR_LASER_DEFENSE: "Лазерна система ППО" STR_PLASMA_DEFENSE: "Плазмова система ППО" STR_FUSION_DEFENSE: "Бластерна система ППО" STR_GRAV_SHIELD: "Гравітаційний щит" STR_MIND_SHIELD: "Ментальний щит" STR_PSI_LAB: "Псі-лабораторія" STR_MOTION_SCANNER: "Сканер руху" STR_MEDI_KIT: "Мед-комплект" STR_TANK_CANNON: "Танк/Гармата" STR_TANK_ROCKET_LAUNCHER: "Танк/Ракетна установка" STR_TANK_LASER_CANNON: "Танк/Лазерна гармата" STR_HOVERTANK_PLASMA: "Ховертанк/Плазма" STR_HOVERTANK_LAUNCHER: "Ховертанк/Бластер" STR_STINGRAY_LAUNCHER: "Пускова установка \"Скат\"" STR_AVALANCHE_LAUNCHER: "Пускова установка \"Лавина\"" STR_CANNON: "Авіагармата" STR_FUSION_BALL_LAUNCHER: "Бластерна гармата" STR_PLASMA_BEAM: "Плазмова гармата" STR_STINGRAY_MISSILES: "Ракета \"Скат\"" STR_AVALANCHE_MISSILES: "Ракета \"Лавина\"" STR_CANNON_ROUNDS_X50: "Снаряди для Авіагармати(x50)" STR_FUSION_BALL: "Бластерна ракета" STR_SOLDIER: "Солдат" STR_SCIENTIST: "Вчений" STR_ENGINEER: "Інженер" STR_NORTH_AMERICA: "Північна Америка" STR_ARCTIC: "Арктика" STR_ANTARCTICA: "Антарктика" STR_SOUTH_AMERICA: "Південна Америка" STR_EUROPE: "Європа" STR_NORTH_AFRICA: "Північна Африка" STR_SOUTHERN_AFRICA: "Південна Африка" STR_CENTRAL_ASIA: "Центральна Азія" STR_SOUTH_EAST_ASIA: "Півд.-східна Азія" STR_SIBERIA: "Сибір" STR_AUSTRALASIA: "Австралія" STR_PACIFIC: "Тихий Океан" STR_NORTH_ATLANTIC: "Північна Атлантика" STR_SOUTH_ATLANTIC: "Півд. Атлантика" STR_INDIAN_OCEAN: "Індійський Океан" STR_ALIEN_RESEARCH: "Дослідження" STR_ALIEN_HARVEST: "Збір врожаю" STR_ALIEN_ABDUCTION: "Викрадення" STR_ALIEN_INFILTRATION: "Проникнення" STR_ALIEN_BASE: "База прибульців" STR_ALIEN_TERROR: "Терор" STR_ALIEN_RETALIATION: "Удар у відповідь" STR_ALIEN_SUPPLY: "Постачання прибульців" STR_MAXIMUM_SPEED: "Макс. швидкість" STR_HYPER_WAVE_DECODER_UC: "ГІПЕРХВИЛЬОВИЙ ДЕКОДЕР" STR_SKYRANGER: "РЕЙНДЖЕР" STR_LIGHTNING: "БЛИСКАВКА" STR_AVENGER: "МЕСНИК" STR_INTERCEPTOR: "ПЕРЕХОПЛЮВАЧ" STR_FIRESTORM: "ВОГНЯНИЙ ШТОРМ" STR_UFO: "НЛО" STR_STINGRAY: "СКАТ" STR_AVALANCHE: "ЛАВИНА" STR_CANNON_UC: "АВІАГАРМАТА" STR_FUSION_BALL_UC: "БЛАСТЕРНА ГАРМАТА" STR_LASER_CANNON_UC: "ЛАЗЕРНА ГАРМАТА" STR_PLASMA_BEAM_UC: "ПЛАЗМОВИЙ ПРОМІНЬ" STR_DAMAGE_CAPACITY: "Рівень захисту" STR_WEAPON_POWER: "Потужність зброї" STR_WEAPON_RANGE: "Дальність зброї" STR_ACCESS_LIFT: "Вхідний ліфт" STR_LABORATORY: "Лабораторія" STR_WORKSHOP: "Майстерня" STR_SMALL_RADAR_SYSTEM: "Ближній радар" STR_LARGE_RADAR_SYSTEM: "Дальній радар" STR_MISSILE_DEFENSES: "Ракетний захист" STR_GENERAL_STORES: "Склад" STR_ALIEN_CONTAINMENT: "Ізолятор прибульців" STR_LASER_DEFENSES: "Лазерний захист" STR_PLASMA_DEFENSES: "Плазмовий захист" STR_FUSION_BALL_DEFENSES: "Бластерний захист" STR_PSIONIC_LABORATORY: "Псі-лабораторія" STR_HYPER_WAVE_DECODER: "Гіперхвильовий декодер" STR_HANGAR: "Ангар" STR_USA: "США" STR_RUSSIA: "РОСІЯ" STR_UK: "ВЕЛИКА БРИТАНІЯ" STR_FRANCE: "ФРАНЦІЯ" STR_GERMANY: "НІМЕЧЧИНА" STR_ITALY: "ІТАЛІЯ" STR_SPAIN: "ІСПАНІЯ" STR_CHINA: "КИТАЙ" STR_JAPAN: "ЯПОНІЯ" STR_INDIA: "ІНДІЯ" STR_BRAZIL: "БРАЗИЛІЯ" STR_AUSTRALIA: "АВСТРАЛІЯ" STR_NIGERIA: "НІГЕРІЯ" STR_SOUTH_AFRICA: "ПІВДЕННА АФРИКА" STR_EGYPT: "ЄГИПЕТ" STR_CANADA: "КАНАДА" STR_TANK: "Танк" STR_CIVILIAN: "Цивільний" STR_JAN: "Січ" STR_FEB: "Лют" STR_MAR: "Бер" STR_APR: "Кві" STR_MAY: "Тра" STR_JUN: "Чер" STR_JUL: "Лип" STR_AUG: "Сер" STR_SEP: "Вер" STR_OCT: "Жов" STR_NOV: "Лис" STR_DEC: "Гру" STR_INTERNATIONAL_RELATIONS: "Міжнародні відносини" STR_COUNTRY: "Країна" STR_FUNDING: "Фінансування" STR_CHANGE: "Зміна" STR_WEAPON_SYSTEMS: "СИСТЕМИ ОЗБРОЄННЯ" STR_HWPS: "ВБП" STR_DAMAGE_UC_: "ПОШКОДЖЕННЯ>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "Вхідний ліфт використовується для доставки персоналу та обладнання в підземну базу. Створення нової бази починається з будівництва цього модуля. Ліфт вразливий для проникнення потенційного противника." STR_LIVING_QUARTERS_UFOPEDIA: "Житловий модуль забезпечує розміщення до 50 чоловік. Тут знаходяться кімната відпочинку, їдальня та спальні приміщення." STR_LABORATORY_UFOPEDIA: "В лабораторії можуть працювати до 50 вчених. Лабораторії оснащені найсучаснішими технологіями для проведення фізичних, біохімічних та космологічних досліджень. Передбачений зв'язок з кращими дослідницькими центрами світу, включаючи військові установи." STR_WORKSHOP_UFOPEDIA: "Майстерня обладнана всім необхідним для виробництва спорядження і техніки, розробленої в лабораторіях. В майстерні можуть працювати до 50 інженерів, в залежності від того скільки місця займає обладнання, яке виготовляють." STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "Невелика система виявлення має ефективний радіус дії до 300 морських миль і пов'язана із супутниковими системами для наземного пошуку. Кожна система має 10% шанс виявлення об'єкта середнього розміру кожні 30 хвилин." STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "Велика система виявлення має ефективний радіус дії до 450 морських миль і пов'язана з супутниковими системами для пошуку на суші. Кожна система має 20% шанс виявлення об'єкта середнього розміру кожні 30 хвилин." STR_MISSILE_DEFENSES_UFOPEDIA: "Ракетна система ППО (протиповітряної оборони) забезпечує деякий захист проти літальних апаратів, які намагаються сісти неподалік від бази." STR_GENERAL_STORES_UFOPEDIA: "Все обладнання, зброя, військове спорядження, матеріали та важкі бойові платформи зберігаються на складах, включаючи обладнання приписане до кораблів в ангарах." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Для підтримання життєдіяльності прибульців необхідні спеціальні умови. Ізолятор прибульців дозволяє безпечно утримувати до 10 інопланетних організмів в ізольованих камерах." STR_LASER_DEFENSES_UFOPEDIA: "Лазерна система ППО забезпечує кращий захист проти ворожих літальних апаратів." STR_PLASMA_DEFENSES_UFOPEDIA: "Плазмова система ППО забезпечує ефективний захист проти ворожих літальних апаратів." STR_FUSION_BALL_DEFENSES_UFOPEDIA: "Бластерні ракети забезпечують найбільш ефективний захист проти атак прибульців. Під час вибуху ці ракети викидають антиматерію, яка, анігілюючи, знищує все в певному радіусі." STR_GRAV_SHIELD_UFOPEDIA: "Гравітаційний щит відштовхує літальні апарати противника при спробі сісти неподалік від бази, даючи можливість захисним системам вистрелити знову. Це фактично подвоює ефективність систем ППО бази. " STR_MIND_SHIELD_UFOPEDIA: "Для виявлення присутності людей прибульці покладаються на характерні хвилі, які випромінює людський мозок. Ментальний щит екранує ці мозкові хвилі, сильно зменшуючи ймовірність виявлення бази противником." STR_PSIONIC_LABORATORY_UFOPEDIA: "Псі-лабораторія дозволяє провести оцінку псіонічного потенціалу всіх бійців на базі, а також необхідне для розвитку псі-вмінь навчання. Кожна лабораторія може тренувати до 10 чоловік одночасно, розподіл на тренування відбувається в кінці місяця. Для бойового використання псіонічних вмінь необхідно спорядити бійців псі-підсилювачами." STR_HYPER_WAVE_DECODER_UFOPEDIA: "Засоби зв'язку прибульців базуються на використанні гіперпросторових хвиль, які поширюються майже миттєво. Декодер дозволяє здійснювати перехоплення та розшифрування переговорів НЛО. Можна визначити тип НЛО, расу прибульців і тип виконуваного завдання." STR_HANGAR_UFOPEDIA: "Кожен ангар може вмістити один корабель. Є засоби для технічного обслуговування, заправки та ремонту кораблів X-Com. Кожен корабель, розташований на базі, повинен мати вільний ангар, який за ним закріплений, і який не може бути використаний іншим кораблем, навіть якщо закріплений корабель вилетів на місію." STR_PISTOL_UFOPEDIA: "Стандартний пістолет X-Com - це високоміцний напіввтомат з магазином на 12 патронів." STR_RIFLE_UFOPEDIA: "Високоточна снайперська гвинтівка калібру 6.7мм, оснащена лазерним прицілом. Магазин вміщує 20 патронів." STR_HEAVY_CANNON_UFOPEDIA: "Важка гармата - потужна, але громіздка зброя. Вона відзначається можливістю використання трьох видів боєприпасів - бронебійних, вибухових та запалювальних." STR_AUTO_CANNON_UFOPEDIA: "Авто-гармата поєднує експлуатаційну гнучкість та потужність важкої гармати з можливістю автоматичної стрільби." STR_ROCKET_LAUNCHER_UFOPEDIA: "Пускова ракетна установка з лазерною системою наведення. Може стріляти трьома видами ракет." STR_LASER_PISTOL_UFOPEDIA: "Лазерний пістолет - ефективна реалізація нової технології. Поєднує зручність пістолета з більшою точністю та скорострільністю." STR_LASER_RIFLE_UFOPEDIA: "Лазерна гвинтівка - більш потужна та точна зброя, що базується на розробках лазерного пістолета." STR_HEAVY_LASER_UFOPEDIA: "Важкий лазер - громіздка, але напрочуд ефективна зброя." STR_GRENADE_UFOPEDIA: "Стандартна осколкова граната з точним таймером для запалу." STR_SMOKE_GRENADE_UFOPEDIA: "Димові гранати використовуються для забезпечення прикриття в складних бойових ситуаціях. Використовуйте з обережністю, оскільки ворог теж може використати низьку видимість в диму." STR_PROXIMITY_GRENADE_UFOPEDIA: "Сенсорна граната використовується так само, як і звичайна, але після приземлення її запалом керує сенсор, що реагує на рух. Правильне використання вимагає хорошого вміння та особливої обережності." STR_HIGH_EXPLOSIVE_UFOPEDIA: "Заряд вибухівки, який використовується для знищення об'єктів. Евакуюйте персонал від місця вибуху." STR_MOTION_SCANNER_UFOPEDIA: "Цей складний пристрій використовує потужні алгоритми обробки даних, які надходять з різних сенсорів, для виявлення рухомих об'єктів. Для використання сканера натисніть \"Використати Сканер\" в меню дій, під час тактичної місії. Стрілка на екрані пристрою показує напрям погляду бійця, який використовує сканер (Північ знаходиться вгорі). Миготливі плями - це об'єкти, які нещодавно рухались. Великі плями відповідають великим об'єктам, чи таким, які швидко рухаються. Нерухомі об'єкти сканером не фіксуються." STR_MEDI_KIT_UFOPEDIA: "Мед-комплект містить засоби для зупинки кровотеч, а також знеболювальні та стимулювальні препарати.{NEWLINE} Для застосування мед-комплекту потрібно стати навпроти солдата який потребує лікування. Якщо солдат лежить, потрібно встати над ним. При використанні виберіть:{NEWLINE}ЛІКУВАННЯ> Частини тіла, які мають смертельні рани, позначені червоним. Виберіть уражену частину та натисніть кнопку, щоб зупинити кровотечу.{NEWLINE}СТИМУЛЯТОР> Ін'єкція стимулятора відновлює енергію бійця, може використовуватись для повернення потерпілих до свідомості (для цього потрібно стояти над тілом).{NEWLINE}ЗНЕБОЛЮЮЧЕ> Введення комплексу знеболювальних препаратів допомагає покращити моральний стан поранених." STR_PSI_AMP_UFOPEDIA: "Псі-підсилювач можуть використовувати лише солдати з псіонічними вміннями. Для використання виберіть тип атаки, а далі - ціль атаки. Можливі два типи атаки:{NEWLINE}ПАНІКА> При успішній атаці противник буде деморалізований і може впасти в стан паніки.{NEWLINE}КОНТРОЛЬ РОЗУМУ> При успішній атаці ви отримуєте безпосередній контроль над діями ворога, так ніби він є одним із ваших солдат. Це найскладніший тип псі-атаки." STR_STUN_ROD_UFOPEDIA: "Цей пристрій призначений для ураження противника електричним розрядом при безпосередньому контакті. При цьому противник залишається живим." STR_MIND_PROBE_UFOPEDIA: "Ментальний зонд - це пристрій зв'язку прибульців, який використовується для отримання інформації безпосередньо від хвиль мозку. Бійці X-Com можуть використовувати цей пристрій у бою, щоб візуалізувати характеристики прибульця. Клацніть на ментальний зонд та опцію \"Використати зонд\". Потім натисніть курсор на прибульця." STR_PLASMA_PISTOL_UFOPEDIA: "Плазмовий пістолет - це смертоносна зброя прибульців, яка базується на принципі прискорення частинок антигравітаційним полем." STR_PLASMA_RIFLE_UFOPEDIA: "Руйнівна плазмова зброя прибульців, яка базується на принципі прискорення частинок антигравітаційним полем." STR_HEAVY_PLASMA_UFOPEDIA: "Це смертоносна плазмова зброя прибульців неймовірної руйнівної сили. В її основі лежить принцип прискорення частинок антигравітаційним полем." STR_BLASTER_LAUNCHER_UFOPEDIA: "Ця пускова установка прибульців стріляє потужними керованими бластерними ракетами. Траєкторія польоту задається безпосередньо перед пострілом. Після задання траєкторії натисніть спеціальну кнопку пуску ракети." STR_SMALL_LAUNCHER_UFOPEDIA: "Невелика пускова установка, яка стріляє паралізуючими бомбами. Надзвичайно корисна для захоплення живих інопланетян." STR_ALIEN_GRENADE_UFOPEDIA: "Граната прибульців працює таким самим чином, як і земна граната, але має більшу потужність." STR_SMALL_SCOUT: "Малий розвідник" STR_MEDIUM_SCOUT: "Середній розвідник" STR_LARGE_SCOUT: "Великий розвідник" STR_HARVESTER: "Жнець" STR_ABDUCTOR: "Викрадач" STR_TERROR_SHIP: "Корабель терору" STR_BATTLESHIP: "Лінкор" STR_SUPPLY_SHIP: "Корабель постачання" STR_RATING: "РЕЙТИНГ> {0}" STR_RATING_TERRIBLE: "ЖАХЛИВО!" STR_RATING_POOR: "ПОГАНО!" STR_RATING_OK: "НОРМАЛЬНО" STR_RATING_GOOD: "ДОБРЕ!" STR_RATING_EXCELLENT: "ПРЕКРАСНО!" STR_SCORE: "РАХУНОК" STR_XCOM_PROJECT_MONTHLY_REPORT: "ЩОМІСЯЧНИЙ ЗВІТ ПРОЕКТУ X-COM" STR_MONTH: "Місяць> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Рада держав, що фінансують проект, в загальному задоволена Вашими діями." STR_COUNCIL_IS_VERY_PLEASED: "Рада держав, що фінансують проект, дуже задоволена Вашими діями. Продовжуйте в тому ж дусі." STR_COUNCIL_IS_DISSATISFIED: "Рада держав, що фінансують проект, незадоволена Вашими діями. Ви мусите збільшити ефективність протидії інопланетній загрозі, або проект буде згорнутий." STR_YOU_HAVE_NOT_SUCCEEDED: "Ви не досягли успіху в боротьбі з вторгненням прибульців і рада держав, що фінансують проект, з прикрістю прийняла рішення про закриття проекту. Відтепер кожна держава буде вирішувати цю проблему по-своєму. Ми можемо тільки надіятись, що прийдемо до якоїсь угоди з явно ворожими силами, і що суспільство прийме умови, запропоновані прибульцями." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} особливо задоволена Вашими успіхами в боротьбі з загрозою на її території та погодилась збільшити фінансування." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} особливо задоволені вашими успіхами в боротьбі з вторгненням на їхніх територіях та погодились збільшити фінансування." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} та {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} незадоволена заходами, вжитими вами для протидії активності прибульців на її території, і вирішила урізати фінансування." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} незадоволені заходами, вжитими вами для протидії активності прибульців на їхніх територіях, і вирішили урізати фінансування." STR_KNOTS: "{0} вузлів" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} підписала секретний пакт з невідомими інопланетними силами та вийшла з проекту." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} підписали секретний пакт з невідомими інопланетними силами та вийшли з проекту." STR_MONTHLY_RATING: "Рейтинг за місяць> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Зміна фінансування> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Рада з фінансування не задоволена Вашим фінансовим станом. Ви мусите скоротити борги до 1 мільйона доларів, або проект буде закритий." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ГІПЕРХВИЛЬОВІ ПЕРЕДАЧІ ДЕКОДОВАНО" STR_CRAFT_TYPE: "ТИП КОРАБЛЯ" STR_RACE: "РАСА" STR_MISSION: "ЗАВДАННЯ" STR_ZONE: "ЗОНА" STR_ALLOCATE_RESEARCH: "Почати дослідження" STR_ALLOCATE_MANUFACTURE: "Почати виробництво" STR_NEW_YORK: "Нью-Йорк" STR_WASHINGTON: "Вашингтон" STR_LOS_ANGELES: "Лос-Анджелес" STR_MONTREAL: "Монреаль" STR_HAVANA: "Гавана" STR_MEXICO_CITY: "Мехіко" STR_CHICAGO: "Чикаго" STR_VANCOUVER: "Ванкувер" STR_DALLAS: "Даллас" STR_BRASILIA: "Бразіліа" STR_BOGOTA: "Богота" STR_BUENOS_AIRES: "Буенос-Айрес" STR_SANTIAGO: "Сантьяго" STR_RIO_DE_JANEIRO: "Ріо-де-Жанейро" STR_LIMA: "Ліма" STR_CARACAS: "Каракас" STR_LONDON: "Лондон" STR_PARIS: "Париж" STR_BERLIN: "Берлін" STR_MOSCOW: "Москва" STR_ROME: "Рим" STR_MADRID: "Мадрид" STR_BUDAPEST: "Будапешт" STR_LAGOS: "Лагос" STR_CAIRO: "Каїр" STR_CASABLANCA: "Касабланка" STR_PRETORIA: "Преторія" STR_NAIROBI: "Найробі" STR_CAPE_TOWN: "Кейптаун" STR_KINSHASA: "Кіншаса" STR_ANKARA: "Анкара" STR_DELHI: "Делі" STR_KARACHI: "Карачі" STR_BAGHDAD: "Багдад" STR_TEHRAN: "Тегеран" STR_BOMBAY: "Бомбей" STR_CALCUTTA: "Калькутта" STR_TOKYO: "Токіо" STR_BEIJING: "Пекін" STR_BANGKOK: "Бангкок" STR_MANILA: "Маніла" STR_SEOUL: "Сеул" STR_SINGAPORE: "Сінгапур" STR_JAKARTA: "Джакарта" STR_SHANGHAI: "Шанхай" STR_HONG_KONG: "Гонконг" STR_NOVOSIBIRSK: "Новосибірськ" STR_CANBERRA: "Канберра" STR_WELLINGTON: "Веллінгтон" STR_MELBOURNE: "Мельбурн" STR_PERTH: "Перт" STR_PSI_TRAINING: "Псі Тренування" STR_PSIONIC_TRAINING: "ПСІОНІЧНЕ ТРЕНУВАННЯ" STR_REMAINING_PSI_LAB_CAPACITY: "Вільних місць в псі-лабораторії> {ALT}{0}" STR_PSIONIC__STRENGTH: "Псіонічна{NEWLINE}сила" STR_PSIONIC_SKILL_IMPROVEMENT: "Псі-вміння{NEWLINE}/Поліпшення" STR_PSI_AMP: "Псі-підсилювач" STR_IN_TRAINING: "На{NEWLINE}Тренув.?" STR_TARGETTED_BY: "ЦІЛЬ ДЛЯ:" STR_WEAPONS_CREW_HWPS: "ЗБРОЯ/{NEWLINE}ЕКІПАЖ/ВБП" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "закінчується пальне,{NEWLINE}повертаюсь на базу" STR_SOLDIER_LIST: "Список солдатів" STR_RANK_: "ЗВАННЯ> {ALT}{0}" STR_MISSIONS: "МІСІЙ> {ALT}{0}" STR_KILLS: "ВБИВСТВ> {ALT}{0}" STR_WOUND_RECOVERY: "ЛІКУВАННЯ РАН> {ALT}{0}" STR_TIME_UNITS: "ОДИНИЦІ ДІЙ" STR_STAMINA: "ВИТРИВАЛІСТЬ" STR_HEALTH: "ЗДОРОВ'Я" STR_BRAVERY: "ХОРОБРІСТЬ" STR_REACTIONS: "РЕАКЦІЯ" STR_FIRING_ACCURACY: "ТОЧНІСТЬ СТРІЛЬБИ" STR_THROWING_ACCURACY: "ТОЧНІСТЬ КИДАННЯ" STR_STRENGTH: "СИЛА" STR_PSIONIC_STRENGTH: "ПСІОНІЧНА СИЛА" STR_PSIONIC_SKILL: "ПСІОНІЧНЕ ВМІННЯ" STR_NEW_RANK: "НОВЕ ЗВАННЯ" STR_PROMOTIONS: "Присвоєні звання:" STR_SOLDIERS_UC: "СОЛДАТИ" STR_TANK_CANNON_UFOPEDIA: "Автоматизовані важкі бойові платформи призначені для доповнення команди X-Com. Поєднання високої вогневої потужності та міцної броні робить ці одиниці цінними для вогневих подій на відкритих місцевостях. Переконайтеся, що на ваших складах є достатня кількість гарматних снарядів для переозболєння танків. Вони автоматично озброюються, коли ви призначаєте їх до загону." STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "Ця автоматизована важка бойова платформа озброєна потужними ракетами. Вона може знищити будь-якого ворога. Слідкуйте за наявністю ракет для ВБП у сховищах." STR_TANK_LASER_CANNON_UFOPEDIA: "Бойовий лазер - корисне вдосконалення для ВБП. Він завдає значних пошкоджень, не вимагаючи боєприпасів." STR_HOVERTANK_PLASMA_UFOPEDIA: "Інопланетна технологія вдихнула в ВБП нове життя. Здатність літати та сила плазмової зброї утворюють смертоносну комбінацію." STR_HOVERTANK_LAUNCHER_UFOPEDIA: "Цей ширяючий танк обладнаний бластерною пусковою установкою величезної потужності. Використовуйте його з великою обережністю. Для озброєння цієї ВБП необхідно виготовляти бластерні ракети. Бластерна ракета - це високоточна керована зброя, яка дозволяє перед пострілом задавати траєкторію руху снаряду." STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "Цей компактний об'єкт - джерело енергії для важкої плазми. Містить невелику кількість елеріуму." STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "Цей маленький об'єкт є джерелом енергії для плазмової гвинтівки - зброї прибульців середньої потужності. Містить невелику кількість елеріуму." STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "Джерело енергії для невеликого плазмового пістолета. Містить елеріум - джерело енергії всіх інопланетних технологій." STR_STUN_BOMB_UFOPEDIA: "Паралізуюча бомба використовується для захоплення живих людей, але може також застосовуватись проти більшості рас прибульців. Вистрілюється з паралізуючої установки." STR_ALIEN_RESEARCH_UFOPEDIA: "Метою дослідницьких місій прибульців є збір даних про Землю та її жителів. Використовуються переважно малі кораблі, які іноді сідають в пустельних районах. Цей тип активності прибульців становить найменшу небезпеку, із невеликим впливом на занепокоєння уряду та суспільства." STR_ALIEN_HARVEST_UFOPEDIA: "Прибульці широко використовують земну фауну в своїх цілях. Тварин таємно викрадають та повертають після видалення різних органів. Здебільшого випадки каліцтва худоби співпадають з випадками спостереження НЛО. Цей тип діяльності прибульців викликає найбільше занепокоєння в урядів і тривогу серед населення. Найчастіше така активність проявляється в сільськогосподарських регіонах. Теорія \"збору врожаю\" передбачає, що прибульці колись \"засіяли\" планету зразками своєї флори і фауни, а тепер повернулись, щоб зібрати \"врожай\"." STR_ALIEN_ABDUCTION_UFOPEDIA: "Найбільш підступний вид діяльності прибульців. Випадки викрадення людей прибульцями широко відомі, незважаючи на спроби прибульців стирати спогади з пам'яті жертв. Викрадені розказують про проведені над ними фізіологічні досліди, включаючи запліднення зародками інопланетних організмів і різні генетичні експерименти. Переслідувана прибульцями ціль, ймовірно, має відношення до мутацій і маніпулювання їх власним генетичним матеріалом. Ці інциденти викликають велике занепокоєння і відбуваються в населених місцях або містах." STR_ALIEN_INFILTRATION_UFOPEDIA: "В земні уряди можуть проникнути агенти прибульців, які ззовні виглядають як люди. Це може призвести до встановлення звязків між прибульцями та урядом на найвищому рівні. Ознакою підготовки такої операції може бути висока активність НЛО поблизу великих міст. Прибульці намагатимуться підписати договір з урядом, пропонуючи передачу своїх технологій в обмін на можливість безперешкодно діяти на даній території. Цей тип місій являє собою найбільшу загрозу для X-COM. Якщо уряд погодиться - фінансування з його сторони буде припинене." STR_ALIEN_BASE_UFOPEDIA: "Прибульці будуть споруджувати таємні підземні бази у віддалених районах. Після періоду розвідувальних польотів буде відзначатись висока активність НЛО в місці будівництва бази. На базах розміщуються експерииментальні лабораторії для вивчення людей, а також засоби для подальшої діяльності прибульців в регіоні. Присутність бази буде супроводжуватись великою кількістю повідомлень про дії прибульців при відносно малій кількості випадків спостереження НЛО. Щоб виявити базу, корабель X-COM має патрулювати область протягом кількох годин." STR_ALIEN_TERROR_UFOPEDIA: "Коли прибульці тероризують місто, вони використовують спеціальні загони вражаючої сили. Через наявність беспосередньої небезпеки для цивільних, уряд змушений евакуювати цілі райони. Основна ціль цієї діяльності - викликати величезну паніку серед людей, через що уряди можуть чинити суттєвий тиск на проект X-COM." STR_ALIEN_RETALIATION_UFOPEDIA: "У випадку особливо успішних дій перехоплювачів X-COM, прибульці будуть вживати заходів у відповідь. Результатом може стати напад на базу X-COM. Однак прибульцям потрібно спершу виявити базу. Тому ризик можна суттєво знизити, якщо не підпускати НЛО-розвідники до бази." STR_ALIEN_SUPPLY_UFOPEDIA: "Після того як база прибульців побудована, її постачання здійснюється на регулярній основі спеціальним вантажним кораблем. Виявивши такий корабель на землі, можна бути певним, що неподалік є база прибульців." STR_SMALL_SCOUT_UFOPEDIA: "Цей крихітний корабель використовується для розвідки чи досліджень. Його польоти зазвичай передують більшим кораблям на початку місій прибульців." STR_MEDIUM_SCOUT_UFOPEDIA: "Середній за розміром розвідувальний корабель, який не становить великої небезпеки. Зазвичай з'являється перед більшими кораблями під час місій прибульців." STR_LARGE_SCOUT_UFOPEDIA: "Найбільший розвідувальний корабель прибульців, який є кораблем загального призначення і використовується у всіх типах місій." STR_HARVESTER_UFOPEDIA: "Жнець має люк в нижній частині корпуса і оснащений підйомним механізмом для худоби та інших тварин. Необхідний біо-матеріал виймається з використанням лазерних скальпелів, після чого туша скидається на землю. Також наявні контейнери для зберігання здобутих органів." STR_ABDUCTOR_UFOPEDIA: "Цей корабель обладнано кімнатою для проведення допитів і жахливих експериментів над людьми. Зазвичай жертва телепатично паралізується, але залишається при свідомості на операційному столі." STR_TERROR_SHIP_UFOPEDIA: "Корабель терору має відсіки для перевезення великих істот або техніки, які є частиною загонів залякування. Він використовується для доставки інопланетних терористів у населені райони." STR_BATTLESHIP_UFOPEDIA: "Лінкор - найбільший і найпотужніший корабель прибульців. Він є основним бойовим кораблем в будь-якій місії, несе на борту потужну зброю та численний екіпаж." STR_SUPPLY_SHIP_UFOPEDIA: "Корабель постачання використовується при закладанні нових баз і постачанні існуючих. Перевозить контейнери з їжею та кнонувальні капсули." STR_DISMANTLE: "Демонтувати" STR_FACILITY_IN_USE: "МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ" STR_CANNOT_DISMANTLE_FACILITY: "НЕ МОЖУ ДЕМОНТУВАТИ МОДУЛЬ!{SMALLLINE}Всі модулі мають бути з'єднані з вхідним ліфтом." STR_TRANSFER_ITEMS_TO: "Переслати на базу {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "НЕМАЄ ТЮРМИ ДЛЯ ПРИБУЛЬЦІВ ДЛЯ ПЕРЕДАЧІ!{SMALLLINE}Для утримання живих прибульців необхідний спеціальний модуль." STR_AMOUNT_AT_DESTINATION: "НА МІСЦІ{NEWLINE}ПРИЗНАЧЕННЯ" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Прибулець загинув, оскільки немає модуля для його утримання." STR_NO_FREE_ACCOMODATION_CREW: "НЕМАЄ ВІЛЬНОГО МІСЦЯ!{SMALLLINE}База призначення не має достатньої кількості місця в житлових модулях для екіпажу, призначеного на корабель." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "НЕ ДОСТАТНЬО МІСЦЯ НА СКЛАДАХ!{SMALLLINE}Цільова база немає достатньо вільного місця на складах для спорядження приписаного до корабля." STR_ITEMS_ARRIVING: "Прибуття" STR_DESTINATION_UC: "ПУНКТ ПРИЗНАЧЕННЯ" STR_PISTOL: "Пістолет" STR_PISTOL_CLIP: "Магазин для пістолета" STR_RIFLE: "Гвинтівка" STR_RIFLE_CLIP: "Магазин для гвинтівки" STR_HEAVY_CANNON: "Важка гармата " STR_HC_AP_AMMO: "ВГ-ББ магазин" STR_HC_HE_AMMO: "ВГ-В магазин" STR_HC_I_AMMO: "ВГ-З магазин" STR_AUTO_CANNON: "Авто-гармата" STR_AC_AP_AMMO: "АГ-ББ магазин" STR_AC_HE_AMMO: "АГ-В магазин" STR_AC_I_AMMO: "АГ-З магазин" STR_ROCKET_LAUNCHER: "Ракетна установка" STR_SMALL_ROCKET: "Легка ракета" STR_LARGE_ROCKET: "Важка ракета" STR_INCENDIARY_ROCKET: "Запалювальна ракета" STR_GRENADE: "Граната" STR_SMOKE_GRENADE: "Димова граната" STR_PROXIMITY_GRENADE: "Сенсорна граната" STR_HIGH_EXPLOSIVE: "Вибухівка" STR_STUN_ROD: "Електрошоковий кийок" STR_HEAVY_PLASMA: "Важка плазма" STR_HEAVY_PLASMA_CLIP: "Магазин для важ. плазми" STR_PLASMA_RIFLE: "Плазмова гвинтівка" STR_PLASMA_RIFLE_CLIP: "Магазин для плаз. гвинтівки" STR_PLASMA_PISTOL: "Плазмовий пістолет" STR_PLASMA_PISTOL_CLIP: "Магазин для плаз. пістолета" STR_BLASTER_LAUNCHER: "Бластерна установка" STR_BLASTER_BOMB: "Бластерна ракета" STR_SMALL_LAUNCHER: "Паралізуюча установка" STR_STUN_BOMB: "Паралізуюча бомба" STR_ALIEN_GRENADE: "Граната прибульців" STR_ELERIUM_115: "Елеріум-115" STR_MIND_PROBE: "Ментальний зонд" STR_SECTOID_CORPSE: "Труп сектоїда" STR_SNAKEMAN_CORPSE: "Труп людинозмії" STR_ETHEREAL_CORPSE: "Труп ефіріала" STR_MUTON_CORPSE: "Труп мутона" STR_FLOATER_CORPSE: "Труп летуна" STR_CELATID_CORPSE: "Труп целатида" STR_SILACOID_CORPSE: "Труп силакоїда" STR_CHRYSSALID_CORPSE: "Труп крисаліда" STR_REAPER_CORPSE: "Труп рипера" STR_SECTOPOD_CORPSE: "Обломки сектопода" STR_CYBERDISC_CORPSE: "Обломки кібердиска" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Недостатньо набоїв для озброєння ВБП{SMALLLINE}Кожній ВБП необхідно {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Недостатньо спорядження для екіпірування загону" STR_MARS_CYDONIA_LANDING: "Марс: Десантування в Кідонії" STR_MARS_CYDONIA_LANDING_BRIEFING: "Ваш корабель \"Месник\" приземлився на поверхню Марсу в районі Кідонії. За нашою інформацією, в одній із пірамідальних споруд знаходиться ліфт, що веде в підземний комплекс. Зберіть загін в ліфті (зелена область) і натисніть кнопку \"Перервати завдання\" для переходу на наступний рівень." STR_MARS_THE_FINAL_ASSAULT: "Марс: Фінальна Битва" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "Ліфт піраміди доправив ваших змучених битвою солдатів глибоко під поверхню планети. Вони прибули в серце великого комплексу лабіринтів та камер. Десь там схований інопланетний Мозок. Він мусить бути знищений, щоб врятувати Землю від навали інопланетян.{NEWLINE}{NEWLINE}Удачі!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Вам потрібно вивчити{NEWLINE}{0}{NEWLINE}для виготовлення{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Прибульці зруйнували незахищену базу {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Агенти X-COM виявили базу прибульців в {0}" STR_STANDOFF: "НА БЕЗПЕЧНІЙ ВІДСТАНІ" STR_CAUTIOUS_ATTACK: "ОБЕРЕЖНА АТАКА" STR_STANDARD_ATTACK: "ЗВИЧАЙНА АТАКА" STR_AGGRESSIVE_ATTACK: "АГРЕСИВНА АТАКА" STR_DISENGAGING: "ВІДДАЛЕННЯ" STR_UFO_HIT: "НЛО УРАЖЕНО!" STR_UFO_CRASH_LANDS: "НЛО ПІДБИТО!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Переслідувати на безпечній дистанції" STR_UFO_RETURN_FIRE: "НЛО СТРІЛЯЄ!" STR_INTERCEPTOR_DAMAGED: ">>> ПЕРЕХОПЛЮВАЧ ПОШКОДЖЕНО <<<" STR_INTERCEPTOR_DESTROYED: ">>> ПЕРЕХОПЛЮВАЧ ЗНИЩЕНО <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "НЛО ВІДІРВАВСЯ ВІД ПЕРЕХОПЛЮВАЧА!" STR_ALIENS_TERRORISE: "ПРИБУЛЬЦІ ТЕРОРИЗУЮТЬ" STR_LONG_RANGE_DETECTION: "Дальнє виявлення" STR_STORES_UC: "СКЛАДИ" STR_DIFFICULTY_LEVEL: "Рівень складності" STR_INTERCEPT: "ПЕРЕХОПЛЕННЯ" STR_BASES: "БАЗИ" STR_GRAPHS: "ГРАФІКИ" STR_UFOPAEDIA_UC: "НЛОПЕДІЯ" STR_OPTIONS_UC: "НАЛАШТУВАННЯ" STR_FUNDING_UC: "ФІНАНСИ" STR_5_SECONDS: "5 сек" STR_1_MINUTE: "1 хв" STR_5_MINUTES: "5 хв" STR_30_MINUTES: "30 хв" STR_1_HOUR: "1 год" STR_1_DAY: "1 день" STR_XCOM_PERFORMANCE_ROSTER: "Виконання завдань X-COM" STR_ENTER_NAME: "Введіть ім'я" STR_PERFORMANCE_RATING: "Оцінка виконання" STR_VICTORY_DATE: "День Перемоги" STR_ELECTRO_FLARE: "Освітлювач" STR_ELECTRO_FLARE_UFOPEDIA: "Цей компактний пристрій випромінює яскраве світло, якщо його кинути куди-небудь. Він корисний під час виконання завдань в темний час доби." STR_MONTHLY_COSTS: "Місячні витрати" STR_CRAFT_RENTAL: "Оренда кораблів" STR_SALARIES: "Зарплати" STR_BASE_MAINTENANCE: "Обслуговування бази" STR_COST_PER_UNIT: "Ціна одиниці" STR_QUANTITY: "Кільк." STR_TOTAL: "Всього" STR_IN_PSIONIC_TRAINING: "Тренуються в Псі-лабораторії" STR_BLASTER_BOMB_UFOPEDIA: "Потужна ракета, оснащена програмованою системою управління. Призначена для стрільби з бластерної пускової установки." STR_FRONT_ARMOR: "Передня броня" STR_LEFT_ARMOR: "Ліва броня" STR_RIGHT_ARMOR: "Права броня" STR_REAR_ARMOR: "Задня броня" STR_UNDER_ARMOR: "Нижня броня" STR_ROUNDS: "Боєзапас" STR_UNIT: "ОДИНИЦЯ> {0}" STR_ENERGY: "ЕНЕРГІЯ" STR_MORALE: "МОРАЛЬ" STR_ARMOR_: "БРОНЯ> {0}" STR_FRONT_ARMOR_UC: "ПЕРЕДНЯ БРОНЯ" STR_LEFT_ARMOR_UC: "ЛІВА БРОНЯ" STR_RIGHT_ARMOR_UC: "ПРАВА БРОНЯ" STR_REAR_ARMOR_UC: "ЗАДНЯ БРОНЯ" STR_SKILLS: "ВМІННЯ> {0}" STR_LEVEL: "РІВЕНЬ> {0}" STR_HEAD: "ГОЛОВА" STR_TORSO: "ТУЛУБ" STR_RIGHT_ARM: "ПРАВА РУКА" STR_LEFT_ARM: "ЛІВА РУКА" STR_RIGHT_LEG: "ПРАВА НОГА" STR_LEFT_LEG: "ЛІВА НОГА" STR_PAIN_KILLER: "ЗНЕБОЛЮЮЧЕ" STR_STIMULANT: "СТИМУЛЯТОР" STR_HEAL: "ЛІКУВАННЯ" STR_TIME_UNITS_SHORT: "ОД>{ALT}{0}" STR_WEIGHT: "Вага>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Реакц>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "П.Вмінн>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Ф.Сил>{ALT}{0}" STR_ALIEN_ARTIFACT: "Артефакт прибульців" STR_AMMO_ROUNDS_LEFT: "БОЄПРИПАСИ:{NEWLINE}ЗАРЯДІВ{NEWLINE}ЗАЛИШИЛОСЬ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Знеб>{ALT}{0}{ALT}{NEWLINE}Стим>{ALT}{1}{ALT}{NEWLINE}Ліку>{ALT}{2}" STR_THROW: "Кинути" STR_AUTO_SHOT: "Черга" STR_SNAP_SHOT: "Навмання" STR_AIMED_SHOT: "Прицільно" STR_STUN: "Паралізувати" STR_PRIME_GRENADE: "Активувати" STR_USE_SCANNER: "Використати" STR_USE_MEDI_KIT: "Використати" STR_LAUNCH_MISSILE: "Пуск ракети" STR_ACCURACY_SHORT: "Точ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Не достатньо дій!" STR_NOT_ENOUGH_ENERGY: "Не достатньо енергії!" STR_NO_ROUNDS_LEFT: "Немає боєприпасів!" STR_NO_AMMUNITION_LOADED: "Зброя не заряджена!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Боєприпаси від іншої зброї!" STR_WEAPON_IS_ALREADY_LOADED: "Зброя вже заряджена!" STR_NO_LINE_OF_FIRE: "Немає лінії вогню!" STR_GRENADE_IS_ACTIVATED: "Граната активована!" STR_GRENADE_IS_DEACTIVATED: "Граната деактивована!" STR_THERE_IS_NO_ONE_THERE: "Там нікого немає!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Не досліджений артефакт прибульців!" STR_OUT_OF_RANGE: "Надто далеко!" STR_UNABLE_TO_THROW_HERE: "Не можу кинути сюди!" STR_SET_TIMER: "Виставити Таймер" STR_HIDDEN_MOVEMENT: "ПРИХОВАНІ ПЕРЕМІЩЕННЯ" STR_TURN: "ХІД> {0}" STR_SIDE: "СТОРОНА> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Натисніть будь-яку кнопку..." STR_MIND_CONTROL: "Контроль розуму" STR_PANIC_UNIT: "Паніка" STR_MORALE_ATTACK_SUCCESSFUL: "Атака на мораль вдалась" STR_MIND_CONTROL_SUCCESSFUL: "Успішно взято під контроль" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}оскаженів" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}оскаженіла" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}запанікував" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}запанікувала" STR_XCOM: "X-COM" STR_ALIENS: "Прибульці" STR_RIGHT_HAND: "ПРАВА РУКА" STR_LEFT_HAND: "ЛІВА РУКА" STR_RIGHT_SHOULDER: "ПРАВЕ ПЛЕЧЕ" STR_LEFT_SHOULDER: "ЛІВЕ ПЛЕЧЕ" STR_BACK_PACK: "РАНЕЦЬ" STR_BELT: "ПОЯС" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}під контролем прибульців" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}під контролем прибульців" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE} втратив свідомість" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}втратила свідомість" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}помер від смертельного поранення" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}померла від смертельної рани" STR_USE_MIND_PROBE: "Використати" STR_FATAL_WOUNDS: "СМЕРТЕЛЬНІ РАНИ" STR_UNDER_ARMOR_UC: "НИЖНЯ БРОНЯ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Одиниці дій зекономлено для пострілу навмання" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Одиниці дій зекономлено для стрільби чергою" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Одиниці дій зекономлено для прицільного пострілу" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "ОД зарезервовано для вставання на коліна" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ОД зарезервовано для вставання на коліна і стрільби" STR_UNITS_IN_CRAFT: one: "{N} боєць в кораблі X-Com" few: "{N} бійці в кораблі X-Com" many: "{N} бійців в кораблі X-Com" other: "{N} бійців в кораблі X-Com" STR_UNITS_OUTSIDE: one: "{N} боєць поза Зоною Виходу" few: "{N} бійці поза Зоною Виходу" many: "{N} бійців поза Зоною Виходу" other: "{N} бійців поза Зоною Виходу" STR_UNITS_IN_ENTRANCE: one: "{N} боєць на вході" few: "{N} бійці на вході" many: "{N} бійців на вході" other: "{N} бійців на вході" STR_UNITS_IN_EXIT: one: "{N} боєць на виході" few: "{N} бійці на виході" many: "{N} бійців на виході" other: "{N} бійців на виході" STR_ABORT_MISSION_QUESTION: "Перервати місію?" STR_CORPSE: "Труп" STR_UNLOAD_CRAFT: "Розрядити" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}був убитий" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}була вбита" STR_HIT_MELEE: "Вдарити" STR_GROUND: "НА ЗЕМЛІ" STR_LIVING_QUARTERS_PLURAL: "Житлові модулі" STR_LIST_ITEM: "ПРЕДМЕТ" STR_PERSONAL_ARMOR_UFOPEDIA: "З використанням щойно вивчених сплавів прибульців, ця нова броня дає нашим бійцям шанс у боротьбі проти інопланетної загрози." STR_POWER_SUIT_UFOPEDIA: "Новий потужний захист для солдат, ця броня живиться від джерела енергії на основі елеріуму. Значно посилює швидкість і силу солдата. Ця броня надає відмінний захист для бійців." STR_FLYING_SUIT_UFOPEDIA: "Вдосконалена версія силового скафандру, включає анти-гравітаційну технологію прибульців для забезпечення повної свободи руху на полі бою." STR_ALL_ALIENS_KILLED_IN_CRASH: "Всі прибульці загинули при падінні,{NEWLINE}розпочато авто-захоплення НЛО" STR_RESET: "Скинути" STR_MEMORIAL: "Меморіал" STR_DATE_UC: "ДАТА" STR_SOLDIERS_RECRUITED_UC: "СОЛДАТІВ НАЙНЯТО>{ALT}{0}" STR_SOLDIERS_LOST_UC: "СОЛДАТІВ ВТРАЧЕНО>{ALT}{0}" MAP_CULTA: "Ферма" MAP_FOREST: "Ліс" MAP_JUNGLE: "Джунглі" MAP_MOUNT: "Гора" MAP_DESERT: "Пустеля" MAP_POLAR: "Полярний" MAP_URBAN: "Місто" MAP_UBASE: "База Прибульців " MAP_XBASE: "База X-Com" MAP_MARS: "Марс" STR_MIXED: "Змішаний" STR_REMOVE_SELECTED: "Видалити обране" STR_LIVE_ALIENS: "Живі{NEWLINE}особини" STR_DEAD_ALIENS: "Мертві{NEWLINE}особини" STR_UNDER_INTERROGATION: "В процесі{NEWLINE}допиту" STR_CONTAINMENT_EXCEEDED: "ПЕРЕВИЩЕНО ЛІМІТ ТЮРМИ ДЛЯ ПРИБУЛЬЦІВ!{SMALLLINE}Недостатньо місця в тюрмі на базі {0}. Ви мусите видалити зайвих прибульців з тюрми (вони від цього загинуть)." STR_MANAGE_CONTAINMENT: "Управління Тюрмою для Прибульців" STR_STORAGE_EXCEEDED: "МІСЦЕ НА СКЛАДАХ ВИЧЕРПАЛОСЬ!{SMALLLINE}Недостатньо місця на складах бази {0}. Ви мусите продати зайві речі." STR_GO_TO_BASE: "Перейти до бази" STR_MELEE_ACCURACY: "ТОЧНІСТЬ БЛИЖНЬОГО БОЮ" STR_SELL_PRODUCTION: "ПРОДАЖ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Обидві руки мають бути вільні!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Не достатньо предметів для копіювання шаблону!" STR_UNLOAD_WEAPON: "Розрядити зброю" STR_ALL_ITEMS: "Усі предмети" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." few: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." many: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." other: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}ЦЕНТР КЕРУВАННЯ ЗНИЩЕНО{NEWLINE}Прямуйте до входу та тікайте." STR_XCOM_BASE_CANNOT_BE_BUILT: "Спорядження X-Com не можуть бути збудовані під водою" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "Персонал" STR_CRAFT_ARMAMENT: "Літаки та Озброєння" STR_COMPONENTS: "Складові" STR_SOLDIERS_RECRUITED: "Солдатів найнято" STR_SOLDIERS_LOST: "Солдатів загинуло" STR_TOTAL_UFOS: "НЛО виявлено" STR_TOTAL_ALIEN_BASES: "Баз прибульців викрито" STR_PSIONIC_STRENGTH_ABBREVIATION: "ПСС" STR_PSIONIC_SKILL_ABBREVIATION: "ПСН" FEMALE_CIVILIAN: "Цивільний, жінка" MALE_CIVILIAN: "Цивільний, чоловік" CYBERDISC_WEAPON: "Зброя кібердиска" REAPER_WEAPON: "Зброя рипера" CHRYSSALID_WEAPON: "Зброя крисаліда" CELATID_WEAPON: "Зброя целатида" SILACOID_WEAPON: "Зброя силакоїда" SECTOPOD_WEAPON: "Зброя сектопода" ZOMBIE_WEAPON: "Зброя зомбі" ALIEN_PSI_WEAPON: "Псі-зброя прибульців" ================================================ FILE: bin/standard/xcom1/Language/zh-CN.yml ================================================ zh-CN: STR_AVENGER_UFOPEDIA: "用于运输与战斗的太空飞船。复制异形科技的终极产物。" STR_INTERCEPTOR_UFOPEDIA: "该战机配备两台冲压引擎,其电子设备也有特殊的防护措施。这是目前用地球技术能造出的最好的战机。" STR_LIGHTNING_UFOPEDIA: "这种战斗运输机对外星推进系统的运用虽然还很粗糙,但却十分有效。" STR_SKYRANGER_UFOPEDIA: "兵员运输机,是同类机型中最快的,并拥有垂直起降功能。" STR_FIRESTORM_UFOPEDIA: "空战飞行器。采用中央推进单元的单人驾驶的战斗飞船是异形经典的圆盘形飞船的复制品。" STR_STINGRAY_UFOPEDIA: "先进的空对空导弹,其电子设备拥有良好的防护。" STR_AVALANCHE_UFOPEDIA: "具备装载核弹头能力的对空导弹,目前只装载了超重型常规弹头。" STR_CANNON_UFOPEDIA: "使用穿甲弹的高性能机炮能击穿16英寸的钢板。" STR_FUSION_BALL_UFOPEDIA: "此种发射器发射由反物质推进的椭球状导弹,导弹依靠引力波聚能爆震来毁伤目标。" STR_LASER_CANNON_UFOPEDIA: "此常规激光武器采用反物质反应槽驱动。" STR_SECTOID_AUTOPSY: "灵能者尸检" STR_SNAKEMAN_UFOPEDIA: "这种生物发源于环境极端恶劣的地方。他们非常强壮,并且可以忍受极大的温差变化。他们依靠像蛇一样的一支大“脚”来移动,同时他们的关键器官也都由其保护。他们的目标似乎是纯粹的掠夺,而且他们的这种军事入侵一样的行动应该是其他高级智能的命令。" STR_SNAKEMAN_AUTOPSY: "蛇人尸体" STR_ETHEREAL_AUTOPSY: "虚灵解剖报告" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "这种生物的的物理结构发育不全,表面上似乎不能维持自身的生命。他们的肌肉很虚弱,体内的器官也高度退化,举例来说,他们的眼睛根本看不见。但是,他们的大脑却高度发达,占用了身体中大部分的血液供应。我们无法解释这种生物是如何在没有额外维生设备的情况下存活下来的。" STR_MUTON_UFOPEDIA: "这种类人生物强壮且聪明。他们似乎有种对于血肉的强烈渴望,就像地球上的肉食动物一样。他们应该受到名为“虚灵”的生物的灵能控制。一旦他们失去了这种灵能链接,他们的神经系统就会停止工作,然后他们也会死去。他们体内有用来增强器战斗能力的植入物。他们显然是其他高级智能的兵卒。" STR_MUTON_AUTOPSY_UFOPEDIA: "这种生物的“皮肤”似乎是一种移植而来的有机物护甲。其体内还有很多用来增强循环系统和感官能力的电子植入物。同时,他们没有繁殖能力。显然,这种不幸的生物只能为战斗而活。用穿甲弹对抗他们的坚固装甲效果有限。" STR_CELATID_UFOPEDIA: "这种生物有神器的能力,可以悬浮于空中。它似乎能探测到人的脑电波,并据此向目标移动,即使那个人隐蔽得很好。一旦发现目标,腐蚀虫会向目标喷出一些剧毒的腐蚀性液体。而在遇到危险时,它能迅速增殖。他们常与突变者一起行动。" STR_CELATID_AUTOPSY: "腐蚀虫尸体" STR_SILACOID_UFOPEDIA: "这种硅基生物的身体发热量巨大,甚至足以将岩石融化。他们的智能有限,通常由植入物或者灵能者控制。他们与突变者共生。" STR_SILACOID_AUTOPSY: "自爆虫解剖" STR_SILACOID_AUTOPSY_UFOPEDIA: "该生物核心温度非常高,这似乎属于它消化系统的一部分。它独特的肌肉系统拥有强大的力量和速度。它岩石一般的皮肤表面让他们免疫来自于火或者燃烧弹的伤害。" STR_CHRYSSALID_UFOPEDIA: "这种生物有着螃蟹一样的爪子,那是有效的近战武器。高速的新陈代谢和强大的力量使得它灵巧与速度兼备。它并不会直接杀死它的受害者,而是在目标体内产下一枚卵并使目标中毒,中毒的目标将会成为一个没有意识的僵尸。一个新的捕猎手将会在产卵后不久从受害者的体内挣出。捕猎手常与蛇人共同行动。" STR_CHRYSSALID_AUTOPSY: "猎手解剖" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "这种生物的外骨骼相当坚固,但是却容易受到高爆弹药的伤害。他们的细胞繁殖率很高,而且大脑高度发达。一个这样的生物携带着二十枚可产入其它有机体内的卵。他们是一种极其有效的恐怖袭击武器。" STR_FLOATER_AUTOPSY: "漂浮者解剖报告" STR_FLOATER_AUTOPSY_UFOPEDIA: "该生物通过手术被大幅改造过。身体核心部分的设备似乎是生命维持系统,取代心、肺和消化系统。这使它们能在极度恶劣的环境下生存。它的大脑比我们的小,但感官器官很发达。" STR_REAPER_AUTOPSY: "收割兽解剖" STR_SECTOPOD_AUTOPSY: "长足机甲拆卸" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "这种机器人由坚固的装甲制成,可以有效抵御大部分类型的攻击,特别是等离子武器的攻击。然而,它的探测系统似乎容易被激光武器击伤。" STR_CYBERDISC_AUTOPSY: "电盘解剖" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "电盘拥有良好的防护,对爆炸的抵御能力特别强。它的反重力系统已经严重损坏,无法从中了解其工作原理。" STR_UFO_POWER_SOURCE_UFOPEDIA: "异形飞船的动力源于采用E115的反物质反应堆,它能产生强大的引力波和其它类型的能量。物质转换为能量的转化比达到了99%的惊人效率,以至于极少量的E115就能产生极其强大的动力。该反应堆能用异形合金轻易再造。" STR_UFO_NAVIGATION_UFOPEDIA: "不论在太空中或是在地球大气层内,外星飞碟都使用复杂的计算机系统来为飞碟导航。该系统基于先进的光学计算机技术,它的控制面板则相对简单——领航员只需指定由动力源产生的引力波的指向即可控制飞碟向期望的方向运动。人类很容易掌握这种导航系统的用法,并且还可以使用外星合金等组件自行制造。" STR_ALIEN_REPRODUCTION_UFOPEDIA: "这些容器内装的是外星人胚胎。这种容器的设计表明它们的主人几乎完全依赖人工方式繁殖。若有充足的营养供应,胚胎将可快速发育。这种生产线可以在短时间内制造大量的外星人克隆体。这一过程也可以很容易地被改为克隆人类或是克隆人类-外星人混合体。" STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "这些球体最可能的功能是用于娱乐。其中的灵能回路可以刺激大脑的部分区域,效果类似于致幻药品。这是唯一能证明外星人也需要娱乐消遣的证据。" STR_EXAMINATION_ROOM_UFOPEDIA: "过去,上千人声称自己曾被外星人绑架,有时还有人被多次绑架。真实情况更为恐怖,人类被绑架、研究和观察,最优秀的样本被提取基因材料。女性被植入人类与异形混种的胎儿,并在数月后移除。谁会知道异形这么做的邪恶动机是什么?" STR_ALIEN_ALLOYS_UFOPEDIA: "异形的飞行器采用了拥有独特性能的特殊的合金。这种合金极为轻盈和耐用,并能采用电磁法冶炼。这种材料能复制并且用于多种生产流程上。" STR_CYDONIA_OR_BUST_UFOPEDIA: "我们现在终于知道,这些外星人由位于Cydonia 的一个地下基地控制。Cydonia是火星上一个特别的地方,那里有四座小金字塔和一座俯视起来像人脸一样的大金字塔。几百万年前,Cydonia的文明曾经遍布火星各处。他们为何灭亡了?他们与现在地球上的外星人又有何联系?这些我们都不知道。不论如何,我们必须派遣部队到那里去,这是我们唯一的取胜机会。我们必须摧毁外人星的控制主脑。我们将会用到一架装备着我们最顶尖武器的复仇者式战机。目前,我们知道的只有这些了——我们只能等待Cydonian 突击行动的结果。" STR_CENTER_ON_SITE_TIME_5_SECONDS: "以现场为中心 - TIME=5 Secs" STR_CANCEL_UC: "取消项目" STR_NONE: "无" STR_UNKNOWN: "未知" STR_POOR: "优秀" STR_AVERAGE: "平均" STR_GOOD: "好" STR_EXCELLENT: "优秀" STR_BUILD_NEW_BASE_UC: "建造新基地" STR_BASE_INFORMATION: "基地情报" STR_EQUIP_CRAFT: "配置战机" STR_BUILD_FACILITIES: "修建设施" STR_RESEARCH: "研究" STR_MANUFACTURE: "制造" STR_TRANSFER_UC: "转移" STR_PURCHASE_RECRUIT: "购买/雇用" STR_SACK: "解雇" STR_SELL_SACK_UC: "卖掉" STR_GEOSCAPE_UC: "全球视图" STR_NAME: "名字" STR_AREA: "地区" STR_BUILD_NEW_BASE: "建造新基地" STR_CANCEL: "取消" STR_CONSTRUCTION_TIME_UC: "建造时间>" STR_MAINTENANCE_UC: "维护费用" STR_OK: "OK" STR_CURRENT_RESEARCH: "当前研究" STR_SCIENTISTS_AVAILABLE: "可用科学家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "可用实验室空间>{ALT}{0}" STR_RESEARCH_PROJECT: "研究项目" STR_SCIENTISTS_ALLOCATED_UC: "分配科学家" STR_PROGRESS: "进展" STR_NEW_PROJECT: "新的项目" STR_CANCEL_PROJECT: "取消项目" STR_NEW_RESEARCH_PROJECTS: "新的研究计划" STR_SCIENTISTS_AVAILABLE_UC: "可用科学家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "实验室空间剩余>{ALT}{0}" STR_INCREASE: "增加" STR_DECREASE: "降低" STR_START_PROJECT: "开始项目" STR_CURRENT_PRODUCTION: "当前制造" STR_ENGINEERS_AVAILABLE: "可用工程师>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "分配工程师>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "可用工作室空间>{ALT}{0}" STR_CURRENT_FUNDS: "当前资金>{ALT}{0}" STR_ITEM: "物品" STR_ENGINEERS__ALLOCATED: "分配工程师" STR_UNITS_PRODUCED: "生产数量" STR_DAYS_HOURS_LEFT: "日/小时剩下" STR_NEW_PRODUCTION: "新制造计划" STR_PRODUCTION_ITEMS: "生产项目" STR_CATEGORY: "类别" STR_START_PRODUCTION: "开始生产" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} 工程师/小时 可以生产一单位" STR_COST_PER_UNIT_: "每单位成本>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "需要工作空间>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "需要特殊材料" STR_ITEM_REQUIRED: "所需材料" STR_UNITS_REQUIRED: "所需数量" STR_UNITS_AVAILABLE: "可用单位" STR_STOP_PRODUCTION: "停止制造" STR_ENGINEERS_AVAILABLE_UC: "可用工程师>{ALT}{0}" STR_MONTHLY_PROFIT: "每月收益>{ALT}{0}" STR_INCREASE_UC: "增加" STR_DECREASE_UC: "减少" STR_PURCHASE_HIRE_PERSONNEL: "雇佣人员" STR_COST_OF_PURCHASES: "交易花费>{ALT}{0}" STR_QUANTITY_UC: "数量" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "待命人员:PERSONNEL TOTAL>" STR_SOLDIERS: "士兵" STR_SCIENTISTS: "科学家" STR_ENGINEERS: "工程师" STR_LIVING_QUARTERS: "生活区" STR_STORES: "通用仓库" STR_LABORATORIES: "实验室" STR_WORK_SHOPS: "工作间" STR_HANGARS: "机库" STR_SHORT_RANGE_DETECTION: "远程侦查" STR_DEFENSE_STRENGTH: "防御力量" STR_TRANSFERS_UC: "传输" STR_TRANSFERS: "运送物品到{0}" STR_ARRIVAL_TIME_HOURS: "到达所需时间(小时)" STR_AREA_: "区域>{ALT}{0}" STR_BASE_NAME: "基地名称" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "选择入口电梯的位置" STR_TRANSFER: "调" STR_SELECT_DESTINATION_BASE: "选择目的地基地" STR_VICTORY_1: "你缓步走进这个房间,看到了外星主脑——你的任务目标。在你开火之前,它通过基地里的一个屏幕与你通话。它请求在决定是否开枪前先听它把话说完......" STR_VICTORY_2: "外星主脑说:“很久很久以前,这个被你们称为火星的星球是有生命的。我们的文明在一个另一个荒芜的星球种下了生命的种子,那就是你们的地球。几百万年来,我们多次造访你们的星球并改造你们的物种,使你们进化。你不能杀死我们,你们是我们的一部分......”" STR_VICTORY_3: "这里是火星文明的中心——这些金字塔由你们遥远的祖先于千百万年前建造。宇宙中没有什么地方是我们到不了的。很快,这种力量也将会是你们的,我们只需要你们的合作......" STR_GAME_OVER_1: "异形打算灭绝所有人类,毁灭人类城市并且毒害空气与海洋。地球军队面对拥有甚高科技水平异形的抵抗证明是徒劳的。幸存的人类在逃离异形屠戮时遭受了严重的基因突变,他们被聚集在奴隶营帮助异形将地球变成它们一些未知帝国的殖民地。" STR_GAME_OVER_2: "由X-COM计划得到的知识永远丢失了,你没能拯救地球。" STR_VICTORY_4: "等离子武器的射击摧毁了外星主脑,整个外星部队也随之被打败。" STR_VICTORY_5: "一旦外星人失去了火星,它们也失去了地球。用不了多久,X-COM的研究成果就会使人类迅速繁荣并控制火星。外星人就此消失了,但没人知道它们会不会回来......" STR_YOU_HAVE_FAILED: "你无法阻止异形的攻势,XCOM的资助国家一个接一个地跟异形签订合约,以换取异形期许的科技、财富与和平。但不久人们便很清晰发现异形其实有别的打算。" STR_INCOME: "收入" STR_EXPENDITURE: "花费" STR_MAINTENANCE: "维护费用" STR_BALANCE: "预算平衡" STR_UFO_ACTIVITY_IN_AREAS: "UFO活动地区" STR_UFO_ACTIVITY_IN_COUNTRIES: "各国UFO活动情况" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "在{NEWLINE}{1}{NEWLINE}建设的{NEWLINE}{0}{NEWLINE}已经完成" STR_OK_5_SECONDS: "好-五秒钟" STR_RESEARCH_COMPLETED: "研究完成" STR_VIEW_REPORTS: "查看报告" STR_WE_CAN_NOW_RESEARCH: "我们现在可以研究" STR_WE_CAN_NOW_PRODUCE: "现在我们可以制造" STR_SUNDAY: "周日" STR_MONDAY: "周一" STR_TUESDAY: "星期二" STR_WEDNESDAY: "周三" STR_THURSDAY: "周四" STR_FRIDAY: "周五" STR_SATURDAY: "周六" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "没有足够的{0}用来补充位于{2}的{1}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "没有足够的{0}来补充位于{2}的{1}" STR_UFO_IS_NOT_RECOVERED: "UFO未被回收" STR_UFO_IS_RECOVERED: "UFO被起获" STR_CRAFT_IS_LOST: "飞行器损失" STR_TERROR_CONTINUES: "恐怖继续" STR_ALIENS_DEFEATED: "外星人被击败" STR_BASE_IS_LOST: "X-COM基地陷落" STR_ALIEN_BASE_STILL_INTACT: "外星人基地仍然完好" STR_ALIEN_BASE_DESTROYED: "外星人基地被摧毁" STR_ALIENS_KILLED: "杀死外星人" STR_ALIEN_CORPSES_RECOVERED: "俘获外星人" STR_LIVE_ALIENS_RECOVERED: "俘获外星人" STR_ALIEN_ARTIFACTS_RECOVERED: "外星制品" STR_ALIEN_BASE_CONTROL_DESTROYED: "外星基地控制中心被摧毁" STR_CIVILIANS_KILLED_BY_ALIENS: "平民被外星人击毙" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "被X-COM人员杀死的平民" STR_CIVILIANS_SAVED: "拯救平民数" STR_FIRING: "射击" STR_HIT: "命中!" STR_UFO_DESTROYED: "飞碟被摧毁!" STR_VALUE_OF_SALES: "出售物品价值>{ALT}{0}" STR_FUNDS: "资金>{ALT}{0}" STR_SELL_SACK: "出售" STR_CRAFT_: "战机>{ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_GROUND_ASSAULT: "UFO地面战斗" STR_BASE_DEFENSE: "基地防御" STR_ALIEN_BASE_ASSAULT: "突击外星基地" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-COM队员成功进入了外星基地。要使该基地瘫痪,我们必须摧毁它的控制中心。如果所有敌人都被消灭,或者所有队员都返回撤离区域,任务都可以结束(点击“放弃任务”按钮来撤离)。" STR_TERROR_MISSION: "反恐任务" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "无多余机库可用!{SMALLLINE}任何一架在基地驻扎、转移、购买、建造的飞行器都占用一个机库。建造一个新机库或者转移一架飞行器到其它基地。" STR_NOT_ENOUGH_WORK_SPACE: "工作空间不足!{SMALLLINE}新建一个工场或者减少其他项目的工作空间占用。" STR_NOT_ENOUGH_MONEY: "资金不足!" STR_NOT_ENOUGH_LIVING_SPACE: "没有足够居住空间!{SMALLLINE}建造新的员工居住区或者将人员转移到其他基地。" STR_BASE: "基地" STR_READY: "就绪" STR_REPAIRS: "修理中" STR_REFUELLING: "补充燃料中" STR_WAY_POINT: "导航点" STR_ARE_YOU_SURE_CYDONIA: "确定要前往塞多尼亚?" STR_CYDONIA: "塞東尼亞區" STR_RETURN_TO_BASE: "返回基地" STR_SELECT_NEW_TARGET: "选择新目标" STR_PATROL: "巡逻" STR_DAMAGED_RETURNING_TO_BASE: "受损——返回基地" STR_TAILING_UFO: "追踪UFO" STR_RETURNING_TO_BASE: "返回基地" STR_MAXIMUM_SPEED_UC: "最大速度>{ALT}{0}{ALT}" STR_VERY_LOW: "非常低" STR_LOW_UC: "低" STR_HIGH_UC: "高" STR_VERY_HIGH: "很高" STR_WEAPON_ONE: "武器-1>{ALT}{0}" STR_NONE_UC: "没有任何事物" STR_INTERCEPTION_CRAFT: "拦截机" STR_BASE_: "基地>{0}" STR_NAME_UC: "名字" STR_AMMO_: "弹药>{ALT}{0}" STR_CREW: "乘员数" STR_EQUIPMENT_UC: "装备" STR_ARMOR: "装甲" STR_ROOKIE: "新兵" STR_SQUADDIE: "二等兵" STR_SERGEANT: "士官" STR_CAPTAIN: "上尉" STR_COLONEL: "上校" STR_COMMANDER: "指挥官" STR_MISSIONS2: "任务" STR_SPACE_AVAILABLE: "剩余空间>{ALT}{0}" STR_WOUNDED: "受伤" STR_EQUIPMENT_FOR_CRAFT: "装备到 {0}" STR_DEFENSE_VALUE: "防御力量" STR_HIT_RATIO: "命中率" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}准备好{NEWLINE}降落在{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "任务开始?" STR_SELECT_ARMAMENT: "选择武器装备" STR_AMMUNITION_AVAILABLE: "可用弹药" STR_ARMAMENT: "武器配置" STR_NOT_AVAILABLE: "不可用" STR_SELECT_ARMOR_FOR_SOLDIER: "为{0}{NEWLINE}选择装甲" STR_PERSONAL_ARMOR_UC: "个人装甲" STR_POWER_SUIT_UC: "动力装甲" STR_FLYING_SUIT_UC: "飞行装甲" STR_SELECT_ARMOR: "选择装甲" STR_NORTH: "北" STR_NORTH_EAST: "东北" STR_EAST: "东" STR_SOUTH_EAST: "东南" STR_SOUTH: "南" STR_SOUTH_WEST: "西南方" STR_WEST: "西" STR_NORTH_WEST: "北 西" STR_CONTINUE_INTERCEPTION_PURSUIT: "继续追踪拦截" STR_PURSUE_WITHOUT_INTERCEPTION: "跟踪但不开火" STR_VERY_LARGE: "很大" STR_LARGE: "大型" STR_MEDIUM_UC: "中型" STR_SMALL: "小" STR_VERY_SMALL: "超小型" STR_GROUNDED: "着陆" STR_SIZE_UC: "大小" STR_ALTITUDE: "高度" STR_SPEED: "速度" STR_CENTER_ON_UFO_TIME_5_SECONDS: "以UFO为中心 - TIME=5 Secs" STR_TRACKING_LOST: "丢失目标" STR_REDIRECT_CRAFT: "为战机重新制定目标" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "转到 UFO 失踪前的最后位置" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "外星基地-{0}" STR_CRASH_SITE_: "坠毁地点-{0}" STR_LANDING_SITE_: "着陆场-{0}" STR_WAY_POINT_: "路径点-{0}" STR_TERROR_SITE: "袭击地点-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}已经抵达了{NEWLINE}{1}" STR_NOW_PATROLLING: "正在巡逻" STR_ALIEN_ORIGINS: "外星人起源" STR_THE_MARTIAN_SOLUTION: "火星方案" STR_HEAVY_WEAPONS_PLATFORMS: "重型武器平台" STR_ALIEN_ARTIFACTS: "外星制品" STR_ALIEN_LIFE_FORMS: "外星生命" STR_ALIEN_RESEARCH_UC: "外星人研究" STR_UFO_COMPONENTS: "飞碟部件" STR_UFOS: "UFO" STR_FUEL_CAPACITY: "燃料剩余>{ALT}{0}{ALT}" STR_WEAPON_PODS: "武器舱>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "伤害能力>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "HWP容量>{ALT}{0}{ALT}" STR_RANGE: "射程" STR_KILOMETERS: "{0} 公里" STR_ACCURACY: "精度" STR_SECONDS: "{0}秒" STR_DAMAGE_INCENDIARY: "燃烧弹" STR_DAMAGE_HIGH_EXPLOSIVE: "高爆炸药" STR_DAMAGE_LASER_BEAM: "激光束" STR_DAMAGE_PLASMA_BEAM: "对空等离子系统" STR_DAMAGE_SMOKE: "烟雾" STR_ACCURACY_UC: "精度" STR_DAMAGE_UC: "伤害" STR_AMMO: "弹药" STR_SHOT_TYPE_AUTO: "自动" STR_CONSTRUCTION_TIME: "建造时间>" STR_CONSTRUCTION_COST: "工程费用" STR_MAINTENANCE_COST: "维护花费" STR_LOW: "低" STR_MEDIUM: "中" STR_HIGH: "高" STR_CRAFT_WEAPON: "战机武器" STR_CRAFT_AMMUNITION: "制造弹药" STR_HEAVY_WEAPONS_PLATFORM: "重型武器平台" STR_WEAPON: "武器" STR_AMMUNITION: "弹药" STR_EQUIPMENT: "設備" STR_ALIEN_CORPSE: "外星人尸体" STR_UFO_COMPONENT: "UFO的組成部件" STR_PERSONAL_ARMOR: "个人护甲" STR_HWP_CANNON_SHELLS: "重型武器平台加农炮弹药" STR_ALIEN: "异形" STR_SECTOID: "灵能者" STR_SNAKEMAN: "蛇人" STR_ETHEREAL: "虚灵" STR_MUTON: "突变者" STR_FLOATER: "漂浮者" STR_CELATID: "腐蚀虫" STR_SILACOID: "自爆虫" STR_CHRYSSALID: "鉗獵者" STR_ZOMBIE: "僵尸" STR_REAPER: "收割兽" STR_CYBERDISC: "电盘" STR_LIVE_COMMANDER: "指挥官" STR_LIVE_LEADER: "领导" STR_LIVE_ENGINEER: "工程师" STR_LIVE_MEDIC: "医疗兵" STR_LIVE_NAVIGATOR: "领航员" STR_LIVE_SOLDIER: "士兵" STR_LIVE_TERRORIST: "恐怖单位" STR_FLOATER_SOLDIER: "漂浮者士兵" STR_FLOATER_NAVIGATOR: "浮动导航" STR_FLOATER_MEDIC: "漂浮者医护" STR_FLOATER_ENGINEER: "漂浮者工程师" STR_FLOATER_LEADER: "漂浮者领导人" STR_FLOATER_COMMANDER: "漂浮者指挥官" STR_SECTOID_SOLDIER: "灵能者士兵" STR_SECTOID_NAVIGATOR: "灵能者领航员" STR_SECTOID_MEDIC: "灵能者医疗兵" STR_SECTOID_ENGINEER: "灵能者工程师" STR_SECTOID_LEADER: "灵能者领导人" STR_SECTOID_COMMANDER: "灵能者指挥官" STR_SNAKEMAN_SOLDIER: "蛇人士兵" STR_SNAKEMAN_NAVIGATOR: "蛇人领航员" STR_SNAKEMAN_ENGINEER: "蛇人工程师" STR_SNAKEMAN_LEADER: "蛇人领袖" STR_SNAKEMAN_COMMANDER: "蛇人指挥官" STR_MUTON_SOLDIER: "突变者兵" STR_MUTON_NAVIGATOR: "突变者领航员" STR_MUTON_ENGINEER: "突变者工程师" STR_ETHEREAL_SOLDIER: "虚灵士兵" STR_ETHEREAL_LEADER: "虚灵领袖" STR_ETHEREAL_COMMANDER: "虚灵指挥官" STR_CYBERDISC_TERRORIST: "电盘" STR_REAPER_TERRORIST: "收割兽" STR_CHRYSSALID_TERRORIST: "猎手" STR_SILACOID_TERRORIST: "自爆虫" STR_UFO_POWER_SOURCE: "UFO 能源" STR_UFO_NAVIGATION: "飞碟导航系统" STR_UFO_CONSTRUCTION: "UFO建筑架构" STR_ALIEN_FOOD: "外星人食品" STR_ALIEN_REPRODUCTION: "外星人无性" STR_ALIEN_ENTERTAINMENT: "外星人娱乐设备" STR_ALIEN_SURGERY: "外星人外科" STR_EXAMINATION_ROOM: "检查室" STR_ALIEN_ALLOYS: "异形合金" STR_ALIEN_HABITAT: "外星人生境" STR_POWER_SUIT: "能源组件" STR_FLYING_SUIT: "飞行装甲" STR_LASER_WEAPONS: "激光武器" STR_NEW_FIGHTER_CRAFT: "新空战飞行器" STR_NEW_FIGHTER_TRANSPORTER: "新型战斗运输机" STR_LASER_PISTOL: "激光手枪" STR_LASER_RIFLE: "激光步枪" STR_HEAVY_LASER: "重型激光枪" STR_LASER_CANNON: "对空激光系统" STR_PLASMA_CANNON: "等离子加农炮" STR_FUSION_MISSILE: "聚变导弹" STR_LASER_DEFENSE: "激光防御武器" STR_PLASMA_DEFENSE: "等离子防御系统" STR_FUSION_DEFENSE: "聚变防御系统" STR_GRAV_SHIELD: "引力护盾" STR_MIND_SHIELD: "心灵防护墙" STR_PSI_LAB: "精神训练中心" STR_MOTION_SCANNER: "动态扫描器" STR_MEDI_KIT: "医疗包" STR_TANK_CANNON: "加农炮坦克" STR_TANK_ROCKET_LAUNCHER: "坦克/火箭发射车" STR_TANK_LASER_CANNON: "坦克,配备激光加农炮" STR_HOVERTANK_PLASMA: "悬浮坦克/等离子武器" STR_HOVERTANK_LAUNCHER: "导弹悬浮坦克" STR_STINGRAY_LAUNCHER: "魔鬼鱼导弹发射器" STR_AVALANCHE_LAUNCHER: "雪崩射车" STR_CANNON: "加农炮" STR_STINGRAY_MISSILES: "魔鬼鱼导弹" STR_AVALANCHE_MISSILES: "雪崩导弹" STR_CANNON_ROUNDS_X50: "加农炮弹药(x50)" STR_FUSION_BALL: "核聚变球" STR_SOLDIER: "士兵" STR_SCIENTIST: "科学家" STR_ENGINEER: "工程师" STR_NORTH_AMERICA: "北美" STR_ARCTIC: "北极" STR_ANTARCTICA: "南极洲" STR_SOUTH_AMERICA: "南美" STR_EUROPE: "欧洲" STR_NORTH_AFRICA: "北非" STR_SOUTHERN_AFRICA: "南非" STR_CENTRAL_ASIA: "中亚" STR_SOUTH_EAST_ASIA: "东南亚" STR_SIBERIA: "西伯利亚" STR_AUSTRALASIA: "大洋洲" STR_PACIFIC: "太平洋" STR_NORTH_ATLANTIC: "北大西洋" STR_SOUTH_ATLANTIC: "南大西洋" STR_INDIAN_OCEAN: "印度洋" STR_ALIEN_INFILTRATION: "异形渗透任务" STR_ALIEN_BASE: "外星人基地" STR_ALIEN_TERROR: "外星人恐怖袭击" STR_ALIEN_RETALIATION: "外星人报复" STR_HYPER_WAVE_DECODER_UC: "外星解码器" STR_SKYRANGER: "空中游侠" STR_LIGHTNING: "闪电" STR_AVENGER: "复仇者" STR_INTERCEPTOR: "拦截机" STR_FIRESTORM: "火龙卷" STR_UFO: "UFO" STR_STINGRAY: "魔鬼鱼导弹" STR_AVALANCHE: "雪崩" STR_CANNON_UC: "机炮" STR_FUSION_BALL_UC: "核聚变球" STR_LASER_CANNON_UC: "激光加农炮" STR_PLASMA_BEAM_UC: "对空等离子系统" STR_WEAPON_POWER: "武器伤害" STR_WEAPON_RANGE: "武器射程" STR_ACCESS_LIFT: "入口电梯" STR_LABORATORY: "实验室" STR_SMALL_RADAR_SYSTEM: "小型雷达系统" STR_LARGE_RADAR_SYSTEM: "大型雷达系统" STR_MISSILE_DEFENSES: "导弹防御设施" STR_GENERAL_STORES: "通用仓库" STR_ALIEN_CONTAINMENT: "异形收容设施" STR_LASER_DEFENSES: "激光防御系统" STR_PLASMA_DEFENSES: "等离子防御武器" STR_FUSION_BALL_DEFENSES: "聚变防御系统" STR_PSIONIC_LABORATORY: "精神训练室" STR_HYPER_WAVE_DECODER: "超波解码设施" STR_HANGAR: "机库" STR_USA: "美国" STR_RUSSIA: "俄罗斯" STR_UK: "英国" STR_FRANCE: "法国" STR_GERMANY: "德国" STR_ITALY: "意大利" STR_SPAIN: "西班牙" STR_CHINA: "中国" STR_JAPAN: "日本" STR_INDIA: "印度" STR_BRAZIL: "巴西" STR_AUSTRALIA: "澳大利亚" STR_NIGERIA: "尼日利亚" STR_SOUTH_AFRICA: "南非" STR_EGYPT: "埃及" STR_CANADA: "加拿大" STR_TANK: "坦克" STR_CIVILIAN: "平民" STR_JAN: "一月" STR_FEB: "二月" STR_MAR: "三月" STR_APR: "四月" STR_MAY: "五月" STR_JUN: "六月" STR_JUL: "七月" STR_AUG: "八月" STR_SEP: "九月" STR_OCT: "十月" STR_NOV: "11月" STR_DEC: "十二月" STR_INTERNATIONAL_RELATIONS: "国际关系" STR_COUNTRY: "国家" STR_FUNDING: "资金" STR_CHANGE: "更改值" STR_WEAPON_SYSTEMS: "武器系统" STR_DAMAGE_UC_: "伤害>{ALT}{0}" STR_LIVING_QUARTERS_UFOPEDIA: "每个居住区模块可以容纳50人。这种设施提供基本的娱乐,食品和床铺。" STR_LABORATORY_UFOPEDIA: "最多50名研究人员可以在一座实验室设施内工作。实验室配备了研究材料、生物学、宇宙学科技的最新设备。实验室拥有连接全球各地最尖端的研究实验室和军用设施的特权。" STR_WORKSHOP_UFOPEDIA: "工场包含所有必要设备,以制造研究实验室设计出来的装备。空间最多可容纳50名工程师,但建造中的装备将占据一定的工场空间。" STR_MISSILE_DEFENSES_UFOPEDIA: "导弹防御系统能对试图在基地附近着的陆敌对飞行器提供一定程度的保护。" STR_GENERAL_STORES_UFOPEDIA: "所有装备、武器系统、弹药、捕获的材料和重型武器平台都储存在仓库,还包括机库飞行器的装备。" STR_PLASMA_DEFENSES_UFOPEDIA: "面对敌对入侵飞船,等离子防御系统能提供强大与有效的防御。" STR_FUSION_BALL_DEFENSES_UFOPEDIA: "聚变导弹设置能提供对抗异形攻击最有效的防御。这些导弹能创造出毁灭一切的反物质内爆区域。" STR_GRAV_SHIELD_UFOPEDIA: "引力盾系统能延缓异形飞行器着陆一段时间,这段时间足以让基地的防御系统再发射一次。实际上,它能使基地的防御系统发挥双倍的效能。" STR_MIND_SHIELD_UFOPEDIA: "异形飞船依赖脑电波来探测人类,所以最有效的反制措施就是屏蔽基地范围的脑电波。该设施能大幅降低基地被异形飞船发现的机会。" STR_HYPER_WAVE_DECODER_UFOPEDIA: "外星人使用一种接近于超距作用的四维波动进行通信。这个解码器设施可以拦截并解密飞碟间的此类通信,从而让我们知道飞碟类型和任务,以及外星人的种族。" STR_RIFLE_UFOPEDIA: "此高精度狙击步枪采用激光瞄准模式,使用6.7毫米口径弹药,并采用20发装填的弹夹。" STR_HEAVY_CANNON_UFOPEDIA: "重型榴弹炮的威力强大,但很笨重。它的多功能性在于能使用三种弹药:穿甲弹、燃烧弹、高爆弹。" STR_AUTO_CANNON_UFOPEDIA: "机炮将重型榴弹炮的火力与射速的多功能结合在了一起。" STR_ROCKET_LAUNCHER_UFOPEDIA: "火箭发射器采用激光引导系统,并使用三种不同类型的弹药。" STR_LASER_PISTOL_UFOPEDIA: "激光手枪是新科技的产物。它不仅拥有更快速和更精准的火力,而且还跟常规手枪一样易用。" STR_LASER_RIFLE_UFOPEDIA: "激光步枪比起早期的手枪版本更为精准和大威力。" STR_HEAVY_LASER_UFOPEDIA: "重型激光枪虽然笨重,但极为有效。" STR_SMOKE_GRENADE_UFOPEDIA: "烟雾弹能在非隐蔽场合的作战提供掩护。因为同时它们也能为敌人提供掩护,所以请审慎使用。" STR_PROXIMITY_GRENADE_UFOPEDIA: "感应手榴弹能跟普通手榴弹一样投掷,但它只会被落点附近的活动所触发。使用感应手榴弹需要很高技巧与谨慎才能发挥作用。" STR_HIGH_EXPLOSIVE_UFOPEDIA: "该爆炸装置应当仅用于爆破用途。使用时要让人员远离爆破现场。" STR_STUN_ROD_UFOPEDIA: "此近战装备采用电击瘫痪而非杀死目标生物。" STR_SMALL_LAUNCHER_UFOPEDIA: "震撼弹发射器,可以用来俘虏外星人。" STR_SMALL_SCOUT: "小型侦查机" STR_MEDIUM_SCOUT: "中型侦查机" STR_LARGE_SCOUT: "大型侦查飞碟" STR_BATTLESHIP: "战列舰" STR_SUPPLY_SHIP: "补给舰" STR_RATING: "评分> {0}" STR_RATING_POOR: "糟糕!" STR_RATING_OK: "OK" STR_RATING_GOOD: "好!" STR_RATING_EXCELLENT: "优秀" STR_COUNCIL_IS_GENERALLY_SATISFIED: "基金委员会目前基本满意你的表现。" STR_COUNCIL_IS_VERY_PLEASED: "议会对你的工作进展感到十分满意,请再接再厉。" STR_COUNCIL_IS_DISSATISFIED: "议会对你的表现感到失望,你必须提高工作效率,否则我们的计划将面临危险。" STR_YOU_HAVE_NOT_SUCCEEDED: "你没能阻止外星人的侵入,议会因此不得不中止X-COM计划,世界各国将会自行处理这些事务。我们只能祈祷我们能与这些敌对势力达成某种协议,以便让我们可以与这些外星来客共存。" STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0}非常满意你处理当地异性入侵的表现并决定增加对你的拨款。" STR_COUNTRIES_AND: "{0} 和 {1}" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0}对你应对外星人袭击的能力感到失望,并决定减少对你的资金支持。" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0}与不明异形签订了一个秘密协议并退出了XCOM项目。" STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0}与不明异形签订了一个秘密协议并退出了XCOM项目。" STR_COUNCIL_REDUCE_DEBTS: "基金委员会对你的财政状况不满意。你必须减少你的债务至$1百万以下,否则项目会被终结。" STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "超维通信已被破译" STR_CRAFT_TYPE: "飞行器类型" STR_MISSION: "任务" STR_NEW_YORK: "纽约" STR_WASHINGTON: "华盛顿" STR_LOS_ANGELES: "洛杉矶" STR_MONTREAL: "蒙特利尔" STR_MEXICO_CITY: "墨西哥城" STR_CHICAGO: "芝加哥" STR_VANCOUVER: "温哥华" STR_BRASILIA: "巴西利亚" STR_BOGOTA: "波哥大" STR_BUENOS_AIRES: "布宜诺斯艾利斯" STR_SANTIAGO: "圣地亚哥" STR_RIO_DE_JANEIRO: "里约热内卢" STR_CARACAS: "加拉加斯" STR_LONDON: "伦敦" STR_PARIS: "巴黎" STR_BERLIN: "柏林" STR_MOSCOW: "莫斯科" STR_ROME: "罗马" STR_MADRID: "马德里" STR_BUDAPEST: "布达佩斯" STR_LAGOS: "拉戈斯" STR_CAIRO: "开罗" STR_CASABLANCA: "卡萨布兰卡" STR_PRETORIA: "比勒陀利亚" STR_NAIROBI: "内罗毕" STR_CAPE_TOWN: "开普敦" STR_KINSHASA: "金沙萨" STR_DELHI: "德里" STR_KARACHI: "卡拉奇" STR_BAGHDAD: "巴格达" STR_TOKYO: "东京" STR_BEIJING: "北京" STR_BANGKOK: "曼谷" STR_SEOUL: "汉城" STR_SINGAPORE: "新加坡" STR_SHANGHAI: "上海" STR_HONG_KONG: "香港" STR_CANBERRA: "堪培拉" STR_WELLINGTON: "惠灵顿" STR_MELBOURNE: "墨尔本" STR_PERTH: "珀斯" STR_PSIONIC_TRAINING: "灵能训练" STR_PSIONIC__STRENGTH: "灵能{NEWLINE}力量" STR_PSI_AMP: "心灵增幅器" STR_WEAPONS_CREW_HWPS: "武器/{NEWLINE}乘员/重武器平台" STR_WOUND_RECOVERY: "创伤复原> {ALT}{0}" STR_TIME_UNITS: "时间" STR_STAMINA: "体力" STR_HEALTH: "生命值" STR_BRAVERY: "勇气" STR_REACTIONS: "反应" STR_FIRING_ACCURACY: "射击精度" STR_THROWING_ACCURACY: "投掷精度" STR_STRENGTH: "力量" STR_PSIONIC_STRENGTH: "灵能力量" STR_PSIONIC_SKILL: "灵能技能" STR_NEW_RANK: "晋升军衔" STR_PROMOTIONS: "晋级" STR_SOLDIERS_UC: "士兵" STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "这种无人的重型武器平台配备了威力强大的火箭发射器,这对任何外星人而言都是灾难性的。注意时刻保证你有充足的火箭弹供应。" STR_HOVERTANK_PLASMA_UFOPEDIA: "外星技术大大提高了HWP的战场生存能力。新增的浮空能力和等离子武器是个致命的组合。" STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "设个紧凑的设备是重型等离子步枪的弹匣,其中含有少量Elerium元素。" STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "这个设备可以供能给等离子步枪—— 一种中型外星武器。其中含有少量的E-115元素。" STR_ALIEN_SUPPLY_UFOPEDIA: "异形基地一旦建立,定期会有特殊的补给飞行器进行补给。如果这类飞行器被发现着陆,那么附近肯定会有异形基地。" STR_MEDIUM_SCOUT_UFOPEDIA: "一种威胁不大的中型侦查船只。一般先于大型船只出现。" STR_ABDUCTOR_UFOPEDIA: "此飞行器配备了一间用于对人类实施可怕试验的检验室。手术台上的受害者通常被精神力麻醉,但仍然清醒。" STR_BATTLESHIP_UFOPEDIA: "战列舰是外星人最强大的舰船。它通常配备威力强大的武器和大量的船员,并被作为主要的任务舰船使用。" STR_DISMANTLE: "拆除" STR_FACILITY_IN_USE: "设施正在使用中" STR_TRANSFER_ITEMS_TO: "运送物品到{0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "无外星人收容设施!{SMALLLINE}活的外星人需要外星人收容设施才能存活。" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "因为没有异形收容设施,所有活体异形已死亡。" STR_DESTINATION_UC: "目的地" STR_PISTOL: "手枪" STR_PISTOL_CLIP: "手枪弹匣" STR_RIFLE: "步枪" STR_RIFLE_CLIP: "步枪弹匣" STR_HEAVY_CANNON: "重型榴弹炮" STR_HC_AP_AMMO: "重型加农炮穿甲弹药" STR_HC_HE_AMMO: "重型加农炮高爆弹药" STR_AUTO_CANNON: "自动加农炮" STR_AC_AP_AMMO: "自动加农炮穿甲弹药" STR_AC_HE_AMMO: "自动加农炮高爆弹药" STR_AC_I_AMMO: "自动加农炮燃烧弹药" STR_ROCKET_LAUNCHER: "火箭发射器" STR_SMALL_ROCKET: "小型火箭弹" STR_LARGE_ROCKET: "大型火箭弹" STR_INCENDIARY_ROCKET: "火箭燃烧弹" STR_GRENADE: "手榴弹" STR_SMOKE_GRENADE: "烟雾弹" STR_PROXIMITY_GRENADE: "感应手榴弹" STR_HIGH_EXPLOSIVE: "高爆炸药" STR_STUN_ROD: "电击棒" STR_HEAVY_PLASMA: "重型等离子步枪" STR_HEAVY_PLASMA_CLIP: "中型等离子步枪弹匣" STR_PLASMA_RIFLE: "等离子步枪" STR_PLASMA_RIFLE_CLIP: "等离子步枪弹匣" STR_PLASMA_PISTOL: "等离子手枪" STR_PLASMA_PISTOL_CLIP: "等离子手枪弹夹" STR_STUN_BOMB: "震撼弹" STR_ALIEN_GRENADE: "异形手榴弹" STR_ELERIUM_115: "Elerium-115元素" STR_SECTOID_CORPSE: "灵能者尸体" STR_SNAKEMAN_CORPSE: "蛇人尸体" STR_ETHEREAL_CORPSE: "虚灵尸体" STR_MUTON_CORPSE: "突变者尸体" STR_FLOATER_CORPSE: "漂浮者尸体" STR_CELATID_CORPSE: "腐蚀虫尸体" STR_SILACOID_CORPSE: "自爆虫尸体" STR_CHRYSSALID_CORPSE: "猎手尸体" STR_REAPER_CORPSE: "收割兽尸体" STR_CYBERDISC_CORPSE: "电盘尸体" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "没有足够的物资来完全补充战斗分队" STR_MARS_CYDONIA_LANDING: "火星:塞多尼亚着陆" STR_MARS_CYDONIA_LANDING_BRIEFING: "你的“复仇者”战斗运输机降落在了火星表面名为“Cydonia ”的地方。我们的情报指出在其中一个金字塔一样的建筑物中,有一个通往地下建筑的升降机。当你把所有士兵都移动到升降机区域后,通过“放弃任务”按钮来前进到下一个场景。" STR_MARS_THE_FINAL_ASSAULT: "火星:最终突击" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "外星人摧毁了不设防的基地 {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-COM特工已于{0}定位了外星基地。" STR_CAUTIOUS_ATTACK: "谨慎的攻击" STR_STANDARD_ATTACK: "标准攻击" STR_AGGRESSIVE_ATTACK: "主动攻击" STR_UFO_HIT: "命中!" STR_UFO_CRASH_LANDS: "飞碟坠毁地点" STR_UFO_RETURN_FIRE: "UFO 还击" STR_INTERCEPTOR_DAMAGED: ">>> 拦截机受损 <<<" STR_LONG_RANGE_DETECTION: "远程侦查" STR_DIFFICULTY_LEVEL: "难度" STR_INTERCEPT: "拦截" STR_BASES: "基地" STR_OPTIONS_UC: "选项" STR_FUNDING_UC: "资金" STR_5_SECONDS: "五秒" STR_1_MINUTE: "一分钟" STR_5_MINUTES: "5分钟" STR_30_MINUTES: "三十分钟" STR_1_HOUR: "1小时" STR_ENTER_NAME: "输入名称" STR_PERFORMANCE_RATING: "表现评价" STR_VICTORY_DATE: "胜利日" STR_ELECTRO_FLARE_UFOPEDIA: "这个小巧的装置能在被抛出后发出明亮的光芒,可为夜间任务照亮电子照明弹附近的敌人。" STR_SALARIES: "薪水" STR_BASE_MAINTENANCE: "基地维护" STR_COST_PER_UNIT: "每单位成本" STR_QUANTITY: "数量" STR_IN_PSIONIC_TRAINING: "正接受灵能训练" STR_BLASTER_BOMB_UFOPEDIA: "这是一枚高性能微型导弹,可以使用导弹发射器发射。" STR_REAR_ARMOR: "侧向护甲" STR_UNDER_ARMOR: "底部装甲" STR_UNIT: "数量>{0}" STR_MORALE: "士气" STR_FRONT_ARMOR_UC: "前装甲" STR_LEFT_ARMOR_UC: "左侧装甲" STR_REAR_ARMOR_UC: "侧向护甲" STR_SKILLS: "技能>{0}" STR_TORSO: "躯干" STR_RIGHT_ARM: "右臂" STR_LEFT_ARM: "左臂" STR_RIGHT_LEG: "右腿" STR_LEFT_LEG: "左腿" STR_PAIN_KILLER: "止痛药" STR_PSIONIC_SKILL_SHORT: "灵能技巧>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "灵能力量>{ALT}{0}" STR_ALIEN_ARTIFACT: "异形物品" STR_THROW: "丢弃" STR_AUTO_SHOT: "全自动射击" STR_SNAP_SHOT: "速射" STR_PRIME_GRENADE: "感应手榴弹" STR_USE_SCANNER: "使用扫描器" STR_USE_MEDI_KIT: "使用医疗包" STR_LAUNCH_MISSILE: "发射导弹" STR_NOT_ENOUGH_TIME_UNITS: "单位没有足够的时间!" STR_NO_AMMUNITION_LOADED: "未装填弹药!" STR_WEAPON_IS_ALREADY_LOADED: "武器已经装填!" STR_NO_LINE_OF_FIRE: "没有射界!" STR_GRENADE_IS_ACTIVATED: "手榴弹已被激活!" STR_GRENADE_IS_DEACTIVATED: "手榴弹已被关闭!" STR_THERE_IS_NO_ONE_THERE: "这里空无一人!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "研究完成前无法使用该异形物品!" STR_OUT_OF_RANGE: "超出射程!" STR_UNABLE_TO_THROW_HERE: "无能在这里扔!" STR_SET_TIMER: "设置定时器" STR_HIDDEN_MOVEMENT: "隐蔽移动" STR_TURN: "回合> {0}" STR_SIDE: "侧面>{0}" STR_PRESS_BUTTON_TO_CONTINUE: "按任意键继续" STR_MIND_CONTROL: "心灵控制" STR_PANIC_UNIT: "恐慌单位" STR_MORALE_ATTACK_SUCCESSFUL: "士气攻击成功" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}已经进入狂暴" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}已经进入狂暴" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}感到十分惊恐" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}感到十分惊恐" STR_ALIENS: "外星人" STR_RIGHT_HAND: "右手" STR_LEFT_HAND: "左手" STR_RIGHT_SHOULDER: "右肩" STR_LEFT_SHOULDER: "左肩" STR_BACK_PACK: "背包" STR_BELT: "腰带" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}已被异形精神控制" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}已被异形精神控制" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}已经伤重死亡" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}已经伤重死亡" STR_FATAL_WOUNDS: "致命伤" STR_UNDER_ARMOR_UC: "底部装甲" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "预留速射时间" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "预留扫射时间" STR_ABORT_MISSION_QUESTION: "放弃任务?" STR_CORPSE: "尸体" STR_UNLOAD_CRAFT: "卸载" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}已被杀害" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}已被杀害" STR_HIT_MELEE: "命中" STR_GROUND: "着陆" STR_LIVING_QUARTERS_PLURAL: "生活居住区" STR_LIST_ITEM: "物品" STR_POWER_SUIT_UFOPEDIA: "一种采用E115能源的强大新型动力护甲能大幅提高穿戴者的力量与速度,是目前科技所能提供给战斗人员的最佳护甲。" STR_FLYING_SUIT_UFOPEDIA: "这是动力装甲的增强版本。通过使用外星人的反重力技术,它可以让士兵在战场上完全自由地移动,也以让士兵悬浮于半空。" STR_ALL_ALIENS_KILLED_IN_CRASH: "所有外星人都在飞碟坠毁时死亡{NEWLINE}开始自动清理战场" MAP_CULTA: "农场" MAP_FOREST: "森林" MAP_JUNGLE: "丛林" MAP_MOUNT: "突变者" MAP_UBASE: "外星基地" STR_REMOVE_SELECTED: "移除所选" STR_CONTAINMENT_EXCEEDED: "外星人收容设施容量已满!{SMALLLINE}位于{0}的收容设施容量用尽。你必须把多出来的外星人从收容设施移出,被移出的外星人将会死亡。" STR_MANAGE_CONTAINMENT: "管理异形收容设施" STR_STORAGE_EXCEEDED: "物品数量达到上限{SMALLLINE} {0}的存储空间不足。你必须将多余的物品售出。" STR_GO_TO_BASE: "前往总部" STR_MELEE_ACCURACY: "近战精度" STR_SELL_PRODUCTION: "卖出" STR_BOTH_HANDS_MUST_BE_EMPTY: "两只手都必须是空的!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "模板中部分物品数量不足,无法复制。" STR_UNLOAD_WEAPON: "武器退弹" STR_ALL_ITEMS: "全部物品" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "无法继续加载更多装备!{SMALLLINE}在这个载具上,你仅可以加载 {N}件装备。 " STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}控制中心已被摧毁{NEWLINE}请前往基地入口撤离。" STR_XCOM_BASE_CANNOT_BE_BUILT: "X-COM基地无法建设在水域。" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "人员" STR_CRAFT_ARMAMENT: "战机和武器" STR_COMPONENTS: "附件" STR_SOLDIERS_RECRUITED: "士兵已招募" STR_SOLDIERS_LOST: "士兵阵亡" STR_TOTAL_UFOS: "发现UFO" STR_TOTAL_ALIEN_BASES: "已发现外星人基地" STR_PSIONIC_STRENGTH_ABBREVIATION: "灵能强度" STR_PSIONIC_SKILL_ABBREVIATION: "灵能技能" FEMALE_CIVILIAN: "平民,女性" MALE_CIVILIAN: "平民,男性" CYBERDISC_WEAPON: "电盘武器" REAPER_WEAPON: "收割者武器" CHRYSSALID_WEAPON: "猎手武器" CELATID_WEAPON: "腐蚀虫武器" SILACOID_WEAPON: "自爆虫武器" SECTOPOD_WEAPON: "长足机甲武器" ZOMBIE_WEAPON: "僵尸武器" ALIEN_PSI_WEAPON: "外星灵能武器" ================================================ FILE: bin/standard/xcom1/Language/zh-TW.yml ================================================ zh-TW: STR_AVENGER_UFOPEDIA: "運輸及戰鬥兩用太空船。外星生物科技的最終複製。" STR_INTERCEPTOR_UFOPEDIA: "使用地球現有最尖端科技製造的戰鬥機。機體裝備兩個脈衝引擎及反干擾電子系統。" STR_LIGHTNING_UFOPEDIA: "運輸戰鬥兩用飛行器。粗糙但有效地複製自外星生物推進系統。" STR_SKYRANGER_UFOPEDIA: "地球最高速的部隊運輸機,能夠垂直升降(V.T.O.L)。" STR_FIRESTORM_UFOPEDIA: "參考典型的飛碟設計,推進系統安裝於中央的單座式戰鬥飛行器。" STR_STINGRAY_UFOPEDIA: "利用最先進科技制造的空對空導彈,配有反干擾電子系統。" STR_AVALANCHE_UFOPEDIA: "帶有核彈頭的空對空飛彈,負載極重。" STR_CANNON_UFOPEDIA: "重火力加農砲,其穿甲彈可射穿厚達十六吋的鋼板。" STR_FUSION_BALL_UFOPEDIA: "反物質導彈發射器,球形的導彈擊中目標後會向中心聚爆,所產生的重力波破壞力極高。" STR_LASER_CANNON_UFOPEDIA: "這是優秀的常規雷射武器,由反物質反應腔所提供的能源產生。" STR_PLASMA_BEAM_UFOPEDIA: "引力光束可以準確控制一種向內收縮的重力場,擊中的目標因而內爆受損。" STR_SECTOID_UFOPEDIA: "灰人的階級涵蓋一般士兵到領導階層。{NEWLINE}它們的將領和指揮官甚至擁有強勁的心靈控制能力,這種靈能力可以在戰鬥中令敵人士氣低落,甚至控制對方的意識。它們經常從事綁架人類和屠殺牲畜的任務,綁架的目的是抽取人類遺傳基因製作混種人,以便滲透人類社會。屠殺牲畜的任務的目的是收集養份和遺傳物質。它們透過基因混合發展出更優秀的雜交體,改進它們類蜂群社會的運作效率。" STR_SECTOID_AUTOPSY: "灰人解剖報告" STR_SECTOID_AUTOPSY_UFOPEDIA: "解剖結果顯示,該生物擁有發育非常良好的大腦和眼睛、功能有限的小嘴和小鼻孔、退化的消化器官以及一個簡單的身體構造,其獨特的結構表明可能發生了基因突變或基因改造。手指間的蹼狀結構和扁平的脚趾顯示它可能起源於水生環境。由於它缺乏生殖器官,因此無法確定其繁殖方式,因此很可能是一項基因工程的產物。" STR_SNAKEMAN_UFOPEDIA: "蛇人族生於惡劣環境的星球上,它們強壯得能抵禦極端溫度。它們的腹鱗及肌肉除了透過縮放產生移動力外,也可保護身體的重要器官。它們聽從其他高智慧生物的指揮進攻地球,主要從事掠奪的任務。" STR_SNAKEMAN_AUTOPSY: "蛇人解剖報告" STR_SNAKEMAN_AUTOPSY_UFOPEDIA: "皮膚非常堅硬和耐熱。心肺血管系統是透過肌肉系統的液壓運動進行,唯一真正的內臟是心臟。無性繁殖的生殖系統有很高的效率,它們體內能攜帶多達五十顆蛋。對它們放任不管對地球的生物來說是一個嚴重的威脅。" STR_ETHEREAL_UFOPEDIA: "異靈族擁有強大的精神力量,能夠進行心靈感應和念力傳輸,明顯虛弱的體能是由其精神力量維持的。我們尚不清楚這些念力傳輸是如何運作的,因為它們似乎違反了我們已知的物理定律,在戰鬥中遇到這種善於使用精神力量的對手是極度危險的事情! 它們依賴其他種族來達成任務,因此很少出現在地球上。" STR_ETHEREAL_AUTOPSY: "異靈族解剖報告" STR_ETHEREAL_AUTOPSY_UFOPEDIA: "從表面看,這種生物的身體機能虛弱得不足以維持生命。肌肉嚴重萎縮,內臟器官發育不良,包括眼睛在內的感官系統似乎完全喪失功能。然而腦部卻異常發達,因此需要體內大量的血液提供養份。它如何在沒有外界支持的情況下維持自身生命,至今仍是個謎。" STR_MUTON_UFOPEDIA: "這種類人生物有強壯的體質和高智慧。它們好像地球的食肉動物一樣嗜吃生肉。異靈族似乎透過心靈感應向它們發施號令,一旦心靈感應連結中斷將會它們的精神系統崩潰並導致死亡。我們發現它們被植入神經機械系統以提高它們的作戰能力。它們顯然被更高智慧生物利用作前線士兵。" STR_MUTON_AUTOPSY: "變異者解剖報告" STR_MUTON_AUTOPSY_UFOPEDIA: "這種生物被植入一層由有機物製造的保護皮甲,穿甲彈對這種強韌皮膚沒三小路用。它們身體內安裝的眾多控制裝置可以增強心血管以及感官系統,生殖系統似乎經手術後被切除。綜合以上證據,我們相信這種生物不幸地被利用作侵略及戰爭棋子。" STR_CELATID_UFOPEDIA: "這種生物擁有神秘自然能力-浮空。他可透過偵測人類的腦波,發現並降下移向匿藏的敵人,然後向目標噴出一團高腐蝕性的毒液。此外,它們能夠以驚人的速度自我複製。它們主要隨同變異者作戰。" STR_CELATID_AUTOPSY: "腐食體解剖報告" STR_CELATID_AUTOPSY_UFOPEDIA: "從生物力學的角度來看,這生物的核心內有一個自然進化而成的小型反重力推進系統。毒囊是它們體內最大的器官,而它們似乎並沒有獨立的大腦結構、消化器官和生殖系統。此外,我們發現在某個細小的器官內育有胚胎,這可以解釋它們為何可以快速分裂出另一個獨立的個體。" STR_SILACOID_UFOPEDIA: "這種矽基生命體可以產生大量的熱能。它們可從容地把岩石碾成粉末,從而利用高熱的核心加以熔化並攝取所需能量。矽原體只有低等的智慧,通過植入裝置或使用心靈感應就能加以控制。它們隨同變異者一同行動。" STR_SILACOID_AUTOPSY: "矽原體解剖報告" STR_SILACOID_AUTOPSY_UFOPEDIA: "該生物的核心極其炙熱,似乎是其消化系統的基礎。它獨特的肌肉系統擁有巨大的力量和速度。像石頭一樣堅硬的皮膚可抵禦火焰和燃燒彈藥的攻擊。" STR_CHRYSSALID_UFOPEDIA: "這種生物擁有猶如蟹鉗的強力近身戰鬥武器。強壯和高新陳代謝率令它們快速而靈活。雖然這鉗獵者不殺死獵物,但是會將蛋注入受害者體內,而附帶的毒液會令他們變成行屍。不需太久的時間,一隻新生的鉗獵者就會破肚而出。它們會和蛇人族一起執行任務。" STR_CHRYSSALID_AUTOPSY: "鉗獵者解剖報告" STR_CHRYSSALID_AUTOPSY_UFOPEDIA: "儘管這生物的外骨骼極其堅硬,然而卻意料之外地難以承受爆炸性彈藥的攻擊。它們不但大腦發達,而且細胞可快速生長。這鉗獵者可攜帶多達二十顆蛋,用以注入其他生物體內。因此,它們是非常有效的恐怖襲擊兵器。" STR_FLOATER_UFOPEDIA: "漂浮者主要充當士兵及恐怖襲擊代理人。他們原本只掠食野獸,經過遺傳工程和神經機械學的強化後成為令敵人聞風喪膽的戰士。他們的下半身和所有內臟已用手術移除,並由生命維持系統和反重力裝置所取代。雖則有時會不大穩定,但這種族可漂浮於空中。" STR_FLOATER_AUTOPSY: "漂浮者解剖報告" STR_FLOATER_AUTOPSY_UFOPEDIA: "這種生物已經過手術徹底改造。構成它身體核心的裝置是一個生命維持系統,用以取代心臟、肺部及消化系統,因此它們可以在極度惡劣的環境下生存。漂浮者的腦部比人類小,可是感官器官卻非常發達。" STR_REAPER_UFOPEDIA: "這種雙足肉食性生物擁有強而有力的顎部和極強的食慾。它的腦部植入了多個控制裝置,用於控制其行為。這種生物的原始掠食本能除了用來製造恐慌和破壞之外,幾乎沒有其他用途。收割獸通常與漂浮者一起出現。" STR_REAPER_AUTOPSY: "收割獸解剖報告" STR_REAPER_AUTOPSY_UFOPEDIA: "收割獸體內包含兩組「大腦」和兩組「心臟」,這使得牠們即使在遭受重創時,仍能維持運作。然而,牠們身上的毛皮具有高度易燃性,使得這種生物極易受到燃燒武器的攻擊。" STR_SECTOPOD_UFOPEDIA: "步行機甲是一種裝有強勁電漿光束武器的機械人。異靈族透過心靈感應聯結並操控它們。毫無疑問,這種機械獸是外星生物最強勁的恐怖攻擊武器。" STR_SECTOPOD_AUTOPSY: "步行機甲解剖報告" STR_SECTOPOD_AUTOPSY_UFOPEDIA: "這機械人的強化裝甲製造得極為堅固,能有效抵禦包括電漿武器在內的各種攻擊。然而它的傳感電路似乎特別容易被雷射武器破壞。" STR_CYBERDISC_UFOPEDIA: "這小型飛碟是一種自動化恐怖襲擊武器,它們不單裝備了一門威力強大的電漿光束砲,內置的反重力推進系統亦可令任何地勢都變為有利。灰人族利用這兵器從事破壞和恐怖攻擊任務。" STR_CYBERDISC_AUTOPSY: "電腦飛碟解剖報告" STR_CYBERDISC_AUTOPSY_UFOPEDIA: "裝有優良的防護外殼,對爆炸性彈藥的防禦尤其優秀。因為被回收的反重力系統損毀嚴重,所以我們未能研究出它的運作原理。" STR_UFO_POWER_SOURCE_UFOPEDIA: "外星飛行器的動力來源是使用奧雷爾(第115元素)的反物質反應爐,它能產生強大的重力波和其他所需能源,而能源效益更達至驚人的99%。因此只需小量的奧雷爾就能產生大量的能源。這個動力單元可以利用外星合金輕鬆地複製。{NEWLINE}奧雷爾正是外星科技的命脈,正確的使用奧雷爾我們就能擁有幾乎無限的動力來源。我們能將這項技術運用於製造更強大的飛行器、新一代動力裝甲以及毀滅性的高能武器。" STR_UFO_NAVIGATION_UFOPEDIA: "外星飛船利用先進的電腦系統在地球和太空航行,該系統基於網路化的光子處理器。控制介面相當簡單-操作人員只要控制由動力源產生的重力波的方向,就能讓飛行器朝任何方向移動。這套系統人類能輕鬆掌握這項技術,利用外星合金和其他零組件也能複製類似的系統。{NEWLINE}這是一項重大的突破!這不僅可能讓我們建造出足以對抗外星科技的飛行器,甚至能將這項重力波技術應用到武器或者護具上。" STR_UFO_CONSTRUCTION_UFOPEDIA: "外星飛行器由三個主要部份構成,分別是能源供應系統、導航系統和用外星合金建造的船身。這種船身經過特別設計,可以引導並控制重力波。此外,只需少量的奧雷爾就能注滿能源供應設備。當了解它各部份功能和構造原理後,我們也可建造這些飛行器。" STR_ALIEN_FOOD_UFOPEDIA: "這些水槽內裝有多種酵素,可消化牛隻、其他動物甚至人類的身體組織,消化後的液體會直接當作已消化的食物被吸收-很可能直接進入血液。這顯示出外星生命對於地球食物的某種依賴性,也暗示著地球與外星社會之間存在一種共生關係。" STR_ALIEN_REPRODUCTION_UFOPEDIA: "這些水槽裝有外星生物胚胎,槽內豐富的養份可以令胚胎快速成長。我們從這些容器的設計了解到外星生物是完全倚賴實驗室繁殖的。一條生產線於短時間內就能製造數以千計的複製生物,這生產程序不單適用於繁殖人類,甚至也可製造人類與外星種族的混血兒。" STR_ALIEN_ENTERTAINMENT_UFOPEDIA: "這些球體最可能的功能是用於娛樂。原理是透過心靈電路刺激大腦的各個中樞,從而產生類似服用迷幻藥物的效果。這是我們唯一能證明外星生物擁有文化或娛樂消遣的證據。" STR_ALIEN_SURGERY_UFOPEDIA: "這套手術設備使用雷射切割器提取牛隻及其他動物身體的特定器官組織,這些部位很可能被用於營養或基因研究目的。世界各地廣泛發生的怪異牛隻肢解事件,就是由這種奇特的外星活動所造成的。" STR_EXAMINATION_ROOM_UFOPEDIA: "過去成千上萬的人聲稱自己遭到外星生物綁架,有些甚至被綁架多次,但這些行動背後的真相遠比綁架可怕。人類不單被劫持,研究和監視,其中最優良的個體甚至會被抽取基因物質。女性會被植入人類與外星生物的混血胚胎,並數個月後被取出。誰知道這些外星生物有什麼其他邪惡的動機呢?" STR_ALIEN_ALLOYS_UFOPEDIA: "外星飛行器是用特別的合金建造,這金屬的性質獨一無二。它不單輕巧兼耐用,而且能用電磁方法鑄造成不同形狀。這種材料可以回收再造並使用於其他生產過程之中。" STR_ELERIUM_115_UFOPEDIA: "這種元素具有不尋常的特性,當它受到特定粒子的撞擊時,能夠產生反物質能源,這個過程會產生重力波及其他形式的能量。此元素並非自然存在於我們的太陽系,也無法人工合成。" STR_ALIEN_ORIGINS_UFOPEDIA: "我們顯然正在地球上進行一場註定會失敗的戰鬥。外星大軍的數量多到難以招架,我們所能做的,只是盡力拖延它們的腳步。人類唯一的希望就是從源頭解決外星威脅。研究指出它們在太陽系內有一個接近地球的行動基地,外星生物供稱此地為一個比人類歷史更古老的古文明中心。我們必須盡快找到這個地方。然而,我們需要先活捉並審問外星生物領袖,從而得到更多的資訊。大型不明飛行物中很可能至少有一名外星生物首領。" STR_THE_MARTIAN_SOLUTION_UFOPEDIA: "我們當前的研究都將外星生物活動的基地指向火星。該基地相當隱密,且涵蓋所有製造和克隆設施,為滲透地球的行動提供資源。該基地似乎配備一台控制整個行動的電腦。這種蜂巢式外星社會似乎存在某個「蜂后」,這是它們的結構性弱點-若我們能殲滅這個「大腦」,那麼整個「身體」就會隨之死亡。我們必須在為時已晚前,加快研究腳步。{NEWLINE}{NEWLINE}為了讓計畫有所進展,我們必須捕捉軍階最高的外星生物-指揮官,它們只會出現在外星基地和戰鬥艦中。" STR_CYDONIA_OR_BUST_UFOPEDIA: "我們現在非常清楚,外星大軍是由火星上一個名為「塞東尼亞」的地下基地控制。這個不尋常的區域有多個五面金字塔和一塊類似人臉的巨大構造。塞東尼亞文明在幾百萬年前的火星上曾經盛極一時,但我們不清楚它為何滅亡,也不明白它與最近的外星活動有何關聯。無論原因為何,我們一定要派遣一支遠征隊進攻塞東尼亞,摧毀那個控制一切的「主腦」,這是消滅這些不速之客的唯一方法。{NEWLINE}{NEWLINE}我們需要一架復仇者飛行器,並帶上我們所能掌握的最強大與最具毀滅性的武器,我們在地球上已無法獲得更多資訊-靜待進攻塞東尼亞的結果。" STR_CENTER_ON_SITE_TIME_5_SECONDS: "置中該地-時間流逝=5秒" STR_CANCEL_UC: "取消" STR_NONE: "沒有" STR_UNKNOWN: "不詳" STR_POOR: "差" STR_AVERAGE: "普通" STR_GOOD: "良好" STR_EXCELLENT: "優秀" STR_BUILD_NEW_BASE_UC: "建設新基地" STR_BASE_INFORMATION: "基地資訊" STR_EQUIP_CRAFT: "裝備飛行器" STR_BUILD_FACILITIES: "增建設施" STR_RESEARCH: "研究" STR_MANUFACTURE: "生產" STR_TRANSFER_UC: "運輸" STR_PURCHASE_RECRUIT: "購買/招募" STR_SACK: "解雇" STR_SELL_SACK_UC: "出售/解雇" STR_GEOSCAPE_UC: "全球介面" STR_NAME: "名稱" STR_AREA: "地區" STR_BUILD_NEW_BASE: "建設新基地" STR_CANCEL: "取消" STR_COST_UC: "成本>" STR_CONSTRUCTION_TIME_UC: "建造需時>" STR_DAY: other: "{N} 日" STR_HOUR: other: "{N}小時" STR_MAINTENANCE_UC: "維修>" STR_OK: "確定" STR_INSTALLATION: "設施" STR_CURRENT_RESEARCH: "目前研究項目" STR_SCIENTISTS_AVAILABLE: "可用的科學家>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "已配置的科學家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "可用的實驗室空間>{ALT}{0}" STR_RESEARCH_PROJECT: "研究專案" STR_SCIENTISTS_ALLOCATED_UC: "已配置的科學家" STR_PROGRESS: "進展" STR_NEW_PROJECT: "新專案" STR_CANCEL_PROJECT: "取消專案" STR_NEW_RESEARCH_PROJECTS: "新研究專案" STR_SCIENTISTS_AVAILABLE_UC: "可用的科學家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "可用的實驗室空間>{ALT}{0}" STR_INCREASE: "增加" STR_DECREASE: "減少" STR_START_PROJECT: "開始專案" STR_CURRENT_PRODUCTION: "目前生產項目" STR_ENGINEERS_AVAILABLE: "可用的工程師>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "已分配工作的工程師>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "可用的工作室空間>{ALT}{0}" STR_CURRENT_FUNDS: "現有資金>{ALT}{0}" STR_ITEM: "物品" STR_ENGINEERS__ALLOCATED: "已分配工作的工程師" STR_UNITS_PRODUCED: "已生產單位" STR_TOTAL_TO_PRODUCE: "生產總數" STR_COST__PER__UNIT: "每單位{NEWLINE}成本{NEWLINE}" STR_DAYS_HOURS_LEFT: "尚餘日/小時" STR_NEW_PRODUCTION: "新生產" STR_PRODUCTION_ITEMS: "生產物品" STR_CATEGORY: "類別" STR_START_PRODUCTION: "開始新產" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "工程師毎 {0} 小時生産一個單位" STR_COST_PER_UNIT_: "每單位成本>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "所需工作空間>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "所需特別材料" STR_ITEM_REQUIRED: "所需物品" STR_UNITS_REQUIRED: "所需單位" STR_UNITS_AVAILABLE: "可用單位" STR_STOP_PRODUCTION: "停止生產" STR_ENGINEERS_AVAILABLE_UC: "可用的工程師>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "可用的工作室空間>{ALT}{0}" STR_MONTHLY_PROFIT: "月利潤>{ALT}{0}" STR_INCREASE_UC: "增加" STR_DECREASE_UC: "減少" STR_UNITS_TO_PRODUCE: "要製造的單位" STR_PURCHASE_HIRE_PERSONNEL: "購買/招募人員" STR_COST_OF_PURCHASES: "購買成本>{ALT}{0}" STR_COST_PER_UNIT_UC: "每單位成本" STR_QUANTITY_UC: "庫存數量" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "可用人員:人員總數>" STR_SOLDIERS: "士兵" STR_SCIENTISTS: "科學家" STR_ENGINEERS: "工程師" STR_SPACE_USED_SPACE_AVAILABLE: "已使用空間:總可用空間>" STR_LIVING_QUARTERS: "居住區" STR_STORES: "倉庫" STR_LABORATORIES: "實驗室" STR_WORK_SHOPS: "工作室" STR_HANGARS: "停機棚" STR_SHORT_RANGE_DETECTION: "短程偵測" STR_DEFENSE_STRENGTH: "防禦力" STR_TRANSFERS_UC: "運輸" STR_TRANSFERS: "運輸" STR_ARRIVAL_TIME_HOURS: "送達時間 (小時)" STR_COST_: "成本>{ALT}{0}" STR_AREA_: "地區>{ALT}{0}" STR_BASE_NAME: "基地名稱?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "選擇入口電梯的位置" STR_TRANSFER: "運輸" STR_AMOUNT_TO_TRANSFER: " 轉移量" STR_SELECT_DESTINATION_BASE: "選擇目的基地" STR_COST: "成本" STR_VICTORY_1: "當你進入控制室後便看到今次任務的目標-外星主腦。當你準備開火時它透過基地顯示器和你溝通,並懇求你在扣下扳機前聆聽它的說話......" STR_VICTORY_2: "主腦說:'這個被你們稱作火星的行星在好幾百萬年前生機蓬勃 ,我們的文明在這個貧瘠的星球播下生命的種子,在最近的幾百萬年我們多次到達地球並用基因技術栽培出人類。你們不能殺死我們 ,因為你們是我們一份子......'" STR_VICTORY_3: "這裏是火星文明的中心,這些金字塔的歷史比你們的還早幾百萬年,是由你們的遠古祖先建造的。而你們也將會獲得他們的力量,因此沒有哪個星球是不能到達的。我們只需要你們的合作......" STR_GAME_OVER_1: "外星生物決意滅絶全人類,摧毀都市、汙染空氣和海洋。面對遠超過人類的科技,地球軍隊只能絶望地抵抗。倖存下來的幾代人在躲避外星人的破壞過程中發生了可怕的基因變異。他們被外星生物囚禁起來當做奴隸,並協助將地球改造成某個未知外星帝國的殖民地。" STR_GAME_OVER_2: "透過X-Com計畫獲得的知識將永遠消失。{NEWLINE}很遺憾您未能拯救地球。" STR_VICTORY_4: "外星主腦被一陣熾熱的電漿光束擊穿,而整個外星軍隊也被擊敗。" STR_VICTORY_5: "若外星生物失去了火星也就失去了地球。不久之後X-Com的研究再次讓人類重返榮光,並取得了火星。外星生物的威脅已經消失,但沒人知道能持續多久..." STR_YOU_HAVE_FAILED: "你不能制止外星生物對地球各國猛烈的進攻。一個又一個的資金提供國和外星生物簽訂條約,以換取外星的先進技術,以及保證的繁榮與和平。可是人類很快便發覺它們另有所圖......" STR_TOTAL_UC: "總數" STR_INCOME: "收入" STR_EXPENDITURE: "支出" STR_MAINTENANCE: "維修" STR_BALANCE: "結餘" STR_UFO_ACTIVITY_IN_AREAS: "各區域的UFO活動" STR_UFO_ACTIVITY_IN_COUNTRIES: "各國的UFO活動" STR_XCOM_ACTIVITY_IN_AREAS: "X-COM各區域的活動" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-COM各國家的活動" STR_FINANCE: "財務狀況" STR_DATE_FIRST: "{0}日" STR_DATE_SECOND: "{0}日" STR_DATE_THIRD: "{0}日" STR_DATE_FOURTH: "{0}日" STR_FINANCE_THOUSANDS: "單位仟元" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}生產的項目{NEWLINE}{0}{NEWLINE}特殊材料不足" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}生產的項目{NEWLINE}{0}{NEWLINE}金錢不足" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}生產的項目{NEWLINE}{0}{NEWLINE}已完成" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}增建的設施{NEWLINE}{0}{NEWLINE}已完成" STR_OK_5_SECONDS: "確定 - 5 秒" STR_RESEARCH_COMPLETED: "研究完成" STR_VIEW_REPORTS: "觀看報告" STR_WE_CAN_NOW_RESEARCH: "我們可以開始研究" STR_WE_CAN_NOW_PRODUCE: "我們可以開始生產" STR_SUNDAY: "星期日" STR_MONDAY: "星期一" STR_TUESDAY: "星期二" STR_WEDNESDAY: "星期三" STR_THURSDAY: "星期四" STR_FRIDAY: "星期五" STR_SATURDAY: "星期六" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{2} 基地{NEWLINE}{1} 飛行器{NEWLINE}{0} 燃料不足" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2} 基地{NEWLINE}{1} 飛行器{NEWLINE}{0} 備料不足" STR_UFO_IS_NOT_RECOVERED: "回收UFO失敗" STR_UFO_IS_RECOVERED: "成功回收UFO" STR_CRAFT_IS_LOST: "損失運兵飛行器" STR_TERROR_CONTINUES: "未能制止恐怖活動" STR_ALIENS_DEFEATED: "外星生物被擊敗" STR_BASE_IS_LOST: "失去基地" STR_BASE_IS_SAVED: "成功守護基地" STR_ALIEN_BASE_STILL_INTACT: "外星基地未被破壞" STR_ALIEN_BASE_DESTROYED: "外星基地被消滅" STR_ALIENS_KILLED: "殺死的外星生物" STR_ALIEN_CORPSES_RECOVERED: "回收的外星生物屍體" STR_LIVE_ALIENS_RECOVERED: "活捉的外星生物" STR_ALIEN_ARTIFACTS_RECOVERED: "回收的外星物品" STR_ALIEN_BASE_CONTROL_DESTROYED: "外星基地控制系統被破壞" STR_CIVILIANS_KILLED_BY_ALIENS: "被外星生物殺死的平民" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COM作業人員誤殺的平民" STR_CIVILIANS_SAVED: "救出的平民" STR_XCOM_OPERATIVES_KILLED: "被殺的X-COM作業人員" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "失蹤的X-COM作業人員" STR_TANKS_DESTROYED: "被摧毀的戰車" STR_XCOM_CRAFT_LOST: "失去的X-COM飛行器" STR_UFO_RECOVERY: "UFO回收物" STR_ALIEN_BASE_RECOVERY: "回收的外星基地物資" STR_BASE_UNDER_ATTACK: "{0} 遭受襲撃!" STR_BASE_DEFENSES_INITIATED: "啟動基地防衛設置" STR_GRAV_SHIELD_REPELS_UFO: "重力防護罩抵禦了UFO!" STR_FIRING: "開火中" STR_HIT: "擊中!" STR_UFO_DESTROYED: "UFO被消滅!" STR_MISSED: "沒有命中!" STR_SELL_ITEMS_SACK_PERSONNEL: "出售物品/解雇人員" STR_VALUE_OF_SALES: "出售價值>{ALT}{0}" STR_FUNDS: "基金>{ALT}{0}" STR_SELL_SACK: "出售/解雇" STR_VALUE: "價值" STR_CRAFT_: "飛行器> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "回收墜毀的UFO" STR_UFO_CRASH_RECOVERY_BRIEFING: "注意-UFO内或墜機地點周圍可能有外星生物。當所有敵方單位被殲滅或失去戰意,任務即成功。之後就會開始回收UFO殘骸、外星生物物品及屍體。{NEWLINE}{NEWLINE}若要中止任務,請先將X-Com作戰人員返回運輸飛行器後再點選「中止任務」圖示。" STR_UFO_GROUND_ASSAULT: "UFO地面襲擊戰" STR_UFO_GROUND_ASSAULT_BRIEFING: "探索著陸地點並盡可能進入UFO內部。當所有敵方單位被殲滅或失去戰意,任務即成功。之後就會開始回收UFO、外星生物物品及屍體。{NEWLINE}{NEWLINE}若要中止任務,請先將X-Com作戰人員返回飛行器後再點選「中止任務」圖示。" STR_BASE_DEFENSE: "基地防禦" STR_BASE_UC_: "基地> {0}" STR_BASE_DEFENSE_BRIEFING: "一架外星生物飛行器降落在附近。我們的基地遭遇極大危機。所有非戰鬥人員和飛行器已避難。外星生物單位會透過停機棚和電梯進入基地。竭盡全力防衛基地和其相關設備,非戰即死。若點擊放棄任務,就會失去基地。" STR_ALIEN_BASE_ASSAULT: "突襲外星基地" STR_ALIEN_BASE_ASSAULT_BRIEFING: "X-COM特工已成功潛入外星基地,摧毀控制中心即可使基地失效。{NEWLINE}{NEWLINE}本次任務將在下列任一條件達成時終止:{NEWLINE} 1.消滅所有敵方單位。{NEWLINE} 2.您的戰術小隊成功撤退至綠色撤離區域再點擊「中止任務」圖示即可逃脱。" STR_CYDONIA_BRIEFING: "你已到達火星塞東尼亞區,現在可以進入火星獅身人面像附近的大型地下建築群。{NEWLINE}必需破壞控制所有外星生物活動的主腦。全人類的命運就掌握在X-Com手中....." STR_TERROR_MISSION: "反恐任務" STR_TERROR_MISSION_BRIEFING: "當所有敵方單位被殲滅或失去戰意,任務即成功。{NEWLINE}你必須試圖透過消除外來威脅來拯救該地區所有平民的生命。{NEWLINE}{NEWLINE}若要中止任務,請先將X-Com作戰人員返回飛行器後再點選「中止任務」圖示。" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "沒有額外的停機棚可用作生產飛行器!{SMALLLINE}每架分配到基地、轉移到基地、購買或建造的飛行器,都需要佔用一個停機棚,請建造一個新停機棚或者轉移現役飛行器至其他基地。" STR_NO_FREE_HANGARS_FOR_PURCHASE: "沒有額外的停機棚可用作安置新購飛行器{SMALLLINE}每架分配到基地、轉移到基地、購買或建造的飛行器,都需要佔用一個停機棚,請建造一個新停機棚或者轉移現役飛行器至其他基地。" STR_NO_FREE_HANGARS_FOR_TRANSFER: "沒有額外的停機棚可用作轉移戰機!{SMALLLINE}每架分配到基地、轉移到基地、購買或建造的飛行器,都需要佔用一個停機棚,請建造一個新停機棚或者移轉現役戰機至其他基地。" STR_CANNOT_BUILD_HERE: "不能在這裏蓋設施!{SMALLLINE}你必須蓋在現有基地設施旁。" STR_NO_FREE_ACCOMODATION: "沒有額外的居住空間!{SMALLLINE}目的地居住區沒有足夠空間。" STR_NOT_ENOUGH_WORK_SPACE: "沒有額外的工作空間 !{SMALLLINE}蓋一間新工作室或減少其他方案的工作量。" STR_NOT_ENOUGH_MONEY: "資金不足!" STR_NOT_ENOUGH_STORE_SPACE: "儲物空間不足!{SMALLLINE}蓋新的儲物設施或將這裏的物資轉移至其他基地。" STR_NOT_ENOUGH_LIVING_SPACE: "居住空間不足!{SMALLLINE}蓋新住宅區或將人員調往其他基地。" STR_LAUNCH_INTERCEPTION: "派機攔截" STR_CRAFT: "飛行器" STR_STATUS: "狀態" STR_BASE: "基地" STR_READY: "待命" STR_OUT: "外出" STR_REPAIRS: "維修中" STR_REFUELLING: "燃料補給中" STR_REARMING: "武器裝填中" STR_TARGET: "目標: {0}" STR_WAY_POINT: "航點" STR_ARE_YOU_SURE_CYDONIA: "確定要派這架飛行器到塞東尼亞去執行任務?" STR_YES: "是" STR_NO: "否" STR_SELECT_DESTINATION: "選擇目的地" STR_CYDONIA: "塞東尼亞" STR_SELECT_SITE_FOR_NEW_BASE: "選擇建造新基地的地點" STR_RETURN_TO_BASE: "返回基地" STR_SELECT_NEW_TARGET: "選擇新目標" STR_PATROL: "巡邏" STR_STATUS_: "狀態>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "受損 - 返回基地" STR_LOW_FUEL_RETURNING_TO_BASE: "燃料將用盡 - 返回基地" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "任務完成 - 返回基地" STR_PATROLLING: "巡邏中" STR_TAILING_UFO: "跟蹤UFO" STR_INTERCEPTING_UFO: "攔截UFO-{0}" STR_RETURNING_TO_BASE: "返回基地" STR_DESTINATION_UC_: "目標: {0}" STR_BASE_UC: "基地>{ALT}{0}" STR_SPEED_: "速度>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "最高速度>{ALT}{0}{ALT}" STR_ALTITUDE_: "高度>{ALT}{0}" STR_VERY_LOW: "很低" STR_LOW_UC: "低" STR_HIGH_UC: "高" STR_VERY_HIGH: "很高" STR_FUEL: "燃料>{ALT}{0}" STR_WEAPON_ONE: "武器-1>{ALT}{0}" STR_NONE_UC: "無" STR_ROUNDS_: "子彈量>{ALT}{0}" STR_WEAPON_TWO: "武器-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "攔截機" STR_BASE_: "基地>{0}" STR_NAME_UC: "名稱" STR_AMMO_: "彈藥>{ALT}{0}" STR_CREW: "人員" STR_EQUIPMENT_UC: "裝備" STR_ARMOR: "裝甲" STR_MAX: "最大>{ALT}{0}" STR_ROOKIE: "菜鳥" STR_SQUADDIE: "二兵" STR_SERGEANT: "中士" STR_CAPTAIN: "上尉" STR_COLONEL: "上校" STR_COMMANDER: "指揮官" STR_SELECT_SQUAD_FOR_CRAFT: "選擇 {0} 的小隊" STR_SORT_BY: "排序依據的項目" STR_ORIGINAL_ORDER: "原始排序" STR_MISSIONS2: "任務" STR_KILLS2: "撃殺" STR_WOUND_RECOVERY2: "康復需時" STR_SPACE_AVAILABLE: "尚餘空間>{ALT}{0}" STR_SPACE_USED: "佔用空間>{ALT}{0}" STR_SPACE_USED_UC: "佔用空間" STR_RANK: "軍階" STR_WOUNDED: "受傷" STR_EQUIPMENT_FOR_CRAFT: "{0} 的裝備" STR_DEFENSE_VALUE: "防禦值" STR_HIT_RATIO: "命中率" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}準備好{NEWLINE}降落在{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "開始任務?" STR_SELECT_ARMAMENT: "選擇艦載武器" STR_AMMUNITION_AVAILABLE: "可用彈藥" STR_ARMAMENT: "艦載武器" STR_NOT_AVAILABLE: "--" STR_SELECT_ARMOR_FOR_SOLDIER: "選擇護甲{NEWLINE}{0}" STR_TYPE: "型號" STR_PERSONAL_ARMOR_UC: "個人護甲" STR_POWER_SUIT_UC: "強力護甲" STR_FLYING_SUIT_UC: "飛行護甲" STR_SELECT_ARMOR: "選擇護甲" STR_NORTH: "北" STR_NORTH_EAST: "東北" STR_EAST: "東" STR_SOUTH_EAST: "東南" STR_SOUTH: "南" STR_SOUTH_WEST: "西南" STR_WEST: "西" STR_NORTH_WEST: "西北" STR_SELECT_ACTION: "行動選擇" STR_CONTINUE_INTERCEPTION_PURSUIT: "繼續追蹤並攔截" STR_PURSUE_WITHOUT_INTERCEPTION: "只追蹤但不攔截" STR_VERY_LARGE: "非常巨大" STR_LARGE: "大" STR_MEDIUM_UC: "中" STR_SMALL: "小" STR_VERY_SMALL: "很小" STR_GROUNDED: "地面" STR_DETECTED: "偵測到的訊息:" STR_SIZE_UC: "大小" STR_ALTITUDE: "高度" STR_HEADING: "航向" STR_SPEED: "速度" STR_CENTER_ON_UFO_TIME_5_SECONDS: "UFO置中-時間流逝=5秒" STR_TRACKING_LOST: "失去蹤影" STR_REDIRECT_CRAFT: "重新指示飛行器航向" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "前往UFO最後已知位置" STR_UFO_: "UFO-{0}" STR_ALIEN_BASE_: "外星生物基地-{0}" STR_CRASH_SITE_: "墜毀地點-{0}" STR_LANDING_SITE_: "著陸地點-{0}" STR_WAY_POINT_: "航點-{0}" STR_TERROR_SITE: "恐怖襲擊地點-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}已抵達{NEWLINE}{1}" STR_NOW_PATROLLING: "開始巡邏" STR_ALIEN_ORIGINS: "外星生物起源" STR_THE_MARTIAN_SOLUTION: "火星解決方案" STR_CYDONIA_OR_BUST: "往塞東尼亞決一死戰" STR_UFOPAEDIA: "UFO百科全書" STR_XCOM_CRAFT_ARMAMENT: "X-COM 飛行器和艦載火力" STR_HEAVY_WEAPONS_PLATFORMS: "重型武器平台(HWP)" STR_WEAPONS_AND_EQUIPMENT: "武器和設備" STR_ALIEN_ARTIFACTS: "外星物品" STR_BASE_FACILITIES: "基地設施" STR_ALIEN_LIFE_FORMS: "外星生物的生命形態" STR_ALIEN_RESEARCH_UC: "研究外星生物" STR_UFO_COMPONENTS: "UFO的組成部件" STR_UFOS: "UFO" STR_SELECT_ITEM: "選擇物品" STR_ACCELERATION: "加速度>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "燃料容量>{ALT}{0}{ALT}" STR_WEAPON_PODS: "武器架>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "裝甲防禦力>{ALT}{0}{ALT}" STR_CARGO_SPACE: "可載人員>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "可載HWP>{ALT}{0}{ALT}" STR_DAMAGE: "破壞力" STR_RANGE: "射程" STR_KILOMETERS: "{0} 公里" STR_ACCURACY: "命中率" STR_RE_LOAD_TIME: "裝填時長" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "穿甲傷害" STR_DAMAGE_INCENDIARY: "燃燒傷害" STR_DAMAGE_HIGH_EXPLOSIVE: "高爆傷害" STR_DAMAGE_LASER_BEAM: "雷射光束傷害" STR_DAMAGE_PLASMA_BEAM: "電漿光束傷害" STR_DAMAGE_STUN: "眩暈傷害" STR_DAMAGE_MELEE: "肉搏傷害" STR_DAMAGE_ACID: "酸蝕傷害" STR_DAMAGE_SMOKE: "煙霧傷害" STR_SHOT_TYPE: "射擊種類" STR_ACCURACY_UC: "命中率" STR_TIME_UNIT_COST: "花費TU" STR_DAMAGE_UC: "破壞力" STR_AMMO: "彈藥" STR_SHOT_TYPE_AUTO: "自動射擊" STR_SHOT_TYPE_SNAP: "快速射擊" STR_SHOT_TYPE_AIMED: "精準射擊" STR_CONSTRUCTION_TIME: "建造需時" STR_CONSTRUCTION_COST: "建造成本" STR_MAINTENANCE_COST: "維修成本" STR_LOW: "低" STR_MEDIUM: "中" STR_HIGH: "高" STR_CRAFT_WEAPON: "戰機武器" STR_CRAFT_AMMUNITION: "戰機彈藥" STR_HEAVY_WEAPONS_PLATFORM: "重型武器平台(HWP)" STR_WEAPON: "武器" STR_AMMUNITION: "彈藥" STR_EQUIPMENT: "設備" STR_ALIEN_CORPSE: "外星生物屍體" STR_UFO_COMPONENT: "UFO的組成部件" STR_PERSONAL_ARMOR: "個人護甲" STR_RAW_MATERIALS: "原料" STR_HWP_CANNON_SHELLS: "HWP加農砲彈" STR_ALIEN: "外星生物" STR_SECTOID: "灰人" STR_SNAKEMAN: "蛇人" STR_ETHEREAL: "異靈族" STR_MUTON: "變異者" STR_FLOATER: "漂浮者" STR_CELATID: "腐蝕體" STR_SILACOID: "矽原體" STR_CHRYSSALID: "鉗獵者" STR_ZOMBIE: "殭屍" STR_REAPER: "收割獸" STR_SECTOPOD: "步行機甲" STR_CYBERDISC: "電腦飛碟" STR_LIVE_COMMANDER: " 指揮官" STR_LIVE_LEADER: " 將領" STR_LIVE_ENGINEER: " 工程師" STR_LIVE_MEDIC: " 軍醫" STR_LIVE_NAVIGATOR: " 領航員" STR_LIVE_SOLDIER: " 士兵" STR_LIVE_TERRORIST: " 執行恐襲單位" STR_FLOATER_SOLDIER: "漂浮者士兵" STR_FLOATER_NAVIGATOR: "漂浮者領航員" STR_FLOATER_MEDIC: "漂浮者軍醫" STR_FLOATER_ENGINEER: "漂浮者工程師" STR_FLOATER_LEADER: "漂浮者將領" STR_FLOATER_COMMANDER: "漂浮者指揮官" STR_SECTOID_SOLDIER: "灰人士兵" STR_SECTOID_NAVIGATOR: "灰人導航員" STR_SECTOID_MEDIC: "灰人醫兵" STR_SECTOID_ENGINEER: "灰人工程師" STR_SECTOID_LEADER: "灰人將領" STR_SECTOID_COMMANDER: "灰人指揮官" STR_SNAKEMAN_SOLDIER: "蛇人士兵" STR_SNAKEMAN_NAVIGATOR: "蛇人導航者" STR_SNAKEMAN_ENGINEER: "蛇人工程師" STR_SNAKEMAN_LEADER: "蛇人將領" STR_SNAKEMAN_COMMANDER: "蛇人指揮官" STR_MUTON_SOLDIER: "變異者士兵" STR_MUTON_NAVIGATOR: "變異者導航員" STR_MUTON_ENGINEER: "變異者工程師" STR_ETHEREAL_SOLDIER: "異靈族士兵" STR_ETHEREAL_LEADER: "異靈族將領" STR_ETHEREAL_COMMANDER: "異靈族指揮官" STR_CYBERDISC_TERRORIST: "電腦飛碟恐怖分子" STR_REAPER_TERRORIST: "收割獸恐怖分子" STR_CHRYSSALID_TERRORIST: "鉗獵者恐怖分子" STR_CELATID_TERRORIST: "腐蝕體恐怖分子" STR_SILACOID_TERRORIST: "矽原體恐怖分子" STR_SECTOPOD_TERRORIST: "步行機甲恐怖分子" STR_UFO_POWER_SOURCE: "UFO的動力來源" STR_UFO_NAVIGATION: "UFO的導航系統" STR_UFO_CONSTRUCTION: "UFO的結構" STR_ALIEN_FOOD: "外星生物的食物" STR_ALIEN_REPRODUCTION: "外星生物的繁殖" STR_ALIEN_ENTERTAINMENT: "外星生物的娛樂" STR_ALIEN_SURGERY: "外星生物的手術室" STR_EXAMINATION_ROOM: "外星生物的檢驗室" STR_ALIEN_ALLOYS: "外星合金" STR_ALIEN_HABITAT: "外星生物的原居地" STR_POWER_SUIT: "強力護甲" STR_FLYING_SUIT: "飛行護甲" STR_HWP_ROCKETS: "HWP用飛彈" STR_HWP_FUSION_BOMB: "HWP用熱核彈" STR_LASER_WEAPONS: "雷射武器" STR_NEW_FIGHTER_CRAFT: "新型戰鬥機" STR_NEW_FIGHTER_TRANSPORTER: "新型戰鬥運兵機" STR_ULTIMATE_CRAFT: "終極戰鬥機" STR_LASER_PISTOL: "雷射手槍" STR_LASER_RIFLE: "雷射步槍" STR_HEAVY_LASER: "重型雷射步槍" STR_LASER_CANNON: "雷射加農砲" STR_PLASMA_CANNON: "電漿加農砲" STR_FUSION_MISSILE: "熱核導彈" STR_LASER_DEFENSE: "雷射防禦工事" STR_PLASMA_DEFENSE: "電漿防禦工事" STR_FUSION_DEFENSE: "熱核防護" STR_GRAV_SHIELD: "重力防護罩" STR_MIND_SHIELD: "精神防護罩" STR_PSI_LAB: "念力研究室" STR_MOTION_SCANNER: "移動物掃描機" STR_MEDI_KIT: "醫療工具箱" STR_TANK_CANNON: "坦克/加農砲" STR_TANK_ROCKET_LAUNCHER: "坦克/飛彈發射器" STR_TANK_LASER_CANNON: "坦克/雷射加農砲" STR_HOVERTANK_PLASMA: "浮空坦克/電漿" STR_HOVERTANK_LAUNCHER: "浮空坦克/飛彈發射器" STR_STINGRAY_LAUNCHER: "魔鬼魚導彈發射器" STR_AVALANCHE_LAUNCHER: "雪崩導彈發射器" STR_CANNON: "加農砲" STR_FUSION_BALL_LAUNCHER: "熱核彈發射器" STR_PLASMA_BEAM: "電漿加農砲" STR_STINGRAY_MISSILES: "魔鬼魚導彈" STR_AVALANCHE_MISSILES: "雪崩導彈" STR_CANNON_ROUNDS_X50: "加農砲彈藥(x50)" STR_FUSION_BALL: "熱核彈" STR_SOLDIER: "士兵" STR_SCIENTIST: "科學家" STR_ENGINEER: "工程師" STR_NORTH_AMERICA: "北美" STR_ARCTIC: "北極圈" STR_ANTARCTICA: "南極洲" STR_SOUTH_AMERICA: "南美" STR_EUROPE: "歐洲" STR_NORTH_AFRICA: "北非" STR_SOUTHERN_AFRICA: "南非" STR_CENTRAL_ASIA: "中亞" STR_SOUTH_EAST_ASIA: "東南亞" STR_SIBERIA: "西伯利亞" STR_AUSTRALASIA: "澳大利亞" STR_PACIFIC: "太平洋" STR_NORTH_ATLANTIC: "北大西洋" STR_SOUTH_ATLANTIC: "南大西洋" STR_INDIAN_OCEAN: "印度洋" STR_ALIEN_RESEARCH: "外星研究行動" STR_ALIEN_HARVEST: "外星收割行動" STR_ALIEN_ABDUCTION: "外星綁架行動" STR_ALIEN_INFILTRATION: "外星滲透行動" STR_ALIEN_BASE: "外星生物基地" STR_ALIEN_TERROR: "外星恐嚇行動" STR_ALIEN_RETALIATION: "外星報復行動" STR_ALIEN_SUPPLY: "外星物資供應" STR_MAXIMUM_SPEED: "最高速度" STR_HYPER_WAVE_DECODER_UC: "超電波解碼儀" STR_SKYRANGER: "天空漫遊者" STR_LIGHTNING: "閃電" STR_AVENGER: "復仇者" STR_INTERCEPTOR: "攔截者" STR_FIRESTORM: "烈焰風暴" STR_UFO: "UFO" STR_STINGRAY: "魔鬼魚導彈" STR_AVALANCHE: "雪崩導彈" STR_CANNON_UC: "加農砲" STR_FUSION_BALL_UC: "熱核彈" STR_LASER_CANNON_UC: "雷射光束砲" STR_PLASMA_BEAM_UC: "電漿光束砲" STR_DAMAGE_CAPACITY: "裝甲防禦力" STR_WEAPON_POWER: "武器威力" STR_WEAPON_RANGE: "武器射程" STR_ACCESS_LIFT: "入口電梯" STR_LABORATORY: "實驗室" STR_WORKSHOP: "工作室" STR_SMALL_RADAR_SYSTEM: "小型雷達系統" STR_LARGE_RADAR_SYSTEM: "大型雷達系統" STR_MISSILE_DEFENSES: "導彈防禦系統" STR_GENERAL_STORES: "通用儲物倉庫" STR_ALIEN_CONTAINMENT: "外星生物收容室" STR_LASER_DEFENSES: "雷射防禦系統" STR_PLASMA_DEFENSES: "電漿防禦系統" STR_FUSION_BALL_DEFENSES: "熱核彈防禦系統" STR_PSIONIC_LABORATORY: "念力研究室" STR_HYPER_WAVE_DECODER: "超電波解碼儀" STR_HANGAR: "停機棚" STR_USA: "美國" STR_RUSSIA: "俄羅斯" STR_UK: "英國" STR_FRANCE: "法國" STR_GERMANY: "德國" STR_ITALY: "意大利" STR_SPAIN: "西班牙" STR_CHINA: "中國" STR_JAPAN: "日本" STR_INDIA: "印度" STR_BRAZIL: "巴西" STR_AUSTRALIA: "澳洲" STR_NIGERIA: "尼日利亞" STR_SOUTH_AFRICA: "南非" STR_EGYPT: "埃及" STR_CANADA: "加拿大" STR_TANK: "坦克" STR_CIVILIAN: "平民" STR_JAN: "1月" STR_FEB: "2月" STR_MAR: "3月" STR_APR: "4月" STR_MAY: "5月" STR_JUN: "6月" STR_JUL: "7月" STR_AUG: "8月" STR_SEP: "9月" STR_OCT: "10月" STR_NOV: "11月" STR_DEC: "12月" STR_INTERNATIONAL_RELATIONS: "國際關系" STR_COUNTRY: "國家" STR_FUNDING: "資金" STR_CHANGE: "改變" STR_WEAPON_SYSTEMS: "武器系統" STR_HWPS: "重型武器平台" STR_DAMAGE_UC_: "損傷程度>{ALT}{0}" STR_ACCESS_LIFT_UFOPEDIA: "入口電梯是物資和人員進出地底基地的主要途徑。它同時也是新基地首先要建造的設施。它非常容易被敵人攻入。" STR_LIVING_QUARTERS_UFOPEDIA: "每個這樣的居住區可容納五十人,備有基本娛樂、餐飲及休息設施。" STR_LABORATORY_UFOPEDIA: "每個實驗室設施可讓五十位科學家同時工作。實驗室配置了研究材料、生物化學及宇宙理論的最新科技。我們有特權存取全球頂尖實驗室的資料包括各國軍事機構的實驗室。" STR_WORKSHOP_UFOPEDIA: "每個工作室配置所有必須的儀器去生產實驗室所研發的設備。工作室最多可容納五十位工程師,當然生產中的設備也會佔用一些工作室的空間。" STR_SMALL_RADAR_SYSTEM_UFOPEDIA: "一組小型偵測系統具有300海里左右的雷達範圍,並和衛星系統連結進行地面偵蒐。每座系統每30分鐘有10%機率偵測到一個平均大小的物體。" STR_LARGE_RADAR_SYSTEM_UFOPEDIA: "一組大型偵測系統具有450海里左右的雷達範圍,並和衛星系統連結進行地面偵蒐。每座系統每30分鐘有20%機率偵測到一個平均大小的物體。" STR_MISSILE_DEFENSES_UFOPEDIA: "導彈防禦系統可以在一定程度上阻止試圖在基地附近降落的敵方飛行器的入侵。" STR_GENERAL_STORES_UFOPEDIA: "所有設備、武器系統、彈藥、回收材料和重型坦克都存放在通用儲物倉庫內,包括分配給停機棚飛行器上的設備。" STR_ALIEN_CONTAINMENT_UFOPEDIA: "活體外星生物需要特殊的生存環境去維持它們的生命系統。外星收容設施能獨立存放十個外星生物。" STR_LASER_DEFENSES_UFOPEDIA: "雷射防禦系統對敵方飛行器的入侵提供保護。" STR_PLASMA_DEFENSES_UFOPEDIA: "電漿防禦系統對敵方飛行器的入侵提供強而有力的保護。" STR_FUSION_BALL_DEFENSES_UFOPEDIA: "核融合導彈對外星生物攻擊提供最有效的防禦手段。這些導彈製造反物質爆炸摧毀特定範圍內的所有物體。" STR_GRAV_SHIELD_UFOPEDIA: "重力防護罩能夠擊退試圖在基地附近降落的外星飛行器,爭取足夠的時間讓所有防禦系統再次發動攻擊。所以實際上,這等於是把基地防禦系統的效能提升一倍。" STR_MIND_SHIELD_UFOPEDIA: "由於外星飛行器通過腦波來偵測人類的活動跡象,因此最有效的反制措施是隔絕基地人員腦波的外泄。這座設施將大幅降低基地被外星飛行器發現的機率。" STR_PSIONIC_LABORATORY_UFOPEDIA: "有了念力研究室後我們便能夠評估基地所有士兵的念力潛能,並提供必要的訓練,讓他們學會運用自己的念力技能。每個研究室每次最多可訓練十名士兵,訓練名單在每個月底重新分配。在戰鬥中必須搭配念力增幅器才能發動念力攻擊。" STR_HYPER_WAVE_DECODER_UFOPEDIA: "外星生物的通訊是仰賴一種幾乎瞬間傳遞的超維度電波。解碼設備可偵聽UFO間的通訊並解譯訊息,進而得知UFO的類型,外星種族以及它們正在進行的活動類型。" STR_HANGAR_UFOPEDIA: "每座停機棚可容納一架飛行器,是具備維護、加油與維修X-Com飛行器的設施。每架停駐在基地的飛行器都必須分配到一個專屬的空停機棚,即使該飛行器出任務,這個停機棚也不能配置給被其他飛行器使用。" STR_PISTOL_UFOPEDIA: "X-Com半自動制式手槍配有12枚子彈的彈匣。" STR_RIFLE_UFOPEDIA: "這把高精準度的狙擊步槍裝有雷射瞄準器,可裝填二十發6.7mm彈藥。" STR_HEAVY_CANNON_UFOPEDIA: "重型加農砲是威力強大但笨重的武器。它的多用途設計特性,可裝填三種不同種類的彈藥-穿甲彈、燃燒彈和高爆彈。" STR_AUTO_CANNON_UFOPEDIA: "自動加農砲不但兼具重型加農砲的多用途性及火力,而且射速更快。" STR_ROCKET_LAUNCHER_UFOPEDIA: "飛彈發射器使用雷射導向系統,發射三種不同大小的導彈。" STR_LASER_PISTOL_UFOPEDIA: "雷射手槍有效善用新研發的技術,它不但和普通手槍一樣方便好用,而且有更高的射速及精準度。" STR_LASER_RIFLE_UFOPEDIA: "雷射步槍相較早期的手槍設計有更強的火力及精準度。" STR_HEAVY_LASER_UFOPEDIA: "重型雷射槍雖然笨重,但卻是極為有效的武器。" STR_GRENADE_UFOPEDIA: "這顆常規用的手榴彈內有準確精密的計時器,可精確控制爆炸時間。" STR_SMOKE_GRENADE_UFOPEDIA: "煙霧手榴彈的用途是在無遮蔽的戰鬥環境提供掩護。如不小心使用反而會對敵人有利。" STR_PROXIMITY_GRENADE_UFOPEDIA: "感應手榴彈能夠像一般手榴彈般投擲,但是它著地後要探測到附近有物體移動才會觸發爆炸。要有極高技巧和非常小心才能正確地使用這裝備。" STR_HIGH_EXPLOSIVE_UFOPEDIA: "高爆地雷只應用於破壞目的。我方人員禁止接近爆炸區域。" STR_MOTION_SCANNER_UFOPEDIA: "精密的儀器內裝有多種不同的偵測器和高效能的運算電腦,用以分辨敵方的移動單位。士兵需要多練習才能有效使用這儀器。{NEWLINE}{NEWLINE}● 先按下移動物掃描器圖示,然後再於選單按下\"使用掃描器\"。{NEWLINE}● 儀器螢光幕中心的箭頭指向代表使用者面朝的方向(北面在螢幕上方)。{NEWLINE}● 閃爍的光點代表剛移動的單位,而體形較大或快速移動的單位,所代表的光點會更大。{NEWLINE}● 它偵測不到靜止不動的物體。" STR_MEDI_KIT_UFOPEDIA: "急救包內有治療設備、止痛藥和興奮劑。{NEWLINE}{NEWLINE}● 使用急救包時,你必須面向需要治療的士兵。{NEWLINE}● 治療昏迷不醒的士兵,你必須站立於他上面才能使用。{NEWLINE}● 先按下急救包圖示,然後再於選單按下\"使用急救包\"。{NEWLINE}{NEWLINE} 治療> 顯示紅色的身體部份代表致命傷,先按受傷的部位再按\"治療\"鍵,這樣就能治癒一個致命傷並恢復部份生命值。{NEWLINE}{NEWLINE} 興奮劑> 能恢復體力並甦醒昏迷(被擊暈)的士兵。{NEWLINE}{NEWLINE} 止痛藥> 能恢復受傷士兵的士氣。恢復量最高相當於士兵失去的生命值。" STR_PSI_AMP_UFOPEDIA: "只有擁有念力技能的士兵才能使用這儀器。{NEWLINE}在戰鬥中按下念力增幅器圖示,然後選擇攻擊類型,再移動游標選擇攻擊目標。共有兩種念力攻擊::{NEWLINE}{NEWLINE} 令敵恐慌> 如果攻擊成功可減低目標單位的士氣,或令其恐慌。{NEWLINE}{NEWLINE} 心靈控制> 如果攻擊成功,你可像控制我方人員一樣即時支配敵方單位(除了不能進入整裝備戰畫面)。但是這種攻擊不易成功" STR_STUN_ROD_UFOPEDIA: "這種裝置只能用於近戰。透過電擊來擊暈生物體而不殺死它。" STR_MIND_PROBE_UFOPEDIA: "心靈探測器是一種外星通訊設備,用於直接從腦波中獲取生物資訊。{NEWLINE}X-Com作戰單位可在戰鬥中用來顯示外星生物的特徵。{NEWLINE}點擊使用心靈探測儀,然後用游標點取外星生物。" STR_PLASMA_PISTOL_UFOPEDIA: "電漿手槍是一種致命的外星武器,其運作原理是利用一個微型的反重力場,從內部加速粒子來發射。" STR_PLASMA_RIFLE_UFOPEDIA: "這是一種毀滅性的武器,其運作原理是利用一個微型的反重力場,但有更強大的反重力場和粒子加速,能發射出更致命的火力。" STR_HEAVY_PLASMA_UFOPEDIA: "這是一種毀滅性的武器,其運作原理是利用一個微型的反重力場,但有極強大的反重力場和粒子加速,能發射出極度致命的火力。" STR_BLASTER_LAUNCHER_UFOPEDIA: "這是一款外星導彈-爆裂彈的發射器,能發射威力強大的「爆裂彈」。當按下發射後,它會提供設定\"航點\"作為飛行路徑。設定足夠的航點後,便可以按專用的圖示發射爆裂彈。" STR_SMALL_LAUNCHER_UFOPEDIA: "這是一個眩暈彈小型發射器,需要活捉外星生物時非常有用。" STR_ALIEN_GRENADE_UFOPEDIA: "外星手榴彈-它的使用方法和我軍的手榴彈一樣,但更具威力。" STR_SMALL_SCOUT: "小型偵察艇" STR_MEDIUM_SCOUT: "中型偵察艇" STR_LARGE_SCOUT: "大型偵察艇" STR_HARVESTER: "收割船" STR_ABDUCTOR: "誘拐者" STR_TERROR_SHIP: "恐襲艦" STR_BATTLESHIP: "戰鬥艦" STR_SUPPLY_SHIP: "補給艦" STR_RATING: "評價> {0}" STR_RATING_TERRIBLE: "一團糟!" STR_RATING_POOR: "差強人意!" STR_RATING_OK: "尚可" STR_RATING_GOOD: "良好!" STR_RATING_EXCELLENT: "非常出色!" STR_SCORE: "評分" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM 專案月報" STR_MONTH: "月> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "到目前為止,資助國議會大致上滿意你的進展。" STR_COUNCIL_IS_VERY_PLEASED: "資助國議會很高興見到你有卓越的進展,請繼續保持出色的表現。" STR_COUNCIL_IS_DISSATISFIED: "資助國議會不滿意你的表現。你一定要改進應付外星威脅的效率,以減低專案被終止的風險。" STR_YOU_HAVE_NOT_SUCCEEDED: "你沒有成功應對外星生物的侵略,因此很抱歉地,資助國議會決定終止這專案。各國於是決定各自用自認為最合適的對策。我們只希望可以和這些表面上敵對的武力達成和解,而普羅大衆亦會願意和這些外星訪客訂立協議。" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0}特別滿意你處理當地威脅的能力,因此願意投入更多資金。" STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0}對你處理當地外星入侵的進展特別欣喜,因此願意投入更多資金。" STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0}和{1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0}對你處理在國境內外星生物活動的能力甚感不悅,因此決定減少財政資助。" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0}對你處理在他們國境內外星生物活動的能力甚感不悅,因此都決定減少提供資金。" STR_KNOTS: "{0} 海里" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: " {0}已和不明的外星部隊簽訂秘密協議並退出專案。" STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} 已和不明的外星部隊簽訂秘密協議並退出專案。" STR_MONTHLY_RATING: "每月評價> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "資金增減> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "資助國議會對你的財務狀況深感不悅,你必須設法令債項減低至二佰萬元,否則這專案會被終止。" STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "超電波傳訊已解譯" STR_CRAFT_TYPE: "機體種類" STR_RACE: "種族" STR_MISSION: "任務" STR_ZONE: "地帶" STR_ALLOCATE_RESEARCH: "分配研究資源" STR_ALLOCATE_MANUFACTURE: "分配生產資源" STR_NEW_YORK: "紐約" STR_WASHINGTON: "華盛頓" STR_LOS_ANGELES: "洛杉磯" STR_MONTREAL: "蒙特婁" STR_HAVANA: "哈瓦那" STR_MEXICO_CITY: "墨西哥城" STR_CHICAGO: "芝加哥" STR_VANCOUVER: "溫哥華" STR_DALLAS: "達拉斯" STR_BRASILIA: "巴西利亞" STR_BOGOTA: "波哥大" STR_BUENOS_AIRES: "布宜諾斯艾利斯" STR_SANTIAGO: "聖地牙哥" STR_RIO_DE_JANEIRO: "里約熱內盧" STR_LIMA: "利馬" STR_CARACAS: "加拉加斯" STR_LONDON: "倫敦" STR_PARIS: "巴黎" STR_BERLIN: "柏林" STR_MOSCOW: "莫斯科" STR_ROME: "羅馬" STR_MADRID: "馬德里" STR_BUDAPEST: "布達佩斯" STR_LAGOS: "拉哥斯" STR_CAIRO: "開羅" STR_CASABLANCA: "卡薩布蘭加" STR_PRETORIA: "普利托利亞" STR_NAIROBI: "奈洛比" STR_CAPE_TOWN: "開普敦" STR_KINSHASA: "金沙薩" STR_ANKARA: "安卡拉" STR_DELHI: "德里" STR_KARACHI: "卡拉奇" STR_BAGHDAD: "巴格達" STR_TEHRAN: "德黑蘭" STR_BOMBAY: "孟買" STR_CALCUTTA: "加爾各答" STR_TOKYO: "東京" STR_BEIJING: "北京" STR_BANGKOK: "曼谷" STR_MANILA: "馬尼拉" STR_SEOUL: "首爾" STR_SINGAPORE: "新加坡" STR_JAKARTA: "雅加達" STR_SHANGHAI: "上海" STR_HONG_KONG: "香港" STR_NOVOSIBIRSK: "新西伯利亞" STR_CANBERRA: "坎培拉" STR_WELLINGTON: "威靈頓" STR_MELBOURNE: "墨爾本" STR_PERTH: "伯斯" STR_PSI_TRAINING: "念力訓練" STR_PSIONIC_TRAINING: "念力訓練" STR_REMAINING_PSI_LAB_CAPACITY: "尚餘念力研究室空間> {ALT}{0}" STR_PSIONIC__STRENGTH: "念力{NEWLINE}強度" STR_PSIONIC_SKILL_IMPROVEMENT: "念力技巧{NEWLINE}/強化" STR_PSI_AMP: "念力增幅器" STR_IN_TRAINING: "正在{NEWLINE}訓練中?" STR_TARGETTED_BY: "負責追截:" STR_WEAPONS_CREW_HWPS: "{NEWLINE}武器/人/HWPs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "燃料不足,{NEWLINE}正返回基地" STR_SOLDIER_LIST: "士兵列表" STR_RANK_: "官階> {ALT}{0}" STR_MISSIONS: "任務次數> {ALT}{0}" STR_KILLS: "殺敵數> {ALT}{0}" STR_WOUND_RECOVERY: "康復需時> {ALT}{0}" STR_TIME_UNITS: "時間" STR_STAMINA: "體力値" STR_HEALTH: "健康値" STR_BRAVERY: "勇氣値" STR_REACTIONS: "反應度" STR_FIRING_ACCURACY: "射撃" STR_THROWING_ACCURACY: "投擲" STR_STRENGTH: "身體強度" STR_PSIONIC_STRENGTH: "念力強度" STR_PSIONIC_SKILL: "念力技能" STR_NEW_RANK: "新官階" STR_PROMOTIONS: "晉升" STR_SOLDIERS_UC: "士兵" STR_TANK_CANNON_UFOPEDIA: "自動重型坦克設計來補充X-Com小隊的戰力。高火力和堅固裝甲的結合使這些部隊對於開闊地形的火戰非常有價値。請確保庫存中有相當數量的砲彈來重新武裝坦克。當他們被分配到小隊時,他們會自動裝備砲彈。" STR_TANK_ROCKET_LAUNCHER_UFOPEDIA: "這輛全自動的重型武器平台配備強力飛彈,能對任何外星敵人造成毀滅性打擊。請留意倉庫內是否有充足的HWP飛彈供應。" STR_TANK_LASER_CANNON_UFOPEDIA: "雷射武器是HWP一項實用的新增裝備,它結合了強大的火力與沒有彈藥限制的優勢。這意味著它可以長時間部署在戰場上,極大地提高了續航力。" STR_HOVERTANK_PLASMA_UFOPEDIA: "外星科技讓重型坦克注入了新的生命力。空中移動所帶來的機動性徹底解決了地形限制,結合電漿光束的強大威力與更強化的防衛能力,形成了一個致命的組合。" STR_HOVERTANK_LAUNCHER_UFOPEDIA: "這輛載有熱核彈發射器的浮空坦克可徹底毀滅極大的範圍,請務必小心使用。你必須安排生產熱核彈以補充它的彈藥。要發射這智慧導向的熱核彈,先設定足夠作為引導用的導航點後,便可按專用的發射圖示射出導彈。" STR_HEAVY_PLASMA_CLIP_UFOPEDIA: "這小巧的東西是重型電漿步槍的彈匣,內藏小量的奧雷爾元素。" STR_PLASMA_RIFLE_CLIP_UFOPEDIA: "這細小的東西可供應能源予電漿步槍-中度火力的外星武器。內藏小量的奧雷爾元素。" STR_PLASMA_PISTOL_CLIP_UFOPEDIA: "它可提供能源予小型的外星電漿手槍。內藏奧雷爾-所有外星能量的來源。" STR_STUN_BOMB_UFOPEDIA: "暈眩炸彈用於捕獲活體人類標本,但它也可以用於對付大多數外星種族。它是從小型發射器發射的。" STR_ALIEN_RESEARCH_UFOPEDIA: "外星生物的研究任務主旨在於收集有關地球及其居民的基本數據。主要使用小型飛行器,偶爾在荒蕪地區著陸。這類外星生物活動對X-Com的威脅最小,政府和民眾對此並不十分擔心。" STR_ALIEN_HARVEST_UFOPEDIA: "對外星生物來說,地球動物有很多用途。它們秘密地捕獲動物後摘除各種器官並帶回,所以牛隻支解事件大多伴隨著目擊UFO的報告。這種主要發生在農業區的外星活動引起各國政府極大關注同時也讓民眾感到焦慮。「外星收割」的理論認為,外星種族最初用它們的動植物「播種」了地球,如今只是回來收割它們應得的東西。" STR_ALIEN_ABDUCTION_UFOPEDIA: "這是最隱密的外星生物活動形式。儘管外星生物試圖抹去受害者記憶中的經歷,但外星生物綁架事件仍被廣泛報導。受害者聲稱遭受多種羞辱性的人體實驗,包括殖入外星生物胚胎和進行不明的基因實驗。這類活動背後的目的似乎與基因變異和外星生物自身基因物質的改造有關。" STR_ALIEN_INFILTRATION_UFOPEDIA: "地球政府可能會受到外表類似人類的外星生物工作人員滲透,這可能導致外星生物與政府高層之間進行官方接觸,特徴是該國主要城市附近頻繁出現不明飛行物的活動。外星生物會試圖透過提供先進的技術來與地球政府簽署協議,而該國把允許外星生物不受阻礙地進行活動作為回報。這對X-Com構成了最嚴重的威脅。如果該政府同意協議,那麼他們將停止提供給X-Com的資金。" STR_ALIEN_BASE_UFOPEDIA: "外星生物會在偏遠地區建造秘密地下基地。經過一些初步的偵察飛行後,隨著基地的建設,將伴隨著一些激烈的不明飛行物活動。衆所周知,這些基地設有被劫持者的實驗室,以及該地區進一步活動所需的物資。即使在沒有不明飛行物的情況下,外星生物基地的存在也會產生大量的外星生物活動報告。為了找到基地,X-Com的飛行器必須在該區域巡邏幾個小時,才能有發現的機率。" STR_ALIEN_TERROR_UFOPEDIA: "當外星生物即將對一座城市進行恐怖攻撃時,他們會部署一支強大的特種攻撃部隊。居民將受到直接威脅,政府將被迫撤離整個地區。這項活動背後的主要目的是製造足夠的公衆恐慌,促使政府威脅X-Com計畫。" STR_ALIEN_RETALIATION_UFOPEDIA: "如果X-Com在撃落不明飛行物方面特別成功,那麼外星生物可能會採取一些報復行動。這可能會導致對X-Com基地的直接攻撃。然而外星生物必須找到X-Com基地才能對其進行攻擊,如果保持不明飛行物遠離基地,那麼遭受突撃的機率應該很小。" STR_ALIEN_SUPPLY_UFOPEDIA: "外星基地一旦建成,就會有專門的補給艦會定期進行補給。如果探測到這種UFO著陸的話,那麼附近肯定有外星基地。" STR_SMALL_SCOUT_UFOPEDIA: "這種小型飛行器主要用於偵察或研究,在外星生物任務開始時,它通常會先於大型飛行器行動。" STR_MEDIUM_SCOUT_UFOPEDIA: "一艘對地球部隊威脅性不大的中型偵察艇。它通常在外星生物任務中,會比大型飛船更早出現。" STR_LARGE_SCOUT_UFOPEDIA: "這是最大型的多用途外星偵察艇,可執行所有種類的任務。" STR_HARVESTER_UFOPEDIA: "這收割艦的底部裝有活動閘門,並配備可吊起牛隻或其他牲畜的起重裝置。它們使用雷射切割器獲取所需材料,並將殘肢傾倒在地面。此外飛行器內設有屍塊的儲存容器。" STR_ABDUCTOR_UFOPEDIA: "這種飛船配備了一間檢驗室,用來對受害者進行駭人的實驗。受害者通常會因心靈感應而癱瘓,但在手術台上仍然是清醒著。" STR_TERROR_SHIP_UFOPEDIA: "恐襲艦有容納大型恐怖外星武器或生物的設施,並且用於將這些外星恐怖份子運送到人口稠密的地區。" STR_BATTLESHIP_UFOPEDIA: "戰鬥艦是體積最大及火力最強的外星飛行器。通常也是外星人主要的任務飛船,配備了強力的武器與眾多的戰鬥人員。" STR_SUPPLY_SHIP_UFOPEDIA: "補給艦用於外星基地的建造或對現有基地進行補給。上面搭載外星食物容器和繁殖艙。" STR_DISMANTLE: "拆卸" STR_FACILITY_IN_USE: "設施正在使用中" STR_CANNOT_DISMANTLE_FACILITY: "不能拆卸設施!{SMALLLINE}任何基地設施必須接通入口電梯。" STR_TRANSFER_ITEMS_TO: "轉移物品至" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "沒有外星生物收容設施可供轉移!{SMALLLINE}活體外星生物需要外星生物收容設施才能生存。" STR_AMOUNT_AT_DESTINATION: "目的地{NEWLINE}存量" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "外星生物{NEWLINE}因為沒有{NEWLINE}外星生物收容設施{NEWLINE}而死亡" STR_NO_FREE_ACCOMODATION_CREW: "沒有額外的居住空間!{SMALLLINE}目的地基地沒有足夠的空間給隨機人員居住。" STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "儲存空間不足! {SMALLLINE}目標基地存空間不足以存放分配給飛行器的設備。" STR_ITEMS_ARRIVING: "轉移中的物品" STR_DESTINATION_UC: "目的地" STR_PISTOL: "手槍" STR_PISTOL_CLIP: "手槍彈匣" STR_RIFLE: "步槍" STR_RIFLE_CLIP: "步槍彈匣" STR_HEAVY_CANNON: "重型加農砲" STR_HC_AP_AMMO: "重型加農砲-穿甲彈藥" STR_HC_HE_AMMO: "重型加農砲-高爆彈藥" STR_HC_I_AMMO: "重型加農砲-燃燒彈藥" STR_AUTO_CANNON: "自動加農砲" STR_AC_AP_AMMO: "自動加農砲-穿甲彈藥" STR_AC_HE_AMMO: "自動加農砲-高爆彈藥" STR_AC_I_AMMO: "自動加農砲-燃燒彈藥" STR_ROCKET_LAUNCHER: "飛彈發射器" STR_SMALL_ROCKET: "小型飛彈" STR_LARGE_ROCKET: "大型飛彈" STR_INCENDIARY_ROCKET: "燃燒飛彈" STR_GRENADE: "手榴彈" STR_SMOKE_GRENADE: "煙霧手榴彈" STR_PROXIMITY_GRENADE: "感應手榴彈" STR_HIGH_EXPLOSIVE: "高爆地雷" STR_STUN_ROD: "眩暈棒" STR_HEAVY_PLASMA: "重型電漿步槍" STR_HEAVY_PLASMA_CLIP: "重型電漿步槍彈匣" STR_PLASMA_RIFLE: "電漿步槍" STR_PLASMA_RIFLE_CLIP: "電漿步槍彈匣" STR_PLASMA_PISTOL: "電漿手槍" STR_PLASMA_PISTOL_CLIP: "電漿手槍彈匣" STR_BLASTER_LAUNCHER: "爆裂彈發射器" STR_BLASTER_BOMB: "爆裂彈" STR_SMALL_LAUNCHER: "小型發射器" STR_STUN_BOMB: "眩暈彈" STR_ALIEN_GRENADE: "外星手榴彈" STR_ELERIUM_115: "奧雷爾-115" STR_MIND_PROBE: "心靈探測器" STR_SECTOID_CORPSE: "灰人屍體" STR_SNAKEMAN_CORPSE: "蛇人屍體" STR_ETHEREAL_CORPSE: "異靈族屍體" STR_MUTON_CORPSE: "變異者屍體" STR_FLOATER_CORPSE: "漂浮者屍體" STR_CELATID_CORPSE: "腐蝕體屍體" STR_SILACOID_CORPSE: "矽原體屍體" STR_CHRYSSALID_CORPSE: "鉗獵者屍體" STR_REAPER_CORPSE: "收割獸屍體" STR_SECTOPOD_CORPSE: "步行機甲殘骸" STR_CYBERDISC_CORPSE: "電腦飛碟殘骸" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "沒有充足的彈藥來裝備 HWP{SMALLLINE}每個 HWP 需要 {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "庫存的裝備不足小隊的編制" STR_MARS_CYDONIA_LANDING: "火星: 降落塞東尼亞" STR_MARS_CYDONIA_LANDING_BRIEFING: "您的復仇者戰機已降落在火星表面的塞東尼亞地區。我們的情報顯示其中一座金字塔形建築物內有通往地下綜合設施的\"綠色\"入口電梯。{NEWLINE}{NEWLINE}當所有士兵在\"綠色\"電梯範圍集結完畢後,請點擊'放棄任務'圖示繼續前往下一個階段。" STR_MARS_THE_FINAL_ASSAULT: "火星:最後之攻擊" STR_MARS_THE_FINAL_ASSAULT_BRIEFING: "我們疲累的士兵乘坐金字塔電梯到達地底深處,最終他們到達一個由隧道和密室組成的大型建築群的中心。我們深信外星主腦被藏於這個迷宮的某處。如果想要拯救地球免於外星生物奴役,就必須摧毀它。。{NEWLINE}{NEWLINE}祝你武運昌隆!" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "要先研究{NEWLINE}[ {0} ]{NEWLINE}才可以製造{NEWLINE} [ {1} ]" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "外星生物已經摧毀了這座不設防的基地 [ {0} ]" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com探員在{NEWLINE}[ {0} ]{NEWLINE}定位了一個外星生物基地" STR_STANDOFF: "對峙" STR_CAUTIOUS_ATTACK: "謹慎攻擊" STR_STANDARD_ATTACK: "普通攻擊" STR_AGGRESSIVE_ATTACK: "進取攻擊" STR_DISENGAGING: "脱離戰線" STR_UFO_HIT: "擊中UFO!" STR_UFO_CRASH_LANDS: "UFO墜毀!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "維持對峙距離並最小化視窗" STR_UFO_RETURN_FIRE: "UFO還火!" STR_INTERCEPTOR_DAMAGED: ">>> 攔截機受損 <<<" STR_INTERCEPTOR_DESTROYED: ">>> 攔截機被毀 <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UFO以更快的速度拋離攔截機!" STR_ALIENS_TERRORISE: "外星威嚇" STR_LONG_RANGE_DETECTION: "遠距離偵測" STR_STORES_UC: "倉庫" STR_DIFFICULTY_LEVEL: "難易度" STR_INTERCEPT: "攔截" STR_BASES: "基地" STR_GRAPHS: "圖表" STR_UFOPAEDIA_UC: "UFO百科" STR_OPTIONS_UC: "選項" STR_FUNDING_UC: "資金" STR_5_SECONDS: "5 秒鐘" STR_1_MINUTE: "1 分鐘" STR_5_MINUTES: "5 分鐘" STR_30_MINUTES: "30 分鐘" STR_1_HOUR: "1 小時" STR_1_DAY: "1 整日" STR_XCOM_PERFORMANCE_ROSTER: "X-COM 績效名冊" STR_ENTER_NAME: "輸入名稱" STR_PERFORMANCE_RATING: "表現評核" STR_VICTORY_DATE: "勝利日" STR_ELECTRO_FLARE: "照明彈" STR_ELECTRO_FLARE_UFOPEDIA: "這小巧的儀器投擲後能產生很強的燈光,在夜間任務能夠顯現出在它附近藏身的敵人。" STR_MONTHLY_COSTS: "每月成本" STR_CRAFT_RENTAL: "戰機支出" STR_SALARIES: "人工" STR_BASE_MAINTENANCE: "基地維修" STR_COST_PER_UNIT: "每單位成本" STR_QUANTITY: "數量" STR_TOTAL: "總數" STR_IN_PSIONIC_TRAINING: "在進行念力訓練" STR_BLASTER_BOMB_UFOPEDIA: "這是一種高爆導彈,配備智慧導引系統,透過爆裂彈發射器發射。" STR_FRONT_ARMOR: "前護甲" STR_LEFT_ARMOR: "左護甲" STR_RIGHT_ARMOR: "右護甲" STR_REAR_ARMOR: "背護甲" STR_UNDER_ARMOR: "下護甲" STR_ROUNDS: "發射次數" STR_UNIT: "單位> {0}" STR_ENERGY: "體力" STR_MORALE: "士氣" STR_ARMOR_: "護甲> {0}" STR_FRONT_ARMOR_UC: "前護甲" STR_LEFT_ARMOR_UC: "左護甲" STR_RIGHT_ARMOR_UC: "右護甲" STR_REAR_ARMOR_UC: "背護甲" STR_SKILLS: "技能> {0}" STR_LEVEL: "等級> {0}" STR_HEAD: "頭部" STR_TORSO: "軀幹" STR_RIGHT_ARM: "右臂" STR_LEFT_ARM: "左臂" STR_RIGHT_LEG: "右腿" STR_LEFT_LEG: "左腿" STR_PAIN_KILLER: "止痛劑" STR_STIMULANT: "興奮劑" STR_HEAL: "治療" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "負重>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "反應>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "PSKL>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "PSTH>{ALT}{0}" STR_ALIEN_ARTIFACT: "外星物品" STR_AMMO_ROUNDS_LEFT: "彈藥:{NEWLINE}尚餘{NEWLINE}彈量={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "止痛劑>{ALT}{0}{ALT}{NEWLINE}興奮劑>{ALT}{1}{ALT}{NEWLINE}治療>{ALT}{2}" STR_THROW: "投擲" STR_AUTO_SHOT: "自動射擊" STR_SNAP_SHOT: "快速射擊" STR_AIMED_SHOT: "精準射擊" STR_STUN: "令其暈厥" STR_PRIME_GRENADE: "設定引信" STR_USE_SCANNER: "使用掃瞄器" STR_USE_MEDI_KIT: "使用急救包" STR_LAUNCH_MISSILE: "發射導彈" STR_ACCURACY_SHORT: "命中>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "時間單位不足!" STR_NOT_ENOUGH_ENERGY: "體力不足!" STR_NO_ROUNDS_LEFT: "子彈用盡!" STR_NO_AMMUNITION_LOADED: "未裝填彈藥!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "彈藥不適用於這武器!" STR_WEAPON_IS_ALREADY_LOADED: "已裝填彈藥!" STR_NO_LINE_OF_FIRE: "不在火線上!" STR_GRENADE_IS_ACTIVATED: "手榴彈被啟動!" STR_GRENADE_IS_DEACTIVATED: "手榴彈已重新插銷!" STR_THERE_IS_NO_ONE_THERE: "那邊沒有人!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "不能使用未研究過的外星物品!" STR_OUT_OF_RANGE: "超出射程!" STR_UNABLE_TO_THROW_HERE: "不能投擲到這裡!" STR_SET_TIMER: "設定計時器" STR_HIDDEN_MOVEMENT: "隱伏移動" STR_TURN: "第 {0} 回合 " STR_SIDE: "{0}的行動" STR_PRESS_BUTTON_TO_CONTINUE: "按鍵繼續" STR_MIND_CONTROL: "心靈控制" STR_PANIC_UNIT: "令敵恐慌" STR_MORALE_ATTACK_SUCCESSFUL: "士氣攻擊成功" STR_MIND_CONTROL_SUCCESSFUL: "心靈控制成功" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}暴走中" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}暴走中" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}恐慌了" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}恐慌中" STR_XCOM: "X-COM" STR_ALIENS: "外星人" STR_RIGHT_HAND: "右手" STR_LEFT_HAND: "左手" STR_RIGHT_SHOULDER: "右肩" STR_LEFT_SHOULDER: "左肩" STR_BACK_PACK: "背包" STR_BELT: "腰帶" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}被外星生物控制中" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}被外星生物控制中" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}昏厥中" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}昏厥中" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}因重傷而亡" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}因重傷而亡" STR_USE_MIND_PROBE: "使用心靈探測器" STR_FATAL_WOUNDS: "致命傷" STR_UNDER_ARMOR_UC: "下護甲" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "預留時間單位以便快速射擊" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "預留時間單位以便自動射擊" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "預留時間單位以便精準射擊" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "預留時間單位以便進入跪姿" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "預留時間單位以便在跪姿開火" STR_UNITS_IN_CRAFT: other: "X-Com飛行器中的有 {N} 個單位" STR_UNITS_OUTSIDE: other: "遺留在外的有 {N} 個單位" STR_UNITS_IN_ENTRANCE: other: "在入口的有 {N} 個單位" STR_UNITS_IN_EXIT: other: "在目標出口的有 {N} 個單位" STR_ABORT_MISSION_QUESTION: "放棄任務 ?" STR_CORPSE: "屍體" STR_UNLOAD_CRAFT: "退出子彈" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}已被擊殺" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}已被擊殺" STR_HIT_MELEE: "命中" STR_GROUND: "地面" STR_LIVING_QUARTERS_PLURAL: "起居室" STR_LIST_ITEM: "項目清單" STR_PERSONAL_ARMOR_UFOPEDIA: "使用新發現的外星合金{NEWLINE}這種新得護甲使我們的士兵有機會抵抗外星威脅。" STR_POWER_SUIT_UFOPEDIA: "這款護甲為士兵提供了強大的新保護{NEWLINE}它由 奧雷爾-115 能源提供動力,大大増強了著裝人員的速度和力量,為戰鬥部隊提供了迄今為止最好的保護。" STR_FLYING_SUIT_UFOPEDIA: "強力護甲的増強版{NEWLINE}融合了外星反重力飛行科技,可以在戰場上完全自由地移動。" STR_ALL_ALIENS_KILLED_IN_CRASH: "所有外星生物於墜毀中身亡,{NEWLINE}已安排自動回收物資。" STR_RESET: "重置" STR_MEMORIAL: "緬念" STR_DATE_UC: "日期" STR_SOLDIERS_RECRUITED_UC: "已招募士兵>{ALT}{0}" STR_SOLDIERS_LOST_UC: "已失去士兵>{ALT}{0}" MAP_CULTA: "農場" MAP_FOREST: "森林" MAP_JUNGLE: "叢林" MAP_MOUNT: "山地" MAP_DESERT: "荒漠" MAP_POLAR: "極地" MAP_URBAN: "城市" MAP_UBASE: "外星生物基地" MAP_XBASE: "X-Com基地" MAP_MARS: "火星" STR_MIXED: "混合" STR_REMOVE_SELECTED: "移除已選擇" STR_LIVE_ALIENS: "活體{NEWLINE}樣品" STR_DEAD_ALIENS: "報廢{NEWLINE}樣品" STR_UNDER_INTERROGATION: "正在{NEWLINE}研究" STR_CONTAINMENT_EXCEEDED: "外星生物收容室超載{SMALLLINE}在{0}的收容室空間不足。您必須從收容室中移除多餘的外星生物(然後它們會死亡)。" STR_MANAGE_CONTAINMENT: "管理外星生物收容室" STR_STORAGE_EXCEEDED: "儲存空間超載{SMALLLINE}在{0}的儲存空間不足。您必須賣掉多餘的物品。" STR_GO_TO_BASE: "移至基地" STR_MELEE_ACCURACY: "進戰" STR_SELL_PRODUCTION: "販售" STR_BOTH_HANDS_MUST_BE_EMPTY: "雙手不能持物!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "沒有足夠的物品來複製範本!" STR_UNLOAD_WEAPON: "卸除武器彈藥" STR_ALL_ITEMS: "所有物品" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "不允許再攜帶任何裝備上船! {SMALLLINE}最多只能在這艘飛船上攜帶 {N} 件設備。" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}控制中心已被摧毀{NEWLINE}請前往入口並離開。" STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com 設施不得建於水下" STR_LEVEL_SHORT: "{0}" STR_PERSONNEL: "人員" STR_CRAFT_ARMAMENT: "飛行器和武器" STR_COMPONENTS: "外星元件" STR_SOLDIERS_RECRUITED: "已招募士兵" STR_SOLDIERS_LOST: "已失去士兵" STR_TOTAL_UFOS: "已偵測UFO" STR_TOTAL_ALIEN_BASES: "已發現外星生物基地" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PSK" FEMALE_CIVILIAN: "城市居民, 女性" MALE_CIVILIAN: "城市居民, 男性" CYBERDISC_WEAPON: "電腦飛碟武器" REAPER_WEAPON: "收割獸武器" CHRYSSALID_WEAPON: "鉗獵者武器" CELATID_WEAPON: "腐蝕體武器" SILACOID_WEAPON: "矽原體武器" SECTOPOD_WEAPON: "步行機甲武器" ZOMBIE_WEAPON: "殭屍武器" ALIEN_PSI_WEAPON: "外星心靈控制武器" ================================================ FILE: bin/standard/xcom1/Resources/Extended/Touch/license.txt ================================================ Artwork (c) Riccardo Gasperi This artwork is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. You should have received a copy of the license along with this work. If not, see . ================================================ FILE: bin/standard/xcom1/Resources/Weapons/license.txt ================================================ Artwork (c) Niklas Jansson (http://androidarts.com/) and Riccardo Gasperi This artwork is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. You should have received a copy of the license along with this work. If not, see . ================================================ FILE: bin/standard/xcom1/TERRAIN/XBASE2.PCK ================================================                                           !    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f``ffaaff``fdca``acdfeefiihffhgeegfddffddfgeeghffh gg fgdfegꑐꐐ ꒐  feef  dca``acd f``ffaaff``fdca``acdfeefiihffhgeegfddffddfgeeg hffh ggfgdfeg   ⒓  ē       醆ut        왘 뚙                  ================================================ FILE: bin/standard/xcom1/UNITS/CHRYS.PCK ================================================                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    D   FG      D FDG     IGDFH D D          D D                D       F F                F        FDH F FD  GI H  G    D               F          DGH G F FF G      H    H  D   F    DF H   HD   GF H                      HGI EG HDCADFG IH IH DCF    ================================================ FILE: bin/standard/xcom1/alienDeployments.rul ================================================ alienDeployments: - type: STR_CRAFT_DEPLOYMENT_PREVIEW isHidden: true width: 10 length: 10 height: 8 terrains: - CULTA script: STR_CRAFT_DEPLOYMENT_PREVIEW - type: STR_SMALL_SCOUT data: - alienRank: 5 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 50 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - STR_MIND_PROBE - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - STR_MIND_PROBE - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_MIND_PROBE width: 40 length: 40 height: 4 - type: STR_MEDIUM_SCOUT data: - alienRank: 5 lowQty: 2 highQty: 4 dQty: 2 percentageOutsideUfo: 60 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 4 lowQty: 1 highQty: 2 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_MIND_PROBE - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP width: 40 length: 40 height: 4 - type: STR_LARGE_SCOUT data: - alienRank: 5 lowQty: 1 highQty: 3 dQty: 5 percentageOutsideUfo: 65 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 25 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_MIND_PROBE - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 2 lowQty: 1 highQty: 2 dQty: 1 percentageOutsideUfo: 35 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_MIND_PROBE - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - STR_MIND_PROBE - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB width: 50 length: 50 height: 4 - type: STR_HARVESTER data: - alienRank: 5 lowQty: 5 highQty: 9 dQty: 4 percentageOutsideUfo: 70 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - alienRank: 2 lowQty: 2 highQty: 2 dQty: 0 percentageOutsideUfo: 30 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - alienRank: 1 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP width: 50 length: 50 height: 4 - type: STR_ABDUCTOR data: - alienRank: 5 lowQty: 3 highQty: 5 dQty: 4 percentageOutsideUfo: 70 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 3 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - alienRank: 2 lowQty: 2 highQty: 2 dQty: 0 percentageOutsideUfo: 30 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP width: 50 length: 50 height: 4 - type: STR_TERROR_SHIP data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - alienRank: 3 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 - type: STR_BATTLESHIP data: - alienRank: 5 lowQty: 4 highQty: 8 dQty: 4 percentageOutsideUfo: 50 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 0 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_ALIEN_GRENADE - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_ALIEN_GRENADE - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 6 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 - type: STR_SUPPLY_SHIP data: - alienRank: 5 lowQty: 5 highQty: 7 dQty: 6 percentageOutsideUfo: 50 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE width: 50 length: 50 height: 4 - type: STR_TERROR_MISSION data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - alienRank: 3 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_ALIEN_GRENADE - STR_PLASMA_RIFLE_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 civilians: 16 terrains: - URBAN alert: STR_ALIENS_TERRORISE alertBackground: BACK03.SCR briefing: palette: 2 music: GMENBASE markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_ALIEN_BASE_ASSAULT data: - alienRank: 6 lowQty: 1 highQty: 3 dQty: 1 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 5 highQty: 7 dQty: 4 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 1 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 0 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE width: 50 length: 50 height: 2 terrains: - UBASE shade: 15 script: ALIENBASE briefing: textOffset: -16 background: BACK01.SCR showTarget: false objectiveType: 3 markerName: STR_ALIEN_BASE markerIcon: 7 genMission: STR_ALIEN_SUPPLY: 100 genMissionFreq: 6 alienBase: true # this is only to tell new battle mode what to do with this deployment objectiveComplete: [STR_ALIEN_BASE_CONTROL_DESTROYED, 500] objectivePopup: STR_CONTROL_CENTER_DESTROYED points: 5 - type: STR_BASE_DEFENSE data: - alienRank: 5 lowQty: 4 highQty: 8 dQty: 4 percentageOutsideUfo: 50 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_STUN_BOMB - STR_STUN_BOMB - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 0 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_ALIEN_GRENADE - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_ALIEN_GRENADE - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 6 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 60 length: 60 height: 2 terrains: - XBASE shade: 5 briefing: palette: 0 background: BACK01.SCR music: GMENBASE - type: STR_MARS_CYDONIA_LANDING data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 0 percentageOutsideUfo: 60 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 1 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 0 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - alienRank: 6 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 100 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 terrains: - MARS shade: 15 race: STR_SECTOID nextStage: STR_MARS_THE_FINAL_ASSAULT finalDestination: true loseCutscene: loseGame abortCutscene: loseGame briefing: textOffset: -16 palette: 6 music: GMNEWMAR showTarget: false - type: STR_MARS_THE_FINAL_ASSAULT data: - alienRank: 0 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 2 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - STR_BLASTER_BOMB - alienRank: 3 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 4 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 5 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_ALIEN_GRENADE - STR_HEAVY_PLASMA_CLIP - alienRank: 6 lowQty: 1 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 60 length: 60 height: 2 terrains: - UBASE shade: 5 race: STR_MIXED winCutscene: winGame loseCutscene: loseGame abortCutscene: loseGame briefing: textOffset: -16 palette: 6 music: GMNEWMAR showTarget: false showCraft: false background: BACK01.SCR script: BOSSBATTLE objectiveType: 14 objectivesRequired: 1 ================================================ FILE: bin/standard/xcom1/alienItemLevels.rul ================================================ alienItemLevels: - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2] - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2] - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2] - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2] - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2] - [0, 1, 1, 1, 2, 2, 2, 2, 2, 2] - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2] - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2] - [1, 1, 2, 2, 2, 2, 2, 2, 2, 2] - [2, 2, 2, 2, 2, 2, 2, 2, 2, 2] ================================================ FILE: bin/standard/xcom1/alienMissions.rul ================================================ alienMissions: - type: STR_ALIEN_RESEARCH points: 0 raceWeights: 0: STR_SECTOID: 70 STR_SNAKEMAN: 10 STR_FLOATER: 20 1: STR_SECTOID: 60 STR_SNAKEMAN: 10 STR_FLOATER: 30 3: STR_SECTOID: 30 STR_SNAKEMAN: 10 STR_MUTON: 30 STR_FLOATER: 30 6: STR_SECTOID: 20 STR_SNAKEMAN: 10 STR_MUTON: 40 STR_FLOATER: 30 9: STR_SECTOID: 30 STR_SNAKEMAN: 10 STR_MUTON: 30 STR_FLOATER: 30 waves: - ufo: STR_SMALL_SCOUT count: 1 trajectory: P0 timer: 9000 - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P2 timer: 7800 - ufo: STR_LARGE_SCOUT count: 2 trajectory: P4 timer: 9000 - type: STR_ALIEN_HARVEST points: 30 raceWeights: 0: STR_SECTOID: 50 STR_SNAKEMAN: 20 STR_FLOATER: 30 1: STR_SECTOID: 50 STR_FLOATER: 50 3: STR_SECTOID: 30 STR_MUTON: 30 STR_FLOATER: 40 6: STR_SECTOID: 10 STR_MUTON: 40 STR_FLOATER: 50 9: STR_SECTOID: 30 STR_MUTON: 30 STR_FLOATER: 40 waves: - ufo: STR_SMALL_SCOUT count: 1 trajectory: P0 timer: 7800 - ufo: STR_SMALL_SCOUT count: 1 trajectory: P2 timer: 7800 - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P2 timer: 6000 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P0 timer: 7800 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P3 timer: 9000 - ufo: STR_HARVESTER count: 1 trajectory: P4 timer: 3000 - ufo: STR_HARVESTER count: 1 trajectory: P4 timer: 750 - ufo: STR_BATTLESHIP count: 1 trajectory: P2 timer: 1500 - type: STR_ALIEN_ABDUCTION points: 50 raceWeights: 0: STR_SECTOID: 60 STR_FLOATER: 40 1: STR_SECTOID: 40 STR_FLOATER: 60 3: STR_SECTOID: 50 STR_FLOATER: 50 6: STR_SECTOID: 30 STR_FLOATER: 70 9: STR_SECTOID: 50 STR_FLOATER: 50 waves: - ufo: STR_SMALL_SCOUT count: 1 trajectory: P0 timer: 15000 - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P1 timer: 18000 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P3 timer: 9000 - ufo: STR_ABDUCTOR count: 1 trajectory: P3 timer: 9000 - ufo: STR_ABDUCTOR count: 2 trajectory: P4 timer: 60 - type: STR_ALIEN_INFILTRATION points: 150 #Pact score only awarded on month end objective: 1 siteType: STR_ALIEN_BASE_ASSAULT spawnZone: 4 #Mission zone for alien bases raceWeights: 0: STR_SECTOID: 60 STR_SNAKEMAN: 20 STR_FLOATER: 20 1: STR_SECTOID: 50 STR_SNAKEMAN: 20 STR_FLOATER: 30 3: STR_SECTOID: 20 STR_SNAKEMAN: 20 STR_MUTON: 50 STR_FLOATER: 10 6: STR_SECTOID: 10 STR_SNAKEMAN: 10 STR_ETHEREAL: 40 STR_MUTON: 30 STR_FLOATER: 10 9: STR_SECTOID: 20 STR_SNAKEMAN: 20 STR_ETHEREAL: 10 STR_MUTON: 40 STR_FLOATER: 10 waves: - ufo: STR_SMALL_SCOUT count: 1 trajectory: P0 timer: 16500 - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P1 timer: 15000 - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P6 timer: 13800 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P7 timer: 9000 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P7 timer: 60 - ufo: STR_TERROR_SHIP count: 1 trajectory: P7 timer: 60 - ufo: STR_SUPPLY_SHIP count: 1 trajectory: P7 timer: 60 - ufo: STR_BATTLESHIP count: 2 trajectory: P7 timer: 60 - type: STR_ALIEN_BASE points: 50 objective: 2 siteType: STR_ALIEN_BASE_ASSAULT spawnZone: 4 #Mission zone for alien bases raceWeights: 0: STR_SECTOID: 30 STR_SNAKEMAN: 20 STR_FLOATER: 50 1: STR_SECTOID: 40 STR_SNAKEMAN: 20 STR_FLOATER: 40 3: STR_SECTOID: 10 STR_SNAKEMAN: 40 STR_MUTON: 30 STR_FLOATER: 20 6: STR_SECTOID: 10 STR_SNAKEMAN: 40 STR_ETHEREAL: 10 STR_MUTON: 20 STR_FLOATER: 20 9: STR_SECTOID: 10 STR_SNAKEMAN: 20 STR_ETHEREAL: 40 STR_MUTON: 20 STR_FLOATER: 10 waves: - ufo: STR_SMALL_SCOUT count: 1 trajectory: P1 timer: 13500 - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P5 timer: 15000 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P5 timer: 60 - ufo: STR_SUPPLY_SHIP count: 2 trajectory: P5 timer: 60 - ufo: STR_BATTLESHIP count: 1 trajectory: P6 timer: 60 - type: STR_ALIEN_TERROR points: 10 objective: 3 spawnZone: 3 #Mission zone for terror missions raceWeights: 0: STR_SECTOID: 30 STR_FLOATER: 70 1: STR_SECTOID: 60 STR_FLOATER: 40 3: STR_SECTOID: 20 STR_SNAKEMAN: 60 STR_FLOATER: 20 6: STR_SECTOID: 10 STR_SNAKEMAN: 20 STR_ETHEREAL: 40 STR_MUTON: 20 STR_FLOATER: 10 9: STR_SECTOID: 20 STR_SNAKEMAN: 30 STR_ETHEREAL: 20 STR_MUTON: 20 STR_FLOATER: 10 waves: - ufo: STR_MEDIUM_SCOUT count: 1 trajectory: P1 timer: 15000 - ufo: STR_LARGE_SCOUT count: 1 trajectory: P1 timer: 9600 - ufo: STR_TERROR_SHIP count: 1 trajectory: P0 timer: 12000 - ufo: STR_TERROR_SHIP count: 1 trajectory: P7 timer: 9000 objective: true - type: STR_ALIEN_RETALIATION points: 0 objective: 4 spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run raceWeights: # In the case of a shootdown, race comes from the UFO that triggered the mission. 0: STR_SECTOID: 20 STR_SNAKEMAN: 20 STR_ETHEREAL: 20 STR_MUTON: 20 STR_FLOATER: 20 waves: - ufo: STR_SMALL_SCOUT count: 1 trajectory: P8 timer: 3000 - ufo: STR_MEDIUM_SCOUT count: 2 trajectory: P8 timer: 3000 - ufo: STR_LARGE_SCOUT count: 3 trajectory: P8 timer: 3000 - ufo: STR_BATTLESHIP count: 2 trajectory: P8 timer: 3000 - type: STR_ALIEN_SUPPLY points: 0 objective: 5 raceWeights: {} #Special case, race comes from base. waves: - ufo: STR_SUPPLY_SHIP count: 1 trajectory: P9 timer: 6000 objective: true ================================================ FILE: bin/standard/xcom1/alienRaces.rul ================================================ alienRaces: - id: STR_SECTOID members: - STR_SECTOID_COMMANDER - STR_SECTOID_LEADER - STR_SECTOID_ENGINEER - STR_SECTOID_MEDIC - STR_SECTOID_NAVIGATOR - STR_SECTOID_SOLDIER - STR_CYBERDISC_TERRORIST - STR_CYBERDISC_TERRORIST - id: STR_SNAKEMAN members: - STR_SNAKEMAN_COMMANDER - STR_SNAKEMAN_LEADER - STR_SNAKEMAN_ENGINEER - STR_SNAKEMAN_SOLDIER - STR_SNAKEMAN_NAVIGATOR - STR_SNAKEMAN_SOLDIER - STR_CHRYSSALID_TERRORIST - STR_CHRYSSALID_TERRORIST - id: STR_ETHEREAL members: - STR_ETHEREAL_COMMANDER - STR_ETHEREAL_LEADER - STR_ETHEREAL_LEADER - STR_ETHEREAL_LEADER - STR_ETHEREAL_LEADER - STR_ETHEREAL_SOLDIER - STR_SECTOPOD_TERRORIST - STR_SECTOPOD_TERRORIST - id: STR_MUTON members: - STR_MUTON_SOLDIER - STR_MUTON_SOLDIER - STR_MUTON_ENGINEER - STR_MUTON_SOLDIER - STR_MUTON_NAVIGATOR - STR_MUTON_SOLDIER - STR_SILACOID_TERRORIST - STR_CELATID_TERRORIST - id: STR_FLOATER members: - STR_FLOATER_COMMANDER - STR_FLOATER_LEADER - STR_FLOATER_ENGINEER - STR_FLOATER_MEDIC - STR_FLOATER_NAVIGATOR - STR_FLOATER_SOLDIER - STR_REAPER_TERRORIST - STR_REAPER_TERRORIST - id: STR_MIXED members: - STR_ETHEREAL_SOLDIER - STR_ETHEREAL_LEADER - STR_ETHEREAL_COMMANDER - STR_CHRYSSALID_TERRORIST - STR_SILACOID_TERRORIST - STR_CELATID_TERRORIST - STR_SECTOPOD_TERRORIST - STR_SECTOPOD_TERRORIST ================================================ FILE: bin/standard/xcom1/armors.rul ================================================ armors: - type: STR_NONE_UC spriteSheet: XCOM_0.PCK spriteInv: MAN_0 spriteFaceGroup: 6 spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3 spriteHairGroup: 9 spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3 storeItem: STR_NONE corpseBattle: - STR_CORPSE frontArmor: 12 sideArmor: 8 rearArmor: 5 underArmor: 2 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 1.0 loftempsSet: [ 3 ] - type: STR_PERSONAL_ARMOR_UC spriteSheet: XCOM_1.PCK spriteInv: MAN_1 spriteFaceGroup: 6 spriteFaceColor: [96, 96, 96, 96, 160, 160, 163, 163] #M0 F0 M1 F1 M2 F2 M3 F3 spriteHairGroup: 9 spriteHairColor: [144, 144, 164, 164, 245, 245, 166, 166] #M0 F0 M1 F1 M2 F2 M3 F3 corpseBattle: - STR_CORPSE_ARMOR storeItem: STR_PERSONAL_ARMOR frontArmor: 50 sideArmor: 40 rearArmor: 30 underArmor: 30 damageModifier: - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 1.0 - 0.9 - 1.0 - 1.1 - 1.0 loftempsSet: [ 3 ] - type: STR_POWER_SUIT_UC spriteSheet: XCOM_2.PCK spriteInv: MAN_2 corpseBattle: - STR_CORPSE_SUIT storeItem: STR_POWER_SUIT frontArmor: 100 sideArmor: 80 rearArmor: 70 underArmor: 60 damageModifier: - 1.0 - 1.0 - 0.0 - 1.0 - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] forcedTorso: 1 - type: STR_FLYING_SUIT_UC spriteSheet: XCOM_2.PCK spriteInv: MAN_3 corpseBattle: - STR_CORPSE_SUIT storeItem: STR_FLYING_SUIT frontArmor: 110 sideArmor: 90 rearArmor: 80 underArmor: 70 movementType: 1 damageModifier: - 1.0 - 1.0 - 0.0 - 1.0 - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] forcedTorso: 2 - type: SECTOID_ARMOR0 spriteSheet: SECTOID.PCK corpseBattle: - STR_SECTOID_CORPSE frontArmor: 4 sideArmor: 3 rearArmor: 2 underArmor: 2 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 0.0 loftempsSet: [ 2 ] - type: FLOATER_ARMOR0 spriteSheet: FLOATER.PCK corpseBattle: - STR_FLOATER_CORPSE frontArmor: 8 sideArmor: 6 rearArmor: 4 underArmor: 12 drawingRoutine: 1 movementType: 1 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 0.0 loftempsSet: [ 3 ] - type: FLOATER_ARMOR1 spriteSheet: FLOATER.PCK corpseBattle: - STR_FLOATER_CORPSE frontArmor: 16 sideArmor: 12 rearArmor: 8 underArmor: 12 drawingRoutine: 1 movementType: 1 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 0.0 loftempsSet: [ 3 ] - type: FLOATER_ARMOR2 spriteSheet: FLOATER.PCK corpseBattle: - STR_FLOATER_CORPSE frontArmor: 24 sideArmor: 18 rearArmor: 12 underArmor: 16 drawingRoutine: 1 movementType: 1 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 0.0 loftempsSet: [ 3 ] - type: CYBERDISC_ARMOR spriteSheet: CYBER.PCK allowInv: false corpseBattle: - CYBERDISC_CORPSE_1 - CYBERDISC_CORPSE_2 - CYBERDISC_CORPSE_3 - CYBERDISC_CORPSE_4 corpseGeo: STR_CYBERDISC_CORPSE frontArmor: 34 sideArmor: 34 rearArmor: 34 underArmor: 34 drawingRoutine: 3 constantAnimation: true movementType: 1 size: 2 damageModifier: - 1.0 - 0.8 - 1.0 - 0.6 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] - type: REAPER_ARMOR spriteSheet: X_REAP.PCK allowInv: false corpseBattle: - REAPER_CORPSE_1 - REAPER_CORPSE_2 - REAPER_CORPSE_3 - REAPER_CORPSE_4 corpseGeo: STR_REAPER_CORPSE frontArmor: 28 sideArmor: 28 rearArmor: 28 underArmor: 4 drawingRoutine: 5 size: 2 damageModifier: - 1.0 - 1.0 - 1.7 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] - type: SECTOPOD_ARMOR spriteSheet: X_ROB.PCK allowInv: false corpseBattle: - SECTOPOD_CORPSE_1 - SECTOPOD_CORPSE_2 - SECTOPOD_CORPSE_3 - SECTOPOD_CORPSE_4 corpseGeo: STR_SECTOPOD_CORPSE frontArmor: 145 sideArmor: 130 rearArmor: 100 underArmor: 90 drawingRoutine: 5 size: 2 damageModifier: - 1.0 - 1.0 - 1.0 - 0.8 - 1.5 - 0.8 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] - type: TANK_ARMOR spriteSheet: TANKS.PCK allowInv: false corpseBattle: - TANK_CORPSE_1 - TANK_CORPSE_2 - TANK_CORPSE_3 - TANK_CORPSE_4 frontArmor: 90 sideArmor: 75 rearArmor: 60 underArmor: 60 drawingRoutine: 2 size: 2 damageModifier: - 1.0 - 1.0 - 0.4 - 0.75 - 1.0 - 1.0 - 0.0 - 0.9 - 0.4 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] - type: HOVERTANK_ARMOR spriteSheet: TANKS.PCK allowInv: false corpseBattle: - HOVERTANK_CORPSE_1 - HOVERTANK_CORPSE_2 - HOVERTANK_CORPSE_3 - HOVERTANK_CORPSE_4 frontArmor: 130 sideArmor: 130 rearArmor: 130 underArmor: 100 drawingRoutine: 2 constantAnimation: true movementType: 1 size: 2 damageModifier: - 1.0 - 1.0 - 0.4 - 0.75 - 1.0 - 1.0 - 0.0 - 0.9 - 0.4 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] - type: CIVM_ARMOR spriteSheet: CIVM.PCK corpseBattle: - CIVM_CORPSE frontArmor: 0 sideArmor: 0 rearArmor: 0 underArmor: 0 drawingRoutine: 4 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 1.0 loftempsSet: [ 3 ] - type: CIVF_ARMOR spriteSheet: CIVF.PCK corpseBattle: - CIVF_CORPSE frontArmor: 0 sideArmor: 0 rearArmor: 0 underArmor: 0 drawingRoutine: 4 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 1.0 loftempsSet: [ 3 ] - type: SNAKEMAN_ARMOR0 spriteSheet: SNAKEMAN.PCK corpseBattle: - STR_SNAKEMAN_CORPSE frontArmor: 20 sideArmor: 18 rearArmor: 16 underArmor: 12 drawingRoutine: 6 movementType: 2 damageModifier: - 1.0 - 1.0 - 0.7 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: SNAKEMAN_ARMOR1 spriteSheet: SNAKEMAN.PCK corpseBattle: - STR_SNAKEMAN_CORPSE frontArmor: 20 sideArmor: 24 rearArmor: 22 underArmor: 20 drawingRoutine: 6 movementType: 2 damageModifier: - 1.0 - 1.0 - 0.7 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: SNAKEMAN_ARMOR2 spriteSheet: SNAKEMAN.PCK corpseBattle: - STR_SNAKEMAN_CORPSE frontArmor: 26 sideArmor: 26 rearArmor: 22 underArmor: 20 drawingRoutine: 6 movementType: 2 damageModifier: - 1.0 - 1.0 - 0.7 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: MUTON_ARMOR0 spriteSheet: MUTON.PCK corpseBattle: - STR_MUTON_CORPSE frontArmor: 20 sideArmor: 20 rearArmor: 20 underArmor: 10 drawingRoutine: 10 damageModifier: - 1.0 - 0.6 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: MUTON_ARMOR1 spriteSheet: MUTON.PCK corpseBattle: - STR_MUTON_CORPSE frontArmor: 24 sideArmor: 24 rearArmor: 24 underArmor: 15 drawingRoutine: 10 damageModifier: - 1.0 - 0.6 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: MUTON_ARMOR2 spriteSheet: MUTON.PCK corpseBattle: - STR_MUTON_CORPSE frontArmor: 28 sideArmor: 28 rearArmor: 28 underArmor: 20 drawingRoutine: 10 damageModifier: - 1.0 - 0.6 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: ETHEREAL_ARMOR0 spriteSheet: ETHEREAL.PCK corpseBattle: - STR_ETHEREAL_CORPSE frontArmor: 35 sideArmor: 35 rearArmor: 35 underArmor: 35 movementType: 1 drawingRoutine: 4 damageModifier: - 1.0 - 1.0 - 0.7 - 1.0 - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: ETHEREAL_ARMOR1 spriteSheet: ETHEREAL.PCK corpseBattle: - STR_ETHEREAL_CORPSE frontArmor: 40 sideArmor: 40 rearArmor: 40 underArmor: 40 movementType: 1 drawingRoutine: 4 damageModifier: - 1.0 - 1.0 - 0.7 - 1.0 - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: ETHEREAL_ARMOR2 spriteSheet: ETHEREAL.PCK corpseBattle: - STR_ETHEREAL_CORPSE frontArmor: 45 sideArmor: 45 rearArmor: 45 underArmor: 45 movementType: 1 drawingRoutine: 4 damageModifier: - 1.0 - 1.0 - 0.7 - 1.0 - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: CHRYSSALID_ARMOR spriteSheet: CHRYS.PCK allowInv: false corpseBattle: - STR_CHRYSSALID_CORPSE frontArmor: 34 sideArmor: 34 rearArmor: 34 underArmor: 34 drawingRoutine: 7 damageModifier: - 1.0 - 1.0 - 0.8 - 1.0 - 1.0 - 1.0 - 0.9 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] - type: ZOMBIE_ARMOR painImmune: true # no secondary stun damage spriteSheet: ZOMBIE.PCK allowInv: false corpseBattle: - STR_CHRYSSALID_CORPSE frontArmor: 4 sideArmor: 4 rearArmor: 4 underArmor: 4 drawingRoutine: 4 damageModifier: - 1.0 - 0.6 - 1.0 - 0.8 - 0.7 - 0.7 - 0.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 3 ] deathFrames: 18 - type: SILACOID_ARMOR spriteSheet: SILACOID.PCK allowInv: false corpseBattle: - STR_SILACOID_CORPSE frontArmor: 50 sideArmor: 50 rearArmor: 50 underArmor: 10 drawingRoutine: 8 constantAnimation: true movementType: 2 damageModifier: - 1.0 - 1.0 - 0.0 - 1.3 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 0.0 loftempsSet: [ 5 ] - type: CELATID_ARMOR spriteSheet: CELATID.PCK allowInv: false corpseBattle: - STR_CELATID_CORPSE frontArmor: 20 sideArmor: 20 rearArmor: 20 underArmor: 20 drawingRoutine: 9 constantAnimation: true damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.2 - 1.6 - 0.0 loftempsSet: [ 3 ] ================================================ FILE: bin/standard/xcom1/converter.rul ================================================ # Here be dragons converter: offsets: BASE.DAT_FACILITIES: 0x16 BASE.DAT_ENGINEERS: 0x5E BASE.DAT_SCIENTISTS: 0x5F BASE.DAT_ITEMS: 0x60 CRAFT.DAT_LEFT_WEAPON: 0x01 CRAFT.DAT_LEFT_AMMO: 0x02 CRAFT.DAT_FLIGHT: 0x04 CRAFT.DAT_RIGHT_WEAPON: 0x05 CRAFT.DAT_RIGHT_AMMO: 0x06 CRAFT.DAT_DAMAGE: 0x0A CRAFT.DAT_ALTITUDE: 0x0C CRAFT.DAT_SPEED: 0x0E CRAFT.DAT_DESTINATION: 0x10 CRAFT.DAT_DEST_LON: 0x14 CRAFT.DAT_DEST_LAT: 0x16 CRAFT.DAT_FUEL: 0x18 CRAFT.DAT_BASE: 0x1A CRAFT.DAT_MISSION: 0x1C CRAFT.DAT_REGION: 0x1E CRAFT.DAT_TRAJECTORY: 0x22 CRAFT.DAT_TRAJECTORY_POINT: 0x20 CRAFT.DAT_RACE: 0x24 CRAFT.DAT_STATUS: 0x2A CRAFT.DAT_ITEMS: 0x2C CRAFT.DAT_STATE: 0x64 SOLDIER.DAT_RANK: 0x00 SOLDIER.DAT_BASE: 0x02 SOLDIER.DAT_CRAFT: 0x04 SOLDIER.DAT_MISSIONS: 0x08 SOLDIER.DAT_KILLS: 0x0A SOLDIER.DAT_RECOVERY: 0x0C SOLDIER.DAT_NAME: 0x10 SOLDIER.DAT_INITIAL_TU: 0x2A SOLDIER.DAT_INITIAL_HE: 0x2B SOLDIER.DAT_INITIAL_STA: 0x2C SOLDIER.DAT_INITIAL_RE: 0x2D SOLDIER.DAT_INITIAL_STR: 0x2E SOLDIER.DAT_INITIAL_FA: 0x2F SOLDIER.DAT_INITIAL_TA: 0x30 SOLDIER.DAT_INITIAL_ME: 0x31 SOLDIER.DAT_INITIAL_PST: 0x32 SOLDIER.DAT_INITIAL_PSK: 0x33 SOLDIER.DAT_INITIAL_BR: 0x34 SOLDIER.DAT_IMPROVED_TU: 0x35 SOLDIER.DAT_IMPROVED_HE: 0x36 SOLDIER.DAT_IMPROVED_STA: 0x37 SOLDIER.DAT_IMPROVED_RE: 0x38 SOLDIER.DAT_IMPROVED_STR: 0x39 SOLDIER.DAT_IMPROVED_FA: 0x3A SOLDIER.DAT_IMPROVED_TA: 0x3B SOLDIER.DAT_IMPROVED_ME: 0x3C SOLDIER.DAT_IMPROVED_BR: 0x3D SOLDIER.DAT_ARMOR: 0x3E SOLDIER.DAT_PSI: 0x3F SOLDIER.DAT_PSILAB: 0x40 SOLDIER.DAT_GENDER: 0x42 SOLDIER.DAT_LOOK: 0x43 markers: - STR_UFO - STR_TERROR_SITE - STR_ALIEN_BASE - STR_LANDING_SITE - STR_CRASH_SITE - STR_WAYPOINT - STR_SKYRANGER - STR_LIGHTNING - STR_AVENGER - STR_INTERCEPTOR - STR_FIRESTORM countries: - STR_USA - STR_RUSSIA - STR_UK - STR_FRANCE - STR_GERMANY - STR_ITALY - STR_SPAIN - STR_CHINA - STR_JAPAN - STR_INDIA - STR_BRAZIL - STR_AUSTRALIA - STR_NIGERIA - STR_SOUTH_AFRICA - STR_EGYPT - STR_CANADA regions: - STR_NORTH_AMERICA - STR_ARCTIC - STR_ANTARCTICA - STR_SOUTH_AMERICA - STR_EUROPE - STR_NORTH_AFRICA - STR_SOUTHERN_AFRICA - STR_CENTRAL_ASIA - STR_SOUTH_EAST_ASIA - STR_SIBERIA - STR_AUSTRALASIA - STR_PACIFIC - STR_NORTH_ATLANTIC - STR_SOUTH_ATLANTIC - STR_INDIAN_OCEAN facilities: - STR_ACCESS_LIFT - STR_LIVING_QUARTERS - STR_LABORATORY - STR_WORKSHOP - STR_SMALL_RADAR_SYSTEM - STR_LARGE_RADAR_SYSTEM - STR_MISSILE_DEFENSES - STR_GENERAL_STORES - STR_ALIEN_CONTAINMENT - STR_LASER_DEFENSES - STR_PLASMA_DEFENSES - STR_FUSION_BALL_DEFENSES - STR_GRAV_SHIELD - STR_MIND_SHIELD - STR_PSIONIC_LABORATORY - STR_HYPER_WAVE_DECODER - STR_HANGAR items: - STR_STINGRAY_LAUNCHER - STR_AVALANCHE_LAUNCHER - STR_CANNON - STR_FUSION_BALL_LAUNCHER - STR_LASER_CANNON - STR_PLASMA_BEAM - STR_STINGRAY_MISSILES - STR_AVALANCHE_MISSILES - STR_CANNON_ROUNDS_X50 - STR_FUSION_BALL - STR_TANK_CANNON - STR_TANK_ROCKET_LAUNCHER - STR_TANK_LASER_CANNON - STR_HOVERTANK_PLASMA - STR_HOVERTANK_LAUNCHER - STR_PISTOL - STR_PISTOL_CLIP - STR_RIFLE - STR_RIFLE_CLIP - STR_HEAVY_CANNON - STR_HC_AP_AMMO - STR_HC_HE_AMMO - STR_HC_I_AMMO - STR_AUTO_CANNON - STR_AC_AP_AMMO - STR_AC_HE_AMMO - STR_AC_I_AMMO - STR_ROCKET_LAUNCHER - STR_SMALL_ROCKET - STR_LARGE_ROCKET - STR_INCENDIARY_ROCKET - STR_LASER_PISTOL - STR_LASER_RIFLE - STR_HEAVY_LASER - STR_GRENADE - STR_SMOKE_GRENADE - STR_PROXIMITY_GRENADE - STR_HIGH_EXPLOSIVE - STR_MOTION_SCANNER - STR_MEDI_KIT - STR_PSI_AMP - STR_STUN_ROD - STR_ELECTRO_FLARE - "" - "" - "" - "" - "" - "" - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_ALIEN_GRENADE - STR_ELERIUM_115 - STR_MIND_PROBE - "" - "" - "" - STR_SECTOID_CORPSE - STR_SNAKEMAN_CORPSE - STR_ETHEREAL_CORPSE - STR_MUTON_CORPSE - STR_FLOATER_CORPSE - STR_CELATID_CORPSE - STR_SILACOID_CORPSE - STR_CHRYSSALID_CORPSE - STR_REAPER_CORPSE - STR_SECTOPOD_CORPSE - STR_CYBERDISC_CORPSE - "" - "" - "" - "" - STR_UFO_POWER_SOURCE - STR_UFO_NAVIGATION - STR_UFO_CONSTRUCTION - STR_ALIEN_FOOD - STR_ALIEN_REPRODUCTION - STR_ALIEN_ENTERTAINMENT - STR_ALIEN_SURGERY - STR_EXAMINATION_ROOM - STR_ALIEN_ALLOYS - STR_ALIEN_HABITAT - STR_PERSONAL_ARMOR - STR_POWER_SUIT - STR_FLYING_SUIT - STR_HWP_CANNON_SHELLS - STR_HWP_ROCKETS - STR_HWP_FUSION_BOMB crews: - STR_SECTOID - STR_SNAKEMAN - STR_ETHEREAL - STR_MUTON - STR_FLOATER - STR_MIXED crafts: - STR_SKYRANGER - STR_LIGHTNING - STR_AVENGER - STR_INTERCEPTOR - STR_FIRESTORM ufos: - STR_SMALL_SCOUT - STR_MEDIUM_SCOUT - STR_LARGE_SCOUT - STR_HARVESTER - STR_ABDUCTOR - STR_TERROR_SHIP - STR_BATTLESHIP - STR_SUPPLY_SHIP craftWeapons: - STR_STINGRAY - STR_AVALANCHE - STR_CANNON_UC - STR_FUSION_BALL_UC - STR_LASER_CANNON_UC - STR_PLASMA_BEAM_UC missions: - STR_ALIEN_RESEARCH - STR_ALIEN_HARVEST - STR_ALIEN_ABDUCTION - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_TERROR - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY armor: - STR_NONE_UC - STR_PERSONAL_ARMOR_UC - STR_POWER_SUIT_UC - STR_FLYING_SUIT_UC alienRaces: - "" - STR_SECTOID - STR_SNAKEMAN - STR_ETHEREAL - STR_MUTON - STR_FLOATER - STR_CELATID - STR_SILACOID - STR_CHRYSSALID - STR_REAPER - STR_SECTOPOD - STR_CYBERDISC alienRanks: - "" - _COMMANDER - _LEADER - _ENGINEER - _MEDIC - _NAVIGATOR - _SOLDIER - _TERRORIST research: - STR_LASER_WEAPONS - STR_MOTION_SCANNER - STR_MEDI_KIT - STR_PSI_AMP - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_ALIEN_GRENADE - STR_ELERIUM_115 - STR_MIND_PROBE - STR_UFO_POWER_SOURCE - STR_UFO_NAVIGATION - STR_UFO_CONSTRUCTION - STR_ALIEN_FOOD - STR_ALIEN_REPRODUCTION - STR_ALIEN_ENTERTAINMENT - STR_ALIEN_SURGERY - STR_EXAMINATION_ROOM - STR_ALIEN_ALLOYS - STR_NEW_FIGHTER_CRAFT - STR_NEW_FIGHTER_TRANSPORTER - STR_ULTIMATE_CRAFT - STR_LASER_PISTOL - STR_LASER_RIFLE - STR_HEAVY_LASER - STR_LASER_CANNON - STR_PLASMA_CANNON - STR_FUSION_MISSILE - STR_LASER_DEFENSE - STR_PLASMA_DEFENSE - STR_FUSION_DEFENSE - STR_GRAV_SHIELD - STR_MIND_SHIELD - STR_PSI_LAB - STR_HYPER_WAVE_DECODER - "" - "" - "" - STR_SECTOID_CORPSE - STR_SNAKEMAN_CORPSE - STR_ETHEREAL_CORPSE - STR_MUTON_CORPSE - STR_FLOATER_CORPSE - STR_CELATID_CORPSE - STR_SILACOID_CORPSE - STR_CHRYSSALID_CORPSE - STR_REAPER_CORPSE - STR_SECTOPOD_CORPSE - STR_CYBERDISC_CORPSE - STR_ALIEN_ORIGINS - STR_THE_MARTIAN_SOLUTION - STR_CYDONIA_OR_BUST - STR_PERSONAL_ARMOR - STR_POWER_SUIT - STR_FLYING_SUIT - STR_SECTOID_COMMANDER - STR_SECTOID_LEADER - STR_SECTOID_ENGINEER - STR_SECTOID_MEDIC - STR_SECTOID_NAVIGATOR - STR_SECTOID_SOLDIER - STR_SNAKEMAN_COMMANDER - STR_SNAKEMAN_LEADER - STR_SNAKEMAN_ENGINEER - STR_SNAKEMAN_MEDIC - STR_SNAKEMAN_NAVIGATOR - STR_SNAKEMAN_SOLDIER - STR_ETHEREAL_COMMANDER - STR_ETHEREAL_LEADER - STR_ETHEREAL_ENGINEER - STR_ETHEREAL_MEDIC - STR_ETHEREAL_NAVIGATOR - STR_ETHEREAL_SOLDIER - STR_MUTON_COMMANDER - STR_MUTON_LEADER - STR_MUTON_ENGINEER - STR_MUTON_MEDIC - STR_MUTON_NAVIGATOR - STR_MUTON_SOLDIER - STR_FLOATER_COMMANDER - STR_FLOATER_LEADER - STR_FLOATER_ENGINEER - STR_FLOATER_MEDIC - STR_FLOATER_NAVIGATOR - STR_FLOATER_SOLDIER - STR_CELATID_TERRORIST - STR_SILACOID_TERRORIST - STR_CHRYSSALID_TERRORIST - STR_REAPER_TERRORIST manufacture: - STR_FUSION_BALL_LAUNCHER - STR_LASER_CANNON - STR_PLASMA_BEAM - STR_FUSION_BALL - STR_TANK_LASER_CANNON - STR_HOVERTANK_PLASMA - STR_HOVERTANK_LAUNCHER - STR_HWP_FUSION_BOMB - STR_LASER_PISTOL - STR_LASER_RIFLE - STR_HEAVY_LASER - STR_MOTION_SCANNER - STR_MEDI_KIT - STR_PSI_AMP - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_ALIEN_GRENADE - STR_MIND_PROBE - STR_PERSONAL_ARMOR - STR_POWER_SUIT - STR_FLYING_SUIT - STR_ALIEN_ALLOYS - STR_UFO_POWER_SOURCE - STR_UFO_NAVIGATION - STR_FIRESTORM - STR_LIGHTNING - STR_AVENGER ufopaedia: - STR_SKYRANGER - STR_LIGHTNING - STR_AVENGER - STR_INTERCEPTOR - STR_FIRESTORM - STR_STINGRAY - STR_AVALANCHE - STR_CANNON_UC - STR_FUSION_BALL_UC - STR_LASER_CANNON_UC - STR_PLASMA_BEAM_UC - STR_TANK_CANNON - STR_TANK_ROCKET_LAUNCHER - STR_TANK_LASER_CANNON - STR_HOVERTANK_PLASMA - STR_HOVERTANK_LAUNCHER - STR_PERSONAL_ARMOR_UC - STR_POWER_SUIT_UC - STR_FLYING_SUIT_UC - STR_PISTOL - STR_RIFLE - STR_HEAVY_CANNON - STR_AUTO_CANNON - STR_ROCKET_LAUNCHER # - STR_SMALL_ROCKET # doesn't exist in UP.DAT # - STR_LARGE_ROCKET # doesn't exist in UP.DAT # - STR_INCENDIARY_ROCKET # doesn't exist in UP.DAT - STR_LASER_PISTOL - STR_LASER_RIFLE - STR_HEAVY_LASER - STR_GRENADE - STR_SMOKE_GRENADE - STR_PROXIMITY_GRENADE - STR_HIGH_EXPLOSIVE - STR_MOTION_SCANNER - STR_MEDI_KIT - STR_PSI_AMP - STR_STUN_ROD - STR_ELECTRO_FLARE - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - STR_SMALL_LAUNCHER - STR_STUN_BOMB - STR_ALIEN_GRENADE - STR_ELERIUM_115 - STR_MIND_PROBE - STR_ACCESS_LIFT - STR_LIVING_QUARTERS - STR_LABORATORY - STR_WORKSHOP - STR_SMALL_RADAR_SYSTEM - STR_LARGE_RADAR_SYSTEM - STR_MISSILE_DEFENSES - STR_GENERAL_STORES - STR_ALIEN_CONTAINMENT - STR_LASER_DEFENSES - STR_PLASMA_DEFENSES - STR_FUSION_BALL_DEFENSES - STR_GRAV_SHIELD - STR_MIND_SHIELD - STR_PSIONIC_LABORATORY - STR_HYPER_WAVE_DECODER - STR_HANGAR - STR_SECTOID - STR_SECTOID_AUTOPSY - STR_SNAKEMAN - STR_SNAKEMAN_AUTOPSY - STR_ETHEREAL - STR_ETHEREAL_AUTOPSY - STR_MUTON - STR_MUTON_AUTOPSY - STR_FLOATER - STR_FLOATER_AUTOPSY - STR_CELATID - STR_CELATID_AUTOPSY - STR_SILACOID - STR_SILACOID_AUTOPSY - STR_CHRYSSALID - STR_CHRYSSALID_AUTOPSY - STR_REAPER - STR_REAPER_AUTOPSY - STR_SECTOPOD - STR_SECTOPOD_AUTOPSY - STR_CYBERDISC - STR_CYBERDISC_AUTOPSY - STR_ALIEN_ORIGINS - STR_THE_MARTIAN_SOLUTION - STR_CYDONIA_OR_BUST - STR_ALIEN_RESEARCH - STR_ALIEN_HARVEST - STR_ALIEN_ABDUCTION - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_TERROR - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - STR_UFO_POWER_SOURCE - STR_UFO_NAVIGATION - STR_UFO_CONSTRUCTION - STR_ALIEN_FOOD - STR_ALIEN_REPRODUCTION - STR_ALIEN_ENTERTAINMENT - STR_ALIEN_SURGERY - STR_EXAMINATION_ROOM - STR_ALIEN_ALLOYS - STR_SMALL_SCOUT - STR_MEDIUM_SCOUT - STR_LARGE_SCOUT - STR_HARVESTER - STR_ABDUCTOR - STR_TERROR_SHIP - STR_BATTLESHIP - STR_SUPPLY_SHIP ================================================ FILE: bin/standard/xcom1/countries.rul ================================================ countries: - type: STR_USA fundingBase: 600 fundingCap: 10000 labelLon: 260 labelLat: -40 areas: - [235, 255, -49, -32] - [255, 277.5, -49, -29] - [260, 265, -29, -26] - [277, 280, -32, -25] - [277.5, 286, -44, -32] - [286, 292.5, -45.5, -40] - type: STR_RUSSIA fundingBase: 230 fundingCap: 8000 labelLon: 60 labelLat: -60 areas: - [30, 50, -70, -45] - [24, 30, -60, -42] - [50, 75, -77, -40] - [75, 165, -80, -50] - [165, 170, -70, -59] - type: STR_UK fundingBase: 240 fundingCap: 7000 labelLon: 358 labelLat: -53.625 areas: - [352, 2, -60, -50] - type: STR_FRANCE fundingBase: 320 fundingCap: 8000 labelLon: 2.5 labelLat: -46.5 areas: - [355, 7, -50, -43] - type: STR_GERMANY fundingBase: 250 fundingCap: 9000 labelLon: 11.5 labelLat: -50 areas: - [6, 15, -55, -47.5] - type: STR_ITALY fundingBase: 160 fundingCap: 6000 labelLon: 12.5 labelLat: -43.875 areas: - [7, 15, -46.5, -43] - [11, 18, -43, -37] - type: STR_SPAIN fundingBase: 140 fundingCap: 5000 labelLon: 357.5 labelLat: -42.625 areas: - [353, 3, -43, -36.5] - [351, 353, -43, -42.25] - type: STR_CHINA fundingBase: 245 fundingCap: 7000 labelLon: 100 labelLat: -35 areas: - [75, 98, -50, -30] - [98, 122, -50, -22] - [122, 133, -54, -40] - type: STR_JAPAN fundingBase: 400 fundingCap: 10000 labelLon: 138 labelLat: -38.25 areas: - [130, 143, -40, -30] - [138, 147, -46, -40] - type: STR_INDIA fundingBase: 150 fundingCap: 5000 labelLon: 80 labelLat: -24 areas: - [70, 85, -30, -8] - [74, 79, -35, -30] - [85, 95, -27, -20] - type: STR_BRAZIL fundingBase: 300 fundingCap: 4000 labelLon: 305 labelLat: 5 areas: - [290, 302, -2.5, 17] - [302, 310, -2.5, 22] - [310, 325, 0, 24] - [305, 313, 22, 32] - type: STR_AUSTRALIA fundingBase: 280 fundingCap: 5000 labelLon: 135 labelLat: 25 areas: - [110, 156, 10, 40] - type: STR_NIGERIA fundingBase: 180 fundingCap: 2000 labelLon: 7.5 labelLat: -10 areas: - [3, 14, -14, -4] - type: STR_SOUTH_AFRICA fundingBase: 230 fundingCap: 3000 labelLon: 25 labelLat: 30 areas: - [15, 25, 26, 35] - [25, 32.5, 22, 35] - type: STR_EGYPT fundingBase: 230 fundingCap: 2000 labelLon: 29 labelLat: -26 areas: - [25, 35, -32, -22] - type: STR_CANADA fundingBase: 230 fundingCap: 4000 labelLon: 260 labelLat: -55 areas: - [219, 230, -70, -55] - [230, 305, -75, -40] ================================================ FILE: bin/standard/xcom1/craftWeapons.rul ================================================ craftWeapons: - type: STR_STINGRAY sprite: 0 sound: 5 damage: 70 range: 30 accuracy: 70 reloadCautious: 64 reloadStandard: 48 reloadAggressive: 32 ammoMax: 6 launcher: STR_STINGRAY_LAUNCHER clip: STR_STINGRAY_MISSILES projectileType: 0 projectileSpeed: 8 - type: STR_AVALANCHE sprite: 1 sound: 5 damage: 100 range: 60 accuracy: 80 reloadCautious: 96 reloadStandard: 72 reloadAggressive: 48 ammoMax: 3 launcher: STR_AVALANCHE_LAUNCHER clip: STR_AVALANCHE_MISSILES projectileType: 1 projectileSpeed: 8 - type: STR_CANNON_UC sprite: 2 sound: 4 damage: 10 range: 10 accuracy: 25 reloadCautious: 4 reloadStandard: 4 reloadAggressive: 4 ammoMax: 200 rearmRate: 100 launcher: STR_CANNON clip: STR_CANNON_ROUNDS_X50 projectileType: 2 projectileSpeed: 8 - type: STR_FUSION_BALL_UC sprite: 3 sound: 7 damage: 230 range: 65 accuracy: 100 reloadCautious: 64 reloadStandard: 48 reloadAggressive: 32 ammoMax: 2 launcher: STR_FUSION_BALL_LAUNCHER clip: STR_FUSION_BALL projectileType: 3 projectileSpeed: 8 - type: STR_LASER_CANNON_UC sprite: 4 sound: 8 damage: 70 range: 21 accuracy: 35 reloadCautious: 24 reloadStandard: 24 reloadAggressive: 24 ammoMax: 100 rearmRate: 50 launcher: STR_LASER_CANNON projectileType: 4 - type: STR_PLASMA_BEAM_UC sprite: 5 sound: 9 damage: 140 range: 52 accuracy: 50 reloadCautious: 24 reloadStandard: 24 reloadAggressive: 24 ammoMax: 100 rearmRate: 50 launcher: STR_PLASMA_BEAM projectileType: 5 ================================================ FILE: bin/standard/xcom1/crafts.rul ================================================ crafts: - type: STR_SKYRANGER sprite: 0 fuelMax: 1500 damageMax: 150 speedMax: 760 accel: 2 soldiers: 14 vehicles: 3 costBuy: 500000 costRent: 500000 forceShowInMonthlyCosts: true refuelRate: 50 transferTime: 72 score: 200 battlescapeTerrainData: name: PLANE mapDataSets: - BLANKS - PLANE mapBlocks: - name: PLANE width: 10 length: 20 - type: STR_LIGHTNING requires: - STR_NEW_FIGHTER_TRANSPORTER sprite: 1 fuelMax: 30 damageMax: 800 speedMax: 3100 accel: 9 weapons: 1 soldiers: 12 refuelItem: STR_ELERIUM_115 refuelRate: 5 score: 300 battlescapeTerrainData: name: LIGHTNIN mapDataSets: - BLANKS - LIGHTNIN mapBlocks: - name: LIGHTNIN width: 20 length: 10 deployment: - [10, 5, 1, 2] - [10, 6, 1, 2] - [10, 4, 1, 2] - [9, 7, 1, 2] - [9, 3, 1, 2] - [8, 7, 1, 2] - [8, 3, 1, 2] - [7, 7, 1, 2] - [7, 3, 1, 2] - [6, 6, 1, 2] - [6, 4, 1, 2] - [6, 5, 1, 2] - type: STR_AVENGER requires: - STR_ULTIMATE_CRAFT sprite: 2 fuelMax: 60 damageMax: 1200 speedMax: 5400 accel: 10 weapons: 2 soldiers: 26 vehicles: 4 refuelItem: STR_ELERIUM_115 refuelRate: 5 score: 400 spacecraft: true battlescapeTerrainData: name: AVENGER mapDataSets: - BLANKS - AVENGER mapBlocks: - name: AVENGER width: 10 length: 20 deployment: - [4, 9, 1, 0] - [5, 9, 1, 0] - [4, 10, 1, 0] - [5, 10, 1, 0] - [4, 11, 1, 0] - [5, 11, 1, 0] - [4, 12, 1, 0] - [5, 12, 1, 0] - [4, 13, 1, 0] - [5, 13, 1, 0] - [4, 14, 1, 0] - [5, 14, 1, 0] - [4, 15, 1, 0] - [5, 15, 1, 0] - [4, 16, 1, 0] - [5, 16, 1, 0] - [3, 10, 1, 0] - [3, 11, 1, 0] - [3, 12, 1, 0] - [3, 13, 1, 0] - [3, 14, 1, 0] - [6, 10, 1, 0] - [6, 11, 1, 0] - [6, 12, 1, 0] - [6, 13, 1, 0] - [6, 14, 1, 0] - type: STR_INTERCEPTOR sprite: 3 fuelMax: 1000 damageMax: 100 speedMax: 2100 accel: 3 weapons: 2 costBuy: 600000 costRent: 600000 forceShowInMonthlyCosts: true refuelRate: 50 transferTime: 96 score: 250 - type: STR_FIRESTORM requires: - STR_NEW_FIGHTER_CRAFT sprite: 4 fuelMax: 20 damageMax: 500 speedMax: 4200 accel: 9 weapons: 2 refuelItem: STR_ELERIUM_115 refuelRate: 5 score: 250 ================================================ FILE: bin/standard/xcom1/cutscenes.rul ================================================ cutscenes: - type: intro useUfoAudioSequence: true videos: - UFOINTRO/UFOINT.FLI - type: winGame winGame: true slideshow: transitionSeconds: 30 musicId: GMWIN slides: - imagePath: UFOINTRO/PICT1.LBM caption: STR_VICTORY_1 captionSize: [195, 56] captionPos: [5, 0] captionColor: 249 - imagePath: UFOINTRO/PICT2.LBM caption: STR_VICTORY_2 captionSize: [232, 64] captionPos: [88, 136] captionColor: 249 - imagePath: UFOINTRO/PICT3.LBM caption: STR_VICTORY_3 captionSize: [254, 48] captionPos: [66, 152] captionColor: 249 - imagePath: UFOINTRO/PICT6.LBM caption: STR_VICTORY_4 captionSize: [300, 200] captionPos: [5, 0] captionColor: 249 - imagePath: UFOINTRO/PICT7.LBM caption: STR_VICTORY_5 captionSize: [310, 42] captionPos: [5, 158] captionColor: 249 - type: loseGame loseGame: true slideshow: transitionSeconds: 30 musicId: GMLOSE slides: - imagePath: UFOINTRO/PICT4.LBM caption: STR_GAME_OVER_1 captionSize: [190, 104] captionPos: [0, 0] captionColor: 249 - imagePath: UFOINTRO/PICT5.LBM caption: STR_GAME_OVER_2 captionSize: [200, 34] captionPos: [32, 0] captionColor: 249 ================================================ FILE: bin/standard/xcom1/difficulty.rul ================================================ difficultyCoefficient: [0, 1, 2, 3, 4] aimAndArmorMultipliers: [0.5, 1.0, 1.0, 1.0, 1.0] statGrowthMultipliers: tu: 4 stamina: 4 health: 0 bravery: 0 reactions: 6 firing: 6 throwing: 0 strength: 2 psiStrength: 4 psiSkill: 4 melee: 4 # for more information on what these numbers mean, see # http://ufopaedia.org/index.php?title=Alien_Stats_(TFTD)#Calculating_Statistics # statGrowthMultipliers are the increments # difficultyCoefficients are MultiplierA # aimAndArmorMultipliers are MultiplierB turnAIUseGrenade: 3 turnAIUseBlaster: 3 defeatScore: -900 defeatFunds: -1000000 constants: - damageRange: 100 - explosiveDamageRange: 50 - fireDamageRange: [5, 10] ================================================ FILE: bin/standard/xcom1/extraSprites.rul ================================================ extraSprites: - type: Touch width: 64 height: 120 subX: 32 subY: 24 files: 0: Resources/Extended/Touch/Touch_UFOEU.png - type: oxceLinks width: 32 height: 16 singleImage: true files: 0: Resources/Extended/oxceLinks.png - type: oxceLinksInv width: 23 height: 22 singleImage: true files: 0: Resources/Extended/oxceLinksInv.png - type: TinyRanks width: 42 height: 7 subX: 7 subY: 7 files: 0: Resources/Extended/TinyRanks.png - type: ExtendedPediaBackgroundPalBasescape width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_BASESCAPE/background-ufo.png - type: ExtendedPediaBackgroundPalBasescape-InfoButton width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_BASESCAPE/info-button-ufo.png - type: ExtendedPediaBackgroundPalBattlepedia width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_BATTLEPEDIA/background-ufo.png - type: ExtendedPediaBackgroundPalBattlepedia-InfoButton width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_BATTLEPEDIA/info-button-ufo.png - type: ExtendedPediaBackgroundPalGeoscape width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_GEOSCAPE/background-ufo.png - type: ExtendedPediaBackgroundPalGeoscape-InfoButton width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_GEOSCAPE/info-button-ufo.png - type: ExtendedPediaBackgroundPalUfopaedia width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_UFOPAEDIA/background-ufo.png - type: ExtendedPediaBackgroundPalUfopaedia-InfoButton width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/PAL_UFOPAEDIA/info-button-ufo.png - type: Pathfinding files: 0: Resources/Pathfinding/Pathfinding.png width: 384 height: 80 subX: 32 subY: 40 - type: Projectiles width: 105 height: 33 subX: 3 subY: 3 files: 0: Resources/BulletSprites/BulletSprites.png - type: TFTDReserve width: 59 height: 24 singleImage: true files: 0: Resources/UI/reserve.png - type: KneelButton width: 32 height: 32 subX: 32 subY: 16 files: 0: Resources/UI/kneelButton.png - type: InvCopy width: 32 height: 22 singleImage: true files: 0: Resources/UI/invcopy.png - type: InvCopyActive width: 32 height: 22 singleImage: true files: 0: Resources/UI/invcopy_active.png - type: InvPaste width: 32 height: 22 singleImage: true files: 0: Resources/UI/invpaste.png - type: InvPasteEmpty width: 32 height: 22 singleImage: true files: 0: Resources/UI/invpaste_empty.png - type: BIGOBS.PCK width: 64 height: 96 subX: 32 subY: 48 files: 58: Resources/Weapons/Terror.png - type: BIGOBS.PCK width: 32 height: 48 files: 57: Resources/Weapons/Zombie.png - type: GlobeMarkers width: 27 height: 3 subX: 3 subY: 3 files: 0: Resources/UI/globe_ufo.png - type: WpnActive width: 36 height: 52 singleImage: true files: 0: Resources/UI/WpnActive.png ================================================ FILE: bin/standard/xcom1/facilities.rul ================================================ facilities: - type: STR_ACCESS_LIFT spriteShape: 2 spriteFacility: 17 lift: true buildCost: 300000 buildTime: 1 monthlyCost: 4000 mapName: XBASE_00 - type: STR_LIVING_QUARTERS spriteShape: 1 spriteFacility: 18 buildCost: 400000 buildTime: 16 monthlyCost: 10000 personnel: 50 mapName: XBASE_01 - type: STR_LABORATORY spriteShape: 1 spriteFacility: 19 buildCost: 750000 buildTime: 26 monthlyCost: 30000 labs: 50 mapName: XBASE_02 - type: STR_WORKSHOP spriteShape: 1 spriteFacility: 20 buildCost: 800000 buildTime: 32 monthlyCost: 35000 workshops: 50 mapName: XBASE_03 - type: STR_SMALL_RADAR_SYSTEM spriteShape: 2 spriteFacility: 21 buildCost: 500000 buildTime: 12 monthlyCost: 10000 radarRange: 1695 radarChance: 10 mapName: XBASE_04 - type: STR_LARGE_RADAR_SYSTEM spriteShape: 1 spriteFacility: 22 buildCost: 800000 buildTime: 25 monthlyCost: 15000 radarRange: 2577 radarChance: 20 mapName: XBASE_05 - type: STR_MISSILE_DEFENSES spriteShape: 2 spriteFacility: 23 buildCost: 200000 buildTime: 16 monthlyCost: 5000 defense: 500 hitRatio: 50 fireSound: 5 hitSound: 10 mapName: XBASE_06 - type: STR_GENERAL_STORES spriteShape: 1 spriteFacility: 24 buildCost: 150000 buildTime: 10 monthlyCost: 5000 storage: 50 mapName: XBASE_07 - type: STR_ALIEN_CONTAINMENT spriteShape: 1 spriteFacility: 25 buildCost: 400000 buildTime: 18 monthlyCost: 15000 aliens: 10 mapName: XBASE_08 - type: STR_LASER_DEFENSES requires: - STR_LASER_DEFENSE spriteShape: 3 spriteFacility: 26 buildCost: 400000 buildTime: 24 monthlyCost: 10000 defense: 600 hitRatio: 60 fireSound: 8 hitSound: 10 mapName: XBASE_09 - type: STR_PLASMA_DEFENSES requires: - STR_PLASMA_DEFENSE spriteShape: 3 spriteFacility: 27 buildCost: 600000 buildTime: 34 monthlyCost: 12000 defense: 900 hitRatio: 70 fireSound: 9 hitSound: 10 mapName: XBASE_10 - type: STR_FUSION_BALL_DEFENSES requires: - STR_FUSION_DEFENSE spriteShape: 3 spriteFacility: 28 buildCost: 800000 buildTime: 34 monthlyCost: 14000 defense: 1200 hitRatio: 80 fireSound: 7 hitSound: 10 mapName: XBASE_11 - type: STR_GRAV_SHIELD requires: - STR_GRAV_SHIELD grav: true spriteShape: 2 spriteFacility: 29 buildCost: 1200000 buildTime: 38 monthlyCost: 15000 mapName: XBASE_12 - type: STR_MIND_SHIELD requires: - STR_MIND_SHIELD mind: true spriteShape: 2 spriteFacility: 30 buildCost: 1300000 buildTime: 33 monthlyCost: 5000 mapName: XBASE_13 - type: STR_PSIONIC_LABORATORY requires: - STR_PSI_LAB spriteShape: 1 spriteFacility: 31 buildCost: 750000 buildTime: 24 monthlyCost: 16000 psiLabs: 10 mapName: XBASE_14 - type: STR_HYPER_WAVE_DECODER requires: - STR_HYPER_WAVE_DECODER hyper: true spriteShape: 2 spriteFacility: 32 buildCost: 1400000 buildTime: 26 monthlyCost: 30000 radarRange: 2759 radarChance: 100 mapName: XBASE_15 - type: STR_HANGAR spriteShape: 9 spriteFacility: 9 size: 2 buildCost: 200000 buildTime: 25 monthlyCost: 25000 crafts: 1 storage: 5 #OXCE bonus because of change in handling craft storage storageTiles: [[-1, -1, -1]] mapName: XBASE_16 ================================================ FILE: bin/standard/xcom1/globe.rul ================================================ globe: data: GEODATA/WORLD.DAT oceanPalette: 12 countryColor: 239 cityColor: 138 baseColor: 133 lineColor: 162 polylines: - [68.125, -23.625, 71, -24.375, 69.5, -27, 70.375, -28.125, 70.75, -27.625, 74.625, -31, 74.125, -34.875, 77.875, -35.375, 79.125, -30.875, 80.875, -30.375, 80, -28.875, 87.75, -26.375, 88.25, -28, 88.875, -28.125, 89, -26.75, 91.875, -26.875, 91.625, -28, 96, -29.625, 97.125, -27.25, 92.625, -22.125, 92.375, -25, 89.875, -25.25, 89.625, -26.375, 88.375, -26.5, 88, -25.75, 89.125, -21.375] - [351.25, -41.625, 353.875, -41.625, 352.375, -37] - [358.25, -43.5, 0.625, -42.125, 3.25, -42.5] - [7.375, -43.625, 7, -45.875, 5.875, -46.25, 7.5, -47.5, 8.25, -48.875, 6.375, -49.5, 4.125, -49.875, 2.875, -50.75] - [7, -45.875, 8.5, 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-44.125] - [219, -69.625, 219, -60.375, 230, -56, 226.875, -54.375] - [242.875, -32.625, 253.625, -31.75, 256.75, -28.875, 258.625, -29.75, 261, -26.375, 263, -26.125] - [276.5, -41.75, 277.875, -43] - [275.375, -46.625, 276.625, -45.875] - [31.25, -69.875, 31.5, -62.875, 28.125, -60.25] - [28, -59.75, 28.125, -56.25, 32.625, -53.5, 31.75, -52.125, 40, -49.5, 38.125, -46.875] - [39.75, -43.75, 49.125, -41.875] - [49.375, -46.125, 47.625, -50.375, 60, -50.75, 61.375, -54.125, 68.875, -55.375, 76.875, -54.5, 80, -50.75, 88, -49.125, 98, -50, 98.875, -52.125, 110, -49.25, 116.75, -49.875, 119.25, -50, 120.125, -52.875, 125.875, -53, 127.875, -49.625, 134.5, -48.25, 133, -45, 131, -44.875, 130.625, -42.125, 124.25, -40] - [107.875, -21.5, 105.625, -23.375, 101.75, -21.25, 99.125, -22.125, 98.875, -24.25, 97.5, -24, 98.875, -27.375, 97.125, -27.25] - [91.625, -28, 88.875, -28.125] - [88.25, -28, 80.875, -30.375] - [77.875, -35.375, 73.375, -39.375, 80.5, -42.25, 80, -45, 82.5, -45.125, 82.875, -47.25, 85.75, -47.125, 86.375, -49.125, 88, -49.125, 90.625, -45.25, 96.25, -42.75, 105, -41.5, 112, -43.625, 112.125, -45, 119.875, -46.75, 115.75, -47.75, 116.75, -49.875] textures: - id: 0 terrain: - name: FOREST area: [0, 360, -90, 0] - name: JUNGLE area: [0, 360, 0, 90] - id: 1 terrain: - name: CULTA - id: 2 terrain: - name: CULTA - id: 3 terrain: - name: CULTA - id: 4 terrain: - name: CULTA - id: 5 terrain: - name: MOUNT - id: 6 terrain: - name: FOREST area: [0, 360, -90, 0] - name: JUNGLE area: [0, 360, 0, 90] - id: 7 terrain: - name: DESERT - id: 8 terrain: - name: DESERT - id: 9 terrain: - name: POLAR - id: 10 terrain: - name: FOREST area: [0, 360, -90, 0] - name: JUNGLE area: [0, 360, 0, 90] - id: 11 terrain: - name: FOREST area: [0, 360, -90, 0] - name: JUNGLE area: [0, 360, 0, 90] - id: 12 terrain: - name: POLAR - id: -1 deployments: STR_TERROR_MISSION: 100 ================================================ FILE: bin/standard/xcom1/interfaces.rul ================================================ interfaces: - type: mainMenu backgroundImage: BACK01.SCR music: GMSTORY elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: text color: 138 # yellow - id: button color: 133 # minty green - id: battlescapeTheme color: -1 color2: -1 border: 0 - type: tests backgroundImage: BACK05.SCR elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: heading color: 239 # bright green - id: text color: 138 # yellow - id: frames color: 239 # bright green - id: button1 color: 239 # bright green - id: button2 color: 133 # minty green - type: newBattleMenu backgroundImage: BACK01.SCR elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: heading color: 239 # bright green - id: text color: 138 # yellow - id: frames color: 239 # bright green - id: button1 color: 239 # bright green - id: button2 color: 133 # minty green - id: list color: 133 # minty green color2: 138 # yellow border: 239 # bright green - type: newGameMenu backgroundImage: BACK01.SCR elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: text color: 138 # yellow - id: ironman color: 138 # yellow - id: button color: 133 # minty green - type: endGameStatistics backgroundImage: BACK01.SCR elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: text color: 239 # bright green color2: 138 # yellow - id: list color: 138 # yellow color2: 133 # minty green border: 133 # minty green - id: button color: 133 # minty green - type: optionsMenu backgroundImage: BACK01.SCR elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: tooltip color: 133 # minty green color2: 138 # yellow - id: button color: 133 # minty green - id: confirmDefaults color: 138 # yellow - id: confirmVideo color: 239 # bright green - type: videoMenu elements: - id: text color: 138 # yellow - id: resolution color: 239 # bright green - id: button color: 239 # bright green - type: audioMenu elements: - id: text color: 138 # yellow - id: button color: 239 # bright green - type: controlsMenu elements: - id: button color: 239 # bright green - id: optionLists color: 138 # yellow color2: 239 # bright green border: 133 # minty green - type: geoscapeMenu elements: - id: text color: 138 # yellow - id: button color: 239 # bright green - type: battlescapeMenu elements: - id: text color: 138 # yellow - id: button color: 239 # bright green - type: advancedMenu elements: - id: button color: 239 # bright green - id: optionLists color: 138 # yellow color2: 239 # bright green border: 133 # minty green - id: disabledUserOption color: 100 # grey - type: foldersMenu elements: - id: text1 color: 239 # bright green - id: text2 color: 138 # yellow - type: modsMenu backgroundImage: BACK01.SCR elements: - id: palette color: 0 # brown - id: window color: 133 # minty green - id: optionLists color: 138 # yellow border: 133 # minty green - id: text color: 138 # yellow - id: tooltip color: 133 # minty green - id: button1 color: 239 # bright green - id: button2 color: 133 # minty green - type: modsWindow elements: - id: palette color: 0 # brown - id: window color: 239 # bright green - id: heading color: 239 # bright green - id: text color: 138 # yellow - id: button1 color: 239 # bright green - id: button2 color: 133 # minty green - type: saveMenus backgroundImage: BACK01.SCR elements: - id: palette color: 6 # oxide - id: window color: 133 # minty green - id: text color: 239 # bright green color2: 138 # yellow - id: list color: 138 # yellow color2: 133 # minty green border: 133 # minty green - id: button color: 133 # minty green - id: confirmLoad color: 239 # bright green - id: confirmDelete color: 138 # yellow - type: pauseMenu backgroundImage: BACK01.SCR elements: - id: palette color: 0 # brown - id: window color: 239 # bright green - id: text color: 239 # bright green - id: button color: 239 # bright green - type: noteMenu 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white border: 213 # gold - id: button color: 213 # gold - type: soldierRank backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 # green - id: window color: 218 # blue - id: text color: 213 # gold - id: list color: 208 # white color2: 246 # purple border: 213 # gold - id: button color: 213 # gold - type: soldierAvatar backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 # green - id: window color: 218 # blue - id: text color: 213 # gold - id: list color: 208 # white border: 213 # gold - id: button color: 213 # gold - type: soldierDiaryLight backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 # green - id: window color: 218 # blue - id: text color: 213 # gold - id: list color: 208 # white border: 213 # gold - id: button color: 213 # gold - type: soldierBonus backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 # green - id: window color: 218 # blue - id: text color: 213 # gold - id: list color: 208 # white border: 213 # gold - id: button color: 213 # gold - type: soldierMemorial backgroundImage: BACK02.SCR music: GMLOSE palette: PAL_BASESCAPE elements: - id: palette color: 7 # violet - id: window color: 218 # blue - id: text color: 218 # blue color2: 208 # white - id: list color: 246 # purple color2: 218 # blue border: 218 # blue - id: button color: 218 # blue - type: soldierDiary backgroundImage: BACK02.SCR palette: PAL_BASESCAPE elements: - id: palette color: 7 # violet - id: window color: 241 # pink - id: text1 color: 218 # blue - id: text2 color: 241 # pink color2: 218 # blue - id: text3 color: 218 # blue - id: list color: 218 # blue color2: 241 # pink border: 241 # pink - id: button color: 246 # purple - type: soldierDiaryPerformance backgroundImage: BACK02.SCR palette: PAL_BASESCAPE elements: - id: palette color: 7 # violet - id: window color: 241 # pink - id: text1 color: 218 # blue - id: text2 color: 241 # pink color2: 218 # blue - id: list color: 218 # blue color2: 241 # pink border: 241 # pink - id: button color: 246 # purple - type: soldierDiaryMission backgroundImage: BACK16.SCR palette: PAL_BASESCAPE elements: - id: palette color: 1 # burgundy - id: window color: 218 # blue - id: text color: 213 # gold color2: 208 # white - id: list color: 208 # white border: 213 # gold - id: button color: 213 # gold - type: craftEquipment backgroundImage: BACK04.SCR palette: PAL_BASESCAPE elements: - id: palette color: 2 # orange - id: window color: 241 # pink - id: text color: 241 # pink color2: 208 # white - id: button color: 241 # pink - id: button2 color: 218 # blue - id: touchButton color: 218 # blue - id: list color: 218 # blue color2: 208 # white border: 241 # pink - id: ammoColor color: 246 # purple - id: errorPalette color: 2 # orange - id: errorMessage color: 241 # pink - type: craftEquipmentSave backgroundImage: BACK04.SCR parent: craftEquipment elements: - id: window color: 241 # pink - id: text color: 241 # pink color2: 208 # white - id: button color: 241 # pink - id: list color: 218 # blue color2: 208 # white border: 241 # pink - type: craftEquipmentLoad backgroundImage: BACK04.SCR parent: craftEquipment elements: - id: window color: 241 # pink - id: text color: 241 # pink color2: 208 # white - id: button color: 241 # pink - id: list color: 218 # blue color2: 208 # white border: 241 # pink - type: craftArmor backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 # aqua - id: window color: 218 # blue - id: text color: 218 # blue - id: button color: 218 # blue - id: button2 color: 241 # pink - id: touchButton color: 241 # pink - id: list color: 218 # blue color2: 208 # white - id: otherCraft color: 246 # purple - type: craftInfo backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 3 # pink - id: window color: 218 # blue - id: text1 color: 218 # blue color2: 208 # white - id: text2 color: 213 # gold - id: text3 color: 218 # blue color2: 213 # gold - id: button color: 218 # blue - type: craftWeapons backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 # aqua - id: window color: 246 # purple - id: text color: 246 # purple color2: 218 # blue - id: list color: 218 # blue - id: button color: 246 # purple - id: errorPalette color: 4 # aqua - id: errorMessage color: 246 # purple - type: craftSoldiers backgroundImage: BACK02.SCR palette: PAL_BASESCAPE elements: - id: palette color: 2 # orange - id: window color: 246 # purple - id: text color: 246 # purple color2: 208 # white - id: list color: 218 # blue color2: 208 # white border: 246 # purple - id: button color: 218 # blue - id: button2 color: 241 # pink - id: touchButton color: 241 # pink - id: otherCraft color: 246 # purple - type: craftPilots backgroundImage: BACK02.SCR palette: PAL_BASESCAPE elements: - id: palette color: 6 # oxide - id: window color: 241 # pink - id: text1 color: 241 # pink color2: 218 # blue - id: text2 color: 208 # white - id: list color: 218 # blue - id: button color: 241 # pink - type: craftPilotsSelect backgroundImage: BACK02.SCR parent: craftPilots elements: - id: window color: 241 # pink - id: text1 color: 241 # pink color2: 218 # blue - id: text2 color: 208 # white - id: list color: 218 # blue - id: button color: 241 # pink - type: craftSelect backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 3 # pink - id: window color: 241 # pink - id: text color: 241 # pink - id: list color: 218 # blue border: 241 # pink - id: button color: 218 # blue - id: errorPalette color: 0 # brown - id: errorMessage color: 241 # pink - type: basescape palette: PAL_BASESCAPE elements: - id: button color: 213 # gold - id: text1 color: 241 # pink - id: text2 color: 246 # purple - id: text3 color: 218 # blue - id: textTooltip color: 218 # blue - id: baseView color: 213 # gold (time remaining) color2: 16 # orange (selector color) - id: trafficLights color: 32 # red color2: 144 # yellow border: 48 # green TFTDMode: false - id: errorPalette color: 6 # oxide - id: errorMessage color: 241 # pink - id: miniBase color: 48 # green color2: 32 # red border: 218 # blue - type: battlescape palette: PAL_BATTLESCAPE elements: - id: textLoad color: 15 - id: textName color: 128 - id: numTUs color: 64 - id: numEnergy color: 16 - id: numHealth color: 32 - id: numMorale color: 192 - id: barTUs color: 64 - id: barEnergy color: 16 - id: barHealth color: 32 color2: 82 - id: barMorale color: 192 - id: barMana color: 208 - id: numAmmoLeft color: 2 - id: numAmmoRight color: 2 - id: textTooltip color: -1 - id: buttonReserveNone color: 67 - id: buttonReserveSnap color: 35 - id: buttonReserveAimed color: 35 - id: buttonReserveAuto color: 35 - id: buttonReserveKneel color: 35 - id: buttonZeroTUs color: 35 - id: infoBoxOK color: 15 color2: 27 border: 20 - id: infoBoxOKButton color: 15 - id: infoBox color: -1 color2: 10 border: 2 - id: infoBoxText color: -1 color2: 14 border: 2 - id: grenadeMenu color: 15 color2: 27 border: 20 # The usage of the following is hard-coded, these ones MUST be defined - id: visibleUnits pos: [300, -16] color: 16 - id: squadsightUnits color: 54 - id: woundedUnits color: 134 - id: passingOutUnits color: 198 - id: icons size: [320, 56] - id: numLayers color: 15 - id: warning color: 16 color2: 32 - id: messageWindows color: -1 color2: 14 border: 7 - id: thinkingProgressBar color: 33 color2: 65 border: 1 - id: optionLists color: -1 color2: 14 border: -1 - id: disabledUserOption color: 238 - id: messageWindowButtons color: -1 - id: messageWindowBorder color: -1 - id: actionMenu color: -1 color2: 14 border: 3 - id: grenadeBackground color: 24 color2: 28 border: 15 - id: medikitRed color: 2 - id: medikitGreen color: 4 - id: medikitBlue color: 13 - id: medikitOrange color: 6 - id: twoHandedRed color: 36 - id: twoHandedGreen color: 52 - type: briefing elements: - id: window color: 239 - id: button color: 133 color2: 133 - id: text color: 133 - type: inventory elements: - id: textSlot color: 64 color2: 16 pos: [65, 95] size: [70, 9] - id: textName color: 64 - id: textTUs color: 64 color2: 16 - id: textWeight color: 64 color2: 16 - id: textStatLine1 custom: 1 color: 64 color2: 16 - id: textStatLine2 custom: 2 color: 64 color2: 16 - id: textStatLine3 custom: 3 color: 64 color2: 16 - id: textStatLine4 custom: 4 color: 64 color2: 16 - id: textItem color: 48 color2: 16 - id: textAmmo color: 64 color2: 16 # required - id: textSlots color: 63 - id: weight color: 16 # gold (acceptable) color2: 32 # red (overweight) - id: grid color: 8 - id: numStack color: 66 color2: 32 - type: stats elements: - id: numMaxHealth color: 144 pos: [278, 0] # only X counts, Y is ignored (because it's dynamic) custom: 2 # 0 + 1(=show also when current hp is equal to max hp) + 2(=show '/' prefix) - id: textName color: 64 - id: barTUs color: 64 - id: barEnergy color: 144 - id: barHealth color: 32 color2: 82 - id: barWounds color: 32 - id: barBravery color: 192 - id: barMorale color: 192 - id: barReactions color: 144 - id: barFiring color: 128 - id: barThrowing color: 96 - id: barMelee color: 224 - id: barStrength color: 48 - id: barMana color: 128 - id: barPsiStrength color: 192 - id: barPsiSkill color: 192 - id: barFrontArmor color: 80 - id: barLeftArmor color: 80 - id: barRightArmor color: 80 - id: barRearArmor color: 80 - id: barUnderArmor color: 80 - id: button color: 64 # required - id: text color: 48 color2: 144 - type: minimap elements: # required - id: textLevel color: 64 - id: emptySpace color: 260 - type: medikit elements: - id: numPK color: 16 - id: numStim color: 16 - id: numHeal color: 16 - id: textPart color: 32 - id: numWounds color: 32 - id: buttonEnd pos: [220, 140] size: [20, 20] - type: systemMenu elements: - id: text color: 138 # yellow - id: button color: 239 # bright green - type: articleUnit elements: - id: button color: 80 # light grey, 239 = grey - id: title color: 244 # light blue color2: 239 # grey - id: text color: 239 # grey color2: 244 # light blue - id: list color: 244 # light blue color2: 239 # grey - type: articleSoldier elements: - id: button color: 80 # light grey, 239 = grey - id: title color: 244 # light blue color2: 239 # grey - id: text color: 239 # grey color2: 244 # light blue - id: list color: 244 # light blue color2: 239 # grey - type: articleText elements: - id: button color: 80 # very light grey - id: title color: 244 # light blue - id: text color: 239 # grey color2: 244 # light blue - type: articleTextImage elements: - id: button color: 83 # light grey - id: title color: 244 # light blue - id: text color: 239 # grey color2: 244 # light blue - type: articleArmor elements: - id: button color: 15 # orange - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - type: articleCraftWeapon elements: - id: button color: 16 # orange - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - type: articleItem elements: - id: button color: 144 # orange - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - id: ammoColor color: 32 # red #- id: ammoColorDTNone # color: 32 # red #- id: ammoColorDTAP # color: 32 # red #- id: ammoColorDTIN # color: 32 # red #- id: ammoColorDTHE # color: 32 # red #- id: ammoColorDTLaser # color: 32 # red #- id: ammoColorDTPlasma # color: 32 # red #- id: ammoColorDTStun # color: 32 # red #- id: ammoColorDTMelee # color: 32 # red #- id: ammoColorDTAcid # color: 32 # red #- id: ammoColorDTSmoke # color: 32 # red #- id: ammoColorDT10 # color: 32 # red #- id: ammoColorDT11 # color: 32 # red #- id: ammoColorDT12 # color: 32 # red #- id: ammoColorDT13 # color: 32 # red #- id: ammoColorDT14 # color: 32 # red #- id: ammoColorDT15 # color: 32 # red #- id: ammoColorDT16 # color: 32 # red #- id: ammoColorDT17 # color: 32 # red #- id: ammoColorDT18 # color: 32 # red #- id: ammoColorDT19 # color: 32 # red - type: articleTFTD palette: PAL_UFOPAEDIA backgroundImage: ExtendedPediaBackgroundPalUfopaedia elements: - id: button color: 239 # grey (was 83: light grey) - id: text color: 239 # grey color2: 244 # turquoise - id: list color: 239 # grey color2: 244 # turquoise - type: articleCraftTFTD palette: PAL_UFOPAEDIA backgroundImage: ExtendedPediaBackgroundPalUfopaedia elements: - id: button color: 239 # grey - id: text color: 239 # grey color2: 244 # turquoise - id: list color: 239 # grey color2: 244 # turquoise - type: articleCraftWeaponTFTD palette: PAL_BATTLEPEDIA backgroundImage: ExtendedPediaBackgroundPalBattlepedia elements: - id: button color: 144 # orange (was 16: orange) - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - type: articleVehicleTFTD palette: PAL_BATTLEPEDIA backgroundImage: ExtendedPediaBackgroundPalBattlepedia elements: - id: button color: 144 # orange (in vanilla PAL_UFOPAEDIA was used! but PAL_BATTLEPEDIA allows for pictures to be reused for inventory) - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - type: articleItemTFTD palette: PAL_BATTLEPEDIA backgroundImage: ExtendedPediaBackgroundPalBattlepedia elements: - id: button color: 144 # orange - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - id: ammoColor color: 32 # red - type: articleArmorTFTD palette: PAL_BATTLEPEDIA backgroundImage: ExtendedPediaBackgroundPalBattlepedia elements: - id: button color: 144 # orange (was 15: orange) - id: text color: 239 # grey color2: 244 # light blue - id: list color: 239 # grey color2: 244 # light blue - type: articleBaseFacilityTFTD palette: PAL_BASESCAPE backgroundImage: ExtendedPediaBackgroundPalBasescape elements: - id: button color: 208 # white - id: text color: 208 # white color2: 218 # blue - id: list color: 208 # white color2: 218 # blue - type: articleUsoTFTD palette: PAL_GEOSCAPE backgroundImage: ExtendedPediaBackgroundPalGeoscape elements: - id: button color: 133 # minty green - id: text color: 133 # minty green color2: 138 # yellow - id: list color: 133 # minty green color2: 138 # yellow - type: statsForNerds backgroundImage: BACK05.SCR palette: PAL_BASESCAPE elements: - id: palette color: 1 # burgundy - id: window color: 218 # blue - id: text color: 218 # blue color2: 208 # white - id: list color: 246 # purple color2: 241 # pink border: 218 # blue - id: listExtended color: 208 # white color2: 213 # gold - id: button color: 246 # purple - id: comboBox color: 241 # pink - type: soldierTransformation backgroundImage: BACK02.SCR palette: PAL_BASESCAPE elements: - id: palette color: 2 # orange - id: window color: 241 # pink - id: text color: 218 # blue color2: 208 # white - id: list1 color: 246 # purple color2: 208 # white border: 218 # blue - id: list2 color: 218 # blue color2: 208 # white border: 218 # blue - id: button color: 218 # blue - type: transformationList backgroundImage: BACK02.SCR palette: PAL_BASESCAPE elements: - id: palette color: 2 # orange - id: window color: 241 # pink - id: text1 color: 218 # blue - id: text2 color: 241 # pink - id: list color: 246 # purple border: 241 # pink - id: button color: 218 # blue - id: button2 color: 241 # pink ================================================ FILE: bin/standard/xcom1/inventories.rul ================================================ invs: - id: STR_GROUND x: 0 y: 152 type: 2 costs: STR_BACK_PACK: 20 STR_BELT: 12 STR_LEFT_HAND: 8 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 12 STR_RIGHT_HAND: 8 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 12 - id: STR_RIGHT_HAND x: 0 y: 63 type: 1 costs: STR_BACK_PACK: 14 STR_BELT: 8 STR_GROUND: 2 STR_LEFT_HAND: 4 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 10 STR_RIGHT_LEG: 8 STR_RIGHT_SHOULDER: 10 - id: STR_LEFT_HAND x: 128 y: 63 type: 1 costs: STR_BACK_PACK: 14 STR_BELT: 8 STR_GROUND: 2 STR_LEFT_LEG: 8 STR_LEFT_SHOULDER: 10 STR_RIGHT_HAND: 4 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 10 - id: STR_BELT x: 192 y: 104 slots: - [0, 0] - [1, 0] - [2, 0] - [3, 0] - [0, 1] - [3, 1] costs: STR_BACK_PACK: 16 STR_GROUND: 6 STR_LEFT_HAND: 4 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 12 STR_RIGHT_HAND: 4 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 12 - id: STR_RIGHT_LEG x: 0 y: 120 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 18 STR_BELT: 10 STR_GROUND: 6 STR_LEFT_HAND: 6 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 10 STR_RIGHT_HAND: 4 STR_RIGHT_SHOULDER: 10 - id: STR_LEFT_LEG x: 128 y: 120 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 18 STR_BELT: 10 STR_GROUND: 6 STR_LEFT_HAND: 4 STR_LEFT_SHOULDER: 10 STR_RIGHT_HAND: 6 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 10 - id: STR_RIGHT_SHOULDER x: 16 y: 37 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 16 STR_BELT: 10 STR_GROUND: 4 STR_LEFT_HAND: 3 STR_LEFT_LEG: 12 STR_LEFT_SHOULDER: 8 STR_RIGHT_HAND: 3 STR_RIGHT_LEG: 12 - id: STR_LEFT_SHOULDER x: 112 y: 37 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 16 STR_BELT: 10 STR_GROUND: 4 STR_LEFT_HAND: 3 STR_LEFT_LEG: 12 STR_RIGHT_HAND: 3 STR_RIGHT_LEG: 12 STR_RIGHT_SHOULDER: 8 - id: STR_BACK_PACK x: 192 y: 37 slots: - [0, 0] - [1, 0] - [2, 0] - [0, 1] - [1, 1] - [2, 1] - [0, 2] - [1, 2] - [2, 2] costs: STR_BELT: 12 STR_GROUND: 10 STR_LEFT_HAND: 8 STR_LEFT_LEG: 16 STR_LEFT_SHOULDER: 14 STR_RIGHT_HAND: 8 STR_RIGHT_LEG: 16 STR_RIGHT_SHOULDER: 14 ================================================ FILE: bin/standard/xcom1/items.rul ================================================ items: - type: STR_STINGRAY_LAUNCHER size: 0.8 costBuy: 16000 costSell: 12000 transferTime: 48 - type: STR_STINGRAY_MISSILES size: 0.4 costBuy: 3000 costSell: 2400 transferTime: 48 clipSize: 1 - type: STR_AVALANCHE_LAUNCHER size: 1 costBuy: 17000 costSell: 12750 transferTime: 48 - type: STR_AVALANCHE_MISSILES size: 1.5 costBuy: 9000 costSell: 7200 transferTime: 48 clipSize: 1 - type: STR_CANNON size: 1.5 costBuy: 30000 costSell: 22500 transferTime: 48 - type: STR_CANNON_ROUNDS_X50 size: 0.1 costBuy: 1240 costSell: 1012 transferTime: 96 clipSize: 50 - type: STR_FUSION_BALL_LAUNCHER size: 2.0 costSell: 281000 transferTime: 48 - type: STR_FUSION_BALL size: 0.6 costSell: 53300 transferTime: 48 clipSize: 1 - type: STR_LASER_CANNON size: 2.0 costSell: 211000 transferTime: 48 - type: STR_PLASMA_BEAM size: 1.2 costSell: 267300 transferTime: 48 - type: STR_TANK_CANNON size: 6 costBuy: 420000 costSell: 340000 transferTime: 96 weight: 1 bigSprite: 43 floorSprite: 0 handSprite: 0 bulletSprite: 4 fireSound: 12 compatibleAmmo: - STR_HWP_CANNON_SHELLS accuracySnap: 60 accuracyAimed: 90 tuSnap: 33 tuAimed: 80 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 turretType: 0 - type: STR_HWP_CANNON_SHELLS size: 0.1 costBuy: 200 costSell: 100 transferTime: 48 weight: 1 hitSound: 13 hitAnimation: 26 power: 60 damageType: 1 clipSize: 30 battleType: 2 - type: STR_TANK_ROCKET_LAUNCHER size: 6 costBuy: 480000 costSell: 360000 transferTime: 96 weight: 1 bigSprite: 42 floorSprite: 0 handSprite: 0 bulletSprite: 0 fireSound: 52 compatibleAmmo: - STR_HWP_ROCKETS accuracySnap: 55 accuracyAimed: 115 tuSnap: 45 tuAimed: 75 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 turretType: 1 - type: STR_HWP_ROCKETS size: 0.6 costBuy: 3000 costSell: 2250 transferTime: 48 weight: 1 hitSound: 0 hitAnimation: 0 power: 85 damageType: 3 clipSize: 8 battleType: 2 - type: STR_TANK_LASER_CANNON size: 6 costSell: 594000 transferTime: 96 weight: 1 bigSprite: 54 floorSprite: 0 handSprite: 0 bulletSprite: 5 fireSound: 11 hitSound: 19 hitAnimation: 36 power: 110 damageType: 4 accuracySnap: 50 accuracyAimed: 85 tuSnap: 33 tuAimed: 75 battleType: 1 fixedWeapon: true clipSize: -1 invWidth: 2 invHeight: 3 turretType: 2 - type: STR_HOVERTANK_PLASMA size: 6 costSell: 980000 transferTime: 96 weight: 1 bigSprite: 40 floorSprite: 0 handSprite: 0 bulletSprite: 8 fireSound: 18 hitSound: 19 power: 110 damageType: 5 hitAnimation: 46 accuracySnap: 85 accuracyAimed: 100 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true clipSize: -1 invWidth: 2 invHeight: 3 turretType: 3 - type: STR_HOVERTANK_LAUNCHER size: 6 costSell: 1043000 transferTime: 96 weight: 1 bigSprite: 40 floorSprite: 0 handSprite: 0 bulletSprite: 10 fireSound: 53 compatibleAmmo: - STR_HWP_FUSION_BOMB accuracyAimed: 100 tuAimed: 66 battleType: 1 fixedWeapon: true waypoints: 9 invWidth: 2 invHeight: 3 turretType: 4 - type: STR_HWP_FUSION_BOMB size: 0.6 costSell: 31500 transferTime: 48 weight: 1 hitSound: 0 hitAnimation: 0 power: 140 damageType: 3 clipSize: 8 battleType: 2 blastRadius: 11 - type: STR_PISTOL size: 0.1 costBuy: 800 costSell: 600 weight: 5 bigSprite: 3 floorSprite: 3 handSprite: 96 bulletSprite: 1 fireSound: 4 compatibleAmmo: - STR_PISTOL_CLIP accuracySnap: 60 accuracyAimed: 78 tuSnap: 18 tuAimed: 30 battleType: 1 invWidth: 1 invHeight: 2 - type: STR_PISTOL_CLIP size: 0.1 costBuy: 70 costSell: 52 weight: 3 bigSprite: 4 floorSprite: 4 hitSound: 22 hitAnimation: 26 power: 26 damageType: 1 clipSize: 12 battleType: 2 armor: 12 - type: STR_RIFLE size: 0.2 costBuy: 3000 costSell: 2250 weight: 8 bigSprite: 1 floorSprite: 1 handSprite: 0 bulletSprite: 2 fireSound: 4 compatibleAmmo: - STR_RIFLE_CLIP accuracyAuto: 35 accuracySnap: 60 accuracyAimed: 110 tuAuto: 35 tuSnap: 25 tuAimed: 80 battleType: 1 twoHanded: true invWidth: 1 invHeight: 3 - type: STR_RIFLE_CLIP size: 0.1 costBuy: 200 costSell: 150 weight: 3 bigSprite: 2 floorSprite: 2 hitSound: 22 hitAnimation: 26 power: 30 damageType: 1 clipSize: 20 battleType: 2 - type: STR_HEAVY_CANNON size: 0.3 costBuy: 6400 costSell: 4800 weight: 18 bigSprite: 11 floorSprite: 11 handSprite: 24 bulletSprite: 4 fireSound: 12 compatibleAmmo: - STR_HC_AP_AMMO - STR_HC_HE_AMMO - STR_HC_I_AMMO accuracySnap: 60 accuracyAimed: 90 tuSnap: 33 tuAimed: 80 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 - type: STR_HC_AP_AMMO size: 0.1 costBuy: 300 costSell: 225 weight: 6 bigSprite: 12 floorSprite: 12 hitSound: 13 hitAnimation: 26 power: 56 damageType: 1 clipSize: 6 battleType: 2 invWidth: 2 invHeight: 1 - type: STR_HC_HE_AMMO size: 0.1 costBuy: 500 costSell: 275 weight: 6 bigSprite: 13 floorSprite: 13 hitSound: 0 hitAnimation: 0 power: 52 damageType: 3 clipSize: 6 battleType: 2 invWidth: 2 invHeight: 1 - type: STR_HC_I_AMMO size: 0.1 costBuy: 400 costSell: 300 weight: 6 bigSprite: 14 floorSprite: 14 hitSound: 0 hitAnimation: 0 power: 60 damageType: 2 clipSize: 6 battleType: 2 invWidth: 2 invHeight: 1 - type: STR_AUTO_CANNON size: 0.3 costBuy: 13500 costSell: 10125 weight: 19 bigSprite: 7 floorSprite: 7 handSprite: 32 bulletSprite: 3 fireSound: 12 compatibleAmmo: - STR_AC_AP_AMMO - STR_AC_HE_AMMO - STR_AC_I_AMMO accuracyAuto: 32 accuracySnap: 56 accuracyAimed: 82 tuAuto: 40 tuSnap: 33 tuAimed: 80 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 - type: STR_AC_AP_AMMO size: 0.1 costBuy: 500 costSell: 400 weight: 5 bigSprite: 8 floorSprite: 8 hitSound: 13 hitAnimation: 26 power: 42 damageType: 1 clipSize: 14 battleType: 2 invWidth: 2 invHeight: 1 - type: STR_AC_HE_AMMO size: 0.1 costBuy: 700 costSell: 560 weight: 5 bigSprite: 9 floorSprite: 9 hitSound: 0 hitAnimation: 0 power: 44 damageType: 3 clipSize: 14 battleType: 2 invWidth: 2 invHeight: 1 - type: STR_AC_I_AMMO size: 0.1 costBuy: 650 costSell: 520 weight: 5 bigSprite: 10 floorSprite: 10 hitSound: 0 hitAnimation: 0 power: 48 damageType: 2 clipSize: 14 battleType: 2 invWidth: 2 invHeight: 1 - type: STR_ROCKET_LAUNCHER size: 0.4 costBuy: 4000 costSell: 3000 weight: 10 bigSprite: 15 floorSprite: 15 handSprite: 72 bulletSprite: 0 fireSound: 52 compatibleAmmo: - STR_SMALL_ROCKET - STR_LARGE_ROCKET - STR_INCENDIARY_ROCKET accuracySnap: 55 accuracyAimed: 115 tuSnap: 45 tuAimed: 75 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 - type: STR_SMALL_ROCKET size: 0.2 costBuy: 600 costSell: 480 weight: 6 bigSprite: 16 floorSprite: 16 hitSound: 0 hitAnimation: 0 power: 75 damageType: 3 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 3 - type: STR_LARGE_ROCKET size: 0.2 costBuy: 900 costSell: 720 weight: 8 bigSprite: 17 floorSprite: 17 hitSound: 0 hitAnimation: 0 power: 100 damageType: 3 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 3 - type: STR_INCENDIARY_ROCKET size: 0.2 costBuy: 1200 costSell: 960 weight: 8 bigSprite: 18 floorSprite: 18 hitSound: 0 hitAnimation: 0 power: 90 damageType: 2 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 3 - type: STR_LASER_PISTOL size: 0.1 costSell: 20000 weight: 7 bigSprite: 5 floorSprite: 5 handSprite: 112 bulletSprite: 5 fireSound: 11 hitSound: 19 hitAnimation: 36 power: 46 damageType: 4 accuracyAuto: 28 accuracySnap: 40 accuracyAimed: 68 tuAuto: 25 tuSnap: 20 tuAimed: 55 clipSize: -1 battleType: 1 invWidth: 1 invHeight: 2 - type: STR_LASER_RIFLE size: 0.2 costSell: 36900 weight: 8 bigSprite: 0 floorSprite: 0 handSprite: 8 bulletSprite: 6 fireSound: 11 hitSound: 19 hitAnimation: 36 power: 60 damageType: 4 accuracyAuto: 46 accuracySnap: 65 accuracyAimed: 100 tuAuto: 34 tuSnap: 25 tuAimed: 50 clipSize: -1 battleType: 1 twoHanded: true invWidth: 1 invHeight: 3 - type: STR_HEAVY_LASER size: 0.3 costSell: 61000 weight: 18 bigSprite: 6 floorSprite: 6 handSprite: 16 bulletSprite: 7 fireSound: 11 hitSound: 19 hitAnimation: 36 power: 85 damageType: 4 accuracySnap: 50 accuracyAimed: 84 tuSnap: 33 tuAimed: 75 clipSize: -1 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 - type: STR_GRENADE size: 0.1 costBuy: 300 costSell: 240 weight: 3 bigSprite: 19 floorSprite: 19 power: 50 damageType: 3 battleType: 4 blastRadius: 5 - type: STR_SMOKE_GRENADE size: 0.1 costBuy: 150 costSell: 120 weight: 3 bigSprite: 20 floorSprite: 20 power: 60 damageType: 9 battleType: 4 blastRadius: 5 - type: STR_PROXIMITY_GRENADE size: 0.1 costBuy: 500 costSell: 400 weight: 3 bigSprite: 21 floorSprite: 21 power: 70 damageType: 3 battleType: 5 blastRadius: 5 - type: STR_HIGH_EXPLOSIVE size: 0.2 costBuy: 1500 costSell: 1200 weight: 6 bigSprite: 22 floorSprite: 22 power: 110 damageType: 3 battleType: 4 invWidth: 2 invHeight: 1 blastRadius: 5 - type: STR_MOTION_SCANNER size: 0.1 costSell: 45600 weight: 3 bigSprite: 23 floorSprite: 23 battleType: 7 tuUse: 25 - type: STR_MEDI_KIT size: 0.1 costSell: 46500 weight: 5 bigSprite: 24 floorSprite: 24 battleType: 6 invWidth: 1 invHeight: 2 painKiller: 10 heal: 10 stimulant: 10 woundRecovery: 1 healthRecovery: 3 stunRecovery: 4 energyRecovery: 10 tuUse: 10 flatRate: true - type: STR_PSI_AMP requires: - STR_PSI_AMP size: 0.1 costSell: 194700 weight: 10 bigSprite: 33 floorSprite: 32 handSprite: 88 hitSound: 36 battleType: 9 twoHanded: true invWidth: 1 invHeight: 3 tuUse: 25 flatRate: true - type: STR_STUN_ROD size: 0.1 costBuy: 1260 costSell: 945 weight: 6 bigSprite: 26 floorSprite: 26 handSprite: 80 meleeSound: 54 power: 65 damageType: 6 accuracyMelee: 100 tuMelee: 30 battleType: 3 twoHanded: true invWidth: 1 invHeight: 3 skillApplied: false clipSize: -1 - type: STR_ELECTRO_FLARE size: 0.1 costBuy: 60 costSell: 40 weight: 3 bigSprite: 55 floorSprite: 72 power: 15 battleType: 10 armor: 8 - type: STR_CORPSE weight: 22 bigSprite: 45 floorSprite: 39 invWidth: 2 invHeight: 3 battleType: 11 recover: false - type: STR_CORPSE_ARMOR name: STR_CORPSE weight: 24 bigSprite: 28 floorSprite: 40 invWidth: 2 invHeight: 3 armor: 30 battleType: 11 recover: false - type: STR_CORPSE_SUIT name: STR_CORPSE weight: 26 bigSprite: 44 floorSprite: 41 invWidth: 2 invHeight: 3 armor: 40 battleType: 11 recover: false - type: STR_HEAVY_PLASMA requires: - STR_HEAVY_PLASMA size: 0.2 costSell: 171600 weight: 8 bigSprite: 30 floorSprite: 29 handSprite: 40 bulletSprite: 8 fireSound: 18 compatibleAmmo: - STR_HEAVY_PLASMA_CLIP accuracyAuto: 50 accuracySnap: 75 accuracyAimed: 110 tuAuto: 35 tuSnap: 30 tuAimed: 60 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 recoveryPoints: 5 armor: 50 - type: STR_HEAVY_PLASMA_CLIP requires: - STR_HEAVY_PLASMA_CLIP size: 0.3 costSell: 9590 weight: 3 bigSprite: 25 floorSprite: 33 hitSound: 19 hitAnimation: 46 power: 115 damageType: 5 clipSize: 35 battleType: 2 recoveryPoints: 1 - type: STR_PLASMA_RIFLE requires: - STR_PLASMA_RIFLE size: 0.2 costSell: 126500 weight: 5 bigSprite: 31 floorSprite: 30 handSprite: 48 bulletSprite: 8 fireSound: 18 compatibleAmmo: - STR_PLASMA_RIFLE_CLIP accuracyAuto: 55 accuracySnap: 86 accuracyAimed: 100 tuAuto: 36 tuSnap: 30 tuAimed: 60 battleType: 1 twoHanded: true invWidth: 1 invHeight: 3 recoveryPoints: 4 armor: 50 - type: STR_PLASMA_RIFLE_CLIP requires: - STR_PLASMA_RIFLE_CLIP size: 0.1 costSell: 6290 weight: 3 bigSprite: 41 floorSprite: 33 hitSound: 19 hitAnimation: 46 power: 80 damageType: 5 clipSize: 28 battleType: 2 recoveryPoints: 1 - type: STR_PLASMA_PISTOL requires: - STR_PLASMA_PISTOL size: 0.1 costSell: 84000 weight: 3 bigSprite: 32 floorSprite: 31 handSprite: 104 bulletSprite: 8 fireSound: 18 compatibleAmmo: - STR_PLASMA_PISTOL_CLIP accuracyAuto: 50 accuracySnap: 65 accuracyAimed: 85 tuAuto: 30 tuSnap: 30 tuAimed: 60 battleType: 1 invWidth: 1 invHeight: 2 recoveryPoints: 3 armor: 45 - type: STR_PLASMA_PISTOL_CLIP requires: - STR_PLASMA_PISTOL_CLIP size: 0.1 costSell: 4440 weight: 3 bigSprite: 34 floorSprite: 33 hitSound: 19 hitAnimation: 46 power: 52 damageType: 5 clipSize: 26 battleType: 2 recoveryPoints: 1 - type: STR_BLASTER_LAUNCHER requires: - STR_BLASTER_LAUNCHER size: 0.3 costSell: 144000 weight: 16 bigSprite: 35 floorSprite: 34 handSprite: 56 bulletSprite: 10 fireSound: 53 compatibleAmmo: - STR_BLASTER_BOMB accuracyAimed: 120 tuAimed: 66 battleType: 1 twoHanded: true waypoints: 9 invWidth: 2 invHeight: 3 recoveryPoints: 5 armor: 40 - type: STR_BLASTER_BOMB requires: - STR_BLASTER_BOMB size: 0.2 costSell: 17028 weight: 3 bigSprite: 36 floorSprite: 35 hitSound: 0 hitAnimation: 0 power: 200 damageType: 3 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 2 recoveryPoints: 1 blastRadius: 10 - type: STR_SMALL_LAUNCHER requires: - STR_SMALL_LAUNCHER size: 0.2 costSell: 120000 weight: 10 bigSprite: 37 floorSprite: 36 handSprite: 64 bulletSprite: 9 fireSound: 53 compatibleAmmo: - STR_STUN_BOMB accuracySnap: 65 accuracyAimed: 110 tuSnap: 40 tuAimed: 75 battleType: 1 twoHanded: true invWidth: 2 invHeight: 2 recoveryPoints: 4 - type: STR_STUN_BOMB requires: - STR_STUN_BOMB size: 0.1 costSell: 15200 weight: 3 bigSprite: 38 floorSprite: 37 hitSound: 0 hitAnimation: 0 power: 90 damageType: 6 clipSize: 1 battleType: 2 recoveryPoints: 1 - type: STR_ALIEN_GRENADE requires: - STR_ALIEN_GRENADE size: 0.1 costSell: 14850 weight: 3 bigSprite: 39 floorSprite: 38 power: 90 damageType: 3 battleType: 4 recoveryPoints: 1 blastRadius: 5 - type: STR_ELERIUM_115 size: 0.1 costSell: 5000 weight: 3 bigSprite: 56 floorSprite: 37 invWidth: 1 invHeight: 1 recoveryPoints: 5 - type: STR_MIND_PROBE requires: - STR_MIND_PROBE size: 0.1 costSell: 304000 weight: 5 bigSprite: 29 floorSprite: 28 hitSound: 37 battleType: 8 invWidth: 2 invHeight: 2 tuUse: 50 recoveryPoints: 1 - type: STR_SECTOID_CORPSE size: 0.4 costSell: 20000 weight: 30 bigSprite: 46 floorSprite: 42 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_SNAKEMAN_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 50 floorSprite: 46 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_ETHEREAL_CORPSE size: 0.4 costSell: 20000 weight: 25 bigSprite: 49 floorSprite: 45 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_MUTON_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 48 floorSprite: 44 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_FLOATER_CORPSE size: 0.4 costSell: 20000 weight: 20 bigSprite: 52 floorSprite: 48 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_CELATID_CORPSE size: 0.4 costSell: 20000 weight: 35 bigSprite: 47 floorSprite: 43 invWidth: 2 invHeight: 3 recoveryPoints: 3 battleType: 11 armor: 26 - type: STR_SILACOID_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 51 floorSprite: 47 invWidth: 2 invHeight: 3 recoveryPoints: 3 battleType: 11 armor: 26 - type: STR_CHRYSSALID_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 53 floorSprite: 49 invWidth: 2 invHeight: 3 recoveryPoints: 3 battleType: 11 - type: STR_REAPER_CORPSE size: 1 costSell: 20000 battleType: 11 - type: REAPER_CORPSE_1 name: STR_REAPER_CORPSE floorSprite: 52 invWidth: 0 invHeight: 0 battleType: 11 recoveryPoints: 3 - type: REAPER_CORPSE_2 floorSprite: 55 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: REAPER_CORPSE_3 floorSprite: 54 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: REAPER_CORPSE_4 floorSprite: 53 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: STR_SECTOPOD_CORPSE size: 1 costSell: 20000 battleType: 11 - type: SECTOPOD_CORPSE_1 name: STR_SECTOPOD_CORPSE floorSprite: 60 invWidth: 0 invHeight: 0 battleType: 11 recoveryPoints: 3 - type: SECTOPOD_CORPSE_2 floorSprite: 61 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: SECTOPOD_CORPSE_3 floorSprite: 62 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: SECTOPOD_CORPSE_4 floorSprite: 63 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: STR_CYBERDISC_CORPSE size: 1 costSell: 20000 battleType: 11 power: 120 blastRadius: 6 - type: CYBERDISC_CORPSE_1 name: STR_CYBERDISC_CORPSE floorSprite: 56 invWidth: 0 invHeight: 0 battleType: 11 recoveryPoints: 3 - type: CYBERDISC_CORPSE_2 floorSprite: 57 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: CYBERDISC_CORPSE_3 name: STR_CYBERDISC_CORPSE floorSprite: 58 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: CYBERDISC_CORPSE_4 name: STR_CYBERDISC_CORPSE floorSprite: 59 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: HOVERTANK_CORPSE_1 floorSprite: 64 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: HOVERTANK_CORPSE_2 floorSprite: 65 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: HOVERTANK_CORPSE_3 floorSprite: 66 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: HOVERTANK_CORPSE_4 floorSprite: 67 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: TANK_CORPSE_1 floorSprite: 68 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: TANK_CORPSE_2 floorSprite: 69 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: TANK_CORPSE_3 floorSprite: 70 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: TANK_CORPSE_4 floorSprite: 71 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: CIVM_CORPSE name: STR_CORPSE weight: 30 bigSprite: 45 floorSprite: 50 invWidth: 2 invHeight: 3 armor: 12 battleType: 11 recover: false - type: CIVF_CORPSE name: STR_CORPSE weight: 50 bigSprite: 45 floorSprite: 51 invWidth: 2 invHeight: 3 armor: 12 battleType: 11 recover: false - type: STR_UFO_POWER_SOURCE size: 0.7 costSell: 250000 specialType: 2 recoveryPoints: 20 - type: STR_UFO_NAVIGATION size: 0.2 costSell: 80000 specialType: 3 recoveryPoints: 5 - type: STR_UFO_CONSTRUCTION size: 0.1 costSell: 20000 specialType: 4 recoveryPoints: 2 - type: STR_ALIEN_FOOD size: 0.2 costSell: 5000 specialType: 5 recoveryPoints: 2 - type: STR_ALIEN_REPRODUCTION size: 0.2 costSell: 40000 specialType: 6 recoveryPoints: 2 - type: STR_ALIEN_ENTERTAINMENT size: 0.2 costSell: 20000 specialType: 7 recoveryPoints: 2 - type: STR_ALIEN_SURGERY size: 0.2 costSell: 38000 specialType: 8 recoveryPoints: 2 - type: STR_EXAMINATION_ROOM size: 0.2 costSell: 9000 specialType: 9 recoveryPoints: 2 - type: STR_ALIEN_ALLOYS size: 0.1 costSell: 6500 specialType: 10 recoveryPoints: 1 recoveryDividers: STR_UFO: 10 STR_OTHER: 150 - type: STR_ALIEN_HABITAT size: 0.1 costSell: 100 specialType: 11 recoveryPoints: 1 - type: STR_PERSONAL_ARMOR size: 0.8 costSell: 54000 - type: STR_POWER_SUIT size: 0.8 costSell: 85000 - type: STR_FLYING_SUIT size: 0.8 costSell: 115000 - type: CYBERDISC_WEAPON weight: 3 bigSprite: 60 floorSprite: 31 handSprite: 104 bulletSprite: 8 fireSound: 18 hitSound: 19 hitAnimation: 46 power: 130 damageType: 5 accuracySnap: 75 accuracyAimed: 110 tuSnap: 30 tuAimed: 60 clipSize: -1 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 recover: false - type: REAPER_WEAPON weight: 3 bigSprite: 59 floorSprite: 31 handSprite: 104 meleeSound: 48 clipSize: -1 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 recover: false flatRate: true - type: CHRYSSALID_WEAPON weight: 3 bigSprite: 61 floorSprite: 31 handSprite: 104 meleeSound: 49 clipSize: -1 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 recover: false zombieUnit: STR_ZOMBIE flatRate: true - type: CELATID_WEAPON weight: 3 bigSprite: 60 floorSprite: 31 handSprite: 104 bulletSprite: 8 fireSound: 51 hitSound: 19 hitAnimation: 46 power: 140 damageType: 8 accuracySnap: 75 accuracyAimed: 110 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false arcingShot: true - type: SILACOID_WEAPON weight: 3 bigSprite: 58 floorSprite: 31 handSprite: 104 meleeSound: 50 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 clipSize: -1 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 recover: false flatRate: true - type: SECTOPOD_WEAPON weight: 3 bigSprite: 60 floorSprite: 31 handSprite: 104 fireSound: 18 hitSound: 19 hitAnimation: 46 power: 100 damageType: 4 accuracyAuto: 50 accuracySnap: 75 accuracyAimed: 110 tuAuto: 35 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 bulletSprite: 8 recover: false - type: ZOMBIE_WEAPON weight: 3 bigSprite: 57 meleeSound: 48 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false flatRate: true - type: STR_SECTOID_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SECTOID_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SECTOID_ENGINEER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SECTOID_MEDIC size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SECTOID_NAVIGATOR size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SECTOID_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_SNAKEMAN_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SNAKEMAN_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SNAKEMAN_ENGINEER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SNAKEMAN_NAVIGATOR size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_SNAKEMAN_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_ETHEREAL_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 80000 - type: STR_ETHEREAL_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_ETHEREAL_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_MUTON_ENGINEER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_MUTON_NAVIGATOR size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_MUTON_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_FLOATER_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_FLOATER_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_FLOATER_ENGINEER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_FLOATER_MEDIC size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_FLOATER_NAVIGATOR size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_FLOATER_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_CELATID_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_SILACOID_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_CHRYSSALID_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_REAPER_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_SECTOPOD_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 80000 - type: STR_CYBERDISC_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 80000 # Special Psi Weapon for Aliens. # Usage of this is hard-coded. # DO NOT DELETE! - type: ALIEN_PSI_WEAPON hitSound: 36 battleType: 9 tuUse: 25 flatRate: true recover: false ================================================ FILE: bin/standard/xcom1/manufacture.rul ================================================ manufacture: - name: STR_FUSION_BALL_LAUNCHER category: STR_CRAFT_WEAPON requires: - STR_FUSION_MISSILE space: 6 time: 400 cost: 242000 requiredItems: STR_ALIEN_ALLOYS: 1 - name: STR_LASER_CANNON category: STR_CRAFT_WEAPON requires: - STR_LASER_CANNON space: 6 time: 300 cost: 182000 - name: STR_PLASMA_BEAM category: STR_CRAFT_WEAPON requires: - STR_PLASMA_CANNON space: 8 time: 500 cost: 226000 requiredItems: STR_ELERIUM_115: 15 - name: STR_FUSION_BALL category: STR_CRAFT_AMMUNITION requires: - STR_FUSION_MISSILE space: 6 time: 600 cost: 28000 requiredItems: STR_ELERIUM_115: 4 - name: STR_TANK_LASER_CANNON category: STR_HEAVY_WEAPONS_PLATFORM requires: - STR_LASER_CANNON space: 25 time: 1200 cost: 500000 - name: STR_HOVERTANK_PLASMA category: STR_HEAVY_WEAPONS_PLATFORM requires: - STR_PLASMA_CANNON - STR_NEW_FIGHTER_CRAFT space: 30 time: 1200 cost: 850000 requiredItems: STR_ALIEN_ALLOYS: 5 STR_ELERIUM_115: 30 - name: STR_HOVERTANK_LAUNCHER category: STR_HEAVY_WEAPONS_PLATFORM requires: - STR_FUSION_MISSILE - STR_NEW_FIGHTER_CRAFT space: 30 time: 1400 cost: 900000 requiredItems: STR_ALIEN_ALLOYS: 8 STR_ELERIUM_115: 25 - name: STR_HWP_FUSION_BOMB category: STR_HWP_CANNON_SHELLS requires: - STR_FUSION_MISSILE - STR_NEW_FIGHTER_CRAFT space: 25 time: 400 cost: 15000 requiredItems: STR_ALIEN_ALLOYS: 8 STR_ELERIUM_115: 5 - name: STR_LASER_PISTOL category: STR_WEAPON requires: - STR_LASER_PISTOL space: 2 time: 300 cost: 8000 - name: STR_LASER_RIFLE category: STR_WEAPON requires: - STR_LASER_RIFLE space: 3 time: 400 cost: 20000 - name: STR_HEAVY_LASER category: STR_WEAPON requires: - STR_HEAVY_LASER space: 4 time: 700 cost: 32000 - name: STR_MOTION_SCANNER category: STR_EQUIPMENT requires: - STR_MOTION_SCANNER space: 4 time: 220 cost: 34000 - name: STR_MEDI_KIT category: STR_EQUIPMENT requires: - STR_MEDI_KIT space: 4 time: 420 cost: 28000 - name: STR_PSI_AMP category: STR_EQUIPMENT requires: - STR_PSI_AMP space: 6 time: 500 cost: 160000 requiredItems: STR_ELERIUM_115: 1 - name: STR_HEAVY_PLASMA category: STR_WEAPON requires: - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP space: 4 time: 1000 cost: 122000 requiredItems: STR_ALIEN_ALLOYS: 1 - name: STR_HEAVY_PLASMA_CLIP category: STR_AMMUNITION requires: - STR_HEAVY_PLASMA_CLIP space: 4 time: 80 cost: 6000 requiredItems: STR_ELERIUM_115: 3 - name: STR_PLASMA_RIFLE category: STR_WEAPON requires: - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP space: 4 time: 820 cost: 88000 requiredItems: STR_ALIEN_ALLOYS: 1 - name: STR_PLASMA_RIFLE_CLIP category: STR_AMMUNITION requires: - STR_PLASMA_RIFLE_CLIP space: 4 time: 80 cost: 3000 requiredItems: STR_ELERIUM_115: 2 - name: STR_PLASMA_PISTOL category: STR_WEAPON requires: - STR_PLASMA_PISTOL - STR_PLASMA_PISTOL_CLIP space: 3 time: 600 cost: 56000 requiredItems: STR_ALIEN_ALLOYS: 1 - name: STR_PLASMA_PISTOL_CLIP category: STR_AMMUNITION requires: - STR_PLASMA_PISTOL_CLIP space: 4 time: 60 cost: 2000 requiredItems: STR_ELERIUM_115: 1 - name: STR_BLASTER_LAUNCHER category: STR_WEAPON requires: - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB space: 5 time: 1200 cost: 90000 requiredItems: STR_ALIEN_ALLOYS: 1 - name: STR_BLASTER_BOMB category: STR_AMMUNITION requires: - STR_BLASTER_BOMB space: 3 time: 220 cost: 8000 requiredItems: STR_ELERIUM_115: 3 - name: STR_SMALL_LAUNCHER category: STR_WEAPON requires: - STR_SMALL_LAUNCHER - STR_STUN_BOMB space: 3 time: 900 cost: 78000 requiredItems: STR_ALIEN_ALLOYS: 1 - name: STR_STUN_BOMB category: STR_AMMUNITION requires: - STR_STUN_BOMB space: 2 time: 200 cost: 7000 requiredItems: STR_ELERIUM_115: 1 - name: STR_ALIEN_GRENADE category: STR_WEAPON requires: - STR_ALIEN_GRENADE space: 2 time: 200 cost: 6700 requiredItems: STR_ELERIUM_115: 2 - name: STR_MIND_PROBE category: STR_EQUIPMENT requires: - STR_MIND_PROBE space: 4 time: 1200 cost: 262000 requiredItems: STR_ELERIUM_115: 1 - name: STR_PERSONAL_ARMOR category: STR_PERSONAL_ARMOR requires: - STR_PERSONAL_ARMOR space: 12 time: 800 cost: 22000 requiredItems: STR_ALIEN_ALLOYS: 4 - name: STR_POWER_SUIT category: STR_PERSONAL_ARMOR requires: - STR_POWER_SUIT space: 16 time: 1000 cost: 42000 requiredItems: STR_ALIEN_ALLOYS: 5 STR_ELERIUM_115: 5 - name: STR_FLYING_SUIT category: STR_PERSONAL_ARMOR requires: - STR_FLYING_SUIT space: 16 time: 1400 cost: 58000 requiredItems: STR_ALIEN_ALLOYS: 5 STR_ELERIUM_115: 16 - name: STR_ALIEN_ALLOYS category: STR_UFO_COMPONENT requires: - STR_ALIEN_ALLOYS space: 10 time: 100 cost: 3000 - name: STR_UFO_POWER_SOURCE category: STR_UFO_COMPONENT requires: - STR_UFO_POWER_SOURCE space: 22 time: 1400 cost: 130000 requiredItems: STR_ALIEN_ALLOYS: 5 STR_ELERIUM_115: 16 - name: STR_UFO_NAVIGATION category: STR_UFO_COMPONENT requires: - STR_UFO_NAVIGATION space: 18 time: 1600 cost: 150000 requiredItems: STR_ALIEN_ALLOYS: 3 - name: STR_FIRESTORM category: STR_CRAFT requires: - STR_NEW_FIGHTER_CRAFT space: 30 time: 14000 cost: 400000 requiredItems: STR_ALIEN_ALLOYS: 65 STR_UFO_POWER_SOURCE: 1 STR_UFO_NAVIGATION: 1 - name: STR_LIGHTNING category: STR_CRAFT requires: - STR_NEW_FIGHTER_TRANSPORTER space: 34 time: 18000 cost: 600000 requiredItems: STR_ALIEN_ALLOYS: 85 STR_UFO_POWER_SOURCE: 1 STR_UFO_NAVIGATION: 1 - name: STR_AVENGER category: STR_CRAFT requires: - STR_ULTIMATE_CRAFT space: 36 time: 34000 cost: 900000 requiredItems: STR_ALIEN_ALLOYS: 120 STR_UFO_POWER_SOURCE: 2 STR_UFO_NAVIGATION: 1 ================================================ FILE: bin/standard/xcom1/mapScripts.rul ================================================ mapScripts: - type: STR_CRAFT_DEPLOYMENT_PREVIEW commands: - type: addCraft - type: fillArea - type: DEFAULT # forest, mountain commands: - type: addUFO - type: addCraft - type: addBlock size: 2 executions: 2 - type: fillArea - type: FARM commands: - type: addUFO - type: addCraft - type: fillArea blocks: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18] maxUses: [3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3] - type: DESERT commands: - type: addUFO - type: addCraft - type: addBlock size: 2 executions: 3 - type: fillArea - type: JUNGLE commands: - type: addUFO - type: addCraft - type: fillArea blocks: [3, 4, 5, 6, 7, 8, 9, 10, 11] freqs: [2, 2, 2, 2, 2, 2, 2, 1, 1] - type: POLAR commands: - type: addUFO - type: addCraft - type: addBlock size: 2 - type: fillArea - type: URBAN commands: - type: addCraft - type: addLine label: 1 direction: vertical executionChances: 50 rects: - [1, 1, 4, 1] - type: addLine label: 2 conditionals: -1 executionChances: 50 direction: horizontal rects: - [1, 1, 1, 4] - type: addLine conditionals: [-1, -2] direction: both rects: - [1, 1, 4, 4] - type: addBlock size: 2 executions: 4 - type: fillArea # URBAN set is lacking blocks 10-13, so the numbers don't correlate properly here, # because these are references to the block numbers within the sets, not the file names. blocks: [3, 4, 10, 11, 12, 13, 14] freqs: [3, 3, 2, 2, 2, 2, 2] - type: MARS commands: - type: addCraft - type: addBlock groups: 2 - type: fillArea - type: ALIENBASE commands: - type: addBlock groups: 2 executions: 2 - type: addBlock size: 2 groups: 3 - type: addBlock size: 2 executions: 3 - type: fillArea groups: [0, 1] freqs: [3, 2] - type: digTunnel direction: both tunnelData: level: 0 MCDReplacements: - type: westWall set: 2 entry: 18 - type: northWall set: 2 entry: 17 - type: corner set: 2 entry: 19 - type: floor set: 1 entry: 63 - type: BOSSBATTLE commands: - type: addBlock groups: 2 executions: 2 - type: addBlock groups: 4 size: 2 - type: addBlock size: 2 executions: 3 - type: fillArea groups: [0, 1] freqs: [3, 2] - type: digTunnel direction: both tunnelData: level: 0 MCDReplacements: - type: westWall set: 2 entry: 18 - type: northWall set: 2 entry: 17 - type: corner set: 2 entry: 19 - type: floor set: 1 entry: 63 - type: XBASE commands: - type: digTunnel direction: both tunnelData: level: 0 MCDReplacements: - type: westWall set: 1 entry: 13 - type: northWall set: 1 entry: 14 - type: fillArea blocks: 20 ================================================ FILE: bin/standard/xcom1/mcdPatches.rul ================================================ MCDPatches: # pathFinding Hacks. # bigWall 1 = regular bigwall, no movement allowed. # bigWall 2 = can walk by north-east/south-west # bigWall 3 = can walk by north-west/south-east # bigWall 4 = acts as west wall # bigWall 5 = acts as north wall # bigWall 6 = acts as east wall # bigWall 7 = acts as south wall # bigWall 8 = acts as east and south wall - type: XBASE1 data: - MCDIndex: 2 bigWall: 2 - MCDIndex: 3 bigWall: 2 - MCDIndex: 4 bigWall: 3 - MCDIndex: 5 bigWall: 3 - MCDIndex: 19 bigWall: 2 - type: AVENGER data: - MCDIndex: 12 bigWall: 2 - MCDIndex: 14 bigWall: 3 - MCDIndex: 16 bigWall: 3 - MCDIndex: 26 bigWall: 4 - MCDIndex: 30 bigWall: 4 - MCDIndex: 31 bigWall: 4 - MCDIndex: 32 bigWall: 4 - MCDIndex: 33 bigWall: 4 - MCDIndex: 33 bigWall: 4 - MCDIndex: 39 LOFTS: [6,29,29,29,29,29,0,0,0,0,0,0] - MCDIndex: 43 bigWall: 6 - MCDIndex: 44 bigWall: 6 - MCDIndex: 45 bigWall: 6 - MCDIndex: 46 bigWall: 6 - MCDIndex: 48 bigWall: 2 - MCDIndex: 54 TUSlide: 2 - MCDIndex: 56 terrainHeight: -7 - type: LIGHTNIN data: - MCDIndex: 0 bigWall: 6 - MCDIndex: 1 bigWall: 6 - MCDIndex: 2 bigWall: 2 - MCDIndex: 3 bigWall: 7 - MCDIndex: 4 bigWall: 3 - MCDIndex: 5 bigWall: 5 - MCDIndex: 6 bigWall: 5 - MCDIndex: 7 bigWall: 2 - MCDIndex: 8 bigWall: 2 - MCDIndex: 9 bigWall: 4 - MCDIndex: 10 bigWall: 4 - MCDIndex: 11 bigWall: 3 - MCDIndex: 12 bigWall: 2 - MCDIndex: 13 bigWall: 7 LOFTS: [44,44,44,44,44,44,44,44,44,44,44,44] - type: PLANE data: - MCDIndex: 13 bigWall: 6 - MCDIndex: 14 bigWall: 6 - MCDIndex: 49 LOFTS: [6,6,6,6,6,6,6,6,6,6,6,6] - MCDIndex: 51 LOFTS: [6,6,6,6,6,6,6,6,6,6,6,6] - MCDIndex: 62 bigWall: 0 - type: U_EXT02 data: - MCDIndex: 2 bigWall: 6 - MCDIndex: 3 bigWall: 7 - MCDIndex: 4 bigWall: 2 - MCDIndex: 5 bigWall: 2 - MCDIndex: 6 bigWall: 3 - MCDIndex: 7 bigWall: 3 - MCDIndex: 8 bigWall: 8 - MCDIndex: 13 bigWall: 2 - MCDIndex: 14 bigWall: 2 - MCDIndex: 15 bigWall: 2 - type: U_BITS data: - MCDIndex: 6 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 7 TUWalk: 4 TUFly: 4 TUSlide: 4 - type: U_BASE data: - MCDIndex: 9 TUFly: 2 - MCDIndex: 10 deathTile: 30 - MCDIndex: 17 armor: 60 HEBlock: 60 - MCDIndex: 22 flammability: 40 fuel: 4 - MCDIndex: 23 flammability: 40 fuel: 4 - MCDIndex: 24 flammability: 40 fuel: 4 - MCDIndex: 25 flammability: 40 fuel: 4 # Mountain terrain death tile fix - type: MOUNT data: - MCDIndex: 0 deathTile: 77 - MCDIndex: 1 deathTile: 77 - MCDIndex: 2 deathTile: 77 - MCDIndex: 3 deathTile: 77 - MCDIndex: 4 deathTile: 77 - MCDIndex: 5 deathTile: 77 - MCDIndex: 6 deathTile: 77 - MCDIndex: 7 deathTile: 77 - MCDIndex: 8 deathTile: 77 - MCDIndex: 9 deathTile: 77 - MCDIndex: 10 deathTile: 77 - MCDIndex: 11 deathTile: 77 - MCDIndex: 12 deathTile: 77 - MCDIndex: 13 deathTile: 77 - MCDIndex: 14 deathTile: 77 - MCDIndex: 15 deathTile: 77 - MCDIndex: 16 deathTile: 77 - MCDIndex: 17 deathTile: 77 - MCDIndex: 18 deathTile: 77 - MCDIndex: 19 deathTile: 77 - MCDIndex: 20 deathTile: 77 - MCDIndex: 21 deathTile: 77 - MCDIndex: 22 deathTile: 77 - MCDIndex: 23 deathTile: 77 - MCDIndex: 71 deathTile: 74 - MCDIndex: 72 deathTile: 75 - MCDIndex: 73 deathTile: 76 - type: U_PODS data: - MCDIndex: 6 TUWalk: 4 TUFly: 4 TUSlide: 4 - type: U_OPER2 data: - MCDIndex: 6 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 7 TUWalk: 4 TUFly: 4 TUSlide: 4 - type: URBITS data: - MCDIndex: 6 TUFly: 2 - MCDIndex: 7 TUFly: 2 - type: POLAR data: - MCDIndex: 0 TUFly: 4 noFloor: true - MCDIndex: 63 noFloor: true - MCDIndex: 64 noFloor: true - MCDIndex: 65 noFloor: true - MCDIndex: 66 noFloor: true - MCDIndex: 67 noFloor: true - MCDIndex: 68 noFloor: true - MCDIndex: 69 noFloor: true - MCDIndex: 70 noFloor: true - MCDIndex: 71 noFloor: true - MCDIndex: 72 noFloor: true - MCDIndex: 73 noFloor: true - MCDIndex: 74 noFloor: true - MCDIndex: 75 noFloor: true - MCDIndex: 76 noFloor: true - MCDIndex: 77 noFloor: true - MCDIndex: 78 noFloor: true - MCDIndex: 79 noFloor: true - MCDIndex: 80 noFloor: true ================================================ FILE: bin/standard/xcom1/metadata.yml ================================================ # # metadata.yaml for XCOM1 name: "UFO: Enemy Unknown / X-Com: UFO Defense" version: 8.6.0 description: "The original UFO: Enemy Unknown / X-Com: UFO Defense" author: Microprose id: xcom1 isMaster: true loadResources: - UFO ================================================ FILE: bin/standard/xcom1/missionScripts.rul ================================================ # - type: example # the type/name is used for overwriting or deleting purposes. # firstMonth: 0 # months this command runs on, 0 runs on startup of a new game (default 0) # lastMonth: 0 # don't run after this month. in this context we mean "run once". -1 denotes no limit (default -1) # label: 1 # label, used for conditionals (default 0) # conditionals: [1, -2] # conditional list, just like mapscripts (default none) # missionWeights: # the type of mission to spawn (omit to pick one from the mission table) (default none) # 0: # these are split into monthly chunks, and can contain multiple entries, # STR_ALIEN_RESEARCH: 20 # including weighted odds, but there is a caveat here: # STR_ALIEN_ABDUCTION: 30 # you cannot mix and match missions with mission site objectives (ie: terror) with regular missions, # STR_ALIEN_CROP_CIRCLES: 30 # they are generated too differently. using executionOdds and conditionals instead can achieve # STR_CATTLE_MUTILATION: 20 # exactly the same thing. similarly, terror missions should not appear in regional mission weights (regions.rul) # executionOdds: 100 # % chances of this command executing (default 100) # targetBaseOdds: 75 # % chances of this mission targeting a region containing an xcom base instead of random (default 0) # startDelay: 120 # number of minutes to delay the start of the mission (rounded down to the nearest 30, 0 to use the wave timer from the mission itself) (default 0) # raceWeights: # can override established monthly race weights here if desired (default empty) # 0: # STR_SECTOID: 100 # in this case we want a sectoid mission, so they get 100% # regionWeights: # again, this can override the defined mission region weights (default empty) # 0: # this won't come into play here unless the mission doesn't target an xcom base, as described above. # STR_SAMPLE_REGION1: 20 # IF OMITTED: # STR_SAMPLE_REGION2: 30 # for a terror type mission, all regions that meet the criteria will be weighed equally. # STR_SAMPLE_REGION3: 50 # for regular missions the normal regional distribution weights will be applied. # minDifficulty: 0 # this command only applies to difficulty levels of this or above (default 0) # researchTriggers: # a list of research topics that can influence the execution of this mission (default empty) # STR_THE_MARTIAN_SOLUTION: true # in this case, the mission would only run if the player has the martian solution # STR_CYDONIA_OR_BUST: false # and does NOT have Cydonia or bust # maxRuns: 12 # this mission type can only execute this number of times, -1 for infinite (default -1) # avoidRepeats: 12 # this means "store an array of the 12 previous coordinates, and don't use them again" (default 0) # varName: researching # this is an internal variable name, used for tracking maxruns and avoidRepeats (default none) # useTable: false # check this mission type appears in the mission tables, and remove it if it does? (default true) missionScripts: - type: gameStart missionWeights: 0: STR_ALIEN_RESEARCH: 100 lastMonth: 0 targetBaseOdds: 100 raceWeights: 0: STR_SECTOID: 100 startDelay: 120 - type: recurringTerror missionWeights: 0: STR_ALIEN_TERROR: 100 useTable: false startDelay: 150 - type: recon firstMonth: 1 - type: invasion firstMonth: 6 - type: researchRetaliation missionWeights: 0: STR_ALIEN_RETALIATION: 100 researchTriggers: STR_THE_MARTIAN_SOLUTION: true startDelay: 150 targetBaseOdds: 100 useTable: false label: 1 - type: beginnerRetaliation missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 14 targetBaseOdds: 100 useTable: false conditionals: [-1] label: 2 startDelay: 150 - type: experiencedRetaliation minDifficulty: 1 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 13 targetBaseOdds: 100 useTable: false conditionals: [-1, -2] label: 3 startDelay: 150 - type: veteranRetaliation minDifficulty: 2 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 12 targetBaseOdds: 100 useTable: false conditionals: [-1, -2, -3] label: 4 startDelay: 150 - type: geniusRetaliation minDifficulty: 3 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 11 targetBaseOdds: 100 useTable: false conditionals: [-1, -2, -3, -4] label: 5 startDelay: 150 - type: superhumanRetaliation minDifficulty: 4 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 10 targetBaseOdds: 100 useTable: false conditionals: [-1, -2, -3, -4, -5] startDelay: 150 ================================================ FILE: bin/standard/xcom1/music.rul ================================================ musics: - type: GMDEFEND catPos: 3 normalization: 0.76 - type: GMENBASE catPos: 6 normalization: 0.83 - type: GMGEO1 catPos: 0 normalization: 1.19 - type: GMGEO2 catPos: 18 normalization: 1.0 - type: GMGEO3 - type: GMGEO4 - type: GMGEO5 - type: GMGEO6 - type: GMGEO7 - type: GMGEO8 - type: GMGEO9 - type: GMGEO10 - type: GMINTER catPos: 2 normalization: 0.74 - type: GMINTRO1 catPos: 19 normalization: 0.8 - type: GMINTRO2 catPos: 20 normalization: 0.8 - type: GMINTRO3 catPos: 21 normalization: 0.8 - type: GMLOSE catPos: 10 normalization: 1.0 - type: GMMARS catPos: 9 normalization: 0.92 - type: GMNEWMAR catPos: 8 normalization: 0.81 - type: GMSTORY catPos: 12 normalization: 1.0 - type: GMTACTIC catPos: 17 normalization: 1.14 - type: GMTACTIC1 - type: GMTACTIC2 - type: GMTACTIC3 - type: GMTACTIC4 - type: GMTACTIC5 - type: GMTACTIC6 - type: GMTACTIC7 - type: GMTACTIC8 - type: GMTACTIC9 - type: GMTACTIC10 - type: GMWIN catPos: 11 normalization: 0.84 ================================================ FILE: bin/standard/xcom1/regions.rul ================================================ regions: - type: STR_NORTH_AMERICA cost: 800000 areas: - [195, 305, -70, -55] - [230, 305, -55, -30] - [240, 300, -30, -10] regionWeight: 18 missionWeights: STR_ALIEN_RESEARCH: 14 STR_ALIEN_HARVEST: 17 STR_ALIEN_ABDUCTION: 20 STR_ALIEN_INFILTRATION: 20 STR_ALIEN_BASE: 20 missionZones: - - [200, 220, -65, -60] - [230, 260, -65, -55] - [280, 290, -50, -40] - [230, 250, -50, -40] - [260, 280, -50, -40] - [230, 250, -40, -30] - [250, 272, -40, -28] - [270, 290, -42, -25] - [275, 295, -35, -10] - [240, 280, -30, -10] - - [200, 225, -63.75, -60.75] - [245, 260, -54, -50] - [250, 260, -50, -40] - [270, 280, -37, -34] - [255, 260, -40, -30] - [255, 260, -25, -20] - [258.75, 263.75, -19, -17.5] - [286.5, 289.5, -19.375, -18.625] - [240, 242, -45, -44] - [260, 270, -44, -34] - - [236, 240, -50, -45] - [260, 262, -50, -45] - [265, 270, -18, -17] - [273.125, 275.75, -13.25, -12.25] - [241.875, 245.875, -36.5, -34.625] - [286.375, 291, -46.625, -45] - [252.75, 263.125, -42.25, -39] - [286.875, 289, -19, -18.5] - [274.5, 276.25, -44.375, -43.375] - [200.625, 216.75, -64.75, -62.25] - - [286.125, 286.125, -40.75, -40.75, -1, STR_NEW_YORK] - [282.875, 282.875, -38.75, -38.75, -1, STR_WASHINGTON] - [241.75, 241.75, -34.125, -34.125, -1, STR_LOS_ANGELES] - [284.25, 284.25, -45.5, -45.5, -1, STR_MONTREAL] - [277.625, 277.625, -22.5, -22.5, -1, STR_HAVANA] - [260.875, 260.875, -19.375, -19.375, -1, STR_MEXICO_CITY] - [272.375, 272.375, -41.875, -41.875, -1, STR_CHICAGO] - [236.75, 236.75, -49.375, -49.375, -1, STR_VANCOUVER] - [263.375, 263.375, -32.75, -32.75, -1, STR_DALLAS] - - [250, 270, -66, -64] - [280, 292.5, -51, -46] - [267.5, 269.5, -30, -29.5] - [240, 246, -45, -38] - [277.5, 278.5, -31, -28] - [286.875, 288.75, -19.5, -18.75] - [273.25, 275.75, -13.125, -11.875] - [247, 247.5, -27.25, -26.75] - [222.875, 239.25, -63.625, -59.875] - [258.125, 267.125, -40.75, -36.875] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [355, 365, -5, 5] - [170, 190, -60, -40] - [305, 325, -60, -30] - [280, 300, 16.125, 36.125] - [4.75, 27.625, -52, -44.375] - [75, 89, -39, -34.375] - [115, 132.5, 21, 25.5] - type: STR_ARCTIC cost: 950000 areas: - [0, 360, -90, -70] regionWeight: 4 missionWeights: STR_ALIEN_RESEARCH: 25 STR_ALIEN_BASE: 35 missionZones: - - [305.25, 333.125, -79.25, -75.25] - [273.25, 282.125, -73.375, -71.625] - [159.375, 205.75, -78.625, -75] - [8.5, 72.75, -80.375, -74.125] - [74.875, 165.875, -79.75, -74] - [0, 359.875, -90, -85] - - [302.25, 323.625, -80.75, -78.625] - [62, 66, -76.125, -75.25] - [13.625, 20.875, -79.25, -78.5] - [168.5, 184.625, -83.375, -82.25] - [268.625, 280.75, -78.875, -76.75] - [0, 359.875, -90, -88.125] - - [302.25, 323.625, -80.75, -78.625] - [62, 66, -76.125, -75.25] - [13.625, 20.875, -79.25, -78.5] - [168.5, 184.625, -83.375, -82.25] - [268.625, 280.75, -78.875, -76.75] - [0, 359.875, -90, -88.125] - - [302.25, 323.625, -80.75, -78.625] - [62, 66, -76.125, -75.25] - - [302.25, 323.625, -80.75, -78.625] - [62, 66, -76.125, -75.25] - [13.625, 20.875, -79.25, -78.5] - [168.5, 184.625, -83.375, -82.25] - [268.625, 280.75, -78.875, -76.75] - [0, 359.875, -90, -88.125] - - [121.625, 176.125, -46.25, -21.75] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [355, 365, -5, 5] - [170, 190, -60, -40] - [305, 325, -60, -30] - [280, 300, 16.125, 36.125] - [4.75, 27.625, -52, -44.375] - [75, 89, -39, -34.375] - [115, 132.5, 21, 25.5] - type: STR_ANTARCTICA cost: 900000 areas: - [0, 360, 60, 90] regionWeight: 4 missionWeights: STR_ALIEN_RESEARCH: 25 STR_ALIEN_BASE: 35 missionZones: - - [77, 108.125, 62.125, 76.125] - [340.75, 408.5, 57.25, 72.75] - [104.375, 148.875, 49.625, 66.25] - [175.75, 257.125, 55.625, 73.625] - [0, 359.875, 85, 90] - - [291.125, 296.25, 68.25, 70.5] - [129.625, 152.75, 69.75, 73.625] - [6.625, 35.125, 72.875, 77] - [148.125, 154.75, 70, 72.75] - [0, 359.875, 87.5, 90] - - [291.125, 296.25, 68.25, 70.5] - [129.625, 152.75, 69.75, 73.625] - [6.625, 35.125, 72.875, 77] - [148.125, 154.75, 70, 72.75] - [0, 359.875, 87.5, 90] - - [291.125, 296.25, 68.25, 70.5] - [129.625, 152.75, 69.75, 73.625] - - [291.125, 296.25, 68.25, 70.5] - [129.625, 152.75, 69.75, 73.625] - [6.625, 35.125, 72.875, 77] - [148.125, 154.75, 70, 72.75] - [0, 359.875, 87.5, 90] - - [121.625, 176.125, -46.25, -21.75] - [195.75, 238, -29, 2] - [180, 200, 0, 10] - [355, 365, -5, 5] - [170, 190, -60, -40] - [305, 325, -60, -30] - [280, 300, 16.125, 36.125] - [4.75, 27.625, -52, -44.375] - [75, 89, -39, -34.375] - [115, 132.5, 21, 25.5] - type: STR_SOUTH_AMERICA cost: 600000 areas: - [270, 315, -10, 0] - [275, 330, 0, 15] - [275, 325, 15, 60] regionWeight: 10 missionWeights: STR_ALIEN_RESEARCH: 10 STR_ALIEN_HARVEST: 24 STR_ALIEN_ABDUCTION: 12 STR_ALIEN_INFILTRATION: 18 STR_ALIEN_BASE: 22 missionZones: - - [280.375, 297.625, -11.875, -4.125] - [279.125, 301.375, -1, 7.75] - [305.5, 323.75, 0.875, 11] - [281.625, 292.25, 10.75, 26.625] - [302, 314.375, 22.75, 31.875] - [289.125, 297.75, 38.5, 49.5] - [281.375, 303.75, 48, 56.125] - - [312.875, 320.25, 6.25, 11.5] - [290.75, 293.75, -8.625, -6.125] - [290.5, 294.375, 28.875, 31.5] - [303, 312.75, 21.75, 24.5] - - [284.25, 289.75, -8.375, -6.5] - [305.375, 312, 13.25, 16.125] - [289.875, 294.625, 34.625, 37.625] - [287.875, 292.25, 47.25, 49.25] - [299.5, 301.125, 51.375, 51.875] - - [312.125, 312.125, 15.75, 15.75, -1, STR_BRASILIA] - [285.875, 285.875, -4.5, -4.5, -1, STR_BOGOTA] - [302.5, 302.5, 34.5, 34.5, -1, STR_BUENOS_AIRES] - [289.375, 289.375, 33.375, 33.375, -1, STR_SANTIAGO] - [316.875, 316.875, 22.875, 22.875, -1, STR_RIO_DE_JANEIRO] - [283, 283, 12, 12, -1, STR_LIMA] - [293.125, 293.125, -10.5, -10.5, -1, STR_CARACAS] - - [290.125, 305.5, 1.5, 7.625] - [285.875, 289.5, 13.625, 15.625] - [290, 294.125, 41.25, 44.875] - [289.375, 294.125, 22.875, 27.125] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [355, 365, -5, 5] - [170, 190, -60, -40] - [21.5, 51.75, -31.875, -15.875] - [238.625, 258.625, -53.375, -33.375] - [4.75, 27.625, -52, -44.375] - [75, 89, -39, -34.375] - [115, 132.5, 21, 25.5] - type: STR_EUROPE cost: 1000000 areas: - [335, 60, -70, -35] regionWeight: 16 missionWeights: STR_ALIEN_RESEARCH: 10 STR_ALIEN_HARVEST: 10 STR_ALIEN_ABDUCTION: 15 STR_ALIEN_INFILTRATION: 20 STR_ALIEN_BASE: 6 missionZones: - - [334, 396.125, -66.125, -58.125] - [348, 361.875, -59.375, -49.375] - [9.125, 27.75, -43.875, -37.875] - [17.125, 50.25, -53.75, -48] - [346.875, 363.5, -45.125, -38.5] - - [356.5, 360.25, -53, -51.875] - [352.75, 357.5, -41.625, -39.125] - [3.625, 12.5, -49.625, -48.25] - [19.125, 24.75, -47.875, -45.5] - 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[335, 40, -35, -15] - [335, 55, -15, 0] regionWeight: 12 missionWeights: STR_ALIEN_RESEARCH: 8 STR_ALIEN_HARVEST: 8 STR_ALIEN_ABDUCTION: 8 STR_ALIEN_INFILTRATION: 8 STR_ALIEN_BASE: 19 missionZones: - - [348.5, 384.5, -34.5, -25] - [339.625, 365.75, -18.375, -4.75] - [13, 48.5, -14.625, -7.25] - [29.625, 50.125, -30.75, -17.25] - - [354.25, 365.125, -34.5, -32.875] - [345.625, 360.25, -13.875, -11.25] - [29.5, 41.25, -13.25, -5.25] - [20.625, 24.625, -32.125, -31.125] - - [348.625, 358.75, -27.125, -20.125] - [23.375, 40.125, -13.75, -3.875] - [348, 357.125, -10.75, -7.5] - [2.25, 8.5, -35.875, -34.625] - - [3.125, 3.125, -6.5, -6.5, -1, STR_LAGOS] - [31.25, 31.25, -30, -30, -1, STR_CAIRO] - [352.375, 352.375, -33.5, -33.5, -1, STR_CASABLANCA] - - [5.625, 9, -6.125, -5] - [15.75, 31.75, -26.125, -18.75] - [350.375, 355.625, -8.375, -6.125] - [348.125, 357.375, -26, -19] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [282.25, 322.875, 9.375, 38.375] - [66, 102, 2.625, 39.375] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [64.5, 125.5, -55.5, -44] - [72.875, 105.25, -25, -11.75] - [115, 132.5, 21, 25.5] - type: STR_SOUTHERN_AFRICA cost: 550000 areas: - [5, 55, 0, 40] regionWeight: 8 missionWeights: STR_ALIEN_RESEARCH: 7 STR_ALIEN_HARVEST: 8 STR_ALIEN_ABDUCTION: 8 STR_ALIEN_INFILTRATION: 8 STR_ALIEN_BASE: 9 missionZones: - - [7.125, 27, -0.375, 7.625] - [40.875, 56.625, 12, 30.625] - [11.25, 37, 21.75, 35.875] - [27, 45.375, -3.875, 11] - - [19.875, 24.25, 28.5, 31.25] - [44.75, 48.75, 16.875, 21.375] - [14.125, 20.625, 6.125, 10.875] - [13.375, 21.375, 16.625, 20.5] - - [12.375, 23.25, -1.5, 4.625] - [30.5, 38.375, 11.625, 16.75] - [17.75, 29.75, 26.25, 29.875] - [45, 48.75, 16.25, 18.75] - - [28.125, 28.125, 26.25, 26.25, -1, STR_PRETORIA] - [36.75, 36.75, 1.25, 1.25, -1, STR_NAIROBI] - [18.5, 18.5, 34, 34, -1, STR_CAPE_TOWN] - [15.375, 15.375, 4.375, 4.375, -1, STR_KINSHASA] - - [17.125, 23.25, 22.75, 27.125] - [12, 26.875, -2.625, 4] - [48.5, 49.875, 15.25, 17] - [31.25, 36.75, 12.25, 15.625] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [282.25, 322.875, 9.375, 38.375] - [66, 102, 2.625, 39.375] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [64.5, 125.5, -55.5, -44] - [72.875, 105.25, -25, -11.75] - [115, 132.5, 21, 25.5] - type: STR_CENTRAL_ASIA cost: 500000 areas: - [40, 70, -35, -15] - [60, 90, -50, -35] - [70, 90, -35, -5] regionWeight: 12 missionWeights: STR_ALIEN_RESEARCH: 5 STR_ALIEN_HARVEST: 5 STR_ALIEN_ABDUCTION: 6 STR_ALIEN_INFILTRATION: 10 STR_ALIEN_BASE: 8 missionZones: - - [39.5, 53.125, -27.625, -16.125] - [46.75, 65.25, -36.75, -29.75] - [69.75, 86.625, -24.125, -5.25] - [27.875, 49.25, -40.375, -35.625] - [67.25, 86, -45.875, -31.5] - - [38.25, 47, -38.625, -35] - [74.25, 79.75, -20.125, -15.375] - [65.5, 70.25, -36.375, -31.875] - [62.25, 80.625, -49.25, -46] - - [33.625, 47, -39.5, -37.875] - [79.875, 81.125, -8.25, -6.875] - [66.75, 81.5, -46.125, -43.5] - [77.875, 89.375, -27, -23.375] - - [32.75, 32.75, -39.875, -39.875, -1, STR_ANKARA] - [77.25, 77.25, -28.625, -28.625, -1, STR_DELHI] - [67, 67, -24.875, -24.875, -1, STR_KARACHI] - [44.5, 44.5, -33.25, -33.25, -1, STR_BAGHDAD] - [51.5, 51.5, -35.625, -35.625, -1, STR_TEHRAN] - [73.125, 73.125, -18.875, -18.875, -1, STR_BOMBAY] - [88.375, 88.375, -22.625, -22.625, -1, STR_CALCUTTA] - - [42.375, 52.125, -23.5, -18.375] - [77.75, 84.875, -36, -32.75] - [80.75, 84.875, -22.875, -20.625] - [80.125, 81.625, -7.375, -6.75] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [282.25, 322.875, 9.375, 38.375] - [66, 102, 2.625, 39.375] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [7.5, 38.625, 4.125, 18.625] - [137.125, 169.5, -54, -40.75] - [115, 132.5, 21, 25.5] - type: STR_SOUTH_EAST_ASIA cost: 750000 areas: - [90, 105, -50, 10] - [105, 150, -50, -5] regionWeight: 15 missionWeights: STR_ALIEN_RESEARCH: 8 STR_ALIEN_HARVEST: 13 STR_ALIEN_ABDUCTION: 21 STR_ALIEN_INFILTRATION: 13 STR_ALIEN_BASE: 8 missionZones: - - [90.125, 108.25, -36.625, -22.625] - [93.125, 124.75, -16.375, 6.75] - [113.75, 143, -40, -20.75] - [115.125, 148, -54.5, -39.625] - - [92.875, 102.5, -36.5, -31.125] - [100.625, 106.375, -16.75, -13.625] - [113.75, 129.375, -46.625, -41.375] - [91.625, 104.75, -49.5, -46.875] - - [111.125, 117.5, -2, -0.375] - [141, 143.75, -44.125, -42.625] - [127, 137, -48.5, -45] - [101.25, 111.875, -43.875, -37.875] - - [139.75, 139.75, -35.625, -35.625, -1, STR_TOKYO] - [116.375, 116.375, -39.875, -39.875, -1, STR_BEIJING] - [100.625, 100.625, -13.625, -13.625, -1, STR_BANGKOK] - [121, 121, -14.625, -14.625, -1, STR_MANILA] - [127, 127, -37.5, -37.5, -1, STR_SEOUL] - [103.875, 103.875, -1.375, -1.375, -1, STR_SINGAPORE] - [106.75, 106.75, 6.25, 6.25, -1, STR_JAKARTA] - [121.5, 121.5, -31.25, -31.25, -1, STR_SHANGHAI] - [114.125, 114.125, -22.25, -22.25, -1, STR_HONG_KONG] - - [100.625, 103.125, -0.375, 0.75] - [96.125, 104.75, -42.625, -39] - [142.125, 143.875, -51.25, -49.125] - [122.875, 123.625, -8.375, -7.875] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [282.25, 322.875, 9.375, 38.375] - [53.125, 89.125, 4.5, 41.25] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [7.5, 38.625, 4.125, 18.625] - [50.5, 82.875, -64.5, -51.25] - [115, 132.5, 21, 25.5] - type: STR_SIBERIA cost: 800000 areas: - [60, 180, -70, -50] regionWeight: 10 missionWeights: STR_ALIEN_RESEARCH: 6 STR_ALIEN_ABDUCTION: 4 STR_ALIEN_BASE: 9 missionZones: - - [49.875, 80.125, -66.75, -46.5] - [67.25, 188.75, -72.5, -57.75] - [86.25, 164.25, -61.75, -52.875] - [65, 85.125, -52.25, -49.25] - - [63.125, 78.375, -66.5, -62] - [157.75, 162.5, -57.25, -55.625] - [166.125, 181.25, -68.625, -66] - [99.625, 139.125, -66.125, -58.125] - - [53.25, 66.625, -64.875, -61] - [86, 97.75, -73.25, -68.875] - [125.875, 141.5, -64.25, -59.5] - [91.375, 108.875, -61.375, -57.375] - - [82.75, 82.75, -55, -55, -1, STR_NOVOSIBIRSK] - - [63.125, 78.375, -66.5, -62] - [157.75, 162.5, -57.25, -55.625] - [166.125, 181.25, -68.625, -66] - [99.625, 139.125, -66.125, -58.125] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [282.25, 322.875, 9.375, 38.375] - [53.125, 89.125, 4.5, 41.25] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [7.5, 38.625, 4.125, 18.625] - [91.875, 124.25, -30.75, -17.5] - [115, 132.5, 21, 25.5] - type: STR_AUSTRALASIA cost: 750000 areas: - [105, 180, -5, 60] regionWeight: 10 missionWeights: STR_ALIEN_RESEARCH: 15 STR_ALIEN_HARVEST: 11 STR_ALIEN_ABDUCTION: 4 STR_ALIEN_INFILTRATION: 8 STR_ALIEN_BASE: 16 missionZones: - - [129.625, 155.375, -1.875, 9.75] - [165.75, 179.5, 33.125, 47.125] - [136.125, 153.25, 11.5, 46] - [109, 134.75, 13.375, 35.125] - - [115.75, 123.125, 30.375, 33.125] - [129.875, 134.25, 14, 16.5] - [141.125, 147, 29.875, 32.75] - [175, 177, 37.875, 39.375] - - [138.125, 144.125, 2.5, 5] - [145.625, 147.625, 41, 41.75] - [168.5, 170.375, 44.25, 45.25] - [141.375, 150.125, 32.875, 36.375] - - [149.125, 149.125, 35.375, 35.375, -1, STR_CANBERRA] - [175.125, 175.125, 41.25, 41.25, -1, STR_WELLINGTON] - [145, 145, 37.875, 37.875, -1, STR_MELBOURNE] - [115.75, 115.75, 32, 32, -1, STR_PERTH] - - [122.25, 135.375, 21, 27.5] - [149.875, 151.25, 4.75, 5.5] - [140.875, 143.625, 8.125, 8.875] - [145.75, 147.625, 41, 41.625] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [180, 200, 0, 10] - [282.25, 322.875, 9.375, 38.375] - [53.125, 89.125, 4.5, 41.25] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [7.5, 38.625, 4.125, 18.625] - [91.875, 124.25, -30.75, -17.5] - [62.125, 101.375, -66.625, -57.125] - type: STR_PACIFIC cost: 600000 areas: - [180, 195, -70, -55] - [180, 230, -55, -30] - [180, 240, -30, -10] - [180, 270, -10, -0] - [180, 275, 0, 60] - [150, 180, -50, -5] regionWeight: 5 missionWeights: STR_ALIEN_RESEARCH: 15 STR_ALIEN_BASE: 27 missionZones: - - [194.5, 225.625, -29.25, -15.25] - [172.5, 186.875, 10.875, 26.375] - [158.375, 171.375, 12.25, 27.75] - [202.625, 245.625, -2.25, 18.375] - - [209.125, 209.625, -19.875, -19.375] - [207, 207.125, -21.625, -21.5] - [177.75, 178.25, 17.5, 17.875] - [164.625, 164.75, 20.5, 20.75] - - [209.125, 209.625, -19.875, -19.375] - [207, 207.125, -21.625, -21.5] - [177.75, 178.25, 17.5, 17.875] - [164.625, 164.75, 20.5, 20.75] - - [209.125, 209.625, -19.875, -19.375] - [207, 207.125, -21.625, -21.5] - - [209.125, 209.625, -19.875, -19.375] - [207, 207.125, -21.625, -21.5] - [177.75, 178.25, 17.5, 17.875] - [164.625, 164.75, 20.5, 20.75] - - [0, 359.875, -90, -80] - [0, 359.875, 80, 90] - [119.625, 139.625, 19.25, 29.25] - [282.25, 322.875, 9.375, 38.375] - [53.125, 89.125, 4.5, 41.25] - [354.5, 393.375, -56.625, -46.375] - [238.625, 258.625, -53.375, -33.375] - [7.5, 38.625, 4.125, 18.625] - [91.875, 124.25, -30.75, -17.5] - [62.125, 101.375, -66.625, -57.125] - type: STR_NORTH_ATLANTIC cost: 500000 missionRegion: STR_NORTH_AMERICA areas: - [305, 335, -70, -30] - [300, 335, -30, -10] - [315, 335, -10, 0] - type: STR_SOUTH_ATLANTIC cost: 500000 missionRegion: STR_ANTARCTICA areas: - [330, 5, 0, 15] - [325, 5, 15, 60] - [5, 55, 40, 60] - type: STR_INDIAN_OCEAN cost: 500000 missionRegion: STR_SOUTHERN_AFRICA areas: - [55, 70, -15, 10] - [70, 90, -5, 10] - [55, 105, 10, 60] ================================================ FILE: bin/standard/xcom1/research.rul ================================================ research: - name: STR_LASER_WEAPONS cost: 50 points: 10 - name: STR_MOTION_SCANNER cost: 180 points: 20 - name: STR_MEDI_KIT cost: 210 points: 20 - name: STR_PSI_AMP cost: 500 points: 20 dependencies: - STR_PSI_LAB - name: STR_HEAVY_PLASMA cost: 800 points: 30 needItem: true - name: STR_HEAVY_PLASMA_CLIP cost: 400 points: 7 needItem: true - name: STR_PLASMA_RIFLE cost: 700 points: 25 needItem: true - name: STR_PLASMA_RIFLE_CLIP cost: 400 points: 6 needItem: true - name: STR_PLASMA_PISTOL cost: 600 points: 20 needItem: true - name: STR_PLASMA_PISTOL_CLIP cost: 400 points: 5 needItem: true - name: STR_BLASTER_LAUNCHER cost: 900 points: 10 needItem: true - name: STR_BLASTER_BOMB cost: 300 points: 10 needItem: true - name: STR_SMALL_LAUNCHER cost: 550 points: 30 needItem: true - name: STR_STUN_BOMB cost: 180 points: 10 needItem: true - name: STR_ALIEN_GRENADE cost: 200 points: 20 needItem: true - name: STR_ELERIUM_115 cost: 450 points: 60 needItem: true - name: STR_MIND_PROBE cost: 600 points: 25 needItem: true - name: STR_UFO_POWER_SOURCE cost: 450 points: 30 needItem: true - name: STR_UFO_NAVIGATION cost: 450 points: 30 needItem: true - name: STR_UFO_CONSTRUCTION cost: 450 points: 30 dependencies: - STR_ALIEN_ALLOYS - STR_ELERIUM_115 - STR_UFO_POWER_SOURCE - STR_UFO_NAVIGATION - name: STR_ALIEN_FOOD cost: 150 points: 30 needItem: true - name: STR_ALIEN_REPRODUCTION cost: 150 points: 30 needItem: true - name: STR_ALIEN_ENTERTAINMENT cost: 150 points: 30 needItem: true - name: STR_ALIEN_SURGERY cost: 150 points: 30 needItem: true - name: STR_EXAMINATION_ROOM cost: 150 points: 30 needItem: true - name: STR_ALIEN_ALLOYS cost: 400 points: 30 needItem: true - name: STR_NEW_FIGHTER_CRAFT cost: 600 points: 30 dependencies: - STR_UFO_CONSTRUCTION - name: STR_NEW_FIGHTER_TRANSPORTER cost: 700 points: 30 dependencies: - STR_NEW_FIGHTER_CRAFT - name: STR_ULTIMATE_CRAFT cost: 900 points: 30 dependencies: - STR_NEW_FIGHTER_TRANSPORTER - name: STR_LASER_PISTOL cost: 100 points: 10 dependencies: - STR_LASER_WEAPONS - name: STR_LASER_RIFLE cost: 300 points: 10 dependencies: - STR_LASER_PISTOL - name: STR_HEAVY_LASER cost: 460 points: 10 dependencies: - STR_LASER_RIFLE - name: STR_LASER_CANNON cost: 420 points: 15 dependencies: - STR_HEAVY_LASER - name: STR_PLASMA_CANNON cost: 660 points: 25 dependencies: - STR_PLASMA_CANNON_DEP1 - STR_PLASMA_CANNON_DEP2 - name: STR_FUSION_MISSILE cost: 880 points: 25 dependencies: - STR_BLASTER_LAUNCHER - STR_BLASTER_BOMB - name: STR_LASER_DEFENSE cost: 510 points: 15 dependencies: - STR_LASER_CANNON - name: STR_PLASMA_DEFENSE cost: 620 points: 25 dependencies: - STR_PLASMA_CANNON - name: STR_FUSION_DEFENSE cost: 800 points: 25 dependencies: - STR_FUSION_MISSILE - name: STR_GRAV_SHIELD cost: 930 points: 25 dependencies: - STR_NEW_FIGHTER_TRANSPORTER - name: STR_MIND_SHIELD cost: 360 points: 25 dependencies: - STR_PSI_LAB - name: STR_PSI_LAB cost: 420 points: 25 dependencies: - STR_ETHEREAL_COMMANDER - STR_ETHEREAL_LEADER - STR_ETHEREAL_SOLDIER - STR_SECTOID_LEADER - STR_SECTOID_COMMANDER - name: STR_HYPER_WAVE_DECODER cost: 670 points: 25 dependencies: - STR_FLOATER_NAVIGATOR - STR_SNAKEMAN_NAVIGATOR - STR_MUTON_NAVIGATOR - STR_SECTOID_NAVIGATOR - name: STR_LEADER_PLUS requires: - STR_ALIEN_ORIGINS dependencies: - STR_SECTOID_COMMANDER - STR_SECTOID_LEADER - STR_SNAKEMAN_COMMANDER - STR_SNAKEMAN_LEADER - STR_ETHEREAL_COMMANDER - STR_ETHEREAL_LEADER - STR_FLOATER_COMMANDER - STR_FLOATER_LEADER - name: STR_COMMANDER_PLUS unlocks: - STR_CYDONIA_OR_BUST requires: - STR_THE_MARTIAN_SOLUTION dependencies: - STR_SECTOID_COMMANDER - STR_SNAKEMAN_COMMANDER - STR_ETHEREAL_COMMANDER - STR_FLOATER_COMMANDER - name: STR_SECTOID_CORPSE cost: 180 points: 50 lookup: STR_SECTOID_AUTOPSY needItem: true - name: STR_SNAKEMAN_CORPSE cost: 180 points: 50 lookup: STR_SNAKEMAN_AUTOPSY needItem: true - name: STR_ETHEREAL_CORPSE cost: 180 points: 50 lookup: STR_ETHEREAL_AUTOPSY needItem: true - name: STR_MUTON_CORPSE cost: 180 points: 50 lookup: STR_MUTON_AUTOPSY needItem: true - name: STR_FLOATER_CORPSE cost: 180 points: 50 lookup: STR_FLOATER_AUTOPSY needItem: true - name: STR_CELATID_CORPSE cost: 180 points: 50 lookup: STR_CELATID_AUTOPSY needItem: true - name: STR_SILACOID_CORPSE cost: 180 points: 50 lookup: STR_SILACOID_AUTOPSY needItem: true - name: STR_CHRYSSALID_CORPSE cost: 180 points: 50 lookup: STR_CHRYSSALID_AUTOPSY needItem: true - name: STR_REAPER_CORPSE cost: 180 points: 50 lookup: STR_REAPER_AUTOPSY needItem: true - name: STR_SECTOPOD_CORPSE cost: 180 points: 50 lookup: STR_SECTOPOD_AUTOPSY needItem: true - name: STR_CYBERDISC_CORPSE cost: 180 points: 50 lookup: STR_CYBERDISC_AUTOPSY needItem: true - name: STR_ALIEN_ORIGINS cost: 300 points: 60 dependencies: - STR_SECTOID_COMMANDER - STR_SECTOID_LEADER - STR_SECTOID_ENGINEER - STR_SECTOID_MEDIC - STR_SECTOID_NAVIGATOR - STR_SECTOID_SOLDIER - STR_CYBERDISC_TERRORIST - STR_SNAKEMAN_COMMANDER - STR_SNAKEMAN_LEADER - STR_SNAKEMAN_ENGINEER - STR_SNAKEMAN_NAVIGATOR - STR_SNAKEMAN_SOLDIER - STR_CHRYSSALID_TERRORIST - STR_ETHEREAL_COMMANDER - STR_ETHEREAL_LEADER - STR_ETHEREAL_SOLDIER - STR_SECTOPOD_TERRORIST - STR_MUTON_ENGINEER - STR_MUTON_NAVIGATOR - STR_MUTON_SOLDIER - STR_SILACOID_TERRORIST - STR_CELATID_TERRORIST - STR_FLOATER_COMMANDER - STR_FLOATER_LEADER - STR_FLOATER_ENGINEER - STR_FLOATER_MEDIC - STR_FLOATER_NAVIGATOR - STR_FLOATER_SOLDIER - STR_REAPER_TERRORIST - name: STR_THE_MARTIAN_SOLUTION cost: 500 points: 60 dependencies: - STR_ALIEN_ORIGINS - STR_LEADER_PLUS - name: STR_CYDONIA_OR_BUST cost: 600 points: 60 unlockFinalMission: true dependencies: - STR_COMMANDER_PLUS - name: STR_PERSONAL_ARMOR cost: 180 points: 20 dependencies: - STR_ALIEN_ALLOYS - name: STR_POWER_SUIT cost: 205 points: 20 dependencies: - STR_ELERIUM_115 - STR_UFO_POWER_SOURCE - STR_PERSONAL_ARMOR - name: STR_FLYING_SUIT cost: 330 points: 20 dependencies: - STR_POWER_SUIT - STR_UFO_NAVIGATION - name: STR_SECTOID_COMMANDER cost: 190 points: 50 needItem: true destroyItem: true lookup: STR_SECTOID unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS - STR_PSI_LAB - name: STR_SECTOID_LEADER cost: 192 points: 50 needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_PSI_LAB - STR_ALIEN_ORIGINS lookup: STR_SECTOID - name: STR_SECTOID_ENGINEER cost: 192 points: 50 needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS lookup: STR_SECTOID getOneFree: - STR_SMALL_SCOUT - STR_MEDIUM_SCOUT - STR_LARGE_SCOUT - STR_HARVESTER - STR_ABDUCTOR - STR_TERROR_SHIP - STR_BATTLESHIP - STR_SUPPLY_SHIP - name: STR_SECTOID_MEDIC cost: 192 points: 50 needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS lookup: STR_SECTOID getOneFree: - STR_SNAKEMAN - STR_MUTON - STR_ETHEREAL - STR_FLOATER - STR_CHRYSSALID - STR_SECTOPOD - STR_CYBERDISC - STR_SILACOID - STR_CELATID - STR_REAPER - STR_SECTOID_CORPSE - STR_SNAKEMAN_CORPSE - STR_MUTON_CORPSE - STR_ETHEREAL_CORPSE - STR_FLOATER_CORPSE - STR_CHRYSSALID_CORPSE - STR_SECTOPOD_CORPSE - STR_CYBERDISC_CORPSE - STR_SILACOID_CORPSE - STR_CELATID_CORPSE - STR_REAPER_CORPSE - name: STR_SECTOID_NAVIGATOR cost: 192 points: 50 lookup: STR_SECTOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_HYPER_WAVE_DECODER getOneFree: - STR_ALIEN_RESEARCH - STR_ALIEN_HARVEST - STR_ALIEN_ABDUCTION - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_TERROR - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_SECTOID_SOLDIER cost: 192 points: 50 lookup: STR_SECTOID unlocks: - STR_ALIEN_ORIGINS needItem: true destroyItem: true - name: STR_SNAKEMAN_COMMANDER cost: 192 points: 50 lookup: STR_SNAKEMAN needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS - name: STR_SNAKEMAN_LEADER cost: 192 points: 50 lookup: STR_SNAKEMAN needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS - name: STR_SNAKEMAN_ENGINEER cost: 192 points: 50 lookup: STR_SNAKEMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SMALL_SCOUT - STR_MEDIUM_SCOUT - STR_LARGE_SCOUT - STR_HARVESTER - STR_ABDUCTOR - STR_TERROR_SHIP - STR_BATTLESHIP - STR_SUPPLY_SHIP - name: STR_SNAKEMAN_MEDIC needItem: true destroyItem: true - name: STR_SNAKEMAN_NAVIGATOR cost: 192 points: 50 lookup: STR_SNAKEMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_HYPER_WAVE_DECODER getOneFree: - STR_ALIEN_RESEARCH - STR_ALIEN_HARVEST - STR_ALIEN_ABDUCTION - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_TERROR - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_SNAKEMAN_SOLDIER cost: 192 points: 50 lookup: STR_SNAKEMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_ETHEREAL_COMMANDER cost: 192 points: 50 lookup: STR_ETHEREAL needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS - STR_PSI_LAB - name: STR_ETHEREAL_LEADER cost: 192 points: 50 lookup: STR_ETHEREAL needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS - STR_PSI_LAB - name: STR_ETHEREAL_ENGINEER needItem: true destroyItem: true - name: STR_ETHEREAL_MEDIC needItem: true destroyItem: true - name: STR_ETHEREAL_NAVIGATOR needItem: true destroyItem: true - name: STR_ETHEREAL_SOLDIER cost: 192 points: 50 lookup: STR_ETHEREAL needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_PSI_LAB - name: STR_MUTON_COMMANDER needItem: true destroyItem: true - name: STR_MUTON_LEADER needItem: true destroyItem: true - name: STR_MUTON_ENGINEER cost: 192 points: 50 lookup: STR_MUTON needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SMALL_SCOUT - STR_MEDIUM_SCOUT - STR_LARGE_SCOUT - STR_HARVESTER - STR_ABDUCTOR - STR_TERROR_SHIP - STR_BATTLESHIP - STR_SUPPLY_SHIP - name: STR_MUTON_MEDIC needItem: true destroyItem: true - name: STR_MUTON_NAVIGATOR cost: 192 points: 50 lookup: STR_MUTON needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_HYPER_WAVE_DECODER getOneFree: - STR_ALIEN_RESEARCH - STR_ALIEN_HARVEST - STR_ALIEN_ABDUCTION - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_TERROR - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_MUTON_SOLDIER cost: 192 points: 50 lookup: STR_MUTON needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_FLOATER_COMMANDER cost: 192 points: 50 lookup: STR_FLOATER needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS - name: STR_FLOATER_LEADER cost: 192 points: 50 lookup: STR_FLOATER unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS needItem: true destroyItem: true - name: STR_FLOATER_ENGINEER cost: 192 points: 50 lookup: STR_FLOATER needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SMALL_SCOUT - STR_MEDIUM_SCOUT - STR_LARGE_SCOUT - STR_HARVESTER - STR_ABDUCTOR - STR_TERROR_SHIP - STR_BATTLESHIP - STR_SUPPLY_SHIP - name: STR_FLOATER_MEDIC cost: 192 points: 50 lookup: STR_FLOATER needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SECTOID - STR_SNAKEMAN - STR_MUTON - STR_ETHEREAL - STR_CHRYSSALID - STR_SECTOPOD - STR_CYBERDISC - STR_SILACOID - STR_CELATID - STR_REAPER - STR_SECTOID_CORPSE - STR_SNAKEMAN_CORPSE - STR_MUTON_CORPSE - STR_ETHEREAL_CORPSE - STR_FLOATER_CORPSE - STR_CHRYSSALID_CORPSE - STR_SECTOPOD_CORPSE - STR_CYBERDISC_CORPSE - STR_SILACOID_CORPSE - STR_CELATID_CORPSE - STR_REAPER_CORPSE - name: STR_FLOATER_NAVIGATOR cost: 192 points: 50 lookup: STR_FLOATER needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_HYPER_WAVE_DECODER getOneFree: - STR_ALIEN_RESEARCH - STR_ALIEN_HARVEST - STR_ALIEN_ABDUCTION - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_TERROR - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_FLOATER_SOLDIER cost: 192 points: 50 lookup: STR_FLOATER needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_CELATID_TERRORIST cost: 170 points: 50 lookup: STR_CELATID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_SILACOID_TERRORIST cost: 170 points: 50 lookup: STR_SILACOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_CHRYSSALID_TERRORIST cost: 170 points: 50 lookup: STR_CHRYSSALID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_REAPER_TERRORIST cost: 170 points: 50 lookup: STR_REAPER needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_SECTOPOD_TERRORIST cost: 170 points: 50 lookup: STR_SECTOPOD needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_CYBERDISC_TERRORIST cost: 170 points: 50 lookup: STR_CYBERDISC needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_PLASMA_CANNON_DEP1 dependencies: - STR_HEAVY_PLASMA - STR_HEAVY_PLASMA_CLIP unlocks: - STR_PLASMA_CANNON - name: STR_PLASMA_CANNON_DEP2 dependencies: - STR_PLASMA_RIFLE - STR_PLASMA_RIFLE_CLIP unlocks: - STR_PLASMA_CANNON - name: STR_SECTOID_AUTOPSY points: 50 needItem: true - name: STR_SNAKEMAN_AUTOPSY points: 50 needItem: true - name: STR_ETHEREAL_AUTOPSY points: 50 needItem: true - name: STR_MUTON_AUTOPSY points: 50 needItem: true - name: STR_FLOATER_AUTOPSY points: 50 needItem: true - name: STR_CELATID_AUTOPSY points: 50 needItem: true - name: STR_SILACOID_AUTOPSY points: 50 needItem: true - name: STR_CHRYSSALID_AUTOPSY points: 50 needItem: true - name: STR_REAPER_AUTOPSY points: 50 needItem: true - name: STR_SECTOPOD_AUTOPSY points: 50 needItem: true - name: STR_CYBERDISC_AUTOPSY points: 50 needItem: true - name: STR_SECTOID points: 50 needItem: true - name: STR_SNAKEMAN points: 50 needItem: true - name: STR_ETHEREAL points: 50 needItem: true - name: STR_MUTON points: 50 needItem: true - name: STR_FLOATER points: 50 needItem: true - name: STR_CELATID points: 50 needItem: true - name: STR_SILACOID points: 50 needItem: true - name: STR_CHRYSSALID points: 50 needItem: true - name: STR_REAPER points: 50 needItem: true - name: STR_SECTOPOD points: 50 needItem: true - name: STR_CYBERDISC points: 50 needItem: true - name: STR_ALIEN_RESEARCH points: 50 needItem: true - name: STR_ALIEN_HARVEST points: 50 needItem: true - name: STR_ALIEN_ABDUCTION points: 50 needItem: true - name: STR_ALIEN_INFILTRATION points: 50 needItem: true - name: STR_ALIEN_BASE points: 50 needItem: true - name: STR_ALIEN_TERROR points: 50 needItem: true - name: STR_ALIEN_RETALIATION points: 50 needItem: true - name: STR_ALIEN_SUPPLY points: 50 needItem: true - name: STR_SMALL_SCOUT points: 50 needItem: true - name: STR_MEDIUM_SCOUT points: 50 needItem: true - name: STR_LARGE_SCOUT points: 50 needItem: true - name: STR_HARVESTER points: 50 needItem: true - name: STR_ABDUCTOR points: 50 needItem: true - name: STR_TERROR_SHIP points: 50 needItem: true - name: STR_BATTLESHIP points: 50 needItem: true - name: STR_SUPPLY_SHIP points: 50 needItem: true ================================================ FILE: bin/standard/xcom1/soldiers.rul ================================================ soldiers: - type: STR_SOLDIER costBuy: 40000 costSalary: 20000 minStats: tu: 50 stamina: 40 health: 25 bravery: 10 reactions: 30 firing: 40 throwing: 50 strength: 20 psiStrength: 0 psiSkill: 0 melee: 20 maxStats: tu: 60 stamina: 70 health: 40 bravery: 60 reactions: 60 firing: 70 throwing: 80 strength: 40 psiStrength: 100 psiSkill: 16 melee: 40 statCaps: tu: 80 stamina: 100 health: 60 bravery: 100 reactions: 100 firing: 120 throwing: 120 strength: 70 psiStrength: 100 psiSkill: 100 melee: 120 armor: STR_NONE_UC standHeight: 22 kneelHeight: 14 femaleFrequency: 25 soldierNames: - SoldierName/ deathMale: [41, 42, 43] deathFemale: [44, 45, 46] ================================================ FILE: bin/standard/xcom1/startingBase.rul ================================================ startingBase: facilities: - type: STR_ACCESS_LIFT x: 2 y: 2 - type: STR_HANGAR x: 2 y: 0 - type: STR_HANGAR x: 0 y: 4 - type: STR_HANGAR x: 4 y: 4 - type: STR_LIVING_QUARTERS x: 3 y: 2 - type: STR_GENERAL_STORES x: 2 y: 3 - type: STR_LABORATORY x: 3 y: 3 - type: STR_WORKSHOP x: 4 y: 3 - type: STR_SMALL_RADAR_SYSTEM x: 1 y: 3 randomSoldiers: 8 crafts: - type: STR_SKYRANGER id: 1 fuel: 1500 damage: 0 items: STR_GRENADE: 8 STR_HC_AP_AMMO: 2 STR_HC_HE_AMMO: 2 STR_HEAVY_CANNON: 1 STR_PISTOL: 3 STR_PISTOL_CLIP: 5 STR_RIFLE: 6 STR_RIFLE_CLIP: 12 status: STR_READY - type: STR_INTERCEPTOR id: 1 fuel: 1000 damage: 0 weapons: - type: STR_STINGRAY ammo: 6 - type: STR_CANNON_UC ammo: 200 status: STR_READY - type: STR_INTERCEPTOR id: 2 fuel: 1000 damage: 0 weapons: - type: STR_STINGRAY ammo: 6 - type: STR_CANNON_UC ammo: 200 items: STR_AC_AP_AMMO: 6 STR_AUTO_CANNON: 1 STR_AVALANCHE_LAUNCHER: 1 STR_AVALANCHE_MISSILES: 10 STR_CANNON: 2 STR_CANNON_ROUNDS_X50: 1 STR_GRENADE: 5 STR_HC_AP_AMMO: 6 STR_HEAVY_CANNON: 1 STR_PISTOL: 2 STR_PISTOL_CLIP: 8 STR_RIFLE: 2 STR_RIFLE_CLIP: 8 STR_ROCKET_LAUNCHER: 1 STR_SMALL_ROCKET: 4 STR_SMOKE_GRENADE: 5 STR_STINGRAY_LAUNCHER: 1 STR_STINGRAY_MISSILES: 25 scientists: 10 engineers: 10 ================================================ FILE: bin/standard/xcom1/terrains.rul ================================================ terrains: - name: CULTA script: FARM mapDataSets: - BLANKS - CULTIVAT - BARN mapBlocks: - name: CULTA00 width: 10 length: 10 groups: 1 - name: CULTA01 width: 10 length: 10 - name: CULTA02 width: 10 length: 10 - name: CULTA03 width: 10 length: 10 - name: CULTA04 width: 10 length: 10 - name: CULTA05 width: 10 length: 10 - name: CULTA06 width: 10 length: 10 - name: CULTA07 width: 10 length: 10 groups: 1 - name: CULTA08 width: 10 length: 10 - name: CULTA09 width: 10 length: 10 - name: CULTA10 width: 10 length: 10 - name: CULTA11 width: 10 length: 10 groups: 1 - name: CULTA12 width: 10 length: 10 - name: CULTA13 width: 10 length: 10 - name: CULTA14 width: 10 length: 10 - name: CULTA15 width: 10 length: 10 - name: CULTA16 width: 10 length: 10 - name: CULTA17 width: 10 length: 10 - name: CULTA18 width: 10 length: 10 - name: DESERT mapDataSets: - BLANKS - DESERT script: DESERT mapBlocks: - name: DESERT00 width: 10 length: 10 groups: [0, 1] - name: DESERT01 width: 10 length: 10 groups: [0, 1] - name: DESERT02 width: 10 length: 10 groups: [0, 1] - name: DESERT03 width: 10 length: 10 - name: DESERT04 width: 10 length: 10 - name: DESERT05 width: 10 length: 10 - name: DESERT06 width: 10 length: 10 - name: DESERT07 width: 10 length: 10 - name: DESERT08 width: 10 length: 10 - name: DESERT09 width: 20 length: 20 - name: DESERT10 width: 20 length: 20 - name: DESERT11 width: 20 length: 20 - name: FOREST mapDataSets: - BLANKS - FOREST mapBlocks: - name: FOREST00 width: 10 length: 10 groups: 1 - name: FOREST01 width: 10 length: 10 groups: 1 - name: FOREST02 width: 10 length: 10 - name: FOREST03 width: 10 length: 10 - name: FOREST04 width: 10 length: 10 - name: FOREST05 width: 10 length: 10 - name: FOREST06 width: 10 length: 10 - name: FOREST07 width: 10 length: 10 - name: FOREST08 width: 10 length: 10 - name: FOREST09 width: 10 length: 10 - name: FOREST10 width: 20 length: 20 - name: FOREST11 width: 20 length: 20 - name: JUNGLE mapDataSets: - BLANKS - JUNGLE script: JUNGLE mapBlocks: - name: JUNGLE00 width: 10 length: 10 groups: 1 - name: JUNGLE01 width: 10 length: 10 groups: 1 - name: JUNGLE02 width: 10 length: 10 groups: 1 - name: JUNGLE03 width: 10 length: 10 - name: JUNGLE04 width: 10 length: 10 - name: JUNGLE05 width: 10 length: 10 - name: JUNGLE06 width: 10 length: 10 - name: JUNGLE07 width: 10 length: 10 - name: JUNGLE08 width: 10 length: 10 - name: JUNGLE09 width: 10 length: 10 - name: JUNGLE10 width: 10 length: 10 - name: JUNGLE11 width: 10 length: 10 - name: MARS mapDataSets: - BLANKS - MARS - U_WALL02 script: MARS mapBlocks: - name: MARS00 width: 10 length: 10 groups: [0, 1] - name: MARS01 width: 10 length: 10 - name: MARS02 width: 10 length: 10 - name: MARS03 width: 10 length: 10 - name: MARS04 width: 10 length: 10 - name: MARS05 width: 10 length: 10 - name: MARS06 width: 10 length: 10 - name: MARS07 width: 10 length: 10 - name: MARS08 width: 10 length: 10 - name: MARS09 width: 10 length: 10 - name: MARS10 width: 10 length: 10 groups: 2 - name: MOUNT mapDataSets: - BLANKS - MOUNT mapBlocks: - name: MOUNT00 width: 10 length: 10 groups: 1 - name: MOUNT01 width: 10 length: 10 groups: 1 - name: MOUNT02 width: 10 length: 10 groups: 1 - name: MOUNT03 width: 10 length: 10 - name: MOUNT04 width: 10 length: 10 - name: MOUNT05 width: 10 length: 10 - name: MOUNT06 width: 10 length: 10 - name: MOUNT07 width: 10 length: 10 - name: MOUNT08 width: 10 length: 10 - name: MOUNT09 width: 10 length: 10 - name: MOUNT10 width: 10 length: 10 - name: MOUNT11 width: 20 length: 20 - name: MOUNT12 width: 20 length: 20 - name: POLAR mapDataSets: - BLANKS - POLAR script: POLAR mapBlocks: - name: POLAR00 width: 10 length: 10 groups: [0, 1] - name: POLAR01 width: 10 length: 10 groups: [0, 1] - name: POLAR02 width: 10 length: 10 groups: [0, 1] - name: POLAR03 width: 10 length: 10 - name: POLAR04 width: 10 length: 10 - name: POLAR05 width: 10 length: 10 - name: POLAR06 width: 10 length: 10 - name: POLAR07 width: 10 length: 10 - name: POLAR08 width: 10 length: 10 - name: POLAR09 width: 10 length: 10 - name: POLAR10 width: 10 length: 10 - name: POLAR11 width: 10 length: 10 - name: POLAR12 width: 20 length: 20 - name: POLAR13 width: 20 length: 20 - name: UBASE mapDataSets: - BLANKS - U_BASE - U_WALL02 - U_PODS - BRAIN mapBlocks: - name: UBASE_00 width: 20 length: 20 groups: 3 - name: UBASE_01 width: 20 length: 20 - name: UBASE_02 width: 20 length: 20 - name: UBASE_03 width: 20 length: 20 items: STR_ELERIUM_115: - [2, 14, 1] - name: UBASE_04 width: 10 length: 10 groups: 2 revealedFloors: 1 - name: UBASE_05 width: 10 length: 10 - name: UBASE_06 width: 10 length: 10 - name: UBASE_07 width: 10 length: 10 groups: 1 - name: UBASE_08 width: 10 length: 10 - name: UBASE_09 width: 10 length: 10 - name: UBASE_10 width: 10 length: 10 - name: UBASE_11 width: 10 length: 10 # UBASE_12 is impassable, 13 and 14 are apparently unused. # in the interest of preserving an original experience, # they have been disabled by being added to group 5, which is unused in the scripts. - name: UBASE_12 width: 10 length: 10 groups: 5 - name: UBASE_13 width: 10 length: 10 groups: 5 - name: UBASE_14 width: 10 length: 10 groups: 5 - name: UBASE_15 width: 20 length: 20 groups: 4 - name: URBAN mapDataSets: - BLANKS - ROADS - URBITS - URBAN - FRNITURE civilianTypes: - MALE_CIVILIAN - FEMALE_CIVILIAN script: URBAN mapBlocks: - name: URBAN00 width: 10 length: 10 groups: 2 - name: URBAN01 width: 10 length: 10 groups: 3 - name: URBAN02 width: 10 length: 10 groups: 4 - name: URBAN03 width: 10 length: 10 groups: [0, 1] - name: URBAN04 width: 10 length: 10 groups: [0, 1] - name: URBAN05 width: 20 length: 20 - name: URBAN06 width: 20 length: 20 - name: URBAN07 width: 20 length: 20 - name: URBAN08 width: 20 length: 20 - name: URBAN09 width: 20 length: 20 - name: URBAN14 width: 10 length: 10 - name: URBAN15 width: 10 length: 10 - name: URBAN16 width: 10 length: 10 - name: URBAN17 width: 10 length: 10 - name: URBAN18 width: 10 length: 10 - name: XBASE mapDataSets: - BLANKS - XBASE1 - XBASE2 script: XBASE mapBlocks: - name: XBASE_00 width: 10 length: 10 - name: XBASE_01 width: 10 length: 10 - name: XBASE_02 width: 10 length: 10 - name: XBASE_03 width: 10 length: 10 - name: XBASE_04 width: 10 length: 10 - name: XBASE_05 width: 10 length: 10 - name: XBASE_06 width: 10 length: 10 - name: XBASE_07 width: 10 length: 10 - name: XBASE_08 width: 10 length: 10 - name: XBASE_09 width: 10 length: 10 - name: XBASE_10 width: 10 length: 10 - name: XBASE_11 width: 10 length: 10 - name: XBASE_12 width: 10 length: 10 - name: XBASE_13 width: 10 length: 10 - name: XBASE_14 width: 10 length: 10 - name: XBASE_15 width: 10 length: 10 - name: XBASE_16 width: 10 length: 10 - name: XBASE_17 width: 10 length: 10 - name: XBASE_18 width: 10 length: 10 - name: XBASE_19 width: 10 length: 10 - name: XBASE_20 width: 10 length: 10 ================================================ FILE: bin/standard/xcom1/ufoTrajectories.rul ================================================ ufoTrajectories: - id: P0 groundTimer: 3000 waypoints: - [5, 4, 100] - [0, 3, 74] - [0, 1, 28] - [1, 1, 47] - [5, 2, 100] - id: P1 groundTimer: 4000 waypoints: - [5, 4, 100] - [0, 2, 76] - [0, 2, 20] - [1, 1, 44] - [0, 0, 20] - [0, 2, 32] - [2, 1, 65] - [5, 0, 100] - id: P2 groundTimer: 5000 waypoints: - [5, 4, 100] - [0, 3, 57] - [0, 2, 26] - [1, 1, 50] - [5, 0, 100] - id: P3 groundTimer: 6000 waypoints: - [5, 4, 100] - [0, 3, 30] - [0, 2, 25] - [2, 1, 20] - [5, 0, 100] - id: P4 groundTimer: 7000 waypoints: - [5, 4, 100] - [0, 2, 67] - [0, 2, 52] - [2, 1, 40] - [0, 0, 30] - [0, 2, 20] - [2, 1, 30] - [5, 0, 100] - id: P5 groundTimer: 4000 waypoints: - [5, 4, 100] - [0, 2, 50] - [0, 2, 20] - [4, 1, 15] - [0, 0, 20] - [0, 2, 29] - [4, 1, 42] - [5, 0, 90] - id: P6 groundTimer: 5000 waypoints: - [5, 4, 100] - [0, 3, 50] - [0, 2, 25] - [4, 1, 16] - [5, 0, 100] - id: P7 groundTimer: 9000 waypoints: - [5, 4, 100] - [0, 3, 60] - [0, 2, 30] - [3, 1, 20] - [5, 0, 100] - id: P8 groundTimer: 6000 waypoints: - [5, 4, 100] - [1, 1, 60] - [2, 1, 20] - [3, 1, 30] - [4, 1, 20] - [0, 1, 42] - [2, 1, 56] - [5, 4, 100] - id: P9 groundTimer: 2000 waypoints: - [5, 4, 80] - [5, 0, 100] - id: __RETALIATION_ASSAULT_RUN groundTimer: 1000 waypoints: - [5, 4, 100] #This should always be 5, 4, 100 - [5, 0, 100] #only the 0 altitude matters ================================================ FILE: bin/standard/xcom1/ufopaedia.rul ================================================ ufopaedia: - id: STR_SKYRANGER type_id: 1 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP004.SPK rect_stats: x: 160 y: 5 width: 160 height: 60 rect_text: x: 5 y: 40 width: 140 height: 100 text: STR_SKYRANGER_UFOPEDIA - id: STR_LIGHTNING type_id: 1 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_NEW_FIGHTER_TRANSPORTER image_id: UP003.SPK rect_stats: x: 5 y: 132 width: 160 height: 60 rect_text: x: 5 y: 40 width: 310 height: 60 text: STR_LIGHTNING_UFOPEDIA - id: STR_AVENGER type_id: 1 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_ULTIMATE_CRAFT image_id: UP001.SPK rect_stats: x: 160 y: 5 width: 160 height: 60 rect_text: x: 5 y: 40 width: 140 height: 100 text: STR_AVENGER_UFOPEDIA - id: STR_INTERCEPTOR type_id: 1 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP002.SPK rect_stats: x: 5 y: 110 width: 160 height: 60 rect_text: x: 5 y: 40 width: 210 height: 60 text: STR_INTERCEPTOR_UFOPEDIA - id: STR_FIRESTORM type_id: 1 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_NEW_FIGHTER_CRAFT image_id: UP005.SPK rect_stats: x: 160 y: 5 width: 160 height: 60 rect_text: x: 5 y: 40 width: 140 height: 100 text: STR_FIRESTORM_UFOPEDIA - id: STR_STINGRAY type_id: 2 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP006.SPK text: STR_STINGRAY_UFOPEDIA - id: STR_AVALANCHE type_id: 2 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP007.SPK text: STR_AVALANCHE_UFOPEDIA - id: STR_CANNON_UC type_id: 2 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP008.SPK text: STR_CANNON_UFOPEDIA - id: STR_FUSION_BALL_UC type_id: 2 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_FUSION_MISSILE image_id: UP009.SPK text: STR_FUSION_BALL_UFOPEDIA - id: STR_LASER_CANNON_UC type_id: 2 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_LASER_CANNON image_id: UP010.SPK text: STR_LASER_CANNON_UFOPEDIA - id: STR_PLASMA_BEAM_UC type_id: 2 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_PLASMA_CANNON image_id: UP011.SPK text: STR_PLASMA_BEAM_UFOPEDIA - id: STR_TANK_CANNON type_id: 3 section: STR_HEAVY_WEAPONS_PLATFORMS text: STR_TANK_CANNON_UFOPEDIA weapon: STR_CANNON - id: STR_TANK_ROCKET_LAUNCHER type_id: 3 section: STR_HEAVY_WEAPONS_PLATFORMS text: STR_TANK_ROCKET_LAUNCHER_UFOPEDIA weapon: STR_ROCKET_LAUNCHER - id: STR_TANK_LASER_CANNON type_id: 3 section: STR_HEAVY_WEAPONS_PLATFORMS weapon: STR_LASER_CANNON requires: - STR_LASER_CANNON text: STR_TANK_LASER_CANNON_UFOPEDIA - id: STR_HOVERTANK_PLASMA type_id: 3 section: STR_HEAVY_WEAPONS_PLATFORMS weapon: STR_PLASMA_CANNON requires: - STR_PLASMA_CANNON - STR_NEW_FIGHTER_CRAFT text: STR_HOVERTANK_PLASMA_UFOPEDIA - id: STR_HOVERTANK_LAUNCHER type_id: 3 section: STR_HEAVY_WEAPONS_PLATFORMS weapon: STR_FUSION_BALL_LAUNCHER requires: - STR_FUSION_MISSILE - STR_NEW_FIGHTER_CRAFT text: STR_HOVERTANK_LAUNCHER_UFOPEDIA - id: STR_PERSONAL_ARMOR_UC type_id: 5 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_PERSONAL_ARMOR text: STR_PERSONAL_ARMOR_UFOPEDIA - id: STR_POWER_SUIT_UC type_id: 5 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_POWER_SUIT text: STR_POWER_SUIT_UFOPEDIA - id: STR_FLYING_SUIT_UC type_id: 5 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_FLYING_SUIT text: STR_FLYING_SUIT_UFOPEDIA - id: STR_PISTOL type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_PISTOL_UFOPEDIA - id: STR_PISTOL_CLIP type_id: 4 section: STR_NOT_AVAILABLE - id: STR_RIFLE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_RIFLE_UFOPEDIA - id: STR_RIFLE_CLIP type_id: 4 section: STR_NOT_AVAILABLE - id: STR_HEAVY_CANNON type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_HEAVY_CANNON_UFOPEDIA - id: STR_HC_AP_AMMO type_id: 4 section: STR_NOT_AVAILABLE - id: STR_HC_HE_AMMO type_id: 4 section: STR_NOT_AVAILABLE - id: STR_HC_I_AMMO type_id: 4 section: STR_NOT_AVAILABLE - id: STR_AUTO_CANNON type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_AUTO_CANNON_UFOPEDIA - id: STR_AC_AP_AMMO type_id: 4 section: STR_NOT_AVAILABLE - id: STR_AC_HE_AMMO type_id: 4 section: STR_NOT_AVAILABLE - id: STR_AC_I_AMMO type_id: 4 section: STR_NOT_AVAILABLE - id: STR_ROCKET_LAUNCHER type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_ROCKET_LAUNCHER_UFOPEDIA - id: STR_SMALL_ROCKET type_id: 4 section: STR_NOT_AVAILABLE - id: STR_LARGE_ROCKET type_id: 4 section: STR_NOT_AVAILABLE - id: STR_INCENDIARY_ROCKET type_id: 4 section: STR_NOT_AVAILABLE - id: STR_LASER_PISTOL type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_LASER_PISTOL text: STR_LASER_PISTOL_UFOPEDIA - id: STR_LASER_RIFLE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_LASER_RIFLE text: STR_LASER_RIFLE_UFOPEDIA - id: STR_HEAVY_LASER type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_HEAVY_LASER text: STR_HEAVY_LASER_UFOPEDIA - id: STR_GRENADE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_GRENADE_UFOPEDIA - id: STR_SMOKE_GRENADE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_SMOKE_GRENADE_UFOPEDIA - id: STR_PROXIMITY_GRENADE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_PROXIMITY_GRENADE_UFOPEDIA - id: STR_HIGH_EXPLOSIVE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_HIGH_EXPLOSIVE_UFOPEDIA - id: STR_MOTION_SCANNER type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_MOTION_SCANNER text: STR_MOTION_SCANNER_UFOPEDIA - id: STR_MEDI_KIT type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_MEDI_KIT text: STR_MEDI_KIT_UFOPEDIA - id: STR_PSI_AMP type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_PSI_AMP text: STR_PSI_AMP_UFOPEDIA - id: STR_STUN_ROD type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_STUN_ROD_UFOPEDIA - id: STR_ELECTRO_FLARE type_id: 4 section: STR_WEAPONS_AND_EQUIPMENT text: STR_ELECTRO_FLARE_UFOPEDIA - id: STR_HEAVY_PLASMA type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_HEAVY_PLASMA text: STR_HEAVY_PLASMA_UFOPEDIA - id: STR_HEAVY_PLASMA_CLIP type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_HEAVY_PLASMA_CLIP text: STR_HEAVY_PLASMA_CLIP_UFOPEDIA - id: STR_PLASMA_RIFLE type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_PLASMA_RIFLE text: STR_PLASMA_RIFLE_UFOPEDIA - id: STR_PLASMA_RIFLE_CLIP type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_PLASMA_RIFLE_CLIP text: STR_PLASMA_RIFLE_CLIP_UFOPEDIA - id: STR_PLASMA_PISTOL type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_PLASMA_PISTOL text: STR_PLASMA_PISTOL_UFOPEDIA - id: STR_PLASMA_PISTOL_CLIP type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_PLASMA_PISTOL_CLIP text: STR_PLASMA_PISTOL_CLIP_UFOPEDIA - id: STR_BLASTER_LAUNCHER type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_BLASTER_LAUNCHER text: STR_BLASTER_LAUNCHER_UFOPEDIA - id: STR_BLASTER_BOMB type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_BLASTER_BOMB text: STR_BLASTER_BOMB_UFOPEDIA - id: STR_SMALL_LAUNCHER type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_SMALL_LAUNCHER text: STR_SMALL_LAUNCHER_UFOPEDIA - id: STR_STUN_BOMB type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_STUN_BOMB text: STR_STUN_BOMB_UFOPEDIA - id: STR_ALIEN_GRENADE type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_ALIEN_GRENADE text: STR_ALIEN_GRENADE_UFOPEDIA - id: STR_ELERIUM_115 type_id: 4 section: STR_ALIEN_ARTIFACTS requires: - STR_ELERIUM_115 text: STR_ELERIUM_115_UFOPEDIA - id: STR_MIND_PROBE type_id: 4 section: STR_ALIEN_ARTIFACTS text: STR_MIND_PROBE_UFOPEDIA requires: - STR_MIND_PROBE - id: STR_ACCESS_LIFT type_id: 6 section: STR_BASE_FACILITIES text: STR_ACCESS_LIFT_UFOPEDIA - id: STR_LIVING_QUARTERS type_id: 6 section: STR_BASE_FACILITIES text: STR_LIVING_QUARTERS_UFOPEDIA - id: STR_LABORATORY type_id: 6 section: STR_BASE_FACILITIES text: STR_LABORATORY_UFOPEDIA - id: STR_WORKSHOP type_id: 6 section: STR_BASE_FACILITIES text: STR_WORKSHOP_UFOPEDIA - id: STR_SMALL_RADAR_SYSTEM type_id: 6 section: STR_BASE_FACILITIES text: STR_SMALL_RADAR_SYSTEM_UFOPEDIA - id: STR_LARGE_RADAR_SYSTEM type_id: 6 section: STR_BASE_FACILITIES text: STR_LARGE_RADAR_SYSTEM_UFOPEDIA - id: STR_MISSILE_DEFENSES type_id: 6 section: STR_BASE_FACILITIES text: STR_MISSILE_DEFENSES_UFOPEDIA - id: STR_GENERAL_STORES type_id: 6 section: STR_BASE_FACILITIES text: STR_GENERAL_STORES_UFOPEDIA - id: STR_ALIEN_CONTAINMENT type_id: 6 section: STR_BASE_FACILITIES text: STR_ALIEN_CONTAINMENT_UFOPEDIA - id: STR_LASER_DEFENSES type_id: 6 section: STR_BASE_FACILITIES requires: - STR_LASER_DEFENSE text: STR_LASER_DEFENSES_UFOPEDIA - id: STR_PLASMA_DEFENSES type_id: 6 section: STR_BASE_FACILITIES requires: - STR_PLASMA_DEFENSE text: STR_PLASMA_DEFENSES_UFOPEDIA - id: STR_FUSION_BALL_DEFENSES type_id: 6 section: STR_BASE_FACILITIES text: STR_FUSION_BALL_DEFENSES_UFOPEDIA requires: - STR_FUSION_DEFENSE - id: STR_GRAV_SHIELD type_id: 6 section: STR_BASE_FACILITIES requires: - STR_GRAV_SHIELD text: STR_GRAV_SHIELD_UFOPEDIA - id: STR_MIND_SHIELD type_id: 6 section: STR_BASE_FACILITIES requires: - STR_MIND_SHIELD text: STR_MIND_SHIELD_UFOPEDIA - id: STR_PSIONIC_LABORATORY type_id: 6 section: STR_BASE_FACILITIES requires: - STR_PSI_LAB text: STR_PSIONIC_LABORATORY_UFOPEDIA - id: STR_HYPER_WAVE_DECODER type_id: 6 section: STR_BASE_FACILITIES requires: - STR_HYPER_WAVE_DECODER text: STR_HYPER_WAVE_DECODER_UFOPEDIA - id: STR_HANGAR type_id: 6 section: STR_BASE_FACILITIES text: STR_HANGAR_UFOPEDIA - id: STR_SECTOID type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SECTOID image_id: UP024.SPK text: STR_SECTOID_UFOPEDIA text_width: 158 - id: STR_SECTOID_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS image_id: UP025.SPK text: STR_SECTOID_AUTOPSY_UFOPEDIA requires: - STR_SECTOID_CORPSE text_width: 158 - id: STR_SNAKEMAN type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SNAKEMAN image_id: UP030.SPK text: STR_SNAKEMAN_UFOPEDIA text_width: 158 - id: STR_SNAKEMAN_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SNAKEMAN_CORPSE image_id: UP031.SPK text: STR_SNAKEMAN_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_ETHEREAL type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_ETHEREAL image_id: UP016.SPK text: STR_ETHEREAL_UFOPEDIA text_width: 158 - id: STR_ETHEREAL_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_ETHEREAL_CORPSE image_id: UP017.SPK text: STR_ETHEREAL_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_MUTON type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_MUTON image_id: UP020.SPK text: STR_MUTON_UFOPEDIA text_width: 158 - id: STR_MUTON_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_MUTON_CORPSE image_id: UP021.SPK text: STR_MUTON_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_FLOATER type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_FLOATER image_id: UP018.SPK text: STR_FLOATER_UFOPEDIA text_width: 158 - id: STR_FLOATER_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_FLOATER_CORPSE image_id: UP019.SPK text: STR_FLOATER_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_CELATID type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_CELATID image_id: UP012.SPK text: STR_CELATID_UFOPEDIA text_width: 158 - id: STR_CELATID_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_CELATID_CORPSE image_id: UP013.SPK text: STR_CELATID_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_SILACOID type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SILACOID image_id: UP028.SPK text: STR_SILACOID_UFOPEDIA text_width: 158 - id: STR_SILACOID_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SILACOID_CORPSE image_id: UP029.SPK text: STR_SILACOID_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_CHRYSSALID type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_CHRYSSALID image_id: UP014.SPK text: STR_CHRYSSALID_UFOPEDIA text_width: 158 - id: STR_CHRYSSALID_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_CHRYSSALID_CORPSE image_id: UP015.SPK text: STR_CHRYSSALID_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_REAPER type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_REAPER image_id: UP022.SPK text: STR_REAPER_UFOPEDIA text_width: 158 - id: STR_REAPER_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_REAPER_CORPSE image_id: UP023.SPK text: STR_REAPER_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_SECTOPOD type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SECTOPOD image_id: UP026.SPK text: STR_SECTOPOD_UFOPEDIA text_width: 158 - id: STR_SECTOPOD_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_SECTOPOD_CORPSE image_id: UP027.SPK text: STR_SECTOPOD_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_CYBERDISC type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_CYBERDISC image_id: UP041.SPK text: STR_CYBERDISC_UFOPEDIA text_width: 158 - id: STR_CYBERDISC_AUTOPSY type_id: 7 section: STR_ALIEN_LIFE_FORMS requires: - STR_CYBERDISC_CORPSE image_id: UP042.SPK text: STR_CYBERDISC_AUTOPSY_UFOPEDIA text_width: 158 - id: STR_ALIEN_ORIGINS type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_ORIGINS text: STR_ALIEN_ORIGINS_UFOPEDIA - id: STR_THE_MARTIAN_SOLUTION type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_THE_MARTIAN_SOLUTION text: STR_THE_MARTIAN_SOLUTION_UFOPEDIA - id: STR_CYDONIA_OR_BUST type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_CYDONIA_OR_BUST text: STR_CYDONIA_OR_BUST_UFOPEDIA - id: STR_ALIEN_RESEARCH type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_RESEARCH text: STR_ALIEN_RESEARCH_UFOPEDIA - id: STR_ALIEN_HARVEST type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_HARVEST text: STR_ALIEN_HARVEST_UFOPEDIA - id: STR_ALIEN_ABDUCTION type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_ABDUCTION text: STR_ALIEN_ABDUCTION_UFOPEDIA - id: STR_ALIEN_INFILTRATION type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_INFILTRATION text: STR_ALIEN_INFILTRATION_UFOPEDIA - id: STR_ALIEN_BASE type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_BASE text: STR_ALIEN_BASE_UFOPEDIA - id: STR_ALIEN_TERROR type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_TERROR text: STR_ALIEN_TERROR_UFOPEDIA - id: STR_ALIEN_RETALIATION type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_RETALIATION text: STR_ALIEN_RETALIATION_UFOPEDIA - id: STR_ALIEN_SUPPLY type_id: 8 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_SUPPLY text: STR_ALIEN_SUPPLY_UFOPEDIA - id: STR_UFO_POWER_SOURCE type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_UFO_POWER_SOURCE image_id: UP032.SPK text: STR_UFO_POWER_SOURCE_UFOPEDIA text_width: 163 - id: STR_UFO_NAVIGATION type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_UFO_NAVIGATION image_id: UP033.SPK text: STR_UFO_NAVIGATION_UFOPEDIA text_width: 147 - id: STR_UFO_CONSTRUCTION type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_UFO_CONSTRUCTION image_id: UP034.SPK text: STR_UFO_CONSTRUCTION_UFOPEDIA text_width: 148 - id: STR_ALIEN_FOOD type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_FOOD image_id: UP035.SPK text: STR_ALIEN_FOOD_UFOPEDIA text_width: 173 - id: STR_ALIEN_REPRODUCTION type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_REPRODUCTION image_id: UP036.SPK text: STR_ALIEN_REPRODUCTION_UFOPEDIA text_width: 167 - id: STR_ALIEN_ENTERTAINMENT type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_ENTERTAINMENT image_id: UP037.SPK text: STR_ALIEN_ENTERTAINMENT_UFOPEDIA text_width: 146 - id: STR_ALIEN_SURGERY type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_SURGERY image_id: UP038.SPK text: STR_ALIEN_SURGERY_UFOPEDIA text_width: 108 - id: STR_EXAMINATION_ROOM type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_EXAMINATION_ROOM image_id: UP039.SPK text: STR_EXAMINATION_ROOM_UFOPEDIA text_width: 150 - id: STR_ALIEN_ALLOYS type_id: 7 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_ALLOYS image_id: UP040.SPK text: STR_ALIEN_ALLOYS_UFOPEDIA text_width: 145 - id: STR_SMALL_SCOUT type_id: 9 section: STR_UFOS requires: - STR_SMALL_SCOUT text: STR_SMALL_SCOUT_UFOPEDIA - id: STR_MEDIUM_SCOUT type_id: 9 section: STR_UFOS requires: - STR_MEDIUM_SCOUT text: STR_MEDIUM_SCOUT_UFOPEDIA - id: STR_LARGE_SCOUT type_id: 9 section: STR_UFOS requires: - STR_LARGE_SCOUT text: STR_LARGE_SCOUT_UFOPEDIA - id: STR_HARVESTER type_id: 9 section: STR_UFOS requires: - STR_HARVESTER text: STR_HARVESTER_UFOPEDIA - id: STR_ABDUCTOR type_id: 9 section: STR_UFOS requires: - STR_ABDUCTOR text: STR_ABDUCTOR_UFOPEDIA - id: STR_TERROR_SHIP type_id: 9 section: STR_UFOS requires: - STR_TERROR_SHIP text: STR_TERROR_SHIP_UFOPEDIA - id: STR_BATTLESHIP type_id: 9 section: STR_UFOS requires: - STR_BATTLESHIP text: STR_BATTLESHIP_UFOPEDIA - id: STR_SUPPLY_SHIP type_id: 9 section: STR_UFOS requires: - STR_SUPPLY_SHIP text: STR_SUPPLY_SHIP_UFOPEDIA ================================================ FILE: bin/standard/xcom1/ufos.rul ================================================ ufos: - type: STR_SMALL_SCOUT size: STR_VERY_SMALL sprite: 0 damageMax: 50 speedMax: 2200 power: 0 range: 0 score: 50 reload: 56 breakOffTime: 200 battlescapeTerrainData: name: UFO1A mapDataSets: - BLANKS - UFO1 mapBlocks: - name: UFO1A width: 10 length: 10 - type: STR_MEDIUM_SCOUT size: STR_SMALL sprite: 1 damageMax: 200 speedMax: 2400 power: 20 range: 15 score: 75 reload: 56 breakOffTime: 250 battlescapeTerrainData: name: UFO_110 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_BITS mapBlocks: - name: UFO_110 width: 10 length: 10 - type: STR_LARGE_SCOUT size: STR_SMALL sprite: 2 damageMax: 250 speedMax: 2700 power: 20 range: 34 score: 125 reload: 48 breakOffTime: 300 battlescapeTerrainData: name: UFO_120 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_BITS mapBlocks: - name: UFO_120 width: 20 length: 20 - type: STR_HARVESTER size: STR_MEDIUM_UC sprite: 3 damageMax: 500 speedMax: 4000 power: 40 range: 22 score: 250 reload: 48 breakOffTime: 500 battlescapeTerrainData: name: UFO_130 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_DISEC2 - U_BITS mapBlocks: - name: UFO_130 width: 20 length: 20 - type: STR_ABDUCTOR size: STR_MEDIUM_UC sprite: 4 damageMax: 500 speedMax: 4300 power: 40 range: 20 score: 250 reload: 32 breakOffTime: 500 battlescapeTerrainData: name: UFO_140 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_OPER2 - U_BITS mapBlocks: - name: UFO_140 width: 20 length: 20 - type: STR_TERROR_SHIP size: STR_LARGE sprite: 5 damageMax: 1200 speedMax: 4800 power: 120 range: 42 score: 500 reload: 24 breakOffTime: 2000 battlescapeTerrainData: name: UFO_150 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_PODS - U_BITS mapBlocks: - name: UFO_150 width: 30 length: 20 - type: STR_BATTLESHIP size: STR_VERY_LARGE sprite: 6 damageMax: 3000 speedMax: 5000 power: 140 range: 65 score: 700 reload: 24 breakOffTime: 4000 battlescapeTerrainData: name: UFO_160 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_PODS - U_BITS mapBlocks: - name: UFO_160 width: 30 length: 30 - type: STR_SUPPLY_SHIP size: STR_LARGE sprite: 7 damageMax: 2200 speedMax: 3200 power: 60 range: 36 score: 400 reload: 24 breakOffTime: 3000 battlescapeTerrainData: name: UFO_170 mapDataSets: - BLANKS - U_EXT02 - U_WALL02 - U_DISEC2 - U_BITS mapBlocks: - name: UFO_170 width: 30 length: 20 ================================================ FILE: bin/standard/xcom1/units.rul ================================================ units: - type: STR_TANK_CANNON race: STR_TANK_CANNON stats: tu: 70 stamina: 100 health: 90 bravery: 110 reactions: 20 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 70 armor: TANK_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 23 moveSound: 14 energyRecovery: 50 - type: STR_TANK_ROCKET_LAUNCHER race: STR_TANK_ROCKET_LAUNCHER stats: tu: 70 stamina: 100 health: 90 bravery: 110 reactions: 20 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 70 armor: TANK_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 23 moveSound: 14 energyRecovery: 50 - type: STR_TANK_LASER_CANNON race: STR_TANK_LASER_CANNON stats: tu: 70 stamina: 100 health: 90 bravery: 110 reactions: 20 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 7 armor: TANK_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 23 moveSound: 14 energyRecovery: 50 - type: STR_HOVERTANK_PLASMA race: STR_HOVERTANK_PLASMA stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 70 armor: HOVERTANK_ARMOR standHeight: 12 kneelHeight: 12 floatHeight: 6 value: 20 deathSound: 23 moveSound: 40 energyRecovery: 50 - type: STR_HOVERTANK_LAUNCHER race: STR_HOVERTANK_LAUNCHER stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 melee: 60 armor: HOVERTANK_ARMOR standHeight: 12 kneelHeight: 12 floatHeight: 6 value: 20 deathSound: 23 moveSound: 40 energyRecovery: 50 - type: MALE_CIVILIAN race: STR_CIVILIAN stats: tu: 35 stamina: 65 health: 30 bravery: 80 reactions: 30 firing: 30 throwing: 50 strength: 20 psiStrength: 5 psiSkill: 0 melee: 50 armor: CIVM_ARMOR standHeight: 21 kneelHeight: 14 value: 30 intelligence: 4 energyRecovery: 20 deathSound: [41, 42, 43] - type: FEMALE_CIVILIAN race: STR_CIVILIAN stats: tu: 35 stamina: 65 health: 30 bravery: 80 reactions: 30 firing: 30 throwing: 50 strength: 20 psiStrength: 5 psiSkill: 0 melee: 50 armor: CIVF_ARMOR standHeight: 21 kneelHeight: 14 value: 30 intelligence: 4 energyRecovery: 20 deathSound: [44, 45, 46] - type: STR_SECTOID_SOLDIER race: STR_SECTOID rank: STR_LIVE_SOLDIER stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 40 psiSkill: 0 melee: 76 armor: SECTOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 10 intelligence: 3 aggression: 2 - type: STR_SECTOID_ENGINEER race: STR_SECTOID rank: STR_LIVE_ENGINEER stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 40 psiSkill: 0 melee: 76 armor: SECTOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 16 deathSound: 10 intelligence: 6 aggression: 2 - type: STR_SECTOID_MEDIC race: STR_SECTOID rank: STR_LIVE_MEDIC stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 40 psiSkill: 0 melee: 76 armor: SECTOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 14 deathSound: 10 intelligence: 5 aggression: 1 - type: STR_SECTOID_NAVIGATOR race: STR_SECTOID rank: STR_LIVE_NAVIGATOR stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 40 psiSkill: 0 melee: 76 armor: SECTOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 12 deathSound: 10 intelligence: 4 aggression: 2 - type: STR_SECTOID_LEADER race: STR_SECTOID rank: STR_LIVE_LEADER stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 50 psiSkill: 50 melee: 76 armor: SECTOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 20 deathSound: 10 intelligence: 7 aggression: 1 - type: STR_SECTOID_COMMANDER race: STR_SECTOID rank: STR_LIVE_COMMANDER stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 50 psiSkill: 60 melee: 76 armor: SECTOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 25 deathSound: 10 intelligence: 8 aggression: 0 - type: STR_CYBERDISC_TERRORIST race: STR_CYBERDISC rank: STR_LIVE_TERRORIST liveAlien: "" stats: tu: 62 stamina: 90 health: 120 bravery: 110 reactions: 64 firing: 60 throwing: 0 strength: 90 psiStrength: 100 psiSkill: 0 melee: 0 armor: CYBERDISC_ARMOR standHeight: 15 kneelHeight: 15 floatHeight: 2 value: 20 deathSound: 23 moveSound: 40 intelligence: 5 aggression: 1 energyRecovery: 50 specab: 1 livingWeapon: true capturable: false - type: STR_FLOATER_SOLDIER race: STR_FLOATER rank: STR_LIVE_SOLDIER stats: tu: 50 stamina: 90 health: 35 bravery: 80 reactions: 50 firing: 50 throwing: 58 strength: 40 psiStrength: 35 psiSkill: 0 melee: 70 armor: FLOATER_ARMOR0 standHeight: 21 kneelHeight: 16 floatHeight: 2 value: 12 deathSound: 10 moveSound: 15 intelligence: 4 aggression: 2 - type: STR_FLOATER_ENGINEER race: STR_FLOATER rank: STR_LIVE_ENGINEER stats: tu: 50 stamina: 90 health: 35 bravery: 80 reactions: 50 firing: 50 throwing: 58 strength: 40 psiStrength: 35 psiSkill: 0 melee: 70 armor: FLOATER_ARMOR0 standHeight: 21 kneelHeight: 16 floatHeight: 2 value: 18 deathSound: 10 moveSound: 15 intelligence: 7 aggression: 2 - type: STR_FLOATER_NAVIGATOR race: STR_FLOATER rank: STR_LIVE_NAVIGATOR stats: tu: 50 stamina: 90 health: 35 bravery: 80 reactions: 50 firing: 50 throwing: 58 strength: 40 psiStrength: 35 psiSkill: 0 melee: 70 armor: FLOATER_ARMOR0 standHeight: 21 kneelHeight: 16 floatHeight: 2 value: 14 deathSound: 10 moveSound: 15 intelligence: 5 aggression: 2 - type: STR_FLOATER_MEDIC race: STR_FLOATER rank: STR_LIVE_MEDIC stats: tu: 50 stamina: 90 health: 35 bravery: 80 reactions: 50 firing: 50 throwing: 58 strength: 40 psiStrength: 35 psiSkill: 0 melee: 70 armor: FLOATER_ARMOR0 standHeight: 21 kneelHeight: 16 floatHeight: 2 value: 16 deathSound: 10 moveSound: 15 intelligence: 6 aggression: 1 - type: STR_FLOATER_LEADER race: STR_FLOATER rank: STR_LIVE_LEADER stats: tu: 55 stamina: 95 health: 40 bravery: 80 reactions: 60 firing: 60 throwing: 58 strength: 47 psiStrength: 40 psiSkill: 0 melee: 70 armor: FLOATER_ARMOR1 standHeight: 21 kneelHeight: 16 floatHeight: 2 value: 25 deathSound: 10 moveSound: 15 intelligence: 8 aggression: 0 - type: STR_FLOATER_COMMANDER race: STR_FLOATER rank: STR_LIVE_COMMANDER stats: tu: 60 stamina: 100 health: 45 bravery: 80 reactions: 66 firing: 63 throwing: 65 strength: 48 psiStrength: 45 psiSkill: 0 melee: 76 armor: FLOATER_ARMOR2 standHeight: 21 kneelHeight: 16 floatHeight: 2 value: 35 deathSound: 10 moveSound: 15 intelligence: 8 aggression: 0 - type: STR_REAPER_TERRORIST race: STR_REAPER rank: STR_LIVE_TERRORIST stats: tu: 62 stamina: 90 health: 148 bravery: 90 reactions: 64 firing: 0 throwing: 0 strength: 90 psiStrength: 35 psiSkill: 0 melee: 80 armor: REAPER_ARMOR standHeight: 23 kneelHeight: 16 value: 25 deathSound: 10 intelligence: 2 aggression: 2 energyRecovery: 34 livingWeapon: true - type: STR_SNAKEMAN_SOLDIER race: STR_SNAKEMAN rank: STR_LIVE_SOLDIER stats: tu: 40 stamina: 80 health: 45 bravery: 80 reactions: 45 firing: 58 throwing: 65 strength: 47 psiStrength: 40 psiSkill: 0 melee: 76 armor: SNAKEMAN_ARMOR0 standHeight: 18 kneelHeight: 18 value: 15 deathSound: 8 moveSound: 0 intelligence: 2 aggression: 2 - type: STR_SNAKEMAN_NAVIGATOR race: STR_SNAKEMAN rank: STR_LIVE_NAVIGATOR stats: tu: 40 stamina: 80 health: 45 bravery: 80 reactions: 45 firing: 58 throwing: 65 strength: 47 psiStrength: 40 psiSkill: 0 melee: 76 armor: SNAKEMAN_ARMOR0 standHeight: 18 kneelHeight: 18 value: 17 deathSound: 8 moveSound: 0 intelligence: 3 aggression: 2 - type: STR_SNAKEMAN_ENGINEER race: STR_SNAKEMAN rank: STR_LIVE_ENGINEER stats: tu: 40 stamina: 80 health: 45 bravery: 80 reactions: 45 firing: 58 throwing: 65 strength: 47 psiStrength: 40 psiSkill: 0 melee: 76 armor: SNAKEMAN_ARMOR0 standHeight: 18 kneelHeight: 18 value: 20 deathSound: 8 moveSound: 0 intelligence: 4 aggression: 2 - type: STR_SNAKEMAN_LEADER race: STR_SNAKEMAN rank: STR_LIVE_LEADER stats: tu: 40 stamina: 80 health: 45 bravery: 80 reactions: 55 firing: 65 throwing: 65 strength: 47 psiStrength: 45 psiSkill: 0 melee: 76 armor: SNAKEMAN_ARMOR1 standHeight: 18 kneelHeight: 18 value: 28 deathSound: 8 moveSound: 0 intelligence: 5 aggression: 2 - type: STR_SNAKEMAN_COMMANDER race: STR_SNAKEMAN rank: STR_LIVE_COMMANDER stats: tu: 45 stamina: 84 health: 55 bravery: 80 reactions: 65 firing: 58 throwing: 65 strength: 47 psiStrength: 50 psiSkill: 0 melee: 76 armor: SNAKEMAN_ARMOR2 standHeight: 18 kneelHeight: 18 value: 36 deathSound: 8 moveSound: 0 intelligence: 6 aggression: 2 energyRecovery: 40 - type: STR_CHRYSSALID_TERRORIST race: STR_CHRYSSALID rank: STR_LIVE_TERRORIST stats: tu: 110 stamina: 140 health: 96 bravery: 100 reactions: 70 firing: 0 throwing: 0 strength: 110 psiStrength: 50 psiSkill: 0 melee: 80 armor: CHRYSSALID_ARMOR standHeight: 21 kneelHeight: 16 value: 25 deathSound: 9 intelligence: 4 aggression: 1 energyRecovery: 40 livingWeapon: true - type: STR_MUTON_SOLDIER race: STR_MUTON rank: STR_LIVE_SOLDIER stats: tu: 56 stamina: 90 health: 125 bravery: 80 reactions: 60 firing: 54 throwing: 62 strength: 70 psiStrength: 25 psiSkill: 0 melee: 76 armor: MUTON_ARMOR0 standHeight: 21 kneelHeight: 16 value: 15 deathSound: 6 intelligence: 2 aggression: 2 energyRecovery: 40 - type: STR_MUTON_NAVIGATOR race: STR_MUTON rank: STR_LIVE_NAVIGATOR stats: tu: 56 stamina: 90 health: 125 bravery: 80 reactions: 60 firing: 54 throwing: 62 strength: 70 psiStrength: 25 psiSkill: 0 melee: 76 armor: MUTON_ARMOR1 standHeight: 21 kneelHeight: 16 value: 17 deathSound: 6 intelligence: 3 aggression: 2 energyRecovery: 40 - type: STR_MUTON_ENGINEER race: STR_MUTON rank: STR_LIVE_ENGINEER stats: tu: 56 stamina: 90 health: 125 bravery: 80 reactions: 60 firing: 54 throwing: 62 strength: 70 psiStrength: 25 psiSkill: 0 melee: 76 armor: MUTON_ARMOR2 standHeight: 21 kneelHeight: 16 value: 19 deathSound: 6 intelligence: 4 aggression: 2 energyRecovery: 40 - type: STR_SILACOID_TERRORIST race: STR_SILACOID rank: STR_LIVE_TERRORIST stats: tu: 40 stamina: 80 health: 114 bravery: 100 reactions: 40 firing: 0 throwing: 0 strength: 70 psiStrength: 80 psiSkill: 0 melee: 80 armor: SILACOID_ARMOR standHeight: 10 kneelHeight: 10 value: 20 deathSound: 8 moveSound: 47 intelligence: 3 aggression: 2 energyRecovery: 40 specab: 2 livingWeapon: true - type: STR_CELATID_TERRORIST race: STR_CELATID rank: STR_LIVE_TERRORIST stats: tu: 70 stamina: 90 health: 68 bravery: 90 reactions: 40 firing: 100 throwing: 0 strength: 70 psiStrength: 80 psiSkill: 0 melee: 80 armor: CELATID_ARMOR standHeight: 12 kneelHeight: 12 floatHeight: 6 value: 20 deathSound: 7 moveSound: 16 intelligence: 3 aggression: 2 energyRecovery: 40 livingWeapon: true - type: STR_ETHEREAL_SOLDIER race: STR_ETHEREAL rank: STR_LIVE_SOLDIER stats: tu: 68 stamina: 96 health: 55 bravery: 80 reactions: 75 firing: 74 throwing: 80 strength: 48 psiStrength: 50 psiSkill: 40 melee: 85 armor: ETHEREAL_ARMOR0 standHeight: 20 kneelHeight: 15 value: 20 deathSound: 9 intelligence: 6 aggression: 1 energyRecovery: 40 - type: STR_ETHEREAL_LEADER race: STR_ETHEREAL rank: STR_LIVE_LEADER stats: tu: 68 stamina: 96 health: 55 bravery: 80 reactions: 75 firing: 74 throwing: 80 strength: 48 psiStrength: 60 psiSkill: 45 melee: 85 armor: ETHEREAL_ARMOR1 standHeight: 20 kneelHeight: 15 value: 30 deathSound: 9 intelligence: 7 aggression: 1 energyRecovery: 40 - type: STR_ETHEREAL_COMMANDER race: STR_ETHEREAL rank: STR_LIVE_COMMANDER stats: tu: 68 stamina: 96 health: 55 bravery: 80 reactions: 75 firing: 74 throwing: 80 strength: 48 psiStrength: 65 psiSkill: 50 melee: 85 armor: ETHEREAL_ARMOR2 standHeight: 20 kneelHeight: 15 value: 40 deathSound: 9 intelligence: 8 aggression: 1 energyRecovery: 40 - type: STR_SECTOPOD_TERRORIST race: STR_SECTOPOD rank: STR_LIVE_TERRORIST liveAlien: "" stats: tu: 62 stamina: 90 health: 96 bravery: 110 reactions: 64 firing: 60 throwing: 0 strength: 90 psiStrength: 100 psiSkill: 0 melee: 80 armor: SECTOPOD_ARMOR standHeight: 23 kneelHeight: 16 value: 30 deathSound: 23 intelligence: 4 aggression: 1 energyRecovery: 50 livingWeapon: true capturable: false - type: STR_ZOMBIE race: STR_ZOMBIE rank: STR_LIVE_TERRORIST stats: tu: 40 stamina: 110 health: 84 bravery: 110 reactions: 40 firing: 0 throwing: 0 strength: 84 psiStrength: 80 psiSkill: 0 melee: 80 armor: ZOMBIE_ARMOR standHeight: 18 kneelHeight: 18 value: 18 intelligence: 3 aggression: 2 energyRecovery: 20 spawnUnit: STR_CHRYSSALID_TERRORIST livingWeapon: true # Zombies are silent on death, no deathSound ================================================ FILE: bin/standard/xcom1/vars.rul ================================================ # X-COM 1 (UFO: Enemy Unknown) ruleset # For documentation on these values, see http://ufopaedia.org/index.php?title=Rulesets_(OpenXcom) startingTime: second: 0 minute: 0 hour: 12 weekday: 6 day: 1 month: 1 year: 1999 costEngineer: 25000 costScientist: 30000 timePersonnel: 72 initialFunding: 6000 alienFuel: [STR_ELERIUM_115, 50] fontName: Font.dat ================================================ FILE: bin/standard/xcom2/Language/OXCE/cs.yml ================================================ cs: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Silvestr" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelína" STR_PSI_SHORT: "M.K.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "ÚHYBNÉ MANÉVRY" STR_UFO_DESTROYED_BY_SPLASHDOWN: "CIZÁCKÁ PONORKA ZNIČENA!" STR_UFO_SURVIVED_SPLASHDOWN: "CIZÁCKÁ PONORKA POTOPENA!" STR_UFO_HAS_LANDED: "USO přistálo na pozici{NEWLINE}{0}" GMGEO1: "Hudba glóbusu č. 1" GMGEO2: "Hudba glóbusu č. 2" GMGEO3: "Hudba glóbusu č. 3" GMGEO4: "Hudba glóbusu č. 4" GMGEO5: "Hudba glóbusu č. 5" GMGEO6: "Hudba glóbusu č. 6" GMTACDRY: "Hudba bojiště (souš)" GMTACWET: "Hudba bojiště (voda)" GMINTER0: "Hudba honička #0" GMINTER1: "Hudba honička #1" GMINTER2: "Hudba honička #2" GMINTER3: "Hudba honička #3" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/da.yml ================================================ da: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_EVASIVE_MANEUVERS: "UNDVIGENDE MANØVRER" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/de.yml ================================================ de: STR_FACILITY_IN_USE_STORAGE: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug Lagerraum." STR_FACILITY_IN_USE_QUARTERS: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug Wohnquartiere." STR_FACILITY_IN_USE_LABORATORIES: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug Labore." STR_FACILITY_IN_USE_WORKSHOPS: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug Werkstätten." STR_FACILITY_IN_USE_HANGARS: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug U-Boot-Boxen" STR_FACILITY_IN_USE_PSI_LABS: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug M.S. Labore." STR_FACILITY_IN_USE_GYMS: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug Gyms." STR_FACILITY_IN_USE_PRISONS: "AQUA-ZELLE IN GEBRAUCH!{SMALLLINE}Nicht genug Außerirdischen-Klimazellen." STR_NOT_ENOUGH_HWP_CAPACITY: "NICHT GENÜGEND UWS-KAPAZITÄT VERFÜGBAR!{SMALLLINE}Verwenden Sie ein anderes Modul oder reduzieren Sie die Anzahl der zugewiesenen UWSs." STR_AVATAR_NAME_1: "#01 Männlich, Dolph" STR_AVATAR_NAME_2: "#02 Männlich, Will" STR_AVATAR_NAME_3: "#03 Männlich, Sylvester" STR_AVATAR_NAME_4: "#04 Männlich, Dwayne" STR_AVATAR_NAME_5: "#05 Weiblich, Linda" STR_AVATAR_NAME_6: "#06 Weiblich, Uma" STR_AVATAR_NAME_7: "#07 Weiblich, Halle" STR_AVATAR_NAME_8: "#08 Weiblich, Angelina" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "AUSWEICHMANÖVER" STR_UFO_DESTROYED_BY_SPLASHDOWN: "AUSSERIRDISCHES U-BOOT ZERSTÖRT!" STR_UFO_SURVIVED_SPLASHDOWN: "AUSSERIRDISCHES U-BOOT VERSENKT!" STR_UFO_HAS_LANDED: "USO auf Grund gegangen an{NEWLINE}{0}" GMGEO1: "Weltkarte Track #1" GMGEO2: "Weltkarte Track #2" GMGEO3: "Weltkarte Track #3" GMGEO4: "Weltkarte Track #4" GMGEO5: "Weltkarte Track #5" GMGEO6: "Weltkarte Track #6" GMTACDRY: "Gefechtskarte Track (Land)" GMTACWET: "Gefechtskarte Track (Wasser)" GMINTER0: "Luftkampf Musiktitel #0" GMINTER1: "Luftkampf Musiktitel #1" GMINTER2: "Luftkampf Musiktitel #2" GMINTER3: "Luftkampf Musiktitel #3" GLOBE_TEXTURE_0: "Meeresboden/Korallenriff 1" GLOBE_TEXTURE_1: "Forschungseinrichtung 1" GLOBE_TEXTURE_2: "Flugzeugwrack" GLOBE_TEXTURE_3: "Atlantis" GLOBE_TEXTURE_4: "Maya Tempel 1" GLOBE_TEXTURE_5: "Versunkene Galeone" GLOBE_TEXTURE_6: "Versunkenes Linienschiff 1" GLOBE_TEXTURE_7: "Vulkanisch 1" GLOBE_TEXTURE_8: "Meeresboden/Korallenriff 2" GLOBE_TEXTURE_9: "Vulkanisch 2" GLOBE_TEXTURE_10: "Versunkenes Linienschiff 2" GLOBE_TEXTURE_11: "Forschungseinrichtung 2" GLOBE_TEXTURE_12: "Maya Tempel 2" STR_SHOT_TYPE_AUTO: "Autoschuss (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/el.yml ================================================ el: STR_FACILITY_IN_USE_STORAGE: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Δεν υπάρχει αρκετός αποθηκευτικός χώρος." STR_FACILITY_IN_USE_QUARTERS: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Δεν υπάρχουν αρκετοί χώροι διαβίωσης." STR_FACILITY_IN_USE_LABORATORIES: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής χώρος εργαστηρίου." STR_FACILITY_IN_USE_WORKSHOPS: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκής χώρος εργαταξίου." STR_FACILITY_IN_USE_HANGARS: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκείς υπόστεγα υποβρυχίου." STR_FACILITY_IN_USE_PSI_LABS: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκείς εργαστήρια Ε.Μ." STR_FACILITY_IN_USE_GYMS: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρεκίς γυμναστήρια." STR_FACILITY_IN_USE_PRISONS: "ΥΔΡΟ-ΛΕΜΒΟΣ ΣΕ ΧΡΗΣΗ!{SMALLLINE}Ανεπαρκείς χώροι περιορισμού εξωγήινων." STR_NOT_ENOUGH_HWP_CAPACITY: "ΔΕΝ ΥΠΑΡΧΕΙ ΑΡΚΕΤΗ ΧΩΡΗΤΙΚΟΤΗΤΑ ΥΟΣ!{SMALLLINE}Χρησιμοποιήστε διαφορετική μονάδα ή μειώστε τον αριθμό των εκχωρημένων ΥΟΣ." STR_AVATAR_NAME_1: "#1 Ντολφ" STR_AVATAR_NAME_2: "#2 Γουίλ" STR_AVATAR_NAME_3: "#03 Συλβέστερ" STR_AVATAR_NAME_4: "#04 Ντουέιν" STR_AVATAR_NAME_5: "#05 Λίντα" STR_AVATAR_NAME_6: "#06 Ούμα" STR_AVATAR_NAME_7: "#07 Χάλλε" STR_AVATAR_NAME_8: "#08 Αγγελίνα" STR_PSI_SHORT: "E.M.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "ΕΛΙΓΜΟΙ ΑΠΟΦΥΓΗΣ" STR_UFO_DESTROYED_BY_SPLASHDOWN: "ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ ΚΑΤΑΣΤΡΑΦΗΚΕ!" STR_UFO_SURVIVED_SPLASHDOWN: "ΚΑΤΑΡΡΙΦΘΈΝ ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ!" STR_UFO_HAS_LANDED: "Το ΑΤΥΑ έπεσε στο{NEWLINE}{0}" GMGEO1: "Υδρόγειος Τροχιά #1" GMGEO2: "Υδρόγειος Τροχιά #2" GMGEO3: "Υδρόγειος Τροχιά #3" GMGEO4: "Υδρόγειος Τροχιά #4" GMGEO5: "Υδρόγειος Τροχιά #5" GMGEO6: "Υδρόγειος Τροχιά #6" GMTACDRY: "Τροχιά Πεδίου Μάχης (Έδαφος)" GMTACWET: "Τροχιά Πεδίου Μάχης (Νερό)" GMINTER0: "Τροχιά Αερομαχίας #0" GMINTER1: "Τροχιά Αερομαχίας #1" GMINTER2: "Τροχιά Αερομαχίας #2" GMINTER3: "Τροχιά Αερομαχίας #3" GLOBE_TEXTURE_0: "Βυθός/Κοράλλι 1" GLOBE_TEXTURE_1: "Ερευνητική Εγκατάσταση 1" GLOBE_TEXTURE_2: "Συντριβή αεροπλάνου" GLOBE_TEXTURE_3: "Ατλαντίδα" GLOBE_TEXTURE_4: "Ναός Μάγια 1" GLOBE_TEXTURE_5: "Βυθισμένη Γκαλέρα" GLOBE_TEXTURE_6: "Βυθισμένο Πλοίο Γραμμής 1" GLOBE_TEXTURE_7: "Ηφαιστειακό 1" GLOBE_TEXTURE_8: "Βυθός/Κοράλλι 2" GLOBE_TEXTURE_9: "Ηφαιστειακό 2" GLOBE_TEXTURE_10: "Βυθισμένο Πλοίο Γραμμής 2" GLOBE_TEXTURE_11: "Ερευνητική Εγκατάσταση 2" GLOBE_TEXTURE_12: "Ναός Μάγια 2" STR_LANDED: "Προσγειώθηκε" STR_SHOT_TYPE_AUTO: "Αύτο (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/en-GB.yml ================================================ en-GB: #=================== Basescape =================== #BasescapeState.cpp STR_FACILITY_IN_USE_STORAGE: "AQUA-POD IN USE!{SMALLLINE}Not enough storage space." STR_FACILITY_IN_USE_QUARTERS: "AQUA-POD IN USE!{SMALLLINE}Not enough living quarters." STR_FACILITY_IN_USE_LABORATORIES: "AQUA-POD IN USE!{SMALLLINE}Not enough lab space." STR_FACILITY_IN_USE_WORKSHOPS: "AQUA-POD IN USE!{SMALLLINE}Not enough workshop space." STR_FACILITY_IN_USE_HANGARS: "AQUA-POD IN USE!{SMALLLINE}Not enough sub pens." STR_FACILITY_IN_USE_PSI_LABS: "AQUA-POD IN USE!{SMALLLINE}Not enough M.C. labs." STR_FACILITY_IN_USE_GYMS: "AQUA-POD IN USE!{SMALLLINE}Not enough gyms." STR_FACILITY_IN_USE_PRISONS: "AQUA-POD IN USE!{SMALLLINE}Not enough alien containment." #CraftWeaponsState.cpp STR_NOT_ENOUGH_HWP_CAPACITY: "NOT ENOUGH SWS CAPACITY AVAILABLE!{SMALLLINE}Use a different module or reduce the number of assigned SWSs." #SoldierAvatarState.cpp STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" #=================== Battlescape =================== #InventoryState.cpp STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" #=================== Geoscape =================== #DogfightState.cpp STR_EVASIVE_MANEUVERS: "EVASIVE MANEUVERS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "ALIEN SUB DESTROYED!" STR_UFO_SURVIVED_SPLASHDOWN: "ALIEN SUB DOWNED!" #GeoscapeState.cpp STR_UFO_HAS_LANDED: "USO has touched down at{NEWLINE}{0}" #SelectMusicTrackState.cpp GMGEO1: "Geoscape Track #1" GMGEO2: "Geoscape Track #2" GMGEO3: "Geoscape Track #3" GMGEO4: "Geoscape Track #4" GMGEO5: "Geoscape Track #5" GMGEO6: "Geoscape Track #6" GMTACDRY: "Battlescape Track (Land)" GMTACWET: "Battlescape Track (Water)" GMINTER0: "Dogfight Track #0" GMINTER1: "Dogfight Track #1" GMINTER2: "Dogfight Track #2" GMINTER3: "Dogfight Track #3" #=================== Menu =================== #NewBattleState.cpp GLOBE_TEXTURE_0: "Seabed/Coral 1" GLOBE_TEXTURE_1: "Research Facility 1" GLOBE_TEXTURE_2: "Crashed Plane" GLOBE_TEXTURE_3: "Atlantis" GLOBE_TEXTURE_4: "Mayan Temple 1" GLOBE_TEXTURE_5: "Sunken Galleon" GLOBE_TEXTURE_6: "Sunken Liner 1" GLOBE_TEXTURE_7: "Volcanic 1" GLOBE_TEXTURE_8: "Seabed/Coral 2" GLOBE_TEXTURE_9: "Volcanic 2" GLOBE_TEXTURE_10: "Sunken Liner 2" GLOBE_TEXTURE_11: "Research Facility 2" GLOBE_TEXTURE_12: "Mayan Temple 2" STR_LANDED: "Touched Down" #================================================================================================================== STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/en-US.yml ================================================ en-US: #=================== Basescape =================== #BasescapeState.cpp STR_FACILITY_IN_USE_STORAGE: "AQUA-POD IN USE!{SMALLLINE}Not enough storage space." STR_FACILITY_IN_USE_QUARTERS: "AQUA-POD IN USE!{SMALLLINE}Not enough living quarters." STR_FACILITY_IN_USE_LABORATORIES: "AQUA-POD IN USE!{SMALLLINE}Not enough lab space." STR_FACILITY_IN_USE_WORKSHOPS: "AQUA-POD IN USE!{SMALLLINE}Not enough workshop space." STR_FACILITY_IN_USE_HANGARS: "AQUA-POD IN USE!{SMALLLINE}Not enough sub pens." STR_FACILITY_IN_USE_PSI_LABS: "AQUA-POD IN USE!{SMALLLINE}Not enough M.C. labs." STR_FACILITY_IN_USE_GYMS: "AQUA-POD IN USE!{SMALLLINE}Not enough gyms." STR_FACILITY_IN_USE_PRISONS: "AQUA-POD IN USE!{SMALLLINE}Not enough alien containment." #CraftWeaponsState.cpp STR_NOT_ENOUGH_HWP_CAPACITY: "NOT ENOUGH SWS CAPACITY AVAILABLE!{SMALLLINE}Use a different module or reduce the number of assigned SWSs." #SoldierAvatarState.cpp STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" #=================== Battlescape =================== #InventoryState.cpp STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" #=================== Geoscape =================== #DogfightState.cpp STR_EVASIVE_MANEUVERS: "EVASIVE MANEUVERS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "ALIEN SUB DESTROYED!" STR_UFO_SURVIVED_SPLASHDOWN: "ALIEN SUB DOWNED!" #GeoscapeState.cpp STR_UFO_HAS_LANDED: "USO has touched down at{NEWLINE}{0}" #SelectMusicTrackState.cpp GMGEO1: "Geoscape Track #1" GMGEO2: "Geoscape Track #2" GMGEO3: "Geoscape Track #3" GMGEO4: "Geoscape Track #4" GMGEO5: "Geoscape Track #5" GMGEO6: "Geoscape Track #6" GMTACDRY: "Battlescape Track (Land)" GMTACWET: "Battlescape Track (Water)" GMINTER0: "Dogfight Track #0" GMINTER1: "Dogfight Track #1" GMINTER2: "Dogfight Track #2" GMINTER3: "Dogfight Track #3" #=================== Menu =================== #NewBattleState.cpp GLOBE_TEXTURE_0: "Seabed/Coral 1" GLOBE_TEXTURE_1: "Research Facility 1" GLOBE_TEXTURE_2: "Crashed Plane" GLOBE_TEXTURE_3: "Atlantis" GLOBE_TEXTURE_4: "Mayan Temple 1" GLOBE_TEXTURE_5: "Sunken Galleon" GLOBE_TEXTURE_6: "Sunken Liner 1" GLOBE_TEXTURE_7: "Volcanic 1" GLOBE_TEXTURE_8: "Seabed/Coral 2" GLOBE_TEXTURE_9: "Volcanic 2" GLOBE_TEXTURE_10: "Sunken Liner 2" GLOBE_TEXTURE_11: "Research Facility 2" GLOBE_TEXTURE_12: "Mayan Temple 2" STR_LANDED: "Touched Down" #================================================================================================================== STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/es-419.yml ================================================ es-419: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANIOBRAS EVASIVAS" STR_UFO_HAS_LANDED: "OVNI aterrizó en{NEWLINE}{0}" GMGEO1: "Pista Geoscape #1" GMGEO2: "Pista Geoscape #2" GMGEO3: "Pista Geoscape #3" GMGEO4: "Pista Geoscape #4" GMGEO5: "Pista Geoscape #5" GMGEO6: "Pista Geoscape #6" GMTACDRY: "Pista Battlescape (Tierra)" GMTACWET: "Pista Battlescape (Agua)" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/es-ES.yml ================================================ es-ES: STR_NOT_ENOUGH_HWP_CAPACITY: "¡NO HAY SUFICIENTE CAPACIDAD DE SWS DISPONIBLE!{SMALLLINE}Utilice un módulo diferente o reduzca la cantidad de SWS asignados." STR_EVASIVE_MANEUVERS: "MANIOBRAS EVASIVAS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "¡SUBMARINO ALIENÍGENA DESTRUIDO!" STR_UFO_SURVIVED_SPLASHDOWN: "¡SUBMARINO ALIENÍGENA DERRIBADO!" STR_UFO_HAS_LANDED: "OSNI ha amerizado en{NEWLINE}{0}" ================================================ FILE: bin/standard/xcom2/Language/OXCE/et.yml ================================================ et: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "VÄLTIV MANÖÖVER VAJALIK" STR_UFO_DESTROYED_BY_SPLASHDOWN: "TULNUKATE ALLVEELAEV HÄVITATUD!" STR_UFO_SURVIVED_SPLASHDOWN: "TULNUKATE ALLVEELAEV ALLA LASTUD!" STR_UFO_HAS_LANDED: "USO on maandunud{NEWLINE}{0}" GMGEO1: "Maakera lugu #1" GMGEO2: "Maakera lugu #2" GMGEO3: "Maakera lugu #3" GMGEO4: "Maakera lugu #4" GMGEO5: "Maakera lugu #5" GMGEO6: "Maakera lugu #6" GMTACDRY: "Lahingmaastiku lugu (maapeale)" GMTACWET: "Lahingmaastiku lugu (veealune)" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/fi.yml ================================================ fi: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "MH>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "VÄISTÖLIIKKEET" STR_UFO_DESTROYED_BY_SPLASHDOWN: "MUUKALAISALUS TUHOUTUI!" STR_UFO_SURVIVED_SPLASHDOWN: "MUUKALAISALUS AMMUTTU ALAS!" STR_UFO_HAS_LANDED: "Muukalaisalus on laskeutunut sijainnissa{NEWLINE}{0}" GMGEO1: "Geomaisemakappale #1" GMGEO2: "Geomaisemakappale #2" GMGEO3: "Geomaisemakappale #3" GMGEO4: "Geomaisemakappale #4" GMGEO5: "Geomaisemakappale #5" GMGEO6: "Geomaisemakappale #6" GMTACDRY: "Taistelukenttäkappale (maa)" GMTACWET: "Taistelukenttäkappale (vesi)" GMINTER0: "Ilmataisteluraita 0" GMINTER1: "Ilmataisteluraita 1" GMINTER2: "Ilmataisteluraita 2" GMINTER3: "Ilmataisteluraita 3" STR_SHOT_TYPE_AUTO: "Sarja ({0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/fr.yml ================================================ fr: STR_FACILITY_IN_USE_STORAGE: "AQUA-POD EN UTILISATION !{SMALLLINE}Espace de stockage insuffisant." STR_FACILITY_IN_USE_QUARTERS: "AQUA-POD EN UTILISATION !{SMALLLINE}Espace de vie insuffisant." STR_FACILITY_IN_USE_LABORATORIES: "AQUA-POD EN UTILISATION !{SMALLLINE}Espace de laboratoire insuffisant." STR_FACILITY_IN_USE_WORKSHOPS: "AQUA-POD EN UTILISATION !{SMALLLINE}Espace d'atelier insuffisant." STR_FACILITY_IN_USE_HANGARS: "AQUA-POD EN UTILISATION !{SMALLLINE}Pas assez de hangars à sous-marins." STR_FACILITY_IN_USE_PSI_LABS: "AQUA-POD EN UTILISATION !{SMALLLINE}Pas assez de laboratoires de C.M." STR_FACILITY_IN_USE_GYMS: "AQUA-POD EN UTILISATION !{SMALLLINE}Pas assez de salles de sport." STR_FACILITY_IN_USE_PRISONS: "AQUA-POD EN UTILISATION !{SMALLLINE}Pas assez d'espace de confinement extraterrestre." STR_NOT_ENOUGH_HWP_CAPACITY: "CAPACITÉ SAS DISPONIBLE INSUFFISANTE !{SMALLLINE}Utilisez un autre module ou réduisez le nombre de SAS attribués." STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "C.M.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANOEUVRES ÉVASIVES" STR_UFO_DESTROYED_BY_SPLASHDOWN: "OSNI DÉTRUIT !" STR_UFO_SURVIVED_SPLASHDOWN: "OSNI ABATTU !" STR_UFO_HAS_LANDED: "L'OSNI a atterri à{NEWLINE}{0}" GMGEO1: "Géoscape Piste #1" GMGEO2: "Géoscape Piste #2" GMGEO3: "Géoscape Piste #3" GMGEO4: "Géoscape Piste #4" GMGEO5: "Géoscape Piste #5" GMGEO6: "Géoscape Piste #6" GMTACDRY: "Piste de bataille (Terre)" GMTACWET: "Piste de bataille (Mer)" GMINTER0: "Piste de combat sous-marin #0" GMINTER1: "Piste de combat sous-marin #1" GMINTER2: "Piste de combat sous-marin #2" GMINTER3: "Piste de combat sous-marin #3" GLOBE_TEXTURE_0: "Fond marin / Corail 1" GLOBE_TEXTURE_1: "Laboratoire de recherche 1" GLOBE_TEXTURE_2: "Avion écrasé" GLOBE_TEXTURE_3: "Atlantis" GLOBE_TEXTURE_4: "Temple Maya 1" GLOBE_TEXTURE_5: "Galion coulé" GLOBE_TEXTURE_6: "Paquebot coulé 1" GLOBE_TEXTURE_7: "Volcanique 1" GLOBE_TEXTURE_8: "Fond marin / Corail 2" GLOBE_TEXTURE_9: "Volcanique 2" GLOBE_TEXTURE_10: "Paquebot coulé 2" GLOBE_TEXTURE_11: "Laboratoire de recherche 2" GLOBE_TEXTURE_12: "Temple Maya 2" STR_LANDED: "Atterri" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/hu.yml ================================================ hu: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Szilveszter" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "E.I.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "KITÉRŐ MANŐVEREK" STR_UFO_HAS_LANDED: "Az USO itt szállt le:{NEWLINE}{0}" GMGEO1: "Földgömb háttérzene #1" GMGEO2: "Földgömb háttérzene #2" GMGEO3: "Földgömb háttérzene #3" GMGEO4: "Földgömb háttérzene #4" GMGEO5: "Földgömb háttérzene #5" GMGEO6: "Földgömb háttérzene #6" GMTACDRY: "Harci háttérzene (Szárazon)" GMTACWET: "Harci háttérzene (Vízben)" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/it.yml ================================================ it: STR_FACILITY_IN_USE_STORAGE: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza spazi di magazzino." STR_FACILITY_IN_USE_QUARTERS: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza alloggi." STR_FACILITY_IN_USE_LABORATORIES: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza laboratori." STR_FACILITY_IN_USE_WORKSHOPS: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza officine." STR_FACILITY_IN_USE_HANGARS: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza rimesse per sottomarini." STR_FACILITY_IN_USE_PSI_LABS: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza laboratori C.M." STR_FACILITY_IN_USE_GYMS: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza palestre." STR_FACILITY_IN_USE_PRISONS: "STRUTTURA ACQUATICA IN USO!{SMALLLINE}Non ci sono abbastanza contenimenti alieni." STR_NOT_ENOUGH_HWP_CAPACITY: "CAPACITÀ PER SWS INSUFFICIENTE!{SMALLLINE}Usa un modulo diverso o riduci il numero di SWS assegnati." STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "C.M.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANOVRE EVASIVE" STR_UFO_DESTROYED_BY_SPLASHDOWN: "SUB ALIENO DISTRUTTO!" STR_UFO_SURVIVED_SPLASHDOWN: "SUB ALIENO AFFONDATO!" STR_UFO_HAS_LANDED: "USO è atterrato a{NEWLINE}{0}" GMGEO1: "Traccia Geoscape #1" GMGEO2: "Traccia Geoscape #2" GMGEO3: "Traccia Geoscape #3" GMGEO4: "Traccia Geoscape #4" GMGEO5: "Traccia Geoscape #5" GMGEO6: "Traccia Geoscape #6" GMTACDRY: "Traccia Battlescape (Terra)" GMTACWET: "Traccia Battlescape (Acqua)" GMINTER0: "Traccia Intercettazione #0" GMINTER1: "Traccia Intercettazione #1" GMINTER2: "Traccia Intercettazione #2" GMINTER3: "Traccia Intercettazione #3" GLOBE_TEXTURE_0: "Fondale/Corallo 1" GLOBE_TEXTURE_1: "Struttura di Ricerca 1" GLOBE_TEXTURE_2: "Aereo Schiantato" GLOBE_TEXTURE_3: "Atlantide" GLOBE_TEXTURE_4: "Tempio Maya 1" GLOBE_TEXTURE_5: "Galeone Inabissato" GLOBE_TEXTURE_6: "Transatlantico Inabissato 1" GLOBE_TEXTURE_7: "Vulcanico 1" GLOBE_TEXTURE_8: "Fondale/Corallo 2" GLOBE_TEXTURE_9: "Vulcanico 2" GLOBE_TEXTURE_10: "Transatlantico Inabissato 2" GLOBE_TEXTURE_11: "Struttura di Ricerca 2" GLOBE_TEXTURE_12: "Tempio Maya 2" STR_LANDED: "Fermo" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/ja.yml ================================================ ja: STR_FACILITY_IN_USE_STORAGE: "アクアポッドは使用中!{SMALLLINE}倉庫のスペースが足りません" STR_FACILITY_IN_USE_QUARTERS: "アクアポッドは使用中!{SMALLLINE}居住スペースが足りません" STR_FACILITY_IN_USE_LABORATORIES: "アクアポッドは使用中!{SMALLLINE}研究スペースが足りません" STR_FACILITY_IN_USE_WORKSHOPS: "アクアポッドは使用中!{SMALLLINE}ワークショップのスペースが足りません" STR_FACILITY_IN_USE_HANGARS: "アクアポッドは使用中!{SMALLLINE}ドックスペースが足りません" STR_FACILITY_IN_USE_PSI_LABS: "アクアポッドは使用中!{SMALLLINE}MC研究所が足りません" STR_FACILITY_IN_USE_GYMS: "アクアポッドは使用中!{SMALLLINE}ジムが足りません" STR_FACILITY_IN_USE_PRISONS: "アクアポッドは使用中!{SMALLLINE}エイリアン隔離スペースが足りません" STR_NOT_ENOUGH_HWP_CAPACITY: "SWS格納スペースが足りません!{SMALLLINE}異なる船体を選ぶか数を減らしてください" STR_AVATAR_NAME_1: "#01 ドルフ" STR_AVATAR_NAME_2: "#02 ウィル" STR_AVATAR_NAME_3: "#03 シルベスター" STR_AVATAR_NAME_4: "#04 ドウェイン" STR_AVATAR_NAME_5: "#05 リンダ" STR_AVATAR_NAME_6: "#06 ユーマ" STR_AVATAR_NAME_7: "#07 ハレィ" STR_AVATAR_NAME_8: "#08 アンジェリーナ" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "回避行動" STR_UFO_DESTROYED_BY_SPLASHDOWN: "USOは破壊された!" STR_UFO_SURVIVED_SPLASHDOWN: "USOが轟沈!" STR_UFO_HAS_LANDED: "USOが着艦>{NEWLINE}{0}" GMGEO1: "ジオスケープの記録 #1" GMGEO2: "ジオスケープの記録 #2" GMGEO3: "ジオスケープの記録 #3" GMGEO4: "ジオスケープの記録 #4" GMGEO5: "ジオスケープの記録 #5" GMGEO6: "ジオスケープの記録 #6" GMTACDRY: "バトルスケープの記録 (地上)" GMTACWET: "バトルスケープの記録 (水中)" GMINTER0: "艦戦の軌跡 #0" GMINTER1: "艦戦の軌跡 #1" GMINTER2: "艦戦の軌跡 #2" GMINTER3: "艦戦の軌跡 #3" GLOBE_TEXTURE_0: "海底/珊瑚 1" GLOBE_TEXTURE_1: "研究施設 1" GLOBE_TEXTURE_2: "墜落現場" GLOBE_TEXTURE_3: "アトランティス" GLOBE_TEXTURE_4: "マヤ寺院 1" GLOBE_TEXTURE_5: "沈没ガレオン船" GLOBE_TEXTURE_6: "沈没ライナー船 1" GLOBE_TEXTURE_7: "海底火山 1" GLOBE_TEXTURE_8: "海底/珊瑚 2" GLOBE_TEXTURE_9: "海底火山 2" GLOBE_TEXTURE_10: "沈没ライナー船 2" GLOBE_TEXTURE_11: "研究施設 2" GLOBE_TEXTURE_12: "マヤ寺院 2" STR_LANDED: "着床" STR_SHOT_TYPE_AUTO: "自動 (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/ko.yml ================================================ ko: STR_FACILITY_IN_USE_STORAGE: "수상 모듈을 이용 중이다!{SMALLLINE}저장 공간이 충분하지 않다." STR_FACILITY_IN_USE_QUARTERS: "수상 모듈을 이용 중이다!{SMALLLINE}생활관 공간이 충분하지 않다." STR_FACILITY_IN_USE_LABORATORIES: "수상 모듈을 이용 중이다!{SMALLLINE}연구 공간이 충분하지 않다." STR_FACILITY_IN_USE_WORKSHOPS: "수상 모듈을 이용 중이다!{SMALLLINE}작업 공간이 충분하지 않다." STR_FACILITY_IN_USE_HANGARS: "수상 모듈을 이용 중이다!{SMALLLINE}비행잠수함 격납고가 충분하지 않다." STR_FACILITY_IN_USE_PSI_LABS: "수상 모듈을 이용 중이다!{SMALLLINE}M.C. 연구실 공간이 충분하지 않다." STR_FACILITY_IN_USE_GYMS: "수상 모듈을 이용 중이다!{SMALLLINE}체육관 공간이 충분하지 않다." STR_FACILITY_IN_USE_PRISONS: "수상 모듈을 이용 중이다!{SMALLLINE}외계인 격리실 공간이 충분하지 않다." STR_NOT_ENOUGH_HWP_CAPACITY: "쓸 수 있는 무장 잠수정 수용량이 충분하지 않다!{SMALLLINE}다른 비행잠수함을 이용하거나 할당된 무장 잠수정을 줄여라." STR_AVATAR_NAME_1: "#01 돌프 룬드그렌" STR_AVATAR_NAME_2: "#02 윌 스미스" STR_AVATAR_NAME_3: "#03 실베스터 스탤론" STR_AVATAR_NAME_4: "#04 드웨인 힉스" STR_AVATAR_NAME_5: "#05 린다 해밀턴" STR_AVATAR_NAME_6: "#06 우마 서먼" STR_AVATAR_NAME_7: "#07 할레 베리" STR_AVATAR_NAME_8: "#08 안젤리나 졸리" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "회피 기동" STR_UFO_DESTROYED_BY_SPLASHDOWN: "외계인 잠수함 파괴됨!" STR_UFO_SURVIVED_SPLASHDOWN: "외계인 잠수함 가라앉음!" STR_UFO_HAS_LANDED: "{0}{NEWLINE}에 USO가 착지했다" GMGEO1: "지구화면 음악 #1" GMGEO2: "지구화면 음악 #2" GMGEO3: "지구화면 음악 #3" GMGEO4: "지구화면 음악 #4" GMGEO5: "지구화면 음악 #5" GMGEO6: "지구화면 음악 #6" GMTACDRY: "전투화면 음악 (지상)" GMTACWET: "전투화면 음악 (수중)" GMINTER0: "교전 음악 #0" GMINTER1: "교전 음악 #1" GMINTER2: "교전 음악 #2" GMINTER3: "교전 음악 #3" GLOBE_TEXTURE_0: "해저/산호 1" GLOBE_TEXTURE_1: "연구시설 1" GLOBE_TEXTURE_2: "추락한 비행기" GLOBE_TEXTURE_3: "아틀란티스" GLOBE_TEXTURE_4: "마야 사원 1" GLOBE_TEXTURE_5: "가라앉은 갈레온선" GLOBE_TEXTURE_6: "가라앉은 여객선 1" GLOBE_TEXTURE_7: "화산 1" GLOBE_TEXTURE_8: "해저/산호 2" GLOBE_TEXTURE_9: "화산 2" GLOBE_TEXTURE_10: "가라앉은 여객선 2" GLOBE_TEXTURE_11: "연구시설 2" GLOBE_TEXTURE_12: "마야 사원 2" STR_LANDED: "착지" STR_SHOT_TYPE_AUTO: "자동사격 (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/nl.yml ================================================ nl: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "ONTWIJKENDE MANEUVERS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "BUITENAARDSE DUIKBOOT VERNIETIGD!" STR_UFO_SURVIVED_SPLASHDOWN: "BUITENAARDSE DUIKBOOT NEERGEHAALD!" STR_UFO_HAS_LANDED: "USO is geland op{NEWLINE}{0}" GMGEO1: "Geoscape Muziekstuk #1" GMGEO2: "Geoscape Muziekstuk #2" GMGEO3: "Geoscape Muziekstuk #3" GMGEO4: "Geoscape Muziekstuk #4" GMGEO5: "Geoscape Muziekstuk #5" GMGEO6: "Geoscape Muziekstuk #6" GMTACDRY: "Battlescape Muziekstuk (Land)" GMTACWET: "Battlescape Muziekstuk (Water)" GMINTER0: "Luchtgevecht Muziekstuk #0" GMINTER1: "Luchtgevecht Muziekstuk #1" GMINTER2: "Luchtgevecht Muziekstuk #2" GMINTER3: "Luchtgevecht Muziekstuk #3" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/pl.yml ================================================ pl: STR_FACILITY_IN_USE_STORAGE: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało miejsca w magazynach." STR_FACILITY_IN_USE_QUARTERS: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało kwater mieszkalnych." STR_FACILITY_IN_USE_LABORATORIES: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało stanowisk badawczych." STR_FACILITY_IN_USE_WORKSHOPS: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało stanowisk produkcyjnych." STR_FACILITY_IN_USE_HANGARS: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało doków." STR_FACILITY_IN_USE_PSI_LABS: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało laboratoriów K.M." STR_FACILITY_IN_USE_GYMS: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało stanowisk treningowych." STR_FACILITY_IN_USE_PRISONS: "KAPSUŁA W UŻYCIU!{SMALLLINE}Za mało cel." STR_NOT_ENOUGH_HWP_CAPACITY: "ZA MAŁO MIEJSC DLA PSB!{SMALLLINE}Użyj innego modułu lub zmniejsz liczbę przydzielonych PSB." STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "K.M.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANEWRY UNIKOWE" STR_UFO_DESTROYED_BY_SPLASHDOWN: "OBCA ŁÓDŹ ZNISZCZONA!" STR_UFO_SURVIVED_SPLASHDOWN: "OBCA ŁÓDŹ ZESTRZELONA!" STR_UFO_HAS_LANDED: "UFO wylądowało w{NEWLINE}{0}" GMGEO1: "Ekran globu: motyw #1" GMGEO2: "Ekran globu: motyw #2" GMGEO3: "Ekran globu: motyw #3" GMGEO4: "Ekran globu: motyw #4" GMGEO5: "Ekran globu: motyw #5" GMGEO6: "Ekran globu: motyw #6" GMTACDRY: "Motyw z ekranu bitwy (ląd)" GMTACWET: "Motyw z ekranu bitwy (woda)" GMINTER0: "Motyw walki powietrznej #0" GMINTER1: "Motyw walki powietrznej #1" GMINTER2: "Motyw walki powietrznej #2" GMINTER3: "Motyw walki powietrznej #3" GLOBE_TEXTURE_0: "Dno/Koral 1" GLOBE_TEXTURE_1: "Stanowisko badawcze 1" GLOBE_TEXTURE_2: "Rozbity samolot" GLOBE_TEXTURE_3: "Atlantyda" GLOBE_TEXTURE_4: "Świątynia Majów 1" GLOBE_TEXTURE_5: "Zatopiony galeon" GLOBE_TEXTURE_6: "Zatopiony liniowiec 1" GLOBE_TEXTURE_7: "Wulkaniczny 1" GLOBE_TEXTURE_8: "Dno/Koral 2" GLOBE_TEXTURE_9: "Wulkaniczny 2" GLOBE_TEXTURE_10: "Zatopiony liniowiec 2" GLOBE_TEXTURE_11: "Stanowisko badawcze 2" GLOBE_TEXTURE_12: "Świątynia Majów 2" STR_LANDED: "Osiadnięcie" STR_SHOT_TYPE_AUTO: "Seria (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/pt-BR.yml ================================================ pt-BR: STR_FACILITY_IN_USE_STORAGE: "AQUAMÓDULO EM USO!{SMALLLINE}Espaço de armazenamento insuficiente." STR_FACILITY_IN_USE_QUARTERS: "AQUAMÓDULO EM USO!{SMALLLINE}Habitações insuficientes." STR_FACILITY_IN_USE_LABORATORIES: "AQUAMÓDULO EM USO!{SMALLLINE}Espaço de laboratório insuficiente." STR_FACILITY_IN_USE_WORKSHOPS: "AQUAMÓDULO EM USO!{SMALLLINE}Espaço de oficina insuficiente." STR_FACILITY_IN_USE_HANGARS: "AQUAMÓDULO EM USO!{SMALLLINE}Espaço para aerosubmarinos insuficiente." STR_FACILITY_IN_USE_PSI_LABS: "AQUAMÓDULO EM USO!{SMALLLINE}Espaço de laboratório C.M insuficiente." STR_FACILITY_IN_USE_GYMS: "AQUAMÓDULO EM USO!{SMALLLINE}Academias insuficientes." STR_FACILITY_IN_USE_PRISONS: "AQUAMÓDULO EM USO!{SMALLLINE}Contenção alienígena insuficiente." STR_NOT_ENOUGH_HWP_CAPACITY: "CAPACIDADE DE SAS INSUFICIENTE DISPONÍVEL!{SMALLLINE}Use um módulo diferente ou reduza o número de SAS atribuídas." STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "C.M.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANOBRAS EVASIVAS" STR_UFO_DESTROYED_BY_SPLASHDOWN: "SUBMARINO ALIENÍGENA DESTRUÍDO!" STR_UFO_SURVIVED_SPLASHDOWN: "SUBMARINO ALIENÍGENA ABATIDO!" STR_UFO_HAS_LANDED: "OSNI pousou em{NEWLINE}{0}" GMGEO1: "Faixa nº 1 da Tela Global" GMGEO2: "Faixa nº 2 da Tela Global" GMGEO3: "Faixa nº 3 da Tela Global" GMGEO4: "Faixa nº 4 da Tela Global" GMGEO5: "Faixa nº 5 da Tela Global" GMGEO6: "Faixa nº 6 da Tela Global" GMTACDRY: "Faixa da Tela de Combate (Terra)" GMTACWET: "Faixa da Tela de Combate (Água)" GMINTER0: "Faixa Nº 0 do Combate Aéreo" GMINTER1: "Faixa Nº 1 do Combate Aéreo" GMINTER2: "Faixa Nº 2 do Combate Aéreo" GMINTER3: "Faixa Nº 3 do Combate Aéreo" GLOBE_TEXTURE_0: "Fundo marinho/Coral 1" GLOBE_TEXTURE_1: "Instalação de Pesquisa 1" GLOBE_TEXTURE_2: "Avião Acidentado" GLOBE_TEXTURE_3: "Atlântida" GLOBE_TEXTURE_4: "Templo Maia 1" GLOBE_TEXTURE_5: "Galeão Afundado" GLOBE_TEXTURE_6: "Navio Afundado 1" GLOBE_TEXTURE_7: "Vulcânico 1" GLOBE_TEXTURE_8: "Fundo do mar/Coral 2" GLOBE_TEXTURE_9: "Vulcânico 2" GLOBE_TEXTURE_10: "Navio Afundado 2" GLOBE_TEXTURE_11: "Instalação de Pesquisa 2" GLOBE_TEXTURE_12: "Templo Maia 2" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/ro.yml ================================================ ro: STR_AVATAR_NAME_1: "#01 Dolph" STR_AVATAR_NAME_2: "#02 Will" STR_AVATAR_NAME_3: "#03 Sylvester" STR_AVATAR_NAME_4: "#04 Dwayne" STR_AVATAR_NAME_5: "#05 Linda" STR_AVATAR_NAME_6: "#06 Uma" STR_AVATAR_NAME_7: "#07 Halle" STR_AVATAR_NAME_8: "#08 Angelina" STR_PSI_SHORT: "M.C.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "MANEVRE EVAZIVE" STR_UFO_HAS_LANDED: "USN a aterizat la {NEWLINE}{0}" GMGEO1: "Geosferă Pista #1" GMGEO2: "Geosferă Pista #2" GMGEO3: "Geosferă Pista #3" GMGEO4: "Geosferă Pista #4" GMGEO5: "Geosferă Pista #5" GMGEO6: "Geosferă Pista #6" GMTACDRY: "Geosferă Pista (Teren)" GMTACWET: "Geosferă Pista (Apa)" STR_SHOT_TYPE_AUTO: "Auto (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/ru.yml ================================================ ru: STR_FACILITY_IN_USE_STORAGE: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места на складе." STR_FACILITY_IN_USE_QUARTERS: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в жилых модулях." STR_FACILITY_IN_USE_LABORATORIES: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно рабочего пространства в лаборатории." STR_FACILITY_IN_USE_WORKSHOPS: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно рабочего пространства в мастерской." STR_FACILITY_IN_USE_HANGARS: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в доках." STR_FACILITY_IN_USE_PSI_LABS: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно рабочего пространства в лаборатории М.К." STR_FACILITY_IN_USE_GYMS: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в спортзале." STR_FACILITY_IN_USE_PRISONS: "ОТСЕК ИСПОЛЬЗУЕТСЯ!{SMALLLINE}Недостаточно места в изоляторе пришельцев." STR_NOT_ENOUGH_HWP_CAPACITY: "НЕДОСТАТОЧНО МЕСТ ПОД ПБС!{SMALLLINE}Установите другой грузовой отсек или уберите часть ПБС." STR_AVATAR_NAME_1: "#01 Дольф" STR_AVATAR_NAME_2: "#02 Уилл" STR_AVATAR_NAME_3: "#03 Сильвестр" STR_AVATAR_NAME_4: "#04 Дуэйн" STR_AVATAR_NAME_5: "#05 Линда" STR_AVATAR_NAME_6: "#06 Ума" STR_AVATAR_NAME_7: "#07 Халле" STR_AVATAR_NAME_8: "#08 Анджелина" STR_PSI_SHORT: "М.К.>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "УКЛОНЕНИЕ" STR_UFO_DESTROYED_BY_SPLASHDOWN: "НПО УНИЧТОЖЕН!" STR_UFO_SURVIVED_SPLASHDOWN: "НПО ПОТОПЛЕН!" STR_UFO_HAS_LANDED: "НПО лег на дно.{NEWLINE}Место: {NEWLINE}{0}" GMGEO1: "Трек #1 в страт. режиме" GMGEO2: "Трек #2 в страт. режиме" GMGEO3: "Трек #3 в страт. режиме" GMGEO4: "Трек #4 в страт. режиме" GMGEO5: "Трек #5 в страт. режиме" GMGEO6: "Трек #6 в страт. режиме" GMTACDRY: "Трек в такт. режиме (Суша)" GMTACWET: "Трек в такт. режиме (Вода)" GMINTER0: "Трек перехвата #0" GMINTER1: "Трек перехвата #1" GMINTER2: "Трек перехвата #2" GMINTER3: "Трек перехвата #3" GLOBE_TEXTURE_0: "Океанское дно/Кораллы 1" GLOBE_TEXTURE_1: "Подводная станция 1" GLOBE_TEXTURE_2: "Разбившийся самолет" GLOBE_TEXTURE_3: "Атлантида" GLOBE_TEXTURE_4: "Храм майя 1" GLOBE_TEXTURE_5: "Затонувший галеон" GLOBE_TEXTURE_6: "Затонувший лайнер 1" GLOBE_TEXTURE_7: "Вулканы 1" GLOBE_TEXTURE_8: "Океанское дно/Кораллы 2" GLOBE_TEXTURE_9: "Вулканы 2" GLOBE_TEXTURE_10: "Затонувший лайнер 2" GLOBE_TEXTURE_11: "Подводная станция 2" GLOBE_TEXTURE_12: "Храм майя 2" STR_LANDED: "Посадка" STR_SHOT_TYPE_AUTO: "Очер. (x{0})" ================================================ FILE: bin/standard/xcom2/Language/OXCE/uk.yml ================================================ uk: STR_FACILITY_IN_USE_STORAGE: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ! {SMALLLINE}Не вистачає місця для зберігання." STR_FACILITY_IN_USE_QUARTERS: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Недостатньо житлових приміщень." STR_FACILITY_IN_USE_LABORATORIES: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Недостатньо місця в лабораторії." STR_FACILITY_IN_USE_WORKSHOPS: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає місця в майстерні." STR_FACILITY_IN_USE_HANGARS: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає доків." STR_FACILITY_IN_USE_PSI_LABS: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає лабораторій М.К." STR_FACILITY_IN_USE_GYMS: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає спортзалів." STR_FACILITY_IN_USE_PRISONS: "АКВА-МОДУЛЬ ВИКОРИСТОВУЄТЬСЯ!{SMALLLINE}Не вистачає тюрм для прибульців." STR_NOT_ENOUGH_HWP_CAPACITY: "НЕ ДОСТАТНЬО МІСТКОСТІ ДЛЯ ВБП!{SMALLLINE}Використайте інший модуль або зменшіть кількість призначених ВБП." STR_AVATAR_NAME_1: "#01 Дольф" STR_AVATAR_NAME_2: "#02 Вілл" STR_AVATAR_NAME_3: "#03 Сильвестр" STR_AVATAR_NAME_4: "#04 Двейн" STR_AVATAR_NAME_5: "#05 Лінда" STR_AVATAR_NAME_6: "#06 Ума" STR_AVATAR_NAME_7: "#07 Хеллі" STR_AVATAR_NAME_8: "#08 Анджеліна" STR_PSI_SHORT: "PSI>{ALT}{0}/{1}" STR_EVASIVE_MANEUVERS: "УХИЛЬНІ МАНЕВРИ" STR_UFO_DESTROYED_BY_SPLASHDOWN: "СУБМАРИНА ПРИБУЛЬЦІВ ЗНИЩЕНА!" STR_UFO_SURVIVED_SPLASHDOWN: "СУБМАРИНА ПРИБУЛЬЦІВ ПІДБИТА!" STR_UFO_HAS_LANDED: "НПО приводнився у{NEWLINE}{0}" GMGEO1: "Трек планетарного вигляду #1" GMGEO2: "Трек планетарного вигляду #2" GMGEO3: "Трек планетарного вигляду #3" GMGEO4: "Трек планетарного вигляду #4" GMGEO5: "Трек планетарного вигляду #5" GMGEO6: "Трек планетарного вигляду #6" GMTACDRY: "Трек поля бою (Суходіл)" GMTACWET: "Трек поля бою (Вода)" GMINTER0: "Трек перехоплення №0" GMINTER1: "Трек перехоплення №1" GMINTER2: "Трек перехоплення №2" GMINTER3: "Трек перехоплення №3" GLOBE_TEXTURE_0: "Морське дно/кораллові рифи 1" GLOBE_TEXTURE_1: "Науково-дослідний центр 1" GLOBE_TEXTURE_2: "Розбитий літак" GLOBE_TEXTURE_3: "Атлантида" GLOBE_TEXTURE_4: "Храм майя 1" GLOBE_TEXTURE_5: "Затонулий галеон" GLOBE_TEXTURE_6: "Затонулий лайнер 1" GLOBE_TEXTURE_7: "Вулкан 1" GLOBE_TEXTURE_8: "Морське дно/кораллові рифи 2" GLOBE_TEXTURE_9: "Вулкан 2" GLOBE_TEXTURE_10: "Затонулий лайнер 2" GLOBE_TEXTURE_11: "Науково-дослідний центр 2" GLOBE_TEXTURE_12: "Храм майя 2" STR_LANDED: "Причалив" STR_SHOT_TYPE_AUTO: "Авто (x{0})" ================================================ FILE: bin/standard/xcom2/Language/bg.yml ================================================ bg: STR_CENTER_ON_SITE_TIME_5_SECONDS: "ЦЕНТРИРАНЕ-ВРЕМЕ=5 сек" STR_CANCEL_UC: "ОТКАЗ" STR_NONE: "Няма" STR_UNKNOWN: "Неизвестен" STR_POOR: "Слаб" STR_AVERAGE: "Среден" STR_GOOD: "Добър" STR_EXCELLENT: "Отличен" STR_BUILD_NEW_BASE_UC: "НОВА БАЗА" STR_BASE_INFORMATION: "ИНФОРМАЦИЯ ЗА БАЗАТА" STR_BUILD_FACILITIES: "СТРОЕЖ НА МОДУЛИ" STR_RESEARCH: "ИЗСЛЕДВАНЕ" STR_MANUFACTURE: "ИЗРАБОТКА" STR_TRANSFER_UC: "ПРЕХВЪРЛЯНЕ" STR_PURCHASE_RECRUIT: "КУПУВАНЕ/НАЕМАНЕ" STR_SACK: "УВОЛНЯВАНЕ" STR_SELL_SACK_UC: "ПРОДАВАНЕ/УВОЛНЯВАНЕ" STR_GEOSCAPE_UC: "ГЛОБАЛНА КАРТА" STR_NAME: "Име" STR_AREA: "Регион" STR_BUILD_NEW_BASE: "Build New Base" STR_CANCEL: "Отказ" STR_COST_UC: "ЦЕНА>" STR_CONSTRUCTION_TIME_UC: "ВРЕМЕ ЗА СТРОЕЖ>" STR_MAINTENANCE_UC: "ПОДДРЪЖКА>" STR_OK: "БИВА" STR_INSTALLATION: "Инсталиране" STR_CURRENT_RESEARCH: "ТЕКУЩИ ИЗСЛЕДВАНИЯ" STR_SCIENTISTS_AVAILABLE: "Свободни учени>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Заети учени>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Свободна лабораторна площ>{ALT}{0}" STR_RESEARCH_PROJECT: "НАУЧЕН ПРОЕКТ" STR_SCIENTISTS_ALLOCATED_UC: "АНГАЖИРАНИ УЧЕНИ" STR_PROGRESS: "НАПРЕДЪК" STR_NEW_PROJECT: "Нов проект" STR_CANCEL_PROJECT: "СПРЕТЕ ПРОЕКТА" STR_NEW_RESEARCH_PROJECTS: "НОВИ НАУЧНИ ПРОЕКТИ" STR_SCIENTISTS_AVAILABLE_UC: "СВОБОДНИ УЧЕНИ>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "СВОБОДНА ЛАБОРАТОРНА ПЛОЩ>{ALT}{0}" STR_INCREASE: "Увеличаване" STR_DECREASE: "Намаляване" STR_START_PROJECT: "ЗАПОЧНЕТЕ ПРОЕКТА" STR_CURRENT_PRODUCTION: "ТЕКУЩО ПРОИЗВОДСТВО" STR_WORKSHOP_SPACE_AVAILABLE: "Свободна работна площ>{ALT}{0}" STR_CURRENT_FUNDS: "Текущи средства>{ALT}{0}" STR_ITEM: "АРТИКУЛ" STR_UNITS_PRODUCED: "Изработени{NEWLINE}изделия" STR_TOTAL_TO_PRODUCE: "Общо за изработка" STR_COST__PER__UNIT: "Един{NEWLINE}ична{NEWLINE}цена" STR_DAYS_HOURS_LEFT: "Оставащи{NEWLINE}дни/часове" STR_NEW_PRODUCTION: "Нова партида" STR_PRODUCTION_ITEMS: "Въможни изделия" STR_CATEGORY: "КАТЕГОРИЯ" STR_START_PRODUCTION: "ЗАПОЧНЕТЕ ИЗРАБОТКА" STR_COST_PER_UNIT_: "Единична цена>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Нужна работна площ>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ИЗИСКВАТ СЕ СПЕЦИАЛНИ МАТЕРИАЛИ" STR_ITEM_REQUIRED: "НЕОБХОДИМИ ЕЛЕМЕНТИ" STR_UNITS_REQUIRED: "НЕОБХОДИМО КОЛИЧЕСТВО" STR_UNITS_AVAILABLE: "НАЛИЧНО КОЛИЧЕСТВО" STR_STOP_PRODUCTION: "СПРЕТЕ ИЗРАБОТКА" STR_WORKSHOP_SPACE_AVAILABLE_UC: "СВОБОДНА РАБОТНА ПЛОЩ>{ALT}{0}" STR_INCREASE_UC: "УВЕЛИЧАВАНЕ" STR_DECREASE_UC: "НАМАЛЯВАНЕ" STR_UNITS_TO_PRODUCE: "Бройки за изработка" STR_PURCHASE_HIRE_PERSONNEL: "Закупуване/Наемане на персонал" STR_COST_OF_PURCHASES: "Цена на покупките>{ALT}{0}" STR_COST_PER_UNIT_UC: "ЕДИНИЧНА ЦЕНА" STR_QUANTITY_UC: "КОЛИЧ-ВО" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "СВОБОДЕН ПЕРСОНАЛ:ОБЩО ПЕРСОНАЛ>" STR_SCIENTISTS: "Учени" STR_SPACE_USED_SPACE_AVAILABLE: "ИЗПОЛЗВАНА ПЛОЩ:ОБЩА ПЛОЩ>" STR_LIVING_QUARTERS: "Жилища" STR_STORES: "Запаси" STR_LABORATORIES: "Лаборатории" STR_WORK_SHOPS: "Работилници" STR_DEFENSE_STRENGTH: "Сила на защитата" STR_TRANSFERS_UC: "ПРИСТИГАЩИ" STR_TRANSFERS: "Пристигащи" STR_ARRIVAL_TIME_HOURS: "Пристигане след (часа)" STR_COST_: "Цена>{ALT}{0}" STR_AREA_: "Регион>{ALT}{0}" STR_BASE_NAME: "Име на базата?" STR_TRANSFER: "Прехвърляне" STR_AMOUNT_TO_TRANSFER: "ИЗПРАЩАНО{NEWLINE}КОЛИЧ-ВО" STR_SELECT_DESTINATION_BASE: "Прехвърляне в коя база?" STR_COST: "Цена" STR_TOTAL_UC: "ОБЩО" STR_INCOME: "Приходи" STR_EXPENDITURE: "Разходи" STR_MAINTENANCE: "Поддръжка" STR_BALANCE: "Салдо" STR_FINANCE: "Финанси" STR_DATE_FIRST: "{0}ви" STR_DATE_SECOND: "{0}ри" STR_DATE_THIRD: "{0}ти" STR_DATE_FOURTH: "{0}и" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Няма достатъчно специални материали за изработката на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Няма достатъчно средства за изработката на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Изработката на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}{NEWLINE}приключи" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Построяването на{NEWLINE}{0}{NEWLINE}в{NEWLINE}{1}{NEWLINE}приключи" STR_OK_5_SECONDS: "ОК - 5 сек" STR_RESEARCH_COMPLETED: "Завършихме изследване" STR_VIEW_REPORTS: "РЕЗУЛТАТИ" STR_WE_CAN_NOW_RESEARCH: "Вече можем да проучим" STR_WE_CAN_NOW_PRODUCE: "Вече можем да изработваме" STR_SUNDAY: "НЕДЕЛЯ" STR_MONDAY: "ПОНЕДЕЛНИК" STR_TUESDAY: "ВТОРНИК" STR_WEDNESDAY: "СРЯДА" STR_THURSDAY: "ЧЕТВЪРТЪК" STR_FRIDAY: "ПЕТЪК" STR_SATURDAY: "СЪБОТА" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Недостатъчно {0} да презаредим {1} в {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Недостатъчно {0} да въоръжим {1} в {2}" STR_ALIENS_DEFEATED: "Пришълци претърпяват поражение" STR_BASE_IS_LOST: "Загубена е база" STR_BASE_IS_SAVED: "Спасена е база" STR_ALIENS_KILLED: "УБИТИ ИЗВЪНЗЕМНИ" STR_ALIEN_CORPSES_RECOVERED: "ПРИБРАНИ ИЗВЪНЗЕМНИ ТРУПОВЕ" STR_LIVE_ALIENS_RECOVERED: "ПРИБРАНИ ЖИВИ ИЗВЪНЗЕМНИ" STR_ALIEN_ARTIFACTS_RECOVERED: "ПРИБРАНИ ИЗВЪНЗЕМНИ АРТЕФАКТИ" STR_CIVILIANS_KILLED_BY_ALIENS: "ЦИВИЛНИ УБИТИ ОТ ИЗВЪНЗЕМНИ" STR_CIVILIANS_SAVED: "СПАСЕНИ ЦИВИЛНИ" STR_BASE_UNDER_ATTACK: "Нападение над {0}!" STR_BASE_DEFENSES_INITIATED: "ЗАДЕЙСТВА СЕ ЗАЩИТАТА НА БАЗАТА" STR_HIT: "ПОПАДЕНИЕ!" STR_MISSED: "НЕ УЛУЧИ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Продажба/Уволняване на персонал" STR_VALUE_OF_SALES: "СТОЙНОСТ НА ПРОДАЖБИТЕ> {ALT}{0}" STR_FUNDS: "СРЕДСТВА> {ALT}{0}" STR_SELL_SACK: "Прод./Увол." STR_VALUE: "Стойност" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "ОТБРАНА НА БАЗА" STR_BASE_UC_: "БАЗА> {0}" STR_NO_FREE_ACCOMODATION: "НЯМА СВОБОДНИ ЖИЛИЩА!{SMALLLINE}В жилищните помещения на целевата база няма достатъчно място." STR_NOT_ENOUGH_WORK_SPACE: "НЕ ДОСТИГА РАБОТНА ПЛОЩ!{SMALLLINE}Простоете нова работилница или намалете работата по други проекти." STR_NOT_ENOUGH_MONEY: "НЕ ДОСТИГАТ СРЕДСТВА!" STR_NOT_ENOUGH_STORE_SPACE: "НЕ ДОСТИГА СКЛАДОВА ПЛОЩ!{SMALLLINE}Построете още складови помещения или прехвърлете наличните запаси в други бази." STR_NOT_ENOUGH_LIVING_SPACE: "НЕ ДОСТИГА ЖИЛИЩНА ПЛОЩ!{SMALLLINE}Построете още жилищни помещения или прехвърлете личен състав в други бази." STR_LAUNCH_INTERCEPTION: "ИЗПРАЩАНЕ НА ПРЕХВАЩАЧИ" STR_CRAFT: "ЛЕТАТЕЛЕН АПАРАТ" STR_STATUS: "СЪСТОЯНИЕ" STR_BASE: "БАЗА" STR_READY: "ГОТОВНОСТ" STR_OUT: "В ПОЛЕТ" STR_REPAIRS: "ПОПРАВКИ" STR_REFUELLING: "ПРЕЗАРЕЖДАНЕ" STR_REARMING: "ВЪОРЪЖАВАНЕ" STR_TARGET: "ЦЕЛ: {0}" STR_WAY_POINT: "УСЛОВНА ТОЧКА" STR_YES: "ДА" STR_NO: "НЕ" STR_SELECT_DESTINATION: "ИЗБОР НА ЦЕЛ" STR_SELECT_SITE_FOR_NEW_BASE: "ИЗБЕРЕТЕ МЯСТО ЗА НОВА БАЗА" STR_RETURN_TO_BASE: "ЗАВРЪЩАНЕ В БАЗАТА" STR_SELECT_NEW_TARGET: "ИЗБОР НА НОВА ЦЕЛ" STR_PATROL: "ПАТРУЛИРАНЕ" STR_STATUS_: "СЪСТОЯНИЕ>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ЗАВРЪЩА СЕ - ПОВРЕДИ" STR_LOW_FUEL_RETURNING_TO_BASE: "ЗАВРЪЩА СЕ - МАЛКО ГОРИВО" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "КРАЙ НА МИСИЯТА - ЗАВРЪЩА СЕ" STR_PATROLLING: "ПАТРУЛИРА" STR_RETURNING_TO_BASE: "ЗАВРЪЩА СЕ В БАЗАТА" STR_DESTINATION_UC_: "ЦЕЛ: {0}" STR_BASE_UC: "БАЗА>{ALT}{0}" STR_SPEED_: "СКОРОСТ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "МАКСИМАЛНА СКОРОСТ>{ALT}{0}{ALT}" STR_FUEL: "ГОРИВО>{ALT}{0}" STR_WEAPON_ONE: "ОРЪЖИЕ-1>{ALT}{0}" STR_NONE_UC: "НЯМА" STR_ROUNDS_: "МУНИЦИИ>{ALT}{0}" STR_WEAPON_TWO: "ОРЪЖИЕ-2>{ALT}{0}" STR_BASE_: "База>{0}" STR_NAME_UC: "ИМЕ" STR_AMMO_: "МУНИЦИИ>{ALT}{0}" STR_CREW: "ЕКИПАЖ" STR_EQUIPMENT_UC: "СНАРЯЖЕНИЕ" STR_ARMOR: "БРОНЯ" STR_MAX: "МАКС>{ALT}{0}" STR_COLONEL: "Командир" STR_COMMANDER: "Капитан" STR_SELECT_SQUAD_FOR_CRAFT: "Екипаж на {0}" STR_SPACE_AVAILABLE: "СВОБОДНИ МЕСТА>{ALT}{0}" STR_SPACE_USED: "ЗАЕТИ МЕСТА>{ALT}{0}" STR_SPACE_USED_UC: "ЗАЕТА ПЛОЩ" STR_RANK: "РАНГ" STR_WOUNDED: "ЛЕКУВА СЕ" STR_EQUIPMENT_FOR_CRAFT: "Снаряжение в {0}" STR_DEFENSE_VALUE: "Защитна стойност" STR_HIT_RATIO: "Вероятност за попадение" STR_BEGIN_MISSION: "Започване на операция?" STR_SELECT_ARMAMENT: "Избор на въоръжение" STR_AMMUNITION_AVAILABLE: "НАЛИЧНИ МУНИЦИИ" STR_ARMAMENT: "ВЪОРЪЖЕНИЕ" STR_NOT_AVAILABLE: "НЯМА" STR_TYPE: "ВИД" STR_SELECT_ARMOR: "Избор на броня" STR_NORTH: "СЕВЕР" STR_NORTH_EAST: "СЕВЕРОИЗТОК" STR_EAST: "ИЗТОК" STR_SOUTH_EAST: "ЮГОИЗТОК" STR_SOUTH: "ЮГ" STR_SOUTH_WEST: "ЮГОЗАПАД" STR_WEST: "ЗАПАД" STR_NORTH_WEST: "СЕВЕРОЗАПАД" STR_SELECT_ACTION: "ИЗБЕРИ ДЕЙСТВИЕ" STR_VERY_LARGE: "МНОГО ГОЛЯМ" STR_LARGE: "ГОЛЯМ" STR_MEDIUM_UC: "СРЕДЕН" STR_SMALL: "МАЛЪК" STR_VERY_SMALL: "МНОГО МАЛЪК" STR_DETECTED: "Засечено" STR_SIZE_UC: "РАЗМЕР" STR_HEADING: "НАПРАВЛЕНИЕ" STR_SPEED: "СКОРОСТ" STR_TRACKING_LOST: "ЗАГУБЕН БЕ КОНТАКТ" STR_REDIRECT_CRAFT: "ПРЕНАСОЧВАНЕ" STR_CRASH_SITE_: "РАЗБИВАНЕ-{0}" STR_WAY_POINT_: "УСЛОВНА ТОЧКА-{0}" STR_TERROR_SITE: "ТЕРОР-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}достигна{NEWLINE}{1}" STR_NOW_PATROLLING: "и в момента патрулира" STR_ALIEN_ORIGINS: "Произход на пришълците" STR_UFOPAEDIA: "НЛОпедия" STR_SELECT_ITEM: "ИЗБЕРЕТЕ ТЕМА" STR_ACCELERATION: "УСКОРЕНИЕ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ГОРИВЕН ЗАПАС>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ОРЪЖЕЙНИ ГНЕЗДА>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ПОНЕСИМИ ПОРАЖЕНИЯ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ТОВАРЕН КАПАЦИТЕТ>{ALT}{0}{ALT}" STR_DAMAGE: "Поражения" STR_RANGE: "Обсег" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Точност" STR_RE_LOAD_TIME: "Презарежда за" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "БРОНЕБОЕН" STR_DAMAGE_HIGH_EXPLOSIVE: "ЕКСПЛОЗИВЕН" STR_DAMAGE_MELEE: "МЕХАНИЧЕН" STR_DAMAGE_ACID: "КИСЕЛИНЕН" STR_DAMAGE_SMOKE: "ДИМ" STR_SHOT_TYPE: "ВИД" STR_ACCURACY_UC: "ТОЧНОСТ" STR_TIME_UNIT_COST: "НУЖНИ ТД" STR_DAMAGE_UC: "ЕФЕКТ" STR_AMMO: "МУНИЦИИ" STR_SHOT_TYPE_AUTO: "Автоматичен избор" STR_SHOT_TYPE_SNAP: "Припрян" STR_SHOT_TYPE_AIMED: "Прицелен" STR_CONSTRUCTION_TIME: "Време за построяване" STR_CONSTRUCTION_COST: "Цена за построяване" STR_MAINTENANCE_COST: "Цена за поддръжка" STR_WEAPON: "Оръжие" STR_AMMUNITION: "Боеприпаси" STR_EQUIPMENT: "Снаряжение" STR_ALIEN_CORPSE: "Труп на извънземно" STR_PERSONAL_ARMOR: "Лична броня" STR_RAW_MATERIALS: "Суровини" STR_ALIEN: "Извънземно" STR_ZOMBIE: "Зомби" STR_LIVE_COMMANDER: "Командир" STR_LIVE_NAVIGATOR: "Навигатор" STR_LIVE_MEDIC: "Медик" STR_LIVE_SOLDIER: "Войник" STR_LIVE_TERRORIST: "Терорист" STR_EXAMINATION_ROOM: "Операционна маса" STR_NEW_FIGHTER_TRANSPORTER: "Нов изтребител/транспорт" STR_ARMOR_PIERCING: "БРОНЕБОЕН" STR_SCIENTIST: "Учен" STR_NORTH_ATLANTIC: "Северен Атлантик" STR_SOUTH_ATLANTIC: "Южен Атлантик" STR_INDIAN_OCEAN: "Индийски океан" STR_ARCTIC: "Арктика" STR_NORTH_AMERICA: "Северна Америка" STR_MAXIMUM_SPEED: "Максимална скорост" STR_DAMAGE_CAPACITY: "Понесими поражения" STR_WEAPON_POWER: "Огнева мощ" STR_WEAPON_RANGE: "Оръжеен обсег" STR_LABORATORY: "Лаборатория" STR_WORKSHOP: "Работилница" STR_GENERAL_STORES: "Складово помещение" STR_ALIEN_CONTAINMENT: "Изолационна" STR_USA: "САЩ" STR_CIVILIAN: "Цивилно лице" STR_JAN: "яну" STR_FEB: "фев" STR_MAR: "мар" STR_APR: "апр" STR_MAY: "май" STR_JUN: "юни" STR_JUL: "юли" STR_AUG: "авг" STR_SEP: "сеп" STR_OCT: "окт" STR_NOV: "ное" STR_DEC: "дек" STR_INTERNATIONAL_RELATIONS: "МЕЖДУНАРОДНИ ОТНОШЕНИЯ" STR_COUNTRY: "Страна" STR_FUNDING: "Финансиране" STR_CHANGE: "Промяна" STR_WEAPON_SYSTEMS: "ОРЪЖЕЙНИ СИСТЕМИ" STR_DAMAGE_UC_: "ПОВРЕДИ>{ALT}{0}" STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Стандартна граната с точен и усложнен забавител за прецизен контрол." STR_BATTLESHIP: "Боен кораб" STR_RATING: "ОЦЕНКА> {0}" STR_RATING_TERRIBLE: "УЖАСНА!" STR_RATING_POOR: "ЛОША!" STR_RATING_OK: "БИВА" STR_RATING_GOOD: "ДОБРА!" STR_RATING_EXCELLENT: "ОТЛИЧНА!" STR_SCORE: "ТОЧКИ" STR_MONTH: "Месец> {ALT}{0} {1}" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "Управниците на {0} са особено доволни от способността ни да се справяме с локализираната заплаха и са съгласни да увеличат отпусканите от тях средства." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} и {1}" STR_KNOTS: "{0} взл." STR_MONTHLY_RATING: "Месечна оценка> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Промяна във финансирането> {ALT}{0}" STR_RACE: "ВИД" STR_MISSION: "МИСИЯ" STR_ZONE: "РЕГИОН" STR_ALLOCATE_RESEARCH: "Задаване на изследвания" STR_ALLOCATE_MANUFACTURE: "Задаване на изработка" STR_NEW_YORK: "Ню Йорк" STR_VANCOUVER: "Ванкувър" STR_WELLINGTON: "Уелингтън" STR_MANILA: "Манила" STR_HONG_KONG: "Хонконг" STR_SINGAPORE: "Сингапур" STR_BANGKOK: "Банкок" STR_BOMBAY: "Бомбай" STR_TOKYO: "Токио" STR_SHANGHAI: "Шанхай" STR_LONDON: "Лондон" STR_IN_TRAINING: "За{NEWLINE}обучение?" STR_TARGETTED_BY: "В МОМЕНТА ЦЕЛ НА:" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "привършва горивото,{NEWLINE}завръща се в базата" STR_RANK_: "РАНГ> {ALT}{0}" STR_MISSIONS: "ОПЕРАЦИИ> {ALT}{0}" STR_KILLS: "УБИТИ> {ALT}{0}" STR_WOUND_RECOVERY: "ИЗЛЕКУВАНЕ СЛЕД> {ALT}{0}" STR_TIME_UNITS: "ТОЧКИ ЗА ДЕЙСТВИЕ" STR_STAMINA: "ИЗДЪРЖЛИВОСТ" STR_HEALTH: "ЗДРАВЕ" STR_BRAVERY: "СМЕЛОСТ" STR_REACTIONS: "РЕАКЦИИ" STR_FIRING_ACCURACY: "ТОЧНОСТ НА СТРЕЛБА" STR_THROWING_ACCURACY: "ТОЧНОСТ НА ХВЪРЛЯНЕ" STR_STRENGTH: "ФИЗИЧЕСКА СИЛА" STR_NEW_RANK: "НОВ РАНГ" STR_PROMOTIONS: "Повишения" STR_ALIEN_INFILTRATION: "Внедряване на пришълци" STR_DISMANTLE: "Демонтиране на" STR_TRANSFER_ITEMS_TO: "Изпращане в {0}" STR_AMOUNT_AT_DESTINATION: "КОЛИЧ-ВО{NEWLINE}ТАМ" STR_ITEMS_ARRIVING: "Получена пратка" STR_DESTINATION_UC: "ЦЕЛ" STR_MEDI_KIT: "Аптечка" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Недостиг за пълно снаряжаване на отряда" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Ще трябва да проучим{NEWLINE}{0}{NEWLINE}за да можем да изработваме{NEWLINE}{1}" STR_STANDOFF: "НАБЛЮДЕНИЕ" STR_CAUTIOUS_ATTACK: "ПРЕДПАЗЛИВА АТАКА" STR_STANDARD_ATTACK: "СТАНДАРТНА АТАКА" STR_AGGRESSIVE_ATTACK: "АГРЕСИВНА АТАКА" STR_DISENGAGING: "ОТТЕГЛЯНЕ" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Смаляване само при наблюдение" STR_STORES_UC: "ЗАПАСИ" STR_DIFFICULTY_LEVEL: "Ниво на трудност" STR_INTERCEPT: "ПРЕХВАЩАНЕ" STR_BASES: "БАЗИ" STR_GRAPHS: "СТАТИСТИКА" STR_OPTIONS_UC: "НАСТРОЙКИ" STR_FUNDING_UC: "ФИНАНСИРАНЕ" STR_5_SECONDS: "5 сек" STR_1_MINUTE: "1 мин" STR_5_MINUTES: "5 мин" STR_30_MINUTES: "30 мин" STR_1_HOUR: "1 час" STR_1_DAY: "1 ден" STR_ENTER_NAME: "Въведи име" STR_VICTORY_DATE: "Дата на победата" STR_MONTHLY_COSTS: "Месечни разходи" STR_SALARIES: "Заплати" STR_BASE_MAINTENANCE: "Поддръжка на базата" STR_COST_PER_UNIT: "Единична цена" STR_QUANTITY: "Количество" STR_TOTAL: "Общо" STR_FRONT_ARMOR: "Защита отпред" STR_LEFT_ARMOR: "Защита отляво" STR_RIGHT_ARMOR: "Защита отдясно" STR_REAR_ARMOR: "Защита отзад" STR_UNDER_ARMOR: "Защита отдолу" STR_UNIT: "ЕДИНИЦА> {0}" STR_ENERGY: "ЕНЕРГИЯ" STR_MORALE: "БОЕН ДУХ" STR_ARMOR_: "БРОНЯ> {0}" STR_FRONT_ARMOR_UC: "ЗАЩИТА ОТПРЕД" STR_LEFT_ARMOR_UC: "ЗАЩИТА ОТЛЯВО" STR_RIGHT_ARMOR_UC: "ЗАЩИТА ОТДЯСНО" STR_REAR_ARMOR_UC: "ЗАЩИТА ОТЗАД" STR_SKILLS: "УМЕНИЯ> {0}" STR_LEVEL: "НИВО> {0}" STR_HEAD: "ГЛАВА" STR_TORSO: "ТОРС" STR_RIGHT_ARM: "ДЯСНА РЪКА" STR_LEFT_ARM: "ЛЯВА РЪКА" STR_RIGHT_LEG: "ДЕСЕН КРАК" STR_LEFT_LEG: "ЛЯВ КРАК" STR_PAIN_KILLER: "АНАЛГЕТИК" STR_STIMULANT: "СТИМУЛАНТ" STR_HEAL: "ПРЕВРЪЗКА" STR_TIME_UNITS_SHORT: "ТД>{ALT}{0}" STR_WEIGHT: "Тегло>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Реакц>{ALT}{0}" STR_AMMO_ROUNDS_LEFT: "МУНИЦИИ:{NEWLINE}ОСТАВАТ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Аналг>{ALT}{0}{ALT}{NEWLINE}Стим>{ALT}{1}{ALT}{NEWLINE}Превр>{ALT}{2}" STR_THROW: "Хвърляне" STR_AUTO_SHOT: "Откос" STR_SNAP_SHOT: "Припрян" STR_AIMED_SHOT: "Прицелен" STR_STUN: "Зашеметяване" STR_PRIME_GRENADE: "Задействане" STR_USE_MEDI_KIT: "Преглед" STR_ACCURACY_SHORT: "Точ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Не достигат точки за действие!" STR_NOT_ENOUGH_ENERGY: "Не достига енергия!" STR_NO_ROUNDS_LEFT: "Няма повече муниции!" STR_NO_AMMUNITION_LOADED: "Оръжието не е заредено!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Неподходящи муниции за това оръжие!" STR_WEAPON_IS_ALREADY_LOADED: "Оръжието вече е заредено!" STR_NO_LINE_OF_FIRE: "Няма видимост към целта!" STR_GRENADE_IS_ACTIVATED: "Гранатата е задействана!" STR_GRENADE_IS_DEACTIVATED: "Гранатата е обезвредена!" STR_THERE_IS_NO_ONE_THERE: "Няма никой тук!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Извънземният артефакт не е проучен!" STR_OUT_OF_RANGE: "Извън обсег!" STR_UNABLE_TO_THROW_HERE: "Не може да хвърли тук!" STR_SET_TIMER: "Забавяне" STR_HIDDEN_MOVEMENT: "СКРИТИ ДВИЖЕНИЯ" STR_TURN: "ХОД> {0}" STR_SIDE: "СТРАНА> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Натиснете клавиш да продължите" STR_MORALE_ATTACK_SUCCESSFUL: "Бойният дух бе снижен!" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}изпадна в бяс" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}изпадна в бяс" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}изпадна в паника" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}изпадна в паника" STR_ALIENS: "Пришълци" STR_RIGHT_HAND: "ДЯСНА РЪКА" STR_LEFT_HAND: "ЛЯВА РЪКА" STR_RIGHT_SHOULDER: "ДЯСНО РАМО" STR_LEFT_SHOULDER: "ЛЯВО РАМО" STR_BACK_PACK: "РАНИЦА" STR_BELT: "КОЛАН" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}изпадна в безсъзнание" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}изпадна в безсъзнание" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}умря заради смъртоносна рана" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}умря заради смъртоносна рана" STR_FATAL_WOUNDS: "СМЪРТОНОСНИ РАНИ" STR_UNDER_ARMOR_UC: "ЗАЩИТА ОТДОЛУ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Точките действие са запазени за припрян изстрел" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Точките действие са запазени за откос" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Точките действие са запазени за прицелен изстрел" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Точките действие са запазени за коленичене" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ТД са запазени за стрелба от коляно" STR_ABORT_MISSION_QUESTION: "Изтегляне от операцията?" STR_CORPSE: "Труп" STR_UNLOAD_CRAFT: "Разтоварване" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}беше убита" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}беше убита" STR_HIT_MELEE: "Удар" STR_GROUND: "НА ЗЕМЯТА" STR_LIVING_QUARTERS_PLURAL: "Жилища" STR_LIST_ITEM: "АРТИКУЛ" STR_RESET: "Изчистване" STR_MEMORIAL: "Мемориал" STR_DATE_UC: "ДАТА" STR_REMOVE_SELECTED: "Изваждане на избраните" STR_CONTAINMENT_EXCEEDED: "ИЗОЛАЦИОННИТЕ СА ПРЕПЪЛНЕНИ!{SMALLLINE}Не достига място в изолационните на {0}. Трябва да извадите от тях излишните извънземни (което ще причини смъртта им)." STR_MANAGE_CONTAINMENT: "Задържани под изолация" STR_STORAGE_EXCEEDED: "НАДВИШАВАНЕ НА КАПАЦИТЕТА!{SMALLLINE}Не достига място за съхранение в {0}. Трябва да продадете излишните неща." STR_GO_TO_BASE: "Показване на базата" STR_MELEE_ACCURACY: "ТОЧНОСТ ПРИ РЪКОПАШЕН БОЙ" STR_SELL_PRODUCTION: "ПРОДАВАНЕ" STR_BOTH_HANDS_MUST_BE_EMPTY: "И двете ръце трябва да са свободни!" STR_ALL_ITEMS: "ВСИЧКИ ПРЕДМЕТИ" ================================================ FILE: bin/standard/xcom2/Language/cs.yml ================================================ cs: STR_LEVIATHAN_UFOPEDIA: "TRANSPORTNÍ A STÍHACÍ LÉTAJÍCÍ PONORKA SE SCHOPNOSTÍ PONORU DO EXTRÉMNÍCH HLOUBEK. VINIKAJÍCÍ SPOJENÍ MIMOZEMSKÉ A LIDSKÉ TECHNOLOGIE VYUŽÍVAJÍCÍ SYSTÉMY IONTOVÝCH POHONŮ A POLE MAGNETICKÉ NAVIGACE" STR_BARRACUDA_UFOPEDIA: "BARACUDA OD BRITISH HYDROSPACE, POHÁNĚNÁ PŘEHŘÁTÝMI LASEROVÝMI MOTORY. JEDEN Z NEJRYCHLEJŠÍCH STÍHACÍCH STROJŮ NA SVĚTĚ, SCHOPNÝ PODVODNÍHO I VZDUŠNÉHO LETU. KLÍČOVÁ LOĎ V NASTÁVAJÍCÍ BITVĚ." STR_HAMMERHEAD_UFOPEDIA: "TRANSPORTNÍ A STÍHACÍ STROJ. REPLIKA MAGNETICKÉHO NAVIGAČNÍHO SYSTÉMU V LODI X-COM. AČKOLIV JE MALÁ, JEDNÁ SE O ÚŽASNÉ TECHNICKÉ PROVEDENÍ." STR_TRITON_UFOPEDIA: "TRITON, TRANSPORTÉR PRO ÚTOČNÉ KOMANDO, PLNĚ VYBAVENÝ VZDUŠNÝMI I VODNÍMI LETOVÝMI MOTORY. JEHO VYSOKÁ KAPACITA A ROBUSTNÍ KONSTRUKCE HO PASUJE MEZI HLAVNÍ DLOHODOBĚ UŽÍVANÉ STROJE VE FLOTILE X-COM." STR_MANTA_UFOPEDIA: "MANTA JE VYSOKORYCHLOSTNÍ STROJ, LÉTAJÍCÍ STÍHACÍ PONORKA PRO JEDNU OSOBU, BLÍZCE SE PODOBAJÍCÍ CIZÁCKÝM LODÍM S IONTOVÝM POHONEM. VELMI EFEKTIVNÍ ÚDERNÝ STROJ VE STUPŇUJÍCÍM SE KONFLIKTU." STR_AJAX_UFOPEDIA: "TORPÉDO AJAX JE CELOSVĚTOVĚ STANDARDNÍ PODMOŘSKÁ ZBRAŇ NASAZOVANÁ JAKO PŘESNÝ A SILNÝ ZASTRAŠUJÍCÍ PROSTŘEDEK." STR_DUP_HEAD_UFOPEDIA: "TECHNOLOGIE ZBRANÍ S HLAVICEMI Z PELET OCHUZENÉHO URANU JE POMĚRNĚ NOVÁ A TOTO JE PRVNÍ KOMERČNÍ ŘEŠENÍ, KTERÉ JI PLNĚ VYUŽÍVÁ." STR_CRAFT_GAS_CANNON_UFOPEDIA: "DĚLO POHÁNĚNÉ STLAČENÝM PLYNEM STŘÍLÍ TUHÉ STŘELY S VYSOKOU PRŮRAZNOU SCHOPNOSTÍ." STR_PWT_CANNON_UFOPEDIA: "PULSNÍ TORPÉDO VYUŽÍVÁ PŘEHŘÁTÝ PALIVOVÝ SYSTÉM A EXPLOZIVNÍ HLAVICI O EXTRÉMNÍ HUSTOTĚ, KTERÁ DOKÁŽE PRORAZIT VĚTŠINU SLITIN." STR_GAUSS_CANNON_UFOPEDIA: "MAGNETICKÝ KANÓN JE X-COMEM NOVĚ VYNALEZENÁ TECHNOLOGIE. ČÁSTICOVÝ AKCELERÁTOR TOHOTO SYSTÉMU JE NAPÁJEN KOMPAKTNÍM, TEKUTÝM VODÍKEM CHLAZENÝM, FŮZNÍM REAKTOREM." STR_SONIC_OSCILLATOR_UFOPEDIA: "MOHUTNÝ ZVUKOVÝ OSCILÁTOR VYTVÁŘÍ VLNY SONICKÉ SÍLY. SVŮJ CÍL NIČÍ ROZVIBROVÁNÍM JEHO MOLEKULÁRNÍCH VAZEB TAK, ŽE SE ROZPADNOU." STR_AQUATOID_UFOPEDIA: "Rasa akvatoidů je prastará společnost, která existovala již milenia před prvními nesmělými lidskými krůčky na zemi. Kompaktní forma a cibulovité části jsou připomínkou na jejich vesmírné příbuzné, sektany. Jejich síla spočívá ve vyspělé technologii molekulární kontroly. Akvatoidi se snaží prosadit svojí sterilní rasu genetickými modifikacemi, pro které jsou ideální lidské bytosti. Tyto experimenty jsou příčnou mnoha hybridních ras." STR_AQUATOID_AUTOPSY: "Pitva akvatoida" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Detailní analýza tohoto tvora nám dovoluje vyslovit hypotézu, že je to sektan, náš dřívější nepřítel. Je jen pozměněn chirurgickými metodami a implantáty tak, aby se z něj stalo vodní stvoření. Jeho zbytky plic mu umožňují omezený pohyb po souši. Kybernetické implantáty po celém těle zvyšují sílu jeho atrofovaných končetin a zlepšují funkce orgánů. Protože všichni členové této rasy jsou identičtí, lze se domnívat, že se jedná o klony." STR_GILLMAN_UFOPEDIA: "Téměř člověk, podivný tvor, zdá se být ještěřím humanoidem. Velmi blízce příbuzný člověku. Má extrémní sílu a rychlost pohybu v podmořském prostředí. Žábrouni jsou plně vyvinutou rasou. Vyskytují se jako samice a samci různých věkových skupin. Nezdá se, že by na nich byly provedeny jakékoliv genetické úpravy, nebo chirurgické deformace. Je možné, že se díváme na jednu z prastarých vývojových větví našeho vlastního druhu." STR_GILLMAN_AUTOPSY: "Pitva žábrouna" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Pitva prokázala, že toto není cizák, ale pozemský tvor. Prehistorická rasa, která měla vyhynout, jakmile začali převládat savci. V dobách dinosaurů, byly žábrouni inteligentní a silní obojživelníci. Katastrofa, která ukončila nadvládu ještěrů přinutila tyto tvory k symbióze s nově příchozími cizáky. V jejich lebkách je uloženo malé elektronické zařízení." STR_LOBSTERMAN_UFOPEDIA: "Toto je ohromující druh. Velikost převyšující člověka a šest úctyhodných končetin z něj nedělá nic jiného než vodního démona. Podobnosti tohoto tvora s pozemským krabem mu u jednotek X-COM vysloužili jméno kraboun. Je to nestvůra z hlubin. Pečlivě navržený bojový netvor s neuvěřitelnou silou je prakticky nezranitelný průraznými střelami. Samotná jeho klepeta mohou rozdrtit ocel." STR_LOBSTERMAN_AUTOPSY: "Pitva krabouna" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Po překonání prakticky nezničitelného krunýře se vyjevila ohromující tělesná stavba tohoto tvora. Mocné svalstvo obepíná titanovou kostru, sofistikovaný zaměřovací systém s vícepásmovou detekční schopností je napojený přímo do mozku. Jeho několik očí je chráněno plastem tvrdším než ocel a je zřejmé, že pokud je jejich pánové nasadí ve větším množství, jsou nezastavitelní. Hluboko uvnitř jejich těl je ukryto několik zařízení neznámé konstrukce a funkce." STR_TASOTH_UFOPEDIA: "Tito mrštní a rychlí nepřátelé jsou hlavním prvkem cizácké armády. Jsou po stovkách chováni v ohromných kádích hloboko v srdci cizáckých kolonií. Tasot je mnohem silnější než člověk. Jedná se o zkutečného cizáka, jehož chování a masožravost je nesrovnatelná s čímkoliv z naší planety. Tasoti často tvoří zásadní složku cizáckých útoků, která nejspíš neustoupí z boje ani při zdrcující přesile." STR_TASOTH_AUTOPSY: "Pitva tasota" STR_TASOTH_AUTOPSY_UFOPEDIA: "Rozbor odhalil kybernetický organismus obdařený zvláštní silou. Uvnitř tělesné schránky je malá pohonná jednotka, ale žádné identifikovatelné orgány. Výkon je v těle přenášen bio-elektrickým rozvodným systémem. Mrtvola postrádá jakékoliv kosti, nebo jinou podpůrnou strukturu. Jakmile tvor zemře, stane se z něj bezvládná hromada slizkého cizáckého masa a tekutin. Jediná další vnitřní konstrukce je pár keramických článků, které po dodání energie tvora náhle oživí." STR_DEEP_ONE_UFOPEDIA: "Hlubiňák je biologický zlý sen, kříženec, vyprodukovaný při zvrácených experimentech akvatoidů. Zaznamenali jsme několik variací těchto kreatur. Po rozsáhlém výzkumu docházíme k závěru, že jsou vyrobeny cizáky z dodávek čerstvého lidského materiálu, čímž tak rozšiřují své vlastní řady. Každý z těchto podlidí útočí elektrickými výboji energie, dost silnými k zabití akvanauta." STR_DEEP_ONE_AUTOPSY: "Pitva hlubiňáka" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Tvor je tvořen cizáckým organismem naroubovaným na člověka. Lidský mozek je značně přispůsoben k ovládání elektroniky a cizácké mozkové kůry. Všechny zbytky lidského těla se zdají být ztracené kromě jediného: očí. Chirurgický štěp nejspíš umožňuje cizáckému zárodku konzumovat lidského hostitele, než doroste. Houževnatá kůže tvora je zřejmě anorganická, z kovové síťoviny, extrémně silná a ohebná. Výsledný kříženec je silný, rychlý a pod úplnou kontrolou cizáků." STR_BIODRONE_UFOPEDIA: "Biodron je výtvor, který mohla stvořit jen cizácká mysl. Je to mozek, (lidský nebo cizácký), zachycený v plodových tekutinách a připojený k pohonné základové jednotce, která může létat nad zemí, nebo pod vodou. Každý biodron je ozbrojen výkonným zvukovým disruptorem. Trochu stroj a trochu organismus. Někteří naši vědci naznačují, že zbraň je řízena původními hlasivkami hostitelského organismu. Tito vysoce přesní a neúprosní super hlídací psi jsou často používáni cizáky k ochraně největších cenností." STR_BIODRONE_AUTOPSY: "Pitva biodrona" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Hypotéza, že tato zvuková rušička je biologické zařízení, se potvrdila. Tento nešťastný tvor doslova ukřičí své objeti k smrti. Každý ze vzorků vykazuje masivní jizvy po chirurgických zásazích a je značně zmrzačený. Cizáci zřejmě takto zlomí mozek k poslušnosti. Většina mozkové kůry tvora je cizáckého původu, ale nic se nevyrovná zděšení ze zjištění, že se jedná o jednotku založenou na člověku. Biodroni jsou napájeni iontovým pohonem a obsahují jakousi formu systému vzdáleného dálkového řízení." STR_TENTACULAT_UFOPEDIA: "Ani nejtemnější hrůzy Lovercrafta nemohly zplodit takovou nepopsatelnou stvůru. Mezi pozemskými zvířaty nemá srovnání, a prostředí, kde by takový tvor mohl vzniknout, je mimo představivost. Je vyzbrojen dlouhými chapadly, kterými tentakulát paralyzuje své oběti a následně je přemění v nemyslící mátohy. Toto potomstvo může způsobit smrt pouhým dotekem, i přes brnění. Tentakulát je nejnebezpečnější cizák, se keterým se zatím X-COM setkalo." STR_TENTACULAT_AUTOPSY: "Pitva tentakuláta" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Pivtva odhalila malé kybernetické implantáty, uložené v obrovském mozku tvora. Systém vidění je tvořen složitou kombinací spojující obraz viditelného a tepelného světla. I v temných hlubinách oceánu se tato nestvůra zvládne orientovat s neomylnou přesností. Lze identifikovat zbytkové orgány, které zřejmě jen taktak dokáží plnit svou funkci pro přežití. Každý tvor má malý žaludek s externím konektorem, čili je logické se domnívat, že je svými pány krmen přímým dodáním živin." STR_CALCINITE_UFOPEDIA: "Jako potápěčské obleky ztracených vojáků, tito cizáci přepadají na mořském dně neopatrné akvanauty. Zákeřný úder spárem pevnějším než ocel může stačit, aby skolil i nejlepší potápěče. V průzoru obličejové masky lze spatřit vířící zeleně želatiovou postavu. Nelze vytušit žádnou známku skutečného tvora, který stojí za často smrtelnými setkáními, která jsme s nimi měli." STR_CALCINITE_AUTOPSY: "Pitva kalcinita" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Po odstranění obrněného obleku kalcinita se neobjevilo nic než beztvará louže protoplazmy. Nebyl nalezen žádný viditelný mozek, končetiny, nebo vjemové orgány. Jen hluboko tekutého těla se nachází malá kovová součástka. Po smrti již můžeme pouze odhadovat jeho pravou podstatu. Je to nevysvětlitelné tajemství našich cizáckých nepřátel." STR_TRISCENE_UFOPEDIA: "Tento dvounohý plaz je pamětníkem éry dinosaurů. Zdá se, že tuto jurskou příšeru zachránila její schopnost přežít ve vodě i na souši. Tvor je opásán nosičem zbraní a jeho čelisti jsou opatřeny mocnými kovovými zuby. Tato monstra se často nacházejí v centru cizáckých útočných formací, když cizáci zaútočí na zemi. Trisceni jsou těžkotonážní a schopnou zbraňí, nasazovanou Krabounskými veliteli." STR_TRISCENE_AUTOPSY: "Pitva triscena" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Po podrobení triscena chirurgickému noži se ukazuje, že je to prastarý tvor, vybavený kybernetickými implantáty a zbraňovými systémy. Jeho drobný mozek je doplněn malým počítačovým modulem pro ovládání veškerého vybavení. Odolná přirozená kůže a instinkty predátora obohacené přidanými zbraněmi z něj dělají smrtonosného protivníka ve všech prostředích." STR_HALLUCINOID_UFOPEDIA: "V hlubinách oceánů, chovají cizáci tyto mohutné pozemské tvory jako zbraně. Nenechme se ukolébat falešným pocitem bezpečí v blízkosti tohoto neškodně vypadajícího obyvatele hlubin. Vybaven účinnou dalekonosnou, ochromující, dusivou a šokující zbraní, je Halucinoid smrtelně nebezpečný." STR_HALLUCINOID_AUTOPSY: "Pitva halucinoida" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Hluboko pod mnoha vrstvami želatinového těla tohoto organismu je uložen výkonný chemický zmrazovač. Jeho hlavní útočná schopnost. Měkká a ohebná kůže halucinoida se zdá být citlivá na tepelné útoky. Tito mutanti se vyskytují v doprovodu svých pánů, akvatoidů." STR_XARQUID_UFOPEDIA: "Další modifikovaný pozemský bezobratlý. Xarkid je tvor velmi krásný, ale též značně nebezpečný. Tento rychlý plovoucí gigant skrývá devastující arzenál zbraní, zavalující inkoustový rozprašovač a proud ionizovaných částic. Při našich setkáních s tímto mocným tvorem se musíme mít na pozoru před jeho silou a jeho pomstychtivými dozorci, žábrouny." STR_XARQUID_AUTOPSY: "Pitva xarkida" STR_XARQUID_AUTOPSY_UFOPEDIA: "Tento přerostlý hlavonožec byl stvořen pomocí vydatných dávek cizáckých farmak a chirurgických úprav. Kromě zprznění tvora proti přírodě mu žábrouni přidali mechanický ovládací systém, a tak z jeho původní nátury nezbylo zhola nic. Je nasazován jako biologický zbraňový systém. Xarkidova tvrdá ulita a pohyblivost z něj tvoří impozantního protivníka." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Cizácké létající ponorky jsou založeny na složitých napájecích systémech, díky kterých jsou schopné dosahovat neuvěřitelných rychlostí ve vodních hlubinách. Základním kamenem jejich technologie je IONTOVÝ POHON využívající zrbit jako katalizátor. Pohon je tak schopen za sekundu protlačit stonásobek svého objemu. Takový enormní výkon cizákům umožňuje uniknout většině pozemských ponorek. Iontový propulsní systém jsme schopni replikovat pomocí akva-plastiku a zrbitových článků." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Tyto jednotky tvoří kulovité mnohovrstvé magnetické pole, jehož matice je promítána až do 1000m kolem ponorky. Cizáčtí navigátoři jsou přímo napojeni k těmto strojům a vycítí tak správnou cestu skrz neviditelný svět pod hladinou. Systém využívá rozhraní cizácké modifikované mozkové hmoty. Ta komunikuje bezprostředně s mozkem operátora pomocí nervového spoje." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Každé plavidlo má konstrukci jako chameleon. Je pečlivě modelováno podle mořských živočichů, sestaveno z akvaplastiku. Všechny ponorky fungují jako organismus: posádka s lodí tvoří harmonii. Většinu těchto systémů lze replikovat a vyvinout tak hybridní technologie, které nám umožní dosáhnout stejné technologické úrovně." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Bezpočet cizáků, kteří jsou potají uloženi na Zemi jsou udržováni při životě kryogenicky zmražení. Všichni tvorové jsou uzavřeni do zařízení a teplota jejich těl snížena k bodu, kdy veškeré tělesné funkce ustanou. Průzkum těchto jednotek nakonec odhalil neuvěřitelné časové období po která byla těla ponechána v suspendovaném stavu. Některá přes 60 milionů let." STR_ALIEN_CLONING_UFOPEDIA: "Mnoho cizáků, které jsme chytili, je identických i na úrovni DNA. jsou to duplikáty ve všech směrech. Buněčné vzorky jsou vloženy do takovýchto zařízení ze zmrazených cizáckých genových bank. Některé jednotky obsahují lidi, nebo části těl. Je rovněž možné, že další využití těchto klonovacích jednotek je vytváření cizácko-lidských hybridů." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Pomocí implantátů molekulární kontroly v lebkách cizáků dokážou tyto stroje injektovat informace přímo do mozku. Čerstvě naklonovaní cizáci jsou přiváděni k těmto zařízením, které nahrají vzpomínky rasy a veškeré vědecké a bojové informace do jejich čistých myslí." STR_ALIEN_IMPLANTER_UFOPEDIA: "Toto zařízení je užíváno k vybavení cizáků implantáty molekulární kontroly, oplodňování reprodukujících se ras a vkládání, či vyjímání orgánů a elektroniky z libovolného tvora. Uvažovalo se o využití procesu na uspaných pacientech, ale ti ho až příliš vnímají, ačkoliv zařízení je na lidskou anatomii velmi dobře připraveno." STR_EXAMINATION_ROOM_UFOPEDIA: "Nyní máme jistotu, proč cizáci chytají lidi. Nikoliv jako potravu, ani pro oplodnění cizáckými zárodky, ale hlavně jako základ pro různé tvory a řídící systémy. Cizácká technologie je založena na běžné mysli a sdílené inteligenci. Lidský mozek je pro tyto systémy ideální nádobou. Tkáň lidského mozku je užívána ve většině cizáckých biologických počítačových úložištích a načítacích systémech. Zbytky jsou užity jako stavební materiál a pro množení." STR_AQUA_PLASTICS_UFOPEDIA: "Cizácké ponorky a konstrukce využívají neuvěřitelně pevného, pružného a odolného materiálu na většinu svých částí. Akva-plastik je komplexem multipojiv a materiálů katalizovaných zrbitem. Hustá, přesto lehká, substance je pevnější než titan nebo kevlar." STR_ZRBITE_UFOPEDIA: "Toto je cizácká slitina, částečně ze zlata a cizáckého biomateriálu. Použije li se jako zdroj energie, malé množství vygeneruje více energie než 10krát větší atomová jednotka. Replikace tohoto materiálu je mimo naše možnosti, protože většina jeho složek je cizáckého původu." STR_ALIEN_ORIGINS_UFOPEDIA: "Cizáci útočí po celé zemi s bezcitnou účinností. Jejich zdroj nedokážeme určit. Může to být v některém oceánu tak nedosažitelně hluboko, že jeho lokalizace je pro nás nemožná? Ne všechny organismy, se kterými jsme se setkali, jsou cizácké. Některé jsou velmi staré, jiné pochází z evolučních větví, o kterých se soudilo, že jsou dávno vyhynulé. Řešíme hrozbu, která zde dřímala po milénia jako křehká simbióza lidí a cizáků. Hluboko v oceánech jsou ukryty prastaré prostory užívané pro kontakt s cizáckými vesmírnými příbuznými. Každé z těchto dvanácti míst obsahuje vyspělou cizáckou techniku - synomické zářízení. Nyní, kdy cizáci rozjeli svou válečnou mašinérii, znovuzprovozňují tato zařízení pro posílení sítě molekulární kontroly. Tato zařízení musíme zničit za každou cenu." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Před 68 milióny let byla vyslána k Zemi ohromná kolonizační loď ze vzdáleného cizáckého světa. Ale ve chvíli, kdy se loď přiblížila k mladičké Zemi, masivní a ničivá sluneční erupce způsobila výpadek navigačních systémů. Ochromená a selhávající gigantická masa klesala skrz stratosféru do křídového nebe. Na Zemi pak nesčetné množství živočišných druhů sledovoalo svými pohledy, jak se jejich zkáza zarývá do povrchu planety. Náraz zvedl do atmosféry obrovský oblak prachu, čímž došlo k ochlazení prostředí, a tak dominantní život, mocní dinosauři, vzali za své. Jenže 400 miliard tun lodi T'leth nebylo nárazem zničeno. Sofistikované superpočítače zahájili kryogenický spánkový cyklus tvorů, jež loď přenášela. Po uplynulých éonech počítače vzbudili skupiny cizáků, aby se pokusili o komunikaci se svými vesmírnými příbuznými. Vše bylo ale marné, protože jádro cizácké síly stále spalo." STR_TLETH_THE_ALIEN_CITY: "T'leth, město cizáků" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, obrovská cizácká kolonizační loď leží v Sigsbee Deep, oblasti Mexického zálivu. V srdci tohoto města spočívá cizácká noční můra, tak odporná a mocná, že ani smrt se jí nezachvátí. V kovové síni leží spící forma velkého spáče, Posledního Cizáka. Výstupem T'lethu nad mořskou hladinu započne jeho oživovací cyklus, který, až bude dokončen, bude Cizák nezastavitelný. I když není při životě, ale jaksi ani mrtvý, jeho mysl řídí cizáckou armádu. Podivná technologie molekulární kontroly propojuje všechny cizáky do jediné mysli a jednu mysl ke všem cizákům. Geneticky mutované cizácké či lidské zárodky dodávají Cizákovi energii a tvoří spojení mezi vladařem a jeho poddanými. Mýtus o Posledním Cizákovi existoval v srdcích a myslích lidí po staletí. Moře vždy ukrývalo konečnou pravdu." STR_CENTER_ON_SITE_TIME_5_SECONDS: "VYSTŘEDIT NA POZICI (ČAS=5 Sek)" STR_CANCEL_UC: "ZRUŠIT" STR_NONE: "Nic" STR_UNKNOWN: "Neznámo" STR_POOR: "Ubohý" STR_AVERAGE: "Průměrný" STR_GOOD: "Dobrý" STR_EXCELLENT: "Výborný" STR_BUILD_NEW_BASE_UC: "POSTAVIT NOVOU ZÁKLADNU" STR_BASE_INFORMATION: "INFORMACE O ZÁKLADNĚ" STR_EQUIP_CRAFT: "VYBAVIT PONORKU" STR_BUILD_FACILITIES: "VYBUDOVAT ZAŘÍZENÍ" STR_RESEARCH: "VÝZKUM" STR_MANUFACTURE: "VÝROBA" STR_TRANSFER_UC: "PŘESUN" STR_PURCHASE_RECRUIT: "NÁKUP / NÁBOR" STR_SACK: "PROPUŠTĚNÍ" STR_SELL_SACK_UC: "PRODEJ / PROPUŠTĚNÍ" STR_GEOSCAPE_UC: "GLÓBUS" STR_NAME: "Jméno" STR_AREA: "Oblast" STR_BUILD_NEW_BASE: "Postavit novou základnu" STR_CANCEL: "Zrušit" STR_COST_UC: "NÁKLADY>" STR_CONSTRUCTION_TIME_UC: "DOBA KONSTRUKCE>" STR_DAY: one: "{N} den" few: "{N} dny" many: "{N} dnů" other: "{N} dnů" STR_HOUR: one: "{N} hodina" few: "{N} hodiny" many: "{N} hodin" other: "{N} hodin" STR_MAINTENANCE_UC: "ÚDRŽBA>" STR_OK: "OK" STR_INSTALLATION: "Instalace" STR_CURRENT_RESEARCH: "PROBÍHAJÍCÍ VÝZKUM" STR_SCIENTISTS_AVAILABLE: "Vědců k dispozici>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Vědců přiřazeno>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Dostupné místo v laboratoři>{ALT}{0}" STR_RESEARCH_PROJECT: "VÝZKUMNÝ PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "PŘIŘAZENO VĚDCŮ" STR_PROGRESS: "POKROK" STR_NEW_PROJECT: "Nový projekt" STR_CANCEL_PROJECT: "ZRUŠIT PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NOVÉ VÝZKUMNÉ PROJEKTY" STR_SCIENTISTS_AVAILABLE_UC: "VĚDCŮ K DISPOZICI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "DOSTUPNÉ MÍSTO V LABORATOŘI>{ALT}{0}" STR_INCREASE: "Zvýšit" STR_DECREASE: "Snížit" STR_START_PROJECT: "ZAHÁJIT PROJEKT" STR_CURRENT_PRODUCTION: "SOUČASNÁ PRODUKCE" STR_ENGINEERS_AVAILABLE: "Inženýrů k dispozici>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Inženýrů přiřazeno>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Dostupné místo v dílně>{ALT}{0}" STR_CURRENT_FUNDS: "Aktuální finance>{ALT}{0}" STR_ITEM: "POLOŽKA" STR_ENGINEERS__ALLOCATED: "Přiřazeno inženýrů" STR_UNITS_PRODUCED: "Vyrobeno kusů" STR_TOTAL_TO_PRODUCE: "Celkem vyrobit" STR_COST__PER__UNIT: "Cena{NEWLINE}za{NEWLINE}kus" STR_DAYS_HOURS_LEFT: "Dnů/Hodin zbývá" STR_NEW_PRODUCTION: "Nová výroba" STR_PRODUCTION_ITEMS: "Předměty k výrobě" STR_CATEGORY: "KATEGORIE" STR_START_PRODUCTION: "ZAHÁJIT VÝROBU" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} hodin na inženýra pro výrobu jednoho kusu" STR_COST_PER_UNIT_: "Cena za kus>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Potřebný výrobní prostor>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "VYŽADOVÁNY SPECIÁLNÍ MATERIÁLY" STR_ITEM_REQUIRED: "NUTNÝ PŘEDMĚT" STR_UNITS_REQUIRED: "POŽADOVANÝCH JEDNOTEK" STR_UNITS_AVAILABLE: "JEDNOTEK K DISPOZICI" STR_STOP_PRODUCTION: "UKONČIT VÝROBU" STR_ENGINEERS_AVAILABLE_UC: "INŽENÝRŮ K DISPOZICI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VOLNÉ MÍSTO V DÍLNĚ>{ALT}{0}" STR_MONTHLY_PROFIT: "MĚSÍČNÍ ZISK>{ALT}{0}" STR_INCREASE_UC: "ZVÝŠIT" STR_DECREASE_UC: "SNÍŽIT" STR_UNITS_TO_PRODUCE: "Vyrobit kusů" STR_PURCHASE_HIRE_PERSONNEL: "Nákup/Nábor personálů" STR_COST_OF_PURCHASES: "Cena za nákup>{ALT}{0}" STR_COST_PER_UNIT_UC: "CENA ZA KUS" STR_QUANTITY_UC: "MNOŽSTVÍ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ZAMĚSTNANCŮ VOLNÝCH:ZAMĚSTNANCŮ CELKEM>" STR_SOLDIERS: "Akvanauti" STR_SCIENTISTS: "Vědci" STR_ENGINEERS: "Inženýři" STR_SPACE_USED_SPACE_AVAILABLE: "VYUŽITÝ PROSTOR:VOLNÝ PROSTOR>" STR_LIVING_QUARTERS: "Obytné buňky" STR_STORES: "Sklady" STR_LABORATORIES: "Laboratoře" STR_WORK_SHOPS: "Dílny" STR_HANGARS: "Doky létajících ponorek" STR_SHORT_RANGE_DETECTION: "Sonar krátkého dosahu" STR_DEFENSE_STRENGTH: "Síla obrany" STR_TRANSFERS_UC: "PŘESUNY" STR_TRANSFERS: "Přesuny" STR_ARRIVAL_TIME_HOURS: "Doba dodání (hodiny)" STR_COST_: "Cena>{ALT}{0}" STR_AREA_: "Oblast>{ALT}{0}" STR_BASE_NAME: "Jméno základny?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ZVOLTE POZICI PŘECHODOVÉ KOMORY" STR_TRANSFER: "Přesun" STR_AMOUNT_TO_TRANSFER: "MNOŽSTVÍ K PŘESUNU" STR_SELECT_DESTINATION_BASE: "Zvolte cílovou základnu " STR_COST: "Cena" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: Zánik Cydonie" STR_INTRO_3: "Vítězoslavný X-Com zničil samotné jádro Cizácké válečné mašinérie, a odstartoval k domovu. Jenomže ve zpustošené marťanské základně nezůstali jen mrtví." STR_INTRO_4: "Mohutný tachyonový paprsek vychází z trosek nervového centra Cydonie, řítící se vzduchoprázdnem. Jeho cíl.........." STR_INTRO_5: "Země." STR_INTRO_6: "Hluboko v oceánu paprsek aktivuje dávno uspaný receptor. Rozsáhlé spící počítače začínají konat. V hlubinách, daleko z dohledu lidí, v rozlehlých sálech plných spících cizáků začíná jejich oživovací proces." STR_INTRO_7: "2040: Země nic netuší. Hrůzy z cizácké války jsou dávno zapomenuty. Ale na ztracených a skrytých místech oceánu jsou cizácké davy připraveny - připraveny vymést lidstvo a ovládnout svět." STR_INTRO_8: "Cizácké akce proti lidstvu: Vyhledávání druhů pro jejich zvrácené experimenty, razie na pozemské cenné nerosty a zdroje, plenění moří. Po té se cizáci zaměří více nad hladinu. " STR_INTRO_9: "Mocné létající ponorky podivných konstrukcí plynou v oceánech - vyhlížející, hledající, lovící........" STR_INTRO_10: "Jakmile najdou kořist, zaútočí." STR_INTRO_11: "Proti bezbrannému světu jsou používány nové hrozné zbraně. Jsme nyní naprosto vydáni na milost cizácké hrozbě.{NEWLINE}Pouze jediná organizace nás může zachránit. Ale k té už jsme se dávno obrátili zády......" STR_INTRO_12: "Experimentální podmořské zařízení X-COM" STR_INTRO_13: "'Mayday! Mayday!' 'Zde transatlantická loď Hyperion'. ' Jsme pod útokem'.\n'Mayday! Mayd............'" STR_INTRO_14: "'Rozkaz pro dok létající ponorky jedna: Otevřete vodní vrata', 'vypusťte Barracudu nula jedna. Nastala situace útoku cizáků - červený poplach'.{NEWLINE}'Opakuji: červený poplach'" STR_INTRO_15: "Cizáci jsou krutě učinní..." STR_INTRO_16: "....a neomylně přesní." STR_INTRO_17: "'Barracuda nula jedna základně' - 'přibližujeme se k tomu, co zbylo z Hyperionu'." STR_INTRO_18: "'Snižujeme rychlost'.{NEWLINE}'Dva metry'{NEWLINE}'Jeden metr'{NEWLINE}'Všichni akvanauti, připravte se na okamžitý výstup." STR_INTRO_19: ".....'Přechodová komora čistá' ... 'přibližujeme se k vraku.'{NEWLINE}'Proboha!'{NEWLINE}'Vidíte z mé kamery ty postavy?'" STR_GAMEOVER_1: "Selhali jsme. Cizáci zlikvidovali naši poslední naději na záchranu.{NEWLINE} X-Com je zničen a Země leží u nohou prastarého nepřítele." STR_GAMEOVER_2: "T'leth se s burácením vznesl do stratosféry a a začal se pohybovat po tváři světa rozdávající smrt a sklízející poslední zbytky lidské rasy. Hluboko v jeho střevech se sama vzbouzí vražedná cizácká mysl." STR_GAMEOVER_3: "V hlavních městech všech národů jsou navrhovány beznadějné plány. Vše je k ničemu. Bez technologií poskytovaných výzkumem X-Com jsou naše zbraně neúčinné." STR_GAMEOVER_4: "Cizáci založili základny na polárních čepičkách Země a začali tavit led. Svět se brzy stane jedním velkým oceánem. Zbytky lidské rasy jsou shromážděny a využity na odporné chovatelské experimenty s bůhví jakými cizáckými záměry. Nebe potemnělo a na všechny krajiny Země dopadl hladomor." STR_GAMEOVER_5: "Nejsme schopni se postavit na odpor vůči novému světovému řádu. Ti, kteří proti němu povstali, dospěli ke spalujícímu osudu neznámými cizáckými zbraněmi. Ani ostatní nečekají žádné světlé zítřky. Matka Země se stane světem cizáků a lidstvo bude ztraceno pod jejich hemžící hrůzou." STR_OUTRO_1: "Hrobka je zpustošena a zdecimována. Jen z rakve uprostřed se ozývá bublavý řev.{NEWLINE}Vy hlupáci! Všichni zemřete...................." STR_OUTRO_2: "...............živí se odsud nedostanete." STR_OUTRO_3: "Obrovská exploze vyšlehla z hrobky a šíří se městem. Trosky a kouř víří v prostoru. Plány Vetřelců jsou zmařeny........" STR_OUTRO_4: "Obrovská konstrukce T'lethu se začíná bortit. Plameny a dým vyrážejí z jeho blyštivých spirál a adamantiových sálů." STR_OUTRO_5: "Ohromná cizácká pevnost se hroutí do moře. Skřípot týraného kovu a duší naplnil vzduch. Velký snílek už nikdy nebude snít své sny o vládě nad planetou." STR_OUTRO_6: "Poslední uširvoucí zvukový ráz a T'leth se roztrhl na kusy.{NEWLINE}Cizácká hrozba je zažehnána, Země je očištěna.................." STR_OUTRO_7: "Ospalá modrozelená planeta ve vzdáleném koutu galaxie." STR_OUTRO_8: "Na čas znovu bezpečné místo k žití." STR_OUTRO_9: "Cizácká hrozba je už dlouho přemožena." STR_OUTRO_10: "Obrovské metropole a města jsou zaplněna miliardami lidí." STR_OUTRO_11: "Hrdinské činy členů X-COM ve válce s cizáky se staly báchorkami pro děti." STR_OUTRO_12: "Ale legendy vždy rády ukrývaly zrnka pravdy........" STR_RISE_1: "T'leth, mnohokrát zmiňován v mnoha legendách mnoha národů." STR_RISE_2: "S drásavým jekotem, který dolehl do všech zákoutí na zemi se T'leth odlepil od mořského dna." STR_RISE_3: "Kolosální masiv se vzedmul z vod Mexického zálivu." STR_RISE_4: "400 miliard tun cizáckého kovu, blyštivé cizácké město, ve kterém spočívá spící tělo Posledního cizáka. Po 65 miliónech let uvěznění na Zemi se tento vesmírný zlobůh probouzí." STR_RISE_5: "Moře bouří a vře, jak se hrobka Velkého spáče vynořuje na světlo................" STR_RISE_6: "........na světlo, které nebude svítit moc dlouho, pokud X-Com včas nezničí tento cizácký válečný stroj." STR_YOU_HAVE_FAILED: "Nepodařilo se ti zastavit cizáckou válečnou mašinérii. Přispívající organizace, zklamané tvou neschopností, se postupně snaží vyjednat mírové vztahy s cizáky. Ti však mají zcela odlišné plány a brzy si celý svět uvědomuje, jaká je pravda..." STR_TOTAL_UC: "CELKEM" STR_INCOME: "Příjmy" STR_EXPENDITURE: "Výdaje" STR_MAINTENANCE: "Údržba" STR_BALANCE: "Zůstatek" STR_UFO_ACTIVITY_IN_AREAS: "Aktivita cizáků v mořích" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktivita cizaků v oblastech" STR_XCOM_ACTIVITY_IN_AREAS: "Aktivita X-Com v mořích" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Aktivita X-Com v oblastech" STR_FINANCE: "Finance" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nedostatek speciálních materiálů k výrobě{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nedostatek peněz k výrobě{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Výroba{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}{NEWLINE}je dokončena" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "V základně{NEWLINE}{1}{NEWLINE} byla dokončena stavba:{NEWLINE}{0}" STR_OK_5_SECONDS: "OK - 5 sek" STR_RESEARCH_COMPLETED: "Výzkum dokončen" STR_VIEW_REPORTS: "ČÍST VÝSLEDKY" STR_WE_CAN_NOW_RESEARCH: "Nyní lze zkoumat" STR_WE_CAN_NOW_PRODUCE: "Nyní můžeme vyrábět" STR_SUNDAY: "Neděle" STR_MONDAY: "Pondělí" STR_TUESDAY: "ÚTERÝ" STR_WEDNESDAY: "STŘEDA" STR_THURSDAY: "ČTVRTEK" STR_FRIDAY: "PÁTEK" STR_SATURDAY: "SOBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Schází {0} pro doplnění paliva stroje {1} v {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nedosatatek {0} na přezbrojení {1} na {2}" STR_UFO_IS_NOT_RECOVERED: "CIZÁCKÁ PONORKA nebyla zajištěna" STR_UFO_IS_RECOVERED: "CIZÁCKÁ PONORKA byla zajištěna" STR_CRAFT_IS_LOST: "Létající ponorka je ztracena" STR_TERROR_CONTINUES: "Cizácká aktivita pokračuje" STR_ALIENS_DEFEATED: "Cizáci byli poraženi" STR_BASE_IS_LOST: "Základna je ztracena" STR_BASE_IS_SAVED: "Základna je zachráněna" STR_ALIEN_BASE_STILL_INTACT: "Cizácká kolonie zůstala nedotčená" STR_ALIEN_BASE_DESTROYED: "Cizácká kolonie zničena" STR_ALIENS_KILLED: "CIZÁKŮ ZABITO" STR_ALIEN_CORPSES_RECOVERED: "CIZÁCKÝCH MRTVOL ZÍSKÁNO" STR_LIVE_ALIENS_RECOVERED: "ŽIVÝCH CIZÁKŮ ZÍSKÁNO" STR_ALIEN_ARTIFACTS_RECOVERED: "CIZÁCKÝCH ARTEFAKTŮ ZÍSKÁNO" STR_ALIEN_BASE_CONTROL_DESTROYED: "ŘÍZENÍ CIZÁCKÉ KOLONIE ZNIČENO" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "CIZÁCKÉ SYNOMICKÉ ZAŘÍZENÍ ZNIČENO" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "SYNOMICKÉ ZAŘÍZENÍ NEBYLO ZNIČENO" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILISTŮ ZABITO CIZÁKY" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILISTŮ ZABITO PŘÍSLUŠNÍKY X-COM" STR_CIVILIANS_SAVED: "CIVILISTŮ ZACHRÁNĚNO" STR_XCOM_OPERATIVES_KILLED: "PŘÍSLUŠNÍKŮ X-COM ZABITO" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "PŘÍSLUŠNÍKŮ X-COM ZTRACENO V AKCI" STR_TANKS_DESTROYED: "ZBRAŇOVÝCH SYSTÉMŮ X-COM ZNIČENO" STR_XCOM_CRAFT_LOST: "PONOREK X-COM ZTRACENO" STR_UFO_RECOVERY: "VÝSLEDEK PRŮZKUMU PONORKY" STR_ALIEN_BASE_RECOVERY: "VÝSLEDEK PRŮZKUMU KOLONIE" STR_BASE_UNDER_ATTACK: "{0} je napadena!" STR_BASE_DEFENSES_INITIATED: "OBRANA ZÁKLADNY ZAHÁJENA" STR_GRAV_SHIELD_REPELS_UFO: "ŠTÍTY ODPUZUJÍ CIZÁCKOU PONORKU!" STR_FIRING: "STŘÍLÍ" STR_HIT: "ZÁSAH!" STR_UFO_DESTROYED: "CIZÁCKÁ PONORKA ZNIČENA!" STR_MISSED: "MIMO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Prodat věci/propustit personál" STR_VALUE_OF_SALES: "HODNOTA PRODEJE> {ALT}{0}" STR_FUNDS: "FINANCE> {ALT}{0}" STR_SELL_SACK: "Prodat/propustit" STR_VALUE: "Hodnota" STR_CRAFT_: "LÉTAJÍCÍ PONORKA> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "PRŮZKUM POTOPENÉ PONORKY" STR_UFO_CRASH_RECOVERY_BRIEFING: "MAXIMÁLNÍ OPATRNOST - Uvnitř a v okolí ponorky se pohybují cizáci. Mise bude dokočena, budou-li všechny nepřátelské jednotky zneškodněny nebo zničeny. Poté bude zahájeno zajišťování zbytků cizácké ponorky, techniky, mrtvol a vybavení. Chcete-li přerušit misi, navraťte se s akvanauty zpět do ponorky a klikněte na ikonu 'Zrušit misi'." STR_UFO_GROUND_ASSAULT: "ÚTOK NA CIZÁCKOU PONORKU" STR_UFO_GROUND_ASSAULT_BRIEFING: "Prozkoumejte místo přistání a pokuste se získat přístup do cizácké ponorky. Mise bude úspěšná, budou-li všechny cizácké jednotky zneškodněny nebo zlikvidovány. Poté může být zahájeno zkoumání ponorky, pozůstatků a mrtvol. Chcete-li přerušit misi, navraťte se s akvanauty do ponorky a klikněte na ikonu 'Zrušit misi'." STR_BASE_DEFENSE: "OBRANA ZÁKLADNY" STR_BASE_UC_: "ZÁKLADNA> {0}" STR_BASE_DEFENSE_BRIEFING: "Cizácká loď přistála nedaleko. Vaše základna je ve vážném nebezpečí. Všechen nevojenský personál a vybavení bylo evakuováno obvyklým postupem. Cizáci vstoupí do základny skrz doky nebo vstupní komorou. Zachraňte základnu a její důležité vybavení za každou cenu - je to boj na život a na smrt. Kliknutím na ikonu 'Zrušit misi' vzdáte boj a ztratíte základnu." STR_ALIEN_COLONY_ATTACK_MISSION: "ÚTOK NA CIZÁCKOU KOLONII" STR_ALIEN_BASE_ASSAULT: "CIZÁCKÁ KOLONIE ČÁST PRVNÍ" STR_ALIEN_COLONY_P1_BRIEFING: "Tato mise je přepadením cizácké kolonie a skládá se ze dvou částí. V první dostaňte akvanauty k hlavnímu vchodu do podzemí a klikněte na ikonu 'Zrušit misi', nebo zlikvidujte všechny cizáky. Všechno vybavení, zanechané na mořském dně zde však zůstane, až do rozhodnutí druhé části. Chcete-li přerušit misi, navraťte se s akvanauty zpět do ponorky a klikněte na ikonu 'Zrušit misi'." STR_ALIEN_COLONY_P2: "CIZÁCKÁ KOLONIE ČÁST DRUHÁ" STR_ALIEN_COLONY_P2_BRIEFING: "Opustili jste první úroveň a pronikli do jádra kolonie. Nyní je vaším úkolem zničení Synomického zařízení řídícího centra, nebo likvidace všech cizáků. Pro přerušení mise rozestavte akvanauty na zelená startovní pole a klikněte na ikonu 'Zrušit misi'. Všechno provozuschopné vybavení se vrátí zpět na základnu." STR_ALIENS_LAUNCH_PORT_TERROR: "CIZÁCI ÚTOČÍ{NEWLINE}NA PŘÍSTAV" STR_PORT_TERROR: "CIZÁCI ÚTOČÍ NA PŘÍSTAV" STR_PORT_TERROR_BRIEFING: "Cizáci zaútočili na souši. Přístav a jeho civilní obyvatelstvo jsou v bezprostředním ohrožení. Vaše jednotky musí zneškodnit všechny cizáky a ochránit co nejvíce nevinných obětí cizáckého vpádu. Pro přerušení mise shromážděte akvanauty do ponorky a klikněte na ikonu 'Zrušit misi'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "CIZÁCI ÚTOČÍ{NEWLINE}NA OSTROV" STR_ISLAND_TERROR: "CIZÁCI ÚTOČÍ NA OSTROV" STR_ISLAND_TERROR_BRIEFING: "Cizáci zaútočili na území na souši. Přístav a jeho civilní obyvatelstvo jsou v ohrožení. Vaše jednotky musí zneškodnit všechny cizáky a ochránit co nejvíce nevinných civilistů před tímto cizáckým vpádem. Pro přerušení shromážděte akvanauty do ponorky a klikněte na ikonu 'Zrušit misi'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "CIZÁCI ÚTOČÍ{NEWLINE}NA NÁMOŘNÍ LOĎ" STR_CARGO_SHIP_P1: "NÁKLADNÍ LOĎ ČÁST PRVNÍ" STR_CARGO_SHIP_P2: "NÁKLADNÍ LOĎ ČÁST DRUHÁ" STR_CRUISE_SHIP_P1: "VÝLETNÍ LOĎ ČÁST PRVNÍ" STR_CRUISE_SHIP_P2: "VÝLETNÍ LOĎ ČÁST DRUHÁ" STR_SHIP_RESCUE_MISSION: "ZÁCHRANA NÁMOŘNÍ LODĚ" STR_SHIP_RESCUE_P1_BRIEFING: "Úkolem této mise je vyčištění lodi od havěti. Zlikvidujte všechny cizáky na lodi a zachraňte životy osob na palubě. Cizáci jsou rozmístěni na palubách i v podpalubí. Vyčistěte paluby, abyste mohli pokračovat v podpalubí. Chcete-li přerušit misi, navraťte se s akvanauty zpět do ponorky a klikněte na ikonu 'Zrušit misi'." STR_SHIP_RESCUE_P2_BRIEFING: "Horní paluby jsou vyčištěny, pokračujete v podpalubí. Použitím nákladního výtahu, jste sestoupili dovnitř. Vaše posádka musí zlikvidovat všechny cizáky. Pro přerušení shromážděte akvanauty do oblasti výtahu a klikněte na ikonu 'Zrušit misi'." STR_ALIEN_ACTIVITY_DETECTED: "ZJIŠTĚNA CIZÁCKÁ AKTIVITA" STR_ALIEN_CONTACT_SITE_MISSION: "ÚTOK NA CIZÁCKOU KOMUNIKAČNÍ ZÁKLADNU" STR_ARTIFACT_SITE_P1: "KOMUNIKAČNÍ ZÁKLADNA ČÁST PRVNÍ" STR_ARTIFACT_SITE_P1_BRIEFING: "Tato mise je útokem na čerstvě vybudovanou cizáckou komunikační základnu. Skládá se ze dvou úrovní: Mořského dna s cizáckými pyramidami a skrytého podzemního komplexu. Dojděte se všemi akvanauty na žlutá pole vchodu do komplexu a klikněte na ikonu 'Zrušit misi', anebo zlikvidujte všechny cizáky, pro přechod do druhé části. Chcete-li přerušit misi, navraťte se s akvanauty zpět do ponorky a klikněte na ikonu 'Zrušit misi'." STR_ARTIFACT_SITE_P2: "KOMUNIKAČNÍ ZÁKLADNA ČÁST DRUHÁ" STR_ARTIFACT_SITE_P2_BRIEFING: "Prozkoumali jste cizácké struktury a vnikli do podzemního komplexu. Probijte se do srdce cizácké základny a zničte Synomické zařízení Molekulární kontroly, což je hlavním cílem mise. Pro zrušení shromážděte všechny akvanauty na vstupních polích a klikněte na ikonu 'Zrušit misi'." STR_SIGSBEE_DEEP_MISSION: "MISE V HLUBINĚ SIGSBEE{NEWLINE}CIZÁCKÉ MĚSTO PRVNÍ ÚROVEŇ" STR_TLETH_P1_BRIEFING: "Vstoupili jste do neznáma, kde na vás může čekat cokoliv. V této a dalších dvou částech cizáckého města, musí vaše jednotky najít východ a bezpečně se k němu dopravit, aby mohly pokračovat. Shromážděte všechny akvanauty v prostoru východu a klikněte na ikonu 'Zrušit misi'. V jiném případě ikona přeruší misi." STR_TLETH_ATTACK_MISSION: "ÚTOK NA T'LETH{NEWLINE}CIZÁCKÉ MĚSTO DRUHÁ ÚROVEŇ" STR_TLETH_P2_BRIEFING: "Dále do neznáma, kde na nás může čekat cokoliv. Toto je další část cizáckého města. Vaše jednotky musí opět najít a dorazit k východu aby mohly přejít do další části. Shromážděte všechny akvanauty v prostoru východu a klikněte na ikonu 'Zrušit misi'. V jiném případě ikona přeruší misi." STR_FINAL_TLETH_MISSION: "ZÁVĚREČNÝ ÚTOK NA T'LETH{NEWLINE}CIZÁCKÉ MĚSTO TŘETÍ ÚROVEŇ" STR_TLETH_P3_BRIEFING: "Konec je již na dohled. Nyní je třeba najít kryptu Posledního cizáka. Zničte 8 napáječů vyživujících sarkofág. Cizácká hrozba tím bude zničena. Nevzdávejte se! Přerušením mise byste vše ztratili." STR_TLETH_P1: "CIZÁCKÉ MĚSTO PRVNÍ ÚROVEŇ" STR_TLETH_P2: "CIZÁCKÉ MĚSTO DRUHÁ ÚROVEŇ" STR_TLETH_P3: "CIZÁCKÉ MĚSTO TŘETÍ ÚROVEŇ" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "ŽÁDNÝ VOLNÝ DOK PRO VÝROBU PONORKY!{SMALLLINE}Na cílové základně není dostatek doků. Vybudujte nový dok, nebo přesuňte ponorku na jinou základnu." STR_NO_FREE_HANGARS_FOR_PURCHASE: "ŽÁDNÝ VOLNÝ DOK PRO NÁKUP!{SMALLLINE}Každá létající ponorka umístěná na základně, přesouvaná jinam, objednaná nebo vyráběná vyžaduje svůj dok. Vybudujte nový dok, nebo přesuňte ponorku na jinou základnu." STR_NO_FREE_HANGARS_FOR_TRANSFER: "ŽÁDNÝ VOLNÝ DOK PRO PŘESUN!{SMALLINE}Každá ponorka umístěná na základně, přesouvaná jinam, objednaná nebo vyráběná vyžaduje svůj dok. Vybudujte nový dok, nebo přesuňte ponorku na jinou základnu." STR_CANNOT_BUILD_HERE: "ZDE NELZE STAVĚT!{SMALLLINE}Můžete stavět jen vedle již hotových staveb." STR_NO_FREE_ACCOMODATION: "ŽÁDNÉ VOLNÉ UBYTOVÁNÍ!{SMALLLINE}Cílová základna již nemá dost místa v ubikacích." STR_NOT_ENOUGH_WORK_SPACE: "NEDOSTATEK PRACOVNÍHO PROSTORU!{SMALLLINE}Vybudujte nové dílny, nebo omezte práci na jiných projektech." STR_NOT_ENOUGH_MONEY: "NEDOSTATEK PENĚZ!" STR_NOT_ENOUGH_STORE_SPACE: "NEDOSTATEK SKLADOVACÍHO PROSTORU!{SMALLLINE}Vybudujte nové sklady, nebo přesuňte část zásob na jinou základnu." STR_NOT_ENOUGH_LIVING_SPACE: "NEDOSTATEK UBYTOVACÍCH KAPACIT!{SMALLLINE}Vybudujte nové ubikace, nebo přesuňte část personálu na jinou základnu." STR_LAUNCH_INTERCEPTION: "ZAHÁJIT PRONÁSLEDOVÁNÍ" STR_CRAFT: "STROJ" STR_STATUS: "STAV" STR_BASE: "ZÁKLADNA" STR_READY: "PŘIPRAVEN" STR_OUT: "PRYČ" STR_REPAIRS: "OPRAVOVÁN" STR_REFUELLING: "TANKUJE" STR_REARMING: "PŘEZBROJOVÁN" STR_TARGET: "CÍL: {0}" STR_WAY_POINT: "VYTYČENÝ BOD" STR_ARE_YOU_SURE_CYDONIA: "Jste opravdu rozhodnuti poslat tuto ponorku na misi do T'lethu?" STR_YES: "ANO" STR_NO: "NE" STR_SELECT_DESTINATION: "VYBERTE CÍL" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "VYBERTE MÍSTO PRO NOVOU ZÁKLADNU" STR_RETURN_TO_BASE: "NÁVRAT NA ZÁKLADNU" STR_SELECT_NEW_TARGET: "URČETE NOVÝ CÍL" STR_PATROL: "HLÍDKOVAT" STR_STATUS_: "STAV>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "POŠKOZEN - VRACÍ SE NA ZÁKLADNU" STR_LOW_FUEL_RETURNING_TO_BASE: "MÁLO PALIVA - VRACÍ SE NA ZÁKLADNU" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISE UKONČENA - VRACÍ SE NA ZÁKLADNU" STR_PATROLLING: "HLÍDKUJE" STR_TAILING_UFO: "SLEDUJE CIZÁCKOU PONORKU" STR_INTERCEPTING_UFO: "STÍHÁ CIZÁCKOU PONORKU-{0}" STR_RETURNING_TO_BASE: "VRACÍ SE NA ZÁKLADNU" STR_DESTINATION_UC_: "CÍL: {0}" STR_BASE_UC: "ZÁKLADNA>{ALT}{0}" STR_SPEED_: "RYCHLOST>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAX. RYCHLOST>{ALT}{0}{ALT}" STR_ALTITUDE_: "HLOUBKA>{ALT}{0}" STR_AIRBORNE: "VE VZDUCHU" STR_VERY_LOW: "MĚLKO" STR_LOW_UC: "NORMÁLNÍ" STR_HIGH_UC: "HLUBOKO" STR_VERY_HIGH: "VELMI HLUBOKO" STR_FUEL: "PALIVO>{ALT}{0}" STR_WEAPON_ONE: "ZBRAŇ-1>{ALT}{0}" STR_NONE_UC: "ŽÁDNÁ" STR_ROUNDS_: "VÝSTŘELŮ>{ALT}{0}" STR_WEAPON_TWO: "ZBRAŇ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "LÉTAJÍCÍ PONORKA" STR_BASE_: "Základna>{0}" STR_NAME_UC: "JMÉNO" STR_AMMO_: "MUNICE>{ALT}{0}" STR_CREW: "POSÁDKA" STR_EQUIPMENT_UC: "VYBAVENÍ" STR_ARMOR: "ZBROJ" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Námořník" STR_SQUADDIE: "Zkušený námořník" STR_SERGEANT: "Podporučík" STR_CAPTAIN: "Poručík" STR_COLONEL: "Velitel" STR_COMMANDER: "Kapitán" STR_SELECT_SQUAD_FOR_CRAFT: "Určete posádku pro {0}" STR_SORT_BY: "ŘADIT DLE..." STR_ORIGINAL_ORDER: "PŮVODNÍ ŘAZENÍ" STR_MISSIONS2: "MISE" STR_KILLS2: "ZABITÍ" STR_WOUND_RECOVERY2: "DOBA LÉČENÍ" STR_SPACE_AVAILABLE: "VOLNÝ PROSTOR>{ALT}{0}" STR_SPACE_USED: "VYUŽITÝ PROSTOR>{ALT}{0}" STR_SPACE_USED_UC: "VYUŽITÝ PROSTOR" STR_RANK: "HODNOST" STR_WOUNDED: "ZRANĚNÍ" STR_EQUIPMENT_FOR_CRAFT: "Vybavení pro {0}" STR_DEFENSE_VALUE: "Úroveň obrany" STR_HIT_RATIO: "Přesnost" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}je připraven{NEWLINE}k přistání poblíž{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Zahájit misi?" STR_SELECT_ARMAMENT: "Zvolte výzbroj" STR_AMMUNITION_AVAILABLE: "MUNICE K DISPOZICI" STR_ARMAMENT: "VÝZBROJ" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "VYBERTE ZBROJ PRO{NEWLINE}{ALT}{0}" STR_TYPE: "TYP" STR_PLASTIC_AQUA_ARMOR_UC: "ZBROJ Z AKVAPLASTIKU" STR_ION_ARMOR_UC: "IONTOVÁ ZBROJ" STR_MAGNETIC_ION_ARMOR_UC: "MAGNETO-IONTOVÁ ZBROJ" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Tato zbroj využívá nově objevený cizácký materiál, Akvaplastik. Zvyšuje tak akvanautovy šance v boji proti nepřátelským vetřelcům." STR_ION_ARMOR_UFOPEDIA: "Nová a silná ochrana akvanautů. Tato zbroj je napájena iontovým zdrojem, a znásobuje tak sílu a rychlost svého nositele. V současnosti nabízí nejlepší možnou ochranu pro bojové oddíly." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Vylepšení iontové zbroje. Doplněním technologiemi magnetického pole, získává ve vodním prostředí maximální volnost pohybu všemi směry." STR_SELECT_ARMOR: "Vyberte zbroj" STR_NORTH: "SEVER" STR_NORTH_EAST: "SEVEROVÝCHOD" STR_EAST: "VÝCHOD" STR_SOUTH_EAST: "JIHOVÝCHOD" STR_SOUTH: "JIH" STR_SOUTH_WEST: "JIHOZÁPAD" STR_WEST: "ZÁPAD" STR_NORTH_WEST: "SEVEROZÁPAD" STR_SELECT_ACTION: "VYBERTE AKCI" STR_CONTINUE_INTERCEPTION_PURSUIT: "POKRAČOVAT VE STÍHÁNÍ" STR_PURSUE_WITHOUT_INTERCEPTION: "SLEDOVAT BEZ ÚTOČENÍ" STR_VERY_LARGE: "VELMI VELKÁ" STR_LARGE: "VELKÁ" STR_MEDIUM_UC: "STŘEDNÍ" STR_SMALL: "MALÁ" STR_VERY_SMALL: "VELMI MALÁ" STR_GROUNDED: "NA DNĚ" STR_DETECTED: "Zjištěno" STR_SIZE_UC: "VELIKOST" STR_ALTITUDE: "HLOUBKA" STR_HEADING: "SMĚR" STR_SPEED: "RYCHLOST" STR_CENTER_ON_UFO_TIME_5_SECONDS: "VYSTŘEDIT NA PONORKU-ČAS=5s" STR_TRACKING_LOST: "STOPA ZTRACENA" STR_REDIRECT_CRAFT: "PŘESMĚROVAT STROJ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "NA POSLEDNÍ ZNÁMOU POZICI PONORKY" STR_UFO_: "CIZÁCKÁ PONORKA-{0}" STR_ALIEN_BASE_: "CIZÁCKÁ KOLONIE-{0}" STR_CRASH_SITE_: "MÍSTO HAVÁRIE-{0}" STR_LANDING_SITE_: "MÍSTO PŘISTÁNÍ-{0}" STR_WAY_POINT_: "URČENÝ BOD-{0}" STR_TERROR_SITE: "MÍSTO TERORU-{0}" STR_ARTIFACT_SITE: "MÍSTO CIZÁCKÉ AKTIVITY-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}dosáhla{NEWLINE}{1}" STR_NOW_PATROLLING: "Zahájila hlídku" STR_ALIEN_ORIGINS: "Cizácký původ" STR_THE_ULTIMATE_THREAT: "Krajní ohrožení" STR_TLETH_ALIEN_CITY: "T'leth, město cizáků" STR_UFOPAEDIA: "UFOpedie" STR_XCOM_CRAFT_ARMAMENT: "STROJE A ZBRANĚ X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "PONORNÉ ZBRAŇOVÉ SYSTÉMY" STR_WEAPONS_AND_EQUIPMENT: "ZÁKLADNÍ VYBAVENÍ" STR_ALIEN_ARTIFACTS: "PODVODNÍ ARTEFAKTY" STR_BASE_FACILITIES: "STAVBY X-COM" STR_ALIEN_LIFE_FORMS: "CIZÁČTÍ TVOROVÉ" STR_ALIEN_RESEARCH_UC: "CIZÁCKÁ TECHNOLOGIE" STR_UFO_COMPONENTS: "NOVÉ PODVODNÍ TECHNOLOGIE" STR_UFOS: "CIZÁCKÉ PONORKY" STR_SELECT_ITEM: "VYBERTE POLOŽKU" STR_ACCELERATION: "ZRYCHLENÍ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KAPACITA PALIVA>{ALT}{0}{ALT}" STR_WEAPON_PODS: "NOSIČE ZBRANÍ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ODOLNOST>{ALT}{0}{ALT}" STR_CARGO_SPACE: "PŘEPRAVNÍ KAPACITA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "KAPACITA PRO PZS>{ALT}{0}{ALT}" STR_DAMAGE: "Síla" STR_RANGE: "Dosah" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Přesnost" STR_RE_LOAD_TIME: "Znovunabití" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PRŮRAZNÝ" STR_DAMAGE_INCENDIARY: "FOSFOROVÝ" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOZIVNÍ" STR_DAMAGE_LASER_BEAM: "MAGNETICKÝ PAPRSEK" STR_DAMAGE_PLASMA_BEAM: "SONICKÝ PAPRSEK" STR_DAMAGE_STUN: "OCHROMENÍ" STR_DAMAGE_MELEE: "ZBLÍZKA" STR_DAMAGE_ACID: "KYSELINA" STR_DAMAGE_SMOKE: "KOUŘ" STR_SHOT_TYPE: "TYP" STR_ACCURACY_UC: "PŘESNONST" STR_TIME_UNIT_COST: "ČAS" STR_DAMAGE_UC: "SÍLA" STR_AMMO: "MUNICE" STR_SHOT_TYPE_AUTO: "Automat" STR_SHOT_TYPE_SNAP: "Od boku" STR_SHOT_TYPE_AIMED: "Mířená" STR_CONSTRUCTION_TIME: "Doba výstavby" STR_CONSTRUCTION_COST: "Náklady na výstavbu" STR_MAINTENANCE_COST: "Náklady na údržbu" STR_LOW: "Nízký" STR_MEDIUM: "Střední" STR_HIGH: "Vysoký" STR_CRAFT_WEAPON: "Ponorková zbraň" STR_CRAFT_AMMUNITION: "Ponorková munice" STR_HEAVY_WEAPONS_PLATFORM: "Težký zbraňový systém" STR_WEAPON: "Zbraň" STR_AMMUNITION: "Munice" STR_EQUIPMENT: "Vybavení" STR_ALIEN_CORPSE: "Mrtvola cizáka" STR_UFO_COMPONENT: "Součást cizácké ponorky" STR_PERSONAL_ARMOR: "Osobní zbroj" STR_RAW_MATERIALS: "Suroviny" STR_HWP_SOLID_HARPOON_BOLTS: "Těžké harpunové hroty" STR_ALIEN: "Cizák" STR_AQUATOID: "Akvatoid" STR_GILLMAN: "Žábroun" STR_LOBSTERMAN: "Kraboun" STR_TASOTH: "Tasot" STR_CALCINITE: "Kalcinit" STR_DEEP_ONE: "Hlubiňák" STR_BIODRONE: "Biodron" STR_TENTACULAT: "Tentakulát" STR_TRISCENE: "Triscen" STR_HALLUCINOID: "Halucinoid" STR_XARQUID: "Xarkid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Velitel" STR_LIVE_NAVIGATOR: "Navigátor" STR_LIVE_MEDIC: "Medik" STR_LIVE_TECHNICIAN: "Inženýr" STR_LIVE_SQUAD_LEADER: "Vůdce" STR_LIVE_SOLDIER: "Voják" STR_LIVE_TERRORIST: "Terorista" STR_AQUATOID_COMMANDER: "Akvatoid velitel" STR_AQUATOID_NAVIGATOR: "Akvatoid navigátor" STR_AQUATOID_MEDIC: "Akvatoid medik" STR_AQUATOID_TECHNICIAN: "Akvatoid inženýr" STR_AQUATOID_SQUAD_LEADER: "Akvatoid vůdce" STR_AQUATOID_SOLDIER: "Akvatoid voják" STR_GILLMAN_COMMANDER: "Žábroun velitel" STR_GILLMAN_TECHNICIAN: "Žábroun inženýr" STR_GILLMAN_SQUAD_LEADER: "Žábroun vůdce" STR_GILLMAN_SOLDIER: "Žábroun voják" STR_LOBSTERMAN_COMMANDER: "Kraboun velitel" STR_LOBSTERMAN_NAVIGATOR: "Kraboun navigátor" STR_LOBSTERMAN_TECHNICIAN: "Kraboun inženýr" STR_LOBSTERMAN_SQUAD_LEADER: "Kraboun vůdce" STR_LOBSTERMAN_SOLDIER: "Kraboun voják" STR_TASOTH_SQUAD_LEADER: "Tasot vůdce" STR_TASOTH_SOLDIER: "Tasot voják" STR_CALCINITE_TERRORIST: "Kalcinit terorista" STR_DEEP_ONE_TERRORIST: "Hlubiňák terorista" STR_BIODRONE_TERRORIST: "Biodron terorista" STR_TENTACULAT_TERRORIST: "Tentakulát terorista" STR_TRISCENE_TERRORIST: "Triscen terorista" STR_HALLUCINOID_TERRORIST: "Halucinoid terorista" STR_XARQUID_TERRORIST: "Xarkid terorista" STR_ION_BEAM_ACCELERATORS: "Urychlovače iontových paprsků" STR_MAGNETIC_NAVIGATION: "Magnetická navigace" STR_ALIEN_SUB_CONSTRUCTION: "Konstrukce cizáckých ponorek" STR_ALIEN_CRYOGENICS: "Cizácká kryogenika" STR_ALIEN_CLONING: "Cizácké klonování" STR_ALIEN_LEARNING_ARRAYS: "Cizácká učební pole" STR_ALIEN_IMPLANTER: "Cizácký implanter" STR_EXAMINATION_ROOM: "Pokusná místnost" STR_AQUA_PLASTICS: "Akvaplastik" STR_ALIEN_REANIMATION_ZONE: "Cizácký oživovací systém" STR_PLASTIC_AQUA_ARMOR: "Akvaplastiková zbroj" STR_ION_ARMOR: "Iontová zbroj" STR_MAGNETIC_ION_ARMOR: "Magneto-iontová zbroj" STR_HWP_AQUA_JET_MISSILES: "Vodní trysková torpéda" STR_HWP_DISPLACER_PWT: "Pulsní torpédo" STR_GAUSS_TECH: "Magneto-technologie" STR_NEW_FIGHTER_FLYING_SUB: "Nová útočná létající ponorka" STR_NEW_FIGHTER_TRANSPORTER: "Nový bojový transportér" STR_THE_LATEST_FLYING_SUB: "Nejmodernější létající ponorka" STR_ARMOR_PIERCING: "PRŮRAZNÝ" STR_COELACANTH_GAS_CANNON: "Coelacanth s plynovým dělem" STR_COELACANTH_AQUA_JET: "Coelacanth s torpédometem" STR_COELACANTH_GAUSS: "Coelacanth s magn. dělem" STR_DISPLACER_SONIC: "Bojovník se sonickým dělem" STR_DISPLACER_PWT: "Bojovník s pulsními torpédy" STR_AJAX_LAUNCHER: "Odpalovač torpéd Ajax" STR_DUP_HEAD_LAUNCHER: "Odpalovač D.U.P. hlavic" STR_CRAFT_GAS_CANNON: "Plynové dělo" STR_PWT_CANNON: "Pulsní dělo" STR_GAUSS_CANNON: "Magnetické dělo" STR_GAUSS_CANNON_AMMO: "Náboje do magnetického děla" STR_SONIC_OSCILLATOR: "Sonický oscilátor" STR_AJAX_TORPEDOES: "Torpéda Ajax" STR_DUP_HEAD_TORPEDOES: "Torpéda s D.U.P. hlavicí" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Plynové střely(x50)" STR_SONIC_WAVE: "Sonické vlny" STR_PULSE_WAVE_TORPEDOES: "Pulsní náboje" STR_SOLDIER: "Akvanaut" STR_SCIENTIST: "Vědec" STR_ENGINEER: "Inženýr" STR_NORTH_ATLANTIC: "Severní Atlantik" STR_SOUTH_ATLANTIC: "Jižní Atlantik" STR_NORTH_PACIFIC: "Severní Pacifik" STR_SOUTH_PACIFIC: "Jižní Pacifik" STR_MEDITERRANEAN: "Středomoří" STR_SOUTH_CHINA_SEA: "Jihočínské moře" STR_INDIAN_OCEAN: "Indický ocean" STR_THE_EAST_SEA: "Japonské moře" STR_NORTH_SEA: "Severní moře" STR_CARRIBEAN: "Karibik" STR_ANTARCTIC: "Antarktida" STR_ARCTIC: "Arktida" STR_EURASIA: "Eurasie" STR_NORTH_AMERICA: "Severní Amerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Maximální rychlost" STR_TRANSMISSION_RESOLVER_UC: "DEKODÉR VYSÍLÁNÍ" STR_TRITON: "TRITON" STR_HAMMERHEAD: "KLADIVOUN" STR_LEVIATHAN: "LEVIATAN" STR_BARRACUDA: "BARAKUDA" STR_MANTA: "MANTA" STR_UFO: "CIZÁCKÁ PONORKA" STR_AJAX: "AJAX" STR_DUP_HEAD: "V.U.P. HLAVICE" STR_CRAFT_GAS_CANNON_UC: "PLYNOVÉ DĚLO" STR_PWT_CANNON_UC: "PULSNÍ DĚLO" STR_GAUSS_CANNON_UC: "MAGNETICKÉ DĚLO" STR_SONIC_OSCILLATOR_UC: "SONICKÝ OSCILÁTOR" STR_DAMAGE_CAPACITY: "Odolnost proti poškození" STR_WEAPON_POWER: "Síla zbraně" STR_WEAPON_RANGE: "Dostřel" STR_AIR_LOCK: "Vstupní komora" STR_LABORATORY: "Laboratoř" STR_WORKSHOP: "Dílna" STR_STANDARD_SONAR: "Standardní sonar" STR_WIDE_ARRAY_SONAR: "Širokopásmový sonar" STR_TORPEDO_DEFENSES: "Torpédová obrana" STR_GENERAL_STORES: "Sklady" STR_ALIEN_CONTAINMENT: "Cizacká cela" STR_GAUSS_DEFENSES: "Magnetická obrana" STR_SONIC_DEFENSES: "Sonická obrana" STR_PWT_DEFENSES: "Plasmová obrana" STR_BOMBARDMENT_SHIELD: "Tlakový štít" STR_MC_GENERATOR: "Generátor M.K." STR_MC_LAB: "M.K. laboratoř" STR_TRANSMISSION_RESOLVER: "Dekodér vysílání" STR_SUB_PEN: "Dok" STR_USA: "USA" STR_ALASKA: "ALJAŠKA" STR_EU_SYNDICATE: "EURO-SYNDIKÁT" STR_ARABIAN_BLOC: "ARABSKÝ BLOK" STR_EGYPTIAN_CARTEL: "EGYPTSKÝ KARTEL" STR_AFRICA_CORP: "AFRICKÁ KORPORACE" STR_BRAZILIAN_UNION: "BRAZILSKÁ UNIE" STR_NEW_MEXICO: "NOVÉ MEXICO" STR_ASIAN_COALITION: "ASIJSKÁ KOALICE" STR_SCANDINAVIA: "SKANDINÁVIE" STR_NEO_JAPAN: "NOVÉ JAPONSKO" STR_FREE_CHINA: "SVOBODNÁ ČÍNA" STR_AUSTRALASIA: "AUSTRALASIE" STR_FED_KOREA: "KOREJSKÁ FEDERACE" STR_EURASIA_UC: "EURASIE" STR_ICELANDIC_UNION: "ISLANDSKÁ UNIE" STR_TANK: "Podvodní zbraňové systémy" STR_CIVILIAN: "Civilista" STR_JAN: "Led" STR_FEB: "Úno" STR_MAR: "Bře" STR_APR: "Dub" STR_MAY: "Kvě" STR_JUN: "Čvn" STR_JUL: "Čvc" STR_AUG: "Srp" STR_SEP: "Zář" STR_OCT: "Říj" STR_NOV: "Lis" STR_DEC: "Pro" STR_INTERNATIONAL_RELATIONS: "Mezinárodní vztahy" STR_COUNTRY: "Země" STR_FUNDING: "Financování" STR_CHANGE: "Změna" STR_WEAPON_SYSTEMS: "ZBRAŇOVÉ SYSTÉMY" STR_HWPS: "PZS zbraně" STR_DAMAGE_UC_: "POŠKOZENÍ>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Vstupní komora umožňuje transport materiálu a personálu dovnitř anebo ven z podmořské základny. Je to vždy první zařízení, budované při výstavbě nové základny. Oblast vstupní komory je snadno zranitelná vniknutím nepřátelských útočných sil." STR_LIVING_QUARTERS_UFOPEDIA: "Každá ubytovací jednotka poskytuje prostor až pro 50 osob. Vybavení je základní a funkční." STR_LABORATORY_UFOPEDIA: "V jednom laboratorním bloku může pracovat až padesát vědců. Laboratoře jsou vybaveny nejnovějšími technologiemi pro výzkumy materiálů, biochemií a zbrojírenství. X-Com má přístup do databází všech nejlepších vědeckých ústavů na celém světě, jak civilních tak i vojenských." STR_WORKSHOP_UFOPEDIA: "Dílny jsou vybaveny veškerým zařízením, potřebným pro výrobu součástí základny i nejnovějších objevů výzkumných laboratoří. V jedné dílně může pracovat až 50 inženýrů, ale vyráběné věci rovněž zabírají prostor." STR_STANDARD_SONAR_UFOPEDIA: "Standardní sonarový systém s efektivním dosahem kolem 450 km ve většině hloubek. Je napojen na síť geostacionárních satelitů analyzujících povrch planety. Každý senzor má 10% šanci na zjištění podvodního nebo vzdušného stroje každých 30 minut." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Širokopásmový sonarový systém s efektivním dosahem kolem 700 km ve všech hloubkách. Je napojen na síť geostacionárních satelitů, analyzujících povrch země. Každý senzor má 20% šanci na zjištění podvodního nebo vzdušného stroje každých 30 minut." STR_TORPEDO_DEFENSES_UFOPEDIA: "Systém torpédové obrany zajišťuje ochranu proti útoku nepřátelských ponorek, snažících se proniknout do doků základny." STR_GENERAL_STORES_UFOPEDIA: "Všechno vybavení, zbraňové systémy, munice, získaný materiál a podvodní ozbrojené systémy jsou umístěny ve skladech, s výjimkou vybavení příslušejícího ponorkám v docích." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Živí cizáci potřebují pro svoje přežití, umístění v odpovídajícím speciálním prostředí. Tyto cely udržují jejich životní funkce a omezují jejich bojovou schopnost na nulu. Je zde možné udržovat až 10 cizáckých životních forem v oddělených kójích." STR_GAUSS_DEFENSES_UFOPEDIA: "Magnetická obrana zabezpečuje nejnovější a nejefektivnější obranu proti útoku nepřátelských ponorek." STR_SONIC_DEFENSES_UFOPEDIA: "Sonický oscilátor poskytuje silnou a účinnou obranu proti případným útočníkům." STR_PWT_DEFENSES_UFOPEDIA: "Pulsní torpéda poskytují nejefektivnější obranu proti cizáckému útoku. Tato střela je vybavena extrémně výbušnou hlavicí, která prorazí všechny známé pancíře. Magnetické pulzy které vytváří, vyřazují i elektronické obranné systémy." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Tlakový obranný štít chrání základnu proti podmořskému přistání a nastavuje rezonanční pole na odpuzování útočících ponorek, čímž umožňuje obrannému systému opakovat palbu. Výsledkem je zdvojnásobení efektivity každého obranného systému." STR_MC_GENERATOR_UFOPEDIA: "Cizácké stroje využívají technologii Molekulární kontroly ke zjišťování přítomnosti živých bytostí. Použití negativního M.K. emitoru, zakryje základnu neproniknutelným štítem, který splete cizáky natolik, že nebudou schopni detekovat naši přítomnost." STR_MC_LAB_UFOPEDIA: "Laboratoř molekulární kontroly může vkládat implantáty a zvyšovat schopnosti až deseti akvanautům najednou. Implantáty jsou chirurgicky instalovány do lebek akvanautů. Rozsáhlý trénink jim pak umožňuje využití těchto implantátů. Získaná dovednost je využívána ve spojení s Molekulárním zařízením a může být použita pro útok během boje." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Cizácká komunikace využívá vybudovanou síť implantátů M.K. Dekodér vysílání zachycuje zprávy cizáckých ponorek a dekóduje informace. Dokáže zjistit typ stroje, cizáckou rasu a typ aktivity, kterou provádí." STR_SUB_PEN_UFOPEDIA: "Každý dok může pojmout jednu ponorku. Je zařízen pro údržbu, tankování a opravy strojů ponorkové flotily X-Com. Každá létající ponorka musí mít přidělen svůj dok, který nemůže být využíván jiným strojem, ani když je přidělená ponorka pryč na misi." STR_DART_PISTOL_UFOPEDIA: "Šipkostříl ve výzbroji X-Com je malá, přesná a vysoce účinná zbraň se zásobníkem na 12 dutých šipek. Šipky jsou vystřelovány plynovou patronou v zásobníku." STR_JET_HARPOON_UFOPEDIA: "Tato vodní puška je přesná a výkonná. Střílí duté ocelové harpuny ze zásobníku s 10 kusy. Každá harpuna má vlastní zásobník plynu." STR_GAS_CANNON_UFOPEDIA: "Nejtěžší z rodiny plynem poháněných zbraní. Tento kanón vystřeluje buď pevné hroty, nebo hroty obsahující výbušninu či fosfor. Oblíbená zbraň mezi zkušenými akvanauty." STR_HYDRO_JET_CANNON_UFOPEDIA: "Vodní tryskové kanóny jsou těžkou pěchotní zbraní. Vystřelují minitorpéda s magneziovým pohonem. Vodní kanón je neskladný a těžkopádný, i když velmi výkonný. Je použitelný pouze pod vodou." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Opravdová těžká váha. Tento torpédomet vystřeluje tři typy torpéd s vlastním propulsním pohonem. Ničivá zbraň, jejíž nevýhodou je pouze ruční nabíjení. Munice se skládá z malých nebo velkých explozivních, či fosforem plněných torpéd. Použitelný je pouze pod vodou." STR_GAUSS_PISTOL_UFOPEDIA: "Magnetická pistole používá technologii urychlovaných částic, nové odvětví moderní zbrojní výroby. Je rychlá, přesná a funguje nad i pod vodou. Magnetická technologie je rozvinutím plazmové technologie, poznané v předchozí válce." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Magnetická pistole používá technologii urychlovaných částic, nové odvětví moderní zbrojní výroby. Je rychlá, přesná a funguje nad i pod vodou. Magnetická technologie je rozvinutím plazmové technologie, poznané v předchozí válce." STR_GAUSS_RIFLE_UFOPEDIA: "Vylepšená magnetická pistole s vyšší průrazností, díky dvojitému urychlovači částic. Na rozdíl od plazmových systémů na bázi Eleria, používá částicový mikro-urychlovač produkující svazek antiprotonů." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Vylepšená magnetická pistole s vyšší průrazností, díky dvojitému urychlovači částic. Na rozdíl od plazmových systémů na bázi Eleria, používá částicový mikro-urychlovač produkující svazek antiprotonů." STR_HEAVY_GAUSS_UFOPEDIA: "Magnetický kanón je těžkopádný, ale extrémně efektivní. Využívá trojitý urychlovač, před nímž není ochrany. Svazek antiprotonů je vytvářen uvnitř galiumarzenidového pouzdra, jež nárazem částic imploduje a uvolňuje antihmotu." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Magnetický kanón je těžkopádný, ale extrémně efektivní. Využívá trojitý urychlovač, před nímž není ochrany. Svazek antiprotonů je vytvářen uvnitř galiumarzenidového pouzdra, jež nárazem částic imploduje a uvolňuje antihmotu." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Standardně dodávaný granát. Má přesný a spolehlivý časovač pro precizní nastavení." STR_DYE_GRENADE_UFOPEDIA: "Granáty s obsahem barviva plní dvojí roli při krytí jednotek ve vyhrocených situacích. Použitím ve vodě, je barva rozptýlena do oblaku připomínajícího inkoust chobotnice, použitím na souši, je rozptýlena do mraku kouře." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Může být hozen stejně jako obyčejný granát, ale po dopadu se pouze uvede do pohotovosti. K explozi dojde při pohybu v jeho blízkosti. Ke správnému použití je třeba zručnost a zkušenost." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Tato nálož je vhodná výhradně k demoličním účelům. Zkušenosti však ukazují, že tato silná výbušnina je téměř ideální zbraní pro vymýcení cizáků. Vzhledem k vysokému okruhu účinnosti je nutné, aby byli všichni akvanauti v bezpečné vzdálenosti." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Toto nové zařízení využívá množství senzorů a zdokonalený počítačový systém pro identifikaci pohybujících se nepřátelských jednotek ve vodě. Klikněte na ikonku vibračního senzoru. Zvolte 'Použít senzor' v menu. Zobrazí se senzor. Šipka uprostřed ukazuje orientaci akvanauta (sever je nahoře). Blikající značky ukazují jednotky, které se v poslední době pohnuly. Velké, nebo rychle se pohybující jednotky, znázorňují větší značky. Statické jednotky nejsou zobrazeny." STR_MEDI_KIT_UFOPEDIA: "Pro použití je třeba stát čelem k léčenému akvanautovi, případně nad jeho tělem.{NEWLINE}LÉČIT> Klikněte na červeně zvýrazněná poranění a poté na tlačítko 'Uzdravit'. Bude vyléčeno jedno smrtelné zranění a obnoveno zdraví.{NEWLINE}STIMULOVAT> Obnoví energii a oživí ochromeného akvanauta. Oživující akvanaut musí stát přímo nad jeho tělem.{NEWLINE}UTIŠIT> Obnoví morálku zraněného akvanauta." STR_MC_DISRUPTOR_UFOPEDIA: "Ultimátní M.K. technologie. Mohou ho však používat jen ti akvanauti, kteří mají definovanou úroveň M.K. schopností. Po kliknutí na Rušičku vyberte typ útoku a naveďte kurzor na cíl. Jsou dva typy útoku rušičkou:\nRUŠIT IMPLANTÁT> Je-li úspěšný, jednotka je zmatena a může zpanikařit.\nOVLÁDNOUT IMPLANTÁT> Je-li úspěšný, získáte nad nepřátelskou jednotkou plnou kontrolu." STR_THERMAL_TAZER_UFOPEDIA: "Zařízení pouze pro boj zblízka. Působením tepelného šoku je schopen omráčit živé organizmy, bez jejich usmrcení." STR_VIBRO_BLADE_UFOPEDIA: "Vibrační pilka je dlouhá, jako nůž ostrá, čepel z titanu, s otáčkami přes 6000/min. Toto zařízení dokáže rozlousknout i nejodolnější potápěčský skafandr. Pohon je cizáckým vynálezem. Naše předchozí pokusy o výrobu tohoto zařízení končily zdrcujícími neúspěchy. Jejich ostří rotovalo příliš pomalu, nebo tlakem explodovalo." STR_THERMIC_LANCE_UFOPEDIA: "Termický oštěp je dalším logickým krokem od vibrační pilky. Ostří rotuje vysokou rychlostí a Zrbitem napájený zdroj ho rozžhavuje tak, že proniká materiálem, jak horký nůž máslem." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Těžký termický oštěp je mnohem výkonnější verzí termického oštěpu. Dvojice tepelných zdrojů a extrémně vysoké otáčky znamenají, že těžký termický oštěp je účinný na jakékoliv materiály." STR_SONIC_CANNON_UFOPEDIA: "Sonický kanón je nejsilnější z rodiny sonických zbraní. Je charakteristický zvýšeným rozsahem audio oscilátoru a větší rezonanční komorou než sonická puška. Je rovněž vybaven pulsně detonačním systémem, který modulací ultrazvukových vln zvyšuje efektivitu sonického úderu." STR_CANNON_POWER_CLIP_UFOPEDIA: "Toto kompaktní zařízení slouží jako munice sonického kanónu. Obsahuje malé množství Zrbitu." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Další sonické zařízení s vyšším výkonem. Dokonce ani silně legovaná ocel není imunní proti této zbrani. Kompaktní emitor vln je rozšířen supravodivým zesilovačem, který dále zvyšuje výkon této zbraně." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Tento malý předmět slouží jako zdroj energie pro Sonickou pušku, výkonnou cizáckou zbraň. Obsahuje malé množství Zrbitu." STR_SONIC_PISTOL_UFOPEDIA: "Sonické pistole jsou cizáckou zbraní, založenou na ultrazvukových vlnách, které mohou během vteřiny rozdrtit kosti. Ultrazvukové vlny se nachází v oblasti nad hranicí lidské slyšitelnosti." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Energetický článek pro cizáckou sonickou pistoli. Obsahuje Zrbit - zdroj veškeré cizácké síly." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Toto je cizácká zbraň, použitelná pouze pod vodou, vystřelující samonaváděcí 'disruptorové projektily'. Kliknete-li na střelbu, je třeba umístit 'naváděcí body', podle kterých se bude střela orientovat. Po umístění dostatečného počtu těchto bodů klikněte na ikonku odpálení." STR_DISRUPTOR_AMMO_UFOPEDIA: "Toto zařízení je projektil s disruptorovým pulsem, řízený vestavěným naváděcím počítačem. Je vystřelován z Odpalovače disruptorových pulsů." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Malý odpalovač termických bomb, který vystřeluje chemické ochromující bomby. Velmi vhodný pro zajímání živých cizáků." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Termická šoková bomba je užívána k zajímání živých lidských exemplářů, ale stejně účinná je i na většinu cizáckých ras. Je vypouštěna z Odpalovače termických bomb." STR_SONIC_PULSER_UFOPEDIA: "Toto zařízení funguje stejně jako standardní výbušný granát, ale je mnohokrát účinnější. Granát generuje sonický puls, směrovaný současně do všech stran." STR_MC_READER_UFOPEDIA: "V tělech cizáků nacházíme malé, chirurgicky implantované jednotky. Jsou to víceúčelové implantáty, vytvořené Akvatoidy k zajištění stálého přísunu informací z bitevního pole, dokonce i na obrovské vzdálenosti. Čtečka molekulární kontroly je cizácké komunikační zařízení, používané k získávání informací přímo z M.K. implantátů. Jednotky X-Com mohou toto zařízení používat v boji, k zobrazení charakteristik cizáka. Vyberte ikonku 'použít' a klikněte kurzorem na cizáka." STR_SURVEY_SHIP: "Průzkumná loď" STR_ESCORT: "Doprovodná loď" STR_CRUISER: "Křižník" STR_HEAVY_CRUISER: "Těžký křižník" STR_HUNTER: "Lovec" STR_BATTLESHIP: "Bitevní loď" STR_DREADNOUGHT: "Bitevník" STR_FLEET_SUPPLY_CRUISER: "Zásobovací křižník" MAP_SEABED: "Mořské dno" MAP_PIPES: "Výzkumné zařízení" MAP_PLANE: "Havarované letadlo" MAP_ATLAN: "Atlantis" MAP_MU: "Mayský chrám" MAP_GAL: "Potopená galeona" MAP_MSUNK: "Potopená zaoceánská loď" MAP_VOLC: "Vulkán" MAP_CORAL: "Korál" MAP_PORT: "Přístav" MAP_ISLAND: "Ostrov" MAP_CARGO: "Nákladní loď" MAP_LINERT: "Výletní loď, část 1." MAP_LINERB: "Výletní loď, část 2." MAP_ALART: "Artefakt, část 1." MAP_GRUNGE: "Artefakt, část 2." MAP_ENTRY: "Kolonie, část 1." MAP_A_BASE: "Kolonie, část 2." MAP_ALSHIP: "T'leth, část 1." MAP_LEVEL: "T'leth, část 2." MAP_CRYPT: "T'leth, část 3." MAP_XBASES: "Základna X-Com" STR_MIXED_CREW: "Smíšená posádka" STR_MIXED_CREW_2: "Smíšená posádka 2" STR_RATING: "HODNOCENÍ> {0}" STR_RATING_TERRIBLE: "OTŘESNÉ!" STR_RATING_POOR: "UBOHÉ!" STR_RATING_OK: "OK" STR_RATING_GOOD: "DOBRÉ!" STR_RATING_EXCELLENT: "VÝBORNÉ!" STR_SCORE: "SKÓRE" STR_XCOM_PROJECT_MONTHLY_REPORT: "MĚSÍČNÍ HLÁŠENÍ PROJEKTU X-COM" STR_MONTH: "Měsíc> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Sdružení členských organizací je vcelku spokojeno s výsledky vašich akcí." STR_COUNCIL_IS_VERY_PLEASED: "Společenství příspěvkových organizací je velmi potěšeno vaším vynikajícím postupem. Pokračujte v dobré práci." STR_COUNCIL_IS_DISSATISFIED: "Společenství příspěvkových organizací, není potěšeno vaším výkonem. Musíte zvýšit vaši snahu v boji s cizáckou hrozbou, jinak riskujete ukončení financování projektu X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "Nebyli jste úspěšní v boji s cizáckou invazí a tak Sdružení příspěvkových organizací definitivně rozhodlo o ukončení projektu X-Com. Každá organizace bude řešit problém cizáků podle svých sil. Můžeme pouze doufat, že dojde k nějaké dohodě s těmito prastarými silami, a že běžná populace přistoupí na podmínky těchto vodních návštěvníků." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} je částečně potěšen/a s vaší schopností vypořádat se s lokálními hrozbami a souhlasila se zvýšením financování." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} jsou částečně potěšeni s vaší schopností vypořádat se s lokálními cizáckými nájezdy a souhlasili se zvýšením financování." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} a {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} není spokojen/a s vaší schopností poradit si s aktivitou cizáků v jejich vodách a proto snižuje své finanční příspěvky." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} nejsou spokojení s vaší schopností poradit si s aktivitou cizáků v jejich vodách a rozhodli se snížit své finanční příspěvky." STR_KNOTS: "{0} uzlů" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} uzavřel/a smlouvu o spolupráci s cizáky a odstoupil/a od financování projektu X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} uzavřeli smlouvu o spolupráci s cizáky a odstoupili od financování projektu X-Com." STR_MONTHLY_RATING: "Měsíční hodnocení> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Změna financování> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Společenství financujících organizací není spokojeno s vaší finanční situací. Musíte své dluhy zredukovat pod 1 million dolarů, jinak bude projekt X-Com ukončen." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "VYSÍLÁNÍ NA SUB-ČÁSTICÍCH JE ROZLUŠTĚNO" STR_CRAFT_TYPE: "TYP PONORKY" STR_RACE: "RASA" STR_MISSION: "MISE" STR_ZONE: "ZÓNA" STR_ALLOCATE_RESEARCH: "Začít výzkum" STR_ALLOCATE_MANUFACTURE: "Naplánovat výrobu" STR_AZORES: "Azory" STR_REYKJAVIK: "Rejkjavík" STR_BERMUDA: "Bermudy" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ostrov Ascension" STR_TRINIDADE_ISLAND: "Ostrov Trindade" STR_FALKLAND_ISLAND: "Falklandské ostrovy" STR_CANARY_ISLANDS: "Kanárské ostrovy" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Ostrov sv. Vavřince" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Ostrov Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tazmánie" STR_HAWAII: "Havaj" STR_FIJI: "Fidži" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Velikonoční ostrov" STR_GALAPAGOS_ISLAND: "Galapágy" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Šalamounovy ostrovy" STR_CRETE: "Kréta" STR_LISBON: "Lisabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseille" STR_TRIPOLI: "Tripolis" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombaj" STR_SAYCHELLES_ISLAND: "Seychely" STR_MALDIVE_ISLAND: "Maledivy" STR_SRI_LANKA: "Srí Lanka" STR_MAURITIUS: "Mauricius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Šanghaj" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londýn" STR_FAEROE_ISLAND: "Faerské ostrovy" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamajka" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Trénik M.K." STR_PSIONIC_TRAINING: "TRÉNINK MOLEKULÁRNÍ KONTROLY" STR_REMAINING_PSI_LAB_CAPACITY: "Volné místo pro M.K.> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.K.{NEWLINE}síla" STR_PSIONIC_SKILL_IMPROVEMENT: "M.K. praxe{NEWLINE}/zlepšení" STR_IN_TRAINING: "V{NEWLINE}tréninku?" STR_TARGETTED_BY: "ZACÍLENO:" STR_WEAPONS_CREW_HWPS: "ZBRANĚ/{NEWLINE}POSÁDKA/P.Z.S." STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "má málo paliva,{NEWLINE}vrací se na základnu" STR_SOLDIER_LIST: "Seznam akvanautů" STR_RANK_: "HODNOST> {ALT}{0}" STR_MISSIONS: "MISÍ> {ALT}{0}" STR_KILLS: "ZABITÍ> {ALT}{0}" STR_WOUND_RECOVERY: "DOBA LÉČENÍ> {ALT}{0}" STR_TIME_UNITS: "ČASOVÝCH JEDNOTEK" STR_STAMINA: "ENERGIE" STR_HEALTH: "ZDRAVÍ" STR_BRAVERY: "ODVAHA" STR_REACTIONS: "REAKCE" STR_FIRING_ACCURACY: "PŘESNOST STŘELBY" STR_THROWING_ACCURACY: "PŘESNOST HODU" STR_STRENGTH: "SÍLA" STR_PSIONIC_STRENGTH: "M.K. SÍLA" STR_PSIONIC_SKILL: "M.K. PRAXE" STR_NEW_RANK: "NOVÁ HODNOST" STR_PROMOTIONS: "Povýšení" STR_SOLDIERS_UC: "AKVANAUTI" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automatické PZS mají vysokou manévrovatelnost a odolný trup. Poskytují podporu útočným oddílům v každé hloubce. PZS se nabíjí automaticky, máte-li dostatek munice." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Tento ponorný systém je vybaven vodními tryskovými torpédy, takže je jeho zbraň použitelná pouze pod vodou. Dbejte na dostatečnou zásobu vodních tryskových torpéd ve skladech." STR_COELACANTH_GAUSS_UFOPEDIA: "Magnetická technologie poskytuje mocnou výzbroj pro PZS. Ve srovnání s předchozími modely nabízí zvýšenou palebnou sílu, s využitím proprietárních technologií X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "Cizácká technologie dává nový směr vývoje PZS. Použití iontových přenašečů znamená, že PZS už není omezen jen na pohyb po zemi a mořském dně. Sonické dělo znamená skutečnou výhodu v boji." STR_DISPLACER_PWT_UFOPEDIA: "Tento PZS používá výzbroj s pulzními vlnami, použitelnými jen pod vodou. Musíte pro něj také vyrábět pulsní torpéda, aby byl vždy plně ozbrojen. Pro střelbu určete několik 'naváděcích bodů' a klikněte na ikonu pro odpálení." STR_ALIEN_PROBE_MISSION: "Cizácká výzkumná mise" STR_ALIEN_INTERDICTION: "Cizácká taktická příprava" STR_ALIEN_RESOURCE_RAID: "Cizácké zásobovací nájezdy" STR_ALIEN_INFILTRATION: "Cizácká infiltrace" STR_ALIEN_BASE: "Rozšiřování cizácké kolonie" STR_ALIEN_SURFACE_ATTACK: "Cizácké pozemní útoky" STR_ALIEN_RETALIATION: "Útok na základnu" STR_ALIEN_SUPPLY: "Zásobování kolonií" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Cizácké průzkumné mise slouží pro získávání údajů o mořském dně, těžbě, lodních a leteckých koridorech. Cizácké stroje plnící tyto úkoly pro nás nepředstavují ohrožení, ale indikují budoucí místa cizácké aktivity." STR_ALIEN_INTERDICTION_UFOPEDIA: "Cizáci zachovávají v oblastech jejich zájmů tento postup: vyšlou stroj, se zvláštním určením, k zajištění prostoru pro zahájení intenzivnější činnosti. Přistanou ve vytipovaných místech, kde hodlají později zaútočit, aby zajistili tyto oblasti a připravili na další stupně aktivity." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Potápění lodí a sestřelování letadel jsou základní prvky cizácké strategie. Získávání materiálů je primární cizáckou snahou a je spojeno s touto otevřenou agresí. Cizáci také okupují oblasti s geotermální aktivitou, důlní oblasti a místa se zbytky civilizace, aby zde získávali minerály, kovy nebo lidmi zhotovené věci." STR_ALIEN_INFILTRATION_UFOPEDIA: "Jejím důsledkem jsou oficiální kontakty mezi cizáky a společnostmi nebo vládami na nejvyšší úrovni. Vrchol této aktivity je charakterizován zvýšenou aktivitou cizáckých ponorek ve vodách příslušejících těmto organizacím. Cizáci se snaží uzavřít smlouvu s vládou nebo organizací, s nabídkou poskytnutí znalostí jejich vyspělé technologie. Tato cizácká aktivita představuje pro projekt X-Com největší nebezpečí. Jestliže vlády, nebo organizace začnou spolupracovat s vetřelci, zastaví financování." STR_ALIEN_BASE_UFOPEDIA: "Cizáci budují tajné podvodní kolonie v odlehlých oblastech. Po počátečním průzkumu, je zahájení stavby signalizováno zvýšenou aktivitou cizáckých ponorek. Tyto kolonie obsahují laboratoře, klonovací centra a chirurgická zařízení pro experimenty na lidech i cizácích. Přítomnost cizácké kolonie způsobuje zvýšení cizácké aktivity, bez přítomnosti ponorek. Aby bylo možno lokalizovat cizáckou kolonii, musí stroje X-Com hlídkovat několik hodin poblíž předpokládaného místa." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Potřebují-li cizáci lidi, terorizují přístav, napadnou ostrov nebo námořní loď. Kvůli těmto zvrhlým chovným potřebám cizáků a jejich obludným experimentům, jsou civilisté v přímém ohrožení života." STR_ALIEN_RETALIATION_UFOPEDIA: "Je-li X-Com mimořádně úspěšný při potopení cizáckého stroje, můžou cizáci podniknout agresivní odvetnou akci. Jejím výsledkem může být přímý útok na zařízení X-Com. Nejdříve však musí cizáci základnu X-Com lokalizovat. Budete-li úspěšně likvidovat cizácké ponorky, je riziko útoku minimální." STR_ALIEN_SUPPLY_UFOPEDIA: "Jakmile je dokončena výstavba cizácké kolonie, musí být pravidelně zásobována speciální zásobovací lodí. Je-li zjištěno přistání tohoto plavidla, je jisté, že se nedaleko nachází cizácká kolonie." STR_SURVEY_SHIP_UFOPEDIA: "Tato malá ponorka slouží pro průzkumné a kontrolní účely. Je obyčejně předvojem větších plavidel na začátku cizáckých aktivit." STR_ESCORT_UFOPEDIA: "Doprovodné plavidlo střední velikosti, samo o sobě nepředstavující nebezpečí. Tato loď předchází větší plavidla a předznamenává zvýšení cizácké aktivity." STR_CRUISER_UFOPEDIA: "Křižník je základní užitková loď, podporující cizáckou flotilu. Používá se při všech typech cizáckých misí a je nebezpečným protivníkem." STR_HEAVY_CRUISER_UFOPEDIA: "Těžký křižník je výkonnějším plavidlem než křižník. Silnější výzbroj a propulsní systém zvyšují jeho schopnosti. Těžký křižník slouží pro těžební úkoly. Je schopen pojmout velká množství minerálů a vybavení." STR_HUNTER_UFOPEDIA: "Lovec je vybaven pokusnými místnostmi pro provozování experimentální chirurgie na lidských subjektech. Oběti jsou podrobovány odpornému týrání a často je jejich mozek oddělen a uschován pro další zpracování." STR_BATTLESHIP_UFOPEDIA: "Bitevník je nejagresivnějším plavidlem, které cizáci vlastní. Disponuje veškerou cizáckou technologií a systémy. Slouží jako základ pro všechny typy agresivních aktivit, které chtějí cizáci provést. Nese velkou škálu účinných zbraní." STR_DREADNOUGHT_UFOPEDIA: "Záškodník slouží k přepravě výsadkových jednotek. Je plně vybaven cizáckými technologiemi a velkým přepravním prostorem. Záškodník je těžkým a obávaným protivníkem." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Zásobovací loď je používána během konstrukcí cizáckých kolonií nebo zásobování již vybudovaných. Přepravuje cizáckou výživu, DNA, zárodky a další biologické materiály." STR_DISMANTLE: "Rozebrat" STR_FACILITY_IN_USE: "DOK JE VYUŽÍVÁN" STR_CANNOT_DISMANTLE_FACILITY: "DOK NELZE ROZEBRAT!{SMALLLINE}Všechno vybavení základny musí být spojeno se vstupní komorou." STR_TRANSFER_ITEMS_TO: "Přesunout položky do {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "PRO PŘESUN CHYBÍ CIZÁCKÉ CELY!{SMALLLINE}Živí cizáci potřebují své cely pro přežití." STR_AMOUNT_AT_DESTINATION: "MNOŽTVÍ{NEWLINE}V CÍLI" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Cizák zemřel, neboť není k dispozici cizácká cela" STR_NO_FREE_ACCOMODATION_CREW: "OBYTNÝ PROSTOR JE PLNÝ!{SMALLLINE}Cílová základna nemá dostatek místa v obytných buňkách pro posádku ponorky." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NEDOSTATEK SKLADOVACÍCH PROSTOR! {SMALLLINE} Cílová základna nemá dostatek místa pro vybavení přidělené ponorky." STR_ITEMS_ARRIVING: "Dodané předměty" STR_DESTINATION_UC: "CÍL" STR_DART_PISTOL: "Šipkostříl" STR_DART_POD: "Zásobník šipkostřílu" STR_JET_HARPOON: "Harpunomet" STR_HARPOON_POD: "Zásobník harpunometu" STR_GAS_CANNON: "Plynový kanón" STR_GC_AP_AMMO: "PK-Průbojné střely" STR_GC_HE_AMMO: "PK-Explozivní střely" STR_GC_P_AMMO: "PK-Fosforové střely" STR_HYDRO_JET_CANNON: "Vodní proudový kanón" STR_HJC_AP_AMMO: "VK-Průrazné náboje" STR_HJC_HE_AMMO: "VK-Explozívní náboje" STR_HJC_P_AMMO: "VK-Fosforové náboje" STR_TORPEDO_LAUNCHER: "Torpédomet" STR_SMALL_TORPEDO: "Malé torpédo" STR_LARGE_TORPEDO: "Velké torpédo" STR_PHOSPHOROUS_TORPEDO: "Fosforové torpédo" STR_MAGNA_BLAST_GRENADE: "Výbušný granát" STR_DYE_GRENADE: "Granát s barvou" STR_PARTICLE_DISTURBANCE_GRENADE: "Nástrahový granát" STR_MAGNA_PACK_EXPLOSIVE: "Výbušná nálož" STR_PARTICLE_DISTURBANCE_SENSOR: "Vibrační senzor pohybu" STR_MEDI_KIT: "Medikit" STR_MC_DISRUPTOR: "Rušička M.K." STR_THERMAL_TAZER: "Termální omračovač" STR_GAUSS_PISTOL: "Magnetická pistole" STR_GAUSS_PISTOL_CLIP: "Zásobník magn. pistole" STR_GAUSS_RIFLE: "Magnetická puška" STR_GAUSS_RIFLE_CLIP: "Zásobník magn. pušky" STR_HEAVY_GAUSS: "Magnetický kanón" STR_HEAVY_GAUSS_CLIP: "Zásobník magn. kanónu" STR_SONIC_CANNON: "Sonický kanón" STR_CANNON_POWER_CLIP: "Zdroj sonického kanónu" STR_SONIC_BLASTA_RIFLE: "Sonická puška" STR_BLASTA_POWER_CLIP: "Zdroj sonické pušky" STR_SONIC_PISTOL: "Sonická pistole" STR_PISTOL_POWER_CLIP: "Zdroj sonické pistole" STR_DISRUPTOR_PULSE_LAUNCHER: "Odpalovač disruptorových pulsů" STR_DISRUPTOR_AMMO: "Disruptorové náboje" STR_THERMAL_SHOK_LAUNCHER: "Odpalovač termických bomb" STR_THERMAL_SHOK_BOMB: "Termická bomba" STR_SONIC_PULSER: "Sonický pulser" STR_ZRBITE: "Zrbit" STR_MC_READER: "Čtečka M.K." STR_VIBRO_BLADE: "Vibrační pilka" STR_THERMIC_LANCE: "Termický oštěp" STR_HEAVY_THERMIC_LANCE: "Těžký termický oštěp" STR_AQUATOID_CORPSE: "Mrtvola Akvatoida" STR_GILLMAN_CORPSE: "Mrtvola Žábrouna" STR_LOBSTERMAN_CORPSE: "Mrtvola Krabouna" STR_TASOTH_CORPSE: "Mrtvola Tasota" STR_CALCINITE_CORPSE: "Mrtvola Kalcinita" STR_DEEP_ONE_CORPSE: "Mrtvola Hlubiňáka" STR_BIODRONE_CORPSE: "Mrtvola Biodrona" STR_TENTACULAT_CORPSE: "Mrtvola Tentakuláta" STR_TRISCENE_CORPSE: "Mrtvola Triscena" STR_HALLUCINOID_CORPSE: "Mrtvola Halucinoida" STR_XARQUID_CORPSE: "Mrtvola Xarkida" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nedostatek munice pro PZS{SMALLLINE}Pro každý PZS je třeba {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nedostatek materiálu k znovu-vybavení bojové jednotky" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Je nutné vyzkoumat{NEWLINE}{0}{NEWLINE}aby bylo možné vyrobit{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Cizáci zničili nebráněnou základnu {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Hlídka X-Com lokalizovala cizáckou kolonii v {0}" STR_STANDOFF: "SLEDOVÁNÍ" STR_CAUTIOUS_ATTACK: "OPATRNÝ ÚTOK" STR_STANDARD_ATTACK: "BĚŽNÝ ÚTOK" STR_AGGRESSIVE_ATTACK: "AGRESIVNÍ ÚTOK" STR_DISENGAGING: "ODPOUTÁNÍ" STR_UFO_HIT: "CIZÁCKÁ PONORKA ZASAŽENA!" STR_UFO_CRASH_LANDS: "CIZÁCKÁ PONORKA HAVAROVALA!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimalizovat pouze při sledování" STR_UFO_RETURN_FIRE: "CIZÁCKÁ PONORKA OPĚTUJE PALBU!" STR_INTERCEPTOR_DAMAGED: ">>> LÉTAJÍCÍ PONORKA POŠKOZENA <<<" STR_INTERCEPTOR_DESTROYED: ">>> LÉTAJÍCÍ PONORKA ZNIČENA <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "CIZÁCKÁ LÉTAJÍCÍ PONORKA UNIKÁ!" STR_LONG_RANGE_DETECTION: "Širokopásmová detekce" STR_STORES_UC: "SKLADY" STR_DIFFICULTY_LEVEL: "Úroveň obtížnosti" STR_INTERCEPT: "PRONÁSLEDOVAT" STR_BASES: "ZÁKLADNY" STR_GRAPHS: "GRAFY" STR_UFOPAEDIA_UC: "UFOPEDIE" STR_OPTIONS_UC: "MOŽNOSTI" STR_FUNDING_UC: "FINANCOVÁNÍ" STR_5_SECONDS: "5 sek" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 hod" STR_1_DAY: "1 den" STR_XCOM_PERFORMANCE_ROSTER: "Rozpiska výkonu X-com" STR_ENTER_NAME: "Vložte jméno" STR_PERFORMANCE_RATING: "Hodnocení výkonu" STR_VICTORY_DATE: "Datum vítězství" STR_CHEMICAL_FLARE: "Chemická světlice" STR_CHEMICAL_FLARE_UFOPEDIA: "Toto kompaktní zařízení produkuje Intenzívní světelnou záři v každé hloubce nebo na souši. Takto je možné osvětlit nepřátelské jednotky v okolí světlice během misí v temném moři či v noci." STR_MONTHLY_COSTS: "Měsíční náklady" STR_CRAFT_RENTAL: "Pronájem létajících ponorek" STR_SALARIES: "Platy" STR_BASE_MAINTENANCE: "Údržba základny " STR_COST_PER_UNIT: "Cena za jednotku" STR_QUANTITY: "Množství" STR_TOTAL: "Celkem" STR_IN_PSIONIC_TRAINING: "Probíhá implantace M.K." STR_FRONT_ARMOR: "Čelní zbroj" STR_LEFT_ARMOR: "Levá zbroj" STR_RIGHT_ARMOR: "Pravá zbroj" STR_REAR_ARMOR: "Zadní zbroj" STR_UNDER_ARMOR: "Spodní zbroj" STR_ROUNDS: "STŘEL" STR_UNIT: "JEDNOTKA> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORÁLKA" STR_ARMOR_: "ZBROJ> {0}" STR_FRONT_ARMOR_UC: "ČELNÍ ZBROJ" STR_LEFT_ARMOR_UC: "LEVÁ ZBROJ" STR_RIGHT_ARMOR_UC: "PRAVÁ ZBROJ" STR_REAR_ARMOR_UC: "ZADNÍ ZBROJ" STR_SKILLS: "DOVEDNOSTI> {0}" STR_LEVEL: "ÚROVEŇ> {0}" STR_HEAD: "HLAVA" STR_TORSO: "TORZO" STR_RIGHT_ARM: "PRAVÁ PAŽE" STR_LEFT_ARM: "LEVÁ PAŽE" STR_RIGHT_LEG: "PRAVÁ NOHA" STR_LEFT_LEG: "LEVÁ NOHA" STR_PAIN_KILLER: "UTIŠIT" STR_STIMULANT: "STIMULOVAT" STR_HEAL: "UZDRAVIT" STR_TIME_UNITS_SHORT: "ČJ>{ALT}{0}" STR_WEIGHT: "Hmotnost>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reagovat>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Praxe>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Síla>{ALT}{0}" STR_ALIEN_ARTIFACT: "Cizácký artefakt" STR_AMMO_ROUNDS_LEFT: "NÁBOJE:{NEWLINE}ZBÝVÁ{NEWLINE}VÝSTŘELŮ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Utišit>{ALT}{0}{ALT}{NEWLINE}Stimulovat>{ALT}{1}{ALT}{NEWLINE}Léčit>{ALT}{2}" STR_THROW: "Hodit" STR_AUTO_SHOT: "Automat" STR_SNAP_SHOT: "Od boku" STR_AIMED_SHOT: "Zamířit" STR_STUN: "Omráčit" STR_PRIME_GRENADE: "Odjistit granát" STR_USE_SCANNER: "Použít vibr. senzor" STR_USE_MEDI_KIT: "Použít Medkit" STR_LAUNCH_MISSILE: "Odpálit torpédo" STR_ACCURACY_SHORT: "Přes>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nedostatek časových jednotek!" STR_NOT_ENOUGH_ENERGY: "Nedostatek energie!" STR_NO_ROUNDS_LEFT: "Došly náboje!" STR_NO_AMMUNITION_LOADED: "Není nabito!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munice neodpovídá typu zbraně!" STR_WEAPON_IS_ALREADY_LOADED: "Zbraň je již nabitá!" STR_NO_LINE_OF_FIRE: "Překažka v linii střelby!" STR_GRENADE_IS_ACTIVATED: "Granát je odjištěn!" STR_GRENADE_IS_DEACTIVATED: "Granát zajištěn!" STR_THERE_IS_NO_ONE_THERE: "Tam nikdo není!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Neprozkoumaný cizácký předmět nelze použít!" STR_OUT_OF_RANGE: "Mimo dostřel!" STR_UNABLE_TO_THROW_HERE: "Překážka v trajektorii hodu!" STR_SET_TIMER: "Nastavit časovač" STR_HIDDEN_MOVEMENT: "SKRYTÝ POHYB" STR_TURN: "KOLO> {0}" STR_SIDE: "STRANA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pro pokračování stiskněte tlačítko" STR_MIND_CONTROL: "Molekulární kontrola" STR_PANIC_UNIT: "Blokovat implantát" STR_MORALE_ATTACK_SUCCESSFUL: "Podlomení morálky bylo úspěšné" STR_MIND_CONTROL_SUCCESSFUL: "Ovládnutí implantátu se zdařilo" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}propadl amoku" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}propadla amoku" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}zpanikařil" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}zpanikařila" STR_XCOM: "X-Com" STR_ALIENS: "Cizáci" STR_RIGHT_HAND: "PRAVÁ RUKA" STR_LEFT_HAND: "LEVÁ RUKA" STR_RIGHT_SHOULDER: "PRAVÉ RAMENO " STR_LEFT_SHOULDER: "LEVÉ RAMENO" STR_BACK_PACK: "TORNA" STR_BELT: "OPASEK" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}je pod molekulární kontrolou" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}je pod molekulární kontrolou" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}omdlel" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}omdlela" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}zemřel na smrtelné zranění" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}zemřela na smrtelné zranění" STR_USE_MIND_PROBE: "Použít molekulární čtečku" STR_FATAL_WOUNDS: "SMRTELNÁ ZRANĚNÍ" STR_UNDER_ARMOR_UC: "SPODNÍ ZBROJ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Čas vyhrazen pro výstřel od boku" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Čas vyhrazen pro automatickou střelbu" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Čas vyhrazen pro mířenou střelbu" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Čas vyhrazen pro zakleknutí" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Čas vyhrazen pro zakleknutí a střelbu" STR_UNITS_IN_CRAFT: one: "{N} jednotka ve stroji X-Com" few: "{N} jednotky ve stroji X-Com" many: "{N} jednotek ve stroji X-Com" other: "{N} jednotek ve stroji X-Com" STR_UNITS_OUTSIDE: one: "{N} jednotka zanecháno venku" few: "{N} jednotky zanecháno venku" many: "{N} jednotek zanecháno venku" other: "{N} jednotek zanecháno venku" STR_UNITS_IN_ENTRANCE: one: "{N} jednotka ve vchodu" few: "{N} jednotky ve vchodu" many: "{N} jednotek ve vchodu" other: "{N} jednotek ve vchodu" STR_UNITS_IN_EXIT: one: "{N} jednotka v cílovém východu" few: "{N} jednotky v cílovém východu" many: "{N} jednotek v cílovém východu" other: "{N} jednotek v cílovém východu" STR_ABORT_MISSION_QUESTION: "Přerušit misi?" STR_CORPSE: "Mrtvola" STR_UNLOAD_CRAFT: "Odzbrojit" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}byl zabit" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}byla zabita" STR_HIT_MELEE: "Zásah" STR_GROUND: "ZEMĚ" STR_LIVING_QUARTERS_PLURAL: "Obytné buňky" STR_LIST_ITEM: "POLOŽKA" STR_ALL_ALIENS_KILLED_IN_CRASH: "Všichni cizaci byli zabiti při havárii ponorky,{NEWLINE}automatický průzkum začal" STR_RESET: "Reset" STR_MEMORIAL: "Památník" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "AKVANAUTŮ REKRUTOVÁNO>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AKVANAUTŮ ZTRACENO>{ALT}{0}" STR_REMOVE_SELECTED: "Odstranit vybrané" STR_LIVE_ALIENS: "Živé{NEWLINE}exempláře" STR_DEAD_ALIENS: "Vyřazené{NEWLINE}exempláře" STR_UNDER_INTERROGATION: "Nyní{NEWLINE}zkoumané" STR_CONTAINMENT_EXCEEDED: "PŘEKROČENA KAPACITA CIZÁCKÝCH CEL!{SMALLLINE}Nedostatečný prostor v celách v {0}. Musíte odstranit přebytečné cizáky z cel (tím zemřou)." STR_MANAGE_CONTAINMENT: "Spravovat cizácké cely" STR_STORAGE_EXCEEDED: "PŘEPLNĚNÉ SKLADY!{SMALLLINE}Nedostatek skladovacího prostoru v {0}. Musíte prodat nadbytečné předměty." STR_GO_TO_BASE: "Přejít k základně" STR_MELEE_ACCURACY: "PŘESNOST ZBLÍZKA" STR_SELL_PRODUCTION: "PRODAT" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obě ruce musí být prázdné!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nedostatek kusů pro zkopírování šablony!" STR_UNLOAD_WEAPON: "Vyprázdnit zbraň" STR_ALL_ITEMS: "Všechny věci" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "ŽÁDNÉ DALŠÍ VYBAVENÍ NELZE VZÍT NA PALUBU!{SMALLLINE}Můžete vzít pouze nejvíc {N} kus vybavení na tuto ponorku." few: "ŽÁDNÉ DALŠÍ VYBAVENÍ NELZE VZÍT NA PALUBU!{SMALLLINE}Můžete vzít pouze nejvíc {N} kusů vybavení na tuto ponorku." many: "ŽÁDNÉ DALŠÍ VYBAVENÍ NELZE VZÍT NA PALUBU!{SMALLLINE}Můžete vzít pouze nejvíc {N} kusů vybavení na tuto ponorku." other: "ŽÁDNÉ DALŠÍ VYBAVENÍ NELZE VZÍT NA PALUBU!{SMALLLINE}Můžete vzít pouze nejvíc {N} kusů vybavení na tuto ponorku." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLNÍ CENTRUM ZNIČENO{NEWLINE}Dostaň se ke vstupu a zruš misi." STR_XCOM_BASE_CANNOT_BE_BUILT: "Vodní zařízení X-Com nelze vybudovat na povrchu" STR_UNABLE_TO_ENGAGE_DEPTH: "NELZE ZAÚTOČIT NA NEPŘÍTELE{NEWLINE}V TÉTO HLOUBCE" STR_UNABLE_TO_ENGAGE_AIRBORNE: "NELZE ZAÚTOČIT NA NEPŘÍTELE{NEWLINE}KDYŽ JE VE VZDUCHU" STR_UNDERWATER_EQUIPMENT: "Toto vybavení nebude fungovat nad vodou!" STR_LAND_EQUIPMENT: "Toto vybavení nebude fungovat pod vodou." STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personál" STR_CRAFT_ARMAMENT: "Letadla a výzbroj" STR_COMPONENTS: "Komponenty" STR_SOLDIERS_RECRUITED: "Akvanautů rekrutováno" STR_SOLDIERS_LOST: "Akvanautů ztaceno" STR_TOTAL_UFOS: "Detekováno letajících ponorek" STR_TOTAL_ALIEN_BASES: "Cizáckých kolonií detekováno" STR_PSIONIC_STRENGTH_ABBREVIATION: "MSL" STR_PSIONIC_SKILL_ABBREVIATION: "MSD" FEMALE_CIVILIAN: "Civilistka" MALE_CIVILIAN: "Civilista" DOCKER_CIVILIAN: "Civilista, přístavní dělník" SAILOR_CIVILIAN: "Civilista, námořník" STR_BIODRONE_MELEE_WEAPON: "Zbraň na blízko Biodronu" HALLUCINOID_WEAPON: "Zbraň Halucinoida" STR_LOBSTERMAN_MELEE_WEAPON: "Zbraň na blízko Krabouna" CALCINITE_WEAPON: "Zbraň Kalcinita" DEEP_ONE_WEAPON: "Zbraň Hlubiňáka" STR_TRISCENE_MELEE_WEAPON: "Zbraň Triscena" STR_TRIBIO_SONIC_WEAPON: "Cizácká sonická zbraň" XARQUID_WEAPON: "Zbraň Xarkida" TENTACULAT_WEAPON: "Zbraň Tentakuláta" ZOMBIE_WEAPON: "Zbraň Zombie" ALIEN_PSI_WEAPON: "Cizácká zbraň molekulární kontroly" ================================================ FILE: bin/standard/xcom2/Language/da.yml ================================================ da: STR_LEVIATHAN_UFOPEDIA: "EN TRANSPORT- OG KORTRÆKKENDE FLYVENDE UBÅD MED EKSTREM DYBDEKAPACITET. EN SUPERB SYNTESE AF RUMVÆSNERNES TEKNOLOGI MED VORES EGEN TEKNOLOGI DER UDNYTTER ION-FREMDRIFTSSYSTEMER OG MAGNETISK NAVIGATION." STR_BARRACUDA_UFOPEDIA: "DET BRITISKE HYDROSPACE BARRACUDA, DREVET AF OVEROPHEDET LASERMOTORER. ET AF DE HURTIGSTE SKIBE I VERDEN, KAN DYKKE OG FLYVE, ET NØGLEFARTØJ I DE KOMMENDE SLAG." STR_HAMMERHEAD_UFOPEDIA: "ET TRANSPORT- OG ANGREBSFARTØJ. EN REPLIKATION AF MAGNETISKE MATRIXSYSTEMER I ET X-COM-SKIB. SELVOM LILLE, ER DETS DESIGN EN IMPONERENDE TEKNOLOGISK LANDVINDING." STR_TRITON_UFOPEDIA: "TRITON, ET FARTØJ MED ANGREBSHOLD, TILPASSET MED FULDE ATMOSFÆRISKE- OG VANDMOTORER. DETS STORE KAPACITET OG ROBUSTE KONSTRUKTION SIKRER, AT DET ER GRUNDPILLEN I X-COM-FLÅDEN." STR_MANTA_UFOPEDIA: "MANTA HØJHASTIGHEDSFARTØJ, EN FLYVENDE UBÅD FOR EN PERSON SOM LIGNER DET ION-DREVNE RUMVÆSENSKIB. ET MEGET EFFEKTIVT ANGREBSVÅBEN I DEN ESKALERENDE KONFLIKT." STR_AJAX_UFOPEDIA: "AJAXTORPEDOEN ER STANDARDVÅBEN FOR UNDERSØISK KAMP OVER HELE VERDEN. BRUGES SOM ET PRÆCIST OG KRAFTFULDT AFSKRÆKNINGSVÅBEN" STR_DUP_HEAD_UFOPEDIA: "UDTØMT URAN I PILLEFORM ER EN RELATIV NY VÅBENTEKNOLOGI OG DETTE ER DET FØRSTE KOMMERCIELLE UNDERVANDSSYSTEM SOM ANVENDER DET TIL FULDE." STR_CRAFT_GAS_CANNON_UFOPEDIA: "ET KOMPRIMERET GASDREVET KANONSYSTEM DER AFFYRER MASSIVE BOLTE MED HØJ GENNEMTRÆNGNINGSKRAFT." STR_PWT_CANNON_UFOPEDIA: "PULSBØLGETORPEDOEN UDNYTTER ET OVEROPHEDET BRÆNDSTOFSYSTEM OG EN EKSTREM TÆT SPIDS, SOM KAN TRÆNGE IGENNEM DE FLESTE LEGERINGER." STR_GAUSS_CANNON_UFOPEDIA: "GAUSS-VÅBNET ER NY X-COM-TEKNOLOGI. DETTE SYSTEMS PARTIKELACCELERATOR ER DREVET AF EN KOMPAKT, FLYDENDE OG NITROGENNEDKØLET FUSIONSREAKTOR." STR_SONIC_OSCILLATOR_UFOPEDIA: "EN KRAFTFUL AUDITIV OSCILLATOR, SOM SKABER ØDELÆGGENDE LYDBØLGER, DER FÅR MÅLETS MOLEKYLÆRE BÅND TIL AT VIBRERE FRA HINANDEN." STR_AQUATOID_UFOPEDIA: "Aquatioidracen er et oldgammelt samfund, med en historie der tælles i årtusinder før mennesket tog sine første trin på jorden. Deres kompakte form og pæreagtige træk er et træk fra deres rumfarende brødre, sectoiderne. Deres magt er baseret på den kraftfulde teknologi indenfor molekylær kontrol. Aquatoidracen søger at udbrede sin sterile race ved genetisk modifikation, de ideelle emner er mennesker. Eksperimenter har skabt mange hybridracer." STR_AQUATOID_AUTOPSY: "Obduktion - Aquatoid" STR_AQUATOID_AUTOPSY_UFOPEDIA: "En detaljeret analyse af denne skabning gør det muligt at foretage nogle grundlæggende antagelser. Det er en sectoid, vores tidligere fjende, men ændret kirurgisk og implantater til en undervandsskabning. Vestigiale lunger tillader vejrtrækning og begrænset bevægelighed i overfladen. Der er cybernetiske implantater i hele kroppen, der øger styrken af dets atrofierede lemmer og funktionen af dets organer. Da alle medlemmer af denne race er identiske, kan vi antage at disse skabninger er kloner." STR_GILLMAN_UFOPEDIA: "Næsten menneskelig, et mærkeligt væsen som fremstår som en reptil humanoid, meget tæt på mennesket. Denne skabning er ekstrem stærk og hurtig i den undersøiske verden. Gællemænd er en fuld race, med mænd og kvinder i forskellige aldre. De er anderledes end hovedparten af undervandsrumvæsnerne, da de ingen tegn har på genetisk ændring eller kirurgisk deformation. Det er muligt, at vi har at gøre med en ældgammel gren af vores egen race." STR_GILLMAN_AUTOPSY: "Obduktion - Gællemand" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Da obduktionen kom i gang var det klart at dette ikke er et rumvæsen, men en skabning født på jorden, en gammel historisk race som mentes uddød i det øjeblik pattedyrene blev dominerende. På samme tidspunkt som dinosaurerne regerede levede disse skabninger, gællemænd amfibiske, intelligente og stærke. Den katastrofe, der sluttede reptildominansen på denne planet, tvang disse skabninger til et symbiotisk forhold med de nyankomne rumvæsner. En lille elektronisk enhed er anbragt i kranierne på skabningerne." STR_LOBSTERMAN_UFOPEDIA: "Dette er et svimlende væsen, højere end en mand og med seks lemmer, det ligner ikke mindre end en vanddæmon. Lighederne mellem dette væsen og Jordhummeren har givet væsenet kaldenavnet Hummermand blandt X-Com-tropperne. Dette er en skabning fra dybet. En omhyggeligt designet kampskabning med utrolig styrke og praktisk talt uskadelig over for missilild. Væsenets klør alene kan knuse stål." STR_LOBSTERMAN_AUTOPSY: "Obduktion - Hummermand" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Når først bag dets næsten uforgængelige skal har skabningen en imponerende konstruktion. Kraftige muskler omkring et titanskelet, et sofistikeret målsystem med skanning i flere bånd er koblet direkte til skabningens hjerne. Dets mange øjne er beskyttet af plastik, der er hårdere end stål, og det står klart at når de er placeret korrekt af deres overordnede, så kan disse skabninger ikke stoppes. Begravet dybt i deres kroppe er enheder af ukendt konstruktion og funktion." STR_TASOTH_UFOPEDIA: "Disse adrætte og hurtige fjender er en grundpille i rumvæsnernes hær. Hundredvis fødes, i massive ynglekar dybt i hjertet af rumvæsnernes kolonier. Langt mere kraftfuld end en mand, er tasoth'en et rigtigt rumvæsen og dets adfærd og kødædende natur er uovertruffen på planeten. Tasoth'en danner ofte spydspids i et rumvæsenangreb og synes aldrig at flygte fra kampen selv i lyset af overvældende modstand." STR_TASOTH_AUTOPSY: "Obduktion - Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "Dissektion afslørede en kybernetisk organisme besiddende en mærkelig magt. Inde i kroppen hulrum er en lille motor, men ingen identificerbare organer. Kraftoverførslen i hele kroppen udføres af et bio-elektrisk transmissionssystem. Hele kroppen mangler knogler eller anden bærende konstruktion. Når død stopper strømmen og væsenet bliver en livløs kludedukke af osende rumvæsenkød og -væsker. Den eneste anden indre konstruktion er et par keramiske celler, som, hvis de får strøm kortvarigt genopliver skabningen." STR_DEEP_ONE_UFOPEDIA: "Dybhavsskabningen er et biologisk mareridt, en krydsning, fremstillet ved warping-eksperimenter hos aquatoiderne. Vi har mødt flere variationer af disse skabninger. Efter omfattende forskning har vi konkluderet, at disse er fremstillet af invasionsstyrkerne. De fylder deres rækker med friske menneskelagre efter tilfangetagelse. Hver af disse undervandsmennesker er armeret med en elektrisk energiudladning stærk nok til at dræbe en dykker." STR_DEEP_ONE_AUTOPSY: "Obduktion - Dybhavsskabning" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Væsenet er en podning af menneske og en fremmed organisme. Den menneskelige hjerne er massivt ændret for at rumme kontrolelektronik og rumvæsenets hjernebark. Alle delene fra menneskekroppen virker tabt, undtagen en: øjnene. Den kirurgiske podning ser ud til at tillade det fremmede foster at spise den menneskelige vært efterhånden som den vokser. Skabningens hårde hud ser ud til at være et ikke-organisk, metalnet, ekstremt stærkt og fleksibelt. Den resulterende blandingsrace er stærk, hurtig og fuldstændig under rumvæsnernes kontrol." STR_BIODRONE_UFOPEDIA: "Biodronen er en skabning kun en rumvæsenhjerne kan forstå. Det er en hjerne (menneske eller rumvæsen) ophængt i fostervand og tilsluttet en elektrisk basenhed, som kan flyve på land eller under vand. Hver biodrone er bevæbnet med en kraftig auditiv disruptor, delvis maskine og delvis organisme. Nogle af vores forskere har antydet, at våbenet drives af værtsorganismens originale stemmebånd. Meget nøjagtige og ihærdige, så disse supervagthunde er meget udbredt blandt rumvæsnerne til at beskytte deres værdifulde aktiver." STR_BIODRONE_AUTOPSY: "Obduktion - Biodrone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Hypotesen om, at den auditive disruptor er en biologisk enhed, er sand. Denne uheldige skabning skriger bogstaveligt talt sine fjender til døden. Hvert eksemplar har massive kirurgiske ar og er alvorligt lemlæstet. Rumvæsnerne synes at slagte hjernen til lydighed. De fleste af cortex'erne, der anvendes i skabningerne, er fremmede, men intet kan sammenlignes med rædslen om at finde en menneskelig baseret enhed. Biodronerne drives af en ION-motor og indbygger en form for et fjernbetjeningssystem." STR_TENTACULAT_UFOPEDIA: "Ikke engang dybden af et Lovecraftian-mareridt kunne gyde som dette ubeskrivelige væsen. Ingen sammenligning med noget jorddyr eksisterer, det miljø, der kan producere som dette, er ud over vores fantasi. Bevæbnet med lange tentakler lammer tentaculat sine ofre og gør dem til tankeløse ting. Disse afkom kan forårsage død ved berøring, selv gennem panser. Tentaculat er det mest frygtede rumvæsen, der endnu har ramt af X-Com." STR_TENTACULAT_AUTOPSY: "Obduktion - Tentaculat" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Obduktionen afslører, at små cybernetiske implantater placeres i skabningens store hjerne. Synssystemet er en kompleks kombination af synligt lys og erhvervelse af termisk billeddannelse. Selv i havets dybde dybder kan dette monster navigere med sikker præcision. Der er vestigiale organer, der ser ud til at være det blotte minimum for overlevelse. Hver væsen har en lille mave med et eksternt stik, det er logisk at antage, at væsenet bliver fodret med direkte næringsstofindgang fra dem der styrer det." STR_CALCINITE_UFOPEDIA: "Som forliste sjæle afsøger disse rumvæsner havets bund efter de uforsigtige. Et slag fra dette væsens stålagtige klør er nok til at sende selv den bedste dykker til bunds. Bag deres ansigtsmasker anes en grøn gelatineagtig substans bevæge sig. I vores møder med disse væsner har vi endnu ikke fundet nogle spor på reel organisk liv. " STR_CALCINITE_AUTOPSY: "Obduktion - Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Når panseret fjernes ses Calciniten i form af en stor amorf klat af protoplasma. Der er ingen synlig tegn på hjerne, lemmer eller sanseorganer hos dette væsen. Inde i klatten findes en lille metallisk komponent. Vi kan kun gisne om dette rumvæsens adfærd i levende live.\nDette er en uforklarlig gåde hos de fjendtlige rumvæsner." STR_TRISCENE_UFOPEDIA: "Disse bi-pedale reptiler vækker minder fra dinosaurtiden. Det virker til at disse væsner fuldt ud er fra Kridttiden, med undtagelse af deres evne til at overleve på land og i havet. Disse skabninger er udstyret med våbenplatforme og deres kæber er fyldt med store metaltænder. Ofte har disse væsner været den centrale del af rumvæsnernes angrebsstyrker ved angreb på landmål. Tasoth generalerne anvender disse tunge og potente våben med høj effektivitet. " STR_TRISCENE_AUTOPSY: "Obduktion - Triscene" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Efter nogen tid i selskab med forskeren's kniv, afslører Triscenen at den er et oldgammelt væsen, suppleret af cybernetiske implantater og våbensystemer. Dens lille hjerne er suppleret af et lille computermodul, monteret på kontrolseletøjet, som alle væsnerne har på. Et tykt, naturligt skind, et rovdyrsinstinkt styrket af yderligere våben, gør dette til en dødbringende fjende i ethvert miljø." STR_HALLUCINOID_UFOPEDIA: "Efter at have høstet havene, har rumvæsnerne fremavlet disse enorme jordiske væsner som et våben. Bliv ikke naret til en falsk følelse af sikkerhed, når du står foran disse dybhavssømænd af harmløst udseende. Besiddende et isnende nærkampsangreb, er Hallucinoiden en dødbringende fjende." STR_HALLUCINOID_AUTOPSY: "Obduktion - Hallucinoid" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Indlejret i de mange lag af den gelatinøse krop hos denne organisme er en stærk kemisk fryser, dens hovedevne i offensiven. Den bløde og smidige hud hos hallucinoid forekommer modtagelig for varmebaserede angreb. Ofte findes denne mutant i selskab med sine herrer, aquatoider." STR_XARQUID_UFOPEDIA: "Endnu et modificeret hvirveldyr af jordisk oprindelse, Xarquid'en er et væsen af stor skønhed og fare. Den hurtigtsvømmende gigant skjuler et ødelæggende arsenal af våben, en kvælende blækspray og en ioniserende partikeltrykbølge. Siden vores første møde med dette kraftfulde væsen, har vi været på vagt for dens styrke og dens tæmmere, de forbitrede Gællemænd." STR_XARQUID_AUTOPSY: "Obduktion - Xarquid" STR_XARQUID_AUTOPSY_UFOPEDIA: "Denne forvoksede Nautilus har vokset sig kæmpe på diæt af rumvæsenmedikamenter og større kirurgiske indgreb. Perverteret udover naturens grænser, har Gællemændene tilføjet mekaniske kontrolsystemer til dyret og dermed udslettet det sidste af dyrets orignale natur. Brugt som en organisk våbenplatform, Xarquids har en stærk skal og en mobilitet der gør dem til formidable modstandere." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Rumvæsen flyvende ubåde beror på et komplekst energisystem til at drive dem frem gennem dybet ved utrolige hastigheder. Fundamentet for deres teknologi er ION FORTRÆNGER, der udnytter Zrbite som en katalysator, motorerne fortrænger 100 gange deres egen volumen i vand per sekund. Denne enorme kraft betyder at rumvæsnerne er istand til at overgå de fleste af jordens ubåde. Vi kan replikere dette fremdriftssystem ved at bruge vand-plastik og Zrbite energiceller." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Disse enheder genererer en sfærisk, multi-lagret magnetisk felt, som systemet kan projektere op til 1000m omkring ubåden. Rumvæsen navigatører er direkte forbundne med maskinerne og føler deres vej rundt i den usynlige verden under bølgerne. Brugerfladesystemet opererer ved hjælp af modificeret rumvæsenhjernestof, der kommunikerer direkte med operatøren's hjerne via en neural forbindelse." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Hvert fartøj har en kamæleonlignende struktur, nøje modelleret efter havvæsner, og konstrueret af Vand Plastik. Hver ubåd fungerer som en organisme: besætning og fartøj i harmoni. De fleste af systemerne kan kopieres og en hybridteknologi kan udvikles, der vil tillade os at komme op på samme teknologiske niveau." STR_ALIEN_CRYOGENICS_UFOPEDIA: "De utallige rumvæsner, der har ligget i hi på jorden er holdt i live, kryogenisk frosset. Alle væsnerne er forseglet i enheder, deres kropstempereatur reduceret til et punkt, hvor kropslige funktioner nærmest er stoppet. En nærmere undersøgelse har vist at kroppene har været holdt i live i utrolige tidsperioder, nogen over 60 millioner år." STR_ALIEN_CLONING_UFOPEDIA: "Mange af rumvæsnerne vi har fanget er identiske, helt ned til deres DNA, fuldstændige duplikater. Celleprøver fra rumvæsnernes frosne genbanke er placeret i enhederne. Nogen enheder indeholder mennesker eller kropsdele. Det er muligt at det også er tiltænkt at benytte disse kloningenheder til at skabe en slags rumvæsen-menneskehybrid." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Ved at udnytte Molekylære Kontrol Implantater i kranierne på alle rumvæsner er disse maskiner istand til at injektere information direkte ind i hjernen. Friskklonede rumvæsner er bragt til disse enheder og får racehukommelser and alle videnskabelige eller kampinformationer downloaded direkte ind i deres tomme hjerner." STR_ALIEN_IMPLANTER_UFOPEDIA: "Denne enhed bruges ofte til at udstyre rumvæsner med Molekylære Kontrol Implantater, befrugte reproducerende racer og indsætte eller fjerne organer og elektronik fra væsner. Vi troede oprindeligt at processen var udført på bedøvede patienter, men disse er helt ved bevidsthed under processen og denne enhed ser uheldigvis til at passe perfekt til den menneskelige anatomi." STR_EXAMINATION_ROOM_UFOPEDIA: "Vi har nu bevis nok til at fastlå hvorfor rumvæsnerne fanger mennesker. De er ikke tiltænkt som føde, de bliver ikke befrugtet med rumvæsenfostre, istedet lader de til at udgøre fundamentet for en række væsner og kontrolsystemer. Rumvæsenteknologi er baseret på et fælles sind, et delt intellekt og menneskehjernen er en ideel beholder for disse systemer. Menneskets hjernevæv benyttes i de fleste rumvæsenbiologiske computerlagrings- og hentningssystemer, resterne bruges til at bygge og avle." STR_AQUA_PLASTICS_UFOPEDIA: "Rumvæsenubåde og konstruktioner udnytter et utrolig stærkt, fleksibelt og holdbart materiale for størstedelen af deres konstruktioner. Vand plastik er komplekst multi-bundne og Zrbite katalyseret materialer. Tæt, dog let, sustanset har en styrke der overgår selv titanium eller kevlar." STR_ZRBITE_UFOPEDIA: "Dette er en legering af rumvæsenoprindelse, del guld, del rumvæsenbiomateriale. Når det udnyttes som energikilde, vil selv små mængder generere mere energi end en 10 gange større nuklear enhed. Det er udover vores tekniske færdigheder at replikere dette materiale, da de flere at dets bestandele er af rumvæsen oprindelse." STR_ALIEN_ORIGINS_UFOPEDIA: "Rumvæsnerne angriber over hele kloden, med hensynsløs effektivitet. Vi kan ikke gennemskue deres kilde. Kunne det være dybt i havet, uigennemtrængeligt for vores lokalisering? Ikke alle organismerne vi er stødt på er rumvæsner, nogle er meget gamle, nogle er fra evolutionære veje, længe troet uddøet. Vi har at gøre med en trussel der har sovet i årtusinder, en subtil symbiose af mennesker og rumvæsner. Dybt i havene ligger et oldgammelt sted, som rumvæsnerne har brugt til at kontakte deres familie blandt stjernerne. Hvert af disse tolv steder indeholder en Synomium enhed, kraftfuld rumvæsenteknologi. Nu med deres krigsmaskine sat igang, genaktiverer rumvæsnerne disse steder for at udvide deres Molekylær Kontrolnet, vi må destruere disse steder, koste hvad det vil." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "For 65 millioner år siden blev et stort koloniskib sendt til jorden fra en fjern rumvæsenverden. Efterhånden som det enorme fartøj nærmede sig planeten, medførte en massiv og voldsom solstorm at navigationssystemerne fejlede. Forkrøblet og fejlramt faldt den enorme masse gennem stratosfæren for at dukke op i kridthimmelen. På jorden rettede utallige livsformer deres blik mod himlen, da deres nemesis pløjede sig ind i planeten. En stor støvklump tilstoppede atmosfæren, og da jorden blev afkølet, døde det dominerende liv, de mægtige dinosaurer. Men de 400 milliarder ton T'leth blev ikke ødelagt i kollisionen, sofistikerede supercomputere indledte en kryogensøvncyklus for skabningerne dybt i skibets indre. Mens æonerne forløb vækkede computere dele af rumvæsnerne for at forsøge at kommunikere med deres stjernefætre, alt dog forgæves for kernen i rumvæsenmagten sov videre." STR_TLETH_THE_ALIEN_CITY: "T'leth - Rumvæsnernes By" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth den kæmpe store rumvæsenkoloni ligger indlejret i Sigsbee Dybet, i den Mexikanske Golf. I hjertet af byen er en rumvæsensrædsel, så modbydelig og så kraftfuld at ikke engang døden kan tage den. I et kammer af rumvæsenmetal ligger en sovende form af den store drømmer, det Ultimative rumvæsen. Rejses T'leth over bølgerne vil hans genoplivningscyklus begynde, og rejser han sig først vil han være ustoppelig. Selvom den ikke er i live og på en eller anden måde ikke død, kontrollerer rumvæsensindet rumvæsenhæren. Den mærkelige teknologi af molekylær kontrol forbinder alle rumvæsner til det Ene sind og det Ene sind til alle rumvæsner. genetisk muteret rumvæsen/menneskefostre forsyner rumvæsensindet med energi og skaber en forbindelse mellem herskeren og hans subjekter. Myten om det Ultimative rumvæsen har eksisteret i hjertet og i sindet i menneskeheden for århundreder, havet har altid gemt på den ultimative sandhed." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRER PÅ STED-TID=5 Sek." STR_CANCEL_UC: "ANNULLER" STR_NONE: "Ingen" STR_UNKNOWN: "Ukendt" STR_POOR: "Dårligt" STR_AVERAGE: "Gennemsnitligt" STR_GOOD: "Godt" STR_EXCELLENT: "Fantastisk" STR_BUILD_NEW_BASE_UC: "BYG NY BASE" STR_BASE_INFORMATION: "BASEINFORMATION" STR_EQUIP_CRAFT: "UDSTYR UBÅD" STR_BUILD_FACILITIES: "BYG FACILITETER" STR_RESEARCH: "FORSKNING" STR_MANUFACTURE: "PRODUCER" STR_TRANSFER_UC: "OVERFØR" STR_PURCHASE_RECRUIT: "KØB/ANSÆT" STR_SACK: "FYR" STR_SELL_SACK_UC: "SÆLG/FYR" STR_GEOSCAPE_UC: "LANDKORT" STR_NAME: "Navn" STR_AREA: "Område" STR_BUILD_NEW_BASE: "Byg Ny Base" STR_CANCEL: "Annuller" STR_COST_UC: "PRIS>" STR_CONSTRUCTION_TIME_UC: "KONSTRUKTIONSTID>" STR_DAY: one: "{N} dag" other: "{N} dage" STR_HOUR: one: "{N} time" other: "{N} timer" STR_MAINTENANCE_UC: "VEDLIGEHOLDELSE>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "NUVÆRENDE FORSKNING" STR_SCIENTISTS_AVAILABLE: "Forskere til Rådighed>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Forskere Tildelt>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratorieplads til Rådighed>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSKNINGSPROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "FORSKERE TILDELT" STR_PROGRESS: "FREMDRIFT" STR_NEW_PROJECT: "Nyt projekt" STR_CANCEL_PROJECT: "AFBRYD PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NYE FORSKNINGSPROJEKTER" STR_SCIENTISTS_AVAILABLE_UC: "FORSKERE TIL RÅDIGHED>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "TILGÆNGELIG LABORATORIEPLADS>{ALT}{0}" STR_INCREASE: "Flere" STR_DECREASE: "Færre" STR_START_PROJECT: "START PROJEKT" STR_CURRENT_PRODUCTION: "NUVÆRENDE PRODUKTION" STR_ENGINEERS_AVAILABLE: "Teknikere til Rådighed>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Teknikere Tildelt>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Tilgængelig Værkstedsplads>{ALT}{0}" STR_CURRENT_FUNDS: "Nuværende Midler>{ALT}{0}" STR_ITEM: "UDSTYR" STR_ENGINEERS__ALLOCATED: "Teknikere Tildelt" STR_UNITS_PRODUCED: "Enheder Produceret" STR_TOTAL_TO_PRODUCE: "I alt til Produktion" STR_COST__PER__UNIT: "Pris{NEWLINE}per{NEWLINE}Enhed" STR_DAYS_HOURS_LEFT: "Resterende Dage/Timer" STR_NEW_PRODUCTION: "Ny produktion" STR_PRODUCTION_ITEMS: "Enheder der kan produceres" STR_CATEGORY: "KATEGORI" STR_START_PRODUCTION: "START PRODUKTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Teknikertimer til at fremstille en enhed" STR_COST_PER_UNIT_: "Pris pr. enhed>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Påkrævet arbejdsareal>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIELLE MATERIALER ER KRÆVET" STR_ITEM_REQUIRED: "UDSTYR KRÆVET" STR_UNITS_REQUIRED: "ENHEDER KRÆVET" STR_UNITS_AVAILABLE: "ENHEDER TIL RÅDIGHED" STR_STOP_PRODUCTION: "STOP PRODUKTION" STR_ENGINEERS_AVAILABLE_UC: "TEKNIKERE TIL RÅDIGHED>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VÆRKSTEDSAREAL TIL RÅDIGHED>{ALT}{0}" STR_MONTHLY_PROFIT: "MÅNEDLIG PROFIT>{ALT}{0}" STR_INCREASE_UC: "FLERE" STR_DECREASE_UC: "FÆRRE" STR_UNITS_TO_PRODUCE: "Enheder at Producere" STR_PURCHASE_HIRE_PERSONNEL: "Køb/Ansæt Personale" STR_COST_OF_PURCHASES: "Pris for Indkøb>{ALT}{0}" STR_COST_PER_UNIT_UC: "PRIS PER ENHED" STR_QUANTITY_UC: "ANTAL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "TILGÆNGELIG PERSONALE:PERSONALE I ALT>" STR_SOLDIERS: "Dykkere" STR_SCIENTISTS: "Forskere" STR_ENGINEERS: "Teknikere" STR_SPACE_USED_SPACE_AVAILABLE: "ANVENDT PLADS:TILGÆNGELIG PLADS>" STR_LIVING_QUARTERS: "Beboelsesrum" STR_STORES: "Lager" STR_LABORATORIES: "Laboratorier" STR_WORK_SHOPS: "Værksted" STR_HANGARS: "Flyvende Ubådsbunkere" STR_SHORT_RANGE_DETECTION: "Kortrækkende Sonar" STR_DEFENSE_STRENGTH: "Forsvarsstyrke" STR_TRANSFERS_UC: "OVERFØRSLER" STR_TRANSFERS: "Overførsler" STR_ARRIVAL_TIME_HOURS: "Ankomsttid (timer)" STR_COST_: "Pris>{ALT}{0}" STR_AREA_: "Område>{ALT}{0}" STR_BASE_NAME: "Basenavn?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VÆLG LUFT-SLUSENS PLACERING" STR_TRANSFER: "Overfør" STR_AMOUNT_TO_TRANSFER: "MÆNGDE DER SKAL OVERFØRES" STR_SELECT_DESTINATION_BASE: "Vælg Destinationsbase" STR_COST: "Pris" STR_INTRO_1: "Ophavsret 1995 MicroProse" STR_INTRO_2: "Mars: Cydonias fald." STR_INTRO_3: "Et triumferende X-Com, der har destrueret selve kerne i rumvæsenkrigsmaskinen, fyrer afsted hjemad. Men, alt er ikke dødt i den sønderrevne Marsbase." STR_INTRO_4: "En kraftfuld tachyon stråle strømmer fra resterne af det Cydonianske nervecenter - drøner gennem tomrummet. Dens destination............" STR_INTRO_5: "Jorden." STR_INTRO_6: "Dybt i havet rammer strålen en længe afventende receptor. Omfattende, sovende computere begynder at vågne. I dybet, væk fra menneskeøjne, begynder omfattende kamre af sovende rumvæsner deres lange genoplivningscyklus." STR_INTRO_7: "2040: En ignorant jord. Terroren fra rumvæsenkrigen er glemt. Men i glemte og skjulte områder af havet, er rumvæsenhorderne klar - klar til at overrumple menneskene og overtage verden." STR_INTRO_8: "Rumvæsnerne slår til mod menneskeheden; søger eksemplarer til deres forskruede eksperimenter; Driver rovdrift på verden for værdigfulde mineraler og ressourcer; og plyndrer havene. Og så retter rumvæsnerne deres sigte til over bølgerne." STR_INTRO_9: "Kraftfulde flyvende ubåde af mærkeligt design pløjer gennem havene - spejder, søger, jager........." STR_INTRO_10: "Finder ofre de kan angribe." STR_INTRO_11: "Underlige nye våben er sat ind for at beskytte vores forsvarløse verden. Vi er fuldstændigt i rumvæsentruslens nåde.{NEWLINE}Kun én organisation kan redde os; men, vi vendte dem ryggen for lang tid siden......" STR_INTRO_12: "X-Com Eksperimentiel Undervandsfacilitet" STR_INTRO_13: "'Mayday! Mayday!' 'Dette er den transatlantiske færge Hyperion'. 'Vi er under angreb'. 'Mayday! Mayd............'" STR_INTRO_14: "'Kommandokontrol til Ubådsbunker Et: Åben havdørene', 'udsæt Barracuda Nul Et. Vi har en rumvæsenangrebssituation - betingelse Rød'.{NEWLINE}'Jeg gentager: betingelse Rød'" STR_INTRO_15: "Rumvæsnerne er hensynsløse i deres effektivitet ..." STR_INTRO_16: "...klippefast i deres præcision" STR_INTRO_17: "»Barracuda Nul Et til basen« - »nærmer os resterne af Hyperion«." STR_INTRO_18: "'Decelererer'.{NEWLINE}'To meter'{NEWLINE}'En meter'{NEWLINE}'Alle dykkere forbered til øjeblikkelig indsættelse'." STR_INTRO_19: "...........'Luftsluse klargjort'...'nærmer os vraget'.{NEWLINE}'Ved den hellige!'{NEWLINE}'Ser du de skabninger på mit kropskamera?'" STR_GAMEOVER_1: "Vi har fejlet, rumvæsnerne har udslettet vores sidste håb for frelse.{NEWLINE}X-Com er ødelagt og jorden ligger på knæ for den oldgamle fjendes fødder." STR_GAMEOVER_2: "T'leth tordner højt oppe i stratosfæren og begynder at bevæge sig henover verdens overflade. Udløsende død og høstende resterne af menneskeracen. Dybt inde i dets tarme, begynder den morderiske rumvæsenhjerne at opildne sig selv." STR_GAMEOVER_3: "I hovedstaderne i alle nationer udtænkes desperate planer. Alt er forgæves, uden teknologien udvundet af X-Com udviklingsprojekterne er vores våben virkningsløse." STR_GAMEOVER_4: "Rumvæsnerne sætter baser på polarisen og begynder at smelte isen, verden vil blive til et stort hav. Resterne af menneskeracen rundes op og udnyttes i modbydelige parringseksperimenter til ukendte rumvæsenformål. Himlen bliver mørk og en mægtig pestilens omslutter landet på jorden." STR_GAMEOVER_5: "Vi kan ikke tilbyde at gøre modstand overfor den nye verdensorden, dem der forsøger vil møde en brændende skæbne fra de ufattelige rumvæsenvåben. For resten af os vil der ikke være nogen sådan velsignet afgang, moder jord bliver en rumvæsenverden og menneskeheden er tabt under en kravlende rædsel." STR_OUTRO_1: "Graven, sønderrevet og decimeret, et boblende skrål kommer fra kisten i dets center.{NEWLINE}Fjolser I vil alle dø...................." STR_OUTRO_2: "................. ingen kan undslippe." STR_OUTRO_3: "En kæmpestor eksplosion bryder ud fra gravene og den løber igennem byen, rester og røg fylder luften. Rumvæsnernes plan er forpurret........" STR_OUTRO_4: "Det snoede massive T'leth begynder at sprænges. Flammer og røg spyr ud fra dets glinsende spir og adamantium haller." STR_OUTRO_5: "Den mægtige rumvæsenskjul falder mod havet, skrigene af tortureret metal og sjæle fylder luften. Den Store Srømmer vil ikke længere drømme om at erobre verden." STR_OUTRO_6: "Et sidste øresplittende slag af lyd og T'leth flår sig selv i stykker.{NEWLINE}Rumvæsentruslen er væk, jorden er renset.................." STR_OUTRO_7: "En søvnig blå-grøn planet, i et fjernt hjørne af galaksen." STR_OUTRO_8: "Den kommende fremtid, et sikkert sted at være." STR_OUTRO_9: "Rumvæsnernes trussel mod jorden er blevet fjernet." STR_OUTRO_10: "Store metropoler som byer er hjem for billioner af mennesker." STR_OUTRO_11: "X-com og krigene mod rumvæsnerne er blevet til børnehistorier." STR_OUTRO_12: "Men legender har altid haft en evne til at indeholde en snert af sandhed ......." STR_RISE_1: "T'leth, kaldt mange ting i mange legender fra mange lande." STR_RISE_2: "Med et eksplosivt skrig der giver genlyd på tværs af globen T'leth begynder at rejse sig fra havbunden." STR_RISE_3: "Den enorme konstruktion stormer gennem vandet i den Mexikanske Golf." STR_RISE_4: "400 milliarder tons af rumvæsenmetal, den mægtige rumvæsenby hvori kroppen af det Ultimative rumvæsen sover. Efter at være fanget på jorden i 65 millioner år, begynder denne modbydelige rum Gud at røre på sig." STR_RISE_5: "Vandet koger og pisker idet den Store Drømmer's grav kommer til syne i lyset................" STR_RISE_6: ".........et kortlivet lys, medmindre X-Com kan destruere denne rumvæsenskrigsmaskine." STR_YOU_HAVE_FAILED: "Du har fejlet i at stoppe rumvæsenskrigsmaskinen. De finansierende organisationer, desillusioneret med din evne forsøger at forhandle en ikke-militær løsning med rumvæsnerne. De invaderende har en meget anderledes agenda og snart vil hele verden være klar over sandheden..." STR_TOTAL_UC: "I ALT" STR_INCOME: "Indtægter" STR_EXPENDITURE: "Udgifter" STR_MAINTENANCE: "Vedligeholdelse" STR_BALANCE: "Resultat" STR_UFO_ACTIVITY_IN_AREAS: "Rumvæsenaktivitet i Have" STR_UFO_ACTIVITY_IN_COUNTRIES: "Rumvæsenaktivitet i Zoner" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com-aktivitet i Have" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com-aktivitet i Zoner" STR_FINANCE: "Finanser" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "i 1.000 kr." STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Ikke nok specielle materialer til at fremstille{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Ikke nok penge til at producere{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktion af{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}er færdig" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktion af{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}er færdig" STR_OK_5_SECONDS: "OK - 5 sek." STR_RESEARCH_COMPLETED: "Forskning Fuldendt" STR_VIEW_REPORTS: "GENNEMSE RAPPORTER" STR_WE_CAN_NOW_RESEARCH: "Vi kan nu forske i" STR_WE_CAN_NOW_PRODUCE: "Vi kan nu producere" STR_SUNDAY: "SØNDAG" STR_MONDAY: "MANDAG" STR_TUESDAY: "TIRSDAG" STR_WEDNESDAY: "ONSDAG" STR_THURSDAY: "TORSDAG" STR_FRIDAY: "FREDAG" STR_SATURDAY: "LØRDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ikke tilstrækkelig {0} til at tanke {1} på {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ikke nok {0} til at udruste {1} på {2}" STR_UFO_IS_NOT_RECOVERED: "Rumvæsenubåd blev ikke bjærget" STR_UFO_IS_RECOVERED: "Rumvæsenubåd blev bjærget" STR_CRAFT_IS_LOST: "Flyvende Ubåd mistet" STR_TERROR_CONTINUES: "Rumvæsenaktivitet fortsætter" STR_ALIENS_DEFEATED: "Rumvæsner besejret" STR_BASE_IS_LOST: "Base er tabt" STR_BASE_IS_SAVED: "Base er reddet" STR_ALIEN_BASE_STILL_INTACT: "Rumvæsnernes Koloni er stadig intakt" STR_ALIEN_BASE_DESTROYED: "Rumvæsnernes Koloni er ødelagt" STR_ALIENS_KILLED: "RUMVÆSNER DRÆBT" STR_ALIEN_CORPSES_RECOVERED: "FUNDNE RUMVÆSENLIG" STR_LIVE_ALIENS_RECOVERED: "RUMVÆSNER FANGET I LIVE" STR_ALIEN_ARTIFACTS_RECOVERED: "UDSTYR FRA RUMVÆSNER BJÆRGET" STR_ALIEN_BASE_CONTROL_DESTROYED: "RUMVÆSNERNES KONTROLBASE ER ØDELAGT" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "RUMVÆSEN SYNOMIUM ENHED DESTRUERET" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "KUNNE IKKE ØDELÆGGE SYNOMIUMENHED" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILE DRÆBT AF RUMVÆSNER" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILE DRÆBT AF X-COM-SOLDATER" STR_CIVILIANS_SAVED: "CIVILE REDDET" STR_XCOM_OPERATIVES_KILLED: "X-COM-SOLDATER DRÆBT" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM-SOLDATER FORSVUNDET I KAMP" STR_TANKS_DESTROYED: "X-COM-VÅBENPLATFORM ØDELAGT" STR_XCOM_CRAFT_LOST: "X-COM-UNDERVANDSBÅD MISTET" STR_UFO_RECOVERY: "RUMVÆSENUBÅDSBJÆRGNING" STR_ALIEN_BASE_RECOVERY: "RUMVÆSENKOLONIBJÆRGNING" STR_BASE_UNDER_ATTACK: "{0} under angreb!" STR_BASE_DEFENSES_INITIATED: "BASEFORSVAR INITIERET" STR_GRAV_SHIELD_REPELS_UFO: "SKJOLD AFVÆRGER RUMVÆSENUBÅD!" STR_FIRING: "SKYDER" STR_HIT: "RAMT!" STR_UFO_DESTROYED: "RUMVÆSENUBÅD ØDELAGT!" STR_MISSED: "FORBIER!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sælg Udstyr/Fyr Personale" STR_VALUE_OF_SALES: "SALGSVÆRDI> {ALT}{0}" STR_FUNDS: "MIDLER> {ALT}{0}" STR_SELL_SACK: "Sælg/Fyr" STR_VALUE: "Værdi" STR_CRAFT_: "FLYVENDE UBÅD> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RUMVÆSENUBÅDSSTYRTBJÆRGNING" STR_UFO_CRASH_RECOVERY_BRIEFING: "VÆR FORSIGTIG - Der vil være rumvæsner i ubåden og rundt omkring stedet. Denne mission vil være succesfuld når alle fjendtlige enheder er blevet elimineret eller neutraliseret. Bjærgning af rester fra rumvæsenubåden, teknologi og rumvæsenlig kan så påbegyndes. For at afbryde missionen skal du returnere X-Com-dykkerne til ubåden og klikke på ikonet »Afbryd mission«." STR_UFO_GROUND_ASSAULT: "ANGREB MOD RUMVÆSENUBÅD" STR_UFO_GROUND_ASSAULT_BRIEFING: "Udforsk landingsstedet, og hvis det er muligt, skaf dig adgang til rumvæsnernes ubåd. Missionen vil være en succes, når alle fjendtlige enheder er blevet elimineret eller neutraliseret. Bjærgning af rumvæsenubåd, udstyr og rumvæsenernes lig kan derefter igangsættes. For at afbryde missionen skal du returnere dine X-Com-dykkere til transportflyet og klikke på ikonet »Afbryd mission«." STR_BASE_DEFENSE: "BASEFORSVAR" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Et af rumvæsnernes fartøjer er landet i området. Vores base er i alvorlig fare. Som standardprocedure er alt ikkemilitært personel og funktionelle X-Com-ubåde blevet evakueret. Rumvæsnerne vil angribe basen via ubådsåbningerne eller luftslusen. Forsvar basen og dens vitale installationer uanset omkostningerne - dette er en kamp til døden. Hvis du klikker på ikonet »afbryd mission« bliver du besejret og mister basen." STR_ALIEN_COLONY_ATTACK_MISSION: "ANGREBSMISSION MOD RUMVÆSENKOLONI" STR_ALIEN_BASE_ASSAULT: "RUMVÆSENKOLONI - DEL ET" STR_ALIEN_COLONY_P1_BRIEFING: "Denne mission er et angreb på en rumvæsenkoloni. Der er to niveauer på dette sted, få alle dykkerne til den glødende udgang i det første kompleks og klik på ikonet »Afbryd mission« for at fortsætte. Efterladt udstyr vil forblive på søbunden indtil det andet niveau er klaret. For at afbryde missionen skal du returnere X-Com-dykkerne til ubåden og klikke på ikonet »Afbryd mission«." STR_ALIEN_COLONY_P2: "RUMVÆSENKOLONI - DEL TO" STR_ALIEN_COLONY_P2_BRIEFING: "Du har overvundet det første niveau og er gået ind i hjertet af kolonien. Missionen er at destruere kontrolcenteret, Synomium Enheden, eller eliminér alle rumvæsner. For at afbryde, så placer alle dykkerne tilbage på liften og klik på 'Afbryd Mission' ikonet. Alt gyldigt X-Com udstyr vil blive returneret til basen." STR_ALIENS_LAUNCH_PORT_TERROR: "RUMVÆSNERNE STARTER{NEWLINE}ET HAVNEANGREB PÅ" STR_PORT_TERROR: "RUMVÆSNER STARTER HAVNEANGREB" STR_PORT_TERROR_BRIEFING: "Rumvæsnerne har startet et angreb mod et landmål. Havnen og dens civile befolkning er i fare. Din kampenhed skal eliminere alle rumvæsnerne og beskytte de uskyldige tilskuere fra rumvæsnernes angreb. For at afslutte placeres dykkerne i den flyvende ubåd og der klikkes på ikonet »Afbryd mission«." STR_ALIENS_LAUNCH_ISLAND_TERROR: "RUMVÆSNERNES STARTER{NEWLINE}ET ANGREB MOD ØEN" STR_ISLAND_TERROR: "RUMVÆSNER STARTER Ø-ANGREB" STR_ISLAND_TERROR_BRIEFING: "Rumvæsner har startet et angreb mod et overflademål. Øen og dens civile befolkning er i fare. Din kampenhed skal eliminere alle rumvæsner og beskytte de uskyldige civile fra dette rumvæsenangreb. For at afslutte, placeres dykkerne i den flyvende ubåd og der klikkes på ikonet »Afbryd mission«." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "RUMVÆSNERNE ANGRIBER{NEWLINE}EN SEJLRUTE" STR_CARGO_SHIP_P1: "LASTSKIB DEL ET" STR_CARGO_SHIP_P2: "LASTSKIB DEL TO" STR_CRUISE_SHIP_P1: "KRYDSTOGTSKIB DEL ET" STR_CRUISE_SHIP_P2: "KRYDSTOGTSKIB DEL TO" STR_SHIP_RESCUE_MISSION: "SKIBREDNINGSMISSION" STR_SHIP_RESCUE_P1_BRIEFING: "Denne mission er en insektjagt, eliminer alle rumvæsnerne på skibet, og sikr dig at de civile på skibet overlever. Rumvæsnerne er spredt over dækkene og på dækkene, sikr de øverste dæk før du går til de nedre. For at afslutte, placeres dykkerne i den flyvende ubåd og der klikkes på ikonet »Afbryd mission«." STR_SHIP_RESCUE_P2_BRIEFING: "Nu hvor det øvre dæk er ryddet, skal der fortsættes mod de nedre dæk. Via vareliften kan du komme længere ned. Din kampenhed skal eliminere alle rumvæsnerne på dette niveau for at fuldføre missionen. For at afslutte placeres dykkerne på liften og der klikkes på ikonet »Afbryd mission«." STR_ALIEN_ACTIVITY_DETECTED: "RUMVÆSENAKTIVITET REGISTRERET" STR_ALIEN_CONTACT_SITE_MISSION: "MISSION TIL RUMVÆSENKONTAKTSTED" STR_ARTIFACT_SITE_P1: "RUMVÆSENKONTAKTSTED DEL ET" STR_ARTIFACT_SITE_P1_BRIEFING: "Denne mission er et angreb på en nyligt aktiveret rumvæsen kommunikationssted. Der er 2 niveauer på stedet, havbunden med dets rumvæsenpyramider og en gemt rumvæsenkompleks. Få alle dykkerne til indgangen af komplekset og klik på 'Afbryd Mission' ikonet for at fortsætte. For at Afbryde, så placer alle dykkere inde i den flyvende ubåd og klik på 'Afbryd Mission' ikonet." STR_ARTIFACT_SITE_P2: "RUMVÆSENKONTAKTSTED DEL TO" STR_ARTIFACT_SITE_P2_BRIEFING: "Efter at have bekæmpet de ydre rumvæsenstrukturer og sat fod i komplekset, er missionens mål klare. Penetrér hjertet af rumvæsenfaciliteten og destruer Synomium Molekylær Kontrolenheden for at fuldføre missionen. For at afbryde, så placer alle dykkerne tilbage på liften og klik 'Afbryd Mission' ikonet." STR_SIGSBEE_DEEP_MISSION: "SIGBEE DYBMISSION{NEWLINE}RUMVÆSEN BY NIVEAU ET" STR_TLETH_P1_BRIEFING: "Vi træder ind i det ukendte, herfra kan hvad som helst ske. Vi ved der er to videre niveauer i rumvæsenbyen og din kampenhed må skynde sig til udgangen af dette niveau for at komme til næste niveau. Placer alle dykkere ved udgangen og klik 'Afbryd Mission' ikonet for at fortsætte. Afbryder du et andet sted, vil missionen afsluttes." STR_TLETH_ATTACK_MISSION: "T'LETH ANGREBSMISSION{NEWLINE}RUMVÆSEN BY NIVEAU TO" STR_TLETH_P2_BRIEFING: "Videre ind i det ukendte, herfra kan hvad som helst ske. Vi ved der er ét videre niveau i rumvæsenbyen og din kampenhed må skynde sig til udgangen af dette niveau for at komme til næste niveau. Placer alle dykkere ved udgangen og klik 'Afbryd Mission' ikonet for at fortsætte. Afbryder du et andet sted, vil missionen afsluttes." STR_FINAL_TLETH_MISSION: "ENDELIG T'LETH MISSION{NEWLINE}RUMVÆSEN BY NIVEAU TRE" STR_TLETH_P3_BRIEFING: "Enden er nær, herfra leder vi efter det Ultimative rumvæsen i krypten. Destruer de 8 energikilder til graven for at gøre en ende på rumvæsentruslen. Giv ikke op nu! Afbryder du, bliver missionen afsluttet." STR_TLETH_P1: "RUMVÆSEN BY NIVEAU ET" STR_TLETH_P2: "RUMVÆSEN BY NIVEAU TO" STR_TLETH_P3: "RUMVÆSEN BY NIVEAU TRE" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "INGEN LEDIGE UBÅDSBUNKERE TIL FARTØJSPRODUKTION!{SMALLLINE}Hver Flyvende Ubåd tildelt en base, overført til en base, købt eller konstrueret bruger én Ubåd Hal. Byg en ny Ubåd Hal eller overfør en ubåd til en anden base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "INGEN LEDIGE UBÅDSBUNKERE TIL INDKØBET!{SMALLLINE}Hver Flyvende Ubåd tildelt en base, overført til en base, købt eller konstrueret bruger én Ubåd Hal. Byg en ny Ubåd Hal eller overfør en ubåd til en anden base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "INGEN LEDIGE UBÅDSBUNKERE TIL OVERFØRSEL!{SMALLLINE}Hver Flyvende Ubåd tildelt en base, overført til en base, købt eller konstrueret bruger én Ubåd Hal. Byg en ny Ubåd Hal eller overfør en ubåd til en anden base." STR_CANNOT_BUILD_HERE: "DU KAN IKKE BYGGE HER!{SMALLLINE}Du er nødt til at bygge ved siden af en eksisterende kapsel." STR_NO_FREE_ACCOMODATION: "INGEN LEDIGE RUM!{SMALLLINE}Destinationsbasen har ikke plads nok i beboelsesområdet." STR_NOT_ENOUGH_WORK_SPACE: "IKKE NOK TILGÆNGELIGT ARBEJDSAREAL!{SMALLLINE}Byg et nyt værksted eller reducer arbejdet på andre projekter." STR_NOT_ENOUGH_MONEY: "IKKE NOK PENGE!" STR_NOT_ENOUGH_STORE_SPACE: "IKKE NOK LAGERRUM!{SMALLLINE}Byg et nyt lagerrum eller overfør eksisterende udstyr til andre baser." STR_NOT_ENOUGH_LIVING_SPACE: "IKKE NOK BEBOELSESRUM!{SMALLLINE}Byg nye beboelsesområder eller overfør personale til andre baser." STR_LAUNCH_INTERCEPTION: "PÅBEGYND ANGREB" STR_CRAFT: "FARTØJ" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "KLAR" STR_OUT: "UDE" STR_REPAIRS: "REPARATIONER" STR_REFUELLING: "TANKER OP" STR_REARMING: "GENLADER" STR_TARGET: "MÅL: {0}" STR_WAY_POINT: "VIA-PUNKT" STR_ARE_YOU_SURE_CYDONIA: "Er du sikker på, at du vil sende denne ubåd på en mission til T'leth?" STR_YES: "JA" STR_NO: "NEJ" STR_SELECT_DESTINATION: "VÆLG DESTINATION" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "VÆLG PLACERING AF NY BASE" STR_RETURN_TO_BASE: "RETURNER TIL BASEN" STR_SELECT_NEW_TARGET: "VÆLG NYT MÅL" STR_PATROL: "PATRULJÉR" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESKADIGET - RETURNERER TIL BASEN" STR_LOW_FUEL_RETURNING_TO_BASE: "LAVT BRÆNDSTOFNIVEAU - RETURNERER TIL BASEN" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION FULDENDT - RETURNERER TIL BASEN" STR_PATROLLING: "PATRULJERER" STR_TAILING_UFO: "FORFØLGER RUMVÆSENUBÅD" STR_INTERCEPTING_UFO: "ANGRIBER RUMVÆSENUBÅD-{0}" STR_RETURNING_TO_BASE: "RETURNERER TIL BASEN" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "FART>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAKSIMAL FART>{ALT}{0}{ALT}" STR_ALTITUDE_: "DYBDE>{ALT}{0}" STR_AIRBORNE: "LUFTBÅREN" STR_VERY_LOW: "LAVVANDET" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "DYB" STR_VERY_HIGH: "MEGET DYB" STR_FUEL: "BRÆNDSTOF>{ALT}{0}" STR_WEAPON_ONE: "VÅBEN-1>{ALT}{0}" STR_NONE_UC: "INGEN" STR_ROUNDS_: "SKUD>{ALT}{0}" STR_WEAPON_TWO: "VÅBEN-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "FLYVENDE UBÅD" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAVN" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "BESÆTNING" STR_EQUIPMENT_UC: "UDSTYR" STR_ARMOR: "PANSER" STR_MAX: "MAKS>{ALT}{0}" STR_ROOKIE: "Marineelev" STR_SQUADDIE: "Marinekonstabel" STR_SERGEANT: "Marineoverkonstabel" STR_CAPTAIN: "Løjtnant" STR_COLONEL: "Øverstbefalende" STR_COMMANDER: "Kaptajn" STR_SELECT_SQUAD_FOR_CRAFT: "Vælg Kampenhed til {0}" STR_SORT_BY: "SORTER EFTER..." STR_ORIGINAL_ORDER: "OPRINDELIG RÆKKEFØLGE" STR_MISSIONS2: "MISSIONER" STR_KILLS2: "DRAB" STR_WOUND_RECOVERY2: "SÅRGENDANNELSE" STR_SPACE_AVAILABLE: "TILGÆNGELIG PLADS>{ALT}{0}" STR_SPACE_USED: "ANVENDT PLADS>{ALT}{0}" STR_SPACE_USED_UC: "ANVENDT PLADS" STR_RANK: "RANG" STR_WOUNDED: "SÅRET" STR_EQUIPMENT_FOR_CRAFT: "Udstyr til {0}" STR_DEFENSE_VALUE: "Forsvarsværdi" STR_HIT_RATIO: "Træfningssucces" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}parat til{NEWLINE}landing nær{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Begynd Mission?" STR_SELECT_ARMAMENT: "Vælg Udrustning" STR_AMMUNITION_AVAILABLE: "AMMUNITION TIL RÅDIGHED" STR_ARMAMENT: "BEVÆBNING" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "VÆLG PANSER FOR{NEWLINE}{ALT}{0}" STR_TYPE: "TYPE" STR_PLASTIC_AQUA_ARMOR_UC: "PLASTISK VAND PANSER" STR_ION_ARMOR_UC: "ION PANSER" STR_MAGNETIC_ION_ARMOR_UC: "MAGNETISK ION PANSER" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Denne panser udnytter den nyligt fundne rumvæsensubstans, Vand-plastik, og sikrer at vores dykkere får en reel chance mod rumvæseninvasionen." STR_ION_ARMOR_UFOPEDIA: "En kraftfuld ny beskyttelse til dykkere, denne panser er drevet af en ION energikilde, og forstærker væsentligt farten og styrken af brugeren, den giver den bedste beskyttelse til dato for kamptropper." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "En forbedring til ION panser, der inkorporerer den Magnetiske System teknologi, der tillader fuld bevægelig frihed i undervandsmiljøer." STR_SELECT_ARMOR: "Vælg Panser" STR_NORTH: "NORD" STR_NORTH_EAST: "NORDØST" STR_EAST: "ØST" STR_SOUTH_EAST: "SYDØST" STR_SOUTH: "SYD" STR_SOUTH_WEST: "SYDVEST" STR_WEST: "VEST" STR_NORTH_WEST: "NORDVEST" STR_SELECT_ACTION: "VÆLG HANDLING" STR_CONTINUE_INTERCEPTION_PURSUIT: "FORTSÆT FORFØLGELSEN AF UFOEN" STR_PURSUE_WITHOUT_INTERCEPTION: "EFTERFØLG UDEN AT ANGRIBE" STR_VERY_LARGE: "MEGET STOR" STR_LARGE: "STOR" STR_MEDIUM_UC: "MELLEM" STR_SMALL: "LILLE" STR_VERY_SMALL: "MEGET LILLE" STR_GROUNDED: "LANDET" STR_DETECTED: "Detekteret" STR_SIZE_UC: "STØRRELSE" STR_ALTITUDE: "DYBDE" STR_HEADING: "RETNING" STR_SPEED: "FART" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRER PÅ RUMVÆSENUBÅD-TID=5 Sek." STR_TRACKING_LOST: "SIGNAL MISTET" STR_REDIRECT_CRAFT: "OMDIRIGER FARTØJ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "FORTSÆT TIL SIDST KENDTE POSITION FOR RUMVÆSNERNES UBÅD" STR_UFO_: "RUMVÆSENUBÅD-{0}" STR_ALIEN_BASE_: "RUMVÆSENKOLONI-{0}" STR_CRASH_SITE_: "NEDSTYRTNINGSOMRÅDE-{0}" STR_LANDING_SITE_: "NEDSTYRTNINGSSTED-{0}" STR_WAY_POINT_: "VIA-PUNKT-{0}" STR_TERROR_SITE: "TERRORSTED-{0}" STR_ARTIFACT_SITE: "UDSTYRSOMRÅDE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}er ankommet{NEWLINE}{1}" STR_NOW_PATROLLING: "Patruljerer nu" STR_ALIEN_ORIGINS: "Rumvæsnernes Oprindelse" STR_THE_ULTIMATE_THREAT: "Den Ultimative Trussel" STR_TLETH_ALIEN_CITY: "T'leth, Rumvæsnernes By" STR_UFOPAEDIA: "UFOpædi" STR_XCOM_CRAFT_ARMAMENT: "X-COM-FARTØJER & VÅBEN" STR_HEAVY_WEAPONS_PLATFORMS: "UNDERVANDSVÅBENSYSTEMER" STR_WEAPONS_AND_EQUIPMENT: "GENERELT UDSTYR" STR_ALIEN_ARTIFACTS: "VANDUDSTYR" STR_BASE_FACILITIES: "X-COM-FACILITETER" STR_ALIEN_LIFE_FORMS: "RUMVÆSNER" STR_ALIEN_RESEARCH_UC: "RUMVÆSENTEKNOLOGI" STR_UFO_COMPONENTS: "NYE UNDERVANDSTEKNOLOGIER" STR_UFOS: "RUMVÆSENUBÅDE" STR_SELECT_ITEM: "VÆLG ENHED" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BRÆNDSTOFKAPACITET>{ALT}{0}{ALT}" STR_WEAPON_PODS: "VÅBENPLADSER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SKADE-KAPACITET>{ALT}{0}{ALT}" STR_CARGO_SPACE: "LASTRUM>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "KAPACITET FOR SVS>{ALT}{0}{ALT}" STR_DAMAGE: "Skade" STR_RANGE: "Rækkevidde" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Præcision" STR_RE_LOAD_TIME: "Ladetid" STR_SECONDS: "{0}er" STR_DAMAGE_ARMOR_PIERCING: "PANSERBRYDENDE" STR_DAMAGE_INCENDIARY: "FOSFOR" STR_DAMAGE_HIGH_EXPLOSIVE: "HØJEKSPLOSIV" STR_DAMAGE_LASER_BEAM: "GAUSS-STRÅLE" STR_DAMAGE_PLASMA_BEAM: "LYDBØLGE" STR_DAMAGE_STUN: "FRYS" STR_DAMAGE_MELEE: "NÆRKAMP" STR_DAMAGE_ACID: "SYRE" STR_DAMAGE_SMOKE: "RØG" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "TRÆFSIKKERHED" STR_TIME_UNIT_COST: "TE-FORBRUG" STR_DAMAGE_UC: "SKADE" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Hurtig" STR_SHOT_TYPE_AIMED: "Sigtet" STR_CONSTRUCTION_TIME: "Konstruktionstid" STR_CONSTRUCTION_COST: "Konstruktionsomkostninger" STR_MAINTENANCE_COST: "Vedligeholdelsesomkostninger" STR_LOW: "Lav" STR_MEDIUM: "Mellem" STR_HIGH: "Høj" STR_CRAFT_WEAPON: "Ubådsvåben" STR_CRAFT_AMMUNITION: "Ubådssammunition" STR_HEAVY_WEAPONS_PLATFORM: "Tungt Våbensystem" STR_WEAPON: "Våben" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Udstyr" STR_ALIEN_CORPSE: "Rumvæsenlig" STR_UFO_COMPONENT: "RUMVÆSENUBÅD-komponent" STR_PERSONAL_ARMOR: "Personlig vest" STR_RAW_MATERIALS: "Råmaterialer" STR_HWP_SOLID_HARPOON_BOLTS: "Massive Harpun Bolte" STR_ALIEN: "Rumvæsen" STR_AQUATOID: "Aquatoid" STR_GILLMAN: "Gællemand" STR_LOBSTERMAN: "Hummermand" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Dybhavsskabning" STR_BIODRONE: "Biodrone" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Hallucinoid" STR_XARQUID: "Xarquid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Øverstbefalende" STR_LIVE_NAVIGATOR: "Navigatør" STR_LIVE_MEDIC: "Samarit" STR_LIVE_TECHNICIAN: "Tekniker" STR_LIVE_SQUAD_LEADER: "Gruppeleder" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_AQUATOID_COMMANDER: "Aquatoid - Øverstbefalende" STR_AQUATOID_NAVIGATOR: "Aquatoid - Navigatør" STR_AQUATOID_MEDIC: "Aquatoid - Samarit" STR_AQUATOID_TECHNICIAN: "Aquatoid - Tekniker" STR_AQUATOID_SQUAD_LEADER: "Aquatoid - Gruppeleder" STR_AQUATOID_SOLDIER: "Aquatoid - Soldat" STR_GILLMAN_COMMANDER: "Gællemand Kommandør" STR_GILLMAN_TECHNICIAN: "Gællemand Teknikker" STR_GILLMAN_SQUAD_LEADER: "Gællemand Gruppeleder" STR_GILLMAN_SOLDIER: "Gællemand Soldat" STR_LOBSTERMAN_COMMANDER: "Hummermand - Øverstbefalende" STR_LOBSTERMAN_NAVIGATOR: "Hummermand - Navigatør" STR_LOBSTERMAN_TECHNICIAN: "Hummermand - Tekniker" STR_LOBSTERMAN_SQUAD_LEADER: "Hummermand - Gruppeleder" STR_LOBSTERMAN_SOLDIER: "Hummermand - Soldat" STR_TASOTH_SQUAD_LEADER: "Tasoth Gruppeleder" STR_TASOTH_SOLDIER: "Tasoth - Soldat" STR_CALCINITE_TERRORIST: "Calcinite - Terrorist" STR_DEEP_ONE_TERRORIST: "Dybhavsterrorist" STR_BIODRONE_TERRORIST: "Biodroneterrorist" STR_TENTACULAT_TERRORIST: "Tentaculat - Terrorist" STR_TRISCENE_TERRORIST: "Triscene - Terrorist" STR_HALLUCINOID_TERRORIST: "Hallucinoid - Terrorist" STR_XARQUID_TERRORIST: "Xarquid - Terrorist" STR_ION_BEAM_ACCELERATORS: "Ion-Stråle Acceleratorer" STR_MAGNETIC_NAVIGATION: "Magnetisk Navigation" STR_ALIEN_SUB_CONSTRUCTION: "Rumvæsenubådskonstruktion" STR_ALIEN_CRYOGENICS: "Rumvæsen Kryogener" STR_ALIEN_CLONING: "Rumvæsenkloning" STR_ALIEN_LEARNING_ARRAYS: "Rumvæsen Læringssystemer" STR_ALIEN_IMPLANTER: "Rumvæsen Implanterer" STR_EXAMINATION_ROOM: "Undersøgelseslokale" STR_AQUA_PLASTICS: "Vandplastik" STR_ALIEN_REANIMATION_ZONE: "Rumvæsen Genoplivningszone" STR_PLASTIC_AQUA_ARMOR: "Plastisk Vand-Panser" STR_ION_ARMOR: "Ion Panser" STR_MAGNETIC_ION_ARMOR: "Mag. Ion Panser" STR_HWP_AQUA_JET_MISSILES: "Vand Jet Torpedoer" STR_HWP_DISPLACER_PWT: "P.W. Torpedo" STR_GAUSS_TECH: "Gauss Teknologi" STR_NEW_FIGHTER_FLYING_SUB: "Ny Jæger Flyvende Ubåd" STR_NEW_FIGHTER_TRANSPORTER: "Nyt Kampfly/Transportfly" STR_THE_LATEST_FLYING_SUB: "Den Seneste Flyvende Ubåd" STR_ARMOR_PIERCING: "PANSERBRYDENDE" STR_COELACANTH_GAS_CANNON: "Coelacanth/G. Kanon" STR_COELACANTH_AQUA_JET: "Coelacanth/Vand Jet" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Fortrænger/Lydbølge" STR_DISPLACER_PWT: "Fortrænger/P.W.T." STR_AJAX_LAUNCHER: "Ajax-raketstyr" STR_DUP_HEAD_LAUNCHER: "D.U.P. Hoved Raketstyr" STR_CRAFT_GAS_CANNON: "Fartøj Gaskanon" STR_PWT_CANNON: "P.W.T. Kanon" STR_GAUSS_CANNON: "Gauss Kanon" STR_GAUSS_CANNON_AMMO: "Gauss Kanon - ammo" STR_SONIC_OSCILLATOR: "Lydoscillator" STR_AJAX_TORPEDOES: "Ajax Torpedoer" STR_DUP_HEAD_TORPEDOES: "D.U.P. Hoved Torpedoer" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gasskud(x50)" STR_SONIC_WAVE: "Lydbølge" STR_PULSE_WAVE_TORPEDOES: "P.W.T. ammo" STR_SOLDIER: "Dykker" STR_SCIENTIST: "Forsker" STR_ENGINEER: "Tekniker" STR_NORTH_ATLANTIC: "Nordatlanterhavet" STR_SOUTH_ATLANTIC: "Sydatlanterhavet" STR_NORTH_PACIFIC: "Nordlige Stillehav" STR_SOUTH_PACIFIC: "Sydlige Stillehav" STR_MEDITERRANEAN: "Middelhavet" STR_SOUTH_CHINA_SEA: "Sydkinesiske Hav" STR_INDIAN_OCEAN: "Indiske Ocean" STR_THE_EAST_SEA: "Det Japanske Hav" STR_NORTH_SEA: "Nordsøen" STR_CARRIBEAN: "Caribien" STR_ANTARCTIC: "Antarktis" STR_ARCTIC: "Arktis" STR_EURASIA: "Euroasien" STR_NORTH_AMERICA: "Nordamerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Maksimal Fart" STR_TRANSMISSION_RESOLVER_UC: "TRANSMISSIONSAFHJÆLPER" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHOVED" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "RUMVÆSENUBÅD" STR_AJAX: "AJAX" STR_DUP_HEAD: "D.U.P. HOVED" STR_CRAFT_GAS_CANNON_UC: "FARTØJSGASKANON" STR_PWT_CANNON_UC: "P.W.T.-KANON" STR_GAUSS_CANNON_UC: "GAUSSKANON" STR_SONIC_OSCILLATOR_UC: "LYDOSCILLATOR" STR_DAMAGE_CAPACITY: "Skadeskapacitet" STR_WEAPON_POWER: "Våbenkraft" STR_WEAPON_RANGE: "Våbenrækkevidde" STR_AIR_LOCK: "Luftsluse" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Værksted" STR_STANDARD_SONAR: "Standardsonar" STR_WIDE_ARRAY_SONAR: "Langtrækkende sonar" STR_TORPEDO_DEFENSES: "Torpedoforsvar" STR_GENERAL_STORES: "Lager" STR_ALIEN_CONTAINMENT: "Opb.rum til rumvæsner" STR_GAUSS_DEFENSES: "Gauss-forsvar" STR_SONIC_DEFENSES: "Lydforsvar" STR_PWT_DEFENSES: "P.W.T. Forsvar" STR_BOMBARDMENT_SHIELD: "Bombningsskjold" STR_MC_GENERATOR: "M.K. Generator" STR_MC_LAB: "M.K.-Lab" STR_TRANSMISSION_RESOLVER: "Transmissionsafhjælper" STR_SUB_PEN: "Undervandsbunker" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "SYNDIKAT EUROPA" STR_ARABIAN_BLOC: "DEN ARABISKE BLOK" STR_EGYPTIAN_CARTEL: "DET ÆGYPTISKE KARTEL" STR_AFRICA_CORP: "FIRMA AFRIKA" STR_BRAZILIAN_UNION: "DEN BRASILIANSKE UNION" STR_NEW_MEXICO: "NY MEXICO" STR_ASIAN_COALITION: "DEN ASIATISKE KOALITION" STR_SCANDINAVIA: "SKANDINAVIA" STR_NEO_JAPAN: "NEO-JAPAN" STR_FREE_CHINA: "FRIT KINA" STR_AUSTRALASIA: "AUSTRALASIEN" STR_FED_KOREA: "FØD. KOREA" STR_EURASIA_UC: "EUROASIA" STR_ICELANDIC_UNION: "ISLANDSKE UNION" STR_TANK: "Undervandsvåbensystemer" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Maj" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Internationale Relationer" STR_COUNTRY: "Land" STR_FUNDING: "Midler" STR_CHANGE: "Ændr" STR_WEAPON_SYSTEMS: "VÅBENSYSTEMER" STR_HWPS: "SVS'er" STR_DAMAGE_UC_: "ØDELÆGGELSE>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Luftslusen gør det muligt for udstyr og personer at komme ind og ud af den undersøiske base. Det er altid den første konstruktion på en ny lokalitet. Området omkring luftslusen er sårbar over for angreb fra potentielle fjendtlige styrker." STR_LIVING_QUARTERS_UFOPEDIA: "Hvert beboelsesområde tilbyder en kapacitet på 50 personer. Faciliteterne er noget primitive og funktionelle." STR_LABORATORY_UFOPEDIA: "50 forskerer kan arbejde i en enkelt laboratorieblok. Laboratorier er udstyret med alle de seneste teknologier indenfor forskning om materialer, biokemi og våben. X-Com har adgang til alle de bedste forskningslaboratorier over hele verden, både civile og militære." STR_WORKSHOP_UFOPEDIA: "Et værksted indeholder al det nødvendige udstyr til at fremstille udstyr baseret på de seneste design fra videnskabslaboratorierne. 50 teknikere kan anvende et værksted på samme tid, udstyr under konstruktion vil også bruge plads." STR_STANDARD_SONAR_UFOPEDIA: "Et sonarsystem har en effektiv rækkevidde på over 450 kilometer på de fleste dybder og er forbundet til geostationære satellitnet for overfladeanalyse. Hver skanner har en 10 % sandsynlighed for at detektere et neddykket eller luftbåren fartøj per 30 minutters skanningscyklus." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Et langtrækkende sonarsystem har en effekt rækkevidde på over 700 kilometer på alle dybder og er forbundet til geostationære satellitnet for overfladeanalyse. Hver skanner har en 20 % sandsynlighed for at detektere et neddykket eller luftbåren fartøj per 30 minutters skanningscyklus." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedoforsvarssystemer tilbyder beskyttelse mod angreb fra fjendtlige neddykkede fartøjer, som forsøger at trænge ind i basen." STR_GENERAL_STORES_UFOPEDIA: "Alt udstyr, våbensystemer, ammunition, opsamlede materialer og undervandsvåbensystemer placeres i lagerrum, inklusive udstyr for dine ubåde i bunkere." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Levende rumvæsner vil kræve særlige opbevaringsfaciliteter for at holde dem. Disse enheder opretholder deres livsfunktioner og sætter deres kamppotentiale til nul. Opbevaringsfaciliteten kan holde 10 rumvæsenarter i isolationsenheder." STR_GAUSS_DEFENSES_UFOPEDIA: "Gauss forsvaret giver den seneste og mest effektive beskyttelse mod angreb fra fjendtlige ubåde." STR_SONIC_DEFENSES_UFOPEDIA: "Lydoscillatorforsvar tilbyder funktionsrig og effektiv beskyttelse mod angribere." STR_PWT_DEFENSES_UFOPEDIA: "Puls Bølge Torpedoer giver det mest effektive forsvar mod rumvæsen angreb. Disse missiler har supertætpakkede sprænghoveder, som kan penetrere alt kendt panser. De magnetiske bølger de producerer lammer elektronisk forsvar." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Trykbombardementskjoldet beskytter basen mod rumvæsenundervandsfartøjer der forsøger at lægge til og opsætter et genlydende område, der holder angribene ubåde væk længe nok til at forsvarssystemerne kan affyre flere gange. I praksis fordobler dette effektiviteten af ethvert forsvarssystem, som allerede er tilstede." STR_MC_GENERATOR_UFOPEDIA: "Siden rumvæsenubåde udnytter Molekylær Kontrol Teknologi til at detektere tilstedeværelsen af levende væsner, vil brugen af en negativ M.K. udsender lægge et tæppe henover en base, med et uigennemtrængeligt skjold, til at forvirre rumvæsnerne og skjule vores tilstedeværelse." STR_MC_LAB_UFOPEDIA: "Det molekylære kontrollaboratorium kan implantere og træne op til ti dykkere på samme tid. Implantater installeres kirurgisk i hjernen på dykkerne. Omfattende træning gør det muligt for dem at udnytte deres implantater. Implantatevner bruges sammen med en molekylær enhed og kan bruges til angreb under kamp." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Rumvæsenkommunikation udnytter det Molekylære kontrolimplantatnetværk som rumvæsnerne har bygget. Transmissionsafhjælperfacliteten opfanger rumvæsenubådstransmissioner og afkoder informationen. Dette vil vise typen af rumvæsenubåd, rumvæsenracen og aktivitetstypen som finder sted." STR_SUB_PEN_UFOPEDIA: "Hver bunker kan rumme en ubåd. Der er faciliteter til vedligehold, tankning og reparation af X-Coms ubådsflåde. Hver Flyvende ubåd stationeret i en base skal have tildelt en ledig bunker, der ikke kan benyttes af andre Ubåde, selv ikke hvis ubåden er ude på en mission." STR_DART_PISTOL_UFOPEDIA: "X-Com dartpistolen er en lille, præcis, kraftig enhed med et 12 hule dart-ammunitionsmagasin. Dartene affyres med en gaspatron i ammunitionskammeret." STR_JET_HARPOON_UFOPEDIA: "Denne vandriffel er præcis og kraftfuld. Den affyrer hule stårharpuner fra forsejlede pakke med 10. Hver harpun har sit eget gasreservoir." STR_GAS_CANNON_UFOPEDIA: "Sværvægteren indenfor gasteknologifamilien, denne kanon affyrer massive bolte, nogen med HE eller fosforspidse. Et favoritvåben blandt erfarne dykkere." STR_HYDRO_JET_CANNON_UFOPEDIA: "Hydro-Jet Kanoner er et tungt infanterivåbensystem. Kanonen affyrer magnesiumdrevne mini-torpedoer. Selvom den er kraftfuld, er Hydro-JetKanonen en klodset og uhåndterlig enhed, kun egnet til undervandsbrug." STR_TORPEDO_LAUNCHER_UFOPEDIA: "En rigtig sværvægter, dette store raketstyr affyrer tre typer torpedoer, hver med deres egen fremdriftsenhed. Et altødelæggende våben, med den ene ulempe at den har manuel genladning. Tilgængelige ammunitionstyper inkluderer store og små højeksplosiver og torpedoer med fosforspids, alle udelukkende til undervands brug." STR_GAUSS_PISTOL_UFOPEDIA: "Gauss pistolen benytter accelleret-partikelteknologi, en nyudvikling indenfor moderne våben. Den er hurtig, præcis og fungerer over- og under vandet. Gauss-teknologien er en videreudvikling fra Plasma-teknologien, som vi tillærte os gennem den forrige krig." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Gauss pistolen benytter accelleret-partikelteknologi, en nyudvikling indenfor moderne våben. Den er hurtig, præcis og fungerer over- og under vandet. Gauss-teknologien er en videreudvikling fra Plasma-teknologien, som vi tillærte os gennem den forrige krig." STR_GAUSS_RIFLE_UFOPEDIA: "Et skridt udover Gauss pistolen, har riflen en betragtelig gennemslagskraft, med dets dobbelt-partikelacceleratorer. Til at erstatte Plasmasystemets Elerium-afhængighed, har vi benyttet en mikropartikelaccelerator som genererer en strøm af anti-protoner." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Et skridt udover Gauss pistolen, har riflen en betragtelig gennemslagskraft, med dets dobbelt-partikelacceleratorer. Til at erstatte Plasmasystemets Elerium-afhængighed, har vi benyttet en mikropartikelaccelerator som genererer en strøm af anti-protoner." STR_HEAVY_GAUSS_UFOPEDIA: "Den tunge Gauss er besværlig, men ekstremt effektiv. Den opererer med 3 partikelacceleratorer og er næsten ustoppelig. Anti-proton strømmen er indeholdt i en galliumarsenid-skal som imploderer ved impakt, og udløser antistoffet." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Den tunge Gauss er besværlig, men ekstremt effektiv. Den opererer med 3 partikelacceleratorer og er næsten ustoppelig. Anti-proton strømmen er indeholdt i en galliumarsenid-skal som imploderer ved impakt, og udløser antistoffet." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Denne standardhåndgranat har en præcis og sofistikeret tidsudløser til præcisionskontrol." STR_DYE_GRENADE_UFOPEDIA: "Farvegranater har dobblet anvendelse, brugbare til at lave dække i udsatte situationer. Fungerer både i vand- og på landmiljøer, farven er skudt ud som en partikelsky, og laver et blæksprutteagtig blæksprøjt i vand eller en tyk luftbåren sky på land." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "En nærhedsfølsom granat der kan kastes som en almindelig granat, men reagerer på bevægelse i nærheden, efter udløseren er aktiveret. Færdighed og træning er krævet, for at benytte disse ordentligt." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Denne eksplosiv burde kun benyttes til nedrivningsformål. Men tidligere erfaringer har vist, at disse kraftfulde eksplosivpakker er ideale våben til at udluge rumvæsner. Trykbølgeradiusen er stor, så sørg for at ingen dykkere er indenfor minimumssikkerhedsafstanden." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Denne anordning benytter en bred vifte af detektorer og advancerede computersystemer for at identificere fjendtlige enheder i bevægelse. Klik på Forstyrrelse Sensor ikonet på den taktiske skærm. Vælg 'Brug Sensor' fra menuen. Sensorskærmen viser en pil i midten, som er retningen dykkeren peger (nord er i toppen). Pletterne viser hvilke enheder der har bevæget sig for nyligt. Store enheder, eller hurtige enheder, vil producere større pletter. Statiske enheder vil ikke være synlige." STR_MEDI_KIT_UFOPEDIA: "Vend mod den sårede X-Com agent for at bruge denne eller stå henover kroppen på den bedøvede dykker.{NEWLINE}HELBRED> Rød indikerer sår. Vælg kropsdel og klik på 'Helbred' knappen. Et fatalt sår vil blive helet og liv genoprettet.{NEWLINE}STIMULANS> Genopretter energi og genopliver bedøvede dykkere. For at genoplive en bevidstløs dykker skal du stå direkte over kroppen.{NEWLINE}SMERTESTILLENDE> Genopretter moralen hos sårede dykkerer." STR_MC_DISRUPTOR_UFOPEDIA: "Det ultimative i M.K. teknologi. Dette kan kun benyttes af dykkere med M.K. færdigheder. Klik på Afbryderen, vælg en type angreb, og vælg en enhed som mål, med pilen. Der er to typer af Afbryder angreb:{NEWLINE}BLOKERINGS IMPLANTAT> Hvis succesfuldt bliver enheden forvirret og kan gå i panik.{NEWLINE}KONTROL IMPLANTAT> Hvis succesfuldt overtager du kontrollen med den fjendtlige enhed." STR_THERMAL_TAZER_UFOPEDIA: "Denne anordning kan kun bruges i nærkamp, men vil lamme en levende organisme uden at slå den ihjel ved at fryse skabningen." STR_VIBRO_BLADE_UFOPEDIA: "Vibrobladet er et langt skarpt knivblad af titanium, som drejer med over 6000 o/m, dette udstyr kan flække selv den hårdste panser. Energikilden er en rumvæsenopfindelse, vores forhenværende forsøg på at bygge disse genstande mislykkedes grusomt, vores blade roterede for langsomt eller eksploderede under tryk." STR_THERMIC_LANCE_UFOPEDIA: "Den Termiske Lanse er en logisk forlængelse af Vibrobladsteknologien. Bladet drejer rundt ved høj fart og en Zrbite energikilde overopheder bladet til at kunne skære gennem panser som en varm kniv gennem smør." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Den Tunge Termiske Lanse er en mere kraftfuld version af TL'en. Dobbeltvarmekilden og den ekstremt høje rotationshastighed, betyder at den Tunge Termiske lanse er nærmest ustoppeligt mod ethvert materiale." STR_SONIC_CANNON_UFOPEDIA: "Lydkanonen er den meste effektive blandt lydbølgevåbene. Den har en lydoscillator i et højere interval og et større efterklangskammer end Blasta'en. Kanonen har også et pulsdetoneringssystem, der ændrer ultralydbølgen efter modulation for at fremstille effektive lydchok." STR_CANNON_POWER_CLIP_UFOPEDIA: "Denne kompakte enhed bruges som ammunition for en lydkanon. Den indeholder en lille mængde Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "En mere kraftfuldt Lyd anordning. Ikke engang kulstofrigt stål kan modstå dette våben. Den enormt kompakte bølgeudsender er styrkes af en super strømførende forstærker, der forøger kraften i dette våben." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Disse små objekter bruges som energikilder for en Lyd Riffel, et potent rumvæsenvåben, og indeholder en lille mængde Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Lydpistoler er et rumvæsenvåben baseret på ultralyd-lydbølger, som kan blødgøre knogler på sekunder. Ultralyd-lydbølgerne ligger i en skala udenfor menneskets høreevne." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Energikilde for rumvæsnernes kompakte Lyd Pistol. Indeholder Zrbite - rumvæsnernes energikilder." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Dette er et rumvæsen, kun til undervandsbrug, styret våben, affyrende selvdrevne 'Afbryder Projektiler'. Når du klikker for at affyre våbnet, genererer det 'landmærker' som Projektilet følger. Når du har sat nok landmærker, klik på affyr ikonet." STR_DISRUPTOR_AMMO_UFOPEDIA: "Denne anordning er et Afbryder Puls Projektil udstyret med en onboard computerstyringssystem. Det affyres fra en Afbryder Puls Raketstyr." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "En lille Termisk Chok raketstyr som affyrer kemiske frysebomber. Meget nyttig til at fange levende rumvæsner." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Den Termiske Chok bombe benyttes til at fange levende mennesker, men kan også bruges mod rumvæsenracer. Den affyres fra en Termisk Chok Raketstyr." STR_SONIC_PULSER_UFOPEDIA: "Denne anordning virker på samme måde som en standard granat - bortset fra at den er meget mere kraftfuld. Granaten benytter en enkelt puls lydtrykbølge, som udledes samtidigt i alle retninger." STR_MC_READER_UFOPEDIA: "Inden i kroppene hos rumvæsenerne har vi fundet små kirurgiske implanterede enheder. Disse er kontrolimplantater designet af aquatoider til at sikre konstant levering af information fra slagmarken, selv over store afstande. Den molekylære kontrollæser er en kommunikationsenhed, som bruges til at hente information direkte fra M.K.-implantater. X-Com-enheder kan bruge denne enhed i kampsituationer til at se et rumvæsens karakteristika. Vælg indstillingen »brug«. Klik derefter på et rumvæsen med markøren." STR_SURVEY_SHIP: "Opmålingsfartøj" STR_ESCORT: "Eskorte" STR_CRUISER: "Krydser" STR_HEAVY_CRUISER: "Tung Krydser" STR_HUNTER: "Jæger" STR_BATTLESHIP: "Slagskib" STR_DREADNOUGHT: "Panserskib" STR_FLEET_SUPPLY_CRUISER: "Flådeforsyningsskib" MAP_SEABED: "Havbund" MAP_PIPES: "Forskningsfacilitet" MAP_PLANE: "Nedstyrtet Fly" MAP_ATLAN: "Atlantis" MAP_MU: "Mayatempel" MAP_GAL: "Sunket Galleon" MAP_MSUNK: "Sunket Færge" MAP_VOLC: "Vulkansk" MAP_CORAL: "Koral" MAP_PORT: "Havn" MAP_ISLAND: "Ø" MAP_CARGO: "Lastskib" MAP_LINERT: "Krydstogtskib P1" MAP_LINERB: "Krydstogtskib P2" MAP_ALART: "Artefakt P1" MAP_GRUNGE: "Artefakt P2" MAP_ENTRY: "Koloni P1" MAP_A_BASE: "Koloni P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "X-Com-Base" STR_MIXED_CREW: "Blandet Besætning" STR_MIXED_CREW_2: "Blandet Besætning 2" STR_RATING: "BEDØMMELSE> {0}" STR_RATING_TERRIBLE: "FORFÆRDELIGT!" STR_RATING_POOR: "DÅRLIG!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GODT!" STR_RATING_EXCELLENT: "FANTASTISK!" STR_SCORE: "POINT" STR_XCOM_PROJECT_MONTHLY_REPORT: "DEN MÅNEDLIGE RAPPORT FOR X-COM" STR_MONTH: "Måned> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Komiteen med økonomisk støttende organisationer er generelt tilfredse med din fremgang indtil videre." STR_COUNCIL_IS_VERY_PLEASED: "Komiteen med økonomisk støttende organisationer er meget tilfredse med din glimrende fremgang. Fortsæt det gode arbejde." STR_COUNCIL_IS_DISSATISFIED: "Komiteen med økonomisk støttende organisationer er utilfredse med din indsats. Du må håndtere den fremmede trussel mere effektivt eller risikere, at finansieringen af X-Com stoppes." STR_YOU_HAVE_NOT_SUCCEEDED: "Du har fejlet i at håndtere truslen fra rumvæsnerne, og rådet af økonomisk støttende nationer har desværre besluttet sig for at lukke X-Com ned. Hver nation vil selv tage sig af problemet på måder de selv finder fordelagtige. Vi kan kun håbe, at vi i sidste ende får en ordning med disse fremmede styrker, og at befolkningen som helhed kan affinde sig med de fremmede." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} er særlig tilfreds med din evne til at håndtere den lokalbestemte trussel og har indvilget i at øge deres bidrag." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} er særligt tilfredse med dine fremskridt i at håndtere rumvæsnernes indtrængen lokalt på deres område og er gået med til at øge deres bidrag. " STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} og {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} er utilfreds med din evne til at håndtere rumvæsnernes aktivitet i deres have og har besluttet at reducere deres økonomiske bidrag." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} er ikke tilfreds med din evne til at håndtere rumvæsnernes aktivitet i deres have og har derfor besluttet at reducere deres bidrag." STR_KNOTS: "{0} knob" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} har underskrevet en samarbejdsaftale med rumvæsnerne og har trukket sin støtte til X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} har underskrevet en samarbejdsaftale med rumvæsnerne og har trukket sin støtte til X-Com." STR_MONTHLY_RATING: "Månedlig Bedømmelse> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Ændring i bidrag> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rådet af økonomisk støttende nationer er ikke tilfredse med din finansielle position. Du er blevet pålagt at reducere din gæld til under $1 million, ellers vil X-Com blive nedlagt." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "SUB-PARTIKEL TRANSMISSIONER AFHJULPET" STR_CRAFT_TYPE: "UBÅDSTYPE" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Start forskning" STR_ALLOCATE_MANUFACTURE: "Start produktion" STR_AZORES: "Azorerne" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Severn Fortet" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascension Ø" STR_TRINIDADE_ISLAND: "Trindade" STR_FALKLAND_ISLAND: "Falklandsøerne" STR_CANARY_ISLANDS: "Kanarieøerne" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St Lawrence-ø" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmanien" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Påskeøen" STR_GALAPAGOS_ISLAND: "Galapagosøerne" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomonø" STR_CRETE: "Kreta" STR_LISBON: "Lissabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychellerne" STR_MALDIVE_ISLAND: "Maldiverne" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Færøerne" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.K. Træning" STR_PSIONIC_TRAINING: "MOLEKYLÆR KONTROL TRÆNING" STR_REMAINING_PSI_LAB_CAPACITY: "Resterende M.K. kapacitet> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.K.{NEWLINE}Styrke" STR_PSIONIC_SKILL_IMPROVEMENT: "M.K.Skill{NEWLINE}/Forbedring" STR_IN_TRAINING: "I{NEWLINE}Træning?" STR_TARGETTED_BY: "RETTET MOD:" STR_WEAPONS_CREW_HWPS: "VÅBEN/{NEWLINE}MANDSKAB/SVS'er" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "mangler brændstof,{NEWLINE}vender tilbage til basen" STR_SOLDIER_LIST: "Dykkerliste" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIONER> {ALT}{0}" STR_KILLS: "DRÆBT> {ALT}{0}" STR_WOUND_RECOVERY: "SÅRGENDANNELSE> {ALT}{0}" STR_TIME_UNITS: "TIDSENHEDER" STR_STAMINA: "UDHOLDENHED" STR_HEALTH: "HELBRED" STR_BRAVERY: "MOD" STR_REACTIONS: "REAKTION" STR_FIRING_ACCURACY: "PRÆCISION VED SKUD" STR_THROWING_ACCURACY: "PRÆCISION VED KAST" STR_STRENGTH: "STYRKE" STR_PSIONIC_STRENGTH: "M.K. STYRKE" STR_PSIONIC_SKILL: "M.K. FÆRDIGHED" STR_NEW_RANK: "NY RANG" STR_PROMOTIONS: "Forfremmelser" STR_SOLDIERS_UC: "DYKKERE" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automatiske SVS'er har høj manøvredygtighed og skrogstyrke. De giver tunge tropper støtte på alle dybder. SWS'er genlades automatisk, hvis du har nok ammunition." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Dette undervandfartøj er bevæbnet med Vand-Jet-torpedoer. Dette våbensystem fungerer kun under vand. Sørg for at lagrene er godt fyldt op med Vand-Jet-torpedoer." STR_COELACANTH_GAUSS_UFOPEDIA: "Gauss-teknologi tilbyder et funktionsrigt våbensystem for SVS'er. Tilbyder tung ildkraft sammenlignet med tidligere modeller og bruger proprietær X-Com-teknologi." STR_DISPLACER_SONIC_UFOPEDIA: "Rumvæsnernes teknolig har omdefineret SVS'er. Evnen til at udnytte ion-fortrængeren betyder at SVS'er ikke længere er begrænset til land/havbunden. Lydbølgevåben giver en reel fordel i kamp." STR_DISPLACER_PWT_UFOPEDIA: "Denne SVS har våben med pulsbølger for undervandsbrug. Du skal fremstille PWT'er for at holde dem fuldt armeret. For at skyde vælges et antal »punkter« og klik så på affyr-ikonet." STR_ALIEN_PROBE_MISSION: "Rumvæsen Sonde Mission" STR_ALIEN_INTERDICTION: "Rumvæsen Forbud" STR_ALIEN_RESOURCE_RAID: "Rumvæsen Ressource Angreb" STR_ALIEN_INFILTRATION: "Rumvæsen-Infiltrering" STR_ALIEN_BASE: "Udvidelse af Rumvæsenkoloni" STR_ALIEN_SURFACE_ATTACK: "Landangreb af Rumvæsener" STR_ALIEN_RETALIATION: "Angreb på Flydende Base" STR_ALIEN_SUPPLY: "Koloniforsyningsmissioner" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Rumvæsen Sonde Missionen benyttes til at korrelere data om havbunden, ressourcerne og skibs- og luftfartsruter i et område. Rumvæsenubåde der er involveret i disse missioner er ikke en større trussel i sig selv, men de indikerer områder med aktivitet, som når som helst kan blusse op." STR_ALIEN_INTERDICTION_UFOPEDIA: "Rumvæsnerne har det med at patruljere områder de er interesseret i, sende fartøjer ud med det ene formål at sikre et område, før mere intense missioner begynder. De vil lande i specifikke områder, hvor de har i sinde at angribe senere, for at afskærme områderne og forberede til næste niveau af aktivitet." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Sænkningen af skibe og nedskydningen af fly er nøgleelementer i rumvæsnernes strategi. Erhvervelsen af materialer er en af de primære rumvæsenaktiviteter og som sådan forbundet med disse åbenlyst aggressive handlinger. Rumvæsnerne angriber også områder med geotermisk aktivitet, miner, og oldtidsområder for mineraler og forædlede metaller og andre menneskeskabte genstande." STR_ALIEN_INFILTRATION_UFOPEDIA: "Dette kan resultere i en officiel kontakt mellem rumvæsnerne og selskaber eller regeringer på højeste niveau. Højdepunktet af denne aktivitet karakteriseres ved intens rumvæsenubådsaktivitet i nærheden af den omhandlende organisation.\nRumvæsnerne vil forsøge at underskrive en aftale med en regering eller organisation, ved at tilbyde viden om deres overlegne teknologier. Denne rumvæsenaktivitet repræsenterer en større trussel mod X-Com. Hvis et selskab eller en regering samarbejder med de invaderende, mistes deres finansering." STR_ALIEN_BASE_UFOPEDIA: "Rumvæsnerne vil konstruere hemmelige underhavskolonier i øde områder. Efter nogle rekognosceringer, vil der opstå mere omfattende rumvæsenubådsaktivitet mens kolonien bliver bygget. Disse kolonier er kendt for at indeholde laboratorier, kloningscentre og kirurgiske faciliteter til menneske- og rumvæseneksperimenter. Tilstedeværelsen af rumvæsenkolonier vil skabe mere rumvæsenaktivitet uden tilstedeværelse af rumnvæsenubåde. For at lokalisere en koloni, skal en X-Com ubåd patruljere et område i nogle timer, for at have en chance for succesfuld detektering." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Når rumvæsnerne har brug for mennesker, terroriserer de havne, angriber en ø eller et skib. Civile vil blive truet til at udføre rumvæsnernes perverse parringsbehov og afskyelige eksperimenter." STR_ALIEN_RETALIATION_UFOPEDIA: "Hvis X-Com jægerubåde er usædvanligt succesfulde i at sænke rumvæsenfartøjer, kan rumvæsnerne tænkes at udføre aggressive gengældelseshandlinger. Dette kunne resultere i et direkte angreb på en X-Com facilitet. Men rumvæsnerne skal først finde en X-Com base, for at kunne angribe den, og så længe rumvæsenubåde er holdt på afstand, burde der ikke være stor fare for et angreb." STR_ALIEN_SUPPLY_UFOPEDIA: "Når først rumvæsnerne har anlagt en koloni, så forsynes den med faste intervaller af et forsyningsskib. Hvis et af disse fartøjer detekteres at lægge an til landing, så er det sikkert, at en rumvæsenkoloni ligger i området." STR_SURVEY_SHIP_UFOPEDIA: "Denne lille ubåd benyttes til rekognoscerings- og undersøgelsesmissioner. Den ses ofte før større fartøjer i begyndelsen af en rumvæsen-taskforce." STR_ESCORT_UFOPEDIA: "Et mellemstort eskorteringsfartøj, der i sig selv knap udgør en trussel. Dette fartøj ses ofte før ankomsten af større fartøjer og stigende aktivitet." STR_CRUISER_UFOPEDIA: "Krydseren er et bredt anvendeligt fartøj, grundpillen i rumvæsnernes flåde, bruges på alle typer missioner og er en farlig modstander." STR_HEAVY_CRUISER_UFOPEDIA: "Større våben og fremdriftssystemer gør den tunge krydser til et stærkere fartøj end krydseren. Den tunge krydser anvendes på ressourcemissioner til indsamling af store mængder mineraler og udstyr." STR_HUNTER_UFOPEDIA: "Dette fartøj er udstyert med et undersøgelsesrum til at udføre eksperimenter og kirurgi på mennesker.\nOfrene er udsat for den mest grusomme tortur og hjernen er ofte fjernet og lagret til processering undervejs." STR_BATTLESHIP_UFOPEDIA: "Slagskibet er det mest aggressive fartøj rumvæsnerne besidder. Det indeholder al teknologi og systemer til at fungere som en operationsbase for enhver for som aggressiv handling som rumvæsnerne ønsker at udføre. Fartøjet bærer en bred vifte af våben. " STR_DREADNOUGHT_UFOPEDIA: "Panserskibet en super troppetransporter, fuldt udstyret med rumvæsenteknologier og en kæmpe nyttelast. Panserskibet er en hård og formidabel modstander." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Forsyningsfartøjet benyttes under konstruktion af rumvæsnernes kolonier eller til at forsyne eksisterende kolonier. Det medbringer rumvæsensnærringstoffer, DNA, fostrer og andre biologiske komponenter." STR_DISMANTLE: "Nedlæg" STR_FACILITY_IN_USE: "VAND-KAPSEL I BRUG" STR_CANNOT_DISMANTLE_FACILITY: "KAN IKKE NEDLÆGGE VAND-KAPSEL!{SMALLLINE}Alle basekapsler skal være forbundet til luftslusen." STR_TRANSFER_ITEMS_TO: "Overfør Udstyr til {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "INTET OPB.RUM FOR RUMVÆSENER!{SMALLLINE}Levende rumvæsner kræver et opbevaringsrum for rumvæsner for at overleve." STR_AMOUNT_AT_DESTINATION: "MÆNGDE VED{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Rumvæsenet dør, da der ikke er noget opbevaringsrum for rumvæsner" STR_NO_FREE_ACCOMODATION_CREW: "INGEN LEDIGE BEBOELSESRUM!{SMALLLINE}Destinationsbasen har ikke beboelsesplads nok til det mandskab, som er ombord på fartøjet." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "IKKE NOK LAGERRUM!{SMALLLINE}Destinationsbasen har ikke nok lagerrum til det udstyr, som er tildelt fartøjet." STR_ITEMS_ARRIVING: "Udstyr Ankommer" STR_DESTINATION_UC: "DESTINATION" STR_DART_PISTOL: "Dartpistol" STR_DART_POD: "Dartmagasin" STR_JET_HARPOON: "Jet-harpun" STR_HARPOON_POD: "Harpunmagasin" STR_GAS_CANNON: "Gas-kanon" STR_GC_AP_AMMO: "GC-AP Bolte" STR_GC_HE_AMMO: "GC-HE Bolte" STR_GC_P_AMMO: "GC-Fosfor Bolte" STR_HYDRO_JET_CANNON: "Vand-jet-kanon" STR_HJC_AP_AMMO: "HJ-AP ammo" STR_HJC_HE_AMMO: "HJ-HE ammo" STR_HJC_P_AMMO: "HJ-P ammo" STR_TORPEDO_LAUNCHER: "Torpedo Raketstyr" STR_SMALL_TORPEDO: "Lille Torpedo" STR_LARGE_TORPEDO: "Stor Torpedo" STR_PHOSPHOROUS_TORPEDO: "Fosfortorpedo" STR_MAGNA_BLAST_GRENADE: "Magna-Trykbølge Granat" STR_DYE_GRENADE: "Farvegranat" STR_PARTICLE_DISTURBANCE_GRENADE: "Partikelforstyrrelsesgranat" STR_MAGNA_PACK_EXPLOSIVE: "Magna-Pakke Eksplosiver" STR_PARTICLE_DISTURBANCE_SENSOR: "Partikelforstyrrelsessensor" STR_MEDI_KIT: "Førstehjælpssæt" STR_MC_DISRUPTOR: "M.K. Afbryder" STR_THERMAL_TAZER: "Termisk lammepistol" STR_GAUSS_PISTOL: "Gauss-pistol" STR_GAUSS_PISTOL_CLIP: "Gausspistol-magasin" STR_GAUSS_RIFLE: "Gaussgevær" STR_GAUSS_RIFLE_CLIP: "Gaussgevær-magasin" STR_HEAVY_GAUSS: "Tung Gauss" STR_HEAVY_GAUSS_CLIP: "Tungt Gauss-Magasin" STR_SONIC_CANNON: "Lydkanon" STR_CANNON_POWER_CLIP: "Kanonmagasin" STR_SONIC_BLASTA_RIFLE: "Lydblastagevær" STR_BLASTA_POWER_CLIP: "Ammo til Blasta'en" STR_SONIC_PISTOL: "Lydpistol" STR_PISTOL_POWER_CLIP: "Pistolmagasin" STR_DISRUPTOR_PULSE_LAUNCHER: "Afbrydningspuls Raketstyr" STR_DISRUPTOR_AMMO: "Afbryder ammo" STR_THERMAL_SHOK_LAUNCHER: "Termisk Chok Raketstyr" STR_THERMAL_SHOK_BOMB: "Termisk chok-bombe" STR_SONIC_PULSER: "Lydpulsvåben" STR_ZRBITE: "Zrbite" STR_MC_READER: "M.K. Læser" STR_VIBRO_BLADE: "Vibroblad" STR_THERMIC_LANCE: "Termisk lanse" STR_HEAVY_THERMIC_LANCE: "Tung termisk lanse" STR_AQUATOID_CORPSE: "Aquatoid-lig" STR_GILLMAN_CORPSE: "Gællemandslig" STR_LOBSTERMAN_CORPSE: "Hummermandslig" STR_TASOTH_CORPSE: "Tasoth-lig" STR_CALCINITE_CORPSE: "Calcinite-lig" STR_DEEP_ONE_CORPSE: "Dybhavsskabningslig" STR_BIODRONE_CORPSE: "Biodronelig" STR_TENTACULAT_CORPSE: "Tentaculat-lig" STR_TRISCENE_CORPSE: "Triscene-lig" STR_HALLUCINOID_CORPSE: "Hallucionid-lig" STR_XARQUID_CORPSE: "Xarquid-lig" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Ikke nok ammunition til at armere SVS{SMALLLINE}Hver SVS kræver {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Ikke nok inventar til fuldt ud at udstyre din kampenhed" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Du skal forske i{NEWLINE}{0}{NEWLINE}for at producere{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Rumvæsnerne har destrueret den ubeskyttede base {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "XCom-agenter har lokaliseret en rumvæsenkoloni i {0}" STR_STANDOFF: "AFVENTENDE" STR_CAUTIOUS_ATTACK: "FORSIGTIGT ANGREB" STR_STANDARD_ATTACK: "STANDARDANGREB" STR_AGGRESSIVE_ATTACK: "AGGRESSIVT ANGREB" STR_DISENGAGING: "AFSLUTTER ANGREB" STR_UFO_HIT: "RUMVÆSNERNES UBÅD ER RAMT!" STR_UFO_CRASH_LANDS: "RUMVÆSENUBÅD RAMT!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimer Kun ved Afventende Afstand" STR_UFO_RETURN_FIRE: "RUMVÆSENUBÅD SKYDER IGEN!" STR_INTERCEPTOR_DAMAGED: ">>> FLYVENDE UBÅD SKADET <<<" STR_INTERCEPTOR_DESTROYED: ">>> FLYVENDE UBÅD SKUDT NED <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "RUMVÆSENERNES FLYVENDE UBÅD UNDVIGER!" STR_LONG_RANGE_DETECTION: "Stor detektionsradius" STR_STORES_UC: "LAGRE" STR_DIFFICULTY_LEVEL: "Sværhedsgrad" STR_INTERCEPT: "ANGRIB" STR_BASES: "BASER" STR_GRAPHS: "GRAFER" STR_UFOPAEDIA_UC: "UFOPÆDI" STR_OPTIONS_UC: "INDSTILLINGER" STR_FUNDING_UC: "FINANSIERING" STR_5_SECONDS: "5 Sek." STR_1_MINUTE: "1 Min." STR_5_MINUTES: "5 Min." STR_30_MINUTES: "30 Min." STR_1_HOUR: "1 Time" STR_1_DAY: "1 Dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com-Præstationsliste" STR_ENTER_NAME: "Indtast Navn" STR_PERFORMANCE_RATING: "Præstationsbedømmelse" STR_VICTORY_DATE: "Dato for Sejr" STR_CHEMICAL_FLARE: "Kemisk-knæklys" STR_CHEMICAL_FLARE_UFOPEDIA: "Denne kompakte anordning producerer et skarpt lysskær på enhver dybde eller på land. Dette oplyser fjendtlige enheder i nærheden af lyset under dybhavsmissioner eller missioner om natten. " STR_MONTHLY_COSTS: "Månedlige Udgifter" STR_CRAFT_RENTAL: "Flyvende Ubåd Udlejning" STR_SALARIES: "Lønninger" STR_BASE_MAINTENANCE: "Basevedligeholdelse" STR_COST_PER_UNIT: "Pris per enhed" STR_QUANTITY: "Mængde" STR_TOTAL: "I alt" STR_IN_PSIONIC_TRAINING: "I M.K. Implantering" STR_FRONT_ARMOR: "Frontpanser" STR_LEFT_ARMOR: "Venstre panser" STR_RIGHT_ARMOR: "Højre panser" STR_REAR_ARMOR: "Rygpanser" STR_UNDER_ARMOR: "Underliggende panser" STR_ROUNDS: "SKUD" STR_UNIT: "Enhed> {0}" STR_ENERGY: "ENERGI" STR_MORALE: "MORAL" STR_ARMOR_: "PANSER> {0}" STR_FRONT_ARMOR_UC: "FRONTPANSER" STR_LEFT_ARMOR_UC: "VENSTRE PANSER" STR_RIGHT_ARMOR_UC: "HØJRE PANSER" STR_REAR_ARMOR_UC: "BAGPANSER" STR_SKILLS: "EVNER> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "HOVED" STR_TORSO: "OVERKROP" STR_RIGHT_ARM: "HØJRE ARM" STR_LEFT_ARM: "VENSTRE ARM" STR_RIGHT_LEG: "HØJRE BEN" STR_LEFT_LEG: "VENSTRE BEN" STR_PAIN_KILLER: "SMERTESTILLENDE" STR_STIMULANT: "STIMULANS" STR_HEAL: "HELBRED" STR_TIME_UNITS_SHORT: "TE>{ALT}{0}" STR_WEIGHT: "Vægt>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reaktion>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Rumvæsenartefakt" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}SKUD{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Smerte>{ALT}{0}{ALT}{NEWLINE}Stim.>{ALT}{1}{ALT}{NEWLINE}Behandl>{ALT}{2}" STR_THROW: "Kast" STR_AUTO_SHOT: "Auto-skud" STR_SNAP_SHOT: "Hurtigt skud" STR_AIMED_SHOT: "Sigtet skud" STR_STUN: "Bedøv" STR_PRIME_GRENADE: "Aktiver granat" STR_USE_SCANNER: "Benyt Dist. Sensor" STR_USE_MEDI_KIT: "Brug Førstehjælpskasse" STR_LAUNCH_MISSILE: "Affyr Torpedo" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ikke Nok Tidsenheder!" STR_NOT_ENOUGH_ENERGY: "Ikke Nok Energi!" STR_NO_ROUNDS_LEFT: "Ingen Skud Tilbage!" STR_NO_AMMUNITION_LOADED: "Ingen Ammunition!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Forkert Ammunitionstype til dette Våben!" STR_WEAPON_IS_ALREADY_LOADED: "Våbnet er allerede ladt!" STR_NO_LINE_OF_FIRE: "Intet Frit Skud!" STR_GRENADE_IS_ACTIVATED: "Granat er Aktiveret!" STR_GRENADE_IS_DEACTIVATED: "Granat Deaktiveret!" STR_THERE_IS_NO_ONE_THERE: "Der er ingen!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Umuligt at bruge rumvæsenartefakt indtil det er undersøgt!" STR_OUT_OF_RANGE: "Udenfor Rækkevidde!" STR_UNABLE_TO_THROW_HERE: "Umuligt at kaste hertil!" STR_SET_TIMER: "Sæt Tidsudløser" STR_HIDDEN_MOVEMENT: "SKJULT BEVÆGELSE" STR_TURN: "RUNDE> {0}" STR_SIDE: "SIDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Tryk på en tast for at fortsætte" STR_MIND_CONTROL: "Molekylær Kontrol" STR_PANIC_UNIT: "Blokeringsimplantat" STR_MORALE_ATTACK_SUCCESSFUL: "Moralangreb Udført med Succes" STR_MIND_CONTROL_SUCCESSFUL: "Implantatkontrol Succesfuldt" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}er gået Bersærk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}er gået Bersærk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}er gået i Panik" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}er gået i Panik" STR_XCOM: "X-Com" STR_ALIENS: "Rumvæsner" STR_RIGHT_HAND: "HØJRE HÅND" STR_LEFT_HAND: "VENSTRE HÅND" STR_RIGHT_SHOULDER: "HØJRE SKULDER" STR_LEFT_SHOULDER: "VENSTRE SKULDER" STR_BACK_PACK: "RYGSÆK" STR_BELT: "BÆLTE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}er under Molekylær Kontrol" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}er under Molekylær Kontrol" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}er blevet bevidstløs" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}er blevet bevidstløs" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}er død af fatale sår" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}er død af fatale sår" STR_USE_MIND_PROBE: "Anvend M.K. Læser" STR_FATAL_WOUNDS: "FATALE SÅR" STR_UNDER_ARMOR_UC: "UNDERPANSER" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Tidsenheder reserveret til Hurtigt Skud" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Tidsenheder reserveret til Autoskud" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Tidsenheder reserveret til Sigtet Skud" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Tidsenheder reserveret til at Knæle" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TE'er reserveret til at Knæle og Skyde" STR_UNITS_IN_CRAFT: one: "{N} enhed i X-Com-fly" other: "{N} Enheder i X-Com Fartøj" STR_UNITS_OUTSIDE: one: "{N} enhed efterladt udenfor" other: "{N} Enheder efterladt udenfor" STR_UNITS_IN_ENTRANCE: one: "{N} enhed i indgangsparti" other: "{N} Enheder i indgangsparti" STR_UNITS_IN_EXIT: one: "{N} enhed i måludgang" other: "{N} Enheder i måludgang" STR_ABORT_MISSION_QUESTION: "Afslut mission?" STR_CORPSE: "Lig" STR_UNLOAD_CRAFT: "Aflad" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}er blevet dræbt" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}er blevet dræbt" STR_HIT_MELEE: "Ramte" STR_GROUND: "JORDEN" STR_LIVING_QUARTERS_PLURAL: "Beboelsesrum" STR_LIST_ITEM: "UDSTYR" STR_ALL_ALIENS_KILLED_IN_CRASH: "Alle rumvæsner dræbt i styrtet,{NEWLINE}Automatisk bjærgning påbegyndt" STR_RESET: "Nulstil" STR_MEMORIAL: "Gravskrift" STR_DATE_UC: "DATO" STR_SOLDIERS_RECRUITED_UC: "DYKKERE REKRUTTERET>{ALT}{0}" STR_SOLDIERS_LOST_UC: "MISTEDE DYKKERE>{ALT}{0}" STR_REMOVE_SELECTED: "Fjern valgte" STR_LIVE_ALIENS: "Levende{NEWLINE}Eksemplarer" STR_DEAD_ALIENS: "Afviste{NEWLINE}Eksemplarer" STR_UNDER_INTERROGATION: "Bliver{NEWLINE}Undersøgt" STR_CONTAINMENT_EXCEEDED: "BEGRÆNSNING PÅ OPBEVARING AF RUMVÆSENER ER NÅET!{SMALLLINE}Der er ikke mere plads hos {0}. Du må fjerne overskydende rumvæsner fra opbevaringslokalet (de vil derefter dø)." STR_MANAGE_CONTAINMENT: "Håndter Rumvæsnernes Opbevaringsrum" STR_STORAGE_EXCEEDED: "LAGERPLADS ER OVERSKREDET!{SMALLLINE}Der er ikke nok lagerplads hos {0}. Du må sælge overskydende udstyr." STR_GO_TO_BASE: "Gå til Base" STR_MELEE_ACCURACY: "NÆRKAMPSPRÆCISION" STR_SELL_PRODUCTION: "SÆLG" STR_BOTH_HANDS_MUST_BE_EMPTY: "Begge hænder skal være tomme!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Ikke nok udstyr til at kopiere skabelon!" STR_UNLOAD_WEAPON: "Aflad våben" STR_ALL_ITEMS: "Alt udstyr" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "IKKE MERE UDSTYR TILLADT OMBORD!{SMALLLINE}Du må kun medtage maksimalt {N} enheds udstyr med på denne ubåd." other: "IKKE MERE UDSTYR TILLADT OMBORD!{SMALLLINE}Du må kun medtage et maksimum af {N} stykker udstyr på denne ubåd." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLCENTER ØDELAGT{NEWLINE}Gå til indgangen og afbryd." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-COM vand-faciliteter kan ikke bygges på land" STR_UNABLE_TO_ENGAGE_DEPTH: "KAN IKKE ANGRIBE FJENDEN{NEWLINE}PÅ DENNE DYBDE" STR_UNABLE_TO_ENGAGE_AIRBORNE: "KAN IKKE ANGRIBE FJENDEN{NEWLINE}NÅR I LUFTEN" STR_UNDERWATER_EQUIPMENT: "Dette udstyr vil ikke fungere over vand!" STR_LAND_EQUIPMENT: "Dette udstyr vil ikke fungere under vand!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personale" STR_CRAFT_ARMAMENT: "Fartøj og udrustning" STR_COMPONENTS: "Komponenter" STR_SOLDIERS_RECRUITED: "Dykkere rekrutteret" STR_SOLDIERS_LOST: "Mistede dykkere" STR_TOTAL_UFOS: "Flyvende ubåde detekteret" STR_TOTAL_ALIEN_BASES: "Rumvæsenkolonier opdaget" STR_PSIONIC_STRENGTH_ABBREVIATION: "MST" STR_PSIONIC_SKILL_ABBREVIATION: "MSK" FEMALE_CIVILIAN: "Civil, Kvinde" MALE_CIVILIAN: "Civil, Mand" DOCKER_CIVILIAN: "Civil, Havnearbejder" SAILOR_CIVILIAN: "Civil, Sømand" STR_BIODRONE_MELEE_WEAPON: "Biodrone - Nærkamp" HALLUCINOID_WEAPON: "Hallucinoid - Våben" STR_LOBSTERMAN_MELEE_WEAPON: "Hummermand - Nærkamp" CALCINITE_WEAPON: "Calcinite - Våben" DEEP_ONE_WEAPON: "Dybhavsskabning - Våben" STR_TRISCENE_MELEE_WEAPON: "Triscene - Våben" STR_TRIBIO_SONIC_WEAPON: "Rumvæsen - Lydvåben" XARQUID_WEAPON: "Xarquid - Våben" TENTACULAT_WEAPON: "Tentaculat - Våben" ZOMBIE_WEAPON: "Zombievåben" ALIEN_PSI_WEAPON: "Rumvæsen - M.K.-Våben" ================================================ FILE: bin/standard/xcom2/Language/de.yml ================================================ de: STR_LEVIATHAN_UFOPEDIA: "EIN TRANSPORT- UND ABFANG-U-BOOT MIT BESONDERER TIEFENTAUGLICHKEIT. EINE HERVORRAGENDE SYNTHESE UNTERSCHIEDLICHER TECHNOLOGIEN, MIT IONENPROPULSIONSSYSTEMEN UND MAGNETISCHER VEKTORNAVIGATION." STR_BARRACUDA_UFOPEDIA: "DIE BRITISCHE HYDROSPACE-BARRACUDA, ANGETRIEBEN VON HEISS-LASER- MOTOREN. EINER DER SCHNELLSTEN ABFANGJÄGER DER WELT, UNTER WASSER UND IN DER LUFT EINSETZBAR UND BESTIMMT EIN ENTSCHEIDENDER FAKTOR IM KOMMENDEN KAMPF." STR_HAMMERHEAD_UFOPEDIA: "EIN TRANSPORT- UND ABFANGFAHRZEUG. EINE REPLIKATION MAGNETISCHER ARRAY-SYSTEME IN EINEM X-COM-SCHIFF. TROTZ SEINER GERINGEN GRÖSSE EIN WICHTIGER TECHNISCHER DURCHBRUCH." STR_TRITON_UFOPEDIA: "EIN VON SUB AM ENTWORFENER TRITON-STOSSTRUPPTRANSPORTER. AUSGESTATTET MIT KOMPLETTEN LUFT- UND WASSERFLUGMOTOREN. SEINE KAPAZITÄT UND SEINE ROBUSTE KONSTRUKTION MACHEN IHN ZUM HAUPTSCHIFF DER X-COM-FLOTTE." STR_MANTA_UFOPEDIA: "MANTA-SCHNELLFAHRZEUG, EIN EINSITZIGES FLIEGENDES ABFANG-U-BOOT, DEN IONENGETRIEBENEN ALIEN-SCHIFFEN SEHR ÄHNLICH. EIN ÄUSSERST WIRKSAMES ANGRIFFSFAHRZEUG IM ESKALIERENDEN KONFLIKT." STR_AJAX_UFOPEDIA: "DER AJAX-TORPEDO IST ÜBERALL DIE STANDARDWAFFE IM UNTERWASSERKAMPF. EINGESETZT ALS TREFFSICHERE UND GEWALTIGE ABSCHRECKUNG." STR_DUP_HEAD_UFOPEDIA: "KUGELN MIT ABGEREICHERTEM URAN SIND WAFFENTECHNOLOGISCH RELATIV NEU, UND DIES IST DAS ERSTE KOMMERZIELLE AQUATISCHE WAFFENSYSTEM, DAS DIESE TECHNIK NUTZT." STR_CRAFT_GAS_CANNON_UFOPEDIA: "EIN DRUCKGASGETRIEBENES KANONENSYSTEM; DESSEN BOLZEN FAST JEDE PANZERUNG DURCHDRINGEN" STR_PWT_CANNON_UFOPEDIA: "DER IMPULS-TORPEDO VERWENDET EIN ÜBERHITZESYSTEM UND EINEN ÄUSSERST DICHTEN SPRENGKOPF, DER FAST ALLE LEGIERUNGEN DURCHBRECHEN KANN." STR_GAUSS_CANNON_UFOPEDIA: "DIE GAUSS-WAFFE IST TEIL DER ALLERNEUESTEN X-COM-TECHNOLOGIE. DER TEILCHENBESCHLEUNIGER DIESES SYSTEMS WIRD VON EINEM KOMPAKTEN, STICKSTOFF-GEKÜHLTEN FUSIONSREAKTOR ANGETRIEBEN." STR_SONIC_OSCILLATOR_UFOPEDIA: "EIN STARKER HÖROSZILLATOR ERZEUGT WELLEN VON SCHALL-ENERGIE, DIE DAS ZIEL DURCH VIBRATION SEINER MOLEKÜLBINDUNG ZERSTÖREN." STR_AQUATOID_UFOPEDIA: "Die Aquatoiden sind eine alte Kultur, die schon Jahrtausende vor dem Erscheinen des Menschen blühte. In ihrer kompakten Form und ihren knolligen Gesichtszügen kommen ihre raumfahrenden Brüder, die Sektoiden, durch. Ihre Macht beruht auf der Technik der Molekülsteuerung. Die Aquatoiden müssen sich, da sie unfruchtbar sind, durch Genmanipulation vermehren, wobei die Menschen ideale Objekte sind. In Experimenten sind zahlreiche Hybridformen entstanden." STR_AQUATOID_AUTOPSY: "Aquatoide Autopsie" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Eine Analyse dieser Kreatur gibt uns Grund zu folgenden Annahmen: Es handelt sich um einen Sektoiden, unsere früheren Gegner, durch operative Eingriffe und Implantate zu einem Wasserlebewesen verändert. Rudimentäre Lungen ermöglichen das Einatmen von Sauerstoff und begrenzte Oberflächenmobilität. Kybernetische Implantate im gesamten Körper erhöhen die Kraft der atrophierten Gliedmaßen und die Organfunktionen. Da alle Angehörigen dieser Gruppe identisch sind, vermuten wir, daß es sich bei diesen Kreaturen um Klone handelt." STR_GILLMAN_UFOPEDIA: "Ein menschenähnliches Wesen, das ein reptilienartiger Humanoid zu sein scheint. Diese Kreatur ist in der Unterwasserwelt äußerst kräftig und schnell. Es handelt sich um eine ausgewachsene Spezies mit männlichen und weiblichen Vertretern unterschiedlichen Alters. Sie unterscheiden sich vom Großteil der Unterwasserbewohner, da sie keine Anzeichen von Genmanipulation oder chirurgischen Eingriffen zeigen. Warscheinlich haben wir einen entfernt verwandten Urahnen unserer eigenen Spezies vor uns." STR_GILLMAN_AUTOPSY: "Kiemenmensch Autopsie" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Es war klar, daß es sich nicht um einen Alien handelte, sondern um eine Erdkreatur, eine prähistorische Spezies, von der man annahm, daß sie in dem Moment ausstarb, als die Säugetiere dominant wurden. Diese starken und klugen Amphibier lebten zu einer Zeit, als die Dinosaurier die Wälder durchstreiften. Die Umwälzung, die die Herrschaft der Reptilien auf diesem Planet beendete, zwang diese Kreaturen in eine Symbiose mit den gerade angekommenen Aliens. Ein kleines Elektronengerät steckt im Schädel der Kreaturen." STR_LOBSTERMAN_UFOPEDIA: "Eine übewältigende Kreatur, größer als ein Mensch und mit sechs Gliedmaßen, ein wenig wie ein Wasserdämon. Die Ähnlichkeit dieser Kreatur mit einem Hummer hat ihr bei den X-Com-Truppen den Spitznamen Hummermensch eingetragen. Ein Monstrum der Tiefe. Eine überlegt entworfene Kampfkreatur, ungeheuer stark und durch Geschoßfeuer praktisch unverwundbar. Allein seine Scheren können Stahl zermalmen." STR_LOBSTERMAN_AUTOPSY: "Hummermensch Autopsie" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Hinter dieser fast unzerstörbaren Schale verbirgt sich eine verblüffende Konstruktion. Mächtige Muskeln sind an einem Titaniumskelett befestigt, und ein ausgeklügeltes Zielsystem mit multipler Scan-Kapazität ist direkt in das Gehirn der Kreatur eingebaut. Die Facettenaugen sind durch Plastik geschützt, das härter als Stahl ist. Bei guter Aufstellung durch ihre Herren sind diese Kreaturen nicht mehr zu halten. Tief in ihrem Körper verborgen sind Geräte von bisher unbekannter Konstruktion und Funktion." STR_TASOTH_UFOPEDIA: "Diese agilen und schnellen Gegner bilden die Stütze der Alien-Armee. Hunderte werden in riesigen Brutkesseln im Herzen der Alien-Kolonien geboren. Der Tasoth ist um einiges stärker als ein Mann, ein echter Alien, und weder sein Verhalten noch seine karnivore Natur haben bisher auf der Erde ihresgleichen gefunden. Der Tasoth bildet oft die Speerspitze des gegnerischen Angriffs und scheint nie vor einem Kampf zurückzuschrecken, selbst angesichts einer gewaltigen Übermacht." STR_TASOTH_AUTOPSY: "Tasoth Autopsie" STR_TASOTH_AUTOPSY_UFOPEDIA: "Die Sektion zeigte einen kybernetischen Organismus. In der Körperhöhle befindet sich ein kleiner Antrieb, aber keinerlei Organe. Energie wird innerhalb des Körpers von einem bio- elektrischen System übertragen. Knochen und Stützorgane sind nicht vorhanden. Bei Eintreten des Todes bricht die Energie ab, und die Kreatur wird zu einer leblosen Puppe verwesenden Fleisches und verströmender Flüssigkeiten. Im Körper befindet sich einige keramischer Zellen, die mittels Energiestoß die Kreatur kurzfristig wiederbeleben können." STR_DEEP_ONE_UFOPEDIA: "Das Ungetüm ist ein biologischer Alptraum, eine Kreuzung, geschaffen durch die Gehirnexperimente der Aquatoiden. Mehrere Variationen dieser Kreatur wurden bisher beobachtet. Nach intensiver Forschung können wir sagen, daß sie von den Invasoren hergestellt werden. Sie nehmen zu, wenn menschlicher Bestand erbeutet werden konnte. Jede dieser entsetzlichen Kreaturen ist mit einer Ladung elektrischer Energie ausgestattet, die einen Aquanauten töten kann." STR_DEEP_ONE_AUTOPSY: "Ungetüm Autopsie" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Diese Kreatur ist ein Transplantat aus menschlichen Organismen und Aliens. Das menschliche Gehirn wurde massiv geändert, um Steuerungselektronik und die Alien-Hirnrinde unterbringen zu können. Nur die Augen erinnern noch an einen Menschen. Die Transplantation ermöglicht es dem Alien-Fötus, den menschlichen Wirt zu verzehren. Die Haut der Kreatur scheint nicht organisch, sondern eine metallische Verzahnung, die äußerst flexibel und haltbar ist. Die so geschaffene Kreuzung ist stark und schnell." STR_BIODRONE_UFOPEDIA: "Die Bio-Drohne wurde von den Aliens erdacht. Es ist ein Gehirn, das in amniotischer Flüssigkeit schwimmt und mit einer angetriebenen Grundeinheit verbunden ist, die auf dem Land oder unter Wasser fliegen kann. Jede Bio-Drohne ist mit einem Schallstörer ausgestattet, teils Maschine, teils organisch. Wissenschaftler vermuten, daß die Waffe von den Stimmbändern der Wirtsorganismen angetrieben wird. Diese zuverlässigen und hartnäckigen Super-Wächter werden von den Aliens oft eingesetzt, um wertvollen Besitz zu bewachen." STR_BIODRONE_AUTOPSY: "Bio-Drohnen Autopsie" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Es hat sich bestätigt, daß der Schallstörer aus organischem Material besteht. Diese Kreatur schreit ihre Gegner buchstäblich tot. Jedes Exemplar ist schwer verstümmelt. Die Aliens haben das Gehirn bis zur Gefügigkeit zerstückelt. Viele der verwendeten Großhirnrinden sind außerirdischen Ursprungs, doch haben wir zu unserem Schrecken auch Einheiten menschlichen Ursprungs gefunden. Die Bio-Drohnen werden von einem IONEN-Motor angetrieben und besitzen eine Art Fernlenksystem." STR_TENTACULAT_UFOPEDIA: "Nicht einmal ein Lovecraft'scher Alptraum hätte diese unbeschreibliche Kreatur hervorbringen können. Kein vergleichbares Tier existiert auf der Erde, eine Umgebung, die so etwas erzeugt, ist nicht vorstellbar. Mit langen Tentakeln bewaffnet lähmt der Tentakulat seine Opfer und verwandelt sie in hirnlose Masse. Diese können durch Berührung töten, auch durch Panzerung hindurch. Der Tentakulat ist der furchtbarste Alien, auf den die X-Com gestoßen ist." STR_TENTACULAT_AUTOPSY: "Tentakulat Autopsie" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Die Autopsie erwies, daß kleine kybernetische Implantate im Gehirn der Kreatur vorhanden sind. Das Sehsystem ist eine komplexe Kombination aus sichtbarem Licht und thermischem Bilderwerb. Selbst in den grössten Tiefen des Ozeans kann dieses Monster mit unfehlbarer Genauigkeit navigieren. Rudimentäre Organe sind vorhanden, die das reine Überleben sichern. Jede Kreatur besitzt einen kleinen Magen mit einer Verbindung nach außen. Das Wesen wird durch direkte Nährstoffzufuhr ernährt." STR_CALCINITE_UFOPEDIA: "Wie Tauchanzü\x81ge verschollener Seeleute jagen diese Aliens auf dem Meeresboden nach Beute. Ein schneller Zugriff der Zangen, die stärker sind als Stahl, kann auch die besten Taucher zu Boden bringen. Hinter der Tauchermaske kann man eine gallertartige grüne Masse sehen. Aus den Begegnungen mit dieser Kreatur, die oft tödlich verlaufen, können wir keine Rückschlüsse auf ihren wahren Charakter ziehen." STR_CALCINITE_AUTOPSY: "Calcinit Autopsie" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Ist die Panzerung durchbrochen, erweist sich der Calcinit als ein riesiger amorpher Kloß aus Protoplasma. Kein erkennbares Gehirn, keine Gliedmaßen oder Sinnesorgane scheinen vorhanden, nur ein kleines metallisches Teil ist tief in dem flüssigen Körper verborgen. Die tote Kreatur läßt nur Vermutungen zu. Ein unerklärliches Rätsel, das uns unsere außerirdischen Gegner aufgeben." STR_TRISCENE_UFOPEDIA: "Dieses zweibeinige Reptil ist eine Rückkehr in das Zeitalter der Dinosaurier. Es scheint in jeder Hinsicht ein Tier aus der Kreidezeit zu sein, außer seiner Fähigkeit, sowohl im Wasser als auch an Land zu überleben. Diese Kreaturen sind mit Waffenhalterungen ausgestattet und haben einen Kiefer mit großen Metallzähnen. Diese Monster bilden oft den Kern von attackierenden Alientruppen, wenn die Aliens Landangriffe starten. Eine schwergewichtige und wirksame Waffe, entfalten sie mit den Tasoth-Kommandeuren tödliche Effizienz." STR_TRISCENE_AUTOPSY: "Triszenen Autopsie" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Unter dem Messer der Wissenschaftler hat sich der Triszene als eine sehr alte Kreatur erwiesen, die durch kybernetische Implantate und Waffensysteme ergänzt wurde. Das winzige Gehirn ist durch ein kleines Computermodul ersetzt, das im Steuerharnisch angebracht ist, den alle Kreaturen tragen. Eine harte, natürliche Haut und ein durch zusätzliche Waffen verstärkter Jagdinstinkt machen diese Kreatur in allen Umgebungen zu einem tödlichen Gegner." STR_HALLUCINOID_UFOPEDIA: "Nach der Ausbeutung der Meere haben die Aliens diese riesigen Erdkreaturen als Waffe gezüchtet. Lassen Sie sich nicht durch das harmlose Äußere dieser Segler der Tiefe täuschen. Mit seinem Nahkampf-Eisschlag ist der Halluzinoid ein tödlicher Gegner." STR_HALLUCINOID_AUTOPSY: "Halluzinoiden Autopsie" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "In den vielen Lagen dieses gallertartigen Körpers ruht ein höchst wirksamer chemischer Gefrierer, seine Hauptangriffswaffe. Die weiche und elastische Haut des Halluzinoiden scheint gegenüber auf Wärme basierenden Angriffen sehr anfällig. Diese Mutation ist oft in der Gesellschaft seiner Herren, den Aquatoiden, anzutreffen." STR_XARQUID_UFOPEDIA: "Auch bei den Xintfischen, wirbellosen Erdmutationen, handelt es sich um Kreaturen von großer Schönheit und Gefahr. Der schnell schwimmende Riese birgt ein verheerendes Arsenal von Waffen, darunter einen Tintenspray und einen Ionenpartikelstrahl. Seit unseren ersten Zusammentreffen mit diesen Kreaturen sind wir vor ihnen und ihren Herren, den rachedürstenden Kiemenmenschen, sehr achtsam geworden." STR_XARQUID_AUTOPSY: "Xintfisch Autopsie" STR_XARQUID_AUTOPSY_UFOPEDIA: "Dieser \x81übergroße Nautilus wurde mit außerirdischen Drogen gemästet und auch durch operativen Eingriff verändert. Bereits weit \x81über das natürliche Maß hinaus pervertiert, haben die Kiemenmenschen mechanische Steuersysteme hinzugefügt und die Kreatur mehr oder weniger neu geschaffen. Als organische Waffenplattform werden die Xintfische aufgrund ihrer harten Schale und ihrer Beweglichkeit zu einem mächtigen Gegner." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Die fliegenden U-Boote der Aliens basieren auf komplexen Antriebssystemen, die hohe Geschwindigkeiten ermöglichen. Die Grundlage ihrer Technologie ist der IONENVERDRÄNGER; unter Verwendung von Zrbit als Katalysator können die Motoren im Wasser mehr als das Hundertfache ihres eigenen Volumens pro Sekunde verdrängen. Diese gewaltige Kraft bedeutet, daß die Aliens schneller sind als die meisten U-Boote. Wir können dieses System mit Hilfe von Aqua-Kunststoffen und Zrbit-Energiezellen kopieren." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Diese Einheiten erzeugen ein sphärisches, viellagiges Magnetfeld, das das Array bis zu 1000 m um das U-Boot verbreiten kann. Die außerirdischen Navigatoren sind direkt mit den Maschinen verbunden und ertasten sich ihren Weg durch die unsichtbare Welt unter dem Meer. Das Interface-System operiert auf von den Aliens modifiziertem zerebralen Material, das direkt durch eine neurale Verbindung mit dem Gehirn des Bedieners verbunden ist." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Alle Boote haben eine chamäleonartige Struktur, die eng an die von Meeresgeschöpfen angelehnt und aus Aqua-Kunststoffen gefertigt ist. Die U-Boote operieren wie ein Organismus: Mannschaft und Fahrzeug arbeiten in Harmonie. Die meisten dieser Systeme können kopiert werden und eine Hybrid-Technologie kann entwickelt werden, die es uns erlaubt, das gleiche technologische Niveau zu erreichen." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Die unzähligen Aliens, die auf der Erde verborgen waren, wurden im Tiefschlaf gehalten, im Tieftemperaturspeicher. Alle diese Kreaturen sind in Einheiten versiegelt, ihre Körpertemperatur ist auf einen Punkt gesenkt, an dem alle Körperfunktionen gerade noch aufrecht erhalten werden. Eine Untersuchung der Einheiten ergab unglaubliche Lagerzeiten dieser Kreaturen, zum Teil bis zu 60 Millionen Jahre." STR_ALIEN_CLONING_UFOPEDIA: "Viele der Aliens, die wir gefangen haben, sind identisch, sogar ihre DNS, in jeder Hinsicht Duplikate. Zellproben wurden in die Einheiten der gefrorenen Genbanken der Aliens eingeführt. Einige Einheiten enthalten Menschen oder Körperteile. Es ist möglich, daß diese Klon-Einheiten zur Schaffung eines Hybriden aus Mensch und Alien verwendet werden sollten." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Unter Verwendung von Molekülsteuerimplantaten im Schädel aller Aliens können diese Maschinen Information direkt in das Gehirn injizieren. Neu geklonte Aliens werden zu diesen Einheiten gebracht und biologische oder wissenschaftliche Informationen oder Daten, die den Kampf betreffen, werden in die leeren Gehirne geladen." STR_ALIEN_IMPLANTER_UFOPEDIA: "Diese Einheit stattet Aliens mit Molekülsteuerimplantaten aus, macht die Spezies reproduzierfähig und setzt Organe oder Elektronik in alle Kreaturen ein oder entnimmt sie. Das Verfahren wird nicht, wie ursprünglich vermutet, am betäubten Patienten vorgenommen, sondern das Objekt ist während des gesamten Vorgangs bei Bewußtsein, und leider scheint die menschliche Anatomie am geeignetsten für diese Einheit zu sein." STR_EXAMINATION_ROOM_UFOPEDIA: "Wir wissen nun, warum die Aliens Menschen gefangennehmen. Nicht als Nahrung, nicht als Brutkästen für außerirdische Embryos, sondern als Basis für eine Reihe von Kreaturen und Steuersystemen. Die Technologie der Aliens beruht auf einem einzigen Willen, einem gemeinsamen Intellekt, und das menschliche Gehirn ist der ideale Behälter für diese Systeme. Menschliches Gehirngewebe wird in den meisten Systemen biologischer Computerspeicherung der Aliens verwendet, der Rest dient der Konstruktion und der Züchtung." STR_AQUA_PLASTICS_UFOPEDIA: "U-Boote und Gebäude der Aliens verwenden ein unglaublich starkes, flexibles und haltbares Material für den Großteil ihrer Konstruktionen. Aqua-Kunststoffe sind komplexe, multi-gebundene und mit Zrbit katalysierte Materialien. Die dichte, jedoch leichte Substanz hat eine noch größere Haltbarkeit als Titanium oder Kevlar." STR_ZRBITE_UFOPEDIA: "Dies ist eine Legierung außerirdischer Herkunft, teils Gold, teils Bio-Material der Aliens. Als Energiequelle genutzt, können geringe Mengen mehr Energie erzeugen als eine nukleare Einheit zehnfacher Größe. Es übersteigt unsere technologischen Fähigkeiten, dieses Material zu kopieren, da die meisten Bestandteile außerirdischer Herkunft sind." STR_ALIEN_ORIGINS_UFOPEDIA: "Die Aliens greifen mit erbarmungsloser Effizienz überall auf der Welt an. Wir können einfach nicht feststellen, wo sie herkommen. Könnte ihre Basis irgendwo in den für uns unerreichbaren Tiefen der Meere liegen? Nicht alle Organismen, die wir beobachtet haben, sind außerirdisch. Einige sind sehr alt, andere stammen aus Evolutionszweigen, die man für ausgestorben hielt. Wir haben es mit einer Bedrohung zu tun, die Jahrtausende lang schlummerte, einer subtilen Symbiose aus Mensch und Alien. Tief in den Meeren liegen uralte Stätten verborgen, von denen aus die Aliens versuchten, Kontakt zu ihren stellaren Brüdern aufzunehmen. Jede dieser zwölf Stätten enthält einen Synomiumapparat, eine mächtige außerirdische Technologie. Gestärkt durch ihre gewaltige Kriegsmaschinerie nehmen die Aliens diese Stätten wieder in Betrieb, um ihr Molekülsteuerungsnetz auszuweiten. Wir müssen diese Stätten um jeden Preis zerstören." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Vor 65 Millionen Jahren wurde ein riesiges Kolonisationsschiff von einer fernen außerirdischen Welt zur Erde geschickt. Als das gewaltige Raumschiff sich dem jungen Planeten näherte, versagten aufgrund einer enormen Sonneneruption plötzlich die Navigationssysteme. Das beschädigte Raumschiff raste ungesteuert durch die Stratosphäre und erreichte schließlich den Erdenhimmel. Dort sahen die unzähligen Spezies der Kreidezeit gebannt zu, wie dieser unbekannte Feind auf ihren Planeten herabstürzte. Eine ungeheure Staubwolke stieg in die Atmosphäre auf, die sich so weit abkühlte, daß die herrschenden Lebewesen, die gewaltigen Dinosaurier, starben. Doch die 400 Milliarden Tonnen der Stadt T'leth wurden bei dem Aufprall nicht völlig zerstört. Hochentwickelte Supercomputer aktivierten einen kryogenen Schlafzyklus für die Kreaturen in den Frachträumen. Im Lauf der Jahrtausende weckten die Computers einzelne Gruppen von Aliens, damit sie eine Verbindung zu ihren stellaren Brüdern herstellen konnten, doch vergebens. Der Kern der außerirdischen Macht schlief weiter." STR_TLETH_THE_ALIEN_CITY: "T'leth, die Stadt der Aliens" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, das riesige Kolonisationsschiff der Aliens, liegt im Sigsbee-Graben im Golf von Mexiko. Im Innern dieser Stadt lauert ein außerirdischer Schrecken, so grauenvoll und mächtig, daß nicht einmal der Tod ihn berühren kann. In einer Kammer aus seltsamem Metall liegt der schlafende Körper des Großen Träumers, des Mächtigsten Außerirdischen. Der Aufstieg T'leths aus den Wellen wird seinen Reanimationszyklus starten, und ist er erst erwacht, kann ihn niemand mehr aufhalten. Weder lebendig noch wirklich tot, steuert das Gehirn des Alien seine außerirdische Armee. Die erstaunliche Technologie der molekularen Steuerung verbindet alle Aliens mit dem Gehirn des Einen und ihn mit allen Aliens. Genetisch manipulierte außerirdisch-menschliche Föten versorgen das Gehirn des Alien mit Energie und bilden die Verbindung zwischen dem Herrscher und seinen Untertanen. Der Mythos vom Mächtigsten Außerirdischen existiert seit Jahrhunderten in den Köpfen der Menschen, doch das Meer hielt die ganze schreckliche Wahrheit bisher verborgen." STR_CENTER_ON_SITE_TIME_5_SECONDS: "AUF STANDORT ZENTRIEREN-ZEIT=5 Sek." STR_CANCEL_UC: "ABBRECHEN" STR_NONE: "Keine" STR_UNKNOWN: "Unbekannt" STR_POOR: "Schwach" STR_AVERAGE: "Durchschnitt" STR_GOOD: "Gut" STR_EXCELLENT: "Ausgezeichnet" STR_BUILD_NEW_BASE_UC: "NEUE BASIS ERRICHTEN" STR_BASE_INFORMATION: "BASIS-INFORMATIONEN" STR_EQUIP_CRAFT: "U-BOOT AUSSTATTEN" STR_BUILD_FACILITIES: "EINRICHTUNGEN BAUEN" STR_RESEARCH: "FORSCHUNG" STR_MANUFACTURE: "HERSTELLUNG" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "KAUFEN/REKRUTIEREN" STR_SACK: "ENTLASSEN" STR_SELL_SACK_UC: "VERKAUFEN/ENTLASSEN" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Name" STR_AREA: "Gebiet" STR_BUILD_NEW_BASE: "Neue Basis errichten" STR_CANCEL: "Abbrechen" STR_COST_UC: "KOSTEN>" STR_CONSTRUCTION_TIME_UC: "BAUZEIT>" STR_DAY: one: "{N} Tage" other: "{N} Tage" STR_HOUR: one: "{N} Stunden" other: "{N} Stunden" STR_MAINTENANCE_UC: "INSTANDHALTUNG>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "FORSCHUNGSSTAND" STR_SCIENTISTS_AVAILABLE: "Verfügbare Wissenschaftler>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Zugeteilte Wissenschaftler>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Verfügbare Laborräume>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSCHUNGSPROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "ZUGETEILTE WISSENSCHAFTLER" STR_PROGRESS: "FORTSCHRITT" STR_NEW_PROJECT: "Neues Projekt" STR_CANCEL_PROJECT: "PROJEKT ABBRECHEN" STR_NEW_RESEARCH_PROJECTS: "NEUE FORSCHUNGSPROJEKTE" STR_SCIENTISTS_AVAILABLE_UC: "VERFÜGBARE WISSENSCHAFTLER>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "VERFÜGBARE LABORRÄUME>{ALT}{0}" STR_INCREASE: "Erhöhen" STR_DECREASE: "Verringern" STR_START_PROJECT: "PROJEKT STARTEN" STR_CURRENT_PRODUCTION: "LAUFENDE PRODUKTION" STR_ENGINEERS_AVAILABLE: "Verfügbare Techniker>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Zugeteilte Techniker>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Verfügbarer Werkstattraum>{ALT}{0}" STR_CURRENT_FUNDS: "Momentane Mittel>{ALT}{0}" STR_ITEM: "ARTIKEL" STR_ENGINEERS__ALLOCATED: "Techniker Zugeteilt" STR_UNITS_PRODUCED: "Einheiten Produziert" STR_TOTAL_TO_PRODUCE: "Gesamt-produktion" STR_COST__PER__UNIT: "Kosten{NEWLINE}pro{NEWLINE}Einheit" STR_DAYS_HOURS_LEFT: "Verbleibende Tage" STR_NEW_PRODUCTION: "Neue Produktion" STR_PRODUCTION_ITEMS: "Produktionsartikel" STR_CATEGORY: "KATEGORIE" STR_START_PRODUCTION: "PRODUKTION STARTEN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Technikerstunden für eine Einheit" STR_COST_PER_UNIT_: "Kosten pro Einheit>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Erforderlicher Arbeitsraum>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPEZIALMATERIAL ERFORDERLICH" STR_ITEM_REQUIRED: "BENÖTIGTE ARTIKEL" STR_UNITS_REQUIRED: "BENÖTIGTE EINHEITEN" STR_UNITS_AVAILABLE: "VERFÜGBARE EINHEITEN" STR_STOP_PRODUCTION: "PRODUKTION STOPPEN" STR_ENGINEERS_AVAILABLE_UC: "VERFÜGBARE TECHNIKER>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VERFÜGBARER WERKSTATTRAUM>{ALT}{0}" STR_MONTHLY_PROFIT: "MONATLICHER PROFIT>{ALT}{0}" STR_INCREASE_UC: "ERHÖHEN" STR_DECREASE_UC: "VERRINGERN" STR_UNITS_TO_PRODUCE: "Zu produzierende Einheiten" STR_PURCHASE_HIRE_PERSONNEL: "Personal erwerben/einstellen" STR_COST_OF_PURCHASES: "Kaufpreis>{ALT}{0}" STR_COST_PER_UNIT_UC: "KOSTEN PRO EINHEIT" STR_QUANTITY_UC: "MENGE" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "VERFÜGBARES PERSONAL:PERSONAL INSGESAMT>" STR_SOLDIERS: "Aquanauten" STR_SCIENTISTS: "Wissenschaftler" STR_ENGINEERS: "Techniker" STR_SPACE_USED_SPACE_AVAILABLE: "BENUTZTER RAUM:VERFÜGBARER RAUM>" STR_LIVING_QUARTERS: "Wohnblocks" STR_STORES: "Lager" STR_LABORATORIES: "Labors" STR_WORK_SHOPS: "Werkstätten" STR_HANGARS: "Fliegende U-Boot-Boxen" STR_SHORT_RANGE_DETECTION: "Kurzstreckensonar" STR_DEFENSE_STRENGTH: "Verteidigungsstärke" STR_TRANSFERS_UC: "TRANSFERS" STR_TRANSFERS: "Transfers" STR_ARRIVAL_TIME_HOURS: "Ankunft (Stunden)" STR_COST_: "Kosten>{ALT}{0}" STR_AREA_: "Gebiet>{ALT}{0}" STR_BASE_NAME: "Name der Basis?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "POSITION FÜR LUFTSCHLEUSE WÄHLEN" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "MENGE FÜR TRANSFER" STR_SELECT_DESTINATION_BASE: "Zielbasis wählen" STR_COST: "Kosten" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: Der Untergang Cydonias" STR_INTRO_3: "Nachdem sie das Herzstück der außerirdischen Kriegsmaschinerie zerstört hat, reist eine triumphierende X-Com nach Hause zurück. Doch in den Trümmern der Basis auf dem Mars ist noch Leben." STR_INTRO_4: "Ein kräftiger Tachyonenstrahl wird aus den Überresten des cydonischen Kommandozentrums ausgesandt und rast durch den leeren Raum auf sein Ziel zu............" STR_INTRO_5: "Erde." STR_INTRO_6: "Tief unter dem Meer trifft der Strahl einen verborgenen Rezeptor. Riesige Computer erwachen wie aus einem Schlummer. In den Tiefen, für den Menschen unsichtbar, beginnen unzählige Aliens in ihren Kammern einen langsamen Reanimationszyklus" STR_INTRO_7: "2040: Die nichtsahnenden Erdbewohner haben die Schrecken der Außerirdischen-Kriege vergessen. Doch an unbekannten Orten im Ozean machen sich die Heerscharen der Aliens bereit, die Menschheit zu stürzen und die Erde an sich zu reißen." STR_INTRO_8: "Die Aliens terrorisieren die Menschen und benutzen sie zu grauenvollen Experimenten. Sie rauben auf dem ganzen Erdball wertvolle Mineralien und Rohstoffe und plündern die Meere. Schließlich richtet sich ihre Gier auf die Welt der Menschen über den Wellen." STR_INTRO_9: "Gewaltige Flug-U-Boote von seltsamer Gestalt durchkreuzen die Meere, lauern, suchen, jagen........." STR_INTRO_10: "und finden Beute, die sie gnadenlos angreifen." STR_INTRO_11: "Seltsame neue Waffen werden gegen die wehrlose Menschheit eingesetzt, und wir sind der außerirdischen Bedrohung völlig ausgeliefert.{NEWLINE}Nur eine Organisation kann uns retten, doch wir haben uns vor langer Zeit von ihr abgewandt." STR_INTRO_12: "Experimentale Unterwassereinrichtung der X-Com" STR_INTRO_13: "Mayday! Mayday! Hier spricht das transatlantische Linienschiff Hyperion, wir werden angegriffen. Mayday! Mayd............" STR_INTRO_14: "Kommandozentrale an U-Boot-Box Eins: Unterwasserschleusen öffnen, Barracuda Null Eins aussenden. Alien-Angriffssituation, Alarmstufe Rot.{NEWLINE}Ich wiederhole, Alarmstufe Rot." STR_INTRO_15: "Die Außerirdischen sind von erbarmungsloser Effizienz,...." STR_INTRO_16: "...eiskalt und gnadenlos genau." STR_INTRO_17: "Barracuda Null Eins an Basis, nähern uns den Überresten der Hyperion." STR_INTRO_18: "'Verlangsamen' {NEWLINE} 'Zwei Meter' {NEWLINE} 'Einen Meter' {NEWLINE} 'Alle Aquanauten bereiten sich auf den sofortigen Einsatz vor'." STR_INTRO_19: "...........Luftschleuse verlassen, nähern uns dem Wrack.{NEWLINE}Großer Gott!{NEWLINE}Könnt ihr diese Kreaturen auf meiner Kamera erkennen?" STR_GAMEOVER_1: "Wir haben versagt. Die Aliens haben unsere letzte Hoffnung auf Rettung zunichte gemacht.{NEWLINE}X-Com ist besiegt und die Erde liegt dem uralten Gegner wehrlos zu Füßen." STR_GAMEOVER_2: "T'leth erhebt sich donnernd hoch bis in die Stratosphäre und beginnt sich über das Angesicht der Erde zu bewegen. Todbringend; die menschlichen Rasse aberntend. Und tief in ihren Eingeweiden.. ein mörderisches Alienhirn.. dass sich zu regen beginnt." STR_GAMEOVER_3: "In den Hauptstädten aller Länder sucht man verzweifelt nach einem Abwehrplan. Doch alles ist vergebens; ohne die Technologie aus dem X-Com-Forschungsprojekt sind unsere Waffen nutzlos." STR_GAMEOVER_4: "Die Aliens errichten Stützpunkte an den Polarkappen und beginnen das Eis zu schmelzen. Die Welt wird ein einziges, weites Meer. Übriggebliebene Menschen werden zusammengetrieben und für abscheuliche Züchtungsexperimente mit unbekanntem Ziel missbraucht. Der Himmel verdunkelt sich und eine schreckliche Seuche breitet sich über der Erde aus. " STR_GAMEOVER_5: "Wir haben dieser neuen Weltordnung nichts entgegenzusetzen, die die es versuchen erwartet ein feuriges Ende durch die unfassbaren Waffen der Aliens. Für uns übrige gibt es eine solche, gnädige Erlösung nicht. Mutter Erde wird zu einer fremden Welt und die Menschheit, begraben unter einem monströsen, kriechenden Schrecken, ist verloren." STR_OUTRO_1: "Die Grabstätte in Trümmern, verwüstet. Ein gurgelndes Brüllen aus dem Sarg in ihrer Mitte.{NEWLINE}Narren, ihr werdet alle sterben...................." STR_OUTRO_2: ".................es gibt kein Entkommen." STR_OUTRO_3: "Eine gewaltige Explosion zerreist das Grab und erschüttert die Stadt. Schutt und Asche liegen in der Luft. Die Pläne der Außerirdischen sind vereitelt." STR_OUTRO_4: "Die gewaltigen, abnormen Massen T'leths beginnen zu bersten. Flammen und Rauch schießen aus ihren gleisenden Türmen und adamantenen Hallen hervor." STR_OUTRO_5: "Die mächtige Alien-Festung stürzt taumelt der Meersoberfläche entgegen; die Schreie gequälten Metalls und verzweifelter Seelen erfüllen die Luft. Nie mehr wird der große Träumer von der Eroberung der Welt träumen." STR_OUTRO_6: "Eine letzte, ohrenzerreißende Erschütterung und T'leth reißt sich selbst entzwei.{NEWLINE}Die außerirdische Bedrohung ist abgewendet, die Erde gesäubert.................." STR_OUTRO_7: "Ein verschlafener blau-grüner Planet, in einer entfernten Ecke der Galaxie." STR_OUTRO_8: "Die nahe Zukunft, ein sicherer Ort." STR_OUTRO_9: "Die außerirdische Bedrohung für die Erde ist seit langem besiegt." STR_OUTRO_10: "Gewaltige Metropolen beherbergen die wimmelnden Milliarden der Menschheit." STR_OUTRO_11: "Die Taten der X-Com und die Alien-Kriege sind Geschichten die man Kindern erzählt." STR_OUTRO_12: "Aber Legenden haben es immer an sich, ein Körnchen Wahrheit zu beinhalten............" STR_RISE_1: "T'leth, in vielen Legenden aus vielen Ländern mit vielen Namen benannt." STR_RISE_2: "Mit einem explosiven Schrei der über den gesamten Erdball wiederhallt beginnt sich T'leth vom Meeresboden zu erheben." STR_RISE_3: "Das gewaltige Bauwerk bricht durch die Gewässer des Golfs von Mexiko." STR_RISE_4: "400 Milliarden Tonnen außerirdischen Metalls, die mächtige Stadt der Außerirdischen in der schlafend der Körper des ultimativen Aliens liegt. Seit 65 Millionen Jahren auf der Erde eingesperrt beginnt sich der abnorme, uralte Gott in seiner Ruhestätte zu regen." STR_RISE_5: "Das Meer kocht und brodelt als das Grab des großen Träumers in das helle Licht des Tages emporsteigt................" STR_RISE_6: ".........ein Licht, dass schon bald erlischen wird, sollte X-Com diese Kriegsmaschine der Aliens nicht zerstören können." STR_YOU_HAVE_FAILED: "Sie konnten die Kriegsmaschine der Aliens nicht aufhalten. Die Geldgeber versuchen nun, aus Enttäuschung ü\x81ber Ihre mangelnden Fähigkeiten eine nicht-militärische Lösung mit den Aliens auszuhandeln. Die Invasoren haben jedoch andere Pläne, und bald kennt die ganze Welt die furchtbare Wahrheit..." STR_TOTAL_UC: "GESAMT" STR_INCOME: "Einkommen" STR_EXPENDITURE: "Ausgaben" STR_MAINTENANCE: "Instandhaltung" STR_BALANCE: "Bilanz" STR_UFO_ACTIVITY_IN_AREAS: "Aktivitäten der Aliens in Ozeanen" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktivitäten der Aliens in Zonen" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com-Aktivitäten in Ozeanen" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com-Aktivitäten in Zonen" STR_FINANCE: "Finanzen" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000er" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nicht genug Spezialmaterial zur Produktion von{NEWLINE}{0}{NEWLINE}auf{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nicht genug Geld zur Produktion von{NEWLINE}{0}{NEWLINE}auf{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktion von{NEWLINE}{0}{NEWLINE}auf{NEWLINE}{1}{NEWLINE}ist beendet" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktion von{NEWLINE}{0}{NEWLINE}auf{NEWLINE}{1}{NEWLINE}ist beendet" STR_OK_5_SECONDS: "OK - 5 Sek." STR_RESEARCH_COMPLETED: "Forschung beendet" STR_VIEW_REPORTS: "BERICHTE ANSCHAUEN" STR_WE_CAN_NOW_RESEARCH: "Forschung in folg. Bereich möglich:" STR_WE_CAN_NOW_PRODUCE: "Produktion folg. Artikel jetzt möglich:" STR_SUNDAY: "SONNTAG" STR_MONDAY: "MONTAG" STR_TUESDAY: "DIENSTAG" STR_WEDNESDAY: "MITTWOCH" STR_THURSDAY: "DONNERSTAG" STR_FRIDAY: "FREITAG" STR_SATURDAY: "SAMSTAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Nicht genug {0} zum Auftanken {1} auf {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nicht genug {0} zum Neuladen {1} auf {2}" STR_UFO_IS_NOT_RECOVERED: "U-Boot der Aliens nicht geborgen" STR_UFO_IS_RECOVERED: "U-Boot der Aliens geborgen" STR_CRAFT_IS_LOST: "Fliegendes U-Boot verloren" STR_TERROR_CONTINUES: "Fortgesetzte Aktivitäten der Aliens" STR_ALIENS_DEFEATED: "Aliens besiegt" STR_BASE_IS_LOST: "Basis verloren" STR_BASE_IS_SAVED: "Basis gerettet" STR_ALIEN_BASE_STILL_INTACT: "Kolonie der Aliens noch intakt" STR_ALIEN_BASE_DESTROYED: "Kolonie der Aliens zerstört" STR_ALIENS_KILLED: "ALIENS GETÖTET" STR_ALIEN_CORPSES_RECOVERED: "GEBORGENE LEICHEN DER ALIENS" STR_LIVE_ALIENS_RECOVERED: "GEFANGENGENOMMENE ALIENS" STR_ALIEN_ARTIFACTS_RECOVERED: "GEFUNDENE ARTEFAKTE DER ALIENS" STR_ALIEN_BASE_CONTROL_DESTROYED: "KONTROLLE DER ALIENS ÜBER KOLONIE GEBROCHEN" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "Synomiumapparat der Aliens zerstört" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "Zerstörung des Synomiumapparats gescheitert" STR_CIVILIANS_KILLED_BY_ALIENS: "VON ALIENS GETÖTETE ZIVILISTEN" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "VON X-COM-SOLDATEN GETÖTETE ZIVILISTEN" STR_CIVILIANS_SAVED: "GERETTETE ZIVILISTEN" STR_XCOM_OPERATIVES_KILLED: "X-COM-SOLDATEN GETÖTET" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM-SOLDATEN VERMISST" STR_TANKS_DESTROYED: "X-COM-WAFFENPLATTFORM ZERSTÖRT" STR_XCOM_CRAFT_LOST: "X-COM-U-BOOT VERLOREN" STR_UFO_RECOVERY: "UFO-BERGUNG" STR_ALIEN_BASE_RECOVERY: "KOLONIE DER ALIENS GEBORGEN" STR_BASE_UNDER_ATTACK: "{0} angegriffen!" STR_BASE_DEFENSES_INITIATED: "BASISVERTEIDIGUNG EINGELEITET" STR_GRAV_SHIELD_REPELS_UFO: "SCHILDE WEHREN U-BOOT DER ALIENS AB!" STR_FIRING: "FEUER" STR_HIT: "TREFFER!" STR_UFO_DESTROYED: "U-BOOT DER ALIENS ZERSTÖRT!" STR_MISSED: "DANEBEN!" STR_SELL_ITEMS_SACK_PERSONNEL: "Artikel verkaufen/Personal entlassen" STR_VALUE_OF_SALES: "VERKAUFSERLÖS> {ALT}{0}" STR_FUNDS: "MITTEL> {ALT}{0}" STR_SELL_SACK: "Verkaufen/Entlassen" STR_VALUE: "Wert" STR_CRAFT_: "FLIEGENDES U-BOOT> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "BERGUNG EINES VERUNGLÜCKTEN U-BOOTS DER ALIENS" STR_UFO_CRASH_RECOVERY_BRIEFING: "VORSICHT - Aliens in U-Boot und Umgebung. Der Einsatz ist beendet, wenn alle gegnerischen Einheiten vernichtet oder unschädlich gemacht wurden. Bergung der U-Boot-Teile, der Technik und Leichen kann dann beginnen. Um den Einsatz abzubrechen, bringen Sie die X-Com-Aquanauten ins U-Boot zurück und klicken das Icon 'Einsatz abbrechen' an." STR_UFO_GROUND_ASSAULT: "GEGNERISCHER U-BOOT-ANGRIFF" STR_UFO_GROUND_ASSAULT_BRIEFING: "Landeplatz untersuchen und, wenn möglich, Zugang zum gegnerischen USO verschaffen. Der Einsatz ist erfolgreich abgeschlossen, wenn alle gegnerischen Einheiten eliminiert oder neutralisiert sind. Danach kann mit der Bergung des USOs, der Artefakte und toten Außerirdischen begonnen werden. Um die Mission abzubrechen, bringen Sie die XCom-Mitarbeiter zum Transporter zurück und klicken das Icon 'Mission abbrechen' an." STR_BASE_DEFENSE: "VERTEIDIGUNG DER BASIS" STR_BASE_UC_: "BASIS> {0}" STR_BASE_DEFENSE_BRIEFING: "Ein Schiff der Aliens ist in der Nähe gelandet. Unsere Basis ist in höchster Gefahr. Das gesamte nicht-militärische Personal und alle funktionstüchtigen X-Com-U-Boote wurden evakuiert. Die Aliens werden die Basis über die U-Boot-Boxentore oder die Luftschleuse betreten. Verteidigen Sie die Basis und ihre lebenswichtigen Einrichtungen um jeden Preis - es geht um Leben und Tod. Wird das Icon 'Einsatz abbrechen' angeklickt, ergeben Sie sich und die Basis ist verloren." STR_ALIEN_COLONY_ATTACK_MISSION: "ANGRIFF AUF ALIEN-KOLONIE" STR_ALIEN_BASE_ASSAULT: "ALIEN-KOLONIE TEIL EINS" STR_ALIEN_COLONY_P1_BRIEFING: "Hier handelt es sich um einen Überfall auf eine Kolonie der Aliens. Es gibt 2 Levels. Bringen Sie alle Aquanauten zum leuchtenden Ausgang des ersten Gebäudekomplexes, und klicken Sie das Icon 'Einsatz abbrechen' an. Zurückgelassene Ausrüstung bleibt am Meeresboden liegen, bis der 2. Abschnitt abgeschlossen ist. Um das Spiel abzubrechen, bringen Sie die Aquanauten ins U-Boot und klicken das Icon 'Einsatz abbrechen' an." STR_ALIEN_COLONY_P2: "ALIEN-KOLONIE TEIL ZWEI" STR_ALIEN_COLONY_P2_BRIEFING: "Nach dem ersten Level sind Sie nun im Herzen der Kolonie. Ihre Aufgabe besteht darin, die Kommandozentrale zu zerstören, den Synomiumapparat zu bergen oder alle Aliens zu eliminieren. Um das Spiel abzubrechen, bringen Sie alle Aquanauten zum Startpunkt und klicken das Icon 'Einsatz abbrechen' an. Jegliche funktionstüchtige X-Com-Ausrüstung wird zur Basis zurückgebracht." STR_ALIENS_LAUNCH_PORT_TERROR: "ALIENS STARTEN{NEWLINE}HAFENANGRIFF AUF" STR_PORT_TERROR: "ALIENS BEGINNEN EINEN HAFENANGRIFF" STR_PORT_TERROR_BRIEFING: "Aliens haben einen Bodenangriff begonnen. Der Hafen und die Zivilbevölkerung sind in Gefahr. Ihr Trupp muß alle Aliens eliminieren und die Unbeteiligten vor den Aliens beschützen. Um das Spiel abzubrechen, bringen Sie die Aquanauten in das Fliegende U-Boot, und klicken Sie das Icon 'Einsatz abbrechen' an." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIENS STARTEN{NEWLINE}INSELANGRIFF AUF" STR_ISLAND_TERROR: "ALIENS BEGINNEN EINEN INSELANGRIFF" STR_ISLAND_TERROR_BRIEFING: "Aliens haben einen Bodenangriff begonnen. Der Hafen und die Zivilbevölkerung sind in Gefahr. Ihr Trupp muß alle Aliens eliminieren und die Unbeteiligten vor den Aliens beschützen. Um das Spiel abzubrechen, bringen Sie die Aquanauten in das Fliegende U-Boot, und klicken Sie das Icon 'Einsatz abbrechen' an." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ALIENS GREIFEN{NEWLINE}SCHIFFSROUTE AN" STR_CARGO_SHIP_P1: "FRACHTSCHIFF TEIL EINS" STR_CARGO_SHIP_P2: "FRACHTSCHIFF TEIL ZWEI" STR_CRUISE_SHIP_P1: "KREUZFAHRTSCHIFF TEIL EINS" STR_CRUISE_SHIP_P2: "KREUZFAHRTSCHIFF TEIL ZWEI" STR_SHIP_RESCUE_MISSION: "SCHIFFSRETTUNGSEINSATZ" STR_SHIP_RESCUE_P1_BRIEFING: "Bei diesem Einsatz geht es darum, alle Einheiten der Aliens auf dem Schiff zu eliminieren und das Leben der Zivilisten an Bord zu schützen. Die Aliens befinden sich auf den Ober- und Unterdecks. Sichern Sie die Oberdecks, bevor Sie sich unter Deck begeben. Um das Spiel abzubrechen, bringen Sie die Aquanauten in das Fliegende U-Boot und klicken das Icon 'Einsatz abbrechen' an." STR_SHIP_RESCUE_P2_BRIEFING: "Das Oberdeck ist frei; Sie können sich zu den Unterdecks begeben. Fahren Sie mit dem Gü\x81terlift in den Frachtraum hinab. Ihr Trupp muß alle Aliens auf diesem Deck eliminieren, um den Einsatz zu beenden. Um das Spiel abzubrechen, bringen Sie die Aquanauten zum Lift-Startpunkt und klicken das Icon 'Einsatz abbrechen' an." STR_ALIEN_ACTIVITY_DETECTED: "AKTIVITÄTEN DER ALIENS ENTDECKT" STR_ALIEN_CONTACT_SITE_MISSION: "EINSATZ AM KONTAKTORT DER ALIENS" STR_ARTIFACT_SITE_P1: "ALIEN KOLONIE TEIL EINS" STR_ARTIFACT_SITE_P1_BRIEFING: "Bei diesem Einsatz handelt es sich um einen Überfall auf eine gerade aktivierte Kommunikationsstellung. Es gibt 2 Ebenen, den Meeresboden mit den Pyramiden der Aliens und einem geheimen Komplex. Bringen Sie alle Aquanauten an den Eingang des Gebäudekomplexes, und klicken Sie auf das Icon 'Einsatz abbrechen'. Um das Spiel abzubrechen, bringen Sie die Aquanauten in das Fliegende U-Boot und klicken Sie auf das 'Icon 'Einsatz abbrechen'." STR_ARTIFACT_SITE_P2: "ALIEN KOLONIE TEIL ZWEI" STR_ARTIFACT_SITE_P2_BRIEFING: "Nach Durchquerung der Gebäude und dem Eindringen in den Komplex werden die Einsatzziele klar. Dringen Sie ins Herz der Einrichtungen vor, zerstören Sie das Synomium-Molekülsteuerungsgerät, und bringen Sie den Einsatz zum Abschluß. Um das Spiel abzubrechen, bringen Sie alle Aquanauten zum Startpunkt des Zugangslifts, und klicken Sie das Icon 'Einsatz abbrechen' an." STR_SIGSBEE_DEEP_MISSION: "EINSATZ SIGSBEE DEEP[NEWLINE]AUSSERIRDISCHE STADT STUFE EINS" STR_TLETH_P1_BRIEFING: "Wir betreten nun das Unbekannte, von nun an ist alles möglich. Wir wissen, daß es 1 weiteren Level in die Stadt der Aliens gibt, und Ihr Trupp muß zum Ausgang dieses Levels rennen, um den nächsten betreten zu können. Bringen Sie alle Aquanauten zum Ausgang, und klicken Sie das Icon 'Einsatz abbrechen' an. Wird das Icon von einer anderen Stelle aus angeklickt, bricht das Spiel ab." STR_TLETH_ATTACK_MISSION: "T'LETH ANGRIFFS MISSION[NEWLINE]AUSSERIRDISCHE STADT STUFE ZWEI" STR_TLETH_P2_BRIEFING: "Hier im Unbekannten ist nun alles möglich. Wir wissen, daß es weitere Levels in die Stadt der Aliens gibt, und Ihr Trupp muß zum Ausgang dieses Levels rennen, um den nächsten betreten zu können. Bringen Sie alle Aquanauten zum Ausgang, und klicken Sie das Icon 'Einsatz abbrechen' an. Wird das Icon von einer anderen Stelle aus angeklickt, bricht das Spiel ab." STR_FINAL_TLETH_MISSION: "LETZTE T'LETH MISSION[NEWLINE]AUSSERIRDISCHE STADT STUFE DREI" STR_TLETH_P3_BRIEFING: "Das Ende ist nah, nun suchen wir die Gruft des Höchsten Aliens. Zerstören Sie die 8 Energiezufuhren in das Grabmal, und beenden Sie die Bedrohung durch die Aliens. Jetzt nicht aufgeben! Mit Abbruch des Spiels wird auch der Einsatz abgebrochen." STR_TLETH_P1: "AUSSERIRDISCHE STADT STUFE EINS" STR_TLETH_P2: "AUSSERIRDISCHE STADT STUFE ZWEI" STR_TLETH_P3: "AUSSERIRIDISCHE STADT STUFE DREI" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "KEINE U-BOOT-BOXEN ZUR SCHIFFSPRODUKTION FREI!{SMALLLINE}Jedes Fliegende U-Boot, das zur Basis transferiert, gekauft oder dort produziert wird, nimmt eine U-Boot-Box ein. Bauen Sie eine neue Box, oder transferieren Sie ein U-Boot auf eine andere Basis." STR_NO_FREE_HANGARS_FOR_PURCHASE: "KEINE U-BOOT-BOXEN FÜR GEKAUFTES SCHIFF FREI!{SMALLLINE}Jedes Fliegende U-Boot, das zur Basis transferiert, gekauft oder dort produziert wird, nimmt eine U-Boot-Box ein. Bauen Sie eine neue Box, oder transferieren Sie ein U-Boot auf eine andere Basis." STR_NO_FREE_HANGARS_FOR_TRANSFER: "KEINE U-BOOT-BOXEN FÜR TRANSFER FREI!{SMALLLINE}Jedes Fliegende U-Boot, das zur Basis transferiert, gekauft oder dort produziert wird, nimmt eine U-Boot-Box ein. Bauen Sie eine neue Box, oder transferieren Sie ein U-Boot auf eine andere Basis." STR_CANNOT_BUILD_HERE: "KANN HIER NICHT BAUEN!{SMALLLINE}Sie können nur neben einer bereits vorhandenen Zelle bauen." STR_NO_FREE_ACCOMODATION: "KEIN WOHNRAUM FREI!{SMALLLINE}Zielbasis hat nicht genügend Raum in den Wohnblocks." STR_NOT_ENOUGH_WORK_SPACE: "NICHT GENUG WERKRAUM!{SMALLLINE}Bauen Sie eine neue Werkstatt, oder verringern Sie die Arbeit an anderen Projekten." STR_NOT_ENOUGH_MONEY: "NICHT GENUG GELD!" STR_NOT_ENOUGH_STORE_SPACE: "NICHT GENUG LAGERRAUM!{SMALLLINE}Erstellen Sie neuen Lagerraum, oder verlegen Sie Bestände auf andere Basen." STR_NOT_ENOUGH_LIVING_SPACE: "NICHT GENUG WOHNRAUM!{SMALLLINE}Bauen Sie neue Wohnblocks, oder transferieren Sie Personal auf andere Basen." STR_LAUNCH_INTERCEPTION: "ABFANGMANÖVER STARTEN" STR_CRAFT: "FAHRZEUG" STR_STATUS: "STATUS" STR_BASE: "BASIS" STR_READY: "FERTIG" STR_OUT: "DRAUSSEN" STR_REPAIRS: "REPARATUREN" STR_REFUELLING: "AUFTANKEN" STR_REARMING: "BEWAFFNEN" STR_TARGET: "ZIEL: {0}" STR_WAY_POINT: "WEGMARKE" STR_ARE_YOU_SURE_CYDONIA: "Wollen Sie dieses U-Boot tatsächlich auf einen Einsatz nach T'leth schicken?" STR_YES: "JA" STR_NO: "NEIN" STR_SELECT_DESTINATION: "BESTIMMUNGSORT WÄHLEN " STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "ORT FÜR NEUE BASIS WÄHLEN" STR_RETURN_TO_BASE: "RÜCKKEHR ZUR BASIS" STR_SELECT_NEW_TARGET: "NEUES ZIEL WÄHLEN" STR_PATROL: "PATROUILLE" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "Beschädigt - Kehren zur Basis zurü\x81ck" STR_LOW_FUEL_RETURNING_TO_BASE: "Kein Treibstoff - Rückkehr zur Basis" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION KOMPLETT - RÜCKKEHR ZUR BASIS" STR_PATROLLING: "PATROUILLIEREN" STR_TAILING_UFO: "VERFOLGEN U-BOOT DER ALIENS" STR_INTERCEPTING_UFO: "FANGEN AUSSERIRDISCHES U-BOOT-{0} AB" STR_RETURNING_TO_BASE: "KEHREN ZUR BASIS ZURÜCK" STR_DESTINATION_UC_: "ZIEL: WEGMARKE-{0}" STR_BASE_UC: "BASIS>{ALT}{0}" STR_SPEED_: "GESCHWINDIGKEIT>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "HÖCHSTGESCHWINDIGKEIT>{ALT}{0}{ALT}" STR_ALTITUDE_: "TIEFE>{ALT}{0}" STR_AIRBORNE: "IN DER LUFT" STR_VERY_LOW: "SEICHT" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "TIEF" STR_VERY_HIGH: "SEHR TIEF" STR_FUEL: "TREIBSTOFF>{ALT}{0}" STR_WEAPON_ONE: "WAFFE-1>{ALT}{0}" STR_NONE_UC: "KEINE" STR_ROUNDS_: "RUNDE>{ALT}{0}" STR_WEAPON_TWO: "WAFFE-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "FLIEGENDES U-BOOT" STR_BASE_: "Basis>{0}" STR_NAME_UC: "NAME" STR_AMMO_: "MUNITION>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "AUSRÜSTUNG" STR_ARMOR: "PANZERUNG" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Seemann" STR_SQUADDIE: "Vollmatrose" STR_SERGEANT: "Fähnrich" STR_CAPTAIN: "Leutnant" STR_COLONEL: "Oberleutnant" STR_COMMANDER: "Kapitän" STR_SELECT_SQUAD_FOR_CRAFT: "Truppe wählen für {0}" STR_SORT_BY: "SORTIERE NACH..." STR_ORIGINAL_ORDER: "ORIGINALE REIHENFOLGE" STR_MISSIONS2: "MISSIONEN" STR_KILLS2: "ABSCHÜSSE" STR_WOUND_RECOVERY2: "WUNDHEILUNG" STR_SPACE_AVAILABLE: "RAUM VORHANDEN>{ALT}{0}" STR_SPACE_USED: "PLATZ GENUTZT>{ALT}{0}" STR_SPACE_USED_UC: "PLATZ GENUTZT" STR_RANK: "RANG" STR_WOUNDED: "VERWUNDET" STR_EQUIPMENT_FOR_CRAFT: "Ausrüstung für {0}" STR_DEFENSE_VALUE: "Verteidigungswert" STR_HIT_RATIO: "Trefferquote" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}Fertig zur{NEWLINE}Landung nahe{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Einsatz starten?" STR_SELECT_ARMAMENT: "Bewaffnung wählen" STR_AMMUNITION_AVAILABLE: "MUNITION" STR_ARMAMENT: "BEWAFFNUNG" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "PANZERUNG WÄHLEN FÜR{NEWLINE}{ALT}{0}" STR_TYPE: "TYP" STR_PLASTIC_AQUA_ARMOR_UC: "AQUA-PLASTIK-PANZER" STR_ION_ARMOR_UC: "IONENPANZER" STR_MAGNETIC_ION_ARMOR_UC: "MAGNET. IONEN-PANZER" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Diese Panzerung benutzt eine neu entdeckte Substanz der Aliens, Aqua-Kunststoffe, die unseren Aquanauten eine bessere Chance gegen die Invasion der Aliens gibt" STR_ION_ARMOR_UFOPEDIA: "Ein neuer Schutz \x81für Aquanauten, eine Panzerung mit einer Ionenenergiequelle, die die Geschwindigkeit des Trägers erhöht und den Kampftruppen den besten Schutz bietet." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Eine Verbesserung der Ionenpanzerung, mit Magnet-Technologie, die Bewegungsfreiheit in der Wasserumgebung bietet." STR_SELECT_ARMOR: "Panzerung wählen" STR_NORTH: "NORD" STR_NORTH_EAST: "NORDOST" STR_EAST: "OST" STR_SOUTH_EAST: "SÜDOST" STR_SOUTH: "SÜD" STR_SOUTH_WEST: "SÜDWEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORDWEST" STR_SELECT_ACTION: "AKTION WÄHLEN" STR_CONTINUE_INTERCEPTION_PURSUIT: "ABFANGVERFOLGUNG FORTSETZEN" STR_PURSUE_WITHOUT_INTERCEPTION: "VERFOLGEN OHNE ABZUFANGEN" STR_VERY_LARGE: "SEHR GROSS" STR_LARGE: "GROSS" STR_MEDIUM_UC: "MITTELGROSS" STR_SMALL: "KLEIN" STR_VERY_SMALL: "SEHR KLEIN" STR_GROUNDED: "GELANDET" STR_DETECTED: "Entdeckt" STR_SIZE_UC: "GRÖSSE" STR_ALTITUDE: "TIEFE" STR_HEADING: "KURS" STR_SPEED: "GESCHWINDIGKEIT" STR_CENTER_ON_UFO_TIME_5_SECONDS: "USO ZENTRIEREN-ZEIT=5 Sek" STR_TRACKING_LOST: "ZIELVERFOLGUNG VERLOREN" STR_REDIRECT_CRAFT: "FAHRZEUG UMLEITEN" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "Rückkehr auf letzte bekannte U-Boot-Position" STR_UFO_: "AUSSERIRDISCHES U-BOOT-{0}" STR_ALIEN_BASE_: "AUSSERIRDISCHE KOLONIE-{0}" STR_CRASH_SITE_: "ABSTURZSTELLE-{0}" STR_LANDING_SITE_: "LANDEORT-{0}" STR_WAY_POINT_: "WEGMARKE-{0}" STR_TERROR_SITE: "TERROR-ORT-{0}" STR_ARTIFACT_SITE: "ARTEFAKT-STANDORT-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}erreichte Ziel{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrouillieren" STR_ALIEN_ORIGINS: "Außerirdischer Herkunft" STR_THE_ULTIMATE_THREAT: "Die schwerste Bedrohung" STR_TLETH_ALIEN_CITY: "T'leth, die Stadt der Aliens " STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM-FAHRZEUGE & -WAFFEN" STR_HEAVY_WEAPONS_PLATFORMS: "UNTERWASSERWAFFENSYSTEME (UWS)" STR_WEAPONS_AND_EQUIPMENT: "ALLGEMEINE AUSRÜSTUNG" STR_ALIEN_ARTIFACTS: "AQUATISCHE ARTEFAKTE" STR_BASE_FACILITIES: "X-COM-EINRICHTUNGEN" STR_ALIEN_LIFE_FORMS: "AUSSERIRDISCHE KREATUREN" STR_ALIEN_RESEARCH_UC: "AUSSERIRDISCHE TECHNOLOGIE" STR_UFO_COMPONENTS: "NEUE U-TECHNOLOGIEN" STR_UFOS: "AUSSERIRDISCHE U-BOOTE" STR_SELECT_ITEM: "GEGENSTAND WÄHLEN" STR_ACCELERATION: "BESCHLEUNIGUNG>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "TREIBSTOFFKAPAZITÄT>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WAFFENZELLEN>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SCHADENSKAPAZITÄT>{ALT}{0}{ALT}" STR_CARGO_SPACE: "FRACHTRAUM>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "UWS KAPAZITÄT>{ALT}{0}{ALT}" STR_DAMAGE: "Schaden" STR_RANGE: "Reichweite" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Genauigkeit" STR_RE_LOAD_TIME: "Zeit zum Neuladen...." STR_SECONDS: "{0}Sek" STR_DAMAGE_ARMOR_PIERCING: "PANZERBRECHEND" STR_DAMAGE_INCENDIARY: "PHOSPHORHALTIG" STR_DAMAGE_HIGH_EXPLOSIVE: "HOCHEXPLOSIV" STR_DAMAGE_LASER_BEAM: "GAUßSCHER STRAHL" STR_DAMAGE_PLASMA_BEAM: "SONARSTRAHL" STR_DAMAGE_STUN: "EINFRIEREN" STR_DAMAGE_MELEE: "NAHKAMPF" STR_DAMAGE_ACID: "SÄURE" STR_DAMAGE_SMOKE: "RAUCH" STR_SHOT_TYPE: "TYP" STR_ACCURACY_UC: "GENAUIGKEIT" STR_TIME_UNIT_COST: "ZE-KOSTEN" STR_DAMAGE_UC: "SCHADEN" STR_AMMO: "MUNITION" STR_SHOT_TYPE_AUTO: "Automatisch" STR_SHOT_TYPE_SNAP: "Schnellschuss" STR_SHOT_TYPE_AIMED: "Zeilschuss" STR_CONSTRUCTION_TIME: "Bauzeit" STR_CONSTRUCTION_COST: "Baukosten" STR_MAINTENANCE_COST: "Instandhaltungskosten" STR_LOW: "Niedrig" STR_MEDIUM: "Mittel" STR_HIGH: "Hoch" STR_CRAFT_WEAPON: "U-Waffe" STR_CRAFT_AMMUNITION: "U-Munition" STR_HEAVY_WEAPONS_PLATFORM: "Schwere Waffensysteme" STR_WEAPON: "Waffe" STR_AMMUNITION: "Munition" STR_EQUIPMENT: "Ausrüstung" STR_ALIEN_CORPSE: "Leiche eines Alien" STR_UFO_COMPONENT: "Teil der außerirdischen U-Boote" STR_PERSONAL_ARMOR: "Rüstung" STR_RAW_MATERIALS: "Rohmaterialien" STR_HWP_SOLID_HARPOON_BOLTS: "Harpunenbolzen" STR_ALIEN: "Außerirdischer" STR_AQUATOID: "Aquatoide" STR_GILLMAN: "Kiemenmensch" STR_LOBSTERMAN: "Hummermensch" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Ungetüm" STR_BIODRONE: "Bio-Drohne" STR_TENTACULAT: "Tentakulat" STR_TRISCENE: "Triszene" STR_HALLUCINOID: "Halluzinoide" STR_XARQUID: "Xintfisch" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: " Kapitän" STR_LIVE_NAVIGATOR: " Navigator" STR_LIVE_MEDIC: " Arzt" STR_LIVE_TECHNICIAN: " Techniker" STR_LIVE_SQUAD_LEADER: " Truppenführer" STR_LIVE_SOLDIER: " Soldat" STR_LIVE_TERRORIST: " Terrorist" STR_AQUATOID_COMMANDER: "Aquatoiden Kommandant" STR_AQUATOID_NAVIGATOR: "Aquatoiden Navigator" STR_AQUATOID_MEDIC: "Aquatoiden Arzt" STR_AQUATOID_TECHNICIAN: "Aquatoiden Techniker " STR_AQUATOID_SQUAD_LEADER: "Aquatoiden Truppenführer" STR_AQUATOID_SOLDIER: "Aquatoiden Soldat" STR_GILLMAN_COMMANDER: "Kiemenmensch Kommandant" STR_GILLMAN_TECHNICIAN: "Kiemenmensch Techniker" STR_GILLMAN_SQUAD_LEADER: "Kiemenmensch Truppenführer" STR_GILLMAN_SOLDIER: "Kiemenmensch Soldat" STR_LOBSTERMAN_COMMANDER: "Hummermensch Kommandant" STR_LOBSTERMAN_NAVIGATOR: "Hummermensch Navigator" STR_LOBSTERMAN_TECHNICIAN: "Hummermensch Techniker" STR_LOBSTERMAN_SQUAD_LEADER: "Hummermensch Truppenführer " STR_LOBSTERMAN_SOLDIER: "Hummermensch Soldat" STR_TASOTH_SQUAD_LEADER: "Tasoth Truppenführer" STR_TASOTH_SOLDIER: "Tasoth Soldat" STR_CALCINITE_TERRORIST: "Calciniten Terrorist" STR_DEEP_ONE_TERRORIST: "Ungetüm Terrorist" STR_BIODRONE_TERRORIST: "Bio-Drohne Terrorist" STR_TENTACULAT_TERRORIST: "Tentakulat Terrorist" STR_TRISCENE_TERRORIST: "Triszene Terrorist" STR_HALLUCINOID_TERRORIST: "Halluzinoiden Terrorist" STR_XARQUID_TERRORIST: "Xintfisch Terrorist" STR_ION_BEAM_ACCELERATORS: "Ionenstrahlbeschleuniger" STR_MAGNETIC_NAVIGATION: "Magnetische Navigation" STR_ALIEN_SUB_CONSTRUCTION: "U-Boot-Bau der Aliens" STR_ALIEN_CRYOGENICS: "Außerirdische Kryogenzellen" STR_ALIEN_CLONING: "Alien-Klonapparaturen" STR_ALIEN_LEARNING_ARRAYS: "Außerirdische Lernmaschinen" STR_ALIEN_IMPLANTER: "Außerirdischer Implantierer" STR_EXAMINATION_ROOM: "Untersuchungsraum" STR_AQUA_PLASTICS: "Aqua-Kunststoffe" STR_ALIEN_REANIMATION_ZONE: "Außerirdische Re-Animierungszone" STR_PLASTIC_AQUA_ARMOR: "Aqua-Kunststoff-Panzerung" STR_ION_ARMOR: "Ionenpanzerung" STR_MAGNETIC_ION_ARMOR: "Magnet-Ionenpanzerung" STR_HWP_AQUA_JET_MISSILES: "Wasser Jet Torpedo" STR_HWP_DISPLACER_PWT: "P.W.-Torpedo" STR_GAUSS_TECH: "Gauss'sche Technologie" STR_NEW_FIGHTER_FLYING_SUB: "Neues Fliegendes Kampf-U-Boot" STR_NEW_FIGHTER_TRANSPORTER: "Neuer Kampf-Transporter" STR_THE_LATEST_FLYING_SUB: "Das neueste Fliegende U-Boot" STR_ARMOR_PIERCING: "PANZERBRECHEND" STR_COELACANTH_GAS_CANNON: "Coelacanth/Gaskanone" STR_COELACANTH_AQUA_JET: "Coelacanth/Aqua-Jet" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Verdränger/Sonar" STR_DISPLACER_PWT: "Verdränger /P. W. T." STR_AJAX_LAUNCHER: "Ajax -Werfer" STR_DUP_HEAD_LAUNCHER: "A.U.P.-Sprengkopfwerfer" STR_CRAFT_GAS_CANNON: "U-Boot-Gaskanone" STR_PWT_CANNON: "I.W.V.-Kanone" STR_GAUSS_CANNON: "Gauss'sche Kanone" STR_GAUSS_CANNON_AMMO: "Munition für Gauss'sche Kanone" STR_SONIC_OSCILLATOR: "Sonaroszillator" STR_AJAX_TORPEDOES: "Ajax-Torpedos" STR_DUP_HEAD_TORPEDOES: "A.U.P.-Sprengkopftorpedos" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gasmunition(x50)" STR_SONIC_WAVE: "Sonarwelle" STR_PULSE_WAVE_TORPEDOES: "I.W.V.-Munition" STR_SOLDIER: "Aquanaut" STR_SCIENTIST: "Wissenschaftler" STR_ENGINEER: "Techniker" STR_NORTH_ATLANTIC: "Nordatlantik" STR_SOUTH_ATLANTIC: "Südatlantik" STR_NORTH_PACIFIC: "Nordpazifik" STR_SOUTH_PACIFIC: "Südpazifik" STR_MEDITERRANEAN: "Mittelmeer" STR_SOUTH_CHINA_SEA: "Südchinesische See" STR_INDIAN_OCEAN: "Indischer Ozean" STR_THE_EAST_SEA: "Japanisches Meer" STR_NORTH_SEA: "Nordsee" STR_CARRIBEAN: "Karibik" STR_ANTARCTIC: "Antarktis" STR_ARCTIC: "Arktis" STR_EURASIA: "Eurasien" STR_NORTH_AMERICA: "Nordamerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Höchstgeschwindigkeit" STR_TRANSMISSION_RESOLVER_UC: "TRANSMISSIONSRESOLVER" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "AUSSERIRDISCHES U-BOOT" STR_AJAX: "AJAX" STR_DUP_HEAD: "A.U.P.-SPRENGKOPF" STR_CRAFT_GAS_CANNON_UC: "U-BOOT-GASKANONE" STR_PWT_CANNON_UC: "I.W.V.-KANONE" STR_GAUSS_CANNON_UC: "GAUSS'SCHE KANONE" STR_SONIC_OSCILLATOR_UC: "SONAROSZILLATOR" STR_DAMAGE_CAPACITY: "Schadenskapazität" STR_WEAPON_POWER: "Waffenstärke" STR_WEAPON_RANGE: "Waffenreichweite" STR_AIR_LOCK: "Luftschleuse" STR_LABORATORY: "Labor" STR_WORKSHOP: "Werkstatt" STR_STANDARD_SONAR: "Standard-Sonar" STR_WIDE_ARRAY_SONAR: "Langstrecken-Sonar" STR_TORPEDO_DEFENSES: "Torpedoverteidigung" STR_GENERAL_STORES: "Allgemeine Lager" STR_ALIEN_CONTAINMENT: "Quarantänestation" STR_GAUSS_DEFENSES: "Gauss'sche Verteidigung" STR_SONIC_DEFENSES: "Sonarverteidigung" STR_PWT_DEFENSES: "I.W.V.-Verteidigung" STR_BOMBARDMENT_SHIELD: "Druckbombardment-Schild" STR_MC_GENERATOR: "M.S.-Generator" STR_MC_LAB: "M.S.-Labor" STR_TRANSMISSION_RESOLVER: "Transmissionsresolver" STR_SUB_PEN: "U-Boot-Box" STR_USA: "USA" STR_ALASKA: "Alaska" STR_EU_SYNDICATE: "Euro-Syndikat" STR_ARABIAN_BLOC: "Arabischer Block" STR_EGYPTIAN_CARTEL: "Ägyptisches Kartell" STR_AFRICA_CORP: "Afrikakonzern" STR_BRAZILIAN_UNION: "Brasilianische Union" STR_NEW_MEXICO: "Neu-Mexiko" STR_ASIAN_COALITION: "Asiatische Koalition" STR_SCANDINAVIA: "Skandinavien" STR_NEO_JAPAN: "Neo-Japan" STR_FREE_CHINA: "Freies China" STR_AUSTRALASIA: "Australasien" STR_FED_KOREA: "Vereinigtes Korea" STR_EURASIA_UC: "EURASIEN" STR_ICELANDIC_UNION: "Isländische Union" STR_TANK: "U-Waffensystem" STR_CIVILIAN: "Zivilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mär" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "Internationale Beziehungen" STR_COUNTRY: "Organisation" STR_FUNDING: "Finanzierung" STR_CHANGE: "Änderung" STR_WEAPON_SYSTEMS: "WAFFEN-SYSTEME" STR_HWPS: "UWS" STR_DAMAGE_UC_: "SCHADEN>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Durch die Luftschleuse kann Ausrüstung und Personal in die Unterwasser-Basis gebracht werden oder sie verlassen. Daher wird sie immer zuerst gebaut. Auch gegnerische Kräfte können durch den Luftschleusenbereich eindringen." STR_LIVING_QUARTERS_UFOPEDIA: "Jeder Wohnblock kann bis zu 50 Mitarbeiter beherbergen. Die Einrichtung ist recht primitiv und funktional gehalten." STR_LABORATORY_UFOPEDIA: "Fünfzig Wissenschaftler können in einem Laborblock arbeiten. Die Labors sind komplett mit der neuesten Technologie zur Untersuchung von Materialproben, biochemischen Vorgängen und Waffen ausgestattet. Die X-Com hat Zugang zu den besten Forschungslabors der Welt, militärisch wie kommerziell." STR_WORKSHOP_UFOPEDIA: "Eine Werkstatt enthält alle Einrichtungen, die nötig sind, um die neuesten Entwicklungen aus den Labors zu bauen. 50 Techniker können in einer Werkstatt arbeiten. Die im Bau befindlichen Werkstücke nehmen weiteren Platz ein." STR_STANDARD_SONAR_UFOPEDIA: "Ein Standardsonarsystem besitzt eine Reichweite von über 450 Kilometer in fast allen Tiefen und ist mit geostationären Satellitennetzen zur Oberflächenanalyse verbunden. Jeder Scanner hat eine Chance von 10%, ein Unterwasser- oder Luftfahrzeug pro Abtastzyklus (10 min) zu erfassen." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Ein Standardsonarsystem besitzt eine Reichweite von über 700 Kilometer in fast allen Tiefen und ist mit geostationären Satellitennetzen zur Oberflächenanalyse verbunden. Jeder Scanner hat eine Chance von 20%, ein Unterwasser- oder Luftfahrzeug pro Abtastzyklus (30 min) zu erfassen." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedoverteidigungssysteme bieten Schutz vor Angriffen durch gegnerische Unterwasserfahrzeuge, die an der Basis andocken wollen." STR_GENERAL_STORES_UFOPEDIA: "Alle Ausrüstungen, Waffensysteme, Munition, geborgenen Materialien und Schweren Waffensysteme werden gelagert, außer Ausrüstung, die für U-Boote in Boxen bestimmt ist." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Lebende Aliens müssen in besonderen Einrichtungen gehalten werden. In diesen Einheiten können sie am Leben gehalten, und ihr Kampfpotential kann auf Null verringert werden. Die Quarantänestation kann bis zu 10 Aliens fassen." STR_GAUSS_DEFENSES_UFOPEDIA: "Die Gauss'sche Verteidigung ist der allerneueste und effektivste Schutz vor Angriffen durch gegnerische U-Boote." STR_SONIC_DEFENSES_UFOPEDIA: "Die Sonaroszillatorverteidigung bietet starken und effektiven Schutz vor Aggressoren." STR_PWT_DEFENSES_UFOPEDIA: "Impulswellentorpedos bieten die effektivste Verteidigung gegen Angriffe der Aliens. Diese Geschosse haben superdichte Gefechtsköpfe, die alle bekannten Arten von Panzerung durchdringen können. Die von ihnen erzeugten Magnetwellen deaktivieren elektronische Verteidigungssysteme." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Das Druckbombardmentschild schützt die Basis vor außerirdischen U-Booten und erzeugt ein Hallfeld, das die angreifenden U-Boote lang genug abwehrt, damit die Verteidigungssysteme wiederholt feuern können. Dadurch wird die Wirkung jedes Verteidigungssystems verdoppelt." STR_MC_GENERATOR_UFOPEDIA: "Da die Aliens Molekülsteuerungstechniken verwenden, um die Präsenz von Lebewesen zu entdecken, kann mit Hilfe eines negativen M.S.-Emitters die Basis mit einem undurchdringlichen Schild umgeben werden, der die Aliens verwirrt und unsere Anwesenheit verbirgt." STR_MC_LAB_UFOPEDIA: "Im Labor für Molekularsteuerung (M.S.) können bis zu zehn Aquanauten mit Implantaten ausgestattet und trainiert werden. Die Implantate werden operativ in die Schädel der Aquanauten eingepflanzt. Ausgiebiges Training ermöglicht es ihnen schließlich ihre Implantate zu benutzen. Die durch das Implantat erlangten Fähigkeiten können in Verbindung mit einem M.S.-Störer im Kampf als Waffe eingesetzt werden." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Aliens kommunizieren mit Hilfe des implantierten Molekülsteuerungsnetzwerks, das sie eingerichtet haben. Der Übertragungs-Resolver fängt die Sendungen der U-Boote auf und dekodiert die Informationen. Typ des außerirdischen U-Bootes, Spezies und Art der Aktivität können so ermittelt werden." STR_SUB_PEN_UFOPEDIA: "Jede Box kann ein U-Boot aufnehmen. Hier werden Wartung, Auftanken und Reparaturen für die X-Com-U-Boot-Flotte durchgeführt. Jedes Fliegende U-Boot, das auf der Basis stationiert ist, muß eine freie Box zugeteilt bekommen, die von anderen U-Booten nicht verwendet werden kann, auch wenn das zugeteilte U-Boot im Einsatz ist." STR_DART_PISTOL_UFOPEDIA: "Die X-Com Dartpistole ist eine kleine, genaue und leistungsstarke Einheit mit einem Magazin für 12 Dart-Projektile. Die Darts werden über eine Gaspatrone in der Munitionshalterung abgefeuert." STR_JET_HARPOON_UFOPEDIA: "Das Aqua-Gewehr, das aus versiegelten Paketen 10 hohle Stahlharpunen feuert, ist treffsicher und durchschlagend. Jede Harpune hat ihren eigenen Gasvorrat." STR_GAS_CANNON_UFOPEDIA: "Dieses Schwergewicht einer Kanone aus der Gastechnologiefamilie feuert massive Bolzen mit HE- oder Phosphor-Spitzen. Sehr beliebte Waffe bei erfahrenen Aquanauten." STR_HYDRO_JET_CANNON_UFOPEDIA: "Hydro-Jet-Kanonen gehören zum Waffensystem der schweren Infanterie. Die Kanone feuert magnesiumbetriebene Mini-Torpedos. Sie ist zwar effektiv, aber auch unbeweglich, unhandlich und nur für den Einsatz unter Wasser geeignet." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Dieses wahre Schwergewicht von einem Werfer feuert drei Arten von Torpedos, jeder mit eigenem Antrieb. Eine verheerende Waffe, die jedoch manuell geladen werden muß. Die Munition besteht aus großen oder kleinen hochexplosiven Torpedos mit Phosphorköpfen die alle nur unter Wasser eingesetzt werden Können." STR_GAUSS_PISTOL_UFOPEDIA: "Die Gauss'sche Pistole verwendet beschleunigte Teilchen, eine Neuentwicklung in der modernen Waffentechnik. Sie ist schnell, genau und funktioniert \x81über und unter Wasser. Die Gauss-Technologie ist eine Fortführung der Plasmatechnologie des letzten Krieges." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Die Gauss'sche Pistole verwendet beschleunigte Teilchen, eine Neuentwicklung in der modernen Waffentechnik. Sie ist schnell, genau und funktioniert \x81über und unter Wasser. Die Gauss-Technologie ist eine Fortführung der Plasmatechnologie des letzten Krieges." STR_GAUSS_RIFLE_UFOPEDIA: "Dieses Gewehr ist durch seinen Doppelteilchenbeschleuniger ein Fortschritt gegenüber der Gauss'schen Pistole. Statt eines eleriumbetriebenen Plasmasystems verwenden wir einen Mikroteilchenbeschleuniger, der einen Strahl von Anti-Protonen erzeugt." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Dieses Gewehr ist durch seinen Doppelteilchenbeschleuniger ein Fortschritt gegenüber der Gauss'schen Pistole. Statt eines eleriumbetriebenen Plasmasystems verwenden wir einen Mikroteilchenbeschleuniger, der einen Strahl von Anti-Protonen erzeugt." STR_HEAVY_GAUSS_UFOPEDIA: "Die schwere Gauss ist unhandlich, aber „äußerst wirksam. Sie besitzt drei Teilchenbeschleuniger und kommt praktisch überall durch. Der Anti-Proton-Strahl ist in einem Gallium-Arsen-Behälter, der bei Aufprall explodiert und die Anti-Materie entlädt." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Die schwere Gauss ist unhandlich, aber „äußerst wirksam. Sie besitzt drei Teilchenbeschleuniger und kommt praktisch überall durch. Der Anti-Proton-Strahl ist in einem Gallium-Arsen-Behälter, der bei Aufprall explodiert und die Anti-Materie entlädt." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Diese standardmäßige Granate hat einen präzise arbeitenden, komplexen Timer." STR_DYE_GRENADE_UFOPEDIA: "Farbgranaten haben eine doppelte Funktion, einmal bieten sie Deckung in ungeschützten Situationen. Die Farbe, die sowohl im Wasser wie auf dem Land funktioniert, wird in einer Teilchenwolke ausgestoßen und erzeugt im Wasser, ähnlich wie bei Tintenfischen, eine dunkle Flüssigkeit oder in der Luft eine dichte Wolke." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Eine Näherungsgranate, die wie eine normale Granate geworfen, doch erst durch Bewegungen in ihrer Nähe gezündet wird. Erfahrung und Training sind für den richtigen Gebrauch erforderlich." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Dieser Sprengstoff sollte nur zu Abrißzwecken verwendet werden. Doch hat die Erfahrung gelehrt, daß er auch fü\x81r die Vernichtung von Aliens verwendbar ist. Der Explosionsradius ist groß, daher sollten sich keine Aquanauten innerhalb des Sicherheitsabstandes aufhalten." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Dieses Gerät verwendet einige Detektoren und Computersysteme zur Erkennung sich bewegender Einheiten. Klicken Sie das Störsensor-Icon auf dem Taktikschirm an. Wählen Sie die Option 'Sensor Benutzen' aus dem Menü. Die Anzeige gibt durch einen Pfeil im Zentrum die Blickrichtung des Aquanauten an (Norden ist oben). Die Echoanzeigen zeigen Einheiten an, die kürzlich ihre Stellung gewechselt haben. Große Einheiten oder sich schnell bewegende Einheiten erzeugen größere Echoanzeigen. Statische Einheiten werden nicht angezeigt." STR_MEDI_KIT_UFOPEDIA: "Hierbei stehen Sie einem verwundeten X-Com-Soldaten gegenüber oder befinden sich über dem Körper eines bewußtlosen Aquanauten..{NEWLINE}HEILEN> Rot zeigt Wunden an. Wählen Sie die entsprechende Körperstelle, und klicken Sie den Knopf 'Heilen' an. Eine sonst tödliche Wunde wird geheilt und die Gesundheit wiederhergestellt.{NEWLINE}STIMULANS> Gibt Energie zurück und belebt bewußtlose Aquanauten. Dabei müssen Sie direkt über dem Körper des Aquanauten stehen.{NEWLINE}SCHMERZMITTEL> Stellt die Moral eines verwundeten Aquanauten wieder her." STR_MC_DISRUPTOR_UFOPEDIA: "Das Allerneueste in der M.S.-Technologie. Kann nur unter Wasser von Aquanauten mit M.S.-Fähigkeiten verwendet werden. Klicken Sie das Störer-Icon an, wählen Sie die Art des Angriffs, und geben Sie mit dem Cursor ein Ziel an. Es gibt zwei Arten des Angriffs per Störer:{NEWLINE}BLOCKIEREN DES IMPLANTATS> Im Erfolgsfall wird die Einheit verwirrt und kann in Panik geraten.{NEWLINE}IMPLANTATKONTROLLE> Im Erfolgsfall gewinnen Sie die Kontrolle über die gegnerische Einheit." STR_THERMAL_TAZER_UFOPEDIA: "Dieses Gerät kann nur im Nahkampf eingesetzt werden, es betäubt einen lebenden Organismus, ohne ihn zu töten, durch Tiefgefrieren." STR_VIBRO_BLADE_UFOPEDIA: "Die Vibroklinge ist eine scharfe Klinge aus Titanium, die sich mit \x81ber 6000 U/Min dreht und auch die beste Panzerung durchdringen kann. Die Energiequelle ist eine Erfindung der Aliens; frühere Versuche, diese Objekte nachzubauen, scheiterten, unsere Klingen waren zu langsam oder explodierten unter dem Druck." STR_THERMIC_LANCE_UFOPEDIA: "Die Thermische Lanze ist eine logische Weiterentwicklung der Vibroklingentechnologie. Die Klinge dreht sich schneller und eine Zrbit-Energiequelle überhitzt die Klinge, so daß Panzerung wie weiche Butter zerschnitten werden kann." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Die schwere termische Lanze ist eine leistungsstärkere Version der termischen Lanze. Dual-Hitzegeneratoren und eine extrem hohe Rotationsgeschwindigkeit bedeuten, dass die schwere termische Lanze gegen jede Art von Material praktisch unaufhaltbar ist." STR_SONIC_CANNON_UFOPEDIA: "Die Sonarkanone ist die mächtigste aus der Familie der Sonarwaffen. Ihr Audio-Oszilator hat eine höhere Bandbreite und ihre Echokammer ist größer als die des Blaster-Gewehrs. Die Kanone besitzt außerdem ein Puls-Detonations-System welches die emitierte Ultraschallwelle durch Modulation verändert, sodass der akustische Schock noch wirkungsvoller ist." STR_CANNON_POWER_CLIP_UFOPEDIA: "Dieses kompakte Gerät wird als Munition für schwere Plasmageschütze verwendet. Es enthält eine kleine Menge Elerium." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Eine verbesserte Version, die auch mit Schall arbeitet. Nicht einmal Stahl kann dieser Waffe widerstehen. Der hochkompakte Wellensender wird durch Supraleiter-verstärker maximiert, um die Wirkung der Waffe zu erhöhen." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Dieser kleine Gegenstand wird als Energiequelle für ein Sonargewehr verwendet, eine effektive Waffe der Aliens, und enthält geringe Mengen Zrbit" STR_SONIC_PISTOL_UFOPEDIA: "Sonarpistolen sind eine Waffe der Aliens, die auf Ultraschallwellen beruht, die Knochen innerhalb von Sekunden in Gelee verwandeln. Die Ultraschallwellen liegen über dem Hörumfang von Menschen." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Die Energiequelle der kompakten Sonarpistole. Enthält Zrbit - die Quelle der außerirdischen Macht." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Hierbei handelt es sich um ein gelenktes U-Waffensystem der Aliens, das selbsttreibende 'Störprojektile' feuert. Wird die Waffe durch Anklicken ausgelöst, so setzt sie 'Wegmarken', denen die Projektile folgen. Sind genug Wegmarken platziert, klicken Sie das Start-Icon an." STR_DISRUPTOR_AMMO_UFOPEDIA: "Hierbei handelt es sich um eine hochexplosive Rakete mit einem intelligenten Lenksystem. Sie wird mit Hilfe einer Blaster-Vorrichtung abgeschossen." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Ein kleiner Thermoschock-Werfer, der chemische Frostbomben abfeuert. Sehr nützlich, um Aliens lebend zu fangen." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Die Betäubungsbombe wird zum Fangen von lebenden Menschen verwendet, sie kann jedoch auch gegen Außerirdische Rassen eingesetzt werden.\nAbgefeuert wird sie durch die kleine Abschussrampe." STR_SONIC_PULSER_UFOPEDIA: "Dieses Gerät arbeitet wie eine standardmäßige Granate - nur ist es sehr viel stärker. Die Granate verwendet eine einzige Impulssonarexplosion, die in alle Richtungen gleichzeitig ausgeschickt wird." STR_MC_READER_UFOPEDIA: "Im Körper der Aliens haben wir operativ eingesetzte Einheiten gefunden. Es handelt sich um von den Aquatoiden konstruierte Kontrollimplantate, die Informationen ü\x81ber große Entfernung vom Schlachtfeld senden. Das M.S.-Lesegerät ist ein Kommunikationsgerät der Aliens, mit dem Informationen direkt von M.S.-Implantaten eingeholt werden können. X-Com-Einheiten können dieses Gerät benutzen, um die Merkmale eines Aliens anzeigen zu können. Wählen Sie die Option 'Benutzen'. Klicken Sie dann einen Alien mit dem Cursor an." STR_SURVEY_SHIP: "Vermessungsschiff" STR_ESCORT: "Begleitschiff" STR_CRUISER: "Kreuzer" STR_HEAVY_CRUISER: "Schwerer Kreuzer" STR_HUNTER: "Jäger" STR_BATTLESHIP: "Schlachtschiff" STR_DREADNOUGHT: "Dreadnought" STR_FLEET_SUPPLY_CRUISER: "Flottenversorgungskreuzer" MAP_SEABED: "Meeresboden" MAP_PIPES: "Forschungseinrichtung" MAP_PLANE: "Flugzeugwrack" MAP_ATLAN: "Atlantis" MAP_MU: "Maya Tempel" MAP_GAL: "Versunkene Galeone" MAP_MSUNK: "Versunkenes Linienschiff" MAP_VOLC: "Vulkanisch" MAP_CORAL: "Korallenriff" MAP_PORT: "Hafen" MAP_ISLAND: "Insel" MAP_CARGO: "Containerschiff" MAP_LINERT: "Kreuzfahrtschiff P1" MAP_LINERB: "Kreuzfahrtschiff P2" MAP_ALART: "Artefakt P1" MAP_GRUNGE: "Artefakt P2" MAP_ENTRY: "Kolonie P1" MAP_A_BASE: "Kolonie P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "X-COM Basis" STR_MIXED_CREW: "Mischbesatzung" STR_MIXED_CREW_2: "Mischbesatzung 2" STR_RATING: "ERGEBNIS> {0}" STR_RATING_TERRIBLE: "ERBÄRMLICH!" STR_RATING_POOR: "SCHWACH!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GUT!" STR_RATING_EXCELLENT: "SPITZE!" STR_SCORE: "PUNKTE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM-MONATSBERICHT" STR_MONTH: "Monat> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Das Komitee der Finanzierungsorganisationen ist im allgemeinen mit Ihrem Fortschritt zufrieden." STR_COUNCIL_IS_VERY_PLEASED: "Das Komitee der Finanzierungsorganisationen ist sehr zufrieden mit Ihrer ausgezeichneten Arbeit. Machen Sie weiter so." STR_COUNCIL_IS_DISSATISFIED: "Das Komitee der Finanzierungsorganisationen ist mit Ihren Leistungen nicht zufrieden. Entweder Sie leisten bessere Arbeit gegen die Aliens, oder die Gelder für X-Com werden gestrichen." STR_YOU_HAVE_NOT_SUCCEEDED: "Es ist Ihnen nicht gelungen, die Invasion der Aliens aufzuhalten, und das Komitee der Finanzierungsorganisationen hat leider beschlossen, die Gelder für X-Com zu streichen. Jede Organisation wird mit dem Problem nun auf ihre Weise umgehen. Wir können nur hoffen, daß wir zu einer Einigung mit diesen uralten Kräften kommen können und die Bevölkerung sich mit den aquatischen Besuchern arrangieren wird." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} ist besonders zufrieden mit Ihren Fähigkeiten, sich der lokalen Bedrohung zu erwehren, und hat beschlossen, die Mittel zu erhöhen." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sind im höchsten Maße zufrieden, wie Sie mit dem lokalen Eindringen der Aliens fertigwerden, und haben beschlossen, die Mittel zu erhöhen." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} und {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} ist mit Ihren Fähigkeiten, die Aktivitäten der Aliens in den Meeren zu unterbinden, recht unzufrieden und hat beschlossen, die Mittel zu verringern." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sind mit Ihren Fähigkeiten, die Aktivitäten der Aliens im Meer zu unterbinden, recht unzufrieden und haben beschlossen, die Mittel zu verringern." STR_KNOTS: "{0} km" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} hat ein Kooperationsabkommen mit den außerirdischen Kräften geschlossen und sich aus der X-Com-Finanzierung zurückgezogen." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} haben ein Kooperationsabkommen mit den außerirdischen Kräften geschlossen und sich aus der X-Com-Finanzierung zurückgezogen." STR_MONTHLY_RATING: "Monatliche Einschätzung> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Änderung in der Finanzierung> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Die Finanzierungsorganisation ist mit Ihren Finanzen nicht zufrieden. Verringern Sie Ihre Schulden auf einen Betrag unter $2 Millionen, oder die X-Com wird abgewickelt." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "U-BOOT-TEILCHENÜBERTRAGUNG AUFGELÖST" STR_CRAFT_TYPE: "U-BOOTTYP" STR_RACE: "SPEZIES" STR_MISSION: "EINSATZ" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Forschungsauftrag vergeben" STR_ALLOCATE_MANUFACTURE: "Produktion einleiten" STR_AZORES: "Azoren" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascension" STR_TRINIDADE_ISLAND: "Trinidad" STR_FALKLAND_ISLAND: "Falkland-Inseln" STR_CANARY_ISLANDS: "Kanarische Inseln" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St Lawrence Island" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway-Inseln" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmanien" STR_HAWAII: "Hawaii" STR_FIJI: "Fidschi" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Osterinseln" STR_GALAPAGOS_ISLAND: "Galapagos-Inseln" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomon" STR_CRETE: "Kreta" STR_LISBON: "Lissabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychellen" STR_MALDIVE_ISLAND: "Malediven" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Wladiwostok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Faeroe Island" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.S. Training" STR_PSIONIC_TRAINING: "MOLEKÜLSTEUERUNGSTRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Verbleibende M.S.-Kapazität> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.S.{NEWLINE}Stärke" STR_PSIONIC_SKILL_IMPROVEMENT: "Verbesserung der{NEWLINE}/M.S.-Fähigkeiten" STR_IN_TRAINING: "Im{NEWLINE}Training?" STR_TARGETTED_BY: "VERFOLGER:" STR_WEAPONS_CREW_HWPS: "WAFFEN/{NEWLINE}CREW/UWS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "hat zu wenig Treibstoff,{NEWLINE}kehrt zur Basis zurü\x81ck" STR_SOLDIER_LIST: "Liste der Aquanauten" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "EINSÄTZE> {ALT}{0}" STR_KILLS: "ABSCHÜSSE> {ALT}{0}" STR_WOUND_RECOVERY: "WUNDHEILUNG> {ALT}{0}" STR_TIME_UNITS: "ZEITEINHEITEN" STR_STAMINA: "AUSDAUER" STR_HEALTH: "GESUNDHEIT" STR_BRAVERY: "MUT" STR_REACTIONS: "REAKTIONEN" STR_FIRING_ACCURACY: "TREFFGENAUIGKEIT" STR_THROWING_ACCURACY: "WURFGENAUIGKEIT" STR_STRENGTH: "STÄRKE" STR_PSIONIC_STRENGTH: "M.S.-STÄRKE" STR_PSIONIC_SKILL: "M.S.-FÄHIGKEITEN" STR_NEW_RANK: "NEUER RANG" STR_PROMOTIONS: "Beförderungen" STR_SOLDIERS_UC: "AQUANAUTEN" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automatische UWS sind sehr manövrierfähig und haben einen starken Rumpf. Sie können Truppen in allen Tiefen unterstützen. UWS werden automatisch wieder geladen, wenn genug Munition vorhanden ist." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Dieses U-Boot ist mit Aqua-Jet-Torpedos bewaffnet. Ein der Gaskanone überlegenes System. Vergewissern Sie sich, daß immer genug Aqua-Jet-Torpedos vorhanden sind." STR_COELACANTH_GAUSS_UFOPEDIA: "Die Gauss'sche Technologie bietet ein starkes Waffensystem für UWS. Sie bietet im Vergleich zu früheren Modellen schwereres Feuer und nutzt eigene X-Com-Technologie." STR_DISPLACER_SONIC_UFOPEDIA: "Die Technologie der Aliens hat die UWS revolutioniert. Durch den Ionenverdränger sind die UWS nicht länger auf den Einsatz an Land/auf dem Meeresboden beschränkt. Sonarwaffen bieten im Kampf einen erheblichen Vorteil." STR_DISPLACER_PWT_UFOPEDIA: "Dieses UWS ist mit Impulswellenwaffen für den Unterwassereinsatz ausgestattet. Sie müssen IW-Torpedos herstellen, um stets kampfbereit zu sein. Zum Feuern setzen Sie eine Reihe von Wegmarken und klicken dann das Start-Icon an." STR_ALIEN_PROBE_MISSION: "Außerirdischer Sondereinsatz" STR_ALIEN_INTERDICTION: "Alien-Interdiktion" STR_ALIEN_RESOURCE_RAID: "Ressourcenplünderung" STR_ALIEN_INFILTRATION: "Außerirdische Infiltration" STR_ALIEN_BASE: "Expansion der Alien-Kolonien" STR_ALIEN_SURFACE_ATTACK: "Landangriff der Aliens" STR_ALIEN_RETALIATION: "Angriff auf Schwimmende Basis" STR_ALIEN_SUPPLY: "Kolonie-Versorgungsmissionen" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Der Sondereinsatz wird zur Korrelierung von Daten über Meeresboden, Ressourcen, Schiffs- und Flugzeugrouten eines Gebietes verwendet. Die hier tätigen U-Boote der Aliens stellen an sich keine Gefahr dar, zeigen aber Aktivitäten an, die jederzeit eskalieren könnten. " STR_ALIEN_INTERDICTION_UFOPEDIA: "Die Aliens beobachten gerne Gebiete, an denen sie interessiert sind, und senden oft Fahrzeuge aus, um ein Gebiet zu sichern, bevor intensivere Einsätze starten. Dabei landen sie an bestimmten Orten, von denen aus sie später das Gebiet abriegeln, um den nächsten Schritt vorzubereiten." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Das Versenken von Schiffen und das Abschießen von Flugzeugen gehören zu den Schlüsselelementen der Strategie der Aliens. Dazu gehört auch der Erwerb von Materialien, der auch von aggressiven Handlungen begleitet ist. Die Aliens führen auch Überfälle auf Gebiete mit geothermischer Aktivität, Bergbauregionen und historische Stätten aus, um Minerale, Metalle und andere menschliche Erzeugnisse zu erwerben." STR_ALIEN_INFILTRATION_UFOPEDIA: "Dies kann zu offiziellen Kontakten zwischen den Aliens und Unternehmen oder Regierungen auf höchster Ebene führen. Den Höhepunkt dieser Aktivitäten bilden intensive U-Boot-Aktivitäten in den entsprechenden Gewässern. Die Aliens möchten mit der Regierung oder dem Unternehmen einen Vertrag unterzeichnen, in dem sie die Weitergabe ihrer überlegenen Technologie anbieten. Diese Aktivitäten stellen eine große Bedrohung für X-Com dar. Mit Beginn der Zusammenarbeit eines Unternehmens oder einer Regierung mit den Aliens bleiben die Gelder aus. " STR_ALIEN_BASE_UFOPEDIA: "Aliens bauen geheime Unterwasserkolonien in entfernten Gegenden. Nach ersten Erkundungsflügen erfolgt eine erhöhte Aktivität der U-Boote der Aliens nach dem Baubeginn. Diese Kolonien sind mit Labors, Klon-Zentren und Operationsräumen für Human- und Alienexperimente ausgestattet. Die Präsenz der Kolonien zieht weitere Aktivitäten der Aliens nach sich, ohne daß U-Boote anzutreffen wären. Zur Lokalisierung einer Kolonie muß ein X-Com-U-Boot einige Stunden lang patrouillieren, bevor es eine Kolonie entdecken kann." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Wenn die Aliens Menschen brauchen, terrorisieren sie einen Hafen, greifen eine Insel an oder \x81überfallen ein Schiff. Zivilisten sind direkt bedroht, da sie für Zuchtzwecke und Experimente der Aliens gebraucht werden." STR_ALIEN_RETALIATION_UFOPEDIA: "Wenn die X-Com-Abfang-U-Boote erfolgreich gegen Fahrzeuge der Aliens vorgehen, kann es zu Vergeltungsmaßnahmen kommen. Diese könnten zu einem direkten Angriff gegen eine X-Com-Einrichtung führen. Doch müssen die Aliens zunächst eine X-Com-Basis finden, die sie angreifen können; solange die U-Boote der Aliens ferngehalten werden können, sollte die Gefahr eines Angriffs gering sein." STR_ALIEN_SUPPLY_UFOPEDIA: "Wurde eine Kolonie durch die Aliens errichtet, wird sie in regelmäßigen Abständen von einem besonderen Versorgungsschiff beliefert. Wird eines dieser Schiffe bei der Landung beobachtet, kann auf eine Kolonie der Aliens geschlossen werden." STR_SURVEY_SHIP_UFOPEDIA: "Dieses winzige U-Boot wird zu Aufklärungs- und Vermessungszwecken verwendet. Normalerweise führt es einen Stoßtrupp der Aliens an." STR_ESCORT_UFOPEDIA: "Ein mittelgroßes Geleitschiff, das allein keine große Gefahr darstellt. Dieses Schiff kündigt die Ankunft größerer Schiffe und vermehrte Aktivität an." STR_CRUISER_UFOPEDIA: "Der Kreuzer ist ein Universalschiff, das Hauptstück der Flotte der Aliens. Es wird bei Einsätzen aller Arten verwendet und ist ein gefährlicher Gegner." STR_HEAVY_CRUISER_UFOPEDIA: "Der Schwere Kreuzer ist mächtiger als ein Kreuzer; größere Waffen und Antriebssysteme erhöhen seine Kraft. Der Schwere Kreuzer wird für Beschaffungseinsätze verwendet, um große Mengen an Mineralien und Ausrüstung zu sammeln." STR_HUNTER_UFOPEDIA: "Dieses Schiff ist mit einem Untersuchungsraum ausgestattet, in dem Experimente an menschlichen Objekten vorgenommen werden können. Die Opfer werden den schrecklichsten Torturen unterworfen. Oft wird das Gehirn entfernt und dann aufbewahrt." STR_BATTLESHIP_UFOPEDIA: "Das Schlachtschiff ist das aggressivste Schiff im Besitz der Aliens. Es enthält alle Technologien und Systeme um als Operationsbasis für jegliche Art aggressiver Handlung dienen zu können und führt ein breites Arsenal an Waffen mit sich." STR_DREADNOUGHT_UFOPEDIA: "Die Dreadnought ist ein Truppenträger, der sämtliche Technologien und eine riesige Nutzlast besitzt. Die Dreadnought ist ein harter und gefährlicher Gegner." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Das Versorgungsschiff wird während der Aufbauphase der Kolonien eingesetzt oder zur Belieferung bereits existierender Kolonien. Es transportiert Nahrung, DNS-Material, Föten und andere biologische Komponenten." STR_DISMANTLE: "Abbauen" STR_FACILITY_IN_USE: "AQUA-ZELLE IN GEBRAUCH" STR_CANNOT_DISMANTLE_FACILITY: "AQUA-ZELLE KANN NICHT ABGEBAUT WERDEN!{SMALLLINE}Alle Basiszellen müssen mit der Luftschleuse verbunden sein." STR_TRANSFER_ITEMS_TO: "Gegenstände transferieren nach {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "KEINE QUARANTÄNESTATION FÜR TRANSFER!{SMALLLINE}Lebende Aliens können nur in einer Quarantänestation am Leben erhalten werden." STR_AMOUNT_AT_DESTINATION: "MENGE AM{NEWLINE}ZIELORT" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien stirbt, da keine Quarantänestation vorhanden" STR_NO_FREE_ACCOMODATION_CREW: "KEIN FREIER WOHNRAUM!{SMALLLINE}Zielbasis hat nicht genug Wohnraum für die dem U-Boot zugeteilte Crew." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NICHT GENUG LAGERRAUM!{SMALLLINE}Erstellen Sie neuen Lagerraum, oder verlegen Sie Bestände auf andere Basen." STR_ITEMS_ARRIVING: "Gegenstände kommen an" STR_DESTINATION_UC: "ZIEL" STR_DART_PISTOL: "Pfeilgewehr" STR_DART_POD: "Pfeilladestreifen" STR_JET_HARPOON: "Jet-Harpune" STR_HARPOON_POD: "Harpunenladestreifen" STR_GAS_CANNON: "Gaskanone" STR_GC_AP_AMMO: "GK-PB-Bolzen" STR_GC_HE_AMMO: "GK-HE-Bolzen" STR_GC_P_AMMO: "GK-Phosphorbolzen" STR_HYDRO_JET_CANNON: "Hydro-Jetkanone" STR_HJC_AP_AMMO: "HJ-PB-Munition" STR_HJC_HE_AMMO: "HJ-HE-Munition" STR_HJC_P_AMMO: "HJ-I-Munition" STR_TORPEDO_LAUNCHER: "Torpedowerfer" STR_SMALL_TORPEDO: "Kleiner Torpedo" STR_LARGE_TORPEDO: "Großer Torpedo" STR_PHOSPHOROUS_TORPEDO: "Phosphortorpedo" STR_MAGNA_BLAST_GRENADE: "Magnastrahl-Granate" STR_DYE_GRENADE: "Farbgranate" STR_PARTICLE_DISTURBANCE_GRENADE: "Teilchenstörgranate" STR_MAGNA_PACK_EXPLOSIVE: "Magnabündel-Sprengstoff" STR_PARTICLE_DISTURBANCE_SENSOR: "Teilchenstörsensor" STR_MEDI_KIT: "Verbandskasten" STR_MC_DISRUPTOR: "M.S.-Störer" STR_THERMAL_TAZER: "Thermo-Taser" STR_GAUSS_PISTOL: "Gauss'sche Pistole" STR_GAUSS_PISTOL_CLIP: "Magazin für Gauss'sche Pistole" STR_GAUSS_RIFLE: "Gauss'sches Gewehr" STR_GAUSS_RIFLE_CLIP: "Magazin für Gauss'sches Gewehr" STR_HEAVY_GAUSS: "Schwere Gauss" STR_HEAVY_GAUSS_CLIP: "Magazin für schwere Gauss" STR_SONIC_CANNON: "Sonarkanone" STR_CANNON_POWER_CLIP: "Kanonenladestreifen" STR_SONIC_BLASTA_RIFLE: "Sonar-Blasta-Gewehr" STR_BLASTA_POWER_CLIP: "Blasta-Ladestreifen" STR_SONIC_PISTOL: "Sonarpistole" STR_PISTOL_POWER_CLIP: "Pistolenladestreifen" STR_DISRUPTOR_PULSE_LAUNCHER: "Störimpulswerfer" STR_DISRUPTOR_AMMO: "Störermunition" STR_THERMAL_SHOK_LAUNCHER: "Thermalschockwerfer" STR_THERMAL_SHOK_BOMB: "Thermalschockbombe" STR_SONIC_PULSER: "Sonarimpulsgeber" STR_ZRBITE: "Zrbit" STR_MC_READER: "M.S.-Lesegerät" STR_VIBRO_BLADE: "Vibroklinge" STR_THERMIC_LANCE: "Thermische Lanze" STR_HEAVY_THERMIC_LANCE: "Schwere Thermische Lanze" STR_AQUATOID_CORPSE: "Aquatoiden-Leiche" STR_GILLMAN_CORPSE: "Kiemenmenschen-Leiche" STR_LOBSTERMAN_CORPSE: "Hummermenschen-Leiche" STR_TASOTH_CORPSE: "Tasoth-Leiche" STR_CALCINITE_CORPSE: "Calciniten-Leiche" STR_DEEP_ONE_CORPSE: "Ungetüm-Leiche" STR_BIODRONE_CORPSE: "Bio-Drohnenleiche" STR_TENTACULAT_CORPSE: "Tentakulaten-Leiche" STR_TRISCENE_CORPSE: "Triszenen-Leiche" STR_HALLUCINOID_CORPSE: "Halluzinoiden-Leiche" STR_XARQUID_CORPSE: "Xintfisch-Leiche" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nicht genug Munition zum Ausrüsten des SWS vohanden{SMALLLINE}Jedes SWS benötigt {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nicht genügend Ausrüstung für die Truppe" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Zur Nutzung oder Produktion von{NEWLINE}{1}{NEWLINE}müssen Sie Folgendes erforschen{NEWLINE}{0}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Die Aliens zerstörten die nicht verteidigte Basis {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com-Patrouillen haben hier eine Kolonie der Aliens ausgemacht: {0}" STR_STANDOFF: "SICHERHEITSABSTAND" STR_CAUTIOUS_ATTACK: "VORSICHTIGER ANGRIFF" STR_STANDARD_ATTACK: "STANDARDANGRIFF" STR_AGGRESSIVE_ATTACK: "VEHEMENTER ANGRIFF" STR_DISENGAGING: "RÜCKZUG" STR_UFO_HIT: "U-BOOT DER ALIENS GETROFFEN!" STR_UFO_CRASH_LANDS: "ALIENS ABGESTÜRZT!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Verkleinerung nur bei Fernangriff" STR_UFO_RETURN_FIRE: "U-BOOTE ERWIDERN FEUER!" STR_INTERCEPTOR_DAMAGED: ">>> U-BOOT BESCHÄDIGT <<<" STR_INTERCEPTOR_DESTROYED: ">>> U-BOOT ZERSTÖRT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "ALIEN-FLUG-U-BOOT ENTKOMMT!" STR_LONG_RANGE_DETECTION: "Breitbanderfassung" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Schwierigkeitsstufe" STR_INTERCEPT: "ABFANGEN" STR_BASES: "STÜTZPUNKTE" STR_GRAPHS: "DIAGRAMME" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPTIONEN" STR_FUNDING_UC: "GELDER" STR_5_SECONDS: "5 Sek" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Std" STR_1_DAY: "1 Tag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com-Bewertungsliste" STR_ENTER_NAME: "Name eingeben" STR_PERFORMANCE_RATING: "Leistungseinschätzung" STR_VICTORY_DATE: "Siegesdatum" STR_CHEMICAL_FLARE: "Chemische Leuchtrakete" STR_CHEMICAL_FLARE_UFOPEDIA: "Dieses kompakte Gerät erzeugt ein helles Licht in jeder Höhe oder Wassertiefe. Dies beleuchtet gegnerische Einheiten auf Tiefsee- oder Nachteinsätzen." STR_MONTHLY_COSTS: "Monatliche Kosten" STR_CRAFT_RENTAL: "Mieten des Fliegenden U-Bootes" STR_SALARIES: "Gehälter" STR_BASE_MAINTENANCE: "Basisinstandhaltung" STR_COST_PER_UNIT: "Kosten pro Einheit " STR_QUANTITY: " Menge" STR_TOTAL: "Gesamt" STR_IN_PSIONIC_TRAINING: "In M.S. implantation" STR_FRONT_ARMOR: "Vordere Panzerung" STR_LEFT_ARMOR: "Linke Panzerung" STR_RIGHT_ARMOR: "Rechte Panzerung" STR_REAR_ARMOR: "Hintere Panzerung" STR_UNDER_ARMOR: "Untere Panzerung" STR_ROUNDS: "SCHÜSSE" STR_UNIT: "EINHEIT> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "PANZERUNG> {0}" STR_FRONT_ARMOR_UC: "VORDERE PANZERUNG" STR_LEFT_ARMOR_UC: "LINKE PANZERUNG" STR_RIGHT_ARMOR_UC: "RECHTE PANZERUNG" STR_REAR_ARMOR_UC: "HINTERE PANZERUNG" STR_SKILLS: "FÄHIGKEITEN> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "KOPF" STR_TORSO: "RUMPF" STR_RIGHT_ARM: "RECHTER ARM" STR_LEFT_ARM: "LINKER ARM" STR_RIGHT_LEG: "RECHTES BEIN" STR_LEFT_LEG: "LINKES BEIN" STR_PAIN_KILLER: "SCHMERZMITTEL" STR_STIMULANT: "STIMULANS" STR_HEAL: "HEILEN" STR_TIME_UNITS_SHORT: "ZE>{ALT}{0}" STR_WEIGHT: "Gewicht>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakt.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefakt der Aliens" STR_AMMO_ROUNDS_LEFT: "MUNITION:{NEWLINE}SCHUSS{NEWLINE}ÜBRIG={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Schmerz>{ALT}{0}{ALT}{NEWLINE}Stimulans>{ALT}{1}{ALT}{NEWLINE}Heilung>{ALT}{2}" STR_THROW: "Werfen" STR_AUTO_SHOT: "Auto-Schuss" STR_SNAP_SHOT: "Schnellschuss" STR_AIMED_SHOT: "Zielschuss" STR_STUN: "Betäuben" STR_PRIME_GRENADE: "Granate aktivieren" STR_USE_SCANNER: "Teilchenstörsensor verwenden" STR_USE_MEDI_KIT: "Arzttasche benutzen" STR_LAUNCH_MISSILE: "Torpedo abfeuern" STR_ACCURACY_SHORT: "SG>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nicht genug Zeiteinheiten!" STR_NOT_ENOUGH_ENERGY: "Nicht genug Energie!" STR_NO_ROUNDS_LEFT: "Nicht genug Munition zum Neuladen" STR_NO_AMMUNITION_LOADED: "Keine Munition geladen!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Falsche Munition für diese Waffe!" STR_WEAPON_IS_ALREADY_LOADED: "Waffe bereits geladen!" STR_NO_LINE_OF_FIRE: "Keine Schusslinie!" STR_GRENADE_IS_ACTIVATED: "Granate aktiviert!" STR_GRENADE_IS_DEACTIVATED: "Granate deaktiviert!" STR_THERE_IS_NO_ONE_THERE: "Niemand da!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Artefakt muß erst untersucht werden!" STR_OUT_OF_RANGE: "Außer Reichweite!" STR_UNABLE_TO_THROW_HERE: "Kann hier nicht geworfen werden!" STR_SET_TIMER: "Timer einstellen" STR_HIDDEN_MOVEMENT: "VERSTECKTE BEWEGUNG" STR_TURN: "RUNDE> {0}" STR_SIDE: "SEITE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Zur Fortsetzung Knopf drücken" STR_MIND_CONTROL: "Molekülsteuerung" STR_PANIC_UNIT: "Implantat blockieren" STR_MORALE_ATTACK_SUCCESSFUL: "Moral Angriff erfolgreich" STR_MIND_CONTROL_SUCCESSFUL: "Implantatkontrolle erfolgreich" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}ist durchgedreht" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}ist durchgedreht" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}ist in Panik" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}ist in Panik" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "RECHTE HAND" STR_LEFT_HAND: "LINKE HAND" STR_RIGHT_SHOULDER: "RECHTE SCHULTER" STR_LEFT_SHOULDER: "LINKE SCHULTER" STR_BACK_PACK: "RUCKSACK" STR_BELT: "GÜRTEL" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}ist unter Molekülsteuerung" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}ist unter Molekülsteuerung" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ist bewußtlos" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ist bewußtlos" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ist den Verletzungen erlegen" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ist den Verletzungen erlegen" STR_USE_MIND_PROBE: "M.S.-Lesegerät einsetzen" STR_FATAL_WOUNDS: "TÖDLICHE VERLETZUNG" STR_UNDER_ARMOR_UC: "UNTERE PANZERUNG" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Zeiteinheiten reserviert für Schnellschuss" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Zeiteinheiten reserviert für Auto-Schuss" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Zeiteinheiten reserviert für Zielschuss" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Zeiteinheiten reserviert für Stehen/Knien" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Zeiteinheiten reserviert fürs Hinknien und Feuern" STR_UNITS_IN_CRAFT: one: "{N} Einheit in X-Com-Fahrzeug" other: "{N} Einheiten in X-Com-Fahrzeug" STR_UNITS_OUTSIDE: one: "{N} Einheit noch draußen" other: "{N} Einheiten noch draußen" STR_UNITS_IN_ENTRANCE: one: "{N} Einheit im Eingang" other: "{N} Einheiten im Eingang" STR_UNITS_IN_EXIT: one: "{N} Einheit im Zielausgang" other: "{N} Einheiten im Zielausgang" STR_ABORT_MISSION_QUESTION: "Einsatz abbrechen?" STR_CORPSE: "Toter" STR_UNLOAD_CRAFT: "Entladen" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}wurde getötet" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}wurde getötet" STR_HIT_MELEE: "Treffer" STR_GROUND: "BODEN" STR_LIVING_QUARTERS_PLURAL: "Wohnblocks" STR_LIST_ITEM: "ARTIKEL" STR_ALL_ALIENS_KILLED_IN_CRASH: "Alle Aliens bei U-Boot-Absturz getötet,{NEWLINE}Automatische Bergung eingeleitet" STR_RESET: "Zurücksetzen" STR_MEMORIAL: "Gedenkstätte" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "REKRUTIERTE AQUANAUTEN>{ALT}{0}" STR_SOLDIERS_LOST_UC: "GEFALLENE AQUANAUTEN>{ALT}{0}" STR_REMOVE_SELECTED: "Ausgewählte entfernen" STR_LIVE_ALIENS: "Lebende{NEWLINE}Exemplare" STR_DEAD_ALIENS: "Exemplare{NEWLINE}Abgelehnt" STR_UNDER_INTERROGATION: "Derzeit{NEWLINE}Untersucht." STR_CONTAINMENT_EXCEEDED: "KAPAZITÄT DER QUARANTÄNESTATION ÜBERSCHRITTEN!{SMALLLINE}Nicht genug Platz in der Quarantänestation von {0}. Du musst überzählige Außerirdische aus der Quarantäne entfernen (diese werden sterben)." STR_MANAGE_CONTAINMENT: "Quarantänestation verwalten" STR_STORAGE_EXCEEDED: "LAGERKAPAZITÄT ÜBERSCHRITTEN!{SMALLLINE}Nicht genügend Lagerfläche in {0}. Sie müssen überschüssige Gegenstände verkaufen." STR_GO_TO_BASE: "Geh zur Basis" STR_MELEE_ACCURACY: "NAHKAMPFGENAUIGKEIT" STR_SELL_PRODUCTION: "VERKAUFEN" STR_BOTH_HANDS_MUST_BE_EMPTY: "Beide Hände müssen frei sein!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nicht genug Teile um Vorlage zu kopieren!" STR_UNLOAD_WEAPON: "Waffe entladen" STR_ALL_ITEMS: "Alle Artikel" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "KEINE WEITERE AUSRÜSTUNG AN BORD ERLAUBT!{SMALLLINE}Sie dürfen höchstens {N} Ausrüstungsgegenstände auf eine Mission mitnehmen." other: "KEINE WEITERE AUSRÜSTUNG AN BORD ERLAUBT!{SMALLLINE}Sie dürfen höchstens {N} Ausrüstungsgegenstände auf eine Mission mitnehmen." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}Kommandozentrale zerstört{NEWLINE} Begeben Sie sich zum Eingang um abzubrechen." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com-Aqua-Einrichtungen können nicht an Land gebaut werden." STR_UNABLE_TO_ENGAGE_DEPTH: "ANGRIFF IN DER TIEFE{NEWLINE}NICHT MÖGLICH" STR_UNABLE_TO_ENGAGE_AIRBORNE: "ANGRIFF AUS DER LUFT{NEWLINE}NICHT MÖGLICH" STR_UNDERWATER_EQUIPMENT: "Sensor nur unter Wasser einsetzbar!" STR_LAND_EQUIPMENT: "Diese Ausrüstung funktioniert nicht unter Wasser!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Raumschiffe & Bewaffnung" STR_COMPONENTS: "Bauteile" STR_SOLDIERS_RECRUITED: "Rekrutierte Aquanauten" STR_SOLDIERS_LOST: "Gefallene Aquanauten" STR_TOTAL_UFOS: "Entdeckte fliegende U-Boote" STR_TOTAL_ALIEN_BASES: "Entdeckte außerirdische Kolonien" STR_PSIONIC_STRENGTH_ABBREVIATION: "PST" STR_PSIONIC_SKILL_ABBREVIATION: "PF" FEMALE_CIVILIAN: "Zivilistin, Weiblich" MALE_CIVILIAN: "Zivilist, Männlich" DOCKER_CIVILIAN: "Zivilist, Hafenarbeiter" SAILOR_CIVILIAN: "Zivilist, Seemann" STR_BIODRONE_MELEE_WEAPON: "Nahkampf Bio-Drone" HALLUCINOID_WEAPON: "Halluzinoiden Waffe" STR_LOBSTERMAN_MELEE_WEAPON: "Hummermensch Nahkampfwaffe" CALCINITE_WEAPON: "Calcinite Waffe" DEEP_ONE_WEAPON: "Ungetüm Waffe" STR_TRISCENE_MELEE_WEAPON: "Triszene Nahkampfwaffe" STR_TRIBIO_SONIC_WEAPON: "Ausserirdische Sonarwaffe" XARQUID_WEAPON: "Xintfisch Waffe" TENTACULAT_WEAPON: "Tentakulaten-Waffe" ZOMBIE_WEAPON: "Zombie Waffe" ALIEN_PSI_WEAPON: "Ausserirdische M.S.-Waffe " ================================================ FILE: bin/standard/xcom2/Language/el.yml ================================================ el: STR_LEVIATHAN_UFOPEDIA: "ΜΕΤΑΓΩΓΙΚΟ ΚΑΙ ΚΑΤΑΔΙΩΚΤΙΚΟ ΙΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ, ΜΕ ΙΚΑΝΟΤΗΤΑ ΚΑΤΑΔΥΣΗΣ ΣΕ ΠΟΛΥ ΜΕΓΑΛΑ ΒΑΘΥ. ΕΝΑ ΕΞΑΙΡΕΤΙΚΟ ΕΠΙΤΕΥΓΜΑ ΕΞΩΓΗΙΝΗΣ ΚΑΙ ΑΝΘΡΩΠΙΝΗΣ ΤΕΧΝΟΛΟΓΙΑΣ, ΧΡΗΣΙΜΟΠΟΙΕΙ ΣΥΣΤΗΜΑΤΑ ΠΡΟΩΘΗΣΗΣ ΙΟΝΤΩΝ ΚΑΙ ΠΛΟΗΓΗΣΗ ΜΑΓΝΗΤΙΚΗΣ ΣΥΣΤΑΞΗΣ" STR_BARRACUDA_UFOPEDIA: "ΒΡΕΤΑΝΙΚΟ ΥΔΡΟΔΙΑΣΤΙΜΙΚΟ ΠΛΟΙΟ ΜΕ ΟΝΟΜΑ \"ΣΦΥΡΑΙΝΑ\", ΠΟΥ ΤΡΟΦΟΔΟΤΕΙΤΑΙ ΑΠΟ ΥΠΕΡΘΕΡΜΟΜΕΝΟΥΣ ΚΙΝΗΤΗΡΕΣ ΛΑΖΕΡ. ΕΝΑ ΑΠΟ ΤΑ ΠΙΟ ΓΡΗΓΟΡΑ ΚΑΤΑΔΙΩΚΤΙΚΑ ΣΚΑΦΗ ΣΤΟΝ ΚΟΣΜΟ, ΙΚΑΝΟ ΓΙΑ ΥΠΟΒΡΥΧΙΕΣ ΚΑΙ ΕΞΩΑΤΜΟΣΦΑΙΡΙΚΗΣ ΠΤΗΣΗΣ, ΕΝΑ ΣΚΑΦΟΣ ΚΛΕΙΔΙ ΣΤΗΝ ΕΠΕΡΧΟΜΕΝΗ ΜΑΧΗ." STR_HAMMERHEAD_UFOPEDIA: "ΜΕΤΑΓΩΓΙΚΟ ΚΑΙ ΚΑΤΑΔΙΟΚΤΙΚΟ ΣΚΑΦΟΣ. ΜΙΑ ΑΝΑΠΑΡΑΓΩΓΗ ΣΥΣΤΗΜΑΤΩΝ ΜΑΓΝΗΤΙΚΩΝ ΠΑΡΑΤΑΞΕΩΝ ΣΕ ΕΝΑ ΠΛΟΙΟ X-COM. ΑΝ ΚΑΙ ΜΙΚΡΟ, Ο ΣΧΕΔΙΑΣΜΟΣ ΤΟΥ ΕΙΝΑΙ ΕΝΑ ΤΕΧΝΙΚΟ ΕΠΙΤΕΥΓΜΑ ΠΟΥ ΚΟΒΕΙ ΤΗΝ ΑΝΑΣΑ." STR_TRITON_UFOPEDIA: "ΤΟ ΤΡΙΤΩΝ, ΕΝΑ ΜΕΤΑΦΟΡΙΚΟ ΟΜΑΔΑΣ ΚΡΟΥΣΗΣ, ΕΞΟΠΛΙΣΜΕΝΟ ΜΕ ΠΛΗΡΕΣ ΚΙΝΗΤΗΡΕΣ ΠΤΗΣΗΣ ΚΑΙ ΚΑΤΑΔΥΣΗΣ. Η ΜΕΓΑΛΗ ΧΩΡΗΤΙΚΟΤΗΤΑ ΚΑΙ Η ΣΤΙΒΑΡΗ ΚΑΤΑΣΚΕΥΗ ΤΟΥ ΔΙΑΣΦΑΛΙΖΟΥΝ ΟΤΙ ΕΙΝΑΙ Η ΚΥΡΙΑ ΣΤΗΡΙΞΗ ΤΟΥ ΣΤΟΛΟΥ X-COM." STR_MANTA_UFOPEDIA: "MANTA ΥΨΗΛΗΣ ΤΑΧΥΤΗΤΑΣ ΣΚΑΦΟΣ, ΜΟΝΟΘΕΣΙΟ ΙΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ ΟΜΟΙΟ ΜΕ ΕΞΩΓΗΙΝΑ ΣΚΑΦΗ ΚΙΝΗΤΗΡΩΝ ΙΟΝΤΩΝ . ΕΝΑ ΥΨΗΛΑ ΑΠΟΤΕΛΕΣΜΑΤΙΚΟ ΜΑΧΗΤΙΚΟ ΣΚΑΦΟΣ ΣΕ ΜΙΑ ΚΛΙΜΑΚΟΥΜΕΝΗ ΣΥΓΚΡΟΥΣΗ." STR_AJAX_UFOPEDIA: "Η ΤΟΡΠΙΛΛΗ AJAX ΕΙΝΑΙ ΤΟ ΠΡΟΤΥΠΟ ΟΠΛΟ ΤΗΣ ΥΠΟΘΑΛΑΣΣΙΑΣ ΜΑΧΗΣ ΣΤΟΝ ΠΑΓΚΟΣΜΙΑ. ΧΡΗΣΙΜΟΠΟΙΕΙΤΑΙ ΩΣ ΑΚΡΙΒΕΣ ΚΑΙ ΙΣΧΥΡΟ ΑΠΟΤΡΕΠΤΙΚΟ ΜΕΣΟ." STR_DUP_HEAD_UFOPEDIA: "ΤΕΧΝΟΛΟΓΙΑ ΟΠΛΩΝ ΑΠΕΜΠΛΟΥΤΙΣΜΕΝΟΥ ΟΥΡΑΝΙΟΥ ΜΕ ΚΕΦΑΛΕΣ ΠΕΛΛΕΤ ΕΙΝΑΙ ΣΧΕΤΙΚΑ ΚΑΙΝΟΥΡΓΙΑ, ΚΑΙ ΑΥΤΟ ΕΙΝΑΙ ΤΟ ΠΡΩΤΟ ΕΜΠΟΡΙΚΟ ΥΔΡΟΒΙΟ ΟΠΛΙΚΟ ΣΥΣΤΗΜΑ ΠΟΥ ΕΧΕΙ ΠΛΗΡΗΣ ΕΦΑΡΜΟΓΗ." STR_CRAFT_GAS_CANNON_UFOPEDIA: "ΕΝΑ ΠΥΡΟΒΟΛΟ ΣΥΣΤΗΜΑ ΤΡΟΦΟΔΟΤΟΥΜΕΝΟ ΑΠΟ ΣΥΜΠΙΕΣΜΕΝΟ ΑΕΡΙΟ ΠΥΡΟΒΟΛΕΙ ΣΥΜΠΑΓΕΣ ΟΒΙΔΕΣ ΜΕ ΥΨΗΛΗ ΔΙΑΤΡΗΤΙΚΗ ΙΚΑΝΟΤΗΤΑ ΘΩΡΑΚΙΣΗΣ." STR_PWT_CANNON_UFOPEDIA: "Η ΤΟΡΠΙΛΙ ΠΑΛΜΙΚΟΥ ΚΥΜΑΤΟΣ ΧΡΗΣΙΜΟΠΟΙΕΙ ΕΝΑ ΣΥΣΤΗΜΑ ΥΠΕΡΘΕΡΜΑΣΜΕΝΟΥ ΚΑΥΣΙΜΟΥ ΚΑΙ ΜΙΑ ΕΞΑΙΡΕΤΙΚΑ ΠΥΚΝΗ ΚΕΦΑΛΗ ΠΟΥ ΜΠΟΡΕΙ ΝΑ ΔΙΑΠΕΡΑΣΕΙ ΤΗΣ ΠΕΡΙΣΣΟΤΕΡΕΣ ΘΩΡΑΚΙΣΕΙΣ." STR_GAUSS_CANNON_UFOPEDIA: "ΤΟ ΟΠΛΟ GAUSS ΕΙΝΑΙ ΝΕΑ ΑΝΑΠΤΥΞΗ ΤΕΧΝΟΛΟΓΙΑΣ X-COM. Ο ΕΠΙΤΑΧΥΝΤΗΣ ΣΩΜΑΤΙΔΙΩΝ ΑΥΤΟΥ ΤΟΥ ΣΥΣΤΗΜΑΤΟΣ ΤΡΟΦΟΔΟΤΕΙΤΑΙ ΑΠΟ ΑΝΤΙΔΡΑΣΤΗΡΑ ΣΥΝΤΗΞΗΣ ΣΥΓΚΕΚΡΙΜΕΝΟΥ ΥΓΡΟΥ ΨΥΧΜΕΝΟΥ ΑΖΩΤΟΥ ." STR_SONIC_OSCILLATOR_UFOPEDIA: "ΕΝΑΣ ΙΣΧΥΡΟΣ ΑΚΟΥΣΤΙΚΟΣ ΤΑΛΑΝΤΩΤΗΣ ΠΟΥ ΔΗΜΙΟΥΡΓΕΙ ΚΥΜΑΤΑ ΗΧΗΤΙΚΗΣ ΔΥΝΑΜΗΣ. ΚΑΤΑΣΤΡΕΦΟΝΤΑΣ ΤΟΥΣ ΜΟΡΙΚΟΥΣ ΔΕΣΜΟΥΣ ΤΟΥ ΣΤΟΧΟΥ ΜΕ ΤΑΛΑΝΤΩΣΗ ΚΑΙ ΑΠΟΔΕΣΜΕΥΣΗ." STR_AQUATOID_UFOPEDIA: "Η Aquatoid Race είναι μια αρχαία φυλή, που υπήρχε χιλιετίες πριν από τα πρώτα βήματα του ανθρώπου στον κόσμο. Η συμπαγής τους μορφή και τα βολβώδη χαρακτηριστικά τους είναι μια αναδρομή στα διαστημικά αδέρφια τους, τους Sectoids. Η δύναμή τους βασίζεται στην ισχυρή τεχνολογία Molecular Control. Η Aquatoid φυλή επιδιώκει να πολλαπλασιάσει τη στείρα φυλή της με γενετική τροποποίηση, με ιδανικά υποκείμενα τα ανθρώπινα όντα. Πειράματα έχουν δημιουργήσει πολλές υβριδικές φυλές." STR_AQUATOID_AUTOPSY: "Αυτοψία Υδατόμορφου" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Η λεπτομερής ανάλυση αυτού του πλάσματος μας επιτρέπει να κάνουμε ορισμένες βασικές υποθέσεις. Είναι ένα Σεκτόιντ, οι πρώην εχθροί μας, αλλά αλλαγμένο με χειρουργικές μεθόδους και εμφυτεύματα σε υδρόβιο πλάσμα. Οι υποτυπώδεις πνεύμονες επιτρέπουν την αναπνοή του αέρα και την περιορισμένη επιφανειακή κινητικότητα. Υπάρχουν κυβερνοκινητικά εμφυτεύματα σε όλο το σώμα, που ενισχύουν τη δύναμη των ατροφικών άκρων του και τη λειτουργία των οργάνων του. Καθώς όλα τα μέλη αυτής της φυλής είναι πανομοιότυπα, μπορούμε να υποθέσουμε ότι τα πλάσματα αυτά είναι κλώνοι." STR_GILLMAN_UFOPEDIA: "Σχεδόν άνθρωπος, ένα παράξενο πλάσμα που φαίνεται να είναι ερπετοειδές ανθρωποειδές, πολύ στενά συνδεδεμένο με τον άνθρωπο. Αυτό το πλάσμα είναι εξαιρετικά ισχυρό και γρήγορο στον υποθαλάσσιο κόσμο. Οι Gillmen είναι μια πλήρως αναπτυγμένη φυλή, με αρσενικά και θηλυκά δείγματα διαφόρων ηλικιών. Διαφέρουν από την πλειονότητα των υποβρύχιων εξωγήινων, καθώς δεν φέρουν κανένα σημάδι γενετικής αλλοίωσης ή χειρουργικής παραμόρφωσης. Είναι πιθανό να βλέπουμε κάποιο αρχαίο παρακλάδι του δικού μας είδους." STR_GILLMAN_AUTOPSY: "Αυτοψία Γκίλμεν" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Μόλις άρχισε η χειρουργική επέμβαση έγινε σαφές ότι δεν πρόκειται για εξωγήινο, αλλά για ένα πλάσμα που γεννήθηκε στη Γη, μια αρχαία προϊστορική φυλή που θεωρήθηκε ότι καταστράφηκε τη στιγμή που τα θηλαστικά έγιναν κυρίαρχα. Σε μια εποχή που οι δεινόσαυροι τριγυρνούσαν αυτά τα πλάσματα ζούσαν, οι Gillmen - αμφίβιοι, έξυπνοι και δυνατοί. Ο κατακλυσμός που τερμάτισε την κυριαρχία των ερπετών σε αυτόν τον πλανήτη ανάγκασε αυτά τα πλάσματα σε μια συμβιωτική σχέση με τους νεοαφιχθέντες εξωγήινους. Μια μικρή ηλεκτρονική συσκευή είναι τοποθετημένη στο κρανίο των πλασμάτων." STR_LOBSTERMAN_UFOPEDIA: "Πρόκειται για ένα συγκλονιστικό πλάσμα, ψηλότερο από έναν άνθρωπο και με έξι άκρα, που δεν μοιάζει με τίποτα περισσότερο από έναν υδρόβιο Δαίμονα. Οι ομοιότητες μεταξύ αυτού του πλάσματος και του γήινου αστακού του χάρισαν το παρατσούκλι Αστακάνθρωπος στα στρατεύματα της X-Com. Πρόκειται για ένα μεγαθήριο του βυθού. Ένα προσεκτικά σχεδιασμένο πολεμικό πλάσμα απίστευτης δύναμης και πρακτικά άτρωτο στα πυρά πυραύλων. Μόνο οι τανάλιες του μπορούν να συνθλίψουν το ατσάλι." STR_LOBSTERMAN_AUTOPSY: "Αυτοψία Αστακάνθρωπου" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Μόλις περάσει το σχεδόν άφθαρτο κέλυφός του, το πλάσμα είναι μια εκπληκτική κατασκευή. Ισχυροί μύες κυματίζουν γύρω από έναν σκελετό τιτανίου, ένα εξελιγμένο σύστημα στόχευσης με δυνατότητα σάρωσης πολλαπλών ζωνών είναι συνδεδεμένο απευθείας στον εγκέφαλο του πλάσματος. Τα πολλαπλά μάτια του προστατεύονται από πλαστικό σκληρότερο από ατσάλι και είναι σαφές ότι όταν τα πλάσματα αυτά αναπτύσσονται σωστά από τους αφέντες τους είναι σχεδόν ασταμάτητα. Βαθιά μέσα στο σώμα του είναι θαμμένες συσκευές άγνωστης κατασκευής και λειτουργίας." STR_TASOTH_UFOPEDIA: "Αυτοί οι ευκίνητοι και γρήγοροι εχθροί αποτελούν βασικό στήριγμα του εξωγήινου στρατού. Εκατοντάδες γεννιούνται, σε τεράστιες δεξαμενές αναπαραγωγής βαθιά στην καρδιά των αποικιών των εξωγήινων. Πολύ πιο ισχυρό από έναν άνθρωπο, το Τάσοθ είναι ένας αληθινός εξωγήινος και η συμπεριφορά και η σαρκοβόρα φύση του είναι απαράμιλλη στον πλανήτη. Το Τάσοθ αποτελεί συχνά την αιχμή του δόρατος μιας εξωγήινης επίθεσης και δεν φαίνεται ποτέ να αποφεύγει τη μάχη ακόμα και μπροστά σε συντριπτικές πιθανότητες." STR_TASOTH_AUTOPSY: "Αυτοψία Τάσοθ" STR_TASOTH_AUTOPSY_UFOPEDIA: "Η ανατομία αποκάλυψε έναν κυβερνοκινητικό οργανισμό που διέθετε παράξενες δυνάμεις. Μέσα στην κοιλότητα του σώματος υπάρχει μια μικρή μονάδα ισχύος, αλλά δεν υπάρχουν αναγνωρίσιμα όργανα. Η ισχύς μεταδίδεται σε όλο το σώμα μέσω ενός βιοηλεκτρικού συστήματος μετάδοσης. Ολόκληρο το σώμα στερείται οστών ή οποιασδήποτε άλλης υποστηρικτικής δομής. Μόλις πεθάνει, η δύναμη σταματά και το πλάσμα μετατρέπεται σε μια άψυχη κουρελού από εξωγήινη σάρκα και υγρά που αναβλύζουν. Η μόνη άλλη εσωτερική κατασκευή είναι ένα ζεύγος κεραμικών κυψελών, τα οποία αν ενεργοποιηθούν για λίγο αναβιώνουν το πλάσμα." STR_DEEP_ONE_UFOPEDIA: "Ο Deep One είναι ένας βιολογικός εφιάλτης, μια διασταύρωση, που δημιουργήθηκε από τα πειράματα των Υδατοειδών που διαστρεβλώνουν το μυαλό. Έχουμε συναντήσει διάφορες παραλλαγές αυτού του πλάσματος. Μετά από εκτεταμένη έρευνα καταλήξαμε στο συμπέρασμα ότι αυτά κατασκευάζονται από τους εισβολείς. Αυξάνουν τις τάξεις τους όταν αιχμαλωτίζονται φρέσκα ανθρώπινα αποθέματα. Κάθε ένας από αυτούς τους υπανθρώπους είναι οπλισμένος με μια ηλεκτρική εκκένωση ενέργειας αρκετά ισχυρή για να σκοτώσει έναν υδατοναύτη." STR_DEEP_ONE_AUTOPSY: "Αυτοψία Deep One" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Το πλάσμα είναι ένα μόσχευμα ανθρώπινου και εξωγήινου οργανισμού. Ο ανθρώπινος εγκέφαλος έχει τροποποιηθεί μαζικά για να φιλοξενήσει τα ηλεκτρονικά συστήματα ελέγχου και τον εξωγήινο φλοιό. Όλα τα απομεινάρια του ανθρώπινου σώματος φαίνονται χαμένα εκτός από ένα: τα μάτια. Το χειρουργικό μόσχευμα φαίνεται να επιτρέπει στο εξωγήινο έμβρυο να καταναλώνει τον ανθρώπινο ξενιστή καθώς μεγαλώνει. Το σκληρό δέρμα του πλάσματος φαίνεται να είναι ένα μη οργανικό, μεταλλικό πλέγμα, εξαιρετικά ισχυρό και εύκαμπτο. Η προκύπτουσα διασταύρωση είναι ισχυρή, γρήγορη και τελείως υπό τον έλεγχο των εξωγήινων." STR_BIODRONE_UFOPEDIA: "Το Bio-drone είναι ένα δημιούργημα που μόνο ένα εξωγήινο μυαλό θα μπορούσε να επινοήσει. Πρόκειται για έναν εγκέφαλο (ανθρώπινο ή εξωγήινο) που αιωρείται σε αμνιακά υγρά και συνδέεται με μια τροφοδοτούμενη μονάδα βάσης που μπορεί να πετάξει στην ξηρά ή κάτω από το νερό. Κάθε Bio-drone είναι οπλισμένος με έναν ισχυρό ακουστικό διασπαστή, εν μέρει μηχανή και εν μέρει οργανισμός. Ορισμένοι από τους επιστήμονές μας έχουν προτείνει ότι το όπλο κινείται από τις αρχικές φωνητικές χορδές του οργανισμού-ξενιστή. Εξαιρετικά ακριβή και επίμονα αυτά τα σούπερ σκυλιά-φύλακες χρησιμοποιούνται ευρέως από τους εξωγήινους για την προστασία πολύτιμων περιουσιακών αγαθών." STR_BIODRONE_AUTOPSY: "Αυτοψία Bio-drone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Η υπόθεση ότι ο ακουστικός διασπαστής είναι μια βιολογική συσκευή είναι αληθής. Αυτό το άτυχο πλάσμα κυριολεκτικά κραυγάζει τους εχθρούς του μέχρι θανάτου. Κάθε παράδειγμα έχει τεράστια σημάδια από χειρουργικά τραύματα και είναι σοβαρά ακρωτηριασμένο. Οι εξωγήινοι φαίνεται να κατακρεουργούν τον εγκέφαλο για να υπακούσει. Οι περισσότεροι από τους φλοιούς που χρησιμοποιούνται στα πλάσματα είναι εξωγήινης προέλευσης, αλλά τίποτα δεν μπορεί να συγκριθεί με τη φρίκη της εύρεσης μιας μονάδας που βασίζεται σε άνθρωπο. Τα Bio-drones τροφοδοτούνται από έναν κινητήρα ION και ενσωματώνουν κάποια μορφή συστήματος τηλεχειρισμού." STR_TENTACULAT_UFOPEDIA: "Ούτε τα βάθη ενός Λαβκραφτιανού εφιάλτη δεν θα μπορούσαν να γεννήσουν αυτό το απερίγραπτο πλάσμα. Δεν υπάρχει καμία σύγκριση με οποιοδήποτε γήινο ζώο, το περιβάλλον που θα μπορούσε να δημιουργήσει κάτι τέτοιο είναι πέρα από κάθε φαντασία. Οπλισμένο με μακριά πλοκάμια το Τεντακουλάτ παραλύει τα θύματά του και στη συνέχεια τα μετατρέπει σε άβουλα πράγματα. Αυτοί οι απόγονοι μπορούν να προκαλέσουν θάνατο με το άγγιγμα, ακόμα και μέσα από πανοπλίες. Το Τεντακουλάτ είναι ο πιο τρομακτικός εξωγήινος που έχει συναντήσει η X-Com." STR_TENTACULAT_AUTOPSY: "Αυτοψία Τεντακουλάτ" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Η αυτοψία αποκαλύπτει ότι μικρά κυβερνητικά εμφυτεύματα έχουν τοποθετηθεί στον μεγάλο εγκέφαλο του πλάσματος. Το σύστημα όρασης είναι ένας πολύπλοκος συνδυασμός απόκτησης ορατού φωτός και θερμικής απεικόνισης. Ακόμη και στα σκοτεινά βάθη του ωκεανού αυτό το τέρας μπορεί να πλοηγηθεί με αλάνθαστη ακρίβεια. Υπάρχουν υποτυπώδη όργανα που φαίνεται να είναι το ελάχιστο για την επιβίωση. Κάθε πλάσμα έχει ένα μικρό στομάχι με εξωτερικό σύνδεσμο, είναι λογικό να υποθέσουμε ότι το ον τρέφεται με άμεση εισαγωγή θρεπτικών ουσιών από τους αφέντες του." STR_CALCINITE_UFOPEDIA: "Όπως οι στολές κατάδυσης των χαμένων ναυτικών, αυτοί οι εξωγήινοι παραμονεύουν στο βυθό της θάλασσας για τους απρόσεκτους. Ένα σφοδρό πλήγμα από τα δυνατότερα και από ατσάλινα νύχια του πλάσματος μπορεί να είναι αρκετά για να στείλουν και τους καλύτερους δύτες στον βυθό. Μέσα στη μάσκα προσώπου μπορεί να δει κανείς μια ζελατινώδη πράσινη μορφή να στροβιλίζει. Καμία ένδειξη του αληθινού πλάσματος δεν μπορεί να μαντέψει κανείς από τις συχνές θανατηφόρες συναντήσεις που είχαμε μαζί του." STR_CALCINITE_AUTOPSY: "Αυτοψία Καλσινίτη" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Μόλις αφαιρεθεί η θωρακισμένη στολή, ο Καλσινίτης αποκαλύπτεται ότι είναι μια τεράστια άμορφη μάζα πρωτοπλάσματος. Δεν υπάρχει ορατός εγκέφαλος, άκρα ή αισθητήρια όργανα, ένα μικρό μεταλλικό συστατικό βρίσκεται βαθιά μέσα στο υγρό σώμα. Μόλις πεθάνει μπορούμε μόνο να μαντέψουμε τη φύση του πλάσματος. Ένα ανεξήγητο αίνιγμα των εξωγήινων εχθρών μας." STR_TRISCENE_UFOPEDIA: "Αυτό το δίποδο ερπετό είναι μια αναδρομή στην εποχή των δεινοσαύρων. Φαίνεται να είναι ένα πλάσμα της Κρητιδικής εποχής από κάθε άποψη, εκτός από την ικανότητά του να επιβιώνει στο νερό και στην ξηρά. Αυτά τα πλάσματα είναι ζωσμένα με λοβούς όπλων και έχουν ένα σαγόνι επενδεδυμένο με τεράστια μεταλλικά δόντια. Συχνά αυτά τα τέρατα βρίσκονται στον πυρήνα των δυνάμεων επίθεσης των εξωγήινων, καθώς οι εξωγήινοι εξαπολύουν επιθέσεις στη γη. Ένα βαρύ και ισχυρό όπλο, οι διοικητές των Τασόθ τα αξιοποιούν με θανατηφόρα αποτελεσματικότητα." STR_TRISCENE_AUTOPSY: "Αυτοψία Τρισκένου" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Μόλις εκτεθεί στο μαχαίρι του επιστήμονα, ο Τρισκένιος αποκαλύπτει ότι είναι ένα αρχαίο πλάσμα, συμπληρωμένο με κυβερνοκινητικά εμφυτεύματα και οπλικά συστήματα. Ο μικροσκοπικός εγκέφαλός του συμπληρώνεται από μια μικρή μονάδα υπολογιστή τοποθετημένη στην καλωδίωση ελέγχου που φορούν όλα τα πλάσματα. Ένα σκληρό φυσικό δέρμα, ένα αρπακτικό ένστικτο ενισχυμένο με πρόσθετα όπλα το καθιστούν θανατηφόρο αντίπαλο σε όλα τα περιβάλλοντα." STR_HALLUCINOID_UFOPEDIA: "Έχοντας θερίσει τους ωκεανούς, οι εξωγήινοι έχουν εκθρέψει αυτά τα τεράστια γήινα πλάσματα ως όπλο. Μην παρασύρεστε σε μια ψεύτικη αίσθηση ασφάλειας όταν αντιμετωπίζετε αυτούς τους ακίνδυνους ναυτικούς του βυθού. Διαθέτοντας ένα παγωμένο χτύπημα μάχης από κοντά, το Χαλλουκινοειδές είναι ένας θανατηφόρος εχθρός." STR_HALLUCINOID_AUTOPSY: "Αυτοψία Υπναγωγικού" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Μέσα στα πολλά στρώματα του ζελατινώδους σώματος αυτού του οργανισμού υπάρχει ένας ισχυρός χημικός καταψύκτης, η κύρια επιθετική του ικανότητα. Το μαλακό και εύκαμπτο δέρμα του Χαλλουκινοειδές φαίνεται ευαίσθητο σε επιθέσεις με βάση τη θερμότητα. Συχνά αυτός ο μεταλλαγμένος βρίσκεται με την παρέα των αφεντικών του, των Υδατοειδών." STR_XARQUID_UFOPEDIA: "Άλλο ένα τροποποιημένο ασπόνδυλο της Γης, το Ζαρκουίντ είναι ένα πλάσμα μεγάλης ομορφιάς και κινδύνου. Ο γοργός κολυμβητικός κολοσσός κρύβει ένα καταστροφικό οπλοστάσιο, ένα αποπνικτικό σπρέι μελανιού και μια ιονισμένη έκρηξη σωματιδίων. Από τις πρώτες μας συναντήσεις με αυτό το πανίσχυρο πλάσμα είμαστε επιφυλακτικοί απέναντι στη δύναμή του και στους ελεγκτές του, τους εκδικητικούς Γκίλμεν." STR_XARQUID_AUTOPSY: "Αυτοψία Ζαρκουίντ" STR_XARQUID_AUTOPSY_UFOPEDIA: "Αυτός ο υπεραναπτυγμένος Ναυτίλος έχει γίνει τεράστιος με μια δίαιτα από εξωγήινα φάρμακα και χειρουργικές επεμβάσεις. Διαστρεβλωμένοι πέρα από τα όρια της φύσης, οι Γκίλμεν έχουν προσθέσει μηχανικά συστήματα ελέγχου στο πλάσμα και τώρα δεν υπάρχει τίποτα από την αρχική φύση του πλάσματος. Ανεπτυγμένο ως οργανική πλατφόρμα όπλων, το σκληρό κέλυφος και η κινητικότητα των Ζαρκουίντ το καθιστούν ένα φοβερό αντίπαλο." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Τα εξωγήινα ιπτάμενα υποβρύχια βασίζονται σε πολύπλοκα συστήματα ενέργειας για να κινούνται με απίστευτη ταχύτητα στα βάθη. Η βάση για την τεχνολογία τους είναι ο ΙΟΝΙΚΟΣ ΔΙΑΝΟΜΕΑΣ, χρησιμοποιώντας τον Ζρμπίτη ως καταλύτη, οι κινητήρες εκτοπίζουν 100 φορές τον όγκο τους σε νερό ανά δευτερόλεπτο. Αυτή η τεράστια ισχύς σημαίνει ότι οι εξωγήινοι είναι σε θέση να ξεπεράσουν τα περισσότερα γήινα υποβρύχια. Μπορούμε να αναπαράγουμε αυτό το σύστημα προώθησης χρησιμοποιώντας υδατοπλαστικά και ενεργειακές μπαταρίες Ζρμπίτη." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Αυτές οι μονάδες δημιουργούν ένα σφαιρικό μαγνητικό πεδίο πολλαπλών επιπέδων, το οποίο η συστοιχία προβάλλει έως και 1000 μέτρα γύρω από το υποβρύχιο. Οι εξωγήινοι πλοηγοί είναι άμεσα συνδεδεμένοι με τις μηχανές και αισθάνονται το δρόμο τους στον αόρατο κόσμο κάτω από τα κύματα. Το σύστημα διασύνδεσης λειτουργεί χρησιμοποιώντας τροποποιημένη από τους Εξωγήινους εγκεφαλική ύλη που επικοινωνεί απευθείας με τον εγκέφαλο του χειριστή μέσω νευρικής διασύνδεσης." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Κάθε σκάφος έχει μια δομή που μοιάζει με χαμαιλέοντα, προσεκτικά διαμορφωμένη σε θαλάσσια πλάσματα και κατασκευασμένη από Υδατο Πλαστικό. Κάθε υποβρύχιο λειτουργεί ως οργανισμός: πλήρωμα και σκάφος σε αρμονία. Τα περισσότερα από αυτά τα συστήματα μπορούν να αντιγραφούν και να αναπτυχθεί μια υβριδική τεχνολογία που θα μας επιτρέψει να κινηθούμε στο ίδιο τεχνολογικό επίπεδο." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Οι αναρίθμητοι εξωγήινοι που έχουν κρυφτεί στη Γη κρατούνται σε αναστολή ζωής, κρυογονικά παγωμένοι. Όλα τα πλάσματα είναι σφραγισμένα σε μονάδες, η θερμοκρασία του σώματός τους μειώνεται σε ένα σημείο όπου οι σωματικές λειτουργίες σχεδόν σταματούν. Μια εξέταση των μονάδων μέχρι στιγμής αποκαλύπτει τα απίστευτα χρονικά διαστήματα που οι σώματα κρατήθηκαν ανασταλμένα, μερικά από αυτά για πάνω από 60 εκατομμύρια χρόνια." STR_ALIEN_CLONING_UFOPEDIA: "Πολλοί από τους εξωγήινους που έχουμε αιχμαλωτίσει είναι πανομοιότυποι μέχρι και στο DNA τους, κανονικά πιστά αντίγραφα. Δείγματα κυττάρων τοποθετούνται στις μονάδες από τις παγωμένες τράπεζες γονιδίων των εξωγήινων. Ορισμένες μονάδες περιέχουν ανθρώπους ή μέρη του ανθρώπινου σώματος. Είναι δυνατόν να υπάρχει και άλλη χρήση για αυτές τις μονάδες κλωνοποίησης, όπως η δημιουργία ενός υβριδικού εξωγήινου-ανθρώπου." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Χρησιμοποιώντας Μοριακά Εμφυτεύματα Ελέγχου στους κροτάφους όλων των Εξωγήινων, αυτές οι μηχανές εισάγουν πληροφορίες απευθείας στον εγκέφαλο. Φρεσκοκλωνοποιημένα Εξωγήινα μεταφέρονται σε αυτές τις μονάδες και έχουν τις φυλετικές μνήμες και όλες τις επιστημονικές ή πολεμικές πληροφορίες μεταφορτωμένες στο κενό μυαλό τους." STR_ALIEN_IMPLANTER_UFOPEDIA: "Αυτή η μονάδα χρησιμοποιείται για να τοποθετήσει εξωγήινους με μοριακά ελεγχόμενα εμφυτεύματα, να γονιμοποιήσει αναπαραγωγικές φυλές και να εισάγει ή να αφαιρεί όργανα και ηλεκτρονικά είδη από οποιοδήποτε πλάσμα. Ο διαδικασία υποτίθεται ότι γίνεται σε υποταγμένους ασθενείς, αλλά το υποκείμενο είναι πολύ ενήμερο για τη διαδικασία και δυστυχώς η ανθρώπινη ανατομία φαίνεται να ταιριάζει απόλυτα στη μονάδα." STR_EXAMINATION_ROOM_UFOPEDIA: "Έχουμε τώρα όλα τα στοιχεία για να βρούμε γιατί οι εξωγήινοι αιχμαλωτίζουν ανθρώπους. Δεν είναι τροφή, δεν γίνονται γονιμοποίηση με εξωγήινα εμβρυα, αλλά αποτελούν τη βάση μιας σειράς πλασμάτων και συστημάτων ελέγχου. Η τεχνολογία των εξωγήινων βασίζεται σε μια κοινή σκέψη, ένα κοινό νου και ο ανθρώπινος εγκέφαλος είναι το ιδανικός φορέας για αυτά τα συστήματα. Ο ανθρώπινος εγκεφαλικός ιστός χρησιμοποιείται στην πλειοψηφία των εξωγήινων βιολογικών συστημάτων αποθήκευσης και ανάκτησης πληροφοριών, τα απομεινάρια χρησιμοποιούνται για κατασκευή και αναπαραγωγή." STR_AQUA_PLASTICS_UFOPEDIA: "Τα υποβρύχια εξωγήινων και οι κατασκευές τους χρησιμοποιούν ένα απίστευτα ισχυρό, ευέλικτο και ανθεκτικό υλικό για την πλειοψηφία των κατασκευών τους. Τα ύδροπλαστικά είναι πολύπλοκα υλικά με πολλαπλές συνδέσεις και καταλυτική δράση του Zrbite. Πυκνά, αλλά ελαφριά, η υπόσταση έχει αντοχή ακόμα και πάνω από το τιτάνιο ή το Kevlar." STR_ZRBITE_UFOPEDIA: "Αυτό είναι ένα κράμα εξωγήινης προέλευσης, ένα μέρος χρυσό ένα μέρος εξωγήινο βιο-υλικό. Όταν χρησιμοποιούνται ως πηγή ενέργειας, μικρές ποσότητες θα παράγουν περισσότερη ισχύ από μια πυρηνική μονάδα δεκαπλάσιου μεγέθους..Είναι πέρα από την τεχνική μας ικανότητα να αναπαράγουμε αυτό το υλικό καθώς τα περισσότερα από τα συστατικά του είναι εξωγήινης προέλευσής." STR_ALIEN_ORIGINS_UFOPEDIA: "Οι εξωγήινοι επιτίθενται σε όλο τον κόσμο, με ανελέητη ικανότητα. Δεν μπορούμε να εντοπίσουμε την πηγή τους. Μήπως βρίσκεται σε κάποιον ωκεανό τόσο αδιαπέραστο που δεν μπορούμε να τον εντοπίσουμε; Όχι όλοι οι οργανισμοί που έχουμε συναντήσει είναι εξωγήινοι, κάποιοι είναι πολύ αρχαίοι, κάποιοι ανήκουν σε εξελικτικά μονοπάτια που πιστεύαμε ότι εξαφανίστηκαν πριν καιρό. Αντιμετωπίζουμε μια απειλή που κοιμόταν για χιλιετίες, μια διακριτική συμβίωση ανθρώπου και εξωγήινου. Βαθιά στους ωκεανούς υπάρχουν αρχαίες τοποθεσίες που χρησιμοποιούν οι εξωγήινοι για να επικοινωνήσουν με τους αστρικούς τους συγγενείς. Κάθε μία από αυτές τις δώδεκα τοποθεσίες περιέχει μία συσκευή Synomium, μια ισχυρή τεχνολογία εξωγήινων. Τώρα, με την πολεμική τους μηχανή σε δράση, οι εξωγήινοι επανενεργοποιούν αυτές τις τοποθεσίες για να διευρύνουν το δίχτυ Μοριακού Ελέγχου τους, πρέπει να καταστρέψουμε αυτές τις τοποθεσίες με κάθε κόστος." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Πριν από εξήντα πέντε εκατομμύρια χρόνια, ένα τεράστιο πλοίο αποικιοποίησης στάλθηκε στη Γη από ένα απομακρυσμένο εξωγήινο κόσμο. Καθώς το τεράστιο σκάφος πλησίαζε το νεογέννητο πλανήτη, μια μαζική και βίαιη ηλιακή έκλαμψη προκάλεσε βλάβη των συστημάτων πλοήγησης. Παραλυμένος και αποτυχημένος ο τεράστιος όγκος κατρακύλησε μέσα από τη στρατόσφαιρα για να καταδυθεί στους Κρητιδικούς ουρανούς.. Στη Γη, αναρίθμητα είδη ζωής παρατηρούσαν με αγωνία τον ουρανό καθώς ο εχθρός τους όργωνε τον πλανήτη. Ένας τεράστιο σύννεφο σκόνης έφραξε την ατμόσφαιρα και καθώς η γη κρύωνε, έτσι και η κυρίαρχη ζωή, οι μεγαλοπρεπείς δεινόσαυροι, πέθαναν. Αλλά τα 400 δισεκατομμύρια τόνοι του T'leth δεν καταστράφηκαν από την πρόσκρουση, εξελίγμενοι υπερυπολογιστές ξεκίνησαν έναν κρυογενή κύκλο ύπνου για τα πλάσματα βαθιά μέσα στις αποθήκες του. Καθώς περνούσαν τα αιώνια, οι υπολογιστές ξύπνησαν ομάδες Εξωγήινων για να προσπαθήσουν να επικοινωνήσουν με τους αστρικούς τους συγγενείς, όλα μάταια, καθώς ο πυρήνας της εξωγήινης δύναμης κοιμόταν." STR_TLETH_THE_ALIEN_CITY: "T'leth η Πόλη των Εξωγήινων" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "Το τεράστιο διαστημόπλοιο των εξωγήινων, T'leth, βρίσκεται βυθισμένο στον Sigsbee Deep, στον Κόλπο του Μεξικού. Στην καρδιά της πόλης βρίσκεται ένας εξωγήινος τρόμος, τόσο ποταπός και τόσο δυνατός που ούτε ο θάνατος δεν μπορεί να το διεκδικήσει. Σε ένα θάλαμο από εξωγήινο μέταλλο βρίσκεται η κοιμισμένη μορφή του μεγάλου ονειροπόλου, του Απόλυτου Εξωγήινου. Η ανύψωση του T'leth πάνω από τα κύματα θα ξεκινήσει τον κύκλο της επαναφοράς του και μόλις ανασηκωθεί, θα είναι ασταμάτητος. Παρόλο που δεν είναι ζωντανός αλλά ούτε και νεκρός, ο εξωγήινος νους ελέγχει τον εξωγήινο στρατό. Η παράξενη τεχνολογία του μοριακού ελέγχου συνδέει όλους τους εξωγήινους με τον Ένα Νου και τον Ένα Νου με όλους τους εξωγήινους. Γενετικά μεταλλαγμένα εμβρυϊκά εξωγήινα/ανθρώπινα όντα παρέχουν ενέργεια στον εξωγήινο νου και αποτελούν τον κρίκο σύνδεσης μεταξύ του κυρίαρχου και των υπηκόων του. Ο μύθος του Απόλυτου Εξωγήινου υπάρχει στις καρδιές και στα μυαλά της ανθρωπότητας εδώ και αιώνες, η θάλασσα πάντα έκρυβε την απόλυτη αλήθεια." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ΚΕΝΤΡΑΡΕ ΣΤΗΝ ΤΟΠΟΘΕΣΙΑ - ΧΡΟΝΟΣ = 5 Δευτ." STR_CANCEL_UC: "ΑΚΥΡΟ" STR_NONE: "Τίποτα" STR_UNKNOWN: "Άγνωστο" STR_POOR: "Φτωχά" STR_AVERAGE: "Μέσος" STR_GOOD: "Καλά" STR_EXCELLENT: "Άριστα" STR_BUILD_NEW_BASE_UC: "ΧΤΙΣΕ ΝΕΑ ΒΑΣΗ" STR_BASE_INFORMATION: "ΠΛΗΡΟΦΟΡΙΕΣ ΒΑΣΗΣ" STR_EQUIP_CRAFT: "ΕΞΟΠΛΙΣΤΕ ΤΟ ΥΠΟΒΡΥΧΙΟ" STR_BUILD_FACILITIES: "ΚΑΤΑΣΚΕΥΗ ΕΓΚΑΤΑΣΤΑΣΕΩΝ" STR_RESEARCH: "ΕΡΕΥΝΑ" STR_MANUFACTURE: "ΠΑΡΑΓΩΓΗ" STR_TRANSFER_UC: "ΜΕΤΑΦΟΡΑ" STR_PURCHASE_RECRUIT: "ΑΓΟΡΑ/ΠΡΟΣΛΗΨΗ" STR_SACK: "ΑΠΟΛΥΣΕ" STR_SELL_SACK_UC: "ΠΩΛΗΣΗ/ΑΠΟΛΥΣΗ" STR_GEOSCAPE_UC: "ΓΕΩΤΟΠΙΟ" STR_NAME: "Όνομα" STR_AREA: "Περιοχή" STR_BUILD_NEW_BASE: "Χτίσε Νέα Βάση" STR_CANCEL: "Άκυρο" STR_COST_UC: "ΚΟΣΤΟΣ>" STR_CONSTRUCTION_TIME_UC: "ΧΡΟΝΟΣ ΚΑΤΑΣΚΕΥΗΣ>" STR_DAY: one: "{N} μέρα" other: "{N} days" STR_HOUR: one: "{N} ώρες" other: "{N} ώρες" STR_MAINTENANCE_UC: "ΣΥΝΤΗΡΗΣΗ>" STR_OK: "ΟΚ" STR_INSTALLATION: "ΕΓΚΑΤΑΣΤΑΣΕΙΣ" STR_CURRENT_RESEARCH: "ΤΡΕΧΟΥΣΑ ΕΡΕΥΝΑ" STR_SCIENTISTS_AVAILABLE: "Διαθέσιμοι Επιστήμονες>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Κατανεμημένοι Επιστήμονες>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Ελεύθερος Χώρος Εργαστηρίου>{ALT}{0}" STR_RESEARCH_PROJECT: "ΕΡΕΥΝΗΤΙΚΟ ΠΡΟΓΡΑΜΜΑ" STR_SCIENTISTS_ALLOCATED_UC: "ΚΑΤΑΝΕΜΗΜΕΝΟΙ ΕΠΙΣΤΗΜΟΝΕΣ" STR_PROGRESS: "ΠΡΟΟΔΟΣ" STR_NEW_PROJECT: "Νέο Πρόγραμμα" STR_CANCEL_PROJECT: "ΑΚΥΡΩΣΗ ΕΡΓΟΥ" STR_NEW_RESEARCH_PROJECTS: "ΝΕΑ ΕΡΕΥΝΗΤΙΚΑ ΠΡΟΓΡΑΜΜΑΤΑ" STR_SCIENTISTS_AVAILABLE_UC: "ΔΙΑΘΕΣΙΜΟΙ ΕΠΙΣΤΗΜΟΝΕΣ>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ΕΛΕΥΘΕΡΟΣ ΧΩΡΟΣ ΕΡΓΑΣΤΗΡΙΟΥ>{ALT}{0}" STR_INCREASE: "Αύξησε" STR_DECREASE: "Μείωσε" STR_START_PROJECT: "ΕΝΑΡΞΗ" STR_CURRENT_PRODUCTION: "ΤΡΕΧΟΥΣΑ ΠΑΡΑΓΩΓΗ" STR_ENGINEERS_AVAILABLE: "Διαθέσιμοι Τεχνικοί >{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Τεχνικοί Ανατέθηκαν>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Ελεύθερος χώρος>{ALT}{0}" STR_CURRENT_FUNDS: "Τρέχοντα Κονδύλια>{ALT}{0}" STR_ITEM: "ΑΝΤΙΚΕΙΜΕΝΟ" STR_ENGINEERS__ALLOCATED: "Τεχνικοί Ανατέθηκαν" STR_UNITS_PRODUCED: "Παραγμένες Μονάδες" STR_TOTAL_TO_PRODUCE: "Σύνολο Παραγωγής" STR_COST__PER__UNIT: "Κόστος{NEWLINE}ανά{NEWLINE}Μονάδα" STR_DAYS_HOURS_LEFT: "Υπόλοιπες Μέρες/Ώρες" STR_NEW_PRODUCTION: "Νέα Παραγωγή" STR_PRODUCTION_ITEMS: "Αντικείμενα Παραγωγής" STR_CATEGORY: "ΚΑΤΗΓΟΡΙΑ" STR_START_PRODUCTION: "ΞΕΚΙΝΑ ΠΑΡΑΓΩΓΗ" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Ώρες τεχνικού για την παραγωγή μίας μονάδας" STR_COST_PER_UNIT_: "Κόστος ανά μονάδα>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Απαιτούμενος Χώρος>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ΑΠΑΙΤΟΥΝΤΑΙ ΕΙΔΙΚΑ ΥΛΙΚΑ" STR_ITEM_REQUIRED: "ΑΠΑΙΤΟΥΜΕΝΑ ΑΝΤΙΚΕΙΜΕΝΑ" STR_UNITS_REQUIRED: "ΑΠΑΙΤΟΥΜΕΝΕΣ ΜΟΝΑΔΕΣ" STR_UNITS_AVAILABLE: "ΔΙΑΘΕΣΙΜΕΣ ΜΟΝΑΔΕΣ" STR_STOP_PRODUCTION: "ΣΤΑΜΑΤΗΜΑ ΠΑΡΑΓΩΓΗΣ" STR_ENGINEERS_AVAILABLE_UC: "ΤΕΧΝΙΚΟΙ ΔΙΑΘΕΣΙΜΟΙ>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ΕΛΕΥΘΕΡΟΣ ΧΩΡΟΣ ΜΗΧΑΝΟΥΡΓΕΙΟΥ>{ALT}{0}" STR_MONTHLY_PROFIT: "ΜΗΝΙΑΙΟ ΚΕΡΔΟΣ>{ALT}{0}" STR_INCREASE_UC: "ΑΥΞΗΣΕ" STR_DECREASE_UC: "ΜΕΙΩΣΕ" STR_UNITS_TO_PRODUCE: "Μονάδες να Παραχθούν" STR_PURCHASE_HIRE_PERSONNEL: "ΑΓΟΡΕΣ/ΠΡΟΣΛΗΨΕΙΣ" STR_COST_OF_PURCHASES: "Κόστος Αγορών>{ALT}{0}" STR_COST_PER_UNIT_UC: "ΚΟΣΤΟΣ ΑΝΑ ΜΟΝΑΔΑ" STR_QUANTITY_UC: "ΠΟΣΟΤΗΤΑ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ΔΙΑΘΕΣΙΜΟ ΠΡΟΣΩΠΙΚΟ:ΣΥΝΟΛΙΚΟ ΠΡΟΣΩΠΙΚΟ>" STR_SOLDIERS: "Υδροναύτες" STR_SCIENTISTS: "Επιστήμονες" STR_ENGINEERS: "Τεχνικοί" STR_SPACE_USED_SPACE_AVAILABLE: "ΧΡΗΣΙΜΟΠΟΙΟΥΜΕΝΟΣ:ΕΛΕΥΘΕΡΟΣ ΧΩΡΟΣ>" STR_LIVING_QUARTERS: "Κοιτώνες" STR_STORES: "Αποθήκες" STR_LABORATORIES: "Εργαστήρια" STR_WORK_SHOPS: "Μηχανουργεία" STR_HANGARS: "Υπόστυλο Ιπτάμενου Υποβρύχιου" STR_SHORT_RANGE_DETECTION: "Σονάρ Μικρής Εμβέλιας" STR_DEFENSE_STRENGTH: "Αμυντική Δύναμη" STR_TRANSFERS_UC: "ΜΕΤΑΦΟΡΕΣ" STR_TRANSFERS: "Μεταφορές" STR_ARRIVAL_TIME_HOURS: "Ώρα Άφιξης (ώρες)" STR_COST_: "Κόστος>{ALT}{0}" STR_AREA_: "Περιοχή>{ALT}{0}" STR_BASE_NAME: "Όνομα Βάσης;" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ΕΠΙΛΕΞΤΕ ΘΕΣΗ ΓΙΑ ΑΕΡΟΘΑΛΑΜΟ" STR_TRANSFER: "Μεταφορά" STR_AMOUNT_TO_TRANSFER: "ΠΟΣΟΤΗΤΑ ΜΕΤΑΦΟΡΑΣ" STR_SELECT_DESTINATION_BASE: "Επέλεξε Βάση Προορισμού" STR_COST: "Κόστος" STR_INTRO_1: "Πνευματικά δικαιώματα 1995 MicroProse" STR_INTRO_2: "Άρης: Η πτώση της Κυδωνίας." STR_INTRO_3: "Ένας νικηφόρος X-Com, έχοντας καταστρέψει τον ίδιο τον πυρήνα της εξωγήινης πολεμικής μηχανής, απογειώνεται για το σπίτι. Ωστόσο, δεν είναι όλα νεκρά στην κατεστραμμένη βάση του Άρη." STR_INTRO_4: "Μια ισχυρή δέσμη ταχυόντος ρέει από τα ερείπια του νευρικού κέντρου της Κυδωνίας - εκτοξεύεται μέσα στο κενό. Ο προορισμός του.............." STR_INTRO_5: "Γη." STR_INTRO_6: "Βαθιά μέσα στον ωκεανό ο δέσμη χτυπά έναν παλιό ανενεργό δέκτη. Τεράστιοι υπολογιστές που κοιμούνται ξεκινούν να ξυπνούν. Στα βάθη, πέρα από την όραση των ανθρώπων, τεράστιες αίθουσες με κοιμώμενους εξωγήινους ξεκινούν τον μακρύ κύκλο αναζωογόνησής τους." STR_INTRO_7: "2040: Μία αδαής Γη. Οι τρόμοι του πολέμου με τους εξωγήινους έχουν ξεχαστεί. Ωστόσο, στις χαμένες και κρυμμένες γωνιές του ωκεανού, οι στρατοί των εξωγήινων είναι έτοιμοι - έτοιμοι να ανατρέψουν την ανθρωπότητα και να καταλάβουν τον κόσμο." STR_INTRO_8: "Οι εξωγήινοι επιτίθενται εναντίον της ανθρωπότητας· αναζητώντας δείγματα για τα διαστρεβλωμένα τους πειράματα· λεηλατώντας τον κόσμο για πολύτιμα μεταλλεύματα και πόρους· και λεηλατώντας από τις θάλασσες. Στη συνέχεια, οι εξωγήινοι στρέφουν το βλέμμα τους πάνω από τα κύματα." STR_INTRO_9: "Ισχυρά υποβρύχια που πετούν με παράξενο σχεδιασμό πλέουν στους ωκεανούς - κοιτώντας, αναζητώντας, κυνηγώντας..." STR_INTRO_10: "Βρίσκοντας λεία επιτίθενται." STR_INTRO_11: "Περίεργα νέα όπλα κατευθύνονται εναντίον ενός ανυπεράσπιστου κόσμου. Είμαστε απόλυτα στο έλεος της απειλής των εξωγήινων.{NEWLINE}Μόνο ένας οργανισμός μπορεί να μας σώσει, αλλά τους γυρίσαμε την πλάτη εδώ και πολύ καιρό......" STR_INTRO_12: "Πειραματική Υποβρύχια Εγκατάσταση X-COM" STR_INTRO_13: "\"Κίνδυνος βοήθεια! Βοήθεια!\" \"Εδώ, το υπερατλαντικό πλοίο Hyperion\". \"Βρισκόμαστε υπό επίθεση\". \"Βοήθεια! Κίνδ............\"" STR_INTRO_14: "\"Πύργος ελέγχου Διοίκησης προς Υποθαλάσσιο Κέντρο Ένα: Ανοίξτε τις θαλάσσιες πόρτες\", \"εκτοξεύστε το Barracuda Zero One. Δεχόμαστε επίθεση από εξωγήινους - κατάσταση συναγερμού Κόκκινο\".{NEWLINE}\"Επαναλαμβάνω: κατάσταση συναγερμού Κόκκινο\"" STR_INTRO_15: "Οι εξωγήινοι είναι αδίστακτοι στην αποτελεσματικότητά τους...." STR_INTRO_16: "...αλάθητοι στην ακρίβειά τους" STR_INTRO_17: "«Barracuda Zero One προς βάση» - «προσεγγίζουμε ό,τι έχει απομείνει από το Hyperion»." STR_INTRO_18: "Επιβραδύνοντας\". {NEWLINE} \"Δύο μέτρα\". {NEWLINE} \"Ένα μέτρο\". {NEWLINE} \"Όλοι οι καταδρομείς ετοιμαστείτε για άμεση αποστολή\"." STR_INTRO_19: "...........'Ο αεροσυμπιεστής είναι καθαρός'...'πλησιάζουμε τα ερείπια'.{NEWLINE}'Άγιε μου!'{NEWLINE}'Τα βλέπετε αυτά τα πλάσματα από την κάμερα μου;'" STR_GAMEOVER_1: "Αποτύχαμε, οι εξωγήινοι εξολόθρευσαν τις τελευταίες μας ελπίδες σωτηρίας.{NEWLINE}Το X-Com καταστράφηκε και η Γη βρίσκεται στα πόδια του αρχαίου εχθρού." STR_GAMEOVER_2: "Ο T'leth βροντά ψηλά στη στρατόσφαιρα και αρχίζει να κινείται σε όλη την επιφάνεια του κόσμου. Διανέμοντας θάνατο και συλλέγοντας τα ερείπια της ανθρώπινης φυλής. Βαθιά στα σπλάχνα του, το δολοφονικό μυαλό των εξωγήινων αρχίζει να ξεσηκώνεται." STR_GAMEOVER_3: "Στις πρωτεύουσες όλων των χωρών σχεδιάζονται απεγνωσμένα σχέδια. Όλα είναι μάταια, χωρίς την τεχνολογία που παρέχεται από το ερευνητικό πρόγραμμα του X-Com τα όπλα μας είναι αναποτελεσματικά." STR_GAMEOVER_4: "Οι εξωγήινοι τοποθετούν βάσεις στους πόλους και αρχίζουν να λιώνουν τον πάγο, ο κόσμος θα γίνει ένας τεράστιος ωκεανός. Τα κατάλοιπα της ανθρώπινης φυλής συλλέγονται και χρησιμοποιούνται σε αποτρόπαια πειράματα εκτροφής για άγνωστους σκοπούς των εξωγήινων. Οι ουρανοί σκοτεινιάζουν και ένας πανίσχυρος λοιμός είναι πάνω απο τα εδάφη της Γης." STR_GAMEOVER_5: "Δεν μπορούμε να προσφέρουμε καμία αντίσταση στη νέα παγκόσμια τάξη πραγμάτων, όσοι προσπαθούν συναντούν μια φλογερή μοίρα στα χέρια των ακατανόητων όπλων των εξωγήινων. Για τους υπόλοιπους εμάς, δεν υπάρχει τέτοια ευλογημένη απελευθέρωση, η μητέρα Γη γίνεται ένας εξωγήινος κόσμος και η ανθρωπότητα χάνεται κάτω από μια φρίκη που σέρνεται." STR_OUTRO_1: "Ο τάφος, ερειπωμένος και αποδεκατισμένος, ένας βρυχηθμός βγαίνει από το φέρετρο στο κέντρο του.{NEWLINE}Ανόητοι, θα πεθάνετε όλοι...................." STR_OUTRO_2: ".................κανείς δεν μπορεί να ξεφύγει." STR_OUTRO_3: "Μια τεράστια έκρηξη σημειώνετε στον τάφο και το κύμα σκίζει την πόλη, συντρίμμια και καπνός γεμίζουν τον αέρα. Τα σχέδια των Εξωγήινων ματαιώνονται........." STR_OUTRO_4: "Το ανατριχιαστικό μέγεθος του T'leth αρχίζει να διαρρηγνύεται. Φλόγες και καπνός αναβλύζουν από τους λαμπρούς πύργους και τις αδαμαντίνες αίθουσες του." STR_OUTRO_5: "Η πανίσχυρη εξωγήινη δύναμη πέφτει προς τη θάλασσα, οι κραυγές του ταλαιπωρημένου μετάλλου και οι ψυχές γεμίζουν τον αέρα. Πλέον ο Μεγάλος Ονειροπόλος δεν θα ονειρεύεται να κυριεύσει τον κόσμο." STR_OUTRO_6: "Μια τελική καταιγιστική βροντή που σπάει αυτιά και ο T'leth διαλύεται σε κομμάτια.{NEWLINE}Η απειλή των εξωγήινων έχει εξαφανιστεί, η Γη είναι καθαρή.................." STR_OUTRO_7: "Ένας νυσταγμένος γαλαζοπράσινος πλανήτης, σε μια μακρινή γωνιά του γαλαξία." STR_OUTRO_8: "Το εγγύς μέλλον, ένα ασφαλές μέρος για να είσαι." STR_OUTRO_9: "Η απειλή των εξωγήινων για τη Γη έχει ηττηθεί εδώ και πολύ καιρό." STR_OUTRO_10: "Τεράστια μητρόπολη σαν πόλεις στεγάζουν δισεκατομμύρια ανθρωπίνου γένους." STR_OUTRO_11: "Τα κατορθώματα του X-Com και οι εξωγήινοι πολέμοι είναι ιστορίες για παραμύθια παιδιών." STR_OUTRO_12: "Αλλά οι θρύλοι είχαν πάντα τη συνήθεια να περιέχουν έναν κόκκο αλήθειας............" STR_RISE_1: "T'leth, αποκαλείται από πολλά πράγματα σε πολλούς θρύλους από πολλές χώρες." STR_RISE_2: "Με μια εκρηκτική κραυγή που αντηχεί σε όλη την υδρόγειο ο T'leth αρχίζει να ανεβαίνει από τον βυθό της θάλασσας." STR_RISE_3: "Το τεράστιο οικοδόμημα ξεχύνεται στα νερά του Κόλπου του Μεξικού." STR_RISE_4: "400 δισεκατομμύρια τόνοι εξωγήινου μετάλλου, η ισχυρή εξωγήινη πόλη όπου κρύβεται το κοιμώμενο σώμα του Τελικού Εξωγήινου. Κρατούμενος στη Γη για 65 εκατομμύρια χρόνια, αυτός ο αποτρόπαιος διαστρεβλωτικός Θεός αρχίζει να κινείται." STR_RISE_5: "Τα νερά βράζουν και αναστρέφονται καθώς ο τάφος του Μεγάλου Ονειροπόλου εμφανίζεται στο φως..........." STR_RISE_6: ".........ένα φως που θα είναι σύντομο, εκτός και αν το X-Com καταστρέψει την πολεμική μηχανή των εξωγήινων." STR_YOU_HAVE_FAILED: "Δεν καταφέρατε να σταματήσετε την πολεμική μηχανή των εξωγήινων. Οι οργανισμοί χρηματοδότησης, απογοητευμένοι από την ικανότητά σας προσπαθούν να διαπραγματευτούν μια μη στρατιωτική λύση με τους Εξωγήινους. Οι εισβολείς έχουν μια πολύ διαφορετική ατζέντα και σύντομα όλος ο κόσμος αντιλαμβάνεται την αλήθεια..." STR_TOTAL_UC: "ΣΥΝΟΛΟ" STR_INCOME: "Έσοδα" STR_EXPENDITURE: "Έξοδα" STR_MAINTENANCE: "Συντήρηση" STR_BALANCE: "Ταμείο" STR_UFO_ACTIVITY_IN_AREAS: "Δραστηριότητα εξωγήινων σε θάλασσες" STR_UFO_ACTIVITY_IN_COUNTRIES: "Δραστηριότητα εξωγήινων σε Ζώνες" STR_XCOM_ACTIVITY_IN_AREAS: "Δραστηριότητα X-Com σε θάλασσες" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Δραστηριότητα X-Com σε Ζώνες" STR_FINANCE: "Οικονομικά" STR_DATE_FIRST: "{0}η" STR_DATE_SECOND: "{0}η" STR_DATE_THIRD: "{0}η" STR_DATE_FOURTH: "{0}η" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Ανεπαρκή υλικά για την παραγωγή {NEWLINE}{0}{NEWLINE}στη{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Ανεπαρκή λεφτά για την παραγωγή {NEWLINE}{0}{NEWLINE}στη{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Η παραγωγή{NEWLINE}{0}{NEWLINE}στη{NEWLINE}{1}{NEWLINE}τελείωσε" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Η κατασκευή {NEWLINE}{0}{NEWLINE} στη {NEWLINE}{1}{NEWLINE} τελείωσε" STR_OK_5_SECONDS: "ΟΚ - 5 δεύτερα" STR_RESEARCH_COMPLETED: "Έρευνα Ολοκληρώθηκε" STR_VIEW_REPORTS: "ΔΕΙΞΕ ΑΝΑΦΟΡΕΣ" STR_WE_CAN_NOW_RESEARCH: "Πλέον μπορούμε να ερευνήσουμε" STR_WE_CAN_NOW_PRODUCE: "Πλέον μπορούμε να παράγουμε" STR_SUNDAY: "ΚΥΡΙΑΚΗ" STR_MONDAY: "ΔΕΥΤΕΡΑ" STR_TUESDAY: "ΤΡΙΤΗ" STR_WEDNESDAY: "ΤΕΤΑΡΤΗ" STR_THURSDAY: "ΠΕΜΠΤΗ" STR_FRIDAY: "ΠΑΡΑΣΚΕΥΗ" STR_SATURDAY: "ΣΑΒΒΑΤΟ" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ανεπαρκή {0} για ανεφοδιασμό {1} στη {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ανεπαρκή {0} για να ξαναοπλιστεί {1} στη {2}" STR_UFO_IS_NOT_RECOVERED: "ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ δεν ανακτήθηκε" STR_UFO_IS_RECOVERED: "ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ ανακτήθηκε" STR_CRAFT_IS_LOST: "Το Υπτάμενο Υποβρύχιο έχει χαθεί" STR_TERROR_CONTINUES: "Η δραστηριότητα των εξωγήινων συνεχίζεται" STR_ALIENS_DEFEATED: "Οι Εξωγήινοι Νικήθηκαν" STR_BASE_IS_LOST: "Η βάση χάθηκε" STR_BASE_IS_SAVED: "Η βάση σώθηκε" STR_ALIEN_BASE_STILL_INTACT: "Η αποικία εξωγήινων είναι ακόμα άθικτη" STR_ALIEN_BASE_DESTROYED: "Η αποικία εξωγήινων καταστράφηκε" STR_ALIENS_KILLED: "ΕΞΩΓΗΙΝΟΙ ΠΟΥ ΣΚΟΤΩΘΗΚΑΝ" STR_ALIEN_CORPSES_RECOVERED: "ΕΞΩΓΗΙΝΑ ΠΤΩΜΑΤΑ ΑΝΑΣΥΡΘΗΚΑΝ" STR_LIVE_ALIENS_RECOVERED: "ΖΩΝΤΑΝΟΙ ΕΞΩΓΗΙΝΟΙ ΑΝΑΣΥΡΘΗΚΑΝ" STR_ALIEN_ARTIFACTS_RECOVERED: "ΑΝΕΚΤΗΜΕΝΑ ΕΞΩΓΗΙΝΑ ΕΥΡΗΜΑΤΑ" STR_ALIEN_BASE_CONTROL_DESTROYED: "Ο ΕΛΕΓΧΟΣ ΤΗΣ ΕΞΩΓΗΙΝΗΣ ΑΠΟΙΚΙΑΣ ΚΑΤΑΣΤΡΑΦΗΚΕ" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "ΚΑΤΑΣΤΡΑΦΗΚΕ Η ΣΥΣΚΕΥΗ ΣΥΝΟΜΙΟΥ ΕΞΩΓΗΙΝΩΝ" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "ΑΠΟΤΥΧΑΤΕ ΝΑ ΚΑΤΑΣΤΡΕΨΕΤΕ ΤΗΝ ΣΥΣΚΕΥΗ ΣΥΝΟΜΙΟΥ" STR_CIVILIANS_KILLED_BY_ALIENS: "ΠΟΛΙΤΕΣ ΠΟΥ ΣΚΟΤΩΘΗΚΑΝ ΑΠΟ ΕΞΩΓΗΙΝΟΥΣ" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ΠΟΛΙΤΕΣ ΠΟΥ ΣΚΟΤΩΘΗΚΑΝ ΑΠΟ ΠΡΑΚΤΟΡΕΣ X-COM" STR_CIVILIANS_SAVED: "ΠΟΛΙΤΕΣ ΠΟΥ ΣΩΘΗΚΑΝ" STR_XCOM_OPERATIVES_KILLED: "ΠΡΑΚΤΟΡΕΣ X-COM ΣΚΟΤΩΘΗΚΑΝ" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM ΠΡΑΚΤΟΡΕΣ ΠΟΥ ΑΓΝΟΟΥΝΤΑΙ" STR_TANKS_DESTROYED: "Η ΠΛΑΤΦΟΡΜΑ ΟΠΛΩΝ X-COM ΚΑΤΑΣΤΡΕΦΗΚΕ" STR_XCOM_CRAFT_LOST: "ΤΟ ΥΠΟΒΡΥΧΙΟ X-COM ΧΑΘΗΚΕ" STR_UFO_RECOVERY: "ΕΠΑΝΑΚΤΗΣΗ ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ" STR_ALIEN_BASE_RECOVERY: "ΕΠΑΝΑΚΤΗΣΗ ΕΞΩΓΗΙΝΗΣ ΑΠΟΙΚΙΑΣ" STR_BASE_UNDER_ATTACK: "{0} δέχεται επίθεση!" STR_BASE_DEFENSES_INITIATED: "ΑΜΥΝΕΣ ΒΑΣΗΣ ΕΝΕΡΓΟΠΟΙΗΘΗΚΑΝ" STR_GRAV_SHIELD_REPELS_UFO: "ΑΣΠΙΔΕΣ ΑΠΩΘΕΣΑΝ ΕΠΙΘΕΣΗ ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ!" STR_FIRING: "ΠΥΡΟΒΟΛΕΙ" STR_HIT: "ΧΤΥΠΗΜΑ!" STR_UFO_DESTROYED: "ΤΟ ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ ΕΧΕΙ ΚΑΤΑΣΤΡΑΦΕΙ!" STR_MISSED: "ΑΣΤΟΧΗΣΕ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Πώληση Αντικειμένων/Απολύσεις" STR_VALUE_OF_SALES: "Αξία Πωλήσεων> {ALT}{0}" STR_FUNDS: "Κονδύλια> {ALT}{0}" STR_SELL_SACK: "Πώληση/Απόλυση" STR_VALUE: "Αξία" STR_CRAFT_: "ΥΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ΑΝΕΓΕΡΣΗ ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ" STR_UFO_CRASH_RECOVERY_BRIEFING: "ΜΕΓΑΛΗ ΠΡΟΣΟΧΗ - Θα υπάρχουν εξωγήινοι στο υποβρύχιο και γύρω από τον τόπο. Αυτή η αποστολή θα ολοκληρωθεί όταν έχουν εξουδετερωθεί ή εξαλειφθεί όλες οι εχθρικές μονάδες. Η ανάκτηση υπολειμμάτων υποβρυχίου εξωγήινων, τεχνολογίας και σορών εξωγήινων μπορεί να ξεκινήσει στη συνέχεια . Για να ακυρώσετε την αποστολή, επιστρέψτε τους υδροναύτες του X-Com στο υποβρύχιο και κάντε κλικ στο εικονίδιο \"Ακύρωση Αποστολής\"." STR_UFO_GROUND_ASSAULT: "ΕΠΙΘΕΣΗ ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ" STR_UFO_GROUND_ASSAULT_BRIEFING: "Εξερευνήστε τον τόπο προσγείωσης και, εάν είναι δυνατόν, αποκτήστε είσοδο στο Εξωγήινο Υποβρύχιο. Η αποστολή θα είναι επιτυχής όταν όλες οι εχθρικές μονάδες έχουν εξαλειφθεί ή εξουδετερωθεί. Στη συνέχεια, μπορεί να ξεκινήσει η ανάκτηση του Εξωγήινου Υποβρυχίου, αντικειμένων και πτωμάτων των εξωγήινων. Για να ματαιώσετε την αποστολή, επιστρέψτε τους υδροναύτες X-Com στο υποβρύχιο και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής'." STR_BASE_DEFENSE: "ΑΜΥΝΑ ΒΑΣΗΣ" STR_BASE_UC_: "ΒΑΣΗ> {0}" STR_BASE_DEFENSE_BRIEFING: "Ένα εξωγήινο σκάφος έχει προσγειωθεί κοντά. Η βάση μας βρίσκεται σε σοβαρό κίνδυνο. Σύμφωνα με την τυπική διαδικασία, όλο το μη στρατιωτικό προσωπικό και τα υποβρύχια σκάφη της X-Com έχουν εκκενωθεί. Οι εξωγήινες μονάδες εισέρχονται στη βάση μέσω των θυρών του υπόστεγου υποβρυχίων ή του αεροθαλάμου πρόσβασης. Υπερασπίστε τη βάση και τις ζωτικές εγκαταστάσεις της με κάθε κόστος - αυτή είναι μία μάχη μέχρι θανάτου. Εάν κάνετε κλικ στο εικονίδιο 'ακύρωση αποστολής' θα παραδεχθείτε την ήττα και θα χάσετε τη βάση." STR_ALIEN_COLONY_ATTACK_MISSION: "ΑΠΟΣΤΟΛΗ ΕΠΙΘΕΣΗΣ ΚΑΤΑ ΤΩΝ ΕΞΩΓΗΙΝΩΝ ΑΠΟΙΚΙΩΝ" STR_ALIEN_BASE_ASSAULT: "ΕΞΩΓΗΙΝΗ ΑΠΟΙΚΙΑ ΜΕΡΟΣ ΠΡΩΤΟ" STR_ALIEN_COLONY_P1_BRIEFING: "Αυτή η αποστολή είναι μια επιδρομή σε μια τοποθεσία αποικίας εξωγήινων. Υπάρχουν 2 επίπεδα στον χώρο, μεταφέρετε όλους τους ακουαναύτες στη λαμπυρίζουσα έξοδο στο πρώτο συγκρότημα και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής' για να συνεχίσετε. Οποιοσδήποτε εξοπλισμός έχει μείνει πίσω θα παραμείνει στον βυθό της θάλασσας μέχρι να επιλυθεί το 2ο μέρος της αποστολής. Για να εγκαταλείψετε, τοποθετήστε τους υδροναύτες στο Υποβρύχιο και κάντε κλικ στο εικονίδιο «Ματαίωση αποστολής»." STR_ALIEN_COLONY_P2: "ΕΞΩΓΗΙΝΗ ΑΠΟΙΚΙΑ ΜΕΡΟΣ ΔΕΥΤΕΡΟ" STR_ALIEN_COLONY_P2_BRIEFING: "Έχοντας διαπραγματευτεί το πρώτο επίπεδο και εισέλθει στον πυρήνα της αποικίας. Η αποστολή σας τώρα είναι να καταστρέψετε το κέντρο ελέγχου, τη συσκευή Synomium ή να εξουδετερώσετε όλους τους Εξωγήινους. Για να ματαιώσετε την αποστολή, τοποθετήστε όλους τους υδροναύτες στο σημείο εκκίνησης και κάντε κλικ στο εικονίδιο «Ακύρωση αποστολής». Όλος ο βιώσιμος εξοπλισμός X-Com θα επιστραφεί στη βάση." STR_ALIENS_LAUNCH_PORT_TERROR: "ΕΞΩΓΗΙΝΟΙ ΞΕΚΙΝΟΥΝ{NEWLINE}ΕΠΙΘΕΣΗ ΣΤΟ ΛΙΜΑΝΙ" STR_PORT_TERROR: "ΕΞΩΓΗΙΝΟΙ ΞΕΚΙΝΟΥΝ ΕΠΙΘΕΣΗ ΣΤΟ ΛΙΜΑΝΙ" STR_PORT_TERROR_BRIEFING: "Οι εξωγήινοι έχουν εξαπολύσει επίθεση εναντίον επιφανειακών τοποθεσιών. Το λιμάνι και ο άμαχος πληθυσμός του έχουν τεθεί σε κίνδυνο. Η ομάδα σας πρέπει να εξαλείψει όλους τους εξωγήινους και να προστατεύσει τους αθώους περαστικούς από αυτήν την εισβολή εξωγήινων. Για να σταματήσετε, τοποθετήστε τους υδροναύτες στο υπτάμενο υποβρύχιο και κάντε κλικ στο εικονίδιο «Ακύρωση αποστολής»." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ΕΞΩΓΗΙΝΟΙ ΞΕΚΙΝΟΥΝ{NEWLINE}ΕΠΙΘΕΣΗ ΣΤΟ ΝΗΣΙ" STR_ISLAND_TERROR: "ΕΞΩΓΗΙΝΟΙ ΞΕΚΙΝΟΥΝ ΕΠΙΘΕΣΗ ΣΤΟ ΝΗΣΙ" STR_ISLAND_TERROR_BRIEFING: "Οι εξωγήινοι έχουν εξαπολύσει επίθεση εναντίον επιφανειακών τοποθεσιών. Το νησί και ο άμαχος πληθυσμός του έχουν τεθεί σε κίνδυνο. Η ομάδα σας πρέπει να εξαλείψει όλους τους εξωγήινους και να προστατεύσει τους αθώους περαστικούς από αυτήν την εισβολή εξωγήινων. Για να σταματήσετε, τοποθετήστε τους υδροναύτες στο υπτάμενο υποβρύχιο και κάντε κλικ στο εικονίδιο «Ακύρωση αποστολής»." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ΕΠΙΘΕΣΗ ΕΞΩΓΗΙΝΩΝ{NEWLINE}ΣΤΗ ΔΙΑΔΡΟΜΗ ΑΠΟΣΤΟΛΩΝ" STR_CARGO_SHIP_P1: "ΠΛΟΙΟ ΦΟΡΤΙΟΥ ΜΕΡΟΣ ΠΡΩΤΟ" STR_CARGO_SHIP_P2: "ΠΛΟΙΟ ΦΟΡΤΙΟΥ ΜΕΡΟΣ ΔΕΥΤΕΡΟ" STR_CRUISE_SHIP_P1: "ΚΡΟΥΑΖΙΕΡΟΠΛΟΙΟ ΜΕΡΟΣ ΠΡΩΤΟ" STR_CRUISE_SHIP_P2: "ΚΡΟΥΑΖΙΕΡΟΠΛΟΙΟ ΜΕΡΟΣ ΔΕΥΤΕΡΟ" STR_SHIP_RESCUE_MISSION: "ΑΠΟΣΤΟΛΗ ΔΙΑΣΩΣΗΣ ΠΛΟΙΟΥ" STR_SHIP_RESCUE_P1_BRIEFING: "Αυτή η αποστολή είναι ένα κυνήγι εντόμων, εξουδετερώστε όλες τις εξωγήινες μονάδες στο πλοίο και διαφυλάξτε τις ζωές οποιωνδήποτε πολιτών βρίσκονται επι του πλοίου. Οι εξωγήινοι είναι διασπαρμένοι στα πάνω και κάτω κατάστρωματα. Ασφαλίστε τα ανώτερα κατάστρωματα πριν μπείτε στα κατώτερα. Για να αποχωρήσετε, τοποθετήστε τους υδροναύτες στο υποβρύχιο και κάντε κλικ στο εικονίδιο \"Ακύρωση Αποστολής\"." STR_SHIP_RESCUE_P2_BRIEFING: "Τώρα που το επάνω κατάστρωμα είναι ελεύθερο, προχώρησε στα κατώτερα κατάστρωματα. Χρησιμοποιώντας το ανελκυστήρα φορτίων κατεβαίνεις στην αποθήκη. Η ομάδα σου πρέπει να εξουδετερώσει όλους τους εξωγήινους σε αυτό το επίπεδο για να ολοκληρώσει την αποστολή. Για να ακυρώσεις την αποστολή, τοποθέτησε όλους τους υδροναύτες στο σημείο εκκίνησης του ανελκυστήρα και κάνε κλικ στο εικονίδιο \"Ακύρωση αποστολής\"." STR_ALIEN_ACTIVITY_DETECTED: "ΑΝΙΧΝΕΥΤΗΚΕ ΔΡΑΣΤΗΡΙΟΤΗΤΑ ΕΞΩΓΗΙΝΩΝ" STR_ALIEN_CONTACT_SITE_MISSION: "ΑΠΟΣΤΟΛΗ ΣΕ ΤΟΠΟ ΕΞΩΓΗΙΝΗΣ ΕΠΑΦΗΣ" STR_ARTIFACT_SITE_P1: "ΤΟΠΟΣ ΕΞΩΓΗΙΝΗΣ ΕΠΑΦΗΣ ΜΕΡΟΣ ΠΡΩΤΟ" STR_ARTIFACT_SITE_P1_BRIEFING: "Αυτή η αποστολή είναι μια επιδρομή σε έναν πρόσφατα ενεργοποιημένο ιστότοπο επικοινωνίας των εξωγήινων. Υπάρχουν 2 επίπεδα στην τοποθεσία, ο βυθός με τις πυραμίδες εξωγήινων και ένα κρυμμένο συγκρότημα εξωγήινων. Μεταφέρετε όλους τους υδροναύτες στην είσοδο του συγκροτήματος και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής' για να συνεχίσετε. Για να τα παρατήσετε, τοποθετήστε τους aquanauts στο flying sub και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής'." STR_ARTIFACT_SITE_P2: "ΤΟΠΟΣ ΕΞΩΓΗΙΝΗΣ ΕΠΑΦΗΣ ΜΕΡΟΣ ΔΕΥΤΕΡΟ" STR_ARTIFACT_SITE_P2_BRIEFING: "Έχοντας διαπραγματευτεί τις εξωγήινες δομές και εισέλθει στο χώρο, οι στόχοι της αποστολής είναι σαφείς. Διεισδύστε στην καρδιά της εξωγήινης εγκατάστασης και καταστρέψτε την Συνομιακή Μοριακή Συσκευή Ελέγχου για να ολοκληρώσετε την αποστολή. Για να ακυρώσετε, τοποθετήστε όλους τους υδροναύτες στο σημείο εκκίνησης του ανελκυστήρα πρόσβασης και κάντε κλικ στο εικονίδιο 'Ακύρωση Αποστολής'." STR_SIGSBEE_DEEP_MISSION: "ΑΠΟΣΤΟΛΗ SIGSBEE DEEP{NEWLINE}ΕΞΩΓΗΙΝΗ ΠΟΛΗ ΕΠΙΠΕΔΟ ΕΝΑ" STR_TLETH_P1_BRIEFING: "Μπαίνουμε στο άγνωστο, από εδώ και πέρα μπορεί να μας περιμένει οτιδήποτε. Γνωρίζουμε ότι υπάρχουν 2 ακόμη επίπεδα στην πόλη των εξωγήινων και η ομάδα σας πρέπει να αγωνιστεί μέχρι την έξοδο σε αυτό το επίπεδο για να μπει στο επόμενο. Τοποθετήστε όλους τους υδροναύτες στην έξοδο και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής' για να προχωρήσετε. Η ματαίωση αλλού θα τερματίσει την αποστολή." STR_TLETH_ATTACK_MISSION: "ΑΠΟΣΤΟΛΗ ΕΠΙΘΕΣΗΣ T'LETH{NEWLINE}ΕΞΩΓΗΙΝΗ ΠΟΛΗ ΕΠΙΠΕΔΟ ΔΕΥΤΕΡΟ" STR_TLETH_P2_BRIEFING: "Πιο πέρα στο άγνωστο, από εδώ και πέρα θα μπορούσε να μας περιμένει οτιδήποτε. Γνωρίζουμε ότι υπάρχει ένα ακόμη επίπεδο στην πόλη των εξωγήινων και η ομάδα σας πρέπει να αγωνιστεί μέχρι την έξοδο σε αυτό το επίπεδο για να μπει στο επόμενο. Τοποθετήστε όλους τους υδροναύτες στην έξοδο και κάντε κλικ στο εικονίδιο 'Ακύρωση αποστολής' για να προχωρήσετε. Η ματαίωση αλλού θα τερματίσει την αποστολή." STR_FINAL_TLETH_MISSION: "ΤΕΛΙΚΗ ΑΠΟΣΤΟΛΗ T'LETH{NEWLINE}ΕΞΩΓΗΙΝΗ ΠΟΛΗ ΕΠΙΠΕΔΟ ΤΡΙΑ" STR_TLETH_P3_BRIEFING: "Το τέλος είναι κοντά, από εδώ και πέρα αναζητούμε την κρύπτη του Απόλυτου Εξωγήινου. Καταστρέψτε τις 8 τροφοδοσίες ισχύος στον τάφο για να τερματίσετε την απειλή του Εξωγήινου. Μην εγκαταλείπετε τώρα! Η ματαίωση θα τερματίσει την αποστολή." STR_TLETH_P1: "ΕΞΩΓΗΙΝΗ ΠΟΛΗ ΕΠΙΠΕΔΟ ΕΝΑ" STR_TLETH_P2: "ΕΞΩΓΗΙΝΗ ΠΟΛΗ ΕΠΙΠΕΔΟ ΔΥΟ" STR_TLETH_P3: "ΕΞΩΓΗΙΝΗ ΠΟΛΗ ΕΠΙΠΕΔΟ ΤΡΙΑ" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "ΔΕΝ ΥΠΑΡΧΕΙ ΕΛΕΥΘΕΡΟΣ ΣΤΑΘΜΟΣ ΓΙΑ ΠΑΡΑΓΩΓΗ ΥΠΟΒΡΥΧΙΟΥ!{SMALLLINE}Κάθε ιπτάμενο υποβρύχιο που ανατίθεται σε μια βάση, μεταφέρεται σε μια βάση, αγοράζεται ή κατασκευάζεται χρησιμοποιεί ένα Υποβρύχιο Σταθμό. Κατασκευάστε έναν νέο Υποβρύχιο Σταθμό ή μεταφέρετε ένα υποβρύχιο σε μια άλλη βάση." STR_NO_FREE_HANGARS_FOR_PURCHASE: "ΔΕΝ ΥΠΑΡΧΕΙ ΕΛΕΥΘΕΡΟΣ ΣΤΑΘΜΟΣ ΓΙΑ ΑΓΟΡΑ ΥΠΟΒΡΥΧΙΟΥ!{SMALLLINE}Κάθε ιπτάμενο υποβρύχιο που ανατίθεται σε μια βάση, μεταφέρεται σε μια βάση, αγοράζεται ή κατασκευάζεται χρησιμοποιεί ένα Υποβρύχιο Σταθμό. Κατασκευάστε έναν νέο Υποβρύχιο Σταθμό ή μεταφέρετε ένα υποβρύχιο σε μια άλλη βάση." STR_NO_FREE_HANGARS_FOR_TRANSFER: "ΔΕΝ ΥΠΑΡΧΕΙ ΕΛΕΥΘΕΡΟΣ ΣΤΑΘΜΟΣ ΓΙΑ ΜΕΤΑΦΟΡΑ ΥΠΟΒΡΥΧΙΟΥ!{SMALLLINE}Κάθε ιπτάμενο υποβρύχιο που ανατίθεται σε μια βάση, μεταφέρεται σε μια βάση, αγοράζεται ή κατασκευάζεται χρησιμοποιεί ένα Υποβρύχιο Σταθμό. Κατασκευάστε έναν νέο Υποβρύχιο Σταθμό ή μεταφέρετε ένα υποβρύχιο σε μια άλλη βάση." STR_CANNOT_BUILD_HERE: "ΔΕΝ ΜΠΟΡΕΙΤΕ ΝΑ ΚΑΤΑΣΚΕΥΑΣΕΤΕ ΕΔΩ!{SMALLLINE}Πρέπει να κατασκευάσετε δίπλα σε μία υπάρχον μονάδα." STR_NO_FREE_ACCOMODATION: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΜΟΝΗΣ{SMALLLINE}Η βάση προορισμού δεν έχει αρκετό χώρο στους κοιτώνες για το πλήρωμα που έχει ανατεθεί στο σκάφος." STR_NOT_ENOUGH_WORK_SPACE: "ΔΕΝ ΥΠΑΡΧΕΙ ΑΡΚΕΤΟΣ ΧΩΡΟΣ ΕΡΓΑΣΙΑΣ!{SMALLLINE}Χτίσε καινούργια μηχανουργεία ή μείωσε τη δουλεία σε άλλα έργα." STR_NOT_ENOUGH_MONEY: "ΑΝΕΠΑΡΚΗ ΚΕΦΑΛΑΙΑ" STR_NOT_ENOUGH_STORE_SPACE: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΒΙΩΣΗΣ!{SMALLLINE}Φτιάξτε νέους κοιτώνες ή μεταφερετε προσωπικό σε άλλες βάσεις." STR_NOT_ENOUGH_LIVING_SPACE: "ΑΝΕΠΑΡΚΕΙΣ ΧΩΡΟΣ ΔΙΑΒΙΩΣΗΣ!{SMALLLINE}Φτιάξε νέους κοιτώνες ή μετέφερε προσωπικό σε άλλες βάσεις." STR_LAUNCH_INTERCEPTION: "ΑΠΟΓΕΙΩΣΗ ΑΝΑΧΑΙΤΙΣΤΙΚΟΥ" STR_CRAFT: "ΣΚΑΦΟΣ" STR_STATUS: "ΚΑΤΑΣΤΑΣΗ" STR_BASE: "ΒΑΣΗ" STR_READY: "ETOIMO" STR_OUT: "ΕΞΩ" STR_REPAIRS: "ΕΠΙΣΚΕΥΕΣ" STR_REFUELLING: "ΑΝΕΦΟΔΙΑΣΜΟΣ" STR_REARMING: "ΑΝΑΤΡΟΦΟΔΟΤΗΣΗ" STR_TARGET: "ΣΤΟΧΟΣ: {0}" STR_WAY_POINT: "ΣΗΜΕΙΟ" STR_ARE_YOU_SURE_CYDONIA: "Είστε βέβαιοι ότι θέλετε να στείλετε αυτό το υποβρύχειο σε αποστολή στο T'leth;" STR_YES: "ΝΑΙ" STR_NO: "ΟΧΙ" STR_SELECT_DESTINATION: "ΕΠΕΛΕΞΕ ΠΡΟΟΡΙΣΜΟ" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "ΕΠΙΛΟΓΗ ΠΕΡΙΟΧΗΣ ΓΙΑ ΝΕΑ ΒΑΣΗ" STR_RETURN_TO_BASE: "ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_SELECT_NEW_TARGET: "ΕΠΙΛΟΓΗ ΝΕΟΥ ΣΤΟΧΟΥ" STR_PATROL: "ΠΕΡΙΠΟΛΙΑ" STR_STATUS_: "ΚΑΤΑΣΤΑΣΗ>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ΧΤΥΠΗΜΕΝΟ - ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_LOW_FUEL_RETURNING_TO_BASE: "ΧΑΜΗΛΑ ΚΑΥΣΙΜΑ - ΕΠΙΣΤΡΕΦΕΙ ΣΤΗ ΒΑΣΗ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "Η ΑΠΟΣΤΟΛΗ ΕΚΠΛΗΡΩΘΗΚΕ - ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_PATROLLING: "ΠΕΡΙΠΟΛΕΙ" STR_TAILING_UFO: "ΚΑΤΑΔΙΩΚΟΝΤΑΣ ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ" STR_INTERCEPTING_UFO: "ΠΑΡΑΚΟΛΟΥΘΩΝΤΑΣ ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ-{0}" STR_RETURNING_TO_BASE: "ΕΠΙΣΤΡΟΦΗ ΣΤΗ ΒΑΣΗ" STR_DESTINATION_UC_: "ΠΡΟΟΡΙΣΜΟΣ: {0}" STR_BASE_UC: "ΒΑΣΗ>{ALT}{0}" STR_SPEED_: "ΤΑΧΥΤΗΤΑ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "ΜΕΓΙΣΤΗ ΤΑΧΥΤΗΤΑ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ΒΑΘΟΣ>{ALT}{0}" STR_AIRBORNE: "ΥΠΤΑΜΕΝΟΣ" STR_VERY_LOW: "ΡΗΧΟΣ" STR_LOW_UC: "ΚΑΝΟΝΙΚΟ" STR_HIGH_UC: "ΒΑΘΥ" STR_VERY_HIGH: "ΠΟΛΥ ΒΑΘΥ" STR_FUEL: "ΚΑΥΣΙΜΑ>{ALT}{0}" STR_WEAPON_ONE: "ΟΠΛΟ-1>{ALT}{0}" STR_NONE_UC: "ΚΑΝΕΝΑ" STR_ROUNDS_: "ΒΟΛΕΣ>{ALT}{0}" STR_WEAPON_TWO: "ΟΠΛΟ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ΥΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ" STR_BASE_: "Βάση>{0} " STR_NAME_UC: "ΟΝΟΜΑ" STR_AMMO_: "ΠΥΡ/ΧΙΚA>{ALT}{0}" STR_CREW: "ΠΛΗΡΩΜΑ" STR_EQUIPMENT_UC: "ΕΞΟΠΛΙΣΜΟΣ" STR_ARMOR: "ΠΑΝΟΠΛΙΑ" STR_MAX: "ΜΕΓΙΣΤΟ>{ALT}{0}" STR_ROOKIE: "Ναύτης" STR_SQUADDIE: "Ικανός Ναύτης" STR_SERGEANT: "Αρχισημαιοφόρος" STR_CAPTAIN: "Λοχίας" STR_COLONEL: "Διοικητής" STR_COMMANDER: "Λοχαγός" STR_SELECT_SQUAD_FOR_CRAFT: "Επέλεξε Ομάδα για {0}" STR_SORT_BY: "ΤΑΞΙΝΟΜΗΣΗ ΚΑΤΑ..." STR_ORIGINAL_ORDER: "ΑΡΧΙΚΗ ΔΙΑΤΑΓΗ" STR_MISSIONS2: "ΑΠΟΣΤΟΛΕΣ" STR_KILLS2: "ΘΑΝΑΤΟΙ" STR_WOUND_RECOVERY2: "ΑΝΑΡΡΩΣΗ ΑΠΟ ΤΡΑΥΜΑ" STR_SPACE_AVAILABLE: "ΔΙΑΘΕΣΙΜΟΣ ΧΩΡΟΣ>{ALT}{0}" STR_SPACE_USED: "ΚΑΤΕΙΛΗΜΜΕΝΟΣ>{ALT}{0}" STR_SPACE_USED_UC: "ΚΑΤ/ΜΕΝΟΣ ΧΩΡ." STR_RANK: "ΒΑΘΜΙΔΑ" STR_WOUNDED: "ΤΡΑΥΜΑΤΙΑΣ" STR_EQUIPMENT_FOR_CRAFT: "Εξοπλισμός για {0}" STR_DEFENSE_VALUE: "Αμυντική Αξία" STR_HIT_RATIO: "Πιθανότητα Προσβολής" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}έτοιμοι να{NEWLINE}προσγειωθούν κοντά σε{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Άρχισε Αποστολή;" STR_SELECT_ARMAMENT: "Επιλογή Οπλισμού" STR_AMMUNITION_AVAILABLE: "ΔΙΑΘΕΣΙΜΑ ΠΥΡΟΜΑΧΙΚΑ" STR_ARMAMENT: "ΟΠΛΙΣΜΟΣ" STR_NOT_AVAILABLE: "Δ/Ι" STR_SELECT_ARMOR_FOR_SOLDIER: "ΕΠΙΛΕΞΤΕ ΠΑΝΟΠΛΙΑ ΓΙΑ{NEWLINE}{ALT}{0}" STR_TYPE: "ΤΥΠΟΣ" STR_PLASTIC_AQUA_ARMOR_UC: "Πλαστική Υδροπανοπλία." STR_ION_ARMOR_UC: "ΠΑΝΟΠΛΙΑ ΙΟΝΤΩΝ" STR_MAGNETIC_ION_ARMOR_UC: "ΜΑΓΝΙΤΙΚΗ ΠΑΝΟΠΛΙΑ ΙΟΝΤΩΝ" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Αυτή η πανοπλία χρησιμοποιεί τη νεοανακαλυφθεί εξωγήινο υλικό, Υδρο-πλαστικό, και εξασφαλίζει ότι οι υδροναύτες μας έχουν μια πιθανότητα αντίστασης ενάντια στην εισβολή των εξωγήινων." STR_ION_ARMOR_UFOPEDIA: "Ένα ισχυρό νέο προστατευτικό για τους Υδροναύτες, αυτή η πανοπλία τροφοδοτείται από μια πηγή ενέργειας IONΤΩΝ και ενισχύει σημαντικά την ταχύτητα και τη δύναμη του χρήστη, προσφέροντας την καλύτερη προστασία μέχρι στιγμής για τα στρατεύματα αντίστασης." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Μια βελτίωση για την πανοπλία IONΤΩΝ που ενσωματώνει την τεχνολογία του Μαγνητικού Συστήματος για να επιτρέπει πλήρη ελευθερία κίνησης στο υδάτινο περιβάλλον." STR_SELECT_ARMOR: "Επιλογή Πανοπλίας" STR_NORTH: "ΒΟΡΡΑΣ" STR_NORTH_EAST: "ΒΟΡΕΙΟΑΝΑΤΟΛΙΚΑ" STR_EAST: "ΑΝΑΤΟΛΗ" STR_SOUTH_EAST: "ΝΟΤΙΟΑΝΑΤΟΛΙΚΑ" STR_SOUTH: "ΝΟΤΟΣ" STR_SOUTH_WEST: "ΝΟΤΙΟΔΥΤΙΚΑ" STR_WEST: "ΔΥΣΗ" STR_NORTH_WEST: "ΒΟΡΕΙΟΔΥΤΙΚΑ" STR_SELECT_ACTION: "ΕΠΙΛΟΓΗ ΕΝΕΡΓΕΙΑΣ" STR_CONTINUE_INTERCEPTION_PURSUIT: "ΣΥΝΕΧΙΣΕ ΑΝΑΧΑΙΤΙΣΤΙΚΗ ΚΑΤΑΔΙΩΞΗ" STR_PURSUE_WITHOUT_INTERCEPTION: "ΚΑΤΑΔΙΩΞΗ ΧΩΡΙΣ ΑΝΑΧΑΙΤΙΣΗ" STR_VERY_LARGE: "ΠΟΛΥ ΜΕΓΑΛΟ" STR_LARGE: "ΜΕΓΑΛΟ" STR_MEDIUM_UC: "ΜΕΣΑΙΟ" STR_SMALL: "ΜΙΚΡΟ" STR_VERY_SMALL: "ΠΟΛΥ ΜΙΚΡΟ" STR_GROUNDED: "ΠΡΟΣΓΕΙΩΘΗΚΕ" STR_DETECTED: "Ανιχνεύτηκε" STR_SIZE_UC: "ΜΕΓΕΘΟΣ" STR_ALTITUDE: "ΒΑΘΟΣ" STR_HEADING: "ΠΡΟΟΡΙΣΜΟΣ" STR_SPEED: "ΤΑΧΥΤΗΤΑ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ΠΡΟΣΕΓΗΣΗ ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ-ΧΡΟΝΟΣ=5 δευ" STR_TRACKING_LOST: "ΙΧΝΟΣ ΧΑΘΗΚΕ" STR_REDIRECT_CRAFT: "ΝΕΑ ΠΟΡΕΙΑ ΣΚΑΦΟΥΣ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ΜΕΤΑΒΑΣΗ ΣΤΗΝ ΤΕΛΕΥΤΑΙΑ ΓΝΩΣΤΗ ΘΕΣΗ ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ" STR_UFO_: "ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ-{0}" STR_ALIEN_BASE_: "ΕΞΩΓΗΙΝΗ ΑΠΟΙΚΙΑ-{0}" STR_CRASH_SITE_: "ΣΗΜΕΙΟ ΣΥΝΤΡΙΒΗΣ-{0}" STR_LANDING_SITE_: "ΤΟΠΟΘΕΣΙΑ ΠΡΟΣΕΔΑΦΗΣΗΣ-{0}" STR_WAY_POINT_: "ΣΗΜΕΙΟ-{0}" STR_TERROR_SITE: "ΤΡΟΜΟΚΡΑΤΙΚΟ ΧΤΥΠΗΜΑ-{0}" STR_ARTIFACT_SITE: "ΤΟΠΟΘΕΣΙΑ ΕΥΡΗΜΑΤΟΣ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}έφτασε{NEWLINE}{1}" STR_NOW_PATROLLING: "Τώρα περιπολεί" STR_ALIEN_ORIGINS: "Προέλευση Εξωγήινων" STR_THE_ULTIMATE_THREAT: "Η Απόλυτη Απειλή" STR_TLETH_ALIEN_CITY: "T'leth, η Πόλη των Εξωγήινων" STR_UFOPAEDIA: "ΟΥΦΟπαιδεία" STR_XCOM_CRAFT_ARMAMENT: "X-COM ΣΚΑΦΟΙ & ΟΠΛΑ" STR_HEAVY_WEAPONS_PLATFORMS: "ΣΥΣΤΗΜΑΤΑ ΥΠΟΒΡΥΧΙΩΝ ΟΠΛΩΝ" STR_WEAPONS_AND_EQUIPMENT: "ΓΕΝΙΚΟΣ ΕΞΟΠΛΙΣΜΟΣ" STR_ALIEN_ARTIFACTS: "ΥΔΑΤΙΝΑ ΕΥΡΗΜΑΤΑ" STR_BASE_FACILITIES: "X-COM ΕΓΚΑΤΑΣΤΑΣΕΙΣ" STR_ALIEN_LIFE_FORMS: "ΕΞΩΓΗΙΝΑ ΟΝΤΑ" STR_ALIEN_RESEARCH_UC: "ΕΞΩΓΗΙΝΗ ΤΕΧΝΟΛΟΓΙΑ" STR_UFO_COMPONENTS: "ΝΕΕΣ ΥΠΟΒΡΥΧΙΕΣ ΤΕΧΝΟΛΟΓΙΕΣ" STR_UFOS: "ΕΞΩΓΗΙΝΑ ΥΠΟΒΡΥΧΙΑ" STR_SELECT_ITEM: "ΕΠΕΛΕΞΕ ΑΝΤΙΚΕΙΜΕΝΟ" STR_ACCELERATION: "ΕΠΙΤΑΧΥΝΣΗ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ΧΩΡΗΤΙΚΟΤΗΤΑ ΚΑΥΣΙΜΩΝ>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ΘΕΣΕΙΣ ΟΠΛΩΝ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ΑΝΟΧΗ ΖΗΜΙΑΣ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ΧΩΡΟΣ ΦΟΡΤΙΟΥ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "ΧΩΡΗΤΙΚΟΤΗΤΑ ΥΟΣ>{ALT}{0}{ALT}" STR_DAMAGE: "Ζημιά" STR_RANGE: "Εμβέλεια" STR_KILOMETERS: "{0} χλμ" STR_ACCURACY: "Ευστοχία" STR_RE_LOAD_TIME: "Χρόνος επαναγέμισης Όπλου" STR_SECONDS: "{0}δ" STR_DAMAGE_ARMOR_PIERCING: "ΔΙΑΤΡΗΤΙΚΟ" STR_DAMAGE_INCENDIARY: "ΦΩΣΦΟΡΙΚΟΣ" STR_DAMAGE_HIGH_EXPLOSIVE: "ΕΚΡΗΚΤΙΚΟ" STR_DAMAGE_LASER_BEAM: "GAUSS ΔΕΣΜΗ" STR_DAMAGE_PLASMA_BEAM: "ΗΧΗΤΙΚΗ ΔΕΣΜΗ" STR_DAMAGE_STUN: "ΑΚΙΝΗΤΟΠΟΙΗΣΗ" STR_DAMAGE_MELEE: "ΣΥΜΠΛΟΚΗ" STR_DAMAGE_ACID: "ΟΞΥ" STR_DAMAGE_SMOKE: "ΚΑΠΝΟΣ" STR_SHOT_TYPE: "ΤΥΠΟΣ" STR_ACCURACY_UC: "ΕΥΣΤΟΧΙΑ" STR_TIME_UNIT_COST: "Κόστος ΧΜ" STR_DAMAGE_UC: "ΖΗΜΙΑ" STR_AMMO: "ΠΥΡ/ΧΙΚΑ" STR_SHOT_TYPE_AUTO: "ΚΒ" STR_SHOT_TYPE_SNAP: "Γρήγορη" STR_SHOT_TYPE_AIMED: "Στοχευμένη" STR_CONSTRUCTION_TIME: "Χρόνος Κατασκευής" STR_CONSTRUCTION_COST: "Κόστος Κατασκευής" STR_MAINTENANCE_COST: "Κόστος Συντήρησης" STR_LOW: "Χαμηλό" STR_MEDIUM: "Μεσαίο" STR_HIGH: "Ψηλά" STR_CRAFT_WEAPON: "Υποβρύχιο Όπλο" STR_CRAFT_AMMUNITION: "Υποβρύχια Πυτομαχικά" STR_HEAVY_WEAPONS_PLATFORM: "Σύστημα Βαριών Όπλων" STR_WEAPON: "Όπλο" STR_AMMUNITION: "Πυρομαχικά" STR_EQUIPMENT: "Εξοπλισμός" STR_ALIEN_CORPSE: "Εξωγήινο Πτώμα" STR_UFO_COMPONENT: "Εξάρτημα ΕΞΩΓΗΙΝΟΥ ΥΠΟΒΡΥΧΙΟΥ" STR_PERSONAL_ARMOR: "Προσωπική Θωράκιση" STR_RAW_MATERIALS: "Πρώτες Ύλες" STR_HWP_SOLID_HARPOON_BOLTS: "Στερεά Βέλη από Καμάκι" STR_ALIEN: "Εξωγήινος" STR_AQUATOID: "Υδρόβιος" STR_GILLMAN: "Άνθρωπος των Γιλλ" STR_LOBSTERMAN: "Άνθρωπος Αστακός" STR_TASOTH: "Τάσοθ" STR_CALCINITE: "Καλσινίτης" STR_DEEP_ONE: "Βαθύ Ον" STR_BIODRONE: "Βιο-ντρον" STR_TENTACULAT: "Τεντακουλάτ" STR_TRISCENE: "Τρισκίνης" STR_HALLUCINOID: "Υπναγωγικός" STR_XARQUID: "Ξαρκίντ" STR_ZOMBIE: "Ζόμπι" STR_LIVE_COMMANDER: "Διοικητής" STR_LIVE_NAVIGATOR: "Πλοηγός" STR_LIVE_MEDIC: "Γιατρός" STR_LIVE_TECHNICIAN: "Τεχνικός" STR_LIVE_SQUAD_LEADER: "Αρχηγός Ομάδας" STR_LIVE_SOLDIER: "Στρατιώτης" STR_LIVE_TERRORIST: "Τρομοκράτης" STR_AQUATOID_COMMANDER: "Υδρόβιος Διοικητής" STR_AQUATOID_NAVIGATOR: "Υδρόβιος Πλοηγός" STR_AQUATOID_MEDIC: "Υδρόβιος Ιατρός" STR_AQUATOID_TECHNICIAN: "Υδρόβιος Τεχνικός" STR_AQUATOID_SQUAD_LEADER: "Υδρόβιος Αρχηγός Ομάδας" STR_AQUATOID_SOLDIER: "Υδρόβιος Στρατιώτης" STR_GILLMAN_COMMANDER: "Άνθρωπος του Γιλλ Διοικητής" STR_GILLMAN_TECHNICIAN: "Άνθρωπος του Γιλλ Τεχνικός" STR_GILLMAN_SQUAD_LEADER: "Άνθρωπος του Γιλλ Αρχηγός Ομάδας" STR_GILLMAN_SOLDIER: "Άνθρωπος του Γιλλ Στρατιώτης" STR_LOBSTERMAN_COMMANDER: "Άνθρωπος Αστακός Διοικητής" STR_LOBSTERMAN_NAVIGATOR: "Άνθρωπος Αστακός Πλοηγός" STR_LOBSTERMAN_TECHNICIAN: "Άνθρωπος Αστακός Τεχνικός" STR_LOBSTERMAN_SQUAD_LEADER: "Άνθρωπος Αστακός Αρχηγός Ομάδας" STR_LOBSTERMAN_SOLDIER: "Άνθρωπος Αστακός Στρατιώτης" STR_TASOTH_SQUAD_LEADER: "Τάσοθ Αρχηγός Ομάδας" STR_TASOTH_SOLDIER: "Τάσοθ Στρατιώτης" STR_CALCINITE_TERRORIST: "Καλσινίτης Τρομοκράτης" STR_DEEP_ONE_TERRORIST: "Βαθύ Ον Τρομοκράτης" STR_BIODRONE_TERRORIST: "Βιο-ντρον Τρομοκράτης" STR_TENTACULAT_TERRORIST: "Τεντακουλάτ Τρομοκράτης" STR_TRISCENE_TERRORIST: "Τρισκίνης Τρομοκράτης" STR_HALLUCINOID_TERRORIST: "Υπναγωγικός Τρομοκράτης" STR_XARQUID_TERRORIST: "Ξαρκίντ Τρομοκράτης" STR_ION_BEAM_ACCELERATORS: "Ιονικοί Επιταχυντές" STR_MAGNETIC_NAVIGATION: "Μαγνητική Πλοήγηση" STR_ALIEN_SUB_CONSTRUCTION: "Υποθαλάσσια Εξωγήινη Κατασκευή" STR_ALIEN_CRYOGENICS: "Εξωγήινη Κρυογονική" STR_ALIEN_CLONING: "Εξωγήινη Κλωνοποίηση" STR_ALIEN_LEARNING_ARRAYS: "Εξωγήινοι Πίνακες Εκμάθησης" STR_ALIEN_IMPLANTER: "Εξωγήινος Εμφυτευτής" STR_EXAMINATION_ROOM: "Δωμάτιο Εξέτασης" STR_AQUA_PLASTICS: "Ύδροπλαστικό" STR_ALIEN_REANIMATION_ZONE: "Ζώνη Επαναφοράς Εξωγήινου" STR_PLASTIC_AQUA_ARMOR: "Πλαστική Υδάτινη Πανοπλία" STR_ION_ARMOR: "Πανοπλία Ιόντων" STR_MAGNETIC_ION_ARMOR: "Μαγ. Πανοπλία Ιόντων" STR_HWP_AQUA_JET_MISSILES: "Τορπίλες Υδατοσκάφους" STR_HWP_DISPLACER_PWT: "Τορπίλη Π.Κ." STR_GAUSS_TECH: "Gauss Τεχνολογία" STR_NEW_FIGHTER_FLYING_SUB: "Νέο Μαχητικό Ιπτάμενο Υποβρύχιο" STR_NEW_FIGHTER_TRANSPORTER: "Νέο Μαχητικό-Μεταγωγικό" STR_THE_LATEST_FLYING_SUB: "Το πιο Πρόσφατο Ιπτάμενο Υποβρύχιο" STR_ARMOR_PIERCING: "ΔΙΑΤΡΗΤΙΚΟ" STR_COELACANTH_GAS_CANNON: "Κοιλάκανθος/G. Κανόνι" STR_COELACANTH_AQUA_JET: "Κοιλάκανθος/Υδρόβιο Τζετ" STR_COELACANTH_GAUSS: "Κοιλάκανθος/Gauss" STR_DISPLACER_SONIC: "Εκτοπιστής/Ηχητικός" STR_DISPLACER_PWT: "Εκτοπιστής/Π.Κ.Τ." STR_AJAX_LAUNCHER: "Εκτοξευτής Αϊάς" STR_DUP_HEAD_LAUNCHER: "Εκτοξευτής Κεφάλης Δ.Τ.Ο." STR_CRAFT_GAS_CANNON: "Πυροβόλο Αερίου Χειροτεχνίας" STR_PWT_CANNON: "Π.Κ.Τ. Κανόνι" STR_GAUSS_CANNON: "Gauss Κανόνι" STR_GAUSS_CANNON_AMMO: "Πυρομαχικά Gauss Κανονιού" STR_SONIC_OSCILLATOR: "Ηχητικός Ταλαντωτής" STR_AJAX_TORPEDOES: "Αϊάς Τορπίλη" STR_DUP_HEAD_TORPEDOES: "Δ.Τ.Ο. Κεφαλής Τορπίλη" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Φυσίγγια Αερίου (x50)" STR_SONIC_WAVE: "Ηχητικό κύμα" STR_PULSE_WAVE_TORPEDOES: "Πυρομαχικά Π.Κ.Τ. " STR_SOLDIER: "Υδροναύτης" STR_SCIENTIST: "Επιστήμονας" STR_ENGINEER: "Τεχνικός" STR_NORTH_ATLANTIC: "Βόρειος Ατλαντικός" STR_SOUTH_ATLANTIC: "Νότιος Ατλαντικός" STR_NORTH_PACIFIC: "Βόρειος Ειρηνικός" STR_SOUTH_PACIFIC: "Νότιος Ειρηνικός" STR_MEDITERRANEAN: "Μεσόγειος" STR_SOUTH_CHINA_SEA: "Νότια Θάλασσα της Κίνας" STR_INDIAN_OCEAN: "Ινδικός Ωκεανός" STR_THE_EAST_SEA: "Θάλασσα της Ιαπωνίας" STR_NORTH_SEA: "Βόρεια Θάλασσα" STR_CARRIBEAN: "Καραϊβική" STR_ANTARCTIC: "Ανταρκτική" STR_ARCTIC: "Αρκτική" STR_EURASIA: "Ευρασία" STR_NORTH_AMERICA: "Βόρεια Αμερική" STR_AFRICA: "Αφρική" STR_MAXIMUM_SPEED: "Μέγιστη Ταχύτητα" STR_TRANSMISSION_RESOLVER_UC: "ΕΠΙΛΥΤΗΣ ΔΙΑΒΙΒΑΣΗΣ" STR_TRITON: "ΤΡΙΤΩΝ" STR_HAMMERHEAD: "ΣΦΥΡΟΚΕΦΑΛΟΣ" STR_LEVIATHAN: "Λεβιάθαν" STR_BARRACUDA: "ΣΦΥΡΑΙΝΑ" STR_MANTA: "ΣΑΛΑΧΙ" STR_UFO: "ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ" STR_AJAX: "ΑΙΑΣ" STR_DUP_HEAD: "Δ.Τ.Ο. ΚΕΦΑΛΗ" STR_CRAFT_GAS_CANNON_UC: "ΠΥΡΟΒΟΛΟ ΑΕΡΙΟΥ ΧΕΙΡΟΤΕΧΝΙΑΣ" STR_PWT_CANNON_UC: "Π.Κ.Τ. ΚΑΝΟΝΙ" STR_GAUSS_CANNON_UC: "GAUSS ΚΑΝΟΝΙ" STR_SONIC_OSCILLATOR_UC: "ΗΧΗΤΙΚΟΣ ΤΑΛΑΝΤΩΤΗΣ" STR_DAMAGE_CAPACITY: "Ανοχή Ζημίας" STR_WEAPON_POWER: "Δύναμη Όπλου" STR_WEAPON_RANGE: "Εμβέλεια Όπλου" STR_AIR_LOCK: "Αεροθάλαμος" STR_LABORATORY: "Εργαστήριο" STR_WORKSHOP: "Μηχανουργείο" STR_STANDARD_SONAR: "Πρότυπο Υποβρύχειο Ραντάρ" STR_WIDE_ARRAY_SONAR: "Σόναρ Ευρείας Διάταξης" STR_TORPEDO_DEFENSES: "Αντιτορπιλική Αμυντικά Συστήματα" STR_GENERAL_STORES: "Γενικές Αποθήκες" STR_ALIEN_CONTAINMENT: "Μονάδα Περιορισμού Εξωγήινων" STR_GAUSS_DEFENSES: "Αμυντικά Συστήματα Gauss" STR_SONIC_DEFENSES: "Ηχητικά Αμυντικά Συστήματα" STR_PWT_DEFENSES: "Π.Κ.Τ. Αμυντικά Συστήματα" STR_BOMBARDMENT_SHIELD: "Ασπίδα Βομβαρδισμού" STR_MC_GENERATOR: "Γεννήτρια Μ.Ε." STR_MC_LAB: "Εργαστήριο Μ.Ε." STR_TRANSMISSION_RESOLVER: "Επιλυτής Διαβίβασης" STR_SUB_PEN: "Υποβρύχια Αποθήκη" STR_USA: "ΗΠΑ" STR_ALASKA: "ΑΛΑΣΚΑ" STR_EU_SYNDICATE: "ΕΥΡΩ-ΣΥΝΔΙΚΑΤΟ" STR_ARABIAN_BLOC: "ΑΡΑΒΙΚΟ ΜΠΛΟΚ" STR_EGYPTIAN_CARTEL: "ΑΙΓΥΠΤΙΚΟ ΚΑΡΤΕΛ" STR_AFRICA_CORP: "ΑΦΡΙΚΑΝΙΚΗ ΣΤΡΑΤΙΩΤΙΚΗ ΔΙΟΙΚΗΣΗ" STR_BRAZILIAN_UNION: "ΒΡΑΖΙΛΙΑΝΙΚΗ ΕΝΩΣΗ" STR_NEW_MEXICO: "ΝΕΟ ΜΕΞΙΚΟ" STR_ASIAN_COALITION: "ΑΣΙΑΤΙΚΟΣ ΣΥΝΑΣΠΙΣΜΟΣ" STR_SCANDINAVIA: "ΣΚΑΝΔΙΝΑΒΙΑ" STR_NEO_JAPAN: "ΝΕΑ-ΙΑΠΩΝΙΑ" STR_FREE_CHINA: "ΕΛΕΥΘΕΡΗ ΚΙΝΑ" STR_AUSTRALASIA: "ΑΥΣΤΡΑΛΑΣΙΑ" STR_FED_KOREA: "ΟΜΟΣΠΟΝΔΙΑ ΚΟΡΕΑΣ" STR_EURASIA_UC: "ΕΥΡΑΣΙΑ" STR_ICELANDIC_UNION: "ΙΣΛΑΝΔΙΚΗ ΕΝΩΣΗ" STR_TANK: "Υποβρύχιο Οπλικό Σύστημα" STR_CIVILIAN: "Πολίτης" STR_JAN: "Ιαν" STR_FEB: "Φεβ" STR_MAR: "Μαρ" STR_APR: "Απρ" STR_MAY: "Μαΐος" STR_JUN: "Ιουν" STR_JUL: "Ιουλ" STR_AUG: "Αυγ" STR_SEP: "Σεπτ" STR_OCT: "Οκτ" STR_NOV: "Νοεμ" STR_DEC: "Δεκ" STR_INTERNATIONAL_RELATIONS: "Διεθνείς Σχέσεις" STR_COUNTRY: "Χώρα" STR_FUNDING: "Χρηματοδότηση" STR_CHANGE: "Αλλαγή" STR_WEAPON_SYSTEMS: "ΟΠΛΙΚΑ ΣΥΣΤΗΜΑΤΑ" STR_HWPS: "ΥΟΣα" STR_DAMAGE_UC_: "ΖΗΜΙΑ>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Ο αεροθάλαμος επιτρέπει τη μεταφορά εξοπλισμού και προσωπικού μέσα ή έξω από μια υποθαλάσσια βάση. Είναι πάντα η πρώτη εγκατάσταση που κατασκευάζεται σε μια νέα τοποθεσία. Η περιοχή αεροθαλάμου είναι ευάλωτη σε εισβολή από οποιαδήποτε πιθανή εχθρική δύναμη." STR_LIVING_QUARTERS_UFOPEDIA: "Κάθε χώρος διαμονής μπορεί να φιλοξενήσει έως και 50 άτομα. Οι εγκαταστάσεις είναι κάπως βασικές και λειτουργικές." STR_LABORATORY_UFOPEDIA: "Πενήντα επιστήμονες μπορούν να εργαστούν σε ένα μόνο εργαστηριακό μπλοκ. Τα εργαστήρια είναι εξοπλισμένα με όλες τις πιο πρόσφατες τεχνολογίες για την έρευνα, όπως σε υλικά, τόσο σε βιοχημεία και όπλα. Η X-Com έχει πρόσβαση σε καλύτερα ερευνητικά εργαστήρια σε όλο τον κόσμο, τόσο πολιτικά όσο και στρατιωτικά." STR_WORKSHOP_UFOPEDIA: "Ένα εργαστήριο περιέχει όλο τον απαραίτητο εξοπλισμό για την κατασκευή του, με βάση τα πιο πρόσφατα σχέδια από τα επιστημονικά εργαστήρια. 50 τεχνικοί μπορούν να απασχοληθούν σε ένα συνεργείο, τα αντικείμενα υπό κατασκευή θα καταναλώσουν επίσης χώρο." STR_STANDARD_SONAR_UFOPEDIA: "Ένα πρότυπο υποβρύχειο σύστημα ραντάρ έχει αποτελεσματική εμβέλεια άνω των 450 χιλιομέτρων στα περισσότερα βάθη και είναι συνδεδεμένο με γεωστατικά δορυφορικά δίκτυα για ανάλυση επιφάνειας. Κάθε σαρωτής έχει 10% πιθανότητα να ανιχνεύσει ένα υποβρύχιο ή αερομεταφερόμενο σκάφος ανά 30λεπτο κύκλο σάρωσης." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Ένα υποβρύχειο σύστημα ραντάρ ευρείας συστοιχίας έχει αποτελεσματική εμβέλεια άνω των 700 χιλιομέτρων σε όλα τα βάθη και είναι συνδεδεμένο με γεωστατικά δορυφορικά δίκτυα για ανάλυση επιφάνειας. Κάθε σαρωτής έχει 20% πιθανότητα ανίχνευσης υποβρύχιου ή αερομεταφερόμενου σκάφους κάθε 30 λεπτά κύκλου σάρωσης." STR_TORPEDO_DEFENSES_UFOPEDIA: "Τα αμυντικά συστήματα τορπίλης παρέχουν προστασία από επίθεση από εχθρικά υποβρύχια που προσπαθούν να προσδέσουν στη βάση." STR_GENERAL_STORES_UFOPEDIA: "Όλος ο εξοπλισμός, τα συστήματα όπλων, τα πυρομαχικά, το ανακτηθέν υλικό και τα Υποβρύχια Συστήματα Όπλων τοποθετούνται στους αποθηκευτικούς χώρους, συμπεριλαμβανομένου του εξοπλισμού που είναι ανατεθειμένος στα Υποβρύχια σε υπόστεγα." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Οι ζωντανοί εξωγήινοι θα χρειαστούν ειδικές εγκαταστάσεις περιορισμού για να τους κρατήσουν. Αυτές οι μονάδες διατηρούν τα συστήματα ζωής τους και μηδενίζουν τις δυνατότητες μάχης τους. Η εγκατάσταση περιορισμού μπορεί να κρατήσει 10 μορφές ζωής εξωγήινων σε μονάδες περιορισμού." STR_GAUSS_DEFENSES_UFOPEDIA: "Η άμυνα Gauss παρέχει την πιο πρόσφατη και αποτελεσματική προστασία ενάντια στην επίθεση από εχθρικά υποβρύχια." STR_SONIC_DEFENSES_UFOPEDIA: "Οι άμυνες Ηχητικού Ταλαντωτή παρέχουν ισχυρή και αποτελεσματική προστασία έναντι των επιτιθέμενων." STR_PWT_DEFENSES_UFOPEDIA: "Οι τορπίλες Παλμικών Κυμάτων παρέχουν την πιο αποτελεσματική άμυνα έναντι επιθέσεων εξωγήινων. Αυτοί οι πύραυλοι έχουν εξαιρετικά συμπαγές πολεμικές κεφαλές που μπορούν να διαπεράσουν όλες τις γνωστές θωρακήσεις. Τα μαγνητικά κύματα που παράγουν απενεργοποιούν τις ηλεκτρονικές άμυνες." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Η ασπίδα βομβαρδισμού πίεσης προστατεύει τη βάση από την πρόσδεση εξωγήινων υποβρυχίων και δημιουργεί ένα πεδίο συντονισμού που αποκρούει τα επιτιθέμενα υποβρύχια για αρκετό χρονικό διάστημα ώστε τα αμυντικά συστήματα να πυροβολούν επανειλημμένα. Ουσιαστικά αυτό διπλασιάζει την αποτελεσματικότητα οποιωνδήποτε αμυντικών συστημάτων που έχουν ήδη αναπτυχθεί." STR_MC_GENERATOR_UFOPEDIA: "Δεδομένου ότι τα υποβρύχια εξωγήινων χρησιμοποιούν Τεχνολογία Μοριακού Ελέγχου για να ανιχνεύουν την παρουσία ζωντανών όντων, η χρήση ενός αρνητικού εκπομπέα Μ.Ε. θα καλύψει μία βάση με ένα αδιάβλητο προστατευτικό θόλο για να μπερδέψει τους εξωγήινους και να κρύψει την παρουσία μας." STR_MC_LAB_UFOPEDIA: "Το εργαστήριο Μοριακού Ελέγχου μπορεί να εμφυτεύσει και να εκπαιδεύσει έως και δέκα υδατοναύτες ταυτόχρονα. Οι εμφυτεύσεις τοποθετούνται χειρουργικά στους κροτάφους των υδατοναυτών. Η εκτεταμένη εκπαίδευση τους επιτρέπει να χρησιμοποιούν τις εμφυτεύσεις τους. Οι δεξιότητες των εμφυτεύσεων χρησιμοποιούνται σε συνδυασμό με ένα Μοριακό Μηχάνημα και μπορούν να χρησιμοποιηθούν για επιθέσεις κατά τη διάρκεια μάχης." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Οι εξωγήινες επικοινωνίες χρησιμοποιούν το δίκτυο ελέγχου μοριακής εμφύτευσης που έχουν δημιουργήσει οι εξωγήινοι. Το κέντρο αποκωδικοποίησης μεταδόσεων ανιχνεύει τις υπομονάδες εξωγήινων και αποκωδικοποιεί τις πληροφορίες. Αυτό θα εμφανίσει τον τύπο της εξωγήινης υποβρύχιας μονάδας, τη φυλή των εξωγήινων και τον τύπο της δραστηριότητας που συμβαίνει." STR_SUB_PEN_UFOPEDIA: "Κάθε υπόστεγο μπορεί να φιλοξενήσει ένα υποβρύχιο. Υπάρχουν εγκαταστάσεις για τη συντήρηση, τον ανεφοδιασμό και την επισκευή του υποβρυχίου στόλου X-Com. Κάθε Ιπτάμενο Υποβρύχιο που βρίσκεται σε μια βάση πρέπει να έχει ένα διαθέσιμο υπόστεγο ανατεθειμένο σε αυτό, το οποίο δεν μπορεί να χρησιμοποιηθεί από άλλα υποβρύχια, ακόμα και αν το ανατεθειμένο υποβρύχιο είναι σε αποστολή." STR_DART_PISTOL_UFOPEDIA: "Το πιστόλι βελών X-Com είναι μια μικρή, ακριβής, υψηλής ισχύος μονάδα με κλιπ πυρομαχικών 12 κοίλων βελών. Τα βελάκια εκτοξεύονται από ένα φυσιγγίου αερίου στο περίβλημα βολής." STR_JET_HARPOON_UFOPEDIA: "Αυτό το υδατοβόλο είναι πολύ ακρυβές και ισχυρό, εκτοξεύει κοίλα ατσάλινα καμάκια απο σφραγυσμένα σε ένα γεμιστήρα των 10. Κάθε καμάκι έχει δική του δεξαμενή αερίου." STR_GAS_CANNON_UFOPEDIA: "Το βαρύτερο μέλος της οικογένειας της τεχνολογίας αερίου, αυτό το κανόνι εκτοξεύει συμπαγείς οβίδες με εκρηκτικές ή φωσφορικές άκρες. Ένα αγαπημένο όπλο μεταξύ έμπειρων υδροναυτών." STR_HYDRO_JET_CANNON_UFOPEDIA: "Τα κανόνια Ύδρο-Τζετ είναι ένα βαρύ οπλικό σύστημα πεζικού. Το κανόνι εκτοξεύει μίνι τορπίλες με καύσιμα το μαγνήσιο. Αν και ισχυρό, το Ύδρο-Τζετ Κανόνι είναι μια αδέξια και δυσκίνητη συσκευή, κατάλληλη μόνο για χρήση σε υδάτινο περιβάλλον." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Ένας πραγματικός αρσιβαρίστας, αυτός ο μεγάλος εκτοξευτής πυροβολεί τρία είδη τορπίλης, καθένα με τη δική του μονάδα κίνησης. Ένα καταστροφικό όπλο, με μόνο μειονέκτημα την χειροκίνητη φόρτωση. Οι διαθέσιμοι τύποι πυρομαχικών περιλαμβάνουν μεγάλες ή μικρές υψηλής εκρηκτικότητας τορπίλες με φωσφόρο στην άκρη, όλες για χρήση στο νερό μόνο." STR_GAUSS_PISTOL_UFOPEDIA: "Το πιστόλι Gauss χρησιμοποιεί τεχνολογία επιτάχυνσεις σωματιδίων, μια νέα εξέλιξη στη σύγχρονη οπλική τεχνολογία. Είναι γρήγορο, ακριβές και λειτουργεί τόσο πάνω όσο και κάτω από το νερό. Η τεχνολογία Gauss είναι μια εξέλιξη των τεχνολογιών πλάσματος, που αποκτήθηκαν από τον προηγούμενο πόλεμο." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Το πιστόλι Gauss χρησιμοποιεί τεχνολογία επιτάχυνσεις σωματιδίων, μια νέα εξέλιξη στη σύγχρονη οπλική τεχνολογία. Είναι γρήγορο, ακριβές και λειτουργεί τόσο πάνω όσο και κάτω από το νερό. Η τεχνολογία Gauss είναι μια εξέλιξη των τεχνολογιών πλάσματος, που αποκτήθηκαν από τον προηγούμενο πόλεμο." STR_GAUSS_RIFLE_UFOPEDIA: "Ένα βήμα πιο πέρα από το πιστόλι Gauss, το τουφέκι έχει μια πραγματική γροθιά, με τους διπλούς επιταχυντές σωματιδίων. Αντικαθιστώντας το σύστημα Plasma που τροφοδοτείται με Ελέριουμ, χρησιμοποιήσαμε έναν επιταχυντή μικροσωματιδίων που παράγει μια ροή αντι-πρωτονίων." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Ένα βήμα πιο πέρα από το πιστόλι Gauss, το τουφέκι έχει μια πραγματική γροθιά, με τους διπλούς επιταχυντές σωματιδίων. Αντικαθιστώντας το σύστημα Plasma που τροφοδοτείται με Ελέριουμ, χρησιμοποιήσαμε έναν επιταχυντή μικροσωματιδίων που παράγει μια ροή αντι-πρωτονίων." STR_HEAVY_GAUSS_UFOPEDIA: "Το βαρύ Gauss είναι δυσκίνητο, αλλά εξαιρετικά αποτελεσματικό. Λειτουργεί με 3 επιταχυντές σωματιδίων και είναι ουσιαστικά ασταμάτητο. Το ρεύμα αντι-πρωτονίου περιορίζεται μέσα σε ένα κέλυφος αρσενιδίου του γαλλίου που εκρήγνυται κατά την πρόσκρουση απελευθερώνοντας την αντιύλη." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Το βαρύ Gauss είναι δυσκίνητο, αλλά εξαιρετικά αποτελεσματικό. Λειτουργεί με 3 επιταχυντές σωματιδίων και είναι ουσιαστικά ασταμάτητο. Το ρεύμα αντι-πρωτονίου περιορίζεται μέσα σε ένα κέλυφος αρσενιδίου του γαλλίου που εκρήγνυται κατά την πρόσκρουση απελευθερώνοντας την αντιύλη." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Η βασική χειροβομβίδα έχει έναν ακριβή και εξελιγμένο χρονοδιακόπτη για τον έλεγχο της." STR_DYE_GRENADE_UFOPEDIA: "Οι χειροβομβίδες βαφής είναι αντικείμενα διπλού ρόλου, χρήσιμα για την παροχή κάλυψης σε εκτεθειμένες καταστάσεις. Λειτουργώντας τόσο στο υδάτινο όσο και στο χερσαίο περιβάλλον, η χρωστική ουσία εκτοξεύεται ως σύννεφο σωματιδίων, παράγοντας ένα σπρέι μελάνης σαν χταποδιού στο νερό ή πυκνό νέφος που μεταφέρεται από τον αέρα στη στεριά." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Μια χειροβομβίδα εγγύτητας που μπορεί να πεταχτεί σαν μια συνηθισμένη χειροβομβίδα, αλλά ενεργοποιείται από κοντινή κίνηση μετά την εκτόξευση. Απαιτούνται δεξιότητες και εκπαίδευση για τη σωστή χρήση αυτών των συσκευών." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Αυτή η εκρηκτική ύλη πρέπει να χρησιμοποιείται μόνο για σκοπούς κατεδάφισης. Ωστόσο, η προηγούμενη εμπειρία έχει δείξει ότι αυτά τα ισχυρά πακέτα εκρηκτικών είναι ιδανικά όπλα για την εξόντωση των εξωγήινων. Η ακτίνα έκρηξης είναι μεγάλη, επομένως βεβαιωθείτε ότι κανένας υδροναύτης δεν βρίσκεται στην ελάχιστη απόσταση ασφαλείας." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Αυτή η νέα συσκευή χρησιμοποιεί μια ποικιλία αισθητήρων και προηγμένα υπολογιστικά συστήματα για να ανιχνεύει κινούμενες εχθρικές μονάδες. Κάντε κλικ στο εικονίδιο του Αισθητήρα Διαταραχής στην τακτική οθόνη. Επιλέξτε 'Χρήση Αισθητήρα' από το μενού. Η οθόνη του αισθητήρα δείχνει ένα βέλος στο κέντρο, το οποίο δείχνει την κατεύθυνση προς την οποία κοιτάει ο ακουαναύτης (Ο Βορράς είναι στο πάνω μέρος). Τα σημάδια δείχνουν μονάδες που έχουν κινηθεί πρόσφατα. Μεγάλες μονάδες ή μονάδες που κινούνται γρήγορα θα παράγουν μεγαλύτερα σημάδια. Οι στατικές μονάδες δεν θα εμφανίζονται." STR_MEDI_KIT_UFOPEDIA: "Για να το χρησιμοποιήσετε, αντιμετωπίζετε τον τραυματισμένο πράκτορα X-Com ή στέκεστε πάνω από το σώμα ενός αποσβολωμένου υδροχόου.{NEWLINE}HEALING> Το κόκκινο υποδηλώνει πληγές. Επιλέξτε μέρος του σώματος και κάντε κλικ στο κουμπί «Θεραπεία». Μια θανατηφόρα πληγή θα επουλωθεί και θα αποκατασταθεί η υγεία.{NEWLINE}STIMULANT> Αποκαθιστά την ενέργεια και αναζωογονεί τους ζαλισμένους υδροναύτες. Για να αναζωογονήσετε έναν αναίσθητο υδροχόο, πρέπει να σταθείτε ακριβώς πάνω από το σώμα.{NEWLINE}PAIN KILLER> Αποκαθιστά το ηθικό των τραυματισμένων υδροναυτών." STR_MC_DISRUPTOR_UFOPEDIA: "Η απόλυτη τεχνολογία Μ.Ε. Αυτό μπορεί να χρησιμοποιηθεί μόνο από υδροναύτες με M.C. ικανότητες. Κάντε κλικ στο Disruptor, επιλέξτε τον τύπο της επίθεσης και επιλέξτε μια μονάδα στόχο με τον κέρσορα. Υπάρχουν δύο τύποι επίθεσης Disruptor:{NEWLINE}JAM IMPLANT> Εάν είναι επιτυχής, η μονάδα μπερδευτεί και μπορεί να πανικοβληθεί.{NEWLINE}CONTROL IMPLANT> Εάν είναι επιτυχής, θα αποκτήσετε τον έλεγχο της εχθρικής μονάδας." STR_THERMAL_TAZER_UFOPEDIA: "Αυτή η συσκευή μπορεί να χρησιμοποιηθεί μόνο σε κοντινή μάχες, αλλά θα αναισθητοποιήσει έναν ζωντανό οργανισμό χωρίς να τον σκοτώσει παγώνοντας το πλάσμα." STR_VIBRO_BLADE_UFOPEDIA: "Το Vibroblade είναι ένα μακρύ και αιχμηρό μαχαίρι από τιτάνιο που περιστρέφεται με πάνω από 6000 στροφές ανά λεπτό. Αυτή η συσκευή μπορεί να σπάσει ακόμα και την πιο σκληρή θωράκιση κατάδυσης. Η πηγή ενέργειας είναι μια εξωγήινη εφεύρεση, η προσπάθειά μας να κατασκευάσουμε αυτά τα αντικείμενα πριν, αποτύχαμε θλιβερά. Οι λεπίδες μας περιστρέφονταν πολύ αργά ή εξερράγησαν κάτω από πίεση." STR_THERMIC_LANCE_UFOPEDIA: "Η Θερμική Λόγχη αποτελεί μια λογική επέκταση της τεχνολογίας του Vibroblade. Η λεπίδα περιστρέφεται με υψηλή ταχύτητα και μια πηγή ενέργειας Zrbite υπερθερμαίνει τη λεπίδα για να κόψει την πανοπλία σαν ένα ζεστό μαχαίρι το βούτυρο." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Η Βαριά Θερμική Λόγχη είναι μια πιο ισχυρή έκδοση της Θερμικής Λόγχης. Δίδυμες πηγές θερμότητας και μια εξαιρετικά υψηλή ταχύτητα περιστροφής σημαίνει ότι η Βαριά Θερμική Λόγχη είναι ουσιαστικά ασταμάτητη σε όλα τα υλικά." STR_SONIC_CANNON_UFOPEDIA: "Το Ηχητικό Κανόνι είναι το πιο ισχυρό μέλος της οικογένειας των ηχητικών όπλων. Διαθέτει έναν πιο ευρύ φάσμα ηχητικού ταλαντωτή και ένα μεγαλύτερο θάλαμο ανακλάσεων από το Blasta. Το Κανόνι έχει επίσης ένα σύστημα έκρηξης παλμών που τροποποιεί τον υπερήχο κατά την διαμόρφωση για να παράγει ένα πιο αποτελεσματικό Ηχητικό Σοκ." STR_CANNON_POWER_CLIP_UFOPEDIA: "Αυτή η μικρή συσκευή χρησιμοποιείται ως πυρομαχικό για ένα Κανόνι Ήχου. Περιέχει μικρή ποσότητα Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Ένα πιο ισχυρό Ηχητικό μηχάνημα. Ούτε καν το υψηλού άνθρακα χάλυβας είναι ανθεκτικός σε αυτό το όπλο. Ο υψηλής συμπίεσης εκπομπέας κύματος ενισχύεται από έναν υπεραγωγό ενισχυτή για να αυξήσει την ισχύ αυτού του όπλου." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Αυτό το μικρό αντικείμενο χρησιμοποιείται ως πηγή ενέργειας για ένα ηχητικό τουφέκι, ένα ισχυρό όπλο των εξωγήινων, και περιέχει μια μικρή ποσότητα Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Τα ηχητικά πιστόλια είναι ένα εξωγήινο όπλο που βασίζεται σε υπερηχητικά κύματα ήχου που μπορούν να ζελατινοποιήσουν τα οστά σε δευτερόλεπτα. Τα κύματα υπερήχων καταλαμβάνουν ένα εύρος πέρα από το πεδίο της ανθρώπινης ακοής." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Πηγή ενέργειας για το συμπαγές Εξωγήινο Ηχητικό Πιστόλι. Περιέχει Zrbite - την πηγή όλης της ενέργειας των Εξωγήινων." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Αυτό είναι ένα κατευθυνόμενο όπλο για χρήση μόνο από εξωγήινους, που εκτοξεύει αυτοπροωθούμενα «Διαταρακτικά Βλήματα». Όταν κάνετε κλικ για να πυροβολήσετε το όπλο, θα δημιουργήσει «σημεία πορείας» για να ακολουθήσει το Βλήμα. Όταν έχετε τοποθετήσει αρκετά σημεία, κάντε κλικ στο εικονίδιο εκκίνησης." STR_DISRUPTOR_AMMO_UFOPEDIA: "Αυτή η συσκευή είναι ένα Βλήμα Διαταράκτη Παλμών με ενσωματωμένο σύστημα καθοδήγησης υπολογιστή. Εκτοξεύεται από Εκτοξευτή Παλμού Διαταραχής." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Ένας μικρός εκτοξευτής θερμικού σοκ που εκτοξεύει χημικές βόμβες ψύξης. Πολύ χρήσιμο για την παγίδευση ζωντανών εξωγήινων." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Η βόμβα Θερμικού Σοκ χρησιμοποιείται για τη σύλληψη ζωντανών ανθρώπων, αλλά μπορεί επίσης να χρησιμοποιηθεί ενάντια στις περισσότερες φυλές εξωγήινων. Πυροδοτείται από Εκτοξευτή Θερμικού Σοκ." STR_SONIC_PULSER_UFOPEDIA: "Αυτή η συσκευή λειτουργεί με τον ίδιο τρόπο όπως μια τυπική χειροβομβίδα εκτόξευσης - με τη διαφορά ότι είναι πολλές φορές πιο ισχυρή. Η χειροβομβίδα χρησιμοποιεί μια ηχητική έκρηξη ενός παλμού που εκπέμπεται ταυτόχρονα προς όλες τις κατευθύνσεις." STR_MC_READER_UFOPEDIA: "Μέσα στα σώματα των εξωγήινων έχουμε βρει μικρές χειρουργικά εμφυτευμένες μονάδες. Πρόκειται για εμφυτεύματα ελέγχου που έχουν σχεδιαστεί από τους Ακουατοϊδες για να επιτρέπουν τη συνεχή παροχή πληροφοριών από το πεδίο της μάχης, ακόμη και σε μεγάλες αποστάσεις. Ο Αναγνώστης Μοριακού Ελέγχου είναι μια συσκευή επικοινωνίας Εξωγήινων που χρησιμοποιείται για τη λήψη πληροφοριών απευθείας από τα εμφυτεύματα Μ.Ε. Οι μονάδες X-Com μπορούν να χρησιμοποιήσουν αυτήν τη συσκευή στη μάχη για να εμφανίσουν τα χαρακτηριστικά ενός εξωγήινου. Επιλέξτε την επιλογή «χρήση». Στη συνέχεια, κάντε κλικ σε έναν εξωγήινο με τον κέρσορα." STR_SURVEY_SHIP: "Πλοίο Έρευνας" STR_ESCORT: "Συνοδεία" STR_CRUISER: "Καταδρομικό" STR_HEAVY_CRUISER: "Βαρύ Καταδρομικό" STR_HUNTER: "Κυνηγός" STR_BATTLESHIP: "Θωρυκτό" STR_DREADNOUGHT: "Μεγάλο Θωρηκτό" STR_FLEET_SUPPLY_CRUISER: "Καταδρομικό Εφοδιασμού Στόλου" MAP_SEABED: "Βυθός της Θάλασσας" MAP_PIPES: "Ερευνητικό Κέντρο" MAP_PLANE: "Συντριβή Αεροπλάνου" MAP_ATLAN: "Ατλαντίδα" MAP_MU: "Ναός των Μάγια" MAP_GAL: "Βυθισμένη Γαλλέρα" MAP_MSUNK: "Βυθισμένο Σκάφος" MAP_VOLC: "Ηφαιστειογενής" MAP_CORAL: "Κοράλλι" MAP_PORT: "Λιμάνι" MAP_ISLAND: "Νησί" MAP_CARGO: "Φορτηγό πλοίο" MAP_LINERT: "Κρουαζιερόπλοιο P1" MAP_LINERB: "Κρουαζιερόπλοιο P2" MAP_ALART: "Εξάρτημα P1" MAP_GRUNGE: "Εξάρτημα P2" MAP_ENTRY: "Αποικία P1" MAP_A_BASE: "Αποικία P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Βάση X-Com" STR_MIXED_CREW: "Μικτό πλήρωμα" STR_MIXED_CREW_2: "Μικτό πλήρωμα 2" STR_RATING: "ΑΞΙΟΛΟΓΗΣΗ> {0}" STR_RATING_TERRIBLE: "ΑΘΛΙΑ!" STR_RATING_POOR: "ΦΤΩΧΑ!" STR_RATING_OK: "ΟΚ" STR_RATING_GOOD: "ΚΑΛΑ!" STR_RATING_EXCELLENT: "ΑΡΙΣΤΑ!" STR_SCORE: "ΠΟΝΤΟΙ" STR_XCOM_PROJECT_MONTHLY_REPORT: "ΜΗΝΙΑΙΑ ΑΝΑΦΟΡΑ X-COM" STR_MONTH: "Μήνας> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Η επιτροπή των οργανισμών χρηματοδότησης είναι γενικά ικανοποιημένη με την πρόοδό σας μέχρι στιγμής." STR_COUNCIL_IS_VERY_PLEASED: "Η επιτροπή των οργανισμών χρηματοδότησης είναι πολύ ικανοποιημένη με την εξαιρετική σας πρόοδο. Συνεχίστε την καλή δουλειά." STR_COUNCIL_IS_DISSATISFIED: "Η επιτροπή των φορέων χρηματοδότησης δεν είναι ικανοποιημένη με την απόδοσή σας. Πρέπει να βελτιώσετε την αποτελεσματικότητά σας στην αντιμετώπιση του εξωγήινου κινδύνου, διαφορετικά υπάρχει κίνδυνος διακοπής της χρηματοδοτικής στήριξης για το X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "Δεν έχετε καταφέρει να αντιμετωπίσετε την εισβολή των εξωγήινων και το συνέδριο των οργανισμών χρηματοδότησης, δυστυχώς, αποφάσισε να τερματίσει τη χρηματοδότηση της X-Com. Κάθε οργανισμός θα αντιμετωπίσει το πρόβλημα όπως κρίνει κατάλληλο. Μπορούμε μόνο να ελπίζουμε ότι θα επιτευχθεί κάποια συμφωνία με αυτές τις αρχαίες δυνάμεις και ότι ο γενικός πληθυσμός θα αποδεχθεί τους υδρόβιους επισκέπτες." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} είναι ιδιαίτερα ικανοποιημένη με την ικανότητά σου να αντιμετωπίσεις την τοπική απειλή και συμφώνησε να αυξήσει τη χρηματοδότησή της." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "\"{0} είναι ιδιαίτερα ευχαριστημένοι με την πρόοδό σας στην αντιμετώπιση της τοπικής εισβολής Εξωγήινων και έχουν συμφωνήσει να αυξήσουν τη χρηματοδότησή τους.\"" STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} και {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} είναι δυσαρεστημένο με την ικανότητά σας να αντιμετωπίσετε τη δραστηριότητα Εξωγήινων στα θαλάσσια της περιοχής και έχει αποφασίσει να μειώσει τη χρηματοδοτική της δέσμευση." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} δεν είναι ικανοποιημένοι με την ικανότητά σας να αντιμετωπίσετε τη δραστηριότητα των εξωγήινων στη θάλασσά τους και έχουν αποφασίσει να μειώσουν τη χρηματοδότησή τους." STR_KNOTS: "{0} κόμβοι" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} υπέγραψε συμφωνία συνεργασίας με τις εξωγήινες δυνάμεις και απέσυρε τη χρηματοδότησή του από το X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} έχουν υπογράψει συμφωνία συνεργασίας με εξωγήινες δυνάμεις και έχουν αποσυρθεί από τη χρηματοδότηση του Προγράμματος X-Com." STR_MONTHLY_RATING: "Μηνιαία Βα8μολογία> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Αλλαγή χρηματοδότησης> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Ο οργανισμός χρηματοδότησης δεν είναι ευχαριστημένος με την οικονομική σας κατάσταση. Πρέπει να μειώσετε τα χρέη σας κάτω από 1 εκατομμύριο δολάρια, διαφορετικά το X-Com θα τερματιστεί." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ΕΠΙΛΥΘΗΚΑΝ ΜΕΤΑΔΟΣΕΙΣ ΥΠΟ-ΣΩΜΑΤΙΔΙΩΝ" STR_CRAFT_TYPE: "ΤΥΠΟΣ ΥΠΟΒΡΥΧΙΟΥ" STR_RACE: "ΦΥΛΗ" STR_MISSION: "ΑΠΟΣΤΟΛΗ" STR_ZONE: "ΖΩΝΗ" STR_ALLOCATE_RESEARCH: "Κατανομή Έρευνας" STR_ALLOCATE_MANUFACTURE: "Κατανομή Παραγωγής" STR_AZORES: "Αζόρες" STR_REYKJAVIK: "Ρέικιαβικ" STR_BERMUDA: "Βερμούδες" STR_NEW_YORK: "Νέα Υόρκη" STR_BOSTON: "Βοστώνη" STR_FORT_SEVERN: "Φρούριο Σέβερν" STR_DAKAR: "Ντακάρ" STR_RECIFE: "Ρεσίφε" STR_ACCRA: "Άκρα" STR_ASCENSION_ISLAND: "Νήσος Αναλήψεως" STR_TRINIDADE_ISLAND: "Νήσος Τριντάντε" STR_FALKLAND_ISLAND: "Νήσος Φόκλαντ" STR_CANARY_ISLANDS: "Κανάριοι Νήσοι" STR_ANCHORAGE: "Αγκυροβόλιο" STR_ST_LAWRENCE_ISLAND: "Νησί Αγίου Λαυρεντίου" STR_SAN_FRANCISCO: "Σαν Φρανσίσκο" STR_MIDWAY_ISLAND: "Νησί Μίντγουεϊ" STR_VANCOUVER: "Βανκούβερ" STR_TASMANIA: "Ταζμανία" STR_HAWAII: "Χαβάη" STR_FIJI: "Φίτζι" STR_TONGA: "Τόνγκα" STR_EASTER_ISLAND: "Το νησί του Πάσχα" STR_GALAPAGOS_ISLAND: "Νησιά Γκαλάπαγκος" STR_WELLINGTON: "Γουέλινγκτον" STR_SOLOMON_ISLAND: "Νήσος Σολομώντα" STR_CRETE: "Κρήτη" STR_LISBON: "Λισαβόνα" STR_PORT_SAID: "Πορτ Σάιντ" STR_MARSEILLES: "Μασσαλία" STR_TRIPOLI: "Τρίπολη" STR_MANILA: "Μανίλα" STR_HONG_KONG: "Χονγκ Κονγκ" STR_SINGAPORE: "Σινγκαπούρη" STR_BANGKOK: "Μπανγκόκ" STR_DARWIN: "Δαρβίνος" STR_BOMBAY: "Βομβάη" STR_SAYCHELLES_ISLAND: "Νησιά Σεϋχέλλες" STR_MALDIVE_ISLAND: "Νησί Μαλδίβες" STR_SRI_LANKA: "Σρι Λάνκα" STR_MAURITIUS: "Μαυρίκιος" STR_TOKYO: "Τόκιο" STR_SHANGHAI: "Σαγκάη" STR_VLADIVOSTOK: "Βλαντιβοστόκ" STR_LONDON: "Λονδίνο" STR_FAEROE_ISLAND: "Νήσοι Φερόε" STR_ABERDEEN: "Αμπερντίν" STR_OSLO: "Όσλο" STR_JAMAICA: "Τζαμάικα" STR_PANAMA: "Παναμάς" STR_MIAMI: "Μαϊάμι" STR_PSI_TRAINING: "Εκπαίδευση Μ.Ε." STR_PSIONIC_TRAINING: "ΕΚΠΑΙΔΕΥΣΗ ΜΟΡΙΑΚΟΥ ΕΛΕΓΧΟΥ" STR_REMAINING_PSI_LAB_CAPACITY: "Υπόλοιπο Μ.Ε. χωρητικότητα> {ALT}{0}" STR_PSIONIC__STRENGTH: "Μ.Ε.{NEWLINE}Δύναμη" STR_PSIONIC_SKILL_IMPROVEMENT: "Μ.Ε. Ικανότητα{NEWLINE}/Βελτίωση" STR_IN_TRAINING: "Σε{NEWLINE}Εξάσκηση;" STR_TARGETTED_BY: "ΣΤΟΧΕΥΜΕΝΟ ΑΠΟ:" STR_WEAPONS_CREW_HWPS: "ΟΠΛΑ/{NEWLINE}ΠΛΗΡΩΜΑ/ΥΟΣα" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "έχει χαμήλα καύσιμα,{NEWLINE}επιστροφή στη βάση" STR_SOLDIER_LIST: "Λίστα Υδροναυτών" STR_RANK_: "ΒΑΘΜΙΔΑ> {ALT}{0}" STR_MISSIONS: "ΑΠΟΣΤΟΛΕΣ> {ALT}{0}" STR_KILLS: "ΘΑΝΑΤΟΙ> {ALT}{0}" STR_WOUND_RECOVERY: "ΑΝΑΡΡΩΣΗ ΤΡΑΥΜΑΤΩΝ> {ALT}{0}" STR_TIME_UNITS: "ΜΟΝΑΔΕΣ ΧΡΟΝΟΥ" STR_STAMINA: "ΑΝΤΟΧΗ" STR_HEALTH: "ΥΓΕΙΑ" STR_BRAVERY: "ΘΑΡΡΟΣ" STR_REACTIONS: "ΑΝΤΙΔΡΑΣΕΙΣ" STR_FIRING_ACCURACY: "ΕΥΣΤΟΧΙΑ ΒΟΛΗΣ" STR_THROWING_ACCURACY: "ΕΥΣΤΟΧΙΑ ΡΙΨΗΣ" STR_STRENGTH: "ΔΥΝΑΜΗ" STR_PSIONIC_STRENGTH: "Μ.Ε. ΔΥΝΑΜΗ" STR_PSIONIC_SKILL: "Μ.Ε. ΙΚΑΝΟΤΗΤΑ" STR_NEW_RANK: "ΝΕΑ ΒΑΘΜΙΔΑ" STR_PROMOTIONS: "Προαγωγές" STR_SOLDIERS_UC: "ΥΔΡΟΝΑΥΤΕΣ" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Τα αυτοματοποιημένα ΥΟΣ'α έχουν υψηλή ευελιξία και αντοχή στη θωράκιση. Παρέχουν βαριά υποστήριξη στρατευμάτων σε όλα τα βάθη. Τα ΥΟΣ επανοπλίζονται αυτόματα εάν έχετε αρκετά πυρομαχικά." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Αυτό το υποβρύχιο είναι εξοπλισμένο με τορπίλες Άκουα-Τζετ. Αυτό το όπλο λειτουργεί μόνο κάτω από το νερό. Βεβαιωθείτε ότι οι αποθήκες είναι καλά εφοδιασμένες με τορπίλες Άκουα-Τζετ." STR_COELACANTH_GAUSS_UFOPEDIA: "Η τεχνολογία Gauss παρέχει ένα ισχυρό σύστημα όπλων για τα ΥΟΣ'α. Προσφέρει μεγάλη οπλική δύναμη σε σύγκριση με προηγούμενα μοντέλα και χρησιμοποιεί αποκλειστική τεχνολογία X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "Η εξωγήινη τεχνολογία έχει επαναπροσδιορίσει τα Υποβρύχια Οπλικά Συστήματα ΥΟΣ. Η δυνατότητα χρήσης ανιονικών αποκρουστών σημαίνει ότι τα ΥΟΣ δεν περιορίζονται πλέον σε ξηρά/υποθαλάσσιες επιφάνειες. Ο ήχος ως όπλο προσφέρει πραγματικό πλεονέκτημα στη μάχη." STR_DISPLACER_PWT_UFOPEDIA: "Αυτό το ΥΟΣ διαθέτει όπλα Παλμικού Κύματος για χρήση στο νερό. Πρέπει να κατασκευάσετε ΤΠΚ για να τα κρατήσετε πλήρως οπλισμένα. Για να πυροβολήσετε, επιλέξτε έναν αριθμό από 'σημεία πορείας' και κάντε κλικ στο εικονίδιο εκτόξευσης." STR_ALIEN_PROBE_MISSION: "Αποστολή Έρευνας Εξωγήινων" STR_ALIEN_INTERDICTION: "Εξωγήινη Αποκλειστική Δράση" STR_ALIEN_RESOURCE_RAID: "Εξωγήινη Επιδρομή Πόρων" STR_ALIEN_INFILTRATION: "Εξωγήινη Διείσδυση" STR_ALIEN_BASE: "Επέκταση Αποικιών Εξωγήινων" STR_ALIEN_SURFACE_ATTACK: "Επηφανιακή Επίθεση Εξωγήινων" STR_ALIEN_RETALIATION: "Επίθεση πλωτής βάσης" STR_ALIEN_SUPPLY: "Αποστολή Εφοδιασμού Αποικιών" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Η Εξωγήινων Πόρων αποστολή χρησιμοποιείται για τη συσχέτιση δεδομένων σχετικά με τον βυθό της θάλασσας, τους πόρους, τη ναυτιλία και τις διαδρομές πτήσης αεροπλάνων μιας περιοχής. Τα υποβρύχια Εξωγήινων που συμμετέχουν σε αυτές τις αποστολές δεν αποτελούν κύρια απειλή από μόνα τους, αλλά υποδεικνύουν τοποθεσίες δραστηριότητας που ενδέχεται να εκδηλωθούν οποιαδήποτε στιγμή." STR_ALIEN_INTERDICTION_UFOPEDIA: "Οι Εξωγήινοι έχουν μια πολιτική εποπτείας των περιοχών που τους ενδιαφέρουν, αποστέλλοντας σκάφη με τον ρητό σκοπό να ασφαλίσουν μια περιοχή πριν ξεκινήσουν πιο εντατικές αποστολές. Θα προσγειωθούν σε συγκεκριμένες τοποθεσίες που προτίθενται να λεηλατήσουν αργότερα, προκειμένου να κλειδώσουν τις περιοχές και να ετοιμάσουν τον δρόμο για τον επόμενο επίπεδο δραστηριοτήτων." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Η βύθιση πλοίων και η κατάρριψη αεροσκαφών είναι βασικά στοιχεία της στρατηγικής των Εξωγήινων. Η απόκτηση υλικών είναι μια από τις κύριες δραστηριότητες των εξωγήινων και ως εκ τούτου συνδέεται με αυτές τις απροκάλυπτα επιθετικές πράξεις. Οι Εξωγήινοι επιτίθενται επίσης σε περιοχές γεωθερμικής δραστηριότητας, τοποθεσίες εξόρυξης και τοποθεσίες της αρχαιότητας για ορυκτά και εξευγενισμένα μέταλλα και άλλα αντικείμενα που παράγονται από τον άνθρωπο." STR_ALIEN_INFILTRATION_UFOPEDIA: "Αυτό μπορεί να έχει ως αποτέλεσμα την επίσημη επαφή μεταξύ Εξωγήινων και εταιρειών ή κυβερνήσεων στο υψηλότερο επίπεδο. Το αποκορύφωμα αυτής της δραστηριότητας χαρακτηρίζεται από έντονη δραστηριότητα Εξωγήινων Υποβρυχίων στα νερά του ενδιαφερόμενου οργανισμού. Οι Εξωγήινοι θα επιχειρήσουν να υπογράψουν μια συμφωνία με μια κυβέρνηση ή έναν οργανισμό προσφέροντας γνώση των ανώτερων τεχνολογιών τους. Αυτή η δραστηριότητα των εξωγήινων αντιπροσωπεύει μια σημαντική απειλή για την X-Com. Εάν μια εταιρεία ή μια κυβέρνηση συνεργαστεί με τους εισβολείς, τότε η χρηματοδότησή της σταματά." STR_ALIEN_BASE_UFOPEDIA: "Οι εξωγήινοι θα κατασκευάσουν μυστικές υποθαλάσσιες αποικίες σε απομακρυσμένες τοποθεσίες. Μετά από μερικές αρχικές αναγνωριστικές πτήσεις θα εμφανιστεί κάποια έντονη δραστηριότητα Εξωγήινων Υποβρυχίων καθώς η αποικία χτίζεται. Αυτές οι αποικίες είναι γνωστό ότι περιέχουν εργαστήρια, κέντρα κλωνοποίησης, χειρουργικές εγκαταστάσεις για πειραματισμούς σε ανθρώπους και εξωγήινους. Η παρουσία εξωγήινων αποικιών θα δημιουργήσει περισσότερη δραστηριότητα εξωγήινων χωρίς την παρουσία Υποβρυχίων τους. Προκειμένου να εντοπιστεί μια αποικία, ένα υποβρύχιο της X-Com πρέπει να περιπολεί σε μια περιοχή για μερικές ώρες για να έχει κάποιες πιθανότητες επιτυχούς εντοπισμού." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Όταν οι Εξωγήινοι χρειάζονται ανθρώπους τρομοκρατούν ένα λιμάνι, επιτίθενται σε ένα νησί ή σε πλοίο. Οι άμαχοι θα απειληθούν άμεσα, για να ικανοποιήσουν τις διεστραμμένες ανάγκες αναπαραγωγής των Εξωγήινων και τα φρικτά πειράματά τους." STR_ALIEN_RETALIATION_UFOPEDIA: "Εάν τα υποβρύχια αναχαίτισης της X-Com είναι ιδιαίτερα επιτυχημένα στο να βυθίζουν σκάφη εξωγήινων, τότε οι εξωγήινοι ενδέχεται να λάβουν κάποια επιθετική ενέργεια αντίποινων. Αυτό θα μπορούσε να οδηγήσει σε άμεση επίθεση εναντίον μιας εγκατάστασης X-Com. Ωστόσο, οι Εξωγήινοι πρέπει να βρουν την βάση X-Com για να της επιτεθούν, και με την προϋπόθεση ότι τα Εξωγήινα Υποβρύχια κρατηθούν μακριά, τότε θα υπάρχει μικρός κίνδυνος για επίθεση." STR_ALIEN_SUPPLY_UFOPEDIA: "Μόλις κατασκευαστεί μια αποικία Εξωγήινων, τότε ανεφοδιάζεται εκ νέου σε τακτική βάση από ένα ειδικό πλοίο εφοδιασμού. Εάν ένα από αυτά τα σκάφη ανιχνευθεί ενώ προσγειώνετε, τότε είναι βέβαιο ότι μια αποικία εξωγήινων βρίσκεται κοντά." STR_SURVEY_SHIP_UFOPEDIA: "Αυτό το μικροσκοπικό υποβρύχιο χρησιμοποιείται για αποστολές αναγνώρισης και έρευνας. Συνήθως προηγείται των μεγαλύτερων σκαφών κατά την έναρξη μιας ομάδας εργασίας των Εξωγήινων." STR_ESCORT_UFOPEDIA: "Ένα μεσαίου μεγέθους σκάφος συνοδείας που δεν απειλεί από μόνο του. Αυτό το σκάφος προηγείται της άφιξης μεγαλύτερων σκαφών και των αυξημένων δραστηριοτήτων." STR_CRUISER_UFOPEDIA: "Το Καταδρομικό είναι ένα σκάφος γενικής χρήσης, το στήριγμα του στόλου των εξωγήινων, χρησιμοποιείται σε όλους τους τύπους αποστολών εξωγήινων και είναι επικίνδυνος αντίπαλος." STR_HEAVY_CRUISER_UFOPEDIA: "Το Βαρύ Καταδρομικό είναι ένα πιο ισχυρό πλοίο από το καταδρομικό, με μεγαλύτερα όπλα και συστήματα κίνησης που αυξάνουν τη δύναμή του. Το Βαρύ Καταδρομικό χρησιμοποιείται για αποστολές πόρων, για τη συλλογή μεγάλων ποσοτήτων μεταλλευμάτων και εξοπλισμού." STR_HUNTER_UFOPEDIA: "Αυτό το σκάφος είναι εξοπλισμένο με αίθουσα εξετάσεων για την πραγματοποίηση πειραμάτων και χειρουργικών επεμβάσεων σε ανθρώπους. Τα θύματα υποβάλλονται στα πιο αποκρουστικά βασανιστήρια και ο εγκέφαλος συχνά αφαιρείται και αποθηκεύεται για επεξεργασία καθ' οδόν." STR_BATTLESHIP_UFOPEDIA: "Το θωρηκτό είναι το πιο επιθετικό πλοίο που διαθέτουν οι εξωγήινοι, διαθέτει όλες τις τεχνολογίες και συστήματα για να λειτουργεί ως βάση επιχειρήσεων για οποιαδήποτε μορφή επιθετικής πράξης που μπορεί να θέλουν να εκτελέσουν οι Εξωγήινοι, φέρει μεγάλο οπλισμό." STR_DREADNOUGHT_UFOPEDIA: "Το Μεγάλο Θωρηκτό είναι ένα σούπερ στρατιωτικό σκάφος, πλήρως εξοπλισμένο με όλες τις Εξωγήινες τεχνολογίες και τεράστιο ωφέλιμο φορτίο. Το Μεγάλο Θωρηκτό είναι ένας σκληρός και φοβερός αντίπαλος." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Το σκάφος ανεφοδιασμού χρησιμοποιείται κατά την κατασκευή αποικιών εξωγήινων ή για την προμήθεια υφιστάμενων αποικιών. Μεταφέρει εξωγήινες θρεπτικές ουσίες, DNA, έμβρυα και άλλα βιολογικά συστατικά." STR_DISMANTLE: "Διάλυση" STR_FACILITY_IN_USE: "ΥΔΡΟ-ΥΠΟΣΤΕΓΟ ΣΕ ΧΡΗΣΗ" STR_CANNOT_DISMANTLE_FACILITY: "ΑΔΥΝΑΤΗ ΑΠΟΣΥΝΑΡΜΟΛΟΓΙΣΗ ΤΟΥ ΥΔΡΟ-ΥΠΟΣΤΕΓΟΥ!{SMALLLINE}Όλα τα Υπόστεγα της βάσης πρέπει να είναι συνδεδεμένα με τον αεροθάλαμο." STR_TRANSFER_ITEMS_TO: "Μεταφορά Αντικειμένου σε {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "ΚΑΝΕΝΑΣ ΠΕΡΙΟΡΙΣΜΕΝΟΣ ΕΞΩΓΗΙΝΟΣ ΓΙΑ ΜΕΤΑΦΟΡΑ!{SMALLLINE}Ζωντανοί εξωγήινοι χρειάζονται μια συσκευή περιορισμού εξωγήινων προκειμένου να επιβιώσουν." STR_AMOUNT_AT_DESTINATION: "ΠΟΣΟΤΗΤΑ{NEWLINE}ΠΡΟΟΡΙΣΜΟY" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Ο εξωγήινος πεθαίνει καθώς δεν υπάρχει χώρος περιορισμού του εξωγήινου" STR_NO_FREE_ACCOMODATION_CREW: "ΧΩΡΙΣ ΔΩΡΕΑΝ ΔΙΑΜΟΝΗ!{SMALLLINE}Η βάση προορισμού δεν έχει αρκετό χώρο στους θαλάμους διαβίωσης για το πλήρωμα που έχει ανατεθεί στο υποβρύχιο." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "ΑΝΕΠΑΡΚΕΙΑ ΑΠΟΘΗΚΕΥΤΙΚΟΥ ΧΩΡΟΥ!{SMALLLINE}Η βάση προορισμού δεν έχει αρκετό χώρο αποθήκευσης για τον εξοπλισμό που έχει ανατεθεί στο υποβρύχιο." STR_ITEMS_ARRIVING: "Άφηση Αντικειμένων" STR_DESTINATION_UC: "ΠΡΟΟΡΙΣΜΟΣ" STR_DART_PISTOL: "Όπλο Εκτόξευσης Βελών" STR_DART_POD: "Γεμηστήρας για βελάκια" STR_JET_HARPOON: "Καμάκι" STR_HARPOON_POD: "Γεμηστήρας απο Καμάκι" STR_GAS_CANNON: "Κανόνι Αερίου" STR_GC_AP_AMMO: "GC-AP Bolts" STR_GC_HE_AMMO: "GC-HE Οβίδες" STR_GC_P_AMMO: "GC-Οβίδες Φωσφόρου" STR_HYDRO_JET_CANNON: "Κανόνι Υδρο-Τζετ" STR_HJC_AP_AMMO: "HJ-AP Σφαίρα" STR_HJC_HE_AMMO: "HJ-HE Σφαίρα" STR_HJC_P_AMMO: "HJ-P Σφαίρα" STR_TORPEDO_LAUNCHER: "Εκτοξευτής Τορπίλης" STR_SMALL_TORPEDO: "Μικρή Τορπίλη" STR_LARGE_TORPEDO: "Μεγάλη Τορπίλη" STR_PHOSPHOROUS_TORPEDO: "Τορπίλη Φωσφόρου" STR_MAGNA_BLAST_GRENADE: "Χειροβομβίδα Εκρηκτικής Δέσμης" STR_DYE_GRENADE: "Χειροβομβίδα Χρώματος" STR_PARTICLE_DISTURBANCE_GRENADE: "Χειροβομβίδα Διαταραχής Σωματιδίων" STR_MAGNA_PACK_EXPLOSIVE: "Δυναμίτηδα Εκρηκτικής Δέσμης" STR_PARTICLE_DISTURBANCE_SENSOR: "Αισθητήρας Κίνησης Σωματιδίων" STR_MEDI_KIT: "Κουτί Α' Βοηθειών" STR_MC_DISRUPTOR: "Καταλύτης Μ.Ε." STR_THERMAL_TAZER: "Θερμικό Τέιζερ" STR_GAUSS_PISTOL: "Gauss Πιστόλι" STR_GAUSS_PISTOL_CLIP: "Γεμιστήρας Πιστολιού Gauss" STR_GAUSS_RIFLE: "Τουφέκι Gauss" STR_GAUSS_RIFLE_CLIP: "Γεμιστήρας Τουφεκίου Gauss" STR_HEAVY_GAUSS: "Πολυβόλο Gauss" STR_HEAVY_GAUSS_CLIP: "Γεμιστήρας Πολυβόλου Gauss" STR_SONIC_CANNON: "Ηχητικό Κανόνι" STR_CANNON_POWER_CLIP: "Γεμηστήρας για Ηχητικό Κανόνι" STR_SONIC_BLASTA_RIFLE: "Ηχητικό Τουφέκι" STR_BLASTA_POWER_CLIP: "Γεμηστήρας για Ηχητικό Τουφέκι" STR_SONIC_PISTOL: "Ηχητικό Πιστόλι" STR_PISTOL_POWER_CLIP: "Γεμηστήρας για Ηχητικό Πιστόλι" STR_DISRUPTOR_PULSE_LAUNCHER: "Εκτοξευτής Διαταραχής Παλμών" STR_DISRUPTOR_AMMO: "Σφαίρα Διαταρακτικού" STR_THERMAL_SHOK_LAUNCHER: "Εκτοξευτής Θερμικού Σοκ" STR_THERMAL_SHOK_BOMB: "Βόμβα Θερμικού Σοκ" STR_SONIC_PULSER: "Ήχος Παλμικού Κύματος" STR_ZRBITE: "Zrbite" STR_MC_READER: "Αναγώστης Μ.Ε." STR_VIBRO_BLADE: "Λεπίδα Δόνησης" STR_THERMIC_LANCE: "Θερμική Λεπίδα" STR_HEAVY_THERMIC_LANCE: "Βαριά Θερμική Λεπίδα" STR_AQUATOID_CORPSE: "Πτώμα Υδρόβιου" STR_GILLMAN_CORPSE: "Πτώμα Ανθρώπου του Γιλλ" STR_LOBSTERMAN_CORPSE: "Πτώμα Ανθρώπου Αστακού" STR_TASOTH_CORPSE: "Πτώμα Τάσοθ" STR_CALCINITE_CORPSE: "Πτώμα Καλσινίτη" STR_DEEP_ONE_CORPSE: "Πτώμα Βαθύ Ον" STR_BIODRONE_CORPSE: "Συντρίμμια Βιο-Ντρον" STR_TENTACULAT_CORPSE: "Πτώμα Τεντακουλάτ" STR_TRISCENE_CORPSE: "Πτώμα Τρισκένου" STR_HALLUCINOID_CORPSE: "Πτώμα Υπναγωγικού" STR_XARQUID_CORPSE: "Πτώμα Ζαρκουίντ" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Δεν υπάρχουν αρκετά πυρομαχικά για το ΥΟΣ{SMALLLINE}Κάθε ΥΟΣ απαιτεί {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Ανεπαρκή εφόδια για πλήρη ανεφοδιασμό ομάδας" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Πρέπει να ερευνήσεις {NEWLINE}{0}{NEWLINE} προκειμένου να παράγεις {NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Οι εξωγήινοι έχουν καταστρέψει την ανυπεράσπιστη βάση {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Οι περίπολοι της X-Com εντόπισαν μια αποικία εξωγήινων στο {0}" STR_STANDOFF: "ΚΡΑΤΑ ΑΠΟΣΤΑΣΗ" STR_CAUTIOUS_ATTACK: "ΠΡΟΣΕΚΤΙΚΗ ΕΠΙΘΕΣΗ" STR_STANDARD_ATTACK: "ΚΑΝΟΝΙΚΗ ΕΠΙΘΕΣΗ" STR_AGGRESSIVE_ATTACK: "ΔΥΝΑΜΙΚΗ ΕΠΙΘΕΣΗ" STR_DISENGAGING: "ΑΠΕΜΠΛΟΚΗ" STR_UFO_HIT: "ΤΟ ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ ΧΤΥΠΗΘΗΚΕ!" STR_UFO_CRASH_LANDS: "ΤΟ ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ ΚΑΤΑΡΡΙΦΘΗΚΕ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Σμίκρυνση μόνο όταν Κρατάς Απόσταση" STR_UFO_RETURN_FIRE: "ΕΞΩΓΗΙΝΟ ΥΠΟΒΡΥΧΙΟ ΑΝΤΑΠΩΔΙΔΕΙ ΠΥΡΑ!" STR_INTERCEPTOR_DAMAGED: ">>> ΙΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ ΕΧΕΙ ΒΛΑΒΗ<<<" STR_INTERCEPTOR_DESTROYED: ">>> ΙΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ ΚΑΤΑΣΤΡΑΦΗΚΕ<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "ΕΞΩΓΗΙΝΟ ΙΠΤΑΜΕΝΟ ΥΠΟΒΡΥΧΙΟ ΞΕΦΕΥΓΕΙ!" STR_LONG_RANGE_DETECTION: "Εντοπισμός ευρείας ζώνης" STR_STORES_UC: "ΑΠΟΘΗΚΕΣ" STR_DIFFICULTY_LEVEL: "Επίπεδο Δυσκολίας" STR_INTERCEPT: "ΑΝΑΧΑΙΤΙΣΗ" STR_BASES: "ΒΑΣΕΙΣ" STR_GRAPHS: "ΓΡΑΦΙΜΑΤΑ" STR_UFOPAEDIA_UC: "ΟΥΦΟΠΑΙΔΕΙΑ" STR_OPTIONS_UC: "ΕΠΙΛΟΓΕΣ" STR_FUNDING_UC: "ΧΡΗΜΑΤΟΔΟΤΗΣΗ" STR_5_SECONDS: "5 δευτ." STR_1_MINUTE: "1 Λεπτό" STR_5_MINUTES: "5 Λεπτ." STR_30_MINUTES: "30 Λεπ." STR_1_HOUR: "1 Ώρα" STR_1_DAY: "1 Μέρα" STR_XCOM_PERFORMANCE_ROSTER: "Πίνακας Επίδοσης X-Com" STR_ENTER_NAME: "Καταχώρηση Ονόματος" STR_PERFORMANCE_RATING: "Αξιολόγηση Απόδοσης" STR_VICTORY_DATE: "Ημερομηνία Νίκης" STR_CHEMICAL_FLARE: "Χημική-φωτοβολίδα" STR_CHEMICAL_FLARE_UFOPEDIA: "Αυτή η συμπαγής συσκευή παράγει ένα φωτεινό φλας σε οποιοδήποτε βάθος ή σε ξηρά επιφάνεια. Αυτό φωτίζει μονάδες του εχθρού που βρίσκονται κοντά στο φλας κατά τις αποστολές στη βαθιά θάλασσα ή τη νύχτα." STR_MONTHLY_COSTS: "Μηνιαία Έξοδα" STR_CRAFT_RENTAL: "Μισθωμένο Ιπτάμενο Υοβρύχιο" STR_SALARIES: "Μισθοί" STR_BASE_MAINTENANCE: "Συντήρηση Βάσης" STR_COST_PER_UNIT: "Κόστος/μονάδα" STR_QUANTITY: "Ποσότητα" STR_TOTAL: "Σύνολο" STR_IN_PSIONIC_TRAINING: "Στην Μ.Ε. Εμφύτευση" STR_FRONT_ARMOR: "Μπροστινή Θωράκιση" STR_LEFT_ARMOR: "Αριστερή Θωράκιση" STR_RIGHT_ARMOR: "Δεξιά Θωράκιση" STR_REAR_ARMOR: "Πίσω Θωράκιση" STR_UNDER_ARMOR: "Κάτω Θωράκιση" STR_ROUNDS: "ΒΟΛΕΣ" STR_UNIT: "ΜΟΝΑΔΑ> {0}" STR_ENERGY: "ΕΝΕΡΓΕΙΑ" STR_MORALE: "ΗΘΙΚΟ" STR_ARMOR_: "ΠΑΝΟΠΛΙΑ> {0}" STR_FRONT_ARMOR_UC: "ΜΠΡΟΣΤΑ ΘΩΡΑΚΙΣΗ" STR_LEFT_ARMOR_UC: "ΑΡΙΣΤΕΡΗ ΘΩΡΑΚΙΣΗ" STR_RIGHT_ARMOR_UC: "ΔΕΞΙΑ ΘΩΡΑΚΙΣΗ" STR_REAR_ARMOR_UC: "ΠΙΣΩ ΘΩΡΑΚΙΣΗ" STR_SKILLS: "ΙΚΑΝΟΤΗΤΕΣ> {0}" STR_LEVEL: "ΕΠΙΠΕΔΟ> {0}" STR_HEAD: "ΚΕΦΑΛΗ" STR_TORSO: "ΚΟΡΜΟΣ" STR_RIGHT_ARM: "ΔΕΞΙ ΧΕΡΙ" STR_LEFT_ARM: "ΑΡΙΣΤΕΡΟ ΧΕΡΙ" STR_RIGHT_LEG: "ΔΕΞΙ ΠΟΔΙ" STR_LEFT_LEG: "ΑΡΙΣΤΕΡΟ ΠΟΔΙ" STR_PAIN_KILLER: "ΠΑΥΣΙΠΟΝΟ" STR_STIMULANT: "ΔΙΕΓΕΡΤΙΚΟ" STR_HEAL: "ΕΠΟΥΛΩΣΗ" STR_TIME_UNITS_SHORT: "ΧΜ>{ALT}{0}" STR_WEIGHT: "Βάρος>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Αντιδρ.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Μ.Ικαν>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Μ.Δυν>{ALT}{0}" STR_ALIEN_ARTIFACT: "Εξωγήινο Εξάρτημα" STR_AMMO_ROUNDS_LEFT: "Πυρομαχικά:{NEWLINE}ROUNDS{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "ΠΟΝΟΣ>{ALT}{0}{ALT}{NEWLINE}ΕΝΕΣΗ>{ALT}{1}{ALT}{NEWLINE}ΙΑΣΗ>{ALT}{2}" STR_THROW: "Ρήξε" STR_AUTO_SHOT: "Αυτόματη Βολή" STR_SNAP_SHOT: "Γρήγορη Βολή" STR_AIMED_SHOT: "Στοχ/μένη Βολή" STR_STUN: "Αναισθησία" STR_PRIME_GRENADE: "Όπλισε Χειροβομβίδα" STR_USE_SCANNER: "Χρήση Αισθητήρα Απ." STR_USE_MEDI_KIT: "Χρήση Πρώτων Βοηθειών" STR_LAUNCH_MISSILE: "Εκτόξευση Τορπίλης" STR_ACCURACY_SHORT: "Ευσ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ανεπαρκείς Μονάδες Χρόνου!" STR_NOT_ENOUGH_ENERGY: "Ανεπαρκής Ενέργεια!" STR_NO_ROUNDS_LEFT: "Χωρίς πυρομαχικά!" STR_NO_AMMUNITION_LOADED: "Χωρίς Πυρομαχικά!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Λάθος Πυρομαχικό για αυτο το Όπλο!" STR_WEAPON_IS_ALREADY_LOADED: "Το όπλο είναι ήδη γεμάτο!" STR_NO_LINE_OF_FIRE: "Καμία Γραμμή Βολής!" STR_GRENADE_IS_ACTIVATED: "Η χειροβομβίδα ενεργοποιήθηκε!" STR_GRENADE_IS_DEACTIVATED: "Η χειροβομβίδα απενεργοποιήθηκε!" STR_THERE_IS_NO_ONE_THERE: "Δεν είναι κανείς εκεί!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Η χρήση εξωγήινων ευρημάτων είιναι αδύνατη προτού αναλυθούν!" STR_OUT_OF_RANGE: "Εκτός Εμβέλειας!" STR_UNABLE_TO_THROW_HERE: "Αδύνατο να ρίξει εκεί" STR_SET_TIMER: "Θέσε χρονοδιακόπτη" STR_HIDDEN_MOVEMENT: "ΚΡΥΦΕΣ ΚΙΝΗΣΕΙΣ" STR_TURN: "ΓΥΡΟΣ> {0}" STR_SIDE: "ΠΛΕΥΡΑ> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Πάτησε κουμπί για συνέχεια" STR_MIND_CONTROL: "Μοριακός Έλεγχος" STR_PANIC_UNIT: "Εμπλοκή Εμφυτεύματος" STR_MORALE_ATTACK_SUCCESSFUL: "Επίθεση κατά του Ηθικού Επιτυχής" STR_MIND_CONTROL_SUCCESSFUL: "Έλεγχος Εμφυτεύματος Επιτυχής" STR_HAS_GONE_BERSERK_MALE: "Ο/Η {0}{NEWLINE} τρελάθηκε" STR_HAS_GONE_BERSERK_FEMALE: "Ο/Η {0}{NEWLINE} τρελάθηκε" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}πανικοβλήθηκε" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}πανικοβλήθηκε" STR_XCOM: "X-Com" STR_ALIENS: "Εξωγήινοι" STR_RIGHT_HAND: "ΔΕΞΙ ΧΕΡΙ" STR_LEFT_HAND: "ΑΡΙΣΤΕΡΟ ΧΕΡΙ" STR_RIGHT_SHOULDER: "ΔΕΞΙΟΣ ΩΜΟΣ" STR_LEFT_SHOULDER: "ΑΡΙΣΤΕΡΟΣ ΩΜΟΣ" STR_BACK_PACK: "ΣΑΚΙΔΙΟ" STR_BELT: "ΖΩΝΗ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}είναι ύπο Μοριακό Έλεγχο" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}είναι ύπο Μοριακό Έλεγχο" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}έχασε τισ αισθήσεις" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}έχασε τισ αισθήσεις" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}πέθανε από θανάσιμο τράυμα" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}πέθανε από θανάσιμο τράυμα" STR_USE_MIND_PROBE: "Χρήση Αναγνώστη M.Ε." STR_FATAL_WOUNDS: "ΘΑΝΑΣΙΜΑ ΤΡΑΥΜΑΤΑ" STR_UNDER_ARMOR_UC: "ΚΑΤΩ ΘΩΡΑΚΙΣΗ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Μονάδες Χρόνου φυλαγμένες για Γρήγορη Βολή" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Μονάδες Χρόνου φυλαγμένες για Αυτόματη Βολή" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Μονάδες Χρόνου φυλαγμένες για Στοχευμένη Βολή" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Μονάδες Χρόνου φυλαγμένες για Γονάτισμα" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ΜΧ φυλαγμένες για Γονάτισμα και Πύρ" STR_UNITS_IN_CRAFT: one: "{N} Μονάδες στο X-Com Craft" other: "{N} Μονάδες στο X-Com Craft" STR_UNITS_OUTSIDE: one: "{N} Μονάδες έμειναν έξω" other: "{N} Μονάδες έμειναν έξω" STR_UNITS_IN_ENTRANCE: one: "{N} Μονάδες στην είσοδο" other: "{N} Μονάδες στην είσοδο" STR_UNITS_IN_EXIT: one: "{N} Μονάδες σε έξοδο στόχου" other: "{N} Μονάδες σε έξοδο στόχου" STR_ABORT_MISSION_QUESTION: "Ματαίωση Αποστολής;" STR_CORPSE: "Πτώμα" STR_UNLOAD_CRAFT: "Ξεφόρτωσε" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}σκοτώθηκε" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}σκοτώθηκε" STR_HIT_MELEE: "Χτύπημα" STR_GROUND: "ΕΔΑΦΟΣ" STR_LIVING_QUARTERS_PLURAL: "Κοιτώνες" STR_LIST_ITEM: "ΑΝΤΙΚΕΙΜΕΝΟ" STR_ALL_ALIENS_KILLED_IN_CRASH: "Όλοι οι εξωγήινη πέθαναν στη σύγκρουση,{NEWLINE}Αυτόματη ανάκτηση ξεκίνησε" STR_RESET: "Επαναφορά" STR_MEMORIAL: "Μνημείο" STR_DATE_UC: "ΗΡΕΜΟΜΗΝΙΑ" STR_SOLDIERS_RECRUITED_UC: "Επιλαχόντες ΥΔΡΟΝΑΥΤΕΣ>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ΧΑΜΕΝΟΙ ΥΔΡΟΝΑΥΤΕΣ>{ALT}{0}" STR_REMOVE_SELECTED: "Αφαίρεση Επιλεγμένου" STR_LIVE_ALIENS: "Ζωντανά{NEWLINE}Δείγματα" STR_DEAD_ALIENS: "Απορριφθέντα{NEWLINE}Δείγματα" STR_UNDER_INTERROGATION: "Δείγμα{NEWLINE}Υπο Μελετη" STR_CONTAINMENT_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΧΩΡΟΥ ΚΡΑΤΗΣΗΣ ΕΞΩΓΕΝΩΝ!{SMALLLINE}Ανεπαρκής χώρος περιορισμού στο {0}. Πρέπει να αφαιρέσετε τους πλεονάζοντες εξωγήινους από τον περιορισμό (οι οποίοι θα πεθάνουν στη συνέχεια)." STR_MANAGE_CONTAINMENT: "Διαχείριση Μονάδας περιορισμού Εξωγήινων" STR_STORAGE_EXCEEDED: "ΥΠΕΡΒΑΣΗ ΑΠΟΘΗΚΕΥΤΙΚΟΥ ΧΩΡΟΥ!{SMALLLINE}Ανεπαρκής χώρος αποθήκευσης στο {0}. Πρέπει να πουλήσετε τα περιττά αντικείμενα." STR_GO_TO_BASE: "Πήγαινε στη Βάση" STR_MELEE_ACCURACY: "ΑΚΡΙΒΕΙΑ ΜΑΧΗΣ ΣΩΜΑ ΜΕ ΣΩΜΑ" STR_SELL_PRODUCTION: "ΠΩΛΗΣΗ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Και τα δυο χέρια πρέπει να είναι άδεια!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Δεν υπάρχουν αρκετά στοιχεία για αντιγραφή προτύπου!" STR_UNLOAD_WEAPON: "Αφόπληση όπλου" STR_ALL_ITEMS: "Ολα τα αντικείμενα" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "ΔΕΝ ΕΠΙΤΡΕΠΕΤΑΙ ΑΛΛΟΣ ΕΞΟΠΛΙΣΜΟΣ ΣΤΟ ΚΑΤΑΣΤΡΩΜΑ!{SMALLLINE}Επιτρέπεται να πάρετε έως και {N} είδη εξοπλισμού σε αυτό το υποβρύχιο." other: "ΔΕΝ ΕΠΙΤΡΕΠΕΤΑΙ ΑΛΛΟΣ ΕΞΟΠΛΙΣΜΟΣ ΣΤΟ ΚΑΤΑΣΤΡΩΜΑ!{SMALLLINE}Επιτρέπεται να πάρετε έως και {N} είδη εξοπλισμού σε αυτό το υποβρύχιο." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}ΚΕΝΤΡΟ ΕΛΕΓΧΟΥ ΚΑΤΑΣΤΡΕΦΘΗΚΕ{NEWLINE}Προχωρήστε στην είσοδο και ματαιώστε." STR_XCOM_BASE_CANNOT_BE_BUILT: "Οι Άκουα-εγκαταστάσεις X-Com δεν μπορούν να κατασκευαστούν στην ξηρά." STR_UNABLE_TO_ENGAGE_DEPTH: "ΑΔΥΝΑΤΗ Η ΠΡΟΣΕΓΗΣΗ ΕΧΘΡΟΥ{NEWLINE}ΣΕ ΑΥΤΟ ΤΟ ΒΑΘΟΣ" STR_UNABLE_TO_ENGAGE_AIRBORNE: "ΑΔΥΝΑΤΗ Η ΠΡΟΣΕΓΗΣΗ ΕΧΘΡΟΥ{NEWLINE}ΠΟΥ ΕΙΝΑΙ ΣΤΟΝ ΑΕΡΑ" STR_UNDERWATER_EQUIPMENT: "Ο εξοπλησμός δεν λειτουργεί έξω απο το νερό!" STR_LAND_EQUIPMENT: "Ο εξοπλησμός δεν λειτουργεί μέσα στο νερό!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Προσωπικό" STR_CRAFT_ARMAMENT: "Χειροτεχνία & Οπλισμός" STR_COMPONENTS: "Εξαρτήματα" STR_SOLDIERS_RECRUITED: "Επιλαχόντες Υδροναύτες " STR_SOLDIERS_LOST: "Χαμένοι Υδροναύτες" STR_TOTAL_UFOS: "Εντοπίστηκαν ιπτάμενα υποβρύχια" STR_TOTAL_ALIEN_BASES: "Εξωγήινες αποικίες που εντοπίστηκαν" STR_PSIONIC_STRENGTH_ABBREVIATION: "MST" STR_PSIONIC_SKILL_ABBREVIATION: "MSK" FEMALE_CIVILIAN: "Πολίτης, θυλικιά" MALE_CIVILIAN: "Πολίτης, Αρσενικός" DOCKER_CIVILIAN: "Πολίτης, Λιμενεργάτης" SAILOR_CIVILIAN: "Πολίτης, Ναυτικός" STR_BIODRONE_MELEE_WEAPON: "Βιο-Ντρον Κοντινή Μάχη" HALLUCINOID_WEAPON: "Όπλο Υπναγωγικού" STR_LOBSTERMAN_MELEE_WEAPON: "Όπλο Αστακάνθρωπου" CALCINITE_WEAPON: "Όπλο Καλσινίτη" DEEP_ONE_WEAPON: "Όπλο Βαθύ Ον" STR_TRISCENE_MELEE_WEAPON: "Όπλο Τρισκένου" STR_TRIBIO_SONIC_WEAPON: "Εξωγήινο Ηχητικό Όπλο" XARQUID_WEAPON: "Όπλο Ζαρκουίντ" TENTACULAT_WEAPON: "Όπλο Τεντακουλάτ" ZOMBIE_WEAPON: "Όπλο Ζόμπι" ALIEN_PSI_WEAPON: "Εξωγήινο Όπλο Μ.Ε." ================================================ FILE: bin/standard/xcom2/Language/en-GB.yml ================================================ en-GB: STR_LEVIATHAN_UFOPEDIA: "A TRANSPORT AND INTERCEPT FLYING SUB, WITH EXTREME DEPTH CAPABILITY. A SUPERB SYNTHESIS OF ALIEN AND HUMAN TECHNOLOGY, UTILISING ION PROPULSION SYSTEMS AND MAGNETIC ARRAY NAVIGATION." STR_BARRACUDA_UFOPEDIA: "THE BRITISH HYDROSPACE BARRACUDA, POWERED BY SUPER-HEATED LASER ENGINES. ONE OF THE FASTEST INTERCEPT SHIPS IN THE WORLD, CAPABLE OF SUBMERSIBLE AND ATMOSPHERIC FLIGHT, A KEY CRAFT IN THE COMING BATTLE." STR_HAMMERHEAD_UFOPEDIA: "A TRANSPORT AND INTERCEPT CRAFT. A REPLICATION OF MAGNETIC ARRAY SYSTEMS IN AN X-COM SHIP. ALTHOUGH SMALL, ITS' DESIGN IS A BREATHTAKING TECHNICAL ACHIEVEMENT." STR_TRITON_UFOPEDIA: "THE TRITON, AN ASSAULT SQUAD TRANSPORTER, FITTED WITH FULL ATMOSPHERIC AND AQUATIC FLIGHT ENGINES. ITS LARGE CAPACITY AND ROBUST CONSTRUCTION ENSURES IT IS THE MAINSTAY OF THE X-COM FLEET." STR_MANTA_UFOPEDIA: "MANTA HIGH SPEED CRAFT, A ONE-MAN INTERCEPT FLYING SUBMARINE CLOSELY RESEMBLING ION-POWERED ALIEN SHIPS. A HIGHLY EFFECTIVE STRIKE CRAFT IN THE ESCALATING CONFLICT." STR_AJAX_UFOPEDIA: "THE AJAX TORPEDO IS THE STANDARD WEAPON OF UNDERSEA COMBAT THE WORLD OVER. EMPLOYED AS AN ACCURATE AND POWERFUL DETERRENT." STR_DUP_HEAD_UFOPEDIA: "DEPLETED URANIUM PELLET HEADED WEAPON TECHNOLOGY IS RELATIVELY NEW, AND THIS IS THE FIRST COMMERCIAL AQUATIC WEAPON SYSTEM TO EMPLOY IT FULLY." STR_CRAFT_GAS_CANNON_UFOPEDIA: "A COMPRESSED GAS POWERED CANNON SYSTEM FIRING SOLID BOLTS WITH HIGH ARMOUR PIERCING CAPABILITY." STR_PWT_CANNON_UFOPEDIA: "THE PULSE WAVE TORPEDO UTILIZES A SUPERHEATED FUEL SYSTEM AND AN EXTREMELY DENSE WARHEAD WHICH CAN PUNCH THROUGH MOST ALLOYS." STR_GAUSS_CANNON_UFOPEDIA: "THE GAUSS WEAPON IS NEWLY DEVELOPED X-COM TECHNOLOGY. THIS SYSTEM'S PARTICLE ACCELERATOR IS POWERED BY A COMPACT, LIQUID NITROGEN COOLED, FUSION REACTOR." STR_SONIC_OSCILLATOR_UFOPEDIA: "A POWERFUL AUDITORY OSCILLATOR CREATES WAVES OF SONIC FORCE. DESTROYING THE TARGET BY VIBRATING ITS MOLECULAR BONDS APART." STR_AQUATOID_UFOPEDIA: "The Aquatoid Race is an ancient society, having existed millennia before man's first faltering steps upon the world. Their compact form and bulbous features are a throwback to their space faring brethren, the Sectoids. Their power is based on the powerful Molecular Control technology. The Aquatoid race seeks to propagate its sterile race by genetic modification, the ideal subjects being human beings. Experiments have spawned numerous hybrid races." STR_AQUATOID_AUTOPSY: "Aquatoid autopsy" STR_AQUATOID_AUTOPSY_UFOPEDIA: "A detailed analysis of this creature allows us to make some basic assumptions. It is a Sectoid, our former foes, but changed by surgical methods and implants to be an aquatic creature. Vestigial lungs allow the breathing of air and limited surface mobility. There are cybernetic implants throughout the body, enhancing the strength of its atrophied limbs and the function of its organs. As all the members of this race are identical, we may hypothesize that these creatures are clones." STR_GILLMAN_UFOPEDIA: "Almost human, a strange creature who appears to be a reptilian humanoid, very closely related to man. This creature is extremely powerful and fast in the undersea world. Gillmen are a fully fledged race, there being male and female specimens of varying ages. They are unlike the majority of the underwater aliens as they bear none of the signs of genetic alteration or surgical deformation. It is possible we are looking at some ancient branch of our own species." STR_GILLMAN_AUTOPSY: "Gillman autopsy" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Once surgery began it became clear this is no alien, but an Earth born creature, an ancient pre-historic race that was thought destroyed at the very moment mammals became dominant. In a time when dinosaurs roamed these creatures lived, the Gillmen- amphibious, intelligent and strong. The cataclysm that ended the reptile rule on this planet forced these creatures into a symbiotic relationship with the newly arrived aliens. A small electronic device is lodged in the skulls of the creatures." STR_LOBSTERMAN_UFOPEDIA: "This is a staggering creature, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon. The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops. This is a behemoth of the deep. A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire. Its pincers alone can crush steel." STR_LOBSTERMAN_AUTOPSY: "Lobsterman autopsy" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Once past its virtually indestructible shell the creature is an amazing construction. Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature's brain. Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable. Buried deep within its body are devices of unknown construction and function." STR_TASOTH_UFOPEDIA: "These agile and fast enemies are a mainstay of the alien army. Hundreds are birthed, in massive breeding vats deep in the heart of the Alien colonies. Vastly more powerful than a man, the Tasoth is a true alien and its behaviour and carnivorous nature unmatched on the planet. The Tasoth often forms the spearhead of an alien attack and never seems to shrink from the fight even in the face of overwhelming odds." STR_TASOTH_AUTOPSY: "Tasoth autopsy" STR_TASOTH_AUTOPSY_UFOPEDIA: "Dissection revealed a cybernetic organism possessed of strange power. Inside the body cavity is a small power unit, but no identifiable organs. The power is transmitted throughout the body by a Bio-electric transmission system. The whole body lacks bones or any other supporting structure. Once dead the power stops and the creature becomes a lifeless rag doll of oozing alien flesh and fluids. The only other internal construction is a pair of ceramic cells, which if energized briefly revive the creature." STR_DEEP_ONE_UFOPEDIA: "The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variations of this creature. After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-humans is armed with an electrical energy discharge powerful enough to kill an aquanaut." STR_DEEP_ONE_AUTOPSY: "Deep One autopsy" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows. The tough skin of the creature appears to be a non-organic, metallic mesh, extremely strong and flexible. The resulting cross breed is strong, fast and utterly under the control of the aliens." STR_BIODRONE_UFOPEDIA: "The Bio-drone is a creation only an alien mind could conceive of. It is a brain, (human or alien) suspended in amniotic fluids and connected to a powered base unit that can fly on land or below water. Each Bio-drone is armed with a powerful auditory disruptor, part machine and part organism. Some of our scientists have suggested that the weapon is driven by the host organism's original vocal cords. Highly accurate and tenacious these super guard dogs are widely used by the aliens to protect valuable assets." STR_BIODRONE_AUTOPSY: "Bio-drone autopsy" STR_BIODRONE_AUTOPSY_UFOPEDIA: "The hypothesis that the auditory disruptor is a biological device are true. This unfortunate creature literally screams its enemies to death. Every example has massive surgical trauma scars and is severely mutilated. The aliens appear to butcher the brain into obedience. Most of the cortex's used in the creatures are alien in origin, but nothing can compare to the horror of finding a human based unit. The Bio-drones are powered by an ION engine and incorporate some form of remote control system." STR_TENTACULAT_UFOPEDIA: "Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyzes its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com." STR_TENTACULAT_AUTOPSY: "Tentaculat autopsy" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "The autopsy reveals small cybernetic implants are lodged in the creature's large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters." STR_CALCINITE_UFOPEDIA: "Like the diving suits of lost mariners these aliens stalk the seabed for the unwary. A vicious swipe by the creature's stronger than steel claws can be enough to send the best divers to the bottom. Swirling around in the face mask a gelatinous green form can be seen. No hint of the real creature can be divined from the often lethal encounters we have had with them." STR_CALCINITE_AUTOPSY: "Calcinite autopsy" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Once the armoured suit is stripped away the Calcinite is revealed to be a huge amorphous blob of protoplasm. No visible brain, limbs or sensory organs exist, a small metallic component resides deep in the liquid body. Once dead we can only guess at the creature's nature. An inexplicable enigma of our alien enemies." STR_TRISCENE_UFOPEDIA: "This bipedal reptile is a throwback to the age of the Dinosaurs. It seems to be a Cretaceous creature in every sense save its ability to survive in water and on land. These creatures are slung with weapons pods and have a jaw lined with huge metallic teeth. Often these monsters have been at the core of the alien attack forces as the Aliens launch assaults upon the land. A heavyweight and potent weapon, the Tasoth commanders deploy them with lethal efficiency." STR_TRISCENE_AUTOPSY: "Triscene autopsy" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Once subjected to the scientist's knife the Triscene reveals that it is an ancient creature, supplemented with cybernetic implants and weapons systems. Its tiny brain is supplemented by a small computer module mounted in the control harness all the creatures wear. A tough natural skin, a predatory instinct enhanced by additional weapons makes this a lethal opponent in all environments." STR_HALLUCINOID_UFOPEDIA: "Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps. Possessed of a close combat icy strike, the Hallucinoid is a deadly foe." STR_HALLUCINOID_AUTOPSY: "Hallucinoid autopsy" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its' main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids." STR_XARQUID_UFOPEDIA: "Another modified Earth invertebrate, the Xarquid is a creature of great beauty and danger. The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionized particle blast. Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen." STR_XARQUID_AUTOPSY: "Xarquid autopsy" STR_XARQUID_AUTOPSY_UFOPEDIA: "This overgrown Nautilus has been made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists. Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Alien flying submarines rely on complex power systems to drive them at incredible speed through the deeps. The basis for their technology is the ION DISPLACER, utilizing Zrbite as a catalyst, the engines displace 100 times their own volume in water per second. This enormous power means that the aliens are capable of outrunning most Earth subs. We can replicate this system of propulsion using aqua-plastics and Zrbite power cells." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "These units generate a spherical multi-layer magnetic field, which the array projects up to 1000m around the sub. The Alien navigators are directly linked into the machines and feel their way around the invisible world beneath the waves. The interface system operates using Alien modified cerebral matter that communicates directly with the operator's brain via a neural link." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Each vessel has a chameleon-like structure, carefully modelled on sea creatures, and constructed of Aqua Plastics. Each submarine functions as an organism: crew and craft in harmony. Most of these systems can be replicated and a hybrid technology can be evolved to allow us to move up to the same technological level." STR_ALIEN_CRYOGENICS_UFOPEDIA: "The innumerable Aliens that have lain hidden on the Earth are held in suspended animation, cryogenically frozen. All the creatures are sealed into units, their body temperature reduced to a point where bodily functions are all but stopped. An examination of the units so far reveals the unbelievable time periods that the bodies have been kept suspended for, some over 60 million years." STR_ALIEN_CLONING_UFOPEDIA: "Many of the Aliens we have captured are identical even down to their DNA, duplicates in every way. Cell samples are placed into the units from the frozen gene banks of the Aliens. Some units contain humans or body parts. It is possible that another use for these cloning units is to create some Alien-human hybrid." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Utilizing Molecular Control Implants in the skulls of all Aliens these machines inject information directly into the brain. Freshly cloned Aliens are brought to these units and have racial memories and all scientific or combat information downloaded into their blank minds." STR_ALIEN_IMPLANTER_UFOPEDIA: "This unit is used to fit Aliens with Molecular Control Implants, fertilize reproducing races, and insert or remove organs and electronics from any creature. The process was thought to be done on subdued patients, but the subject is very aware of the process and unfortunately human anatomy seems to fit the unit perfectly." STR_EXAMINATION_ROOM_UFOPEDIA: "We now have the evidence to work out why Aliens capture humans. They are not food, they are not fertilized with Alien embryos, rather they form the basis of a range of creatures and control systems. Alien technology is based on a common mind, a shared intellect and the human brain is the ideal receptacle for these systems. Human brain tissue is used in most of the Alien biological computer storage and retrieval systems, the remains are used for building and for breeding." STR_AQUA_PLASTICS_UFOPEDIA: "Alien submarines and structures utilize an incredibly strong, flexible and durable material for the majority of their construction. Aqua plastics are complex multi-bonded and Zrbite catalysed materials. Dense, yet light, the substance has strength above even Titanium or Kevlar." STR_ZRBITE_UFOPEDIA: "This is an alloy of Alien origin, part gold part Alien Bio-material. When utilized as a power source, small quantities will generate more power than a nuclear unit of 10 times the size. It is beyond our technical ability to replicate this material as most of its constituents are Alien in origin." STR_ALIEN_ORIGINS_UFOPEDIA: "The Aliens strike all across the globe, with ruthless efficiency. We cannot pin down their source. Could it be in some ocean deep too impenetrable for us to locate? Not all the organisms we have encountered are Alien, some are very old, some are from evolutionary paths long thought extinct. We are dealing with a menace that has been sleeping for millennia, a subtle symbiosis of human and Alien. Deep in the oceans there lie ancient sites used by the Aliens to contact their stellar cousins. Each of these twelve sites contains a Synomium device, a powerful Alien technology. Now with their war machine on the march the Aliens are re-activating these sites to widen their Molecular Control net, we must destroy these sites at all costs." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Sixty-five million years ago a vast colony ship was sent to the Earth from a distant Alien world. As the enormous craft approached the infant planet a massive and violent solar flare caused a navigation systems failure. Crippled and failing the vast bulk plummeted through the stratosphere to emerge into Cretaceous skies. On the Earth innumerable species of life strained their gazes skywards as their nemesis ploughed into the planet. A vast cloud of dust clogged the atmosphere and as the land cooled so the dominant life, the mighty dinosaurs, perished. But the 400 billion tonnes of T'leth was not destroyed in the impact, sophisticated super computers initiated a cryogenic sleep cycle for the creatures deep in its holds. As the aeons passed the computers woke parties of Aliens to attempt communication with their stellar cousins, all in vain for the core of the Alien power slept on." STR_TLETH_THE_ALIEN_CITY: "T'leth the Alien's City" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth the huge Alien colony ship lies embedded in the Sigsbee Deep, in the Gulf of Mexico. At the Heart of the city is an Alien horror, so vile and so powerful that not even death can claim it. In a chamber of Alien metal lies the sleeping form of the great dreamer, the Ultimate Alien. Raising T'leth above the waves will begin his re-animation cycle, and once risen he will be unstoppable. Although not alive and somehow not dead the Alien mind controls the Alien army. The weird technology of molecular control connects all Aliens to the One mind and the One mind to all the Aliens. Genetically mutated Alien/human foetuses supply the Alien mind with energy and form the link between the ruler and his subjects. The myth of the Ultimate Alien has existed in the hearts and minds of humankind for centuries, the sea has always hidden the ultimate truth." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRE ON SITE-TIME=5 Secs" STR_CANCEL_UC: "CANCEL" STR_NONE: "None" STR_UNKNOWN: "Unknown" STR_POOR: "Poor" STR_AVERAGE: "Average" STR_GOOD: "Good" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "BUILD NEW BASE" STR_BASE_INFORMATION: "BASE INFORMATION" STR_EQUIP_CRAFT: "EQUIP SUBMARINE" STR_BUILD_FACILITIES: "BUILD FACILITIES" STR_RESEARCH: "RESEARCH" STR_MANUFACTURE: "MANUFACTURE" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "PURCHASE/RECRUIT" STR_SACK: "SACK" STR_SELL_SACK_UC: "SELL/SACK" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Name" STR_AREA: "Area" STR_BUILD_NEW_BASE: "Build New Base" STR_CANCEL: "Cancel" STR_COST_UC: "COST>" STR_CONSTRUCTION_TIME_UC: "CONSTRUCTION TIME>" STR_DAY: one: "{N} day" other: "{N} days" STR_HOUR: one: "{N} hour" other: "{N} hours" STR_MAINTENANCE_UC: "MAINTENANCE>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "CURRENT RESEARCH" STR_SCIENTISTS_AVAILABLE: "Scientists Available>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scientists Allocated>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratory Space Available>{ALT}{0}" STR_RESEARCH_PROJECT: "RESEARCH PROJECT" STR_SCIENTISTS_ALLOCATED_UC: "SCIENTISTS ALLOCATED" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "New Project" STR_CANCEL_PROJECT: "CANCEL PROJECT" STR_NEW_RESEARCH_PROJECTS: "NEW RESEARCH PROJECTS" STR_SCIENTISTS_AVAILABLE_UC: "SCIENTISTS AVAILABLE>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORY SPACE AVAILABLE>{ALT}{0}" STR_INCREASE: "Increase" STR_DECREASE: "Decrease" STR_START_PROJECT: "START PROJECT" STR_CURRENT_PRODUCTION: "CURRENT PRODUCTION" STR_ENGINEERS_AVAILABLE: "Technicians Available>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Technicians Allocated>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Workshop Space Available>{ALT}{0}" STR_CURRENT_FUNDS: "Current Funds>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Technicians Allocated" STR_UNITS_PRODUCED: "Units Produced" STR_TOTAL_TO_PRODUCE: "Total to Produce" STR_COST__PER__UNIT: "Cost{NEWLINE}per{NEWLINE}Unit" STR_DAYS_HOURS_LEFT: "Days/Hours Left" STR_NEW_PRODUCTION: "New Production" STR_PRODUCTION_ITEMS: "Production Items" STR_CATEGORY: "CATEGORY" STR_START_PRODUCTION: "START PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Technician hours to produce one unit" STR_COST_PER_UNIT_: "Cost per unit>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Work Space Required>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIAL MATERIALS REQUIRED" STR_ITEM_REQUIRED: "ITEM REQUIRED" STR_UNITS_REQUIRED: "UNITS REQUIRED" STR_UNITS_AVAILABLE: "UNITS AVAILABLE" STR_STOP_PRODUCTION: "STOP PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "TECHNICIANS AVAILABLE>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WORKSHOP SPACE AVAILABLE>{ALT}{0}" STR_MONTHLY_PROFIT: "MONTHLY PROFIT>{ALT}{0}" STR_INCREASE_UC: "INCREASE" STR_DECREASE_UC: "DECREASE" STR_UNITS_TO_PRODUCE: "Units to Produce" STR_PURCHASE_HIRE_PERSONNEL: "Purchase/Hire Personnel" STR_COST_OF_PURCHASES: "Cost of Purchases>{ALT}{0}" STR_COST_PER_UNIT_UC: "COST PER UNIT" STR_QUANTITY_UC: "QUANTITY" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL AVAILABLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Aquanauts" STR_SCIENTISTS: "Scientists" STR_ENGINEERS: "Technicians" STR_SPACE_USED_SPACE_AVAILABLE: "SPACE USED:SPACE AVAILABLE>" STR_LIVING_QUARTERS: "Living Quarters" STR_STORES: "Stores" STR_LABORATORIES: "Laboratories" STR_WORK_SHOPS: "Work Shops" STR_HANGARS: "Flying Sub Pens" STR_SHORT_RANGE_DETECTION: "Short Range Sonar" STR_DEFENSE_STRENGTH: "Defence Strength" STR_TRANSFERS_UC: "TRANSFERS" STR_TRANSFERS: "Transfers" STR_ARRIVAL_TIME_HOURS: "Arrival Time (hours)" STR_COST_: "Cost>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Base Name?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECT POSITION FOR AIR-LOCK" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "AMOUNT TO TRANSFER" STR_SELECT_DESTINATION_BASE: "Select Destination Base" STR_COST: "Cost" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: The fall of Cydonia." STR_INTRO_3: "A triumphant X-Com, having destroyed the very core of the Alien war machine, blasts off for home. However, all is not dead in the ravaged Martian base." STR_INTRO_4: "A powerful tachyon beam streams from the rubble of the Cydonian nerve centre - hurtling through the void. Its destination............" STR_INTRO_5: "Earth." STR_INTRO_6: "Deep in the ocean the beam strikes a long dormant receptor. Vast sleeping computers begin to stir. In the deep, beyond the sight of humans, vast chambers of sleeping Aliens begin their long re-animation cycle." STR_INTRO_7: "2040: An ignorant Earth. The terrors of the Alien war are forgotten. But, in the lost and hidden places of the ocean the Alien hordes are ready - ready to topple humankind and take over the world." STR_INTRO_8: "The Aliens strike against humankind; seeking specimens for their warped experiments; raiding the globe for valuable minerals and resources; and plundering from the seas. Then, the Aliens set their sights above the waves." STR_INTRO_9: "Powerful flying subs of strange design ply the oceans - looking, searching, hunting........." STR_INTRO_10: "Finding prey they attack." STR_INTRO_11: "Weird new weapons are brought to bear against a defenceless world. We are utterly at the mercy of the Alien threat.{NEWLINE}Only one organisation can save us; but, we turned our backs on them long ago......" STR_INTRO_12: "X-COM Experimental Underwater Facility" STR_INTRO_13: "'Mayday! Mayday!' 'This is the transatlantic liner Hyperion'. 'We are under attack'. 'Mayday! Mayd............'" STR_INTRO_14: "'Command Control to Sub Pen One: Open ocean doors', 'deploy Barracuda Zero One. We have an Alien attack situation - condition Red'.{NEWLINE}'I repeat: condition Red'" STR_INTRO_15: "The Aliens are ruthless in their efficiency...." STR_INTRO_16: "...unerring in their accuracy" STR_INTRO_17: "'Barracuda Zero One to base' - 'approaching what's left of the Hyperion'." STR_INTRO_18: "'Decelerating'.{NEWLINE}'Two metres'{NEWLINE}'One metre'{NEWLINE}'All aquanauts prepare for immediate deployment'." STR_INTRO_19: "...........'Airlock cleared'...'approaching wreckage'.{NEWLINE}'Holy!'{NEWLINE}'Are you picking up those creatures on my suit cam?'" STR_GAMEOVER_1: "We have failed, the Aliens have annihilated our last hopes of salvation.{NEWLINE}X-Com is destroyed and the Earth is laid at the feet of the ancient enemy." STR_GAMEOVER_2: "T'leth thunders high into the stratosphere and begins to move across the face of the world. Dispensing death and harvesting the remnants of the human race. Deep in its bowels the murderous Alien mind begins to rouse itself." STR_GAMEOVER_3: "In the capital cities of all nations desperate plans are drawn up. All is for nought, without the technology afforded by the X-Com research project our weapons are ineffectual." STR_GAMEOVER_4: "The Aliens set up bases at the polar caps and begin to melt the ice, the world will become a vast sea. The remains of the human race are rounded up and utilised in vile breeding experiments for unknown Alien ends. Skies darken and a mighty pestilence is upon the lands of the Earth." STR_GAMEOVER_5: "We can offer no resistance to the new world order, those that try meet a fiery fate at the hands of incomprehensible Alien weapons. For the rest of us no such blessed release, mother Earth becomes an Alien world and humankind is lost beneath a crawling horror." STR_OUTRO_1: "The Tomb, ravaged and decimated, a bubbling roar comes from the casket in its centre.{NEWLINE}Fools you will all perish...................." STR_OUTRO_2: ".................none can escape." STR_OUTRO_3: "A massive explosion erupts from the tomb and rips through the city, debris and smoke fill the air. The plans of the Aliens are foiled........" STR_OUTRO_4: "The twisting hugeness of T'leth begins to rupture. Flames and smoke spew from its gleaming spires and adamantium halls." STR_OUTRO_5: "The mighty Alien fastness tumbles towards the sea, the screams of tortured metal and souls fills the air. No longer will the Great Dreamer dream of conquering the world." STR_OUTRO_6: "One final ear-splitting concussion of sound and T'leth tears itself apart.{NEWLINE}The Alien threat is gone, the Earth is cleansed.................." STR_OUTRO_7: "A sleepy blue-green planet, in a distant corner of the galaxy." STR_OUTRO_8: "The near future, a safe place to be." STR_OUTRO_9: "The Alien menace to the Earth has been long vanquished." STR_OUTRO_10: "Vast metropolis like cities house the teeming billions of humankind." STR_OUTRO_11: "The deeds of X-Com and the Alien wars are the stuff of children's stories." STR_OUTRO_12: "But legends have always had a habit of containing a grain of truth............" STR_RISE_1: "T'leth, called many things in many legends from many lands." STR_RISE_2: "With an explosive scream that reverberates across the globe T'leth begins to rise from the seabed." STR_RISE_3: "The huge edifice surges through the waters of the Gulf of Mexico." STR_RISE_4: "400 billion tonnes of Alien metal, the mighty Alien city wherein lies the sleeping body of the Ultimate Alien. Imprisoned on earth for 65 million years this vile space God begins to stir." STR_RISE_5: "The waters boil and churn as the tomb of the Great Dreamer emerges into the light................" STR_RISE_6: ".........a light that will be short lived unless X-Com can destroy the Alien war machine." STR_YOU_HAVE_FAILED: "You have failed to stop the Alien war machine. The funding organisations, disillusioned with your ability try to negotiate a non military solution with the Aliens. The Invaders have a very different agenda and soon the whole world is aware of the truth..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Income" STR_EXPENDITURE: "Expenditure" STR_MAINTENANCE: "Maintenance" STR_BALANCE: "Balance" STR_UFO_ACTIVITY_IN_AREAS: "Alien Activity in Seas" STR_UFO_ACTIVITY_IN_COUNTRIES: "Alien Activity in Zones" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Activity in Seas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Activity in Zones" STR_FINANCE: "Finance" STR_DATE_FIRST: "{0}st" STR_DATE_SECOND: "{0}nd" STR_DATE_THIRD: "{0}rd" STR_DATE_FOURTH: "{0}th" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Not enough special materials to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Not enough money to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_OK_5_SECONDS: "OK - 5 secs" STR_RESEARCH_COMPLETED: "Research Completed" STR_VIEW_REPORTS: "VIEW REPORTS" STR_WE_CAN_NOW_RESEARCH: "We can now research" STR_WE_CAN_NOW_PRODUCE: "We can now produce" STR_SUNDAY: "SUNDAY" STR_MONDAY: "MONDAY" STR_TUESDAY: "TUESDAY" STR_WEDNESDAY: "WEDNESDAY" STR_THURSDAY: "THURSDAY" STR_FRIDAY: "FRIDAY" STR_SATURDAY: "SATURDAY" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Not enough {0} to refuel {1} at {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Not enough {0} to rearm {1} at {2}" STR_UFO_IS_NOT_RECOVERED: "ALIEN SUB is not recovered" STR_UFO_IS_RECOVERED: "ALIEN SUB is recovered" STR_CRAFT_IS_LOST: "Flying Sub is lost" STR_TERROR_CONTINUES: "Alien Activity continues" STR_ALIENS_DEFEATED: "Aliens defeated" STR_BASE_IS_LOST: "Base is lost" STR_BASE_IS_SAVED: "Base is saved" STR_ALIEN_BASE_STILL_INTACT: "Alien Colony still intact" STR_ALIEN_BASE_DESTROYED: "Alien Colony destroyed" STR_ALIENS_KILLED: "ALIENS KILLED" STR_ALIEN_CORPSES_RECOVERED: "ALIEN CORPSES RECOVERED" STR_LIVE_ALIENS_RECOVERED: "LIVE ALIENS RECOVERED" STR_ALIEN_ARTIFACTS_RECOVERED: "ALIEN ARTEFACTS RECOVERED" STR_ALIEN_BASE_CONTROL_DESTROYED: "ALIEN COLONY CONTROL DESTROYED" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "ALIEN SYNOMIUM DEVICE DESTROYED" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "FAILED TO DESTROY SYNOMIUM DEVICE" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILIANS KILLED BY ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILIANS KILLED BY X-COM OPERATIVES" STR_CIVILIANS_SAVED: "CIVILIANS SAVED" STR_XCOM_OPERATIVES_KILLED: "X-COM OPERATIVES KILLED" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM OPERATIVES MISSING IN ACTION" STR_TANKS_DESTROYED: "X-COM WEAPONS PLATFORM DESTROYED" STR_XCOM_CRAFT_LOST: "X-COM SUBMARINE LOST" STR_UFO_RECOVERY: "ALIEN SUB RECOVERY" STR_ALIEN_BASE_RECOVERY: "ALIEN COLONY RECOVERY" STR_BASE_UNDER_ATTACK: "{0} under attack!" STR_BASE_DEFENSES_INITIATED: "BASE DEFENCES INITIATED" STR_GRAV_SHIELD_REPELS_UFO: "SHIELDS REPEL ALIEN SUB!" STR_FIRING: "FIRING" STR_HIT: "HIT!" STR_UFO_DESTROYED: "ALIEN SUB DESTROYED!" STR_MISSED: "MISSED!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sell Items/Sack Personnel" STR_VALUE_OF_SALES: "VALUE OF SALES> {ALT}{0}" STR_FUNDS: "FUNDS> {ALT}{0}" STR_SELL_SACK: "Sell/Sack" STR_VALUE: "Value" STR_CRAFT_: "FLYING SUB> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ALIEN SUB CRASH RECOVERY" STR_UFO_CRASH_RECOVERY_BRIEFING: "EXTREME CAUTION - There will be Aliens in the submarine and around the site. This mission will be completed when all enemy units have been eliminated or neutralized. Recovery of Alien Sub remains, technology and alien corpses can then be initiated. To abort the mission return X-Com aquanauts to the submarine and click on the 'Abort Mission' icon." STR_UFO_GROUND_ASSAULT: "ALIEN SUBMARINE ASSAULT" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore the touchdown site and, if possible, gain entry to the Alien Sub. The mission will be successful when all enemy units have been eliminated or neutralized. Recovery of the Alien Sub, artefacts and Alien corpses can then be initiated. To abort the mission return X-Com aquanauts to the submarine and click on the 'Abort Mission' icon." STR_BASE_DEFENSE: "BASE DEFENCE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "An Alien vessel has touched down nearby. Our base is in severe danger. As per standard procedure all non combat personnel and functional X-Com subs have been evacuated. Aliens will enter the base via Submarine Pen gates or the air-lock. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the 'abort mission' icon you will concede defeat and lose the base." STR_ALIEN_COLONY_ATTACK_MISSION: "ALIEN COLONY ATTACK MISSION" STR_ALIEN_BASE_ASSAULT: "ALIEN COLONY PART ONE" STR_ALIEN_COLONY_P1_BRIEFING: "This mission is a raid on an Alien colony site. There are 2 levels to the site, get all the aquanauts to the glowing exit in the first complex and click on the 'Abort Mission' icon to proceed. Any equipment left behind will stay on the seabed until the 2nd section is resolved. To quit, place aquanauts into the Submarine and click on the 'Abort Mission' icon." STR_ALIEN_COLONY_P2: "ALIEN COLONY PART TWO" STR_ALIEN_COLONY_P2_BRIEFING: "Having negotiated the first level and entered the core of the colony. The mission is to now destroy the control centre, the Synomium Device, or eliminate all Aliens. To abort place all aquanauts on the start point and click on 'Abort Mission' icon. All viable X-Com equipment will be returned to base. " STR_ALIENS_LAUNCH_PORT_TERROR: "ALIENS LAUNCH{NEWLINE}PORT ATTACK ON" STR_PORT_TERROR: "ALIENS LAUNCH PORT ATTACK" STR_PORT_TERROR_BRIEFING: "Aliens have launched an attack against surface sites. The port and its civilian population have been put at risk. Your squad must eliminate all Aliens and protect the innocent bystanders from this Alien incursion. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIENS LAUNCH{NEWLINE}ISLAND ATTACK ON" STR_ISLAND_TERROR: "ALIENS LAUNCH ISLAND ATTACK" STR_ISLAND_TERROR_BRIEFING: "Aliens have launched an attack against surface sites. The island and its civilian population have been put at risk. Your squad must eliminate all Aliens and protect the innocent bystanders from this Alien incursion. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ALIENS ATTACK{NEWLINE}SHIPPING ROUTE" STR_CARGO_SHIP_P1: "CARGO SHIP PART ONE" STR_CARGO_SHIP_P2: "CARGO SHIP PART TWO" STR_CRUISE_SHIP_P1: "CRUISE SHIP PART ONE" STR_CRUISE_SHIP_P2: "CRUISE SHIP PART TWO" STR_SHIP_RESCUE_MISSION: "SHIP RESCUE MISSION" STR_SHIP_RESCUE_P1_BRIEFING: "This mission is a bug hunt, eliminate all Alien units on the ship, and preserve the lives of any civilians onboard. The Aliens are dispersed above and below decks, secure the upper decks before entering the lower ones. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_SHIP_RESCUE_P2_BRIEFING: "Now the upper deck is clear proceed to the lower decks. Using the cargo lift you descend into the hold. Your squad must eliminate all Aliens on this level to complete the mission. To abort place all aquanauts on the lift start point and click on 'Abort Mission' icon." STR_ALIEN_ACTIVITY_DETECTED: "ALIEN ACTIVITY DETECTED" STR_ALIEN_CONTACT_SITE_MISSION: "ALIEN CONTACT SITE MISSION" STR_ARTIFACT_SITE_P1: "ALIEN CONTACT SITE PART ONE" STR_ARTIFACT_SITE_P1_BRIEFING: "This mission is a raid on a freshly activated Alien communications site. There are 2 levels to the site, the seabed with its Alien pyramids and a hidden Alien complex. Get all the aquanauts to the entrance of the complex and click on the 'Abort Mission' icon to proceed. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_ARTIFACT_SITE_P2: "ALIEN CONTACT SITE PART TWO" STR_ARTIFACT_SITE_P2_BRIEFING: "Having negotiated the Alien structures and entered the complex the mission goals are clear. Penetrate the heart of the Alien facility and destroy the Synomium Molecular Control Device to complete the mission. To abort place all aquanauts on the access lift start point and click on 'Abort Mission' icon." STR_SIGSBEE_DEEP_MISSION: "SIGSBEE DEEP MISSION{NEWLINE}ALIEN CITY LEVEL ONE" STR_TLETH_P1_BRIEFING: "We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission." STR_TLETH_ATTACK_MISSION: "T'LETH ATTACK MISSION{NEWLINE}ALIEN CITY LEVEL TWO" STR_TLETH_P2_BRIEFING: "Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission." STR_FINAL_TLETH_MISSION: "FINAL T'LETH MISSION{NEWLINE}ALIEN CITY LEVEL THREE" STR_TLETH_P3_BRIEFING: "The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission." STR_TLETH_P1: "ALIEN CITY LEVEL ONE" STR_TLETH_P2: "ALIEN CITY LEVEL TWO" STR_TLETH_P3: "ALIEN CITY LEVEL THREE" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NO FREE SUB PENS FOR CRAFT PRODUCTION!{SMALLLINE}Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NO FREE SUB PENS FOR PURCHASE!{SMALLLINE}Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NO FREE SUB PENS FOR TRANSFER!{SMALLLINE}Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base." STR_CANNOT_BUILD_HERE: "CANNOT BUILD HERE!{SMALLLINE}You must build next to an existing pod." STR_NO_FREE_ACCOMODATION: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in living quarters." STR_NOT_ENOUGH_WORK_SPACE: "NOT ENOUGH WORK SPACE AVAILABLE!{SMALLLINE}Build a new workshop or reduce work on other projects." STR_NOT_ENOUGH_MONEY: "NOT ENOUGH MONEY!" STR_NOT_ENOUGH_STORE_SPACE: "NOT ENOUGH STORE SPACE!{SMALLLINE}Build a new store facility or transfer existing stores to other bases." STR_NOT_ENOUGH_LIVING_SPACE: "NOT ENOUGH LIVING SPACE!{SMALLLINE}Build new living quarters or transfer personnel to other bases." STR_LAUNCH_INTERCEPTION: "LAUNCH INTERCEPTION" STR_CRAFT: "CRAFT" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "READY" STR_OUT: "OUT" STR_REPAIRS: "REPAIRS" STR_REFUELLING: "REFUELING" STR_REARMING: "REARMING" STR_TARGET: "TARGET: {0}" STR_WAY_POINT: "WAY POINT" STR_ARE_YOU_SURE_CYDONIA: "Are you sure you want to send this Sub on a mission to T'leth?" STR_YES: "YES" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECT DESTINATION" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELECT SITE FOR NEW BASE" STR_RETURN_TO_BASE: "RETURN TO BASE" STR_SELECT_NEW_TARGET: "SELECT NEW TARGET" STR_PATROL: "PATROL" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DAMAGED - RETURNING TO BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "LOW FUEL - RETURNING TO BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION COMPLETE - RETURNING TO BASE" STR_PATROLLING: "PATROLLING" STR_TAILING_UFO: "TAILING ALIEN SUB" STR_INTERCEPTING_UFO: "INTERCEPTING ALIEN SUB-{0}" STR_RETURNING_TO_BASE: "RETURNING TO BASE" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "SPEED>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMUM SPEED>{ALT}{0}{ALT}" STR_ALTITUDE_: "DEPTH>{ALT}{0}" STR_AIRBORNE: "AIRBORNE" STR_VERY_LOW: "SHALLOW" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "DEEP" STR_VERY_HIGH: "VERY DEEP" STR_FUEL: "FUEL>{ALT}{0}" STR_WEAPON_ONE: "WEAPON-1>{ALT}{0}" STR_NONE_UC: "NONE" STR_ROUNDS_: "ROUNDS>{ALT}{0}" STR_WEAPON_TWO: "WEAPON-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "FLYING SUB" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAME" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "EQUIPMENT" STR_ARMOR: "ARMOUR" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Seaman" STR_SQUADDIE: "Able Seaman" STR_SERGEANT: "Ensign" STR_CAPTAIN: "Lieutenant" STR_COLONEL: "Commander" STR_COMMANDER: "Captain" STR_SELECT_SQUAD_FOR_CRAFT: "Select Squad for {0}" STR_SORT_BY: "SORT BY..." STR_ORIGINAL_ORDER: "ORIGINAL ORDER" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "KILLS" STR_WOUND_RECOVERY2: "WOUND RECOVERY" STR_SPACE_AVAILABLE: "SPACE AVAILABLE>{ALT}{0}" STR_SPACE_USED: "SPACE USED>{ALT}{0}" STR_SPACE_USED_UC: "SPACE USED" STR_RANK: "RANK" STR_WOUNDED: "WOUNDED" STR_EQUIPMENT_FOR_CRAFT: "Equipment for {0}" STR_DEFENSE_VALUE: "Defence Value" STR_HIT_RATIO: "Hit Ratio" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}ready to{NEWLINE}touchdown near{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Begin Mission?" STR_SELECT_ARMAMENT: "Select Armament" STR_AMMUNITION_AVAILABLE: "AMMUNITION AVAILABLE" STR_ARMAMENT: "ARMAMENT" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECT ARMOUR FOR{NEWLINE}{ALT}{0}" STR_TYPE: "TYPE" STR_PLASTIC_AQUA_ARMOR_UC: "PLASTIC AQUA ARMOUR" STR_ION_ARMOR_UC: "ION ARMOUR" STR_MAGNETIC_ION_ARMOR_UC: "MAGNETIC ION ARMOUR" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "This Armour utilizes the newly discovered Alien substance, Aqua-plastic, and ensures our Aquanauts are given a fighting chance against the Alien incursion" STR_ION_ARMOR_UFOPEDIA: "A powerful new protection for Aquanauts, this armour is powered by an ION energy source and greatly amplifies the speed and strength of the wearer, it offers the best protection yet for combat troops." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "An enhancement for the ION armour incorporating the Magnetic Array technology to allow full freedom of movement in the aquatic environment." STR_SELECT_ARMOR: "Select Armour" STR_NORTH: "NORTH" STR_NORTH_EAST: "NORTH EAST" STR_EAST: "EAST" STR_SOUTH_EAST: "SOUTH EAST" STR_SOUTH: "SOUTH" STR_SOUTH_WEST: "SOUTH WEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORTH WEST" STR_SELECT_ACTION: "SELECT ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUE INTERCEPTION PURSUIT" STR_PURSUE_WITHOUT_INTERCEPTION: "PURSUE WITHOUT INTERCEPTION" STR_VERY_LARGE: "VERY LARGE" STR_LARGE: "LARGE" STR_MEDIUM_UC: "MEDIUM" STR_SMALL: "SMALL" STR_VERY_SMALL: "VERY SMALL" STR_GROUNDED: "TOUCHED DOWN" STR_DETECTED: "Detected" STR_SIZE_UC: "SIZE" STR_ALTITUDE: "DEPTH" STR_HEADING: "HEADING" STR_SPEED: "SPEED" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRE ON ALIEN SUB-TIME=5 Secs" STR_TRACKING_LOST: "TRACKING LOST" STR_REDIRECT_CRAFT: "REDIRECT CRAFT" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GO TO LAST KNOWN ALIEN SUB POSITION" STR_UFO_: "ALIEN SUB-{0}" STR_ALIEN_BASE_: "ALIEN COLONY-{0}" STR_CRASH_SITE_: "CRASH SITE-{0}" STR_LANDING_SITE_: "TOUCHDOWN SITE-{0}" STR_WAY_POINT_: "WAY POINT-{0}" STR_TERROR_SITE: "TERROR SITE-{0}" STR_ARTIFACT_SITE: "ARTEFACT SITE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}has reached{NEWLINE}{1}" STR_NOW_PATROLLING: "Now patrolling" STR_ALIEN_ORIGINS: "Alien Origins" STR_THE_ULTIMATE_THREAT: "The Ultimate Threat" STR_TLETH_ALIEN_CITY: "T'leth, the Alien's City" STR_UFOPAEDIA: "UFOpaedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM CRAFT & WEAPONS" STR_HEAVY_WEAPONS_PLATFORMS: "SUBMERSIBLE WEAPONS SYSTEMS" STR_WEAPONS_AND_EQUIPMENT: "GENERAL EQUIPMENT" STR_ALIEN_ARTIFACTS: "AQUATIC ARTEFACTS" STR_BASE_FACILITIES: "X-COM FACILITIES" STR_ALIEN_LIFE_FORMS: "ALIEN CREATURES" STR_ALIEN_RESEARCH_UC: "ALIEN TECHNOLOGY" STR_UFO_COMPONENTS: "NEW SUBMERSIBLE TECHNOLOGIES" STR_UFOS: "ALIEN SUBMARINES" STR_SELECT_ITEM: "SELECT ITEM" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "FUEL CAPACITY>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WEAPON PODS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "DAMAGE CAPACITY>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CARGO SPACE>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SWS CAPACITY>{ALT}{0}{ALT}" STR_DAMAGE: "Damage" STR_RANGE: "Range" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Accuracy" STR_RE_LOAD_TIME: "Re-load time" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "ARMOUR PIERCING" STR_DAMAGE_INCENDIARY: "PHOSPHOROUS" STR_DAMAGE_HIGH_EXPLOSIVE: "HIGH EXPLOSIVE" STR_DAMAGE_LASER_BEAM: "GAUSS BEAM" STR_DAMAGE_PLASMA_BEAM: "SONIC BEAM" STR_DAMAGE_STUN: "FREEZE" STR_DAMAGE_MELEE: "MELEE" STR_DAMAGE_ACID: "ACID" STR_DAMAGE_SMOKE: "SMOKE" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "ACCURACY" STR_TIME_UNIT_COST: "TU COST" STR_DAMAGE_UC: "DAMAGE" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Snap" STR_SHOT_TYPE_AIMED: "Aimed" STR_CONSTRUCTION_TIME: "Construction Time" STR_CONSTRUCTION_COST: "Construction Cost" STR_MAINTENANCE_COST: "Maintenance Cost" STR_LOW: "Low" STR_MEDIUM: "Medium" STR_HIGH: "High" STR_CRAFT_WEAPON: "Sub Weapon" STR_CRAFT_AMMUNITION: "Sub Ammunition" STR_HEAVY_WEAPONS_PLATFORM: "Heavy Weapons System" STR_WEAPON: "Weapon" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Equipment" STR_ALIEN_CORPSE: "Alien Corpse" STR_UFO_COMPONENT: "ALIEN SUB component" STR_PERSONAL_ARMOR: "Personal Armour" STR_RAW_MATERIALS: "Raw Materials" STR_HWP_SOLID_HARPOON_BOLTS: "Solid Harpoon Bolts" STR_ALIEN: "Alien" STR_AQUATOID: "Aquatoid" STR_GILLMAN: "Gill Man" STR_LOBSTERMAN: "Lobster Man" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Deep One" STR_BIODRONE: "Bio-drone" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Hallucinoid" STR_XARQUID: "Xarquid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Commander" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_MEDIC: "Medic" STR_LIVE_TECHNICIAN: "Technician" STR_LIVE_SQUAD_LEADER: "Squad Leader" STR_LIVE_SOLDIER: "Soldier" STR_LIVE_TERRORIST: "Terrorist" STR_AQUATOID_COMMANDER: "Aquatoid Commander" STR_AQUATOID_NAVIGATOR: "Aquatoid Navigator" STR_AQUATOID_MEDIC: "Aquatoid Medic" STR_AQUATOID_TECHNICIAN: "Aquatoid Technician" STR_AQUATOID_SQUAD_LEADER: "Aquatoid Squad Leader" STR_AQUATOID_SOLDIER: "Aquatoid Soldier" STR_GILLMAN_COMMANDER: "Gill Man Commander" STR_GILLMAN_TECHNICIAN: "Gill Man Technician" STR_GILLMAN_SQUAD_LEADER: "Gill Man Squad Leader" STR_GILLMAN_SOLDIER: "Gill Man Soldier" STR_LOBSTERMAN_COMMANDER: "Lobster Man Commander" STR_LOBSTERMAN_NAVIGATOR: "Lobster Man Navigator" STR_LOBSTERMAN_TECHNICIAN: "Lobster Man Technician" STR_LOBSTERMAN_SQUAD_LEADER: "Lobster Man Squad Leader" STR_LOBSTERMAN_SOLDIER: "Lobster Man Soldier" STR_TASOTH_SQUAD_LEADER: "Tasoth Squad Leader" STR_TASOTH_SOLDIER: "Tasoth Soldier" STR_CALCINITE_TERRORIST: "Calcinite Terrorist" STR_DEEP_ONE_TERRORIST: "Deep One Terrorist" STR_BIODRONE_TERRORIST: "Bio-drone Terrorist" STR_TENTACULAT_TERRORIST: "Tentaculat Terrorist" STR_TRISCENE_TERRORIST: "Triscene Terrorist" STR_HALLUCINOID_TERRORIST: "Hallucinoid Terrorist" STR_XARQUID_TERRORIST: "Xarquid Terrorist" STR_ION_BEAM_ACCELERATORS: "Ion-Beam Accelerators" STR_MAGNETIC_NAVIGATION: "Magnetic Navigation" STR_ALIEN_SUB_CONSTRUCTION: "Alien Sub Construction" STR_ALIEN_CRYOGENICS: "Alien Cryogenics" STR_ALIEN_CLONING: "Alien Cloning" STR_ALIEN_LEARNING_ARRAYS: "Alien Learning Arrays" STR_ALIEN_IMPLANTER: "Alien Implanter" STR_EXAMINATION_ROOM: "Examination Room" STR_AQUA_PLASTICS: "Aqua Plastics" STR_ALIEN_REANIMATION_ZONE: "Alien Re-animation Zone" STR_PLASTIC_AQUA_ARMOR: "Plastic Aqua-Armour" STR_ION_ARMOR: "Ion Armour" STR_MAGNETIC_ION_ARMOR: "Mag. Ion Armour" STR_HWP_AQUA_JET_MISSILES: "Aqua Jet Torpedoes" STR_HWP_DISPLACER_PWT: "P.W. Torpedo" STR_GAUSS_TECH: "Gauss Technology" STR_NEW_FIGHTER_FLYING_SUB: "New Fighter Flying Sub" STR_NEW_FIGHTER_TRANSPORTER: "New Fighter-Transporter" STR_THE_LATEST_FLYING_SUB: "The Latest Flying Sub" STR_ARMOR_PIERCING: "ARMOUR PIERCING" STR_COELACANTH_GAS_CANNON: "Coelacanth/G. Cannon" STR_COELACANTH_AQUA_JET: "Coelacanth/Aqua Jet" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Displacer/Sonic" STR_DISPLACER_PWT: "Displacer/P.W.T." STR_AJAX_LAUNCHER: "Ajax Launcher" STR_DUP_HEAD_LAUNCHER: "D.U.P. Head Launcher" STR_CRAFT_GAS_CANNON: "Craft Gas Cannon" STR_PWT_CANNON: "P.W.T. Cannon" STR_GAUSS_CANNON: "Gauss Cannon" STR_GAUSS_CANNON_AMMO: "Gauss Cannon Ammo" STR_SONIC_OSCILLATOR: "Sonic Oscillator" STR_AJAX_TORPEDOES: "Ajax Torpedoes" STR_DUP_HEAD_TORPEDOES: "D.U.P. Head Torpedoes" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gas Rounds(x50)" STR_SONIC_WAVE: "Sonic Wave" STR_PULSE_WAVE_TORPEDOES: "P.W.T. Ammo" STR_SOLDIER: "Aquanaut" STR_SCIENTIST: "Scientist" STR_ENGINEER: "Technician" STR_NORTH_ATLANTIC: "North Atlantic" STR_SOUTH_ATLANTIC: "South Atlantic" STR_NORTH_PACIFIC: "North Pacific" STR_SOUTH_PACIFIC: "South Pacific" STR_MEDITERRANEAN: "Mediterranean" STR_SOUTH_CHINA_SEA: "South China Sea" STR_INDIAN_OCEAN: "Indian Ocean" STR_THE_EAST_SEA: "Sea of Japan" STR_NORTH_SEA: "North Sea" STR_CARRIBEAN: "Caribbean" STR_ANTARCTIC: "Antarctic" STR_ARCTIC: "Arctic" STR_EURASIA: "Eurasia" STR_NORTH_AMERICA: "North America" STR_AFRICA: "Africa" STR_MAXIMUM_SPEED: "Maximum Speed" STR_TRANSMISSION_RESOLVER_UC: "TRANSMISSION RESOLVER" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "ALIEN SUB" STR_AJAX: "AJAX" STR_DUP_HEAD: "D.U.P. HEAD" STR_CRAFT_GAS_CANNON_UC: "CRAFT GAS CANNON" STR_PWT_CANNON_UC: "P.W.T. CANNON" STR_GAUSS_CANNON_UC: "GAUSS CANNON" STR_SONIC_OSCILLATOR_UC: "SONIC OSCILLATOR" STR_DAMAGE_CAPACITY: "Damage Capacity" STR_WEAPON_POWER: "Weapon Power" STR_WEAPON_RANGE: "Weapon Range" STR_AIR_LOCK: "Air-Lock" STR_LABORATORY: "Laboratory" STR_WORKSHOP: "Workshop" STR_STANDARD_SONAR: "Standard Sonar" STR_WIDE_ARRAY_SONAR: "Wide Array Sonar" STR_TORPEDO_DEFENSES: "Torpedo Defences" STR_GENERAL_STORES: "General Stores" STR_ALIEN_CONTAINMENT: "Alien Containment" STR_GAUSS_DEFENSES: "Gauss Defences" STR_SONIC_DEFENSES: "Sonic Defences" STR_PWT_DEFENSES: "P.W.T. Defences" # STR_BOMBARDMENT_SHIELD: "Pressure Bombardment Shield" # STR_MC_GENERATOR: "Molecular Control Shield" # STR_MC_LAB: "Molecular Control Laboratory" # short versions for the list? STR_BOMBARDMENT_SHIELD: "Bombardment Shield" STR_MC_GENERATOR: "M.C. Generator" STR_MC_LAB: "M.C.-Lab" STR_TRANSMISSION_RESOLVER: "Transmission Resolver" STR_SUB_PEN: "Sub Pen" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SYNDICATE" STR_ARABIAN_BLOC: "ARABIAN BLOC" STR_EGYPTIAN_CARTEL: "EGYPTIAN CARTEL" STR_AFRICA_CORP: "AFRICA CORP" STR_BRAZILIAN_UNION: "BRAZILIAN UNION" STR_NEW_MEXICO: "NEW MEXICO" STR_ASIAN_COALITION: "ASIAN COALITION" STR_SCANDINAVIA: "SCANDINAVIA" STR_NEO_JAPAN: "NEO-JAPAN" STR_FREE_CHINA: "FREE CHINA" STR_AUSTRALASIA: "AUSTRALASIA" STR_FED_KOREA: "FED KOREA" STR_EURASIA_UC: "EURASIA" STR_ICELANDIC_UNION: "ICELANDIC UNION" STR_TANK: "Submersible Weapons System" STR_CIVILIAN: "Civilian" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "International Relations" STR_COUNTRY: "Country" STR_FUNDING: "Funding" STR_CHANGE: "Change" STR_WEAPON_SYSTEMS: "WEAPON SYSTEMS" STR_HWPS: "SWSs" STR_DAMAGE_UC_: "DAMAGE>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "The Air-lock allows equipment and personnel to be transferred into or out of an undersea base. It is always the first facility to be constructed at a new site. The Air-lock area is vulnerable to intrusion from any potential hostile force." STR_LIVING_QUARTERS_UFOPEDIA: "Each accommodation area provides for up to 50 personnel. The facilities are somewhat basic and functional." STR_LABORATORY_UFOPEDIA: "Fifty scientists can work in a single laboratory block. Laboratories are equipped with all the latest technologies for research into materials, biochemistry and weaponry. X-Com has access to all the best research labs throughout the world, both civilian and military." STR_WORKSHOP_UFOPEDIA: "A workshop contains all the equipment necessary to manufacture equipment based on the latest designs from the science labs. 50 Technicians can occupy one workshop, items under construction will also consume space." STR_STANDARD_SONAR_UFOPEDIA: "A standard sonar system has an effective range of over 450 kilometres at most depths and is linked to geostationary satellite nets for surface analysis. Each scanner has a 10% chance of detecting a submersible or airborne craft per 30 minute scan cycle." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "A wide array sonar system has an effective range of over 700 kilometres at all depths and is linked to geostationary satellite nets for surface analysis. Each scanner has a 20% chance of detecting a submersible or airborne craft every 30 minute scan cycle." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedo defence systems provide protection against attack by hostile submersibles which are attempting to dock at the base." STR_GENERAL_STORES_UFOPEDIA: "All equipment, weapons systems, munitions, recovered material and Submersible Weapons Systems are placed in stores, including equipment assigned to Subs in Pens." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Live Aliens will require special containment facilities to hold them. These units maintain their life systems and render their combat potential to zero. The containment facility can keep 10 Alien life forms in confinement units." STR_GAUSS_DEFENSES_UFOPEDIA: "The Gauss defence provides the latest and most effective protection against attack by hostile submarines." STR_SONIC_DEFENSES_UFOPEDIA: "Sonic Oscillator defences provide powerful and efficient protection against aggressors." STR_PWT_DEFENSES_UFOPEDIA: "Pulse Wave Torpedoes provide the most effective defence against Alien attacks. These missiles have super dense war heads which can penetrate all known armour. The magnetic waves they produce disable electronic defences." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "The Pressure Bombardment shield protects the base from Alien submersibles docking and sets up a resonating field that repulses attacking subs long enough for defence systems to fire repeatedly. In effect this doubles the effectiveness of any defence systems already deployed." STR_MC_GENERATOR_UFOPEDIA: "Since Alien subs utilize Molecular Control Technology to detect the presence of living creatures, using a negative M.C. emitter will blanket a base with an impenetrable shield to confuse the Aliens and disguise our presence." STR_MC_LAB_UFOPEDIA: "The Molecular Control lab can implant and train up to ten aquanauts at one time. Implants are surgically installed in the skulls of aquanauts. Extensive training allows them to utilize their implants. Implant skills are used in conjunction with a Molecular Device and can be used for attacks during combat." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Alien communications utilize the Molecular control implant network the Aliens have built up. The transmission resolver facility intercepts Alien Sub transmissions and decodes the information. This will show the type of Alien Sub, the Alien race and the type of activity that is occurring." STR_SUB_PEN_UFOPEDIA: "Each Pen can accommodate one submarine. There are facilities for maintenance, refuelling and repair of the X-Com submarine fleet. Each Flying Sub stationed at a base must have a free Pen assigned to it which cannot be used by other Subs, even if the assigned submarine is out on a mission." STR_DART_PISTOL_UFOPEDIA: "The X-Com dart gun is a small, accurate, high powered unit with a 12 hollow dart ammo clip. The darts are fired by a gas cartridge in the ammo pod." STR_JET_HARPOON_UFOPEDIA: "This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10. Each harpoon has its own gas reservoir." STR_GAS_CANNON_UFOPEDIA: "The heavyweight of the gas technology family, this cannon fires solid bolts, some with HE or phosphor tips. A favourite weapon amongst experienced aquanauts." STR_HYDRO_JET_CANNON_UFOPEDIA: "Hydro-Jet Cannons are a heavy infantry weapon system. The cannon fires magnesium fuelled mini-torpedoes. Although powerful, the Hydro-Jet Cannon is a clumsy and unwieldy device, suitable for aquatic use only." STR_TORPEDO_LAUNCHER_UFOPEDIA: "A real heavyweight, this large launcher fires three types of torpedo, each with its own propulsion unit. A devastating weapon, with only manual loading being its drawback. Ammunition types available include large or small high explosive and phosphor tipped torpedoes, all for submerged use only." STR_GAUSS_PISTOL_UFOPEDIA: "The Gauss pistol uses accelerated particle technology, a new development in modern weaponry. It is fast, accurate and functions above and below water. Gauss technology is a development of the Plasma technologies learned from the previous war." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "The Gauss pistol uses accelerated particle technology, a new development in modern weaponry. It is fast, accurate and functions above and below water. Gauss technology is a development of the Plasma technologies learned from the previous war." STR_GAUSS_RIFLE_UFOPEDIA: "A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system we have utilized a micro particle accelerator that generates a stream of anti-protons." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system we have utilized a micro particle accelerator that generates a stream of anti-protons." STR_HEAVY_GAUSS_UFOPEDIA: "The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable. The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable. The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "This standard issue grenade has an accurate and sophisticated timer for precision control." STR_DYE_GRENADE_UFOPEDIA: "Dye grenades are dual role items, useful for providing cover in exposed situations. Functioning in both water and land environments the dye is ejected as a particle cloud, producing an octopus like ink spray in water or dense air borne cloud on land." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "A proximity grenade which can be thrown like an ordinary grenade but is triggered by nearby movement after it is deployed. Skill and training are required to use these devices properly." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "This explosive should only be used for demolition purposes. However past experience has shown that these powerful explosive packs are ideal weapons for rooting out Aliens. The blast radius is large so ensure no aquanauts are within the minimum safe distance." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "This new device uses a variety of detectors and advanced computer systems to identify moving enemy units. Click on the Disturbance Sensor icon on the tactical display. Select 'Use Sensor' from the menu. The Sensor display shows an arrow in the centre which is the direction the aquanaut is facing (North is at the top). The blips show units which have moved recently. Large units, or fast moving units, will produce larger blips. Static units will not show up." STR_MEDI_KIT_UFOPEDIA: "To use this you face the injured X-Com agent or stand over the body of a stunned aquanaut.{NEWLINE}HEALING> Red indicates wounds. Select body part and click on the 'Heal' button. One fatal wound will be healed and health restored.{NEWLINE}STIMULANT> Restores energy and revives stunned aquanauts. To revive an unconscious aquanaut you must stand directly over the body.{NEWLINE}PAIN KILLER> Restores the morale of wounded aquanauts." STR_MC_DISRUPTOR_UFOPEDIA: "The ultimate in M.C. technology. This can only be used by aquanauts with M.C. skills. Click on the Disruptor, select the type of attack, and select a target unit with the cursor. There are two types of Disruptor attack:{NEWLINE}JAM IMPLANT> If successful the unit becomes confused and it may panic.{NEWLINE}CONTROL IMPLANT> If successful you will gain control of the enemy unit." STR_THERMAL_TAZER_UFOPEDIA: "This device can only be used in close combat, but will stun a living organism without killing it by freezing the creature." STR_VIBRO_BLADE_UFOPEDIA: "The Vibroblade is a long sharp knife blade of titanium which spins at over 6000 rpm, this device can crack even the toughest diving armour. The power source is an Alien invention, our attempt at building these items before met with dismal failure, our blades rotated too slowly or exploded under pressure." STR_THERMIC_LANCE_UFOPEDIA: "The Thermic Lance is a logical extension of the Vibroblade technology The blade revolves at high speed and a Zrbite power source superheats the blade to cut armour like a warm knife through butter " STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "The Heavy Thermic Lance is a more powerful version of the TL. Twin heat sources and a extremely high rotation speed means that the Heavy Thermic lance is virtually unstoppable against all materials." STR_SONIC_CANNON_UFOPEDIA: "The Sonic Cannon the most potent of the Sonic weapons family. Featuring a higher range audio oscillator and a larger reverberation chamber than the Blasta. The Cannon also has a pulse detonation system that alters the ultra-sonic wave by modulation to produce a more effective Sonic Shock." STR_CANNON_POWER_CLIP_UFOPEDIA: "This compact device is used as ammunition for a Sonic Cannon. It contains a small quantity of Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "A more powerful Sonic device. Not even high carbon steel is immune to this weapon. The highly compact wave emitter is enhanced by a super conductor amplifier to increase the power of this weapon." STR_BLASTA_POWER_CLIP_UFOPEDIA: "This small object is used as a power source for a Sonic Rifle, a potent Alien weapon, and contains a small quantity of Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Sonic pistols are an Alien weapon based on ultra-sonic audio waves that can jellify bone in seconds. The Ultra-Sonic waves occupy a range beyond the scope of human hearing." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Power source for the compact Alien Sonic Pistol. Contains Zrbite - the source of all Alien power." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "This is an Alien aquatic use only guided weapon firing self propelled 'Disruptor Projectiles'. When you click to fire the weapon it will generate 'way points' for the Projectile to follow. When you have positioned enough way points click on the launch icon." STR_DISRUPTOR_AMMO_UFOPEDIA: "This device is a Disruptor Pulse Projectile fitted with an onboard computer guidance system. It is fired from a Disruptor Pulse launcher." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "A small Thermal Shok launcher which fires chemical freeze bombs. Very useful for capturing live Aliens." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "The Thermal Shok bomb is used for capturing live humans, but it can also be used against most Alien races. It is fired from a Thermal Shok Launcher." STR_SONIC_PULSER_UFOPEDIA: "This device works in the same way as a standard issue grenade - except that it is many times more powerful. The grenade uses a single pulse sonic blast that is emitted in all directions simultaneously." STR_MC_READER_UFOPEDIA: "Inside the bodies of Aliens we have found small surgically implanted units. These are Control Implants designed by the Aquatoids to allow the constant supply of information from the battlefield, even at great distances. The Molecular Control Reader is an Alien communication device which is used to take information directly from M.C. Implants. X-Com units can use this device in combat to display an Alien's characteristics. Select the 'use' option. Then click on an Alien with the cursor." STR_SURVEY_SHIP: "Survey Ship" STR_ESCORT: "Escort" STR_CRUISER: "Cruiser" STR_HEAVY_CRUISER: "Heavy Cruiser" STR_HUNTER: "Hunter" STR_BATTLESHIP: "Battleship" STR_DREADNOUGHT: "Dreadnought" STR_FLEET_SUPPLY_CRUISER: "Fleet Supply Cruiser" MAP_SEABED: "Seabed" MAP_PIPES: "Research Facility" MAP_PLANE: "Crashed Plane" MAP_ATLAN: "Atlantis" MAP_MU: "Mayan Temple" MAP_GAL: "Sunken Galleon" MAP_MSUNK: "Sunken Liner" MAP_VOLC: "Volcanic" MAP_CORAL: "Coral" MAP_PORT: "Port" MAP_ISLAND: "Island" MAP_CARGO: "Cargo Ship" MAP_LINERT: "Cruise Ship P1" MAP_LINERB: "Cruise Ship P2" MAP_ALART: "Artefact P1" MAP_GRUNGE: "Artefact P2" MAP_ENTRY: "Colony P1" MAP_A_BASE: "Colony P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "X-Com Base" STR_MIXED_CREW: "Mixed Crew" STR_MIXED_CREW_2: "Mixed Crew 2" STR_RATING: "RATING> {0}" STR_RATING_TERRIBLE: "TERRIBLE!" STR_RATING_POOR: "POOR!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GOOD!" STR_RATING_EXCELLENT: "EXCELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM MONTHLY REPORT" STR_MONTH: "Month> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "The committee of funding organisations is generally satisfied with your progress so far." STR_COUNCIL_IS_VERY_PLEASED: "The committee of funding organisations is very pleased with your excellent progress. Keep up the good work." STR_COUNCIL_IS_DISSATISFIED: "The committee of funding organisations is dissatisfied with your performance. You must improve your effectiveness in dealing with the Alien menace or risk termination funding support for X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "You have not succeeded in dealing with the Alien invasion and the committee of funding organisations has regrettably decided to terminate funding X-Com. Each organisation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these ancient forces, and that the general population will come to terms with the aquatic visitors." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} is particularly pleased with your ability to deal with the localized threat and has agreed to increase its funding." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} are particularly happy with your progress in dealing with local Alien incursion and have agreed to increase their funding." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} and {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} is unhappy with your ability to deal with Alien activity in its Seas and has decided to reduce its financial commitment." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} are unhappy with your ability to deal with Alien activity in their Sea and have decided to reduce their funding." STR_KNOTS: "{0} knots" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} has signed a co-operation agreement with the Alien forces and has withdrawn from X-Com funding." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} have signed a co-operation agreement with Alien forces and have withdrawn from the X-Com funding." STR_MONTHLY_RATING: "Monthly Rating> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Funding change> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "The funding organisation is not happy with your financial position. You must reduce your debts below $1 million or the X-Com will be terminated." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "SUB-PARTICLE TRANSMISSIONS RESOLVED" STR_CRAFT_TYPE: "SUB TYPE" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allocate Research" STR_ALLOCATE_MANUFACTURE: "Allocate Manufacture" STR_AZORES: "Azores" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascension Island" STR_TRINIDADE_ISLAND: "Trindade Island" STR_FALKLAND_ISLAND: "Falkland Island" STR_CANARY_ISLANDS: "Canary Islands" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St Lawrence Island" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway Island" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Easter Island" STR_GALAPAGOS_ISLAND: "Galapagos Island" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomon Island" STR_CRETE: "Crete" STR_LISBON: "Lisbon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychelles Island" STR_MALDIVE_ISLAND: "Maldive Island" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Faeroe Island" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.C. Training" STR_PSIONIC_TRAINING: "MOLECULAR CONTROL TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Remaining M.C. capacity> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.C.{NEWLINE}Strength" STR_PSIONIC_SKILL_IMPROVEMENT: "M.C. Skill{NEWLINE}/Improvement" STR_IN_TRAINING: "In{NEWLINE}Training?" STR_TARGETTED_BY: "TARGETTED BY:" STR_WEAPONS_CREW_HWPS: "WEAPONS/{NEWLINE}CREW/SWSs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "is low on fuel,{NEWLINE}returning to base" STR_SOLDIER_LIST: "Aquanaut List" STR_RANK_: "RANK> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "KILLS> {ALT}{0}" STR_WOUND_RECOVERY: "WOUND RECOVERY> {ALT}{0}" STR_TIME_UNITS: "TIME UNITS" STR_STAMINA: "STAMINA" STR_HEALTH: "HEALTH" STR_BRAVERY: "BRAVERY" STR_REACTIONS: "REACTIONS" STR_FIRING_ACCURACY: "FIRING ACCURACY" STR_THROWING_ACCURACY: "THROWING ACCURACY" STR_STRENGTH: "STRENGTH" STR_PSIONIC_STRENGTH: "M.C. STRENGTH" STR_PSIONIC_SKILL: "M.C. SKILL" STR_NEW_RANK: "NEW RANK" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "AQUANAUTS" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automated SWS's have high manoeuvrability and hull strength. They provide heavy troop support at all depths. SWS's are re-armed automatically if you have enough ammunition." STR_COELACANTH_AQUA_JET_UFOPEDIA: "This submersible is armed with Aqua-Jet torpedoes. This weapon system only functions underwater. Ensure stores are well stocked with Aqua-Jet Torpedoes." STR_COELACANTH_GAUSS_UFOPEDIA: "Gauss technology provides a powerful weapon system for SWS's. Offering heavy firepower compared with earlier models, and uses proprietary X-Com technology." STR_DISPLACER_SONIC_UFOPEDIA: "Alien technology has redefined the SWS. The ability to utilize Ion Displacers means that SWS's are no longer restricted to the land/seabed. Sonic weaponry gives a real advantage in battle." STR_DISPLACER_PWT_UFOPEDIA: "This SWS features Pulse Wave weapons for aquatic use. You must manufacture PWT's to keep them fully armed. To fire, select a number of 'way points' then click on the launch icon." STR_ALIEN_PROBE_MISSION: "Alien Probe Mission" STR_ALIEN_INTERDICTION: "Alien Interdiction" STR_ALIEN_RESOURCE_RAID: "Alien Resource Raid" STR_ALIEN_INFILTRATION: "Alien Infiltration" STR_ALIEN_BASE: "Alien Colony Expansion" STR_ALIEN_SURFACE_ATTACK: "Alien Surface Attacks" STR_ALIEN_RETALIATION: "Floating Base Attack" STR_ALIEN_SUPPLY: "Colony Supply Missions" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and aeroplane flight paths of an area. The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time." STR_ALIEN_INTERDICTION_UFOPEDIA: "The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun. They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "The sinking of ships and the downing of aircraft are key elements of the Alien strategy. The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts. The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items." STR_ALIEN_INFILTRATION_UFOPEDIA: "This can result in official contact between Aliens and corporations or governments at the highest level. The climax of this activity is characterized by intense Alien Sub activity in the waters of the organisation concerned. The Aliens will attempt to sign an agreement with a government or organisation by offering knowledge of their superior technologies. This Alien activity represents a major threat to X-Com. If a corporation or government co-operates with the invaders then its funding ceases." STR_ALIEN_BASE_UFOPEDIA: "Aliens will construct secret undersea colonies in remote locations. After some initial reconnaissance flights some intense Alien Sub activity will occur as the colony is being built. These colonies are known to contain labs, cloning centres, surgical facilities for human and Alien experimentation. The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs. In order to locate a colony an X-Com sub must patrol an area for a few hours to stand some chance of successful detection." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "When the Aliens need humans they terrorize a port, attack an island, or raid a ship. Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments." STR_ALIEN_RETALIATION_UFOPEDIA: "If X-Com intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action. This could result in a direct attack against an X-Com facility. However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault." STR_ALIEN_SUPPLY_UFOPEDIA: "Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship. If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby." STR_SURVEY_SHIP_UFOPEDIA: "This tiny submarine is used for reconnaissance and survey missions. It normally precedes larger vessels at the start of an Alien task force." STR_ESCORT_UFOPEDIA: "A medium sized escort vessel that is of little threat on its own. This craft precedes the arrival of larger vessels and increased activities." STR_CRUISER_UFOPEDIA: "The Cruiser is a general purpose craft, the mainstay of the Alien fleet, it is used in all types of Alien missions and is a dangerous adversary." STR_HEAVY_CRUISER_UFOPEDIA: "The heavy cruiser is a more powerful ship than the cruiser, larger weapons and propulsion systems boost its power. The Heavy Cruiser is used for resource missions to collect large quantities of minerals and equipment." STR_HUNTER_UFOPEDIA: "This vessel is equipped with an examination room for performing experiments and surgery on human subjects. The victims are subjected to the foulest tortures and the brain is often removed and stored for processing en-route." STR_BATTLESHIP_UFOPEDIA: "The battleship is the most aggressive ship the Aliens possess, it features all the Alien technologies and systems to act as a base of operations for any form of aggressive act the Aliens may want to perform, it carries a wide array of weapons." STR_DREADNOUGHT_UFOPEDIA: "The Dreadnought is a super troop carrier, fully equipped with all Alien technologies and a vast payload. The Dreadnought is a tough and formidable opponent." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "The supply vessel is used during the construction of Alien colonies or for supplying existing colonies. It carries Alien nutrients, DNA, foetuses and other biological components." STR_DISMANTLE: "Dismantle" STR_FACILITY_IN_USE: "AQUA-POD IN USE" STR_CANNOT_DISMANTLE_FACILITY: "CANNOT DISMANTLE AQUA-POD!{SMALLLINE}All base Pods must be linked to the air-lock." STR_TRANSFER_ITEMS_TO: "Transfer Items to {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live Aliens need an Alien containment equipment in order to survive." STR_AMOUNT_AT_DESTINATION: "AMOUNT AT{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no Alien containment facility" STR_NO_FREE_ACCOMODATION_CREW: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in the living quarters for the crew assigned to the sub." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NOT ENOUGH STORE SPACE!{SMALLLINE}The destination base does not have enough store space for the equipment assigned to the sub." STR_ITEMS_ARRIVING: "Items Arriving" STR_DESTINATION_UC: "DESTINATION" STR_DART_PISTOL: "Dart Gun" STR_DART_POD: "Dart Clip" STR_JET_HARPOON: "Jet Harpoon" STR_HARPOON_POD: "Harpoon Clip" STR_GAS_CANNON: "Gas Cannon" STR_GC_AP_AMMO: "GC-AP Bolts" STR_GC_HE_AMMO: "GC-HE Bolts" STR_GC_P_AMMO: "GC-Phosphorous Bolts" STR_HYDRO_JET_CANNON: "Hydro-Jet Cannon" STR_HJC_AP_AMMO: "HJ-AP Ammo" STR_HJC_HE_AMMO: "HJ-HE Ammo" STR_HJC_P_AMMO: "HJ-P Ammo" STR_TORPEDO_LAUNCHER: "Torpedo Launcher" STR_SMALL_TORPEDO: "Small Torpedo" STR_LARGE_TORPEDO: "Large Torpedo" STR_PHOSPHOROUS_TORPEDO: "Phosphor Torpedo" STR_MAGNA_BLAST_GRENADE: "Magna-Blast Grenade" STR_DYE_GRENADE: "Dye Grenade" STR_PARTICLE_DISTURBANCE_GRENADE: "Particle Disturbance Grenade" STR_MAGNA_PACK_EXPLOSIVE: "Magna-Pack Explosive" STR_PARTICLE_DISTURBANCE_SENSOR: "Particle Disturbance Sensor" STR_MEDI_KIT: "Medi-Kit" STR_MC_DISRUPTOR: "M.C. Disruptor" STR_THERMAL_TAZER: "Thermal Tazer" STR_GAUSS_PISTOL: "Gauss Pistol" STR_GAUSS_PISTOL_CLIP: "Gauss Pistol Clip" STR_GAUSS_RIFLE: "Gauss Rifle" STR_GAUSS_RIFLE_CLIP: "Gauss Rifle Clip" STR_HEAVY_GAUSS: "Heavy Gauss" STR_HEAVY_GAUSS_CLIP: "Heavy Gauss Clip" STR_SONIC_CANNON: "Sonic Cannon" STR_CANNON_POWER_CLIP: "Cannon Power Clip" STR_SONIC_BLASTA_RIFLE: "Sonic-Blasta Rifle" STR_BLASTA_POWER_CLIP: "Blasta Power Clip" STR_SONIC_PISTOL: "Sonic Pistol" STR_PISTOL_POWER_CLIP: "Pistol Power Clip" STR_DISRUPTOR_PULSE_LAUNCHER: "Disruptor Pulse Launcher" STR_DISRUPTOR_AMMO: "Disruptor Ammo" STR_THERMAL_SHOK_LAUNCHER: "Thermal Shok Launcher" STR_THERMAL_SHOK_BOMB: "Thermal Shok Bomb" STR_SONIC_PULSER: "Sonic Pulser" STR_ZRBITE: "Zrbite" STR_MC_READER: "M.C. Reader" STR_VIBRO_BLADE: "Vibro Blade" STR_THERMIC_LANCE: "Thermic Lance" STR_HEAVY_THERMIC_LANCE: "Heavy Thermic Lance" STR_AQUATOID_CORPSE: "Aquatoid Corpse" STR_GILLMAN_CORPSE: "Gill Man Corpse" STR_LOBSTERMAN_CORPSE: "Lobster Man Corpse" STR_TASOTH_CORPSE: "Tasoth Corpse" STR_CALCINITE_CORPSE: "Calcinite Corpse" STR_DEEP_ONE_CORPSE: "Deep One Corpse" STR_BIODRONE_CORPSE: "Bio-Drone Corpse" STR_TENTACULAT_CORPSE: "Tentaculat Corpse" STR_TRISCENE_CORPSE: "Triscene Corpse" STR_HALLUCINOID_CORPSE: "Hallucinoid Corpse" STR_XARQUID_CORPSE: "Xarquid Corpse" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Not enough ammunition to arm SWS{SMALLLINE}Each SWS requires {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Not enough equipment to fully re-equip squad" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "You will need to research a{NEWLINE}{0}{NEWLINE}in order to produce the{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "The Aliens have destroyed the undefended base {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com patrols have located an Alien colony in {0}" STR_STANDOFF: "STANDOFF" STR_CAUTIOUS_ATTACK: "CAUTIOUS ATTACK" STR_STANDARD_ATTACK: "STANDARD ATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIVE ATTACK" STR_DISENGAGING: "DISENGAGING" STR_UFO_HIT: "ALIEN SUB HIT!" STR_UFO_CRASH_LANDS: "ALIEN SUB DOWNED!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimize at Standoff Range Only" STR_UFO_RETURN_FIRE: "ALIEN SUB RETURNS FIRE!" STR_INTERCEPTOR_DAMAGED: ">>> FLYING SUB DAMAGED <<<" STR_INTERCEPTOR_DESTROYED: ">>> FLYING SUB DESTROYED <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "ALIEN FLYING SUB ESCAPING!" STR_LONG_RANGE_DETECTION: "Wide band Detection" STR_STORES_UC: "STORES" STR_DIFFICULTY_LEVEL: "Difficulty Level" STR_INTERCEPT: "INTERCEPT" STR_BASES: "BASES" STR_GRAPHS: "GRAPHS" STR_UFOPAEDIA_UC: "UFOPAEDIA" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "FUNDING" STR_5_SECONDS: "5 Secs" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Hour" STR_1_DAY: "1 Day" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performance Roster" STR_ENTER_NAME: "Enter Name" STR_PERFORMANCE_RATING: "Performance Rating" STR_VICTORY_DATE: "Victory Date" STR_CHEMICAL_FLARE: "Chemical-flare" STR_CHEMICAL_FLARE_UFOPEDIA: "This compact device produces a bright flare of light at any depth or on dry land. This illuminates enemy units in the vicinity of the flare during deep sea or night missions." STR_MONTHLY_COSTS: "Monthly Costs" STR_CRAFT_RENTAL: "Flying Sub Rental" STR_SALARIES: "Salaries" STR_BASE_MAINTENANCE: "Base maintenance" STR_COST_PER_UNIT: "Cost per unit" STR_QUANTITY: "Quantity" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "In M.C. Implantation" STR_FRONT_ARMOR: "Front Armour" STR_LEFT_ARMOR: "Left Armour" STR_RIGHT_ARMOR: "Right Armour" STR_REAR_ARMOR: "Rear Armour" STR_UNDER_ARMOR: "Under Armour" STR_ROUNDS: "SHOTS" STR_UNIT: "UNIT> {0}" STR_ENERGY: "ENERGY" STR_MORALE: "MORALE" STR_ARMOR_: "ARMOR> {0}" STR_FRONT_ARMOR_UC: "FRONT ARMOUR" STR_LEFT_ARMOR_UC: "LEFT ARMOUR" STR_RIGHT_ARMOR_UC: "RIGHT ARMOUR" STR_REAR_ARMOR_UC: "REAR ARMOUR" STR_SKILLS: "SKILLS> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "HEAD" STR_TORSO: "TORSO" STR_RIGHT_ARM: "RIGHT ARM" STR_LEFT_ARM: "LEFT ARM" STR_RIGHT_LEG: "RIGHT LEG" STR_LEFT_LEG: "LEFT LEG" STR_PAIN_KILLER: "PAIN KILLER" STR_STIMULANT: "STIMULANT" STR_HEAL: "HEAL" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "Weight>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Alien Artefact" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}ROUNDS{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Pain>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Heal>{ALT}{2}" STR_THROW: "Throw" STR_AUTO_SHOT: "Auto Shot" STR_SNAP_SHOT: "Snap Shot" STR_AIMED_SHOT: "Aimed Shot" STR_STUN: "Stun" STR_PRIME_GRENADE: "Prime Grenade" STR_USE_SCANNER: "Use Dist. Sensor" STR_USE_MEDI_KIT: "Use Medi-kit" STR_LAUNCH_MISSILE: "Launch Torpedo" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Not Enough Time Units!" STR_NOT_ENOUGH_ENERGY: "Not Enough Energy!" STR_NO_ROUNDS_LEFT: "No Rounds left!" STR_NO_AMMUNITION_LOADED: "No Ammunition Loaded!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Wrong Ammunition for this Weapon!" STR_WEAPON_IS_ALREADY_LOADED: "Weapon is already loaded!" STR_NO_LINE_OF_FIRE: "No Line of Fire!" STR_GRENADE_IS_ACTIVATED: "Grenade is Activated!" STR_GRENADE_IS_DEACTIVATED: "Grenade De-activated!" STR_THERE_IS_NO_ONE_THERE: "There is no one there!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Unable to use alien artefact until researched!" STR_OUT_OF_RANGE: "Out of Range!" STR_UNABLE_TO_THROW_HERE: "Unable to throw here!" STR_SET_TIMER: "Set Timer" STR_HIDDEN_MOVEMENT: "HIDDEN MOVEMENT" STR_TURN: "TURN> {0}" STR_SIDE: "SIDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Press button to continue" STR_MIND_CONTROL: "Molecular Control" STR_PANIC_UNIT: "Jam Implant" STR_MORALE_ATTACK_SUCCESSFUL: "Morale Attack Successful" STR_MIND_CONTROL_SUCCESSFUL: "Implant Control Successful" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}has Panicked" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}has Panicked" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "RIGHT HAND" STR_LEFT_HAND: "LEFT HAND" STR_RIGHT_SHOULDER: "RIGHT SHOULDER" STR_LEFT_SHOULDER: "LEFT SHOULDER" STR_BACK_PACK: "BACK PACK" STR_BELT: "BELT" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}is under Molecular Control" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}is under Molecular Control" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}has become unconscious" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}has become unconscious" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}has died from a fatal wound" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}has died from a fatal wound" STR_USE_MIND_PROBE: "Use M.C. Reader" STR_FATAL_WOUNDS: "FATAL WOUNDS" STR_UNDER_ARMOR_UC: "UNDER ARMOUR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Time Units reserved for Snap Shot" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Time Units reserved for Auto Shot" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Time Units reserved for Aimed Shot" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Time Units reserved for Kneeling" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TUs reserved for Kneeling and Firing" STR_UNITS_IN_CRAFT: one: "{N} Unit in X-Com Craft" other: "{N} Units in X-Com Craft" STR_UNITS_OUTSIDE: one: "{N} Unit left outside" other: "{N} Units left outside" STR_UNITS_IN_ENTRANCE: one: "{N} Unit in Entrance" other: "{N} Units in Entrance" STR_UNITS_IN_EXIT: one: "{N} Unit in Target Exit" other: "{N} Units in Target Exit" STR_ABORT_MISSION_QUESTION: "Abort Mission?" STR_CORPSE: "Corpse" STR_UNLOAD_CRAFT: "Unload" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}has been killed" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}has been killed" STR_HIT_MELEE: "Hit" STR_GROUND: "GROUND" STR_LIVING_QUARTERS_PLURAL: "Living Quarters" STR_LIST_ITEM: "ITEM" STR_ALL_ALIENS_KILLED_IN_CRASH: "All Aliens killed in subcrash,{NEWLINE}Auto recovery initiated" STR_RESET: "Reset" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "AQUANAUTS RECRUITED>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AQUANAUTS LOST>{ALT}{0}" STR_REMOVE_SELECTED: "Remove Selected" STR_LIVE_ALIENS: "Live{NEWLINE}Specimens" STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens" STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied" STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)." STR_MANAGE_CONTAINMENT: "Manage Alien Containment" STR_STORAGE_EXCEEDED: "STORAGE SPACE EXCEEDED!{SMALLLINE}Insufficient storage space at {0}. You must sell off excess items." STR_GO_TO_BASE: "Go to Base" STR_MELEE_ACCURACY: "MELEE ACCURACY" STR_SELL_PRODUCTION: "SELL" STR_BOTH_HANDS_MUST_BE_EMPTY: "Both hands must be empty!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Not enough items to copy template!" STR_UNLOAD_WEAPON: "Unload weapon" STR_ALL_ITEMS: "All Items" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} item of equipment on this sub." other: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} items of equipment on this sub." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CONTROL CENTER DESTROYED{NEWLINE}Make your way to the entrance and abort." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com Aqua-facilities cannot be built on land" STR_UNABLE_TO_ENGAGE_DEPTH: "UNABLE TO ENGAGE ENEMY{NEWLINE}AT THIS DEPTH" STR_UNABLE_TO_ENGAGE_AIRBORNE: "UNABLE TO ENGAGE ENEMY{NEWLINE}WHEN AIRBORNE" STR_UNDERWATER_EQUIPMENT: "This equipment will not function above water!" STR_LAND_EQUIPMENT: "This equipment will not function underwater!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Craft & Armament" STR_COMPONENTS: "Components" STR_SOLDIERS_RECRUITED: "Aquanauts recruited" STR_SOLDIERS_LOST: "Aquanauts lost" STR_TOTAL_UFOS: "Flying subs detected" STR_TOTAL_ALIEN_BASES: "Alien colonies discovered" STR_PSIONIC_STRENGTH_ABBREVIATION: "MST" STR_PSIONIC_SKILL_ABBREVIATION: "MSK" FEMALE_CIVILIAN: "Civilian, Female" MALE_CIVILIAN: "Civilian, Male" DOCKER_CIVILIAN: "Civilian, Docker" SAILOR_CIVILIAN: "Civilian, Sailor" STR_BIODRONE_MELEE_WEAPON: "Bio-drone Melee" HALLUCINOID_WEAPON: "Hallucinoid Weapon" STR_LOBSTERMAN_MELEE_WEAPON: "Lobsterman Melee" CALCINITE_WEAPON: "Calcinite Weapon" DEEP_ONE_WEAPON: "Deep One Weapon" STR_TRISCENE_MELEE_WEAPON: "Triscene Melee" STR_TRIBIO_SONIC_WEAPON: "Alien Sonic Weapon" XARQUID_WEAPON: "Xarquid Weapon" TENTACULAT_WEAPON: "Tentaculat Weapon" ZOMBIE_WEAPON: "Zombie Weapon" ALIEN_PSI_WEAPON: "Alien M.C. Weapon" ================================================ FILE: bin/standard/xcom2/Language/en-US.yml ================================================ en-US: STR_LEVIATHAN_UFOPEDIA: "A TRANSPORT AND INTERCEPT FLYING SUB, WITH EXTREME DEPTH CAPABILITY. A SUPERB SYNTHESIS OF ALIEN AND HUMAN TECHNOLOGY, UTILISING ION PROPULSION SYSTEMS AND MAGNETIC ARRAY NAVIGATION." STR_BARRACUDA_UFOPEDIA: "THE BRITISH HYDROSPACE BARRACUDA, POWERED BY SUPER-HEATED LASER ENGINES. ONE OF THE FASTEST INTERCEPT SHIPS IN THE WORLD, CAPABLE OF SUBMERSIBLE AND ATMOSPHERIC FLIGHT, A KEY CRAFT IN THE COMING BATTLE." STR_HAMMERHEAD_UFOPEDIA: "A TRANSPORT AND INTERCEPT CRAFT. A REPLICATION OF MAGNETIC ARRAY SYSTEMS IN AN X-COM SHIP. ALTHOUGH SMALL, ITS' DESIGN IS A BREATHTAKING TECHNICAL ACHIEVEMENT." STR_TRITON_UFOPEDIA: "THE TRITON, AN ASSAULT SQUAD TRANSPORTER, FITTED WITH FULL ATMOSPHERIC AND AQUATIC FLIGHT ENGINES. ITS LARGE CAPACITY AND ROBUST CONSTRUCTION ENSURES IT IS THE MAINSTAY OF THE X-COM FLEET." STR_MANTA_UFOPEDIA: "MANTA HIGH SPEED CRAFT, A ONE-MAN INTERCEPT FLYING SUBMARINE CLOSELY RESEMBLING ION-POWERED ALIEN SHIPS. A HIGHLY EFFECTIVE STRIKE CRAFT IN THE ESCALATING CONFLICT." STR_AJAX_UFOPEDIA: "THE AJAX TORPEDO IS THE STANDARD WEAPON OF UNDERSEA COMBAT THE WORLD OVER. EMPLOYED AS AN ACCURATE AND POWERFUL DETERRENT." STR_DUP_HEAD_UFOPEDIA: "DEPLETED URANIUM PELLET HEADED WEAPON TECHNOLOGY IS RELATIVELY NEW, AND THIS IS THE FIRST COMMERCIAL AQUATIC WEAPON SYSTEM TO EMPLOY IT FULLY." STR_CRAFT_GAS_CANNON_UFOPEDIA: "A COMPRESSED GAS POWERED CANNON SYSTEM FIRING SOLID BOLTS WITH HIGH ARMOR PIERCING CAPABILITY." STR_PWT_CANNON_UFOPEDIA: "THE PULSE WAVE TORPEDO UTILIZES A SUPERHEATED FUEL SYSTEM AND AN EXTREMELY DENSE WARHEAD WHICH CAN PUNCH THROUGH MOST ALLOYS." STR_GAUSS_CANNON_UFOPEDIA: "THE GAUSS WEAPON IS NEWLY DEVELOPED X-COM TECHNOLOGY. THIS SYSTEM'S PARTICLE ACCELERATOR IS POWERED BY A COMPACT, LIQUID NITROGEN COOLED, FUSION REACTOR." STR_SONIC_OSCILLATOR_UFOPEDIA: "A POWERFUL AUDITORY OSCILLATOR CREATES WAVES OF SONIC FORCE. DESTROYING THE TARGET BY VIBRATING ITS MOLECULAR BONDS APART." STR_AQUATOID_UFOPEDIA: "The Aquatoid Race is an ancient society, having existed millennia before man's first faltering steps upon the world. Their compact form and bulbous features are a throwback to their space faring brethren, the Sectoids. Their power is based on the powerful Molecular Control technology. The Aquatoid race seeks to propagate its sterile race by genetic modification, the ideal subjects being human beings. Experiments have spawned numerous hybrid races." STR_AQUATOID_AUTOPSY: "Aquatoid autopsy" STR_AQUATOID_AUTOPSY_UFOPEDIA: "A detailed analysis of this creature allows us to make some basic assumptions. It is a Sectoid, our former foes, but changed by surgical methods and implants to be an aquatic creature. Vestigial lungs allow the breathing of air and limited surface mobility. There are cybernetic implants throughout the body, enhancing the strength of its atrophied limbs and the function of its organs. As all the members of this race are identical, we may hypothesize that these creatures are clones." STR_GILLMAN_UFOPEDIA: "Almost human, a strange creature who appears to be a reptilian humanoid, very closely related to man. This creature is extremely powerful and fast in the undersea world. Gillmen are a fully fledged race, there being male and female specimens of varying ages. They are unlike the majority of the underwater aliens as they bear none of the signs of genetic alteration or surgical deformation. It is possible we are looking at some ancient branch of our own species." STR_GILLMAN_AUTOPSY: "Gillman autopsy" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Once surgery began it became clear this is no alien, but an Earth born creature, an ancient pre-historic race that was thought destroyed at the very moment mammals became dominant. In a time when dinosaurs roamed these creatures lived, the Gillmen- amphibious, intelligent and strong. The cataclysm that ended the reptile rule on this planet forced these creatures into a symbiotic relationship with the newly arrived aliens. A small electronic device is lodged in the skulls of the creatures." STR_LOBSTERMAN_UFOPEDIA: "This is a staggering creature, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon. The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops. This is a behemoth of the deep. A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire. Its pincers alone can crush steel." STR_LOBSTERMAN_AUTOPSY: "Lobsterman autopsy" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Once past its virtually indestructible shell the creature is an amazing construction. Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature's brain. Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable. Buried deep within its body are devices of unknown construction and function." STR_TASOTH_UFOPEDIA: "These agile and fast enemies are a mainstay of the alien army. Hundreds are birthed, in massive breeding vats deep in the heart of the Alien colonies. Vastly more powerful than a man, the Tasoth is a true alien and its behavior and carnivorous nature unmatched on the planet. The Tasoth often forms the spearhead of an alien attack and never seems to shrink from the fight even in the face of overwhelming odds." STR_TASOTH_AUTOPSY: "Tasoth autopsy" STR_TASOTH_AUTOPSY_UFOPEDIA: "Dissection revealed a cybernetic organism possessed of strange power. Inside the body cavity is a small power unit, but no identifiable organs. The power is transmitted throughout the body by a Bio-electric transmission system. The whole body lacks bones or any other supporting structure. Once dead the power stops and the creature becomes a lifeless rag doll of oozing alien flesh and fluids. The only other internal construction is a pair of ceramic cells, which if energized briefly revive the creature." STR_DEEP_ONE_UFOPEDIA: "The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variations of this creature. After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-humans is armed with an electrical energy discharge powerful enough to kill an aquanaut." STR_DEEP_ONE_AUTOPSY: "Deep One autopsy" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien fetus to consume the human host as it grows. The tough skin of the creature appears to be a non-organic, metallic mesh, extremely strong and flexible. The resulting cross breed is strong, fast and utterly under the control of the aliens." STR_BIODRONE_UFOPEDIA: "The Bio-drone is a creation only an alien mind could conceive of. It is a brain, (human or alien) suspended in amniotic fluids and connected to a powered base unit that can fly on land or below water. Each Bio-drone is armed with a powerful auditory disruptor, part machine and part organism. Some of our scientists have suggested that the weapon is driven by the host organism's original vocal cords. Highly accurate and tenacious these super guard dogs are widely used by the aliens to protect valuable assets." STR_BIODRONE_AUTOPSY: "Bio-drone autopsy" STR_BIODRONE_AUTOPSY_UFOPEDIA: "The hypothesis that the auditory disruptor is a biological device are true. This unfortunate creature literally screams its enemies to death. Every example has massive surgical trauma scars and is severely mutilated. The aliens appear to butcher the brain into obedience. Most of the cortex's used in the creatures are alien in origin, but nothing can compare to the horror of finding a human based unit. The Bio-drones are powered by an ION engine and incorporate some form of remote control system." STR_TENTACULAT_UFOPEDIA: "Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyzes its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armor. The Tentaculat is the most fearsome alien yet encountered by X-Com." STR_TENTACULAT_AUTOPSY: "Tentaculat autopsy" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "The autopsy reveals small cybernetic implants are lodged in the creature's large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters." STR_CALCINITE_UFOPEDIA: "Like the diving suits of lost mariners these aliens stalk the seabed for the unwary. A vicious swipe by the creature's stronger than steel claws can be enough to send the best divers to the bottom. Swirling around in the face mask a gelatinous green form can be seen. No hint of the real creature can be divined from the often lethal encounters we have had with them." STR_CALCINITE_AUTOPSY: "Calcinite autopsy" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Once the armored suit is stripped away the Calcinite is revealed to be a huge amorphous blob of protoplasm. No visible brain, limbs or sensory organs exist, a small metallic component resides deep in the liquid body. Once dead we can only guess at the creature's nature. An inexplicable enigma of our alien enemies." STR_TRISCENE_UFOPEDIA: "This bipedal reptile is a throwback to the age of the Dinosaurs. It seems to be a Cretaceous creature in every sense save its ability to survive in water and on land. These creatures are slung with weapons pods and have a jaw lined with huge metallic teeth. Often these monsters have been at the core of the alien attack forces as the Aliens launch assaults upon the land. A heavyweight and potent weapon, the Tasoth commanders deploy them with lethal efficiency." STR_TRISCENE_AUTOPSY: "Triscene autopsy" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Once subjected to the scientist's knife the Triscene reveals that it is an ancient creature, supplemented with cybernetic implants and weapons systems. Its tiny brain is supplemented by a small computer module mounted in the control harness all the creatures wear. A tough natural skin, a predatory instinct enhanced by additional weapons makes this a lethal opponent in all environments." STR_HALLUCINOID_UFOPEDIA: "Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps. Possessed of a close combat icy strike, the Hallucinoid is a deadly foe." STR_HALLUCINOID_AUTOPSY: "Hallucinoid autopsy" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its' main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids." STR_XARQUID_UFOPEDIA: "Another modified Earth invertebrate, the Xarquid is a creature of great beauty and danger. The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionized particle blast. Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen." STR_XARQUID_AUTOPSY: "Xarquid autopsy" STR_XARQUID_AUTOPSY_UFOPEDIA: "This overgrown Nautilus has been made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists. Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Alien flying submarines rely on complex power systems to drive them at incredible speed through the deeps. The basis for their technology is the ION DISPLACER, utilizing Zrbite as a catalyst, the engines displace 100 times their own volume in water per second. This enormous power means that the aliens are capable of outrunning most Earth subs. We can replicate this system of propulsion using aqua-plastics and Zrbite power cells." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "These units generate a spherical multi-layer magnetic field, which the array projects up to 1000m around the sub. The Alien navigators are directly linked into the machines and feel their way around the invisible world beneath the waves. The interface system operates using Alien modified cerebral matter that communicates directly with the operator's brain via a neural link." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Each vessel has a chameleon-like structure, carefully modelled on sea creatures, and constructed of Aqua Plastics. Each submarine functions as an organism: crew and craft in harmony. Most of these systems can be replicated and a hybrid technology can be evolved to allow us to move up to the same technological level." STR_ALIEN_CRYOGENICS_UFOPEDIA: "The innumerable Aliens that have lain hidden on the Earth are held in suspended animation, cryogenically frozen. All the creatures are sealed into units, their body temperature reduced to a point where bodily functions are all but stopped. An examination of the units so far reveals the unbelievable time periods that the bodies have been kept suspended for, some over 60 million years." STR_ALIEN_CLONING_UFOPEDIA: "Many of the Aliens we have captured are identical even down to their DNA, duplicates in every way. Cell samples are placed into the units from the frozen gene banks of the Aliens. Some units contain humans or body parts. It is possible that another use for these cloning units is to create some Alien-human hybrid." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Utilizing Molecular Control Implants in the skulls of all Aliens these machines inject information directly into the brain. Freshly cloned Aliens are brought to these units and have racial memories and all scientific or combat information downloaded into their blank minds." STR_ALIEN_IMPLANTER_UFOPEDIA: "This unit is used to fit Aliens with Molecular Control Implants, fertilize reproducing races, and insert or remove organs and electronics from any creature. The process was thought to be done on subdued patients, but the subject is very aware of the process and unfortunately human anatomy seems to fit the unit perfectly." STR_EXAMINATION_ROOM_UFOPEDIA: "We now have the evidence to work out why Aliens capture humans. They are not food, they are not fertilized with Alien embryos, rather they form the basis of a range of creatures and control systems. Alien technology is based on a common mind, a shared intellect and the human brain is the ideal receptacle for these systems. Human brain tissue is used in most of the Alien biological computer storage and retrieval systems, the remains are used for building and for breeding." STR_AQUA_PLASTICS_UFOPEDIA: "Alien submarines and structures utilize an incredibly strong, flexible and durable material for the majority of their construction. Aqua plastics are complex multi-bonded and Zrbite catalyzed materials. Dense, yet light, the substance has strength above even Titanium or Kevlar." STR_ZRBITE_UFOPEDIA: "This is an alloy of Alien origin, part gold part Alien Bio-material. When utilized as a power source, small quantities will generate more power than a nuclear unit of 10 times the size. It is beyond our technical ability to replicate this material as most of its constituents are Alien in origin." STR_ALIEN_ORIGINS_UFOPEDIA: "The Aliens strike all across the globe, with ruthless efficiency. We cannot pin down their source. Could it be in some ocean deep too impenetrable for us to locate? Not all the organisms we have encountered are Alien, some are very old, some are from evolutionary paths long thought extinct. We are dealing with a menace that has been sleeping for millennia, a subtle symbiosis of human and Alien. Deep in the oceans there lie ancient sites used by the Aliens to contact their stellar cousins. Each of these twelve sites contains a Synomium device, a powerful Alien technology. Now with their war machine on the march the Aliens are re-activating these sites to widen their Molecular Control net, we must destroy these sites at all costs." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Sixty-five million years ago a vast colony ship was sent to the Earth from a distant Alien world. As the enormous craft approached the infant planet a massive and violent solar flare caused a navigation systems failure. Crippled and failing the vast bulk plummeted through the stratosphere to emerge into Cretaceous skies. On the Earth innumerable species of life strained their gazes skywards as their nemesis ploughed into the planet. A vast cloud of dust clogged the atmosphere and as the land cooled so the dominant life, the mighty dinosaurs, perished. But the 400 billion tonnes of T'leth was not destroyed in the impact, sophisticated super computers initiated a cryogenic sleep cycle for the creatures deep in its holds. As the aeons passed the computers woke parties of Aliens to attempt communication with their stellar cousins, all in vain for the core of the Alien power slept on." STR_TLETH_THE_ALIEN_CITY: "T'leth the Alien's City" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth the huge Alien colony ship lies embedded in the Sigsbee Deep, in the Gulf of Mexico. At the Heart of the city is an Alien horror, so vile and so powerful that not even death can claim it. In a chamber of Alien metal lies the sleeping form of the great dreamer, the Ultimate Alien. Raising T'leth above the waves will begin his re-animation cycle, and once risen he will be unstoppable. Although not alive and somehow not dead the Alien mind controls the Alien army. The weird technology of molecular control connects all Aliens to the One mind and the One mind to all the Aliens. Genetically mutated Alien/human fetuses supply the Alien mind with energy and form the link between the ruler and his subjects. The myth of the Ultimate Alien has existed in the hearts and minds of humankind for centuries, the sea has always hidden the ultimate truth." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTER ON SITE-TIME=5 Secs" STR_CANCEL_UC: "CANCEL" STR_NONE: "None" STR_UNKNOWN: "Unknown" STR_POOR: "Poor" STR_AVERAGE: "Average" STR_GOOD: "Good" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "BUILD NEW BASE" STR_BASE_INFORMATION: "BASE INFORMATION" STR_EQUIP_CRAFT: "EQUIP SUBMARINE" STR_BUILD_FACILITIES: "BUILD FACILITIES" STR_RESEARCH: "RESEARCH" STR_MANUFACTURE: "MANUFACTURE" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "PURCHASE/RECRUIT" STR_SACK: "SACK" STR_SELL_SACK_UC: "SELL/SACK" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Name" STR_AREA: "Area" STR_BUILD_NEW_BASE: "Build New Base" STR_CANCEL: "Cancel" STR_COST_UC: "COST>" STR_CONSTRUCTION_TIME_UC: "CONSTRUCTION TIME>" STR_DAY: one: "{N} day" other: "{N} days" STR_HOUR: one: "{N} hour" other: "{N} hours" STR_MAINTENANCE_UC: "MAINTENANCE>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "CURRENT RESEARCH" STR_SCIENTISTS_AVAILABLE: "Scientists Available>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scientists Allocated>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratory Space Available>{ALT}{0}" STR_RESEARCH_PROJECT: "RESEARCH PROJECT" STR_SCIENTISTS_ALLOCATED_UC: "SCIENTISTS ALLOCATED" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "New Project" STR_CANCEL_PROJECT: "CANCEL PROJECT" STR_NEW_RESEARCH_PROJECTS: "NEW RESEARCH PROJECTS" STR_SCIENTISTS_AVAILABLE_UC: "SCIENTISTS AVAILABLE>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORY SPACE AVAILABLE>{ALT}{0}" STR_INCREASE: "Increase" STR_DECREASE: "Decrease" STR_START_PROJECT: "START PROJECT" STR_CURRENT_PRODUCTION: "CURRENT PRODUCTION" STR_ENGINEERS_AVAILABLE: "Technicians Available>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Technicians Allocated>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Workshop Space Available>{ALT}{0}" STR_CURRENT_FUNDS: "Current Funds>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Technicians Allocated" STR_UNITS_PRODUCED: "Units Produced" STR_TOTAL_TO_PRODUCE: "Total to Produce" STR_COST__PER__UNIT: "Cost{NEWLINE}per{NEWLINE}Unit" STR_DAYS_HOURS_LEFT: "Days/Hours Left" STR_NEW_PRODUCTION: "New Production" STR_PRODUCTION_ITEMS: "Production Items" STR_CATEGORY: "CATEGORY" STR_START_PRODUCTION: "START PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Technician hours to produce one unit" STR_COST_PER_UNIT_: "Cost per unit>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Work Space Required>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIAL MATERIALS REQUIRED" STR_ITEM_REQUIRED: "ITEM REQUIRED" STR_UNITS_REQUIRED: "UNITS REQUIRED" STR_UNITS_AVAILABLE: "UNITS AVAILABLE" STR_STOP_PRODUCTION: "STOP PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "TECHNICIANS AVAILABLE>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WORKSHOP SPACE AVAILABLE>{ALT}{0}" STR_MONTHLY_PROFIT: "MONTHLY PROFIT>{ALT}{0}" STR_INCREASE_UC: "INCREASE" STR_DECREASE_UC: "DECREASE" STR_UNITS_TO_PRODUCE: "Units to Produce" STR_PURCHASE_HIRE_PERSONNEL: "Purchase/Hire Personnel" STR_COST_OF_PURCHASES: "Cost of Purchases>{ALT}{0}" STR_COST_PER_UNIT_UC: "COST PER UNIT" STR_QUANTITY_UC: "QUANTITY" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL AVAILABLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Aquanauts" STR_SCIENTISTS: "Scientists" STR_ENGINEERS: "Technicians" STR_SPACE_USED_SPACE_AVAILABLE: "SPACE USED:SPACE AVAILABLE>" STR_LIVING_QUARTERS: "Living Quarters" STR_STORES: "Stores" STR_LABORATORIES: "Laboratories" STR_WORK_SHOPS: "Work Shops" STR_HANGARS: "Flying Sub Pens" STR_SHORT_RANGE_DETECTION: "Short Range Sonar" STR_DEFENSE_STRENGTH: "Defense Strength" STR_TRANSFERS_UC: "TRANSFERS" STR_TRANSFERS: "Transfers" STR_ARRIVAL_TIME_HOURS: "Arrival Time (hours)" STR_COST_: "Cost>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Base Name?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECT POSITION FOR AIR-LOCK" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "AMOUNT TO TRANSFER" STR_SELECT_DESTINATION_BASE: "Select Destination Base" STR_COST: "Cost" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: The fall of Cydonia." STR_INTRO_3: "A triumphant X-Com, having destroyed the very core of the Alien war machine, blasts off for home. However, all is not dead in the ravaged Martian base." STR_INTRO_4: "A powerful tachyon beam streams from the rubble of the Cydonian nerve center - hurtling through the void. Its destination............" STR_INTRO_5: "Earth." STR_INTRO_6: "Deep in the ocean the beam strikes a long dormant receptor. Vast sleeping computers begin to stir. In the deep, beyond the sight of humans, vast chambers of sleeping Aliens begin their long re-animation cycle." STR_INTRO_7: "2040: An ignorant Earth. The terrors of the Alien war are forgotten. But, in the lost and hidden places of the ocean the Alien hordes are ready - ready to topple humankind and take over the world." STR_INTRO_8: "The Aliens strike against humankind; seeking specimens for their warped experiments; raiding the globe for valuable minerals and resources; and plundering from the seas. Then, the Aliens set their sights above the waves." STR_INTRO_9: "Powerful flying subs of strange design ply the oceans - looking, searching, hunting........." STR_INTRO_10: "Finding prey they attack." STR_INTRO_11: "Weird new weapons are brought to bear against a defenseless world. We are utterly at the mercy of the Alien threat.{NEWLINE}Only one organization can save us; but, we turned our backs on them long ago......" STR_INTRO_12: "X-COM Experimental Underwater Facility" STR_INTRO_13: "'Mayday! Mayday!' 'This is the transatlantic liner Hyperion'. 'We are under attack'. 'Mayday! Mayd............'" STR_INTRO_14: "'Command Control to Sub Pen One: Open ocean doors', 'deploy Barracuda Zero One. We have an Alien attack situation - condition Red'.{NEWLINE}'I repeat: condition Red'" STR_INTRO_15: "The Aliens are ruthless in their efficiency...." STR_INTRO_16: "...unerring in their accuracy" STR_INTRO_17: "'Barracuda Zero One to base' - 'approaching what's left of the Hyperion'." STR_INTRO_18: "'Decelerating'.{NEWLINE}'Two meters'{NEWLINE}'One meter'{NEWLINE}'All aquanauts prepare for immediate deployment'." STR_INTRO_19: "...........'Airlock cleared'...'approaching wreckage'.{NEWLINE}'Holy!'{NEWLINE}'Are you picking up those creatures on my suit cam?'" STR_GAMEOVER_1: "We have failed, the Aliens have annihilated our last hopes of salvation.{NEWLINE}X-Com is destroyed and the Earth is laid at the feet of the ancient enemy." STR_GAMEOVER_2: "T'leth thunders high into the stratosphere and begins to move across the face of the world. Dispensing death and harvesting the remnants of the human race. Deep in its bowels the murderous Alien mind begins to rouse itself." STR_GAMEOVER_3: "In the capital cities of all nations desperate plans are drawn up. All is for naught, without the technology afforded by the X-Com research project our weapons are ineffectual." STR_GAMEOVER_4: "The Aliens set up bases at the polar caps and begin to melt the ice, the world will become a vast sea. The remains of the human race are rounded up and utilized in vile breeding experiments for unknown Alien ends. Skies darken and a mighty pestilence is upon the lands of the Earth." STR_GAMEOVER_5: "We can offer no resistance to the new world order, those that try meet a fiery fate at the hands of incomprehensible Alien weapons. For the rest of us no such blessed release, mother Earth becomes an Alien world and humankind is lost beneath a crawling horror." STR_OUTRO_1: "The Tomb, ravaged and decimated, a bubbling roar comes from the casket in its center.{NEWLINE}Fools you will all perish...................." STR_OUTRO_2: ".................none can escape." STR_OUTRO_3: "A massive explosion erupts from the tomb and rips through the city, debris and smoke fill the air. The plans of the Aliens are foiled........" STR_OUTRO_4: "The twisting hugeness of T'leth begins to rupture. Flames and smoke spew from its gleaming spires and adamantium halls." STR_OUTRO_5: "The mighty Alien fastness tumbles towards the sea, the screams of tortured metal and souls fills the air. No longer will the Great Dreamer dream of conquering the world." STR_OUTRO_6: "One final ear-splitting concussion of sound and T'leth tears itself apart.{NEWLINE}The Alien threat is gone, the Earth is cleansed.................." STR_OUTRO_7: "A sleepy blue-green planet, in a distant corner of the galaxy." STR_OUTRO_8: "The near future, a safe place to be." STR_OUTRO_9: "The Alien menace to the Earth has been long vanquished." STR_OUTRO_10: "Vast metropolis like cities house the teeming billions of humankind." STR_OUTRO_11: "The deeds of X-Com and the Alien wars are the stuff of children's stories." STR_OUTRO_12: "But legends have always had a habit of containing a grain of truth............" STR_RISE_1: "T'leth, called many things in many legends from many lands." STR_RISE_2: "With an explosive scream that reverberates across the globe T'leth begins to rise from the seabed." STR_RISE_3: "The huge edifice surges through the waters of the Gulf of Mexico." STR_RISE_4: "400 billion tons of Alien metal, the mighty Alien city wherein lies the sleeping body of the Ultimate Alien. Imprisoned on earth for 65 million years this vile space God begins to stir." STR_RISE_5: "The waters boil and churn as the tomb of the Great Dreamer emerges into the light................" STR_RISE_6: ".........a light that will be short lived unless X-Com can destroy the Alien war machine." STR_YOU_HAVE_FAILED: "You have failed to stop the Alien war machine. The funding organizations, disillusioned with your ability try to negotiate a non military solution with the Aliens. The Invaders have a very different agenda and soon the whole world is aware of the truth..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Income" STR_EXPENDITURE: "Expenditure" STR_MAINTENANCE: "Maintenance" STR_BALANCE: "Balance" STR_UFO_ACTIVITY_IN_AREAS: "Alien Activity in Seas" STR_UFO_ACTIVITY_IN_COUNTRIES: "Alien Activity in Zones" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com Activity in Seas" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com Activity in Zones" STR_FINANCE: "Finance" STR_DATE_FIRST: "{0}st" STR_DATE_SECOND: "{0}nd" STR_DATE_THIRD: "{0}rd" STR_DATE_FOURTH: "{0}th" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Not enough special materials to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Not enough money to produce{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction of{NEWLINE}{0}{NEWLINE}at{NEWLINE}{1}{NEWLINE}is complete" STR_OK_5_SECONDS: "OK - 5 secs" STR_RESEARCH_COMPLETED: "Research Completed" STR_VIEW_REPORTS: "VIEW REPORTS" STR_WE_CAN_NOW_RESEARCH: "We can now research" STR_WE_CAN_NOW_PRODUCE: "We can now produce" STR_SUNDAY: "SUNDAY" STR_MONDAY: "MONDAY" STR_TUESDAY: "TUESDAY" STR_WEDNESDAY: "WEDNESDAY" STR_THURSDAY: "THURSDAY" STR_FRIDAY: "FRIDAY" STR_SATURDAY: "SATURDAY" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Not enough {0} to refuel {1} at {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Not enough {0} to rearm {1} at {2}" STR_UFO_IS_NOT_RECOVERED: "ALIEN SUB is not recovered" STR_UFO_IS_RECOVERED: "ALIEN SUB is recovered" STR_CRAFT_IS_LOST: "Flying Sub is lost" STR_TERROR_CONTINUES: "Alien Activity continues" STR_ALIENS_DEFEATED: "Aliens defeated" STR_BASE_IS_LOST: "Base is lost" STR_BASE_IS_SAVED: "Base is saved" STR_ALIEN_BASE_STILL_INTACT: "Alien Colony still intact" STR_ALIEN_BASE_DESTROYED: "Alien Colony destroyed" STR_ALIENS_KILLED: "ALIENS KILLED" STR_ALIEN_CORPSES_RECOVERED: "ALIEN CORPSES RECOVERED" STR_LIVE_ALIENS_RECOVERED: "LIVE ALIENS RECOVERED" STR_ALIEN_ARTIFACTS_RECOVERED: "ALIEN ARTIFACTS RECOVERED" STR_ALIEN_BASE_CONTROL_DESTROYED: "ALIEN COLONY CONTROL DESTROYED" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "ALIEN SYNOMIUM DEVICE DESTROYED" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "FAILED TO DESTROY SYNOMIUM DEVICE" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILIANS KILLED BY ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILIANS KILLED BY X-COM OPERATIVES" STR_CIVILIANS_SAVED: "CIVILIANS SAVED" STR_XCOM_OPERATIVES_KILLED: "X-COM OPERATIVES KILLED" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM OPERATIVES MISSING IN ACTION" STR_TANKS_DESTROYED: "X-COM WEAPONS PLATFORM DESTROYED" STR_XCOM_CRAFT_LOST: "X-COM SUBMARINE LOST" STR_UFO_RECOVERY: "ALIEN SUB RECOVERY" STR_ALIEN_BASE_RECOVERY: "ALIEN COLONY RECOVERY" STR_BASE_UNDER_ATTACK: "{0} under attack!" STR_BASE_DEFENSES_INITIATED: "BASE DEFENSES INITIATED" STR_GRAV_SHIELD_REPELS_UFO: "SHIELDS REPEL ALIEN SUB!" STR_FIRING: "FIRING" STR_HIT: "HIT!" STR_UFO_DESTROYED: "ALIEN SUB DESTROYED!" STR_MISSED: "MISSED!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sell Items/Sack Personnel" STR_VALUE_OF_SALES: "VALUE OF SALES> {ALT}{0}" STR_FUNDS: "FUNDS> {ALT}{0}" STR_SELL_SACK: "Sell/Sack" STR_VALUE: "Value" STR_CRAFT_: "FLYING SUB> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ALIEN SUB CRASH RECOVERY" STR_UFO_CRASH_RECOVERY_BRIEFING: "EXTREME CAUTION - There will be Aliens in the submarine and around the site. This mission will be completed when all enemy units have been eliminated or neutralized. Recovery of Alien Sub remains, technology and alien corpses can then be initiated. To abort the mission return X-Com aquanauts to the submarine and click on the 'Abort Mission' icon." STR_UFO_GROUND_ASSAULT: "ALIEN SUBMARINE ASSAULT" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore the touchdown site and, if possible, gain entry to the Alien Sub. The mission will be successful when all enemy units have been eliminated or neutralized. Recovery of the Alien Sub, artifacts and Alien corpses can then be initiated. To abort the mission return X-Com aquanauts to the submarine and click on the 'Abort Mission' icon." STR_BASE_DEFENSE: "BASE DEFENSE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "An Alien vessel has touched down nearby. Our base is in severe danger. As per standard procedure all non combat personnel and functional X-Com subs have been evacuated. Aliens will enter the base via Submarine Pen gates or the air-lock. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the 'abort mission' icon you will concede defeat and lose the base." STR_ALIEN_COLONY_ATTACK_MISSION: "ALIEN COLONY ATTACK MISSION" STR_ALIEN_BASE_ASSAULT: "ALIEN COLONY PART ONE" STR_ALIEN_COLONY_P1_BRIEFING: "This mission is a raid on an Alien colony site. There are 2 levels to the site, get all the aquanauts to the glowing exit in the first complex and click on the 'Abort Mission' icon to proceed. Any equipment left behind will stay on the seabed until the 2nd section is resolved. To quit, place aquanauts into the Submarine and click on the 'Abort Mission' icon." STR_ALIEN_COLONY_P2: "ALIEN COLONY PART TWO" STR_ALIEN_COLONY_P2_BRIEFING: "Having negotiated the first level and entered the core of the colony. The mission is to now destroy the control center, the Synomium Device, or eliminate all Aliens. To abort place all aquanauts on the start point and click on 'Abort Mission' icon. All viable X-Com equipment will be returned to base. " STR_ALIENS_LAUNCH_PORT_TERROR: "ALIENS LAUNCH{NEWLINE}PORT ATTACK ON" STR_PORT_TERROR: "ALIENS LAUNCH PORT ATTACK" STR_PORT_TERROR_BRIEFING: "Aliens have launched an attack against surface sites. The port and its civilian population have been put at risk. Your squad must eliminate all Aliens and protect the innocent bystanders from this Alien incursion. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIENS LAUNCH{NEWLINE}ISLAND ATTACK ON" STR_ISLAND_TERROR: "ALIENS LAUNCH ISLAND ATTACK" STR_ISLAND_TERROR_BRIEFING: "Aliens have launched an attack against surface sites. The island and its civilian population have been put at risk. Your squad must eliminate all Aliens and protect the innocent bystanders from this Alien incursion. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ALIENS ATTACK{NEWLINE}SHIPPING ROUTE" STR_CARGO_SHIP_P1: "CARGO SHIP PART ONE" STR_CARGO_SHIP_P2: "CARGO SHIP PART TWO" STR_CRUISE_SHIP_P1: "CRUISE SHIP PART ONE" STR_CRUISE_SHIP_P2: "CRUISE SHIP PART TWO" STR_SHIP_RESCUE_MISSION: "SHIP RESCUE MISSION" STR_SHIP_RESCUE_P1_BRIEFING: "This mission is a bug hunt, eliminate all Alien units on the ship, and preserve the lives of any civilians onboard. The Aliens are dispersed above and below decks, secure the upper decks before entering the lower ones. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_SHIP_RESCUE_P2_BRIEFING: "Now the upper deck is clear proceed to the lower decks. Using the cargo lift you descend into the hold. Your squad must eliminate all Aliens on this level to complete the mission. To abort place all aquanauts on the lift start point and click on 'Abort Mission' icon." STR_ALIEN_ACTIVITY_DETECTED: "ALIEN ACTIVITY DETECTED" STR_ALIEN_CONTACT_SITE_MISSION: "ALIEN CONTACT SITE MISSION" STR_ARTIFACT_SITE_P1: "ALIEN CONTACT SITE PART ONE" STR_ARTIFACT_SITE_P1_BRIEFING: "This mission is a raid on a freshly activated Alien communications site. There are 2 levels to the site, the seabed with its Alien pyramids and a hidden Alien complex. Get all the aquanauts to the entrance of the complex and click on the 'Abort Mission' icon to proceed. To quit, place aquanauts into the flying sub and click on the 'Abort Mission' icon." STR_ARTIFACT_SITE_P2: "ALIEN CONTACT SITE PART TWO" STR_ARTIFACT_SITE_P2_BRIEFING: "Having negotiated the Alien structures and entered the complex the mission goals are clear. Penetrate the heart of the Alien facility and destroy the Synomium Molecular Control Device to complete the mission. To abort place all aquanauts on the access lift start point and click on 'Abort Mission' icon." STR_SIGSBEE_DEEP_MISSION: "SIGSBEE DEEP MISSION{NEWLINE}ALIEN CITY LEVEL ONE" STR_TLETH_P1_BRIEFING: "We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission." STR_TLETH_ATTACK_MISSION: "T'LETH ATTACK MISSION{NEWLINE}ALIEN CITY LEVEL TWO" STR_TLETH_P2_BRIEFING: "Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission." STR_FINAL_TLETH_MISSION: "FINAL T'LETH MISSION{NEWLINE}ALIEN CITY LEVEL THREE" STR_TLETH_P3_BRIEFING: "The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission." STR_TLETH_P1: "ALIEN CITY LEVEL ONE" STR_TLETH_P2: "ALIEN CITY LEVEL TWO" STR_TLETH_P3: "ALIEN CITY LEVEL THREE" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NO FREE SUB PENS FOR CRAFT PRODUCTION!{SMALLLINE}Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NO FREE SUB PENS FOR PURCHASE!{SMALLLINE}Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NO FREE SUB PENS FOR TRANSFER!{SMALLLINE}Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base." STR_CANNOT_BUILD_HERE: "CANNOT BUILD HERE!{SMALLLINE}You must build next to an existing pod." STR_NO_FREE_ACCOMODATION: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in living quarters." STR_NOT_ENOUGH_WORK_SPACE: "NOT ENOUGH WORK SPACE AVAILABLE!{SMALLLINE}Build a new workshop or reduce work on other projects." STR_NOT_ENOUGH_MONEY: "NOT ENOUGH MONEY!" STR_NOT_ENOUGH_STORE_SPACE: "NOT ENOUGH STORE SPACE!{SMALLLINE}Build a new store facility or transfer existing stores to other bases." STR_NOT_ENOUGH_LIVING_SPACE: "NOT ENOUGH LIVING SPACE!{SMALLLINE}Build new living quarters or transfer personnel to other bases." STR_LAUNCH_INTERCEPTION: "LAUNCH INTERCEPTION" STR_CRAFT: "CRAFT" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "READY" STR_OUT: "OUT" STR_REPAIRS: "REPAIRS" STR_REFUELLING: "REFUELING" STR_REARMING: "REARMING" STR_TARGET: "TARGET: {0}" STR_WAY_POINT: "WAY POINT" STR_ARE_YOU_SURE_CYDONIA: "Are you sure you want to send this Sub on a mission to T'leth?" STR_YES: "YES" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECT DESTINATION" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELECT SITE FOR NEW BASE" STR_RETURN_TO_BASE: "RETURN TO BASE" STR_SELECT_NEW_TARGET: "SELECT NEW TARGET" STR_PATROL: "PATROL" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DAMAGED - RETURNING TO BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "LOW FUEL - RETURNING TO BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION COMPLETE - RETURNING TO BASE" STR_PATROLLING: "PATROLLING" STR_TAILING_UFO: "TAILING ALIEN SUB" STR_INTERCEPTING_UFO: "INTERCEPTING ALIEN SUB-{0}" STR_RETURNING_TO_BASE: "RETURNING TO BASE" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "SPEED>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMUM SPEED>{ALT}{0}{ALT}" STR_ALTITUDE_: "DEPTH>{ALT}{0}" STR_AIRBORNE: "AIRBORNE" STR_VERY_LOW: "SHALLOW" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "DEEP" STR_VERY_HIGH: "VERY DEEP" STR_FUEL: "FUEL>{ALT}{0}" STR_WEAPON_ONE: "WEAPON-1>{ALT}{0}" STR_NONE_UC: "NONE" STR_ROUNDS_: "ROUNDS>{ALT}{0}" STR_WEAPON_TWO: "WEAPON-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "FLYING SUB" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAME" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "EQUIPMENT" STR_ARMOR: "ARMOR" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Seaman" STR_SQUADDIE: "Able Seaman" STR_SERGEANT: "Ensign" STR_CAPTAIN: "Lieutenant" STR_COLONEL: "Commander" STR_COMMANDER: "Captain" STR_SELECT_SQUAD_FOR_CRAFT: "Select Squad for {0}" STR_SORT_BY: "SORT BY..." STR_ORIGINAL_ORDER: "ORIGINAL ORDER" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "KILLS" STR_WOUND_RECOVERY2: "WOUND RECOVERY" STR_SPACE_AVAILABLE: "SPACE AVAILABLE>{ALT}{0}" STR_SPACE_USED: "SPACE USED>{ALT}{0}" STR_SPACE_USED_UC: "SPACE USED" STR_RANK: "RANK" STR_WOUNDED: "WOUNDED" STR_EQUIPMENT_FOR_CRAFT: "Equipment for {0}" STR_DEFENSE_VALUE: "Defense Value" STR_HIT_RATIO: "Hit Ratio" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}ready to{NEWLINE}touchdown near{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Begin Mission?" STR_SELECT_ARMAMENT: "Select Armament" STR_AMMUNITION_AVAILABLE: "AMMUNITION AVAILABLE" STR_ARMAMENT: "ARMAMENT" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECT ARMOR FOR{NEWLINE}{ALT}{0}" STR_TYPE: "TYPE" STR_PLASTIC_AQUA_ARMOR_UC: "PLASTIC AQUA ARMOR" STR_ION_ARMOR_UC: "ION ARMOR" STR_MAGNETIC_ION_ARMOR_UC: "MAGNETIC ION ARMOR" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "This Armor utilizes the newly discovered Alien substance, Aqua-plastic, and ensures our Aquanauts are given a fighting chance against the Alien incursion" STR_ION_ARMOR_UFOPEDIA: "A powerful new protection for Aquanauts, this armor is powered by an ION energy source and greatly amplifies the speed and strength of the wearer, it offers the best protection yet for combat troops." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "An enhancement for the ION armor incorporating the Magnetic Array technology to allow full freedom of movement in the aquatic environment." STR_SELECT_ARMOR: "Select Armor" STR_NORTH: "NORTH" STR_NORTH_EAST: "NORTH EAST" STR_EAST: "EAST" STR_SOUTH_EAST: "SOUTH EAST" STR_SOUTH: "SOUTH" STR_SOUTH_WEST: "SOUTH WEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORTH WEST" STR_SELECT_ACTION: "SELECT ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUE INTERCEPTION PURSUIT" STR_PURSUE_WITHOUT_INTERCEPTION: "PURSUE WITHOUT INTERCEPTION" STR_VERY_LARGE: "VERY LARGE" STR_LARGE: "LARGE" STR_MEDIUM_UC: "MEDIUM" STR_SMALL: "SMALL" STR_VERY_SMALL: "VERY SMALL" STR_GROUNDED: "TOUCHED DOWN" STR_DETECTED: "Detected" STR_SIZE_UC: "SIZE" STR_ALTITUDE: "DEPTH" STR_HEADING: "HEADING" STR_SPEED: "SPEED" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTER ON ALIEN SUB-TIME=5 Secs" STR_TRACKING_LOST: "TRACKING LOST" STR_REDIRECT_CRAFT: "REDIRECT CRAFT" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GO TO LAST KNOWN ALIEN SUB POSITION" STR_UFO_: "ALIEN SUB-{0}" STR_ALIEN_BASE_: "ALIEN COLONY-{0}" STR_CRASH_SITE_: "CRASH SITE-{0}" STR_LANDING_SITE_: "TOUCHDOWN SITE-{0}" STR_WAY_POINT_: "WAY POINT-{0}" STR_TERROR_SITE: "TERROR SITE-{0}" STR_ARTIFACT_SITE: "ARTIFACT SITE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}has reached{NEWLINE}{1}" STR_NOW_PATROLLING: "Now patrolling" STR_ALIEN_ORIGINS: "Alien Origins" STR_THE_ULTIMATE_THREAT: "The Ultimate Threat" STR_TLETH_ALIEN_CITY: "T'leth, the Alien's City" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM CRAFT & WEAPONS" STR_HEAVY_WEAPONS_PLATFORMS: "SUBMERSIBLE WEAPONS SYSTEMS" STR_WEAPONS_AND_EQUIPMENT: "GENERAL EQUIPMENT" STR_ALIEN_ARTIFACTS: "AQUATIC ARTIFACTS" STR_BASE_FACILITIES: "X-COM FACILITIES" STR_ALIEN_LIFE_FORMS: "ALIEN CREATURES" STR_ALIEN_RESEARCH_UC: "ALIEN TECHNOLOGY" STR_UFO_COMPONENTS: "NEW SUBMERSIBLE TECHNOLOGIES" STR_UFOS: "ALIEN SUBMARINES" STR_SELECT_ITEM: "SELECT ITEM" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "FUEL CAPACITY>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WEAPON PODS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "DAMAGE CAPACITY>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CARGO SPACE>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SWS CAPACITY>{ALT}{0}{ALT}" STR_DAMAGE: "Damage" STR_RANGE: "Range" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Accuracy" STR_RE_LOAD_TIME: "Re-load time" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "ARMOR PIERCING" STR_DAMAGE_INCENDIARY: "PHOSPHOROUS" STR_DAMAGE_HIGH_EXPLOSIVE: "HIGH EXPLOSIVE" STR_DAMAGE_LASER_BEAM: "GAUSS BEAM" STR_DAMAGE_PLASMA_BEAM: "SONIC BEAM" STR_DAMAGE_STUN: "FREEZE" STR_DAMAGE_MELEE: "MELEE" STR_DAMAGE_ACID: "ACID" STR_DAMAGE_SMOKE: "SMOKE" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "ACCURACY" STR_TIME_UNIT_COST: "TU COST" STR_DAMAGE_UC: "DAMAGE" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Snap" STR_SHOT_TYPE_AIMED: "Aimed" STR_CONSTRUCTION_TIME: "Construction Time" STR_CONSTRUCTION_COST: "Construction Cost" STR_MAINTENANCE_COST: "Maintenance Cost" STR_LOW: "Low" STR_MEDIUM: "Medium" STR_HIGH: "High" STR_CRAFT_WEAPON: "Sub Weapon" STR_CRAFT_AMMUNITION: "Sub Ammunition" STR_HEAVY_WEAPONS_PLATFORM: "Heavy Weapons System" STR_WEAPON: "Weapon" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Equipment" STR_ALIEN_CORPSE: "Alien Corpse" STR_UFO_COMPONENT: "ALIEN SUB component" STR_PERSONAL_ARMOR: "Personal Armor" STR_RAW_MATERIALS: "Raw Materials" STR_HWP_SOLID_HARPOON_BOLTS: "Solid Harpoon Bolts" STR_ALIEN: "Alien" STR_AQUATOID: "Aquatoid" STR_GILLMAN: "Gill Man" STR_LOBSTERMAN: "Lobster Man" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Deep One" STR_BIODRONE: "Bio-drone" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Hallucinoid" STR_XARQUID: "Xarquid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Commander" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_MEDIC: "Medic" STR_LIVE_TECHNICIAN: "Technician" STR_LIVE_SQUAD_LEADER: "Squad Leader" STR_LIVE_SOLDIER: "Soldier" STR_LIVE_TERRORIST: "Terrorist" STR_AQUATOID_COMMANDER: "Aquatoid Commander" STR_AQUATOID_NAVIGATOR: "Aquatoid Navigator" STR_AQUATOID_MEDIC: "Aquatoid Medic" STR_AQUATOID_TECHNICIAN: "Aquatoid Technician" STR_AQUATOID_SQUAD_LEADER: "Aquatoid Squad Leader" STR_AQUATOID_SOLDIER: "Aquatoid Soldier" STR_GILLMAN_COMMANDER: "Gill Man Commander" STR_GILLMAN_TECHNICIAN: "Gill Man Technician" STR_GILLMAN_SQUAD_LEADER: "Gill Man Squad Leader" STR_GILLMAN_SOLDIER: "Gill Man Soldier" STR_LOBSTERMAN_COMMANDER: "Lobster Man Commander" STR_LOBSTERMAN_NAVIGATOR: "Lobster Man Navigator" STR_LOBSTERMAN_TECHNICIAN: "Lobster Man Technician" STR_LOBSTERMAN_SQUAD_LEADER: "Lobster Man Squad Leader" STR_LOBSTERMAN_SOLDIER: "Lobster Man Soldier" STR_TASOTH_SQUAD_LEADER: "Tasoth Squad Leader" STR_TASOTH_SOLDIER: "Tasoth Soldier" STR_CALCINITE_TERRORIST: "Calcinite Terrorist" STR_DEEP_ONE_TERRORIST: "Deep One Terrorist" STR_BIODRONE_TERRORIST: "Bio-drone Terrorist" STR_TENTACULAT_TERRORIST: "Tentaculat Terrorist" STR_TRISCENE_TERRORIST: "Triscene Terrorist" STR_HALLUCINOID_TERRORIST: "Hallucinoid Terrorist" STR_XARQUID_TERRORIST: "Xarquid Terrorist" STR_ION_BEAM_ACCELERATORS: "Ion-Beam Accelerators" STR_MAGNETIC_NAVIGATION: "Magnetic Navigation" STR_ALIEN_SUB_CONSTRUCTION: "Alien Sub Construction" STR_ALIEN_CRYOGENICS: "Alien Cryogenics" STR_ALIEN_CLONING: "Alien Cloning" STR_ALIEN_LEARNING_ARRAYS: "Alien Learning Arrays" STR_ALIEN_IMPLANTER: "Alien Implanter" STR_EXAMINATION_ROOM: "Examination Room" STR_AQUA_PLASTICS: "Aqua Plastics" STR_ALIEN_REANIMATION_ZONE: "Alien Re-animation Zone" STR_PLASTIC_AQUA_ARMOR: "Plastic Aqua-Armor" STR_ION_ARMOR: "Ion Armor" STR_MAGNETIC_ION_ARMOR: "Mag. Ion Armor" STR_HWP_AQUA_JET_MISSILES: "Aqua Jet Torpedoes" STR_HWP_DISPLACER_PWT: "P.W. Torpedo" STR_GAUSS_TECH: "Gauss Technology" STR_NEW_FIGHTER_FLYING_SUB: "New Fighter Flying Sub" STR_NEW_FIGHTER_TRANSPORTER: "New Fighter-Transporter" STR_THE_LATEST_FLYING_SUB: "The Latest Flying Sub" STR_ARMOR_PIERCING: "ARMOR PIERCING" STR_COELACANTH_GAS_CANNON: "Coelacanth/G. Cannon" STR_COELACANTH_AQUA_JET: "Coelacanth/Aqua Jet" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Displacer/Sonic" STR_DISPLACER_PWT: "Displacer/P.W.T." STR_AJAX_LAUNCHER: "Ajax Launcher" STR_DUP_HEAD_LAUNCHER: "D.U.P. Head Launcher" STR_CRAFT_GAS_CANNON: "Craft Gas Cannon" STR_PWT_CANNON: "P.W.T. Cannon" STR_GAUSS_CANNON: "Gauss Cannon" STR_GAUSS_CANNON_AMMO: "Gauss Cannon Ammo" STR_SONIC_OSCILLATOR: "Sonic Oscillator" STR_AJAX_TORPEDOES: "Ajax Torpedoes" STR_DUP_HEAD_TORPEDOES: "D.U.P. Head Torpedoes" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gas Rounds(x50)" STR_SONIC_WAVE: "Sonic Wave" STR_PULSE_WAVE_TORPEDOES: "P.W.T. Ammo" STR_SOLDIER: "Aquanaut" STR_SCIENTIST: "Scientist" STR_ENGINEER: "Technician" STR_NORTH_ATLANTIC: "North Atlantic" STR_SOUTH_ATLANTIC: "South Atlantic" STR_NORTH_PACIFIC: "North Pacific" STR_SOUTH_PACIFIC: "South Pacific" STR_MEDITERRANEAN: "Mediterranean" STR_SOUTH_CHINA_SEA: "South China Sea" STR_INDIAN_OCEAN: "Indian Ocean" STR_THE_EAST_SEA: "Sea of Japan" STR_NORTH_SEA: "North Sea" STR_CARRIBEAN: "Caribbean" STR_ANTARCTIC: "Antarctic" STR_ARCTIC: "Arctic" STR_EURASIA: "Eurasia" STR_NORTH_AMERICA: "North America" STR_AFRICA: "Africa" STR_MAXIMUM_SPEED: "Maximum Speed" STR_TRANSMISSION_RESOLVER_UC: "TRANSMISSION RESOLVER" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "ALIEN SUB" STR_AJAX: "AJAX" STR_DUP_HEAD: "D.U.P. HEAD" STR_CRAFT_GAS_CANNON_UC: "CRAFT GAS CANNON" STR_PWT_CANNON_UC: "P.W.T. CANNON" STR_GAUSS_CANNON_UC: "GAUSS CANNON" STR_SONIC_OSCILLATOR_UC: "SONIC OSCILLATOR" STR_DAMAGE_CAPACITY: "Damage Capacity" STR_WEAPON_POWER: "Weapon Power" STR_WEAPON_RANGE: "Weapon Range" STR_AIR_LOCK: "Air-Lock" STR_LABORATORY: "Laboratory" STR_WORKSHOP: "Workshop" STR_STANDARD_SONAR: "Standard Sonar" STR_WIDE_ARRAY_SONAR: "Wide Array Sonar" STR_TORPEDO_DEFENSES: "Torpedo Defenses" STR_GENERAL_STORES: "General Stores" STR_ALIEN_CONTAINMENT: "Alien Containment" STR_GAUSS_DEFENSES: "Gauss Defenses" STR_SONIC_DEFENSES: "Sonic Defenses" STR_PWT_DEFENSES: "P.W.T. Defenses" # STR_BOMBARDMENT_SHIELD: "Pressure Bombardment Shield" # STR_MC_GENERATOR: "Molecular Control Shield" # STR_MC_LAB: "Molecular Control Laboratory" # short versions for the list? STR_BOMBARDMENT_SHIELD: "Bombardment Shield" STR_MC_GENERATOR: "M.C. Generator" STR_MC_LAB: "M.C.-Lab" STR_TRANSMISSION_RESOLVER: "Transmission Resolver" STR_SUB_PEN: "Sub Pen" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SYNDICATE" STR_ARABIAN_BLOC: "ARABIAN BLOC" STR_EGYPTIAN_CARTEL: "EGYPTIAN CARTEL" STR_AFRICA_CORP: "AFRICA CORP" STR_BRAZILIAN_UNION: "BRAZILIAN UNION" STR_NEW_MEXICO: "NEW MEXICO" STR_ASIAN_COALITION: "ASIAN COALITION" STR_SCANDINAVIA: "SCANDINAVIA" STR_NEO_JAPAN: "NEO-JAPAN" STR_FREE_CHINA: "FREE CHINA" STR_AUSTRALASIA: "AUSTRALASIA" STR_FED_KOREA: "FED KOREA" STR_EURASIA_UC: "EURASIA" STR_ICELANDIC_UNION: "ICELANDIC UNION" STR_TANK: "Submersible Weapons System" STR_CIVILIAN: "Civilian" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "International Relations" STR_COUNTRY: "Country" STR_FUNDING: "Funding" STR_CHANGE: "Change" STR_WEAPON_SYSTEMS: "WEAPON SYSTEMS" STR_HWPS: "SWSs" STR_DAMAGE_UC_: "DAMAGE>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "The Air-lock allows equipment and personnel to be transferred into or out of an undersea base. It is always the first facility to be constructed at a new site. The Air-lock area is vulnerable to intrusion from any potential hostile force." STR_LIVING_QUARTERS_UFOPEDIA: "Each accommodation area provides for up to 50 personnel. The facilities are somewhat basic and functional." STR_LABORATORY_UFOPEDIA: "Fifty scientists can work in a single laboratory block. Laboratories are equipped with all the latest technologies for research into materials, biochemistry and weaponry. X-Com has access to all the best research labs throughout the world, both civilian and military." STR_WORKSHOP_UFOPEDIA: "A workshop contains all the equipment necessary to manufacture equipment based on the latest designs from the science labs. 50 Technicians can occupy one workshop, items under construction will also consume space." STR_STANDARD_SONAR_UFOPEDIA: "A standard sonar system has an effective range of over 450 kilometers at most depths and is linked to geostationary satellite nets for surface analysis. Each scanner has a 10% chance of detecting a submersible or airborne craft per 30 minute scan cycle." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "A wide array sonar system has an effective range of over 700 kilometers at all depths and is linked to geostationary satellite nets for surface analysis. Each scanner has a 20% chance of detecting a submersible or airborne craft every 30 minute scan cycle." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedo defense systems provide protection against attack by hostile submersibles which are attempting to dock at the base." STR_GENERAL_STORES_UFOPEDIA: "All equipment, weapons systems, munitions, recovered material and Submersible Weapons Systems are placed in stores, including equipment assigned to Subs in Pens." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Live Aliens will require special containment facilities to hold them. These units maintain their life systems and render their combat potential to zero. The containment facility can keep 10 Alien life forms in confinement units." STR_GAUSS_DEFENSES_UFOPEDIA: "The Gauss defense provides the latest and most effective protection against attack by hostile submarines." STR_SONIC_DEFENSES_UFOPEDIA: "Sonic Oscillator defenses provide powerful and efficient protection against aggressors." STR_PWT_DEFENSES_UFOPEDIA: "Pulse Wave Torpedoes provide the most effective defense against Alien attacks. These missiles have super dense war heads which can penetrate all known armor. The magnetic waves they produce disable electronic defenses." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "The Pressure Bombardment shield protects the base from Alien submersibles docking and sets up a resonating field that repulses attacking subs long enough for defense systems to fire repeatedly. In effect this doubles the effectiveness of any defense systems already deployed." STR_MC_GENERATOR_UFOPEDIA: "Since Alien subs utilize Molecular Control Technology to detect the presence of living creatures, using a negative M.C. emitter will blanket a base with an impenetrable shield to confuse the Aliens and disguise our presence." STR_MC_LAB_UFOPEDIA: "The Molecular Control lab can implant and train up to ten aquanauts at one time. Implants are surgically installed in the skulls of aquanauts. Extensive training allows them to utilize their implants. Implant skills are used in conjunction with a Molecular Device and can be used for attacks during combat." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Alien communications utilize the Molecular control implant network the Aliens have built up. The transmission resolver facility intercepts Alien Sub transmissions and decodes the information. This will show the type of Alien Sub, the Alien race and the type of activity that is occurring." STR_SUB_PEN_UFOPEDIA: "Each Pen can accommodate one submarine. There are facilities for maintenance, refueling and repair of the X-Com submarine fleet. Each Flying Sub stationed at a base must have a free Pen assigned to it which cannot be used by other Subs, even if the assigned submarine is out on a mission." STR_DART_PISTOL_UFOPEDIA: "The X-Com dart gun is a small, accurate, high powered unit with a 12 hollow dart ammo clip. The darts are fired by a gas cartridge in the ammo pod." STR_JET_HARPOON_UFOPEDIA: "This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10. Each harpoon has its own gas reservoir." STR_GAS_CANNON_UFOPEDIA: "The heavyweight of the gas technology family, this cannon fires solid bolts, some with HE or phosphor tips. A favorite weapon amongst experienced aquanauts." STR_HYDRO_JET_CANNON_UFOPEDIA: "Hydro-Jet Cannons are a heavy infantry weapon system. The cannon fires magnesium fueled mini-torpedoes. Although powerful, the Hydro-Jet Cannon is a clumsy and unwieldy device, suitable for aquatic use only." STR_TORPEDO_LAUNCHER_UFOPEDIA: "A real heavyweight, this large launcher fires three types of torpedo, each with its own propulsion unit. A devastating weapon, with only manual loading being its drawback. Ammunition types available include large or small high explosive and phosphor tipped torpedoes, all for submerged use only." STR_GAUSS_PISTOL_UFOPEDIA: "The Gauss pistol uses accelerated particle technology, a new development in modern weaponry. It is fast, accurate and functions above and below water. Gauss technology is a development of the Plasma technologies learned from the previous war." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "The Gauss pistol uses accelerated particle technology, a new development in modern weaponry. It is fast, accurate and functions above and below water. Gauss technology is a development of the Plasma technologies learned from the previous war." STR_GAUSS_RIFLE_UFOPEDIA: "A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system we have utilized a micro particle accelerator that generates a stream of anti-protons." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "A step beyond the Gauss pistol, the rifle packs a real punch, with its twin particle accelerators. Replacing the Elerium powered Plasma system we have utilized a micro particle accelerator that generates a stream of anti-protons." STR_HEAVY_GAUSS_UFOPEDIA: "The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable. The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "The heavy Gauss is cumbersome, but extremely effective. It operates with 3 particle accelerators and is virtually unstoppable. The anti-proton stream is confined inside a Gallium Arsenide shell that implodes on impact releasing the anti-matter." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "This standard issue grenade has an accurate and sophisticated timer for precision control." STR_DYE_GRENADE_UFOPEDIA: "Dye grenades are dual role items, useful for providing cover in exposed situations. Functioning in both water and land environments the dye is ejected as a particle cloud, producing an octopus like ink spray in water or dense air borne cloud on land." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "A proximity grenade which can be thrown like an ordinary grenade but is triggered by nearby movement after it is deployed. Skill and training are required to use these devices properly." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "This explosive should only be used for demolition purposes. However past experience has shown that these powerful explosive packs are ideal weapons for rooting out Aliens. The blast radius is large so ensure no aquanauts are within the minimum safe distance." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "This new device uses a variety of detectors and advanced computer systems to identify moving enemy units. Click on the Disturbance Sensor icon on the tactical display. Select 'Use Sensor' from the menu. The Sensor display shows an arrow in the center which is the direction the aquanaut is facing (North is at the top). The blips show units which have moved recently. Large units, or fast moving units, will produce larger blips. Static units will not show up." STR_MEDI_KIT_UFOPEDIA: "To use this you face the injured X-Com agent or stand over the body of a stunned aquanaut.{NEWLINE}HEALING> Red indicates wounds. Select body part and click on the 'Heal' button. One fatal wound will be healed and health restored.{NEWLINE}STIMULANT> Restores energy and revives stunned aquanauts. To revive an unconscious aquanaut you must stand directly over the body.{NEWLINE}PAIN KILLER> Restores the morale of wounded aquanauts." STR_MC_DISRUPTOR_UFOPEDIA: "The ultimate in M.C. technology. This can only be used by aquanauts with M.C. skills. Click on the Disruptor, select the type of attack, and select a target unit with the cursor. There are two types of Disruptor attack:{NEWLINE}JAM IMPLANT> If successful the unit becomes confused and it may panic.{NEWLINE}CONTROL IMPLANT> If successful you will gain control of the enemy unit." STR_THERMAL_TAZER_UFOPEDIA: "This device can only be used in close combat, but will stun a living organism without killing it by freezing the creature." STR_VIBRO_BLADE_UFOPEDIA: "The Vibroblade is a long sharp knife blade of titanium which spins at over 6000 rpm, this device can crack even the toughest diving armor. The power source is an Alien invention, our attempt at building these items before met with dismal failure, our blades rotated too slowly or exploded under pressure." STR_THERMIC_LANCE_UFOPEDIA: "The Thermic Lance is a logical extension of the Vibroblade technology The blade revolves at high speed and a Zrbite power source superheats the blade to cut armor like a warm knife through butter." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "The Heavy Thermic Lance is a more powerful version of the TL. Twin heat sources and a extremely high rotation speed means that the Heavy Thermic lance is virtually unstoppable against all materials." STR_SONIC_CANNON_UFOPEDIA: "The Sonic Cannon the most potent of the Sonic weapons family. Featuring a higher range audio oscillator and a larger reverberation chamber than the Blasta. The Cannon also has a pulse detonation system that alters the ultra-sonic wave by modulation to produce a more effective Sonic Shock." STR_CANNON_POWER_CLIP_UFOPEDIA: "This compact device is used as ammunition for a Sonic Cannon. It contains a small quantity of Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "A more powerful Sonic device. Not even high carbon steel is immune to this weapon. The highly compact wave emitter is enhanced by a super conductor amplifier to increase the power of this weapon." STR_BLASTA_POWER_CLIP_UFOPEDIA: "This small object is used as a power source for a Sonic Rifle, a potent Alien weapon, and contains a small quantity of Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Sonic pistols are an Alien weapon based on ultra-sonic audio waves that can jellify bone in seconds. The Ultra-Sonic waves occupy a range beyond the scope of human hearing." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Power source for the compact Alien Sonic Pistol. Contains Zrbite - the source of all Alien power." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "This is an Alien aquatic use only guided weapon firing self propelled 'Disruptor Projectiles'. When you click to fire the weapon it will generate 'way points' for the Projectile to follow. When you have positioned enough way points click on the launch icon." STR_DISRUPTOR_AMMO_UFOPEDIA: "This device is a Disruptor Pulse Projectile fitted with an onboard computer guidance system. It is fired from a Disruptor Pulse launcher." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "A small Thermal Shok launcher which fires chemical freeze bombs. Very useful for capturing live Aliens." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "The Thermal Shok bomb is used for capturing live humans, but it can also be used against most Alien races. It is fired from a Thermal Shok Launcher." STR_SONIC_PULSER_UFOPEDIA: "This device works in the same way as a standard issue grenade - except that it is many times more powerful. The grenade uses a single pulse sonic blast that is emitted in all directions simultaneously." STR_MC_READER_UFOPEDIA: "Inside the bodies of Aliens we have found small surgically implanted units. These are Control Implants designed by the Aquatoids to allow the constant supply of information from the battlefield, even at great distances. The Molecular Control Reader is an Alien communication device which is used to take information directly from M.C. Implants. X-Com units can use this device in combat to display an Alien's characteristics. Select the 'use' option. Then click on an Alien with the cursor." STR_SURVEY_SHIP: "Survey Ship" STR_ESCORT: "Escort" STR_CRUISER: "Cruiser" STR_HEAVY_CRUISER: "Heavy Cruiser" STR_HUNTER: "Hunter" STR_BATTLESHIP: "Battleship" STR_DREADNOUGHT: "Dreadnought" STR_FLEET_SUPPLY_CRUISER: "Fleet Supply Cruiser" MAP_SEABED: "Seabed" MAP_PIPES: "Research Facility" MAP_PLANE: "Crashed Plane" MAP_ATLAN: "Atlantis" MAP_MU: "Mayan Temple" MAP_GAL: "Sunken Galleon" MAP_MSUNK: "Sunken Liner" MAP_VOLC: "Volcanic" MAP_CORAL: "Coral" MAP_PORT: "Port" MAP_ISLAND: "Island" MAP_CARGO: "Cargo Ship" MAP_LINERT: "Cruise Ship P1" MAP_LINERB: "Cruise Ship P2" MAP_ALART: "Artefact P1" MAP_GRUNGE: "Artefact P2" MAP_ENTRY: "Colony P1" MAP_A_BASE: "Colony P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "X-Com Base" STR_MIXED_CREW: "Mixed Crew" STR_MIXED_CREW_2: "Mixed Crew 2" STR_RATING: "RATING> {0}" STR_RATING_TERRIBLE: "TERRIBLE!" STR_RATING_POOR: "POOR!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GOOD!" STR_RATING_EXCELLENT: "EXCELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM MONTHLY REPORT" STR_MONTH: "Month> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "The committee of funding organizations is generally satisfied with your progress so far." STR_COUNCIL_IS_VERY_PLEASED: "The committee of funding organizations is very pleased with your excellent progress. Keep up the good work." STR_COUNCIL_IS_DISSATISFIED: "The committee of funding organizations is dissatisfied with your performance. You must improve your effectiveness in dealing with the Alien menace or risk termination funding support for X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "You have not succeeded in dealing with the Alien invasion and the committee of funding organizations has regrettably decided to terminate funding X-Com. Each organization shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these ancient forces, and that the general population will come to terms with the aquatic visitors." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} is particularly pleased with your ability to deal with the localized threat and has agreed to increase its funding." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} are particularly happy with your progress in dealing with local Alien incursion and have agreed to increase their funding." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} and {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} is unhappy with your ability to deal with Alien activity in its Seas and has decided to reduce its financial commitment." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} are unhappy with your ability to deal with Alien activity in their Sea and have decided to reduce their funding." STR_KNOTS: "{0} knots" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} has signed a co-operation agreement with the Alien forces and has withdrawn from X-Com funding." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} have signed a co-operation agreement with Alien forces and have withdrawn from the X-Com funding." STR_MONTHLY_RATING: "Monthly Rating> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Funding change> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "The funding organization is not happy with your financial position. You must reduce your debts below $1 million or the X-Com will be terminated." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "SUB-PARTICLE TRANSMISSIONS RESOLVED" STR_CRAFT_TYPE: "SUB TYPE" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allocate Research" STR_ALLOCATE_MANUFACTURE: "Allocate Manufacture" STR_AZORES: "Azores" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascension Island" STR_TRINIDADE_ISLAND: "Trindade Island" STR_FALKLAND_ISLAND: "Falkland Island" STR_CANARY_ISLANDS: "Canary Islands" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St Lawrence Island" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway Island" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Easter Island" STR_GALAPAGOS_ISLAND: "Galapagos Island" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomon Island" STR_CRETE: "Crete" STR_LISBON: "Lisbon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychelles Island" STR_MALDIVE_ISLAND: "Maldive Island" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Faeroe Island" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.C. Training" STR_PSIONIC_TRAINING: "MOLECULAR CONTROL TRAINING" STR_REMAINING_PSI_LAB_CAPACITY: "Remaining M.C. capacity> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.C.{NEWLINE}Strength" STR_PSIONIC_SKILL_IMPROVEMENT: "M.C. Skill{NEWLINE}/Improvement" STR_IN_TRAINING: "In{NEWLINE}Training?" STR_TARGETTED_BY: "TARGETTED BY:" STR_WEAPONS_CREW_HWPS: "WEAPONS/{NEWLINE}CREW/SWSs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "is low on fuel,{NEWLINE}returning to base" STR_SOLDIER_LIST: "Aquanaut List" STR_RANK_: "RANK> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "KILLS> {ALT}{0}" STR_WOUND_RECOVERY: "WOUND RECOVERY> {ALT}{0}" STR_TIME_UNITS: "TIME UNITS" STR_STAMINA: "STAMINA" STR_HEALTH: "HEALTH" STR_BRAVERY: "BRAVERY" STR_REACTIONS: "REACTIONS" STR_FIRING_ACCURACY: "FIRING ACCURACY" STR_THROWING_ACCURACY: "THROWING ACCURACY" STR_STRENGTH: "STRENGTH" STR_PSIONIC_STRENGTH: "M.C. STRENGTH" STR_PSIONIC_SKILL: "M.C. SKILL" STR_NEW_RANK: "NEW RANK" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "AQUANAUTS" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automated SWS's have high maneuverability and hull strength. They provide heavy troop support at all depths. SWS's are re-armed automatically if you have enough ammunition." STR_COELACANTH_AQUA_JET_UFOPEDIA: "This submersible is armed with Aqua-Jet torpedoes. This weapon system only functions underwater. Ensure stores are well stocked with Aqua-Jet Torpedoes." STR_COELACANTH_GAUSS_UFOPEDIA: "Gauss technology provides a powerful weapon system for SWS's. Offering heavy firepower compared with earlier models, and uses proprietary X-Com technology." STR_DISPLACER_SONIC_UFOPEDIA: "Alien technology has redefined the SWS. The ability to utilize Ion Displacers means that SWS's are no longer restricted to the land/seabed. Sonic weaponry gives a real advantage in battle." STR_DISPLACER_PWT_UFOPEDIA: "This SWS features Pulse Wave weapons for aquatic use. You must manufacture PWT's to keep them fully armed. To fire, select a number of 'way points' then click on the launch icon." STR_ALIEN_PROBE_MISSION: "Alien Probe Mission" STR_ALIEN_INTERDICTION: "Alien Interdiction" STR_ALIEN_RESOURCE_RAID: "Alien Resource Raid" STR_ALIEN_INFILTRATION: "Alien Infiltration" STR_ALIEN_BASE: "Alien Colony Expansion" STR_ALIEN_SURFACE_ATTACK: "Alien Surface Attacks" STR_ALIEN_RETALIATION: "Floating Base Attack" STR_ALIEN_SUPPLY: "Colony Supply Missions" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and airplane flight paths of an area. The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time." STR_ALIEN_INTERDICTION_UFOPEDIA: "The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun. They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "The sinking of ships and the downing of aircraft are key elements of the Alien strategy. The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts. The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items." STR_ALIEN_INFILTRATION_UFOPEDIA: "This can result in official contact between Aliens and corporations or governments at the highest level. The climax of this activity is characterized by intense Alien Sub activity in the waters of the organization concerned. The Aliens will attempt to sign an agreement with a government or organization by offering knowledge of their superior technologies. This Alien activity represents a major threat to X-Com. If a corporation or government co-operates with the invaders then its funding ceases." STR_ALIEN_BASE_UFOPEDIA: "Aliens will construct secret undersea colonies in remote locations. After some initial reconnaissance flights some intense Alien Sub activity will occur as the colony is being built. These colonies are known to contain labs, cloning centers, surgical facilities for human and Alien experimentation. The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs. In order to locate a colony an X-Com sub must patrol an area for a few hours to stand some chance of successful detection." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "When the Aliens need humans they terrorize a port, attack an island, or raid a ship. Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments." STR_ALIEN_RETALIATION_UFOPEDIA: "If X-Com intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action. This could result in a direct attack against an X-Com facility. However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault." STR_ALIEN_SUPPLY_UFOPEDIA: "Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship. If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby." STR_SURVEY_SHIP_UFOPEDIA: "This tiny submarine is used for reconnaissance and survey missions. It normally precedes larger vessels at the start of an Alien task force." STR_ESCORT_UFOPEDIA: "A medium sized escort vessel that is of little threat on its own. This craft precedes the arrival of larger vessels and increased activities." STR_CRUISER_UFOPEDIA: "The Cruiser is a general purpose craft, the mainstay of the Alien fleet, it is used in all types of Alien missions and is a dangerous adversary." STR_HEAVY_CRUISER_UFOPEDIA: "The heavy cruiser is a more powerful ship than the cruiser, larger weapons and propulsion systems boost its power. The Heavy Cruiser is used for resource missions to collect large quantities of minerals and equipment." STR_HUNTER_UFOPEDIA: "This vessel is equipped with an examination room for performing experiments and surgery on human subjects. The victims are subjected to the foulest tortures and the brain is often removed and stored for processing en-route." STR_BATTLESHIP_UFOPEDIA: "The battleship is the most aggressive ship the Aliens possess, it features all the Alien technologies and systems to act as a base of operations for any form of aggressive act the Aliens may want to perform, it carries a wide array of weapons." STR_DREADNOUGHT_UFOPEDIA: "The Dreadnought is a super troop carrier, fully equipped with all Alien technologies and a vast payload. The Dreadnought is a tough and formidable opponent." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "The supply vessel is used during the construction of Alien colonies or for supplying existing colonies. It carries Alien nutrients, DNA, fetuses and other biological components." STR_DISMANTLE: "Dismantle" STR_FACILITY_IN_USE: "AQUA-POD IN USE" STR_CANNOT_DISMANTLE_FACILITY: "CANNOT DISMANTLE AQUA-POD!{SMALLLINE}All base Pods must be linked to the air-lock." STR_TRANSFER_ITEMS_TO: "Transfer Items to {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO ALIEN CONTAINMENT FOR TRANSFER!{SMALLLINE}Live Aliens need an Alien containment equipment in order to survive." STR_AMOUNT_AT_DESTINATION: "AMOUNT AT{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alien dies as there is no Alien containment facility" STR_NO_FREE_ACCOMODATION_CREW: "NO FREE ACCOMMODATION!{SMALLLINE}The destination base does not have enough space in the living quarters for the crew assigned to the sub." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NOT ENOUGH STORE SPACE!{SMALLLINE}The destination base does not have enough store space for the equipment assigned to the sub." STR_ITEMS_ARRIVING: "Items Arriving" STR_DESTINATION_UC: "DESTINATION" STR_DART_PISTOL: "Dart Gun" STR_DART_POD: "Dart Clip" STR_JET_HARPOON: "Jet Harpoon" STR_HARPOON_POD: "Harpoon Clip" STR_GAS_CANNON: "Gas Cannon" STR_GC_AP_AMMO: "GC-AP Bolts" STR_GC_HE_AMMO: "GC-HE Bolts" STR_GC_P_AMMO: "GC-Phosphorous Bolts" STR_HYDRO_JET_CANNON: "Hydro-Jet Cannon" STR_HJC_AP_AMMO: "HJ-AP Ammo" STR_HJC_HE_AMMO: "HJ-HE Ammo" STR_HJC_P_AMMO: "HJ-P Ammo" STR_TORPEDO_LAUNCHER: "Torpedo Launcher" STR_SMALL_TORPEDO: "Small Torpedo" STR_LARGE_TORPEDO: "Large Torpedo" STR_PHOSPHOROUS_TORPEDO: "Phosphor Torpedo" STR_MAGNA_BLAST_GRENADE: "Magna-Blast Grenade" STR_DYE_GRENADE: "Dye Grenade" STR_PARTICLE_DISTURBANCE_GRENADE: "Particle Disturbance Grenade" STR_MAGNA_PACK_EXPLOSIVE: "Magna-Pack Explosive" STR_PARTICLE_DISTURBANCE_SENSOR: "Particle Disturbance Sensor" STR_MEDI_KIT: "Medi-Kit" STR_MC_DISRUPTOR: "M.C. Disruptor" STR_THERMAL_TAZER: "Thermal Tazer" STR_GAUSS_PISTOL: "Gauss Pistol" STR_GAUSS_PISTOL_CLIP: "Gauss Pistol Clip" STR_GAUSS_RIFLE: "Gauss Rifle" STR_GAUSS_RIFLE_CLIP: "Gauss Rifle Clip" STR_HEAVY_GAUSS: "Heavy Gauss" STR_HEAVY_GAUSS_CLIP: "Heavy Gauss Clip" STR_SONIC_CANNON: "Sonic Cannon" STR_CANNON_POWER_CLIP: "Cannon Power Clip" STR_SONIC_BLASTA_RIFLE: "Sonic-Blasta Rifle" STR_BLASTA_POWER_CLIP: "Blasta Power Clip" STR_SONIC_PISTOL: "Sonic Pistol" STR_PISTOL_POWER_CLIP: "Pistol Power Clip" STR_DISRUPTOR_PULSE_LAUNCHER: "Disruptor Pulse Launcher" STR_DISRUPTOR_AMMO: "Disruptor Ammo" STR_THERMAL_SHOK_LAUNCHER: "Thermal Shok Launcher" STR_THERMAL_SHOK_BOMB: "Thermal Shok Bomb" STR_SONIC_PULSER: "Sonic Pulser" STR_ZRBITE: "Zrbite" STR_MC_READER: "M.C. Reader" STR_VIBRO_BLADE: "Vibro Blade" STR_THERMIC_LANCE: "Thermic Lance" STR_HEAVY_THERMIC_LANCE: "Heavy Thermic Lance" STR_AQUATOID_CORPSE: "Aquatoid Corpse" STR_GILLMAN_CORPSE: "Gill Man Corpse" STR_LOBSTERMAN_CORPSE: "Lobster Man Corpse" STR_TASOTH_CORPSE: "Tasoth Corpse" STR_CALCINITE_CORPSE: "Calcinite Corpse" STR_DEEP_ONE_CORPSE: "Deep One Corpse" STR_BIODRONE_CORPSE: "Bio-Drone Corpse" STR_TENTACULAT_CORPSE: "Tentaculat Corpse" STR_TRISCENE_CORPSE: "Triscene Corpse" STR_HALLUCINOID_CORPSE: "Hallucinoid Corpse" STR_XARQUID_CORPSE: "Xarquid Corpse" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Not enough ammunition to arm SWS{SMALLLINE}Each SWS requires {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Not enough equipment to fully re-equip squad" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "You will need to research a{NEWLINE}{0}{NEWLINE}in order to produce the{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "The Aliens have destroyed the undefended base {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com patrols have located an Alien colony in {0}" STR_STANDOFF: "STANDOFF" STR_CAUTIOUS_ATTACK: "CAUTIOUS ATTACK" STR_STANDARD_ATTACK: "STANDARD ATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIVE ATTACK" STR_DISENGAGING: "DISENGAGING" STR_UFO_HIT: "ALIEN SUB HIT!" STR_UFO_CRASH_LANDS: "ALIEN SUB DOWNED!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimize at Standoff Range Only" STR_UFO_RETURN_FIRE: "ALIEN SUB RETURNS FIRE!" STR_INTERCEPTOR_DAMAGED: ">>> FLYING SUB DAMAGED <<<" STR_INTERCEPTOR_DESTROYED: ">>> FLYING SUB DESTROYED <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "ALIEN FLYING SUB ESCAPING!" STR_LONG_RANGE_DETECTION: "Wide band Detection" STR_STORES_UC: "STORES" STR_DIFFICULTY_LEVEL: "Difficulty Level" STR_INTERCEPT: "INTERCEPT" STR_BASES: "BASES" STR_GRAPHS: "GRAPHS" STR_UFOPAEDIA_UC: "UFOPAEDIA" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "FUNDING" STR_5_SECONDS: "5 Secs" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Hour" STR_1_DAY: "1 Day" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performance Roster" STR_ENTER_NAME: "Enter Name" STR_PERFORMANCE_RATING: "Performance Rating" STR_VICTORY_DATE: "Victory Date" STR_CHEMICAL_FLARE: "Chemical-flare" STR_CHEMICAL_FLARE_UFOPEDIA: "This compact device produces a bright flare of light at any depth or on dry land. This illuminates enemy units in the vicinity of the flare during deep sea or night missions." STR_MONTHLY_COSTS: "Monthly Costs" STR_CRAFT_RENTAL: "Flying Sub Rental" STR_SALARIES: "Salaries" STR_BASE_MAINTENANCE: "Base maintenance" STR_COST_PER_UNIT: "Cost per unit" STR_QUANTITY: "Quantity" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "In M.C. Implantation" STR_FRONT_ARMOR: "Front Armor" STR_LEFT_ARMOR: "Left Armor" STR_RIGHT_ARMOR: "Right Armor" STR_REAR_ARMOR: "Rear Armor" STR_UNDER_ARMOR: "Under Armor" STR_ROUNDS: "SHOTS" STR_UNIT: "UNIT> {0}" STR_ENERGY: "ENERGY" STR_MORALE: "MORALE" STR_ARMOR_: "ARMOR> {0}" STR_FRONT_ARMOR_UC: "FRONT ARMOR" STR_LEFT_ARMOR_UC: "LEFT ARMOR" STR_RIGHT_ARMOR_UC: "RIGHT ARMOR" STR_REAR_ARMOR_UC: "REAR ARMOR" STR_SKILLS: "SKILLS> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "HEAD" STR_TORSO: "TORSO" STR_RIGHT_ARM: "RIGHT ARM" STR_LEFT_ARM: "LEFT ARM" STR_RIGHT_LEG: "RIGHT LEG" STR_LEFT_LEG: "LEFT LEG" STR_PAIN_KILLER: "PAIN KILLER" STR_STIMULANT: "STIMULANT" STR_HEAL: "HEAL" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "Weight>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Alien Artefact" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}ROUNDS{NEWLINE}LEFT={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Pain>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Heal>{ALT}{2}" STR_THROW: "Throw" STR_AUTO_SHOT: "Auto Shot" STR_SNAP_SHOT: "Snap Shot" STR_AIMED_SHOT: "Aimed Shot" STR_STUN: "Stun" STR_PRIME_GRENADE: "Prime Grenade" STR_USE_SCANNER: "Use Dist. Sensor" STR_USE_MEDI_KIT: "Use Medi-kit" STR_LAUNCH_MISSILE: "Launch Torpedo" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Not Enough Time Units!" STR_NOT_ENOUGH_ENERGY: "Not Enough Energy!" STR_NO_ROUNDS_LEFT: "No Rounds left!" STR_NO_AMMUNITION_LOADED: "No Ammunition Loaded!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Wrong Ammunition for this Weapon!" STR_WEAPON_IS_ALREADY_LOADED: "Weapon is already loaded!" STR_NO_LINE_OF_FIRE: "No Line of Fire!" STR_GRENADE_IS_ACTIVATED: "Grenade is Activated!" STR_GRENADE_IS_DEACTIVATED: "Grenade De-activated!" STR_THERE_IS_NO_ONE_THERE: "There is no one there!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Unable to use alien artifact until researched!" STR_OUT_OF_RANGE: "Out of Range!" STR_UNABLE_TO_THROW_HERE: "Unable to throw here!" STR_SET_TIMER: "Set Timer" STR_HIDDEN_MOVEMENT: "HIDDEN MOVEMENT" STR_TURN: "TURN> {0}" STR_SIDE: "SIDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Press button to continue" STR_MIND_CONTROL: "Molecular Control" STR_PANIC_UNIT: "Jam Implant" STR_MORALE_ATTACK_SUCCESSFUL: "Morale Attack Successful" STR_MIND_CONTROL_SUCCESSFUL: "Implant Control Successful" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}has gone Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}has Panicked" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}has Panicked" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "RIGHT HAND" STR_LEFT_HAND: "LEFT HAND" STR_RIGHT_SHOULDER: "RIGHT SHOULDER" STR_LEFT_SHOULDER: "LEFT SHOULDER" STR_BACK_PACK: "BACK PACK" STR_BELT: "BELT" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}is under Molecular Control" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}is under Molecular Control" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}has become unconscious" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}has become unconscious" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}has died from a fatal wound" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}has died from a fatal wound" STR_USE_MIND_PROBE: "Use M.C. Reader" STR_FATAL_WOUNDS: "FATAL WOUNDS" STR_UNDER_ARMOR_UC: "UNDER ARMOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Time Units reserved for Snap Shot" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Time Units reserved for Auto Shot" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Time Units reserved for Aimed Shot" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Time Units reserved for Kneeling" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TUs reserved for Kneeling and Firing" STR_UNITS_IN_CRAFT: one: "{N} Unit in X-Com Craft" other: "{N} Units in X-Com Craft" STR_UNITS_OUTSIDE: one: "{N} Unit left outside" other: "{N} Units left outside" STR_UNITS_IN_ENTRANCE: one: "{N} Unit in Entrance" other: "{N} Units in Entrance" STR_UNITS_IN_EXIT: one: "{N} Unit in Target Exit" other: "{N} Units in Target Exit" STR_ABORT_MISSION_QUESTION: "Abort Mission?" STR_CORPSE: "Corpse" STR_UNLOAD_CRAFT: "Unload" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}has been killed" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}has been killed" STR_HIT_MELEE: "Hit" STR_GROUND: "GROUND" STR_LIVING_QUARTERS_PLURAL: "Living Quarters" STR_LIST_ITEM: "ITEM" STR_ALL_ALIENS_KILLED_IN_CRASH: "All Aliens killed in subcrash,{NEWLINE}Auto recovery initiated" STR_RESET: "Reset" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "AQUANAUTS RECRUITED>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AQUANAUTS LOST>{ALT}{0}" STR_REMOVE_SELECTED: "Remove Selected" STR_LIVE_ALIENS: "Live{NEWLINE}Specimens" STR_DEAD_ALIENS: "Rejected{NEWLINE}Specimens" STR_UNDER_INTERROGATION: "Being{NEWLINE}Studied" STR_CONTAINMENT_EXCEEDED: "ALIEN CONTAINMENT LIMITS EXCEEDED!{SMALLLINE}Insufficient containment space at {0}. You must remove excess aliens from containment (who will then die)." STR_MANAGE_CONTAINMENT: "Manage Alien Containment" STR_STORAGE_EXCEEDED: "STORAGE SPACE EXCEEDED!{SMALLLINE}Insufficient storage space at {0}. You must sell off excess items." STR_GO_TO_BASE: "Go to Base" STR_MELEE_ACCURACY: "MELEE ACCURACY" STR_SELL_PRODUCTION: "SELL" STR_BOTH_HANDS_MUST_BE_EMPTY: "Both hands must be empty!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Not enough items to copy template!" STR_UNLOAD_WEAPON: "Unload weapon" STR_ALL_ITEMS: "All Items" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} item of equipment on this sub." other: "NO MORE EQUIPMENT ALLOWED ON BOARD!{SMALLLINE}You are only allowed to take a maximum of {N} items of equipment on this sub." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CONTROL CENTER DESTROYED{NEWLINE}Make your way to the entrance and abort." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com Aqua-facilities cannot be built on land" STR_UNABLE_TO_ENGAGE_DEPTH: "UNABLE TO ENGAGE ENEMY{NEWLINE}AT THIS DEPTH" STR_UNABLE_TO_ENGAGE_AIRBORNE: "UNABLE TO ENGAGE ENEMY{NEWLINE}WHEN AIRBORNE" STR_UNDERWATER_EQUIPMENT: "This equipment will not function above water!" STR_LAND_EQUIPMENT: "This equipment will not function underwater!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Craft & Armament" STR_COMPONENTS: "Components" STR_SOLDIERS_RECRUITED: "Aquanauts recruited" STR_SOLDIERS_LOST: "Aquanauts lost" STR_TOTAL_UFOS: "Flying subs detected" STR_TOTAL_ALIEN_BASES: "Alien colonies discovered" STR_PSIONIC_STRENGTH_ABBREVIATION: "MST" STR_PSIONIC_SKILL_ABBREVIATION: "MSK" FEMALE_CIVILIAN: "Civilian, Female" MALE_CIVILIAN: "Civilian, Male" DOCKER_CIVILIAN: "Civilian, Docker" SAILOR_CIVILIAN: "Civilian, Sailor" STR_BIODRONE_MELEE_WEAPON: "Bio-drone Melee" HALLUCINOID_WEAPON: "Hallucinoid Weapon" STR_LOBSTERMAN_MELEE_WEAPON: "Lobsterman Melee" CALCINITE_WEAPON: "Calcinite Weapon" DEEP_ONE_WEAPON: "Deep One Weapon" STR_TRISCENE_MELEE_WEAPON: "Triscene Melee" STR_TRIBIO_SONIC_WEAPON: "Alien Sonic Weapon" XARQUID_WEAPON: "Xarquid Weapon" TENTACULAT_WEAPON: "Tentaculat Weapon" ZOMBIE_WEAPON: "Zombie Weapon" ALIEN_PSI_WEAPON: "Alien M.C. Weapon" ================================================ FILE: bin/standard/xcom2/Language/es-419.yml ================================================ es-419: STR_LEVIATHAN_UFOPEDIA: "SUBMARINO VOLANTE DE CAZA Y TRANSPORTE, CAPAZ DE ALCANZAR UNA PROFUNDIDAD ASOMBROSA. UNA SÍNTESIS FABULOSA DE TECNOLOGÍA HUMANA Y ALIENÍGENA CONSISTENTE EN SISTEMAS DE PROPULSIÓN IÓNICA Y NAVEGACIÓN DE RED MAGNÉTICA" STR_BARRACUDA_UFOPEDIA: "NAVE SUBMARINA BRITÁNICA, IMPULSADA POR MOTORES LÁSER SUPER CALENTADOS, CAPAZ DE SUMERGIRSE Y VOLAR, UNA DE LAS NAVES CAZA MÁS VELOCES DEL MUNDO Y PIEZA CLAVE PARA LA BATALLA QUE SE APROXIMA." STR_HAMMERHEAD_UFOPEDIA: "NAVE DE CAZA Y TRANSPORTE. REPLICA DE LOS SISTEMAS DE RED MAGNÉTICA EN UNA NAVE X-COM. AUNQUE PEQUEÑA, SU DISEÑO ES UN LOGRO TÉCNICO ASOMBROSO." STR_TRITON_UFOPEDIA: "NAVE DE TRANSPORTE, EQUIPADO CON MOTORES ACUÁTICOS Y ATMOSFÉRICOS. SU GRAN CAPACIDAD Y RESISTENTE CONSTRUCCIÓN LO HACE UN PILAR DE LA FLOTA X-COM." STR_MANTA_UFOPEDIA: "NAVE DE ALTA VELOCIDAD, UN SUBMARINO VOLANTE DE CAZA MONO-PLAZA, PARECIDO A LAS NAVES ALIENÍGENAS MOVIDAS POR IONES. MUY EFICAZ EN EL CONFLICTO QUE SE AGRAVA." STR_AJAX_UFOPEDIA: "EL TORPEDO AJAX ES EL ARMA ESTÁNDAR DE COMBATE SUBMARINO. ALREDEDOR DEL MUNDO. SE USA COMO UN DISUASIVO POTENTE Y PRECISO." STR_DUP_HEAD_UFOPEDIA: "LA TECNOLOGíA DE ARMAS CON CABEZA DE URANIO REBAJADO (C.U.R) ES RELATIVAMENTE NUEVA, Y ÉSTA ES LA PRIMERA ARMA ACUÁTICA COMERCIAL QUE LA EMPLEA." STR_CRAFT_GAS_CANNON_UFOPEDIA: "UN CAÑÓN DE GAS COMPRIMIDO QUE DISPARA PROYECTILES SÓLIDOS CAPACES DE PERFORAR BLINDAJES." STR_PWT_CANNON_UFOPEDIA: "EL TORPEDO DE ONDAS DE IMPULSOS (T.O.I) UTILIZA UN SISTEMA DE COMBUSTIBLE SOBRE-CALENTADO Y UNA CABEZA SUMAMENTE DENSA QUE PUEDE PERFORAR LA MAYORÍA DE LAS ALEACIONES." STR_GAUSS_CANNON_UFOPEDIA: "EL ARMA GAUSS HA SIDO FABRICADA CON LA RECIÉN DESARROLLADA TECNOLOGÍA X-COM. UN REACTOR DE FUSIÓN REFRIGERADO CON NITRÓGENO LÍQUIDO MUEVE SU ACELERADOR DE PARTÍCULAS." STR_SONIC_OSCILLATOR_UFOPEDIA: "UN POTENTE OSCILADOR ACUSTICO CREA ONDAS DE FUERZA SÓNICA QUE DESTRUYEN EL BLANCO AL ROMPER SUS ENLACES MOLECULARES CON LAS VIBRACIONES." STR_AQUATOID_UFOPEDIA: "La raza Aquatoide forma una sociedad ancestral que ya existía antes de que el hombre diera sus primeros pasos sobre la Tierra. Su aspecto compacto y sus rasgos bulbosos suponen una retroceso con respecto a sus hermanos los sectoides, que también viajan por el espacio. Su poder se basa en la tecnología del control molecular. Los aquatoides quieren propagar su raza estéril por medio de la codificación genética y, para ello, experimentan con seres humanos, dando origen a numerosas razas híbridas." STR_AQUATOID_AUTOPSY: "Autopsia de Aquatoide" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Un examen detallado de esta criatura nos permite llegar a unas suposiciones básicas. Es un sectoide, nuestro antiguo enemigo, pero ha sido modificado por métodos quirúrgicos e implantes y ahora es una criatura acuática. Tiene pulmones vestigiales que le permiten respirar y moverse por tierra, e implantes cibernéticos que aumentan la fuerza de sus miembros atrofiados y mejoran el funcionamiento de sus órganos. Dado que todos los miembros de esta raza son idénticos, suponemos que son clones." STR_GILLMAN_UFOPEDIA: "Una extraña criatura medio humana medio reptil, estrechamente relacionada con el hombre y extraordinariamente fuerte y rápida bajo el agua. Los hombres-branquia son una raza plenamente desarrollada, con hembras y machos de distintas edades. Se diferencian de la mayor¡a de los alienígenas submarinos en que no presentan ningún signo de alteración genética ni de deformación quirúrgica. Puede que estemos ante un grupo arcaico de nuestra propia especie." STR_GILLMAN_AUTOPSY: "Autopsia de Hombre-Branquia" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Una vez iniciada la intervención quirúrgica, se vio claro que no era un alienígena, sino una criatura de la Tierra, una raza prehistórica que se creía desaparecida desde que los mamíferos predominaron en este planeta. Los hombres-branquia, inteligentes y fuertes, vivieron en el tiempo de los dinosaurios. El cataclismo que acabó con el predominio de los reptiles obligó a estas criaturas a establecer una relación simbiótica con los alienígenas recién llegados. Tienen un dispositivo electrónico en el cráneo." STR_LOBSTERMAN_UFOPEDIA: "Esta es una criatura asombrosa, más alta que un hombre y tiene seis pulmones. A lo único que se parece es a un demonio acuático. El parecido entre esta criatura y la langosta terrestre le ganó el apodo Hombre-Langosta por las tropas X-Com. Esto es un monstruo de las profundidades. Una criatura de increíble fuerza diseñada cuidadosamente para luchar, y prácticamente invulnerable al fuego de proyectiles. Sus tenazas son suficientes para triturar acero." STR_LOBSTERMAN_AUTOPSY: "Autopsia de Hombre-Langosta" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Bajo un caparazón prácticamente indestructible hay una criatura de construcción asombrosa: un esqueleto de titanio cubierto de músculos poderosos y un sofisticado sistema de blancos con un dispositivo de exploración multi-banda implantado en el cerebro. Sus múltiples ojos están protegidos con un plástico duro como el acero y cuando sus amos las despliegan estratégica mente, estas criaturas son imparables. Llevan unos dispositivos de construcción y función desconocidas." STR_TASOTH_UFOPEDIA: "Estos enemigos giles y veloces son un elemento esencial del ejército enemigo. En el corazón de las colonias alienígenas nacen cientos de ellos, criados en cubas enormes. Los Tasoth son verdaderos alienígenas, carnívoros y mucho más fuertes que los hombres. A menudo se sitúan en la vanguardia durante los ataques enemigos y nunca parecen amedrentarse, incluso cuando llevan claramente las de perder." STR_TASOTH_AUTOPSY: "Autopsia de Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "La disección reveló un organismo cibernético dotado de una extraña energía. En el interior lleva una pequeña unidad energética, pero no se puede identificar ningún órgano. Un sistema de transmisión bioeléctrico reparte la energía por el cuerpo. No hay huesos ni ninguna otra estructura de sostén. Al morir, la energía se detiene y la criatura se convierte en un muñeco de carne y fluidos alienígenas retumbantes. Un par de células de cerámica reviven brevemente a la criatura si reciben energía." STR_DEEP_ONE_UFOPEDIA: "El Anuroide es una pesadilla biológica, un mestizaje resultado de los experimentos cerebrales de los aquatoides. Hemos visto algunas variaciones de esta criatura. Tras una costosa investigación hemos concluido que los fabrican los invasores, quienes aumentan su producción cada vez que capturan carne humana fresca. Cada uno de estos sub-humanos es capaz de soltar una descarga de energía eléctrica suficiente para matar a un aquanauta." STR_DEEP_ONE_AUTOPSY: "Autopsia de Anuroide" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Esta criatura es el resultado de injertos humanos y alienígenas. El cerebro humano ha sido alterado para ubicar dispositivos electrónicos de control y la corteza cerebral de un alienígena. La única característica humana son los ojos. Según parece, el feto alienígena va consumiendo a su anfitrión humano a medida que crece. Su resistente piel parece ser una mezcla metálica e inorgánica muy dura y flexible. El resultado es un híbrido fuerte y veloz que está  bajo el control total de los alienígenas." STR_BIODRONE_UFOPEDIA: "El telecerebro es una creación que sólo una mente alienígena podía concebir. Es un cerebro (humano o alienígena) envuelto en líquidos amnióticos y conectado a una unidad base con energía para volar o moverse bajo el agua. Llevan un potente disruptor sónico, parte mecánico, parte organismo vivo. Nuestros científicos han sugerido que las cuerdas vocales del organismo anfitrión mueven esta arma. Los alienígenas los emplean como perros guardianes para proteger sus valiosas propiedades." STR_BIODRONE_AUTOPSY: "Autopsia de Telecerebro" STR_BIODRONE_AUTOPSY_UFOPEDIA: "La hipótesis de que el disruptor sónico es biológico es cierta. Esta criatura mata a sus enemigos gritando. Tienen grandes cicatrices y graves mutilaciones. Los alienígenas hacen una carnicería con el cerebro hasta conseguir que les obedezca. La mayor parte de las cortezas cerebrales usadas son de origen alienígena, pero nada se puede comparar al horror de hallar una criatura basada en un humano. Los Telecerebros se mueven gracias a un motor Iónico y llevan un sistema de control remoto." STR_TENTACULAT_UFOPEDIA: "Ni siquiera de una pesadilla de Lovecraft podrían salir criaturas indescriptibles como esta. No se puede comparar con ningún animal de la Tierra, el entorno en el que pueda haber surgido es inimaginable. Armado con largos tentáculos, el Tentáculat paraliza a sus víctimas y luego las transforma en objetos sin cerebro. Esta especie puede matar con sólo tocar, incluso a través de un blindaje. El tentáculat es el alienígena más temible de los que X-Com se ha encontrado hasta ahora." STR_TENTACULAT_AUTOPSY: "Autopsia de Tentáculat" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "La autopsia revela pequeños implantes cibernéticos en el gran cerebro de la criatura. Su sistema visual es una compleja combinación de percepción de imágenes luminosas y térmicas. Este monstruo puede moverse con un rumbo exacto incluso en las tenebrosas profundidades del océano. Tiene algunos órganos vestigiales que parecen ser los mínimos que necesita para sobrevivir. Cada criatura tiene un pequeño estómago con un conector externo, por lo que creemos que las alimentan sus amos." STR_CALCINITE_UFOPEDIA: "Estas criaturas similares a los trajes de buceadores perdidos acechan a los distraídos en el fondo del mar. Les basta dar un golpe con sus pinzas más fuertes que el acero para mandar al fondo al mejor de los buceadores. Sólo se ve una forma gelatinosa y verde girando alrededor de la mascarilla. No hemos podido adivinar nada sobre su verdadera naturaleza en ninguno de nuestros encuentros, a menudo letales, con ellas." STR_CALCINITE_AUTOPSY: "Autopsia de Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Una vez desprovisto del traje blindado, el Calcinite es una masa amorfa de protoplasma sin cerebro, extremidades u órganos sensores visibles. En el interior del cuerpo líquido hay un pequeño elemento metálico. Una vez muerta, sólo podemos hacer conjeturas sobre la naturaleza de esta criatura. Es un enigma de los alienígenas." STR_TRISCENE_UFOPEDIA: "Este reptil bípedo es un retroceso a la edad de los dinosaurios. Todo, excepto su habilidad para vivir dentro y fuera del agua, indica que es una criatura del Cretáceo. Estas criaturas llevan compartimientos de armas y tienen una mandíbula con enormes dientes de acero. A menudo, estos monstruos se colocan en el centro de las fuerzas de ataque alienígenas cuando estas lanzan un ataque terrestre. Constituyen un arma potente y pesada que los comandantes Tasoth despliegan con mortal eficacia." STR_TRISCENE_AUTOPSY: "Autopsia de Triscene" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Una vez sometidos al bisturí del científico, el Triscene resulta ser una criatura prehistórica modificada con implantes cibernéticos y sistemas de armas. Su diminuto cerebro ha sido completado con un pequeño ordenador acoplado al arnés de control que llevan todas las criaturas. Una piel natural resistente y un instinto depredador mejorado con armas hacen de él un oponente mortal en cualquier ambiente." STR_HALLUCINOID_UFOPEDIA: "Tras explotar los océanos, los alienígenas han criado esta enorme criatura terrestre y la utilizan como arma. No te dejes engañar por el falso aspecto inofensivo de este marino de las profundidades. Poseedor de un ataque cortante como el hielo el Alucinoide es un enemigo mortal." STR_HALLUCINOID_AUTOPSY: "Autopsia de Alucinoide" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "En las muchas capas del cuerpo gelatinoso de este organismo hay un congelador químico potente, su principal medio de ataque. La piel suave y flexible del alucinoide indica que es vulnerable a ataques basados en el calor. Es frecuente ver a este mutante en compañía de sus amos, los Aquatoides." STR_XARQUID_UFOPEDIA: "El Calaxmar es otro invertebrado terrestre modificado, una criatura bella y peligrosa. Este nadador rápido y gigantesco oculta un arsenal de armas devastador, un chorro de tinta sofocante y un rayo de partículas ionizadas. Desde nuestros primeros encuentros con esta poderosa criatura hemos desconfiado de sus habilidades y de sus controladores, los vengativos Hombres-Branquia." STR_XARQUID_AUTOPSY: "Autopsia de Calaxmar" STR_XARQUID_AUTOPSY_UFOPEDIA: "Este enorme cefalópodo ha llegado a este tamaño con una dieta de drogas alienígenas y alteraciones quirúrgicas. Los Hombres-Branquia, pervertidos hasta lo inimaginable, han implantado sistemas mecánicos de control en la criatura y ahora no queda ni uno de sus rasgos originales. Su resistente concha y su movilidad hacen que el Calaxmar sea un oponente formidable, empleado como plataforma orgánica para armas." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Los submarinos volantes alienígenas tienen complejos sistemas de energía que les permiten surcar las profundidades a velocidad increíble. Su tecnología se basa en el DESPLAZADOR DE IONES que usa Zrbita como catalizador y los motores mueven un volumen de agua 100 veces mayor que el suyo propio cada segundo. Esta potencia enorme implica que un submarino alienígena es más veloz que cualquiera de la Tierra. Podemos reproducir su sistema de propulsión con aquaplásticos y células de Zrbita." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Estas unidades generan un campo magnético esférico y de varias capas que es proyectado hasta 1 Km alrededor del submarino. Los alienígenas que navegan en el interior se comunican directamente y van palpando el camino a seguir bajo las olas. Un sistema interfaz funciona con la materia cerebral modificada de los alienígenas, que se comunica directamente con la mente del operador por unión neural." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "La estructura de las naves es como la de un camaleón, imita rasgos de las criaturas marinas y está hecha de aquaplásticos. Cada submarino funciona como un organismo: tripulación y nave en armonía. La mayoría de sus sistemas se pueden reproducir y es posible crear una tecnología híbrida que nos permita llegar a su nivel." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Muchos alienígenas permanecen escondidos en la Tierra en estado inactivo, sometidos a una congelación criogénica. Estas criaturas son encerradas en unidades en las que su temperatura corporal es reducida hasta que sus funciones vitales están a punto de detenerse. El examen de estas unidades ha revelado que los cuerpos han permanecido inactivos por periodos increíbles, algunos más de 60 millones de años." STR_ALIEN_CLONING_UFOPEDIA: "Muchos de los alienígens capturados son idénticos, incluso tienen el mismo ADN. Son copias exactas. Los alienígenas extraen muestras de células de sus bancos de genes y las meten en las unidades criogénicas. Algunas de ellas guardan humanos o partes de su cuerpo. Puede que algunas sirvan para crear híbridos." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Gracias a los implantes de Control Molecular que hay en los cráneos de todos los alienígenas, estas máquinas inyectan directamente información en sus cerebros. Los alienígenas recién clonados son llevados hasta estas unidades para introducirles recuerdos de su raza e información científica y bélica en sus mentes vacías." STR_ALIEN_IMPLANTER_UFOPEDIA: "Esta máquina sirve para equipar a los alienígenas con implantes de Control Molecular, fertilizar razas reproductoras e insertar o extraer órganos y dispositivos electrónicos de cualquier criatura. Creemos que el paciente está anestesiado pero es consciente del proceso y, por desgracia, la anatomía humana se acopla perfectamente a esta unidad." STR_EXAMINATION_ROOM_UFOPEDIA: "Ya tenemos pruebas que nos permiten saber por qué‚ los alienígenas capturan humanos. No se los comen ni los fertilizan con sus propios embriones, los usan como base de una serie de criaturas y sistemas de control. Su tecnología se basa en una mente única, una inteligencia común, y el cerebro humano es el receptáculo ideal para ello. El tejido del cerebro humano se utiliza en la mayoría de los sistemas informático-biológicos de almacenamiento y extracción de datos, el resto sirve para crear y criar criaturas." STR_AQUA_PLASTICS_UFOPEDIA: "En la mayor parte de la construcción de los submarinos y estructuras alienígenas se utiliza un material increíblemente fuerte y duradero. Los Aquaplásticos son materiales complejos de enlaces múltiples y catalizados con Zrbita. Esta sustancia densa pero ligera es más resistente que el Titanio o el Kevlar." STR_ZRBITE_UFOPEDIA: "Esta es una aleación de origen alienígena, hecha de oro y de bio-material alienígena. Cuando se utiliza como fuente de energía, pequeñas cantidades generan más energía que una unidad nuclear 10 veces más grande. No podemos reproducir este material con nuestra tecnología debido a que la mayoría de sus componentes son alienígenas." STR_ALIEN_ORIGINS_UFOPEDIA: "Los alienígenas atacan por todo el planeta con eficacia despiadada. No conseguimos averiguar dónde está su base, ¨en alguna parte impenetrable del fondo del océano que no podemos localizar? No todos los organismos encontrados son alienígenas, unos son viejísimos, otros son ejemplares evolucionados de especies que creíamos extintas hace mucho. Nos enfrentamos a una amenaza que ha estado aletargada durante milenios, una sutil simbiosis de humano y alienígena. Las antiguas bases desde donde contactan con sus primos de las estrellas están en la profundidad del océano. Cada una de estas doce bases tiene un dispositivo Synonium de alta tecnología alienígena. Ahora que su maquinaria bélica está en marcha, los alienígenas están reactivando estas bases para ampliar su red de Control Molecular, tenemos que destruir esas bases cueste lo que cueste." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Hace sesenta y cinco millones de años una inmensa nave-ciudad fue enviada a la Tierra desde un planeta lejano. Mientras el enorme aparato se aproximaba al joven planeta, una violenta erupción solar provocó un fallo de navegación. La enorme mole, inutilizada y averiada se precipitó a través de la estratosfera del cielo del Cretáceo. En la superficie, numerosas especies animales levantaron la vista hacia el cielo y vieron a su enemigo abrirse paso hacia el planeta. La atmósfera se saturó de polvo y, al enfriarse el planeta, la especie animal dominante, el dinosaurio, se extinguió. Pero los 400 mil toneladas de metal de T'leth no quedaron destruidos en el impacto; unos sofisticados ordenadores pusieron en hibernación a las criaturas que había en el interior. Durante eones, los ordenadores despertaron a grupos de alienígenas para que intentaran comunicarse con sus primos estelares, pero fue en vano, porque el núcleo del poder alienígena seguía dormido." STR_TLETH_THE_ALIEN_CITY: "T'leth la Ciudad Alienígena" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "La enorme nave-ciudad alienígena T'leth yace en Sigsbee, en el Golfo de México. En el centro de la ciudad hay un horror alienígena, tan malvado y poderoso que ni siquiera la muerte lo reclama. En una cámara de metal alienígena yace dormido el Soñador, el Alienígena Supremo. Cuando T'leth emerja de las aguas, Él iniciará su ciclo de reanimación y una vez despierto nada le detendrá. Aunque no esté vivo, y en cierto modo tampoco muerto, su mente controla el ejército alienígena. La desconocida tecnología del Control Molecular conecta todos los alienígenas a un único cerebro y viceversa. Unos fetos, resultado de la mutación genética de hombre y alienígena, proporcionan energía a ese cerebro y sirven de unión entre él y sus súbditos. El mito del Alienígena Supremo vive desde hace siglos en la memoria y en el corazón de los hombres, pero sólo el mar sabe la verdad." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRAR EN SITIO - TIEMPO = 5 Seg" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Ninguno" STR_UNKNOWN: "Desconocido" STR_POOR: "Pobre" STR_AVERAGE: "Normal" STR_GOOD: "Bueno" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "NUEVA BASE" STR_BASE_INFORMATION: "INFORMACIÓN DE BASE" STR_EQUIP_CRAFT: "EQUIPAR SUBMARINO" STR_BUILD_FACILITIES: "CONSTRUIR INSTALACIONES" STR_RESEARCH: "INVESTIGAR" STR_MANUFACTURE: "MANUFACTURAR" STR_TRANSFER_UC: "TRANSFERIR" STR_PURCHASE_RECRUIT: "COMPRAR/RECLUTAR" STR_SACK: "DESPEDIR" STR_SELL_SACK_UC: "VENDER/DESPEDIR" STR_GEOSCAPE_UC: "GEOESCAPE" STR_NAME: "Nombre" STR_AREA: "Zona" STR_BUILD_NEW_BASE: "Construir Nueva Base" STR_CANCEL: "Cancelar" STR_COST_UC: "COSTO> " STR_CONSTRUCTION_TIME_UC: "TIEMPO DE CONSTRUCCIÓN> " STR_DAY: one: "{N} día" many: "{N} días" other: "{N} días" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANTENIMIENTO> " STR_OK: "OK" STR_INSTALLATION: "Instalación" STR_CURRENT_RESEARCH: "INVESTIGACIÓN ACTUAL" STR_SCIENTISTS_AVAILABLE: "Científicos Disponibles>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Científicos Asignados>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espacio de Laboratorio Disponible>{ALT}{0}" STR_RESEARCH_PROJECT: "PROYECTO" STR_SCIENTISTS_ALLOCATED_UC: "CIENTÍFICOS ASIGNADOS" STR_PROGRESS: "PROGRESO" STR_NEW_PROJECT: "Nuevo Proyecto" STR_CANCEL_PROJECT: "CANCELAR PROYECTO" STR_NEW_RESEARCH_PROJECTS: "NUEVOS PROYECTOS DE INVESTIGACIÓN" STR_SCIENTISTS_AVAILABLE_UC: "CIENTÍFICOS DISPONIBLES>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACIO DE LABORATORIO DISPONIBLE>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Disminuir" STR_START_PROJECT: "INICIAR PROYECTO" STR_CURRENT_PRODUCTION: "PRODUCCIÓN ACTUAL" STR_ENGINEERS_AVAILABLE: "Técnicos Disponibles>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Técnicos Asignados>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espacio de Taller Disponible>{ALT}{0}" STR_CURRENT_FUNDS: "Fondos Actuales>{ALT}{0}" STR_ITEM: "ARTÍCULO" STR_ENGINEERS__ALLOCATED: "Técnicos Asignados" STR_UNITS_PRODUCED: "Unidades Producidas" STR_TOTAL_TO_PRODUCE: "Total a Producir" STR_COST__PER__UNIT: "Costo{NEWLINE}p/u" STR_DAYS_HOURS_LEFT: "Dias/Horas Restantes" STR_NEW_PRODUCTION: "Nueva Producción" STR_PRODUCTION_ITEMS: "Artículos Disponibles" STR_CATEGORY: "CATEGORÍA" STR_START_PRODUCTION: "INICIAR PRODUCCIÓN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Horas para producir una unidad" STR_COST_PER_UNIT_: "Costo por unidad>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espacio de Trabajo Requerido>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALES REQUERIDOS" STR_ITEM_REQUIRED: "ARTÍCULOS NECESARIOS" STR_UNITS_REQUIRED: "UNIDADES REQUERIDAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONIBLES" STR_STOP_PRODUCTION: "DETENER PRODUCCIÓN" STR_ENGINEERS_AVAILABLE_UC: "TÉCNICOS DISPONIBLES>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACIO DE TALLER DISPONIBLE>{ALT}{0}" STR_MONTHLY_PROFIT: "UTILIDAD MENSUAL>{ALT}{0}" STR_INCREASE_UC: "INCREMENTAR" STR_DECREASE_UC: "DISMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a Producir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Contratar Personal" STR_COST_OF_PURCHASES: "Costo>{ALT}{0}" STR_COST_PER_UNIT_UC: "COSTO P/U" STR_QUANTITY_UC: "CANTIDAD" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "DISPONIBLE : TOTAL> " STR_SOLDIERS: "Aquanautas" STR_SCIENTISTS: "Científicos" STR_ENGINEERS: "Técnicos" STR_SPACE_USED_SPACE_AVAILABLE: "OCUPADO : DISPONIBLE> " STR_LIVING_QUARTERS: "Viviendas" STR_STORES: "Almacenes" STR_LABORATORIES: "Laboratorios" STR_WORK_SHOPS: "Talleres" STR_HANGARS: "Submarino Volante" STR_SHORT_RANGE_DETECTION: "Sonar de Corto Alcanze" STR_DEFENSE_STRENGTH: "Fuerza Defensiva" STR_TRANSFERS_UC: "TRANSFERENCIAS" STR_TRANSFERS: "Transferencias" STR_ARRIVAL_TIME_HOURS: "Arrivo (h)" STR_COST_: "Costo>{ALT}{0}" STR_AREA_: "Zona>{ALT}{0}" STR_BASE_NAME: "¿Nombre de la Base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECCIONE UBICACIÓN DE LA ESCOTILLA" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "CANTIDAD A TRANSFERIR" STR_SELECT_DESTINATION_BASE: "Seleccione Destino" STR_COST: "Costo" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Marte: La Caída de Cydonia." STR_INTRO_3: "Un triunfante X-Com, habiendo destruido el núcleo mismo de la máquina de guerra Alienígena, despega hacia el hogar. Sin embargo, no todo está muerto en la base marciana devastada." STR_INTRO_4: "Un poderoso rayo de taquiones fluye desde los escombros del centro neurálgico de Cydonia, a toda velocidad a través del vacío. Su destino............" STR_INTRO_5: "La Tierra." STR_INTRO_6: "En lo profundo del océano el haz golpea un receptor inactivo. Grandes ordenadores, comienzan a activarse. En lo profundo, más allá de los ojos de los seres humanos, vastas cámaras de Alienígenas dormidos comienzan su largo ciclo de reanimación." STR_INTRO_7: "2040: Una Tierra ignorante. Los terrores de la guerra Alienígena se olvidan. Pero, en los lugares perdidos y ocultos del océano las hordas alienígenas están listas, listas para derrocar a la humanidad y dominar el mundo." STR_INTRO_8: "Los Alienígenas arremeten contra la humanidad; buscan especímenes para sus retorcidos experimentos; asaltando el mundo por valiosos minerales y recursos; y saqueando los mares. Entonces, posan sus ojos sobre las olas." STR_INTRO_9: "Poderosos submarinos voladores de extraño diseño surcan los océanos, observando, buscando, cazando........." STR_INTRO_10: "Buscando presas, atacan." STR_INTRO_11: "Nuevas armas extrañas se lanzan contra un mundo indefenso. Estamos completamente a merced de la amenaza alienígena. {NEWLINE}Sólo una organización puede salvarnos; pero, les dimos la espalda hace mucho tiempo......" STR_INTRO_12: "Instalación subacuática experimental X-COM" STR_INTRO_13: "'¡May Day! ¡May Day! ''Este es el transatlántico Hyperion'. \"Estamos bajo ataque\". '¡May Day! Mayd............ \"" STR_INTRO_14: "\"Centro de Comando a Submarino Uno: Abrir Esclusas\", \"desplegar Barracuda Cero Uno. Tenemos una situación de ataque alienígena, Alerta Roja\".{NEWLINE}\"Repito: Alerta Roja\"" STR_INTRO_15: "Los Alienígenas son implacables en su eficiencia...." STR_INTRO_16: "...infalibles en su exactitud" STR_INTRO_17: "\"Barracuda Cero Uno a base\" - \"acercándose a lo que queda de la Hyperion\"." STR_INTRO_18: "\"Desacelerando\".{NEWLINE}\"Dos metros\"{NEWLINE}\"Un metro\"{NEWLINE}\"Todos los aquanautas prepararse para su despliegue inmediato\"." STR_INTRO_19: "...........\"Esclusa despejada\"... \"acercándose al naufragio\".{NEWLINE}\"Santo!\"{NEWLINE}\"¿Están captando esas criaturas con mi cámara de traje?\"" STR_GAMEOVER_1: "Hemos fallado, los Alienígenas han aniquilado nuestras últimas esperanzas de salvación.{NEWLINE}X-Com está destruido y la Tierra se puso a los pies de del antiguo enemigo." STR_GAMEOVER_2: "T'leth truena en la estratosfera y comienza a moverse a través de la faz del mundo. Dispensando la muerte y cosechando los restos de la raza humana. En lo profundo de sus entrañas la asesina mente alienígena comienza a despertarse." STR_GAMEOVER_3: "En las capitales de todas las naciones, planes desesperados se elaboran. Todo es en vano, sin la tecnología que ofrece el proyecto de investigación X-Com nuestras armas son ineficaces." STR_GAMEOVER_4: "Los Alienígenas establecieron bases en los casquetes polares y empiezan a derretir el hielo, el mundo se convertirá en un vasto mar. Los restos de la raza humana son capturados y se utilizan en viles experimentos de reproducción con fines desconocidos. Los cielos se oscurecen y una fuerte pestilencia está sobre las tierras del Mundo." STR_GAMEOVER_5: "No podemos ofrecer ninguna resistencia al nuevo orden mundial, aquellos que lo intentan se encuentran con un destino de fuego a manos de las incomprensibles armas alienígenas. Para el resto de nosotros no hay liberación bendita, la madre tierra se convierte en un mundo alienígena y la humanidad se pierde debajo de un progresivo horror." STR_OUTRO_1: "La tumba, asolada y diezmada, un rugido burbujeante proviene del centro de la urna.{NEWLINE}Tontos, todos perecerán...................." STR_OUTRO_2: ".................nadie puede escapar." STR_OUTRO_3: "Una enorme explosión brota de la tumba y atraviesa la ciudad, los escombros y el humo llenan el aire. Los planes de los alienígenas se ven frustrados........" STR_OUTRO_4: "La retorcida vastedad de T'leth comienza a romperse. Llamas y humo se arrojan desde sus torres relucientes y salas de adamantium." STR_OUTRO_5: "El fastuoso gran Alienígena se desploma hacia el mar, los gritos de metal y almas torturadas llenan el aire. El Gran Soñador ya no soñara con conquistar el mundo." STR_OUTRO_6: "Un ensordecedor sonido final conmociona a la propia T'leth que rompe en lágrimas. {NEWLINE}La amenaza alienígena se ha ido, la Tierra es limpiada.................." STR_OUTRO_7: "Un dormido planeta verde-azulado, en un rincón lejano de la galaxia." STR_OUTRO_8: "El futuro cercano, un lugar seguro para estar." STR_OUTRO_9: "La amenaza Alienígena a la Tierra se derroto hace mucho tiempo." STR_OUTRO_10: "Vastas ciudades metrópolis albergan rebosantes miles de millones de humanos." STR_OUTRO_11: "Las obras de X-Com y las guerras Alienígenas son argumento de historias para niños." STR_OUTRO_12: "Pero las leyendas siempre han tenido el habito de contener una pizca de verdad.........." STR_RISE_1: "T'leth, fue llamado muchas cosas en muchas leyendas de muchas tierras." STR_RISE_2: "Con un explosivo grito que reverbera a través del globo T'leth comienza a alzarse del fondo del mar." STR_RISE_3: "El enorme complejo surge a través de las aguas del Golfo de Méjico." STR_RISE_4: "400 mil millones de toneladas de metal alienígena, la enorme ciudad alienígena en donde se encuentra el cuerpo dormido del alienígena definitivo. Encarcelado en la tierra por 65 millones de años, este vil dios del espacio comienza a moverse." STR_RISE_5: "Las aguas hierven y se agitan mientas la tumba del Gran Soñador emerge a la luz................" STR_RISE_6: ".........una luz que durara poco a menos que X-Com pueda destruir la maquinaria de guerra alienígena." STR_YOU_HAVE_FAILED: "Has fracasado en detener la máquina de guerra alienígena. Las organizaciones de financiación, desilusionados con su capacidad tratan de negociar una solución no militar con los alienígenas. Los invasores tienen una agenda muy diferente y pronto todo el mundo es consciente de la verdad ..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Ingresos" STR_EXPENDITURE: "Gastos" STR_MAINTENANCE: "Mantenimiento" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Actividad Alienígena en Los Mares" STR_UFO_ACTIVITY_IN_COUNTRIES: "Actividad Alienígena en Zonas" STR_XCOM_ACTIVITY_IN_AREAS: "Actividad X-Com en Los Mares" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Actividad X-Com en Zonas" STR_FINANCE: "Finanzas" STR_DATE_FIRST: "{0}º" STR_DATE_SECOND: "{0}º" STR_DATE_THIRD: "{0}.º" STR_DATE_FOURTH: "{0}.º" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Insuficientes materiales para producir{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Insuficiente dinero para producir{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Producción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}finalizada" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construcción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}finalizada" STR_OK_5_SECONDS: "OK - 5 seg" STR_RESEARCH_COMPLETED: "Investigación Finalizada" STR_VIEW_REPORTS: "VER REPORTES" STR_WE_CAN_NOW_RESEARCH: "Podemos investigar" STR_WE_CAN_NOW_PRODUCE: "Podemos fabricar" STR_SUNDAY: "DOMINGO" STR_MONDAY: "LUNES" STR_TUESDAY: "MARTES" STR_WEDNESDAY: "MIÉRCOLES" STR_THURSDAY: "JUEVES" STR_FRIDAY: "VIERNES" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Insuficiente {0} para repostar {1} en {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Insuficientes {0} para rearmar {1} en {2}" STR_UFO_IS_NOT_RECOVERED: "OSNI no fue recuperado" STR_UFO_IS_RECOVERED: "OSNI recuperado" STR_CRAFT_IS_LOST: "Submarino Volante perdido" STR_TERROR_CONTINUES: "Actividad Alienígena continua" STR_ALIENS_DEFEATED: "Alienígenas derrotados" STR_BASE_IS_LOST: "Se ha perdido la Base" STR_BASE_IS_SAVED: "Hemos defendido la Base" STR_ALIEN_BASE_STILL_INTACT: "Colonia Alienígena intacta" STR_ALIEN_BASE_DESTROYED: "Colonia Alienígena destruida" STR_ALIENS_KILLED: "BAJAS ALIENÍGENAS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES ALIENÍGENAS RECUPERADOS" STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS VIVOS CAPTURADOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROL DE LA COLONIA ALIENÍGENA DESTRUIDO" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "DISPOSITIVO SYNOMIUM DESTRUIDO" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "FLLA AL DESTRUIR DISPOSITIVO SYNOMIUM" STR_CIVILIANS_KILLED_BY_ALIENS: "BAJAS CIVILES CAUSADAS POR LOS ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "BAJAS CIVILES CAUSADAS POR X-COM" STR_CIVILIANS_SAVED: "CIVILES RESCATADOS" STR_XCOM_OPERATIVES_KILLED: "BAJAS X-COM" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "OPERATIVOS X-COM DESAPARECIDOS EN COMBATE" STR_TANKS_DESTROYED: "PLATAFORMAS DE ARMAS X-COM DESTRUIDAS" STR_XCOM_CRAFT_LOST: "SUBMARINO X-COM DESTRUIDO" STR_UFO_RECOVERY: "RECUPERACIÓN DE OSNI" STR_ALIEN_BASE_RECOVERY: "RECUPERACIÓN DE COLONIA ALIENÍGENA" STR_BASE_UNDER_ATTACK: "¡{0} bajo ataque!" STR_BASE_DEFENSES_INITIATED: "DEFENSA DE LA BASE INICIADA" STR_GRAV_SHIELD_REPELS_UFO: "¡ESCUDO DE GRAV. REPELE OSNI!" STR_FIRING: "DISPARANDO" STR_HIT: "¡IMPACTO!" STR_UFO_DESTROYED: "¡OSNI DESTRUIDO!" STR_MISSED: "¡DISPARO FALLÓ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender/Despedir " STR_VALUE_OF_SALES: "VALOR DE VENTAS> {ALT}{0}" STR_FUNDS: "FUNDOS> {ALT}{0}" STR_SELL_SACK: "Vender/Despedir" STR_VALUE: "Valor" STR_CRAFT_: "SUBMARINO VOLANTE> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERACIÓN DE OSNI DERRIBADO" STR_UFO_CRASH_RECOVERY_BRIEFING: "EXTREMA PRECAUCIÓN - Habrá alienígenas en el submarino y alrededor del sitio. Esta misión se completará cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos del submarino alienígena, tecnología y cadáveres alienígenas podrá entonces ser iniciada. Para abortar la misión regrese los acuanautas X-Com al submarino y haga clic en el icono 'Abortar Misión'." STR_UFO_GROUND_ASSAULT: "ASALTO A SUBMARINO ALIENÍGENA" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore el punto de amerizaje y, si es posible, gane acceso al submarino alienígena. Esta misión se completará cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos del submarino alienígena, tecnología y cadáveres alienígenas podrá entonces ser iniciada. Para abortar la misión regrese los acuanautas X-Com al submarino y haga clic en el icono 'Abortar Misión'." STR_BASE_DEFENSE: "DEFENSA DE BASE" STR_BASE_UC_: "BASE>{0}" STR_BASE_DEFENSE_BRIEFING: "Una nave alienígena ha amerizado muy cerca. Nuestra base está en peligro. Según el procedimiento habitual, se ha evacuado todo el personal no combatiente y los submarinos X-Com. Los alienígenas accederán a la base por las compuertas del hangar o por la escotilla de acceso. Defienda la base y sus instalaciones vitales a toda costa, es una lucha a vida o muerte. Si presiona en el icono de 'Abortar misión' aceptará la derrota y perderá la base." STR_ALIEN_COLONY_ATTACK_MISSION: "ATAQUE A COLONIA ALIENÍGENA" STR_ALIEN_BASE_ASSAULT: "COLONIA ALIENÍGENA PARTE UNO" STR_ALIEN_COLONY_P1_BRIEFING: "Esta misión consiste en un ataque a una colonia alienígena. Hay dos niveles, lleva a todos los aquanautas a la salida brillante del primer complejo y pulsa en 'Abortar misión' para proseguir. Todo el equipo que abandones se quedará en el fondo del mar hasta que completes la segunda parte. Para Cancelar, pon a los aquanautas en el submarino y pulsa en el icono 'Abortar misión'." STR_ALIEN_COLONY_P2: "COLONIA ALIENÍGENA PARTE DOS" STR_ALIEN_COLONY_P2_BRIEFING: "Tras haber completado el primer nivel y entrado en el núcleo de la colonia, ahora tu misión es destruir el centro de control, recoger el dispositivo Synomium o eliminar a todos los alienígenas. Para Cancelar, pon a todos los aquanautas en el punto de partida y pulsa en el icono 'Abortar misión'. Todo el equipo X-Com útil regresará a la base." STR_ALIENS_LAUNCH_PORT_TERROR: "ALIENÍGENAS LANZAN{NEWLINE}ATAQUE EN PUERTO" STR_PORT_TERROR: "ALIENÍGENAS LANZAN ATAQUE A PUERTO" STR_PORT_TERROR_BRIEFING: "Los alienígenas han lanzado un ataque contra instalaciones en la superficie. El puerto y su población civil se han puesto en riesgo. Su escuadrón debe eliminar todos los alienígenas y proteger a las personas inocentes de esta incursión alienígena. Para Cancelar, coloque los aquanautas en el submarino volante y haz clic en el icono 'Abortar Misión'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIENÍGENAS LANZAN{NEWLINE}ATAQUE EN ISLA" STR_ISLAND_TERROR: "ALIENÍGENAS LANZAN ATAQUE A ISLA" STR_ISLAND_TERROR_BRIEFING: "Los alienígenas han lanzado un ataque contra instalaciones en la superficie. La Isla y su población se han puesto en riesgo. Su escuadrón debe eliminar todos los alienígenas y proteger a los inocentes transeúntes de esta incursión alienígena. Para Cancelar, coloque los aquanautas en el submarino volante y haz clic en el icono 'Abortar Misión'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ALIENÍGENAS ATACAN{NEWLINE}RUTA DE ENVÍO" STR_CARGO_SHIP_P1: "BUQUE DE CARGA PARTE UNO" STR_CARGO_SHIP_P2: "BUQUE DE CARGA PARTE DOS" STR_CRUISE_SHIP_P1: "CRUCERO PARTE UNO" STR_CRUISE_SHIP_P2: "CRUCERO PARTE DOS" STR_SHIP_RESCUE_MISSION: "MISIÓN DE RESCATE A BUQUE" STR_SHIP_RESCUE_P1_BRIEFING: "Esta misión es una cacería, elimine todas las unidades alienígenas en el barco, y preserve la vida de los civiles a bordo. Los alienígenas están dispersos por encima y debajo de la cubierta, asegure las cubiertas superiores antes de entrar en los inferiores. Para Cancelar, coloque los aquanautas en el submarino volante y haz clic en el icono 'Abortar Misión'." STR_SHIP_RESCUE_P2_BRIEFING: "Ahora que la cubierta superior está despejada proceda a las cubiertas inferiores. Utilizando el ascensor de carga se desciende a la bodega. Su escuadrón debe eliminar todos los alienígenas en este nivel para completar la misión. Para abortar coloque todos los aquanautas en el ascensor inicial y haga clic en el icono 'Abortar Misión'." STR_ALIEN_ACTIVITY_DETECTED: "ACTIVIDAD ALIENÍGENA DETECTADA" STR_ALIEN_CONTACT_SITE_MISSION: "ASALTO A COMUNICACIONES ALIENÍGENAS" STR_ARTIFACT_SITE_P1: "COMUNICACIONES ALIENÍGENAS PARTE UNO" STR_ARTIFACT_SITE_P1_BRIEFING: "Esta misión es un asalto en un sitio de comunicación alienígena recién activado. Hay 2 niveles para alcanzar el sitio, el fondo del mar con sus pirámides alienígenas y un complejo alienígena escondido. Lleve todos los aquanautas a la entrada del complejo y haga clic en el icono 'Abortar Misión' para proceder. Para Cancelar, coloque los aquanautas en el submarino volante y haga clic en el icono 'Abortar Misión'." STR_ARTIFACT_SITE_P2: "COMUNICACIONES ALIENÍGENAS PARTE DOS" STR_ARTIFACT_SITE_P2_BRIEFING: "Habiendo arrazado las estructuras alienígenas y entrado en el complejo, los objetivos de la misión son claros. Penetrar el corazón de la instalación alienígena y destruir el dispositivo de Control Molecular Synomium. Para abortar coloque todos los aquanautas en el ascensor inicial y haga clic en el icono 'Abortar Misión'." STR_SIGSBEE_DEEP_MISSION: "ASALTO A CIUDAD ALIENÍGENA{NEWLINE}BAJA SIGSBEE NIVEL UNO" STR_TLETH_P1_BRIEFING: "Nos adentramos en lo desconocido, de aquí en adelante podemos encontrarnos cualquier cosa. Sabemos que hay dos niveles en la ciudad, tu escuadrón debe llegar rápido a la salida del nivel para pasar al siguiente. Lleva a todos los aquanautas a la salida y pulsa en 'Arbortar misión' para avanzar.Si la cancelas en otro lugar, la misión se terminará." STR_TLETH_ATTACK_MISSION: "ASALTO A CIUDAD ALIENÍGENA{NEWLINE}T'LETH NIVEL DOS" STR_TLETH_P2_BRIEFING: "Seguimos avanzando hacia lo desconocido, de aquí en adelante podemos encontrarnos cualquier cosa. Sabemos que hay otro nivel en la ciudad, tu escuadrón debe llegar rápido a la salida de este nivel para pasar al siguiente. Lleva a todos los aquanautas a la salida y pulsa en 'Abortar misión' para avanzar. Si la abortas en otro lugar, la misión se terminará." STR_FINAL_TLETH_MISSION: "ASALTO FINAL A CIUDAD ALIENÍGENA{NEWLINE}T'LETH NIVEL TRES" STR_TLETH_P3_BRIEFING: "El final está a la vista, a partir de ahora debemos buscar la cripta del Alienígena Supremo. Destruye los 8 alimentadores de la tumba para acabar con la amenaza alienígena. ¡No te rindas! Si pulsas en 'Abortar misión', la anulará." STR_TLETH_P1: "CIUDAD ALIENÍGENA PARTE UNO" STR_TLETH_P2: "CIUDAD ALIENÍGENA PARTE DOS" STR_TLETH_P3: "CIUDAD ALIENÍGENA PARTE TRES" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "¡NO HAY MUELLES LIBRES PARA CONSTRUIR NAVES!{SMALLLINE}Cada submarino volante asignado o trasladado a una base, comprado o construido ocupa un muelle. Construye un nuevo muelle para submarinos o traslada un submarino a otra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "¡NO HAY MUELLES LIBRES PARA COMPRAR SUBMARINOS!{SMALLLINE}Cada submarino volante asignado o trasladado a una base, comprado o construido ocupa un muelle. Construye un nuevo muelle para submarinos o traslada un submarino a otra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "¡NO HAY MUELLES LIBRES PARA TRASLADAR SUBMARINOS!{SMALLLINE}Cada submarino volante asignado o trasladado a una base, comprado o construido ocupa un muelle. Construye un nuevo muelle para submarinos o traslada un submarino a otra base." STR_CANNOT_BUILD_HERE: "¡NO PUEDE CONSTRUIR AQUÍ!{SMALLLINE}Sólo junto a una escotilla." STR_NO_FREE_ACCOMODATION: "¡NO HAY ESPACIO DISPONIBLE!{SMALLLINE}La base de destino no tiene espacio suficiente en las viviendas." STR_NOT_ENOUGH_WORK_SPACE: "¡NO HAY ESPACIO PARA TRABAJAR!{SMALLLINE}Construya un taller nuevo o redusca los técnicos de otros proyectos." STR_NOT_ENOUGH_MONEY: "¡NO HAY DINERO SUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "¡NO HAY SUFICIENTE ESPACIO DE ALMACENAJE!{SMALLLINE}Construya un almacén nuevo o traslade artículos a otras bases." STR_NOT_ENOUGH_LIVING_SPACE: "¡NO HAY SUFICIENTE ESPACIO HABITABLE!{SMALLLINE}Construya nuevas viviendas o traslade personal a otras bases." STR_LAUNCH_INTERCEPTION: "INICIAR INTERCEPCIÓN" STR_CRAFT: "NAVE" STR_STATUS: "SITUACIÓN" STR_BASE: "BASE" STR_READY: "LISTO" STR_OUT: "FUERA" STR_REPAIRS: "REPARACIONES" STR_REFUELLING: "REPOSTANDO" STR_REARMING: "REARMANDO" STR_TARGET: "OBJETIVO: {0}" STR_WAY_POINT: "DESTINO" STR_ARE_YOU_SURE_CYDONIA: "¿Estás seguro de que quieres mandar este submarino a T'leth en una misión?" STR_YES: "SÍ" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECCIONE DESTINO" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELECCIONE UBICACIÓN DE LA{NEWLINE}NUEVA BASE" STR_RETURN_TO_BASE: "REGRESAR A LA BASE" STR_SELECT_NEW_TARGET: "SELECCIONE OTRO BLANCO" STR_PATROL: "PATRULLAR" STR_STATUS_: "SITUACIÓN>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "AVERIADO - REGRESANDO A LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POCO COMBUSTIBLE - REGRESANDO A LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIÓN COMPLETA - REGRESANDO A BASE" STR_PATROLLING: "PATRULLANDO" STR_TAILING_UFO: "SIGUIENDO A UN OSNI" STR_INTERCEPTING_UFO: "INTERCEPTANDO OSNI-{0}" STR_RETURNING_TO_BASE: "REGRESANDO A LA BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDAD>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDAD MÁXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "PROFUNDIDAD>{ALT}{0}" STR_AIRBORNE: "POR AIRE" STR_VERY_LOW: "SUPERFICIAL" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "PROFUNDO" STR_VERY_HIGH: "MUY PROFUNDO" STR_FUEL: "COMBUSTIBLE>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NINGUNA" STR_ROUNDS_: "BALAS>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "SUBMARINO VOLANTE" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOMBRE" STR_AMMO_: "MUNICIÓN>{ALT}{0}" STR_CREW: "TRIPULACIÓN" STR_EQUIPMENT_UC: "ARMAMENTO" STR_ARMOR: "ARMADURA" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Marinero" STR_SQUADDIE: "Cabo" STR_SERGEANT: "Alférez" STR_CAPTAIN: "Teniente" STR_COLONEL: "Comandante" STR_COMMANDER: "Capitán" STR_SELECT_SQUAD_FOR_CRAFT: "Elija el Escuadrón para {0}" STR_SORT_BY: "ORDENAR POR..." STR_ORIGINAL_ORDER: "ORDEN ORIGINAL" STR_MISSIONS2: "MISIÓNES" STR_KILLS2: "MUERTES" STR_WOUND_RECOVERY2: "RECUPERACIÓN DE HERIDA" STR_SPACE_AVAILABLE: "ESPACIO DISPONIBLE>{ALT}{0}" STR_SPACE_USED: "ESPACIO USADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPACIO USADO" STR_RANK: "RANGO" STR_WOUNDED: "HERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipo para {0}" STR_DEFENSE_VALUE: "Valor Defensivo" STR_HIT_RATIO: "Proporción" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}listo para{NEWLINE}amerizar cerca de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "¿Iniciar la misión?" STR_SELECT_ARMAMENT: "Seleccione Armamento" STR_AMMUNITION_AVAILABLE: "MUNICIÓN DISPONIBLE" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECCIONAR ARMADURA PARA{NEWLINE}{0}" STR_TYPE: "TIPO" STR_PLASTIC_AQUA_ARMOR_UC: "ARMADURA DE AQUAPLASTICOS" STR_ION_ARMOR_UC: "ARMADURA DE IONES" STR_MAGNETIC_ION_ARMOR_UC: "ARMADURA MAGNÉTICA DE IONES" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Este blindaje emplea la sustancia alienígena recién descubierta, el aquaplástico, y les da a nuestros aquanautas una oportunidad de luchar contra las incursiones alienígenas." STR_ION_ARMOR_UFOPEDIA: "Una protección para los aquanautas, nueva y poderosa. Está reforzada con energía de iones y aumenta la fuerza y la velocidad del que la lleva. Es la mejor protección para las tropas de combate." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Una mejora de la armadura de iones, incorpora la tecnología magnética para permitir total libertad de movimientos en el medio acuático." STR_SELECT_ARMOR: "Seleccione Armadura" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORESTE" STR_EAST: "ESTE" STR_SOUTH_EAST: "SURESTE" STR_SOUTH: "SUR" STR_SOUTH_WEST: "SUROESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECCIONE ACCIÓN" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSECUCIÓN" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSECUCIÓN SIN INTERCEPCIÓN" STR_VERY_LARGE: "MUY GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "NORMAL" STR_SMALL: "PEQUEÑO" STR_VERY_SMALL: "MUY PEQUEÑO" STR_GROUNDED: "CAÍDO" STR_DETECTED: "Detectado" STR_SIZE_UC: "TAMAÑO" STR_ALTITUDE: "PROFUNDIDAD" STR_HEADING: "RUMBO" STR_SPEED: "VELOCIDAD" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRAR EN OSNI - TIEMPO = 5 Seg" STR_TRACKING_LOST: "RASTRO PERDIDO" STR_REDIRECT_CRAFT: "CAMBIAR RUMBO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR A ÚLTIMA POSICIÓN CONOCIDA DEL OSNI " STR_UFO_: "OSNI-{0}" STR_ALIEN_BASE_: "COLONIA ALIENÍGENA-{0}" STR_CRASH_SITE_: "SITIO DE CHOQUE-{0}" STR_LANDING_SITE_: "SITIO DE CAÍDA-{0}" STR_WAY_POINT_: "DESTINO-{0}" STR_TERROR_SITE: "LUGAR DE INCURSIÓN-{0}" STR_ARTIFACT_SITE: "SITIO DEL ARTEFACTO-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ha llegado a{NEWLINE}{1}" STR_NOW_PATROLLING: "Está patrullando" STR_ALIEN_ORIGINS: "Origen de los Alienígenas" STR_THE_ULTIMATE_THREAT: "La Amenaza Definitiva" STR_TLETH_ALIEN_CITY: "T'leth, la Ciudad Alienígena" STR_UFOPAEDIA: "OSNIpedia" STR_XCOM_CRAFT_ARMAMENT: "NAVES Y ARMAS DE X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SISTEMAS DE ARMAS SUMERGIBLES" STR_WEAPONS_AND_EQUIPMENT: "ARMAMENTO GENERAL" STR_ALIEN_ARTIFACTS: "ARTEFACTOS AQUÁTICOS" STR_BASE_FACILITIES: "INSTALACIONES X-COM" STR_ALIEN_LIFE_FORMS: "CRIATURAS ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "TECNOLOGÍA ALIENÍGENA" STR_UFO_COMPONENTS: "NUEVAS TECNOLOGÍAS SUMERGIBLES" STR_UFOS: "SUBMARINOS ALIENÍGENAS" STR_SELECT_ITEM: "SELECCIONE ARTÍCULO" STR_ACCELERATION: "ACELERACIÓN>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACIDAD DE COMBUSTIBLE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "TORRE DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "RESISTENCIA>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACIO DE CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACIDAD SAS>{ALT}{0}{ALT}" STR_DAMAGE: "Daño" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisión" STR_RE_LOAD_TIME: "Tiempo de recarga" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFORANTE" STR_DAMAGE_INCENDIARY: "FÓSFORO" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAYO GAUSS" STR_DAMAGE_PLASMA_BEAM: "RAYO SóNICO" STR_DAMAGE_STUN: "CONGELAR" STR_DAMAGE_MELEE: "CUERPO A CUERPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "HUMO" STR_SHOT_TYPE: "TIPO" STR_ACCURACY_UC: "PRECISIÓN" STR_TIME_UNIT_COST: "COSTO UT" STR_DAMAGE_UC: "DAÑO" STR_AMMO: "MUNICIÓN" STR_SHOT_TYPE_AUTO: "Automático" STR_SHOT_TYPE_SNAP: "Simple" STR_SHOT_TYPE_AIMED: "Precisión" STR_CONSTRUCTION_TIME: "Tiempo de Construcción" STR_CONSTRUCTION_COST: "Costo de Construcción" STR_MAINTENANCE_COST: "Costo de Cantenimiento" STR_LOW: "Bajo" STR_MEDIUM: "Mediano" STR_HIGH: "Pesado" STR_CRAFT_WEAPON: "Arma de Submarino" STR_CRAFT_AMMUNITION: "Munición de Submarino" STR_HEAVY_WEAPONS_PLATFORM: "Sistema de Armas Pesadas" STR_WEAPON: "Arma" STR_AMMUNITION: "Munición" STR_EQUIPMENT: "Equipo" STR_ALIEN_CORPSE: "Cadáver Alienígena" STR_UFO_COMPONENT: "Pieza de un OSNI" STR_PERSONAL_ARMOR: "Armadura Personal" STR_RAW_MATERIALS: "Materias Primas" STR_HWP_SOLID_HARPOON_BOLTS: "Arpones Sólidos" STR_ALIEN: "Alienígena" STR_AQUATOID: "Aquatoide" STR_GILLMAN: "Hombre-Branquia" STR_LOBSTERMAN: "Hombre-Langosta" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Anuroide" STR_BIODRONE: "Telecerebro" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Alucinoide" STR_XARQUID: "Calaxmar" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_NAVIGATOR: "Navegante" STR_LIVE_MEDIC: "Médico" STR_LIVE_TECHNICIAN: "Técnico" STR_LIVE_SQUAD_LEADER: "Líder de Escuadrón" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Terrorista" STR_AQUATOID_COMMANDER: "Comandante Aquatoide" STR_AQUATOID_NAVIGATOR: "Navegante Aquatoide" STR_AQUATOID_MEDIC: "Médico Aquatoide" STR_AQUATOID_TECHNICIAN: "Técnico Aquatoide" STR_AQUATOID_SQUAD_LEADER: "Líder de Escuadrón Aquatoide" STR_AQUATOID_SOLDIER: "Soldado Aquatoide" STR_GILLMAN_COMMANDER: "Comandante Hombre-Branquia" STR_GILLMAN_TECHNICIAN: "Técnico Hombre-Branquia" STR_GILLMAN_SQUAD_LEADER: "Líder de Escuadrón Hombre-Branquia" STR_GILLMAN_SOLDIER: "Soldado Hombre-Branquia" STR_LOBSTERMAN_COMMANDER: "Comandante Hombre-Langosta" STR_LOBSTERMAN_NAVIGATOR: "Navegante Hombre-Langosta" STR_LOBSTERMAN_TECHNICIAN: "Técnico Hombre-Langosta" STR_LOBSTERMAN_SQUAD_LEADER: "Líder de Escuadrón Hombre-Langosta" STR_LOBSTERMAN_SOLDIER: "Soldado Hombre-Langosta" STR_TASOTH_SQUAD_LEADER: "Líder de Escuadrón Tasoth" STR_TASOTH_SOLDIER: "Soldado Tasoth" STR_CALCINITE_TERRORIST: "Calcinite Terrorista" STR_DEEP_ONE_TERRORIST: "Anuroide Terrorista" STR_BIODRONE_TERRORIST: "Telecerebro Terrorista" STR_TENTACULAT_TERRORIST: "Tentaculat Terrorista" STR_TRISCENE_TERRORIST: "Triscene Terrorista" STR_HALLUCINOID_TERRORIST: "Alucinoide Terrorista" STR_XARQUID_TERRORIST: "Calaxmar Terrorista" STR_ION_BEAM_ACCELERATORS: "Aceleradores de Rayos de Iones" STR_MAGNETIC_NAVIGATION: "Navegación Magnética" STR_ALIEN_SUB_CONSTRUCTION: "Construcción de Subm. Alienígenas" STR_ALIEN_CRYOGENICS: "Hibernación Alienígena" STR_ALIEN_CLONING: "Clonación Alienígena" STR_ALIEN_LEARNING_ARRAYS: "Unidades de Enseñanza Alienígenas" STR_ALIEN_IMPLANTER: "Implantador Alienígena" STR_EXAMINATION_ROOM: "Sala de Exámenes" STR_AQUA_PLASTICS: "Aquaplásticos" STR_ALIEN_REANIMATION_ZONE: "Zona de Reanimación de Alienígenas" STR_PLASTIC_AQUA_ARMOR: "Blindaje de Aquaplástico" STR_ION_ARMOR: "Blindaje Iónico" STR_MAGNETIC_ION_ARMOR: "Blindaje Magné. de Iones" STR_HWP_AQUA_JET_MISSILES: "Torpedos Aquajet " STR_HWP_DISPLACER_PWT: "Torpedo O.I." STR_GAUSS_TECH: "Tecnología Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Nuevo Submarino Volante tipo Caza" STR_NEW_FIGHTER_TRANSPORTER: "Nuevo Caza-Transporte" STR_THE_LATEST_FLYING_SUB: "Lo Último en Submarinos Volantes" STR_ARMOR_PIERCING: "PERFORANTE" STR_COELACANTH_GAS_CANNON: "Coelacanth/Cañón Gas" STR_COELACANTH_AQUA_JET: "Coelacanth/Aquajet" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Desplazador/Sónico" STR_DISPLACER_PWT: "Desplazador/T.O.I." STR_AJAX_LAUNCHER: "Lanzador Ajax" STR_DUP_HEAD_LAUNCHER: "Lanzamisiles CUR" STR_CRAFT_GAS_CANNON: "Cañón de Gas de la Nave" STR_PWT_CANNON: "Cañón O.I." STR_GAUSS_CANNON: "Cañón Gauss" STR_GAUSS_CANNON_AMMO: "Munición de Cañón Gauss" STR_SONIC_OSCILLATOR: "Oscilador Sónico" STR_AJAX_TORPEDOES: "Torpedos Ajax" STR_DUP_HEAD_TORPEDOES: "Torpedos CUR" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Disparos del CG(x50)" STR_SONIC_WAVE: "Onda Sónica" STR_PULSE_WAVE_TORPEDOES: "Munición T.O.I." STR_SOLDIER: "Aquanauta" STR_SCIENTIST: "Científico" STR_ENGINEER: "Técnico" STR_NORTH_ATLANTIC: "Atlántico Norte" STR_SOUTH_ATLANTIC: "Atlántico Sur" STR_NORTH_PACIFIC: "Pacifico Norte" STR_SOUTH_PACIFIC: "Pacifico Sur" STR_MEDITERRANEAN: "Mediterraneo" STR_SOUTH_CHINA_SEA: "Mar de China" STR_INDIAN_OCEAN: "Océano Índico" STR_THE_EAST_SEA: "Mar de Japon" STR_NORTH_SEA: "Mar del Norte" STR_CARRIBEAN: "Caribe" STR_ANTARCTIC: "Antártico" STR_ARCTIC: "Ártico" STR_EURASIA: "Eurasia" STR_NORTH_AMERICA: "Norteamérica" STR_AFRICA: "África" STR_MAXIMUM_SPEED: "Velocidad Máxima" STR_TRANSMISSION_RESOLVER_UC: "ESCODIFICADOR TARNS" STR_TRITON: "TRITÓN" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "SUBMARINO ALIENíGENA" STR_AJAX: "AJAX" STR_DUP_HEAD: "CABEZA C.U.R." STR_CRAFT_GAS_CANNON_UC: "CG DE LA NAVE" STR_PWT_CANNON_UC: "CAÑÓN T.O.I." STR_GAUSS_CANNON_UC: "CAÑÓN GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILADOR SÓNICO" STR_DAMAGE_CAPACITY: "Resistencia" STR_WEAPON_POWER: "Potencia del Arma" STR_WEAPON_RANGE: "Alcance del Arma" STR_AIR_LOCK: "Esclusa" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Taller" STR_STANDARD_SONAR: "Sonar Estándar" STR_WIDE_ARRAY_SONAR: "Sonar de Red Amplia" STR_TORPEDO_DEFENSES: "Torpedos de Defensa" STR_GENERAL_STORES: "Almacenes Generales" STR_ALIEN_CONTAINMENT: "Confinamiento Alienígena" STR_GAUSS_DEFENSES: "Defensas Gauss" STR_SONIC_DEFENSES: "Defensas Sónicas" STR_PWT_DEFENSES: "Defensas de T.O.I." STR_BOMBARDMENT_SHIELD: "Escudo de Resonancia" STR_MC_GENERATOR: "Escudo de Control Molecular" STR_MC_LAB: "Laboratorio de Control Molecular" STR_TRANSMISSION_RESOLVER: "Descodificador Tarns" STR_SUB_PEN: "Muelle para Submarinos" STR_USA: "EE.UU." STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SINDICATO" STR_ARABIAN_BLOC: "BLOQUE ÁRABE" STR_EGYPTIAN_CARTEL: "CÁRTEL EGIPSIO" STR_AFRICA_CORP: "CORP. AFRICANA" STR_BRAZILIAN_UNION: "UNIÓN BRASILEÑA" STR_NEW_MEXICO: "NUEVO MÉJICO " STR_ASIAN_COALITION: "COALICIÓN ASIÁTICA" STR_SCANDINAVIA: "ESCANDINAVIA" STR_NEO_JAPAN: "NUEVO JAPON" STR_FREE_CHINA: "CHINA LIBRE" STR_AUSTRALASIA: "AUSTRALASIA" STR_FED_KOREA: "FED COREANA" STR_EURASIA_UC: "EURASIA" STR_ICELANDIC_UNION: "UNIÓN ISLÁNDICA" STR_TANK: "Sistema de Armas Sumergibles" STR_CIVILIAN: "Civil" STR_JAN: "Ene" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dic" STR_INTERNATIONAL_RELATIONS: "Relaciones Internacionales" STR_COUNTRY: "País" STR_FUNDING: "Financiación" STR_CHANGE: "Cambio" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "SASs" STR_DAMAGE_UC_: "DAÑO>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "La esclusa de aire permite transportar equipo y personal de una base submarina a otra. Es lo primero que se construye en un emplazamiento nuevo. Este compartimiento es vulnerable y puede ser invadido." STR_LIVING_QUARTERS_UFOPEDIA: "Cada zona de alojamiento puede albergar a 50 miembros del personal. Las instalaciones son un tanto básicas y funcionales." STR_LABORATORY_UFOPEDIA: "En un bloque de laboratorios pueden trabajar cincuenta científicos.Los laboratorios están equipados con las tecnologías más modernas para la investigación de materiales, bioquímica y armamento. X-Com tiene acceso a los mejores laboratorios de investigación del mundo,tanto civiles como militares." STR_WORKSHOP_UFOPEDIA: "En un taller se puede encontrar todo lo necesario para fabricar un equipo construido a partir de los diseños científicos más avanzados. El taller puede contener 50 técnicos, y los objetos que se estén fabricando también ocupan sitio." STR_STANDARD_SONAR_UFOPEDIA: "Un sistema de sonar normal tiene un alcance efectivo de 450 km a casi cualquier profundidad, y está conectado a una red de satélites fijos de tierra para el análisis de superficie. Los escáneres tienen una probabilidad del 10% de detectar una nave sumergible o volante por cada ciclo de 30 minutos." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Un sistema de sonar de largo alcance cubre una zona de más de 700 kilómetros a cualquier profundidad, y está conectado a una red de satélites fijos de tierra para el análisis de superficie. Los escáneres tienen una probabilidad del 20% de detectar una nave sumergible o volante por cada ciclo de 30 minutos." STR_TORPEDO_DEFENSES_UFOPEDIA: "Los sistemas de defensa contra torpedos proporcionan protección contra los ataques de sumergibles hostiles que intenten atracar en la base." STR_GENERAL_STORES_UFOPEDIA: "Todo el equipo, armas, municiones, materiales recuperados y armas pesadas están situadas en almacenes, incluyendo equipo asignado los submarinos en el muelle." STR_ALIEN_CONTAINMENT_UFOPEDIA: "A los alienígenas capturados con vida hay que retenerlos en instalaciones especiales. Estas unidades mantienen sus constantes vitales y reducen a cero su capacidad de lucha. En cada celda caben 10 formas de vida alienígena." STR_GAUSS_DEFENSES_UFOPEDIA: "Los sistemas de defensa Gauss proporcionan la protección más eficaz y moderna contra submarinos enemigos." STR_SONIC_DEFENSES_UFOPEDIA: "El oscilador sónico de defensa constituye una protección eficaz y poderosa contra los agresores." STR_PWT_DEFENSES_UFOPEDIA: "Los torpedos de ondas de impulsos son lo mejor contra los ataques alienígenas. Estos misiles tienen cabezas de gran densidad capaces de atravesar cualquier blindaje, y emiten ondas magnéticas que anulan las defensas electrónicas" STR_BOMBARDMENT_SHIELD_UFOPEDIA: "El escudo de resonancia anti bombardeos evita que sumergibles alienígenas atraquen en la base, y crea un campo de resonancia que repele los ataques submarinos dando tiempo suficiente para que los sistemas de defensa abran fuego a discreción. Así se duplica la eficacia de otros sistemas de defensa ya en activo." STR_MC_GENERATOR_UFOPEDIA: "Puesto que los submarinos alienígenas emplean la tecnología de Control Molecular para detectar formas de vida, podemos usar un emisor que contrarreste dicha tecnología, y así escudar la base y ocultar nuestra presencia." STR_MC_LAB_UFOPEDIA: "El laboratorio de Control Molecular puede implantar y entrenar a diez aquanautas a la vez. Realizan un implante en el cráneo de los aquanautas, quienes aprenden a usarlos con un entrenamiento intensivo. Esta técnica se utiliza conjuntamente con Dispositivos Moleculares que pueden emplearse en el combate." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Las comunicaciones alienígenas emplean la red de implantes por control molecular que ellos mismos han creado. El descodificador tarns intercepta las transmisiones de submarinos enemigos y descodifica la información. Muestra el tipo de submarino, la raza alienígena y qué actividad está en curso." STR_SUB_PEN_UFOPEDIA: "Cada muelle puede cobijar un submarino y cuenta con instalaciones para el mantenimiento, reabastecimiento y reparación de la flota de X-Com. Cada submarino volante atracado en una base debe tener un muelle reservado exclusivamente para él, incluso cuando ha salido en una misión." STR_DART_PISTOL_UFOPEDIA: "El lanza saetas X-Com, es una unidad pequeña, precisa y de gran potencia con un cargador de 12 dardos que son disparados por un cartucho de gas." STR_JET_HARPOON_UFOPEDIA: "El aqua rifle dispara de forma precisa arpones de acero, que van en bloques sellados de 10. Cada uno tiene su reserva de gas individual." STR_GAS_CANNON_UFOPEDIA: "El peso pesado de las armas de gas es el cañón de proyectiles sólidos con la punta altamente explosiva (AE) o de fósforo; la preferida de los aquanautas." STR_HYDRO_JET_CANNON_UFOPEDIA: "Los cañones hidrojet son armas de infantería pesada. Disparan minitorpedos impulsados con magnesio. Aunque poderoso, es un armatoste de difícil manejo que funciona sólo en el agua." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Este gran lanzatorpedos, un auténtico peso pesado, dispara tres tipos de proyectiles, cada uno con su unidad propulsora. Un arma devastadora, la única pega es que es de carga manual. La munición puede ser: torpedos grandes o pequeños con punta altamente explosiva (AE) o punta de fósforo (P), todos para ataques submarinos." STR_GAUSS_PISTOL_UFOPEDIA: "La pistola Gauss emplea la reciente tecnología de aceleración de partículas. Rápida y precisa, funciona dentro y fuera del agua. La tecnología Gauss se desarrolló a partir de la de Plasma, nacida en la guerra anterior." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "La pistola Gauss emplea la reciente tecnología de aceleración de partículas. Rápida y precisa, funciona dentro y fuera del agua. La tecnología Gauss se desarrolló a partir de la de Plasma, nacida en la guerra anterior." STR_GAUSS_RIFLE_UFOPEDIA: "El rifle Gauss supera a la pistola: lleva dos aceleradores de partículas. Se ha reemplazado el sistema Plasma accionado por elerio y se ha colocado un acelerador de micropartículas que genera una estela de antiprotones." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "El rifle Gauss supera a la pistola: lleva dos aceleradores de partículas. Se ha reemplazado el sistema Plasma accionado por elerio y se ha colocado un acelerador de micropartículas que genera una estela de antiprotones." STR_HEAVY_GAUSS_UFOPEDIA: "El Gauss pesado es algo engorroso pero muy eficaz. Funciona con 3 aceleradores de partículas y es prácticamente imparable. La estela de antiprotones está confinada en una cápsula de arseniuro de galio que explota al hacer impacto y suelta la antimateria." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "El Gauss pesado es algo engorroso pero muy eficaz. Funciona con 3 aceleradores de partículas y es prácticamente imparable. La estela de antiprotones está confinada en una cápsula de arseniuro de galio que explota al hacer impacto y suelta la antimateria." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Esta granada estándar tiene un temporizador sofisticado y preciso para un control más exacto." STR_DYE_GRENADE_UFOPEDIA: "Las granadas Dye cumplen dos funciones y son muy útiles cuando se está al descubierto. Funcionan tanto en tierra como en agua y salen proyectadas como una nube de partículas: en el agua sueltan una especie de tinta como si fueran un calamar, y en el aire crean una cortina de humo." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Una granada de proximidad que se puede lanzar como las normales, pero lo que la activa es el movimiento que se produzca cerca de ella. Se necesitan habilidad y práctica para utilizarlas." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Este explosivo debe emplearse únicamente para demolición. La experiencia ha demostrado que estos poderosos explosivos son armas ideales para eliminar de raíz a los alienígenas. La onda expansiva es muy grande, así que debes asegurarte de que los aquanautas están a una distancia segura." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Este nuevo dispositivo emplea sistemas informáticos y una variedad de detectores para identificar a las unidades enemigas en movimiento. Presione el icono del Sensor de Perturbaciones en la pantalla táctica. Elige 'Usar sensor' en el menú. En el centro del sensor aparece una flecha que indica la dirección en la que mira el aquanauta (el Norte es la de arriba). Los 'bips' indican unidades que se han movido recientemente. Las unidades grandes o las que se desplazan rápidamente emiten 'bips' largos. Las que están paradas no aparecerán en la pantalla." STR_MEDI_KIT_UFOPEDIA: "Para utilizar esto debes ponerte enfrente del agente de X-Com herido o colocarte junto a un aquanauta aturdido.{NEWLINE}REMEDIO> El rojo indica heridas. Elige una parte del cuerpo y dale al botón de 'Curar'. Se curarán las heridas mortales y el individuo recuperar la salud.{NEWLINE}ESTIMULANTE> Ayuda a recuperar la energía y reaviva a un aquanauta aturdido. Para ello debes colocarte justo al lado del cuerpo del aquanauta inconsciente.{NEWLINE}CALMANTE> Le sube la moral a un aquanauta herido." STR_MC_DISRUPTOR_UFOPEDIA: "Lo último en tecnología de Control Molecular. Sólo pueden usarlo, los aquanautas con habilidades en C.M. Presione en el Disruptor, elige un tipo de ataque y selecciona un objetivo con el cursor. Hay 2 tipos de ataques:{NEWLINE}INTERFERIR IMPLANTE> Si el ataque tiene éxito, reducirá la moral del objetivo con la probabilidad de inducir panico.{NEWLINE}CONTROLAR IMPLANTE> Si este ataque es exitoso, ganara control de la unidad enemiga." STR_THERMAL_TAZER_UFOPEDIA: "Este dispositivo sólo se puede usar en el combate cuerpo a cuerpo y aturde a un organismo vivo, congelándolo sin llegar a matarlo." STR_VIBRO_BLADE_UFOPEDIA: "La Vibroespada es un arma blanca larga y afilada cuya hoja está hecha de titanio. Gira a 600 rpm y puede perforar el blindaje más duro. Su fuente motriz es de invención alienígena. Nuestros intentos de fabricar un arma de este tipo, han fracasado: las hojas giraban demasiado despacio o explotaban con la presión." STR_THERMIC_LANCE_UFOPEDIA: "La Lanza Térmica ha derivado de la tecnología de la Vibroespada. La hoja gira a gran velocidad y un motor de Zrbita la calienta de modo que puede cortar un blindaje como si fuera mantequilla." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "La lanza térmica pesada es una versión más potente de la lanza térmica normal. Dos fuentes de calor y una asombrosa velocidad de rotación hacen que esta lanza atraviese cualquier tipo de material." STR_SONIC_CANNON_UFOPEDIA: "El Cañón Sónico es la más potente de la familia de las armas sónicas. Presenta un oscilador de mayor radio y una cámara reverberante más grande que el rifle. También tiene un sistema de detonación de impulsos que altera la onda ultra-sónica por modulación, produciendo un impacto sónico más eficaz." STR_CANNON_POWER_CLIP_UFOPEDIA: "Este compacto artefacto se usa como munición para el Cañón Sónico. Contiene una pequeña cantidad de Zrbita." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Un dispositivo sónico más poderoso. Ni siquiera el acero rico en carbono es inmune a esta arma. El compacto emisor de ondas se ha mejorado con un súper amplificador conductor que aumenta la potencia del arma." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Este pequeño objeto es la fuente de energía de un Rifle Sónico, una potente arma alienígena que lleva algo de Zrbita." STR_SONIC_PISTOL_UFOPEDIA: "Las Pistolas Sónicas son un arma alienígena que emplea ondas ultra-sónicas para convertir los huesos en gelatina en cuestión de segundos. Estos sonidos no pueden ser captados por el oído humano." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Fuente de energía de la compacta Pistola Sónica alienígena. Lleva Zrbita, la fuente de toda la energía alienígena." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Es un arma alienígena acuática que lanza proyectiles de disrupción auto-impulsados y dirigibles. Al pulsar para disparar el arma, aparecerán puntos en el mapa que indican el rumbo del proyectil. Cuando hayas colocado los puntos suficientes, pulsa el icono de lanzar proyectiles." STR_DISRUPTOR_AMMO_UFOPEDIA: "Este aparato es un Proyectil Disruptor de Impulsos que lleva instalado un sistema de guía por ordenador. Lo dispara un lanza proyectiles de disrupción." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Un pequeño lanza proyectiles de impacto térmico que dispara bombas químicas de congelación. Muy útil para capturar vivos a los alienígenas." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "La Bomba de Impacto Térmico se usa para capturar vivos a los humanos, pero también se puede usar contra varias razas alienígenas. La dispara un Cañón de Impacto Térmico." STR_SONIC_PULSER_UFOPEDIA: "Este artefacto funciona igual que una granada normal, pero es mucho más poderoso, y emplea un rayo sónico que sale en todas las direcciones a la vez." STR_MC_READER_UFOPEDIA: "Hemos encontrado pequeñas unidades implantadas en los alienígenas. Son los Implantes de Control creados por los aquatoides, que suministran información desde el campo de batalla, incluso a grandes distancias. El Lector de Control Molecular es un aparato de comunicaciones alienígena que extrae información de los implantes por C.M.; las unidades X-Com lo pueden usar en combate para ver las características de un alienígena. Selecciona la opción 'Usar' y luego pulsa con el cursor en un alienígena." STR_SURVEY_SHIP: "Buque Hidrógrafo" STR_ESCORT: "Escolta" STR_CRUISER: "Crucero" STR_HEAVY_CRUISER: "Crucero Pesado" STR_HUNTER: "Buscador" STR_BATTLESHIP: "Acorazado" STR_DREADNOUGHT: "Acorazado Pesado" STR_FLEET_SUPPLY_CRUISER: "Crucero de Suministro " MAP_SEABED: "Lecho Marino" MAP_PIPES: "Instalación de Investigación" MAP_PLANE: "Avión Estrellado" MAP_ATLAN: "Atlántida" MAP_MU: "Templo Maya" MAP_GAL: "Galeón Hundido" MAP_MSUNK: "Revestimiento Hundido" MAP_VOLC: "Volcánico " MAP_CORAL: "Coral" MAP_PORT: "Puerto" MAP_ISLAND: "Isla" MAP_CARGO: "Buques de Carga" MAP_LINERT: "Crucero P1" MAP_LINERB: "Crucero P2" MAP_ALART: "Artefacto P1" MAP_GRUNGE: "Artefacto P2" MAP_ENTRY: "Colonia P1" MAP_A_BASE: "Colonia P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Tripulación Mezclada" STR_MIXED_CREW_2: "Tripulación Mezclada 2" STR_RATING: "RENDIMIENTO> {0}" STR_RATING_TERRIBLE: "¡TERRIBLE!" STR_RATING_POOR: "¡MALA!" STR_RATING_OK: "OK" STR_RATING_GOOD: "¡BUENA!" STR_RATING_EXCELLENT: "¡EXCELENTE!" STR_SCORE: "PUNTAJE" STR_XCOM_PROJECT_MONTHLY_REPORT: "INFORME MENSUAL DE X-COM" STR_MONTH: "Mes> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "El comité para la provisión de fondos está satisfecho con los progresos que has hecho hasta el momento." STR_COUNCIL_IS_VERY_PLEASED: "El comité para la provisión de fondos está muy satisfecho con los progresos que has hecho hasta el momento. Sigue así." STR_COUNCIL_IS_DISSATISFIED: "El comité para la provisión de fondos no está satisfecho con tu actuación. Debes ser más eficaz a la hora de enfrentarte a la amenaza alienígena o te arriesgas a que suspendan la financiación de X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "Has fracasado en tu lucha contra la invasión alienígena y el comité para la provisión de fondos se ha visto obligado a suprimir la financiación a X-Com. Cada organización se enfrentará al problema como pueda. Esperamos que sea posible llegar a un acuerdo con las antiguas fuerzas y que la población se acostumbre a los visitantes acuáticos." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} está muy complacido con tu habilidad para tratar la amenaza localizada y ha acordado aumentar los fondos de financiación." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} están tan satisfechos con tus progresos en la lucha contra las incursiones alienígenas que han decidido aumentar los fondos de financiación." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} y {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} no está satisfecho con tu lucha contra la actividad alienígena en sus aguas y ha decidido reducir su aportación económica." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} no está satisfecho con tu lucha contra la actividad alienígena en sus aguas y ha decidido reducir su financiación." STR_KNOTS: "{0} nudos" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} ha firmado un acuerdo de cooperación con las fuerzas alienígenas y ha retirado su financiación a X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} han firmado un acuerdo de cooperación con las fuerzas alienígenas y han retirado su financiación a X-Com." STR_MONTHLY_RATING: "Evaluación Mensual> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Cambio en financiación> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "La organización para la provisión de fondos no esta contenta con tu situación financiera. Tus deudas deben bajar $1 millón o será el fin de X-Com." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISIÓN DE SUBPARTíCULAS RESUELTA" STR_CRAFT_TYPE: "TIPO DE SUBMARINO" STR_RACE: "RAZA" STR_MISSION: "MISIÓN" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Asignar Investigación" STR_ALLOCATE_MANUFACTURE: "Asignar Fabricación" STR_AZORES: "Azores" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermudas" STR_NEW_YORK: "Nueva York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fuerte Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Acra" STR_ASCENSION_ISLAND: "Isla Ascensión" STR_TRINIDADE_ISLAND: "Isla Trinidad" STR_FALKLAND_ISLAND: "Islas Malvinas" STR_CANARY_ISLANDS: "Islas Canarias" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Isla San Lorenzo" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Islas Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawái" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Isla de Pascua" STR_GALAPAGOS_ISLAND: "Isla Galapagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Islas Salomón" STR_CRETE: "Creta" STR_LISBON: "Lisboa" STR_PORT_SAID: "Puerto Saíd" STR_MARSEILLES: "Marsella" STR_TRIPOLI: "Trípoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Islas Seychelles" STR_MALDIVE_ISLAND: "Islas Maldivas" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauricio" STR_TOKYO: "Tokio" STR_SHANGHAI: "Shanghái" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londres" STR_FAEROE_ISLAND: "Islas Feroe" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panamá" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Entrenam. C.M." STR_PSIONIC_TRAINING: "ENTRENAMIENTO CONTROL MOLECULAR" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidad restante del lab. C.M..> {ALT}{0}" STR_PSIONIC__STRENGTH: "Fuerza{NEWLINE}C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Habilidad{NEWLINE}/Mejora" STR_IN_TRAINING: "¿Entrenando?" STR_TARGETTED_BY: "OBJETIVO DE:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULACIÓN/SAS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tiene poco combustible,{NEWLINE}regresando a la base" STR_SOLDIER_LIST: "Listado de Aquanautas" STR_RANK_: "RANGO> {ALT}{0}" STR_MISSIONS: "MISIONES> {ALT}{0}" STR_KILLS: "BAJAS> {ALT}{0}" STR_WOUND_RECOVERY: "RECUPERACIÓN DE HERIDA> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TIEMPO" STR_STAMINA: "VIGOR" STR_HEALTH: "SALUD" STR_BRAVERY: "VALENTÍA" STR_REACTIONS: "REFLEJOS" STR_FIRING_ACCURACY: "PUNTERÍA" STR_THROWING_ACCURACY: "PRECISIÓN DE LANZAMIENTO" STR_STRENGTH: "FUERZA" STR_PSIONIC_STRENGTH: "FUERZA en C.M." STR_PSIONIC_SKILL: "HABILIDAD en C.M." STR_NEW_RANK: "NUEVO RANGO" STR_PROMOTIONS: "Promociones" STR_SOLDIERS_UC: "AQUANAUTAS" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Los SAS automáticos tienen mucha maniobrabilidad y un casco resistente. Son un fuerte apoyo para las tropas a cualquier profundidad. Si tienes suficiente munición se recargan automáticamente." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Este sumergible va armado con Torpedos Aquajet. Es una unidad mejor que el cañón de gas. Asegúrate de que los almacenes están bien surtidos de estos torpedos." STR_COELACANTH_GAUSS_UFOPEDIA: "La tecnología Gauss proporciona un poderoso sistema de armamento para los sistemas de armas sumergibles (SAS). Mayor potencia de fuego que los primeros modelos y tecnología propia de X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "La tecnología alienígena ha rediseñado los SAS. Ahora emplean Desplazadores de Iones, así que su uso ya no se restringe al fondo marino y la tierra firme. El armamento sónico supone una gran ventaja en el combate." STR_DISPLACER_PWT_UFOPEDIA: "Este tanque sumergible lleva armas acuáticas de Ondas de Impulsos. Para mantenerlas cargadas debes fabricar Torpedos de Ondas de Impulsos (TOI). Para disparar marca en el mapa varias coordenadas del rumbo que han de seguir y pulsa el icono de lanzamiento." STR_ALIEN_PROBE_MISSION: "Alienígena de Exploración" STR_ALIEN_INTERDICTION: "Interdicción Alienígena" STR_ALIEN_RESOURCE_RAID: "Asalto Alienígena" STR_ALIEN_INFILTRATION: "Infiltración Alienígena" STR_ALIEN_BASE: "Expansión de las Colonias Alien." STR_ALIEN_SURFACE_ATTACK: "Ataques Alien. de Superficie" STR_ALIEN_RETALIATION: "Ataque a Base Flotante" STR_ALIEN_SUPPLY: "Misiones de Suministro a Colonias" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "La misión de exploración alienígena se usa para comparar datos sobre el lecho marino, los recursos y las rutas de navegación y vuelo de una zona. Los submarinos que participan en estas misiones no son una gran amenaza, pero indican focos de actividad que pueden estallar en cualquier momento." STR_ALIEN_INTERDICTION_UFOPEDIA: "Los alienígenas siempre patrullan las zonas que les interesan enviando naves con el propósito de asegurar la zona antes de comenzar misiones más en profundidad. Si quieren atacar un lugar, desembarcarán en él para asegurarlo y preparar el camino para la siguiente fase." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "La clave estratégica alienígena está en hundir naves y abatir aviones.Una de sus actividades primordiales es adquirir materiales y de ahí sus acciones abiertamente agresivas. También atacan zonas de actividad geotérmica, zonas mineras lugares con tradición de ser ricos en minerales, en metales preciosos y en objetos fabricados por el hombre." STR_ALIEN_INFILTRATION_UFOPEDIA: "Esto puede acabar en un contacto oficial al más alto nivel entre alienígenas y las corporaciones o gobiernos.El clímax de esta situación es una actividad intensa en aguas de la organización interesada. Los alienígenas intentarán firmar un acuerdo con un gobierno u organización ofreciéndoles su avanzada tecnología. Esta actividad alienígena supone una gran amenaza para X-Com. Si una corporación o gobierno coopera con los invasores, cesará su financiación a X-Com." STR_ALIEN_BASE_UFOPEDIA: "Los alienígenas construirán colonias submarinas secretas en zonas remotas. Tras ciertos vuelos iniciales de reconocimiento, comenzará una actividad intensa de submarinos mientras construyen una colonia. En ellas hay laboratorios,centros de clonación y quirófanos para experimentos humanos y alienígenas. Estas colonias generarán más presencia alienígena sin la presencia de sus submarinos. Para localizar una colonia, un submarino de X-Com debe patrullar por una zona durante una serie de horas si quiere tener alguna posibilidad de éxito." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Cuando los alienígenas necesitan humanos, amenazan un puerto atacan una isla o abordan un nave. Los civiles son amenazados directamente, para cubrir las necesidades de los alienígenas y sus horribles experimentos." STR_ALIEN_RETALIATION_UFOPEDIA: "Si los Submarinos interceptores de X-Com hunden muchas naves alienígenas, los enemigos podrían tomar represalias. Ello podría acabar en un ataque directo contra las instalaciones de X-Com. Sin embargo, si quieren atacarnos, primero deben encontrar la base X-Com y si se mantiene alejados a los Submarinos enemigos, el peligro de ataque es menor." STR_ALIEN_SUPPLY_UFOPEDIA: "Una vez que una colonia alienígena está construida, comienza a recibir abastecimientos, traídos por una nave especial. Si se detecta a una de éstas cuando va a atracar, es que hay una colonia cerca." STR_SURVEY_SHIP_UFOPEDIA: "Este mini submarino se emplea para misiones de reconocimiento e investigación. Suele preceder a grandes navíos, encabezando una fuerza operativa." STR_ESCORT_UFOPEDIA: "Un buque escolta de tamaño medio que no supone una gran amenaza si va solo. Precede a otros buques de mayor tamaño y preludia gran actividad." STR_CRUISER_UFOPEDIA: "El crucero es un barco multiuso, el sostén de la flota enemiga, y se usa en toda clase de misiones alienígenas: un peligroso adversario." STR_HEAVY_CRUISER_UFOPEDIA: "El crucero pesado es una nave más poderosa que el crucero, con armas mayores y sistemas de propulsión. Se usa para misiones de búsqueda de recursos: recogida de minerales y equipo." STR_HUNTER_UFOPEDIA: "Este buque va equipado con una sala de examen para realizar experimentos y operaciones con humanos. Las víctimas son horriblemente torturadas y se les suele extirpar el cerebro, que es almacenado y estudiado durante el viaje." STR_BATTLESHIP_UFOPEDIA: "El Acorazado es el más agresivo del grupo alienígena. Tiene todos los sistemas y avances tecnológicos para actuar como base de operaciones de cualquier tipo de acto agresivo que los alienígenas quieran cometer. Lleva una amplia gama de armamento." STR_DREADNOUGHT_UFOPEDIA: "El acorazado pesado es un transportador de tropas, equipado con toda la tecnología alienígena y con carga útil. Es un adversario duro y formidable." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "El buque de suministros se emplea durante la construcción de colonias alienígenas y para llevar suministros a las ya existentes. Transporta ADN, fetos, nutrientes alienígenas y otros componentes biológicos." STR_DISMANTLE: "Desmantelar" STR_FACILITY_IN_USE: "COMPARTIMIENTO ACUÁTICO EN USO" STR_CANNOT_DISMANTLE_FACILITY: "¡NO SE PUEDE DESMANTELAR EL COMP. ACUÁTICO!{SMALLLINE}Todos los compartimientos de la base deben ir unidos a la esclusa de aire." STR_TRANSFER_ITEMS_TO: "Transferir articulos a {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "¡NO HAY UNIDAD DE CONFINAMIENTO PARA TRASLADO!{SMALLLINE}\x02Los alienígenas necesitan una unidad de confinamiento para sobrevivir." STR_AMOUNT_AT_DESTINATION: "EN DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alienígena muere porque no hay confinamiento alienígena." STR_NO_FREE_ACCOMODATION_CREW: "¡NO HAY ALOJAMIENTO!{SMALLLINE}\x02La base de destino no tiene suficiente espacio para la tripulación del submarino." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "¡NO HAY SUFICIENTE ESPACIO DE ALMACENAJE!{SMALLLINE}La base de destino no tiene espacio suficiente para almacenar el equipo asignado a el submarino.." STR_ITEMS_ARRIVING: "Artículos Trasladados" STR_DESTINATION_UC: "DESTINO" STR_DART_PISTOL: "Lanzasaetas" STR_DART_POD: "Cargador de Saetas" STR_JET_HARPOON: "Lanzador de Arpones" STR_HARPOON_POD: "Cargador de Arpones" STR_GAS_CANNON: "Cañón de Gas" STR_GC_AP_AMMO: "Proyectiles PB del CG" STR_GC_HE_AMMO: "Proyectiles AE del CG" STR_GC_P_AMMO: "Proyectiles de Fósforo del CG" STR_HYDRO_JET_CANNON: "Cañón Hidrojet" STR_HJC_AP_AMMO: "Munición PB del CH" STR_HJC_HE_AMMO: "Munición AE del CH" STR_HJC_P_AMMO: "Munición de P del CH" STR_TORPEDO_LAUNCHER: "Lanzatorpedos" STR_SMALL_TORPEDO: "Torpedo Pequeño" STR_LARGE_TORPEDO: "Torpedo Grande" STR_PHOSPHOROUS_TORPEDO: "Torpedo de Fósforo" STR_MAGNA_BLAST_GRENADE: "Granada de Gran Impacto" STR_DYE_GRENADE: "Granada Dye" STR_PARTICLE_DISTURBANCE_GRENADE: "Granada de Partículas" STR_MAGNA_PACK_EXPLOSIVE: "Explosivo de Gran Impacto" STR_PARTICLE_DISTURBANCE_SENSOR: "Sensor de Partículas" STR_MEDI_KIT: "Botiquín" STR_MC_DISRUPTOR: "Disruptor de Control Molecular" STR_THERMAL_TAZER: "Tazer Térmico" STR_GAUSS_PISTOL: "Pistola Gauss" STR_GAUSS_PISTOL_CLIP: "Cargador de Pistola Gauss" STR_GAUSS_RIFLE: "Rifle Gauss" STR_GAUSS_RIFLE_CLIP: "Cargador de Rifle Gauss" STR_HEAVY_GAUSS: "Cañón Pesado Gauss" STR_HEAVY_GAUSS_CLIP: "Cargador de Gauss Pesado" STR_SONIC_CANNON: "Cañón Sónico" STR_CANNON_POWER_CLIP: "Cargador de Cañón Sónico" STR_SONIC_BLASTA_RIFLE: "Rifle de Ráfagas Sónicas" STR_BLASTA_POWER_CLIP: "Cargador del Rifle Sónico" STR_SONIC_PISTOL: "Pistola Sónica" STR_PISTOL_POWER_CLIP: "Cargador de Pistola Sónica" STR_DISRUPTOR_PULSE_LAUNCHER: "Lanzaproyectiles de Disrupción" STR_DISRUPTOR_AMMO: "Proyectiles Disruptores" STR_THERMAL_SHOK_LAUNCHER: "Lanzaproyectiles Impacto Térmico" STR_THERMAL_SHOK_BOMB: "Bomba de Impacto Térmico" STR_SONIC_PULSER: "Granada Sónica" STR_ZRBITE: "Zrbita" STR_MC_READER: "Lector de Control Molecular" STR_VIBRO_BLADE: "Vibroespada" STR_THERMIC_LANCE: "Lanza Térmica" STR_HEAVY_THERMIC_LANCE: "Lanza Térmica Pesada" STR_AQUATOID_CORPSE: "Cadáver de Aquatoide" STR_GILLMAN_CORPSE: "Cadáver de Hombre-Branquia" STR_LOBSTERMAN_CORPSE: "Cadáver de Hombre-Langosta" STR_TASOTH_CORPSE: "Cadáver de Tasoth" STR_CALCINITE_CORPSE: "Cadáver de Calcinite" STR_DEEP_ONE_CORPSE: "Cadáver de Anuroide" STR_BIODRONE_CORPSE: "Cadáver de Telecerebro" STR_TENTACULAT_CORPSE: "Cadáver de Tentáculat" STR_TRISCENE_CORPSE: "Cadáver de Triscene" STR_HALLUCINOID_CORPSE: "Cadáver de Alucinoide" STR_XARQUID_CORPSE: "Cadáver de Calaxmar" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Insuficiente munición para armar SAS{SMALLLINE}Cada SAS requiere {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Insuficiente armamento para re-equipar pelotón " STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Tiene que investigar {NEWLINE}{0}{NEWLINE}para producir{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Los Alienígenas han destruido la base indefensa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agentes X-Com han localizado una colonia Alienígena en {0}" STR_STANDOFF: "RETIRARSE" STR_CAUTIOUS_ATTACK: "ATAQUE CAUTELOSO" STR_STANDARD_ATTACK: "ATAQUE NORMAL" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESIVO" STR_DISENGAGING: "ABANDONAR COMBATE" STR_UFO_HIT: "¡SUBMARINO ALIENíGENA TOCADO!" STR_UFO_CRASH_LANDS: "¡SUBM. ALIENíGENA DERRIBADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizar sólo cuando esta retirado." STR_UFO_RETURN_FIRE: "SUBM. ALIEN. DEVUELVE EL FUEGO" STR_INTERCEPTOR_DAMAGED: ">>> SUBMARINO VOLANTE DAÑADO<<<" STR_INTERCEPTOR_DESTROYED: ">>> SUBMARINO VOLANTE DESTRUIDO<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "¡SUBM. ALIENíGENA ESCAPA!" STR_LONG_RANGE_DETECTION: "Detección en Banda Amplia" STR_STORES_UC: "ALMACENES" STR_DIFFICULTY_LEVEL: "DIFICULTAD" STR_INTERCEPT: "INTERCEPTAR" STR_BASES: "BASES" STR_GRAPHS: "ESTADÍSTICAS" STR_UFOPAEDIA_UC: "OSNIPEDIA" STR_OPTIONS_UC: "OPCIONES" STR_FUNDING_UC: "FINANZAS" STR_5_SECONDS: "5 seg " STR_1_MINUTE: "1 min " STR_5_MINUTES: "5 min " STR_30_MINUTES: "30 min " STR_1_HOUR: "1 hora" STR_1_DAY: "1 día" STR_XCOM_PERFORMANCE_ROSTER: "Lista de Rendimiento de X-Com" STR_ENTER_NAME: "Escriba el Nombre" STR_PERFORMANCE_RATING: "Evaluación de Rendimiento" STR_VICTORY_DATE: "Fecha de Victoria" STR_CHEMICAL_FLARE: "Bengala Química" STR_CHEMICAL_FLARE_UFOPEDIA: "Este artefacto produce una señal luminosa brillante a cualquier profundidad o en tierra firme. Ilumina las unidades enemigas que haya cerca en misiones submarinas o nocturnas." STR_MONTHLY_COSTS: "Gastos Mensuales" STR_CRAFT_RENTAL: "Alquiler de Submarino Volante" STR_SALARIES: "Salarios" STR_BASE_MAINTENANCE: "Mantenimiento de bases" STR_COST_PER_UNIT: "Costo" STR_QUANTITY: "Cantidad" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En implante por CM" STR_FRONT_ARMOR: "Blindaje Frontal" STR_LEFT_ARMOR: "Blindaje Izquierdo" STR_RIGHT_ARMOR: "Blindaje Derecho" STR_REAR_ARMOR: "Blindaje Trasero" STR_UNDER_ARMOR: "Blindaje Inferior" STR_ROUNDS: "DISPAROS" STR_UNIT: "UNIDAD> {0}" STR_ENERGY: "ENERGÍA" STR_MORALE: "MORAL" STR_ARMOR_: "ARMADURA> {0}" STR_FRONT_ARMOR_UC: "BLINDAJE FRONTAL" STR_LEFT_ARMOR_UC: "BLINDAJE IZQUIERDO" STR_RIGHT_ARMOR_UC: "BLINDAJE DERECHO" STR_REAR_ARMOR_UC: "BLINDAJE TRASERO" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NIVEL> {0}" STR_HEAD: "CABEZA" STR_TORSO: "TORSO" STR_RIGHT_ARM: "BRAZO DCHO." STR_LEFT_ARM: "BRAZO IZQ." STR_RIGHT_LEG: "PIERNA DCHA." STR_LEFT_LEG: "PIERNA IZQ." STR_PAIN_KILLER: "ANALGÉSICO" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURAR" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reacción>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Abilidad Psí.>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Fuerza Psí.>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefacto Alienígena" STR_AMMO_ROUNDS_LEFT: "MUNICIÓN:{NEWLINE}RESTANTE={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Analgésico>{ALT}{0}{ALT}{NEWLINE}Estimulante>{ALT}{1}{ALT}{NEWLINE}Curar>{ALT}{2}" STR_THROW: "Lanzar" STR_AUTO_SHOT: "Ráfaga" STR_SNAP_SHOT: "Simple" STR_AIMED_SHOT: "Precisión" STR_STUN: "Aturdir" STR_PRIME_GRENADE: "Activar Granada" STR_USE_SCANNER: "Usar Sensor de Part." STR_USE_MEDI_KIT: "Utilizar Botiquín" STR_LAUNCH_MISSILE: "Lanzar Torpedo" STR_ACCURACY_SHORT: "Punteria>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "¡Unidades de Tiempo Insuficientes!" STR_NOT_ENOUGH_ENERGY: "¡Energía Insuficiente!" STR_NO_ROUNDS_LEFT: "¡No queda Munición!" STR_NO_AMMUNITION_LOADED: "¡El arma no está cargada!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "¡Munición incorrecta para esta arma!" STR_WEAPON_IS_ALREADY_LOADED: "¡El arma ya está cargada!" STR_NO_LINE_OF_FIRE: "¡No hay línea de tiro!" STR_GRENADE_IS_ACTIVATED: "¡La granada está activada!" STR_GRENADE_IS_DEACTIVATED: "¡La granada está desactivada!" STR_THERE_IS_NO_ONE_THERE: "¡Allí no hay nadie!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "¡Incapaz de ulilizar artefacto hasta después de ser estudiado!" STR_OUT_OF_RANGE: "¡Fuera de Alcance!" STR_UNABLE_TO_THROW_HERE: "¡Imposible lanzar aquí!" STR_SET_TIMER: "Ajustar Temporizador" STR_HIDDEN_MOVEMENT: "MOVIMIENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "BANDO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Presione un botón para continuar" STR_MIND_CONTROL: "Controlar Implante" STR_PANIC_UNIT: "Interferir Implante" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque Moral Exitoso" STR_MIND_CONTROL_SUCCESSFUL: "Control de Implante Exitoso" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}ha entrado en Cólera" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}ha entrado en Cólera" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}es presa del Pánico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}es presa del Pánico" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MANO DCHA." STR_LEFT_HAND: "MANO IZQ." STR_RIGHT_SHOULDER: "HOMBRO DCHO." STR_LEFT_SHOULDER: "HOMBRO IZQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTURÓN" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}esta bajo Control Molecular" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}esta bajo Control Molecular" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}se ha desmayado" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ha caído inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ha muerto de una herida mortal" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ha muerto de una herida fatal" STR_USE_MIND_PROBE: "Usar Lector de C.M." STR_FATAL_WOUNDS: "HERIDAS MORTALES" STR_UNDER_ARMOR_UC: "PROTECCIÓN INFERIOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "UT reservadas para Disparo Simple" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "UT reservadas para Ráfagas" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "UT reservadas para Disparo de Precisión" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "UTs reservadas para Arrodillarse" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs reservadas para Arrodillarse y Disparar" STR_UNITS_IN_CRAFT: one: "{N} Unidad en Nave X-Com" many: "{N} Unidades en Nave X-Com" other: "{N} Unidades en Nave X-Com" STR_UNITS_OUTSIDE: one: "{N} Unidad dejada fuera" many: "{N} Unidades dejadas fuera" other: "{N} Unidades dejadas fuera" STR_UNITS_IN_ENTRANCE: one: "{N} Unidad en la Entrada" many: "{N} Unidades en la Entrada" other: "{N} Unidades en la Entrada" STR_UNITS_IN_EXIT: one: "{N} Unidad en la Meta de Salida " many: "{N} Unidades en la Meta de Salida " other: "{N} Unidades en la Meta de Salida " STR_ABORT_MISSION_QUESTION: "¿Cancelar la Misión?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Descargar" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ha muerto" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ha muerto" STR_HIT_MELEE: "Impacto" STR_GROUND: "SUELO" STR_LIVING_QUARTERS_PLURAL: "Viviendas" STR_LIST_ITEM: "ARTÍCULO" STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos los alianigenas han muerto{NEWLINE} Recuperación automática iniciada" STR_RESET: "Reiniciar" STR_MEMORIAL: "Conmemoración" STR_DATE_UC: "FECHA" STR_SOLDIERS_RECRUITED_UC: "AQUANAUTAS RECLUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "BAJAS>{ALT}{0}" STR_REMOVE_SELECTED: "Eliminar Elejidos" STR_LIVE_ALIENS: "Especímenes{NEWLINE}Vivos" STR_DEAD_ALIENS: "Especímenes{NEWLINE}Rechazados" STR_UNDER_INTERROGATION: "Siendo{NEWLINE}Estudiados" STR_CONTAINMENT_EXCEEDED: "¡LÍMITE DE CONFINAMIENTO ALIENÍGENAS EXCEDIDO!{SMALLLINE} El espacio en la sala de confinamiento es insuficiente en {0}. Debe eliminar el exceso de alienígenas (¿quien morirá entonces?)." STR_MANAGE_CONTAINMENT: "Administrar Confinamiento Alienígena" STR_STORAGE_EXCEEDED: "¡ESPACIO DE ALMACENAMIENTO SUPERADO!{SMALLLINE}Espacio de almacenamiento insuficiente en {0}. Debe vender artículos excedentes." STR_GO_TO_BASE: "Ir a la Base" STR_MELEE_ACCURACY: "PRECISIÓN CUERPO A CUERPO" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "¡Ambas manos deben estar vacías!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "¡Elementos insuficientes para copiar la plantilla!" STR_UNLOAD_WEAPON: "Descargar Arma" STR_ALL_ITEMS: "Todos los Items" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "¡NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elemento del equipo en este Submarino." many: "¡NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elementos del equipo en este Submarino." other: "¡NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elementos del equipo en este Submarino." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE CONTROL DESTRUIDO{NEWLINE}Diríjase a la entrada y aborte." STR_XCOM_BASE_CANNOT_BE_BUILT: "Las instalaciones acuáticas X-Com no se pueden construir en tierra firme" STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSIBLE ALCANZAR ENEMIGO{NEWLINE}A ESTA PROFUNDIDAD" STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSIBLE ALCANZAR ENEMIGO{NEWLINE}DURANTE VUELO" STR_UNDERWATER_EQUIPMENT: "¡Este equipo no funcionará fuera del agua!" STR_LAND_EQUIPMENT: "Este equipo no funcionara bajo el agua!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Nave y Armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Aquanautas reclutados" STR_SOLDIERS_LOST: "Bajas" STR_TOTAL_UFOS: "OSNIs detectados" STR_TOTAL_ALIEN_BASES: "Colonias Alienígenas descubiertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "FCM" STR_PSIONIC_SKILL_ABBREVIATION: "MCM" FEMALE_CIVILIAN: "Civil, Femenino" MALE_CIVILIAN: "Civil, Masculino" DOCKER_CIVILIAN: "Civil, Estibador" SAILOR_CIVILIAN: "Civil, Marinero" STR_BIODRONE_MELEE_WEAPON: "Arma Telecerebro" HALLUCINOID_WEAPON: "Arma Alucinoide" STR_LOBSTERMAN_MELEE_WEAPON: "Arma Hombre-Langosta" CALCINITE_WEAPON: "Arma Calcinite" DEEP_ONE_WEAPON: "Arma Anuroide" STR_TRISCENE_MELEE_WEAPON: "Arma Triscene" STR_TRIBIO_SONIC_WEAPON: "Arma Sónica Alien" XARQUID_WEAPON: "Arma Calaxmar" TENTACULAT_WEAPON: "Arma Tentáculat" ZOMBIE_WEAPON: "Arma Zombi " ALIEN_PSI_WEAPON: "Arma C.M. Alien" ================================================ FILE: bin/standard/xcom2/Language/es-ES.yml ================================================ es-ES: STR_LEVIATHAN_UFOPEDIA: "AEROSUBMARINO DEL TIPO CAZA-TRANSPORTE, CAPAZ DE ALCANZAR UNA PROFUNDIDAD ASOMBROSA. UNA SÍNTESIS FABULOSA DE TECNOLOGÍA HUMANA Y ALIENÍGENA CONSISTENTE EN SISTEMAS DE PROPULSIÓN IÓNICA Y NAVEGACIÓN CON RED MAGNÉTICA" STR_BARRACUDA_UFOPEDIA: "LA NAVE SUBMARINA BRITÁNICA BARRACUDA, IMPULSADA POR MOTORES LÁSER SUPER CALENTADOS, PUEDE SUMERGIRSE Y VOLAR, UNA DE LAS NAVES CAZA MÁS VELOCES DEL MUNDO Y PIEZA CLAVE PARA LA BATALLA CONTRA LOS OSNI U OBJETO SUMERGIBLE NO IDENTIFICADO." STR_HAMMERHEAD_UFOPEDIA: "UNA NAVE DE CAZA-TRANSPORTE. COPIA LOS SISTEMAS DE RED MAGNÉTICA EN UNA NAVE X-COM. AUNQUE PEQUEÑA, SU DISEÑO ES UN LOGRO TÉCNICO ASOMBROSO." STR_TRITON_UFOPEDIA: "EL TRITÓN, UN TRANSPORTE DE ESCUADRÓN DE ASALTO MAR-AIRE, ESTÁ EQUIPADO CON MOTORES ACUÁTICOS Y ATMOSFÉRICOS. SU GRAN CAPACIDAD Y RESISTENTE CONSTRUCCIÓN LO HACE UN PILAR DE LA FLOTA X-COM." STR_MANTA_UFOPEDIA: "UN AEROSUBMARINO DE ALTA VELOCIDAD CAZA MONO-PLAZA, PARECIDO A LAS NAVES ALIENÍGENAS MOVIDAS POR IONES. MUY EFICAZ EN EL CONFLICTO QUE SE AGRAVA." STR_AJAX_UFOPEDIA: "EL TORPEDO AJAX ES EL ARMA ESTÁNDAR DE COMBATE SUBMARINO. ALREDEDOR DEL MUNDO. SE USA COMO ARMA DISUASIVA, ES POTENTE Y PRECISO." STR_DUP_HEAD_UFOPEDIA: "LA TECNOLOGíA DE ARMAS CON CABEZA DE URANIO REBAJADO C.U.R ES RELATIVAMENTE NUEVA, Y ÉSTA ES LA PRIMERA ARMA ACUÁTICA COMERCIAL QUE LA EMPLEA." STR_CRAFT_GAS_CANNON_UFOPEDIA: "UN CAÑÓN DE GAS COMPRIMIDO QUE DISPARA PROYECTILES SÓLIDOS CAPACES DE PERFORAR BLINDAJES." STR_PWT_CANNON_UFOPEDIA: "EL TORPEDO DE ONDAS DE IMPULSOS T.O.I UTILIZA UN SISTEMA DE COMBUSTIBLE SOBRE-CALENTADO Y UNA CABEZA SUMAMENTE DENSA QUE PUEDE PERFORAR LA MAYORÍA DE LAS ALEACIONES." STR_GAUSS_CANNON_UFOPEDIA: "EL CAÑÓN GAUSS ES UNA TECNOLOGÍA X-COM RECIENTEMENTE DESARROLLADA. EL ACELERADOR DE PARTÍCULAS DE ESTE SISTEMA SE ALIMENTA CON UN COMPACTO REACTOR DE FUSIÓN ENFRIADO CON NITRÓGENO LÍQUIDO." STR_SONIC_OSCILLATOR_UFOPEDIA: "UN POTENTE OSCILADOR ACUSTICO CREA ONDAS DE FUERZA SÓNICA QUE DESTRUYEN EL BLANCO AL ROMPER SUS ENLACES MOLECULARES CON LAS VIBRACIONES." STR_AQUATOID_UFOPEDIA: "La raza Aquatoide forma una sociedad ancestral que ya existía antes de que el hombre diera sus primeros pasos sobre la Tierra. Su aspecto compacto y sus rasgos bulbosos suponen una retroceso con respecto a sus hermanos los sectoides, que también viajan por el espacio. Su poder se basa en la tecnología del control molecular. Los aquatoides quieren propagar su raza estéril por medio de la codificación genética y, para ello, experimentan con seres humanos, dando origen a numerosas razas híbridas." STR_AQUATOID_AUTOPSY: "Autopsia de Aquatoide" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Un examen detallado de esta criatura nos permite llegar a unas suposiciones básicas. Es un sectoide, nuestro antiguo enemigo, pero ha sido modificado por métodos quirúrgicos e implantes y ahora es una criatura acuática. Tiene pulmones vestigiales que le permiten respirar y moverse por tierra, e implantes cibernéticos que aumentan la fuerza de sus miembros atrofiados y mejoran el funcionamiento de sus órganos. Dado que todos los miembros de esta raza son idénticos, suponemos que son clones." STR_GILLMAN_UFOPEDIA: "Una extraña criatura medio humana medio reptil, estrechamente relacionada con el hombre y extraordinariamente fuerte y rápida bajo el agua. Los hombres-branquia son una raza plenamente desarrollada, con hembras y machos de distintas edades. Se diferencian de la mayor¡a de los alienígenas submarinos en que no presentan ningún signo de alteración genética ni de deformación quirúrgica. Puede que estemos ante un grupo arcaico de nuestra propia especie." STR_GILLMAN_AUTOPSY: "Autopsia de Hombre-Branquia" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Una vez iniciada la intervención quirúrgica, se vio claro que no era un alienígena, sino una criatura de la Tierra, una raza prehistórica que se creía desaparecida desde que los mamíferos predominaron en este planeta. Los hombres-branquia, inteligentes y fuertes, vivieron en el tiempo de los dinosaurios. El cataclismo que acabó con el predominio de los reptiles obligó a estas criaturas a establecer una relación simbiótica con los alienígenas recién llegados. Tienen un dispositivo electrónico en el cráneo." STR_LOBSTERMAN_UFOPEDIA: "Esta es una criatura asombrosa, más alta que un hombre y tiene seis pulmones. A lo único que se parece es a un demonio acuático. El parecido entre esta criatura y la langosta terrestre le ganó el apodo Hombre-Langosta por las tropas X-Com. Esto es un monstruo de las profundidades. Una criatura de increíble fuerza diseñada cuidadosamente para luchar, y prácticamente invulnerable al fuego de proyectiles. Sus tenazas son suficientes para triturar acero." STR_LOBSTERMAN_AUTOPSY: "Autopsia de Hombre-Langosta" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Bajo un caparazón prácticamente indestructible hay una criatura de construcción asombrosa: un esqueleto de titanio cubierto de músculos poderosos y un sofisticado sistema de blancos con un dispositivo de exploración multi-banda implantado en el cerebro. Sus múltiples ojos están protegidos con un plástico duro como el acero y cuando sus amos las despliegan estratégica mente, estas criaturas son imparables. Llevan unos dispositivos de construcción y función desconocidas. ¡¡¡NO SE COCINAN!!!" STR_TASOTH_UFOPEDIA: "Estos enemigos agiles y veloces son un elemento esencial del ejército enemigo. En el corazón de las colonias alienígenas nacen cientos de ellos, criados en cubas enormes. Los Tasoth son verdaderos alienígenas, carnívoros y mucho más fuertes que los hombres. A menudo se sitúan en la vanguardia durante los ataques enemigos y nunca parecen amedrentarse, incluso cuando llevan claramente las de perder." STR_TASOTH_AUTOPSY: "Autopsia de Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "La disección reveló un organismo cibernético dotado de una extraña energía. En el interior lleva una pequeña unidad energética, pero no se puede identificar ningún órgano. Un sistema de transmisión bioeléctrico reparte la energía por el cuerpo. No hay huesos ni ninguna otra estructura de sostén. Al morir, la energía se detiene y la criatura se convierte en un muñeco de carne y fluidos alienígenas retumbantes. Un par de células de cerámica reviven brevemente a la criatura si reciben energía." STR_DEEP_ONE_UFOPEDIA: "El Anuroide es una pesadilla biológica, un mestizaje resultado de los experimentos cerebrales de los aquatoides. Hemos visto algunas variaciones de esta criatura. Tras una costosa investigación hemos concluido que los fabrican los invasores, quienes aumentan su producción cada vez que capturan carne humana fresca. Cada uno de estos sub-humanos es capaz de soltar una descarga de energía eléctrica suficiente para matar a un aquanauta." STR_DEEP_ONE_AUTOPSY: "Autopsia de Anuroide" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Esta criatura es el resultado de injertos humanos y alienígenas. El cerebro humano ha sido alterado para ubicar dispositivos electrónicos de control y la corteza cerebral de un alienígena. La única característica humana son los ojos. Según parece, el feto alienígena va consumiendo a su anfitrión humano a medida que crece. Su resistente piel parece ser una mezcla metálica e inorgánica muy dura y flexible. El resultado es un híbrido fuerte y veloz que está bajo el control total de los alienígenas." STR_BIODRONE_UFOPEDIA: "El Telecerebro es una creación que solo una mente alienígena podría concebir. Es un cerebro (humano o extraterrestre) suspendido en fluidos amnióticos y conectado a una unidad de alimentación energética que le permite volar en tierra o bajo el agua. Cada Telecerebro está armado con un poderoso disruptor sónico, parte mecánico y parte biológico. Algunos de nuestros científicos han sugerido que el arma es impulsada por las cuerdas vocales originales del organismo huésped. Altamente precisos y tenaces, estos super perros guardianes son ampliamente utilizados por los extraterrestres para proteger activos valiosos." STR_BIODRONE_AUTOPSY: "Autopsia de Telecerebro" STR_BIODRONE_AUTOPSY_UFOPEDIA: "La hipótesis de que el disruptor sónico es biológico es cierta. Esta criatura mata a sus enemigos gritando. Tienen grandes cicatrices y graves mutilaciones. Los alienígenas hacen una carnicería con el cerebro hasta conseguir que les obedezca. La mayor parte de las cortezas cerebrales usadas son de origen alienígena, pero nada se puede comparar al horror de hallar una criatura basada en un humano. Los Telecerebros se mueven gracias a un motor Iónico y llevan un sistema de control remoto." STR_TENTACULAT_UFOPEDIA: "Ni siquiera de una pesadilla de Lovecraft podrían salir criaturas indescriptibles como esta. No se puede comparar con ningún animal de la Tierra, el entorno en el que pueda haber surgido es inimaginable. Armado con largos tentáculos, el Tentáculat paraliza a sus víctimas y luego las transforma en objetos sin cerebro. Esta especie puede matar con sólo tocar, incluso a través de un blindaje. El tentáculat es el alienígena más temible de los que X-Com se ha encontrado hasta ahora." STR_TENTACULAT_AUTOPSY: "Autopsia de Tentáculat" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "La autopsia revela pequeños implantes cibernéticos en el gran cerebro de la criatura. Su sistema visual es una compleja combinación de percepción de imágenes luminosas y térmicas. Este monstruo puede moverse con un rumbo exacto incluso en las tenebrosas profundidades del océano. Tiene algunos órganos vestigiales que parecen ser los mínimos que necesita para sobrevivir. Cada criatura tiene un pequeño estómago con un conector externo, por lo que creemos que las alimentan sus amos." STR_CALCINITE_UFOPEDIA: "Estas criaturas similares a los trajes de buceadores perdidos acechan a los distraídos en el fondo del mar. Les basta dar un golpe con sus pinzas más fuertes que el acero para mandar al fondo al mejor de los buceadores. Sólo se ve una forma gelatinosa y verde girando alrededor de la mascarilla. No hemos podido adivinar nada sobre su verdadera naturaleza en ninguno de nuestros encuentros, a menudo letales, con ellas." STR_CALCINITE_AUTOPSY: "Autopsia de Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Una vez desprovisto del traje blindado, el Calcinite es una masa amorfa de protoplasma sin cerebro, extremidades u órganos sensores visibles. En el interior del cuerpo líquido hay un pequeño elemento metálico. Una vez muerta, sólo podemos hacer conjeturas sobre la naturaleza de esta criatura. Es un enigma de los alienígenas." STR_TRISCENE_UFOPEDIA: "Este reptil bípedo es un retroceso a la edad de los dinosaurios. Todo, excepto su habilidad para vivir en el agua y fuera de ella, indica que es una criatura del Cretáceo. Estas criaturas llevan compartimientos de armas y tienen una mandíbula con enormes dientes de acero. A menudo, estos monstruos se colocan en el centro de las fuerzas de ataque alienígenas cuando estas lanzan un ataque terrestre. Constituyen un arma potente y pesada que los Tasoth de alto rango despliegan con una eficacia mortal." STR_TRISCENE_AUTOPSY: "Autopsia de Triscene" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Una vez sometidos al bisturí del científico, el Triscene resulta ser una criatura prehistórica modificada con implantes cibernéticos y sistemas de armas. Su diminuto cerebro ha sido completado con un pequeño ordenador acoplado al arnés de control que llevan todas las criaturas. Una piel natural resistente y un instinto depredador mejorado con armas hacen de él un oponente mortal en cualquier ambiente." STR_HALLUCINOID_UFOPEDIA: "Tras explotar los océanos, los alienígenas han criado esta enorme criatura terrestre y la utilizan como arma. No te dejes engañar por el falso aspecto inofensivo de estos marineros de las profundidades. El Alucinoide es un enemigo mortal que ataca de lejos con explosiones congeladoras y de cerca con golpes cortantes como el hielo." STR_HALLUCINOID_AUTOPSY: "Autopsia de Alucinoide" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "En las muchas capas del cuerpo gelatinoso de este organismo hay un congelador químico potente, su principal medio de ataque. La piel suave y flexible del alucinoide indica que es vulnerable a ataques basados en el calor. Es frecuente ver a este mutante en compañía de sus amos, los Aquatoides." STR_XARQUID_UFOPEDIA: "El Calaxmar es otro invertebrado terrestre modificado, una criatura bella y peligrosa. Este nadador rápido y gigantesco oculta un arsenal de armas devastador, un chorro de tinta sofocante y un rayo de partículas ionizadas. Desde nuestros primeros encuentros con esta poderosa criatura hemos desconfiado de sus habilidades y de sus controladores, los vengativos Hombres-Branquia." STR_XARQUID_AUTOPSY: "Autopsia de Calaxmar" STR_XARQUID_AUTOPSY_UFOPEDIA: "Este enorme cefalópodo ha llegado a este tamaño con una dieta de drogas alienígenas y alteraciones quirúrgicas. Los Hombres-Branquia, pervertidos hasta lo inimaginable, han implantado sistemas mecánicos de control en la criatura y ahora no queda ni uno de sus rasgos originales. Su resistente concha y su movilidad hacen que el Calaxmar sea un oponente formidable, empleado como plataforma orgánica para armas." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Los OSNI dependen de sistemas de energía complejos para llevarlos a una velocidad increíble a través de las profundidades. La base de su tecnología es el ACELERADOR DE RAYOS DE IONES, utilizando Zrbita como catalizador, los motores desplazan 100 veces su propio volumen en agua por segundo. Este enorme poder significa que los alienígenas son capaces de superar a la mayoría de los submarinos de la Tierra. Podemos replicar este sistema de propulsión usando Aquaplásticos y células de energía Zrbita." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Estas unidades generan un campo magnético esférico y de varias capas que es proyectado hasta 1 Km alrededor del submarino. Los alienígenas que navegan en el interior se comunican directamente y van palpando el camino a seguir bajo las olas. Un sistema interfaz funciona con la materia cerebral modificada de los alienígenas, que se comunica directamente con la mente del operador por unión neural." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "La estructura de las naves es como la de un camaleón, imita rasgos de las criaturas marinas y está hecha de aquaplásticos. Cada submarino funciona como un organismo: tripulación y nave en armonía. La mayoría de sus sistemas se pueden reproducir y es posible crear una tecnología híbrida que nos permita llegar a su nivel." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Muchos alienígenas permanecen escondidos en la Tierra en estado inactivo, sometidos a una congelación criogénica. Estas criaturas son encerradas en unidades en las que su temperatura corporal es reducida hasta que sus funciones vitales están a punto de detenerse. El examen de estas unidades ha revelado que los cuerpos han permanecido inactivos por periodos increíbles, algunos más de 60 millones de años." STR_ALIEN_CLONING_UFOPEDIA: "Muchos de los alienígens capturados son idénticos, incluso tienen el mismo ADN. Son copias exactas. Los alienígenas extraen muestras de células de sus bancos de genes y las meten en las unidades criogénicas. Algunas de ellas guardan humanos o partes de su cuerpo. Puede que algunas sirvan para crear híbridos." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Gracias a los implantes de Control Molecular que hay en los cráneos de todos los alienígenas, estas máquinas inyectan directamente información en sus cerebros. Los alienígenas recién clonados son llevados hasta estas unidades para introducirles recuerdos de su raza e información científica y bélica en sus mentes vacías." STR_ALIEN_IMPLANTER_UFOPEDIA: "Esta máquina sirve para equipar a los alienígenas con implantes de Control Molecular, fertilizar razas reproductoras e insertar o extraer órganos y dispositivos electrónicos de cualquier criatura. Creemos que el paciente está anestesiado pero es consciente del proceso y, por desgracia, la anatomía humana se acopla perfectamente a esta unidad." STR_EXAMINATION_ROOM_UFOPEDIA: "Ya tenemos pruebas que nos permiten saber por qué‚ los alienígenas capturan humanos. No se los comen ni los fertilizan con sus propios embriones, los usan como base de una serie de criaturas y sistemas de control. Su tecnología se basa en una mente única, una inteligencia común, y el cerebro humano es el receptáculo ideal para ello. El tejido del cerebro humano se utiliza en la mayoría de los sistemas informático-biológicos de almacenamiento y extracción de datos, el resto sirve para crear y criar criaturas." STR_AQUA_PLASTICS_UFOPEDIA: "En la mayor parte de la construcción de los submarinos y estructuras alienígenas se utiliza un material increíblemente fuerte y duradero. Los Aquaplásticos son materiales complejos de enlaces múltiples y catalizados con Zrbita. Esta sustancia densa pero ligera es más resistente que el Titanio o el Kevlar." STR_ZRBITE_UFOPEDIA: "Esta es una aleación de origen alienígena, hecha de oro y de bio-material alienígena. Cuando se utiliza como fuente de energía, pequeñas cantidades generan más energía que una unidad nuclear 10 veces más grande. No podemos reproducir este material con nuestra tecnología debido a que la mayoría de sus componentes son alienígenas." STR_ALIEN_ORIGINS_UFOPEDIA: "Los alienígenas atacan por todo el planeta con eficacia despiadada. No conseguimos averiguar dónde está su base, ¨en alguna parte impenetrable del fondo del océano que no podemos localizar? No todos los organismos encontrados son alienígenas, unos son viejísimos, otros son ejemplares evolucionados de especies que creíamos extintas hace mucho. Nos enfrentamos a una amenaza que ha estado aletargada durante milenios, una sutil simbiosis de humano y alienígena. Las antiguas bases desde donde contactan con sus primos de las estrellas están en la profundidad del océano. Cada una de estas doce bases tiene un dispositivo Synonium de alta tecnología alienígena. Ahora que su maquinaria bélica está en marcha, los alienígenas están reactivando estas bases para ampliar su red de Control Molecular, tenemos que destruir esas bases cueste lo que cueste." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Hace sesenta y cinco millones de años, una gigantesca nave colonizadora fue enviada a la Tierra desde un lejano mundo alienígena. Cuando la enorme nave se acercó al joven planeta, una masiva y violenta erupción solar causó una falla en los sistemas de navegación. Deteriorado y fallando la gran masa cayó en picado a través de la estratosfera para emerger en los cielos del Cretácico. En la Tierra innumerables especies fijaban sus miradas hacia el cielo cuando su némesis se estrelló contra el planeta. Una gran nube de polvo obstruyó la atmósfera y la tierra se enfrió por lo que la vida dominante, los poderosos dinosaurios, perecieron. Pero los 400 mil millones de toneladas de T'leth no se destruyeron en el impacto, sofisticados superordenadores iniciaron un ciclo de sueño criogénico para las criaturas en lo profundo de sus bodegas. A medida que pasaron los eones, los ordenadores despertaron a grupos de alienígenas para intentar comunicarse con sus primos estelares, todo en vano porque el poder Alien dormía." STR_TLETH_THE_ALIEN_CITY: "T'leth la Ciudad Alienígena" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "La enorme nave-ciudad alienígena T'leth yace en Sigsbee, en el Golfo de México. En el centro de la ciudad hay un horror alienígena, tan malvado y poderoso que ni siquiera la muerte lo reclama. En una cámara de metal alienígena yace dormido el Soñador, el Alienígena Supremo. Cuando T'leth emerja de las aguas, Él iniciará su ciclo de reanimación y una vez despierto nada le detendrá. Aunque no esté vivo, y en cierto modo tampoco muerto, su mente controla el ejército alienígena. La desconocida tecnología del Control Molecular conecta todos los alienígenas a un único cerebro y viceversa. Unos fetos, resultado de la mutación genética de hombre y alienígena, proporcionan energía a ese cerebro y sirven de unión entre él y sus súbditos. El mito del Alienígena Supremo vive desde hace siglos en la memoria y en el corazón de los hombres, pero sólo el mar sabe la verdad." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRAR EN SITIO-TIEMPO=5 Seg" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Ninguno" STR_UNKNOWN: "Desconocido" STR_POOR: "Pobre" STR_AVERAGE: "Normal" STR_GOOD: "Bueno" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "CONSTRUIR NUEVA BASE" STR_BASE_INFORMATION: "INFORMACIÓN DE BASES" STR_EQUIP_CRAFT: "EQUIPAR AEROSUBMARINO" STR_BUILD_FACILITIES: "CONSTRUIR INSTALACIONES" STR_RESEARCH: "INVESTIGAR" STR_MANUFACTURE: "FABRICAR" STR_TRANSFER_UC: "TRANSFERIR" STR_PURCHASE_RECRUIT: "COMPRAR/RECLUTAR" STR_SACK: "DESPEDIR" STR_SELL_SACK_UC: "VENDER/DESPEDIR" STR_GEOSCAPE_UC: "GEOESCAPE" STR_NAME: "Nombre" STR_AREA: "Zona" STR_BUILD_NEW_BASE: "Construir nueva base" STR_CANCEL: "Cancelar" STR_COST_UC: "COSTE>" STR_CONSTRUCTION_TIME_UC: "TIEMPO DE CONSTRUCCIÓN>" STR_DAY: one: "{N} día" many: "{N} días" other: "{N} días" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANTENIMIENTO>" STR_OK: "OK" STR_INSTALLATION: "Instalación" STR_CURRENT_RESEARCH: "INVESTIGACIÓN EN CURSO" STR_SCIENTISTS_AVAILABLE: "Científicos disponibles>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Científicos asignados>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espacio de Laboratorio Disponible>{ALT}{0}" STR_RESEARCH_PROJECT: "PROYECTO DE INVESTIGACIÓN" STR_SCIENTISTS_ALLOCATED_UC: "CIENTÍFICOS ASIGNADOS" STR_PROGRESS: "PROGRESO" STR_NEW_PROJECT: "Nuevo proyecto" STR_CANCEL_PROJECT: "CANCELAR PROYECTO" STR_NEW_RESEARCH_PROJECTS: "Nuevos proyectos de investigación" STR_SCIENTISTS_AVAILABLE_UC: "CIENTIFICOS DISPONIBLES>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACIO DE LABORATORIO DISPONIBLE>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Disminuir" STR_START_PROJECT: "INICIAR PROYECTO" STR_CURRENT_PRODUCTION: "PRODUCCIÓN ACTUAL" STR_ENGINEERS_AVAILABLE: "Ingenieros Disponibles>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingenieros Disponibles>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espacio de Taller Disponible>{ALT}{0}" STR_CURRENT_FUNDS: "Fondos actuales>{ALT}{0}" STR_ITEM: "Objeto" STR_ENGINEERS__ALLOCATED: "Ingenieros Disponibles" STR_UNITS_PRODUCED: "Unidades producidas" STR_TOTAL_TO_PRODUCE: "Total a Producir" STR_COST__PER__UNIT: "Coste{NEWLINE}por{NEWLINE}unidad" STR_DAYS_HOURS_LEFT: "Dias/Horas restantes" STR_NEW_PRODUCTION: "Nueva producción" STR_PRODUCTION_ITEMS: "Artículos en producción" STR_CATEGORY: "CATEGORÍA" STR_START_PRODUCTION: "INICIAR FABRICACIÓN" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Horas/ingeniero para producir una unidad" STR_COST_PER_UNIT_: "Coste por unidad>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espacio de trabajo necesario>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALES ESPECIALES NECESARIOS" STR_ITEM_REQUIRED: "ELEMENTO REQUERIDO" STR_UNITS_REQUIRED: "UNIDADES NECESARIAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONIBLES" STR_STOP_PRODUCTION: "DETENER PRODUCCIÓN" STR_ENGINEERS_AVAILABLE_UC: "INGENIEROS DISPONIBLES>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACIO DE TALLER DISPONIBLE>{ALT}{0}" STR_MONTHLY_PROFIT: "BENEFICIOS MENSUALES>{ALT}{0}" STR_INCREASE_UC: "AUMENTAR" STR_DECREASE_UC: "DISMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a producir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Contratar personal" STR_COST_OF_PURCHASES: "Coste de Compras>{ALT}{0}" STR_COST_PER_UNIT_UC: "COSTE POR UNIDAD" STR_QUANTITY_UC: "CANTIDAD" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL DISPONIBLE:PERSONAL TOTAL>" STR_SOLDIERS: "Aquanautas" STR_SCIENTISTS: "Científicos" STR_ENGINEERS: "Ingenieros" STR_SPACE_USED_SPACE_AVAILABLE: "ESPACIO USADO:ESPACIO DISPONIBLE>" STR_LIVING_QUARTERS: "Cuarteles" STR_STORES: "Almacenes" STR_LABORATORIES: "Laboratorios" STR_WORK_SHOPS: "Talleres" STR_HANGARS: "Aerosubmarino" STR_SHORT_RANGE_DETECTION: "Detección de corto alcance" STR_DEFENSE_STRENGTH: "Fuerza defensiva" STR_TRANSFERS_UC: "TRANSFERENCIAS" STR_TRANSFERS: "Transferencias" STR_ARRIVAL_TIME_HOURS: "Hora de llegada (horas)" STR_COST_: "Coste>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "¿Nombre de la base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECCIONAR POSICIÓN DE LA ESCLUSA DE ACCESO" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "CANTIDAD A TRANSFERIR" STR_SELECT_DESTINATION_BASE: "Seleccionar base de destino" STR_COST: "Coste" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Marte: La caida de Cydonia." STR_INTRO_3: "Un triunfante X-Com, habiendo destruido el núcleo mismo de la máquina de guerra Alienígena, despega hacia el hogar. Sin embargo, no todo está muerto en la base marciana devastada." STR_INTRO_4: "Un poderoso rayo de taquiones fluye desde los escombros del centro neurálgico de Cydonia, a toda velocidad a través del vacío. Su destino............" STR_INTRO_5: "Tierra." STR_INTRO_6: "En lo profundo del océano el haz golpea un receptor inactivo. Grandes ordenadores, comienzan a activarse. En lo profundo, más allá de los ojos de los seres humanos, vastas cámaras de Alienígenas dormidos comienzan su largo ciclo de reanimación." STR_INTRO_7: "2040: Una Tierra ignorante. Los terrores de la guerra Alienígena se olvidan. Pero, en los lugares perdidos y ocultos del océano las hordas alienígenas están listas, listas para derrocar a la humanidad y dominar el mundo." STR_INTRO_8: "Los Alienígenas arremeten contra la humanidad; buscan especímenes para sus retorcidos experimentos; asaltando el mundo por valiosos minerales y recursos; y saqueando los mares. Entonces, posan sus ojos sobre las olas." STR_INTRO_9: "Poderosos submarinos voladores de extraño diseño surcan los océanos, observando, buscando, cazando........." STR_INTRO_10: "Buscando presas, atacan." STR_INTRO_11: "Nuevas armas extrañas se lanzan contra un mundo indefenso. Estamos completamente a merced de la amenaza alienígena. {NEWLINE}Sólo una organización puede salvarnos; pero, les dimos la espalda hace mucho tiempo......" STR_INTRO_12: "Instalación subacuática experimental X-COM" STR_INTRO_13: "'¡s o s! ¡s o s! ''Este es el trans-atlántico Hyperion'. \"Estamos bajo ataque\". '¡s o s! socorrrr............ \"" STR_INTRO_14: "\"Centro de Comando a Submarino Uno: Abrir Esclusas\", \"desplegar Barracuda Cero Uno. Tenemos una situación de ataque alienígena, Alerta Roja\".{NEWLINE}\"Repito: Alerta Roja\"" STR_INTRO_15: "Los Alienígenas son implacables en su eficiencia...." STR_INTRO_16: "...infalibles en su exactitud" STR_INTRO_17: "\"Barracuda Cero Uno a base\" - \"acercándose a lo que queda del Hyperion\"." STR_INTRO_18: "'Reduciendo velocidad'.{NEWLINE}'Dos metros'{NEWLINE}'Un metro'{NEWLINE}' A todos los Aquanautas, prepárense para despliegue inmediato'." STR_INTRO_19: ".........\"Esclusa despejada\"... \"acercándose al naufragio\".{NEWLINE}\"Santo!\"{NEWLINE}\"¿Están captando esas criaturas con mi cámara de traje?\"" STR_GAMEOVER_1: "Hemos fallado, los Alienígenas han aniquilado nuestras últimas esperanzas de salvación.{NEWLINE}X-Com está destruido y la Tierra se puso a los pies del antiguo enemigo." STR_GAMEOVER_2: "T'leth truena en la estratosfera y comienza a moverse a través de la faz del mundo. Dispensando la muerte y cosechando los restos de la raza humana. En lo profundo de sus entrañas la asesina mente alienígena comienza a despertarse." STR_GAMEOVER_3: "En las capitales de todas las naciones, planes desesperados se elaboran. Todo es en vano, sin la tecnología que ofrece el proyecto de investigación X-Com nuestras armas son ineficaces." STR_GAMEOVER_4: "Los Alienígenas establecieron bases en los casquetes polares y empiezan a derretir el hielo, el mundo se convertirá en un vasto mar. Los restos de la raza humana son capturados y se utilizan en viles experimentos de reproducción con fines desconocidos. Los cielos se oscurecen y una fuerte pestilencia está sobre las tierras del Mundo." STR_GAMEOVER_5: "No podemos ofrecer ninguna resistencia al nuevo orden mundial, aquellos que lo intentan se encuentran con un destino de fuego a manos de las incomprensibles armas alienígenas. Para el resto de nosotros no hay liberación bendita, la madre tierra se convierte en un mundo alienígena y la humanidad se pierde debajo de un progresivo horror." STR_OUTRO_1: "La tumba, asolada y diezmada, un rugido burbujeante proviene del centro de la urna.{NEWLINE}Tontos, todos perecerán...................." STR_OUTRO_2: ".................nadie puede escapar." STR_OUTRO_3: "Una enorme explosión brota de la tumba y atraviesa la ciudad, los escombros y el humo llenan el aire. Los planes de los alienígenas se ven frustrados........" STR_OUTRO_4: "La retorcida vastedad de T'leth comienza a romperse. Llamas y humo se arrojan desde sus torres relucientes y salas de adamantium." STR_OUTRO_5: "El fastuoso gran Alienígena se desploma hacia el mar, los gritos de metal y almas torturadas llenan el aire. El Gran Soñador ya no soñara con conquistar el mundo." STR_OUTRO_6: "Un ensordecedor sonido final conmociona a la propia T'leth que rompe en lágrimas. {NEWLINE}La amenaza alienígena se ha ido, la Tierra es libre.................." STR_OUTRO_7: "Un dormido planeta verde-azulado, en un rincón lejano de la galaxia." STR_OUTRO_8: "El futuro cercano, un lugar seguro para estar." STR_OUTRO_9: "La amenaza Alienígena fue derrotada hace mucho tiempo." STR_OUTRO_10: "Vastas ciudades metrópolis albergan rebosantes miles de millones de humanos." STR_OUTRO_11: "Las batallas de X-Com y las guerras Alienígenas son argumento de historias para niños." STR_OUTRO_12: "Pero las leyendas siempre han tenido el habito de contener una pizca de verdad.........." STR_RISE_1: "T'leth, fue llamado muchas cosas en muchas leyendas de muchas tierras." STR_RISE_2: "Con un explosivo grito que resuena a través del globo T'leth comienza a alzarse del fondo del mar." STR_RISE_3: "El enorme complejo surge a través de las aguas del Golfo de Méjico." STR_RISE_4: "400 mil millones de toneladas de metal alienígena, la enorme ciudad alienígena en donde se encuentra el cuerpo latente del alienígena definitivo. Encarcelado en la tierra hace 65 millones de años, este vil dios del espacio comienza a moverse." STR_RISE_5: "Las aguas hierven y se agitan mientas la tumba del Gran Soñador emerge a la luz................" STR_RISE_6: ".........una luz que durara poco a menos que X-Com pueda destruir la maquinaria de guerra alienígena." STR_YOU_HAVE_FAILED: "Has fracasado en detener la máquina de guerra alienígena. Las organizaciones de financiación, desilusionados con su capacidad tratan de negociar una solución no militar con los alienígenas. Los invasores tienen una agenda muy diferente y pronto todo el mundo es consciente de la verdad ..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Ingresos" STR_EXPENDITURE: "Gastos" STR_MAINTENANCE: "Mantenimiento" STR_BALANCE: "Balance" STR_UFO_ACTIVITY_IN_AREAS: "Actividad OSNI en mares" STR_UFO_ACTIVITY_IN_COUNTRIES: "Actividad Alienígena en Zonas" STR_XCOM_ACTIVITY_IN_AREAS: "Actividad X-Com en Los Mares" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Actividad X-Com en Zonas" STR_FINANCE: "Finanzas" STR_DATE_FIRST: "{0}º" STR_DATE_SECOND: "{0}º" STR_DATE_THIRD: "{0}º" STR_DATE_FOURTH: "{0}º" STR_FINANCE_THOUSANDS: "1000$" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "No hay suficientes materiales para producir{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "No hay dinero suficiente para producir {NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Producción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}completada" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construcción de{NEWLINE}{0}{NEWLINE}en{NEWLINE}{1}{NEWLINE}completada" STR_OK_5_SECONDS: "OK - 5 seg" STR_RESEARCH_COMPLETED: "Investigación finalizada" STR_VIEW_REPORTS: "VER INFORMES" STR_WE_CAN_NOW_RESEARCH: "Preparados para investigar" STR_WE_CAN_NOW_PRODUCE: "Preparados para fabricar" STR_SUNDAY: "DOMINGO" STR_MONDAY: "LUNES" STR_TUESDAY: "MARTES" STR_WEDNESDAY: "MIÉRCOLES" STR_THURSDAY: "JUEVES" STR_FRIDAY: "VIERNES" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "No hay suficiente {0} para repostar {1} en {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "No hay suficiente {0} para rearmar{1} en {2}" STR_UFO_IS_NOT_RECOVERED: "OSNI no recuperado" STR_UFO_IS_RECOVERED: "OSNI recuperado" STR_CRAFT_IS_LOST: "Aerosubmarino Perdido" STR_TERROR_CONTINUES: "Actividades Alienigenas continuan" STR_ALIENS_DEFEATED: "Alienígenas derrotados" STR_BASE_IS_LOST: "La base se ha perdido" STR_BASE_IS_SAVED: "La base se ha salvado" STR_ALIEN_BASE_STILL_INTACT: "Base alienígena intacta" STR_ALIEN_BASE_DESTROYED: "Base alienígena destruida" STR_ALIENS_KILLED: "BAJAS ALIENÍGENAS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES ALIENÍGENAS RECUPERADOS" STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS VIVOS CAPTURADOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROL DE LA COLONIA ALIENÍGENA DESTRUIDO" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "DISPOSITIVO SYNOMIUM DESTRUIDO" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "FALLO AL DESTRUIR EL DISPOSITIVO SYNOMIUM" STR_CIVILIANS_KILLED_BY_ALIENS: "BAJAS CIVILES CAUSADAS POR LOS ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "BAJAS CIVILES CAUSADAS POR X-COM" STR_CIVILIANS_SAVED: "CIVILES RESCATADOS" STR_XCOM_OPERATIVES_KILLED: "BAJAS X-COM" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "OPERATIVOS X-COM DESAPARECIDOS EN ACCIÓN" STR_TANKS_DESTROYED: "SISTEMAS DE ARMAS X-COM DESTRUIDAS" STR_XCOM_CRAFT_LOST: "SUBMARINO X-COM DESTRUIDO" STR_UFO_RECOVERY: "RECUPERACIÓN DE OSNI" STR_ALIEN_BASE_RECOVERY: "RECUPERACIÓN EN COLONIA ALIENÍGENA" STR_BASE_UNDER_ATTACK: "{0} bajo ataque!" STR_BASE_DEFENSES_INITIATED: "INICIADA DEFENSA DE LA BASE" STR_GRAV_SHIELD_REPELS_UFO: "¡ESCUDO DE GRAV. REPELE OSNI !" STR_FIRING: "DISPARANDO" STR_HIT: "¡TOCADO!" STR_UFO_DESTROYED: "¡OSNI DESTRUIDO!" STR_MISSED: "¡DISPARO FALLIDO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender artículos/Despedir personal" STR_VALUE_OF_SALES: "VALOR DE LAS VENTAS> {ALT}{0}" STR_FUNDS: "FONDOS> {ALT}{0}" STR_SELL_SACK: "Vender/Despedir" STR_VALUE: "Valor" STR_CRAFT_: "de Aerosubmarino> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERACIÓN DE OSNI DERRIBADO" STR_UFO_CRASH_RECOVERY_BRIEFING: "EXTREMA PRECAUCIÓN - Habrá alienígenas en el submarino y alrededor del sitio. Esta misión se completará cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos del submarino alienígena, tecnología y cadáveres alienígenas podrá entonces ser iniciada. Para abortar la misión regrese los acuanautas X-Com al submarino y haga clic en el icono 'Abortar Misión'." STR_UFO_GROUND_ASSAULT: "ASALTO A SUBMARINO ALIENÍGENA" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore el punto de amerizaje y, si es posible, gane acceso al submarino alienígena. Esta misión se completará cuando todas las unidades enemigas hayan sido eliminadas o neutralizadas. La recuperación de restos del submarino alienígena, tecnología y cadáveres alienígenas podrá entonces ser iniciada. Para abortar la misión regrese los acuanautas X-Com al submarino y haga clic en el icono 'Abortar Misión'." STR_BASE_DEFENSE: "DEFENSA DE LA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Una nave alienígena ha ATERRIZADO muy cerca. Nuestra base está en peligro. Según el procedimiento habitual, se ha evacuado todo el personal no combatiente en los submarinos X-Com. Los alienígenas accederán a la base por las compuertas de los muelles o por la esclusa de acceso. Defienda la base y sus instalaciones vitales a toda costa, es una lucha a vida o muerte. Si presiona en el icono de 'Abortar misión' aceptará la derrota y perderá la base." STR_ALIEN_COLONY_ATTACK_MISSION: "ATAQUE A COLONIA ALIENÍGENA" STR_ALIEN_BASE_ASSAULT: "COLONIA ALIENÍGENA PARTE UNO" STR_ALIEN_COLONY_P1_BRIEFING: "Esta misión consiste en un ataque a una colonia alienígena. Hay dos niveles, lleva a todos los aquanautas a la salida brillante del primer complejo y pulsa en 'Cancelar misión' para proseguir. Todo el equipo que abandones se quedará en el fondo del mar hasta que completes la segunda parte. Para salir, pon a los aquanautas en el submarino y pulsa en el icono 'Abortar misión'." STR_ALIEN_COLONY_P2: "COLONIA ALIENÍGENA PARTE DOS" STR_ALIEN_COLONY_P2_BRIEFING: "Tras haber completado el primer nivel y entrado en el núcleo de la colonia, ahora tu misión es destruir el centro de control, recoger el dispositivo Synomium o eliminar a todos los alienígenas. Para cancelar, pon a todos los aquanautas en el punto de partida y pulsa en el icono 'Abortar misión'. Todo el equipo X-Com útil regresará a la base." STR_ALIENS_LAUNCH_PORT_TERROR: "ALIENÍGENAS LANZAN{NEWLINE}ATAQUE EN PUERTO" STR_PORT_TERROR: "ALIENÍGENAS LANZAN ATAQUE A PUERTO" STR_PORT_TERROR_BRIEFING: "Los alienígenas han lanzado un ataque contra instalaciones en la superficie. El puerto y su población civil se han puesto en riesgo. Su escuadrón debe eliminar todos los alienígenas y proteger a las personas inocentes de esta incursión alienígena. Para Cancelar, coloque los aquanautas en el aerosubmarino y haz clic en el icono 'Abortar Misión'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIENÍGENAS LANZAN{NEWLINE}ATAQUE EN ISLA" STR_ISLAND_TERROR: "ALIENÍGENAS LANZAN ATAQUE A ISLA" STR_ISLAND_TERROR_BRIEFING: "Los alienígenas han lanzado un ataque contra instalaciones en la superficie. La Isla y su población se han puesto en riesgo. Su escuadrón debe eliminar todos los alienígenas y proteger a los inocentes transeúntes de esta incursión alienígena. Para Cancelar, coloque los aquanautas en el aerosubmarino y haz clic en el icono 'Abortar Misión'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ALIENÍGENAS ATACAN{NEWLINE}RUTA DE ENVÍO" STR_CARGO_SHIP_P1: "BUQUE DE CARGA PARTE UNO" STR_CARGO_SHIP_P2: "BUQUE DE CARGA PARTE DOS" STR_CRUISE_SHIP_P1: "CRUCERO PARTE UNO" STR_CRUISE_SHIP_P2: "CRUCERO PARTE DOS" STR_SHIP_RESCUE_MISSION: "MISIÓN DE RESCATE A BUQUE" STR_SHIP_RESCUE_P1_BRIEFING: "Esta misión es una cacería, elimine todas las unidades alienígenas en el barco, y preserve la vida de los civiles a bordo. Los alienígenas están dispersos por encima y debajo de la cubierta, asegure las cubiertas superiores antes de entrar en los inferiores. Para cancelar, coloque los aquanautas en el aerosubmarino y haz clic en el icono 'Abortar Misión'." STR_SHIP_RESCUE_P2_BRIEFING: "Ahora que la cubierta superior está despejada proceda a las cubiertas inferiores. Utilizando el ascensor de carga se desciende a la bodega. Su escuadrón debe eliminar todos los alienígenas en este nivel para completar la misión. Para abortar coloque todos los aquanautas en el ascensor inicial y haga clic en el icono 'Abortar Misión'." STR_ALIEN_ACTIVITY_DETECTED: "ACTIVIDAD ALIENÍGENA DETECTADA" STR_ALIEN_CONTACT_SITE_MISSION: "ASALTO A COMUNICACIONES ALIENÍGENAS" STR_ARTIFACT_SITE_P1: "COMUNICACIONES ALIENÍGENAS PARTE UNO" STR_ARTIFACT_SITE_P1_BRIEFING: "Esta misión es un asalto en un sitio de comunicación alienígena recién activado. Hay 2 niveles para alcanzar el sitio, el fondo del mar con sus pirámides alienígenas y un complejo alienígena escondido. Lleve todos los aquanautas a la entrada del complejo y haga clic en el icono 'Abortar Misión' para proceder. Para Cancelar, coloque los aquanautas en el aerosubmarino y haga clic en el icono 'Abortar Misión'." STR_ARTIFACT_SITE_P2: "COMUNICACIONES ALIENÍGENAS PARTE DOS" STR_ARTIFACT_SITE_P2_BRIEFING: "Después de haber negociado las estructuras alienígenas y entrado en el complejo de los objetivos de la misión son claros. Penetrar el corazón de la instalación alienígena y destruir el dispositivo de control molecular Synomium para completar la misión. Para abortar coloque todos los aquanautas en el ascensor inicial y haga clic en el icono 'Abortar Misión'." STR_SIGSBEE_DEEP_MISSION: "MISIÓN EN FOSA SIGSBEE{NEWLINE}CIUDAD ALIENÍGENA PARTE UNO" STR_TLETH_P1_BRIEFING: "Nos adentramos en lo desconocido, de aquí en adelante podemos encontrarnos cualquier cosa. Sabemos que hay dos niveles en la ciudad, tu escuadrón debe llegar rápido a la salida del nivel para pasar al siguiente. Lleva a todos los aquanautas a la salida y pulsa en 'Arbortar misión' para avanzar.Si la cancelas en otro lugar, la misión se terminará." STR_TLETH_ATTACK_MISSION: "MISIÓN DE ATAQUE A T'LETH{NEWLINE}CIUDAD ALIENÍGENA PARTE DOS" STR_TLETH_P2_BRIEFING: "Seguimos avanzando hacia lo desconocido, de aquí en adelante podemos encontrarnos cualquier cosa. Sabemos que hay otro nivel en la ciudad, tu escuadrón debe llegar rápido a la salida de este nivel para pasar al siguiente. Lleva a todos los aquanautas a la salida y pulsa en 'Abortar misión' para avanzar. Si la abortas en otro lugar, la misión se terminará." STR_FINAL_TLETH_MISSION: "MISIÓN FINAL EN T'LETH{NEWLINE}CIUDAD ALIENÍGENA PARTE TRES" STR_TLETH_P3_BRIEFING: "El final está a la vista, a partir de ahora debemos buscar la cripta del Alienígena Supremo. Destruye los 8 alimentadores de la tumba para acabar con la amenaza alienígena. ¡No te rindas! Si pulsas en 'Abortar misión', la misión se terminará." STR_TLETH_P1: "CIUDAD ALIENÍGENA PARTE UNO" STR_TLETH_P2: "CIUDAD ALIENÍGENA PARTE DOS" STR_TLETH_P3: "CIUDAD ALIENÍGENA PARTE TRES" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "¡NO HAY MUELLES LIBRES PARA CONSTRUIR AEROSUBMARINOS!{SMALLLINE}Cada aerosubmarino asignado o trasladado a una base, comprado o construido ocupa un muelle. Construye un nuevo muelle para aerosubmarino o traslada un aerosubmarino a otra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "¡NO HAY MUELLES LIBRES PARA COMPRAR AEROSUBMARINOS!{SMALLLINE}Cada aerosubmarino asignado o trasladado a una base, comprado o construido ocupa un muelle. Construye un nuevo muelle para aerosubmarino o traslada un aerosubmarino a otra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "¡NO HAY MUELLES LIBRES PARA TRASLADAR AEROSUBMARINOS!{SMALLLINE}Cada aerosubmarino asignado o trasladado a una base, comprado o construido ocupa un muelle. Construye un nuevo muelle para aerosubmarino o traslada un aerosubmarino a otra base." STR_CANNOT_BUILD_HERE: "¡NO PUEDES CONSTRUIR AQUÍ!{SMALLLINE}Sólo junto a una instalación finalizada." STR_NO_FREE_ACCOMODATION: "¡NO HAY ALOJAMIENTO DISPONIBLE!{SMALLLINE}La base de destino no tiene espacio suficiente en la zona de alojamiento." STR_NOT_ENOUGH_WORK_SPACE: "¡NO HAY SUFICIENTE ESPACIO PARA TRABAJAR!{SMALLLINE}Construye un taller nuevo o reduce los trabajos relacionados con otros proyectos." STR_NOT_ENOUGH_MONEY: "¡NO HAY DINERO SUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "¡NO HAY SUFICIENTE ESPACIO DE ALMACENAJE!{SMALLLINE}Construye un almacén nuevo o traslada las existencias a otras bases." STR_NOT_ENOUGH_LIVING_SPACE: "¡NO HAY SUFICIENTE ESPACIO HABITABLE!{SMALLLINE}Construye nuevos alojamientos o traslada personal a otras bases." STR_LAUNCH_INTERCEPTION: "INICIAR INTERCEPCIÓN" STR_CRAFT: "NAVE" STR_STATUS: "SITUACIÓN" STR_BASE: "BASE" STR_READY: "LISTO" STR_OUT: "FUERA" STR_REPAIRS: "REPARACIONES" STR_REFUELLING: "REPOSTANDO" STR_REARMING: "REARMANDO" STR_TARGET: "OBJETIVO: {0}" STR_WAY_POINT: "PUNTO DE DESTINO" STR_ARE_YOU_SURE_CYDONIA: "¿Estás seguro de que quieres mandar este submarino a T'leth en una misión?" STR_YES: "SÍ" STR_NO: "NO" STR_SELECT_DESTINATION: "SELECCIONAR DESTINO" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELECCIONE UBICACIÓN DE LA{NEWLINE}NUEVA BASE" STR_RETURN_TO_BASE: "REGRESAR A LA BASE" STR_SELECT_NEW_TARGET: "SELECCIONAR OTRO BLANCO" STR_PATROL: "PATRULLAR" STR_STATUS_: "SITUACIÓN>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "AVERIADO - REGRESA A LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POCO COMBUSTIBLE - REGRESA A LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIÓN COMPLETADA - REGRESANDO A LA BASE" STR_PATROLLING: "PATRULLANDO" STR_TAILING_UFO: "SIGUIENDO A UN OSNI" STR_INTERCEPTING_UFO: "INTERCEPTANDO OSNI-{0}" STR_RETURNING_TO_BASE: "REGRESANDO A LA BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDAD>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDAD MAXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "PROFUNDIDAD>{ALT}{0}" STR_AIRBORNE: "POR AIRE" STR_VERY_LOW: "SUPERFICIAL" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "PROFUNDO" STR_VERY_HIGH: "MUY PROFUNDO" STR_FUEL: "COMBUSTIBLE>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NINGUNA" STR_ROUNDS_: "DISPAROS>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "AEROSUBMARINO" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOMBRE" STR_AMMO_: "MUNICION>{ALT}{0}" STR_CREW: "TRIPULACIÓN" STR_EQUIPMENT_UC: "ARMAMENTO" STR_ARMOR: "BLINDAJE" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Aquanauta" STR_SQUADDIE: "Cabo" STR_SERGEANT: "Alférez" STR_CAPTAIN: "Capitán" STR_COLONEL: "Almirante" STR_COMMANDER: "Comodoro" STR_SELECT_SQUAD_FOR_CRAFT: "Elija escuadra para {0}" STR_SORT_BY: "ORDENAR POR..." STR_ORIGINAL_ORDER: "ORDEN ORIGINAL" STR_MISSIONS2: "MISIONES" STR_KILLS2: "MUERTES" STR_WOUND_RECOVERY2: "RECUPERACIÓN DE HERIDAS" STR_SPACE_AVAILABLE: "ESPACIO DISPONIBLE>{ALT}{0}" STR_SPACE_USED: "ESPACIO USADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPACIO USADO" STR_RANK: "RANGO" STR_WOUNDED: "HERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipo para {0}" STR_DEFENSE_VALUE: "Valor defensivo" STR_HIT_RATIO: "Media de impactos" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}preparado para{NEWLINE}aterrizar cerca de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "¿Iniciar la misión?" STR_SELECT_ARMAMENT: "Seleccionar armamento" STR_AMMUNITION_AVAILABLE: "MUNICIÓN DISPONIBLE" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECCIONAR ARMADURA PARA{NEWLINE}{ALT}{0}" STR_TYPE: "TIPO" STR_PLASTIC_AQUA_ARMOR_UC: "ARMADURA DE AQUAPLASTICOS" STR_ION_ARMOR_UC: "ARMADURA DE IONES" STR_MAGNETIC_ION_ARMOR_UC: "ARMADURA MAGNÉTICA DE IONES" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Este blindaje emplea la sustancia alienígena recién descubierta, el aquaplástico, y les da a nuestros aquanautas una oportunidad de luchar contra las incursiones alienígenas." STR_ION_ARMOR_UFOPEDIA: "Una protección para los aquanautas, nueva y poderosa. Está reforzada con energía de iones y aumenta la fuerza y la velocidad del que la lleva. Es la mejor protección para las tropas de combate." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Una mejora de la armadura de iones, incorpora la tecnología magnética para permitir total libertad de movimientos en el medio acuático." STR_SELECT_ARMOR: "Selección de Blindaje" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORESTE" STR_EAST: "ESTE" STR_SOUTH_EAST: "SURESTE" STR_SOUTH: "SUR" STR_SOUTH_WEST: "SUROESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECCIONAR ACCIÓN" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSECUCIÓN DE OSNI" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSECUCIÓN SIN INTERCEPCIÓN" STR_VERY_LARGE: "MUY GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "NORMAL" STR_SMALL: "PEQUEÑO" STR_VERY_SMALL: "MUY PEQUEÑO" STR_GROUNDED: "AMERIZADO" STR_DETECTED: "Detectado" STR_SIZE_UC: "TAMAÑO" STR_ALTITUDE: "PROFUNDIDAD" STR_HEADING: "RUMBO" STR_SPEED: "VELOCIDAD" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRAR EN OSNI - TIEMPO = 5 Seg" STR_TRACKING_LOST: "RASTRO PERDIDO" STR_REDIRECT_CRAFT: "CAMBIAR RUMBO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR A ÚLTIMA POSICIÓN CONOCIDA DEL OSNI" STR_UFO_: "OSNI-{0}" STR_ALIEN_BASE_: "COLONIA ALIENÍGENA-{0}" STR_CRASH_SITE_: "LUGAR DE IMPACTO-{0}" STR_LANDING_SITE_: "SITIO DE AMERIZAJE-{0}" STR_WAY_POINT_: "PUNTO DE DESTINO-{0}" STR_TERROR_SITE: "LUGAR DEL TERROR-{0}" STR_ARTIFACT_SITE: "SITIO DEL ARTEFACTO-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ha llegado a{NEWLINE}{1}" STR_NOW_PATROLLING: "Está patrullando" STR_ALIEN_ORIGINS: "Origen de los alienígenas" STR_THE_ULTIMATE_THREAT: "La Amenaza Definitiva" STR_TLETH_ALIEN_CITY: "T'leth, la Ciudad Alienígena" STR_UFOPAEDIA: "Osnipedia" STR_XCOM_CRAFT_ARMAMENT: "NAVES Y ARMAS DE X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SISTEMAS DE ARMAS SUMERGIBLES S.A.S." STR_WEAPONS_AND_EQUIPMENT: "ARMAMENTO GENERAL" STR_ALIEN_ARTIFACTS: "ARTEFACTOS AQUÁTICOS" STR_BASE_FACILITIES: "INSTALACIONES X-COM" STR_ALIEN_LIFE_FORMS: "CRIATURAS ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "TECNOLOGÍA ALIENÍGENA" STR_UFO_COMPONENTS: "NUEVAS TECNOLOGÍAS SUMERGIBLES" STR_UFOS: "OBJETO SUMERGIBLE NO IDENTIFICADO \"OSNI\"" STR_SELECT_ITEM: "SELECCIONAR ARTÍCULO" STR_ACCELERATION: "ACELERACION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "COMBUSTIBLE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "RANURAS DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "RESISTENCIA>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACIO DE CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACIDAD SAS>{ALT}{0}{ALT}" STR_DAMAGE: "Daño" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisión" STR_RE_LOAD_TIME: "Tiempo de recarga" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFORANTE" STR_DAMAGE_INCENDIARY: "FÓSFORO" STR_DAMAGE_HIGH_EXPLOSIVE: "DAÑO EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAYO GAUSS" STR_DAMAGE_PLASMA_BEAM: "RAYO SóNICO" STR_DAMAGE_STUN: "CONGELAR" STR_DAMAGE_MELEE: "CUERPO A CUERPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "HUMO" STR_SHOT_TYPE: "TIPO" STR_ACCURACY_UC: "PRECISIÓN" STR_TIME_UNIT_COST: "COSTE UT" STR_DAMAGE_UC: "DAÑO" STR_AMMO: "MUNICIÓN" STR_SHOT_TYPE_AUTO: "Automático" STR_SHOT_TYPE_SNAP: "Rápido" STR_SHOT_TYPE_AIMED: "Precisión" STR_CONSTRUCTION_TIME: "Tiempo de construcción" STR_CONSTRUCTION_COST: "Coste de construcción" STR_MAINTENANCE_COST: "Coste de mantenimiento" STR_LOW: "Baja" STR_MEDIUM: "Media" STR_HIGH: "Alta" STR_CRAFT_WEAPON: "Arma de Submarino" STR_CRAFT_AMMUNITION: "Munición de Submarino" STR_HEAVY_WEAPONS_PLATFORM: "Sistema de Armas Submarinas" STR_WEAPON: "Arma" STR_AMMUNITION: "Munición" STR_EQUIPMENT: "Equipo" STR_ALIEN_CORPSE: "Cadáver alienígena" STR_UFO_COMPONENT: "Pieza de un Submarino Alienígena" STR_PERSONAL_ARMOR: "Blindaje personal" STR_RAW_MATERIALS: "Materias primas" STR_HWP_SOLID_HARPOON_BOLTS: "Arpones Sólidos" STR_ALIEN: "Alienígena" STR_AQUATOID: "Aquatoide" STR_GILLMAN: "Hombre-Branquia" STR_LOBSTERMAN: "Hombre-Langosta" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Anuroide" STR_BIODRONE: "Telecerebro" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Alucinoide" STR_XARQUID: "Calaxmar" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_NAVIGATOR: "Navegante" STR_LIVE_MEDIC: "Médico" STR_LIVE_TECHNICIAN: "Ingeniero" STR_LIVE_SQUAD_LEADER: "Líder de Escuadrón" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Terrorista" STR_AQUATOID_COMMANDER: "Comandante Aquatoide" STR_AQUATOID_NAVIGATOR: "Navegante Aquatoide" STR_AQUATOID_MEDIC: "Médico Aquatoide" STR_AQUATOID_TECHNICIAN: "Técnico Aquatoide" STR_AQUATOID_SQUAD_LEADER: "Líder de Escuadrón Aquatoide" STR_AQUATOID_SOLDIER: "Soldado Aquatoide" STR_GILLMAN_COMMANDER: "Comandante Hombre-Branquia" STR_GILLMAN_TECHNICIAN: "Técnico Hombre-Branquia" STR_GILLMAN_SQUAD_LEADER: "Líder de Escuadrón Hombre-Branquia" STR_GILLMAN_SOLDIER: "Soldado Hombre-Branquia" STR_LOBSTERMAN_COMMANDER: "Comandante Hombre-Langosta" STR_LOBSTERMAN_NAVIGATOR: "Navegante Hombre-Langosta" STR_LOBSTERMAN_TECHNICIAN: "Técnico Hombre-Langosta" STR_LOBSTERMAN_SQUAD_LEADER: "Líder de Escuadrón Hombre-Langosta" STR_LOBSTERMAN_SOLDIER: "Soldado Hombre-Langosta" STR_TASOTH_SQUAD_LEADER: "Líder de Escuadrón Tasoth" STR_TASOTH_SOLDIER: "Tasoth Soldado" STR_CALCINITE_TERRORIST: "Calcinite Terrorista" STR_DEEP_ONE_TERRORIST: "Anuroide Terrorista" STR_BIODRONE_TERRORIST: "Telecerebro Terrorista" STR_TENTACULAT_TERRORIST: "Tentaculat Terrorista" STR_TRISCENE_TERRORIST: "Triscene Terrorista" STR_HALLUCINOID_TERRORIST: "Alucinoide Terrorista" STR_XARQUID_TERRORIST: "Calaxmar Terrorista" STR_ION_BEAM_ACCELERATORS: "Aceleradores de Rayos de Iones" STR_MAGNETIC_NAVIGATION: "Navegación Magnética" STR_ALIEN_SUB_CONSTRUCTION: "Construcción de Subm. Alienígenas" STR_ALIEN_CRYOGENICS: "Hibernación Alienígena" STR_ALIEN_CLONING: "Clonación Alienígena" STR_ALIEN_LEARNING_ARRAYS: "Unidades de Enseñanza Alienígenas" STR_ALIEN_IMPLANTER: "Implantador Alienígena" STR_EXAMINATION_ROOM: "Sala de exámenes" STR_AQUA_PLASTICS: "Aquaplásticos" STR_ALIEN_REANIMATION_ZONE: "Zona de Reanimación Alienígenas" STR_PLASTIC_AQUA_ARMOR: "Blindaje de Aquaplástico" STR_ION_ARMOR: "Blindaje Iónico" STR_MAGNETIC_ION_ARMOR: "Blindaje Magné. de Iones" STR_HWP_AQUA_JET_MISSILES: "Torpedos AquaJet" STR_HWP_DISPLACER_PWT: "Torpedo O.I." STR_GAUSS_TECH: "Tecnología Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Nuevo Aerosubmarino tipo Caza" STR_NEW_FIGHTER_TRANSPORTER: "Nuevo Caza-Transporte" STR_THE_LATEST_FLYING_SUB: "Lo Último en Aerosubmarinos" STR_ARMOR_PIERCING: "PERFORADOR DE BLINDAJE" STR_COELACANTH_GAS_CANNON: "Coelacanth/Cañón de Gas" STR_COELACANTH_AQUA_JET: "Coelacanth/Torpedos" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Desplazador/Sónico" STR_DISPLACER_PWT: "Desplazador/T.O.I." STR_AJAX_LAUNCHER: "Lanzador Ajax" STR_DUP_HEAD_LAUNCHER: "Lanzador CUR" STR_CRAFT_GAS_CANNON: "Cañón de Gas de la Nave" STR_PWT_CANNON: "Cañón O.I." STR_GAUSS_CANNON: "Cañón Gauss" STR_GAUSS_CANNON_AMMO: "Munición de Cañón Gauss" STR_SONIC_OSCILLATOR: "Oscilador Sónico" STR_AJAX_TORPEDOES: "Torpedo Ajax" STR_DUP_HEAD_TORPEDOES: "Torpedo CUR" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Disparos del CG(x50)" STR_SONIC_WAVE: "Onda Sónica" STR_PULSE_WAVE_TORPEDOES: "Munición T.O.I." STR_SOLDIER: "Aquanauta" STR_SCIENTIST: "Científico" STR_ENGINEER: "Ingenieros" STR_NORTH_ATLANTIC: "Atlántico Norte" STR_SOUTH_ATLANTIC: "Atlántico Sur" STR_NORTH_PACIFIC: "Pacifico Norte" STR_SOUTH_PACIFIC: "Pacifico Sur" STR_MEDITERRANEAN: "Mediterraneo" STR_SOUTH_CHINA_SEA: "Mar del sur de China" STR_INDIAN_OCEAN: "Océano Índico" STR_THE_EAST_SEA: "Mar de Japón" STR_NORTH_SEA: "Mar del Norte" STR_CARRIBEAN: "Caribe" STR_ANTARCTIC: "Antártico" STR_ARCTIC: "Ártico" STR_EURASIA: "Eurasia" STR_NORTH_AMERICA: "Norteamérica" STR_AFRICA: "África" STR_MAXIMUM_SPEED: "Velocidad máxima" STR_TRANSMISSION_RESOLVER_UC: "DECODIFICADOR TARNS" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "SUBMARINO ALIENíGENA" STR_AJAX: "LANZADOR AJAX" STR_DUP_HEAD: "LANZADOR C.U.R." STR_CRAFT_GAS_CANNON_UC: "CG DE LA NAVE" STR_PWT_CANNON_UC: "CAÑÓN T.O.I." STR_GAUSS_CANNON_UC: "CAÑÓN GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILADOR SÓNICO" STR_DAMAGE_CAPACITY: "Resistencia" STR_WEAPON_POWER: "Potencia del arma" STR_WEAPON_RANGE: "Alcance del arma" STR_AIR_LOCK: "Esclusa" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Taller" STR_STANDARD_SONAR: "Sonar Estándar" STR_WIDE_ARRAY_SONAR: "Sonar de Red Amplia" STR_TORPEDO_DEFENSES: "Torpedos de Defensa" STR_GENERAL_STORES: "Almacenes generales" STR_ALIEN_CONTAINMENT: "Contención alienígena" STR_GAUSS_DEFENSES: "Defensas Gauss" STR_SONIC_DEFENSES: "Defensas Sónicas" STR_PWT_DEFENSES: "Defensas de T.O.I." STR_BOMBARDMENT_SHIELD: "Escudo de Resonancia" STR_MC_GENERATOR: "Escudo de Control Molecular" STR_MC_LAB: "Laboratorio de Control Molecular" STR_TRANSMISSION_RESOLVER: "Descodificador Tarns" STR_SUB_PEN: "Muelle" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SINDICATO" STR_ARABIAN_BLOC: "BLOQUE ÁRABE" STR_EGYPTIAN_CARTEL: "CÁRTEL EGIPCIO" STR_AFRICA_CORP: "CORPORACIÓN AFRICANA" STR_BRAZILIAN_UNION: "UNIÓN BRASILEÑA" STR_NEW_MEXICO: "NUEVO MÉJICO" STR_ASIAN_COALITION: "COALICIÓN ASIÁTICA" STR_SCANDINAVIA: "ESCANDINAVIA" STR_NEO_JAPAN: "NUEVO JAPON" STR_FREE_CHINA: "CHINA LIBRE" STR_AUSTRALASIA: "AUSTRALASIA" STR_FED_KOREA: "FEDERACIÓN COREANA" STR_EURASIA_UC: "EURASIA" STR_ICELANDIC_UNION: "UNIÓN ISLÁNDICA" STR_TANK: "Sistema de Armas Sumergibles" STR_CIVILIAN: "Civil" STR_JAN: "Ene" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "May" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Dic" STR_INTERNATIONAL_RELATIONS: "Relaciones internacionales" STR_COUNTRY: "País" STR_FUNDING: "Financiación" STR_CHANGE: "Cambio" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "SASs" STR_DAMAGE_UC_: "DAÑO>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "La esclusa de aire permite transportar equipo y personal de una base submarina a otra. Es lo primero que se construye en un emplazamiento nuevo. Este compartimiento es vulnerable y puede ser invadido." STR_LIVING_QUARTERS_UFOPEDIA: "Cada zona de alojamiento puede albergar a 50 miembros del personal. Las instalaciones son un tanto básicas y funcionales." STR_LABORATORY_UFOPEDIA: "En un bloque de laboratorios pueden trabajar cincuenta científicos.Los laboratorios están equipados con las tecnologías más modernas para la investigación de materiales, bioquímica y armamento. X-Com tiene acceso a los mejores laboratorios de investigación del mundo,tanto civiles como militares." STR_WORKSHOP_UFOPEDIA: "En un taller se puede encontrar todo lo necesario para fabricar un equipo construido a partir de los diseños científicos más avanzados. El taller puede contener 50 técnicos, y los objetos que se estén fabricando también ocupan sitio." STR_STANDARD_SONAR_UFOPEDIA: "Un sistema de sonar normal tiene un alcance efectivo de 450 km a casi cualquier profundidad, y está conectado a una red de satélites fijos de tierra para el análisis de superficie. Los escáneres tienen una probabilidad del 10% casi de detectar una nave sumergible o aérea por cada ciclo de 30 minutos." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Un sistema de sonar de largo alcance cubre una zona de más de 700 kilómetros a cualquier profundidad, y está conectado a una red de satélites fijos de tierra para el análisis de superficie. Los escáneres tienen una probabilidad del 20% casi de detectar una nave sumergible o aérea por cada ciclo de 30 minutos." STR_TORPEDO_DEFENSES_UFOPEDIA: "Los sistemas de defensa contra torpedos proporcionan protección contra los ataques de sumergibles hostiles que intenten atracar en la base." STR_GENERAL_STORES_UFOPEDIA: "Todo el equipo, armas, municiones, materiales recuperados y armas pesadas están situadas en almacenes, incluyendo equipo asignado a los submarinos en el muelle." STR_ALIEN_CONTAINMENT_UFOPEDIA: "A los alienígenas capturados con vida hay que retenerlos en instalaciones especiales. Estas unidades mantienen sus constantes vitales y reducen a cero su capacidad de lucha. En cada celda caben 10 formas de vida alienígena." STR_GAUSS_DEFENSES_UFOPEDIA: "Los sistemas de defensa Gauss proporcionan la protección más eficaz y moderna contra submarinos enemigos." STR_SONIC_DEFENSES_UFOPEDIA: "El oscilador sónico de defensa constituye una protección eficaz y poderosa contra los agresores." STR_PWT_DEFENSES_UFOPEDIA: "Los torpedos de ondas de impulsos TOI son lo mejor contra los ataques alienígenas. Estos misiles tienen cabezas de gran densidad capaces de atravesar cualquier blindaje, y emiten ondas magnéticas que anulan las defensas electrónicas" STR_BOMBARDMENT_SHIELD_UFOPEDIA: "El escudo de resonancia anti bombardeos evita que sumergibles alienígenas atraquen en la base, y crea un campo de resonancia que repele los ataques submarinos dando tiempo suficiente para que los sistemas de defensa abran fuego a discreción. Así se duplica la eficacia de otros sistemas de defensa ya en activo." STR_MC_GENERATOR_UFOPEDIA: "Puesto que los submarinos alienígenas emplean la tecnología de Control Molecular para detectar formas de vida, podemos usar un emisor que contrarreste dicha tecnología, y así escudar la base y ocultar nuestra presencia." STR_MC_LAB_UFOPEDIA: "El Laboratorio de Control Molecular puede implantar y entrenar a diez aquanautas a la vez. Realizan un implante en el cráneo de los aquanautas, quienes aprenden a usarlos con un entrenamiento intensivo. Esta técnica se utiliza conjuntamente con dispositivos moleculares que pueden emplearse para atacar en el combate." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Las comunicaciones alienígenas emplean la red de implantes por control molecular que ellos mismos han creado. El descodificador tarns intercepta las transmisiones de submarinos enemigos y descodifica la información. Muestra el tipo de submarino, la raza alienígena y qué actividad está en curso." STR_SUB_PEN_UFOPEDIA: "Cada muelle puede cobijar un aerosubmarino y cuenta con instalaciones para el mantenimiento, reabastecimiento y reparación de la flota de X-Com. Cada aerosubmarino atracado en una base debe tener un muelle reservado exclusivamente para él, incluso cuando ha salido en una misión." STR_DART_PISTOL_UFOPEDIA: "El lanzadardos de X-Com es una unidad pequeña, precisa y de gran potencia con un cargador de 12 dardos que son disparados por un cartucho de gas." STR_JET_HARPOON_UFOPEDIA: "Dispara de forma precisa arpones de acero, que van en bloques sellados de 10. Cada uno tiene su reserva de gas individual." STR_GAS_CANNON_UFOPEDIA: "El peso pesado de las armas de gas es el cañón de proyectiles sólidos con la punta altamente explosiva AE o de fósforo; la preferida de los aquanautas." STR_HYDRO_JET_CANNON_UFOPEDIA: "Los Cañones Hidrojet son un sistema de arma de infantería pesada. El cañón dispara mini-torpedos alimentados con magnesio. Aunque potente, el Cañón Hidrojet es un dispositivo torpe e inmanejable, adecuado solo para uso acuático." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Este gran lanzatorpedos, un auténtico peso pesado, dispara tres tipos de proyectiles, cada uno con su unidad propulsora. Un arma devastadora, la única pega es que es de carga manual. La munición puede ser: torpedos grandes o pequeños con punta altamente explosiva AE o punta de fósforo P, todos para ataques submarinos." STR_GAUSS_PISTOL_UFOPEDIA: "La pistola Gauss emplea la reciente tecnología de aceleración de partículas. Rápida y precisa, funciona dentro y fuera del agua. La tecnología Gauss se desarrolló a partir de la de Plasma, nacida en la guerra anterior." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "La pistola Gauss emplea la reciente tecnología de aceleración de partículas. Rápida y precisa, funciona dentro y fuera del agua. La tecnología Gauss se desarrolló a partir de la de Plasma, nacida en la guerra anterior." STR_GAUSS_RIFLE_UFOPEDIA: "El rifle Gauss supera a la pistola: lleva dos aceleradores de partículas. Se ha reemplazado el sistema Plasma accionado por elerio y se ha colocado un acelerador de micropartículas que genera una estela de antiprotones." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "El rifle Gauss supera a la pistola: lleva dos aceleradores de partículas. Se ha reemplazado el sistema Plasma accionado por elerio y se ha colocado un acelerador de micropartículas que genera una estela de antiprotones." STR_HEAVY_GAUSS_UFOPEDIA: "El Gauss pesado es algo engorroso pero muy eficaz. Funciona con 3 aceleradores de partículas y es prácticamente imparable. La estela de antiprotones está confinada en una cápsula de arseniuro de galio que explota al hacer impacto y suelta la antimateria." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "El Gauss pesado es algo engorroso pero muy eficaz. Funciona con 3 aceleradores de partículas y es prácticamente imparable. La estela de antiprotones está confinada en una cápsula de arseniuro de galio que explota al hacer impacto y suelta la antimateria." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Esta granada estándar tiene un temporizador sofisticado y preciso para un control más exacto." STR_DYE_GRENADE_UFOPEDIA: "Las granadas Dye cumplen dos funciones y son muy útiles cuando se está al descubierto. Funcionan tanto en tierra como en agua y salen proyectadas como una nube de partículas: en el agua sueltan una especie de tinta como si fueran un calamar, y en el aire crean una cortina de humo." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Una granada de proximidad que se puede lanzar como las normales, pero lo que la activa es el movimiento que se produzca cerca de ella. Se necesitan habilidad y práctica para utilizarlas." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Este explosivo debe emplearse únicamente para demolición. La experiencia ha demostrado que estos poderosos explosivos son armas ideales para eliminar de raíz a los alienígenas. La onda expansiva es muy grande, así que debes asegurarte de que los aquanautas están a una distancia segura." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Este nuevo dispositivo emplea sistemas informáticos y una variedad de detectores para identificar a las unidades enemigas en movimiento. Presione el icono del Sensor de Perturbaciones en la pantalla táctica. Elige 'Usar sensor' en el menú. En el centro del sensor aparece una flecha que indica la dirección en la que mira el aquanauta (el Norte es la de arriba). Los 'bips' indican unidades que se han movido recientemente. Las unidades grandes o las que se desplazan rápidamente emiten 'bips' largos. Las que están paradas no aparecerán en la pantalla." STR_MEDI_KIT_UFOPEDIA: "Para utilizar esto debes ponerte enfrente del agente de X-Com herido o colocarte junto a un aquanauta aturdido.{NEWLINE}REMEDIO> El rojo indica heridas. Elige una parte del cuerpo y dale al botón de 'Curar'. Se curarán las heridas mortales y el individuo recuperar la salud.{NEWLINE}ESTIMULANTE> Ayuda a recuperar la energía y reaviva a un aquanauta aturdido. Para ello debes colocarte justo al lado del cuerpo del aquanauta inconsciente.{NEWLINE}CALMANTE> Le sube la moral a un aquanauta herido." STR_MC_DISRUPTOR_UFOPEDIA: "Lo último en tecnología de Control Molecular. Sólo pueden usarlo, los aquanautas con habilidades en C.M. Presione en el Disruptor, elige un tipo de ataque y selecciona un objetivo con el cursor. Hay 2 tipos de ataques:{NEWLINE}INTERFERIR IMPLANTE> Si el ataque tiene éxito, reducirá la moral del objetivo con la probabilidad de inducir panico.{NEWLINE}CONTROLAR IMPLANTE> Si este ataque es exitoso, ganara control de la unidad enemiga." STR_THERMAL_TAZER_UFOPEDIA: "Este dispositivo sólo se puede usar en el combate cuerpo a cuerpo y aturde a un organismo vivo, congelándolo sin llegar a matarlo." STR_VIBRO_BLADE_UFOPEDIA: "La Vibroespada es un arma blanca larga y afilada cuya hoja está hecha de titanio. Gira a 600 rpm y puede perforar el blindaje más duro. Su fuente motriz es de invención alienígena. Nuestros intentos de fabricar un arma de este tipo, han fracasado: las hojas giraban demasiado despacio o explotaban con la presión." STR_THERMIC_LANCE_UFOPEDIA: "La Lanza Térmica ha derivado de la tecnología de la Vibroespada. La hoja gira a gran velocidad y un motor de Zrbita la calienta de modo que puede cortar un blindaje como si fuera mantequilla." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "La lanza térmica pesada es una versión más potente de la lanza térmica normal. Dos fuentes de calor y una asombrosa velocidad de rotación hacen que esta lanza atraviese cualquier tipo de material." STR_SONIC_CANNON_UFOPEDIA: "El Cañón Sónico es la más potente de la familia de las armas sónicas. Presenta un oscilador auditivo de mayor radio y una cámara reverberante más grande que el rifle. También tiene un sistema de detonación de impulsos que altera la onda ultra-sónica por modulación, produciendo un impacto sónico más eficaz." STR_CANNON_POWER_CLIP_UFOPEDIA: "Este compacto artefacto se usa como munición para el Cañón Sónico. Contiene una pequeña cantidad de Zrbita." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Un dispositivo sónico más poderoso. Ni siquiera el acero rico en carbono es inmune a esta arma. El compacto emisor de ondas se ha mejorado con un súper amplificador conductor que aumenta la potencia del arma." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Este pequeño objeto es la fuente de energía de un Rifle Sónico, una potente arma alienígena que lleva algo de Zrbita." STR_SONIC_PISTOL_UFOPEDIA: "Las Pistolas Sónicas son un arma alienígena que emplea ondas ultra-sónicas para convertir los huesos en gelatina en cuestión de segundos. Estos sonidos no pueden ser captados por el oído humano." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Fuente de energía de la compacta Pistola Sónica alienígena. Lleva Zrbita, la fuente de toda la energía alienígena." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Es un arma alienígena acuática que lanza proyectiles de disrupción auto-impulsados y dirigibles. Al pulsar para disparar el arma, aparecerán puntos en el mapa que indican el rumbo del proyectil. Cuando hayas colocado los puntos suficientes, pulsa el icono de lanzar proyectiles." STR_DISRUPTOR_AMMO_UFOPEDIA: "Este aparato es un Proyectil Disruptor de Impulsos que lleva instalado un sistema de guía por ordenador. Lo dispara un lanza proyectiles de disrupción." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Un pequeño lanza proyectiles de impacto térmico que dispara bombas químicas de congelación. Muy útil para capturar vivos a los alienígenas." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "La Bomba de Impacto Térmico se usa para capturar vivos a los humanos, pero también se puede usar contra las razas alienígenas. La dispara un Cañón de Impacto Térmico." STR_SONIC_PULSER_UFOPEDIA: "Este artefacto funciona igual que una granada normal, pero es mucho más poderoso, y emplea un rayo sónico que sale en todas las direcciones a la vez." STR_MC_READER_UFOPEDIA: "Hemos encontrado pequeñas unidades implantadas en los alienígenas. Son los Implantes de Control creados por los aquatoides, que suministran información desde el campo de batalla, incluso a grandes distancias. El Lector de Control Molecular es un aparato de comunicaciones alienígena que extrae información de los implantes por C.M.; las unidades X-Com lo pueden usar en combate para ver las características de un alienígena. Selecciona la opción 'Usar' y luego pulsa con el cursor en un alienígena." STR_SURVEY_SHIP: "Nave de reconocimiento" STR_ESCORT: "Escolta" STR_CRUISER: "Crucero" STR_HEAVY_CRUISER: "Crucero pesado" STR_HUNTER: "Cazador" STR_BATTLESHIP: "Acorazado" STR_DREADNOUGHT: "Acorazado pesado" STR_FLEET_SUPPLY_CRUISER: "Crucero de suministros" MAP_SEABED: "Lecho Marino" MAP_PIPES: "Instalación de investigación" MAP_PLANE: "Avión hundido" MAP_ATLAN: "Atlántida" MAP_MU: "Templo Maya" MAP_GAL: "Galeón hundido" MAP_MSUNK: "Barco de línea hundido" MAP_VOLC: "Volcánico" MAP_CORAL: "Coral" MAP_PORT: "Puerto" MAP_ISLAND: "Isla" MAP_CARGO: "Buque de Carga" MAP_LINERT: "Crucero P1" MAP_LINERB: "Crucero P2" MAP_ALART: "Artefacto P1" MAP_GRUNGE: "Artefacto P2" MAP_ENTRY: "Colonia P1" MAP_A_BASE: "Colonia P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Tripulación combinada" STR_MIXED_CREW_2: "Tripulación combinada 2" STR_RATING: "EVALUACION> {0}" STR_RATING_TERRIBLE: "¡TERRIBLE!" STR_RATING_POOR: "¡MAL!" STR_RATING_OK: "BIEN" STR_RATING_GOOD: "¡BUENO!" STR_RATING_EXCELLENT: "¡EXCELENTE!" STR_SCORE: "PUNTUACIóN" STR_XCOM_PROJECT_MONTHLY_REPORT: "INFORME MENSUAL DEL PROYECTO DE XCOM" STR_MONTH: "Mes> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "El comité de naciones patrocinadoras está satisfecho con los progresos que has hecho hasta el momento." STR_COUNCIL_IS_VERY_PLEASED: "El comité de naciones patrocinadoras está muy satisfecho con los progresos que has hecho hasta el momento. Sigue así." STR_COUNCIL_IS_DISSATISFIED: "El comité de naciones patrocinadoras no está satisfecho con tu actuación. Debes ser más eficaz a la hora de enfrentarte a la amenaza alienígena o te arriesgas a que se suspenda el proyecto." STR_YOU_HAVE_NOT_SUCCEEDED: "Has fracasado en tu lucha contra la invasión alienígena y el comité de naciones patrocinadoras se ha visto obligado a cancelar el proyecto. Cada nación se enfrentará al problema como pueda. Esperamos que sea posible llegar a un acuerdo con estas fuerzas aparentemente hostiles y que la población se adapte a la presencia de los visitantes alienígenas." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} esta particularmente satisfecho con tu forma de hacer frente a la amenaza y accede a aumentar su financiación." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} están particularmente contentos con tus avances haciendo frente a la incursión alienígena local y han accedido a aumentar sus fondos." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} y {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} no esta contento con tu forma de hacer frente a la actividad alienígena en su territorio y ha decidido reducir su aportación económica." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} no estan contentos con tu forma de hacer frente a la actividad alienígena en su territorio y han decidido reducir su aportación económica." STR_KNOTS: "{0} nudos" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} han firmado un pacto secreto con fuerzas alienígenas desconocidas y han abandonado el proyecto." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} han firmado un pacto secreto con fuerzas alienígenas desconocidas y han abandonado el proyecto." STR_MONTHLY_RATING: "Valoración mensual> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Cambio de financiación> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "El consejo de naciones no esta contento con tu situación económica. Debes reducir tus deudas por debajo de 1 millón de dólares o el proyecto será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISIóN DE SUBPARTíCULAS RESUELTA" STR_CRAFT_TYPE: "Tipo de Sub" STR_RACE: "RAZA" STR_MISSION: "MISIÓN" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Asignar investigación" STR_ALLOCATE_MANUFACTURE: "Asignar fabricación" STR_AZORES: "Las Azores" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Las Bermudas" STR_NEW_YORK: "Nueva York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Acra" STR_ASCENSION_ISLAND: "Isla Ascensión" STR_TRINIDADE_ISLAND: "Isla de Trinidad" STR_FALKLAND_ISLAND: "Islas Malvinas" STR_CANARY_ISLANDS: "Islas Canarias" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Isla San Lorenzo" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Islas Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Isla de Pascua" STR_GALAPAGOS_ISLAND: "Islas Galápagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Islas Salomón" STR_CRETE: "Creta" STR_LISBON: "Lisboa" STR_PORT_SAID: "Puerto Saíd" STR_MARSEILLES: "Marsella" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychelles" STR_MALDIVE_ISLAND: "Las Maldivas" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londres" STR_FAEROE_ISLAND: "Islas Feroe" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Entrenam. C.M." STR_PSIONIC_TRAINING: "ENTRENAMIENTO DE CONTROL MOLECULAR" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidad del lab. C.M.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Fuerza{NEWLINE}C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Mejora de {NEWLINE}/Habilidad C.M." STR_IN_TRAINING: "¿De{NEWLINE}entrenamiento?" STR_TARGETTED_BY: "OBJETIVO DE:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULACIÓN/SAS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tiene poco combustible,{NEWLINE}regresa a la base" STR_SOLDIER_LIST: "Lista de Aquanautas" STR_RANK_: "RANGO> {ALT}{0}" STR_MISSIONS: "MISIONES> {ALT}{0}" STR_KILLS: "MUERTES> {ALT}{0}" STR_WOUND_RECOVERY: "RECUPERACION DE HERIDAS> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TIEMPO" STR_STAMINA: "AGUANTE" STR_HEALTH: "SALUD" STR_BRAVERY: "CORAJE" STR_REACTIONS: "REFLEJOS" STR_FIRING_ACCURACY: "PUNTERÍA" STR_THROWING_ACCURACY: "PRECISIÓN" STR_STRENGTH: "FUERZA" STR_PSIONIC_STRENGTH: "FUERZA C.M." STR_PSIONIC_SKILL: "HABILIDAD C.M." STR_NEW_RANK: "NUEVO RANGO" STR_PROMOTIONS: "Ascensos" STR_SOLDIERS_UC: "AQUANAUTAS" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Los SAS automáticos tienen mucha maniobrabilidad y un casco resistente. Son un fuerte apoyo para las tropas a cualquier profundidad. Si tienes suficiente munición se recargan automáticamente." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Este sumergible va armado con Torpedos. Es una unidad mejor que el cañón de gas. Asegúrate de que los almacenes están bien surtidos de estos torpedos." STR_COELACANTH_GAUSS_UFOPEDIA: "La tecnología Gauss proporciona un poderoso sistema de armamento para los sistemas de armas sumergibles SAS. Mayor potencia de fuego que los primeros modelos y tecnología propia de X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "La tecnología alienígena ha rediseñado los SAS. Ahora emplean Desplazadores de Iones, así que su uso ya no se restringe al fondo marino y la tierra firme. El armamento sónico supone una gran ventaja en el combate." STR_DISPLACER_PWT_UFOPEDIA: "Este tanque sumergible lleva armas acuáticas de Ondas de Impulsos. Para mantenerlas cargadas debes fabricar Torpedos de Ondas de Impulsos TOI. Para disparar marca en el mapa varias coordenadas del rumbo que han de seguir y pulsa el icono de lanzamiento" STR_ALIEN_PROBE_MISSION: "Misión de Exploración" STR_ALIEN_INTERDICTION: "Interdicción Alienígena" STR_ALIEN_RESOURCE_RAID: "Asalto Alienígena por recursos" STR_ALIEN_INFILTRATION: "Infiltración Alienígena" STR_ALIEN_BASE: "Expansión de Colonia Alienígena" STR_ALIEN_SURFACE_ATTACK: "Ataques Alien en Superficie" STR_ALIEN_RETALIATION: "Ataque a Base Flotante" STR_ALIEN_SUPPLY: "Misiones de Suministro a Colonias" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "La misión de exploración alienígena se usa para comparar datos sobre el lecho marino, los recursos y las rutas de navegación y vuelo de una zona. Los submarinos que participan en estas misiones no son una gran amenaza, pero indican focos de actividad que pueden estallar en cualquier momento." STR_ALIEN_INTERDICTION_UFOPEDIA: "Los alienígenas siempre patrullan las zonas que les interesan enviando naves con el propósito de asegurar la zona antes de comenzar misiones más en profundidad. Si quieren atacar un lugar, desembarcarán en él para asegurarlo y preparar el camino para la siguiente fase." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "La clave estratégica alienígena está en hundir naves y abatir aviones.Una de sus actividades primordiales es adquirir materiales y de ahí sus acciones abiertamente agresivas. También atacan zonas de actividad geotérmica, zonas mineras lugares con tradición de ser ricos en minerales, en metales preciosos y en objetos fabricados por el hombre." STR_ALIEN_INFILTRATION_UFOPEDIA: "Esto puede acabar en un contacto oficial al más alto nivel entre alienígenas y las corporaciones o gobiernos.El clímax de esta situación es una actividad intensa en aguas de la organización interesada. Los alienígenas intentarán firmar un acuerdo con un gobierno u organización ofreciéndoles su avanzada tecnología. Esta actividad alienígena supone una gran amenaza para X-Com. Si una corporación o gobierno coopera con los invasores, cesará su financiación a X-Com." STR_ALIEN_BASE_UFOPEDIA: "Los alienígenas construirán colonias submarinas secretas en zonas remotas. Tras ciertos vuelos iniciales de reconocimiento, comenzará una actividad intensa de submarinos mientras construyen una colonia. En ellas hay laboratorios,centros de clonación y quirófanos para experimentos humanos y alienígenas. Estas colonias generarán más presencia alienígena sin la presencia de sus submarinos. Para localizar una colonia, un submarino de X-Com debe patrullar por una zona durante una serie de horas si quiere tener alguna posibilidad de éxito." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Cuando los alienígenas necesitan humanos, amenazan un puerto atacan una isla o abordan un nave. Los civiles son amenazados directamente, para cubrir las necesidades de los alienígenas y sus horribles experimentos." STR_ALIEN_RETALIATION_UFOPEDIA: "Si los Submarinos interceptores de X-Com hunden muchas naves alienígenas, los enemigos podrían tomar represalias. Ello podría acabar en un ataque directo contra las instalaciones de X-Com. Sin embargo, si quieren atacarnos, primero deben encontrar la base X-Com y si se mantiene alejados a los Submarinos enemigos, el peligro de ataque es menor." STR_ALIEN_SUPPLY_UFOPEDIA: "Una vez que una colonia alienígena está construida, comienza a recibir abastecimientos, traídos por una nave especial. Si se detecta a una de éstas cuando va a atracar, es que hay una colonia cerca." STR_SURVEY_SHIP_UFOPEDIA: "Este mini submarino se emplea para misiones de reconocimiento e investigación. Suele preceder a grandes navíos, encabezando una fuerza operativa." STR_ESCORT_UFOPEDIA: "Un buque escolta de tamaño medio que no supone una gran amenaza si va solo. Precede a otros buques de mayor tamaño y preludia gran actividad." STR_CRUISER_UFOPEDIA: "El crucero es un barco multiuso, el sostén de la flota enemiga, y se usa en toda clase de misiones alienígenas: un peligroso adversario." STR_HEAVY_CRUISER_UFOPEDIA: "El crucero pesado es una nave más poderosa que el crucero, con armas mayores y sistemas de propulsión. Se usa para misiones de búsqueda de recursos: recogida de minerales y equipo." STR_HUNTER_UFOPEDIA: "Este buque va equipado con una sala de examen para realizar experimentos y operaciones con humanos. Las víctimas son horriblemente torturadas y se les suele extirpar el cerebro, que es almacenado y estudiado durante el viaje." STR_BATTLESHIP_UFOPEDIA: "El acorazado es el más agresivo del grupo alienígena. Tiene todos los sistemas y avances tecnológicos para actuar como base de operaciones de cualquier tipo de acto agresivo. Lleva una amplia gama de armamento." STR_DREADNOUGHT_UFOPEDIA: "El acorazado pesado es un transportador de tropas, equipado con toda la tecnología alienígena y con carga útil. Es un adversario duro y formidable." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "El buque de suministros se emplea durante la construcción de bases alienígenas y para llevar suministros a las ya existentes. Transporta contenedores de alimentos para alienígenas y cámaras de reproducción." STR_DISMANTLE: "Desmantelar" STR_FACILITY_IN_USE: "COMPARTIMIENTO ACUÁTICO EN USO" STR_CANNOT_DISMANTLE_FACILITY: "¡NO SE PUEDE DESMANTELAR LA INSTALACIóN!{SMALLLINE}Todas las instalaciones de la base deben estar unidas ala esclusa de acceso." STR_TRANSFER_ITEMS_TO: "Transferir elementos a {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NO HAY UNIDAD DE CONTENCION PARA TRASLADO!{SMALLLINE}Los alienígenas necesitan una unidad de contencion para sobrevivir." STR_AMOUNT_AT_DESTINATION: "CANTIDAD EN{NEWLINE}DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Alienígena muere porque no hay unidad de contención." STR_NO_FREE_ACCOMODATION_CREW: "NO HAY ALOJAMIENTO{SMALLLINE}La base de destino no tiene suficiente espacio para la tripulación de la nave." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "¡INSUFICIENTE ESPACIO DE ALMACENAMIENTO!{SMALLLINE}La base de destino no tiene espacio suficiente para almacenar el equipo asignado al submarino." STR_ITEMS_ARRIVING: "Artículos trasladados" STR_DESTINATION_UC: "DESTINO" STR_DART_PISTOL: "Lanza-dardos" STR_DART_POD: "Dardos" STR_JET_HARPOON: "Lanza-arpones" STR_HARPOON_POD: "Arpones" STR_GAS_CANNON: "Cañón de Gas" STR_GC_AP_AMMO: "Munición CG-PB" STR_GC_HE_AMMO: "Munición CG-AE" STR_GC_P_AMMO: "Munición CG-Fósforo" STR_HYDRO_JET_CANNON: "Cañón Hidrojet" STR_HJC_AP_AMMO: "Munición PB del CH" STR_HJC_HE_AMMO: "Munición AE del CH" STR_HJC_P_AMMO: "Munición F del CH" STR_TORPEDO_LAUNCHER: "Lanzatorpedos" STR_SMALL_TORPEDO: "Torpedo Pequeño" STR_LARGE_TORPEDO: "Torpedo Grande" STR_PHOSPHOROUS_TORPEDO: "Torpedo de Fósforo" STR_MAGNA_BLAST_GRENADE: "Granada de Gran Impacto" STR_DYE_GRENADE: "Granada Dye" STR_PARTICLE_DISTURBANCE_GRENADE: "Granada de Partículas" STR_MAGNA_PACK_EXPLOSIVE: "Explosivo de Demolición" STR_PARTICLE_DISTURBANCE_SENSOR: "Sensor de Partículas" STR_MEDI_KIT: "Botiquín" STR_MC_DISRUPTOR: "Disruptor de Control Molecular" STR_THERMAL_TAZER: "Táser Térmico" STR_GAUSS_PISTOL: "Pistola Gauss" STR_GAUSS_PISTOL_CLIP: "Cargador de Pistola Gauss" STR_GAUSS_RIFLE: "Rifle Gauss" STR_GAUSS_RIFLE_CLIP: "Cargador de Rifle Gauss" STR_HEAVY_GAUSS: "Cañón Pesado Gauss" STR_HEAVY_GAUSS_CLIP: "Cargador de Gauss pesado" STR_SONIC_CANNON: "Cañón Sónico" STR_CANNON_POWER_CLIP: "Cargador de Cañón Sónico" STR_SONIC_BLASTA_RIFLE: "Rifle Blaster Sónico" STR_BLASTA_POWER_CLIP: "Cargador del Rifle Sónico" STR_SONIC_PISTOL: "Pistola Sónica" STR_PISTOL_POWER_CLIP: "Cargador de Pistola Sónica" STR_DISRUPTOR_PULSE_LAUNCHER: "Lanzaproyectiles de Disrupción" STR_DISRUPTOR_AMMO: "Proyectiles de Disrupción" STR_THERMAL_SHOK_LAUNCHER: "Lanzador Impacto Térmico" STR_THERMAL_SHOK_BOMB: "Bomba de Impacto Térmico" STR_SONIC_PULSER: "Granada Sónica" STR_ZRBITE: "Zrbite" STR_MC_READER: "Lector de Control Molecular" STR_VIBRO_BLADE: "Vibroespada" STR_THERMIC_LANCE: "Lanza Térmica" STR_HEAVY_THERMIC_LANCE: "Lanza Térmica Pesada" STR_AQUATOID_CORPSE: "Cadáver de Aquatoide" STR_GILLMAN_CORPSE: "Cadáver de Hombre-Branquia" STR_LOBSTERMAN_CORPSE: "Cadáver de Hombre-Langosta" STR_TASOTH_CORPSE: "Cadáver de Tasoth" STR_CALCINITE_CORPSE: "Cadáver de Calcinite" STR_DEEP_ONE_CORPSE: "Cadáver de Anuroide" STR_BIODRONE_CORPSE: "Cadáver de Telecerebro" STR_TENTACULAT_CORPSE: "Cadáver de Tentáculat" STR_TRISCENE_CORPSE: "Cadáver de Triscene" STR_HALLUCINOID_CORPSE: "Cadáver de Alucinoide" STR_XARQUID_CORPSE: "Cadáver de Calaxmar" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "No hay suficiente munición SWS para armar{SMALLLINE}Cada SWS requiere {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Equipo insuficiente para reequipar el escuadrón" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Necesitas investigar {NEWLINE}{0}{NEWLINE}para producir el{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Los alienígenas han destruido la base indefensa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Agentes XCom han localizado una base alienígena en {0}" STR_STANDOFF: "APARTARSE" STR_CAUTIOUS_ATTACK: "ATAQUE CAUTO" STR_STANDARD_ATTACK: "ATAQUE NORMAL" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESIVO" STR_DISENGAGING: "ABANDONAR COMBATE" STR_UFO_HIT: "¡SUBMARINO ALIENíGENA TOCADO!" STR_UFO_CRASH_LANDS: "¡SUBM. ALIENíGENA DERRIBADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizar sólo a distancia prudente." STR_UFO_RETURN_FIRE: "¡EL OSNI DEVUELVE EL FUEGO!" STR_INTERCEPTOR_DAMAGED: ">>> AEROSUBMARINO DAÑADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> AEROSUBMARINO DESTRUIDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "OSNI escapando..." STR_LONG_RANGE_DETECTION: "Detección de largo alcance" STR_STORES_UC: "ALMACENES" STR_DIFFICULTY_LEVEL: "Nivel de dificultad" STR_INTERCEPT: "INTERCEPTAR" STR_BASES: "BASES" STR_GRAPHS: "GRÁFICOS" STR_UFOPAEDIA_UC: "OSNIPEDIA" STR_OPTIONS_UC: "OPCIONES" STR_FUNDING_UC: "FINANCIACIÓN" STR_5_SECONDS: "5 seg" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 hora" STR_1_DAY: "1 día" STR_XCOM_PERFORMANCE_ROSTER: "Lista de Rendimiento de X-Com" STR_ENTER_NAME: "Introducir nombre" STR_PERFORMANCE_RATING: "Evaluación de Rendimiento" STR_VICTORY_DATE: "Fecha de victoria" STR_CHEMICAL_FLARE: "Bengala" STR_CHEMICAL_FLARE_UFOPEDIA: "Este artefacto produce una señal luminosa brillante. Ilumina a las unidades tanto amigas como enemigas que haya cerca durante misiones nocturnas." STR_MONTHLY_COSTS: "Gastos mensuales" STR_CRAFT_RENTAL: "Alquiler de Aerosubmarino" STR_SALARIES: "Salarios" STR_BASE_MAINTENANCE: "Mantenimiento" STR_COST_PER_UNIT: "Coste por unidad" STR_QUANTITY: "Cantidad" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "en C.M. " STR_FRONT_ARMOR: "Blindaje frontal" STR_LEFT_ARMOR: "Blindaje izquierdo" STR_RIGHT_ARMOR: "Blindaje derecho" STR_REAR_ARMOR: "Blindaje trasero" STR_UNDER_ARMOR: "Blindaje inferior" STR_ROUNDS: "Disparos" STR_UNIT: "UNIDAD> {0}" STR_ENERGY: "ENERGÍA" STR_MORALE: "MORAL" STR_ARMOR_: "BLINDAJE> {0}" STR_FRONT_ARMOR_UC: "BLINDAJE DELANTERO" STR_LEFT_ARMOR_UC: "BLINDAJE IZQUIERDO" STR_RIGHT_ARMOR_UC: "BLINDAJE DERECHO" STR_REAR_ARMOR_UC: "BLINDAJE TRASERO" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NIVEL> {0}" STR_HEAD: "CABEZA" STR_TORSO: "TORSO" STR_RIGHT_ARM: "Brazo Dcho." STR_LEFT_ARM: "Brazo Izdo." STR_RIGHT_LEG: "Pierna Dcha." STR_LEFT_LEG: "Pierna Izda." STR_PAIN_KILLER: "CALMANTE" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURAR" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reacción>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Habilidad M.C>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Fuerza M.C.>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefacto Alienígena" STR_AMMO_ROUNDS_LEFT: "MUNICIÓN:{NEWLINE}CARGADORES{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calmar>{ALT}{0}{ALT}{NEWLINE}Estim.>{ALT}{1}{ALT}{NEWLINE}Curar>{ALT}{2}" STR_THROW: "Lanzar" STR_AUTO_SHOT: "Disparo auto." STR_SNAP_SHOT: "Disparo rápido" STR_AIMED_SHOT: "Disparo preciso" STR_STUN: "Aturdir" STR_PRIME_GRENADE: "Activar granada" STR_USE_SCANNER: "Usar Sensor de Part." STR_USE_MEDI_KIT: "Utilizar botiquín" STR_LAUNCH_MISSILE: "Lanzar Torpedo" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "¡Unidades de tiempo insuficientes!" STR_NOT_ENOUGH_ENERGY: "¡Energía insuficiente!" STR_NO_ROUNDS_LEFT: "¡No queda munición!" STR_NO_AMMUNITION_LOADED: "¡El arma no está cargada!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "¡Esta munición no sirve para esta arma!" STR_WEAPON_IS_ALREADY_LOADED: "¡El arma ya está cargada!" STR_NO_LINE_OF_FIRE: "¡No hay línea de tiro!" STR_GRENADE_IS_ACTIVATED: "¡La granada está activada!" STR_GRENADE_IS_DEACTIVATED: "¡Granada desactivada!" STR_THERE_IS_NO_ONE_THERE: "¡Allí no hay nadie!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "¡Artefacto alienígena inutilizable hasta después de investigación!" STR_OUT_OF_RANGE: "¡Fuera de alcance!" STR_UNABLE_TO_THROW_HERE: "¡Imposible lanzar aquí!" STR_SET_TIMER: "Ajustar temporizador" STR_HIDDEN_MOVEMENT: "MOVIMIENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LADO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pulsar un botón para continuar" STR_MIND_CONTROL: "Control Molecular" STR_PANIC_UNIT: "Interferir Implante" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque con Exito a la Moral" STR_MIND_CONTROL_SUCCESSFUL: "Control Mental con éxito" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}ha Enloquecido" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}ha Enloquecido" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}ha entrado en pánico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}ha entrado en pánico" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MANO DCHA." STR_LEFT_HAND: "MANO IZQ." STR_RIGHT_SHOULDER: "HOMBRO DCHO." STR_LEFT_SHOULDER: "HOMBRO IZQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTURÓN" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}está bajo control Molecular" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}está bajo control Molecular" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ha quedado inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ha quedado inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ha muerto de una herida mortal" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ha muerto de una herida mortal" STR_USE_MIND_PROBE: "Usar lector Control Molecular" STR_FATAL_WOUNDS: "HERIDAS MORTALES" STR_UNDER_ARMOR_UC: "BLINDAJE TRASERO" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Uni. de tiempo reservadas para disparo rápido" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Uni. de tiempo reservadas para disparo automático" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Uni. de tiempo reservadas para disparo de precisión" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unidades de Tiempo reservadas para arrodillarse" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs reservadas para arrodillarse y disparar" STR_UNITS_IN_CRAFT: one: "{N} Unidad en Nave X-Com" many: "{N} Unidades en Nave X-Com" other: "{N} Unidades en Nave X-Com" STR_UNITS_OUTSIDE: one: "{N} Unidad abandonada" many: "{N} Unidades abandonadas" other: "{N} Unidades abandonadas" STR_UNITS_IN_ENTRANCE: one: "{N} Unidad en la Entrada" many: "{N} Unidades en la Entrada" other: "{N} Unidades en la Entrada" STR_UNITS_IN_EXIT: one: "{N} Unidades en la Meta de Salida" many: "{N} Unidades en la Meta de Salida" other: "{N} Unidades en la Meta de Salida" STR_ABORT_MISSION_QUESTION: "Abortar Misión?" STR_CORPSE: "Cadaver" STR_UNLOAD_CRAFT: "Descargar" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ha muerto" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ha muerto" STR_HIT_MELEE: "Golpe" STR_GROUND: "Tierra" STR_LIVING_QUARTERS_PLURAL: "Cuarteles" STR_LIST_ITEM: "Objeto" STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos los alienígenas han muerto en el accidente,{NEWLINE}Recuperación automática iniciada." STR_RESET: "Reiniciar" STR_MEMORIAL: "Memorial" STR_DATE_UC: "Fecha" STR_SOLDIERS_RECRUITED_UC: "ACUANAUTAS RECLUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ACUANAUTAS PERDIDOS>{ALT}{0}" STR_REMOVE_SELECTED: "Eliminar seleccionado" STR_LIVE_ALIENS: "Especímenes{NEWLINE}Vivos" STR_DEAD_ALIENS: "Especímenes{NEWLINE}Rechazados" STR_UNDER_INTERROGATION: "Siendo{NEWLINE}Estudiados" STR_CONTAINMENT_EXCEEDED: "¡EXCEDIDO LÍMITE DE CONTENCIÓN ALIENÍGENA!{SMALLLINE}Insuficiente espacio de contención en {0}. Debes reducir el exceso de alienígenas del compartimento (los seleccionados morirán)." STR_MANAGE_CONTAINMENT: "Administrar Contención Alienígena" STR_STORAGE_EXCEEDED: "¡ESPACIO DE ALMACENAJE SOBREPASADO!{SMALLLINE}Espacio de almacenamiento insuficiente en {0}. Debes vender elementos para hacer sitio." STR_GO_TO_BASE: "Ir a la base" STR_MELEE_ACCURACY: "Precisión cuerpo a cuerpo" STR_SELL_PRODUCTION: "Vender" STR_BOTH_HANDS_MUST_BE_EMPTY: "¡Las dos manos tienen que estar libres!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "¡Objetos insuficientes para copiar la plantilla!" STR_UNLOAD_WEAPON: "Descargar Arma" STR_ALL_ITEMS: "Todos los objetos" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "¡NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elementos del equipo en este Submarino." many: "¡NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elementos del equipo en este Submarino." other: "¡NO MÁS EQUIPO PERMITIDO A BORDO!{SMALLLINE}solamente se le permite tomar un máximo de {N} elementos del equipo en este Submarino." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE CONTROL DESTRUIDO{NEWLINE}Diríjase a la entrada y aborte." STR_XCOM_BASE_CANNOT_BE_BUILT: "Las instalaciones acuáticas de X-Com no se pueden construir en tierra firme" STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSIBLE ALCANZAR ENEMIGO{NEWLINE}A ESTA PROFUNDIDAD" STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSIBLE ALCANZAR ENEMIGO{NEWLINE}DURANTE VUELO" STR_UNDERWATER_EQUIPMENT: "¡Este equipo no funcionará fuera del agua!" STR_LAND_EQUIPMENT: "¡Este equipo no funcionará bajo el agua!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Naves y Armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Acuanautas reclutados" STR_SOLDIERS_LOST: "Acuanautas perdidos" STR_TOTAL_UFOS: "Submarinos volantes detectados" STR_TOTAL_ALIEN_BASES: "Colonia alienígena descubierta" STR_PSIONIC_STRENGTH_ABBREVIATION: "FCM" STR_PSIONIC_SKILL_ABBREVIATION: "HCM" FEMALE_CIVILIAN: "Civil, Mujer" MALE_CIVILIAN: "Civil, Varón" DOCKER_CIVILIAN: "Civil, Bastidor" SAILOR_CIVILIAN: "Civil, Marinero" STR_BIODRONE_MELEE_WEAPON: "Telecerebro cuerpo a cuerpo" HALLUCINOID_WEAPON: "Arma de Alucinoide" STR_LOBSTERMAN_MELEE_WEAPON: "Hombre-Langosta cuerpo a cuerpo" CALCINITE_WEAPON: "Arma de Calcinite" DEEP_ONE_WEAPON: "Arma de Anuroide" STR_TRISCENE_MELEE_WEAPON: "Triscene cuerpo a cuerpo" STR_TRIBIO_SONIC_WEAPON: "Arma Sónica Alien" XARQUID_WEAPON: "Arma de Calaxmar" TENTACULAT_WEAPON: "Arma de Tentáculat" ZOMBIE_WEAPON: "Arma de Zombi" ALIEN_PSI_WEAPON: "Arma de Control Molecular" ================================================ FILE: bin/standard/xcom2/Language/et.yml ================================================ et: STR_CENTER_ON_SITE_TIME_5_SECONDS: "UFO KESKELE-AEG=5 S" STR_CANCEL_UC: "TÜHISTA" STR_NONE: "Pole" STR_UNKNOWN: "Teadmata" STR_POOR: "Kehva" STR_AVERAGE: "Keskmine" STR_GOOD: "Hea" STR_EXCELLENT: "Suurepärane" STR_BUILD_NEW_BASE_UC: "EHITA UUS BAAS" STR_BASE_INFORMATION: "BAASI INFORMATSIOON" STR_BUILD_FACILITIES: "EHITA HOONEID" STR_RESEARCH: "UURIMUSTÖÖ" STR_MANUFACTURE: "TOOTMINE" STR_TRANSFER_UC: "ÜLEKANNE" STR_PURCHASE_RECRUIT: "OSTA/PALKA" STR_SACK: "VALLANDA" STR_SELL_SACK_UC: "Müü/Vallanda" STR_GEOSCAPE_UC: "MAAILM" STR_NAME: "Nimi" STR_AREA: "Ala" STR_BUILD_NEW_BASE: "Ehita Uus Baas" STR_CANCEL: "Tühista" STR_COST_UC: "HIND>" STR_CONSTRUCTION_TIME_UC: "EHITUSAEG>" STR_DAY: one: "{N} päev" other: "{N} päeva" STR_HOUR: one: "{N} tund" other: "{N} tundi" STR_MAINTENANCE_UC: "ÜLALHOID>" STR_OK: "OK" STR_INSTALLATION: "Installeerimine" STR_CURRENT_RESEARCH: "HETKENE UURIMUSTÖÖ" STR_SCIENTISTS_AVAILABLE: "Vabu Teadlasi>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Teadlaseid Töötamas>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Labori pinda saadaval>{ALT}{0}" STR_RESEARCH_PROJECT: "UURIMIS PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "TEADLASED TÖÖLE PANDUD" STR_PROGRESS: "EDASIMINEK" STR_NEW_PROJECT: "Uus Projekt" STR_CANCEL_PROJECT: "TÜHISTA PROJEKT" STR_NEW_RESEARCH_PROJECTS: "UUS UURIMUSTÖÖ PROJEKT" STR_SCIENTISTS_AVAILABLE_UC: "TEADLASEID VABA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORIS RUUMI>{ALT}{0}" STR_INCREASE: "Suurenda" STR_DECREASE: "Vähenda" STR_START_PROJECT: "ALUSTA PROJEKTIGA" STR_CURRENT_PRODUCTION: "ALUSTA TOOTMIST" STR_WORKSHOP_SPACE_AVAILABLE: "Töökoja pinda saadaval>{ALT}{0}" STR_CURRENT_FUNDS: "Hetkel Raha>{ALT}{0}" STR_ITEM: "ASI" STR_UNITS_PRODUCED: "Toodetud Kogus" STR_TOTAL_TO_PRODUCE: "Kokku Toota" STR_COST__PER__UNIT: "Hind{NEWLINE}ühiku{NEWLINE}kohta" STR_DAYS_HOURS_LEFT: "Päevi/Tunde Jäänud" STR_NEW_PRODUCTION: "Uus Tootmine" STR_PRODUCTION_ITEMS: "Tootmine" STR_CATEGORY: "KATEGOORIA" STR_START_PRODUCTION: "ALUSTA TOOTMIST" STR_COST_PER_UNIT_: "Tüki hind>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Töökoja ruumi vaja>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ERIMATERJALID VAJALIKUD" STR_ITEM_REQUIRED: "VAJALIK ESE" STR_UNITS_REQUIRED: "VAJALIK{NEWLINE}KOGUS" STR_UNITS_AVAILABLE: "KOGUS{NEWLINE}SAADAVAL" STR_STOP_PRODUCTION: "PEATA TOOTMINE" STR_WORKSHOP_SPACE_AVAILABLE_UC: "TOOTMISES RUUMI>{ALT}{0}" STR_MONTHLY_PROFIT: "KASU KUU KOHTA>{ALT}{0}" STR_INCREASE_UC: "SUURENDA" STR_DECREASE_UC: "VÄHENDA" STR_UNITS_TO_PRODUCE: "Ühikuid Toota" STR_PURCHASE_HIRE_PERSONNEL: "Osta/Palka Personali" STR_COST_OF_PURCHASES: "Ostmiste Koguhind>{ALT}{0}" STR_COST_PER_UNIT_UC: "TÜKI HIND" STR_QUANTITY_UC: "KOGUS" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONALI SAADAVAL:PERSONALI KOKKU>" STR_SCIENTISTS: "Teadlased" STR_ENGINEERS: "Tehnikud" STR_SPACE_USED_SPACE_AVAILABLE: "RUUMI KASUTATUD:RUUMI VABA>" STR_LIVING_QUARTERS: "Majutus" STR_STORES: "Poed" STR_LABORATORIES: "Laborid" STR_WORK_SHOPS: "Töökoda" STR_DEFENSE_STRENGTH: "Kaitsetugevus" STR_TRANSFERS_UC: "ÜLEKANDED" STR_TRANSFERS: "Ülekanded" STR_ARRIVAL_TIME_HOURS: "Jõuavad Kohale (tunnid)" STR_COST_: "Hind>{ALT}{0}" STR_AREA_: "Ala>{ALT}{0}" STR_BASE_NAME: "Baasi Nimi?" STR_TRANSFER: "Ülekanne" STR_AMOUNT_TO_TRANSFER: "ÜLEKANDE KOGUS" STR_SELECT_DESTINATION_BASE: "Vali Baasi Asukoht" STR_COST: "Hind" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_5: "Maa." STR_TOTAL_UC: "KOKKU" STR_INCOME: "Sissetulek" STR_EXPENDITURE: "Kulu" STR_MAINTENANCE: "Korrashoid" STR_BALANCE: "Tasakaal" STR_UFO_ACTIVITY_IN_AREAS: "Tulnukate aktiivsus meredel" STR_UFO_ACTIVITY_IN_COUNTRIES: "Tulnukate aktiivsus tsoonides" STR_XCOM_ACTIVITY_IN_AREAS: "X-Comi aktiivsus meredel" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Comi aktiivsus tsoonides" STR_FINANCE: "Finants" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000." STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Liiga vähe erikomponente, et toota {NEWLINE}{0}{NEWLINE}{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Liiga vähe raha, e toota {NEWLINE}{0}{NEWLINE}{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{NEWLINE}{0}{NEWLINE}tootmine{NEWLINE}{1}{NEWLINE} on valmis." STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{NEWLINE}{0}{NEWLINE}ehitamine{NEWLINE}{1}{NEWLINE} on valmis." STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Uurimine valmis" STR_VIEW_REPORTS: "VAATA RAPORDIT" STR_WE_CAN_NOW_RESEARCH: "Me saame nüüd uurida" STR_WE_CAN_NOW_PRODUCE: "Me saame nüüd uurida" STR_SUNDAY: "PÜHAPÄEV" STR_MONDAY: "ESMASPÄEV" STR_TUESDAY: "TEISIPÄEV" STR_WEDNESDAY: "KOLMAPÄEV" STR_THURSDAY: "NELJAPÄEV" STR_FRIDAY: "REEDE" STR_SATURDAY: "LAUPÄEV" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Liiga vähe {0} et tankida {1} {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Pole piisavalt {0} ,et taasrelvastada {1} {2}" STR_ALIENS_DEFEATED: "Tulnukat hävitatud" STR_BASE_IS_LOST: "Baas kaotatud" STR_BASE_IS_SAVED: "Baas päästetud" STR_ALIEN_BASE_STILL_INTACT: "Tulnukate koloonia on ikka veel töökorras" STR_ALIEN_BASE_DESTROYED: "Tulnukate koloonia hävitatud" STR_ALIENS_KILLED: "TAPETUD TULNUKAID" STR_ALIEN_CORPSES_RECOVERED: "Tulnukate kaasa toodud karkassid" STR_LIVE_ALIENS_RECOVERED: "Elusalt tabatud tulnukad" STR_ALIEN_ARTIFACTS_RECOVERED: "Tulnukate vidinad leitud" STR_CIVILIANS_KILLED_BY_ALIENS: "TULNUKATE POOLT TAPETUD TSIVIILE" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COMI POOLT TAPETUD TSIVIILID" STR_CIVILIANS_SAVED: "PÄÄSTETUD TSIVIILID" STR_XCOM_OPERATIVES_KILLED: "LANGENUD X-COM OPERATIIVTÖÖTAJAD" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "LAHINGUS KADUMA JÄÄNUD X-COMI OPERATIIVTÖÖTAJAD" STR_BASE_UNDER_ATTACK: "{0} rünnatakse!" STR_BASE_DEFENSES_INITIATED: "BAASI KAITSEMEHHANISMID ALUSTATUD" STR_FIRING: "TULISTAMINE" STR_HIT: "PIHTAS!" STR_UFO_DESTROYED: "TULNUKAS HÄVITATUD!" STR_MISSED: "MÖÖDA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Müü Asju/Vallanda Personali" STR_SELL_SACK: "Müü/Vallanda" STR_VALUE: "Väärtus" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "BAASI KAITSE" STR_BASE_UC_: "BAAS> {0}" STR_NO_FREE_ACCOMODATION: "POLE ROHKEM VOODIKOHTI!{SMALLLINE}Baasis pole rohkem eluruumi." STR_NOT_ENOUGH_WORK_SPACE: "POLE PIISAVALT TÖÖKOJA RUUMI SAADAVAL!{SMALLLINE}Ehita uus töökoda või vähenda teiste projektide tööd." STR_NOT_ENOUGH_MONEY: "POLE PIIRAVALT RAHA!" STR_NOT_ENOUGH_STORE_SPACE: "POLE PIISAVALT LAORUUMI!{SMALLLINE}Ehitage uus laoruum või viige osad kaubad üle teise baasi." STR_NOT_ENOUGH_LIVING_SPACE: "POLE PIISAVALT ELURUUME!{SMALLLINE}Ehita juurde eluruume või vii kaadrit üle teistesse baasidesse." STR_CRAFT: "ALUS" STR_STATUS: "STAATUS" STR_BASE: "BAAS" STR_READY: "VALMIS" STR_OUT: "VÄLJAS" STR_REPAIRS: "PARANDUSED" STR_REFUELLING: "KÜTUSE TANKIMINE" STR_REARMING: "ÜMBER RELVASTUMINE" STR_TARGET: "SIHTMÄRK: {0}" STR_ARE_YOU_SURE_CYDONIA: "Oled kindel, et soovid seda allveelaeva saata T'lethi missioonile?" STR_YES: "JAH" STR_NO: "EI" STR_SELECT_DESTINATION: "VALI ASUKOHT" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "VALI UUE BAASI ASUKOHT" STR_RETURN_TO_BASE: "TAGASI BAASI" STR_SELECT_NEW_TARGET: "VALI UUS SIHTMÄRK" STR_PATROL: "PATRULL" STR_STATUS_: "STAATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "VIGASTATU - BAASI NAASMINE" STR_LOW_FUEL_RETURNING_TO_BASE: "KÜTUST VÄHE - NAASEME BAASI" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "ÜLESANNE TÄIDETUD - NAASEME BAASI" STR_PATROLLING: "PATRULLIMAS" STR_RETURNING_TO_BASE: "TAGASI BAASI" STR_DESTINATION_UC_: "SIHTPUNKT: {0}" STR_BASE_UC: "BAAS>{ALT}{0}" STR_SPEED_: "KIIRUS>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "TIPPKIIRUS>{ALT}{0}{ALT}" STR_ALTITUDE_: "SÜGAVUS>{ALT}{0}" STR_AIRBORNE: "ÕHUS" STR_VERY_LOW: "MADAL" STR_LOW_UC: "NORMAALNE" STR_HIGH_UC: "SÜGAV" STR_VERY_HIGH: "VÄGA SÜGAV" STR_FUEL: "KÜTUS>{ALT}{0}" STR_WEAPON_ONE: "RELV-1>{ALT}{0}" STR_NONE_UC: "EI OLE" STR_ROUNDS_: "LASKE>{ALT}{0}" STR_WEAPON_TWO: "RELV-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "LENDAV ALLVEELAEV" STR_BASE_: "Baas>{0}" STR_NAME_UC: "NIMI" STR_AMMO_: "LASKEMOON>{ALT}{0}" STR_CREW: "MEESKOND" STR_EQUIPMENT_UC: "VARUSTUS" STR_ARMOR: "TURVIS" STR_MAX: "MAKS.>{ALT}{0}" STR_COLONEL: "Komandör" STR_COMMANDER: "Kapten" STR_SELECT_SQUAD_FOR_CRAFT: "Vali meeskond {0} jaoks" STR_SORT_BY: "SORTEERI" STR_ORIGINAL_ORDER: "ORIGINAALNE JÄRJESTUS" STR_MISSIONS2: "MISSIOONID" STR_KILLS2: "VÕIDUD" STR_WOUND_RECOVERY2: "HAAVADES PARANEMINE" STR_SPACE_AVAILABLE: "VABARUUMI>{ALT}{0}" STR_RANK: "AUASTE" STR_WOUNDED: "HAAVATUD" STR_EQUIPMENT_FOR_CRAFT: "Varustus {0}" STR_DEFENSE_VALUE: "Kaitse väärtus" STR_HIT_RATIO: "Tabamisprotsent" STR_BEGIN_MISSION: "Alusta Missiooni?" STR_SELECT_ARMAMENT: "Vali relvastus" STR_AMMUNITION_AVAILABLE: "OLEMASOLEV LASKEMOON" STR_ARMAMENT: "RELVASTUS" STR_NOT_AVAILABLE: "PUUDUB" STR_TYPE: "TÜÜP" STR_SELECT_ARMOR: "Vali Turvise" STR_NORTH: "PÕHI" STR_NORTH_EAST: "KIRRE" STR_EAST: "IDA" STR_SOUTH_EAST: "KAGU" STR_SOUTH: "LÕUNA" STR_SOUTH_WEST: "EDEL" STR_WEST: "LÄÄS" STR_NORTH_WEST: "LOE" STR_SELECT_ACTION: "VALI TEGEVUS" STR_CONTINUE_INTERCEPTION_PURSUIT: "JÄTKA RÜNNAKUT" STR_PURSUE_WITHOUT_INTERCEPTION: "JÄLITA ILMA RÜNDAMATA" STR_VERY_LARGE: "VÄGA SUUR" STR_LARGE: "SUUR" STR_MEDIUM_UC: "KESKMINE" STR_SMALL: "VÄIKE" STR_VERY_SMALL: "VÄGA VÄIKE" STR_DETECTED: "Avastatud" STR_SIZE_UC: "SUURUS" STR_HEADING: "KURSS" STR_SPEED: "KIIRUS" STR_TRACKING_LOST: "KADUS RADARILT" STR_REDIRECT_CRAFT: "SUUNA ALUS ÜMBER" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}jõudis{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrullimas" STR_ALIEN_ORIGINS: "Tulnukate päritolu" STR_UFOPAEDIA: "UFOpedia" STR_SELECT_ITEM: "Vali" STR_ACCELERATION: "KIIRENDUS>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KÜTUSE MAHUTUVUS>{ALT}{0}{ALT}" STR_DAMAGE: "Kahjustused" STR_RANGE: "Raadius" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Täpsus" STR_RE_LOAD_TIME: "Laadimis aeg" STR_SECONDS: "{0} sek" STR_DAMAGE_ARMOR_PIERCING: "SOOMUSLÄBISTATAVUS" STR_DAMAGE_MELEE: "KÄSIVÕITLUS" STR_DAMAGE_ACID: "HAPE" STR_DAMAGE_SMOKE: "SUITS" STR_SHOT_TYPE: "TÜÜP" STR_ACCURACY_UC: "TÄPSUS" STR_TIME_UNIT_COST: "AÜ MAKSUMUS" STR_DAMAGE_UC: "KAHJUSTUSED" STR_AMMO: "LASKEMOON" STR_SHOT_TYPE_AUTO: "Automaatne" STR_SHOT_TYPE_SNAP: "Puusalt" STR_SHOT_TYPE_AIMED: "Sihitud" STR_CONSTRUCTION_TIME: "Ehitus aeg" STR_CONSTRUCTION_COST: "Ehitus Hind" STR_MAINTENANCE_COST: "Korrashoiu hind" STR_LOW: "Madal" STR_MEDIUM: "Keskmine" STR_HIGH: "Kõrge" STR_WEAPON: "Relv" STR_AMMUNITION: "Laskemoon" STR_EQUIPMENT: "Varustus" STR_ALIEN_CORPSE: "Tulnuka laip" STR_PERSONAL_ARMOR: "Isiklik Turvis" STR_RAW_MATERIALS: "Toorained" STR_ALIEN: "Tulnukas" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Komandör" STR_LIVE_NAVIGATOR: "Navigaator" STR_LIVE_MEDIC: "Meedik" STR_LIVE_TECHNICIAN: "Tehnik" STR_LIVE_SOLDIER: "Sõdur" STR_LIVE_TERRORIST: "Terrorist" STR_EXAMINATION_ROOM: "Uurimisruum" STR_NEW_FIGHTER_TRANSPORTER: "Uus hävitus-transporter" STR_ARMOR_PIERCING: "SOOMUSLÄBISTATAVUS" STR_SCIENTIST: "Teadlane" STR_ENGINEER: "Tehnik" STR_NORTH_ATLANTIC: "Põhja-Atlant" STR_SOUTH_ATLANTIC: "Lõuna-Atlant" STR_INDIAN_OCEAN: "India Ookean" STR_ARCTIC: "Arktika" STR_NORTH_AMERICA: "Põhja-Ameerika" STR_MAXIMUM_SPEED: "Tippkiirus" STR_WEAPON_RANGE: "Relva Ulatuvus" STR_LABORATORY: "Labor" STR_WORKSHOP: "Töökoda" STR_GENERAL_STORES: "Laoruumid" STR_ALIEN_CONTAINMENT: "Tulnukate vangla" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SÜNDIKAAT" STR_ARABIAN_BLOC: "ARAABIA BLOKK" STR_EGYPTIAN_CARTEL: "EGIPTUSE KARTELL" STR_AFRICA_CORP: "AAFRIKA KORP" STR_BRAZILIAN_UNION: "BRASIILIA UNIOON" STR_NEW_MEXICO: "UUS_MEHHIKO" STR_ASIAN_COALITION: "AASIA KOALITSIOON" STR_SCANDINAVIA: "SKANDINAAVIA" STR_NEO_JAPAN: "NEO-JAAPAN" STR_FREE_CHINA: "VABA HIINA" STR_AUSTRALASIA: "AUSTRALAASIA" STR_FED_KOREA: "KOREA FÖD" STR_EURASIA_UC: "EURAASIA" STR_ICELANDIC_UNION: "ISLANDLIK UNIOON" STR_CIVILIAN: "Tsivilist" STR_JAN: "Jan" STR_FEB: "Veeb" STR_MAR: "Mär" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sept" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dets" STR_INTERNATIONAL_RELATIONS: "Rahvusvahelised suhted" STR_COUNTRY: "Riik" STR_FUNDING: "Rahastus" STR_CHANGE: "Muuda" STR_WEAPON_SYSTEMS: "RELVASÜSTEEMID" STR_DAMAGE_UC_: "KAHJUSTUSED>{ALT}{0}" STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Standartne granaat oma keerulist kuid täpset ajamõõtjat." STR_BATTLESHIP: "Lahinglaev" MAP_ISLAND: "Saar" MAP_XBASES: "X-Com Baas" STR_RATING: "HINNANG> {0}" STR_RATING_TERRIBLE: "KOHUTAV!" STR_RATING_POOR: "KEHVA!" STR_RATING_OK: "OK" STR_RATING_GOOD: "HEA!" STR_RATING_EXCELLENT: "SUUREPÄRANE!" STR_SCORE: "SKOOR" STR_MONTH: "Kuu> {ALT}{0} {1}" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} on eriti rahul teie tegevusega kohaliku ohu neutraliseerimisega ning on nõustunud rahastust suurendama." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} ja {1}" STR_KNOTS: "{0} sõlme" STR_RACE: "RASS" STR_MISSION: "MISSIOON" STR_ZONE: "TSOON" STR_ALLOCATE_RESEARCH: "Määra teaduslik töö" STR_ALLOCATE_MANUFACTURE: "Määra tootmine" STR_AZORES: "Assoori" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascensioni saar" STR_TRINIDADE_ISLAND: "Trinidadi saar" STR_FALKLAND_ISLAND: "Falklandi saar" STR_CANARY_ISLANDS: "Kanaari saared" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St Lawrence saar" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway saar" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmaania" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Lihavõtte saar" STR_GALAPAGOS_ISLAND: "Galapagose saar" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Soolomoni saar" STR_CRETE: "Kreeta" STR_LISBON: "Lissabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seišellide saar" STR_MALDIVE_ISLAND: "Maldiviidi saar" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauriitius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivastok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Fääri Saared" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_IN_TRAINING: "Treenimisel?" STR_TARGETTED_BY: "SIHIKUL:" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "kütus hakkab otsa saama,{NEWLINE}naaseme baasi." STR_RANK_: "AUASTE> {ALT}{0}" STR_MISSIONS: "MISSIOONID> {ALT}{0}" STR_KILLS: "TAPMISED>{ALT}{0}" STR_WOUND_RECOVERY: "HAAVADEST PARANEMINE> {ALT}{0}" STR_TIME_UNITS: "AJA ÜHIKUD" STR_STAMINA: "VASTUPIDAVUS" STR_HEALTH: "TERVIS" STR_BRAVERY: "JULGUS" STR_REACTIONS: "REAKTSIOONID" STR_FIRING_ACCURACY: "LASKE TÄPSUS" STR_THROWING_ACCURACY: "VISKE TÄPSUS" STR_STRENGTH: "TUGEVUS" STR_NEW_RANK: "UUS AUASTE" STR_PROMOTIONS: "Edutamised" STR_DISMANTLE: "Lammuta" STR_TRANSFER_ITEMS_TO: "Suuna asjad {0}sse" STR_ITEMS_ARRIVING: "Saabuvad asjad" STR_DESTINATION_UC: "SIHTPUNKT" STR_MEDI_KIT: "Ravimikott" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Pole piisavalt varustust, et rühma täielikult uuesti relvastuda." STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Peate avastama kõigepealt {NEWLINE}{0}{NEWLINE}et toota {NEWLINE}{1}" STR_STANDOFF: "HOIA KAUGUST" STR_CAUTIOUS_ATTACK: "ETTEVAATLIK RÜNNAK" STR_STANDARD_ATTACK: "STANDARD RÜNNAK" STR_AGGRESSIVE_ATTACK: "AGRESIIVNE RÜNNAK" STR_DISENGAGING: "EEMALDU" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimiseeri ainult mittelähenemise korral." STR_STORES_UC: "LADU" STR_DIFFICULTY_LEVEL: "Raskustase" STR_INTERCEPT: "RÜNDA" STR_BASES: "BAASID" STR_GRAPHS: "DIAGRAMMID" STR_OPTIONS_UC: "VALIKUD" STR_FUNDING_UC: "RAHASTUS" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Tund" STR_1_DAY: "1 Päev" STR_ENTER_NAME: "Sisesta Nimi" STR_VICTORY_DATE: "Võidu Kuupäev" STR_MONTHLY_COSTS: "Kuu maksumus" STR_CRAFT_RENTAL: "Lendava allveelaeva rent" STR_SALARIES: "Palgad" STR_BASE_MAINTENANCE: "Baasi kulud" STR_COST_PER_UNIT: "Tüki hind" STR_QUANTITY: "Kogus" STR_TOTAL: "Kokku" STR_FRONT_ARMOR: "Eesmine Turvis" STR_LEFT_ARMOR: "Vasak Turvis" STR_RIGHT_ARMOR: "Parem Turvis" STR_REAR_ARMOR: "Tagumine Turvis" STR_UNDER_ARMOR: "Alumine Turvis" STR_UNIT: "ÜKSUS> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORAAL" STR_ARMOR_: "TURVIS> {0}" STR_FRONT_ARMOR_UC: "EESMINE TURVIS" STR_LEFT_ARMOR_UC: "VASAK TURVIS" STR_RIGHT_ARMOR_UC: "PAREM TURVIS" STR_REAR_ARMOR_UC: "TAGUMINE TURVIS" STR_SKILLS: "OSKUSED> {0}" STR_LEVEL: "TASE> {0}" STR_HEAD: "PEA" STR_TORSO: "KEHA" STR_RIGHT_ARM: "PAREM KÄSI" STR_LEFT_ARM: "VASAK KÄSI" STR_RIGHT_LEG: "PAREM JALG" STR_LEFT_LEG: "VASAK JALG" STR_PAIN_KILLER: "VALUVAIGISTI" STR_STIMULANT: "STIMULANT" STR_HEAL: "RAVIDA" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "Kaal>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakts>{ALT}{0}" STR_AMMO_ROUNDS_LEFT: "LASKEMOON:{NEWLINE}KUULE{NEWLINE}ALLES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Valuvaigisti>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Ravi>{ALT}{2}" STR_THROW: "Viska" STR_AUTO_SHOT: "Valang" STR_SNAP_SHOT: "Lask puusalt" STR_AIMED_SHOT: "Sihitud Lask" STR_STUN: "Uimastama" STR_PRIME_GRENADE: "Aktiveeri Granaat" STR_USE_MEDI_KIT: "Ravima" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Pole piisavalt ajaühikuid" STR_NOT_ENOUGH_ENERGY: "Pole piisavalt energiat" STR_NO_ROUNDS_LEFT: "Kuulid otsas!" STR_NO_AMMUNITION_LOADED: "Laskemoon laadimata!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Laskemoon ei sobi sellele relvale!" STR_WEAPON_IS_ALREADY_LOADED: "Relv juba laetud!" STR_NO_LINE_OF_FIRE: "Puudub tulejoon!" STR_GRENADE_IS_ACTIVATED: "Granaat Aktiveeritud!" STR_GRENADE_IS_DEACTIVATED: "Granaat deaktiveeritud" STR_THERE_IS_NO_ONE_THERE: "Seal pole kedagi!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Ilma uuringuta tulnukate asju kasutada ei saa!" STR_OUT_OF_RANGE: "Väljaspool ulatuvust" STR_UNABLE_TO_THROW_HERE: "Pole võimalik visata sinna!" STR_SET_TIMER: "Määra aeg" STR_HIDDEN_MOVEMENT: "PEIDETUD LIIKUMINE" STR_TURN: "KÄIK> {0}" STR_SIDE: "POOL> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Väjuta nuppu, et jätkata" STR_MORALE_ATTACK_SUCCESSFUL: "Rünnak moraalile õnnestus" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}läks Segaseks" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}läks Segaseks" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}on Paanikas" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}on Paanikas" STR_XCOM: "X-COM" STR_ALIENS: "Tulnukad" STR_RIGHT_HAND: "Paremkäsi" STR_LEFT_HAND: "VASAK KÄSI" STR_RIGHT_SHOULDER: "PAREM ÕLG" STR_LEFT_SHOULDER: "VASAK ÕLG" STR_BACK_PACK: "SELJAKOTT" STR_BELT: "VÖÖ" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}kaotas teadvuse" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}kaotas teadvuse" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}suri haavadesse" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}suri haavadesse" STR_USE_MIND_PROBE: "Kasuta mõistulugejat" STR_FATAL_WOUNDS: "SURMAVAD HAAVAD" STR_UNDER_ARMOR_UC: "ALUMINE TURVIS" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Ajaühikud reserveeritud puusalt lasuks" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Ajaühikud reserveeritud valanguks" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Ajaühikud reserveeritud täpsuslasuks" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Ajaühikud reserveeritud põlvitamiseks" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Ajaühikud reserveeritud põlvili tulistamiseks" STR_UNITS_IN_CRAFT: one: "{N} üksust X-Comi sõidukis" other: "{N} üksust X-Comi sõidukis" STR_ABORT_MISSION_QUESTION: "Abordi Missioon" STR_CORPSE: "Laip" STR_UNLOAD_CRAFT: "Lae tühjaks" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}tapetud" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}tapetud" STR_HIT_MELEE: "Pihtas" STR_GROUND: "MAAPIND" STR_LIVING_QUARTERS_PLURAL: "Majutus" STR_LIST_ITEM: "ASI" STR_RESET: "Taasta" STR_MEMORIAL: "Memoriaal" STR_DATE_UC: "KUUPÄEV" STR_REMOVE_SELECTED: "Eemalda Valitud" STR_MANAGE_CONTAINMENT: "Manageeri tulnukhoidlat" STR_STORAGE_EXCEEDED: "LAORUUMID ON TÄIS!{SMALLLINE}{0} pole rohkem ruumi asjade jaoks, olete sunnitud üleliigse maha müüma." STR_GO_TO_BASE: "Mine Baasi" STR_MELEE_ACCURACY: "LÄHIVÕITLUSE TÄPSUS" STR_SELL_PRODUCTION: "MÜÜ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Mõlemad käed peavad olema tühjad" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Pole piisavalt varustust malli kopeerimiseks!" STR_UNLOAD_WEAPON: "Eemalda laskemoonasalv." STR_ALL_ITEMS: "Kogu inventar" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}JUHTIMISKESKUS HÄVITATUD!{NEWLINE}Siirdu algusesse ja katkesta." STR_UNDERWATER_EQUIPMENT: "See riistvara ei tööta vee peal!" STR_LAND_EQUIPMENT: "See riistvara ei tööta vee all!" STR_LEVEL_SHORT: "T{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Lennukid & Kahurid" STR_COMPONENTS: "Komponendid" FEMALE_CIVILIAN: "Tsiviilisik, naine" MALE_CIVILIAN: "Tsiviilisik, mees" DOCKER_CIVILIAN: "Tsiviilisik, dokitööline" SAILOR_CIVILIAN: "Tsiviilisik, madrus" ZOMBIE_WEAPON: "Zombie relv" ================================================ FILE: bin/standard/xcom2/Language/fi.yml ================================================ fi: STR_LEVIATHAN_UFOPEDIA: "ÄÄRIMMÄISIIN SYVYYKSIIN YLTÄVÄ KULJETUS- JA HÄVITTÄJÄLENTOSUKELLUSVENE. LOISTAVA MUUKALAIS- JA IHMISTEKNOLOGIAN SYNTEESI, JOKA HYÖDYNTÄÄ IONITYÖNTÖVOIMANLÄHDE-JÄRJESTELMIÄ JA MAGNEETTIKENTTÄNAVIGOINTIA." STR_BARRACUDA_UFOPEDIA: "BRITISH HYDROSPACEN BARRAKUDA, VOIMANLÄHTEENÄÄN YLIKUUMENNETUT LASERMOOTTORIT, ON YKSI MAAILMAN NOPEIMMISTA HÄVITTÄJÄALUKSISTA. SE KYKENEE SEKÄ SUKELTAMAAN ETTÄ LENTÄMÄÄN, MINKÄ ANSIOSTA SE ON AVAINASEMASSA TULEVASSA TAISTOSSA." STR_HAMMERHEAD_UFOPEDIA: "KULJETUS- JA HÄVITTÄJÄALUS, JOKA JÄLJITTELEE MAGNEETTIKENTTÄJÄRJESTELMIÄ X-COM-ALUKSESSA. VAIKKA SE ON PIENIKOKOINEN, SEN SUUNNITTELU ON HENKEÄSALPAAVA TEKNINEN SAAVUTUS." STR_TRITON_UFOPEDIA: "TRITON ON ISKURYHMÄN KULJETUSALUS, JOKA ON SOVITETTU TÄYTEEN LENTOON JA SUKELLUKSEEN KYKENEVILLÄ MOOTTOREILLA. SEN SUURI KANTOKYKY JA VANKKA RAKENNE TAKAAVAT SEN ASEMAN X-COM-LAIVASTON KANTAVANA VOIMANA." STR_MANTA_UFOPEDIA: "RAUSKU ON NOPEA YHDEN MIEHEN HÄVITTÄJÄLENTOSUKELLUSVENE, JOKA MUISTUTTAA LÄHEISESTI MUUKALAISTEN IONIKÄYTTÖISIÄ ALUKSIA. SE ON HYVIN TEHOKAS ISKUALUS KIIHTYVÄSSÄ KONFLIKTISSA." STR_AJAX_UFOPEDIA: "AJAX-TORPEDO ON MERENALAISEN SODANKÄYNNIN VAKIOASE MAAILMANLAAJUISESTI, JOKA ON TARKKA JA TEHOKAS PELOTE. " STR_DUP_HEAD_UFOPEDIA: "KÖYHDYTETYT URAANIPELLETTIKÄRJET OVAT SUHTEELLISEN UUTTA ASETEKNOLOGIAA, JA TÄMÄ ON ENSIMMÄINEN KAUPALLINEN VEDENALAINEN ASEJÄRJESTELMÄ, JOKA HYÖDYNTÄÄ SITÄ TÄYSIMITTAISESTI." STR_CRAFT_GAS_CANNON_UFOPEDIA: "TYKKI, JONKA TOIMINTA PERUSTUU PURISTETTUUN KAASUUN, AMMUKSINAAN KOKOVAIPPANUOLET, JOILLA ON KORKEA PANSSARINLÄPÄISYKYKY. " STR_PWT_CANNON_UFOPEDIA: "KANTTIAALTOTORPEDO HYÖDYNTÄÄ YLIKUUMENNUKSEEN PERUSTUVAA POLTTOAINEJÄRJESTELMÄÄ SEKÄ ÄÄRIMMÄISEN TIHEÄÄ TAISTELUKÄRKEÄ, JOKA PYSTYY LÄPÄISEMÄÄN USEIMMAT METALLISEOKSET." STR_GAUSS_CANNON_UFOPEDIA: "GAUSS-ASE ON HILJATTAIN KEHITETTY X-COM-TEKNOLOGIA. TÄMÄN JÄRJESTELMÄN HIUKKASKIIHDYTIN KÄYTTÄÄ VOIMANLÄHTEENÄÄN KOMPAKTIA NESTETYPPIJÄÄHDYTTEISTÄ FUUSIOREAKTORIA." STR_SONIC_OSCILLATOR_UFOPEDIA: "TEHOKAS AUDITIIVINEN VÄRÄHTELIJÄ TUOTTAA ÄÄNIVOIMA-AALTOJA, JONKA VÄRÄHTELYT TUHOAVAT KOHTEEN MOLEKYYLISIDOKSET." STR_AQUATOID_UFOPEDIA: "Akvatoidien yhteiskunta on muinainen, ja se on ollut olemassa vuosituhansia ennen ihmiskunnan haparoivia ensiaskelia maan päällä. Niiden pieni muotonsa sekä sipulimaiset piirteensä muistuttavat sektoideja, avaruudessa vaeltavia veljiään. Niiden voima perustuu vahvaan molekulaariseen hallintateknologiaan. Lisääntymiskyvyttömät akvatoidit pyrkivät lisääntymään geenimuuntelulla, jonka ihanteelliset koekappaleet ovat ihmiset. Kokeista on syntynyt lukuisia risteytyslajeja." STR_AQUATOID_AUTOPSY: "Akvatoidin ruumiinavaus" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Yksityiskohtaisen analyysin perusteella voimme olettaa tämän olennon olevan sektoidi, entisiä vihollisiamme, mutta joka on kirurgisten implanttien avulla muunnettu akvaattiseksi olennoksi. Surkastuneet keuhkot mahdollistavat hengittämisen ilmassa ja rajoitetun liikkuvuuden maanpinnalla. Yltympäri ruumista on kyberneettisiä implantteja, jotka parantavat näivettyneiden raajojen voimaa ja elinten toimintakykyä. Koska kaikki tämän lajin yksilöt ovat keskenään identtisiä, voimme olettaa näiden olentojen olevan klooneja." STR_GILLMAN_UFOPEDIA: "Outo lähes ihmisenkaltainen olio, joka vaikuttaa olevan liskohumanoidi, hyvin läheistä sukua ihmiselle. Tämä olento on hyvin voimakas ja nopea merenalaisessa maailmassa. Kidusihminen on oikea kokonainen laji eri ikäisine mies- ja naisyksilöineen. Toisin kuin enemmistössä vedenalaisista muukalaisista, niissä ei ole merkkejä geenimuuntelusta tai kirurgisista epämuodostumista. On mahdollista, että olemme tarkastelemassa oman lajimme jotain muinaista haaraa. " STR_GILLMAN_AUTOPSY: "Kidusihmisen ruumiinavaus" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Ruumiinavauksesta kävi selväksi, että tämä ei ole muukalainen, vaan maasta lähtöisin oleva olento, muinainen esihistoriallinen laji, jonka luultiin kuolleen sukupuuttoon nisäkkäiden valtakauden alkaessa. Nämä maalla ja vedessä elävät, älykkäät ja voimakkaat kidusihmiset elivät samaan aikaan dinosaurusten kanssa. Liskojen valtakauden päättänyt luonnonmullistus pakotti nämä olennot symbioottiseen vuorovaikutussuhteeseen vasta saapuneiden muukalaisten kanssa. Pieni elektroninen laite on istutettu näiden olentojen pääkalloihin." STR_LOBSTERMAN_UFOPEDIA: "Tämä on ällistyttävä olento: ihmistä pidempi ja kuusiraajainen, se muistuttaa mitä enemmissä määrin akvaattista demonia. Tämän olennon sekä maan hummerin välisten samankaltaisuuksien myötä se on ansainnut X-Com-joukkojen keskuudessa lempinimekseen hummerimies. Tämä on mahtava syvyyden hirviö, huolella suunniteltu ja uskomattoman voimakas taisteluolento, joka on käytännössä haavoittumaton ohjustulelle. Sen sakset yksinään pystyvät murskaamaan terästä." STR_LOBSTERMAN_AUTOPSY: "Hummerimiehen ruumiinavaus" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Tämän olennon käytännössä läpäisemättömän panssarin alla piilee hämmästyttävä rakenne: Voimakkaat lihakset mutkittelevat titaanitukirangan ympärillä, ja kehittynyt tähtäyslaitteisto monikaistaisella skannauskyvyllä on kytketty suoraan olennon aivoihin. Sen lukuisia silmiä suojaa terästä vahvempi muovi, ja on selvää, että isäntiensä hyvin käyttäminä nämä olennot ovat lähes pysäyttämättömiä. Syvällä sen ruumiin sisällä on kätkettyinä laitteita, joiden rakennetta ja tarkoitusta emme tunne." STR_TASOTH_UFOPEDIA: "Nämä ketterät ja nopeat viholliset ovat muukalaisarmeijan tuki ja turva. Satoja synnytetään valtavissa kasvatussammioissa syvällä muukalaisyhdyskuntien sydämessä. Ihmistä paljon voimakkaampi tasootti on aito muukalainen, ja sen käyttäytyminen sekä luontainen lihansyöntivietti ovat planeetassa vertaansa vailla. Tasootit toimivat usein muukalaishyökkäyksen keihäänkärkenä eivätkä ikinä vaikuta vetäytyvän taistelusta musertavankin ylivoiman kohdatessa." STR_TASOTH_AUTOPSY: "Tasootin ruumiinavaus" STR_TASOTH_AUTOPSY_UFOPEDIA: "Leikkaus paljasti kyberneettisen organismin, jolla on outo voimanlähde. Ruumiinontelon sisällä on pieni voimanlähde, muttei lainkaan tunnistettavia elimiä. Voimansiirto tapahtuu biosähköisen voimansiirtojärjestelmän välityksellä. Koko ruumiissa ei ole luita tai muuta tukirankaa. Olennon kuoltua voimansiirto lakkaa ja se muuttuu elottomaksi räsynukeksi täynnä muukalaislihaa ja nesteitä. Ainoa muu sisäinen rakenne on keraaminen sähköpari, joka sähköistyksen yhteydessä hetkellisesti elvyttää olion henkiin." STR_DEEP_ONE_UFOPEDIA: "Syväläinen on biologinen painajainen, risteytys, joka on akvatoidien kieroutuneiden kokeiden tuotos. Olemme kohdanneet useita muunnelmia tästä olennosta. Laajan tutkimuksen perusteella päättelemme, että nämä ovat hyökkääjien valmistamia rivintäydennyksiä, kun tuoretta ihmiskantaa on kaapattu. Kukin näistä ali-ihmisistä on aseistettu sähköisellä energiapurkauksella, joka on riittävän tehokas tappamaan akvanautin." STR_DEEP_ONE_AUTOPSY: "Syväläisen ruumiinavaus" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Olento on ihmisen ja muukalaisorganismin risteytys. Ihmisaivoja on muunneltu massiivisesti sovittamaan niihin ohjauselektroniikkaa ja muukalaisaivokuoren. Kaikki jäljet ihmisruumiista näyttävät hävinneen silmiä lukuun ottamatta. Kirurginen siirre vaikuttaa sallivan muukalaissikiön kasvaessaan tuhota ihmisisäntänsä. Olion kestävä iho näyttää olevan äärimmäisen luja ja taipuisa ei-orgaaninen metalliverkko. Tuloksena on voimakas ja nopea risteymä, joka on täydellisesti muukalaisten hallinnassa." STR_BIODRONE_UFOPEDIA: "Biodroidi on luomus, jollaisen ainoastaan muukalaismieli voisi kuvitella. Se on lapsivedessä säilötyt (ihmis- tai muukalais)aivot, jotka on yhdistetty alustaan, joka kykenee lentämään maalla ja veden alla. Jokainen biodroidi on aseistettu tehokkaalla auditiivisella hajottimella, joka on osittain kone, osittain organismi. Aseen toiminta saattaa perustua isäntäorganismin alkuperäisiin äänihuuliin. Muukalaiset käyttävät laajalti näitä erittäin tarkkoja ja sitkeitä supervahtikoiria suojelemaan tärkeitä varojaan." STR_BIODRONE_AUTOPSY: "Biodroidin ruumiinavaus" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Hypoteesi, että auditiivinen hajotin on biologinen laite, on tosi. Tämä kovan onnen olento kirjaimellisesti kirkuu vihollisensa kuoliaiksi. Kussakin yksilössä on valtavia kirurgisia arpia vakavan silvonnan seurauksena. Muukalaiset vaikuttavat runtelevan aivot kuuliaisuuteen. Useimmat olioissa käytetyistä aivokuorista vaikuttavat olevan muukalaisperäisiä, mutta mikään ei ole verrattavissa siihen kauhuun, kun ihmisperäinen yksilö löytyy. Biodroidit käyvät ionimoottorilla, ja niihin sisältyy jonkinlainen kauko-ohjausjärjestelmä." STR_TENTACULAT_UFOPEDIA: "Edes lovecraftilaisen painajaisen syvyydet ei voisi synnyttää tällaista sanoin kuvaamatonta oliota. Mitään verrattavissa olevaa Maan eläintä ei ole olemassa; ympäristö, joka voisi tuottaa jotain tällaista, ei ole kuviteltavissa. Lonkeromanaaja lamaannuttaa uhrinsa pitkillä lonkeroillaan ja sitten muuttaa ne mielettömiksi olioiksi. Nämä jälkeläiset pystyvät tappamaan kosketuksellaan jopa panssarin läpi. Lonkeromanaaja on hirvittävin X-Comin tähän saakka kohtaamista muukalaisista." STR_TENTACULAT_AUTOPSY: "Lonkeromanaajan ruumiinavaus" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Ruumiinavaus paljastaa, että olennon suuriin aivoihin on istutettu pieniä kyberneettisiä implantteja. Näköaisti on monimutkainen yhdistelmä näkyvän valon ja lämmön kuvantamista. Jopa valtamerten sysimustissa syvyyksissä tämä hirviö pystyy suunnistamaan erehtymättömällä tarkkuudella. Surkastuneet elimet näyttävät juuri ja juuri mahdollistavan sen selviytymisen. Kunkin yksilön pieni mahalaukku on kytkettu ulkoiseen liittimeen, ja on loogista olettaa, että oliota ruokkivat sen isännät suoralla ravintoainesyötöllä." STR_CALCINITE_UFOPEDIA: "Muistuttaen kadonneiden merimiesten sukelluspukuja nämä muukalaiset vaanivat varomattomia merenpohjan kulkijoita. Raju isku olennon terästä vahvemmista kynsistä voi riittää upottamaan parhaimmatkin sukeltajat pohjalle. Naamarin sisällä voi nähdä pyörteilemässä hyytelömäisen vihreän muodon. Vihjettäkään todellisesta olennosta ei pysty aavistamaan usein tappavista kohtaamisista, joita meillä on ollut niiden kanssa." STR_CALCINITE_AUTOPSY: "Kalsiniitin ruumiinavaus" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Kun panssaroitu puku on riisuttu, kalsiniitti paljastuu valtavaksi amorfiseksi möykyksi protoplasmaa. Mitään näkyviä aivoja, raajoja tai aistielimiä ei ole. Pieni metallinen komponentti sijaitsee syvällä nestemäisessä ruumiissa. Olennon kerran kuoltua voimme vain tehdä arvailuja olennon luonnosta; muukalaisvihollistemme selittämätön arvoitus." STR_TRISCENE_UFOPEDIA: "Tämä kaksijalkainen matelija on kaiku dinorausten aikakaudelta. Se vaikuttaa olevan liitukauden olento joka suhteessa, lukuun ottamatta sen kykyä selviytyä sekä vedessä että maalla. Näihin olentoihin on sidottu asekotelot, ja niiden leuoilla on valtavat metallihampaat. Usein nämä hirviöt ovat olleet muukalaisten hyökkäysjoukkojen keskiössä muukalaisten rynnäköidessä maalle. Raskaan sarjan voimakas ase, jota tasoottikomentajat käyttävät tappavalla tehokkuudella." STR_TRISCENE_AUTOPSY: "Triasliskon ruumiinavaus" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Tiedemiehen veitsen alle altistamisen jälkeen triasliskosta paljastuu, että se on muinainen olento kybeneettisin implantein ja asejärjestelmin täydennettynä. Sen hyvin pieniä aivoja täydentää pieni tietokonemoduuli, joka on kiinnitetty ohjausvaljaisiin, joihin kaikki liskot on puettu. Luontaisesti vahva nahka sekä saalistusvaisto parannettuina lisäaseistuksella tekevät triasliskosta tappavan vastustajan kaikissa ympäristöissä." STR_HALLUCINOID_UFOPEDIA: "Meriä talteen korjattuaan muukalaiset ovat jalostaneet näitä valtavia Maan olentoja aseeksi. Älä tuudittaudu väärään turvallisuuden tunteeseen kohdatessasi näitä harmittoman näköisiä syvyyksien purhehtijoita. Käyttäen lähitaisteluaseenaan jäistä iskua hallusinoidi on tappava vihollinen." STR_HALLUCINOID_AUTOPSY: "Hallusinoidin ruumiinavaus" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Tämän organismin hyytelömäisen ruumiin monien kerrosten sisällä pesiytyneenä on kemiallinen jäädytin, joka on olion pääasiallinen hyökkäyskeino. Hallusinoidin pehmeä ja notkea iho vaikuttaa olevan herkkä lämpöpohjaisille hyökkäyksille. Tämä mutantti esiintyy usein akvatoidi-isäntiensä seurassa." STR_XARQUID_UFOPEDIA: "Kalmanhelmi on jälleen yksi muunnelluista Maan selkärangattomista. Siinä piilee sekä suurta kauneutta että vaaraa. Tämä nopea jättiläinen pitää sisällään tuhoisan aseistuksen: tukahduttavan mustesuihkun ja ionisuidun hiukkaspaineaallon. Ensikohtaamisistamme lähtien tämän mahtavan olennon kanssa olemme olleet varuillamme sen voimasta sekä sen hallitsijoistaan: kostonhimoisista kidusihmisistä." STR_XARQUID_AUTOPSY: "Kalmanhelmen ruumiinavaus" STR_XARQUID_AUTOPSY_UFOPEDIA: "Tämä ylisuuri helmivene on kasvastettu valtavaksi muukalaislääkkeiden sekä kirurgisen muuntelun avulla. Kidusihmiset ovat vääristäneet olennon yli luonnonrajojen ja lisänneet siihen mekaanisia ohjausjärjestelmiä, eikä olennon alkuperäisestä luonteesta ole nyt mitään jäljellä. Kalmanhelmeä käytetään orgaanisena asealustana, ja sen kova kuori sekä liikkuvuus tekevät siitä pelottavan vihollisen." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Muukalaisten lentosukellusveneet turvautuvat monimutkaisiin voima-järjestelmiin kuljettamaan niitä uskomattomilla nopeuksilla syvyyk-sissä. Heidän teknologiansa perus-tana on ionisyrjäytin. Hyödyntäen zrbiittiä katalyyttinaan moottorit syrjäyttävät vettä satakertai-sesti oman tilavuutensa verran sekunnissa. Tämä suunnaton voima tarkoittaa, että muukalaisten sukellusveneet ovat nopeampia kuin useimmat Maan sukellusveneet. Pystymme jäljentämään tämän työntövoimajärjestelmän käyttämällä akvaplastiikkaa sekä zrbiitti-kennoja." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Nämä yksiköt synnyttävät pallon muotoisen monitasoisen magneettikentän, jonka lähetin projisoi parhaimmillaan 1000 m päähän sukellusveneen ympärille. Muukalaisnavigoijat on yhdistetty suoraan koneisiin, ja he tunnustelevat tiensä läpi merenalaisen näkymättömän maailman. Rajapintajärjestelmä toimii käyttämällä muukalaisten muuntelemaa aivomassaa, joka viestii suoraan käyttäjän aivojen kanssa hermoratayhteyden välityksellä." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Kullakin aluksella on kameleonttimainen rakenne, jonka muotoilun mallina on huolellisesti käytetty meren olentoja ja rakennusmateriaalina akvaplastiikkaa. Kukin sukellusvene toimii organismin lailla, jossa miehistö sekä alus ovat keskinäisessä sopusoinnussa. Useimmat näistä järjestelmistä pystytään toistamaan, ja hybriditeknologiaa voidaan kehittää noustaksemme samalle teknologiselle tasolle." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Lukemattomia muukalaisia, jotka ovat maanneet Maassa piilossa, pidetään valekuolleina kryogeenisessä jäädytyksessä. Kaikki olennot on suljettu yksiköihin, joissa niiden ruumiinlämpötilat on laskettu pisteeseen, jossa elintoiminnot ovat lähes tyystiin lakanneet. Tähänastinen yksiköiden tarkastelu paljastaa uskomattomat ajanjaksot, joina ruumiita on pidetty tässä tilassa, joitain yli 60 miljoonaa vuotta." STR_ALIEN_CLONING_UFOPEDIA: "Monet kaappaamistamme muukalaisista ovat keskenään identtisiä DNA:ta myöten, kaikin tavoin kopioita. Muukalaisten jäädytetyistä geenipankeista asetetaan solunäytteitä kloonausyksiköihin. Jotkin yksiköt sisältävät ihmisiä tai ruumiinosia. On mahdollista, että näiden kloonausyksiköiden toinen käyttötarkoitus on luoda jokin muukalaisen ja ihmisen risteymä." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Hyödyntämällä molekulaarisen hallinan implantteja muukalaisten pääkalloissa nämä koneet ruiskuttavat tietoa suoraan aivoihin. Tuoreeltaan kloonatut muukalaiset tuodaan näiden yksiköiden luokse, ja niiden lajikohtaiset muistikuvat sekä kaikki tieteellinen tieto ja taistelutaidot ladataan niiden tyhjiin mieliin." STR_ALIEN_IMPLANTER_UFOPEDIA: "Tätä yksikköä käytetään istuttamaan muukalaisiin molekulaarisen hallinan implantteja, hedelmöittämään lisääntymiskykyisiä rotuja sekä lisäämään tai poistamaan elimiä ja elektroniikkaa mistä tahansa olennosta. Käsittelyn uskottiin aiemmin tehdyn rauhoitetuille potilaille, mutta koehenkilö onkin hyvin tietoinen tapahtumasarjasta, ja valitettavasti ihmisanatomia vaikuttaa sopivan yksikköön täydellisesti." STR_EXAMINATION_ROOM_UFOPEDIA: "Meillä on nyt todistusaineisto ratkaisemaan, miksi muukalaiset kaappaavat ihmisiä. He eivät ole ruokaa eikä heitä hedelmöitetä muukalaisalkioilla, vaan muodostavat pohjan liudalle erilaisia olioita ja komentojärjestelmiä. Muukalaisteknologia perustuu tavalliseen mieleen, jaettuun älyyn, ja ihmisaivot on ihanteellinen alusta näille järjestelmille. Ihmisen aivokudosta käytetään useimmissa muukalaisten biologisissa tietokone- ja hakujärjestelmissä. Loput kudoksesta käytetään rakentamiseen ja kasvatukseen." STR_AQUA_PLASTICS_UFOPEDIA: "Muukalaisten sukellusveneet ja rakennukset käyttävät hämmästyttävän lujaa, notkeaa ja kestävää materiaalia valtaosassa rakenteistaan. Akvaplastiikka on kompleksi monisidoksinen ja zrbiitin katalysoima materiaali. Tämän lujan, mutta kuitenkin kevyen materiaalin lujuus on jopa titaania ja kevlaria suurempi." STR_ZRBITE_UFOPEDIA: "Tämä metalliseos on muukalaisalkuperää, osin kultaa, osin muukalaisten biomateriaalia. Kun sitä käytetään voimanlähteenä, pieni määrä tuottaa enemmän voimaa kuin kymmenen kertaa suurempi ydinvoimanlähde. Meidän on teknisesti mahdotonta toisintaa tätä materiaalia, koska useimmat sen ainesosista ovat muukalaisalkuperää." STR_ALIEN_ORIGINS_UFOPEDIA: "Muukalaiset iskevät kaikkialle ympäri maapalloa säälimättömällä tehokkuudella. Emme kykene osoittamaan heidän lähdettään. Voisiko se olla jossakin niin läpipääsemättömässä meren syvyydessä, että voisimme sen paikantaa? Kaikki kohtaamistamme organismeista eivät ole muukalaisperäisiä, jotkin ovat hyvin vanhoja, jotkin evoluutiohaaroista, joiden luultiin jo kauan sitten kuolleen sukupuuttoon. Olemme tekemisissä uhan kanssa, joka on uinunut vuosituhansia, hienovaraisen ihmisen ja muukalaisten symbioosin kanssa. Syvällä valtamerissä on haudattuina muinaisia kohteita, joita muukalaiset käyttävät luodakseen yhteyden veljiinsä tähdissä. Kussakin näistä kahdestatoista paikasta on Synomium-laite, mahtava muukalaisteknologia. Sotakoneistonsa marssiessaan muukalaiset ovat aktivoimassa uudestaan näitä kohteita levittääkseen molekulaarisen hallinnan verkkoaan, minkä takia meidän on tuhottava nämä kohteet hinnalla millä hyvänsä." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "65 miljoonaa vuotta sitten valtava siirtokunta-alus lähetettiin Maahan kaukaisesta muukalaismaailmasta. Suunnattoman aluksen lähestyessä alkuasteella olevaa planeettaa massiivinen ja raju auringonpurkaus aiheutti navigointijärjestelmien vikaantumisen. Lamaantunut ja hajoava suurlasti syöksyi stratosfäärin läpi ja ilmestyi liitukauden taivaalle. Maassa lukemattomat lajit suuntasivat katseensa taivaalle heidän kohtalonsa tunkeutuessaan planeettaan. Valtava pilvi tukki ilmakehän, ja kun maa viileni, niin myös hallitsevat eliöt, mahtavat dinosaurukset, kuolivat. Mutta T'lethin 400 miljardia tonnia ei tuhoutunut törmäyksessä. Kehittyneet supertietokoneet käynnistivät kryogenisen unijakson aluksen olennoille syvällä sen ruumassaan. Ajanjaksojen mittaan tietokoneet herättivät muukalaisia yrittämään turhaan luoda yhteyttä veljiinsä tähdissä, sillä suurin osa muukalaisaluksen voimasta jatkoi lepotilassa." STR_TLETH_THE_ALIEN_CITY: "T'leth, muukalaisten kaupunki" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, muukalaisten valtava siirtokunta-alus, makaa Meksikonlahdessa uppoutuneena Sigsbeen syvänteeseen. Kaupungin ytimessä sijaitsee muukalaishirvitys, niin kamala ja voimakas, ettei edes kuolemalla ole siihen valtaa. Muukalaismetallista rakennetussa kammiossa lepää horroksessa Suuri Uneksija, Korkein Muukalainen. T'lethin nostaminen merten ylle käynnistää sen henkiinherätyssyklin, ja kerran herättyään siitä tulee pysäyttämätön. Jotenkin elävän ja kuolleen rajamailla oleva muukalainen hallitsee muukalsarmeijan mieliä. Molekulaarisen hallinnan outo teknologia yhdistää kaikki muukalaiset Yhteen mieleen ja sen kaikkiin muukalaisiin. Geneettisesti muunneltuja muukalais- ja ihmissikiöitä syötetään Muukalaismielelle energiaksi ja muodostamaan yhdyssiteen hallitsijan ja sen alamaistensa välille. Myytti Korkeimmasta muukalaisesta on ollut olemassa ihmiskunnan sydämissä ja mielissä vuosisatoja, ja lopullinen totuus on aina ollut kätkeytyneenä mereen." STR_CENTER_ON_SITE_TIME_5_SECONDS: "KOHDISTA PAIKKAAN - AIKA=5 s" STR_CANCEL_UC: "PERUUTA" STR_NONE: "Ei mitään" STR_UNKNOWN: "Tuntematon" STR_POOR: "Huono" STR_AVERAGE: "Keskiverto" STR_GOOD: "Hyvä" STR_EXCELLENT: "Erinomainen" STR_BUILD_NEW_BASE_UC: "RAKENNA UUSI TUKIKOHTA" STR_BASE_INFORMATION: "TUKIKOHDAN TIEDOT" STR_EQUIP_CRAFT: "ALUKSET" STR_BUILD_FACILITIES: "RAKENNA LAITOKSIA" STR_RESEARCH: "TUTKIMUS" STR_MANUFACTURE: "TUOTANTOPROJEKTIT" STR_TRANSFER_UC: "SIIRRÄ" STR_PURCHASE_RECRUIT: "OSTA/VÄRVÄÄ" STR_SACK: "EROTA" STR_SELL_SACK_UC: "MYY/EROTA" STR_GEOSCAPE_UC: "GEOMAISEMA" STR_NAME: "Nimi" STR_AREA: "Alue" STR_BUILD_NEW_BASE: "Rakenna uusi tukikohta" STR_CANCEL: "Peruuta" STR_COST_UC: "HINTA>" STR_CONSTRUCTION_TIME_UC: "RAKENNUSAIKA>" STR_DAY: one: "{N} päivä" other: "{N} päivää" STR_HOUR: one: "{N} tunti" other: "{N} tuntia" STR_MAINTENANCE_UC: "YLLÄPITO>" STR_OK: "OK" STR_INSTALLATION: "Rakenna" STR_CURRENT_RESEARCH: "TUTKIMUSPROJEKTIT" STR_SCIENTISTS_AVAILABLE: "Tiedemiehiä vapaana>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Tiedemiehiä projekteissa>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratoriotilaa vapaana>{ALT}{0}" STR_RESEARCH_PROJECT: "TUTKIMUSPROJEKTI" STR_SCIENTISTS_ALLOCATED_UC: "TIEDEMIEHIÄ" STR_PROGRESS: "EDISTYMINEN" STR_NEW_PROJECT: "Uusi projekti" STR_CANCEL_PROJECT: "PERUUTA PROJEKTI" STR_NEW_RESEARCH_PROJECTS: "UUDET TUTKIMUSPROJEKTIT" STR_SCIENTISTS_AVAILABLE_UC: "TIEDEMIEHIÄ VAPAANA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIOTILAA VAPAANA>{ALT}{0}" STR_INCREASE: "Lisää" STR_DECREASE: "Vähennä" STR_START_PROJECT: "ALOITA PROJEKTI" STR_CURRENT_PRODUCTION: "TUOTANTOPROJEKTIT" STR_ENGINEERS_AVAILABLE: "Teknikkoja vapaana>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Teknikkoja projekteissa>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Työpajatilaa vapaana>{ALT}{0}" STR_CURRENT_FUNDS: "Nykyiset varat>{ALT}{0}" STR_ITEM: "TAVARA" STR_ENGINEERS__ALLOCATED: "Teknikkoja projektissa" STR_UNITS_PRODUCED: "Tuotetut yksiköt" STR_TOTAL_TO_PRODUCE: "Tuotetaan yht." STR_COST__PER__UNIT: "Hinta{NEWLINE}per{NEWLINE}yksikkö" STR_DAYS_HOURS_LEFT: "Aikaa (d/h) jäljellä" STR_NEW_PRODUCTION: "Uusi tuotantoprojekti" STR_PRODUCTION_ITEMS: "Mahdolliset projektit" STR_CATEGORY: "LUOKITUS" STR_START_PRODUCTION: "ALOITA TUOTANTO" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} teknikkotyötuntia yhden yksikön tuottamiseksi" STR_COST_PER_UNIT_: "Hinta / yks.>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Tarvittava työpajatila>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "TARVITTAVAT ERITYISTARVIKKEET" STR_ITEM_REQUIRED: "TARVITTAVA TAVARA" STR_UNITS_REQUIRED: "TARVITTAVAT YKSIKÖT" STR_UNITS_AVAILABLE: "YKSIKKÖÄ SAATAVANA" STR_STOP_PRODUCTION: "LOPETA TUOTANTO" STR_ENGINEERS_AVAILABLE_UC: "TEKNIKKOJA VAPAANA>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "TYÖPAJATILAA VAPAANA>{ALT}{0}" STR_MONTHLY_PROFIT: "TUOTOT / KK>{ALT}{0}" STR_INCREASE_UC: "LISÄÄ" STR_DECREASE_UC: "VÄHENNÄ" STR_UNITS_TO_PRODUCE: "Tuotettavat yksiköt" STR_PURCHASE_HIRE_PERSONNEL: "Osta/Palkkaa henkilökuntaa" STR_COST_OF_PURCHASES: "Tilauksen hinta>{ALT}{0}" STR_COST_PER_UNIT_UC: "HINTA / YKS." STR_QUANTITY_UC: "MÄÄRÄ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "HENKILÖKUNTAA VAPAANA:HENKILÖKUNTAA YHTEENSÄ>" STR_SOLDIERS: "Akvanautit" STR_SCIENTISTS: "Tutkijat" STR_ENGINEERS: "Teknikot" STR_SPACE_USED_SPACE_AVAILABLE: "TILAA KÄYTETTY:TILAA JÄLJELLÄ>" STR_LIVING_QUARTERS: "Asuintila" STR_STORES: "Varastot" STR_LABORATORIES: "Laboratoriot" STR_WORK_SHOPS: "Työpajat" STR_HANGARS: "Lentosukellusvenetelakat" STR_SHORT_RANGE_DETECTION: "Peruskaikuluotaimet" STR_DEFENSE_STRENGTH: "Puolustusvoima" STR_TRANSFERS_UC: "SIIRROT" STR_TRANSFERS: "Siirrot" STR_ARRIVAL_TIME_HOURS: "Saapumisaika (tuntia)" STR_COST_: "Hinta>{ALT}{0}" STR_AREA_: "Alue>{ALT}{0}" STR_BASE_NAME: "Tukikohdan nimi?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VALITSE ILMALUKON SIJAINTI" STR_TRANSFER: "Siirrä" STR_AMOUNT_TO_TRANSFER: "SIIRRETTÄVÄ MÄÄRÄ" STR_SELECT_DESTINATION_BASE: "Valitse kohdetukikohta" STR_COST: "Hinta" STR_INTRO_1: "Tekijänoikeus 1995 MicroProse" STR_INTRO_2: "Mars: Kydonian tuho" STR_INTRO_3: "Tuhottuaan muukalaissotakoneiston ytimen voitokas X-Com-ryhmä laukaisee aluksensa takaisin kotiin. Kaikki ei ole kuitenkaan kuollut runnellussa marsilaistukikohdassa." STR_INTRO_4: "Voimakas takyonisäde kumpuaa Kydonian hermokeskuksen raunioista halkoen läpi avaruuden tyhjyyden, määränpäänään............" STR_INTRO_5: "Maa." STR_INTRO_6: "Säde osuu kauan lepotilassa olleeseen vastaanottimeen valtameren syvyydessä. Valtavat uinuvat tietokoneet alkavat herätä. Syvällä ihmiskatseiden ulottumattomissa suurissa kammioissa nukkuvat muukalaiset aloittavat pitkän heräämisjaksonsa." STR_INTRO_7: "Vuosi 2040: tietämätön Maa. Muukalaissodan kauhut on unohdettu. Mutta kadonneissa ja salaisissa valtameren kolkissa muukalaislaumat ovat valmiita - valmiita kaatamaan ihmiskunnan ja valtaamaan maailman." STR_INTRO_8: "Muukalaiset iskevät ihmiskuntaa vastaan etsien näytteitä kieroutuneita kokeitaan varten ja ryöstellen maapallon merten arvokkaita mineraaleja ja luonnonvaroja. Sen jälkeen muukalaiset suuntaavat katseensa aaltojen yläpuolelle." STR_INTRO_9: "Voimakkaat oudon malliset lentävät sukellusveneet halkovat valtameriä tutkien, koluten, metsästäen..." STR_INTRO_10: "Etsien saalista, jonka kimppuun hyökätä." STR_INTRO_11: "Outoja uusia aseita aletaan käyttää puolustuskyvytöntä maailmaa vastaan. Olemme täysin muukalaisuhan armoilla.{NEWLINE}Ainoastaan yksi organisaatio voi pelastaa meidät, mutta me käänsimme selkämme heille kauan sitten..." STR_INTRO_12: "X-COM:n kokeellinen vedenalainen laitos" STR_INTRO_13: "\"Mayday! Mayday! Tämä on transatlanttinen valtamerialus Hyperion. Kimppuumme on hyökätty. Mayday! Mayd...\"" STR_INTRO_14: "\"Komentokeskus sukellusvenetelakalle 1: Aukaiskaa valtameriluukut, asettakaa merille Barrakuda 01. Kyseessä on muukalaishyökkäys - tila punainen.{NEWLINE}Toistan: tila punainen.\"" STR_INTRO_15: "Muukalaiset ovat armottomia tehokkuudessaan..." STR_INTRO_16: "...erehtymättömiä tarkkuudessaan." STR_INTRO_17: "\"Barrakuda 01 tukikohdalle: lähestymme sitä, mitä Hyperionista on jäljellä.\"" STR_INTRO_18: "\"Vähennämme nopeutta\"{NEWLINE}\"Kaksi metriä\"{NEWLINE}\"Yksi metri\"{NEWLINE}\"Kaikki akvanautit valmistautukaa välittömään sijoitukseen.\"" STR_INTRO_19: "...\"Ilmalukko tyhjä\"...\"Lähestymme hylkyä.\"{NEWLINE}\"Juma!\"{NEWLINE}\"Näettekö nuo oliot pukukamerastani?\"" STR_GAMEOVER_1: "Olemme epäonnistuneet; muukalaiset ovat hävittäneet loputkin toivomme pelastuksesta.{NEWLINE}X-Com on tuhottu ja Maa on jätetty muinaisen vihollisen jalkojen juurelle." STR_GAMEOVER_2: "T'leth tempautuu korkealle stratosfääriin ja alkaa liikkua maanpinnan yllä jakaen kuolemaa ja korjaten talteen ihmiskunnan rippeitä. Syvällä sen sisuksissa murhanhimoinen muukalaismieli alkaa herätä." STR_GAMEOVER_3: "Kaikki kansakunnat laativat epätoivoisia suunnitelmia pääkaupungeissaan, mutta turhaan. Ilman X-Comin tutkimusprojektin suomaa teknologiaa aseemme ovat tehottomia." STR_GAMEOVER_4: "Muukalaiset perustavat tukikohtia napajäätiköille ja alkavat sulattaa jäätä muuttaen maailman valtavan suureksi mereksi. Ihmiskunnan jäänteet kootaan yhteen ja hyödynnetään hirveissä jalostuskokeissa muukalaisten tuntemattomia tarkoitusperiä varten. Taivas pimenee ja suuri rutto lankeaa Maan ylle." STR_GAMEOVER_5: "Emme kykene vastustamaan uutta maailmanjärjestystä. Niiden osana, jotka yrittävät, on tulinen kohtalo käsittämättömien muukalaisaseiden edessä. Lopuille meistä ei jää sellaista autuasta irtautusta; maaäidistä tulee muukalaismaailma, ja ihmiskunta on menetetty ryömivän hirvityksen alle." STR_OUTRO_1: "Runnellun ja hävitetyn hautakammion keskeltä ruumisarkusta kantautuu kupliva jylinä.{NEWLINE}\"Typerykset, te kaikki tuhoudutte...\"" STR_OUTRO_2: "\"...kukaan ei voi paeta.\"" STR_OUTRO_3: "Massiivinen räjähdys purkautuu haudasta ja repii kaupungin halki pirstaleiden ja savun täyttäessä ilman. Muukalaisten suunnitelmat ovat rauenneet tyhjiin." STR_OUTRO_4: "Valtava vääntelehtivä T'leth alkaa repeillä. Liekit ja savu syöksyvät sen välkehtivistä torneista ja adamanttisista käytävistä" STR_OUTRO_5: "Mahtava muukalaislinnoitus romahtaa merta päin kirkuvien sielujen ja metallin täyttäessä ilman. Enää Suuri Uneksija ei unelmoi maailman valloittamisesta." STR_OUTRO_6: "Viimeinen korvia särkevä tärähdys ja T'leth repeää hajalle.{NEWLINE}Muukalaisuhka on ohi, Maa on puhdistettu." STR_OUTRO_7: "Uinuva sinivihreä planeetta kaukaisessa galaksin nurkassa." STR_OUTRO_8: "Lähitulevaisuus; turvallinen paikka olla." STR_OUTRO_9: "Maan muukalaisuhka on kauan sitten kukistettu." STR_OUTRO_10: "Valtavat metropolikaupungit, joita asuttavat ihmiskunnan miljardien vilinä." STR_OUTRO_11: "X-Comin teot ja muukalaissodat ovat lastentarinoiden ainesta." STR_OUTRO_12: "Mutta tarinoilla on aina ollut tapana sisältää jyvä totuutta..." STR_RISE_1: "T'leth, joka tunnetaan monella nimellä useissa eri maiden legendoissa." STR_RISE_2: "T'leth alkaa nousta merenpohjasta räjähtävän huudon saattelemana, joka kajahtelee maapallon halki." STR_RISE_3: "Mahtava rakennelma nousee kuohuen Meksikonlahden vetten läpi." STR_RISE_4: "400 miljardia tonnia muukalaismetallia, mahtava muukalaiskaupunki, jossa lepää Korkeimman Muukalaisen uinuva ruumis. Oltuaan maahan vangittuna 65 miljoonaa vuotta tämä hirveä avaruusjumala alkaa havahtua." STR_RISE_5: "Vedet kiehuvat ja kuohuvat Suuren Uneksijan haudan ilmestyessä valoon..." STR_RISE_6: "...valoon, joka jää lyhytaikaiseksi, ellei X-Com kykene tuhoamaan muukalaisten sotakoneistoa." STR_YOU_HAVE_FAILED: "Olet epäonnistunut pysäyttämään muukalaisten sotakoneiston. Pettyneinä kykyihisi rahoittavat organisaatiot yrittävät neuvotella rauhanomaista ratkaisua muukalaisten kanssa. Hyökkääjillä on kuitenkin täysin erilaiset aikeet, ja pian koko maailma tulee tietoiseksi totuudesta..." STR_TOTAL_UC: "YHTEENSÄ" STR_INCOME: "Tulot" STR_EXPENDITURE: "Menot" STR_MAINTENANCE: "Ylläpito" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Muukalaisaktiivisuus merissä" STR_UFO_ACTIVITY_IN_COUNTRIES: "Muukalaisaktiivisuus alueittain" STR_XCOM_ACTIVITY_IN_AREAS: "X-Comin aktiivisuus merissä" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Comin aktiivisuus alueittain" STR_FINANCE: "Talous" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "1000 $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Ei riittävästi erityistarvikkeita tuotteen {NEWLINE}{0}{NEWLINE}tuottamiseen tukikohdassa{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Rahat eivät riitä {NEWLINE}{0}{NEWLINE}tuottamiseen tukikohdassa{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Tuotantoprojektin{NEWLINE}{0}{NEWLINE}tuotanto tukikohdassa{NEWLINE}{1}{NEWLINE}on valmis" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{NEWLINE}{0}{NEWLINE}on valmistunut{NEWLINE}tukikohdassa{NEWLINE}{1}" STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Tutkimusprojekti valmis" STR_VIEW_REPORTS: "NÄYTÄ RAPORTTI" STR_WE_CAN_NOW_RESEARCH: "Uudet tutkimusprojektit:" STR_WE_CAN_NOW_PRODUCE: "Uudet tuotantoprojektit:" STR_SUNDAY: "SUNNUNTAI" STR_MONDAY: "MAANANTAI" STR_TUESDAY: "TIISTAI" STR_WEDNESDAY: "KESKIVIIKKO" STR_THURSDAY: "TORSTAI" STR_FRIDAY: "PERJANTAI" STR_SATURDAY: "LAUANTAI" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ei riittävästi {0}-polttoainetta aluksen {1} tankkaamiseksi tukikohdassa {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ei riittävästi ammustyyppiä {0} {1}:n uudelleen aseistamiseksi tukikohdassa {2}" STR_UFO_IS_NOT_RECOVERED: "Muukalaisalusta ei saatu korjattua talteen" STR_UFO_IS_RECOVERED: "Muukalaisalus korjattu talteen" STR_CRAFT_IS_LOST: "Lentosukellusvene menetettiin" STR_TERROR_CONTINUES: "Muukalaistoiminta jatkuu" STR_ALIENS_DEFEATED: "Muukalaiset hävisivät" STR_BASE_IS_LOST: "Tukikohta menetettiin" STR_BASE_IS_SAVED: "Tukikohta pelastettu" STR_ALIEN_BASE_STILL_INTACT: "Muukalaisyhdyskunta edelleen toiminnassa" STR_ALIEN_BASE_DESTROYED: "Muukalaisyhdyskunta tuhottu" STR_ALIENS_KILLED: "TAPETUT MUUKALAISET" STR_ALIEN_CORPSES_RECOVERED: "MUUKALAISTEN RUUMIITA LÖYDETTY" STR_LIVE_ALIENS_RECOVERED: "ELÄVIÄ MUUKALAISIA KAAPATTU" STR_ALIEN_ARTIFACTS_RECOVERED: "MUUKALAISTEN ESINEITÄ LÖYDETTY" STR_ALIEN_BASE_CONTROL_DESTROYED: "MUUKALAISYHDYSKUNNAN KOMENTOKESKUS TUHOTTU" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "MUUKALAISTEN SYNOMIUM-LAITE TUHOTTU" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "SYNOMIUM-LAITTEEN TUHOAMINEN EPÄONNISTUNUT" STR_CIVILIANS_KILLED_BY_ALIENS: "SIVIILEJÄ TAPETTU MUUKALAISTEN TOIMESTA" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COMIN TAPPAMAT SIVIILIT" STR_CIVILIANS_SAVED: "SIVIILEJÄ PELASTETTU" STR_XCOM_OPERATIVES_KILLED: "KAATUNEET X-COM-SOTILAAT" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "KADONNEET X-COM-SOTILAAT" STR_TANKS_DESTROYED: "X-Comin miehittämätön taistelukone tuhoutunut" STR_XCOM_CRAFT_LOST: "X-COM-ALUS MENETETTIIN" STR_UFO_RECOVERY: "MUUKALAISALUKSEN LAITTEISTO" STR_ALIEN_BASE_RECOVERY: "MUUKALAISYHDYSKUNNAN SAALIS" STR_BASE_UNDER_ATTACK: "{0} hyökkäyksen kohteena!" STR_BASE_DEFENSES_INITIATED: "TUKIKOHDAN PUOLUSTUKSET AKTIVOITU" STR_GRAV_SHIELD_REPELS_UFO: "SUOJAT HYLKIVÄT MUUKALAISALUSTA!" STR_FIRING: "TULITTAA" STR_HIT: "OSUMA!" STR_UFO_DESTROYED: "MUUKALAISALUS TUHOUTUI!" STR_MISSED: "OHI!" STR_SELL_ITEMS_SACK_PERSONNEL: "Myy tavaraa/Erota henkilökuntaa" STR_VALUE_OF_SALES: "MYYNTIEN ARVO> {ALT}{0}" STR_FUNDS: "VARAT> {ALT}{0}" STR_SELL_SACK: "Myy/erota" STR_VALUE: "Arvo" STR_CRAFT_: "ALUS> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "MUUKALAISALUKSEN HYLYN HALTUUNOTTO" STR_UFO_CRASH_RECOVERY_BRIEFING: "ÄÄRIMMÄINEN VAROITUS - Sukellusveneen sisällä ja sen ympäristössä on muukalaisia. Tehtävä on onnistunut, kun kaikki vihollisen yksiköt on tapettu tai tehty muutoin taistelukyvyttömiksi. Vasta sitten voidaan aloittaa muukalaissukellusveneen purku sekä teknologian ja ruumiiden talteenotto. Keskeyttääksesi tehtävän palauta kaikki X-Com-akvanautit sukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_UFO_GROUND_ASSAULT: "HYÖKKÄYS MUUKALAISSUKELLUSVENEESEEN" STR_UFO_GROUND_ASSAULT_BRIEFING: "Tutki laskeutumisalue ja sen ympäristö ja, mikäli mahdollista, pyri pääsemään sisään muukalaissukellusveneeseen. Tehtävä on onnistunut, kun kaikki vihollisen yksiköt on tapettu tai tehty muutoin taistelukyvyttömiksi. Vasta sitten voidaan aloittaa muukalaissukellusveneen purku sekä esineiden ja ruumiiden talteenotto. Keskeyttääksesi tehtävän palauta kaikki X-Com-akvanautit sukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_BASE_DEFENSE: "TUKIKOHDAN PUOLUSTUS" STR_BASE_UC_: "TUKIKOHTA> {0}" STR_BASE_DEFENSE_BRIEFING: "Muukalaisalus on laskeutunut lähettyville. Tukikohtamme on vakavassa vaarassa. Normaalikäytännön mukaisesti kaikki ei-sotilaallinen henkilökunta sekä toimintakuntoiset X-Com-sukellusveneet on evakuoitu. Muukalaiset pyrkivät tukikohtaan joko sukellusvenetelakkaovien tai ilmalukon kautta. Puolusta tukikohtaa ja sen elintärkeitä laitoksia kaikin mahdollisin keinoin - tämän taistelun hintana on tämä tukikohta. Mikäli napsautat \"Keskeytä tehtävä\"-kuvaketta, myönnät häviön ja menetät tukikohdan." STR_ALIEN_COLONY_ATTACK_MISSION: "HYÖKKÄYS MUUKALAISYHDYSKUNTAAN" STR_ALIEN_BASE_ASSAULT: "MUUKALAISYHDYSKUNTA OSA YKSI" STR_ALIEN_COLONY_P1_BRIEFING: "Tehtävänä on hyökkäys muukalaisyhdyskuntaan. Alue on kaksikerroksinen. Saata kaikki akvanautit ensimmäisen kerroksen kiiltävään uloskäyntiin ja napsauta \"Keskeytä tehtävä\"-kuvaketta jatkaaksesi. Kaikki taakse jätetty kalusto odottaa merenpohjassa, kunnes toinen osuus on päätetty. Keskeyttääksesi tehtävän sijoita akvanautit sukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_ALIEN_COLONY_P2: "MUUKALAISYHDYSKUNTA OSA KAKSI" STR_ALIEN_COLONY_P2_BRIEFING: "Nyt, kun ensimmäinen kerros on selvitetty ja yhdyskunnan ytimeen on päästy, tehtävänä on tuhota Synonium-laite-komentokeskus tai tappaa kaikki muukalaiset. Keskeyttääksesi tehtävän sijoita kaikki akvanautit aloituspisteeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta. Kaikki toimintakuntoinen X-Com-kalusto palautetaan tukikohtaan." STR_ALIENS_LAUNCH_PORT_TERROR: "MUUKALAISET{NEWLINE}HYÖKKÄÄVÄT SATAMAAN" STR_PORT_TERROR: "MUUKALAISTEN HYÖKKÄYS SATAMAAN" STR_PORT_TERROR_BRIEFING: "Muukalaiset ovat iskeneet maakohteeseen. Satama ja sen siviiliväestö ovat vaarassa. Ryhmäsi on eliminoitava kaikki muukalaiset ja suojeltava viattomia sivustakatsojia tältä muukalaisten hyökkäykseltä. Keskeyttääksesi tehtävän sijoita akvanautit lentosukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_ALIENS_LAUNCH_ISLAND_TERROR: "MUUKALAISET{NEWLINE}HYÖKKÄÄVÄT SAAREEN" STR_ISLAND_TERROR: "MUUKALAISTEN HYÖKKÄYS SAAREEN" STR_ISLAND_TERROR_BRIEFING: "Muukalaiset ovat iskeneet maakohteeseen. Saari ja sen siviiliväestö ovat vaarassa. Ryhmäsi on eliminoitava kaikki muukalaiset ja suojeltava viattomia sivustakatsojia tältä muukalaisten hyökkäykseltä. Keskeyttääksesi tehtävän sijoita akvanautit lentosukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "MUUKALAISET ISKEVÄT{NEWLINE}MERIVÄYLÄÄN" STR_CARGO_SHIP_P1: "RAHTILAIVA OSA YKSI" STR_CARGO_SHIP_P2: "RAHTIALUS OSA KAKSI" STR_CRUISE_SHIP_P1: "RISTEILYALUS OSA YKSI" STR_CRUISE_SHIP_P2: "RISTEILYALUS OSA KAKSI" STR_SHIP_RESCUE_MISSION: "MERIPELASTUSTEHTÄVÄ" STR_SHIP_RESCUE_P1_BRIEFING: "Tämä tehtävä on tuholaistorjunta; eliminoi kaikki muukalaisyksiköt aluksessa ja suojele aluksessa olevia siviilihenkiä. Muukalaiset ovat levittäytyneet ylä- ja alakansille; varmista yläkannet ennen alakansiin siirtymistä. Keskeyttääksesi tehtävän sijoita akvanautit lentosukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_SHIP_RESCUE_P2_BRIEFING: "Nyt, kun olet selvittänyt yläkannen, etene alakansille. Tavarahissiä käyttäen laskeudut ruumaan. Ryhmäsi on eliminoitava kaikki muukalaiset tällä tasolla suorittaaksesi tehtävän. Keskeyttääksesi tehtävän sijoita kaikki akvanautit hissin aloituspisteeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_ALIEN_ACTIVITY_DETECTED: "MUUKALAISTOIMINTAA HAVAITTU" STR_ALIEN_CONTACT_SITE_MISSION: "MUUKALAISVIESTINTÄLAITOSTEHTÄVÄ" STR_ARTIFACT_SITE_P1: "MUUKALAISVIESTINTÄLAITOS OSA YKSI" STR_ARTIFACT_SITE_P1_BRIEFING: "Tehtävänä on hyökkäys vastikään aktivoidulle muukalaisten viestintälaitokselle. Kohde on kaksikerroksinen: merenpohja muukalaispyramideineen sekä salainen muukalaiskompleksi. Saata kaikki akvanautit kompleksin sisäänkäynnille ja napsauta \"Keskeytä tehtävä\"-kuvaketta jatkaaksesi. Keskeyttääksesi tehtävän sijoita akvanautit lentosukellusveneeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_ARTIFACT_SITE_P2: "MUUKALAISVIESTINTÄLAITOS OSA KAKSI" STR_ARTIFACT_SITE_P2_BRIEFING: "Nyt, kun muukalaisrakennusten läpi on päästy ja kompleksiin on murtauduttu, tehtävä on selvä: Tunkeudu muukalaislaitoksen sydämeen ja tuhoa molekulaarisen hallinnan Synomium-laite suorittaaksesi tehtävän loppuun. Keskeyttääksesi tehtävän sijoita kaikki akvanautit laitoshissin aloituspisteeseen ja napsauta \"Keskeytä tehtävä\"-kuvaketta." STR_SIGSBEE_DEEP_MISSION: "SIGSBEEN SYVÄNNE{NEWLINE}MUUKALAISTEN KAUPUNKI TASO YKSI" STR_TLETH_P1_BRIEFING: "Astumme tuntemattomaan; tästä eteenpäin mitä tahansa voi olla odottamassa meitä. Tiedämme, että muukalaiskaupungissa on kaksi kerrosta lisää, ja ryhmäsi on kiirehdittävä tämän kerroksen uloskäynnille siirtyäkseen seuraavaan. Sijoita kaikki akvanautit uloskäynnille ja napsauta \"Keskeytä tehtävä\"-kuvaketta edetäksesi. Tehtävän keskeyttäminen muualla lopettaa tehtävän." STR_TLETH_ATTACK_MISSION: "HYÖKKÄYS T'LETHIIN{NEWLINE}MUUKALAISTEN KAUPUNKI TASO KAKSI" STR_TLETH_P2_BRIEFING: "Syvemmälle tuntemattomaan; tästä eteenpäin mitä tahansa voi olla odottamassa meitä. Tiedämme, että muukalaiskaupungissa on vielä yksi lisäkerros, ja ryhmäsi on kiirehdittävä tämän kerroksen uloskäynnille siirtyäkseen seuraavaan. Sijoita kaikki akvanautit uloskäynnille ja napsauta \"Keskeytä tehtävä\"-kuvaketta edetäksesi. Tehtävän keskeyttäminen muualla lopettaa tehtävän." STR_FINAL_TLETH_MISSION: "VIIMEINEN TEHTÄVÄ{NEWLINE}MUUKALAISTEN KAUPUNKI TASO KOLME" STR_TLETH_P3_BRIEFING: "Loppu häämöttää; tästä eteenpäin etsimme Korkeimman Muukalaisen kryptaa. Tuhoa haudan kahdeksan voiman syöttölähdettä tehdäksesi lopun muukalaisuhasta. Älä luovuta nyt! Keskeyttäminen lopettaa tehtävän." STR_TLETH_P1: "MUUKALAISTEN KAUPUNKI TASO YKSI" STR_TLETH_P2: "MUUKALAISTEN KAUPUNKI TASO KAKSI" STR_TLETH_P3: "MUUKALAISTEN KAUPUNKI TASO KOLME" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "EI VAPAATA TELAKKAA RAKENNUSPROJEKTIA VARTEN!{SMALLLINE}Jokainen tukikohtaan sijoitettu, siirretty, hankittu tai rakennettu lentosukellusvene vie yhden telakan verran tilaa. Rakenna uusi telakka tai siirrä jokin toinen alus toiseen tukikohtaan." STR_NO_FREE_HANGARS_FOR_PURCHASE: "EI VAPAATA TELAKKAA TILAUSTA VARTEN!{SMALLLINE}Jokainen tukikohtaan sijoitettu, siirretty, hankittu tai rakennettu lentosukellusvene vie yhden telakan verran tilaa. Rakenna uusi telakka tai siirrä jokin toinen alus toiseen tukikohtaan." STR_NO_FREE_HANGARS_FOR_TRANSFER: "EI VAPAATA TELAKKAA SIIRTOA VARTEN!{SMALLLINE}Jokainen tukikohtaan sijoitettu, siirretty, hankittu tai rakennettu lentosukellusvene vie yhden telakan verran tilaa. Rakenna uusi telakka tai siirrä jokin toinen alus toiseen tukikohtaan." STR_CANNOT_BUILD_HERE: "TÄHÄN EI VOI RAKENTAA!{SMALLLINE}Sinun täytyy rakentaa jonkin toisen valmiin laitoksen viereen." STR_NO_FREE_ACCOMODATION: "EI RIITTÄVIÄ ASUINTILOJA!{SMALLLINE}Kohdetukikohdassa ei ole riittävästi asuintiloja." STR_NOT_ENOUGH_WORK_SPACE: "TYÖSKENTELYTILAA EI OLE TARPEEKSI!{SMALLLINE}Rakenna lisää työpajoja tai vähennä työskenteleviä insinöörejä muissa projekteissa." STR_NOT_ENOUGH_MONEY: "RAHAA EI OLE RIITTÄVÄSTI!" STR_NOT_ENOUGH_STORE_SPACE: "VARASTOTILA LOPPU!{SMALLLINE}Rakenna uusi varasto tai siirrä esineitä toisiin tukikohtiin." STR_NOT_ENOUGH_LIVING_SPACE: "ASUINTILOJA EI OLE RIITTÄVÄSTI!{SMALLLINE}Rakenna lisää asuintiloja tai siirrä henkilökuntaa toisiin tukikohtiin." STR_LAUNCH_INTERCEPTION: "LÄHETÄ ALUS" STR_CRAFT: "ALUS" STR_STATUS: "TILA" STR_BASE: "TUKIKOHTA" STR_READY: "VALMIS" STR_OUT: "ULKONA" STR_REPAIRS: "KORJATAAN" STR_REFUELLING: "TANKATAAN" STR_REARMING: "ASEISTETAAN" STR_TARGET: "KOHDE: {0}" STR_WAY_POINT: "VÄLIETAPPI" STR_ARE_YOU_SURE_CYDONIA: "Oletko varma, että haluat lähettää tämän aluksen tehtävälle T'lethiin?" STR_YES: "KYLLÄ" STR_NO: "EI" STR_SELECT_DESTINATION: "VALITSE MÄÄRÄNPÄÄ" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "VALITSE SIJAINTI UUDELLE TUKIKOHDALLE" STR_RETURN_TO_BASE: "PALAA TUKIKOHTAAN" STR_SELECT_NEW_TARGET: "VALITSE UUSI KOHDE" STR_PATROL: "PARTIO" STR_STATUS_: "TILA>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "VAURIOITUNUT - PALAA TUKIKOHTAAN" STR_LOW_FUEL_RETURNING_TO_BASE: "POLTTOAINE VÄHISSÄ - PALAA TUKIKOHTAAN" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "TEHTÄVÄ PÄÄTTYNYT - PALAA TUKIKOHTAAN" STR_PATROLLING: "PARTIOI" STR_TAILING_UFO: "SEURATAAN MUUKALAISALUSTA" STR_INTERCEPTING_UFO: "KOHTEENA MUUKALAISALUS-{0}" STR_RETURNING_TO_BASE: "PALAA TUKIKOHTAAN" STR_DESTINATION_UC_: "MÄÄRÄNPÄÄ: {0}" STR_BASE_UC: "TUKIKOHTA>{ALT}{0}" STR_SPEED_: "NOPEUS>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAKSIMINOPEUS>{ALT}{0}{ALT}" STR_ALTITUDE_: "SYVYYS>{ALT}{0}" STR_AIRBORNE: "ILMASSA" STR_VERY_LOW: "LÄHELLÄ PINTAA" STR_LOW_UC: "NORMAALI" STR_HIGH_UC: "SYVÄLLÄ" STR_VERY_HIGH: "ERITTÄIN SYVÄLLÄ" STR_FUEL: "POLTTOAINE>{ALT}{0}" STR_WEAPON_ONE: "ASE 1>{ALT}{0}" STR_NONE_UC: "EI MITÄÄN" STR_ROUNDS_: "AMMUKSIA>{ALT}{0}" STR_WEAPON_TWO: "ASE 2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "LENTOSUKELLUSVENE" STR_BASE_: "Tukikohta>{0}" STR_NAME_UC: "NIMI" STR_AMMO_: "AMMUKSET>{ALT}{0}" STR_CREW: "MIEHISTÖ" STR_EQUIPMENT_UC: "VARUSTEET" STR_ARMOR: "PANSSARIT" STR_MAX: "MAKSIMI>{ALT}{0}" STR_ROOKIE: "Matruusi" STR_SQUADDIE: "Ylimatruusi" STR_SERGEANT: "Aliluutnantti" STR_CAPTAIN: "Luutnantti" STR_COLONEL: "Komentajakapteeni" STR_COMMANDER: "Komentaja" STR_SELECT_SQUAD_FOR_CRAFT: "Sotilaat aluksessa {0}" STR_SORT_BY: "LAJITTELUPERUSTE..." STR_ORIGINAL_ORDER: "ALKUPERÄISJÄRJESTYS" STR_MISSIONS2: "TEHTÄVÄT" STR_KILLS2: "TAPOT" STR_WOUND_RECOVERY2: "TOIPILASAIKA" STR_SPACE_AVAILABLE: "TILAA VAPAANA>{ALT}{0}" STR_SPACE_USED: "TILANKÄYTTÖ>{ALT}{0}" STR_SPACE_USED_UC: "KÄYTETTY TILA" STR_RANK: "SOTILASARVO" STR_WOUNDED: "HAAVOITTUNUT" STR_EQUIPMENT_FOR_CRAFT: "Varusteet aluksessa {0}" STR_DEFENSE_VALUE: "Puolustusarvo" STR_HIT_RATIO: "Osumatarkkuus" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}on valmis laskeutumaan:{NEWLINE}{ALT}{1}{NEWLINE}" STR_BEGIN_MISSION: "Aloitetaanko tehtävä?" STR_SELECT_ARMAMENT: "Valitse aseistus" STR_AMMUNITION_AVAILABLE: "AMMUKSIA SAATAVANA" STR_ARMAMENT: "ASEISTUS" STR_NOT_AVAILABLE: "EI TARV" STR_SELECT_ARMOR_FOR_SOLDIER: "VALITSE PANSSARI SOTILAALLE{NEWLINE}{ALT}{0}" STR_TYPE: "TYYPPI" STR_PLASTIC_AQUA_ARMOR_UC: "AKVAMUOVIPANSSARI" STR_ION_ARMOR_UC: "IONIPANSSARI" STR_MAGNETIC_ION_ARMOR_UC: "MAGNEETTINEN IONIPANSSARI" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Tämä panssari hyödyntää hiljan löydettyä muukalaisainetta, akvaplastiikkaa, ja antaa akvanauteillemme pienen mahdollisuuden taistella muukalaisten hyökkäystä vastaan." STR_ION_ARMOR_UFOPEDIA: "Uusi voimakas suojus akvanauteille; tämä panssari käyttää ionivoimanlähdettä ja vahvistaa suuresti pukijan nopeutta ja voimaa tarjoten tähän mennessä parhaan suojauksen taistelujoukoille." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Parannus, joka sisällyttää magneettikenttäteknologian ionipanssariin mahdollistaen täyden liikkumavapauden vedenalaisessa ympäristössä." STR_SELECT_ARMOR: "Valitse panssari" STR_NORTH: "POHJOINEN" STR_NORTH_EAST: "KOILLINEN" STR_EAST: "ITÄ" STR_SOUTH_EAST: "KAAKKO" STR_SOUTH: "ETELÄ" STR_SOUTH_WEST: "LOUNAS" STR_WEST: "LÄNSI" STR_NORTH_WEST: "LUODE" STR_SELECT_ACTION: "VALITSE TOIMINTO" STR_CONTINUE_INTERCEPTION_PURSUIT: "JATKA TORJUNTATEHTÄVÄÄ" STR_PURSUE_WITHOUT_INTERCEPTION: "JATKA ILMAN HYÖKKÄYSTÄ" STR_VERY_LARGE: "ERITTÄIN SUURI" STR_LARGE: "SUURI" STR_MEDIUM_UC: "KESKIKOKOINEN" STR_SMALL: "PIENI" STR_VERY_SMALL: "HYVIN PIENI" STR_GROUNDED: "LASKEUTUNUT" STR_DETECTED: "Havaittu" STR_SIZE_UC: "KÄYTÖSSÄ" STR_ALTITUDE: "SYVYYS" STR_HEADING: "SUUNTA" STR_SPEED: "NOPEUS" STR_CENTER_ON_UFO_TIME_5_SECONDS: "KOHDISTA MUUKALAISALUKSEEN - AIKA=5 s" STR_TRACKING_LOST: "SEURANTAJÄLKI KATOSI" STR_REDIRECT_CRAFT: "UUDELLEENOHJAA ALUS" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "MENE VIIMEISEEN TUNNETTUUN SIJAINTIIN" STR_UFO_: "MUUKALAISALUS-{0}" STR_ALIEN_BASE_: "MUUKALAISYHDYSKUNTA-{0}" STR_CRASH_SITE_: "PAKKOLASKUKOHDE-{0}" STR_LANDING_SITE_: "LASKEUTUNUT MUUKALAISALUS-{0}" STR_WAY_POINT_: "VÄLIETAPPI {0}" STR_TERROR_SITE: "TERRORIKOHDE-{0}" STR_ARTIFACT_SITE: "ARTEFAKTIKOHDE {0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}on saapunut{NEWLINE}{1}:een" STR_NOW_PATROLLING: "Partiointi aloitettu" STR_ALIEN_ORIGINS: "Muukalaisten alkuperä" STR_THE_ULTIMATE_THREAT: "Suurin uhka" STR_TLETH_ALIEN_CITY: "T'leth, muukalaisten kaupunki" STR_UFOPAEDIA: "Ufopedia" STR_XCOM_CRAFT_ARMAMENT: "X-COMIN ALUKSET JA ASEISTUS" STR_HEAVY_WEAPONS_PLATFORMS: "MIEHITTÄMÄTTÖMÄT TAISTELUKONEET" STR_WEAPONS_AND_EQUIPMENT: "YLEISVARUSTEET" STR_ALIEN_ARTIFACTS: "AKVAATTISET VARUSTEET" STR_BASE_FACILITIES: "X-COMIN LAITOKSET" STR_ALIEN_LIFE_FORMS: "MUUKALAISOLENNOT" STR_ALIEN_RESEARCH_UC: "MUUKALAISTEKNOLOGIA" STR_UFO_COMPONENTS: "UUDET VEDENALAISET TEKNOLOGIAT" STR_UFOS: "MUUKALAISSUKELLUSVENEET" STR_SELECT_ITEM: "VALITSE AIHE" STR_ACCELERATION: "KIIHTYVYYS>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "POLTTOAINETANKKI>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ASEPAIKAT>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "KESTÄVYYS>{ALT}{0}{ALT}" STR_CARGO_SPACE: "RAHTITILA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "MTK-TILA>{ALT}{0}{ALT}" STR_DAMAGE: "Tuhovoima" STR_RANGE: "Kantama" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Tarkkuus" STR_RE_LOAD_TIME: "Uudelleenlatausaika" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "TAVALLINEN(AP)" STR_DAMAGE_INCENDIARY: "FOSFORI" STR_DAMAGE_HIGH_EXPLOSIVE: "RÄJÄHDE" STR_DAMAGE_LASER_BEAM: "GAUSS" STR_DAMAGE_PLASMA_BEAM: "ÄÄNIAALTO" STR_DAMAGE_STUN: "JÄÄDYTYS" STR_DAMAGE_MELEE: "LÄHITAISTELU" STR_DAMAGE_ACID: "HAPPO" STR_DAMAGE_SMOKE: "SAVU" STR_SHOT_TYPE: "TYYPPI" STR_ACCURACY_UC: "TARKKUUS" STR_TIME_UNIT_COST: "AY HINTA" STR_DAMAGE_UC: "TYYPPI" STR_AMMO: "AMMUS" STR_SHOT_TYPE_AUTO: "Sarjatuli" STR_SHOT_TYPE_SNAP: "Kertatuli" STR_SHOT_TYPE_AIMED: "Tähdätty" STR_CONSTRUCTION_TIME: "Rakennusaika" STR_CONSTRUCTION_COST: "Rakennuskustannukset" STR_MAINTENANCE_COST: "Ylläpitokustannukset" STR_LOW: "Matala" STR_MEDIUM: "Keskikokoinen" STR_HIGH: "Korkea" STR_CRAFT_WEAPON: "Aluksen ase" STR_CRAFT_AMMUNITION: "Aluksen ammukset" STR_HEAVY_WEAPONS_PLATFORM: "Miehittämätön taistelukone" STR_WEAPON: "Ase" STR_AMMUNITION: "Ammukset" STR_EQUIPMENT: "Varusteet" STR_ALIEN_CORPSE: "Muukalaisen ruumis" STR_UFO_COMPONENT: "MUUKALAISALUKSEN osa" STR_PERSONAL_ARMOR: "Henkilöpanssari" STR_RAW_MATERIALS: "Raaka-aineet" STR_HWP_SOLID_HARPOON_BOLTS: "Kokovaippaharppuunat" STR_ALIEN: "Muukalainen" STR_AQUATOID: "Akvatoidi" STR_GILLMAN: "Kidusihminen" STR_LOBSTERMAN: "Hummerimies" STR_TASOTH: "Tasootti" STR_CALCINITE: "Kalsiniitti" STR_DEEP_ONE: "Syväläinen" STR_BIODRONE: "Biodroidi" STR_TENTACULAT: "Lonkeromanaaja" STR_TRISCENE: "Triaslisko" STR_HALLUCINOID: "Hallusinoidi" STR_XARQUID: "Kalmanhelmi" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Komentaja" STR_LIVE_NAVIGATOR: "Navigoija" STR_LIVE_MEDIC: "Lääkintämies" STR_LIVE_TECHNICIAN: "Teknikko" STR_LIVE_SQUAD_LEADER: "Ryhmänjohtaja" STR_LIVE_SOLDIER: "Sotilas" STR_LIVE_TERRORIST: "Terroristi" STR_AQUATOID_COMMANDER: "Akvatoidikomentaja" STR_AQUATOID_NAVIGATOR: "Akvatoidinavigoija" STR_AQUATOID_MEDIC: "Akvatoidilääkintämies" STR_AQUATOID_TECHNICIAN: "Akvatoiditeknikko" STR_AQUATOID_SQUAD_LEADER: "Akvatoidiryhmänjohtaja" STR_AQUATOID_SOLDIER: "Akvatoidisotilas" STR_GILLMAN_COMMANDER: "Kidusihmiskomentaja" STR_GILLMAN_TECHNICIAN: "Kidusihmisteknikko" STR_GILLMAN_SQUAD_LEADER: "Kidusihmisryhmänjohtaja" STR_GILLMAN_SOLDIER: "Kidusihmissotilas" STR_LOBSTERMAN_COMMANDER: "Hummerimieskomentaja" STR_LOBSTERMAN_NAVIGATOR: "Hummerimiesnavigoija" STR_LOBSTERMAN_TECHNICIAN: "Hummerimiesteknikko" STR_LOBSTERMAN_SQUAD_LEADER: "Hummerimiesryhmänjohtaja" STR_LOBSTERMAN_SOLDIER: "Hummerimiessotilas" STR_TASOTH_SQUAD_LEADER: "Tasoottiryhmänjohtaja" STR_TASOTH_SOLDIER: "Tasoottisotilas" STR_CALCINITE_TERRORIST: "Kalsiniittiterroristi" STR_DEEP_ONE_TERRORIST: "Syväläisterroristi" STR_BIODRONE_TERRORIST: "Biodroiditerroristi" STR_TENTACULAT_TERRORIST: "Lonkeromanaajaterroristi" STR_TRISCENE_TERRORIST: "Triasliskoterroristi" STR_HALLUCINOID_TERRORIST: "Hallusinoiditerroristi" STR_XARQUID_TERRORIST: "Kalmanhelmiterroristi" STR_ION_BEAM_ACCELERATORS: "Ionisädekiihdyttimet" STR_MAGNETIC_NAVIGATION: "Magneettinen navigointilaite" STR_ALIEN_SUB_CONSTRUCTION: "Muukalaissukellusveneen rakennus" STR_ALIEN_CRYOGENICS: "Muukalaiskryogeniikka" STR_ALIEN_CLONING: "Muukalaiskloonaus" STR_ALIEN_LEARNING_ARRAYS: "Muukalaisten oppimislähetin" STR_ALIEN_IMPLANTER: "Muukalaisten istuttaja" STR_EXAMINATION_ROOM: "Tutkimushuone" STR_AQUA_PLASTICS: "Akvaplastiikka" STR_ALIEN_REANIMATION_ZONE: "Muukalaisten henkiinherättäjä" STR_PLASTIC_AQUA_ARMOR: "Akvamuovipanssari" STR_ION_ARMOR: "Ionipanssari" STR_MAGNETIC_ION_ARMOR: "Magn. ionipanssari" STR_HWP_AQUA_JET_MISSILES: "Akvasuihkutorpedot" STR_HWP_DISPLACER_PWT: "KA-torpedo" STR_GAUSS_TECH: "Gauss-teknologia" STR_NEW_FIGHTER_FLYING_SUB: "Uusi hävittäjälentosukellusvene" STR_NEW_FIGHTER_TRANSPORTER: "Uusi hävittäjä-kuljetusalus" STR_THE_LATEST_FLYING_SUB: "Huippulentosukellusvene" STR_ARMOR_PIERCING: "TAVALLINEN(AP)" STR_COELACANTH_GAS_CANNON: "Varsieväkala/kaasutykki" STR_COELACANTH_AQUA_JET: "Varsieväkala/akvasuihku" STR_COELACANTH_GAUSS: "Varsieväkala/Gauss" STR_DISPLACER_SONIC: "Syrjäytin/ääni" STR_DISPLACER_PWT: "Syrjäytin/KAT" STR_AJAX_LAUNCHER: "Ajax-torpedolaukaisin" STR_DUP_HEAD_LAUNCHER: "KUP-kärkitorpedolaukaisin" STR_CRAFT_GAS_CANNON: "Aluksen kaasutykki" STR_PWT_CANNON: "KAT-tykki" STR_GAUSS_CANNON: "Gauss-tykki" STR_GAUSS_CANNON_AMMO: "Gauss-tykin ammukset" STR_SONIC_OSCILLATOR: "Äänivärähtelijä" STR_AJAX_TORPEDOES: "Ajax-torpedot" STR_DUP_HEAD_TORPEDOES: "KUP-kärkitorpedot" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Kaasuammus(x50)" STR_SONIC_WAVE: "Ääniaalto" STR_PULSE_WAVE_TORPEDOES: "KAT-ammukset" STR_SOLDIER: "Akvanautti" STR_SCIENTIST: "Tiedemies" STR_ENGINEER: "Teknikko" STR_NORTH_ATLANTIC: "Pohjois-Atlantti" STR_SOUTH_ATLANTIC: "Etelä-Atlantti" STR_NORTH_PACIFIC: "Pohjois-Tyynimeri" STR_SOUTH_PACIFIC: "Etelä-Tyynimeri" STR_MEDITERRANEAN: "Välimeri" STR_SOUTH_CHINA_SEA: "Etelä-Kiinanmeri" STR_INDIAN_OCEAN: "Intian valtameri" STR_THE_EAST_SEA: "Japaninmeri" STR_NORTH_SEA: "Pohjanmeri" STR_CARRIBEAN: "Karibia" STR_ANTARCTIC: "Eteläinen jäämeri" STR_ARCTIC: "Pohjoinen jäämeri" STR_EURASIA: "Euraasia" STR_NORTH_AMERICA: "Pohjois-Amerikka" STR_AFRICA: "Afrikka" STR_MAXIMUM_SPEED: "Maksiminopeus" STR_TRANSMISSION_RESOLVER_UC: "Viestiselvitin" STR_TRITON: "TRITON" STR_HAMMERHEAD: "VASARAHAI" STR_LEVIATHAN: "LEVIATAN" STR_BARRACUDA: "BARRAKUDA" STR_MANTA: "RAUSKU" STR_UFO: "MUUKALAISSUKELLUSVENE" STR_AJAX: "AJAX" STR_DUP_HEAD: "KUP-KÄRKI" STR_CRAFT_GAS_CANNON_UC: "ALUKSEN KAASUTYKKI" STR_PWT_CANNON_UC: "KAT-TYKKI" STR_GAUSS_CANNON_UC: "GAUSS-TYKKI" STR_SONIC_OSCILLATOR_UC: "ÄÄNIVÄRÄHTELIJÄ" STR_DAMAGE_CAPACITY: "Kestävyys" STR_WEAPON_POWER: "Tulivoima" STR_WEAPON_RANGE: "Aseen kantama" STR_AIR_LOCK: "Ilmalukko" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Työpaja" STR_STANDARD_SONAR: "Peruskaikuluotain" STR_WIDE_ARRAY_SONAR: "Laajakaistaluotain" STR_TORPEDO_DEFENSES: "Torpedopuolustus" STR_GENERAL_STORES: "Varasto" STR_ALIEN_CONTAINMENT: "Muukalaisten vankilaitos" STR_GAUSS_DEFENSES: "Gauss-puolustus" STR_SONIC_DEFENSES: "Äänipuolustus" STR_PWT_DEFENSES: "KAT-puolustus" STR_BOMBARDMENT_SHIELD: "Pommitussuoja" STR_MC_GENERATOR: "MH-generaattori" STR_MC_LAB: "MH-laboratorio" STR_TRANSMISSION_RESOLVER: "Viestinselvitin" STR_SUB_PEN: "Telakka" STR_USA: "YHDYSVALLAT" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EUROSYNDIKAATTI" STR_ARABIAN_BLOC: "ARABIBLOKKI" STR_EGYPTIAN_CARTEL: "EGYPTIN KARTELLI" STR_AFRICA_CORP: "AFRIKAN YHTEISÖ" STR_BRAZILIAN_UNION: "BRASILIAN UNIONI" STR_NEW_MEXICO: "UUSI-MEKSIKO" STR_ASIAN_COALITION: "AASIAN KOALITIO" STR_SCANDINAVIA: "SKANDINAVIA" STR_NEO_JAPAN: "UUSI-JAPANI" STR_FREE_CHINA: "VAPAA KIINA" STR_AUSTRALASIA: "AUSTRALAASIA" STR_FED_KOREA: "KOREAN LIITTO" STR_EURASIA_UC: "EURAASIA" STR_ICELANDIC_UNION: "ISLANNIN UNIONI" STR_TANK: "Miehittämätön taistelukone" STR_CIVILIAN: "Siviili" STR_JAN: "1." STR_FEB: "2." STR_MAR: "3." STR_APR: "4." STR_MAY: "5." STR_JUN: "6." STR_JUL: "7." STR_AUG: "8." STR_SEP: "9." STR_OCT: "10." STR_NOV: "11." STR_DEC: "12." STR_INTERNATIONAL_RELATIONS: "Kansainväliset suhteet" STR_COUNTRY: "Maa" STR_FUNDING: "Rahoitus" STR_CHANGE: "Muutos" STR_WEAPON_SYSTEMS: "ASE-{NEWLINE}PAIKAT" STR_HWPS: "MTKt" STR_DAMAGE_UC_: "VAURIOASTE>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Ilmalukko on ainoa reitti, jota kautta henkilökuntaa ja tarvikkeita voidaan siirtää vedenalaiseen tukikohtaan ja sieltä pois. Se on aina ensimmäinen osa tukikohtaa, joka rakennetaan. Ilmalukko ja sen ympäristö on haavoittuvainen mahdollisen ulkopuolisen hyökkäyksen tapauksessa." STR_LIVING_QUARTERS_UFOPEDIA: "Jokainen asuintilakompleksi sisältää riittävästi asuintilaa 50:lle henkilölle. Tilat ovat jokseenkin peruslaatuiset ja toimivat." STR_LABORATORY_UFOPEDIA: "50 tiedemiestä pystyy työskentelemään yksittäisessä laboratoriolohkossa. Laboratorioissa on viimeisin teknologia materiaalien, biokemian ja aseiden tutkimukseen. X-Comilla on etuoikeutettu etäyhteys maailman johtaviin niin siviili- kuin sotilaallisiin laboratorioihin." STR_WORKSHOP_UFOPEDIA: "Työpaja sisältää kaiken tarvittavan laitteiston erilaisten tarvikkeiden ja osien tuottamiseen tiedemiesten viimeisimpien suunnitelmien pohjalta. 50 teknikkoa voi työskennellä yhdessä työpajassa, joskin itse osien tuottaminen vie jonkin verran myös tästä tilasta." STR_STANDARD_SONAR_UFOPEDIA: "Peruskaikuluotaimella on yli 450 kilometrin toimintasäde useimmilla syvyyksillä, ja se on linkitetty geostationaarisiin satelliittiverkkoihin pintakohteiden analysointia varten. Kullakin luotaimella on 10 % todennäköisyys havaita sukellusvene tai lentokone kutakin 30 minuutin kuvausjaksoa kohden." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Laajakaistakaikuluotaimella on yli 700 kilometrin toimintasäde kaikilla syvyyksillä, ja se on linkitetty geostationaarisiin satelliittiverkkoihin pintakohteiden analysointia varten. Kullakin luotaimella on 20 % todennäköisyys havaita sukellusvene tai lentokone kutakin 30 minuutin kuvausjaksoa kohden." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedopuolustusjärjestelmä tarjoaa suojaa vihamielisten sukellusveneiden yrittäessä telakoitua tukikohtaan." STR_GENERAL_STORES_UFOPEDIA: "Kaikki varusteet, asejärjestelmät, ammukset, saaliiksi saadut materiaalit ja miehittämättömät taistelukoneet (MTK:t) varastoidaan, myös silloin, kun ne on määrätty johonkin sukellusveneeseen telakassa." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Elävät muukalaiset tarvitsevat erityisen eristyslaitoksen niiden pitämiseksi. Nämä yksiköt pitävät yllä niiden elintoimintoja ja nollaavat niiden taistelupotentiaalin. Tällaiseen vankilaitokseen mahtuu 10 muukalaista vankiyksiköihin." STR_GAUSS_DEFENSES_UFOPEDIA: "Gauss-puolustusjärjestelmä tarjoaa viimeisintä ja tehokkainta suojaa vihamielisten sukellusveneiden lähestyessä tukikohtaa." STR_SONIC_DEFENSES_UFOPEDIA: "Äänivärähtelijäpuolustusjärjestelmä tarjoaa voimakasta ja tehokasta suojaa hyökkääjiä vastaan." STR_PWT_DEFENSES_UFOPEDIA: "Kanttiaaltotorpedojen avulla on mahdollista toteuttaa tehokkain tunnettu puolustus muukalaisten hyökkäystä vastaan. Näillä ohjuksilla on erittäin tiheä taistelukärki, joka pystyy läpäisemään kaiken tunnetun panssarin. Niiden tuottamat magneettiset aallot lamaannuttavat elektroniset puolustusjärjestelmät." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Painepommitussuoja suojaa tukikohtaa telakoituvilta muukalaissukellusveneiltä pystyttämällä resonoivan kentän, joka hylkii hyökkääviä sukellusveneitä tarpeeksi pitkään, jotta puolustusjärjestelmät ehtivät ampua toistuvasti. Käytännössä tämä tarkoittaa, että jo valjastettujen puolustusjärjestelmien tehokkuus kaksinkertaistuu." STR_MC_GENERATOR_UFOPEDIA: "Koska muukalaissukellusveneet käyttävät molekulaarista hallintateknologiaa havaitsemaan elävien olentojen läsnäoloa, negatiivisen MH-lähettimen käyttäminen verhoaa tukikohdan läpitunkemattomalla kilvellä muukalaisten hämäämiseksi ja läsnäolomme naamioimiseksi." STR_MC_LAB_UFOPEDIA: "Molekulaarisen hallinnan laboratorio voi istuttaa ja kouluttaa enimmillään kymmentä akvanauttia kerrallaan. Implantit asennetaan kirurgisesti akvanauttien pääkalloihin. Kattava koulutus antaa heille kyvyn hyödyntää implanttejaan. Implanttitaitoja käytetään yhdessä molekulaarisen häirintälaitteen kanssa, ja niitä voi käyttää hyökkäyksiin taistelun aikana." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Muukalaisten viestintä hyödyntää heidän rakentamaansa molekulaarisen hallinnan implanttiverkkoaan. Viestinselvitinlaitos kaappaa muukalaissukellusveneiden viestit sekä tulkitsee niiden sisältämän tiedon. Näin saamme tietoomme sukelusveneen tyypin, kyseessä olevan muukalaislajin sekä minkälaisella tehtävällä alus on." STR_SUB_PEN_UFOPEDIA: "Jokaiseen sukellusvenetelakkaan mahtuu yksi lentosukellusvene. Näissä halleissa on kaikki tarvittava X-Com-laivueen huoltoa, tankkausta ja korjausta varten. Jokainen alus, joka on määrätty tukikohtaan, vaatii oman telakkansa, eikä sitä voi käyttää samanaikaisesti mikään muu alus, ei vaikka laitokseen määrätty sukellusvene olisi suorittamassa tehtävää." STR_DART_PISTOL_UFOPEDIA: "X-Com-nuolipyssy on pieni, tarkka ja suuritehoinen laite, jonka lippaaseen mahtuu 12 onttoa nuoliammusta. Nuolet laukaistaan ammuskotelon kaasupatruunan avulla." STR_JET_HARPOON_UFOPEDIA: "Tämä tarkka ja tehokas akvakivääri ampuu onttoja teräsharppuunoita tiivistetyistä 10 kappaleen koteloista. Kullakin harppuunalla on oma kaasulähteensä." STR_GAS_CANNON_UFOPEDIA: "Tämä kaasuteknologiaperheen raskassarjalainen ampuu umpinaisia nuolia, jotka voidaan varustaa räjähtävillä tai fosforikärjillä. Suosikkiase kokeneiden akvanauttien keskuudessa." STR_HYDRO_JET_CANNON_UFOPEDIA: "Hydrosuihkukanuuna on raskaan jalkaväen asejärjestelmä. Se ampuu magnesiumkäyttöisiä minitorpedoja. Vaikkakin tehokas, hydrosuihkukanuuna on kömpelö ja painava laite, joka soveltuu ainoastaan vedenalaiseen käyttöön." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Todellisena raskassarjalaisena tämä suuri laukaisin ampuu kolmea eri tyyppistä torpedoa, joista kullakin on oma työntövoimayksikkönsä. Tuhoisa ase, jonka heikkoutena on, että se on mahdollista ladata ainoastaan käsin. Saatavilla olevat ammustyypit ovat pien- ja suurräjähde- sekä fosforikärkiset torpedot, joista kaikki soveltuvat ainoastaan vedenalaiseen käyttöön." STR_GAUSS_PISTOL_UFOPEDIA: "Gauss-pistooli käyttää hiukkaskiihdytinteknologiaa, joka on uusi kehitysaskel nykyaikaisessa asetekniikassa. Se on nopea, tarkka ja toimii sekä veden yllä että alla. Gauss-teknologia on kehitetty viime sodasta opitun plasmateknologian pohjalta." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Gauss-pistooli käyttää hiukkaskiihdytinteknologiaa, joka on uusi kehitysaskel nykyaikaisessa asetekniikassa. Se on nopea, tarkka ja toimii sekä veden yllä että alla. Gauss-teknologia on kehitetty viime sodasta opitun plasmateknologian pohjalta." STR_GAUSS_RIFLE_UFOPEDIA: "Seuraavana askeleena gauss-pistoolista on tulivoimainen kivääri kaksoishiukkaskiihdyttimineen. Olemme korvanneet eleriumpohjaisen plasmajärjestelmän mikrohiukkaskiihdyttimellä, joka synnyttää antiprotonisuihkun." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Seuraavana askeleena gauss-pistoolista on tulivoimainen kivääri kaksoishiukkaskiihdyttimineen. Olemme korvanneet eleriumpohjaisen plasmajärjestelmän mikrohiukkaskiihdyttimellä, joka synnyttää antiprotonisuihkun." STR_HEAVY_GAUSS_UFOPEDIA: "Gauss-käsitykki on kömpelö käsiase, joskin erittäin tehokas. Se käyttää kolmea hiukkaskiihdytintä ja on lähes pysäyttämätön. Antiprotonisuihku on vangittu galliumarsenidikuoreen, joka törmätessään kohteeseensa luhistuu vapauttaen antimaterian." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Gauss-käsitykki on kömpelö käsiase, joskin erittäin tehokas. Se käyttää kolmea hiukkaskiihdytintä ja on lähes pysäyttämätön. Antiprotonisuihku on vangittu galliumarsenidikuoreen, joka törmätessään kohteeseensa luhistuu vapauttaen antimaterian." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Tämä käsikranaatti on varustettu hienostuneella ajastinmekanismilla, joka mahdollistaa räjähtämisajan tarkan kontrolloinnin." STR_DYE_GRENADE_UFOPEDIA: "Kahta roolia täyttävät väriainekranaatit ovat hyödyllisiä vähentämään näkyvyyttä avonaisilla alueilla. Toimien sekä vesi- että maaolosuhteissa väriaine poistuu pisarapilvenä tuottaen mustekalamaisen mustesuihkun vedessä tai tiiviin ilmassa leijuvan pilven maalla." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Sensorikranaattia voidaan käyttää kuten tavallista kranaattia, mutta se räjähtää vasta, kun sen liiketunnistin havaitsee liikettä riittävän lähellä asetetun aktivoitumisajan jälkeen. Sen tehokas käyttö taistelutilanteessa vaatii paljon taitoa sekä koulutusta." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Tätä räjähdettä tulisi käyttää vain purkutöihin. Aiempi kokemus on kuitenkin osoittanut, että nämä voimakkaat räjäytepanokset ovat ihanteellisia aseita muukalaisten esiin kaivamiseen. Räjähdyksen vaikutusalue on laaja, joten varmista, että akvanautit ovat vähimmäisturvavälimatkan päässä." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Tämä uusi laite käyttää useita erilaisia ilmaisimia ja kehittyneitä tietokonealgoritmeja tunnistaakseen liikkuvia kohteita. Napsauta häiriöilmaisinkuvaketta taktisessa taistelunäkymässä. Valitse \"Käytä ilmaisinta\" valikosta. Ilmaisimen näytössä näkyy nuoli, joka kuvaa käyttäjän katselusuuntaa (pohjoinen on aina ylhäällä). Näytöllä vilkkuvat täplät ilmaisevat kohteet, jotka ovat hiljattain liikkuneet. Suuret ja/tai nopeasti liikkuvat kohteet synnyttävät suurempia täpliä. Liikkumattomat kohteet eivät näy." STR_MEDI_KIT_UFOPEDIA: "Käytä seisomalla vastatusten haavoittuneen X-Com-agentin kanssa tai suoraan tajuttoman akvanautin yllä.{NEWLINE}PARANNA> Punainen ilmaisee haavo-ja. Valitse ruumiinosa ja napsauta \"Paranna\"-nappia. Yksi vakava haava parannetaan ja osa terveydestä palautuu.{NEWLINE}PIRISTE> Palauttaa osan potilaan energiasta sekä herättää tajut-toman akvanautin. Herättääksesi tajuttoman akvanautin sinun tulee seistä aivan sotilaan yläpuolella. {NEWLINE}KIPULÄÄKE> Kipulääkkeen antaminen palauttaa haavoittuneen sotilaan taistelutahtoa." STR_MC_DISRUPTOR_UFOPEDIA: "MH-teknologian huipentuma, jota voivat käyttää ainoastaan akvanautit, joilla on MH-kykyjä. Napsauta häirintälaitetta valitaksesi hyökkäyksen tyypin ja sen jälkeen hyökkäyksen kohteen. Hyökkäyksiä on kahta eri tyyppiä:{NEWLINE}HÄIRITSE IMPLANTTIA>Jos hyökkäys onnistuu, se hämmentää kohdetta, mikä saattaa johtaa kohteen panikointiin.{NEWLINE}KAAPPAA IMPLANTTI>Jos hyökkäys onnistuu, saat vihollisyksikön hallintaasi." STR_THERMAL_TAZER_UFOPEDIA: "Tätä laitetta voidaan käyttää vain lähietäisyydeltä. Se tainnuttaa kohteen tappamatta sitä jäädyttämällä kohteen." STR_VIBRO_BLADE_UFOPEDIA: "Titaaninen veitsenterävä pitkä vibroterä, jonka kierrosluku on yli 6000 rpm, kykenee tunkeutumaan vahvimmankin sukelluspanssarin läpi. Voimanlähde on muukalaiskeksintö. Aiemmat yrityksemme rakentaa näitä esineitä epäonnistuivat surkeasti terien pyöriessä liian hitaasti tai räjähtäessä paineen vaikutuksesta." STR_THERMIC_LANCE_UFOPEDIA: "Terminen peitsi on looginen vibroteräteknologian jatkumo. Terä pyörii suurella nopeudella, ja zrbiittivoimanlähde ylikuumentaa terän leikkaamaan panssaria, kuin lämmin veitsi leikkaa voita." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Raskas terminen peitsi on TP:n tehokkaampi versio. Kaksoislämmönlähteet sekä äärimmäisen korkea kierrosluku tekevät raskaasta termisestä peitsestä käytännössä pysäyttämättömän kaikkia materiaaleja vastaan." STR_SONIC_CANNON_UFOPEDIA: "Äänikanuuna on ääniaseperheen voimakkain. Siinä on korkeamman äänialan värähtelijä ja suurempi kaikukammio kuin Blastassa. Kanuunassa on myös pulssiräjäytysjärjestelmä, joka muuntaa ultraääniaallon modulaatiolla, joka tuottaa tehokkaamman äänenpaineaallon." STR_CANNON_POWER_CLIP_UFOPEDIA: "Tämä kompakti laite toimii äänikanuunan ammuslippaana. Se sisältää pienen määrän zrbiittiä." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Voimakkaampi ääniase. Edes runsashiiliteräs ei ole immuuni tälle aseelle. Erittäin kompaktia aaltolähdettä tehostaa suprajohdevahvistin, joka lisää aseen tehoa." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Tämä pieni esine toimii voimanlähteenä äänikiväärille, voimakkaalle muukalaisaseelle, ja sisältää pienen määrän zrbiittiä." STR_SONIC_PISTOL_UFOPEDIA: "Äänipistoolit ovat muukalaisaseita, jotka perustuvat ultraääniaaltoihin, jotka voivat hyytelöidä luun sekunneissa. Ultraääniaallot ovat ihmiskuuloaistin ulkopuolella." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Kompaktin muukalaisäänipistoolin voimanlähde sisältää zrbiittiä, joka on kaiken muukalaisten käyttövoiman lähde." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Tämä on muukalaisten vain veden alla toimiva älykäs ase, joka laukaisee \"hajotusammuksia\". Kun napsautat laukaisutoimintoa, voit kohdistaa etappipisteitä, joiden kautta ohjus kulkee viimeiseen ohjelmoituun etappipisteeseen asti. Kun olet ohjelmoinut riittävästi etappipisteitä, napsauta laukaisukuvaketta." STR_DISRUPTOR_AMMO_UFOPEDIA: "Tämä laite on hajotuspulssiammus, jossa on tietokoneohjausjärjestelmä. Se laukaistaan hajotuspulssilaukaisimen avulla." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Ase, jolla voi laukaista kemiallisia jäädytyspommeja. Se on erittäin käyttökelpoinen elävien muukalaisten kaappaamisessa." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Lämpösokkipommia käytetään elävien ihmisten kaappaamiseen, mutta se on käyttökelpoinen myös useimpien muukalaisten tainnuttamisessa. Sen ampumiseen käytetään lämpösokkilaukaisinta." STR_SONIC_PULSER_UFOPEDIA: "Tämä laite toimii samalla tavalla kuin vakiokranaatti, paitsi että se on monta kertaa tehokkaampi. Kranaatti lähettää samanaikaisesti kaikkiin suuntiin yksittäisen äänenpaineaaltopulssin." STR_MC_READER_UFOPEDIA: "Olemme löytäneet muukalaisruumiista pieniä kirugisesti istutettuja laitteita. Nämä ovat akvatoidien kehittämiä hallintaimplantteja, jotka mahdollistavat jatkuvan tiedonsyötön taistelukentältä suurtenkin etäisyyksien päästä. Molekulaarisen hallinan lukijalaite on muukalaisten viestintälaite, jolla voi lukea tietoa suoraan MH-implanteista. X-Com-sotilaat pystyvät käyttämään tätä laitetta taistelussa saadakseen tietoa muukalaisen ominaisuuksista. Valitse \"Käytä lukijaa\"-vaihtoehto, ja sen jälkeen valitse muukalainen osoittimella." STR_SURVEY_SHIP: "Kartoitusalus" STR_ESCORT: "Saattuealus" STR_CRUISER: "Risteilijä" STR_HEAVY_CRUISER: "Raskas risteilijä" STR_HUNTER: "Saalistaja" STR_BATTLESHIP: "Taistelualus" STR_DREADNOUGHT: "Dreadnought" STR_FLEET_SUPPLY_CRUISER: "Kuljetusristeilijä" MAP_SEABED: "Merenpohja" MAP_PIPES: "Tutkimuslaitos" MAP_PLANE: "Maahansyöksynyt lentokone" MAP_ATLAN: "Atlantis" MAP_MU: "Mayatemppeli" MAP_GAL: "Uponnut kaljuuna" MAP_MSUNK: "Uponnut linjalaiva" MAP_VOLC: "Vulkaaninen" MAP_CORAL: "Koralli" MAP_PORT: "Satama" MAP_ISLAND: "Saari" MAP_CARGO: "Rahtilaiva" MAP_LINERT: "Risteilijäalus 1" MAP_LINERB: "Risteilijäalus 2" MAP_ALART: "Artefakti 1" MAP_GRUNGE: "Artefakti 2" MAP_ENTRY: "Yhdyskunta osa 1" MAP_A_BASE: "Yhdyskunta osa 2" MAP_ALSHIP: "T'leth 1" MAP_LEVEL: "T'leth 2" MAP_CRYPT: "T'leth 3" MAP_XBASES: "X-Com-tukikohta" STR_MIXED_CREW: "Sekaryhmä 1" STR_MIXED_CREW_2: "Sekaryhmä 2" STR_RATING: "ARVIO> {0}" STR_RATING_TERRIBLE: "KAMALA!" STR_RATING_POOR: "HUONO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "HYVÄ!" STR_RATING_EXCELLENT: "ERINOMAINEN!" STR_SCORE: "PISTEET" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COMIN KUUKAUSIRAPORTTI" STR_MONTH: "Kuukausi> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Rahoittavien organisaatioiden komitea on toistaiseksi tyytyväinen toimintaansi." STR_COUNCIL_IS_VERY_PLEASED: "Rahoittavien organisaatioiden komitea on erittäin tyytyväinen loistavaan edistymiseesi. Pidä yllä hyvää työn tasoa!" STR_COUNCIL_IS_DISSATISFIED: "Rahoittavien organisaatioiden komitea on tyytymätön suoritukseesi. Sinun täytyy parantaa tulostasi muukalaisuhan torjumisessa tai X-Comin rahoitusta uhkaa lakkautus." STR_YOU_HAVE_NOT_SUCCEEDED: "Olet epäonnistunut käsittelemään muukalaisten invaasiota, ja rahoittavien organisaatioiden komitea on valitettavasti päättänyt lopettaa X-Comin rahoittamisen. Jokainen organisaatio käsittelee ongelmaa parhaaksi katsomallaan tavalla. Voimme vain toivoa, että voimme päästä jonkinlaiseen yhteisymmärykseen näiden muinaisten olentojen kanssa, ja että väestö hyväksyy vedenalaisten muukalaisten vierailun." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} on erittäin kiitollinen kykyysi torjua paikallista muukalaisten uhkaa ja päättänyt nostaa rahoitustaan." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} ovat erityisen tyytyväisiä kykyysi torjua paikallista muukalaisten tunkeutumista alueillensa ja ovat päättäneet nostaa rahoitustaan." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} ja {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} on tyytymätön kykyysi torjua muukalaisten toimintaa merissään ja on päättänyt vähentää rahoitustaan." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ovat tyytymättömiä kykyysi torjua muukalaisten toimintaa merissään ja ovat päättäneet vähentää rahoitustaan." STR_KNOTS: "{0} solmua" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} on tehnyt yhteistyösopimuksen muukalaisjoukkojen kanssa ja lopettanut X-Comin rahoittamisen." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ovat tehneet yhteistyösopimuksen muukalaisjoukkojen kanssa ja lopettaneet X-Comin rahoittamisen." STR_MONTHLY_RATING: "Kuukausiarvio> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Rahoituksen muutos> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Rahoitusorganisaatio ei ole tyytyväinen taloustilanteeseesi. Sinun täytyy vähentää velkojasi alle $1 miljoonaan tai X-Com lakkautetaan." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "Alkeishiukkasviestit selvitetty" STR_CRAFT_TYPE: "ALUSTYYPPI" STR_RACE: "LAJI" STR_MISSION: "TEHTÄVÄ" STR_ZONE: "ALUE" STR_ALLOCATE_RESEARCH: "Kohdenna tutkimusta" STR_ALLOCATE_MANUFACTURE: "Kohdenna tuotantoa" STR_AZORES: "Azorit" STR_REYKJAVIK: "Reykjavík" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascension" STR_TRINIDADE_ISLAND: "Trinidad" STR_FALKLAND_ISLAND: "Falklandinsaaret" STR_CANARY_ISLANDS: "Kanariansaaret" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St. Lawrence -saari" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midwaysaaret" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Havaiji" STR_FIJI: "Fidži" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Pääsiäissaaret" STR_GALAPAGOS_ISLAND: "Galápagossaaret" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomonsaaret" STR_CRETE: "Kreeta" STR_LISBON: "Lissabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseille" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychellit" STR_MALDIVE_ISLAND: "Malediivit" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Lontoo" STR_FAEROE_ISLAND: "Färsaaret" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaika" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "MH-koulutus" STR_PSIONIC_TRAINING: "MOLEKULAARISEN HALLINAN KOULUTUS" STR_REMAINING_PSI_LAB_CAPACITY: "Vapaa MH-laitostila> {ALT}{0}" STR_PSIONIC__STRENGTH: "MH-{NEWLINE}voima" STR_PSIONIC_SKILL_IMPROVEMENT: "MH-taito{NEWLINE}/Kehitys" STR_IN_TRAINING: "Koulutuk-{NEWLINE}sessa?" STR_TARGETTED_BY: "KOHTEENA ALUKSELLA:" STR_WEAPONS_CREW_HWPS: "ASEET/{NEWLINE}MIEH./MTKt" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "-aluksella on polttoaine vähissä,{NEWLINE}joten se palaa tukikohtaan" STR_SOLDIER_LIST: "Akvanauttilista" STR_RANK_: "SOTILASARVO> {ALT}{0}" STR_MISSIONS: "TEHTÄVÄT> {ALT}{0}" STR_KILLS: "TAPOT> {ALT}{0}" STR_WOUND_RECOVERY: "TOIPILASAIKA> {ALT}{0}" STR_TIME_UNITS: "AIKAYKSIKÖT" STR_STAMINA: "KESTÄVYYS" STR_HEALTH: "TERVEYS" STR_BRAVERY: "ROHKEUS" STR_REACTIONS: "REAKTIOKYKY" STR_FIRING_ACCURACY: "AMPUMATARKKUUS" STR_THROWING_ACCURACY: "HEITTOTARKKUUS" STR_STRENGTH: "VOIMA" STR_PSIONIC_STRENGTH: "MH-VOIMA" STR_PSIONIC_SKILL: "MH-TAITO" STR_NEW_RANK: "UUSI SOTILASARVO" STR_PROMOTIONS: "Ylennykset" STR_SOLDIERS_UC: "JOUKOT" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Miehittämättömillä taistelukoneilla on korkea ohjattavuus ja rakenteellinen kestävyys. Ne tarjoavat joukoille raskasta tulitukea kaikissa syvyyksissä. MTK:t aseistetaan uudelleen automaattisesti, jos sinulla on riittävästi ammuksia." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Tämä taistelukone on aseistettu akvasuihkutorpedoilla. Asejärjestelmä toimii ainoastaan veden alla. Varmista, että varastoissa on riittävästi akvasuihkutorpedoja." STR_COELACANTH_GAUSS_UFOPEDIA: "Gauss-teknologia tarjoaa MTK:ille tehokkaan asejärjestelmän, joka aiempiin malleihin verrattuna tarjoaa raskasta tulivoimaa ja käyttää X-Comin omistamaa teknologiaa." STR_DISPLACER_SONIC_UFOPEDIA: "Muukalaisteknologia on määrittänyt uudelleen MTK:n. Kyky hyödyntää ionisyrjäyttimiä tarkoittaa, etteivät MTK:t ole enää rajoitettu maalle/merenpohjalle. Ääniaseistus antaa todellisen etulyöntiaseman taistelussa." STR_DISPLACER_PWT_UFOPEDIA: "Tämä MTK hyödyntää kanttiaaltoaseita vedenalaiseen käyttöön. Sinun on valmistettava KA-torpedoja pitääksesi ne täysin aseistetuina. Ampuaksesi valitse etappipisteitä ja sitten napsauta laukaisukuvaketta." STR_ALIEN_PROBE_MISSION: "Muukalaisten luotaus" STR_ALIEN_INTERDICTION: "Muukalaisten tiedustelu" STR_ALIEN_RESOURCE_RAID: "Muukalaisten resurssiryöstö" STR_ALIEN_INFILTRATION: "Muukalaissoluttautuminen" STR_ALIEN_BASE: "Yhdyskunnan perustus" STR_ALIEN_SURFACE_ATTACK: "Muukalaisten maaiskut" STR_ALIEN_RETALIATION: "Muukalaisten hyökkäys" STR_ALIEN_SUPPLY: "Yhdyskunnan huolto" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Muukalaisten luotaustehtävän tarkoituksena on yhdistää tietoa alueen merenpohjasta, luonnonvaroista sekä meri- ja ilmareiteistä. Näihin tehtäviin osallistuvat muukalaissukellusveneet eivät itsessään ole suuri uhka, mutta ne ovat merkkinä toimintapaikoista, jotka saattavat leimahtaa minä hetkenä hyvänsä." STR_ALIEN_INTERDICTION_UFOPEDIA: "Muukalaisilla on käytäntönä valvoa heitä kiinnostavia alueita lähettämällä aluksia, joiden nimenomaisena tarkoituksena on turvata alue ennen intensiivisempien tehtävien aloittamista. Ne laskeutuvat tietyille alueille, joihin on myöhemmin tarkoitus hyökätä, varmistamaan ne ja tekemään tien selväksi seuraavan tason toimintaa varten." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Laivojen upottaminen ja lentokoneiden alasampuminen ovat muukalaisstrategian avainasemassa. Materiaalihankinta on yksi muukalaisten päätoiminnoista ja sellaisenaan liittolainen näiden avoimesti vihamielisten toimien kanssa. Muukalaiset iskevät myös geotermisesti aktiivisiin alueisiin, louhoksiin ja antiikkikohteilsiin hankkiakseen mineraaleja, jalostuneita metalleja sekä muita ihmisten tuottamia esineitä." STR_ALIEN_INFILTRATION_UFOPEDIA: "Tämän toiminnan lopputuloksena voi olla korkeimman tason virallinen yhteydenotto muukalaisten ja yritysten tai hallitusten välillä. Tämän toiminnan huipentumalle on ominaista voimakas muukalaissukellusveneliikehdintä asianosaisen organisaation vesillä. Muukalaiset yrittävät solmia sopimuksen hallituksen tai organisaation kanssa tarjoamalla heidän ylivertaisia teknologioitaan. Tämäntyyppinen muukalaistoiminta on valtava uhka X-Comille. Jos jokin yritys tai hallitus ryhtyy yhteistyöhön maahantunkeutujien kanssa, sen rahoitus lakkaa." STR_ALIEN_BASE_UFOPEDIA: "Muukalaiset rakentavat salaisia merenalaisia yhdyskuntia syrjäisiin paikkoihin. Aluksi muukalaiset yleensä suorittavat tiedusteluja mielestään sopivalla alueella, minkä jälkeen tukikohdan rakentamisen yhteydessä havaitaan intensiivistä muukalaissukellusveneiden aktiivisuutta alueella. Näissä tukikohdissa on laboratorioita, kloonauskeskuksia sekä kirurgisia laitoksia ihmis- ja muukalaiskokeita varten. Tukikohtien läsnäolo lisää muukalaisaktiivisuutta alueella ilman muukalaissukellusveneiden läsnäoloa. Jotta voimme löytää muukalaisten yhdyskunnan, tulee meidän lähettää alus partioimaan epäillylle alueelle. Aluetta on partioitava muutaman tunnin ajan, jotta aluksella olisi minkäänlaista käytännön mahdollisuutta havaita mahdollista yhdyskuntaa." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Muukalaisten tarvitessa ihmisiä he terrorisoivat satamaa, hyökkäävät saarelle tai iskevät laivaan. Siviilejä uhataan suoraan muukalaisten kieroutuneiden jalostustarpeiden ja hirvittävien kokeiden tyydyttämiseksi." STR_ALIEN_RETALIATION_UFOPEDIA: "Jos X-Com-hävittäjät onnistuvat erityisen hyvin upottamaan muukalaisaluksia, saattavat muukalaiset ryhtyä aggressiivisiin vastatoimiin. Tämä saattaa johtaa suoraan hyökkäykseen X-Com-tukikohtaan. Muukalaisten pitää kuitenkin ensin löytää tukikohta hyökätäkseen siihen, ja jos muukalaissukellusveneet onnistutaan pitämään loitolla, pitäisi suoran hyökkäyksen riskin olla pieni." STR_ALIEN_SUPPLY_UFOPEDIA: "Kun muukalaiset ovat rakentaneet yhdyskunnan, sitä täytyy ylläpitää säännöllisesti erityisillä huoltoaluksilla. Jos tällainen huoltoalus havaitaan laskeutuneena, on varmaa, että lähistöllä on muukalaisyhdyskunta." STR_SURVEY_SHIP_UFOPEDIA: "Tätä pikkuriikkistä sukellusvenettä käytetään yleensä tiedusteluun ja kartoitustehtäviin. Yleensä se edeltää suurempia muukalaisten aluksia muukalaisten tehtävien alussa." STR_ESCORT_UFOPEDIA: "Keskikokoinen saattuealus, joka yksinään on pieni uhka. Tämä alus edeltää suurempia aluksia ja lisääntynyttä toimintaa." STR_CRUISER_UFOPEDIA: "Risteilijä on yleiskäyttöinen alus. Muukalaislaivaston kantavana voimana sitä käytetään kaikentyyppisiin tehtäviin, ja se on vaarallinen vastus." STR_HEAVY_CRUISER_UFOPEDIA: "Raskas risteilijä on risteilijää voimakkaampi alus suurempine aseineen ja työntövoimajärjestelmineen, jotka lisäävät sen voimaa. Alusta käytetään raaka-ainetehtäviin keräämään suuria määriä mineraaleja ja varusteita." STR_HUNTER_UFOPEDIA: "Tämä alus on varustettu tutkimushuoneella, jossa tehdään kokeita ja leikkauksia ihmisillä. Uhrit altistetaan mitä inhottavimpiin kidutuksiin, ja aivot usein poistetaan ja varastoidaan jalostusta varten matkan aikana." STR_BATTLESHIP_UFOPEDIA: "Taistelualus on aggressivisin alus, joka muukalaisilla on. Siinä on kaikki tarvittavat muukalaisteknologiat ja -järjestelmät aluksen toimiakseen tukikohtana mille tahansa muukalaisten vihamiehiselle toimelle, jonka muukalaiset saattavat haluta suorittaa. Sillä on laaja asevalikoima." STR_DREADNOUGHT_UFOPEDIA: "Dreadnought on supermiehistönkuljetusalus, joka on täysin varustettu kaikilla muukalaisteknologioilla ja valtavalla hyötykuormalla. Se on vahva ja pelottava vastus." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Huoltoalusta käytetään rakennettaessa uusia yhdyskuntia sekä ylläpidettäessä vanhoja. Se kantaa muukalaisten ravintoaineita, DNA:ta, sikiöitä sekä muita biologisia osia." STR_DISMANTLE: "Pura" STR_FACILITY_IN_USE: "LAITOS KÄYTÖSSÄ" STR_CANNOT_DISMANTLE_FACILITY: "LAITOSTA EI VOI PURKAA!{SMALLLINE}Jokaisesta tukikohdan laitoksesta täytyy olla yhteys ilmalukkoon." STR_TRANSFER_ITEMS_TO: "Siirrä tavarat tukikohtaan {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "MUUKALAISTEN VANKILAITOSTA EI OLE KOHTEESSA{SMALLLINE}Elävät muukalaiset tarvitsevat erityisen vankilaitoksen, johon voidaan luoda niiden tarvitsemat elinolosuhteet." STR_AMOUNT_AT_DESTINATION: "MÄÄRÄ{NEWLINE}KOHTEESSA" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Muukalainen kuolee, koska muukalaisten vankilaitosta ei ole" STR_NO_FREE_ACCOMODATION_CREW: "EI RIITTÄVIÄ ASUINTILOJA!{SMALLLINE}Kohdetukikohdassa ei ole riittävästi asuintiloja aluksen miehistöä varten." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "EI TARPEEKSI VARASTOTILAA!{SMALLLINE}Määränpäässä ei ole tarpeeksi varastotilaa alukselle määrätylle varustukselle." STR_ITEMS_ARRIVING: "Kuljetus saapui" STR_DESTINATION_UC: "MÄÄRÄNPÄÄ" STR_DART_PISTOL: "Nuolipyssy" STR_DART_POD: "Nuolilipas" STR_JET_HARPOON: "Suihkuharppuunapyssy" STR_HARPOON_POD: "Harppuunalipas" STR_GAS_CANNON: "Kaasukanuuna" STR_GC_AP_AMMO: "KK-AP-nuolet" STR_GC_HE_AMMO: "KK-HE-nuolet" STR_GC_P_AMMO: "KK-P-nuolet" STR_HYDRO_JET_CANNON: "Hydrosuihkukanuuna" STR_HJC_AP_AMMO: "HS-AP-ammukset" STR_HJC_HE_AMMO: "HS-HE-ammukset" STR_HJC_P_AMMO: "HS-P-ammukset" STR_TORPEDO_LAUNCHER: "Torpedolaukaisin" STR_SMALL_TORPEDO: "Pieni torpedo" STR_LARGE_TORPEDO: "Suuri torpedo" STR_PHOSPHOROUS_TORPEDO: "Fosforitorpedo" STR_MAGNA_BLAST_GRENADE: "Magna-räjähdekranaatti" STR_DYE_GRENADE: "Väriainekranaatti" STR_PARTICLE_DISTURBANCE_GRENADE: "Hiukkashäiriökranaatti" STR_MAGNA_PACK_EXPLOSIVE: "Magna-latausräjähde" STR_PARTICLE_DISTURBANCE_SENSOR: "Hiukkashäiriöilmaisin" STR_MEDI_KIT: "Ensiapulaite" STR_MC_DISRUPTOR: "MH-häirintälaite" STR_THERMAL_TAZER: "Lämpötainnutin" STR_GAUSS_PISTOL: "Gauss-pistooli" STR_GAUSS_PISTOL_CLIP: "Gauss-pistoolin lipas" STR_GAUSS_RIFLE: "Gauss-kivääri" STR_GAUSS_RIFLE_CLIP: "Gauss-kiväärin lipas" STR_HEAVY_GAUSS: "Gauss-käsitykki" STR_HEAVY_GAUSS_CLIP: "Gauss-käsitykin lipas" STR_SONIC_CANNON: "Äänikanuuna" STR_CANNON_POWER_CLIP: "Kanuunan voimanlähdelipas" STR_SONIC_BLASTA_RIFLE: "Ääni-Blastakivääri" STR_BLASTA_POWER_CLIP: "Blastan voimanlähdelipas" STR_SONIC_PISTOL: "Äänipistooli" STR_PISTOL_POWER_CLIP: "Pistoolin voimanlähdelipas" STR_DISRUPTOR_PULSE_LAUNCHER: "Hajotuspulssilaukaisin" STR_DISRUPTOR_AMMO: "Hajotusammus" STR_THERMAL_SHOK_LAUNCHER: "Lämpösokkilaukaisin" STR_THERMAL_SHOK_BOMB: "Lämpösokkipommi" STR_SONIC_PULSER: "Äänisykähdin" STR_ZRBITE: "Zrbiitti" STR_MC_READER: "MH-lukijalaite" STR_VIBRO_BLADE: "Vibroterä" STR_THERMIC_LANCE: "Terminen peitsi" STR_HEAVY_THERMIC_LANCE: "Raskas terminen peitsi" STR_AQUATOID_CORPSE: "Akvatoidin ruumis" STR_GILLMAN_CORPSE: "Kidusihmisen ruumis" STR_LOBSTERMAN_CORPSE: "Hummerimiehen ruumis" STR_TASOTH_CORPSE: "Tasootin ruumis" STR_CALCINITE_CORPSE: "Kalsiniitin ruumis" STR_DEEP_ONE_CORPSE: "Syväläisen ruumis" STR_BIODRONE_CORPSE: "Biodroidin jäännökset" STR_TENTACULAT_CORPSE: "Lonkeromanaajan ruumis" STR_TRISCENE_CORPSE: "Triasliskon ruumis" STR_HALLUCINOID_CORPSE: "Hallusinoidin ruumis" STR_XARQUID_CORPSE: "Kalmanhelmen ruumis" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Ei riittävästi ammuksia MTK:n lataamiseksi{SMALLLINE}Kukin MTK vaatii {0} kpl ammustyyppiä {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Varusteita ei ole tarpeeksi täydentämiseen" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Sinun täytyy tutkia ensin:{NEWLINE}{0}{NEWLINE}ennen kuin voit rakentaa{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Muukalaiset ovat tuhonneet puolustamattoman tukikohdan: {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com-partiot ovat paikallistaneet muukalaisyhdyskunnan alueella: {0}" STR_STANDOFF: "SEURAA" STR_CAUTIOUS_ATTACK: "VAROVAINEN HYÖKKÄYS" STR_STANDARD_ATTACK: "TAVALLINEN HYÖKKÄYS" STR_AGGRESSIVE_ATTACK: "AGGRESSIIVINEN HYÖKKÄYS" STR_DISENGAGING: "PERÄÄNNYTÄÄN" STR_UFO_HIT: "MUUKALAISALUKSEEN OSUI!" STR_UFO_CRASH_LANDS: "MUUKALAISALUS AMMUTTU ALAS!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Pienennys vain seuratessa" STR_UFO_RETURN_FIRE: "MUUKALAISALUS VASTAA TULEEN!" STR_INTERCEPTOR_DAMAGED: ">>> LENTOSUKELLUSVENE VAURIOITUI <<<" STR_INTERCEPTOR_DESTROYED: ">>> LENTOSUKELLUSVENE TUHOUTUI <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "MUUKALAISALUS KARKAAMASSA!" STR_LONG_RANGE_DETECTION: "Laajakaistaluotaimet" STR_STORES_UC: "VARASTOT" STR_DIFFICULTY_LEVEL: "Vaikeusaste" STR_INTERCEPT: "ALUKSET" STR_BASES: "TUKIKOHDAT" STR_GRAPHS: "KUVAAJAT" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "ASETUKSET" STR_FUNDING_UC: "RAHOITUS" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 tunti" STR_1_DAY: "1 päivä" STR_XCOM_PERFORMANCE_ROSTER: "X-Comin suoritustaulukko" STR_ENTER_NAME: "Nimi" STR_PERFORMANCE_RATING: "Suorituksen arvosana" STR_VICTORY_DATE: "Voiton päivänmäärä" STR_CHEMICAL_FLARE: "Kemiallinen valonlähde" STR_CHEMICAL_FLARE_UFOPEDIA: "Tämä pienikokoinen laite tuottaa kirkasta valoa missä tahansa syvyydessä tai kuivalla maalla. Se on erittäin hyödyllinen vihollisten paljastamiseksi pimeissä olosuhteissa." STR_MONTHLY_COSTS: "Menot/kk" STR_CRAFT_RENTAL: "Lentosukellusveneiden vuokra" STR_SALARIES: "Palkat" STR_BASE_MAINTENANCE: "Tukikohdan ylläpito" STR_COST_PER_UNIT: "Hinta / yks." STR_QUANTITY: "Määrä" STR_TOTAL: "Yhteensä" STR_IN_PSIONIC_TRAINING: "MH-istutuksessa" STR_FRONT_ARMOR: "Etupanssari" STR_LEFT_ARMOR: "Vasen panssari" STR_RIGHT_ARMOR: "Oikea panssari" STR_REAR_ARMOR: "Takapanssari" STR_UNDER_ARMOR: "Alapanssari" STR_ROUNDS: "LAUKAUKSET" STR_UNIT: "YKSIKKÖ> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "TAISTELUTAHTO" STR_ARMOR_: "PANSSARI> {0}" STR_FRONT_ARMOR_UC: "ETUPANSSARI" STR_LEFT_ARMOR_UC: "VASEN PANSSARI" STR_RIGHT_ARMOR_UC: "OIKEA PANSSARI" STR_REAR_ARMOR_UC: "TAKAPANSSARI" STR_SKILLS: "TAIDOT> {0}" STR_LEVEL: "TASO> {0}" STR_HEAD: "PÄÄ" STR_TORSO: "VARTALO" STR_RIGHT_ARM: "O KÄSI" STR_LEFT_ARM: "V KÄSI" STR_RIGHT_LEG: "O JALKA" STR_LEFT_LEG: "V JALKA" STR_PAIN_KILLER: "KIPULÄÄKE" STR_STIMULANT: "PIRISTE" STR_HEAL: "PARANNA" STR_TIME_UNITS_SHORT: "AY>{ALT}{0}" STR_WEIGHT: "Paino>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakt>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Taito>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Voima>{ALT}{0}" STR_ALIEN_ARTIFACT: "Muukalaisten laite" STR_AMMO_ROUNDS_LEFT: "AMMUS:{NEWLINE}{NEWLINE}JÄLJELLÄ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Kipulääke>{ALT}{0}{ALT}{NEWLINE}Piriste>{ALT}{1}{ALT}{NEWLINE}Paranna>{ALT}{2}" STR_THROW: "Heitä" STR_AUTO_SHOT: "Sarjatuli" STR_SNAP_SHOT: "Kertatuli" STR_AIMED_SHOT: "Tähdätty" STR_STUN: "Tainnuta" STR_PRIME_GRENADE: "Ajasta kranaatti" STR_USE_SCANNER: "Käytä häiriöilmaisinta" STR_USE_MEDI_KIT: "Käytä ensiapulaitetta" STR_LAUNCH_MISSILE: "Laukaise torpedo" STR_ACCURACY_SHORT: "Tark>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ei riittävästi aikayksiköitä!" STR_NOT_ENOUGH_ENERGY: "Ei tarpeeksi energiaa!" STR_NO_ROUNDS_LEFT: "Ei ammuksia jäljellä!" STR_NO_AMMUNITION_LOADED: "Ase ei ole ladattu!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Väärä ammus tätä asetta varten!" STR_WEAPON_IS_ALREADY_LOADED: "Ase on jo ladattu!" STR_NO_LINE_OF_FIRE: "Ei tulilinjaa!" STR_GRENADE_IS_ACTIVATED: "Kranaatti on aktivoitu!" STR_GRENADE_IS_DEACTIVATED: "Kranaatti on deaktivoitu!" STR_THERE_IS_NO_ONE_THERE: "Siinä kohtaa ei ole ketään!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Muukalaisten laitteita ei voi käyttää ennen tutkimusprojektin valmistumista!" STR_OUT_OF_RANGE: "Kantaman ulkopuolella!" STR_UNABLE_TO_THROW_HERE: "Tähän ei voi heittää!" STR_SET_TIMER: "Aseta ajastin" STR_HIDDEN_MOVEMENT: "VIHOLLISEN VUORO" STR_TURN: "VUORO> {0}" STR_SIDE: "PUOLI> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Paina näppäintä jatkaaksesi" STR_MIND_CONTROL: "Molekulaarinen hallinta" STR_PANIC_UNIT: "Häiritse implanttia" STR_MORALE_ATTACK_SUCCESSFUL: "Kohteen taistelutahtoa vähennetty" STR_MIND_CONTROL_SUCCESSFUL: "Implantin kaappaus onnistui" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}on mennyt sekaisin" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}on mennyt sekaisin" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}on joutunut paniikkiin" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}on joutunut paniikkiin" STR_XCOM: "X-Com" STR_ALIENS: "Muukalaiset" STR_RIGHT_HAND: "OIKEA KÄSI" STR_LEFT_HAND: "VASEN KÄSI" STR_RIGHT_SHOULDER: "OIKEA OLKAPÄÄ" STR_LEFT_SHOULDER: "VASEN OLKAPÄÄ" STR_BACK_PACK: "REPPU" STR_BELT: "VYÖ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}on molekulaarisessa hallinnassa" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}on molekulaarisessa hallinnassa" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}on menettänyt tajuntansa" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}on menettänyt tajuntansa" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}kuoli vakavan haavan vuoksi" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}kuoli vakavan haavan vuoksi" STR_USE_MIND_PROBE: "Käytä lukijaa" STR_FATAL_WOUNDS: "VAKAVAT HAAVAT" STR_UNDER_ARMOR_UC: "ALAPANSSARI" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Aikayksiköitä varattu kertatulta varten" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Aikayksiköitä varattu sarjatulta varten" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Aikayksiköitä varattu tähdättyä laukausta varten" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Aikayksiköitä varattu polvistumista varten" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "AY:t varattu polvistumista ja ampumista varten" STR_UNITS_IN_CRAFT: one: "{N} yksikkö X-Com-aluksessa" other: "{N} yksikköä X-Com-aluksessa" STR_UNITS_OUTSIDE: one: "{N} yksikkö jätetty ulkopuolelle" other: "{N} yksikköä jätetty ulkopuolelle" STR_UNITS_IN_ENTRANCE: one: "{N} yksikkö sisäänkäynnillä" other: "{N} yksikköä sisäänkäynnillä" STR_UNITS_IN_EXIT: one: "{N} yksikkö kohdepoistumisalueella" other: "{N} yksikköä kohdepoistumisalueella" STR_ABORT_MISSION_QUESTION: "Keskeytetäänkö tehtävä?" STR_CORPSE: "Ruumis" STR_UNLOAD_CRAFT: "Pura varustelasti" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}on kuollut" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}on kuollut" STR_HIT_MELEE: "Osuma" STR_GROUND: "MAA" STR_LIVING_QUARTERS_PLURAL: "Asuintilat" STR_LIST_ITEM: "TAVARA" STR_ALL_ALIENS_KILLED_IN_CRASH: "Kaikki muukalaiset kuolivat pakkolaskussa,{NEWLINE}Pakkolaskun saalista kerätään" STR_RESET: "Nollaa" STR_MEMORIAL: "Muistomerkki" STR_DATE_UC: "PVM" STR_SOLDIERS_RECRUITED_UC: "AKVANAUTTEJA VÄRVÄTTY>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AKVANAUTTEJA MENETETTY>{ALT}{0}" STR_REMOVE_SELECTED: "Poista valitut" STR_LIVE_ALIENS: "Eläviä{NEWLINE}yksilöjä" STR_DEAD_ALIENS: "Hylättäviä{NEWLINE}yksilöjä" STR_UNDER_INTERROGATION: "Tutkit-{NEWLINE}tavana" STR_CONTAINMENT_EXCEEDED: "MUUKALAISTEN VANKILAPAIKAT TÄYNNÄ{SMALLLINE}Ei riittävästi vankilatilaa tukikohdassa {0}. Sinun täytyy poistaa turhia muukalaisia vankilasta (toisin sanoen tappaa ne)." STR_MANAGE_CONTAINMENT: "Hallitse muukalaisten vankilaitosta" STR_STORAGE_EXCEEDED: "VARASTOTILA YLITETTY!{SMALLLINE}Riittämättömästi varastotilaa tukikohdassa {0}. Liika tavara on myytävä pois." STR_GO_TO_BASE: "Mene tukikohtaan" STR_MELEE_ACCURACY: "LÄHITAISTELUTARKKUUS" STR_SELL_PRODUCTION: "MYY" STR_BOTH_HANDS_MUST_BE_EMPTY: "Molempien käsien täytyy olla vapaina!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Ei tarpeeksi varusteita mallin kopioimiseksi!" STR_UNLOAD_WEAPON: "Poista ammukset" STR_ALL_ITEMS: "Kaikki esineet" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "EI ENEMPÄÄ VARUSTEITA SALLITTU ALUKSEEN!{SMALLLINE}Alukseen sallitaan korkeintaan {N} varuste." other: "EI ENEMPÄÄ VARUSTEITA SALLITTU ALUKSEEN!{SMALLLINE}Alukseen sallitaan korkeintaan {N} varustetta." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KOMENTOKESKUS TUHOTTU{NEWLINE}Palaa sisäänkäynnille ja keskeytä tehtävä." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com-laitoksia ei voi rakentaa maalle" STR_UNABLE_TO_ENGAGE_DEPTH: "EI VOI HYÖKÄTÄ TÄSSÄ SYVYYDESSÄ" STR_UNABLE_TO_ENGAGE_AIRBORNE: "EI VOI HYÖKÄTÄ ILMASSA" STR_UNDERWATER_EQUIPMENT: "Tämä varustus ei toimi vedenpinnan yläpuolella!" STR_LAND_EQUIPMENT: "Tämä varustus ei toimi vedenpinnan alapuolella!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Henkilökunta" STR_CRAFT_ARMAMENT: "Alukset & aseistus" STR_COMPONENTS: "Komponentit" STR_SOLDIERS_RECRUITED: "Akvanautteja värvätty" STR_SOLDIERS_LOST: "Akvanautteja menetetty" STR_TOTAL_UFOS: "Lentosukellusveneitä havaittu" STR_TOTAL_ALIEN_BASES: "Muukalaisyhdyskuntia löydetty" STR_PSIONIC_STRENGTH_ABBREVIATION: "MHV" STR_PSIONIC_SKILL_ABBREVIATION: "MHT" FEMALE_CIVILIAN: "Siviili, nainen" MALE_CIVILIAN: "Siviili, mies" DOCKER_CIVILIAN: "Siviili, ahtaaja" SAILOR_CIVILIAN: "Siviili, merimies" STR_BIODRONE_MELEE_WEAPON: "Biodroidin ase" HALLUCINOID_WEAPON: "Hallusinoidin ase" STR_LOBSTERMAN_MELEE_WEAPON: "Hummerimiehen ase" CALCINITE_WEAPON: "Kalsiniitin ase" DEEP_ONE_WEAPON: "Syväläisen ase" STR_TRISCENE_MELEE_WEAPON: "Triasliskon ase" STR_TRIBIO_SONIC_WEAPON: "Muukalaisten ääniase" XARQUID_WEAPON: "Kalmanhelmen ase" TENTACULAT_WEAPON: "Lonkeromanaajan ase" ZOMBIE_WEAPON: "Zombin ase" ALIEN_PSI_WEAPON: "Muukalaisten MH-ase" ================================================ FILE: bin/standard/xcom2/Language/fr-CA.yml ================================================ fr-CA: STR_LEVIATHAN_UFOPEDIA: "UN SOUS-MARIN VOLANT DE TRANSPORT ET D'INTERCEPTION, POUVANT ÉVOLUER EN EXTRÊME PROFONDEUR. UNE SUPERBE SYNTHÈSE DE TECHNOLOGIE ALIEN ET HUMAINE, UTILISANT DES SYSTÈMES À PROPULSION IONIQUE ET UNE NAVIGATION À MATRICE MAGNÉTIQUE." STR_BARRACUDA_UFOPEDIA: "LE BARRACUDA BRITANNIQUE HYDROSPATIAL, ALIMENTÉ PAR DES MOTEURS LASER SURCHAUFFÉS. UN DES VAISSEAUX D'INTERCEPTION LES PLUS RAPIDE AU MONDE, CAPABLE DE VOLER SOUS LA MER ET EN SURFACE, UN VAISSEAU CLÉ DANS LA BATAILLE." STR_HAMMERHEAD_UFOPEDIA: "UN VAISSEAU DE TRANSPORT ET D'INTERCEPTION. UNE RÉPLIQUE DES SYSTÈMES DE MATRICE MAGNÉTIQUE DANS UN VAISSEAU X-COM. MALGRÉ SA PETITE TAILLE, SON DESIGN EST UNE PROUESSE TECHNIQUE À COUPER LE SOUFFLE." STR_TRITON_UFOPEDIA: "LE TRITON, UN TRANSPORTEUR D'ESCOUADES D'ASSAUT, ÉQUIPÉ DE MOTEURS PERMETTANT DE SE DÉPLACER SOUS LA MER COMME EN SURFACE. SA GRANDE CAPACITÉ ET SA FABRICATION ROBUSTE ASSURENT D'ÊTRE LE PILIER DE TOUTE LA FLOTTE X-COM." STR_MANTA_UFOPEDIA: "VAISSEAU MANTA GRANDE VITESSE, UN SOUS-MARIN VOLANT MONOPLACE D'INTERCEPTION RESSEMBLANT BEAUCOUP AUX VAISSEAUX IONIQUES ALIENS. UN VAISSEAU D'ATTAQUE TRÈS EFFICACE DANS L'ESCALADE DU CONFLIT." STR_AJAX_UFOPEDIA: "LA TORPILLE AJAX EST L'ARME CLASSIQUE DES COMBATS SOUS-MARINS PARTOUT DANS LE MONDE. C'EST UNE FORCE DE DISSUASION PRÉCISE ET PUISSANTE." STR_DUP_HEAD_UFOPEDIA: "ISSU D'UNE TECHNOLOGIE RÉCENTE, CETTE ARME À TÊTE DE PASTILLE D'URANIUM APPAUVRI EST LA PREMIÈRE ARME SOUS-MARINE COMMERCIALE À L'EXPLOITER TOTALEMENT." STR_CRAFT_GAS_CANNON_UFOPEDIA: "UN SYSTÈME DE CANON À GAZ COMPRIMÉ QUI TIRE DES OBUS-HARPONS SOLIDES CAPABLES DE PERCER DES ARMURES TRÈS RÉSISTANTES." STR_PWT_CANNON_UFOPEDIA: "LA TORPILLE À ONDES DE CHOC UTILISE UN SYSTÈME DE CARBURANT SURCHAUFFÉ ET UNE OGIVE TRÈS DENSE POUVANT PERCER LA PLUPART DES ALLIAGES." STR_GAUSS_CANNON_UFOPEDIA: "LE CANON GAUSS EST DE TECHNOLOGIE X-COM RÉCENTE. L'ACCÉLÉRATEUR DE PARTICULES DE CE SYSTÈME EST ACTIVÉ PAR UN RÉACTEUR À FUSION COMPACT REFROIDI À L'AZOTE LIQUIDE." STR_SONIC_OSCILLATOR_UFOPEDIA: "L'OSCILLATEUR AUDITIF PUISSANT CRÉE DES ONDES DE FORCE SONIQUE, DÉTRUISANT UNE CIBLE EN CRÉANT UN CHAMP VIBRATOIRE QUI DÉSTABILISE SON SYSTÈME MOLÉCULAIRE." STR_AQUATOID_UFOPEDIA: "La race Aquatoïde est issue d'une société ancienne, qui a existé des milliers d'années avant l'apparition de l'homme dans le monde. La forme compacte et les traits bulbeux rappellent leurs proches cousins, les Sectoïdes qui, eux, vivent dans l'espace. Leur force vient de leur puissante technologie de contrôle moléculaire. Les Aquatoïdes veulent perpétuer leur race stérile en opérant des modifications génétiques. Les humains sont leurs cobayes et ils ont ainsi généré de nombreuses races hybrides." STR_AQUATOID_AUTOPSY: "Autopsie d'Aquatoïde" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Après une analyse détaillée de la créature, il apparaît qu'il s'agit d'un Sectoïde, nos anciens ennemis, ayant subi des changements par intervention chirurgicale et par des implants pour devenir une créature aquatique. Les poumons atrophiés permettent la respiration de l'air et une mobilité limitée à la surface. On trouve des implants cybernétiques partout dans son corps qui améliorent la force de ses membres atrophiés et les fonctions organiques. Comme tous les membres de cette race sont identiques, on peut en conclure que ces créatures sont des clones." STR_GILLMAN_UFOPEDIA: "Presque humain, cette étrange créature ressemblant à un reptile humanoïde est très proche de l'homme. Elle est très puissante et rapide dans le monde sous-marin. Ces Hommes-Poissons sont une race à part entière, composée de spécimens mâles et femelles de classes d'âge différentes. Ils ne ressemblent pas aux autres créatures aquatiques car ils ne portent pas les traces de modification génétique, ni de déformations chirurgicaux. Il pourrait s'agir d'une ancienne branche de notre espèce." STR_GILLMAN_AUTOPSY: "Autopsie d'Homme-Poisson" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Aussitôt que les opérations chirurgicales ont commencé, il était clair qu'il ne s'agissait pas d'un alien, mais d'une race née sur Terre, une ancienne race préhistorique qu'on avait crue détruite dès la domination des mammifères. Ces Hommes-Poissons amphibiens, intelligents et forts, vivaient à l'époque des dinosaures. Le cataclysme qui acheva le règne reptilien sur Terre les força à vivre dans une relation symbiotique avec les nouveaux arrivants aliens. Un petit appareil électronique est d'ailleurs incrusté dans leur crâne." STR_LOBSTERMAN_UFOPEDIA: "C'est une créature stupéfiante, plus grande qu'un homme et dotée de six membres, ayant tout du démon aquatique. Du fait de sa ressemblance avec le homard terrien, les troupes X-Com l'ont surnommé l'Homme-Homard. C'est le monstre des profondeurs par excellence. Une créature d'une force incroyable et pratiquement indestructible face aux tirs de missiles. Ses pinces à elles seules peuvent broyer l'acier." STR_LOBSTERMAN_AUTOPSY: "Autopsie d'Homme-Homard" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Une fois sa carapace quasiment indestructible passée, cette créature est d'une construction étonnante. Des muscles puissants ondulent autour d'un squelette en titane, et un système de ciblage sophistiqué aux capacités de détection multibande a été inséré directement dans le cerveau de la créature. Ses yeux multiples sont protégés par du plastique plus résistant que l'acier et il est clair que lorsque ces créatures sont déployées par leurs maîtres, elles deviennent implacables. Enfouis dans son corps se trouvent des appareils de fabrication et de fonction inconnues." STR_TASOTH_UFOPEDIA: "Ces ennemis agiles et rapides constituent le fer de lance de l'armée alien. Ils naissent par centaines dans des cuves de reproduction au cœur des colonies aliens. Largement plus puissant que l'homme, son comportement et sa nature carnassière font du Tasoth un alien sans pareil sur la planète. Le Tasoth est le fer de lance des attaques aliens et ne semble jamais altéré par les combats, même les plus éprouvants." STR_TASOTH_AUTOPSY: "Autopsie de Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "La dissection révèle un organisme cybernétique possédé d'une étrange énergie. Il y a une petite unité centrale dans le corps, mais pas d'organes connus. L'énergie est transmise dans tout le corps par un système de transmission bio-électrique. Il n'est maintenu par aucune ossature. Une fois morte, le système d'alimentation ne fonctionne plus et la créature devient une poupée de chiffon de chair et de fluides aliens puants. Deux piles en céramique sont aussi présentes dans le corps et peuvent, une fois chargées, ressusciter la créature." STR_DEEP_ONE_UFOPEDIA: "Le Profond est un cauchemar biologique, une race hybride née des expériences tordues des Aquatoïdes. Nous avons rencontré plusieurs variétés de cette créature. Après d'intenses recherches, nous pensons qu'ils sont les produits fabriqués des envahisseurs, grossissant leurs rangs après chaque capture de nouveaux humains. Chacun de ces sous-humains est armé d'une charge d'énergie électrique assez puissante pour tuer un aquanaute." STR_DEEP_ONE_AUTOPSY: "Autopsie de Profond" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "La créature a un organisme mi-humain, mi-alien. Le cerveau humain a été massivement modifié pour recevoir de l'électronique de contrôle et un cortex alien. Tout vestige du corps humain semble avoir disparu, sauf un : les yeux. La greffe chirurgicale pratiquée semble permettre au fœtus alien de consommer graduellement l'hôte humain dans lequel il grandit. Sa peau rugueuse semble être en mailles métalliques non-organiques d'une extrême résistance et souplesse. Le résultat est une race hybride forte et rapide, entièrement contrôlée par les aliens." STR_BIODRONE_UFOPEDIA: "Le Biodrone est une création que seul un esprit alien peut concevoir. C'est un cerveau (humain ou alien) maintenu dans un liquide amniotique et relié à une unité de base alimentée qui peut voler sur la terre ou sous l'eau. Chaque Biodrone est armé d'un puissant perturbateur auditif mi-machine, mi-organique. Certains de nos scientifiques pensent que l'arme est contrôlée par les cordes vocales des organismes récepteurs. Très tenaces et précis, ces chiens de garde sont communément utilisés par les aliens pour protéger leurs biens de valeur." STR_BIODRONE_AUTOPSY: "Autopsie de Biodrone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "L'hypothèse que le perturbateur auditif s'avère être un appareil biologique semble vraie. Cette pauvre créature tue littéralement ses ennemis avec ses cris. Chaque cas présente des cicatrices de traumatisme chirurgicale massives et est sévèrement mutilé. Les aliens semblent charcuter les cerveaux pour obtenir l'obéissance. La plupart des cortex utilisés sont d'origine alien, mais il n'y a rien de plus horrible que d'y trouver une unité humaine. Les Biodrones sont alimentés par un moteur ionique et incorporent une sorte de système de contrôle à distance." STR_TENTACULAT_UFOPEDIA: "Même les profondeurs d'un cauchemar Lovecraftien ne sont rien à côté de cette créature indescriptible. Il n'existe aucune comparaison avec les animaux terrestres, l'environnement qui pourrait produire cette monstruosité va au-delà de l'imagination. Armé de longues tentacules, le Tentaculat paralyse ses victimes puis les réduit à l'état d'insignifiance. Un simple toucher peut être mortel, même avec une armure. Le Tentaculat est l'alien le plus redoutable jamais rencontré par X-Com." STR_TENTACULAT_AUTOPSY: "Autopsie de Tentaculat" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "L'autopsie révèle la présence de petits implants cybernétiques dans le gros cerveau de la créature. Son système de vision est une combinaison complexe de lumière visible et d'acquisition d'imagerie thermique. Ce monstre pourrait naviguer avec une extrême précision dans les profondeurs marines les plus sombres. Il y a des organes atrophiés qui semblent assurer le minimum nécessaire pour sa survie. Chaque créature a un petit estomac relié à l'extérieur; il est logique de conclure qu'elle est alimentée par des nutriments directement de ses maîtres." STR_CALCINITE_UFOPEDIA: "À l'instar des scaphandriers de marins perdus, ces aliens écument le fond des mers à la recherche des imprudents. D'un méchant coup de griffes d'un alliage plus puissant que l'acier, la créature peut envoyer les meilleurs plongeurs au fond des mers. Si on s'approche de sa tête, on peut voir derrière son masque une forme verte gélatineuse. Les confrontations souvent mortelles avec la créature n'ont pas permis de révéler de nouveaux indices sur sa véritable nature." STR_CALCINITE_AUTOPSY: "Autopsie de Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Une fois débarrassé de l'armure, le Calcinite se révèle être un énorme amas de protoplasme. Il n'y a pas de cerveau apparent, ni de membres ou d'organes sensoriels. Un petit composant métallique baigne au cœur de ce corps liquide. Une fois morte, il est difficile de deviner la nature de cette créature. Une énigme inexplicable de nos ennemis aliens." STR_TRISCENE_UFOPEDIA: "Ce reptile bipède nous ramène à l'âge des dinosaures. Il ressemble à une créature du Crétacé dans tous les sens, sauf son habileté à survivre dans l'eau et sur terre. Ces créatures disposent de poches d'armes et sont dotées d'une énorme mâchoire métallique. Lors d'attaques terrestres lancées par les aliens, ces monstres constituaient souvent leur fer de lance. Les commandants Tasoth déploient ces armes poids lourd puissantes avec une efficacité redoutable." STR_TRISCENE_AUTOPSY: "Autopsie de Triscène" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Après dissection, le Triscène se révèle être une créature ancienne, dotée d'implants cybernétiques et de systèmes d'armes. Son minuscule cerveau est complété par un petit module informatique fixé dans le harnais de contrôle que toutes les créatures portent. Sa peau dure, son instinct de prédateur décuplé par un arsenal d'armes en font un adversaire implacable dans tous types d'environnement." STR_HALLUCINOID_UFOPEDIA: "Après avoir écumé les océans, les aliens ont créé ces énormes créatures terrestres à des fins meurtrières. Ne vous trompez pas d'être en sécurité par l'apparence inoffensive de ces marins des profondeurs. Possédant une formidable frappe glaciale en combat rapproché, l'Hallucinoïde est un adversaire mortel." STR_HALLUCINOID_AUTOPSY: "Autopsie d'Hallucinoïde" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Enfoui sous les nombreuses couches gélatineuses de cet organisme se trouve un puissant congélateur chimique, constituant la principale force offensive de la créature. Il semblerait, d'après les attaques perpétrées, que la peau douce et souple de l'Hallucinoïde soit sensible à la chaleur. Ces mutants accompagnent souvent leurs maîtres, les Aquatoïdes." STR_XARQUID_UFOPEDIA: "Le Xarquid, autre vertébré terrestre modifié, est une créature aussi belle que mortelle. Le gargantuesque et souple nageur cache un arsenal d'armes dévastateur, un jet d'encre étouffant et une rafale de particules ionisées. Depuis les premières rencontres avec cette créature puissante, nous nous sommes méfiés de ses pouvoirs et des vindicatifs Hommes-Poissons qui la contrôlent." STR_XARQUID_AUTOPSY: "Autopsie de Xarquid" STR_XARQUID_AUTOPSY_UFOPEDIA: "Ce nautile a acquis sa trop grande taille à coups de drogues aliens et d'opérations chirurgicales. Dénaturée à outrance, les Hommes-Poissons ont doté la créature de systèmes de contrôle mécaniques, la privant ainsi totalement de ses qualités originelles. Utilisés comme plate-forme organique militaire, les Xarquids sont, du fait de leur solide armature et de leur rapide mobilité, de puissants adversaires." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Les sous-marins volants aliens comptent sur leurs systèmes d'alimentation complexes pour les propulser à d'incroyables vitesses sous l'eau. Leur technologie se base sur le 'DÉPLACEUR IONIQUE' qui utilise le zrbite comme catalyseur; les moteurs pouvant ainsi déplacer jusqu'à 100 fois leur propre volume en eau par seconde. Avec cette énorme puissance, les aliens sont donc capables de dépasser la plupart des sous-marins humains. Nous pouvons créer le même système de propulsion grâce à des batteries aqua-plastiques et zrbites." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Ces unités génèrent un champ magnétique sphérique multicouche qui se projette dans un rayon de 1000 m autour du sous-marin. Les navigateurs aliens sont alors directement connectés aux machines et se frayent un chemin sensoriellement autour du monde invisible sous les vagues. Le système d'interface opère en utilisant des matières cérébrales aliens modifiées qui communiquent directement avec le cerveau de son utilisateur, par liaison neurale." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Chaque vaisseau a une structure de type caméléon, fidèlement inspirée des créatures marines et faites d'aqua-plastiques. Chaque sous-marin fonctionne comme un organisme : l'équipage est en symbiose avec le vaisseau. La plupart de ces systèmes peuvent être reproduits et il est possible de développer une technologie hybride qui nous permette d'atteindre le même niveau technologique." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Les innombrables aliens venus en secret sur la Terre sont gardés en hibernation artificielle, par cryogénie. Toutes les créatures sont maintenues dans des unités, leurs températures corporelles réduites, mais permettant de maintenir actif leurs activités corporelles. Les examens faits jusqu'à présent ont révélé que certains des corps sont conservés depuis plus de 60 millions d'années." STR_ALIEN_CLONING_UFOPEDIA: "La plupart des aliens que nous avons capturés sont, jusque dans leur code ADN, des répliques identiques. Des échantillons de cellules, choisis dans les banques de gènes gelés des Aliens, sont placés dans les unités. Certaines unités contiennent des humains ou des parties du corps. Il est aussi possible que ces unités cloniques aient été conçues pour créer une race hybride d'aliens-humains." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "À l'aide d'implants de contrôle moléculaire dans leurs crânes, tous les aliens reçoivent directement l'information injectée dans leur cerveau par ces machines. Les aliens récemment clonés sont amenés dans ces unités où des souvenirs propres à leur race et des informations scientifiques et de combat sont téléchargés dans leurs esprits vierges." STR_ALIEN_IMPLANTER_UFOPEDIA: "Cette unité sert à fixer des implants de contrôle moléculaire chez les aliens, fertiliser les races reproductives, et à insérer ou enlever des organes et des éléments électroniques d'une créature. On pensait que cette opération était effectuée sur des patients faibles, mais le sujet est très conscient de ce qui se passe, et malheureusement, c'est l'anatomie humaine qui semble le mieux se marier à l'unité." STR_EXAMINATION_ROOM_UFOPEDIA: "Nous commençons à comprendre pourquoi les aliens capturent les humains. Ni pour se nourrir, ni pour la fertilisation des embryons aliens, ils s'en servent pour concevoir des créatures et des systèmes de contrôle. Leur technique s'appuie sur un esprit commun, un intellect partagé, pour lesquels le cerveau humain est idéal. Le tissu cervical est utilisé dans la plupart des systèmes biologiques de recherche et de mémoire informatiques aliens; le reste est utilisé pour les constructions et la reproduction." STR_AQUA_PLASTICS_UFOPEDIA: "Les structures et les sous-marins aliens utilisent dans la plupart de leur construction un matériau extrêmement solide, flexible et durable. L'aqua-plastique est un matériau complexe catalysé à base de zrbite. Dense et pourtant très léger, la force de cette substance dépasse même celle du titane ou du Kevlar." STR_ZRBITE_UFOPEDIA: "C'est un alliage alien, mi-or, mi-biomatériau alien. Utilisé comme source d'énergie, de faibles quantités génèrent plus de puissance qu'une unité nucléaire faisant 10 fois sa taille. Nous n'avons pas les moyens techniques de reproduire ce matériau, la plupart de ses composants étant d'origine alien." STR_ALIEN_ORIGINS_UFOPEDIA: "Les aliens frappent tout autour du globe, avec une efficacité sans faille. Nous n'arrivons pas à localiser la source. Pourrait-elle se trouver dans des profondeurs trop impénétrables pour que nous puissions la localiser? Les organismes que nous avons rencontrés ne sont pas tous aliens; certains sont très vieux, d'autres proviennent de races que l'on croyait disparues. Nous devons faire face à une menace qui sommeille depuis des millénaires, une symbiose subtile entre aliens et humains. Au cœur des océans se trouvent d'anciens sites utilisés par les aliens pour contacter leurs cousins stellaires. Chacun de ces douze sites contient un appareil de Synomium, une puissante technologie alien. Leur machine de guerre étant en marche, les aliens réactivent ces sites pour agrandir leur réseau de contrôle moléculaire; nous devons détruire ces sites à tout prix." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Il y a soixante-cinq millions d'années, un grand vaisseau-colonie fut envoyé sur Terre depuis un monde alien éloigné. Alors que l'énorme vaisseau s'approchait de la jeune planète, une éruption solaire d'une violence extrême endommagea les systèmes de navigation. Estropiée, l'énorme masse fendit la stratosphère et émergea dans le ciel du Crétacé. Sur Terre, d'innombrables espèces vivantes levèrent les yeux pour la voir s'écraser sur leur planète. Un gros nuage de poussière vint saturer l'atmosphère et en même temps que la Terre refroidit, la forme de vie dominante, les puissants dinosaures, périt. Mais les 400 milliards de tonnes du T'leth ne furent pas détruites au cours de l'impact, et des ordinateurs sophistiqués entamèrent un cycle de sommeil cryogénique pour les créatures dissimulées dans les soutes. Alors que les siècles passaient, les ordinateurs réveillèrent des groupes d'aliens pour essayer de communiquer avec leurs cousins stellaires, sans résultat car le cœur de la puissance alien continua de dormir." STR_TLETH_THE_ALIEN_CITY: "T'leth, la ville des aliens" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, l'énorme vaisseau-colonie alien, repose au fond du Sigsbee Deep, dans le Golfe du Mexique. Au cœur de la ville erre une horreur alien si vile et si puissante que même la mort ne peut pas la vaincre. Dans une pièce de métal alien repose la forme assoupie du Grand Rêveur, l'Ultime Alien. Lorsque T'leth s'élèvera au-dessus des vagues, il commencera à s'agiter et une fois réveillé, personne ne pourra plus l'arrêter. Ni vivant, ni mort, l'esprit alien contrôle l'armée alien. L'étrange technologie du contrôle moléculaire relie tous les aliens à l'esprit unique et l'esprit unique à tous les aliens. Des fœtus aliens/humains génétiquement mutés alimentent l'esprit alien en énergie et forment le lien entre le maître et ses sujets. Le mythe de l'Ultime Alien a existé dans les cœurs et les esprits humains depuis des siècles, mais la mer avait toujours dissimulé l'ultime vérité." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRER SUR LE SITE - TEMPS = 5 s" STR_CANCEL_UC: "ANNULER" STR_NONE: "Rien" STR_UNKNOWN: "Inconnu" STR_POOR: "Médiocre" STR_AVERAGE: "Moyen" STR_GOOD: "Bon" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "CONSTRUIRE NOUVELLE BASE" STR_BASE_INFORMATION: "INFORMATIONS SUR LA BASE" STR_EQUIP_CRAFT: "ÉQUIPER SOUS-MARIN" STR_BUILD_FACILITIES: "CONSTRUIRE INSTALLATIONS" STR_RESEARCH: "RECHERCHE" STR_MANUFACTURE: "FABRICATION" STR_TRANSFER_UC: "TRANSFERT" STR_PURCHASE_RECRUIT: "ACHETER/RECRUTER" STR_SACK: "RENVOYER" STR_SELL_SACK_UC: "VENDRE/RENVOYER" STR_GEOSCAPE_UC: "GÉOSCAPE" STR_NAME: "Nom" STR_AREA: "Zone" STR_BUILD_NEW_BASE: "Construire une nouvelle base" STR_CANCEL: "Annuler" STR_COST_UC: "PRIX>" STR_CONSTRUCTION_TIME_UC: "DURÉE DE CONSTRUCTION>" STR_DAY: one: "{N} jour" many: "{N} jours" other: "{N} jours" STR_HOUR: one: "{N} heure" many: "{N} heures" other: "{N} heures" STR_MAINTENANCE_UC: "ENTRETIEN>" STR_OK: "OK" STR_INSTALLATION: "Installations" STR_CURRENT_RESEARCH: "RECHERCHE ACTUELLE" STR_SCIENTISTS_AVAILABLE: "Savants disponibles> {ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Savants affectés> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espace de laboratoire disponible> {ALT}{0}" STR_RESEARCH_PROJECT: "PROJET DE RECHERCHE" STR_SCIENTISTS_ALLOCATED_UC: "SAVANTS AFFECTÉS" STR_PROGRESS: "PROGRESSION" STR_NEW_PROJECT: "Nouveau projet" STR_CANCEL_PROJECT: "ANNULER LE PROJET" STR_NEW_RESEARCH_PROJECTS: "NOUVEAUX PROJETS DE RECHERCHE" STR_SCIENTISTS_AVAILABLE_UC: "SAVANTS DISPONIBLES> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACE DE LABORATOIRE DISPONIBLE> {ALT}{0}" STR_INCREASE: "Augmenter" STR_DECREASE: "Diminuer" STR_START_PROJECT: "LANCER LE PROJET" STR_CURRENT_PRODUCTION: "PRODUCTION ACTUELLE" STR_ENGINEERS_AVAILABLE: "Techniciens disponibles> {ALT}{0}" STR_ENGINEERS_ALLOCATED: "Techniciens affectés> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espace d'atelier disponible> {ALT}{0}" STR_CURRENT_FUNDS: "Budget actuel> {ALT}{0}" STR_ITEM: "OBJET" STR_ENGINEERS__ALLOCATED: "Techniciens affectés" STR_UNITS_PRODUCED: "Unités produites" STR_TOTAL_TO_PRODUCE: "Total à produire" STR_COST__PER__UNIT: "Coût{NEWLINE}par{NEWLINE}unité" STR_DAYS_HOURS_LEFT: "Jours/heures restants" STR_NEW_PRODUCTION: "Nouvelle production" STR_PRODUCTION_ITEMS: "Objets à produire" STR_CATEGORY: "CATÉGORIE" STR_START_PRODUCTION: "COMMENCER LA PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} heures de technicien pour produire une unité" STR_COST_PER_UNIT_: "Coût par unité> {ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espace de travail requis> {ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATÉRIAUX SPÉCIAUX REQUIS" STR_ITEM_REQUIRED: "OBJET REQUIS" STR_UNITS_REQUIRED: "UNITÉS REQUISES" STR_UNITS_AVAILABLE: "UNITÉS DISPONIBLES" STR_STOP_PRODUCTION: "ARRÊTER LA PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "TECHNICIENS DISPONIBLES> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACE D'ATELIER DISPONIBLE> {ALT}{0}" STR_MONTHLY_PROFIT: "PROFIT MENSUEL> {ALT}{0}" STR_INCREASE_UC: "AUGMENTER" STR_DECREASE_UC: "DIMINUER" STR_UNITS_TO_PRODUCE: "Unités à produire" STR_PURCHASE_HIRE_PERSONNEL: "Acheter/recruter" STR_COST_OF_PURCHASES: "Prix d'achat> {ALT}{0}" STR_COST_PER_UNIT_UC: "COÛT PAR UNITÉ" STR_QUANTITY_UC: "QUANTITÉ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL DISPONIBLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Aquanautes" STR_SCIENTISTS: "Savants" STR_ENGINEERS: "Techniciens" STR_SPACE_USED_SPACE_AVAILABLE: "ESPACE UTILISÉ:ESPACE DISPONIBLE>" STR_LIVING_QUARTERS: "Quartier d'habitation" STR_STORES: "Entrepôts" STR_LABORATORIES: "Laboratoires" STR_WORK_SHOPS: "Ateliers" STR_HANGARS: "Abris pour sous-marins" STR_SHORT_RANGE_DETECTION: "Sonar à courte portée" STR_DEFENSE_STRENGTH: "Force de défense" STR_TRANSFERS_UC: "TRANSFERTS" STR_TRANSFERS: "Transferts" STR_ARRIVAL_TIME_HOURS: "ARRIVÉE PRÉVUE (H)" STR_COST_: "Prix> {ALT}{0}" STR_AREA_: "Zone> {ALT}{0}" STR_BASE_NAME: "Nom de la base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SÉLECTIONNEZ LA POSITION DU SAS" STR_TRANSFER: "Transfert" STR_AMOUNT_TO_TRANSFER: "QUANTITÉ À TRANSFÉRER" STR_SELECT_DESTINATION_BASE: "Sélectionnez la destination" STR_COST: "Prix" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars : La chute de Cydonia" STR_INTRO_3: "X-Com triomphant, ayant réussi à détruire le cœur même de la machine de guerre alien, a pris le chemin du retour à plein gaz. Cependant, tout n'est pas mort sur la base martienne ravagée." STR_INTRO_4: "Un puissant rayon tachyon émerge des décombres du centre nerveux Cydonien, et fend le vide pour atteindre sa destination............" STR_INTRO_5: ".......... la Terre." STR_INTRO_6: "Au cœur de l'océan, le rayon touche un récepteur depuis longtemps endormi. D'immenses ordinateurs assoupis commencent à s'agiter. Dans les profondeurs, à l'abri des regards humains, dans de vastes pièces remplies d'aliens endormis, le long cycle de réanimation commence." STR_INTRO_7: "2040 : la Terre a retrouvé son ignorance, les terreurs de la guerre contre les aliens ont été oubliées. Mais, cachées dans les profondeurs de l'océan, les hordes aliens s'apprêtent à renverser l'humanité et prendre le contrôle du monde entier." STR_INTRO_8: "Les aliens attaquent l'humanité, cherchant des cobayes pour leurs viles expériences, écumant la surface du globe pour extorquer minéraux précieux et ressources, pillant toutes les richesses des mers. Alors, les yeux des aliens se posent au-delà des vagues, sur le monde des hommes." STR_INTRO_9: "De puissants sous-marins volants de conception étrange parcourent les océans, regardant, cherchant, chassant........." STR_INTRO_10: "....... et trouvant des proies à attaquer." STR_INTRO_11: "Un monde sans défense doit faire face à de nouvelles armes singulières. Nous sommes totalement à la merci de la menace alien.{NEWLINE}Une seule organisation peut nous sauver, mais nous lui avons tourné le dos il y a bien longtemps......" STR_INTRO_12: "L'installation sous-marine expérimentale de X-COM" STR_INTRO_13: "'SOS! SOS! Ici le paquebot transatlantique Hyperion. Nous sommes attaqués. SOS! SO............'" STR_INTRO_14: "'Contrôle de commandes appelle abri pour sous-marins un : ouvrez les portes vers l'océan, déployez Barracuda zéro un. Nous avons repéré une attaque alien - alerte rouge.'{NEWLINE}'Je répète : alerte rouge.'" STR_INTRO_15: "Les aliens font preuve d'une efficacité impitoyable...." STR_INTRO_16: "... d'une précision infaillible." STR_INTRO_17: "'Barracuda zéro un appelle la base, nous approchons de ce qui reste de l'Hyperion.'" STR_INTRO_19: "........... 'Sas prêt... Nous approchons de l'épave.'{NEWLINE}'Ouaouh!'{NEWLINE}'Est-ce que vous voyez ces créatures à travers ma caméra?'" STR_GAMEOVER_1: "Nous avons échoué, les aliens ont anéanti nos derniers espoirs de salut.{NEWLINE}X-Com a été détruit et la Terre est offerte, pieds et poings liés, à notre ancien ennemi." STR_GAMEOVER_2: "T'leth fait frémir la stratosphère et commence à bouger à la surface du monde. Il répand la mort et récolte les restes de la race humaine. Au plus profond de ses entrailles, l'esprit alien meurtrier se réveille." STR_GAMEOVER_3: "Dans les capitales de toutes les nations, des plans désespérés sont élaborés. Tout cela ne sert à rien, sans la technologie du projet de recherche de X-Com, nos armes sont inefficaces." STR_GAMEOVER_4: "Les aliens établissent des bases aux pôles et commencent à faire fondre la glace; le monde ne sera bientôt plus qu'un vaste océan. Les survivants de la race humaine sont rassemblés et utilisés pour de viles expériences de reproduction, à des fins aliens inconnues. Les cieux s'assombrissent et une puissante épidémie s'abat sur la Terre." STR_GAMEOVER_5: "Nous ne pouvons pas résister au nouvel ordre mondial, ceux qui essaient connaissent une fin atroce face à des armes aliens incompréhensibles. Pour le reste d'entre nous, pas de telle délivrance, notre chère Terre est devenue un monde alien et l'humanité est perdue et écrasée sous une horreur rampante." STR_OUTRO_1: "La tombe, ravagée et décimée, un rugissement bouillonnant s'échappe du cercueil en son centre.{NEWLINE}Imbéciles, vous périrez tous...................." STR_OUTRO_2: ".................personne ne s'échappera." STR_OUTRO_3: "La tombe est secouée par une énorme explosion qui déchire la ville; l'air se remplit de fumée et de débris. Les plans des aliens ont été déjoués........" STR_OUTRO_4: "L'immensité tordue de T'leth commence à se rompre. Ses flèches luisantes et ses couloirs d'adamantine vomissent des flammes et de la fumée." STR_OUTRO_5: "Le puissant repaire alien titube vers la mer, les gémissements du métal et des âmes torturés envahissent l'air. Plus jamais le Grand Rêveur ne rêvera de conquérir le monde." STR_OUTRO_6: "Dans une dernière explosion assourdissante, T'leth se brise et se déchire.{NEWLINE}La menace alien a disparu, la Terre est nettoyée.................." STR_OUTRO_7: "Une planète bleu-vert assoupie, dans un recoin éloigné de la galaxie." STR_OUTRO_8: "Le futur proche, un endroit sûr." STR_OUTRO_9: "La menace alien sur la Terre a été vaincue il y a bien longtemps." STR_OUTRO_10: "De vastes métropoles pullulent de millions d'êtres humains." STR_OUTRO_11: "Les exploits de X-Com et les guerres aliens sont l'essence des nouveaux contes pour enfants." STR_OUTRO_12: "Mais les légendes ne contiennent-elles pas toujours une part de vérité............" STR_RISE_1: "T'leth, connue sous de nombreux noms dans de nombreuses légendes et de nombreuses contrées." STR_RISE_2: "Dans un hurlement explosif qui se répercute à travers le globe tout entier, T'leth commence à s'élever des fonds marins." STR_RISE_3: "L'immense édifice fait soudain surface dans le Golfe du Mexique." STR_RISE_4: "400 milliards de tonnes de métal alien, la puissante ville alien où repose le corps assoupi de l'Ultime Alien. Emprisonné sur Terre depuis 65 millions d'années, ce vil dieu de l'espace commence à s'agiter." STR_RISE_5: "Les eaux se mettent à bouillonner alors que la tombe du Grand Rêveur émerge à la lumière................" STR_RISE_6: "......... une lumière qui mourra bientôt si X-Com ne parvient pas à détruire la machine de guerre alien." STR_YOU_HAVE_FAILED: "Vous n'avez pas réussi à arrêter la machine de guerre alien. Les organisations qui vous ont financé, déçues de vos performances, essaient de négocier une solution non militaire avec les aliens. Les envahisseurs ont des plans très différents et bientôt le monde entier connaît la vérité..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Revenu" STR_EXPENDITURE: "Dépenses" STR_MAINTENANCE: "Entretien" STR_BALANCE: "Solde" STR_UFO_ACTIVITY_IN_AREAS: "Activité des aliens par mer" STR_UFO_ACTIVITY_IN_COUNTRIES: "Activité des aliens par zone" STR_XCOM_ACTIVITY_IN_AREAS: "Activité X-Com par mer" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Activité X-Com par zone" STR_FINANCE: "Finances" STR_DATE_FIRST: "{0}er" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "x $1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Pas assez de matériaux spéciaux pour produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Pas assez d'argent pour produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée" STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Recherche terminée" STR_VIEW_REPORTS: "VOIR RAPPORTS" STR_WE_CAN_NOW_RESEARCH: "Nous pouvons maintenant étudier" STR_WE_CAN_NOW_PRODUCE: "Nous pouvons maintenant produire" STR_SUNDAY: "DIMANCHE" STR_MONDAY: "LUNDI" STR_TUESDAY: "MARDI" STR_WEDNESDAY: "MERCREDI" STR_THURSDAY: "JEUDI" STR_FRIDAY: "VENDREDI" STR_SATURDAY: "SAMEDI" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Pas assez de {0} pour ravitailler le sous-marin {1} à {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Pas assez de {0} pour réarmer le sous-marin {1} à {2}" STR_UFO_IS_NOT_RECOVERED: "L'osni n'est pas récupéré" STR_UFO_IS_RECOVERED: "L'osni est récupéré" STR_CRAFT_IS_LOST: "Le sous-marin volant est perdu" STR_TERROR_CONTINUES: "L'activité alien continue" STR_ALIENS_DEFEATED: "Les aliens sont vaincus" STR_BASE_IS_LOST: "La base est perdue" STR_BASE_IS_SAVED: "La base est sauvée" STR_ALIEN_BASE_STILL_INTACT: "La colonie alien est intacte" STR_ALIEN_BASE_DESTROYED: "La colonie alien est détruite" STR_ALIENS_KILLED: "ALIENS TUÉS" STR_ALIEN_CORPSES_RECOVERED: "CORPS ALIENS RÉCUPÉRÉS" STR_LIVE_ALIENS_RECOVERED: "ALIENS VIVANTS RÉCUPÉRÉS" STR_ALIEN_ARTIFACTS_RECOVERED: "OBJETS ALIENS RÉCUPÉRÉS" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTRÔLE DE COLONIE ALIEN DÉTRUIT" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "APPAREIL DE SYNOMIUM ALIEN DÉTRUIT" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "APPAREIL DE SYNOMIUM ALIEN NON DÉTRUIT" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILS TUÉS PAR DES ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILS TUÉS PAR DES AGENTS X-COM" STR_CIVILIANS_SAVED: "CIVILS SAUVÉS" STR_XCOM_OPERATIVES_KILLED: "AGENTS X-COM TUÉS" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTS X-COM PORTÉS DISPARU" STR_TANKS_DESTROYED: "PLATES-FORMES D'ARMES X-COM DÉTRUITES" STR_XCOM_CRAFT_LOST: "SOUS-MARIN X-COM PERDU" STR_UFO_RECOVERY: "RÉCUPÉRATION D'OSNI" STR_ALIEN_BASE_RECOVERY: "RÉCUPÉRATION DE COLONIE ALIEN" STR_BASE_UNDER_ATTACK: "{0} est attaqué!" STR_BASE_DEFENSES_INITIATED: "DÉFENSES DE LA BASE ACTIVÉES" STR_GRAV_SHIELD_REPELS_UFO: "LE BOUCLIER REPOUSSE L'OSNI!" STR_FIRING: "MISE À FEU" STR_HIT: "TOUCHÉ!" STR_UFO_DESTROYED: "OSNI DÉTRUIT!" STR_MISSED: "RATÉ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vendre/renvoyer" STR_VALUE_OF_SALES: "VALEUR DES VENTES> {ALT}{0}" STR_FUNDS: "BUDGET> {ALT}{0}" STR_SELL_SACK: "Vendre/virer" STR_VALUE: "Valeur" STR_CRAFT_: "SOUS-MARIN> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RÉCUPÉRATION D'OSNI ÉCRASÉ" STR_UFO_CRASH_RECOVERY_BRIEFING: "AVERTISSEMENT - Il y aura des aliens dans le sous-marin et autour du site. La mission sera complétée quand toutes les unités ennemies auront été éliminées ou neutralisées. La récupération des restes du sous-marin alien, de la technologie et des corps aliens pourra alors commencer. Pour abandonner la mission, ramenez les aquanautes X-Com au sous-marin et cliquez sur l'icône 'Abandonner la mission'." STR_UFO_GROUND_ASSAULT: "ATTAQUE AU SOL DE L'OSNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explorez le site où le sous-marin alien a touché le fond et, si possible, entrez à l'intérieur. La mission sera réussie quand toutes les unités ennemies auront été éliminées ou neutralisées. La récupération du sous-marin alien, des objets et des corps aliens pourra alors commencer. Pour abandonner la mission, ramenez les aquanautes X-Com au sous-marin et cliquez sur l'icône 'Abandonner la mission'." STR_BASE_DEFENSE: "DÉFENSE DE LA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Un vaisseau alien a touché le fond tout près. Notre base court un grand danger. Selon la procédure habituelle, tout le personnel non-combattant et les sous-marins X-Com fonctionnels ont été évacués. Les unités aliens vont entrer dans la base par les portes des abris pour sous-marins ou par le sas. Défendez la base et ses installations vitales à tout prix - c'est un combat à mort. Si vous cliquez sur l'icône 'Abandonner la mission', vous serez vaincu et perdrez la base." STR_ALIEN_COLONY_ATTACK_MISSION: "ATTAQUE DE LA COLONIE ALIEN" STR_ALIEN_BASE_ASSAULT: "COLONIE ALIEN PARTIE UN" STR_ALIEN_COLONY_P1_BRIEFING: "Cette mission est un raid sur le site d'une colonie alien. Le site a deux niveaux, amenez tous les aquanautes à la sortie lumineuse du premier complexe et cliquez sur l'icône 'Abandonner la mission' pour procéder. Tout équipement laissé derrière restera sur le fond marin jusqu'à ce que la deuxième section soit résolue. Pour quitter, placez les aquanautes dans le sous-marin et cliquez sur l'icône 'Abandonner la mission'." STR_ALIEN_COLONY_P2: "COLONIE ALIEN PARTIE DEUX" STR_ALIEN_COLONY_P2_BRIEFING: "Après avoir négocié le premier niveau et d'être entré au cœur de la colonie, la mission est de détruire le centre de contrôle, l'appareil de Synomium, ou d'éliminer tous les aliens. Pour abandonner, placez tous les aquanautes sur le point de départ et cliquez sur l'icône 'Abandonner la mission'. Tout équipement X-Com viable sera ramené à la base." STR_ALIENS_LAUNCH_PORT_TERROR: "LES ALIENS ATTAQUENT{NEWLINE}UN PORT SUR" STR_PORT_TERROR: "LES ALIENS ATTAQUENT UN PORT" STR_PORT_TERROR_BRIEFING: "Les aliens ont lancé une attaque contre les sites de surface. Le port et sa population civile sont en danger. Votre escouade doit éliminer tous les aliens et protéger les témoins innocents de l'incursion alien. Pour quitter, placez les aquanautes dans le sous-marin volant et cliquez sur l'icône 'Abandonner la mission'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "LES ALIENS ATTAQUENT{NEWLINE}UNE ÎLE SUR" STR_ISLAND_TERROR: "LES ALIENS ATTAQUENT UNE ÎLE" STR_ISLAND_TERROR_BRIEFING: "Les aliens ont lancé une attaque contre les sites de surface. L'île et sa population civile sont en danger. Votre escouade doit éliminer tous les aliens et protéger les témoins innocents de l'incursion alien. Pour quitter, placez les aquanautes dans le sous-marin volant et cliquez sur l'icône 'Abandonner la mission'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "LES ALIENS ATTAQUENT{NEWLINE}UNE ROUTE MARITIME" STR_CARGO_SHIP_P1: "CARGO PARTIE UN" STR_CARGO_SHIP_P2: "CARGO PARTIE DEUX" STR_CRUISE_SHIP_P1: "NAVIRE DE CROISIÈRE PARTIE UN" STR_CRUISE_SHIP_P2: "NAVIRE DE CROISIÈRE PARTIE DEUX" STR_SHIP_RESCUE_MISSION: "MISSION DE SAUVETAGE D'UN NAVIRE" STR_SHIP_RESCUE_P1_BRIEFING: "Cette mission est une chasse aux insectes, éliminez toutes les unités aliens sur le navire, et épargnez la vie des civils se trouvant à bord. Les aliens sont dispersés au-dessus et en-dessous des ponts, protégez le pont supérieur avant d'entrer aux ponts inférieurs. Pour quitter, placez les aquanautes dans le sous-marin volant et cliquez sur l'icône 'Abandonner la mission'." STR_SHIP_RESCUE_P2_BRIEFING: "Maintenant que la voie est libre sur le pont supérieur, procédez aux ponts inférieurs. Vous descendez dans la cale avec le monte-charge. Votre équipe doit éliminer tous les aliens de ce niveau pour compléter la mission. Pour abandonner, placez tous les aquanautes sur le point de départ du monte-charge et cliquez sur l'icône 'Abandonner la mission'." STR_ALIEN_ACTIVITY_DETECTED: "ACTIVITÉ ALIEN DÉTECTÉE" STR_ALIEN_CONTACT_SITE_MISSION: "SITE DE CONTACT ALIEN" STR_ARTIFACT_SITE_P1: "SITE DE CONTACT ALIEN PARTIE UN" STR_ARTIFACT_SITE_P1_BRIEFING: "Cette mission est un raid sur un site de communications aliens récemment activé. Le site a deux niveaux, le fond des mers avec ses pyramides aliens et un complexe alien secret. Dirigez tous les aquanautes à l'entrée du complexe et cliquez sur l'icône 'Abandonner la mission' pour procéder. Pour quitter, placez les aquanautes dans le sous-marin volant et cliquez sur l'icône 'Abandonner la mission'." STR_ARTIFACT_SITE_P2: "SITE DE CONTACT ALIEN PARTIE DEUX" STR_ARTIFACT_SITE_P2_BRIEFING: "Après avoir négocié les structures aliens et d'être entré dans le complexe, les buts de la mission sont clairs. Pénétrez au cœur du complexe alien et détruisez l'appareil de contrôle moléculaire de Synomium pour compléter la mission. Pour abandonner, placez tous les aquanautes sur l'ascenseur d'accès et cliquez sur l'icône 'Abandonner la mission'." STR_SIGSBEE_DEEP_MISSION: "MISSION DU SIGSBEE DEEP{NEWLINE}VILLE ALIEN NIVEAU UN" STR_TLETH_P1_BRIEFING: "Nous pénétrons dans l'inconnu, et n'importe quoi pourrait nous attendre. Nous savons qu'il y a deux autres niveaux dans la ville alien et votre escouade doit courir vers la sortie de ce niveau pour entrer dans le prochain. Placez tous les aquanautes sur la sortie et cliquez sur l'icône 'Abandonner la mission' pour avancer. Si vous abandonnez ailleurs, vous terminerez la mission." STR_TLETH_ATTACK_MISSION: "MISSION D'ATTAQUE DU T'LETH{NEWLINE}VILLE ALIEN NIVEAU DEUX" STR_TLETH_P2_BRIEFING: "En s'avançant dans l'inconnu, n'importe quoi pourrait nous attendre. Nous savons qu'il y a un autre niveau dans la ville alien et votre escouade doit courir vers la sortie de ce niveau pour entrer dans le prochain. Placez tous les aquanautes sur la sortie et cliquez sur l'icône 'Abandonner la mission' pour avancer. Si vous abandonnez ailleurs, vous terminerez la mission." STR_FINAL_TLETH_MISSION: "MISSION T'LETH FINALE{NEWLINE}VILLE ALIEN NIVEAU TROIS" STR_TLETH_P3_BRIEFING: "La fin est proche, à partir d'ici, nous cherchons la crypte de l'Ultime Alien. Détruisez les huit unités d'alimentation de la tombe pour éliminer la menace alien. N'abandonnez pas maintenant! Autrement, si vous le faites, tous nos efforts jusqu'ici seront vains et la mission sera terminée." STR_TLETH_P1: "VILLE ALIEN NIVEAU UN" STR_TLETH_P2: "VILLE ALIEN NIVEAU DEUX" STR_TLETH_P3: "VILLE ALIEN NIVEAU TROIS" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "AUCUN ABRI DE LIBRE POUR LA PRODUCTION D'UN SOUS-MARIN!{SMALLLINE}Tout sous-marin volant affecté à une base, transféré à une base, acheté ou construit a besoin d'un abri. Construisez un nouvel abri pour sous-marins ou transférez un sous-marin à une autre base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "AUCUN ABRI POUR SOUS-MARINS DE LIBRE POUR L'ACHAT!{SMALLLINE}Tout sous-marin volant affecté à une base, transféré à une base, acheté ou construit a besoin d'un abri. Construisez un nouvel abri pour sous-marins ou transférez un sous-marin à une autre base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "AUCUN ABRI POUR SOUS-MARINS DE LIBRE POUR LE TRANSFERT!{SMALLLINE}Tout sous-marin volant affecté à une base, transféré à une base, acheté ou construit a besoin d'un abri. Construisez un nouvel abri pour sous-marins ou transférez un sous-marin à une autre base." STR_CANNOT_BUILD_HERE: "IMPOSSIBLE DE CONSTRUIRE ICI!{SMALLLINE}Vous devez construire à côté d'une nacelle existante." STR_NO_FREE_ACCOMODATION: "AUCUN LOGEMENT DE LIBRE!{SMALLLINE}La base de destination n'a pas assez de place dans les quartiers d'habitation." STR_NOT_ENOUGH_WORK_SPACE: "PAS ASSEZ D'ESPACE DE TRAVAIL!{SMALLLINE}Construisez un nouvel atelier ou réduisez le travail sur d'autres projets." STR_NOT_ENOUGH_MONEY: "PAS ASSEZ D'ARGENT!" STR_NOT_ENOUGH_STORE_SPACE: "PAS ASSEZ D'ESPACE DE STOCKAGE!{SMALLLINE}Construisez un nouvel entrepôt ou transférez les stocks existants aux autres bases." STR_NOT_ENOUGH_LIVING_SPACE: "PAS ASSEZ D'ESPACE VITAL!{SMALLLINE}Construisez de nouveaux quartiers d'habitation ou transférez le personnel aux autres bases." STR_LAUNCH_INTERCEPTION: "LANCER UNE INTERCEPTION" STR_CRAFT: "SOUS-MARIN" STR_STATUS: "STATUT" STR_BASE: "BASE" STR_READY: "PRÊT" STR_OUT: "ABSENT" STR_REPAIRS: "RÉPARATION" STR_REFUELLING: "RAVITAILLE" STR_REARMING: "RÉARMEMENT" STR_TARGET: "CIBLE : {0}" STR_WAY_POINT: "POINT DE REPÈRE" STR_ARE_YOU_SURE_CYDONIA: "Voulez-vous vraiment envoyer ce sous-marin en mission à T'leth?" STR_YES: "OUI" STR_NO: "NON" STR_SELECT_DESTINATION: "SÉLECTIONNEZ LA DESTINATION" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SÉLECTIONNEZ LE SITE POUR LA NOUVELLE BASE À CONSTRUIRE" STR_RETURN_TO_BASE: "RETOURNER À LA BASE" STR_SELECT_NEW_TARGET: "SÉLECTIONNER UNE NOUVELLE CIBLE" STR_PATROL: "PATROUILLER" STR_STATUS_: "STATUT> {ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ENDOMMAGÉ - RETOURNE À LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "CARBURANT BAS - RETOURNE À LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION TERMINÉE - RETOURNE À LA BASE" STR_PATROLLING: "EN PATROUILLE" STR_TAILING_UFO: "POURSUIT UN OSNI" STR_INTERCEPTING_UFO: "INTERCEPTE L'OSNI-{0}" STR_RETURNING_TO_BASE: "RETOURNE À LA BASE" STR_DESTINATION_UC_: "DESTINATION : {0}" STR_BASE_UC: "BASE> {ALT}{0}" STR_SPEED_: "VITESSE> {ALT}{0}" STR_MAXIMUM_SPEED_UC: "VITESSE MAXIMUM> {ALT}{0}{ALT}" STR_ALTITUDE_: "PROFONDEUR> {ALT}{0}" STR_AIRBORNE: "EN VOL" STR_VERY_LOW: "PEU PROFOND" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "PROFOND" STR_VERY_HIGH: "TRÈS PROFOND" STR_FUEL: "CARBURANT> {ALT}{0}" STR_WEAPON_ONE: "ARME-1> {ALT}{0}" STR_NONE_UC: "RIEN" STR_ROUNDS_: "MUNITIONS> {ALT}{0}" STR_WEAPON_TWO: "ARME-2> {ALT}{0}" STR_INTERCEPTION_CRAFT: "SOUS-MARINS VOLANTS" STR_BASE_: "Base> {0}" STR_NAME_UC: "NOM" STR_AMMO_: "MUNITIONS> {ALT}{0}" STR_CREW: "ÉQUIPAGE" STR_EQUIPMENT_UC: "ÉQUIPEMENT" STR_ARMOR: "ARMURE" STR_MAX: "MAX> {ALT}{0}" STR_ROOKIE: "Matelot" STR_SQUADDIE: "Matelot breveté" STR_SERGEANT: "Enseigne" STR_CAPTAIN: "Lieutenant" STR_COLONEL: "Commandant" STR_COMMANDER: "Capitaine" STR_SELECT_SQUAD_FOR_CRAFT: "Formez l'équipe pour {0}" STR_SORT_BY: "TRIER PAR..." STR_ORIGINAL_ORDER: "ORDRE ORIGINAL" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "VICTIMES" STR_WOUND_RECOVERY2: "GUÉRISON DE BLESSURE" STR_SPACE_AVAILABLE: "ESPACE DISPONIBLE> {ALT}{0}" STR_SPACE_USED: "ESPACE UTILISÉ> {ALT}{0}" STR_SPACE_USED_UC: "ESPACE UTILISÉ" STR_RANK: "GRADE" STR_WOUNDED: "BLESSÉ" STR_EQUIPMENT_FOR_CRAFT: "Équipement pour {0}" STR_DEFENSE_VALUE: "Valeur défensive" STR_HIT_RATIO: "Ratio de tirs réussis" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}prêt à toucher{NEWLINE}le sol près de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Commencer la mission?" STR_SELECT_ARMAMENT: "Sélectionnez l'armement" STR_AMMUNITION_AVAILABLE: "MUNITIONS DISPONIBLES" STR_ARMAMENT: "ARMEMENT" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SÉLECTIONNEZ L'ARMURE POUR{NEWLINE}{ALT}{0}" STR_TYPE: "TYPE" STR_PLASTIC_AQUA_ARMOR_UC: "ARMURE AQUA-PLASTIQUE" STR_ION_ARMOR_UC: "ARMURE IONIQUE" STR_MAGNETIC_ION_ARMOR_UC: "ARMURE IONIQUE MAGNÉTIQUE" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Cette armure utilise l'aqua-plastique, une nouvelle substance alien découverte, et assure à nos aquanautes d'avoir une chance dans les combats contre les incursions aliens." STR_ION_ARMOR_UFOPEDIA: "D'une puissante nouvelle protection pour les aquanautes, cette armure est alimentée par une source d'énergie ionique et amplifie grandement la vitesse et la force de celui ou celle qui la porte. Elle offre la meilleure protection pour les troupes de combat." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Une version améliorée de l'armure ionique, incorporant la technologie de matrice magnétique pour permettre une totale liberté de mouvements en milieu aquatique." STR_SELECT_ARMOR: "Sélectionnez une armure" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD-EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD-EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD-OUEST" STR_WEST: "OUEST" STR_NORTH_WEST: "NORD-OUEST" STR_SELECT_ACTION: "SÉLECTIONNEZ UNE ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUER L'INTERCEPTION" STR_PURSUE_WITHOUT_INTERCEPTION: "POURSUIVRE SANS INTERCEPTION" STR_VERY_LARGE: "TRÈS GROS" STR_LARGE: "GROS" STR_MEDIUM_UC: "MOYEN" STR_SMALL: "PETIT" STR_VERY_SMALL: "TRÈS PETIT" STR_GROUNDED: "AU FOND" STR_DETECTED: "Détecté" STR_SIZE_UC: "TAILLE" STR_ALTITUDE: "PROFONDEUR" STR_HEADING: "CAP" STR_SPEED: "VITESSE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRER SUR L'OSNI - TEMPS = 5 s" STR_TRACKING_LOST: "L'OSNI A DISPARU" STR_REDIRECT_CRAFT: "REDIRIGER LE SOUS-MARIN" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ALLER À SA DERNIÈRE POSITION CONNUE" STR_UFO_: "OSNI-{0}" STR_ALIEN_BASE_: "COLONIE ALIEN-{0}" STR_CRASH_SITE_: "LIEU DU CRASH-{0}" STR_LANDING_SITE_: "FOND TOUCHÉ-{0}" STR_WAY_POINT_: "POINT DE REPÈRE-{0}" STR_TERROR_SITE: "SITE DE TERREUR-{0}" STR_ARTIFACT_SITE: "SITE D'ARTÉFACT-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}a atteint{NEWLINE}{1}" STR_NOW_PATROLLING: "En patrouille" STR_ALIEN_ORIGINS: "Origines des aliens" STR_THE_ULTIMATE_THREAT: "La menace ultime" STR_TLETH_ALIEN_CITY: "T'leth, la ville des aliens" STR_UFOPAEDIA: "Ovnipédie" STR_XCOM_CRAFT_ARMAMENT: "SOUS-MARINS ET ARMES X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SYSTÈMES D'ARMES SUBMERSIBLES" STR_WEAPONS_AND_EQUIPMENT: "ÉQUIPEMENT GÉNÉRAL" STR_ALIEN_ARTIFACTS: "OBJETS AQUATIQUES" STR_BASE_FACILITIES: "INSTALLATIONS X-COM" STR_ALIEN_LIFE_FORMS: "CRÉATURES ALIENS" STR_ALIEN_RESEARCH_UC: "TECHNOLOGIE ALIEN" STR_UFO_COMPONENTS: "NOUVELLES TECHNOLOGIES SUBMERSIBLES" STR_UFOS: "OBJETS SOUS-MARINS NON IDENTIFIÉS (OSNIs)" STR_SELECT_ITEM: "SÉLECTIONNEZ UN ARTICLE" STR_ACCELERATION: "ACCÉLÉRATION> {ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACITÉ DE CARBURANT> {ALT}{0}{ALT}" STR_WEAPON_PODS: "NACELLES D'ARMES> {ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "CAPACITÉ DE DÉGÂTS> {ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACE DE LA SOUTE> {ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACITÉ DES SAS> {ALT}{0}{ALT}" STR_DAMAGE: "Dégâts" STR_RANGE: "Portée" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Précision" STR_RE_LOAD_TIME: "Rechargement" STR_SECONDS: "{0} s" STR_DAMAGE_ARMOR_PIERCING: "PERCE-ARMURE" STR_DAMAGE_INCENDIARY: "PHOSPHOREUX" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIF" STR_DAMAGE_LASER_BEAM: "RAYON GAUSS" STR_DAMAGE_PLASMA_BEAM: "RAYON SONIQUE" STR_DAMAGE_STUN: "GELER" STR_DAMAGE_MELEE: "MÊLÉE" STR_DAMAGE_ACID: "ACIDE" STR_DAMAGE_SMOKE: "FUMÉE" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "PRÉCISION" STR_TIME_UNIT_COST: "COÛT D'UT" STR_DAMAGE_UC: "DÉGÂTS" STR_AMMO: "MUNITIONS" STR_SHOT_TYPE_AUTO: "Automatique" STR_SHOT_TYPE_SNAP: "Rapide" STR_SHOT_TYPE_AIMED: "Précis" STR_CONSTRUCTION_TIME: "Durée de construction" STR_CONSTRUCTION_COST: "Coût de construction" STR_MAINTENANCE_COST: "Coût d'entretien" STR_LOW: "Basse" STR_MEDIUM: "Moyenne" STR_HIGH: "Haute" STR_CRAFT_WEAPON: "Arme de sous-marin" STR_CRAFT_AMMUNITION: "Munitions de sous-marin" STR_HEAVY_WEAPONS_PLATFORM: "Système d'armes lourdes" STR_WEAPON: "Arme" STR_AMMUNITION: "Munitions" STR_EQUIPMENT: "Équipement" STR_ALIEN_CORPSE: "Corps alien" STR_UFO_COMPONENT: "Composant d'osni" STR_PERSONAL_ARMOR: "Armure personnelle" STR_RAW_MATERIALS: "Matières premières" STR_HWP_SOLID_HARPOON_BOLTS: "Solides obus-harpons" STR_ALIEN: "Alien" STR_AQUATOID: "Aquatoïde" STR_GILLMAN: "Homme-Poisson" STR_LOBSTERMAN: "Homme-Homard" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Profond" STR_BIODRONE: "Biodrone" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscène" STR_HALLUCINOID: "Hallucinoïde" STR_XARQUID: "Xarquid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Commandant" STR_LIVE_NAVIGATOR: "Navigateur" STR_LIVE_MEDIC: "Infirmier" STR_LIVE_TECHNICIAN: "Technicien" STR_LIVE_SQUAD_LEADER: "Leader d'escouade" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terroriste" STR_AQUATOID_COMMANDER: "Commandant Aquatoïde" STR_AQUATOID_NAVIGATOR: "Navigateur Aquatoïde" STR_AQUATOID_MEDIC: "Infirmier Aquatoïde" STR_AQUATOID_TECHNICIAN: "Technicien Aquatoïde" STR_AQUATOID_SQUAD_LEADER: "Leader d'escouade Aquatoïde" STR_AQUATOID_SOLDIER: "Soldat Aquatoïde" STR_GILLMAN_COMMANDER: "Commandant Homme-Poisson" STR_GILLMAN_TECHNICIAN: "Technicien Homme-Poisson" STR_GILLMAN_SQUAD_LEADER: "Leader d'escouade Homme-Poisson" STR_GILLMAN_SOLDIER: "Soldat Homme-Poisson" STR_LOBSTERMAN_COMMANDER: "Commandant Homme-Homard" STR_LOBSTERMAN_NAVIGATOR: "Navigateur Homme-Homard" STR_LOBSTERMAN_TECHNICIAN: "Technicien Homme-Homard" STR_LOBSTERMAN_SQUAD_LEADER: "Leader d'escouade Homme-Homard" STR_LOBSTERMAN_SOLDIER: "Soldat Homme-Homard" STR_TASOTH_SQUAD_LEADER: "Leader d'escouade Tasoth" STR_TASOTH_SOLDIER: "Soldat Tasoth" STR_CALCINITE_TERRORIST: "Terroriste Calcinite" STR_DEEP_ONE_TERRORIST: "Terroriste Profond" STR_BIODRONE_TERRORIST: "Terroriste Biodrone" STR_TENTACULAT_TERRORIST: "Terroriste Tentaculat" STR_TRISCENE_TERRORIST: "Terroriste Triscène" STR_HALLUCINOID_TERRORIST: "Terroriste Hallucinoïde" STR_XARQUID_TERRORIST: "Terroriste Xarquid" STR_ION_BEAM_ACCELERATORS: "Accélérateurs à rayon ionique" STR_MAGNETIC_NAVIGATION: "Navigation magnétique" STR_ALIEN_SUB_CONSTRUCTION: "Construction de sous-marin alien" STR_ALIEN_CRYOGENICS: "Cryogénie alien" STR_ALIEN_CLONING: "Clonage alien" STR_ALIEN_LEARNING_ARRAYS: "Séries d'apprentissage alien" STR_ALIEN_IMPLANTER: "Implanteur alien" STR_EXAMINATION_ROOM: "Salle d'examen" STR_AQUA_PLASTICS: "Aqua-plastiques" STR_ALIEN_REANIMATION_ZONE: "Zone de réanimation alien" STR_PLASTIC_AQUA_ARMOR: "Armure aqua-plastique" STR_ION_ARMOR: "Armure ionique" STR_MAGNETIC_ION_ARMOR: "Armure ionique magnétique" STR_HWP_AQUA_JET_MISSILES: "Torpilles aqua-jet" STR_HWP_DISPLACER_PWT: "Torpilles à ondes de choc" STR_GAUSS_TECH: "Technologie Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Nouveau sous-marin chasseur" STR_NEW_FIGHTER_TRANSPORTER: "Nouveau chasseur-transporteur" STR_THE_LATEST_FLYING_SUB: "L'ultime sous-marin volant" STR_ARMOR_PIERCING: "PERCE-ARMURE" STR_COELACANTH_GAS_CANNON: "Canon à gaz de Cœlacanthe" STR_COELACANTH_AQUA_JET: "Lance-torpilles de Cœlacanthe" STR_COELACANTH_GAUSS: "Canon Gauss de Cœlacanthe" STR_DISPLACER_SONIC: "Canon sonique de Displacer" STR_DISPLACER_PWT: "Canon à T.O.C. de Displacer" STR_AJAX_LAUNCHER: "Lance-torpilles Ajax" STR_DUP_HEAD_LAUNCHER: "Lance-torpilles à tête de P.U.A." STR_CRAFT_GAS_CANNON: "Canon à gaz de sous-marin" STR_PWT_CANNON: "Canon à T.O.C." STR_GAUSS_CANNON: "Canon Gauss" STR_GAUSS_CANNON_AMMO: "Munitions de canon Gauss" STR_SONIC_OSCILLATOR: "Oscillateur sonique" STR_AJAX_TORPEDOES: "Torpilles Ajax" STR_DUP_HEAD_TORPEDOES: "Torpilles à tête de P.U.A." STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Cartouches de gaz (x50)" STR_SONIC_WAVE: "Impulsion sonique" STR_PULSE_WAVE_TORPEDOES: "Torpilles à ondes de choc" STR_SOLDIER: "Aquanaute" STR_SCIENTIST: "Scientifique" STR_ENGINEER: "Technicien" STR_NORTH_ATLANTIC: "Atlantique Nord" STR_SOUTH_ATLANTIC: "Atlantique Sud" STR_NORTH_PACIFIC: "Pacifique Nord" STR_SOUTH_PACIFIC: "Pacifique Sud" STR_MEDITERRANEAN: "Méditerranée" STR_SOUTH_CHINA_SEA: "Mer de Chine Sud" STR_INDIAN_OCEAN: "Océan Indien" STR_THE_EAST_SEA: "Mer du Japon" STR_NORTH_SEA: "Mer du Nord" STR_CARRIBEAN: "Caraïbes" STR_ANTARCTIC: "Antarctique" STR_ARCTIC: "Arctique" STR_EURASIA: "Eurasie" STR_NORTH_AMERICA: "Amérique du Nord" STR_AFRICA: "Afrique" STR_MAXIMUM_SPEED: "Vitesse maximum" STR_TRANSMISSION_RESOLVER_UC: "DÉCODEUR DE DIFFUSION" STR_TRITON: "TRITON" STR_HAMMERHEAD: "REQUIN-MARTEAU" STR_LEVIATHAN: "LÉVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "SOUS-MARIN ALIEN" STR_AJAX: "AJAX" STR_DUP_HEAD: "TÊTE DE P.U.A." STR_CRAFT_GAS_CANNON_UC: "CANON À GAZ DE S-M" STR_PWT_CANNON_UC: "CANON À T.O.C." STR_GAUSS_CANNON_UC: "CANON GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILLATEUR SONIQUE" STR_DAMAGE_CAPACITY: "Capacité de dégâts" STR_WEAPON_POWER: "Force d'arme" STR_WEAPON_RANGE: "Portée de l'arme" STR_AIR_LOCK: "Sas" STR_LABORATORY: "Laboratoire" STR_WORKSHOP: "Atelier" STR_STANDARD_SONAR: "Sonar standard" STR_WIDE_ARRAY_SONAR: "Sonar large bande" STR_TORPEDO_DEFENSES: "Défenses à torpilles" STR_GENERAL_STORES: "Entrepôt" STR_ALIEN_CONTAINMENT: "Centre de détention" STR_GAUSS_DEFENSES: "Défenses Gauss" STR_SONIC_DEFENSES: "Défenses soniques" STR_PWT_DEFENSES: "Défenses à T.O.C." STR_BOMBARDMENT_SHIELD: "Bouclier à pression" STR_MC_GENERATOR: "Générateur de C.M." STR_MC_LAB: "Laboratoire de C.M." STR_TRANSMISSION_RESOLVER: "Décodeur de diffusion" STR_SUB_PEN: "Abri" STR_USA: "ÉTATS-UNIS" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SYNDICAT" STR_ARABIAN_BLOC: "BLOC ARABE" STR_EGYPTIAN_CARTEL: "CARTEL ÉGYPTIEN" STR_AFRICA_CORP: "CORP. AFRICAINE" STR_BRAZILIAN_UNION: "UNION BRÉSILIENNE" STR_NEW_MEXICO: "NOUVEAU-MEXIQUE" STR_ASIAN_COALITION: "COALITION D'ASIE" STR_SCANDINAVIA: "SCANDINAVIE" STR_NEO_JAPAN: "NÉO-JAPON" STR_FREE_CHINA: "CHINE LIBRE" STR_AUSTRALASIA: "AUSTRALASIE" STR_FED_KOREA: "CORÉE FÉDÉRALE" STR_EURASIA_UC: "EURASIE" STR_ICELANDIC_UNION: "UNION ISLANDAISE" STR_TANK: "Système d'armes submersibles" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Fév" STR_MAR: "Mar" STR_APR: "Avr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jui" STR_AUG: "Aoû" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Déc" STR_INTERNATIONAL_RELATIONS: "Relations internationales" STR_COUNTRY: "Pays" STR_FUNDING: "Budget" STR_CHANGE: "Écart" STR_WEAPON_SYSTEMS: "SYSTÈMES D'ARMES" STR_HWPS: "SAS" STR_DAMAGE_UC_: "DÉGÂTS> {ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Le sas permet d'entrer ou de sortir l'équipement et le personnel d'une base sous-marine. C'est toujours la première installation à être construite sur un nouveau site. Le sas est vulnérable aux intrusions de toute force hostile potentielle." STR_LIVING_QUARTERS_UFOPEDIA: "Chaque quartier d'habitation peut abriter jusqu'à 50 personnes. Ces installations sont plutôt simples et fonctionnelles." STR_LABORATORY_UFOPEDIA: "Un maximum de 50 scientifiques peuvent travailler dans un laboratoire. Les laboratoires sont équipés des toutes dernières technologies en matière de recherche de matériaux, de biochimie et d'armement. X-Com peut avoir accès aux meilleurs laboratoires de recherche du monde entier, qu'ils soient civils ou militaires." STR_WORKSHOP_UFOPEDIA: "Un atelier contient tout l'équipement nécessaire à la fabrication de produits basés sur les dernières conceptions des laboratoires scientifiques. 50 techniciens peuvent travailler dans un atelier, mais les objets en construction prennent également de la place." STR_STANDARD_SONAR_UFOPEDIA: "Un sonar standard a une portée sous-marine générale de plus de 450 kilomètres et est relié à des réseaux satellites géostationnaires pour les analyses en surface. Chaque scanner a 10 % de chance de détecter un submersible ou un vaisseau en vol par cycle de balayage de 30 minutes." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Un sonar large bande a une portée de 700 kilomètres dans toutes les profondeurs et est relié à des réseaux satellites géostationnaires pour les analyses en surface. Chaque scanner a 20 % de chance de détecter un submersible ou un vaisseau en vol par cycle de balayage de 30 minutes." STR_TORPEDO_DEFENSES_UFOPEDIA: "Les systèmes de défense à torpilles protègent contre les attaques des submersibles ennemis qui essaieraient de s'amarrer à la base." STR_GENERAL_STORES_UFOPEDIA: "Tout l'équipement, les systèmes d'armes, les munitions, le matériel récupéré et les systèmes d'armes submersibles sont placés dans les entrepôts, y compris l'équipement destiné aux sous-marins qui sont dans les abris." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Les aliens vivants vont nécessiter des installations particulières de détention pour les détenir. Ces unités maintiennent leurs fonctions vitales et réduisent à néant leur potentiel de combat. L'installation de détention peut contenir jusqu'à 10 formes de vie aliens dans des unités indépendantes." STR_GAUSS_DEFENSES_UFOPEDIA: "Les défenses Gauss fournissent la plus récente et la plus efficace protection contre les attaques de sous-marins ennemis." STR_SONIC_DEFENSES_UFOPEDIA: "Les défenses à oscillateur sonique fournissent une protection puissante et efficace contre les agresseurs." STR_PWT_DEFENSES_UFOPEDIA: "Les torpilles à ondes de choc sont la défense la plus efficace contre les attaques aliens. Ces torpilles ont des ogives très denses qui peuvent transpercer toutes les armures connues. Leurs ondes magnétiques neutralisent les défenses électroniques." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Le bouclier de bombardement à pression protège la base contre l'amarrage des submersibles et déclenche un champ de résonance repoussant les sous-marins attaquants assez longtemps pour permettre aux systèmes de défenses de lancer des tirs nourris. Concrètement, il double l'efficacité des systèmes de défense déjà déployés." STR_MC_GENERATOR_UFOPEDIA: "Les sous-marins aliens utilisent la technologie de contrôle moléculaire pour détecter la présence de créatures vivantes. À l'aide d'un émetteur de C.M. négatif, on peut créer une couverture impénétrable qui masquera notre présence et trompera les aliens." STR_MC_LAB_UFOPEDIA: "Le labo de contrôle moléculaire peut implanter et former jusqu'à 10 aquanautes à la fois. Les implants sont d'abord installés chirurgicalement dans le crâne des aquanautes, puis de l'entraînement intensif leur permet de les utiliser. Les compétences acquises sont utilisées avec un appareil moléculaire et peuvent être utilisées comme attaques dans les combats." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Les communications aliens utilisent le réseau d'implant de contrôle moléculaire qu'ils ont construit. Le décodeur de diffusion intercepte les transmissions des sous-marins aliens et décode l'information. On obtient ainsi le type de sous-marin alien, la race d'alien et le type d'activité qui s'opère." STR_SUB_PEN_UFOPEDIA: "Chaque abri peut contenir un sous-marin. Il y a des installations pour l'entretien, le ravitaillement et la réparation de la flotte de sous-marins X-Com. Chaque sous-marin volant posté dans une base doit avoir un abri libre qui lui est affecté et qui ne peut être utilisé par aucun autre sous-marin, même si le sous-marin affecté est parti en mission." STR_DART_PISTOL_UFOPEDIA: "Le pistolet à fléchettes X-Com est une petite unité précise et très puissante munie d'un chargeur creux de 12 fléchettes. Les fléchettes sont activées par une cartouche à gaz située dans la capsule de munitions." STR_JET_HARPOON_UFOPEDIA: "Ce fusil harpon aquatique est précis et puissant, tirant des harpons creux en acier contenus en paquets scellés de 10. Chaque harpon a son propre réservoir à gaz." STR_GAS_CANNON_UFOPEDIA: "Ce canon lourd de la famille des armes à gaz tire des obus solides, dont certains ont le bout explosif ou phosphoreux. L'arme favorite des aquanautes expérimentés." STR_HYDRO_JET_CANNON_UFOPEDIA: "Les canons hydro-jet font partie du système d'armes d'infanterie lourde. Le canon tire des mini-torpilles alimentées au magnésium. Bien que puissant, le canon hydro-jet est une arme peu maniable qui ne peut être utilisée que sous l'eau." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Cet imposant lance-torpilles utilise 3 types de torpilles ayant chacune sa propre unité de propulsion. Le seul point faible de cette arme dévastatrice est son chargement manuel. Parmi les types de munitions, on trouve des grandes et des petites torpilles au bout explosif ou phosphoreux, toutes pour usage aquatique seulement." STR_GAUSS_PISTOL_UFOPEDIA: "Le pistolet Gauss utilise la technologie des particules accélérées, la dernière nouveauté dans l'armement moderne. Il est rapide, précis et fonctionne en surface, comme en profondeur. La technologie Gauss s'appuie sur les technologies plasma acquises durant la précédente guerre." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Ce petit objet est utilisé comme source d'énergie pour le pistolet Gauss." STR_GAUSS_RIFLE_UFOPEDIA: "Supérieur au pistolet Gauss, ce fusil a vraiment du punch avec ses deux accélérateurs de particules. En remplaçant le système plasma alimenté à l'élérium, nous avons utilisé un accélérateur à micro particules qui génère un courant d'anti-protons." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Ce petit objet est utilisé comme source d'énergie pour le fusil Gauss." STR_HEAVY_GAUSS_UFOPEDIA: "Le canon lourd Gauss est plutôt encombrant, mais extrêmement efficace. Il fonctionne avec trois accélérateurs de particules et rien ne peut pratiquement l'arrêter. Le courant anti-protons est contenu dans un obus d'arséniure de gallium qui, en implosant, libère de l'anti-matière." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Ce petit objet est utilisé comme source d'énergie pour le canon lourd Gauss." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Cette grenade standard a un détonateur précis et sophistiqué, permettant un contrôle de précision." STR_DYE_GRENADE_UFOPEDIA: "Les grenades colorantes sont des objets à double rôle, utiles pour le camouflage durant des combats exposés. Fonctionnant sous l'eau comme en surface, le colorant est éjecté en un nuage de particules, produisant le même effet qu'un jet d'encre d'une pieuvre sous l'eau ou d'une épaisse fumée en surface." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Une grenade de proximité qui peut être lancée comme une grenade ordinaire, mais qui est déclenchée par tout mouvement à proximité une fois lancée. De l'entraînement et de l'habileté sont nécessaires pour utiliser correctement ces armes." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Cet explosif ne devrait être utilisé que pour démolir. Cependant, des expériences ont montré que ces puissants explosifs sont parfaits pour débusquer les aliens. Son rayon d'explosion est vaste, alors assurez-vous qu'aucun aquanaute n'est directement exposé." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Ce nouvel appareil utilise toutes sortes de détecteurs et de systèmes informatiques avancés pour identifier les unités ennemies mouvantes. Cliquez sur l'icône de 'Capteur d'agitation' sur l'affichage tactique. Sélectionnez 'Utiliser le capteur' dans le menu. L'affichage du capteur montre une flèche au centre qui représente la direction vers laquelle l'aquanaute est orientée (le Nord est en haut). Les points clignotants montrent les unités qui ont récemment bougé. Les grosses unités ou les unités rapides auront des points plus gros. Les unités statiques ne seront pas détectées." STR_MEDI_KIT_UFOPEDIA: "Pour l'utiliser, l'agent X-Com doit faire face à un autre agent blessé ou se tenir au-dessus du corps d'un aquanaute assommé.{NEWLINE}SOIGNER> Les parties du corps en rouge représentent les blessures. Sélectionnez une partie du corps et cliquez sur le bouton 'Soigner'. La blessure grave sera soignée et la santé sera restaurée.{NEWLINE}STIMULANT> Restaure l'énergie et ranime les aquanautes assommés. L'agent doit se tenir directement sur le corps de l'aquanaute pour le ranimer.{NEWLINE}CALMANT> Restaure le moral des aquanautes blessés." STR_MC_DISRUPTOR_UFOPEDIA: "Le summum de la technologie en contrôle moléculaire destinée à l'usage exclusif des aquanautes spécialisés. Cliquez sur le perturbateur, sélectionnez le type d'attaque et sélectionnez une cible avec le curseur. Il existe deux types d'attaques :{NEWLINE}BROUILLER L'IMPLANT> Si l'attaque réussit, l'unité devient confuse et peut paniquer.{NEWLINE}CONTRÔLER L'IMPLANT> Si cela marche, vous prendrez le contrôle de l'unité ennemie." STR_THERMAL_TAZER_UFOPEDIA: "Cet appareil ne peut être utilisé qu'en combat rapproché. Il permet d'assommer un organisme vivant sans le tuer en gelant la créature." STR_VIBRO_BLADE_UFOPEDIA: "La vibrolame est une longue lame de couteau tranchante en titane qui tournoie d'une vitesse de rotation de 6000 tpm. Elle peut percer les armures de plongée les plus solides. Sa source d'énergie est une invention alien, nos tentatives pour reproduire cette arme ont échoué, nos lames tournant trop lentement ou explosant sous la pression." STR_THERMIC_LANCE_UFOPEDIA: "La lance thermique est une extension logique de la technologie de vibrolame. La lame tourne à une vitesse de rotation très élevée et une source d'énergie zrbite la surchauffe à haute température pour ainsi couper les armures, tel un couteau chaud dans du beurre." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "La lance thermique lourde est une version plus puissante que la lance thermique. Grâce à sa double source de chaleur et son extrême vitesse de rotation, aucun matériau ne peut résister à la lance thermique lourde." STR_SONIC_CANNON_UFOPEDIA: "Le canon sonique est la plus puissante des armes soniques. Son oscillateur auditif est d'une plus grande portée et sa chambre de réverbération est plus grande que celle du fusil blasta. Ce canon dispose aussi d'un système de détonation à impulsions qui modifie l'onde ultra-sonique par modulation pour créer un choc sonique bien plus efficace." STR_CANNON_POWER_CLIP_UFOPEDIA: "Cet appareil compact sert de munitions pour un canon sonique et contient une petite quantité de zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Même l'acier enrichi en carbone ne peut résister à cette arme sonique puissante. Son émetteur d'ondes très compact est accru par un super amplificateur conducteur pour augmenter la puissance de cette arme." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Ce petit objet sert de source d'énergie pour un fusil sonique, une puissante arme alien, et contient une petite quantité de zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Le pistolet sonique est une arme alien basée sur des ondes auditives ultrasoniques, capable de réduire les os en purée en quelques secondes. Les ondes ultrasoniques sont d'une portée dépassant l'entendement humain." STR_PISTOL_POWER_CLIP_UFOPEDIA: "C'est une source d'énergie pour le compact pistolet sonique alien. Il contient du zrbite - source d'énergie de toutes les armes aliens." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Cette arme guidée alien à usage aquatique uniquement tire des 'projectiles perturbateurs' autopropulsés. Lorsque vous cliquez pour tirer, vous verrez apparaître des 'points de repère' que le projectile suivra. Lorsque vous avez positionné assez de points de repère, cliquez sur l'icône 'Tirer'." STR_DISRUPTOR_AMMO_UFOPEDIA: "Cet appareil est un projectile à onde perturbatrice équipé d'un système de guidage informatique. Il est tiré par le lance-projectiles perturbateurs." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Un petit lanceur à choc thermique qui tire des bombes chimiques paralysantes. Très utile pour capturer des aliens vivants." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "La bombe à choc thermique est utilisée pour capturer des humains vivants, mais elle peut aussi être utilisée contre la plupart des races aliens. Elle est lancée à partir d'un lance-bombes à choc thermique." STR_SONIC_PULSER_UFOPEDIA: "Cette arme fonctionne de la même façon qu'une grenade ordinaire - à l'exception qu'elle est extrêmement plus puissante. La grenade utilise une seule explosion à impulsion sonique qui est émise dans toutes les directions simultanément." STR_MC_READER_UFOPEDIA: "Nous avons trouvé des petites unités implantées à l'intérieur des corps aliens. Ce sont des implants de contrôle conçus par les Aquatoïdes pour permettre l'envoi permanent d'informations du champ de bataille, même à longue distance. Le lecteur de C.M. est un appareil de communication alien utilisé pour lire l'information directement des implants de C.M. Les unités X-Com peuvent également l'utiliser pour connaître les caractéristiques d'un alien. Sélectionnez l'option 'Utiliser le lecteur'. Puis cliquez sur un alien avec le curseur." STR_SURVEY_SHIP: "Navire d'inspection" STR_ESCORT: "Escorte" STR_CRUISER: "Croiseur" STR_HEAVY_CRUISER: "Croiseur lourd" STR_HUNTER: "Chasseur" STR_BATTLESHIP: "Navire de guerre" STR_DREADNOUGHT: "Cuirassé" STR_FLEET_SUPPLY_CRUISER: "Croiseur de renfort" MAP_SEABED: "Fond marin" MAP_PIPES: "Centre de recherche" MAP_PLANE: "Épave d'avion" MAP_ATLAN: "Atlantide" MAP_MU: "Temple Maya" MAP_GAL: "Galion englouti" MAP_MSUNK: "Paquebot englouti" MAP_VOLC: "Volcanique" MAP_CORAL: "Corail" MAP_PORT: "Port" MAP_ISLAND: "Île" MAP_CARGO: "Cargo" MAP_LINERT: "Navire de croisière P1" MAP_LINERB: "Navire de croisière P2" MAP_ALART: "Artéfact P1" MAP_GRUNGE: "Artéfact P2" MAP_ENTRY: "Colonie P1" MAP_A_BASE: "Colonie P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Équipage mixte" STR_MIXED_CREW_2: "Équipage mixte 2" STR_RATING: "ÉVALUATION> {0}" STR_RATING_TERRIBLE: "TERRIBLE!" STR_RATING_POOR: "MÉDIOCRE!" STR_RATING_OK: "PASSABLE" STR_RATING_GOOD: "BIEN!" STR_RATING_EXCELLENT: "EXCELLENT!" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPPORT MENSUEL DU PROJET X-COM" STR_MONTH: "Mois> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Le Comité des Organisations participant au financement est dans l'ensemble satisfait de vos progrès jusqu'ici." STR_COUNCIL_IS_VERY_PLEASED: "Le Comité des Organisations participant au financement est très satisfait de vos excellents progrès. Continuez comme ça." STR_COUNCIL_IS_DISSATISFIED: "Le Comité des Organisations participant au financement n'est pas satisfait de votre travail. Vous devez améliorer votre efficacité à combattre la menace alien, sinon, il risque de mettre fin au support financer du projet X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "Vous n'avez pas réussi à combattre l'invasion alien et le Comité des Organisations participant au financement a malheureusement décidé de mettre fin au projet. Chaque organisation va s'occuper elle-même du problème comme elle l'entend. Nous ne pouvons qu'espérer arriver à un accord avec ces anciennes forces, et souhaiter que la population s'entendra avec les visiteurs aquatiques." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} est particulièrement satisfait de votre aptitude à combattre la menace localisée et est d'accord pour augmenter votre budget." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sont particulièrement satisfaits de vos progrès dans le combat contre les incursions aliens localisées et sont d'accord pour augmenter votre budget." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} et {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} n'est pas satisfait de votre aptitude à combattre l'activité alien sur son territoire et a décidé de réduire sa participation financière." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} ne sont pas satisfaits de votre aptitude à combattre l'activité alien sur leur territoire et ont décidé de réduire leur participation financière." STR_KNOTS: "{0} nœuds" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} a signé un accord de coopération avec des forces aliens et a arrêté de financer X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ont signé un accord de coopération avec des forces aliens et ont arrêté de financer X-Com." STR_MONTHLY_RATING: "Évaluation mensuelle> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Changement de financement> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Le Comité n'est pas satisfait de votre situation financière. Vous devez réduire vos dettes en-dessous de 1 million $ ou X-Com cessera ses activités." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISSIONS À PARTICULES DÉCODÉES" STR_CRAFT_TYPE: "TYPE DE SOUS-MARIN" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allouer la recherche" STR_ALLOCATE_MANUFACTURE: "Allouer la fabrication" STR_AZORES: "Açores" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermudes" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Récife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Île de l'Ascension" STR_TRINIDADE_ISLAND: "Trinité" STR_FALKLAND_ISLAND: "Îles Malouines" STR_CANARY_ISLANDS: "Îles Canaries" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Île Saint-Laurent" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Îles Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmanie" STR_HAWAII: "Hawaï" STR_FIJI: "Îles Fidji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Île de Pâques" STR_GALAPAGOS_ISLAND: "Îles Galápagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Îles Salomon" STR_CRETE: "Crète" STR_LISBON: "Lisbonne" STR_PORT_SAID: "Port-Saïd" STR_MARSEILLES: "Marseille" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manille" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapour" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychelles" STR_MALDIVE_ISLAND: "Maldives" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Île Maurice" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londres" STR_FAEROE_ISLAND: "Îles Féroé" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaïque" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Formation au C.M." STR_PSIONIC_TRAINING: "FORMATION : CONTRÔLE MOLÉCULAIRE" STR_REMAINING_PSI_LAB_CAPACITY: "Capacité restante du Labo de C.M.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Force{NEWLINE}au C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Compétence{NEWLINE}/progression au C.M." STR_IN_TRAINING: "En{NEWLINE}formation?" STR_TARGETTED_BY: "VISÉ PAR :" STR_WEAPONS_CREW_HWPS: "ARMES/{NEWLINE}ÉQUIPAGE/SAS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "est à court de carburant,{NEWLINE}retourne à la base" STR_SOLDIER_LIST: "Liste des aquanautes" STR_RANK_: "GRADE> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "VICTIMES> {ALT}{0}" STR_WOUND_RECOVERY: "GUÉRISON DE BLESSURE> {ALT}{0}" STR_TIME_UNITS: "UNITÉS DE TEMPS" STR_STAMINA: "ENDURANCE" STR_HEALTH: "SANTÉ" STR_BRAVERY: "COURAGE" STR_REACTIONS: "RÉACTIONS" STR_FIRING_ACCURACY: "PRÉCISION AU TIR" STR_THROWING_ACCURACY: "PRÉCISION AU LANCER" STR_STRENGTH: "FORCE" STR_PSIONIC_STRENGTH: "FORCE AU C.M." STR_PSIONIC_SKILL: "COMPÉTENCE AU C.M." STR_NEW_RANK: "NOUVEAU GRADE" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "AQUANAUTES" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Les SAS automatisés sont très maniables et résistants. Ils fournissent le support à vos troupes à toutes les profondeurs. Si vous avez assez de munitions, ils sont automatiquement réarmés." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Ce submersible est doté de torpilles aqua-jet. Ce système d'arme ne fonctionne que sous l'eau. Il assure l'approvisionnement des stocks en torpilles aqua-jet." STR_COELACANTH_GAUSS_UFOPEDIA: "La technologie Gauss renforce les SAS. Par rapport aux premiers modèles, elle offre une forte puissance de tir et utilise la technologie propre à X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "La technologie alien a redéfini les SAS. Grâce aux déplaceurs ioniques, les SAS ne se cantonnent plus au fond des mers. L'armement sonique donne un réel avantage lors des combats." STR_DISPLACER_PWT_UFOPEDIA: "Ce SAS est équipé d'armes à ondes de choc pour usage aquatique. Vous devez fabriquer des T.O.C. pour les garder armés. Pour tirer, sélectionnez plusieurs 'points de repère', puis cliquez sur l'icône 'Tirer'." STR_ALIEN_PROBE_MISSION: "Mission d'investigation alien" STR_ALIEN_INTERDICTION: "Interdiction alien" STR_ALIEN_RESOURCE_RAID: "Raid de ressources aliens" STR_ALIEN_INFILTRATION: "Infiltration alien" STR_ALIEN_BASE: "Expansion coloniale alien" STR_ALIEN_SURFACE_ATTACK: "Attaques aliens en surface" STR_ALIEN_RETALIATION: "Attaque de base flottante" STR_ALIEN_SUPPLY: "Missions de fourniture de colonie" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "La mission d'investigation alien a pour but de vérifier des données sur le fond des mers, les ressources, les voies d'accès et de transport aériens d'une zone. Les sous-marins aliens chargés de ces missions ne constituent pas de vraies menaces, mais indiquent des sites d'activité qui pourraient s'enflammer à tout moment." STR_ALIEN_INTERDICTION_UFOPEDIA: "La politique des aliens consiste à maintenir l'ordre des zones qui les intéressent en y envoyant un vaisseau dans le but précis de sécuriser une zone avant d'entamer des missions plus intensives. Ils atterrissent sur des sites spécifiques où ils feront ensuite des incursions pour boucler ces zones afin de préparer le terrain pour la prochain niveau d'activité." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Faire couler des navires et abattre des avions font partie de la stratégie des aliens. L'acquisition de matériaux est l'une des activités principales des aliens, c'est pourquoi ils agissent de manière très agressive. Les aliens font aussi des incursions dans les zones d'activité géothermique, minant différents sites, et même des sites antiques, pour trouver des minéraux et des métaux traités ainsi que d'autres objets de construction humaine." STR_ALIEN_INFILTRATION_UFOPEDIA: "Des contacts officiels entre aliens et gouvernements ou corporations au plus haut niveau peuvent en résulter. Le point culminant de cette activité se traduit par une activité sous-marine alien intense dans les mers appartenant aux organisations concernées. Les aliens essayeront de signer un accord avec un gouvernement ou une organisation, en échange de l'enseignement de leurs technologies supérieures. Cette activité alien représente une grande menace pour X-Com. Si une corporation ou un gouvernement coopère avec les envahisseurs, il cesse automatiquement son financement." STR_ALIEN_BASE_UFOPEDIA: "Les aliens vont construire des colonies sous-marines secrètes dans des endroits isolés. Après quelques vols de reconnaissance, une intense activité sous-marine alien se produira pendant la construction de la colonie. On sait que ces colonies ont des laboratoires, des centres de clonage et des blocs opératoires pour des expérimentations humaines et aliens. La présence de colonies aliens va créer une intense activité alien sans la présence de sous-marins aliens. Afin de localiser une colonie, un sous-marin X-Com doit patrouiller dans une région pendant quelques heures pour avoir une chance de la détecter." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Lorsque les aliens ont besoin d'humains, ils terrorisent un port, attaquent une île, ou un navire. Les civils seront la première cible des besoins pervers de reproduction des aliens et de leurs horribles expériences." STR_ALIEN_RETALIATION_UFOPEDIA: "Si les sous-marins d'interception X-Com réussissent particulièrement bien à abattre des vaisseaux aliens, alors ils pourraient commettre des actions de représailles. Cela pourrait aboutir à une attaque directe contre une base X-Com. Cependant, les aliens doivent trouver cette base avant de l'attaquer, et tant que les sous-marins aliens sont tenus à l'écart, il y a peu de risque d'une attaque." STR_ALIEN_SUPPLY_UFOPEDIA: "Une fois qu'une colonie alien est construite, elle est régulièrement approvisionnée par un navire de ravitaillement spécial. Si l'un de ces vaisseaux est détecté alors qu'il touche le fond, vous pouvez alors être certain qu'il y a une base alien à proximité." STR_SURVEY_SHIP_UFOPEDIA: "Ce minuscule sous-marin est utilisé essentiellement pour les missions de reconnaissance et d'inspection. Il précède normalement des vaisseaux plus grands au début d'une expédition alien." STR_ESCORT_UFOPEDIA: "Un vaisseau escorte de taille moyenne qui ne représente pas une grande menace. Il précède l'arrivé de vaisseaux plus grands et de l'intensification des activités." STR_CRUISER_UFOPEDIA: "Le croiseur est un vaisseau utilisé dans tous les types de missions aliens. Il est le fer de lance de la flotte alien et est un redoutable adversaire." STR_HEAVY_CRUISER_UFOPEDIA: "Le croiseur lourd est muni de systèmes d'armes et de propulseurs plus importants et plus puissants que le croiseur. Il est utilisé pour transporter de grandes quantités de minéraux et d'équipement." STR_HUNTER_UFOPEDIA: "Ce vaisseau est équipé d'une salle d'examen utilisée pour des expériences et des opérations sur des sujets humains. Les victimes sont sujets à des tortures les plus atroces et on leur enlève souvent le cerveau qui est stocké avant d'être, en route, soumis à des expériences." STR_BATTLESHIP_UFOPEDIA: "Ce navire de guerre est le vaisseau le plus agressif de la flotte alien. Il dispose de toutes les technologies et systèmes aliens pour servir de base d'opérations à tous les actes d'agression des aliens et dispose aussi d'un vaste arsenal d'armes." STR_DREADNOUGHT_UFOPEDIA: "Le cuirassé est un super transporteur de troupes, équipé de toutes les technologies aliens et d'un puissant arsenal. C'est un adversaire rude et redoutable." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Le vaisseau de ravitaillement est utilisé durant la construction de colonies aliens ou pour l'approvisionnement de colonies existantes. Il transporte des nutriments aliens, de l'ADN, des fœtus et d'autres composants biologiques." STR_DISMANTLE: "Démonter" STR_FACILITY_IN_USE: "NACELLE AQUATIQUE EN UTILISATION" STR_CANNOT_DISMANTLE_FACILITY: "IMPOSSIBLE DE DÉMONTER LA NACELLE AQUATIQUE!{SMALLLINE}Toutes les nacelles de la base doivent être reliées au sas." STR_TRANSFER_ITEMS_TO: "Transférer les objets vers {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "PAS DE CENTRE DE DÉTENTION DES ALIENS POUR LE TRANSFERT!{SMALLLINE}Les aliens vivants ont besoin d'une installation de centre de détention des aliens pour survivre." STR_AMOUNT_AT_DESTINATION: "QUANTITÉ À{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "L'alien meurt car il n'y a pas d'installation de centre de détention des aliens." STR_NO_FREE_ACCOMODATION_CREW: "AUCUN LOGEMENT DE LIBRE!{SMALLLINE}La base de destination n'a pas assez de place dans les quartiers d'habitation pour l'équipage affecté au sous-marin." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "PAS ASSEZ D'ESPACE DE STOCKAGE!{SMALLLINE}La base de destination n'a pas assez de place dans les entrepôts pour l'équipement attribué au sous-marin." STR_ITEMS_ARRIVING: "Le matériel arrive" STR_DESTINATION_UC: "DESTINATION" STR_DART_PISTOL: "Pistolet à fléchettes" STR_DART_POD: "Chargeur de fléchettes" STR_JET_HARPOON: "Fusil harpon" STR_HARPOON_POD: "Chargeur de harpons" STR_GAS_CANNON: "Canon à gaz" STR_GC_AP_AMMO: "Obus CG-PA" STR_GC_HE_AMMO: "Obus CG-E" STR_GC_P_AMMO: "Obus CG-P" STR_HYDRO_JET_CANNON: "Canon hydro-jet" STR_HJC_AP_AMMO: "Munitions HJ-PA" STR_HJC_HE_AMMO: "Munitions HJ-E" STR_HJC_P_AMMO: "Munitions HJ-P" STR_TORPEDO_LAUNCHER: "Lance-torpilles" STR_SMALL_TORPEDO: "Petite torpille" STR_LARGE_TORPEDO: "Grande torpille" STR_PHOSPHOROUS_TORPEDO: "Torpille phosphoreuse" STR_MAGNA_BLAST_GRENADE: "Grenade magna-blast" STR_DYE_GRENADE: "Grenade colorante" STR_PARTICLE_DISTURBANCE_GRENADE: "Grenade agitatrice de particules" STR_MAGNA_PACK_EXPLOSIVE: "Explosif magna-pack" STR_PARTICLE_DISTURBANCE_SENSOR: "Capteur d'agitation de particules" STR_MEDI_KIT: "Trousse de soins" STR_MC_DISRUPTOR: "Perturbateur de C.M." STR_THERMAL_TAZER: "Tazer thermique" STR_GAUSS_PISTOL: "Pistolet Gauss" STR_GAUSS_PISTOL_CLIP: "Chargeur de pistolet Gauss" STR_GAUSS_RIFLE: "Fusil Gauss" STR_GAUSS_RIFLE_CLIP: "Chargeur de fusil Gauss" STR_HEAVY_GAUSS: "Canon lourd Gauss" STR_HEAVY_GAUSS_CLIP: "Chargeur de canon lourd Gauss" STR_SONIC_CANNON: "Canon sonique" STR_CANNON_POWER_CLIP: "Chargeur de canon sonique" STR_SONIC_BLASTA_RIFLE: "Fusil blasta-sonique" STR_BLASTA_POWER_CLIP: "Chargeur d'énergie blasta" STR_SONIC_PISTOL: "Pistolet sonique" STR_PISTOL_POWER_CLIP: "Chargeur de pistolet sonique" STR_DISRUPTOR_PULSE_LAUNCHER: "Lance-projectiles perturbateurs" STR_DISRUPTOR_AMMO: "Projectile à onde perturbatrice" STR_THERMAL_SHOK_LAUNCHER: "Lance-bombes à choc thermique" STR_THERMAL_SHOK_BOMB: "Bombe à choc thermique" STR_SONIC_PULSER: "Émetteur d'impulsion sonique" STR_ZRBITE: "Zrbite" STR_MC_READER: "Lecteur de C.M." STR_VIBRO_BLADE: "Vibrolame" STR_THERMIC_LANCE: "Lance thermique" STR_HEAVY_THERMIC_LANCE: "Lance thermique lourde" STR_AQUATOID_CORPSE: "Corps d'Aquatoïde" STR_GILLMAN_CORPSE: "Corps d'Homme-Poisson" STR_LOBSTERMAN_CORPSE: "Corps d'Homme-Homard" STR_TASOTH_CORPSE: "Corps de Tasoth" STR_CALCINITE_CORPSE: "Corps de Calcinite" STR_DEEP_ONE_CORPSE: "Corps de Profond" STR_BIODRONE_CORPSE: "Corps de Biodrone" STR_TENTACULAT_CORPSE: "Corps de Tentaculat" STR_TRISCENE_CORPSE: "Corps de Triscène" STR_HALLUCINOID_CORPSE: "Corps d'Hallucinoïde" STR_XARQUID_CORPSE: "Corps de Xarquid" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Pas assez de munitions pour armer le SAS{SMALLLINE}Chaque SAS requiert {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Pas assez d'équipement pour rééquiper entièrement l'escouade" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Vous aurez besoin d'étudier{NEWLINE}{0}{NEWLINE}afin de pouvoir produire{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Les aliens ont détruit la base {0} non défendue" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Les patrouilles X-Com ont localisé une colonie alien en {0}" STR_STANDOFF: "RESTER À DISTANCE" STR_CAUTIOUS_ATTACK: "ATTAQUE PRUDENTE" STR_STANDARD_ATTACK: "ATTAQUE STANDARD" STR_AGGRESSIVE_ATTACK: "ATTAQUE AGRESSIVE" STR_DISENGAGING: "DÉSENGAGEMENT" STR_UFO_HIT: "L'OSNI EST TOUCHÉ!" STR_UFO_CRASH_LANDS: "L'OSNI A COULÉ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Réduire à une distance sûre seulement" STR_UFO_RETURN_FIRE: "L'OSNI RIPOSTE!" STR_INTERCEPTOR_DAMAGED: ">>> SOUS-MARIN ENDOMMAGÉ <<<" STR_INTERCEPTOR_DESTROYED: ">>> SOUS-MARIN DÉTRUIT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "L'OSNI S'ÉCHAPPE!" STR_LONG_RANGE_DETECTION: "Sonar large bande" STR_STORES_UC: "STOCKS" STR_DIFFICULTY_LEVEL: "Niveau de difficulté" STR_INTERCEPT: "INTERCEPTER" STR_BASES: "BASES" STR_GRAPHS: "GRAPHIQUES" STR_UFOPAEDIA_UC: "OVNIPÉDIE" STR_OPTIONS_UC: "OPTIONS" STR_FUNDING_UC: "BUDGET" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 heure" STR_1_DAY: "1 jour" STR_XCOM_PERFORMANCE_ROSTER: "Tableau de performance X-Com" STR_ENTER_NAME: "Entrez un nom" STR_PERFORMANCE_RATING: "Évaluation de performance" STR_VICTORY_DATE: "Date de victoire" STR_CHEMICAL_FLARE: "Torche chimique" STR_CHEMICAL_FLARE_UFOPEDIA: "Cet appareil compact produit une lumière vive sur la terre ou sous l'eau, peu importe la profondeur, permettant d'illuminer les unités ennemies à proximité durant les missions abyssales ou nocturnes." STR_MONTHLY_COSTS: "Coûts mensuels" STR_CRAFT_RENTAL: "Location de sous-marins" STR_SALARIES: "Salaires" STR_BASE_MAINTENANCE: "Entretien de la base" STR_COST_PER_UNIT: "Coût par unité" STR_QUANTITY: "Quantité" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En implantation de C.M." STR_FRONT_ARMOR: "Armure avant" STR_LEFT_ARMOR: "Armure gauche" STR_RIGHT_ARMOR: "Armure droite" STR_REAR_ARMOR: "Armure arrière" STR_UNDER_ARMOR: "Armure de dessous" STR_ROUNDS: "Munitions" STR_UNIT: "UNITÉ> {0}" STR_ENERGY: "ÉNERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "ARMURE> {0}" STR_FRONT_ARMOR_UC: "ARMURE AVANT" STR_LEFT_ARMOR_UC: "ARMURE GAUCHE" STR_RIGHT_ARMOR_UC: "ARMURE DROITE" STR_REAR_ARMOR_UC: "ARMURE ARRIÈRE" STR_SKILLS: "COMPÉTENCES> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "TÊTE" STR_TORSO: "TORSE" STR_RIGHT_ARM: "BRAS DROIT" STR_LEFT_ARM: "BRAS GAUCHE" STR_RIGHT_LEG: "JAMBE DROITE" STR_LEFT_LEG: "JAMBE GAUCHE" STR_PAIN_KILLER: "CALMANT" STR_STIMULANT: "STIMULANT" STR_HEAL: "SOIGNER" STR_TIME_UNITS_SHORT: "UT> {ALT}{0}" STR_WEIGHT: "Poids> {ALT}{0}/{1}" STR_REACTIONS_SHORT: "Réact> {ALT}{0}" STR_ALIEN_ARTIFACT: "Objet alien" STR_AMMO_ROUNDS_LEFT: "MUNITIONS{NEWLINE}RESTANTES{NEWLINE}{ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calm> {ALT}{0}{ALT}{NEWLINE}Stim> {ALT}{1}{ALT}{NEWLINE}Soin> {ALT}{2}" STR_THROW: "Lancer" STR_AUTO_SHOT: "Tir auto." STR_SNAP_SHOT: "Tir rapide" STR_AIMED_SHOT: "Tir précis" STR_STUN: "Geler" STR_PRIME_GRENADE: "Amorcer la grenade" STR_USE_SCANNER: "Utiliser le capteur" STR_USE_MEDI_KIT: "Utiliser la trousse" STR_LAUNCH_MISSILE: "Tirer" STR_ACCURACY_SHORT: "Pr> {ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Pas assez d'unités de temps!" STR_NOT_ENOUGH_ENERGY: "Pas assez d'énergie!" STR_NO_ROUNDS_LEFT: "Plus de munitions!" STR_NO_AMMUNITION_LOADED: "Pas de munitions de chargées!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Mauvais type de munition pour cette arme!" STR_WEAPON_IS_ALREADY_LOADED: "L'arme est déjà chargée!" STR_NO_LINE_OF_FIRE: "Pas de ligne de tir!" STR_GRENADE_IS_ACTIVATED: "La grenade est activée!" STR_GRENADE_IS_DEACTIVATED: "La grenade est désactivée!" STR_THERE_IS_NO_ONE_THERE: "Il n'y a personne ici!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossible d'utiliser l'objet alien avant son étude!" STR_OUT_OF_RANGE: "Hors de portée!" STR_UNABLE_TO_THROW_HERE: "Impossible de lancer à cet endroit!" STR_SET_TIMER: "Détonateur" STR_HIDDEN_MOVEMENT: "MOUVEMENTS CACHÉS" STR_TURN: "TOUR> {0}" STR_SIDE: "CAMP> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Cliquez pour continuer" STR_MIND_CONTROL: "Contrôler l'implant" STR_PANIC_UNIT: "Brouiller l'implant" STR_MORALE_ATTACK_SUCCESSFUL: "Attaque d'implant réussie" STR_MIND_CONTROL_SUCCESSFUL: "Contrôle d'implant réussi" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}est devenu fou furieux" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}est devenue folle furieuse" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}panique et s'affole" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}panique et s'affole" STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "MAIN DROITE" STR_LEFT_HAND: "MAIN GAUCHE" STR_RIGHT_SHOULDER: "ÉPAULE DROITE" STR_LEFT_SHOULDER: "ÉPAULE GAUCHE" STR_BACK_PACK: "SAC À DOS" STR_BELT: "CEINTURE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}est sous contrôle moléculaire" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}est sous contrôle moléculaire" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}a perdu connaissance" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}a perdu connaissance" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}est mort d'une blessure mortelle" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}est morte d'une blessure mortelle" STR_USE_MIND_PROBE: "Utiliser le lecteur" STR_FATAL_WOUNDS: "BLESSURES MORTELLES" STR_UNDER_ARMOR_UC: "ARMURE DE DESSOUS" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unités de temps réservées au tir rapide" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unités de temps réservées au tir automatique" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unités de temps réservées au tir précis" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unités de temps réservées pour s'agenouiller" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Unités de temps réservées pour tirer à genoux" STR_UNITS_IN_CRAFT: one: "{N} unité dans le sous-marin X-Com" many: "{N} unités dans le sous-marin X-Com" other: "{N} unités dans le sous-marin X-Com" STR_UNITS_OUTSIDE: one: "{N} unité laissée dehors" many: "{N} unités laissées dehors" other: "{N} unités laissées dehors" STR_UNITS_IN_ENTRANCE: one: "{N} unité à l'entrée" many: "{N} unités à l'entrée" other: "{N} unités à l'entrée" STR_UNITS_IN_EXIT: one: "{N} unité à la sortie cible" many: "{N} unités à la sortie cible" other: "{N} unités à la sortie cible" STR_ABORT_MISSION_QUESTION: "Abandonner la mission?" STR_CORPSE: "Corps" STR_UNLOAD_CRAFT: "Décharger" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}a été tué" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}a été tuée" STR_HIT_MELEE: "Frapper" STR_GROUND: "SOL" STR_LIVING_QUARTERS_PLURAL: "Quartiers d'habitation" STR_LIST_ITEM: "OBJET" STR_ALL_ALIENS_KILLED_IN_CRASH: "Tous les aliens sont morts lors du crash sous-marin.{NEWLINE}Procédure de récupération automatique activée" STR_RESET: "Réinitialiser" STR_MEMORIAL: "Mémorial" STR_DATE_UC: "DATE" STR_SOLDIERS_RECRUITED_UC: "AQUANAUTES RECRUTÉS> {ALT}{0}" STR_SOLDIERS_LOST_UC: "AQUANAUTES PERDUS> {ALT}{0}" STR_REMOVE_SELECTED: "Enlever ceux sélectionnés" STR_LIVE_ALIENS: "Spécimens{NEWLINE}vivants" STR_DEAD_ALIENS: "Spécimens{NEWLINE}rejetés" STR_UNDER_INTERROGATION: "En cours{NEWLINE}d'interrogation" STR_CONTAINMENT_EXCEEDED: "LIMITES DE DÉTENTION D'ALIENS EXCÉDÉES!{SMALLLINE}Pas assez d'espace de détention à {0}. Vous devez enlever l'excès d'aliens de la détention (qui mourront ensuite)." STR_MANAGE_CONTAINMENT: "Gestion de la détention des aliens" STR_STORAGE_EXCEEDED: "ESPACE DE STOCKAGE EXCÉDÉE!{SMALLLINE}Pas assez d'espace de stockage à {0}. Vous devez vendre l'excès de matériel." STR_GO_TO_BASE: "Aller à la base" STR_MELEE_ACCURACY: "PRÉCISION EN MÊLÉE" STR_SELL_PRODUCTION: "VENDRE" STR_BOTH_HANDS_MUST_BE_EMPTY: "Les deux mains doivent être vides!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Pas assez d'objets pour copier le modèle!" STR_UNLOAD_WEAPON: "Décharger l'arme" STR_ALL_ITEMS: "Tous les objets" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "AUCUN ÉQUIPEMENT DE PLUS N'EST AUTORISÉ À BORD !{SMALLLINE}Vous êtes uniquement autorisé de transporter un maximum d'{N} objet sur ce sous-marin." many: "AUCUN ÉQUIPEMENT DE PLUS N'EST AUTORISÉ À BORD!{SMALLLINE}Vous êtes uniquement autorisé de transporter un maximum de {N} objets sur ce sous-marin." other: "AUCUN ÉQUIPEMENT DE PLUS N'EST AUTORISÉ À BORD!{SMALLLINE}Vous êtes uniquement autorisé de transporter un maximum de {N} objets sur ce sous-marin." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRE DE CONTRÔLE DÉTRUIT{NEWLINE}Retournez à l'entrée et abandonnez la mission." STR_XCOM_BASE_CANNOT_BE_BUILT: "Les installations aquatiques X-Com ne peuvent pas être construites sur la terre" STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSSIBLE D'ATTAQUER L'ENNEMI{NEWLINE}À CETTE PROFONDEUR" STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSSIBLE D'ATTAQUER L'ENNEMI{NEWLINE}EN VOL" STR_UNDERWATER_EQUIPMENT: "Cet équipement ne fonctionne que sous l'eau!" STR_LAND_EQUIPMENT: "Cet équipement ne fonctionne qu'à la surface!" STR_LEVEL_SHORT: "N{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Sous-marins/armement" STR_COMPONENTS: "Composants" STR_SOLDIERS_RECRUITED: "Aquanautes recrutés" STR_SOLDIERS_LOST: "Aquanautes perdus" STR_TOTAL_UFOS: "Sous-marins aliens détectés" STR_TOTAL_ALIEN_BASES: "Colonies aliens découvertes" STR_PSIONIC_STRENGTH_ABBREVIATION: "FCM" STR_PSIONIC_SKILL_ABBREVIATION: "CCM" FEMALE_CIVILIAN: "Civile" MALE_CIVILIAN: "Civil" DOCKER_CIVILIAN: "Civil, docker" SAILOR_CIVILIAN: "Civil, marin" STR_BIODRONE_MELEE_WEAPON: "Arme de mêlée de Biodrone" HALLUCINOID_WEAPON: "Arme d'Hallucinoïde" STR_LOBSTERMAN_MELEE_WEAPON: "Arme de mêlée d'Homme-Homard" CALCINITE_WEAPON: "Arme de Calcinite" DEEP_ONE_WEAPON: "Arme de Profond" STR_TRISCENE_MELEE_WEAPON: "Arme de Triscène" STR_TRIBIO_SONIC_WEAPON: "Arme sonique alien" XARQUID_WEAPON: "Arme de Xarquid" TENTACULAT_WEAPON: "Arme de Tentaculat" ZOMBIE_WEAPON: "Arme de Zombie" ALIEN_PSI_WEAPON: "Arme de C.M. alien" ================================================ FILE: bin/standard/xcom2/Language/fr.yml ================================================ fr: STR_LEVIATHAN_UFOPEDIA: "SUBMERSIBLE DE TRANSPORT ET D'INTERCEPTION VOLANT, CAPABLE D'ATTEINDRE DES PROFONDEURS EXTRÊMES. UNE SYNTHÈSE EXEMPLAIRE DE TECHNOLOGIE HUMAINE ET ALIEN, UTILISANT UN SYSTÈME DE PROPULSION IONIQUE ET UNE NAVIGATION PAR CHAINE MAGNÉTIQUE." STR_BARRACUDA_UFOPEDIA: "LE 'BRITISH HYDROSPACE BARRACUDA', ALIMENTÉ EN ÉNERGIE PAR DES MOTEURS A LASER SUR-CHAUFFÉS. L'UN DES INTERCEPTEURS LES PLUS RAPIDES AU MONDE, AVEC CAPACITÉS SUBMERSIBLES ET VOLS ATMOSPHÉRIQUE, UN ATOUT CLÉ POUR LA BATAILLE A VENIR." STR_HAMMERHEAD_UFOPEDIA: "UN VAISSEAU DE TRANSPORT ET D'INTERCEPTION. UNE REPRODUCTION DES SYSTÈMES DE CHAINES MAGNÉTIQUES DANS UN VAISSEAU DE X-COM. MALGRÉ SA PETITE TAILLE, SA CONCEPTION EST UNE INCROYABLE PERFORMANCE TECHNIQUE." STR_TRITON_UFOPEDIA: "LE TRITON EST UN TRANSPORTEUR D'ESCOUADES D'ASSAUT, ÉQUIPÉ DE MOTEURS AUX PLEINES CAPACITÉS DE VOL AQUATIQUES ET ATMOSPHÉRIQUES. SA GRANDE CAPACITÉ DE STOCKAGE ET SA CONSTRUCTION ROBUSTE EN FONT UN DES PILIERS DE LA FLOTTE X-COM." STR_MANTA_UFOPEDIA: "LE MANTA EST UN SUBMERSIBLE MONOPLACE A GRANDE VITESSE ALIMENTÉ PAR DES GÉNÉRATEURS A IONS SEMBLABLES A CEUX DES VAISSEAUX ALIENS. UN VAISSEAU D'ATTAQUE TRÈS EFFICACE DANS CE CONFLIT GRANDISSANT." STR_AJAX_UFOPEDIA: "LA TORPILLE AJAX EST L'ARME STANDARD POUR LE COMBAT SOUS-MARIN DANS LE MONDE ENTIER. SA PUISSANCE ET SA PRÉCISION EN FONT UNE EXCELLENTE ARME DE DISSUASION." STR_DUP_HEAD_UFOPEDIA: "LA TECHNOLOGIE DES ARMES AVEC TÊTES EN URANIUM APPAUVRIS -TUA- EST RELATIVEMENT RÉCENTE ET CETTE ARME AQUATIQUE EST LA PREMIÈRE APPLICATION COMMERCIAL A L'EXPLOITER COMPLÉTEMENT." STR_CRAFT_GAS_CANNON_UFOPEDIA: "UN SYSTÈME DE CANON A GAZ PRESSURISÉS ÉJECTANT DE SOLIDES CARREAUX CAPABLES DE PÉNÉTRER LES BLINDAGES." STR_PWT_CANNON_UFOPEDIA: "LA TORPILLE A ONDES DE PERTURBATIONS UTILISE UN SYSTÈME DE PROPULSION AU CARBURATION SURCHAUFFÉ ET UNE OGIVE EXTRÊMEMENT DENSE QUI PEUT ENFONCER LA PLUPART DES ALLIAGES." STR_GAUSS_CANNON_UFOPEDIA: "LA NOUVELLE TECHNOLOGIE D'ARMEMENT GAUSS DÉVELOPPÉ PAR X-COM EST BASÉ SUR LE PRINCIPE DE L'ACCÉLÉRATION DES PARTICULES. L’ÉNERGIE REQUISE EST OBTENU PAR UN RÉACTEUR A FUSION COMPACTE, REFROIDI PAR DE L'AZOTE LIQUIDE." STR_SONIC_OSCILLATOR_UFOPEDIA: "UN PUISSANT OSCILLATEUR AUDITIF QUI GÉNÈRE DES VAGUES SONIQUES CAPABLES DE DÉTRUIRE DES CIBLES EN PERTURBANT LEUR STRUCTURE MOLÉCULAIRE." STR_AQUATOID_UFOPEDIA: "La race des Aquatoïdes est une société ancienne qui a existé plusieurs millénaires avant que l'homme ne pose le pied sur le monde. Leur forme compacte et leur tête hypertrophiée sont un héritage de leurs cousins venus de l'espace, les Sectoïdes. Leur force provient de la puissante technologie de Contrôle Moléculaire. Les Aquatoïdes cherchent à propager leur race stérile par les modifications génétiques, les sujets de test idéaux étant les êtres humains. Ces expériences sont à l'origine de nombreuses races hybrides." STR_AQUATOID_AUTOPSY: "Autopsie de l'Aquatoïde" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Une analyse détaillée de cette créature nous permet d'émettre quelques hypothèses. Il s'agit d'un Sectoïde, nos anciens ennemis, mais transformés par des opérations chirurgicales et des implants pour devenir une créature aquatique. Des poumons atrophiés permettent de respirer de l'air et d'avoir une mobilité limitée à la surface. Il y a des implants cybernétiques dans tout le corps qui améliorent la force de ses membres atrophiés et le fonctionnement de ses organes. Comme tous les membres de cette race sont identiques, on peut émettre l'hypothèse que ces créatures sont des clones." STR_GILLMAN_UFOPEDIA: "Presque humaine, une créature étrange qui apparait sous les traits d'un reptile humanoïde, plus proche de l'humain que du reptile. Cette créature est extrêmement puissance et rapide dans le monde sous-marin. Les hommes-poissons, sont une race à part entière qui comporte des spécimens mâle et femelle appartenant d'âge variable. Ils sont différent de la majorité des aliens aquatiques de par leur absence d'altérations génétiques ou d'opérations chirurgicales. Il est possible que nous ayons devant les yeux un antique chaînon de notre propre espèce." STR_GILLMAN_AUTOPSY: "Autopsie d'homme-poisson" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Dès que nous avons commencé la dissection de cette créature, il est devenu clair qu'il ne s'agit pas d'un alien, mais d'une créature native de la Terre, une antique race préhistorique que l'on pensait éteinte lorsque les mammifères sont devenus l'espèce dominante. Alors que les dinosaures arpentaient le monde, les hommes-poissons vivaient au grand jour : amphibiens, intelligents et puissants. Le cataclysme qui mit fin au règne reptilien sur cette planète les a forcés à établir une liaison symbiotique avec les nouveaux arrivants aliens. De petits appareils électroniques sont logés dans leurs crânes." STR_LOBSTERMAN_UFOPEDIA: "C'est une créature chancelante plus grande qu'un homme et comportant 6 membres, on dirait un Démon aquatique. Les similitudes entre cette créature et les homards Terriens lui ont valut de se voir affublé du surnom d'Homme-Homard par les troupes d'X-Com. C'est un béhémoth des profondeurs, une créature soigneusement conçue pour le combat avec une force incroyable et pratiquement invulnérable aux tirs de missiles ou de torpilles. Ses pinces peuvent à elles seules broyer l'acier." STR_LOBSTERMAN_AUTOPSY: "Autopsie de l'Homme-Homard" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Une fois passé la carapace virtuellement indestructible de la créature, on remarque une stupéfiante construction. Des muscles puissants fixés sur un squelette en titane, un système de visée sophistiqué avec capacité de balayage multi-bandes est fixé directement dans le cerveau de la créature. Ses yeux multiples sont protégés pas des plastiques plus résistants que l'acier et il est clair que quand ils sont bien déployés par leur maitres, ils sont complètement inarrêtables. Enfouis profondément dans son corps se trouvent des appareils de construction et de fonction inconnues." STR_TASOTH_UFOPEDIA: "Ces ennemis rapides et agiles sont un pilier de l'armée Alienne. Des centaines sont mis au monde dans de vastes chambres de reproduction au plus profond des colonies Aliennes. Bien plus puissant qu'un homme, le Tasoth est un véritable Alien, son comportement et sa nature carnivore n'ont pas d'égal sur la planète. Le Tasoth forme souvent le fer de lance d'une attaque Alienne et ne semble jamais se résigner, même quand les chances sont contre lui." STR_TASOTH_AUTOPSY: "Autopsie du Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "La dissection révèle un organisme cybernétique animé par un pouvoir étrange. A l'intérieur du corps on trouve une cavité avec une petite unité de puissance, mais aucun organe reconnaissable. La puissance est transmise à travers le corps par un système de transmission Bio-électrique. Le corps entier est exempt de tout os ou structure de soutien. Une fois la créature morte, la puissance ne circule plus à travers son corps et elle devient une poupée de chiffon inerte, un amas de chair et de fluides Aliens. Sinon, on remarque une paire de cellules en céramique qui, tel un défibrillateur, peut brièvement faire revivre la créature." STR_DEEP_ONE_UFOPEDIA: "'Celui des Profondeurs', aussi nommé 'Profond', est un cauchemar biologique, une espèce hybride produite par les expériences tordues des Aquatoïdes. Nous avons rencontré plusieurs versions de cette créature, et après des recherches approfondies nous en avons conclus qu'elles ont été fabriquées par les envahisseurs, qui gonflent leurs rangs chaque fois qu'ils ont un nouveau stock d'humains capturés. Chacun de ces sous-hommes est armé avec un lanceur de décharges électriques, suffisamment puissantes pour tuer un aquanaute." STR_DEEP_ONE_AUTOPSY: "Autopsie du Profond" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "La créature est un ensemble de greffes d'organismes humains et Aliens. Le cerveau humain est massivement altéré pour accueillir l'électronique de contrôle et le cortex Alien. Tous les vestiges du corps humain semblent avoir disparut, sauf un : les yeux. La greffe semble permettre au foetus Alien de progressivement remplacer l'hôte humain pendant sa croissance. La peau de la créature semble être non-organique, un maillage métallique extrêmement résistant et flexible. Le résultat de cet hybridation est une créature puissante, rapide et entièrement contrôlée par les Aliens." STR_BIODRONE_UFOPEDIA: "Le Bio-Drone est une création qui ne peut avoir trouvé sa source que dans l'esprit d'un Alien. Il s'agit d'un cerveau (humain ou Alien) suspendu dans des fluides amniotiques et connecté à une unité capable de volet sur terre ou de flotter sous l'eau. Chaque Bio-Drone est armé avec un puissant perturbateur auditif, mi-machine mi-organique. Certains de nos scientifiques ont suggéré que l'arme est manipulée par les cordes vocales d'origine de l'organisme hôte. Hautement précis et tenaces, ces super chien de garde sont largement utilisés par les Aliens pour protéger leurs avoirs de valeur." STR_BIODRONE_AUTOPSY: "Autopsie du Bio-Drone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Le perturbateur auditif est effectivement un appareil biologique. Cette créature malchanceuse tue littéralement ses ennemis avec ses cris. Chacune montre de sérieux traumatismes chirurgicaux et de graves mutilations. Les Aliens semblent prêts à charcuter le cerveau pour obtenir l'obéissance. La majeure partie du cortex utilisé pour créer la créature est d'origine Alienne, mais rien n'est comparable à l'horreur que l'on peut éprouver en se rendant compte que l'unité est basée sur un cerveau humain. Les Bio-Drones sont alimentés par un moteur IONIQUE et une forme de système de contrôle à distance a été incorporé." STR_TENTACULAT_UFOPEDIA: "Même les horreurs sorties des cauchemars Lovecraftiens ne pourraient donner naissance à cette créature indescriptible. Toute comparaison avec quelque animal Terrien est inutile, l’environnement qui a pu produire une telle abomination dépasse l'entendement. Armé de longues tentacules, le Tentaculaire paralyse ses victimes et les transforme en créatures décérébrées. Cette progéniture peut apporter la mort d'un simple toucher, et nul armure ne l'arrête. Le Tentaculaire est l'Alien le plus redoutable que X-Com ait rencontré à ce jour." STR_TENTACULAT_AUTOPSY: "Autopsie du Tentaculaire" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "L'autopsie révèle de petits implants cybernétiques logés dans l'énorme cerveau de la créature. Le système de la vision est une combinaison complexe d'acquisitions par imageries lumineuses et thermiques. Même dans les profondeurs les plus sombres de l'océan, ce monstre peut naviguer avec une précision infaillible. Il y a des organes atrophiés qui semblent assurer le minimum vital. Chaque créature a un petit estomac avec un connecteur externe, on peut donc en déduire qu'elle reçoit directement les substances nutritives par l'intermédiaire de ses maitres." STR_CALCINITE_UFOPEDIA: "Comme les combinaisons de plongée des marins perdus en mer, ces Aliens rôdent sur les fonds marins à la recherche des imprudents. Un coup vicieux infligé par les pinces de la créature, toutes deux plus résistantes que l'acier, suffit à renvoyer les meilleurs plongeurs par le fond. Tourbillonnant derrière son masque, une forme verte gélatineuse est visible. Nous n'avons aucun indice pour deviner ce qu'est vraiment la créature malgré les rencontres, souvent létales, que nous avons eu avec elle." STR_CALCINITE_AUTOPSY: "Autopsie du Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Une fois la combinaison blindée retirée, le Calcinite se révèle être une énorme masse de protoplasme amorphe. Pas de cerveau visible, pas de membres ou d'organes sensoriels existants, seul un composant métallique réside profondément dans le corps liquide. Une fois morte, nous pouvons seulement présumer de ce qu'est la vraie nature de la créature. Une énigme inexplicable venant de nos ennemis Aliens." STR_TRISCENE_UFOPEDIA: "Ce reptile bipède nous renvoi à l'ère des Dinosaures. Il semblerait que ce soit une créature du Crétacé dans tous les sens du terme, qui conserve sa capacité à survivre aussi bien dans l'eau que sur terre. Ces créatures sont affublées de modules d'armes et on une mâchoire garnie de rangées de grandes dents métalliques. Ces créatures ont souvent été au coeur des forces d'attaque Aliennes vu que ces derniers lancent des assauts sur les terres. Un poids-lourd et une arme puissante que les Commandants Tasoth déploient avec une efficacité létale." STR_TRISCENE_AUTOPSY: "Autopsie du Triscène" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Une fois soumis au scalpel des scientifiques, le Triscène se révèle être une créature antique à laquelle on a ajouté des implants cybernétiques et des systèmes d'armes. A son cerveau étriqué a été ajouté un petit module informatique installé sur le harnais de contrôle que toutes les créatures portent. Une peau naturellement résistante, un instinct de prédateur et des armes supplémentaires en font un adversaire létal dans tous les environnements." STR_HALLUCINOID_UFOPEDIA: "Ayant moissonné les océans, les Aliens ont élevé ces gigantesques créatures Terriennes pour en faire une arme. Ne vous laissez pas abuser par le faux sentiment de sécurité qui vous envahit lorsque vous affrontez ces marins des profondeurs à l'aspect inoffensif. Pouvant lancer des attaques gelantes en mêlée, l'Hallucinoïde est un ennemi mortel." STR_HALLUCINOID_AUTOPSY: "Autopsie de l'Hallucinoïde" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Niché dans les nombreuses couches du corps gélatineux de cet organisme se trouve un puissant congélateur chimique, sa principale capacité offensive. La peau douce et souple de l'Hallucinoïde semble sensible aux attaques à base de chaleur. On retrouve souvent ce mutant en compagnie de ses maitres, les Aquatoïdes." STR_XARQUID_UFOPEDIA: "Autre exemple de créature terrienne invertébrée ayant subis des altérations, le xarquide est une créature aussi belle que dangereuse. Cette créature rapide et gargantuesque cache un arsenal dévastateur, comprenant un jet d'encre étouffant et un tir de particules ionisées. Depuis nos premières rencontres avec cette puissante créature, nous avons appris à craindre sa puissance ainsi que les vindicatifs hommes-poissons qui les contrôlent." STR_XARQUID_AUTOPSY: "Autopsie du Xarquide" STR_XARQUID_AUTOPSY_UFOPEDIA: "Ce nautile surdéveloppé a grandi avec un régime à base de drogues aliennes et d'opérations chirurgicales. Pervertis au-delà de tout ce qui est naturellement possible, les hommes-poissons ont ajouté des systèmes de contrôle mécanique à la créature et tout ce qu'elle avait de naturel a disparu. Déployés comme des plateformes d'armes organiques, les xarquides possèdent une coquille résistante et une grande mobilité qui en font de formidables adversaires." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Les submersibles volants des Aliens dépendent d'un système de puissance complexe pour les propulser à une vitesse incroyable à travers les profondeurs. La base de leur technologie est de DÉPLACEUR IONIQUE qui utilise du Zrbite comme catalyseur, les moteurs déplacent 100 fois leur propre volume en eau par seconde. Cette énorme puissance signifie que les Aliens sont capable de surclasser la plupart des submersibles sur Terre. Nous pouvons reproduire ce système de propulsion en utilisant de l'aqua-plastique et des cellule de puissance au Zrbite." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Ces unités génèrent un champ magnétique multi-couches de forme sphérique, projeté à 1 kilomètre autour du submersible. Les navigateurs Aliens sont directement liés à ces machines et se déplacent en fonction des sensations qu'ils ressentent à travers le monde invisible qui se trouve sous les vagues. Le système d'interface opère en utilisant de la matière cérébrale Alienne modifiée qui communique directement avec le cerveau de l'opérateur via un lien neural." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Chaque vaisseau a une structure semblable à celle d'un caméléon, fidèlement modelé selon les créatures marines, est construit avec de l'Aqua-Plastique. Chaque submersible fonctionne comme un organisme : l'équipage et le vaisseau sont en harmonie. La plupart de ces systèmes peut être reproduit et une technologie hybride peut évoluer pour atteindre le même niveau technologique." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Les innombrable Aliens qui sont resté caché sur Terre sont maintenus par animation suspendue en cryogénie. Toutes les créatures sont enfermées dans des unités, leur température corporelle réduite à un point où les fonctions vitales sont complètement arrêtées. Un examen de ces unités a jusqu'ici révélé l'incroyable durée de la période pendant laquelle les corps ont été maintenus en suspension : supérieure à 60 millions d'années." STR_ALIEN_CLONING_UFOPEDIA: "De nombreux Aliens que nous avons capturés sont identiques jusque dans leur ADN, reproduits dans tous les sens du terme. Des échantillons cellulaires sont placés dans les unités à partir de banques génétiques Aliennes où ils sont conservés dans la glace. Certaines unités contiennent des humains ou des parties du corps. Il est possible qu'une autre utilisation de ces unités de clonage consiste à créer des hybrides Humains/Aliens." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Utilisant les Implants de Contrôle Moléculaire présents dans les crânes de tous les Aliens, ces machines infusent l'information directement dans le cerveau. Les Aliens récemment clonés sont amenés vers ces unités, les souvenirs de leurs races respectives et toutes les informations scientifiques et militaires sont téléchargées directement dans leurs esprits vierges." STR_ALIEN_IMPLANTER_UFOPEDIA: "Cette unité est utilisée pour poser des Implants de Contrôle Moléculaire aux Aliens, féconder les races reproductrices, et insérer ou retirer des organes et des composants électroniques aux créatures. On pensait que le processus s'effectuait sur des patients soumis, mais le sujet est parfaitement conscient du processus et malheureusement l'anatomie humaine semble parfaitement adaptée à l'unité." STR_EXAMINATION_ROOM_UFOPEDIA: "Nous avons maintenant des preuves qui expliquent pourquoi les Aliens capturent des humains. Ils ne constituent pas une source de nourriture, ils ne sont pas fécondés avec des embryons Aliens, ils forment plutôt la base d'une gamme de créatures et de systèmes de contrôle. La technologie Alienne est basée sur un esprit collectif, une intelligence partagée et les cerveaux humains sont le réceptacle idéal pour ces systèmes. Le cerveau humain est utilisé dans la plupart des stockages d'ordinateurs biologiques Aliens et des systèmes de sauvegarde, le reste est utilisé pour la construction et la reproduction." STR_AQUA_PLASTICS_UFOPEDIA: "Les submersibles et les structures des Aliens utilisent un matériau résistant, flexible et durable pour la majorité de leur construction. Les Aqua-Plastiques sont des matériaux complexes à liaisons multiples et à base de Zrbite catalysé. Dense mais léger, la substance a une résistance qui dépasse celle du Titane ou du Kevlar." STR_ZRBITE_UFOPEDIA: "Ceci est un alliage d'origine Alienne, mi-or mi-Bio-matériaux Alien. Quand on s'en sert comme source de puissance, une petite quantité génèrera plus de puissance qu'un réacteur nucléaire faisant 10 fois sa taille. Nous n'avons pas les moyens techniques de reproduire ce matériau vu que la plus grande partie de ses composants sont d'origine Alienne." STR_ALIEN_ORIGINS_UFOPEDIA: "Les Aliens lancent des frappes autour du globe, avec une efficacité implacable. Nous ne pouvons en déterminer la source. Se pourrait il qu'elle se trouve dans un gouffre océanique impénétrable dans lequel nous ne pouvons la localiser ? Tous les organismes que nous avons rencontré ne sont pas Alien, certains sont très anciens, d'autres sont des chainons dans l'évolution qui se sont éteint il y a bien longtemps. Nous faisons face à une menace qui a dormi pendant des millénaires, une symbiose subtile d'humains et d'Aliens. Dans les profondeurs des océans reposent des sites antiques utilisés par les Aliens pour contacter leurs cousin stellaires. Chacun de ces 12 sites contiennent un dispositif au Synomium, une puissante technologie Alienne. Maintenant que leur machine de guerre est en marche, les Aliens ré-activent ces sites pour agrandir leur réseau de Contrôle Moléculaire, nous devons les détruire à tous prix." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Il y a 65 Millions d'années, un immense vaisseau/colonie fut envoyé sur Terre à partir d'un monde éloigné. Tandis que l'énorme vaisseau approchait de la toute jeune planète, une violente éruption solaire provoqua la défaillance du système de navigation. Estropié, il dériva et pénétra dans la stratosphère pour traverser le ciel du Crétacé. Sur Terre, d'innombrable formes de vies posèrent leurs yeux sur leur ennemi juré qui s'écrasait sur la planète. Un immense nuage de poussière envahit l'atmosphère, et tandis que les terres refroidissaient, la forme de vie dominante, les dinosaures, périt. Mais les 400 milliards de tonnes de T'leth ne furent pas détruits dans l'impact, des super-ordinateurs sophistiqués initièrent un cycle de sommeil cryogénique pour les créatures qui y étaient profondément enfouies. Tandis que les éons passaient, les ordinateurs réveillèrent certains Aliens pour tenter de communiquer avec leurs cousins stellaires, mais en vain et le noyau de la puissance Alienne demeura endormie." STR_TLETH_THE_ALIEN_CITY: "T'leth, la cité Alienne" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, l'immense vaisseau/colonie Alien, repose au fond du Gouffre de Sigsbee, dans le Golfe du Mexique. Au coeur de la cité Alien se trouve une horreur Alienne, si ignoble et puissante que même la mort rebrousse chemin. Dans une chambre de métal Alien repose la forme endormie du Grand Rêveur, l'Alien Suprême. Quand T'leth s'élèvera au dessus des vagues, son cycle de ré-animation débutera, et une fois à son zénith, nul ne l'arrêtera. Ni mort ni vivant, l'esprit Alien contrôle l'armée Alienne. L'étrange technologie du contrôle moléculaire connecte tous les Aliens à l'esprit, et ce dernier au collectif. Des foetus Humains/Aliens génétiquement modifiés fournisse à l'esprit Alien son énergie et forment le lien entre le dirigeant et ses sujets. Le mythe de L'Alien Suprême a existé dans les coeurs et les esprits des humains pendant des siècles, les mers ont toujours caché la vérité ultime." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRER SUR SITE-TEMPS=5 Sec" STR_CANCEL_UC: "ANNULER" STR_NONE: "Aucun" STR_UNKNOWN: "Inconnu" STR_POOR: "Médiocre" STR_AVERAGE: "Moyen" STR_GOOD: "Bon" STR_EXCELLENT: "Excellent" STR_BUILD_NEW_BASE_UC: "CONSTRUIRE NOUVELLE BASE" STR_BASE_INFORMATION: "INFORMATIONS SUR LA BASE" STR_EQUIP_CRAFT: "ÉQUIPER SUBMERSIBLE" STR_BUILD_FACILITIES: "CONSTRUIRE INSTALLATIONS" STR_RESEARCH: "RECHERCHE" STR_MANUFACTURE: "FABRICATION" STR_TRANSFER_UC: "TRANSFERT" STR_PURCHASE_RECRUIT: "ACHETER/RECRUTER" STR_SACK: "LICENCIER" STR_SELL_SACK_UC: "VENDRE/LICENCIER" STR_GEOSCAPE_UC: "GÉOSCAPE" STR_NAME: "Nom" STR_AREA: "Zone" STR_BUILD_NEW_BASE: "Construire Nouvelle Base" STR_CANCEL: "Annuler" STR_COST_UC: "PRIX>" STR_CONSTRUCTION_TIME_UC: "TEMPS DE CONSTRUCTION>" STR_DAY: one: "{N} jour" many: "{N} jours" other: "{N} jours" STR_HOUR: one: "{N} heure" many: "{N} heures" other: "{N} heures" STR_MAINTENANCE_UC: "ENTRETIEN>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "RECHERCHE ACTUELLE" STR_SCIENTISTS_AVAILABLE: "Scientifiques Disponibles> {ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scientifiques Assignés> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espace Laboratoire Disponible> {ALT}{0}" STR_RESEARCH_PROJECT: "PROJET DE RECHERCHE" STR_SCIENTISTS_ALLOCATED_UC: "SCIENTIFIQUES ASSIGNÉS" STR_PROGRESS: "PROGRÈS" STR_NEW_PROJECT: "Nouveau Projet" STR_CANCEL_PROJECT: "ANNULER PROJET" STR_NEW_RESEARCH_PROJECTS: "NOUVEAUX PROJETS DE RECHERCHE" STR_SCIENTISTS_AVAILABLE_UC: "SCIENTIFIQUES DISPONIBLES> {ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPACE LABORATOIRE DISPONIBLE> {ALT}{0}" STR_INCREASE: "Augmenter" STR_DECREASE: "Réduire" STR_START_PROJECT: "COMMENCER PROJET" STR_CURRENT_PRODUCTION: "PRODUCTION ACTUELLE" STR_ENGINEERS_AVAILABLE: "Ingénieurs Disponibles> {ALT}{0}" STR_ENGINEERS_ALLOCATED: "Ingénieurs Attribués> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espace Atelier Disponible> {ALT}{0}" STR_CURRENT_FUNDS: "Fonds Actuels> {ALT}{0}" STR_ITEM: "OBJET" STR_ENGINEERS__ALLOCATED: "Ingénieurs Attribués" STR_UNITS_PRODUCED: "Unités Produites" STR_TOTAL_TO_PRODUCE: "Total à Produire" STR_COST__PER__UNIT: "Coût{NEWLINE}par{NEWLINE}Unité" STR_DAYS_HOURS_LEFT: "Jours/Heures restants" STR_NEW_PRODUCTION: "Nouvelle Production" STR_PRODUCTION_ITEMS: "Objets à Produire" STR_CATEGORY: "CATÉGORIE" STR_START_PRODUCTION: "COMMENCER PRODUCTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} heures d'Ingénieur pour produire une unité" STR_COST_PER_UNIT_: "Coût par Unité> {ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espace de Travail Requis> {ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATÉRIAUX SPÉCIAUX NÉCESSAIRES" STR_ITEM_REQUIRED: "OBJET REQUIS" STR_UNITS_REQUIRED: "UNITÉS REQUISES" STR_UNITS_AVAILABLE: "UNITÉS DISPONIBLES" STR_STOP_PRODUCTION: "ARRÊTER PRODUCTION" STR_ENGINEERS_AVAILABLE_UC: "INGÉNIEURS DISPONIBLES> {ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPACE ATELIER DISPONIBLE> {ALT}{0}" STR_MONTHLY_PROFIT: "BÉNÉFICE MENSUEL> {ALT}{0}" STR_INCREASE_UC: "AUGMENTER" STR_DECREASE_UC: "RÉDUIRE" STR_UNITS_TO_PRODUCE: "Unités à Produire" STR_PURCHASE_HIRE_PERSONNEL: "Acheter/Recruter Personnel" STR_COST_OF_PURCHASES: "Prix d'Achat> {ALT}{0}" STR_COST_PER_UNIT_UC: "COÛT PAR UNITÉ" STR_QUANTITY_UC: "QUANTITÉ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONNEL DISPONIBLE:PERSONNEL TOTAL>" STR_SOLDIERS: "Aquanautes" STR_SCIENTISTS: "Scientifiques" STR_ENGINEERS: "Ingénieurs" STR_SPACE_USED_SPACE_AVAILABLE: "ESPACE UTILISÉ:ESPACE DISPONIBLE>" STR_LIVING_QUARTERS: "Quartiers du Personnel" STR_STORES: "Entrepôts" STR_LABORATORIES: "Laboratoires" STR_WORK_SHOPS: "Ateliers" STR_HANGARS: "Quais à Submersibles" STR_SHORT_RANGE_DETECTION: "Sonar Courte Portée" STR_DEFENSE_STRENGTH: "Force de Défense" STR_TRANSFERS_UC: "TRANSFERTS" STR_TRANSFERS: "Transferts" STR_ARRIVAL_TIME_HOURS: "Arrivée Prévue (heures)" STR_COST_: "Prix> {ALT}{0}" STR_AREA_: "Zone> {ALT}{0}" STR_BASE_NAME: "Nom de la Base ?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SÉLECTIONNER POSITION DU SAS D'ACCÈS" STR_TRANSFER: "Transfert" STR_AMOUNT_TO_TRANSFER: "QUANTITÉS A TRANSFÉRER" STR_SELECT_DESTINATION_BASE: "Sélectionner Base de Destination" STR_COST: "Prix" STR_INTRO_1: "MicroProse 1995 / Firaxis , Tous droits réservés" STR_INTRO_2: "Mars : La chute de Cydonia." STR_INTRO_3: "X-Com, après sa victoire écrasante sur le noyau même de la machine de guerre Extra-Terrestre, retourne en trombe sur Terre. Toutefois, tous les ennemis ne sont pas morts dans la base Martienne ravagée." STR_INTRO_4: "Un puissant rayon tachyon émerge du centre névralgique de Cydonia, parcourant le vide. Ayant pour destination............" STR_INTRO_5: "La Terre." STR_INTRO_6: "Le rayon atteint le fond des océans et touche un récepteur dormant. D'immenses ordinateurs endormis commencent à s'agiter. Dans les profondeurs, loin des yeux humains, d'immense chambres remplies d'Aliens endormis débutent un long cycle de ré-animation." STR_INTRO_7: "2040 : Une Terre insouciante. Les terreurs de la guerre Extra-Terrestre ont été oubliées. Mais, dans des endroits perdus et cachés de l'océan, les hordes Aliennes sont prêtes... prêtes à renverser la civilisation humaine et prendre le contrôle du monde." STR_INTRO_8: "Les Aliens lancent des frappes sur l'humanité, cherchent des spécimens pour leurs expériences tordues, lancent des raids autour du globe pour trouver des minéraux et autres ressources de valeur, et pillent les mers. Et finalement posent leur yeux sur ce qui se trouve au dessus des vagues." STR_INTRO_9: "De puissants OSNIS volants de conception étrange parcourent les océans... ils observent, ils recherchent, ils chassent........." STR_INTRO_10: "Ils trouvent des proies à attaquer." STR_INTRO_11: "De nouvelles armes étranges sont dirigées contre un monde sans défenses. Nous sommes entièrement à la merci de la menace Alienne.{NEWLINE}Seule une organisation peut nous sauver... mais nous lui avons tourné le dos il y a longtemps......" STR_INTRO_12: "L'Installation Sous-Marine Expérimentale d'X-Com" STR_INTRO_13: "'Mayday ! Mayday !' 'Ici le paquebot transatlantique Hypérion'. 'Nous sommes attaqués'. 'Mayday ! Mayd............'" STR_INTRO_14: "'Centre de Contrôle à Quai Un : Ouvrez les portes', 'déployez le Barracuda Zéro Un. Nous avons une situation impliquant une attaque Alienne : condition Rouge'.{NEWLINE}'Je répète : condition Rouge'" STR_INTRO_15: "Les Aliens sont d'une efficacité implacable...." STR_INTRO_16: "...et d'une précision infaillible" STR_INTRO_17: "'Barracuda Zéro Un à la base' : 'j'approche de ce qu'il reste de l'Hyperion'." STR_INTRO_18: "'Je ralentis'.{NEWLINE}'Deux mètres'{NEWLINE}'Un mètre'{NEWLINE}'A tous les aquanautes, préparez vous pour un déploiement immédiant'." STR_INTRO_19: "...........'J'ai quitté le sas'...'j'approche de l'épave'.{NEWLINE}'Ho mon dieu !'{NEWLINE}'Vous voyez ces créatures sur votre écran ?'" STR_GAMEOVER_1: "Nous avons échoué, les Aliens ont réduit nos derniers espoirs à néant.{NEWLINE}X-Com a été détruit et la Terre est vouée à un ennemi antique." STR_GAMEOVER_2: "T'leth s'élève dans la stratosphère et commence à se déplacer sur la face du monde. Apportant la mort et récoltant les humains survivants. Au plus profond de ses boyaux, le funeste esprit Alien se réveille." STR_GAMEOVER_3: "Dans les différentes capitales des nations, on imagine des plans désespérés. Mais en vain, car sans les technologies mises au point par X-Com, nos armes sont inefficaces." STR_GAMEOVER_4: "Les Aliens installent des bases et les calottes glacières commencent à fondre, le monde deviendra un vaste océan. Les humains survivants sont capturés et utilisés pour d'ignobles expériences de reproduction à des fins inconnues, sauf pour les Aliens. Les cieux s'obscurcissent et une puissante pestilence s’abat sur les terres." STR_GAMEOVER_5: "Nous ne pouvons nous opposer au nouvel ordre mondial, et ceux qui tente connaissent un destin funeste face à des armes Aliennes incompréhensibles. Mais les autres ne connaissent pas un destin meilleur, la Terre devient un monde Alien et l'humanité est submergée par une horreur rampante." STR_OUTRO_1: "La Tombe a été ravagée et décimée, un rugissement s'échappe du cercueil en son centre.{NEWLINE}Imbéciles, vous allez tous périr...................." STR_OUTRO_2: ".................nul ne peut s'échapper." STR_OUTRO_3: "Une explosion gigantesque prend sa source dans la tombe et se propage à travers la cité, les débris et la fumée saturent les airs. Les plans des Aliens ont été contrecarrés........" STR_OUTRO_4: "La grandeur de T'leth commence à s’effriter. Les flammes et la fumée s'échappent de ses tours luisantes et de ses couloirs d'adamantium." STR_OUTRO_5: "La puissante forteresse Alienne chute vers la mer, les cris du métal et des âmes torturées saturent les airs. Le Grand Rêveur ne rêvera plus jamais de conquérir le monde." STR_OUTRO_6: "Dans un dernier bourdonnement, T'leth se disloque.{NEWLINE}La menace Alienne a disparut, la Terre a été purifiée.................." STR_OUTRO_7: "Une planète dormante aux reflets bleu/vert, dans un coin éloigné de la galaxie." STR_OUTRO_8: "Le futur proche, un endroit sure." STR_OUTRO_9: "La menace Alienne qui pesait sur la Terre a depuis longtemps été vaincue." STR_OUTRO_10: "De vastes métropoles abritent désormais par milliards les masses grouillantes de l'humanité." STR_OUTRO_11: "Les faits d'armes d'X-Com et les guerres Aliennes font l'objet d'histoires à destination des enfants." STR_OUTRO_12: "Mais les légendes ont toujours eu une part de vérité............" STR_RISE_1: "T'leth, ayant porté bien des noms, l'objet de nombreuses légendes de nombreuses contrées." STR_RISE_2: "Avec un hurlement explosif qui résonne à travers le globe, T'leth commence à s'élever des fonds marins." STR_RISE_3: "L'énorme édifice émerge des eaux du Golfe du Mexique." STR_RISE_4: "Les 400 Milliards de tonnes de métaux Aliens de la puissante cité Alienne renferment le corps léthargique de l'Alien Suprême. Emprisonné sur terre depuis 65 millions d'années, cette abominable divinité venue de l'espace commence à s'agiter." STR_RISE_5: "Les eaux bouillonnent tandis que la tombe du Grand Rêveur s'élèvent dans la lumière................" STR_RISE_6: ".........une lumière qui ne fera pas long feu si X-Com ne parvient pas à détruire la machine de guerre Alienne." STR_YOU_HAVE_FAILED: "Vous avez échoué à stopper la machine de guerre Alienne. Les organisations qui vous financent, ayant perdu toute illusion dans vos capacités, essayent de négocier une solution pacifique avec les Aliens. Les envahisseurs ont un agenda très différent, et bientôt le monde connaitra la vérité..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Revenu" STR_EXPENDITURE: "Dépenses" STR_MAINTENANCE: "Entretien" STR_BALANCE: "Solde" STR_UFO_ACTIVITY_IN_AREAS: "Activité Alien par Mers" STR_UFO_ACTIVITY_IN_COUNTRIES: "Activité Alien par Zones" STR_XCOM_ACTIVITY_IN_AREAS: "Activité X-Com par Mers" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Activité X-Com par Zones" STR_FINANCE: "Finances" STR_DATE_FIRST: "{0}er" STR_DATE_SECOND: "{0}ème" STR_DATE_THIRD: "{0}ème" STR_DATE_FOURTH: "{0}ème" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Pas assez de matériaux spéciaux pour produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Pas Assez d'Argent pour Produire{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Production de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée." STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construction de{NEWLINE}{0}{NEWLINE}à{NEWLINE}{1}{NEWLINE}terminée" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Recherche terminée" STR_VIEW_REPORTS: "VOIR RAPPORTS" STR_WE_CAN_NOW_RESEARCH: "Nous pouvons maintenant rechercher" STR_WE_CAN_NOW_PRODUCE: "Nous pouvons maintenant produire" STR_SUNDAY: "DIMANCHE" STR_MONDAY: "LUNDI" STR_TUESDAY: "MARDI" STR_WEDNESDAY: "MERCREDI" STR_THURSDAY: "JEUDI" STR_FRIDAY: "VENDREDI" STR_SATURDAY: "SAMEDI" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Pas assez de {0} pour faire le plein de {1} à {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Pas assez de {0} pour réarmer {1} à {2}" STR_UFO_IS_NOT_RECOVERED: "L'OSNI n'a pas été récupéré" STR_UFO_IS_RECOVERED: "L'OSNI a été récupéré" STR_CRAFT_IS_LOST: "Le Submersible volant est perdu" STR_TERROR_CONTINUES: "L'Activité Alienne se poursuit" STR_ALIENS_DEFEATED: "Les Aliens sont vaincus" STR_BASE_IS_LOST: "La base est perdue" STR_BASE_IS_SAVED: "La Base est sauvée" STR_ALIEN_BASE_STILL_INTACT: "Colonie Alienne intacte" STR_ALIEN_BASE_DESTROYED: "Colonie Alienne détruite" STR_ALIENS_KILLED: "ALIENS TUÉS" STR_ALIEN_CORPSES_RECOVERED: "CORPS ALIENS RÉCUPÉRÉS" STR_LIVE_ALIENS_RECOVERED: "ALIENS VIVANTS CAPTURÉS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTS DES ALIENS RÉCUPÉRÉS" STR_ALIEN_BASE_CONTROL_DESTROYED: "LE CONTRÔLE DE LA COLONIE ALIENNE EST DÉTRUIT" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "LE DISPOSITIF AU SYNOMIUM DES ALIENS EST DÉTRUIT" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "ÉCHEC DE LA DESTRUCTION DU DISPOSITIF AU SYNOMIUM DES ALIENS" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILS TUÉS PAR DES ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILS TUÉS PAR DES AGENTS X-COM" STR_CIVILIANS_SAVED: "CIVILS SAUVÉS" STR_XCOM_OPERATIVES_KILLED: "AGENTS X-COM TUÉS" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTS X-COM PORTÉS DISPARUS" STR_TANKS_DESTROYED: "PLATES-FORME D'ARME LOURDE X-COM DÉTRUITE" STR_XCOM_CRAFT_LOST: "SOUS-MARIN X-COM PERDU" STR_UFO_RECOVERY: "RÉCUPÉRATION D'OSNI" STR_ALIEN_BASE_RECOVERY: "RÉCUPÉRATION DE COLONIE EXTRATERRESTRE" STR_BASE_UNDER_ATTACK: "{0} est attaqué !" STR_BASE_DEFENSES_INITIATED: "DÉFENSES DE LA BASE ACTIVÉES" STR_GRAV_SHIELD_REPELS_UFO: "LE BOUCLIER REPOUSSE L'OSNI !" STR_FIRING: "TIR" STR_HIT: "TOUCHÉ !" STR_UFO_DESTROYED: "OSNI DÉTRUIT !" STR_MISSED: "MANQUÉ !" STR_SELL_ITEMS_SACK_PERSONNEL: "Vendre/Licencier Personnel" STR_VALUE_OF_SALES: "VALEUR DE VENTE> {ALT}{0}" STR_FUNDS: "FONDS> {ALT}{0}" STR_SELL_SACK: "Vendre/Licencier" STR_VALUE: "Valeur" STR_CRAFT_: "SUBMERSIBLE VOLANT> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RÉCUPÉRATION D'OSNI ABATTU" STR_UFO_CRASH_RECOVERY_BRIEFING: "SOYEZ TRÈS PRUDENT : Il y aura des Aliens dans l'OSNI et autour du site. Cette mission sera achevée quand tous les ennemis auront été éliminé ou neutralisé. La récupération des restes de l'OSNI, de la technologie et des corps Aliens pourra alors commencer. Pour abandonner la mission, renvoyez les aquanautes au submersible volant et cliquez sur 'Annuler la Mission'." STR_UFO_GROUND_ASSAULT: "ASSAUT SUR OSNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explorez le site d’amerrissage et, si possible, entrez dans l'OSNI. La mission sera un succès quand tous les ennemis auront été éliminé ou neutralisé. La récupération de l'OSNI, des artéfacts et des corps Aliens pourra alors commencer. Pour abandonner la mission, renvoyez les aquanautes au submersible volant et cliquez sur 'Annuler la Mission'." STR_BASE_DEFENSE: "DÉFENSE DE BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Un vaisseau Alien a amerri à proximité. Notre base est en grand danger. Comme le veut la procédure standard, le personnel non combattant et les submersibles X-COM fonctionnels ont été évacués. Les Aliens vont entre dans la base par les Quais ou par le Sas. Défendez la base et ses installations vitales à tous prix : c'est un combat à mort. Si vous cliquez sur 'Annuler la Mission', vous vous résignez à la défaite et perdez la base." STR_ALIEN_COLONY_ATTACK_MISSION: "MISSION ATTAQUE SUR COLONIE ALIENNE" STR_ALIEN_BASE_ASSAULT: "COLONIE ALIENNE PARTIE UNE" STR_ALIEN_COLONY_P1_BRIEFING: "Cette mission est un raid sur le site d'une colonie Alienne. Il existe 2 niveaux pour ce site, envoyez tous les aquanautes à la sortie brillante du premier complexe et cliquez sur 'Annuler la Mission' pour continuer. Tout équipement laissé derrière restera sur le fond marin jusqu'à ce que la 2e section ait été nettoyée. Pour quitter la zone, renvoyez les aquanautes au Submersible volant et cliquez sir 'Annuler la Mission'." STR_ALIEN_COLONY_P2: "COLONIE ALIENNE PARTIE DEUX" STR_ALIEN_COLONY_P2_BRIEFING: "Après avoir négocié le premier niveau et être entré dans le noyau de la colonie, la mission consiste maintenant à détruire le centre de contrôle, le Dispositif au Synomium, et éliminer tous les Aliens. Pour abandonner, renvoyez les aquanautes au point de départ et cliquez sur 'Annuler la Mission'. Tout équipement X-Com viable sera renvoyé à la base." STR_ALIENS_LAUNCH_PORT_TERROR: "LES ALIENS ATTAQUENT{NEWLINE}UNE ZONE PORTUAIRE" STR_PORT_TERROR: "LES ALIENS ATTAQUENT UN PORT" STR_PORT_TERROR_BRIEFING: "Les Aliens ont lancé une attaque sur des sites en surface. Le port et ses populations civiles sont menacés. Votre escouade doit éliminer tous les Aliens et protéger les témoins innocents de cette incursion Alienne. Pour quitter la zone, faites revenir les aquanautes au submersible volant et cliquez sur 'Annuler la Mission'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "LES ALIENS ATTAQUENT{NEWLINE}UNE ILE OU UN ARCHIPEL" STR_ISLAND_TERROR: "LES ALIENS ATTAQUENT UNE ILE" STR_ISLAND_TERROR_BRIEFING: "Les Aliens ont lancé une attaque sur des sites en surface. L'ile et ses populations civiles sont menacées. Votre escouade doit éliminer tous les Aliens et protéger les témoins innocents de cette incursion Alienne. Pour quitter la zone, faites revenir les aquanautes au submersible volant et cliquez sur 'Annuler la Mission'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "LES ALIENS ATTAQUENT{NEWLINE}UNE VOIE MARITIME" STR_CARGO_SHIP_P1: "NAVIRE DE TANSPORT PARTIE UNE" STR_CARGO_SHIP_P2: "NAVIRE DE TRANSPORT PARTIE DEUX" STR_CRUISE_SHIP_P1: "NAVIRE DE CROISIÈRE PARTIE UNE" STR_CRUISE_SHIP_P2: "NAVIRE DE CROISIÈRE PARTIE DEUX" STR_SHIP_RESCUE_MISSION: "MISSION SAUVETAGE DE NAVIRE" STR_SHIP_RESCUE_P1_BRIEFING: "Cette mission consiste à dératiser, éliminez tous les Aliens sur le navire, et protégez les civils qui sont à bord. Les Aliens sont éparpillés sur les ponts supérieurs et inférieurs, sécurisez les ponts supérieurs avant d'entrer dans les ponts inférieurs. Pour quitter la zone, faites revenir les aquanautes au submersible volant et cliquez sur 'Annuler la Mission'." STR_SHIP_RESCUE_P2_BRIEFING: "Maintenant que les ponts supérieurs sont nettoyés, continuez vers les ponts inférieurs. Vous empruntez le monte-charge du cargo pour descendre dans la cale. Votre escouade doit éliminer tous les Aliens de ce niveau pour achever la mission. Pour abandonner, renvoyez tous les aquanautes au point de départ et cliquez sur 'Annuler la Mission'." STR_ALIEN_ACTIVITY_DETECTED: "ACTIVITÉ ALIENNE DÉTECTÉE" STR_ALIEN_CONTACT_SITE_MISSION: "MISSION SITE DE CONTACTE ALIEN" STR_ARTIFACT_SITE_P1: "SITE DE CONTACTE ALIEN PARTIE UNE" STR_ARTIFACT_SITE_P1_BRIEFING: "Cette mission est un raid sur un site de communication Alien récemment activé. Il existe 2 niveaux pour ce site, le fond marin avec ses pyramides Aliennes et un complexe Alien caché. Envoyez tous les aquanautes à l'entrée du complexe et cliquez sur 'Annuler la Mission' pour continuer. Pour quitter la zone, faites revenir les aquanautes au submersible volant et cliquez sur 'Annuler la Mission'." STR_ARTIFACT_SITE_P2: "SITE DE CONTACTE ALIEN PARTIE DEUX" STR_ARTIFACT_SITE_P2_BRIEFING: "Après avoir négocié les structures Aliennes et être entré dans le complexe, les objectifs de missions sont clairs. Pénétrez au coeur de l'installation Alienne et détruisez le Dispositif de Contrôle Moléculaire au Synomium pour achever la mission. Pour abandonner, faites revenir les aquanautes au point de départ et cliquez sur 'Annuler la Mission'." STR_SIGSBEE_DEEP_MISSION: "MISSION GOUFFRE DE SIGSBEE{NEWLINE}CITE ALIENNE NIVEAU UN" STR_TLETH_P1_BRIEFING: "Nous pénétrons dans l'inconnu, à partir d'ici nous devons nous attendre à tout. Nous savons qu'il existe 2 autres niveaux dans la Cité Alienne et que votre escouade doit rapidement rejoindre la sortie de ce niveau pour atteindre le suivant. Placez tous les aquanautes sur la sortie et cliquez sur 'Annuler la Mission' pour avancer. Abandonner ailleurs mettra fin à la mission." STR_TLETH_ATTACK_MISSION: "MISSION D'ATTAQUE, T'LETH{NEWLINE}CITE ALIENNE NIVEAU DEUX" STR_TLETH_P2_BRIEFING: "Nous progressons dans l'inconnu, à partir d'ici il faut s'attendre à tout. Nous savons qu'il existe un autre niveau dans la Cité Alienne et que votre escouade doit rejoindre rapidement la sortie de ce niveau pour atteindre le suivant. Placez tous les aquanautes sur la sortie et cliquez sur 'Annuler la mission' pour avancer. Abandonner ailleurs mettra fin à la mission." STR_FINAL_TLETH_MISSION: "MISSION FINALE, T'LETH{NEWLINE}CITE ALIENNE NIVEAU TROIS" STR_TLETH_P3_BRIEFING: "Le dénouement est proche, à partir d'ici nous recherchons la crypte de l'Alien Suprême. Détruisez les 8 sources de puissance qui alimentent la tombe pour mettre fin à la menace Alienne. N'abandonnez pas maintenant ! Annuler la mission y mettra fin." STR_TLETH_P1: "CITE ALIEN NIVEAU UN" STR_TLETH_P2: "CITE ALIEN NIVEAU DEUX" STR_TLETH_P3: "CITE ALIEN NIVEAU TROIS" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "PAS DE QUAI DISPONIBLE POUR LA PRODUCTION DE SUBMERSIBLE !{SMALLLINE}Tout submersible affecté à une base, transféré à une base, acheté ou construit, a besoin d'un quai. Construisez un nouveau quai ou transférez un submersible vers une autre base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "PAS DE QUAI DISPONIBLE POUR L'ACHAT !{SMALLLINE}Tout submersible affecté à une base, transféré à une base, acheté ou construit, a besoin d'un quai. Construisez un nouveau quai ou transférez un submersible vers une autre base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "PAS DE QUAI DISPONIBLE POUR LE TRANSFERT !{SMALLLINE}Tout submersible affecté à une base, transféré à une base, acheté ou construit, a besoin d'un quai. Construisez un nouveau quai ou transférez un submersible vers une autre base." STR_CANNOT_BUILD_HERE: "IMPOSSIBLE DE CONSTRUIRE ICI !{SMALLLINE}Vous devez construire à côté d'une installation déjà existante." STR_NO_FREE_ACCOMODATION: "PAS DE LOGEMENT DE LIBRE !{SMALLLINE}La base de destination n'a pas assez de place dans ses quartiers du personnel." STR_NOT_ENOUGH_WORK_SPACE: "ESPACE DE TRAVAIL INSUFFISANT ! {SMALLLINE}Construisez un nouvel atelier ou réduisez le travail sur d'autres projets." STR_NOT_ENOUGH_MONEY: "ARGENT INSUFFISANT !" STR_NOT_ENOUGH_STORE_SPACE: "PAS ASSEZ DE PLACE POUR STOCKER !{SMALLLINE}Construisez un nouvel entrepôt ou transférez les stocks existants aux autres bases." STR_NOT_ENOUGH_LIVING_SPACE: "PAS DE LOGEMENTS LIBRES !{SMALLLINE}Construisez de nouveaux baraquements ou transférez le personnel vers d'autres bases." STR_LAUNCH_INTERCEPTION: "LANCER INTERCEPTION" STR_CRAFT: "VAISSEAU" STR_STATUS: "STATUT" STR_BASE: "BASE" STR_READY: "PRÊT" STR_OUT: "EN DÉPLACEMENT" STR_REPAIRS: "RÉPARATION" STR_REFUELLING: "RAVITAILLEMENT" STR_REARMING: "RÉARMEMENT" STR_TARGET: "CIBLE : {0}" STR_WAY_POINT: "POINT DE REPÈRE" STR_ARE_YOU_SURE_CYDONIA: "Êtes-vous sûr de vouloir envoyer ce submersible en mission à T'leth ?" STR_YES: "OUI" STR_NO: "NON" STR_SELECT_DESTINATION: "SÉLECTIONNER DESTINATION" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SÉLECTIONNER SITE POUR NOUVELLE BASE" STR_RETURN_TO_BASE: "RETOUR À LA BASE" STR_SELECT_NEW_TARGET: "SÉLECTIONNER NOUVELLE CIBLE" STR_PATROL: "PATROUILLE" STR_STATUS_: "STATUT> {ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ENDOMMAGÉ - RETOUR À LA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "CARBURANT BAS - RETOUR À LA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSION TERMINÉE - RETOUR À LA BASE" STR_PATROLLING: "EN PATROUILLE" STR_TAILING_UFO: "POURSUIVRE UN OSNI" STR_INTERCEPTING_UFO: "INTERCEPTION DE OSNI-{0}" STR_RETURNING_TO_BASE: "RETOUR À LA BASE" STR_DESTINATION_UC_: "DESTINATION : {0}" STR_BASE_UC: "BASE> {ALT}{0}" STR_SPEED_: "VITESSE> {ALT}{0}" STR_MAXIMUM_SPEED_UC: "VITESSE DE POINTE> {ALT}{0}{ALT}" STR_ALTITUDE_: "PROFONDEUR> {ALT}{0}" STR_AIRBORNE: "AÉRIEN" STR_VERY_LOW: "PEU PROFOND" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "PROFOND" STR_VERY_HIGH: "TRÈS PROFOND" STR_FUEL: "CARBURANT> {ALT}{0}" STR_WEAPON_ONE: "ARME-1> {ALT}{0}" STR_NONE_UC: "RIEN" STR_ROUNDS_: "CARTOUCHES> {ALT}{0}" STR_WEAPON_TWO: "ARME-2> {ALT}{0}" STR_INTERCEPTION_CRAFT: "SUBMERSIBLE" STR_BASE_: "Base> {0}" STR_NAME_UC: "NOM" STR_AMMO_: "MUNITIONS> {ALT}{0}" STR_CREW: "ÉQUIPAGE" STR_EQUIPMENT_UC: "ÉQUIPEMENT" STR_ARMOR: "ARMURE" STR_MAX: "MAX> {ALT}{0}" STR_ROOKIE: "Matelot" STR_SQUADDIE: "Matelot de 1er classe" STR_SERGEANT: "Enseigne" STR_CAPTAIN: "Lieutenant" STR_COLONEL: "Capitaine" STR_COMMANDER: "Commandant" STR_SELECT_SQUAD_FOR_CRAFT: "Sélectionner l'Escouade pour {0}" STR_SORT_BY: "TRIER PAR..." STR_ORIGINAL_ORDER: "ORDRE D'ORIGINE" STR_MISSIONS2: "MISSIONS" STR_KILLS2: "TUÉS" STR_WOUND_RECOVERY2: "CONVALESCENCE" STR_SPACE_AVAILABLE: "ESPACE DISPONIBLE> {ALT}{0}" STR_SPACE_USED: "ESPACE UTILISÉ> {ALT}{0}" STR_SPACE_USED_UC: "ESPACE UT." STR_RANK: "GRADE" STR_WOUNDED: "BLESSÉ" STR_EQUIPMENT_FOR_CRAFT: "Équipement pour {0}" STR_DEFENSE_VALUE: "Valeur Défensive" STR_HIT_RATIO: "Ratio de Tirs Réussis " STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}prêt à{NEWLINE}se poser près de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Commencer la Mission ?" STR_SELECT_ARMAMENT: "Sélectionner Armement" STR_AMMUNITION_AVAILABLE: "MUNITIONS DISPONIBLES" STR_ARMAMENT: "ARMEMENT" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SÉLECTIONNEZ ARMURE POUR{NEWLINE}{ALT}{0}" STR_TYPE: "TYPE" STR_PLASTIC_AQUA_ARMOR_UC: "ARMURE AQUA-PLASTIQUE" STR_ION_ARMOR_UC: "ARMURE IONIQUE" STR_MAGNETIC_ION_ARMOR_UC: "ARMURE IONIQUE MAGNÉTIQUE" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Cette armure exploite le matériau alien récemment découvert nommé Aqua-Plastiques. Cet équipement va à coup sûr améliorer l'équilibre des forces en faveur de nos aquanautes combattant l'incursion Alienne." STR_ION_ARMOR_UFOPEDIA: "Cette armure intégralement renforcé par un champs d'énergie ionique accroit également la mobilité et la force de son porteur. Elle offre une excellente protection pour nos troupes." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Amélioration de l'armure ionique, la technologie magnétique permet une totale liberté de mouvement en milieu aquatique." STR_SELECT_ARMOR: "Sélectionner Armure" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD OUEST" STR_WEST: "OUEST" STR_NORTH_WEST: "NORD OUEST" STR_SELECT_ACTION: "SÉLECTIONNER ACTION" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUER L'INTERCEPTION" STR_PURSUE_WITHOUT_INTERCEPTION: "POURSUIVRE SANS INTERCEPTION" STR_VERY_LARGE: "TRÈS GRAND" STR_LARGE: "GRAND" STR_MEDIUM_UC: "MOYEN" STR_SMALL: "PETIT" STR_VERY_SMALL: "TRÈS PETIT" STR_GROUNDED: "AMERRI" STR_DETECTED: "Détecté" STR_SIZE_UC: "TAILLE" STR_ALTITUDE: "PROFONDEUR" STR_HEADING: "CAP" STR_SPEED: "VITESSE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRER SUR OSNI-TEMPS=5 Sec" STR_TRACKING_LOST: "OSNI DISPARU" STR_REDIRECT_CRAFT: "REDIRIGER VAISSEAU" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ALLER À LA DERNIÈRE POSITION CONNUE" STR_UFO_: "OSNI-{0}" STR_ALIEN_BASE_: "COLONIE ALIENNE-{0}" STR_CRASH_SITE_: "SITE DE CRASH-{0}" STR_LANDING_SITE_: "SITE D'AMERRISSAGE-{0}" STR_WAY_POINT_: "POINT DE REPÈRE-{0}" STR_TERROR_SITE: "SITE DE TERREUR-{0}" STR_ARTIFACT_SITE: "SITE D'ARTEFACT-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}a atteint{NEWLINE}{1}" STR_NOW_PATROLLING: "En Patrouille" STR_ALIEN_ORIGINS: "Origines Extraterrestres" STR_THE_ULTIMATE_THREAT: "La Menace Suprême" STR_TLETH_ALIEN_CITY: "T'leth, la Cité Alienne" STR_UFOPAEDIA: "OVNIpédie" STR_XCOM_CRAFT_ARMAMENT: "VAISSEAUX ET ARMEMENTS X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SYSTÈMES D'ARMES SUBMERSIBLE" STR_WEAPONS_AND_EQUIPMENT: "ÉQUIPEMENT GÉNÉRAL" STR_ALIEN_ARTIFACTS: "ARTEFACTS AQUATIQUES" STR_BASE_FACILITIES: "INSTALLATIONS X-COM" STR_ALIEN_LIFE_FORMS: "FORMES DE VIES ALIENNES" STR_ALIEN_RESEARCH_UC: "TECHNOLOGIE ALIENNE" STR_UFO_COMPONENTS: "NOUVELLES TECHNOLOGIES SUBMERSIBLES" STR_UFOS: "OSNIS" STR_SELECT_ITEM: "SÉLECTIONNER ARTICLE" STR_ACCELERATION: "ACCÉLÉRATION> {ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACITÉ CARBURANT> {ALT}{0}{ALT}" STR_WEAPON_PODS: "NACELLES D'ARMES> {ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "BLINDAGE> {ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPACE SOUTE> {ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACITÉ SAS> {ALT}{0}{ALT}" STR_DAMAGE: "Dégâts" STR_RANGE: "Portée" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Précision" STR_RE_LOAD_TIME: "Temps de Recharge" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFORANT" STR_DAMAGE_INCENDIARY: "PHOSPHORESCENT" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIF" STR_DAMAGE_LASER_BEAM: "RAYON GAUSS" STR_DAMAGE_PLASMA_BEAM: "RAYON SONIQUE" STR_DAMAGE_STUN: "GEL" STR_DAMAGE_MELEE: "MÊLÉE" STR_DAMAGE_ACID: "ACIDE" STR_DAMAGE_SMOKE: "FUMÉE" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "PRÉCISION" STR_TIME_UNIT_COST: "COÛT UT" STR_DAMAGE_UC: "DÉGÂTS" STR_AMMO: "MUNITIONS" STR_SHOT_TYPE_AUTO: "Automatique" STR_SHOT_TYPE_SNAP: "Rapide" STR_SHOT_TYPE_AIMED: "Précis" STR_CONSTRUCTION_TIME: "Temps de Construction" STR_CONSTRUCTION_COST: "Coût de Construction" STR_MAINTENANCE_COST: "Coût d'Entretien" STR_LOW: "Basse" STR_MEDIUM: "Moyenne" STR_HIGH: "Haute" STR_CRAFT_WEAPON: "Arme du Submersible" STR_CRAFT_AMMUNITION: "Munitions du Submersible" STR_HEAVY_WEAPONS_PLATFORM: "Système d'Arme Submersible" STR_WEAPON: "Arme" STR_AMMUNITION: "Munitions" STR_EQUIPMENT: "Équipement" STR_ALIEN_CORPSE: "Corps Alien" STR_UFO_COMPONENT: "Composant OSNI" STR_PERSONAL_ARMOR: "Armure Personnelle" STR_RAW_MATERIALS: "Matières Premières" STR_HWP_SOLID_HARPOON_BOLTS: "Harpon Renforcé SAS" STR_ALIEN: "Alien" STR_AQUATOID: "Aquatoïde" STR_GILLMAN: "Homme-poisson" STR_LOBSTERMAN: "Homme-Homard" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Profond" STR_BIODRONE: "Bio-drone" STR_TENTACULAT: "Tentaculaire" STR_TRISCENE: "Triscène" STR_HALLUCINOID: "Hallucinoïde" STR_XARQUID: "Xarquide" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Commandant" STR_LIVE_NAVIGATOR: "Navigateur" STR_LIVE_MEDIC: "Médecin" STR_LIVE_TECHNICIAN: "Technicien" STR_LIVE_SQUAD_LEADER: "Chef d'Escouade" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terroriste" STR_AQUATOID_COMMANDER: "Commandant Aquatoïde" STR_AQUATOID_NAVIGATOR: "Navigateur Aquatoïde" STR_AQUATOID_MEDIC: "Docteur Aquatoïde" STR_AQUATOID_TECHNICIAN: "Technicien Aquatoïde" STR_AQUATOID_SQUAD_LEADER: "Chef d'Escouade Aquatoïde" STR_AQUATOID_SOLDIER: "Soldat Aquatoïde" STR_GILLMAN_COMMANDER: "Commandant homme-poisson" STR_GILLMAN_TECHNICIAN: "Technicien homme-poisson" STR_GILLMAN_SQUAD_LEADER: "Chef d'Escouade homme-poisson" STR_GILLMAN_SOLDIER: "Soldat homme-poisson" STR_LOBSTERMAN_COMMANDER: "Commandant Homme-Homard" STR_LOBSTERMAN_NAVIGATOR: "Navigateur Homme-Homard" STR_LOBSTERMAN_TECHNICIAN: "Technicien Homme-Homard" STR_LOBSTERMAN_SQUAD_LEADER: "Chef d'Escouade Homme-Homard" STR_LOBSTERMAN_SOLDIER: "Soldat Homme-Homard" STR_TASOTH_SQUAD_LEADER: "Chef d'Escouade Tasoth" STR_TASOTH_SOLDIER: "Soldat Tasoth" STR_CALCINITE_TERRORIST: "Terroriste Calcinite" STR_DEEP_ONE_TERRORIST: "Terroriste Profond" STR_BIODRONE_TERRORIST: "Terroriste Bio-drone" STR_TENTACULAT_TERRORIST: "Terroriste Tentaculaire" STR_TRISCENE_TERRORIST: "Terroriste Triscène" STR_HALLUCINOID_TERRORIST: "Terroriste Hallucinoïde" STR_XARQUID_TERRORIST: "Terroriste Xarquide" STR_ION_BEAM_ACCELERATORS: "Accélérateurs à Rayons Ioniques" STR_MAGNETIC_NAVIGATION: "Navigation Magnétique" STR_ALIEN_SUB_CONSTRUCTION: "Plans de construction d'OSNIS" STR_ALIEN_CRYOGENICS: "Cryogénie Alienne" STR_ALIEN_CLONING: "Clonage Alien" STR_ALIEN_LEARNING_ARRAYS: "Zone d'apprentissage Alienne" STR_ALIEN_IMPLANTER: "Implanteur Alien" STR_EXAMINATION_ROOM: "Salle d'Examen" STR_AQUA_PLASTICS: "Aqua-plastiques" STR_ALIEN_REANIMATION_ZONE: "Chambre de Réanimation Alienne" STR_PLASTIC_AQUA_ARMOR: "Armure Aqua-Plastiques" STR_ION_ARMOR: "Armure Ionique" STR_MAGNETIC_ION_ARMOR: "Armure Ionique Magnétique" STR_HWP_AQUA_JET_MISSILES: "Torpilles Aqua-Jet SAS" STR_HWP_DISPLACER_PWT: "Torpille Ondes Perturbations SAS" STR_GAUSS_TECH: "Technologie Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Nouveau Chasseur Submersible" STR_NEW_FIGHTER_TRANSPORTER: "Nouveau Chasseur-Transporteur" STR_THE_LATEST_FLYING_SUB: "Le Submersible Volant Ultime" STR_ARMOR_PIERCING: "PERFORANT" STR_COELACANTH_GAS_CANNON: "Coelacanthe/Harpon" STR_COELACANTH_AQUA_JET: "Coelacanthe/Aqua-Jet" STR_COELACANTH_GAUSS: "Coelacanthe/Gauss" STR_DISPLACER_SONIC: "Déplaceur/Sonique" STR_DISPLACER_PWT: "Déplaceur/T.O.P" STR_AJAX_LAUNCHER: "Lanceur Ajax" STR_DUP_HEAD_LAUNCHER: "Lanceur à T.U.A" STR_CRAFT_GAS_CANNON: "Canon à Gaz" STR_PWT_CANNON: "Canon T.O.P" STR_GAUSS_CANNON: "Canon Gauss" STR_GAUSS_CANNON_AMMO: "Munition de Canon Gauss" STR_SONIC_OSCILLATOR: "Oscillateur Sonique" STR_AJAX_TORPEDOES: "Torpille Ajax" STR_DUP_HEAD_TORPEDOES: "Torpille à T.U.A" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Munitions de Gaz (x50)" STR_SONIC_WAVE: "Onde Sonique" STR_PULSE_WAVE_TORPEDOES: "Munition T.O.P" STR_SOLDIER: "Aquanaute" STR_SCIENTIST: "Scientifique" STR_ENGINEER: "Ingénieur" STR_NORTH_ATLANTIC: "Atlantique Nord" STR_SOUTH_ATLANTIC: "Atlantique Sud" STR_NORTH_PACIFIC: "Pacifique Nord" STR_SOUTH_PACIFIC: "Pacifique Sud" STR_MEDITERRANEAN: "Méditerranée" STR_SOUTH_CHINA_SEA: "Mer de Chine du Sud" STR_INDIAN_OCEAN: "Océan Indien" STR_THE_EAST_SEA: "Mer du Japon" STR_NORTH_SEA: "Mer du Nord" STR_CARRIBEAN: "Caraïbes" STR_ANTARCTIC: "Antarctique" STR_ARCTIC: "Arctique" STR_EURASIA: "Eurasie" STR_NORTH_AMERICA: "Amérique du Nord" STR_AFRICA: "Afrique" STR_MAXIMUM_SPEED: "Vitesse Maximum" STR_TRANSMISSION_RESOLVER_UC: "DÉCODEUR DE TRANSMISSIONS" STR_TRITON: "TRITON" STR_HAMMERHEAD: "REQUIN-MARTEAU" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "OSNI" STR_AJAX: "AJAX" STR_DUP_HEAD: "OGIVE T.U.A" STR_CRAFT_GAS_CANNON_UC: "CANON A GAZ" STR_PWT_CANNON_UC: "CANON T.O.P" STR_GAUSS_CANNON_UC: "CANON GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILLATEUR SONIQUE" STR_DAMAGE_CAPACITY: "Capacité de Dégâts" STR_WEAPON_POWER: "Puissance d'Arme" STR_WEAPON_RANGE: "Portée de l'Arme" STR_AIR_LOCK: "Sas d’Accès" STR_LABORATORY: "Laboratoire" STR_WORKSHOP: "Atelier" STR_STANDARD_SONAR: "Sonar Standard" STR_WIDE_ARRAY_SONAR: "Sonar à Large Bande" STR_TORPEDO_DEFENSES: "Défenses à Torpilles" STR_GENERAL_STORES: "Entrepôts" STR_ALIEN_CONTAINMENT: "Prison des Aliens" STR_GAUSS_DEFENSES: "Défenses Gauss" STR_SONIC_DEFENSES: "Défenses Sonique" STR_PWT_DEFENSES: "Défenses T.O.P" STR_BOMBARDMENT_SHIELD: "Bouclier Anti-Bombardements" STR_MC_GENERATOR: "Générateur de C.M." STR_MC_LAB: "Laboratoire de C.M." STR_TRANSMISSION_RESOLVER: "Décodeur de Transmissions" STR_SUB_PEN: "Quai à Submersibles" STR_USA: "ETATS UNIS" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "UNION EUROPÉENNE" STR_ARABIAN_BLOC: "BLOC ARABE" STR_EGYPTIAN_CARTEL: "CARTEL ÉGYPTIEN" STR_AFRICA_CORP: "CORPORATION AFRICAINE" STR_BRAZILIAN_UNION: "UNION BRÉSILIENNE" STR_NEW_MEXICO: "NOUVEAU MEXIQUE" STR_ASIAN_COALITION: "COALITION ASIATIQUE" STR_SCANDINAVIA: "SCANDINAVIE" STR_NEO_JAPAN: "NEO-JAPON" STR_FREE_CHINA: "CHINE LIBRE" STR_AUSTRALASIA: "AUSTRALASIE" STR_FED_KOREA: "CORÉE FÉDÉRALE" STR_EURASIA_UC: "EURASIE" STR_ICELANDIC_UNION: "UNION ISLANDAISE" STR_TANK: "Système d'Arme Submersible" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Fév" STR_MAR: "Mar" STR_APR: "Avr" STR_MAY: "Mai" STR_JUN: "Jui" STR_JUL: "Juil" STR_AUG: "Aoû" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Nov" STR_DEC: "Déc" STR_INTERNATIONAL_RELATIONS: "Relations Internationales" STR_COUNTRY: "Pays" STR_FUNDING: "Budget" STR_CHANGE: "Écart" STR_WEAPON_SYSTEMS: "SYSTÈMES D'ARME" STR_HWPS: "SAS" STR_DAMAGE_UC_: "DÉGÂTS> {ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Le sas d'accès permet à l'équipement et au personnel d'être transféré vers une base ou d'en sortir. C'est toujours la première installation à être construite sur un nouveau site. Le sas d'accès est vulnérable aux intrusions de toutes les forces potentiellement hostiles." STR_LIVING_QUARTERS_UFOPEDIA: "Chaque quartier du personnel fournis l'espace vital pour 50 personnes. Les installations sont rudimentaires mais fonctionnelles." STR_LABORATORY_UFOPEDIA: "Jusqu'à 50 scientifiques peuvent travailler dans un laboratoire. Les laboratoires sont équipés des dernières technologies pour les recherches sur les matériaux, la biochimie et l'armement. X-Com a accès à l'ensemble des meilleurs laboratoires du monde, aussi bien civils que militaires." STR_WORKSHOP_UFOPEDIA: "Un atelier contient tout l'équipement nécessaire pour fabriquer l'équipement basé sur les derniers designs fournis par les laboratoires. Jusqu'à 50 Techniciens peuvent occuper un atelier, mais les objets en construction prennent aussi de la place." STR_STANDARD_SONAR_UFOPEDIA: "Un système de sonars standard a une portée effective de 450 miles nautiques à toutes les profondeurs et est lié à un réseau de satellites géo-stationnaires pour les analyses en surface. Chaque scanner a 10% de chances de détecter un submersible ou un appareil volant toutes les 30 minutes, la durée d'un balayage." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Un système de sonars à large bandes a une portée effective de 700 miles nautiques à toutes les profondeurs et est lié à un réseau de satellites géo-stationnaires pour les analyses en surface. Chaque scanner a 20% de chances de détecter un submersible ou un appareil volant toutes les 30 minutes, la durée d'un balayage." STR_TORPEDO_DEFENSES_UFOPEDIA: "Les systèmes de défense Torpilles fournissent une protection contre les attaques de submersibles hostiles qui tentent de s'arrimer à la base." STR_GENERAL_STORES_UFOPEDIA: "Tous les équipements, systèmes d'armes, munitions, matériaux récupérés et les SAS sont stockées ici, y compris l'équipement assigné aux submersibles dans les hangars." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Les Aliens vivants nécessitent des installations spéciales pour les garder. Ces unités maintiennent leur systèmes vitaux et réduisent leur potentiel de combat à zéro. Ces installation de confinement permettent d'abriter jusqu’à 10 formes de vies simultanément dans ses unités de confinement." STR_GAUSS_DEFENSES_UFOPEDIA: "Les défenses Gauss fournissent la protection la plus récente et la plus efficace contre les attaques des submersibles hostiles." STR_SONIC_DEFENSES_UFOPEDIA: "Les défenses à Oscillateur Sonique fournissent une protection puissante et efficace contres les agresseurs." STR_PWT_DEFENSES_UFOPEDIA: "Les Torpilles à Ondes de Perturbation fournissent la défense la plus efficace contres les attaques Aliennes. Ces missiles ont une tête extrêmement dense qui peut pénétrer toutes les armures connues. Les ondes magnétiques qu'elles produisent désactivent les défenses électroniques." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Le bouclier Anti-Bombardements protège la base des OSNIS voulant s’arrimer et génère un champ de résonance qui les repousse le temps que les systèmes de défense soient en mesure d'effectuer un deuxième tir, doublant ainsi leurs efficacité." STR_MC_GENERATOR_UFOPEDIA: "Maintenant que l'on sait que les OSNIS utilisent la technologie du Contrôle Moléculaire pour détecter des signes de vies, nous allons utiliser des émetteurs C.M. inversés pour créer un bouclier impénétrable afin de tromper les Aliens et rendre nos bases furtives." STR_MC_LAB_UFOPEDIA: "Le laboratoire de Contrôle Moléculaire peut poser des implants et entrainer un maximum de 10 aquanautes à la fois. Un entrainement intensif leur permet d'utiliser leurs implants. Les aptitudes liées à l'implant s'utilisent en tandem avec un Appareil Moléculaire et peuvent être utilisées pour lancer des attaques pendant les combats." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Les communications Aliennes utilisent le réseau d'implants de Contrôle Moléculaire construit par ces derniers. Le décodeur de transmissions intercepte les transmissions des OSNIS et décodent les informations : le type d'OSNI, la race de l'équipage ainsi que la mission en cours." STR_SUB_PEN_UFOPEDIA: "Chaque Quai peut accueillir un submersible. Ces installations fournissent la maintenance, le carburant et les réparations pour les submersibles de la flotte d'X-Com. Chaque submersible volant stationné à la base doit être assigné à un Quai libre qui ne sera pas utilisé par les autres, même si le submersible assigné part en mission." STR_DART_PISTOL_UFOPEDIA: "Le fusil à fléchette d'X-COM est une unité petits, précise et puissante avec son chargeur de 12 fléchettes creuses. Les fléchettes sont tirées par une cartouche de gaz dans la capsule des munitions." STR_JET_HARPOON_UFOPEDIA: "Ce fusil aquatique est précis et puissant, tirant des harpons en acier creux par packs de 10. Chaque harpon a son propre réservoir de gaz." STR_GAS_CANNON_UFOPEDIA: "En poids-lourd des armes utilisant la technologie du gaz, ce canon tire de solides carreaux, certains sont explosifs et d'autres au phosphore. L'une des armes favorites des aquanautes expérimentés." STR_HYDRO_JET_CANNON_UFOPEDIA: "Les Canons Hydro-Jet sont un système d'armement lourd pour l'infanterie. Le canon tire des mini-torpilles alimentées au magnésium. Bien que puissant, le Canon Hydro-jet est maladroit et peu pratique, exclusivement adapté à l'usage aquatique." STR_TORPEDO_LAUNCHER_UFOPEDIA: "En vrai poids-lourd de l'armement, ce grand lanceur tire 3 types de torpilles, chacune possédant son unité de propulsion. Une arme dévastatrice avec son rechargement manuel comme seul inconvénient. Les munitions disponibles incluent des torpilles explosives de faible et forte intensité ainsi que des torpilles au phosphore, exclusivement pour un usage aquatique." STR_GAUSS_PISTOL_UFOPEDIA: "Le Pistolet Gauss utilise la technologie de l'accélération des particules, un développement récent dans l'armement moderne. Il est rapide, précis et fonctionne aussi bien sous l'eau qu'en surface. La technologie Gauss a été développée à partir des technologies Plasma apprises lors de la dernière guerre." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Le Pistolet Gauss utilise la technologie de l'accélération des particules, un développement récent dans l'armement moderne. Il est rapide, précis et fonctionne aussi bien sous l'eau qu'en surface. La technologie Gauss a été développée à partir des technologies Plasma apprises lors de la dernière guerre." STR_GAUSS_RIFLE_UFOPEDIA: "Un cran au dessus du Pistolet Gauss, la Carabine Gauss a un sacré punch avec ses accélérateurs de particules jumelés. Remplaçant l'ancien système au Plasma alimenté à l'élérium par un micro-accélérateur à particules qui génère un flux d'anti-protons." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Un cran au dessus du Pistolet Gauss, la Carabine Gauss a un sacré punch avec ses accélérateurs de particules jumelés. Remplaçant l'ancien système au Plasma alimenté à l'élérium par un micro-accélérateur à particules qui génère un flux d'anti-protons." STR_HEAVY_GAUSS_UFOPEDIA: "Le Canon Gauss Lourd est encombrant mais extrêmement efficace. Il opère avec 3 accélérateurs de particules et est virtuellement inarrêtable. Le flux d'anti-protons est confiné dans une cartouche en Gallium/Arsenic qui implose à l'impact en libérant de l'anti-matière." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Le Canon Gauss Lourd est encombrant mais extrêmement efficace. Il opère avec 3 accélérateurs de particules et est virtuellement inarrêtable. Le flux d'anti-protons est confiné dans une cartouche en Gallium/Arsenic qui implose à l'impact en libérant de l'anti-matière." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Cette grenade standard possède un minuteur précis et sophistiqué pour un contrôle de haute précision." STR_DYE_GRENADE_UFOPEDIA: "Les grenades colorantes sont des objets à double usage, utiles pour offrir une couverture en terrains ouverts. Elles fonctionnent aussi bien dans l'eau qu'en surface, le colorant est éjecté sous la forme d'un nuage de particules, produisant l'équivalent d'un jet d'encre de poulpe sous l'eau ou d'un épais nuage en surface." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Une grenade de proximité qui se lance comme une grenade ordinaire, mais ne se déclenchera qu'en cas de mouvement rapproché par rapport à l'endroit précis où elle est déployée. Il faut de l'expérience et de la pratique pour vraiment en tirer partie." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Cet explosif devrait être utilisé exclusivement pour la démolition. Quoique, par expérience, ces puissants explosifs sont idéaux pour mettre les Aliens au tapis. Le rayon de l'explosion est vaste, il faut donc s'assurer que les aquanautes soient à l'abri." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Ce nouvel appareil utilise une gamme de détecteurs et de systèmes informatiques pour identifié les unités ennemies en mouvement. Cliquez sur l'icône du Détecteur à Perturbations, sélectionnez 'Utiliser le Détecteur', l'écran du Détecteur montrera une flèche en son centre, elle désigne l'orientation de l'aquanaute (le Nord est en haut). Les signaux désignent les unités qui se sont déplacé récemment. Les grandes unités, ou celles se déplaçant rapidement, produiront de plus grand signaux. Les unités restées statiques ne seront pas affichées." STR_MEDI_KIT_UFOPEDIA: "Pour utiliser cet objet vous devez vous placer près de l'aquanaute blessé ou sur son corps s'il est assommé.{NEWLINE}SOIGNER> Les parties du corps blessées sont indiquées en rouge, sélectionnez en une et cliquez sur le bouton 'Soigner', une blessure mortelle sera soignée et une fraction de la santé sera rétablie.{NEWLINE}STIMULANT> Rétablie l'énergie et ranime les aquanautes assommés. Pour ranimer un aquanaute inconscient vous devez vous tenir directement sur son corps.{NEWLINE}CALMANT> Rétablie le moral des aquanautes blessés." STR_MC_DISRUPTOR_UFOPEDIA: "Le Perturbateur est l'arme ultime de la technologie C.M., exclusivement destiné aux aquanautes préalablement initiés à l'usage du Contrôle Moléculaire. Cliquez sur le Perturbateur, sélectionnez le type d'attaque, et sélectionnez une cible avec le curseur. Il y a deux types d'attaque C.M. : {NEWLINE}BROUILLER L'IMPLANT> En cas de succès, la cible est perturbée et peut paniquer. {NEWLINE}CONTRÔLER L'IMPLANT> En cas de succès, vous gagnez le contrôle immédiat de l'unité ennemie." STR_THERMAL_TAZER_UFOPEDIA: "Cet appareil s'utilise exclusivement en mêlée, mais il assommera un organisme vivant sans le tuer en gelant la créature visée." STR_VIBRO_BLADE_UFOPEDIA: "La Vibro-Lame est une longue lame en titane aiguisée qui tourne à une fréquence de 6000 tours/min, cet appareil peut venir à bout des armures de plongée les plus résistantes. La source de puissance est une invention Alienne, avant son étude toutes nos tentatives de reproduire cet objet se sont soldées par des échecs, nos lames tournant trop lentement ou explosant sous la pression." STR_THERMIC_LANCE_UFOPEDIA: "La Lance Thermique est, en toute logique, l'étape suivante dans le développement de la technologie des Vibro-Lames. La lame a une haute fréquence de tours et une source de puissance au Zrbite la surchauffe pour découper les armures, comme un couteau chaud dans du beurre." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "La Lance Thermique Lourde est une version plus puissante de la LT. Face à ses sources de chaleur jumelées et sa vitesse de rotation extrêmement élevée, tous les matériaux sont virtuellement vulnérables à la Lance Thermique Lourde." STR_SONIC_CANNON_UFOPEDIA: "Le Canon Sonique est la plus puissante des armes Soniques. Possédant un oscillateur sonique à plus hautes fréquences et une chambre de réverbération plus grande que la Carabine Blasta-S. Le Canon possède aussi un système de détonation à impulsions qui module les ondes ultra-soniques pour produire un Choc Sonique plus efficace." STR_CANNON_POWER_CLIP_UFOPEDIA: "Cet appareil compacte fournis des munitions à un Canon Sonique. Il contient une petite quantité de Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Un appareil Sonique de puissance plus élevée. Même l'acier enrichi en fibres de carbone est vulnérable à cette arme. Le petit émetteur d'ondes est amélioré par un amplificateur aux super-conducteurs pour augmenter la puissance de cette arme." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Ce petit objets est utilisé comme source de puissance pour une Carabine Blasta-Sonique, une arme Alienne puissante, et contient une petite quantité de Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Les Pistolets Soniques sont des armes Aliennes basées sur le principe des ondes ultra-soniques, elles peuvent transformer les os en gelée en l'espace de quelques secondes. L'oreille humaine n'est pas sensible aux ondes Ultra-Soniques." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Source de puissance pour le Pistolet Sonique Alien. Contient du Zrbite, la source de puissance des Aliens." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "C'est une arme Alienne exclusivement aquatique qui lance des 'Projectiles à Ondes de Perturbations' guidés et auto-propulsés. Quand vous cliquez sur 'Tirer', vous pouvez générer des points de passage que le Projectile s'efforcera de suivre. Quand vous aurez positionné le nombre de points de passages désiré, cliquez sur l’icône de lancement." STR_DISRUPTOR_AMMO_UFOPEDIA: "Cet appareil est un Projectile à Ondes de Perturbations doté d'un système de guidage informatique intégré. Il est tiré à partir d'un Lanceur à Ondes de Perturbations." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Un petit Lanceur à Chocs Thermiques qui tire des bombes chimiques à effet gel. Très utiles pour capturer des Aliens vivants." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "La Bombe à Chocs Thermiques est utilisée pour capturer des humains vivants, mais est tout aussi efficace contre la plupart des races Aliennes. Elle est tirée à partir d'un Lanceur à Chocs Thermiques." STR_SONIC_PULSER_UFOPEDIA: "Cet appareil fonctionne de la même manière qu'une grenade standard, sauf qu'elle est bien plus puissante. la grenade ne lance qu'une seule impulsion sonique qui est émise simultanément dans toutes les directions." STR_MC_READER_UFOPEDIA: "Lors des autopsies nous avons découvert des petits implants introduits chirurgicalement. Ce dispositif de contrôle est conçu par les Aquatoïdes afin de récolter des informations directement depuis le champ de bataille, même sur de grandes distances. Le Lecteur de Contrôle Moléculaire est un appareil de communication alien qui est utilisée pour prendre l'information directement des implants C.M. Les unités X-Com peuvent utiliser cette technique durant le combat pour connaître les caractéristiques des extraterrestres. Cliquez sur l'option 'utiliser', puis sur un extraterrestre." STR_SURVEY_SHIP: "Enquêteur" STR_ESCORT: "Escorteur" STR_CRUISER: "Croiseur" STR_HEAVY_CRUISER: "Croiseur Lourd" STR_HUNTER: "Chasseur" STR_BATTLESHIP: "Destroyer" STR_DREADNOUGHT: "Cuirassé" STR_FLEET_SUPPLY_CRUISER: "Chaland" MAP_SEABED: "Fonds Sablonneux" MAP_PIPES: "Centres de Recherche" MAP_PLANE: "Épaves d'Avions" MAP_ATLAN: "Atlantide" MAP_MU: "Temples Mayas" MAP_GAL: "Épaves de Galions" MAP_MSUNK: "Épaves de Paquebots" MAP_VOLC: "Fonds Volcaniques" MAP_CORAL: "Massifs Coralliens" MAP_PORT: "Zones Portuaires" MAP_ISLAND: "Iles" MAP_CARGO: "Cargo" MAP_LINERT: "Vaisseau Amiral P1" MAP_LINERB: "Vaisseau Amiral P2" MAP_ALART: "Artefact P1" MAP_GRUNGE: "Artefact P2" MAP_ENTRY: "Colonie P1" MAP_A_BASE: "Colonie P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Équipage Mixte" STR_MIXED_CREW_2: "Équipage Mixte 2" STR_RATING: "ÉVALUATION> {0}" STR_RATING_TERRIBLE: "TERRIBLE !" STR_RATING_POOR: "MÉDIOCRE !" STR_RATING_OK: "PASSABLE" STR_RATING_GOOD: "BIEN !" STR_RATING_EXCELLENT: "EXCELLENT !" STR_SCORE: "SCORE" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPPORT MENSUEL X-COM" STR_MONTH: "Mois> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Le Comité des Organisations participant au financement est jusqu'ici satisfait de vos progrès. " STR_COUNCIL_IS_VERY_PLEASED: "Le Comité des Organisations participant au financement est très satisfait de vos excellents progrès. Continuez comme ça. " STR_COUNCIL_IS_DISSATISFIED: "Le Comité des Organisations participant au financement n'est pas satisfait de votre travail. Vous devez améliorer votre efficacité à combattre la menace alienne, sinon, il risque de mettre fin au projet. " STR_YOU_HAVE_NOT_SUCCEEDED: "Vous n'avez pas réussi à combattre l'invasion alienne et le conseil des nations participant au financement a malheureusement décidé de cesser le financement d'X-Com. Chaque nation va s'occuper elle-même du problème comme elle l'entend. Nous ne pouvons qu'espérer arriver à un accord avec ces forces antiques, et souhaiter que la population s'entende avec les visiteurs aquatiques." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} est particulièrement satisfait de votre aptitude à gérer la menace dans ses mers et a accepté d'augmenter son financement. " STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sont particulièrement satisfaits de vos progrès dans le combat contre les incursions aliennes dans leurs mers, et ont accepté d'augmenter votre budget. " STR_COUNTRIES_COMMA: "{0}, {1} " STR_COUNTRIES_AND: "{0} et {1} " STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} est mécontent de votre aptitude à contenir l'activité alien dans ses mers, et a décidé de réduire sa contribution financière. " STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sont mécontents de votre aptitude à contenir l'activité alien dans leurs mers, et ont décidé de réduire leur contribution financière. " STR_KNOTS: "{0} nœuds " STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} a signé un pacte de coopération avec les forces aliens et s'est retiré du projet. " STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} ont signé un pacte de coopération avec les forces aliens et se sont retirés du projet. " STR_MONTHLY_RATING: "Évaluation Mensuelle> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Évolution du Financement> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "L'organisation n'est pas satisfaite de votre situation financière. Vous devez réduire vos dettes en dessous d'1 million de $ ou le projet sera terminé." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "LES TRANSMISSIONS A SOUS-PARTICULES SONT DÉCODÉES" STR_CRAFT_TYPE: "TYPE OSNI" STR_RACE: "RACE" STR_MISSION: "MISSION" STR_ZONE: "ZONE" STR_ALLOCATE_RESEARCH: "Allouer Recherche" STR_ALLOCATE_MANUFACTURE: "Allouer Fabrication" STR_AZORES: "Les Açores" STR_REYKJAVIK: "Reykjavík" STR_BERMUDA: "Les Bermudes" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "L'Île de l'Ascension" STR_TRINIDADE_ISLAND: "Trindade et Martin Vaz" STR_FALKLAND_ISLAND: "Les Malouines" STR_CANARY_ISLANDS: "Les Canaries" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "L'Île Saint-Laurent" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmanie" STR_HAWAII: "Hawaï" STR_FIJI: "Les Îles Fidji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "L'Île de Pâques" STR_GALAPAGOS_ISLAND: "Les Galápagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Les Îles Salomon" STR_CRETE: "Crète" STR_LISBON: "Lisbonne" STR_PORT_SAID: "Port-Saïd" STR_MARSEILLES: "Marseille" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manille" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapour" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Les Seychelles" STR_MALDIVE_ISLAND: "Les Maldives" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "L'Île Maurice" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londre" STR_FAEROE_ISLAND: "Les Îles Féroé" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaïque" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Entrainement au C.M." STR_PSIONIC_TRAINING: "ENTRAINEMENT AU CONTRÔLE MOLÉCULAIRE" STR_REMAINING_PSI_LAB_CAPACITY: "Place C.M. restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Puissance {NEWLINE}C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Amélioration{NEWLINE}/Aptitude C.M." STR_IN_TRAINING: "{NEWLINE}Inscrit ?" STR_TARGETTED_BY: "VISÉ PAR :" STR_WEAPONS_CREW_HWPS: "ARMES/{NEWLINE}ÉQUIPAGE/SAS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "à court de carburant,{NEWLINE}retourne à la base" STR_SOLDIER_LIST: "Effectif des Aquanautes" STR_RANK_: "GRADE> {ALT}{0}" STR_MISSIONS: "MISSIONS> {ALT}{0}" STR_KILLS: "VICTIMES> {ALT}{0}" STR_WOUND_RECOVERY: "GUÉRISON DE BLESSURE> {ALT}{0}" STR_TIME_UNITS: "UNITÉS DE TEMPS" STR_STAMINA: "ENDURANCE" STR_HEALTH: "SANTÉ" STR_BRAVERY: "COURAGE" STR_REACTIONS: "RÉACTIONS" STR_FIRING_ACCURACY: "PRÉCISION AU TIR" STR_THROWING_ACCURACY: "PRÉCISION AU LANCER" STR_STRENGTH: "FORCE" STR_PSIONIC_STRENGTH: "PUISSANCE C.M." STR_PSIONIC_SKILL: "APTITUDE C.M." STR_NEW_RANK: "NOUVEAU GRADE" STR_PROMOTIONS: "Promotions" STR_SOLDIERS_UC: "AQUANAUTES" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Les Systèmes d'Armes Submersibles automatisés sont d'une grande résistance et très maniable. Ils procurent un appui de gros calibre a nos troupes et ce à n'importe quelle profondeur. Les SAS sont automatiquement réapprovisionné depuis nos stocks." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Ce SAS est doté de torpilles Aqua-Jet, système d'arme uniquement opérationnel en milieu aquatique. Assurez-vous d'approvisionner le stock en munitions." STR_COELACANTH_GAUSS_UFOPEDIA: "La technologie Gauss offre pour nos unités SAS une puissance de feu bien plus importante que nos armements classiques." STR_DISPLACER_SONIC_UFOPEDIA: "La technologie Alienne nous ouvre de nouvelles perspectives pour nos unités SAS. Le moteur à Ion permet de décoller du fond et l'armement Sonique donne un avantage tactique considérable sur le champ de bataille." STR_DISPLACER_PWT_UFOPEDIA: "Ce nouveau SAS possède des armes à Ondes Pulsées dévastatrice spécialement conçu pour l'environnement aquatique. Vous pouvez guider la vague d'énergie en enregistrant des points de repères avant de faire feu. Les munitions spécifiques \"TOP\" doivent être fabriqués dans vos ateliers." STR_ALIEN_PROBE_MISSION: "Mission d'Exploration Alienne" STR_ALIEN_INTERDICTION: "Interdiction Alienne" STR_ALIEN_RESOURCE_RAID: "Raid de Ressources Alien" STR_ALIEN_INFILTRATION: "Infiltration Alienne" STR_ALIEN_BASE: "Expansion Coloniale Alienne" STR_ALIEN_SURFACE_ATTACK: "Attaques Aliennes en surface" STR_ALIEN_RETALIATION: "Représailles Aliennes" STR_ALIEN_SUPPLY: "Ravitaillement de Colonie Alienne" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "La Mission d'Exploration Alienne sert à recueillir des données sur le fond marin, les ressources, les voies maritimes et aériennes d'une région. Les OSNIS impliqués dans ces missions ne représentent pas une grande menace en eux-mêmes, mais indiquent des sites où l'activité pourrait exploser à tout moment." STR_ALIEN_INTERDICTION_UFOPEDIA: "Les Aliens ont pour usage de surveiller les régions qui les intéressent, en envoyant un submersible avec pour ordre clair de sécuriser la région avant que des missions plus importantes ne débutent. Ils vont amerrir sur des sites spécifiques qu'ils voudront occuper, pour verrouiller l'accès à ces régions et ouvrir la voie au niveau d'activité suivant." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Couler des navires et abattre des avions sont des éléments clés de la stratégie des Aliens. L'acquisition de matériaux est une des principales activités des Aliens et justifie de tels actes d'agression. Les Aliens lancent aussi des incursions dans des régions avec activité géothermique, des sites miniers et des ruines antiques pour récupérer des minéraux, des métaux raffinés et autres objets produits par les humains." STR_ALIEN_INFILTRATION_UFOPEDIA: "De ceci peut résulter des contactes officiels entre les Aliens et des corporations ou gouvernements au plus haut niveau. Le pic de cette activité se caractérise par une intense activité d'OSNIS dans les mers de l'organisation concernée. Les Aliens tenteront de signer un accord avec un gouvernement ou une organisation en proposant les connaissances de leurs technologies supérieures. Cette activité Alienne représente une menace majeure pour X-Com. Si une corporation ou un gouvernement coopère avec les envahisseurs ils cesseront leurs financements." STR_ALIEN_BASE_UFOPEDIA: "Les Aliens vont construire des colonies sous-marines secrètes dans des endroits isolés. Après quelques vols de reconnaissance, une intense activité OSNIS se produira pendant la phase de construction de la base. Ces bases sont sans doute équipés de laboratoires, de centres de clonage et de blocs chirurgicaux pour les expériences sur les humains et les Aliens. La présence de colonies Aliennes va générer davantage d'activité Alienne sans même la présence d'OSNIS. Afin de localiser une colonie, un submersible d'X-Com doit patrouiller dans une région pendant quelques heures pour avoir une chance de la détecter. " STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Quand les Aliens ont besoin d'humains ils terrorisent un port, attaquent une ile ou lancent un raid sur un navire. Les civils seront directement menacés pour satisfaire les besoins de reproduction pervers des Aliens et leurs expériences hideuses." STR_ALIEN_RETALIATION_UFOPEDIA: "Si les intercepteurs submersibles d'X-Com réussissent particulièrement bien à couler des OSNIS, alors les extraterrestres pourraient commettre des actions de représailles. Cela pourrait aboutir à une attaque directe contre une base X-Com. Cependant, les extraterrestres doivent trouver cette base avant de l'attaquer, et tant que les OSNIS sont tenus à l'écart, il y a peu de risques d'une attaque." STR_ALIEN_SUPPLY_UFOPEDIA: "Une fois qu'une colonie alienne est construite, elle est régulièrement approvisionnée par un vaisseau cargo spécial. Si l'un de ses vaisseaux est détecté lors de son amerrissage, vous pouvez alors être certain qu'il y a une colonie alienne à proximité." STR_SURVEY_SHIP_UFOPEDIA: "Ce minuscule submersible est utilisé essentiellement pour la reconnaissance ou la recherche. Il précède normalement des vaisseaux plus grands au début d'un corps expéditionnaire Alien. " STR_ESCORT_UFOPEDIA: "Un vaisseau d'escorte de taille moyenne qui ne représente pas une grande menace en lui-même. Ce vaisseau précède l'arrivée de plus grands vaisseaux et d’une activité plus intense." STR_CRUISER_UFOPEDIA: "Le Croiseur est un vaisseau polyvalent, le fer de lance de la flotte Alienne, il est utilisé pour tous les types de missions aliennes et se révèle un adversaire dangereux." STR_HEAVY_CRUISER_UFOPEDIA: "Le Croiseur Lourd est un vaisseau plus puissant que le Croiseur, possédant de plus grandes armes et systèmes de propulsion pour le renforcer. Le Croiseur Lourd est utilisé pour les missions de ressources pour collecter de grandes quantités de minéraux et d'équipement." STR_HUNTER_UFOPEDIA: "Ce vaisseau est équipé d'une salle d'examen utilisée pour les expériences sur des sujets humains. Les victimes sont soumises aux pires tortures et le cerveau est souvent retiré et stocké pour utilisation ultérieure. " STR_BATTLESHIP_UFOPEDIA: "Le Destroyer est le plus agressif des submersibles Aliens, il possède toutes les technologies et systèmes Aliens pour agir en tant que base d'opération pouvant effectuer tous les actes d'agression entrepris par les Aliens, il transporte une grande quantité d'armes." STR_DREADNOUGHT_UFOPEDIA: "Le Cuirassé est un super transporteur de troupes, équipé de toutes les technologies Aliennes et d'une énorme cargaison. Le Cuirassé est un adversaire dont la résistance n'a d'égal que sa puissance de feu." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Le Chaland est utilisé durant la construction de colonies aliennes ou pour l'approvisionnement de colonies existantes. Il transporte des nutriments pour les aliens, de l'ADN, des foetus et autres composants biologiques. " STR_DISMANTLE: "Démanteler" STR_FACILITY_IN_USE: "AQUA-NACELLE ACTIVE" STR_CANNOT_DISMANTLE_FACILITY: "IMPOSSIBLE DE DEMANTELER CETTE AQUA-NACELLE !{SMALLLINE} Toutes les nacelles de la base doivent être liées au sas." STR_TRANSFER_ITEMS_TO: "Transférer les objets vers {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "PAS D'INSTALLATION DE QUARANTAINE EXTRATERRESTRES POUR LE TRANSFERT !{SMALLLINE}Les extraterrestres vivants ont besoin d'une installation d'isolement sécurisé pour maintenir leurs fonctions vitales." STR_AMOUNT_AT_DESTINATION: "QUANTITÉ VERS {NEWLINE}LA DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "L'extraterrestre est mort faute de place en zone de quarantaine extraterrestre." STR_NO_FREE_ACCOMODATION_CREW: "PAS DE LOGEMENT DE LIBRE !{SMALLLINE}La base de destination n'a pas assez de place dans les quartiers du personnel pour l'équipage affecté au submersible." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "PAS SUFFISAMENT D'ESPACE DE STOCKAGE !{SMALLLINE}La base de destination n'a pas suffisamment de place pour l’équipement attribué au submersible." STR_ITEMS_ARRIVING: "Matériel en Livraison" STR_DESTINATION_UC: "DESTINATION" STR_DART_PISTOL: "Fusil à Fléchettes" STR_DART_POD: "Fléchettes" STR_JET_HARPOON: "Lance Harpon" STR_HARPOON_POD: "Harpons" STR_GAS_CANNON: "Canon à Gaz" STR_GC_AP_AMMO: "Projectile à Gaz Anti-Armure" STR_GC_HE_AMMO: "Projectile à Gaz Explosif" STR_GC_P_AMMO: "Projectile à Gaz au Phosphore" STR_HYDRO_JET_CANNON: "Canon Hydro-Jet" STR_HJC_AP_AMMO: "Munition HJ Anti-Armure" STR_HJC_HE_AMMO: "Munition HJ Explosive" STR_HJC_P_AMMO: "Munition HJ au Phosphore" STR_TORPEDO_LAUNCHER: "Lance-Torpille" STR_SMALL_TORPEDO: "Petite Torpille" STR_LARGE_TORPEDO: "Grande Torpille" STR_PHOSPHOROUS_TORPEDO: "Torpille au Phosphore" STR_MAGNA_BLAST_GRENADE: "Grenade Magna-Blast" STR_DYE_GRENADE: "Grenade Colorante" STR_PARTICLE_DISTURBANCE_GRENADE: "Grenade à Perturbations de Particules" STR_MAGNA_PACK_EXPLOSIVE: "Explosif Magna-Pack" STR_PARTICLE_DISTURBANCE_SENSOR: "Détecteur à Perturbations de Particules" STR_MEDI_KIT: "Trousse de Soins" STR_MC_DISRUPTOR: "Perturbateur C.M." STR_THERMAL_TAZER: "Tazer Thermique" STR_GAUSS_PISTOL: "Pistolet Gauss" STR_GAUSS_PISTOL_CLIP: "Chargeur de Pistolet Gauss" STR_GAUSS_RIFLE: "Fusil Gauss" STR_GAUSS_RIFLE_CLIP: "Chargeur de Fusil Gauss" STR_HEAVY_GAUSS: "Gauss Lourd" STR_HEAVY_GAUSS_CLIP: "Chargeur de Gauss Lourd" STR_SONIC_CANNON: "Canon Sonique" STR_CANNON_POWER_CLIP: "Cellule P de Canon Sonique" STR_SONIC_BLASTA_RIFLE: "Carabine Blasta-Sonique" STR_BLASTA_POWER_CLIP: "Cellule P de Carabine Blasta-S" STR_SONIC_PISTOL: "Pistolet Sonique" STR_PISTOL_POWER_CLIP: "Cellule P de Pistolet Sonique" STR_DISRUPTOR_PULSE_LAUNCHER: "Lanceur à Ondes à Perturbation" STR_DISRUPTOR_AMMO: "Munition du Lanceur D'Ondes" STR_THERMAL_SHOK_LAUNCHER: "Lanceur à Chocs Thermiques" STR_THERMAL_SHOK_BOMB: "Bombe à Chocs Thermiques" STR_SONIC_PULSER: "Grenade à Impulsion Sonique" STR_ZRBITE: "Zrbite" STR_MC_READER: "Lecteur C.M." STR_VIBRO_BLADE: "Vibro-lame" STR_THERMIC_LANCE: "Lance Thermique" STR_HEAVY_THERMIC_LANCE: "Lance Thermique Lourde" STR_AQUATOID_CORPSE: "Corps d'Aquatoïde" STR_GILLMAN_CORPSE: "Corps de homme-poisson" STR_LOBSTERMAN_CORPSE: "Corps d'Homme-Homard" STR_TASOTH_CORPSE: "Corps de Tasoth" STR_CALCINITE_CORPSE: "Corps de Calcinite" STR_DEEP_ONE_CORPSE: "Corps de Profond" STR_BIODRONE_CORPSE: "Corps de Bio-Drone" STR_TENTACULAT_CORPSE: "Corps de Tentaculaire" STR_TRISCENE_CORPSE: "Corps de Triscène" STR_HALLUCINOID_CORPSE: "Corps d'Hallucinoïde" STR_XARQUID_CORPSE: "Corps de Xarquide" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Munitions insuffisantes pour équiper ces SAS {SMALLLINE}{0} {1} requis." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Pas assez d'équipement pour ré-équiper l'escouade" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Vous devez rechercher {NEWLINE}{0}{NEWLINE}pour pouvoir produire{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Les Aliens ont détruit la base non défendue {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Les patrouilles X-Com ont localisé une colonie Alien en {0}" STR_STANDOFF: "ATTENTE" STR_CAUTIOUS_ATTACK: "ATTAQUE PRUDENTE " STR_STANDARD_ATTACK: "ATTAQUE STANDARD " STR_AGGRESSIVE_ATTACK: "ATTAQUE AGRESSIVE " STR_DISENGAGING: "DÉSENGAGEMENT" STR_UFO_HIT: "OSNI TOUCHÉ !" STR_UFO_CRASH_LANDS: "OSNI ABATTU !" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Réduction en mode attente seulement " STR_UFO_RETURN_FIRE: "L'OSNI RIPOSTE !" STR_INTERCEPTOR_DAMAGED: ">>>SUBMERSIBLE VOLANT ENDOMMAGÉ<<< " STR_INTERCEPTOR_DESTROYED: ">>>SUBMERSIBLE VOLANT DÉTRUIT<<< " STR_UFO_OUTRUNNING_INTERCEPTOR: "OSNI EN FUITE !" STR_LONG_RANGE_DETECTION: "Détection à Large Bande" STR_STORES_UC: "STOCK " STR_DIFFICULTY_LEVEL: "Niveau de difficulté " STR_INTERCEPT: "INTERCEPTER" STR_BASES: "BASES " STR_GRAPHS: "GRAPHIQUES" STR_UFOPAEDIA_UC: "OSNIPÉDIE" STR_OPTIONS_UC: "OPTIONS " STR_FUNDING_UC: "BUDGET " STR_5_SECONDS: "5 s " STR_1_MINUTE: "1 min " STR_5_MINUTES: "5 min " STR_30_MINUTES: "30 min " STR_1_HOUR: "1 heure " STR_1_DAY: "1 jour " STR_XCOM_PERFORMANCE_ROSTER: "Rapport de Performances Xcom " STR_ENTER_NAME: "Entrer nom " STR_PERFORMANCE_RATING: "Évaluation de Performance " STR_VICTORY_DATE: "Date de victoire " STR_CHEMICAL_FLARE: "Torche Chimique" STR_CHEMICAL_FLARE_UFOPEDIA: "Cette balise éclairante produit une lumière vive à toutes les profondeurs ou sur la terre ferme. Ceci illumine les unités ennemies proches lors des missions sous-marines ou de nuit. " STR_MONTHLY_COSTS: "Coûts Mensuels " STR_CRAFT_RENTAL: "Location de Submersibles" STR_SALARIES: "Salaires " STR_BASE_MAINTENANCE: "Entretien de la Base " STR_COST_PER_UNIT: "Coût par Unité " STR_QUANTITY: "Quantité " STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "En cours d'implantation C.M." STR_FRONT_ARMOR: "ARMURE AVANT " STR_LEFT_ARMOR: "ARMURE GAUCHE " STR_RIGHT_ARMOR: "ARMURE DROITE " STR_REAR_ARMOR: "ARMURE ARRIÈRE " STR_UNDER_ARMOR: "ARMURE DE DESSOUS " STR_ROUNDS: "TIRS" STR_UNIT: "UNITÉ> {0}" STR_ENERGY: "ÉNERGIE " STR_MORALE: "MORAL" STR_ARMOR_: "ARMURE> {0} " STR_FRONT_ARMOR_UC: "ARMURE AVANT " STR_LEFT_ARMOR_UC: "ARMURE GAUCHE " STR_RIGHT_ARMOR_UC: "ARMURE DROITE " STR_REAR_ARMOR_UC: "ARMURE ARRIÈRE " STR_SKILLS: "COMPÉTENCES> {0} " STR_LEVEL: "NIVEAU> {0} " STR_HEAD: "TÊTE" STR_TORSO: "TORSE" STR_RIGHT_ARM: "BRAS DROIT " STR_LEFT_ARM: "BRAS GAUCHE " STR_RIGHT_LEG: "JAMBE DROITE " STR_LEFT_LEG: "JAMBE GAUCHE " STR_PAIN_KILLER: "CALMANT" STR_STIMULANT: "STIMULANT" STR_HEAL: "SOIGNER" STR_TIME_UNITS_SHORT: "UT> {ALT}{0}" STR_WEIGHT: "Poids> {ALT}{0}/{1}" STR_REACTIONS_SHORT: "Réac> {ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Talent> {ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.For> {ALT}{0}" STR_ALIEN_ARTIFACT: "Artéfact Alien" STR_AMMO_ROUNDS_LEFT: "MUNITIONS :{NEWLINE}CARTOUCHES{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calm> {ALT}{0}{ALT}{NEWLINE}Stim> {ALT}{1}{ALT}{NEWLINE}Soin> {ALT}{2}" STR_THROW: "Lancer" STR_AUTO_SHOT: "Tir Automatique " STR_SNAP_SHOT: "Tir Rapide " STR_AIMED_SHOT: "Tir Précis " STR_STUN: "Assommer" STR_PRIME_GRENADE: "Armer Grenade " STR_USE_SCANNER: "Utiliser Détecteur à Particules" STR_USE_MEDI_KIT: "Utiliser Trousse de Soins " STR_LAUNCH_MISSILE: "Lancer Torpille" STR_ACCURACY_SHORT: "Pré> {ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unités de Temps insuffisantes ! " STR_NOT_ENOUGH_ENERGY: "Énergie Épuisée ! " STR_NO_ROUNDS_LEFT: "A court de Munitions ! " STR_NO_AMMUNITION_LOADED: "Pas de Munitions Chargées ! " STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Mauvaise Munition pour cette Arme ! " STR_WEAPON_IS_ALREADY_LOADED: "L'Arme est Déjà Chargée ! " STR_NO_LINE_OF_FIRE: "Pas de Ligne de Tir ! " STR_GRENADE_IS_ACTIVATED: "La Grenade est Activée ! " STR_GRENADE_IS_DEACTIVATED: "La Grenade est Désactivée ! " STR_THERE_IS_NO_ONE_THERE: "Il n'y a Personne ici ! " STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossible d'utiliser Artéfact Alien sans recherche ! " STR_OUT_OF_RANGE: "Hors de Portée ! " STR_UNABLE_TO_THROW_HERE: "Impossible de Lancer à cet Endroit ! " STR_SET_TIMER: "Détonateur " STR_HIDDEN_MOVEMENT: "MOUVEMENT CACHÉ " STR_TURN: "TOUR> {0} " STR_SIDE: "CAMP> {0} " STR_PRESS_BUTTON_TO_CONTINUE: "Cliquez pour continuer " STR_MIND_CONTROL: "Contrôle Moléculaire" STR_PANIC_UNIT: "Brouiller Implant" STR_MORALE_ATTACK_SUCCESSFUL: "Attaque Moléculaire Réussie " STR_MIND_CONTROL_SUCCESSFUL: "Contrôle de l'Implant Réussi " STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}a perdu son sang-froid " STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}a perdu son sang-froid " STR_HAS_PANICKED_MALE: "{0}{NEWLINE}a paniqué " STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}a paniqué " STR_XCOM: "X-Com" STR_ALIENS: "Aliens" STR_RIGHT_HAND: "MAIN DROITE " STR_LEFT_HAND: "MAIN GAUCHE " STR_RIGHT_SHOULDER: "ÉPAULE DROITE " STR_LEFT_SHOULDER: "ÉPAULE GAUCHE " STR_BACK_PACK: "SAC À DOS " STR_BELT: "CEINTURE " STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}est sous contrôle moléculaire" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}est sous contrôle moléculaire" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}a perdu connaissance " STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}a perdu connaissance " STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}a succombé à une blessure mortelle." STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}a succombé à une blessure mortelle." STR_USE_MIND_PROBE: "Utiliser Lecteur C.M." STR_FATAL_WOUNDS: "BLESSURES MORTELLES " STR_UNDER_ARMOR_UC: "ARMURE DE DESSOUS " STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unités de temps réservées pour le tir rapide " STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unités de temps réservées pour le tir automatique " STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unités de temps réservées pour le tir précis " STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unités de temps réservées pour s'agenouiller" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs réservées pour s'agenouiller et tirer" STR_UNITS_IN_CRAFT: one: "{N} Unités dans Vaisseau X-Com " many: "{N} Unités dans Vaisseau X-Com " other: "{N} Unités dans Vaisseau X-Com " STR_UNITS_OUTSIDE: one: "{N} Unités laissées à l'extérieur " many: "{N} Unités laissées à l'extérieur " other: "{N} Unités laissées à l'extérieur " STR_UNITS_IN_ENTRANCE: one: "{N} Unités en Zone d’Insertion " many: "{N} Unités en Zone d’Insertion " other: "{N} Unités en Zone d’Insertion " STR_UNITS_IN_EXIT: one: "{N} Unités en Zone d'Extraction " many: "{N} Unités en Zone d'Extraction " other: "{N} Unités en Zone d'Extraction " STR_ABORT_MISSION_QUESTION: "Abandonner la Mission ? " STR_CORPSE: "Corps " STR_UNLOAD_CRAFT: "Décharger " STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}a été tué " STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}a été tué " STR_HIT_MELEE: "Mêlée " STR_GROUND: "SOL " STR_LIVING_QUARTERS_PLURAL: "Quartiers du personnel" STR_LIST_ITEM: "OBJET " STR_ALL_ALIENS_KILLED_IN_CRASH: "Tous les aliens sont morts lors du crash {NEWLINE}Procédure de récupération automatique activée " STR_RESET: "Réinitialiser " STR_MEMORIAL: "Mémorial " STR_DATE_UC: "DATE " STR_SOLDIERS_RECRUITED_UC: "AQUANAUTES RECRUTÉS> {ALT}{0}" STR_SOLDIERS_LOST_UC: "AQUANAUTES PERDUS> {ALT}{0}" STR_REMOVE_SELECTED: "Supprimer les Spécimens Choisis " STR_LIVE_ALIENS: "Spécimens{NEWLINE}Vivants " STR_DEAD_ALIENS: "Spécimens{NEWLINE}Rejetés " STR_UNDER_INTERROGATION: "Interrogatoire{NEWLINE}En cours " STR_CONTAINMENT_EXCEEDED: "LA ZONE DE QUARANTAINE E.T. EST SATURÉE !{SMALLLINE}Toutes les cellules à {0} sont occupées. Vous devez éliminer les spécimens surnuméraires." STR_MANAGE_CONTAINMENT: "Gestion de la Détention des Aliens" STR_STORAGE_EXCEEDED: "ESPACE DE STOCKAGE SATURÉ !{SMALLLINE}Espace de stockage insuffisant à {0}. Les objets en surplus doivent êtres vendus. " STR_GO_TO_BASE: "Aller à la Base " STR_MELEE_ACCURACY: "PRÉCISION EN MÊLÉE " STR_SELL_PRODUCTION: "VENDRE " STR_BOTH_HANDS_MUST_BE_EMPTY: "Nécessite les deux mains libres ! " STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Matériel insuffisant pour appliquer le template " STR_UNLOAD_WEAPON: "Décharger l'arme " STR_ALL_ITEMS: "Tous les objets " STR_NO_MORE_EQUIPMENT_ALLOWED: one: "LIMITE DE MATÉRIEL À BORD ATTEINTE !{SMALLLINE}Vous n'êtes pas autorisé à embarquer plus de {N} objets à bord de ce submersible. " many: "LIMITE DE MATÉRIEL À BORD ATTEINTE !{SMALLLINE}Vous n'êtes pas autorisé à embarquer plus de {N} objets à bord de ce submersible. " other: "LIMITE DE MATÉRIEL À BORD ATTEINTE !{SMALLLINE}Vous n'êtes pas autorisé à embarquer plus de {N} objets à bord de ce submersible. " STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRE DE CONTRÔLE DÉTRUIT{NEWLINE}Trouvez votre chemin jusqu'à l'entrée et abandonnez." STR_XCOM_BASE_CANNOT_BE_BUILT: "Les aqua-installations X-Com ne peuvent être construites sur la terre " STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSSIBLE D'ENGAGER L’ENNEMI{NEWLINE}A CETTE PROFONDEUR" STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSSIBLE D'ENGAGER L’ENNEMI{NEWLINE}DANS LES AIRS" STR_UNDERWATER_EQUIPMENT: "Cet équipement fonctionne exclusivement sous l'eau !" STR_LAND_EQUIPMENT: "Cet équipement fonctionne exclusivement sur terre !" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personnel" STR_CRAFT_ARMAMENT: "Vaisseau & Armement" STR_COMPONENTS: "Composants" STR_SOLDIERS_RECRUITED: "Aquanautes recrutés" STR_SOLDIERS_LOST: "Aquanautes perdus" STR_TOTAL_UFOS: "OSNIS volants détecté" STR_TOTAL_ALIEN_BASES: "Colonies alien découverte " STR_PSIONIC_STRENGTH_ABBREVIATION: "PCM" STR_PSIONIC_SKILL_ABBREVIATION: "ACM" FEMALE_CIVILIAN: "Civile, Femme" MALE_CIVILIAN: "Civil, Homme" DOCKER_CIVILIAN: "Civil, Docker" SAILOR_CIVILIAN: "Civil, Marin" STR_BIODRONE_MELEE_WEAPON: "Attaque en Mêlée du Bio-Drone" HALLUCINOID_WEAPON: "Arme de l'Hallucinoïde" STR_LOBSTERMAN_MELEE_WEAPON: "Attaque en Mêlée de l'Homme-Homard" CALCINITE_WEAPON: "Arme du Calcinite" DEEP_ONE_WEAPON: "Arme du Profond" STR_TRISCENE_MELEE_WEAPON: "Attaque en mêlée du Triscène" STR_TRIBIO_SONIC_WEAPON: "Arme Sonique Alien" XARQUID_WEAPON: "Arme du Xarquide" TENTACULAT_WEAPON: "Arme du Tentaculaire" ZOMBIE_WEAPON: "Arme du Zombi" ALIEN_PSI_WEAPON: "Arme C.M. Alien" ================================================ FILE: bin/standard/xcom2/Language/hr.yml ================================================ hr: STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRIRAJ NA MJESTO-VRIJEME=5 sek" STR_CANCEL_UC: "PONIŠTI" STR_NONE: "Nema" STR_AVERAGE: "Osrednje" STR_EXCELLENT: "Izvrsno" STR_RESEARCH: "ISTRAŽIVANJE" STR_MANUFACTURE: "PROIZVEDI" STR_PURCHASE_RECRUIT: "KUPI/UNOVAČI" STR_SACK: "OTPUSTI" STR_SELL_SACK_UC: "PRODAJ/OTPUSTI" STR_BUILD_NEW_BASE: "Izgradi Novu Bazu" STR_CANCEL: "Poništi" STR_COST_UC: "CIJENA>" STR_OK: "OK" STR_INSTALLATION: "Instalacija" STR_SCIENTISTS_AVAILABLE: "Raspoloživo Znanstvenika>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Znanstvenika na Projektu>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Dostupno Laboratorijskog Prostora>{ALT}{0}" STR_RESEARCH_PROJECT: "ISTRAŽIVAČKI PROJEKT" STR_PROGRESS: "NAPREDAK" STR_NEW_PROJECT: "Novi Projekt" STR_CANCEL_PROJECT: "PREKINI PROJEKT" STR_NEW_RESEARCH_PROJECTS: "Nove istraživačke projekte" STR_SCIENTISTS_AVAILABLE_UC: "RASPOLOŽIVO ZNANSTVENIKA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "DOSTUPNO LABORATORIJSKOG PROSTORA>{ALT}{0}" STR_INCREASE: "Povećaj" STR_DECREASE: "Smanji" STR_START_PROJECT: "POKRENI PROJEKT" STR_CURRENT_PRODUCTION: "TRENUTAČNA PROIZVODNJA" STR_WORKSHOP_SPACE_AVAILABLE: "Dostupan Radionički Prostor>{ALT}{0}" STR_CURRENT_FUNDS: "Raspoloživa Sredstva>{ALT}{0}" STR_ITEM: "PREDMET" STR_UNITS_PRODUCED: "Proizvedeno Jedinica" STR_TOTAL_TO_PRODUCE: "Ukupno za Proizvesti" STR_COST__PER__UNIT: "Trošak{NEWLINE}po{NEWLINE}Jedinici" STR_DAYS_HOURS_LEFT: "Dana/sati ostalo" STR_NEW_PRODUCTION: "Nova Proizvodnja" STR_PRODUCTION_ITEMS: "Predmeti za Proizvodnju" STR_CATEGORY: "KATEGORIJA" STR_COST_PER_UNIT_: "Trošak po jedinici>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Potrebno Prostora za Rad>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "POTREBNI SU POSEBNI MATERIJALI" STR_ITEM_REQUIRED: "POTREBAN PREDMET" STR_UNITS_REQUIRED: "POTREBNO JEDINICA" STR_UNITS_AVAILABLE: "JEDINICA NA RASPOLAGANJU" STR_WORKSHOP_SPACE_AVAILABLE_UC: "DOSTUPAN RADIONIČKI PROSTOR>{ALT}{0}" STR_INCREASE_UC: "POVEĆAJ" STR_PURCHASE_HIRE_PERSONNEL: "Kupi/Unajmi Osoblje" STR_COST_OF_PURCHASES: "Cijena Kupljenog>{ALT}{0}" STR_QUANTITY_UC: "KOLIČINA" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "RASPOLOŽIVO LJUDSTVO:UKUPNO LJUDSTVO>" STR_SCIENTISTS: "Znanstvenici" STR_LIVING_QUARTERS: "Prostor za življenje" STR_STORES: "Skladišta" STR_LABORATORIES: "Laboratoriji" STR_TRANSFERS_UC: "TRANSFERI" STR_TRANSFERS: "Transferi" STR_ARRIVAL_TIME_HOURS: "Vrijeme do Dolaska (sati)" STR_COST_: "Cijena>{ALT}{0}" STR_AREA_: "Područje>{ALT}{0}" STR_BASE_NAME: "Ime baze?" STR_AMOUNT_TO_TRANSFER: "KOLIČINA ZA TRANSFERIRANJE" STR_SELECT_DESTINATION_BASE: "Izaberi Bazu Odredište" STR_COST: "Cijena" STR_TOTAL_UC: "UKUPNO" STR_INCOME: "Prihod" STR_EXPENDITURE: "Trošak" STR_MAINTENANCE: "Održavanje" STR_BALANCE: "Bilansa" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nema dovoljno posebnih materijala za proizvodnju{NEWLINE}{0}{NEWLINE}u{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nemamo dovoljno sredstava za proizvodnju{NEWLINE}{0}{NEWLINE}u{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Izgradnja {NEWLINE}{0}{NEWLINE} u {NEWLINE}{1}{NEWLINE} je završena." STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Istraživanje završeno" STR_VIEW_REPORTS: "VIDI IZVJEŠTAJE" STR_WE_CAN_NOW_RESEARCH: "Sada možemo istražiti" STR_WE_CAN_NOW_PRODUCE: "Sada možemo proizvesti" STR_SUNDAY: "NEDJELJA" STR_MONDAY: "PONEDJELJAK" STR_TUESDAY: "UTORAK" STR_WEDNESDAY: "SRIJEDA" STR_THURSDAY: "ČETVRTAK" STR_FRIDAY: "PETAK" STR_SATURDAY: "SUBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "U {2} nema dovoljno {0} za opskrbljivanje {1} s gorivom." STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nema dovoljno {0} za naoružavanje {1} pri {2}" STR_BASE_IS_LOST: "Baza je izgubljena" STR_BASE_IS_SAVED: "Baza je obranjena" STR_ALIENS_KILLED: "UBIJENI IZVANZEMALJCI" STR_ALIEN_CORPSES_RECOVERED: "PRONAĐENO IZVANZEMALJSKIH LEŠINA" STR_LIVE_ALIENS_RECOVERED: "PRONAĐENO ŽIVIH IZVANZEMALJACA" STR_ALIEN_ARTIFACTS_RECOVERED: "ZAPLIJENJENI IZVANZEMALJSKI ARTEFAKTI" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILA UBIJENO OD STRANE IZVANZEMALJACA" STR_CIVILIANS_SAVED: "SPAŠENO CIVILA" STR_BASE_UNDER_ATTACK: "{0} je napadnuta!" STR_BASE_DEFENSES_INITIATED: "OBRANA BAZE PRIPRAVNA" STR_FIRING: "GAĐANJE" STR_HIT: "POGODAK!" STR_MISSED: "PROMAŠAJ!" STR_FUNDS: "SREDSTVA> {ALT}{0}" STR_VALUE: "Vrijednost" STR_BASE_UC_: "BAZA> {0}" STR_NOT_ENOUGH_WORK_SPACE: "NEMA DOVOLJNO PROSTORA ZA RAD!{SMALLLINE}Izgradi novu radionicu ili smanji broj inženjera koji rade na drugim projektima." STR_NOT_ENOUGH_MONEY: "NEMAMO DOVOLJNO SREDSTAVA!" STR_LAUNCH_INTERCEPTION: "NAREDI PRESRETANJE" STR_BASE: "BAZA" STR_READY: "SPREMNO" STR_REARMING: "NAORUŽAVANJE" STR_TARGET: "CILJ: {0}" STR_WAY_POINT: "MEĐUTOČKA" STR_YES: "DA" STR_NO: "NE" STR_SELECT_SITE_FOR_NEW_BASE: "IZABERI MJESTO ZA NOVU BAZU" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIJA ZAVRŠENA - VRAĆA SE U BAZU" STR_PATROLLING: "PATROLIRANJE" STR_RETURNING_TO_BASE: "VRAĆA SE U BAZU" STR_DESTINATION_UC_: "ODREDIŠTE: {0}" STR_SPEED_: "BRZINA>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAKSIMALNA BRZINA>{ALT}{0}{ALT}" STR_FUEL: "GORIVO>{ALT}{0}" STR_WEAPON_ONE: "ORUŽJE-1>{ALT}{0}" STR_NONE_UC: "NIŠTA" STR_ROUNDS_: "Metaka>{ALT}{0}" STR_BASE_: "Baza>{0}" STR_NAME_UC: "IME" STR_AMMO_: "STRELJIVO>{ALT}{0}" STR_EQUIPMENT_UC: "OPREMA" STR_ARMOR: "OKLOP" STR_COLONEL: "Vrhovni Zapovjednik" STR_COMMANDER: "Satnik" STR_SELECT_SQUAD_FOR_CRAFT: "Izaberi Desetinu za {0}" STR_SPACE_AVAILABLE: "DOSTUPNO PROSTORA>{ALT}{0}" STR_SPACE_USED: "ZAUZETI PROSTOR>{ALT}{0}" STR_WOUNDED: "RANJEN(A)" STR_EQUIPMENT_FOR_CRAFT: "Oprema za {0}" STR_DEFENSE_VALUE: "Obrambena Vrijednost" STR_SELECT_ARMAMENT: "Izaberi Naoružanje" STR_AMMUNITION_AVAILABLE: "RASPOLOŽIVO STRELJIVO" STR_TYPE: "VRSTA" STR_SELECT_ARMOR: "Izaberi Oklop" STR_NORTH: "SJEVER" STR_NORTH_EAST: "SJEVEROISTOK" STR_EAST: "ISTOK" STR_SOUTH_EAST: "JUGOISTOK" STR_SOUTH: "JUG" STR_SOUTH_WEST: "JUGOZAPAD" STR_WEST: "ZAPAD" STR_NORTH_WEST: "SJEVEROZAPAD" STR_SELECT_ACTION: "IZABERI AKCIJU" STR_CONTINUE_INTERCEPTION_PURSUIT: "NASTAVI POTJERU" STR_VERY_LARGE: "VRLO VELIK" STR_LARGE: "VELIK" STR_MEDIUM_UC: "SREDNJI" STR_SMALL: "MALI" STR_VERY_SMALL: "VRLO MALI" STR_DETECTED: "Otkriven" STR_SIZE_UC: "VELIČINA" STR_HEADING: "SMJER KRETANJA" STR_SPEED: "BRZINA" STR_REDIRECT_CRAFT: "PREUSMJERI LETJELICU" STR_CRASH_SITE_: "OBORENI NLO-{0}" STR_WAY_POINT_: "MEĐUTOČKA-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}je došao do{NEWLINE}{1}" STR_ALIEN_ORIGINS: "Porijeklo Izvanzemaljaca" STR_UFOPAEDIA: "NLOpedija" STR_ACCELERATION: "UBRZANJE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KAPACITET GORIVA>{ALT}{0}{ALT}" STR_WEAPON_PODS: "MJESTA ZA ORUŽJE>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "OTPORNOST>{ALT}{0}{ALT}" STR_CARGO_SPACE: "TERETNI PROSTOR>{ALT}{0}{ALT}" STR_DAMAGE: "Oštećenje" STR_RANGE: "Domet" STR_ACCURACY: "Točnost" STR_RE_LOAD_TIME: "Vrijeme do idućeg hitca" STR_DAMAGE_ARMOR_PIERCING: "PROTUOKLOPNO" STR_DAMAGE_MELEE: "PRSA O PRSA" STR_DAMAGE_ACID: "KISELINA" STR_DAMAGE_SMOKE: "DIM" STR_SHOT_TYPE: "VRSTA" STR_ACCURACY_UC: "TOČNOST" STR_TIME_UNIT_COST: "POTREBNO VJ" STR_DAMAGE_UC: "OŠTEĆENJE" STR_AMMO: "STRELJIVO" STR_SHOT_TYPE_AUTO: "Automatski" STR_SHOT_TYPE_SNAP: "Brzi" STR_SHOT_TYPE_AIMED: "Ciljano" STR_CONSTRUCTION_COST: "Cijena Izgradnje" STR_MAINTENANCE_COST: "Cijena Održavanja" STR_MEDIUM: "Srednje" STR_HIGH: "Visoko" STR_WEAPON: "Oružje" STR_EQUIPMENT: "Oprema" STR_ALIEN_CORPSE: "Izvanzemaljski Leš" STR_PERSONAL_ARMOR: "Osobni Oklop" STR_ALIEN: "Izvanzemaljac" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Vrhovni Zapovjednik" STR_LIVE_MEDIC: "Liječnik" STR_LIVE_SOLDIER: "Vojnik" STR_LIVE_TERRORIST: "Terorist" STR_EXAMINATION_ROOM: "Prostorija za Proučavanje" STR_ARMOR_PIERCING: "PROTUOKLOPNO" STR_SCIENTIST: "Znanstvenik" STR_NORTH_ATLANTIC: "Sjeverni Atlantik" STR_SOUTH_ATLANTIC: "Južni Atlantik" STR_INDIAN_OCEAN: "Indijski ocean" STR_ARCTIC: "Arktik" STR_NORTH_AMERICA: "Sjeverna Amerika" STR_MAXIMUM_SPEED: "Maksimalna brzina" STR_DAMAGE_CAPACITY: "Otpornost" STR_WEAPON_POWER: "Snaga Oružja" STR_WEAPON_RANGE: "Domet Oružja" STR_LABORATORY: "Laboratorij" STR_WORKSHOP: "Radiona" STR_GENERAL_STORES: "Skladište" STR_ALIEN_CONTAINMENT: "Prostorija za Internaciju Izvanzemaljaca" STR_USA: "SAD" STR_CIVILIAN: "Civil" STR_JAN: "sij" STR_FEB: "velj" STR_MAR: "ožu" STR_APR: "tra" STR_MAY: "svi" STR_JUN: "lip" STR_JUL: "srp" STR_AUG: "kol" STR_SEP: "ruj" STR_OCT: "lis" STR_NOV: "stu" STR_DEC: "pro" STR_INTERNATIONAL_RELATIONS: "Međunarodni Odnosi" STR_COUNTRY: "Država" STR_FUNDING: "Financiranje" STR_CHANGE: "Promjena" STR_WEAPON_SYSTEMS: "ORUŽJA" STR_DAMAGE_UC_: "OŠTEĆENJE>{ALT}{0}" STR_RATING: "OCJENA> {0}" STR_RATING_TERRIBLE: "GROZNO!" STR_RATING_POOR: "SLABO!" STR_RATING_OK: "OK" STR_RATING_EXCELLENT: "IZVRSNO!" STR_SCORE: "BODOVI" STR_MONTH: "Mjesec> {ALT}{0} {1}" STR_COUNTRIES_AND: "{0} i {1}" STR_KNOTS: "{0} čvorova" STR_MONTHLY_RATING: "Mjesečna Ocjena> {ALT}{0}{ALT}{1}" STR_FUNDING_CHANGE: "Promjena u razini sponzoriranja> {ALT}{0}" STR_RACE: "RASA" STR_MISSION: "MISIJA" STR_ZONE: "ZONA" STR_NEW_YORK: "New York" STR_VANCOUVER: "Vancouver" STR_WELLINGTON: "Wellington" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_BOMBAY: "Mumbai" STR_TOKYO: "Tokio" STR_SHANGHAI: "Šangaj" STR_LONDON: "London" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "ponestaje gotiva,{NEWLINE}se vraća u bazu" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISIJE> {ALT}{0}" STR_KILLS: "UBIJENO NEPRIJATELJA> {ALT}{0}" STR_WOUND_RECOVERY: "VRIJEME ZA OPORAVAK> {ALT}{0}" STR_TIME_UNITS: "VREMENSKE JEDINICE" STR_STAMINA: "IZDRŽLJIVOST" STR_HEALTH: "ZDRAVLJE" STR_BRAVERY: "HRABROST" STR_REACTIONS: "REFLEKSI" STR_FIRING_ACCURACY: "PRECIZNOST GAĐANJA" STR_THROWING_ACCURACY: "PRECIZNOST PRILIKOM BACANJA" STR_STRENGTH: "SNAGA" STR_NEW_RANK: "NOVI RANK" STR_PROMOTIONS: "Promaknuća" STR_ALIEN_INFILTRATION: "Vanzemaljska Infiltracija" STR_TRANSFER_ITEMS_TO: "Transferiraj Predmete do {0}" STR_DESTINATION_UC: "ODREDIŠTE" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nema dovoljno opreme za ponovno opskrbljavanje desetine" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Potrebno je istražiti{NEWLINE}{0}{NEWLINE}prije no što možemo proizvesti{NEWLINE}{1}" STR_STANDOFF: "SIGURNA UDALJENOST" STR_CAUTIOUS_ATTACK: "OPREZAN NAPAD" STR_STANDARD_ATTACK: "STANDARDNI NAPAD" STR_AGGRESSIVE_ATTACK: "AGRESIVNI NAPAD" STR_DISENGAGING: "PREKIDANJE KONTAKTA" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimiziraj isključivo na Sigurnoj Udaljenosti" STR_STORES_UC: "SKLADIŠTA" STR_DIFFICULTY_LEVEL: "Razina Težine" STR_INTERCEPT: "PRESRETANJE" STR_BASES: "BAZE" STR_GRAPHS: "GRAFIKONI" STR_OPTIONS_UC: "OPCIJE" STR_FUNDING_UC: "FINANCIRANJE" STR_5_SECONDS: "5 sec" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 sat" STR_1_DAY: "1 dan" STR_ENTER_NAME: "Upiši ime" STR_PERFORMANCE_RATING: "Ocjena Učinkovitosti" STR_VICTORY_DATE: "Datum Pobjede" STR_MONTHLY_COSTS: "Mjesečni Izdaci" STR_SALARIES: "Plaće" STR_BASE_MAINTENANCE: "Održavanje baza" STR_COST_PER_UNIT: "Trošak po jedinici" STR_QUANTITY: "Količina" STR_TOTAL: "Ukupno" STR_FRONT_ARMOR: "Prednji Oklop" STR_LEFT_ARMOR: "Lijevi Oklop" STR_RIGHT_ARMOR: "Desni oklop" STR_REAR_ARMOR: "Stražnji Oklop" STR_UNDER_ARMOR: "Donji Oklop" STR_UNIT: "JEDINICA>{0}" STR_ENERGY: "ENERGIJA" STR_MORALE: "MORAL" STR_ARMOR_: "OKLOP> {0}" STR_FRONT_ARMOR_UC: "PREDNJI OKLOP" STR_LEFT_ARMOR_UC: "LIJEVI OKLOP" STR_RIGHT_ARMOR_UC: "DESNI OKLOP" STR_REAR_ARMOR_UC: "STRAŽNJI OKLOP" STR_SKILLS: "VJEŠTINE> {0}" STR_LEVEL: "RAZINA> {0}" STR_HEAD: "GLAVA" STR_TORSO: "TORZO" STR_RIGHT_ARM: "DESNA RUKA" STR_LEFT_ARM: "LIJEVA RUKA" STR_RIGHT_LEG: "DESNA NOGA" STR_LEFT_LEG: "LIJEVA NOGA" STR_PAIN_KILLER: "ANALGETIK" STR_STIMULANT: "STIMULANS" STR_HEAL: "IZLIJEČI" STR_TIME_UNITS_SHORT: "VJ>{ALT}{0}" STR_WEIGHT: "Težina>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakc>{ALT}{0}" STR_AMMO_ROUNDS_LEFT: "STRELJIVO:{NEWLINE}METAKA ZA{NEWLINE}PREOSTALO={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Anal>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Lije>{ALT}{2}" STR_THROW: "Baci" STR_AUTO_SHOT: "Rafalna Paljba" STR_SNAP_SHOT: "Brzi Hitac" STR_AIMED_SHOT: "Ciljana Paljba" STR_STUN: "Onesvijesti" STR_USE_MEDI_KIT: "Upotrijebi Medicinski Komplet" STR_ACCURACY_SHORT: "Ubrzanje>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nema Dovoljno Vremenskih Jedinica!" STR_NOT_ENOUGH_ENERGY: "Nema dovoljno energije!" STR_NO_ROUNDS_LEFT: "Nema više Metaka!" STR_NO_AMMUNITION_LOADED: "Oružje nema streljiva!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Pogrešno Streljivo za ovo Oružje!" STR_WEAPON_IS_ALREADY_LOADED: "Oružje je već napunjeno!" STR_NO_LINE_OF_FIRE: "Nema čiste vatrene linije!" STR_GRENADE_IS_ACTIVATED: "Granata je aktivirana!" STR_GRENADE_IS_DEACTIVATED: "Granata je deaktivirana!" STR_THERE_IS_NO_ONE_THERE: "Nema nikoga na tom mjestu!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Ne možemo koristiti izvanzemaljski artefakt dok ga ne istražimo u laboratoriju!" STR_OUT_OF_RANGE: "Izvan Dometa!" STR_UNABLE_TO_THROW_HERE: "Nemoguće baciti ovdje!" STR_SET_TIMER: "Namjesti Vremenski Detonator" STR_HIDDEN_MOVEMENT: "SKRIVENO KRETANJE" STR_TURN: "POTEZ> {0}" STR_SIDE: "STRANA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pritisni gumb za nastavak" STR_MORALE_ATTACK_SUCCESSFUL: "Protivniku je Smanjen Moral" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}je zahvatio bijes" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}je zahvatio bijes" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}Paničari" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}Paničari" STR_XCOM: "X-Com" STR_ALIENS: "Izvanzemaljci" STR_RIGHT_HAND: "DESNA RUKA" STR_LEFT_HAND: "LIJEVA RUKA" STR_RIGHT_SHOULDER: "DESNO RAME" STR_LEFT_SHOULDER: "LIJEVO RAME" STR_BACK_PACK: "NAPRTNJAČA" STR_BELT: "REMEN" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}je pala u nesvijest" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}je pala u nesvijest" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}je poginula od smrtonosne rane" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}je poginula od smrtonosne rane" STR_FATAL_WOUNDS: "SMRTONOSNE RANE" STR_UNDER_ARMOR_UC: "DONJI OKLOP" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Vremenske jedinice rezervirane za brzi hitac" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Vremenske jedinice rezervitane za automatsku paljbu" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Vremenske jedinice rezervitane za ciljanu paljbu" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Vremenske jedinice rezervitane za klečanje" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Vremenske jedinice rezervitane za klečanje i pucanje" STR_ABORT_MISSION_QUESTION: "Prekini misiju?" STR_CORPSE: "Leš" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}je ubijen" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}je ubijen" STR_HIT_MELEE: "Pogodak" STR_GROUND: "TLO" STR_LIVING_QUARTERS_PLURAL: "Prostor za življenje" STR_LIST_ITEM: "PREDMET" STR_RESET: "Vrati na početak" STR_MEMORIAL: "Pali Borci" STR_DATE_UC: "DATUM" STR_REMOVE_SELECTED: "Izbaci Izabrano" STR_GO_TO_BASE: "Idi u Bazu" STR_SELL_PRODUCTION: "PRODAJ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obje ruke moraju biti prazne!" STR_ALL_ITEMS: "Svi Predmeti" STR_PERSONNEL: "Osoblje" FEMALE_CIVILIAN: "Civil, žena" MALE_CIVILIAN: "Civil, muškarac" ================================================ FILE: bin/standard/xcom2/Language/hu.yml ================================================ hu: STR_LEVIATHAN_UFOPEDIA: "SZÁLLÍTÓ ÉS ELFOGÓ KÉTÉLTŰ GÉP. AZ EMBERI ÉS AZ IDEGEN TECHNOLÓGIA LEGTÖKÉLETESEBB ÖTVÖZÉSE, MELY FELHASZNÁLJA AZ ION MEGHAJTÁST ÉS A MÁGNESES SZONÁRT." STR_BARRACUDA_UFOPEDIA: "A BRIT HYDROSPACE BARRACUDA, MELYET MAGAS HŐMÉRSÉKLETŰ LÉZERMOTOROK REPÍTENEK AZ EGYIK LEGGYORSABB ELFOGÓ GÉP A VILÁGON. KÉPES LÉGTÉRI ÉS BÚVÁR BEVETÉSEKRE IS EZZEL KULCSFONTOSSÁGÚ SZEREPET TÖLT BE AZ ELKÖVETKEZŐ HARCBAN." STR_HAMMERHEAD_UFOPEDIA: "SZÁLLÍTÓ ÉS ELFOGÓ GÉP. EGY X-COM HAJÓ MELY RENDELKEZIK A MÁGNESES SZONÁR MÁSOLATÁVAL. KIS MÉRETE ELLENÉRE LÉLEGZETELÁLLÍTÓ TECHNOLÓGIAI ÁTTÖRÉS." STR_TRITON_UFOPEDIA: "A TRITON EGY ROHAMCSAPAT SZÁLLÍTÓ, MELYET LÉGTÉRI ÉS BÚVÁRMOTORRAL IS FELSZERELTEK. NAGY KAPACITÁSA ÉS ROBUSZTUS FELÉPÍTÉSE BIZTOSÍTJA HELYÉT AZ X-COM FLOTTÁBAN." STR_MANTA_UFOPEDIA: "A MANTA EGY NAGYON GYORS EGYSZEMÉLYES KÉTÉLTŰ ELFOGÓ GÉP. HASONLÍT AZ IONMEGHAJTÁSÚ IDEGEN HAJÓKRA. RENDKÍVÜL HATÉKONY VADÁSZGÉP A FOKOZÓDÓ KONFLIKTUSBAN." STR_AJAX_UFOPEDIA: "AZ AJAX TORPEDÓ VILÁGSZERTE ELTERJEDT ALAPVETŐ VÍZALATTI FEGYVER. EGY PONTOS ÉS ERŐTELJES ELRETTENTŐ FEGYVER." STR_DUP_HEAD_UFOPEDIA: "A KIMERÜLT URIÁNIUMGÖMB-FEJES FEGYVERTECHNOLÓGIA VISZONYLAG ÚJ ÉS EZ AZ ELSŐ OLYAN KERESKEDELMI VÍZALATTI FEGYVERRENDSZER, MELY TELJESEN KIHASZNÁLJA." STR_CRAFT_GAS_CANNON_UFOPEDIA: "EGY GÁZKOMPRESSZIÓS ÁGYÚRENDSZER MELY NAGY HATÉKONYSÁGÚ SZILÁRD PÁNCÉLTÖRŐ LÖVEDÉKEKET TÜZEL." STR_PWT_CANNON_UFOPEDIA: "A PULZUSHULLÁM TORPEDÓ TÚLFŰTÖTT ÜZEMANYAGRENDSZERE ÉS EXTRÉMSŰRŰ ROBBANÓFEJE SZINTE BÁRMILYEN ANYAGON ÁTÜTI MAGÁT." STR_GAUSS_CANNON_UFOPEDIA: "A GAUSS FEGYVER EGY ÚJONNAN FEJLESZTETT X-COM TECHNOLÓGIA. A RENDSZER KOMPAKT RÉSZECSKEGYORSÍTÓJÁT EGY FOLYÉKONY NITROGÉNNEL HŰTÖTT FÚZIÓS REAKTOR LÁTJA EL ENERGIÁVAL." STR_SONIC_OSCILLATOR_UFOPEDIA: "A SZÓNIKUS OSZCILLÁTOR OLYAN ERŐTELJES HANGHULLÁMOKAT GENERÁL, MELYEK A CÉLPONT MOLEKULÁRIS KÖTÉSEINEK SZÉTREZGETÉSÉVEL PUSZTÍTJÁK EL AZT." STR_AQUATOID_UFOPEDIA: "Az Akvatoid faj egy ősi társadalom; már azelőtt léteztek, mielőtt az ember a lábát megvetette volna a világon. Egyszerű formájuk visszalépés űrutazó testvéreikhez, a Szektoidokhoz képest. Erejük a Molekuláris irányítás technológiáján alapul. Az Akvatoid faj szaporodása csak génmódosítás útján valósulhat meg, mivel eredendően sterilek. Ilyen célra ideális alanyok az emberek. A kísérletek során rengeteg hibrid faj keletkezett." STR_AQUATOID_AUTOPSY: "Akvatoid boncolás" STR_AQUATOID_AUTOPSY_UFOPEDIA: "A részletes analízis eredménye alapján megengedhető néhány alapvető következtetés. Ez egy Szektoid, előző ellenségünk, de sebészeti úton történt beültetésekkel vízalatti életmódra felkészítve. Az elcsökevényesedett tüdő korlátozott mértékben lehetővé teszik a légzést szárazföldön is. Kibernetikus beültetések a testben mindenhol találhatók, növelik az elsenyvedt végtagok erejét és a belső szervek funkcióit. A faj minden egyede egyforma, feltételezzük, hogy klónok" STR_GILLMAN_UFOPEDIA: "Ez a furcsa lény első ránézésre hüllőszerű, de valójában nagyon közel áll az emberhez. Különösen erős és gyors a víz alatti világban. A Kopoltyúsok teljes értékű faj, vannak különböző életkorú hím és nőstény egyedeik. Különböznek az összes többi vízalatti idegentől, mivel nem viselik semmiféle nyomát sebészeti vagy genetikai beavatkozásnak. Lehetséges, hogy saját fajunk egy ősi mellékága." STR_GILLMAN_AUTOPSY: "Kopoltyús boncolás" STR_GILLMAN_AUTOPSY_UFOPEDIA: " Miután a boncolás megkezdődött, világossá vált, hogy ez nem idegen, hanem egy földi teremtmény; egy történelem előtti faj, amely az emlősök dominánssá válása idején pusztult ki. A Kopoltyúsok már a dinoszauruszok idejében is éltek - kétéltűek, intelligensek és erősek. A hüllők idejének véget vető kataklizma ezeket a teremtményeket szimbiózisra kényszerítette az újonnan érkezett idegenekkel. Egy kis elektronikus eszköz található a koponyájukban." STR_LOBSTERMAN_UFOPEDIA: "Ez a döbbenetes, embernél magasabb teremtmény hat végtaggal dicsekedhet. Olyan, mint egy vízi démon. A földi rákkal mutatott enyhe hasonlósága miatt X-Com berkekben csak Rákember néven emlegetik. A mélységek behemótja. Gondosan megtervezett harci teremtmény hihetetlen erővel és rakéták elleni gyakorlatilag sebezhetetlenséggel. Az ollói képesek szétzúzni az acélt..." STR_LOBSTERMAN_AUTOPSY: "Rákember boncolás" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Miután lefejtettük a látszólag megsemmisíthetetlen héjat, feltárul az izgalmas felépítése. Rendkívüli izmok borítják a titánium csontvázat. Egy rendkívül kifinomult célzórendszer többsávú szkennerrel van egyenesen az agyra kapcsolva. Minden egyes szemet az acélnál keményebb műanyag borít és teljesen világos hogy miután mestereik bevetik őket, gyakorlatilag megállíthatatlanok. Mélyen a testben eltemetve ismeretlen eredetű és funkciójú eszközök találhatók." STR_TASOTH_UFOPEDIA: "Ezek a gyors, mozgékony idegenek alkotják az idegen sereg gerincét. Százával születnek, óriás rajzóvermekben az idegen kolóniák szívében. Messze erőteljesebbek az embernél és idegen, ragadozó természetük páratlan a bolygón. A Taszot mindig az idegen támadási frontvonal élén harcol, soha nem vonul vissza, még elsöprő túlerő elől sem." STR_TASOTH_AUTOPSY: "Tasoth boncolás" STR_TASOTH_AUTOPSY_UFOPEDIA: "A boncolás felfedi a különös, kibernetikus szerkezetű organizmust. A testüregben a kis erőforrás mellett nincsenek elkülöníthető szervek. Az energiát a test bioelektronikus átviteli rendszere továbbítja. A testben nem találhatók csontok vagy egyéb vázszerkezet. Ha meghal, az energia elapad és az egész test egy idegen húsból és folyadékból álló rongybabához válik hasonlóvá. Ezen kívül belül csak egy pár porceláncella található, melyeket energiával feltöltve a teremtmény pillanatnyira újraéled." STR_DEEP_ONE_UFOPEDIA: "A Mélységi egy biológiai rémálom, az Akvatoidok őrjítő keresztezési kísérleteinek eredménye. Néhány különböző változatával találkoztunk. Hosszas kutatás után úgy találjuk, hogy a Mélységieket 'gyártják', méghozzá a frissen beszerzett emberek felhasználásával, erősítve soraikat. Ezen alfaj mindegyike képes egy akvanauta megöléséhez elég erős elektromos kisülés generálására." STR_DEEP_ONE_AUTOPSY: "Mélységi boncolás" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Ez a teremtmény egymásba oltott idegen és emberi szervekből áll. Az emberi agy erős változáson megy át, hogy képes legyen befogadni az irányító elektronikát és az idegen agykérget. Az emberi szemeken kívül minden testrész teljes változáson megy keresztül. Az idegen magzat bekebelezi az emberi gazdatestet ahogy fejlődik. A teremtmény kemény bőre egy szervetlen fémkeverék, hihetetlenül erős és rugalmas. A végeredmény így egy gyors, erős megbízhatóan irányítható lény." STR_BIODRONE_UFOPEDIA: "A biodrón csak egy idegen elme szüleménye lehet. Egy agy (emberi vagy idegen), mely tápfolyadékban helyezkedik el egy energiával ellátott mechanikus egységben. Képes víz alatti és feletti repülésre. Minden biorobotnak van egy félig szerves, félig gépi hangsugárvetője, amely egyes vélemények szerint a befogadó organizmus hangszálaiból képződött. Szívós és pontos teremtmények, tökéletesen ellátják őrző-védő feladatukat." STR_BIODRONE_AUTOPSY: "Biodrón boncolás" STR_BIODRONE_AUTOPSY_UFOPEDIA: "A feltételezés, miszerint a hangsugárvető szerves eredetű, igaz. Ez a szerencsétlen az ellenségeit valójában 'halálra ordítja'. Mindegyikükön hatalmas forradások látszanak és komoly csonkítási nyomok. Az idegenek, úgy tűnik, az agyat az engedelmességig csonkolták. A kéregállomány nagy része idegen eredetű, de semmi sem hasonlítható egy-egy emberi eredetű egyed felfedezésének borzalmához. Az energiájukat ION motor biztosítja, valamiféle távirányító rendszeren keresztül." STR_TENTACULAT_UFOPEDIA: "Még a Lovecrafti rémálmok legmélye sem közelíti meg ezt a leírhatatlan valamit. A Földön még hasonló sincs, az a környezet, melyben kifejlődött, minden képzeletet felülmúlhat. A csápjai segítségével az áldozatait elkábítja majd lélektelen hússá változtatja. Minden érintése halálos páncélon keresztül is. Az X-Com nem találkozott még a Csápolatnál félelmetesebb teremtménnyel." STR_TENTACULAT_AUTOPSY: "Csápolat boncolás" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "A boncolás felfedi a nagy agy minden területén található számos kicsi kibernetikus beültetést. A látása a látható fénytől a hőképérzékelésig terjed. Még a legmélyebb óceán fenekén is tévedhetetlenül pontosan tud navigálni. Csökevényes szervei mindössze a túléléséhez szükséges létminimumot biztosítják. Minden lénynek apró gyomra van egy külső csatlakozóval. Logikus feltevés hogy mesterei táplálják közvetlen tápanyagbevitellel." STR_CALCINITE_UFOPEDIA: "A régi idők búvárruháira emlékeztető teremtmény acélnál is erősebb ollóinak egy gonosz csapása minden bizonnyal nem egy óvatlan és könnyelmű búvárnak oltotta ki az életét. Az arc környékén valamiféle zöldes zselészerű forma látható. Az igazi lényről semmit nem tudunk a gyakori gyilkos találkozások ellenére sem." STR_CALCINITE_AUTOPSY: "Kalcinit boncolás" STR_CALCINITE_AUTOPSY_UFOPEDIA: "A páncélt eltávolítva feltárul hogy a Kalcinit egy hatalmas protoplazma buborék. Nincs látható agy, végtag vagy érzékelő szervek. Egy kis fémes eszköz azonban található a folyékony testben. Ha meghalt csak tippelni tudunk az idegen viselkedésére. Egy nagy megmagyarázhatatlan rejtély az egész idegen." STR_TRISCENE_UFOPEDIA: "Ez a kétlábú ragadozó a dinoszauruszok korából származik. A krétakori teremtmény minden érzékelő és létfenntartó szerve alkalmas a vízi és a szárazföldi életre egyaránt. Meg van pakolva fegyverállványokkal és állkapcsán hatalmas fémes fogak sorakoznak. A szárazföldi idegentámadások fő gerincét ők adják. Nehézsúlyú és hatásos fegyver, a Taszot parancsnokok előszeretettel vetik be őket." STR_TRISCENE_AUTOPSY: "Triszcén boncolás" STR_TRISCENE_AUTOPSY_UFOPEDIA: "A tudósok kése alatt bebizonyosodott, hogy a Triszcén ősi teremtmény, kibernetikus beültetésekkel és fegyverrendszerekkel fejlesztve. A kis agyat segíti egy kis számítógépmodul mely az irányítóöveken helyezkedik el melyet a lényre raktak. A kemény természetes bőr és a feggyverekkel segített ragadozó ösztön halálos ellenféllé teszik bármilyen környezetben." STR_HALLUCINOID_UFOPEDIA: "Az óceánokat kizsákmányolva az idegenek kitenyésztették a földi medúza gigantikus mását. Nehogy azt hidd, hogy biztonságban vagy, amikor szemben állsz ezekkel az ártalmatlannak tűnő lényekkel. Képesek közelharcban szörnyű jeges csapást mérni ellenségeikre. A Hallucinoid halálos ellenfél." STR_HALLUCINOID_AUTOPSY: "Hallucinoid boncolás" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "A többrétegű bőrt lefejtve a zselés testről kiderül, hogy az egész organizmus egy nagy teljesítményű harcra képzett fagyasztó. A puha és rugalmas bőr sérülékenynek tűnik a hőátadáson alapuló fegyverekkel szemben. Az Akvatoidok kedvenc kísérője ez a mutáns faj." STR_XARQUID_UFOPEDIA: "Még egy módosított földi gerinctelen. A Xarkvid egyszerre gyönyörű és veszélyes. A fürgén úszó óriási étvágyú teremtmény pusztító fegyverek arzenálját rejtegeti, köztük egy fojtó tintapatront és egy ionizált részecske kilövőt. Első találkozásunk óta bebizonyosodott, hogy ez a hatékony élőlény a bosszúszomjas Kopoltyúsok irányítása alatt áll." STR_XARQUID_AUTOPSY: "Xarkvid boncolás" STR_XARQUID_AUTOPSY_UFOPEDIA: "Az óriási fejlábú méretét az idegen drogokon alapuló étrendjének és sebészeti beavatkozásoknak köszönheti. A lény most már eredeti természetétől teljesen idegen a Kopoltyúsok által beültetett mechanikus irányítórendszer miatt. Biológiai nehézegységként vetik be kemény páncéljának és mozgékonyságának köszönhetően." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Az idegen kétéltűek erőforrása egy komplikált erőforrás-rendszeren alapul. A technológia az Ion áthelyező, amely Zrbite katalizátorral működik. A motorok a tömegük százszorosa mennyiségű vizet képesek áthelyezni. Ez a hihetetlen erő teszi képessé a idegen kétéltűeket a mieink lehagyására. A meghajtási rendszert lemásolhatjuk a vízműanyagok és a Zrbite felhasználásával." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Ezek az egységek egy ezer méter sugarú többrétegű mágneses gömböt produkálnak a kétéltű körül. Az idegen navigátorok egyenes összeköttetésben vannak a gépekkel, így érzékelik a kétéltű körüli láthatatlan világot. Az összekötő rendszer módosított agyi alapanyag, ez pedig neurális kapcsolatban van az irányító agyával." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Minden kétéltű vízműanyagból készül és egy kaméleon-szerű felépítéssel rendelkezik; ügyesen másolva a vízi élőlények formáját. Minden kétéltű egy élő szervezet: a legénység és a kétéltű harmóniában. Ezen rendszerek többsége lemásolható és egy hibrid technológiával megvalósítható. Elérhetővé válik így számunkra is ez a technológiai szint." STR_ALIEN_CRYOGENICS_UFOPEDIA: "A megszámlálhatatlan idegen mind kriogenetikailag volt lefagyasztva. Testhőmérsékletük egy-egy ilyen egységben a minimális testi funkciók szintjén van. A vizsgálatok szerint néhány ilyen egység több mint 60 millió éve őriz testeket." STR_ALIEN_CLONING_UFOPEDIA: "Az elfogott idegenek többsége a DNS-ükig egyezik. A sejtmintákat a génbankjaik őrzik, azonban ezekben emberek és testrészek is találhatók. Lehetséges, hogy használhatjuk ezeket a klónozókat valamiféle ember-idegen hibrid előállítására." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "A Molekuláris irányítás agyi beültetéseit ezek a gépek töltik fel az információkkal. A friss klón a gép mellet azonnal megszerzi a faji emlékeit és minden tudományos és harci információt." STR_ALIEN_IMPLANTER_UFOPEDIA: "Ez a felszerelés látja el az idegeneket a Molekuláris irányítás beültetéseivel, szaporítja a fajokat, beültet vagy eltávolít szerveket vagy elektronikát. A folyamat alatt a páciens kába, de öntudatánál van. Szerencsétlenségünkre az emberi anatómia tökéletes illesztéseket tesz lehetővé az egység számára." STR_EXAMINATION_ROOM_UFOPEDIA: "Itt a bizonyíték az emberek elfogására. Nem élelemnek, nem keltetőnek, hanem ők alkotják a bázisát a sok teremtménynek és irányító rendszernek. Az idegen technológia a közös elmén alapul, egy megosztott intellektuson, amely emberi aggyal tökéletesen megvalósítható. A emberi agyszövet az alapja a legtöbb idegen bioszámítógép-rendszernek. A maradékból lényeket építenek vagy keltetnek." STR_AQUA_PLASTICS_UFOPEDIA: "Az idegen gépek különleges tulajdonságokkal bíró anyagból épülnek fel. A vízműanyag bonyolult többszörös kötésű anyag, katalizátora a Zrbite. Sűrű, mégis rendkívül könnyű és erősebb akár a titániumnál vagy a kevlárnál is." STR_ZRBITE_UFOPEDIA: "Ez a fém idegen eredetű, részben arany, részben idegen bioanyag. Erőforrásként használva kis mennyisége is több energiát produkál, mint a tízszeres méretének megfelelő nukleáris egység. Gyártása már túlmutat technológiai lehetőségeinken, mivel majdnem minden összetevője idegen eredetű." STR_ALIEN_ORIGINS_UFOPEDIA: "Az idegenek a bolygó akármely részén lecsapnak, mindig könyörtelenek és hatékonyak. Nem találjuk az erejük forrását. Lehet, hogy az óceánok fenekén, melyek túl mélyen vannak számunkra? Hiszen nem minden organizmus idegen teljesen, néhányuk már ősidők óta létezik, évezredek óta alszik. Az óceánok legmélyén lehetnek a legősibb helyek, amelyek az csillagbeli testvéreikkel tartották a kapcsolatot. Kutatásaink szerint legalább 12 ilyen helyen van Synomium gép. Ez szélesíti az idegenek Molekuláris irányítás hálózatát, mivel az idegenek újraindítják ezeket a bázisokat. Nem tétovázhatunk, ezeknek a bázisoknak mindenáron pusztulniuk kell." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "65 millió éve egy óriási kolonizáló hajó érkezett egy távoli, idegen világból. Ahogy a gigász megközelítette a fiatal bolygót egy erős napkitörés tönkretette a navigációs rendszert. A behemót fényesen izzva zúgott alá a krétakori égből és csapódott be, miközben a Föld számtalan teremtménye erőlködve bámulta.\nAz órási porfelhő okozta lehűlés következtében a domináns életforma, a dinoszauruszok kihaltak. De 400 milliárd tonnája a T'leth-nek működöképes maradt. A nagy bonyolultságú szuperszámítógépek megkezdték a benn tartózkodó lények kriogenetikus altatását. Eonok múltával felébredtek és kommunikálni próbáltak csillagbéli testvéreikkel, mindhiába." STR_TLETH_THE_ALIEN_CITY: "T'leth, az idegenek városa" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, a hatalmas idegen hajó a Sigsbee-mélységben fekszik, a Mexikói-öbölben, az óceán fenekébe ágyazódva. A város szíve maga az örökkévaló gonosz. Egy fémszobában fekszik a nagy álmodó, a Végső Idegen. Ha a T'leth a hullámok fölé emelkedik, ismét felébred és akkor megállíthatatlanná válik. A nem élő és mégsem halott idegen elme irányítja az egész idegen sereget. A különös Molekuláris irányítás technológia összeköti mindnyájukat a Nagy elmével. Idegen-ember mutánsok látják el energiával és tartják fenn közöttük a kapcsolatot. A Végső Idegen mítosza századok óta létezik az emberek szívében és elméjében, azonban a tenger mindig elrejtette a valóságot magát." STR_CENTER_ON_SITE_TIME_5_SECONDS: "KÖZÉPRE ÁLL-IDŐ=5 Mp" STR_CANCEL_UC: "MÉGSEM" STR_NONE: "Nincs" STR_UNKNOWN: "Ismeretlen" STR_POOR: "Gyenge" STR_AVERAGE: "Átlagos" STR_GOOD: "Jó" STR_EXCELLENT: "Kiváló" STR_BUILD_NEW_BASE_UC: "ÚJ BÁZIS ÉPÍTÉSE" STR_BASE_INFORMATION: "BÁZIS INFORMÁCIÓ" STR_EQUIP_CRAFT: "GÉPFELSZERELÉS" STR_BUILD_FACILITIES: "ÉPÜLET EMELÉSE" STR_RESEARCH: "KUTATÁS" STR_MANUFACTURE: "GYÁRTÁS" STR_TRANSFER_UC: "ÁTCSOPORTOSÍTÁS" STR_PURCHASE_RECRUIT: "VÁSÁRLÁS/SOROZÁS" STR_SACK: "KIRÚG" STR_SELL_SACK_UC: "ELADÁS/KIRÚGÁS" STR_GEOSCAPE_UC: "FÖLDGÖMB" STR_NAME: "Név" STR_AREA: "Terület" STR_BUILD_NEW_BASE: "Új bázis építése" STR_CANCEL: "Mégsem" STR_COST_UC: "ÁR>" STR_CONSTRUCTION_TIME_UC: "ÉPÍTÉS IDEJE>" STR_DAY: one: "{N} nap" other: "{N} nap" STR_HOUR: one: "{N} óra" other: "{N} óra" STR_MAINTENANCE_UC: "KARBANTARTÁS>" STR_OK: "OKÉ" STR_INSTALLATION: "Építkezés" STR_CURRENT_RESEARCH: "JELENLEGI KUTATÁS" STR_SCIENTISTS_AVAILABLE: "Elérhető tudósok>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Tudósok beosztva>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Szabad laborkapacitás>{ALT}{0}" STR_RESEARCH_PROJECT: "KUTATÁSI PROGRAM" STR_SCIENTISTS_ALLOCATED_UC: "TUDÓSOK BEOSZTVA" STR_PROGRESS: "HALADÁS" STR_NEW_PROJECT: "Új program" STR_CANCEL_PROJECT: "KUTATÁS LEÁLLÍTÁSA" STR_NEW_RESEARCH_PROJECTS: "ÚJ KUTATÁSI PROGRAMOK" STR_SCIENTISTS_AVAILABLE_UC: "ELÉRHETŐ TUDÓSOK>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "SZABAD LABORKAPACITÁS>{ALT}{0}" STR_INCREASE: "Növelés" STR_DECREASE: "Csökkentés" STR_START_PROJECT: "PROGRAM INDÍTÁSA" STR_CURRENT_PRODUCTION: "JELENLEGI GYÁRTÁS" STR_ENGINEERS_AVAILABLE: "Elérhető mérnökök>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Mérnökök beosztva>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Szabad műhelykapacitás>{ALT}{0}" STR_CURRENT_FUNDS: "Jelenlegi tőke>{ALT}{0}" STR_ITEM: "TÉTEL" STR_ENGINEERS__ALLOCATED: "Mérnökök beosztva" STR_UNITS_PRODUCED: "Legyártott darabszám" STR_TOTAL_TO_PRODUCE: "Összes gyártandó" STR_COST__PER__UNIT: "Ár{NEWLINE}per{NEWLINE}egység" STR_DAYS_HOURS_LEFT: "Hátralévő napok/órák" STR_NEW_PRODUCTION: "Új gyártás" STR_PRODUCTION_ITEMS: "Gyártható tételek" STR_CATEGORY: "KATEGÓRIA" STR_START_PRODUCTION: "GYÁRTÁS INDÍTÁSA" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} mérnöki munkaóra szükséges egy darab legyártásához" STR_COST_PER_UNIT_: "Egységár>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Szükséges műhely kapacitás>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIÁLIS ANYAGSZÜKSÉGLET" STR_ITEM_REQUIRED: "SZÜKSÉGES TÁRGY" STR_UNITS_REQUIRED: "SZÜKSÉGES DARABSZÁM" STR_UNITS_AVAILABLE: "ELÉRHETŐ DARABSZÁM" STR_STOP_PRODUCTION: "GYÁRTÁS LEÁLLÍTÁSA" STR_ENGINEERS_AVAILABLE_UC: "ELÉRHETŐ MÉRNÖKÖK>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "SZABAD MŰHELY KAPACITÁS>{ALT}{0}" STR_MONTHLY_PROFIT: "HAVI BEVÉTEL>{ALT}{0}" STR_INCREASE_UC: "NÖVELÉS" STR_DECREASE_UC: "CSÖKKENTÉS" STR_UNITS_TO_PRODUCE: "Gyártandó darabszám" STR_PURCHASE_HIRE_PERSONNEL: "Vásárlás/Bérlés/Sorozás" STR_COST_OF_PURCHASES: "Beszerzési költség>{ALT}{0}" STR_COST_PER_UNIT_UC: "EGYSÉGÁR" STR_QUANTITY_UC: "MENNYISÉG" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "FELHASZNÁLHATÓ SZEMÉLYZET:TELJES SZEMÉLYZET>" STR_SOLDIERS: "Akvanauták" STR_SCIENTISTS: "Tudósok" STR_ENGINEERS: "Mérnökök" STR_SPACE_USED_SPACE_AVAILABLE: "KIHASZNÁLT HELY:SZABAD HELY>" STR_LIVING_QUARTERS: "Lakónegyed" STR_STORES: "Raktár" STR_LABORATORIES: "Laboratórium" STR_WORK_SHOPS: "Műhely" STR_HANGARS: "Dokkok" STR_SHORT_RANGE_DETECTION: "Rövid távú szonár" STR_DEFENSE_STRENGTH: "Védelmi erősség" STR_TRANSFERS_UC: "ÁTCSOPORTOSÍTÁS" STR_TRANSFERS: "Átcsoportosítások" STR_ARRIVAL_TIME_HOURS: "Érkezés: (óra)" STR_COST_: "Ár>{ALT}{0}" STR_AREA_: "Terület>{ALT}{0}" STR_BASE_NAME: "Bázis neve?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VÁLASSZ HELYET A KÖZPONTI LIFTNEK" STR_TRANSFER: "Átcsoportosítás" STR_AMOUNT_TO_TRANSFER: "SZÁLLÍTANDÓ MENNYISÉG" STR_SELECT_DESTINATION_BASE: "Válaszd ki a célbázist" STR_COST: "Ár" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: Cydonia bukása." STR_INTRO_3: "A diadalmas X-Com szétzúzta az idegen háborús gépezet magját és hazatér. Azonban nem halott minden a lerombolt marsi bázison..." STR_INTRO_4: "Erőteljes tachion sugár tör elő a a cydoniai központ romjai közül. Száguld az ürességen keresztül. A célja........ " STR_INTRO_5: "A Föld." STR_INTRO_6: "Az óceán mélyén a sugár becsapódik egy régóta várakozó érzékelőbe. Alvó számítógépek kelnek életre. A mélyben, az emberiség látókörén túl, óriási termekben alvó idegenek kezdik meg a hosszú újraéledési ciklusukat." STR_INTRO_7: "2040: Egy tudatlan Föld. Az idegen terror rég feledésbe merült. De az óceán elveszett és rejtett részein az idegen horda készen áll - készen arra, hogy végezzen az emberiséggel és elfoglalja a világot." STR_INTRO_8: "Az idegen csapás az emberiségre: egyedek szerzése hibbant kísérleteikhez, portyázás értékes ásványokért és erőforrásokért és a tengerek kifosztása. Ezután a hullámok fölé emelték tekintetüket....." STR_INTRO_9: "Hatalmas, furcsa formájú kétéltűek járják az óceánokat - nézelődve, kutatva, vadászva......." STR_INTRO_10: "Megtalálva a zsákmányt - lecsapnak." STR_INTRO_11: "Különös, új fegyvereket gyártanak a védtelen világ ellen. Tökéletesen ki vagyunk szolgáltatva az idegenek kényének-kedvének. {NEWLINE}Csak egy szervezet menthet meg minket, de mi réges-régen elfordultunk tôlük........." STR_INTRO_12: "X-COM Kísérleti Vízalatti Bázis" STR_INTRO_13: "'Segítség!' 'Segítség!' 'Itt a Hyperion kereskedelmi hajó' 'Megtámadtak bennünket!' 'Segítség! Segí..........'" STR_INTRO_14: "'Irányítóközpont Dokk Egynek: kijáratot nyitni', {NEWLINE}'Barracuda Zéró-egyet indítani. Helyzetfelmérés: Idegen támadás - vörös készültség.' {NEWLINE}'Megismétlem: vörös készültség'" STR_INTRO_15: "Az idegenek könyörtelenül hatékonyak....." STR_INTRO_16: "...tévedhetetlenül pontosak" STR_INTRO_17: "'Barracuda Zéró-egy a bázisnak' - 'megközelítjük a Hyperion maradványait'" STR_INTRO_18: "'Lassítás folyamatban.'{NEWLINE}'Két méter'{NEWLINE}'Egy méter'{NEWLINE}'Minden akvanauta készüljön fel az azonnali bevetésre'" STR_INTRO_19: "'Zsilip nyitva' 'Roncs megközelítése'{NEWLINE}'Mi az isten...'{NEWLINE}''Látjátok ôket? Működik a kamerám?'" STR_GAMEOVER_1: "Elbuktunk. Az idegenek lemészárolták az utolsó reményünket a megváltásra.{NEWLINE}Az X-Com elpusztult és a föld ősi ellenségünk lábai előtt hever." STR_GAMEOVER_2: "T'leth magasan a sztratoszférába villámzik és keresztülsuhan a világ arculatán. Halált hozva learatja az emberi faj utolsó túlélőit. Mélyen a gyomrában a gyilkos elme elkezdi feléleszteni magát." STR_GAMEOVER_3: "A nemzetek fővárosaiban kétségbeesett terveket vázolnak fel. Mindennek semmi haszna nincs, az X-Com kutatási projekt technológiája nélkül a fegyvereink hatástalanok." STR_GAMEOVER_4: "Az idegenek bázisokat állítanak fel a sarki jégsapkákon és megolvasztják a jeget, míg az egész világ egy hatalmas óceánná válik. Az emberi faj maradékát begyűjtik és ismeretlen célú gonosz szaporító kísérletekre használják fel. Az ég elsötétül és ez a ragály söpör végig a Földön." STR_GAMEOVER_5: "Nem tudunk ellenállást szervezni az új világ rendje ellen, aki mégis megpróbálja tüzes sors várja felfoghatatlan idegen fegyverek által. A maradékunknak nincs ily áldott feloldozásban része. Anyaföld egy idegen világgá vált és az emberiség elveszett a hullámok alatt rejtőző borzalomban." STR_OUTRO_1: "A Nyughely feldúlt és megtizedelt. Egy feltörő üvöltés hallatszik a központjából.{NEWLINE}Bolondok, mind meghaltok............" STR_OUTRO_2: "..........senki nem menekül." STR_OUTRO_3: "Egy erős robbanás rázza meg a nyughelyet, feltépve a város utcáit. Törmelék és füst tölti be a levegőt. Az Idegenek terveit keresztülhúztuk........" STR_OUTRO_4: "T'leth hatalmas formája elkezd szétrepedni. Tűz és füst tör elő csillogó tornyaiból és adamantium termeiből." STR_OUTRO_5: "A hatalmas Idegen erődítmény a tenger felé bukfencezik, meggyötört fém és lelkek sikolya tölti be a levegőt. Többé már a Nagy Álmodozó nem álmodik a világuralomról." STR_OUTRO_6: "Egy utolsó fültépő hang és nyomáshullám, mellyel T'leth széttépi magát.{NEWLINE}Az Idegen fenyegetésnek vége. A Föld megtisztult........................." STR_OUTRO_7: "Egy álmos zöldeskék bolygó a galaxis távoli sarkában." STR_OUTRO_8: "A közeljövő egy biztonságos hely." STR_OUTRO_9: "Az Idegen rémálom a Föld számára rég eltűnt." STR_OUTRO_10: "Hatalmas metropolisz-szerű városokat népesítenek be emberek milliárdjai." STR_OUTRO_11: "Az X-Com tettei és az idegen háborúk pusztán gyerekmesék." STR_OUTRO_12: "De a legendáknak mindig szokása némi igazságot tartalmazni.........." STR_RISE_1: "T'leth-et többféle legendákban többféleképpen hívják többféle földön." STR_RISE_2: "Egy robbanásszerű sikoly visszhangzik föld minden részén ahogy T'leth elkezd emelkedni a tengerfenékről." STR_RISE_3: "A hatalmas építmény átsuhan a Mexikói-öböl vizein." STR_RISE_4: "400 milliárd tonna Idegen fém a hatalmas Idegen város, melyben a Tökéletes Idegen alvó teste fekszik. 65 millió évig a földbe börtönözve a gonosz űristenség éledezik." STR_RISE_5: "A vizek felforrnak és kavarognak ahogy a Nagy Álmodozó nyughelye felbukkan a fényben.................." STR_RISE_6: "............a fényben mely rövid életű lesz hacsak az X-Com nem képes leszámolni az Idegen harci gépezettel." STR_YOU_HAVE_FAILED: "Elbuktál az Idegen harci gépezet megállításában. A pénzelő szervezetek, melyeket eltántorított a képességeid hiánya, megpróbálnak egy békés megodást kialkudni az Idegenekkel. A Megszállóknak azonban teljesen más elképzelésük van, melyre rövidesen az egész világ rájön..." STR_TOTAL_UC: "ÖSSZESEN" STR_INCOME: "Bevétel" STR_EXPENDITURE: "Kiadás" STR_MAINTENANCE: "Fenntartás" STR_BALANCE: "Egyenleg" STR_UFO_ACTIVITY_IN_AREAS: "Idegen aktivitás (tengerek)" STR_UFO_ACTIVITY_IN_COUNTRIES: "Idegen aktivitás (zónák)" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com aktivitás (tengerek)" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com aktivitás (zónák)" STR_FINANCE: "Pénzügy" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000-ek" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nincs elég speciális alapanyag{NEWLINE}{0}{NEWLINE}gyártásához itt:{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nincs elég pénz{NEWLINE}{0}{NEWLINE}gyártásához itt:{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{0}{NEWLINE}elkészült.{NEWLINE}Bázis:{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{0}{NEWLINE}építése befejeződött.{NEWLINE}Bázis:{NEWLINE}{1}" STR_OK_5_SECONDS: "OKÉ - 5 mp" STR_RESEARCH_COMPLETED: "Kutatás befejezve" STR_VIEW_REPORTS: "JELENTÉS MEGEKINTÉSE" STR_WE_CAN_NOW_RESEARCH: "Most már tudunk kutatni:" STR_WE_CAN_NOW_PRODUCE: "Most már tudunk gyártani:" STR_SUNDAY: "Vasárnap" STR_MONDAY: "Hétfő" STR_TUESDAY: "Kedd" STR_WEDNESDAY: "Szerda" STR_THURSDAY: "Csütörtök" STR_FRIDAY: "Péntek" STR_SATURDAY: "Szombat" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{1} feltöltéséhez nincs elég {0} a(z) {2} bázison" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{1} felfegyverzéséhez nincs elég {0} a(z) {2} bázison" STR_UFO_IS_NOT_RECOVERED: "IDEGEN KÉTÉLTŰ nem lett felderítve" STR_UFO_IS_RECOVERED: "IDEGEN KÉTÉLTŰ felderítve" STR_CRAFT_IS_LOST: "Kétéltű elveszett" STR_TERROR_CONTINUES: "Idegen tevékenység folytatódik" STR_ALIENS_DEFEATED: "Idegenek legyőzve" STR_BASE_IS_LOST: "A bázis elveszett" STR_BASE_IS_SAVED: "A bázis megmenekült" STR_ALIEN_BASE_STILL_INTACT: "Az idegen bázis továbbra is sértetlen" STR_ALIEN_BASE_DESTROYED: "Az idegen bázis lerombolva" STR_ALIENS_KILLED: "MEGÖLT IDEGENEK" STR_ALIEN_CORPSES_RECOVERED: "IDEGEN TETEMEK BEGYŰJTVE" STR_LIVE_ALIENS_RECOVERED: "ÉLŐ IDEGENEK BEGYŰJTVE" STR_ALIEN_ARTIFACTS_RECOVERED: "IDEGEN SZERKEZETEK BEGYŰJTVE" STR_ALIEN_BASE_CONTROL_DESTROYED: "IDEGEN BÁZIS KÖZPONTJA LEROMBOLVA" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "IDEGEN SYNOMIUM GÉP MEGSEMMISÍTVE" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "NEM TUDTAD MEGSEMMISÍTENI A SYNOMIUM GÉPET" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVIL ÁLDOZATOK (IDEGENEK ÁLTAL)" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVIL ÁLDOZATOK X-COM ÜGYNÖKÖK ÁLTAL " STR_CIVILIANS_SAVED: "MEGMENTETT CIVILEK" STR_XCOM_OPERATIVES_KILLED: "MEGÖLT X-COM ÜGYNÖKÖK " STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "BEVETÉS KÖZBEN ELTŰNT X-COM ÜGYNÖKÖK: " STR_TANKS_DESTROYED: "MEGSEMMISÜLT VFP " STR_XCOM_CRAFT_LOST: "X-COM GÉP ELVESZTETT " STR_UFO_RECOVERY: "KÉTÉLTŰ BEGYŰJTÉSE" STR_ALIEN_BASE_RECOVERY: "IDEGEN BÁZIS BEGYŰJTÉSE" STR_BASE_UNDER_ATTACK: "A(z) {0} bázis támadás alatt!" STR_BASE_DEFENSES_INITIATED: "BÁZIS VÉDELME MŰKÖDÉSBE LÉP" STR_GRAV_SHIELD_REPELS_UFO: "PAJZS ELTASZÍTJA A KÉTÉLTŰT!" STR_FIRING: "TÜZEL" STR_HIT: "TALÁLT!" STR_UFO_DESTROYED: "KÉTÉLTŰ MEGSEMMISÜLT" STR_MISSED: "MELLÉ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Eladás/Kirúgás" STR_VALUE_OF_SALES: "ELADÁSOK ÉRTÉKE> {ALT}{0}" STR_FUNDS: "TŐKE> {ALT}{0}" STR_SELL_SACK: "Elad/Kirúg" STR_VALUE: "Értéke" STR_CRAFT_: "KÉTÉLTŰ> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "IDEGEN KÉTÉLTŰ RONCS FELDERÍTÉSE" STR_UFO_CRASH_RECOVERY_BRIEFING: "Figyelem - Maradhattak idegenek a kétéltűben vagy a környékén. A küldetés sikeres teljesítésének feltétele: az összes ellenséges egység megsemmisítése vagy semlegesítése. A kétéltű maradványai, az idegen testek és szerkezetek felderítése csak ez után kezdődhet meg. A küldetés megszakításához az X-Com akvanautáknak vissza kell térnie a száll¡tóeszközbe, majd kattints a 'Küldetés megszakítása' ikonra" STR_UFO_GROUND_ASSAULT: "IDEGEN KÉTÉLTŰ TÁMADÁSA" STR_UFO_GROUND_ASSAULT_BRIEFING: "Derítsd fel a leszállóhelyet, majd - ha lehetséges - hatolj be a kétéltűbe. A küldetés sikeres teljesítésének feltétele: az összes ellenséges egység megsemmisítése vagy semlegesítése. A kétéltű-maradványok, az idegen testek és szerkezetek felderítése csak ez után kezdődhet meg. A küldetés megszakításához az X-Com akvanautáknak vissza kell térni a kétéltűjükhöz, majd kattints a 'Küldetés megszakítása' ikonra" STR_BASE_DEFENSE: "BÁZIS VÉDELEM" STR_BASE_UC_: "BÁZIS> {0}" STR_BASE_DEFENSE_BRIEFING: "Egy idegen jármű landolt a közelben. A bázisunk komoly veszélyben van. A harci gépek és személyzet kivételével a bázist kiürítettük. Az idegenek a dokkok ajtajain vagy a zsilipen keresztül hatolnak be. Védd meg a bázist és a létfontosságú épületeket mindenáron - ez élet-halál küzdelem. Ha a 'Küldetés megszakítása' ikonra kattintasz, elfogadod a vereséget és elveszted a bázist." STR_ALIEN_COLONY_ATTACK_MISSION: "IDEGEN BÁZIS TÁMADÁS" STR_ALIEN_BASE_ASSAULT: "IDEGEN BÁZIS TÁMADÁS ELSŐ SZINT" STR_ALIEN_COLONY_P1_BRIEFING: "A küldetés: megtisztítani egy idegen kolóniát lakóitól. A hely kétszintes, az átjutáshoz az akvanautáknak a villogó átjáróhoz kell menniük, majd kattints a küldetés megszakítása ikonra (vagy az összes idegent semlegesítsd). Bármilyen visszamaradó felszerelés csak a második rész befejezése után szedhető össze." STR_ALIEN_COLONY_P2: "IDEGEN BÁZIS TÁMADÁS MÁSODIK SZINT" STR_ALIEN_COLONY_P2_BRIEFING: "A kolónia magja felé tartasz. Küldetésed a Synomium gép lerombolása, vagy az összes ellenséges egység semlegesítése. A visszatéréshez az akvanautáknak a kezdőpontra kell visszatérniük, majd kattints a küldetés megszakítása ikonra." STR_ALIENS_LAUNCH_PORT_TERROR: "KIKÖTŐI TÁMADÁS{NEWLINE}" STR_PORT_TERROR: "IDEGENEK KIKÖTŐT TÁMADNAK" STR_PORT_TERROR_BRIEFING: "Az idegenek szárazföldi létesítményeket támadnak. A kikötő és a civil lakosság veszélyben van. Az összes ellenséges egységet semlegesítsd és védd meg az ártatlanokat. A küldetés megszakításához az akvanautáknak vissza kell térni a kétéltűbe, majd kattints a megfelelő ikonra." STR_ALIENS_LAUNCH_ISLAND_TERROR: "SZIGET TÁMADÁSA{NEWLINE} " STR_ISLAND_TERROR: "IDEGENEK SZIGETET TÁMADNAK" STR_ISLAND_TERROR_BRIEFING: "Az idegenek szárazföldi támadást indítottak. A sziget és lakosai veszélyben vannak. Az összes ellenséges egységet semlegesítsed és védd meg az ártatlan járókelőket. A küldetés befejezéséhez az akvanautáknak vissza kell térni a kétéltűbe, majd kattints a küldetés megszakítása ikonra." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "IDEGEN TÁMADÁS{NEWLINE}HAJÓZÁSI ÚTVONALON" STR_CARGO_SHIP_P1: "TEHERHAJÓ ELSŐ RÉSZ" STR_CARGO_SHIP_P2: "TEHERHAJÓ MÁSODIK RÉSZ" STR_CRUISE_SHIP_P1: "ÓCEÁNJÁRÓ ELSŐ RÉSZ" STR_CRUISE_SHIP_P2: "ÓCEÁNJÁRÓ MÁSODIK RÉSZ" STR_SHIP_RESCUE_MISSION: "HAJÓ MENTÉSE" STR_SHIP_RESCUE_P1_BRIEFING: "Poloskavadászat: minden ellenséges egységet semlegesíts és óvd meg a civilek életét. Az idegenek szétszóródtak az alsó és a felső fedélzeten. Biztosítsd a felső fedélzetet, mielőtt az alsónak nekifogsz. A küldetés megszakításához az akvanauták térjenek vissza a kétéltűbe, majd kattints a küldetés megszakítása ikonra." STR_SHIP_RESCUE_P2_BRIEFING: "Most tiszta a felső fedélzet. A teherlifttel leszállsz a raktérbe. Minden idegent semlegesítened kell a küldetés sikeres teljesítéséhez. A küldetés megszakításához az akvanauták térjenek vissza a lifthez, majd kattints a küldetés megszakítása ikonra." STR_ALIEN_ACTIVITY_DETECTED: "IDEGEN AKTIVITÁS ÉSZLELVE" STR_ALIEN_CONTACT_SITE_MISSION: "IDEGEN KOMMUNIKÁCIÓS KÖZPONT" STR_ARTIFACT_SITE_P1: "IDEGEN KOMMUNIKÁCIÓS KÖZPONT ELSŐ SZINT" STR_ARTIFACT_SITE_P1_BRIEFING: "Ez a küldetés egy újonnan épített kommunikációs központ megtisztítására irányul. A hely kétszintes, az egyik a tengerfenék, a másik az alatta fekvő komplexum. Minden akvanauta mejnen a komplexum bejáratához és kattints a küldetés megszakítása ikonra hogy továbblépj, kilépéshez menjenek a kétéltűbe." STR_ARTIFACT_SITE_P2: "IDEGEN KOMMUNIKÁCIÓS KÖZPONT MÁSODIK SZINT" STR_ARTIFACT_SITE_P2_BRIEFING: "Belépve az épületbe küldetésed célja világossá válik. Hatolj be a komplexum szívébe és rombold le a Synomium Molekuláris Irányító gépet. A küldetés megszakításához az akvanautákat vidd a kezdőpontra és kattints a küldetés megszakítása ikonra." STR_SIGSBEE_DEEP_MISSION: "SIGSBEE-MÉLYSÉG{NEWLINE}IDEGEN VAROS: ELSŐ SZINT" STR_TLETH_P1_BRIEFING: "A nagy ismeretlen áll előttünk, bármi várhat ránk. Csak azt tudjuk, hogy még két szintes ez a város. Az átjáró helyének kivételével a küldetés megszakítása ikon befejezi a küldetést." STR_TLETH_ATTACK_MISSION: "T'LETH TÁMADÁSA{NEWLINE}IDEGEN VÁROS: MÁSODIK SZINT" STR_TLETH_P2_BRIEFING: "Még mindig sötétben tapogatózunk, bármi megtörténhet. Ismét el kell verekednünk magunkat valahogy az átjáróig, hogy továbbjuthassunk." STR_FINAL_TLETH_MISSION: "T'LETH: UTOLSÓ KÜLDETÉS{NEWLINE}IDEGEN VÁROS: HARMADIK SZINT" STR_TLETH_P3_BRIEFING: "A cél közel! Keresd meg a Végső Idegen kriptáját és rombold le a 8 tápellátását. Ezzel pontot teszel a háború végére. Ne add fel!" STR_TLETH_P1: "IDEGEN VÁROS ELSŐ SZINT" STR_TLETH_P2: "IDEGEN VÁROS MÁSODIK SZINT" STR_TLETH_P3: "IDEGEN VÁROS HARMADIK SZINT" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NINCS SZABAD DOKK A KÉTÉLTŰ GYÁRTÁSÁHOZ!{SMALLLINE}Minden kétéltű egy dokkot foglal el azon a bázison, amelyen állomásozik, illetve ahová átcsoportosítod, megvásárolod vagy legyártod. Építs egy új dokkot vagy csoportosíts át egy kétéltűt egy másik bázisra." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NINCS SZABAD DOKK A KÉTÉLTŰ VÁSÁRLÁSÁHOZ!{SMALLLINE}Minden kétéltű egy dokkot foglal el azon a bázison, amelyen állomásozik, illetve ahová átcsoportosítod, megvásárolod vagy legyártod. Építs egy új dokkot vagy csoportosíts át egy kétéltűt egy másik bázisra." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NINCS SZABAD DOKK A KÉTÉLTŰ ÁTCSOPORTOSÍTÁSÁHOZ!{SMALLLINE}Minden kétéltű egy dokkot foglal el azon a bázison, amelyen állomásozik, illetve ahová átcsoportosítod, megvásárolod vagy legyártod. Építs egy új dokkot vagy csoportosíts át egy kétéltűt egy másik bázisra." STR_CANNOT_BUILD_HERE: "NEM ÉPÍTHETSZ IDE!{SMALLLINE}Építkezni csak egy már létező épület mellé lehet." STR_NO_FREE_ACCOMODATION: "NINCS SZABAD LAKÓHELY!{SMALLLINE}A célbázis nem rendelkezik a lakónegyedeiben elegendő hellyel." STR_NOT_ENOUGH_WORK_SPACE: "NINCS ELÉG MŰHELY!{SMALLLINE}Építs új műhelyt, vagy csökkentsd a munkát más programokon." STR_NOT_ENOUGH_MONEY: "NINCS ELÉG PÉNZ!" STR_NOT_ENOUGH_STORE_SPACE: "NINCS ELÉG RAKTÁRHELY!{SMALLLINE}Építs új raktárat vagy küldj át néhány dolgot más bázisokra." STR_NOT_ENOUGH_LIVING_SPACE: "NINCS ELÉG LAKÓHELY!{SMALLLINE}Építs új lakónegyedeket vagy küldj át valamennyi személyzetet más bázisokra." STR_LAUNCH_INTERCEPTION: "ELFOGÁS INDÍTÁSA" STR_CRAFT: "GÉP" STR_STATUS: "ÁLLAPOT" STR_BASE: "BÁZIS" STR_READY: "KÉSZ" STR_OUT: "KINT" STR_REPAIRS: "JAVÍTJÁK" STR_REFUELLING: "TANKOL" STR_REARMING: "FEGYVERZIK" STR_TARGET: "CÉLPONT: {0}" STR_WAY_POINT: "TEREPPONT" STR_ARE_YOU_SURE_CYDONIA: "Biztos vagy benne, hogy ezt a gépet el akarod küldeni T'leth-be?" STR_YES: "IGEN" STR_NO: "NEM" STR_SELECT_DESTINATION: "VÁLASSZ CÉLPONTOT" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "VÁLASSZ HELYET AZ ÚJ BÁZISNAK" STR_RETURN_TO_BASE: "VISSZATÉRÉS A BÁZISRA" STR_SELECT_NEW_TARGET: "ÚJ CÉLPONT VÁLASZTÁSA" STR_PATROL: "ŐRJÁRAT" STR_STATUS_: "ÁLLAPOT>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "MEGSÉRÜLT - VISSZATÉR A BÁZISRA" STR_LOW_FUEL_RETURNING_TO_BASE: "KEVÉS AZ ÜZEMANYAG - VISSZATÉR A BÁZISRA" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "KÜLDETÉS VÉGREHAJTVA - VISSZATÉR A BÁZISRA" STR_PATROLLING: "ŐRJÁRATBAN" STR_TAILING_UFO: "KÖVETI A KÉTÉLTŰT" STR_INTERCEPTING_UFO: "ELFOGÁS: {0}. KÉTÉLTŰ" STR_RETURNING_TO_BASE: "VISSZATÉR A BÁZISRA" STR_DESTINATION_UC_: "CÉL: {0}" STR_BASE_UC: "BÁZIS>{ALT}{0}" STR_SPEED_: "SEBESSÉG>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMÁLIS SEBESSÉG>{ALT}{0}{ALT}" STR_ALTITUDE_: "MÉLYSÉG>{ALT}{0}" STR_AIRBORNE: "LEVEGŐBEN" STR_VERY_LOW: "FELSZÍNEN" STR_LOW_UC: "NORMÁL" STR_HIGH_UC: "MÉLYEN" STR_VERY_HIGH: "NAGYON MÉLYEN" STR_FUEL: "ÜZEMANYAG>{ALT}{0}" STR_WEAPON_ONE: "1. FEGYVER>{ALT}{0}" STR_NONE_UC: "SEMMI" STR_ROUNDS_: "LŐSZER>{ALT}{0}" STR_WEAPON_TWO: "2. FEGYVER>{ALT}{0}" STR_INTERCEPTION_CRAFT: "KÉTÉLTŰ" STR_BASE_: "Bázis>{0}" STR_NAME_UC: "NÉV" STR_AMMO_: "LŐSZER>{ALT}{0}" STR_CREW: "LEGÉNYSÉG" STR_EQUIPMENT_UC: "FELSZERELÉS" STR_ARMOR: "PÁNCÉL" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Matróz" STR_SQUADDIE: "Altiszt" STR_SERGEANT: "Zászlós" STR_CAPTAIN: "Korvetthadnagy" STR_COLONEL: "Altengernagy" STR_COMMANDER: "Tengernagy" STR_SELECT_SQUAD_FOR_CRAFT: "Válassz osztagot a(z) {0} szállítóra" STR_SORT_BY: "RENDEZÉS..." STR_ORIGINAL_ORDER: "EREDETI SORREND" STR_MISSIONS2: "KÜLDETÉSEK" STR_KILLS2: "ÖLÉSEK" STR_WOUND_RECOVERY2: "SEBGYÓGYULÁS" STR_SPACE_AVAILABLE: "SZABAD HELY>{ALT}{0}" STR_SPACE_USED: "FOGLALT HELY>{ALT}{0}" STR_SPACE_USED_UC: "FOGLALT HELY" STR_RANK: "RENDFOKOZAT" STR_WOUNDED: "SEBESÜLT" STR_EQUIPMENT_FOR_CRAFT: "{0}-n lévő felszerelések" STR_DEFENSE_VALUE: "Védelmi érték" STR_HIT_RATIO: "Találati arány" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}készen áll{NEWLINE}a leszállásra:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Kezdődhet a küldetés?" STR_SELECT_ARMAMENT: "Válassz fegyverzetet" STR_AMMUNITION_AVAILABLE: "ELÉRHETŐ LŐSZER" STR_ARMAMENT: "FEGYVERZET" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "PÁNCÉLVÁLASZTÁS:{NEWLINE}{0}" STR_TYPE: "TÍPUS" STR_PLASTIC_AQUA_ARMOR_UC: "VÍZMŰANYAG PÁNCÉL" STR_ION_ARMOR_UC: "IONPÁNCÉL" STR_MAGNETIC_ION_ARMOR_UC: "MÁGNESES IONPÁNCÉL" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "A páncél az újonnan felfedezett vízműanyagból készül és hatékonyabb fellépést biztosít az akvanautáinknak az idegenek ellen." STR_ION_ARMOR_UFOPEDIA: "A páncél az ion enrgiaforrás által nagyobb védelmet biztosít és nagyban növeli a viselőjének sebességét és erejét. A harci csapatok jobb védelmét ígéri." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Az ionpáncél ötvözése a mágnestömb technológiával a vízalatti környezetben teljes mozgási szabadságot biztosít." STR_SELECT_ARMOR: "Válassz páncélt" STR_NORTH: "ÉSZAK" STR_NORTH_EAST: "ÉSZAKKELET" STR_EAST: "KELET" STR_SOUTH_EAST: "DÉLKELET" STR_SOUTH: "DÉL" STR_SOUTH_WEST: "DÉLNYUGAT" STR_WEST: "NYUGAT" STR_NORTH_WEST: "ÉSZAKNYUGAT" STR_SELECT_ACTION: "VÁLASSZ MŰVELETET" STR_CONTINUE_INTERCEPTION_PURSUIT: "FOLYTASD AZ ELFOGÓ ÜLDÖZÉST" STR_PURSUE_WITHOUT_INTERCEPTION: "ELFOGÁS NÉLKÜLI ÜLDÖZÉS" STR_VERY_LARGE: "NAGYON NAGY" STR_LARGE: "NAGY" STR_MEDIUM_UC: "KÖZEPES" STR_SMALL: "KICSI" STR_VERY_SMALL: "NAGYON KICSI" STR_GROUNDED: "LESZÁLLT" STR_DETECTED: "Észlelve" STR_SIZE_UC: "MÉRET" STR_ALTITUDE: "MÉLYSÉG" STR_HEADING: "IRÁNY" STR_SPEED: "SEBESSÉG" STR_CENTER_ON_UFO_TIME_5_SECONDS: "KÉTÉLTŰRE ÁLL-IDŐ=5 Mp" STR_TRACKING_LOST: "NYOMA VESZETT" STR_REDIRECT_CRAFT: "GÉP ÁTIRÁNYÍTÁSA" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "MENJ A KÉTÉLTŰ UTOLSÓ ISMERT POZÍCIÓJÁRA" STR_UFO_: "{0}. IDEGEN KÉTÉLTŰ" STR_ALIEN_BASE_: "{0}. IDEGEN BÁZIS" STR_CRASH_SITE_: "{0}. LEZUHANÁSI HELY" STR_LANDING_SITE_: "{0}. LESZÁLLÁSI HELY" STR_WAY_POINT_: "{0}. TEREPPONT" STR_TERROR_SITE: "{0}. TERROR HELY" STR_ARTIFACT_SITE: "{0}. LELET HELYE" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}célba ért:{NEWLINE}{1}" STR_NOW_PATROLLING: "Most őrjáratban van" STR_ALIEN_ORIGINS: "Idegen eredet" STR_THE_ULTIMATE_THREAT: "A végső fenyegetés" STR_TLETH_ALIEN_CITY: "T'leth, az idegenek városa" STR_UFOPAEDIA: "UFOpédia" STR_XCOM_CRAFT_ARMAMENT: "X-COM GÉP ÉS FEGYVERZET" STR_HEAVY_WEAPONS_PLATFORMS: "VÍZALATTI FEGYVERZET PROGRAM (VFP)" STR_WEAPONS_AND_EQUIPMENT: "FEGYVEREK ÉS FELSZERELÉS" STR_ALIEN_ARTIFACTS: "IDEGEN SZERKEZETEK" STR_BASE_FACILITIES: "BÁZIS ÉPÜLETEI" STR_ALIEN_LIFE_FORMS: "IDEGEN ÉLETFORMÁK" STR_ALIEN_RESEARCH_UC: "IDEGEN KUTATÁS" STR_UFO_COMPONENTS: "VÍZALATTI TECHNOLÓGIA" STR_UFOS: "IDEGEN KÉTÉLTŰEK" STR_SELECT_ITEM: "VÁLASSZ TÉTELT" STR_ACCELERATION: "GYORSULÁS>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ÜZEMANYAG-KAPACITÁS>{ALT}{0}{ALT}" STR_WEAPON_PODS: "FEGYVERFOGLALATOK>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SÉRÜLÉSTŰRÉS>{ALT}{0}{ALT}" STR_CARGO_SPACE: "RAKODÓKAPACITÁS>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "VFP KAPACITÁS>{ALT}{0}{ALT}" STR_DAMAGE: "Roncsolás" STR_RANGE: "Hatótáv" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Pontosság" STR_RE_LOAD_TIME: "Újratöltési idő" STR_SECONDS: "{0} mp." STR_DAMAGE_ARMOR_PIERCING: "PÁNCÉLTÖRŐ" STR_DAMAGE_INCENDIARY: "GYÚJTÓ" STR_DAMAGE_HIGH_EXPLOSIVE: "DETONÁCIÓS" STR_DAMAGE_LASER_BEAM: "GAUSS SUGÁR" STR_DAMAGE_PLASMA_BEAM: "SZÓNIKUS SUGÁR" STR_DAMAGE_STUN: "FAGYASZTÁS" STR_DAMAGE_MELEE: "KÖZELHARC" STR_DAMAGE_ACID: "SAV" STR_DAMAGE_SMOKE: "FÜST" STR_SHOT_TYPE: "TÍPUS" STR_ACCURACY_UC: "PONTOSSÁG" STR_TIME_UNIT_COST: "IE KÖLTSÉG" STR_DAMAGE_UC: "RONCSOLÁS" STR_AMMO: "LŐSZER" STR_SHOT_TYPE_AUTO: "Automata" STR_SHOT_TYPE_SNAP: "Kapás" STR_SHOT_TYPE_AIMED: "Célzott" STR_CONSTRUCTION_TIME: "Építési idő" STR_CONSTRUCTION_COST: "Építés költsége" STR_MAINTENANCE_COST: "Fenntartás költsége" STR_LOW: "Alacsony" STR_MEDIUM: "Közepes" STR_HIGH: "Magas" STR_CRAFT_WEAPON: "Kétéltű fegyver" STR_CRAFT_AMMUNITION: "Kétéltű lőszer" STR_HEAVY_WEAPONS_PLATFORM: "Vízalatti Fegyverzet Program" STR_WEAPON: "Fegyver" STR_AMMUNITION: "Lőszer" STR_EQUIPMENT: "Felszerelés" STR_ALIEN_CORPSE: "Idegen tetem" STR_UFO_COMPONENT: "IDEGEN KÉTÉLTŰ ALKATRÉSZ" STR_PERSONAL_ARMOR: "Személyi páncél" STR_RAW_MATERIALS: "Nyersanyagok" STR_HWP_SOLID_HARPOON_BOLTS: "VFP lövedék" STR_ALIEN: "Idegen" STR_AQUATOID: "Akvatoid" STR_GILLMAN: "Kopoltyús" STR_LOBSTERMAN: "Rákember" STR_TASOTH: "Tasoth" STR_CALCINITE: "Kalcinit" STR_DEEP_ONE: "Mélységi" STR_BIODRONE: "Biodrón" STR_TENTACULAT: "Csápolat" STR_TRISCENE: "Triszcén" STR_HALLUCINOID: "Hallucinoid" STR_XARQUID: "Xarkvid" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Parancsnok" STR_LIVE_NAVIGATOR: "Navigátor" STR_LIVE_MEDIC: "Orvos" STR_LIVE_TECHNICIAN: "Mérnökök" STR_LIVE_SQUAD_LEADER: "Csapatvezető" STR_LIVE_SOLDIER: "Katona" STR_LIVE_TERRORIST: "Terrorista" STR_AQUATOID_COMMANDER: "Akvatoid parancsnok" STR_AQUATOID_NAVIGATOR: "Akvatoid navigátor" STR_AQUATOID_MEDIC: "Akvatoid orvos" STR_AQUATOID_TECHNICIAN: "Akvatoid mérnök" STR_AQUATOID_SQUAD_LEADER: "Akvatoid csapatvezető" STR_AQUATOID_SOLDIER: "Akvatoid katona" STR_GILLMAN_COMMANDER: "Kopoltyús parancsnok" STR_GILLMAN_TECHNICIAN: "Kopoltyús mérnök" STR_GILLMAN_SQUAD_LEADER: "Kopoltyús csapatvezető" STR_GILLMAN_SOLDIER: "Kopoltyús katona" STR_LOBSTERMAN_COMMANDER: "Rákember parancsnok" STR_LOBSTERMAN_NAVIGATOR: "Rákember navigátor" STR_LOBSTERMAN_TECHNICIAN: "Rákember mérnök" STR_LOBSTERMAN_SQUAD_LEADER: "Rákember csapatvezető" STR_LOBSTERMAN_SOLDIER: "Rákember katona" STR_TASOTH_SQUAD_LEADER: "Tasoth csapatvezető" STR_TASOTH_SOLDIER: "Tasoth katona" STR_CALCINITE_TERRORIST: "Kalcinit terrorista" STR_DEEP_ONE_TERRORIST: "Mélységi terrorista" STR_BIODRONE_TERRORIST: "Biodrón terrorista" STR_TENTACULAT_TERRORIST: "Csápolat terrorista" STR_TRISCENE_TERRORIST: "Triszcén terrorista" STR_HALLUCINOID_TERRORIST: "Hallucinoid terrorista" STR_XARQUID_TERRORIST: "Xarkvid terrorista" STR_ION_BEAM_ACCELERATORS: "Ionsugár gyorsítók" STR_MAGNETIC_NAVIGATION: "Mágneses navigáció" STR_ALIEN_SUB_CONSTRUCTION: "Idegen kétéltű építés" STR_ALIEN_CRYOGENICS: "Idegen kriogenetika" STR_ALIEN_CLONING: "Idegen klónozás" STR_ALIEN_LEARNING_ARRAYS: "Idegen betanítás" STR_ALIEN_IMPLANTER: "Idegen beültetés" STR_EXAMINATION_ROOM: "Kivizsgálószoba" STR_AQUA_PLASTICS: "Vízműanyag" STR_ALIEN_REANIMATION_ZONE: "Idegen újraélesztő" STR_PLASTIC_AQUA_ARMOR: "Vízműanyag páncél" STR_ION_ARMOR: "Ionpáncél" STR_MAGNETIC_ION_ARMOR: "Mágneses ionpáncél" STR_HWP_AQUA_JET_MISSILES: "VFP torpedók" STR_HWP_DISPLACER_PWT: "P.H. torpedó" STR_GAUSS_TECH: "Gauss-technológia" STR_NEW_FIGHTER_FLYING_SUB: "Új harci kétéltű" STR_NEW_FIGHTER_TRANSPORTER: "Új harci/szállító gép" STR_THE_LATEST_FLYING_SUB: "A végső kétéltű" STR_ARMOR_PIERCING: "PÁNCÉLTÖRŐ" STR_COELACANTH_GAS_CANNON: "Tank/Gázágyú" STR_COELACANTH_AQUA_JET: "Tank/Torpedókilövő" STR_COELACANTH_GAUSS: "Tank/Gauss ágyú" STR_DISPLACER_SONIC: "Lebegőtank/Szónikus" STR_DISPLACER_PWT: "Lebegőtank/P.H.T." STR_AJAX_LAUNCHER: "Ajax kilövő" STR_DUP_HEAD_LAUNCHER: "Urániumfejes torpedó kilövő" STR_CRAFT_GAS_CANNON: "Kétéltű gázágyú" STR_PWT_CANNON: "P.H.T. ágyú" STR_GAUSS_CANNON: "Gauss ágyú" STR_GAUSS_CANNON_AMMO: "Gauss ágyú lőszer" STR_SONIC_OSCILLATOR: "Szónikus oszcillátor" STR_AJAX_TORPEDOES: "Ajax torpedó" STR_DUP_HEAD_TORPEDOES: "Urániumfejes torpedó" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gázlövedék(x50)" STR_SONIC_WAVE: "Szónikus hullám" STR_PULSE_WAVE_TORPEDOES: "P.H.T. muníció" STR_SOLDIER: "Akvanauta" STR_SCIENTIST: "Tudós" STR_ENGINEER: "Mérnök" STR_NORTH_ATLANTIC: "Észak-Atlanti" STR_SOUTH_ATLANTIC: "Dél-Atlanti" STR_NORTH_PACIFIC: "Észak-Csendes-óceán" STR_SOUTH_PACIFIC: "Dél-Csendes-óceán" STR_MEDITERRANEAN: "Mediterrán" STR_SOUTH_CHINA_SEA: "Dél-kínai tenger" STR_INDIAN_OCEAN: "Indiai-óceán" STR_THE_EAST_SEA: "Japán-tenger" STR_NORTH_SEA: "Északi-tenger" STR_CARRIBEAN: "Karib-tenger" STR_ANTARCTIC: "Antarktisz" STR_ARCTIC: "Arktisz" STR_EURASIA: "Eurázsia" STR_NORTH_AMERICA: "Észak-Amerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Maximális sebesség" STR_TRANSMISSION_RESOLVER_UC: "ADÁSDEKÓDER" STR_TRITON: "TRITON" STR_HAMMERHEAD: "KALAPÁCSFEJ" STR_LEVIATHAN: "LEVIATÁN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "IDEGEN KÉTÉLTŰ" STR_AJAX: "AJAX" STR_DUP_HEAD: "URÁNIUMFEJES" STR_CRAFT_GAS_CANNON_UC: "KÉTÉLTŰ GÁZÁGYÚ" STR_PWT_CANNON_UC: "P.H.T. ÁGYÚ" STR_GAUSS_CANNON_UC: "GAUSS ÁGYÚ" STR_SONIC_OSCILLATOR_UC: "SZÓNIKUS OSZCILLÁTOR" STR_DAMAGE_CAPACITY: "Sérüléstűrés" STR_WEAPON_POWER: "Tűzerő" STR_WEAPON_RANGE: "Hatótávolság" STR_AIR_LOCK: "Légzsilip" STR_LABORATORY: "Laboratórium" STR_WORKSHOP: "Műhely" STR_STANDARD_SONAR: "Szonár" STR_WIDE_ARRAY_SONAR: "Szélessávú szonár" STR_TORPEDO_DEFENSES: "Torpedó védelem" STR_GENERAL_STORES: "Raktár" STR_ALIEN_CONTAINMENT: "Idegen tároló" STR_GAUSS_DEFENSES: "Gauss védelem" STR_SONIC_DEFENSES: "Szónikus védelem" STR_PWT_DEFENSES: "P.H.T. védelem" STR_BOMBARDMENT_SHIELD: "Bombázópajzs" STR_MC_GENERATOR: "M.I. pajzs" STR_MC_LAB: "M.I. labor" STR_TRANSMISSION_RESOLVER: "Adásdekóder" STR_SUB_PEN: "Dokk" STR_USA: "USA" STR_ALASKA: "ALASZKA" STR_EU_SYNDICATE: "EURO-SZINDIKÁTUS" STR_ARABIAN_BLOC: "ARAB BLOKK" STR_EGYPTIAN_CARTEL: "EGYIPTOMI KARTELL" STR_AFRICA_CORP: "AFRIKA TEST" STR_BRAZILIAN_UNION: "BRAZIL UNIÓ" STR_NEW_MEXICO: "ÚJ-MEXIKÓ" STR_ASIAN_COALITION: "ÁZSIAI KOALÍCIÓ" STR_SCANDINAVIA: "SKANDINÁVIA" STR_NEO_JAPAN: "ÚJ-JAPÁN" STR_FREE_CHINA: "SZABAD KÍNA" STR_AUSTRALASIA: "AUSZTRÁLÁZSIA" STR_FED_KOREA: "SZÖV. KOREA" STR_EURASIA_UC: "EURÁZSIA" STR_ICELANDIC_UNION: "IZLANDI UNIÓ" STR_TANK: "Vízalatti fegyverzet program" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Már" STR_APR: "Ápr" STR_MAY: "Máj" STR_JUN: "Jún" STR_JUL: "Júl" STR_AUG: "Aug" STR_SEP: "Szep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Nemzetközi kapcsolatok" STR_COUNTRY: "Ország" STR_FUNDING: "Támogatás" STR_CHANGE: "Változás" STR_WEAPON_SYSTEMS: "FEGYVERRENDSZER" STR_HWPS: "VFP-k" STR_DAMAGE_UC_: "RONGÁLÓDÁS>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "A központi zsilipen keresztül történik a személy- és az anyagforgalom a vízalatti bázisba. Mindig ez az első épület amely az új helyen épül. A zsilip területe a legsebezhetőbb pont bármilyen lehetséges ellenséges erő behatolása esetén." STR_LIVING_QUARTERS_UFOPEDIA: "Minden lakóblokk maximum 50 személy ellátásáról gondoskodik. A blokk tartalmaz pihenő-, alvó-, étkezőterületeket, valamint kisebb edzőtermeket." STR_LABORATORY_UFOPEDIA: "Maximum 50 tudós képes egyszerre dolgozni egy laboratóriumban. A laborok a legmodernebb felszereléssel vannak ellátva akár anyagvizsgálatról, biokémiáról vagy kozmológiáról van szó. Megkülönböztetett hozzáféréssel rendelkezik a világ kutatólaboratóriumainak legjobbjaihoz, sőt katonai laborokhoz is." STR_WORKSHOP_UFOPEDIA: "Egy ilyen műhely minden felszerelést tartalmaz, amely szükséges a kutatólaboratóriumok eredményeinek megvalósításához. Maximum 50 mérnök képes egyszerre dolgozni egyben, de helyigényes termelés elfoglalhat némi plusz helyet." STR_STANDARD_SONAR_UFOPEDIA: "A szonár hatótávolsága kb. 450 km a legtöbb mélységi szinten. Csatlakozik geostacionárius műholdas rendszerekhez, melyek szintén segítik a keresést. Minden rendszer 10%-os eséllyel rendelkezik 30 percenként egy vízalatti vagy atmoszférában tartózkodó tárgy felfedezésére." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "A szélessávú szonár hatotávolsága kb. 700 km minden mélységi szinten. Csatlakozik geostacionárius műholdas rendszerekhez, melyek szintén segítik a keresést. Minden rendszer 20%-os eséllyel rendelkezik 30 percenként egy vízalatti vagy atmoszférában tartózkodó tárgy felfedezésére." STR_TORPEDO_DEFENSES_UFOPEDIA: "A torpedós védelem gondoskodik némi védelemről, ha egy ellenséges gép próbálna leszállni a bázis közelében." STR_GENERAL_STORES_UFOPEDIA: "Minden felszerelés, fegyverrendszer, lőszer, küldetésből beszerzett anyag, valamint VFR a raktárakban kerül elhelyezésre, kivéve a dokkbeli kétéltűkön elhelyezett felszerelést." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Az élő idegeneknek egy speciális lakóhelyet kell biztosítani életben maradásuk érdekében. Ezekben teljesen ártalmatlanná válnak. A tárolórendszer egyszerre 10 idegent képes tárolni." STR_GAUSS_DEFENSES_UFOPEDIA: "A Gauss védelem a legújabb és leghatásosabb védelem ellenséges kétéltű behatolásával szemben." STR_SONIC_DEFENSES_UFOPEDIA: "A Szónikus védelem erőteljes és hatásos védelemről gondoskodik az ellenséggel szemben." STR_PWT_DEFENSES_UFOPEDIA: "A Pulzushullám torpedók a leghatékonyabb védelem idegen támadás esetén. Ezen torpedók rendkívüli áthatolóképességű robbanófejei minden ismert páncélzaton áthatolnak. Másodsorban mágneses hullámokat is gerjesztenek, amely működésképtelenné teszi az elektronikus védelmet." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "A Nyomásbombázó pajzs visszataszítja a dokkoláshoz készülődő idegen kétéltűt egy rezonáló mezőt létrehozva, elég időt nyerve így a védelmi rendszereknek az újbóli tüzeléshez. Gyakorlatilag megduplázza bármely védelmi rendszer hatékonyságát." STR_MC_GENERATOR_UFOPEDIA: "Mivel az idegen kétéltűk a Molekuláris irányítás technológiáját használják az élő teremtmények felfedezésére, egy negatív M.I. gerjesztő leárnyékolja a bázist. Ez az épület drasztikusan csökkenti az idegenek esélyét a bázis felfedezését illetően." STR_MC_LAB_UFOPEDIA: "A Molekuláris irányítás labor egyszerre 10 akvanautát képezhet és végezhet rajtuk beültetést. Intenzív gyakorlatokkal fejlesztik a beültetések használatát. A Molekuláris eszközökkel együtt támadásra használható harc közben." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Az idegenek közti kommunikáció egy általuk épített Molekuláris irányítás beültetés hálózaton alapszik. Az épület segítségével lehetőség nyílik az idegen kétéltűk üzeneteinek elfogására, dekódolására. Kideríthető a kétéltű, az idegen faj, a tevékenység típusa." STR_SUB_PEN_UFOPEDIA: "Minden dokk egy kétéltű befogadására alkalmas; egyben tartalmazza a szükséges fenntartó, javító, feltöltő egységeket. Minden kétéltű egy bázison állomásozik és egy dokk tartozik hozzá, melyet más kétéltű még akkor sem használhat, ha esetleg ez éppen küldetést teljesít." STR_DART_PISTOL_UFOPEDIA: "Az X-Com nyílpuska kicsi, pontos, nagy erejű egység 12 üreges nyilat tartalmazó tárral. A nyilak kilövését a tárban elhelyezett gáztartály biztosítja." STR_JET_HARPOON_UFOPEDIA: "Ez a szigonypuska pontos és erőteljes, a 10-es tárból az üreges szigonyokat lövi ki. Minden szigony maga tartalmazza a gáztartályát." STR_GAS_CANNON_UFOPEDIA: "A gáztechnológia nehézsúlyú fegyvere. Töltényei lehetnek páncéltörők, robbanófejes vagy foszforos. A tapasztalt akvanauták kedvence." STR_HYDRO_JET_CANNON_UFOPEDIA: "A hidrolöveg ötlete a nehéz gyalogságtól származik. A löveg magnézium üzemanyagú mini-torpedókat lő ki. Habár nagy erejű, a hidrolöveg ormótlan és esetlen fegyver, csak víz alatt használható." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Egy igazi nehézsúlyú. Ez a kilövő háromféle torpedót képes kilőni, mindegyike saját meghajtással rendelkezik. Manuális töltésű, pusztító fegyver. A torpedók: nagyobb vagy kisebb robbanótorpedók vagy foszforos torpedó. Csak vízalatti használatra." STR_GAUSS_PISTOL_UFOPEDIA: "A Gauss pisztoly a részecskegyorsító technológia terméke, a modern hadviselés fejlesztése. Gyors, pontos, víz alatt és fölött egyaránt használható. Az előző háború plazmatechnológiájának továbbfejlesztése." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "A Gauss pisztoly a részecskegyorsító technológia terméke, a modern hadviselés fejlesztése. Gyors, pontos, víz alatt és fölött egyaránt használható. Az előző háború plazmatechnológiájának továbbfejlesztése." STR_GAUSS_RIFLE_UFOPEDIA: "A pisztolyon túllépve a puska már sokkal erősebb fegyver. Iker részecskegyorsító váltotta fel az Elerium üzemű plazmarendszert, amely mikro-részecskegyorsítójában anti-proton sugarat hoz létre." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "A pisztolyon túllépve a puska már sokkal erősebb fegyver. Iker részecskegyorsító váltotta fel az Elerium üzemű plazmarendszert, amely mikro-részecskegyorsítójában anti-proton sugarat hoz létre." STR_HEAVY_GAUSS_UFOPEDIA: "A nehézgauss kényelmetlen, de rendkívül hatásos. Három részecskegyorsító, így látszólag folyamatos üzemű. Az anti-proton sugarat a gallium-arzenid héjon belül bombázott antianyagból nyeri." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "A nehézgauss kényelmetlen, de rendkívül hatásos. Három részecskegyorsító, így látszólag folyamatos üzemű. Az anti-proton sugarat a gallium-arzenid héjon belül bombázott antianyagból nyeri." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Ez a szabványgránát pontos, kifinomult időzítővel rendelkezik." STR_DYE_GRENADE_UFOPEDIA: "A festékgránát takarásról gondoskodik, hasznos kihegyezett harci helyzetekben. Egyaránt működik vízi és szárazföldi környezetben. A festékrészecskéket szétterítve tintahal-szerű festékfelhőt hoz létre." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "A szomszédgránát ugyanúgy használatos, mint egy normális gránát, de ez landolása után közeli mozgásra aktiválódik. Nagy ügyesség és odafigyelés szükséges használatához." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "A robbanószer kizárólag rombolási célokat szolgál. Azonban a múltbeli tapasztalatok szerint ideális fegyverek az idegenek irtására. Igen nagy sugarú a robbanás hatótávolsága, ezért vigyázz az embereidre." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Ez a kifinomult eszköz érzékelők tucatját tartalmazza, melyek jelzései alapján képes behatárolni a vízben mozgó ellenséges egységeket. Kattints a zavarérzékelő ikonra a taktikai kijelzőn. Válaszd ki a 'Zavarérzékelő'-t a menüből. A kijelző középre egy nyilat tesz, mely arra mutat, amerre az akvanauta néz (Észak van fent). A villogó foltok az előzőleg mozgó egységeket jelzik. Nagyobb vagy gyorsabb egységek nagyobb foltokat eredményeznek. A mozdulatlan egységek nem kerülnek kijelzésre." STR_MEDI_KIT_UFOPEDIA: "Az elsősegély-csomag használatához a páciens mellett, felé fordulva kell állni.{NEWLINE}GYÓGYITÁS> A vörös testrészek végzetes sebeket jeleznek. Kattints a sebesült testrészre. Kattints a 'Gyógyít' gombra. Egy végzetes seb meg lesz gyógyítva.{NEWLINE}STIMULÁNS> Visszaállitja az energiáját és újraéleszti a lebénult katonákat. A bénult katona fölé kell állni.{NEWLINE}FÁJDALOMCSILLAPÍTÓ> Vissza- állítja a sebesült akvanauta morálját." STR_MC_DISRUPTOR_UFOPEDIA: "A M.I. technológia csúcsa. Víz alatt használhatják M.I. képzést kapott akvanauták. Kattints a Megszakítóra, válaszd ki a támadás típusát, majd válaszd ki az áldozatot. Kétféle támadás lehetséges:{NEWLINE}MEGKEVERÉS> Ha sikeres, az áldozat megzavarodhat és pánikba eshet.{NEWLINE}IRÁNYÍTÁS> Ha sikerül, átveheted az irányítást az áldozat felett." STR_THERMAL_TAZER_UFOPEDIA: "Ez az eszköz csak test-test elleni harcban használható. Képes ölés nélkül megbénítani egy élő szervezetet." STR_VIBRO_BLADE_UFOPEDIA: "A vibropenge egy hosszú, éles titániumpenge, mely több, mint hatezerszer rezeg másodpercenként. A legkeményebb páncélon is áthatol. Az erőforrása idegen találmány. A találkozásunk előtti pengéink vagy túl lassúak voltak, vagy nyomás alatt szétrobbantak." STR_THERMIC_LANCE_UFOPEDIA: "A termolándzsa a vibropenge technológia logikai továbbvitele. A penge rezeg, a Zrbite erőforrás pedig még túl is fűti. Úgy vág, mint meleg kés a vajat." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "A nehéz termolándzsa a termolándzsa erősebb verziója. Iker hőforrás és extrém rezgési gyorsaság jellemzi, ezért látszólag semmi sem képes ellenállni neki" STR_SONIC_CANNON_UFOPEDIA: "A Szónikus ágyú a legerősebb a szónikus fegyverek családjában. Nagyobb visszhangosító kamrával és szélesebb sávú rezgéskeltővel rendelkezik, mint a puska. Az ágyú pulzusdetonációs rendszere modulálja az ultrahangot és ezért képes sokkal hatékonyabb szónikus sokkot okozni." STR_CANNON_POWER_CLIP_UFOPEDIA: "Ez a kis eszköz a szónikus ágyú lőszere. Kis mennyiségű Zrbite van benne." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Egy még erősebb szónikus eszköz. Még a szerszámacél sem képes ellenállni neki. Az öngerjesztő hullámgenerátor hatását egy szupravezető erősítő fokozza tovább." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Ez a kis eszköz a szónikus puska - egy hathatós idegen fegyver - lőszere. Kis mennyiségű Zrbite van benne." STR_SONIC_PISTOL_UFOPEDIA: "A szónikus pisztolyok idegen fegyverek, melyek az ultrahang-hullámok csontokat is kocsonyává változtató hatásán alapulnak. Az ultrahang az ember számára hallhatatlan." STR_PISTOL_POWER_CLIP_UFOPEDIA: "A szónikus pisztoly lőszere. Zrbite van benne - ez minden idegen erő forrása." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Ez egy idegen fegyver, csak vízben működőképes, célra tartó szakító lövedékeket lő ki. Amikor lőni akarsz a fegyverrel, összeállíthatsz egy útvonalat, amelyet a lövedék követ. Amikor már elég pontot kijelöltél, kattints a speciális kilövés ikonra." STR_DISRUPTOR_AMMO_UFOPEDIA: "Ez az automata célra vezérlő eszköz nagy erejű robbanást produkál. A szakító lövedék kilövő használatával juttatható célba." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "A termosokk kilövő kémiai bénító bombákat lő ki. Nagyon hasznos élő idegenek elfogására." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "A termosokk bomba élő emberi egyedek elfogására használatos. Ettől függetlenül használható a legtöbb idegen faj ellen is. A termosokk kilövő juttatja célba." STR_SONIC_PULSER_UFOPEDIA: "Ez az eszköz ugyanúgy működik, mint földi megfelelője. Csak sokkal hatékonyabb. Egy egyszeres, de nagy erejű szónikus hullámot produkál minden irányba." STR_MC_READER_UFOPEDIA: "Az idegenek testében kis, sebészetileg beültetett egységek találhatók. Ezek az Irányító beültetések, amelyeket az Akvatoidok terveztek a csata pontos állásának meghatározásához akár nagy távolságból is. Az irányító-leolvasó egy ilyen eszköz, amely az információt a beültetett egységből nyeri. Az X-Com akvanauták az idegenek jellemzőinek meghatározására használhatják csata közben. Válaszd a 'Leolvasó'-t. Ezután válaszd ki az idegent." STR_SURVEY_SHIP: "Felderítő" STR_ESCORT: "Kísérő" STR_CRUISER: "Cirkáló" STR_HEAVY_CRUISER: "Vezércirkáló" STR_HUNTER: "Vadász" STR_BATTLESHIP: "Csatahajó" STR_DREADNOUGHT: "Csapatszállító" STR_FLEET_SUPPLY_CRUISER: "Ellátó hajó" MAP_SEABED: "Tengerfenék" MAP_PIPES: "Kutató bázis" MAP_PLANE: "Repülőgéproncs" MAP_ATLAN: "Atlantisz" MAP_MU: "Maja templom" MAP_GAL: "Hajóroncs" MAP_MSUNK: "Óceánjáró roncsa" MAP_VOLC: "Vulkanikus" MAP_CORAL: "Korall" MAP_PORT: "Kikötő" MAP_ISLAND: "Sziget" MAP_CARGO: "Teherhajó" MAP_LINERT: "Óceánjáró P1" MAP_LINERB: "Óceánjáró P2" MAP_ALART: "Szerkezetek P1" MAP_GRUNGE: "Szerkezetek P2" MAP_ENTRY: "Kolónia P1" MAP_A_BASE: "Kolónia P2" MAP_ALSHIP: "T'leth L1" MAP_LEVEL: "T'leth L2" MAP_CRYPT: "T'leth L3" MAP_XBASES: "X-Com Bázis" STR_MIXED_CREW: "Vegyes legénység" STR_MIXED_CREW_2: "Vegyes legénység 2" STR_RATING: "ÉRTÉKELÉS> {0}" STR_RATING_TERRIBLE: "BORZALMAS!" STR_RATING_POOR: "GYENGE!" STR_RATING_OK: "OKÉ" STR_RATING_GOOD: "JÓ!" STR_RATING_EXCELLENT: "KIVÁLÓ!" STR_SCORE: "PONTSZÁM" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM - HAVI JELENTÉS" STR_MONTH: "Hónap> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Az alapító nemzetek tanácsa általában elégedett a haladásoddal." STR_COUNCIL_IS_VERY_PLEASED: "Az alapító nemzetek tanácsa rendkívül elégedett a kitűnő eredményeddel. Csak így tovább." STR_COUNCIL_IS_DISSATISFIED: "Az alapító nemzetek tanácsa elégedetlen a teljesítményeddel. Hatékonyabban kell az idegen veszély ellen fellépned, vagy a tervezet befejezését kockáztatod." STR_YOU_HAVE_NOT_SUCCEEDED: "Nem sikerült az invázió ellen hatékonyan fellépned, ezért az alapító nemzetek tanácsa sajnálattal elhatározta a tervezet befejezését. Minden nemzet megpróbálja a saját keretein belül megoldani a problémát. Csak remélni tudjuk, hogy alkalmazkodni tudunk valahogy ezekhez a nyilvánvalóan ellenséges erőkhöz és a népek valahogy kiegyeznek az idegen látogatókkal." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} különösen meg van elégedve a képességeiddel a fenyegetés elhárítását illetően, ezért egyetért a támogatás növelésével." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} különösen örvendenek a helyi idegen portyázásokkal szembeni fellépéseddel ezért egyetértenek a támogatás növelésével." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} és {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} nincs megelégedve a területein belüli idegen tevékenységre való reagálásoddal, ezért eldöntötte, hogy csökkenti a hozzájárulását." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} nincsenek megelégedve a területeiken belüli idegen tevékenységre való reagálásoddal, ezért csökkentik a támogatásukat." STR_KNOTS: "{0} csomó" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} aláírt egy szerződést az idegen erőkkel és visszavonult a tervezettől." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} aláírtak egy szerződést az idegen erőkkel és visszavonultak a tervezettől." STR_MONTHLY_RATING: "Havi értékelés> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Támogatás változása> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Az alapító tanács nincs megelégedve az anyagi helyzeteddel. Az adósságodat 1 millió dollár alá kell csökkentened vagy a tervezet véget ér." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "SZUBRÉSZECSKE ADÁSOK DEKÓDOLVA" STR_CRAFT_TYPE: "UFO TÍPUS" STR_RACE: "FAJ" STR_MISSION: "KÜLDETÉS" STR_ZONE: "ZÓNA" STR_ALLOCATE_RESEARCH: "Kutatás kijelölése" STR_ALLOCATE_MANUFACTURE: "Gyártás kijelölése" STR_AZORES: "Azori-szigetek" STR_REYKJAVIK: "Reykjavík" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascension-sziget" STR_TRINIDADE_ISLAND: "Trindade-sziget" STR_FALKLAND_ISLAND: "Falkland-sziget" STR_CANARY_ISLANDS: "Kanári-szigetek" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Szt. Lőrinc-sziget" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway-szigetek" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmánia" STR_HAWAII: "Hawaii" STR_FIJI: "Fidzsi" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Húsvét-szigetek" STR_GALAPAGOS_ISLAND: "Galápagos-szigetek" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Salamon-szigetek" STR_CRETE: "Kréta" STR_LISBON: "Lisszabon" STR_PORT_SAID: "Port Szaíd" STR_MARSEILLES: "Marseille" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Szingapúr" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychelle-szigetek" STR_MALDIVE_ISLAND: "Maldív-szigetek" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokió" STR_SHANGHAI: "Sanghaj" STR_VLADIVOSTOK: "Vlagyivosztok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Feröer-szigetek" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.I. képzés" STR_PSIONIC_TRAINING: "MOLEKURÁLIS IRÁNYÍTÁS KÉPZÉS" STR_REMAINING_PSI_LAB_CAPACITY: "Szabad M.I.-labor kapacitás> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.I. {NEWLINE}erő" STR_PSIONIC_SKILL_IMPROVEMENT: "M.I. {NEWLINE}ügyesség/javulás" STR_IN_TRAINING: "Kiképzés{NEWLINE}alatt?" STR_TARGETTED_BY: "BECÉLOZTA:" STR_WEAPONS_CREW_HWPS: "FEGYVEREK/{NEWLINE}LEGÉNYSÉG/VFPk" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "kevés az üzemanyag,{NEWLINE}visszatér a bázisra" STR_SOLDIER_LIST: "Akvanauták listája" STR_RANK_: "RENDFOKOZAT> {ALT}{0}" STR_MISSIONS: "KÜLDETÉSEK> {ALT}{0}" STR_KILLS: "ÁLDOZATOK> {ALT}{0}" STR_WOUND_RECOVERY: "SEBGYÓGYULÁS> {ALT}{0}" STR_TIME_UNITS: "IDŐEGYSÉG" STR_STAMINA: "ÁLLÓKÉPESSÉG" STR_HEALTH: "EGÉSZSÉG" STR_BRAVERY: "BÁTORSÁG" STR_REACTIONS: "REAKCIÓ" STR_FIRING_ACCURACY: "TÜZELÉSI PONTOSSÁG" STR_THROWING_ACCURACY: "DOBÁSI PONTOSSÁG" STR_STRENGTH: "ERŐ" STR_PSIONIC_STRENGTH: "M.I. ERŐ" STR_PSIONIC_SKILL: "M.I. ÜGYESSÉG" STR_NEW_RANK: "ÚJ RENDFOKOZAT" STR_PROMOTIONS: "Előléptetések" STR_SOLDIERS_UC: "AKVANAUTÁK" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "A vízalatti fegyverzet-program termékei nagy manőverező- képességgel és hatalmas erővel rendelkeznek. Erős támogatást adnak minden mélységben. Újrafelfegyverzése automatikus." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Ez a VFP hatékony torpedókkal van felszerelve. Csak víz alatt működik. A raktáraid legyenek jól ellátva Aqua-Jet torpedókkal." STR_COELACANTH_GAUSS_UFOPEDIA: "A Gauss technológia hatékonyabb VFP-ket tesz lehetővé. Előnye a nagyobb tűzerő a korábbi modellekhez képest." STR_DISPLACER_SONIC_UFOPEDIA: "Az idegen technológia adott egy lökést az VFP-nek. Az Ion áthelyező segítségével nincs többé talajhoz kötve. A szónikus fegyvere pedig igazi előny a csatában." STR_DISPLACER_PWT_UFOPEDIA: "Ez a VFP víz alatt használatos, P.H.T.-val felszerelve. Gyárts elég P.H.T-t, hogy mindig teljesen fel legyen szerelve. A torpedó útvonala megadása után kattints a speciális kilövés ikonra." STR_ALIEN_PROBE_MISSION: "Idegen szondázás" STR_ALIEN_INTERDICTION: "Idegen kisajátítás" STR_ALIEN_RESOURCE_RAID: "Idegen portya" STR_ALIEN_INFILTRATION: "Idegen beszivárgás" STR_ALIEN_BASE: "Idegen bázis-bővítés" STR_ALIEN_SURFACE_ATTACK: "Idegen felszíni támadás" STR_ALIEN_RETALIATION: "Bázis támadás" STR_ALIEN_SUPPLY: "Bázis ellátás" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Az idegen szondázás adatok gyűjtése egy területen a tengerfenékről, az erőforrásokról, a hajózási és repülési útvonalakról. Ezek a kétéltűk maguk nem veszélyesek, de jelzik, hogy idővel a területen erősen felfokozódhat az idegen tevékenység." STR_ALIEN_INTERDICTION_UFOPEDIA: "Az idegenek, ha egy területet ki akarnak maguknak sajátítani, kiküldenek egy kétéltűt, amellyel biztosítják a terepet, mielőtt bármi intenzív tevékenységet indítanának. A megfelelő helyet megtalálva nekiállnak lezárni a terepet, előkészítve a következő lépésre." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "A hajók elsüllyesztése, a repülőgépek lelövése az idegen stratégia alapelemei. Az ásványok, erőforrások megszerzése szintén az elsődleges céljaik között vannak, ezért is gyakori a feltűnésük geotermikus aktivitások helyei, bányák, kohók közelében." STR_ALIEN_INFILTRATION_UFOPEDIA: "Földi kormányzatokba beszivároghatnak idegen ügynökök emberi megjelenéssel. Ez hivatalos kapcsolatot eredményezhet az idegenek és a kormányzatok között a legmagasabb szinten. A tevékenységük tetőpontján ez intenzív UFO aktivitással jár a nagyobb városok vonzáskörzetében. Az idegenek egyezményt próbálnak aláíratni egy kormányzattal, felajánlva a tudásukat és a felsőbbrendű technológiájukat. Viszonzásképp a kormányzat engedélyezi az idegeneknek tevékenységük akadálytalan folytatását. Az idegen küldetések jelentik a lehető legnagyobb fenyegetést az X-Com számára. Ha egy kormányzat elfogadja az egyezményt, minden támogatást megvon a tervezettől." STR_ALIEN_BASE_UFOPEDIA: "Az idegenek titkos vízalatti bázisokat építenek távol eső helyeken. Némi felderítés után intenzív kétéltű tevékenység kezdődik; ez bázis építésére utal. Ezek a bázisok laborokat, klónozóközpontokat és beültetőközpontokat tartalmaznak. Az idegen bázisok jelenléte nagy mennyiségű idegen tevékenységet okoz kétéltű aktivitás nélkül. Egy bázis megtalálásához egy X-Com gépnek órákat kell őrjáratozni a terület fölött, hogy egyáltalán esélye legyen megtalálnia azt." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Amikor az idegeneknek ember-alapanyagra van szükségük terrorizálnak egy kikötőt, megtámadnak egy szigetet vagy egy hajót. A civileket megfélemlítik, hogy kiteljesíthessék a tenyésztési és egyéb rejtélyes igényeiket." STR_ALIEN_RETALIATION_UFOPEDIA: "Ha az X-Com kétéltűi különösen sikeresek az idegen kétéltűek lelövésében, az idegenek beindítanak egy-egy megtorló akciót, amely általában egyenes támadást jelent egy X-Com bázis ellen. Bár először meg kell találniuk a bázist, hogy megtámadják. Ha sikerül a kétéltűiket a bázisoktól távol tartani, akkor kicsi a valószínűsége egy támadásnak" STR_ALIEN_SUPPLY_UFOPEDIA: "Ha egy idegen bázis megépült, azt el kell látni. Ezek szerint ha egy speciális ellátó hajó száll le valahol, az azt jelenti, hogy a közelben egy bázis van." STR_SURVEY_SHIP_UFOPEDIA: "Ez a kis gép elsődlegesen felderítésre és kutatásra szolgál. Általános esetben megelőz egy-egy nagyobb hajót, mielőtt az elindulna útjára." STR_ESCORT_UFOPEDIA: "A közepes méretű kísérő alig jelent veszélyt a földi erőkre. Általában nagyobb hajók küldetése előtt fordul elő." STR_CRUISER_UFOPEDIA: "A legnagyobb idegen felderítő általános célú, mindenféle típusú idegen küldetésben használatos." STR_HEAVY_CRUISER_UFOPEDIA: "A vezércirkáló sokkal veszélyesebb, mint a cirkáló, erősebb és több fegyverrel van felszerelve. Az ásványok és erőforrások nagy mennyiségű begyűjtésére használatos." STR_HUNTER_UFOPEDIA: "Ez a gép egy kivizsgáló szobával van felszerelve, melynek segítségével kísérleteket hajthatnak végre embereken. Az áldozatok a legborzalmasabb dolgokat állják ki, azután az agyat általában eltávolítják." STR_BATTLESHIP_UFOPEDIA: "A csatahajó a legagresszívabb idegen hajó. Mindennel fel van szerelve, ami a pusztításhoz és romboláshoz szükséges, továbbá egy-egy ilyen küldetés bázisául szolgál." STR_DREADNOUGHT_UFOPEDIA: "A csapatszállító mindennel fel van szerelve, ami csak létezik, és mellesleg óriási raktérrel rendelkezik. Kemény ellenfél." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Az ellátó hajó az épülő vagy a kész idegen bázis ellátására szolgál. Idegen tápanyagot, DNS-t, embriókat és egyéb biológiai komponenseket szállít" STR_DISMANTLE: "Szétszedés" STR_FACILITY_IN_USE: "ÉPÜLET HASZNÁLATBAN" STR_CANNOT_DISMANTLE_FACILITY: "AZ ÉPÜLET NEM SZEDHETŐ SZÉT!{SMALLLINE}Minden épületnek összeköttetésben kell lenni a központi lifttel." STR_TRANSFER_ITEMS_TO: "Tárgyak átcsoportosítása ide: {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NINCS IDEGEN TÁROLÓ A CÉLBÁZISON!{SMALLLINE}Az élő idegeneknek szüksége van egy idegen tárolóra a túléléshez." STR_AMOUNT_AT_DESTINATION: "CÉLBELI{NEWLINE}MENNYISÉG" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Az idegen meghal, mivel nincs idegen tároló épület" STR_NO_FREE_ACCOMODATION_CREW: "NINCS SZABAD LAKÓHELY!{SMALLLINE}A célbázis nem rendelkezik elég lakóhellyel a lakónegyedeiben, hogy képes legyen befogadni a géphez rendelt legénységet." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NINCS ELÉG RAKTÁRHELY!{SMALLLINE}A célbázis nem rendelkezik elegendő raktárhellyel a gép fedélzetén lévő felszerelések számára." STR_ITEMS_ARRIVING: "Érkező tételek" STR_DESTINATION_UC: "CÉLBÁZIS" STR_DART_PISTOL: "Nyílpuska" STR_DART_POD: "Nyilak" STR_JET_HARPOON: "Szigonypuska" STR_HARPOON_POD: "Szigonyok" STR_GAS_CANNON: "Gázágyú" STR_GC_AP_AMMO: "GÁ-PT Lőszer" STR_GC_HE_AMMO: "GÁ-D Lőszer" STR_GC_P_AMMO: "GÁ-F Lőszer" STR_HYDRO_JET_CANNON: "Hidrolöveg" STR_HJC_AP_AMMO: "HL-PT Lőszer" STR_HJC_HE_AMMO: "HL-D Lőszer" STR_HJC_P_AMMO: "HL-F Lőszer" STR_TORPEDO_LAUNCHER: "Torpedókilövő" STR_SMALL_TORPEDO: "Kis torpedó" STR_LARGE_TORPEDO: "Nagy torpedó" STR_PHOSPHOROUS_TORPEDO: "Foszforos Torpedó" STR_MAGNA_BLAST_GRENADE: "DURRBELE gránát" STR_DYE_GRENADE: "Tintagránát" STR_PARTICLE_DISTURBANCE_GRENADE: "Részecskezavar-gránát" STR_MAGNA_PACK_EXPLOSIVE: "DURRBELE robbanóanyag" STR_PARTICLE_DISTURBANCE_SENSOR: "Részecskezavar-érzékelő" STR_MEDI_KIT: "Elsősegélycsomag" STR_MC_DISRUPTOR: "M.I. megszakító" STR_THERMAL_TAZER: "Termobénító" STR_GAUSS_PISTOL: "Gauss pisztoly" STR_GAUSS_PISTOL_CLIP: "Gauss pisztoly tár" STR_GAUSS_RIFLE: "Gauss puska" STR_GAUSS_RIFLE_CLIP: "Gauss puska tár" STR_HEAVY_GAUSS: "Nehézgauss" STR_HEAVY_GAUSS_CLIP: "Nehézgauss tár" STR_SONIC_CANNON: "Szónikus ágyú" STR_CANNON_POWER_CLIP: "Szónikus ágyú tár" STR_SONIC_BLASTA_RIFLE: "Szónikus puska" STR_BLASTA_POWER_CLIP: "Szónikus puska tár" STR_SONIC_PISTOL: "Szónikus pisztoly" STR_PISTOL_POWER_CLIP: "Szónikus pisztoly tár" STR_DISRUPTOR_PULSE_LAUNCHER: "Szakító lövedék kilövő" STR_DISRUPTOR_AMMO: "Szakító lövedék" STR_THERMAL_SHOK_LAUNCHER: "Termosokk kilövő" STR_THERMAL_SHOK_BOMB: "Termosokk bomba" STR_SONIC_PULSER: "Szónikus gránát" STR_ZRBITE: "Zrbite" STR_MC_READER: "M.I. leolvasó" STR_VIBRO_BLADE: "Vibropenge" STR_THERMIC_LANCE: "Termolándzsa" STR_HEAVY_THERMIC_LANCE: "Nehéz termolándzsa" STR_AQUATOID_CORPSE: "Akvatoid tetem" STR_GILLMAN_CORPSE: "Kopoltyús tetem" STR_LOBSTERMAN_CORPSE: "Rákember tetem" STR_TASOTH_CORPSE: "Tasoth tetem" STR_CALCINITE_CORPSE: "Kalcinit tetem" STR_DEEP_ONE_CORPSE: "Mélységi tetem" STR_BIODRONE_CORPSE: "Biorobot tetem" STR_TENTACULAT_CORPSE: "Csápolat tetem" STR_TRISCENE_CORPSE: "Triszcén tetem" STR_HALLUCINOID_CORPSE: "Hallucinoid tetem" STR_XARQUID_CORPSE: "Xarkvid tetem" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nincs elég lőszer az VFP felfegyverzéséhez{SMALLLINE}Minden VFP számára {0} {1} szükséges." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nincs elég felszerelés az osztag újrafelfegyverzéséhez" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Ki kell kutatnod:{NEWLINE}{0}{NEWLINE}hogy ilyet gyárthass:{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Az idegenek lerombolták a védtelen {0} bázist" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com ügynökök bemértek egy idegen bázist {0} területén." STR_STANDOFF: "KÖVETÉS" STR_CAUTIOUS_ATTACK: "ÓVATOS TÁMADÁS" STR_STANDARD_ATTACK: "NORMÁL TÁMADÁS" STR_AGGRESSIVE_ATTACK: "AGRESSZÍV TÁMADÁS" STR_DISENGAGING: "ELSZAKADÁS" STR_UFO_HIT: "KÉTÉLTŰ ELTALÁLVA!" STR_UFO_CRASH_LANDS: "KÉTÉLTŰ KÉNYSZERLESZÁLL!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizálás követési távolsággal" STR_UFO_RETURN_FIRE: "AZ IDEGEN KÉTÉLTŰ VISSZALŐ!" STR_INTERCEPTOR_DAMAGED: ">>> KÉTÉLTŰ MEGSÉRÜLT <<<" STR_INTERCEPTOR_DESTROYED: ">>> KÉTÉLTŰ MEGSEMMISÜLT <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "AZ IDEGEN KÉTÉLTŰ ELMENEKÜL" STR_LONG_RANGE_DETECTION: "Hosszú távú észlelés" STR_STORES_UC: "RAKTÁRAK" STR_DIFFICULTY_LEVEL: "Nehézségi szint" STR_INTERCEPT: "ELFOGÁS" STR_BASES: "BÁZISOK" STR_GRAPHS: "GRAFIKONOK" STR_UFOPAEDIA_UC: "UFOPÉDIA" STR_OPTIONS_UC: "OPCIÓK" STR_FUNDING_UC: "FINANSZÍROZÁS" STR_5_SECONDS: "5 mp" STR_1_MINUTE: "1 perc" STR_5_MINUTES: "5 perc" STR_30_MINUTES: "30 perc" STR_1_HOUR: "1 óra" STR_1_DAY: "1 nap" STR_XCOM_PERFORMANCE_ROSTER: "X-Com teljesítményjegyzék" STR_ENTER_NAME: "Írd be a neved" STR_PERFORMANCE_RATING: "Teljesítmény értékelés" STR_VICTORY_DATE: "Győzelem dátuma" STR_CHEMICAL_FLARE: "Kemofáklya" STR_CHEMICAL_FLARE_UFOPEDIA: "Ez a kis eszköz éles fényt produkál akár szárazföldön, akár a tengermélyén. Rendkívül hasznos éjszakai vagy mélytengeri bevetések esetén" STR_MONTHLY_COSTS: "Havi költségek" STR_CRAFT_RENTAL: "Kétéltű bérlése" STR_SALARIES: "Fizetések" STR_BASE_MAINTENANCE: "Bázis fenntartása" STR_COST_PER_UNIT: "Egységár" STR_QUANTITY: "Mennyiség" STR_TOTAL: "Összesen" STR_IN_PSIONIC_TRAINING: "M.I. képzés alatt" STR_FRONT_ARMOR: "Páncél elöl" STR_LEFT_ARMOR: "Páncél baloldalt" STR_RIGHT_ARMOR: "Páncél jobboldalt" STR_REAR_ARMOR: "Páncél hátul" STR_UNDER_ARMOR: "Páncél alul" STR_ROUNDS: "LÖVÉSEK" STR_UNIT: "EGYSÉG> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORÁL" STR_ARMOR_: "PÁNCÉL> {0}" STR_FRONT_ARMOR_UC: "PÁNCÉL ELÖL" STR_LEFT_ARMOR_UC: "PÁNCÉL BALOLDALT" STR_RIGHT_ARMOR_UC: "PÁNCÉL JOBBOLDALT" STR_REAR_ARMOR_UC: "PÁNCÉL HÁTUL" STR_SKILLS: "ÜGYESSÉG> {0}" STR_LEVEL: "SZINT> {0}" STR_HEAD: "FEJ" STR_TORSO: "TÖRZS" STR_RIGHT_ARM: "JOBB KAR" STR_LEFT_ARM: "BAL KAR" STR_RIGHT_LEG: "JOBB LÁB" STR_LEFT_LEG: "BAL LÁB" STR_PAIN_KILLER: "FÁJ.CS.PÍTÓ" STR_STIMULANT: "STIMULÁNS" STR_HEAL: "GYÓGYÍTÁS" STR_TIME_UNITS_SHORT: "IE>{ALT}{0}" STR_WEIGHT: "Súly>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakc>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Ügyesség>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Erő>{ALT}{0}" STR_ALIEN_ARTIFACT: "Idegen szerkezet" STR_AMMO_ROUNDS_LEFT: "LŐSZER:{NEWLINE}MARADÉK{NEWLINE}LÖVEDÉK={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "F.cs.>{ALT}{0}{ALT}{NEWLINE}Stim.>{ALT}{1}{ALT}{NEWLINE}Gyógy.>{ALT}{2}" STR_THROW: "Dobás" STR_AUTO_SHOT: "Sorozatlövés" STR_SNAP_SHOT: "Kapáslövés" STR_AIMED_SHOT: "Célzott lövés" STR_STUN: "Bénítás" STR_PRIME_GRENADE: "Gránát időzítése" STR_USE_SCANNER: "Zavarérzékelés" STR_USE_MEDI_KIT: "Elsősegélycsomag használata" STR_LAUNCH_MISSILE: "Torpedó indítása" STR_ACCURACY_SHORT: "Pts>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nincs elég Időegység!" STR_NOT_ENOUGH_ENERGY: "Nincs elég Energia!" STR_NO_ROUNDS_LEFT: "Nincs több lőszer!" STR_NO_AMMUNITION_LOADED: "Nincs lőszer betöltve!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Ebbe a fegyverbe nem ilyen lőszer való!" STR_WEAPON_IS_ALREADY_LOADED: "A fegyver már meg van töltve!" STR_NO_LINE_OF_FIRE: "Nincs tűzvonalban!" STR_GRENADE_IS_ACTIVATED: "Gránát élesítve!" STR_GRENADE_IS_DEACTIVATED: "Gránát hatástalanítva!" STR_THERE_IS_NO_ONE_THERE: "Nincs ott senki!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Kutatás nélkül még használhatatlan!" STR_OUT_OF_RANGE: "Túl messze van!" STR_UNABLE_TO_THROW_HERE: "Képtelenség oda dobni!" STR_SET_TIMER: "Időzítés" STR_HIDDEN_MOVEMENT: "REJTETT CSAPATMOZGÁS" STR_TURN: "KÖR> {0}" STR_SIDE: "OLDAL> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Gombnyomásra tovább" STR_MIND_CONTROL: "Molekuláris irányítás" STR_PANIC_UNIT: "Megkeverés" STR_MORALE_ATTACK_SUCCESSFUL: "Morál elleni támadás sikeres" STR_MIND_CONTROL_SUCCESSFUL: "Sikeres elmekontroll" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}megvadult" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}megvadult" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}pánikba esett" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}pánikba esett" STR_XCOM: "X-Com" STR_ALIENS: "Idegenek" STR_RIGHT_HAND: "JOBB KÉZ" STR_LEFT_HAND: "BAL KÉZ" STR_RIGHT_SHOULDER: "JOBB VÁLL" STR_LEFT_SHOULDER: "BAL VÁLL" STR_BACK_PACK: "HÁTIZSÁK" STR_BELT: "ÖV" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}idegen irányítás alá került" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}idegen irányítás alá került" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}eszméletét vesztette" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}eszméletét vesztette" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}meghalt egy végzetes seb miatt" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}meghalt egy végzetes seb miatt" STR_USE_MIND_PROBE: "M.I. leolvasó használata" STR_FATAL_WOUNDS: "VÉGZETES SEBEK" STR_UNDER_ARMOR_UC: "PÁNCÉL ALUL" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Az időegységek Kapáslövésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Az időegységek Sorozatlövésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Az időegységek Célzott Lövésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Időegységek Térdelésre fenntartva" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "IE-ek Térdelésre és Lövésre fenntartva" STR_UNITS_IN_CRAFT: one: "{N} Egység X-Com Repülőben" other: "{N} egység X-Com kétéltűben" STR_UNITS_OUTSIDE: one: "{N} Egység maradt kint" other: "{N} egység maradt kint" STR_UNITS_IN_ENTRANCE: one: "{N} Egység a Bejáratnál" other: "{N} egység a bejáratnál" STR_UNITS_IN_EXIT: one: "{N} Egység a Célkijáratnál" other: "{N} egység a célkijáratnál" STR_ABORT_MISSION_QUESTION: "Abbahagyod a küldetést?" STR_CORPSE: "Tetem" STR_UNLOAD_CRAFT: "Kiürít" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}meghalt" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}meghalt" STR_HIT_MELEE: "Ütés" STR_GROUND: "TALAJ" STR_LIVING_QUARTERS_PLURAL: "Lakónegyed" STR_LIST_ITEM: "TÉTEL" STR_ALL_ALIENS_KILLED_IN_CRASH: "Nincs túlélő,{NEWLINE}begyűjtés automatikusan elindult." STR_RESET: "Visszaállítás" STR_MEMORIAL: "Emlékmű" STR_DATE_UC: "DÁTUM" STR_SOLDIERS_RECRUITED_UC: "TOBORZOTT KATONÁK>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ELESETT KATONÁK>{ALT}{0}" STR_REMOVE_SELECTED: "Kijelöltek eltávolítása" STR_LIVE_ALIENS: "Élő{NEWLINE}példányok" STR_DEAD_ALIENS: "Visszautasított{NEWLINE}példányok" STR_UNDER_INTERROGATION: "Tanulmányozás{NEWLINE}alatt" STR_CONTAINMENT_EXCEEDED: "AZ IDEGENTÁROLÓ MEGTELT!{SMALLLINE}Nincs elegendő hely: {0}. El kell távolítanod a felesleges idegeneket (amelyek így aztán meghalnak)." STR_MANAGE_CONTAINMENT: "Idegen tároló kezelése" STR_STORAGE_EXCEEDED: "A TÁRHELY MEGTELT!{SMALLLINE}Nincs elegendő tárhely: {0}. A felesleget el kell adnod." STR_GO_TO_BASE: "Bázis mutatása" STR_MELEE_ACCURACY: "ÜGYESSÉG KÖZELHARCBAN" STR_SELL_PRODUCTION: "ELADÁSRA" STR_BOTH_HANDS_MUST_BE_EMPTY: "Mindkét kéznek üresnek kell lennie!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nincs elég tárgy a felszereléshez!" STR_UNLOAD_WEAPON: "Fegyver kiürítése" STR_ALL_ITEMS: "Minden tétel" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NINCS TÖBB FELSZERELÉS ENGEDÉLYEZVE!{SMALLLINE}A küldetéseidre maximum {N} felszerelési tárgyat vihetsz." other: "NINCS TÖBB FELSZERELÉS ENGEDÉLYEZVE!{SMALLLINE}A küldetéseidre maximum {N} felszerelési tárgyat vihetsz." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}IRÁNYÍTÓKÖZPONT MEGSEMMISÜLT{NEWLINE}Juss el a bejáratig és szakítsd meg a küldetést." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com létesítményeket nem lehet víz alá építeni." STR_UNABLE_TO_ENGAGE_DEPTH: "NEM LEHET MEGTÁMADNI{NEWLINE} EBBEN A MÉLYSÉGBEN" STR_UNABLE_TO_ENGAGE_AIRBORNE: "NEM LEHET MEGTÁMADNI{NEWLINE}HA LEVEGŐBEN VAN" STR_UNDERWATER_EQUIPMENT: "Ez az eszköz csak víz alatt működik!" STR_LAND_EQUIPMENT: "Ez az eszköz víz alatt nem működik!" STR_LEVEL_SHORT: "{0}.sz." STR_PERSONNEL: "Személyzet" STR_CRAFT_ARMAMENT: "Repülő és fegyverzet" STR_COMPONENTS: "Alkatrészek" STR_SOLDIERS_RECRUITED: "Akvanauta besorozva" STR_SOLDIERS_LOST: "Akvanauta elveszett" STR_TOTAL_UFOS: "Kétéltű felfedezve" STR_TOTAL_ALIEN_BASES: "Idegen bázisok felfedezve" STR_PSIONIC_STRENGTH_ABBREVIATION: "MIE" STR_PSIONIC_SKILL_ABBREVIATION: "MIÜ" FEMALE_CIVILIAN: "Civil, nő" MALE_CIVILIAN: "Civil, férfi" DOCKER_CIVILIAN: "Civil, dokkmunkás" SAILOR_CIVILIAN: "Civil, tengerész" STR_BIODRONE_MELEE_WEAPON: "Biodrón közelharc" HALLUCINOID_WEAPON: "Hallucinoid fegyver" STR_LOBSTERMAN_MELEE_WEAPON: "Rákember közelharc" CALCINITE_WEAPON: "Kalcinit fegyver" DEEP_ONE_WEAPON: "Mélységi fegyver" STR_TRISCENE_MELEE_WEAPON: "Triszcén közelharc" STR_TRIBIO_SONIC_WEAPON: "Idegen szónikus fegyver" XARQUID_WEAPON: "Xarkvid fegyver" TENTACULAT_WEAPON: "Csápolat fegyver" ZOMBIE_WEAPON: "Zombi fegyver" ALIEN_PSI_WEAPON: "Idegen M.I. fegyver" ================================================ FILE: bin/standard/xcom2/Language/it.yml ================================================ it: STR_LEVIATHAN_UFOPEDIA: "UN SOTTOMARINO VOLANTE D'ASSALTO E DA TRASPORTO, CAPACE DI RAGGIUNGERE ENORMI PROFONDITÀ. UNA SINTESI SUPERBA DELLA TECNOLOGIA UMANA E DI QUELLA ALIENA, IMPIEGA SISTEMI DI PROPULSIONE IONICA INSIEME AD UN APPARATO DI NAVIGAZIONE MAGNETICA." STR_BARRACUDA_UFOPEDIA: "IL BRITISH HYDROSPACE BARRACUDA, POTENZIATO DA MOTORI A LASER SURRISCALDATO. UNO DEGLI SCAFI VOLANTI PIÙ VELOCI AL MONDO, CAPACE DI VOLO SOTTOMARINO ED ATMOSFERICO, UNO SCAFO FONDAMENTALE PER LA BATTAGLIA INCOMBENTE." STR_HAMMERHEAD_UFOPEDIA: "UNO SCAFO PER L'ATTACCO ED IL TRASPORTO. UNA REPLICA DEI SISTEMI DI GUIDA A VETTORE MAGNETICO APPLICATI SU DI UN MEZZO X-COM. ANCHE SE DI DIMENSIONI RIDOTTE, IL SUO DESIGN È UN RISULTATO TECNICO SORPRENDENTE." STR_TRITON_UFOPEDIA: "IL TRITONE, UNO SCAFO DA TRASPORTO PER SQUADRE D'ASSALTO, DOTATO DI MOTORI ADATTI PER IL VOLO ATMOSFERICO E ACQUATICO. L'AMPIA CAPIENZA E LA SUA ROBUSTEZZA LO RENDONO UN PILASTRO DELLA FLOTTA DELLA X-COM." STR_MANTA_UFOPEDIA: "LO SCAFO AD ALTA VELOCITÀ MANTA, UN SOTTOMARINO VOLANTE MONOPOSTO PER L'INTERCETTAZIONE MOLTO SIMILE AGLI SCAFI ALIENI A PROPULSIONE IONICA. UN MEZZO D'ATTACCO ALTAMENTE EFFICACE IN QUESTO CONFLITTO SEMPRE PIU' INTENSO." STR_AJAX_UFOPEDIA: "IL SILURO AJAX È L'ARMA STANDARD A LIVELLO MONDIALE PER IL COMBATTIMENTO SUBACQUEO. IMPIEGATO COME DETERRENTE PRECISO E POTENTE." STR_DUP_HEAD_UFOPEDIA: "LA TECNOLOGIA DI ARMAMENTI BASATI SU TESTATE ALL'URANIO IMPOVERITO È RELATIVAMENTE NUOVA, E QUESTO È IL PRIMO SISTEMA D'ARMAMENTO ACQUATICO COMMERCIALE AD UTILIZZARLA." STR_CRAFT_GAS_CANNON_UFOPEDIA: "UN CANNONE AZIONATO A GAS COMPRESSO, CHE SPARA PROIETTILI AD ALTA CAPACITÀ DI PENETRAZIONE." STR_PWT_CANNON_UFOPEDIA: "IL SILURO AD ONDE PULSANTI È DOTATO DI UN SISTEMA A CARBURANTE SURRISCALDATO E UNA TESTATA ESTREMAMENTE DENSA, CAPACE DI PERFORARE BUONA PARTE DEI MATERIALI." STR_GAUSS_CANNON_UFOPEDIA: "IL SISTEMA DI ARMAMENTO GAUSS È UNA TECNOLOGIA DELLA X-COM SVILUPPATA RECENTEMENTE. L'ACCELERATORE DI PARTICELLE DI QUEST'ARMA È ALIMENTATO DA UN COMPATTO REATTORE A FUSIONE RAFFREDDATO AD AZOTO LIQUIDO." STR_SONIC_OSCILLATOR_UFOPEDIA: "UN POTENTE OSCILLATORE ACUSTICO CREA ONDE DI FORZA SONICA. DISTRUGGE IL BERSAGLIO DEMOLENDONE I LEGAMI MOLECOLARI ATTRAVERSO LE VIBRAZIONI." STR_AQUATOID_UFOPEDIA: "La razza degli Aquatoidi è una società antica, esistente da millenni prima che l'uomo muovesse il primo vacillante passo sulla Terra. La loro forma ridotta ed i tratti bulbosi sono un'eredità dei loro parenti spaziali, i Sectoidi. Il loro potere si basa sulla potente tecnologia del Controllo Molecolare. Gli Aquatoidi cercano di propagare la loro sterile razza attraverso modificazioni genetiche, utilizzando come soggetti ideali gli esseri umani. I loro esperimenti hanno creato numerose razze ibride." STR_AQUATOID_AUTOPSY: "Autopsia: Aquatoide" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Una dettagliata analisi di questa creatura ci permette di fare alcune assunzioni di base. È un Sectoide, uno dei nostri nemici, ma modificato attraverso metodi chirurgici ed impianti per essere una creatura acquatica. Polmoni vestigiali permettono di respirare aria e di agire limitatamente in superficie. Ci sono impianti cibernetici in tutto il corpo, che aumentano la forza degli arti atrofizzati e le funzioni degli organi. Visto che tutti i membri di questa razza sono identici, possiamo quindi ipotizzare che queste creature siano cloni." STR_GILLMAN_UFOPEDIA: "Pressoché umana, questa strana creatura sembra essere un rettiliano umanoide, imparentata molto strettamente con l'uomo. Questa creatura è estremamente potente e veloce nel mondo sottomarino. Gli Uomini-Branchia sono una razza vera e propria, con esemplari maschi e femmine di diverse età. Si differenziano dagli altri alieni sottomarini nel non avere nessun segno di alterazioni genetiche o deformazioni chirurgiche. È possibile che ci troviamo davanti ad un qualche ramo antico della nostra stessa specie." STR_GILLMAN_AUTOPSY: "Autopsia: Gillman" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Ad un primo esame chirurgico, è risultato chiaramente che questa creatura non è di origine aliena, ma terrestre, un'antica razza preistorica che credevamo estinta dal momento in cui i mammiferi divennero dominanti. Gli Uomini-Branchia, anfibi, intelligenti e forti, vivevano in un tempo dove i dinosauri vagavano per il pianeta. Il cataclisma che rovesciò il domino dei rettili dal pianeta ha costretto queste creature in una relazione simbiotica con gli alieni appena arrivati. Un piccolo impianto elettronico è conficcato nei crani di queste creature." STR_LOBSTERMAN_UFOPEDIA: "Questa è una creatura sconcertante, più alta di un uomo e dotata di sei arti, con l'aspetto di un demonio sottomarino. Le somiglianze tra questa creatura e le aragoste terrestri le hanno guadagnato il nomignolo di Uomo-Aragosta tra le truppe della X-Com. Questo è un colosso degli abissi. Una creatura da combattimento meticolosamente progettata, dalla forza incredibile e praticamente invulnerabile al fuoco dei missili. Con solamente le sue chele può frantumare l'acciaio." STR_LOBSTERMAN_AUTOPSY: "Autopsia Uomo-Aragosta" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Una volta penetrata la sua armatura praticamente indistruttibile, la creatura cela una struttura stupefacente. Potenti muscoli avvolgono uno scheletro in titanio ed un sofisticato sistema di puntamento con capacità di scansione multi-banda è collegato direttamente al cervello della creatura. I suoi molteplici occhi sono protetti da plastiche più resistenti dell'acciaio ed è evidente che, se ben schierati dai propri padroni, queste creature sono praticamente inarrestabili. Nascosti nel corpo vi sono dispositivi di costruzione e funzionalità sconosciute." STR_TASOTH_UFOPEDIA: "Questi avversari agili e veloci sono il pilastro dell'esercito nemico. Vengono creati a centinaia, in enormi vasche di gestazione nel cuore delle colonie Aliene. Di gran lunga più forti di un uomo, il Tasoth è un alieno nel vero termine della parola ed il suo comportamento e natura carnivora non ha eguali nel pianeta. Il Tasoth costituisce spesso l'avanguardia di un attacco alieno e non mostra nessuna paura in combattimento anche di fronte a forze schiaccianti." STR_TASOTH_AUTOPSY: "Autopsia Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "La dissezione svela un organismo cibernetico dotato di uno strano potere. Dentro la cavità corporea risiede una piccola unità energetica, ma nessun organo identificabile. L'energia è trasmessa attraverso il corpo da un sistema bio-elettrico. L'organismo è privo di ossa o qualsiasi tipo di struttura di supporto. Una volta morto l'energia cessa e la creatura diviene un fantoccio senza vita dal quale colano carne e fluidi alieni. L'unica altra costruzione interna presente è un paio di pile ceramiche, che se energizzate, riportano in vita la creatura." STR_DEEP_ONE_UFOPEDIA: "L'Essere Abissale è un incubo biologico, un incrocio, prodotto dai folli esperimenti degli Aquatoidi. Abbiamo incontrato diverse variazioni di questa creatura e dopo una estesa ricerca abbiamo concluso che questi esseri sono prodotti dagli invasori, che ne aumentano i ranghi con la cattura di nuovi gruppi di umani. Ognuno di questi sub-umani è armato di uno scaricatore di energia elettrica abbastanza potente da uccidere un acquanauta." STR_DEEP_ONE_AUTOPSY: "Autopsia di Essere Abissale" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "La creatura è un innesto tra un uomo ed un organismo alieno. Il cervello umano è massicciamente modificato per accogliere l'elettronica di controllo e la corteccia aliena. Tutte le caratteristiche del corpo umano sembrano sparite tranne una: gli occhi. L'innesto chirurgico sembra permettere al feto alieno di consumare l'ospite umano durante la crescita. La robusta pelle della creatura sembra essere una maglia metallica, non organica, incredibilmente resistente e flessibile. L'incrocio risultante è forte, veloce e totalmente sotto il controllo degli alieni." STR_BIODRONE_UFOPEDIA: "Il Bio-drone è una creazione che solo una mente aliena poteva concepire. È un cervello (umano o alieno) immerso in fluidi amniotici e connesso ad un supporto energetico capace di volare sopra la terra e sott'acqua. Ogni Bio-drone è armato con un potente disintegratore sonico, in parte macchina ed in parte organico. Alcuni dei nostri scienziati hanno ipotizzato che l'arma sia comandata dalle corde vocali dell'organismo ospite originario. Altamente precisi e tenaci, questi super cani da guardia vengono ampiamente utilizzati dagli alieni per proteggere risorse preziose." STR_BIODRONE_AUTOPSY: "Autopsia di Bio-drone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Le ipotesi che il disintegratore sonico fosse un dispositivo biologico sono vere. Questa disgraziata creatura uccide i suoi nemici proprio urlando. Ogni esemplare presenta enormi cicatrici da interventi chirurgici e serie mutilazioni. Sembrerebbe che gli alieni operino il cervello per indurlo all'obbedienza. La maggior parte dei cervelli adottati nelle creature sono di origine aliena, ma niente potrebbe eguagliare l'orrore di trovare un'unità basata su parti umane. I Bio-droni sono potenziati attraverso un motore IONICO ed incorporano una qualche forma di sistema di controllo remoto." STR_TENTACULAT_UFOPEDIA: "Neppure i meandri più oscuri degli incubi di Lovecraft possono generare una creatura così indescrivibile. Non esiste nessun confronto con qualsiasi animale Terrestre, l'ambiente che ha potuto produrlo è al di là della nostra immaginazione. Armato di lunghi tentacoli, il Tentacolato paralizza le sue vittime e le trasmuta in esseri senza cervello. Questa progenie può uccidere con il solo contatto, anche attraverso una corazza. Il Tentacolato è il più terribile alieno mai incontrato dalla X-Com." STR_TENTACULAT_AUTOPSY: "Autopsia Tentacolato" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "L'autopsia rivela piccoli impianti cibernetici conficcati nel largo cervello della creatura. Il sistema visivo è una complessa combinazione di percezione luminosa ed acquisizione di immagini termiche. Anche nelle oscure profondità oceaniche questo mostro può muoversi con infallibile precisione. Ci sono organi vestigiali che sembrerebbero essere il minimo per la sopravvivenza. Ogni creatura ha un piccolo stomaco con un connettore esterno, è logico supporre che l'essere venga nutrito con l'introduzione diretta di nutrimenti dai suoi padroni." STR_CALCINITE_UFOPEDIA: "Simile all'aspetto degli scafandri dei marinai dispersi, questi alieni tendono agguati agli incauti sui fondali marini. Un violento colpo proveniente dalla creatura, tramite i suoi artigli più duri dell'acciaio, possono bastare per mandare a terra anche il sommozzatore migliore. Una forma verde e gelatinosa può essere vista turbinare nella maschera della tuta. Nessun indizio sulla vera natura della creatura può essere determinato dagli incontri, spesso letali, che abbiamo avuto con essa." STR_CALCINITE_AUTOPSY: "Autopsia Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Una volta tolto lo scafandro, il Calcinite si rivela essere una grossa massa amorfa di protoplasma. Non esiste nessuna traccia di cervello, arti o organi sensoriali, solo un piccolo componente metallico risiede all'interno del corpo liquido. Una volta morto possiamo solo fare ipotesi sulla natura della creatura. Un inspiegabile enigma dei nostri nemici alieni." STR_TRISCENE_UFOPEDIA: "Questo rettile bipede è un relitto dell'era dei Dinosauri. Sembra in tutto e per tutto una creatura del Cretaceo salvo per la sua abilità di sopravvivere nell'acqua e sulla terra. Queste creature hanno alloggiamenti per le armi e mascelle dotate di denti metallici. Spesso questi mostri sono stati al centro delle forze d'attacco aliene negli assalti sulla terraferma. Un arma pesante e potente, che i comandanti Tasoth schierano con letale efficacia." STR_TRISCENE_AUTOPSY: "Autopsia Triscene" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Sotto il bisturi degli scienziati il Triscene si rivela essere un'antica creatura, potenziata con impianti cibernetici e sistemi di armamento. Il suo piccolo cervello è affiancato da un piccolo computer installato nella bardatura indossata da ogni creatura. Una resistente pelle naturale, un istinto predatorio affinato dalle armi aggiuntive lo rendono un nemico letale in ogni situazione." STR_HALLUCINOID_UFOPEDIA: "Setacciando gli oceani, gli alieni hanno allevato queste grosse creature terrestri come armi. Non farti tranquillizzare da un falso senso di sicurezza quando incontri queste meduse apparentemente inoffensive. Dotato di un colpo congelante a distanza ravvicinata, l'Allucinoide è un nemico micidiale." STR_HALLUCINOID_AUTOPSY: "Autopsia Allucinoide" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Racchiuso dai numerosi strati di corpo gelatinoso della creatura risiede un potente congelante chimico, il suo principale mezzo offensivo. La pelle morbida ed elastica dell'Allucinoide sembra sensibile agli attacchi termici. Spesso questo mutante si trova in compagnia dei propri padroni, gli Aquatoidi." STR_XARQUID_UFOPEDIA: "Un altro invertebrato terrestre modificato, lo Xarquide è una creatura di grande bellezza e pericolosità. Questo gigante daila rapida nuotata nasconde un devastante arsenale di armi, un soffocante getto di inchiostro e un raggio di particelle ionizzate. Fin dal primo incontro con questa potente creatura siamo stati in guardia dal suo potere e dai suoi controllori, i vendicativi Uomini-Branchia." STR_XARQUID_AUTOPSY: "Autopsia Xarquide" STR_XARQUID_AUTOPSY_UFOPEDIA: "Questo Nautilo troppo cresciuto è stato ingigantito con una dieta di droghe aliene ed alterazioni chirurgiche. Alterato oltre le leggi della natura, gli Uomini-Branchia hanno aggiunto sistemi di controllo meccanici alla creatura e ora nulla rimane della sua natura originale. Impiegato come piattaforma organica armata, il robusto guscio e la mobilità degli Xarquidi lo rende un avversario formidabile." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "I sottomarini volanti alieni si affidano a complessi sistemi di propulsione per muoversi a velocità incredibili attraverso gli abissi. Alla base della loro tecnologia vi è il DISLOCATORE IONICO che, utilizzando la Zrbite come catalizzatore, permette ai motori di muovere 100 volte al secondo il loro volume in acqua. Questa enorme potenza implica che gli alieni possono seminare buona parte dei sottomarini terrestri. Possiamo replicare questo sistema di propulsione utilizzando acqua-plastiche e celle d'energia di Zrbite." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Queste unità generano un campo magnetico sferico multi-strato, il cui vettore si estende fino a 1000m attorno al sottomarino. I navigatori Alieni sono collegati direttamente alle macchine e sentono con i propri sensi il mondo invisibile sotto le onde. Il sistema di interfaccia opera utilizzando materia celebrale aliena modificata che comunica direttamente con la mente dell'operatore attraverso un collegamento neurale." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Ogni vascello ha una struttura camaleontica, attentamente modellata sulle creature marine, e composta da Acqua-Plastiche. Ogni sottomarino opera come un organismo: l'equipaggio e lo scafo sono in armonia. Buona parte di questi sistemi può essere replicata ed è possibile sviluppare una tecnologia ibrida che ci permetterà di raggiungere lo stesso livello tecnologico." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Gli innumerevoli alieni che sono rimasti nascosti sulla Terra sono stati mantenuti in animazione sospesa, congelati criogenicamente. Tutte le creature sono sigillate in unità, la loro temperatura corporea ridotta fino al punto che le funzioni corporee siano quasi del tutto ferme. Fin'ora un'ispezione delle unità ha rivelato l'incredibile lasso di tempo in cui i corpi sono stati tenuti in sospensione, alcuni per circa 60 milioni di anni." STR_ALIEN_CLONING_UFOPEDIA: "Molti degli alieni che abbiamo catturato sono identici fino al livello del loro DNA, duplicati in tutto e per tutto. Campioni di cellule sono immessi nelle unità dalle banche genetiche congelate degli alieni. Alcune unità contengono umani o parti del corpo. È possibile che un altro utilizzo di queste unità sia di creare qualche ibrido tra alieni e umani." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Utilizzando gli impianti di Controllo Molecolare presenti nei crani di tutti gli alieni, queste macchine immettono informazioni direttamente nel cervello. Gli alieni appena clonati vengono condotti a queste unità le quali scaricano nelle loro menti vuote le memorie della razza e tutte le informazioni scientifiche o di combattimento." STR_ALIEN_IMPLANTER_UFOPEDIA: "Quest'unità è usata per dotare gli alieni degli impianti di Controllo Molecolare, fertilizzare specie riproduttive ed inserire o rimuovere organi e dispositivi elettronici da qualsiasi creatura. Il processo era pensato per essere compiuto su pazienti sottomessi, ma il soggetto è del tutto consapevole del procedimento e sfortunatamente l'anatomia umana sembra adattarsi perfettamente con l'unità." STR_EXAMINATION_ROOM_UFOPEDIA: "Ora abbiamo le prove per capire il motivo per cui gli alieni catturano gli umani. Non sono usati come cibo, non sono fertilizzati con embrioni alieni, piuttosto costituiscono la base di una serie di creature e sistemi di controllo. La tecnologia aliena è basata su una mente comune, un intelletto condiviso ed il cervello umano è un ricettacolo ideale per questi sistemi. Il tessuto cerebrale umano è usato in buona parte nei sistemi di immagazzinamento ed estrapolazione dati dei computer biologici alieni, i resti sono usati per costruire e per allevare." STR_AQUA_PLASTICS_UFOPEDIA: "I sottomarini e le strutture Aliene utilizzano un materiale incredibilmente forte, flessibile e durevole per la maggior parte della loro costruzione. Le Acqua-plastiche sono complessi materiali multi-legame catalizzati con Zrbite. Densa, ma leggera, la sostanza ha una resistenza anche superiore del Titanio e del Kevlar." STR_ZRBITE_UFOPEDIA: "Questa è una lega di origine aliena, in parte oro ed in parte Bio-materiale alieno. Se utilizzata come fonte energetica, piccole quantità generano più energia di un'unità nucleare 10 volte più grande. Riprodurre questo materiale va oltre le nostre abilità tecniche visto che la maggior parte dei suoi componenti sono di origine aliena." STR_ALIEN_ORIGINS_UFOPEDIA: "Gli alieni colpiscono in tutto il globo, con spietata efficienza. Non riusciamo a identificare la loro provenienza. Che sia in qualche fossa oceanica così impenetrabile da impedirci di localizzarla? Non tutti gli organismi che abbiamo incontrato sono alieni, alcuni sono molto antichi, altri provengono da percorsi evolutivi da ritenuti estinti da molto. Abbiamo a che fare con una minaccia rimasta dormiente per millenni, una sottile simbiosi di umani e alieni. Nel profondo degli oceani giacciono antichi siti utilizzati dagli alieni per contattare i loro cugini spaziali. Ognuno di questi dodici siti contiene un dispositivo Synomium, una potente tecnologia Aliena. Ora, con la loro macchina bellica in marcia, gli alieni stanno riattivando questi siti per allargare la loro rete di Controllo Molecolare, dobbiamo distruggere questi siti ad ogni costo." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Sessantacinque milioni di anni fa un'enorme nave colonia fu inviata sulla Terra da un lontano pianeta alieno. Mentre la gigantesca nave si avvicinava al giovane pianeta un imponente e violento bagliore solare causò un guasto ai sistemi di navigazione. Danneggiata e malfunzionante l'enorme massa precipitò attraverso la stratosfera comparendo nei cieli del Cretaceo. Sulla Terra innumerevoli specie volsero lo sguardo al cielo mentre la loro fine piombava sul pianeta. Una vasta nuvola di polvere offuscò l'atmosfera e con il raffreddamento della terra scomparve la forma di vita dominante, i potenti dinosauri. Ma i 400 miliardi di tonnellate di T'leth non si distrussero nell'impatto, sofisticati super computer avviarono un ciclo di sonno criogenico per le creature al suo interno. Con il passare degli eoni i computer risvegliarono gruppi di Alieni per tentare di comunicare con i loro cugini stellari, ma inutilmente, in quanto il cuore delle forze aliene continuava a dormire." STR_TLETH_THE_ALIEN_CITY: "T'leth la città Aliena" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, l'enorme nave colonia Aliena, posa sul fondo della Fossa di Sigsbee, nel Golfo del Messico. Nel cuore della città risiede un orrore Alieno, così malvagio e potente che neppure la morte lo può reclamare. In una stanza di metallo alieno risiede la forma dormiente del grande sognatore, l'Alieno Supremo. Sollevare T'leth sopra le onde avvierà il suo ciclo di rianimazione, ed una volta risorto sarà inarrestabile. Benché non vivo ed in qualche maniera neanche morto, la mente Aliena controlla l'armata Aliena. La misteriosa tecnologia del controllo molecolare connette tutti gli Alieni alla mente dell'Essere e la mente dell'Essere a tutti gli Alieni. Feti alieno/umani geneticamente mutati riforniscono di energia la mente Aliena e formano il legame tra il sovrano e i suoi sudditi. Il mito dell'Alieno Supremo è esistito nel cuore e nella mente dell'umanità per secoli, il mare ha sempre nascosto la verità definitiva." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRA SU SITO-TEMPO=5 Sec" STR_CANCEL_UC: "ANNULLA" STR_NONE: "Nessuno" STR_UNKNOWN: "Sconosciuto" STR_POOR: "Povero" STR_AVERAGE: "Medio" STR_GOOD: "Buono" STR_EXCELLENT: "Eccellente" STR_BUILD_NEW_BASE_UC: "COSTRUISCI NUOVA BASE" STR_BASE_INFORMATION: "INFORMAZIONI BASE" STR_EQUIP_CRAFT: "EQUIPAGGIA SOTTOMARINO" STR_BUILD_FACILITIES: "COSTRUISCI STRUTTURE" STR_RESEARCH: "RICERCA" STR_MANUFACTURE: "PRODUZIONE" STR_TRANSFER_UC: "TRASFERISCI" STR_PURCHASE_RECRUIT: "ACQUISTA/ASSUMI" STR_SACK: "LICENZIA" STR_SELL_SACK_UC: "VENDI/LICENZIA" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Nome" STR_AREA: "Area" STR_BUILD_NEW_BASE: "Costruisci Nuova Base" STR_CANCEL: "Annulla" STR_COST_UC: "COSTO>" STR_CONSTRUCTION_TIME_UC: "TEMPO COSTRUZIONE>" STR_DAY: one: "{N} giorno" many: "{N} giorni" other: "{N} giorni" STR_HOUR: one: "{N} ora" many: "{N} ore" other: "{N} ore" STR_MAINTENANCE_UC: "MANUTENZIONE>" STR_OK: "OK" STR_INSTALLATION: "Installazione" STR_CURRENT_RESEARCH: "RICERCA ATTUALE" STR_SCIENTISTS_AVAILABLE: "Scienziati Disponibili>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Scienziati Assegnati>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Spazio Laboratorio Disponibile>{ALT}{0}" STR_RESEARCH_PROJECT: "PROGETTO DI RICERCA" STR_SCIENTISTS_ALLOCATED_UC: "SCIENZIATI ASSEGNATI" STR_PROGRESS: "PROGRESSO" STR_NEW_PROJECT: "Nuovo Progetto" STR_CANCEL_PROJECT: "ANNULLA PROGETTO" STR_NEW_RESEARCH_PROJECTS: "NUOVI PROGETTI DI RICERCA" STR_SCIENTISTS_AVAILABLE_UC: "SCIENZIATI DISPONIBILI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "SPAZIO LABORATORIO DISPONIBILE>{ALT}{0}" STR_INCREASE: "Aumenta" STR_DECREASE: "Diminuisci" STR_START_PROJECT: "AVVIA PROGETTO" STR_CURRENT_PRODUCTION: "PRODUZIONE ATTUALE" STR_ENGINEERS_AVAILABLE: "Tecnici Disponibili>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Tecnici Assegnati>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Spazio Officina Disponibile>{ALT}{0}" STR_CURRENT_FUNDS: "Finanze Attuali>{ALT}{0}" STR_ITEM: "OGGETTO" STR_ENGINEERS__ALLOCATED: "Tecnici Assegnati" STR_UNITS_PRODUCED: "Unità Prodotte" STR_TOTAL_TO_PRODUCE: "Totale da Produrre" STR_COST__PER__UNIT: "Costo{NEWLINE}per{NEWLINE}Unità" STR_DAYS_HOURS_LEFT: "Giorni/Ore alla Conclusione" STR_NEW_PRODUCTION: "Nuova Produzione" STR_PRODUCTION_ITEMS: "Articoli Realizzabili" STR_CATEGORY: "CATEGORIA" STR_START_PRODUCTION: "AVVIA PRODUZIONE" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} ore Tecnico per produrre una unità" STR_COST_PER_UNIT_: "Costo per unità>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Spazio Officina Richiesto>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALI SPECIALI RICHIESTI" STR_ITEM_REQUIRED: "OGGETTO" STR_UNITS_REQUIRED: "UNITÀ RICHIESTE" STR_UNITS_AVAILABLE: "UNITÀ DISPONIBILI" STR_STOP_PRODUCTION: "INTERROMPI PRODUZIONE" STR_ENGINEERS_AVAILABLE_UC: "TECNICI DISPONIBILI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "SPAZIO OFFICINA DISPONIBILE>{ALT}{0}" STR_MONTHLY_PROFIT: "PROFITTO MENSILE>{ALT}{0}" STR_INCREASE_UC: "AUMENTA" STR_DECREASE_UC: "DIMINUISCI" STR_UNITS_TO_PRODUCE: "Unità da Produrre" STR_PURCHASE_HIRE_PERSONNEL: "Acquista Oggetti/Assumi Personale" STR_COST_OF_PURCHASES: "Costo degli Acquisti>{ALT}{0}" STR_COST_PER_UNIT_UC: "COSTO UNITÀ" STR_QUANTITY_UC: "QUANTITÀ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONALE DISPONIBILE:PERSONALE TOTALE>" STR_SOLDIERS: "Acquanauti" STR_SCIENTISTS: "Scienziati" STR_ENGINEERS: "Tecnici" STR_SPACE_USED_SPACE_AVAILABLE: "SPAZIO UTILIZZATO:SPAZIO UTILIZZABILE>" STR_LIVING_QUARTERS: "Alloggi" STR_STORES: "Magazzini" STR_LABORATORIES: "Laboratori" STR_WORK_SHOPS: "Officine" STR_HANGARS: "Rimesse Sottomarini" STR_SHORT_RANGE_DETECTION: "Sonar a Corto Raggio" STR_DEFENSE_STRENGTH: "Potere Difensivo" STR_TRANSFERS_UC: "TRASFERIMENTI" STR_TRANSFERS: "Trasferimenti" STR_ARRIVAL_TIME_HOURS: "TEMPO ALL'ARRIVO (ore)" STR_COST_: "Costo>{ALT}{0}" STR_AREA_: "Area>{ALT}{0}" STR_BASE_NAME: "Nome della Base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELEZIONA LA POSIZIONE DELL'ASCENSORE D'ACCESSO" STR_TRANSFER: "Trasferisci" STR_AMOUNT_TO_TRANSFER: "TOTALE DA TRASFERIRE" STR_SELECT_DESTINATION_BASE: "Seleziona Base di Destinazione" STR_COST: "Costo" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Marte: La caduta di Cydonia." STR_INTRO_3: "Una trionfante X-Com, dopo la distruzione del nucleo centrale della macchina bellica Aliena, decolla per tornare a casa. Tuttavia, non è tutto morto nella devastata base Marziana." STR_INTRO_4: "Un potente raggio di tachioni balena dalle rovine del centro nevralgico di Cydonia - rimbombando nel vuoto. La sua destinazione............" STR_INTRO_5: "Terra." STR_INTRO_6: "Nel profondo dell'oceano il raggio colpisce un recettore inattivo da tempo. Immensi computer dormienti cominciano a risvegliarsi. Nelle profondità, all'oscuro degli occhi dell'umanità, enormi camere di Alieni dormienti cominciano il loro lungo ciclo di rianimazione." STR_INTRO_7: "2040: una Terra inconsapevole. I terrori della guerra Aliena sono ormai dimenticati. Ma, nelle zone più remote e nascoste dell'oceano le orde Aliene sono pronte - pronte a rovesciare l'umanità e prendere il controllo del mondo." STR_INTRO_8: "Gli Alieni colpiscono l'umanità; alla ricerca di esemplari per i loro esperimenti degenerati; razziando il globo di preziosi minerali e risorse; e depredando dai mari. Quindi, gli Alieni volgono il loro sguardo sopra le onde." STR_INTRO_9: "Potenti sottomarini volanti dalle forme bizzarre traversano gli oceani - osservando, cercando, cacciando........." STR_INTRO_10: "E trovando una preda, attaccano." STR_INTRO_11: "Armi nuove e misteriose sono impiegate contro un mondo senza difese. Siamo totalmente alla mercé della minaccia aliena.{NEWLINE}Solo un'organizzazione può salvarci; ma gli abbiamo voltato le spalle tanto tempo fa......" STR_INTRO_12: "Struttura Sottomarina Sperimentale X-COM" STR_INTRO_13: "'Mayday! Mayday!' 'Qui è il transatlantico Hyperion'. 'Siamo sotto attacco'. 'Mayday! Mayd............'" STR_INTRO_14: "'Centro di Comando a Rimessa Sottomarino Uno: Aprire porte oceaniche', 'schierare Barracuda Zero Uno. È in corso una situazione di attacco Alieno - codice Rosso'.{NEWLINE}'Ripeto: codice Rosso'" STR_INTRO_15: "Gli alieni sono spietati nella loro efficienza...." STR_INTRO_16: "...ed infallibili nella loro precisione." STR_INTRO_17: "'Barracuda Zero Uno a base' - 'in avvicinamento a quello che rimane dell'Hyperion'." STR_INTRO_18: "'Decelerazione'.{NEWLINE}'Due metri'{NEWLINE}'Un metro'{NEWLINE}'A tutti gli acquanauti, prepararsi per il dispiegamento immediato'." STR_INTRO_19: "...........'Camera stagna aperta'...'in avvicinamento al relitto'.{NEWLINE}'Porca!'{NEWLINE}'Vedi anche tu quelle creature sulla telecamera della mia tuta?'" STR_GAMEOVER_1: "Abbiamo fallito, gli alieni hanno annientato l'ultima nostra speranza di salvezza.{NEWLINE}X-Com è distrutta e la Terra è alla mercé dell'antico nemico." STR_GAMEOVER_2: "T'leth rimbomba nella stratosfera e comincia a muoversi per la crosta terrestre. Elargendo distruzione e catturando quello che rimane della razza umana. Nel profondo delle sue viscere la feroce mente Aliena inizia a risvegliarsi." STR_GAMEOVER_3: "Nelle capitali di tutte le nazioni sono elaborati piani disperati. È tutto inutile, senza la tecnologia fornita dal progetto di ricerca X-Com le nostre armi sono inefficaci." STR_GAMEOVER_4: "Gli alieni costruiscono basi nelle calotte polari ed iniziano a sciogliere il ghiaccio, rendendo il mondo un enorme mare. Il resto della popolazione umana è riunito e utilizzato in orribili esperimenti di riproduzione per fini Alieni sconosciuti. I cieli si scuriscono e una terribile pestilenza si abbatte sulla Terra." STR_GAMEOVER_5: "Non possiamo opporre resistenza al nuovo ordine mondiale, coloro che ci provano vanno incontro ad una morte ardente per mano delle ineffabili armi Aliene. Per noi restanti non c'è alcuna benedizione, la madre Terra diventa un mondo Alieno e l'umanità è sconfitta sotto il passo di un lento orrore." STR_OUTRO_1: "La Tomba, razziata e decimata; un ruggito gorgogliante proviene dalla bara al suo centro.{NEWLINE}Sciocchi, morirete tutti...................." STR_OUTRO_2: ".................nessuno può scappare." STR_OUTRO_3: "Un'enorme esplosione erompe dalla tomba e si diffonde per tutta la città, il fumo e le macerie riempiono l'aria. I piani degli alieni sono stati sventati........" STR_OUTRO_4: "L'immensa massa contorta di T'leth inizia a creparsi. Fuoco e fumo fuoriescono dai suoi scintillanti pinnacoli palazzi di adamantio." STR_OUTRO_5: "La potente nave Aliena si precipita con velocità verso il mare, le urla del metallo torturato e delle anime riempiono l'aria. Il Grande Sognatore non potrà più sognare la conquista del mondo." STR_OUTRO_6: "Un ultimo assordante boato e T'leth va in pezzi.{NEWLINE}La minaccia aliena è terminata, la Terra è purificata.................." STR_OUTRO_7: "Un addormentato pianeta verde e blu, in un remoto angolo della galassia." STR_OUTRO_8: "Il prossimo futuro, un posto sicuro in cui stare." STR_OUTRO_9: "La minaccia Aliena sulla Terra è stata da tanto tempo neutralizzata." STR_OUTRO_10: "Vaste città dalle dimensioni di metropoli ospitano miliardi di umani." STR_OUTRO_11: "Le gesta della X-Com e le guerre Aliene sono materiale da storie per bambini." STR_OUTRO_12: "Ma le leggende hanno sempre l'abitudine di contenere un briciolo di verità............" STR_RISE_1: "T'leth, chiamata in molti modi da molte leggende di molti paesi." STR_RISE_2: "Con un urlo esplosivo che riverbera in tutto il globo T'leth inizia la sua ascensione dal fondo del mare." STR_RISE_3: "L'enorme edificio risale le acque del Golfo del Messico." STR_RISE_4: "400 miliardi di tonnellate di metallo Alieno, la potente città Aliena dove riposa il corpo dormiente dell'Alieno Supremo. Imprigionato sulla terra per 65 milioni di anni questa malvagia Divinità dello spazio comincia a risvegliarsi." STR_RISE_5: "Le acque ribollono e schiumano all'emergere alla luce della tomba del Grande Sognatore................" STR_RISE_6: ".........una luce che durerà poco almeno che X-Com non riuscirà a distruggere la macchina bellica Aliena." STR_YOU_HAVE_FAILED: "Non sei riuscito a fermare la macchina bellica aliena. Le organizzazioni finanziatrici, deluse dalle tue abilità, provano a negoziare una soluzione non militare con gli Alieni. Ma gli Invasori hanno ben altri piani ed in breve il mondo intero viene al corrente della verità..." STR_TOTAL_UC: "TOTALE" STR_INCOME: "Entrate" STR_EXPENDITURE: "Uscite" STR_MAINTENANCE: "Spese Mensili" STR_BALANCE: "Bilancio" STR_UFO_ACTIVITY_IN_AREAS: "Attività Aliena nei Mari" STR_UFO_ACTIVITY_IN_COUNTRIES: "Attività Aliena nelle Zone" STR_XCOM_ACTIVITY_IN_AREAS: "Attività X-Com nei Mari" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Attività X-Com nelle Zone" STR_FINANCE: "Finanze" STR_DATE_FIRST: "{0}°" STR_DATE_SECOND: "{0}°" STR_DATE_THIRD: "{0}°" STR_DATE_FOURTH: "{0}°" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Non ci sono abbastanza materiali speciali per produrre{NEWLINE}{0}{NEWLINE}nella base{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Non ci sono abbastanza soldi per produrre{NEWLINE}{0}{NEWLINE}nella base{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "La Produzione di{NEWLINE}{0}{NEWLINE}nella base{NEWLINE}{1}{NEWLINE}è stata completata" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "La Costruzione di{NEWLINE}{0}{NEWLINE}nella base{NEWLINE}{1}{NEWLINE}è stata completata" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Ricerca Completata" STR_VIEW_REPORTS: "VEDI RELAZIONE" STR_WE_CAN_NOW_RESEARCH: "Ora possiamo ricercare" STR_WE_CAN_NOW_PRODUCE: "Ora possiamo produrre" STR_SUNDAY: "DOMENICA" STR_MONDAY: "LUNEDÌ" STR_TUESDAY: "MARTEDÌ" STR_WEDNESDAY: "MERCOLEDÌ" STR_THURSDAY: "GIOVEDÌ" STR_FRIDAY: "VENERDÌ" STR_SATURDAY: "SABATO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Non c'è abbastanza {0} per rifornire {1} nella base {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Non ci sono abbastanza {0} per riarmare {1} nella base {2}" STR_UFO_IS_NOT_RECOVERED: "SOTTOMARINO ALIENO non recuperato" STR_UFO_IS_RECOVERED: "SOTTOMARINO ALIENO recuperato" STR_CRAFT_IS_LOST: "Sottomarino Volante perduto" STR_TERROR_CONTINUES: "L'Attività Aliena prosegue" STR_ALIENS_DEFEATED: "Alieni sconfitti" STR_BASE_IS_LOST: "Base perduta" STR_BASE_IS_SAVED: "Base salvata" STR_ALIEN_BASE_STILL_INTACT: "Colonia Aliena ancora intatta" STR_ALIEN_BASE_DESTROYED: "Colonia Aliena distrutta" STR_ALIENS_KILLED: "ALIENI UCCISI" STR_ALIEN_CORPSES_RECOVERED: "CADAVERI ALIENI RECUPERATI" STR_LIVE_ALIENS_RECOVERED: "ALIENI VIVI RECUPERATI" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFATTI ALIENI RECUPERATI" STR_ALIEN_BASE_CONTROL_DESTROYED: "COMANDO DELLA COLONIA ALIENA DISTRUTTO" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "DISPOSITIVO SYNOMIUM ALIENO DISTRUTTO" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "MANCATA DISTRUZIONE DISPOSITIVO SYNOMIUM" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILI UCCISI DAGLI ALIENI" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILI UCCISI DA OPERATORI X-COM" STR_CIVILIANS_SAVED: "CIVILI SALVATI" STR_XCOM_OPERATIVES_KILLED: "OPERATORI X-COM UCCISI" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "OPERATORI X-COM DISPERSI IN AZIONE" STR_TANKS_DESTROYED: "PIATTAFORME ARMI X-COM DISTRUTTE" STR_XCOM_CRAFT_LOST: "SOTTOMARINO X-COM PERDUTO" STR_UFO_RECOVERY: "RECUPERO SOTTOMARINO ALIENO" STR_ALIEN_BASE_RECOVERY: "RECUPERO COLONIA ALIENA" STR_BASE_UNDER_ATTACK: "{0} sotto attacco!" STR_BASE_DEFENSES_INITIATED: "AVVIATE DIFESE DELLA BASE" STR_GRAV_SHIELD_REPELS_UFO: "SOTTOM. RESPINTO DA SCUDO!" STR_FIRING: "MIRA" STR_HIT: "COLPITO!" STR_UFO_DESTROYED: "SOTTOM. ALIENO DISTRUTTO!" STR_MISSED: "MANCATO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vendi Oggetti/Licenzia Personale" STR_VALUE_OF_SALES: "VALORE VENDITE> {ALT}{0}" STR_FUNDS: "FINANZE> {ALT}{0}" STR_SELL_SACK: "Vendi/Licenzia" STR_VALUE: "Valore" STR_CRAFT_: "SCAFO> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERO SOTTOMARINO ALIENO PRECIPITATO" STR_UFO_CRASH_RECOVERY_BRIEFING: "PRESTARE MASSIMA ATTENZIONE - Saranno presenti Alieni nel sottomarino e presso il sito dello schianto. Questa missione sarà completata quando tutte le unità nemiche saranno eliminate o neutralizzate. Sarà quindi possibile iniziare il recupero dei resti del sottomarino, della tecnologia e dei corpi alieni. Per abbandonare la missione riporta gli acquanauti X-Com al sottomarino e clicca sull'icona 'Abbandona Missione'." STR_UFO_GROUND_ASSAULT: "ASSALTO SOTTOMARINO ALIENO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Esplora il sito dell'atterraggio e, se possibile, fatti strada nel sottomarino Alieno. La missione avrà successo quando tutte le unità nemiche saranno eliminate o neutralizzate. Sarà quindi possibile iniziare il recupero dei resti del sottomarino, della tecnologia e dei corpi alieni. Per abbandonare la missione riporta gli acquanauti X-Com al sottomarino e clicca sull'icona 'Abbandona Missione'." STR_BASE_DEFENSE: "DIFESA DELLA BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Un vascello alieno è atterrato nelle vicinanze. La nostra base è in serio pericolo. Come per procedura standard tutto il personale non combattente ed i sottomarini funzionali della X-Com sono stati evacuati. Gli Alieni si infiltreranno nella base attraverso i cancelli delle Rimesse Sottomarini o dall'ascensore d'accesso. Difendi la base e le sue strutture vitali a tutti i costi - questa è una battaglia all'ultimo sangue. Se clicchi sull'icona 'Abbandona Missione' concederai la sconfitta e perderai la base." STR_ALIEN_COLONY_ATTACK_MISSION: "MISSIONE DI ASSALTO A COLONIA ALIENA" STR_ALIEN_BASE_ASSAULT: "COLONIA ALIENA PARTE UNO" STR_ALIEN_COLONY_P1_BRIEFING: "Questa missione è un assalto ad una colonia Aliena. Il sito ha 2 livelli, porta tutti gli acquanauti nell'uscita luminosa del primo complesso e clicca sull'icona 'Abbandona Missione' per continuare. Qualsiasi equipaggiamento lasciato indietro rimarrà sul fondale marino fino al completamento della 2° parte. Per abbandonare, posiziona gli acquanauti nel Sottomarino e clicca sull'icona 'Abbandona Missione'." STR_ALIEN_COLONY_P2: "COLONIA ALIENA PARTE DUE" STR_ALIEN_COLONY_P2_BRIEFING: "Avendo affrontato il primo livello ed essendo entrato nel cuore della colonia. Adesso la missione è distruggere il centro di controllo, il Dispositivo Synomium, o eliminare tutti gli Alieni. Per abbandonare posiziona tutti gli acquanauti nel punto di partenza e clicca sull'icona 'Abbandona Missione'. Saranno riportati alla base tutti gli equipaggiamenti X-Com possibili." STR_ALIENS_LAUNCH_PORT_TERROR: "GLI ALIENI DANNO INIZIO A{NEWLINE}UN ATTACCO AL PORTO DI" STR_PORT_TERROR: "ATTACCO ALIENO AL PORTO" STR_PORT_TERROR_BRIEFING: "Gli alieni hanno dato inizio ad un attacco sulla terra ferma. Il porto e la sua popolazione civile sono in grave pericolo. La tua squadra deve eliminare tutti gli Alieni e proteggere gli innocenti civili sul posto da quest'incursione Aliena. Per abbandonare, posiziona gli acquanauti nel sottomarino volante e clicca l'icona 'Abbandona Missione'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "GLI ALIENI DANNO INIZIO A{NEWLINE}UN ATTACCO SULL'ISOLA" STR_ISLAND_TERROR: "ATTACCO ALIENO SULL'ISOLA" STR_ISLAND_TERROR_BRIEFING: "Gli alieni hanno dato inizio ad un attacco sulla terra ferma. L'isola e la sua popolazione civile sono in grave pericolo. La tua squadra deve eliminare tutti gli Alieni e proteggere gli innocenti civili sul posto da quest'incursione Aliena. Per abbandonare, posiziona gli acquanauti nel sottomarino volante e clicca l'icona 'Abbandona Missione'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ATTACCO ALIENO{NEWLINE}ROTTA MARITTIMA" STR_CARGO_SHIP_P1: "NAVE MERCANTILE PARTE UNO" STR_CARGO_SHIP_P2: "NAVE MERCANTILE PARTE DUE" STR_CRUISE_SHIP_P1: "NAVE DA CROCIERA PARTE UNO" STR_CRUISE_SHIP_P2: "NAVE DA CROCIERA PARTE DUE" STR_SHIP_RESCUE_MISSION: "MISSIONE SALVATAGGIO NAVE" STR_SHIP_RESCUE_P1_BRIEFING: "Questa missione è una caccia all'insetto, elimina tutte le unità Aliene sulla nave e proteggi le vite di qualsiasi civile a bordo. Gli Alieni sono sparsi sopra e sotto coperta, prendi il controllo dei ponti superiori prima di addentrarti nei ponti inferiori. Per abbandonare, posiziona gli acquanauti nel sottomarino volante e clicca l'icona 'Abbandona Missione'." STR_SHIP_RESCUE_P2_BRIEFING: "Ora che il ponte superiore è stato ripulito procedi sotto coperta. Sei sceso fino alla stiva utilizzando il montacarichi. La tua squadra deve eliminare tutti gli Alieni di questo livello per completare la missione. Per abbandonare posiziona tutti gli acquanauti sul montacarichi e clicca sull'icona 'Abbandona missione'." STR_ALIEN_ACTIVITY_DETECTED: "RILEVATA ATTIVITÀ ALIENA" STR_ALIEN_CONTACT_SITE_MISSION: "MISSIONE SITO COMUNICAZIONI ALIENO" STR_ARTIFACT_SITE_P1: "SITO COMUNICAZIONI ALIENO PARTE UNO" STR_ARTIFACT_SITE_P1_BRIEFING: "Questa missione è un raid di un sito di comunicazioni Alieno recentemente attivato. Il sito ha 2 livelli, il fondale marino con le sue piramidi Aliene ed un complesso Alieno nascosto. Porta tutti gli acquanauti all'entrata del complesso e clicca sull'icona 'Abbandona Missione' per procedere. Per abbandonare, posiziona gli acquanauti nel sottomarino volante e clicca sull'icona 'Abbandona Missione'." STR_ARTIFACT_SITE_P2: "SITO COMUNICAZIONI ALIENO PARTE DUE" STR_ARTIFACT_SITE_P2_BRIEFING: "Avendo affrontato le strutture Aliene ed essendo entrato nel complesso gli obbiettivi della missione sono chiare. Addentrarsi nel cuore della struttura Aliena e distruggere il Dispositivo Synomium per il Controllo Molecolare per completare la missione. Per abbandonare posiziona tutti gli acquanauti sull'ascensore d'ingresso al punto iniziale e clicca sull'icona 'Abbandona Missione'." STR_SIGSBEE_DEEP_MISSION: "MISSIONE FOSSA DI SIGSBEE{NEWLINE}CITTÀ ALIENA LIVELLO UNO" STR_TLETH_P1_BRIEFING: "Ci stiamo addentrando nell'ignoto, da qui in poi può attenderci qualsiasi cosa. Sappiamo che ci sono altri 2 livelli nella città Aliena e la tua squadra deve correre all'uscita di questo livello per accedere al prossimo. Posiziona tutti gli acquanauti sull'uscita e clicca sull'icona 'Abbandona Missione' per avanzare. Abbandonare in qualsiasi altro posto terminerà la missione." STR_TLETH_ATTACK_MISSION: "MISSIONE ATTACCO T'LETH{NEWLINE}CITTÀ ALIENA LIVELLO DUE" STR_TLETH_P2_BRIEFING: "Ancora più nell'ignoto, da qui in poi può attenderci qualsiasi cosa. Sappiamo che c'è un altro livello nella città Aliena e la tua squadra deve correre all'uscita di questo livello per accedere al prossimo. Posiziona tutti gli acquanauti sull'uscita e clicca sull'icona 'Abbandona Missione' per avanzare. Abbandonare in qualsiasi altro posto terminerà la missione." STR_FINAL_TLETH_MISSION: "MISSIONE FINALE T'LETH{NEWLINE}CITTÀ ALIENA LIVELLO TRE" STR_TLETH_P3_BRIEFING: "La fine è vicina, da qui in poi siamo alla ricerca della cripta dell'Alieno Supremo. Distruggi gli 8 sostentatori della tomba per mettere fine alla minaccia Aliena. Non arrenderti ora! Abbandonare terminerà la missione." STR_TLETH_P1: "CITTÀ ALIENA LIVELLO UNO" STR_TLETH_P2: "CITTÀ ALIENA LIVELLO DUE" STR_TLETH_P3: "CITTÀ ALIENA LIVELLO TRE" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NESSUNA RIMESSA DISPONIBILE PER LA COSTRUZIONE DELLO SCAFO!{SMALLLINE}Ogni Sottomarino Volante assegnato ad una base, trasferito ad una base, acquistato o costruito utilizza una Rimessa. Costruisci una nuova Rimessa Sottomarino o trasferisci un sottomarino ad un'altra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NESSUNA RIMESSA DISPONIBILE PER L'ACQUISTO!{SMALLLINE}Ogni Sottomarino Volante assegnato ad una base, trasferito ad una base, acquistato o costruito utilizza una Rimessa. Costruisci una nuova Rimessa Sottomarino o trasferisci un sottomarino ad un'altra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NESSUNA RIMESSA DISPONIBILE PER IL TRASFERIMENTO!{SMALLLINE}Ogni Sottomarino Volante assegnato ad una base, trasferito ad una base, acquistato o costruito utilizza una Rimessa. Costruisci una nuova Rimessa Sottomarino o trasferisci un sottomarino ad un'altra base." STR_CANNOT_BUILD_HERE: "NON È POSSIBILE COSTRUIRE QUI!{SMALLLINE}Devi costruire accanto ad una struttura già esistente." STR_NO_FREE_ACCOMODATION: "NON CI SONO ALLOGGI DISPONIBILI!{SMALLLINE}La base di destinazione non ha abbastanza posto nelle aree abitative." STR_NOT_ENOUGH_WORK_SPACE: "NON C'È ABBASTANZA SPAZIO LAVORO!{SMALLLINE}Costruisci una nuova officina o riduci il lavoro in altri progetti." STR_NOT_ENOUGH_MONEY: "NON CI SONO ABBASTANZA SOLDI!" STR_NOT_ENOUGH_STORE_SPACE: "NON C'È ABBASTANZA SPAZIO DI IMMAGAZZINAMENTO!{SMALLLINE}Costruisci un nuovo magazzino o trasferisci scorte ad altre basi." STR_NOT_ENOUGH_LIVING_SPACE: "NON C'È ABBASTANZA SPAZIO VITALE!{SMALLLINE}Costruisci nuove aree abitative o trasferisci personale ad altre basi." STR_LAUNCH_INTERCEPTION: "SCHIERA SCAFO" STR_CRAFT: "SCAFO" STR_STATUS: "STATO" STR_BASE: "BASE" STR_READY: "PRONTO" STR_OUT: "FUORI" STR_REPAIRS: "IN RIPARAZIONE" STR_REFUELLING: "IN RIFORNIMENTO" STR_REARMING: "IN RIARMO" STR_TARGET: "OBIETTIVO:{NEWLINE}{0}" STR_WAY_POINT: "PUNTO DI RIFERIMENTO" STR_ARE_YOU_SURE_CYDONIA: "Sei sicuro di voler mandare questo Sottomarino in missione a T'leth?" STR_YES: "SÌ" STR_NO: "NO" STR_SELECT_DESTINATION: "SELEZIONA LA DESTINAZIONE" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELEZIONA L'UBICAZIONE DELLA NUOVA BASE" STR_RETURN_TO_BASE: "RIENTRA ALLA BASE" STR_SELECT_NEW_TARGET: "SELEZIONA NUOVO OBIETTIVO" STR_PATROL: "PATTUGLIA" STR_STATUS_: "STATO>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DANNEGGIATO{NEWLINE} » IN RIENTRO ALLA BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "CARBURANTE SCARSO{NEWLINE} » IN RIENTRO ALLA BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSIONE COMPLETATA{NEWLINE} » IN RIENTRO ALLA BASE" STR_PATROLLING: "IN RICOGNIZIONE" STR_TAILING_UFO: "INSEGUIMENTO SOTTOMARINO ALIENO" STR_INTERCEPTING_UFO: "INTERCETTAZIONE SOTTOM. ALIENO-{0}" STR_RETURNING_TO_BASE: "IN RIENTRO ALLA BASE" STR_DESTINATION_UC_: "DESTINAZIONE:{NEWLINE}{0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCITÀ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCITÀ MASSIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "PROFONDITÀ>{ALT}{0}" STR_AIRBORNE: "IN VOLO" STR_VERY_LOW: "SUPERFICIALE" STR_LOW_UC: "NORMALE" STR_HIGH_UC: "PROFONDO" STR_VERY_HIGH: "MOLTO PROFONDA" STR_FUEL: "CARBURANTE>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NESSUNO" STR_ROUNDS_: "COLPI>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "SOTTOMARINI VOLANTI" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOME" STR_AMMO_: "MUNIZIONI>{ALT}{0}" STR_CREW: "EQUIPAGGIO" STR_EQUIPMENT_UC: "ATTREZZATURA" STR_ARMOR: "ARMATURA" STR_MAX: "MASSIMO>{ALT}{0}" STR_ROOKIE: "Marinaio" STR_SQUADDIE: "Marinaio Scelto" STR_SERGEANT: "Guardiamarina" STR_CAPTAIN: "Tenente" STR_COLONEL: "Comandante" STR_COMMANDER: "Capitano" STR_SELECT_SQUAD_FOR_CRAFT: "Seleziona la Squadra per {0}" STR_SORT_BY: "ORDINA PER..." STR_ORIGINAL_ORDER: "ORDINE ORIGINALE" STR_MISSIONS2: "MISSIONI" STR_KILLS2: "UCCISIONI" STR_WOUND_RECOVERY2: "GUARIGIONE FERITA" STR_SPACE_AVAILABLE: "SPAZIO DISPONIBILE>{ALT}{0}" STR_SPACE_USED: "SPAZIO UTILIZZATO>{ALT}{0}" STR_SPACE_USED_UC: "SPAZIO OCCUPATO" STR_RANK: "GRADO" STR_WOUNDED: "FERITO" STR_EQUIPMENT_FOR_CRAFT: "Attrezzatura per {0}" STR_DEFENSE_VALUE: "Potere Difensivo" STR_HIT_RATIO: "Probabilità di Colpire" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pronto per{NEWLINE}atterrare presso{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Iniziare la Missione?" STR_SELECT_ARMAMENT: "Selezionare Armamento" STR_AMMUNITION_AVAILABLE: "MUNIZIONI DISPONIBILI" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELEZIONA ARMATURA PER{NEWLINE}{ALT}{0}" STR_TYPE: "TIPO" STR_PLASTIC_AQUA_ARMOR_UC: "ARM. ACQUA-PLASTICA" STR_ION_ARMOR_UC: "ARM. IONICA" STR_MAGNETIC_ION_ARMOR_UC: "ARM. IONICA MAGNETICA" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Questo Scafandro è costruito con la sostanza Aliena recentemente scoperta, l'Acqua-plastica, e garantisce ai nostri Acquanauti di avere una possibilità in combattimento contro l'incursione Aliena." STR_ION_ARMOR_UFOPEDIA: "Un nuovo e potente tipo di protezione per gli Acquanauti, quest'armatura è potenziata da una sorgente di energia IONICA ed amplifica enormemente la velocità e la forza di chi la indossa, offrendo per il momento la migliore protezione per le truppe combattenti." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Un miglioramento dell'armatura IONICA che incorpora la tecnologia dei Campi Magnetici per permettere completa libertà di movimento nell'ambiente acquatico." STR_SELECT_ARMOR: "Seleziona Armatura" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD-EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD-EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD-OVEST" STR_WEST: "OVEST" STR_NORTH_WEST: "NORD-OVEST" STR_SELECT_ACTION: "SELEZIONA AZIONE" STR_CONTINUE_INTERCEPTION_PURSUIT: "PROSEGUI CON L'INTERCETTAZIONE" STR_PURSUE_WITHOUT_INTERCEPTION: "INSEGUI SENZA INTERCETTAZIONE" STR_VERY_LARGE: "MOLTO GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "MEDIO" STR_SMALL: "PICCOLO" STR_VERY_SMALL: "MOLTO PICCOLO" STR_GROUNDED: "POSATO SUL FONDALE" STR_DETECTED: "Rilevato" STR_SIZE_UC: "DIMENSIONE" STR_ALTITUDE: "PROFONDITÀ" STR_HEADING: "DIREZIONE" STR_SPEED: "VELOCITÀ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRA SUL SOTTOM. ALIENO-TEMPO=5 Sec" STR_TRACKING_LOST: "PERSA LA TRACCIA" STR_REDIRECT_CRAFT: "REINDIRIZZA SCAFO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "VAI ALLA SUA ULTIMA POSIZIONE NOTA" STR_UFO_: "SOTTOMAR. ALIENO-{0}" STR_ALIEN_BASE_: "COLONIA ALIENA-{0}" STR_CRASH_SITE_: "SITO SCHIANTO-{0}" STR_LANDING_SITE_: "SITO ATTERRAGGIO-{0}" STR_WAY_POINT_: "PUNTO DI RIFERIMENTO-{0}" STR_TERROR_SITE: "SITO TERRORE-{0}" STR_ARTIFACT_SITE: "SITO ARTEFATTO-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ha raggiunto{NEWLINE}{1}" STR_NOW_PATROLLING: "In pattugliamento" STR_ALIEN_ORIGINS: "Origini Aliene" STR_THE_ULTIMATE_THREAT: "La Minaccia Suprema" STR_TLETH_ALIEN_CITY: "T'leth, la Città Aliena" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "SCAFI X-COM E ARMAMENTO" STR_HEAVY_WEAPONS_PLATFORMS: "SISTEMI ARMATI SOMMERGIBILI" STR_WEAPONS_AND_EQUIPMENT: "ATTREZZATURA GENERICA" STR_ALIEN_ARTIFACTS: "ARTEFATTI ACQUATICI" STR_BASE_FACILITIES: "STRUTTURE X-COM" STR_ALIEN_LIFE_FORMS: "CREATURE ALIENE" STR_ALIEN_RESEARCH_UC: "TECNOLOGIA ALIENA" STR_UFO_COMPONENTS: "NUOVE TECNOLOGIE SOTTOMARINE" STR_UFOS: "SOTTOMARINI ALIENI" STR_SELECT_ITEM: "SELEZIONA VOCE" STR_ACCELERATION: "ACCELERAZIONE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "CAPACITÀ CARBURANTE>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SCOMPARTI ARMAMENTO>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "DANNI SOSTENIBILI>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CAPACITÀ CARICO>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACITÀ SAS>{ALT}{0}{ALT}" STR_DAMAGE: "Danno" STR_RANGE: "Gittata" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisione" STR_RE_LOAD_TIME: "Tempo di Riarmo" STR_SECONDS: "{0} sec" STR_DAMAGE_ARMOR_PIERCING: "PERFORANTE" STR_DAMAGE_INCENDIARY: "INCENDIARIO" STR_DAMAGE_HIGH_EXPLOSIVE: "ESPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAGGIO GAUSS" STR_DAMAGE_PLASMA_BEAM: "RAGGIO SONICO" STR_DAMAGE_STUN: "CONGELANTE" STR_DAMAGE_MELEE: "MELEE" STR_DAMAGE_ACID: "ACIDO" STR_DAMAGE_SMOKE: "FUMOGENO" STR_SHOT_TYPE: "TIPO" STR_ACCURACY_UC: "PRECISIONE" STR_TIME_UNIT_COST: "COSTO U.T." STR_DAMAGE_UC: "DANNI" STR_AMMO: "MUNIZIONI" STR_SHOT_TYPE_AUTO: "Automatico" STR_SHOT_TYPE_SNAP: "Rapido" STR_SHOT_TYPE_AIMED: "Mirato" STR_CONSTRUCTION_TIME: "Tempo di Costruzione" STR_CONSTRUCTION_COST: "Costo di Costruzione" STR_MAINTENANCE_COST: "Costo di Mantenimento" STR_LOW: "Basso" STR_MEDIUM: "Medio" STR_HIGH: "Alto" STR_CRAFT_WEAPON: "Armamento Sottomarino" STR_CRAFT_AMMUNITION: "Munizioni Sottomarino" STR_HEAVY_WEAPONS_PLATFORM: "Sistema d'Arma Pesante" STR_WEAPON: "Arma" STR_AMMUNITION: "Munizioni" STR_EQUIPMENT: "Equipaggiamento" STR_ALIEN_CORPSE: "Cadavere alieno" STR_UFO_COMPONENT: "Componente SOTTOM. ALIENO" STR_PERSONAL_ARMOR: "Arm. Personale" STR_RAW_MATERIALS: "Materiali Grezzi" STR_HWP_SOLID_HARPOON_BOLTS: "Dardi Arpione Massicci" STR_ALIEN: "Alieno" STR_AQUATOID: "Aquatoide" STR_GILLMAN: "Branchiato" STR_LOBSTERMAN: "Uomo-Aragosta" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Essere Abissale" STR_BIODRONE: "Bio-drone" STR_TENTACULAT: "Tentacolato" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Allucinoide" STR_XARQUID: "Xarquide" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_NAVIGATOR: "Navigatore" STR_LIVE_MEDIC: "Medico" STR_LIVE_TECHNICIAN: "Tecnico" STR_LIVE_SQUAD_LEADER: "Caposquadra" STR_LIVE_SOLDIER: "Soldato" STR_LIVE_TERRORIST: "Terrorista" STR_AQUATOID_COMMANDER: "Aquatoide Comandante" STR_AQUATOID_NAVIGATOR: "Aquatoide Navigatore" STR_AQUATOID_MEDIC: "Aquatoide Medico" STR_AQUATOID_TECHNICIAN: "Aquatoide Tecnico" STR_AQUATOID_SQUAD_LEADER: "Aquatoide Caposquadra" STR_AQUATOID_SOLDIER: "Aquatoide Soldato" STR_GILLMAN_COMMANDER: "Comandante Gillman" STR_GILLMAN_TECHNICIAN: "Tecnico Gillman" STR_GILLMAN_SQUAD_LEADER: "Caposquadra Gillman" STR_GILLMAN_SOLDIER: "Soldato Gillman" STR_LOBSTERMAN_COMMANDER: "Uomo-Aragosta Comandante" STR_LOBSTERMAN_NAVIGATOR: "Uomo-Aragosta Navigatore" STR_LOBSTERMAN_TECHNICIAN: "Uomo-Aragosta Tecnico" STR_LOBSTERMAN_SQUAD_LEADER: "Uomo-Aragosta Caposquadra" STR_LOBSTERMAN_SOLDIER: "Uomo-Aragosta Soldato" STR_TASOTH_SQUAD_LEADER: "Tasoth Caposquadra" STR_TASOTH_SOLDIER: "Tasoth Soldato" STR_CALCINITE_TERRORIST: "Calcinite Terrorista" STR_DEEP_ONE_TERRORIST: "Essere Abissale Terrorista" STR_BIODRONE_TERRORIST: "Bio-drone Terrorista" STR_TENTACULAT_TERRORIST: "Tentacolato Terrorista" STR_TRISCENE_TERRORIST: "Triscene Terrorista" STR_HALLUCINOID_TERRORIST: "Allucinoide Terrorista" STR_XARQUID_TERRORIST: "Xarquide Terrorista" STR_ION_BEAM_ACCELERATORS: "Acceleratori a Raggi Ionici" STR_MAGNETIC_NAVIGATION: "Navigazione Magnetica" STR_ALIEN_SUB_CONSTRUCTION: "Struttura Sottomarino Alieno" STR_ALIEN_CRYOGENICS: "Sistema di Criogenia Alieno" STR_ALIEN_CLONING: "Sistema di Clonazione Alieno" STR_ALIEN_LEARNING_ARRAYS: "Sistema di Apprendimento Alieno" STR_ALIEN_IMPLANTER: "Sistema Impiantatore Alieno" STR_EXAMINATION_ROOM: "Sala di Esaminazione" STR_AQUA_PLASTICS: "Acqua-Plastiche" STR_ALIEN_REANIMATION_ZONE: "Zona Rianimazione Aliena" STR_PLASTIC_AQUA_ARMOR: "Armatura di Acqua-Plastiche" STR_ION_ARMOR: "Armatura Ionica" STR_MAGNETIC_ION_ARMOR: "Armatura Ionica Magnetica" STR_HWP_AQUA_JET_MISSILES: "Siluri Aqua Jet" STR_HWP_DISPLACER_PWT: "Siluro O.P." STR_GAUSS_TECH: "Tecnologia Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Nuovo Caccia Sottomarino Volante" STR_NEW_FIGHTER_TRANSPORTER: "Nuovo Caccia-Trasportatore" STR_THE_LATEST_FLYING_SUB: "Il Sottomarino Volante Definitivo" STR_ARMOR_PIERCING: "PERFORANTE" STR_COELACANTH_GAS_CANNON: "Celacanto/Cannone a Gas" STR_COELACANTH_AQUA_JET: "Celacanto/Aqua Jet" STR_COELACANTH_GAUSS: "Celacanto/Gauss" STR_DISPLACER_SONIC: "Dislocatore/Sonico" STR_DISPLACER_PWT: "Dislocatore/S.O.P." STR_AJAX_LAUNCHER: "Lanciasiluri Ajax" STR_DUP_HEAD_LAUNCHER: "Lanciasiluri Testata U.I." STR_CRAFT_GAS_CANNON: "Cannone a Gas Compresso" STR_PWT_CANNON: "Cannone S.O.P." STR_GAUSS_CANNON: "Cannone Gauss" STR_GAUSS_CANNON_AMMO: "Munizioni Cannone Gauss" STR_SONIC_OSCILLATOR: "Oscillatore Sonico" STR_AJAX_TORPEDOES: "Siluri Ajax" STR_DUP_HEAD_TORPEDOES: "Siluri Testata U.I." STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Munizioni Gas(x50)" STR_SONIC_WAVE: "Onda Sonica" STR_PULSE_WAVE_TORPEDOES: "Munizioni S.O.P." STR_SOLDIER: "Acquanauta" STR_SCIENTIST: "Scienziato" STR_ENGINEER: "Tecnico" STR_NORTH_ATLANTIC: "Atlantico Settentr." STR_SOUTH_ATLANTIC: "Atlantico Merid." STR_NORTH_PACIFIC: "Pacifico Settentr." STR_SOUTH_PACIFIC: "Pacifico Merid." STR_MEDITERRANEAN: "Mediterraneo" STR_SOUTH_CHINA_SEA: "Mar Cinese Merid." STR_INDIAN_OCEAN: "Oceano Indiano" STR_THE_EAST_SEA: "Mar del Giappone" STR_NORTH_SEA: "Mare del Nord" STR_CARRIBEAN: "Caraibi" STR_ANTARCTIC: "Antartide" STR_ARCTIC: "Artide" STR_EURASIA: "Eurasia" STR_NORTH_AMERICA: "America del Nord" STR_AFRICA: "Africa" STR_MAXIMUM_SPEED: "Velocità Massima" STR_TRANSMISSION_RESOLVER_UC: "DECIFRATORE TRASMISSIONI" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "SOTTOM. ALIENO" STR_AJAX: "AJAX" STR_DUP_HEAD: "TESTATA U.I." STR_CRAFT_GAS_CANNON_UC: "CANNONE A GAS COMPRESSO" STR_PWT_CANNON_UC: "CANNONE S.O.P." STR_GAUSS_CANNON_UC: "CANNONE GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILLATORE SONICO" STR_DAMAGE_CAPACITY: "Danni Sostenibili" STR_WEAPON_POWER: "Potenza Arma" STR_WEAPON_RANGE: "Portata Arma" STR_AIR_LOCK: "Camera Stagna" STR_LABORATORY: "Laboratorio" STR_WORKSHOP: "Officina" STR_STANDARD_SONAR: "Sonar Standard" STR_WIDE_ARRAY_SONAR: "Sonar ad Ampio Raggio" STR_TORPEDO_DEFENSES: "Sistema difensivo a Siluri" STR_GENERAL_STORES: "Magazzini" STR_ALIEN_CONTAINMENT: "Contenimento Alieni" STR_GAUSS_DEFENSES: "Sistema difensivo Gauss" STR_SONIC_DEFENSES: "Sistema difensivo Sonico" STR_PWT_DEFENSES: "Sistema difensivo S.O.P." STR_BOMBARDMENT_SHIELD: "Scudo Bombardamento" STR_MC_GENERATOR: "Generatore C.M." STR_MC_LAB: "Laboratorio C.M." STR_TRANSMISSION_RESOLVER: "Decifratore Trasmissioni" STR_SUB_PEN: "Rimessa Sottomarino" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-UNIONE" STR_ARABIAN_BLOC: "BLOCCO ARABICO" STR_EGYPTIAN_CARTEL: "CARTELLO EGIZIANO" STR_AFRICA_CORP: "CORPORAZ. AFRICANA" STR_BRAZILIAN_UNION: "UNIONE BRASILIANA" STR_NEW_MEXICO: "NUOVO MESSICO" STR_ASIAN_COALITION: "COALIZION. ASIATICA" STR_SCANDINAVIA: "SCANDINAVIA" STR_NEO_JAPAN: "NEO-GIAPPONE" STR_FREE_CHINA: "CINA LIBERA" STR_AUSTRALASIA: "AUSTRALASIA" STR_FED_KOREA: "FEDERAZ. COREANA" STR_EURASIA_UC: "EURASIA" STR_ICELANDIC_UNION: "UNIONE ISLANDESE" STR_TANK: "Sistema di Armamento Sottomarino" STR_CIVILIAN: "Civile" STR_JAN: "Gen" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Mag" STR_JUN: "Giu" STR_JUL: "Lug" STR_AUG: "Ago" STR_SEP: "Set" STR_OCT: "Ott" STR_NOV: "Nov" STR_DEC: "Dic" STR_INTERNATIONAL_RELATIONS: "Relazioni Internazionali" STR_COUNTRY: "Nazione" STR_FUNDING: "Finanziamenti" STR_CHANGE: "Variazione" STR_WEAPON_SYSTEMS: "SISTEMI DI ARMAMENTO" STR_HWPS: "SAS" STR_DAMAGE_UC_: "DANNO>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "L'Ascensore d'Accesso permette all'equipaggiamento e al personale di essere trasferito da o nella base sottomarina. È sempre la prima struttura ad essere costruita in una nuova base. L'Ascensore d'Accesso è vulnerabile alle intrusioni da qualsiasi potenziale forza ostile." STR_LIVING_QUARTERS_UFOPEDIA: "Ogni area abitativa può accogliere fino a 50 persone. Le strutture sono piuttosto spartane e funzionali." STR_LABORATORY_UFOPEDIA: "In un blocco laboratorio possono lavorare fino a cinquanta scienziati. I laboratori sono dotati delle ultime tecnologie scientifiche per la ricerca sui materiali, sulla biochimica e sulle armi. X-Com ha l'accesso ai migliori laboratori di ricerca del mondo, sia quelli civili che quelli militari." STR_WORKSHOP_UFOPEDIA: "Un'officina contiene tutti gli strumenti necessari per produrre equipaggiamento basato sugli ultimi progetti dei laboratori. Un massimo di 50 Tecnici può occupare una sola officina, anche gli oggetti in costruzione occuperanno spazio." STR_STANDARD_SONAR_UFOPEDIA: "Un sistema di sonar standard ha un raggio efficace di oltre 450 chilometri in buona parte delle profondità marine ed è collegato a reti di satelliti geostazionari per analisi della superficie. Ogni sistema ha un 10% di probabilità di individuare un sottomarino o uno scafo volante per ogni ciclo di scansione di 30 minuti." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Un sistema di sonar ad ampio raggio ha un raggio efficace di oltre 700 chilometri a tutte le profondità ed è collegato a reti di satelliti geostazionari per analisi della superficie. Ogni sistema ha un 20% di probabilità di individuare un sottomarino o uno scafo volante per ogni ciclo di scansione di 30 minuti." STR_TORPEDO_DEFENSES_UFOPEDIA: "I sistemi difensivi a siluri offrono protezione contro l'attacco dei sottomarini nemici che tentano di attraccare alla base." STR_GENERAL_STORES_UFOPEDIA: "Tutti gli equipaggiamenti, i sistemi d'arma, le munizioni, i materiali recuperati ed i Sistemi di Armamento Sottomarini sono riposti nei magazzini, incluso l'equipaggiamento assegnato ai Sottomarini nelle Rimesse." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Gli Alieni Vivi richiedono speciali strutture di contenimento per trattenerli. Queste unità mantengono i loro sistemi vitali ed azzereranno il loro potenziale di combattimento. La struttura di contenimento può contenere fino a 10 forme di vita aliena in unità di reclusione." STR_GAUSS_DEFENSES_UFOPEDIA: "La difesa Gauss fornisce la protezione più innovativa ed efficace contro l'attacco da parte dei sottomarini nemici." STR_SONIC_DEFENSES_UFOPEDIA: "Le difese a Oscillatore Sonico offrono una protezione potente ed efficiente contro gli aggressori." STR_PWT_DEFENSES_UFOPEDIA: "I Siluri ad Onde Pulsanti offrono la migliore difesa contro gli attacchi Alieni. Questi missili hanno testate super dense che possono penetrare qualsiasi corazzatura conosciuta. Le onde magnetiche da loro prodotte disabilitano le difese elettroniche." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Lo scudo di Bombardamento a Pressione protegge la base dagli attracchi dei sottomarini Alieni ed attiva un campo di risonanza che respinge i sottomarini attaccanti per un tempo sufficiente da permettere ai sistemi di difesa di sparare ripetutamente. In pratica questo raddoppia l'efficacia di ogni sistema di difesa già impiegato." STR_MC_GENERATOR_UFOPEDIA: "Dato che i sottomarini Alieni utilizzano la Tecnologia del Controllo Molecolare per individuare la presenza di creature viventi, utilizzando un C.M negativo l'emettitore coprirà la base con uno scudo impenetrabile per confondere gli Alieni e mascherare la nostra presenza." STR_MC_LAB_UFOPEDIA: "Il laboratorio di Controllo Molecolare può impiantare ed addestrare fino a dieci acquanauti alla volta. Gli impianti sono istallati chirurgicamente nei crani degli acquanauti. Un allenamento estensivo gli permetterà di utilizzare i propri impianti. Le abilità degli impianti sono usate insieme ad un Dispositivo Molecolare e possono essere utilizzate in attacchi in combattimento." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Le comunicazioni Aliene utilizzano la rete dell'impianto di controllo Molecolare che gli alieni hanno costruito. La struttura di decifrazione trasmissioni intercetta le trasmissioni dei Sottomarini Alieni e decodifica le informazioni. Questo mostrerà il tipo di Sottomarino Alieno, la razza Aliena presente ed il tipo di attività svolta." STR_SUB_PEN_UFOPEDIA: "Ogni Rimessa può accogliere un sottomarino. Sono presenti macchinari per la manutenzione, il rifornimento e la riparazione della flotta sottomarina X-Com. Ogni Sottomarino Volante stazionante in base deve avere una Rimessa libera assegnatagli che non può essere utilizzata da altri Sottomarini, anche se il sottomarino assegnato è fuori in missione." STR_DART_PISTOL_UFOPEDIA: "La pistola a dardi X-Com è una unità piccola, precisa e potente con un caricatore di 12 dardi a punta cava. I dardi vengono sparati da una cartuccia a gas nel serbatoio delle munizioni." STR_JET_HARPOON_UFOPEDIA: "Questo fucile marino è preciso e potente e spara potenti arpioni d'acciaio dalle confezioni ermetiche da 10. Ogni arpione ha la propria riserva di gas." STR_GAS_CANNON_UFOPEDIA: "Il peso massimo della famiglia tecnologica a gas, questo cannone spara massicci pallettoni, alcuni con punte esplosive o al fosforo. Una delle armi preferite dagli acquanauti esperti." STR_HYDRO_JET_CANNON_UFOPEDIA: "I cannoni Idro-Jet sono sistemi di armamento pesante per la fanteria. Il cannone spara mini-siluri alimentati al magnesio. Anche se potente, il Cannone Idro-Jet è un congegno goffo ed ingombrante, adatto solo per l'uso subacqueo." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Un vero peso massimo, questo grosso lanciatore può usare tre tipi di siluro, ognuno con la propria unità di propulsione. Un'arma devastante, il cui unico svantaggio è il caricamento manuale. I tipi di munizione disponibili comprendono siluri ad alto potenziale esplosivo grandi o piccoli e siluri con punta al fosforo, tutti per l'uso esclusivamente subacqueo." STR_GAUSS_PISTOL_UFOPEDIA: "La pistola Gauss utilizza la tecnologia delle particelle accelerate, un nuovo ritrovato negli armamenti moderni. È veloce, precisa e funziona sia fuori che sotto l'acqua. La tecnologia Gauss è uno sviluppo delle tecnologie al Plasma appresa dalla guerra precedente." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "La pistola Gauss utilizza la tecnologia delle particelle accelerate, un nuovo ritrovato negli armamenti moderni. È veloce, precisa e funziona sia fuori che sotto l'acqua. La tecnologia Gauss è uno sviluppo delle tecnologie al Plasma appresa dalla guerra precedente." STR_GAUSS_RIFLE_UFOPEDIA: "Un passo avanti rispetto alla pistola Gauss, il fucile è un'arma estremamente potente, con i suoi acceleratori di particelle combinati. Al posto del sistema al Plasma alimentato all'Elerium abbiamo utilizzato un micro acceleratore di particelle il quale genera un fascio di anti-protoni." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Un passo avanti rispetto alla pistola Gauss, il fucile è un'arma estremamente potente, con i suoi acceleratori di particelle combinati. Al posto del sistema al Plasma alimentato all'Elerium abbiamo utilizzato un micro acceleratore di particelle il quale genera un fascio di anti-protoni." STR_HEAVY_GAUSS_UFOPEDIA: "Il Gauss pesante è ingombrante, ma estremamente efficace. Funziona grazie a 3 acceleratori di particelle ed è praticamente inarrestabile. Il fascio di anti-protoni è contenuto dentro una capsula di Arseniuro di Gallio che implode all'impatto rilasciando l'antimateria." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Il Gauss pesante è ingombrante, ma estremamente efficace. Funziona grazie a 3 acceleratori di particelle ed è praticamente inarrestabile. Il fascio di anti-protoni è contenuto dentro una capsula di Arseniuro di Gallio che implode all'impatto rilasciando l'antimateria." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Questa granata di ordinanaza ha un timer preciso e sofisticato per un controllo di precisione." STR_DYE_GRENADE_UFOPEDIA: "Le granate a tinta sono oggetti dalla duplice funzionalità, che offrono copertura in situazioni dove le truppe sono esposte. Capaci di funzionare sia in acqua che sulla terra ferma la tinta è espulsa in una nuvola di particelle, producendo un getto di inchiostro simile ad un polpo nell'acqua o una densa nuvola aerea sulla terra ferma." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Una granata di prossimità che può essere lanciata come una normale granata ma è attivata da qualsiasi movimento nelle sue vicinanze dopo che è stata piazzata. Abilità ed allenamento sono richiesti per poter utilizzare correttamente questi dispositivi." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Questo esplosivo dovrebbe essere utilizzato solo per fini demolitivi. Tuttavia esperienze passate hanno insegnato che questi potenti pacchi esplosivi sono un'arma ideale per stanare gli Alieni. Il raggio di esplosione è ampio quindi assicurati che nessun acquanauta sia entro la minima distanza di sicurezza." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Questo apparecchio innovativo utilizza una gamma di rilevatori e di avanzati sistemi computeristici per individuare unità nemiche in movimento. Clicca sull'icona del Sensore di Interferenze sul display tattico. Seleziona 'Usa Sensore' dal menu. Il display del Sensore mostra una freccia al centro che rispecchia la direzione dell'acquanauta (con il Nord in alto). I lampeggi rappresentano le unità mosse recentemente. Grosse unità, o unità mosse rapidamente, producono lampeggi più grossi. Unità ferme non verranno mostrate." STR_MEDI_KIT_UFOPEDIA: "Per utilizzare questo dispositivo devi essere rivolto verso l'agente X-Com ferito o posizionarti sopra il corpo di un acquanauta stordito.{NEWLINE}CURA> Il colore rosso indica le ferite. Seleziona la parte del corpo e clicca sul pulsante 'Cura'. Sarà curata una ferita mortale e ripristinata un po' di salute.{NEWLINE}STIMOLANTE> Ripristina il vigore e risveglia gli acquanauti storditi. Per risvegliare un acquanauta stordito devi posizionarti direttamente sopra il suo corpo.{NEWLINE}ANTIDOLORIFICO> Ripristina il morale degli acquanauti feriti." STR_MC_DISRUPTOR_UFOPEDIA: "L'ultimo ritrovato nella tecnologia C.M.. Può essere utilizzato solo da acquanauti con abilità di C.M.. Clicca sul Perturbatore, seleziona il tipo di attacco e seleziona un'unità bersaglio con il cursore. Esistono due tipi di attacchi con il Perturbatore:{NEWLINE}DISTURBA IMPIANTO> Se ha successo l'unità sarà confusa è può cadere in preda al panico.{NEWLINE}CONTROLLA IMPIANTO> Se ha successo potrai prendere controllo dell'unità nemica." STR_THERMAL_TAZER_UFOPEDIA: "Questo dispositivo può essere utilizzato solo in combattimento corpo a corpo, ma stordirà un organismo vivente senza ucciderlo assiderando la creatura." STR_VIBRO_BLADE_UFOPEDIA: "La Vibro-Lama è una lunga lama di titanio affilata che gira ad oltre 6000 rpm, questo dispositivo può penetrare anche lo scafandro più resistente. La fonte di energia è un'invenzione Aliena, i nostri primi tentativi nel costruire questi oggetti hanno dato risultati scadenti, in quanto le nostre lame giravano troppo lente o esplodevano sotto pressione." STR_THERMIC_LANCE_UFOPEDIA: "La Lancia Termica è una evoluzione logica della tecnologia della Vibro-Lama. La lama ruota ad alta velocità ed una fonte di energia di Zrbite surriscalda la lama per tagliare le armature come un coltello caldo attraversa il burro." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "La Lancia Termica Pesante è una versione potenziata della LT. Due fonti di calore ed una velocità di rotazione estremamente alta comporta che la Lancia Termica Pesante sia praticamente inarrestabile da qualsiasi materiale." STR_SONIC_CANNON_UFOPEDIA: "Il Cannone Sonico è la più potente della famiglia delle armi Soniche. È dotato di un oscillatore audio a maggiore estensione e di una camera di riverbero più larga rispetto al Blasta. Il Cannone ha inoltre un sistema di detonazione ad impulsi che altera la modulazione dell'onda ultrasonica per produrre uno Shock Sonico ancora più efficace." STR_CANNON_POWER_CLIP_UFOPEDIA: "Questo dispositivo di ridotte dimensioni è utilizzato come munizione per il Cannone Sonico. Contiene una piccola quantità di Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Un dispositivo sonico di maggiore potenza. Neppure l'acciaio ad alto tenore di carbonio è immune a quest'arma. L'emettitore di onde estremamente compatto è potenziato da un amplificatore a superconduttori che aumenta la potenza dell'arma." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Questo piccolo oggetto è utilizzato come fonte di energia per il Fucile Blasta-Sonico, una potente arma Aliena, e contiene una piccola quantità di Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Le pistole soniche sono un'arma Aliena basate sulle onde sonore ultrasoniche capace di gelatinizzare le ossa in pochi secondi. Le onde Ultrasoniche coprono un'estensione oltre la portata dell'udito umano." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Fonte di energia per la compatta Pistola Sonica Aliena. Contiene Zrbite - la fonte di tutto il potere Alieno." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Questa è una arma guidata Aliena per uso esclusivamente acquatico che lancia 'Proiettili Disgreganti' autopropulsi. Quando clicchi per fare fuoco con l'arma questa genererà 'punti guida' che il Proiettile seguirà. Quando hai posizionato abbastanza punti guida clicca sull'icona di lancio." STR_DISRUPTOR_AMMO_UFOPEDIA: "Questo dispositivo è un Proiettile a Impulsi Disgreganti dotato di un sistema di guida computerizzato interno. Viene sparato da un Lanciamissili a Impulso Disgregante." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Un piccolo Lanciagranate a Shok Termico che spara bombe a congelamento chimico. Molto utile per catturare Alieni vivi." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "La bomba a Shok Termico viene utilizzata per catturare umani vivi, ma può essere utilizzata anche contro buona parte delle razze Aliene. Viene sparata da un Lanciagranate a Shok Termico." STR_SONIC_PULSER_UFOPEDIA: "Questo dispositivo funziona nella stessa maniera di una granata di ordinanza - solo che è di gran lunga più potente. La granata utilizza un singolo impulso sonico esplosivo emesso in tutte le direzioni simultaneamente." STR_MC_READER_UFOPEDIA: "Dentro i corpi degli Alieni abbiamo trovato piccole unità impiantate chirurgicamente. Questi sono Impianti di Controllo progettati dagli Aquatoidi per permettere un costante flusso di informazioni dal campo di battaglia, anche a grandi distanze. Il Lettore di Controllo Molecolare è un dispositivo di comunicazione Alieno utilizzato per cogliere informazioni direttamente dagli Impianti C.M.. Le unità X-Com possono utilizzare questo dispositivo in combattimento per visualizzare le caratteristiche di un Alieno. Seleziona l'opzione 'usa'. Quindi clicca su di un Alieno con il cursore." STR_SURVEY_SHIP: "Nave Esploratrice" STR_ESCORT: "Scorta" STR_CRUISER: "Incrociatore" STR_HEAVY_CRUISER: "Incrociatore Pesante" STR_HUNTER: "Cacciatore" STR_BATTLESHIP: "Nave da Guerra" STR_DREADNOUGHT: "Corazzata" STR_FLEET_SUPPLY_CRUISER: "Incrociatore Rifornimento Flotta" MAP_SEABED: "Fondale marino" MAP_PIPES: "Impianto di ricerca" MAP_PLANE: "Relitto di aeroplano" MAP_ATLAN: "Atlantide" MAP_MU: "Tempio Maya" MAP_GAL: "Relitto di Galeone" MAP_MSUNK: "Relitto di Transatlantico" MAP_VOLC: "Vulcano" MAP_CORAL: "Corallo" MAP_PORT: "Porto" MAP_ISLAND: "Isola" MAP_CARGO: "Nave da carico" MAP_LINERT: "Nave da Crociera P1" MAP_LINERB: "Nave da Crociera P2" MAP_ALART: "Artefatto P1" MAP_GRUNGE: "Artefatto P2" MAP_ENTRY: "Colonia P1" MAP_A_BASE: "Colonia P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Equipaggio Misto" STR_MIXED_CREW_2: "Equipaggio Misto 2" STR_RATING: "VALUTAZIONE> {0}" STR_RATING_TERRIBLE: "PESSIMO!" STR_RATING_POOR: "SCARSO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BUONO!" STR_RATING_EXCELLENT: "ECCELLENTE!" STR_SCORE: "PUNTEGGIO" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPPORTO MENSILE X-COM" STR_MONTH: "Mese> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Il comitato delle organizzazioni finanziatrici è complessivamente soddisfatto dei tuoi progressi." STR_COUNCIL_IS_VERY_PLEASED: "Il comitato delle organizzazioni finanziatrici è molto contento dei tuoi sforzi eccellenti. Continua così." STR_COUNCIL_IS_DISSATISFIED: "Il comitato delle organizzazioni finanziatrici è insoddisfatto dei tuoi risultati. Devi migliorare la tua efficacia nell'affrontare la minaccia Aliena o rischierai l'interruzione del supporto finanziario ad X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "Non sei riuscito ad affrontare l'invasione Aliena ed il comitato delle organizzazioni finanziatrici ha sfortunatamente deciso di interrompere i finanziamenti ad X-Com. Ogni organizzazione affronterà il problema come meglio crede. Possiamo solo sperare che riescano a trovare qualche accordo con queste antiche forze, e che la popolazione mondiale raggiunga un accordo con i visitatori acquatici." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} è particolarmente soddisfatta della tua abilità nell'affrontare la minaccia nei suoi territori e ha deciso di aumentare i loro finanziamenti." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sono particolarmente felici dei tuoi progressi nell'affrontare le incursioni Aliene nei loro territori ed hanno deciso di aumentare i loro finanziamenti." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} e {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} è insoddisfatta della tua abilità nell'affrontare l'attività Aliena nei suoi Mari ed ha deciso di diminuire i propri contributi finanziari." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sono insoddisfatti della tua abilità nell'affrontare l'attività Aliena nei loro Mari ed hanno deciso di ridurre i propri contributi finanziari." STR_KNOTS: "{0} nodi" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} ha firmato un patto di cooperazione con le forze Aliene e si è ritirato dai finanziamenti ad X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} hanno firmato un patto di cooperazione con le forze Aliene e si sono ritirati dai finanziamenti ad X-Com." STR_MONTHLY_RATING: "Valutazione mensile> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Cambio finanziamenti> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "L'organizzazione dei finanziatori non è felice della tua situazione finanziaria. Devi ridurre i tuoi debiti sotto $1 milione oppure la X-Com sarà terminata." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "DECIFRATE TRASMISSIONI SUB-PARTICELLARI" STR_CRAFT_TYPE: "TIPO SOTTOM." STR_RACE: "RAZZA" STR_MISSION: "MISSIONE" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Assegna Ricerca" STR_ALLOCATE_MANUFACTURE: "Assegna Produzione" STR_AZORES: "Azzorre" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Isola dell'Ascensione" STR_TRINIDADE_ISLAND: "Isola di Trinidade" STR_FALKLAND_ISLAND: "Isole Falkland" STR_CANARY_ISLANDS: "Isole Canarie" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Isola di San Lorenzo" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Isole Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawaii" STR_FIJI: "Figi" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Isola di Pasqua" STR_GALAPAGOS_ISLAND: "Isole Galapagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Isole Salomone" STR_CRETE: "Creta" STR_LISBON: "Lisbona" STR_PORT_SAID: "Porto Said" STR_MARSEILLES: "Marsiglia" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Isole Seychelles" STR_MALDIVE_ISLAND: "Isole Maldive" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londra" STR_FAEROE_ISLAND: "Isole Fær Øer" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Addestramento C.M." STR_PSIONIC_TRAINING: "ADDESTRAMENTO CONTROLLO MOLECOLARE" STR_REMAINING_PSI_LAB_CAPACITY: "Spazio Laboratorio C.M. rimanente> {ALT}{0}" STR_PSIONIC__STRENGTH: "Forza{NEWLINE}C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Abilità C.M./{NEWLINE}Miglioramento" STR_IN_TRAINING: "In{NEWLINE}Allenamento?" STR_TARGETTED_BY: "OBIETTIVO DI:" STR_WEAPONS_CREW_HWPS: "ARMI/{NEWLINE}EQUIPAGGIO/SAS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "è a corto di carburante,{NEWLINE}in rientro alla base" STR_SOLDIER_LIST: "Lista Acquanauti" STR_RANK_: "GRADO> {ALT}{0}" STR_MISSIONS: "MISSIONI> {ALT}{0}" STR_KILLS: "UCCISIONI> {ALT}{0}" STR_WOUND_RECOVERY: "GUARIGIONE FERITA> {ALT}{0}" STR_TIME_UNITS: "UNITÀ DI TEMPO" STR_STAMINA: "STAMINA" STR_HEALTH: "SALUTE" STR_BRAVERY: "CORAGGIO" STR_REACTIONS: "REAZIONI" STR_FIRING_ACCURACY: "MIRA" STR_THROWING_ACCURACY: "TIRO" STR_STRENGTH: "FORZA" STR_PSIONIC_STRENGTH: "FORZA C.M." STR_PSIONIC_SKILL: "ABILITÀ C.M." STR_NEW_RANK: "NUOVO GRADO" STR_PROMOTIONS: "Promozioni" STR_SOLDIERS_UC: "ACQUANAUTI" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "SAS automatizzati dalla elevata manovrabilità e resistenza della carena. Possono offrire supporto pesante alle truppe a qualsiasi profondità. I SAS sono riarmati automaticamente nel caso in cui ci siano abbastanza munizioni." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Questo sommergibile è armato con siluri Aqua-Jet. Questo sistema di armamento funziona solamente sott'acqua. Assicurati che i tuoi magazzini siano ben forniti di Siluri Aqua-Jet." STR_COELACANTH_GAUSS_UFOPEDIA: "La tecnologia Gauss offre un potente sistema di armamento per i SAS. Offrendo pesante potenza di fuoco in confronto ai modelli precedenti, e utilizza tecnologia proprietaria di X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "La tecnologia Aliena ha ridefinito I SAS. La capacità di utilizzare i Dislocatori Ionici comporta che i SAS non siano più ancorati alla terra o al fondale. Le armi soniche offrono un effettivo vantaggio in battaglia." STR_DISPLACER_PWT_UFOPEDIA: "Questo SAS è dotato di armi a Onde Pulsanti per uso acquatico. Devi costruire S.O.P. per mantenerli perfettamente armati. Per sparare, seleziona un insieme di 'punti guida' quindi clicca sull'icona di lancio." STR_ALIEN_PROBE_MISSION: "Missione Esplorazione Aliena" STR_ALIEN_INTERDICTION: "Interdizione Aliena" STR_ALIEN_RESOURCE_RAID: "Raid Risorse Alieno" STR_ALIEN_INFILTRATION: "Infiltrazione Aliena" STR_ALIEN_BASE: "Espansione Colonia Aliena" STR_ALIEN_SURFACE_ATTACK: "Attacchi Alieni in Superficie" STR_ALIEN_RETALIATION: "Attacco Base Sottomarina" STR_ALIEN_SUPPLY: "Missioni Rifornimento Colonia" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "La Missione Esplorazione Aliena è utilizzata per raccogliere i dati sul fondale marino, le risorse, le rotte navali ed aeree di un'area. Da soli i sottomarini Alieni impiegati in queste missioni non sono una grave minaccia, ma indicano siti in cui l'attività aliena potrebbe divampare in ogni momento." STR_ALIEN_INTERDICTION_UFOPEDIA: "Gli Alieni sono soliti monitorare aree a cui sono interessati, mandando scafi con il preciso scopo di assicurare un area prima che inizino missioni più laboriose. Atterrano in siti specifici che intenderanno successivamente razziare per isolare l'area e preparare il terreno per le nuove attività." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Affondare le navi ed abbattere gli aerei sono elementi chiave della strategia Aliena. L'acquisizione di materiali è una delle principali attività Aliene ed in quanto tale è unita a queste azioni palesemente aggressive. Inoltre gli Alieni razziano aree con attività geotermica, miniere e siti archeologici per minerali, metalli raffinati e altri oggetti prodotti dagli umani." STR_ALIEN_INFILTRATION_UFOPEDIA: "Questa missione può portare ad un contatto ufficiale tra gli Alieni ed i capi di corporazioni o governi. L'apice di questa attività si caratterizza da intense attività di Sottomarini Alieni nelle acque dell'organizzazione interessata. Gli Alieni tenteranno di firmare un accordo con un governo o un'organizzazione offrendo la conoscenza delle loro tecnologie superiori. Questa attività Aliena rappresenta una seria minaccia per X-Com. Se una corporazione o un governo coopera con gli invasori i loro finanziamenti verranno ritirati." STR_ALIEN_BASE_UFOPEDIA: "Gli Alieni costruiranno colonie sottomarine segrete in ubicazioni remote. Dopo alcuni voli iniziali di ricognizione si verificherà della intensa attività di Sottomarini Alieni nel corso della costruzione della colonia. È risaputo che queste colonie contengono laboratori, centri di clonazione, strutture chirurgiche per esperimenti su umani e Alieni. La presenza di colonie Aliene genererà più attività Aliena senza la presenza di Sottomarini Alieni. Per poter individuare una colonia un sottomarino X-Com deve pattugliare un'area per qualche ora se vuole avere qualche possibilità di individuarla." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Quando gli Alieni hanno bisogno di umani essi terrorizzano un porto, attaccano un'isola, o assaltano una nave. I civili sono direttamente minacciati, per soddisfare i deviati bisogni di riproduzione degli Alieni e dei loro orribili esperimenti." STR_ALIEN_RETALIATION_UFOPEDIA: "Se i sottomarini intercettori X-Com sono particolarmente efficaci nell'affondare gli scafi Alieni allora questi ultimi potrebbero decidere di prendere contromisure aggressive. Ciò può dare origine ad un attacco diretto contro una base X-Com. Tuttavia, gli Alieni devono per prima cosa individuare una costruzione X-Com per poterla attaccare, e purché i Sottomarini Alieni sono tenuti lontani dovrebbe esserci poco rischio di un assalto." STR_ALIEN_SUPPLY_UFOPEDIA: "Una volta che una colonia Aliena è costruita viene rifornita regolarmente da una speciale nave da rifornimento. Se uno di questi vascelli viene individuato mentre è posato sul fondale, si può star certi che ci sia una colonia Aliena nelle vicinanze." STR_SURVEY_SHIP_UFOPEDIA: "Questo minuscolo sottomarino viene utilizzato per missioni di ricognizione e di rilevamento. Normalmente precede vascelli più grandi, come avanguardia di una squadra speciale Aliena." STR_ESCORT_UFOPEDIA: "Un vascello scorta di medie dimensioni è poco minaccioso di per sé. Questo precede l'arrivo di vascelli più grandi e attività intensificate." STR_CRUISER_UFOPEDIA: "L'Incrociatore è un vascello multiruolo, il pilastro della flotta Aliena, viene utilizzato in tutti i tipi di missioni Aliene ed è un avversario pericoloso." STR_HEAVY_CRUISER_UFOPEDIA: "L'incrociatore pesante è una nave più potente dell'incrociatore, armi e sistemi di propulsione più grandi ne incrementano il potere. L'Incrociatore Pesante è utilizzato in missioni di raccolta risorse per ottenere grandi quantità di minerali ed equipaggiamento." STR_HUNTER_UFOPEDIA: "Questo vascello è dotato di una sala operatoria per eseguire esperimenti e operazioni chirurgiche su esemplari umani. Le vittime sono sottoposte alle torture più disgustose e il cervello è spesso rimosso e conservato per lavorazioni lungo il viaggio." STR_BATTLESHIP_UFOPEDIA: "La nave da battaglia è la nave più aggressiva che gli Alieni possiedono, dotata di tutti i sistemi e le tecnologie Aliene per fungere da base operativa per ogni forma di azione aggressiva che gli Alieni potrebbero voler attuare, e di un vasto arsenale di armi." STR_DREADNOUGHT_UFOPEDIA: "La Corazzata è un enorme trasporto truppe, dotata di tutte le tecnologie Aliene e di un vasto equipaggio. La Corazzata è un avversario resistente e formidabile." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "L'incrociatore di rifornimento è utilizzato durante la costruzione di colonie Aliene o per il rifornimento di colonie già esistenti. Trasporta nutrienti Alieni, DNA, feti ed altri componenti biologici." STR_DISMANTLE: "Smantella" STR_FACILITY_IN_USE: "STRUTTURA ACQUATICA IN USO" STR_CANNOT_DISMANTLE_FACILITY: "NON È POSSIBILE SMANTELLARE LA STRUTTURA ACQUATICA!{SMALLLINE}Tutte le Strutture della base devono essere collegate all'ascensore d'accesso." STR_TRANSFER_ITEMS_TO: "Trasferisci oggetti a {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NESSUN CONTENIMENTO ALIENI PER IL TRASFERIMENTO!{SMALLLINE}Gli Alieni vivi necessitano di una struttura di contenimento Alieni per poter sopravvivere." STR_AMOUNT_AT_DESTINATION: "QUANTITÀ A{NEWLINE}DESTINAZIONE" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "L'Alieno è morto per la mancanza di una struttura di contenimento Alieni." STR_NO_FREE_ACCOMODATION_CREW: "NESSUN ALLOGGIO LIBERO!{SMALLLINE}La base di destinazione non ha abbastanza spazio nelle aree abitative per l'equipaggio assegnato al sottomarino." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NON C'È ABBASTANZA SPAZIO DI IMMAGAZZINAMENTO!{SMALLLINE}La base di destinazione non ha abbastanza spazio nei magazzini per l'equipaggiamento assegnato al sottomarino." STR_ITEMS_ARRIVING: "Oggetti in Arrivo" STR_DESTINATION_UC: "DESTINAZIONE" STR_DART_PISTOL: "Pistola a Dardi" STR_DART_POD: "Caricatore Dardi" STR_JET_HARPOON: "Fucile ad Arpioni" STR_HARPOON_POD: "Caricatore Arpioni" STR_GAS_CANNON: "Cannone a Gas" STR_GC_AP_AMMO: "Pallettoni CG-Perf" STR_GC_HE_AMMO: "Pallettoni CG-Espl" STR_GC_P_AMMO: "Pallettoni CG-Fosf" STR_HYDRO_JET_CANNON: "Cannone Idro-Jet" STR_HJC_AP_AMMO: "Munizioni IJ-Perf" STR_HJC_HE_AMMO: "Munizioni IJ-Espl" STR_HJC_P_AMMO: "Munizioni IJ-Fosf" STR_TORPEDO_LAUNCHER: "Lanciasiluri" STR_SMALL_TORPEDO: "Siluro Piccolo" STR_LARGE_TORPEDO: "Siluro Grande" STR_PHOSPHOROUS_TORPEDO: "Siluro al Fosforo" STR_MAGNA_BLAST_GRENADE: "Granata Esplosiva" STR_DYE_GRENADE: "Granata a Tinta" STR_PARTICLE_DISTURBANCE_GRENADE: "Granata Interferenze Particellari" STR_MAGNA_PACK_EXPLOSIVE: "Pacco Esplosivo" STR_PARTICLE_DISTURBANCE_SENSOR: "Sensore Interferenze Particellari" STR_MEDI_KIT: "Kit Medico" STR_MC_DISRUPTOR: "Perturbatore C.M." STR_THERMAL_TAZER: "Tazer Termico" STR_GAUSS_PISTOL: "Pistola Gauss" STR_GAUSS_PISTOL_CLIP: "Caricatore Pistola Gauss" STR_GAUSS_RIFLE: "Fucile Gauss" STR_GAUSS_RIFLE_CLIP: "Caricatore Fucile Gauss" STR_HEAVY_GAUSS: "Gauss Pesante" STR_HEAVY_GAUSS_CLIP: "Caricatore Gauss Pesante" STR_SONIC_CANNON: "Cannone Sonico" STR_CANNON_POWER_CLIP: "Caricatore Energia Cannone" STR_SONIC_BLASTA_RIFLE: "Fucile Blasta-Sonico" STR_BLASTA_POWER_CLIP: "Caricatore Energia Fucile Blasta" STR_SONIC_PISTOL: "Pistola Sonica" STR_PISTOL_POWER_CLIP: "Caricatore Energia Pistola" STR_DISRUPTOR_PULSE_LAUNCHER: "Lanciamissili a Impulso Disgregante" STR_DISRUPTOR_AMMO: "Munizioni Disgreganti" STR_THERMAL_SHOK_LAUNCHER: "Lanciagranate Shok Termico" STR_THERMAL_SHOK_BOMB: "Bomba Shok Termico" STR_SONIC_PULSER: "Pulsatore Sonico" STR_ZRBITE: "Zrbite" STR_MC_READER: "Lettore C.M." STR_VIBRO_BLADE: "Vibro-Lama" STR_THERMIC_LANCE: "Lancia Termica" STR_HEAVY_THERMIC_LANCE: "Lancia Termica Pesante" STR_AQUATOID_CORPSE: "Cadavere Aquatoide" STR_GILLMAN_CORPSE: "Cadavere Gillman" STR_LOBSTERMAN_CORPSE: "Cadavere di Uomo-Aragosta" STR_TASOTH_CORPSE: "Cadavere Tasoth" STR_CALCINITE_CORPSE: "Cadavere Calcinite" STR_DEEP_ONE_CORPSE: "Cadavere di Essere Abissale" STR_BIODRONE_CORPSE: "Cadavere Bio-Drone" STR_TENTACULAT_CORPSE: "Cadavere Tentacolato" STR_TRISCENE_CORPSE: "Cadavere Triscene" STR_HALLUCINOID_CORPSE: "Cadavere Allucinoide" STR_XARQUID_CORPSE: "Cadavere Xarquide" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Non ci sono abbastanza munizioni per armare il SAS{SMALLLINE}Ogni SAS richiede {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Attrezzatura mancante per riequipaggiare squadra" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Dovrai ricercare un{NEWLINE}{0}{NEWLINE}per poter produrre{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Gli Alieni hanno distrutto la base {0} lasciata senza difese" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Le pattuglie X-Com hanno individuato una colonia Aliena in {0}" STR_STANDOFF: "DISTANZA DI SICUREZZA" STR_CAUTIOUS_ATTACK: "ATTACCO CAUTO" STR_STANDARD_ATTACK: "ATTACCO STANDARD" STR_AGGRESSIVE_ATTACK: "ATTACCO AGGRESSIVO" STR_DISENGAGING: "RITIRATA" STR_UFO_HIT: "SOTTOM. ALIENO COLPITO!" STR_UFO_CRASH_LANDS: "SOTTOM. ALIENO ABBATTUTO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizza solo a Dist. di Sicurezza" STR_UFO_RETURN_FIRE: "GLI ALIENI RISPONDONO AL FUOCO!" STR_INTERCEPTOR_DAMAGED: ">>> SCAFO X-COM DANNEGGIATO <<<" STR_INTERCEPTOR_DESTROYED: ">>> SCAFO X-COM DISTRUTTO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "SOTTOM. ALIENO IN FUGA!" STR_LONG_RANGE_DETECTION: "Sonar ad Ampio Raggio" STR_STORES_UC: "MAGAZZINI" STR_DIFFICULTY_LEVEL: "Livello di Difficoltà" STR_INTERCEPT: "INTERCETTA" STR_BASES: "BASI" STR_GRAPHS: "GRAFICI" STR_UFOPAEDIA_UC: "UFOPEDIA" STR_OPTIONS_UC: "OPZIONI" STR_FUNDING_UC: "FINANZIAMENTI" STR_5_SECONDS: "5 Sec" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Ora" STR_1_DAY: "1 Giorno" STR_XCOM_PERFORMANCE_ROSTER: "Lista Prestazioni X-Com" STR_ENTER_NAME: "Inserisci il nome" STR_PERFORMANCE_RATING: "Valutazione Prestazioni" STR_VICTORY_DATE: "Data della Vittoria" STR_CHEMICAL_FLARE: "Bengala Chimico" STR_CHEMICAL_FLARE_UFOPEDIA: "Questo dispositivo compatto produce un bagliore luminoso sia nell'acqua a qualsiasi profondità che sulla terraferma. Questo illumina le unità nemiche nei pressi del bengala durante le missioni nelle profondità marine o in quelle notturne." STR_MONTHLY_COSTS: "Costi Mensili" STR_CRAFT_RENTAL: "Noleggio Sottomarini Volanti" STR_SALARIES: "Stipendi" STR_BASE_MAINTENANCE: "Mantenimento Base" STR_COST_PER_UNIT: "Costo per unità" STR_QUANTITY: "Quantità" STR_TOTAL: "Totale" STR_IN_PSIONIC_TRAINING: "In Procedura Impianto C.M." STR_FRONT_ARMOR: "Armatura Anteriore" STR_LEFT_ARMOR: "Armatura Sinistra" STR_RIGHT_ARMOR: "Armatura Destra" STR_REAR_ARMOR: "Armatura Posteriore" STR_UNDER_ARMOR: "Armatura Inferiore" STR_ROUNDS: "COLPI" STR_UNIT: "UNITÀ> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORALE" STR_ARMOR_: "ARMATURA> {0}" STR_FRONT_ARMOR_UC: "ARMATURA ANTERIORE" STR_LEFT_ARMOR_UC: "ARMATURA SINISTRA" STR_RIGHT_ARMOR_UC: "ARMATURA DESTRA" STR_REAR_ARMOR_UC: "ARMATURA POSTERIORE" STR_SKILLS: "ABILITÀ> {0}" STR_LEVEL: "LIVELLO> {0}" STR_HEAD: "TESTA" STR_TORSO: "TORSO" STR_RIGHT_ARM: "BRACCIO DX" STR_LEFT_ARM: "BRACCIO SX" STR_RIGHT_LEG: "GAMBA DX" STR_LEFT_LEG: "GAMBA SX" STR_PAIN_KILLER: "ANTIDOLORIFICO" STR_STIMULANT: "STIMOLANTE" STR_HEAL: "CURA" STR_TIME_UNITS_SHORT: "UdT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Rea>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "ACM>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "FCC>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefatto Alieno" STR_AMMO_ROUNDS_LEFT: "MUNIZIONI:{NEWLINE}COLPI{NEWLINE}RIMASTI={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Antidol>{ALT}{0}{ALT}{NEWLINE}Stimolanti>{ALT}{1}{ALT}{NEWLINE}Cura>{ALT}{2}" STR_THROW: "Lancia" STR_AUTO_SHOT: "Colpo Auto" STR_SNAP_SHOT: "Colpo Rapido" STR_AIMED_SHOT: "Colpo Mirato" STR_STUN: "Stordisci" STR_PRIME_GRENADE: "Innesca Granata" STR_USE_SCANNER: "Usa Sensore Interf." STR_USE_MEDI_KIT: "Usa Kit Medico" STR_LAUNCH_MISSILE: "Lancia Siluro" STR_ACCURACY_SHORT: "Prec>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unità di Tempo insufficienti!" STR_NOT_ENOUGH_ENERGY: "Energia Insufficiente!" STR_NO_ROUNDS_LEFT: "Munizioni nell'arma esaurite!" STR_NO_AMMUNITION_LOADED: "Munizioni non caricate!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munizioni non adatte a questa Arma!" STR_WEAPON_IS_ALREADY_LOADED: "Arma già carica!" STR_NO_LINE_OF_FIRE: "Non c'è Linea di Fuoco!" STR_GRENADE_IS_ACTIVATED: "Granata Attivata!" STR_GRENADE_IS_DEACTIVATED: "Granata Disattivata!" STR_THERE_IS_NO_ONE_THERE: "Qui non c'è nessuno!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Incapace di usare l'artefatto alieno prima di averlo ricercato!" STR_OUT_OF_RANGE: "Fuori Portata!" STR_UNABLE_TO_THROW_HERE: "Non è possibile lanciare qui!" STR_SET_TIMER: "Regola il Timer" STR_HIDDEN_MOVEMENT: "MOVIMENTO NASCOSTO" STR_TURN: "TURNO> {0}" STR_SIDE: "FAZIONE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Premi un tasto per continuare" STR_MIND_CONTROL: "Controllo Molecolare" STR_PANIC_UNIT: "Disturba Impianto" STR_MORALE_ATTACK_SUCCESSFUL: "Attacco al Morale riuscito" STR_MIND_CONTROL_SUCCESSFUL: "Controllo dell'Impianto riuscito" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}è Impazzito" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}è Impazzita" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}è in preda al panico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}è in preda al panico" STR_XCOM: "X-Com" STR_ALIENS: "Alieni" STR_RIGHT_HAND: "MANO DX" STR_LEFT_HAND: "MANO SX" STR_RIGHT_SHOULDER: "SPALLA DX" STR_LEFT_SHOULDER: "SPALLA SX" STR_BACK_PACK: "ZAINO" STR_BELT: "CINTURA" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}è sotto Controllo Molecolare" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}è sotto Controllo Molecolare" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ha perso i sensi" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ha perso i sensi" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}è deceduto a causa di una ferita mortale" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}è deceduta per una ferita mortale" STR_USE_MIND_PROBE: "Usa Lettore C.M." STR_FATAL_WOUNDS: "FERITE MORTALI" STR_UNDER_ARMOR_UC: "ARMATURA INFERIORE" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unità di Tempo riservate per Colpo Immediato" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unità di Tempo riservate per Colpo Automatico" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unità di Tempo riservate per Colpo Mirato" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unità di Tempo riservate per Inginocchiarsi" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UdT riservate per Inginocchiarsi e Sparare" STR_UNITS_IN_CRAFT: one: "{N} Unità nello Scafo X-Com" many: "{N} Unità nello Scafo X-Com" other: "{N} Unità nello Scafo X-Com" STR_UNITS_OUTSIDE: one: "{N} Unità rimasta fuori" many: "{N} Unità rimaste fuori" other: "{N} Unità rimaste fuori" STR_UNITS_IN_ENTRANCE: one: "{N} Unità sull'Entrata" many: "{N} Unità sull'Entrata" other: "{N} Unità sull'Entrata" STR_UNITS_IN_EXIT: one: "{N} Unità sull'Obiettivo d'Uscita" many: "{N} Unità sull'Obiettivo d'Uscita" other: "{N} Unità sull'Obiettivo d'Uscita" STR_ABORT_MISSION_QUESTION: "Annullare la missione?" STR_CORPSE: "Cadavere" STR_UNLOAD_CRAFT: "Scarica" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}è stato ucciso" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}è stato uccisa" STR_HIT_MELEE: "Colpisci" STR_GROUND: "A TERRA" STR_LIVING_QUARTERS_PLURAL: "Alloggi" STR_LIST_ITEM: "OGGETTO" STR_ALL_ALIENS_KILLED_IN_CRASH: "Tutti gli Alieni sono deceduti nello schianto,{NEWLINE}Avviata procedura di auto recupero" STR_RESET: "Reimposta" STR_MEMORIAL: "Memoriale" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "ACQUANAUTI RECLUTATI>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ACQUANAUTI PERDUTI>{ALT}{0}" STR_REMOVE_SELECTED: "Rimuovi Selezionati" STR_LIVE_ALIENS: "Esemplari{NEWLINE}Vivi" STR_DEAD_ALIENS: "Esemplari{NEWLINE}Scartati" STR_UNDER_INTERROGATION: "Sotto{NEWLINE}Esamine" STR_CONTAINMENT_EXCEEDED: "LIMITE CONTENIMENTO ALIENI SUPERATO!{SMALLLINE}Spazio di contenimento insufficente nella base {0}. Devi rimuovere gli alieni in eccesso dal contenimento (questo provocherà la loro morte)." STR_MANAGE_CONTAINMENT: "Gestisci Contenimento Alieni" STR_STORAGE_EXCEEDED: "SPAZIO DEI MAGAZZINI SUPERATO!{SMALLLINE}Spazio nei magazzini insufficente nella base {0}. Devi vendere gli oggetti in eccesso." STR_GO_TO_BASE: "Vai alla Base" STR_MELEE_ACCURACY: "MELEE" STR_SELL_PRODUCTION: "VENDI" STR_BOTH_HANDS_MUST_BE_EMPTY: "Entrambe le mani devono essere libere!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Oggetti insufficienti per copiare il modello!" STR_UNLOAD_WEAPON: "Scarica l'arma" STR_ALL_ITEMS: "Tutti gli Oggetti" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NON È POSSIBILE AGGIUNGERE ALTRO EQUIPAGGIAMENTO A BORDO!{SMALLLINE}È possibile portare un massimo di {N} oggetto di equipaggiamento su questo sottomarino." many: "NON È POSSIBILE AGGIUNGERE ALTRA ATTREZZATURA A BORDO!{SMALLLINE}Ti è permesso di portare solo un massimo di {N} oggetti di equipaggiamento su questo sottomarino." other: "NON È POSSIBILE AGGIUNGERE ALTRA ATTREZZATURA A BORDO!{SMALLLINE}Ti è permesso di portare solo un massimo di {N} oggetti di equipaggiamento su questo sottomarino." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DI CONTROLLO DISTRUTTO{SMALLLINE}Dirigiti all'entrata ed abbandona la missione." STR_XCOM_BASE_CANNOT_BE_BUILT: "Le strutture sottomarine di X-Com non possono essere costruite sulla terra ferma" STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSSIBILE INGAGGIARE IL NEMICO{NEWLINE}A QUESTA PROFONDITÀ " STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSSIBILE INGAGGIARE IL NEMICO{NEWLINE}MENTRE È IN VOLO" STR_UNDERWATER_EQUIPMENT: "Quest'attrezzatura non funziona fuori dall'acqua!" STR_LAND_EQUIPMENT: "Quest'attrezzatura non funziona sott'acqua!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personale" STR_CRAFT_ARMAMENT: "Scafi ed Armamenti" STR_COMPONENTS: "Componenti" STR_SOLDIERS_RECRUITED: "Acquanauti reclutati" STR_SOLDIERS_LOST: "Acquanauti perduti" STR_TOTAL_UFOS: "Sottomarini volanti individuati" STR_TOTAL_ALIEN_BASES: "Colonie aliene scoperte" STR_PSIONIC_STRENGTH_ABBREVIATION: "FCM" STR_PSIONIC_SKILL_ABBREVIATION: "ACM" FEMALE_CIVILIAN: "Civile, Femmina" MALE_CIVILIAN: "Civile, Maschio" DOCKER_CIVILIAN: "Civile, Portuale" SAILOR_CIVILIAN: "Civile, Marinaio" STR_BIODRONE_MELEE_WEAPON: "Melee Bio-drone" HALLUCINOID_WEAPON: "Arma Allucinoide" STR_LOBSTERMAN_MELEE_WEAPON: "Melee Uomo-Aragosta" CALCINITE_WEAPON: "Arma Calcinite" DEEP_ONE_WEAPON: "Arma Essere Abissale" STR_TRISCENE_MELEE_WEAPON: "Melee Triscene" STR_TRIBIO_SONIC_WEAPON: "Arma Sonica Aliena" XARQUID_WEAPON: "Arma Xarquide" TENTACULAT_WEAPON: "Arma Tentacolato" ZOMBIE_WEAPON: "Arma Zombie" ALIEN_PSI_WEAPON: "Arma C.M. Aliena" ================================================ FILE: bin/standard/xcom2/Language/ja.yml ================================================ ja: STR_LEVIATHAN_UFOPEDIA: "輸送と迎撃が可能な超深海用飛空潜水艇。人類とエイリアンの技術の高レベルな融合により、イオン推進装置と磁気センサーによる航行を可能にした。" STR_BARRACUDA_UFOPEDIA: "加熱レーザー式エンジン搭載の英国製バラクーダ級潜水艇。世界最速の空水両用機として、来たるべき戦いで活躍が期待される" STR_HAMMERHEAD_UFOPEDIA: "輸送と迎撃が可能な機体。X-COMの機体に搭載された磁気センサーの複製品は、小型ながらも我々の技術の粋を結集させたものである" STR_TRITON_UFOPEDIA: "トリトンと名付けられたこの輸送強襲艇は、空水両対応のエンジンと大容量且つ堅牢な機体で兵員輸送の要となる" STR_MANTA_UFOPEDIA: "エイ型の快速艇。一人乗りの空水両用迎撃機で、エイリアンのイオン推進機に迫る性能を持つ。激しさを増しつつある戦闘で戦果を上げるだろう" STR_AJAX_UFOPEDIA: "AJAX魚雷は水中戦で主力となる兵器である。高い命中精度と抑止力を併せ持つ" STR_DUP_HEAD_UFOPEDIA: "劣化ウラン弾頭を用いた兵器は比較的新しいが、この水中兵器は世界で初めて商品化され、実戦配備された" STR_CRAFT_GAS_CANNON_UFOPEDIA: "圧縮ガスを用いて徹甲ボルトを発射する、高い貫通力を持つキャノン砲" STR_PWT_CANNON_UFOPEDIA: "パルス波魚雷は超加熱式燃料システムと圧縮弾頭によってほぼ全ての装甲を貫くことができる" STR_GAUSS_CANNON_UFOPEDIA: "電磁兵器はX-COMで新しく開発されたもので、粒子加速器の動力は液体窒素冷却による小型の核融合炉から供給される" STR_SONIC_OSCILLATOR_UFOPEDIA: "強力な振動波発振器による音波は、対象を分子レベルで崩壊させる" STR_AQUATOID_UFOPEDIA: "アクアトイドは古代社会において人類が最初の一歩を踏み始める数千年前から存在した。小柄で四肢の細い特徴は宇宙へと向かった親戚のセクトイドにも受け継がれている。{NEWLINE}彼らは分子構造を操作する高度なテクノロジーに支えられていたが、不妊を解消する為に遺伝子操作を用い、理想的な被検体として人類を選んだ。その結果多くの混血種を生み出した。" STR_AQUATOID_AUTOPSY: "アクアトイドの解剖" STR_AQUATOID_AUTOPSY_UFOPEDIA: "この生物の精密な分析の結果、アクアトイドは我々のかつての敵、セクトイドに外科手術とインプラントを施して水棲種に改造したものではないかという仮説が立てられた。{NEWLINE}退化した肺は呼吸を許すが、短期間しか地上で活動できない。全身をサイボーグ化することで、四肢と臓器を強化している。{NEWLINE}全ての個体は同一で、クローン技術によって生み出されたものだと思われる。" STR_GILLMAN_UFOPEDIA: "この種族は殆ど人類と変わらず、ハチュウ類型の人間に見える位我々に似ている。水中では非常に強靱で素早く動ける。{NEWLINE}ギルマンは他の多くの水棲種と違って遺伝子操作や外科手術の痕跡が見当たらず、男女の性差と加齢の特徴がある独自の種族である。古代に枝分かれした人類の遠い親戚かもしれない" STR_GILLMAN_AUTOPSY: "ギルマンの解剖" STR_GILLMAN_AUTOPSY_UFOPEDIA: "解剖によって明らかになったが、この種族はエイリアンではなく地球由来の生物であり、古代の有史以前、ほ乳類が地上を支配した頃に絶滅した種族である。{NEWLINE}恐竜が闊歩していた時代、ギルマンは両生で知的であり、隆盛を誇った。恐竜を絶滅に導いた大災害が彼らとエイリアンを深く結びつけたようだ。彼らの頭蓋には小さな電子装置が埋め込まれている" STR_LOBSTERMAN_UFOPEDIA: "これは驚くべき生物である。人間より大きく手足は6本あり、海の悪魔としか言いようのない姿をしている。地球のロブスターに似ている事からX-COMの隊員によってロブスターマンと名付けられた。この深海の醜い巨獣は非常に巧みな構造をした戦闘生物で、強大な筋力を持ち火器に対してほぼ無敵である。そのハサミは鋼鉄をも押しつぶす" STR_LOBSTERMAN_AUTOPSY: "ロブスターマンの解剖" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "この生物の非常に固い外殻の下には驚くべき体構造が隠されている。強靱な筋肉がチタンの骨格を取り巻き、複数の知覚器官らなる感受システムは脳に直結している。複数の眼球は鋼鉄よりも固い樹脂で守られ、効果的に戦闘に投入されれば手の付けようのない相手となる。{NEWLINE}体の奥深くには正体不明の機能と構造をもつ装置が埋め込まれている" STR_TASOTH_UFOPEDIA: "この俊敏な敵はエイリアン部隊の主戦力である。エイリアンの居住区では一度に何百もの個体が養育槽で育てられる。タソスは純粋なエイリアンであり、その行動パターンと共食いの習性は地球上のいかなる生物にも見受けられない。{NEWLINE}戦闘では先鋒を勤める事が多く、絶望的な状況でも怯む事がない。" STR_TASOTH_AUTOPSY: "タソスの解剖" STR_TASOTH_AUTOPSY_UFOPEDIA: "解剖によってサイボーグ化された器官は変わった動力を持っている事が判明した。体腔には小さな動力源があるのみで、他に確認できる器官はない。動力は生体伝導によって全身に行き渡る。骨格や体を支える為の部位がなく、死後動力源が停止すると粘液質の肉と体液で満たされた着ぐるみ状態になる。{NEWLINE}他に唯一確認できたのは対になったセラミック製の電池で、蘇生を試みる短い間だけ機能する様だ" STR_DEEP_ONE_UFOPEDIA: "深きものは異種交配と精神歪曲よって生まれた生物学上の悪夢である。我々は何種類ものタイプと遭遇したが、詳細な調査の結果、彼らはエイリアンによって造られたという結論に達した。人類を捕獲する事でその数は増え続ける。{NEWLINE}彼らは潜水兵を殺傷するのに十分な威力をもつ放電器を装備している" STR_DEEP_ONE_AUTOPSY: "深きものの解剖" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "人間にエイリアンの臓器移植を施した生物である。脳は人間のものだが大脳皮質はエイリアンのものに置き換えられ、電子装置の制御に適応する様に改造されている。人間の肉体としての痕跡は眼球のみである。移植されたエイリアンの芽胞は宿主を成長の過程で消化吸収するようだ。皮膚は生体ではなく強靱でしなやかな網状の金属製である。臓器移植の結果、強く、素早くなった彼らは完全にエイリアンの支配下にある" STR_BIODRONE_UFOPEDIA: "バイオドローンはエイリアンしか思いつかない様な代物だ。動力源に接続された羊水の中に(人間もしくはエイリアンの) 脳が浮かんでおり、陸上あるいは水中を浮遊可能である。強力な音波撹乱器を備える機械化生物であり、科学者の中にはこの兵器は声帯を利用したものだと主張する者も居る。この鋭くしつこい超番犬はエイリアンの資産を守る為に広く用いられる" STR_BIODRONE_AUTOPSY: "バイオドローンの解剖" STR_BIODRONE_AUTOPSY_UFOPEDIA: "音波撹乱器が生体装置だという仮説は正しかった。この不運な被害者は文字通り標的が死に至るまで叫び続ける。全ての検体には外科手術による酷い外傷と変容が見受けられる。エイリアンは脳を服従させる為に切り刻んだようだ。{NEWLINE}大脳皮質はエイリアンの物が使われているが、元が人間だと思うとこれ程恐ろしい物はない。バイオドローンはイオンエンジンを動力とし、遠隔制御が組み込まれている" STR_TENTACULAT_UFOPEDIA: "ラブクラフトの悪夢の様な深淵でさえ、この様な名状しがたい存在は生み出さなかった。地球上のいかなる生物とも異なる’それ’を生み出す環境とは一体何なのか。長い触手は獲物を捕らえると麻痺させ、自我のない抜け殻へと変えてしまう。{NEWLINE}こうして'子'となった者に触れられると例え防護服を着ていても死に至る。{NEWLINE}テンタクラットはX-COMが遭遇した中で最も怖ろしいエイリアンである" STR_TENTACULAT_AUTOPSY: "テンタクラットの解剖" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "解剖によってこの生物の大脳に埋め込まれた小型のインプラントを発見した。視覚は可視光線と熱像感知の複合によるものであり、漆黒の深海においてもこの怪物は位置を的確に把握する。{NEWLINE}確認できた器官は生存に必要最低限のものであり、それぞれの個体は小さな胃を持つが外部コネクターが付いており、上位の存在から直接栄養補給を受けていると推測できる" STR_CALCINITE_UFOPEDIA: "遭難したダイバーの潜水服の様なこのエイリアンは、海底から不注意なダイバーに忍び寄る。その鉄よりも固い爪による痛烈な一撃は熟練ダイバーさえも海の底へと沈める。{NEWLINE}フェイスマスクからはゼリー状の物体が蠢く様が見えるが、彼らとの遭遇は死を意味し、未だ正体を見た者は居ない" STR_CALCINITE_AUTOPSY: "カルシナイトの解剖" STR_CALCINITE_AUTOPSY_UFOPEDIA: "カルシナイトの装甲スーツを取り除くと不定形の原形質の大きな塊がある。脳や四肢、感覚器官は見当たらないが、小さな金属製の装置が液体状の体の中にある。{NEWLINE}死後の状態ではこの生物の実態は推測によるしかなく、不可解な謎を秘めている。" STR_TRISCENE_UFOPEDIA: "この二足歩行のハチュウ類は恐竜時代の面影を残している。水中と陸上で生存可能な様に進化しており、これは白亜紀の恐竜の典型的な特徴である。武器ポッドからの射撃と金属製の歯を持つ顎で攻撃をする。{NEWLINE}彼らはエイリアンの陸上強襲部隊の主力となる事が多いが、その重量級の体躯と強力な武装はタソスの指揮官の下で最大の効果を発揮する" STR_TRISCENE_AUTOPSY: "トリシーンの解剖" STR_TRISCENE_AUTOPSY_UFOPEDIA: "トリシーンは科学者の解剖によってサイボーグ化と武器システムが付与された古代種である事が判明した。小さな脳には小型のコンピュータが取付けられ、全身に張り巡らされた配線を通じてコントロールしている。持ち前の固い皮膚と狩猟本能は武器によって強化され、あらゆる環境下で脅威となるだろう。" STR_HALLUCINOID_UFOPEDIA: "エイリアン達は海洋を培養槽にしてこの巨大な海洋生物を兵器へと改造した。この深海の水夫の無害そうな外観に惑わされてはいけない。接近すると凍結攻撃を仕掛けてくる。ハルシノイドは油断できない敵である。" STR_HALLUCINOID_AUTOPSY: "ハルシノイドの解剖" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "何層ものゼラチン状の組織からなる体の中に化学反応を利用した冷却器官があり、主に攻撃時に機能する。柔らかくしなやかなハルシノイドの皮膚は熱攻撃に対して耐性を持っている様だ。この生物は主人であるアクアトイドと共によく見られる。" STR_XARQUID_UFOPEDIA: "これも地球上の生物を改造したものである。ザーカッドは非常に美しく、そして危険な生き物だ。素早く泳ぎまわる巨大な体躯の下には墨とイオン化粒子を発射する強力な武器が隠されている。{NEWLINE}まだこの強大な敵とは遭遇したばかりなので、その能力と指揮官である執念深いギルマンに油断してはならない" STR_XARQUID_AUTOPSY: "ザーカッドの解剖" STR_XARQUID_AUTOPSY_UFOPEDIA: "この発育過剰のオウム貝はエイリアンの薬物と特殊な外科手術によって造られた。恣意的な目的の為にギルマンによって制御装置を埋め込まれ、本来持つ性質は完全に失われている。{NEWLINE}固い外殻と運動能力、そして生来持つ武器によってザーカッドは侮れない敵である。" STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "エイリアンの飛行潜水艇は複雑な動力系のお陰で信じられない位高速で深海まで潜行する。技術的にはイオン変換がその核となり、ザーバイトを媒体としてエンジンは秒間あたり何百倍もの質量変換を水中で行う。その過程で生じる莫大なエネルギーによって我々の持ついかなる潜水艦をも凌ぐ速度で運航する。{NEWLINE}アクアプラスチックを用いた船体とザーバイト動力炉があればこの潜水艇の複製は可能である。" STR_MAGNETIC_NAVIGATION_UFOPEDIA: "この装置は球形の多層型磁力フィールドを発生するが、積層化することでそのフィールドは潜水艇を中心に直径1000mまで広がる。エイリアンの潜水艇はこの装置に直結しており、海中の視界が利かない世界を苦も無く進む。{NEWLINE}航行装置のインターフェースは神経節を経てエイリアンの改造された大脳皮質へ直結している。" STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "それぞれの船体はカメレオンの様な擬態構造を持っていて、海洋生物に巧みに似せたアクアプラスチック製である。潜水艇は乗組員と一体化することで機能する。{NEWLINE}これらの殆どの技術は複製可能で、彼らのテクノロジーを取り入れる事で我々は次なる技術レベルに達するだろう。" STR_ALIEN_CRYOGENICS_UFOPEDIA: "地球上に隠された数限りないエイリアンは普段は冷凍睡眠状態で保存されている。全ての個体は装置に密閉され、体機能が殆ど停止する体温まで下げられる。{NEWLINE}驚くべきことに、これまでの調査によってこれらの個体は6千万年もの間保存されていた事が判明した。" STR_ALIEN_CLONING_UFOPEDIA: "多くの捕獲されたエイリアンはDNAレベルまで掘り下げても同一体であり、あらゆる部位において複製体である。細胞サンプルは冷凍保存されたエイリアンのDNAバンクから引き出されたものだろう。{NEWLINE}いくつかの個体に人体もしくはその部位が用いられており、人類とエイリアンの複合種を造ろうとした形跡がある。" STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "これらの装置はエイリアンの頭蓋に埋め込まれた分子制御のインプラントを介して直接脳へその情報を伝達する。新たなクローン体はこの装置を通じて種族全体の記憶と全ての科学的もしくは戦闘に関する情報を空白の脳にダウンロードする。" STR_ALIEN_IMPLANTER_UFOPEDIA: "この装置はエイリアンを分子制御用インプラントに適応させる時、繁殖や生物に対し電子あるいは生体パーツを組み込んだり取り除く時に用いられる。{NEWLINE}こうした処置は患者の意識がある状態で行われるが、不幸な事に人類の体はこの装置に適合している。" STR_EXAMINATION_ROOM_UFOPEDIA: "ついにエイリアンによる人間捕獲の理由が判明し、証拠も入手した。人間の捕獲の理由は食料としてでもなく、受胎させる為の母体としてでもない。むしろ生体資源として支配体系を維持する用途に用いられる。{NEWLINE}エイリアンのテクノロジーは共有意識の元に成り立っているが、共通普遍の知性の'器'として人類の脳が最適だからである。{NEWLINE}人間の脳の繊維は殆どのエイリアンの生体コンピューターの保存、読み出しシステムに用いられており、残りが繁殖および外科的処置に流用される。" STR_AQUA_PLASTICS_UFOPEDIA: "エイリアンの潜水艇と建物は驚異的な強靱さ、しなやかさ、そして耐久力を持つ素材を用いている。アクアプラスチックは塑型用途に、ザーバイトは触媒としてである。{NEWLINE}高密度で軽量なアクアプラスチックはチタンやケブラーよりも強靱である" STR_ZRBITE_UFOPEDIA: "このエイリアン由来の合金は黄金と生体物質から造られる。動力源として用いられる場合、10倍以上のサイズの原子炉より多くのエネルギーを少量で発生させる。{NEWLINE}この物質の成分の殆どがエイリアン由来のものである為、複製は不可能である" STR_ALIEN_ORIGINS_UFOPEDIA: "エイリアンの襲撃は非情なまでの正確さで地球上のあらゆる場所で発生している。彼らの本拠地は未だ不明だが、大洋のどこか我々の目の届かない深みにあるのだろうか? 遭遇した生物も全てがエイリアンではなく、中には古代種や絶滅した筈の種族も混じっていた。{NEWLINE}{NEWLINE}我々は数百万年の時を経た脅威と相対している事になるが、これは人類とエイリアンの関係そのものでもある。{NEWLINE}{NEWLINE}海洋の奥深くに宇宙の同胞と交信可能なエイリアンの遺跡があり、12あるそれら全ての遺跡には同一の、そして強固なエイリアンの施設が存在する。{NEWLINE}{NEWLINE}エイリアン軍の進撃が始まった今、これらの遺跡は再び目覚め、粒子制御網を通じて勢力を拡大していくだろう。我々は何としてもこれらの遺跡を破壊しなければならない。" STR_THE_ULTIMATE_THREAT_UFOPEDIA: "6500万年前、巨大な植民船が遙か彼方のエイリアンの世界からやってきた。その巨大な船体がまだ幼い地球に接近した時、超大型の太陽フレアが発生し、航行システムが故障した。制御を失い墜落する巨大な船体は成層圏を突き破り、白亜紀の空に姿を現わした。{NEWLINE}地球上の数限りない生物達が緊迫した面持ちで空を見上げる中、'災厄'は遂に地表に達した。広大な範囲で粉塵が巻き起こり、大気に充満して太陽光を遮った。地表が冷えていくと支配者であった恐竜達は死に絶えた。しかし4000億トンのテ・レスは墜落の衝撃では破壊されず、高度に洗練されたスーパーコンピューターが中に居た者達に冷凍睡眠を開始させた。{NEWLINE}年月が経ちコンピュータが幾人かのエイリアンを目覚めさせると宇宙の同胞へ向けて通信を開始したが、動力源の中枢が停止していた為、全ては無駄な試みに終わった。" STR_TLETH_THE_ALIEN_CITY: "エイリアン都市 'テ・レス'" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "テ・レスはメキシコ湾の奥深くにあるシグスビー海丘に埋もれたエイリアンの巨大な移民船である。都市の中枢は死よりも怖ろしいエイリアンの邪悪さとパワーに充ちている。エイリアン合金でできた玄室の中で野望を抱く究極のエイリアンが眠っていた。{NEWLINE}{NEWLINE}テ・レスが浮上すると彼の活性化が始まる。完全に目覚めたら何者も彼を止められないだろう。半死半生にも関わらず彼の精神はエイリアン軍を指揮していた。エイリアンの不可思議な粒子制御テクノロジーのお陰で個と全、全と個は繋がり、一つの意識になっているからだった。遺伝操作で改造されたエイリアンもしくは人間の胎児はエイリアンの精神構造と精神エネルギーを提供し、支配機構にリンクする。{NEWLINE}{NEWLINE}究極のエイリアンに関する神話は何世紀もの間受け継がれてきたが、真実は常に海に隠されてきた。" STR_CENTER_ON_SITE_TIME_5_SECONDS: "現場を中央に表示 - 時間=5秒" STR_CANCEL_UC: "取消" STR_NONE: "なし" STR_UNKNOWN: "0%" STR_POOR: "25%" STR_AVERAGE: "50%" STR_GOOD: "75%" STR_EXCELLENT: "95%" STR_BUILD_NEW_BASE_UC: "新基地を建設する" STR_BASE_INFORMATION: "基地情報" STR_EQUIP_CRAFT: "潜水艇の武装" STR_BUILD_FACILITIES: "施設を建設する" STR_RESEARCH: "研究する" STR_MANUFACTURE: "製造する" STR_TRANSFER_UC: "移動する" STR_PURCHASE_RECRUIT: "購入する/雇う" STR_SACK: "解雇する" STR_SELL_SACK_UC: "売る/解雇する" STR_GEOSCAPE_UC: "ジオスケープ" STR_NAME: "名前" STR_AREA: "エリア" STR_BUILD_NEW_BASE: "新基地を建設する" STR_CANCEL: "取消" STR_COST_UC: "建設費用>" STR_CONSTRUCTION_TIME_UC: "建設期間>" STR_DAY: other: "{N} 日" STR_HOUR: other: "{N} 時間" STR_MAINTENANCE_UC: "維持費>" STR_OK: "OK" STR_INSTALLATION: "軍事施設" STR_CURRENT_RESEARCH: "研究プロジェクト" STR_SCIENTISTS_AVAILABLE: "配属可能な科学者>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "配属済み科学者>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "研究室内の空きスペース>{ALT}{0}" STR_RESEARCH_PROJECT: "研究課題" STR_SCIENTISTS_ALLOCATED_UC: "科学者" STR_PROGRESS: "経過" STR_NEW_PROJECT: "研究課題の選択" STR_CANCEL_PROJECT: "プロジェクトを取り消す" STR_NEW_RESEARCH_PROJECTS: "研究課題" STR_SCIENTISTS_AVAILABLE_UC: "配属可能な科学者>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "実験室内の有効スペース>{ALT}{0}" STR_INCREASE: "増加" STR_DECREASE: "減少" STR_START_PROJECT: "この課題の研究開始" STR_CURRENT_PRODUCTION: "現在の生産" STR_ENGINEERS_AVAILABLE: "配属可能な技術者>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "配属済み技術者>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "工作室内の有効スペース>{ALT}{0}" STR_CURRENT_FUNDS: "現在の資金>{ALT}{0}" STR_ITEM: "アイテム" STR_ENGINEERS__ALLOCATED: "配属済み技術者" STR_UNITS_PRODUCED: "生産" STR_TOTAL_TO_PRODUCE: "生産数済/総" STR_COST__PER__UNIT: "生産単価" STR_DAYS_HOURS_LEFT: "残りの日/時" STR_NEW_PRODUCTION: "生産物の選択" STR_PRODUCTION_ITEMS: "生産アイテム" STR_CATEGORY: "カテゴリー" STR_START_PRODUCTION: "生産をスタートする" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} 1ユニットの作成に要するエンジニアの工数" STR_COST_PER_UNIT_: "ユニットごとの費用>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "必要な作業スペース>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "必要な特殊材料" STR_ITEM_REQUIRED: "必要なアイテム" STR_UNITS_REQUIRED: "必要なユニット" STR_UNITS_AVAILABLE: "使用可能なユニット" STR_STOP_PRODUCTION: "生産を中止する" STR_ENGINEERS_AVAILABLE_UC: "配属可能な技術者>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "作業場内の有効スペース>{ALT}{0}" STR_MONTHLY_PROFIT: "月間収入 >{ALT}{0}" STR_INCREASE_UC: "増加" STR_DECREASE_UC: "減少" STR_UNITS_TO_PRODUCE: "生産するユニット" STR_PURCHASE_HIRE_PERSONNEL: "購入する/雇う" STR_COST_OF_PURCHASES: "購入価格>{ALT}{0}" STR_COST_PER_UNIT_UC: "ユニットごとの費用" STR_QUANTITY_UC: "数量" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "待機:総数" STR_SOLDIERS: "潜水兵" STR_SCIENTISTS: "科学者" STR_ENGINEERS: "技術者" STR_SPACE_USED_SPACE_AVAILABLE: "使用済みスペース:有効スペース" STR_LIVING_QUARTERS: "居住区" STR_STORES: "倉 庫" STR_LABORATORIES: "研究室" STR_WORK_SHOPS: "工作室" STR_HANGARS: "ドック" STR_SHORT_RANGE_DETECTION: "短距離ソナー" STR_DEFENSE_STRENGTH: "防衛力" STR_TRANSFERS_UC: "受領" STR_TRANSFERS: "移動" STR_ARRIVAL_TIME_HOURS: "到着時間(時間)" STR_COST_: "費用>{ALT}{0}" STR_AREA_: "エリア>{ALT}{0}" STR_BASE_NAME: "基地の名前は?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "エア・ロックの位置を選択する" STR_TRANSFER: "移動" STR_AMOUNT_TO_TRANSFER: "移動 総数" STR_SELECT_DESTINATION_BASE: "移動先を選択する" STR_COST: "費用" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "火星 : サイドニアの終焉" STR_INTRO_3: "X-COMはエイリアンの軍事力の中核を叩くことに成功し、意気揚々と地球へ凱旋する。{NEWLINE}しかし、破壊された火星基地には生き残りが居た" STR_INTRO_4: "鋭いタキオンビームが瓦礫に覆われたサイドニアの中枢から宙空へと発せられる。{NEWLINE}その目的地は..." STR_INTRO_5: "地球だった。" STR_INTRO_6: "海の奥深く、永らく不活性だったアンテナにビームが到達すると、休止状態だった巨大コンピューターが動き出し、人類の目の届かない場所にある巨大な玄室で長き眠りから目覚めたエイリアン達が活動を再開し始める" STR_INTRO_7: "2040年 : 平和な地球{NEWLINE}エイリアンとの戦争は過去のものとなっていた。だが、大洋の片隅に隠れてエイリアンの軍勢は準備を終え、人類を打倒し世界を征服しようとしていた。" STR_INTRO_8: "エイリアンは人間を襲った。歪んだ実験の為に、貴重なミネラルと資源の為に。{NEWLINE}そして海からの略奪はやがて水上へと舞台を移した" STR_INTRO_9: "奇妙な形をした強力な飛行潜水艇が海原を縫っては監視し、探し、そして狩り出す..." STR_INTRO_10: "餌食となる者を。" STR_INTRO_11: "未知の異形の兵器が無防備な人類に突き付けられる。人類は為す術もなくエイリアンの脅威に晒される事となった。{NEWLINE}事態を解決する事ができる組織はただ一つ。しかし人々はとうの昔にに彼らに背を向けていた..." STR_INTRO_12: "X-COMの海底研究基地" STR_INTRO_13: "'メーデー! メーデー! こちら大西洋航路定期船ハイペリオン!' '我々は現在襲撃を受けている! メーデー! メーデ・・・'" STR_INTRO_14: "'司令室よりドック1へ。水門開け。' 'バラクーダ01を発進させよ。現在エイリアンが襲撃中。緊急事態発生' '繰り返す、緊急事態発生'" STR_INTRO_15: "エイリアンは非情なまでに手際良く..." STR_INTRO_16: "襲撃は必ず成功した" STR_INTRO_17: "'バラクーダ01より司令部へ' 'ハイペリオンの残骸に接近中'" STR_INTRO_18: "'減速開始...'{NEWLINE}'後2メートル...'{NEWLINE}'後1メートル'{NEWLINE}'全ての水兵は直ちに行動を開始せよ'" STR_INTRO_19: "'...エアロック解放' '...残骸に接近中...' {NEWLINE}'なんてこった!'{NEWLINE}'潜水服のカメラに映る様にその生き物を持ち上げてくれないか?'" STR_GAMEOVER_1: "プロジェクトは失敗に終わり、エイリアンの手によって最後の希望も絶たれた。{NEWLINE}X-COMは壊滅し、地球は太古からの宿敵の支配下となった。" STR_GAMEOVER_2: "テ・レスが轟音と共に成層圏まで浮かび上がると、地表に沿って動き出す。死を撒き散らし、人類の残滓を敷き詰めていく。{NEWLINE}その奥深くでは殺意に満ちたエイリアンの心が目覚めようとしていた。" STR_GAMEOVER_3: "全ての国の首都で自暴自棄な計画が立案されたが、悉く失敗に終わった。{NEWLINE}X-COMの研究によってもたらされるテクノロジーを欠いた今、人類の兵器は無力だった" STR_GAMEOVER_4: "エイリアンは基地を両極に構えると万年氷を溶かし始め、世界は水没し広大な海となっていく。{NEWLINE}生き残った人々も家畜の様に狩り集められ、エイリアン達のおそろしく邪悪な実験の贄となる。{NEWLINE}空は黒ずみ、地上には恐ろしい疫病が蔓延した" STR_GAMEOVER_5: "もはや新しい秩序に抗う術は無い。抵抗を試みようとすれば超越的なエイリアンの兵器によって悲惨な最期が待ち受ける。{NEWLINE}不幸にも生き残った人類にとって、母なる地球はエイリアンの世界となり果て、恐怖が渦巻く地となった。" STR_OUTRO_1: "墓は暴かれ、そして踏みにじられた。中央の棺からくぐもった唸り声が響く。'愚か者どもよ、滅ぶがよい....." STR_OUTRO_2: "........逃れる事は能わぬ。'" STR_OUTRO_3: "すさまじい爆発が墳墓から起こり、都市を引き裂く。大気は粉塵と煙で満たされ、エイリアンの企みは阻止された...." STR_OUTRO_4: "巨大なテ・レスの偉景が崩壊を始める。煌びやかな尖塔と威容を誇る殿堂から炎と煙がもうもうと巻き上がる" STR_OUTRO_5: "不落の砦が海へ向かって傾くと、金属がきしむ音とエイリアン達の悲鳴が響き渡る。{NEWLINE}世界の征服を夢見た者は消え去った。" STR_OUTRO_6: "耳をつんざく衝撃音を最後にテ・レスは完全に崩壊した。{NEWLINE}エイリアンの脅威は去り、地球は清められた..." STR_OUTRO_7: "宇宙の片隅に静かに佇む青い星" STR_OUTRO_8: "ほどなくして安全な地となるだろう" STR_OUTRO_9: "エイリアンの脅威が去ってから時が経ち" STR_OUTRO_10: "巨大な都市部には何十億もの人々がひしめいていた" STR_OUTRO_11: "X-COMの活躍とエイリアンとの戦争は既におとぎ話になっていたが" STR_OUTRO_12: "伝説はいつも真実から生まれる...." STR_RISE_1: "テ・レスはあまたの国の数々の伝説を通じて語られてきた。" STR_RISE_2: "地球全体に響き渡る轟音と共にテ・レスが海底から浮上し始める" STR_RISE_3: "メキシコ湾を沸き立たせながら、巨大な宮殿が浮かび上がる" STR_RISE_4: "4000億トンのエイリアン金属から成る都市の中枢には究極のエイリアンが眠っている。{NEWLINE}今まさに邪悪な宇宙神が6500万年の長き眠りから目覚めようとしていた" STR_RISE_5: "海が沸きあがり泡立ちながらどす黒い野望を抱く者の墓を白日の下に晒した...." STR_RISE_6: "...その白日もX-COMがエイリアンの軍勢を打倒しなければ失われてしまう。" STR_YOU_HAVE_FAILED: "あなたはエイリアンの軍勢を阻止できなかった。資金提供組織はあなたの能力に疑問を持ち、エイリアンと平和協定を結ぼうとしている。{SMALLLINE}しかし、すぐにも彼らの思惑が全く異なるものだったと思い知るだろう..." STR_TOTAL_UC: "合計" STR_INCOME: "収入" STR_EXPENDITURE: "支出" STR_MAINTENANCE: "維持" STR_BALANCE: "残高" STR_UFO_ACTIVITY_IN_AREAS: "海域別のエイリアンの活動" STR_UFO_ACTIVITY_IN_COUNTRIES: "ゾーン別のエイリアンの活動" STR_XCOM_ACTIVITY_IN_AREAS: "海域別のXComの活動" STR_XCOM_ACTIVITY_IN_COUNTRIES: "ゾーン別のX-COMの活動" STR_FINANCE: "財政" STR_DATE_FIRST: "{0}日目" STR_DATE_SECOND: "{0}日目" STR_DATE_THIRD: "{0}日目" STR_DATE_FOURTH: "{0}日目" STR_FINANCE_THOUSANDS: "1000ドル" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{0}の製造に必要な材料が{1}で不足しています。" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1}で{0}の製造に必要な資金が足りません" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}で{0}の製造が完了しました" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}で{0}の工事は完了しました{NEWLINE}{NEWLINE}" STR_OK_5_SECONDS: "OK - 5秒" STR_RESEARCH_COMPLETED: "研究完了" STR_VIEW_REPORTS: "レポートを見る" STR_WE_CAN_NOW_RESEARCH: "現在研究可能です" STR_WE_CAN_NOW_PRODUCE: "現在生産可能です" STR_SUNDAY: "日曜日" STR_MONDAY: "月曜日" STR_TUESDAY: "火曜日" STR_WEDNESDAY: "水曜日" STR_THURSDAY: "木曜日" STR_FRIDAY: "金曜日" STR_SATURDAY: "土曜日" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{0}が {2}で{1}を補給するのは十分ではありません" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2}で{1}を備えるには{0}が足りません" STR_UFO_IS_NOT_RECOVERED: "宇宙人の潜水艇は未回収です" STR_UFO_IS_RECOVERED: "宇宙人の潜水艇を回収しました" STR_CRAFT_IS_LOST: "飛行潜水艇を失いました" STR_TERROR_CONTINUES: "エイリアンの活動継続中" STR_ALIENS_DEFEATED: "エイリアンは打倒されました" STR_BASE_IS_LOST: "基地を失いました" STR_BASE_IS_SAVED: "基地を守りました" STR_ALIEN_BASE_STILL_INTACT: "宇宙人のコロニーは依然無傷" STR_ALIEN_BASE_DESTROYED: "宇宙人のコロニーは破壊された" STR_ALIENS_KILLED: "XComに射殺された宇宙人" STR_ALIEN_CORPSES_RECOVERED: "回収された宇宙人の死体" STR_LIVE_ALIENS_RECOVERED: "XComが捕虜にした宇宙人" STR_ALIEN_ARTIFACTS_RECOVERED: "回収された宇宙人の製造品" STR_ALIEN_BASE_CONTROL_DESTROYED: "破壊した敵コロニーの制御装置" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "破壊したシノミウム装置" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "破壊に失敗したシノミウム装置" STR_CIVILIANS_KILLED_BY_ALIENS: "宇宙人に殺された民間人" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "XComに誤殺された民間人" STR_CIVILIANS_SAVED: "無事に救助された民間人" STR_XCOM_OPERATIVES_KILLED: "戦闘で死亡したXCom隊員" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "行方不明になったXCom隊員" STR_TANKS_DESTROYED: "破壊されたWP" STR_XCOM_CRAFT_LOST: "失われたXComの潜水艇" STR_UFO_RECOVERY: "エイリアンの潜水艇の回収" STR_ALIEN_BASE_RECOVERY: "宇宙人コロニーの回収" STR_BASE_UNDER_ATTACK: "{0}は攻撃を受けています!" STR_BASE_DEFENSES_INITIATED: "基地防衛戦開始" STR_GRAV_SHIELD_REPELS_UFO: "シールドで宇宙人の潜水艇撃退!" STR_FIRING: "攻撃中" STR_HIT: "迎撃成功!" STR_UFO_DESTROYED: "エイリアンの潜水艇を破壊しました!" STR_MISSED: "迎撃失敗!" STR_SELL_ITEMS_SACK_PERSONNEL: "アイテムを売る/人員を解雇する" STR_VALUE_OF_SALES: "販売価格> {ALT}{0}" STR_FUNDS: "資金> {ALT}{0}" STR_SELL_SACK: "売る/解雇する" STR_VALUE: "価格" STR_CRAFT_: "飛行潜水艇の燃料>{ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "エイリアン潜水艇の残骸回収" STR_UFO_CRASH_RECOVERY_BRIEFING: "潜水艇の内部またはその周囲にエイリアンの生存者が存在する可能性があるので、充分注意せよ。敵の全ユニットを倒すかまたは無力化した後、潜水艇の残骸や兵器死体の回収を行うことができる。任務を中断する場合は全ての隊員を輸送艇に戻した後'任務中断'を実行せよ。" STR_UFO_GROUND_ASSAULT: "エイリアン潜水艇の強襲" STR_UFO_GROUND_ASSAULT_BRIEFING: "エイリアン潜水艇の停泊地点を捜索し、可能ならば潜水艇内部に侵入せよ。敵の全ユニットを倒すか、または無力化すると任務は達成される。その後、潜水艇や兵器、エイリアンの死体の回収を行うことができる。任務を中断する場合は全ての隊員を輸送艇に戻した後'任務中断'を実行せよ。" STR_BASE_DEFENSE: "基地防衛" STR_BASE_UC_: "基地> {0}" STR_BASE_DEFENSE_BRIEFING: "エイリアンの強襲艇が付近に着鑑し、我々の基地は深刻な危険に晒されている。規定によって非戦闘員と潜水艇は退避済である。エイリアンはドックの扉やエア・ロックから侵入を試みるはずだ。基地の防衛は最重要任務であり、基地の存亡を賭けた戦いである。'任務中断'を実行した場合は敗北を認めることになり、基地を失う。" STR_ALIEN_COLONY_ATTACK_MISSION: "エイリアンコロニーの強襲" STR_ALIEN_BASE_ASSAULT: "宇宙人のコロニー Part.1" STR_ALIEN_COLONY_P1_BRIEFING: "これはエイリアンのコロニーを襲撃するミッションである。コロニーは2層から成り、1層目の光る退出マスの上に全員を配置してから'任務中断'を実行することで2層目へ進む。海底に落ちている装備類は2層目が無力化するまで保持される。撤退する場合は、全隊員を潜水艇に戻してから'任務中断'を実行すること。" STR_ALIEN_COLONY_P2: "宇宙人のコロニー Part.2" STR_ALIEN_COLONY_P2_BRIEFING: "1層目をクリアし、コロニーの中枢へ到達した。コントロールセンターにあるシノミウム装置を破壊するか、全ての敵ユニットを倒す/無力化せよ。作戦を中断する場合は全隊員をスタート地点に戻し、'任務中断'を実行せよ。その際視認可能な味方の装備類は全て回収される" STR_ALIENS_LAUNCH_PORT_TERROR: "エイリアンが港を襲撃" STR_PORT_TERROR: "エイリアンの港への襲撃" STR_PORT_TERROR_BRIEFING: "エイリアンが地上攻撃を開始した。港と民間人が危険に晒されている。全てのエイリアンを一掃して民間人を守らなければならない。中断する場合は全隊員を輸送艇に戻してから'任務中断'を実行すること。" STR_ALIENS_LAUNCH_ISLAND_TERROR: "エイリアンが島を襲撃" STR_ISLAND_TERROR: "エイリアンの島への襲撃" STR_ISLAND_TERROR_BRIEFING: "エイリアンが地上攻撃を開始した。島と民間人が危険に晒されている。全てのエイリアンを一掃して民間人を守らなければならない。中断する場合は全隊員を輸送艇に戻してから'任務中断'を実行すること。" STR_ALIENS_ATTACK_SHIPPING_ROUTE: "エイリアンが航路を襲撃" STR_CARGO_SHIP_P1: "貨物船 Part.1" STR_CARGO_SHIP_P2: "貨物船 Part.2" STR_CRUISE_SHIP_P1: "クルーザー Part.1" STR_CRUISE_SHIP_P2: "クルーザー Part.2" STR_SHIP_RESCUE_MISSION: "船舶救助ミッション" STR_SHIP_RESCUE_P1_BRIEFING: "これは掃討作戦である。船上の全てのエイリアンを一掃して乗船中の民間人を守らなければならない。エイリアンは甲板上と下層に居るものと思われる。上層をクリアしてから下層へ向かえ。中断する場合は全隊員を輸送艇に戻してから'任務中断'を実行すること。" STR_SHIP_RESCUE_P2_BRIEFING: "上層をクリアし、リフトを使って下層の貨物室へ降りた。全てのエイリアンを一掃してミッションを完了せよ。中断する場合、全隊員をリフト上に戻してから'任務中断'を実行すること。" STR_ALIEN_ACTIVITY_DETECTED: "エイリアンの活動を確認" STR_ALIEN_CONTACT_SITE_MISSION: "エイリアンの通信基地ミッション" STR_ARTIFACT_SITE_P1: "エイリアンの通信基地 Part.1" STR_ARTIFACT_SITE_P1_BRIEFING: "これはエイリアンの通信基地を襲撃するミッションである。ピラミッドのある海底とその下に隠された階層から成り、2層目の入り口のマスの上に全員を配置してから'任務中断'を実行することで階下へ進む。撤退する場合は、全隊員を輸送艇に戻してから'任務中断'を実行すること。" STR_ARTIFACT_SITE_P2: "エイリアンの通信基地 Part.2" STR_ARTIFACT_SITE_P2_BRIEFING: "ピラミッドに隠された入り口を通じて、地下に到達した。施設の中心に向かいシノミウム装置を破壊して任務を完了せよ。作戦を中断する場合は全隊員をアクセスリフトに戻し、'任務中断'を実行せよ。" STR_SIGSBEE_DEEP_MISSION: "シグスビー海底ミッションエイリアンの都市一階" STR_TLETH_P1_BRIEFING: "我々は未知の場所に侵入した。ここから先何が待ち受けているか判らない。エイリアンの都市にはさらに2つの階層がある事が分かっている。なるべく早く出口へ向かい、全ての隊員を出口のマスに配置して'任務中断'を実行して次の階層に進め。それ以外のマスで中断すると完全な任務放棄と見なされる。" STR_TLETH_ATTACK_MISSION: "テ・レス襲撃ミッションエイリアンの都市二階" STR_TLETH_P2_BRIEFING: "我々はさらなる未知の領域に侵入した。エイリアンの都市にはもう一つ階層がある事が分かっている。なるべく早く出口へ向かい、全ての隊員を出口のマスに配置して'任務中断'を実行して次の階層に進め。それ以外のマスで中断すると完全な任務放棄と見なされる。" STR_FINAL_TLETH_MISSION: "最終テ・レスミッションエイリアンの都市三階" STR_TLETH_P3_BRIEFING: "ゴールは目前である。究極のエイリアンが眠る墳墓を探し出し、8個あるパワーソースを全て破壊してエイリアンの脅威を闇に葬り去るのだ。くじけるな!ここで中断すると完全な任務放棄と見なされる。" STR_TLETH_P1: "エイリアンの都市一階" STR_TLETH_P2: "エイリアンの都市二階" STR_TLETH_P3: "エイリアンの都市三階" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "生産する潜水艇のための空きドックがありません!{SMALLLINE}ドックで待機中の潜水艇を別の基地に移動するか、新しいドックを建設して、保管場所を確保してから生産してください。" STR_NO_FREE_HANGARS_FOR_PURCHASE: "購入する潜水艇のための空きドックがありません!{SMALLLINE}ドックで待機中の潜水艇を別の基地に移動するか、新しいドックを建設して、保管場所を確保してから購入してください。" STR_NO_FREE_HANGARS_FOR_TRANSFER: "移動する潜水艇のための空きドックがありません!{SMALLLINE}移動先で待機中の潜水艇をその他の基地に移動するか、移動先に新しいドックを建設してから潜水艇を移動してください。" STR_CANNOT_BUILD_HERE: "そこに施設を建設することはできません!{SMALLLINE}新しい施設は、すでに建設されている施設のとなりに建設してください。" STR_NO_FREE_ACCOMODATION: "移動させられません!{SMALLLINE}移動先の基地に、人員を収容するスペースがありません。" STR_NOT_ENOUGH_WORK_SPACE: "作業スペースが足りません!{SMALLLINE}新しい工作室を建設するか、他の製造プロジェクトの作業スペースを削減して下さい。" STR_NOT_ENOUGH_MONEY: "資金不足です!" STR_NOT_ENOUGH_STORE_SPACE: "貯蔵スペースがありません!{SMALLLINE}新しい倉庫を建設するか、別の基地へ貯蔵品を移動して、スペースを確保して下さい。" STR_NOT_ENOUGH_LIVING_SPACE: "居住スペースがありません!{SMALLLINE}新しい居住区を建設するか、別の基地へ人員を移動して、スペースを確保して下さい。" STR_LAUNCH_INTERCEPTION: "出撃命令" STR_CRAFT: "潜水艇" STR_STATUS: "ステイタス" STR_BASE: "所属基地" STR_READY: "発進待機中" STR_OUT: "出撃中" STR_REPAIRS: "修理中" STR_REFUELLING: "燃料補給中" STR_REARMING: "兵器搭載中" STR_TARGET: "ターゲット: {0}" STR_WAY_POINT: "ガイド・ポイント" STR_ARE_YOU_SURE_CYDONIA: "本当に、この潜水艇をテ・レス襲撃任務に出撃させるのですか?" STR_YES: "はい" STR_NO: "いいえ" STR_SELECT_DESTINATION: "目的地を選択する" STR_CYDONIA: "テ・レス" STR_SELECT_SITE_FOR_NEW_BASE: "新基地の建設場所を指定する" STR_RETURN_TO_BASE: "基地へ戻る" STR_SELECT_NEW_TARGET: "新しいターゲットを選択する" STR_PATROL: "パトロール" STR_STATUS_: "ステイタス>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "被弾破損 - 基地へ帰投中" STR_LOW_FUEL_RETURNING_TO_BASE: "燃料不足 - 基地へ帰投中" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "ミッション完了-帰投せよ" STR_PATROLLING: "パトロール中" STR_TAILING_UFO: "宇宙人の潜水艇を追跡中" STR_INTERCEPTING_UFO: "宇宙人の潜水艇を攻撃中-{0}" STR_RETURNING_TO_BASE: "基地へ帰投中" STR_DESTINATION_UC_: "目標: {0}" STR_BASE_UC: "基地>{ALT}{0}" STR_SPEED_: "速度>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "最高速度>{ALT}{0}{ALT}" STR_ALTITUDE_: "深度>{ALT}{0}" STR_AIRBORNE: "空中" STR_VERY_LOW: "浅瀬" STR_LOW_UC: "海中" STR_HIGH_UC: "深海" STR_VERY_HIGH: "超深海" STR_FUEL: "燃料>{ALT}{0}" STR_WEAPON_ONE: "武器プライマリー>{ALT}{0}" STR_NONE_UC: "なし" STR_ROUNDS_: "弾薬>{ALT}{0}" STR_WEAPON_TWO: "武器セカンダリ>{ALT}{0}" STR_INTERCEPTION_CRAFT: "飛行潜水艇" STR_BASE_: "基地>{0}" STR_NAME_UC: "名前" STR_AMMO_: "弾薬>{ALT}{0}" STR_CREW: "搭乗員" STR_EQUIPMENT_UC: "装備" STR_ARMOR: "アーマー" STR_MAX: "最大>{ALT}{0}" STR_ROOKIE: "一等水兵" STR_SQUADDIE: "上等水兵" STR_SERGEANT: "少尉" STR_CAPTAIN: "大尉" STR_COLONEL: "中佐" STR_COMMANDER: "大佐" STR_SELECT_SQUAD_FOR_CRAFT: "{0}の部隊を選択" STR_SORT_BY: "ソートの条件..." STR_ORIGINAL_ORDER: "元の順列" STR_MISSIONS2: "ミッション" STR_KILLS2: "倒した数" STR_WOUND_RECOVERY2: "治療中" STR_SPACE_AVAILABLE: "有効スペース>{ALT}{0}" STR_SPACE_USED: "使用済みスペース>{ALT}{0}" STR_SPACE_USED_UC: "使用済みスペース" STR_RANK: "階級" STR_WOUNDED: "負傷" STR_EQUIPMENT_FOR_CRAFT: "{0}の装備" STR_DEFENSE_VALUE: "防衛力" STR_HIT_RATIO: "迎撃成功率" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}は{ALT}{1}の近くで着鑑準備完了" STR_BEGIN_MISSION: "任務を開始しますか?" STR_SELECT_ARMAMENT: "武装を選択する" STR_AMMUNITION_AVAILABLE: "弾薬使用可能" STR_ARMAMENT: "武装" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "{0}のアーマーを選択" STR_TYPE: "タイプ" STR_PLASTIC_AQUA_ARMOR_UC: "プラスチックアーマー" STR_ION_ARMOR_UC: "イオンアーマー" STR_MAGNETIC_ION_ARMOR_UC: "マグネティックアーマー" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "この新しいアーマーには宇宙人の新素材アクア・プラスチックを用いており、我々が宇宙人の襲撃に打ち勝つチャンスをもたらす。" STR_ION_ARMOR_UFOPEDIA: "潜水兵の為のこの新しい強化アーマーはイオンを動力源とし、着用者の素早さと強さを大幅に増幅させる事によって、戦闘部隊にとっていまだかつて無い最高の防護を提供する。" STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "イオンアーマーの強化バージョンには磁気アレイが組み込まれており、水中を自由自在に移動する事を可能とする。" STR_SELECT_ARMOR: "装甲の選択" STR_NORTH: "北" STR_NORTH_EAST: "北東" STR_EAST: "東" STR_SOUTH_EAST: "南東" STR_SOUTH: "南" STR_SOUTH_WEST: "南西" STR_WEST: "西" STR_NORTH_WEST: "北西" STR_SELECT_ACTION: "行動を選択する" STR_CONTINUE_INTERCEPTION_PURSUIT: "迎撃を続ける" STR_PURSUE_WITHOUT_INTERCEPTION: "攻撃せずに追跡する" STR_VERY_LARGE: "非常に大きい" STR_LARGE: "大きい" STR_MEDIUM_UC: "中型" STR_SMALL: "小さい" STR_VERY_SMALL: "非常に小さい" STR_GROUNDED: "着艦中" STR_DETECTED: "発見しました" STR_SIZE_UC: "サイズ" STR_ALTITUDE: "深度" STR_HEADING: "進路" STR_SPEED: "速度" STR_CENTER_ON_UFO_TIME_5_SECONDS: "敵潜水艇を中央に表示する - 時間=5秒" STR_TRACKING_LOST: "追跡失敗" STR_REDIRECT_CRAFT: "行動の選択" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "最後に敵潜水艇が確認された地点へ行く" STR_UFO_: "宇宙人の潜水艇-{0}" STR_ALIEN_BASE_: "宇宙人のコロニー-{0}" STR_CRASH_SITE_: "沈没地点-{0}" STR_LANDING_SITE_: "停泊地点" STR_WAY_POINT_: "ガイド・ポイント-{0}" STR_TERROR_SITE: "テロ活動地点-{0}" STR_ARTIFACT_SITE: "建造地-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{1}は{0}に到達した" STR_NOW_PATROLLING: "現在パトロール中" STR_ALIEN_ORIGINS: "エイリアンの起源" STR_THE_ULTIMATE_THREAT: "究極の脅威" STR_TLETH_ALIEN_CITY: "エイリアン都市 'テ・レス'" STR_UFOPAEDIA: "UFOペディア" STR_XCOM_CRAFT_ARMAMENT: "Xcomの戦闘艇と兵器" STR_HEAVY_WEAPONS_PLATFORMS: "SWS (重火器車両)" STR_WEAPONS_AND_EQUIPMENT: "一般装備" STR_ALIEN_ARTIFACTS: "宇宙人の製造品" STR_BASE_FACILITIES: "X-COMの施設" STR_ALIEN_LIFE_FORMS: "宇宙人" STR_ALIEN_RESEARCH_UC: "宇宙人の研究" STR_UFO_COMPONENTS: "潜水艇の新テクノロジー" STR_UFOS: "宇宙人の潜水艇" STR_SELECT_ITEM: "アイテムを選択せよ" STR_ACCELERATION: "加速力>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "燃料搭載量>{ALT}{0}{ALT}" STR_WEAPON_PODS: "武装搭載数>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ダメージ容量>{ALT}{0}{ALT}" STR_CARGO_SPACE: "搭載スペース>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SWS搭載数>{ALT}{0}{ALT}" STR_DAMAGE: "破壊力" STR_RANGE: "射程距離" STR_KILOMETERS: "{0} km" STR_ACCURACY: "命中精度" STR_RE_LOAD_TIME: "再装填に要する時間" STR_SECONDS: "{0}秒" STR_DAMAGE_ARMOR_PIERCING: "徹甲弾" STR_DAMAGE_INCENDIARY: "リン弾" STR_DAMAGE_HIGH_EXPLOSIVE: "りゅう弾" STR_DAMAGE_LASER_BEAM: "ガウス" STR_DAMAGE_PLASMA_BEAM: "音波" STR_DAMAGE_STUN: "凍結" STR_DAMAGE_MELEE: "格闘" STR_DAMAGE_ACID: "酸" STR_DAMAGE_SMOKE: "煙幕" STR_SHOT_TYPE: "タイプ" STR_ACCURACY_UC: "命中精度" STR_TIME_UNIT_COST: "TUコスト" STR_DAMAGE_UC: "弾頭/破壊力" STR_AMMO: "弾薬" STR_SHOT_TYPE_AUTO: "3連射" STR_SHOT_TYPE_SNAP: "急速" STR_SHOT_TYPE_AIMED: "精密" STR_CONSTRUCTION_TIME: "建造期間" STR_CONSTRUCTION_COST: "建造費" STR_MAINTENANCE_COST: "維持費" STR_LOW: "低い" STR_MEDIUM: "中位" STR_HIGH: "高い" STR_CRAFT_WEAPON: "潜水艇の兵器" STR_CRAFT_AMMUNITION: "潜水艇の弾薬" STR_HEAVY_WEAPONS_PLATFORM: "HWP" STR_WEAPON: "兵器" STR_AMMUNITION: "弾薬" STR_EQUIPMENT: "装備" STR_ALIEN_CORPSE: "宇宙人の死体" STR_UFO_COMPONENT: "宇宙人の潜水艇パーツ" STR_PERSONAL_ARMOR: "個人用アーマー" STR_RAW_MATERIALS: "原材料" STR_HWP_SOLID_HARPOON_BOLTS: "硬化銛" STR_ALIEN: "エイリアン" STR_AQUATOID: "アクアトイド" STR_GILLMAN: "ギルマン" STR_LOBSTERMAN: "ロブスターマン" STR_TASOTH: "タソス" STR_CALCINITE: "カルシナイト" STR_DEEP_ONE: "深きもの" STR_BIODRONE: "バイオドローン" STR_TENTACULAT: "テンタクラット" STR_TRISCENE: "トリシーン" STR_HALLUCINOID: "ハルシノイド" STR_XARQUID: "ザーカッド" STR_ZOMBIE: "ゾンビ" STR_LIVE_COMMANDER: "司令官" STR_LIVE_NAVIGATOR: "ナビゲーター" STR_LIVE_MEDIC: "衛生兵" STR_LIVE_TECHNICIAN: "技術者" STR_LIVE_SQUAD_LEADER: "小隊長" STR_LIVE_SOLDIER: "兵士" STR_LIVE_TERRORIST: "テロリスト" STR_AQUATOID_COMMANDER: "アクアトイド司令官" STR_AQUATOID_NAVIGATOR: "アクアトイドのナビゲーター" STR_AQUATOID_MEDIC: "アクアトイド衛生兵" STR_AQUATOID_TECHNICIAN: "アクアトイド技術者" STR_AQUATOID_SQUAD_LEADER: "アクアトイド小隊長" STR_AQUATOID_SOLDIER: "アクアトイド兵士" STR_GILLMAN_COMMANDER: "ギルマン司令官" STR_GILLMAN_TECHNICIAN: "ギルマン技術者" STR_GILLMAN_SQUAD_LEADER: "ギルマン小隊長" STR_GILLMAN_SOLDIER: "ギルマン兵士" STR_LOBSTERMAN_COMMANDER: "ロブスターマン司令官" STR_LOBSTERMAN_NAVIGATOR: "ロブスターマンのナビゲーター" STR_LOBSTERMAN_TECHNICIAN: "ロブスターマン技術者" STR_LOBSTERMAN_SQUAD_LEADER: "ロブスターマン小隊長" STR_LOBSTERMAN_SOLDIER: "ロブスターマン兵士" STR_TASOTH_SQUAD_LEADER: "タソス小隊長" STR_TASOTH_SOLDIER: "タソス兵士" STR_CALCINITE_TERRORIST: "カルシナイトテロリスト" STR_DEEP_ONE_TERRORIST: "深きものテロリスト" STR_BIODRONE_TERRORIST: "バイオドローンテロリスト" STR_TENTACULAT_TERRORIST: "テンタクラットテロリスト" STR_TRISCENE_TERRORIST: "トリシーンテロリスト" STR_HALLUCINOID_TERRORIST: "ハルシノイドテロリスト" STR_XARQUID_TERRORIST: "ザーカッドテロリスト" STR_ION_BEAM_ACCELERATORS: "イオンビーム加速器" STR_MAGNETIC_NAVIGATION: "磁気ナビゲーション" STR_ALIEN_SUB_CONSTRUCTION: "宇宙人の船体" STR_ALIEN_CRYOGENICS: "宇宙人の冷凍睡眠装置" STR_ALIEN_CLONING: "宇宙人のクローンマシン" STR_ALIEN_LEARNING_ARRAYS: "宇宙人の学習機" STR_ALIEN_IMPLANTER: "宇宙人のインプランター" STR_EXAMINATION_ROOM: "検査室" STR_AQUA_PLASTICS: "アクア・プラスチック" STR_ALIEN_REANIMATION_ZONE: "宇宙人の活性装置" STR_PLASTIC_AQUA_ARMOR: "プラスチックアーマー" STR_ION_ARMOR: "イオンアーマー" STR_MAGNETIC_ION_ARMOR: "マグネットアーマー" STR_HWP_AQUA_JET_MISSILES: "水中ジェット魚雷" STR_HWP_DISPLACER_PWT: "P.W.T.魚雷" STR_GAUSS_TECH: "ガウス・テクノロジー" STR_NEW_FIGHTER_FLYING_SUB: "新飛行潜水艇" STR_NEW_FIGHTER_TRANSPORTER: "新戦闘輸送艇" STR_THE_LATEST_FLYING_SUB: "最新飛行潜水艇" STR_ARMOR_PIERCING: "徹甲弾" STR_COELACANTH_GAS_CANNON: "シーラカンス/G.キャノン" STR_COELACANTH_AQUA_JET: "シーラカンス/アクアジェット" STR_COELACANTH_GAUSS: "シーラカンス/ガウス" STR_DISPLACER_SONIC: "ディスプレーサ/ソニック" STR_DISPLACER_PWT: "ディスプレーサ/P.W.T." STR_AJAX_LAUNCHER: "AJaxランチャ" STR_DUP_HEAD_LAUNCHER: "D.U.P.弾頭ランチャ" STR_CRAFT_GAS_CANNON: "潜水艇用ガス・キャノン" STR_PWT_CANNON: "P.W.T.キャノン" STR_GAUSS_CANNON: "ガウスキャノン" STR_GAUSS_CANNON_AMMO: "ガウスキャノン砲弾" STR_SONIC_OSCILLATOR: "音波発振器" STR_AJAX_TORPEDOES: "AJax魚雷" STR_DUP_HEAD_TORPEDOES: "D.U.P.弾頭魚雷" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "ガス砲弾(x50)" STR_SONIC_WAVE: "音波" STR_PULSE_WAVE_TORPEDOES: "P.W.T.魚雷" STR_SOLDIER: "潜水兵" STR_SCIENTIST: "科学者" STR_ENGINEER: "技術者" STR_NORTH_ATLANTIC: "北大西洋" STR_SOUTH_ATLANTIC: "南大西洋" STR_NORTH_PACIFIC: "北太平洋" STR_SOUTH_PACIFIC: "南太平洋" STR_MEDITERRANEAN: "地中海" STR_SOUTH_CHINA_SEA: "南シナ海" STR_INDIAN_OCEAN: "インド洋" STR_THE_EAST_SEA: "日本海" STR_NORTH_SEA: "北海" STR_CARRIBEAN: "カリブ海" STR_ANTARCTIC: "南極海" STR_ARCTIC: "北極海" STR_EURASIA: "ユーラシア" STR_NORTH_AMERICA: "北アメリカ" STR_AFRICA: "アフリカ" STR_MAXIMUM_SPEED: "最高速度" STR_TRANSMISSION_RESOLVER_UC: "通信解読器" STR_TRITON: "トリトン" STR_HAMMERHEAD: "ハンマーヘッド" STR_LEVIATHAN: "リバイアサン" STR_BARRACUDA: "バラクーダ" STR_MANTA: "マンタ" STR_UFO: "宇宙人の潜水艇" STR_AJAX: "AJax" STR_DUP_HEAD: "D.U.P.弾頭" STR_CRAFT_GAS_CANNON_UC: "潜水艇用ガス・キャノン" STR_PWT_CANNON_UC: "P.W.T.キャノン" STR_GAUSS_CANNON_UC: "ガウスキャノン" STR_SONIC_OSCILLATOR_UC: "音波発振器" STR_DAMAGE_CAPACITY: "ダメージ容量" STR_WEAPON_POWER: "兵器の破壊力" STR_WEAPON_RANGE: "射程距離" STR_AIR_LOCK: "エア・ロック" STR_LABORATORY: "研究室" STR_WORKSHOP: "工作室" STR_STANDARD_SONAR: "標準ソナー" STR_WIDE_ARRAY_SONAR: "広域ソナー" STR_TORPEDO_DEFENSES: "魚雷防衛" STR_GENERAL_STORES: "倉庫" STR_ALIEN_CONTAINMENT: "隔離拘束施設" STR_GAUSS_DEFENSES: "ガウス防衛" STR_SONIC_DEFENSES: "ソニック防衛" STR_PWT_DEFENSES: "P.W.T.防衛" STR_BOMBARDMENT_SHIELD: "圧力シールド" STR_MC_GENERATOR: "M.C.発生器" STR_MC_LAB: "M.C.研究所" STR_TRANSMISSION_RESOLVER: "通信解読器" STR_SUB_PEN: "ドック" STR_USA: "USA" STR_ALASKA: "アラスカ" STR_EU_SYNDICATE: "ユーロ・シンジケート" STR_ARABIAN_BLOC: "アラビア圏" STR_EGYPTIAN_CARTEL: "エジプト・カルテル" STR_AFRICA_CORP: "アフリカ共同体" STR_BRAZILIAN_UNION: "ブラジル連合" STR_NEW_MEXICO: "ニューメキシコ" STR_ASIAN_COALITION: "アジア連合" STR_SCANDINAVIA: "スカンジナビア" STR_NEO_JAPAN: "新日本" STR_FREE_CHINA: "中華自由連合" STR_AUSTRALASIA: "オーストラル・アジア" STR_FED_KOREA: "朝鮮連邦" STR_EURASIA_UC: "ユーラシア" STR_ICELANDIC_UNION: "アイスランド・ユニオン" STR_TANK: "重火器プラットフォーム" STR_CIVILIAN: "民間人" STR_JAN: "1月" STR_FEB: "2月" STR_MAR: "3月" STR_APR: "4月" STR_MAY: "5月" STR_JUN: "6月" STR_JUL: "7月" STR_AUG: "8月" STR_SEP: "9月" STR_OCT: "10月" STR_NOV: "11月" STR_DEC: "12月" STR_INTERNATIONAL_RELATIONS: "国際関係" STR_COUNTRY: "国名" STR_FUNDING: "提供資金額" STR_CHANGE: "変更" STR_WEAPON_SYSTEMS: "武器システム" STR_HWPS: "SWS" STR_DAMAGE_UC_: "ダメージ>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "エア・ロックにより、装備や人員を海底基地の内部へ、または基地から外部へと移動することができる。新しく基地を建設する場合には、この施設を最初に建設する必要がある。エア・ロック付近は、敵の侵入の危険に絶えず晒されているので要注意。" STR_LIVING_QUARTERS_UFOPEDIA: "各居住区の収容人員は最大50名である。居住区には基本的な食事および睡眠のためのエリアと、簡単な娯楽設備が設けてある。" STR_LABORATORY_UFOPEDIA: "研究室には最大50名迄の科学者用の研究スペースがある。研究室には素材、生化学、兵器などを研究するための最新の設備が備えられており、さらに軍事施設を含む世界中のあらゆる研究施設のコンピュータにアクセスできるという特権がある。" STR_WORKSHOP_UFOPEDIA: "工作室には、研究室で行われた研究成果に基づいてデザインされた装備を製造する為の生産用設備が全てそろっている。製造中のアイテムもいくらかスペースを必要とするが、基本的には技術者は最大50名まで工作室に入ることができる。" STR_STANDARD_SONAR_UFOPEDIA: "標準ソナー・システムの有効捜索範囲は約450キロであり、地上探査用の衛星システムとリンクしている。各システムは10%の公算で、30分ごとに空中および海中の目標を探知することが可能である。" STR_WIDE_ARRAY_SONAR_UFOPEDIA: "広域ソナー・アレイの有効捜索範囲は約700キロであり、地上探査用の衛星システムとリンクしている。各システムは20%の公算で、30分ごとに空中および海中の目標を探知することが可能である。" STR_TORPEDO_DEFENSES_UFOPEDIA: "魚雷防衛は、基地の付近に敵の潜航艇が着艦を試みた際に、ある程度の防衛力を提供する。" STR_GENERAL_STORES_UFOPEDIA: "全ての装備、武器、弾薬、回収した物品およびHWP(重兵器プラットホーム)は、この倉庫内に保管されている。ただし、輸送機や襲撃艇に搭載されるべき装備や兵器類は、格納庫内に保管されている。" STR_ALIEN_CONTAINMENT_UFOPEDIA: "生け捕りにしたエイリアンは、その生命を維持するため特別な生息環境を必要とする。隔離拘束施設には特殊な生命維持装置を備えた10個の独居房が備えられている。" STR_GAUSS_DEFENSES_UFOPEDIA: "ガウス防衛は敵の侵入に対し現時点で最高の防御効果を発揮する。" STR_SONIC_DEFENSES_UFOPEDIA: "音波発振防衛は、敵の侵入に対して強力且つ効果的な防御力を発揮する。" STR_PWT_DEFENSES_UFOPEDIA: "パルス波魚雷は、エイリアンの攻撃に対し最も効果的な防衛手段を提供する。この魚雷は超圧縮弾頭によってあらゆる装甲を貫通し、電磁波を発生させて敵の電気系統を無力化する。" STR_BOMBARDMENT_SHIELD_UFOPEDIA: "この圧力衝突式シールドは、基地の周辺に着艦を試みるエイリアンの潜水艇の着艦速度を低下させる。そのために、防衛システムが攻撃を行う時間は倍増するので、事実上、基地の防衛効果も2倍になる。" STR_MC_GENERATOR_UFOPEDIA: "エイリアンは分子制御装置によって生命体の存在を知覚している為、貫通不可能なマイナスの分子を放出して基地全体を覆うことでエイリアンの探知の目を眩まし、我々の存在を隠すことができる。" STR_MC_LAB_UFOPEDIA: "分子制御研究室は、M.C.インプラントを潜水兵の頭蓋に埋め込む手術と訓練を最大10名まで同時に行える。激しい訓練によって兵士達はインプラントを扱う術を身に付ける。スキルを上達させることで戦闘中に分子制御装置を使って攻撃する事が可能になる。" STR_TRANSMISSION_RESOLVER_UFOPEDIA: "エイリアンの通信は分子制御インプラントによるネットワークを用いている。この通信解読施設が宇宙人の潜水艇の通信を傍受して、暗号情報を解読する。これにより、潜水艇のタイプやエイリアンの種類、活動の目的などが判明する。" STR_SUB_PEN_UFOPEDIA: "それぞれのドックには潜水艇1艘を収納することができる。そして、船体の修理や整備、さらに燃料や武器弾薬の補給を行うための設備も備えている。基地に所属する潜水艇は、必ず一つのドックを占有し、他の潜水艇がその格納庫を重複して使用することはできない。" STR_DART_PISTOL_UFOPEDIA: "X-COMのダーツガンは小型、高精度、高威力の銃で、12発のHPダーツを弾倉に備える。{NEWLINE}ダーツは薬莢内のガスカートリッジによって発射される。" STR_JET_HARPOON_UFOPEDIA: "水中銃は高精度で高威力の鋼鉄製のHP銛を10発分纏められた弾倉から発射する。{NEWLINE}銛本体にガスタンクが備わっている。" STR_GAS_CANNON_UFOPEDIA: "ガスを用いた武器の中でもこのキャノンは硬質、HEおよびリンを用いたボルトがあり、用途によって使い分けられる。熟練した潜水兵に好まれる。" STR_HYDRO_JET_CANNON_UFOPEDIA: "水素ジェットキャノンは潜水兵用の重火器である。マグネシウムを燃料とした小型魚雷を発射する。強力だがかさばり、扱いにくい。{NEWLINE}{NEWLINE}水中専用。" STR_TORPEDO_LAUNCHER_UFOPEDIA: "3種の魚雷が発射可能な非常に重い大型のランチャーで、魚雷本体にプロペラが備わっている。再装填が手動である欠点を除けば非常に強力な火器である。魚雷のタイプは大小の炸裂弾頭とリン弾頭である。{NEWLINE}{NEWLINE}水中専用。" STR_GAUSS_PISTOL_UFOPEDIA: "ガウスピストルは加速粒子テクノロジーを用いた新兵器である。水中での使用に際し、高速で高精度を誇る。先のエイリアンとの戦争で得られたプラズマテクノロジーから発展した。" STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "ガウスピストルは加速粒子テクノロジーを用いた新兵器である。水中での使用に際し、高速で高精度を誇る。先のエイリアンとの戦争で得られたプラズマテクノロジーから発展した。" STR_GAUSS_RIFLE_UFOPEDIA: "ガウスピストルを改良したこのライフルは粒子加速装置を2基搭載して威力を上げたものである。エレリウムを使用するプラズマシステムを超小型粒子加速装置に置き換える事で反陽子の流束を発射する。" STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "ガウスピストルを改良したこのライフルは粒子加速装置を2基搭載して威力を上げたものである。エレリウムを使用するプラズマシステムを超小型粒子加速装置に置き換える事で反陽子の流束を発射する。" STR_HEAVY_GAUSS_UFOPEDIA: "重ガウスライフルはかさばるが、威力は絶大である。粒子加速装置を3基搭載し、これに耐え得る敵は居ないだろう。{NEWLINE}ガリウムひ素を用いたカートリッジから発せられる反陽子ビームは目標に命中すると内部を反物質が破壊する。" STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "重ガウスライフルはかさばるが、威力は絶大である。粒子加速装置を3基搭載し、これに耐え得る敵は居ないだろう。{NEWLINE}ガリウムひ素を用いたカートリッジから発せられる反陽子ビームは目標に命中すると内部を反物質が破壊する。" STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "この手りゅう弾は、正確なコントロールを行うために、精密かつ精巧なタイマーを備えている。" STR_DYE_GRENADE_UFOPEDIA: "カラー手りゅう弾は、二通りに使用でき、敵の目から姿を隠す場合に有効である。水陸両用で、染料の粒子が放出され、水中ではタコの墨の様に広がり、陸上では濃い煙幕となる。" STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "近接手りゅう弾は、普通の手りゅう弾と同様に投げることができるが、その爆発はタイマー信管ではなく近接信管による。この種の兵器を使用するには、熟練した技術と最大の注意力が必要である。" STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "この高性能時限爆弾は、建造物の破壊等の目的にのみ使用しなければならない。しかしながら、エイリアンを一網打尽にする理想的な武器だという事も周知である。爆発半径が大きいので人員が安全な場所に居ることを確認してから使用すること。" STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "この新しい装置は、種々の探知器とコンピュータ・アルゴリズムを駆使しており、移動中の敵ユニットを探知することができる。{NEWLINE}{NEWLINE}この装置を使用するには、まずタクティカル・ディスプレイでスキャナを選択し、メニューから‘スキャナを使う’を選択する。{NEWLINE}{NEWLINE}スキャナの中央に表示された矢印が、兵士の向きを表している(上は常に北)。点滅しているドットは移動中のユニットを示す。ドットは高速で移動するほど、またはユニットのサイズが大きくなるほど大きく表示される。ただし、この装置は静止しているユニットは探知できない。" STR_MEDI_KIT_UFOPEDIA: "この装置は負傷した兵士の方を向いて、または気絶した兵士の体の上で使用する。{NEWLINE}{NEWLINE}治療> 赤い部分が負傷した部位を示す。治療する部位を選択して‘治療’ボタンを押す。傷が治療され健康を回復する。{NEWLINE}{NEWLINE}興奮剤> エネルギーを回復し、気絶した兵士の意識を回復する。気絶した兵士の意識を回復させるには、身体の上に直接立って操作を行う。{NEWLINE}{NEWLINE}鎮痛剤> 負傷した兵の士気を取り戻す。" STR_MC_DISRUPTOR_UFOPEDIA: "M.C.テクノロジーを最も効果的に使用した装置。これはM.C.スキルを持つ兵士のみが使用できる。この装置で可能なM.C.攻撃には以下の2タイプがある。{NEWLINE}{NEWLINE}インプラント・ジャム>攻撃が成功すれば、ターゲットは士気をくじかれ、パニックにおちいる。{NEWLINE}{NEWLINE}インプラント・コントロール>この攻撃が成功すれば、敵ユニットを自分のユニットの様に直接コントロールできる" STR_THERMAL_TAZER_UFOPEDIA: "この装置は接近戦でしか使用できないが、凍らせることで相手を殺さずに気絶させることができる。{NEWLINE}{NEWLINE}使用法>スタンさせたい相手に隣接し、その方向を向いて用いる。" STR_VIBRO_BLADE_UFOPEDIA: "振動ブレードはチタン製の長いナイフで、秒間100回転する事でいかなる敵の装甲をも貫く。動力源はエイリアンが発明したもので、我々の技術で造られたものは回転が遅すぎるか水圧が高い場所では爆発してしまうので使い物にならなかった。" STR_THERMIC_LANCE_UFOPEDIA: "ヒート・ランスは振動ブレードの原理を応用した武器で、刃が高速回転しながらザーバイトを熱源とする超発熱を帯びて敵のアーマーを熱したナイフがバターを切る様に切り裂く。" STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "重ヒート・ランスはヒート・ランスの強化版である。熱源を2基搭載し、超高速回転によってあらゆる物質を貫く。" STR_SONIC_CANNON_UFOPEDIA: "ソニックキャノンは音波兵器の中でも最も効果を期待できる武器である。ブラスターより広範囲に対応した音波発振器とより大きな反響腔を持つ。さらに超音波をより効果的に衝撃波に変換することで振動爆発を発生させる。" STR_CANNON_POWER_CLIP_UFOPEDIA: "この小型の装置はソニック・キャノン用の弾倉である。極少量のザーバイトを含有している。" STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "より強化された音波兵器。高炭素鋼ですら破壊する。コンパクトな音波発生器は超伝導によって威力を増している。" STR_BLASTA_POWER_CLIP_UFOPEDIA: "この小さな装置はソニック・ブラスター用の弾倉である。エイリアンの有力な武器であり、極少量のザーバイトを含有している。" STR_SONIC_PISTOL_UFOPEDIA: "ソニックピストルは超音波を用いたエイリアンの武器で、骨を数秒でゼリー状にする力を持つ。超音波は人間の可聴域を越えた音波である。" STR_PISTOL_POWER_CLIP_UFOPEDIA: "ソニック・ピストル用弾倉。エイリアンのパワーの源であるザーバイトを用いている。" STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "これはプロペラ駆動する'崩壊弾'を発射することができるエイリアンの誘導型水中兵器である。{NEWLINE}{NEWLINE}この武器を使用する場合、魚雷が通過するガイド・ポイントを設定し、それが終了したら特別な'発射'のアイコンをクリックする。" STR_DISRUPTOR_AMMO_UFOPEDIA: "これは高度な知的誘導システムを備えた崩壊波を用いる魚雷である。崩壊波ランチャーから発射される。" STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "化学凍結を用いた爆弾を発射するための凍結ショックランチャ。この兵器を使用すると、エイリアンを生きたまま捕獲することができる。" STR_THERMAL_SHOK_BOMB_UFOPEDIA: "TSボムは生きたまま人間の標本を捕獲するために使用される。が、それはまた殆どのエイリアン種族に対しても有効である。これはTSランチャーから発射される。" STR_SONIC_PULSER_UFOPEDIA: "この手榴弾は通常の手榴弾と同様に扱えるが、数倍強力である。爆発すると全方向に衝撃波を発生させる。" STR_MC_READER_UFOPEDIA: "エイリアンの体には小さな装置が埋め込まれている。それらの装置はアクアトイドが戦場の情報を逐一把握する為に作られたインプラントを制御し、距離の影響を受けない。{NEWLINE}M.C.測定器はエイリアンの通信装置であり、インプラントから直接情報を収集する事ができる。XComもこの装置を用いて、特定のエイリアンの情報を得ることができる。" STR_SURVEY_SHIP: "調査船" STR_ESCORT: "護衛鑑" STR_CRUISER: "巡洋艦" STR_HEAVY_CRUISER: "重巡洋艦" STR_HUNTER: "駆逐艦" STR_BATTLESHIP: "戦艦" STR_DREADNOUGHT: "弩級戦艦" STR_FLEET_SUPPLY_CRUISER: "補給艦" MAP_SEABED: "海底" MAP_PIPES: "研究施設" MAP_PLANE: "墜落機" MAP_ATLAN: "アトランティス" MAP_MU: "ムー" MAP_GAL: "沈没したガレオン船" MAP_MSUNK: "沈没した定期船" MAP_VOLC: "火山帯" MAP_CORAL: "珊瑚礁" MAP_PORT: "港" MAP_ISLAND: "島" MAP_CARGO: "貨物船" MAP_LINERT: "クルーズ船 P1" MAP_LINERB: "クルーズ船 P2" MAP_ALART: "遺物 P1" MAP_GRUNGE: "遺物 P2" MAP_ENTRY: "コロニー P1" MAP_A_BASE: "コロニー P2" MAP_ALSHIP: "テ・レス P1" MAP_LEVEL: "テ・レス P2" MAP_CRYPT: "テ・レス P3" MAP_XBASES: "X-COM基地" STR_MIXED_CREW: "混合構成員" STR_MIXED_CREW_2: "混合構成員2" STR_RATING: "評価> {0}" STR_RATING_TERRIBLE: "劣悪!" STR_RATING_POOR: "不十分!" STR_RATING_OK: "OK" STR_RATING_GOOD: "良い!" STR_RATING_EXCELLENT: "優秀!" STR_SCORE: "スコア" STR_XCOM_PROJECT_MONTHLY_REPORT: "XCOM月間レポート" STR_MONTH: "月> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "資金提供組織の評議会は、これまでのあなたの働きにおおむね満足しています。" STR_COUNCIL_IS_VERY_PLEASED: "資金提供組織の評議会は、あなたの素晴らしい働きに大変満足しています。その調子で続けて下さい。" STR_COUNCIL_IS_DISSATISFIED: "資金提供組織の評議会はあなたの働きに不満です。エイリアン対策の効率を高めなければ、プロジェクトは停止される恐れがあります。" STR_YOU_HAVE_NOT_SUCCEEDED: "あなたは宇宙人の侵略に対し、処置を講じ損ないました。資金提供組織の議会は、残念ながらプロジェクトの停止を決定しました。{NEWLINE}各国は、それぞれに問題を処理することになります。今、我々にできることは、これらの明らかに敵と思われる軍隊と和解することと、民間人がエイリアンの視察員との協定に納得するようにと願うことだけです。" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0}は脅威を局部的に食い止めたあなたの処置能力に 特に満足して、資金提供額を増やすことに同意しました。" STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0}は、特定海域におけるエイリアンの侵略に対するあなたの働きに特に満足して、資金提供額を増やすことに同意しました。" STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} と {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0}は、領海内でのエイリアンの活動に対するあなたの処置能力に不満足で、経済的な援助を削減することを決定しました。" STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0}は、領海内でのエイリアンの活動に対するあなたの処置能力に不満足で、経済的な援助を削減することを決定しました。" STR_KNOTS: "{0} ノット" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0}は、エイリアン軍との秘密条約にサインし、プロジェクトから離脱しました。" STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0}は、エイリアン軍との秘密条約にサインし、プロジェクトから離脱しました。" STR_MONTHLY_RATING: "月間評価> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "資金変更> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "資金提供評議会は、あなたの経済状況を好ましく思っていません。負債を百万ドル以下に落とさなければ、プロジェクトは停止されます。" STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "素粒子通信を解読しました" STR_CRAFT_TYPE: "潜水艇のタイプ" STR_RACE: "種族" STR_MISSION: "任務" STR_ZONE: "ゾーン" STR_ALLOCATE_RESEARCH: "研究を割り当てる" STR_ALLOCATE_MANUFACTURE: "製造を割り当てる" STR_AZORES: "アゾレス諸島" STR_REYKJAVIK: "レイキャビク" STR_BERMUDA: "バミューダ" STR_NEW_YORK: "ニューヨーク" STR_BOSTON: "ボストン" STR_FORT_SEVERN: "フォートセバーン" STR_DAKAR: "ダカール" STR_RECIFE: "レシフェ" STR_ACCRA: "アクラ" STR_ASCENSION_ISLAND: "アセンション島" STR_TRINIDADE_ISLAND: "トリニダード島" STR_FALKLAND_ISLAND: "フォークランド島" STR_CANARY_ISLANDS: "カナリア諸島" STR_ANCHORAGE: "アンカレッジ" STR_ST_LAWRENCE_ISLAND: "セントローレンス島" STR_SAN_FRANCISCO: "サンフランシスコ" STR_MIDWAY_ISLAND: "ミッドウェー諸島" STR_VANCOUVER: "バンクーバー" STR_TASMANIA: "タスマニア" STR_HAWAII: "ハワイ" STR_FIJI: "フィジー諸島" STR_TONGA: "トンガ" STR_EASTER_ISLAND: "イースター島" STR_GALAPAGOS_ISLAND: "ガラパゴス島" STR_WELLINGTON: "ウエリントン" STR_SOLOMON_ISLAND: "ソロモン島" STR_CRETE: "クレタ" STR_LISBON: "リスボン" STR_PORT_SAID: "ポートサイド" STR_MARSEILLES: "マルセイユ" STR_TRIPOLI: "トリポリ" STR_MANILA: "マニラ" STR_HONG_KONG: "香港" STR_SINGAPORE: "シンガポール" STR_BANGKOK: "バンコク" STR_DARWIN: "ダーウィン" STR_BOMBAY: "ボンベイ" STR_SAYCHELLES_ISLAND: "セイシェル島" STR_MALDIVE_ISLAND: "モルジブ島" STR_SRI_LANKA: "スリランカ" STR_MAURITIUS: "モーリシャス" STR_TOKYO: "東京" STR_SHANGHAI: "上海" STR_VLADIVOSTOK: "ウラジオストック" STR_LONDON: "ロンドン" STR_FAEROE_ISLAND: "フェロー諸島" STR_ABERDEEN: "アバディーン" STR_OSLO: "オスロ" STR_JAMAICA: "ジャマイカ" STR_PANAMA: "パナマ" STR_MIAMI: "マイアミ" STR_PSI_TRAINING: "M.C.訓練" STR_PSIONIC_TRAINING: "分子制御トレーニング" STR_REMAINING_PSI_LAB_CAPACITY: "M.C.訓練室 残り容量> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.C.強度" STR_PSIONIC_SKILL_IMPROVEMENT: "M.C.技術/向上" STR_IN_TRAINING: "訓練中?" STR_TARGETTED_BY: "の目的地です" STR_WEAPONS_CREW_HWPS: "武装:戦闘員:HWP" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "は燃料不足により、基地へ帰投します。" STR_SOLDIER_LIST: "潜水兵のリスト" STR_RANK_: "階級> {ALT}{0}" STR_MISSIONS: "任務> {ALT}{0}" STR_KILLS: "倒した敵> {ALT}{0}" STR_WOUND_RECOVERY: "傷回復> {ALT}{0}" STR_TIME_UNITS: "時間ユニット" STR_STAMINA: "スタミナ" STR_HEALTH: "H.P." STR_BRAVERY: "勇敢さ" STR_REACTIONS: "反応度" STR_FIRING_ACCURACY: "射撃能力" STR_THROWING_ACCURACY: "投てき能力" STR_STRENGTH: "筋力" STR_PSIONIC_STRENGTH: "M.C.強度" STR_PSIONIC_SKILL: "M.C.スキル" STR_NEW_RANK: "新しい階級" STR_PROMOTIONS: "昇進" STR_SOLDIERS_UC: "潜水兵" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "自動化SWSは高い機動性と耐久力を備える。SWSはあらゆる深度で小隊を支援可能で、予備弾薬があれば自動的に装填する" STR_COELACANTH_AQUA_JET_UFOPEDIA: "この潜水兵器はアクアジェット魚雷を装備している。この武器は水中でしか使用できない。予備弾薬が十分にあるか注意せよ" STR_COELACANTH_GAUSS_UFOPEDIA: "ガウステクノロジーはSWSの武器システムに従来のものより強力な火力を提供する、X-COM独自の技術である。" STR_DISPLACER_SONIC_UFOPEDIA: "宇宙人のテクノロジーに合わせSWSは改良された。イオン変換器によって水陸両用となった音波兵器は戦闘を有利にするだろう" STR_DISPLACER_PWT_UFOPEDIA: "SWSに水中戦用のパルス波兵器を搭載した。パルス波魚雷を製造して装填しておくこと。{NEWLINE}{NEWLINE}この武器を使用する場合、魚雷が通過するガイド・ポイントを設定し、それが終了したら特別な'発射'アイコンをクリックする" STR_ALIEN_PROBE_MISSION: "調査" STR_ALIEN_INTERDICTION: "偵察" STR_ALIEN_RESOURCE_RAID: "資源の略奪" STR_ALIEN_INFILTRATION: "政府への侵入" STR_ALIEN_BASE: "コロニーの拡大" STR_ALIEN_SURFACE_ATTACK: "陸上への攻撃" STR_ALIEN_RETALIATION: "浮遊基地の攻撃" STR_ALIEN_SUPPLY: "コロニーの補給" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "エイリアンの調査ミッションは海底でそのエリア内の資源、航路そして空路等の情報収集を目的としている。{NEWLINE}{NEWLINE}調査ミッションに携わる潜水艇はさほど脅威ではないが、現地の状況はいつ他のエイリアンの注意を喚起するか判らない。" STR_ALIEN_INTERDICTION_UFOPEDIA: "エイリアンは関心のある地域にまず先遣隊を送り、本格的なミッションの前にそのエリアを監視し、確実性を高めようとする。{NEWLINE}{NEWLINE}偵察任務のエイリアンは着艦した地域を封鎖し、次の段階の下準備をする。" STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "船舶と航空機への攻撃はエイリアンの基本戦略である。主目的は略奪であり、過度に攻撃的なのはその為である。同時に襲撃エリアの地熱の変動を計測し、採掘所や天然資源、精錬金属、さらに人類の生産資源が無いか調査する。" STR_ALIEN_INFILTRATION_UFOPEDIA: "エイリアンは政府もしくは企業に対し最高レベルでの正式な折衝を実現させようとしている。この活動が最高潮に達すると、主要地域付近の水域で猛烈な潜水艇の活動が見受けられる。宇宙人は政府もしくは相手の組織に対し、協定にサインすれば自分たちの優れた技術を提供しても良いとアプローチする。{NEWLINE}{NEWLINE}この活動は、XComにとって最大の脅威である。もし人類側が協定を結べば、その組織からの資金の提供は停止される。" STR_ALIEN_BASE_UFOPEDIA: "エイリアンは人里離れた海底にコロニーを建設する。建設の前には、まずその海域の調査が数回行われる。それからコロニー建設中には頻繁に輸送艇が行き来するのが確認される。コロニーには実験室、クローン工場、エイリアン及び人間の為の手術室が備えられる。宇宙人のコロニーがあれば、潜水艇が現れなくても、非常に多くの宇宙人の活動が報告されることになるだろう。{NEWLINE}{NEWLINE}コロニーの所在地を発見するには、偵察艇を目的の地域へ派遣し、数時間かけて同エリアをパトロールしなければならない。" STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "エイリアンは必要に迫られると、港湾や島、船舶に襲撃をかける。彼らの繁殖や残酷な実験の為にその地域の民間人が直接狙われる。" STR_ALIEN_RETALIATION_UFOPEDIA: "もし、XComの潜水艇が敵潜水艇を撃沈した場合、エイリアンが何らかの報復活動を起こすかも知れない。XComの基地を直接攻撃してくる可能性もある。{NEWLINE}しかし基地を攻撃するためにはその位置を知らなければならないので、常に敵の潜水艇を遠ざけておけば、襲撃される危険はほとんどないはずである。" STR_ALIEN_SUPPLY_UFOPEDIA: "エイリアンのコロニーが建設されると、大型の輸送艇が定期的に物資の補給を行うために行き来する。{NEWLINE}{NEWLINE}もし着艦している輸送艇を発見したら、近くに宇宙人のコロニーが存在するはずだ。" STR_SURVEY_SHIP_UFOPEDIA: "この小さな潜水艇は主として偵察や観測に用いられる。エイリアンが任務を開始する場合、この小型潜水艇を用いて初期の情報収集を行う。" STR_ESCORT_UFOPEDIA: "この中型の偵察艇はXComにとって全く脅威とはなり得ない。防御力は弱く、武装も貧弱だからである。{NEWLINE}通常は襲撃任務の前に姿を現し、任務のための詳細な情報収集を行っている。" STR_CRUISER_UFOPEDIA: "この大型の偵察艇はある程度強力な装甲と兵器を備えており、威力偵察などの任務に用いられる。" STR_HEAVY_CRUISER_UFOPEDIA: "重巡洋艦は通常の巡洋艦よりも大型の船体と武装によって強化されている。{NEWLINE}重巡洋艦は大量の天然資源を獲得する為に造られている。" STR_HUNTER_UFOPEDIA: "この宇宙船には誘拐した人間に対して、恐ろしい人体実験を行うための検査室や各種の実験用器具が備わっている。{NEWLINE}通常犠牲者は酷い拷問を受けた後、脳を取り除かれる。取り出された脳は移送されるまで保管される。" STR_BATTLESHIP_UFOPEDIA: "戦艦はエイリアンが持つ艦艇の中で最も攻撃的なもので、あらゆるタイプのエイリアンのテクノロジーといかなる任務にも対応できる管制設備を併せ持ち、多種多様の兵器を備えている。" STR_DREADNOUGHT_UFOPEDIA: "弩級戦艦は全てのエイリアンテクノロジーと膨大な量の兵器を搭載した超突撃艦である。{NEWLINE}重装甲であり、最大の難敵と言える。" STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "補給艦は宇宙人コロニーへの各種物資の輸送に使用される。この船には食物やDNA、繁殖室及び生体用機材が備えられている。{NEWLINE}{NEWLINE}この補給艦が頻繁に現れるような場合は、どこかに新しいコロニーを建設していると思われる。" STR_DISMANTLE: "施設を撤去する" STR_FACILITY_IN_USE: "ドックは使用中です" STR_CANNOT_DISMANTLE_FACILITY: "この施設は撤去できません!{SMALLLINE}基地の全施設は、エア・ロックと直接または間接的に接続される必要があります。" STR_TRANSFER_ITEMS_TO: "{0}にアイテムを移動する" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "隔離拘束施設がありません!{SMALLLINE}移動するエイリアンの生命を維持するためには、移動先の基地に隔離施設が必要です。" STR_AMOUNT_AT_DESTINATION: "移動先の保有数" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "捕獲したエイリアンは基地に隔離拘束施設がないために死亡しました" STR_NO_FREE_ACCOMODATION_CREW: "居住区に空きがありません!{SMALLLINE}移動先の基地に、移動する潜水艇の搭乗員のための居住スペースを確保できません。" STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "格納スペースがありません!{SMALLLINE}潜水艇に割り当てられた機材の格納スペースが輸送先の基地にありません" STR_ITEMS_ARRIVING: "アイテム到着" STR_DESTINATION_UC: "目的地" STR_DART_PISTOL: "ダーツ・ガン" STR_DART_POD: "ダーツガン弾倉" STR_JET_HARPOON: "ジェット銛" STR_HARPOON_POD: "銛マガジン" STR_GAS_CANNON: "ガス・キャノン" STR_GC_AP_AMMO: "GC-徹甲 ボルト" STR_GC_HE_AMMO: "GC-炸薬 ボルト" STR_GC_P_AMMO: "GC-リン ボルト" STR_HYDRO_JET_CANNON: "水素ジェット・キャノン" STR_HJC_AP_AMMO: "HJ-徹甲弾" STR_HJC_HE_AMMO: "HJ-炸薬弾" STR_HJC_P_AMMO: "HJ-リン弾" STR_TORPEDO_LAUNCHER: "魚雷ランチャ" STR_SMALL_TORPEDO: "小型魚雷" STR_LARGE_TORPEDO: "大型魚雷" STR_PHOSPHOROUS_TORPEDO: "リン魚雷" STR_MAGNA_BLAST_GRENADE: "マグナブラスト手榴弾" STR_DYE_GRENADE: "カラー手榴弾" STR_PARTICLE_DISTURBANCE_GRENADE: "粒子干渉手榴弾" STR_MAGNA_PACK_EXPLOSIVE: "マグナ収束手榴弾" STR_PARTICLE_DISTURBANCE_SENSOR: "粒子干渉探知機" STR_MEDI_KIT: "医療キット" STR_MC_DISRUPTOR: "分子崩壊銃" STR_THERMAL_TAZER: "凍結テーザー" STR_GAUSS_PISTOL: "ガウス・ピストル" STR_GAUSS_PISTOL_CLIP: "Gピストル用弾倉" STR_GAUSS_RIFLE: "ガウス・ライフル" STR_GAUSS_RIFLE_CLIP: "ガウスR用弾倉" STR_HEAVY_GAUSS: "重ガウス・ライフル" STR_HEAVY_GAUSS_CLIP: "HガウスR弾倉" STR_SONIC_CANNON: "ソニック・キャノン" STR_CANNON_POWER_CLIP: "Sキャノン弾倉" STR_SONIC_BLASTA_RIFLE: "ソニック・ブラスター" STR_BLASTA_POWER_CLIP: "Sブラスター用電池" STR_SONIC_PISTOL: "ソニック・ピストル" STR_PISTOL_POWER_CLIP: "Sピストル用電池" STR_DISRUPTOR_PULSE_LAUNCHER: "崩壊波ランチャ" STR_DISRUPTOR_AMMO: "Dランチャ弾倉" STR_THERMAL_SHOK_LAUNCHER: "凍結ショック・ランチャ" STR_THERMAL_SHOK_BOMB: "TSランチャ用爆弾" STR_SONIC_PULSER: "衝撃波手榴弾" STR_ZRBITE: "ザーバイト" STR_MC_READER: "M.C.測定器" STR_VIBRO_BLADE: "振動ブレード" STR_THERMIC_LANCE: "ヒート・ランス" STR_HEAVY_THERMIC_LANCE: "重ヒート・ランス" STR_AQUATOID_CORPSE: "アクアトイドの死体" STR_GILLMAN_CORPSE: "ギルマンの死体" STR_LOBSTERMAN_CORPSE: "ロブスターマンの死体" STR_TASOTH_CORPSE: "タソスの死体" STR_CALCINITE_CORPSE: "カルシナイトの死体" STR_DEEP_ONE_CORPSE: "深きものの死体" STR_BIODRONE_CORPSE: "バイオドローンの死体" STR_TENTACULAT_CORPSE: "テンタクラットの死体" STR_TRISCENE_CORPSE: "トリシーンの死体" STR_HALLUCINOID_CORPSE: "ハルシノイドの死体" STR_XARQUID_CORPSE: "ザーカッドの死体" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "SWSを充填するのに十分な弾薬がありません。{SMALLLINE}それぞれのSWSには {0} {1}が必要です。" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "戦闘部隊の戦力を維持するための兵員または装備が不足しています" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "{1} を開発するには {0} を研究する必要がある。" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "エイリアンはXComの無防備な基地{0}を破壊した" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "XCom のエージェントは {0} にエイリアンのコロニーを発見した。" STR_STANDOFF: "射程外" STR_CAUTIOUS_ATTACK: " 慎重な攻撃" STR_STANDARD_ATTACK: " 通常攻撃" STR_AGGRESSIVE_ATTACK: " 猛攻撃" STR_DISENGAGING: " 離脱" STR_UFO_HIT: "敵潜水艇被弾!" STR_UFO_CRASH_LANDS: "敵潜水艇撃沈!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: " 攻撃中は無効" STR_UFO_RETURN_FIRE: "敵潜水艇反撃!" STR_INTERCEPTOR_DAMAGED: "味方潜水艇破損" STR_INTERCEPTOR_DESTROYED: "味方潜水艇撃沈" STR_UFO_OUTRUNNING_INTERCEPTOR: "敵潜水艇は逃走中!" STR_LONG_RANGE_DETECTION: "広域探知" STR_STORES_UC: "在庫" STR_DIFFICULTY_LEVEL: "難易度" STR_INTERCEPT: "迎撃" STR_BASES: "基地" STR_GRAPHS: "グラフ" STR_UFOPAEDIA_UC: "UFOペディア" STR_OPTIONS_UC: "オプション" STR_FUNDING_UC: "資金提供国" STR_5_SECONDS: "5秒" STR_1_MINUTE: "1分" STR_5_MINUTES: "5分" STR_30_MINUTES: "30分" STR_1_HOUR: "1時間" STR_1_DAY: "1日" STR_XCOM_PERFORMANCE_ROSTER: "XCom勤務表" STR_ENTER_NAME: "名前を入力する" STR_PERFORMANCE_RATING: "勤務評価" STR_VICTORY_DATE: "勝利の日" STR_CHEMICAL_FLARE: "ケミカル・フレア" STR_CHEMICAL_FLARE_UFOPEDIA: "この発光器は、陸地および海底に落ちた瞬間にまばゆく発光する。深海で敵のユニットを発見するのに役立つ。" STR_MONTHLY_COSTS: "毎月の費用" STR_CRAFT_RENTAL: "潜水艇の維持費" STR_SALARIES: "人件費" STR_BASE_MAINTENANCE: "基地の維持費" STR_COST_PER_UNIT: "ユニットごとの費用" STR_QUANTITY: "数量" STR_TOTAL: "合計" STR_IN_PSIONIC_TRAINING: "M.C.インプラント手術中" STR_FRONT_ARMOR: "前面装甲" STR_LEFT_ARMOR: "左側装甲" STR_RIGHT_ARMOR: "右側装甲" STR_REAR_ARMOR: "背面装甲" STR_UNDER_ARMOR: "下面装甲" STR_ROUNDS: "発" STR_UNIT: "ユニット> {0}" STR_ENERGY: "スタミナ" STR_MORALE: "士気" STR_ARMOR_: "装甲> {0}" STR_FRONT_ARMOR_UC: "正面装甲" STR_LEFT_ARMOR_UC: "左側装甲" STR_RIGHT_ARMOR_UC: "右側装甲" STR_REAR_ARMOR_UC: "背面装甲" STR_SKILLS: "スキル> {0}" STR_LEVEL: "レベル> {0}" STR_HEAD: "頭部" STR_TORSO: "胴体" STR_RIGHT_ARM: "右腕" STR_LEFT_ARM: "左腕" STR_RIGHT_LEG: "右足" STR_LEFT_LEG: "左足" STR_PAIN_KILLER: "鎮痛剤" STR_STIMULANT: "興奮剤" STR_HEAL: "治療" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "重量>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "反応>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.スキル>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.強度>{ALT}{0}" STR_ALIEN_ARTIFACT: "エイリアンの製造品" STR_AMMO_ROUNDS_LEFT: "弾薬:弾丸残り={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "痛み>{ALT}{0}{ALT}興奮>{ALT}{1}{ALT}治療>{ALT}{2}" STR_THROW: "投げる" STR_AUTO_SHOT: "3連射撃" STR_SNAP_SHOT: "急速射撃" STR_AIMED_SHOT: "精密射撃" STR_STUN: "気絶させる" STR_PRIME_GRENADE: "時限設定" STR_USE_SCANNER: "粒子干渉探知機" STR_USE_MEDI_KIT: "医療キットを使う" STR_LAUNCH_MISSILE: "魚雷発射" STR_ACCURACY_SHORT: "命中精度>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "時間ユニットが足りません!" STR_NOT_ENOUGH_ENERGY: "スタミナが足りません!" STR_NO_ROUNDS_LEFT: "残弾がありません!" STR_NO_AMMUNITION_LOADED: "弾が装填されていません!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "別の武器用の弾薬です!" STR_WEAPON_IS_ALREADY_LOADED: "弾は既に装填されています!" STR_NO_LINE_OF_FIRE: "射線上に障害あり!" STR_GRENADE_IS_ACTIVATED: "手りゅう弾作動中!" STR_GRENADE_IS_DEACTIVATED: "手りゅう弾解除!" STR_THERE_IS_NO_ONE_THERE: "そこには誰もいません!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "研究終了まで使用できません!" STR_OUT_OF_RANGE: "射程距離外です!" STR_UNABLE_TO_THROW_HERE: "そこには投げられません!" STR_SET_TIMER: "タイマーをセットする" STR_HIDDEN_MOVEMENT: "エイリアン行動中" STR_TURN: "ターン> {0}" STR_SIDE: "サイド> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "ボタンを押して下さい" STR_MIND_CONTROL: "分子制御" STR_PANIC_UNIT: "インプラントを妨害する" STR_MORALE_ATTACK_SUCCESSFUL: "精神攻撃に成功" STR_MIND_CONTROL_SUCCESSFUL: "インプラント・コントロール成功" STR_HAS_GONE_BERSERK_MALE: "{0}が狂暴化した" STR_HAS_GONE_BERSERK_FEMALE: "{0}が狂暴化した" STR_HAS_PANICKED_MALE: "{0}はパニックに陥った" STR_HAS_PANICKED_FEMALE: "{0}はパニックに陥った" STR_XCOM: "X-Com" STR_ALIENS: "エイリアン" STR_RIGHT_HAND: "右手" STR_LEFT_HAND: "左手" STR_RIGHT_SHOULDER: "右肩" STR_LEFT_SHOULDER: "左肩" STR_BACK_PACK: "バックパック" STR_BELT: "ベルト" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}は支配されている" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}は支配されている" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}は昏倒した" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}は昏倒した" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}は致命傷が原因で死亡した" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}は致命傷が原因で死亡した" STR_USE_MIND_PROBE: "M.C.測定器を使う" STR_FATAL_WOUNDS: "致命傷" STR_UNDER_ARMOR_UC: "下面装甲" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "残りT.U.は急速射撃用リザーブ" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "残りT.U.は3連射撃用リザーブ" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "残りT.U.は精密射撃用リザーブ" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "屈みこむためのTUをリザーブする" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "屈みこみ射撃するためのTUをリザーブする" STR_UNITS_IN_CRAFT: other: "{N}Xcomの機体に居るユニット" STR_UNITS_OUTSIDE: other: "{N}外に居るユニット" STR_UNITS_IN_ENTRANCE: other: "{N}入り口に居るユニット" STR_UNITS_IN_EXIT: other: "{N}目標の出口に居るユニット" STR_ABORT_MISSION_QUESTION: "任務を中断しますか?" STR_CORPSE: "死体" STR_UNLOAD_CRAFT: "弾薬を抜き取る" STR_HAS_BEEN_KILLED_MALE: "{0}は死亡した" STR_HAS_BEEN_KILLED_FEMALE: "{0}は死亡した" STR_HIT_MELEE: "近接攻撃" STR_GROUND: "着艦中" STR_LIVING_QUARTERS_PLURAL: "居住区" STR_LIST_ITEM: "アイテム" STR_ALL_ALIENS_KILLED_IN_CRASH: "敵潜水艇の沈没でエイリアンが死亡し、自動回収された" STR_RESET: "リセット" STR_MEMORIAL: "墓碑" STR_DATE_UC: "日付" STR_SOLDIERS_RECRUITED_UC: "登庸した潜水兵 >{ALT}{0}" STR_SOLDIERS_LOST_UC: "失った潜水兵 >{ALT}{0}" STR_REMOVE_SELECTED: "選択範囲を消去" STR_LIVE_ALIENS: "捕虜にした宇宙人" STR_DEAD_ALIENS: "殺害した宇宙人" STR_UNDER_INTERROGATION: "現在尋問中" STR_CONTAINMENT_EXCEEDED: "隔離拘束施設の許容範囲を超えました!{SMALLLINE}収容スペースが{0} 人分不足しています。彼らが死んでしまう前に超過分のエイリアンを除去する必要があります" STR_MANAGE_CONTAINMENT: "隔離拘束施設の管理" STR_STORAGE_EXCEEDED: "格納スペースを超過しています!{SMALLLINE}{0}分スペースが足りません。アイテムを売ってください" STR_GO_TO_BASE: "基地に戻る" STR_MELEE_ACCURACY: "格闘精度" STR_SELL_PRODUCTION: "売る" STR_BOTH_HANDS_MUST_BE_EMPTY: "両手が空いていなければなりません!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "装備品のストックが足りません!" STR_UNLOAD_WEAPON: "弾倉を外す" STR_ALL_ITEMS: "選択可能なアイテム" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "これ以上、武器および装備を搭載することはできません!{SMALLLINE}輸送艇に搭載できるアイテムは{N}個に制限されています。" STR_CONTROL_CENTER_DESTROYED: "コントロールセンターは破壊されました。入り口へ戻り、'任務中断'を実行してください。" STR_XCOM_BASE_CANNOT_BE_BUILT: "X-COMの海底基地は陸地には建てられません" STR_UNABLE_TO_ENGAGE_DEPTH: "この深度では敵と交戦できません" STR_UNABLE_TO_ENGAGE_AIRBORNE: "空中では敵と交戦できません" STR_UNDERWATER_EQUIPMENT: "この装備は水上では使用できません!" STR_LAND_EQUIPMENT: "陸戦用装備" STR_LEVEL_SHORT: "{0}L" STR_PERSONNEL: "構成員" STR_CRAFT_ARMAMENT: "軍備" STR_COMPONENTS: "パーツ" STR_SOLDIERS_RECRUITED: "雇用した潜水兵" STR_SOLDIERS_LOST: "失った潜水兵" STR_TOTAL_UFOS: "探知した敵飛行潜水艇" STR_TOTAL_ALIEN_BASES: "発見した宇宙人コロニー" STR_PSIONIC_STRENGTH_ABBREVIATION: "M.C.訓練" STR_PSIONIC_SKILL_ABBREVIATION: "M.C.能力" FEMALE_CIVILIAN: "民間人-女" MALE_CIVILIAN: "民間人-男" DOCKER_CIVILIAN: "民間人-労働者" SAILOR_CIVILIAN: "民間人-船員" STR_BIODRONE_MELEE_WEAPON: "バイオドローンの近接武器" HALLUCINOID_WEAPON: "ハルシノイドの武器" STR_LOBSTERMAN_MELEE_WEAPON: "ロブスターマンの近接武器" CALCINITE_WEAPON: "カルシナイトの武器" DEEP_ONE_WEAPON: "深きものの武器" STR_TRISCENE_MELEE_WEAPON: "トリシーンの近接武器" STR_TRIBIO_SONIC_WEAPON: "トリバイオの音波兵器" XARQUID_WEAPON: "ザーカッドの武器" TENTACULAT_WEAPON: "テンタクラットの武器" ZOMBIE_WEAPON: "ゾンビの武器" ALIEN_PSI_WEAPON: "エイリアンのPSI兵器" ================================================ FILE: bin/standard/xcom2/Language/ko.yml ================================================ ko: STR_LEVIATHAN_UFOPEDIA: "대단한 잠항 능력을 지닌 수송 및 요격용 비행잠수함이다. 외계인과 인간 기술의 놀라운 합성 작품으로, 이온 추진 장치와 자기 배열 항법 장치를 활용한다." STR_BARRACUDA_UFOPEDIA: "초고열 레이저 엔진으로 움직이는, 브리티쉬 하이드로스페이스 사의 바라쿠다다. 세상에서 가장 빠른 요격선 중 하나로, 잠수 및 공중 비행 능력이 있어, 다가오는 전투의 핵심 기체다." STR_HAMMERHEAD_UFOPEDIA: "수송 및 요격용 기체다. X-COM 선박에 자기 배열 항법 장치를 재현했다. 비록 작지만, 그 설계는 경탄할 만한 기술적 성과다." STR_TRITON_UFOPEDIA: "트리톤은, 강습 분대 수송함으로, 온전한 공중 및 수중 항행 엔진이 달렸다. 그 커다란 수용량과 강인한 구조는 이걸 X-COM 함대의 주력이 되게 한다." STR_MANTA_UFOPEDIA: "이온 추진식 외계인 선박을 똑같이 모방한 1인승의 요격용 비행잠수함인, 만타 고속정이다. 고조되는 갈등에 대단히 효과적인 공격 기체다." STR_AJAX_UFOPEDIA: "에이잭스 어뢰는 세계 전역의 해저 전투에서 표준 무기다. 정확하고 강력한 억제 수단으로 활용된다." STR_DUP_HEAD_UFOPEDIA: "열화 우라늄 소결체 탄두 무기 기술은 상대적으로 새로운 것이고, 이것은 그걸 온전히 활용한 최초의 상업적 수중 무기 체계다." STR_CRAFT_GAS_CANNON_UFOPEDIA: "높은 장갑 관통 능력이 있는 경질 화살을 쏘는 압축 공기 구동 기관포 장치다." STR_PWT_CANNON_UFOPEDIA: "펄스파 어뢰는 초고온의 연소 장치와 대다수 합금을 뚫을 수 있는 엄청나게 조밀한 탄두를 활용한다." STR_GAUSS_CANNON_UFOPEDIA: "가우스 무기는 새롭게 개발된 X-COM 기술이다. 이 장치의 입자 가속기는 자그마하고, 액체 질소로 냉각되는, 핵융합 반응로로 작동된다." STR_SONIC_OSCILLATOR_UFOPEDIA: "강력한 음향 공진기는 소닉 에너지의 파동을 만든다. 분자 결합을 찢어서 표적을 파괴한다." STR_AQUATOID_UFOPEDIA: "세상을 향한 인간의 첫 부들거리는 발걸음이 있기 수천 년 전에 존재했었던, 아쿠아토이드 종족은 고대 사회의 일원이었다. 그들의 자그마한 형상과 풍선 같은 특징은 그들의 우주를 여행하는 형제, 섹토이드와 닮은꼴이다. 그들의 힘은 강력한 분자 제어 기술에 기반한다. 아쿠아토이드 종족은 유전자 조작으로 불임인 자기 종족을 전파하려 하며, 이상적인 표존은 인류가 되었다. 실험은 다수의 혼합 종족을 낳았다." STR_AQUATOID_AUTOPSY: "아쿠아토이드 검시" STR_AQUATOID_AUTOPSY_UFOPEDIA: "이 생물에 대한 자세한 분석은 우리에게 약간의 기본적 가정을 하게 하였다. 그건 우리의 과거 적, 섹토이드이나, 해양 종족이 되기 위해 수술적 방법과 삽입물을 써서 변화되었다. 퇴화된 허파는 공기 호흡과 제한적인 지상 이동을 하게 한다. 몸 전체에 사이버네틱 삽입물이 있어, 그 위축된 사지의 근력과 장기의 기능을 강화한다. 이 종족의 모든 일원이 동일하기에,우리는 이 생물이 복제품이라는 가설을 세울 수 있다." STR_GILLMAN_UFOPEDIA: "파충 인류인 것으로 보이고, 인간과 아주 가깝게 관련된 거의 인간 같고, 이상한 생물이다. 이 생물은 해저 세계에서 엄청나게 힘세고 빠르다. 다양한 연령대의 남성 및 여성 표본이 있기에, 길맨은 성숙한 종족이다. 그들이 아무런 유전자 변화 또는 수술적 변형의 징후가 나타나지 않기에 그들은 수중 외계인의 주류 같지는 않다. 우리가 우리 인류의어떤 고대 아종을 보고 있는 지 모른다." STR_GILLMAN_AUTOPSY: "길맨 검시" STR_GILLMAN_AUTOPSY_UFOPEDIA: "일단 수술을 시작했을 때 이게 전혀 외계인이 아니고, 지구 태생의 생물로, 포유류가 주류가 된 바로 그 시점에 멸종했다고 여겨졌던 과거의 선사 시대 종족임이 명확해졌다. 공룡이 포효했을 때 이 생물이 살았던, 길맨은 양서류이자, 지적이고, 힘이 세다. 이 행성에서 파충류의 지배를 끝장낸 대격변은 이 생물을 새롭게 도착했던 외계인과 공생 관계를 맺게 강제했다. 작은 전자 장치가 이 생물의 두개골 안에 끼워졌다." STR_LOBSTERMAN_UFOPEDIA: "이건 경이적인 생물로, 인간보다 더 크고 여섯 팔다리를 뽐내는, 그건 바다의 악마 그 이상도 이하도 아니다. 이 생물과 지구의 가재 사이의 유사성은 X-Com 병사들이 이것에게 랍스터맨이라는 별명을 짓게 하였다. 이건 심해의 거대 괴수다. 믿을 수 없는 근력과 실탄 사격에 실질적으로 무적인 주의 깊게 설계된 전투용 생물이다. 그 집게 단독으로 강철을 찌그러뜨릴 수 있다." STR_LOBSTERMAN_AUTOPSY: "랍스터맨 검시" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "과거에 한때 사실상 파괴할 수 없는 껍질이 씌워진 이 생물은 놀라운 구조물이다. 강력한 근육은 티타늄 골격 주변에 붙어 있고, 다중 대역 스캔 능력을 지닌 정교한 조준 장치는 이 생물의 두뇌에 직접 연결되었다. 그 겹눈은 강철보다 딱딱한 플라스틱에 의해 보호되며 그 주인에 의해 잘 배치될 때 이 생물이 거의 멈출 수 없다는 게 명확하다. 그 육체 내부에 깊숙이 묻혀 있는 건 미지의 구조 및 기능을 가진 장치다." STR_TASOTH_UFOPEDIA: "이 민첩하고 재빠른 적은 외계인 군대의 주력이다. 외계인 식민지의 핵심부 깊숙한 곳의 광대한 부화 용기에서, 수백 마리가 태어난다. 인간보다 훨씬 더 힘센, 타소쓰는 진정한 외계인이고 그 습성과 포식자의 본성은 이 행성에서 비할 게 없다. 타소쓰는 종종 외계인 공격에서 첨병을 형성하며 압도적인 곤란을 직면할 때조차 싸움에 결코 위축되지 않는 듯하다." STR_TASOTH_AUTOPSY: "타소쓰 검시" STR_TASOTH_AUTOPSY_UFOPEDIA: "해부는 신기한 힘을 보유한 사이버네틱 생물을 드러냈다. 복강 내부는 작은 동력 장치가 있으나, 아무런 확인 가능한 장기도 없다. 동력은 생체전기 전송 장치에 의해 몸 구석구석으로 전달된다. 몸 전체는 뼈나 어떤 다른 지지 구조도 빠져 있다. 일단 죽으면 동력이 정지되며 이 생물은 흐물거리는 외계인 살점과 체액이 든 생기 없는 걸레 인형이 된다. 유일한 다른 내부 장기는 한 쌍의 세라믹 전지인데, 만약 활성화되면 이 생물을 일으키는 듯하다." STR_DEEP_ONE_UFOPEDIA: "딥원은 생물학적 재앙이자, 이종 교배의 산물로, 아쿠아토이드의 정신이 뒤틀리는 실험으로 제작되었다. 우리는 이 생물의 여러 변종과 마주쳤었다. 폭넓은 연구 후 우리는 이게 침략자들에 의해 제작되었다고 결론지었다. 신선한 인간 무리가 포획될 때 그들의 규모는 팽창한다. 이들 아인종 각각은 잠수요원을 죽이기 충분할 만큼 강력한 전기 에너지 방출기로 무장했다." STR_DEEP_ONE_AUTOPSY: "딥원 검시" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "이 생물은 인간과 외계 생물을 접목한 것이다. 인간의 두뇌는 제어용 전자 장치와 외계인의 피질을 수용하기 위해 엄청나게 변경되었다. 인간 몸의 모든 흔적은 하나를 남기고 잃어버린 듯하다: 눈이다. 수술적 접목은 외계 태아가 성장하면서 인간 숙주를 삼키도록 하는 것으로 보인다. 이 생물의 억센 피부는 무기물인, 금속제 그물로, 엄청나게 강하고 유연한 것으로 보인다. 결과적인 혼종은 힘세고, 재빠르며 외계인의 제어에 절대 복종한다." STR_BIODRONE_UFOPEDIA: "바이오드론은 오직 외계인의 정신으로만 떠올릴 수 있었을 창조물이다. 그건 두뇌로(인간 또는 외계인의), 양수에 띄워졌고 육지 위나 물 속에서 날 수 있는 동력 받침에 연결되었다. 각각의 바이오드론은 강력한 음향 분열기로 무장했는데, 일부는 기계고 일부는 생체이다. 우리 과학자 일부는 이 무기가 숙주 생물의 원래 성대로 구동된다고 추측했었다. 대단히 정확하고 끈질긴 이 슈퍼 경비견은 외계인에 의해 소중한 자산을 보호하고자 널리 이용된다." STR_BIODRONE_AUTOPSY: "바이오드론 검시" STR_BIODRONE_AUTOPSY_UFOPEDIA: "음향 분열기가 생물학적 장치라는 가설은 진실이다. 이 불운한 생물은 그 적에게 죽으라고 문자 그대로 비명을 지른다. 모든 표본은 엄청난 수술 흉터를 지니며 심각하게 훼손되었다. 외계인은 이 두뇌는 정해진 대로 도축한 것으로 보인다. 이 생물에 이용된 피질의 대부분은 외계인에게서 온 것이나, 어느 것도 인간 기반의 유닛을 발견했다는 끔직함에는 비교할 수 없다. 바이오드론은 이온 엔진에 의해 움직이며 어떤 형태의 원격 제어 장치를 내장한다." STR_TENTACULAT_UFOPEDIA: "러브크래프트산 악몽의 밑바닥조차 이러한 형용할 수 없는 생물을 태어나게 할 수 없었다. 어떠한 지구 동물과 아무런 비교가 되지 않고, 이와 같은 걸 만들 수 있는 환경은 상상 밖의 것이다. 긴 촉수로 무장한 텐타쿨러트는 피해자를 마비시키고 그들을 정신 나간 존재로 변환한다. 이 파종은 접촉 시 죽을 수 있고, 장갑조차 뚫는다. 텐타쿨러트는 X-Com이 지금까지 마주쳤던 가장 무시무시한 외계인이다." STR_TENTACULAT_AUTOPSY: "텐타쿨러트 검시" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "검시 결과는 이 생물의 커다란 두뇌에 끼워진 작은 사이버네틱 삽입물을 드러낸다. 시각은 가시광선 및 열영상 획득의 복잡한 조합이다. 대양의 흐릿한 심해 속에서조차 이 괴물은 오차 없는 정확도로 돌아다닐 수 있다. 생존을 위한 거의 최소한인 듯한 흔적 기관들이 있다. 각각의 생물은 외부 접속기가 있는 작은 위를 지니며, 이 존재가 주인에게 직접 양분 주입을 받아 육성된다고 가정하는 게 논리적이다." STR_CALCINITE_UFOPEDIA: "실종된 뱃사람의 잠수복과 비슷한 이 외계인은 해저에서 조심성 없는 이들을 쫓아다닌다. 이 생물의 강철보다 강한 손톱에 의한 잔혹한 휘둘러치기는 최고의 잠수부를 수장시키기에 충분할 수 있다. 안면 마스크 주변을 휘몰아치는 끈적거리는 녹색 형태가 보여질 수 있다. 우리가 그들과 가졌던 종종 치명적인 만남으로부터 이게 진짜 어떤 생물인 지에 대한 아무런 힌트도 추측할 수 없었다." STR_CALCINITE_AUTOPSY: "캘시나이트 검시" STR_CALCINITE_AUTOPSY_UFOPEDIA: "일단 갑옷이 벗겨지자 캘시나이트는 거대한 비정형의 원형질 덩어리인 것이 드러났다. 아무런 눈에 보이는 두뇌도, 사지도, 감각 기관도 존재하지 않으며, 액체인 몸 깊숙한 곳에 작은 금속 부품이 자리한다. 일단 죽으면 우리는 이 생물의 본성에 대해 단지 추측만 할 수 있을 뿐이다. 우리 외계인 적의 풀리지 않는 수수께끼다." STR_TRISCENE_UFOPEDIA: "이 이족보행 파충류는 공룡의 시대를 떠오르게 한다. 그건 물 속과 땅 위에서 살아남을 능력을 보존한 여러모로 백악기의 생물인 듯하다. 이 생물은 무기 포드를 둘러메었고 거대한 금속 이빨이 줄지어 늘어선 아가리를 지닌다. 종종 이 괴물은 외계인이 지상에 강습을 걸 때 외계인 공격 부대의 핵심이 된다. 무게가 무겁고 강력한 무기로, 타소쓰 사령관은 그들을 놀라운 효율로 배치한다." STR_TRISCENE_AUTOPSY: "트라이신 검시" STR_TRISCENE_AUTOPSY_UFOPEDIA: "일단 과학자의 칼날 앞에 선 트라이신은 자신이 고대의 생물이며, 사이버네틱 삽입물과 무기 체계의 보조를 받음을 드러낸다. 그 자그마한 두뇌는 이 생물이 착용한 제어 장치에 탑재된 작은 컴퓨터 모듈의 보조를 받는다. 억센 원래 피부, 추가적인 무기로 강화된 포식자의 본능은 이걸 모든 환경에서 치명적인 적으로 만든다." STR_HALLUCINOID_UFOPEDIA: "대양을 수확하는 외계인은 이 거대한 지구 생물을 무기로 육성했다. 이 무해하게 보이는 심해의 선원과 마주할 때 괜찮을 것이라는 착각에 빠지지 마라. 근접 전투용 냉기의 일격을 보유한, 할루시노이드는 위험한 적이다. " STR_HALLUCINOID_AUTOPSY: "할루시노이드 검시" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "이 생물이 지닌 여러 층의 끈적이는 몸 안에 들어있었던 건 강력한 화학 냉동기로, 그 주 공격 능력이다. 할루시노이드의 부드럽고 유연한 피부는 열 기반의 공격에 취약한 듯하다. 종종 이 돌연변이는 그 주인인, 아쿠아토이드 무리에서 발견된다." STR_XARQUID_UFOPEDIA: "또 다른 지구의 개조된 무척추동물인, 자퀴드는 대단히 아름다우면서도 위험한 생물이다. 이 빠르게 헤엄치는 괴수는 파괴적인 무기고를 감추고 있는데, 숨이 막히는 잉크 분사기와 이온화된 입자 방출기다. 이 강력한 생물과의 첫 만남부터 우리는 그 힘과 복수심에 불타는 길맨이라는 지휘자를 경계해 왔다." STR_XARQUID_AUTOPSY: "자퀴드 검시" STR_XARQUID_AUTOPSY_UFOPEDIA: "이 과도하게 키워진 앵무조개는 외계인의 약물로 이루어진 식단과 수술에 의한 변형으로 거대하게 만들어졌다. 대자연의 범위를 벗어나 타락한, 길맨은 이 생물에 기계적 제어 장치를 더했고 이제 이 생물의 원래 본성은 아무 것도 존재하지 않는다. 유기체 무장 차량으로 배치된, 자퀴드의 억센 껍질과 기동력은 그걸 만만치 않은 적으로 만든다." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "외계인의 비행잠수함은 심해 속을 믿을 수 없는 속도로 달리게 하는 복잡한 동력계에 의존한다. 이 기술의 기반은 이온 추진기로, 지바이트를 촉매로 활용해, 이 엔진은 초당 자기 부피의 100배 만큼의 물을 밀어낸다. 이 막대한 힘은 외계인이 대다수 인류 잠수함을 추월할 능력이 있다는 뜻이다. 우리는 아쿠아 플라스틱과 지바이트 축전지를 이용해 이 장치를 재현할 수 있다." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "이 장치는 구형의 다층 자기장을 생성하는데, 이 자기장 배열은 잠수함 주변 1000m에 이르도록 투영된다. 외계인 항법사는 기계와 직접 연결되며 파도 아래의 보이지 않는 세상 주변의 길을 느낀다. 인터페이스 장치는 신경 연결을 통해 기사의 두뇌와 직접 교신하는 외계인의 수정된 대뇌 피질을 이용해 조작한다." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "각각의 함선은 카멜레온 같은 구조를 지니는데, 바다 생물을 주의 깊게 모방했고 아쿠아 플라스틱으로 건조된다. 각각의 잠수함은 생물처럼 동작한다: 승무원과 기체가 혼연일체로. 이 체계의 대부분은 재현 가능하고, 우리에게 동일한 정도의 기술 수준에 이르도록 해 주는 혼성 기술이 출현할 수 있다." STR_ALIEN_CRYOGENICS_UFOPEDIA: "지구에 숨겨져 있는 셀 수 없이 많은 외계인들은 극저온으로 냉동되어, 움직임이 정지된 상태로 보관된다. 모든 생물은 장치에 봉해지며, 그 신체 온도는 육체의 기능이 완전 정지되는 지점까지 내려간다. 지금까지 행해진 이 장치에 대한 실험은 그 육체가 믿을 수 없는 기간 동안 정지된 채 유지되었음을 드러내는데, 일부는 6000만년 이상 되었다." STR_ALIEN_CLONING_UFOPEDIA: "우리가 포획했던 외계인의 다수는 DNA 수준까지 동일하며, 모든 면에서 판박이다. 세포 견본은 외계인의 동결된 유전자 은행에서 이 장치에 넣어진다. 일부 장치는 인간 또는 신체 일부가 들어 있다. 이 복제 장치의 또 다른 용도가 어떤 외계인과 인간의 혼종을 만들기 위한 것일 수 있다." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "모든 외계인의 두개골에 있는 분자 제어 삽입물을 활용해 이 기계는 두뇌에 직접 정보를 주입한다. 막 복제된 외계인은 이 장치로 옮겨지고 그들의 텅 빈 정신에 종족의 기억과 모든 과학 또는 전투 정보가 기록된다." STR_ALIEN_IMPLANTER_UFOPEDIA: "이 장치는 외계인에 분자 제어 삽입물을 집어넣고, 번식할 수 있는 종족을 임신시키며, 어떠한 생물에게 장기 또는 전자 장치를 삽입 또는 제거하는 데 이용된다. 이 과정은 진정된 환자에게 행해진 것으로 여겨졌으나, 실험체는 이 과정을 아주 잘 인식하며 불행하게도 인간의 신체 구조는 이 장치에 완벽하게 맞는 듯하다." STR_EXAMINATION_ROOM_UFOPEDIA: "우리는 이제 외계인이 왜 인간을 포획하는지 알아내는 데 필요한 증거가 있다. 그들은 식량이 아니고, 외계 배아로 수태되지도 않는 대신, 포획된 인간은 생물 및 제어 장치의 기초를 형성한다. 외계 기술은 공통의 정신, 공유되는 지식에 기반하며 인간의 두뇌는 이 체계에서 이상적인 수용체다. 인간의 뇌 조직은 외계인의 생물 컴퓨터의 기록 및 입출력 장치의 대부분에 이용된다. 남은 부분은 건축 및 양육에 이용된다." STR_AQUA_PLASTICS_UFOPEDIA: "외계인의 잠수함과 구조물은 자기들의 구조물 대다수에 믿을 수 없이 강력하고, 유연하며, 튼튼한 재료를 활용한다. 아쿠아 플라스틱은 복잡한 다중 결합체이며 지바이트로 변성된 재료다. 조밀하면서도, 동시에 가벼운, 이 물질은 티타늄이나 케블라보다도 높은 강도를 지닌다." STR_ZRBITE_UFOPEDIA: "이건 외계 기원의 합금으로, 일부는 금이고 일부는 외계의 생물 재료다. 동력원으로 활용될 때, 이 물질 소량은 같은 크기인 단위 핵연료의 10배 이상의 동력을 생성할 것이다. 그 성분의 대부분이 외계에서 온 것이기에 이 재료를 재현하는 것은 우리의 기술적 역량을 넘어선다." STR_ALIEN_ORIGINS_UFOPEDIA: "무자비한 효율로, 외계인은 지구 전역을 타격한다. 우리는 그들의 원천을 집어낼 수 없다. 그게 우리에게 있어 뚫고 들어갈 수 없을 만큼 깊은 자리에 있을까? 우리가 마주쳤던 모든 생명체가 외계인은 아닌데, 일부는 아주 오래된 것이며, 일부는 오래 전 멸종했다고 여겨진 진화의 경로에서 왔다. 우리는 인간과 외계인이 미묘한 공생 관계였던, 수천 년 전부터 동면해 왔던 위협을 처리하고 있다. 대양의 깊숙한 곳에 외계인이 자신들의 우주 친척들과 접촉하기 위해 이용했던 고대 유적이 놓여 있다. 그 12개 현장 각각은 강력한 외계인의 장치인, 시노미움 장치가 들어 있다. 이제 외계인의 전쟁 기계가 진군하면서 그들은 자신들의 분자 제어망을 확대하고자 이 현장을 다시 활성화시키고 있어, 우리는 어떠한 대가를 치르더라도 이 현장을 반드시 부수어야 한다." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "6500만년 전 광대한 식민선이 머나먼 외계인의 세상에서 지구로 보내졌었다. 그 엄청난 기체가 이 미숙한 행성에 접근하는 동안 엄청나게 크고 격렬한 태양풍이 항법 장치의 고장을 일으켰다. 비틀거리고 망가진 이 광대한 덩어리는 백악기의 하늘에 출현해 성층권으로 곤두박질쳤다. 지구 상의 셀 수 없는 생명을 가진 종족들은 자신들의 파멸이 이 행성을 갈아엎는 동안 하늘에서 눈을 떼지 못했다. 광대한 먼지 구름이 대기권을 뒤덮었고 땅이 식으면서 지구를 지배하던 생명체인, 강대한 공룡은, 사라졌다. 그러나 4000억 톤의 티'레쓰는 충격으로 부서지지 않았었고, 정교한 슈퍼컴퓨터는 깊숙한 곳에 담고 있는 생물에 대한 극저온 냉동 절차를 개시했다. 세월이 지나면서 그 컴퓨터는 자기들의 우주 사촌과 교신을 시도하려고 외계인 무리를 깨웠으나, 외계인 힘의 중심이 잠들었었기에 무산되었다." STR_TLETH_THE_ALIEN_CITY: "외계인의 도시 티'레스" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "티'레쓰, 거대한 외계인 식민선은, 멕시코 만 지그스비 분지 속에 놓여 있다. 그 도시의 심장부는, 죽음조차 피해갈 만큼 비열하고 강력한 외계인의 공포다. 외계 금속으로 된 방에는 위대한 몽상가, 궁극 외계인의 동면체가 놓여 있다. 티'레쓰를 파도 위로 들어 올리는 것은 그것의 부활 절차를 시작할 것이고, 일단 깨어나면 저지할 수 없을 것이다. 비록 살아있지 않고 어쩐지 죽지도 않았음에도 외계인의 정신은 외계인 군대를 통솔한다. 분자 제어라는 이상한 기술은 모든 외계인을 하나의 마음과 연결하고 하나의 마음을 모든 외계인에 연결한다. 유전적으로 변이된 외계인/인간 배아는 외계인 정신에 에너지를 보급하고 지배자와 그 수하들 사이의 연결을 형성한다. 궁극 외계인에 대한 신화는 수 세기에 걸쳐 인류의 가슴과 마음 속에 존재했었으나, 바다는 언제나 최후의 진실을 숨겼었다." STR_CENTER_ON_SITE_TIME_5_SECONDS: "현장을 화면 가운데로-시간=5초" STR_CANCEL_UC: "취소" STR_NONE: "없음" STR_UNKNOWN: "불명" STR_POOR: "나쁨" STR_AVERAGE: "보통" STR_GOOD: "좋음" STR_EXCELLENT: "훌륭함" STR_BUILD_NEW_BASE_UC: "새 기지 짓기" STR_BASE_INFORMATION: "기지 정보" STR_EQUIP_CRAFT: "비행잠수함 정비" STR_BUILD_FACILITIES: "시설 건설" STR_RESEARCH: "연구" STR_MANUFACTURE: "제조" STR_TRANSFER_UC: "이송" STR_PURCHASE_RECRUIT: "구매/고용" STR_SACK: "해고" STR_SELL_SACK_UC: "매각/해고" STR_GEOSCAPE_UC: "지구 화면" STR_NAME: "이름" STR_AREA: "영역" STR_BUILD_NEW_BASE: "새 기지 짓기" STR_CANCEL: "취소" STR_COST_UC: "비용>" STR_CONSTRUCTION_TIME_UC: "건설 시간>" STR_DAY: other: "{N} 일" STR_HOUR: other: "{N} 시간" STR_MAINTENANCE_UC: "유지비>" STR_OK: "확인" STR_INSTALLATION: "설비" STR_CURRENT_RESEARCH: "현재 연구" STR_SCIENTISTS_AVAILABLE: "쓸 수 있는 과학자>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "할당된 과학자>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "쓸 수 있는 연구 공간>{ALT}{0}" STR_RESEARCH_PROJECT: "연구 과제" STR_SCIENTISTS_ALLOCATED_UC: "할당된 과학자" STR_PROGRESS: "진도" STR_NEW_PROJECT: "새로운 과제" STR_CANCEL_PROJECT: "과제 취소" STR_NEW_RESEARCH_PROJECTS: "새로운 연구 과제" STR_SCIENTISTS_AVAILABLE_UC: "쓸 수 있는 과학자>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "쓸 수 있는 연구 공간>{ALT}{0}" STR_INCREASE: "증가" STR_DECREASE: "감소" STR_START_PROJECT: "과제 시작" STR_CURRENT_PRODUCTION: "현재 생산" STR_ENGINEERS_AVAILABLE: "쓸 수 있는 기술자>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "할당된 기술자>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "쓸 수 있는 작업 공간>{ALT}{0}" STR_CURRENT_FUNDS: "현재 자금>{ALT}{0}" STR_ITEM: "물품" STR_ENGINEERS__ALLOCATED: "할당된{NEWLINE}기술자 수" STR_UNITS_PRODUCED: "생산된{NEWLINE}유닛" STR_TOTAL_TO_PRODUCE: "생산하려는 총수" STR_COST__PER__UNIT: "유닛{NEWLINE}당{NEWLINE}비용" STR_DAYS_HOURS_LEFT: "남은 기간" STR_NEW_PRODUCTION: "새로운 생산" STR_PRODUCTION_ITEMS: "생산 물품" STR_CATEGORY: "분류" STR_START_PRODUCTION: "생산 시작" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "유닛 하나 생산하는 데 {0} 인시" STR_COST_PER_UNIT_: "유닛 당 비용>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "요구되는 작업 공간>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "요구되는 특별 재료" STR_ITEM_REQUIRED: "요구되는 물품" STR_UNITS_REQUIRED: "요구되는 개수" STR_UNITS_AVAILABLE: "쓸 수 있는 개수" STR_STOP_PRODUCTION: "생산 정지" STR_ENGINEERS_AVAILABLE_UC: "쓸 수 있는 기술자>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "쓸 수 있는 작업 공간>{ALT}{0}" STR_MONTHLY_PROFIT: "월 수익>{ALT}{0}" STR_INCREASE_UC: "증가" STR_DECREASE_UC: "감소" STR_UNITS_TO_PRODUCE: "생산할{NEWLINE}개수" STR_PURCHASE_HIRE_PERSONNEL: "구매/직원 고용" STR_COST_OF_PURCHASES: "구매 비용>{ALT}{0}" STR_COST_PER_UNIT_UC: "단가" STR_QUANTITY_UC: "수량" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "쓸 수 있는 직원:총 직원>" STR_SOLDIERS: "잠수요원" STR_SCIENTISTS: "과학자" STR_ENGINEERS: "기술자" STR_SPACE_USED_SPACE_AVAILABLE: "사용된 공간:쓸 수 있는 공간>" STR_LIVING_QUARTERS: "생활관" STR_STORES: "창고" STR_LABORATORIES: "연구실" STR_WORK_SHOPS: "작업실" STR_HANGARS: "비행잠수함 격납고" STR_SHORT_RANGE_DETECTION: "단거리 소나" STR_DEFENSE_STRENGTH: "방위력" STR_TRANSFERS_UC: "이송" STR_TRANSFERS: "이송" STR_ARRIVAL_TIME_HOURS: "도착 소요시간(시간)" STR_COST_: "비용>{ALT}{0}" STR_AREA_: "영역>{ALT}{0}" STR_BASE_NAME: "기지 이름?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "기밀 출입구 위치 지정" STR_TRANSFER: "이송" STR_AMOUNT_TO_TRANSFER: "이송하려는 양" STR_SELECT_DESTINATION_BASE: "행선지 기지 선택" STR_COST: "비용" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "화성: 사이도니아의 함락." STR_INTRO_3: "승리를 거둔 X-Com은, 외계인 전쟁 기계의 가장 중심부를 부수었고, 귀환을 위해 발진했다. 그렇지만, 폐허가 된 화성 기지 안의 전부가 죽지는 않았다." STR_INTRO_4: "강력한 타키온 빔이 사이도이나에 있는 신경 중추의 잔해로부터 흘러나온다 - 공허 속을 가르며. 그 행선지는............" STR_INTRO_5: "지구다." STR_INTRO_6: "대양 속 심해에 그 빔은 오랫동안 잠든 수신기를 때린다. 광대한 수면 중인 컴퓨터가 작동을 시작한다. 심해 속, 인간의 시야 너머에서, 잠자는 외계인이 든 광대한 방은 오랜 재활 절차를 시작한다." STR_INTRO_7: "2040년: 무관심한 지구다. 외계인 전쟁에 대한 공포는 잊혀졌다. 그러나, 대양의 잊혀지고 숨겨진 장소 안에서 외계인 무리는 준비를 한다 - 인류를 썰어버리고 세상을 지배할 준비를." STR_INTRO_8: "외계인은 인류를 공격한다; 그들의 왜곡된 실험의 표본을 찾고자; 소중한 광물 및 자원을 위해 지구를 약탈하고자; 그리고 바다를 탈취하고자. 그리고, 외계인은 파도 위로 시선을 돌린다." STR_INTRO_9: "신기한 모양의 강력한 비행잠수함이 대양을 누빈다 - 보고, 찾으며, 사냥하면서........." STR_INTRO_10: "먹잇감을 찾으면 그들은 공격한다." STR_INTRO_11: "이상한 신무기는 무방비한 세상에 효과적으로 쓰인다. 우리는 외계인의 위협에 자비를 구할 뿐이다.{NEWLINE}오직 한 조직만이 우리를 구할 수 있다; 그러나, 우리는 오래 전 그들에게서 등을 돌렸다......" STR_INTRO_12: "X-COM 시제 수중 시설" STR_INTRO_13: "'메이데이! 메이데이!' '여기는 대서양 횡단 여객선 하이페리온'. '우리는 공격 받고 있다'. '메이데이! 메이데............'" STR_INTRO_14: "'지휘통제실에서 1번 격납고에: 갑문 개방', '바라쿠다 제로 원 발진. 외계인 공격 상황이다 - 실제 상황이다'.{NEWLINE}'반복한다: 실제 상황이다'" STR_INTRO_15: "외계인은 효율 면에서 무자비할 정도이고...." STR_INTRO_16: "...정확도 면에서 오차가 없다" STR_INTRO_17: "'바라쿠다 제로 원에서 본부에' - '하이페리온 잔해에 접근 중'." STR_INTRO_18: "'감속 개시'.{NEWLINE}'2미터'{NEWLINE}'1미터'{NEWLINE}'모든 잠수요원은 즉각 배치 준비'." STR_INTRO_19: "...........'기밀 출입구 개방'...'잔해에 접근한다'.{NEWLINE}'세상에!'{NEWLINE}'내 잠수복 카메라에 찍힌 저 생물 봤어?'" STR_GAMEOVER_1: "우리는 실패했고, 외계인은 구원에 대한 우리의 마지막 희망을 소멸시켰다.{NEWLINE}X-Com은 멸망했고 지구는 고대 적의 발 아래에 놓였다." STR_GAMEOVER_2: "티'레쓰는 성층권으로 치솟았고 세계의 이곳 저곳으로 이동하기 시작한다. 죽음을 퍼트리고 남은 인류를 수확하면서. 그 내부의 깊은 곳에서 잔혹한 외계인 정신이 스스로 깨어나기 시작한다." STR_GAMEOVER_3: "모든 국가의 수도에서 비상 계획이 작성되었다. 그 모든 건 수포로 돌아갔는데, X-Com 연구 과제로 도출된 기술이 없는 우리 무기는 효과가 없었다." STR_GAMEOVER_4: "외계인은 극관에 기지를 세우고 얼음을 녹이기 시작했으며, 세계는 광대한 바다가 될 것이다. 남은 인류는 모여서 미지의 외계인을 위한 사악한 교배 실험에 활용되었다. 하늘은 어두워지고 강력한 전염병은 지구의 땅을 덮는다." STR_GAMEOVER_5: "우리는 새로운 세계 질서에 어떠한 저항도 할 수 없고, 저항을 시도하는 자들은 이해할 수 없는 외계인의 무기 앞에 가혹한 운명을 맞이한다. 남은 이들에게는 이러한 축복 받은 해방이 없으며, 어머니 지구는 외계인의 세상이 되었고 인류는 천천히 다가오는 공포 아래 길을 잃었다." STR_OUTRO_1: "그 무덤은, 처참하게 부서졌고, 부글부글 끓는 듯한 외침이 중심부에 놓인 관에서 터져 나온다.{NEWLINE}바보들 너희는 전부 죽으리라...................." STR_OUTRO_2: ".................아무도 탈출할 수 없었다." STR_OUTRO_3: "엄청나게 큰 폭발이 무덤에서 발생하고 도시를 찢어발겼고, 잔해와 매연이 공기를 채운다. 외계인의 계획은 좌절되었다........" STR_OUTRO_4: "뒤틀리는 티'레쓰의 거대한 덩어리는 찢어지기 시작한다. 화염과 매연이 그 반짝이는 첨탑과 아다만티움제 광장에서 뿜어져 나온다." STR_OUTRO_5: "거대한 외계인의 요새는 바다를 향해 무너져 내리고, 뒤틀린 금속과 고통받는 영혼이 내는 비명이 공기를 채운다. 더 이상 위대한 몽상가는 세계를 지배한다는 꿈을 꿀 수 없을 것이다." STR_OUTRO_6: "최후의 고막을 찢는 충격음이 있었고 티'레쓰는 스스로 갈라졌다.{NEWLINE}외계인의 위협은 사라졌고, 지구는 정화되었다.................." STR_OUTRO_7: "우리 은하의 외딴 구석, 고요한 청록색의 행성." STR_OUTRO_8: "가까운 미래, 안전한 장소가 된" STR_OUTRO_9: "지구를 향한 외계인의 위협은 오래 전에 극복해냈다." STR_OUTRO_10: "거대한 광역시와 같은 도시는 북적거리는 수십억 명의 인류를 수용한다." STR_OUTRO_11: "X-Com의 위업과 외계인 전쟁은 어린이용 동화의 소재이다." STR_OUTRO_12: "그러나 전설은 언제나 한 줌의 진실을 담는 경향이 있었다............" STR_RISE_1: "티'레쓰, 여러 지방의 많은 전설에서 여러 이름으로 불렀다." STR_RISE_2: "지구 전체를 울리는 폭발적인 비명과 함께 티'레쓰는 바다 밑에서 떠오르기 시작한다." STR_RISE_3: "그 거대하고 웅장한 구조물은 멕시코 만의 물을 가르며 솟구친다." STR_RISE_4: "4000억 톤의 외계 금속으로 이루어진, 궁극 외계인의 잠든 몸이 놓인 강력한 외계인의 도시다. 6500만년 동안 지구에 갇힌 이 강력한 우주 신은 기지개를 켜기 시작한다." STR_RISE_5: "위대한 몽상가의 무덤이 빛을 보면서 물은 일렁이며 끓어오른다................" STR_RISE_6: ".........X-Com이 외계인의 전쟁 기계를 파괴할 수 없다면 오래 갈 수 없을 빛으로." STR_YOU_HAVE_FAILED: "당신은 외계인의 전쟁 기계를 저지하는 데 실패했다. 후원 기구는 당신의 무능함에 넌더리를 내며 외계인과 비군사적 해법을 협상하려 시도한다. 침략자들은 아주 다른 안건을 올렸고, 곧 온 세상이 진실을 알게 된다..." STR_TOTAL_UC: "합계" STR_INCOME: "수입" STR_EXPENDITURE: "지출" STR_MAINTENANCE: "유지비" STR_BALANCE: "수지" STR_UFO_ACTIVITY_IN_AREAS: "해역 별 외계인 활동" STR_UFO_ACTIVITY_IN_COUNTRIES: "구역 내 외계인 활동" STR_XCOM_ACTIVITY_IN_AREAS: "해역 별 X-Com 활동" STR_XCOM_ACTIVITY_IN_COUNTRIES: "구역 내 X-Com 활동" STR_FINANCE: "재정" STR_DATE_FIRST: "{0}일" STR_DATE_SECOND: "{0}일" STR_DATE_THIRD: "{0}일" STR_DATE_FOURTH: "{0}일" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 생산을 위한 특별 재료가 부족하다" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 생산을 위한 돈이 부족하다" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 생산을{NEWLINE}마쳤다" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}에서{NEWLINE}{0}{NEWLINE}의 건설을{NEWLINE}마쳤다" STR_OK_5_SECONDS: "확인 - 5초" STR_RESEARCH_COMPLETED: "연구 완료" STR_VIEW_REPORTS: "보고서 열람" STR_WE_CAN_NOW_RESEARCH: "이제 아래를 연구할 수 있다" STR_WE_CAN_NOW_PRODUCE: "이제 아래를 생산할 수 있다" STR_SUNDAY: "일요일" STR_MONDAY: "월요일" STR_TUESDAY: "화요일" STR_WEDNESDAY: "수요일" STR_THURSDAY: "목요일" STR_FRIDAY: "금요일" STR_SATURDAY: "토요일" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{2}에서 {1}에 주유하기 위한 {0}가 충분하지 않다" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2}에서 {1}를 재무장하기 위한 {0}이 충분하지 않다" STR_UFO_IS_NOT_RECOVERED: "외계인의 비행잠수함이 회수되지 않았다" STR_UFO_IS_RECOVERED: "외계인의 비행잠수함은 회수되었다" STR_CRAFT_IS_LOST: "비행잠수함을 잃었다" STR_TERROR_CONTINUES: "외계인 활동이 계속된다" STR_ALIENS_DEFEATED: "외계인은 물러났다" STR_BASE_IS_LOST: "기지를 잃었다" STR_BASE_IS_SAVED: "기지는 무사하다" STR_ALIEN_BASE_STILL_INTACT: "외계인 식민지는 여전히 활동한다" STR_ALIEN_BASE_DESTROYED: "외계인 식민지를 부수었다" STR_ALIENS_KILLED: "죽인 외계인" STR_ALIEN_CORPSES_RECOVERED: "회수한 외계인 시체" STR_LIVE_ALIENS_RECOVERED: "회수한 살아있는 외계인" STR_ALIEN_ARTIFACTS_RECOVERED: "회수한 외계인 유물" STR_ALIEN_BASE_CONTROL_DESTROYED: "부순 외계인 식민지 제어부" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "부순 외계인 시노미움 장치" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "시노미움 장치 파괴 실패" STR_CIVILIANS_KILLED_BY_ALIENS: "외계인이 죽인 민간인" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COM 요원이 죽인 민간인" STR_CIVILIANS_SAVED: "구출한 민간인" STR_XCOM_OPERATIVES_KILLED: "죽은 X-COM 요원" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "작전 중 실종된 X-COM 요원" STR_TANKS_DESTROYED: "부서진 X-COM 무장 잠수정" STR_XCOM_CRAFT_LOST: "잃어버린 X-COM 비행잠수함" STR_UFO_RECOVERY: "외계인 비행잠수함 회수" STR_ALIEN_BASE_RECOVERY: "외계인 식민지 회수" STR_BASE_UNDER_ATTACK: "{0} 기지가 공격을 받는다!" STR_BASE_DEFENSES_INITIATED: "기지 방어 개시" STR_GRAV_SHIELD_REPELS_UFO: "방어막이 외계인 비행잠수함을 밀어냄!" STR_FIRING: "발포" STR_HIT: "명중!" STR_UFO_DESTROYED: "외계인 비행잠수함 파괴!" STR_MISSED: "빗나감!" STR_SELL_ITEMS_SACK_PERSONNEL: "물품 매각/직원 해고" STR_VALUE_OF_SALES: "판매가> {ALT}{0}" STR_FUNDS: "자금> {ALT}{0}" STR_SELL_SACK: "매각/해고" STR_VALUE: "가격" STR_CRAFT_: "비행잠수함> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}호" STR_UFO_CRASH_RECOVERY: "외계인 비행잠수함 잔해 회수" STR_UFO_CRASH_RECOVERY_BRIEFING: "각별한 주의 - 잠수함 안과 현장 주변에 외계인이 있을 것이다. 이 임무는 모든 적 유닛이 제거되거나 무력화될 때 완료될 것이다. 외계인 비행잠수함의 잔해, 기술 및 외계인 시체에 대한 회수는 이후에 개시될 것이다. 임무를 중단하려면 X-Com 잠수요원을 비행잠수함으로 보내고 '임무 중단' 아이콘을 눌러라." STR_UFO_GROUND_ASSAULT: "외계인 비행잠수함 강습" STR_UFO_GROUND_ASSAULT_BRIEFING: "착지 현장을 탐험하고, 만약 가능하다면, 외계인 비행잠수함에 진입하라. 이 임무는 모든 적 유닛이 제거되거나 무력화될 때 완료될 것이다. 외계인 비행잠수함, 기술 및 외계인 시체에 대한 회수는 이후에 개시될 수 있다. 임무를 중단하려면 X-Com 잠수요원을 비행잠수함으로 보내고 '임무 중단' 아이콘을 눌러라." STR_BASE_DEFENSE: "기지 방어" STR_BASE_UC_: "기지> {0}" STR_BASE_DEFENSE_BRIEFING: "외계인 함선 하나가 근처에 착지했다. 우리 기지는 심각한 위험에 처해 있다. 표준 절차에 따라 모든 비전투 직원과 작동하는 X-Com 비행잠수함은 대피했다. 외계인은 비행잠수함 격납고 갑문 또는 기밀 출입구를 통해 기지로 들어올 것이다. 무슨 수를 쓰더라도 기지와 중요 설비를 방어하라 - 이것은 목숨을 건 싸움이다. 만약 '임무 중단' 아이콘을 누르면 당신은 패배를 인정하고 기지를 잃을 것이다." STR_ALIEN_COLONY_ATTACK_MISSION: "외계인 식민지 공격 임무" STR_ALIEN_BASE_ASSAULT: "외계인 식민지 제1부" STR_ALIEN_COLONY_P1_BRIEFING: "이 임무는 외계인 식민지 현장에 대한 습격이다. 이 현장에는 2개의 층이 있고, 진행하려면 모든 잠수요원을 첫 번째 단지 내의 반짝이는 출구에 놓고 '임무 중단' 아이콘을 눌러라. 어떠한 남겨진 장비도 2번째 구역이 해결될 때까지 해저에 남아 있을 것이다. 이탈하려면, 잠수요원을 비행잠수함 안에 배치하고 '임무 중단' 아이콘을 눌러라." STR_ALIEN_COLONY_P2: "외계인 식민지 제2부" STR_ALIEN_COLONY_P2_BRIEFING: "첫 번째 층을 통과했고 식민지의 중심부에 들어갔다. 이 임무는 이제 제어부, 시노미움 장치를 부수거나, 모든 외계인을 제거하는 것이다. 중단하려면 모든 잠수요원을 시작 지점으로 보내고 '임무 중단' 아이콘을 눌러라. 쓸 수 있는 모든 X-Com 장비는 기지로 돌아올 것이다." STR_ALIENS_LAUNCH_PORT_TERROR: "외계인은 아래의 항구에{NEWLINE}공격을 감행한다" STR_PORT_TERROR: "외계인이 항구에 공격을 감행한다" STR_PORT_TERROR_BRIEFING: "외계인은 지상 현장에 대해 공격을 감행했다. 항구와 그곳의 민간인은 위험에 처했다. 당신의 분대는 모든 외계인을 반드시 제거하고 이 외계인 침략으로부터 무고한 행인들을 보호해야 한다. 이탈하려면, 잠수요원을 비행잠수함 안에 배치하고 '임무 중단' 아이콘을 눌러라." STR_ALIENS_LAUNCH_ISLAND_TERROR: "외계인은 아래의 섬에{NEWLINE}공격을 감행한다" STR_ISLAND_TERROR: "외계인이 섬에 공격을 감행한다" STR_ISLAND_TERROR_BRIEFING: "외계인은 지상 현장에 대해 공격을 감행했다. 이 섬과 그곳의 민간인은 위험에 처했다. 당신의 분대는 모든 외계인을 반드시 제거하고 이 외계인 침략으로부터 무고한 행인들을 보호해야 한다. 이탈하려면, 잠수요원을 비행잠수함 안에 배치하고 '임무 중단' 아이콘을 눌러라." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "외계인이 항로 상의{NEWLINE}선박을 공격한다" STR_CARGO_SHIP_P1: "화물선 제1부" STR_CARGO_SHIP_P2: "화물선 제2부" STR_CRUISE_SHIP_P1: "여객선 제1부" STR_CRUISE_SHIP_P2: "여객선 제2부" STR_SHIP_RESCUE_MISSION: "선박 구조 임무" STR_SHIP_RESCUE_P1_BRIEFING: "이 임무는 지루한 소탕 작전으로, 선박 내의 모든 외계인 유닛을 제거하고 탑승한 어떠한 민간인의 목숨도 보전하라. 외계인은 상부와 하부 갑판에 흩어졌고, 하부 갑판에 들어가기 전에 상부 갑판을 확보하라. 이탈하려면, 잠수요원을 비행잠수함 안에 배치하고 '임무 중단' 아이콘을 눌러라." STR_SHIP_RESCUE_P2_BRIEFING: "이제 상부 갑판이 정리되었으므로 하부 갑판으로 진행하라. 화물 승강기를 이용해 당신은 화물 칸으로 내려간다. 당신의 분대는 이 임무를 끝내려면 이 층에 있는 모든 외계인을 반드시 제거해야 한다. 중단하려면 모든 잠수요원을 시작 지점에 있는 승강기에 배치하고 '임무 중단' 아이콘을 눌러라." STR_ALIEN_ACTIVITY_DETECTED: "외계인 활동이 탐지되었다" STR_ALIEN_CONTACT_SITE_MISSION: "외계인 연락 현장 임무" STR_ARTIFACT_SITE_P1: "외계인 연락 현장 제1부" STR_ARTIFACT_SITE_P1_BRIEFING: "이 임무는 막 활성화된 외계인 통신 현장에 대한 습격이다. 이 현장에는 2개의 층이 있는데, 외계인의 피라미드가 있는 해저와 숨겨진 외계인 단지다. 진행하려면 모든 잠수요원을 단지 입구에 놓고 '임무 중단' 아이콘을 눌러라. 이탈하려면, 잠수요원을 비행잠수함 안에 배치하고 '임무 중단' 아이콘을 눌러라." STR_ARTIFACT_SITE_P2: "외계인 연락 현장 제2부" STR_ARTIFACT_SITE_P2_BRIEFING: "외계인 구조물을 통과했고 단지에 들어갔으므로 임무 목표는 명확하다. 임무를 완료하려면 외계인 시설의 심장부로 파고 들어가 시노미움 분자 제어 장치를 부수어라. 중단하려면 모든 잠수요원을 시작 지점의 진입용 승강기에 놓고 '임무 중단' 아이콘을 눌러라." STR_SIGSBEE_DEEP_MISSION: "지그스비 심해 임무{NEWLINE}외계인 도시 제1층" STR_TLETH_P1_BRIEFING: "우리는 알려지지 않은 곳으로 들어가고 있으며, 이제부터 우리에게는 어떤 일이라도 있을 수 있다. 우리는 외계인 도시에 2개의 후속 층이 있다는 걸 알고 있으며 당신의 분대는 다음 층으로 들어가기 위해 이 층에 있는 출구를 향해 달려야 한다. 진행하려면 출구에 모든 잠수요원을 배치하고 '임무 중단' 아이콘을 눌러라. 그 외의 다른 곳에서 중단하는 건 임무를 종료할 것이다." STR_TLETH_ATTACK_MISSION: "티'레스 공격 임무{NEWLINE}외계인 도시 제2층" STR_TLETH_P2_BRIEFING: "알려지지 않은 곳 안으로 더 들어가, 이제부터 우리에게는 어떤 일이라도 있을 수 있다. 우리는 외계인 도시에 후속 층이 있다는 걸 알고 있으며 당신의 분대는 다음 층에 들어가기 위해 이 층에 있는 출구를 향해 달려야 한다. 진행하려면 출구에 모든 잠수요원을 배치하고 '임무 중단' 아이콘을 눌러라. 그 외의 다른 곳에서 중단하는 건 임무를 종료할 것이다." STR_FINAL_TLETH_MISSION: "마지막 티'레스 임무{NEWLINE}외계인 도시 제3층" STR_TLETH_P3_BRIEFING: "끝이 바로 앞이고, 이제부터 우리는 궁극 외계인의 묘실을 찾는다. 외계인의 위협을 끝내기 위해 무덤으로 가는 8개의 동력 공급기를 부수어라. 이제 포기하지 마라! 중단하는 건 임무를 종료할 것이다." STR_TLETH_P1: "외계인 도시 제1층" STR_TLETH_P2: "외계인 도시 제2층" STR_TLETH_P3: "외계인 도시 제3층" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "기체 생산에 필요한 빈 비행잠수함 격납고가 없다!{SMALLLINE}기지에 할당, 기지로 이송, 구매 또는 건조한 각각의 비행잠수함은 하나의 비행잠수함 격납고를 이용한다. 새로운 비행잠수함 격납고를 짓거나 또 다른 기지로 비행잠수함을 이송하라." STR_NO_FREE_HANGARS_FOR_PURCHASE: "구매에 필요한 빈 비행잠수함 격납고가 없다!{SMALLLINE}기지에 할당, 기지로 이송, 구매 또는 건조한 각각의 비행잠수함은 하나의 비행잠수함 격납고를 이용한다. 새로운 비행잠수함 격납고를 짓거나 또 다른 기지로 비행잠수함을 이송하라." STR_NO_FREE_HANGARS_FOR_TRANSFER: "이송에 필요한 빈 비행잠수함 격납고가 없다!{SMALLLINE}기지에 할당, 기지로 이송, 구매 또는 건조한 각각의 비행잠수함은 하나의 비행잠수함 격납고를 이용한다. 새로운 비행잠수함 격납고를 짓거나 또 다른 기지로 비행잠수함을 이송하라." STR_CANNOT_BUILD_HERE: "여기에 지을 수 없다!{SMALLLINE}당신은 반드시 기존 수상 모듈 옆에 지어야 한다." STR_NO_FREE_ACCOMODATION: "빈 생활 공간이 없다!{SMALLLINE}행선지 기지는 생활관 안에 충분한 공간을 지니지 않는다." STR_NOT_ENOUGH_WORK_SPACE: "쓸 수 있는 작업 공간이 충분하지 않다!{SMALLLINE}새 작업실을 짓거나 다른 과제의 일을 줄여라." STR_NOT_ENOUGH_MONEY: "돈이 충분하지 않다!" STR_NOT_ENOUGH_STORE_SPACE: "저장 공간이 충분하지 않다!{SMALLLINE}새로운 저장 시설을 짓거나 기존 창고 내 물건을 다른 기지로 이송하라." STR_NOT_ENOUGH_LIVING_SPACE: "생활 공간이 충분하지 않다!{SMALLLINE}새로운 생활관을 짓거나 직원을 다른 기지로 이송하라." STR_LAUNCH_INTERCEPTION: "요격함 출항" STR_CRAFT: "기체" STR_STATUS: "상태" STR_BASE: "기지" STR_READY: "대기" STR_OUT: "출항했음" STR_REPAIRS: "수리 중" STR_REFUELLING: "급유 중" STR_REARMING: "재무장 중" STR_TARGET: "표적: {0}" STR_WAY_POINT: "경유지" STR_ARE_YOU_SURE_CYDONIA: "당신은 이 비행잠수함을 티'레쓰로 가는 임무에 보내길 원하는 게 확실한가?" STR_YES: "예" STR_NO: "아니오" STR_SELECT_DESTINATION: "행선지 선택" STR_CYDONIA: "티'레쓰" STR_SELECT_SITE_FOR_NEW_BASE: "새로운 기지를 위한 현장 선택" STR_RETURN_TO_BASE: "기지로 복귀" STR_SELECT_NEW_TARGET: "새로운 표적 선택" STR_PATROL: "순찰" STR_STATUS_: "상태>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "손상됨 - 기지로 복귀함" STR_LOW_FUEL_RETURNING_TO_BASE: "연료 부족 - 기지로 복귀함" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "임무 완료 - 기지로 복귀함" STR_PATROLLING: "순찰 중" STR_TAILING_UFO: "외계인 비행잠수함 추격 중" STR_INTERCEPTING_UFO: "외계인 비행잠수함-{0}호 요격 중" STR_RETURNING_TO_BASE: "기지로 복귀함" STR_DESTINATION_UC_: "행선지: {0}" STR_BASE_UC: "기지>{ALT}{0}" STR_SPEED_: "속도>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "최대 속도>{ALT}{0}{ALT}" STR_ALTITUDE_: "심도>{ALT}{0}" STR_AIRBORNE: "공중" STR_VERY_LOW: "얕음" STR_LOW_UC: "보통" STR_HIGH_UC: "깊음" STR_VERY_HIGH: "매우 깊음" STR_FUEL: "연료>{ALT}{0}" STR_WEAPON_ONE: "무기-1>{ALT}{0}" STR_NONE_UC: "없음" STR_ROUNDS_: "잔탄>{ALT}{0}" STR_WEAPON_TWO: "무기-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "비행잠수함" STR_BASE_: "기지>{0}" STR_NAME_UC: "이름" STR_AMMO_: "탄약>{ALT}{0}" STR_CREW: "승무원" STR_EQUIPMENT_UC: "장비" STR_ARMOR: "갑옷" STR_MAX: "최대>{ALT}{0}" STR_ROOKIE: "이병" STR_SQUADDIE: "일병" STR_SERGEANT: "소위" STR_CAPTAIN: "대위" STR_COLONEL: "중령" STR_COMMANDER: "대령" STR_SELECT_SQUAD_FOR_CRAFT: "{0}에 탑승할 분대를 선택" STR_SORT_BY: "정렬 기준" STR_ORIGINAL_ORDER: "원래 순서" STR_MISSIONS2: "참여 임무 수" STR_KILLS2: "사살 수" STR_WOUND_RECOVERY2: "부상 회복일" STR_SPACE_AVAILABLE: "쓸 수 있는 공간>{ALT}{0}" STR_SPACE_USED: "이용된 공간>{ALT}{0}" STR_SPACE_USED_UC: "이용된 공간" STR_RANK: "계급" STR_WOUNDED: "부상" STR_EQUIPMENT_FOR_CRAFT: "{0}에 실을 장비" STR_DEFENSE_VALUE: "방위력" STR_HIT_RATIO: "명중률" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}가{NEWLINE}{ALT}{1}{NEWLINE}근처에{NEWLINE}착지 대기" STR_BEGIN_MISSION: "임무 개시?" STR_SELECT_ARMAMENT: "무장 선택" STR_AMMUNITION_AVAILABLE: "쓸 수 있는 탄약" STR_ARMAMENT: "무장" STR_NOT_AVAILABLE: "필요 없음" STR_SELECT_ARMOR_FOR_SOLDIER: "{ALT}{0}{NEWLINE}에 입힐 갑옷 선택" STR_TYPE: "유형" STR_PLASTIC_AQUA_ARMOR_UC: "아쿠아 플라스틱 갑옷" STR_ION_ARMOR_UC: "이온 갑옷" STR_MAGNETIC_ION_ARMOR_UC: "마그네틱 이온 갑옷" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "이 갑옷은 새롭게 발견된 외계 물질, 아쿠아 플라스틱을 활용하며, 우리 잠수요원이 외계인의 침략에 대해 싸울 기회를 확실하게 보장한다." STR_ION_ARMOR_UFOPEDIA: "잠수요원을 위한 강력한 새 보호 수단인, 이 갑옷은 이온 에너지원으로 작동되며 착용자의 속도와 근력을 엄청나게 증폭해, 전투 부대를 위해 지금까지 없었던 최고의 보호를 제공한다." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "수중 환경에서 완전한 이동의 자유를 얻기 위해 이온 추진기와 자기 배열 기술을 통합한 개량형 이온 갑옷이다." STR_SELECT_ARMOR: "갑옷 선택" STR_NORTH: "북쪽" STR_NORTH_EAST: "북동쪽" STR_EAST: "동쪽" STR_SOUTH_EAST: "남동쪽" STR_SOUTH: "남쪽" STR_SOUTH_WEST: "남서쪽" STR_WEST: "서쪽" STR_NORTH_WEST: "북서쪽" STR_SELECT_ACTION: "행동 선택" STR_CONTINUE_INTERCEPTION_PURSUIT: "요격 추적 계속" STR_PURSUE_WITHOUT_INTERCEPTION: "요격 없이 추적" STR_VERY_LARGE: "초대형" STR_LARGE: "대형" STR_MEDIUM_UC: "중형" STR_SMALL: "소형" STR_VERY_SMALL: "초소형" STR_GROUNDED: "착지" STR_DETECTED: "탐지됨" STR_SIZE_UC: "크기" STR_ALTITUDE: "심도" STR_HEADING: "이동 방향" STR_SPEED: "속도" STR_CENTER_ON_UFO_TIME_5_SECONDS: "외계인 비행잠수함을 화면 가운데로-시간=5초" STR_TRACKING_LOST: "추적 소실" STR_REDIRECT_CRAFT: "기체 행선지 재지정" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "마지막으로 알려진 외계인 잠수함 위치로 이동" STR_UFO_: "외계인 비행잠수함-{0}호" STR_ALIEN_BASE_: "외계인 식민지-{0}호" STR_CRASH_SITE_: "추락 현장-{0}호" STR_LANDING_SITE_: "착지 현장-{0}호" STR_WAY_POINT_: "경유지-{0}호" STR_TERROR_SITE: "테러 현장-{0}호" STR_ARTIFACT_SITE: "유적 현장-{0}호" STR_CRAFT_HAS_REACHED_DESTINATION: "{1}에{NEWLINE}{0}{NEWLINE}도착했음" STR_NOW_PATROLLING: "지금 순찰 시작" STR_ALIEN_ORIGINS: "외계인의 기원" STR_THE_ULTIMATE_THREAT: "궁극의 위협" STR_TLETH_ALIEN_CITY: "티'레쓰, 외계인의 도시" STR_UFOPAEDIA: "USO 사전" STR_XCOM_CRAFT_ARMAMENT: "X-COM 기체 & 무장" STR_HEAVY_WEAPONS_PLATFORMS: "무장 잠수정" STR_WEAPONS_AND_EQUIPMENT: "범용 장비" STR_ALIEN_ARTIFACTS: "수상의 유물" STR_BASE_FACILITIES: "X-COM 수상 모듈" STR_ALIEN_LIFE_FORMS: "외계 생물" STR_ALIEN_RESEARCH_UC: "외계인의 기술" STR_UFO_COMPONENTS: "새로운 비행잠수함 기술" STR_UFOS: "외계인의 비행잠수함" STR_SELECT_ITEM: "물품 선택" STR_ACCELERATION: "가속력>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "연료 용량>{ALT}{0}{ALT}" STR_WEAPON_PODS: "무장 공간>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "내구도>{ALT}{0}{ALT}" STR_CARGO_SPACE: "병력 수용량>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "무장잠수정 수용량>{ALT}{0}{ALT}" STR_DAMAGE: "피해량" STR_RANGE: "사거리" STR_KILOMETERS: "{0} km" STR_ACCURACY: "명중률" STR_RE_LOAD_TIME: "발사 간격" STR_SECONDS: "{0}초" STR_DAMAGE_ARMOR_PIERCING: "철갑" STR_DAMAGE_INCENDIARY: "인화" STR_DAMAGE_HIGH_EXPLOSIVE: "폭발" STR_DAMAGE_LASER_BEAM: "가우스 빔" STR_DAMAGE_PLASMA_BEAM: "소닉 빔" STR_DAMAGE_STUN: "동결" STR_DAMAGE_MELEE: "근접" STR_DAMAGE_ACID: "강산" STR_DAMAGE_SMOKE: "연막" STR_SHOT_TYPE: "유형" STR_ACCURACY_UC: "정확도" STR_TIME_UNIT_COST: "TU 소비" STR_DAMAGE_UC: "피해량" STR_AMMO: "탄종" STR_SHOT_TYPE_AUTO: "자동사격" STR_SHOT_TYPE_SNAP: "지향사격" STR_SHOT_TYPE_AIMED: "조준사격" STR_CONSTRUCTION_TIME: "건설 기간" STR_CONSTRUCTION_COST: "건설 비용" STR_MAINTENANCE_COST: "유지 비용" STR_LOW: "낮음" STR_MEDIUM: "보통" STR_HIGH: "높음" STR_CRAFT_WEAPON: "비행잠수함 무기" STR_CRAFT_AMMUNITION: "비행잠수함 탄약" STR_HEAVY_WEAPONS_PLATFORM: "무장 잠수정" STR_WEAPON: "무기" STR_AMMUNITION: "탄약" STR_EQUIPMENT: "장비" STR_ALIEN_CORPSE: "외계인 시체" STR_UFO_COMPONENT: "외계인 비행잠수함 부품" STR_PERSONAL_ARMOR: "개인용 갑옷" STR_RAW_MATERIALS: "원재료" STR_HWP_SOLID_HARPOON_BOLTS: "경질 작살" STR_ALIEN: "외계인" STR_AQUATOID: "아쿠아토이드" STR_GILLMAN: "길맨" STR_LOBSTERMAN: "랍스터맨" STR_TASOTH: "타소쓰" STR_CALCINITE: "캘시나이트" STR_DEEP_ONE: "딥원" STR_BIODRONE: "바이오드론" STR_TENTACULAT: "텐타쿨러트" STR_TRISCENE: "트라이신" STR_HALLUCINOID: "할루시노이드" STR_XARQUID: "자퀴드" STR_ZOMBIE: "좀비" STR_LIVE_COMMANDER: "사령관" STR_LIVE_NAVIGATOR: "항법사" STR_LIVE_MEDIC: "의무병" STR_LIVE_TECHNICIAN: "기술자" STR_LIVE_SQUAD_LEADER: "분대장" STR_LIVE_SOLDIER: "병사" STR_LIVE_TERRORIST: "테러분자" STR_AQUATOID_COMMANDER: "아쿠아토이드 사령관" STR_AQUATOID_NAVIGATOR: "아쿠아토이드 항법사" STR_AQUATOID_MEDIC: "아쿠아토이드 의무병" STR_AQUATOID_TECHNICIAN: "아쿠아토이드 기술자" STR_AQUATOID_SQUAD_LEADER: "아쿠아토이드 분대장" STR_AQUATOID_SOLDIER: "아쿠아토이드 병사" STR_GILLMAN_COMMANDER: "길맨 사령관" STR_GILLMAN_TECHNICIAN: "길맨 기술자" STR_GILLMAN_SQUAD_LEADER: "길맨 분대장" STR_GILLMAN_SOLDIER: "길맨 병사" STR_LOBSTERMAN_COMMANDER: "랍스터맨 사령관" STR_LOBSTERMAN_NAVIGATOR: "랍스터맨 항법사" STR_LOBSTERMAN_TECHNICIAN: "랍스터맨 기술자" STR_LOBSTERMAN_SQUAD_LEADER: "랍스터맨 분대장" STR_LOBSTERMAN_SOLDIER: "랍스터맨 병사" STR_TASOTH_SQUAD_LEADER: "타소쓰 분대장" STR_TASOTH_SOLDIER: "타소쓰 병사" STR_CALCINITE_TERRORIST: "캘시나이트 테러분자" STR_DEEP_ONE_TERRORIST: "딥원 테러분자" STR_BIODRONE_TERRORIST: "바이오드론 테러분자" STR_TENTACULAT_TERRORIST: "텐타쿨러트 테러분자" STR_TRISCENE_TERRORIST: "트라이신 테러분자" STR_HALLUCINOID_TERRORIST: "할루시노이드 테러분자" STR_XARQUID_TERRORIST: "자퀴드 테러분자" STR_ION_BEAM_ACCELERATORS: "이온 빔 가속기" STR_MAGNETIC_NAVIGATION: "자기 항법장치" STR_ALIEN_SUB_CONSTRUCTION: "외계인 잠수함 구조" STR_ALIEN_CRYOGENICS: "외계인 동면기" STR_ALIEN_CLONING: "외계인 복제기" STR_ALIEN_LEARNING_ARRAYS: "외계인 학습기" STR_ALIEN_IMPLANTER: "외계인 삽입기" STR_EXAMINATION_ROOM: "시험 장치" STR_AQUA_PLASTICS: "아쿠아 플라스틱" STR_ALIEN_REANIMATION_ZONE: "외계인 재활 장치" STR_PLASTIC_AQUA_ARMOR: "아쿠아 플라스틱 갑옷" STR_ION_ARMOR: "이온 갑옷" STR_MAGNETIC_ION_ARMOR: "마그네틱 이온 갑옷" STR_HWP_AQUA_JET_MISSILES: "아쿠아 제트 어뢰" STR_HWP_DISPLACER_PWT: "펄스파 어뢰" STR_GAUSS_TECH: "가우스 기술" STR_NEW_FIGHTER_FLYING_SUB: "새로운 전투 비행잠수함" STR_NEW_FIGHTER_TRANSPORTER: "새로운 전투 수송기" STR_THE_LATEST_FLYING_SUB: "최신 비행잠수함" STR_ARMOR_PIERCING: "철갑" STR_COELACANTH_GAS_CANNON: "실러캔스/가스 기관포" STR_COELACANTH_AQUA_JET: "실러캔스/아쿠아제트 어뢰" STR_COELACANTH_GAUSS: "실러캔스/가우스 포" STR_DISPLACER_SONIC: "디스플레이서/소닉 포" STR_DISPLACER_PWT: "디스플레이서/펄스파 어뢰" STR_AJAX_LAUNCHER: "에이잭스 발사기" STR_DUP_HEAD_LAUNCHER: "D.U.P. 탄두 발사기" STR_CRAFT_GAS_CANNON: "가스 기관포" STR_PWT_CANNON: "펄스파 어뢰 발사기" STR_GAUSS_CANNON: "가우스 기관포" STR_GAUSS_CANNON_AMMO: "가우스 기관포 탄약" STR_SONIC_OSCILLATOR: "소닉 발진기" STR_AJAX_TORPEDOES: "에이잭스 어뢰" STR_DUP_HEAD_TORPEDOES: "D.U.P. 탄두 어뢰" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "가스 기관포 탄환(x50)" STR_SONIC_WAVE: "소닉 파동" STR_PULSE_WAVE_TORPEDOES: "펄스파 어뢰" STR_SOLDIER: "잠수요원" STR_SCIENTIST: "과학자" STR_ENGINEER: "기술자" STR_NORTH_ATLANTIC: "북대서양" STR_SOUTH_ATLANTIC: "남대서양" STR_NORTH_PACIFIC: "북태평양" STR_SOUTH_PACIFIC: "남태평양" STR_MEDITERRANEAN: "지중해" STR_SOUTH_CHINA_SEA: "남중국해" STR_INDIAN_OCEAN: "인도양" STR_THE_EAST_SEA: "동해" STR_NORTH_SEA: "북해" STR_CARRIBEAN: "카리브해" STR_ANTARCTIC: "남극" STR_ARCTIC: "북극" STR_EURASIA: "유라시아" STR_NORTH_AMERICA: "북아메리카" STR_AFRICA: "아프리카" STR_MAXIMUM_SPEED: "최대 속도" STR_TRANSMISSION_RESOLVER_UC: "지령 해석기" STR_TRITON: "트리톤" STR_HAMMERHEAD: "해머헤드" STR_LEVIATHAN: "리바이어던" STR_BARRACUDA: "바라쿠다" STR_MANTA: "만타" STR_UFO: "외계인 비행잠수함" STR_AJAX: "에이잭스 어뢰" STR_DUP_HEAD: "D.U.P. 탄두 어뢰" STR_CRAFT_GAS_CANNON_UC: "가스 기관포" STR_PWT_CANNON_UC: "펄스파 어뢰" STR_GAUSS_CANNON_UC: "가우스 기관포" STR_SONIC_OSCILLATOR_UC: "소닉 발진기" STR_DAMAGE_CAPACITY: "내구도" STR_WEAPON_POWER: "무기 위력" STR_WEAPON_RANGE: "무기 사거리" STR_AIR_LOCK: "기밀 출입구" STR_LABORATORY: "연구실" STR_WORKSHOP: "작업실" STR_STANDARD_SONAR: "표준 소나" STR_WIDE_ARRAY_SONAR: "광역 소나" STR_TORPEDO_DEFENSES: "어뢰 방어시설" STR_GENERAL_STORES: "범용 창고" STR_ALIEN_CONTAINMENT: "외계인 격리실" STR_GAUSS_DEFENSES: "가우스 방어시설" STR_SONIC_DEFENSES: "소닉 방어시설" STR_PWT_DEFENSES: "펄스파 어뢰 방어시설" STR_BOMBARDMENT_SHIELD: "수압 충격 방어막" STR_MC_GENERATOR: "M.C. 신호 발생기" STR_MC_LAB: "M.C. 연구실" STR_TRANSMISSION_RESOLVER: "지령 해석기" STR_SUB_PEN: "비행잠수함 격납고" STR_USA: "미합중국" STR_ALASKA: "알래스카" STR_EU_SYNDICATE: "유로신디케이트" STR_ARABIAN_BLOC: "아라비아 블록" STR_EGYPTIAN_CARTEL: "이집트 카르텔" STR_AFRICA_CORP: "아프리카 주식회사" STR_BRAZILIAN_UNION: "브라질 연합" STR_NEW_MEXICO: "뉴 멕시코" STR_ASIAN_COALITION: "아시아 연정" STR_SCANDINAVIA: "스칸디나비아" STR_NEO_JAPAN: "네오 재팬" STR_FREE_CHINA: "자유 중국" STR_AUSTRALASIA: "오스트랄라시아" STR_FED_KOREA: "대한 연방" STR_EURASIA_UC: "유라시아" STR_ICELANDIC_UNION: "아이슬란드 연합" STR_TANK: "무장 잠수정" STR_CIVILIAN: "민간인" STR_JAN: "1월" STR_FEB: "2월" STR_MAR: "3월" STR_APR: "4월" STR_MAY: "5월" STR_JUN: "6월" STR_JUL: "7월" STR_AUG: "8월" STR_SEP: "9월" STR_OCT: "10월" STR_NOV: "11월" STR_DEC: "12월" STR_INTERNATIONAL_RELATIONS: "국제 관계" STR_COUNTRY: "국가" STR_FUNDING: "후원금" STR_CHANGE: "변동" STR_WEAPON_SYSTEMS: "무기 체계" STR_HWPS: "SWS" STR_DAMAGE_UC_: "피해량>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "기밀 출입구는 수중 기지 안과 밖으로 장비와 직원을 옮기도록 한다. 그건 언제나 새로운 현장에서 건설되는 첫 수상 모듈이다. 기밀 출입구는 어떠한 잠재적 적대 세력의 침입에도 취약하다." STR_LIVING_QUARTERS_UFOPEDIA: "각 거주 영역은 50명에 이르는 직원을 위한 공간을 제공한다. 이 수상 모듈은 어쩐지 기본적이고 기능적이다." STR_LABORATORY_UFOPEDIA: "하나의 연구 구역에서 50명의 과학자가 작업할 수 있다. 연구실은 재료공학, 생화학, 병기의 연구를 위한 모든 최신 기술이 집약되어 있다. X-Com은 민간 및 군사 양쪽에서, 세계 전역에 걸친 모든 최고의 연구 시설에 접근할 수 있다." STR_WORKSHOP_UFOPEDIA: "작업실은 과학 연구실에서 나온 최신의 설계에 기반한 장비를 제조하기에 필요한 모든 장비가 들어 있다. 50명의 기술자가 한 작업실을 차지할 수 있으나, 건조 중인 물품 또한 공간을 잡아먹을 것이다." STR_STANDARD_SONAR_UFOPEDIA: "표준 소나 장치는 대다수 심도에서 450km의 유효 범위를 지니며 지표 분석을 위한 정지 위성 네트워크와 연결되어 있다. 각각의 스캐너는 30분의 스캔 주기 당 10%의 잠수정 또는 공중 기체를 탐지할 기회를 지닌다." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "광역 소나 장치는 모든 심도에서 700km의 유효 범위를 지니며 지표 분석을 위한 정지 위성 네트워크와 연결되어 있다. 각각의 스캐너는 30분의 스캔 주기 당 20%의 잠수정 또는 공중 기체를 탐지할 기회를 지닌다." STR_TORPEDO_DEFENSES_UFOPEDIA: "어뢰 방어시설은 기지에 정박하려 하는 적대적 잠수함의 공격에 대한 보호를 제공한다." STR_GENERAL_STORES_UFOPEDIA: "격납고 안의 비행잠수함에 할당된 장비를 포함해, 모든 장비, 무기 체계, 탄약, 회수된 재료 및 무장 잠수정은 창고에 저장된다." STR_ALIEN_CONTAINMENT_UFOPEDIA: "살아있는 외계인은 붙들어 놓기 위해 특별한 격리 시설을 요구할 것이다. 이 장치는 그들의 생명을 유지하고 전투 역량을 0으로 만든다. 이 격리 시설은 구속 장치 안에 10마리의 외계 생명체를 보관할 수 있다." STR_GAUSS_DEFENSES_UFOPEDIA: "가우스 방어시설은 적대적인 잠수함의 공격에 대해 가장 효과적인 최신의 보호를 제공한다." STR_SONIC_DEFENSES_UFOPEDIA: "소닉 공진기 방어시설은 공격자에 대한 강력하고 효과적인 보호를 제공한다." STR_PWT_DEFENSES_UFOPEDIA: "펄스파 어뢰는 외계인의 공격에 대한 가장 효과적인 방어를 제공한다. 이 미사일은 알려진 모든 장갑을 관통할 수 있는 초밀도물질 탄두를 지닌다. 그게 만들어내는 자기 파동은 전자 방어를 무력화한다." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "수압 충격 방어막은 외계인 잠수정의 접안으로부터 기지를 보호하고 방어 체계가 반복적으로 사격하기 충분할 만큼 오랫동안 공격 잠수함을 밀어내는 공진 역장을 설치한다. 실제로 이는 이미 배치된 어떠한 방어 체계의 효력을 두 배로 한다." STR_MC_GENERATOR_UFOPEDIA: "외계인의 잠수함이 살아있는 생물의 존재를 탐지하기 위해 분자 제어 기술을 활용하기에, 음의 M.C. 신호 방출기를 이용하는 건 기지를 외계인을 혼란에 빠트리고 우리 존재를 숨기기 위한 뚫을 수 없는 방어막으로 기지를 가릴 것이다." STR_MC_LAB_UFOPEDIA: "분자 제어 연구실은 한번에 10명에 이르는 잠수요원에 삽입물을 이식하고 훈련할 수 있다. 삽입물은 잠수요원의 두개골에 수술로 설치된다. 집중적인 훈련은 그들에게 자신의 삽입물을 활용하도록 한다. 삽입물의 활용 기술은 M.C. 장치와 함께 이용되며 전투 중 공격에 이용될 수 있다." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "외계인의 통신은 그들이 구축했던 분자 제어 삽입물 통신망을 활용한다. 지령 해석기는 외계인 잠수함의 지령을 가로채 정보를 해석한다. 이는 외계인 잠수함의 유형, 외계인 종족, 일어날 활동의 유형을 보여줄 것이다." STR_SUB_PEN_UFOPEDIA: "각 비행잠수함 격납고는 비행잠수함 하나를 할당할 수 있다. 이건 X-Com 잠수 함대의 유지, 급유 및 수리를 위한 시설이다. 기지에 머무르는 각 비행잠수함은 설령 그 비행잠수함이 임무로 나갔다 해도, 다른 비행잠수함이 이용할 수 없는 자기만의 빈 비행잠수함 격납고가 반드시 있어야 한다." STR_DART_PISTOL_UFOPEDIA: "이 X-Com 다트 권총은 12발의 속이 빈 다트 탄창이 있는 작고 정확하며 높은 위력의 권총이다. 이 다트는 탄의 약실 안 가스 카트리지에 의해 날아간다." STR_JET_HARPOON_UFOPEDIA: "이 수중 소총은 정확하고 강력하며, 9발이 든 밀봉된 탄창에서 속이 빈 강철 작살을 쏜다. 각각의 작살은 자체적인 가스 저장기를 지닌다." STR_GAS_CANNON_UFOPEDIA: "가스 기술군의 중화기인, 이 포는 실탄을 쏘는데, 실탄 일부에는 고폭 또는 백린 탄두가 달려있다. 숙련된 잠수요원들의 선호 무기다." STR_HYDRO_JET_CANNON_UFOPEDIA: "하이드로제트 기관포는 보병용 중화기다. 이 기관포는 마그네슘으로 날아가는 초소형 어뢰를 쏜다. 비록 강력하지만, 하이드로제트 기관포는 투박하고 다루기 어려운 장치로, 오직 수중 이용에만 적합하다." STR_TORPEDO_LAUNCHER_UFOPEDIA: "정말 무거운, 이 커다란 발사기는 세 가지 유형의 어뢰를 쏘는데, 각각은 자체적인 추진 장치가 달려있다. 파괴적인 무기로, 오직 수동 장전만이 약점일 뿐이다. 탄종은 소형 또는 대형 고폭 탄두와 백린 탄두를 단 어뢰를 포함하며, 이 모두는 오직 수중 이용을 위한 것이다." STR_GAUSS_PISTOL_UFOPEDIA: "가우스 권총은 현대 병기 분야의 새로운 성과인, 입자 가속 기술을 이용한다. 그건 빠르고, 정확하며 지상과 수중에서 동작한다. 가우스 기술은 이전 전쟁에서 배웠던 플라스마 기술로부터 얻어진 기술이다." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "가우스 권총은 현대 병기 분야의 새로운 성과인, 입자 가속 기술을 이용한다. 그건 빠르고, 정확하며 지상과 수중에서 동작한다. 가우스 기술은 이전 전쟁에서 배웠던 플라스마 기술로부터 얻어진 기술이다." STR_GAUSS_RIFLE_UFOPEDIA: "가우스 권총에서 한 발 더 나아간, 이 소총은 쌍 입자가속기로, 정말 센 한 방을 날린다. 엘레리움 구동 플라스마 장치를 대신해 우리는 반양성자의 흐름을 생성하는 초소형 입자가속기를 활용했다." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "가우스 권총에서 한 발 더 나아간, 이 소총은 쌍 입자가속기로, 정말 센 한 방을 날린다. 엘레리움 구동 플라스마 장치를 대신해 우리는 반양성자의 흐름을 생성하는 초소형 입자가속기를 활용했다." STR_HEAVY_GAUSS_UFOPEDIA: "중형 가우스 총은 거추장스러우나, 엄청나게 효과적이다. 그건 3개의 입자가속기로 동작하며 사실상 멈출 수 없다. 반양성자의 흐름은 충격 시 반물질을 방출하며 내파하는 갈륨 비소 피모 내부에 구속되어 있다." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "중형 가우스 총은 거추장스러우나, 엄청나게 효과적이다. 그건 3개의 입자가속기로 동작하며 사실상 멈출 수 없다. 반양성자의 흐름은 충격 시 반물질을 방출하며 내파하는 갈륨 비소 피모 내부에 구속되어 있다." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "이 제식 수류탄은 정교한 기폭 시점 제어를 위한 정확하고 복잡한 타이머를 지닌다." STR_DYE_GRENADE_UFOPEDIA: "물감 수류탄은 다목적 물품으로, 노출된 상황에서 엄폐를 제공하는 데 유용하다. 수중 및 지상 환경 양쪽에서 기능을 발휘하는 이 염료는 입자 구름으로 방출되어, 물 속에서 문어 비슷한 먹물 방울을 만들거나 지상에서 뻑뻑한 공기 중 안개 구름을 만든다." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "평범한 수류탄 같이 던질 수 있으나 착지한 후 근처의 움직임에 의해 격발되는 근접 수류탄이다. 이 장치를 적절하게 이용하려면 기술과 훈련이 요구된다." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "이 폭발물은 오직 철거 용도로만 이용되어야 한다. 그렇지만 지난 경험은 이 강력한 폭발물 꾸러미가 외계인을 뿌리 뽑는 데 이상적인 무기임을 보여 주었다. 폭발 반경이 크므로, 최소 안전 거리 안에 아무 잠수요원도 없게 확인하라." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "이 새로운 장치는 이동하는 적 유닛을 식별하기 위해 다양한 탐지기와 발전된 컴퓨터 장치를 이용한다. 전술 화면에서 입자 교란 센서 아이콘을 눌러라. 메뉴에서 '센서 이용'을 눌러라. 센서 디스플레이는 중앙의 화살표로 잠수요원이 바라보는 방향을 보여 준다(북쪽은 위에 있다). 깜빡임은 최근에 움직였던 유닛을 보여 준다. 커다란 유닛, 또는 빠르게 움직이는 유닛은, 더 커다란 깜빡임을 만들 것이다. 정지한 유닛은 나타나지 않을 것이다." STR_MEDI_KIT_UFOPEDIA: "이걸 이용하려면 당신은 다친 X-Com 잠수요원을 바라보거나 기절한 잠수요원의 몸 위에 선다.{NEWLINE}치료> 적색은 치명상을 가리킨다. 다친 신체 부위를 선택하고 '치료' 버튼을 눌러라. 하나의 치명상이 치료되며 약간의 체력이 회복될 것이다.{NEWLINE}각성제> 기력을 회복하고 기절한 잠수요원을 깨운다. 의식불명인 잠수요원을 깨우려면 당신은 반드시 그 몸 바로 위에 서야 한다.{NEWLINE}진통제> 다친 병사의 사기를 회복한다." STR_MC_DISRUPTOR_UFOPEDIA: "M.C. 기술의 걸작이다. 이건 오직 M.C. 기술이 있는 잠수요원만 이용할 수 있다. 분열기를 마우스로 누르고, 공격의 유형을 고른 후, 마우스 커서로 대상 유닛을 골라라. 두 가지 유형의 분열기 공격이 있다.{NEWLINE}삽입물 간섭> 만약 성공하면 그 유닛은 혼란을 일으키고 공황에 빠지게 할 지도 모른다.{NEWLINE}삽입물 제어> 만약 성공하면 당신은 적 유닛을 조종할 것이다." STR_THERMAL_TAZER_UFOPEDIA: "이 장치는 오직 근접 전투에서만 이용될 수 있으나, 살아있는 생물을 얼려서 죽이지 않고 기절시킬 것이다." STR_VIBRO_BLADE_UFOPEDIA: "초진동 칼날은 초당 6000회 이상 회전하는 티타늄으로 만들어진 길고 날카로운 비수로, 이 장치는 가장 억센 잠수용 갑옷조차 부술 수 있다. 동력원은 외계인의 발명품으로, 이전에 이런 물품을 만들려던 우리의 시도는 처참한 실패로 끝났었는데, 우리 칼날은 과도한 수압 하에서 너무 느리게 돌거나 폭발했다." STR_THERMIC_LANCE_UFOPEDIA: "써믹 랜스는 초진동 칼날 기술의 논리적 연장이다. 그 칼날은 빠른 속도로 회전하며 지바이트 동력원은 갑옷을 두부 자르듯 베어버리도록 칼날을 초 가열한다." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "중형 써믹 랜스는 더 강력한 형태의 써믹 랜스다. 이중 열원과 엄청나게 높은 회전 속도는 중형 써믹 랜스를 사실상 어떤 물질로도 막을 수 없다는 뜻이다." STR_SONIC_CANNON_UFOPEDIA: "소닉 포는 소닉 무기 계열 중에서 가장 강한 것이다. 블래스타 소총보다 더 높은 대역의 음향 공진기와 더 커다래진 잔향실이 특징이다. 이 무기는 또한 더 효과적인 소닉 충격을 만들어내기 위해 변조를 통해 초음파 파동을 변형하는 펄스 기폭 장치를 지닌다." STR_CANNON_POWER_CLIP_UFOPEDIA: "이 자그마한 장치는 소닉 포의 탄약으로 이용된다. 그건 적은 양의 지바이트가 들어 있다." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "더 강력한 소닉 장치다. 고탄소강조차 이 무기에 면역이 아니다. 대단히 자그마한 파동 방출기는 이 무기의 위력을 올리기 위한 초전도 증폭기로 강화되었다." STR_BLASTA_POWER_CLIP_UFOPEDIA: "이 작은 물건은 강력한 외계인의 무기인, 소닉 블래스타 소총의 동력원으로 이용되고, 적은 양의 지바이트가 들어 있다." STR_SONIC_PISTOL_UFOPEDIA: "소닉 권총은 뼈를 수 초 만에 흐물거리게 할 수 있는 초고주파 음향 파동에 기반한 외계인의 무기다. 초고주파 음향 파동은 인간의 가청 영역을 넘어서는 주파수 대역을 점유한다." STR_PISTOL_POWER_CLIP_UFOPEDIA: "자그마한 외계인의 소닉 권총용 동력원이다. 지바이트 - 모든 외계인 힘의 원천이 들어 있다." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "이건 자가 추진되는 '디스럽터 발사체'를 쏘는 외계인의 수중 전용 유도 무기다. 당신이 무기를 쏘려고 누를 때 그건 발사체가 따라갈 '경유지'를 생성할 것이다. 당신이 충분한 경유지를 지정했을 때 발사 아이콘을 눌러라." STR_DISRUPTOR_AMMO_UFOPEDIA: "이 장치는 내장 컴퓨터 유도 체계가 적용된 디스럽터 펄스 발사체다. 그건 디스럽터 펄스 발사기에서 쏘아진다." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "화학 동결 폭탄을 쏘는 작은 열충격탄 발사기다. 살아있는 외계인을 포획하는 데 아주 유용하다." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "열충격 폭탄은 살아있는 인간을 포획하는 데 이용되나, 또한 대다수 외계인 종족에 대해 이용될 수 있다.그건 열충격탄 발사기에서 쏘아진다." STR_SONIC_PULSER_UFOPEDIA: "이 장치는 제식 수류탄과 같은 방식으로 동작한다 - 수 배 더 강력하다는 걸 제외하면. 이 수류탄은 모든 방향으로 동시에 방출되는 단일 펄스 소닉 폭발을 이용한다." STR_MC_READER_UFOPEDIA: "외계인의 몸 안에서 우리는 수술로 삽입된 작은 장치를 찾아냈다. 이는 대단히 먼 거리에서도, 전장에서 정보를 지속적으로 공급하도록 하는 아쿠아토이드에 의해 설계된 제어 삽입물이다. M.C. 판독기는 M.C. 삽입물에서 직접 정보를 얻는데 이용되는 외계인의 통신 장치다. X-Com 유닛은 외계인의 상태를 표시하기 위해 전투 중 이 장치를 이용할 수 있다. '사용' 선택지를 골라라. 그리고 커서로 외계인을 눌러라." STR_SURVEY_SHIP: "조사선" STR_ESCORT: "호위선" STR_CRUISER: "순양함" STR_HEAVY_CRUISER: "중순양함" STR_HUNTER: "사냥함" STR_BATTLESHIP: "전함" STR_DREADNOUGHT: "드레드노트" STR_FLEET_SUPPLY_CRUISER: "함대 보급 순양함" MAP_SEABED: "해저" MAP_PIPES: "연구 시설" MAP_PLANE: "추락한 비행기" MAP_ATLAN: "아틀란티스" MAP_MU: "마야 사원" MAP_GAL: "침몰한 갤리온" MAP_MSUNK: "침몰한 여객선" MAP_VOLC: "화산지대" MAP_CORAL: "산호초" MAP_PORT: "항구" MAP_ISLAND: "섬" MAP_CARGO: "화물선" MAP_LINERT: "여객선 제1부" MAP_LINERB: "여객선 제2부" MAP_ALART: "유적 제1부" MAP_GRUNGE: "유적 제2부" MAP_ENTRY: "식민지 제1부" MAP_A_BASE: "식민지 제2부" MAP_ALSHIP: "티'레스 제1부" MAP_LEVEL: "티'레스 제2부" MAP_CRYPT: "티'레스 제3부" MAP_XBASES: "X-Com 기지" STR_MIXED_CREW: "혼성 승무원" STR_MIXED_CREW_2: "혼성 승무원 2" STR_RATING: "평가> {0}" STR_RATING_TERRIBLE: "끔찍함!" STR_RATING_POOR: "나쁨!" STR_RATING_OK: "보통" STR_RATING_GOOD: "좋음!" STR_RATING_EXCELLENT: "훌륭함!" STR_SCORE: "평점" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM 월간 보고서" STR_MONTH: "시기> {ALT}{1}년 {0}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "후원 기구 협의회는 지금까지 당신의 성과에 전반적으로 만족했다." STR_COUNCIL_IS_VERY_PLEASED: "후원 기구 협의회는 당신의 탁월한 성과에 아주 기뻐했다. 좋은 활동을 지속하라." STR_COUNCIL_IS_DISSATISFIED: "후원 기구 협의회는 당신의 성과에 만족하지 못했다. 당신은 외계인의 위협을 다루는 효율성을 반드시 개선하거나 X-Com에 대한 재정 지원 종료를 감수해야 한다." STR_YOU_HAVE_NOT_SUCCEEDED: "당신은 외계인의 침략을 처리하는 데 성공하지 못했고, 후원 기구 협의회는 유감스럽게도 X-Com의 후원을 끝낸다고 결정했다. 각 기구는 자기들이 적절하다 보이는 방식으로 이 문제를 다룰 것이다. 우리는 오직 이 고대의 세력과 어떤 화해를 할 수 있고, 일반 대중이 수중의 방문자를 받아들일 것인지 기대할 수밖에 없다." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0}에서는 국지적인 위협을 다루는 당신의 능력에 특히 기뻐했고 후원을 올리는 데 동의했다." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0}에서는 국지적인 위협을 다루는 당신의 능력에 특히 기뻐했고 후원을 올리는 데 동의했다." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0}과 {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0}에서는 자기 영해의 외계인 활동을 다루는 당신의 능력에 불평했고 재정적 지원을 줄이기로 결정했다." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0}에서는 자기 영해의 외계인 활동을 다루는 당신의 능력에 불평했고 재정적 지원을 줄이기로 결정했다." STR_KNOTS: "{0} 노트" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} 당국은 외계인 세력과 협력 조약을 체결했고 X-Com 후원을 철회했다." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} 당국은 외계인 세력과 협력 조약을 체결했고 X-Com 후원을 철회했다." STR_MONTHLY_RATING: "월간 평가> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "후원금 변동> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "후원 기구는 당신의 재정 상황에 기뻐하지 않는다. 당신은 빚을 $1,000,000 이하로 반드시 낮추어야 하고 아니면 X-Com은 종료될 것이다." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "소립자 지령 해석됨" STR_CRAFT_TYPE: "비행잠수함 유형" STR_RACE: "종족" STR_MISSION: "임무" STR_ZONE: "구역" STR_ALLOCATE_RESEARCH: "연구 할당" STR_ALLOCATE_MANUFACTURE: "제조 할당" STR_AZORES: "아조레스" STR_REYKJAVIK: "레이캬비크" STR_BERMUDA: "버뮤다" STR_NEW_YORK: "뉴욕" STR_BOSTON: "보스턴" STR_FORT_SEVERN: "포트 세번" STR_DAKAR: "다카르" STR_RECIFE: "레시페" STR_ACCRA: "아크라" STR_ASCENSION_ISLAND: "어센션 섬" STR_TRINIDADE_ISLAND: "트리니다드 섬" STR_FALKLAND_ISLAND: "포클랜드 섬" STR_CANARY_ISLANDS: "카나리 섬" STR_ANCHORAGE: "앵커리지" STR_ST_LAWRENCE_ISLAND: "세인트로렌스 섬" STR_SAN_FRANCISCO: "샌프란시스코" STR_MIDWAY_ISLAND: "미드웨이 섬" STR_VANCOUVER: "밴쿠버" STR_TASMANIA: "태즈매니아" STR_HAWAII: "하와이" STR_FIJI: "피지" STR_TONGA: "통가" STR_EASTER_ISLAND: "이스터 섬" STR_GALAPAGOS_ISLAND: "갈라파고스 섬" STR_WELLINGTON: "웰링턴" STR_SOLOMON_ISLAND: "솔로몬 섬" STR_CRETE: "크레타" STR_LISBON: "리스본" STR_PORT_SAID: "포트 사이드" STR_MARSEILLES: "마르세유" STR_TRIPOLI: "트리폴리" STR_MANILA: "마닐라" STR_HONG_KONG: "홍콩" STR_SINGAPORE: "싱가포르" STR_BANGKOK: "방콕" STR_DARWIN: "다윈" STR_BOMBAY: "봄베이" STR_SAYCHELLES_ISLAND: "세이셜 섬" STR_MALDIVE_ISLAND: "몰디브 섬" STR_SRI_LANKA: "스리랑카" STR_MAURITIUS: "모리셔스" STR_TOKYO: "도쿄" STR_SHANGHAI: "상하이" STR_VLADIVOSTOK: "블라디보스톡" STR_LONDON: "런던" STR_FAEROE_ISLAND: "페로 섬" STR_ABERDEEN: "애버딘" STR_OSLO: "오슬로" STR_JAMAICA: "자메이카" STR_PANAMA: "파나마" STR_MIAMI: "마이애미" STR_PSI_TRAINING: "M.C. 훈련" STR_PSIONIC_TRAINING: "분자 제어 훈련" STR_REMAINING_PSI_LAB_CAPACITY: "잔여 M.C. 연구실 공간> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.C.{NEWLINE}강도" STR_PSIONIC_SKILL_IMPROVEMENT: "M.C. 기술{NEWLINE}/개선" STR_IN_TRAINING: "훈련{NEWLINE}중인가?" STR_TARGETTED_BY: "다음이 노림: " STR_WEAPONS_CREW_HWPS: "무기/{NEWLINE}승무원/SWS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "는 연료가 부족해,{NEWLINE}기지로 복귀함" STR_SOLDIER_LIST: "잠수요원 명단" STR_RANK_: "계급> {ALT}{0}" STR_MISSIONS: "임무> {ALT}{0}" STR_KILLS: "사살> {ALT}{0}" STR_WOUND_RECOVERY: "부상 회복> {ALT}{0}" STR_TIME_UNITS: "행동력" STR_STAMINA: "기력" STR_HEALTH: "체력" STR_BRAVERY: "용기" STR_REACTIONS: "반응" STR_FIRING_ACCURACY: "사격술" STR_THROWING_ACCURACY: "투척술" STR_STRENGTH: "근력" STR_PSIONIC_STRENGTH: "M.C. 강도" STR_PSIONIC_SKILL: "M.C. 기술" STR_NEW_RANK: "새로운 계급" STR_PROMOTIONS: "진급" STR_SOLDIERS_UC: "잠수요원" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "자율적인 무장 잠수정은 높은 기동성 및 동체 강도를 지닌다. 그건 모든 심도에서 중화기 지원을 제공한다. 무장 잠수정은 충분한 탄약을 채워 놓았다면 자동으로 재무장된다." STR_COELACANTH_AQUA_JET_UFOPEDIA: "이 잠수정은 아쿠아제트 어뢰로 무장했다. 이 무기 체계는 오직 물 속에서만 동작한다. 창고에 아쿠아제트 어뢰가 잘 채워졌는지 확인하라." STR_COELACANTH_GAUSS_UFOPEDIA: "가우스 기술은 무장 잠수정을 위한 강력한 무기 체계를 제공한다. 이전 물건에 비해 강한 화력을 제공하고, 독자적인 X-Com 기술을 이용한다." STR_DISPLACER_SONIC_UFOPEDIA: "외계인의 기술은 무장 잠수정을 다시 정의했다. 이온 추진기를 활용하는 능력은 무장 잠수정이 더 이상 지면/해저에 구속되지 않는다는 뜻이다. 소닉 병기는 전장에서 진정한 이점을 준다." STR_DISPLACER_PWT_UFOPEDIA: "이 무장 잠수정은 수중 이용을 위한 펄스파 무기가 특징이다. 당신은 완전 무장을 유지하도록 반드시 펄스파 어뢰를 제조해야 한다. 쏘려면, 일련의 '경유지'를 선택한 후 발사 아이콘을 눌러라." STR_ALIEN_PROBE_MISSION: "외계인 탐사 임무" STR_ALIEN_INTERDICTION: "외계인 차단" STR_ALIEN_RESOURCE_RAID: "외계인 자원 약탈" STR_ALIEN_INFILTRATION: "외계인 잠입" STR_ALIEN_BASE: "외계인 식민지 확장" STR_ALIEN_SURFACE_ATTACK: "외계인 지상 공격" STR_ALIEN_RETALIATION: "부유 기지 공격" STR_ALIEN_SUPPLY: "식민지 보급 임무" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "외계인 탐사 임무는 한 영역의 해저, 그 자원, 그리고 선박의 항해 및 항공기의 비행 경로에 관한 자료를 수집하는 데 이용된다. 이 임무에 투입된 외계인의 잠수함은 그 자체로 중대한 위협은 아니나, 그들은 언제라도 터질 지 모르는 활동 현장을 가리킨다." STR_ALIEN_INTERDICTION_UFOPEDIA: "외계인은 관심 있는 영역을 감시하는 정책을 지니는데, 더 집중적인 임무를 개시하기 전에 한 영역을 확보하려는 목적을 드러내는 기체를 보낸다. 그들은 그 영역을 봉쇄하고 다음 단계의 활동을 위한 방안을 준비하기 위해 이후 습격할 생각인 특정 현장에 착륙할 것이다." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "선박을 침몰시키는 것과 항공기를 추락시키는 것은 외계인 전략의 핵심 요소다. 재료의 획득은 주요 외계인 활동 중 한 가지고 이러한 것은 그들의 노골적인 적대 행동과 연계된다. 외계인은 또한 광물과 정제된 금속 및 다른 인간이 제조한 물품을 얻고자 지열 활동이 일어나는 현장, 채굴 현장 및 유적이 있는 현장을 습격한다." STR_ALIEN_INFILTRATION_UFOPEDIA: "이건 최고위 수준에서 외계인과 기업 또는 정부 간 공식적 접촉을 초래할 수 있다. 이 활동의 정점은 관련된 기구의 수역에서 집중적인 외계인 잠수함의 활동으로 구분된다. 외계인은 자신들의 우월한 기술에 대한 지식을 제공하는 것으로 정부 또는 조직과 협정을 체결하려 시도할 것이다. 이 외계인 활동은 X-Com에 대한 중대한 위협을 나타낸다. 만약 기업 또는 정부가 침략자와 협력한다면 그의 후원은 중지된다." STR_ALIEN_BASE_UFOPEDIA: "외계인은 외딴 지점에 비밀 해저 식민지를 건설할 것이다. 약간의 초기 정찰 비행 후 식민지가 지어지고 있는 동안 집중적인 외계 잠수함의 활동이 일어날 것이다. 이 식민지는 연구실, 복제실, 그리고 인간과 외계인의 실험을 위한 수술 시설이 들어 있다고 알려졌다. 외계인 식민지의 존재는 외계인 잠수함의 존재 없이도 더 많은 외계인 활동을 생성할 것이다. 식민지의 자리를 잡아 내려면 X-Com 비행잠수함은 성공적인 탐지 확률을 얻기 위해 어떤 영역을 수 시간 동안 반드시 순찰해야 한다." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "외계인이 인간을 필요로 할 때 그들은 항구에 테러를 일으키거나, 섬을 공격하거나, 선박을 습격한다. 외계인의 비뚤어진 교배 필요성 및 그들의 추악한 실험을 채우기 위해, 민간인은 직접적으로 위협을 받을 것이다." STR_ALIEN_RETALIATION_UFOPEDIA: "만약 X-Com이 외계인 기체를 침몰시키는 데 특히 성공적이라면 외계인은 어떤 공격적인 보복 행동을 취할 지도 모른다. 이는 X-Com 시설에 대한 직접 공격을 초래할 수 있다. 그렇지만, 외계인은 X-Com을 공격하려면 그 기지를 찾아야 하고, 외계인 잠수함과 거리를 두면 강습의 위험은 거의 없을 것이다." STR_ALIEN_SUPPLY_UFOPEDIA: "일단 외계인 식민지가 건설된 후에 그건 특별한 보급 선박에 의해 정기적으로 재 보급을 받는다. 만약 이러한 함선 중 하나가 착지한 동안 탐지되었다면 이는 외계인 식민지가 주변에 있는 게 확실하다." STR_SURVEY_SHIP_UFOPEDIA: "이 조그마한 비행잠수함은 수색 및 조사 임무에 이용된다. 그건 외계인 특별 임무 활동의 시작 시 보통 더 커다란 함선에 앞서 나온다." STR_ESCORT_UFOPEDIA: "자체적으로 별 위협이 되지 않는 중간 크기의 호위 함선이다. 이 기체는 더 커다란 함선의 도착 및 늘어난 활동에 앞서 나온다." STR_CRUISER_UFOPEDIA: "순양함은 다목적 기체로, 외계인 함대의 주력이며, 모든 유형의 외계인 임무에 이용되고 위험한 상대다." STR_HEAVY_CRUISER_UFOPEDIA: "중순양함은 순양함보다 더 강력한 선박으로, 더 커다란 무기와 추진 장치는 그 위력을 강화한다. 중순양함은 커다란 양의 자원 및 장비를 수집하는 자원 임무에 이용된다." STR_HUNTER_UFOPEDIA: "이 함선은 인간 표본에 대한 실험 및 수술을 수행하는 실험실이 장착되었다. 피해자는 가장 악독한 고문의 대상이 되며 그 두뇌는 종종 제거되어 후속 처리를 위해 저장된다." STR_BATTLESHIP_UFOPEDIA: "전함은 외계인이 보유한 가장 공격적인 선박으로, 외계인이 행하기를 원하는 어떠한 형태의 공격적 행동도 행하기 위한 작전 기지로 쓰이는 데 필요한 모든 외계 기술 및 장치가 특징이다. 그건 내부에 다양한 종류의 무기가 실린다." STR_DREADNOUGHT_UFOPEDIA: "드레드노트는 엄청난 병력 수송함으로, 모든 외계인 기술과 광대한 화물로 완전 무장했다. 드레드노트는 억세고 만만치 않은 상대다." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "함대 보급 순양함은 외계인 식민지의 건설이나 기존 식민지의 보급에 이용된다. 그건 외계인의 양분, DNA, 태아 및 다른 생물학적 부품을 나른다." STR_DISMANTLE: "철거" STR_FACILITY_IN_USE: "수상 모듈을 이용 중이다" STR_CANNOT_DISMANTLE_FACILITY: "수상 모듈을 철거할 수 없다!{SMALLLINE}모든 기지의 수상 모듈은 반드시 기밀 출입구에 연결되어야 한다." STR_TRANSFER_ITEMS_TO: "물품을 {0} 기지로 이송" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "이송에 필요한 외계인 격리실이 없다!{SMALLLINE}산 외계인은 살려 두려면 외계인 격리실이 필요하다." STR_AMOUNT_AT_DESTINATION: "행선지에{NEWLINE}있는 양" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "외계인 격리실이 없기에 외계인이 죽었다." STR_NO_FREE_ACCOMODATION_CREW: "빈 생활 공간이 없다!{SMALLLINE}행선지 기지는 생활관 안에 비행잠수함에 배속된 승무원을 위한 충분한 공간이 없다." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "저장 공간이 없다!{SMALLLINE}행선지 기지는 비행잠수함에 배속된 장비를 위한 충분한 저장 공간이 없다." STR_ITEMS_ARRIVING: "도착한 물품" STR_DESTINATION_UC: "행선지" STR_DART_PISTOL: "다트 권총" STR_DART_POD: "다트 권총 탄창" STR_JET_HARPOON: "제트 하푼 소총" STR_HARPOON_POD: "제트 하푼 탄창" STR_GAS_CANNON: "가스 포" STR_GC_AP_AMMO: "가스 포 탄창/철갑" STR_GC_HE_AMMO: "가스 포 탄창/고폭" STR_GC_P_AMMO: "가스 포 탄창/인화" STR_HYDRO_JET_CANNON: "하이드로제트 포" STR_HJC_AP_AMMO: "하이드로제트 포 탄약/철갑" STR_HJC_HE_AMMO: "하이드로제트 포 탄약/고폭" STR_HJC_P_AMMO: "하이드로제트 포 탄약/인화" STR_TORPEDO_LAUNCHER: "어뢰 발사기" STR_SMALL_TORPEDO: "어뢰/소형" STR_LARGE_TORPEDO: "어뢰/대형" STR_PHOSPHOROUS_TORPEDO: "어뢰/백린" STR_MAGNA_BLAST_GRENADE: "매그나블래스트 수류탄" STR_DYE_GRENADE: "물감 수류탄" STR_PARTICLE_DISTURBANCE_GRENADE: "입자 교란 수류탄" STR_MAGNA_PACK_EXPLOSIVE: "매그나팩 고폭탄" STR_PARTICLE_DISTURBANCE_SENSOR: "입자 교란 센서" STR_MEDI_KIT: "메디킷" STR_MC_DISRUPTOR: "M.C. 분열기" STR_THERMAL_TAZER: "열 충격봉" STR_GAUSS_PISTOL: "가우스 권총" STR_GAUSS_PISTOL_CLIP: "가우스 권총 탄창" STR_GAUSS_RIFLE: "가우스 소총" STR_GAUSS_RIFLE_CLIP: "가우스 소총 탄창" STR_HEAVY_GAUSS: "중형 가우스 총" STR_HEAVY_GAUSS_CLIP: "중형 가우스 총 탄창" STR_SONIC_CANNON: "소닉 포" STR_CANNON_POWER_CLIP: "소닉 포 탄창" STR_SONIC_BLASTA_RIFLE: "소닉 블래스타 소총" STR_BLASTA_POWER_CLIP: "소닉 블래스타 탄창" STR_SONIC_PISTOL: "소닉 권총" STR_PISTOL_POWER_CLIP: "소닉 권총 탄창" STR_DISRUPTOR_PULSE_LAUNCHER: "디스럽터 펄스 폭탄 발사기" STR_DISRUPTOR_AMMO: "디스럽터 탄" STR_THERMAL_SHOK_LAUNCHER: "열충격탄 발사기" STR_THERMAL_SHOK_BOMB: "열충격 폭탄" STR_SONIC_PULSER: "소닉 펄서" STR_ZRBITE: "지바이트" STR_MC_READER: "M.C. 판독기" STR_VIBRO_BLADE: "초진동 칼날" STR_THERMIC_LANCE: "써믹 랜스" STR_HEAVY_THERMIC_LANCE: "중형 써믹 랜스" STR_AQUATOID_CORPSE: "아쿠아토이드 시체" STR_GILLMAN_CORPSE: "길맨 시체" STR_LOBSTERMAN_CORPSE: "랍스터 맨 시체" STR_TASOTH_CORPSE: "타소쓰 시체" STR_CALCINITE_CORPSE: "캘시나이트 시체" STR_DEEP_ONE_CORPSE: "딥원 시체" STR_BIODRONE_CORPSE: "바이오드론 시체" STR_TENTACULAT_CORPSE: "텐타쿨러트 시체" STR_TRISCENE_CORPSE: "트라이신 시체" STR_HALLUCINOID_CORPSE: "할루시노이드 시체" STR_XARQUID_CORPSE: "자퀴드 시체" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "무장 잠수정을 무장하기 위한 탄약이 부족하다{SMALLLINE}각 무장 잠수정은 {0} {1}를 요구한다." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "분대를 완전히 재정비할 장비가 충분하지 않다" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "{1}{NEWLINE}의 생산을 위해{NEWLINE}{0}{NEWLINE}의 연구가 필요할 것이다." STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "외계인들은 무방비한 {0} 기지를 부수었다." STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com 순찰대가 {0}에서 외계인 식민지의 자리를 잡아 냈다" STR_STANDOFF: "대치" STR_CAUTIOUS_ATTACK: "소극적 공격" STR_STANDARD_ATTACK: "표준적 공격" STR_AGGRESSIVE_ATTACK: "적극적 공격" STR_DISENGAGING: "교전 이탈" STR_UFO_HIT: "외계인 비행잠수함에 명중!" STR_UFO_CRASH_LANDS: "외계인 비행잠수함 격침!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "최소화는 대치 거리에서만 가능" STR_UFO_RETURN_FIRE: "외계인 비행잠수함이 응사!" STR_INTERCEPTOR_DAMAGED: ">>> 비행잠수함 손상 <<<" STR_INTERCEPTOR_DESTROYED: ">>> 비행잠수함 파괴 <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "외계인 비행잠수함이 도망친다!" STR_LONG_RANGE_DETECTION: "광대역 탐지기" STR_STORES_UC: "창고" STR_DIFFICULTY_LEVEL: "난이도" STR_INTERCEPT: "요격" STR_BASES: "기지" STR_GRAPHS: "그래프" STR_UFOPAEDIA_UC: "USO 사전" STR_OPTIONS_UC: "옵션" STR_FUNDING_UC: "후원금" STR_5_SECONDS: "5초" STR_1_MINUTE: "1분" STR_5_MINUTES: "5분" STR_30_MINUTES: "30분" STR_1_HOUR: "1시간" STR_1_DAY: "하루" STR_XCOM_PERFORMANCE_ROSTER: "X-Com 성과 내역" STR_ENTER_NAME: "이름 입력" STR_PERFORMANCE_RATING: "성과 평점" STR_VICTORY_DATE: "승리한 날" STR_CHEMICAL_FLARE: "화학 조명기" STR_CHEMICAL_FLARE_UFOPEDIA: "이 조그마한 장치는 어떠한 심도나 마른 땅 위에서 밝은 섬광을 만들어낸다. 이는 깊은 바다 또는 야간 임무 중에 조명기 주변에 있는 적 유닛을 비춘다." STR_MONTHLY_COSTS: "월간 비용" STR_CRAFT_RENTAL: "비행잠수함 대여비" STR_SALARIES: "급여" STR_BASE_MAINTENANCE: "기지 유지비" STR_COST_PER_UNIT: "유닛 당 비용" STR_QUANTITY: "수량" STR_TOTAL: "합계" STR_IN_PSIONIC_TRAINING: "M.C. 삽입물 이식 중" STR_FRONT_ARMOR: "전면 장갑" STR_LEFT_ARMOR: "좌측 장갑" STR_RIGHT_ARMOR: "우측 장갑" STR_REAR_ARMOR: "후면 장갑" STR_UNDER_ARMOR: "하부 장갑" STR_ROUNDS: "잔탄" STR_UNIT: "유닛> {0}" STR_ENERGY: "기력" STR_MORALE: "사기" STR_ARMOR_: "갑옷> {0}" STR_FRONT_ARMOR_UC: "전면 장갑" STR_LEFT_ARMOR_UC: "좌측 장갑" STR_RIGHT_ARMOR_UC: "우측 장갑" STR_REAR_ARMOR_UC: "후면 장갑" STR_SKILLS: "기술> {0}" STR_LEVEL: "층수> {0}" STR_HEAD: "머리" STR_TORSO: "몸통" STR_RIGHT_ARM: "오른팔" STR_LEFT_ARM: "왼팔" STR_RIGHT_LEG: "오른발" STR_LEFT_LEG: "왼발" STR_PAIN_KILLER: "진통제" STR_STIMULANT: "각성제" STR_HEAL: "치료" STR_TIME_UNITS_SHORT: "행동>{ALT}{0}" STR_WEIGHT: "무게>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "반응>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.기술>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.강도>{ALT}{0}" STR_ALIEN_ARTIFACT: "외계인 유물" STR_AMMO_ROUNDS_LEFT: "탄종:{NEWLINE}남은{NEWLINE}탄환={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "진통제>{ALT}{0}{ALT}{NEWLINE}각성제>{ALT}{1}{ALT}{NEWLINE}치료>{ALT}{2}" STR_THROW: "투척" STR_AUTO_SHOT: "자동사격" STR_SNAP_SHOT: "지향사격" STR_AIMED_SHOT: "조준사격" STR_STUN: "기절시키기" STR_PRIME_GRENADE: "신관 설정" STR_USE_SCANNER: "센서 이용" STR_USE_MEDI_KIT: "메디킷 이용" STR_LAUNCH_MISSILE: "어뢰 발사" STR_ACCURACY_SHORT: "정확>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "행동력이 부족하다!" STR_NOT_ENOUGH_ENERGY: "기력이 부족하다!" STR_NO_ROUNDS_LEFT: "남은 탄환이 없다!" STR_NO_AMMUNITION_LOADED: "장전된 탄약이 없다!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "이 무기의 탄약이 아니다!" STR_WEAPON_IS_ALREADY_LOADED: "무기가 이미 장전되었다!" STR_NO_LINE_OF_FIRE: "사선이 안 나온다!" STR_GRENADE_IS_ACTIVATED: "수류탄이 켜졌다!" STR_GRENADE_IS_DEACTIVATED: "수류탄이 꺼졌다!" STR_THERE_IS_NO_ONE_THERE: "그곳에는 아무도 없다!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "연구할 때까지 외계인 유물은 이용할 수 없다!" STR_OUT_OF_RANGE: "사거리 밖이다!" STR_UNABLE_TO_THROW_HERE: "여기 던질 수 없다!" STR_SET_TIMER: "타이머 설정" STR_HIDDEN_MOVEMENT: "보이지 않는 이동" STR_TURN: "턴> {0}" STR_SIDE: "진영> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "계속하려면 버튼을 눌러라" STR_MIND_CONTROL: "분자 제어" STR_PANIC_UNIT: "삽입물 간섭" STR_MORALE_ATTACK_SUCCESSFUL: "사기 공격 성공" STR_MIND_CONTROL_SUCCESSFUL: "삽입물 제어 성공" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}대원은 난폭해졌다" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}대원은 난폭해졌다" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}대원은 공황에 빠졌다" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}대원은 공황에 빠졌다" STR_XCOM: "X-Com" STR_ALIENS: "외계인" STR_RIGHT_HAND: "오른손" STR_LEFT_HAND: "왼손" STR_RIGHT_SHOULDER: "오른어깨" STR_LEFT_SHOULDER: "왼어깨" STR_BACK_PACK: "배낭" STR_BELT: "벨트" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}대원은 분자 제어 당한다" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}대원은 분자 제어 당한다" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}대원은 의식불명에 빠졌다" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}대원은 의식불명에 빠졌다" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}대원은 치명상으로 사망했다" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}대원은 치명상으로 사망했다" STR_USE_MIND_PROBE: "M.C. 판독기 이용" STR_FATAL_WOUNDS: "치명상" STR_UNDER_ARMOR_UC: "하부 장갑" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "지향사격에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "자동사격에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "조준사격에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "무릎꿇기에 필요한 행동력을 남김" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "무릎쏴에 필요한 행동력을 남김" STR_UNITS_IN_CRAFT: other: "{N} 명의 대원이 X-Com 기체에 있다" STR_UNITS_OUTSIDE: other: "{N} 명의 대원이 밖에 남겨져 있다" STR_UNITS_IN_ENTRANCE: other: "{N} 명의 대원이 입구에 있다" STR_UNITS_IN_EXIT: other: "{N} 명의 대원이 표적 출구에 있다" STR_ABORT_MISSION_QUESTION: "임무 중단?" STR_CORPSE: "시신" STR_UNLOAD_CRAFT: "탄창 제거" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}대원은 살해되었다" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}대원은 살해되었다" STR_HIT_MELEE: "타격" STR_GROUND: "지면" STR_LIVING_QUARTERS_PLURAL: "생활관" STR_LIST_ITEM: "물품" STR_ALL_ALIENS_KILLED_IN_CRASH: "잠수함 침몰로 모든 외계인이 죽었고.{NEWLINE}자동 회수를 개시했다" STR_RESET: "초기화" STR_MEMORIAL: "추모비" STR_DATE_UC: "날짜" STR_SOLDIERS_RECRUITED_UC: "고용된 잠수요원>{ALT}{0}" STR_SOLDIERS_LOST_UC: "잃은 잠수요원>{ALT}{0}" STR_REMOVE_SELECTED: "선택된 목록 삭제" STR_LIVE_ALIENS: "산{NEWLINE}표본" STR_DEAD_ALIENS: "버릴{NEWLINE}표본" STR_UNDER_INTERROGATION: "연구{NEWLINE}중" STR_CONTAINMENT_EXCEEDED: "외계인 격리실 한도를 초과했다!{SMALLLINE}{0}에 있는 격리 공간이 불충분하다. 당신은 격리실에서 여분의 외계인을 반드시 제거해야 한다(그건 이후 죽을 것이다)." STR_MANAGE_CONTAINMENT: "외계인 격리실 관리" STR_STORAGE_EXCEEDED: "저장 공간을 초과했다!{SMALLLINE}{0}의 저장 공간이 불충분하다. 당신은 여분의 물품을 반드시 팔아 치워야 한다." STR_GO_TO_BASE: "기지로 이동" STR_MELEE_ACCURACY: "격투술" STR_SELL_PRODUCTION: "매각" STR_BOTH_HANDS_MUST_BE_EMPTY: "양손 모두가 반드시 비어 있어야 한다!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "템플릿을 복사하기 위한 물품이 충분하지 않다!" STR_UNLOAD_WEAPON: "탄창 제거" STR_ALL_ITEMS: "모든 물품" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "더 이상 적재할 수 없다!{SMALLLINE}당신은 이 비행잠수함에 오직 최대 {N}개의 물품만 가져갈 수 있다." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}제어부를 부수었다{NEWLINE}입구로 길을 떠난 후 임무를 중단하라." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com 수상 모듈은 육지에 지어질 수 없다" STR_UNABLE_TO_ENGAGE_DEPTH: "이 심도에서는{NEWLINE}적을 상대할 수 없다" STR_UNABLE_TO_ENGAGE_AIRBORNE: "공중에 있을 때에는{NEWLINE}적을 상대할 수 없다" STR_UNDERWATER_EQUIPMENT: "이 장비는 물 위에서 동작하지 않을 것이다." STR_LAND_EQUIPMENT: "이 장비는 수중에서 동작하지 않을 것이다!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "직원" STR_CRAFT_ARMAMENT: "기체 & 무장" STR_COMPONENTS: "부품" STR_SOLDIERS_RECRUITED: "고용한 잠수요원" STR_SOLDIERS_LOST: "잃은 잠수요원" STR_TOTAL_UFOS: "탐지된 비행잠수함" STR_TOTAL_ALIEN_BASES: "발견된 외계인 식민지" STR_PSIONIC_STRENGTH_ABBREVIATION: "MST" STR_PSIONIC_SKILL_ABBREVIATION: "MSK" FEMALE_CIVILIAN: "여성 민간인" MALE_CIVILIAN: "남성 민간인" DOCKER_CIVILIAN: "부두 근무 민간인" SAILOR_CIVILIAN: "선원 민간인" STR_BIODRONE_MELEE_WEAPON: "바이오드론 근접무기" HALLUCINOID_WEAPON: "할루시노이드 무기" STR_LOBSTERMAN_MELEE_WEAPON: "랍스터맨 근접무기" CALCINITE_WEAPON: "캘시나이트 무기" DEEP_ONE_WEAPON: "딥원 무기" STR_TRISCENE_MELEE_WEAPON: "트라이신 근접무기" STR_TRIBIO_SONIC_WEAPON: "외계인 소닉 무기" XARQUID_WEAPON: "자퀴드 무기" TENTACULAT_WEAPON: "텐타쿨러트 무기" ZOMBIE_WEAPON: "좀비 무기" ALIEN_PSI_WEAPON: "외계인 M.C. 무기" ================================================ FILE: bin/standard/xcom2/Language/lb.yml ================================================ lb: STR_SONIC_OSCILLATOR_UFOPEDIA: "E STARKEN AKUSTESCHEN OSCILLATOR GENERÉIERT ENG WELL VUN SCHALLWELLEN DÉI D'ZIL DURCH MOLEKULARVIBRATIOUN ZERSTÉIERT." STR_AQUATOID_AUTOPSY: "Aquatoid Autopsie" STR_CENTER_ON_SITE_TIME_5_SECONDS: "OP DE SITE ZENTRÉIREN-ZÄIT=5 Sek." STR_CANCEL_UC: "OFBRIECHEN" STR_NONE: "Keng" STR_UNKNOWN: "Onbekannt" STR_POOR: "Schlecht" STR_AVERAGE: "Mëttel" STR_GOOD: "Gutt" STR_EXCELLENT: "Exzellent" STR_BUILD_NEW_BASE_UC: "NEI BASIS BAUEN" STR_BASE_INFORMATION: "BASIS INFO" STR_BUILD_FACILITIES: "RAIMLECHKEETEN BAUEN" STR_RESEARCH: "FORSCHUNG" STR_MANUFACTURE: "HIERSTELLUNG" STR_TRANSFER_UC: "TRANSFEREIREN" STR_PURCHASE_RECRUIT: "KAFEN/ASTELLEN" STR_SACK: "ENTLOOSSEN" STR_SELL_SACK_UC: "VERKAFEN/ENTLOOSSEN" STR_GEOSCAPE_UC: "GEOSCAPE" STR_NAME: "Numm" STR_AREA: "Areal" STR_BUILD_NEW_BASE: "Nei Basis bauen" STR_CANCEL: "Ofbriechen" STR_COST_UC: "KÄSCHTEN>" STR_CONSTRUCTION_TIME_UC: "KONSTRUKTIOUNSZÄIT>" STR_MAINTENANCE_UC: "ËNNERHALT>" STR_OK: "OK" STR_INSTALLATION: "Installatioun" STR_CURRENT_RESEARCH: "AKTUELL FORSCHUNG" STR_SCIENTISTS_AVAILABLE: "Wëssenschaftler verfügbar>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Wëssenschaftler zougedeelt>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboen verfügbar>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSCHUNGSPROJET" STR_SCIENTISTS_ALLOCATED_UC: "WËSSENSCHAFTLER ZOUGEDEELT" STR_PROGRESS: "FORTSCHRËTT" STR_NEW_PROJECT: "Neie Projet" STR_CANCEL_PROJECT: "PROJET OFBRIECHEN" STR_NEW_RESEARCH_PROJECTS: "NEI FORSCHUNGSPROJEKTER" STR_SCIENTISTS_AVAILABLE_UC: "WESSENTSCHAFTLER VERFÜGBAR>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABO PLAZ VERFÜGBAR>{ALT}{0}" STR_INCREASE: "Méi" STR_DECREASE: "Manner" STR_START_PROJECT: "PROJET STARTEN" STR_CURRENT_PRODUCTION: "AKTUELL PRODUKTIOUN" STR_WORKSHOP_SPACE_AVAILABLE: "Atelieren verfügbar>{ALT}{0}" STR_CURRENT_FUNDS: "Momentan Gelder>{ALT}{0}" STR_ITEM: "DEEL" STR_UNITS_PRODUCED: "Eenheeten produzéiert" STR_TOTAL_TO_PRODUCE: "Unzuel déi produzéiert gëtt" STR_COST__PER__UNIT: "Käschten{NEWLINE}pro{NEWLINE}Eenheet" STR_DAYS_HOURS_LEFT: "Deeg/Stonnen iwwreg" STR_NEW_PRODUCTION: "Nei Produktioun" STR_PRODUCTION_ITEMS: "Produktioun" STR_CATEGORY: "KATEGORIE" STR_START_PRODUCTION: "PRODUKTIOUN STARTEN" STR_COST_PER_UNIT_: "Käschten pro Eenheet>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Atelieren gebraucht>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "BRAUCH SPEZIALMATERIAL" STR_ITEM_REQUIRED: "DEEL GEBRAUCHT" STR_UNITS_REQUIRED: "EENHEETEN GEBRAUCHT" STR_UNITS_AVAILABLE: "EENHEETEN VERFUGBAR" STR_STOP_PRODUCTION: "PRODUKTIOUN STOPPEN" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ATELIERS PLAZ VERFÜGBAR>{ALT}{0}" STR_MONTHLY_PROFIT: "PROFIT PRO MOUNT>{ALT}{0}" STR_INCREASE_UC: "MÉI" STR_DECREASE_UC: "MANNER" STR_UNITS_TO_PRODUCE: "Eenheeten déi produzéiert ginn" STR_PURCHASE_HIRE_PERSONNEL: "Personal kafen/astellen" STR_COST_OF_PURCHASES: "Kafkàschten>{ALT}{0}" STR_COST_PER_UNIT_UC: "KÄSCHTEN PRO EENHEET" STR_QUANTITY_UC: "UNZUEL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL VERFÜGBAR:PERSONAL TOTAL>" STR_SCIENTISTS: "Wëssenschaftler" STR_SPACE_USED_SPACE_AVAILABLE: "PLAZ BENOTZT:PLAZ VERFÜGBAR>" STR_LIVING_QUARTERS: "Wunnräim" STR_STORES: "Lager" STR_LABORATORIES: "Laboen" STR_WORK_SHOPS: "Atelieren" STR_DEFENSE_STRENGTH: "Verteidegungsstäerkt" STR_TRANSFERS_UC: "TRANSFEREN" STR_TRANSFERS: "Transferen" STR_ARRIVAL_TIME_HOURS: "Ukonftszäit (Stonnen)" STR_COST_: "Käschten>{ALT}{0}" STR_AREA_: "Areal>{ALT}{0}" STR_BASE_NAME: "Numm fir d'Basis?" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "UNZUEL FIR ZE TRANSFERÉIREN" STR_SELECT_DESTINATION_BASE: "Zilbasis auswielen" STR_COST: "Käschten" STR_TOTAL_UC: "TOTAL" STR_INCOME: "Akommes" STR_EXPENDITURE: "Ausgaben" STR_MAINTENANCE: "Ënnerhalt" STR_BALANCE: "Bilanz" STR_FINANCE: "Finanzen" STR_DATE_FIRST: "{0}t(en)" STR_DATE_SECOND: "{0}t(en)" STR_DATE_THIRD: "{0}t(en)" STR_DATE_FOURTH: "{0}t(en)" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Net genuch Spezialmaterial fir d'Konstruktioun vun{NEWLINE}{0}{NEWLINE}Basis:{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Net genuch Finanzen fir{NEWLINE}{0}{NEWLINE}ze produzéiren zu{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktioun vun{NEWLINE}{0}{NEWLINE}ass faerdeg{NEWLINE}Basis:{1}{NEWLINE}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktioun vun{NEWLINE}{0}{NEWLINE}ass faerdeg{NEWLINE}Basis:{1}{NEWLINE}" STR_OK_5_SECONDS: "OK - 5 Sek" STR_RESEARCH_COMPLETED: "Fuerschung fäerdeg" STR_VIEW_REPORTS: "RAPPORT LIESEN" STR_WE_CAN_NOW_RESEARCH: "Nei Forschungsméiglechkeet" STR_WE_CAN_NOW_PRODUCE: "Nei Produktiounsméiglechkeet " STR_SUNDAY: "SONNDEN" STR_MONDAY: "MÉINDEN" STR_TUESDAY: "DËNSCHDEN" STR_WEDNESDAY: "MËTTWOCH" STR_THURSDAY: "DONNESCHDEG" STR_FRIDAY: "FREIDEG" STR_SATURDAY: "SAMSDEN" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Net genuch {0} fir den {1} zu {2} opzefëllen" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Net genuch {0} fir {1} an {2} nei ze lueden" STR_ALIENS_DEFEATED: "Aliens vernicht" STR_BASE_IS_LOST: "Basis ass verluer" STR_BASE_IS_SAVED: "Basis gouf gerett" STR_ALIENS_KILLED: "ALIEN EMBRUED" STR_ALIEN_CORPSES_RECOVERED: "ALIEN KIERPER GEBUERGEN" STR_LIVE_ALIENS_RECOVERED: "LIEWEG ALIEN GEBUERGEN" STR_ALIEN_ARTIFACTS_RECOVERED: "ALIEN ARTEFAKTER GEBUERGEN" STR_CIVILIANS_KILLED_BY_ALIENS: "ZIVILISTEN VUN ALIEN GEKILLT" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ZIVILISTEN EMBRUED VUN X-COM LEIT" STR_CIVILIANS_SAVED: "ZIVILISTE GERETT" STR_XCOM_OPERATIVES_KILLED: "X-COM LEIT EMBRUED GINN" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM LEIT VERMËSST" STR_BASE_UNDER_ATTACK: "{0} gëtt ugegraff!" STR_BASE_DEFENSES_INITIATED: "BASISVERTEIDEGUNG AGELEED" STR_FIRING: "SCHÉISST" STR_HIT: "TREFFER!" STR_MISSED: "LAANSCHT!" STR_SELL_ITEMS_SACK_PERSONNEL: "Deeler verkafen/Personal entloossen" STR_VALUE_OF_SALES: "WÄERT VUN DEN VERKEEF>{ALT}{0}" STR_FUNDS: "GELDER> {ALT}{0}" STR_SELL_SACK: "Verkafen/Entloossen" STR_VALUE: "Wäert" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "BASISVERTEIDEGUNG" STR_BASE_UC_: "BASIS> {0}" STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIEN STARTEN{NEWLINE}INSELATTACK ZU" STR_ISLAND_TERROR: "ALIEN STARTEN INSELATTACK" STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ALIEN ATTACKÉIREN{NEWLINE}SCHËFFROUTE" STR_CARGO_SHIP_P1: "CARGOSCHËFF DEEL EENT" STR_CARGO_SHIP_P2: "CARGOSCHËFF DEEL ZWEE" STR_CRUISE_SHIP_P1: "CROISIERESSCHËFF DEEL EENT" STR_CRUISE_SHIP_P2: "CROISIERESSCHËFF DEEL ZWEE" STR_SHIP_RESCUE_MISSION: "SCHËFFSRETTUNGSMISSIOUN" STR_ALIEN_ACTIVITY_DETECTED: "ALIENAKTIVITÉIT ENTDECKT" STR_ALIEN_CONTACT_SITE_MISSION: "ALIENKONTAKTSITESMISSIOUN" STR_ARTIFACT_SITE_P1: "ALIENKONTAKTSITE DEEL EENT" STR_ARTIFACT_SITE_P2: "ALIENKONTAKTSITE DEEL ZWEE" STR_NO_FREE_ACCOMODATION: "KENG FRAI RAIM!{SMALLLINE}D'Zilbasis huet net genuch fräi Plaz an de Wunnräim." STR_NOT_ENOUGH_WORK_SPACE: "NET GENUCH ARBESCHTSRAIM VERFÜGBAR!{SMALLLINE}Bau en neien Atelier oder reduzéier d'Arbeschter vun aneren Projeten." STR_NOT_ENOUGH_MONEY: "NET GENUCH GELD!" STR_NOT_ENOUGH_STORE_SPACE: "NET GENUCH PLAZ AM STOCK!{SMALLLINE}Bau en neien Stock oder transferéier Wueren aus dem Stock op eng aner Basis." STR_NOT_ENOUGH_LIVING_SPACE: "NET GENUCH WUNNRAUM!{SMALLLINE}Bau nei Wunnquartéier oder transferéier Personal op eng aner Basis." STR_LAUNCH_INTERCEPTION: "OFFANGMANÖVER STARTEN" STR_CRAFT: "FLIGER" STR_STATUS: "STATUS" STR_BASE: "BASIS" STR_READY: "BEREED" STR_OUT: "DOBAUSSEN" STR_REPAIRS: "REPARATIOUN" STR_REFUELLING: "NOTANKEN" STR_REARMING: "BEWAFFNEN" STR_TARGET: "ZIL: {0}" STR_WAY_POINT: "WEEPUNKT" STR_YES: "JO" STR_NO: "NEE" STR_SELECT_DESTINATION: "ZIL WIELEN" STR_SELECT_SITE_FOR_NEW_BASE: "NEIE SITE FIR BASIS WIELEN" STR_RETURN_TO_BASE: "ZERÉCK OP D'BASIS" STR_SELECT_NEW_TARGET: "WIEL NEIT ZIL" STR_PATROL: "PATRULLÉIREN" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESCHIEDEGT - FLITT ZERÉCK OP D'BASIS" STR_LOW_FUEL_RETURNING_TO_BASE: "WÉINEG BENSIN - FLITT ZERÉCK OP D'BASIS" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSIOUN FÄERDEG - FLITT ZERÉCK OP D'BASIS" STR_PATROLLING: "PATRULLÉIERT" STR_RETURNING_TO_BASE: "FLITT ZERÉCK OP D'BASIS" STR_DESTINATION_UC_: "ZIL: {0}" STR_BASE_UC: "BASIS>{ALT}{0}" STR_SPEED_: "GESCHW.>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMAL GESCHW.>{ALT}{0}{ALT}" STR_FUEL: "BENSIN>{ALT}{0}" STR_WEAPON_ONE: "WAFF-1>{ALT}{0}" STR_NONE_UC: "OUNI" STR_ROUNDS_: "RONNEN>{ALT}{0}" STR_WEAPON_TWO: "WAFF-2>{ALT}{0}" STR_BASE_: "Basis>{0}" STR_NAME_UC: "NUMM" STR_AMMO_: "MUNITIOUN>{ALT}{0}" STR_CREW: "CREW" STR_EQUIPMENT_UC: "EQUIPEMENT" STR_ARMOR: "RÜSTUNG" STR_MAX: "MAX>{ALT}{0}" STR_COLONEL: "Kommandant" STR_COMMANDER: "Kapitän" STR_SELECT_SQUAD_FOR_CRAFT: "Wiel d'Ekipp fir {0}" STR_SORT_BY: "SORTÉIREN NO..." STR_ORIGINAL_ORDER: "UFANKSUEDER" STR_MISSIONS2: "MISSIOUNEN" STR_KILLS2: "EMBRUED" STR_WOUND_RECOVERY2: "WONNENHEELUNG" STR_SPACE_AVAILABLE: "PLAZ VERFÜGBAR>{ALT}{0}" STR_SPACE_USED: "GEBRAUCHTE PLAZ>{ALT}{0}" STR_SPACE_USED_UC: "GEBRAUCHTE PLAZ" STR_RANK: "RANG" STR_WOUNDED: "VERLETZT" STR_EQUIPMENT_FOR_CRAFT: "Equipement fir {0}" STR_DEFENSE_VALUE: "Verteidegungswert" STR_HIT_RATIO: "Trefferquote" STR_BEGIN_MISSION: "Missioun starten?" STR_SELECT_ARMAMENT: "Rüstung wielen" STR_AMMUNITION_AVAILABLE: "MUNITIOUN VERFÜGBAR" STR_ARMAMENT: "BEWAFFNUNG" STR_NOT_AVAILABLE: "-" STR_TYPE: "TYP" STR_SELECT_ARMOR: "Rüstung auswielen" STR_NORTH: "NORDEN" STR_NORTH_EAST: "NORDOSTEN" STR_EAST: "OSTEN" STR_SOUTH_EAST: "SÜD OST" STR_SOUTH: "SÜD" STR_SOUTH_WEST: "SÜDWEST" STR_WEST: "WEST" STR_NORTH_WEST: "NORDWEST" STR_SELECT_ACTION: "AKTIOUN WIELEN" STR_CONTINUE_INTERCEPTION_PURSUIT: "OFFÄNKMANÖVER WIEDERMAN" STR_PURSUE_WITHOUT_INTERCEPTION: "VERFOLGEN OUNI UGRËFF" STR_VERY_LARGE: "GANZ GROUSS" STR_LARGE: "GROUSS" STR_MEDIUM_UC: "METTEL" STR_SMALL: "KLENG" STR_VERY_SMALL: "GANZ KLENG" STR_DETECTED: "Entdeckt" STR_SIZE_UC: "GREISST" STR_HEADING: "RICHTUNG" STR_SPEED: "GESCHWINDEGKEET" STR_TRACKING_LOST: "ZIL VERLUER" STR_REDIRECT_CRAFT: "FLIGER EMLEEDEN" STR_CRASH_SITE_: "CRASH-PLAZ-{0}" STR_WAY_POINT_: "WEEPUNKT-{0}" STR_TERROR_SITE: "TERRORSITE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}huet{NEWLINE}{1}erreecht" STR_NOW_PATROLLING: "Patroulléiert" STR_ALIEN_ORIGINS: "Alien Originen" STR_UFOPAEDIA: "UFOpedia" STR_SELECT_ITEM: "DEEL WIELEN" STR_ACCELERATION: "BESCHLEUNIG.>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BENSINSTANK>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WAFFEBEHÄLTER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SCHUEDENSKAPAZITEIT>{ALT}{0}{ALT}" STR_CARGO_SPACE: "CARGORAUM>{ALT}{0}{ALT}" STR_DAMAGE: "Schued" STR_RANGE: "Reechwäit" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Genauegkeet" STR_RE_LOAD_TIME: "Nei-lued-Zäit" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANZERBRIECHEND" STR_DAMAGE_HIGH_EXPLOSIVE: "HÉIGEXPLOSIV" STR_DAMAGE_MELEE: "NOKAMPF" STR_DAMAGE_ACID: "SAIER" STR_DAMAGE_SMOKE: "DAMP" STR_SHOT_TYPE: "TYP" STR_ACCURACY_UC: "GENAUEGKEET" STR_TIME_UNIT_COST: "ZE KÄSCHTEN" STR_DAMAGE_UC: "SCHUED" STR_AMMO: "MUNITIOUN" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Schnell" STR_SHOT_TYPE_AIMED: "Gezilt" STR_CONSTRUCTION_TIME: "Konstruktiounsdauer" STR_CONSTRUCTION_COST: "Konstruktiounskäschten" STR_MAINTENANCE_COST: "Ënnerhalungskäschten" STR_LOW: "Niddreg" STR_MEDIUM: "Mëttel" STR_HIGH: "Héig" STR_WEAPON: "Waff" STR_AMMUNITION: "Munitioun" STR_EQUIPMENT: "Equipement" STR_ALIEN_CORPSE: "Alien Kierper" STR_PERSONAL_ARMOR: "PERSOUNENPANZER" STR_RAW_MATERIALS: "Réimaterial" STR_ALIEN: "Alien" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Kommandant" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_MEDIC: "Dokter" STR_LIVE_SOLDIER: "Zaldot" STR_LIVE_TERRORIST: "Terrorist" STR_EXAMINATION_ROOM: "Analyseraum" STR_NEW_FIGHTER_TRANSPORTER: "Neien Fighter-Transporter" STR_ARMOR_PIERCING: "PANZERBRIECHEND" STR_SCIENTIST: "Wëssenschaftler" STR_NORTH_ATLANTIC: "Nord Atlantik" STR_SOUTH_ATLANTIC: "Süd Atlantik" STR_INDIAN_OCEAN: "Indeschen Ozean" STR_ARCTIC: "Arktis" STR_NORTH_AMERICA: "Nordamerika" STR_MAXIMUM_SPEED: "Maximal Geschwindegkeet" STR_DAMAGE_CAPACITY: "Schuedenskapazitéit" STR_WEAPON_POWER: "Waffestäerkt" STR_WEAPON_RANGE: "Waffereechwäit" STR_LABORATORY: "Labo" STR_WORKSHOP: "ATELIER" STR_GENERAL_STORES: "Haptlager" STR_ALIEN_CONTAINMENT: "Alien-Klimazell" STR_USA: "USA" STR_CIVILIAN: "Zivilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mär" STR_APR: "Abr" STR_MAY: "Mee" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "International Relatiounen" STR_COUNTRY: "Land" STR_FUNDING: "Finanzéirung" STR_CHANGE: "Wiesselen" STR_WEAPON_SYSTEMS: "WAFFENSYSTEMER" STR_DAMAGE_UC_: "SCHUED>{ALT}{0}" STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "D'Standardausféierung vun der Granat huet e präzisen an sophistiquéierten Timer fir eng genau Kontroll." STR_BATTLESHIP: "Kampfschëff" MAP_XBASES: "X-Com Basis" STR_RATING: "RATING> {0}" STR_RATING_TERRIBLE: "TERRIBEL!" STR_RATING_POOR: "SCHWAACH!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GUTT!" STR_RATING_EXCELLENT: "EXZELLENT!" STR_SCORE: "SCORE" STR_MONTH: "Mount> {ALT}{0} {1}" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} sinn deels zefridde mat denger Aarbecht a bereet méi Gelder ze finanzéieren." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} an {1}" STR_KNOTS: "{0} Kniet" STR_MONTHLY_RATING: "Rating vum Mount> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Finanziell Ännerung> {ALT}{0}" STR_RACE: "RASS" STR_MISSION: "MISSIOUN" STR_ZONE: "ZON" STR_ALLOCATE_RESEARCH: "Forschung ufänken" STR_ALLOCATE_MANUFACTURE: "Produktioun zoudeelen" STR_NEW_YORK: "New York" STR_VANCOUVER: "Vancouver" STR_WELLINGTON: "Wellington" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapor" STR_BANGKOK: "Bangkok" STR_BOMBAY: "Bombay" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_LONDON: "London" STR_IN_TRAINING: "Am{NEWLINE}Training?" STR_TARGETTED_BY: "AM ZIL VUN:" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "huet kaum nach Bensin,{NEWLINE}flitt zeréck op d'Basis" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIOUNEN> {ALT}{0}" STR_KILLS: "KILLS> {ALT}{0}" STR_WOUND_RECOVERY: "WONNENHEELUNG> {ALT}{0}" STR_TIME_UNITS: "ZÄITEENHEETEN" STR_STAMINA: "AUSDAUER" STR_HEALTH: "LIEWEN" STR_BRAVERY: "MUDD" STR_REACTIONS: "REAKTIOUNEN" STR_FIRING_ACCURACY: "SCHOSSGENAUEGKEET" STR_THROWING_ACCURACY: "WORFGENAUEGKEET" STR_STRENGTH: "STÄERKT" STR_NEW_RANK: "NEIEN RANG" STR_PROMOTIONS: "Promotiounen" STR_ALIEN_INFILTRATION: "Alien Infiltratioun" STR_DISMANTLE: "Demontéiren" STR_TRANSFER_ITEMS_TO: "Géigestänn op {0} transferéiren" STR_AMOUNT_AT_DESTINATION: "UNZUEL OP DER{NEWLINE}DESTINATIOUN" STR_ITEMS_ARRIVING: "Deeler kommen un" STR_DESTINATION_UC: "ZIL" STR_MEDI_KIT: "1t-Hëllef-Kit" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Net genuch Equipement fir d'Ekipp voll ze equipéiren" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Du muss en{NEWLINE}{0}{NEWLINE} erforschen befier en {NEWLINE}{1}{NEWLINE}erforscht ka ginn" STR_STANDOFF: "PATTSITUATIOUN" STR_CAUTIOUS_ATTACK: "VIRSIICHTEG ATTACK" STR_STANDARD_ATTACK: "STANDARDATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIV ATTACK" STR_DISENGAGING: "ZERÉCKZÉIEN" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Nëmmen a Pattsituatioun minimiséieren" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Schwierëgkeetsgrad" STR_INTERCEPT: "OFFENKEN" STR_BASES: "BASEN" STR_GRAPHS: "GRAFIKEN" STR_OPTIONS_UC: "OPTIOUNEN" STR_FUNDING_UC: "FINANZÉIRUNG" STR_5_SECONDS: "5 Sek" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Stonn" STR_1_DAY: "1 Dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performance Tabell" STR_ENTER_NAME: "Numm aginn" STR_PERFORMANCE_RATING: "Performance Rating" STR_VICTORY_DATE: "Triumphdatum" STR_MONTHLY_COSTS: "Käschte pro Mount" STR_SALARIES: "Paien" STR_BASE_MAINTENANCE: "Basisennerhalt" STR_COST_PER_UNIT: "Käschten pro Eenheet" STR_QUANTITY: "Unzuel" STR_TOTAL: "Total" STR_FRONT_ARMOR: "Broschtpanzer" STR_LEFT_ARMOR: "Panzerung lénks" STR_RIGHT_ARMOR: "Panzerung riets" STR_REAR_ARMOR: "Réckerüstung" STR_UNDER_ARMOR: "Enner Rüstung" STR_UNIT: "EENHEET> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "PANZERUNG> {0}" STR_FRONT_ARMOR_UC: "Viischt Panzerung" STR_LEFT_ARMOR_UC: "LÉNKS RÜSTUNG" STR_RIGHT_ARMOR_UC: "PANZERUNG RIETS" STR_REAR_ARMOR_UC: "RÉCKERÜSTUNG" STR_SKILLS: "FÄHEGKEETEN> {0}" STR_LEVEL: "LEVEL> {0}" STR_HEAD: "KAPP" STR_TORSO: "TORSO" STR_RIGHT_ARM: "RIETSEN ARM" STR_LEFT_ARM: "LÉNKEN ARM" STR_RIGHT_LEG: "RIETST BEEN" STR_LEFT_LEG: "LENKST BEEN" STR_PAIN_KILLER: "MËTTEL GÉINT PÉNG" STR_STIMULANT: "STIMULANT" STR_HEAL: "HEELUNG" STR_TIME_UNITS_SHORT: "ZE>{ALT}{0}" STR_WEIGHT: "Gewiicht>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_AMMO_ROUNDS_LEFT: "MUNITIOUN:{NEWLINE}KUGELEN{NEWLINE}IWWREG={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Péng>{ALT}{0}{ALT}{NEWLINE}Opputsch>{ALT}{1}{ALT}{NEWLINE}Heelen>{ALT}{2}" STR_THROW: "Werfen" STR_AUTO_SHOT: "Autoschoss" STR_SNAP_SHOT: "Schnellschoss" STR_AIMED_SHOT: "Gezilte Schoss" STR_STUN: "Betäuben" STR_PRIME_GRENADE: "Granat scharf man" STR_USE_MEDI_KIT: "1t-Hëllef benotzen" STR_ACCURACY_SHORT: "Gen>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Net genuch Zäit-Eenheeten!" STR_NOT_ENOUGH_ENERGY: "Net genuch Energie!" STR_NO_ROUNDS_LEFT: "Keng Kugelen iwwreg!" STR_NO_AMMUNITION_LOADED: "Keng Munitioun gelueden!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Falsch Munitioun fir des Waff!" STR_WEAPON_IS_ALREADY_LOADED: "Waff ass schons gelueden!" STR_NO_LINE_OF_FIRE: "Keng Schosslinn!" STR_GRENADE_IS_ACTIVATED: "Granat ass aktivéiert!" STR_GRENADE_IS_DEACTIVATED: "Granat deaktivéiert!" STR_THERE_IS_NO_ONE_THERE: "Do ass keen!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Kann d'Alien Artefakt net benotzen bis et erforscht gouf!" STR_OUT_OF_RANGE: "Ausser Reechwäit!" STR_UNABLE_TO_THROW_HERE: "Kann net dohin werfen!" STR_SET_TIMER: "Timer setzen" STR_HIDDEN_MOVEMENT: "VERSTOPPTE BEWEGUNG" STR_TURN: "TUER> {0}" STR_SIDE: "SÄIT> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Tast drécken fir weider ze maachen" STR_MORALE_ATTACK_SUCCESSFUL: "Moralesch Attack gelongen!" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}leeft Amok" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}leeft Amok" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}panikéiert" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}panikéiert" STR_XCOM: "X-Com" STR_ALIENS: "Alien" STR_RIGHT_HAND: "RIETS HAND" STR_LEFT_HAND: "LENKS HAND" STR_RIGHT_SHOULDER: "RIETS SCHELLER" STR_LEFT_SHOULDER: "LÉNKS SCHËLLER" STR_BACK_PACK: "RUCKSAK" STR_BELT: "RIMM" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}ass bewosstlos ginn" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}ass bewosstlos ginn" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}as un enger fataler Wonn gestuerwen" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}as un enger fataler Wonn gestuerwen" STR_FATAL_WOUNDS: "FATAL WONN" STR_UNDER_ARMOR_UC: "PANZERUNG ËNNEN" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Zäiteenheeten fir Schnellschoss reservéiert" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Zäiteenheeten fir en Autoschoss reservéiert" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Zäiteenheete reservéiert fir gezilte Schoss" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Zäiteenheten fir ze knéien reservéiert" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ZE reservéiert fir ze knéien a schéissen" STR_ABORT_MISSION_QUESTION: "Missioun ofbriechen?" STR_CORPSE: "Kierper" STR_UNLOAD_CRAFT: "Entlueden" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ass embrued ginn" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ass embrued ginn" STR_HIT_MELEE: "Treffer" STR_GROUND: "BUEDEM" STR_LIVING_QUARTERS_PLURAL: "Wunnräim" STR_LIST_ITEM: "DEEL" STR_RESET: "Reset" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATUM" STR_REMOVE_SELECTED: "Ugewielten wechhuelen" STR_LIVE_ALIENS: "Liëwegt{NEWLINE}Exemplar" STR_DEAD_ALIENS: "Ofgeleent{NEWLINE}Exemplar" STR_UNDER_INTERROGATION: "Gëtt{NEWLINE}studéiert" STR_CONTAINMENT_EXCEEDED: "Alien-Klimazell Kapazitéit errecht.{SMALLLINE}Keng Plaz an der Alien-Klimazell zu {0}. Du muss e puer Alien aus der Klimazell eraushuelen (déi dann stierwen wäerten)." STR_MANAGE_CONTAINMENT: "Alien-Klimazell verwalten" STR_STORAGE_EXCEEDED: "LAGER IWWERFËLLT!{SMALLLINE}Net genuch Lagerplaz an der Basis {0}. Exzessiv Deeler musse verkaf ginn." STR_GO_TO_BASE: "Zur Basis goen" STR_MELEE_ACCURACY: "NOKAMPFGENAUEGKEET" STR_SELL_PRODUCTION: "VERKAFEN" STR_BOTH_HANDS_MUST_BE_EMPTY: "Béid Hänn mussen eidel sinn!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Net genuch Deeler fir den Template ze kopéieren" STR_UNLOAD_WEAPON: "Waff entlueden" STR_ALL_ITEMS: "All Deeler" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLLZENTER ZERSTÉIERT{NEWLINE}Maach dech zeréck bei den Agang a briech of." STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Fliger & Bewaffnung" STR_COMPONENTS: "Komponenten" FEMALE_CIVILIAN: "Zivilist, weiblech" MALE_CIVILIAN: "Zivilist, männlech" ZOMBIE_WEAPON: "Zombiewaff" ================================================ FILE: bin/standard/xcom2/Language/lv.yml ================================================ lv: STR_CENTER_ON_SITE_TIME_5_SECONDS: "Centrēt uz atrašanās vietu, laiks = 5 Sekundes" STR_CANCEL_UC: "ATCELT" STR_NONE: "Nekāds" STR_UNKNOWN: "Nezināms" STR_POOR: "Slikti" STR_AVERAGE: "Vidēji" STR_GOOD: "Labi" STR_EXCELLENT: "Lieliski" STR_BUILD_NEW_BASE_UC: "CELT JAUNU BĀZI" STR_BASE_INFORMATION: "BĀZES INFORMĀCIJA" STR_BUILD_FACILITIES: "CELT STRUKTŪRAS" STR_RESEARCH: "IZPĒTE" STR_MANUFACTURE: "RAŽOT" STR_TRANSFER_UC: "PĀRVEST" STR_PURCHASE_RECRUIT: "PIRKT/REKRUTĒT" STR_SACK: "ATLAIST" STR_SELL_SACK_UC: "PĀRDOT/ATLAIST" STR_GEOSCAPE_UC: "Zemes ainava" STR_NAME: "Vārds" STR_AREA: "Zona" STR_BUILD_NEW_BASE: "Uzcelt Jaunu Bāzi" STR_CANCEL: "Atcelt" STR_COST_UC: "CENA>" STR_CONSTRUCTION_TIME_UC: "BŪVNIECĪBAS LAIKS>" STR_MAINTENANCE_UC: "UZTURĒŠANA>" STR_OK: "OK" STR_INSTALLATION: "Instalācija" STR_CURRENT_RESEARCH: "PAŠREIZĒJĀ IZPĒTE" STR_SCIENTISTS_AVAILABLE: "Zinātnieki Pieejami>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Piešķirtie Zinātnieki>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Pieejamā Vieta Labaratorijā>{ALT}{0}" STR_RESEARCH_PROJECT: "IZPĒTES PROJEKTS" STR_SCIENTISTS_ALLOCATED_UC: "ZINĀTNIEKI PĒTNIECĪBĀ" STR_PROGRESS: "PROGRESS" STR_NEW_PROJECT: "Jauns projekts" STR_CANCEL_PROJECT: "ATCELT PROJEKTU" STR_NEW_RESEARCH_PROJECTS: "JAUNI IZPĒTES PROJEKTI" STR_SCIENTISTS_AVAILABLE_UC: "ZINĀTNIEKI PIEEJAMI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "PIEEJAMĀ VIETA LABARATORIJĀ>{ALT}{0}" STR_INCREASE: "Palielināt" STR_DECREASE: "Samazināt" STR_START_PROJECT: "SĀKT PROJEKTU" STR_CURRENT_PRODUCTION: "PAŠREIZĒJĀ PRODUKCIJA" STR_WORKSHOP_SPACE_AVAILABLE: "Pieejamā Vieta Darbnīcā>{ALT}{0}" STR_CURRENT_FUNDS: "Pašreizējie Fondi>{ALT}{0}" STR_UNITS_PRODUCED: "Vienības Saražotas" STR_COST__PER__UNIT: "Izmaksas{NEWLINE}par{NEWLINE}Vienību" STR_DAYS_HOURS_LEFT: "Dienas/stundas palikušas" STR_NEW_PRODUCTION: "Jauna produkcija" STR_CATEGORY: "KATEGORIJA" STR_START_PRODUCTION: "SĀKT PRODUKCIJU" STR_COST_PER_UNIT_: "Vienas vienības izmaksas>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "NEPIECIEŠAMI SPECIALIZĒTI MATERIĀLI" STR_UNITS_REQUIRED: "VIENĪBAS VAJADZĪGAS" STR_UNITS_AVAILABLE: "VIENĪBAS PIEEJAMAS" STR_STOP_PRODUCTION: "PĀRTRAUKT IZGATAVOŠANU" STR_INCREASE_UC: "Palielināt" STR_DECREASE_UC: "SAMAZINĀT" STR_PURCHASE_HIRE_PERSONNEL: "Pirkt/Algot Personālu" STR_COST_PER_UNIT_UC: "IZMAKSA PAR VIENU VIENĪBU" STR_QUANTITY_UC: "SKAITS" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PIEEJAMAIS PERSONĀLS:PERSONĀLS KOPĀ>" STR_SCIENTISTS: "Zinātnieki" STR_LIVING_QUARTERS: "Dzīvojamās Telpas" STR_STORES: "Noliktavas" STR_LABORATORIES: "Laboratorijas" STR_WORK_SHOPS: "Darbnīcas" STR_DEFENSE_STRENGTH: "Aizsardzības spēks" STR_TRANSFERS_UC: "PĀRSKAITĪJUMI" STR_ARRIVAL_TIME_HOURS: "Ierašanās laiks (stundās)" STR_COST_: "Izmaksa>{ALT}{0}" STR_AREA_: "Zona>{ALT}{0}" STR_BASE_NAME: "Bāzes Nosaukums?" STR_TRANSFER: "Pārvest" STR_SELECT_DESTINATION_BASE: "Norādiet bāzi galamērķim" STR_COST: "Izmaksa" STR_TOTAL_UC: "KOPSUMMA" STR_INCOME: "Ienākums" STR_EXPENDITURE: "Izdevumi" STR_MAINTENANCE: "Uzturēšana" STR_BALANCE: "Balanss" STR_FINANCE: "Finanses" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nepietiekami speciālo materiālu lai producētu{NEWLINE}{0}{NEWLINE}uz{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nepietiekami naudas līdzekļu lai producētu{NEWLINE}{0}{NEWLINE}uz{NEWLINE}{1}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Būvniecība{NEWLINE}{0}{NEWLINE}uz{NEWLINE}{1}{NEWLINE}ir pabeigta" STR_OK_5_SECONDS: "OK - 5 sekundes" STR_RESEARCH_COMPLETED: "Pētījums pabeigts" STR_VIEW_REPORTS: "APSKATĪT ZIŅOJUMUS" STR_WE_CAN_NOW_RESEARCH: "Mēs tagad varam izpētīt" STR_WE_CAN_NOW_PRODUCE: "Mēs tagad varam producēt" STR_SUNDAY: "SVĒTDIENA" STR_MONDAY: "PIRMDIENA" STR_TUESDAY: "OTRDIENA" STR_WEDNESDAY: "TREŠDIENA" STR_THURSDAY: "CETURTDIENA" STR_FRIDAY: "PIEKTDIENA" STR_SATURDAY: "SESTDIENA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Nepietiek {0}, lai uzpildītu degvielu {1} pie {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nav pietiekami{0} lai apbruņot {1} uz {2}" STR_ALIENS_DEFEATED: "Citplanētieši tika pieveikti" STR_BASE_IS_LOST: "Bāze tika zaudēta" STR_BASE_IS_SAVED: "Bāze ir pasargāta" STR_ALIENS_KILLED: "CITPLANĒTIEŠI NOGALINĀTI" STR_ALIEN_CORPSES_RECOVERED: "ATGŪTIE CITPLANĒTIEŠU LĪĶI" STR_LIVE_ALIENS_RECOVERED: "DZĪVI CITPLANĒTIEŠI ATGŪTI" STR_ALIEN_ARTIFACTS_RECOVERED: "CITPLANĒTIEŠU ARTIFAKTI ATGŪTI" STR_CIVILIANS_KILLED_BY_ALIENS: "CITPLANĒTIEŠIEM NOGALINĀTIE CIVILIEDZĪVOTĀJI" STR_CIVILIANS_SAVED: "CIVILIEDZĪVOTĀJI IZGLĀBTI " STR_BASE_UNDER_ATTACK: "{0} under attack!" STR_FIRING: "ŠAUJ" STR_HIT: "TRĀPĪJUMS!" STR_FUNDS: "NAUDAS LĪDZEKĻĪ> {ALT}{0}" STR_SELL_SACK: "Pārdot/Atlaist" STR_NOT_ENOUGH_WORK_SPACE: "NEPIETIEKAMI DARBA VIETAS PIEEJAMS! {SMALLLINE} Uzbūvējiet jaunu darbnīcu vai samazināt darbu pie citiem projektiem." STR_NOT_ENOUGH_MONEY: "NEPIETIEKAMI NAUDAS!" STR_LAUNCH_INTERCEPTION: "UZSĀKT IZSEKOŠANU" STR_BASE: "BĀZE" STR_READY: "GATAVS" STR_TARGET: "MĒRĶIS: {0}" STR_YES: "JĀ" STR_NO: "NĒ" STR_SELECT_DESTINATION: "IZVĒLATIES GALAPUNKTU" STR_SELECT_SITE_FOR_NEW_BASE: "Izvēlēties vietu priekš jaunas bāzes" STR_RETURN_TO_BASE: "ATGRIEZTIES UZ BĀZI" STR_SELECT_NEW_TARGET: "IZVĒLIES JAUNU MĒRĶI" STR_MAXIMUM_SPEED_UC: "MAKSIMĀLAIS ĀTRUMS>{ALT}{0}{ALT}" STR_WEAPON_ONE: "IEROCIS-1>{ALT}{0}" STR_NONE_UC: "NAV" STR_BASE_: "Bāze>{0}" STR_NAME_UC: "VĀRDS" STR_AMMO_: "MUNĪCIJA>{ALT}{0}" STR_ARMOR: "BRUŅAS" STR_SPACE_AVAILABLE: "VIETA PIEEJAMA>{ALT}{0}" STR_WOUNDED: "Ievainots" STR_EQUIPMENT_FOR_CRAFT: "Aprīkojums priekš {0}" STR_DEFENSE_VALUE: "Aizsardzība" STR_SELECT_ARMAMENT: "Izvēlaties Ekipējumu" STR_AMMUNITION_AVAILABLE: "MUNĪCIJA PIEEJAMA" STR_ARMAMENT: "BRUŅOJUMS" STR_SELECT_ARMOR: "Izvēlaties Bruņas" STR_NORTH_EAST: "ZIEMEĻAUSTRUMI" STR_EAST: "AUSTRUMI" STR_SOUTH_EAST: "DIENVIDAUSTRUMI" STR_SOUTH_WEST: "Dienvidrietumi" STR_NORTH_WEST: "ZIEMEĻRIETUMI" STR_CONTINUE_INTERCEPTION_PURSUIT: "TURPINĀT TVARSTĪŠANU" STR_VERY_LARGE: "ĻOTI LIELS" STR_MEDIUM_UC: "VIDĒJI" STR_SMALL: "MAZS" STR_DETECTED: "Atklāts" STR_SIZE_UC: "LIELUMS" STR_CRASH_SITE_: "AVĀRIJAS NOTIKUMA VIETA-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}ir sasniedzis{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrulē" STR_ALIEN_ORIGINS: "Citplanētiešu izcelšanās" STR_SELECT_ITEM: "IZVĒLĒTIES IERĪCI" STR_FUEL_CAPACITY: "Degvielas tvertne>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "BOJĀJUMU JAUDA>{ALT}{0}{ALT}" STR_DAMAGE: "Bojājumi" STR_RANGE: "Attālums" STR_KILOMETERS: "{0} kilometri" STR_DAMAGE_SMOKE: "DŪMI" STR_ACCURACY_UC: "PRECIZITĀTE" STR_DAMAGE_UC: "BOJĀJUMI" STR_AMMO: "MUNĪCIJA" STR_CONSTRUCTION_COST: "Celtniecības Izmaksas" STR_MAINTENANCE_COST: "Uzturēšanas izmaksas" STR_LOW: "Zema" STR_MEDIUM: "Vidējs" STR_WEAPON: "Ierocis" STR_AMMUNITION: "Munīcija" STR_PERSONAL_ARMOR: "Personālās Bruņas" STR_ALIEN: "Svešzemis" STR_ZOMBIE: "Zombijs" STR_LIVE_MEDIC: "Ārsts" STR_LIVE_TERRORIST: "Terorists" STR_NEW_FIGHTER_TRANSPORTER: "Jauns Cīnītājs-Transportieris" STR_NORTH_ATLANTIC: "Ziemeļatlantija" STR_SOUTH_ATLANTIC: "Dienvidatlantija" STR_ARCTIC: "Arktika" STR_NORTH_AMERICA: "Ziemeļamerika" STR_DAMAGE_CAPACITY: "Bojājumu kapacitāte" STR_WEAPON_POWER: "Ieroča spēks" STR_LABORATORY: "Labaratorija" STR_FEB: "Feb." STR_MAR: "Mar." STR_APR: "Aprīlis" STR_MAY: "Mai." STR_JUN: "Jūnijs" STR_JUL: "Jūlijs" STR_OCT: "Okt." STR_COUNTRY: "Valsts" STR_FUNDING: "Finansējums" STR_CHANGE: "Mainīt" STR_WEAPON_SYSTEMS: "IEROČU SISTĒMAS" STR_DAMAGE_UC_: "BOJĀJUMS>{ALT}{0}" STR_RATING: "REITINGS> {0}" STR_RATING_POOR: "SLIKTI!" STR_RATING_OK: "OK" STR_COUNTRIES_AND: "{0} un {1}" STR_KNOTS: "{0} mezgli" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Pētniecība" STR_NEW_YORK: "Ņujorka" STR_VANCOUVER: "Vankūvera" STR_WELLINGTON: "Velingtona" STR_HONG_KONG: "Honkonga" STR_SINGAPORE: "Singapūra" STR_BANGKOK: "Bangkoka" STR_TOKYO: "Tokija" STR_SHANGHAI: "Šanhaja" STR_LONDON: "Londona" STR_RANK_: "RANGS> {ALT}{0}" STR_WOUND_RECOVERY: "ATVESEĻOŠANĀS> {ALT}{0}" STR_STAMINA: "IZTURĪBA" STR_REACTIONS: "REAKCIJA" STR_FIRING_ACCURACY: "ŠAUŠANAS PRECIZITĀTE" STR_THROWING_ACCURACY: "MEŠANAS PRECIZITĀTE" STR_STRENGTH: "SPĒKS" STR_NEW_RANK: "JAUNS RANGS" STR_PROMOTIONS: "Paaugstinājumi" STR_ALIEN_INFILTRATION: "Citplanētiešu infiltrācija" STR_DISMANTLE: "Demontēt" STR_TRANSFER_ITEMS_TO: "Pārvest ekipējumu uz {0}" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nepietiek ekipējuma, lai atkārtoti pilnībā aprīkotu komandu" STR_CAUTIOUS_ATTACK: "PIESARDZĪGS UZBRUKUMS" STR_STANDARD_ATTACK: "STANDARTA UZBRUKUMS" STR_AGGRESSIVE_ATTACK: "AGRESĪVS UZBRUKUMS" STR_INTERCEPT: "PĀRTVERT" STR_BASES: "BĀZES" STR_OPTIONS_UC: "IZVĒLES" STR_FUNDING_UC: "FINANSĒJUMS" STR_1_MINUTE: "1 min." STR_30_MINUTES: "30 min." STR_1_HOUR: "1 Stunda" STR_1_DAY: "1 Diena" STR_ENTER_NAME: "Ievadiet vārdu" STR_PERFORMANCE_RATING: "Snieguma Reitings" STR_VICTORY_DATE: "Uzvaras Datums" STR_SALARIES: "Algas" STR_COST_PER_UNIT: "Vienas vienības izmaksa" STR_QUANTITY: "Skaits" STR_REAR_ARMOR: "Aizmugures bruņas" STR_UNDER_ARMOR: "Apakš Bruņas" STR_UNIT: "VIENĪBA> {0}" STR_ENERGY: "ENERGIJA" STR_MORALE: "MORĀLE" STR_FRONT_ARMOR_UC: "PRIEKŠAS BRUŅAS" STR_REAR_ARMOR_UC: "MUGURAS BRUŅAS" STR_SKILLS: "IEMAŅAS> {0}" STR_HEAD: "GALVA" STR_TORSO: "TORSS" STR_LEFT_ARM: "KREISĀ ROKA" STR_LEFT_LEG: "KREISĀ KĀJA" STR_PAIN_KILLER: "PRETSĀPJU LĪDZEKLIS" STR_HEAL: "VESEĻOT" STR_THROW: "Mest" STR_AUTO_SHOT: "Auto-šaušana" STR_STUN: "Apdullināt" STR_USE_MEDI_KIT: "Izmantot aptieciņu" STR_NOT_ENOUGH_TIME_UNITS: "Nepietiek laika vienības!" STR_NO_AMMUNITION_LOADED: "Munīcija nav ielādēta!" STR_WEAPON_IS_ALREADY_LOADED: "Ierocis jau ir uzlādēts!" STR_GRENADE_IS_ACTIVATED: "Granāta aktivizēta!" STR_THERE_IS_NO_ONE_THERE: "Tur nav neviens!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Nevar izmantot citplanētiešu artefaktu kamēr tas nav izpētīts!" STR_OUT_OF_RANGE: "Ārpus diapazonas!" STR_UNABLE_TO_THROW_HERE: "Tur nevar mest!" STR_SET_TIMER: "Uzlikt Taimeri" STR_HIDDEN_MOVEMENT: "PASLĒPTĀ KUSTĪBA" STR_TURN: "KĀRTA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Nospiediet pogu lai turpinātu" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}kļuvis ļoti dusmīgs" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}kļuvis ļoti dusmīgs" STR_HAS_PANICKED_MALE: "{0} {NEWLINE} ir panikā" STR_HAS_PANICKED_FEMALE: "{0} {NEWLINE} ir panikā" STR_ALIENS: "Citplanētieši" STR_RIGHT_HAND: "LABĀ ROKA" STR_LEFT_HAND: "KREISĀ ROKA" STR_RIGHT_SHOULDER: "LABAIS PLECS" STR_BACK_PACK: "MUGURSOMA" STR_BELT: "JOSTA" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0} {NEWLINE} nomira no letālajām brūcēm" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0} {NEWLINE} nomira no letālajām brūcēm" STR_FATAL_WOUNDS: "LETĀLIE IEVAINOJUMI" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Laika Vienības rezervētas priekš (snap shot)" STR_UNLOAD_CRAFT: "Izkraut" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}tika nogalināts(a)" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}tika nogalināts(a)" STR_LIVING_QUARTERS_PLURAL: "Dzīvojamās Telpas" STR_BOTH_HANDS_MUST_BE_EMPTY: "Abām rokām jābūt tukšām!" ================================================ FILE: bin/standard/xcom2/Language/nl.yml ================================================ nl: STR_AQUATOID_AUTOPSY: "Aquatoid autopsie" STR_GILLMAN_AUTOPSY: "Gillman autopsie" STR_LOBSTERMAN_AUTOPSY: "Lobsterman autopsie" STR_TASOTH_AUTOPSY: "Tasoth autopsie" STR_DEEP_ONE_AUTOPSY: "Deep One autopsie" STR_BIODRONE_AUTOPSY: "Bio-Drone autopsie" STR_TENTACULAT_AUTOPSY: "Tentaculat autopsie" STR_CALCINITE_AUTOPSY: "Calcinite autopsie" STR_TRISCENE_AUTOPSY: "Triscene autopsie" STR_HALLUCINOID_AUTOPSY: "Hallucinoid autopsie" STR_XARQUID_AUTOPSY: "Xarquid autopsie" STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTREREN OP LOCATIE-TIJD=5 Sec" STR_CANCEL_UC: "ANNULEREN" STR_NONE: "Geen" STR_UNKNOWN: "Onbekend" STR_POOR: "Zwak" STR_AVERAGE: "Gemiddeld" STR_GOOD: "Goed" STR_EXCELLENT: "Uitstekend" STR_BUILD_NEW_BASE_UC: "NIEUWE BASIS BOUWEN" STR_BASE_INFORMATION: "BASIS-INFORMATIE" STR_BUILD_FACILITIES: "FACILITEITEN BOUWEN" STR_RESEARCH: "ONDERZOEK" STR_MANUFACTURE: "PRODUCTIE" STR_TRANSFER_UC: "OVERPLAATSINGEN" STR_PURCHASE_RECRUIT: "AANKOPEN/WERVEN" STR_SACK: "ONTSLAAN" STR_SELL_SACK_UC: "VERKOPEN/ONTSLAAN" STR_GEOSCAPE_UC: "GLOBE" STR_NAME: "Naam" STR_AREA: "Gebied" STR_BUILD_NEW_BASE: "Nieuwe Basis Bouwen" STR_CANCEL: "Annuleren" STR_COST_UC: "PRIJS>" STR_CONSTRUCTION_TIME_UC: "BOUWTIJD>" STR_MAINTENANCE_UC: "ONDERHOUD>" STR_OK: "OK" STR_INSTALLATION: "Installatie" STR_CURRENT_RESEARCH: "HUIDIG ONDERZOEK" STR_SCIENTISTS_AVAILABLE: "Onderzoekers Beschikbaar>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Onderzoekers Toegewezen>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratorium Ruimte Beschikbaar>{ALT}{0}" STR_RESEARCH_PROJECT: "ONDERZOEKSPROJECT" STR_SCIENTISTS_ALLOCATED_UC: "TOEGEWEZEN WETENSCHAPPERS" STR_PROGRESS: "VOORTGANG" STR_NEW_PROJECT: "Nieuw Project" STR_CANCEL_PROJECT: "PROJECT ANNULEREN" STR_NEW_RESEARCH_PROJECTS: "NIEUWE ONDERZOEKSPROJECTEN" STR_SCIENTISTS_AVAILABLE_UC: "ONDERZOEKERS BESCHIKBAAR>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIUMRUIMTE BESCHIKBAAR>{ALT}{0}" STR_INCREASE: "Verhogen" STR_DECREASE: "Verlagen" STR_START_PROJECT: "PROJECT STARTEN" STR_CURRENT_PRODUCTION: "HUIDIGE PRODUCTIE" STR_WORKSHOP_SPACE_AVAILABLE: "Werkplaats Ruimte Beschikbaar>{ALT}{0}" STR_CURRENT_FUNDS: "Beschikbare Middelen>{ALT}{0}" STR_ITEM: "ARTIKEL" STR_UNITS_PRODUCED: "Eenheden Geproduceerd" STR_TOTAL_TO_PRODUCE: "Totaal nog te produceren" STR_COST__PER__UNIT: "Prijs{NEWLINE}per{NEWLINE}Eenheid" STR_DAYS_HOURS_LEFT: "Resterende dagen/uren" STR_NEW_PRODUCTION: "Nieuwe Productie" STR_PRODUCTION_ITEMS: "Productie-artikelen" STR_CATEGORY: "CATEGORIE" STR_START_PRODUCTION: "START PRODUCTIE" STR_COST_PER_UNIT_: "Kosten per eenheid>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Werkplaats nodig>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIALE MATERIALEN VEREIST" STR_ITEM_REQUIRED: "ARTIKEL NODIG" STR_UNITS_REQUIRED: "EENHEDEN NODIG" STR_UNITS_AVAILABLE: "EENHEDEN BESCHIKBAAR" STR_STOP_PRODUCTION: "STOP PRODUCTIE" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WERKPLAATSRUIMTE BESCHIKBAAR>{ALT}{0}" STR_MONTHLY_PROFIT: "MAANDELIJKSE WINST>{ALT}{0}" STR_INCREASE_UC: "VERHOOG" STR_DECREASE_UC: "VERLAAG" STR_UNITS_TO_PRODUCE: "Eenheden nog te produceren" STR_PURCHASE_HIRE_PERSONNEL: "Aankoop/Werving van Personeel" STR_COST_OF_PURCHASES: "Kosten van aankopen>{ALT}{0}" STR_COST_PER_UNIT_UC: "PRIJS PER STUK" STR_QUANTITY_UC: "AANTAL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "BESCHIKBAAR PERSONEEL:TOTAAL PERSONEEL>" STR_SCIENTISTS: "Wetenschappers" STR_SPACE_USED_SPACE_AVAILABLE: "GEBRUIKTE RUIMTE:BESCHIKBARE RUIMTE>" STR_LIVING_QUARTERS: "Leefruimtes" STR_STORES: "Opslag" STR_LABORATORIES: "Laboratoria" STR_WORK_SHOPS: "Werkplaatsen" STR_DEFENSE_STRENGTH: "Sterkte Defensie" STR_TRANSFERS_UC: "OVERPLAATSINGEN" STR_TRANSFERS: "Overplaatsingen" STR_ARRIVAL_TIME_HOURS: "Aankomsttijd (uren)" STR_COST_: "Kosten>{ALT}{0}" STR_AREA_: "Gebied>{ALT}{0}" STR_BASE_NAME: "Basisnaam?" STR_TRANSFER: "Overplaatsen" STR_AMOUNT_TO_TRANSFER: "HOEVEELHEID OVER TE PLAATSEN" STR_SELECT_DESTINATION_BASE: "Selecteer Doelbasis" STR_COST: "Kostprijs" STR_TOTAL_UC: "TOTAAL" STR_INCOME: "Inkomsten" STR_EXPENDITURE: "Uitgaven" STR_MAINTENANCE: "Onderhoud" STR_BALANCE: "Balans" STR_FINANCE: "Financiën" STR_DATE_FIRST: "{0}ste" STR_DATE_SECOND: "{0}de" STR_DATE_THIRD: "{0}de" STR_DATE_FOURTH: "{0}de" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Niet genoeg speciale materialen om{NEWLINE}{0}{NEWLINE}bij{NEWLINE}{1}te produceren" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Niet genoeg geld om{NEWLINE}{0}{NEWLINE}bij{NEWLINE}{1}te produceren" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "De productie van{NEWLINE}{0}{NEWLINE}bij{NEWLINE}{1}{NEWLINE}is compleet" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "De bouw van{NEWLINE}{0}{NEWLINE}op{NEWLINE}{1}{NEWLINE}is compleet" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Onderzoek Voltooid" STR_VIEW_REPORTS: "RAPPORT INZIEN" STR_WE_CAN_NOW_RESEARCH: "Onderzoek mogelijk van" STR_WE_CAN_NOW_PRODUCE: "Productie mogelijk van" STR_SUNDAY: "ZONDAG" STR_MONDAY: "MAANDAG" STR_TUESDAY: "DINSDAG" STR_WEDNESDAY: "WOENSDAG" STR_THURSDAY: "DONDERDAG" STR_FRIDAY: "VRIJDAG" STR_SATURDAY: "ZATERDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Niet genoeg {0} om {1} bijtetanken bij {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Niet genoeg {0} om {1} te herladen in {2}" STR_ALIENS_DEFEATED: "Buitenaardsen verslagen" STR_BASE_IS_LOST: "Basis is verloren" STR_BASE_IS_SAVED: "Basis is gered" STR_ALIENS_KILLED: "BUITENAARDSEN GEDOOD" STR_ALIEN_CORPSES_RECOVERED: "TERRUGGEVONDEN BUITENAARDSE LICHAMEN" STR_LIVE_ALIENS_RECOVERED: "LEVENDE BUITENAARDSEN TERUGGEVONDEN" STR_ALIEN_ARTIFACTS_RECOVERED: "BUITENAARDSE VOORWERPEN GEVONDEN" STR_CIVILIANS_KILLED_BY_ALIENS: "BURGERS GEDOOD DOOR BUITENAARDSEN" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "BURGERS GEDOOD DOOR X-COM AGENTEN" STR_CIVILIANS_SAVED: "BURGERS GERED" STR_XCOM_OPERATIVES_KILLED: "X-COM AGENTEN GEDOOD" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM AGENTEN VERMIST IN ACTIE" STR_BASE_UNDER_ATTACK: "{0} wordt aangevallen!" STR_BASE_DEFENSES_INITIATED: "BASISDEFENSIE GEACTIVEERD" STR_FIRING: "VUURT" STR_HIT: "RAAK!" STR_MISSED: "MIS!" STR_SELL_ITEMS_SACK_PERSONNEL: "Verkoop/Ontslag van Personeel" STR_VALUE_OF_SALES: "WAARDE VAN VERKOOP> {ALT}{0}" STR_FUNDS: "GELDMIDDELEN> {ALT}{0}" STR_SELL_SACK: "Verkopen/Ontslaan" STR_VALUE: "Waarde" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "VERDEDIGING BASIS" STR_BASE_UC_: "BASIS> {0}" STR_ALIEN_ACTIVITY_DETECTED: "BUITENAARDSE ACTIVITEIT GEDETECTEERD" STR_NO_FREE_ACCOMODATION: "GEEN ACCOMODATIE BESCHIKBAAR!{SMALLLINE}De doelbasis heeft niet genoeg leefruimte." STR_NOT_ENOUGH_WORK_SPACE: "ONVOLDOENDE WERKPLAATS BESCHIKBAAR!{SMALLLINE}Bouw meer werkplaatsen of verminder werk op andere projecten." STR_NOT_ENOUGH_MONEY: "TE WEINIG GELD!" STR_NOT_ENOUGH_STORE_SPACE: "NIET GENOEG OPSLAGRUIMTE!{SMALLLINE}Bouw nieuwe opslagruimte of maak ruimte vrij." STR_NOT_ENOUGH_LIVING_SPACE: "NIET GENOEG LEEFRUIMTE!{SMALLLINE}Bouw nieuwe leefruimte of verplaats personeel naar andere basissen." STR_LAUNCH_INTERCEPTION: "ONDERSCHEPPING LANCEREN" STR_CRAFT: "VAARTUIG" STR_STATUS: "STATUS" STR_BASE: "BASIS" STR_READY: "GEREED" STR_OUT: "ONDERWEG" STR_REPAIRS: "REPARATIE" STR_REFUELLING: "BIJTANKEN" STR_REARMING: "BEWAPENEN" STR_TARGET: "DOELWIT: {0}" STR_WAY_POINT: "Veld Punt" STR_YES: "JA" STR_NO: "NEE" STR_SELECT_DESTINATION: "SELECTEER BESTEMMING" STR_SELECT_SITE_FOR_NEW_BASE: "KIES PLAATS VOOR NIEUWE BASIS" STR_RETURN_TO_BASE: "TERUGKEREN NAAR BASIS" STR_SELECT_NEW_TARGET: "NIEUW DOELWIT SELECTEREN" STR_PATROL: "PATROUILLEREN" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "BESCHADIGD - KEERT TERUG NAAR BASIS" STR_LOW_FUEL_RETURNING_TO_BASE: "WEINIG BRANDSTOF - KEERT TERUG NAAR BASIS" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSIE AFGEROND - ONDERWEG TERUG NAAR BASIS" STR_PATROLLING: "PATROUILLEERT" STR_RETURNING_TO_BASE: "KEERT TERUG NAAR BASIS" STR_DESTINATION_UC_: "BESTEMMING: {0}" STR_BASE_UC: "BASIS>{ALT}{0}" STR_SPEED_: "SNELHEID>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMUM SNELHEID>{ALT}{0}{ALT}" STR_FUEL: "BRANDSTOF>{ALT}{0}" STR_WEAPON_ONE: "WAPEN-1>{ALT}{0}" STR_NONE_UC: "GEEN" STR_ROUNDS_: "PATRONEN>{ALT}{0}" STR_WEAPON_TWO: "WAPEN-2>{ALT}{0}" STR_BASE_: "Basis>{0}" STR_NAME_UC: "NAAM" STR_AMMO_: "MUNITIE>{ALT}{0}" STR_CREW: "BEZETTING" STR_EQUIPMENT_UC: "UITRUSTING" STR_ARMOR: "PANTSERS" STR_MAX: "MAX>{ALT}{0}" STR_COLONEL: "Commandeur" STR_COMMANDER: "Kapitein" STR_SELECT_SQUAD_FOR_CRAFT: "Selecteer Squad voor {0}" STR_SORT_BY: "SORTEER OP..." STR_ORIGINAL_ORDER: "ORGINELE VOLGORDE" STR_MISSIONS2: "MISSIES" STR_KILLS2: "GEDOOD" STR_WOUND_RECOVERY2: "WONDHERSTEL" STR_SPACE_AVAILABLE: "RUIMTE BESCHIKBAAR>{ALT}{0}" STR_SPACE_USED: "RUIMTE GEBRUIKT>{ALT}{0}" STR_SPACE_USED_UC: "RUIMTE IN GEBRUIK" STR_RANK: "RANG" STR_WOUNDED: "GEWOND" STR_EQUIPMENT_FOR_CRAFT: "Uitrusting voor {0}" STR_DEFENSE_VALUE: "Defensieve Waarde" STR_HIT_RATIO: "Verhouding Treffers" STR_BEGIN_MISSION: "Missie Starten?" STR_SELECT_ARMAMENT: "Bewapening Kiezen" STR_AMMUNITION_AVAILABLE: "MUNITIE BESCHIKBAAR" STR_ARMAMENT: "BEWAPENING" STR_NOT_AVAILABLE: "NB" STR_TYPE: "TYPE" STR_SELECT_ARMOR: "Kies Pantser" STR_NORTH: "NOORDEN" STR_NORTH_EAST: "NOORD-OOSTEN" STR_EAST: "OOSTEN" STR_SOUTH_EAST: "ZUID-OOSTEN" STR_SOUTH: "ZUIDEN" STR_SOUTH_WEST: "ZUID-WESTEN" STR_WEST: "WESTEN" STR_NORTH_WEST: "NOORD-WESTEN" STR_SELECT_ACTION: "KIES ACTIE" STR_CONTINUE_INTERCEPTION_PURSUIT: "DOORGAAN MET ONDERSCHEPPINGSACHTERVOLGING" STR_PURSUE_WITHOUT_INTERCEPTION: "DOORGAAN ZONDER ONDERSCHEPPING" STR_VERY_LARGE: "ZEER GROOT" STR_LARGE: "GROOT" STR_MEDIUM_UC: "MIDDELGROOT" STR_SMALL: "KLEIN" STR_VERY_SMALL: "ZEER KLEIN" STR_DETECTED: "Gedetecteerd" STR_SIZE_UC: "GROOTTE" STR_HEADING: "RICHTING" STR_SPEED: "SNELHEID" STR_TRACKING_LOST: "SPOOR BIJSTER" STR_REDIRECT_CRAFT: "VAARTUIG OMLEIDEN" STR_CRASH_SITE_: "CRASH LOKATIE-{0}" STR_WAY_POINT_: "RICHTINGSPUNT-{0}" STR_TERROR_SITE: "TERRURU LOKATIE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}heeft bereikt{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrioulleert nu" STR_ALIEN_ORIGINS: "Buitenaardse Oorsprong" STR_UFOPAEDIA: "UFOpedie" STR_SELECT_ITEM: "SELECTEER ONDERDEEL" STR_ACCELERATION: "ACCELERATIE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BRANDSTOF CAPACITEIT>{ALT}{0}{ALT}" STR_WEAPON_PODS: "WAPEN PODS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SCHADE CAPACITEIT>{ALT}{0}{ALT}" STR_CARGO_SPACE: "BERGRUIMTE>{ALT}{0}{ALT}" STR_DAMAGE: "Schade" STR_RANGE: "Bereik" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Nauwkeurigheid" STR_RE_LOAD_TIME: "Herlaadtijd" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANTSER PENETRATIE" STR_DAMAGE_HIGH_EXPLOSIVE: "ZWAAR EXPLOSIEF" STR_DAMAGE_MELEE: "HANDGEVECHT" STR_DAMAGE_ACID: "ZUUR" STR_DAMAGE_SMOKE: "ROOK" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "NAUWK.HEID" STR_TIME_UNIT_COST: "AP KOSTEN" STR_DAMAGE_UC: "SCHADE" STR_AMMO: "MUNITIE" STR_SHOT_TYPE_AUTO: "AUTOMATISCH VERSCHUIVEN" STR_SHOT_TYPE_SNAP: "Snel" STR_SHOT_TYPE_AIMED: "Gericht" STR_CONSTRUCTION_TIME: "Constructietijd" STR_CONSTRUCTION_COST: "Constructieprijs" STR_MAINTENANCE_COST: "Onderhoudsprijs" STR_LOW: "Laag" STR_MEDIUM: "Gemiddels" STR_HIGH: "Hoog" STR_WEAPON: "Wapen" STR_AMMUNITION: "Munitie" STR_EQUIPMENT: "Uitrusting" STR_ALIEN_CORPSE: "Dode Buitenaardsen" STR_PERSONAL_ARMOR: "Persoonlijke Pantsers" STR_RAW_MATERIALS: "Grondstoffen" STR_ALIEN: "Buitenaardse" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Commandeur" STR_LIVE_NAVIGATOR: "Navigator" STR_LIVE_MEDIC: "Hospik" STR_LIVE_SOLDIER: "Soldaat" STR_LIVE_TERRORIST: "Terrorist" STR_EXAMINATION_ROOM: "Onderzoekskamer" STR_NEW_FIGHTER_TRANSPORTER: "Nieuw transport- en gevechtsvliegtuig" STR_ARMOR_PIERCING: "PANTSER PENETRATIE" STR_SCIENTIST: "Wetenschapper" STR_NORTH_ATLANTIC: "Noord-Atlantische" STR_SOUTH_ATLANTIC: "Zuid-Atlantische" STR_INDIAN_OCEAN: "Indische Oceaan" STR_ARCTIC: "Noordpool" STR_NORTH_AMERICA: "Noord-Amerika" STR_MAXIMUM_SPEED: "Maximumsnelheid" STR_DAMAGE_CAPACITY: "Capaciteit voor Schade" STR_WEAPON_POWER: "Wapenkracht" STR_WEAPON_RANGE: "Wapenbereik" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Werkplaats" STR_GENERAL_STORES: "Opslagruimte" STR_ALIEN_CONTAINMENT: "Buitenaardse Klimaatcel" STR_USA: "VS" STR_CIVILIAN: "Burger" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Maa" STR_APR: "Apr" STR_MAY: "Mei" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Internationale Betrekkingen" STR_COUNTRY: "Land" STR_FUNDING: "Steun" STR_CHANGE: "Verandering" STR_WEAPON_SYSTEMS: "WAPENSYSTEMEN" STR_DAMAGE_UC_: "SCHADE>{ALT}{0}" STR_ALIEN_CONTAINMENT_UFOPEDIA: "Levende buitenaardse wezens hebben een speciale habitat nodig om ze bij te houden. Deze eenheden ondersteunen hun vitale functies en brengen hun vechtpotentieel tot nul. De klimaatcel kan tot 10 buitenaardse wezens huisvesten in onafhankelijke eenheden." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Deze granaat uit de standaarduitrusting heeft een nauwkeurige en complexe timer voor precieze controle." STR_BATTLESHIP: "Slagschip" MAP_XBASES: "X-Com Basis" STR_RATING: "PRESTATIE> {0}" STR_RATING_TERRIBLE: "TRIEST!" STR_RATING_POOR: "ZWAK!" STR_RATING_OK: "OK" STR_RATING_GOOD: "GOED!" STR_RATING_EXCELLENT: "UITSTEKEND!" STR_SCORE: "SCORE" STR_MONTH: "Maand> {ALT}{0} {1}" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} is bijzonder tevreden over je vermogen om de lokale dreiging het hoofd te bieden en heeft ermee ingestemd de financiering te verhogen." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} en {1}" STR_KNOTS: "{0} knopen" STR_MONTHLY_RATING: "Maandelijkse Beoordeling> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Financieringsaanpassing> {ALT}{0}" STR_RACE: "RAS" STR_MISSION: "MISSIE" STR_ZONE: "GEBIED" STR_ALLOCATE_RESEARCH: "Onderzoek Toewijzen" STR_ALLOCATE_MANUFACTURE: "Productie Toewijzen" STR_NEW_YORK: "New York" STR_VANCOUVER: "Vancouver" STR_WELLINGTON: "Wellington" STR_MANILA: "Manilla" STR_HONG_KONG: "Hongkong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_BOMBAY: "Mumbai" STR_TOKYO: "Tokio" STR_SHANGHAI: "Sjanghai" STR_LONDON: "Londen" STR_IN_TRAINING: "Wordt{NEWLINE}Getraind?" STR_TARGETTED_BY: "DOELWIT VAN:" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "heeft weinig brandstof,{NEWLINE}keert terug naar basis" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISSIES> {ALT}{0}" STR_KILLS: "GEDOOD> {ALT}{0}" STR_WOUND_RECOVERY: "WOND HERSTEL> {ALT}{0}" STR_TIME_UNITS: "ACTIEPUNTEN" STR_STAMINA: "UITHOUDINGSVERMOGEN" STR_HEALTH: "GEZONDHEIDSTOESTAND" STR_BRAVERY: "MOED" STR_REACTIONS: "REACTIES" STR_FIRING_ACCURACY: "SCHIETNAUWKEURIGHEID" STR_THROWING_ACCURACY: "GOOINAUWKEURIGHEID" STR_STRENGTH: "KRACHT" STR_NEW_RANK: "NIEUWE RANG" STR_PROMOTIONS: "Promoties" STR_ALIEN_INFILTRATION: "Buitenaardse Infiltratie" STR_DISMANTLE: "Ontmantel" STR_TRANSFER_ITEMS_TO: "Verplaats spullen naar {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "GEEN KLIMAATCEL OM NAAR OVER TE BRENGEN!{SMALLLINE}Levende buitenaardse wezens hebben een klimaatcel nodig om te kunnen overleven." STR_AMOUNT_AT_DESTINATION: "AANTAL OP{NEWLINE}BESTEMMING" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Buitenaardse wezen sterft vanwege het ontbreken van een klimaatcel." STR_ITEMS_ARRIVING: "Aankomende Artikelen" STR_DESTINATION_UC: "BESTEMMING" STR_MEDI_KIT: "Medicijnkit" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Onvoldoende materieel om geweergroep volledig opnieuw uit te rusten." STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Doe onderzoek naar{NEWLINE}{0}{NEWLINE} voor de productie van{NEWLINE}{1}" STR_STANDOFF: "HOU AFSTAND" STR_CAUTIOUS_ATTACK: "VOORZICHTIGE AANVAL" STR_STANDARD_ATTACK: "STANDAARDAANVAL" STR_AGGRESSIVE_ATTACK: "AGGRESSIEVE AANVAL" STR_DISENGAGING: "TREKT TERUG" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimaliseren Enkel op Veilige Afstand" STR_STORES_UC: "OPSLAGRUIMTE" STR_DIFFICULTY_LEVEL: "Moeilijkheidsgraad" STR_INTERCEPT: "ONDERSCHEPPING" STR_BASES: "BASISSEN" STR_GRAPHS: "GRAFIEKEN" STR_OPTIONS_UC: "OPTIES" STR_FUNDING_UC: "FINANCIERING" STR_5_SECONDS: "5 Sec" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Uur" STR_1_DAY: "1 Dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com prestatie Rooster" STR_ENTER_NAME: "Naam Invoeren" STR_PERFORMANCE_RATING: "Beoordeling van Prestatie" STR_VICTORY_DATE: "Datum Overwinning" STR_MONTHLY_COSTS: "Maandelijkse Kosten" STR_SALARIES: "Salarissen" STR_BASE_MAINTENANCE: "Onderhoud Basis" STR_COST_PER_UNIT: "Kosten per eenheid" STR_QUANTITY: "Aantal" STR_TOTAL: "Totaal" STR_FRONT_ARMOR: "Pantser Voor" STR_LEFT_ARMOR: "Pantser Links" STR_RIGHT_ARMOR: "Pantser Rechts" STR_REAR_ARMOR: "Pantser Achter" STR_UNDER_ARMOR: "Pantser Onder" STR_UNIT: "EENHEID> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MOREEL" STR_ARMOR_: "PANTSER> {0}" STR_FRONT_ARMOR_UC: "PANTSER VOOR" STR_LEFT_ARMOR_UC: "PANTSER LINKS" STR_RIGHT_ARMOR_UC: "PANTSER RECHTS" STR_REAR_ARMOR_UC: "PANTSER ACHTER" STR_SKILLS: "VAARDIGHEDEN> {0}" STR_LEVEL: "NIVEAU> {0}" STR_HEAD: "HOOFD" STR_TORSO: "ROMP" STR_RIGHT_ARM: "RECHTERARM" STR_LEFT_ARM: "LINKERARM" STR_RIGHT_LEG: "RECHTERBEEN" STR_LEFT_LEG: "LINKERBEEN" STR_PAIN_KILLER: "PIJNSTILLER" STR_STIMULANT: "OPWEKKEND MIDDEL" STR_HEAL: "GENEZEN" STR_TIME_UNITS_SHORT: "AP>{ALT}{0}" STR_WEIGHT: "Gewicht>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "React>{ALT}{0}" STR_AMMO_ROUNDS_LEFT: "MUNITIE:{NEWLINE}KOGELS{NEWLINE}OVER={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Pijn>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Helen>{ALT}{2}" STR_THROW: "Werpen" STR_AUTO_SHOT: "Autom. Schot" STR_SNAP_SHOT: "Vlug Schot" STR_AIMED_SHOT: "Gericht Schot" STR_STUN: "Verdoven" STR_PRIME_GRENADE: "Granaat Afstellen" STR_USE_MEDI_KIT: "Gebruik Medicijnkit" STR_ACCURACY_SHORT: "Acc>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Onvoldoende Actiepunten!" STR_NOT_ENOUGH_ENERGY: "Onvoldoende Energie!" STR_NO_ROUNDS_LEFT: "Geen Resterende Patronen!" STR_NO_AMMUNITION_LOADED: "Wapen Niet geladen!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Vekeerde Munitie voor dit wapen!" STR_WEAPON_IS_ALREADY_LOADED: "Wapen is reeds Geladen!" STR_NO_LINE_OF_FIRE: "Obstructie in de Vuurlinie!" STR_GRENADE_IS_ACTIVATED: "Granaat is Geactiveerd!" STR_GRENADE_IS_DEACTIVATED: "Granaat is Gedeactiveert" STR_THERE_IS_NO_ONE_THERE: "Daar staat niemand!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Kan buitenaards voorwerp niet gebruiken totdat het onderzocht is!" STR_OUT_OF_RANGE: "Buiten Bereik!" STR_UNABLE_TO_THROW_HERE: "Kan hier niet heen gooien!" STR_SET_TIMER: "Tijd Instellen" STR_HIDDEN_MOVEMENT: "VERBORGEN ACTIE" STR_TURN: "BEURT>{0}" STR_SIDE: "ZIJDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Druk een toets om verder te gaan" STR_MORALE_ATTACK_SUCCESSFUL: "Moreel Aanval Succesvol" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}is Dol geworden" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}is Dol geworden" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}is in paniek" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}is in paniek" STR_XCOM: "X-Com" STR_ALIENS: "Buitenaardsen" STR_RIGHT_HAND: "RECHTERHAND" STR_LEFT_HAND: "LINKERHAND" STR_RIGHT_SHOULDER: "RECHTERSCHOUDER" STR_LEFT_SHOULDER: "LINKERSCHOUDER" STR_BACK_PACK: "RUGZAK" STR_BELT: "RIEM" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}is bewusteloos geraakt" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}is bewusteloos geraakt" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}is dood gegaan door een fatale wond" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}is dood gegaan door een fatale wond" STR_FATAL_WOUNDS: "FATALE WONDEN" STR_UNDER_ARMOR_UC: "PANTSER ONDER" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Actiepunten gereserveerd voor Vlug Schot" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Actiepunten gereserveerd voor Automatisch Schot" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Actiepunten gereserveerd voor Gericht Schot" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Actiepunten gereserveerd voor knielen" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Actiepunten gereserveerd voor Knielen en Vuren" STR_ABORT_MISSION_QUESTION: "Missie Afbreken ?" STR_CORPSE: "Lichaam" STR_UNLOAD_CRAFT: "Uitladen" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}is gedood" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}is gedood" STR_HIT_MELEE: "Slag" STR_GROUND: "GROND" STR_LIVING_QUARTERS_PLURAL: "Leefruimtes" STR_LIST_ITEM: "ARTIKEL" STR_RESET: "Reset" STR_MEMORIAL: "Herdenking" STR_DATE_UC: "DATUM" STR_REMOVE_SELECTED: "Verwijder Geselecteerd" STR_LIVE_ALIENS: "Levend{NEWLINE}Exemplaar" STR_DEAD_ALIENS: "Afgewezen{NEWLINE}Exemplaar" STR_UNDER_INTERROGATION: "Wezen{NEWLINE}Bestudeerd" STR_CONTAINMENT_EXCEEDED: "LIMIET BUITENAARDSE KLIMAATCEL OVERSCHREDEN!{SMALLLINE}Onvoldoende opslagruimte in {0}. Verwijder overtollige buitenaardse wezens van de klimaatcellen (zij zullen sterven)." STR_MANAGE_CONTAINMENT: "Beheer Buitenaardse Klimaatcellen" STR_STORAGE_EXCEEDED: "OPSLAGRUIMTE OVERSCHREDEN!{SMALLLINE}Onvoldoende opslagruimte voor {0}. U moet overtollige zaken verkopen." STR_GO_TO_BASE: "Ga naar Basis" STR_MELEE_ACCURACY: "HANDGEVECHT NAUWKEURIGHEID" STR_SELL_PRODUCTION: "VERKOOP" STR_BOTH_HANDS_MUST_BE_EMPTY: "Beide handen moeten leeg zijn!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Niet genoeg spullen om sjabloon te kopieren" STR_UNLOAD_WEAPON: "Wapen ontladen" STR_ALL_ITEMS: "Alle spullen" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CONTROLE CENTRUM VERNIETIGD{NEWLINE}Ga naar de ingang en breek de missie af." STR_PERSONNEL: "Personeel" STR_CRAFT_ARMAMENT: "Voertuigen & Bewapening" STR_COMPONENTS: "Componenten" FEMALE_CIVILIAN: "Burger, Vrouw" MALE_CIVILIAN: "Burger, Man" HALLUCINOID_WEAPON: "Hallucinoid Wapen" CALCINITE_WEAPON: "Calcinite Wapen" DEEP_ONE_WEAPON: "Deep One Wapen" STR_TRIBIO_SONIC_WEAPON: "Buitenaards Sonisch Wapen" XARQUID_WEAPON: "Xarquid Wapen" TENTACULAT_WEAPON: "Tentaculat Wapen" ZOMBIE_WEAPON: "Zombie Wapen" ALIEN_PSI_WEAPON: "Buitenaards M.C. Wapen" ================================================ FILE: bin/standard/xcom2/Language/no.yml ================================================ "no": STR_AQUATOID_AUTOPSY: "Obduksjon av Aquatoide" STR_LOBSTERMAN_AUTOPSY: "Obduksjon av Hummermann" STR_CENTER_ON_SITE_TIME_5_SECONDS: "SENTRER PÅ STED - TID=5 Sek" STR_CANCEL_UC: "AVBRYT" STR_NONE: "Ingen" STR_UNKNOWN: "Ukjent" STR_POOR: "Dårlig" STR_AVERAGE: "Middels" STR_GOOD: "God" STR_EXCELLENT: "Fantastisk" STR_BUILD_NEW_BASE_UC: "BYGG NY BASE" STR_BASE_INFORMATION: "BASE-INFORMASJON" STR_BUILD_FACILITIES: "BYGG FASILITETER" STR_RESEARCH: "FORSKNING" STR_MANUFACTURE: "PRODUKSJON" STR_TRANSFER_UC: "OVERFØR" STR_PURCHASE_RECRUIT: "KJØP/ANSETT" STR_SACK: "SPARK" STR_SELL_SACK_UC: "SELG/SPARK" STR_GEOSCAPE_UC: "JORDKLODE" STR_NAME: "Navn" STR_AREA: "Område" STR_BUILD_NEW_BASE: "Bygg Ny Base" STR_CANCEL: "Avbryt" STR_COST_UC: "KOSTNAD>" STR_CONSTRUCTION_TIME_UC: "BYGGE-PERIODE>" STR_MAINTENANCE_UC: "VEDLIKEHOLD>" STR_OK: "OK" STR_INSTALLATION: "Installasjon" STR_CURRENT_RESEARCH: "NÅVÆRENDE FORSKNING" STR_SCIENTISTS_AVAILABLE: "Ledige Forskere>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Forskere i Arbeid>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Ledig Laboratorie-Plass>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSKNINGS-PROSJEKT" STR_SCIENTISTS_ALLOCATED_UC: "FORSKERE I ARBEID" STR_PROGRESS: "FREMGANG" STR_NEW_PROJECT: "Nytt Prosjekt" STR_CANCEL_PROJECT: "AVBRYT PROSJEKT" STR_NEW_RESEARCH_PROJECTS: "NYE FORSKNINGS-PROSJEKTER" STR_SCIENTISTS_AVAILABLE_UC: "LEDIGE FORSKERE>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LEDIG LABORATORIE-PLASS>{ALT}{0}" STR_INCREASE: "Flere" STR_DECREASE: "Færre" STR_START_PROJECT: "START PROSJEKT" STR_CURRENT_PRODUCTION: "NÅVÆRENDE PRODUKSJON" STR_WORKSHOP_SPACE_AVAILABLE: "Ledig Verksted-Plass>{ALT}{0}" STR_CURRENT_FUNDS: "Tilgjengelige Midler>{ALT}{0}" STR_ITEM: "GJENSTAND" STR_UNITS_PRODUCED: "Produserte Enheter" STR_TOTAL_TO_PRODUCE: "Totalt å Produsere" STR_COST__PER__UNIT: "Kostnad{NEWLINE}per{NEWLINE}Enhet" STR_DAYS_HOURS_LEFT: "Dager/Timer Igjen" STR_NEW_PRODUCTION: "Ny Produksjon" STR_CATEGORY: "KATEGORI" STR_START_PRODUCTION: "START PRODUKSJON" STR_COST_PER_UNIT_: "Kostnad per enhet>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPESIELLE MATERIALER NØDVENDIG" STR_ITEM_REQUIRED: "GJENSTAND PÅKREVD" STR_UNITS_REQUIRED: "ENHETER PÅKREVD" STR_UNITS_AVAILABLE: "ENHETER TILGJENGELIG" STR_STOP_PRODUCTION: "STOPP PRODUKSJON" STR_WORKSHOP_SPACE_AVAILABLE_UC: "LEDIG VERKSTED-PLASS>{ALT}{0}" STR_MONTHLY_PROFIT: "MÅNEDLIG PROFITT>{ALT}{0}" STR_INCREASE_UC: "FLERE" STR_DECREASE_UC: "FÆRRE" STR_UNITS_TO_PRODUCE: "Enheter å Produsere" STR_PURCHASE_HIRE_PERSONNEL: "Kjøp/Ansett Personell" STR_COST_OF_PURCHASES: "Kjøpesum>{ALT}{0}" STR_COST_PER_UNIT_UC: "PRIS PR. ENHET" STR_QUANTITY_UC: "ANTALL" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "LEDIG PERSONELL:TOTALT PERSONELL>" STR_SCIENTISTS: "Forskere" STR_SPACE_USED_SPACE_AVAILABLE: "BRUKT PLASS:TOTAL PLASS>" STR_LIVING_QUARTERS: "Boliger" STR_STORES: "Lager" STR_LABORATORIES: "Laboratorier" STR_WORK_SHOPS: "Verksted" STR_DEFENSE_STRENGTH: "Forsvars Styrke" STR_TRANSFERS_UC: "OVERFØRINGER" STR_TRANSFERS: "Overføringer" STR_ARRIVAL_TIME_HOURS: "Ankomsttid (timer)" STR_COST_: "Kostnad>{ALT}{0}" STR_AREA_: "Område>{ALT}{0}" STR_BASE_NAME: "Basens Navn?" STR_TRANSFER: "Overføre" STR_AMOUNT_TO_TRANSFER: "ANTALL FOR OVERFØRING" STR_SELECT_DESTINATION_BASE: "Velg Destinasjons Base" STR_COST: "Kostnad" STR_TOTAL_UC: "TOTALT" STR_INCOME: "Inntekter" STR_EXPENDITURE: "Utgifter" STR_MAINTENANCE: "Vedlikehold" STR_BALANCE: "Balanse" STR_FINANCE: "Finanser" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000's" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Bygging av{NEWLINE}{0}{NEWLINE}i{NEWLINE}{1}{NEWLINE}er ferdig" STR_OK_5_SECONDS: "OK - 5 sek" STR_RESEARCH_COMPLETED: "Forskning Fullført" STR_VIEW_REPORTS: "LES RAPPORTER" STR_WE_CAN_NOW_RESEARCH: "Vi kan nå forske på" STR_WE_CAN_NOW_PRODUCE: "Vi kan nå produsere" STR_SUNDAY: "SØNDAG" STR_MONDAY: "MANDAG" STR_TUESDAY: "TIRSDAG" STR_WEDNESDAY: "ONSDAG" STR_THURSDAY: "TORSDAG" STR_FRIDAY: "FREDAG" STR_SATURDAY: "LØRDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Ikke nok {0} til å tanke opp {1} ved {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Ikke nok {0} for å armere {1} ved {2}" STR_ALIENS_DEFEATED: "Aliens overvunnet" STR_BASE_IS_LOST: "Basen er tapt" STR_BASE_IS_SAVED: "Basen er reddet" STR_ALIENS_KILLED: "UTENOMJORDISKE DREPT" STR_ALIEN_CORPSES_RECOVERED: "DØDE UTENOMJORDISKE FUNNET" STR_LIVE_ALIENS_RECOVERED: "LEVENDE UTENOMJORDISKE FUNNET" STR_ALIEN_ARTIFACTS_RECOVERED: "UTENOMJORDISKE GJENSTANDER FUNNET" STR_CIVILIANS_KILLED_BY_ALIENS: "SIVILE DREPT AV ALIENS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "SIVILE DREPT AV X-COM STYRKER" STR_CIVILIANS_SAVED: "SIVILE REDDET" STR_XCOM_OPERATIVES_KILLED: "X-COM STYRKER DREPT" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM STYRKER SAVNET I AKSJON" STR_BASE_UNDER_ATTACK: "{0} under angrep!" STR_BASE_DEFENSES_INITIATED: "BASEFORSVAR IGANGSATT" STR_FIRING: "AVFYRER" STR_HIT: "TREFF!" STR_MISSED: "BOMMET!" STR_SELL_ITEMS_SACK_PERSONNEL: "Selg Gjenstander/Spark Personell" STR_VALUE_OF_SALES: "SALGSVERDI> {ALT}{0}" STR_FUNDS: "MIDLER> {ALT}{0}" STR_SELL_SACK: "Selg/Spark" STR_VALUE: "Verdi" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "BASEFORSVAR" STR_BASE_UC_: "BASE> {0}" STR_NOT_ENOUGH_MONEY: "IKKE NOK MIDLER!" STR_NOT_ENOUGH_STORE_SPACE: "IKKE NOK LAGERPLASS!{SMALLLINE}Bygg en ny lager fasilitet eller overfør eksisterende lagerbeholdninger til andre baser." STR_LAUNCH_INTERCEPTION: "START AVSKJÆRING" STR_CRAFT: "FARTØY" STR_STATUS: "STATUS" STR_BASE: "BASE" STR_READY: "KLAR" STR_OUT: "UTE" STR_REPAIRS: "REPARASJONER" STR_REFUELLING: "TANKER OPP" STR_REARMING: "OPPRUSTER" STR_TARGET: "MÅL: {0}" STR_WAY_POINT: "VEIPUNKT" STR_YES: "JA" STR_NO: "NEI" STR_SELECT_DESTINATION: "VELG DESTINASJON" STR_SELECT_SITE_FOR_NEW_BASE: "VELG STED FOR NY BASE" STR_RETURN_TO_BASE: "RETURNER TIL BASEN" STR_SELECT_NEW_TARGET: "VELG NYTT MÅL" STR_PATROL: "PATRULJERE" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "SKADET - RETURNERER TIL BASEN" STR_LOW_FUEL_RETURNING_TO_BASE: "LITE DRIVSTOFF - RETURNERER TIL BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "OPPDRAG UTFØRT - RETURNERER TIL BASE" STR_PATROLLING: "PATRULJERER" STR_RETURNING_TO_BASE: "RETURNERER TIL BASEN" STR_DESTINATION_UC_: "DESTINASJON: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "HASTIGHET>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "TOPPFART>{ALT}{0}{ALT}" STR_FUEL: "DRIVSTOFF>{ALT}{0}" STR_WEAPON_ONE: "VÅPEN-1>{ALT}{0}" STR_NONE_UC: "INGEN" STR_ROUNDS_: "SKUDD>{ALT}{0}" STR_WEAPON_TWO: "VÅPEN-2>{ALT}{0}" STR_BASE_: "Base>{0}" STR_NAME_UC: "NAVN" STR_AMMO_: "AMMUNISJON>{ALT}{0}" STR_CREW: "BESETNING" STR_EQUIPMENT_UC: "UTRUSTNING" STR_ARMOR: "RUSTNING" STR_MAX: "MAX>{ALT}{0}" STR_COLONEL: "Kommandør" STR_COMMANDER: "Kaptein" STR_SELECT_SQUAD_FOR_CRAFT: "Velg Tropp for {0}" STR_SORT_BY: "SORTER ETTER..." STR_ORIGINAL_ORDER: "OPPRINNELIG ORDRE" STR_MISSIONS2: "OPPDRAG" STR_SPACE_AVAILABLE: "LEDIG PLASS>{ALT}{0}" STR_SPACE_USED: "BRUKT PLASS>{ALT}{0}" STR_SPACE_USED_UC: "BRUKT PLASS" STR_RANK: "GRAD" STR_WOUNDED: "SKADET" STR_EQUIPMENT_FOR_CRAFT: "Utrustning for {0}" STR_DEFENSE_VALUE: "Forsvars Verdi" STR_HIT_RATIO: "Treffrate" STR_BEGIN_MISSION: "Starte Oppdrag?" STR_SELECT_ARMAMENT: "Velg Bevæpning" STR_AMMUNITION_AVAILABLE: "TILGJENGELIG AMMUNISJON" STR_ARMAMENT: "BEVÆPNING" STR_SELECT_ARMOR_FOR_SOLDIER: "VELG RUSTNING FOR{NEWLINE}{0}" STR_TYPE: "TYPE" STR_PLASTIC_AQUA_ARMOR_UC: "PLASTISK AQUA RUSTNING" STR_ION_ARMOR_UC: "IONISK RUSTNING" STR_SELECT_ARMOR: "Velg Rustning" STR_NORTH: "NORD" STR_NORTH_EAST: "NORDØST" STR_EAST: "ØST" STR_SOUTH_EAST: "SØRØST" STR_SOUTH: "SØR" STR_SOUTH_WEST: "SØRVEST" STR_WEST: "VEST" STR_NORTH_WEST: "NORDVEST" STR_SELECT_ACTION: "VELG HANDLING" STR_CONTINUE_INTERCEPTION_PURSUIT: "FORTSETT JAGER-FORFØLGELSEN" STR_PURSUE_WITHOUT_INTERCEPTION: "FORFØLGE MED AVSTAND" STR_VERY_LARGE: "VELDIG STOR" STR_LARGE: "STOR" STR_MEDIUM_UC: "MELLOMSTOR" STR_SMALL: "LITEN" STR_VERY_SMALL: "VELDIG LITEN" STR_DETECTED: "Oppdaget" STR_SIZE_UC: "STØRRELSE" STR_HEADING: "KURS" STR_SPEED: "HASTIGHET" STR_TRACKING_LOST: "SPORING FEILET" STR_REDIRECT_CRAFT: "OMDIRIGER FARTØY" STR_CRASH_SITE_: "HAVARI-STED-{0}" STR_WAY_POINT_: "VEIPUNKT-{0}" STR_TERROR_SITE: "TERROR OMRÅDE-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}har ankommet{NEWLINE}{1}" STR_NOW_PATROLLING: "Patruljerer" STR_ALIEN_ORIGINS: "Utenomjordisk opphav" STR_THE_ULTIMATE_THREAT: "Den Ultimate Trussel" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM FARTØY & VÅPEN" STR_ALIEN_RESEARCH_UC: "ALIEN TEKNOLOGI" STR_SELECT_ITEM: "VELG GJENSTAND" STR_ACCELERATION: "AKSELERASJON>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "DRIVSTOFF-KAPASITET>{ALT}{0}{ALT}" STR_WEAPON_PODS: "VÅPEN-FESTER>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "PANSRING>{ALT}{0}{ALT}" STR_CARGO_SPACE: "LASTE-KAPASITET>{ALT}{0}{ALT}" STR_DAMAGE: "Skade" STR_RANGE: "Rekkevidde" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Treffsikkerhet" STR_RE_LOAD_TIME: "Omladningstid" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANSERBRYTENDE" STR_DAMAGE_INCENDIARY: "FOSFOR" STR_DAMAGE_HIGH_EXPLOSIVE: "HØY-EKSPLOSIV" STR_DAMAGE_LASER_BEAM: "GAUSS STRÅLE" STR_DAMAGE_PLASMA_BEAM: "SONISK STRÅLE" STR_DAMAGE_STUN: "FRYSE" STR_DAMAGE_MELEE: "NÆRKAMP" STR_DAMAGE_ACID: "SYRE" STR_DAMAGE_SMOKE: "RØYK" STR_SHOT_TYPE: "TYPE" STR_ACCURACY_UC: "TREFFSIKKERHET" STR_TIME_UNIT_COST: "TIDSENHETER" STR_DAMAGE_UC: "SKADE" STR_AMMO: "AMMUNISJON" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Slengskudd" STR_SHOT_TYPE_AIMED: "Siktet" STR_CONSTRUCTION_TIME: "Bygge-Periode" STR_CONSTRUCTION_COST: "Bygge-Kostnader" STR_MAINTENANCE_COST: "Vedlikeholds-Kostnader" STR_LOW: "Lav" STR_MEDIUM: "Medium" STR_HIGH: "Høy" STR_CRAFT_WEAPON: "Ubåt Våpen" STR_CRAFT_AMMUNITION: "Ubåt Ammunisjon" STR_WEAPON: "Våpen" STR_AMMUNITION: "Ammunisjon" STR_EQUIPMENT: "Utrustning" STR_ALIEN_CORPSE: "Alien-Kadaver" STR_PERSONAL_ARMOR: "Personlig Rustning" STR_RAW_MATERIALS: "Råmaterialer" STR_ALIEN: "Romvesen" STR_AQUATOID: "Aquatoide" STR_GILLMAN: "Gjellemann" STR_LOBSTERMAN: "Hummermann" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Kommandør" STR_LIVE_NAVIGATOR: "Navigatør" STR_LIVE_MEDIC: "Pleier" STR_LIVE_TECHNICIAN: "Tekniker" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_AQUATOID_COMMANDER: "Aquatoide Kommandør" STR_AQUATOID_NAVIGATOR: "Aquatiode Navigatør" STR_AQUATOID_TECHNICIAN: "Aquatoide Tekniker" STR_AQUATOID_SQUAD_LEADER: "Aquatoide Troppsleder" STR_AQUATOID_SOLDIER: "Aquatoide-Soldat" STR_EXAMINATION_ROOM: "Undersøkelsesrom" STR_AQUA_PLASTICS: "Aqua Plastikk" STR_GAUSS_TECH: "Gauss Teknologi" STR_ARMOR_PIERCING: "PANSERBRYTENDE" STR_SCIENTIST: "Forsker" STR_ENGINEER: "Tekniker" STR_NORTH_ATLANTIC: "Nord-Atlanteren" STR_SOUTH_ATLANTIC: "Sør-Atlanteren" STR_INDIAN_OCEAN: "Indiahavet" STR_ARCTIC: "Arktis" STR_NORTH_AMERICA: "Nord-Amerika" STR_MAXIMUM_SPEED: "Toppfart" STR_DAMAGE_CAPACITY: "Pansring" STR_WEAPON_POWER: "Våpen-Kraft" STR_WEAPON_RANGE: "Våpen-Rekkevidde" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Verksted" STR_GENERAL_STORES: "Lager" STR_USA: "USA" STR_CIVILIAN: "Sivilperson" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Des" STR_INTERNATIONAL_RELATIONS: "Internasjonale Forbindelser" STR_COUNTRY: "Land" STR_FUNDING: "Finansiering" STR_CHANGE: "Endring" STR_WEAPON_SYSTEMS: "VÅPEN- SYSTEMER" STR_DAMAGE_UC_: "SKADE>{ALT}{0}" STR_BATTLESHIP: "Slagskip" MAP_XBASES: "X-Com Base" STR_RATING: "VURDERING> {0}" STR_RATING_TERRIBLE: "FORFERDELIG!" STR_RATING_POOR: "DÅRLIG!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BRA!" STR_RATING_EXCELLENT: "FANTASTISK!" STR_SCORE: "POENG" STR_MONTH: "Måned> {ALT}{0} {1}" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} er spesielt fornøyd med din evne til å håndtere den lokaliserte trusselen og har sagt seg villig til å øke sin finansiering." STR_COUNTRIES_AND: "{0} og {1}" STR_KNOTS: "{0} knop" STR_RACE: "RASE" STR_MISSION: "OPPDRAG" STR_ALLOCATE_RESEARCH: "Tildel Forskning" STR_HONG_KONG: "Hongkong" STR_BOMBAY: "Mumbai" STR_RANK_: "GRAD> {ALT}{0}" STR_MISSIONS: "OPPDRAG> {ALT}{0}" STR_WOUND_RECOVERY: "SYKEDAGER> {ALT}{0}" STR_TIME_UNITS: "TIDS-ENHETER" STR_STAMINA: "UTHOLDENHET" STR_HEALTH: "HELSE" STR_BRAVERY: "TAPPERHET" STR_REACTIONS: "REAKSJONSEVNE" STR_FIRING_ACCURACY: "SKYTE-FERDIGHETER" STR_THROWING_ACCURACY: "KASTE-FERDIGHETER" STR_STRENGTH: "STYRKE" STR_NEW_RANK: "NY GRAD" STR_SOLDIERS_UC: "AQUANAUTER" STR_ALIEN_INFILTRATION: "Romvesen-Infiltrasjon" STR_DISMANTLE: "Demontere" STR_DESTINATION_UC: "DESTINASJON" STR_MEDI_KIT: "Førstehjelpssett" STR_STANDOFF: "HOLD AVSTAND" STR_CAUTIOUS_ATTACK: "FORSIKTIG ANGREP" STR_STANDARD_ATTACK: "STANDARD ANGREP" STR_AGGRESSIVE_ATTACK: "AGGRESSIVT ANGREP" STR_DISENGAGING: "FALL IFRA" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimer Kun Under Avstandholdelese" STR_STORES_UC: "LAGER" STR_DIFFICULTY_LEVEL: "Vanskelighetsgrad" STR_INTERCEPT: "AVSKJÆRING" STR_BASES: "BASER" STR_GRAPHS: "GRAFER" STR_OPTIONS_UC: "ALTERNATIVER" STR_FUNDING_UC: "FINANSIERING" STR_5_SECONDS: "5 Sek" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Time" STR_1_DAY: "1 Dag" STR_ENTER_NAME: "Skriv Navn" STR_PERFORMANCE_RATING: "Prestasjons Vurdering" STR_VICTORY_DATE: "Seiers-dato" STR_MONTHLY_COSTS: "Månedskostnader" STR_SALARIES: "Lønninger" STR_BASE_MAINTENANCE: "Base-Vedlikehold" STR_COST_PER_UNIT: "Kostnad/stk." STR_QUANTITY: "Antall" STR_TOTAL: "Totalt" STR_FRONT_ARMOR: "Beskyttelse Front" STR_LEFT_ARMOR: "Beskyttelse Venstre" STR_RIGHT_ARMOR: "Beskyttelse Høyre" STR_REAR_ARMOR: "Beskyttelse Bak" STR_UNDER_ARMOR: "Beskyttelse Under" STR_UNIT: "ENHET> {0}" STR_ENERGY: "UTHOLDENHET" STR_MORALE: "DISIPLIN" STR_ARMOR_: "PANSER> {0}" STR_FRONT_ARMOR_UC: "FREMRE PANSER" STR_LEFT_ARMOR_UC: "VENSTRE PANSER" STR_RIGHT_ARMOR_UC: "HØYRE PANSER" STR_REAR_ARMOR_UC: "BAKRE PANSER" STR_SKILLS: "FERDIGHETER> {0}" STR_LEVEL: "NIVÅ> {0}" STR_HEAD: "HODE" STR_TORSO: "TORSO" STR_RIGHT_ARM: "HØYRE ARM" STR_LEFT_ARM: "VENSTRE ARM" STR_RIGHT_LEG: "HØYRE BEN" STR_LEFT_LEG: "VENSTRE BEN" STR_PAIN_KILLER: "SMERTESTILLENDE" STR_STIMULANT: "STIMULERENDE" STR_HEAL: "HELBREDE" STR_TIME_UNITS_SHORT: "TID>{ALT}{0}" STR_WEIGHT: "Vekt>{ALT}{0}/{1}" STR_AMMO_ROUNDS_LEFT: "AMMUNISJON:{NEWLINE}{ALT}{0} SKUDD{NEWLINE}IGJEN" STR_MEDI_KIT_QUANTITIES_LEFT: "Bedøve>{ALT}{0}{ALT}{NEWLINE}Opplive>{ALT}{1}{ALT}{NEWLINE}Helbrede>{ALT}{2}" STR_THROW: "Kast" STR_AUTO_SHOT: "Skuddserie (3)" STR_SNAP_SHOT: "Slengskudd" STR_AIMED_SHOT: "Siktet Skudd" STR_STUN: "Bedøve" STR_USE_MEDI_KIT: "Bruk Førstehjelpssett" STR_ACCURACY_SHORT: "Trf>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Ikke Nok Tid!" STR_NOT_ENOUGH_ENERGY: "For Dårlig Kondisjon!" STR_NO_ROUNDS_LEFT: "Tom for kuler!" STR_NO_AMMUNITION_LOADED: "Ingen Ammunisjon Ladd!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Feil Ammunisjon for dette Våpenet!" STR_WEAPON_IS_ALREADY_LOADED: "Våpenet er allerede ladd!" STR_NO_LINE_OF_FIRE: "Ingen Skuddlinje!" STR_GRENADE_IS_ACTIVATED: "Granat er Avsikret!" STR_GRENADE_IS_DEACTIVATED: "Granat er Sikret!" STR_THERE_IS_NO_ONE_THERE: "Det er ingen der!" STR_OUT_OF_RANGE: "Utenfor Rekkevidde!" STR_UNABLE_TO_THROW_HERE: "Kan ikke kaste der!" STR_HIDDEN_MOVEMENT: "SKJULT AKTIVITET" STR_TURN: "RUNDE> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Trykk knapp for å fortsette" STR_MORALE_ATTACK_SUCCESSFUL: "Moralangrep Vellykket" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}har gått Berserk" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}har gått Berserk" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}har fått Panikk" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}har fått Panikk" STR_XCOM: "X-Com" STR_ALIENS: "Romvesen" STR_RIGHT_HAND: "HØYRE HÅND" STR_LEFT_HAND: "VENSTRE HÅND" STR_RIGHT_SHOULDER: "HØYRE SKULDER" STR_LEFT_SHOULDER: "VENSTRE SKULDER" STR_BACK_PACK: "RYGGSEKK" STR_BELT: "BELTE" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}er blitt bevisstløs" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}er blitt bevisstløs" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}omkom av ett dødelig sår" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}omkom av ett dødelig sår" STR_FATAL_WOUNDS: "DØDELIGE SÅR" STR_UNDER_ARMOR_UC: "NEDRE PANSER" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Tid Reservert for Slengskudd" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Tid Reservert for Skuddserie (3)" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Tid Reservert for Siktet Skudd" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Tid Reservert for Kneling" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Tid Reservert for Kneling og Skyting" STR_ABORT_MISSION_QUESTION: "Avbryte Oppdrag?" STR_CORPSE: "Kropp" STR_UNLOAD_CRAFT: "Last Av" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}ble drept" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}ble drept" STR_HIT_MELEE: "Treff" STR_GROUND: "BAKKE" STR_LIVING_QUARTERS_PLURAL: "Boliger" STR_LIST_ITEM: "GJENSTAND" STR_RESET: "Reset" STR_MEMORIAL: "Minnetavle" STR_DATE_UC: "DATO" STR_REMOVE_SELECTED: "Fjern Valgte" STR_LIVE_ALIENS: "Levende{NEWLINE}Eksemplarer" STR_DEAD_ALIENS: "Forkastede{NEWLINE}Eksemplarer" STR_UNDER_INTERROGATION: "Blir{NEWLINE}Studert" STR_GO_TO_BASE: "Gå til Base" STR_MELEE_ACCURACY: "NÆRKAMP-FERDIGHET" STR_SELL_PRODUCTION: "SELG" STR_BOTH_HANDS_MUST_BE_EMPTY: "Begge hender må være tomhendt!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Ikke nok utstyr til å kopiere mal!" STR_UNLOAD_WEAPON: "Ta av våpen" STR_ALL_ITEMS: "Alle Gjenstander" STR_PERSONNEL: "Personell" STR_CRAFT_ARMAMENT: "Fartøy & Bevæpning" STR_COMPONENTS: "Komponenter" FEMALE_CIVILIAN: "Sivil, Kvinne" MALE_CIVILIAN: "Sivil, Mann" ZOMBIE_WEAPON: "Zombi Våpen" ================================================ FILE: bin/standard/xcom2/Language/pl.yml ================================================ pl: STR_LEVIATHAN_UFOPEDIA: "TRANSPORTOWA I PRZECHWYTUJĄCA ŁÓDŹ LATAJĄCA O NIEOGRANICZONEJ GŁĘBOKOŚCI ZANURZENIA. TO WSPANIAŁE POŁĄCZENIE OBCEJ TECHNIKI Z LUDZKĄ, WYKORZYSTUJĄCE SYSTEMY NAPĘDU JONOWEGO I NAWIGACYJNE BLOKI MAGNETYCZNE." STR_BARRACUDA_UFOPEDIA: "PRODUKOWANA PRZEZ BRITISH HYDROSPACE ŁÓDŹ BARAKUDA JEST ZASILANA NADCIEPLNYMI SILNIKAMI LASEROWYMI. TO JEDNA Z NAJSZYBSZYCH ŁODZI PRZECHWYTUJĄCYCH NA ŚWIECIE, KTÓRA DZIAŁA ZARÓWNO POD WODĄ, JAK I W POWIETRZU. TO NASZA KLUCZOWA BROŃ W NADCHODZĄCEJ WALCE." STR_HAMMERHEAD_UFOPEDIA: "ŁÓDŹ TRANSPORTOWO-PRZECHWYTUJĄCA. ZASTOSOWANO W NIEJ SYSTEM BLOKÓW MAGNETYCZNYCH ZINTEGROWANY Z KADŁUBEM X-COMU. MIMO MAŁYCH ROZMIARÓW, TEN PROJEKT TO WSPANIAŁE OSIĄGNIĘCIE TECHNICZNE." STR_TRITON_UFOPEDIA: "TRYTON TO TRANSPORTOWIEC SZTURMOWY, WYPOSAŻONY W PEŁNY ZESTAW SILNIKÓW DO LOTÓW W POWIETRZU I PŁYWANIA POD WODĄ. JEGO DUŻA POJEMNOŚĆ I MOCNA KONSTRUKCJA CZYNIĄ ZEŃ PODSTAWĘ FLOTY X-COMU." STR_MANTA_UFOPEDIA: "MANTA TO SZYBKA, JEDNOOSOBOWA ŁÓDŹ PRZECHWYTUJĄCA, BĘDĄCA NIEMALŻE KOPIĄ STATKÓW OBCYCH ZASILANYCH NAPĘDEM JONOWYM. WYSOCE EFEKTYWNA JEDNOSTKA BOJOWA W NARASTAJĄCYM KONFLIKCIE." STR_AJAX_UFOPEDIA: "TORPEDA AJAKS JEST STANDARDOWĄ BRONIĄ W WALCE PODWODNEJ NA CAŁYM ŚWIECIE. WYKORZYSTYWANA JAKO ŚRODEK ODSTRASZAJĄCY ZE WZGLĘDU NA WYSOKĄ CELNOŚĆ I POTĘŻNĄ SIŁĘ." STR_DUP_HEAD_UFOPEDIA: "TECHNOLOGIA BRONI Z GŁOWICĄ Z KAPSUŁKAMI ZUBOŻONEGO URANU JEST STOSUNKOWO NOWA I JEST TO PIERWSZY KOMERCYJNY SYSTEM BRONI WODNEJ, W KTÓRYM ZNALAZŁA ONA PEŁNE ZASTOSOWANIE." STR_CRAFT_GAS_CANNON_UFOPEDIA: "SYSTEM DZIAŁEK ZASILANYCH SPRĘŻONYM GAZEM, STRZELAJĄCY POCISKAMI O WYSOKIEJ ZDOLNOŚCI PRZEBICIA PANCERZA" STR_PWT_CANNON_UFOPEDIA: "TORPEDA IMPULSOWA WYKORZYSTUJE UKŁAD PRZEGRZANEGO PALIWA ORAZ EKSTREMALNIE GĘSTĄ GŁOWICĘ, KTÓRA MOŻE PRZEBIĆ WIĘKSZOŚĆ STOPÓW." STR_GAUSS_CANNON_UFOPEDIA: "BROŃ GAUSSA JEST JEDNYM Z NOWYCH OSIĄGNIĘĆ TECHNICZNYCH ORGANIZACJI X-COM. AKCELERATOR CZĄSTEK NAPĘDZANY JEST MAŁYM REAKTOREM FUZYJNYM, CHŁODZONYM CIEKŁYM AZOTEM." STR_SONIC_OSCILLATOR_UFOPEDIA: "POTĘŻNY OSCYLATOR DŹWIĘKOWY. WYTWARZA ON FALE SONICZNE O ODPOWIEDNIEJ CZĘSTOTLIWOŚCI REZONANSOWEJ I SILE, BY ZNISZCZYĆ CEL POPRZEZ ROZPAD WIĄZAŃ MOLEKULARNYCH." STR_AQUATOID_UFOPEDIA: "Akwatoidzi są starożytną rasą, która istniała tysiące lat przed pojawieniem się człowieka. Ich niewielkie rozmiary i krągłe kształty nasuwają skojarzenia z ich kosmicznymi kuzynami, sektoidami. Ich moc jest oparta na potężnej technologii 'kontroli molekularnej'. Akwatoidzi najwyraźniej starają się mnożyć pomimo bezpłodności dzięki genetycznym modyfikacjom, do których idealnie nadają się istoty ludzkie. Wynikami tych eksperymentów są liczne rasy hybrydowe." STR_AQUATOID_AUTOPSY: "Sekcja zwłok akwatoida" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Szczegółowa analiza tych istot pozwoliła nam poczynić pewne założenia. To sektoid, nasz dawny wróg, ale odmieniony przez chirurgięi i wszczepy, by stać się stworzeniem wodnym. Szczątkowe płuca pozwalają na oddychanie powietrzem i ograniczoną mobilność na powierzchni. W całym ciele znajdują się cybernetyczne implanty, wzmacniające siły zanikających członków i funkcje organów. Ponieważ wszyscy członkowie tej rasy są identyczni, możemy postawić hipotezę, że te stworzenia są klonami." STR_GILLMAN_UFOPEDIA: "Dziwne, niemal ludzkie stworzenie, które wydaje się być gadzim humanoidem, bardzo blisko spokrewnionym z człowiekiem. Jest ono nadzwyczaj silna i szybka w podwodnym świecie. Skrzelaki to pełnoprawna rasa, składająca się z męskich i żeńskich osobników w różnym wieku. Są niepodobni do większości podwodnych obcych, gdyż nie ma w nich śladów zmian genetycznych czy deformacji chirurgicznych. Możliwe, że patrzymy na jakiś starożytny odłam naszego własnego gatunku." STR_GILLMAN_AUTOPSY: "Sekcja zwłok skrzelaka" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Zaraz po rozpoczęciu operacji wyszło na jaw, że to nie żaden obcy, ale istota urodzona na ziemi; starożytna, prehistoryczna rasa, którą uważano za wymarłą od czasów, gdy ssaki objęły panowanie. W czasach wędrówek dinozaurów żyły skrzelaki - ziemnowodny gatunek, inteligentny i silny. Kataklizm, który zakończył panowanie jaszczurów na tej planecie, zmusił te istoty do relacji symbiotycznych z nowoprzybyłymi obcymi. W czaszkach tych istot umieszczono małe urządzenie elektroniczne." STR_LOBSTERMAN_UFOPEDIA: "To szokujące stworzenie, wyższe od człowieka, szczycące się sześcioma członkami, przypominające wręcz podwodnego demona. Podobieństwa pomiędzy tym stworzeniem a ziemskim homarem zapewniły mu wśród żołnierzy X-Comu przydomek 'homaroid'. Jest to behemot z głębin; starannie zaprojektowana istota bojowa o niezwykłej sile i praktycznie niewrażliwości na pociski. Same jej szczypce potrafią kruszyć stal." STR_LOBSTERMAN_AUTOPSY: "Sekcja zwłok homaroida" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Pod praktycznie niezniszczalną skorupą stworzenie to stanowi niesamowitą konstrukcję. Silne mięśnie prężą się wokół tytanowego szkieletu, a wyrafinowany system celowniczy ze zdolnością skanowania wielopasmowego jest przytwierdzony bezpośrednio do mózgu stwora. Liczne oczy są chronione przez twardsze niż stal tworzywo sztuczne i jest jasne, że te istoty po wystawieniu do walki są nie do powstrzymania. Głęboko w ciele osadzone są urządzenia o nieznanej budowie i funkcji." STR_TASOTH_UFOPEDIA: "Ci zwinni i szybcy przeciwnicy są filarem armii obcych. Setki rodzą się w ogromnych kadziach hodowlanych, głęboko w sercu kolonii obcych. Znacznie bardziej potężny od człowieka tasot jest prawdziwym obcym, a jego zachowanie i drapieżna natura nie mają sobie równych na planecie. Tasot często staje na czele ataku obcych i jak się wydaje, nigdy nie uchyla się od walki, nawet w obliczu przeważających przeciwności. " STR_TASOTH_AUTOPSY: "Sekcja zwłok tasota" STR_TASOTH_AUTOPSY_UFOPEDIA: "Wnikliwa analiza ujawniła cybernetyczny organizm władający dziwnymi mocami. Wewnątrz jamy ciała znajduje się mała jednostka zasilająca, ale nie ma tam żadnych rozpoznawalnych organów. Moc przekazywana jest do całego ciała poprzez bioelektryczny system transmisyjny. Całe ciało jest pozbawione kości czy innych struktur podtrzymujących. Po śmierci energia zatrzymuje się i stworzenie staje się martwą kukłą, z której sączy się obca tkanka i płyny. Jedyną inną strukturą wewnętrzną jest para ogniw ceramicznych, które po naładowaniu na krótko ożywią stworzenie." STR_DEEP_ONE_UFOPEDIA: "Głębion jest biologicznym koszmarem, krzyżówką stworzoną przez niewyobrażalne eksperymenty akwatoidów. Napotkaliśmy kilka różnych odmian tych stworów. Po obszernych badaniach wywnioskowaliśmy, że produkowane są przez najeźdźców. Ich szeregi wzrastają w miarę porywania coraz to nowego materiału ludzkiego. Każdy z tych podludzi jest uzbrojony w miotacz energii elektrycznej, wystarczająco mocny, by zabić akwanautę." STR_DEEP_ONE_AUTOPSY: "Sekcja zwłok głębiona" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Stworzenie to jest szczepem człowieka i obcego organizmu. Ludzki mózg został przystosowany do połączenia z elektroniką sterującą i obcą korą mózgową. Jedyny ślad ludzkiego ciała, jaki się zachował, to oczy. Ślady operacji chirurgicznych wskazują, że obcy płód wzrasta pożerając ludzkiego nosiciela. Solidna skóra tego stworzenia wygląda na nieorganiczną, metalową siatkę, niezwykle silną i giętką. Wynikowa krzyżówka jest silna, szybka i całkowicie pod kontrolą obcych." STR_BIODRONE_UFOPEDIA: "Biodron jest wymysłem, który tylko obcy umysł mógł stworzyć. Jest to mózg (ludzki lub obcego) zawieszony w płynach owodniowych i podłączony do zasilanej jednostki bazowej, która może latać ponad lądem i pod wodą. Każdy biodron jest uzbrojony w potężny dysruptor audialny, po części będący maszyną, a po części organizmem. Niektórzy z naszych naukowców sugerują, że broń jest napędzana przez pierwotne struny głosowe organizmu nosiciela. Wysoce celne i wytrwałe, te superpsy obronne są szeroko stosowane przez obcych do ochrony cennych zasobów." STR_BIODRONE_AUTOPSY: "Sekcja zwłok biodrona" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Hipoteza, że dysruptor audialny jest urządzeniem biologicznym, jest prawdziwa. Ta nieszczęsna kreatura dosłownie zakrzykuje swoich wrogów na śmierć. Każdy okaz ma rozległe urazy od zabiegów chirurgicznych i poważne okaleczenia. Obcy wydają się zakatowywać mózg, by był im posłuszny. Większość z kory użytej w tych istotach jest obcego pochodzenia, ale nic nie da się porównać z koszmarem znalezienia jednostki opartej na człowieku. Biodrony są napędzane przez silnik jonowy i zawierają jakąś formę systemu zdalnego sterowania." STR_TENTACULAT_UFOPEDIA: "Nawet głębiny lovecraftowskiego horroru nie zdołałyby zrodzić tak nieopisanego stworzenia jak to. Nieporównywalny z żadnym żyjącym ziemskim zwierzęciem, musiał wykształcić się w środowisku, którego nie sposób sobie wyobrazić. Za pomocą długich macek paraliżuje swoje ofiary, przeobrażając je w bezmyślne twory. Potomstwo to może wywołać śmierć poprzez dotyk, przechodzący nawet przez zbroję. Mackonóg to najbardziej przeraźliwy obcy, jakiego dotąd napotkał X-Com." STR_TENTACULAT_AUTOPSY: "Sekcja zwłok mackonoga" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Sekcja odkryła mnóstwo małych cyberwszczepów w dużym mózgu istoty. Narząd wzroku wykorzystuje światło widzialne i obrazowanie termiczne, więc potwór ten może nawigować z niezawodną dokładnością nawet w najczarniejszych głębinach oceanu. Organy wewnętrzne są dość szczątkowe i ledwo wystarczają mu do przeżycia. Do małego żołądka prowadzi zewnętrzne przyłącze, co pozwala zakładać, że istota jest karmiona przez bezpośrednie podawanie substancji pokarmowych." STR_CALCINITE_UFOPEDIA: "Jak skafandry zagubionych nurków, ci obcy grasują na dnie morza w oczekiwaniu na nieostrożnych. Rozjuszony zamach mocniejszych niż stal szczypiec stwora może wystarczyć, by posłać na dno najlepszego nurka. Za szybą hełmu można dostrzec przelewającą się, zieloną galaretę. Z często śmiertelnych spotkań z tymi istotami nie udało się niczego wywnioskować na temat ich natury." STR_CALCINITE_AUTOPSY: "Sekcja zwłok kalcynita" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Po zdjęciu skafandra kalcynit okazał się być ogromną, bezkształtną masą protoplazmy. Nie ma widocznego mózgu, kończyn ani narządów zmysłów, a głęboko w płynnym ciele znajduje się mały metalowy podzespół. Możemy tylko domyślać się natury martwej istoty. To niewytłumaczalna zagadka naszych obcych wrogów." STR_TRISCENE_UFOPEDIA: "Ten dwunożny gad jest powrotem do czasów dinozaurów. Wydaje się być typową istotą z okresu kredy, z wyjątkiem zdolności przetrwania w wodzie i na lądzie. Stworzeniom tym zakłada się mocowanie na broń, a szczęki mają wypełnione wielkimi, metalicznymi zębami. Często potwory te są rdzeniem sił obcych podczas ataków na lądzie. To silna i potężna broń, którą oficerowie tasotów stosują z zabójczą skutecznością." STR_TRISCENE_AUTOPSY: "Sekcja zwłok tryskona" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Pod nożem naukowców tryskon ujawnia, że jest starożytną istotą, uzupełnioną o cyberwszczepy i systemy broni. Jego bardzo mały mózg jest sprzężony z małym modułem komputerowym zamontowanym w uprzęży sterującej, którą noszą wszystkie te stworzenia. Mocna naturalna skóra i drapieżny instynkt wzmocniony dodatkowymi brońmi czynią go śmiertelnym przeciwnikiem w każdym otoczeniu." STR_HALLUCINOID_UFOPEDIA: "Korzystając z zasobów oceanu, obcy ukształtowali te wielkie ziemskie stworzenia jako broń. Nie daj się zwieść spokojnym ruchom tych podmorskich żeglarzy. Posługujący się lodowatym dotykiem parzydełek halucynoid jest groźnym przeciwnikiem." STR_HALLUCINOID_AUTOPSY: "Sekcja zwłok halucynoida" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Wśród wielu warstw galaretowego ciała tego organizmu mieści się potężny zamrażacz chemiczny, jego główna zdolność ofensywna. Miękka i prężna skóra halucynoida wydaje się podatna na ataki cieplne. Często mutant ten jest spotykany w towarzystwie swoich panów, akwatoidów." STR_XARQUID_UFOPEDIA: "Kolejny zmodyfikowany ziemski bezkręgowiec, ksarkuid, to piękne i niebezpieczne stworzenie. Szybko pływający gigant kryje niszczycielski arsenał broni, rozprysk duszącego atramentu i strumień zjonizowanych cząstek. Od naszych pierwszych spotkań z tymi potężnymi stworami mamy baczenie na ich moce oraz na ich władców, mściwych skrzelaków." STR_XARQUID_AUTOPSY: "Sekcja zwłok ksarkuida" STR_XARQUID_AUTOPSY_UFOPEDIA: "Ten przerośnięty łodzik wyrósł na diecie z leków obcych i chirurgicznych modyfikacji. Gwałcąc prawa natury, skrzelaki dodały stworzeniu mechaniczne systemy kontroli, a więc naturalna forma tego stworzenia dziś już nie występuje. Stosowane jako organiczna platforma na broń, ksarkuidy ze swoją twardą skorupą i dobrą mobilnością stanowią wymagającego przeciwnika." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Obce łodzie latające operują dzięki złożonym systemom siłowym, które nadają im niewiarygodne prędkości pod wodą. Podstawą ich działania jest dyslokator jonowy, który używa zrbitu jako katalizatora, dzięki czemu silniki wypierają swoją stukrotną objętość wody na sekundę. Ta ogromna moc daje obcym zdolność prześcignięcia niemal każdej ziemskiej jednostki pływającej. Możemy skopiować ten system napędowy używając akwaplastyku i zrbitowych ogniw zasilających." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Jednostki te generują kuliste wielowarstwowe pole magnetyczne, rzutowane przez bloki nawigacyjne na odległość do 1000 m wokół łodzi. Nawigatorzy obcych są bezpośrednio podłączeni do maszyn i dzięki nim wyczuwają niewidzialny świat ukryty pod falami. W interfejsie systemu zastosowano zmodyfikowane tkanki mózgowe obcych, które komunikują się bezpośrednio z mózgiem operatora poprzez łącze neuronowe." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Każda jednostka ma strukturę podobną do kameleona, starannie wzorowaną na morskich stworzeniach i zbudowaną z akwaplastyku. Każda łódź podwodna działa jak organizm: załoga i statek są w harmonii. Większość systemów możemy skopiować, a następnie rozwinąć technikę hybrydową, która pozwoli nam wspiąć się na ten sam poziom techniczny." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Niezliczeni obcy, którzy spoczywają w ukryciu na Ziemi, pozostają w hibernacji, kriogenicznie zamrożeni. Wszystkie istoty są zapieczętowane w kapsułach, a temperatura ich ciała jest zredukowana do punktu, w którym funkcje życiowe są wtrzymane. Jak dotąd badania tych kapsuł pokazują, jak nieprawdopodobnie długo trwa hibernacja, niekiedy ponad 60 milionów lat." STR_ALIEN_CLONING_UFOPEDIA: "Wielu schwytanych obcych jest identycznych aż do ich DNA, to pod każdym względem kopie. Próbki komórek z banków zamrożonych genów obcych umieszczane są w specjalnych komorach. Niektóre jednostki zawierają ludzi lub ludzkie części. Możliwe, że innym zastosowaniem tych jednostek klonujących jest tworzenie jakiejś ludzko-obcej hybrydy." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Za pomocą Implantów kontroli molekularnej w czaszkach obcych maszyny te ładują informację bezpośrednio do mózgu. Świeżo sklonowani obcy są dowożeni do tych jednostek, by do ich czystych umysłów wpłynęły wspomnienia ich rasy oraz wszelkie dane naukowe lub wojskowe." STR_ALIEN_IMPLANTER_UFOPEDIA: "Ta jednostka jest używana do wszczepiania obcym implantów kontroli molekularnej, zapładniania ras reproduktorów i umieszczania lub usuwania organów i elektroniki z dowolnej istoty. Sądziliśmy, że procedura ta jest przeprowadzana na znieczulonym pacjencie, ale jest on w pełni świadomy zabiegu i niestety ludzka anatomia wydaje się perfekcyjnie pasować do urządzenia." STR_EXAMINATION_ROOM_UFOPEDIA: "Mamy teraz dość danych, by ustalić, dlaczego obcy porywają ludzi. Nie są oni pożywieniem, nie wszczepia się im obcych płodów, ale stanowią bazę dla szeregu istot i systemów kontrolnych. Technika obcych opiera się na wspólnym umyśle, dzielonym intelekcie, a ludzki mózg jest idealnym ośrodkiem dla takich systemów. Ludzka tkanka mózgowa jest używana w większości obcych biologicznych systemów komputerowych przeznaczonych do przechowywania i pozyskiwania zasobów, a pozostałości znajdują zastosowanie w budowie i hodowli." STR_AQUA_PLASTICS_UFOPEDIA: "W obcych łodziach podwodnych i budowlach stosuje się niezwykle silny, giętki i odporny materiał do konstrukcji większości elementów. Akwaplastyk to złożone, wielowiązaniowe materiały katalizowane przez zrbit. Gęsta, lecz lekka substancja jest nawet mocniejsza niż tytan czy kewlar." STR_ZRBITE_UFOPEDIA: "Jest to stop obcego pochodzenia, po części złoto, po części materiał biologiczny. Gdy jest używany jako źródło energii, małe ilości generują więcej mocy niż 10 razy większa jednostka nuklearna. Skopiowanie tego materiału wykracza poza nasze możliwości techniczne, gdyż większość jego składników ma obce pochodzenie." STR_ALIEN_ORIGINS_UFOPEDIA: "Obcy atakują na całym świecie z bezlitosną skutecznością. Nie możemy przyszpilić ich źródła. Może to jakaś głębia oceaniczna, zbyt dla nas nieprzenikniona, by ich wykryć? Nie wszystkie organizmy, które napotkaliśmy, są obce; niektóre są bardzo stare, niektóre pochodzą ze ścieżek ewolucji, które uznawaliśmy za wymarłe. Mamy do czynienia z zagrożeniem, które było uśpione od tysiącleci, subtelną symbiozą człowieka i obcego. Głęboko w oceanach położone są starożytne miejsca używane przez obcych do kontaktów z ich gwiezdnymi kuzynami. Każde z tych dwunastu miejsc zawiera urządzenie synomium, potężny twór obcej techniki. Teraz, kiedy ich machina wojenna ruszyła, obcy reaktywowali te miejsca, by rozszerzyć sieć Kontroli Molekularnej, więc za wszelką cenę musimy je zniszczyć." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Sześćdziesiąt pięć milionów lat temu ogromny statek kolonialny został wysłany na ziemię z odległego świata obcych. Gdy przeogromny statek zbliżył się do niemowlęcej planety, masywny i gwałtowny rozbłysk słoneczny spowodował awarię systemów nawigacji. Okaleczona i niesprawna, gigantyczna bryła spadła gwałtownie przez stratosferę, wyłaniając się na kredowym niebie. Na ziemi niezliczone formy życia wytężyły wzrok ku niebu, gdy w ich planetę uderzył wróg. Rozległa chmura pyłu zatkała atmosferę i gdy ląd ostygł, dominująca forma życia, potężne dinozaury, wyginęła. Ale 400 miliardów ton T'leth nie zostało zniszczonych w wyniku zderzenia; zaawansowane superkomputery zainicjowały kriogeniczny cykl snu istot przetrzymywanych w swych trzewiach. Gdy minęły eony, komputery wybudziły oddziały obcych, by spróbowały skomunikować się ze swymi gwiezdnymi kuzynami, lecz na próżno; jądro obcej mocy nadal spało." STR_TLETH_THE_ALIEN_CITY: "T'leth, miasto obcych" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, wielki kolonizacyjny statek obcych, zalega w głębinie Sigsbee w Zatoce Meksykańskiej. W sercu miasta znajduje się obcy koszmar, tak plugawy i tak potężny, że nawet śmierć go nie dosięga. W komorze z obcego metalu spoczywa śpiące ciało wielkiego marzyciela, Najwyższego Obcego. Podniesienie T'leth ponad fale rozpocznie w nim ożywczy cykl, a wówczas będzie niepowstrzymane. Wprawdzie nie jest żywy, choć też nie martwy, ale obcy umysł kontroluje armię najeźdźców. Dziwna technologia kontroli molekularnej łączy wszystkich obcych z Jednością oraz Jedność z wszystkimi obcymi. Genetycznie przeobrażone obco-ludzkie płody dostarczają obcemu umysłowi energii i tworzą więź pomiędzy rządzącym a jego podmiotami. Mit o Najwyższym Obcym istniał w sercach i umysłach ludzkości od wieków, a morza zawsze skrywały ostateczną prawdę." STR_CENTER_ON_SITE_TIME_5_SECONDS: "WSKAŻ MIEJSCE - CZAS: 5 sekund" STR_CANCEL_UC: "ANULUJ" STR_NONE: "Brak" STR_UNKNOWN: "Nieznane" STR_POOR: "Słabo" STR_AVERAGE: "Średnio" STR_GOOD: "Dobrze" STR_EXCELLENT: "Znakomicie" STR_BUILD_NEW_BASE_UC: "BUDUJ NOWĄ BAZĘ" STR_BASE_INFORMATION: "INFORMACJE O BAZIE" STR_EQUIP_CRAFT: "WYPOSAŻENIE STATKÓW" STR_BUILD_FACILITIES: "BUDUJ INSTALACJĘ" STR_RESEARCH: "BADANIA" STR_MANUFACTURE: "PRODUKCJA" STR_TRANSFER_UC: "TRANSFERUJ" STR_PURCHASE_RECRUIT: "KUP/ZATRUDNIJ" STR_SACK: "ZWOLNIJ" STR_SELL_SACK_UC: "SPRZEDAJ/ZWOLNIJ" STR_GEOSCAPE_UC: "EKRAN ZIEMI" STR_NAME: "Nazwa" STR_AREA: "Obszar" STR_BUILD_NEW_BASE: "Buduj nową bazę" STR_CANCEL: "Anuluj" STR_COST_UC: "KOSZT>" STR_CONSTRUCTION_TIME_UC: "CZAS BUDOWY>" STR_DAY: one: "{N} dzień" few: "{N} dni" many: "{N} dni" other: "{N} dni" STR_HOUR: one: "{N} godzina" few: "{N} godziny" many: "{N} godzin" other: "{N} godzin" STR_MAINTENANCE_UC: "UTRZYMANIE>" STR_OK: "OK" STR_INSTALLATION: "Instalacja" STR_CURRENT_RESEARCH: "AKTUALNE BADANIA" STR_SCIENTISTS_AVAILABLE: "Dostępnych naukowców>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Wysłanych do badań>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Wolnych stanowisk badań>{ALT}{0}" STR_RESEARCH_PROJECT: "BADANY PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "WYSŁANYCH DO BADAŃ" STR_PROGRESS: "POSTĘP" STR_NEW_PROJECT: "Nowy projekt" STR_CANCEL_PROJECT: "ANULUJ PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NOWE PROJEKTY NAUKOWE" STR_SCIENTISTS_AVAILABLE_UC: "DOSTĘPNYCH NAUKOWCÓW>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "WOLNYCH STANOWISK BADAŃ>{ALT}{0}" STR_INCREASE: "Zwiększ" STR_DECREASE: "Zmniejsz" STR_START_PROJECT: "ROZPOCZNIJ PROJEKT" STR_CURRENT_PRODUCTION: "AKTUALNA PRODUKCJA" STR_ENGINEERS_AVAILABLE: "Dostępnych techników>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Wysłanych do pracy>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Wolnych stanowisk pracy>{ALT}{0}" STR_CURRENT_FUNDS: "Obecne środki>{ALT}{0}" STR_ITEM: "PRZEDMIOT" STR_ENGINEERS__ALLOCATED: "Wysłanych do pracy" STR_UNITS_PRODUCED: "Wytworzono sztuk" STR_TOTAL_TO_PRODUCE: "Sztuk do produkcji" STR_COST__PER__UNIT: "Koszt{NEWLINE}za{NEWLINE}sztukę" STR_DAYS_HOURS_LEFT: "Pozostało dni/godzin" STR_NEW_PRODUCTION: "Nowa produkcja" STR_PRODUCTION_ITEMS: "Przedmioty do produkcji" STR_CATEGORY: "KATEGORIA" STR_START_PRODUCTION: "ROZPOCZNIJ PRODUKCJĘ" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} roboczogodzin na jedną sztukę" STR_COST_PER_UNIT_: "Koszt za sztukę>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Wymagana przestrzeń robocza>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "WYMAGANE SPECJALNE MATERIAŁY" STR_ITEM_REQUIRED: "WYMAGANY PRZEDMIOT" STR_UNITS_REQUIRED: "WYMAGANYCH SZTUK" STR_UNITS_AVAILABLE: "DOSTĘPNYCH SZTUK" STR_STOP_PRODUCTION: "PRZERWIJ PRODUKCJĘ" STR_ENGINEERS_AVAILABLE_UC: "DOSTĘPNYCH TECHNIKÓW>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "WOLNA PRZESTRZEŃ ROBOCZA>{ALT}{0}" STR_MONTHLY_PROFIT: "ZYSK MIESIĘCZNY>{ALT}{0}" STR_INCREASE_UC: "ZWIĘKSZ" STR_DECREASE_UC: "ZMNIEJSZ" STR_UNITS_TO_PRODUCE: "Sztuk do produkcji" STR_PURCHASE_HIRE_PERSONNEL: "Kup przedmioty/Zatrudnij ludzi" STR_COST_OF_PURCHASES: "Koszt transakcji>{ALT}{0}" STR_COST_PER_UNIT_UC: "KOSZT ZA SZTUKĘ" STR_QUANTITY_UC: "ILOŚĆ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "DOSTĘPNY PERSONEL/CAŁY PERSONEL>" STR_SOLDIERS: "Akwanauci" STR_SCIENTISTS: "Naukowcy" STR_ENGINEERS: "Technicy" STR_SPACE_USED_SPACE_AVAILABLE: "UŻYWANA PRZESTRZEŃ/DOSTĘPNA PRZESTRZEŃ>" STR_LIVING_QUARTERS: "Kwatery mieszkalne" STR_STORES: "Magazyny" STR_LABORATORIES: "Laboratoria" STR_WORK_SHOPS: "Warsztaty" STR_HANGARS: "Doki dla łodzi" STR_SHORT_RANGE_DETECTION: "Sonar krótkiego zasięgu" STR_DEFENSE_STRENGTH: "Siła obrony" STR_TRANSFERS_UC: "TRANSFERY" STR_TRANSFERS: "Transfery" STR_ARRIVAL_TIME_HOURS: "Godzin do przybycia" STR_COST_: "Koszt>{ALT}{0}" STR_AREA_: "Teren>{ALT}{0}" STR_BASE_NAME: "Nazwa bazy?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "WYBIERZ POŁOŻENIE ŚLUZY" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "SZTUK DO TRANSFERU" STR_SELECT_DESTINATION_BASE: "Wybierz bazę docelową" STR_COST: "Koszt" STR_INTRO_1: "Prawa autorskie: 1995 r., MicroProse" STR_INTRO_2: "Mars: upadek Cydonii." STR_INTRO_3: "Po zniszczeniu serca obcej machiny wojennej, X-Com triumfalnie powraca do domu. Jednakże nie wszystko w zrujnowanej marsjańskiej bazie jest martwe." STR_INTRO_4: "Potężna wiązka tachionowa zostaje wystrzelona z gruzów cydońskiego centrum dowodzenia i pędzi przez pustkę. Jej cel..." STR_INTRO_5: "Ziemia." STR_INTRO_6: "Wiązka uderza w długo uśpiony receptor w głębinach oceanu. Wielkie uśpione komputery zaczynają się wybudzać. W głębi, pozostając poza wzrokiem ludzi, wielkie komory obcych rozpoczynają swój długi cykl reanimacji." STR_INTRO_7: "Rok 2040: nieświadoma Ziemia. O koszmarze wojny obcych już zapomniano. Ale w zaginionych i ukrytych miejscach oceanu hordy obcych są gotowe - gotowe do obalenia ludzkości i zawładnięcia światem." STR_INTRO_8: "Obcy uderzają w ludzkość; szukają osobników dla swoich spaczonych eksperymentów; rabują cenne minerały i zasoby na całym świecie; łupią oceany. Następnie obcy kierują uwagę ponad poziom poziom morza." STR_INTRO_9: "Potężna latające łodzie dziwnej konstrukcji przemierzają oceany, - wypatrując, szukając, polując........." STR_INTRO_10: "Atakując znalezione ofiary." STR_INTRO_11: "Niesamowite nowe rodzaje broni zostają wysłane przeciw bezbronnemu światu. Jesteśmy całkowicie na łasce obcych.{NEWLINE}Tylko jedna organizacja może nas uratować; lecz odwróciliśmy się do nich plecami dawno temu......" STR_INTRO_12: "Eksperymentalna podwodna placówka organizacji X-Com" STR_INTRO_13: "'Mayday! mayday! Tu transatlantycki liniowiec Hyperion. Atakują nas! Mayday! Mayd...'" STR_INTRO_14: "'Centrum Dowodzenia do Doku Jeden: Otworzyć drzwi oceaniczne', 'wypuścić Barakudę Zero Jeden. Mamy tu sytuację ataku obcych - stan Czerwony.'{NEWLINE}'Powtarzam: stan Czerwony'" STR_INTRO_15: "Obcy są bezwzględni w swojej skuteczności...." STR_INTRO_16: "...niezawodni w swojej celności" STR_INTRO_17: "'Barakuda Zero Jeden do bazy' - 'zbliżamy się do szczątków Hyperionu'." STR_INTRO_18: "'Zwalniam'.{NEWLINE}'Dwa metry'{NEWLINE}'Jeden metr'{NEWLINE}'Wszyscy akwanauci przygotować się do natychmiastowej akcji.'" STR_INTRO_19: "...........'Śluza zabezpieczona...'zbliżam się do wraku'.{NEWLINE}'O matko!'{NEWLINE}'Odbierasz te stwory z mojej kamery ze skafandra?'" STR_GAMEOVER_1: "Zawiedliśmy, obcy unicestwili naszą ostatnią nadzieję na ocalenie.{NEWLINE}X-Com został zniszczony i Ziemia leży u stóp starożytnego wroga." STR_GAMEOVER_2: "T'leth grzmi wysoko w stratosferze i zaczyna się przemieszczać poprzez świat. Sieje śmierć i zbiera pozostałości rasy ludzkiej. Głęboko w jego wnętrzu zaczyna się budzić morderczy umysł obcego." STR_GAMEOVER_3: "W stolicach miast wszystkich narodów wykreśla się desperackie plany. Wszystko to spali na panewce, bez techniki użyczonej przez projekt badawczy X-Com nasze bronie są nieskuteczne." STR_GAMEOVER_4: "Obcy zakładają bazy na biegunach polarnych i zaczynają roztapiać lód, świat stanie się rozległym oceanem. Pozostałości ludzkiej rasy są spędzane jak bydło i używane w odrażających eksperymentach hodowlanych dla nieznanych, obcych celów. Niebo ciemnieje, a straszliwy pomór ogarnia ziemskie lądy." STR_GAMEOVER_5: "Nie możemy stawić oporu nowemu światowemu porządkowi, a tych, którzy spróbują, dosięga płomienna zagłada od niepojętych broni obcych. Dla reszty z nas nie ma takiego błogosławionego odpuszczenia, matka Ziemia stała się światem obcych, a ludzkość jest zgubiona pod pełzającym koszmarem." STR_OUTRO_1: "Grobowiec, spustoszony i zdziesiątkowany, bulgoczące ryki dobiegają z trumny w jego centrum.{NEWLINE}Głupcy, wszyscy zginiecie...................." STR_OUTRO_2: ".................nikt nie ucieknie." STR_OUTRO_3: "Wielka eksplozja tryska z grobowca i rozdziera całe miasto, gruz i dym wypełniają powietrze. Plany obcych zostały pokrzyżowane........" STR_OUTRO_4: "Wynaturzony ogrom T'leth zaczyna pękać. Płomienie i ogień tańczą na lśniących iglicach i halach z adamantu." STR_OUTRO_5: "Potężne twierdza obcych wali się do morza, wycie miętolonego metalu i dusz wypełnia powietrze. Wielki Marzyciel nie będzie już śnił o podbijaniu świata." STR_OUTRO_6: "Jeszcze jeden przeraźliwy grzmot i T'leth rozpada się na części.{NEWLINE}Zagrożenie ze strony obcych minęło, Ziemia jest oczyszczona.................." STR_OUTRO_7: "Senna, niebiesko-zielona planeta w odległym zakątku Galaktyki." STR_OUTRO_8: "Niedaleka przyszłość, bezpieczne miejsce do życia." STR_OUTRO_9: "Obce zagrożenie dla Ziemi zostało pokonane dawno temu." STR_OUTRO_10: "Rozległe metropolie mieszczą niezliczone miliardy ludzi." STR_OUTRO_11: "Dokonania X-Comu i wojny z obcymi stały się tematem historyjek dla dzieci." STR_OUTRO_12: "Ale legendy mają to do siebie, że zawierają ziarno prawdy............" STR_RISE_1: "T'leth pojawia się w różnych legendach różnych krajów pod różnymi nazwami." STR_RISE_2: "Z wrzaskiem eksplozji, który rozbrzmiał na całym świecie, T'leth zaczął powstawać z dna morza." STR_RISE_3: "Wielka budowla wychynęła z wód Zatoki Meksykańskiej." STR_RISE_4: "400 miliardów ton obcego metalu, potężne miasto obcych, w którym spoczywa śpiące ciało Najwyższego Obcego. Uwięziony na ziemi od 65 milionów lat, ten potworny kosmiczny bóg zaczyna się poruszać." STR_RISE_5: "Wody gotują się i wzburzają, gdy grobowiec Wielkiego Marzyciela wyłania się w świetle dnia................" STR_RISE_6: ".........światło, które wkrótce zgaśnie, chyba że X-Com zdoła zniszczyć machinę wojenną obcych." STR_YOU_HAVE_FAILED: "Nie udało ci się zatrzymać machiny wojennej obcych. Finansujące organizacje, zawiedzione twoimi wynikami, próbują wynegocjować z obcymi niemilitarne rozwiązanie. Najeźdźcy mają zupełnie inne zamiary i wkrótce cały świat dowie się prawdy..." STR_TOTAL_UC: "SUMA" STR_INCOME: "Dochód" STR_EXPENDITURE: "Wydatki" STR_MAINTENANCE: "Utrzymanie" STR_BALANCE: "Bilans" STR_UFO_ACTIVITY_IN_AREAS: "Aktywność obcych na morzach" STR_UFO_ACTIVITY_IN_COUNTRIES: "Aktywność obcych w strefach" STR_XCOM_ACTIVITY_IN_AREAS: "Aktywność X-Comu na morzach" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Aktywność X-Comu w strefach" STR_FINANCE: "Finanse" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "tys. $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Brakuje materiałów specjalnych do produkcji{NEWLINE}{0}{NEWLINE}w bazie{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Brakuje pieniędzy do produkcji{NEWLINE}{0}{NEWLINE}w bazie{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produkcja {0}{NEWLINE}w bazie{NEWLINE}{1}{NEWLINE}została zakończona" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Budowa {0}{NEWLINE}w bazie {1}{NEWLINE}została zakończona" STR_OK_5_SECONDS: "OK - CZAS: 5 sekund" STR_RESEARCH_COMPLETED: "Badania ukończone" STR_VIEW_REPORTS: "ZOBACZ RAPORTY" STR_WE_CAN_NOW_RESEARCH: "Możemy teraz badać" STR_WE_CAN_NOW_PRODUCE: "Możemy teraz produkować" STR_SUNDAY: "NIEDZIELA" STR_MONDAY: "PONIEDZIAŁEK" STR_TUESDAY: "WTOREK" STR_WEDNESDAY: "ŚRODA" STR_THURSDAY: "CZWARTEK" STR_FRIDAY: "PIĄTEK" STR_SATURDAY: "SOBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Brakuje {0}, by zatankować łódź {1} w bazie {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Brakuje {0}, by dozbroić łódź {1} w bazie {2}" STR_UFO_IS_NOT_RECOVERED: "USO nie zostało odzyskane" STR_UFO_IS_RECOVERED: "USO zostało odzyskane" STR_CRAFT_IS_LOST: "Łódź latająca stracona" STR_TERROR_CONTINUES: "Aktywność obcych trwa" STR_ALIENS_DEFEATED: "Obcy pokonani" STR_BASE_IS_LOST: "Baza stracona" STR_BASE_IS_SAVED: "Baza uratowana" STR_ALIEN_BASE_STILL_INTACT: "Kolonia obcych nadal istnieje" STR_ALIEN_BASE_DESTROYED: "Kolonia obcych zniszczona" STR_ALIENS_KILLED: "ZABICI OBCY" STR_ALIEN_CORPSES_RECOVERED: "ZNALEZIONYCH ZWŁOK OBCYCH" STR_LIVE_ALIENS_RECOVERED: "POJMANYCH ŻYWYCH OBCYCH" STR_ALIEN_ARTIFACTS_RECOVERED: "ZNALEZIONYCH ARTEFAKTÓW OBCYCH" STR_ALIEN_BASE_CONTROL_DESTROYED: "ZNISZCZONO STEROWNIĘ OBCEJ KOLONII" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "ZNISZCZONO SYNOMIUM OBCYCH" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "NIE ZNISZCZONO SYNOMIUM OBCYCH" STR_CIVILIANS_KILLED_BY_ALIENS: "CYWILI ZABITYCH PRZEZ OBCYCH" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CYWILI ZABITYCH PRZEZ AKWANAUTÓW X-COMU" STR_CIVILIANS_SAVED: "URATOWANYCH CYWILI" STR_XCOM_OPERATIVES_KILLED: "ZABITYCH AKWANAUTÓW X-COMU" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "ZAGINIONYCH W AKCJI AKWANAUTÓW X-COMU" STR_TANKS_DESTROYED: "ZNISZCZONYCH PSB X-COMU" STR_XCOM_CRAFT_LOST: "STRACONYCH ŁODZI X-COMU" STR_UFO_RECOVERY: "PRZEJĘTE POZOSTAŁOŚCI USO" STR_ALIEN_BASE_RECOVERY: "PRZEJĘTE POZOSTAŁOŚCI KOLONII OBCYCH" STR_BASE_UNDER_ATTACK: "Baza '{0}' jest atakowana!" STR_BASE_DEFENSES_INITIATED: "ZAINICJOWANO SYSTEMY OBRONNE BAZY" STR_GRAV_SHIELD_REPELS_UFO: "TARCZE ODPYCHAJĄ USO!" STR_FIRING: "STRZELA" STR_HIT: "TRAFIENIE!" STR_UFO_DESTROYED: "USO ZNISZCZONE!" STR_MISSED: "PUDŁO!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sprzedaj produkty/Zwolnij ludzi" STR_VALUE_OF_SALES: "WARTOŚĆ SPRZEDAŻY>{ALT}{0}" STR_FUNDS: "FUNDUSZE>{ALT}{0}" STR_SELL_SACK: "Sprzedaj/Zwolnij" STR_VALUE: "Wartość" STR_CRAFT_: "ŁÓDŹ LATAJĄCA>{ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "PRZEJĘCIE ROZBITEGO USO" STR_UFO_CRASH_RECOVERY_BRIEFING: "ZACHOWAJ SZCZEGÓLNĄ OSTROŻNOŚĆ - w łodzi i jej okolicy będą obcy. Misja będzie ukończona, gdy wszystkie wrogie jednostki zostaną wyeliminowane lub zneutralizowane. Potem można rozpocząć odzyskiwanie pozostałości obcych łodzi, urządzeń technicznych i zwłok. Aby przerwać misję, zawróć akwanautów X-Comu do łodzi i kliknij ikonę 'Przerwij misję'." STR_UFO_GROUND_ASSAULT: "SZTURM NA USO" STR_UFO_GROUND_ASSAULT_BRIEFING: "Zbadaj miejsce lądowania i, jeśli to możliwe, wejdź do USO. Misja zakończy się powodzeniem, gdy wszystkie jednostki wroga zostaną wyeliminowane lub zneutralizowane. Nastąpi wtedy przejęcie pozostałości USO, przedmiotów i martwych obcych. Aby przerwać misję, zawróć akwanautów X-Comu do łodzi i kliknij ikonę 'Przerwij misję'." STR_BASE_DEFENSE: "OBRONA BAZY X-COMU" STR_BASE_UC_: "BAZA>{0}" STR_BASE_DEFENSE_BRIEFING: "W pobliżu wylądował statek obcych. Nasza baza jest w wielkim niebezpieczeństwie. Standardową procedurą w takiej sytuacji jest ewakuacja całego niewalczącego personelu wszystkimi dostępnymi łodziami X-Comu. Jednostki obcych mogły wejść do bazy przez śluzę lub windę dostępu. Obroń bazę i jej istotne instalacje za wszelką cenę. To jest walka na śmierć i życie. Jeśli klikniesz na ikonę 'Przerwij misję' i potwierdzisz wybór, poniesiesz klęskę i utracisz bazę." STR_ALIEN_COLONY_ATTACK_MISSION: "ATAK NA KOLONIĘ OBCYCH" STR_ALIEN_BASE_ASSAULT: "KOLONIA OBCYCH: CZĘŚĆ PIERWSZA" STR_ALIEN_COLONY_P1_BRIEFING: "Ta misja to atak na instalację kolonizacyjną obcych. Dzieli się ona na 2 poziomy; aby przejść dalej, zaprowadź wszystkich akwanautów do świecącego wyjścia w pierwszym kompleksie i kliknij ikonę 'Przerwij Misję'. Jakiekolwiek pozostawione wyposażenie pozostanie na dnie morza dopóki nie zakończysz części drugiej. Aby uciec, zawróć akwanautów X-Comu do łodzi i kliknij ikonę 'Przerwij misję'." STR_ALIEN_COLONY_P2: "KOLONIA OBCYCH: CZĘŚĆ DRUGA" STR_ALIEN_COLONY_P2_BRIEFING: "Po pokonaniu pierwszego poziomu wkraczasz do serca kolonii. Twoją misją jest zniszczenie centrum kontroli, urządzenia synomium, lub wyeliminowanie wszystkich obcych. Aby przerwać misję, zbierz akwanautów w obszarze startowym i kliknij na ikonie 'Przerwij misję'. Całe możliwe do zebrania wyposażenie X-Comu wróci do bazy." STR_ALIENS_LAUNCH_PORT_TERROR: "OBCY ATAKUJĄ{NEWLINE}PORT W KRAJU" STR_PORT_TERROR: "ATAK OBCYCH NA PORT" STR_PORT_TERROR_BRIEFING: "Obcy rozpoczęli atak przeciwko obiektom na powierzchni. Port i jego ludność cywilna są zagrożone. Twój oddział musi wyeliminować wszystkich obcych i ocalić niewinne osoby postronne przed tą napaścią. Aby uciec, zawróć akwanautów X-Comu do łodzi i kliknij ikonę 'Przerwij misję'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "OBCY ATAKUJĄ{NEWLINE}WYSPĘ W KRAJU" STR_ISLAND_TERROR: "ATAK OBCYCH NA WYSPĘ" STR_ISLAND_TERROR_BRIEFING: "Obcy rozpoczęli atak przeciwko obiektom na powierzchni. Wyspa i jej ludność cywilna są zagrożone. Twój oddział musi wyeliminować wszystkich obcych i ocalić niewinne osoby postronne przed tą napaścią. Aby uciec, zawróć akwanautów X-Comu do łodzi i kliknij ikonę 'Przerwij misję'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "OBCY ATAKUJĄ{NEWLINE}SZLAK WODNY" STR_CARGO_SHIP_P1: "STATEK TOWAROWY: CZĘŚĆ PIERWSZA" STR_CARGO_SHIP_P2: "STATEK TOWAROWY: CZĘŚĆ DRUGA" STR_CRUISE_SHIP_P1: "STATEK WYCIECZKOWY: CZĘŚĆ PIERWSZA" STR_CRUISE_SHIP_P2: "STATEK WYCIECZKOWY: CZĘŚĆ DRUGA" STR_SHIP_RESCUE_MISSION: "MISJA RATOWANIA STATKU" STR_SHIP_RESCUE_P1_BRIEFING: "Ta misja to polowanie na robaki, wyeliminuj wszystkich obcych znajdujących się na statku i chroń życie każdego cywila na pokładzie. Obcy rozproszyli się nad i pod pokładami, zabezpiecz wyższe pokłady przed zejściem na niższe. Aby wyjść, umieść akwanautów w latającej łodzi i kliknij na ikonie 'Przerwij Misję'." STR_SHIP_RESCUE_P2_BRIEFING: "Wyższy pokład jest teraz czysty, przejdź do niższych pokładów. Korzystając z windy towarowej możesz zejść do ładowni. Aby ukończyć tą misję twój oddział musi wyeliminować wszystkich Obcych na tym poziomie. Aby przerwać umieść wszystkich akwanautów w punkcie początku windy i kliknij na ikonie 'Przerwij Misję'." STR_ALIEN_ACTIVITY_DETECTED: "WYKRYTO AKTYWNOŚĆ OBCYCH" STR_ALIEN_CONTACT_SITE_MISSION: "PUNKT KOMUNIKACYJNY OBCYCH" STR_ARTIFACT_SITE_P1: "PUNKT KOMUNIKACYJNY OBCYCH: CZĘŚĆ PIERWSZA" STR_ARTIFACT_SITE_P1_BRIEFING: "Ta misja to napad na niedawno aktywowane miejsce komunikacyjne Obcych. Są 2 poziomy tego miejsca, dno z piramidami Obcych i ukryty kompleks Obcych. Aby przejść dalej weź wszystkich akwanautów to wejścia do kompleksu i kliknij na ikonie 'Przerwij Misję'. Aby wyjść, umieść akwanautów w latającej łodzi i kliknij na ikonie 'Przerwij Misję'." STR_ARTIFACT_SITE_P2: "PUNKT KOMUNIKACYJNY OBCYCH: CZĘŚĆ DRUGA" STR_ARTIFACT_SITE_P2_BRIEFING: "Poradziłeś sobie ze strukturami Obcych i wszedłeś do kompleksu, cele misji są jasne. Aby ukończyć misję przeniknij do serca placówki Obcych i zniszcz Urządzenie Kontroli Molekularnej Synomium. Aby przerwać umieść wszystkich akwanautów w punkcie początku wejścia windy i kliknij na ikonie 'Przerwij Misję'." STR_SIGSBEE_DEEP_MISSION: "GŁEBIA SIGSBEE{NEWLINE}MIASTO OBCYCH: POZIOM PIERWSZY" STR_TLETH_P1_BRIEFING: "Wkraczamy w nieznane, odtąd wszystko może na nas czekać. Wiemy że są 2 dalsze poziomy przed miastem Obcych i twój oddział musi ścigać się do wyjścia na tym poziomie by wejść do następnego. Aby przejść dalej przemieść wszystkich akwanautów do wyjścia i kliknij na ikonie 'Przerwij Misję'. Przerwanie w każdym innym miejscu zakończy misję." STR_TLETH_ATTACK_MISSION: "ATAK NA T'LETH{NEWLINE}MIASTO OBCYCH: POZIOM DRUGI" STR_TLETH_P2_BRIEFING: "Brnąc dalej w nieznane, odtąd możemy spodziewać się wszystkiego. Wiemy, że istnieje jeszcze kolejny poziom przed miastem obcych, a twój oddział musi jak najszybciej dotrzeć do wyjścia z tego poziomu, \n by przejść do następnego. Aby kontynuować, przemieść wszystkich akwanautów do wyjścia i kliknij na ikonie 'Przerwij Misję'. Przerwanie w każdym innym miejscu zakończy misję." STR_FINAL_TLETH_MISSION: "OSTATNIA FAZA ATAKU NA T'LETH{NEWLINE}MIASTO OBCYCH: POZIOM TRZECI" STR_TLETH_P3_BRIEFING: "Koniec jest w zasięgu wzroku, odtąd szukamy krypty Największego Obcego. Zniszcz 8 podajników mocy grobowca by zakończyć zagrożenie Obcych. Nie poddawaj się teraz! Przerwanie zakończy misję." STR_TLETH_P1: "MIASTO OBCYCH: POZIOM PIERWSZY" STR_TLETH_P2: "MIASTO OBCYCH: POZIOM DRUGI" STR_TLETH_P3: "MIASTO OBCYCH: POZIOM TRZECI" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "BRAKUJE WOLNEGO DOKU DLA PRODUKOWANEGO STATKU!{SMALLLINE}Każdy statek przydzielony w danej bazie, przenoszony do innej bazy, kupowany lub produkowany wymaga co najmniej jednego doku. Wybuduj nowy dok lub przenieś przynajmniej jeden statek do innej bazy." STR_NO_FREE_HANGARS_FOR_PURCHASE: "BRAKUJE WOLNEGO DOKU DLA KUPOWANEGO STATKU!{SMALLLINE}Każdy statek przydzielony w danej bazie, przenoszony do innej bazy, kupowany lub produkowany wymaga co najmniej jednego doku. Wybuduj nowy dok lub przenieś przynajmniej jeden statek do innej bazy." STR_NO_FREE_HANGARS_FOR_TRANSFER: "BRAKUJE WOLNEGO DOKU DLA PRZENOSZONEGO STATKU!{SMALLLINE}Każdy statek przydzielony w danej bazie, przenoszony do innej bazy, kupowany lub produkowany wymaga co najmniej jednego doku. Wybuduj nowy dok lub przenieś przynajmniej jeden statek do innej bazy." STR_CANNOT_BUILD_HERE: "NIE MOŻNA TU BUDOWAĆ!{SMALLLINE}Musisz budować obok kapsuły, która już istnieje." STR_NO_FREE_ACCOMODATION: "BRAK WOLNYCH KWATER!{SMALLLINE}Brak wolnych kwater w bazie docelowej." STR_NOT_ENOUGH_WORK_SPACE: "BRAKUJE WOLNEGO MIEJSCA W WARSZTACIE!{SMALLLINE}Wybuduj nowy warsztat lub ogranicz pracę nad co najmniej jednym projektem." STR_NOT_ENOUGH_MONEY: "NIEWYSTARCZAJĄCA ILOŚĆ PIENIĘDZY!" STR_NOT_ENOUGH_STORE_SPACE: "BRAK MIEJSCA W MAGAZYNACH!{SMALLLINE}Wybuduj nowe magazyny lub przenieś część zapasów do innej bazy." STR_NOT_ENOUGH_LIVING_SPACE: "BRAK WOLNYCH KWATER!{SMALLLINE}Wybuduj nowe kwatery lub przenieś część personelu do innej bazy." STR_LAUNCH_INTERCEPTION: "WYSYŁANIE ŁODZI" STR_CRAFT: "ŁÓDŹ" STR_STATUS: "STATUS" STR_BASE: "BAZA" STR_READY: "GOTOWA" STR_OUT: "WYSŁANA" STR_REPAIRS: "NAPRAWIANA" STR_REFUELLING: "TANKOWANA" STR_REARMING: "DOZBRAJANA" STR_TARGET: "CEL: {0}" STR_WAY_POINT: "PUNKT ORIENTACYJNY" STR_ARE_YOU_SURE_CYDONIA: "Czy na pewno chcesz wysłać tę łódź na misję do T'leth?" STR_YES: "TAK" STR_NO: "NIE" STR_SELECT_DESTINATION: "WYBIERZ CEL" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "WYBIERZ MIEJSCE NA NOWĄ BAZĘ" STR_RETURN_TO_BASE: "POWRÓT DO BAZY" STR_SELECT_NEW_TARGET: "WYBIERZ NOWY CEL" STR_PATROL: "PATROL" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "USZKODZONY - WRACA DO BAZY" STR_LOW_FUEL_RETURNING_TO_BASE: "MAŁO PALIWA - WRACA DO BAZY" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISJA ZAKOŃCZONA - WRACA DO BAZY" STR_PATROLLING: "PATROLUJE" STR_TAILING_UFO: "ŚLEDZI USO" STR_INTERCEPTING_UFO: "PRZECHWYTUJE USO-{0}" STR_RETURNING_TO_BASE: "WRACA DO BAZY" STR_DESTINATION_UC_: "CEL: {0}" STR_BASE_UC: "BAZA>{ALT}{0}" STR_SPEED_: "PRĘDKOŚĆ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "PRĘDKOŚĆ MAKSYMALNA>{ALT}{0} w.{ALT}" STR_ALTITUDE_: "GŁĘBOKOŚĆ>{ALT}{0}" STR_AIRBORNE: "NAD LĄDEM" STR_VERY_LOW: "PŁYTKO" STR_LOW_UC: "NORMALNA" STR_HIGH_UC: "GŁĘBOKO" STR_VERY_HIGH: "BARDZO GŁĘBOKO" STR_FUEL: "PALIWO>{ALT}{0}" STR_WEAPON_ONE: "BROŃ L.>{ALT}{0}" STR_NONE_UC: "BRAK" STR_ROUNDS_: "NABOI>{ALT}{0}" STR_WEAPON_TWO: "BROŃ P.>{ALT}{0}" STR_INTERCEPTION_CRAFT: "ŁÓDŹ" STR_BASE_: "Baza>{0}" STR_NAME_UC: "NAZWA" STR_AMMO_: "AMUNICJA>{ALT}{0}" STR_CREW: "ZAŁOGA" STR_EQUIPMENT_UC: "SPRZĘT" STR_ARMOR: "PANCERZ" STR_MAX: "MAKS.>{ALT}{0}" STR_ROOKIE: "Marynarz" STR_SQUADDIE: "Starszy Marynarz" STR_SERGEANT: "Chorąży" STR_CAPTAIN: "Porucznik" STR_COLONEL: "Komandor" STR_COMMANDER: "Kapitan" STR_SELECT_SQUAD_FOR_CRAFT: "Wybierz skład dla: {0}" STR_SORT_BY: "SORTUJ WG..." STR_ORIGINAL_ORDER: "PIERWOTNA KOLEJNOŚĆ" STR_MISSIONS2: "MISJE" STR_KILLS2: "ZABITYCH" STR_WOUND_RECOVERY2: "CZAS KURACJI" STR_SPACE_AVAILABLE: "WOLNE MIEJSCA>{ALT}{0}" STR_SPACE_USED: "ZAJĘTE MIEJSCA>{ALT}{0}" STR_SPACE_USED_UC: "ZAJĘTO" STR_RANK: "RANGA" STR_WOUNDED: "RANNY" STR_EQUIPMENT_FOR_CRAFT: "Wyposażenie dla: {0}" STR_DEFENSE_VALUE: "Wartość obrony" STR_HIT_RATIO: "Celność" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}w gotowości do{NEWLINE}lądowania przy:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Rozpocząć misję?" STR_SELECT_ARMAMENT: "Wybierz uzbrojenie" STR_AMMUNITION_AVAILABLE: "DOSTĘPNA AMUNICJA" STR_ARMAMENT: "UZBROJENIE" STR_NOT_AVAILABLE: "BRAK" STR_SELECT_ARMOR_FOR_SOLDIER: "WYBIERZ PANCERZ DLA{NEWLINE}{ALT}{0}" STR_TYPE: "TYP" STR_PLASTIC_AQUA_ARMOR_UC: "PANCERZ AKWAPLASTOWY" STR_ION_ARMOR_UC: "PANCERZ JONOWY" STR_MAGNETIC_ION_ARMOR_UC: "PANCERZ MAGNETYCZNO-JONOWY" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Ta zbroja wykorzystuje nowo odkryty materiał obcych, akwaplastyk. Zapewnia ona naszym akwanautom szansę walki przeciwko najazdowi obcych." STR_ION_ARMOR_UFOPEDIA: "Potężna nowa ochrona dla akwanautów. Zbroja ta napędzana jest jonowym źródłem energii i znakomicie wzmacnia szybkość i siłę noszącego. Oferuje najlepszą jak dotąd ochronę dla naszych bojowników." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Ulepszenie jonowego pancerza zawiera technologię Bloków Magnetycznych pozwalającą na pełną swobodę ruchu w środowisku wodnym." STR_SELECT_ARMOR: "Wybierz pancerz" STR_NORTH: "PÓŁNOC" STR_NORTH_EAST: "PÓŁNOCNY WSCHÓD" STR_EAST: "WSCHÓD" STR_SOUTH_EAST: "POŁUDNIOWY WSCHÓD" STR_SOUTH: "POŁUDNIE" STR_SOUTH_WEST: "POŁUDNIOWY ZACHÓD" STR_WEST: "ZACHÓD" STR_NORTH_WEST: "PÓŁNOCNY ZACHÓD" STR_SELECT_ACTION: "WYBIERZ ZADANIE" STR_CONTINUE_INTERCEPTION_PURSUIT: "KONTYNUUJ POŚCIG PRZECHWYTUJĄCY" STR_PURSUE_WITHOUT_INTERCEPTION: "ŚCIGAJ BEZ PRZECHWYTYWANIA" STR_VERY_LARGE: "BARDZO DUŻE" STR_LARGE: "DUŻE" STR_MEDIUM_UC: "ŚREDNIE" STR_SMALL: "MAŁE" STR_VERY_SMALL: "BARDZO MAŁE" STR_GROUNDED: "WYLĄDOWAŁ" STR_DETECTED: "Wykryte" STR_SIZE_UC: "ROZMIAR" STR_ALTITUDE: "GŁĘBOKOŚĆ" STR_HEADING: "KIERUNEK" STR_SPEED: "PRĘDKOŚĆ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "POKAŻ USO - CZAS: 5 sekund" STR_TRACKING_LOST: "ZNIKNĘŁO Z SONARU" STR_REDIRECT_CRAFT: "WYBIERZ NOWE ZADANIE" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "PŁYŃ/LEĆ DO OSTATNIEJ ZNANEJ POZYCJI USO" STR_UFO_: "USO-{0}" STR_ALIEN_BASE_: "KOLONIA OBCYCH-{0}" STR_CRASH_SITE_: "ROZBITE USO-{0}" STR_LANDING_SITE_: "MIEJSCE LĄDOWANIA USO-{0}" STR_WAY_POINT_: "PUNKT DOCELOWY-{0}" STR_TERROR_SITE: "MIEJSCE TERRORU-{0}" STR_ARTIFACT_SITE: "MIEJSCE ARTEFAKTU-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}dotarł do{NEWLINE}{1}" STR_NOW_PATROLLING: "Teraz patroluje" STR_ALIEN_ORIGINS: "Pochodzenie obcych" STR_THE_ULTIMATE_THREAT: "Ostateczne zagrożenie" STR_TLETH_ALIEN_CITY: "T'leth - miasto obcych" STR_UFOPAEDIA: "USOpedia" STR_XCOM_CRAFT_ARMAMENT: "ŁODZIE X-COMU I ICH UZBROJENIE" STR_HEAVY_WEAPONS_PLATFORMS: "PODWODNE SYSTEMY BRONI" STR_WEAPONS_AND_EQUIPMENT: "OGÓLNE WYPOSAŻENIE" STR_ALIEN_ARTIFACTS: "ARTEFAKTY WODNE" STR_BASE_FACILITIES: "INSTALACJE ORGANIZACJI X-COM" STR_ALIEN_LIFE_FORMS: "STWORZENIA OBCYCH" STR_ALIEN_RESEARCH_UC: "TECHNOLOGIA OBCYCH" STR_UFO_COMPONENTS: "NOWE TECHNOLOGIE PODWODNE" STR_UFOS: "RODZAJE USO" STR_SELECT_ITEM: "WYBIERZ POZYCJĘ" STR_ACCELERATION: "PRZYŚPIESZENIE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ILOŚĆ PALIWA>{ALT}{0}{ALT}" STR_WEAPON_PODS: "MOCOWAŃ NA BROŃ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "WYTRZYMAŁOŚĆ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ŁADOWNOŚĆ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "MAKS. LICZBA PSB-ów>{ALT}{0}{ALT}" STR_DAMAGE: "Siła rażenia" STR_RANGE: "Zasięg" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Celność" STR_RE_LOAD_TIME: "Czas przeładowania" STR_SECONDS: "{0} sek." STR_DAMAGE_ARMOR_PIERCING: "PRZEBIJAJĄCE" STR_DAMAGE_INCENDIARY: "FOSFOROWE" STR_DAMAGE_HIGH_EXPLOSIVE: "WYBUCHOWE" STR_DAMAGE_LASER_BEAM: "WIĄZKA GAUSSA" STR_DAMAGE_PLASMA_BEAM: "WIĄZKA DŹWIĘKOWA" STR_DAMAGE_STUN: "ZAMRAŻAJĄCE" STR_DAMAGE_MELEE: "WALKA WRĘCZ" STR_DAMAGE_ACID: "KWAS" STR_DAMAGE_SMOKE: "DYMNE" STR_SHOT_TYPE: "TYP" STR_ACCURACY_UC: "CELNOŚĆ" STR_TIME_UNIT_COST: "KOSZT JC" STR_DAMAGE_UC: "OBRAŻENIA" STR_AMMO: "AMUNICJA" STR_SHOT_TYPE_AUTO: "Ciągły" STR_SHOT_TYPE_SNAP: "Szybki" STR_SHOT_TYPE_AIMED: "Celowany" STR_CONSTRUCTION_TIME: "Czas budowy" STR_CONSTRUCTION_COST: "Koszt budowy" STR_MAINTENANCE_COST: "Koszt utrzymania" STR_LOW: "Niski" STR_MEDIUM: "Średnie" STR_HIGH: "Wysoki" STR_CRAFT_WEAPON: "Broń łodzi" STR_CRAFT_AMMUNITION: "Amunicja łodzi" STR_HEAVY_WEAPONS_PLATFORM: "System ciężkiej broni" STR_WEAPON: "Broń" STR_AMMUNITION: "Amunicja" STR_EQUIPMENT: "Wyposażenie " STR_ALIEN_CORPSE: "Zwłoki obcego" STR_UFO_COMPONENT: "Komponent USO" STR_PERSONAL_ARMOR: "Pancerz osobisty" STR_RAW_MATERIALS: "Surowce" STR_HWP_SOLID_HARPOON_BOLTS: "Bełty harpunowe" STR_ALIEN: "Obcy" STR_AQUATOID: "Akwatoid" STR_GILLMAN: "Skrzelak" STR_LOBSTERMAN: "Homaroid" STR_TASOTH: "Tasot" STR_CALCINITE: "Kalcynit" STR_DEEP_ONE: "Głębion" STR_BIODRONE: "Biodron" STR_TENTACULAT: "Mackonóg" STR_TRISCENE: "Tryskon" STR_HALLUCINOID: "Halucynoid" STR_XARQUID: "Ksarkuid" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Komandor" STR_LIVE_NAVIGATOR: "Nawigator" STR_LIVE_MEDIC: "Medyk" STR_LIVE_TECHNICIAN: "Technik" STR_LIVE_SQUAD_LEADER: "Dowódca drużyny" STR_LIVE_SOLDIER: "Żołnierz" STR_LIVE_TERRORIST: "Terrorysta" STR_AQUATOID_COMMANDER: "Akwatoid komandor" STR_AQUATOID_NAVIGATOR: "Akwatoid nawigator" STR_AQUATOID_MEDIC: "Akwatoid medyk" STR_AQUATOID_TECHNICIAN: "Akwatoid technik" STR_AQUATOID_SQUAD_LEADER: "Akwatoid dowódca drużyny" STR_AQUATOID_SOLDIER: "Akwatoid żołnierz" STR_GILLMAN_COMMANDER: "Skrzelak komandor" STR_GILLMAN_TECHNICIAN: "Skrzelak technik" STR_GILLMAN_SQUAD_LEADER: "Skrzelak dowódca drużyny" STR_GILLMAN_SOLDIER: "Skrzelak żołnierz" STR_LOBSTERMAN_COMMANDER: "Homaroid komandor" STR_LOBSTERMAN_NAVIGATOR: "Homaroid nawigator" STR_LOBSTERMAN_TECHNICIAN: "Homaroid technik" STR_LOBSTERMAN_SQUAD_LEADER: "Homaroid dowódca drużyny" STR_LOBSTERMAN_SOLDIER: "Homaroid żołnierz" STR_TASOTH_SQUAD_LEADER: "Tasoth dowódca drużyny" STR_TASOTH_SOLDIER: "Tasoth żołnierz" STR_CALCINITE_TERRORIST: "Kalcynit Terrorysta" STR_DEEP_ONE_TERRORIST: "Głębion terrorysta" STR_BIODRONE_TERRORIST: "Biodron terrorysta" STR_TENTACULAT_TERRORIST: "Mackonóg terrorysta" STR_TRISCENE_TERRORIST: "Tryskon terrorysta" STR_HALLUCINOID_TERRORIST: "Halucynoid terrorysta" STR_XARQUID_TERRORIST: "Ksarkuid terrorysta" STR_ION_BEAM_ACCELERATORS: "Akceleratory wiązek jonowych" STR_MAGNETIC_NAVIGATION: "Nawigacja magnetyczna" STR_ALIEN_SUB_CONSTRUCTION: "Konstrukcja łodzi obcych" STR_ALIEN_CRYOGENICS: "Kriogenika obcych" STR_ALIEN_CLONING: "Maszyna klonująca obcych" STR_ALIEN_LEARNING_ARRAYS: "Macierze uczące obcych" STR_ALIEN_IMPLANTER: "Implatator obcych" STR_EXAMINATION_ROOM: "Sala badawcza" STR_AQUA_PLASTICS: "Akwaplastyk" STR_ALIEN_REANIMATION_ZONE: "Strefa ożywiania obcych" STR_PLASTIC_AQUA_ARMOR: "Pancerz z akwaplastyku" STR_ION_ARMOR: "Pancerz jonowy" STR_MAGNETIC_ION_ARMOR: "Magnetyczny pancerz jonowy" STR_HWP_AQUA_JET_MISSILES: "Torpedy akwadżetowe" STR_HWP_DISPLACER_PWT: "Torpeda impulsowa" STR_GAUSS_TECH: "Technologia Gaussa" STR_NEW_FIGHTER_FLYING_SUB: "Nowa latająca łódź przechwytująca" STR_NEW_FIGHTER_TRANSPORTER: "Nowy Myśliwco-Transporter" STR_THE_LATEST_FLYING_SUB: "Najnowsza Latająca Łódź" STR_ARMOR_PIERCING: "PRZECIWPANCERNA" STR_COELACANTH_GAS_CANNON: "Latimeria/Działko gazowe" STR_COELACANTH_AQUA_JET: "Latimeria/Akwadżet" STR_COELACANTH_GAUSS: "Latimeria/Gauss" STR_DISPLACER_SONIC: "Dyslokator/Dźwięk" STR_DISPLACER_PWT: "Dyslokator/Torpeda impulsowa" STR_AJAX_LAUNCHER: "Wyrzutnia Ajaks" STR_DUP_HEAD_LAUNCHER: "Wyrzutnia głowic z K.Z.U." STR_CRAFT_GAS_CANNON: "Pokładowe działo gazowe" STR_PWT_CANNON: "Impulsowe działko torpedowe" STR_GAUSS_CANNON: "Działko Gaussa" STR_GAUSS_CANNON_AMMO: "Amunicja do działka Gaussa" STR_SONIC_OSCILLATOR: "Oscylator dźwiękowy" STR_AJAX_TORPEDOES: "Torpedy Ajaks" STR_DUP_HEAD_TORPEDOES: "Torpedy z głowicą z K.Z.U" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Naboje gazowe (x50)" STR_SONIC_WAVE: "Fala dźwiękowa" STR_PULSE_WAVE_TORPEDOES: "Amunicja impulsowego działka torpedowego" STR_SOLDIER: "Akwanauta" STR_SCIENTIST: "Naukowiec" STR_ENGINEER: "Technik" STR_NORTH_ATLANTIC: "Atlantyk Płn." STR_SOUTH_ATLANTIC: "Atlantyk Płd." STR_NORTH_PACIFIC: "Pacyfik Płn." STR_SOUTH_PACIFIC: "Pacyfik Płd." STR_MEDITERRANEAN: "Morze Śródziemne" STR_SOUTH_CHINA_SEA: "Morze Południowochińskie" STR_INDIAN_OCEAN: "Ocean Indyjski" STR_THE_EAST_SEA: "Morze Japońskie" STR_NORTH_SEA: "Morze Północne" STR_CARRIBEAN: "Karaiby" STR_ANTARCTIC: "Antarktyka" STR_ARCTIC: "Arktyka" STR_EURASIA: "Eurazja" STR_NORTH_AMERICA: "Ameryka Płn." STR_AFRICA: "Afryka" STR_MAXIMUM_SPEED: "Prędkość maksymalna" STR_TRANSMISSION_RESOLVER_UC: "DEKODER TRANSMISJI" STR_TRITON: "TRYTON" STR_HAMMERHEAD: "GŁOWOMŁOT" STR_LEVIATHAN: "LEWIATAN" STR_BARRACUDA: "BARAKUDA" STR_MANTA: "MANTA" STR_UFO: "USO" STR_AJAX: "AJAKS" STR_DUP_HEAD: "GŁOWICA Z K.Z.U" STR_CRAFT_GAS_CANNON_UC: "POKŁAD. DZIAŁO GAZOWE" STR_PWT_CANNON_UC: "IMP. DZIAŁKO TORP." STR_GAUSS_CANNON_UC: "DZIAŁO GAUSSA" STR_SONIC_OSCILLATOR_UC: "OSCYLATOR DŹWIĘKOWY" STR_DAMAGE_CAPACITY: "Wytrzymałość" STR_WEAPON_POWER: "Siła rażenia broni" STR_WEAPON_RANGE: "Zasięg broni" STR_AIR_LOCK: "Śluza" STR_LABORATORY: "Laboratorium" STR_WORKSHOP: "Warsztat" STR_STANDARD_SONAR: "Standardowy sonar" STR_WIDE_ARRAY_SONAR: "Sonar szerokopasmowy" STR_TORPEDO_DEFENSES: "Obrona torpedowa" STR_GENERAL_STORES: "Magazyny" STR_ALIEN_CONTAINMENT: "Cele dla obcych" STR_GAUSS_DEFENSES: "Obrona Gaussa" STR_SONIC_DEFENSES: "Obrona dźwiękowa" STR_PWT_DEFENSES: "Impulsowa obrona torpedowa" STR_BOMBARDMENT_SHIELD: "Osłona przeciwbombowa" STR_MC_GENERATOR: "Generator K.M." STR_MC_LAB: "Laboratorium K.M." STR_TRANSMISSION_RESOLVER: "Dekoder transmisji" STR_SUB_PEN: "Doki" STR_USA: "STANY ZJED." STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EUROSYNDYKAT" STR_ARABIAN_BLOC: "BLOK ARABSKI" STR_EGYPTIAN_CARTEL: "KARTEL EGIPSKI" STR_AFRICA_CORP: "KORPORACJA AFRYKI" STR_BRAZILIAN_UNION: "UNIA BRAZYLIJSKA" STR_NEW_MEXICO: "NOWY MEKSYK" STR_ASIAN_COALITION: "KOALICJA AZJATYCKA" STR_SCANDINAVIA: "SKANDYNAWIA" STR_NEO_JAPAN: "NEO-JAPONIA" STR_FREE_CHINA: "WOLNE CHINY" STR_AUSTRALASIA: "AUSTRALAZJA" STR_FED_KOREA: "FEDERACJA KOREI" STR_EURASIA_UC: "EURAZJA" STR_ICELANDIC_UNION: "UNIA ISLANDZKA" STR_TANK: "System broni podwodnej" STR_CIVILIAN: "Cywil" STR_JAN: "Sty" STR_FEB: "Lut" STR_MAR: "Mar" STR_APR: "Kwi" STR_MAY: "Maj" STR_JUN: "Cze" STR_JUL: "Lip" STR_AUG: "Sie" STR_SEP: "Wrz" STR_OCT: "Paź" STR_NOV: "Lis" STR_DEC: "Gru" STR_INTERNATIONAL_RELATIONS: "Stosunki międzynarodowe" STR_COUNTRY: "Kraj" STR_FUNDING: "Dotacje" STR_CHANGE: "Zmiana" STR_WEAPON_SYSTEMS: "SYSTEMY BRONI" STR_HWPS: "PSB" STR_DAMAGE_UC_: "USZKODZENIA>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Śluza powietrzna pozwala wyposażeniu i personelowi przenosić się wewnątrz lub na zewnątrz podwodnej bazy. Jest to zawsze pierwsze pomieszczenie które musi być zbudowane na nowym miejscu. Obszar śluzy powietrznej jest podatny na wtargnięcia ze strony każdej wrogiej siły." STR_LIVING_QUARTERS_UFOPEDIA: "Każde miejsce mieszkalne obsługuje do 50 osób personelu. Placówki są raczej proste i funkcjonalne." STR_LABORATORY_UFOPEDIA: "Pięćdziesięciu naukowców może pracować w pojedynczym bloku laboratorium. Laboratoria są wyposażone w najnowszą technologię do badań nad materiałami, biochemią i bronią. X-Com ma dostęp do wszystkich najlepszych laboratoriów badawczych na świecie, zarówno cywilnych jak i wojskowych." STR_WORKSHOP_UFOPEDIA: "Warsztat zawiera każde niezbędne wyposażenie by produkować wyposażenie oparte na najnowszych projektach z laboratoriów naukowych. 50 Techników może zajmować jeden warsztat, przedmioty w budowie także zajmują miejsce." STR_STANDARD_SONAR_UFOPEDIA: "Standardowy system sonaru dla większości głębokości ma zasięg skuteczny ponad 450 kilometrów a w celu analizy powierzchni jest podłączony do siatki satelit geostacjonarnych. Każdy skaner ma 10% szansy wykrycia statku podwodnego lub powietrznego w 30 minutowym cyklu skanowania." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Sonar szerokopasmowy dla większości głębokości ma zasięg skuteczny ponad 700 kilometrów a w celu analizy powierzchni jest podłączony do siatki satelit geostacjonarnych. Każdy skaner ma 20% szansy wykrycia statku podwodnego lub powietrznego w 30 minutowym cyklu skanowania." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedowy system obronny zapewnia ochronę przeciwko atakom wrogich statków podwodnych, które próbują zadokować w bazie." STR_GENERAL_STORES_UFOPEDIA: "Każde wyposażenie, uzbrojenie, amunicja, odzyskiwane materiały i podwodne systemy broni są umieszczane w magazynach, włączając w to wyposażenie przypisane do statków w dokach." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Aby móc przetrzymywać żywych obcych, wymagane są specjalne instalacje. Jednostki te podtrzymują ich systemy życiowe i ograniczają ich potencjał bojowy do zera. Placówka przechowująca może trzymać w zamknięciu 10 obcych form życia." STR_GAUSS_DEFENSES_UFOPEDIA: "Obrona Gaussa zapewnia najnowocześniejszą i najbardziej efektywną ochronę przed atakami wrogich łodzi podwodnych." STR_SONIC_DEFENSES_UFOPEDIA: "Oscylator dźwiękowy zapewnia potężną i efektywną obronę przeciwko agresorom." STR_PWT_DEFENSES_UFOPEDIA: "Torpedy Impulsowe zapewniają najbardziej efektywną obronę przed atakami Obcych. Rakiety te posiadają gęstą głowicę bojową, która potrafi przebić każdy znany pancerz. Fale magnetyczne produkowane przez torpedę wyłączają elektroniczne systemy obrony." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Ciśnieniowa osłona przeciwbombowa chroni bazę przed dokowaniem obcych łodzi podwodnych i emituje pole rezonansowe, które odpycha atakujące łodzie na dystans umożliwiający strzelanie z systemów obronnych. W efekcie podwaja to efektywność każdego zainstalowanego systemu obrony." STR_MC_GENERATOR_UFOPEDIA: "Odkąd łodzie Obcych aby wykryć obecność żywych istot używają Technologii Kontroli Molekularnej, użycie ujemnego emitera K.M. zasłoni bazę nieprzeniknioną osłoną mylącą Obcych i ukrywającą naszą obecność." STR_MC_LAB_UFOPEDIA: "Laboratorium Kontroli Molekularnej pozwoli wszczepiać i trenować do dziesięciu akwanautów w tym samym czasie. Implanty są chirurgicznie instalowane w czaszkach akwanautów. Kompleksowy trening pozwoli im używać swoich implantów. Zdolności implantu są używane w połączeniu z Urządzeniem Molekularnym i mogą być użyte jako ataki podczas walki." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Komunikacja obcych używa sieci implantów kontroli molekularnej, którą zbudowali obcy. Dekoder transmisji przechwytuje komunikaty łodzi obcych i odszyfrowuje informacje. Pozwala to określić typ statku obcych, rasę obcych i rodzaj działań, które właśnie są podejmowane." STR_SUB_PEN_UFOPEDIA: "Każdy dok może pomieścić jeden statek. Są to instalacje do obsługi, tankowania i naprawy floty statków X-Comu. Każda latająca łódź stacjonująca w bazie musi mieć przypisany wolny dok, który nie może być używany przez inną łódź, nawet jeżeli przypisana łódź jest na misji." STR_DART_PISTOL_UFOPEDIA: "Pistolet rzutkowy X-Comu jest małą, celną jednostką dużej mocy z magazynkiem na 12 drążonych rzutek. Rzutki są odpalane przy pomocy kartridża z gazem z zasobnika amunicji." STR_JET_HARPOON_UFOPEDIA: "Ten podwodny karabin jest celną i potężną bronią, strzelającą drążonymi stalowymi harpunami z 10-pociskowych magazynków. Każdy harpun ma własny zbiornik gazu." STR_GAS_CANNON_UFOPEDIA: "Waga ciężka rodziny technologii gazowej, działo te wystrzeliwuje lite bełty, niektóre z Wybuchowymi lub fosforowymi grotami. Ulubiona broń pośród doświadczonych akwanautów." STR_HYDRO_JET_CANNON_UFOPEDIA: "Działka hydroodrzutowe to system broni ciężkiej piechoty. Działko to strzela minitorpedami o napędzie magnezowym. Choć potężne, działko hydroodrzutowe jest topornym i nieporęcznym urządzeniem, odpowiednim tylko do użycia w wodzie." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Prawdziwa waga ciężka, ta duża wyrzutnia wystrzeliwuje trzy typy torped, każdy ze swoim własną jednostką napędową. Niszczycielska broń, tylko z ręcznym ładowaniem będącym jej wadą. Dostępne typy amunicji włączają duże lub małe torpedy zakończone materiałami wybuchowymi lub fosforem, wszystkie tylko do użytku podwodnego." STR_GAUSS_PISTOL_UFOPEDIA: "Pistolet Gaussa używa technologi przyśpieszonych cząstek, nowy postęp w nowoczesnym uzbrojeniu. Jest szybki, celny i działa nad i pod wodą. Technologia Gaussa jest rozwinięciem technologi Plazmowej poznanej w poprzedniej wojnie." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Pistolet Gaussa używa technologi przyśpieszonych cząstek, nowy postęp w nowoczesnym uzbrojeniu. Jest szybki, celny i działa nad i pod wodą. Technologia Gaussa jest rozwinięciem technologi Plazmowej poznanej z poprzedniej wojny." STR_GAUSS_RIFLE_UFOPEDIA: "Krok w przód od pistoletu Gaussa, karabin dający prawdziwego kopa swoimi podwójnymi akceleratorami cząstek. Zastępując Plazmowy system zasilany Elerium użyliśmy akceleratora mikro cząstek, które generują wiązkę anty-protonów." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Krok w przód od pistoletu Gaussa, karabin dający prawdziwego kopa, ze swoimi podwójnymi akceleratorami cząstek. Zastępując Plazmowy system zasilany Elerium użyliśmy akcelerator mikro cząstek, które generują wiązkę anty-protonów." STR_HEAVY_GAUSS_UFOPEDIA: "Ciężki Gauss jest nieporęczny, ale ekstremalnie efektywny. Działa z 3 akceleratorami cząstek i praktycznie jest nie do zatrzymania. Wiązka anty-protonów jest zamknięta w środku skorupy z Arsenku Galu, która imploduje przy zderzeniu uwalniając antymaterię." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Ciężki Gauss jest nieporęczny, ale ekstremalnie efektywny. Działa z 3 akceleratorami cząstek i praktycznie jest nie do zatrzymania. Wiązka anty-protonów jest ograniczona w środku skorupy z Arsenku Galu, która imploduje przy zderzeniu uwalniając antymaterię." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Ten granaty normalnego przeznaczenia ma dokładny i skomplikowany zegar dla precyzyjnego sterowania." STR_DYE_GRENADE_UFOPEDIA: "Granaty barwiące mają podwójną rolę, użyteczne by zapewnić osłonę w sytuacjach ekspozycji. Działając zarówno w środowisku wodnym i lądowym, barwnik, jest wyrzucany jako chmura cząstek, tworzący w wodzie podobny do ośmiornicy rozprysk atramentu lub na lądzie gęstą lotną chmurę." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Granat zbliżeniowy, który może być rzucony jak zwykły granat ale gdy już został rozmieszczony jest uruchamiany bliskimi ruchami. Aby używać tych urządzeń poprawnie wymagane są umiejętności i trening." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Te ładunki wybuchowe powinny być używane tylko do wyburzania. Jednakże dawne doświadczenie pokazało, że te potężne ładunki wybuchowe są idealną bronią by wykurzyć Obcych. Promień rażenia jest duży, więc upewnij się, że żadni akwanauci nie są w minimalnej bezpiecznej odległości." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "To nowe urządzenie używa różnorodnych detektorów i zaawansowanego systemu komputerowego, aby zidentyfikować poruszające się wrogie jednostki. Kliknij na ikonie czujnika zaburzeń cząstek na wyświetlaczu taktycznym. Z menu wybierz 'Użyj czujnika zaburzeń'. W centrum wyświetlacza sensor pokaże strzałkę, która wskazuje orientację akwanauty (północ jest na górze). Kropki pokazują jednostki, które niedawno się poruszały. Duże lub szybko poruszające się jednostki utworzą większe plamy. Nieruchome jednostki nie pojawią się." STR_MEDI_KIT_UFOPEDIA: "Aby tego użyć, stań naprzeciw rannego agenta X-Comu lub nad ciałem ogłuszonego akwanauty.{NEWLINE}LECZENIE> Czerwony oznacza rany. Wybierz część ciała i kliknij przycisk 'Lecz'. Zostanie wyleczona jedna śmiertelna rana oraz przywrócone zdrowie.{NEWLINE}STYMULANT> Przywraca energię i cuci ogłuszonych akwanautów. Aby ocucić nieprzytomnego akwanautę, musisz stanąć bezpośrednio nad ciałem.{NEWLINE}ŚRODKI PRZECIWBÓLOWE> Przywracają morale rannego akwanauty." STR_MC_DISRUPTOR_UFOPEDIA: "Ostateczna technologia K.M. Może być użyta tylko przez akwanautów z umiejętnościami K.M. Kliknij na zakłócaczu, wybierz typ ataku i kursorem wybierz cel. Są dwa typy ataku zakłócacza:{NEWLINE}ZAKŁÓĆ IMPLANT> Jeżeli się powiedzie, jednostka staje się zdezorientowana i może spanikować.{NEWLINE}KONTROLUJ IMPLANT> Jeżeli się powiedzie, zyskasz kontrolę nad wrogą jednostką." STR_THERMAL_TAZER_UFOPEDIA: "To urządzenie może być użyte tylko w walce wręcz, ale poprzez zamrożenie istoty ogłuszy żyjący organizm bez zabijania go." STR_VIBRO_BLADE_UFOPEDIA: "Wibroostrze jest długą, ostrą klingą z tytanu, która wiruje z prędkością 6000 obr./min. Urządzenie to może rozłupać nawet najtwardszą zbroję do nurkowania. Źródło mocy jest wynalazkiem obcych, a nasze wcześniejsze próby odtworzenia tego przedmiotu przyniosły srogą porażkę, gdyż nasze ostrza obracały się zbyt wolno lub eksplodowały pod naciskiem." STR_THERMIC_LANCE_UFOPEDIA: "Lanca termiczna jest logicznym rozszerzeniem technologii wibroostrza. Ostrze obraca się z wysoką prędkością, a zrbitowe źródło zasilania przegrzewa je, by cięło pancerz jak ciepły nóż masło." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Ciężka lanca termiczna jest mocniejszą wersją LT. Podwojone źródło ciepła i ekstremalnie wysoka prędkość obrotowa sprawiają, że ciężka lanca termiczna jest praktycznie nie do zatrzymania dla jakiegokolwiek materiału." STR_SONIC_CANNON_UFOPEDIA: "Działko dźwiękowe jest najmocniejsze z rodziny broni dźwiękowych. Posiada audiooscylator o większym zakresie i większą komorę rewerberacyjną niż blasta. Działko posiada również system detonacji pulsowej, który zmienia modulację fali ultradźwiękowej tak, by wytworzyć bardziej efektywny wstrząs dźwiękowy." STR_CANNON_POWER_CLIP_UFOPEDIA: "Kompaktowe urządzenie używane jako amunicja do działka dźwiękowego. Zawiera małe ilości zrbitu." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Mocniejsze urządzenie dźwiękowe. Nawet wysokowęglowa stal nie jest odporna na tę broń. Aby zwiększyć jej moc, zastosowano bardzo kompaktowy emiter fal, wspomagany przez wzmacniacz superprzewodnikowy." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Ten mały obiekt jest użyty jako źródło mocy karabinu dźwiękowego, potężnej broni obcych. Zawiera małe ilości zrbitu." STR_SONIC_PISTOL_UFOPEDIA: "Pistolety dźwiękowe są bronią obcych opartą na falach ultradźwiękowych, które w sekundę zamienią kości w galaretę. Fale ultradźwiękowe pracują poza zakresem ludzkiego słuchu." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Źródło mocy dla kompaktowego pistoletu dźwiękowego obcych. Zawiera zrbit - wszechstronne źródło mocy obcych." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Jest to obca broń samonaprowadzająca do użytku wyłącznie podwodnego, strzelająca samonapędzającymi 'pociskami rozrywającymi'. Gdy klikniesz, by wystrzelić, broń pozwoli ci postawić 'punkty nawigacyjne' dla pocisku, by ten nimi podążał. Gdy już umieścisz wystarczająco dużo punktów nawigacyjnych, kliknij na ikonie odpalenia." STR_DISRUPTOR_AMMO_UFOPEDIA: "Urządzenie to jest pociskiem pulsowym do rozrywacza, wyposażonym w pokładowy system naprowadzania komputerowego. Wystrzeliwane jest z wyrzutni rozrywającej." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Mała wyrzutnia termoszokowa, która strzela chemicznymi bombami zamrażającymi. Bardzo przydatna do chwytania żywych obcych." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Bomba termoszokowa jest używana do chwytania żywych ludzi, ale może być także użyta przeciwko większości ras obcych. Wystrzeliwana jest z wyrzutni termoszokowej." STR_SONIC_PULSER_UFOPEDIA: "Te urządzenie działa w ten sam sposób, jak standardowy granat - poza tym, że jest wiele razy silniejsze. Granat stosuje pojedynczy podmuch fali dźwiękowej, który jest emitowany w każdym kierunku jednocześnie." STR_MC_READER_UFOPEDIA: "Wewnątrz ciał obcych znaleźliśmy chirurgicznie wszczepione małe jednostki. Są to implanty kontrolne, zaprojektowane przez akwatoidów, by umożliwić im stały dopływ informacji z pola bitwy, nawet na dużych odległościach. Czytnik kontroli molekularnej jest obcym urządzeniem komunikacyjnym, który służy do pobierania informacji bezpośrednio z implantów K.M. Jednostki X-Comu mogą używać tych urządzeń podczas walki, by wyświetlić charakterystyki obcego. Wybierz opcję 'użyj'. Potem kliknij kursorem na obcym." STR_SURVEY_SHIP: "Statek rozpoznawczy" STR_ESCORT: "Statek eskortowy" STR_CRUISER: "Krążownik" STR_HEAVY_CRUISER: "Ciężki krążownik" STR_HUNTER: "Łowca" STR_BATTLESHIP: "Pancernik" STR_DREADNOUGHT: "Postrach" STR_FLEET_SUPPLY_CRUISER: "Krążownik zaopatrzenia floty" MAP_SEABED: "Dno morskie" MAP_PIPES: "Placówka badawcza" MAP_PLANE: "Rozbity samolot" MAP_ATLAN: "Atlantyda" MAP_MU: "Świątynia Majów" MAP_GAL: "Zatopiony galeon" MAP_MSUNK: "Zatopiony liniowiec" MAP_VOLC: "Wulkaniczny" MAP_CORAL: "Rafa koralowa" MAP_PORT: "Port" MAP_ISLAND: "Wyspa" MAP_CARGO: "Statek towarowy" MAP_LINERT: "Statek wycieczkowy P1" MAP_LINERB: "Statek wycieczkowy P2" MAP_ALART: "Artefakt P1" MAP_GRUNGE: "Artefakt P2" MAP_ENTRY: "Kolonia P1" MAP_A_BASE: "Kolonia P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Baza X-Comu" STR_MIXED_CREW: "Mieszana załoga" STR_MIXED_CREW_2: "Mieszana załoga 2" STR_RATING: "OCENA> {0}" STR_RATING_TERRIBLE: "FATALNIE!" STR_RATING_POOR: "SŁABO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "DOBRZE!" STR_RATING_EXCELLENT: "ZNAKOMICIE!" STR_SCORE: "PUNKTY" STR_XCOM_PROJECT_MONTHLY_REPORT: "MIESIĘCZNY RAPORT X-COMU" STR_MONTH: "Miesiąc> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Komitet organizacji finansujących jak dotąd jest generalnie zadowolony z twoich postępów." STR_COUNCIL_IS_VERY_PLEASED: "Komitet organizacji finansujących jak dotąd jest bardzo zadowolony z twojego wspaniałego postępu. Tak trzymaj." STR_COUNCIL_IS_DISSATISFIED: "Komitet organizacji finansujących jest niezadowolony z twojej wydajności. Zwiększ swoją efektywność w zajmowaniu się zagrożeniem Obcymi albo ryzykujesz zakończenie finansowego wsparcia X-Comu." STR_YOU_HAVE_NOT_SUCCEEDED: "Nie odniosłeś sukcesu w zajmowaniu się inwazją Obcych i komitet organizacji finansujących niestety zdecydował by zakończyć finansowanie X-Comu. Każda organizacja powinna radzić sobie z problemem, tak jak to uważa za stosowne. Możemy mieć tylko nadzieję, że możemy dojść do jakiegoś porozumienia z tymi starożytnymi siłami i że generalnie ludność będzie się godzić na wodnych odwiedzających." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} jest szczególnie zadowolony z twoich zdolności zajmowania się miejscowym zagrożeniem i zgodził się zwiększyć swoje finansowanie." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} są szczególnie szczęśliwi z twoich zdolności zajmowania się miejscowymi napadami Obcych i zgodzili się zwiększyć swoje finansowanie." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} i {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} jest nieszczęśliwy z twoich zdolności zajmowania się aktywnością Obcych na ich Morzach i zdecydował się zmniejszyć swoje zaangażowanie finansowe." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} są nieszczęśliwi z twoich zdolności zajmowania się aktywnością Obcych na ich Morzu i zdecydowali się zmniejszyć swoje zaangażowanie finansowe." STR_KNOTS: "{0} węzły" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "Kraj {0} podpisał porozumienie o współpracy z obcymi siłami i wycofał swoje finansowanie X-Comu." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "Kraje {0} podpisały porozumienie o współpracy z obcymi siłami i wycofały swoje finansowanie X-Comu." STR_MONTHLY_RATING: "Ocena miesięczna> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Zmiana funduszy> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Organizacja finansująca jest niezadowolona z twojej pozycji finansowej. Musisz zmniejszyć swój dług poniżej 1 miliona dolarów lub X-Com zostanie zamknięty." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ZDEKODOWANO TRANSMISJĘ CZĄSTECZKOWĄ" STR_CRAFT_TYPE: "TYP STATKU" STR_RACE: "RASA" STR_MISSION: "MISJA" STR_ZONE: "REGION" STR_ALLOCATE_RESEARCH: "Wyznacz badania" STR_ALLOCATE_MANUFACTURE: "Wyznacz produkcję" STR_AZORES: "Azory" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermudy" STR_NEW_YORK: "Nowy Jork" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Akra" STR_ASCENSION_ISLAND: "Wyspa Wniebowstąpienia" STR_TRINIDADE_ISLAND: "Trynidad" STR_FALKLAND_ISLAND: "Falklandy" STR_CANARY_ISLANDS: "Wyspy Kanaryjskie" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Wyspa Świętego Wawrzyńca" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Wyspa Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawaje" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Wyspy wielkanocne" STR_GALAPAGOS_ISLAND: "Wyspy Galapagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Wyspy Salomona" STR_CRETE: "Kreta" STR_LISBON: "Lisbona" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marsylia" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombaj" STR_SAYCHELLES_ISLAND: "Seszele" STR_MALDIVE_ISLAND: "Malediwy" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Szanghaj" STR_VLADIVOSTOK: "Władywostok" STR_LONDON: "Londyn" STR_FAEROE_ISLAND: "Wyspy Owcze" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamajka" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Trening K.M." STR_PSIONIC_TRAINING: "TRENING KONTROLI MOLEKULARNEJ" STR_REMAINING_PSI_LAB_CAPACITY: "Pozostała pojemność K.M.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Siła{NEWLINE}K.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Zdolność K.M.{NEWLINE}/Zmiana" STR_IN_TRAINING: "W{NEWLINE}treningu?" STR_TARGETTED_BY: "CEL NAMIERZONY PRZEZ:" STR_WEAPONS_CREW_HWPS: "SYSTEMY BRONI/{NEWLINE}I. ZAŁOGI/PSB-ów" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "ma mało paliwa,{NEWLINE}wraca do bazy." STR_SOLDIER_LIST: "Lista akwanautów" STR_RANK_: "RANGA> {ALT}{0}" STR_MISSIONS: "MISJI> {ALT}{0}" STR_KILLS: "ZABITYCH> {ALT}{0}" STR_WOUND_RECOVERY: "CZAS KURACJI> {ALT}{0}" STR_TIME_UNITS: "JEDNOSTKI CZASU" STR_STAMINA: "WYTRZYMAŁOŚĆ" STR_HEALTH: "ZDROWIE" STR_BRAVERY: "ODWAGA" STR_REACTIONS: "REFLEKS" STR_FIRING_ACCURACY: "CELNOŚĆ STRZAŁU" STR_THROWING_ACCURACY: "CELNOŚĆ RZUTU" STR_STRENGTH: "SIŁA" STR_PSIONIC_STRENGTH: "SIŁA KONTROLI MOLEKULARNEJ" STR_PSIONIC_SKILL: "ZDOLNOŚĆ KONTROLI MOLEKULARNEJ" STR_NEW_RANK: "NOWA RANGA" STR_PROMOTIONS: "Awanse" STR_SOLDIERS_UC: "AKWANAUCI" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Zautomatyzowane PSB mają wysoką manewrowość i wytrzymały pancerz. Stanowią silne wsparcie dla piechoty na każdej głębokości. PSB są uzbrajane automatycznie, jeśli masz wystarczającą ilość amunicji." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Ten pojazd jest uzbrojony w torpedy akwadżetowe. Ten system broni działa tylko pod wodą. Upewnij się, że w magazynach leżą wystarczające zapasy tych torped." STR_COELACANTH_GAUSS_UFOPEDIA: "Technologia Gaussa pozwala na potężną broń dla PSB. W porównaniu z poprzednimi modelami oferuje dużą siłę ognia i używa autorskiej technologii X-Comu." STR_DISPLACER_SONIC_UFOPEDIA: "Technologia obcych ponownie zdefiniowała PSB. Zdolność do użycia dyslokatora jonowego oznacza, że PSB nie są już ograniczone do działań na lądzie/dnie. Broń dźwiękowa daje prawdziwą przewagę w bitwie." STR_DISPLACER_PWT_UFOPEDIA: "Ten PSB umożliwia użycie broni impulsowych pod wodą. Musisz produkować torpedy impulsowe, aby go uzbroić. Aby wystrzelić, wskaż kilka punktów kontrolnych i kliknij na ikonę wystrzału. " STR_ALIEN_PROBE_MISSION: "Misja sondująca obcych" STR_ALIEN_INTERDICTION: "Zabezpieczenie obcych" STR_ALIEN_RESOURCE_RAID: "Rajd obcych po zasoby" STR_ALIEN_INFILTRATION: "Infiltracja obcych" STR_ALIEN_BASE: "Rozbudowa kolonii obcych" STR_ALIEN_SURFACE_ATTACK: "Atak naziemny obcych" STR_ALIEN_RETALIATION: "Atak na podwodną bazę" STR_ALIEN_SUPPLY: "Misja zaopatrzenia kolonii" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Misja sondująca obcych służy korelowaniu danych o dnie morskim, zasobach, dostawach i trasach lotów samolotów w obszarze. Łodzie obcych zaangażowane w te misje same w sobie nie są głównym zagrożeniem, ale pokazują obszary aktywności, które w każdym momencie mogą się zaognić." STR_ALIEN_INTERDICTION_UFOPEDIA: "Obcy mają politykę pilnowania obszarów, które ich interesują, wysyłając statek z wyraźnym rozkazem ich zabezpieczenia, zanim zaczną się bardziej intensywne misje. Wyląduje on w określonym miejscu, które mają zamiar napaść później, by zamknąć obszar i przygotować drogę pod następny poziom aktywności." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Zatapianie statków i zestrzeliwanie samolotów są kluczowymi elementami strategii obcych. Pozyskiwanie materiałów jest jedną z wiodących aktywności obcych i jako takie powiązane z tymi jawnymi aktami agresji. Obcy napadają także na obszary aktywności geotermalnej, kopalnie i starożytne ruiny dla minerałów, oczyszczonych metali czy innych wyprodukowanych przez ludzi rzeczy." STR_ALIEN_INFILTRATION_UFOPEDIA: "Może to prowadzić do oficjalnych kontaktów najwyższego stopnia pomiędzy obcymi a korporacjami lub rządami. Kulminacja tych czynności cechuje się intensyfikacją aktywności obcych łodzi na wodach danej organizacji. Obcy będą próbować podpisać porozumienie z rządami lub organizacjami, oferując poznanie ich zaawansowanych technologii. Ta aktywność obcych reprezentuje główne zagrożenie dla X-Comu. Jeżeli korporacja czy rząd współpracuje z najeźdźcami, przestaje nas finansować." STR_ALIEN_BASE_UFOPEDIA: "Obcy budują tajne podwodne kolonie w odległych, niezaludnionych miejscach. Po kilku początkowych lotach zwiadowczych aktywność obcych łodzi wzrośnie w miarę budowy kolonii kolonii. Wiemy, że kolonie te zawierają laboratoria, centra klonowania, placówki chirurgiczne do eksperymentów na ludziach i obcych. Obecność obcych kolonii wygeneruje więcej aktywności obcych bez obecności łodzi obcych. Aby mieć szansę na zlokalizowania kolonii, łodzie X-Comu muszą patrolować dany obszar przez kilka godzin." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Kiedy Obcy potrzebują ludzi, terroryzują port, atakują wyspę lub napadają na statek. By zaspokoić odrażające potrzeby hodowlane obcych i ich paskudne eksperymenty, cywile będą bezpośrednio narażeni na atak." STR_ALIEN_RETALIATION_UFOPEDIA: "Jeśli łodzie X-Comu będą szczególnie często zestrzeliwać obce jednostki, wtedy obcy mogą podjąć akcję odwetową. Wynikiem tego może być bezpośredni atak na bazę X-Comu. Jednak obcy muszą ją najpierw znaleźć, by móc zaatakować, więc jeśli patrolujące łodzie będą trzymane z dala od bazy, wówczas prawdopodobieństwo ataku będzie minimalne." STR_ALIEN_SUPPLY_UFOPEDIA: "Kiedy kolonia obcych zostanie zbudowana, jest ona regularnie zaopatrywana przez specjalne transportowce. Jeżeli wykryjemy jeden z tych pojazdów podczas lądowania, wtedy jest pewne, że kolonia obcych jest w pobliżu." STR_SURVEY_SHIP_UFOPEDIA: "Mała łódź podwodna, używana do rozpoznania i misji wywiadowczych. Normalnie poprzedza większe pojazdy, stanowiąc forpocztę obcych sił zadaniowych." STR_ESCORT_UFOPEDIA: "Średniego rozmiaru pojazd eskortowy, który stanowi niewielkie zagrożenie sam w sobie. Ten statek poprzedza przybycie większych pojazdów i zwiększoną aktywność." STR_CRUISER_UFOPEDIA: "Krążownik jest statkiem ogólnego przeznaczenia, filarem floty obcych, używanym we wszystkich typach misji obcych i niebezpiecznym przeciwnikiem." STR_HEAVY_CRUISER_UFOPEDIA: "Ciężki krążownik jest mocniejszym statkiem niż krążownik, a większe bronie i systemy napędowe zwiększają jego moc. Ciężki krążownik jest używany w misjach surowcowych do zbierania dużej ilości minerałów i wyposażenia." STR_HUNTER_UFOPEDIA: "Statek ten jest wyposażony w laboratorium do dokonywania eksperymentów i operacji chirurgicznych na ludziach. Ofiary są poddawane najstraszniejszym torturom, a mózg często jest wyjmowany i zabezpieczany do dalszego przetwarzania." STR_BATTLESHIP_UFOPEDIA: "Pancernik jest najbardziej agresywnym statkiem, jaki posiadają obcy. Dysponuje on wszystkimi technologiami i systemami obcych, by działać jako baza operacyjna dla każdego rodzaju aktu agresji, którego obcy chcieliby dokonać. Przewozi szeroki wachlarz broni." STR_DREADNOUGHT_UFOPEDIA: "Drednot jest supertransportowcem, w pełni wyposażonym w technologię Obcych oraz ogromną pojemność. Drednot jest trudnym i groźnym przeciwnikiem." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Zaopatrzeniowiec jest używany podczas budowania kolonii obcych lub do zaopatrywania istniejących. Przewozi pożywkę dla obcych, DNA, płody i inne komponenty biologiczne." STR_DISMANTLE: "Rozbierz" STR_FACILITY_IN_USE: "KAPSUŁA W UŻYCIU" STR_CANNOT_DISMANTLE_FACILITY: "NIE MOŻNA ZDEMONTOWAĆ KAPSUŁY!{SMALLLINE}Wszysktie kapsuły bazy muszą być podłączone do śluzy powietrznej." STR_TRANSFER_ITEMS_TO: "Cel transferu: {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "BRAK MIEJSC DO PRZECHOWYWANIA W PUNKCIE TRANSPORTOWYM!{SMALLLINE}Żywi Obcy by przeżyć potrzebują wyposażenia do przechowywania Obcych." STR_AMOUNT_AT_DESTINATION: "ILOŚĆ W{NEWLINE}MIEJSCU DOCELOWYM" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Obcy zmarł, ponieważ nie zbudowano cel dla obcych" STR_NO_FREE_ACCOMODATION_CREW: "BRAK WOLNYCH KWATER!{SMALLLINE}Baza przeznaczenia nie ma wystarczającej ilości miejsca w kwaterach mieszkalnych dla załogi przypisanej do łodzi." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "BRAK MIEJSCA DO PRZECHOWYWANIA!{SMALLLINE}Baza przeznaczenia nie ma wystarczającej ilości miejsca do przechowywania dla wyposażenia przypisanego do łodzi." STR_ITEMS_ARRIVING: "Dostarczone przedmioty" STR_DESTINATION_UC: "CEL" STR_DART_PISTOL: "Pistolet rzutkowy" STR_DART_POD: "Magazynek z rzutkami" STR_JET_HARPOON: "Miotacz harpunów" STR_HARPOON_POD: "Magazynek z harpunami" STR_GAS_CANNON: "Działko gazowe" STR_GC_AP_AMMO: "Bełty przeciwpancerne DG" STR_GC_HE_AMMO: "Bełty wybuchowe DG" STR_GC_P_AMMO: "Bełty fosforowe DG" STR_HYDRO_JET_CANNON: "Działko hydroodrzutowe" STR_HJC_AP_AMMO: "Amunicja przeciwpancerna DHO" STR_HJC_HE_AMMO: "Amunicja wybuchowa DHO" STR_HJC_P_AMMO: "Amunicja zapalająca DHO" STR_TORPEDO_LAUNCHER: "Wyrzutnia torped" STR_SMALL_TORPEDO: "Torpeda mała" STR_LARGE_TORPEDO: "Torpeda duża" STR_PHOSPHOROUS_TORPEDO: "Torpeda fosforowa" STR_MAGNA_BLAST_GRENADE: "Magnowy granat wybuchowy" STR_DYE_GRENADE: "Granat barwiący" STR_PARTICLE_DISTURBANCE_GRENADE: "Granat sensoryczny" STR_MAGNA_PACK_EXPLOSIVE: "Magnowy ładunek wybuchowy" STR_PARTICLE_DISTURBANCE_SENSOR: "Czujnik zaburzeń cząstek" STR_MEDI_KIT: "Apteczka" STR_MC_DISRUPTOR: "Zakłócacz K.M." STR_THERMAL_TAZER: "Taser termiczny" STR_GAUSS_PISTOL: "Pistolet Gaussa" STR_GAUSS_PISTOL_CLIP: "Magazynek pistoletu Gaussa" STR_GAUSS_RIFLE: "Karabin Gaussa" STR_GAUSS_RIFLE_CLIP: "Magazynek karabinu Gaussa" STR_HEAVY_GAUSS: "Ręczne działko Gaussa" STR_HEAVY_GAUSS_CLIP: "Magazynek ciężkiego Gaussa" STR_SONIC_CANNON: "Działko dźwiękowe" STR_CANNON_POWER_CLIP: "Bateria działka dźwiękowego" STR_SONIC_BLASTA_RIFLE: "Karabin blasta-dźwiękowy" STR_BLASTA_POWER_CLIP: "Bateria blasta" STR_SONIC_PISTOL: "Pistolet dźwiękowy" STR_PISTOL_POWER_CLIP: "Bateria pistoletu" STR_DISRUPTOR_PULSE_LAUNCHER: "Wyrzutnia rozrywająca" STR_DISRUPTOR_AMMO: "Amunicja rozrywająca" STR_THERMAL_SHOK_LAUNCHER: "Wyrzutnia termoszokowa" STR_THERMAL_SHOK_BOMB: "Bomba termoszokowa" STR_SONIC_PULSER: "Pulser dźwiękowy" STR_ZRBITE: "Zrbit" STR_MC_READER: "Czytnik K.M." STR_VIBRO_BLADE: "Wibroostrze" STR_THERMIC_LANCE: "Lanca termiczna" STR_HEAVY_THERMIC_LANCE: "Ciężka lanca termiczna" STR_AQUATOID_CORPSE: "Zwłoki akwatoida" STR_GILLMAN_CORPSE: "Zwłoki skrzelaka" STR_LOBSTERMAN_CORPSE: "Zwłoki homaroida" STR_TASOTH_CORPSE: "Zwłoki tasota" STR_CALCINITE_CORPSE: "Zwłoki kalcynita" STR_DEEP_ONE_CORPSE: "Zwłoki głębiona" STR_BIODRONE_CORPSE: "Zwłoki biodrona" STR_TENTACULAT_CORPSE: "Zwłoki mackonoga" STR_TRISCENE_CORPSE: "Zwłoki tryskona" STR_HALLUCINOID_CORPSE: "Zwłoki halucynoida" STR_XARQUID_CORPSE: "Zwłoki ksarkuida" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Za mało amunicji by uzbroić PSB{SMALLLINE}Każdy PSB wymaga {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Za mało sprzętu, aby w pełni uzbroić oddział." STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Musisz zbadać{NEWLINE}{0}{NEWLINE}by móc produkować:{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Obcy zniszczyli niechronioną bazę '{0}'" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Twoi szpiedzy zlokalizowali kolonię obcych w morzu: {0}" STR_STANDOFF: "ŚLEDZENIE" STR_CAUTIOUS_ATTACK: "ATAK OSTROŻNY" STR_STANDARD_ATTACK: "ATAK STANDARDOWY" STR_AGGRESSIVE_ATTACK: "ATAK AGRESYWNY" STR_DISENGAGING: "ZAWRACANIE" STR_UFO_HIT: "USO TRAFIONE!" STR_UFO_CRASH_LANDS: "USO ZATOPIONE!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimalizuj tylko podczas śledzenia" STR_UFO_RETURN_FIRE: "USO ODPOWIADA OGNIEM!" STR_INTERCEPTOR_DAMAGED: ">>> ŁÓDŹ USZKODZONA <<<" STR_INTERCEPTOR_DESTROYED: ">>> ŁÓDŹ ZNISZCZONA <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "USO UCIEKA ŁODZI!" STR_LONG_RANGE_DETECTION: "Szerokie pasmo wykrycia" STR_STORES_UC: "MAGAZYNY" STR_DIFFICULTY_LEVEL: "Poziom trudności" STR_INTERCEPT: "PRZECHWYTYWANIE" STR_BASES: "BAZY" STR_GRAPHS: "WYKRESY" STR_UFOPAEDIA_UC: "USOPEDIA" STR_OPTIONS_UC: "OPCJE" STR_FUNDING_UC: "BUDŻET" STR_5_SECONDS: "5 sek." STR_1_MINUTE: "1 min." STR_5_MINUTES: "5 min." STR_30_MINUTES: "30 min." STR_1_HOUR: "1 godz." STR_1_DAY: "1 dzień" STR_XCOM_PERFORMANCE_ROSTER: "Lista działaczy organizacji X-Com" STR_ENTER_NAME: "Wprowadź nazwę" STR_PERFORMANCE_RATING: "Ocena działalności" STR_VICTORY_DATE: "Dzień zwycięstwa" STR_CHEMICAL_FLARE: "Flara chemiczna" STR_CHEMICAL_FLARE_UFOPEDIA: "To małe urządzenie po rzuceniu na lądzie lub pod wodą zaczyna emitować bardzo jaskrawe światło. Podczas misji nocnych może to spowodować oświetlenie jednostek wroga będących w pobliżu flary chemicznej, przez co staną się widoczne." STR_MONTHLY_COSTS: "KOSZTY MIESIĘCZNE" STR_CRAFT_RENTAL: "Dzierżawa łodzi" STR_SALARIES: "Wynagrodzenia" STR_BASE_MAINTENANCE: "Utrzymanie bazy" STR_COST_PER_UNIT: "Koszt za sztukę" STR_QUANTITY: "Ilość" STR_TOTAL: "Razem" STR_IN_PSIONIC_TRAINING: "Na szkoleniu K.M." STR_FRONT_ARMOR: "Pancerz przedni" STR_LEFT_ARMOR: "Pancerz lewy" STR_RIGHT_ARMOR: "Pancerz prawy" STR_REAR_ARMOR: "Pancerz tylny" STR_UNDER_ARMOR: "Pancerz dolny" STR_ROUNDS: "STRZAŁÓW" STR_UNIT: "JEDNOSTKA> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORALE" STR_ARMOR_: "PANCERZ> {0}" STR_FRONT_ARMOR_UC: "PANCERZ PRZEDNI" STR_LEFT_ARMOR_UC: "PANCERZ LEWY" STR_RIGHT_ARMOR_UC: "PANCERZ PRAWY" STR_REAR_ARMOR_UC: "PANCERZ TYLNY" STR_SKILLS: "ZDOLNOŚCI> {0}" STR_LEVEL: "POZIOM> {0}" STR_HEAD: "GŁOWA" STR_TORSO: "TUŁÓW" STR_RIGHT_ARM: "PRAWA RĘKA" STR_LEFT_ARM: "LEWA RĘKA" STR_RIGHT_LEG: "PRAWA NOGA" STR_LEFT_LEG: "LEWA NOGA" STR_PAIN_KILLER: "ZNIECZULENIE" STR_STIMULANT: "STYMULACJA" STR_HEAL: "LECZENIE" STR_TIME_UNITS_SHORT: "JC>{ALT}{0}" STR_WEIGHT: "Waga>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Refl.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Zd. M.>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Sił. M.>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefakt obcych" STR_AMMO_ROUNDS_LEFT: "AMUNICJA:{NEWLINE}ZOSTAŁO{NEWLINE}NABOI: {ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Znie.>{ALT}{0}{ALT}{NEWLINE}Stym.>{ALT}{1}{ALT}{NEWLINE}Lecz.>{ALT}{2}" STR_THROW: "Rzuć" STR_AUTO_SHOT: "Strzał ciągły" STR_SNAP_SHOT: "Strzał szybki" STR_AIMED_SHOT: "Strzał celowany" STR_STUN: "Ogłusz" STR_PRIME_GRENADE: "Odbezpiecz granat" STR_USE_SCANNER: "Użyj czujnika zaburzeń" STR_USE_MEDI_KIT: "Użyj apteczki" STR_LAUNCH_MISSILE: "Odpal torpedę" STR_ACCURACY_SHORT: "Cel.> {ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Za mało Jednostek Czasu!" STR_NOT_ENOUGH_ENERGY: "Za mało energii!" STR_NO_ROUNDS_LEFT: "Brak naboi!" STR_NO_AMMUNITION_LOADED: "Nie załadowano amunicji!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Niewłaściwa amunicja do tej broni!" STR_WEAPON_IS_ALREADY_LOADED: "Broń jest już załadowana!" STR_NO_LINE_OF_FIRE: "Brak linii strzału!" STR_GRENADE_IS_ACTIVATED: "Granat odbezpieczony!" STR_GRENADE_IS_DEACTIVATED: "Granat zabezpieczony!" STR_THERE_IS_NO_ONE_THERE: "Nie ma tam nikogo!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Musimy zbadać ten artefakt obcych, by móc go używać!" STR_OUT_OF_RANGE: "Poza zasięgiem!" STR_UNABLE_TO_THROW_HERE: "Nie można tutaj rzucić!" STR_SET_TIMER: "Ustaw stoper na" STR_HIDDEN_MOVEMENT: "RUCH UKRYTY" STR_TURN: "TURA> {0}" STR_SIDE: "STRONA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Naciśnij dowolny klawisz, by kontynuować" STR_MIND_CONTROL: "Użyj kontroli molekularnej" STR_PANIC_UNIT: "Wywołaj panikę" STR_MORALE_ATTACK_SUCCESSFUL: "Morale obcego skutecznie obniżone" STR_MIND_CONTROL_SUCCESSFUL: "Kontrola implantu pomyślna" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}wpadł w szał" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}wpadła w szał" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}spanikował" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}spanikowała" STR_XCOM: "X-COM" STR_ALIENS: "Obcy" STR_RIGHT_HAND: "PRAWA DŁOŃ" STR_LEFT_HAND: "LEWA DŁOŃ" STR_RIGHT_SHOULDER: "PRAWE RAMIĘ" STR_LEFT_SHOULDER: "LEWE RAMIĘ" STR_BACK_PACK: "PLECAK" STR_BELT: "PAS" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}jest pod kontrolą molekularną" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}jest pod kontrolą molekularną" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}stracił przytomność." STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}straciła przytomność." STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}zmarł od ran śmiertelnych" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}zmarła od ran śmiertelnych" STR_USE_MIND_PROBE: "Użyj czytnika K.M." STR_FATAL_WOUNDS: "RANY ŚMIERTELNE" STR_UNDER_ARMOR_UC: "PANCERZ DOLNY" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "JC zarezerwowano na strzał szybki" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "JC zarezerwowano na strzał ciągły" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "JC zarezerwowano na strzał mierzony" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "JC zarezerwowano na klęknięcie" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "JC zarezerwowano na klęknięcie i ostrzał" STR_UNITS_IN_CRAFT: one: "{N} jednostka w łodzi org. X-COM" few: "{N} jednostki w łodzi X-Com" many: "{N} jednostek w łodzi X-Com" other: "{N} jednostek w łodzi X-Com" STR_UNITS_OUTSIDE: one: "{N} jednostka pozostawiona na zewnątrz" few: "{N} jednostki pozostawione na zewnątrz" many: "{N} jednostki zostawione na zewnątrz" other: "{N} jednostek pozostawionych na zewnątrz" STR_UNITS_IN_ENTRANCE: one: "{N} jednostka stojąca we wejściu" few: "{N} jednostek stojących we wejściu" many: "{N} jednostki stojące we wejściu" other: "{N} jednostki stojące we wejściu" STR_UNITS_IN_EXIT: one: "{N} jednostka w docelowym wyjściu" few: "{N} jednostek w docelowym wyjściu" many: "{N} jednostki w docelowym wyjściu" other: "{N} jednostki w docelowym wyjściu" STR_ABORT_MISSION_QUESTION: "Przerwać misję?" STR_CORPSE: "Zwłoki" STR_UNLOAD_CRAFT: "Rozładuj" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}został zabity" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}została zabita" STR_HIT_MELEE: "Cios" STR_GROUND: "NA ZIEMI" STR_LIVING_QUARTERS_PLURAL: "Kwatery mieszkalne" STR_LIST_ITEM: "PRZEDMIOT" STR_ALL_ALIENS_KILLED_IN_CRASH: "Wszyscy obcy zginęli, więc{NEWLINE}pozostałości przejęto automatycznie" STR_RESET: "Resetuj" STR_MEMORIAL: "Tablica poległych" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "ZATRUDNIENI AKWANAUCI>{ALT}{0}" STR_SOLDIERS_LOST_UC: "UTRACENI AKWANAUCI>{ALT}{0}" STR_REMOVE_SELECTED: "Usuń zaznaczone" STR_LIVE_ALIENS: "Żywe{NEWLINE}osobniki" STR_DEAD_ALIENS: "Odrzucone{NEWLINE}osobniki" STR_UNDER_INTERROGATION: "W{NEWLINE}badaniach" STR_CONTAINMENT_EXCEEDED: "LIMIT CEL DLA OBCYCH PRZEKROCZONY!{SMALLLINE}Brak miejsca w celi w bazie {0}. Musisz usunąć z cel nadmiar obcych, gdyż następni będą umierać." STR_MANAGE_CONTAINMENT: "Zarządzanie celami dla obcych" STR_STORAGE_EXCEEDED: "PRZESTRZEŃ MAGAZYNOWA PRZEPEŁNIONA!{SMALLLINE}Niewystarczająca ilość miejsca w magazynach {0}. Musisz sprzedać nadwyżkę stanu magazynowego." STR_GO_TO_BASE: "Przejdź do bazy" STR_MELEE_ACCURACY: "WALKA WRĘCZ" STR_SELL_PRODUCTION: "SPRZEDAJ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obie dłonie muszą być wolne!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Za mało przedmiotów, aby skopiować szablon!" STR_UNLOAD_WEAPON: "Rozładuj broń" STR_ALL_ITEMS: "Wszystkie przedmioty" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NIE MOŻNA MIEĆ WIĘCEJ WYPOSAŻENIA NA POKŁADZIE!{SMALLLINE}W tej łodzi możesz zabrać maksymalnie {N} przedmiot." few: "NIE MOŻNA MIEĆ WIĘCEJ WYPOSAŻENIA NA POKŁADZIE!{SMALLLINE}W tej łodzi możesz zabrać maksymalnie {N} przedmiotów." many: "NIE MOŻNA MIEĆ WIĘCEJ WYPOSAŻENIA NA POKŁADZIE!{SMALLLINE}W tej łodzi możesz zabrać maksymalnie {N} przedmiotów." other: "BRAK MIEJSCA NA WYPOSAŻENIE NA POKŁADZIE!{SMALLLINE}W tej łodzi możesz zabrać maksymalnie {N} przedmiotów." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRUM KONTROLI ZNISZCZONE{NEWLINE}Skieruj wszystkich akwanautów do wyjścia i kliknij przycisk 'Przerwij misję'." STR_XCOM_BASE_CANNOT_BE_BUILT: "Bazy morskie X-Comu nie mogą być budowane na lądzie" STR_UNABLE_TO_ENGAGE_DEPTH: "NIE MOŻNA ZAATAKOWAĆ{NEWLINE}WROGA NA TAKIEJ GŁĘBOKOŚCI" STR_UNABLE_TO_ENGAGE_AIRBORNE: "NIE MOŻNA ZAATAKOWAĆ{NEWLINE}WROGA PODCZAS LOTU" STR_UNDERWATER_EQUIPMENT: "To wyposażenie nie działa na powierzchni!" STR_LAND_EQUIPMENT: "To wyposażenie nie działa pod wodą!" STR_LEVEL_SHORT: "P{0}" STR_PERSONNEL: "Personel" STR_CRAFT_ARMAMENT: "Pojazdy i uzbrojenie" STR_COMPONENTS: "Komponenty" STR_SOLDIERS_RECRUITED: "Zatrudnieni akwanauci" STR_SOLDIERS_LOST: "Utraceni akwanauci" STR_TOTAL_UFOS: "Wykrytych łodzi latających" STR_TOTAL_ALIEN_BASES: "Odkrytych kolonii obcych" STR_PSIONIC_STRENGTH_ABBREVIATION: "SKM" STR_PSIONIC_SKILL_ABBREVIATION: "ZKM" FEMALE_CIVILIAN: "Cywil, kobieta" MALE_CIVILIAN: "Cywil, mężczyzna" DOCKER_CIVILIAN: "Cywil, robotnik" SAILOR_CIVILIAN: "Cywil, marynarz" STR_BIODRONE_MELEE_WEAPON: "Atak kontaktowy biodrona" HALLUCINOID_WEAPON: "Atak halucynoida" STR_LOBSTERMAN_MELEE_WEAPON: "Atak homaroida" CALCINITE_WEAPON: "Atak kalcynita" DEEP_ONE_WEAPON: "Atak głębiona" STR_TRISCENE_MELEE_WEAPON: "Atak tryskona" STR_TRIBIO_SONIC_WEAPON: "Obca broń dźwiękowa" XARQUID_WEAPON: "Atak ksarkuida" TENTACULAT_WEAPON: "Atak mackonoga" ZOMBIE_WEAPON: "Atak zombiego" ALIEN_PSI_WEAPON: "Obca broń K.M." ================================================ FILE: bin/standard/xcom2/Language/pt-BR.yml ================================================ pt-BR: STR_LEVIATHAN_UFOPEDIA: "AEROSUBMARINO DE TRANSPORTE E INTERCEPTAÇÃO, CAPAZ DE CHEGAR A UMA PROFUNDIDADE EXTREMA. UMA SÍNTESE FABULOSA DA TECNOLOGIA HUMANA E ALIENÍGENA, USANDO EM SISTEMAS DE PROPULSÃO IÔNICA E NAVEGAÇÃO DE MATRIZ MAGNÉTICA." STR_BARRACUDA_UFOPEDIA: "NAVE SUBMARINA BRITÂNICA BARRACUDA, MOVIDA POR MOTORES DE LASER SUPER AQUECIDOS, UMA DAS NAVES DE INTERCEPTAÇÃO MAIS VELOZES DO MUNDO, PODE SUBMERGIR E VOAR, UMA PEÇA CHAVE PARA A BATALHA QUE SE APROXIMA." STR_HAMMERHEAD_UFOPEDIA: "UMA NAVE DE TRANSPORTE E INTERCEPTAÇÃO. UMA RÉPLICA DOS SISTEMAS DE REDE MAGNÉTICA EM UMA NAVE X-COM. SEU DESENHO É UMA REALIZAÇÃO TÉCNICA ASSOMBROSA." STR_TRITON_UFOPEDIA: "O TRANPORTADOR DE TROPAS DE ASSALTO TRITÃO, EQUIPADO COM MOTORES PARA IMERSÃO E VOO. SUA ENORME CAPACIDADE E SUA CONSTRUÇÃO RESISTENTE FAZEM COM QUE ELE SEJA O SUPORTE PRINCIPAL DA FROTA X-COM." STR_MANTA_UFOPEDIA: "NAVE DE ALTA VELOCIDADE MANTA, UM AEROSUBMARINO DE INTERCEPTAÇÃO PARA APENAS UMA PESSOA, PARECIDO COM AS NAVES ALIENÍGENAS MOVIDAS POR ÍONS. MUITO EFICAZ NO CONFLITO QUE SE AGRAVA." STR_AJAX_UFOPEDIA: "O TORPEDO AJAX É A ARMA PADRÃO DO COMBATE SUBMARINO QUE SE ESTENDE POR TODO O MUNDO. SERVE COMO ELEMENTO DISSUASIVO POTENTE E PRECISO." STR_DUP_HEAD_UFOPEDIA: "A TECNOLOGIA DE ARMAS COM OGIVA DE URÂNIO EMPOBRECIDO É RELATIVAMENTE NOVA, E ESTA É A PRIMEIRA ARMA AQUÁTICA COMERCIAL QUE USA ESTA TECNOLOGIA." STR_CRAFT_GAS_CANNON_UFOPEDIA: "ESTE CANHÃO A GÁS COMPRIMIDO DISPARA PROJÉTEIS SÓLIDOS PERFURANTES, COM GRANDE CAPACIDADE DE PENETRAÇÃO." STR_PWT_CANNON_UFOPEDIA: "O TORPEDO DE ONDAS DE IMPULSOS UTILIZA UM SISTEMA DE COMBUSTÍVEL SUPER AQUECIDO E UMA OGIVA EXTREMAMENTE DENSA QUE PODE PERFURAR A MAIORIA DAS LIGAS." STR_GAUSS_CANNON_UFOPEDIA: "O CANHÃO GAUSS É A MAIS RECENTE TECNOLOGIA DE ARMAMENTO DESENVOLVIDA PELO PROJETO X-COM. O ACELERADOR DE PARTICULAS DESTA ARMA É ALIMENTADO POR UM PEQUENO REATOR DE FUSÃO REFRIGERADO COM NITROGÊNIO LÍQUIDO." STR_SONIC_OSCILLATOR_UFOPEDIA: "ESTE POTENTE OSCILADOR ACÚSTICO PRODUZ ONDAS SÔNICAS QUE DESTRUEM A ESTRUTURA MOLECULAR DO ALVO ATRAVÉS DE PODEROSAS VIBRAÇÕES." STR_AQUATOID_UFOPEDIA: "A raça Aquatoide forma uma sociedade ancestral que já existia antes do homem dar seus primeiros passos sobre a Terra. Seu aspecto compacto e suas características bulbosas supõem um retrocesso com respeito a seus irmãos os Sectoides, que também viajam pelo espaço. Seu poder se apoia na tecnologia do controle molecular. Os Aquatoides querem propagar sua raça estéril por meio da codificação genética e, para isso, fazem experiências com seres humanos, dando origem a numerosas raças híbridas." STR_AQUATOID_AUTOPSY: "Necrópsia de Aquatoide" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Um exame detalhado desta criatura nos permite chegar a umas suposições básicas. É um Sectoide, nosso antigo inimigo, mas foi modificado por métodos cirúrgicos e implante e agora é uma criatura aquática. O vestígio de pulmões que restaram lhe permite respirar e mover-se por terra, e implantes cibernéticos aumentam a força de seus membros atrofiados e melhoram o funcionamento de seus órgãos. Já que todos os membros desta raça são idênticos, supomos que sejam clones." STR_GILLMAN_UFOPEDIA: "Uma estranha criatura meio humana meio réptil, estreitamente relacionada com o homem e extraordinariamente forte e rápida sob a água. Os Homens-Brânquia são uma raça plenamente desenvolvida, com fêmeas e machos de distintas idades. Diferenciam-se da maioria dos alienígenas submarinos em que não apresentam nenhum sinal de alteração genética nem de deformação cirúrgica. Pode ser que estejamos diante de um grupo arcaico de nossa própria espécie." STR_GILLMAN_AUTOPSY: "Necrópsia de Homem-Brânquia" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Uma vez iniciada a intervenção cirúrgica, ficou claro que não era um alienígena, mas sim uma criatura da Terra, uma raça pré-histórica que se acreditava estar desaparecida desde que os mamíferos predominaram neste planeta. Os Homens-Brânquia, inteligentes e fortes, viveram na época dos dinossauros. O cataclismo que acabou com o predomínio dos répteis obrigou a estas criaturas a estabelecer uma relação simbiótica com os alienígenas recém chegados. Têm um dispositivo eletrônico no crânio." STR_LOBSTERMAN_UFOPEDIA: "Esta é uma criatura assombrosa, mais alta que um homem e tem seis pulmões. Se parece nada menos do que um demônio aquático. Sua semelhança com a lagosta terrestre o fez ganhar o apelido de Homem-Lagosta entre as tropas X-Com. Isto é um monstro das profundezas. Uma criatura de incrível força desenvolvida cuidadosamente para lutar, e virtualmente invulnerável ao fogo de projéteis. Suas pinças são suficientes para triturar aço." STR_LOBSTERMAN_AUTOPSY: "Necrópsia de Homem-Lagosta" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Sob a carapaça virtualmente indestrutível, encontramos uma criatura construída de forma soberba. Os músculos poderosos são apoiados por um esqueleto de titânio e um sistema avançado de escaneamento múltiplo de alvos está ligado diretamente ao seu cérebro. Os seus olhos estão protegidos por lentes de plástico mais duras que o aço e o seu corpo contém ainda aparelhos cuja função desconhecemos. Com base nestes aspetos, concluímos que, quando usados estrategicamente em combate, estes seres são praticamente invencíveis." STR_TASOTH_UFOPEDIA: "Estes seres aquáticos constituem a base do exército invasor. São produzidos às centenas, em incubadoras enormes, localizadas no coração das colônias alienígenas. Com uma força e agilidade superiores às de um homem normal, os Tasoth são verdadeiros alienígenas, carnívoros e muito mais fortes que os homens. Ocupam regularmente a linha da frente dos ataques alienígenas e nunca parecem se amedrontar, inclusive quando levam clara desvantagem." STR_TASOTH_AUTOPSY: "Necrópsia de Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "A autópsia revelou um organismo com base num estranho sistema cibernético. Encontramos somente uma pequena unidade energética dentro do corpo, sem nenhum órgão biológico identificável. A energia circula através de uma rede bioelétrica. Esta criatura não possuí esqueleto ou qualquer estrutura de apoio. Ao morrer, o fluxo de energia para, e o seu corpo torna-se uma pilha inerte de músculos e fluídos. O único elemento interno é o par de baterias de cerâmica, que revivem a criatura brevemente, se reenergizadas." STR_DEEP_ONE_UFOPEDIA: "Os Seres das Profundezas são verdadeiros horrores biológicos, produzidos através das experiências de cruzamento entre humanos e alienígenas, realizadas pelos Aquatoides. Após encontrarmos variações diferentes desta criatura, concluímos, depois de várias pesquisas, que estes seres são fabricados pelos invasores, reforçando o seu exército com seres humanos recentemente capturados. Cada Ser das Profundezas está armado com um feixe de energia suficientemente poderoso para matar um aquanauta." STR_DEEP_ONE_AUTOPSY: "Necrópsia de Ser das Profundezas" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Esta criatura é um misto entre ser humano e organismo alienígena. O cérebro humano foi alterado para acomodar circuitos de controle e partes do córtex alienígena. O resto do corpo, exceto os olhos, foi removido. A alteração cirúrgica é feita de forma a permitir a inserção de um feto alienígena que consome o hospedeiro humano à medida que cresce. O resultado é uma aberração de enorme força e destreza, sob pleno controle dos invasores. A sua pele é um filamento metálico flexível, não-orgânico e altamente resistente. " STR_BIODRONE_UFOPEDIA: "O Biodrone é uma criação que só uma mente alienígena poderia conceber. Trata-se de um cérebro (humano ou alienígena) suspenso em fluídos amnióticos e ligado a uma unidade robótica que lhe permite voar e mergulhar na água. Cada Biodrone está armado com um disruptor de áudio, um aparelho biomecânico que alguns cientistas julgam operar com base nas cordas vocais do organismo original. Os alienígenas utilizam estas entidades como sentinelas de recursos valiosos devido à sua alta precisão e tenacidade." STR_BIODRONE_AUTOPSY: "Necrópsia de Biodrone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "A hipótese de que o disruptor sônico é uma arma biológica é verdadeira. Esta criatura infeliz literalmente mata seus inimigos no grito. Todos os exemplares tem cicatrizes massivas e estão severamente mutilados. Os alienígenas aparentemente mutilam o cérebro para assegurar obediência. A maioria dos espécimes possui encéfalos de origem alienígena, mas nada se compara ao horror de encontrar um exemplar de proveniência humana. Os Biodrones são impulsionados por de um motor de íons e incorporam algum tipo de controle remoto." STR_TENTACULAT_UFOPEDIA: "Nem nos contos do escritor H.P. Lovecraft poderíamos encontrar uma criatura mais horrenda. O ambiente que deu origem a este monstro está além das nossas especulações, pois nenhum animal terrestre se parece com ele. Armado com longos tentáculos paralisantes, capazes de penetrar a melhor das armaduras, o Tentaculate é uma criatura mortífera que transforma as suas vítimas em zumbis errantes. Este é o alienígena mais terrível encontrado pelas forças X-Com." STR_TENTACULAT_AUTOPSY: "Necrópsia do Tentaculate" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "A necrópsia revelou a presença de vários implantes cibernéticos no cérebro desta criatura. O seu sistema visual é uma combinação complexa de captação de luz visível e imagens térmicas, permitindo a navegação nas profundezas mais escuras com enorme precisão. Este ser possui apenas órgãos residuais necessários para assegurar a sua sobrevivência, e o seu estômago está ligado a um conector externo, o que sugere dependência de injeções diretas de nutrientes por parte dos seus mestres." STR_CALCINITE_UFOPEDIA: "Estas criaturas similares aos trajes de mergulhadores perdidos espreitam as profundezas oceânicas em busca de vítimas. Um golpe das suas garras é suficiente para incapacitar os mergulhadores mais experientes. Além da massa gelatinosa observável através da viseira do escafandro, não conseguimos retirar outras conclusões sobre a natureza desta criatura com base nos encontros frequentemente letais que tivemos com ela." STR_CALCINITE_AUTOPSY: "Necrópsia de Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Uma vez desprovido do traje blindado, o Calcinite é uma massa amorfa de protoplasma sem cérebro, membros ou órgãos sensoriais visíveis. No interior do corpo líquido há um pequeno elemento metálico. Uma vez morta, só podemos fazer conjeturas sobre a natureza desta criatura. É um enigma inexplicável dos nossos inimigos alienígenas." STR_TRISCENE_UFOPEDIA: "Este réptil bípede é um regresso à idade dos dinossauros. Tudo, exceto sua habilidade para viver na água e fora dela, indica que é uma criatura do período Cretáceo. Estas criaturas levam compartimentos de armas e têm uma mandíbula com enormes dentes de aço. Frequentemente, estes monstros têm estado no centro das forças de ataque alienígenas quando estas lançam um ataque terrestre. Constituem uma arma potente e pesada que os Tasoth de alta patente desdobram com uma eficácia mortal." STR_TRISCENE_AUTOPSY: "Necrópsia de Triscênio" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Uma vez submetidos ao bisturi do cientista, o Triscênio revela ser uma criatura pré-histórica modificada com implantes cibernéticos e sistemas de armas. Seu minúsculo cérebro foi suplementado por um pequeno módulo de computador acoplado ao arnês de controle que todas as criaturas vestem. Uma pele natural resistente e um instinto predatório realçado com armas fazem dele um oponente mortal em qualquer ambiente." STR_HALLUCINOID_UFOPEDIA: "Depois de explorar os oceanos, os alienígenas criaram esta enorme criatura terrestre e a utilizam como arma. Não se deixe enganar pelo falso aspecto inofensivo desta criatura marinha das profundezas. O Alucinoide é um inimigo mortal que ataca de longe com explosões congelantes e de perto com golpes cortantes como o gelo." STR_HALLUCINOID_AUTOPSY: "Necrópsia de Alucinoide" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Nas muitas camadas do corpo gelatinoso deste organismo há um potente químico congelante, seu principal meio de ataque. A pele suave e flexível do Alucinoide indica que é vulnerável a ataques baseados em calor. Este mutante é frequentemente visto em companhia de seus amos, os Aquatoides." STR_XARQUID_UFOPEDIA: "Outro invertebrado modificado da Terra, o Xarquídeo é uma criatura de grande beleza e perigo. A natação rápida e colossal esconde um arsenal devastador de armas, um spray de tinta sufocante e uma explosão de partícula ionizada. Desde os nossos primeiros encontros com esta criatura poderosa, temos sido cautelosos com seu poder e seus controladores, os vingativos Homens-Brânquias." STR_XARQUID_AUTOPSY: "Necrópsia de Xarquídeo" STR_XARQUID_AUTOPSY_UFOPEDIA: "Este Náutilo gigantesco foi alterado através de cirurgia e drogas alienígenas, por forma a operar como uma enorme plataforma de armas orgânica. A sua natureza pacifica foi corrompida pelos Homens-Guelra através de sistemas de controlo mecânicos. A sua concha resistente e enorme mobilidade fazem do Xarquídeo um adversário formidável em combate." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Os aerosubmarinos alienígenas utilizam motores complexos para navegar a velocidades incríveis nas profundezas. Esta tecnologia utiliza um DESLOCADOR DE ÍONS que, ao utilizar Zrbite como catalisador, permite aos motores deslocar até 100 vezes o seu próprio volume em água por segundo. Tal potência significa que os veículos alienígenas facilmente ultrapassam em velocidade a maioria dos submarinos da Terra. Podemos replicar este sistema de propulsão usando aquaplástico e baterias de Zrbite." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Este sistema projeta um campo magnético dividido em camadas esféricas, no raio de 1 km, em torno do OSNI. Os navegadores alienígenas estão ligados a estas máquinas, de maneira a \"sentirem\" o caminho através da escuridão dos oceanos. Esta interface utiliza matéria cerebral alienígena para comunicar diretamente com o cérebro do navegador, através de uma ligação nervosa." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "A estrutura das naves é como a de um camaleão, imita características das criaturas marinhas e é feita de aquaplástico. Cada submarino funciona como um organismo: tripulação e nave em harmonia. A maioria de seus sistemas podem ser reproduzidos e é possível criar uma tecnologia híbrida que nos permita chegar ao mesmo nível tecnológico." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Muitos alienígenas permanecem escondidos na Terra em estado de em animação suspensa, submetidos a um congelamento criogênico. Estas criaturas são guardadas em unidades com sua temperatura corporal reduzida até que suas funções vitais estejam a ponto de parar. Um exame destas unidades revelou que os corpos permaneceram suspensos por períodos incríveis, alguns com mais de 60 milhões de anos." STR_ALIEN_CLONING_UFOPEDIA: "Muitos dos Alienígenas que capturamos são geneticamente idênticos, cópias em tudo. Amostras celulares são colocadas nas unidades a partir dos bancos genéticos congelados dos Alienígenas. Algumas unidades contêm humanos ou partes de corpos. É possível que sirvam também para criar um híbrido Alienígena-Humano." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Graças aos implantes de Controle Molecular que há nos crânios de todos os alienígenas, estas máquinas injetam diretamente informação em seus cérebros. Os alienígenas recém clonados são levados até estas unidades para lhes introduzir lembranças de sua raça e informações científicas e bélicas em suas mentes vazias." STR_ALIEN_IMPLANTER_UFOPEDIA: "Esta unidade é utilizada para inserir implantes de controlo molecular nos crânios dos alienígenas, fertilizar espécies com capacidades reprodutoras, e colocar ou remover órgãos e aparelhos cibernéticos em qualquer criatura. Os pacientes são sujeitos ao processo em pleno estado de consciência e, infelizmente, descobrimos que o aparelho adapta-se perfeitamente à anatomia humana." STR_EXAMINATION_ROOM_UFOPEDIA: "Nós já temos evidências para descobrir por que os humanos são capturados pelos alienígenas. Eles não os usam como comida nem os fertilizam com seus próprios embriões, eles os usam como base de uma série de criaturas e sistemas de controle. Sua tecnologia é baseada em uma única mente, um intelecto compartilhado, e o cérebro humano é o receptáculo ideal para isso. O tecido do cérebro humano é utilizado na maioria dos computadores e sistemas de recuperação biológica, o resto serve para produzir e procriar." STR_AQUA_PLASTICS_UFOPEDIA: "Os veículos e estruturas alienígenas são construídos através de aquaplástico, um material estruturalmente complexo, com enorme durabilidade, resistência e flexibilidade. Esta substância catalisada através de Zrbite é altamente densa, mas extremamente leve." STR_ZRBITE_UFOPEDIA: "Esta liga de origem alienígena, é um composto híbrido entre ouro e matéria orgânica alienígena. Quando utilizada como combustível, pequenas quantidades desta substância são capazes de gerar mais energia que uma unidade de fusão nuclear. Infelizmente somos incapazes de reproduzir este material, devido à maioria dos seus componentes serem de origem extraterrestre." STR_ALIEN_ORIGINS_UFOPEDIA: "Os alienígenas atacam por todo o planeta com uma eficácia assustadora, mas nós não conseguimos localizar sua origem. Será que vêm de alguma profundeza oceânica impenetrável aos nossos sonares? Nem todos os organismos que encontramos são de origem alienígena. Alguns assemelham-se a espécies antigas e outros descendentes de cadeias evolucionárias que julgávamos extintas há muito tempo. Lidamos com uma ameaça dormente há milênios, uma sutil simbiose entre humanos e alienígenas. Nas profundezas dos oceanos, encontram-se estações antigas, usadas pelos alienígenas para contatar os seus parentes estelares. Cada uma destas doze estações contém um Dispositivo Synomium, uma poderosa peça de tecnologia alienígena. Agora, com as suas hostes em marcha, os alienígenas procuram reativar estas estações para expandirem a sua rede de Controle Molecular. Precisamos destruir estas estações a todo o custo." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Há sessenta e cinco milhões de anos atrás uma enorme nave colônia foi enviada à Terra de um mundo alienígena longínquo. À medida que a enorme embarcação se aproximava do jovem planeta, uma violenta erupção solar provocou uma falha nos sistemas da navegação. A enorme maça, inutilizada e avariada caiu pela estratosfera do céu do período cretáceo. Na Terra, numerosas espécies animais olharam para o céu e viram seu inimigo preparando o caminho no planeta. Uma vasta nuvem de poeira entupia a atmosfera e à medida que a terra esfriava, a vida dominante, os poderosos dinossauros, pereciam. Mas os 400 bilhões de toneladas de T'leth não foram destruídos no impacto, modernos super computadores iniciaram a hibernação criogênica das criaturas que haviam em seu interior. Depois éons, os computadores despertaram grupos de alienígenas para que tentassem se comunicar com seus primos estelares, mas foi em vão, pois o núcleo do poder alienígena continuava dormindo." STR_TLETH_THE_ALIEN_CITY: "T'leth, a Cidade Alienígena" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, a enorme nave colônia alienígena, jaz no fundo da fossa \"Sigsbee Deep\", no Golfo do México. No coração da cidadela esconde-se um horror alienígena tão poderoso e tão vil que nem a morte pode lhe tocar. Dentro de uma enorme câmara de metal alienígena dorme a forma dormente do grande sonhador, o Supremo Alienígena. Quando T'leth se erguer acima das ondas, o seu ciclo de reanimação será iniciado, e se isso acontecer ele será imparável. Apesar de não estar vivo, mas de alguma maneira também não morto, a mente deste ser controla o exército alienígena. A estranha tecnologia de controle molecular liga todos os alienígenas à sua mente, e a sua mente à de todos os alienígenas. Milhares de fetos híbridos entre humanos e alienígenas proporcionam energia à Grande Mente alienígena, e formam o elo mental entre o mestre supremo e os seus súditos. O mito do Supremo Alienígena sempre existiu nos corações e nas mentes de todos os seres humanos durante séculos, mas a verdade sempre esteve escondida no fundo do mar." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRALIZAR NO LOCAL = 5 Segs" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Nenhum" STR_UNKNOWN: "Desconhecido" STR_POOR: "Fraco" STR_AVERAGE: "Médio" STR_GOOD: "Bom" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "CONSTRUIR NOVA BASE" STR_BASE_INFORMATION: "INFORMAÇÕES DA BASE" STR_EQUIP_CRAFT: "EQUIPAR SUBMARINO" STR_BUILD_FACILITIES: "CONSTRUIR INSTALAÇÕES" STR_RESEARCH: "PESQUISAR" STR_MANUFACTURE: "PRODUZIR" STR_TRANSFER_UC: "TRANSFERIR" STR_PURCHASE_RECRUIT: "COMPRAR/RECRUTAR" STR_SACK: "DISPENSAR" STR_SELL_SACK_UC: "VENDER/DISPENSAR" STR_GEOSCAPE_UC: "TELA GLOBAL" STR_NAME: "Nome" STR_AREA: "Área" STR_BUILD_NEW_BASE: "Construir Nova Base" STR_CANCEL: "Cancelar" STR_COST_UC: "CUSTO>" STR_CONSTRUCTION_TIME_UC: "TEMPO DE CONSTRUÇÃO>" STR_DAY: one: "{N} dia" many: "{N} dias" other: "{N} dias" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANUTENÇÃO>" STR_OK: "OK" STR_INSTALLATION: "Instalação" STR_CURRENT_RESEARCH: "PESQUISAS ATUAIS" STR_SCIENTISTS_AVAILABLE: "Cientistas Disponíveis>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Cientistas Alocados>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espaço de Laboratório Disponível>{ALT}{0}" STR_RESEARCH_PROJECT: "PROJETO DE PESQUISA" STR_SCIENTISTS_ALLOCATED_UC: "CIENTISTAS ALOCADOS" STR_PROGRESS: "PROGRESSO" STR_NEW_PROJECT: "Novo Projeto" STR_CANCEL_PROJECT: "CANCELAR PROJETO" STR_NEW_RESEARCH_PROJECTS: "NOVOS PROJETOS DE PESQUISA" STR_SCIENTISTS_AVAILABLE_UC: "CIENTISTAS DISPONÍVEIS>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPAÇO DE LABORATÓRIO DISPONÍVEL>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Diminuir" STR_START_PROJECT: "INICIAR PROJETO" STR_CURRENT_PRODUCTION: "PRODUÇÃO ATUAL" STR_ENGINEERS_AVAILABLE: "Técnicos Disponíveis>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Técnicos Alocados>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espaço Disponível na Oficina>{ALT}{0}" STR_CURRENT_FUNDS: "Fundos Atuais>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Técnicos Alocados" STR_UNITS_PRODUCED: "Unidades Produzidas" STR_TOTAL_TO_PRODUCE: "Total a Produzir" STR_COST__PER__UNIT: "Custo{NEWLINE}por{NEWLINE}Unidade" STR_DAYS_HOURS_LEFT: "Dias/Horas Restantes" STR_NEW_PRODUCTION: "Nova Produção" STR_PRODUCTION_ITEMS: "Itens para Produção" STR_CATEGORY: "CATEGORIA" STR_START_PRODUCTION: "INICIAR PRODUÇÃO" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} horas de Técnicos para produzir uma unidade." STR_COST_PER_UNIT_: "Custo por unid.>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espaço de Trabalho Necessário>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIAIS ESPECIAIS NECESSÁRIOS" STR_ITEM_REQUIRED: "ITEM NECESSÁRIO" STR_UNITS_REQUIRED: "UNIDADES NECESSÁRIAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONÍVEIS" STR_STOP_PRODUCTION: "PARAR PRODUÇÃO" STR_ENGINEERS_AVAILABLE_UC: "TÉCNICOS DISPONÍVEIS>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPAÇO DISPONÍVEL NA OFICINA>{ALT}{0}" STR_MONTHLY_PROFIT: "LUCRO MENSAL>{ALT}{0}" STR_INCREASE_UC: "AUMENTAR" STR_DECREASE_UC: "DIMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a Produzir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Recrutar Pessoal" STR_COST_OF_PURCHASES: "Custo das Compras>{ALT}{0}" STR_COST_PER_UNIT_UC: "CUSTO POR UNID." STR_QUANTITY_UC: "QUANTID." STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PESSOAL DISPONÍVEL : PESSOAL TOTAL>" STR_SOLDIERS: "Aquanautas" STR_SCIENTISTS: "Cientistas" STR_ENGINEERS: "Técnicos" STR_SPACE_USED_SPACE_AVAILABLE: "ESPAÇO USADO : ESPAÇO DISPONÍVEL>" STR_LIVING_QUARTERS: "Habitação" STR_STORES: "Depósitos" STR_LABORATORIES: "Laboratórios" STR_WORK_SHOPS: "Oficinas" STR_HANGARS: "Aerosubmarino" STR_SHORT_RANGE_DETECTION: "Sonar de Curto Alcance" STR_DEFENSE_STRENGTH: "Força Defensiva" STR_TRANSFERS_UC: "Transferências" STR_TRANSFERS: "Transferências" STR_ARRIVAL_TIME_HOURS: "CHEGADA (EM HORAS)" STR_COST_: "Custo>{ALT}{0}" STR_AREA_: "Área>{ALT}{0}" STR_BASE_NAME: "Nome da Base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECIONE A LOCALIZAÇÃO DA CÂMARA PRESSURIZADA" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "QUANT. A TRANSF." STR_SELECT_DESTINATION_BASE: "Selecionar Base de Destino" STR_COST: "Custo" STR_INTRO_1: "© 1995 MicroProse - Todos os direitos reservados" STR_INTRO_2: "Marte: A Queda de Cidônia" STR_INTRO_3: "As forças X-Com regressam à Terra após uma triunfante batalha que culminou com a destruição da máquina de guerra alienígena. Entretanto, ainda há vida nas ruínas da base marciana." STR_INTRO_4: "Um poderoso raio de táquion flui dos escombros do centro de comando de Cidônia, a toda velocidade através do vazio. Seu destino............" STR_INTRO_5: "A Terra." STR_INTRO_6: "Nas profundezas do oceano o feixe atinge um receptor há muito tempo inativo. Grandes computadores desligados, iniciam a sua atividade. Nas profundezas, longe dos olhares humanos, vastas câmaras com Alienígenas em criogenia começam seu longo ciclo de reanimação." STR_INTRO_7: "2040: Uma Terra ignorante. Os terrores da guerra Alienígena foram esquecidos. Mas, nos lugares perdidos e ocultos do oceano as hordas alienígenas estão preparadas e prontas para derrotar a humanidade e dominar o mundo." STR_INTRO_8: "Os Alienígenas atacaram a humanidade em busca de espécimes humanos para seus deturpados experimentos. Invadiram o mundo e saquearam os mares por seus valiosos minerais e recursos. Mas então, os Alienígenas fixaram seus olhos em terra firme." STR_INTRO_9: "Poderosos aerosubmarinos de estranho desenho riscam os oceanos - observando, procurando, caçando........." STR_INTRO_10: "Procurando presas para atacar." STR_INTRO_11: "Novas armas misteriosas ameaçam uma civilização indefesa. Estamos completamente à mercê das forças alienígenas.{NEWLINE} Só uma organização há muito esquecida pode nos salvar." STR_INTRO_12: "Instalação Subaquática Experimental da X-Com" STR_INTRO_13: "'Mayday! Mayday!' 'Aqui é o transatlântico Hyperion'. 'Estamos sob ataque'. 'Mayday! Mayd............'" STR_INTRO_14: "'Centro de Comando para Submarino Um: Abrir portas ao mar', 'posicionar Barracuda Zero Um. Temos uma situação de ataque alienígena - Alerta Vermelho'.{NEWLINE}'Repito: Alerta Vermelho'" STR_INTRO_15: "Os alienígenas são implacáveis em sua eficiência..." STR_INTRO_16: "...infalíveis em sua exatidão " STR_INTRO_17: "'Barracuda Zero Um para base' - 'aproximando-se do que restou do Hyperion'." STR_INTRO_18: "'Desacelerando''.{NEWLINE}'Dois metros'{NEWLINE}'Um metro'{NEWLINE}'Todos os aquanautas preparem para desembarque imediato'." STR_INTRO_19: "...........'Escotilha de ar aberta'...'aproximando-me dos destroços'.{NEWLINE}'Mas que...!'{NEWLINE}'Estão gravando essas criaturas com a câmera de meu traje?'" STR_GAMEOVER_1: "Nós falhamos. Os alienígenas destruíram a nossa última esperança de salvação.{NEWLINE}As forças X-Com foram vencidas e a Terra jaz agora aos pés do inimigo." STR_GAMEOVER_2: "T 'leth troveja alto na estratosfera e começa a se mover através da face do mundo. Distribuindo morte e colhendo os restos da raça humana. Na profundidade de suas entranhas a assassina mente alienígena começa a despertar." STR_GAMEOVER_3: "Nas capitais de todas as nações, planos desesperados são elaborados. Tudo é em vão, sem a tecnologia oferecida pelo projeto de pesquisa X-Com nossas armas são ineficazes." STR_GAMEOVER_4: "Os Alienígenas estabeleceram bases nas calotas polares e começam a derreter o gelo, o mundo se converterá em um vasto oceano. Os restos da raça humana são capturados e utilizados em vis experimentos de procriação com fins desconhecidos. Os céus obscurecem e uma poderosa pestilência está sobre as terras do Mundo." STR_GAMEOVER_5: "Não podemos oferecer nenhuma resistência à nova ordem mundial, aqueles que o tentam se encontram com um destino ígneo nas mãos das incompreensíveis armas alienígenas. Para o restante de nós não há tal bendita libertação, a mãe terra se converte em um mundo alienígena e a humanidade se perde debaixo de um progressivo horror." STR_OUTRO_1: "A Tumba, desolada e dizimada, um rugido borbulhante vem do caixão, no seu centro.{NEWLINE}Tolos, vocês todos perecerão...................." STR_OUTRO_2: ".................ninguém pode escapar." STR_OUTRO_3: "Uma enorme explosão irrompe da tumba e atravessa a cidade, os escombros e a fumaça enchem o ar. Os planos dos alienígenas foram frustrados........" STR_OUTRO_4: "A retorcida vastidão de T'leth começa a se romper. Chamas e fumaça são jogadas de suas torres reluzentes e salas de adamantium." STR_OUTRO_5: "A poderosa fortaleza Alienígena desaba em direção ao mar, os gritos de metal e almas torturadas enchem o ar. O Grande Sonhador já não sonhará conquistando o mundo." STR_OUTRO_6: "O som de um abalo final ensurdecedor despedaça T'leth.{NEWLINE}A ameaça alienígena se foi e a Terra é purificada.................." STR_OUTRO_7: "Um planeta sonolento, azul e verde, num canto distante da galáxia." STR_OUTRO_8: "O futuro próximo, um lugar seguro para se estar." STR_OUTRO_9: "A ameaça Alienígena foi derrotada há muito tempo." STR_OUTRO_10: "Vastas metrópoles alojam biliões de humanos." STR_OUTRO_11: "Os feitos da guerra entre X-Com e Alienígenas fazem parte das histórias para crianças." STR_OUTRO_12: "Mas as lendas sempre tiveram o habito de conter um pingo de verdade.........." STR_RISE_1: "T'leth, conhecida por muitos nomes, em várias lendas de muitas terras." STR_RISE_2: "Com um grito explosivo que reverbera em todo o mundo, T'leth começa a subir do solo oceânico." STR_RISE_3: "O enorme edifício surge das águas do Golfo do México." STR_RISE_4: "400 bilhões de toneladas de metal alienígena, a grande cidade alienígena onde se encontra o corpo dormente do alienígena definitivo. Preso na terra por 65 milhões, este vil deus do espaço começa a se mover." STR_RISE_5: "As águas fervem e se agitam enquanto o túmulo do Grande Sonhador emerge a luz................" STR_RISE_6: ".........uma luz que terá vida curta a não ser que X-Com possa destruir a máquina de guerra Alienígena." STR_YOU_HAVE_FAILED: "Você fracassou em deter a máquina de guerra alienígena. As organizações de financiamento, desiludidas com sua capacidade tentam negociar uma solução não militar com os alienígenas. Os invasores têm uma agenda muito diferente e logo o mundo inteiro fica ciente da verdade..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Renda" STR_EXPENDITURE: "Gastos" STR_MAINTENANCE: "Manutenção" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Atividade Alienígena nos Mares" STR_UFO_ACTIVITY_IN_COUNTRIES: "Atividade Alienígena por Áreas" STR_XCOM_ACTIVITY_IN_AREAS: "Atividade X-Com nos Mares" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Atividade X-Com por Áreas" STR_FINANCE: "Finanças" STR_DATE_FIRST: "{0} de" STR_DATE_SECOND: "{0} de" STR_DATE_THIRD: "{0} de" STR_DATE_FOURTH: "{0} de" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Não há materiais especiais suficientes para produzir{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Dinheiro insuficiente para produzir{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produção de{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}está completa" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Construção de {NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}completa" STR_OK_5_SECONDS: "OK - 5 segs" STR_RESEARCH_COMPLETED: "Pesquisa Completa" STR_VIEW_REPORTS: "VER RELATÓRIOS" STR_WE_CAN_NOW_RESEARCH: "Agora podemos pesquisar" STR_WE_CAN_NOW_PRODUCE: "Agora podemos produzir" STR_SUNDAY: "DOMINGO" STR_MONDAY: "SEGUNDA" STR_TUESDAY: "TERÇA" STR_WEDNESDAY: "QUARTA" STR_THURSDAY: "QUINTA" STR_FRIDAY: "SEXTA" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Não há {0} suficiente para reabastecer {1} em {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Não há {0} suficiente para rearmar {1} em {2}" STR_UFO_IS_NOT_RECOVERED: "O OSNI não foi recuperado" STR_UFO_IS_RECOVERED: "O OSNI foi recuperado" STR_CRAFT_IS_LOST: "O Aerosubmarino foi perdido" STR_TERROR_CONTINUES: "Atividade Alienígena continua" STR_ALIENS_DEFEATED: "Alienígenas derrotados" STR_BASE_IS_LOST: "A base foi perdida" STR_BASE_IS_SAVED: "A base está salva" STR_ALIEN_BASE_STILL_INTACT: "Colônia Alienígena permanece intacta" STR_ALIEN_BASE_DESTROYED: "Colônia Alienígena destruída" STR_ALIENS_KILLED: "ALIENÍGENAS MORTOS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES DE ALIENÍGENAS RECUPERADOS " STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS RECUPERADOS VIVOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFATOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "COLÔNIA CONTROLADA POR ALIENÍGENAS DESTRUÍDA" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "DISPOSITIVO ALIENÍGENA SYNOMIUM DESTRUÍDO" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "FALHA EM DESTRUIR O DISPOSITIVO SYNOMIUM" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVIS MORTOS POR ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVIS MORTOS POR SOLDADOS X-COM" STR_CIVILIANS_SAVED: "CIVIS SALVOS" STR_XCOM_OPERATIVES_KILLED: "AGENTES X-COM MORTOS" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTES X-COM DESAPARECIDOS EM COMBATE" STR_TANKS_DESTROYED: "PLATAFORMA DE ARMAS X-COM DESTRUÍDA" STR_XCOM_CRAFT_LOST: "SUBMARINO X-COM PERDIDO" STR_UFO_RECOVERY: "RECUPERAÇÃO DE OSNI" STR_ALIEN_BASE_RECOVERY: "CAPTURADOS NA COLÔNIA ALIENÍGENA" STR_BASE_UNDER_ATTACK: "{0} está sob ataque!" STR_BASE_DEFENSES_INITIATED: "SISTEMAS DE DEFESA ATIVADOS" STR_GRAV_SHIELD_REPELS_UFO: "ESCUDOS AFASTARAM O OSNI!" STR_FIRING: "ATIRANDO" STR_HIT: "ALVO ATINGIDO!" STR_UFO_DESTROYED: "OSNI DESTRUÍDO!" STR_MISSED: "ERROU!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender Itens/Dispensar Pessoal" STR_VALUE_OF_SALES: "VALOR DA VENDA> {ALT}{0}" STR_FUNDS: "FUNDOS> {ALT}{0}" STR_SELL_SACK: "Vender/Dispensar" STR_VALUE: "Valor" STR_CRAFT_: "AEROSUBMARINO> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERAÇÃO DE OSNI AFUNDADO" STR_UFO_CRASH_RECOVERY_BRIEFING: "EXTREMA CAUTELA - Podem haver Alienígenas no OSNI ou ao redor do local do acidente. A missão será bem sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. A recuperação de destroços do OSNI, artefatos e cadáveres alienígenas podem então ser iniciados. Para abortar a missão, retorne os aquanautas X-Com para o submarino e clique no ícone 'Abortar Missão'." STR_UFO_GROUND_ASSAULT: "ASSALTO AO OSNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "Explore o local de aterrissagem e, se possível, entre no OSNI. A missão será bem-sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Só depois poderemos iniciar a recuperação dos destroços do OSNI, artefatos e cadáveres de alienígenas. Para abortar a missão, retorne os aquanautas X-Com ao submarino e clique no ícone \"Abortar Missão\"." STR_BASE_DEFENSE: "DEFESA DE BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Um submarino alienígena atracou nas proximidades. A nossa base está em sério perigo. Todos os submarinos X-Com e os não-militares foram evacuados conforme o protocolo. As tropas alienígenas entrarão na base através das docas ou da câmara pressurizada. Temos que defender a base e as suas instalações vitais a todo o custo, num combate até à morte. Se clicar no ícone \"Abortar Missão\" as nossas tropas se renderão e você perderá a base." STR_ALIEN_COLONY_ATTACK_MISSION: "ATAQUE A COLÔNIA ALIENÍGENA" STR_ALIEN_BASE_ASSAULT: "COLÔNIA ALIENÍGENA - PARTE 1" STR_ALIEN_COLONY_P1_BRIEFING: "Esta missão é um ataque à uma colônia alienígena. Há 2 níveis, leve todos os aquanautas à saída luminosa no primeiro complexo e clique no ícone \"Abortar Missão\" para prosseguir. Qualquer equipamento deixado para trás ficará no fundo do mar até que se resolva a segunda seção. Para sair, coloque os aquanautas no submarino e clique no ícone \"Abortar Missão\"." STR_ALIEN_COLONY_P2: "COLÔNIA ALIENÍGENA - PARTE 2" STR_ALIEN_COLONY_P2_BRIEFING: "Tendo negociado o primeiro nível e entrado no núcleo da colônia, a missão agora é destruir o centro de controle ou o Dispositivo Synomium, ou eliminar todos os alienígenas. Para abortar coloque todos os aquanautas no ponto de partida e clique no ícone \"Abortar Missão\". Todo o equipamento X-Com viável regressará à base." STR_ALIENS_LAUNCH_PORT_TERROR: "ALIENÍGENAS LANÇAM{NEWLINE}ATAQUE NO PORTO" STR_PORT_TERROR: "ALIENÍGENAS LANÇAM ATAQUE NO PORTO DE" STR_PORT_TERROR_BRIEFING: "Os alienígenas lançaram um ataque contra uma zona portuária. Todos os civis e infraestruturas encontram-se em sério risco. O nosso objetivo é eliminar as forças alienígenas e proteger todos os civis inocentes. Para sair, leve os aquanautas ao aerosubmarino e clique no ícone \"Abortar Missão\"." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ALIENÍGENAS LANÇAM{NEWLINE}ATAQUE NA ILHA" STR_ISLAND_TERROR: "ALIENÍGENAS LANÇAM ATAQUE À ILHA" STR_ISLAND_TERROR_BRIEFING: "Os alienígenas lançaram um ataque contra uma ilha. Toda a população civil encontra-se em risco. Seu esquadrão deve eliminar as forças alienígenas e proteger todos os civis inocentes dessa incursão alienígena. Para sair, leve os aquanautas ao aerosubmarino e clique no ícone \"Abortar Missão\"." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ATAQUE ALIENÍGENA{NEWLINE}ROTA DE TRANSPORTE" STR_CARGO_SHIP_P1: "NAVIO DE CARGA - PARTE 1" STR_CARGO_SHIP_P2: "NAVIO DE CARGA - PARTE 2" STR_CRUISE_SHIP_P1: "CRUZEIRO - PARTE 1" STR_CRUISE_SHIP_P2: "CRUZEIRO - PARTE 2" STR_SHIP_RESCUE_MISSION: "MISSÃO DE RESGATE DE NAVIO" STR_SHIP_RESCUE_P1_BRIEFING: "Esta é uma missão de extermínio. O nosso objetivo é eliminar todas as forças alienígenas no navio e proteger quaisquer civis que encontremos a bordo. Os alienígenas estão espalhados por todo o navio e é essencial eliminar todas as unidades inimigas no convés antes de descermos aos níveis inferiores. Para sair, leve os aquanautas ao aerosubmarino e clique no ícone \"Abortar Missão\"." STR_SHIP_RESCUE_P2_BRIEFING: "Após eliminarmos as forças inimigas no convés, podemos finalmente prosseguir para os pisos inferiores. As nossas tropas desceram até o porão através do elevador de carga. Temos que eliminar todos os alienígenas neste nível para concluirmos a missão com sucesso. Para abortar a missão, retorne os aquanautas ao elevador de acesso e clique no ícone \"Abortar missão\"." STR_ALIEN_ACTIVITY_DETECTED: "ATIVIDADE ALIENÍGENA DETECTADA" STR_ALIEN_CONTACT_SITE_MISSION: "LOCAL DE CONTATO ALIENÍGENA" STR_ARTIFACT_SITE_P1: "ARTEFATO ALIENÍGENA - PARTE 1" STR_ARTIFACT_SITE_P1_BRIEFING: "Essa missão é um ataque a uma estação de comunicação recém ativada. Existem 2 níveis na estação, o fundo do mar com suas pirâmides alienígenas e um complexo alienígena escondido. Leve todos os aquanautas à entrada do complexo e clique no ícone \"Abortar Missão\" para prosseguir. Para sair, leve os aquanautas ao aerosubmarino e clique no ícone \"Abortar Missão\"." STR_ARTIFACT_SITE_P2: "ARTEFATO ALIENÍGENA - PARTE 2" STR_ARTIFACT_SITE_P2_BRIEFING: "Tendo negociado as estruturas alienígenas e entrado no complexo, os objetivos da missão são claros. Penetrar no coração da instalação alienígena e destruir o Dispositivo de Controle Molecular Synomium para completar a missão. Para abortar coloque todos os aquanautas no elevador de acesso e clique no ícone \"Abortar Missão\"." STR_SIGSBEE_DEEP_MISSION: "MISSÃO SUBMARINA EM SIGSBEE{NEWLINE}CIDADE ALIENÍGENA NÍVEL UM" STR_TLETH_P1_BRIEFING: "Estamos entrando no desconhecido, daqui em diante pode haver qualquer coisa esperando por nós. Sabemos que há mais 2 níveis na cidade alienígena e seu esquadrão deve correr para a saída desse nível para entrar no próximo. Leve todos os aquanautas à saída e clique no ícone \"Abortar Missão\" para avançar. Abortar em outro lugar irá cancelar a missão." STR_TLETH_ATTACK_MISSION: "MISSÃO DE ATAQUE À T'LETH{NEWLINE}CIDADE ALIENÍGENA NÍVEL DOIS" STR_TLETH_P2_BRIEFING: "Seguimos avançando no desconhecido, daqui em diante pode haver qualquer coisa esperando por nós. Sabemos que há mais um nível na cidade alienígena e seu esquadrão deve correr para a saída desse nível para entrar no próximo. Leve todos os aquanautas à saída e clique no ícone \"Abortar Missão\" para avançar. Abortar em outro lugar irá cancelar a missão." STR_FINAL_TLETH_MISSION: "MISSÃO FINAL T'LETH{NEWLINE}CIDADE ALIENÍGENA NÍVEL TRÊS" STR_TLETH_P3_BRIEFING: "O final está próximo, de agora em diante estamos buscando a cripta do Alienígena Supremo. Destrua os 8 alimentadores de força da tumba para eliminar a ameaça alienígena. Não desista agora! Abortar irá encerrar a missão." STR_TLETH_P1: "CIDADE ALIENÍGENA NÍVEL UM" STR_TLETH_P2: "CIDADE ALIENÍGENA NÍVEL DOIS" STR_TLETH_P3: "CIDADE ALIENÍGENA NÍVEL TRÊS" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NÃO HÁ DOCAS LIVRES PARA A PRODUÇÃO!{SMALLLINE}Cada aerosubmarino atribuído a uma base, transferido para uma base, comprado ou construído ocupa uma doca. Construa uma nova doca ou transfira um submarino para outra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NÃO HÁ DOCAS LIVRES PARA EFETUAR A COMPRA!{SMALLLINE}Cada aerosubmarino atribuído a uma base, transferido para uma base, comprado ou construído ocupa uma doca. Construa uma nova doca ou transfira um submarino para outra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NÃO HÁ DOCAS LIVRES PARA A TRANSFERÊNCIA!{SMALLLINE}Cada aerosubmarino atribuído a uma base, transferido para uma base, comprado ou construído ocupa uma doca. Construa uma nova doca ou transfira um submarino para outra base." STR_CANNOT_BUILD_HERE: "IMPOSSÍVEL CONSTRUIR AQUI!{SMALLLINE}Todas as construções devem ser feitas ao lado de uma instalação existente." STR_NO_FREE_ACCOMODATION: "SEM ACOMODAÇÕES DISPONÍVEIS!{SMALLLINE}A base de destino não tem espaço suficiente em alojamentos." STR_NOT_ENOUGH_WORK_SPACE: "NÃO HÁ ESPAÇO DE TRABALHO DISPONÍVEL!{SMALLLINE}Construa mais oficinas ou reduza outros projetos." STR_NOT_ENOUGH_MONEY: "DINHEIRO INSUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "ESPAÇO DE ARMAZENAMENTO INSUFICIENTE!{SMALLLINE}Construa um novo depósito ou transfira equipamentos existentes para outras bases." STR_NOT_ENOUGH_LIVING_SPACE: "NÃO HÁ HABITAÇÕES SUFICIENTES!{SMALLLINE}Construa novas habitações ou transfira pessoal para outras bases." STR_LAUNCH_INTERCEPTION: "LANÇAR INTERCEPTAÇÃO" STR_CRAFT: "SUBMARINO" STR_STATUS: "ESTADO" STR_BASE: "BASE" STR_READY: "PRONTO" STR_OUT: "FORA" STR_REPAIRS: "REPAROS" STR_REFUELLING: "ABASTECENDO" STR_REARMING: "REARMANDO" STR_TARGET: "ALVO: {0}" STR_WAY_POINT: "PONTO DE DESTINO" STR_ARE_YOU_SURE_CYDONIA: "Tem a certeza de que deseja enviar este veículo em uma missão a T'leth?" STR_YES: "SIM" STR_NO: "NÃO" STR_SELECT_DESTINATION: "SELECIONE O DESTINO" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELECIONE O LOCAL PARA A NOVA BASE" STR_RETURN_TO_BASE: "VOLTAR PARA A BASE" STR_SELECT_NEW_TARGET: "SELECIONAR O NOVO ALVO" STR_PATROL: "PATRULHAR" STR_STATUS_: "ESTADO>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DANIFICADA - RETORNANDO À BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POUCO COMBUSTÍVEL - RETORNANDO À BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSÃO COMPLETA - RETORNANDO À BASE" STR_PATROLLING: "PATRULHANDO" STR_TAILING_UFO: "PERSEGUINDO OSNI" STR_INTERCEPTING_UFO: "INTERCEPTANDO OSNI - {0}" STR_RETURNING_TO_BASE: "RETORNANDO À BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDADE>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDADE MÁXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "PROFUNDIDADE>{ALT}{0}" STR_AIRBORNE: "TRANSPORTANDO PELO AR" STR_VERY_LOW: "RASA" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "PROFUNDA" STR_VERY_HIGH: "MUITO PROFUNDA" STR_FUEL: "COMBUSTÍVEL>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NENHUMA" STR_ROUNDS_: "MUNIÇÃO>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "AEROSUBMARINO" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOME" STR_AMMO_: "MUNIÇÃO>{ALT}{0}" STR_CREW: "TRIPULAÇÃO" STR_EQUIPMENT_UC: "EQUIPAMENTO" STR_ARMOR: "ARMADURA" STR_MAX: "MÁX>{ALT}{0}" STR_ROOKIE: "Marinheiro" STR_SQUADDIE: "Marinheiro de Primeira Classe" STR_SERGEANT: "Guarda-Marinha" STR_CAPTAIN: "Tenente" STR_COLONEL: "Comandante" STR_COMMANDER: "Capitão" STR_SELECT_SQUAD_FOR_CRAFT: "Selecionar Esquadrão para {0}" STR_SORT_BY: "CLASSIFICAR POR..." STR_ORIGINAL_ORDER: "ORDEM ORIGINAL" STR_MISSIONS2: "MISSÕES" STR_KILLS2: "MORTES" STR_WOUND_RECOVERY2: "RECUPERAÇÃO DE FERIMENTO" STR_SPACE_AVAILABLE: "ESPAÇO DISPONÍVEL>{ALT}{0}" STR_SPACE_USED: "ESPAÇO USADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPAÇO USADO" STR_RANK: "PATENTE" STR_WOUNDED: "FERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipamento para {0}" STR_DEFENSE_VALUE: "Pontos de Defesa" STR_HIT_RATIO: "Taxa de Acerto" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pronto para{NEWLINE}aterrissar próximo a{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Começar Missão?" STR_SELECT_ARMAMENT: "Selecionar Armamento" STR_AMMUNITION_AVAILABLE: "MUNIÇÃO DISPONÍVEL" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECIONAR ARMADURA PARA{NEWLINE}{ALT}{0}" STR_TYPE: "TIPO" STR_PLASTIC_AQUA_ARMOR_UC: "ARMADURA DE AQUAPLÁSTICO" STR_ION_ARMOR_UC: "ARMADURA DE ÍONS" STR_MAGNETIC_ION_ARMOR_UC: "ARMADURA MAGNÉTICA DE ÍONS" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Fabricada através da nova substância alienígena, o aquaplástico, esta armadura melhora as hipóteses de sobrevivência dos nossos aquanautas contra os invasores alienígenas." STR_ION_ARMOR_UFOPEDIA: "Uma nova e poderosa proteção para Aquanautas, esta armadura é alimentada por uma fonte de energia ION e amplifica enormemente a velocidade e a força do usuário, oferecendo a melhor proteção para as tropas de combate." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Esta versão melhorada da armadura de íons está equipada com um sistema de navegação magnético, que permite a liberdade total de movimento em meios aquáticos." STR_SELECT_ARMOR: "Selecionar Armadura" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORDESTE" STR_EAST: "LESTE" STR_SOUTH_EAST: "SUDESTE" STR_SOUTH: "SUL" STR_SOUTH_WEST: "SUDOESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECIONAR AÇÃO" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSEGUIÇÃO E INTERCEPTAR" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSEGUIR SEM INTERCEPTAR" STR_VERY_LARGE: "MUITO GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "MÉDIO" STR_SMALL: "PEQUENO" STR_VERY_SMALL: "MUITO PEQUENO" STR_GROUNDED: "NO FUNDO DO MAR" STR_DETECTED: "Detectado" STR_SIZE_UC: "TAMANHO" STR_ALTITUDE: "PROFUNDIDADE" STR_HEADING: "SENTIDO" STR_SPEED: "VELOCIDADE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRALIZAR NO OSNI - TEMPO = 5 Segs" STR_TRACKING_LOST: "RASTRO PERDIDO" STR_REDIRECT_CRAFT: "REDIRECIONAR NAVE" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR PARA ÚLTIMA POSIÇÃO CONHECIDA DO ALVO" STR_UFO_: "OSNI - {0}" STR_ALIEN_BASE_: "COLÔNIA ALIENÍGENA - {0}" STR_CRASH_SITE_: "LOCAL DE NAUFRÁGIO - {0}" STR_LANDING_SITE_: "LOCAL DE ATERRISSAGEM - {0}" STR_WAY_POINT_: "PONTO DE DESTINO - {0}" STR_TERROR_SITE: "LOCAL DE TERROR {0}" STR_ARTIFACT_SITE: "LOCAL DE ARTEFATOS - {0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}chegou em{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrulhando" STR_ALIEN_ORIGINS: "Origens Alienígenas" STR_THE_ULTIMATE_THREAT: "A Ameaça Final" STR_TLETH_ALIEN_CITY: "T'leth, a Cidade Alienígena" STR_UFOPAEDIA: "OSNIpédia" STR_XCOM_CRAFT_ARMAMENT: "VEÍCULOS E ARMAMENTO X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SISTEMAS DE ARMAMENTOS SUBMERSÍVEIS (SAS)" STR_WEAPONS_AND_EQUIPMENT: "EQUIPAMENTO GERAL" STR_ALIEN_ARTIFACTS: "ARTEFATOS AQUÁTICOS" STR_BASE_FACILITIES: "INSTALAÇÕES X-COM" STR_ALIEN_LIFE_FORMS: "CRIATURAS ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "TECNOLOGIA ALIENÍGENA" STR_UFO_COMPONENTS: "NOVAS TECNOLOGIAS SUBMERSÍVEIS" STR_UFOS: "OSNIS" STR_SELECT_ITEM: "SELECIONE O ITEM" STR_ACCELERATION: "ACELERAÇÃO>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "COMBUSTÍVEL>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SISTEMAS DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "CAPACIDADE DE DANO>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPAÇO DE CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "CAPACIDADE DE SAS>{ALT}{0}{ALT}" STR_DAMAGE: "Dano" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisão" STR_RE_LOAD_TIME: "Tempo de Recarga" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFURANTE" STR_DAMAGE_INCENDIARY: "FÓSFORO" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "RAIO GAUSS" STR_DAMAGE_PLASMA_BEAM: "RAIO SÔNICO" STR_DAMAGE_STUN: "CONGELAR" STR_DAMAGE_MELEE: "CORPO-A-CORPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "FUMAÇA" STR_SHOT_TYPE: "TIPO" STR_ACCURACY_UC: "PRECISÃO" STR_TIME_UNIT_COST: "CUSTO UT" STR_DAMAGE_UC: "DANO" STR_AMMO: "MUNIÇÃO" STR_SHOT_TYPE_AUTO: "Rajada" STR_SHOT_TYPE_SNAP: "Simples" STR_SHOT_TYPE_AIMED: "Preciso" STR_CONSTRUCTION_TIME: "Tempo de Construção" STR_CONSTRUCTION_COST: "Custo de Construção" STR_MAINTENANCE_COST: "Custo de Manutenção" STR_LOW: "Baixo" STR_MEDIUM: "Médio" STR_HIGH: "Alto" STR_CRAFT_WEAPON: "Arma Submarina" STR_CRAFT_AMMUNITION: "Munição Submarina" STR_HEAVY_WEAPONS_PLATFORM: "Sistema de Armas Pesadas" STR_WEAPON: "Armamento" STR_AMMUNITION: "Munição" STR_EQUIPMENT: "Equipamento" STR_ALIEN_CORPSE: "Cadáver Alienígena" STR_UFO_COMPONENT: "Componente do OSNI" STR_PERSONAL_ARMOR: "Armadura de Aquaplástico" STR_RAW_MATERIALS: "Matérias Primas" STR_HWP_SOLID_HARPOON_BOLTS: "Parafusos Sólidos para Arpão" STR_ALIEN: "Alienígena" STR_AQUATOID: "Aquatoide" STR_GILLMAN: "Homem-Brânquia" STR_LOBSTERMAN: "Homem-Lagosta" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Ser das Profundezas" STR_BIODRONE: "Biodrone" STR_TENTACULAT: "Tentaculate" STR_TRISCENE: "Triscênio" STR_HALLUCINOID: "Alucinoide" STR_XARQUID: "Xarquídeo" STR_ZOMBIE: "Zumbi" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_NAVIGATOR: "Navegador" STR_LIVE_MEDIC: "Médico" STR_LIVE_TECHNICIAN: "Técnico" STR_LIVE_SQUAD_LEADER: "Líder de Esquadrão" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Terrorista" STR_AQUATOID_COMMANDER: "Comandante Aquatoide" STR_AQUATOID_NAVIGATOR: "Navegador Aquatoide" STR_AQUATOID_MEDIC: "Médico Aquatoide" STR_AQUATOID_TECHNICIAN: "Técnico Aquatoide" STR_AQUATOID_SQUAD_LEADER: "Líder de Esquadrão Aquatoide" STR_AQUATOID_SOLDIER: "Soldado Aquatoide" STR_GILLMAN_COMMANDER: "Comandante Homem-Brânquia" STR_GILLMAN_TECHNICIAN: "Técnico Homem-Brânquia" STR_GILLMAN_SQUAD_LEADER: "Líder de Esquadrão Homem-Brânquia" STR_GILLMAN_SOLDIER: "Soldado Homem-Brânquia" STR_LOBSTERMAN_COMMANDER: "Comandante Homem-Lagosta" STR_LOBSTERMAN_NAVIGATOR: "Navegador Homem-Lagosta" STR_LOBSTERMAN_TECHNICIAN: "Técnico Homem-Lagosta" STR_LOBSTERMAN_SQUAD_LEADER: "Líder de Esquadrão Homem-Lagosta" STR_LOBSTERMAN_SOLDIER: "Soldado Homem-Lagosta" STR_TASOTH_SQUAD_LEADER: "Líder de Esquadrão Tasoth" STR_TASOTH_SOLDIER: "Soldado Tasoth" STR_CALCINITE_TERRORIST: "Terrorista Calcinite" STR_DEEP_ONE_TERRORIST: "Ser das Profundezas Terrorista" STR_BIODRONE_TERRORIST: "Terrorista Biodrone" STR_TENTACULAT_TERRORIST: "Terrorista Tentaculate" STR_TRISCENE_TERRORIST: "Terrorista Triscênio" STR_HALLUCINOID_TERRORIST: "Terrorista Alucinoide" STR_XARQUID_TERRORIST: "Terrorista Xarquídeo" STR_ION_BEAM_ACCELERATORS: "Aceleradores de Íons" STR_MAGNETIC_NAVIGATION: "Sistema de Navegação Magnético" STR_ALIEN_SUB_CONSTRUCTION: "Métodos de Construção OSNI" STR_ALIEN_CRYOGENICS: "Criogenia Alienígena" STR_ALIEN_CLONING: "Clonagem Alienígena" STR_ALIEN_LEARNING_ARRAYS: "Matrizes de Aprendizagem Alienígena" STR_ALIEN_IMPLANTER: "Implantador Alienígena" STR_EXAMINATION_ROOM: "Sala de Exames" STR_AQUA_PLASTICS: "Aquaplástico" STR_ALIEN_REANIMATION_ZONE: "Área de Reanimação Alienígena" STR_PLASTIC_AQUA_ARMOR: "Armadura de Aquaplástico" STR_ION_ARMOR: "Armadura Íon" STR_MAGNETIC_ION_ARMOR: "Armadura Mag. de Íons" STR_HWP_AQUA_JET_MISSILES: "Torpedos Aquajato" STR_HWP_DISPLACER_PWT: "Torpedo de Ondas de Impulsos" STR_GAUSS_TECH: "Tecnologia Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Novo Caça Aerosubmarino" STR_NEW_FIGHTER_TRANSPORTER: "Novo Caça-Transportador" STR_THE_LATEST_FLYING_SUB: "O Último Aerosubmarino" STR_ARMOR_PIERCING: "PERFURANTE" STR_COELACANTH_GAS_CANNON: "Celacanto/Canhão de Gás" STR_COELACANTH_AQUA_JET: "Celacanto/Aquajato" STR_COELACANTH_GAUSS: "Celacanto/Gauss" STR_DISPLACER_SONIC: "Deslocador/Canhão Sônico" STR_DISPLACER_PWT: "Deslocador/T.O.I" STR_AJAX_LAUNCHER: "Lançador Ajax" STR_DUP_HEAD_LAUNCHER: "Lançador O.U.E." STR_CRAFT_GAS_CANNON: "Canhão de Gás Pesado" STR_PWT_CANNON: "Canhão T.O.I" STR_GAUSS_CANNON: "Canhão Gauss" STR_GAUSS_CANNON_AMMO: "Munição para Canhão Gauss" STR_SONIC_OSCILLATOR: "Oscilador Sônico" STR_AJAX_TORPEDOES: "Torpedos Ajax" STR_DUP_HEAD_TORPEDOES: "Torpedos de Urânio" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Cartuchos de Gás(x50)" STR_SONIC_WAVE: "Onda Sônica" STR_PULSE_WAVE_TORPEDOES: "Munição T.O.I" STR_SOLDIER: "Aquanauta" STR_SCIENTIST: "Cientistas" STR_ENGINEER: "Técnicos" STR_NORTH_ATLANTIC: "Atlântico Norte" STR_SOUTH_ATLANTIC: "Atlântico Sul" STR_NORTH_PACIFIC: "Pacífico Norte" STR_SOUTH_PACIFIC: "Pacífico Sul" STR_MEDITERRANEAN: "Mediterrâneo" STR_SOUTH_CHINA_SEA: "Mar do Sul da China" STR_INDIAN_OCEAN: "Oceano Índico" STR_THE_EAST_SEA: "Mar do Japão" STR_NORTH_SEA: "Mar do Norte" STR_CARRIBEAN: "Caribe" STR_ANTARCTIC: "Antártico" STR_ARCTIC: "Ártico" STR_EURASIA: "Eurásia" STR_NORTH_AMERICA: "América do Norte" STR_AFRICA: "África" STR_MAXIMUM_SPEED: "Velocidade Máxima" STR_TRANSMISSION_RESOLVER_UC: "IDENTIFICADOR DE TRANSMISSÕES" STR_TRITON: "TRITÃO" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "OSNI" STR_AJAX: "AJAX" STR_DUP_HEAD: "TORPEDO DE URÂNIO" STR_CRAFT_GAS_CANNON_UC: "CANHÃO DE GÁS PES." STR_PWT_CANNON_UC: "CANHÃO T.O.I" STR_GAUSS_CANNON_UC: "CANHÃO GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILADOR SÔNICO" STR_DAMAGE_CAPACITY: "Capacidade de Dano" STR_WEAPON_POWER: "Poder de Fogo" STR_WEAPON_RANGE: "Alcance do Armamento" STR_AIR_LOCK: "Câmara Pressurizada" STR_LABORATORY: "Laboratório" STR_WORKSHOP: "Oficina" STR_STANDARD_SONAR: "Sonar Padrão" STR_WIDE_ARRAY_SONAR: "Sonar de Longo Alcance" STR_TORPEDO_DEFENSES: "Defesas de Torpedos" STR_GENERAL_STORES: "Depósito" STR_ALIEN_CONTAINMENT: "Contentor de Alienígena" STR_GAUSS_DEFENSES: "Defesas de Gauss" STR_SONIC_DEFENSES: "Defesas Sônicas" STR_PWT_DEFENSES: "Defesas T.O.I" STR_BOMBARDMENT_SHIELD: "Escudo de Bombardeamento" STR_MC_GENERATOR: "Gerador de C.M." STR_MC_LAB: "Laboratório de C.M." STR_TRANSMISSION_RESOLVER: "Identificador de Transmissões" STR_SUB_PEN: "Doca" STR_USA: "EUA" STR_ALASKA: "Alasca" STR_EU_SYNDICATE: "Euro-Sindicato" STR_ARABIAN_BLOC: "Bloco Árabe" STR_EGYPTIAN_CARTEL: "Cartel Egípcio" STR_AFRICA_CORP: "Corporação Africana" STR_BRAZILIAN_UNION: "União Brasileira" STR_NEW_MEXICO: "Novo México" STR_ASIAN_COALITION: "Coalizão Asiática" STR_SCANDINAVIA: "Escandinávia" STR_NEO_JAPAN: "Novo Japão" STR_FREE_CHINA: "China Livre" STR_AUSTRALASIA: "Australásia" STR_FED_KOREA: "Federação Coreana" STR_EURASIA_UC: "Eurásia" STR_ICELANDIC_UNION: "União Islandesa" STR_TANK: "Sistema de Armas Submersíveis" STR_CIVILIAN: "Civis" STR_JAN: "Jan" STR_FEB: "Fev" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Set" STR_OCT: "Out" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "Relações Internacionais" STR_COUNTRY: "Organização" STR_FUNDING: "Finanças" STR_CHANGE: "Alteração" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "SAS" STR_DAMAGE_UC_: "DANO>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "A câmara pressurizada permite a transferência de equipamento e pessoal para dentro ou para fora da base subaquática. É sempre a primeira instalação a ser construída em uma nova base. Este compartimento é vulnerável e pode ser invadido." STR_LIVING_QUARTERS_UFOPEDIA: "Cada bloco habitacional pode alojar o máximo de 50 pessoas. Estas instalações são básicas, mas funcionais." STR_LABORATORY_UFOPEDIA: "Estas instalações estão equipadas com a mais recente tecnologia para investigação de materiais, bioquímica e armamento, dispondo de acesso privilegiado às bases de dados dos melhores centros de investigação do planeta, tanto civis como militares. Cada laboratório possuí espaço de trabalho suficiente para 50 cientistas. " STR_WORKSHOP_UFOPEDIA: "As oficinas dispõem de todo o equipamento necessário para fabricar produtos baseados nos projetos elaborados pelos laboratórios. Cada oficina possuí espaço de trabalho suficiente para 50 técnicos, mas os processos de fabricação de produtos podem também ocupar algum espaço adicional." STR_STANDARD_SONAR_UFOPEDIA: "Este sistema de detecção por sonar tem um alcance de 450 km a todas as profundidades e está ligado a uma rede de satélites geoestacionários para detecção à superfície. Cada sistema tem a probabilidade de 10% de detectar um veículo submerso ou à superfície por cada ciclo de 30 minutos." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Este sistema de detecção por sonar tem um alcance de 700 km a todas as profundidades e está ligado a uma rede de satélites geoestacionários para detecção à superfície. Cada sistema tem a probabilidade de 20% de detectar um veículo submerso ou à superfície por cada ciclo de 30 minutos." STR_TORPEDO_DEFENSES_UFOPEDIA: "Estes torpedos defensivos proporcionam alguma proteção contra incursões de submersíveis hostis que tentem ancorar perto da base." STR_GENERAL_STORES_UFOPEDIA: "Todos os equipamentos, sistemas de armas, munições, material recuperado e Sistemas de Armas Submersíveis são guardados nos depósitos, incluindo o equipamento atribuído a submarinos na doca." STR_ALIEN_CONTAINMENT_UFOPEDIA: "É provável que alienígenas capturados com vida necessitem de ser mantidos em áreas de contenção especiais, a fim de preservar os seus sistemas vitais e eliminar quaisquer riscos possíveis. Estas instalações podem manter até dez formas de vida alienígena em unidades de contenção individuais." STR_GAUSS_DEFENSES_UFOPEDIA: "Estes sistemas de defesa Gauss proporcionam a proteção mais recente e eficaz contra incursões de naves inimigas. " STR_SONIC_DEFENSES_UFOPEDIA: "Estes sistemas de defesa de oscilação sônica proporcionam uma proteção poderosa e eficiente contra forças hostis. " STR_PWT_DEFENSES_UFOPEDIA: "Os torpedos de ondas de pulsão proporcionam o sistema de defesa mais eficaz contra ataques alienígenas. Estes projéteis subaquáticos geram ondas magnéticas capazes de desativar sistemas de defesa eletrônicos e possuem ogivas incrivelmente densas que penetram todos os tipos de blindagem. " STR_BOMBARDMENT_SHIELD_UFOPEDIA: "O Escudo de Bombardeio de Pressão protege a base de submarinos alienígenas que tentem atracar e gera um campo de ressonância durante tempo suficiente para que os sistemas de defesa atirem repetidamente, duplicando a eficácia dos sistemas de defesa já instalados." STR_MC_GENERATOR_UFOPEDIA: "Como os submarinos alienígenas utilizam Tecnologia de Controle Molecular para detectar a presença de outros seres vivos, usar com um emissor de C.M. negativo protege uma base com um escudo impenetrável para confundir os alienígenas e ocultar a nossa presença. " STR_MC_LAB_UFOPEDIA: "O laboratório de Controle Molecular pode implantar e treinar até dez aquanautas de cada vez. Implantes são inseridos cirurgicamente nos crânios dos aquanautas. Treinamento intensivo permitem o uso dos implantes em conjunto com um Dispositivo Molecular que podem ser usados para ataque em situações de combate." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Os sistemas de comunicação alienígenas utilizam redes de implantação molecular. Esta instalação intercepta transmissões feitas por OSNIs e descodifica a informação, o que permite identificar o tipo de OSNI, a espécie da tripulação e o tipo de missão a que se destina." STR_SUB_PEN_UFOPEDIA: "Cada doca pode abrigar um aerosubmarino, dispondo de instalações próprias para manutenção, abastecimento e reparação. Um aerosubmarino atribuído a uma base deverá dispor de uma doca exclusiva. Mesmo que um submarino esteja fora em missão, a sua doca não pode ser utilizada por outros submarinos." STR_DART_PISTOL_UFOPEDIA: "A pistola de dardos X-Com é uma unidade pequena, certeira e poderosa, com capacidade para 12 dardos ocos. Os dardos são disparados por um cartucho de gás alojado no cartucho de munição." STR_JET_HARPOON_UFOPEDIA: "Este rifle é uma arma precisa e mortífera, que dispara arpões de aço em carregadores de 10 unidades. Cada arpão possui um reservatório de gás individual." STR_GAS_CANNON_UFOPEDIA: "O peso pesado das armas de gás, este canhão dispara projéteis sólidos com a ponta altamente explosiva (AE) ou de fósforo; a preferida dos aquanautas." STR_HYDRO_JET_CANNON_UFOPEDIA: "Canhões de Hidrojato são um sistema de armamento pesado de infantaria. O canhão dispara mini-torpedos abastecidos com magnésio. Embora poderoso, o Canhão de Hidrojato é um dispositivo grande e desajeitado, adequado apenas para uso subaquático." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Muito pesado, este lançador grande funciona com três tipos de torpedo, cada um equipado com sua própria unidade de propulsão. É uma arma devastadora, mas sua desvantagem é o carregamento manual. Os tipos de munição disponíveis incluem projéteis explosivos de carga grande ou pequena, e um projétil incendiário com carga de fósforo, todos para uso exclusivo em ambientes submersos." STR_GAUSS_PISTOL_UFOPEDIA: "A pistola Gauss usa tecnologia de aceleração de partículas, um novo desenvolvimento no armamento moderno. É rápida, certeira, e funciona acima e abaixo da água. A tecnologia Gauss é um desenvolvimento das tecnologias Plasma estudadas na guerra anterior." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "A pistola Gauss usa tecnologia de aceleração de partículas, um novo desenvolvimento no armamento moderno. É rápida, certeira, e funciona acima e abaixo da água. A tecnologia Gauss é um desenvolvimento das tecnologias Plasma estudadas na guerra anterior." STR_GAUSS_RIFLE_UFOPEDIA: "Um passo além da pistola Gauss, o rifle causa bastante danos com seus aceleradores de partículas duplos. O sistema Plasma alimentado a Elério foi substituído por um micro acelerador de partículas que gera um fluxo de anti-prótons." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Um passo além da pistola Gauss, o rifle causa bastante danos com seus aceleradores de partículas duplos. O sistema Plasma alimentado a Elério foi substituído por um micro acelerador de partículas que gera um fluxo de anti-prótons." STR_HEAVY_GAUSS_UFOPEDIA: "O Canhão Gauss Pesado é desajeitado, mas extremamente efetivo. Ele opera com 3 aceleradores de partículas e é virtualmente impossível de parar. O fluxo de anti-prótons é confinado dentro de um cartucho de Arsenieto de Gálio que implode no impacto liberando a anti-matéria." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "O Canhão Gauss Pesado é desajeitado, mas extremamente efetivo. Ele opera com 3 aceleradores de partículas e é virtualmente impossível de parar. O fluxo de anti-prótons é confinado dentro de um cartucho de Arsenieto de Gálio que implode no impacto liberando a anti-matéria." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Esta granada padrão possuí um temporizador sofisticado que permite um controle preciso." STR_DYE_GRENADE_UFOPEDIA: "A granada de tinta é um dispositivo de suporte, utilizado para criar cobertura em áreas expostas durante situações de combate. A tinta é ejetada através de uma nuvem de partículas que produz um jato de tinta dentro d’água e uma cortina de fumaça na superfície." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Funciona como uma granada normal, mas é apenas detonada caso detecte movimento na área onde é lançada. Utilize com extremo cuidado." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Este explosivo foi originalmente concebido para demolições, mas experiências passadas revelaram que são armas ideais para desalojar alienígenas. Devido ao grande raio de explosão, garanta todos os aquanautas estejam a uma distância segura antes da detonação." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Este aparelho utiliza uma série de detectores e sistemas para identificar unidades inimigas em movimento. Clique no ícone do sensor de partículas no menu tático e selecione \"Usar Sensor\". O mostrador aparecerá na tela, indicando com uma seta ao centro a direção para a qual o aquanauta está virado (o norte corresponde à aresta superior). As manchas indicam unidades que se moveram recentemente. Criaturas maiores ou mais rápidas geram manchas mais largas. Unidades estáticas não serão detectadas." STR_MEDI_KIT_UFOPEDIA: "Para usar o kit médico, o agente deve estar virado de frente para a vítima a ser tratada ou posicionado sobre o corpo da mesma, caso esteja inconsciente. {NEWLINE}CURA> Selecione a parte do corpo a tratar e clique no botão \"Cura\". Um ferimento grave será curado por cada uso, e a vítima recuperará alguns pontos de vida.{NEWLINE}ESTIMULANTE> O uso de estimulantes recupera pontos de energia e reanima tropas inconscientes. Não se esqueça de posicionar o agente sobre o corpo da vítima caso esta esteja inconsciente.{NEWLINE} ANALGÉSICO> Os analgésicos recuperam a moral de agentes feridos." STR_MC_DISRUPTOR_UFOPEDIA: "O que há de melhor em tecnologia de Controle Molecular. Só pode ser usado por aquanautas com habilidades em C.M. Pressione no Disruptor, escolha um tipo de ataque e selecione um alvo com o cursor. Há 2 tipos de ataques:{NEWLINE}INTERFERIR IMPLANTE> Se o ataque tiver êxito, reduzirá a moral do alvo com a probabilidade de induzir pânico.{NEWLINE}CONTROLAR IMPLANTE> Se este ataque for bem sucedido, você ganha o controle da unidade inimiga." STR_THERMAL_TAZER_UFOPEDIA: "Esta arma térmica é capaz de neutralizar um inimigo de forma não letal, mas só pode ser utilizada em combate corpo a corpo." STR_VIBRO_BLADE_UFOPEDIA: "A Vibrolâmina é uma arma branca longa e afiada cuja lâmina é feita de titânio. Gira a mais de 600 rpm e pode perfurar até a blindagem mais dura. Sua fonte de poder é de invenção alienígena. Nossas tentativas de fabricar uma arma deste tipo, fracassaram: as lâminas giravam muito devagar ou explodiam com a pressão." STR_THERMIC_LANCE_UFOPEDIA: "A Lança Térmica é uma extensão lógica da tecnologia Vibrolâmina. A lâmina gira em alta velocidade e uma fonte de energia Zrbita superaquece a lâmina para cortar a armadura como uma faca quente na manteiga." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "A Lança Térmica Pesada é uma versão mais poderosa da lança térmica normal. Duas fontes de calor e uma assombrosa velocidade de rotação fazem com que esta lança atravesse qualquer tipo de material." STR_SONIC_CANNON_UFOPEDIA: "O Canhão Sônico é a arma mais poderosa do arsenal sônico. A sua câmara de reverberação é maior e o seu oscilador de áudio tem maior faixa que os da Espingarda Sônica. O Canhão também tem um sistema de pulso-detonação que altera as ondas ultrassônicas por modulação para produzir um Choque Sônico mais eficaz." STR_CANNON_POWER_CLIP_UFOPEDIA: "Este dispositivo compacto é utilizado como munição para o Canhão Sônico. Contém uma pequena quantidade de Zrbite. " STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Um dispositivo Sônico mais poderoso. Nem o aço de alto carbono é imune a esta arma. O emissor de ondas altamente compacto foi aperfeiçoado com um amplificador supercondutor para aumentar o poder desta arma." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Este pequeno objeto é utilizado como fonte de energia para o Rifle Sônico, uma poderosa arma alienígena, e contém uma pequena quantidade de Zrbite. " STR_SONIC_PISTOL_UFOPEDIA: "Pistolas Sônicas são armas alienígenas que disparam ondas ultrassônicas capazes de amolecer ossos em segundos. Estas ondas estão em uma faixa além do limite da audição humana." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Fonte de energia para a pistola sônica alienígena. Contém Zrbite, a fonte de toda a energia alienígena." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "É uma arma alienígena aquática que lança 'Projéteis Disruptores' auto impulsionados e dirigíveis. Ao clicar para disparar a arma, aparecerão pontos no mapa que indicam o rumo do projétil. Quando tiver posicionado os pontos suficientes, clique no ícone de lançar projéteis." STR_DISRUPTOR_AMMO_UFOPEDIA: "Este dispositivo é um Projétil de Pulso Disruptor equipada com um computador de orientação interno. É disparado por um lançador de Pulso Disruptor." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Pequeno Lançador de Choque Térmico que dispara bombas de congelamento. Muito útil para capturar Alienígenas vivos." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "A bomba de Choque Térmico é usada para capturar humanos vivos, mas também pode ser usada contra a maioria das raças alienígenas. É disparado de um Lançador de Choque Térmico." STR_SONIC_PULSER_UFOPEDIA: "Este dispositivo funciona como uma granada comum - exceto por ser muitas vezes mais poderosa. A granada utiliza uma única detonação de pulso sônico que é emitida simultaneamente em todas as direções." STR_MC_READER_UFOPEDIA: "Dentro dos corpos dos Alienígenas nós encontramos pequenas unidades implantadas. São os Implante de Controle criados pelos Aquatoides, que permitem a provisão constante de informações do campo de batalha, inclusive a grandes distâncias. O Leitor de Controle Molecular é um aparelho de comunicações alienígena que extrai informação dos implantes pelo C.M.; as unidades X-Com podem usar este dispositivo em combate para ver as características de um alienígena. Selecione a opção 'Usar' e em seguida clique com o cursor em um alienígena." STR_SURVEY_SHIP: "Navio de Pesquisa" STR_ESCORT: "Nave de Escolta" STR_CRUISER: "Cruzador" STR_HEAVY_CRUISER: "Cruzador Pesado" STR_HUNTER: "Predador" STR_BATTLESHIP: "Nave de Batalha" STR_DREADNOUGHT: "Couraçado" STR_FLEET_SUPPLY_CRUISER: "Cruzador de Abastecimento" MAP_SEABED: "Fundo Marinho" MAP_PIPES: "Estação Subaquática" MAP_PLANE: "Avião Afundado" MAP_ATLAN: "Atlântida" MAP_MU: "Templo Maia" MAP_GAL: "Galeão Afundado" MAP_MSUNK: "Cruzeiro Afundado" MAP_VOLC: "Vulcão Submarino" MAP_CORAL: "Coral" MAP_PORT: "Porto" MAP_ISLAND: "Ilha" MAP_CARGO: "Navio de Carga" MAP_LINERT: "Navio de Cruzeiros - Parte 1" MAP_LINERB: "Navio de Cruzeiros - Parte 2" MAP_ALART: "Artefato P1" MAP_GRUNGE: "Artefato P2" MAP_ENTRY: "Colônia P1" MAP_A_BASE: "Colônia P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Tripulação Mista" STR_MIXED_CREW_2: "Tripulação Mista 2" STR_RATING: "AVALIAÇÃO> {0}" STR_RATING_TERRIBLE: "TERRÍVEL!" STR_RATING_POOR: "RUIM!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BOM!" STR_RATING_EXCELLENT: "EXCELENTE!" STR_SCORE: "PONTOS" STR_XCOM_PROJECT_MONTHLY_REPORT: "RELATÓRIO MENSAL DA X-COM" STR_MONTH: "Mês> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "O comitê das organizações financiadoras está satisfeito com o seu progresso atual." STR_COUNCIL_IS_VERY_PLEASED: "O comitê das organizações financiadoras está muito satisfeito com os seus excelentes progressos. Continue o bom trabalho." STR_COUNCIL_IS_DISSATISFIED: "O comitê das organizações financiadoras está insatisfeito com os seus resultados. Melhore o seu desempenho em lidar com a ameaça alienígena ou o projeto X-Com será cancelado." STR_YOU_HAVE_NOT_SUCCEEDED: "Como não conseguiu lidar adequadamente com a invasão alienígena o concelho de nações financiadoras decidiu, a muito custo, terminar o projeto X-Com. Cada nação irá lidar com o problema do seu modo. Só nos resta esperar que cheguemos a um acordo com as forças hostis e que a população consiga aceitar os visitantes subaquáticos." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} está particularmente satisfeito com a sua capacidade de lidar com a ameaça localizada e concordou em aumentar o seu financiamento." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} estão particularmente contentes com os seus progressos em lidar com incursões alienígenas locais e concordaram em aumentar a sua contribuição financeira." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} e {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} está descontente com a maneira como lidou com a atividade alienígena na sua área marítima e decidiu diminuir a sua contribuição financeira." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} estão descontentes com a sua incapacidade em lidar com a atividade alienígena nas respectivas áreas marítimas e decidiram reduzir a sua contribuição financeira." STR_KNOTS: "{0} nós" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} assinou um acordo de cooperação com as forças alienígenas e decidiu se retirar do comitê de financiamento X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} assinaram um acordo de cooperação com as forças alienígenas e decidiram se retirar do comitê de financiamento X-Com." STR_MONTHLY_RATING: "Avaliação Mensal> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Mudanças no financiamento> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "O comitê de financiamento não está satisfeito com a sua posição financeira. Reduza a sua dívida para menos de 1 milhão ou o projeto será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISSÃO DE SUB-PARTÍCULAS IDENTIFICADA" STR_CRAFT_TYPE: "TIPO DE OSNI" STR_RACE: "RAÇA" STR_MISSION: "MISSÃO" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Alocar Pesquisa" STR_ALLOCATE_MANUFACTURE: "Alocar Produção" STR_AZORES: "Açores" STR_REYKJAVIK: "Reiquejavique" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "Nova Iorque" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dacar" STR_RECIFE: "Recife" STR_ACCRA: "Acra" STR_ASCENSION_ISLAND: "Ilha de Ascensão" STR_TRINIDADE_ISLAND: "Ilha Trindade" STR_FALKLAND_ISLAND: "Ilhas Malvinas" STR_CANARY_ISLANDS: "Ilhas Canárias" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Ilha de São Lourenço" STR_SAN_FRANCISCO: "São Francisco" STR_MIDWAY_ISLAND: "Ilha de Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmânia" STR_HAWAII: "Havaí" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Ilha de Páscoa" STR_GALAPAGOS_ISLAND: "Galápagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Ilhas Salomão" STR_CRETE: "Creta" STR_LISBON: "Lisboa" STR_PORT_SAID: "Porto Said" STR_MARSEILLES: "Marselha" STR_TRIPOLI: "Trípoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapura" STR_BANGKOK: "Bancoque" STR_DARWIN: "Darwin" STR_BOMBAY: "Mumbai" STR_SAYCHELLES_ISLAND: "Ilhas Seicheles" STR_MALDIVE_ISLAND: "Ilhas Maldivas" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tóquio" STR_SHANGHAI: "Xangai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londres" STR_FAEROE_ISLAND: "Ilhas Faroé" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panamá" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Treinamento C.M." STR_PSIONIC_TRAINING: "TREINAMENTO DE CONTROLE MOLECULAR" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidade Restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Força{NEWLINE}C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Habilidade C.M.{NEWLINE}/Melhoramento" STR_IN_TRAINING: "Em{NEWLINE}Treinamento?" STR_TARGETTED_BY: "FOCADO EM:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULAÇÃO/SAS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tem pouco combustível.{NEWLINE}retornando a base" STR_SOLDIER_LIST: "Lista de Aquanautas" STR_RANK_: "PATENTE> {ALT}{0}" STR_MISSIONS: "MISSÕES> {ALT}{0}" STR_KILLS: "MORTES> {ALT}{0}" STR_WOUND_RECOVERY: "RECUPERAÇÃO EM> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TEMPO" STR_STAMINA: "VIGOR" STR_HEALTH: "SAÚDE" STR_BRAVERY: "BRAVURA" STR_REACTIONS: "REAÇÕES" STR_FIRING_ACCURACY: "PRECISÃO DE TIRO" STR_THROWING_ACCURACY: "PRECISÃO DE ARREMESSO" STR_STRENGTH: "FORÇA" STR_PSIONIC_STRENGTH: "FORÇA EM C.M." STR_PSIONIC_SKILL: "HABILIDADE EM C.M." STR_NEW_RANK: "NOVA PATENTE" STR_PROMOTIONS: "Promoções" STR_SOLDIERS_UC: "AQUANAUTAS" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "SAS Autônomos têm grande capacidade de manobra e blindagem resistente. Eles provêm suporte pesado para tropas a todas as profundidades. Os SAS são rearmados automaticamente se houver munição suficiente." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Este submersível está armado com torpedos Aquajato que funcionam exclusivamente sob a água. Certifique-se de que os armazéns dispõe de torpedos suficientes." STR_COELACANTH_GAUSS_UFOPEDIA: "A tecnologia Gauss fornece um arsenal poderoso aos SASs. Proporcionando poder de fogo pesado quando comparada com modelos anteriores, e usa tecnologia proprietária X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "A tecnologia alienígena redefiniu o SAS. A capacidade de utilizar Deslocadores de Íons significa que os SASs não estão mais restritos à terra e ao leito marinho. O armamento sônico proporciona uma vantagem real em batalha." STR_DISPLACER_PWT_UFOPEDIA: "Este SAS está equipado com armas Ondas de Pulso para uso aquático. Para armar este SAS será necessário fabricar Torpedos de Ondas de Pulso. Para disparar, selecione vários \"pontos de referência\" e então clique no ícone \"Lançar Míssil\"." STR_ALIEN_PROBE_MISSION: "Missão de Sonda Alienígena" STR_ALIEN_INTERDICTION: "Interdição Alienígena" STR_ALIEN_RESOURCE_RAID: "Incursão Alienígena para obter recursos" STR_ALIEN_INFILTRATION: "Infiltração Alienígena" STR_ALIEN_BASE: "Expansão Colonial Alienígena" STR_ALIEN_SURFACE_ATTACK: "Ataques Alienígenas à Superfície" STR_ALIEN_RETALIATION: "Ataque à Base Flutuante" STR_ALIEN_SUPPLY: "Missões de Suprimento Colonial" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "A Missão de Sondagem Alienígena é usada para correlacionar dados sobre o leito marinho, recursos, e rotas marítimas e aéreas da área. Os submersíveis alienígenas envolvidos nestas missões não representam uma grande ameaça, mas indicam locais onde a atividade pode aumentar a qualquer momento." STR_ALIEN_INTERDICTION_UFOPEDIA: "Os Alienígenas têm a política de patrulhar áreas em que estão interessados, enviando submersíveis com o propósito de proteger a área antes do início de missões mais intensivas. Aterrissam em locais que querem atacar depois, para abrir caminho para o próximo nível de atividades." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "O afundamento de navios e a derrubada aviões são elementos chave da estratégia Alienígena. A aquisição de materiais é uma das atividades primárias dos Alienígenas, associada à agressividade notória destes atos. Os Alienígenas fazem incursões em áreas de atividade geotérmica, explorando estes locais para obter minerais e metais refinados, assim como outros itens produzidos pelos humanos." STR_ALIEN_INFILTRATION_UFOPEDIA: "Isso pode resultar em um contato oficial entre os alienígenas e os escalões mais altos do governo. O clímax dessa atividade é caracterizado por uma intensa movimentação de submarinos alienígenas nas águas das respectivas organizações. Os alienígenas tentarão assinar um acordo com uma nação ou organização da Terra oferecendo conhecimentos de sua tecnologia superior. Essa atividade alienígenas representa uma grande ameaças ao X-Com. Se uma organização ou governo aceitar cooperação com os alienígenas, seu patrocínio será retirado." STR_ALIEN_BASE_UFOPEDIA: "Os alienígenas vão construir colônias submarinas secretas em locais remotos. Depois de alguns voos iniciais de reconhecimento, uma intensa atividade de submarinos alienígenas enquanto ocorrer a construção da colônia. Estas colônias são conhecidas por conter laboratórios, centros de clonagem, instalações cirúrgicas para experiências com alienígenas e humanos. A presença de colônias alienígenas gerará mais atividade alienígena percebida sem a presença de submarinos alienígenas. Para localizar uma colônia, um submarino X-Com deve patrulhar uma área por algumas horas para ter alguma chance de detecção." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Quando precisam capturar seres humanos, os alienígenas aterrorizam zonas portuárias, atacam ilhas ou navios, ameaçando diretamente as vidas de civis para satisfazer as suas perversas necessidades reprodutivas e suas experiências hediondas." STR_ALIEN_RETALIATION_UFOPEDIA: "Se as missões de interceptação X-Com forem especialmente bem-sucedidas em afundar veículos alienígenas, é possível que as forças extraterrestres tomem medidas de retaliação agressiva, o que pode culminar num assalto direto às bases X-Com. No entanto, os alienígenas precisam antes encontrar uma base para poder atacá-la, é pouco provável que o ataque aconteça desde que os submarinos alienígenas sejam mantidos à distância. " STR_ALIEN_SUPPLY_UFOPEDIA: "Assim que uma colônia alienígena é construída ela começa a receber suprimentos, trazidos por uma nave especial. Se uma destas naves for descoberta enquanto estiver aterrissando então com certeza existe uma colônia alienígena por perto." STR_SURVEY_SHIP_UFOPEDIA: "Este pequeno submarino é usado em missões de reconhecimento e pesquisa. Ele normalmente precede a chegada de naves maiores no início de uma missão alienígena." STR_ESCORT_UFOPEDIA: "Uma nave batedora de médio porte que não oferece por si só. Normalmente precede a vinda de naves maiores e outras atividades alienígenas." STR_CRUISER_UFOPEDIA: "O Cruzador é um veículo de propósito geral, a base da frota alienígena, usado para desempenhar todo o tipo de missões e é um adversário perigoso." STR_HEAVY_CRUISER_UFOPEDIA: "O cruzador pesado é uma nave mais poderosa do cruzador, equipado com armas maiores e sistemas de propulsão mais potentes. Este veículo é utilizado em missões de recursos para transportar grandes quantidades de minerais e equipamento. " STR_HUNTER_UFOPEDIA: "Esta nave está equipada com uma sala de exames para a realização de experimentos e cirurgias em seres humanos. As vítimas passam por torturas abomináveis e o cérebro é frequentemente removido e armazenado para processamento no caminho." STR_BATTLESHIP_UFOPEDIA: "A nave de batalha é o veículo de combate mais agressivo da frota alienígena. Equipado com todos os sistemas, e tecnologias alienígenas para funcionar como uma base de operações para todo o tipo de missões ofensivas. Carrega um grande conjunto de armas." STR_DREADNOUGHT_UFOPEDIA: "O couraçado é um enorme veículo de transporte de tropas, equipado com toda tecnologia alienígena e um vasto espaço de carga. Este submersível alienígena é resistente e é um adversário formidável." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "A nave de suprimento é usada durante a construção de colônias alienígenas ou para o abastecimento de colônias existentes. Ela carrega nutrientes, amostras de ADN, fetos e outros componentes biológicos alienígenas." STR_DISMANTLE: "Demolir" STR_FACILITY_IN_USE: "AQUAMÓDULO EM USO" STR_CANNOT_DISMANTLE_FACILITY: "NÃO É POSSÍVEL DESMONTAR ESTE AQUAMÓDULO!{SMALLLINE}Todas os módulos têm que estar ligadas à eclusa de ar." STR_TRANSFER_ITEMS_TO: "Transferir Itens para {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NÃO HÁ ESPAÇO DE CONTENÇÃO ALIENÍGENA PARA A TRANSFERÊNCIA!{SMALLLINE}Alienígenas vivos necessitam de uma área de contenção alienígena para sobreviverem." STR_AMOUNT_AT_DESTINATION: "QUANT. NO{NEWLINE}DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Os alienígenas capturados morreram devido à falta de uma instalação de contenção alienígena" STR_NO_FREE_ACCOMODATION_CREW: "NÃO HÁ ACOMODAÇÕES LIVRES!{SMALLLINE}A base de destino não tem espaço de habitação suficiente para a tripulação deste submersível." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "ESPAÇO DE ARMAZENAGEM INSUFICIENTE!{SMALLLINE}A base de destino não dispõe de espaço de armazenagem suficiente para o equipamento atribuído ao submersível." STR_ITEMS_ARRIVING: "Chegada de Transporte" STR_DESTINATION_UC: "DESTINO" STR_DART_PISTOL: "Pistola de Dardos" STR_DART_POD: "Carregador de Pistola de Dardos" STR_JET_HARPOON: "Arpão-Jato" STR_HARPOON_POD: "Carregador de Arpão-Jato" STR_GAS_CANNON: "Canhão de Gás" STR_GC_AP_AMMO: "Munição CG-P" STR_GC_HE_AMMO: "Munição CG-E" STR_GC_P_AMMO: "Munição CG-Fósforo" STR_HYDRO_JET_CANNON: "Canhão de Hidrojato" STR_HJC_AP_AMMO: "Munição HJ-P" STR_HJC_HE_AMMO: "Munição HJ-E" STR_HJC_P_AMMO: "Munição HJ-Fósforo" STR_TORPEDO_LAUNCHER: "Lança-Torpedos" STR_SMALL_TORPEDO: "Torpedo Pequeno" STR_LARGE_TORPEDO: "Torpedo Grande" STR_PHOSPHOROUS_TORPEDO: "Torpedo de Fósforo" STR_MAGNA_BLAST_GRENADE: "Magnagranada" STR_DYE_GRENADE: "Granada de Tinta" STR_PARTICLE_DISTURBANCE_GRENADE: "Granada de Partículas" STR_MAGNA_PACK_EXPLOSIVE: "Magnaexplosivo" STR_PARTICLE_DISTURBANCE_SENSOR: "Sensor de Partículas" STR_MEDI_KIT: "Kit Médico" STR_MC_DISRUPTOR: "Disruptor C.M." STR_THERMAL_TAZER: "Bastão Térmico" STR_GAUSS_PISTOL: "Pistola Gauss" STR_GAUSS_PISTOL_CLIP: "Carregador de Pistola Gauss" STR_GAUSS_RIFLE: "Rifle Gauss" STR_GAUSS_RIFLE_CLIP: "Carregador de Rifle Gauss" STR_HEAVY_GAUSS: "Canhão Gauss Pesado" STR_HEAVY_GAUSS_CLIP: "Carreg. de Canhão Gauss Pesado" STR_SONIC_CANNON: "Canhão Sônico" STR_CANNON_POWER_CLIP: "Carregador de Canhão Sônico" STR_SONIC_BLASTA_RIFLE: "Rifle Sônico" STR_BLASTA_POWER_CLIP: "Carregador de Rifle Sônico" STR_SONIC_PISTOL: "Pistola Sônica" STR_PISTOL_POWER_CLIP: "Carregador de Pistola Sônica" STR_DISRUPTOR_PULSE_LAUNCHER: "Lançador de Pulso Disruptor" STR_DISRUPTOR_AMMO: "Munição de Disruptor" STR_THERMAL_SHOK_LAUNCHER: "Lançador Térmico" STR_THERMAL_SHOK_BOMB: "Bomba de Choque Térmico" STR_SONIC_PULSER: "Granada Sônica" STR_ZRBITE: "Zrbite" STR_MC_READER: "Leitor de C.M." STR_VIBRO_BLADE: "Vibrolâmina" STR_THERMIC_LANCE: "Lança Térmica" STR_HEAVY_THERMIC_LANCE: "Lança Térmica Pesada" STR_AQUATOID_CORPSE: "Cadáver de Aquatoide" STR_GILLMAN_CORPSE: "Cadáver de Homem-Guelra" STR_LOBSTERMAN_CORPSE: "Cadáver de Homem-Lagosta" STR_TASOTH_CORPSE: "Cadáver de Tasoth" STR_CALCINITE_CORPSE: "Cadáver de Calcinite" STR_DEEP_ONE_CORPSE: "Cadáver de Ser das Profundezas" STR_BIODRONE_CORPSE: "Destroços de Biodrone" STR_TENTACULAT_CORPSE: "Cadáver de Tentaculate" STR_TRISCENE_CORPSE: "Cadáver de Triscênio" STR_HALLUCINOID_CORPSE: "Cadáver de Alucinoide" STR_XARQUID_CORPSE: "Cadáver de Xarquídeo" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Munição insuficiente para armar o SAS{SMALLLINE}Cada SAS necessita de {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Não há equipamento suficiente para reequipar o esquadrão" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Você necessitará pesquisar {NEWLINE}{0}{NEWLINE}para poder produzir {NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Os alienígenas destruíram a base desguarnecida: {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Patrulhas da X-Com localizaram uma colônia alienígena em {0}" STR_STANDOFF: "DEFENSIVO" STR_CAUTIOUS_ATTACK: "ATAQUE CAUTELOSO" STR_STANDARD_ATTACK: "ATAQUE PADRÃO" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESSIVO" STR_DISENGAGING: "DESISTIR" STR_UFO_HIT: "ACERTOU O OSNI!" STR_UFO_CRASH_LANDS: "OSNI DERRUBADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Só Minimiza em Distância Segura" STR_UFO_RETURN_FIRE: "O OSNI ABRIU FOGO!" STR_INTERCEPTOR_DAMAGED: ">>> AEROSUBMARINO DANIFICADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> AEROSUBMARINO DESTRUÍDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "O OSNI ESCAPOU!" STR_LONG_RANGE_DETECTION: "Sonar de Longo Alcance" STR_STORES_UC: "Depósitos" STR_DIFFICULTY_LEVEL: "Nível de Dificuldade" STR_INTERCEPT: "INTERCEPTAR" STR_BASES: "BASES" STR_GRAPHS: "GRÁFICOS" STR_UFOPAEDIA_UC: "OSNIPÉDIA" STR_OPTIONS_UC: "OPÇÕES" STR_FUNDING_UC: "FINANÇAS" STR_5_SECONDS: "5 Segs" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Mins" STR_30_MINUTES: "30 Mins" STR_1_HOUR: "1 Hora" STR_1_DAY: "1 Dia" STR_XCOM_PERFORMANCE_ROSTER: "Registo de Avaliação X-Com" STR_ENTER_NAME: "Introduza o Nome" STR_PERFORMANCE_RATING: "Classificação de Desempenho" STR_VICTORY_DATE: "Data da Vitória" STR_CHEMICAL_FLARE: "Sinalizador Químico" STR_CHEMICAL_FLARE_UFOPEDIA: "Este dispositivo compacto produz uma luz brilhante que ilumina a área onde é lançado, dentro de água ou à superfície, revelando unidades inimigas durante missões noturnas ou a grande profundidade." STR_MONTHLY_COSTS: "Custos Mensais" STR_CRAFT_RENTAL: "Aluguel de Aerosubmarinos" STR_SALARIES: "Salários" STR_BASE_MAINTENANCE: "Manutenção da Base" STR_COST_PER_UNIT: "Custo por unid." STR_QUANTITY: "Quantidade" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "Em implantação C.M." STR_FRONT_ARMOR: "Armadura Frontal" STR_LEFT_ARMOR: "Armadura Esquerda" STR_RIGHT_ARMOR: "Armadura Direita" STR_REAR_ARMOR: "Armadura Traseira" STR_UNDER_ARMOR: "Armadura Inferior" STR_ROUNDS: "CARTUCHOS" STR_UNIT: "UNIDADE> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORAL" STR_ARMOR_: "ARMADURA> {0}" STR_FRONT_ARMOR_UC: "ARMADURA FRONTAL" STR_LEFT_ARMOR_UC: "ARMADURA ESQUERDA" STR_RIGHT_ARMOR_UC: "ARMADURA DIREITA" STR_REAR_ARMOR_UC: "ARMADURA TRASEIRA" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NÍVEL> {0}" STR_HEAD: "CABEÇA" STR_TORSO: "TRONCO" STR_RIGHT_ARM: "BRAÇO DIR." STR_LEFT_ARM: "BRAÇO ESQ." STR_RIGHT_LEG: "PERNA DIR." STR_LEFT_LEG: "PERNA ESQ." STR_PAIN_KILLER: "ANALGÉSICO" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURA" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reaç>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.Skill>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Str>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefato Alienígena" STR_AMMO_ROUNDS_LEFT: "MUNIÇÃO:{NEWLINE}TIROS{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Analgésico>{ALT}{0}{ALT}{NEWLINE}Estimulante>{ALT}{1}{ALT}{NEWLINE}Cura>{ALT}{2}" STR_THROW: "Arremessar" STR_AUTO_SHOT: "Tiro Rajada" STR_SNAP_SHOT: "Tiro Simples" STR_AIMED_SHOT: "Tiro Preciso" STR_STUN: "Atordoar" STR_PRIME_GRENADE: "Ativar Granada" STR_USE_SCANNER: "Usar Sensor" STR_USE_MEDI_KIT: "Usar Kit Médico" STR_LAUNCH_MISSILE: "Lançar Torpedo" STR_ACCURACY_SHORT: "Prec>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unidades de Tempo Insuficientes!" STR_NOT_ENOUGH_ENERGY: "Energia Insuficiente!" STR_NO_ROUNDS_LEFT: "Cartuchos esgotados!" STR_NO_AMMUNITION_LOADED: "Sem Munição Carregada!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munição Errada para esta Arma!" STR_WEAPON_IS_ALREADY_LOADED: "A arma já está carregada!" STR_NO_LINE_OF_FIRE: "Obstáculo na Linha de Fogo!" STR_GRENADE_IS_ACTIVATED: "Granada Ativada!" STR_GRENADE_IS_DEACTIVATED: "Granada Desativada!" STR_THERE_IS_NO_ONE_THERE: "Não há ninguém aqui!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Não pode usar artefato alienígena sem antes pesquisá-lo!" STR_OUT_OF_RANGE: "Fora de Alcance!" STR_UNABLE_TO_THROW_HERE: "Não é possível arremessar ali!" STR_SET_TIMER: "Ajustar Temporizador" STR_HIDDEN_MOVEMENT: "MOVIMENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LADO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pressione o botão para continuar" STR_MIND_CONTROL: "Controlar Implante" STR_PANIC_UNIT: "Interferir Implante" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque Moral Bem Sucedido" STR_MIND_CONTROL_SUCCESSFUL: "Controlo de implante bem-sucedido" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}teve um frenesi de fúria" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}teve um frenesi de fúria" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}entrou em pânico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}entrou em pânico" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MÃO DIR." STR_LEFT_HAND: "MÃO ESQ." STR_RIGHT_SHOULDER: "OMBRO DIR." STR_LEFT_SHOULDER: "OMBRO ESQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTO" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}está sob controle molecular" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}está sob controle molecular" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}está inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}está inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}morreu vítima de ferimentos fatais." STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}morreu vítima de ferimentos fatais" STR_USE_MIND_PROBE: "Usar Leitor de C.M." STR_FATAL_WOUNDS: "FERIMENTOS FATAIS" STR_UNDER_ARMOR_UC: "ARMADURA INFERIOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unidades de Tempo reservadas para Tiro Simples" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unidades de Tempo reservadas para Tiro Rajada" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unidades de Tempo reservadas para Tiro Preciso" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unidades de Tempo reservadas para Ajoelhar" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "Unidades de Tempo reservadas para Ajoelhar e Disparar" STR_UNITS_IN_CRAFT: one: "{N} unidade na nave X-Com" many: "{N} unidades na nave X-Com" other: "{N} unidades na nave X-Com" STR_UNITS_OUTSIDE: one: "Resta {N} unidade no exterior" many: "Restam {N} unidades no exterior" other: "Restam {N} unidades no exterior" STR_UNITS_IN_ENTRANCE: one: "{N} unidade na entrada" many: "{N} unidades na entrada" other: "{N} unidades na entrada" STR_UNITS_IN_EXIT: one: "{N} unidade na área de saída" many: "{N} unidades na área de saída" other: "{N} unidades na área de saída" STR_ABORT_MISSION_QUESTION: "Abortar Missão?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Descarregar" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}foi morto" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}foi morta" STR_HIT_MELEE: "Acerto" STR_GROUND: "CHÃO" STR_LIVING_QUARTERS_PLURAL: "Habitações" STR_LIST_ITEM: "ITEM" STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos os alienígenas morreram no naufrágio.{NEWLINE}Recuperação de OSNI iniciada." STR_RESET: "Inicializar" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "AQUANAUTAS RECRUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AQUANAUTAS PERDIDOS>{ALT}{0}" STR_REMOVE_SELECTED: "Remover o Selecionado" STR_LIVE_ALIENS: "Espécimes{NEWLINE}vivas" STR_DEAD_ALIENS: "Espécimes{NEWLINE}mortas" STR_UNDER_INTERROGATION: "Sendo{NEWLINE}examinada" STR_CONTAINMENT_EXCEEDED: "LIMITES DO CONFINAMENTO ALIENÍGENA EXCEDIDO!{SMALLLINE}Espaço de contenção insuficiente em {0}. Você deve remover o excesso de alienígenas do confinamento (que morrerão, por consequência)." STR_MANAGE_CONTAINMENT: "Gerenciar Contentor de Alienígena" STR_STORAGE_EXCEEDED: "ESPAÇO DE ARMAZENAMENTO EXCEDIDO!{SMALLLINE}Espaço de armazenamento insuficiente em {0}. Você deve vender itens excedentes." STR_GO_TO_BASE: "Ir para Base" STR_MELEE_ACCURACY: "PRECISÃO CORPO-A-CORPO" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambas as mãos necessitam estar vazias!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Itens insuficientes para copiar modelo!" STR_UNLOAD_WEAPON: "Descarregar arma" STR_ALL_ITEMS: "Todos os Itens" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} item." many: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} itens." other: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} itens." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE COMANDO DESTRUÍDO{NEWLINE}Volte para a entrada e aborte a missão." STR_XCOM_BASE_CANNOT_BE_BUILT: "A base X-Com não pode ser construída em terra." STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSSÍVEL ATACAR O VEÍCULO INIMIGO{NEWLINE}A ESTA PROFUNDIDADE" STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSSÍVEL ATACAR O VEÍCULO INIMIGO{NEWLINE}NA SUPERFÍCIE" STR_UNDERWATER_EQUIPMENT: "Este equipamento não funcionará na superfície!" STR_LAND_EQUIPMENT: "Este equipamento não funciona na água!" STR_LEVEL_SHORT: "N{0}" STR_PERSONNEL: "Pessoal" STR_CRAFT_ARMAMENT: "Veículos e armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Aquanautas recrutados" STR_SOLDIERS_LOST: "Aquanautas perdidos" STR_TOTAL_UFOS: "Aerosubmarinos detectados" STR_TOTAL_ALIEN_BASES: "Bases alienígenas descobertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "FCM" STR_PSIONIC_SKILL_ABBREVIATION: "HCM" FEMALE_CIVILIAN: "Civil, Feminino" MALE_CIVILIAN: "Civil, Masculino" DOCKER_CIVILIAN: "Civil, Carregador" SAILOR_CIVILIAN: "Civil, Marinheiro" STR_BIODRONE_MELEE_WEAPON: "Biodrone desarmado" HALLUCINOID_WEAPON: "Arma do Alucinoide" STR_LOBSTERMAN_MELEE_WEAPON: "Homem-Lagosta Desarmado" CALCINITE_WEAPON: "Arma do Calcinite" DEEP_ONE_WEAPON: "Arma do Ser das Profundezas" STR_TRISCENE_MELEE_WEAPON: "Triscênio Desarmado" STR_TRIBIO_SONIC_WEAPON: "Arma Sônica Alienígena" XARQUID_WEAPON: "Arma do Xarquídeo" TENTACULAT_WEAPON: "Arma do Tentaculate" ZOMBIE_WEAPON: "Arma do Zumbi" ALIEN_PSI_WEAPON: "Arma de C.M. Alienígena" ================================================ FILE: bin/standard/xcom2/Language/pt-PT.yml ================================================ pt-PT: STR_LEVIATHAN_UFOPEDIA: "O LEVIATHAN É UMA SÍNTESE PERFEITA ENTRE TECNOLOGIA ALIENÍGENA E TERRESTRE. ESTE NOVO VEÍCULO MISTO DE TRANSPORTE E INTERCEÇÃO UTILIZA SISTEMAS DE PROPULSÃO DE IÕES E SISTEMAS DE NAVEGAÇÃO MAGNÉTICOS, SENDO CAPAZ DE ATINGIR PROFUNDIDADES EXTREMAS." STR_BARRACUDA_UFOPEDIA: "CRIADO PELA BRITISH HYDROSPACE, ESTE AEROSUBMERSÍVEL MOVIDO POR MOTORES AQUECIDOS A LASER É UM DOS VEÍCULOS DE INTERCEÇÃO MAIS VELOZES DO PLANETA. O BARRACUDA É UMA PEÇA VALIOSA NA LUTA CONTRA OS ALIENÍGENAS, DEVIDO ÀS SUAS CAPACIDADES DE NAVEGAÇÃO SUBMERSA E VOO ATMOSFÉRICO." STR_HAMMERHEAD_UFOPEDIA: "NÃO OBSTANTE O SEU TAMANHO REDUZIDO, ESTE NOVO VEÍCULO DE TRANSPORTE E INTERCEÇÃO É UM DESENVOLVIMENTO TECNOLÓGICO INCRÍVEL, INCORPORANDO PERFEITAMENTE OS SISTEMAS DE NAVEGAÇÃO MAGNÉTICOS ALIENÍGENAS NUM MODELO DE AEROSUBMERSÍVEL X-COM." STR_TRITON_UFOPEDIA: "O TRANSPORTE DE TROPAS TRITON É UM VEÍCULO EQUIPADO COM MOTORES DE DESLOCAÇÃO AÉREA E SUBAQUÁTICA. A SUA CONSTRUÇÃO ROBUSTA E ESPAÇOSA FAZEM DESTE VEÍCULO UMA DAS PRINCIPAIS AQUISIÇÕES DA FROTA X-COM." STR_MANTA_UFOPEDIA: "O MANTA É UM AEROSUBMERSÍVEL MONOLUGAR DE ALTA VELOCIDADE, MOVIDO A MOTORES DE IÕES, TAL COMO AS NAVES ALIENÍGENAS. ESTE CAÇA DE COMBATE É UMA AQUISIÇÃO IMPORTANTE NA LUTA CONTRA OS INVASORES." STR_AJAX_UFOPEDIA: "O TORPEDO AJAX É ARMA DE GUERRA SUBAQUÁTICA MAIS UTILIZADA DO MUNDO, DEVIDO À SUA GRANDE PRECISÃO E PODER DE FOGO." STR_DUP_HEAD_UFOPEDIA: "ESTA É A PRIMEIRA ARMA SUBAQUÁTICA COMERCIALMENTE DISPONÍVEL QUE UTILIZA A NOVA TECNOLOGIA DE MUNIÇÕES À BASE DE URÂNIO EMPOBRECIDO." STR_CRAFT_GAS_CANNON_UFOPEDIA: "ESTE CANHÃO A GÁS COMPRIMIDO DISPARA PROJÉTEIS SÓLIDOS PERFURANTES, COM GRANDE CAPACIDADE DE PENETRAÇÃO." STR_PWT_CANNON_UFOPEDIA: "O TORPEDO DE ONDAS DE PULSÃO UTILIZA UM SISTEMA DE COMBUSTÍVEL SUPERAQUECIDO E UMA OGIVA CONSTRUÍDA ATRAVÉS DE UM MATERIAL ALTAMENTE DENSO, CAPAZ DE PENETRAR A MAIORIA DOS MATERIAIS." STR_GAUSS_CANNON_UFOPEDIA: "O CANHÃO GAUSS É A MAIS RECENTE TECNOLOGIA DE ARMAMENTO DESENVOLVIDA PELO PROJETO X-COM. O ACELERADOR DE PARTÍCULAS DESTA ARMA É ALIMENTADO POR UM PEQUENO REATOR DE FUSÃO ARREFECIDO A NITROGÉNIO LÍQUIDO." STR_SONIC_OSCILLATOR_UFOPEDIA: "ESTE OSCILADOR SONORO PRODUZ ONDAS SÓNICAS DE GRANDE POTÊNCIA, CAPAZES DE DESTRUIR A ESTRUTURA MOLECULAR DO ALVO ATRAVÉS DE PODEROSAS VIBRAÇÕES." STR_AQUATOID_UFOPEDIA: "Os Aquatóides são uma espécie antiga, cuja sociedade já existia milénios antes dos seres humanos darem os primeiros passos neste planeta. A sua fisionomia compacta e feições arredondadas evidenciam a sua ligação com a espécie extraterrestre dos Sectóides. Estas criaturas são estéreis por natureza, e procuram propagar a sua espécie através de modificação genética e hibridização com seres humanos. Em combate, fazem uso da poderosa tecnologia de controlo molecular." STR_AQUATOID_AUTOPSY: "Autópsia: Aquatóide" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Uma análise detalhada do cadáver permitiu-nos tirar várias conclusões: trata-se de um Sectóide, um dos nossos antigos inimigos, mas alterado através de cirurgia e implantes para se adaptar ao meio aquático. Pulmões residuais permitem respiração e movimento à superfície, mas de forma limitada. Encontrámos vários implantes espalhados pelo corpo destinados a melhorar o desempenho dos membros e órgãos atrofiados. Como todos os membros desta espécie são idênticos, é muito provável que estes seres sejam clonados." STR_GILLMAN_UFOPEDIA: "Estas estranhas criaturas assemelham-se a humanoides reptilianos, não muito distantes dos seres humanos, e são extremamente ágeis dentro de água. Os Homens-Guelra são uma espécie sexuada, com espécimes macho e fêmea, assim como indivíduos de várias idades. São diferentes da maioria das espécies de alienígenas subaquáticos que encontrámos até ao momento, pois não exibem traços de alteração genética. É possível que estejamos a lidar com um parente afastado da nossa própria espécie." STR_GILLMAN_AUTOPSY: "Autópsia: Homem-guelra" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Ao dar início à autopsia, concluímos imediatamente que este ser não é um alienígena, mas uma criatura terrestre; uma espécie pré-histórica que julgávamos extinta desde o início da era dos mamíferos. No tempo em que os dinossauros caminhavam pelo planeta, estes seres anfíbios, fortes e inteligentes, prosperaram. O cataclismo que pôs termo ao domínio dos répteis forçou estas criaturas a cooperar com os alienígenas recém-chegados. Possuem um pequeno aparelho eletrónico alojado no crânio." STR_LOBSTERMAN_UFOPEDIA: "Esta enorme criatura é um verdadeiro horror subaquático. Possui três pares de membros e é mais alta que um homem normal. As suas semelhanças com a lagosta terrestre atribuíram-lhe o nome de \"Homem-lagosta\" entre as tropas X-Com. Este monstro das profundezas é uma entidade criada especificamente para o combate, praticamente invulnerável a qualquer tipo projéteis e detentora de uma força sem precedentes. As suas pinças são capazes de esmagar aço." STR_LOBSTERMAN_AUTOPSY: "Autópsia: Homem-lagosta" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Esta criatura possuí um organismo extraordinário protegido por uma carapaça quase indestrutível. Os seus músculos poderosos são apoiados por um esqueleto de titânio e um sistema avançado de aquisição múltipla de alvos está ligado diretamente ao seu cérebro. Os seus olhos estão protegidos por lentes feitas de um plástico mais duro que aço. Existem ainda vários aparelhos distribuídos pelo seu corpo cuja função desconhecemos. Com base nesta análise concluímos que, quando usados estrategicamente, estes seres são praticamente invencíveis em combate." STR_TASOTH_UFOPEDIA: "Estes seres aquáticos constituem a base do exército invasor. São produzidos às centenas, em incubadoras enormes, localizadas no coração das colónias alienígenas. Com uma força e agilidade superiores às de um homem normal, os Tasoth são criaturas verdadeiramente alienígenas, na medida em que a sua natureza carnívora e comportamento agressivo não encontram igual no nosso planeta. Ocupam regularmente a linha da frente nas incursões alienígenas e parecem nunca recuar face aos seus adversários." STR_TASOTH_AUTOPSY: "Autópsia: Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "A autópsia revelou um organismo com base num estranho sistema cibernético. Encontrámos somente uma pequena unidade energética dentro do corpo, sem nenhum órgão biológico identificável. A energia circula através de uma rede bioelétrica. Esta criatura não possuí esqueleto ou qualquer estrutura de apoio. Ao morrer, o fluxo de energia para, e o seu corpo torna-se uma pilha inerte de músculos e fluídos. O único elemento interno é o par de baterias de cerâmica que revivem a criatura brevemente, se reenergizadas." STR_DEEP_ONE_UFOPEDIA: "Os Seres das profundezas são verdadeiros horrores biológicos, produzidos através de experiências de cruzamento entre humanos e alienígenas, realizadas pelos Aquatóides. Ao encontrarmos variações diferentes desta criatura, concluímos, após várias pesquisas, que estes seres são fabricados pelos invasores, reforçando o seu exército com seres humanos recentemente capturados. Cada Ser das profundezas está armado com um feixe de energia suficientemente poderoso para matar um aquanauta." STR_DEEP_ONE_AUTOPSY: "Autópsia: Ser das profundezas" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Esta criatura é um misto entre ser humano e organismo alienígena. O cérebro humano foi alterado para acomodar circuitos de controlo e partes do córtex alienígena. O resto do corpo, salvo os olhos, foi removido. A alteração cirúrgica é feita de forma a permitir a inserção de um feto alienígena que consome o hospedeiro humano à medida que cresce. O resultado é uma aberração de enorme força e destreza, sob pleno controlo dos invasores. A sua pele é um filamento metálico flexível, não-orgânico e altamente resistente. " STR_BIODRONE_UFOPEDIA: "Esta entidade é mais uma das criações perversas dos alienígenas. O Biodisco consiste num cérebro humano ou alienígena suspenso em fluídos amnióticos e ligado e uma unidade de deslocação anti-gravidade, que permite movimento dentro ou fora de água. Cada Biodisco está equipado com um disruptor sonoro biomecânico. Alguns cientistas sugeriram que esta arma funciona com base nas cordas vocais do organismo original. Estas entidades especializam-se em funções de vigia e são utilizadas pelos alienígenas para guardar bens preciosos." STR_BIODRONE_AUTOPSY: "Autópsia: Biodisco" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Descobrimos que a arma sónica desta entidade é um aparelho biológico que emite gritos mortíferos. Os alienígenas mutilam o cérebro da vítima de maneira a assegurar obediência, pois todos os espécimes exibem cicatrizes que apontam para um processo cirúrgico extremo. A maioria dos espécimes possui encéfalos de origem alienígena, mas, para nosso horror, encontrámos vários exemplares de proveniência humana. Os Biodiscos deslocam-se através de um motor de iões e contém uma unidade de controlo remoto." STR_TENTACULAT_UFOPEDIA: "O ambiente que deu origem a este monstro está para além das nossas especulações, pois nenhum animal terrestre se lhe compara. Armado com longos tentáculos paralisantes, capazes de penetrar a melhor das armaduras, o Tentaculat é uma criatura mortífera que transforma as suas vítimas em zombies errantes. Este é o alienígena mais terrível alguma vez encontrado pelas forças X-Com." STR_TENTACULAT_AUTOPSY: "Autópsia: Tentaculat" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "A autópsia revelou a presença de vários implantes cibernéticos no cérebro desta criatura. O seu sistema visual é complexo, e permite-lhe navegar nas profundezas mais escuras com enorme precisão. Este ser possui apenas órgãos residuais necessários para assegurar a sua sobrevivência, e o seu estômago está ligado a um conector externo, o que sugere dependência de injeções diretas de nutrientes por parte dos seus mestres." STR_CALCINITE_UFOPEDIA: "Hóspedes de antigos fatos de mergulho abandonados, estes alienígenas perscrutam as profundezas oceânicas em busca de vítimas. Um golpe das suas garras é suficiente para incapacitar os mergulhadores mais experientes. Para além da massa gelatinosa observável através da viseira do escafandro, não conseguimos retirar outras conclusões sobre a natureza desta criatura com base em encontros anteriores." STR_CALCINITE_AUTOPSY: "Autópsia: Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Após removermos o fato de mergulho, o Calcinite revelou ser pouco mais que uma massa disforme de protoplasma. Não encontrámos nenhum cérebro, membros, ou órgãos sensoriais. Apenas um pequeno componente metálico que reside no interior do seu corpo líquido. A natureza desta criatura permanece assim um mistério inexplicável dos nossos inimigos alienígenas." STR_TRISCENE_UFOPEDIA: "Salvo a sua capacidade para sobreviver debaixo de água, esta criatura bípede parece um descendente dos antigos dinossauros do período Cretáceo. O Triscénio está equipado com sistemas de armas avançados e as suas mandíbulas foram modificadas com dentes metálicos. Estes monstros são frequentemente utilizados pelos comandantes Tasoth como unidades de apoio pesado em ataques à superfície." STR_TRISCENE_AUTOPSY: "Autópsia: Triscénio" STR_TRISCENE_AUTOPSY_UFOPEDIA: "O Triscénio é uma criatura primitiva equipada com implantes cibernéticos e vários sistemas de armas modernos. O seu cérebro minúsculo é suplementado por um módulo informático contido no seu arnês de controlo. A sua pele resistente e o seu instinto predatório naturais combinados com o armamento adicional, fazem desta criatura um oponente mortífero em todo o género de ambientes." STR_HALLUCINOID_UFOPEDIA: "Os alienígenas tornaram estas enormes alforrecas terrestres em armas biológicas mortíferas. Recomenda-se cuidado ao lidar com estas criaturas, pois por detrás da sua aparência inofensiva, os Halucinóides possuem um terrível ataque gelado corpo a corpo." STR_HALLUCINOID_AUTOPSY: "Autópsia: Alucinóide" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Este organismo aloja um poderoso químico congelante no seu corpo gelatinoso, que utiliza como principal arma ofensiva. A sua pele suave e flexível parece ser suscetível a ataques térmicos. Os Alucinóides são criaturas mutantes, e são frequentemente acompanhados pelos seus mestres, os Aquatóides." STR_XARQUID_UFOPEDIA: "O Xarquídeo é uma modificação de um invertebrado terrestre. Esta criatura ágil possui um arsenal devastador: um jato de tinta e um raio de partículas ionizadas. Desde os nossos primeiros encontros com esta criatura que os nossos soldados aprenderam a respeitar o seu poder e o dos seus mestres, os terríveis Homens-Guelra." STR_XARQUID_AUTOPSY: "Autópsia: Xarquídeo" STR_XARQUID_AUTOPSY_UFOPEDIA: "Esta criatura é um náutilo gigantesco que foi alterado através de cirurgia e drogas alienígenas por forma a operar como uma enorme plataforma de armas orgânica. A sua natureza pacífica foi corrompida pelos Homens-guelra através de sistemas de controlo mecânicos. O Xarquídeo é um adversário formidável em combate, graças à sua concha altamente resistente e à sua excelente mobilidade subaquática." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Os aerosubmersíveis alienígenas funcionam através de sistemas de energia complexos que permitem movimento subaquático a velocidades incríveis. O componente principal desta tecnologia é o deslocador de iões, um motor capaz de mover 100 vezes o seu volume em água por segundo que utiliza Zrbite como catalisador primário. Este enorme potencial energético significa que os veículos alienígenas facilmente superam os submersíveis terrestres. Felizmente somos capazes de reproduzir estes novos sistema de propulsão através de aquaplástico e células de Zrbite." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Este sistema projeta um campo magnético no raio de 1 km em torno do OSNI, dividido em camadas esféricas. Os navegadores alienígenas estão ligados a estas máquinas, e conseguem a \"sentir\" o caminho através da escuridão dos oceanos. Este interface utiliza matéria cerebral alienígena para comunicar diretamente com o cérebro do navegador através de uma ligação nervosa." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Todos os veículos alienígenas são construídos em aquaplástico e equipados com mecanismos de camuflagem. O seu funcionamento implica uma relação orgânica entre a tripulação e os sistemas de controlo. A fabricação da maioria destes sistemas está agora ao nosso alcance, o que nos permite desenvolver um modelo tecnológico híbrido que nos colocará ao mesmo ao nível dos alienígenas." STR_ALIEN_CRYOGENICS_UFOPEDIA: "As hostes alienígenas escondidas nas profundezas do nosso planeta encontram-se atualmente em modo de hipersono. Todas estas criaturas estão seladas em unidades de contenção que reduzem a sua temperatura corporal a um ponto em que todas as suas funções vitais são suspensas. Uma análise realizada a estas unidades revela que os alienígenas foram mantidos neste estado por mais de 60 milhões de anos." STR_ALIEN_CLONING_UFOPEDIA: "Muitos dos alienígenas que capturámos são geneticamente idênticos em todos os sentidos. As amostras celulares são colocadas nas unidades de clonagem, a partir dos bancos genéticos dos alienígenas. Encontrámos algumas unidades contendo humanos ou partes de cadáveres humanos. É possível que estas unidades sirvam para criar híbridos entre alienígenas e humanos." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Estes aparelhos inserem informação no cérebro de todos os clones alienígenas recém-nascidos. Todas as suas memórias raciais, assim como todo o conhecimento científico e treino militar são carregados diretamente nas suas mentes vazias." STR_ALIEN_IMPLANTER_UFOPEDIA: "Esta unidade é utilizada para inserir implantes de controlo molecular nos crânios dos alienígenas, fertilizar espécies com capacidades reprodutoras, e colocar ou remover órgãos e aparelhos cibernéticos em qualquer criatura. Os pacientes são sujeitos ao processo em pleno estado de consciência e, infelizmente, descobrimos que o aparelho adapta-se perfeitamente à anatomia humana." STR_EXAMINATION_ROOM_UFOPEDIA: "Após reunirmos provas suficientes, finalmente compreendemos o motivo pelo qual os alienígenas capturam seres humanos. A tecnologia alienígena funciona com base numa estrutura mental partilhada, para a qual o cérebro humano é o recetáculo mais acessível. Os alienígenas utilizam tecido cerebral humano na fabricação de computadores e sistemas de controlo biológicos para esta rede, enquanto o material orgânico restante é aproveitado para fins de alimentação ou manipulação genética." STR_AQUA_PLASTICS_UFOPEDIA: "Os veículos e estruturas alienígenas são construídos através de aquaplástico, um material estruturalmente complexo, com enorme durabilidade, resistência e flexibilidade. Esta substância catalisada através de Zrbite é altamente densa, mas extremamente leve." STR_ZRBITE_UFOPEDIA: "Esta liga de origem alienígena é um composto híbrido entre ouro e matéria orgânica alienígena. Quando utilizada como combustível, pequenas quantidades desta substância são capazes de gerar mais energia que uma unidade fusão nuclear. Infelizmente somos incapazes de reproduzir este material, devido à maioria dos seus constituintes ser de origem extraterrestre." STR_ALIEN_ORIGINS_UFOPEDIA: "Os alienígenas atacam por todo o planeta com uma eficácia assustadora, mas nós não conseguimos localizar as origem dos seus ataques. É possível que surjam de profundezas oceânicas impenetráveis aos nossos sonares. Nem todos os organismos que encontrámos até à data são de origem alienígena. Alguns assemelham-se a espécies antigas, e outros a descendentes de cadeias evolucionárias que julgávamos extintas há muito. Lidamos com uma ameaça que esteve dormente durante milénios e vários indícios sugerem uma certa dependência na nossa espécie. Espalhados pelos oceanos, encontram-se várias estações antigas, usadas pelos alienígenas para contactar os seus parentes estelares. Cada uma destas doze estações contém um Sinónimo, uma poderosa peça de tecnologia alienígena. Com as suas hostes em marcha, os alienígenas procuram reativar estas estações para expandirem a sua rede de controlo molecular. Logo, é essencial destruir as estações alienígenas a todo o custo." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Há 65 milhões de anos, uma nave colossal vinda de um mundo distante foi enviada numa missão para colonizar o planeta Terra. Enquanto se aproximava da órbita terrestre, uma enorme tempestade solar provocou uma falha geral nos seus sistemas de navegação. À beira do colapso, a estrutura gigantesca precipitou-se na atmosfera, emergindo nos céus do Cretáceo. No solo, inúmeras espécies terrestres fixavam os seus olhares na destruição que se abatia sobre o planeta. Uma enorme nuvem de pó encobriu a atmosfera por completo. À medida que o planeta arrefecia, também as formas de vida dominantes, os dinossauros, caminhavam para a sua extinção. Mas T'leth, a enorme nave alienígena, não foi destruída pelo impacto. Encerrados na sua estrutura de 400 mil milhões de toneladas, inúmeros computadores sofisticados colocaram todos os tripulantes sobreviventes num estado de hipersono. Com o passar dos milénios, os sistemas acordaram grupos de alienígenas em tentativas vãs de restabelecer contacto com os seus congéneres estelares. O núcleo de energia alienígena permanecia dormente, e não parecia haver forma de o reativar." STR_TLETH_THE_ALIEN_CITY: "T'leth, a cidadela alienígena" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, a enorme nave-colónia alienígena, jaz no fundo da depressão conhecida como fossa de Sigsbee, no Golfo do México. No coração da cidadela esconde-se um horror alienígena tão poderoso e tão vil, que nem a morte lhe toca. Dentro de uma enorme câmara de metal dorme o grande sonhador, o Derradeiro Alienígena. Quando T'leth se erguer acima das ondas, o seu ciclo de reanimação será iniciado. Se tal acontecer, os alienígenas serão imparáveis. Apesar de não estar vivo, mas sem, no entanto, estar morto, a mente deste ser controla o exército alienígena. A estranha tecnologia de controlo molecular liga todos os alienígenas à sua mente, e a sua mente à de todos os alienígenas. Milhares de fetos híbridos entre humanos e alienígenas proporcionam energia à grande mente alienígena, e formam o elo mental entre o supremo mestre e os seus súbditos. O mito do Derradeiro Alienígena sempre existiu algures nos corações e nas mentes de todos os seres humanos durante séculos, mas a verdade estava escondida no fundo dos oceanos." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRAR NO LOCAL-TEMPO=5 Segs" STR_CANCEL_UC: "CANCELAR" STR_NONE: "Nenhum" STR_UNKNOWN: "Desconhecido" STR_POOR: "Fraco" STR_AVERAGE: "Médio" STR_GOOD: "Bom" STR_EXCELLENT: "Excelente" STR_BUILD_NEW_BASE_UC: "CONSTRUIR NOVA BASE" STR_BASE_INFORMATION: "INFORMAÇÕES DA BASE" STR_EQUIP_CRAFT: "EQUIPAR SUBMERSÍVEL" STR_BUILD_FACILITIES: "CONSTRUIR INSTALAÇÕES" STR_RESEARCH: "PESQUISAS" STR_MANUFACTURE: "MANUFATURAS" STR_TRANSFER_UC: "TRANSFERÊNCIAS" STR_PURCHASE_RECRUIT: "COMPRAR/CONTRATAR" STR_SACK: "DEMITIR" STR_SELL_SACK_UC: "VENDER/DEMITIR" STR_GEOSCAPE_UC: "GLOBO" STR_NAME: "Nome" STR_AREA: "Área" STR_BUILD_NEW_BASE: "Construir nova base" STR_CANCEL: "Cancelar" STR_COST_UC: "VALOR>" STR_CONSTRUCTION_TIME_UC: "TEMPO DE CONSTRUÇÃO>" STR_DAY: one: "{N} dia" many: "{N} dias" other: "{N} dias" STR_HOUR: one: "{N} hora" many: "{N} horas" other: "{N} horas" STR_MAINTENANCE_UC: "MANUTENÇÃO>" STR_OK: "OK" STR_INSTALLATION: "Instalação" STR_CURRENT_RESEARCH: "PESQUISAS ATUAIS" STR_SCIENTISTS_AVAILABLE: "Cientistas disponíveis>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Cientistas atribuídos>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Espaço de laboratório disponível>{ALT}{0}" STR_RESEARCH_PROJECT: "PROJETO DE INVESTIGAÇÃO" STR_SCIENTISTS_ALLOCATED_UC: "CIENTISTAS ATRIBUÍDOS" STR_PROGRESS: "PROGRESSO" STR_NEW_PROJECT: "Novo projeto" STR_CANCEL_PROJECT: "CANCELAR PROJETO" STR_NEW_RESEARCH_PROJECTS: "NOVOS PROJETOS DE INVESTIGAÇÃO" STR_SCIENTISTS_AVAILABLE_UC: "CIENTISTAS DISPONÍVEIS>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ESPAÇO DE LABORATÓRIO DISPONÍVEL>{ALT}{0}" STR_INCREASE: "Aumentar" STR_DECREASE: "Diminuir" STR_START_PROJECT: "INICIAR PROJETO" STR_CURRENT_PRODUCTION: "PRODUÇÃO ATUAL" STR_ENGINEERS_AVAILABLE: "Técnicos disponíveis>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Técnicos atribuídos>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Espaço de oficina disponível>{ALT}{0}" STR_CURRENT_FUNDS: "Fundos atuais>{ALT}{0}" STR_ITEM: "ITEM" STR_ENGINEERS__ALLOCATED: "Técnicos atribuídos" STR_UNITS_PRODUCED: "Unidades produzidas" STR_TOTAL_TO_PRODUCE: "Total a produzir" STR_COST__PER__UNIT: "Custo{NEWLINE}por{NEWLINE}unidade" STR_DAYS_HOURS_LEFT: "Dias/Horas restantes" STR_NEW_PRODUCTION: "Nova produção" STR_PRODUCTION_ITEMS: "Itens para produção" STR_CATEGORY: "CATEGORIA" STR_START_PRODUCTION: "INICIAR PRODUÇÃO" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} horas de trabalho para produzir uma unidade" STR_COST_PER_UNIT_: "Valor da unidade>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Espaço de oficina necessário>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIAIS ESPECIAIS NECESSÁRIOS" STR_ITEM_REQUIRED: "ITEM NECESSÁRIO" STR_UNITS_REQUIRED: "UNIDADES NECESSÁRIAS" STR_UNITS_AVAILABLE: "UNIDADES DISPONÍVEIS" STR_STOP_PRODUCTION: "CANCELAR PRODUÇÃO" STR_ENGINEERS_AVAILABLE_UC: "TÉCNICOS DISPONÍVEIS>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ESPAÇO DE OFICINA DISPONÍVEL>{ALT}{0}" STR_MONTHLY_PROFIT: "LUCRO MENSAL>{ALT}[0}" STR_INCREASE_UC: "AUMENTAR" STR_DECREASE_UC: "DIMINUIR" STR_UNITS_TO_PRODUCE: "Unidades a produzir" STR_PURCHASE_HIRE_PERSONNEL: "Comprar/Contratar" STR_COST_OF_PURCHASES: "Valor total>{ALT}{0}" STR_COST_PER_UNIT_UC: "VALOR P/ UNIDADE" STR_QUANTITY_UC: "QUANTIDADE" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PESSOAL DISPONÍVEL:PESSOAL TOTAL>" STR_SOLDIERS: "Aquanautas" STR_SCIENTISTS: "Cientistas" STR_ENGINEERS: "Técnicos" STR_SPACE_USED_SPACE_AVAILABLE: "ESPAÇO USADO:ESPAÇO DISPONÍVEL>" STR_LIVING_QUARTERS: "Bloco habitacional" STR_STORES: "Armazéns" STR_LABORATORIES: "Laboratórios" STR_WORK_SHOPS: "Oficinas" STR_HANGARS: "Docas" STR_SHORT_RANGE_DETECTION: "Sonar de curto alcance" STR_DEFENSE_STRENGTH: "Defesas" STR_TRANSFERS_UC: "TRANSFERÊNCIAS" STR_TRANSFERS: "Transferências" STR_ARRIVAL_TIME_HOURS: "Hora de chegada" STR_COST_: "Valor>{ALT}{0}" STR_AREA_: "Área>{ALT}{0}" STR_BASE_NAME: "Nome da base?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "SELECIONAR POSIÇÃO PARA A ECLUSA DE AR" STR_TRANSFER: "Transferir" STR_AMOUNT_TO_TRANSFER: "QUANTIDADE A TRANSFERIR" STR_SELECT_DESTINATION_BASE: "Selecionar base de destino" STR_COST: "Valor" STR_INTRO_1: "© 1995 MicroProse - Todos os direitos reservados" STR_INTRO_2: "Marte: a destruição de Cidónia." STR_INTRO_3: "As forças X-Com regressam à Terra após uma triunfante batalha que culminou com a destruição da máquina de guerra alienígena. No entanto, ainda há vida nas ruínas da base marciana." STR_INTRO_4: "Um poderoso feixe de taquiões surge por entre os destroços do centro de comando de Cidónia, cruzando o espaço com um único destino..." STR_INTRO_5: "A Terra." STR_INTRO_6: "O feixe atinge um antigo recetor dormente no fundo do oceano. Imediatamente, inúmeros computadores iniciam a sua atividade. Bem longe dos olhares humanos, enormes câmaras, repletas de alienígenas em crioestase, começam um longo processo de reanimação." STR_INTRO_7: "2040: uma Terra ignorante. Os horrores da guerra alienígena foram há muito esquecidos. Mas no fundo do oceano, as hordas alienígenas estão prontas para derrubar a humanidade e assumir o controlo do planeta." STR_INTRO_8: "Os alienígenas atacam a humanidade, sequestrando seres humanos para as suas experiências, lançando incursões globais para obter minerais e recursos valiosos, e pilhando os mares das suas riquezas. Mas cedo os alienígenas apontam o olhar acima das ondas." STR_INTRO_9: "Aerosubmersíveis de origem alienígena perscrutam os oceanos à procura de presas..." STR_INTRO_10: "Ao encontrarem o seu alvo, lançam-se ao ataque." STR_INTRO_11: "Novas armas misteriosas ameaçam uma civilização indefesa. Estamos completamente à mercê das forças alienígenas.{NEWLINE} Só uma organização há muito esquecida nos pode salvar." STR_INTRO_12: "Estação experimental subaquática X-COM" STR_INTRO_13: "\"SOS! SOS! Daqui é o paquete transatlântico Hyperion. Estamos a ser atacados. SOS! SO-\"" STR_INTRO_14: "\"Centro de controlo para doca um: abrir comportas para o oceano, enviar Barracuda 01. Temos uma situação de ataque alienígena - alerta vermelho\".{NEWLINE}\"Repito: alerta vermelho\"" STR_INTRO_15: "Os alienígenas são impiedosos na sua eficácia..." STR_INTRO_16: "... e infalíveis na sua precisão." STR_INTRO_17: "\"Barracuda 01 para base - em aproximação dos destroços do Hyperion.\"" STR_INTRO_18: "\"A desacelerar\".{NEWLINE}\"Dois metros\"'{NEWLINE}\"Um metro\"{NEWLINE}\"Alerta a todos os aquanautas: preparem-se para desembarque imediato\"." STR_INTRO_19: "\"Escotilha de ar aberta. A aproximar-me dos destroços.\"{NEWLINE}\"Que raio!\"{NEWLINE}\"Conseguem ver aquelas criaturas na minha câmara?\"" STR_GAMEOVER_1: "Falhámos a nossa missão. Os alienígenas destruíram a nossa última esperança de salvação.{NEWLINE}As forças X-Com foram vencidas e Terra jaz agora aos pés do inimigo." STR_GAMEOVER_2: "A cidadela de T'leth ascende à estratosfera e inicia o seu percurso pela superfície terrestre, semeando a morte e a destruição enquanto recolhe os restos da espécie humana. Nas profundezas da fortaleza, a terrível mente alienígena começa a despertar." STR_GAMEOVER_3: "Nos centros de governo das várias nações terrestres, vários planos de emergência são criados em vão. Sem a tecnologia desenvolvida pelo projeto X-Com, as nossas armas são ineficazes." STR_GAMEOVER_4: "Os alienígenas constroem bases nas regiões polares e começam a derreter o gelo. Em breve o mundo será apenas um vasto oceano. Os restos da espécie humana são reunidos em campos de concentração e utilizados em experiências horríveis de reprodução. Os céus escurecem e uma enorme pestilência espalha-se sobre a Terra." STR_GAMEOVER_5: "É impossível resistir à tirania alienígena. Todos os que se revoltam acabam por perecer face ao enorme potencial bélico dos invasores. O resto da humanidade não tem tanta sorte. O nosso planeta é transformado num mundo alienígena e espécie humana é exterminada de forma horrenda." STR_OUTRO_1: "O túmulo é destruído e um enorme rugido emerge do sarcófago no centro.{NEWLINE}\"Criaturas loucas. Vão todos morrer...\"" STR_OUTRO_2: "... ninguém pode escapar." STR_OUTRO_3: "Uma enorme explosão irrompe do túmulo e rasga as entranhas da cidadela. Os céus enchem-se de fumo e destroços. Os planos dos alienígenas foram arruinados..." STR_OUTRO_4: "A enorme estrutura da T'leth entra em colapso. As suas torres reluzentes e os seus salões em adamântio vomitam agora fumo e chamas." STR_OUTRO_5: "A fortaleza alienígena precipita-se nos oceanos, acompanhada pelos gritos de toneladas de metal retorcido e dos milhares de almas no seu interior. Os sonhos de conquista do Grande Sonhador foram extintos de uma vez por todas." STR_OUTRO_6: "Com um último gemido avassalador, T'leth é completamente destruída.{NEWLINE}A ameaça alienígena desapareceu e a Terra está salva..." STR_OUTRO_7: "Um belo e pacífico planeta azul, num canto distante da galáxia." STR_OUTRO_8: "O futuro próximo, um lugar seguro para viver." STR_OUTRO_9: "A ameaça alienígena que pairava sobre a Terra foi há muito vencida." STR_OUTRO_10: "Vastas metrópoles alojam populações de milhares de milhões." STR_OUTRO_11: "Os feitos da guerra entre as forças X-Com e os alienígenas fazem parte de histórias para crianças." STR_OUTRO_12: "Mas todas as lendas têm um fundo de verdade..." STR_RISE_1: "T'leth, conhecida por muitos nomes, em várias lendas de todo o mundo." STR_RISE_2: "Com um ruído explosivo que ecoa através do planeta, T'leth começa a erguer-se lentamente do fundo do mar." STR_RISE_3: "A enorme estrutura emerge nas águas do golfo do México." STR_RISE_4: "Construída com mais de 400 mil milhões de toneladas de metal, esta é a enorme cidadela onde jaz o corpo do Derradeiro Alienígena, aprisionado no fundo do oceano por mais de 65 milhões de anos. Agora, esta terrível entidade espacial começa a dar sinais de vida." STR_RISE_5: "As águas espumam em turbilhões imensos, enquanto o sarcófago do Grande Sonhador emerge à luz do dia..." STR_RISE_6: "...um dia que será curto, a menos que as forças X-Com consigam travar o exército alienígena." STR_YOU_HAVE_FAILED: "Falhámos a nossa missão ao não conseguirmos impedir as forças alienígenas. As organizações financiadoras, desiludidas com as nossas competências, tentam negociar uma solução não-militar com os alienígenas. Mas os invasores têm planos muito diferentes, e cedo o todo o mundo descobre a verdade..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Rendimento" STR_EXPENDITURE: "Despesa" STR_MAINTENANCE: "Manutenção" STR_BALANCE: "Balanço" STR_UFO_ACTIVITY_IN_AREAS: "Atividade OSNI por mar" STR_UFO_ACTIVITY_IN_COUNTRIES: "Atividade OSNI por zona" STR_XCOM_ACTIVITY_IN_AREAS: "Atividade X-Com por mar" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Atividade X-Com por zona" STR_FINANCE: "Finanças" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Não há materiais especiais suficientes para produzir:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Não há dinheiro suficiente para produzir:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "A produção de:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}está completa" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "A construção de:{NEWLINE}{0}{NEWLINE}em{NEWLINE}{1}{NEWLINE}está completa" STR_OK_5_SECONDS: "OK - 5 segs" STR_RESEARCH_COMPLETED: "Investigação completa" STR_VIEW_REPORTS: "VER RELATÓRIOS" STR_WE_CAN_NOW_RESEARCH: "Nova investigação disponível" STR_WE_CAN_NOW_PRODUCE: "Nova produção disponível" STR_SUNDAY: "DOMINGO" STR_MONDAY: "SEGUNDA" STR_TUESDAY: "TERÇA" STR_WEDNESDAY: "QUARTA" STR_THURSDAY: "QUINTA" STR_FRIDAY: "SEXTA" STR_SATURDAY: "SÁBADO" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Não há {0} suficiente para reabastecer {1} em {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Não há {0} para rearmar {1} em {2}" STR_UFO_IS_NOT_RECOVERED: "O OSNI não foi recuperado." STR_UFO_IS_RECOVERED: "OSNI recuperado" STR_CRAFT_IS_LOST: "Aerosubmersível perdido" STR_TERROR_CONTINUES: "A atividade alienígena continua" STR_ALIENS_DEFEATED: "Os alienígenas foram derrotados" STR_BASE_IS_LOST: "Base destruída" STR_BASE_IS_SAVED: "Base salva" STR_ALIEN_BASE_STILL_INTACT: "A colónia continua operacional" STR_ALIEN_BASE_DESTROYED: "Colónia alienígena destruída" STR_ALIENS_KILLED: "ALIENÍGENAS MORTOS" STR_ALIEN_CORPSES_RECOVERED: "CADÁVERES ALIENÍGENAS RECUPERADOS" STR_LIVE_ALIENS_RECOVERED: "ALIENÍGENAS VIVOS CAPTURADOS" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTOS ALIENÍGENAS RECUPERADOS" STR_ALIEN_BASE_CONTROL_DESTROYED: "COMANDO DE COLÓNIA ALIENÍGENA DESTRUÍDO" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "SINÓMIO ALIENÍGENA DESTRUÍDO" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "SINÓMIO ALIENÍGENA INTACTO" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVIS MORTOS POR ALIENÍGENAS" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVIS MORTOS POR AGENTES X-COM" STR_CIVILIANS_SAVED: "CIVIS RESGATADOS" STR_XCOM_OPERATIVES_KILLED: "AGENTES X-COM MORTOS EM COMBATE" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTES X-COM DESAPARECIDOS EM COMBATE" STR_TANKS_DESTROYED: "PLATAFORMA DE ARMAS X-COM DESTRUÍDA" STR_XCOM_CRAFT_LOST: "SUBMERSÍVEL X-COM PERDIDO" STR_UFO_RECOVERY: "RECUPERAÇÃO DE OSNI" STR_ALIEN_BASE_RECOVERY: "RECUPERAÇÃO DE COLÓNIA ALIENÍGENA" STR_BASE_UNDER_ATTACK: "{0} está sob ataque!" STR_BASE_DEFENSES_INITIATED: "SISTEMAS DE DEFESA ATIVADOS" STR_GRAV_SHIELD_REPELS_UFO: "O ESCUDO REPELIU O OSNI!" STR_FIRING: "A DISPARAR" STR_HIT: "ALVO ATINGIDO!" STR_UFO_DESTROYED: "OSNI DESTRUÍDO!" STR_MISSED: "FALHOU!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vender itens/Demitir pessoal" STR_VALUE_OF_SALES: "VALOR DAS VENDAS> {ALT}{0}" STR_FUNDS: "FUNDOS>{ALT}{0}" STR_SELL_SACK: "Vender/Demitir" STR_VALUE: "Valor" STR_CRAFT_: "VEÍCULO> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERAÇÃO DE OSNI AFUNDADO" STR_UFO_CRASH_RECOVERY_BRIEFING: "PROCEDER COM CAUTELA - É altamente provável que hajam alienígenas no interior ou nas proximidades do OSNI. A missão será bem-sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Só depois poderemos iniciar a recuperação dos restos do OSNI, artefactos e cadáveres de alienígenas. Para abortar a missão, retorne os aquanautas X-Com ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_UFO_GROUND_ASSAULT: "ASSALTO A OSNI" STR_UFO_GROUND_ASSAULT_BRIEFING: "O objetivo desta missão é explorar o local de ancoragem e, se possível, conseguir aceder ao OSNI. A missão será bem-sucedida quando todas as unidades inimigas forem eliminadas ou neutralizadas. Só depois poderemos iniciar a recuperação dos destroços do OSNI, artefactos e cadáveres de alienígenas. Para abortar a missão, retorne os agentes X-Com ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_BASE_DEFENSE: "DEFESA DE BASE" STR_BASE_UC_: "BASE> {0}" STR_BASE_DEFENSE_BRIEFING: "Um submersível alienígena atracou nas proximidades. A nossa base está em sério perigo. Todos os submersíveis X-Com e o pessoal não-militar foram evacuados conforme o protocolo. As tropas alienígenas entrarão na base através das docas ou da eclusa de ar. Temos de defender a base e as suas instalações vitais a todo o custo, num combate até à morte. Se clicar no ícone \"Abortar missão\" as nossas tropas render-se-ão e a base será destruída." STR_ALIEN_COLONY_ATTACK_MISSION: "ASSALTO A COLÓNIA ALIENÍGENA" STR_ALIEN_BASE_ASSAULT: "COLÓNIA ALIENÍGENA - PARTE 1" STR_ALIEN_COLONY_P1_BRIEFING: "Esta missão é um ataque direto a uma colónia alienígena, uma instalação constituída por dois níveis. Para prosseguir para o piso inferior dirija todos os aquanatas para o elevador reluzente no primeiro complexo, e clique no ícone \"Abortar missão\". Todo o equipamento deixado para trás irá permanecer abandonado até o objetivo no segundo piso for cumprido. Para desistir da missão, coloque os aquanautas restantes no submarino e clique no ícone \"Abortar missão\"." STR_ALIEN_COLONY_P2: "COLÓNIA ALIENÍGENA - PARTE 2" STR_ALIEN_COLONY_P2_BRIEFING: "Após atravessarmos o primeiro piso, garantimos acesso ao interior da colónia alienígena. O nosso objetivo é localizar e destruir o Sinómio, um aparelho responsável pelo controlo do centro de comando, ou alternativamente eliminar todos os alienígenas na base. Para abortar a missão, dirija todos os aquanautas restantes ao ponto de início e clique no ícone \"Abortar missão\". Todo o equipamento X-Com funcional será retornado à base." STR_ALIENS_LAUNCH_PORT_TERROR: "FORÇAS ALIENÍGENAS{NEWLINE}ATACAM PORTO EM:" STR_PORT_TERROR: "FORÇAS ALIENÍGENAS ATACAM PORTO" STR_PORT_TERROR_BRIEFING: "Os alienígenas lançaram um ataque contra uma zona portuária. Todos os civis e infraestruturas da área encontram-se em sério risco. O nosso objetivo é eliminar as forças alienígenas e proteger todos os civis inocentes. Para cancelar a missão, retorne os aquanautas ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_ALIENS_LAUNCH_ISLAND_TERROR: "FORÇAS ALIENÍGENAS{NEWLINE}ATACAM ILHA EM:" STR_ISLAND_TERROR: "FORÇAS ALIENÍGENAS ATACAM ILHA" STR_ISLAND_TERROR_BRIEFING: "Os alienígenas lançaram um ataque contra uma ilha. Toda a população civil encontra-se em sério risco. O nosso objetivo é eliminar as forças alienígenas e proteger todos os civis inocentes. Para cancelar a missão, retorne os aquanautas ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "FORÇAS ALIENÍGENAS{NEWLINE}ATACAM ROTA MARÍTIMA" STR_CARGO_SHIP_P1: "NAVIO DE CARGA - PARTE 1" STR_CARGO_SHIP_P2: "NAVIO DE CARGA - PARTE 2" STR_CRUISE_SHIP_P1: "CRUZEIRO - PARTE 1" STR_CRUISE_SHIP_P2: "CRUZEIRO - PARTE 2" STR_SHIP_RESCUE_MISSION: "RESGATE DE NAVIO" STR_SHIP_RESCUE_P1_BRIEFING: "Esta é uma missão de extermínio. O nosso objetivo é eliminar todas as forças alienígenas no navio e proteger todos civis que encontrarmos a bordo. Os alienígenas estão dispersos por todos os pisos e é essencial eliminar todas as unidades inimigas no convés antes de descermos aos níveis inferiores. Para cancelar a missão, retorne os aquanautas ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_SHIP_RESCUE_P2_BRIEFING: "Após eliminarmos as forças inimigas no convés, podemos finalmente proceder aos pisos inferiores. As nossas tropas desceram até ao porão através do elevador de carga. Temos de eliminar todos os alienígenas neste nível para concluirmos a missão com sucesso. Para abortar a missão, retorne os aquanautas ao elevador de acesso e clique no ícone \"Abortar missão\"." STR_ALIEN_ACTIVITY_DETECTED: "ATIVIDADE ALIENÍGENA DETETADA" STR_ALIEN_CONTACT_SITE_MISSION: "LOCAL DE CONTACTO ALIENÍGENA" STR_ARTIFACT_SITE_P1: "ARTEFACTO ALIENÍGENA - PARTE 1" STR_ARTIFACT_SITE_P1_BRIEFING: "Esta missão é um ataque direto a uma base de comunicação alienígena recentemente ativada. Esta instalação é constituída por dois níveis: um aglomerado de pirâmides à superfície do leito oceânico e um complexo alienígena subterrâneo. Dirija todos os aquanautas para a entrada do complexo e clique no ícone \"Abortar missão\" para prosseguir ao nível seguinte. Para abandonar a missão, retorne todos os aquanautas ao veículo de transporte e clique no ícone \"Abortar missão\"." STR_ARTIFACT_SITE_P2: "ARTEFACTO ALIENÍGENA - PARTE 2" STR_ARTIFACT_SITE_P2_BRIEFING: "Após atravessarmos a rede de pirâmides e acedermos ao complexo, o nosso objetivo é claro: temos ganhar acesso ao centro da instalação alienígena e destruir o Sinómio de controlo molecular para completarmos a missão. Para abortar a missão retorne os aquanautas restantes ao elevador de acesso e clique no ícone \"Abortar missão\"." STR_SIGSBEE_DEEP_MISSION: "MISSÃO NA FOSSA DE SIGSBEE{NEWLINE}CIDADELA ALIENÍGENA - NÍVEL 1" STR_TLETH_P1_BRIEFING: "Estamos a entrar num nível desconhecido. A partir deste local não sabemos ao certo o que nos aguarda. As nossas informações apenas mencionam a existência de mais dois níveis na cidadela alienígena. Logo, o nosso objetivo é localizarmos a entrada para o próximo. Assim que encontrar este acesso, dirija todos os aquanautas para a zona de saída e clique no ícone \"Abortar missão\" para prosseguir. Se a missão for cancelada noutro local as nossas tropas serão derrotadas." STR_TLETH_ATTACK_MISSION: "ASSALTO A T'LETH{NEWLINE}CIDADELA ALIENÍGENA - NÍVEL 2" STR_TLETH_P2_BRIEFING: "Mais uma vez não sabemos ao certo o que nos aguarda. Só há mais um nível na cidadela alienígena, e o nosso objetivo é localizarmos a entrada. Assim que encontrar este acesso, dirija todos os aquanautas para a zona de saída e clique no ícone \"Abortar missão\" para prosseguir. Se a missão for cancelada noutro local as nossas tropas serão derrotadas. " STR_FINAL_TLETH_MISSION: "ASSALTO FINAL A T'LETH{NEWLINE}CIDADELA ALIENÍGENA - NÍVEL 3" STR_TLETH_P3_BRIEFING: "Estamos muito próximos do nosso objetivo. A partir daqui a nossa missão é encontrar a cripta do Derradeiro Alienígena. Após encontrarmos o local, temos de destruir os oito geradores de energia ligados ao túmulo para finalmente pormos um fim à ameaça alienígena. Não podemos desistir agora! Se a missão for abortada os nossos esforços serão em vão." STR_TLETH_P1: "CIDADELA ALIENÍGENA - NÍVEL 1" STR_TLETH_P2: "CIDADELA ALIENÍGENA - NÍVEL 2" STR_TLETH_P3: "CIDADELA ALIENÍGENA - NÍVEL 3" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NÃO HÁ DOCAS LIVRES PARA A PRODUÇÃO!{SMALLLINE}Cada submersível atribuído a uma base, transferido, comprado ou construído ocupa uma doca. Construa uma nova doca ou transfira um submersível para outra base." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NÃO HÁ DOCAS LIVRES PARA EFETUAR A COMPRA!{SMALLLINE}Cada submersível atribuído a uma base, transferido, comprado ou construído ocupa uma doca. Construa uma nova doca ou transfira um submersível para outra base." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NÃO HÁ DOCAS LIVRES PARA A TRANSFERÊNCIA!{SMALLLINE}Cada submersível atribuído a uma base, transferido, comprado ou construído ocupa uma doca. Construa uma nova doca ou transfira um submersível para outra base." STR_CANNOT_BUILD_HERE: "IMPOSSÍVEL CONSTRUIR AQUI!{SMALLLINE}Todas as construções devem ser feitas ao lado de uma instalação existente." STR_NO_FREE_ACCOMODATION: "NÃO HÁ HABITAÇÕES LIVRES!{SMALLLINE}A base de destino não tem espaço suficiente nos blocos habitacionais." STR_NOT_ENOUGH_WORK_SPACE: "NÃO HÁ ESPAÇO DE TRABALHO SUFICIENTE!{SMALLLINE}Construa uma nova oficina ou reduza o trabalho noutros projetos." STR_NOT_ENOUGH_MONEY: "NÃO TEM DINHEIRO SUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "NÃO HÁ ESPAÇO EM ARMAZÉM SUFICIENTE!{SMALLLINE}Construa um novo armazém ou transfira equipamento para outras bases." STR_NOT_ENOUGH_LIVING_SPACE: "NÃO HÁ HABITAÇÕES SUFICIENTES{SMALLLINE}Construa um novo bloco habitacional ou transfira pessoal para outras bases." STR_LAUNCH_INTERCEPTION: "LANÇAR INTERCEÇÃO" STR_CRAFT: "SUBMERSÍVEL" STR_STATUS: "ESTADO" STR_BASE: "BASE" STR_READY: "PRONTO" STR_OUT: "FORA" STR_REPAIRS: "A REPARAR" STR_REFUELLING: "A REABASTECER" STR_REARMING: "A REARMAR" STR_TARGET: "ALVO: {0}" STR_WAY_POINT: "PONTO DE REFERÊNCIA" STR_ARE_YOU_SURE_CYDONIA: "Tem a certeza de que deseja enviar este veículo numa missão a T'leth?" STR_YES: "SIM" STR_NO: "NÃO" STR_SELECT_DESTINATION: "SELECIONAR DESTINO" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "SELECIONAR LOCAL PARA A NOVA BASE" STR_RETURN_TO_BASE: "REGRESSAR À BASE" STR_SELECT_NEW_TARGET: "SELECIONAR NOVO ALVO" STR_PATROL: "PATRULHAR" STR_STATUS_: "ESTADO>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "DANIFICADO - A REGRESSAR À BASE" STR_LOW_FUEL_RETURNING_TO_BASE: "POUCO COMBUSTÍVEL - A REGRESSAR À BASE" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISSÃO COMPLETA - A REGRESSAR À BASE" STR_PATROLLING: "EM PATRULHA" STR_TAILING_UFO: "A PERSEGUIR OSNI" STR_INTERCEPTING_UFO: "A INTERCETAR OSNI-{0}" STR_RETURNING_TO_BASE: "A REGRESSAR À BASE" STR_DESTINATION_UC_: "DESTINO: {0}" STR_BASE_UC: "BASE>{ALT}{0}" STR_SPEED_: "VELOCIDADE>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VELOCIDADE MÁXIMA>{ALT}{0}{ALT}" STR_ALTITUDE_: "PROFUNDIDADE> {ALT}{0}" STR_AIRBORNE: "NO AR" STR_VERY_LOW: "BAIXA" STR_LOW_UC: "MÉDIA" STR_HIGH_UC: "ALTA" STR_VERY_HIGH: "MUITO ALTA" STR_FUEL: "COMBUSTÍVEL>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NENHUMA" STR_ROUNDS_: "MUNIÇÃO>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "VEÍCULO" STR_BASE_: "Base>{0}" STR_NAME_UC: "NOME" STR_AMMO_: "MUNIÇÃO>{ALT}{0}" STR_CREW: "TRIPULAÇÃO" STR_EQUIPMENT_UC: "EQUIPAMENTO" STR_ARMOR: "ARMADURA" STR_MAX: "MÁX>{ALT}{0}" STR_ROOKIE: "Grumete" STR_SQUADDIE: "Marinheiro" STR_SERGEANT: "Guarda-marinha" STR_CAPTAIN: "Tenente" STR_COLONEL: "Comandante" STR_COMMANDER: "Capitão" STR_SELECT_SQUAD_FOR_CRAFT: "{0}: selecionar tropas" STR_SORT_BY: "ORDENAR POR..." STR_ORIGINAL_ORDER: "ORDEM ORIGINAL" STR_MISSIONS2: "MISSÕES" STR_KILLS2: "MORTOS" STR_WOUND_RECOVERY2: "EM RECUPERAÇÃO" STR_SPACE_AVAILABLE: "ESPAÇO DISPONÍVEL>{ALT}{0}" STR_SPACE_USED: "ESPAÇO UTILIZADO>{ALT}{0}" STR_SPACE_USED_UC: "ESPAÇO USADO" STR_RANK: "POSTO" STR_WOUNDED: "FERIDO" STR_EQUIPMENT_FOR_CRAFT: "Equipar {0}" STR_DEFENSE_VALUE: "Pontos de defesa" STR_HIT_RATIO: "Precisão de fogo" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}perto de{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Iniciar missão?" STR_SELECT_ARMAMENT: "Selecionar armamento" STR_AMMUNITION_AVAILABLE: "MUNIÇÃO DISPONÍVEL" STR_ARMAMENT: "ARMAMENTO" STR_NOT_AVAILABLE: "N.D." STR_SELECT_ARMOR_FOR_SOLDIER: "SELECIONAR ARMADURA PARA{NEWLINE}{ALT}{0}" STR_TYPE: "TIPO" STR_PLASTIC_AQUA_ARMOR_UC: "ARMADURA DE AQUAPLÁSTICO" STR_ION_ARMOR_UC: "ARMADURA DE IÕES" STR_MAGNETIC_ION_ARMOR_UC: "ARMADURA MAGNÉTICA" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Fabricada através de aquaplástico, a nova substância alienígena, esta armadura melhora as hipóteses de sobrevivência dos nossos aquanautas contra forças hostis." STR_ION_ARMOR_UFOPEDIA: "A melhor proteção atualmente disponível para tropas em campo, esta poderosa armadura é movida por uma fonte de energia à base de iões e aumenta de forma extraordinária a força e destreza do utilizador." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Esta versão melhorada da armadura de iões está equipada com um sistema de navegação magnético, que permite a liberdade total de movimento em meios subaquáticos." STR_SELECT_ARMOR: "Selecionar armadura" STR_NORTH: "NORTE" STR_NORTH_EAST: "NORDESTE" STR_EAST: "ESTE" STR_SOUTH_EAST: "SUDESTE" STR_SOUTH: "SUL" STR_SOUTH_WEST: "SUDOESTE" STR_WEST: "OESTE" STR_NORTH_WEST: "NOROESTE" STR_SELECT_ACTION: "SELECIONAR AÇÃO" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUAR PERSEGUIÇÃO E INTERCETAR" STR_PURSUE_WITHOUT_INTERCEPTION: "PERSEGUIR SEM INTERCEÇÃO" STR_VERY_LARGE: "MUITO GRANDE" STR_LARGE: "GRANDE" STR_MEDIUM_UC: "MÉDIO" STR_SMALL: "PEQUENO" STR_VERY_SMALL: "MUITO PEQUENO" STR_GROUNDED: "NO FUNDO DO MAR" STR_DETECTED: "Detetado" STR_SIZE_UC: "TAMANHO" STR_ALTITUDE: "PROFUNDIDADE" STR_HEADING: "DIREÇÃO" STR_SPEED: "VELOCIDADE" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRAR EM OSNI-TEMPO=5 segs" STR_TRACKING_LOST: "ALVO PERDIDO" STR_REDIRECT_CRAFT: "REDIRECIONAR VEÍCULO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "IR PARA A ÚLTIMA LOCALIZAÇÃO DO ALVO" STR_UFO_: "OSNI-{0}" STR_ALIEN_BASE_: "COLÓNIA ALIENÍGENA-{0}" STR_CRASH_SITE_: "LOCAL DE NAUFRÁGIO-{0}" STR_LANDING_SITE_: "LOCAL DE ANCORAGEM-{0}" STR_WAY_POINT_: "PONTO DE REFERÊNCIA-{0}" STR_TERROR_SITE: "LOCAL DE TERROR-{0}" STR_ARTIFACT_SITE: "LOCAL DE ARTEFACTO-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}chegou a{NEWLINE}{1}" STR_NOW_PATROLLING: "A patrulhar" STR_ALIEN_ORIGINS: "Origens alienígenas" STR_THE_ULTIMATE_THREAT: "A derradeira ameaça" STR_TLETH_ALIEN_CITY: "T'leth, a cidadela alienígena" STR_UFOPAEDIA: "OSNIpédia" STR_XCOM_CRAFT_ARMAMENT: "VEÍCULOS E ARMAMENTO X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SISTEMAS DE ARMAS SUBMERSÍVEIS" STR_WEAPONS_AND_EQUIPMENT: "ARMAS E EQUIPAMENTO" STR_ALIEN_ARTIFACTS: "ARTEFACTOS AQUÁTICOS" STR_BASE_FACILITIES: "INSTALAÇÕES X-COM" STR_ALIEN_LIFE_FORMS: "CRIATURAS ALIENÍGENAS" STR_ALIEN_RESEARCH_UC: "TECNOLOGIA ALIENÍGENA" STR_UFO_COMPONENTS: "NOVAS TECNOLOGIAS SUBMERSÍVEIS" STR_UFOS: "OSNIS" STR_SELECT_ITEM: "SELECIONAR ITEM" STR_ACCELERATION: "ACELERAÇÃO>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "COMBUSTÍVEL>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SISTEMAS DE ARMAS>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "BLINDAGEM>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ESPAÇO PARA CARGA>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SUPORTE PARA SASs>{ALT}{0}{ALT}" STR_DAMAGE: "Dano" STR_RANGE: "Alcance" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precisão" STR_RE_LOAD_TIME: "Intervalo de fogo" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERFURANTE" STR_DAMAGE_INCENDIARY: "FÓSFORO" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOSIVO" STR_DAMAGE_LASER_BEAM: "FEIXE GAUSS" STR_DAMAGE_PLASMA_BEAM: "ONDA SÓNICA" STR_DAMAGE_STUN: "GELO" STR_DAMAGE_MELEE: "CORPO A CORPO" STR_DAMAGE_ACID: "ÁCIDO" STR_DAMAGE_SMOKE: "FUMO" STR_SHOT_TYPE: "TIPO" STR_ACCURACY_UC: "PRECISÃO" STR_TIME_UNIT_COST: "UTs" STR_DAMAGE_UC: "TIPO DE DANO" STR_AMMO: "MUNIÇÃO" STR_SHOT_TYPE_AUTO: "Rajada" STR_SHOT_TYPE_SNAP: "Simples" STR_SHOT_TYPE_AIMED: "Preciso" STR_CONSTRUCTION_TIME: "Tempo de construção" STR_CONSTRUCTION_COST: "Valor de construção" STR_MAINTENANCE_COST: "Custo de manutenção" STR_LOW: "Baixo" STR_MEDIUM: "Médio" STR_HIGH: "Alto" STR_CRAFT_WEAPON: "Armamento para submersível" STR_CRAFT_AMMUNITION: "Munição para submersíveis" STR_HEAVY_WEAPONS_PLATFORM: "Sistema de armas pesadas" STR_WEAPON: "Arma" STR_AMMUNITION: "Munição" STR_EQUIPMENT: "Equipamento" STR_ALIEN_CORPSE: "Cadáver alienígena" STR_UFO_COMPONENT: "Componente OSNI" STR_PERSONAL_ARMOR: "Armadura pessoal" STR_RAW_MATERIALS: "Matéria-prima" STR_HWP_SOLID_HARPOON_BOLTS: "Harpões SWS" STR_ALIEN: "Alienígena" STR_AQUATOID: "Aquatóide" STR_GILLMAN: "Homem-guelra" STR_LOBSTERMAN: "Homem-lagosta" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Ser das profundezas" STR_BIODRONE: "Biodisco" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscénio" STR_HALLUCINOID: "Alucinóide" STR_XARQUID: "Xarquídeo" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Comandante" STR_LIVE_NAVIGATOR: "Navegador" STR_LIVE_MEDIC: "Médico" STR_LIVE_TECHNICIAN: "Técnico" STR_LIVE_SQUAD_LEADER: "Sargento" STR_LIVE_SOLDIER: "Soldado" STR_LIVE_TERRORIST: "Agente terrorista" STR_AQUATOID_COMMANDER: "Comandante Aquatóide" STR_AQUATOID_NAVIGATOR: "Navegador Aquatóide" STR_AQUATOID_MEDIC: "Médico Aquatóide" STR_AQUATOID_TECHNICIAN: "Técnico Aquatóide" STR_AQUATOID_SQUAD_LEADER: "Sargento Aquatóide" STR_AQUATOID_SOLDIER: "Soldado Aquatóide" STR_GILLMAN_COMMANDER: "Comandante Homem-guelra" STR_GILLMAN_TECHNICIAN: "Técnico Homem-guelra" STR_GILLMAN_SQUAD_LEADER: "Sargento Homem-guelra" STR_GILLMAN_SOLDIER: "Soldado Homem-guelra" STR_LOBSTERMAN_COMMANDER: "Comandante Homem-lagosta" STR_LOBSTERMAN_NAVIGATOR: "Navegador Homem-lagosta" STR_LOBSTERMAN_TECHNICIAN: "Técnico Homem-lagosta" STR_LOBSTERMAN_SQUAD_LEADER: "Sargento Homem-lagosta" STR_LOBSTERMAN_SOLDIER: "Soldado Homem-lagosta" STR_TASOTH_SQUAD_LEADER: "Sargento Tasoth" STR_TASOTH_SOLDIER: "Soldado Tasoth" STR_CALCINITE_TERRORIST: "Calcinite - Terrorista" STR_DEEP_ONE_TERRORIST: "Ser das Profundezas - Terrorista" STR_BIODRONE_TERRORIST: "Biodisco - Terrorista" STR_TENTACULAT_TERRORIST: "Tentaculat - Terrorista" STR_TRISCENE_TERRORIST: "Triscénio - Terrorista" STR_HALLUCINOID_TERRORIST: "Alucinóide - Terrorista" STR_XARQUID_TERRORIST: "Xarquídeo - Terrorista" STR_ION_BEAM_ACCELERATORS: "Aceleradores de iões" STR_MAGNETIC_NAVIGATION: "Sistema de navegação magnético" STR_ALIEN_SUB_CONSTRUCTION: "Métodos de construção OSNI" STR_ALIEN_CRYOGENICS: "Criogenia alienígena" STR_ALIEN_CLONING: "Clonagem alienígena" STR_ALIEN_LEARNING_ARRAYS: "Matrizes de instrução alienígena" STR_ALIEN_IMPLANTER: "Implantador alienígena" STR_EXAMINATION_ROOM: "Sala de exames" STR_AQUA_PLASTICS: "Aquaplástico" STR_ALIEN_REANIMATION_ZONE: "Zona de reanimação alienígena" STR_PLASTIC_AQUA_ARMOR: "Armadura de aquaplástico" STR_ION_ARMOR: "Armadura de iões" STR_MAGNETIC_ION_ARMOR: "Armadura magnética" STR_HWP_AQUA_JET_MISSILES: "Torpedos aquajato" STR_HWP_DISPLACER_PWT: "Torpedo de ondas de pulsão" STR_GAUSS_TECH: "Tecnologia Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Novo caça aerosubmersível" STR_NEW_FIGHTER_TRANSPORTER: "Novo caça-transportador" STR_THE_LATEST_FLYING_SUB: "O Último Aerosubmersível" STR_ARMOR_PIERCING: "PERFURANTE" STR_COELACANTH_GAS_CANNON: "Celacanto/Canhão de gás" STR_COELACANTH_AQUA_JET: "Celacanto/Aquajato" STR_COELACANTH_GAUSS: "Celacanto/Gauss" STR_DISPLACER_SONIC: "Deslocador/Canhão sónico" STR_DISPLACER_PWT: "Deslocador/TOP" STR_AJAX_LAUNCHER: "Lançador Ajax" STR_DUP_HEAD_LAUNCHER: "Lançador TU" STR_CRAFT_GAS_CANNON: "Canhão aquático" STR_PWT_CANNON: "Canhão TOP" STR_GAUSS_CANNON: "Canhão Gauss" STR_GAUSS_CANNON_AMMO: "Munição de canhão Gauss" STR_SONIC_OSCILLATOR: "Oscilador sónico" STR_AJAX_TORPEDOES: "Torpedos Ajax" STR_DUP_HEAD_TORPEDOES: "Torpedos de urânio" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Cartuchos de gás(x50)" STR_SONIC_WAVE: "Onda sónica" STR_PULSE_WAVE_TORPEDOES: "Munição TOP" STR_SOLDIER: "Aquanauta" STR_SCIENTIST: "Cientista" STR_ENGINEER: "Técnico" STR_NORTH_ATLANTIC: "Atlântico Norte" STR_SOUTH_ATLANTIC: "Atlântico Sul" STR_NORTH_PACIFIC: "Pacífico Norte" STR_SOUTH_PACIFIC: "Pacífico Sul" STR_MEDITERRANEAN: "Mediterrâneo" STR_SOUTH_CHINA_SEA: "Mar do sul da China" STR_INDIAN_OCEAN: "Oceano Índico" STR_THE_EAST_SEA: "Mar do Japão" STR_NORTH_SEA: "Mar do Norte" STR_CARRIBEAN: "Caraíbas" STR_ANTARCTIC: "Antártico" STR_ARCTIC: "Ártico" STR_EURASIA: "Eurásia" STR_NORTH_AMERICA: "América do Norte" STR_AFRICA: "África" STR_MAXIMUM_SPEED: "Velocidade máxima" STR_TRANSMISSION_RESOLVER_UC: "IDENTIFICADOR DE TRANSMISSÕES" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "OSNI" STR_AJAX: "AJAX" STR_DUP_HEAD: "TORPEDO DE URÂNIO" STR_CRAFT_GAS_CANNON_UC: "CANHÃO AQUÁTICO" STR_PWT_CANNON_UC: "CANHÃO TOP" STR_GAUSS_CANNON_UC: "CANHÃO GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILADOR SÓNICO" STR_DAMAGE_CAPACITY: "Blindagem" STR_WEAPON_POWER: "Poder de fogo" STR_WEAPON_RANGE: "Alcance de fogo" STR_AIR_LOCK: "Eclusa de ar" STR_LABORATORY: "Laboratório" STR_WORKSHOP: "Oficina" STR_STANDARD_SONAR: "Sonar" STR_WIDE_ARRAY_SONAR: "Sonar de longo alcance" STR_TORPEDO_DEFENSES: "Defesas torpedo" STR_GENERAL_STORES: "Armazéns" STR_ALIEN_CONTAINMENT: "Contenção alienígena" STR_GAUSS_DEFENSES: "Defesas Gauss" STR_SONIC_DEFENSES: "Defesas sónicas" STR_PWT_DEFENSES: "Defesas TOP" STR_BOMBARDMENT_SHIELD: "Escudo de pressão" STR_MC_GENERATOR: "Gerador molecular" STR_MC_LAB: "Laboratório molecular" STR_TRANSMISSION_RESOLVER: "Identificador de transmissões" STR_SUB_PEN: "Doca" STR_USA: "EUA" STR_ALASKA: "ALASCA" STR_EU_SYNDICATE: "EUROCORPORAÇÃO" STR_ARABIAN_BLOC: "BLOCO ÁRABE" STR_EGYPTIAN_CARTEL: "CARTEL EGÍPCIO" STR_AFRICA_CORP: "AFRICA CORP" STR_BRAZILIAN_UNION: "UNIÃO BRASILEIRA" STR_NEW_MEXICO: "NOVO MÉXICO" STR_ASIAN_COALITION: "COLIGAÇÃO ASIÁTICA" STR_SCANDINAVIA: "ESCANDINÁVIA" STR_NEO_JAPAN: "NEOJAPÃO" STR_FREE_CHINA: "CHINA LIVRE" STR_AUSTRALASIA: "AUSTRALÁSIA" STR_FED_KOREA: "FEDERAÇÃO COREANA" STR_EURASIA_UC: "EURÁSIA" STR_ICELANDIC_UNION: "UNIÃO ISLANDESA" STR_TANK: "Sistema de armas submersível" STR_CIVILIAN: "Civil" STR_JAN: "Jan" STR_FEB: "Fev" STR_MAR: "Mar" STR_APR: "Abr" STR_MAY: "Mai" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Ago" STR_SEP: "Set" STR_OCT: "Out" STR_NOV: "Nov" STR_DEC: "Dez" STR_INTERNATIONAL_RELATIONS: "Relações internacionais" STR_COUNTRY: "País" STR_FUNDING: "Fundos" STR_CHANGE: "Alteração" STR_WEAPON_SYSTEMS: "SISTEMAS DE ARMAS" STR_HWPS: "SAS" STR_DAMAGE_UC_: "DANO>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "A eclusa de ar permite a transferência de equipamento e pessoal para dentro ou para fora da base subaquática. É sempre a primeira instalação a ser construída numa nova base. A zona da eclusa de ar é vulnerável à intrusão por forças hostis." STR_LIVING_QUARTERS_UFOPEDIA: "Cada bloco habitacional pode alojar o máximo de 50 pessoas. Estas instalações são básicas, mas funcionais." STR_LABORATORY_UFOPEDIA: "Estas instalações estão equipadas com a mais recente tecnologia para investigação de materiais, bioquímica e armamento, dispondo de acesso privilegiado às bases de dados dos melhores centros de investigação do planeta, tanto civis como militares. Cada laboratório possuí espaço de trabalho suficiente para 50 cientistas. " STR_WORKSHOP_UFOPEDIA: "As oficinas dispõem de todo o equipamento necessário para fabricar produtos baseados nos projetos elaborados pelos laboratórios. Cada oficina possuí espaço de trabalho suficiente para 50 técnicos, mas os processos de fabricação de produtos podem também ocupar algum espaço adicional." STR_STANDARD_SONAR_UFOPEDIA: "Este sistema de deteção por sonar tem um alcance de 450 km a todas as profundidades e está ligado a uma rede de satélites geoestacionários para deteção à superfície. Cada sistema tem a probabilidade de 10% de detetar um veículo submerso ou à superfície por cada ciclo de 30 minutos." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Este sistema de deteção por sonar tem um alcance de 700 km a todas as profundidades e está ligado a uma rede de satélites geoestacionários para deteção à superfície. Cada sistema tem a probabilidade de 20% de detetar um veículo submerso ou à superfície por cada ciclo de 30 minutos." STR_TORPEDO_DEFENSES_UFOPEDIA: "Estes torpedos defensivos proporcionam alguma proteção contra incursões de submersíveis hostis que tentem ancorar perto da base." STR_GENERAL_STORES_UFOPEDIA: "Todos os equipamentos, sistemas de armas, munições, material recuperado e Sistemas de Armas Submersíveis são guardados nos armazéns, incluindo o equipamento atribuído a submarinos na doca." STR_ALIEN_CONTAINMENT_UFOPEDIA: "É provável que alienígenas capturados com vida necessitem de ser mantidos em áreas de contenção especiais, a fim de preservar os seus sistemas vitais e eliminar quaisquer riscos possíveis. Estas instalações podem manter até dez formas de vida alienígena em unidades de contenção individuais." STR_GAUSS_DEFENSES_UFOPEDIA: "Estes sistemas de defesa Gauss proporcionam a proteção mais recente e eficaz contra incursões de naves inimigas. " STR_SONIC_DEFENSES_UFOPEDIA: "Estes sistemas de defesa de oscilação sónica proporcionam uma proteção poderosa e eficiente contra forças hostis." STR_PWT_DEFENSES_UFOPEDIA: "Os torpedos de ondas de pulsão proporcionam o sistema de defesa mais eficaz contra ataques alienígenas. Estes projéteis subaquáticos geram ondas magnéticas capazes de desativar sistemas de defesa eletrónicos e possuem ogivas incrivelmente densas que penetram todos os tipos de blindagem." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "O escudo de pressão repele submersíveis alienígenas que tentem ancorar perto de uma base X-Com, e gera um campo de ressonância durante tempo suficiente para que os sistemas de defesa voltem a abrir fogo, duplicando a sua eficácia." STR_MC_GENERATOR_UFOPEDIA: "Como os alienígenas utilizam tecnologia de controlo molecular para detetar a presença de outros seres vivos, esta instalação está equipada com um emissor molecular negativo, de forma a proteger uma base X-Com e ocultar a nossa presença." STR_MC_LAB_UFOPEDIA: "Cada laboratório molecular tem a capacidade para implantar e treinar até dez aquanautas de cada vez. Numa primeira fase, os aquanautas eleitos recebem implantes inseridos cirurgicamente nos seus cérebros. Vários programas de treino intensivo permitem o uso dos implantes em conjunto com um disruptor molecular para fins ofensivos durante situações de combate." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Os sistemas de comunicação alienígenas utilizam redes de implantação molecular. Esta instalação interceta transmissões feitas por OSNIs e descodifica a informação, o que permite identificar o tipo de OSNI, a espécie da tripulação e o tipo de missão a que se destina." STR_SUB_PEN_UFOPEDIA: "Cada doca pode albergar um aerosubmersível X-Com, dispondo de instalações próprias para manutenção, abastecimento e reparação. Um veículo atribuído a uma base deverá dispor de uma doca exclusiva. Mesmo que um veículo esteja fora em missão, a sua doca não pode ser utilizada por outros, sem que este seja transferido em primeiro lugar." STR_DART_PISTOL_UFOPEDIA: "A pistola de dardos X-Com é uma unidade pequena e certeira de alta potência, com capacidade para 12 tiros. Os dardos são disparados por um cartucho de gás alojado no carregador." STR_JET_HARPOON_UFOPEDIA: "Esta espingarda é uma arma precisa e mortífera, que dispara arpões de aço em carregadores de dez unidades. Cada arpão possui um reservatório de gás individual." STR_GAS_CANNON_UFOPEDIA: "O canhão de gás funciona com projéteis perfurantes, explosivos ou de fósforo. Esta é uma arma favorita entre aquanautas experientes." STR_HYDRO_JET_CANNON_UFOPEDIA: "O canhão de hidrojato é uma arma de infantaria pesada que dispara pequenos torpedos movidos a magnésio, e que funciona exclusivamente debaixo de água. Apesar de possuir grande potencial destrutivo, esta é uma arma de difícil uso devido ao seu tamanho e complexidade." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Este lançador é uma arma devastadora que funciona com três tipos de torpedo equipados com unidades de propulsão individuais, dependendo, no entanto, de carregamento manual. Os tipos de munição disponível incluem dois projéteis explosivos, de carga grande ou pequena, e um projétil incendiário à base de fósforo. Esta arma funciona exclusivamente em ambientes submersos." STR_GAUSS_PISTOL_UFOPEDIA: "A pistola Gauss utiliza a tecnologia de aceleração de partículas, um novo desenvolvimento no armamento moderno. Esta arma é rápida, precisa, e funciona tanto à superfície como debaixo de água. A tecnologia Gauss é uma derivação da tecnologia plasma estudada na anterior guerra alienígena." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "A pistola Gauss utiliza a tecnologia de aceleração de partículas, um novo desenvolvimento no armamento moderno. Esta arma é rápida, precisa, e funciona tanto à superfície como debaixo de água. A tecnologia Gauss é uma derivação da tecnologia plasma estudada na anterior guerra contra os alienígenas." STR_GAUSS_RIFLE_UFOPEDIA: "Uma evolução do modelo da pistola Gauss, esta espingarda utiliza aceleradores de partículas duplos para gerar um enorme poder de fogo. O sistema de plasma alimentado a elério foi substituído por um micro-acelerador de partículas que gera um fluxo de antiprotões." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Uma evolução do modelo da pistola Gauss, esta espingarda utiliza aceleradores de partículas duplos para gerar um enorme poder de fogo. O sistema de plasma alimentado a elério foi substituído por um micro-acelerador de partículas que gera um fluxo de antiprotões." STR_HEAVY_GAUSS_UFOPEDIA: "O Gauss pesado é uma arma de difícil manejo, mas extremamente eficaz. Funciona com base em três aceleradores de partículas e é virtualmente imparável. Um feixe de antiprotões é encapsulado num projétil de arsenieto de gálio que provoca uma explosão de antimatéria após o impacto." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "O Gauss pesado é uma arma de difícil manejo, mas extremamente eficaz. Funciona com base em três aceleradores de partículas e é virtualmente imparável. Um feixe de antiprotões é encapsulado num projétil de arsenieto de gálio que provoca uma explosão de antimatéria após o impacto." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Esta granada padrão possuí um temporizador sofisticado que permite um controlo preciso." STR_DYE_GRENADE_UFOPEDIA: "A granada de tinta é um dispositivo de suporte, utilizado para criar cobertura em zonas expostas durante situações de combate. O composto químico é ejetado através de uma nuvem de partículas que produz um jato de tinta dentro de água e uma cortina de fumo à superfície." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Este explosivo de proximidade funciona como uma granada normal, mas é apenas detonado caso detete movimento na zona onde é lançado. Utilizar com extremo cuidado." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Este explosivo foi originalmente concebido para demolições, mas experiências passadas revelaram que pode ser uma arma bastante eficaz para eliminar grupos de alienígenas. Devido ao enorme alcance de explosão deste aparelho, recomenda-se que todos os aquanautas sejam colocados a uma distância segura antes de utilizar." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Este aparelho utiliza uma série de detetores e sistemas para identificar unidades inimigas em movimento. Clique no ícone do sensor de partículas no menu tático e selecione \"Usar Sensor\". O mostrador aparecerá no ecrã, indicando com uma seta ao centro a direção para a qual o aquanauta está voltado (o norte corresponde à aresta superior). As manchas indicam unidades que se moveram recentemente. Criaturas maiores ou mais rápidas geram manchas mais largas. Unidades estáticas não serão detetadas." STR_MEDI_KIT_UFOPEDIA: "Para usar o medi-kit, o agente deve estar de frente para a vítima a ser tratada ou posicionado sobre o corpo da mesma, caso esteja inconsciente. {NEWLINE}CURAR> Selecione a parte do corpo a tratar e clique no botão \"Curar\". Um ferimento grave será curado por cada uso, e a vítima recuperará alguns pontos de vida.{NEWLINE}ESTIMULANTE> Recuperam pontos de energia e reanimam tropas inconscientes. Posicione o agente sobre o corpo da vítima caso esta esteja inconsciente.{NEWLINE}ANALGÉSICOS> Recuperam a moral de agentes feridos." STR_MC_DISRUPTOR_UFOPEDIA: "O disruptor molecular só pode ser usado por agentes com habilidades de CM. Clique no ícone do disruptor, escolha o tipo de ataque a executar e selecione o alvo com o cursor. Existem duas formas de ataque de CM:{NEWLINE}INTERFERÊNCIA> Se executado com sucesso este ataque reduz a moral da unidade-alvo para que esta entre em pânico. {NEWLINE}CONTROLO> Se bem-sucedido, este ataque garante controlo sobre uma unidade inimiga." STR_THERMAL_TAZER_UFOPEDIA: "Esta arma térmica é capaz de neutralizar um inimigo de forma não letal, mas só pode ser utilizada em combate corpo a corpo." STR_VIBRO_BLADE_UFOPEDIA: "A vibrolâmina consiste numa broca de titânio que gira a velocidades de 6000 rpm. Este aparelho é capaz de perfurar os materiais mais resistentes e funciona com base numa fonte de energia alienígena. Tentativas anteriores de criarmos uma arma similar com tecnologia terrestre falharam devido a rotação ou resistência insuficientes." STR_THERMIC_LANCE_UFOPEDIA: "A lança térmica é uma versão melhorada da vibrolâmina. A sua broca gira a uma velocidade enorme e é aquecida por uma fonte de energia à base de Zrbite. Este aparelho tem potência suficiente para perfurar facilmente qualquer tipo de blindagem." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "A lança térmica pesada é uma versão mais potente da lança térmica original. A broca gira a um nível de rotação extremamente elevado e é aquecida por duas fontes de energia, o que significa que este aparelho é praticamente imparável face a todos os tipos de material." STR_SONIC_CANNON_UFOPEDIA: "O canhão sónico é a arma de infantaria mais poderosa do arsenal sónico. A sua câmara de reverberação e o seu oscilador sonoro são mais potentes que os do modelo da espingarda sónica. Este canhão também possuí um sistema de pulso-detonação que altera as ondas ultrassónicas através de um processo de modulação, de maneira a produzir um choque sónico mais eficaz." STR_CANNON_POWER_CLIP_UFOPEDIA: "Este pequeno dispositivo é utilizado como fonte de energia para o canhão sónico. Contém uma pequena quantidade de Zrbite no seu interior. " STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Esta espingarda sónica é capaz de penetrar os tipos mais fortes de aço. O emissor compacto de ondas sónicas é amplificado através de um supercondutor que aumenta a sua potência destrutiva." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Este pequeno objeto é utilizado como fonte de energia para a espingarda sónica, uma arma alienígena, e contém uma pequena quantidade de Zrbite no seu interior. " STR_SONIC_PISTOL_UFOPEDIA: "A pistola sónica é uma arma alienígena que dispara ondas ultra-sónicas capazes de desfazer ossos em segundos. Estas ondas estão para além do limite de frequência audível pelos seres humanos." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Este objeto é um dispositivo de alimentação para a pistola sónica alienígena. Contém Zrbite, a fonte de energia alienígena." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Esta arma é uma espécie de lança-torpedos alienígena que dispara bombas de pulsão teleguiadas, e só pode ser usada debaixo de água. Ao ativar a arma pode colocar pontos de referência no terreno de maneira guiar mais eficazmente a bomba. Após definir pontos suficientes, clique no ícone especial \"Lançar Míssil\". " STR_DISRUPTOR_AMMO_UFOPEDIA: "Este aparelho é uma bomba de ondas de pulsão equipada com um sistema de orientação interno. É disparado através de um lançador de ondas de pulsão." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Este pequeno lançador dispara bombas de choque térmico, capazes de atordoar inimigos. Esta arma é bastante útil para capturar alienígenas vivos." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "A bomba de choque térmico serve, originalmente, para capturar humanos vivos, mas também pode ser utilizada contra a maioria das espécies alienígenas. É disparada através de um lançador térmico." STR_SONIC_PULSER_UFOPEDIA: "Este dispositivo funciona de forma similar a uma granada comum, mas com um poder destrutivo superior. O seu mecanismo de ação consiste numa detonação sónica singular que é emitida simultaneamente em todas as direções." STR_MC_READER_UFOPEDIA: "Encontrámos pequenos dispositivos inseridos cirurgicamente nos cadáveres dos alienígenas. Tratam-se de implantes de controlo criados pelos Aquatóides, que transmitem informação a grandes distâncias. O leitor molecular é um aparelho de comunicação utilizado para extrair informação destes implantes. Os agentes X-Com podem utilizar este dispositivo em combate para saberem mais sobre as características de um alienígena. Após equipar, clique no ícone do leitor molecular e selecione a opção \"usar\". Em seguida, selecione o inimigo-alvo com o cursor." STR_SURVEY_SHIP: "Nave de reconhecimento" STR_ESCORT: "Nave de escolta" STR_CRUISER: "Cruzador" STR_HEAVY_CRUISER: "Cruzador pesado" STR_HUNTER: "Predador" STR_BATTLESHIP: "Nave de batalha" STR_DREADNOUGHT: "Couraçado" STR_FLEET_SUPPLY_CRUISER: "Cruzador de abastecimento" MAP_SEABED: "Fundo marinho" MAP_PIPES: "Estação subaquática" MAP_PLANE: "Avião afundado" MAP_ATLAN: "Atlântida" MAP_MU: "Templo maia" MAP_GAL: "Galeão afundado" MAP_MSUNK: "Cruzeiro afundado" MAP_VOLC: "Vulcão sumarino" MAP_CORAL: "Coral" MAP_PORT: "Porto" MAP_ISLAND: "Ilha" MAP_CARGO: "Navio de carga" MAP_LINERT: "Navio de cruzeiros - parte 1" MAP_LINERB: "Navio de cruzeiros - parte 2" MAP_ALART: "Artefacto P1" MAP_GRUNGE: "Artefacto P2" MAP_ENTRY: "Colónia P1" MAP_A_BASE: "Colónia P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Base X-Com" STR_MIXED_CREW: "Várias" STR_MIXED_CREW_2: "Várias 2" STR_RATING: "AVALIAÇÃO> {0}" STR_RATING_TERRIBLE: "TERRÍVEL!" STR_RATING_POOR: "FRACO!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BOM!" STR_RATING_EXCELLENT: "EXCELENTE!" STR_SCORE: "PONTUAÇÃO" STR_XCOM_PROJECT_MONTHLY_REPORT: "RELATÓRIO MENSAL X-COM" STR_MONTH: "Mês> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "O comité de organizações financiadoras está satisfeito com o seu progresso atual." STR_COUNCIL_IS_VERY_PLEASED: "O comité de organizações financiadoras está muito satisfeito com os seus excelentes progressos. Continue o bom trabalho." STR_COUNCIL_IS_DISSATISFIED: "O comité de organizações financiadoras está insatisfeito com os seus resultados. Melhore o seu desempenho em lidar com a ameaça alienígena ou arrisca-se a que o projeto X-Com seja cancelado." STR_YOU_HAVE_NOT_SUCCEEDED: "Como não conseguiu lidar adequadamente com a invasão alienígena o concelho de nações financiadoras decidiu, a muito custo, terminar o projeto X-Com. Cada nação irá lidar com o problema à sua maneira. Só nos resta esperar que cheguemos a um acordo com as forças hostis e que a população consiga aceitar os visitantes subaquáticos." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} está especialmente contente pela maneira como lidou com a ameaça local e concordou em aumentar a sua contribuição financeira." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} estão particularmente contentes com os seus progressos em lidar com incursões alienígenas locais e concordaram em aumentar a sua contribuição financeira." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} e {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} está descontente com maneira como lidou com a atividade alienígena na sua zona marítima e decidiu diminuir a sua contribuição financeira." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} estão descontentes com a sua incapacidade em lidar com a atividade alienígena nas respetivas zonas marítimas e decidiram reduzir a sua contribuição financeira." STR_KNOTS: "{0} nós" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} assinou um acordo de cooperação com as forças alienígenas e decidiu retirar-se do comité de financiamento X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} assinaram um acordo de cooperação com as forças alienígenas e decidiram retirar-se do comité de financiamento X-Com." STR_MONTHLY_RATING: "Avaliação mensal> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Alteração de fundos> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "O comité de financiamento não está satisfeito com a sua posição financeira. Reduza a sua dívida abaixo de 1 milhão ou o projeto será cancelado." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISSÃO DE SUB-PARTÍCULAS IDENTIFICADA" STR_CRAFT_TYPE: "TIPO DE OSNI" STR_RACE: "ESPÉCIE" STR_MISSION: "MISSÃO" STR_ZONE: "ZONA" STR_ALLOCATE_RESEARCH: "Novo projeto" STR_ALLOCATE_MANUFACTURE: "Nova produção" STR_AZORES: "Açores" STR_REYKJAVIK: "Reiquiavique" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "Nova Iorque" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dacar" STR_RECIFE: "Recife" STR_ACCRA: "Acra" STR_ASCENSION_ISLAND: "Ilha de Ascenção" STR_TRINIDADE_ISLAND: "Ilha da Trindade" STR_FALKLAND_ISLAND: "Ilhas Falkland" STR_CANARY_ISLANDS: "Canárias" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Ilha de São Lourenço" STR_SAN_FRANCISCO: "São Francisco" STR_MIDWAY_ISLAND: "Ilha de Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmânia" STR_HAWAII: "Havai" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Ilha da Páscoa" STR_GALAPAGOS_ISLAND: "Galápagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Ilhas Salomão" STR_CRETE: "Creta" STR_LISBON: "Lisboa" STR_PORT_SAID: "Porto Said" STR_MARSEILLES: "Marselha" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapura" STR_BANGKOK: "Banguecoque" STR_DARWIN: "Darwin" STR_BOMBAY: "Mumbai" STR_SAYCHELLES_ISLAND: "Seicheles" STR_MALDIVE_ISLAND: "Maldivas" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Maurícia" STR_TOKYO: "Tóquio" STR_SHANGHAI: "Xangai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londres" STR_FAEROE_ISLAND: "Ilhas Faroé" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panamá" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Treino CM" STR_PSIONIC_TRAINING: "TREINO DE CONTROLO MOLECULAR" STR_REMAINING_PSI_LAB_CAPACITY: "Capacidade restante> {ALT}{0}" STR_PSIONIC__STRENGTH: "Poder{NEWLINE}C.M" STR_PSIONIC_SKILL_IMPROVEMENT: "Habilidade C.M{NEWLINE}/Melhoramento" STR_IN_TRAINING: "Em{NEWLINE}treino?" STR_TARGETTED_BY: "ALVO DE:" STR_WEAPONS_CREW_HWPS: "ARMAS/{NEWLINE}TRIPULAÇÃO/SASs" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "tem pouco combustível.{NEWLINE}A regressar à base" STR_SOLDIER_LIST: "Lista de aquanautas" STR_RANK_: "POSTO> {ALT}{0}" STR_MISSIONS: "MISSÕES> {ALT}{0}" STR_KILLS: "MORTOS> {ALT}{0}" STR_WOUND_RECOVERY: "EM RECUPERAÇÃO> {ALT}{0}" STR_TIME_UNITS: "UNIDADES DE TEMPO" STR_STAMINA: "RESISTÊNCIA" STR_HEALTH: "PONTOS DE VIDA" STR_BRAVERY: "CORAGEM" STR_REACTIONS: "REAÇÕES" STR_FIRING_ACCURACY: "PRECISÃO DE FOGO" STR_THROWING_ACCURACY: "PRECISÃO DE ARREMESSO" STR_STRENGTH: "FORÇA" STR_PSIONIC_STRENGTH: "PODER CM" STR_PSIONIC_SKILL: "HABILIDADE CM" STR_NEW_RANK: "Promoção" STR_PROMOTIONS: "Promoções" STR_SOLDIERS_UC: "AQUANAUTAS" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Os SAS são plataformas de armas blindadas de controlo à distância com grande capacidade de manobra, projetadas para suporte de tropas a todas a profundidades. Os SAS são rearmados automaticamente após o combate." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Este sistema de armas está armado com torpedos aquajato que funcionam exclusivamente debaixo de água. Certifique-se de que dispõe de torpedos suficientes nos armazéns para rearmamento após o combate." STR_COELACANTH_GAUSS_UFOPEDIA: "A nova tecnologia Gauss renovou o armamento dos SAS, proporcionando poder de fogo superior ao dos modelos anteriores e utilizando tecnologia proprietária X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "A nova tecnologia alienígena revolucionou o funcionamento dos SAS. Equipado com deslocadores de iões, este novo modelo é capaz de flutuar à superfície e debaixo de água. Armado com tecnologia sónica, o deslocador é altamente eficaz em situações de combate." STR_DISPLACER_PWT_UFOPEDIA: "Este deslocador dispara poderosos explosivos para uso em ambientes subaquáticos. É necessário fabricar torpedos de ondas de pulsão para armar este SAS. Para lançar um torpedo coloque vários pontos de referência no terreno com o cursor e clique no ícone \"Lançar míssil\"." STR_ALIEN_PROBE_MISSION: "Missão de sondagem alienígena" STR_ALIEN_INTERDICTION: "Interdição alienígena" STR_ALIEN_RESOURCE_RAID: "Incursão alienígena por recursos" STR_ALIEN_INFILTRATION: "Infiltração alienígena" STR_ALIEN_BASE: "Colónia alienígena" STR_ALIEN_SURFACE_ATTACK: "Ataques alienígenas à superfície" STR_ALIEN_RETALIATION: "Ataque a base flutuante" STR_ALIEN_SUPPLY: "Abastecimento alienígena" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "As missões de sondagem são utilizadas para obter informações sobre o leito marinho, recursos, e rotas marítimas e aéreas da área. Os submersíveis alienígenas envolvidos nestas missões não representam uma grande ameaça por si sós, mas indicam locais onde a atividade pode aumentar a qualquer altura." STR_ALIEN_INTERDICTION_UFOPEDIA: "Os alienígenas patrulham regularmente áreas em que estão interessados, enviando submersíveis com o propósito de proteger a área antes do início de missões intensivas. Aterram em locais específicos para mais tarde lançar incursões e abrir caminho para futuras atividades." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "A estratégia alienígena possuí como elementos-chave o afundamento de navios e a destruição de aviões. A aquisição de materiais é uma das atividades primárias dos alienígenas, associada à agressividade notória destes atos. Os alienígenas fazem incursões em áreas de atividade geotérmica, explorando estes locais para obter minerais e metais refinados, assim como itens produzidos pelos humanos." STR_ALIEN_INFILTRATION_UFOPEDIA: "Os governos terrestres podem ser alvo de infiltração por parte de agentes alienígenas disfarçados de humanos. Isto pode resultar em contacto oficial entre alienígenas e entidades governamentais ao mais alto nível. Os picos deste género de atividade são caracterizados por atividade OSNI intensa nas zonas costeiras das respetivas regiões. Os alienígenas tentarão assinar um acordo com uma nação ou organização terrestre, oferecendo o seu conhecimento e tecnologia superiores. Em troca, o governo assinante permitirá aos alienígenas levarem a cabo as suas atividades sem impedimentos. Este género de missão representa a maior ameaça para o projeto X-Com, pois se um governo ou corporação entrar em cooperação com os alienígenas, irá cancelar o nosso financiamento. " STR_ALIEN_BASE_UFOPEDIA: "Descobrimos que os alienígenas constroem colónias subaquáticas secretas em localizações remotas do nosso planeta. Após alguns voos de reconhecimento iniciais, a atividade OSNI intensifica-se enquanto a colónia está a ser construída. Sabemos que estas instalações contém laboratórios experimentais, centros de clonagem e instalações cirúrgicas para realizar experiências em seres humanos e alienígenas. A presença de uma colónia irá causar um aumento de atividade alienígena na zona sem que se registe a presença de OSNIs. Para localizar uma base é necessário patrulhar a área-alvo com um aerosubmersível X-Com durante algumas horas. " STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Quando surge a necessidade de capturar seres humanos, os alienígenas lançam incursões diretas a zonas portuárias, ilhas, ou navios, ameaçando diretamente as vidas de civis inocentes para satisfazer as suas necessidades reprodutivas e experiências hediondas." STR_ALIEN_RETALIATION_UFOPEDIA: "Se as missões de interceção X-Com forem especialmente bem-sucedidas em afundar submersíveis alienígenas, é possível que as forças extraterrestres tomem medidas de retaliação, o que pode culminar num assalto direto às bases X-Com. No entanto, como é necessário aos alienígenas encontrar uma base para lançar uma incursão, é pouco provável que tal suceda, desde que os OSNIs inimigos sejam mantidos à distância. " STR_ALIEN_SUPPLY_UFOPEDIA: "Após a sua construção, as colónias alienígenas necessitam de abastecimento frequente executado por veículos próprios. Se uma destas naves for detetada no fundo do oceano é porque uma colónia alienígena se encontra nas proximidades." STR_SURVEY_SHIP_UFOPEDIA: "Este pequeno submersível é utilizado em missões de reconhecimento e pesquisa. Precede a chegada de naves maiores durante o início de uma incursão alienígena." STR_ESCORT_UFOPEDIA: "Um veículo de reconhecimento ligeiro que não é grande ameaça para as forças X-Com. Precede a vinda de OSNIs maiores e de outras atividades alienígenas." STR_CRUISER_UFOPEDIA: "O cruzador é veículo-base da frota alienígena, adaptado para desempenhar todo o tipo de missões. Este submersível pode ser um adversário perigoso em combate." STR_HEAVY_CRUISER_UFOPEDIA: "O cruzador pesado é uma versão mais poderosa do cruzador, equipado com armas e sistemas de propulsão mais potentes. Este veículo é utilizado em missões de recursos para recolher grandes quantidades de minerais e equipamento." STR_HUNTER_UFOPEDIA: "Este navio está equipado com uma sala de exames para executar experiências e cirurgia em cobaias humanas. As vítimas são sujeitas a torturas abomináveis e o seu cérebro é frequentemente removido e armazenado para processamento." STR_BATTLESHIP_UFOPEDIA: "A nave de batalha é o veículo de combate mais agressivo da frota alienígena. Este submersível está equipado com todos os sistemas, armas e tecnologias alienígenas, que lhe permitem funcionar como uma base de operações para todo o género de missões ofensivas." STR_DREADNOUGHT_UFOPEDIA: "O couraçado é um enorme veículo de transporte de tropas, equipado com a mais recente tecnologia alienígena e um vasto arsenal. Este submersível alienígena é um adversário formidável para qualquer veículo de interceção X-Com." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "O navio de abastecimento é utilizado durante a construção de colónias alienígenas ou para o abastecimento das mesmas. Transporta contentores de nutrientes, amostras de ADN, fetos alienígenas e outros componentes biológicos. " STR_DISMANTLE: "Demolir" STR_FACILITY_IN_USE: "AQUAMÓDULO EM USO" STR_CANNOT_DISMANTLE_FACILITY: "NÃO É POSSÍVEL DEMOLIR ESTE AQUAMÓDULO!{SMALLLINE}Todas as instalações têm de estar ligadas à eclusa de ar." STR_TRANSFER_ITEMS_TO: "Transferir itens para {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NÃO HÁ ESPAÇO DE CONTENÇÃO ALIENÍGENA PARA EFETUAR A TRANSFERÊNCIA!{SMALLLINE}Os alienígenas vivos necessitam de uma área de contenção alienígena para sobreviverem." STR_AMOUNT_AT_DESTINATION: "QUANTIDADE{NEWLINE}NA BASE DESTINO" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Os alienígenas capturados morreram devido à falta de uma instalação de contenção alienígena" STR_NO_FREE_ACCOMODATION_CREW: "NÃO HÁ HABITAÇÕES LIVRES!{SMALLLINE}A base de destino não tem espaço de habitação suficiente para a tripulação deste submersível." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NÃO HÁ ESPAÇO EM ARMAZÉM SUFICIENTE!{SMALLLINE}A base de destino não dispõe de espaço suficiente para armazenar o equipamento atribuído a este submersível." STR_ITEMS_ARRIVING: "Chegada de transporte" STR_DESTINATION_UC: "DESTINO" STR_DART_PISTOL: "Pistola de dardos" STR_DART_POD: "Carregador de dardos" STR_JET_HARPOON: "Arpão-jato" STR_HARPOON_POD: "Carregador de arpão-jato" STR_GAS_CANNON: "Canhão de gás" STR_GC_AP_AMMO: "Munição CG-P" STR_GC_HE_AMMO: "Munição CG-E" STR_GC_P_AMMO: "Munição CG-F" STR_HYDRO_JET_CANNON: "Canhão de hidrojato" STR_HJC_AP_AMMO: "Munição HJ-P" STR_HJC_HE_AMMO: "Munição HJ-E" STR_HJC_P_AMMO: "Munição HJ-F" STR_TORPEDO_LAUNCHER: "Lança-torpedos" STR_SMALL_TORPEDO: "Torpedo pequeno" STR_LARGE_TORPEDO: "Torpedo grande" STR_PHOSPHOROUS_TORPEDO: "Torpedo de fósforo" STR_MAGNA_BLAST_GRENADE: "Magnagranada" STR_DYE_GRENADE: "Granada de tinta" STR_PARTICLE_DISTURBANCE_GRENADE: "Granada de partículas" STR_MAGNA_PACK_EXPLOSIVE: "Magnaexplosivo" STR_PARTICLE_DISTURBANCE_SENSOR: "Sensor de partículas" STR_MEDI_KIT: "Medi-kit" STR_MC_DISRUPTOR: "Disruptor molecular" STR_THERMAL_TAZER: "Bastão térmico" STR_GAUSS_PISTOL: "Pistola Gauss" STR_GAUSS_PISTOL_CLIP: "Carregador de pistola Gauss" STR_GAUSS_RIFLE: "Espingarda Gauss" STR_GAUSS_RIFLE_CLIP: "Carregador de espingarda Gauss" STR_HEAVY_GAUSS: "Gauss pesado" STR_HEAVY_GAUSS_CLIP: "Carregador de Gauss pesado" STR_SONIC_CANNON: "Canhão sónico" STR_CANNON_POWER_CLIP: "Carregador de canhão sónico" STR_SONIC_BLASTA_RIFLE: "Espingarda sónica" STR_BLASTA_POWER_CLIP: "Carregador de espingarda sónica" STR_SONIC_PISTOL: "Pistola sónica" STR_PISTOL_POWER_CLIP: "Carregador de pistola sónica" STR_DISRUPTOR_PULSE_LAUNCHER: "Lançador de bombas de pulsão" STR_DISRUPTOR_AMMO: "Bomba de ondas de pulsão" STR_THERMAL_SHOK_LAUNCHER: "Lançador térmico" STR_THERMAL_SHOK_BOMB: "Bomba de choque térmico" STR_SONIC_PULSER: "Granada sónica" STR_ZRBITE: "Zrbite" STR_MC_READER: "Leitor molecular" STR_VIBRO_BLADE: "Vibrolâmina" STR_THERMIC_LANCE: "Lança térmica" STR_HEAVY_THERMIC_LANCE: "Lança térmica pesada" STR_AQUATOID_CORPSE: "Cadáver de Aquatóide" STR_GILLMAN_CORPSE: "Cadáver de Homem-guelra" STR_LOBSTERMAN_CORPSE: "Cadáver de Homem-lagosta" STR_TASOTH_CORPSE: "Cadáver de Tasoth" STR_CALCINITE_CORPSE: "Cadáver de Calcinite" STR_DEEP_ONE_CORPSE: "Cadáver de Ser das profundezas" STR_BIODRONE_CORPSE: "Fragmentos de Biodisco" STR_TENTACULAT_CORPSE: "Cadáver de Tentaculat" STR_TRISCENE_CORPSE: "Cadáver de Triscénio" STR_HALLUCINOID_CORPSE: "Cadáver de Alucinóide" STR_XARQUID_CORPSE: "Cadáver de Xarquídeo" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Munição insuficiente para armar o SAS{SMALLLINE}Cada SAS necessita de {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Não há equipamento suficiente para reequipar o esquadrão" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Para produzir:{NEWLINE}{1}{NEWLINE}é necessário investigar:{NEWLINE}{0}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Os alienígenas destruíram a base indefesa {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Detetámos uma colónia alienígena na seguinte localização: {0}" STR_STANDOFF: "MODO DE PERSEGUIÇÃO" STR_CAUTIOUS_ATTACK: "ATAQUE DE LONGO ALCANCE" STR_STANDARD_ATTACK: "ATAQUE NORMAL" STR_AGGRESSIVE_ATTACK: "ATAQUE AGRESSIVO" STR_DISENGAGING: "A RETIRAR" STR_UFO_HIT: "ALVO ATINGIDO!" STR_UFO_CRASH_LANDS: "OSNI AFUNDADO!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizar apenas em perseguição" STR_UFO_RETURN_FIRE: "O OSNI ABRIU FOGO!" STR_INTERCEPTOR_DAMAGED: ">>> SUBMERSÍVEL DANIFICADO <<<" STR_INTERCEPTOR_DESTROYED: ">>> SUBMERSÍVEL DESTRUÍDO <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "O OSNI ESCAPOU!" STR_LONG_RANGE_DETECTION: "Deteção de banda larga" STR_STORES_UC: "ARMAZÉNS" STR_DIFFICULTY_LEVEL: "Nível de dificuldade" STR_INTERCEPT: "INTERCETAR" STR_BASES: "BASES" STR_GRAPHS: "ESTATÍSTICAS" STR_UFOPAEDIA_UC: "OSNIPÉDIA" STR_OPTIONS_UC: "OPÇÕES" STR_FUNDING_UC: "ORÇAMENTO" STR_5_SECONDS: "5 segs" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 mins" STR_30_MINUTES: "30 mins" STR_1_HOUR: "1 hora" STR_1_DAY: "1 dia" STR_XCOM_PERFORMANCE_ROSTER: "Registo de avaliação X-Com" STR_ENTER_NAME: "Introduzir nome" STR_PERFORMANCE_RATING: "Classificação final" STR_VICTORY_DATE: "Data de vitória" STR_CHEMICAL_FLARE: "Sinalizador químico" STR_CHEMICAL_FLARE_UFOPEDIA: "Este pequeno aparelho produz uma luz brilhante que ilumina a área onde é lançado, dentro de água ou à superfície, revelando unidades inimigas durante missões noturnas ou a grande profundidade." STR_MONTHLY_COSTS: "Despesas mensais" STR_CRAFT_RENTAL: "Aluguer de submersíveis" STR_SALARIES: "Salários" STR_BASE_MAINTENANCE: "Manutenção da base" STR_COST_PER_UNIT: "Custo por unidade" STR_QUANTITY: "Quantidade" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "Em implantação CM" STR_FRONT_ARMOR: "Armadura frontal" STR_LEFT_ARMOR: "Armadura esquerda" STR_RIGHT_ARMOR: "Armadura direita" STR_REAR_ARMOR: "Armadura traseira" STR_UNDER_ARMOR: "Armadura inferior" STR_ROUNDS: "TIROS" STR_UNIT: "UNIDADE> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORAL" STR_ARMOR_: "ARMADURA> {0}" STR_FRONT_ARMOR_UC: "ARMADURA FRONTAL" STR_LEFT_ARMOR_UC: "ARMADURA ESQUERDA" STR_RIGHT_ARMOR_UC: "ARMADURA DIREITA" STR_REAR_ARMOR_UC: "ARMADURA TRASEIRA" STR_SKILLS: "HABILIDADES> {0}" STR_LEVEL: "NÍVEL> {0}" STR_HEAD: "CABEÇA" STR_TORSO: "TRONCO" STR_RIGHT_ARM: "BRAÇO DIR." STR_LEFT_ARM: "BRAÇO ESQ." STR_RIGHT_LEG: "PERNA DIR." STR_LEFT_LEG: "PERNA ESQ." STR_PAIN_KILLER: "ANALGÉSICO" STR_STIMULANT: "ESTIMULANTE" STR_HEAL: "CURAR" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Peso>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reaç>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "H.Mol>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Mol>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefacto alienígena" STR_AMMO_ROUNDS_LEFT: "MUNIÇÃO:{NEWLINE}TIROS{NEWLINE}RESTANTES={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Analgésico>{ALT}{0}{ALT}{NEWLINE}Estimulante>{ALT}{1}{ALT}{NEWLINE}Curar>{ALT}{2}" STR_THROW: "Atirar" STR_AUTO_SHOT: "Rajada" STR_SNAP_SHOT: "Tiro simples" STR_AIMED_SHOT: "Tiro preciso" STR_STUN: "Atordoar" STR_PRIME_GRENADE: "Programar explosivo" STR_USE_SCANNER: "Usar sensor" STR_USE_MEDI_KIT: "Usar medi-kit" STR_LAUNCH_MISSILE: "Lançar torpedo" STR_ACCURACY_SHORT: "Pr>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Sem unidades de tempo suficientes!" STR_NOT_ENOUGH_ENERGY: "Sem energia suficiente!" STR_NO_ROUNDS_LEFT: "Sem munição!" STR_NO_AMMUNITION_LOADED: "Sem munição!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munição errada para esta arma!" STR_WEAPON_IS_ALREADY_LOADED: "A arma já está carregada!" STR_NO_LINE_OF_FIRE: "Nenhuma linha de fogo!" STR_GRENADE_IS_ACTIVATED: "Explosivo ativado!" STR_GRENADE_IS_DEACTIVATED: "Explosivo desativado!" STR_THERE_IS_NO_ONE_THERE: "Não há ninguém aqui!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Impossível utilizar um artefacto alienígena sem ser investigado!" STR_OUT_OF_RANGE: "Fora de alcance!" STR_UNABLE_TO_THROW_HERE: "Não é possível atirar para aqui!" STR_SET_TIMER: "Temporizador" STR_HIDDEN_MOVEMENT: "MOVIMENTO OCULTO" STR_TURN: "TURNO> {0}" STR_SIDE: "LADO> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Pressione um botão para continuar" STR_MIND_CONTROL: "Controlo molecular" STR_PANIC_UNIT: "Interferência" STR_MORALE_ATTACK_SUCCESSFUL: "Ataque psíquico bem-sucedido" STR_MIND_CONTROL_SUCCESSFUL: "Controlo de implante bem-sucedido" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}enlouqueceu" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}enlouqueceu" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}entrou em pânico" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}entrou em pânico" STR_XCOM: "X-Com" STR_ALIENS: "Alienígenas" STR_RIGHT_HAND: "MÃO DIR." STR_LEFT_HAND: "MÃO ESQ." STR_RIGHT_SHOULDER: "OMBRO DIR." STR_LEFT_SHOULDER: "OMBRO ESQ." STR_BACK_PACK: "MOCHILA" STR_BELT: "CINTO" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}está sob controlo molecular" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}está sob controlo molecular" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}está inconsciente" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}está inconsciente" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}morreu vítima de ferimentos graves" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}morreu vítima de ferimentos graves" STR_USE_MIND_PROBE: "Usar leitor" STR_FATAL_WOUNDS: "FERIMENTOS GRAVES" STR_UNDER_ARMOR_UC: "ARMADURA INFERIOR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "UTs reservadas para Tiro rápido" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "UTs reservadas para Rajada" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "UTs reservadas para Tiro preciso" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "UTs reservadas para Ajoelhar" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UTs reservadas para Ajoelhar e disparar" STR_UNITS_IN_CRAFT: one: "{N} Unidade na nave X-Com" many: "{N} unidades na nave X-Com" other: "{N} unidades na nave X-Com" STR_UNITS_OUTSIDE: one: "Resta {N} unidade no exterior" many: "Restam {N} unidades no exterior" other: "Restam {N} unidades no exterior" STR_UNITS_IN_ENTRANCE: one: "{N} Unidade na entrada" many: "{N} unidades na entrada" other: "{N} unidades na entrada" STR_UNITS_IN_EXIT: one: "{N} Unidade na saída-alvo" many: "{N} unidades na saída-alvo" other: "{N} unidades na saída-alvo" STR_ABORT_MISSION_QUESTION: "Abortar missão?" STR_CORPSE: "Cadáver" STR_UNLOAD_CRAFT: "Remover todos" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}morreu em combate" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}morreu em combate" STR_HIT_MELEE: "Atacar" STR_GROUND: "SOLO" STR_LIVING_QUARTERS_PLURAL: "Habitações" STR_LIST_ITEM: "ITEM" STR_ALL_ALIENS_KILLED_IN_CRASH: "Todos os alienígenas morreram no naufrágio.{NEWLINE}Recuperação de OSNI iniciada." STR_RESET: "Repor" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATA" STR_SOLDIERS_RECRUITED_UC: "AQUANAUTAS RECRUTADOS>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AQUANAUTAS PERDIDOS>{ALT}{0}" STR_REMOVE_SELECTED: "Remover seleção" STR_LIVE_ALIENS: "Espécimes{NEWLINE}vivos" STR_DEAD_ALIENS: "Espécimes{NEWLINE}reijeitados" STR_UNDER_INTERROGATION: "Em{NEWLINE}estudo" STR_CONTAINMENT_EXCEEDED: "CONTENÇÃO ALIENÍGENA CHEIA!{SMALLLINE}Não há espaço de contenção suficiente em {0}. Remova os alienígenas em excesso. Todos os alienígenas removidos morrerão imediatamente." STR_MANAGE_CONTAINMENT: "Gerir contenção alienígena" STR_STORAGE_EXCEEDED: "LIMITES DE ARMAZENAMENTO EXCEDIDOS!{SMALLLINE}Não há espaço em armazém suficiente em {0}. É necessário vender itens em excesso." STR_GO_TO_BASE: "Ver base" STR_MELEE_ACCURACY: "PRECISÃO CORPO A CORPO" STR_SELL_PRODUCTION: "VENDER" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambas as mãos devem estar vazias!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Não há itens necessários para copiar o modelo!" STR_UNLOAD_WEAPON: "Descarregar arma" STR_ALL_ITEMS: "Todos" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} item." many: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} itens." other: "NÃO É PERMITIDO MAIS EQUIPAMENTO A BORDO!{SMALLLINE}Este veículo só pode transportar o limite máximo de {N} itens." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRO DE COMANDO DESTRUÍDO{NEWLINE}Regresse à entrada e aborte a missão." STR_XCOM_BASE_CANNOT_BE_BUILT: "A base X-Com não pode ser construída em terra" STR_UNABLE_TO_ENGAGE_DEPTH: "IMPOSSÍVEL ATACAR VEÍCULO INIMIGO{NEWLINE}A ESTA PROFUNDIDADE" STR_UNABLE_TO_ENGAGE_AIRBORNE: "IMPOSSÍVEL ATACAR VEÍCULO INIMIGO{NEWLINE}À SUPERFÍCIE" STR_UNDERWATER_EQUIPMENT: "Este equipamento não funciona à superfície!" STR_LAND_EQUIPMENT: "Este equipamento não funciona debaixo de água!" STR_LEVEL_SHORT: "N{0}" STR_PERSONNEL: "Pessoal" STR_CRAFT_ARMAMENT: "Veículos e armamento" STR_COMPONENTS: "Componentes" STR_SOLDIERS_RECRUITED: "Aquanautas recrutados" STR_SOLDIERS_LOST: "Aquanautas perdidos" STR_TOTAL_UFOS: "Aerosubmersíveis detetados" STR_TOTAL_ALIEN_BASES: "Colónias alienígenas descobertas" STR_PSIONIC_STRENGTH_ABBREVIATION: "PCM" STR_PSIONIC_SKILL_ABBREVIATION: "HCM" FEMALE_CIVILIAN: "Civil, Mulher" MALE_CIVILIAN: "Civil, Homem" DOCKER_CIVILIAN: "Civil, Estivador" SAILOR_CIVILIAN: "Civil, Marinheiro" STR_BIODRONE_MELEE_WEAPON: "Biodisco - Ataque corpo-a-corpo" HALLUCINOID_WEAPON: "Arma de Halucinóide" STR_LOBSTERMAN_MELEE_WEAPON: "Homem-lagosta - Ataque corpo-a-corpo" CALCINITE_WEAPON: "Arma de Calcinite" DEEP_ONE_WEAPON: "Arma de Ser das profundezas" STR_TRISCENE_MELEE_WEAPON: "Triscénio - Ataque corpo-a-corpo" STR_TRIBIO_SONIC_WEAPON: "Arma sónica alienígena" XARQUID_WEAPON: "Arma de Xarquídeo" TENTACULAT_WEAPON: "Arma de Tentaculat" ZOMBIE_WEAPON: "Arma de Zombie" ALIEN_PSI_WEAPON: "Arma de CM alienígena" ================================================ FILE: bin/standard/xcom2/Language/ro.yml ================================================ ro: STR_LEVIATHAN_UFOPEDIA: "NAVĂ DE TRANSPORT ȘI INTERCEPȚIE, CAPABILĂ DE SCUFUNDĂRI LA ADANCIMI EXTRME. O SUPERBĂ COMBINAȚIE DE TEHNOLOGII EXTRATERESTRE ȘI UMANE, FOLOSIND PROPULSIE IONICĂ ȘI NAVIGAȚIE MAGNETICĂ." STR_BARRACUDA_UFOPEDIA: "UNA DINTRE CELE MAI RAPIDE NAVE DE INTERCEPȚIE DIN LUME, PROPULSATĂ DE MOTOARE LASER, CAPABILĂ DE SCUFUNDĂRI ȘI ZBOR ATMOSFERIC, O NAVĂ CHEIE ÎN BĂTĂLIA CE URMEAZĂ." STR_HAMMERHEAD_UFOPEDIA: "NAVĂ DE TRANSPORT ȘI INTERCEPȚIE. O REPLICARE A SISTEMELOR MAGNETICE ÎNTR-O NAVĂ X-COM. DEȘI ARE DIMENSIUNI MICI, DESIGNUL ESTE O REALIZARE TEHNICĂ ULUITOARE." STR_TRITON_UFOPEDIA: "TRANSPORTOR PENTRU TRUPELE DE ASALT, ECHIPAT CU MOTOARE DE ZBOR ATMOSFERIC ȘI SCUFUNDĂRI. CAPACITATEA MARE ȘI CONSTRUCȚIA ÎI ASIGURĂ LOCUL PROEMINENT ÎN FLOTA X-COM." STR_MANTA_UFOPEDIA: "NAVĂ INDIVIDUALĂ DE INTERCEPȚIE DE MARE VITEZĂ, ASEMENEA CU NAVELE EXTRATERESTRE CU PROPULSIE IONICĂ. O NAVĂ DE ATAC FOARTE EFICIENTĂ ÎN CONFLICTUL TOT MAI ESCALADAT." STR_AJAX_UFOPEDIA: "ARMA STANDARD ÎN RĂZBOIUL SUBACVATIC, FOLOSITĂ PE TOT GLOBUL CA UN MIJLOC DE INTIMIDARE PRECIS ȘI PUTERNIC." STR_DUP_HEAD_UFOPEDIA: "TEHNOLOGIA ALICELOR DE URANIU SĂRĂCIT ESTE RELATIV NOUĂ, IAR ACESTA ESTE PRIMUL SISTEM ACVATIC COMERCIAL CE O IMPLEMENTEAZĂ PE DEPLIN." STR_CRAFT_GAS_CANNON_UFOPEDIA: "ARTILERIE CU GAZ COMPRIMAT CE PROPULSEAZĂ BOLȚURI MASIVE CARE POT STRĂPUNGE BLINDAJUL." STR_PWT_CANNON_UFOPEDIA: "TORPILĂ CE FOLOSEȘTE UN SISTEM CU COMBUSTIBIL SUPRAÎNCĂLZIT ȘI UN FOCOS EXTREM DE DENS CE POATE STRĂPUNGE MAJORITATEA ALIAJELOR." STR_GAUSS_CANNON_UFOPEDIA: "O NOUĂ ARMĂ DEZVOLTATĂ CU TEHNOLOGIE X-COM. ACCELERATORUL DE PARTICULE AL SISTEMULUI ESTE ALIMENTAT DE UN REACTOR DE FUZIUNE COMPACT, RĂCIT CU AZOT LICHID." STR_SONIC_OSCILLATOR_UFOPEDIA: "UN PUTERNIC OSCILATOR AUDITIV CE CREAZĂ UNDE DE FORȚĂ SONICĂ, DISTRUGÂNDU-ȘI ȚINTA PRIN DESFACEREA LEGĂTURILOR MOLECULARE DATORATĂ VIBRAȚIILOR." STR_AQUATOID_UFOPEDIA: "Specia lor reprezintă o societate străveche, ce exista cu milenii înaintea primilor pași ai omului în această lume. Forma compactă și trăsăturile bulboase sunt vestigii ale fraților călători prin spațiu, Sectoizii. Forța lor se bazează pe tehnologia puternică a Controlului Molecular. Caută să își propage specia sterilă prin modificări genetice, subiectul ideal fiind ființele umane. Experimentele au dus la crearea a numeroase specii hibride." STR_AQUATOID_AUTOPSY: "Autopsie Aquatoid" STR_AQUATOID_AUTOPSY_UFOPEDIA: "O analiză detaliată a acestei creaturi ne permite să facem câteva afirmații fundamentale. Este un Sectoid, vechiul nostru dușman, dar schimbat prin metode chirurgicale și implanturi pentru a fi o creatură acvatică. Plămânii vestigiali permit respirarea aerului și o mobilitate limitată la suprafață. Implanturi cibernetice se întâlnesc în tot corpul, acestea mărind forța membrelor și funcția organelor. Toți membri acestei rase sunt identici, ducând la ipoteza că aceste creaturi sunt clone." STR_GILLMAN_UFOPEDIA: "Aproape umană, această creatură ciudată ce pare să fie un umanoid reptilian, înrudit îndeaproape cu noi. Este extrem de puternic și rapid în lumea subacvatică. Sunt o rasa cu drepturi depline, existând masculi și femele de vârste diferite. Sunt diferiți de majoritatea extratereștrilor subacvatici, neprezentând semnele modificărilor genetice sau deformărilor chirurgicale. Există posibilitatea că privim o încrengătură străveche a propriei noastre specii." STR_GILLMAN_AUTOPSY: "Autopsie Gillman" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Odată începută operația a devenit clar faptul că această creatură nu este extraterestră, ci a fost născută pe Pământ, o rasă preistorică bănuit a fi distrusă când mamiferele au devenit dominante. Într-o vreme în care dinozaurii cutreierau pământul trăiau aceste creaturi - amfibii, inteligente și puternice. Cataclismul ce a pus capăt stăpânirii reptiliene asupra planetei a forțat creaturile într-o relație simbiotică cu nou-veniții extratereștri. Un mic dispozitiv electronic este plasat în craniul acestora." STR_LOBSTERMAN_UFOPEDIA: "O creatură amețitoare, mai înaltă decât un om și având șase membre, diferită de orice în afara unui demon acvatic. Numele i-a fost dat de către trupele X-Com ținând cont de similaritățile cu homarul pământean. Este un mastodont al adâncurilor. O creatură de luptă proiectată cu atenție având o forță incredibilă și practic invulnerabilă la rachete. De asemenea, cleștii săi pot zdrobi oțelul." STR_LOBSTERMAN_AUTOPSY: "Autopsie Lobsterman" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Odată trecuți de carapacea aproape indestructibilă a creaturii descoperim o construcție incredibilă. Mușchi puternici acoperă un schelet de titaniu, iar un sistem sofisticat de țintire cu abilități de scanare în mai multe benzi este conectat direct la creierul creaturii. Ochii multiplii sunt protejați de plastici mai duri decât oțelul și este clar că, atunci când sunt desfășurațe corect de către stăpânii lor, aceste creaturi sunt de neoprit. Adânc în corpul său sunt dispozitive de o construcție și având funcții necunoscute." STR_TASOTH_UFOPEDIA: "Acești dușmani agili și rapizi reprezintă grosul armatei extraterestre. Sunt născuți cu sutele în cuve masive în inima coloniilor extraterestre. Mult mai puternici decât un om, sunt niște extratereștri adevărați, iar comportamentul și natura carnivoră sunt fără precedent pe planetă. Formează vârful de lance al atacului extraterestru și nu par a da înapoi în luptă de la nimic, chiar și în fața șanselor potrivnice." STR_TASOTH_AUTOPSY: "Autopsie Tasoth" STR_TASOTH_AUTOPSY_UFOPEDIA: "Disecția a dezvăluit un organism cibernetic alimentat de o forță stranie. În cavitatea corpului se află o mică sursă de energie, organele identificabile lipsind. Forța se transmite în corp printr-un sistem bio-electric. Corpul nu prezintă oase sau orice altă structură de susținere. Odată ucisă, energia se oprește și creatura devine o păpușă de cârpă lipsită de viață mustind de lichide extraterestre. Singura construcție internă este o pereche de celule ceramice, care, dacă sunt energizate, reînvie pentru scurt timp creatura." STR_DEEP_ONE_UFOPEDIA: "Un coșmar biologic, o încrucișare de specii, produs al experimentelor inimaginabile ale Aquatoizilor. Am întâlnit mai multe variante ale acestei creaturi. După ample cercetări am concluzionat că sunt fabricați de către invadatori, numărul acestora crescând odată cu cel al oamenilor capturați. Fiecare dintre acești sub-oameni poate descărca energie electrică suficient de puternică pentru a omorî un soldat." STR_DEEP_ONE_AUTOPSY: "Autopsie Deep One" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Creatura este o combinație de organism uman și extraterestru. Creierul uman este modificat masiv pentru a găzdui echipamentele electronice de control și cortexul extraterestru. Toate vestigiile corpului uman sunt pierdute în afara unuia: ochii. Grefa chirurgicală permite fetusului extraterestru să consume gazda pe măsură ce crește. Pielea tare a creaturii pare o țesătură non-organică, metalică, extrem de puternică și flexibilă. Hibridul rezultat este puternic, rapid și sub controlul deplin al extratereștrilor." STR_BIODRONE_UFOPEDIA: "O creație ce numai o minte extraterestră putea concepe. Este un creier (uman sau extraterestru) suspendat în lichid amniotic și conectat la o unitate de bază ce poate zbura pe pământ sau sub apă. Este înarmată cu un perturbator auditiv puternic, parte mașină și parte organism. Unii dintre cercetători au sugerat că arma este operată de corzile vocale ale organismului original. Extrem de precise și tenace, aceste super-gărzi sunt folosite la scară largă pentru a proteja bunurile de preț ale extratereștrilor." STR_BIODRONE_AUTOPSY: "Autopsie Bio-drone" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Ipoteza că perturbatorul auditiv este un dispozitiv biologic este adevărată. Această creatură nefericită țipă la propriu la inamici până mor. Toate exemplarele prezintă cicatrici cirurgicale masive și mutilări severe. Extratereștrii par să măcelărească creierul până devine obedient. Majoritatea creierelor folosite sunt extraterestre, dar nimic nu se poate compara cu groaza găsirii unuia uman. Sunt alimentate de un motor ionic și conțin o formă de sistem de control la distanță." STR_TENTACULAT_UFOPEDIA: "Nici măcar adâncurile unui coșmar Lovecraftian nu puteau da naștere unei asemenea creaturi. Nu există nicio comparație cu vreun animal pământean, mediul ce a putut produce ceva asemenea este inimaginabil. Înarmat cu tentacule lungi, își paralizează victimele apoi le transmută în lucruri lipsite de rațiune. Aceste progenituri pot induce moartea prin atingere, chiar și prin armură. Este cel mai de temut extraterestru întâlnit până acum." STR_TENTACULAT_AUTOPSY: "Autopsie Tentaculat" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Autopsia relevă mai multe implanturi cibernetice plasate în creierul uriaș al creaturii. Sistemul de vedere reprezintă o combinație complexă de lumină vizibilă și imagine termică. Chiar și în adâncurile negre ca smoala ale oceanelor acest monstru poate naviga cu precizie infailibilă. Prezintă organe vestigiale ce par asigura minimul pentru a supraviețui. Fiecare creatură prezintă un mic stomac cu un conector extern, sugerând că sunt hrănite direct cu nutrienți de către stăpâni." STR_CALCINITE_UFOPEDIA: "Precum costumele de scufundare ale marinarilor pierduți, acești extratereștri bântuie fundul oceanelor după cei nevigilenți. O lovitură cu ghearele mai puternice ca oțelul poate fi suficientă pentru a trimite cei mai buni scufundători la fund. O formă verde gelatinoasă poate fi observată răsucindu-se prin casca costumului. Din întâlnirile adesea letale pe care le-am avut nu există indicii asupra naturii reale a creaturilor din interior." STR_CALCINITE_AUTOPSY: "Autopsie Calcinite" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Odată îndepărtat costumul creatura dezvăluită este o uriașă formă amorfă de protoplasmă. Fără niciun creier vizibil, membre sau organe senzoriale, o mică componentă metalică se găsește adânc în corpul lichid. Odată moartă nu putem decât ghici natura creaturii. O enigmă inexplicabilă a dușmanilor noștri extratereștri." STR_TRISCENE_UFOPEDIA: "Această reptilă bipedă reprezintă o întoarcere în era dinozaurilor. Pare a fi de natură cretacică în toate privințele dacă nu ar exista abilitatea de a supraviețui și sub apă. Aceste creaturi sunt încărcate cu platforme armate și au maxilarul dotat cu dinți metalici. Au fost folosite adesea în prima linie a asalturilor extraterestre la sol. O armă de categorie grea și puternică, sunt desfășurați cu o eficiență letală de către rasa Tasoth." STR_TRISCENE_AUTOPSY: "Autopsie Triscene" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Odată supusă bisturiului, creatura străveche dezvăluie că este completată cu implanturi cibernetice și sisteme armate. Creierul minuscul este suplimentat de un mic modul de computer montat în harnașamentul purtat de toate creaturile. O piele naturală rezistentă și un instinct predatorial intensificat cu arme adiționale îl transformă într-un inamic letal în orice mediu. " STR_HALLUCINOID_UFOPEDIA: "După ce au recoltat oceanele extratereștrii au crescut aceste creaturi pământene pe post de arme. Nu trebuie să fim atrași într-un fals sentiment de siguranță când întâlnim acești navigatori ai adâncurilor aparent inofensivi. Posedând un formidabil atac ce îngheață de aproape, această creatură este un adversar redutabil." STR_HALLUCINOID_AUTOPSY: "Autopsie Hallucinoid" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Îngropat în multele straturi ale corpului gelatinos ale acestui organism se află un puternic congelator chimic, principala armă ofensivă. Pielea moale și suplă pare a fi susceptibilă atacurilor bazate pe căldură. Adeseori, acest mutant se găsește în compania stăpânilor săi, Aquatoizii." STR_XARQUID_UFOPEDIA: "Altă nevertebrată pământeană modificată, Xarquid-ul este o creatură de o mare frumusețe și de un pericol la fel de mare. Înnotătorul rapid gigantic ascunde un arsenal devastator, un pulverizator sufocant de cerneală și un suflu de particule ionizate. De la primele întâlniri cu această puternică creatură am exercitat prudență față de ea și de stăpânii ei răzbunători din rasa Gillman." STR_XARQUID_AUTOPSY: "Autopsie Xarquid" STR_XARQUID_AUTOPSY_UFOPEDIA: "Acest Nautilus supradimensionat a fost crescut printr-o dietă de droguri extraterestre și modificări chirurgicale. Pervertită dincolo de natura sa, rasa Gillman a adăugat creaturii sisteme de control mecanic și nimic din creatura originală nu mai există. Desfășurată ca o platformă organică armată, învelișul puternic și mobilitatea fac din ea un adversar formidabil." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Navele extraterestre folosesc sisteme energetice complexe pentru a se deplasa la viteze incredibile prin adâncuri. Fundamentul tehnologiei este dislocarea ionică, folosind Zrbite drept catalist motoarele dislocă de 100 de ori pe secundă propriul volum în apă. Semnificația acestei enorme puteri este că extratereștrii sunt capabili să întreacă majoritatea navelor pământene. Putem replica acest sistem de propulsie folosind plastice extraterestre și Zrbite." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Acest ansamblu generează un câmp magnetic sferic multistrat, proiectat până la 1000m în jurul navei. Piloții extratereștri sunt direct legați de echipament, pur și simplu simțind lumea invizibilă de sub valuri. Interfața de sistem funcționează cu materie cerebrală extraterestră modificată ce comunică direct cu creierul utilizatorului printr-o rețea neurală." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Fiecare navă are o structură cameleonică, modelată după creaturi marine și realizată din plastice extraterestre. Fiecare din ele funcționează precum un organism: echipaj și navă în armonie. Majoritatea sistemelor pot fi replicate și o tehnologie hibridă poate fi dezvoltată pentru a ne permite să atingem același nivel de tehnologie." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Nenumărații extratereștri ce au stat ascunși pe Pământ sunt ținuți în stază, înghețați criogenic. Toate creaturile sunt închise în capsule, cu temperatura corpului redusă până la un punct în care toate funcțiile sunt aproape oprite. Examinarea capsulelor de până acum dezvăluie perioadele de timp incredibile în care corpurile au fost ținute, unele pentru 60 de milioane de ani." STR_ALIEN_CLONING_UFOPEDIA: "Mulți dintre extratereștrii capturați sunt identici, chiar și la nivel de ADN, duplicați în toate privințele. Mostrele celulare păstrate în băncile de gene înghețate sunt plasate în capsule. Unele dintre acestea conțin oameni sau diverse părți din corp. Este posibil ca o altă utilizare a acestora să fie aceea de a crea un hibrid om-extraterestru." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Aceste mașinării injectează informația direct în creier folosind implanturile de Control Molecular din craniul tuturor extratereștrilor. Proaspăt clonați, sunt aduși în aceste capsule și li se descarcă amintirile rasiale și informațiile științifice sau de luptă în mințile goale." STR_ALIEN_IMPLANTER_UFOPEDIA: "Această mașinărie este folosită pentru a monta implanturi de Control Molecular extratereștrilor, pentru a fecunda rasele reproducătoare și pentru a introduce sau îndepărta organe sau electronica din orice creatură. Se credea că procesul are loc fără știința subiectului dar acesta este pe deplin conștient și din păcate anatomia umană pare a se potrivi perfect mașinăriei." STR_EXAMINATION_ROOM_UFOPEDIA: "Am strâns dovezi suficiente pentru a ne da seama de ce extratereștrii răpesc oameni. Nu sunt pentru hrană și nici pentru a fi fecundați cu embrioni extratereștri ci formează baza unor serii de creaturi și sisteme de control. Tehnologia extraterestră se bazează pe o minte comună, o inteligență împărtășită, iar creierul uman este receptorul ideal pentru aceste sisteme. Țesutul cerebral uman este folosit pentru stocarea datelor și a sistemelor iar restul pentru construcție și înmulțire." STR_AQUA_PLASTICS_UFOPEDIA: "Navele și structurile extraterestre utilizează un material extrem de puternic, flexibil și durabil pentru majoritatea elementelor. Plasticele extraterestre sunt materiale omogene catalizate de Zrbite. Densă și totuși ușoară, substanța are o rezistență mai mare decât titaniul sau kevlarul." STR_ZRBITE_UFOPEDIA: "Acest aliaj de origine extraterestră conține aur și material biologic extraterestru. Utilizate ca sursă de energie, cantități mici generează mai multă energie decât o centrală nucleară de 10 ori mai mare. Replicarea acestui material este dincolo de abilitățile noastre tehnologice de vreme ce majoritatea elementelor sunt de natură extraterestră." STR_ALIEN_ORIGINS_UFOPEDIA: "Extratereștrii lovesc pe tot globul cu eficiență nemiloasă. Nu le putem identifica sursa. Poate fi în adâncul impenetrabil al unui ocean prea profund pentru a fi localizată de către noi? Nu toate organismele identificate sunt extraterestre, unele sunt arhaice sau de pe linii evolutive crezut dispărute. Avem de-a face cu o amenințare adormită de milenii, o subtilă simbioză între om și extraterestru. Adânc în oceane se găsesc zone antice folosite de extratereștri pentru a-și contacta verii stelari. Fiecare dintre aceste douăsprezece zone conțin un dispozitiv Synomium. Odată pornită mașinăria de război extraterestră, aceste zone sunt reactivate pentru a lărgi rețeaua de Control Molecular. Trebuie distruse cu orice preț." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Acum 65 de milioane de ani o enormă navă de colonizare a fost trimisă către Pământ dintr-o lume extraterestră îndepărtată. Când s-a apropiat de mica planetă o explozie solară violentă a defectat sistemele de navigație. Avariată, nava a străpuns stratosfera și s-a ivit pe cerul Cretacicului. Pe Pământ, numeroase viețuitoare și-au îndreptat privirea către cer în timp ce nenorocirea izbea planeta. Un vast nor de praf a înăbușit atmosfera și, pe măsură ce lumea s-a răcit, măreții dinozauri au pierit. Dar cele 400 de miliarde de tone ale T'leth nu s-au distrus în impact, computerele sofisticate inițiind o perioadă de somn criogenic creaturilor din echipaj. Odată cu trecerea erelor computerele au trezit grupuri de extratereștri pentru a încerca contactarea verilor stelari, însa totul a fost în zadar, nava dormind în continuare." STR_TLETH_THE_ALIEN_CITY: "T'leth, Orașul Extratereștrilor" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, enorma navă de colonizare extraterestră, se află încastrată în Sigsbee Deep, în golful Mexic. În inima orașului se află o teroare atât de ticăloasă și puternică că nici moartea nu o poate lua. Înt-o cameră din metal extraterestru se află forma adormită a Marelui Visător, Extraterestrul Suprem. Ridicarea T'leth la suprafață va declanșa perioada de reanimare și odată cu ea acesta va fi de neoprit. Deși nu este viu și totuși nici mort, mintea extraterestră controlează armata. Ciudata tehnologie a controlului molecular unește toți extratereștrii cu mintea Supremă, iar ea îi controlează pe toți. Fetuși hibrid extraterestru/om furnizează minții energia și formează legătura dintre conducător și supuși. Mitul Extraterestrului Suprem a existat în inimile și mințile umanității timp de secole dar marea a ascuns dintotdeauna adevărul suprem." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRARE ZONĂ-TIMP=5 Sec" STR_CANCEL_UC: "ANULARE" STR_NONE: "Nimic" STR_UNKNOWN: "Necunoscut" STR_POOR: "Slab" STR_AVERAGE: "Mediu" STR_GOOD: "Bun" STR_EXCELLENT: "Excelent" STR_BUILD_NEW_BASE_UC: "CONSTRUIRE BAZĂ NOUĂ" STR_BASE_INFORMATION: "INFORMAȚII BAZĂ" STR_EQUIP_CRAFT: "DOTĂRI NAVĂ" STR_BUILD_FACILITIES: "CONSTRUIRE STRUCTURI" STR_RESEARCH: "CERCETARE" STR_MANUFACTURE: "PRODUCȚIE" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "ACHIZIȚII/RECRUTĂRI" STR_SACK: "CONCEDIERE" STR_SELL_SACK_UC: "VÂNZĂRI/CONCEDIERI" STR_GEOSCAPE_UC: "GEOSFERĂ" STR_NAME: "Nume" STR_AREA: "Zonă" STR_BUILD_NEW_BASE: "Construire Bază Nouă" STR_CANCEL: "Anulare" STR_COST_UC: "COST>" STR_CONSTRUCTION_TIME_UC: "TIMP CONSTRUCȚIE>" STR_DAY: one: "{N} zi" few: "{N} zile" other: "{N} zile" STR_HOUR: one: "{N} oră" few: "{N} ore" other: "{N} ore" STR_MAINTENANCE_UC: "ÎNTREȚINERE>" STR_OK: "OK" STR_INSTALLATION: "Structuri" STR_CURRENT_RESEARCH: "CERCETARE CURENTĂ" STR_SCIENTISTS_AVAILABLE: "Cercetători Disponibili>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Cercetători Alocați>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Spațiu Disponibil Laboratoare>{ALT}{0}" STR_RESEARCH_PROJECT: "PROIECT CERCETARE" STR_SCIENTISTS_ALLOCATED_UC: "CERCETĂTORI ALOCAȚI" STR_PROGRESS: "EVOLUȚIE" STR_NEW_PROJECT: "Proiect Nou" STR_CANCEL_PROJECT: "ANULARE PROIECT" STR_NEW_RESEARCH_PROJECTS: "NOI PROIECTE DE CERCETARE" STR_SCIENTISTS_AVAILABLE_UC: "CERCETĂTORI DISPONIBILI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "SPAȚIU DISPONIBIL LABORATOARE>{ALT}{0}" STR_INCREASE: "Creștere" STR_DECREASE: "Scădere" STR_START_PROJECT: "DEMARARE PROIECT" STR_CURRENT_PRODUCTION: "PRODUCȚIE CURENTĂ" STR_ENGINEERS_AVAILABLE: "Tehnicieni Disponibili>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Tehnicieni Alocați>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Spațiu Disponibil Ateliere>{ALT}{0}" STR_CURRENT_FUNDS: "Fonduri Curente>{ALT}{0}" STR_ITEM: "ARTICOL" STR_ENGINEERS__ALLOCATED: "Tehnicieni Alocați" STR_UNITS_PRODUCED: "Unități Produse" STR_TOTAL_TO_PRODUCE: "Total de Produs" STR_COST__PER__UNIT: "Cost{NEWLINE}Unitar{NEWLINE}" STR_DAYS_HOURS_LEFT: "Zile/Ore Rămase" STR_NEW_PRODUCTION: "Producție Nouă" STR_PRODUCTION_ITEMS: "Articole Producție" STR_CATEGORY: "CATEGORIE" STR_START_PRODUCTION: "PORNIRE PRODUCȚIE" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} ore pentru a produce un articol" STR_COST_PER_UNIT_: "Cost unitar>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Spațiu de Lucru Necesar>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "MATERIALE SPECIALE NECESARE" STR_ITEM_REQUIRED: "ARTICOL NECESAR" STR_UNITS_REQUIRED: "UNITĂȚI NECESARE" STR_UNITS_AVAILABLE: "UNITĂȚI DISPONIBILE" STR_STOP_PRODUCTION: "OPRIRE PRODUCȚIE" STR_ENGINEERS_AVAILABLE_UC: "TEHNICIENI DISPONIBILI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "SPAȚIU DISPONIBIL ATELIERE>{ALT}{0}" STR_MONTHLY_PROFIT: "PROFIT LUNAR>{ALT}{0}" STR_INCREASE_UC: "CREȘTERE" STR_DECREASE_UC: "SCĂDERE" STR_UNITS_TO_PRODUCE: "Unități de Produs" STR_PURCHASE_HIRE_PERSONNEL: "Achiziții Articole/Recrutări Personal" STR_COST_OF_PURCHASES: "Costul Achizițiilor>{ALT}{0}" STR_COST_PER_UNIT_UC: "COST UNITAR" STR_QUANTITY_UC: "CANTITATE" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL DISPONIBIL:TOTAL PERSONAL>" STR_SOLDIERS: "Scafandrieri" STR_SCIENTISTS: "Cercetători" STR_ENGINEERS: "Tehnicieni" STR_SPACE_USED_SPACE_AVAILABLE: "SPAȚIU UTILIZAT:SPAȚIU DISPONIBIL>" STR_LIVING_QUARTERS: "Ansamblu Locuințe" STR_STORES: "Depozite" STR_LABORATORIES: "Laboratoare" STR_WORK_SHOPS: "Ateliere" STR_HANGARS: "Refugiu Nave" STR_SHORT_RANGE_DETECTION: "Sonar cu Rază Scurtă" STR_DEFENSE_STRENGTH: "Putere Sistem Defensiv" STR_TRANSFERS_UC: "TRANSFERURI" STR_TRANSFERS: "Transferuri" STR_ARRIVAL_TIME_HOURS: "Timp Sosire (ore)" STR_COST_: "Cost>{ALT}{0}" STR_AREA_: "Zonă>{ALT}{0}" STR_BASE_NAME: "Denumirea Bazei?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ALEGERE POZIȚIE ECLUZĂ ACCES" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "CANTITATE DE TRANSFERAT" STR_SELECT_DESTINATION_BASE: "Alegere Bază Destinație" STR_COST: "Cost" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Marte: Căderea Cydoniei." STR_INTRO_3: "Echipa X-Com triumfătoare decolează spre casă după ce au distrus nucleul mașinăriei de război extraterestre. Totuși, în baza marțiană devastată mai mișcă ceva." STR_INTRO_4: "Un puternic fascicul tahionic emite din ruinele centrului Cydonian - străbătând în viteză vidul. Destinația sa............" STR_INTRO_5: "Pământul." STR_INTRO_6: "În adâncurile oceanului fascicolul lovește un receptor inactiv. Computerele încep să se trezească. În adâncuri, dincolo de privirile oamenilor, camere vaste cu extratereștri dormind își încep lunga perioadă de reanimare." STR_INTRO_7: "2040: Un Pământ ignorant. Ororile războaielor extraterestre sunt de mult uitate. Dar, în locurile pierdute și ascunse ale oceanului, hoardele extraterestre sunt pregătite - pregătite să răstoarne umanitatea și să stăpânească lumea." STR_INTRO_8: "Extratereștrii lovesc împotriva umanității; căutând specimene pentru experimentele lor denaturate; sărăcind globul de resursele minerale și valoroase; prădând mările. Apoi, extratereștrii își îndreaptă atenția la suprafață." STR_INTRO_9: "Submarine puternice cu design ciudat străbat oceanele - inspectând, căutând, vânând........." STR_INTRO_10: "Descoperind prada, lovesc." STR_INTRO_11: "Arme noi și ciudate exercitate împotriva unei lumi lipsite de apărare. Suntem cu totul la mila amenințării extraterestre.{NEWLINE}Numai o singură organizație ne poate salva; dar, le-am întors spatele cu mult timp în urmă......" STR_INTRO_12: "Structura Subacvatică Experimentală X-COM" STR_INTRO_13: "'SOS! SOS!' 'Aici nava transatlantică de linie Hyperion'. 'Suntem atacați'. 'SOS! SO............'" STR_INTRO_14: "'Centrul de Comandă către Hangarul Unu: Deschideți ușile către ocean', 'lansați Barracuda Zero Unu. Avem un atac extraterestru - grad Roșu'.{NEWLINE}'Repet: grad Roșu'" STR_INTRO_15: "Extratereștrii au o eficacitate lipsită de milă...." STR_INTRO_16: "...și o precizie infailibilă." STR_INTRO_17: "'Barracuda Zero Unu către bază' - 'ne apropiem de rămășițele navei Hyperion'." STR_INTRO_18: "'Decelerăm'.{NEWLINE}'Doi metri'{NEWLINE}'Un metru'{NEWLINE}'Toți scafandrierii să fie pregătiți de atac'." STR_INTRO_19: "...........'Am trecut de ecluză'...'ne apropiem de resturile vasului'.{NEWLINE}'Doamne!'{NEWLINE}'Vedeți acele creaturi pe camera costumului meu?'" STR_GAMEOVER_1: "Am eșuat, extratereștrii ne-au nimicit ultimele speranțe de salvare.{NEWLINE}X-Com este distrusă și Pământul se află la picioarele dușmanului străvechi." STR_GAMEOVER_2: "T'leth se înalță în stratosferă și începe să se deplaseze pe suprafața lumii, împărțind moarte și recoltând rămășițele speciei umane. Adânc în măruntaiele sale, criminala minte extraterestră începe să se trezească." STR_GAMEOVER_3: "În orașele capitală ale tuturor națiunilor se fac planuri disperate. Totul este zadarnic, fără tehnologia acordată de către proiectul de cercetare X-Com armele noastre sunt ineficiente." STR_GAMEOVER_4: "Extratereștrii construiesc baze la calotele polare și încep topirea gheții, lumea devenind o mare vastă. Rămășițele rasei umane sunt adunate și folosite în experimente grotești de reproducere în scopuri necunoscute. Cerul se întunecă și o plagă puternică se abate asupra Pământului." STR_GAMEOVER_5: "Nu putem rezista împotriva noii ordini a lumii, cei ce încearcă au o soartă groaznică în mâinile armelor extraterestre de neînțeles. Restul nu au parte de o așa eliberare, Pământul devenind o lume extraterestră, iar umanitatea este pierdută sub o groază înfiorătoare." STR_OUTRO_1: "Mormântul, devastat și decimat, un răget bolborosit răsunând din cavou, în centrul său.{NEWLINE}Proștilor, veți pieri cu toții...................." STR_OUTRO_2: ".................nimeni nu poate scăpa." STR_OUTRO_3: "O explozie masivă erupe din mormânt și spintecă orașul, rămășițele și fumul umplu aerul. Planurile extratereștrilor sunt dejucate........" STR_OUTRO_4: "Imensitatea orașului T'leth începe să se sfărâme. Flăcări și fum se revarsă din turnurile sale sclipitoare și sălile de adamantiu." STR_OUTRO_5: "Măreața fortăreață extraterestră se prăvălește în mare, țipătul metalului și sufletelor torturate umple aerul. Marele Visător nu va mai visa la cucerirea lumii." STR_OUTRO_6: "O ultimă zguduire asurzitoare și T'leth se destramă complet.{NEWLINE}Amenințarea extraterestră a dispărut, Pământul este curățit.................." STR_OUTRO_7: "O planetă albastră-verde adormită, într-un colț îndepărtat al galaxiei." STR_OUTRO_8: "În viitorul apropiat, un loc sigur de locuit." STR_OUTRO_9: "Amenințarea extraterestră asupra Pământului a fost de mult învinsă." STR_OUTRO_10: "Orașe vaste, metropole adăpostind miliardele roditoare ale umanității." STR_OUTRO_11: "Isprăvile X-Com și războaiele extraterestre sunt povești din cărțile pentru copii." STR_OUTRO_12: "Dar legendele au avut întotdeauna obiceiul de a conține un sâmbure de adevăr............" STR_RISE_1: "T'leth, numit în multe feluri în multe legende din multe ținuturi." STR_RISE_2: "Cu un răget exploziv ce reverberează pe tot globul T'leth începe să se ridice de pe fundul mării." STR_RISE_3: "Enormul edificiu tălăzuiește prin apele Golfului Mexic." STR_RISE_4: "400 de miliarde de tone de metal extraterestru, mărețul oraș extraterestru unde se găsește corpul Extraterestrului Suprem. Întemnițat pe Pământ timp de 65 de milioane de ani, acest ticălos Zeu spațial începe să se agite." STR_RISE_5: "Apele fierb și se agită pe măsură ce mormântul Marelui Visător iese la lumină................" STR_RISE_6: ".........o lumină ce va fi de scurtă durată dacă X-Com nu distruge mașina de război extraterestră." STR_YOU_HAVE_FAILED: "Ai eșuat în a opri mașina de război extraterestră. Organizațiile finanțatoare sunt dezamăgite de abilitatea ta de a negocia o soluție non-militară cu extratereștrii. Invadatorii au o agendă foarte diferită și în curând lumea întreagă își dă seama de adevăr..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Venit" STR_EXPENDITURE: "Cheltuieli" STR_MAINTENANCE: "Întreținere" STR_BALANCE: "Balanță" STR_UFO_ACTIVITY_IN_AREAS: "Activități Extraterestre în Mări" STR_UFO_ACTIVITY_IN_COUNTRIES: "Activități Extraterestre în Zone" STR_XCOM_ACTIVITY_IN_AREAS: "Activități X-Com în Mări" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Activități X-Com în Zone" STR_FINANCE: "Finanțe" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "mii $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Materiale speciale insuficiente pentru a produce{NEWLINE}{0}{NEWLINE}în{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Fonduri insuficiente pentru a produce{NEWLINE}{0}{NEWLINE}în{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Producția de{NEWLINE}{0}{NEWLINE}de la{NEWLINE}{1}{NEWLINE}este completă" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Lucrările pentru{NEWLINE}{0}{NEWLINE}din{NEWLINE}{1}{NEWLINE}s-au finalizat" STR_OK_5_SECONDS: "OK - 5 sec" STR_RESEARCH_COMPLETED: "Cercetare Completă" STR_VIEW_REPORTS: "RAPORTARE" STR_WE_CAN_NOW_RESEARCH: "Putem cerceta" STR_WE_CAN_NOW_PRODUCE: "Putem produce" STR_SUNDAY: "DUMINICĂ" STR_MONDAY: "LUNI" STR_TUESDAY: "MARȚI" STR_WEDNESDAY: "MIERCURI" STR_THURSDAY: "JOI" STR_FRIDAY: "VINERI" STR_SATURDAY: "SÂMBĂTĂ" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Insuficient {0} pentru realimentare {1} din {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Insuficient(e) {0} pentru re-înarmarea {1} din {2}" STR_UFO_IS_NOT_RECOVERED: "OSN pierdut" STR_UFO_IS_RECOVERED: "OSN recuperat" STR_CRAFT_IS_LOST: "Navă pierdută" STR_TERROR_CONTINUES: "Activitățile Extraterestre continuă" STR_ALIENS_DEFEATED: "Extratereștrii sunt înfrânți" STR_BASE_IS_LOST: "Bază pierdută" STR_BASE_IS_SAVED: "Bază salvată" STR_ALIEN_BASE_STILL_INTACT: "Colonie Extraterestră încă intactă" STR_ALIEN_BASE_DESTROYED: "Colonie Extraterestră distrusă" STR_ALIENS_KILLED: "EXTRATEREȘTRI UCIȘI" STR_ALIEN_CORPSES_RECOVERED: "CADAVRE EXTRATERESTRE RECUPERATE" STR_LIVE_ALIENS_RECOVERED: "EXTRATEREȘTRI CAPTURAȚi VII" STR_ALIEN_ARTIFACTS_RECOVERED: "ARTEFACTE EXTRATERESTRE RECUPERATE" STR_ALIEN_BASE_CONTROL_DESTROYED: "CONTROLUL COLONIEI EXTRATERESTRE DISTRUS" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "DISPOZITIVUL SYNOMIUM DISTRUS" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "DISTRUGEREA DISPOZITIVULUI SYNOMIUM EȘUATĂ" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILI UCIȘI DE EXTRATEREȘTRII" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILI UCIȘI DE SOLDAȚI X-COM" STR_CIVILIANS_SAVED: "CIVILI SALVAȚI" STR_XCOM_OPERATIVES_KILLED: "SOLDAȚI X-COM UCIȘI" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "SOLDAȚI X-COM DISPĂRUȚI ÎN MISIUNE" STR_TANKS_DESTROYED: "SISTEME SUBMERSIBILE ARMATE X-COM DISTRUSE" STR_XCOM_CRAFT_LOST: "NAVĂ X-COM PIERDUTĂ" STR_UFO_RECOVERY: "RECUPERARE OSN" STR_ALIEN_BASE_RECOVERY: "RECUPERATE DIN COLONIA EXTRATERESTRĂ" STR_BASE_UNDER_ATTACK: "{0} se află sub asediu!" STR_BASE_DEFENSES_INITIATED: "APĂRAREA BAZEI INIȚIATĂ" STR_GRAV_SHIELD_REPELS_UFO: "SCUTURILE RESPING OSNul!" STR_FIRING: "EXECUTĂ FOC" STR_HIT: "LOVIT!" STR_UFO_DESTROYED: "OSN DISTRUS!" STR_MISSED: "RATAT!" STR_SELL_ITEMS_SACK_PERSONNEL: "Vânzări Articole/Concedieri Personal" STR_VALUE_OF_SALES: "VALOARE VÂNZĂRI> {ALT}{0}" STR_FUNDS: "FONDURI> {ALT}{0}" STR_SELL_SACK: "Vânzări/Concedieri" STR_VALUE: "Valoare" STR_CRAFT_: "OSN> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "RECUPERARE OSN DOBORÂT" STR_UFO_CRASH_RECOVERY_BRIEFING: "PRUDENȚĂ MAXIMĂ - Există inamici în OSN sau în zona unde s-a prăbușit acesta. Misiunea va avea succes numai atunci când toți inamicii au fost eliminați sau neutralizați. După aceea poate fi inițiată recuperarea resturilor de OSN, a artefactelor și cadavrelor extratereștrilor. Pentru a anula misiunea scafandrierii X-Com trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_UFO_GROUND_ASSAULT: "ASALT SUBMARIN ASUPRA OSN" STR_UFO_GROUND_ASSAULT_BRIEFING: "Echipa va explora zona și, dacă e posibil, va pătrunde în OSN. Misiunea va avea succes numai atunci când toți inamicii au fost eliminați sau neutralizați. După aceea poate fi inițiată recuperarea resturilor de OSN, a artefactelor și cadavrelor extratereștrilor. Pentru a anula misiunea scafandrierii X-Com trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_BASE_DEFENSE: "APĂRAREA BAZEI" STR_BASE_UC_: "BAZĂ> {0}" STR_BASE_DEFENSE_BRIEFING: "O navă extraterestră a aterizat în apropiere. Baza noastră este în pericol. Tot personalul necombatant a fost evacuat cu navele X-Com. Extratereștrii vor pătrunde în bază prin porțile hangarelor sau ecluza de acces. Apară baza și structurile vitale cu orice preț - aceasta este o luptă pe viață și pe moarte. Butonul 'Abandonare Misiune' declanșează capitularea și pierderea bazei." STR_ALIEN_COLONY_ATTACK_MISSION: "MISIUNE DE ATAC ASUPRA COLONIEI ET" STR_ALIEN_BASE_ASSAULT: "COLONIE EXTRATERESTRĂ P1" STR_ALIEN_COLONY_P1_BRIEFING: "Misiunea aceasta este un raid asupra unei colonii extraterestre. Această zonă are 2 nivele, toți scafandrierii trebuind să ajungă în zona de evacuare din primul complex după care se apasă pe butonul 'Abandonare Misiune'. Tot echipamentul lăsat în urmă va rămâne pe fundul mării până se rezolvă a 2-a secțiune. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_ALIEN_COLONY_P2: "COLONIE EXTRATERESTRĂ P2" STR_ALIEN_COLONY_P2_BRIEFING: "După curățirea primului nivel se intră în inima coloniei. Misiunea constă în distrugerea centrului de control, dispozitivul Synomium, sau eliminarea tuturor extratereștrilor. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în punctul de plecare după care se apasă pe butonul 'Abandonare Misiune'. Tot echipamentul X-Com viabil va fi înapoiat în bază." STR_ALIENS_LAUNCH_PORT_TERROR: "EXTRATEREȘTRII{NEWLINE}ATACĂ PORTUL" STR_PORT_TERROR: "ATAC EXTRATERESTRU PORTUAR" STR_PORT_TERROR_BRIEFING: "Extratereștrii au lansat un atac împotriva zonelor de suprafață. Portul și populația civilă sunt în pericol. Echipa trebuie să elimine toți extratereștrii și să protejeze trecătorii nevinovați de incursiunea extraterestră. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "EXTRATEREȘTRII{NEWLINE}ATACĂ INSULA" STR_ISLAND_TERROR: "ATAC EXTRATERESTRU INSULAR" STR_ISLAND_TERROR_BRIEFING: "Extratereștrii au lansat un atac împotriva zonelor de suprafață. Insula și populația civilă sunt în pericol. Echipa trebuie să elimine toți extratereștrii și să protejeze trecătorii nevinovați de incursiunea extraterestră. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "EXTRATEREȘTRII ATACĂ {NEWLINE}RUTA MARITIMĂ" STR_CARGO_SHIP_P1: "CARGOBOT P1" STR_CARGO_SHIP_P2: "CARGOBOT P2" STR_CRUISE_SHIP_P1: "VAS DE CROAZIERĂ P1" STR_CRUISE_SHIP_P2: "VAS DE CROAZIERĂ P2" STR_SHIP_RESCUE_MISSION: "MISIUNE DE SALVARE VAS" STR_SHIP_RESCUE_P1_BRIEFING: "Misiunea este una de vânătoare, de eliminare a tuturor extratereștrilor de pe navă și de a păstra în viață civili de la bord. Extratereștrii sunt dispersați pe punte și în cala navei, recomandată fiind curățarea punții superioare, după care se coboară la cele inferioare. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_SHIP_RESCUE_P2_BRIEFING: "Acum că puntea superioară este liberă se continuă cu cele inferioare. Folosind liftul de marfă se coboară în cală. Echipa trebuie să elimine toți extratereștrii de la acest nivel pentru a încheia misiunea. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în liftul de acces după care se apasă pe butonul 'Abandonare Misiune'." STR_ALIEN_ACTIVITY_DETECTED: "ACTIVITĂȚI ET DETECTATE" STR_ALIEN_CONTACT_SITE_MISSION: "MISIUNE ÎN ZONA DE CONTACT ET" STR_ARTIFACT_SITE_P1: "ZONA DE CONTACT ET P1" STR_ARTIFACT_SITE_P1_BRIEFING: "Misiunea este un raid asupra unei zone de comunicație proaspăt activate. Zona are 2 niveluri, fundul mării cu piramidele extraterestre și un complex subteran ascuns. Echipa trebuie să ajungă la intrarea în complex după care se apasă pe butonul 'Abandonare Misiune'. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în nava de transport după care se apasă pe butonul 'Abandonare Misiune'." STR_ARTIFACT_SITE_P2: "ZONA DE CONTACT ET P1" STR_ARTIFACT_SITE_P2_BRIEFING: "După curățirea primului nivel și intrarea în complex, scopul misiunii este clar. Infiltrarea în inima structurii extraterestre și distrugerea dispozitivului Synomium de Control Molecular, sau eliminarea tuturor extratereștrilor. Pentru a anula misiunea scafandrierii trebuie să se întoarcă în liftul de acces după care se apasă pe butonul 'Abandonare Misiune'." STR_SIGSBEE_DEEP_MISSION: "MISIUNEA SIGSBEE DEEP{NEWLINE}ORAȘ ET NIVEL UNU" STR_TLETH_P1_BRIEFING: "Pătrundem în necunoscut, de aici în colo ne putem aștepta la orice. Știm că orașul extraterestru mai are încă 2 nivele și că echipa trebuie sa ajungă la ieșirea din acest nivel pentru a intra în următorul. Pentru a avansa în misiune scafandrierii trebuie să ajungă la ieșire după care se apasă pe butonul 'Abandonare Misiune'. Orice altceva duce la eșecul misiunii." STR_TLETH_ATTACK_MISSION: "MISIUNEA DE ATAC T'LETH{NEWLINE}ORAȘ ET NIVEL DOI" STR_TLETH_P2_BRIEFING: "Pătrundem și mai adânc în necunoscut, de aici în colo ne putem aștepta la orice. Știm că orașul extraterestru mai are încă un nivel și că echipa trebuie sa ajungă la ieșirea din acest nivel pentru a intra în următorul. Pentru a avansa în misiune scafandrierii trebuie să ajungă la ieșire după care se apasă pe butonul 'Abandonare Misiune'. Orice altceva duce la eșecul misiunii." STR_FINAL_TLETH_MISSION: "MISIUNEA FINALĂ T'LETH{NEWLINE}ORAȘ ET NIVEL TREI" STR_TLETH_P3_BRIEFING: "Sfârșitul este aproape, de aici în colo căutăm mormântul Extraterestrului Suprem. Cele 8 alimentări cu energie ale cavoului trebuie distruse pentru a opri amenințarea extraterestră. Nu trebuie să ne dăm bătuți acum! Abandonul duce la eșecul misiunii." STR_TLETH_P1: "ORAȘ ET NIVEL UNU" STR_TLETH_P2: "ORAȘ ET NIVEL DOI" STR_TLETH_P3: "ORAȘ ET NIVEL TREI" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NU EXISTĂ HANGARE LIBERE PENTRU A PRODUCE NAVA!{SMALLLINE}Fiecare navă desemnată unei baze, transferată, cumpărată sau construită foloseste un hangar. Construiește un hangar nou sau transferă o navă în altă bază." STR_NO_FREE_HANGARS_FOR_PURCHASE: "NU EXISTĂ HANGARE LIBERE PENTRU ACHIZIȚIE!{SMALLLINE}Fiecare navă desemnată unei baze, transferată, cumpărată sau construită foloseste un hangar. Construiește un hangar nou sau transferă o navă în altă bază." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NU EXISTĂ HANGARE LIBERE PENTRU TRANSFER!{SMALLLINE}Fiecare navă desemnată unei baze, transferată, cumpărată sau construită foloseste un hangar. Construiește un hangar nou sau transferă o navă în altă bază." STR_CANNOT_BUILD_HERE: "NU SE POATE CONSTRUI AICI!{SMALLLINE}Trebuie amplasat lângă o structură existentă." STR_NO_FREE_ACCOMODATION: "NU EXISTĂ LOCURI LIBERE!{SMALLLINE}Baza destinată nu are locuri libere în locuințe." STR_NOT_ENOUGH_WORK_SPACE: "SPAȚIU INSUFICIENT ÎN ATELIER!{SMALLLINE}Construiește un atelier nou sau redu activitatea la alte proiecte." STR_NOT_ENOUGH_MONEY: "FONDURI INSUFICIENTE!" STR_NOT_ENOUGH_STORE_SPACE: "SPAȚIU DE DEPOZITARE INSUFICIENT!{SMALLLINE}Construiește un depozit nou sau transferă articole existente către alte baze." STR_NOT_ENOUGH_LIVING_SPACE: "LOCUINȚE INSUFICIENTE!{SMALLLINE}Construiește locuințe sau transferă personal către alte baze." STR_LAUNCH_INTERCEPTION: "LANSARE INTERCEPȚIE" STR_CRAFT: "NAVĂ" STR_STATUS: "STARE" STR_BASE: "BAZĂ" STR_READY: "PREGĂTIT" STR_OUT: "ÎN MISIUNE" STR_REPAIRS: "REPARAȚII" STR_REFUELLING: "REALIMENTARE" STR_REARMING: "REÎNARMARE" STR_TARGET: "ȚINTĂ: {0}" STR_WAY_POINT: "PUNCT RUTĂ" STR_ARE_YOU_SURE_CYDONIA: "Sigur trimitem această navă în misiune către T'leth?" STR_YES: "DA" STR_NO: "NU" STR_SELECT_DESTINATION: "ALEGERE DESTINAȚIE" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "ALEGERE LOCAȚIE BAZĂ NOUĂ" STR_RETURN_TO_BASE: "REVENIRE LA BAZĂ" STR_SELECT_NEW_TARGET: "ALEGERE ȚINTĂ NOUĂ" STR_PATROL: "PATRULARE" STR_STATUS_: "STARE>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "AVARIAT - REVENIRE LA BAZĂ" STR_LOW_FUEL_RETURNING_TO_BASE: "REZERVOR GOL - REVENIRE LA BAZĂ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIUNE COMPLETĂ - REVENIRE LA BAZĂ" STR_PATROLLING: "PATRULEAZĂ" STR_TAILING_UFO: "URMĂREȘTE OSN" STR_INTERCEPTING_UFO: "INTERCEPTARE OSN-{0}" STR_RETURNING_TO_BASE: "REVENIRE LA BAZĂ" STR_DESTINATION_UC_: "DESTINAȚIE: {0}" STR_BASE_UC: "BAZĂ>{ALT}{0}" STR_SPEED_: "VITEZĂ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "VITEZĂ MAXIMĂ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ADÂNCIME>{ALT}{0}" STR_AIRBORNE: "ÎN AER" STR_VERY_LOW: "SUPERFICIALĂ" STR_LOW_UC: "NORMALĂ" STR_HIGH_UC: "MARE" STR_VERY_HIGH: "FOARTE MARE" STR_FUEL: "COMBUSTIBIL>{ALT}{0}" STR_WEAPON_ONE: "ARMA-1>{ALT}{0}" STR_NONE_UC: "NIMIC" STR_ROUNDS_: "SALVE>{ALT}{0}" STR_WEAPON_TWO: "ARMA-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "NAVĂ INTERCEPȚIE" STR_BASE_: "Bază>{0}" STR_NAME_UC: "NUME" STR_AMMO_: "MUNIȚIE>{ALT}{0}" STR_CREW: "ECHIPAJ" STR_EQUIPMENT_UC: "ECHIPAMENT" STR_ARMOR: "ARMURĂ" STR_MAX: "MAXIM>{ALT}{0}" STR_ROOKIE: "Recrut" STR_SQUADDIE: "Fruntaș" STR_SERGEANT: "Sergent" STR_CAPTAIN: "Locotenent" STR_COLONEL: "Comandor" STR_COMMANDER: "Amiral" STR_SELECT_SQUAD_FOR_CRAFT: "Alegere Echipă pentru {0}" STR_SORT_BY: "SORTARE DUPĂ..." STR_ORIGINAL_ORDER: "ORDINE IMPLICITĂ" STR_MISSIONS2: "MISIUNI" STR_KILLS2: "VICTIME" STR_WOUND_RECOVERY2: "VINDECARE RĂNI" STR_SPACE_AVAILABLE: "SPAȚIU DISPONIBIL>{ALT}{0}" STR_SPACE_USED: "SPAȚIU UTILIZAT>{ALT}{0}" STR_SPACE_USED_UC: "SPAȚIU UTILIZAT" STR_RANK: "RANG" STR_WOUNDED: "RĂNIT" STR_EQUIPMENT_FOR_CRAFT: "Echipament pentru {0}" STR_DEFENSE_VALUE: "Valoare Defensivă" STR_HIT_RATIO: "Raport Lovire" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pregătit de{NEWLINE}aterizare lângă{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Începere Misiune?" STR_SELECT_ARMAMENT: "Alegere Armament" STR_AMMUNITION_AVAILABLE: "MUNIȚIE DISPONIBILĂ" STR_ARMAMENT: "ARMAMENT" STR_NOT_AVAILABLE: "N.A." STR_SELECT_ARMOR_FOR_SOLDIER: "ALEGERE ARMURĂ PENTRU{NEWLINE}{ALT}{0}" STR_TYPE: "TIP" STR_PLASTIC_AQUA_ARMOR_UC: "ARMURĂ ACVA-PLASTICĂ" STR_ION_ARMOR_UC: "ARMURĂ IONICĂ" STR_MAGNETIC_ION_ARMOR_UC: "ARMURĂ MAGNETO-IONICĂ" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Această armură folosește nou descoperitele Plastice Extraterestre, oferind scafandrierilor o șansă în lupta împotriva amenințării extraterestre." STR_ION_ARMOR_UFOPEDIA: "O nouă și puternică protecție pentru scafandrieri, această armură este alimentată de o sursă de energie ionică ce amplifică mult viteza și forța utilizatorului, oferind cea mai bună protecție de până acum pentru trupele luptătoare." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "O versiune îmbunătățită a Armurii Ionice, având incorporată tehnologie de navigație magnetică ce permite libertate totală de mișcare în mediul acvatic." STR_SELECT_ARMOR: "Alegere Armură" STR_NORTH: "NORD" STR_NORTH_EAST: "NORD-EST" STR_EAST: "EST" STR_SOUTH_EAST: "SUD-EST" STR_SOUTH: "SUD" STR_SOUTH_WEST: "SUD-VEST" STR_WEST: "VEST" STR_NORTH_WEST: "NORD-VEST" STR_SELECT_ACTION: "ALEGERE ACȚIUNE" STR_CONTINUE_INTERCEPTION_PURSUIT: "CONTINUARE URMĂRIRE ȘI INTERCEPTARE" STR_PURSUE_WITHOUT_INTERCEPTION: "URMĂRIRE FĂRĂ INTERCEPTARE" STR_VERY_LARGE: "FOARTE MARE" STR_LARGE: "MARE" STR_MEDIUM_UC: "MEDIU" STR_SMALL: "MIC" STR_VERY_SMALL: "FOARTE MIC" STR_GROUNDED: "LA SOL" STR_DETECTED: "Detectat" STR_SIZE_UC: "DIMENSIUNE" STR_ALTITUDE: "ADÂNCIME" STR_HEADING: "DIRECȚIE" STR_SPEED: "VITEZĂ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "CENTRARE OSN-TIMP=5 Sec" STR_TRACKING_LOST: "SEMNAL PIERDUT" STR_REDIRECT_CRAFT: "REDIRECȚIONARE NAVĂ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ULTIMA LOCAȚIE CUNOSCUTĂ" STR_UFO_: "OSN-{0}" STR_ALIEN_BASE_: "COLONIE EXTRATERESTRĂ-{0}" STR_CRASH_SITE_: "OSN DOBORÂT-{0}" STR_LANDING_SITE_: "OSN ATERIZAT-{0}" STR_WAY_POINT_: "PUNCT RUTĂ-{0}" STR_TERROR_SITE: "ZONĂ TERORIZATĂ-{0}" STR_ARTIFACT_SITE: "ZONĂ ARTEFACT-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}a ajuns la{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrulează" STR_ALIEN_ORIGINS: "Originile Extratereștrilor" STR_THE_ULTIMATE_THREAT: "Amenințarea Supremă" STR_TLETH_ALIEN_CITY: "T'leth, Orașul Extratereștrilor" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "NAVE ȘI ARMAMENT X-COM" STR_HEAVY_WEAPONS_PLATFORMS: "SISTEME SUBMERSIBILE ARMATE" STR_WEAPONS_AND_EQUIPMENT: "ECHIPAMENT GENERAL" STR_ALIEN_ARTIFACTS: "ARTEFACTE ACVATICE" STR_BASE_FACILITIES: "CONSTRUCȚII BAZĂ" STR_ALIEN_LIFE_FORMS: "CREATURI EXTRATERESTRE" STR_ALIEN_RESEARCH_UC: "TEHNOLOGII EXTRATERESTRE" STR_UFO_COMPONENTS: "NOI TEHNOLOGII OSN" STR_UFOS: "OSNuri EXTRATERESTRE" STR_SELECT_ITEM: "SELECTARE ARTICOL" STR_ACCELERATION: "ACCELERAȚIE>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "VOLUM REZERVOR>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SOCLURI ARMAMENT>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "REZISTENȚĂ AVARII>{ALT}{0}{ALT}" STR_CARGO_SPACE: "SPAȚIU ÎNCĂRCĂTURĂ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SPAȚIU SSAuri>{ALT}{0}{ALT}" STR_DAMAGE: "Putere Foc" STR_RANGE: "Rază Acțiune" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Precizie Foc" STR_RE_LOAD_TIME: "Timp Reîncărcare" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PERCUTANT" STR_DAMAGE_INCENDIARY: "FOSFOROS" STR_DAMAGE_HIGH_EXPLOSIVE: "EXPLOZIV" STR_DAMAGE_LASER_BEAM: "FASCICUL GAUSS" STR_DAMAGE_PLASMA_BEAM: "FASCICUL SONIC" STR_DAMAGE_STUN: "ÎNGHEȚARE" STR_DAMAGE_MELEE: "MELEU" STR_DAMAGE_ACID: "ACID" STR_DAMAGE_SMOKE: "FUMIGEN" STR_SHOT_TYPE: "TIP" STR_ACCURACY_UC: "PRECIZIE" STR_TIME_UNIT_COST: "RĂSTIMP" STR_DAMAGE_UC: "PUTERE" STR_AMMO: "MUNIȚIE" STR_SHOT_TYPE_AUTO: "Automat" STR_SHOT_TYPE_SNAP: "Rapid" STR_SHOT_TYPE_AIMED: "Ochit" STR_CONSTRUCTION_TIME: "Timp Construcție" STR_CONSTRUCTION_COST: "Cost Construcție" STR_MAINTENANCE_COST: "Cost Întreținere" STR_LOW: "Scăzut" STR_MEDIUM: "Mediu" STR_HIGH: "Mare" STR_CRAFT_WEAPON: "Armă Nave" STR_CRAFT_AMMUNITION: "Muniție Nave" STR_HEAVY_WEAPONS_PLATFORM: "Tanc Automatizat" STR_WEAPON: "Armă" STR_AMMUNITION: "Muniție" STR_EQUIPMENT: "Echipament" STR_ALIEN_CORPSE: "Cadavru Extraterestru" STR_UFO_COMPONENT: "Componentă OSN" STR_PERSONAL_ARMOR: "Armură Personală" STR_RAW_MATERIALS: "Materii Prime" STR_HWP_SOLID_HARPOON_BOLTS: "Muniție Artilerie SSA" STR_ALIEN: "Extraterestru" STR_AQUATOID: "Aquatoid" STR_GILLMAN: "Gill Man" STR_LOBSTERMAN: "Lobster Man" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_DEEP_ONE: "Deep One" STR_BIODRONE: "Bio-drone" STR_TENTACULAT: "Tentaculat" STR_TRISCENE: "Triscene" STR_HALLUCINOID: "Hallucinoid" STR_XARQUID: "Xarquid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Comandant" STR_LIVE_NAVIGATOR: "Pilot" STR_LIVE_MEDIC: "Medic" STR_LIVE_TECHNICIAN: "Tehnician" STR_LIVE_SQUAD_LEADER: "Lider" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terorist" STR_AQUATOID_COMMANDER: "Comandant Aquatoid" STR_AQUATOID_NAVIGATOR: "Pilot Aquatoid" STR_AQUATOID_MEDIC: "Medic Aquatoid" STR_AQUATOID_TECHNICIAN: "Tehnician Aquatoid" STR_AQUATOID_SQUAD_LEADER: "Lider Aquatoid" STR_AQUATOID_SOLDIER: "Soldat Aquatoid" STR_GILLMAN_COMMANDER: "Comandant Gill Man" STR_GILLMAN_TECHNICIAN: "Tehnician Gill Man" STR_GILLMAN_SQUAD_LEADER: "Lider Gill Man" STR_GILLMAN_SOLDIER: "Soldat Gill Man" STR_LOBSTERMAN_COMMANDER: "Comandant Lobster Man" STR_LOBSTERMAN_NAVIGATOR: "Pilot Lobster Man" STR_LOBSTERMAN_TECHNICIAN: "Tehnician Lobster Man" STR_LOBSTERMAN_SQUAD_LEADER: "Lider Lobster Man" STR_LOBSTERMAN_SOLDIER: "Soldat Lobster Man" STR_TASOTH_SQUAD_LEADER: "Lider Tasoth" STR_TASOTH_SOLDIER: "Soldat Tasoth" STR_CALCINITE_TERRORIST: "Terorist Calcinite" STR_DEEP_ONE_TERRORIST: "Terorist Deep One" STR_BIODRONE_TERRORIST: "Terorist Bio-drone" STR_TENTACULAT_TERRORIST: "Terorist Tentaculat" STR_TRISCENE_TERRORIST: "Terorist Triscene" STR_HALLUCINOID_TERRORIST: "Terorist Hallucinoid" STR_XARQUID_TERRORIST: "Terorist Xarquid" STR_ION_BEAM_ACCELERATORS: "Acceleratoare Undă Ionică" STR_MAGNETIC_NAVIGATION: "Navigație Magnetică" STR_ALIEN_SUB_CONSTRUCTION: "Construcție OSN" STR_ALIEN_CRYOGENICS: "Criogenie Extraterestră" STR_ALIEN_CLONING: "Clonare Extraterestră" STR_ALIEN_LEARNING_ARRAYS: "Matrice de Învățare Extraterestră" STR_ALIEN_IMPLANTER: "Implantări Extraterestre" STR_EXAMINATION_ROOM: "Cameră Examinări" STR_AQUA_PLASTICS: "Plastice Extraterestre" STR_ALIEN_REANIMATION_ZONE: "Reanimare Extraterestră" STR_PLASTIC_AQUA_ARMOR: "Armură Acva-Plastică" STR_ION_ARMOR: "Armură Ionică" STR_MAGNETIC_ION_ARMOR: "Armură Magneto-Ionică" STR_HWP_AQUA_JET_MISSILES: "Torpile Acva-Jet" STR_HWP_DISPLACER_PWT: "Torpilă U.P." STR_GAUSS_TECH: "Tehnologie Gauss" STR_NEW_FIGHTER_FLYING_SUB: "Navă de Luptă Nouă" STR_NEW_FIGHTER_TRANSPORTER: "Transportor de Luptă Nou" STR_THE_LATEST_FLYING_SUB: "Nava Supremă" STR_ARMOR_PIERCING: "PERCUTANT" STR_COELACANTH_GAS_CANNON: "Coelacanth/Artilerie" STR_COELACANTH_AQUA_JET: "Coelacanth/Acva-Jet" STR_COELACANTH_GAUSS: "Coelacanth/Gauss" STR_DISPLACER_SONIC: "Displacer/Sonic" STR_DISPLACER_PWT: "Displacer/T.U.P." STR_AJAX_LAUNCHER: "Lansator Ajax" STR_DUP_HEAD_LAUNCHER: "Lansator A.U.S." STR_CRAFT_GAS_CANNON: "Artilerie Navă" STR_PWT_CANNON: "Artilerie T.U.P." STR_GAUSS_CANNON: "Artilerie Gauss" STR_GAUSS_CANNON_AMMO: "Muniție Artilerie Gauss" STR_SONIC_OSCILLATOR: "Oscilator Sonic" STR_AJAX_TORPEDOES: "Torpile Ajax" STR_DUP_HEAD_TORPEDOES: "Torpile A.U.S." STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Salve Artilerie (x50)" STR_SONIC_WAVE: "Undă Sonică" STR_PULSE_WAVE_TORPEDOES: "Muniție T.U.P." STR_SOLDIER: "Scafandrier" STR_SCIENTIST: "Cercetător" STR_ENGINEER: "Tehnician" STR_NORTH_ATLANTIC: "Atlanticul de Nord" STR_SOUTH_ATLANTIC: "Atlanticul de Sud" STR_NORTH_PACIFIC: "Pacificul de Nord" STR_SOUTH_PACIFIC: "Pacificul de Sud" STR_MEDITERRANEAN: "Mediterana" STR_SOUTH_CHINA_SEA: "Marea Chinei de Sud" STR_INDIAN_OCEAN: "Oceanul Indian" STR_THE_EAST_SEA: "Marea Japoniei" STR_NORTH_SEA: "Marea Nordului" STR_CARRIBEAN: "Caraibe" STR_ANTARCTIC: "Antarctica" STR_ARCTIC: "Arctica" STR_EURASIA: "Eurasia" STR_NORTH_AMERICA: "America de Nord" STR_AFRICA: "Africa" STR_MAXIMUM_SPEED: "Viteză Maximă" STR_TRANSMISSION_RESOLVER_UC: "DECODOR TRANSMISIUNI S-P" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "USO" STR_AJAX: "AJAX" STR_DUP_HEAD: "A.U.S." STR_CRAFT_GAS_CANNON_UC: "ARTILERIE NAVĂ" STR_PWT_CANNON_UC: "ARTILERIE T.U.P." STR_GAUSS_CANNON_UC: "ARTILERIE GAUSS" STR_SONIC_OSCILLATOR_UC: "OSCILATOR SONIC" STR_DAMAGE_CAPACITY: "Rezistență Avarii" STR_WEAPON_POWER: "Putere" STR_WEAPON_RANGE: "Rază Acțiune" STR_AIR_LOCK: "Ecluză Acces" STR_LABORATORY: "Laborator" STR_WORKSHOP: "Atelier" STR_STANDARD_SONAR: "Sonar Standard" STR_WIDE_ARRAY_SONAR: "Sonar cu Gamă Largă" STR_TORPEDO_DEFENSES: "Defensivă Torpile" STR_GENERAL_STORES: "Depozite Generale" STR_ALIEN_CONTAINMENT: "Carantină Extratereștrii" STR_GAUSS_DEFENSES: "Defensivă Gauss" STR_SONIC_DEFENSES: "Defensivă Sonică" STR_PWT_DEFENSES: "Defensivă P.W.T." STR_BOMBARDMENT_SHIELD: "Scut Bombardament" STR_MC_GENERATOR: "Generator C.M." STR_MC_LAB: "Laborator C.M." STR_TRANSMISSION_RESOLVER: "Decodor Transmisiuni S-P" STR_SUB_PEN: "Hangar" STR_USA: "SUA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "SINDICATUL EUROPEAN" STR_ARABIAN_BLOC: "BLOCUL ARAB" STR_EGYPTIAN_CARTEL: "CARTELUL EGIPTEAN" STR_AFRICA_CORP: "CORPORAȚIA AFRICANĂ" STR_BRAZILIAN_UNION: "UNIUNEA BRAZILIANĂ" STR_NEW_MEXICO: "NEW MEXICO" STR_ASIAN_COALITION: "COALIȚIA ASIATICĂ" STR_SCANDINAVIA: "SCANDINAVIA" STR_NEO_JAPAN: "NEO-JAPONIA" STR_FREE_CHINA: "CHINA LIBERĂ" STR_AUSTRALASIA: "AUSTRALASIA" STR_FED_KOREA: "FEDERAȚIA COREEANĂ" STR_EURASIA_UC: "EURASIA" STR_ICELANDIC_UNION: "UNIUNEA ISLANDEZĂ" STR_TANK: "Sistem Submersibil Armat" STR_CIVILIAN: "Civil" STR_JAN: "Ian" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Mai" STR_JUN: "Iun" STR_JUL: "Iul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Oct" STR_NOV: "Noi" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Relații Internaționale" STR_COUNTRY: "Țară" STR_FUNDING: "Finanțare" STR_CHANGE: "Variație" STR_WEAPON_SYSTEMS: "ARMAMENT" STR_HWPS: "SSAuri" STR_DAMAGE_UC_: "AVARII>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Ecluza de acces permite transferul echipamentului și personalului în și din baza subacvatică. Este întotdeauna prima structură construită în noua locație. Zona ecluzei este vulnerabilă intruziunii posibilelor forțe ostile." STR_LIVING_QUARTERS_UFOPEDIA: "Fiecare ansamblu de locuințe furnizează spațiu pentru maxim 50 de oameni. Este prevăzut cu facilități de bază și funcționale." STR_LABORATORY_UFOPEDIA: "Într-un laborator pot lucra până la 50 de cercetători. Laboratoarele sunt echipate cu cea mai nouă tehnologie pentru cercetarea materialelor, biochimiei și armelor. Cercetătorii X-Com au acces privilegiat la cele mai bune laboratoare din lume, atât civile cât și militare." STR_WORKSHOP_UFOPEDIA: "Atelierul conține toate echipamentele necesare producerii obiectelor bazate pe schițele venite de la laboratoare. Până la 50 de tehnicieni pot să lucreze în atelier, deși obiectele produse o să ocupe de asemenea spațiu." STR_STANDARD_SONAR_UFOPEDIA: "Un sistem standard de detecție cu o rază de acțiune efectivă de 450 de kilometri la majoritatea adâncimilor și legat la rețeaua de sateliți geostaționari pentru analiza la suprafață. Fiecare sistem are o șansă de 10% la fiecare 30 de minute de a detecta o navă submersibilă sau aeriană." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Un sistem extins de detecție cu o rază de acțiune efectivă de peste 700 de kilometri la orice adâncime și legat la rețeaua de sateliți geostaționari pentru analiza la suprafață. Fiecare sistem are o șansă de 20% la fiecare 30 de minute de a detecta o navă submersibilă sau aeriană." STR_TORPEDO_DEFENSES_UFOPEDIA: "Furnizează protecție împotriva incursiunilor navelor forțelor ostile care încearcă să andocheze la bază." STR_GENERAL_STORES_UFOPEDIA: "Toate echipamentele, armele, munițiile, materialele recuperate și SSAurile sunt păstrate în depozite, inclusiv echipamentele atribuite navelor din hangare." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Extratereștrii vii necesită un habitat special pentru a fi menținuți în viață și a li se neutraliza potențialul combativ. Structura poate păstra până la 10 forme de viață extraterestre în unități autonome." STR_GAUSS_DEFENSES_UFOPEDIA: "Furnizează cea mai nouă și eficientă protecție împotriva incursiunilor navelor inamice." STR_SONIC_DEFENSES_UFOPEDIA: "Furnizează o protecție puternică și eficientă împotriva incursiunilor navelor inamice." STR_PWT_DEFENSES_UFOPEDIA: "Furnizează cea mai eficientă defensivă împotriva atacurilor extraterestre. Torpilele au focoase super dense ce pot penetra toate blindajele cunoscute. Undele magnetice produse dezactivează sistemele electronice defensive." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Scutul protejează baza de navele extraterestre care încearcă să andocheze la bază și emite un câmp rezonant ce le respinge suficient de mult timp pentru ca sistemele defensive să mai tragă o dată. Practic, acest sistem dublează efectul oricărui sistem defensiv din bază." STR_MC_GENERATOR_UFOPEDIA: "Ținând cont că submarinele extraterestre folosesc Controlul Molecular pentru a detecta prezența vietăților, folosirea unui emițător C.M. negativ va ecrana baza cu un scut impenetrabil, derutând extratereștrii și mascându-ne prezența." STR_MC_LAB_UFOPEDIA: "Poate implanta și antrena până la zece scafandrieri în același timp. Implanturile sunt instalate chirurgical în craniu. Antrenamentul prelungit le permite oamenilor utilizarea acestora. Abilitățile sunt folosite împreună cu un dispozitiv de Control Molecular ce poate fi utilizat în luptă." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Comunicațiile extraterestre utilizează rețeaua implanturilor de Control Molecular construită de aceștia. Această structură interceptează trasmisiunile OSN, decodează informația și arată tipul OSNului, specia extraterestră și natura activității desfășurate." STR_SUB_PEN_UFOPEDIA: "Fiecare hangar poate găzdui o singură navă. Conține echipamente pentru întreținerea, alimentarea și repararea navelor X-Com. Fiecare navă alocată unei baze trebuie să aibă un hangar liber atribuit ce nu poate fi folosit de altă navă, chiar dacă nava atribuită se află într-o misiune." STR_DART_PISTOL_UFOPEDIA: "Pistolul X-Com este o armă mică și precisă, având un încărcător cu 12 bolțuri goale pe dinăuntru propulsate de gazul dintr-un rezervor alăturat." STR_JET_HARPOON_UFOPEDIA: "Această pușcă subacvatică este precisă și puternică, trăgând cu harpoane de oțel goale pe dinăuntru, dispuse în seturi de câte 10. Fiecare harpon are propriul rezervor de gaz." STR_GAS_CANNON_UFOPEDIA: "Categoria grea a armelor ce folosesc propulsia cu gaz, ce folosește bolțuri solide sau cu vârful exploziv ori fosforos. Arma favorită a scafandrierilor experimentați." STR_HYDRO_JET_CANNON_UFOPEDIA: "O armă grea de infanterie, artileria folosește mini-torpile propulsate de magneziu. Deși puternică, este o armă stângace și greoaie, potrivită folosirii exclusive în mediul acvatic." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Cu adevărat de categorie grea, lansatorul folosește trei tipuri de torpile, fiecare cu propulsie proprie. O armă devastatoare, având ca singur neajuns încărcarea manuală. Tipurile de muniție disponibile sunt cele cu explozibil mic sau mare și cu vârf fosoros, toate destinate folosirii exclusive sub apă." STR_GAUSS_PISTOL_UFOPEDIA: "Pistolul Gauss folosește tehnologia pariculelor accelerate, o nouă evoluție a armelor moderne. Este rapid, precis și funcționează atât la suprafață cât și sub apă. Tehnologia Gauss este o rafinare a celei cu Plasmă cunoscută în războiul anterior." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Pistolul Gauss folosește tehnologia pariculelor accelerate, o nouă evoluție a armelor moderne. Este rapid, precis și funcționează atât la suprafață cât și sub apă. Tehnologia Gauss este o rafinare a celei cu Plasmă cunoscută în războiul anterior." STR_GAUSS_RIFLE_UFOPEDIA: "Un pas înainte față de pistol, pușca Gauss este cu adevărat puternică având accelerator de particule dublu. Înlocuind sistemul cu Plasmă alimentat de Elerium cu un micro-accelerator de particule ce generează un flux de anti-protoni." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Un pas înainte față de pistol, pușca Gauss este cu adevărat puternică având accelerator de particule dublu. Înlocuind sistemul cu Plasmă alimentat de Elerium cu un micro-accelerator de particule ce generează un flux de anti-protoni." STR_HEAVY_GAUSS_UFOPEDIA: "Deși voluminoasă artileria Gauss este extrem de eficace. Folosește trei acceleratoare de particule și e practic de neoprit. Fluxul de anti-protoni este constrâns într-un proiectil de arseniură de galiu ce implodează la impact eliberând anti-materia." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Deși voluminoasă artileria Gauss este extrem de eficace. Folosește trei acceleratoare de particule și e practic de neoprit. Fluxul de anti-protoni este constrâns într-un proiectil de arseniură de galiu ce implodează la impact eliberând anti-materia." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Această grenadă standard prezintă un cronometru sofisticat, pentru un control de precizie." STR_DYE_GRENADE_UFOPEDIA: "Grenadele cu vopsea au un rol dublu, fiind folositoare pentru asigurarea acoperirii în zonele expuse. Funcționând atât sub apă cât și la sol, vopseaua este evacuată sub forma unui nor de particule, acesta producând sub apă un efect asemenea jetului de cerneală al caracatițelor și un nor dens când este la sol." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "O grenadă de proximitate poate fi aruncată precum o grenadă normală dar odată activată este declanșată de mișcările din apropiere. Pentru a folosi corect acest echipament sunt necesare abilități bune și antrenament." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Acest explozibil ar trebui folosit numai pentru demolări. Totuși experiențele anterioare au arătat că acești explozibili puternici sunt ideali pentru stârpirea extratereștrilor. Raza de acțiune este mare așa că scafandrierii trebuie să stea la o distanță sigură." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Acest dispozitiv sofisticat folosește o varietate de detectori și algoritmi avansați pentru a identifica unitățile aflate în apă. Apasă pe reprezentarea detectorului de perturbații de pe afișajul tactic. Alege 'Folosire Detector' din meniu. Afișajul detectorului arată o săgeată în mijloc - direcția în care se uită scafandrierul (nordul este în sus). Cercurile pulsatorii arată unitățile care s-au mișcat recent. Unitățile mari sau care se mișcă repede vor produce cercuri mai mari. Unitățile statice nu vor fi detectate." STR_MEDI_KIT_UFOPEDIA: "Pentru a folosi trusa trebuie să stai cu fața la scafandrierul care are nevoie de tratament. Apasă pe reprezentarea trusei și alege 'Folosire Trusă' din meniu.{NEWLINE}TRATAMENT> Zonele cu roșu sunt rănile grave. Apasă pe o zonă rănită, apoi pe butonul 'Vindecare'. O rană gravă va fi vindecată și o parte din sănătate refăcută.{NEWLINE}STIMULENT> Va restaura energia și resuscita scafandrierii inconștienți (paralizați). Pentru a resuscita un soldat incoștient trebuie să stai deasupra corpului acestuia.{NEWLINE}CALMANT> Va restaura moralul soldaților răniți până la un nivel echivalent cu sănătatea pierdută." STR_MC_DISRUPTOR_UFOPEDIA: "Tehnologia C.M. supremă. Poate fi folosit numai de către scafandrierii cu abilități C.M. În luptă, apasă pe Perturbator, alege tipul atacului și selectează o țintă. Sunt două tipuri de atac perturbator:{NEWLINE}BRUIAJ IMPLANT> Dacă atacul are succes va reduce moralul țintei, putând induce panica.{NEWLINE}CONTROL IMPLANT> Dacă are succes vei avea imediat control asupra unității inamice ca și cum ți-ar fi aparținut. Este mai dificil să ai succes cu acest tip de atac." STR_THERMAL_TAZER_UFOPEDIA: "Acest dispozitiv poate fi folosit numai în lupta corp la corp, dar va paraliza un organism viu fără a îl omorî, înghețând creatura." STR_VIBRO_BLADE_UFOPEDIA: "O lamă de titaniu lungă și ascuțită ce se rotește la peste 6000 rpm, putând străpunge chiar și cele mai puternice armuri. Sursa de energie este o invenție extraterestră, încercările noastre de a le construi fiind sortite eșecului, lamele rotindu-se prea încet ori dezintegrându-se sub presiunie." STR_THERMIC_LANCE_UFOPEDIA: "Lancea Termică este o evoluție naturală a tehnologiei Vibro-Lamei, se rotește la viteză mare iar o sursă de energie cu Zrbite o supraîncălzește pentru a putea străpunge armurile precum un cuțit cald străpunge untul." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "O versiune și mai puternică decât Lancea Termică. Două surse de căldură și o viteză de rotație mai mare duce la concluzia că Lancea Termică Grea este practic de neoprit, indiferent de materialul armurii." STR_SONIC_CANNON_UFOPEDIA: "Cea mai puternică armă cu tehnologie sonică. Dispune de un oscilator audio de gamă înaltă și o cameră de reverberație mai mare decât pușca. Folosește un sistem de detonare cu puls ce modifică unda ultrasonică pentru a produce un șoc sonic mai eficient." STR_CANNON_POWER_CLIP_UFOPEDIA: "Acest dispozitiv compact este folosit drept muniție pentru Artileria Sonică. Conține o cantitate mică de Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Un dispozitiv sonic și mai puternic. Nici măcar oțel-carbonul superior nu este imun la această armă. Emițătorul de unde extrem de compact este ajutat de un amplificator superconductor pentru a mări puterea armei." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Acest mic dispozitiv este folosit drept sursă de energie pentru Pușca Sonică, o armă extraterestră puternică, și conține o cantitate mică de Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "O armă extraterestră bazată pe unde audio ultrasonice ce pot lichefia oasele în câteva secunde. Aceste unde operează într-o gamă dincolo de limitele auzului uman." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Sursa de energie pentru Pistolul Sonic extraterestru. Conține Zrbite - sursa de energie folosită de către extratereștri." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Acesta este un lansator care proiectează 'Pulsuri Perturbatoare' teleghidate. Când se trage cu arma, aceasta va genera 'puncte rută' pe care Pulsul le va traversa. După ce s-au trasat suficiente puncte se apasă pe butonul de lansare." STR_DISRUPTOR_AMMO_UFOPEDIA: "Acest dispozitiv conține Pulsurile Perturbatoare și este dotat cu un sistem de ghidare la bord. Este proiectată de un Lansator de Puls Perturbator." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Un mic lansator care proiectează bombe cu șoc termal. Foarte folositor pentru capturarea extratereștrilor vii." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Bomba cu șoc termal este folosită pentru capturarea în viață a specimenelor umane, dar poate fi de asemenea utilizată împotriva majorității speciilor extraterestre. Este proiectată la țintă cu ajutorul unui Lansator de Șoc Termal." STR_SONIC_PULSER_UFOPEDIA: "Acest dispozitiv funcționează precum o grenadă normală - numai că este de multe ori mai puternică. Folosește un singur puls sonic ce este emis simultan în toate direcțiile." STR_MC_READER_UFOPEDIA: "În corpul extratereștrilor am găsit mici implanturi. Acestea sunt proiectate de către Aquatoizi pentru a permite furnizarea informațiilor de pe câmpul de luptă, chiar și la distanțe mari. Sonda C.M. este un dispozitiv extraterestru de comunicare care este folosit pentru a extrage informații direct din implanturile C.M. Scafandrierii X-Com pot folosi acest dispozitiv în luptă pentru a afișa caracteristicile extraterestrului. Apasă pe reprezentarea sondei și alege opțiunea 'Folosire Sondă C.M.' apoi selectează un extraterestru." STR_SURVEY_SHIP: "Navă Cercetare" STR_ESCORT: "Navă Escortă" STR_CRUISER: "Navă Crucișător" STR_HEAVY_CRUISER: "Navă Crucișător Greu" STR_HUNTER: "Navă Vânătoare" STR_BATTLESHIP: "Navă Război" STR_DREADNOUGHT: "Navă Cuirasat" STR_FLEET_SUPPLY_CRUISER: "Navă Aprovizionare" MAP_SEABED: "Fundul oceanului" MAP_PIPES: "Centru de Cercetare" MAP_PLANE: "Avion Prăbușit" MAP_ATLAN: "Atlantida" MAP_MU: "Templu Mayaș" MAP_GAL: "Corabie Scufundată" MAP_MSUNK: "Navă de Linie Scufundată" MAP_VOLC: "Regiune Vulcanică" MAP_CORAL: "Recif de Corali" MAP_PORT: "Port" MAP_ISLAND: "Insulă" MAP_CARGO: "Cargobot" MAP_LINERT: "Navă de Linie P1" MAP_LINERB: "Navă de Linie P2" MAP_ALART: "Artefact P1" MAP_GRUNGE: "Artefact P2" MAP_ENTRY: "Colonie P1" MAP_A_BASE: "Colonie P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "Bază X-Com" STR_MIXED_CREW: "Echipaj Amestecat" STR_MIXED_CREW_2: "Echipaj Amestecat 2" STR_RATING: "EVALUARE> {0}" STR_RATING_TERRIBLE: "GROAZNIC!" STR_RATING_POOR: "SLAB!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BUN!" STR_RATING_EXCELLENT: "EXCELENT!" STR_SCORE: "PUNCTAJ" STR_XCOM_PROJECT_MONTHLY_REPORT: "RAPORT LUNAR PROIECT X-COM" STR_MONTH: "Lună> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Comitetul organizațiilor finanțatoare este în general mulțumit de progresul realizat." STR_COUNCIL_IS_VERY_PLEASED: "Comitetul organizațiilor finanțatoare este foarte mulțumit de progresul realizat. Continuă tot așa!" STR_COUNCIL_IS_DISSATISFIED: "Comitetul organizațiilor finanțatoare este nemulțumit de performanța ta. Trebuie să îți mărești eficacitatea în lupta cu amenințarea extraterestră sau riști încheierea proiectului." STR_YOU_HAVE_NOT_SUCCEEDED: "Nu ai reușit să faci față amenințării extraterestre iar comitetul organizațiilor finanțatoare a decis cu regret închiderea proiectului. Fiecare organizație va trata problema așa cum crede de cuviință. Nu putem decât să sperăm că vom ajunge la un oarecare nivel de împăcare cu aceste forțe străvechi și că populația va ajunge la o întelegere cu vizitatorii extratereștri." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} este în mod special satisfăcută de competențele de care ai dat dovadă în lupta cu amenințarea locală și a decis să își mărească contribuția financiară." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sunt în mod special fericite de progresul făcut în lupta împotriva incursiunilor locale ale extratereștrilor și au decis să își mărească contribuția financiară." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} și {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} este nemulțumită de abilitățile de care ai dat dovadă în lupta cu extratereștrii din apele ei și a decis să își reducă contribuția financiară." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} sunt nemulțumite de capacitatea ta de a face față activităților extratereștrilor din apele lor și au decis să își reducă contribuțiile financiare." STR_KNOTS: "{0} noduri" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} a semnat un acord de cooperare cu forțele extraterestre și a oprit finanțarea proiectului." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} au semnat un acord de cooperare cu forțele extraterestre și au oprit finanțarea proiectului." STR_MONTHLY_RATING: "Evaluare Lunară> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Variație Finanțe> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Comitetul nu este mulțumit de situația ta financiară. Trebuie să îți micșorezi datoriile la o valoare de până în 1 milion $ sau proiectul va fi închis." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "TRANSMISIUNI SUB-PARTICULĂ DECODATE" STR_CRAFT_TYPE: "TIP NAVĂ" STR_RACE: "RASĂ" STR_MISSION: "MISIUNE" STR_ZONE: "ZONĂ" STR_ALLOCATE_RESEARCH: "Alocare Cercetare" STR_ALLOCATE_MANUFACTURE: "Alocare Producție" STR_AZORES: "Azore" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermude" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Insula Ascension" STR_TRINIDADE_ISLAND: "Insula Trinidad" STR_FALKLAND_ISLAND: "Insulele Falkland" STR_CANARY_ISLANDS: "Insulele Canare" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Insula Sf. Laurențiu" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Insula Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmania" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Insula Paștelui" STR_GALAPAGOS_ISLAND: "Insulele Galapagos" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Insula Solomon" STR_CRETE: "Creta" STR_LISBON: "Lisabona" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marsilia" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Insulele Seychelles" STR_MALDIVE_ISLAND: "Insula Maldive" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londra" STR_FAEROE_ISLAND: "Insulele Feroe" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Antrenament C.M." STR_PSIONIC_TRAINING: "ANTRENAMENT CONTROL MOLECULAR" STR_REMAINING_PSI_LAB_CAPACITY: "Spațiu liber Laborator C.M.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Rezistență{NEWLINE}C.M." STR_PSIONIC_SKILL_IMPROVEMENT: "Abilități C.M.{NEWLINE}/Îmbunătățire" STR_IN_TRAINING: "Sub{NEWLINE}Antrenament?" STR_TARGETTED_BY: "ȚINTIT DE CĂTRE:" STR_WEAPONS_CREW_HWPS: "ARME/ECHIPAJ/{NEWLINE}SSAuri" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "a terminat combustibilul{NEWLINE}și revine la bază" STR_SOLDIER_LIST: "Listă Scafandrieri" STR_RANK_: "RANG> {ALT}{0}" STR_MISSIONS: "MISIUNI> {ALT}{0}" STR_KILLS: "VICTIME> {ALT}{0}" STR_WOUND_RECOVERY: "VINDECARE> {ALT}{0}" STR_TIME_UNITS: "UNITĂȚI TIMP" STR_STAMINA: "ENERGIE" STR_HEALTH: "SĂNĂTATE" STR_BRAVERY: "VITEJIE" STR_REACTIONS: "REACȚII" STR_FIRING_ACCURACY: "PRECIZIE FOC" STR_THROWING_ACCURACY: "PRECIZIE ARUNCARE" STR_STRENGTH: "FORȚĂ" STR_PSIONIC_STRENGTH: "REZISTENȚĂ C.M." STR_PSIONIC_SKILL: "ABILITĂȚI C.M." STR_NEW_RANK: "RANG NOU" STR_PROMOTIONS: "Promovări" STR_SOLDIERS_UC: "SCAFANDRIERI" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "SSAurile automate au manevrabilitate mare și înveliș rezistent. Furnizează sprijin greu trupelor la orice adâncime. Dacă există muniție suficientă se rearmează automat." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Acest SSA este înarmat cu Torpile Acva-Jet, funcționând numai sub apă. Necesită un stoc bine aprovizionat de Torpile Acva-Jet." STR_COELACANTH_GAUSS_UFOPEDIA: "Tehnologia Gauss asigură un sistem puternic pentru SSAuri. Oferă o mai mare putere de foc în comparație cu modelele precedente, folosind tehnologie proprie X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "Tehnologia extraterestră a rafinat SSAurile. Abilitatea de a folosi dislocarea ionică înseamnă că SSAurile nu mai sunt limitate la deplasarea pe sol sau sub apă. Armele sonice sunt de un real avantaj în luptă." STR_DISPLACER_PWT_UFOPEDIA: "Acest SSA folosește arme T.U.P. pentru uz exclusiv acvatic. Pentru a le menține echipate trebuiesc produse Torpile U.P. suficiente. Când se trage cu arma, aceasta va genera 'puncte rută' după care se apasă pe butonul de lansare." STR_ALIEN_PROBE_MISSION: "Sondări Extraterestre" STR_ALIEN_INTERDICTION: "Interdicții Extraterestre" STR_ALIEN_RESOURCE_RAID: "Raiduri Extraterestre pentru Resurse" STR_ALIEN_INFILTRATION: "Infiltrări Extraterestre" STR_ALIEN_BASE: "Extindere Colonie Extraterestră" STR_ALIEN_SURFACE_ATTACK: "Atacuri Extraterestre la Suprafață" STR_ALIEN_RETALIATION: "Atac asupra Bazei Plutitoare" STR_ALIEN_SUPPLY: "Aprovizionare Colonie Extraterestră" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Misiunea de sondare a extratereștrilor este folosită pentru a colecta date despre mediu, resurse și rutele navelor și avioanelor dintr-o anumită zonă. Navele folosite în aceste misiuni nu sunt o amenințare foarte mare, dar prezența lor sugerează că activitatea în zonă poate spori în orice moment." STR_ALIEN_INTERDICTION_UFOPEDIA: "Extratereștrii au obiceiul de a controla zonele de care sunt interesați, trimițând nave cu scopul precis de a securiza zona înainte de a declanșa misiunile mai importante. Aterizează special în locurile ce vor fi prădate ulterior pentru a bloca zonele și pregăti calea pentru următorul nivel de activitate." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Scufundarea și doborârea navelor sunt elementele cheie ale strategiei extraterestre. Dobândirea materialelor este principala activitate extraterestră și astfel este asociată cu aceste acte de agresiune. Extratereștrii prăduiesc zonele cu activitate geotermală, cele miniere sau antice pentru minerale și metale rare sau alte articole produse de oameni." STR_ALIEN_INFILTRATION_UFOPEDIA: "Aceste misiuni duc la întâlniri oficiale la cel mai înalt nivel între extratereștri și corporații sau guverne. Apogeul acestei activități este caracterizat de mișcări intense de nave în apele organizațiilor vizate. Extratereștrii vor încerca să semneze un pact cu guvernul sau organizația respectivă prin oferirea de tehnologii superioare. Aceste misiuni reprezintă o amenințare majoră pentru X-Com. Dacă o corporație sau un guvern cooperează cu dușmanul atunci aceasta nu va mai finanța proiectul." STR_ALIEN_BASE_UFOPEDIA: "Extratereștrii vor construi colonii submarine secrete în zone izolate. După zborurile de observare inițiale va urma o activitate OSN intensă pe masură ce baza este construită. Aceasta conține laboratoare, centre de clonare, structuri unde au loc experimentele chirurgicale pe oameni și extratereștri. Existența unei colonii extraterestre va genera o activitate intensă chiar și fără apariția OSNurilor. Pentru a localiza o colonie o navă X-Com trebuie să patruleze o zonă timp de câteva ore pentru a avea o șansă de detecție." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Când au nevoie de oameni extratereștrii terorizează un port, atacă o insulă sau prăduiesc o navă. Civilii vor fi în amenințați direct, pentru a îndeplini nevoile de reproducere ale extratereștrilor și experimentelor acestora." STR_ALIEN_RETALIATION_UFOPEDIA: "Dacă interceptoarele X-Com reușesc să doboare multe OSNuri atunci extratereștrii pot recurge la represalii. Acestea pot lua forma unui atac direct împotriva bazelor X-Com. Totuși, extratereștrii trebuie să găsească o bază X-Com pentru a o putea ataca, însă dacă OSNurile sunt îndepărtate atunci acest pericol a trebui să fie redus." STR_ALIEN_SUPPLY_UFOPEDIA: "Odată ce colonia extraterestră este construită, aceasta va fi aprovizionată în mod regulat de către o navă specială. Dacă una din aceste nave este detectată în timp ce aterizează atunci este sigur faptul că în apropiere se află o colonie extraterestră." STR_SURVEY_SHIP_UFOPEDIA: "Această navă minusculă este folosită pentru misiuni de recunoaștere și sondare. În mod normal precede navele mai mari de la începutul unei misiuni extraterestre." STR_ESCORT_UFOPEDIA: "O navă de escortă de dimensiune medie ce nu prezintă o amenințare puternică pe cont propriu. Precede navele mai mari și o intensificare a activităților." STR_CRUISER_UFOPEDIA: "Această navă cu scop general formează grosul flotei extraterestre, folosită în toate tipurile de misiuni extraterestre și un adversar de temut." STR_HEAVY_CRUISER_UFOPEDIA: "Această navă este mai puternică decât Crucișătorul, având arme mai mari și sisteme de propulsie mai bune. Este folosită în misiunile de colectare a resurselor pentru a aduna cantități mari de minerale și echipament." STR_HUNTER_UFOPEDIA: "Această navă prezintă o cameră de examinare în care au loc experimente groaznice pe subiecți umani. Victimele sunt supuse la cele mai oribile torturi, iar creierul este adesea eliminat și păstrat pentru procesare." STR_BATTLESHIP_UFOPEDIA: "Cea mai agresivă navă deținută de extratereștri, echipată cu cele mai noi tehnologii și sisteme, dispune de o gamă largă de arme și fucționează ca bază de operațiuni pentru orice act de agresiune conceput de extratereștri." STR_DREADNOUGHT_UFOPEDIA: "Această navă este un transportor de trupe echipat cu toate tehnologiile extraterestre și având o sarcină utilă mare. Este un adversar rezistent și formidabil." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Această navă este folosită în timpul construcției coloniilor extraterestre sau pentru aprovizionarea coloniilor existente. Transportă mâncare extraterestră, ADN, fetuși și alte componente biologice." STR_DISMANTLE: "Dezafectare" STR_FACILITY_IN_USE: "STRUCTURĂ îNTREBUINȚATĂ" STR_CANNOT_DISMANTLE_FACILITY: "NU SE POATE DEZAFECTA!{SMALLLINE}Toate structurile trebuie să aibă legături către ecluza de acces." STR_TRANSFER_ITEMS_TO: "Transferă Articole la {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "NU EXISTĂ CARANTINĂ PENTRU TRANSFER!{SMALLLINE}Extratereștrii vii au nevoie de carantină pentru a supraviețui." STR_AMOUNT_AT_DESTINATION: "CANTITATE LA{NEWLINE}DESTINAȚIE" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Extraterestrul moare pentru că nu există carantină" STR_NO_FREE_ACCOMODATION_CREW: "NU EXISTĂ LOCURI LIBERE!{SMALLLINE}Baza destinată nu are locuri libere în locuințe pentru echipajul alocat navei." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "SPAȚIU DEPOZITARE INSUFICIENT!{SMALLLINE}Baza destinație nu are spațiu suficient în depozite pentru echipamentul alocat navei." STR_ITEMS_ARRIVING: "Sosire Articole" STR_DESTINATION_UC: "DESTINAȚIE" STR_DART_PISTOL: "Pistol Bolțuri" STR_DART_POD: "Muniție Bolțuri" STR_JET_HARPOON: "Pușcă Harpon" STR_HARPOON_POD: "Muniție Harpoane" STR_GAS_CANNON: "Artilerie de Mână" STR_GC_AP_AMMO: "Muniție AM-P" STR_GC_HE_AMMO: "Muniție AM-E" STR_GC_P_AMMO: "Muniție AM-F" STR_HYDRO_JET_CANNON: "Artilerie Hidro-Jet" STR_HJC_AP_AMMO: "Muniție HJ-P" STR_HJC_HE_AMMO: "Muniție HJ-E" STR_HJC_P_AMMO: "Muniție HJ-F" STR_TORPEDO_LAUNCHER: "Lansator Torpile" STR_SMALL_TORPEDO: "Torpilă Mică" STR_LARGE_TORPEDO: "Torpilă Mare" STR_PHOSPHOROUS_TORPEDO: "Torpilă Fosforoasă" STR_MAGNA_BLAST_GRENADE: "Grenadă Magna-Blast" STR_DYE_GRENADE: "Grenadă Vopsea" STR_PARTICLE_DISTURBANCE_GRENADE: "Grenadă Perturbații Particule" STR_MAGNA_PACK_EXPLOSIVE: "Explozibil Magna-Pack" STR_PARTICLE_DISTURBANCE_SENSOR: "Detector Perturbații Particule" STR_MEDI_KIT: "Trusă Medicală" STR_MC_DISRUPTOR: "Perturbator C.M." STR_THERMAL_TAZER: "Baston Paralizant Termal" STR_GAUSS_PISTOL: "Pistol Gauss" STR_GAUSS_PISTOL_CLIP: "Muniție Pistol Gauss" STR_GAUSS_RIFLE: "Pușcă Gauss" STR_GAUSS_RIFLE_CLIP: "Muniție Pușcă Gauss" STR_HEAVY_GAUSS: "Artilerie Gauss" STR_HEAVY_GAUSS_CLIP: "Muniție Artilerie Gauss" STR_SONIC_CANNON: "Artilerie Sonică" STR_CANNON_POWER_CLIP: "Muniție Artilerie Sonică" STR_SONIC_BLASTA_RIFLE: "Pușcă Sonică" STR_BLASTA_POWER_CLIP: "Muniție Pușcă Sonică" STR_SONIC_PISTOL: "Pistol Sonic" STR_PISTOL_POWER_CLIP: "Muniție Pistol Sonic" STR_DISRUPTOR_PULSE_LAUNCHER: "Lansator Puls Perturbator" STR_DISRUPTOR_AMMO: "Muniție Perturbator" STR_THERMAL_SHOK_LAUNCHER: "Lansator Șoc Termal" STR_THERMAL_SHOK_BOMB: "Bombă Șoc Termal" STR_SONIC_PULSER: "Grenadă Sonică" STR_ZRBITE: "Zrbite" STR_MC_READER: "Sondă C.M." STR_VIBRO_BLADE: "Vibro-Lamă" STR_THERMIC_LANCE: "Lance Termică" STR_HEAVY_THERMIC_LANCE: "Lance Termică Grea" STR_AQUATOID_CORPSE: "Cadavru Aquatoid" STR_GILLMAN_CORPSE: "Cadavru Gill Man" STR_LOBSTERMAN_CORPSE: "Cadavru Lobster Man" STR_TASOTH_CORPSE: "Cadavru Tasoth" STR_CALCINITE_CORPSE: "Cadavru Calcinite" STR_DEEP_ONE_CORPSE: "Cadavru Deep One" STR_BIODRONE_CORPSE: "Cadavru Bio-Drone" STR_TENTACULAT_CORPSE: "Cadavru Tentaculat" STR_TRISCENE_CORPSE: "Cadavru Triscene" STR_HALLUCINOID_CORPSE: "Cadavru Hallucinoid" STR_XARQUID_CORPSE: "Cadavru Xarquid" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Muniție insuficientă pentru înarmare SSA{SMALLLINE}Fiecare SSA necesită {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Echipamente insuficiente pentru utilarea trupelor" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Finalizare cercetare{NEWLINE}{0}{NEWLINE}pentru a produce{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Extratereștrii au distrus baza lipsită de apărare {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Patrulele X-Com au localizat o colonie extraterestră în {0}" STR_STANDOFF: "PĂSTREAZĂ DISTANȚA" STR_CAUTIOUS_ATTACK: "ATAC PRECAUT" STR_STANDARD_ATTACK: "ATAC STANDARD" STR_AGGRESSIVE_ATTACK: "ATAC AGRESIV" STR_DISENGAGING: "DEGAJARE" STR_UFO_HIT: "OSN LOVIT!" STR_UFO_CRASH_LANDS: "OSN DOBORÂT!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimizare Numai la Distanță" STR_UFO_RETURN_FIRE: "OSN RIPOSTEAZĂ!" STR_INTERCEPTOR_DAMAGED: ">>> NAVĂ AVARIATĂ <<<" STR_INTERCEPTOR_DESTROYED: ">>> NAVĂ DISTRUSĂ <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "OSN DEVANSEAZĂ INTERCEPTORUL!" STR_LONG_RANGE_DETECTION: "Detecție Bandă Largă" STR_STORES_UC: "DEPOZITE" STR_DIFFICULTY_LEVEL: "Nivel Dificultate" STR_INTERCEPT: "INTERCEPTARE" STR_BASES: "BAZE" STR_GRAPHS: "GRAFICE" STR_UFOPAEDIA_UC: "UFOPAEDIA" STR_OPTIONS_UC: "OPȚIUNI" STR_FUNDING_UC: "FINANȚARE" STR_5_SECONDS: "5 Sec" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Min" STR_30_MINUTES: "30 Min" STR_1_HOUR: "1 Oră" STR_1_DAY: "1 Zi" STR_XCOM_PERFORMANCE_ROSTER: "Listă Performanțe X-Com" STR_ENTER_NAME: "Introducere Nume" STR_PERFORMANCE_RATING: "Evaluare Performanță" STR_VICTORY_DATE: "Data Victoriei" STR_CHEMICAL_FLARE: "Semnal Luminos Chimic" STR_CHEMICAL_FLARE_UFOPEDIA: "Acest dispozitiv compact produce o lumină puternică la orice adâncime sau la sol. În timpul misiunilor de noapte sau la adâncime mare va evidenția inamicii din proximitatea semnalului luminos." STR_MONTHLY_COSTS: "Costuri Lunare" STR_CRAFT_RENTAL: "Chiria Navelor" STR_SALARIES: "Salarii" STR_BASE_MAINTENANCE: "Întreținerea Bazei" STR_COST_PER_UNIT: "Cost unitar" STR_QUANTITY: "Cantitate" STR_TOTAL: "Total" STR_IN_PSIONIC_TRAINING: "La Implantare C.M." STR_FRONT_ARMOR: "Armură Frontală" STR_LEFT_ARMOR: "Armură Stânga" STR_RIGHT_ARMOR: "Armură Dreapta" STR_REAR_ARMOR: "Armură Spate" STR_UNDER_ARMOR: "Armură Inferioară" STR_ROUNDS: "MUNIȚIE" STR_UNIT: "UNITATE> {0}" STR_ENERGY: "ENERGIE" STR_MORALE: "MORAL" STR_ARMOR_: "ARMURĂ> {0}" STR_FRONT_ARMOR_UC: "ARMURĂ FRONTALĂ" STR_LEFT_ARMOR_UC: "ARMURĂ STÂNGA" STR_RIGHT_ARMOR_UC: "ARMURĂ DREAPTA" STR_REAR_ARMOR_UC: "ARMURĂ SPATE" STR_SKILLS: "ABILITĂȚI> {0}" STR_LEVEL: "NIVEL> {0}" STR_HEAD: "CAP" STR_TORSO: "TRUNCHI" STR_RIGHT_ARM: "BRAȚ DREPT" STR_LEFT_ARM: "BRAȚ STÂNG" STR_RIGHT_LEG: "PICIOR DREPT" STR_LEFT_LEG: "PICIOR STÂNG" STR_PAIN_KILLER: "ANALGEZIC" STR_STIMULANT: "STIMULENT" STR_HEAL: "VINDECARE" STR_TIME_UNITS_SHORT: "UT>{ALT}{0}" STR_WEIGHT: "Greut>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reac>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "Abil.MC>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "Rez.MC>{ALT}{0}" STR_ALIEN_ARTIFACT: "Artefact Extraterestru" STR_AMMO_ROUNDS_LEFT: "MUNIȚIE:{NEWLINE}SALVE{NEWLINE}RĂMASE={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Calm>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Trat>{ALT}{2}" STR_THROW: "Aruncare" STR_AUTO_SHOT: "Foc Automat" STR_SNAP_SHOT: "Foc Rapid" STR_AIMED_SHOT: "Foc Ochit" STR_STUN: "Paralizare" STR_PRIME_GRENADE: "Amorsare" STR_USE_SCANNER: "Folosire Detector" STR_USE_MEDI_KIT: "Folosire Trusă" STR_LAUNCH_MISSILE: "Lansare Torpilă" STR_ACCURACY_SHORT: "Pre>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Unități Timp Insuficiente!" STR_NOT_ENOUGH_ENERGY: "Energie Insuficientă!" STR_NO_ROUNDS_LEFT: "Salve Terminate!" STR_NO_AMMUNITION_LOADED: "Arma este Descărcată!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Muniție improprie pentru această Armă!" STR_WEAPON_IS_ALREADY_LOADED: "Arma este deja încărcată!" STR_NO_LINE_OF_FIRE: "Linie de Tragere Blocată!" STR_GRENADE_IS_ACTIVATED: "Grenada este Amorsată!" STR_GRENADE_IS_DEACTIVATED: "Grenada este Dezamorsată!" STR_THERE_IS_NO_ONE_THERE: "Nu este nimeni acolo!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Artefact inutilizabil până ce nu este cercetat!" STR_OUT_OF_RANGE: "În Afara Razei De Acțiune!" STR_UNABLE_TO_THROW_HERE: "Nu se poate arunca acolo!" STR_SET_TIMER: "Setare Cronometru" STR_HIDDEN_MOVEMENT: "MIȘCĂRI ASCUNSE" STR_TURN: "RUNDA> {0}" STR_SIDE: "FACȚIUNEA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Apasă orice pentru a continua" STR_MIND_CONTROL: "Control Molecular" STR_PANIC_UNIT: "Blocare Implant" STR_MORALE_ATTACK_SUCCESSFUL: "Atac Moral Reușit" STR_MIND_CONTROL_SUCCESSFUL: "Controlul Implantului Reușit" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}a Înnebunit" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}a Înnebunit" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}s-a Panicat" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}s-a Panicat" STR_XCOM: "X-Com" STR_ALIENS: "Extratereștrii" STR_RIGHT_HAND: "MÂNA DREAPTĂ" STR_LEFT_HAND: "MÂNA STÂNGĂ" STR_RIGHT_SHOULDER: "UMĂR DREPT" STR_LEFT_SHOULDER: "UMĂR STÂNG" STR_BACK_PACK: "RUCSAC" STR_BELT: "CENTURĂ" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}se află sub Control Molecular" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}se află sub Control Molecular" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}și-a pierdut cunoștința" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}și-a pierdut cunoștința" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}a murit din cauza rănilor grave" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}a murit din cauza rănilor grave" STR_USE_MIND_PROBE: "Folosire Sondă C.M." STR_FATAL_WOUNDS: "RĂNI GRAVE" STR_UNDER_ARMOR_UC: "ARMURĂ INFERIOARĂ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Unități Timp rezervate pentru Foc Rapid" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Unități Timp rezervate pentru Foc Automat" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Unități Timp rezervate pentru Foc Țintit" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Unități Timp rezervate pentru Îngenunchere" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "UT rezervate pentru Îngenunchere și Foc" STR_UNITS_IN_CRAFT: one: "{N} Soldat în Nava X-Com" few: "{N} Soldați în Nava X-Com" other: "{N} Soldați în Nava X-Com" STR_UNITS_OUTSIDE: one: "{N} Soldat lăsat afară" few: "{N} Soldați lăsați afară" other: "{N} Soldați lăsați afară" STR_UNITS_IN_ENTRANCE: one: "{N} Soldat în Zona de Intrare" few: "{N} Soldați în Zona de Intrare" other: "{N} Soldați în Zona de Intrare" STR_UNITS_IN_EXIT: one: "{N} Soldat în Zona de Evacuare" few: "{N} Soldați în Zona de Evacuare" other: "{N} Soldați în Zona de Evacuare" STR_ABORT_MISSION_QUESTION: "Abandonare Misiune?" STR_CORPSE: "Cadavru" STR_UNLOAD_CRAFT: "Descărcare" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}a fost ucisă" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}a fost ucisă" STR_HIT_MELEE: "Lovire" STR_GROUND: "LA SOL" STR_LIVING_QUARTERS_PLURAL: "Ansamblu Locuințe" STR_LIST_ITEM: "ARTICOL" STR_ALL_ALIENS_KILLED_IN_CRASH: "Toți extratereștrii morți în scufundare,{NEWLINE}se inițiază recuperarea automată" STR_RESET: "Resetare" STR_MEMORIAL: "Memorial" STR_DATE_UC: "DATĂ" STR_SOLDIERS_RECRUITED_UC: "SCAFANDRIERI RECRUTAȚI>{ALT}{0}" STR_SOLDIERS_LOST_UC: "SCAFANDRIERI PIERDUȚI>{ALT}{0}" STR_REMOVE_SELECTED: "Eliminare Selecționați" STR_LIVE_ALIENS: "Exemplare{NEWLINE}În Viață" STR_DEAD_ALIENS: "Exemplare{NEWLINE}Respinse" STR_UNDER_INTERROGATION: "Supuse{NEWLINE}Studiului" STR_CONTAINMENT_EXCEEDED: "LIMITE DEPĂȘITE CARANTINĂ EXTRATEREȘTRII!{SMALLLINE}Spațiu insuficient în carantina din {0}. Trebuie eliminat excesul de extratereștrii din carantină (aceștia vor muri)." STR_MANAGE_CONTAINMENT: "Gestionare Carantină Extratereștrii" STR_STORAGE_EXCEEDED: "SPAȚIU DEPOZITARE DEPĂȘIT!{SMALLLINE}Spațiu insuficient pentru stocare în {0}. Trebuie vândut surplusul de articole." STR_GO_TO_BASE: "Afișare Bază" STR_MELEE_ACCURACY: "PRECIZIE MELEU" STR_SELL_PRODUCTION: "VÂNZARE" STR_BOTH_HANDS_MUST_BE_EMPTY: "Ambele mâini trebuie să fie goale!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Articole insuficiente pentru a copia șablonul!" STR_UNLOAD_WEAPON: "Descărcare armă" STR_ALL_ITEMS: "Toate Articolele" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "FĂRĂ ECHIPAMENT ÎN PLUS LA BORD!{SMALLLINE}Se poate lua la bord un număr maxim de {N} de articol pentru această navă." few: "FĂRĂ ECHIPAMENT ÎN PLUS LA BORD!{SMALLLINE}Se pot lua la bord un număr maxim de {N} de articole pentru această navă." other: "FĂRĂ ECHIPAMENT ÎN PLUS LA BORD!{SMALLLINE}Se pot lua la bord un număr maxim de {N} de articole pentru această navă." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}CENTRU DE CONTROL DISTRUS{NEWLINE}Continuați până la intrare și evacuați." STR_XCOM_BASE_CANNOT_BE_BUILT: "Structurile X-Com subacvatice nu pot fi construite pe sol" STR_UNABLE_TO_ENGAGE_DEPTH: "INAMICUL NU POATE FI INTERCEPTAT{NEWLINE}LA ACEASTĂ ADÂNCIME" STR_UNABLE_TO_ENGAGE_AIRBORNE: "INAMICUL NU POATE FI INTERCEPTAT{NEWLINE}CÂND ESTE ÎN AER" STR_UNDERWATER_EQUIPMENT: "Echipamentul nu poate funcționa la suprafață!" STR_LAND_EQUIPMENT: "Echipamentul nu poate funcționa sub apă!" STR_LEVEL_SHORT: "E{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Nave & Armament" STR_COMPONENTS: "Componente" STR_SOLDIERS_RECRUITED: "Scafandrieri recrutați" STR_SOLDIERS_LOST: "Scafandrieri pierduți" STR_TOTAL_UFOS: "OSNuri detectate" STR_TOTAL_ALIEN_BASES: "Colonii Extraterestre descoperite" STR_PSIONIC_STRENGTH_ABBREVIATION: "RCM" STR_PSIONIC_SKILL_ABBREVIATION: "ACM" FEMALE_CIVILIAN: "Civil, Femeie" MALE_CIVILIAN: "Civil, Bărbat" DOCKER_CIVILIAN: "Civil, Docher" SAILOR_CIVILIAN: "Civil, Marinar" STR_BIODRONE_MELEE_WEAPON: "Atac Mele Bio-drone" HALLUCINOID_WEAPON: "Armă Hallucinoid" STR_LOBSTERMAN_MELEE_WEAPON: "Atac Mele Lobsterman" CALCINITE_WEAPON: "Armă Calcinite" DEEP_ONE_WEAPON: "Armă Deep One" STR_TRISCENE_MELEE_WEAPON: "Atac Mele Triscene" STR_TRIBIO_SONIC_WEAPON: "Armă Sonică Extraterestră" XARQUID_WEAPON: "Armă Xarquid" TENTACULAT_WEAPON: "Armă Tentaculat" ZOMBIE_WEAPON: "Armă Zombie" ALIEN_PSI_WEAPON: "Armă M.C. Extraterestră" ================================================ FILE: bin/standard/xcom2/Language/ru.yml ================================================ ru: STR_LEVIATHAN_UFOPEDIA: "СУБМАРИНА, ПРЕДНАЗНАЧЕННАЯ ДЛЯ ТРАНСПОРТИРОВКИ ВОЙСК И ПЕРЕХВАТА ПРОТИВНИКА, КОТОРОЙ ДОСТУПНЫ ЭКСТРЕМАЛЬНЫЕ ГЛУБИНЫ. ПРЕВОСХОДНЫЙ ОБРАЗЕЦ СИНТЕЗА ЗЕМНЫХ И ВНЕЗЕМНЫХ ТЕХНОЛОГИЙ, В КОТОРОМ ПРИМЕНЯЮТСЯ ИОННЫЕ СИЛОВЫЕ УСТАНОВКИ И МАГНИТНЫЕ НАВИГАЦИОННЫЕ АНТЕННЫ." STR_BARRACUDA_UFOPEDIA: "БРИТАНСКАЯ ГИДРОСФЕРНАЯ БАРРАКУДА ОСНАЩЕНА ПЕРЕГРЕВАЮЩИМИ ЛАЗЕРНЫМИ ДВИГАТЕЛЯМИ. ОДИН ИЗ САМЫХ БЫСТРЫХ В МИРЕ КОРАБЛЕЙ-ПЕРЕХВАТЧИКОВ, СПОСОБНЫХ ПЕРЕМЕЩАТЬСЯ КАК ПОД ВОДОЙ, ТАК И В АТМОСФЕРЕ. КЛЮЧЕВОЕ СУДНО В ПРЕДСТОЯЩЕЙ БИТВЕ." STR_HAMMERHEAD_UFOPEDIA: "СУДНО, ПРЕДНАЗНАЧЕННОЕ ДЛЯ ТРАНСПОРТИРОВКИ ВОЙСК И ПЕРЕХВАТА ПРОТИВНИКА. НА КОРАБЛЕ РАЗМЕЩЕН АНАЛОГ СИСТЕМЫ МАГНИТНЫХ МАССИВОВ. НЕСМОТРЯ НА СВОИ МАЛЫЕ РАЗМЕРЫ, ЭТОТ АППАРАТ ПРЕДСТАВЛЯЕТ СОБОЙ ПОТРЯСАЮЩЕЕ ТЕХНИЧЕСКОЕ ДОСТИЖЕНИЕ." STR_TRITON_UFOPEDIA: "\"ТРИТОН\" - ЭТО ТРАНСПОРТНО-ДЕСАНТНЫЙ КОРАБЛЬ, ОСНАЩЕННЫЙ ДВИГАТЕЛЯМИ, РАБОТАЮЩИМИ В АТМОСФЕРЕ И ПОД ВОДОЙ. БОЛЬШАЯ ГРУЗОПОДЪЕМНОСТЬ И НАДЕЖНАЯ КОНСТРУКЦИЯ ДЕЛАЮТ ЭТОТ КОРАБЛЬ ОПЛОТОМ ФЛОТА X-COM." STR_MANTA_UFOPEDIA: "\"МАНТА\" - ВЫСОКОСКОРОСТНОЕ СУДНО, ОДНОМЕСТНАЯ ЛЕТАЮЩАЯ ПОДЛОДКА-ПЕРЕХВАТЧИК ВЕСЬМА СХОЖА С КОРАБЛЯМИ ПРИШЕЛЬЦЕВ НА ИОННОЙ ТЯГЕ. ВЫСОКОЭФФЕКТИВНЫЙ УДАРНЫЙ АППАРАТ В УСЛОВИЯХ НАРАСТАЮЩЕГО КОНФЛИКТА." STR_AJAX_UFOPEDIA: "ТОРПЕДА \"АЯКС\" - ТИПОВОЕ ВООРУЖЕНИЕ ПОДВОДНЫХ СРАЖЕНИЙ ВО ВСЁМ МИРЕ. ИСПОЛЬЗУЕТСЯ КАК МЕТКОЕ И МОЩНОЕ СРЕДСТВО СДЕРЖИВАНИЯ." STR_DUP_HEAD_UFOPEDIA: "ТЕХНОЛОГИЯ БОЕПРИПАСОВ С СЕРДЕЧНИКОМ ИЗ ОБЕДНЕННОГО УРАНА РАЗРАБОТАНА ОТНОСИТЕЛЬНО НЕДАВНО, И ЭТО ПЕРВОЕ КОММЕРЧЕСКОЕ ВОПЛОЩЕНИЕ ПОДВОДНОГО ОРУЖЕЙНОГО КОМПЛЕКСА, В КОТОРОМ ОНИ ИСПОЛЬЗУЮТСЯ В ПОЛНОЙ МЕРЕ." STR_CRAFT_GAS_CANNON_UFOPEDIA: "ОРУДИЙНАЯ СИСТЕМА НА СЖАТОМ ГАЗЕ, СТРЕЛЯЮЩАЯ ЦЕЛЬНОКОРПУСНЫМИ СНАРЯДАМИ С ВЫСОКОЙ БРОНЕПРОБИВАЕМОСТЬЮ." STR_PWT_CANNON_UFOPEDIA: "ИМПУЛЬСНО-ВОЛНОВАЯ ТОРПЕДА ИСПОЛЬЗУЕТ СИСТЕМУ ПЕРЕГРЕВА ТОПЛИВА И ОЧЕНЬ ПЛОТНУЮ БОЕГОЛОВКУ, КОТОРАЯ СПОСОБНА ПРОБИТЬ БОЛЬШИНСТВО СПЛАВОВ." STR_GAUSS_CANNON_UFOPEDIA: "ОРУЖИЕ ГАУССА - ЭТО НОВАЯ ТЕХНОЛОГИЯ, РАЗРАБОТАННАЯ СПЕЦИАЛИСТАМИ X-COM. УСКОРИТЕЛЬ ЧАСТИЦ ЭТОЙ СИСТЕМЫ РАБОТАЕТ НА КОМПАКТНОМ ТЕРМОЯДЕРНОМ РЕАКТОРЕ, ОХЛАЖДАЕМОМ ЖИДКИМ АЗОТОМ." STR_SONIC_OSCILLATOR_UFOPEDIA: "МОЩНЫЙ ЗВУКОВОЙ ОСЦИЛЛЯТОР СОЗДАЕТ АКУСТИЧЕСКИЕ ВОЛНЫ, УНИЧТОЖАЮЩИЕ ЦЕЛЬ ПОСРЕДСТВОМ КОЛЕБАНИЙ, РАЗРЫВАЮЩИХ МЕЖМОЛЕКУЛЯРНЫЕ СВЯЗИ." STR_AQUATOID_UFOPEDIA: "Раса акватоидов - это древняя цивилизация, процветавшая за много тыс. лет до того, как человек сделал первые шаги по земле. Их компактное телосложение и грушевидный череп напоминают об их космич. собратьях - сектоидах. Основа их мощи - эффективная технология молек. контроля. Размножение бесплодной расы акватоидов происходит путем генетических модификаций, идеальным объектом для которых являются человеческие индивиды. В результате экспериментов возникло множество гибр. рас." STR_AQUATOID_AUTOPSY: "Вскрытие акватоида" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Анализ этого существа позволяет нам сделать некоторые исходные предположения. Это сектоид, наш старый противник, но видоизменённый хирургическим путем и снабженный имплантами, позволяющими ему существовать под водой. Рудиментарные легкие позволяют ему дышать воздухом и ограниченно перемещаться на поверхности. В теле установлены киберимпланты, улучшающие функциональность атрофированных конечностей и органов. Все особи этой расы идентичны; мы предполагаем, что они клонированы." STR_GILLMAN_UFOPEDIA: "Это странное человекоподобное создание, очевидно, является гуманоидной рептилией, очень близкой к человеку. Это чрезвычайно сильное создание, способное быстро двигаться под водой. Гиллмены - полноценная раса, в которой есть особи двух полов и разных возрастов. Они отличаются от большинства подводных пришельцев, поскольку не несут следов генетических или хирургических вмешательств. Похоже, это некая древняя ветвь нашего вида." STR_GILLMAN_AUTOPSY: "Вскрытие гиллмена" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Уже в ходе вскрытия стало ясно, что это не пришелец, а какая-то доисторическая земная раса, которая жила на Земле во времена динозавров и, как считалось, погибла в начале эры млекопитающих. Гиллмены - умные и сильные амфибии. Доисторический катаклизм, положивший конец господству рептилий, вынудил их вступить в симбиотические отношения с появившимися на Земле пришельцами. В их черепа вживлено маленькое электронное устройство." STR_LOBSTERMAN_UFOPEDIA: "Это поразительное создание, выше человека и обладающее шестью конечностями, напоминает ничего иного, кроме как водяного демона. Сходство с земным лобстером принесло ему прозвище «Лобстермен» среди бойцов X-Com. Это чудище глубин. Тщательно спроектированная бойцовая тварь невероятной силы, практически неуязвимая для снарядного огня. Одни только клешни способны дробить сталь." STR_LOBSTERMAN_AUTOPSY: "Вскрытие лобстермена" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Под практически неразрушимым панцирем оказалось существо удивительного строения. Мощные мышцы переплетаются вокруг титанового скелета, сложная система наведения с возможностью многодиапазонного сканирования подключена прямо к мозгу. Его фасеточные глаза защищены пластиком, тверже стали. Очевидно, что при умелом использовании своими хозяевами эти создания практически неостановимы. Глубоко внутри их тел скрыты устройства неизвестной конструкции и назначения." STR_TASOTH_UFOPEDIA: "Эти быстрые и проворные пришельцы - оплот инопланетной армии. Они сотнями выходят из огромных баков размножения, расположенных в сердце колоний пришельцев. Значительно более сильные, чем люди, тасоты - истинные пришельцы, и их манера поведения и плотоядная природа не имеет аналогов на планете. Тасоты часто идут в авангарде во время нападений пришельцев и никогда не уклоняются от боя, даже перед лицом значительно превосходящего их числом противника." STR_TASOTH_AUTOPSY: "Вскрытие тасота" STR_TASOTH_AUTOPSY_UFOPEDIA: "Вскрытие показало, что это кибернетический организм, обладающий странной силой. Внутри полости тела находится малый источник энергии, но при этом не найдено опознаваемых органов. Энергия переносится по телу биоэлектрической системой. В теле нет ни костей, ни каркаса. Если пришелец умирает, подача энергии прекращается, а тело становится безжизненной куклой, из которой сочится жидкость и мышечная ткань. Кроме источника энергии, мы обнаружили пару керамических ячеек, которые оживляют организм в случае подачи на них энергии." STR_DEEP_ONE_UFOPEDIA: "Глубинный - это биологический кошмар, гибрид, порождённый опытами акватоидов, искажающими разум. Мы столкнулись с несколькими разновидностями этого существа. После проведения обширных исследований мы пришли к выводу, что они были изготовлены захватчиками. Их ряды пополняются по мере захвата свежих человеческих особей. Каждый из этих недочеловеков орудует электрическим разрядом, достаточно мощным, чтобы убить акванавта." STR_DEEP_ONE_AUTOPSY: "Вскрытие глубинного" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Это существо - результат трансплантации инопланетных тканей в организм человека. Человеческий мозг был сильно изменён для подключения электронного управления и трансплантации коры пришельца. Все человеческие органы, видимо, уничтожены - остались только глаза. Хирургические трансплантаты позволяют зародышу по мере роста поглощать носителя. Прочная кожа существа не содержит органики: это металлическая сеть, очень прочная и гибкая. Гибрид очень силен, быстр и полностью контролируется пришельцами." STR_BIODRONE_UFOPEDIA: "Биодрон - создание, которое мог придумать только пришелец. Это мозг (человека либо пришельца), погружённый в амниотическую жидкость и соединённый с энергетической платформой, способной летать над землёй или под водой. Каждый биодрон вооружён мощным звуковым разрушителем, частично механическим и частично живым. Учёные предположили, что это оружие управляется голосовыми связками организма хозяина. Будучи весьма меткими и крепкими, эти сторожевые псы используются пришельцами для защиты ценного имущества." STR_BIODRONE_AUTOPSY: "Вскрытие биодрона" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Гипотеза о биологической природе акустического разрушителя подтвердилась. Это несчастное создание буквально убивает врагов своим воплем. Каждый экземпляр имеет множество следов хирургических вмешательств и жестоко искалечен. Похоже, пришельцы безжалостно пытают мозг до достижения полной покорности. Обычно используется мозг пришельцев, но ужас при обнаружении человеческого мозга неизмеримо выше. Биодроны снабжены ионным двигателем и некой интегрированной системой дистанционного управления." STR_TENTACULAT_UFOPEDIA: "Даже в безднах лавкрафтовских кошмаров нет такого неописуемого создания. Среди земных организмов нет сколько-нибудь близких аналогов этому существу, и невозможно даже представить среду, способную породить ЭТО. Вооружённый длинными щупальцами, тентакулат парализует свои жертвы и превращает их в безмозглые куклы, которые способны убить одним прикосновением, даже сквозь броню. Тентакулат - самое зловещее существо из всех, с кем доводилось встречаться X-COM." STR_TENTACULAT_AUTOPSY: "Вскрытие тентакулата" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "При вскрытии этого огромного мозга были обнаружены небольшие киберимпланты. Зрительная система представляет собой сложный комплекс рецепторов излучения видимого и инфракрасного спектра. Даже в тёмных глубинах океана этот монстр может перемещаться с безошибочной точностью. Имеются рудиментарные органы, которые едва обеспечивают его существование. У каждого существа есть маленький желудок с внешним разъёмом. Видимо, это существо получает питательные вещества путем прямого их введения хозяевами." STR_CALCINITE_UFOPEDIA: "Похожие на водолазные костюмы пропавших моряков, эти пришельцы блуждают по морскому дну в поисках доверчивых жертв. Его удар, превосходящий по мощи створки стального капкана, способен утопить даже самых лучших дайверов. Вокруг лицевой маски можно заметить студенистое зеленое образование. Что за существо находится в скафандре, нам до сих пор понять не удалось, несмотря на неоднократные смертельно опасные встречи с ним." STR_CALCINITE_AUTOPSY: "Вскрытие кальцинита" STR_CALCINITE_AUTOPSY_UFOPEDIA: "После снятия бронированного скафандра кальцинит предстал перед нами в виде огромной аморфной капли протоплазмы. Нет никаких видимых следов мозга, конечностей или органов чувств; в его жидком теле присутствует только небольшой металлический компонент. В результате исследования мертвого экземпляра мы можем только гадать, какова природа этого существа. Ещё одна неразрешимая загадка от наших инопланетных врагов." STR_TRISCENE_UFOPEDIA: "Эта двуногая рептилия - ожившее ископаемое эры динозавров. Видимо, это создание, представляя собой во всех отношениях экземпляр из мелового периода, сохранило способность существовать и в воде, и на суше. Эти создания оснащены оружейными подвесками и обладают челюстью с огромными металлическими зубами. Зачастую эти монстры становятся ядром ударных сил пришельцев при атаках на суше. Поистине тяжелое и мощное оружие, которое тасоты-командующие применяют со смертоносной эффективностью." STR_TRISCENE_AUTOPSY: "Вскрытие трисцена" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Скальпель учёного подтвердил, что трисцен - это древнее существо, оснащенное кибернетическими имплантами и оружейными системами. Его крошечный мозг дополнен маленьким компьютерным модулем, установленным в пучке управления, который несут все представители этого вида. Плотная натуральная кожа и инстинкт хищника, улучшенные с помощью дополнительного вооружения, делают его смертоносным противником в любой среде." STR_HALLUCINOID_UFOPEDIA: "Захватив океаны, пришельцы стали разводить этих огромных земных существ для применения в качестве оружия. Не позволяйте обмануть себя ложному чувству безопасности при встрече с этими безобидными на вид подводными парусниками. Ледяная атака, использующаяся в ближнем бою, делает галлюциноидов смертоносным противником." STR_HALLUCINOID_AUTOPSY: "Вскрытие галлюциноида" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Множество слоев студенистого тела этого организма скрывают мощный химический холодильник, основное оружие этого существа. Мягкая и гибкая оболочка галлюциноида, похоже, уязвима для тепловых атак. Зачастую этих мутантов можно встретить в компании с их хозяевами - акватоидами." STR_XARQUID_UFOPEDIA: "Ещё одно модифицированное земное беспозвоночное, ксарквид, - очень красивое и опасное создание. Этот стремительный водоплавающий гигант обладает разрушительным арсеналом: удушающими чернилами и взрывчаткой на основе ионизированных частиц. Уже с первых встреч с этим сильным созданием мы поняли, насколько опасно оно и контролирующие его мстительные гиллмены." STR_XARQUID_AUTOPSY: "Вскрытие ксарквида" STR_XARQUID_AUTOPSY_UFOPEDIA: "Этот наутилус-переросток вырос до таких размеров благодаря внеземным препаратам и хирургическим изменениям. Извратив его изначальную природу, гиллмены встроили в него механическую систему управления, так что от изначальной природы существа ничего не осталось. Используемые в качестве органической боевой платформы, ксарквиды, благодаря прочной оболочке и хорошей мобильности, являются грозным противником." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Летающие субмарины пришельцев используют сложные энергосистемы для перемещения по глубинам. Основа их технологии - ИОННЫЙ ВЫТЕСНИТЕЛЬ, который, используя зрбит в качестве катализатора, в секунду вытесняет стократный собственный объём. Эта огромная мощь говорит о том, что пришельцы быстрее большинства земных судов. Мы можем воспроизвести эту технологию с помощью аквапластика и ячеек питания на зрбите." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Эти устройства генерируют многослойное магнитное поле сферической формы, действующее в радиусе до 1000 метров вокруг субмарины. Навигаторы пришельцев напрямую подключены к этим аппаратам и при перемещении судна ощущают весь подводный мир вокруг. Интерфейс системы функционирует посредством использования измененной мозговой ткани пришельцев, взаимодействующей с головным мозгом оператора через нейронную связь." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Каждый корабль имеет мимикрирующую структуру из аквапластика, тщательно повторяющую форму морских созданий. Каждая субмарина функционирует как единый организм: экипаж и судно гармонично взаимодействуют. Большинство из этих систем можно скопировать. Дальнейшие исследования гибридной технологии позволят нам достичь такого же технологического уровня." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Бесчисленные орды пришельцев, когда-то прибывших на Землю, находятся в состоянии криогенного сна. Все существа запечатаны в отдельных контейнерах, температура их тела понижена до точки, когда биологические функции практически остановлены. Анализ контейнеров показал, что тела хранятся на протяжении невероятного количества времени, которое составляет более 60 миллионов лет." STR_ALIEN_CLONING_UFOPEDIA: "Многие из пришельцев, которых мы захватили, являются копиями друг друга вплоть до ДНК. Образцы клеток извлекаются из замороженных банков ДНК пришельцев и помещаются в специальные блоки. В некоторых блоках содержатся человеческие тела, в других - только их части. Возможно, эти блоки клонирования предназначены также для создания гибрида человека и пришельца." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Благодаря использованию имплантов молекулярного контроля, вживленных в черепа всех пришельцев, эти машины передают информацию непосредственно им в мозг. Только что клонированных пришельцев подключают к этим аппаратам, и в их чистый разум загружаются все необходимые боевые навыки, научная информация и видовая память." STR_ALIEN_IMPLANTER_UFOPEDIA: "Этот аппарат используется для вживления имплантов молекулярного контроля в мозг пришельцев, оплодотворения рас-репродуцентов и интеграции или удаления органов и электроники в теле любого живого существа. Предполагалось, что весь процесс происходит на полностью подконтрольных чужой воле пациентах, однако, как выясняется, субъект полностью осознает происходящее, и, к большому сожалению, человеческая анатомия идеально соответствует конструкции блока." STR_EXAMINATION_ROOM_UFOPEDIA: "Теперь у нас есть факты, позволяющие понять, зачем пришельцы захватывают людей. Люди для них не еда, не способ выносить эмбрионов пришельцев, а скорее основа для создания разных видов существ и систем контроля. Технологии пришельцев основаны на подключении к общему коллективному разуму, и человеческий мозг идеально для этого подходит. Мозговая ткань человека используется в большинстве поисковых систем и хранилищ данных биокомпьютеров пришельцев. Прочие ткани используются для строительства и размножения." STR_AQUA_PLASTICS_UFOPEDIA: "Субмарины и другие конструкции пришельцев созданы с использованием невероятно прочного, гибкого и надежного материала - аквапластика. Это сложный композитный материал, при создании которого в качестве катализатора применяется зрбит. Структура материала очень плотная, но при этом лёгкая и в то же время намного более прочная, чем у титана или кевлара." STR_ZRBITE_UFOPEDIA: "Это сплав внеземного происхождения, состоящий частично из золота, частично из биоматериала пришельцев. Небольшое количество этого вещества может обеспечить больше энергии, чем ядерная установка на порядок большего размера. Воссоздание этого материала лежит за пределами наших технических возможностей, поскольку большая часть его компонентов имеет внеземное происхождение." STR_ALIEN_ORIGINS_UFOPEDIA: "Пришельцы атакуют по всему земному шару эффективно и беспощадно. Мы не можем выявить, откуда исходят их нападения. Возможно, это место находится в непроглядной бездне океана? Не все виды, с которыми мы столкнулись, внеземного происхождения: некоторые из них очень древние, другие представляют те эволюционные ветви, которые мы полагали давно уничтоженными. Мы столкнулись с угрозой, которая спала многие тысячелетия, со сложным симбиозом человека и пришельца. В глубинах океана скрыты древние площадки, предназначенные для связи пришельцев с их звёздными собратьями. На каждой из этих двенадцати площадок установлено синомиумное устройство - могущественное технологическое изобретение пришельцев. И теперь, когда их военная машина заработала, пришельцы перезапускают эти устройства для расширения своей сети молекулярного контроля. Мы должны уничтожить эти площадки любой ценой." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Шестьдесят пять миллионов лет назад из отдалённого мира на Землю был послан огромный колониальный корабль. В тот момент, когда этот корабль приблизился к молодой планете, мощная солнечная вспышка повредила его навигационную систему. Поврежденный и неуправляемый, он своей громадиной обрушился сквозь стратосферу планеты, переживавшей меловой период. Бесчисленные земные создания наблюдали, как их погибель падала на планету. Огромное облако пыли заволокло всю атмосферу, земля стала охлаждаться, и доминирующая форма жизни - динозавры - исчезла. 400-миллиарднотонный Т'льех не разрушился от столкновения, и сложные суперкомпьютеры ввели всех летевших на этом корабле существ в криогенный сон. По прошествии веков компьютеры пробуждали небольшие группы пришельцев, чтобы они могли связаться со своими далекими собратьями, но тщетно. Основные силы пришельцев продолжали спать." STR_TLETH_THE_ALIEN_CITY: "Т'льех - город пришельцев" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "Т'льех - огромный колонизационный корабль пришельцев, зарытый на дне впадины Сигсби в Мексиканском заливе. В сердце города таится ужас, такой отвратительный и могущественный, что даже смерть страшится прийти за ним. В помещении из инопланетного металла спит великий сновидец - Верховный Пришелец. Когда Т'льех поднимется над водой, запустится реанимационный цикл, и когда Верховный проснётся, его нельзя будет остановить. Будучи не живым, но и не совсем мёртвым, инопланетный разум управляет армией пришельцев. Сверхъестественная технология молекулярного контроля соединяет всех пришельцев с сознанием Верховного, а сознание Верховного - со всеми пришельцами. Генетически модифицированные зародыши гибридов людей и инопланетян обеспечивают сознание Пришельца энергией и образуют связь между хозяином и подконтрольными ему существами. Миф о Верховном Пришельце существовал в сердцах и умах человечества на протяжении многих веков, но истина скрывалась в морской пучине." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ФОКУС НА ТОЧКЕ, ВРЕМЯ=5 сек." STR_CANCEL_UC: "ОТМЕНА" STR_NONE: "Отсутствует" STR_UNKNOWN: "Неизвестно" STR_POOR: "Плохо" STR_AVERAGE: "Посредственно" STR_GOOD: "Хорошо" STR_EXCELLENT: "Превосходно" STR_BUILD_NEW_BASE_UC: "СТРОИТЬ НОВУЮ БАЗУ" STR_BASE_INFORMATION: "ИНФОРМАЦИЯ ПО БАЗЕ" STR_EQUIP_CRAFT: "СНАРЯДИТЬ СУБМАРИНУ" STR_BUILD_FACILITIES: "СТРОИТЬ МОДУЛИ" STR_RESEARCH: "ИССЛЕДОВАНИЕ" STR_MANUFACTURE: "ПРОИЗВОДСТВО" STR_TRANSFER_UC: "ТРАНСПОРТИРОВКА" STR_PURCHASE_RECRUIT: "ЗАКУПКА/ВЕРБОВКА" STR_SACK: "УВОЛИТЬ" STR_SELL_SACK_UC: "ПРОДАТЬ/УВОЛИТЬ" STR_GEOSCAPE_UC: "ГЛОБУС" STR_NAME: "Имя" STR_AREA: "Регион" STR_BUILD_NEW_BASE: "Строить новую базу" STR_CANCEL: "Отмена" STR_COST_UC: "СТОИМОСТЬ>" STR_CONSTRUCTION_TIME_UC: "ВРЕМЯ СТРОИТЕЛЬСТВА>" STR_DAY: one: "{N} день" few: "{N} дня" many: "{N} дней" other: "{N} дней" STR_HOUR: one: "{N} час" few: "{N} часа" many: "{N} часов" other: "{N} часов" STR_MAINTENANCE_UC: "ОБСЛУЖИВАНИЕ>" STR_OK: "ОК" STR_INSTALLATION: "Строить:" STR_CURRENT_RESEARCH: "ТЕКУЩИЕ ИССЛЕДОВАНИЯ" STR_SCIENTISTS_AVAILABLE: "Ученых доступно>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Ученых занято>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Места в лаборатории доступно>{ALT}{0}" STR_RESEARCH_PROJECT: "ИССЛЕДОВАТЬ ПРОЕКТ" STR_SCIENTISTS_ALLOCATED_UC: "УЧЕНЫХ ЗАНЯТО" STR_PROGRESS: "ПРОГРЕСС" STR_NEW_PROJECT: "Новый проект" STR_CANCEL_PROJECT: "ОТМЕНА ПРОЕКТА" STR_NEW_RESEARCH_PROJECTS: "НАЧАТЬ НОВЫЙ ПРОЕКТ" STR_SCIENTISTS_AVAILABLE_UC: "УЧЕНЫХ ДОСТУПНО>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "МЕСТА В ЛАБОРАТОРИЯХ ДОСТУПНО>{ALT}{0}" STR_INCREASE: "Увеличить" STR_DECREASE: "Уменьшить" STR_START_PROJECT: "НАЧАТЬ ПРОЕКТ" STR_CURRENT_PRODUCTION: "ТЕКУЩЕЕ ПРОИЗВОДСТВО" STR_ENGINEERS_AVAILABLE: "Техников доступно>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Техников занято>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Места в мастерских доступно>{ALT}{0}" STR_CURRENT_FUNDS: "Текущий баланс>{ALT}{0}" STR_ITEM: "ИЗДЕЛИЕ" STR_ENGINEERS__ALLOCATED: "Техников занято" STR_UNITS_PRODUCED: "Единиц произвед." STR_TOTAL_TO_PRODUCE: "Всего к произв." STR_COST__PER__UNIT: "Цена{NEWLINE}за ед." STR_DAYS_HOURS_LEFT: "Дней/часов осталось" STR_NEW_PRODUCTION: "Новое производство" STR_PRODUCTION_ITEMS: "Произвести изделие" STR_CATEGORY: "КАТЕГОРИЯ" STR_START_PRODUCTION: "НАЧАТЬ ПРОИЗВОДСТВО" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} человеко-часов на производство единицы" STR_COST_PER_UNIT_: "Стоимость за ед.>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Требуется рабочих мест>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ТРЕБУЮТСЯ СПЕЦИАЛЬНЫЕ МАТЕРИАЛЫ" STR_ITEM_REQUIRED: "НЕОБХОДИМЫЕ МАТЕРИАЛЫ" STR_UNITS_REQUIRED: "ТРЕБУЕТСЯ ЕДИНИЦ" STR_UNITS_AVAILABLE: "ДОСТУПНО ЕДИНИЦ" STR_STOP_PRODUCTION: "ОСТАНОВИТЬ ПРОИЗВОДСТВО" STR_ENGINEERS_AVAILABLE_UC: "ТЕХНИКОВ ДОСТУПНО>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "МЕСТА В МАСТЕРСКИХ ДОСТУПНО>{ALT}{0}" STR_MONTHLY_PROFIT: "ДОХОД В МЕСЯЦ>{ALT}{0}" STR_INCREASE_UC: "УВЕЛИЧИТЬ" STR_DECREASE_UC: "УМЕНЬШИТЬ" STR_UNITS_TO_PRODUCE: "Произвести" STR_PURCHASE_HIRE_PERSONNEL: "Купить/Нанять" STR_COST_OF_PURCHASES: "Стоимость покупки>{ALT}{0}" STR_COST_PER_UNIT_UC: "ЦЕНА ЗА ЕД." STR_QUANTITY_UC: "КОЛ-ВО" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ДОСТУПНО ЧЕЛОВЕК:ВСЕГО ЧЕЛОВЕК>" STR_SOLDIERS: "Акванавты" STR_SCIENTISTS: "Ученые" STR_ENGINEERS: "Техники" STR_SPACE_USED_SPACE_AVAILABLE: "МЕСТА ЗАНЯТО:МЕСТА ДОСТУПНО>" STR_LIVING_QUARTERS: "Жилые модули" STR_STORES: "Склады" STR_LABORATORIES: "Лаборатории" STR_WORK_SHOPS: "Мастерские" STR_HANGARS: "Подводные доки" STR_SHORT_RANGE_DETECTION: "Ближнее обнаружение" STR_DEFENSE_STRENGTH: "Мощность обороны" STR_TRANSFERS_UC: "ТРАНСПОРТИРОВКИ" STR_TRANSFERS: "Транспортировки" STR_ARRIVAL_TIME_HOURS: "Время прибытия (часов)" STR_COST_: "Стоимость>{ALT}{0}" STR_AREA_: "Регион>{ALT}{0}" STR_BASE_NAME: "Название базы?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ВЫБЕРИТЕ МЕСТО ДЛЯ ШЛЮЗОВОЙ КАМЕРЫ" STR_TRANSFER: "Транспортировка" STR_AMOUNT_TO_TRANSFER: "КОЛ-ВО ДЛЯ ОТПРАВКИ" STR_SELECT_DESTINATION_BASE: "Выберите место назначения" STR_COST: "Стоимость" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Марс. Кидония пала." STR_INTRO_3: "Одержавшие триумфальную победу бойцы X-Com, уничтожив самое сердце боевой машины пришельцев, летят домой. Однако марсианская база была разрушена не до основания." STR_INTRO_4: "Мощный тахионный луч устремляется из развалин нервного узла Кидонии, проносясь сквозь пустоту. Его цель - ..." STR_INTRO_5: "Земля." STR_INTRO_6: "В толще океанских вод сигнал луча пробудил веками неактивный приемник. Огромные спавшие компьютеры зашевелились. В глубине, за пределами человеческого взора, гигантские камеры со спящими пришельцами инициировали долгий цикл пробуждения." STR_INTRO_7: "Год 2040-й. Ничего не подозревающая Земля. Ужасы войны с пришельцами забыты. Но в затерянных, потаенных глубинах океана ждут новые орды пришельцев. Они ждут, чтобы повергнуть человечество в прах и захватить весь мир." STR_INTRO_8: "Пришельцы нападают на людей, ищут образцы для своих извращенных экспериментов, грабят ценные ископаемые и ресурсы, нападают из бездн вод. А затем они обращают свой взор на надводный мир." STR_INTRO_9: "Мощные летающие суда странного вида барражируют над океанами: наблюдают, ищут, преследуют..." STR_INTRO_10: "Обнаружив добычу, они нападают." STR_INTRO_11: "Мир столкнулся с новыми жуткими видами вооружений, и теперь мы оказались абсолютно беззащитны перед пришельцами.{NEWLINE}Только одна организация может спасти нас, но мы отвернулись от нее давным-давно..." STR_INTRO_12: "Экспериментальная подводная база X-COM" STR_INTRO_13: "- SOS! SOS! Говорит трансатлантический лайнер «Гиперион». На нас напали! SOS! S..." STR_INTRO_14: "Центр управления - Субмарине #1: - Открыть ворота шлюза. Запуск «Барракуды-01». Мы столкнулись с нападением пришельцев, статус - красный.{NEWLINE}Повторяю: статус - красный." STR_INTRO_15: "Пришельцы действуют с беспощадной эффективностью, ..." STR_INTRO_16: "точность их ударов абсолютна." STR_INTRO_17: "Барракуда-01 - базе: - Приближаемся к останкам «Гипериона»." STR_INTRO_18: "- Замедляем ход.{NEWLINE}- Два метра.{NEWLINE}- Один метр.{NEWLINE}- Всем акванавтам приготовиться к немедленной высадке!" STR_INTRO_19: "- Шлюз открыт... Приближаемся к обломкам.{NEWLINE}- Господи боже!{NEWLINE}- Вы видите этих тварей на моей камере?" STR_GAMEOVER_1: "Мы потерпели неудачу, пришельцы уничтожили нашу последнюю надежду на спасение.{NEWLINE}X-Com уничтожен, и Земля пала к ногам древнего врага." STR_GAMEOVER_2: "Т'льех поднимается в стратосферу и начинает свое шествие по планете, сея смерть и порабощая остатки человеческой расы. Глубоко в его недрах начинает пробуждаться кровожадный инопланетный разум." STR_GAMEOVER_3: "В столицах всех государств разрабатываются безнадежные планы. Все тщетно: без технологий, разработанных учеными X-Com, наше оружие бессильно." STR_GAMEOVER_4: "Пришельцы создали базы на полярных шапках и начали растапливать лед. Планета превратится в огромный океан. Остатки человеческой расы согнаны вместе и используются с неизвестной целью в ужасных экспериментах пришельцев по скрещиванию рас. Небеса потемнели, и страшный мор покрыл Землю." STR_GAMEOVER_5: "Мы не можем сопротивляться новому мировому порядку, а те, кто осмеливается, находят свою смерть от огня непостижимого оружия пришельцев. Выживших ждет куда более незавидная участь - планета Земля станет миром пришельцев, а человечество сгинет от ползучего ужаса." STR_OUTRO_1: "Из саркофага в центре разрушенной и разоренной гробницы вырываются пузырьки и раздается рев.{NEWLINE}«Глупцы, все вы сгинете...»" STR_OUTRO_2: "...никому не спастись." STR_OUTRO_3: "Мощный взрыв сотрясает гробницу и проносится по городу, наполняя воздух обломками и дымом. Планы пришельцев сорваны..." STR_OUTRO_4: "Вращающаяся громада Т'льеха начинает разваливаться на части. Огонь и дым вырываются из его сверкающих шпилей и адамантиновых залов." STR_OUTRO_5: "Могучая крепость пришельцев падает в море, наполняя воздух скрежетом искорёженного металла и воплями умирающих. Не доведется более Великому Сновидцу видеть снов о покорении мира." STR_OUTRO_6: "С последним оглушительным сотрясением Т'льех разрывает себя на части.{NEWLINE}Нет больше угрозы пришельцев, Земля очищена..." STR_OUTRO_7: "Тихая сине-зеленая планета в отдаленном уголке галактики." STR_OUTRO_8: "Недалекое будущее, безопасный мир." STR_OUTRO_9: "Инопланетная угроза Земле давно уже ликвидирована." STR_OUTRO_10: "Многие миллиарды людей живут в огромных городах-метрополиях." STR_OUTRO_11: "Про подвиги X-Com и войны с пришельцами рассказывают лишь в детских сказках." STR_OUTRO_12: "Но в любых легендах всегда содержится зерно истины..." STR_RISE_1: "Т'льех, имеющий множество названий во многих легендах разных народов." STR_RISE_2: "С чудовищным воплем, слышным даже в самых глухих уголках земного шара, Т'льех начал подниматься со дна океана." STR_RISE_3: "Огромное величественное сооружение восстало из вод Мексиканского залива." STR_RISE_4: "400 миллиардов тонн инопланетного металла, огромный город пришельцев, в котором покоится спящее тело Верховного Пришельца. Он был заточен на Земле на 65 миллионов лет, но теперь это жуткое космическое божество зашевелилось." STR_RISE_5: "Воды вскипели и вспенились, когда склеп Великого Сновидца открылся свету..." STR_RISE_6: "...свету, существование которого будет недолгим, если X-Com не удастся уничтожить военную машину пришельцев." STR_YOU_HAVE_FAILED: "Вы не сумели остановить военную машину пришельцев. Финансирующие организации, разочарованные в ваших возможностях, пытаются договориться с пришельцами о мирном урегулировании. Но у захватчиков иные замыслы, и вскоре истина становится известна всему миру..." STR_TOTAL_UC: "ВСЕГО" STR_INCOME: "Доход" STR_EXPENDITURE: "Расход" STR_MAINTENANCE: "Обслуживание" STR_BALANCE: "Баланс" STR_UFO_ACTIVITY_IN_AREAS: "Враж. активн. на морях" STR_UFO_ACTIVITY_IN_COUNTRIES: "Враж. активн. в странах" STR_XCOM_ACTIVITY_IN_AREAS: "Активн. X-Com на морях" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Активн. X-Com в странах" STR_FINANCE: "Финансы" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "тыс. $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{0}{NEWLINE}требует материалов для производства{NEWLINE}на базе{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{0}{NEWLINE}требует денег для производства{NEWLINE}на базе{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Производство{NEWLINE}{0}{NEWLINE}на базе{NEWLINE}{1}{NEWLINE}завершено" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Строительство{NEWLINE}{0}{NEWLINE}на базе{NEWLINE}{1}{NEWLINE}завершено" STR_OK_5_SECONDS: "ОК - 5 сек." STR_RESEARCH_COMPLETED: "Исследование завершено" STR_VIEW_REPORTS: "ОТЧЕТ" STR_WE_CAN_NOW_RESEARCH: "Теперь мы можем исследовать" STR_WE_CAN_NOW_PRODUCE: "Теперь мы можем производить" STR_SUNDAY: "ВОСКРЕСЕНЬЕ" STR_MONDAY: "ПОНЕДЕЛЬНИК" STR_TUESDAY: "ВТОРНИК" STR_WEDNESDAY: "СРЕДА" STR_THURSDAY: "ЧЕТВЕРГ" STR_FRIDAY: "ПЯТНИЦА" STR_SATURDAY: "СУББОТА" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Отсутствует {0}, чтобы заправить {1} на базе {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Отсутствует {0}, чтобы перевооружить {1} на базе {2}" STR_UFO_IS_NOT_RECOVERED: "СУБМАРИНА не захвачена" STR_UFO_IS_RECOVERED: "СУБМАРИНА захвачена" STR_CRAFT_IS_LOST: "Субмарина потеряна" STR_TERROR_CONTINUES: "Пришельцы продолжают действовать" STR_ALIENS_DEFEATED: "Пришельцы побеждены" STR_BASE_IS_LOST: "База потеряна" STR_BASE_IS_SAVED: "База защищена" STR_ALIEN_BASE_STILL_INTACT: "Колония пришельцев все еще действует" STR_ALIEN_BASE_DESTROYED: "Колония пришельцев уничтожена" STR_ALIENS_KILLED: "ПРИШЕЛЬЦЕВ УБИТО" STR_ALIEN_CORPSES_RECOVERED: "ТРУПОВ ПРИШЕЛЬЦЕВ НАЙДЕНО" STR_LIVE_ALIENS_RECOVERED: "ЖИВЫХ ПРИШЕЛЬЦЕВ НАЙДЕНО" STR_ALIEN_ARTIFACTS_RECOVERED: "ИНОПЛАНЕТНЫХ АРТЕФАКТОВ НАЙДЕНО" STR_ALIEN_BASE_CONTROL_DESTROYED: "КОЛОНИЯ ПРИШЕЛЬЦЕВ УНИЧТОЖЕНА" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "СИНОМИУМНОЕ УСТРОЙСТВО УНИЧТОЖЕНО" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "СИНОМИУМНОЕ УСТРОЙСТВО НЕ УНИЧТОЖЕНО" STR_CIVILIANS_KILLED_BY_ALIENS: "ГРАЖДАНСКИХ УБИТО ПРИШЕЛЬЦАМИ" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ГРАЖДАНСКИХ УБИТО БОЙЦАМИ X-COM" STR_CIVILIANS_SAVED: "ГРАЖДАНСКИХ СПАСЕНО" STR_XCOM_OPERATIVES_KILLED: "БОЙЦОВ X-COM УБИТО" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "БОЙЦОВ X-COM ПРОПАЛО БЕЗ ВЕСТИ" STR_TANKS_DESTROYED: "ОРУЖЕЙНЫХ ПЛАТФОРМ X-COM УНИЧТОЖЕНО" STR_XCOM_CRAFT_LOST: "СУБМАРИНА X-COM ПОТЕРЯНА" STR_UFO_RECOVERY: "ДОБЫТО С КОРАБЛЯ ПРИШЕЛЬЦЕВ" STR_ALIEN_BASE_RECOVERY: "ДОБЫТО В КОЛОНИИ ПРИШЕЛЬЦЕВ" STR_BASE_UNDER_ATTACK: "База {0} атакована!" STR_BASE_DEFENSES_INITIATED: "ЗАДЕЙСТВОВАНА ОБОРОНА БАЗЫ" STR_GRAV_SHIELD_REPELS_UFO: "ЩИТЫ ОТТАЛКИВАЮТ СУБМАРИНУ!" STR_FIRING: "ВЫСТРЕЛ" STR_HIT: "ПОПАДАНИЕ!" STR_UFO_DESTROYED: "СУДНО ПРИШЕЛЬЦЕВ УНИЧТОЖЕНО!" STR_MISSED: "ПРОМАХ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Продать/Уволить" STR_VALUE_OF_SALES: "СТОИМОСТЬ ПРОДАЖИ> {ALT}{0}" STR_FUNDS: "БАЛАНС> {ALT}{0}" STR_SELL_SACK: "Продать/Уволить" STR_VALUE: "Цена" STR_CRAFT_: "СУБМАРИНА> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ЗАХВАТ ПОТОПЛЕННОГО СУДНА ПРИШЕЛЬЦЕВ" STR_UFO_CRASH_RECOVERY_BRIEFING: "ОСОБЫЕ МЕРЫ ПРЕДОСТОРОЖНОСТИ - на субмарине и вокруг нее могут находиться пришельцы. Миссия будет успешно завершена, если все силы противника будут уничтожены или нейтрализованы. Обломки субмарины, артефакты и тела пришельцев можно впоследствии использовать. Чтобы прервать миссию, верните акванавтов X-Com в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_UFO_GROUND_ASSAULT: "ШТУРМ СУБМАРИНЫ ПРИШЕЛЬЦЕВ" STR_UFO_GROUND_ASSAULT_BRIEFING: "Исследуйте место высадки и постарайтесь проникнуть на судно пришельцев. Миссия будет успешно завершена, если все силы противника будут уничтожены или нейтрализованы. Обломки субмарины, артефакты и тела пришельцев можно впоследствии использовать. Чтобы прервать миссию, верните акванавтов X-Com в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_BASE_DEFENSE: "ЗАЩИТА БАЗЫ" STR_BASE_UC_: "БАЗА> {0}" STR_BASE_DEFENSE_BRIEFING: "Где-то неподалеку сел корабль пришельцев. Нашей базе грозит серьёзная опасность. В соответствии с инструкцией, гражданский персонал и субмарины X-Com были эвакуированы. Пришельцы могут проникнуть в помещения базы через подводные доки или шлюзовую камеру. Защищайте базу и все жизненно важные сооружения любой ценой - бой придется вести до последней капли крови. Если вы нажмете кнопку \"Покинуть поле боя\", это будет означать поражение и потерю базы." STR_ALIEN_COLONY_ATTACK_MISSION: "ШТУРМ КОЛОНИИ ПРИШЕЛЬЦЕВ" STR_ALIEN_BASE_ASSAULT: "КОЛОНИЯ ПРИШЕЛЬЦЕВ ЧАСТЬ 1" STR_ALIEN_COLONY_P1_BRIEFING: "Вы нападаете на колонию пришельцев. Задание состоит из двух частей; чтобы перейти на следующий уровень, подведите всех акванавтов к светящемуся выходу из первого комплекса и нажмите кнопку \"Покинуть поле боя\". Все брошенное снаряжение останется лежать на морском дне до победы на втором уровне. Чтобы выйти, верните акванавтов в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_ALIEN_COLONY_P2: "КОЛОНИЯ ПРИШЕЛЬЦЕВ ЧАСТЬ 2" STR_ALIEN_COLONY_P2_BRIEFING: "Преодолев первый уровень, вы вошли в ядро колонии. Цель задания: уничтожить центр управления - синомиумное устройство - или устранить всех пришельцев. Чтобы прервать задание, верните всех акванавтов в исходную точку и нажмите кнопку \"Покинуть поле боя\". Все пригодное оборудование X-Com будет возвращено на базу." STR_ALIENS_LAUNCH_PORT_TERROR: "ПРИШЕЛЬЦЫ НАПАЛИ{NEWLINE}НА ПОРТ" STR_PORT_TERROR: "НАПАДЕНИЕ ПРИШЕЛЬЦЕВ НА ПОРТ" STR_PORT_TERROR_BRIEFING: "Пришельцы напали на сооружения на суше. Порт и его гражданское население в опасности. Ваш взвод должен уничтожить всех пришельцев и защитить население от вторжения. Чтобы выйти, верните акванавтов в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ПРИШЕЛЬЦЫ НАПАЛИ{NEWLINE}НА ОСТРОВ" STR_ISLAND_TERROR: "НАПАДЕНИЕ ПРИШЕЛЬЦЕВ НА ОСТРОВ" STR_ISLAND_TERROR_BRIEFING: "Пришельцы напали на сооружения на суше. Порт и его гражданское население в опасности. Ваш взвод должен уничтожить всех пришельцев и защитить население от вторжения. Чтобы выйти, верните акванавтов в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ПРИШЕЛЬЦЫ НАПАЛИ{NEWLINE}НА МОРСКИЕ ПУТИ" STR_CARGO_SHIP_P1: "ГРУЗОВОЙ КОРАБЛЬ ЧАСТЬ 1" STR_CARGO_SHIP_P2: "ГРУЗОВОЙ КОРАБЛЬ ЧАСТЬ 2" STR_CRUISE_SHIP_P1: "КРУИЗНЫЙ ЛАЙНЕР ЧАСТЬ 1" STR_CRUISE_SHIP_P2: "КРУИЗНЫЙ ЛАЙНЕР ЧАСТЬ 2" STR_SHIP_RESCUE_MISSION: "МИССИЯ СПАСЕНИЯ КОРАБЛЯ" STR_SHIP_RESCUE_P1_BRIEFING: "Ваше задание - охота на пришельцев. Необходимо устранить всех пришельцев и сохранить жизни гражданских, находящихся на борту. Пришельцы рассредоточены по верхним и нижним палубам. Перед спуском на нижние палубы необходимо очистить верхние. Чтобы выйти, верните акванавтов в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_SHIP_RESCUE_P2_BRIEFING: "Теперь, когда верхняя палуба очищена, спускайтесь на нижние. Через грузовой лифт вы попадете в трюм. Чтобы выполнить задание, ваш взвод должен уничтожить всех пришельцев на этом уровне. Чтобы прервать задание, верните всех акванавтов в лифт и нажмите кнопку \"Покинуть поле боя\"." STR_ALIEN_ACTIVITY_DETECTED: "ОБНАРУЖЕНА АКТИВНОСТЬ ПРИШЕЛЬЦЕВ" STR_ALIEN_CONTACT_SITE_MISSION: "ШТУРМ БАЗЫ СВЯЗИ" STR_ARTIFACT_SITE_P1: "БАЗА СВЯЗИ ЧАСТЬ 1" STR_ARTIFACT_SITE_P1_BRIEFING: "Ваше задание - штурм недавно запущенного коммуникационного комплекса пришельцев. Задание состоит из двух частей: морское дно с пирамидами и скрытая база пришельцев. Чтобы перейти на второй уровень, подведите всех акванавтов к входу в комплекс и нажмите кнопку \"Покинуть поле боя\". Чтобы прервать миссию, верните акванавтов в субмарину и нажмите кнопку \"Покинуть поле боя\"." STR_ARTIFACT_SITE_P2: "БАЗА СВЯЗИ ЧАСТЬ 2" STR_ARTIFACT_SITE_P2_BRIEFING: "Теперь, когда оборона пришельцев преодолена и мы вошли в комплекс, цели ясны. Чтобы выполнить задание, проникните в сердце комплекса и уничтожьте синомиумное устройство молекулярного контроля. Чтобы прервать задание, верните всех акванавтов во входной лифт и нажмите кнопку \"Покинуть поле боя\"." STR_SIGSBEE_DEEP_MISSION: "МИССИЯ В СИГСБИ, ГЛУБОКО ПОД ВОДОЙ{NEWLINE}ГОРОД ПРИШЕЛЬЦЕВ УРОВЕНЬ ПЕРВЫЙ" STR_TLETH_P1_BRIEFING: "Мы стоим перед лицом неизвестности. С этой минуты нас может ждать всё что угодно. Все, что нам известно: город пришельцев трехуровневый, и ваш взвод должен прорваться к выходу, чтобы перейти на следующий уровень. Подведите всех акванавтов к выходу и нажмите на кнопку \"Покинуть поле боя\". Выход из боя в любом другом месте равносилен поражению." STR_TLETH_ATTACK_MISSION: "ШТУРМ Т'ЛЬЕХА{NEWLINE}ГОРОД ПРИШЕЛЬЦЕВ УРОВЕНЬ ВТОРОЙ" STR_TLETH_P2_BRIEFING: "Мы идем еще дальше в неизвестность и все так же не можем предположить развитие событий. Мы только знаем, что в городе пришельцев есть ещё один уровень, и ваш взвод должен прорваться к выходу, чтобы перейти на следующий уровень. Подведите всех акванавтов к выходу и после этого нажмите кнопку \"Покинуть поле боя\". Выход из боя в любом другом месте равносилен поражению." STR_FINAL_TLETH_MISSION: "ФИНАЛЬНАЯ МИССИЯ В Т'ЛЬЕХЕ{NEWLINE}ГОРОД ПРИШЕЛЬЦЕВ УРОВЕНЬ ТРЕТИЙ" STR_TLETH_P3_BRIEFING: "Конец близок. С этого момента мы ищем склеп с Верховным Пришельцем. Уничтожьте все 8 питающих склеп модулей, чтобы ликвидировать инопланетную угрозу. Сдаваться нельзя! Выход из боя равносилен поражению." STR_TLETH_P1: "ПЕРВЫЙ УРОВЕНЬ ГОРОДА ПРИШЕЛЬЦЕВ" STR_TLETH_P2: "ВТОРОЙ УРОВЕНЬ ГОРОДА ПРИШЕЛЬЦЕВ" STR_TLETH_P3: "ТРЕТИЙ УРОВЕНЬ ГОРОДА ПРИШЕЛЬЦЕВ" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "НЕТ СВОБОДНОГО ДОКА ДЛЯ СТРОИТЕЛЬСТВА!{SMALLLINE}Каждая субмарина, приписанная к базе, транспортируемая на базу, приобретённая или строящаяся на базе, использует один док. Постройте новый док или переправьте судно на другую базу." STR_NO_FREE_HANGARS_FOR_PURCHASE: "НЕТ СВОБОДНОГО ДОКА ДЛЯ ПОКУПКИ!{SMALLLINE}Каждая субмарина, приписанная к базе, транспортируемая на базу, приобретённая или строящаяся на базе, использует один док. Постройте новый док или переправьте судно на другую базу." STR_NO_FREE_HANGARS_FOR_TRANSFER: "НЕТ СВОБОДНОГО ДОКА ДЛЯ ТРАНСПОРТИРОВКИ!{SMALLLINE}Каждая субмарина, приписанная к базе, транспортируемая на базу, приобретённая или строящаяся на базе, использует один док. Постройте новый док или переправьте судно на другую базу." STR_CANNOT_BUILD_HERE: "НЕЛЬЗЯ СТРОИТЬ ЗДЕСЬ!{SMALLLINE}Строительство возможно только рядом с уже существующим отсеком." STR_NO_FREE_ACCOMODATION: "НЕТ СВОБОДНОГО ЖИЛЬЯ!{SMALLLINE}На базе назначения не хватает мест в жилых модулях." STR_NOT_ENOUGH_WORK_SPACE: "НЕДОСТАТОЧНО РАБОЧЕГО ПРОСТРАНСТВА!{SMALLLINE}Постройте новую мастерскую или сократите работы над другими проектами." STR_NOT_ENOUGH_MONEY: "НЕ ХВАТАЕТ ДЕНЕГ!" STR_NOT_ENOUGH_STORE_SPACE: "НЕДОСТАТОЧНО МЕСТА НА СКЛАДЕ!{SMALLLINE}Постройте новые склады или перевезите складируемое на другие базы." STR_NOT_ENOUGH_LIVING_SPACE: "НЕ ХВАТАЕТ МЕСТ В ЖИЛЫХ МОДУЛЯХ!{SMALLLINE}Постройте жилые модули или переправьте персонал на другие базы." STR_LAUNCH_INTERCEPTION: "ЗАПУСТИТЬ ПЕРЕХВАТЧИК" STR_CRAFT: "КОРАБЛЬ" STR_STATUS: "СТАТУС" STR_BASE: "БАЗА" STR_READY: "ГОТОВ" STR_OUT: "НА ЗАДАНИИ" STR_REPAIRS: "РЕМОНТ" STR_REFUELLING: "ЗАПРАВКА" STR_REARMING: "ПЕРЕЗАРЯДКА" STR_TARGET: "ЦЕЛЬ: {0}" STR_WAY_POINT: "ПУТЕВАЯ ТОЧКА" STR_ARE_YOU_SURE_CYDONIA: "Вы уверены, что хотите послать экспедицию в Т'льех?" STR_YES: "ДА" STR_NO: "НЕТ" STR_SELECT_DESTINATION: "ВЫБЕРИТЕ ЦЕЛЬ" STR_CYDONIA: "Т'ЛЬЕХ" STR_SELECT_SITE_FOR_NEW_BASE: "ВЫБЕРИТЕ МЕСТО ДЛЯ НОВОЙ БАЗЫ" STR_RETURN_TO_BASE: "ВЕРНУТЬСЯ НА БАЗУ" STR_SELECT_NEW_TARGET: "ВЫБРАТЬ НОВУЮ ЦЕЛЬ" STR_PATROL: "ПАТРУЛИРОВАТЬ" STR_STATUS_: "СТАТУС>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ПОВРЕЖДЕН - ВОЗВРАЩАЮСЬ НА БАЗУ" STR_LOW_FUEL_RETURNING_TO_BASE: "МАЛО ТОПЛИВА - ВОЗВРАЩАЮСЬ НА БАЗУ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "МИССИЯ ВЫПОЛНЕНА - ВОЗВРАЩАЮСЬ НА БАЗУ" STR_PATROLLING: "ПАТРУЛИРОВАНИЕ" STR_TAILING_UFO: "ПРЕСЛЕДОВАНИЕ СУДНА ПРИШЕЛЬЦЕВ" STR_INTERCEPTING_UFO: "ПЕРЕХВАТ СУДНА-{0}" STR_RETURNING_TO_BASE: "ВОЗВРАЩЕНИЕ НА БАЗУ" STR_DESTINATION_UC_: "ПУНКТ НАЗНАЧЕНИЯ: {0}" STR_BASE_UC: "БАЗА>{ALT}{0}" STR_SPEED_: "СКОРОСТЬ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "МАКС. СКОРОСТЬ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ГЛУБИНА>{ALT}{0}" STR_AIRBORNE: "В ВОЗДУХЕ" STR_VERY_LOW: "МАЛ. ГЛУБИНА" STR_LOW_UC: "ОБЫЧ. ГЛУБИНА" STR_HIGH_UC: "ГЛУБОКО" STR_VERY_HIGH: "ОЧ. ГЛУБОКО" STR_FUEL: "ТОПЛИВО>{ALT}{0}" STR_WEAPON_ONE: "ОРУЖИЕ-1>{ALT}{0}" STR_NONE_UC: "НЕТ" STR_ROUNDS_: "БОЕЗАПАС>{ALT}{0}" STR_WEAPON_TWO: "ОРУЖИЕ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "СУБМАРИНА" STR_BASE_: "База>{0}" STR_NAME_UC: "ИМЯ" STR_AMMO_: "БОЕЗАПАС>{ALT}{0}" STR_CREW: "ЭКИПАЖ" STR_EQUIPMENT_UC: "СНАРЯЖЕНИЕ" STR_ARMOR: "БРОНЯ" STR_MAX: "МАКС>{ALT}{0}" STR_ROOKIE: "Матрос" STR_SQUADDIE: "Старший матрос" STR_SERGEANT: "Мичман" STR_CAPTAIN: "Лейтенант" STR_COLONEL: "Командующий" STR_COMMANDER: "Капитан" STR_SELECT_SQUAD_FOR_CRAFT: "{0}: Экипаж и пассажиры" STR_SORT_BY: "СОРТИРОВКА" STR_ORIGINAL_ORDER: "ОБЫЧНЫЙ ПОРЯДОК" STR_MISSIONS2: "МИССИИ" STR_KILLS2: "УБИЙСТВ" STR_WOUND_RECOVERY2: "ЛЕЧЕНИЕ" STR_SPACE_AVAILABLE: "МЕСТА ДОСТУПНО>{ALT}{0}" STR_SPACE_USED: "МЕСТА ЗАНЯТО>{ALT}{0}" STR_SPACE_USED_UC: "  МЕСТА" STR_RANK: "ЗВАНИЕ" STR_WOUNDED: "РАНЕНИЕ" STR_EQUIPMENT_FOR_CRAFT: "{0}: Техника и снаряжение" STR_DEFENSE_VALUE: "Степень защиты" STR_HIT_RATIO: "Точность" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}готов{NEWLINE}высадить десант.{NEWLINE}Место:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Начать операцию?" STR_SELECT_ARMAMENT: "Выберите оружие" STR_AMMUNITION_AVAILABLE: "{NEWLINE}БОЕЗАПАС" STR_ARMAMENT: "ОРУЖИЕ" STR_NOT_AVAILABLE: "НЕТ" STR_SELECT_ARMOR_FOR_SOLDIER: "{0}{NEWLINE}ВЫБЕРИТЕ БРОНЮ" STR_TYPE: "ТИП" STR_PLASTIC_AQUA_ARMOR_UC: "ПЛАСТИКОВЫЙ СКАФАНДР" STR_ION_ARMOR_UC: "ИОННЫЙ СКАФАНДР" STR_MAGNETIC_ION_ARMOR_UC: "МАГН.-ИОННЫЙ СКАФАНДР" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "В этом скафандре применяется недавно открытое внеземное вещество - аквапластик. Он дарит нашим акванавтам шанс выжить в борьбе с пришельцами." STR_ION_ARMOR_UFOPEDIA: "Новая мощная защита для акванавтов. Эта броня оснащена ионным энергетическим источником, что позволяет значительно увеличить скорость и силу владельца. На настоящий момент она обеспечивает максимальную защиту бойцов." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Улучшенная версия ионного скафандра, в которой используется технология магнитных массивов, что обеспечивает полную свободу передвижения в водной среде." STR_SELECT_ARMOR: "Выберите броню" STR_NORTH: "СЕВЕР" STR_NORTH_EAST: "СЕВ.-ВОСТ." STR_EAST: "ВОСТОК" STR_SOUTH_EAST: "ЮГО-ВОСТ." STR_SOUTH: "ЮГ" STR_SOUTH_WEST: "ЮГО-ЗАП." STR_WEST: "ЗАПАД" STR_NORTH_WEST: "СЕВ.-ЗАП." STR_SELECT_ACTION: "ВЫБЕРИТЕ ДЕЙСТВИЕ" STR_CONTINUE_INTERCEPTION_PURSUIT: "ПРОДОЛЖИТЬ ПРЕСЛЕДОВАНИЕ" STR_PURSUE_WITHOUT_INTERCEPTION: "ПРЕСЛЕДОВАТЬ БЕЗ ПЕРЕХВАТА" STR_VERY_LARGE: "ОЧ. БОЛЬШ." STR_LARGE: "БОЛЬШОЙ" STR_MEDIUM_UC: "СРЕДНИЙ" STR_SMALL: "МАЛЕНЬКИЙ" STR_VERY_SMALL: "ОЧ. МАЛ." STR_GROUNDED: "НА ДНЕ" STR_DETECTED: "Обнаружено" STR_SIZE_UC: "РАЗМЕР" STR_ALTITUDE: "ГЛУБИНА" STR_HEADING: "НАПРАВЛ." STR_SPEED: "СКОРОСТЬ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ФОКУС НА СУДНЕ, ВРЕМЯ=5 сек." STR_TRACKING_LOST: "ВНЕ ЗОНЫ РАДАРА" STR_REDIRECT_CRAFT: "ПЕРЕНАПРАВИТЬ СУДНО" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "К ПОСЛЕДНЕЙ ИЗВЕСТНОЙ ПОЗИЦИИ СУДНА" STR_UFO_: "ИНОПЛ. СУДНО-{0}" STR_ALIEN_BASE_: "КОЛОНИЯ ПРИШЕЛЬЦЕВ-{0}" STR_CRASH_SITE_: "МЕСТО КРУШЕНИЯ-{0}" STR_LANDING_SITE_: "МЕСТО ПОСАДКИ-{0}" STR_WAY_POINT_: "ПУТЕВАЯ ТОЧКА-{0}" STR_TERROR_SITE: "МЕСТО ТЕРРОРА-{0}" STR_ARTIFACT_SITE: "МЕСТО АРТЕФАКТА-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "Судно {0}{NEWLINE}достигло места{NEWLINE}{1}" STR_NOW_PATROLLING: "Патрулирует" STR_ALIEN_ORIGINS: "Происхождение пришельцев" STR_THE_ULTIMATE_THREAT: "Главная угроза" STR_TLETH_ALIEN_CITY: "Т'льех, город пришельцев" STR_UFOPAEDIA: "УФОпедия" STR_XCOM_CRAFT_ARMAMENT: "КОРАБЛИ X-COM И ВООРУЖЕНИЕ" STR_HEAVY_WEAPONS_PLATFORMS: "ПОДВОДНЫЕ СИСТЕМЫ ВООРУЖЕНИЯ" STR_WEAPONS_AND_EQUIPMENT: "ОСНОВНОЕ СНАРЯЖЕНИЕ" STR_ALIEN_ARTIFACTS: "ПОДВОДНЫЕ АРТЕФАКТЫ" STR_BASE_FACILITIES: "МОДУЛИ X-COM" STR_ALIEN_LIFE_FORMS: "ПРИШЕЛЬЦЫ" STR_ALIEN_RESEARCH_UC: "ТЕХНОЛОГИИ ПРИШЕЛЬЦЕВ" STR_UFO_COMPONENTS: "НОВЫЕ ПОДВОДНЫЕ ТЕХНОЛОГИИ" STR_UFOS: "СУДА ПРИШЕЛЬЦЕВ" STR_SELECT_ITEM: "ВЫБЕРИТЕ СТАТЬЮ" STR_ACCELERATION: "УСКОРЕНИЕ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ЗАПАС ТОПЛИВА>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ТОЧЕК ПОДВЕСКИ ОРУЖИЯ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ЗАПАС ПРОЧНОСТИ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ОБЪЕМ ГРУЗОВОГО ОТСЕКА>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "КОЛИЧЕСТВО ПБС>{ALT}{0}{ALT}" STR_DAMAGE: "Урон" STR_RANGE: "Дальность" STR_KILOMETERS: "{0} км" STR_ACCURACY: "Точность" STR_RE_LOAD_TIME: "Время перезарядки" STR_SECONDS: "{0}с" STR_DAMAGE_ARMOR_PIERCING: "БРОНЕБОЙНЫЙ" STR_DAMAGE_INCENDIARY: "ФОСФОРНЫЙ" STR_DAMAGE_HIGH_EXPLOSIVE: "ФУГАСНЫЙ" STR_DAMAGE_LASER_BEAM: "ПОТОК ГАУССА" STR_DAMAGE_PLASMA_BEAM: "АКУСТ. ПОТОК" STR_DAMAGE_STUN: "ЗАМОРОЗКА" STR_DAMAGE_MELEE: "БЛИЖНИЙ БОЙ" STR_DAMAGE_ACID: "КИСЛОТА" STR_DAMAGE_SMOKE: "ДЫМ" STR_SHOT_TYPE: "ТИП" STR_ACCURACY_UC: "ТОЧНОСТЬ" STR_TIME_UNIT_COST: "ЦЕНА ОД" STR_DAMAGE_UC: "УРОН" STR_AMMO: "БОЕЗАПАС" STR_SHOT_TYPE_AUTO: "Очередь" STR_SHOT_TYPE_SNAP: "Навскидку" STR_SHOT_TYPE_AIMED: "Прицельный" STR_CONSTRUCTION_TIME: "Время постройки" STR_CONSTRUCTION_COST: "Стоимость постройки" STR_MAINTENANCE_COST: "Стоимость содержания" STR_LOW: "Низкая" STR_MEDIUM: "Средняя" STR_HIGH: "Высокая" STR_CRAFT_WEAPON: "Корабельное оружие" STR_CRAFT_AMMUNITION: "Корабельный боезапас" STR_HEAVY_WEAPONS_PLATFORM: "Тяжелая боевая система" STR_WEAPON: "Оружие" STR_AMMUNITION: "Боеприпасы" STR_EQUIPMENT: "Снаряжение" STR_ALIEN_CORPSE: "Труп пришельца" STR_UFO_COMPONENT: "Компонент СУДНА ПРИШЕЛЬЦЕВ" STR_PERSONAL_ARMOR: "Персональная защита" STR_RAW_MATERIALS: "Исходные материалы" STR_HWP_SOLID_HARPOON_BOLTS: "Цельные гарпунные стрелы" STR_ALIEN: "Пришелец" STR_AQUATOID: "Акватоид" STR_GILLMAN: "Гиллмен" STR_LOBSTERMAN: "Лобстермен" STR_TASOTH: "Тасот" STR_CALCINITE: "Кальцинит" STR_DEEP_ONE: "Глубинный" STR_BIODRONE: "Биодрон" STR_TENTACULAT: "Тентакулат" STR_TRISCENE: "Трисцен" STR_HALLUCINOID: "Галлюциноид" STR_XARQUID: "Ксарквид" STR_ZOMBIE: "Зомби" STR_LIVE_COMMANDER: "Командующий" STR_LIVE_NAVIGATOR: "Навигатор" STR_LIVE_MEDIC: "Медик" STR_LIVE_TECHNICIAN: "Техник" STR_LIVE_SQUAD_LEADER: "Лидер" STR_LIVE_SOLDIER: "Солдат" STR_LIVE_TERRORIST: "Террорист" STR_AQUATOID_COMMANDER: "Акватоид-командующий" STR_AQUATOID_NAVIGATOR: "Акватоид-навигатор" STR_AQUATOID_MEDIC: "Акватоид-медик" STR_AQUATOID_TECHNICIAN: "Акватоид-техник" STR_AQUATOID_SQUAD_LEADER: "Акватоид-лидер" STR_AQUATOID_SOLDIER: "Акватоид-солдат" STR_GILLMAN_COMMANDER: "Гиллмен-командующий" STR_GILLMAN_TECHNICIAN: "Гиллмен-техник" STR_GILLMAN_SQUAD_LEADER: "Гиллмен-лидер" STR_GILLMAN_SOLDIER: "Гиллмен-солдат" STR_LOBSTERMAN_COMMANDER: "Лобстермен-командующий" STR_LOBSTERMAN_NAVIGATOR: "Лобстермен-навигатор" STR_LOBSTERMAN_TECHNICIAN: "Лобстермен-техник" STR_LOBSTERMAN_SQUAD_LEADER: "Лобстермен-лидер" STR_LOBSTERMAN_SOLDIER: "Лобстермен-солдат" STR_TASOTH_SQUAD_LEADER: "Тасот-лидер" STR_TASOTH_SOLDIER: "Тасот-солдат" STR_CALCINITE_TERRORIST: "Кальцинит-террорист" STR_DEEP_ONE_TERRORIST: "Глубинный-террорист" STR_BIODRONE_TERRORIST: "Биодрон-террорист" STR_TENTACULAT_TERRORIST: "Тентакулат-террорист" STR_TRISCENE_TERRORIST: "Трисцен-террорист" STR_HALLUCINOID_TERRORIST: "Галлюциноид-террорист" STR_XARQUID_TERRORIST: "Ксарквид-террорист" STR_ION_BEAM_ACCELERATORS: "Ионно-лучевые ускорители" STR_MAGNETIC_NAVIGATION: "Магнитная навигация" STR_ALIEN_SUB_CONSTRUCTION: "Конструкция судна пришельцев" STR_ALIEN_CRYOGENICS: "Криогеника пришельцев" STR_ALIEN_CLONING: "Клонирование пришельцев" STR_ALIEN_LEARNING_ARRAYS: "Обучающие матрицы пришельцев" STR_ALIEN_IMPLANTER: "Имплантационная пришельцев" STR_EXAMINATION_ROOM: "Комната допроса" STR_AQUA_PLASTICS: "Аквапластик" STR_ALIEN_REANIMATION_ZONE: "Зона реанимации пришельцев" STR_PLASTIC_AQUA_ARMOR: "Пластиковый скафандр" STR_ION_ARMOR: "Ионный скафандр" STR_MAGNETIC_ION_ARMOR: "Маг.-ионный скафандр" STR_HWP_AQUA_JET_MISSILES: "Гидрореактивные торпеды" STR_HWP_DISPLACER_PWT: "И.-В. торпеда" STR_GAUSS_TECH: "Технологии Гаусса" STR_NEW_FIGHTER_FLYING_SUB: "Новое боевое судно" STR_NEW_FIGHTER_TRANSPORTER: "Новое транспортно-боевое судно" STR_THE_LATEST_FLYING_SUB: "Новейшая субмарина" STR_ARMOR_PIERCING: "БРОНЕБОЙНЫЙ" STR_COELACANTH_GAS_CANNON: "Целакант/Газ.пушка" STR_COELACANTH_AQUA_JET: "Целакант/Торпедный" STR_COELACANTH_GAUSS: "Целакант/Гаусс" STR_DISPLACER_SONIC: "Вытеснитель/Акуст." STR_DISPLACER_PWT: "Вытеснитель/ИВТ" STR_AJAX_LAUNCHER: "Пусковая установка \"Аякс\"" STR_DUP_HEAD_LAUNCHER: "Пусковая установка СОУ" STR_CRAFT_GAS_CANNON: "Корабельная газ. пушка" STR_PWT_CANNON: "ИВТ-пушка" STR_GAUSS_CANNON: "Пушка Гаусса" STR_GAUSS_CANNON_AMMO: "Боеприпасы к пушке Гаусса" STR_SONIC_OSCILLATOR: "Акустический осциллятор" STR_AJAX_TORPEDOES: "Торпеды \"Аякс\"" STR_DUP_HEAD_TORPEDOES: "Торпеды с боеголовкой СОУ" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Газовые снаряды (x50)" STR_SONIC_WAVE: "Акустическая волна" STR_PULSE_WAVE_TORPEDOES: "И.-В. торпеды" STR_SOLDIER: "Акванавт" STR_SCIENTIST: "Ученый" STR_ENGINEER: "Техник" STR_NORTH_ATLANTIC: "Сев. Атлантика" STR_SOUTH_ATLANTIC: "Южная Атлантика" STR_NORTH_PACIFIC: "Север Тих. океана" STR_SOUTH_PACIFIC: "Юг Тихого океана" STR_MEDITERRANEAN: "Средизем. море" STR_SOUTH_CHINA_SEA: "Южно-Кит. море" STR_INDIAN_OCEAN: "Индийский океан" STR_THE_EAST_SEA: "Японское море" STR_NORTH_SEA: "Северное море" STR_CARRIBEAN: "Карибы" STR_ANTARCTIC: "Антарктика" STR_ARCTIC: "Арктика" STR_EURASIA: "Евразия" STR_NORTH_AMERICA: "Северная Америка" STR_AFRICA: "Африка" STR_MAXIMUM_SPEED: "Макс. скорость" STR_TRANSMISSION_RESOLVER_UC: "ДЕШИФРАТОР ПЕРЕДАЧ" STR_TRITON: "ТРИТОН" STR_HAMMERHEAD: "МОЛОТ" STR_LEVIATHAN: "ЛЕВИАФАН" STR_BARRACUDA: "БАРРАКУДА" STR_MANTA: "МАНТА" STR_UFO: "СУДНО ПРИШЕЛЬЦЕВ" STR_AJAX: "АЯКС" STR_DUP_HEAD: "БОЕГОЛОВКА СОУ" STR_CRAFT_GAS_CANNON_UC: "КОРАБЕЛЬНАЯ ГАЗ. ПУШКА" STR_PWT_CANNON_UC: "ИВТ-ПУШКА" STR_GAUSS_CANNON_UC: "ПУШКА ГАУССА" STR_SONIC_OSCILLATOR_UC: "АКУСТ. ОСЦИЛЛЯТОР" STR_DAMAGE_CAPACITY: "Запас прочности" STR_WEAPON_POWER: "Мощность" STR_WEAPON_RANGE: "Дальность оружия" STR_AIR_LOCK: "Шлюзовая камера" STR_LABORATORY: "Лаборатория" STR_WORKSHOP: "Мастерская" STR_STANDARD_SONAR: "Стандартный сонар" STR_WIDE_ARRAY_SONAR: "Широкополосный сонар" STR_TORPEDO_DEFENSES: "Торпедная защита" STR_GENERAL_STORES: "Склад" STR_ALIEN_CONTAINMENT: "Изолятор пришельцев" STR_GAUSS_DEFENSES: "Защита Гаусса" STR_SONIC_DEFENSES: "Акустическая защита" STR_PWT_DEFENSES: "ИВТ-защита" STR_BOMBARDMENT_SHIELD: "Противобомбовый щит" STR_MC_GENERATOR: "Генератор М.K." STR_MC_LAB: "Лаборатория М.К." STR_TRANSMISSION_RESOLVER: "Дешифратор передач" STR_SUB_PEN: "Док" STR_USA: "США" STR_ALASKA: "АЛЯСКА" STR_EU_SYNDICATE: "ЕВРОСИНДИКАТ" STR_ARABIAN_BLOC: "АРАБСКИЙ БЛОК" STR_EGYPTIAN_CARTEL: "ЕГИПЕТ. КАРТЕЛЬ" STR_AFRICA_CORP: "АФРИК. КОРП." STR_BRAZILIAN_UNION: "БРАЗИЛЬСКИЙ СОЮЗ" STR_NEW_MEXICO: "НЬЮ-МЕХИКО" STR_ASIAN_COALITION: "АЗИАТ. КОАЛИЦИЯ" STR_SCANDINAVIA: "СКАНДИНАВИЯ" STR_NEO_JAPAN: "НЕО-ЯПОНИЯ" STR_FREE_CHINA: "СВОБОДНЫЙ КИТАЙ" STR_AUSTRALASIA: "АВСТРАЛАЗИЯ" STR_FED_KOREA: "КОРЕЙСКАЯ ФЕД." STR_EURASIA_UC: "ЕВРАЗИЯ" STR_ICELANDIC_UNION: "ИСЛАНДСКИЙ СОЮЗ" STR_TANK: "Погружаемая боевая система" STR_CIVILIAN: "Гражданский" STR_JAN: "янв" STR_FEB: "фев" STR_MAR: "мар" STR_APR: "апр" STR_MAY: "мая" STR_JUN: "июн" STR_JUL: "июл" STR_AUG: "авг" STR_SEP: "сен" STR_OCT: "окт" STR_NOV: "ноя" STR_DEC: "дек" STR_INTERNATIONAL_RELATIONS: "Международные отношения" STR_COUNTRY: "Страна" STR_FUNDING: "Инвестиции" STR_CHANGE: "Изменение" STR_WEAPON_SYSTEMS: "СИСТЕМЫ ВООРУЖЕНИЯ" STR_HWPS: "ПБС" STR_DAMAGE_UC_: "ПОВРЕЖДЕНИЯ>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Шлюзовая камера используется для доставки персонала и оборудования на подводную базу. Закладка нового комплекса начинается с постройки этого модуля. Шлюзовая камера уязвима для проникновения потенциального противника." STR_LIVING_QUARTERS_UFOPEDIA: "Каждая жилая область обеспечивает размещение до 50 человек. Эти модули представляют собой нечто вроде основного элемента работоспособной базы." STR_LABORATORY_UFOPEDIA: "В лабораторном блоке могут работать до 50 ученых. Лаборатории оснащены по последнему слову техники для проведения исследований в области материалов, биохимии и вооружений. X-Com имеет доступ к лучшим исследовательским центрам по всему миру, как военным, так и гражданским." STR_WORKSHOP_UFOPEDIA: "Мастерская оборудована всем необходимым для производства снаряжения и техники, разработанных в недрах лабораторий. В каждой мастерской могут одновременно работать до 50 техников, однако производимые единицы также будут занимать некоторое пространство." STR_STANDARD_SONAR_UFOPEDIA: "Стандартная сонарная система имеет эффективный радиус действия 450 километров и связана с геостационарной спутниковой сетью для анализа поверхности. Каждый сканер обнаруживает подводную или воздушную цель с вероятностью 10 % в течение 30 минут." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Широкополосная сонарная система имеет эффективный радиус действия 700 километров и связана с геостационарной спутниковой сетью для анализа поверхности. Каждый сканер обнаруживает подводную или воздушную цель с вероятностью 20 % в течение 30 минут." STR_TORPEDO_DEFENSES_UFOPEDIA: "Торпедная система обороны обеспечивает защиту против вражеских кораблей, пытающихся проникнуть на базу." STR_GENERAL_STORES_UFOPEDIA: "Все снаряжение, оружейные системы, боеприпасы, добытые материалы и погружаемые боевые системы размещаются на складах, включая оборудование, предназначенное для субмарин." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Для содержания живых пришельцев требуются тюремные модули. В них поддерживается подходящая для инопланетных существ среда. Кроме того, эти камеры сводят боевой потенциал пришельцев к нулю. В каждом модуле в отдельных камерах может содержаться до 10 пришельцев." STR_GAUSS_DEFENSES_UFOPEDIA: "Противолодочный комплекс Гаусса обеспечивает современную и максимально эффективную защиту от атак враждебных субмарин." STR_SONIC_DEFENSES_UFOPEDIA: "Система защиты на основе акустического осциллятора обеспечивает мощную и эффективную защиту от агрессоров." STR_PWT_DEFENSES_UFOPEDIA: "Импульсно-волновые торпеды обеспечивают наиболее эффективную защиту против атак пришельцев. Эти снаряды снабжены сверхплотными боеголовками, которые способны пробить любую известную броню, а магнитные волны выводят из строя электронную защиту цели." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Противобомбовый щит не даёт субмаринам пришельцев пришвартоваться к базе, создавая резонирующее поле, которое отталкивает атакующие судна, позволяя средствам защиты сделать повторный залп. На практике это означает удвоение эффективности систем защиты базы. " STR_MC_GENERATOR_UFOPEDIA: "Поскольку субмарины пришельцев используют технологию молекулярного контроля для обнаружения присутствия живых существ, использование негативного М.К.-излучателя покроет базу непроницаемым щитом, который собьёт пришельцев с толку и скроет наше присутствие." STR_MC_LAB_UFOPEDIA: "Лаборатория молекулярного контроля может внедрять импланты и обучать до десяти акванавтов одновременно. Импланты хирургически внедряются в черепа акванавтов. Путем долгих тренировок они обучаются использовать их. Полученные навыки задействуются вместе с устройством молекулярного контроля и могут использоваться для проведения соответствующих атак в ходе боя." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Средства связи инопланетян основаны на использовании построенной пришельцами сети молекулярного контроля. Дешифратор позволяет осуществить перехват и расшифровку передач с субмарин пришельцев. Он отображает тип судна пришельцев, его расовую принадлежность и задание, которое он выполняет." STR_SUB_PEN_UFOPEDIA: "К каждому доку может быть приписана одна субмарина. Док оснащён оборудованием для обслуживания, дозаправки и ремонта подводного флота X-Com. Каждой субмарине, приписанной к базе, должен быть назначен свой док, который не может быть использован для размещения других субмарин, даже если приписанное судно в этот момент находится на задании." STR_DART_PISTOL_UFOPEDIA: "Дротикомёт X-Com - компактное, точное и мощное оружие, снаряжаемое магазином с 12 пустотелыми дротиками. Дротики выстреливаются с помощью газа, находящегося во встроенном в магазин отсеке." STR_JET_HARPOON_UFOPEDIA: "Высокоточное и мощное подводное ружьё, стреляющее пустотелыми стальными гарпунами. Каждый гарпун в 10-зарядной герметичном контейнере оснащён собственным резервуаром с газом." STR_GAS_CANNON_UFOPEDIA: "Эта пушка - настоящий тяжеловес среди всех видов газового оружия, заряжаемый цельнолитыми стержнями, которые также могут оснащаться фугасными или фосфорными боеголовками. Излюбленное оружие опытных акванавтов." STR_HYDRO_JET_CANNON_UFOPEDIA: "Гидрореактивные пушки предназначены для использования тяжелой пехотой. Пушка стреляет мини-торпедами на магниевом топливе. Несмотря на свою мощь, гидрореактивная пушка - неуклюжее и неудобное оружие, действующее только под водой." STR_TORPEDO_LAUNCHER_UFOPEDIA: "По-настоящему тяжелая, эта огромная установка позволяет запускать три типа торпед, каждая из которых имеет собственный двигатель. Это разрушительное оружие имеет только один недостаток - перезарядка осуществляется вручную. Боеприпасы включают торпеды, несущие малый или большой разрывной либо фосфорный заряд. Предназначена для использования только под водой." STR_GAUSS_PISTOL_UFOPEDIA: "В пистолете Гаусса используется новейшая разработка в области современных вооружений - технология ускорения частиц. Это скорострельное и точное оружие, способное вести огонь как над, так и под водой. Гаусс-технология является развитием плазменных технологий, изученных в ходе предыдущей войны." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "В пистолете Гаусса используется новейшая разработка в области современных вооружений - технология ускорения частиц. Это скорострельное и точное оружие, способное вести огонь как над, так и под водой. Гаусс-технология является развитием плазменных технологий, изученных в ходе предыдущей войны." STR_GAUSS_RIFLE_UFOPEDIA: "Следующий этап развития пистолета Гаусса. Это ружьё, имея сдвоенный ускоритель частиц, способно наносить серьёзный урон. Отказавшись от работающей на базе элерия плазменной системы, мы применили микроускоритель частиц, генерирующий поток антипротонов." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Следующий этап развития пистолета Гаусса. Это ружьё, имея сдвоенный ускоритель частиц, способно наносить серьёзный урон. Отказавшись от работающей на базе элерия плазменной системы, мы применили микроускоритель частиц, генерирующий поток антипротонов." STR_HEAVY_GAUSS_UFOPEDIA: "Тяжёлый Гаусс довольно громоздок, но чрезвычайно эффективен. В нем установлено три ускорителя частиц, а потому выстрел из него практически невозможно остановить. Поток антипротонов удерживается внутри оболочки из арсенида галлия, которая при попадании разрушается, высвобождая антиматерию." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Тяжёлый Гаусс довольно громоздок, но чрезвычайно эффективен. В нем установлено три ускорителя частиц, а потому выстрел из него практически невозможно остановить. Поток антипротонов удерживается внутри оболочки из арсенида галлия, которая при попадании разрушается, высвобождая антиматерию." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Стандартная наступательная граната с точным таймером-взрывателем." STR_DYE_GRENADE_UFOPEDIA: "Чернильные гранаты - оружие двойного назначения, пригодное для обеспечения прикрытия на открытой местности. Граната может применяться как на суше, так и под водой: под водой при взрыве образуется взвесь, подобная чернильному облаку осьминога, а на суше в воздух поднимается плотное облако." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Сенсорную гранату бросают так же, как и обычную, но взрыв происходит, если рядом с ней было зафиксировано движение. Правильное применение требует особых навыков и тренировок." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Изначально эта взрывчатка должна была использоваться только для демонтажных работ. Однако опыт предыдущей войны показал, что подобные заряды мощной взрывчатки - идеальное оружие для уничтожения пришельцев. Радиус действия очень большой, поэтому перед применением удостоверьтесь, что акванавтов в пределах опасной зоны нет." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "В этом новейшем устройстве используется множество детекторов и сложные компьютерные системы для обнаружения движущихся объектов. Нажмите на иконку сенсора на тактическом экране. Выберите пункт 'Сканировать'. Стрелка на экране устройства отображает направление взгляда акванавта (север находится наверху). Только что двигавшиеся объекты отображаются яркими точками, большие точки соответствуют быстродвижущимся или крупным объектам. Неподвижные объекты не отображаются." STR_MEDI_KIT_UFOPEDIA: "При использовании встаньте рядом или (если он без сознания) над пострадавшим акванавтом.{NEWLINE} ЛЕЧЕНИЕ> Ранения отмечены красным. Выберите ранение и нажмите на кнопку. Будет вылечена одна смертельная рана и восстановлено здоровье.{NEWLINE} СТИМУЛЯТОР> Восстанавливает энергию акванавта и выводит его из бессознательного состояния (для этого вы должны стоять над его телом).{NEWLINE} АНАЛЬГЕТИК> Восстанавливает моральное состояние раненного акванавта." STR_MC_DISRUPTOR_UFOPEDIA: "Вершина технологии М.К. Это устройство может использоваться только акванавтами с навыками М.К. Нажмите на разрушитель, выберите тип атаки и укажите цель курсором. Возможны два типа атаки:{NEWLINE} СБОЙ ИМПЛАНТА> В случае успеха противник теряется и может запаниковать.{NEWLINE} КОНТРОЛЬ ИМПЛАНТА> В случае успеха вы получите контроль над противником. " STR_THERMAL_TAZER_UFOPEDIA: "Устройство предназначено для парализации заморозкой без летального исхода живого противника при непосредственном контакте." STR_VIBRO_BLADE_UFOPEDIA: "Виброклинок - длинный острый титановый бур, вращающийся со скоростью более 6000 об/мин и способный расколоть даже самую прочную броню. Источник энергии устройства изобретен пришельцами; все наши предыдущие попытки создать такое устройство были обречены на провал: буры вращались слишком медленно или разрывались под давлением." STR_THERMIC_LANCE_UFOPEDIA: "Тепловое копьё - логическое развитие технологии виброклинка: полотно вращается с более высокой скоростью, а источник энергии на зрбайте раскаляет лезвие до такой степени, что оно проходит через броню как горячий нож сквозь масло." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Тяжёлое тепловое копьё - более мощная версия обычного теплового копья. Сдвоенный нагреватель и огромная скорость вращения означают, что тяжёлое тепловое копьё фактически невозможно остановить никаким материалом." STR_SONIC_CANNON_UFOPEDIA: "Акустическая пушка является самым мощным из всего семейства акустического оружия. По сравнению с ружьём она оборудована аудиогенератором более широкого диапазона и более крупным камерой реверберации. У пушки также есть система импульсной детонации, которая изменяет ультразвуковую волну путем модуляции для создания более эффективного акустич. удара." STR_CANNON_POWER_CLIP_UFOPEDIA: "Это компактное устройство используется в качестве боеприпаса для акустической пушки. Содержит небольшое количество зрбита." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Более мощное акустическое устройство. Даже высокоуглеродистая сталь не выдерживает воздействия этого оружия. Сверхкомпактный волновой передатчик дополнен сверхпроводящим усилителем, увеличивающим мощность этого оружия." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Это небольшое устройство используется в качестве источника энергии для акустического ружья - мощного оружия пришельцев. Содержит небольшое количество зрбита." STR_SONIC_PISTOL_UFOPEDIA: "Акустические пистолеты - оружие пришельцев, основанное на ультразвуковых волнах, которые за несколько секунд могут превратить человеческие кости в желе. Ультразвуковые волны находятся за границами слухового восприятия человека." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Источник энергии для компактного акустического пистолета пришельцев. Содержит небольшое количество зрбита - источника энергии всех технологий пришельцев." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Эта подводное вооружение пришельцев с управляемым наведением стреляет самодвижущимися \"разрушительными зарядами\". При использовании этого оружия вы указываете точки траектории, по которым будет следовать заряд. После задания траектории нажмите специальную кнопку пуска." STR_DISRUPTOR_AMMO_UFOPEDIA: "Это устройство - заряд дисруптора, снабжённый бортовым компьютером для осуществления управляемого наведения. Используется для стрельбы из дисрупторной установки." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Небольшая теплоударная установка, стреляющая химически замораживающими бомбами. Весьма полезна для захвата живых пришельцев." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Теплоударная бомба применяется для захвата живых людей, но может использоваться и против большинства видов пришельцев. Используется как боеприпас для теплоударной установки." STR_SONIC_PULSER_UFOPEDIA: "Это устройство действует аналогично обычной гранате, однако оно во много раз мощнее. Граната генерирует один мощный звуковой импульс, распространяющийся во все стороны одновременно." STR_MC_READER_UFOPEDIA: "Внутри тел пришельцев мы нашли небольшие, хирургически внедрённые, блоки. Эти управляющие импланты разработаны акватоидами с целью постоянного обеспечивания информацией с поля боя , даже на большом расстоянии. Считыватель молекулярного контроля - это устройство связи, используемое для получения информации прямо из имплантов М.К. X-COM могут использовать это устройство в бою для выяснения характеристик пришельцев. Нажмите на \"использовать\", а затем по врагу." STR_SURVEY_SHIP: "Корабль наблюдения" STR_ESCORT: "Корабль сопровождения" STR_CRUISER: "Крейсер" STR_HEAVY_CRUISER: "Тяжелый крейсер" STR_HUNTER: "Охотник" STR_BATTLESHIP: "Линкор" STR_DREADNOUGHT: "Дредноут" STR_FLEET_SUPPLY_CRUISER: "Крейсер снабжения" MAP_SEABED: "Океанское дно" MAP_PIPES: "Подводная станция" MAP_PLANE: "Разрушенный самолет" MAP_ATLAN: "Атлантида" MAP_MU: "Храм Майя" MAP_GAL: "Затонувший галеон" MAP_MSUNK: "Затонувший лайнер" MAP_VOLC: "Вулканы" MAP_CORAL: "Кораллы" MAP_PORT: "Порт" MAP_ISLAND: "Остров" MAP_CARGO: "Грузовое судно" MAP_LINERT: "Круизный лайнер ч.1" MAP_LINERB: "Круизный лайнер ч.2" MAP_ALART: "Артефакт ч.1" MAP_GRUNGE: "Артефакт ч.2" MAP_ENTRY: "Колония ч.1" MAP_A_BASE: "Колония ч.2" MAP_ALSHIP: "Т'льех ч.1" MAP_LEVEL: "Т'льех ч.2" MAP_CRYPT: "Т'льех ч.3" MAP_XBASES: "База X-Com" STR_MIXED_CREW: "Смешанная команда" STR_MIXED_CREW_2: "Смешанная команда 2" STR_RATING: "РЕЙТИНГ> {0}" STR_RATING_TERRIBLE: "УЖАСНО!" STR_RATING_POOR: "ПЛОХО!" STR_RATING_OK: "ОК" STR_RATING_GOOD: "ХОРОШО!" STR_RATING_EXCELLENT: "ПРЕВОСХОДНО!" STR_SCORE: "СЧЕТ" STR_XCOM_PROJECT_MONTHLY_REPORT: "ОТЧЕТ X-COM ЗА МЕСЯЦ" STR_MONTH: "Месяц> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Комитет финансирующих организаций в целом удовлетворен вашими действиями." STR_COUNCIL_IS_VERY_PLEASED: "Комитет финансирующих организаций очень доволен вашими действиями. Продолжайте в том же духе." STR_COUNCIL_IS_DISSATISFIED: "Комитет финансирующих организаций не удовлетворен вашими результатами. Вы должны улучшить эффективность противодействия инопланетной угрозе, иначе финансовая поддержка проекта X-Com будет прекращена." STR_YOU_HAVE_NOT_SUCCEEDED: "Вам не удалось противостоять вторжению пришельцев, в связи с чем Комитет финансирующих организаций, к сожалению, принял решение о прекратить финансирование X-Com. Каждая организация отныне будет решать эту проблему самостоятельно. Мы можем только надеяться, что сможем как-то примириться с этими древними силами, и что население смирится с сосуществованием с пришельцами из глубин." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} выражает глубокое удовлетворение проведенной вами работой и соглашается увеличить финансирование." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} особенно довольны вашими успехами при отражении нападений пришельцев и договорились увеличить финансирование." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} и {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} выражает неудовлетворенность эффективностью ваших действий по пресечению активности пришельцев в своих территориальных водах, и сокращает финансирование." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} не удовлетворены эффективностью ваших действий по пресечению активности пришельцев в своих территориальных водах, и сокращают финансирование." STR_KNOTS: "{0} узлов" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} заключает соглашение о сотрудничестве с силами пришельцев и прекращает финансирование X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} заключили соглашение о сотрудничестве с силами пришельцев и прекращают финансирование X-Com." STR_MONTHLY_RATING: "Рейтинг за месяц> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Изменение в финансировании> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Финансирующая организация недовольна состоянием ваших финансов. Вы должны снизить задолженность до 1 миллиона долл., иначе проект X-Com будет закрыт." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "СУБАТОМНОЕ СООБЩЕНИЕ РАСШИФРОВАНО" STR_CRAFT_TYPE: "ТИП СУДНА" STR_RACE: "РАСА" STR_MISSION: "МИССИЯ" STR_ZONE: "РЕГИОН" STR_ALLOCATE_RESEARCH: "Новое исследование" STR_ALLOCATE_MANUFACTURE: "Произвести" STR_AZORES: "Азорские острова" STR_REYKJAVIK: "Рейкьявик" STR_BERMUDA: "Бермудские острова" STR_NEW_YORK: "Нью-Йорк" STR_BOSTON: "Бостон" STR_FORT_SEVERN: "Порт Северн" STR_DAKAR: "Дакар" STR_RECIFE: "Ресифи" STR_ACCRA: "Аккра" STR_ASCENSION_ISLAND: "Остров Вознесения" STR_TRINIDADE_ISLAND: "Триндади-э-Мартин-Вас" STR_FALKLAND_ISLAND: "Фолкленды" STR_CANARY_ISLANDS: "Канарские острова" STR_ANCHORAGE: "Анкоридж" STR_ST_LAWRENCE_ISLAND: "Остров Святого Лаврентия" STR_SAN_FRANCISCO: "Сан-Франциско" STR_MIDWAY_ISLAND: "Мидуэй" STR_VANCOUVER: "Ванкувер" STR_TASMANIA: "Тасмания" STR_HAWAII: "Гавайи" STR_FIJI: "Фиджи" STR_TONGA: "Тонга" STR_EASTER_ISLAND: "Остров Пасхи" STR_GALAPAGOS_ISLAND: "Галапагосские острова" STR_WELLINGTON: "Веллингтон" STR_SOLOMON_ISLAND: "Соломоновы острова" STR_CRETE: "Крит" STR_LISBON: "Лиссабон" STR_PORT_SAID: "Порт-Саид" STR_MARSEILLES: "Марсель" STR_TRIPOLI: "Триполи" STR_MANILA: "Манила" STR_HONG_KONG: "Гонконг" STR_SINGAPORE: "Сингапур" STR_BANGKOK: "Бангкок" STR_DARWIN: "Дарвин" STR_BOMBAY: "Бомбей" STR_SAYCHELLES_ISLAND: "Сейшельские острова" STR_MALDIVE_ISLAND: "Мальдивские острова" STR_SRI_LANKA: "Шри-Ланка" STR_MAURITIUS: "Маврикий" STR_TOKYO: "Токио" STR_SHANGHAI: "Шанхай" STR_VLADIVOSTOK: "Владивосток" STR_LONDON: "Лондон" STR_FAEROE_ISLAND: "Фарерские острова" STR_ABERDEEN: "Абердин" STR_OSLO: "Осло" STR_JAMAICA: "Ямайка" STR_PANAMA: "Панама" STR_MIAMI: "Майами" STR_PSI_TRAINING: "Тренировка М.К." STR_PSIONIC_TRAINING: "ТРЕНИРОВКА МОЛЕКУЛЯРНОГО КОНТРОЛЯ" STR_REMAINING_PSI_LAB_CAPACITY: "Мест в лаборатории М.К.> {ALT}{0}" STR_PSIONIC__STRENGTH: "Сила{NEWLINE}МК" STR_PSIONIC_SKILL_IMPROVEMENT: "Навык М.К.{NEWLINE}/Улучшение" STR_IN_TRAINING: "Тренир.?{NEWLINE}" STR_TARGETTED_BY: "ЦЕЛЬ ДЛЯ:" STR_WEAPONS_CREW_HWPS: "ОРУЖИЕ/{NEWLINE}ЭКИПАЖ/БС" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "Топливо на исходе,{NEWLINE}возвращаюсь на базу" STR_SOLDIER_LIST: "Список акванавтов" STR_RANK_: "ЗВАНИЕ> {ALT}{0}" STR_MISSIONS: "МИССИЙ> {ALT}{0}" STR_KILLS: "УБИЙСТВ> {ALT}{0}" STR_WOUND_RECOVERY: "ЛЕЧЕНИЕ> {ALT}{0}" STR_TIME_UNITS: "ОЧКИ ДЕЙСТВИЯ" STR_STAMINA: "ВЫНОСЛИВОСТЬ" STR_HEALTH: "ЗДОРОВЬЕ" STR_BRAVERY: "ХРАБРОСТЬ" STR_REACTIONS: "РЕАКЦИЯ" STR_FIRING_ACCURACY: "ТОЧНОСТЬ ВЫСТРЕЛА" STR_THROWING_ACCURACY: "ТОЧНОСТЬ БРОСКА" STR_STRENGTH: "СИЛА" STR_PSIONIC_STRENGTH: "СИЛА М.К." STR_PSIONIC_SKILL: "НАВЫК М.К." STR_NEW_RANK: "НОВОЕ ЗВАНИЕ" STR_PROMOTIONS: "Повышение" STR_SOLDIERS_UC: "АКВАНАВТЫ" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "ПБС являются высокомобильными и прочными системами поддержки пехоты на любой глубине. Перезарядка ПБС выполняется автоматически при наличии достаточного боекомплекта." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Эта платформа вооружена гидрореактивными торпедами. Она может работать только под водой. Следите, чтобы на складах было наличие гидрореактивных торпед." STR_COELACANTH_GAUSS_UFOPEDIA: "технология Гаусса позволяет создавать мощную оружейную систему для ПБС. Она дает высокую огневую мощь по сравнению с ранними моделями и основана на разработках X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "Технологии пришельцев изменили ПБС. Ионный вытеснитель дал возможность перемещаться не только по дну или суше, но и плавать и летать. А акуст. оружие дает превосходство в бою." STR_DISPLACER_PWT_UFOPEDIA: "Данная ПБС использует подводное импульсно-волновое оружие. Убедитесь, что изготовили необходимое количество ИВТ. Для выстрела укажите точки траектории и нажмите запуск." STR_ALIEN_PROBE_MISSION: "Разведка" STR_ALIEN_INTERDICTION: "Блокирование района" STR_ALIEN_RESOURCE_RAID: "Поиск ресурсов" STR_ALIEN_INFILTRATION: "Инфильтрация" STR_ALIEN_BASE: "Расширение колонии" STR_ALIEN_SURFACE_ATTACK: "Атаки на суше" STR_ALIEN_RETALIATION: "Атака на базу X-Com" STR_ALIEN_SUPPLY: "Снабжение колонии" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Разведывательное задание используется для сбора данных относительно морского дна, ресурсов, маршрутов кораблей и самолетов. Участвующие в этих заданиях субмарины пришельцев сами по себе не несут большой угрозы, но они намекают на то, что в этой зоне разворачивается деятельность пришельцев, которая может вспыхнуть в любой момент." STR_ALIEN_INTERDICTION_UFOPEDIA: "Стратегия пришельцев предполагает патрулирование зон их интересов, и прежде чем развернуть более активные действия, они выпускают судно с целью обеспечения охраны этого района. Они прибывают в те места, куда позже предполагают совершить рейд, блокируют район и производят подготовку к следующему этапу их миссии." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Затопление кораблей и сбивание самолетов - ключевые элементы стратегии пришельцев. Поиск ресурсов - один из главных их видов деятельности, и как таковой сродни другим откровенно агрессивным актам. Пришельцы также совершают рейды в места геотермической активности, в места залегания минералов и очищенных металлов, а также на древние затонувшие города в поисках предметов и материалов оставленных людьми." STR_ALIEN_INFILTRATION_UFOPEDIA: "Это может привести к налаживанию официального контакта между пришельцами и корпорациями или правительствами на самом высоком уровне. Кульминация этих действий выражается в значительной активности судов пришельцев в водах соответствующей организации. Пришельцы попытаются подписать договор с правительством или организацией, предложив взамен какие-то из своих передовых технологий. Деятельность пришельцев несет большую опасность X-COM. Если корпорация или правительство подписывает с захватчиками договор, она прекращает финансирование X-COM." STR_ALIEN_BASE_UFOPEDIA: "Пришельцы будут создавать секретные подводные колонии в отдалённых районах. После нескольких разведывательных рейсов по мере строительства колонии активность их субмарин заметно усиливается. Известно, что эти колонии содержат лаборатории, центры клонирования, хирургическое оборудование для экспериментов над людьми и пришельцами. Созданные колонии создают повышенную активность и при отсутствии субмарин пришельцев. Чтобы обнаружить колонию в таких местах, судно X-Com должно патрулировать над подозрительной зоной в течение несколько часов." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Когда у пришельцев возникает необходимость в людях, они терроризируют порт, атакуют остров или нападают на корабль. Пришельцы будут открыто нападать на гражданских, используя их для удовлетворения своей извращённой потребности в размножении и жутких экспериментах." STR_ALIEN_RETALIATION_UFOPEDIA: "В случае особо успешных действий перехватчиков X-Com, пришельцы будут предпринимать ответные меры, вплоть до прямой атаки баз X-Com. Однако перед атакой пришельцы сперва должны обнаружить базу, поэтому риск можно существенно снизить, если не подпускать судна пришельцев к базе." STR_ALIEN_SUPPLY_UFOPEDIA: "После окончания строительства колонии пришельцев начинается её регулярное снабжение специальным грузовым кораблем. Обнаружив совершивший высадку корабль, можно быть уверенным, что колония пришельцев расположена где-то неподалеку." STR_SURVEY_SHIP_UFOPEDIA: "Эта крошечная субмарина используется для разведки или наблюдений. Обычно она является предвестником начала миссий более крупных кораблей." STR_ESCORT_UFOPEDIA: "Средний по размеру корабль сопровождения сам по себе не представляет большой опасности. Это судно предшествует более крупным кораблям и повышенной активности пришельцев." STR_CRUISER_UFOPEDIA: "Крейсер - корабль общего назначения, основа флота пришельцев. Пришельцы используют их на заданиях любых типов. Довольно опасный противник." STR_HEAVY_CRUISER_UFOPEDIA: "Тяжелый крейсер - более мощный корабль, нежели обычный крейсер. Он имеет усиленное вооружение и более мощные силовые установки, дающие ему большую скорость. Тяжелый крейсер используется в заданиях поиска ресурсов для переноса большего количества минералов и оборудования." STR_HUNTER_UFOPEDIA: "Этот корабль оборудован исследовательской комнатой для проведения экспериментов и хирургических операций над людьми. Жертвы подвергаются чудовищным пыткам, мозг часто извлекается и сохраняется для последующей обработки." STR_BATTLESHIP_UFOPEDIA: "Линкор - наиболее агрессивный корабль пришельцев. Он оснащён всеми технологиями и системами для того, чтобы действовать как главная ударная сила при выполнении самых разных боевых миссий пришельцев. Он оборудован широким боевым арсеналом." STR_DREADNOUGHT_UFOPEDIA: "Дредноут - боевой супертранспорт, полностью оборудован всеми технологиями пришельцев и повышенной полезной нагрузкой. Дредноут - крепкий и грозный противник." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Корабль снабжения используется при строительстве новых колоний пришельцев а также для снабжения уже существующих. Он перевозит продукты питания, ДНК, эмбрионы и другие биологические компоненты." STR_DISMANTLE: "Демонтировать" STR_FACILITY_IN_USE: "ОТСЕК ИСПОЛЬЗУЕТСЯ" STR_CANNOT_DISMANTLE_FACILITY: "НЕВОЗМОЖНО ДЕМОНТИРОВАТЬ ОТСЕК!{SMALLLINE}Все отсеки должны быть соединены со шлюзовой камерой." STR_TRANSFER_ITEMS_TO: "Перевозка на базу {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "НЕТ ИЗОЛЯТОРА ПРИШЕЛЬЦЕВ ДЛЯ ПЕРЕДАЧИ!{SMALLLINE}Для содержания живых пришельцев необходим специальный модуль." STR_AMOUNT_AT_DESTINATION: "В ПУНКТЕ{NEWLINE}НАЗНАЧЕНИЯ" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Пришелец погиб, так как нет модуля для его содержания." STR_NO_FREE_ACCOMODATION_CREW: "НЕДОСТАТОЧНО МЕСТ ДЛЯ РАЗМЕЩЕНИЯ!{SMALLLINE}На базе назначения не хватает мест в жилых модулях для экипажа, назначенного субмарине." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "НЕДОСТАТОЧНО МЕСТА НА СКЛАДЕ!{SMALLLINE}На складе базы назначения не хватает места для снаряжения, назначенного субмарине." STR_ITEMS_ARRIVING: "Прибытие" STR_DESTINATION_UC: "ПУНКТ НАЗНАЧЕНИЯ" STR_DART_PISTOL: "Дротикомет" STR_DART_POD: "Магазин с дротиками" STR_JET_HARPOON: "Реактивный гарпун" STR_HARPOON_POD: "Магазин с гарпунами" STR_GAS_CANNON: "Газовая пушка" STR_GC_AP_AMMO: "ГП-ББ заряды" STR_GC_HE_AMMO: "ГП-Р заряды" STR_GC_P_AMMO: "ГП-Ф заряды" STR_HYDRO_JET_CANNON: "Гидрореактивная пушка" STR_HJC_AP_AMMO: "ГРП-ББ боеприпасы" STR_HJC_HE_AMMO: "ГРП-Р боеприпасы" STR_HJC_P_AMMO: "ГРП-Ф боеприпас" STR_TORPEDO_LAUNCHER: "Торпедная установка" STR_SMALL_TORPEDO: "Малая торпеда" STR_LARGE_TORPEDO: "Большая торпеда" STR_PHOSPHOROUS_TORPEDO: "Фосфорная торпеда" STR_MAGNA_BLAST_GRENADE: "Магниевая граната" STR_DYE_GRENADE: "Чернильная граната" STR_PARTICLE_DISTURBANCE_GRENADE: "Сенсорная граната" STR_MAGNA_PACK_EXPLOSIVE: "Магниевая взрывчатка" STR_PARTICLE_DISTURBANCE_SENSOR: "Сенсор микроколебаний" STR_MEDI_KIT: "Медкомплект" STR_MC_DISRUPTOR: "Разрушитель М.К." STR_THERMAL_TAZER: "Тепловой жезл" STR_GAUSS_PISTOL: "Пистолет Гаусса" STR_GAUSS_PISTOL_CLIP: "Магазин к пистолету Гаусса" STR_GAUSS_RIFLE: "Ружьё Гаусса" STR_GAUSS_RIFLE_CLIP: "Магазин к ружью Гаусса" STR_HEAVY_GAUSS: "Тяжёлый Гаусс" STR_HEAVY_GAUSS_CLIP: "Магазин к тяжёлому Гауссу" STR_SONIC_CANNON: "Акустическая пушка" STR_CANNON_POWER_CLIP: "Магазин к акустической пушке" STR_SONIC_BLASTA_RIFLE: "Акустическое ружьё" STR_BLASTA_POWER_CLIP: "Магазин к акустическому ружью" STR_SONIC_PISTOL: "Акустический пистолет" STR_PISTOL_POWER_CLIP: "Магазин к акустическому пистолету" STR_DISRUPTOR_PULSE_LAUNCHER: "Дисрупторная установка" STR_DISRUPTOR_AMMO: "Заряд дисруптора" STR_THERMAL_SHOK_LAUNCHER: "Теплоударная установка" STR_THERMAL_SHOK_BOMB: "Теплоударная бомба" STR_SONIC_PULSER: "Акустический импульсатор" STR_ZRBITE: "Зрбит" STR_MC_READER: "Считыватель М.К." STR_VIBRO_BLADE: "Виброклинок" STR_THERMIC_LANCE: "Тепловое копьё" STR_HEAVY_THERMIC_LANCE: "Тяжёлое тепловое копьё" STR_AQUATOID_CORPSE: "Труп акватоида" STR_GILLMAN_CORPSE: "Труп гиллмена" STR_LOBSTERMAN_CORPSE: "Труп лобстермена" STR_TASOTH_CORPSE: "Труп тасота" STR_CALCINITE_CORPSE: "Труп кальцинита" STR_DEEP_ONE_CORPSE: "Труп глубинного" STR_BIODRONE_CORPSE: "Труп биодрона" STR_TENTACULAT_CORPSE: "Труп тентакулата" STR_TRISCENE_CORPSE: "Труп трисцена" STR_HALLUCINOID_CORPSE: "Труп галлюциноида" STR_XARQUID_CORPSE: "Труп ксарквида" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Недостаточно боеприпасов для снаряжения ПБС{SMALLLINE}Для каждой ПБС необходимо {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Недостаточно снаряжения для экипировки подразделения" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Необходимо исследовать{NEWLINE}{0},{NEWLINE}чтобы производить{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Пришельцы разрушили незащищенную базу {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Патрули X-Com обнаружили колонию пришельцев. Место: {0}" STR_STANDOFF: "ОЖИДАНИЕ" STR_CAUTIOUS_ATTACK: "ОСТОРОЖНАЯ АТАКА" STR_STANDARD_ATTACK: "СТАНДАРТНАЯ АТАКА" STR_AGGRESSIVE_ATTACK: "АГРЕССИВНАЯ АТАКА" STR_DISENGAGING: "ВЫХОД ИЗ БОЯ" STR_UFO_HIT: "ПОПАДАНИЕ!" STR_UFO_CRASH_LANDS: "СУДНО ПРИШЕЛЬЦЕВ ЗАТОНУЛО!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Сворачивать только на безопасной дистанции" STR_UFO_RETURN_FIRE: "СУДНО ПРИШЕЛЬЦЕВ СТРЕЛЯЕТ!" STR_INTERCEPTOR_DAMAGED: ">>> СУБМАРИНА X-COM ПОВРЕЖДЕНА <<<" STR_INTERCEPTOR_DESTROYED: ">>> СУБМАРИНА X-COM УНИЧТОЖЕНА <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "СУДНО ПРИШЕЛЬЦЕВ УХОДИТ!" STR_LONG_RANGE_DETECTION: "Дальнее обнаружение" STR_STORES_UC: "СКЛАД" STR_DIFFICULTY_LEVEL: "Уровень сложности" STR_INTERCEPT: "ПЕРЕХВАТ" STR_BASES: "БАЗЫ" STR_GRAPHS: "ГРАФИКИ" STR_UFOPAEDIA_UC: "УФОПЕДИЯ" STR_OPTIONS_UC: "НАСТРОЙКИ" STR_FUNDING_UC: "ФИНАНСЫ" STR_5_SECONDS: "5 сек" STR_1_MINUTE: "1 мин" STR_5_MINUTES: "5 мин" STR_30_MINUTES: "30 мин" STR_1_HOUR: "1 час" STR_1_DAY: "1 день" STR_XCOM_PERFORMANCE_ROSTER: "Выполнение заданий X-Com" STR_ENTER_NAME: "Введите имя" STR_PERFORMANCE_RATING: "Рейтинг результативности" STR_VICTORY_DATE: "День Победы" STR_CHEMICAL_FLARE: "Химический осветитель" STR_CHEMICAL_FLARE_UFOPEDIA: "Это компактное устройство излучает яркий свет на любой глубине, как и на суше. Оно освещает находящихся вблизи противников во время заданий глубоко под водой или в ночное время." STR_MONTHLY_COSTS: "Месячные затраты" STR_CRAFT_RENTAL: "Аренда летающих субмарин" STR_SALARIES: "Жалованье" STR_BASE_MAINTENANCE: "Обслуживание базы" STR_COST_PER_UNIT: "Стоимость за ед." STR_QUANTITY: "Кол-во" STR_TOTAL: "Всего" STR_IN_PSIONIC_TRAINING: "В лаборатории М.К." STR_FRONT_ARMOR: "Броня спереди" STR_LEFT_ARMOR: "Броня слева" STR_RIGHT_ARMOR: "Броня справа" STR_REAR_ARMOR: "Броня сзади" STR_UNDER_ARMOR: "Броня снизу" STR_ROUNDS: "Боезапас" STR_UNIT: "БОЕЦ> {0}" STR_ENERGY: "ЭНЕРГИЯ" STR_MORALE: "МОРАЛЬ" STR_ARMOR_: "БРОНЯ> {0}" STR_FRONT_ARMOR_UC: "БРОНЯ СПЕРЕДИ" STR_LEFT_ARMOR_UC: "БРОНЯ СЛЕВА" STR_RIGHT_ARMOR_UC: "БРОНЯ СПРАВА" STR_REAR_ARMOR_UC: "БРОНЯ СЗАДИ" STR_SKILLS: "НАВЫКИ> {0}" STR_LEVEL: "УРОВЕНЬ> {0}" STR_HEAD: "ГОЛОВА" STR_TORSO: "ТОРС" STR_RIGHT_ARM: "ПРАВАЯ РУКА" STR_LEFT_ARM: "ЛЕВАЯ РУКА" STR_RIGHT_LEG: "ПРАВАЯ НОГА" STR_LEFT_LEG: "ЛЕВАЯ НОГА" STR_PAIN_KILLER: "АНАЛЬГЕТИК" STR_STIMULANT: "СТИМУЛЯТОР" STR_HEAL: "ЛЕЧИТЬ" STR_TIME_UNITS_SHORT: "ОД>{ALT}{0}" STR_WEIGHT: "Вес>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Реакц>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "М.Нав>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "М.Сила>{ALT}{0}" STR_ALIEN_ARTIFACT: "Артефакт пришельцев" STR_AMMO_ROUNDS_LEFT: "ОРУЖИЕ:{NEWLINE}ИМЕЮЩИЙСЯ{NEWLINE}БОЕЗАПАС={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Болеут>{ALT}{0}{ALT}{NEWLINE}Стим>{ALT}{1}{ALT}{NEWLINE}Леч>{ALT}{2}" STR_THROW: "Бросить" STR_AUTO_SHOT: "Очередь" STR_SNAP_SHOT: "Навскидку" STR_AIMED_SHOT: "Прицельный" STR_STUN: "Парализовать" STR_PRIME_GRENADE: "Взвести гранату" STR_USE_SCANNER: "Сканировать" STR_USE_MEDI_KIT: "Использовать" STR_LAUNCH_MISSILE: "Пуск торпеды" STR_ACCURACY_SHORT: "Точ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Не хватает очков действия!" STR_NOT_ENOUGH_ENERGY: "Не хватает энергии!" STR_NO_ROUNDS_LEFT: "Кончились боеприпасы!" STR_NO_AMMUNITION_LOADED: "Оружие не заряжено!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Боеприпасы не от этого оружия!" STR_WEAPON_IS_ALREADY_LOADED: "Оружие уже заряжено!" STR_NO_LINE_OF_FIRE: "Нет линии огня!" STR_GRENADE_IS_ACTIVATED: "Граната активирована!" STR_GRENADE_IS_DEACTIVATED: "Граната деактивирована!" STR_THERE_IS_NO_ONE_THERE: "Там никого нет!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Невозможно использовать неисследованный артефакт!" STR_OUT_OF_RANGE: "Вне зоны поражения!" STR_UNABLE_TO_THROW_HERE: "Не могу бросить сюда!" STR_SET_TIMER: "Установить таймер" STR_HIDDEN_MOVEMENT: "СКРЫТЫЕ ПЕРЕМЕЩЕНИЯ" STR_TURN: "ХОД> {0}" STR_SIDE: "СТОРОНА> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Нажмите кнопку для продолжения" STR_MIND_CONTROL: "Молекулярный контроль" STR_PANIC_UNIT: "Сбой импланта" STR_MORALE_ATTACK_SUCCESSFUL: "Психическая атака удалась" STR_MIND_CONTROL_SUCCESSFUL: "Контроль установлен" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}потерял рассудок" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}потеряла рассудок" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}запаниковал" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}запаниковала" STR_XCOM: "X-Com" STR_ALIENS: "Пришельцы" STR_RIGHT_HAND: "ПРАВАЯ РУКА" STR_LEFT_HAND: "ЛЕВАЯ РУКА" STR_RIGHT_SHOULDER: "ПРАВОЕ ПЛЕЧО" STR_LEFT_SHOULDER: "ЛЕВОЕ ПЛЕЧО" STR_BACK_PACK: "РЮКЗАК" STR_BELT: "ПОЯС" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}под молекулярным контролем" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}под молекулярным контролем" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}потерял сознание" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}потеряла сознание" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}умер от смертельных ран" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}умерла от смертельных ран" STR_USE_MIND_PROBE: "Использовать М.К. Считыватель" STR_FATAL_WOUNDS: "СМЕРТЕЛЬНЫЕ РАНЫ" STR_UNDER_ARMOR_UC: "БРОНЯ СНИЗУ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Очки действия зарезервированы для выстрела навскидку" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Очки действия зарезервированы для стрельбы очередью" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Очки действия зарезервированы для прицельного выстрела" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Очки действия зарезервированы, чтобы присесть" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ОД зарезервированы, чтобы присесть и выстрелить" STR_UNITS_IN_CRAFT: one: "{N} боец на судне X-Com" few: "{N} бойца на судне X-Com" many: "{N} бойцов на судне X-Com" other: "{N} бойцов на судне X-Com" STR_UNITS_OUTSIDE: one: "{N} боец остался снаружи" few: "{N} бойца осталось снаружи" many: "{N} бойцов осталось снаружи" other: "{N} бойцов осталось снаружи" STR_UNITS_IN_ENTRANCE: one: "{N} боец на входе" few: "{N} бойца на входе" many: "{N} бойцов на входе" other: "{N} бойцов на входе" STR_UNITS_IN_EXIT: one: "{N} боец в зоне выхода" few: "{N} бойца в зоне выхода" many: "{N} бойцов в зоне выхода" other: "{N} бойцов в зоне выхода" STR_ABORT_MISSION_QUESTION: "Покинуть поле боя?" STR_CORPSE: "Труп" STR_UNLOAD_CRAFT: "Выгрузить" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}убит" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}убита" STR_HIT_MELEE: "Ударить" STR_GROUND: "НА ЗЕМЛЕ" STR_LIVING_QUARTERS_PLURAL: "Жилые модули" STR_LIST_ITEM: "ПРЕДМЕТ" STR_ALL_ALIENS_KILLED_IN_CRASH: "Все пришельцы погибли при крушении.{NEWLINE}Автоматическая эвакуация НПО" STR_RESET: "Сброс" STR_MEMORIAL: "Мемориал" STR_DATE_UC: "ДАТА" STR_SOLDIERS_RECRUITED_UC: "АКВАНАВТОВ НАНЯТО>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ПОТЕРИ>{ALT}{0}" STR_REMOVE_SELECTED: "Убрать отобранных" STR_LIVE_ALIENS: "Живые{NEWLINE}образцы" STR_DEAD_ALIENS: "Негодные{NEWLINE}образцы" STR_UNDER_INTERROGATION: "Изучаемые{NEWLINE}образцы" STR_CONTAINMENT_EXCEEDED: "ИЗОЛЯТОР ПРИШЕЛЬЦЕВ ЗАПОЛНЕН!{SMALLLINE}на базе {0} не хватает мест в изоляторе. Вы должны избавиться от лишних пленных (которые не выживут)." STR_MANAGE_CONTAINMENT: "Управление изолятором пришельцев" STR_STORAGE_EXCEEDED: "СКЛАДЫ ПЕРЕПОЛНЕНЫ!{SMALLLINE}На базе {0} недостаточно свободного места. Необходимо продать часть складируемого." STR_GO_TO_BASE: "Перейти к базе" STR_MELEE_ACCURACY: "ТОЧНОСТЬ БЛИЖНЕГО БОЯ" STR_SELL_PRODUCTION: "ПРОДАТЬ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Обе руки должны быть свободны!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Не хватает предметов для применения шаблона!" STR_UNLOAD_WEAPON: "Разрядить оружие" STR_ALL_ITEMS: "Все предметы" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} груза на эту субмарину." few: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} грузов на эту субмарину." many: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} грузов на эту субмарину." other: "НЕТ МЕСТА НА БОРТУ!{SMALLLINE}Вы можете взять не больше {N} грузов на эту субмарину." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}КОМАНДНЫЙ ЦЕНТР УНИЧТОЖЕН{NEWLINE}Доберитесь до входа и покиньте поле боя." STR_XCOM_BASE_CANNOT_BE_BUILT: "Базу X-Com нельзя построить на суше" STR_UNABLE_TO_ENGAGE_DEPTH: "НЕ МОГУ АТАКОВАТЬ ПРОТИВНИКА{NEWLINE}НА ТАКОЙ ГЛУБИНЕ" STR_UNABLE_TO_ENGAGE_AIRBORNE: "НЕ МОГУ АТАКОВАТЬ ПРОТИВНИКА{NEWLINE}В ВОЗДУХЕ" STR_UNDERWATER_EQUIPMENT: "Это оборудование не работает над водой!" STR_LAND_EQUIPMENT: "Это оборудование не работает под водой!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Персонал" STR_CRAFT_ARMAMENT: "Суда и вооружение" STR_COMPONENTS: "Компоненты" STR_SOLDIERS_RECRUITED: "Акванавтов нанято" STR_SOLDIERS_LOST: "Акванавтов потеряно" STR_TOTAL_UFOS: "Cубмарин обнаружено" STR_TOTAL_ALIEN_BASES: "Колоний пришельцев обнаружено" STR_PSIONIC_STRENGTH_ABBREVIATION: "МКС" STR_PSIONIC_SKILL_ABBREVIATION: "МКН" FEMALE_CIVILIAN: "Гражданский, женщина" MALE_CIVILIAN: "Гражданский, мужчина" DOCKER_CIVILIAN: "Гражданский, докер" SAILOR_CIVILIAN: "Гражданский, моряк" STR_BIODRONE_MELEE_WEAPON: "Холодное оружие биодрона" HALLUCINOID_WEAPON: "Оружие галлюциноида" STR_LOBSTERMAN_MELEE_WEAPON: "Холодное оружие лобстермена" CALCINITE_WEAPON: "Оружие кальцинита" DEEP_ONE_WEAPON: "Оружие глубинного" STR_TRISCENE_MELEE_WEAPON: "Холодное оружие трисцена" STR_TRIBIO_SONIC_WEAPON: "Акустическое оружие пришельцев" XARQUID_WEAPON: "Оружие ксарквида" TENTACULAT_WEAPON: "Оружие тентакулата" ZOMBIE_WEAPON: "Оружие зомби" ALIEN_PSI_WEAPON: "Оружие М.К. пришельцев" ================================================ FILE: bin/standard/xcom2/Language/sk.yml ================================================ sk: STR_LEVIATHAN_UFOPEDIA: "TRANSPORTNÁ A STÍHACIA PONORKA SO SCHOPNOSŤOU PONORU DO EXTRÉMNYCH HĹBOK. VĎAKA POKROČILEJ SYNTÉZE POZEMSKEJ A MIMOZEMSKEJ TECHNOLÓGIE IÓNOVÉHO POHONU A NAVIGÁCII ZALOŽENEJ NA MAGNETICKÝCH POLIACH, ZVLÁDA PRENASLEDOVAŤ PROTIVNÍKA I VO VZDUCHU. " STR_BARRACUDA_UFOPEDIA: "BRITSKÁ HYDROSPACE BARRACUDA JE POHÁŇANÁ SUPER-TEPELNÝMI LASEROVÝMI MOTORMI. JE TO JEDNO Z NAJRÝCHLEJŠÍCH STÍHACÍCH PLAVIDIEL NA SVETE, SCHOPNÉ PODMORSKÉHO I ATMOSFERICKÉHO LETU, KĽÚČOVÉ PLAVIDLO V NADCHÁDZAJÚCOM BOJI." STR_HAMMERHEAD_UFOPEDIA: "TRANSPORTNÉ A STÍHACIE PLAVIDLO. REPLIKÁCIA SYSTÉMU MAGNETICKÝCH POLÍ V X-COM LODI. I KEĎ MALÁ, JEJ DIZAJN JE STRHUJÚCIM TECHNICKÝM ÚSPECHOM." STR_TRITON_UFOPEDIA: "TRITON JE VOJENSKÝM TRANSPORTÉROM VYBAVENÝM ATMOSFERICKÝMI A PODMORSKÝMI MOTORMI. JEHO VEĽKÁ TRANSPORTNÁ KAPACITA A ROBUSTNÁ KONŠTRUKCIA MU ZABEZPEČUJE TRVALÉ MIESTO V X-COM FLOTILE." STR_MANTA_UFOPEDIA: "VYSOKORÝCHLOSTNÉ PLAVIDLO MANTA JE STÍHACÍM VZDUŠNO-PODMORSKÝM STROJOM, KTORÝ PRIPOMÍNA MIMOZEMSKÉ LODE S IÓNOVÝM POHONOM. VYSOKO EFEKTÍVNE ÚTOČNÉ PLAVIDLO V STUPŇUJÚCOM SA KONFLIKTU." STR_AJAX_UFOPEDIA: "TORPÉDO AJAX PATRÍ NA CELOM SVETE K ŠTANDARDNEJ VÝBAVE PRE PODMORSKÝ BOJ. JE VYUŽÍVANÉ PRE SVOJU PRESNOSŤ A ODSTRAŠUJÚCU SILU." STR_DUP_HEAD_UFOPEDIA: "TECHNOLÓGIA STRIEL S HLAVICOU Z OCHUDOBNENÉHO URÁNU JE RELATÍVNE NOVÁ. TENTO SYSTÉM JE PRVÝM KOMERČNE VYRÁBANÝM A VYUŽÍVANÝM PODMORSKÝM ZBRAŇOVÝM SYSTÉMOM." STR_CRAFT_GAS_CANNON_UFOPEDIA: "TECHNOLÓGIA TEJTO ZBRANE JE ZALOŽENÁ NA SYSTÉME STLAČENÉHO PLYNU, KTORÝ UMOŽŇUJE KANÓNU VYSTRELIŤ CELOPLÁŠŤOVÉ ŠÍPY S VYSOKOU PRIERAZNOSŤOU. " STR_PWT_CANNON_UFOPEDIA: "TORPÉDO ZALOŽENÉ NA TECHNOLÓGII PULZNÝCH VĹN VYUŽÍVA SUPERTEPELNÝ PALIVOVÝ SYSTÉM A EXTRÉMNE TVRDENÉ BOJOVÉ HLAVICE, KTORÉ DOKÁŽU PRERAZIŤ VÄČŠINU ZNÁMYCH ZLIATIN. " STR_GAUSS_CANNON_UFOPEDIA: "GAUSSOVA ZBRAŇ JE NOVOU TECHNOLÓGIOU VYVINUTOU V LABORATÓRIÁCH X-COM. SYSTÉM JE POSTAVENÝ NA ČASTICOVOM URÝCHĽOVAČI, KTORÝ JE NAPÁJANÝ KOMPAKTNÝM FÚZNYM REAKTOROM CHLADENÝM TEKUTÝM DUSÍKOM. " STR_SONIC_OSCILLATOR_UFOPEDIA: "SILNÝ ZVUKOVÝ OSCILÁTOR VYTVÁRA VLNY SONICKEJ SILY, KTORÉ DOKÁŽU ZNIČIŤ SVOJ CIEĽ ROZVIBROVANÍM JEHO ŠTRUKTÚRY NA MOLEKULÁRNEJ ÚROVNI. " STR_AQUATOID_UFOPEDIA: "Druh akvatoidov tvorí prastarú spoločnosť, ktorá existovala milénia predtým ako sa ľudstvo prvý raz objavilo na svete. Ich kompaktná forma a baňaté rysy pripomínajú ich vesmírnych príbuzných – Sectoidov. Ich vláda je založená na mocnej technológii molekulárnej kontroly. Akvatoidi sa snažia rozmnožovať, svoj inak sterilný druh, pomocou genetickej modifikácie – ideálnymi subjektmi ich experimentov sú práve ľudia. Vďaka nim dokázali vytvoriť početné hybridné druhy." STR_AQUATOID_AUTOPSY: "Pitva akvatoida" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Detailná analýza tohto stvorenia nám umožnila vysloviť niekoľko základných predpokladov. Je to sectoid, starý nepriateľ, avšak zmenený pomocou chirurgie a implantátov tak, aby z neho bolo vodné stvorenie. Zostatkové pľúca mu umožňujú dýchanie vzduchu a čiastočný pohyb po povrchu. Celé telo je pretkané kybernetickými implantátmi, ktoré zvyšujú efektívnosť jeho atrofických končatín a vnútorných orgánov. Keďže sú všetci členovia tohto druhu identickí, predpokladáme, že sú tieto stvorenia klony." STR_GILLMAN_UFOPEDIA: "Skoro človek. Podivný tvor, ktorý vyzerá ako plazovitý humanoid, veľmi blízky príbuzný človeka. Toto stvorenie je v podmorskom svete veľmi silné a rýchle. Gillmeni sú plne vyvinutý druh, nachádzame u nich samcov a samice rôznych vekových kategórií. Nie sú ako ostatní podmorský mimozemšťania, pretože nemajú žiadnu z ich genetických modifikácií či chirurgických deformácií. Je možné, že tu máme čo do činenia s vývojovou vetvou nášho vlastného druhu." STR_GILLMAN_AUTOPSY: "Pitva gillmana" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Už po začatí pitvy bolo zrejmé, že tu nemáme čo do činenia s mimozemšťanom, ale s na Zemi zrodeným tvorom. Prastarý prehistorický druh, o ktorom sme si mysleli, že vyhynul v momente kedy sa stali na planéte dominantné cicavce. Gillmeni – obojživelní, inteligentní a silní - tu žili v čase keď planétu obývali dinosaury. Katastrofa, ktorá zapríčinila vyhynutie plazov na tejto planéte ich vohnala do symbiotického vzťahu s cudzími prišelcami. V lebkách majú umiestnené malé elektronické zariadenie." STR_LOBSTERMAN_UFOPEDIA: "Tento ohromný tvor, vyšší ako človek s výraznými šiestimi končatinami, nepripomína nič menej ako vodného démona. Podobnosť tvora s pozemskými rakmi mu medzi X-Com vojakmi zabezpečila anglickú prezývku Lobsterman (Račí muž). Je to behemot morských hlbín. Je to precízne navrhnutá bojová kreatúra, s neuveriteľnou silou, prakticky nezraniteľná streľbou. Len jeho klepetá samotné dokážu rozdrviť oceľ." STR_LOBSTERMAN_AUTOPSY: "Pitva lobstermana" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Pod takmer nezničiteľnou schránkou sa nachádza tvor neuveriteľnej konštrukcie. Silné svalstvo vinúce sa okolo titánovej kostry, sofistikovaný zameriavací systém s multipásmovou snímacou schopnosťou je pripojený priamo do mozgu tvora. Jeho niekoľko očí je chránených plastom, ktorý je silnejší ako oceľ. Je zrejmé, že tieto tvory boli stvorené tak, aby ich nikto nedokázal zastaviť. Hlboko v jeho tele sme našli zariadenia neznámej konštrukcie a funkcie." STR_TASOTH_UFOPEDIA: "Títo agilní a rýchli protivníci sú pilierom mimozemskej armády. Stovky sa rodia v masívnych kadiach kdesi hlboko v srdci kolónií mimozemšťanov. Výrazne silnejší ako človek, Tasoth je skutočný votrelec na Zemi – jeho správanie a mäsožravá nátura nemá na tejto planéte obdoby. Tvoria hlavnú útočnú silu mimozemšťanov a nikdy neutekajú z boja, ani za nepriaznivo sa vyvíjajúcej situácie na bojisku. " STR_TASOTH_AUTOPSY: "Pitva tasotha" STR_TASOTH_AUTOPSY_UFOPEDIA: "Pitva odhalila kybernetický organizmus so zvláštnou energiou. Vo vnútri telesnej schránky je malá energetické jednotka, avšak žiadne identifikovateľné orgány. Energia je prenášaná cez telo pomocou bio-elektrického prenosového systému. Telu chýbajú kosti a akékoľvek iné podporné orgány. Po zabití prúdenie energie ustáva a z tvora sa stáva neživá bábka plná slizkého mimozemského mäsa a tekutín. Druhou rozoznateľnou konštrukciou v tele je pár keramických batérií, ktoré keď sa nabijú energiou dokážu na moment tvora oživiť. " STR_DEEP_ONE_UFOPEDIA: "Hĺbkomor je biologická nočná mora, kríženec, ktorý vzišiel z pokrútených experimentov akvatoidov. Narazili sme na niekoľko variantov týchto tvorov. Po rozsiahlom výskume sme došli k záveru, že tieto tvory sú vyrábané dobyvateľmi. Ich rady bujnejú vždy po tom ako mimozemšťania zajmú čerstvú dávku ľudí. Každý z týchto pod-ľudí je vyzbrojený energetickým výbojom, ktorý je schopný zabiť akvanauta." STR_DEEP_ONE_AUTOPSY: "Pitva hĺbkomora" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Tento tvor je štep človeka a mimozemského organizmu. Ľudský mozog bol výrazne pozmenený tak, aby dokázal prijať ovládaciu elektroniku a mimozemskú mozgovú kôru. Len veľmi ťažko by sme v tomto tvorovi hľadali známky ľudskej anatómie, okrem jednej časti: očí. Chirurgický štep umožňuje mimozemskému zárodku rásť konzumovaním ľudského hostiteľa. Tvrdá koža tvora sa zdá byť neorganická, kovové pletivo, ktoré je extrémne silné a pružné. Výsledný kríženec je silný, rýchly a úplne pod kontrolou mimozemšťanov. " STR_BIODRONE_UFOPEDIA: "Bio-dron je výtvor, ktorý mohla stvoriť jedine myseľ mimozemšťana. Je to mozog (ľudský alebo mimozemský) uložený v amniotickej tekutine a pripojený k napájanej základnej jednotke, ktorá dokáže lietať na zemi alebo pod vodou. Každý bio-dron je vyzbrojený so silným zvukovým distruptorom, z časti mechanickým a z časti organickým. Niektorý z našich vedcov sa domnievajú, že zbraň je riadená pôvodnými hlasivkami hostiteľského organizmu. Presné a húževnaté, tieto strážne super psy sú využívané mimozemšťanmi na stráženie hodnotných aktív." STR_BIODRONE_AUTOPSY: "Pitva bio-drona" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Hypotéza, že zvukový distruptor je biologické zariadenie sa nám potvrdila. Toto nešťastné stvorenie doslova ukričí svojich protivníkov k smrti. Každá vzorka je vážne znetvorená a má jazvy spôsobené masívnou chirurgickou traumou. Mimozemšťania doslova prinútili mozog k poslušnosti. Väčšina mozgovej kôry použitej v tvorovi je mimozemského pôvodu, avšak nič sa nemôže rovnať hrôze nájdenia ľudskej jednotky. Bio-drony sú poháňané iónovým motorom a obsahujú akúsi formu systému diaľkového ovládania. " STR_TENTACULAT_UFOPEDIA: "Ani len najhlbšie lovercraftovské nočné mory by nemohli stvoriť takéto neopísateľné stvorenie. Na zemi nežije žiadne zviera, ktoré by sa mu rovnalo. Prostredie, ktoré by dokázalo vytvoriť tvora ako je tento je pre nás nepredstaviteľné. Jeho dlhé chápadlá dokážu svoju obeť paralyzovať a následne premeniť na zvláštnu, nemysliacu vec. Dotyk týchto potomkov môže znamenať smrť, a to dokonca i cez zbroj. Chápadlovec je najhrôzostrašnejší mimozemšťan na akého X-Com doteraz narazil." STR_TENTACULAT_AUTOPSY: "Pitva chápadlovca" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Pitva odhalila malý kybernetický implantát uložený vo veľkom mozgu tohto tvora. Jeho orientačný systém je komplexnou kombináciou optického a tepelného obrazového vnímania. Dokonca i v tmavých hlbinách oceánu sa táto príšera dokáže orientovať s neomylnou presnosťou. Tých niekoľko zostatkových orgánov je vyvinutých len natoľko, aby stačili pre prežitie. Každý tvor ma malý žalúdok s externou prípojkou. Je pravdepodobné, že tento tvor bol vyživovaný priamo svojimi pánmi. " STR_CALCINITE_UFOPEDIA: "Tak ako potápačské skafandre stratených námorníkov, číha tento tvor na morskom dne na neopatrných. Svojimi pazúrmi, tvrdšími než oceľ, dokáže úderom poslať k zemi i toho najschopnejšieho potápača. Pri pohľade do priezoru prilby vidíme hmotu zelenej farby, ktorá vyzerá ako želatína. Avšak aký tvor sa za skafandrom skrýva, to nedokážeme s častých smrteľných stretnutí s touto obludou vytušiť." STR_CALCINITE_AUTOPSY: "Pitva kalcinita" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Keď sme z kalcinita odstránili jeho pancierovaný oblek, ukázalo sa, že je to mohutná beztvará masa protoplazmy. Žiadna známka po viditeľnom mozgu, končatinách či zmyslových orgánoch, len hlboko v tekutom tele zostal malý kovový komponent. Po smrti tvora môžeme len odhadovať jeho prirodzenú formu. Je to jedna z nevysvetliteľných záhad našich mimozemských nepriateľov." STR_TRISCENE_UFOPEDIA: "Tento dvojnohý plaz je návratom do doby dinosaurov. Zdá sa, že túto príšeru z obdobia kriedy zachránila jej schopnosť prežiť ako vo vode tak na súši. K tvorovi je pripevnený nosič zbrani a jeho čeľuste sú vybavené silnými kovovými zubami. Tieto tvory sú často centrom mimozemských útočných formácií pri útokoch na súši. Sú ťažkotonážnou a schopnou zbraňou s vysokou efektivitou nasadzovanou Tasothmi veliteľmi." STR_TRISCENE_AUTOPSY: "Pitva triscena" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Chirurgické skúmanie Triscena odhalilo, že sa jedná o veľmi prastarého tvora, ktorý je posilnený kybernetickými implantátmi a zbraňovým systémom. Jeho mozog je podporovaný malým počítačovým modulom kontrolujúcim všetky jeho funkcie. Hrubá odolná koža, inštinkty predátora rozšírené o zbraňový systém z neho vytvárajú nebezpečného protivníka v každom prostredí. " STR_HALLUCINOID_UFOPEDIA: "Hlboko v oceánoch chovajú mimozemšťania tieto obrovské pozemské tvory ako zbrane. Nenechajte sa v prítomnosti týchto neškodne sa tváriacich obyvateľov hlbín ukolísať falošným pocitom bezpečia. Halucinoid vybavený ľadovým útokom v boji na blízko, je smrteľne nebezpečný tvor." STR_HALLUCINOID_AUTOPSY: "Pitva halucinoida" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Pod mnohými vrstvami jeho želatínového tela nachádzame silný chemický zmrazovač tvoriaci jeho hlavnú ofenzívnu silu. Jemná a pružná koža Halucinoida sa zdá byť citlivá na útoky zbraňami, ktoré produkujú teplo. Tohto mutanta často nachádzame v spoločnosti jeho pánov – Akvatoidov." STR_XARQUID_UFOPEDIA: "Ďalší modifikovaný pozemský bezstavovec, Xarkid, je nádherný a nebezpečný tvor. Tento rýchlo plávajúci obor, skrýva v sebe ničivý arzenál zbraní: dusivý atramentový sprej a iónový časticový lúč. Od nášho prvého stretnutia s týmto mocným tvorom si musíme dávať pozor na jeho silu a jeho pánov, Gillmanov, ktorý ho dokážu ovládať. " STR_XARQUID_AUTOPSY: "Pitva xarkida" STR_XARQUID_AUTOPSY_UFOPEDIA: "Táto prerastená nautiloidea bola do tejto veľkosti vyšľachtená pomocou mimozemských drog a chirurgických zmien. Neprirodzene zvrhlá je i úprava tvora Gillmanmi tak, že pridali do jeho útrob mechanický kontrolný systém. Z tvora tak neostalo nič z jeho prirodzenej existencie. Využívaní ako organický zbraňový systém, robí z xarkidov, ich hrubého panciera a pohyblivosti, obávaných protivníkov." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Mimozemské lietajúce ponorky sú založené na komplexnom energetickom systéme, ktorý ich poháňa neuveriteľnou rýchlosťou i pod morskou hladinou. Základ ich technológie tvorí IÓNOVÝ TLAKOVAČ využívajúci Zrbit ako katalyzátor. Motory vo vode tak pretlačia stonásobok svojho objemu za sekundu. Tento enormný výkon spôsobuje, že sú mimozemské ponorky schopné uniknúť väčšine pozemských ponoriek. Tento pohonný systém dokážeme replikovať za použitia Zrbitu a akvaplastov." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Tieto jednotky generujú sférické mnohovrstevné magnetické pole, ktoré sa rozšíri do oblasti 1000m okolo ponorky. Mimozemskí navigátori sú priamo napojení na tieto stroje a vnímajú tak cestu neviditeľným svetom pod hladinou. Riadiaci systém využíva modifikované mimozemské mozgové tkanivo, ktoré komunikuje priamo s navigátorovým mozgom cez neurónové spojenie." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Každé plavidlo má chameleónsku štruktúru starostlivo vymodelovanú podľa morských živočíchov, ktorá je postavená z akvapalstov. Každá ponorka pracuje ako živý organizmus: posádka a stroj sú zharmonizovaní. Väčšina týchto systémov môže byť replikovaná a je možné vytvoriť hybridnú technológiu, ktorá nám umožní dosiahnutie rovnakej technickej úrovne." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Nespočetné množstvo mimozemšťanov, ktorí boli skrytý na Zemi, boli udržovaní v podchladenom stave – kryogenicky zmrazení. Všetky tvory sú umiestnené v boxoch, ich telesná teplota redukovaná až na bod, kedy sa všetky telesné pochody zastavia. Prieskum týchto jednotiek odhalil, že telá boli zmrazené neuveriteľne dlhú dobu, niektoré viac ako 60 miliónov rokov." STR_ALIEN_CLONING_UFOPEDIA: "Veľké množstvo zajatých mimozemšťanov je identických až na úroveň ich DNA, duplikáty na každej úrovni. Vzorky buniek sú umiestnené do týchto jednotiek zo zamrznutých génových bánk mimozemšťanov. Niektoré jednotky obsahujú ľudí alebo časti ľudských tiel. Je možné, že ďalším účelom týchto klonovacích jednotiek je vytvorenie mimozemsko-ľudského hybridu. " STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Využívaním implantátov molekulárnej kontroly v lebkách mimozemšťanov, dokážu tieto prístroje vložiť informácie priamo do mozgu. K týmto jednotkám potom privedú čerstvé mimozemské klony a do ich prázdnych myslí stiahnu pamäť celého druhu a všetky vedecké alebo bojové vedomosti." STR_ALIEN_IMPLANTER_UFOPEDIA: "Táto jednotka je využívaná na vybavovanie mimozemšťanov implantátmi molekulárnej kontroly, oplodňovanie reprodukujúcich sa rás a vkladanie alebo vyberanie orgánov a elektroniky z akéhokoľvek živého tvora. Mysleli sme si, že proces bol vykonávaný na pacientoch v narkóze, avšak jedinec tento proces veľmi dobre vníma. Bohužiaľ, tento prístroj je perfektne prispôsobený ľudskej anatómii. " STR_EXAMINATION_ROOM_UFOPEDIA: "Konečne máme dôkazy na to, aby sme zistili prečo mimozemšťania zajímajú ľudí. Nie sú jedlom, nie sú oplodňovaní mimozemskými embryami, skôr sú základom pre celý rad stvorení a kontrolných systémov. Mimozemská technológia je založená na spoločnej mysli, zdieľanom intelekte a ľudský mozog je ideálnym materiálom pre tieto systémy. Ľudské mozgové tkanivo je využívané vo väčšine mimozemských biologických počítačových pamätiach a riadiacich systémoch. Zvyšky sú potom využívané na výstavbu a chov. " STR_AQUA_PLASTICS_UFOPEDIA: "Ponorky mimozemšťanov a ich stavby využívajú tento neuveriteľné silný, pružný a odolný materiál vo väčšine svojich konštrukcií. Akvapalasty sú komplexné multizväzkové, zrbitom katalyzované materiály. Hustejšia, pritom však ľahšia, substancia je silnejšia než Titan alebo Kevlar." STR_ZRBITE_UFOPEDIA: "Je to zliatina mimozemského pôvodu, čiastočne zo zlata a čiastočne z biomateriálu mimozemšťanov. Pri použití ako energetického zdroja, dokáže malé množstvo vytvoriť viac energie ako 10 krát väčší nukleárny reaktor. Výroba tohto materiálu je mimo naše technické schopnosti, pretože väčšina jeho komponentov je mimozemského pôvodu." STR_ALIEN_ORIGINS_UFOPEDIA: "Mimozemšťania útočia po celej zemi s nemilosrdnou efektivitou. Nedokážeme však určiť zdroj týchto útokov. Mohlo by to byť nikede v hlbinách oceánu, ktoré sú pre nás zatiaľ nedostupné? Nie všetky organizmy, na ktoré sme narazili, sú mimozemského pôvodu, niektoré sú veľmi staré avšak pozemské. Dokonca z evolučných vetiev, o ktorých sme si mysleli, že dávno vyhynuli. Máme čo dočinenia s hrozbou, ktorá driemala po celé milénia - dômyselná symbióza mimozemského a ľudského. Hlboko v oceánoch sú pradávne mimozemské miesta, ktoré mimozemšťania využívali ku kontaktu so svojimi vesmírnymi bratrancami. Každé z týchto dvanástich miest obsahuje Synomium, výkonný kus mimozemskej technológie. Teraz, keď je ich vojnová mašinéria na pochode, sa mimozemšťania snažia tieto zariadenia reaktivovať. Ich reaktivovaním rozšíria sieť molekulárnej kontroly na Zemi. Musíme tieto zariadenia zničiť za každú cenu." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Pred 65 miliónmi rokov bola na Zem poslaná kolonizačná loď zo vzdialeného mimozemského sveta. Keď sa toto mohutné plavidlo priblížilo k mladej planéte, mohutná slnečná erupcia spôsobila zlyhanie navigačných systémov lode. Poškodený a zlyhávajúci stroj preletel stratosférou a vynoril sa oblohe obdobia kriedy. Na Zemi sledovali nespočetné druhy živočíchov ako sa ich Nemezis zarýva do povrchu planéty. Obrovský mrak prachu zaclonil oblohu a ako sa zem ochladzovala, tak dominantný živočíšny druh – veľkolepé dinosaury – pomaly mizol. Avšak 400 miliárd ton T'leth nebolo nárazom zničených. Sofistikované superpočítače zahájili kryogenický spánkový cyklus tvorov, ktoré prebývali v jeho hlbinách. Ako veky plynuli, počítače prebudili časť mimozemšťanov, aby sa pokúsili nadviazať spojenie so svojimi vesmírnymi bratrancami. Márne, pretože väčšina napájacích zdrojov bola vypnutá." STR_TLETH_THE_ALIEN_CITY: "Mesto mimozemšťanov T'leth" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, mohutná mimozemská kolonizačná loď leží pripútaná na dne Sigsbeeho hlbiny, v Mexickom zálive. V centre tohto mesta drieme mimozemská hrôza. Najodpornejšia a tak mocná, že i smrť je na ňu krátka. V sieňach z mimozemských zliatin spí forma veľkého spáča – Všemocný mimozemšťan. Vyzdvihnutím T'leth nad morskú hladinu započne jeho oživovací cyklus. Ak sa prebudí, bude nezastaviteľný. I keď nie je mŕtvy, ale ani živý, ovláda jeho mozog celú mimozemskú armádu. Podivuhodná technológia molekulárnej kontroly spája všetkých mimozemšťanov k Jednej mysli a Jednu myseľ k všetkým mimozemšťanom. Geneticky upravené mimozemsko/ľudské zárodky dodávajú Jednému energiu a vytvárajú spojenie medzi vládcom a jeho poddanými. Mýtus o Všemocnom mimozemšťanovi existuje v mysliach ľudí po celé storočia. Hlbiny oceánu vždy skrývali skutočnú pravdu. " STR_CENTER_ON_SITE_TIME_5_SECONDS: "VYCENTROVAŤ-ČAS=5 sek." STR_CANCEL_UC: "ZRUŠIŤ" STR_NONE: "Prázdny" STR_UNKNOWN: "Neznámy" STR_POOR: "Slabé" STR_AVERAGE: "Priemerný" STR_GOOD: "Dobrý" STR_EXCELLENT: "Výborne" STR_BUILD_NEW_BASE_UC: "POSTAVIŤ NOVÚ ZÁKLADŇU" STR_BASE_INFORMATION: "INFORMÁCIA O ZÁKLADNI" STR_EQUIP_CRAFT: "VYZBROJIŤ PONORKU" STR_BUILD_FACILITIES: "POSTAVIŤ ZARIADENIE" STR_RESEARCH: "VÝSKUM" STR_MANUFACTURE: "VÝROBA" STR_TRANSFER_UC: "PRESUN" STR_PURCHASE_RECRUIT: "NÁKUP/NÁBOR" STR_SACK: "PREPUSTIŤ" STR_SELL_SACK_UC: "PREDAŤ/PREPUSTIŤ" STR_GEOSCAPE_UC: "GLÓBUS" STR_NAME: "Meno" STR_AREA: "Oblasť" STR_BUILD_NEW_BASE: "PostavIť novú základňu" STR_CANCEL: "Zrušiť" STR_COST_UC: "CENA>" STR_CONSTRUCTION_TIME_UC: "ČAS VÝSTAVBY>" STR_DAY: one: "{N} deň" few: "{N} dni" many: "{N} dní" other: "{N} dní" STR_HOUR: one: "{N} hodina" few: "{N} hodiny" many: "{N} hodín" other: "{N} hodín" STR_MAINTENANCE_UC: "ÚDRŽBA>" STR_OK: "OK" STR_INSTALLATION: "Inštalácia" STR_CURRENT_RESEARCH: "AKTUÁLNY VÝSKUM" STR_SCIENTISTS_AVAILABLE: "Dostupní vedci>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Pridelených vedcov>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Voľné laboratórne miesto>{ALT}{0}" STR_RESEARCH_PROJECT: "VÝSKUMNÝ PROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "PRIDELENÍ VEDCI" STR_PROGRESS: "POSTUP" STR_NEW_PROJECT: "Nový projekt" STR_CANCEL_PROJECT: "ZRUŠIŤ PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NOVÉ VÝSKUMNÉ PROJEKTY" STR_SCIENTISTS_AVAILABLE_UC: "DOSTUPNÍ VEDCI>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "VOĽNÉ LABORATÓRNE MIESTO>{ALT}{0}" STR_INCREASE: "Zvýšenie" STR_DECREASE: "Znížiť" STR_START_PROJECT: "SPUSTIŤ PROJEKT" STR_CURRENT_PRODUCTION: "Aktuálna produkcia" STR_ENGINEERS_AVAILABLE: "Dostupní technici>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Pridelení technici>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Dostupné miesto v dielni>{ALT}{0}" STR_CURRENT_FUNDS: "Dostupné financie>{ALT}{0}" STR_ITEM: "POLOŽKA" STR_ENGINEERS__ALLOCATED: "Pridelení technici" STR_UNITS_PRODUCED: "Vyrobených kusov" STR_TOTAL_TO_PRODUCE: "Celkovo vyrobiť" STR_COST__PER__UNIT: "Cena{NEWLINE}za{NEWLINE}kus" STR_DAYS_HOURS_LEFT: "Ostávajúce dni/hodiny" STR_NEW_PRODUCTION: "Nová výroba" STR_PRODUCTION_ITEMS: "Predmety k výrobe" STR_CATEGORY: "KATEGÓRIA" STR_START_PRODUCTION: "ZAČNI S VÝROBOU" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Osobohodín potrebných na výrobu jedného kusu" STR_COST_PER_UNIT_: "Jedn. cena>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Požadovaný pracovný priestor>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "VYŽADUJE ŠPECIÁLNE MATERIÁLY" STR_ITEM_REQUIRED: "POTREBNÝ MATERIÁL" STR_UNITS_REQUIRED: "POTREBNÝCH JEDNOTIEK" STR_UNITS_AVAILABLE: "JEDNOTKY DOSTUPNÉ" STR_STOP_PRODUCTION: "ZASTAVIŤ VÝROBU" STR_ENGINEERS_AVAILABLE_UC: "DOSTUPNÍ TECHNICI>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "DOSTUPNÉ PRACOVNÉ MIESTO>{ALT}{0}" STR_MONTHLY_PROFIT: "MESAČNÝ ZISK>{ALT}{0}" STR_INCREASE_UC: "ZVÝŠIŤ" STR_DECREASE_UC: "ZNÍŽIŤ" STR_UNITS_TO_PRODUCE: "Vyrobiť kusov" STR_PURCHASE_HIRE_PERSONNEL: "Nákup/Nábor personálu" STR_COST_OF_PURCHASES: "Cena za nákup>{ALT}{0}" STR_COST_PER_UNIT_UC: "JEDN. CENA" STR_QUANTITY_UC: "MNOŽSTVO" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "VOĽNÝCH MIEST:ZAMESTNANCOV CELKOM>" STR_SOLDIERS: "Akvanauti" STR_SCIENTISTS: "Vedci" STR_ENGINEERS: "Technici" STR_SPACE_USED_SPACE_AVAILABLE: "POUŽITÉ MIESTO:DOSTUPNÉ MIESTO>" STR_LIVING_QUARTERS: "Ubytovne" STR_STORES: "Sklady" STR_LABORATORIES: "Laboratóriá" STR_WORK_SHOPS: "Dielne" STR_HANGARS: "Ponorkový dok" STR_SHORT_RANGE_DETECTION: "Sonar krátkeho dosahu" STR_DEFENSE_STRENGTH: "Účinnosť obrany" STR_TRANSFERS_UC: "PRESUNY" STR_TRANSFERS: "Presuny" STR_ARRIVAL_TIME_HOURS: "Doba dodávky (hodiny)" STR_COST_: "Cena>{ALT}{0}" STR_AREA_: "Oblasť>{ALT}{0}" STR_BASE_NAME: "Meno základne?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "URČI POZíCIU PRE PRETLAKOVÚ KOMORU" STR_TRANSFER: "Presun" STR_AMOUNT_TO_TRANSFER: "MNOŽSTVO NA PRESUN" STR_SELECT_DESTINATION_BASE: "Označ cieľovú základňu" STR_COST: "Cena" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: Pád Cydonie" STR_INTRO_3: "Po tom ako jednotky X-Com zničili samotné centrum mimozemskej vojnovej mašinérie, vracajú sa triumfálne domov. Avšak nie všetko bolo v marťanskej základni mŕtve." STR_INTRO_4: "Silný tachyónový lúč začal prúdiť z ruín nervového centra Cydonie - svišiaci prázdnotou k svojmu cieľu............" STR_INTRO_5: "Zemi." STR_INTRO_6: "Hlboko v pozemskom oceáne lúč zasiahne dlho neaktívny prijímač. Obrovské spiace počítače sa preberajú k životu. Hlboko, mimo dohľadu celého ľudstva, v obrovských komorách plných spiacich bytostí sa začína ich dlhý reanimačný cyklus." STR_INTRO_7: "2040: Zem zabúda. Hrôzy Prvej mimozemskej vojny sú dávno zabudnuté. Avšak, v stratených a skrytých miestach oceánu sú znova pripravené mimozemské hordy. Pripravené zvrhnúť ľudstvo a ovládnuť jeho planétu." STR_INTRO_8: "Mimozemšťania udreli proti ľudstvu; hľadajúc vzorky pre svoje zvrátené experimenty; pustošia planétu pre zdroje a vzácne minerály; útočia z hlbín morí. Potom obrátili svoj zrak nad vlny." STR_INTRO_9: "Silné vznášajúce sa ponorky podivných tvarov brázdia oceány - pozerajú, hľadajú, lovia..." STR_INTRO_10: "Ak nájdu svoju korisť, zaútočia." STR_INTRO_11: "Používajú podivné nové zbrane, pred ktorými sa svet nevie brániť. Sme vydaní na milosť útočníkom.{NEWLINE}Je len jedna organizácia, ktorá nás dokáže zachrániť; ale my sme sa jej už dávno otočili chrbtom..." STR_INTRO_12: "Experimentálna podmorská základňa X-COM" STR_INTRO_13: "'Mayday! Mayday!' 'Toto je transatlantický parník Hyperion'. 'Útočia na nás'. 'Mayday! Mayd............'" STR_INTRO_14: "'Veliteľské centru doku jedna: Otváram pretlakový uzáver', 'vypustite Barracuda Zero One. Máme hlásený útok mimozemšťanov - stav Červený'.{NEWLINE}'Opakujem: najvyššia pohotovosť'" STR_INTRO_15: "Mimozemšťania sú vo svojej efektivite nemilosrdný...." STR_INTRO_16: "...neomylní vo svojej presnosti" STR_INTRO_17: "'Barracuda Zero One základni' - 'približujeme sa k zvyškom Hyperionu'." STR_INTRO_18: "'Spomaľujem'.{NEWLINE}'Dva metre’{NEWLINE}'Jeden meter'{NEWLINE}'Všetci akvanauti sa pripravia na výsadok'." STR_INTRO_19: "...........'Vzduchový uzáver voľný'...'približujem sa k vraku'.{NEWLINE}'Holy!'{NEWLINE}'Vidíte tie príšery cez moju kameru?'" STR_GAMEOVER_1: "Zlyhali sme, mimozemšťania zlikvidovali našu poslednú nádej na spásu.{NEWLINE}X-Com bol zničený a Zem leží pri nohách svojho pradávneho nepriateľa." STR_GAMEOVER_2: "Vysoko v stratosfére sa ozýva hrmenie T'leth, ako sa mesto presúva po tvári sveta. Rozosieva smrť a žne posledné zvyšky ľudskej rasy. Hlboko v jeho útrobách sa k životu preberá vražedná mimozemská myseľ." STR_GAMEOVER_3: "V hlavných mestách všetkých národov sa snažia prísť z posledným zúfalým plánom. Avšak všetko zlyháva, bez technológie z výskumných projektov X-Com sú naše zbrane neefektívne." STR_GAMEOVER_4: "Mimozemšťania rozostavili svoje základne okolo polárnych čapičiek a začali s roztápaním ľadu, svet sa stane jedným nekonečným oceánom. Zvyšky ľudskej rasy sú zhromaždené na jedno miesto a využívané pre kruté chovné experimenty s neznámymi mimozemským cieľom. Obloha potemnela a nákaza zasiahla všetky krajiny Zeme." STR_GAMEOVER_5: "Nedokážeme odporovať novému svetovému poriadku, a tých ktorí sa o to pokúsili postihla rýchla smrť z rúk neuveriteľných mimozemských zbraní. Pre tých z nás, ktorých nepostihlo také vyslobodenie, sa matka Zem stala mimozemským svetom a ľudstvo bolo stratené pod tiažou približujúcej sa hrôzy. " STR_OUTRO_1: "Hrobka, spustošená a zničená, bublajúci rev vychádza z urny uprostred.{NEWLINE}Hlupáci, všetci zahyniete...................." STR_OUTRO_2: ".................nikto neujde." STR_OUTRO_3: "Hrobkou otriasla masívna erupcia a prehnala sa celým mestom. Trosky a dym zaplnili ovzdušie. Plány mimozemšťanov sú zhatené........" STR_OUTRO_4: "Pokrivená veľkosť mesta T'leth začína praskať. Jeho žiariace veže a adamantiové sieňe chŕlia len oheň a dym." STR_OUTRO_5: "Mocná mimozemská bašta sa rúti do mora, kvílenie krútiaceho sa kovu a duší sa šíri priestorom. Už nikdy viac nebude Veľký Spáč snívať o dobývaní sveta." STR_OUTRO_6: "Nakoniec v uši drásajúcom zvuku sa veľké mesto T'leth rozpadne na kusy.{NEWLINE}Mimozemská hrozba pominula, Zem je očistená.................." STR_OUTRO_7: "Ospalá modro-zelená planéta kdesi vo vzdialenom kúte galaxie." STR_OUTRO_8: "Blízka budúcnosť je bezpečným miestom k životu." STR_OUTRO_9: "Mimozemská hrozba pre Zem už je dávno zažehnaná." STR_OUTRO_10: "Obrovské mestské metropole obývajú miliardy ľudských bytostí." STR_OUTRO_11: "Hrdinské činy X-Com vo vojnách s mimozemšťanmi sa stali súčasťou detských príbehov." STR_OUTRO_12: "Avšak každá legenda má vždy v sebe zrnko pravdy............" STR_RISE_1: "T'leth, nazývané mnohými menami v mnohých legendách z rôznych krajín." STR_RISE_2: "S ohlušujúcim výkrikom, ktorý sa niesol po celom svete, začalo T'leth stúpať z morského dna." STR_RISE_3: "Jeho obrovská konštrukcia sa valí vodami Mexického zálivu." STR_RISE_4: "400 miliárd ton mimozemského kovu, veľkolepé mimozemské mesto, v ktorého hlbinách leží spiace telo Všemocného mimozemšťana. Uväzneného na zemi 65 miliónov rokov sa tento zákerný vesmírny Boh začína preberať k životu." STR_RISE_5: "Voda v oceáne sa varí a múti ako sa hrobka Veľkého spáča prediera na svetlo sveta................" STR_RISE_6: ".........svetlo, ktoré nebude mať dlhého trvania, ak sa X-Comu podarí zničiť mimozemskú vojnovú mašinériu." STR_YOU_HAVE_FAILED: "Zlyhal si, nepodarilo sa ti zastaviť mimozemskú vojnovú mašinériu. Výbor, zbavený ilúzií o tvojej schopnosti viesť boj z mimozemšťanmi, sa pokúsil o nevojenské riešenie. Avšak okupanti mali svoje vlastné plány a svet sa čoskoro dozvedel celú pravdu..." STR_TOTAL_UC: "CELKOM" STR_INCOME: "Príjmy" STR_EXPENDITURE: "Výdavky" STR_MAINTENANCE: "Údržba" STR_BALANCE: "Zostatok" STR_UFO_ACTIVITY_IN_AREAS: "Mimozemská aktivita v moriach" STR_UFO_ACTIVITY_IN_COUNTRIES: "Mimozemská aktivita v zónach" STR_XCOM_ACTIVITY_IN_AREAS: "Aktivita X-Com v moriach" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Aktivita X-Com v zónach" STR_FINANCE: "Financie" STR_DATE_FIRST: "{0}." STR_DATE_SECOND: "{0}." STR_DATE_THIRD: "{0}." STR_DATE_FOURTH: "{0}." STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Nemáme dostatok špeciálnych materiálov na výrobu{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Nemáme dosatok financií na výrobu{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Dokončená výroba predmetu{NEWLINE}{0}{NEWLINE}na základni{NEWLINE}{1}{NEWLINE}" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Výstavba{NEWLINE}{0}{NEWLINE}v{NEWLINE}{1}{NEWLINE}je ukončená" STR_OK_5_SECONDS: "OK - 5 sek" STR_RESEARCH_COMPLETED: "Výskum dokončený" STR_VIEW_REPORTS: "PREZRIEŤ HLÁSENIA" STR_WE_CAN_NOW_RESEARCH: "Teraz môžeme skúmať" STR_WE_CAN_NOW_PRODUCE: "Môžeme vyrábať" STR_SUNDAY: "NEDEĽA" STR_MONDAY: "PONDELOK" STR_TUESDAY: "UTOROK" STR_WEDNESDAY: "STREDA" STR_THURSDAY: "ŠTVRTOK" STR_FRIDAY: "PIATOK" STR_SATURDAY: "SOBOTA" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Nedostatok {0} na dotankovanie {1} v {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Nedostatok {0} na vzybrojenie {1} v {2}" STR_UFO_IS_NOT_RECOVERED: "MIMOZEMSKÁ PONORKA nebola zaistená" STR_UFO_IS_RECOVERED: "MIMOZEMSKÁ PONORKA bola vyzdvihnutá" STR_CRAFT_IS_LOST: "Ponorka bola zničená" STR_TERROR_CONTINUES: "Mimozemská aktivita v krajinách" STR_ALIENS_DEFEATED: "Mimozemšťania boli porazení" STR_BASE_IS_LOST: "Prišli sme o základňu" STR_BASE_IS_SAVED: "Základňu sme ubránili" STR_ALIEN_BASE_STILL_INTACT: "Kolónia mimozemšťanov je stále nepoškodená" STR_ALIEN_BASE_DESTROYED: "Kolónia mimozemšťanov bola zničená" STR_ALIENS_KILLED: "MIMOZEMŠŤANIA ZABITÍ" STR_ALIEN_CORPSES_RECOVERED: "ZÍSKANÉ TELÁ MIMOZEMŠŤANOV" STR_LIVE_ALIENS_RECOVERED: "ZAJATÝCH ŽIVÝCH MIMOZEMŠŤANOV" STR_ALIEN_ARTIFACTS_RECOVERED: "ZÍSKANÉ MIMOZEMSKÉ ARTEFAKTY" STR_ALIEN_BASE_CONTROL_DESTROYED: "RIADENIE MIMOZEMSKEJ KOLÓNIE ZNIČENÉ" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "SYNOMIUM BOLO ZNIČENÉ" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "SYNOMIUM SA NEPODARILO ZNIČIŤ" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILISTI ZABITÍ MIMOZEMŠŤANMI" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILISTI ZABITÍ JEDNOTKAMI X-COM" STR_CIVILIANS_SAVED: "ZACHRANENÍ CIVILISTI" STR_XCOM_OPERATIVES_KILLED: "ZABITÍ AGENTI X-COM" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "AGENTI X-COM STRATENÍ V AKCII" STR_TANKS_DESTROYED: "ZNIČENÉ ZBRAŇOVÉ SYSTÉMY X-COMu" STR_XCOM_CRAFT_LOST: "PONORKA X-COM ZNIČENÁ" STR_UFO_RECOVERY: "ZAISTENIE PONORKY MIMOZEMŠŤANOV" STR_ALIEN_BASE_RECOVERY: "DOBÝVANIE KOLÓNIE MIMOZEMŠŤANOV" STR_BASE_UNDER_ATTACK: "{0} pod paľbou!" STR_BASE_DEFENSES_INITIATED: "OBRANA ZÁKLADNE INICIALIZOVANÁ" STR_GRAV_SHIELD_REPELS_UFO: "ŠTÍTY ODRÁŽAJÚ PONORKU!" STR_FIRING: "STREĽBA" STR_HIT: "ZÁSAH!" STR_UFO_DESTROYED: "MIMOZEMSKÁ PONORKA ZNIČENÁ!" STR_MISSED: "VEDĽA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Predaj predmety/Prepusti personál" STR_VALUE_OF_SALES: "HODNOTA PREDAJA> {ALT}{0}" STR_FUNDS: "FINANCIE> {ALT}{0}" STR_SELL_SACK: "Predať/Prepustiť" STR_VALUE: "Cena" STR_CRAFT_: "PONORKA> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ZAISTENIE POTOPENEJ PONORKY" STR_UFO_CRASH_RECOVERY_BRIEFING: "UPOZORNENIE - v ponorke alebo okolí miesta havárie sa stále môžu pohybovať živí mimozemšťania. Misia bude úspešná pokiaľ budú všetky opozičné jednotky eliminované či zneškodnené. Následne bude zahájený presun zvyškov mimozemskej ponorky, artefaktov a mŕtvol mimozemšťanov späť na základňu. Ak chcete predčasne ukončiť misiu, musia sa všetci akvanauti X-Com vrátiť do ponorky, inak budú zanechaní na mieste. Misiu zrušíte kliknutím na ikonu 'Zrušiť misiu'." STR_UFO_GROUND_ASSAULT: "ÚTOK NA MIMOZEMSKÚ PONORKU" STR_UFO_GROUND_ASSAULT_BRIEFING: "Preskúmajte miesto pristátia, a pokiaľ možno, získajte vstup do ponorky. Misia bude úspešná pokiaľ budú všetky opozičné jednotky eliminované či zneškodnené. Následne bude zahájený presun častí ponorky, artefaktov a mŕtvol mimozemšťanov späť na základňu. Ak chcete predčasne ukončiť misiu, musia sa všetci akvanauti X-Com vrátiť do ponorky, inak budú zanechaní na mieste. Misiu zrušíte kliknutím na ikonu 'Zrušiť misiu'." STR_BASE_DEFENSE: "OBRANA ZÁKLADNE" STR_BASE_UC_: "ZÁKLADŇA> {0}" STR_BASE_DEFENSE_BRIEFING: "Bolo detekované mimozemské plavidlo. Naša základňa je v nebezpečenstve. Podľa štandardných bezpečnostných protokolov všetok nebojový personál a plavidlá X-Com boli evakuované. Mimozemské jednotky sa pokúsia do základne preniknúť cez doky alebo vzduchový uzáver. Ochráňte základňu a jej kľúčové zariadenia za každú cenu - toto je boj na smrť. Kliknutie na 'opustiť misiu' bude znamenať okamžitú porážku a stratu základne." STR_ALIEN_COLONY_ATTACK_MISSION: "MISIA: ÚTOK NA MIMOZEMSKÚ KOLÓNIU" STR_ALIEN_BASE_ASSAULT: "MIMOZEMSKÁ KOLÓNIA ČASŤ PRVÁ" STR_ALIEN_COLONY_P1_BRIEFING: "Táto misia je prepadnutím kolónie mimozemšťanov. Misia sa skladá z dvoch častí. Vašou prvou úlohou je dostať všetkých akvanaoutov k hlavnému vchodu do podzemia a kliknúť na ikonu 'Zrušiť misiu', alebo zlikvidovať všetkých mimozemšťanov v oblasti. Všetko vybavenie ostane na morskom dne až do doby ukončenia misie v druhej časti kolónie. Ak chcete misiu ukončiť, premiestite všetkých akvanautov do ponorky a kliknite na ikonu 'Zrušiť misiu'." STR_ALIEN_COLONY_P2: "MIMOZEMSKÁ KOLÓNIA ČASŤ DRUHÁ" STR_ALIEN_COLONY_P2_BRIEFING: "Podarilo sa vám preniknúť do útrob kolónie mimozemšťanov. Vašou úlohou teraz bude zničiť riadiace centrum, zariadenie Synomium alebo zneškodniť všetkých mimozemšťanov vo vnútri kolónie. Pre ukončenie misie umiestnite všetkých akvanautov do vstupnej oblasti a kliknite na ikonu 'Zrušiť misiu'. Všetko použiteľné vybavenie X-Comu bude vrátené späť na základňu." STR_ALIENS_LAUNCH_PORT_TERROR: "MIMOZEMŠŤANIA ÚTOČIA{NEWLINE}NA PRÍSTAV" STR_PORT_TERROR: "MIMOZEMŠŤANIA ÚTOČIA NA PRÍSTAV" STR_PORT_TERROR_BRIEFING: "Bol hlásený útok mimozemšťanov na súši. Prístav a jeho civilné osadenstvo je v nebezpečenstve. Vaša jednotka musí eliminovať všetkých votrelcov a ochrániť nevinných okolostojacich občanov. Pre ukončenie misie umiestnite všetkých akvanautov do ponorky a stlačte ikonu 'Zrušiť misiu'." STR_ALIENS_LAUNCH_ISLAND_TERROR: "MIMOZEMŠŤANIA ÚTOČIA{NEWLINE}NA OSTROV" STR_ISLAND_TERROR: "MIMOZEMŠŤANIA ÚTOČIA NA OSTROV" STR_ISLAND_TERROR_BRIEFING: "Bol hlásený útok mimozemšťanov na súši. Civilné obyvateľstvo ostrova je v nebezpečenstve. Vaša jednotka musí eliminovať všetkých votrelcov a ochrániť nevinných domorodcov i dovolenkujúcich občanov. Pre ukončenie misie umiestnite všetkých akvanautov do ponorky a stlačte ikonu 'Zrušiť misiu'." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "MIMOZEMŠŤANIA ÚTOČIA{NEWLINE}NA OBCHODNÚ TRASU" STR_CARGO_SHIP_P1: "NÁKLADNÁ LOĎ ČASŤ PRVÁ" STR_CARGO_SHIP_P2: "NÁKLADNÁ LOĎ ČASŤ DRUHÁ" STR_CRUISE_SHIP_P1: "VÝLETNÁ LOĎ ČASŤ PRVÁ" STR_CRUISE_SHIP_P2: "VÝLETNÁ LOĎ ČASŤ DRUHÁ" STR_SHIP_RESCUE_MISSION: "MISIA: ZÁCHRANA LODE" STR_SHIP_RESCUE_P1_BRIEFING: "Deratizačná misia - musíte eliminovať všetkých mimozemšťanov na lodi a chrániť životy civilistov na palube. Mimozemšťania sa rozmiestnili po celej lodi – na povrchu ako i v podpalubí. Primárne je potrebné zabezpečiť palubu, potom je možné vstúpiť do podpalubia. Pre ukončenie misie umiestnite všetkých akvanautov do ponorky a stlačte ikonu 'Zrušiť misiu'." STR_SHIP_RESCUE_P2_BRIEFING: "Po vyčistení hornej paluby môžete vstúpiť do podpalubia. Na zostup do podpalubia použijete nákladný výťah. Vaša jednotka musí eliminovať všetkých votrelcov na tejto úrovni. Pre ukončenie misie umiestnite všetkých akvanautov do vstupného výťahu a stlačte ikonu 'Zrušiť misiu'." STR_ALIEN_ACTIVITY_DETECTED: "ZACHYTENÁ MIMOZEMSKÁ AKTIVITA" STR_ALIEN_CONTACT_SITE_MISSION: "MISIA: MIMOZEMSKÝ KONTAKT" STR_ARTIFACT_SITE_P1: "MIMOZEMSKÝ KONTAKT ČASŤ PRVÁ" STR_ARTIFACT_SITE_P1_BRIEFING: "Cieľom tejto misie je prepadnutie čerstvo aktivovaného mimozemského komunikačného uzla. Táto misia bude mať dve fázy. Na morskom dne sa nachádzajú pyramídy a pod nimi skrytá základňa mimozemšťanov. Vašou úlohou bude dostať akvanautov do vstupu do podzemného komplexu zariadenia. Dostaňte ich na toto miesto a stlačte ikonu 'Zrušiť misiu' pre pokračovanie do ďalšej časti. Ak chcete misiu ukončiť, premiestite všetkých akvanautov do ponorky a kliknite na ikonu 'Zrušiť misiu'." STR_ARTIFACT_SITE_P2: "MIMOZEMSKÝ KONTAKT ČASŤ DRUHÁ" STR_ARTIFACT_SITE_P2_BRIEFING: "Podarilo sa vám preniknúť do útrob kolónie podzemného komplexu. Vašou úlohou teraz bude dostať sa do základne a zničiť Synomium - zariadenie molekulárnej kontroly. Pre ukončenie misie umiestnite všetkých akvanautov do vstupnej oblasti a kliknite na ikonu 'Zrušiť misiu'. " STR_SIGSBEE_DEEP_MISSION: "SIGSBEEHO HLBINA{NEWLINE}MIMOZEMSKÉ MESTO PRVÁ ÚROVEŇ" STR_TLETH_P1_BRIEFING: "Vstupujeme do neznáma. V týchto miestach nás môže čakať čokoľvek. Vieme, že sú pred nami dve ďalšie úrovne mimozemského mesta a vaša jednotka musí čo najrýchlejšie nájsť vstup do ďalšej úrovne mesta. Pre vstup do ďalšej úrovne mesta umiestnite všetkých akvanautov do výťahu a kliknite na ikonu 'Zrušiť misiu'. Zrušenie misie kdekoľvek inde bude mať za následok zlyhanie misie. " STR_TLETH_ATTACK_MISSION: "ÚTOK NA T'LETH {NEWLINE}MIMOZEMSKÉ MESTO DRUHÁ ÚROVEŇ" STR_TLETH_P2_BRIEFING: "Sme stále hlbšie v neznámom priestore, v týchto miestach môžeme očakávať nečakané. Vieme, že nás od nášho cieľa delí ešte jedna úroveň mimozemského mesta. Vaša jednotka sa musí čo najrýchlejšie dostať k vstupu do ďalšej úrovne mesta. Pre vstup do ďalšej úrovne mesta umiestnite všetkých akvanautov do výťahu a kliknite na ikonu 'Zrušiť misiu'. Zrušenie misie kdekoľvek inde bude mať za následok zlyhanie misie. " STR_FINAL_TLETH_MISSION: "FINÁLNY ÚTOK NA T'LETH {NEWLINE}MIMOZEMSKÉ MESTO TRETIA ÚROVEŇ" STR_TLETH_P3_BRIEFING: "Už nieto návratu – blížime sa k cieľu misie. Tu musia vaše jednotky prehľadať hrobku Všemocného mimozemšťana a zničiť všetkých 8 napájacích staníc, ktoré ju zásobujú energiou. Koniec mimozemskej hrozby je blízko. Nevzdávajte sa! Zrušenie misie bude mať za následok jej zlyhanie." STR_TLETH_P1: "MIMOZEMSKÉ MESTO PRVÁ ÚROVEŇ" STR_TLETH_P2: "MIMOZEMSKÉ MESTO DRUHÁ ÚROVEŇ" STR_TLETH_P3: "MIMOZEMSKÉ MESTO TRETIA ÚROVEŇ" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "NIE JE VOĽNÝ DOK PRE ZAČATIE VÝROBY PLAVIDLA!{SMALLLINE}Každé plavidlo pridelené na základňu, presunuté na základňu, kúpené alebo skonštruované využíva jeden dok. Postavte nový dok alebo presuňte plavidlo do inej základne. " STR_NO_FREE_HANGARS_FOR_PURCHASE: "NIE JE VOĽNÝ DOK PRE KUPOVANÉ PLAVIDLO!{SMALLLINE}Každé plavidlo pridelené na základňu, presunuté na základňu, kúpené alebo skonštruované využíva jeden dok. Postavte nový dok alebo presuňte plavidlo do inej základne." STR_NO_FREE_HANGARS_FOR_TRANSFER: "NIE JE VOĽNÝ DOK PRE TRANSFER PLAVIDLA!{SMALLLINE}Každé plavidlo pridelené na základňu, presunuté na základňu, kúpené alebo skonštruované využíva jeden dok. Postavte nový dok alebo presuňte plavidlo do inej základne. " STR_CANNOT_BUILD_HERE: "NA TOMTO MIESTE NIE JE MOŽNÉ STAVAŤ!{SMALLLINE}Nové zariadenie môžete postaviť len vedľa existujúceho zariadenia." STR_NO_FREE_ACCOMODATION: "K DISPOZÍCII NIE SÚ DOSTATOČNÉ UBYTOVACIE KAPACITY!{SMALLLINE}Cieľová základňa nemá dostatok miesta v ubytovniach." STR_NOT_ENOUGH_WORK_SPACE: "NEDOSTATOK VOĽNÉHO PRACOVNÉHO MIESTA!{SMALLLINE}Postavte novú dielňu, alebo znížte výrobu na iných projektoch." STR_NOT_ENOUGH_MONEY: "NEDOSTATOK FINANCIÍ!" STR_NOT_ENOUGH_STORE_SPACE: "NEDOSTATOK MIESTA V SKLADOCH!{SMALLLINE}Postavte nové skladové priestory alebo presuňte existujúce zásoby do inej základne." STR_NOT_ENOUGH_LIVING_SPACE: "NEDOSTATOČNÁ UBYTOVACIA KAPACITA!{SMALLLINE}Postav nové ubytovacie priestory alebo presuň personál na inú základňu." STR_LAUNCH_INTERCEPTION: "ZAHÁJIŤ STÍHANIE" STR_CRAFT: "PLAVIDLO" STR_STATUS: "STAV" STR_BASE: "ZÁKLADŇA" STR_READY: "PRIPRAVENÝ" STR_OUT: "MIMO" STR_REPAIRS: "OPRAVY" STR_REFUELLING: "TANKUJE" STR_REARMING: "ZBROJENIE" STR_TARGET: "CIEĽ: {0}" STR_WAY_POINT: "SÚRADNICE" STR_ARE_YOU_SURE_CYDONIA: "Skutočne chceš vyslať toto plavidlo na misiu do T'leth?" STR_YES: "ÁNO" STR_NO: "NIE" STR_SELECT_DESTINATION: "OZNAČ CIEĽOVÉ MIESTO" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "ZVOĽ MIESTO PRE NOVÚ ZÁKLADŇU" STR_RETURN_TO_BASE: "NÁVRAT NA ZÁKLADŇU" STR_SELECT_NEW_TARGET: "OZNAČ NOVÝ CIEĽ" STR_PATROL: "HLIADKOVAŤ" STR_STATUS_: "STAV>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "POŠKODENÉ - VRACIA SA NA ZÁKLADŇU" STR_LOW_FUEL_RETURNING_TO_BASE: "MÁLO PALIVA - VRACIA SA NA ZÁKLADŇU" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "MISIA ÚSPEŠNÁ - VRACIAME SA NA ZÁKLADŇU" STR_PATROLLING: "HLIADKUJE" STR_TAILING_UFO: "SLEDUJE PONORKU" STR_INTERCEPTING_UFO: "PRENASLEDUJE PONORKU-{0}" STR_RETURNING_TO_BASE: "VRACIA SA NA ZÁKLADŇU" STR_DESTINATION_UC_: "MIESTO URČENIA: {0}" STR_BASE_UC: "ZÁKLADŇA>{ALT}{0}" STR_SPEED_: "RÝCHLOSŤ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXIMÁLNA RÝCHLOSŤ>{ALT}{0}{ALT}" STR_ALTITUDE_: "HĹBKA>{ALT}{0}" STR_AIRBORNE: "VO VZDUCHU" STR_VERY_LOW: "PLYTKÁ" STR_LOW_UC: "NORMÁLNA" STR_HIGH_UC: "HLBOKÁ" STR_VERY_HIGH: "VEĽMI HLBOKÁ" STR_FUEL: "PALIVO>{ALT}{0}" STR_WEAPON_ONE: "ZBRAŇ-1>{ALT}{0}" STR_NONE_UC: "Prázdný" STR_ROUNDS_: "NÁBOJE>{ALT}{0}" STR_WEAPON_TWO: "ZBRAŇ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "PONORKA" STR_BASE_: "Základňa>{0}" STR_NAME_UC: "MENO" STR_AMMO_: "MUNÍCIA>{ALT}{0}" STR_CREW: "POSÁDKA" STR_EQUIPMENT_UC: "VYBAVENIE" STR_ARMOR: "ZBROJ" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Plavčík" STR_SQUADDIE: "Námorník" STR_SERGEANT: "Praporčík" STR_CAPTAIN: "Poručík" STR_COLONEL: "Komandér" STR_COMMANDER: "Kapitán" STR_SELECT_SQUAD_FOR_CRAFT: "Vyberte bojový tím pre {0}" STR_SORT_BY: "ZORADIŤ PODĽA..." STR_ORIGINAL_ORDER: "PÔVODNÉ PORADIE" STR_MISSIONS2: "POČET MISIÍ" STR_KILLS2: "POČET ZABITÍ" STR_WOUND_RECOVERY2: "DOBA ZOTAVENIA" STR_SPACE_AVAILABLE: "DOSTUPNÉ MIESTO>{ALT}{0}" STR_SPACE_USED: "POUŽITÉ MIESTO>{ALT}{0}" STR_SPACE_USED_UC: "POUŽITÉ MIESTO" STR_RANK: "HODNOSŤ" STR_WOUNDED: "ZRANENÝ" STR_EQUIPMENT_FOR_CRAFT: "Vybavenie pre {0}" STR_DEFENSE_VALUE: "Hodnota obrany" STR_HIT_RATIO: "Pravdepodobnosť zásahu" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}pripravený na{NEWLINE}dosadnutie v blízkosti{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Začať misiu?" STR_SELECT_ARMAMENT: "Vybrať výzbroj" STR_AMMUNITION_AVAILABLE: "DOSTUPNÁ MUNÍCIA" STR_ARMAMENT: "VÝZBROJ" STR_NOT_AVAILABLE: "NIE JE" STR_SELECT_ARMOR_FOR_SOLDIER: "VYBRAŤ ZBROJ PRE {NEWLINE}{ALT}{0}" STR_TYPE: "TYP" STR_PLASTIC_AQUA_ARMOR_UC: "AKVAPLASTIK ZBROJ" STR_ION_ARMOR_UC: "IÓNOVÁ ZBROJ" STR_MAGNETIC_ION_ARMOR_UC: "MAGNETO-IÓNOVÁ ZBROJ" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Táto zbroj je postavená na nedávno objavenej mimozemskej substancii - akvaplaste - zaistí, že naši akvanauti budú mať v boji s mimozemskou inváziou väčšiu šancu na prežitie. " STR_ION_ARMOR_UFOPEDIA: "Nová výkonná zbroj pre akvanautov je napájaná z iónového generátora. Značne zosiľňuje rýchlosť a silu nositeľa a poskytuje zatiaľ najlepšiu ochranu pre naše jednotky." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Vylepšená verzia iónovej zbroje obsahujúca technológiu magnetických polí, umožňujúca úplnu slobodu pohybu v podmorskom prostredí." STR_SELECT_ARMOR: "Vybrať zbroj" STR_NORTH: "SEVER" STR_NORTH_EAST: "SEVEROVÝCHOD" STR_EAST: "VÝCHOD" STR_SOUTH_EAST: "JUHOVÝCHOD" STR_SOUTH: "JUH" STR_SOUTH_WEST: "JUHOZÁPAD" STR_WEST: "ZÁPAD" STR_NORTH_WEST: "SEVEROZÁPAD" STR_SELECT_ACTION: "VYBER AKCIU" STR_CONTINUE_INTERCEPTION_PURSUIT: "POKRAČUJ V ÚTOKU" STR_PURSUE_WITHOUT_INTERCEPTION: "SLEDUJ BEZ STÍHANIA" STR_VERY_LARGE: "VEĽMI VEĽKÁ" STR_LARGE: "VEĽKÁ" STR_MEDIUM_UC: "STREDNÁ" STR_SMALL: "MALÁ" STR_VERY_SMALL: "VEĽMI MALÁ" STR_GROUNDED: "PRISTÁLA" STR_DETECTED: "Zistená" STR_SIZE_UC: "VEĽKOSŤ" STR_ALTITUDE: "HĹBKA" STR_HEADING: "SMER" STR_SPEED: "RÝCHLOSŤ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "VYCENTROVAŤ NA PONORKU-ČAS=5 sek" STR_TRACKING_LOST: "STRATILI SME KONTAKT" STR_REDIRECT_CRAFT: "PRESMEROVAŤ PLAVIDLO" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ÍSŤ NA POSLEDNÚ ZNÁMU POZÍCIU PONORKY" STR_UFO_: "PONORKA-{0}" STR_ALIEN_BASE_: "MIMOZEMSKÁ KOLÓNIA-{0}" STR_CRASH_SITE_: "MIESTO HAVÁRIE-{0}" STR_LANDING_SITE_: "MIESTO PRISTÁTIA-{0}" STR_WAY_POINT_: "SÚRADNICA-{0}" STR_TERROR_SITE: "MIESTO TERORU-{0}" STR_ARTIFACT_SITE: "MIMOZEMSKÝ ARTEFAKT-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}dorazil{NEWLINE}{1}" STR_NOW_PATROLLING: "Hliadkuje" STR_ALIEN_ORIGINS: "Pôvod mimozemšťanov" STR_THE_ULTIMATE_THREAT: "Definitívna hrozba" STR_TLETH_ALIEN_CITY: "T'leth, mesto mimozemšťanov" STR_UFOPAEDIA: "UFOpédia" STR_XCOM_CRAFT_ARMAMENT: "VÝZBROJ A STROJE X-COMu" STR_HEAVY_WEAPONS_PLATFORMS: "PODMORSKÉ ZBRAŇOVÉ SYSTÉMY" STR_WEAPONS_AND_EQUIPMENT: "VYBAVENIE" STR_ALIEN_ARTIFACTS: "PODMORSKÉ ARTEFAKTY" STR_BASE_FACILITIES: "ZARIADENIA X-COM ZÁKLADNE" STR_ALIEN_LIFE_FORMS: "MIMOZEMSKÉ TVORY" STR_ALIEN_RESEARCH_UC: "MIMOZEMSKÉ TECHNOLÓGIE" STR_UFO_COMPONENTS: "NOVÉ PODMORSKÉ TECHNOLÓGIE" STR_UFOS: "MIMOZEMSKÉ PONORKY" STR_SELECT_ITEM: "OZNAČ POLOŽKU" STR_ACCELERATION: "AKCELERÁCIA>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "KAPACITA PALIVA>{ALT}{0}{ALT}" STR_WEAPON_PODS: "MIESTO PRE ZBRANE>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "PANCIEROVANIE>{ALT}{0}{ALT}" STR_CARGO_SPACE: "NÁKLADNÝ PRIESTOR>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "KAPACITA PZS>{ALT}{0}{ALT}" STR_DAMAGE: "Poškodenie" STR_RANGE: "Dostrel" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Presnosť" STR_RE_LOAD_TIME: "Dĺžka prebitia" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PRIERAZNÉ" STR_DAMAGE_INCENDIARY: "FOSFOROVÉ" STR_DAMAGE_HIGH_EXPLOSIVE: "SILNÁ VÝBUŠNINA" STR_DAMAGE_LASER_BEAM: "GAUSSOV LÚČ" STR_DAMAGE_PLASMA_BEAM: "SONICKÝ LÚČ" STR_DAMAGE_STUN: "ZMRAZENIE" STR_DAMAGE_MELEE: "BOJ Z BLÍZKA" STR_DAMAGE_ACID: "KYSELINA" STR_DAMAGE_SMOKE: "DYM" STR_SHOT_TYPE: "TYP" STR_ACCURACY_UC: "PRESNOSŤ" STR_TIME_UNIT_COST: "CENA AB" STR_DAMAGE_UC: "POŠKODENIE" STR_AMMO: "MUNÍCIA" STR_SHOT_TYPE_AUTO: "Automat" STR_SHOT_TYPE_SNAP: "Rýchla" STR_SHOT_TYPE_AIMED: "Mierená" STR_CONSTRUCTION_TIME: "Čas výstavby" STR_CONSTRUCTION_COST: "Cena výstavby" STR_MAINTENANCE_COST: "Cena údržby" STR_LOW: "Nízke" STR_MEDIUM: "Stredné" STR_HIGH: "Vysoko" STR_CRAFT_WEAPON: "Palubná zbraň" STR_CRAFT_AMMUNITION: "Munícia pre ponorky" STR_HEAVY_WEAPONS_PLATFORM: "Ťažký zbraňový systém" STR_WEAPON: "Zbraň" STR_AMMUNITION: "Munícia" STR_EQUIPMENT: "Výbava" STR_ALIEN_CORPSE: "Mŕtvola mimozemšťana" STR_UFO_COMPONENT: "komponent PONORKY" STR_PERSONAL_ARMOR: "Osobná zbroj" STR_RAW_MATERIALS: "Nespracované materiály" STR_HWP_SOLID_HARPOON_BOLTS: "Tvrdené harpúnové šípy" STR_ALIEN: "Mimozemšťan" STR_AQUATOID: "Akvatoid" STR_GILLMAN: "Gillman" STR_LOBSTERMAN: "Lobsterman" STR_TASOTH: "Tasoth" STR_CALCINITE: "Kalcinit" STR_DEEP_ONE: "Hĺbkomor" STR_BIODRONE: "Bio-dron" STR_TENTACULAT: "Chápadlovec" STR_TRISCENE: "Triscen" STR_HALLUCINOID: "Halucinoid" STR_XARQUID: "Xarkid" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Komandér" STR_LIVE_NAVIGATOR: "Navigátor" STR_LIVE_MEDIC: "Medik" STR_LIVE_TECHNICIAN: "Technik" STR_LIVE_SQUAD_LEADER: "Veliteľ jednotky" STR_LIVE_SOLDIER: "Vojak" STR_LIVE_TERRORIST: "Terorista" STR_AQUATOID_COMMANDER: "Akvatoid Komandér" STR_AQUATOID_NAVIGATOR: "Akvatoid Navigátor" STR_AQUATOID_MEDIC: "Akvatoid Medik" STR_AQUATOID_TECHNICIAN: "Akvatoid Technik" STR_AQUATOID_SQUAD_LEADER: "Akvatoid Veliteľ" STR_AQUATOID_SOLDIER: "Akvatoid Vojak" STR_GILLMAN_COMMANDER: "Gillman Komandér" STR_GILLMAN_TECHNICIAN: "Gillman Technik" STR_GILLMAN_SQUAD_LEADER: "Gillman Veliteľ" STR_GILLMAN_SOLDIER: "Gillman Vojak" STR_LOBSTERMAN_COMMANDER: "Lobsterman Komandér" STR_LOBSTERMAN_NAVIGATOR: "Lobsterman Navigátor" STR_LOBSTERMAN_TECHNICIAN: "Lobsterman Technik" STR_LOBSTERMAN_SQUAD_LEADER: "Lobsterman Veliteľ" STR_LOBSTERMAN_SOLDIER: "Lobsterman Vojak" STR_TASOTH_SQUAD_LEADER: "Tasoth Veliteľ" STR_TASOTH_SOLDIER: "Tasoth Vojak" STR_CALCINITE_TERRORIST: "Kalcinit terorista" STR_DEEP_ONE_TERRORIST: "Hĺbkomor terorista" STR_BIODRONE_TERRORIST: "Bio-dron terorista" STR_TENTACULAT_TERRORIST: "Chápadlovec terorista" STR_TRISCENE_TERRORIST: "Trisen terorista" STR_HALLUCINOID_TERRORIST: "Halucinoid terorista" STR_XARQUID_TERRORIST: "Xarkid teorista" STR_ION_BEAM_ACCELERATORS: "Iónový pohon" STR_MAGNETIC_NAVIGATION: "Magnetická navigácia" STR_ALIEN_SUB_CONSTRUCTION: "Konštrukcia mimozemských ponoriek" STR_ALIEN_CRYOGENICS: "Mimozemská kryogenika" STR_ALIEN_CLONING: "Mimozemské klonovanie" STR_ALIEN_LEARNING_ARRAYS: "Mimozemské edukačné polia" STR_ALIEN_IMPLANTER: "Mimozemský implantér" STR_EXAMINATION_ROOM: "Vyšetrovacia miestnosť" STR_AQUA_PLASTICS: "Akvaplasty" STR_ALIEN_REANIMATION_ZONE: "Mimozemská oživovacia zóna" STR_PLASTIC_AQUA_ARMOR: "Akvaplastová zbroj" STR_ION_ARMOR: "Iónová zbroj" STR_MAGNETIC_ION_ARMOR: "Mag. Iónová zbroj" STR_HWP_AQUA_JET_MISSILES: "Akva-prúdové torpéda" STR_HWP_DISPLACER_PWT: "Pulzné torpédo" STR_GAUSS_TECH: "Gaussova technológia" STR_NEW_FIGHTER_FLYING_SUB: "Nová bojová ponorka" STR_NEW_FIGHTER_TRANSPORTER: "Nový stíhač-transportér" STR_THE_LATEST_FLYING_SUB: "Najnovší typ ponorky" STR_ARMOR_PIERCING: "PRIERAZNÉ" STR_COELACANTH_GAS_CANNON: "Obojživelník/Plynový kanón" STR_COELACANTH_AQUA_JET: "Obojživelník/Torpédomet" STR_COELACANTH_GAUSS: "Obojživelník/Gaussov kanón" STR_DISPLACER_SONIC: "Displacer/Sonický kanón" STR_DISPLACER_PWT: "Displacer/Pulzné torpédo" STR_AJAX_LAUNCHER: "Odpaľovač torpéd Ajax" STR_DUP_HEAD_LAUNCHER: "S.O.U. torpédomet" STR_CRAFT_GAS_CANNON: "Závesný plyn. kanón" STR_PWT_CANNON: "P.T. Torpédomet" STR_GAUSS_CANNON: "Gaussov kanón" STR_GAUSS_CANNON_AMMO: "Munícia pre gauss kanón" STR_SONIC_OSCILLATOR: "Sonický oscilátor" STR_AJAX_TORPEDOES: "Torpéda Ajax" STR_DUP_HEAD_TORPEDOES: "Torpéda s S.O.U. hlavicou" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Plynové náboje(x50)" STR_SONIC_WAVE: "Sonická vlna" STR_PULSE_WAVE_TORPEDOES: "Pulzné torpédo" STR_SOLDIER: "Akvanaut" STR_SCIENTIST: "Vedec" STR_ENGINEER: "Technik" STR_NORTH_ATLANTIC: "Severný Atlantik" STR_SOUTH_ATLANTIC: "Južný Atlantik" STR_NORTH_PACIFIC: "Severný Pacifik" STR_SOUTH_PACIFIC: "Južný Pacifik" STR_MEDITERRANEAN: "Stredomorie" STR_SOUTH_CHINA_SEA: "Južné Čínske more" STR_INDIAN_OCEAN: "Indický oceán" STR_THE_EAST_SEA: "Japonské more" STR_NORTH_SEA: "Severné more" STR_CARRIBEAN: "Karibik" STR_ANTARCTIC: "Antarktída" STR_ARCTIC: "Arktída" STR_EURASIA: "Euroázia" STR_NORTH_AMERICA: "Severná Amerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Maximálna rýchlosť" STR_TRANSMISSION_RESOLVER_UC: "DEKÓDOVAČ PRENOSU" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMERHEAD" STR_LEVIATHAN: "LEVIATHAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "MIMOZEMSKÁ PONORKA" STR_AJAX: "AJAX" STR_DUP_HEAD: "S.O.U. HLAVICA" STR_CRAFT_GAS_CANNON_UC: "ZÁVESNÝ PLYN. KANÓN" STR_PWT_CANNON_UC: "P.T. TORPÉDOMET" STR_GAUSS_CANNON_UC: "GAUSSOV KANÓN" STR_SONIC_OSCILLATOR_UC: "SONICKÝ OSCILÁTOR" STR_DAMAGE_CAPACITY: "Pancierovanie" STR_WEAPON_POWER: "Sila zbrane" STR_WEAPON_RANGE: "Dosah zbrane" STR_AIR_LOCK: "Vzduchový uzáver" STR_LABORATORY: "Laboratórium" STR_WORKSHOP: "Dielňa" STR_STANDARD_SONAR: "Štandardný sonar" STR_WIDE_ARRAY_SONAR: "Širokopásmový sonar" STR_TORPEDO_DEFENSES: "Torpédová obrana" STR_GENERAL_STORES: "Sklady" STR_ALIEN_CONTAINMENT: "Zadržiavacia cela" STR_GAUSS_DEFENSES: "Gaussova obrana" STR_SONIC_DEFENSES: "Sonická obrana" STR_PWT_DEFENSES: "P.T. OBRANA" STR_BOMBARDMENT_SHIELD: "Bombardovací štít" STR_MC_GENERATOR: "Generátor M.K." STR_MC_LAB: "Laboratórim M.K." STR_TRANSMISSION_RESOLVER: "Dekóder prenosu" STR_SUB_PEN: "Dok" STR_USA: "USA" STR_ALASKA: "ALIAŠKA" STR_EU_SYNDICATE: "EURO-SYNDIKÁT" STR_ARABIAN_BLOC: "ARABSKÝ BLOK" STR_EGYPTIAN_CARTEL: "EGYPTSKÝ KARTEL" STR_AFRICA_CORP: "AFRICA CORP" STR_BRAZILIAN_UNION: "BRAZÍLSKA ÚNIA" STR_NEW_MEXICO: "NOVÉ MEXIKO" STR_ASIAN_COALITION: "ÁZIJSKÁ KOALÍCIA" STR_SCANDINAVIA: "ŠKANDINÁVIA" STR_NEO_JAPAN: "NOVÉ JAPONSKO" STR_FREE_CHINA: "SLOBODNÁ ČÍNA" STR_AUSTRALASIA: "AUSTRALOÁZIA" STR_FED_KOREA: "KÓREJSKÁ FEDERÁCIA" STR_EURASIA_UC: "EUROÁZIA" STR_ICELANDIC_UNION: "ISLANDSKÁ ÚNIA" STR_TANK: "Podmorské zbraňové systémy" STR_CIVILIAN: "Civilista" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Máj" STR_JUN: "Jún" STR_JUL: "Júl" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Medzinárodné vzťahy" STR_COUNTRY: "Krajina" STR_FUNDING: "Financovanie" STR_CHANGE: "Zmena" STR_WEAPON_SYSTEMS: "ZBRAŇOVÉ SYSTÉMY" STR_HWPS: "PZSy" STR_DAMAGE_UC_: "POŠKODENIE>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Vzduchový uzáver slúži na prepravu vybavenia a personálu do a z podzemnej základne. Je to vždy prvé zariadenie, ktoré musí byť postavené na novom mieste. Priestor uzáveru je zraniteľný na útok potencionálnych nepriateľských síl." STR_LIVING_QUARTERS_UFOPEDIA: "Každý ubytovací blok poskytuje miesto pre 50 osôb. Zariadenie poskytuje základné rekreačné, stravovacie a ubytovacie zariadenie." STR_LABORATORY_UFOPEDIA: "Kapacita laborátória je maximálne 50 vedcov. Laboratóriá sú vybavené najmodernejšími technológiami pre výskum materiálov, biochémie a zbraní. X-Com má prístup k najlepším výskumným laboratóriám po celom svete, vrátane vojenských zariadení." STR_WORKSHOP_UFOPEDIA: "Dielne obsahujú všetko potrebné vybavenie na realizáciu projektov, ktoré vyvinuli vedci vo vedeckých laboratóriách. Až 50 technikov dokáže pracovať v jednom bloku dielní, avšak treba počítať s tým, že i konštruované predmety zaberajú nejaké miesto." STR_STANDARD_SONAR_UFOPEDIA: "Štandardný sonar má efektivitu cez 450 km do hĺbky a je prepojený na satelitný systém pre analýzu povrchu. Každý takýto systém ma 10%-tnú šancu objaviť ponorený alebo vzdušný objekt každých 30 minút." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Širokopásmový sonar dokáže efektívne zachytiť objekty do hĺbky 700 km. Je prepojený s geostacionárnymi družicami, ktoré analyzujú povrch planéty. Detektor má 20% šancu zachytiť podmorský alebo vzdušný objekt každých 30 minút." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpédová obrana poskytuje ochranu proti útoku nepriateľských ponoriek, ktoré sa snažia zadokovať v základni. " STR_GENERAL_STORES_UFOPEDIA: "Všetko vybavenie, zbraňové systémy, munícia, získaný materiál a ponorné zbraňové systémy sú uložené v skladových priestoroch, vrátane vybavenia prideleného do ponoriek v dokoch." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Aby sme udržali pri živote živých mimozemšťanov je potrebné ich uzavrieť do špeciálnych zadržiavacích ciel. Tieto jednotky ich budú udržiavať pri živote, avšak ich bojové schopnosti budú nulové. Toto zadržiavacie zariadenie dokáže udržať pri živote až 10 mimozemských životných foriem v sebestačných jednotkách." STR_GAUSS_DEFENSES_UFOPEDIA: "Gaussov obranný systém je najmodernejšou a najefektívnejšou ochranou proti útoku nepriateľských ponoriek." STR_SONIC_DEFENSES_UFOPEDIA: "Obrana postavená na sonických oscilátoroch zabezpečuje silnú a efektívnu obranu proti agresorom." STR_PWT_DEFENSES_UFOPEDIA: "Pulzné torpéda predstavujú najefektívnejšiu obranu proti mimozemských útokom. Tieto rakety majú super tvrdé bojové hlavice, ktoré dokážu preraziť akýkoľvek nám známy pancier. Magnetické vlny, ktoré torpédo produkuje, zneškodnia každý elektronický systém." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Tlakový bombardovací štít chráni základňu proti zakotveniu mimozemských ponoriek. Vytvára okolo základne rezonančné pole, ktoré odráža útočiace ponorky dostatočne dlho na to, aby obranné systémy dokázali niekoľkokrát reagovať. V praxi tento systém zdvojnásobí efektivitu obranných systémov základne." STR_MC_GENERATOR_UFOPEDIA: "Keďže mimozemské ponorky využívajú na detekciu živých bytostí technológiu molekulárnej kontroly, použitie negatívneho M.K. vysielača vytvorí nepreniknuteľný štít, ktorý zmätie mimozemšťanov a zakryje pred nimi našu prítomnosť." STR_MC_LAB_UFOPEDIA: "V laboratóriu pre molekulárnu kontrolu dokážeme implantovať a trénovať naraz až desať akvanautov. Implantáty sú chirurgicky inštalované v lebkách akvanautov. Tvrdý tréning im umožní využiť implantáty. Tieto schopnosti sú využívané za pomoci molekulárneho zariadenia a možno ich použiť počas boja i na útočné akcie." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Mimozemská komunikácia využíva sieť implantátov molekulárnej kontroly, ktorú vybudovali mimozemšťania. Dekódovacie oddelenie zachytáva prenos ponoriek a dekóduje informácie. Takto odhalí typ ponorky, mimozemskú rasu a typ aktivity, ktorú ponorka robí." STR_SUB_PEN_UFOPEDIA: "V každom doku môže kotviť jedna ponorka. Toto zariadenie obsahuje zariadenie potrebné pre údržbu a opravy ponorkovej flotily X-Com. Každé plavidlo umiestnené na základni musí mať priradený vlastný dok, ktorý nemôže byť využívaný iným plavidlom, ani keď je priradená ponorka na misii." STR_DART_PISTOL_UFOPEDIA: "Šípovka X-Comu je malá pištoľ na šípky, je presná, výkonná so zásobníkom na 12 dutých šípiek. Šípky sú vystreľované vďaka plynovému kartridžu umiestnenému v základni nábojov." STR_JET_HARPOON_UFOPEDIA: "Táto akva-puška je presná a účinná, vystreľuje duté oceľové harpúny zo zapečatených balíkov po 10. Každá harpúna má svoj vlastný plynový rezervoár. " STR_GAS_CANNON_UFOPEDIA: "Najväčší kaliber z rodiny plynovej zbraňovej technológie, tento kanón strieľa masívne šípy, ktoré môžu mať výbušné alebo fosforové špičky. Obľúbená zbraň medzi skúsenými akvanautami. " STR_HYDRO_JET_CANNON_UFOPEDIA: "Hydro-prúdové kanóny sú ťažkou pechotnou zbraňou. Vystreľujú minitorpéda s magnéziovým pohonom. I keď je hydro-prúdový kanón na jednej strane veľmi výkonný, je to nešikovná a ťažkopádna zbraň. Zbraň je použiteľná iba pod vodnou hladinou. " STR_TORPEDO_LAUNCHER_UFOPEDIA: "Skutočný ťažký kaliber, tento veľký torpédomet dokáže vystreliť tri druhy torpéd, každé s vlastnou pohonnou jednotkou. Jedinou nevýhodou tejto zničujúcej zbrane je manuálne nabíjanie. Torpéda môžu mať dve veľkosti - malé a veľké s výbušnou alebo fosforovou hlavicou. Použiteľné sú len vo vode." STR_GAUSS_PISTOL_UFOPEDIA: "Gaussova pištoľ využíva technológiu časticového urýchľovača, čo je nový smer vo vývoji moderných zbraní. Je rýchla, presná a použiteľná ako nad vodnou hladinou tak pod ňou. Vývojovo vychádza gaussova technológia z plazmovej technológie poznanej počas predchádzajúcej vojny." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Gaussova pištoľ využíva technológiu časticového urýchľovača, čo je nový smer vo vývoji moderných zbraní. Je rýchla, presná a použiteľná ako nad vodnou hladinou tak pod ňou. Vývojovo vychádza gaussova technológia z plazmovej technológie poznanej počas predchádzajúcej vojny." STR_GAUSS_RIFLE_UFOPEDIA: "Krok pred gaussovou pištoľou je puška, ktorá má skutočnú silu, vďaka dvojitému časticovému urýchľovaču. Namiesto elériového systém plazmového napájania sme využili mikročasticový urýchľovač, ktorý generuje prúd anti-protónov. " STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Krok pred gaussovou pištoľou je puška, ktorá má skutočnú silu, vďaka dvojitému časticovému urýchľovaču. Namiesto elériového systém plazmového napájania sme využili mikročasticový urýchľovač, ktorý generuje prúd anti-protónov. " STR_HEAVY_GAUSS_UFOPEDIA: "Gaussov kanón je ťakopádny, ale extrémne efektívny. Pracuje s 3 časticovými urýchľovačmi a je prakticky nezastaviteľný. Prúd anti-protónov je udržiavaný vo vnútri gálium arzenidového obalu, ktorý pri náraze imploduje a vypustí antihmotu." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Gaussov kanón je ťakopádny, ale extrémne efektívny. Pracuje s 3 časticovými urýchľovačmi a je prakticky nezastaviteľný. Prúd anti-protónov je udržiavaný vo vnútri gálium arzenidového obalu, ktorý pri náraze imploduje a vypustí antihmotu." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Štandardný granát s presným a sofistikovaným systémom odistenia a časovania, ktorý umožňuje precíznu kontrolu odpalu." STR_DYE_GRENADE_UFOPEDIA: "Tieto dymovnice, ale farbiace granáty, poskytujú krytie vo vypätých situáciách. Fungujú ako pod vodou, tak i na súši. Vypustené farbivo vytvorí časticový mrak, ktorý produkuje chobotnici podobný atrament vo vodnom prostredí a hustý dym na súši." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Nástrahový granát môže byť odhodený ako bežný granát, avšak po dopade sa dá len do stavu pohotovosti. Explózia nastane až pri zaregistrovaní pohybu v jeho blízkosti. K správnemu použitiu je potrebná veľká zručnosť a opatrnosť." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Táto výbušnina by sa mala využívať len na demolačné účely. Avšak v minulosti sa ukázalo, že tieto silné výbušniny sú ideálnou zbraňou na vykorenenie mimozemšťanov. Detonačné pásmo je veľké, preto zabezpečte aby boli akvanauti aspoň v minimálnej bezpečnej vzdialenosti. " STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Toto nové zariadenie používa množstvo detektorov a počítačových systémov pre identifikáciu pohybujúcich sa nepriateľských jednotiek. Kliknite na ikonu senzoru na taktickej obrazovke. Zvoľte 'Použiť senzor' z príslušného menu. Šípka uprostred ukazuje smerovanie akvanauta (sever je hore). Blikajúce značky ukazujú jednotky, ktoré sa v poslednej dobe pohli. Veľké alebo rýchlo sa pohybujúce jednotky vytvárajú väčšie značky. Statické jednotky sa nezobrazujú." STR_MEDI_KIT_UFOPEDIA: "Ak je vojak v bezvedomí, musíte stáť nad jeho telom. {NEWLINE}LIEČENIE>Vylieči jedno smrteľné zranenie a trocha zdravia pacienta. Červenou farbou vyznačené časti tela znamenajú vážne zranenia.{NEWLINE}STIMULANT>Obnoví energiu vojaka a preberie vojaka v bezvedomí. Aby ste mohli oživiť vojaka v bezvedomí je potrebné stáť priamo nad jeho telom.{NEWLINE}SEDATÍVA>Podporia morálku vašich ranených vojakov až do ekvivalentu strateného zdravia vojaka." STR_MC_DISRUPTOR_UFOPEDIA: "Môže byť použitá len vojakmi, ktorí dokážu využívať M.K. Počas boja, kliknite na Rušičku, vyberte typ útoku a vyberte cieľovú jednotku. Poznáme dva druhy rušiacich útokov:{NEWLINE}SKRATOVAŤ IMPLANTÁT> Úspešný útok zníži morálku cieľa, čo môže spôsobiť, že jednotka spanikári.{NEWLINE}OVLÁDNUŤ IMPLANTÁT> Ak je ovládnutie úspešné, získate okamžitú kontrolu nad nepriateľskou jednotkou, akoby to bola vaša vlastná." STR_THERMAL_TAZER_UFOPEDIA: "Toto zariadenie môže byť použité len v boji na blízko, avšak omráči živý organizmus zmrazením bez toho aby tento zásah tvora zabil." STR_VIBRO_BLADE_UFOPEDIA: "Vibro čepeľ je dlhý titánový nôž, ktorý sa otáča rýchlosťou 6000 ot./min. Táto vŕtačka dokáže prevŕtať i ten najsilnejší potápačský skafander. Napájanie zariadenia je mimozemského pôvodu. Naše predchádzajúce pokusy s touto technológiou zlyhávali, buď čepele rotovali príliš pomaly alebo pod tlakom explodovali." STR_THERMIC_LANCE_UFOPEDIA: "Termický vrták je logickou evolúciou technológie vibro čepele. Vrták sa točí vysokou rýchlosťou a zdroj energie, využívajúci zrbit, zahrieva vrták tak, že sa prereže pancierom ako teplý nôž maslom." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Ťažký termický vrták je účinnejšou verziou termického vrtáka. Dvojitý zdroj tepla a extrémne vysoká rýchlosť rotácie znamená, že sa vŕtačka prereže akýmkoľvek známym materiálom." STR_SONIC_CANNON_UFOPEDIA: "Sonický kanón je najsilnejší z rodiny sonických zbraní. Charakteristickým prvkom je zvýšený rozsah audio oscilátoru a väčšia rezonančná komora než má sonická puška. Je taktiež vybavený impulzným detonačným systémom, ktorý pomocou modulácie ultrazvukových vĺn zvyšuje efektivitu soncikého úderu. " STR_CANNON_POWER_CLIP_UFOPEDIA: "Toto kompaktné zariadenie slúži ako munícia pre sonický kanón. Obsahuje malé množstvo zrbitu." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Výkonnejšie sonické zariadenie. Dokonca ani vysoko legovaná oceľ nie je imúnna voči tejto zbrani. Kompaktný vlnový emitor je rozšírený o supravodivý zosilňovač, ktorý zvyšuje výkon tejto zbrane." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Tento malý objekt je používaný ako zdroj energie pre sonickú pušku - stredne silnú mimozemskú zbraň. Obsahuje malé množstvo zrbitu." STR_SONIC_PISTOL_UFOPEDIA: "Sonické pištole sú mimozemskou zbraňou využívajúcou ultrazvuk, ktoré dokážu behom sekundy premeniť kosti na želatínu. Ultrazvukové vlny sú v rozsahu nad rámcom ľudského sluchu." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Zdroj energie pre malú mimozemskú sonickú pištoľ. Obsahuje malé množstvo zrbitu - zdroja mimozemskej energie." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Toto je mimozemský odpaľovač navádzaných rakiet, ktorý vystreľuje autonómne poháňané torpéda tzv. 'disruptorové projektily'. Pred ich vystrelením je potrebné zadať cieľové body, ktoré určia trajektóriu strely a následne potvrdiť ikonou výstrelu. Zbraň je použiteľná len pod vodnou hladinou." STR_DISRUPTOR_AMMO_UFOPEDIA: "Toto zariadenie je osadené tzv. disruptorovým projektilom, vybavený inteligentným navádzacím systémom. Je odpaľované pomocou disruptora. " STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Termálny odpaľovač slúži na vystreľovanie chemických omračujúcich bômb. Veľmi užitočný pri chytaní živých mimozemšťanov." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Termálna šoková bomba sa používa pri chytaní živých ľudských vzoriek, avšak rovnako môže byť použitá proti väčšine mimozemských druhov. Vystreľuje sa pomocou tzv. termálneho odpaľovača." STR_SONIC_PULSER_UFOPEDIA: "Toto zariadenie funguje rovnako ako naše štandardné granáty - akurát je niekoľko násobne účinnejšie. Granát generuje sonický impulz smerovaný do všetkých strán naraz. " STR_MC_READER_UFOPEDIA: "V telách mimozemšťanov sme našli malé, chirurgicky implantované jednotky. Tieto kontrolné implantáty, vytvorené akvatoidmi, umožňujú stály prísun informácií z bojiska i na veľké vzdialenosti. Čítačka molekulárnej kontroly je mimozemské komunikačné zariadenie, ktoré si berie informácie priamo z M.K. implantátov. Agenti X-Com môžu tento systém využívať v boji na zobrazovanie charakteristík protivníka. Vyberte funkciu 'použiť' a potom kliknite s kurzorom na mimozemšťana." STR_SURVEY_SHIP: "Prieskumná loď" STR_ESCORT: "Eskorta" STR_CRUISER: "Krížnik" STR_HEAVY_CRUISER: "Ťažký krížnik" STR_HUNTER: "Lovec" STR_BATTLESHIP: "Bojová loď" STR_DREADNOUGHT: "Ťažká bojová loď" STR_FLEET_SUPPLY_CRUISER: "Zásobovací krížnik" MAP_SEABED: "Morské dno" MAP_PIPES: "Výskumná stanica" MAP_PLANE: "Havarované lietadlo" MAP_ATLAN: "Atlantída" MAP_MU: "Mayský chrám" MAP_GAL: "Potopená galeóna" MAP_MSUNK: "Potopený parník" MAP_VOLC: "Vulkanická" MAP_CORAL: "Koralová" MAP_PORT: "Prístav" MAP_ISLAND: "Ostrov" MAP_CARGO: "Nákladná loď" MAP_LINERT: "Výletná loď Č1" MAP_LINERB: "Výletná loď Č2" MAP_ALART: "Artefakt Č1" MAP_GRUNGE: "Artefakt Č2" MAP_ENTRY: "Kolónia Č1" MAP_A_BASE: "Kolónia Č2" MAP_ALSHIP: "T'leth Č1" MAP_LEVEL: "T'leth Č2" MAP_CRYPT: "T'leth Č3" MAP_XBASES: "Základňa X-Com" STR_MIXED_CREW: "Zmiešaná posádka" STR_MIXED_CREW_2: "Zmiešaná posádka 2" STR_RATING: "HODNOTENIE> {0}" STR_RATING_TERRIBLE: "PRÍŠERNÉ!" STR_RATING_POOR: "SLABÉ!" STR_RATING_OK: "OK" STR_RATING_GOOD: "DOBRÉ!" STR_RATING_EXCELLENT: "VÝBORNÉ!" STR_SCORE: "BODY" STR_XCOM_PROJECT_MONTHLY_REPORT: "MESAČNÁ SPRÁVA PROJEKTU X-COM" STR_MONTH: "Mesiac> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Výbor organizácií financiujúcich projekt je zatiaľ spokojný s vašim napredovaním." STR_COUNCIL_IS_VERY_PLEASED: "Výbor organizácií financiujúcich projekt je veľmi spokojný s vašimi výbornými výsledkami. Pokračujte v dobre odvádzanej práci." STR_COUNCIL_IS_DISSATISFIED: "Výbor zaisťujúci financovanie projektu je nespokojný s vaším napredovaním. Musíte zvýšiť efektivitu akcií podnikaných proti mimozemskej hrozbe, inak riskujete okamžité ukončenie celého projektu." STR_YOU_HAVE_NOT_SUCCEEDED: "V boji s mimozemšťanmi si zlyhal. Výbor sa preto rozhodol ukončiť projekt X-Com. Každá organizácia sa teraz bude musieť vysporiadať so situáciou vlastnými prostriedkami. Môžeme len dúfať, že s týmito prastarými silami nájdeme spôsob akým spor urovnať, a že obyvateľstvo pristúpi na podmienky podmorských návštevníkov." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} je obzvlášť spokojné so schopnosťou vašej organizácie vysporiadať sa s mimozemskou hrozbou a súhlasili s navýšením financovania." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} sú čiastočne spokojné s vašim pokrokom s vysporiadaním sa s miestnymi vpádmi a rozhodli sa navýšiť svoje finančné príspevky." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} a {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} nie je spokojná s Vašou schopnosťou vysporiadať sa s mimozemskou aktivitou v jej vodách a preto sa rozhodli, že znížia svoje financovanie." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} nie sú spokojní s Vašou schopnosťou vysporiadať sa s mimozemskou aktivitou v jej vodách a preto sa rozhodli, že znížia svoje financovanie." STR_KNOTS: "{0} uzlov" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} podpísal kooperačnú dohodu s mimozemskými silami a odstúpil od projektu X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} podpísali kooperačnú dohodu s mimozemskými silami a odstúpili od projektu X-Com." STR_MONTHLY_RATING: "Mesačné hodnotenie> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Zmena financovania> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Výbor zaisťujúci financovanie projektu nie je spokojný s vašou finančnou situáciou. Musíte redukovať dlhy pod $1 milión inak bude projekt ukončený." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "DEKÓDOVANÉ SUB-ČASTICOVÉ VYSIELANIE" STR_CRAFT_TYPE: "TYP PONORKY" STR_RACE: "DRUH" STR_MISSION: "MISIA" STR_ZONE: "ZÓNA" STR_ALLOCATE_RESEARCH: "Rozvrhnúť výskum" STR_ALLOCATE_MANUFACTURE: "Naplánovať výrobu" STR_AZORES: "Azory" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ostrov Ascension" STR_TRINIDADE_ISLAND: "Ostrov Trinidad" STR_FALKLAND_ISLAND: "Falklandské ostrovy" STR_CANARY_ISLANDS: "Kanárske ostrovy" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "Ostrov Sv. Vavrinca" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Ostrov Midway" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tazmánia" STR_HAWAII: "Hawaii" STR_FIJI: "Fidži" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Veľkonočný ostrov" STR_GALAPAGOS_ISLAND: "Galapágy" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Šalamúnové ostrovy" STR_CRETE: "Kréta" STR_LISBON: "Lisabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapúr" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Bombay" STR_SAYCHELLES_ISLAND: "Seychely" STR_MALDIVE_ISLAND: "Maledivy" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Maurícius" STR_TOKYO: "Tokio" STR_SHANGHAI: "Šanghaj" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londýn" STR_FAEROE_ISLAND: "Faerské ostrovy" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamajka" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "Tréning M.K." STR_PSIONIC_TRAINING: "TRÉNING MOLEKULÁRNEJ KONTROLY" STR_REMAINING_PSI_LAB_CAPACITY: "Ostávajúca kapacita M.K.> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.K.{NEWLINE}odolnosť" STR_PSIONIC_SKILL_IMPROVEMENT: "M.K. schopnosť{NEWLINE}/zlepšenie" STR_IN_TRAINING: "Vo{NEWLINE}výcviku?" STR_TARGETTED_BY: "ZACIEĽENÝ:" STR_WEAPONS_CREW_HWPS: "ZBRANE/{NEWLINE}POSÁDKA/ŤZS" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "má málo paliva,{NEWLINE}sa vracia na základňu" STR_SOLDIER_LIST: "Zoznam akvanautov" STR_RANK_: "HODNOSŤ> {ALT}{0}" STR_MISSIONS: "MISIE> {ALT}{0}" STR_KILLS: "ZABITIA> {ALT}{0}" STR_WOUND_RECOVERY: "ZOTAVENIE> {ALT}{0}" STR_TIME_UNITS: "AKČNÉ BODY" STR_STAMINA: "VÝDRŽ" STR_HEALTH: "ZDRAVIE" STR_BRAVERY: "UDATNOSŤ" STR_REACTIONS: "REAKCIE" STR_FIRING_ACCURACY: "PRESNOSŤ STREĽBY" STR_THROWING_ACCURACY: "PRESNOSŤ VRHU" STR_STRENGTH: "SILA" STR_PSIONIC_STRENGTH: "M.K. ODOLNOSŤ" STR_PSIONIC_SKILL: "M.K. SCHOPNOSŤ" STR_NEW_RANK: "NOVÁ HODNOSŤ" STR_PROMOTIONS: "Povýšenia" STR_SOLDIERS_UC: "AKVANAUTI" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automatické PZS sú dobre manévrovateľné a majú odolný pancier. Sú výbornou podporu pre jednotky v hĺbkach. PZS sú vyzbrojované automaticky pokiaľ máte dostatok munície." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Tento obojživelník je vyzbrojený akva-prúdovými torpédami. Tento zbraňový systém funguje len pod vodou. Zabezpečte, aby ste mali vždy na sklade dostatok príslušných torpéd." STR_COELACANTH_GAUSS_UFOPEDIA: "Gaussova technológia poskytuje pre naše PZS účinný zbraňový systém. Poskytuje naším PZS ťažkú palebnú silu, v rámci vlastnej X-Com technológie." STR_DISPLACER_SONIC_UFOPEDIA: "Mimozemská technológia redefinovala využitie a možnosti PZS. Iónový pohon neobmedzuje PZS len na pohyb po súši/morskom dne. Sonická výzbroj predstavuje výhodu v boji. " STR_DISPLACER_PWT_UFOPEDIA: "Pulzné torpéda sú použiteľné len pod vodou. Musíte mať dostatok pulzných torpéd, aby bolo zariadenie stále plne nabité. Pred vystrelením zadajte cieľové body a potvrďte ikonou výstrelu." STR_ALIEN_PROBE_MISSION: "Prieskumná misia" STR_ALIEN_INTERDICTION: "Mimozemská blokáda" STR_ALIEN_RESOURCE_RAID: "Rabovanie surovín" STR_ALIEN_INFILTRATION: "Mimozemská infiltrácia" STR_ALIEN_BASE: "Rozširovanie kolónie" STR_ALIEN_SURFACE_ATTACK: "Útok na povrchu" STR_ALIEN_RETALIATION: "Útok na základňu" STR_ALIEN_SUPPLY: "Zásobovanie kolónie" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Mimozemské výskumné misie slúžia na získavanie údajov z určitej oblasti o morskom dne, prírodných zdrojoch, lodných a leteckých koridoroch. Mimozemské ponorky plniace tieto úlohy pre nás nepredstavujú hrozbu, sú však indikátorom budúcej mimozemskej aktivity." STR_ALIEN_INTERDICTION_UFOPEDIA: "Mimozemšťania majú vlastné postupy pri spravovaní oblastí, o ktoré majú záujem. Najprv vyšlú špeciálne plavidlo, ktorej úlohou je zabezpečiť oblasť skôr, než v nej začnú s intenzívnou činnosťou. Pristávajú na vytipovaných miestach, ktoré plánujú prepadnúť, aby zaistili oblasť a pripravili sa na ďalší stupeň aktivity." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Kľúčovým prvkom stratégie mimozemšťanov je potápanie lodí a zostreľovanie lietadiel. Z nich potom získavajú materiály, ktoré sú pre ne kľúčové. Mimozemšťania tiež prepadávajú geotermálne miesta, ťažobné lokácie a prastaré miesta, kde hľadajú minerály, spracované kovy a ďalšie ľudské produkty. " STR_ALIEN_INFILTRATION_UFOPEDIA: "Pozemská vláda môže byť infiltrovaná mimozemskými agentmi, ktorí vyzerajú ako ľudia. Toto môže mať za dôsledok oficiálny kontakt medzi mimozemšťanmi a korporáciami alebo vládou na najvyššej úrovni. Vyvrcholenie tejto aktivity má za následok zvýšenie mimozemskej aktivity vo vodách dotknutých organizácii. Mimozemšťania sa budú pokúšať podpísať dohodu s vládami alebo organizáciami ponúknutím poznatkov ich vysoko vyvinutej technológie. Tento typ mimozemskej aktivity predstavuje najväčšiu hrozbou pre X-Com. Ak vláda alebo korporácia pristúpi na dohodu, potom ukončí financovanie projektu X-Com." STR_ALIEN_BASE_UFOPEDIA: "Mimozemšťania budujú tajné podzemné kolónie v odľahlých lokalitách Zeme. Výstavba základne sa začína prieskumnými loďami, ktoré sú nasledované častejšou aktivitou v momente keď mimozemšťania začnú s výstavbou. V týchto kolóniách sa nachádzajú laboratória, klonovacie centrá, chirurgické zariadenia slúžiace na ľudské experimenty. Prítomnosť kolónie generuje veľké množstvo hlásených aktivít mimozemšťanov bez prítomnosti ich ponoriek. Aby bol X-Com schopný detekovať kolóniu musí hliadkovacia ponorka niekoľko hodín skúmať príslušnú oblasť." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Keď mimozemšťania potrebujú ľudí, terorizujú prístav, zaútočia na ostrov alebo prepadnú loď. V takýchto prípadoch je priamo ohrozené civilné obyvateľstvo, ktoré bude slúžiť pre perverzné rozmnožovacie potreby mimozemšťanov a ich strašných experimentov." STR_ALIEN_RETALIATION_UFOPEDIA: "Ak sa stíhacím ponorkám X-Com darí úspešne potápať mimozemské ponorky, potom môžu mimozemšťania pristúpiť k odvetným akciám. To môže mať za následok priamy útok na základňu X-Com. Odhaleniu základne sa dá predísť promptnou reakciou na výskyt mimozemských ponoriek v okolí základne. V takom prípade je riziko útoku minimálne." STR_ALIEN_SUPPLY_UFOPEDIA: "Po tom ako mimozemšťania postavia na Zemi kolóniu je táto zásobovaná v pravidelných intervaloch pomocou špeciálnych zásobovacích lodí. Ak je jedna z takýchto lodí detekovaná pri pristávaní, je viac než isté, že sa v okolí nachádza kolónia mimozemšťanov." STR_SURVEY_SHIP_UFOPEDIA: "Táto malá ponorka je primárne určená na prieskumné misie. Táto loď je predvojom väčších lodí a pripravuje pôdu pre začiatok mimozemský útoky." STR_ESCORT_UFOPEDIA: "Stredne veľké eskortné plavidlo, ktoré nepredstavuje veľkú hrozbu pre pozemské sily. Obvykle predstavuje predvoj väčších mimozemských plavidiel a zvýšenie mimozemských aktivít v oblasti." STR_CRUISER_UFOPEDIA: "Krížnik je pilierom mimozemskej flotily, univerzálnym plavidlom využívaným na všetky druhy mimozemských misií. " STR_HEAVY_CRUISER_UFOPEDIA: "Ťažký krížnik je silnejšou variantov krížnika. Jeho silu navyšujú väčšie zbraňové a pohonné systémy. Ťažký krížnik sa využíva na zhromažďovanie zdrojov, ťaženie a zbieranie veľkých kvánt minerálov a vybavenia." STR_HUNTER_UFOPEDIA: "Táto loď je vybavená vyšetrovacou miestnosťou, v ktorej sa vykonávajú chirurgické zákroky a experimenty na ľudských subjektoch. Obete sú podrobené najodpornejším mukám. Mozog je často odstránený a uložený a spracovaný počas cesty." STR_BATTLESHIP_UFOPEDIA: "Bojová loď je najagresívnejšou mimozemskou loďou. Je vybavená všetkou technológiou a systémami, ktoré mimozemšťania majú k dispozícii a slúži ako základňa pre mimozemské operácie. Je vyzbrojená širokou škálou zbraňových systémov." STR_DREADNOUGHT_UFOPEDIA: "Táto ťažká bojová loď alebo dreadnought je super transportérom, plne vybavený všetkými mimozemskými technológiami a plne vyzbrojený. Dreadnought je pre naše bojové ponorky veľmi húževnatým a impozantným protivníkom." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Zásobovacia loď je používaná počas budovania kolónií mimozemšťanov alebo ako prostriedok zásobovania existujúcich kolónií. Prepravuje potravu, DNA, zárodky a ďaľšie biologické komponenty." STR_DISMANTLE: "Rozobrať" STR_FACILITY_IN_USE: "ZARIADENIE SA POUŽÍVA" STR_CANNOT_DISMANTLE_FACILITY: "ZARIADENIE NIE JE MOŽNÉ ROZOBRAŤ! {SMALLLINE}Všetky zariadenia v základni musia byť spojené s vzduchovým uzáverom." STR_TRANSFER_ITEMS_TO: "Presuň predmety do {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "CHÝBA ZADRŽIAVACIA CELA PRE MIMOZEMŠŤANOV!{SMALLLINE}Aby živí mimozemšťania prežili musia byť umiestnení v špeciálnej cele." STR_AMOUNT_AT_DESTINATION: "MNOŽSTVO{NEWLINE}V CIELI" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Mimozemšťan zahynul, pretože nemáme zadržiavaciu celu pre mimozemšťanov" STR_NO_FREE_ACCOMODATION_CREW: "K DISPOZÍCII NIE SÚ DOSTATOČNÉ UBYTOVACIE KAPACITY!{SMALLLINE}Cieľová základňa nemá dostatok miesta v ubytovniach pre tím priradený k transportnému plavidlu." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "NEDOSTATOK MIESTA V SKLADOCH!{SMALLLINE}Cieľová základňa nemá dostatok skladových priestorov pre vybavenie, ktoré bolo pridelené tomuto plavidlu." STR_ITEMS_ARRIVING: "Dodané položky" STR_DESTINATION_UC: "MIESTO URČENIA" STR_DART_PISTOL: "Šípovka" STR_DART_POD: "Zásobník šípov" STR_JET_HARPOON: "Prúdová harpúna" STR_HARPOON_POD: "Zásobník harpúny" STR_GAS_CANNON: "Plynový kanón" STR_GC_AP_AMMO: "PK-PR šípy" STR_GC_HE_AMMO: "PK-EX šípy" STR_GC_P_AMMO: "PK-FOS šípy" STR_HYDRO_JET_CANNON: "Hydro-prúdový kanón" STR_HJC_AP_AMMO: "HP-PR munícia" STR_HJC_HE_AMMO: "HP-EX munícia" STR_HJC_P_AMMO: "HP-FOS munícia" STR_TORPEDO_LAUNCHER: "Torpédomet" STR_SMALL_TORPEDO: "Malé torpédo" STR_LARGE_TORPEDO: "Veľké torpédo" STR_PHOSPHOROUS_TORPEDO: "Fosforové torpédo" STR_MAGNA_BLAST_GRENADE: "Granát" STR_DYE_GRENADE: "Dymovnica" STR_PARTICLE_DISTURBANCE_GRENADE: "Časticový granát" STR_MAGNA_PACK_EXPLOSIVE: "Demolačná výbušnina" STR_PARTICLE_DISTURBANCE_SENSOR: "Senzor časticových porúch" STR_MEDI_KIT: "Lekárnička" STR_MC_DISRUPTOR: "Rušička M.K." STR_THERMAL_TAZER: "Tepelný omračovač" STR_GAUSS_PISTOL: "Gaussova pištoľ" STR_GAUSS_PISTOL_CLIP: "Zásobník gaussovej pištole" STR_GAUSS_RIFLE: "Gaussova puška" STR_GAUSS_RIFLE_CLIP: "Zásobník gaussovej pušky" STR_HEAVY_GAUSS: "Ťažký gaussov kanón" STR_HEAVY_GAUSS_CLIP: "Zásobník gaussovho kanóna" STR_SONIC_CANNON: "Sonický kanón" STR_CANNON_POWER_CLIP: "Zásobník sonického kanónu" STR_SONIC_BLASTA_RIFLE: "Sonická puška" STR_BLASTA_POWER_CLIP: "Zásobník sonickej pušky" STR_SONIC_PISTOL: "Sonická pištoľ" STR_PISTOL_POWER_CLIP: "Zásobník sonickej pištole" STR_DISRUPTOR_PULSE_LAUNCHER: "Disruptor" STR_DISRUPTOR_AMMO: "Munícia pre disruptor" STR_THERMAL_SHOK_LAUNCHER: "Termálny odpaľovač" STR_THERMAL_SHOK_BOMB: "Termálna bomba" STR_SONIC_PULSER: "Sonický pulzér" STR_ZRBITE: "Zrbit" STR_MC_READER: "Čítačka M.K." STR_VIBRO_BLADE: "Vibro čepeľ" STR_THERMIC_LANCE: "Termický vrták" STR_HEAVY_THERMIC_LANCE: "Tažký termický vrták" STR_AQUATOID_CORPSE: "Mŕtvola akvatoida" STR_GILLMAN_CORPSE: "Mŕtvola gillmana" STR_LOBSTERMAN_CORPSE: "Mŕtvola lobstermana" STR_TASOTH_CORPSE: "Mŕtvola tasotha" STR_CALCINITE_CORPSE: "Mŕtvola kalcinita" STR_DEEP_ONE_CORPSE: "Mŕtvola hĺbkomora" STR_BIODRONE_CORPSE: "Mŕtvola bio-drona" STR_TENTACULAT_CORPSE: "Mŕtvola chápadlovca" STR_TRISCENE_CORPSE: "Mŕtvola triscena" STR_HALLUCINOID_CORPSE: "Mŕtvola halucinoida" STR_XARQUID_CORPSE: "Mŕtvola xarkida" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Nedostatok munície pre PZS{SMALLLINE}Každý PZS vyžaduje {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Nedostatok vybavenia pre plné prezbrojenie jednotky" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Najprv musíte vynájsť{NEWLINE}{0}{NEWLINE}aby ste moholi vyrobiť{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Mimozemšťania zničili nechránenú základňu {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Hliadka X-Com objavila umiestnenie mimozemskej kolónie v {0}" STR_STANDOFF: "ODSTUP" STR_CAUTIOUS_ATTACK: "OPATRNÝ ÚTOK" STR_STANDARD_ATTACK: "ŠTANDARDNÝ ÚTOK" STR_AGGRESSIVE_ATTACK: "AGRESÍVNY ÚTOK" STR_DISENGAGING: "RUŠÍM PRENASLEDOVANIE" STR_UFO_HIT: "PONORKA ZASIAHNUTÁ!" STR_UFO_CRASH_LANDS: "MIMOZEMSKÁ PONORKA POTOPENÁ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Minimalizovať len pri odstupe" STR_UFO_RETURN_FIRE: "PONORKA MIMOZEMŠŤANOV OPÄTUJE PAĽBU!" STR_INTERCEPTOR_DAMAGED: ">>> PONORKA POŠKODENÁ <<<" STR_INTERCEPTOR_DESTROYED: ">>> PONORKA BOLA ZNIČENÁ <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "MIMOZEMSKÁ PONORKA UNIKÁ!" STR_LONG_RANGE_DETECTION: "Širokopásmová detekcia" STR_STORES_UC: "SKLADY" STR_DIFFICULTY_LEVEL: "Stupeň obtiažnosti" STR_INTERCEPT: "STÍHANIE" STR_BASES: "ZÁKLADNE" STR_GRAPHS: "GRAFY" STR_UFOPAEDIA_UC: "UFOPÉDIA" STR_OPTIONS_UC: "NASTAVENIA" STR_FUNDING_UC: "FINANCOVANIE" STR_5_SECONDS: "5 sek" STR_1_MINUTE: "1 min" STR_5_MINUTES: "5 min" STR_30_MINUTES: "30 min" STR_1_HOUR: "1 hod" STR_1_DAY: "1 deň" STR_XCOM_PERFORMANCE_ROSTER: "Rozpis výkonu X-Com" STR_ENTER_NAME: "Vložte meno" STR_PERFORMANCE_RATING: "Hodnotenie výkonu" STR_VICTORY_DATE: "Dátum víťazstva" STR_CHEMICAL_FLARE: "Chemická svetlica" STR_CHEMICAL_FLARE_UFOPEDIA: "Po odhodení, toto kompaktné zariadenie produkuje silné, jasné svetlo, ktoré dokáže vo veľkých hĺbkach alebo počas nočných misií odhaliť nepriateľské jednotky v okolí svetlice. " STR_MONTHLY_COSTS: "Mesačné náklady" STR_CRAFT_RENTAL: "Prenájom doku" STR_SALARIES: "Výplaty" STR_BASE_MAINTENANCE: "Údržba základne" STR_COST_PER_UNIT: "Jedn. cena" STR_QUANTITY: "Množstvo" STR_TOTAL: "Celkovo" STR_IN_PSIONIC_TRAINING: "Prebieha M.K. implantácia" STR_FRONT_ARMOR: "Predná zbroj" STR_LEFT_ARMOR: "Ľavá zbroj" STR_RIGHT_ARMOR: "Pravá zbroj" STR_REAR_ARMOR: "Zadná zbroj" STR_UNDER_ARMOR: "Spodná zbroj" STR_ROUNDS: "NÁBOJE" STR_UNIT: "JEDNOTKA> {0}" STR_ENERGY: "ENERGIA" STR_MORALE: "MORÁLKA" STR_ARMOR_: "ZBROJ> {0}" STR_FRONT_ARMOR_UC: "PREDNÁ ZBROJ" STR_LEFT_ARMOR_UC: "ĽAVÁ ZBROJ" STR_RIGHT_ARMOR_UC: "PRAVÁ ZBROJ" STR_REAR_ARMOR_UC: "ZADNÁ ZBROJ" STR_SKILLS: "SCHOPNOSTI> {0}" STR_LEVEL: "ÚROVEŇ> {0}" STR_HEAD: "HLAVA" STR_TORSO: "TELO" STR_RIGHT_ARM: "PRAVÁ PAŽA" STR_LEFT_ARM: "ĽAVÉ RAMENO" STR_RIGHT_LEG: "PRAVÁ NOHA" STR_LEFT_LEG: "ĽAVÁ NOHA" STR_PAIN_KILLER: "SEDATÍVA" STR_STIMULANT: "STIMULANT" STR_HEAL: "LIEČENIE" STR_TIME_UNITS_SHORT: "AB>{ALT}{0}" STR_WEIGHT: "Váha>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "REA>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "P.Schopnosť>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "P.Odol>{ALT}{0}" STR_ALIEN_ARTIFACT: "Mimozemský artefakt" STR_AMMO_ROUNDS_LEFT: "NÁBOJE:{NEWLINE}OSTÁVA{NEWLINE}VÝSTRELOV={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Sedatíva>{ALT}{0}{ALT}{NEWLINE}Stimulant>{ALT}{1}{ALT}{NEWLINE}Liečenie>{ALT}{2}" STR_THROW: "Hodiť" STR_AUTO_SHOT: "Auto-streľba" STR_SNAP_SHOT: "Bez mierenia" STR_AIMED_SHOT: "Mierená strela" STR_STUN: "Omráčiť" STR_PRIME_GRENADE: "Odistiť granát" STR_USE_SCANNER: "Použi senzor" STR_USE_MEDI_KIT: "Použi lekárničku" STR_LAUNCH_MISSILE: "Vypustiť torpédo" STR_ACCURACY_SHORT: "PRE>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Nedostatok akčných bodov!" STR_NOT_ENOUGH_ENERGY: "Nedostatok energie!" STR_NO_ROUNDS_LEFT: "Chýba munícia!" STR_NO_AMMUNITION_LOADED: "Nie je nabitá!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Munícia nevhodná pre túto zbraň!" STR_WEAPON_IS_ALREADY_LOADED: "Zbraň je už nabitá!" STR_NO_LINE_OF_FIRE: "Prekážka v dráhe strely!" STR_GRENADE_IS_ACTIVATED: "Granát je odistený!" STR_GRENADE_IS_DEACTIVATED: "Granát zaistený!" STR_THERE_IS_NO_ONE_THERE: "Nikto tam nie je!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Nie je možné používať mimozemský artefakt keď nie je preskúmaný našimi vedcami!" STR_OUT_OF_RANGE: "Mimo dosah!" STR_UNABLE_TO_THROW_HERE: "Nedá sa odhodiť!" STR_SET_TIMER: "Nastav časovač" STR_HIDDEN_MOVEMENT: "SKRYTÝ POHYB" STR_TURN: "ŤAH> {0}" STR_SIDE: "STRANA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Stlač tlačidlo na pokračovanie" STR_MIND_CONTROL: "Molekulárna kontrola" STR_PANIC_UNIT: "Skratovať implantát" STR_MORALE_ATTACK_SUCCESSFUL: "Úspešný útok na morálku" STR_MIND_CONTROL_SUCCESSFUL: "Skratovanie implantátu bolo úspešné" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}podľahol amoku" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}podlahla amoku" STR_HAS_PANICKED_MALE: "{0}{NEWLINE} spanikáril" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}spanikárila" STR_XCOM: "X-Com" STR_ALIENS: "Mimozemšťania" STR_RIGHT_HAND: "PRAVÁ RUKA" STR_LEFT_HAND: "ĽAVÁ RUKA" STR_RIGHT_SHOULDER: "PRAVÉ RAMENO" STR_LEFT_SHOULDER: "ĽAVÉ RAMENO" STR_BACK_PACK: "RUKSAK" STR_BELT: "OPASOK" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}je ovládaný mimozemšťanmi" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}je ovládaná mimozemšťanmi" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}stratil vedomie" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}stratila vedomie" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}zomrel na smrteľné zranenia" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}zomrela na smrtelné zranenie" STR_USE_MIND_PROBE: "Použi M.K. čítačku" STR_FATAL_WOUNDS: "SMRTEĽNÉ ZRANENIA" STR_UNDER_ARMOR_UC: "SPODNÁ ZBROJ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Akčné body rezervované pre rýchly výstrel" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Akčné body rezervované pre auto-streľbu" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Akčné body rezervované pre mierenú strelu" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Akčné body rezervované pre pokľaknutie" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "AB rezervované pre pokľaknutie a streľbu" STR_UNITS_IN_CRAFT: one: "{N} jednotka v X-Com transportéri" few: "{N} jednotky v X-Com transportéri" many: "{N} jednotiek v X-Com transportéri" other: "{N} jednotiek v X-Com transportéri" STR_UNITS_OUTSIDE: one: "{N} jednotka ostala vonku" few: "{N} jednotky ostali vonku" many: "{N} jednotiek ostalo vonku" other: "{N} jednotiek ostalo vonku" STR_UNITS_IN_ENTRANCE: one: "{N} jednotka pri vstupe" few: "{N} jednotky pri vstupe" many: "{N} jednotiek pri vstupe" other: "{N} jednotiek pri vstupe" STR_UNITS_IN_EXIT: one: "{N} jednotka v cieľovej oblasti" few: "{N} jednotky v cieľovej oblasti" many: "{N} jednotiek v cieľovej oblasti" other: "{N} jednotiek v cieľovej oblasti" STR_ABORT_MISSION_QUESTION: "Ukončiť misiu?" STR_CORPSE: "Mŕtvola" STR_UNLOAD_CRAFT: "Vyložiť" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}bol zabitý" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}bola zabitá." STR_HIT_MELEE: "Zásah" STR_GROUND: "ZEM" STR_LIVING_QUARTERS_PLURAL: "Ubytovne" STR_LIST_ITEM: "POLOŽKA" STR_ALL_ALIENS_KILLED_IN_CRASH: "Všetci mimozemšťania zahynuli pri havárii,{NEWLINE}Zahajujem automatické prehliadnutie miesta havárie." STR_RESET: "Reset" STR_MEMORIAL: "Pamätník" STR_DATE_UC: "DÁTUM" STR_SOLDIERS_RECRUITED_UC: "NAVERBOVANÝCH AKVANAUTOV>{ALT}{0}" STR_SOLDIERS_LOST_UC: "VOJENSKÉ STRATY>{ALT}{0}" STR_REMOVE_SELECTED: "Odstráň označené" STR_LIVE_ALIENS: "Živí{NEWLINE}jedinci" STR_DEAD_ALIENS: "Nepotrební{NEWLINE}jedinci" STR_UNDER_INTERROGATION: "Vo{NEWLINE}výskume" STR_CONTAINMENT_EXCEEDED: "LIMIT ZADRŽIAVACEJ CELY PRE MIMOZEMŠŤANOV BOL PREKROČENÝ!{SMALLLINE}Nedostatok miesta v {0}. Je potrebné odstrániť prevyšujúcich mimozemšťanov z cely (tí potom zahynú)." STR_MANAGE_CONTAINMENT: "Správa zadržiavacej cely" STR_STORAGE_EXCEEDED: "KAPACITA SKLADOV BOLA PREKROČENÁ!{SMALLLINE}Máme nedostatok miesta v {0}. Musíte predať nadbytočné predmety." STR_GO_TO_BASE: "Do základne" STR_MELEE_ACCURACY: "BOJ Z BLÍZKA" STR_SELL_PRODUCTION: "PREDAŤ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Obe ruky musia byť voľné!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Nedostatok predmetov pre kopírovanie šablóny!" STR_UNLOAD_WEAPON: "Vybiť zbraň" STR_ALL_ITEMS: "Všetky predmety" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položku vybavenia na palube tohto stroja." few: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položky vybavenia na palube tohto stroja." many: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položiek vybavenia na palube tohto stroja." other: "NA PALUBU SA NEZMESTÍ VIAC VYBAVENIA!{SMALLLINE}Máte povolených maximálne {N} položiek vybavenia na palube tohto stroja." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}RIADIACE CENTRUM BOLO ZNIČENÉ{NEWLINE}Dostaňte sa do vstupnej oblasti a ukončite misiu." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com nemôže budovať podmorské základne na pevnine" STR_UNABLE_TO_ENGAGE_DEPTH: "NEMÔŽE PRENASLEDOVAŤ PROTIVNíKA{NEWLINE}V TEJTO HĹBKE" STR_UNABLE_TO_ENGAGE_AIRBORNE: "NEMÔŽE PRENASLEDOVAŤ PROTIVNíKA{NEWLINE}VO VZDUCHU" STR_UNDERWATER_EQUIPMENT: "Toto vybavenie nebude fungovať na súši!" STR_LAND_EQUIPMENT: "Toto vybavenie nebude fungovať pod vodou!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personál" STR_CRAFT_ARMAMENT: "Plavidlá a výzbroj" STR_COMPONENTS: "Komponenty" STR_SOLDIERS_RECRUITED: "Naverbovaných akvanautov" STR_SOLDIERS_LOST: "Vojenské straty" STR_TOTAL_UFOS: "Zistených ponoriek" STR_TOTAL_ALIEN_BASES: "Objavených kolónii mimozemšťanov" STR_PSIONIC_STRENGTH_ABBREVIATION: "MKO" STR_PSIONIC_SKILL_ABBREVIATION: "MKS" FEMALE_CIVILIAN: "Civilista, Žena" MALE_CIVILIAN: "Civilista, Muž" DOCKER_CIVILIAN: "Civilista, Robotník" SAILOR_CIVILIAN: "Civilista, Námorník" STR_BIODRONE_MELEE_WEAPON: "Bio-dron zblízka" HALLUCINOID_WEAPON: "Zbraň halucinoida" STR_LOBSTERMAN_MELEE_WEAPON: "Lobsterman zblízka" CALCINITE_WEAPON: "Zbraň kalcinita" DEEP_ONE_WEAPON: "Zbraň hĺbkomora" STR_TRISCENE_MELEE_WEAPON: "Triscen zblízka" STR_TRIBIO_SONIC_WEAPON: "Mimozemská sonická zbraň" XARQUID_WEAPON: "Zbraň xarkida" TENTACULAT_WEAPON: "Zbraň chápadlovca" ZOMBIE_WEAPON: "Zbraň zombieho" ALIEN_PSI_WEAPON: "Mimozemská M.K. zbraň" ================================================ FILE: bin/standard/xcom2/Language/sv.yml ================================================ sv: STR_LEVIATHAN_UFOPEDIA: "TRANSPORT- OCH JAKTFARKOST MED BÅDE FLYG- OCH DJUPDYKNINGSFÖMÅGA. EN UTMÄRKT FUSION AV UTOMJORDISK OCH MÄNSKLIG TEKNOLOGI. ANVÄNDER ETT JONISKT DRIFTSYSTEM OCH ETT MAGNETISKT NAVIGATIONSSYSTEM." STR_BARRACUDA_UFOPEDIA: "DEN BRITTISKA BARRACUDAN DRIVS A SUPERVARMA LASERMOTORER. EN AV DE SNABBASTE JAKTFARKOSTERNA I VÄRLDEN SOM KAN BÅDE FLYGA OCH DYKA." STR_HAMMERHEAD_UFOPEDIA: "EN TRANSPORT- OCH JAKTFARKOST MED REKONSTRUERAT MAGNETNAVIGERINGSSYSTEM. EN LITEN KONTRUKTION MEN ETT TEKNISKT STORT FRAMSTEG." STR_TRITON_UFOPEDIA: "Triton, en trupp transport, utrustad med fulla atmosfäriska och akvatiska flygmotorer. Den stora kapaciteten och den robusta konstruktionen ser till att den är stöttepelaren i X-Com flottan." STR_MANTA_UFOPEDIA: "MANTA HÖGHASTIGHETSFARKOST. EN ENMANNAD, FLYGANDE UBÅT TILL JAKTFARKOST INSPIRERAD AV JON-DRIVNA UTOMJORDISKA SKEPP. ETT HÖGST EFFEKTIVT VAPEN I DEN ESKALERANDE KONFLIKTEN." STR_AJAX_UFOPEDIA: "Ajax torpeden är standard vapnet i undervattensstrid världen över. Används som ett pricksäkert och kraftfullt avskräckande medel." STR_DUP_HEAD_UFOPEDIA: "VAPENSYSTEM MED UTARMAT URAN I SPETSARNA ÄR RELATIVT NYTT. DETTA ÄR DET FÖRSTA KOMMERSIELLA UNDERVATTENSDESIGNADE VAPENSYSTEMET SOM UTNYTTJAR DETTA TILL FULLO." STR_CRAFT_GAS_CANNON_UFOPEDIA: "Ett komprimerad-gasdrivet kanonsystem som avfyrar fasta bultar med hög pansarbrytande förmåga." STR_PWT_CANNON_UFOPEDIA: "PULSVÅGSTORPEDEN KOMBINERAR ETT SUPERVARMT BRÄNSLESYSTEM MED EN EXTREMT TUNG STRIDSSPETS FÖR ATT SLÅ IGENOM DE FLESTA MATERIAL." STR_GAUSS_CANNON_UFOPEDIA: "GAUSS-VAPEN ÄR EN NYUTVECKLAD X-COM TEKNOLOGI. VAPNETS PARTIKELACCELERATORER DRIVS AV EN KOMPAKT FUSIONSREAKTOR SOM KYLS MED FLYTANDE KVÄVE." STR_SONIC_OSCILLATOR_UFOPEDIA: "EN KRAFTFULL LJUDOSCILLATOR SOM SKAPAR DÖDLIGA LJUDVÅGOR. FÖRSTÖR SITT MÅL GENOM ATT VIBRERA ISÄR SITT MÅLS MOLEKYLÄRA BYGGSTENAR." STR_AQUATOID_UFOPEDIA: "Akvatoiderna är uråldriga och fanns flera millennium innan människan tog sina första steg på jorden. Deras kompakta kroppar och runda anletsdrag visar släktskap med deras rymdburna bröder, Sectoiderna. Deras största styrka är den molekylära kontrollteknologin. Akvatoiderna är sterila och förökar sig genom genetisk modifikation, gärna på människor. Dessa experiment har gett upphov till flertalet hybrider." STR_AQUATOID_AUTOPSY: "Obduktion av Akvatoid" STR_AQUATOID_AUTOPSY_UFOPEDIA: "En detaljerad analys av varelsen tillåter att dra vissa grunläggande slutsatser. Det är en Sectoid, våra tidigare fiender, men kirurgiskt förändrad för att göra den till en vattenlevande varelse. Rudimentära lungor tillåter inandning av luft och rörlighet på land. Cybernetiska implantat i kroppen förstärker kroppens försvagade lemmar och organ. Eftersom alla exemplar vi fått in är identiska misstänker vi att dessa varelser är kloner." STR_GILLMAN_UFOPEDIA: "Denna märkliga varelse ser ut som en reptilliknande människa, kanske närbesläktad med oss själva. Den är väldigt stark och kan röra sig snabbt under vatten. Gälmän är en fullt utvecklad ras eftersom det finns både män och kvinnor av varierande ålder. Till skillnad från de andra vattenbaserade utomjordingarna visar de inga tecken på genetiska eller kirurgiska förändringar. Det är möjligt att vi ser en uråldrig avgrening på vår egen art." STR_GILLMAN_AUTOPSY: "Gälman obduktion" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Så fort operation började blev det tydligt att detta inte var någon utomjording, utan en uråldrig, förhistorisk art som försvann när däggdjuren tog över. Redan när dinosaurierna levde fanns Gälmännen: amfibiska, intelligenta och starka. Katastrofen som dödade dinosaurierna tvingade dessa varelser till en symbiotiskt överenskommelse med de nyanlända utomjordingarna. En liten elektronisk apparat är införd i skallen på dessa varelser." STR_LOBSTERMAN_UFOPEDIA: "Det här är en häpnadsväckande varelse, högre än en människa och med sex lemmar, som mest liknar en vattenlevande demon. Likheterna mellan denna varelse och jordens hummer har gett den smeknamnet Hummerman bland X-Com-trupperna. Det här är ett havsmonster. En noggrant utformad stridsvarelse med otrolig styrka och praktiskt taget osårbar för missiler. Bara dess klor kan krossa stål." STR_LOBSTERMAN_AUTOPSY: "Obduktion av Hummerman" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "När man tagit sig igenom dess nästan ogenomträngliga skal är denna varelse en förundrande konstruktion. Kraftfulla muskler omfamnar ett skelett av titanium och ett sofistikerat målangivelsesystem med en flerkanalig skanningsförmåga är direkt inkopplad i hjärnan. Facettögonen är skyddade av en plast hårdare än stål och det är uppenbart att dessa varelser rätt använda är så gott som ostoppbara. Djupt i varelsens kropp är flera apparater av okänd konstruktion och funktion." STR_TASOTH_UFOPEDIA: "Dessa smidiga och snabba varelser utgör huvuddelen av utomjordingarnas arme. Hundratals föds upp i massiva avelskärl djupt i havets kolonier. Tasothen är starkare än en människa och har en blodtörst olikt något annat på vår planet. Tasotherna är ofta i fronten av fiendens attacker och verkar aldrig tveka ens mot överväldigande odds." STR_TASOTH_AUTOPSY: "Tasoth obduktion" STR_TASOTH_AUTOPSY_UFOPEDIA: "Dissektionen visar en cybernetisk organism med märkliga krafter. Inuti kroppsöppningarna finns små kraftkällor, men inga direkta organ. Kraften sprids i kroppen genom ett bioelektriskt överföringssystem. När varelsen dör försvinner kraften och den blir en livlös trasdocka av löst, utomjordiskt kött och kroppsvätskor. Den andra interna delen är ett par keramiska celler, som när de tillförs ström återupplivar varelsen för ett ögonblick." STR_DEEP_ONE_UFOPEDIA: "Djuphavsvarelsen är en biologisk mardröm framtagen av de gränslösa Akvatoidernas experiment. Vi har haft kontakt med flera variationer av denna varelse. Efter undersökningar har vi konstaterat att det verkar vara genetiskt framtagna.\nDe ökar i antal när inkräktarna fångat in levande människor.\nVarje individuell varelse är beväpnad med en elektriskt laddad stöt som är kraftfull nog att döda en akvanaut." STR_DEEP_ONE_AUTOPSY: "Djuphavsvarelse obduktion" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Varelsen är en transplantation av en människa och en utomjordisk organism. Den mänskliga hjärnan ändras för att göra plats för kontrollmekanismer och en utomjordisk hjärnbark.\nTransplantationen möjliggör att det utomjordiska fostret konsumerar den mänskliga värden när det växer. Skinnet är oorganiskt men extremt starkt och flexibelt. \nAlla spår av den mänskliga kroppen verkar i slutändan vara försvunna förutom två, ögonen." STR_BIODRONE_UFOPEDIA: "Bio-drönaren är en skapelse som bara ett omänskligt sinne kunnat konstruera. En hjärna (Mänsklig eller utomjordisk) placeras i en behållare med livmodersvätska vilken monteras på en plattform som kan sväva både på land och under vatten. Varje Bio-drönare är beväpnad med en kraftfull ljudkanon som är delvis mekanisk, delvis organisk. Våra forskare menar att vapnet drivs a hjärnorganismens stämband. Denna pricksäkra och envisa vakthund används för att skydda utomjordingarnas mest värdefulla tillgångar." STR_BIODRONE_AUTOPSY: "Bio-drönare obduktion" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Teorin om att ljudkanonen är biologisk är sann. Denna stackars varelse skriker bokstavligen ihjäl sina fiender. Varje exemplar har ärr från stora kirurgingrepp och saknar delar. Utomjordingarna verkar alltså stympa hjärnorna till lydnad. De flesta har utomjordisk hjärnbark, men inget är värre än att hitta ett mänskligt exemplar. Bio-drönaren drivs an en jonisk motor och har någon sorts system för fjärrstyrning." STR_TENTACULAT_UFOPEDIA: "Inte ens den djupaste av Lovecraftianska mardrömmar kunde ge upphov till denna obeskrivbara varelse. Den värld som skulle kunna naturligt forma denna varelse är bortom allt förstånd. Tentaculaten anfaller med sina långa tentakler som paralyserar dess offer och förvandlar det till ett själlöst ting. Denna avkomma kan döda vid beröring, även genom pansar. Tentaculaten är den mest skräckinjagande utomjording som påträffats av X-Com." STR_TENTACULAT_AUTOPSY: "Tentaculat obduktion" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Obduktionen avslöjade små cybernetiska implantat införda i varelsens stora hjärna. Synen utgörs av en komplicerad kombination av synligt ljus och värmebildsupptagning. Även i de mörkaste vatten kan detta monster navigera med osviklig pricksäkerhet. Mindre organ verkar fylla ett minimum av funktion för att överleva. En mage med yttre mynning antyder att varelsen matas av sina ägare." STR_CALCINITE_UFOPEDIA: "Likt förlorade djuphavsdykare döljer sig dessa varelser på havets botten för lovligt byte. Ett slag från Calcinitens sylvassa stålklor kan fälla även den bäste dykaren.\nI maskens fönster syns en grön gelatinliknande vätska virvla omkring. Vad som döljer sig under dräkten är en gåta." STR_CALCINITE_AUTOPSY: "Calcinite obduktion" STR_CALCINITE_AUTOPSY_UFOPEDIA: "När dräkten väl tagits av visar sig Calciniten vara en stor, oformlig klump av protoplasma. Varken hjärna, lem eller sensoriska organ hittas. Bara en liten metallkomponent påträffas i klumpens mitt.\nVi kan bara gissa oss till varelsens egentliga härkomst." STR_TRISCENE_UFOPEDIA: "Denna tvåbenta reptil är en rest från dinosaurietiden, Krita-perioden närmare bestämt. Den kan vistas både på land och i vatten och är beväpnad med skjutvapensystem och sylvassa metalltänder.\nDessa varelser utgör ofta kärntruppen när utomjordingarna attackerar på land med sina tunga och dödliga vapen." STR_TRISCENE_AUTOPSY: "Triscene obduktion" STR_TRISCENE_AUTOPSY_UFOPEDIA: "När vi obducerar Triscenen visar den sig vara en uråldrig varelse innehållandes cybernetiska implantat och vapensystem. Dess minimala hjärna kompletteras med en datormodul som monterats på kontrollanordningen varelsen bär. Triscenens hårda skinn, jaktinstinkt och vapensystem gör den till en livsfarlig fiende i alla miljöer." STR_HALLUCINOID_UFOPEDIA: "Inkräktarna verkar ha odlat dessa naturliga havsvarelser till biologiska vapen. Bli inte lurad av dess harmlösa utseende, tentaklerna kan döda med sitt isande gift." STR_HALLUCINOID_AUTOPSY: "Hallucinoid obduktion" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Inuti de många gelatinlagren hittar vi en kraftfull kemikalie med frysande egenskaper. Kroppens mjuka hölje verkar känsligt för värmebaserade attacker." STR_XARQUID_UFOPEDIA: "Xarquiden är ett vackert men farligt monster, genetiskt modifierat från Jordens egna varelser. Den snabbt simmande giganten innehar en arsenal bestående av siktskymmande bläckspruta och en joniserad partikelattack.\nDe verkar främst strida tillsammans med Gällmännen. " STR_XARQUID_AUTOPSY: "Xarquid obduktion" STR_XARQUID_AUTOPSY_UFOPEDIA: "Denna gigantiska pärlbåtssnäcka har ändrats genom utomjordisk dopning och kirurgiska ingrepp. Gällmännen har installerat mekaniska kontrollsystem för att styra denna organiska vapenplattform. Dess hårda skal och simförmåga gör den till en dödlig fiende." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Utomjordingarnas flygande ubåtar förlitar sig på komplexa energisystem för att driva dem i hög hastighet genom vattendjupen. Grundfunktionen är en jonförflyttare som använder Zrbite som en katalysator för att flytta vattenmassorna hundra gånger dess volym per sekund.\nDenna enorma kraft gör att utomjordingarna utklassar de flesta av våra ubåtar fartmässigt. Vi kan replikera detta drivsystem med akvaplast och Zrbite-kristaller." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Den här anordningen genererar ett sfär-format magnetiskt fält med en radie på 1000 meter runt ubåten. Navigatören länkas direkt till maskinen igenom och \"känner\" sig igenom det ogenomträngliga djuphavet.\nGränsnittet går genom modifierad utomjordisk hjärnsubstans som kommunicerar direkt med navigatörens hjärna via en neural länk." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Varje farkost har en kameleont-liknande struktur likt havsdjur och är konstruerade av akvaplast. Varje ubåt fungerar som en organism där besättningen och skeppet agerar i harmoni. Dessa system kan replikeras och vi kan utveckla en hybridteknik för att komma ikapp inkräktarna teknikmässigt." STR_ALIEN_CRYOGENICS_UFOPEDIA: "De oräkneliga utomjordingar som gömts på Jorden har hållits vid liv genom att frysas ner. De stängs in i individuella enheter som efter våra undersökningar kan vara så gamla som 60 miljoner år." STR_ALIEN_CLONING_UFOPEDIA: "Många av varelserna vi fångat är identiska ner till DNA-nivå. Celler från frusna genbanker placeras i kloningsenheten. Vissa enheter innehåller antingen människor eller delar av dem. Det är mycket möjligt att ändamålet är att skapa en mänsklig/utomjordisk hydrid." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Med Molekylära Kontroll Implantat som finns i utomjordingarnas skallar kan information matas rakt in i hjärnan. Färskt klonade varelser förs till dessa maskiner för att få grundläggande kunskap om krig och vetenskap inpräntade i sina tomma sinnen." STR_ALIEN_IMPLANTER_UFOPEDIA: "Denna maskin används för att operera in Molekylära Kontroll Implantat, befrukta reproducerande varelser och ta bort samt lägga till organ och elektronik i alla sorters organismer.\nVi trodde först att proceduren utfördes på sövda patienter men istället verkar offret högst medveten under operationen och tyvärr verkar maskinen perfekt anpassad till den mänskliga anatomin." STR_EXAMINATION_ROOM_UFOPEDIA: "Vi vet nu varför utomjordingarna kidnappar människor. Vi är inte mat eller gödning till deras embryon. Istället är vi basen för en mängdvarelser och kontrollsystem. Deras teknologi baseras på ett delat sinne och intellekt och den mänskliga hjärnan är ett idealiskt medium för detta system. Människans hjärnsubstans används i de flesta utomjordiska datorsystem för dataförvaring. Resten används för expansion och reproduktion." STR_AQUA_PLASTICS_UFOPEDIA: "Alienubåtar och strukturer använder ett otroligt starkt, flexibelt och hållbart material för den största delen av sin konstruktion. Akvaplast är komplexa multi-bindande och Zrbite-katalyserade material. Täta, men lätta, ämnet har styrka över även Titan eller Kevlar." STR_ZRBITE_UFOPEDIA: "Det här är en legering av utomjordiskt ursprung, delvis guld och delvis utomjordiskt biomaterial. När den används som kraftkälla, kommer små mängder att generera mer kraft än en kärnkraftsenhet som är 10 gånger så stor. Det är bortom vår tekniska förmåga att replikera detta material eftersom de flesta av dess beståndsdelar är av utomjordiskt ursprung." STR_ALIEN_ORIGINS_UFOPEDIA: "Utomjordingarna slår till jorden runt, med hänsynslös effektivitet. Vi har inte lyckats fastslå deras utgångspunkt. Kan den vara i något hav för djupt för oss att finna? Av de organismer vi påträffat är inte alla av utomjordisk härkomst, några är från evolutionsgrenar vi trott sedan länge utdöda. Vi har att göra med ett hot som legat i dvala i årtusenden, en subtil symbios mellan människa och det utomjordiska. Djupt i haven ligger uråldriga förläggningsplatser utomjordingarna använder för att kommunicera med sina avlägsna släktingar från stjärnorna. Var och en av dessa tolv platser huserar en Synomium-anordning, en kraftfull utomjordisk teknologi. Med deras krigsmaskineri nu på marsch håller utomjordingarna på att återaktivera dessa förläggningar, för att vidga sitt molekylära kontrollnät, och vi måste förstöra dessa förläggningar till varje pris." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "För sextiofem miljoner år sedan skickades ett väldigt koloniskepp till Jorden från en avlägsen utomjordisk värld. När det enorma skeppet närmade sig den unga planeten orsakade ett massivt och våldsamt solutbrott stora navigationsproblem för skeppet. Lamslaget och ur kontroll störtade den väldiga massan genom stratosfären och ner genom kritaperiodens himmel. På jordytan riktades ögonen från oräkneliga livsformer mot skyn medan deras domedag kraschade in i marken. Ett väldigt dammoln förmörkade atmosfären och i den efterföljande nedkylningen dukade dinosaurierna under. Men det fyra hundra miljarder ton tunga T'leth förstördes inte i nedslaget då sofistikerade superdatorer initierade en kryogenisk sömncykel för varelserna djupt i dess lastutrymmen. Och genom eonerna väckte datorerna då och då små grupper av utomjordingar, för att förska upprätta kommunikation med sina kusiner från stjärnorna - men förväges, då utomjordingarnas högsäte sov vidare." STR_TLETH_THE_ALIEN_CITY: "T'leth, utomjordingarnas stad" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "T'leth, det enorma utomjordiska koloniskeppet, ligger begravt i Sigsbee Deep i Mexikanska golfen. I hjärtat av staden finns en utomjordisk skräck, så avskyvärd och så mäktig att inte ens döden kan ta den. I en kammare av utomjordiskt metall ligger den store drömmaren, den ultimata utomjordingen, och sover. Att lyfta T'leth över vågorna kommer att starta hans återupplivningscykel, och när han väl har återuppstått kommer han att vara ostoppbar. Även om han inte är levande och på något sätt inte död, kontrollerar utomjordingen utomjordingsarmén. Den märkliga tekniken för molekylär kontroll förbinder alla utomjordingar med det enda sinnet och det enda sinnet med alla utomjordingar. Genetiskt muterade utomjordiska/mänskliga foster förser utomjordingen med energi och bildar länken mellan härskaren och hans undersåtar. Myten om den ultimata utomjordingen har funnits i människans hjärtan och sinnen i århundraden, men havet har alltid dolt den ultimata sanningen." STR_CENTER_ON_SITE_TIME_5_SECONDS: "CENTRERA PÅ PLATS-TID=5 s" STR_CANCEL_UC: "AVBRYT" STR_NONE: "Inga" STR_UNKNOWN: "Okänd" STR_POOR: "Dålig" STR_AVERAGE: "Genomsnitt" STR_GOOD: "Bra" STR_EXCELLENT: "Utmärkt" STR_BUILD_NEW_BASE_UC: "BYGG NY BAS" STR_BASE_INFORMATION: "BASINFORMATION" STR_EQUIP_CRAFT: "UTRUSTA U-BÅT" STR_BUILD_FACILITIES: "BYGG ANLÄGGNINGAR" STR_RESEARCH: "FORSKNING" STR_MANUFACTURE: "TILLVERKNING" STR_TRANSFER_UC: "ÖVERFÖR" STR_PURCHASE_RECRUIT: "KÖP/ANSTÄLL" STR_SACK: "AVSKEDA" STR_SELL_SACK_UC: "SÄLJ/AVSKEDA" STR_GEOSCAPE_UC: "GEOVY" STR_NAME: "Namn" STR_AREA: "Område" STR_BUILD_NEW_BASE: "Bygg ny bas" STR_CANCEL: "Avbryt" STR_COST_UC: "KOSTNAD>" STR_CONSTRUCTION_TIME_UC: "BYGGTID>" STR_DAY: one: "{N} dag" other: "{N} dagar" STR_HOUR: one: "{N} timm" other: "{N} timmar" STR_MAINTENANCE_UC: "UNDERHÅLL>" STR_OK: "OK" STR_INSTALLATION: "Installation" STR_CURRENT_RESEARCH: "NUVARANDE FORSKNING" STR_SCIENTISTS_AVAILABLE: "Forskare Tillgängliga>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Forskare Tilldelade>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Laboratoriumutrymme Tillgängligt>{ALT}{0}" STR_RESEARCH_PROJECT: "FORSKNINGSPROJEKT" STR_SCIENTISTS_ALLOCATED_UC: "FORSKARE TILLDELADE" STR_PROGRESS: "UTVECKLING" STR_NEW_PROJECT: "Nytt projekt" STR_CANCEL_PROJECT: "AVBRYT PROJEKT" STR_NEW_RESEARCH_PROJECTS: "NYA FORSKNINGSPROJEKT" STR_SCIENTISTS_AVAILABLE_UC: "FORSKARE TILLGÄNGLIGA>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "LABORATORIEPLATSER TILLGÄNGLIGA>{ALT}{0}" STR_INCREASE: "Öka" STR_DECREASE: "Minska" STR_START_PROJECT: "STARTA PROJEKT" STR_CURRENT_PRODUCTION: "NUVARANDE PRODUKTION" STR_ENGINEERS_AVAILABLE: "Tekniker tillgängliga>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Tekniker tilldelade>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Verkstadsutrymme tillgängligt>{ALT}{0}" STR_CURRENT_FUNDS: "Nuvarande tillgångar>{ALT}{0}" STR_ITEM: "FÖREMÅL" STR_ENGINEERS__ALLOCATED: "Tekniker tilldelade" STR_UNITS_PRODUCED: "Enheter producerade" STR_TOTAL_TO_PRODUCE: "Totalt att producera" STR_COST__PER__UNIT: "Kostnad{NEWLINE}per{NEWLINE}enhet" STR_DAYS_HOURS_LEFT: "Dagar/Timmar kvar" STR_NEW_PRODUCTION: "Ny produktion" STR_PRODUCTION_ITEMS: "Produktionsföremål" STR_CATEGORY: "KATEGORI" STR_START_PRODUCTION: "STARTA PRODUKTION" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Teknikertimmar att producera en enhet" STR_COST_PER_UNIT_: "Kostnad per enhet>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "VERKSTADSUTRYMME SOM KRÄVS>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "SPECIALMATERIEL KRÄVS" STR_ITEM_REQUIRED: "FÖREMÅL KRÄVS" STR_UNITS_REQUIRED: "ENHETSKRAV" STR_UNITS_AVAILABLE: "ENHETER TILLGÄNGLIGA" STR_STOP_PRODUCTION: "STOPPA PRODUKTION" STR_ENGINEERS_AVAILABLE_UC: "TEKNIKER TILLGÄNGLIGA>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "VERKSTADSUTRYMME TILLGÄNGLIGT>{ALT}{0}" STR_MONTHLY_PROFIT: "MÅNATLIG VINST>{ALT}{0}" STR_INCREASE_UC: "ÖKA" STR_DECREASE_UC: "MINSKA" STR_UNITS_TO_PRODUCE: "Enheter att producera" STR_PURCHASE_HIRE_PERSONNEL: "Köp/Anställ Personal" STR_COST_OF_PURCHASES: "Kostnad per köp>{ALT}{0}" STR_COST_PER_UNIT_UC: "KOSTNAD PER ENHET" STR_QUANTITY_UC: "KVANTITET" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "PERSONAL TILLGÄNGLIG:PERSONAL TOTAL>" STR_SOLDIERS: "Akvanauter" STR_SCIENTISTS: "Forskare" STR_ENGINEERS: "Tekniker" STR_SPACE_USED_SPACE_AVAILABLE: "UTRYMME ANVÄNT:UTRYMME TILLGÄNGLIGT>" STR_LIVING_QUARTERS: "Logement" STR_STORES: "Förråd" STR_LABORATORIES: "Laboratorier" STR_WORK_SHOPS: "Verkstäder" STR_HANGARS: "Flygande ubåtsdocka" STR_SHORT_RANGE_DETECTION: "Kortdistans Sonar" STR_DEFENSE_STRENGTH: "Försvarstyrka" STR_TRANSFERS_UC: "ÖVERFÖRINGAR" STR_TRANSFERS: "Överföringar" STR_ARRIVAL_TIME_HOURS: "Ankomsttid (timmar)" STR_COST_: "Kostnad>{ALT}{0}" STR_AREA_: "Område>{ALT}{0}" STR_BASE_NAME: "Basens namn?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "VÄLJ POSITION FÖR LUFTSLUSS" STR_TRANSFER: "Överför" STR_AMOUNT_TO_TRANSFER: "ANTAL ATT ÖVERFÖRA" STR_SELECT_DESTINATION_BASE: "Välj destinationsbas" STR_COST: "Kostnad" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: Cydonias undergång" STR_INTRO_3: "En segerrik X-Com, som har förstört kärnan av den Utomjordiska krigsmaskinen, åker hem. Dock, allt är inte dött i den förstörda Marsian basen." STR_INTRO_4: "En kraftfull takyonstråle strömmar från spillrorna av det Cydonianska nervcentrumet - rusande genom tomrummet. Destinationen............" STR_INTRO_5: "Jorden." STR_INTRO_6: "Djupt nere i havet träffar strålen en mottagare som varit inaktiv under lång tid. Stora sovande datorer börjar vakna till liv. I djupet, utom synhåll för människor, påbörjar stora kamrar med sovande utomjordingar sin långa återupplivningscykel." STR_INTRO_7: "2040: En ignorant Jord. Terrorn från kriget med utomjordingarna är glömt. Men, i de förlorade och gömda platserna under havet är de utomjordiska horderna redo att störta mänskligheten och ta över världen." STR_INTRO_8: "Utomjordingarna attackerar mänskligheten, letar efter försökspersoner för sina sjukliga experiment, plundrar jorden på värdefulla mineraler och resurser och rövar från haven. Sedan riktar utomjordingarna blicken mot vågorna." STR_INTRO_9: "Kraftfulla flygande ubåtar med märklig design färdas över haven – letar, söker, jagar..." STR_INTRO_10: "När de hittar ett byte attackerar de." STR_INTRO_11: "Konstiga nya vapen används mot en försvarslös värld. Vi är helt i händerna på det främmande hotet.{NEWLINE}Endast en organisation kan rädda oss, men vi vände dem ryggen för länge sedan......" STR_INTRO_12: "X-COM:s experimentella undervattensanläggning" STR_INTRO_13: "'Mayday! Mayday!' 'Det här är den transatlantiska fartygen Hyperion'. 'Vi blir anfallna'. 'Mayday! Mayd............'" STR_INTRO_14: "”Kommandocentral till ubåt ett: Öppna dörrarna till havet”, ”sätt in Barracuda Zero One. Vi har en situation med utomjordisk attack – rött läge”.{NEWLINE}”Jag upprepar: rött läge”" STR_INTRO_15: "Aliens är hänsynslösa i sin effektivitet..." STR_INTRO_16: "...ofelbara i sin noggrannhet" STR_INTRO_17: "”Barracuda Zero One till basen” – ”närmar sig det som återstår av Hyperion”." STR_INTRO_18: "”Saktar in”.{NEWLINE}”Två meter”.{NEWLINE}”En meter”.{NEWLINE}”Alla akvanauter, förbered er för omedelbar insats”." STR_INTRO_19: "...........’Luftslussen klar’...’närmar sig vraket’.{NEWLINE}’Herregud!’{NEWLINE}’Ser du de där varelserna på min dräktkamera?’" STR_GAMEOVER_1: "Vi har misslyckats, utomjordingarna har krossat våra sista förhoppningar om räddning.{NEWLINE}X-Com är förstört och jorden ligger under den uråldriga fiendens fötter." STR_GAMEOVER_2: "T'leth dundrar högt upp i stratosfären och börjar röra sig över jordens yta. Den sprider död och skördar resterna av mänskligheten. Djupt inne i dess inre börjar det mordiska främmande sinnet vakna till liv." STR_GAMEOVER_3: "I alla nationers huvudstäder utarbetas desperata planer. Allt är förgäves, utan den teknik som X-Com-forskningsprojektet tillhandahåller är våra vapen verkningslösa." STR_GAMEOVER_4: "Utomjordingarna etablerar baser vid polarna och börjar smälta isen, världen kommer att förvandlas till ett stort hav. Resterna av mänskligheten samlas ihop och används i avskyvärda avelsexperiment för okända utomjordiska syften. Himlen mörknar och en mäktig pest drabbar jordens länder." STR_GAMEOVER_5: "Vi kan inte göra motstånd mot den nya världsordningen, och de som försöker möter ett våldsamt öde i händerna på obegripliga utomjordiska vapen. För resten av oss finns ingen sådan välsignad befrielse, moder jord blir en främmande värld och mänskligheten går under i en krypande skräck." STR_OUTRO_1: "Graven, ödelagd och förstörd, ett bubblande vrål kommer från kistan i dess centrum.{NEWLINE}Ni dårar kommer alla att förgås...................." STR_OUTRO_2: ".................ingen kan undkomma." STR_OUTRO_3: "En enorm explosion bryter ut från graven och skakar om staden, skräp och rök fyller luften. Utomjordingarnas planer går i stöpet..." STR_OUTRO_4: "T'leths vindlande storhet börjar spricka. Flammor och rök sprutar ut från dess glänsande spiror och adamantiumhallar." STR_OUTRO_5: "Den mäktiga utomjordiska fästningen störtar mot havet, skriken från plågade metaller och själar fyller luften. Den store drömmaren kommer inte längre att drömma om att erövra världen." STR_OUTRO_6: "En sista öronbedövande ljudvåg och T'leth slits itu.{NEWLINE}Hotet från utomjordingarna är borta, Jorden är renad.................." STR_OUTRO_7: "En sömnig blågrön planet, i ett avlägset hörn av galaxen." STR_OUTRO_8: "Den nära framtiden, en säker plats att vara på." STR_OUTRO_9: "Det utomjordiska hotet mot jorden har sedan länge besegrats." STR_OUTRO_10: "Stora metropoler som städer huserar miljarder människor." STR_OUTRO_11: "X-Coms bedrifter och kriget mot utomjordingarna är ämnen som hör hemma i barnböcker." STR_OUTRO_12: "Men legender har alltid haft en tendens att innehålla ett korn av sanning..." STR_RISE_1: "T'leth, kallad många saker i många legender från många länder." STR_RISE_2: "Med ett explosivt skrik som ekar över hela världen börjar T'leth stiga upp från havsbotten." STR_RISE_3: "Den enorma byggnaden reser sig ur vattnet i Mexikanska golfen." STR_RISE_4: "400 miljarder ton utomjordisk metall, den mäktiga främmande staden där den ultimata främmande varelsens sovande kropp ligger. Fängslad på jorden i 65 miljoner år börjar denna avskyvärda rymdgud att röra på sig." STR_RISE_5: "Vattnet kokar och bubblar när den Store drömmarens grav träder fram i ljuset................" STR_RISE_6: ".........ett ljus som kommer att vara kortlivat om inte X-Com kan förstöra utomjordingarnas krigsmaskin." STR_YOU_HAVE_FAILED: "Du har misslyckats med att stoppa utomjordingarnas krigsmaskin. Finansieringsorganisationerna, som är desillusionerade över din förmåga, försöker förhandla fram en icke-militär lösning med utomjordingarna. Invasörerna har en helt annan agenda och snart är hela världen medveten om sanningen..." STR_TOTAL_UC: "TOTAL" STR_INCOME: "Inkomst" STR_EXPENDITURE: "Utgifter" STR_MAINTENANCE: "Underhåll" STR_BALANCE: "Saldo" STR_UFO_ACTIVITY_IN_AREAS: "Utomjordisk aktivitet i hav" STR_UFO_ACTIVITY_IN_COUNTRIES: "Utomjordisk aktivitet i zoner" STR_XCOM_ACTIVITY_IN_AREAS: "X-Com-aktivitet i hav" STR_XCOM_ACTIVITY_IN_COUNTRIES: "X-Com-aktivitet i zoner" STR_FINANCE: "Finans" STR_DATE_FIRST: "{0}:a" STR_DATE_SECOND: "{0}:a" STR_DATE_THIRD: "{0}:e" STR_DATE_FOURTH: "{0}:e" STR_FINANCE_THOUSANDS: "$1000's" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Otillräckligt med specialmaterial för att producera{NEWLINE}{0}{NEWLINE}i{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Otillräckligt med pengar för att producera{NEWLINE}{0}{NEWLINE}i{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Produktion av {NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}är avklarad" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Konstruktion av{NEWLINE}{0}{NEWLINE}på{NEWLINE}{1}{NEWLINE}är slutförd" STR_OK_5_SECONDS: "OK - 5 s" STR_RESEARCH_COMPLETED: "Forskning avslutad" STR_VIEW_REPORTS: "GRANSKA RAPPORTER" STR_WE_CAN_NOW_RESEARCH: "Vi kan nu undersöka" STR_WE_CAN_NOW_PRODUCE: "Vi kan nu producera" STR_SUNDAY: "SÖNDAG" STR_MONDAY: "MÅNDAG" STR_TUESDAY: "TISDAG" STR_WEDNESDAY: "ONSDAG" STR_THURSDAY: "TORSDAG" STR_FRIDAY: "FREDAG" STR_SATURDAY: "LÖRDAG" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Inte tillräckligt med {0} för att fylla på {1} i {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Inte tillräckligt med {0} för att rusta om {1} i {2}" STR_UFO_IS_NOT_RECOVERED: "Utomjordisk u-båt inte inhämtat" STR_UFO_IS_RECOVERED: "Utomjordisk u-båt inhämtat" STR_CRAFT_IS_LOST: "Flygande u-båt förlorad" STR_TERROR_CONTINUES: "Utomjordisk aktivitet fortsätter" STR_ALIENS_DEFEATED: "Utomjordingar besegrade" STR_BASE_IS_LOST: "Basen är förlorad" STR_BASE_IS_SAVED: "Basen är räddad" STR_ALIEN_BASE_STILL_INTACT: "Utomjordisk koloni fortfarande intakt" STR_ALIEN_BASE_DESTROYED: "Utomjordisk koloni förstörd" STR_ALIENS_KILLED: "UTOMJORDINGAR DÖDADE" STR_ALIEN_CORPSES_RECOVERED: "UTOMJORDISKA KROPPAR INHÄMTADE" STR_LIVE_ALIENS_RECOVERED: "LEVANDE UTOMJORDINGAR INFÅNGADE" STR_ALIEN_ARTIFACTS_RECOVERED: "UTOMJORDISKA FÖREMÅL BESLAGTAGNA" STR_ALIEN_BASE_CONTROL_DESTROYED: "UTOMJORDINGSKOLONIENS KONTROLLENHET FÖRSTÖRD" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "UTOMJORDISK SYNOMIUM APPARAT FÖRSTÖRD" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "MISSLYCKADE ATT FÖRSTÖRA SYNOMIUM APPARAT" STR_CIVILIANS_KILLED_BY_ALIENS: "CIVILA DÖDADE AV UTOMJORDINGAR" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "CIVILA DÖDADE AV X-COM-AGENTER" STR_CIVILIANS_SAVED: "CIVILA RÄDDADE" STR_XCOM_OPERATIVES_KILLED: "X-COM-AGENTER DÖDADE" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "X-COM AGENTER SAKNADE I STRID" STR_TANKS_DESTROYED: "X-COM VAPENPLATFORM FÖRSTÖRD" STR_XCOM_CRAFT_LOST: "X-COM U-BÅT FÖRLORAD" STR_UFO_RECOVERY: "BÄRGNING AV UTOMJORDISK UBÅT" STR_ALIEN_BASE_RECOVERY: "UTVINNING AV UTOMJORDISK KOLONI" STR_BASE_UNDER_ATTACK: "{0} är under attack!" STR_BASE_DEFENSES_INITIATED: "BASFÖRSVAR INLETT" STR_FIRING: "AVFYRAR" STR_HIT: "TRÄFF!" STR_UFO_DESTROYED: "UTOMJORDISK U-BÅT FÖRSTÖRD!" STR_MISSED: "MISS!" STR_SELL_ITEMS_SACK_PERSONNEL: "Sälj Föremål/Avskeda Personal" STR_VALUE_OF_SALES: "SÄLJVÄRDE>{ALT}{0}" STR_FUNDS: "TILLGÅNGAR>{ALT}{0}" STR_SELL_SACK: "Sälj/Avskeda" STR_VALUE: "Värde" STR_CRAFT_: "FLYGANDE UBÅT> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "BÄRGNING AV KRASCHAD UTOMJORDISK UBÅT" STR_UFO_CRASH_RECOVERY_BRIEFING: "EXTREM FÖRSIKTIGHET - Det kommer att finnas utomjordingar i ubåten och runt om på platsen. Uppdraget är slutfört när alla fiendeenheter har eliminerats eller neutraliserats. Därefter kan återvinningen av ubåtens rester, teknik och utomjordiska lik påbörjas. För att avbryta uppdraget, återför X-Com-akvanauterna till ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_UFO_GROUND_ASSAULT: "ATTACK MOT UTOMJORDISK UBÅT" STR_UFO_GROUND_ASSAULT_BRIEFING: "Utforska nedslagsplatsen och försök om möjligt ta dig in i den utomjordiska ubåten. Uppdraget är lyckat när alla fiendeenheter har eliminerats eller neutraliserats. Därefter kan du påbörja bärgningen av den främmande ubåten, artefakterna och de främmande liken. För att avbryta uppdraget, återför X-Com-akvanauterna till ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_BASE_DEFENSE: "BASFÖRSVAR" STR_BASE_UC_: "BAS> {0}" STR_BASE_DEFENSE_BRIEFING: "En utomjordisk farkost som har landat i närheten. Vår bas är i allvarlig fara. Enligt standardförfarande har all icke-stridspersonal och fungerande X-Com-ubåtar evakuerats. Utomjordingar kommer att gå in i basen via ubåtsdockor eller luftslussar. Försvara basen och dess vitala installationer till varje pris - det här är en kamp till döden. Om du klickar på ikonen \"Överge Uppdrag?\" ger du upp och förlorar basen." STR_ALIEN_COLONY_ATTACK_MISSION: "ATTACKUPPDRAG MOT UTOMJORDISK KOLONI" STR_ALIEN_BASE_ASSAULT: "UTOMJORDISK KOLONI DEL ETT" STR_ALIEN_COLONY_P1_BRIEFING: "Det här uppdraget är en räd mot en utomjordisk koloni. Det finns två nivåer på platsen. Få alla akvanauter till den lysande utgången i den första anläggningen och klicka på ikonen ”Avbryt uppdrag” för att fortsätta. All utrustning som lämnas kvar kommer att ligga kvar på havsbotten tills den andra delen är klar. För att avsluta, placera akvanauterna i ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_ALIEN_COLONY_P2: "UTOMJORDISK KOLONI DEL TVÅ" STR_ALIEN_COLONY_P2_BRIEFING: "Efter att ha klarat den första nivån och kommit in i koloniens kärna är uppdraget nu att förstöra kontrollcentret, Synomium-enheten, eller eliminera alla utomjordingar. För att avbryta uppdraget placerar du alla akvanauter på startpunkten och klickar på ikonen ”Avbryt uppdrag”. All användbar X-Com-utrustning återförs till basen." STR_ALIENS_LAUNCH_PORT_TERROR: "UTOMJORDINGAR INLEDER{NEWLINE}HAMNATTACK PÅ" STR_PORT_TERROR: "UTOMJORDINGAR INLEDER HAMNATTACK" STR_PORT_TERROR_BRIEFING: "Utomjordingar har inlett en attack mot ytanläggningar. Hamnen och dess civila befolkning är i fara. Din trupp måste eliminera alla utomjordingar och skydda oskyldiga åskådare från denna utomjordiska invasion. För att avsluta, placera akvanauterna i den flygande ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_ALIENS_LAUNCH_ISLAND_TERROR: "UTOMJORDINGAR INLEDER{NEWLINE}ATTACK MOT ÖN PÅ" STR_ISLAND_TERROR: "UTOMJORDINGAR INLEDER ATTACK PÅ Ö" STR_ISLAND_TERROR_BRIEFING: "Utomjordingar har inlett en attack mot ytanläggningar. Ön och dess civilbefolkning är i fara. Din trupp måste eliminera alla utomjordingar och skydda oskyldiga åskådare från denna utomjordiska invasion. För att avsluta, placera akvanauterna i den flygande ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_CARGO_SHIP_P1: "LASTFARTYG DEL ETT" STR_CARGO_SHIP_P2: "LASTFARTYG DEL TVÅ" STR_CRUISE_SHIP_P1: "KRYSSNINGSFARTYG DEL ETT" STR_CRUISE_SHIP_P2: "KRYSSNINGSFARTYG DEL TVÅ" STR_SHIP_RESCUE_MISSION: "UPPDRAG FÖR SKEPPSRÄDDNING" STR_SHIP_RESCUE_P1_BRIEFING: "Detta uppdrag är en jakt, eliminera alla utomjordiska enheter på skeppet och rädda livet på alla civila ombord. Utomjordingarna är utspridda över och under däck, säkra de övre däcken innan du går in på de nedre. För att avsluta, placera akvanauterna i den flygande ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_SHIP_RESCUE_P2_BRIEFING: "Nu när det övre däcket är säkrat kan du fortsätta till de nedre däcken. Använd lasthissen för att ta dig ner till lastrummet. Din trupp måste eliminera alla utomjordingar på denna nivå för att slutföra uppdraget. För att avbryta uppdraget placerar du alla akvanauter på hissens startpunkt och klickar på ikonen ”Avbryt uppdrag”." STR_ALIEN_ACTIVITY_DETECTED: "UTOMJORDISK AKTIVITET UPPTÄCKT" STR_ALIEN_CONTACT_SITE_MISSION: "UPPDRAG FÖR UTOMJORDISK KONTAKTPLATS" STR_ARTIFACT_SITE_P1: "UTOMJORDISK KONTAKTPLATS DEL ETT" STR_ARTIFACT_SITE_P1_BRIEFING: "Denna uppdrag är en räd mot en nyligen aktiverad utomjordisk kommunikationsstation. Stationen har två nivåer: havsbotten med utomjordiska pyramider och en dold utomjordisk anläggning. För alla akvanauter till ingången till anläggningen och klicka på ikonen ”Avbryt uppdrag” för att fortsätta. För att avsluta, placera akvanauterna i den flygande ubåten och klicka på ikonen ”Avbryt uppdrag”." STR_ARTIFACT_SITE_P2: "UTOMJORDISK KONTAKTPLATS DEL TVÅ" STR_ARTIFACT_SITE_P2_BRIEFING: "Efter att ha förhandlat om de utomjordiska strukturerna och kommit in i komplexet är uppdragets mål tydliga. Träng in i hjärtat av den utomjordiska anläggningen och förstör Synomium Molecular Control Device för att slutföra uppdraget. För att avbryta uppdraget, placera alla akvanauter på startpunkten för hissarna och klicka på ikonen ”Avbryt uppdrag”." STR_TLETH_P1_BRIEFING: "Vi ger oss in i det okända, härifrån kan vad som helst vänta på oss. Vi vet att det finns ytterligare två nivåer i utomjordiska staden och din trupp måste skynda sig till utgången på denna nivå för att komma vidare till nästa. Placera alla akvanauter vid utgången och klicka på ikonen ”Avbryt uppdrag” för att gå vidare. Om du avbryter någon annanstans avslutas uppdraget." STR_TLETH_P2_BRIEFING: "Längre in i det okända, härifrån och framåt kan vad som helst vänta på oss. Vi vet att det finns en ytterligare nivå i utomjordiska staden och din trupp måste skynda sig till utgången på denna nivå för att komma vidare till nästa. Placera alla akvanauter vid utgången och klicka på ikonen ”Avbryt uppdrag” för att gå vidare. Om du avbryter någon annanstans avslutas uppdraget." STR_TLETH_P3_BRIEFING: "Slutet är i sikte, från och med nu letar vi efter den ultimata utomjordings krypta. Förstör de åtta strömkällorna till graven för att göra slut på utomjordingshotet. Ge inte upp nu! Om du avbryter uppdraget avslutas det." STR_TLETH_P1: "UTOMJORDISK STAD NIVÅ ETT" STR_TLETH_P2: "UTOMJORDISK STAD NIVÅ TVÅ" STR_TLETH_P3: "UTOMJORDISK STAD NIVÅ TRE" STR_CANNOT_BUILD_HERE: "KAN INTE BYGGA HÄR!{SMALLLINE}Du måste bygga bredvid en redan byggd anläggning." STR_NO_FREE_ACCOMODATION: "INGA FRIA LOGIUTRYMMEN!{SMALLLINE}Destinationsbasen har inte tillräckligt med utrymme i sina logement." STR_NOT_ENOUGH_WORK_SPACE: "OTILLRÄCKLIGT MED ARBETSUTRYMME!{SMALLLINE}Bygg nya verkstäder eller minska arbetsstorleken på andra projekt." STR_NOT_ENOUGH_MONEY: "OTILLRÄCKLIGT MED PENGAR!" STR_NOT_ENOUGH_STORE_SPACE: "OTILLRÄCKLIGT FÖRRÅDSUTRYMME!{SMALLLINE}Bygg nya förråd eller överför material till andra baser." STR_NOT_ENOUGH_LIVING_SPACE: "OTILLRÄCKLIGT MED LOGIUTRYMMEN!{SMALLLINE}Bygg nya logement eller överför personal till andra baser." STR_LAUNCH_INTERCEPTION: "STARTA GENSKJUTNING" STR_CRAFT: "FARKOST" STR_STATUS: "STATUS" STR_BASE: "BAS" STR_READY: "REDO" STR_OUT: "UT" STR_REPAIRS: "REPARATIONER" STR_REFUELLING: "TANKAR" STR_REARMING: "OMRUSTAS" STR_TARGET: "MÅL: {0}" STR_WAY_POINT: "VÄGPUNKT" STR_ARE_YOU_SURE_CYDONIA: "Är du säker på att du vill sända denna U-båt på uppdrag till T'leth?" STR_YES: "JA" STR_NO: "NEJ" STR_SELECT_DESTINATION: "VÄLJ DESTINATION" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "VÄLJ PLATS FÖR NY BAS" STR_RETURN_TO_BASE: "ÅTERVÄND TILL BASEN" STR_SELECT_NEW_TARGET: "VÄLJ NYTT MÅL" STR_PATROL: "PATRULLERA" STR_STATUS_: "STATUS>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "SKADAD - ÅTERVÄNDER TILL BAS" STR_LOW_FUEL_RETURNING_TO_BASE: "LÅG BRÄNSLENIVÅ - ÅTERVÄNDER TILL BAS" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "UPPDRAG SLUTFÖRT - ÅTERVÄNDER TILL BAS" STR_PATROLLING: "PATRULLERAR" STR_TAILING_UFO: "FÖLJER UTOMJORDISK U-BÅT" STR_INTERCEPTING_UFO: "GENSKJUTER UTOMJORDISK U-BÅT-{0}" STR_RETURNING_TO_BASE: "ÅTERVÄNDER TILL BAS" STR_DESTINATION_UC_: "DESTINATION: {0}" STR_BASE_UC: "BAS>{ALT}{0}" STR_SPEED_: "HASTIGHET>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "MAXHASTIGHET>{ALT}{0}{ALT}" STR_ALTITUDE_: "DJUP>{ALT}{0}" STR_AIRBORNE: "LUFTBUREN" STR_VERY_LOW: "GRUND" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "DJUP" STR_VERY_HIGH: "VÄLDIGT DJUP" STR_FUEL: "BRÄNSLE>{ALT}{0}" STR_WEAPON_ONE: "VAPEN-1>{ALT}{0}" STR_NONE_UC: "INGEN" STR_ROUNDS_: "SKOTT>{ALT}{0}" STR_WEAPON_TWO: "VAPEN-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "FLYGANDE UBÅT" STR_BASE_: "Bas>{0}" STR_NAME_UC: "NAMN" STR_AMMO_: "AMMO>{ALT}{0}" STR_CREW: "BESÄTTNING" STR_EQUIPMENT_UC: "UTRUSTNING" STR_ARMOR: "PANSAR" STR_MAX: "MAX>{ALT}{0}" STR_ROOKIE: "Sjöman" STR_SQUADDIE: "Erfaren sjöman" STR_SERGEANT: "Fänrik" STR_CAPTAIN: "Löjtnant" STR_COLONEL: "Kommendör" STR_COMMANDER: "Kapten" STR_SELECT_SQUAD_FOR_CRAFT: "Välj Trupp för {0}" STR_SORT_BY: "SORTERA EFTER..." STR_ORIGINAL_ORDER: "ORIGINAL ORDNING" STR_MISSIONS2: "UPPDRAG" STR_KILLS2: "DÖDADE" STR_WOUND_RECOVERY2: "SJUKDAGAR" STR_SPACE_AVAILABLE: "UTRYMME TILLGÄNGLIGT>{ALT}{0}" STR_SPACE_USED: "UTRYMME ANVÄNT>{ALT}{0}" STR_SPACE_USED_UC: "UTRYMME ANVÄNT" STR_RANK: "GRAD" STR_WOUNDED: "SKADAD" STR_EQUIPMENT_FOR_CRAFT: "Utrustning för {0}" STR_DEFENSE_VALUE: "Försvarsvärde" STR_HIT_RATIO: "Träffratio" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}redo att{NEWLINE}landa nära{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Påbörja uppdrag?" STR_SELECT_ARMAMENT: "Välj Bestyckning" STR_AMMUNITION_AVAILABLE: "AMMUNITION TILLGÄNGLIG" STR_ARMAMENT: "BESTYCKNING" STR_NOT_AVAILABLE: "N.A." STR_TYPE: "TYP" STR_ION_ARMOR_UC: "ION-KROPPSSKYDD" STR_MAGNETIC_ION_ARMOR_UC: "MAGNETISKT ION-KROPPSSKYDD" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Detta kroppsskydd använder det nyupptäckta utomjordiska ämnet akvaplast och säkerställer att våra akvanauter får en chans att bekämpa det utomjordiska angreppet." STR_ION_ARMOR_UFOPEDIA: "Detta kroppsskydd är ett kraftfullt nytt skydd för akvanauter. Den drivs av en ION-energikälla och förstärker bärarens hastighet och styrka avsevärt. Den erbjuder det bästa skyddet hittills för stridande trupper." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "En förbättring av ION-rustningen som införlivar Magnetic Array-tekniken för att möjliggöra full rörelsefrihet i vattenmiljön." STR_SELECT_ARMOR: "Välj Rustning" STR_NORTH: "NORR" STR_NORTH_EAST: "NORDÖST" STR_EAST: "ÖST" STR_SOUTH_EAST: "SYDÖST" STR_SOUTH: "SYD" STR_SOUTH_WEST: "SYDVÄST" STR_WEST: "VÄST" STR_NORTH_WEST: "NORDVÄST" STR_SELECT_ACTION: "VÄLJ HANDLING" STR_CONTINUE_INTERCEPTION_PURSUIT: "FORTSÄTT GENSKJUTNINGSJAKT" STR_PURSUE_WITHOUT_INTERCEPTION: "FÖLJ EFTER UTAN GENSKJUTNING" STR_VERY_LARGE: "VÄLDIGT STOR" STR_LARGE: "STOR" STR_MEDIUM_UC: "MELLAN" STR_SMALL: "LITEN" STR_VERY_SMALL: "VÄLDIGT LITEN" STR_GROUNDED: "LANDAT" STR_DETECTED: "Upptäckt" STR_SIZE_UC: "STORLEK" STR_ALTITUDE: "DJUP" STR_HEADING: "KURS" STR_SPEED: "HASTIGHET" STR_TRACKING_LOST: "SPÅR FÖRLORAT" STR_REDIRECT_CRAFT: "OMDIRIGERA FARKOST" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "GÅ TILL SIST KÄNDA U-BÅT-POSITION" STR_UFO_: "UTOMJORDISK U-BÅT-{0}" STR_ALIEN_BASE_: "UTOMJORDISK KOLONI-{0}" STR_CRASH_SITE_: "OLYCKSPLATS-{0}" STR_LANDING_SITE_: "LANDNINGSPLATS-{0}" STR_WAY_POINT_: "VÄGPUNKT-{0}" STR_TERROR_SITE: "TERRORISERAD ORT-{0}" STR_ARTIFACT_SITE: "ARTEFAKTPLATS-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}har anlänt till{NEWLINE}{1}" STR_NOW_PATROLLING: "Patrullerar" STR_ALIEN_ORIGINS: "Utomjordingarnas Ursprung" STR_THE_ULTIMATE_THREAT: "Det Ultimata Hotet" STR_TLETH_ALIEN_CITY: "T'leth, Utomjordingarnas Stad" STR_UFOPAEDIA: "UFOpedia" STR_XCOM_CRAFT_ARMAMENT: "X-COM FARKOSTER & VAPEN" STR_HEAVY_WEAPONS_PLATFORMS: "UNDERVATTENSVAPENSYSTEM" STR_WEAPONS_AND_EQUIPMENT: "ALLMÄN UTRUSTNING" STR_ALIEN_ARTIFACTS: "AKVATISKA ARTEFAKTER" STR_BASE_FACILITIES: "X-COM-ANLÄGGNINGAR" STR_ALIEN_LIFE_FORMS: "Utomjordiska Varelser" STR_ALIEN_RESEARCH_UC: "Utomjordisk Teknologi" STR_UFO_COMPONENTS: "NYA UNDERVATTENSTEKNOLOGIER" STR_UFOS: "UTOMJORDISKA U-BÅTAR" STR_SELECT_ITEM: "VÄLJ FÖREMÅL" STR_ACCELERATION: "ACCELERATION>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "BRÄNSLEKAPACITET>{ALT}{0}{ALT}" STR_WEAPON_PODS: "VAPENSYSTEM>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "SKADEKAPACITET>{ALT}{0}{ALT}" STR_CARGO_SPACE: "LASTUTRYMME>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "SWS-KAPACITET>{ALT}{0}{ALT}" STR_DAMAGE: "Skada" STR_RANGE: "Räckvidd" STR_KILOMETERS: "{0} km" STR_ACCURACY: "Träffsäkerhet" STR_RE_LOAD_TIME: "Omladdningstid" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "PANSARBRYTANDE" STR_DAMAGE_INCENDIARY: "FOSFOR" STR_DAMAGE_HIGH_EXPLOSIVE: "HÖGEXPLOSIVT" STR_DAMAGE_LASER_BEAM: "GAUSS-STRÅLE" STR_DAMAGE_PLASMA_BEAM: "SONISK STRÅLE" STR_DAMAGE_STUN: "FRYS" STR_DAMAGE_MELEE: "NÄRSTRID" STR_DAMAGE_ACID: "SYRA" STR_DAMAGE_SMOKE: "RÖK" STR_SHOT_TYPE: "TYP" STR_ACCURACY_UC: "TRÄFFSÄKERHET" STR_TIME_UNIT_COST: "TE-KOST" STR_DAMAGE_UC: "SKADA" STR_AMMO: "AMMO" STR_SHOT_TYPE_AUTO: "Auto" STR_SHOT_TYPE_SNAP: "Fäst" STR_SHOT_TYPE_AIMED: "Välriktat" STR_CONSTRUCTION_TIME: "Byggtid" STR_CONSTRUCTION_COST: "Byggkostnad" STR_MAINTENANCE_COST: "Underhållskostnad" STR_LOW: "Låg" STR_MEDIUM: "Mellan" STR_HIGH: "Hög" STR_HEAVY_WEAPONS_PLATFORM: "Tunga vapensystem" STR_WEAPON: "Vapen" STR_AMMUNITION: "Ammunition" STR_EQUIPMENT: "Utrustning" STR_ALIEN_CORPSE: "Utomjordiskt lik" STR_PERSONAL_ARMOR: "Personlig skyddsutrustning" STR_RAW_MATERIALS: "Råmaterial" STR_ALIEN: "Utomjording" STR_AQUATOID: "Akvatoid" STR_GILLMAN: "Gälman" STR_LOBSTERMAN: "Hummerman" STR_TASOTH: "Tasoth" STR_CALCINITE: "Calcinite" STR_BIODRONE: "Bio-drönare" STR_ZOMBIE: "Zombie" STR_LIVE_COMMANDER: "Kommendör" STR_LIVE_NAVIGATOR: "Navigatör" STR_LIVE_MEDIC: "Sjukvårdare" STR_LIVE_TECHNICIAN: "Tekniker" STR_LIVE_SQUAD_LEADER: "Gruppchef" STR_LIVE_SOLDIER: "Soldat" STR_LIVE_TERRORIST: "Terrorist" STR_AQUATOID_COMMANDER: "Akvatoid Kommendör" STR_AQUATOID_NAVIGATOR: "Akvatoid Navigatör" STR_AQUATOID_MEDIC: "Akvatoid Sjukvårdare" STR_AQUATOID_TECHNICIAN: "Akvatoid Tekniker" STR_AQUATOID_SQUAD_LEADER: "Akvatoid gruppchef" STR_AQUATOID_SOLDIER: "Akvatoid Soldat" STR_GILLMAN_SQUAD_LEADER: "Gälman gruppchef" STR_LOBSTERMAN_NAVIGATOR: "Hummerman navigatör" STR_LOBSTERMAN_TECHNICIAN: "Hummerman tekniker" STR_LOBSTERMAN_SQUAD_LEADER: "Hummerman gruppchef" STR_LOBSTERMAN_SOLDIER: "Hummerman soldat" STR_TASOTH_SQUAD_LEADER: "Tasoth gruppchef" STR_MAGNETIC_NAVIGATION: "Magnetisk navigering" STR_ALIEN_SUB_CONSTRUCTION: "Konstruktion av utomjordisk u-båt" STR_ALIEN_CLONING: "Utomjordisk kloning" STR_EXAMINATION_ROOM: "Undersökningsrum" STR_AQUA_PLASTICS: "Akvaplast" STR_ION_ARMOR: "Ion-kroppsskydd" STR_GAUSS_TECH: "Gauss-teknologi" STR_NEW_FIGHTER_TRANSPORTER: "Nytt Jaktplan-Trupptransportör" STR_THE_LATEST_FLYING_SUB: "Den senaste flygande ubåten" STR_ARMOR_PIERCING: "PANSARBRYTANDE" STR_GAUSS_CANNON: "Gauss-kanon" STR_AJAX_TORPEDOES: "Ajax Torpeder" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gas Skott(x50)" STR_SONIC_WAVE: "Sonisk våg" STR_SOLDIER: "Akvanaut" STR_SCIENTIST: "Forskare" STR_ENGINEER: "Tekniker" STR_NORTH_ATLANTIC: "Nordatlanten" STR_SOUTH_ATLANTIC: "Sydatlanten" STR_NORTH_PACIFIC: "Norra Stilla havet" STR_SOUTH_PACIFIC: "Södra Stilla havet" STR_MEDITERRANEAN: "Medelhavet" STR_SOUTH_CHINA_SEA: "Sydkinesiska havet" STR_INDIAN_OCEAN: "Indiska Oceanen" STR_THE_EAST_SEA: "Japanska havet" STR_NORTH_SEA: "Nordsjön" STR_CARRIBEAN: "Karibien" STR_ANTARCTIC: "Antarktis" STR_ARCTIC: "Arktisk" STR_EURASIA: "Eurasien" STR_NORTH_AMERICA: "Nordamerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Maxfart" STR_TRITON: "TRITON" STR_HAMMERHEAD: "HAMMARHAJ" STR_LEVIATHAN: "LEVIATAN" STR_BARRACUDA: "BARRACUDA" STR_MANTA: "MANTA" STR_UFO: "UTOMJORDISK U-BÅT" STR_AJAX: "AJAX" STR_GAUSS_CANNON_UC: "GAUSS-KANON" STR_DAMAGE_CAPACITY: "Skadekapacitet" STR_WEAPON_POWER: "Vapenkraft" STR_WEAPON_RANGE: "Vapenräckvidd" STR_AIR_LOCK: "Luftsluss" STR_LABORATORY: "Laboratorie" STR_WORKSHOP: "Verkstad" STR_STANDARD_SONAR: "Standard Sonar" STR_TORPEDO_DEFENSES: "Torpedförsvar" STR_GENERAL_STORES: "Lagerutrymme" STR_ALIEN_CONTAINMENT: "Utomjordingsförvaring" STR_GAUSS_DEFENSES: "Gaussförsvar" STR_BOMBARDMENT_SHIELD: "Bombardemangssköld" STR_SUB_PEN: "Ubåtsdocka" STR_USA: "USA" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "EURO-SYNDIKATET" STR_ARABIAN_BLOC: "ARABISKA BLOCKET" STR_EGYPTIAN_CARTEL: "EGYPTISKA KARTELLEN" STR_AFRICA_CORP: "AFRICA CORP" STR_BRAZILIAN_UNION: "BRASILIANSKA UNIONEN" STR_NEW_MEXICO: "NYA MEXIKO" STR_ASIAN_COALITION: "ASIATISKA KOALITIONEN" STR_SCANDINAVIA: "SCANDINAVIEN" STR_NEO_JAPAN: "NEO-JAPAN" STR_FREE_CHINA: "FRIA KINA" STR_AUSTRALASIA: "AUSTRALASIEN" STR_FED_KOREA: "FED KOREA" STR_EURASIA_UC: "EURASIEN" STR_ICELANDIC_UNION: "ISLÄNDSKA UNIONEN" STR_TANK: "Undervattensvapensystem" STR_CIVILIAN: "Civilist" STR_JAN: "Jan" STR_FEB: "Feb" STR_MAR: "Mar" STR_APR: "Apr" STR_MAY: "Maj" STR_JUN: "Jun" STR_JUL: "Jul" STR_AUG: "Aug" STR_SEP: "Sep" STR_OCT: "Okt" STR_NOV: "Nov" STR_DEC: "Dec" STR_INTERNATIONAL_RELATIONS: "Internationella Relationer" STR_COUNTRY: "Land" STR_FUNDING: "Finansiering" STR_CHANGE: "Ändra" STR_WEAPON_SYSTEMS: "VAPENSYSTEM" STR_HWPS: "SWSer" STR_DAMAGE_UC_: "SKADA>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Luftslussen tillåter utrustning och personal att komma in eller ut från undervattensbasen. Det är alltid slussen som byggs först i en ny bas. Slussen är sårbar för intrång från potentiellt fientliga styrkor." STR_LIVING_QUARTERS_UFOPEDIA: "Varje logement får plats med 50 anställda. Anläggningen är något grundläggande och funktionell." STR_LABORATORY_UFOPEDIA: "Femtio forskare kan jobba i ett laboratorie. Laboratorier är utrustade med den senaste teknologin för forsking inom material, biokemi och vapen. X-Com har tillgång till de bästa forskningslabben över hela världen, både civila och militära." STR_WORKSHOP_UFOPEDIA: "En verkstad innehåller alla verktyg för att tillverka utrustning baserade på de senaste designritningar från forskningslabben. 50 tekniker kan arbeta i en verkstad, föremål under konstruktion kommer också ta upp plats." STR_STANDARD_SONAR_UFOPEDIA: "Ett sonarsystem har som standard en effektiv räckvidd på över 450 kilometer på de flesta djup och är kopplat till geostationära satellitnät för ytanalys. Varje skanner har 10% chans att upptäcka ett undervattensfarkost eller luftfarkost per 30 minuters skanningscykel." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Ett bredbandigt sonarsystem har en effektiv räckvidd på över 700 kilometer på alla djup och är kopplat till geostationära satellitnät för ytanalys. Varje skanner har 20% chans att upptäcka ett undervattensfarkost eller flygfarkost var 30:e minut under skanningscykeln." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpedförsvarssystem ger skydd mot attack av fientliga undervattensfarkoster som försöker docka vid basen." STR_GENERAL_STORES_UFOPEDIA: "All utrustning, vapensystem, ammunition, återvunnet material och undervattensvapensystem placeras i förråd, inklusive utrustning som tilldelats ubåtar i dockor." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Levande utomjordingar kräver särskilda isoleringsanläggningar för att hållas instängda. Dessa enheter upprätthåller deras livssystem och reducerar deras stridspotential till noll. Isoleringsanläggningen kan hålla 10 utomjordiska livsformer instängda i isoleringsceller." STR_PWT_DEFENSES_UFOPEDIA: "Pulsvågstorpedor är det mest effektiva försvaret mot utomjordiska attacker. Dessa missiler har supertäta stridsspetsar som kan penetrera alla kända pansar. De magnetiska vågorna de producerar inaktiverar elektroniska försvarssystem." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Tryckbombardemangsskölden skyddar basen från att utomjordiska undervattensfarkoster dockar och skapar ett resonansfält som stöter bort angripande ubåtar tillräckligt länge för att försvarssystemen ska hinna avfyras upprepade gånger. I praktiken fördubblar detta effektiviteten hos alla försvarssystem som redan är utplacerade." STR_MC_GENERATOR_UFOPEDIA: "Eftersom utomjordiska ubåtar använder molekylär kontrollteknik för att upptäcka närvaron av levande varelser, kommer användningen av en negativ M.C.-sändare att täcka basen med ett ogenomträngligt sköld som förvirrar utomjordingarna och döljer vår närvaro." STR_MC_LAB_UFOPEDIA: "Molekylkontrollaboratoriet kan implantera och träna upp till tio akvanauter samtidigt. Implantaten installeras kirurgiskt i akvanauternas skallar. Omfattande träning gör det möjligt för dem att använda sina implantat. Implantatfärdigheterna används tillsammans med en molekylär enhet och kan användas för attacker under strid." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Kommunikationen med utomjordingarna sker via det nätverk av molekylära kontrollimplantat som utomjordingarna har byggt upp. Överföringsresolveranläggningen fångar upp överföringar från utomjordiska ubåtar och avkodar informationen. Detta visar vilken typ av utomjordisk ubåt det rör sig om, vilken utomjordisk ras det är och vilken typ av aktivitet som pågår." STR_SUB_PEN_UFOPEDIA: "Varje docka rymmer en ubåt. Det finns anläggningar för underhåll, tankning och reparation av X-Com:s ubåtsflotta. Varje flygubåt som är stationerad vid en bas måste ha en ledig docka tilldelad sig som inte kan användas av andra ubåtar, även om den tilldelade ubåten är ute på uppdrag." STR_DART_PISTOL_UFOPEDIA: "X-Com-pilpistolen är en liten, precis och kraftfull enhet med ett magasin för 12 ihåliga pilar. Pilarna avfyras av en gaspatron i ammunitionsmagasinet." STR_JET_HARPOON_UFOPEDIA: "Detta vattengevär är träffsäkert, kraftfullt och avfyrar ihåliga stålharpuner från förseglade förpackningar om 10 stycken. Varje harpun har sin egen gasbehållare." STR_GAS_CANNON_UFOPEDIA: "Denna kanon är tungviktaren i gasteknikfamiljen och avfyrar solida bultar, vissa med HE- eller fosforspetsar. Ett favoritvapen bland erfarna akvanauter." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Denna stora avfyrningsanordning är en riktig tungviktare som avfyrar tre typer av torpeder, var och en med sin egen drivningsenhet. Ett förödande vapen, vars enda nackdel är att det måste laddas manuellt. Tillgängliga ammunitionstyper inkluderar stora eller små högexplosiva torpeder och torpeder med fosforspets, alla endast avsedda för användning under vatten." STR_GAUSS_PISTOL_UFOPEDIA: "Gausspistolen använder accelererad partikelteknologi, en ny utveckling i moderna vapen. Den är snabb, precis och fungerar både ur och i vatten. Gaussteknologi är en utveckling utifrån Plasmateknologin lärt ifrån den förre kriget. " STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Gausspistolen använder accelererad partikelteknologi, en ny utveckling i moderna vapen. Den är snabb, precis och fungerar både ur och i vatten. Gaussteknologi är en utveckling utifrån Plasmateknologin lärt ifrån den förra kriget. " STR_GAUSS_RIFLE_UFOPEDIA: "Ett steg bortom Gauss-pistolen, geväret har en rejäl slagkraft med sina dubbla partikelacceleratorer. I stället för det Elerium-drivna plasmasystemet har vi använt en mikropartikelaccelerator som genererar en ström av antiprotoner." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Ett steg bortom Gauss-pistolen, geväret har en rejäl slagkraft med sina dubbla partikelacceleratorer. I stället för det Elerium-drivna plasmasystemet har vi använt en mikropartikelaccelerator som genererar en ström av antiprotoner." STR_HEAVY_GAUSS_UFOPEDIA: "Den tunga Gauss är otymplig, men extremt effektiv. Den fungerar med tre partikelacceleratorer och är praktiskt taget omöjlig att stoppa. Antiprotonströmmen är innesluten i ett galliumarsenidskal som imploderar vid kollision och frigör antimateria." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Den tunga Gauss är otymplig, men extremt effektiv. Den fungerar med tre partikelacceleratorer och är praktiskt taget omöjlig att stoppa. Antiprotonströmmen är innesluten i ett galliumarsenidskal som imploderar vid kollision och frigör antimateria." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Denna standardgranat har en exakt och sofistikerad timer för precis kontroll." STR_DYE_GRENADE_UFOPEDIA: "Färggranater är föremål med dubbla funktioner, användbara för att ge skydd i utsatta situationer. De fungerar både i vatten och på land, och färgen sprutas ut som ett partikelmoln som bildar en bläckstråle liknande en bläckfisk i vatten eller ett tätt moln i luften på land." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "En närhetsgranat som kan kastas som en vanlig granat men som utlöses av rörelser i närheten efter att den har placerats ut. Det krävs skicklighet och träning för att använda dessa enheter på rätt sätt." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Denna sprängämne ska endast användas för rivningsändamål. Tidigare erfarenheter har dock visat att dessa kraftfulla sprängämnen är perfekta vapen för att utrota utomjordingar. Sprängradien är stor, så se till att inga akvanauter befinner sig inom minsta säkerhetsavstånd." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Denna nya enhet använder en rad olika detektorer och avancerade datorsystem för att identifiera rörliga fiendeenheter. Klicka på ikonen Störningssensor på den taktiska skärmen. Välj ”Använd sensor” från menyn. Sensordisplayen visar en pil i mitten som anger den riktning som akvanauten är vänd mot (norr är uppåt). Blipsen visar enheter som har rört sig nyligen. Stora enheter eller snabbt rörliga enheter ger större blips. Statiska enheter visas inte." STR_MEDI_KIT_UFOPEDIA: "För att använda detta vänder du dig mot den skadade X-Com-agenten eller ställer dig över kroppen av en medvetslös akvanaut.{NEWLINE}HELA> Rött indikerar sår. Välj kroppsdel och klicka på knappen ”Hela”. Ett dödligt sår läks och hälsan återställs.{NEWLINE}STIMULANT> Återställer energi och återupplivar medvetslösa akvanauter. För att återuppliva en medvetslös akvanaut måste du stå direkt över kroppen.{NEWLINE}SMÄRTSTILLANDE> Återställer moralen hos skadade akvanauter." STR_THERMAL_TAZER_UFOPEDIA: "Denna anordning kan endast användas i närstrid, men kommer att bedöva en levande organism utan att döda den genom att frysa varelsen." STR_VIBRO_BLADE_UFOPEDIA: "Vibroblade är en lång, vass knivblad av titan som roterar med över 6000 varv per minut. Denna anordning kan krossa även den hårdaste dykarutrustningen. Kraftkällan är en utomjordisk uppfinning. Våra tidigare försök att bygga dessa föremål misslyckades totalt, eftersom våra blad roterade för långsamt eller exploderade under tryck." STR_THERMIC_LANCE_UFOPEDIA: "Den termiska lansen är en logisk vidareutveckling av Vibroblade-tekniken. Bladet roterar med hög hastighet och en Zrbite-kraftkälla överhettar bladet så att det skär igenom pansar som en varm kniv genom smör." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Den tunga termiska lansen är en kraftfullare version av TL. Dubbla värmekällor och en extremt hög rotationshastighet gör att den tunga termiska lansen är praktiskt taget oövervinnlig mot alla material." STR_SONIC_CANNON_UFOPEDIA: "Den soniska kanonen är den mest kraftfulla av de soniska vapnen. Den har en ljudoscillator med högre räckvidd och en större efterklangskammare än Blasta. Kanonen har också ett pulsdetoneringssystem som förändrar ultraljudsvågen genom modulering för att producera en mer effektiv sonisk chockvåg." STR_CANNON_POWER_CLIP_UFOPEDIA: "Denna kompakta enhet används som ammunition för en sonisk kanon. Den innehåller en liten mängd Zrbite." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "En kraftfullare sonisk anordning. Inte ens högkolstål är immunt mot detta vapen. Den mycket kompakta vågsändaren förstärks av en superledande förstärkare för att öka vapnets kraft." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Detta lilla föremål används som kraftkälla för ett soniskt gevär, ett kraftfullt utomjordiskt vapen, och innehåller en liten mängd Zrbite." STR_SONIC_PISTOL_UFOPEDIA: "Soniska pistoler är ett utomjordiskt vapen som baseras på ultraljudsvågor som kan omvandla ben till gelé på några sekunder. Ultraljudsvågorna ligger utanför det mänskliga hörselområdet." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Kraftkälla för den kompakta utomjordiska soniska pistolen. Innehåller Zrbite – källan till all utomjordisk kraft." STR_SONIC_PULSER_UFOPEDIA: "Denna anordning fungerar på samma sätt som en vanlig granat – förutom att den är många gånger kraftfullare. Granaten använder en enda sonisk våg som avges i alla riktningar samtidigt." STR_MC_READER_UFOPEDIA: "Inuti kropparna på utomjordingarna har vi hittat små kirurgiskt implanterade enheter. Dessa är kontrollimplantat som har utformats av akvatoiderna för att möjliggöra en konstant informationsflöde från slagfältet, även på stora avstånd. Molekulär kontrolläsare är en utomjordisk kommunikationsenhet som används för att hämta information direkt från M.C.-implantat. X-Com-enheter kan använda denna enhet i strid för att visa en utomjordings egenskaper. Välj alternativet ”använd”. Klicka sedan på en utomjording med markören." STR_SURVEY_SHIP: "Undersökningsfartyg" STR_ESCORT: "Eskort" STR_CRUISER: "Kryssare" STR_HEAVY_CRUISER: "Tungkryssare" STR_HUNTER: "Jagare" STR_BATTLESHIP: "Slagskepp" STR_DREADNOUGHT: "Dreadnought" STR_FLEET_SUPPLY_CRUISER: "Fartygsförsörjningskryssare" MAP_SEABED: "Havsbotten" MAP_PIPES: "Forskningsanläggning" MAP_PLANE: "Kraschat plan" MAP_ATLAN: "Atlantis" MAP_MU: "Mayatempel" MAP_GAL: "Sjunken galleon" MAP_VOLC: "Vulkanisk" MAP_CORAL: "Korall" MAP_PORT: "Hamn" MAP_ISLAND: "Ö" MAP_CARGO: "Fraktskepp" MAP_LINERT: "Kryssningsskepp P1" MAP_LINERB: "Kryssningsskepp P2" MAP_ALART: "Artefakt P1" MAP_GRUNGE: "Artefakt P2" MAP_ENTRY: "Koloni P1" MAP_A_BASE: "Koloni P2" MAP_ALSHIP: "T'leth P1" MAP_LEVEL: "T'leth P2" MAP_CRYPT: "T'leth P3" MAP_XBASES: "X-COM Bas" STR_MIXED_CREW: "Blandad besättning" STR_MIXED_CREW_2: "Blandad besättning 2" STR_RATING: "GRADERING> {0}" STR_RATING_TERRIBLE: "FRUKTANSVÄRT!" STR_RATING_POOR: "DÅLIG!" STR_RATING_OK: "OK" STR_RATING_GOOD: "BRA!" STR_RATING_EXCELLENT: "UTMÄRKT!" STR_SCORE: "POÄNG" STR_XCOM_PROJECT_MONTHLY_REPORT: "MÅNADSRAPPORT FÖR X-COM" STR_MONTH: "Månad> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Finansieringsorganisationernas kommitté är generellt sett nöjd med dina framsteg hittills." STR_COUNCIL_IS_VERY_PLEASED: "Finansieringsorganisationernas kommitté är mycket nöjd med dina utmärkta framsteg. Fortsätt med det goda arbetet." STR_COUNCIL_IS_DISSATISFIED: "Finansieringsorganisationernas kommitté är missnöjd med dina prestationer. Du måste förbättra din effektivitet i hanteringen av utomjordingshotet, annars riskerar du att X-Com:s finansiella stöd dras in." STR_YOU_HAVE_NOT_SUCCEEDED: "Ni har inte lyckats hantera invasionen av utomjordingar och kommittén för finansieringsorganisationer har tyvärr beslutat att avsluta finansieringen av X-Com. Varje organisation ska hantera problemet på det sätt de finner lämpligt. Vi kan bara hoppas att vi kan komma överens med dessa uråldriga krafter och att allmänheten kommer att acceptera de vattenlevande besökarna." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} är väldigt nöjd med din förmåga att hantera hot inom nationens gränser och har beslutat att öka sitt anslag." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} är väldigt nöjd med din förmåga att hantera lokala intrång från utomjordingarna och har beslutat att öka sina anslag." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} och {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} är missnöjd med din förmåga att hantera utomjordisk aktivitet i dess hav och har beslutat att minska sitt ekonomiska engagemang." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} är missnöjda med din förmåga att hantera utomjordisk aktivitet i deras hav och har beslutat att minska sin finansiering." STR_KNOTS: "{0} knop" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} har undertecknat ett samarbetsavtal med de utomjordiska styrkorna och har dragit sig ur finansieringen av X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} har undertecknat ett samarbetsavtal med utomjordiska krafter och har dragit sig ur finansieringen av X-Com." STR_MONTHLY_RATING: "Månadsutvärdering> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Inkomständring> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Finansieringsorganisationen är inte nöjd med din ekonomiska situation. Du måste minska dina skulder till under 1 miljon dollar, annars kommer X-Com att avslutas." STR_CRAFT_TYPE: "UBÅTSTYP" STR_RACE: "ART" STR_MISSION: "UPPDRAG" STR_ZONE: "ZON" STR_ALLOCATE_RESEARCH: "Fördela Forskning" STR_ALLOCATE_MANUFACTURE: "Fördela Tillverkning" STR_AZORES: "Azorerna" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Accra" STR_ASCENSION_ISLAND: "Ascensionön" STR_TRINIDADE_ISLAND: "Trindadeön" STR_FALKLAND_ISLAND: "Falklandsöarna" STR_CANARY_ISLANDS: "Kanarieöarna" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St Lawrence Island" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midwayöarna" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmanien" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Påskön" STR_GALAPAGOS_ISLAND: "Galapagosöarna" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomonöarna" STR_CRETE: "Kreta" STR_LISBON: "Lissabon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marseilles" STR_TRIPOLI: "Tripoli" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapore" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Mumbai" STR_SAYCHELLES_ISLAND: "Seychellerna" STR_MALDIVE_ISLAND: "Maldiverna" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Shanghai" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "London" STR_FAEROE_ISLAND: "Färöarna" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaica" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.K.-träning" STR_PSIONIC_TRAINING: "TRÄNING I MOLEKULÄR KONTROLL" STR_REMAINING_PSI_LAB_CAPACITY: "Återstående M.K.-kapacitet> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.K.{NEWLINE}Styrka" STR_IN_TRAINING: "Genomgår{NEWLINE}Träning?" STR_TARGETTED_BY: "MÅLINRIKTAD AV:" STR_WEAPONS_CREW_HWPS: "VAPEN/{NEWLINE}BESÄTTNING/SWSer" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "har låg bränslenivå,{NEWLINE}återvänder till bas" STR_SOLDIER_LIST: "Akvanautlista" STR_RANK_: "GRAD> {ALT}{0}" STR_MISSIONS: "UPPDRAG> {ALT}{0}" STR_KILLS: "DÖDADE> {ALT}{0}" STR_WOUND_RECOVERY: "SJUKDAGAR> {ALT}{0}" STR_TIME_UNITS: "TIDSENHETER" STR_STAMINA: "UTHÅLLIGHET" STR_HEALTH: "HÄLSA" STR_BRAVERY: "MOD" STR_REACTIONS: "REAKTIONSFÖRMÅGA" STR_FIRING_ACCURACY: "SKYTTEFÖRMÅGA" STR_THROWING_ACCURACY: "KASTFÖRMÅGA" STR_STRENGTH: "STYRKA" STR_PSIONIC_STRENGTH: "M.K.-STYRKA" STR_PSIONIC_SKILL: "M.K-FÄRDIGHET" STR_NEW_RANK: "NY GRAD" STR_PROMOTIONS: "Befordran" STR_SOLDIERS_UC: "AKVANAUTER" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Automatiserade SWS har hög manövrerbarhet och skrovstyrka. De ger tungt truppstöd på alla djup. SWS ombeväpnas automatiskt om du har tillräckligt med ammunition." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Denna undervattensfarkost är beväpnad med Aqua-Jet-torpeder. Detta vapensystem fungerar endast under vatten. Se till att lagren är välfyllda med Aqua-Jet-torpeder." STR_COELACANTH_GAUSS_UFOPEDIA: "Gauss-tekniken ger SWS ett kraftfullt vapensystem. Den erbjuder större eldkraft jämfört med tidigare modeller och använder egenutvecklad X-Com-teknik." STR_DISPLACER_SONIC_UFOPEDIA: "Utomjordisk teknik har omdefinierat SWS. Förmågan att använda jonförskjutare innebär att SWS inte längre är begränsade till land/havsbotten. Soniska vapen ger en verklig fördel i strid." STR_DISPLACER_PWT_UFOPEDIA: "Denna SWS har pulsvågvapen för användning i vatten. Du måste tillverka PWT:er för att hålla dem fullt beväpnade. För att avfyra, välj ett antal ”vägpunkter” och klicka sedan på avfyrningsikonen." STR_ALIEN_PROBE_MISSION: "Utomjordiskt sonderingsuppdrag" STR_ALIEN_INTERDICTION: "Utomjordiskt förbud" STR_ALIEN_INFILTRATION: "Utomjordisk Infiltrering" STR_ALIEN_RETALIATION: "Attack mot flytande bas" STR_ALIEN_SUPPLY: "Försörjningsuppdrag för kolonier" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Utomjordiska sonderingsuppdrag används för att korrelera data om havsbotten, resurser, sjöfart och flygvägar i ett område. De utomjordiska ubåtar som deltar i dessa uppdrag utgör inte någon större hot i sig, men de indikerar platser där aktivitet kan uppstå när som helst." STR_ALIEN_INTERDICTION_UFOPEDIA: "Utomjordingarna har som princip att övervaka områden som de är intresserade av och skickar ut farkoster med det uttryckliga syftet att säkra ett område innan mer intensiva uppdrag påbörjas. De landar på specifika platser som de avser att plundra senare för att spärra av områdena och förbereda för nästa steg i verksamheten." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Att sänka fartyg och skjuta ner flygplan är viktiga delar av utomjordingarnas strategi. Att skaffa material är en av utomjordingarnas huvudsakliga aktiviteter och är därför kopplat till dessa öppet aggressiva handlingar. Utomjordingarna plundrar också områden med geotermisk aktivitet, gruvor och fornlämningar för att få tag på mineraler, raffinerade metaller och andra föremål som tillverkats av människor." STR_ALIEN_INFILTRATION_UFOPEDIA: "Detta kan resultera i officiella kontakter mellan utomjordingar och företag eller regeringar på högsta nivå. Klimaxet för denna aktivitet kännetecknas av intensiv utomjordisk aktivitet i vattnen kring den berörda organisationen. Utomjordingarna kommer att försöka ingå ett avtal med en regering eller organisation genom att erbjuda kunskap om sin överlägsna teknologi. Denna utomjordiska aktivitet utgör ett stort hot mot X-Com. Om ett företag eller en regering samarbetar med inkräktarna upphör dess finansiering." STR_ALIEN_BASE_UFOPEDIA: "Utomjordingarna kommer att bygga hemliga undervattenskolonier på avlägset belägna platser. Efter några inledande rekognoseringsflygningar kommer det att ske intensiv aktivitet från utomjordiska ubåtar medan kolonin byggs. Dessa kolonier är kända för att innehålla laboratorier, kloningscenter och kirurgiska anläggningar för experiment på människor och utomjordingar. Närvaron av utomjordiska kolonier kommer att generera mer utomjordisk aktivitet utan närvaron av utomjordiska ubåtar. För att lokalisera en koloni måste en X-Com-ubåt patrullera ett område i några timmar för att ha någon chans att upptäcka den." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "När utomjordingarna behöver människor terroriserar de en hamn, attackerar en ö eller plundrar ett skepp. Civila kommer att hotas direkt för att tillfredsställa utomjordingarnas perversa avelsbehov och deras avskyvärda experiment." STR_ALIEN_RETALIATION_UFOPEDIA: "Om X-Com:s attackubåtar är särskilt framgångsrika i att sänka utomjordiska farkoster kan utomjordingarna vidta aggressiva motåtgärder. Detta kan resultera i en direkt attack mot en X-Com-anläggning. Utomjordingarna måste dock hitta en X-Com-bas för att kunna attackera den, och förutsatt att utomjordiska ubåtar hålls borta bör risken för en attack vara liten." STR_ALIEN_SUPPLY_UFOPEDIA: "När en utomjordisk koloni har byggts upp försörjs den regelbundet av ett särskilt försörjningsfartyg. Om ett av dessa fartyg upptäcks när det landar är det säkert att det finns en utomjordisk koloni i närheten." STR_SURVEY_SHIP_UFOPEDIA: "Denna lilla ubåt används för rekognoscering och kartläggningsuppdrag. Den går normalt före större fartyg i början av en utomjordisk insatsstyrka." STR_ESCORT_UFOPEDIA: "Ett medelstort eskortfartyg som i sig självt utgör ett minimalt hot. Detta fartyg föregår ankomsten av större fartyg och ökad aktivitet." STR_CRUISER_UFOPEDIA: "Kryssaren är ett allmänt fartyg, stöttepelaren i den främmande flottan. Den används i alla typer av främmande uppdrag och är en farlig motståndare." STR_HEAVY_CRUISER_UFOPEDIA: "Den tunga kryssaren är ett kraftfullare fartyg än kryssaren, med större vapen och framdrivningssystem som ökar dess kraft. Den tunga kryssaren används för resursuppdrag för att samla in stora mängder mineraler och utrustning." STR_HUNTER_UFOPEDIA: "Fartyget är utrustat med ett undersökningsrum för att utföra experiment och kirurgiska ingrepp på människor. Offren utsätts för de mest avskyvärda tortyrmetoder och hjärnan avlägsnas ofta och förvaras för bearbetning under resan." STR_BATTLESHIP_UFOPEDIA: "Slagskeppet är det mest aggressiva skeppet som utomjordingarna har. Det är utrustat med all utomjordisk teknik och alla utomjordiska system och fungerar som bas för alla former av aggressiva handlingar som utomjordingarna vill utföra. Det är utrustat med ett brett utbud av vapen." STR_DREADNOUGHT_UFOPEDIA: "Dreadnought är ett supertransportfartyg, fullt utrustat med all utomjordisk teknik och en enorm lastkapacitet. Dreadnought är en tuff och formidabel motståndare." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Försörjningsfartyget används under byggandet av utomjordiska kolonier eller för att försörja befintliga kolonier. Det transporterar utomjordiska näringsämnen, DNA, foster och andra biologiska komponenter." STR_DISMANTLE: "Demontera" STR_TRANSFER_ITEMS_TO: "Överför Föremål till {0}" STR_AMOUNT_AT_DESTINATION: "ANTAL VID{NEWLINE}DESTINATION" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Utomjordingen avlider eftersom det inte finns någon anläggning för att hålla utomjordingar isolerade." STR_ITEMS_ARRIVING: "Föremål Ankommer" STR_DESTINATION_UC: "DESTINATION" STR_JET_HARPOON: "Jetharpun" STR_HARPOON_POD: "Harpun" STR_GAS_CANNON: "Gaskanon" STR_SMALL_TORPEDO: "Liten torped" STR_LARGE_TORPEDO: "Stor torped" STR_PHOSPHOROUS_TORPEDO: "Fosfortorped" STR_MAGNA_BLAST_GRENADE: "Magna-Blast-granat" STR_DYE_GRENADE: "Färggranat" STR_PARTICLE_DISTURBANCE_GRENADE: "Partikelstörningsgranat" STR_PARTICLE_DISTURBANCE_SENSOR: "Partikelstörningssensor" STR_MEDI_KIT: "Första-Hjälpen-verktyg" STR_GAUSS_PISTOL: "Gauss-pistol" STR_GAUSS_RIFLE: "Gauss-gevär" STR_THERMIC_LANCE: "Termisk lans" STR_HEAVY_THERMIC_LANCE: "Tung termisk lans" STR_AQUATOID_CORPSE: "Akvatoid-kropp" STR_GILLMAN_CORPSE: "Gälman Kropp" STR_LOBSTERMAN_CORPSE: "Hummerman lik" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Inte tillräckligt med ammunition för att beväpna SWS{SMALLLINE}Varje SWS kräver {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Otillräckligt med materiel för att fullt återbeväpna truppen" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Du måste undersöka {NEWLINE}{0}{NEWLINE}för att kunna tillverka{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Utomjordingarna har förstört den oskyddade basen {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com-patruller har lokaliserat en utomjordisk koloni i {0}." STR_STANDOFF: "DÖDLÄGE" STR_CAUTIOUS_ATTACK: "FÖRSIKTIG ATTACK" STR_STANDARD_ATTACK: "STANDARDATTACK" STR_AGGRESSIVE_ATTACK: "AGGRESSIV ATTACK" STR_DISENGAGING: "AVSTÅNDSTAGANDE" STR_UFO_HIT: "UTOMJORDISK UBÅT TRÄFFAD!" STR_UFO_CRASH_LANDS: "UTOMJORDISK UBÅT SÄNKT!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "MINIMERA VID DÖDLÄGESRÄCKVIDD ENDAST" STR_UFO_RETURN_FIRE: "UTOMJORDISK UBÅT SKJUTER TILLBAKA!" STR_INTERCEPTOR_DAMAGED: ">>> FLYGANDE UBÅT SKADAD <<<" STR_INTERCEPTOR_DESTROYED: ">>> FLYGANDE UBÅT FÖRSTÖRD <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "UTOMJORDISK FLYGANDE UBÅT FLYR!" STR_LONG_RANGE_DETECTION: "Bredbandsdetektering" STR_STORES_UC: "FÖRRÅD" STR_DIFFICULTY_LEVEL: "Svårighetsgrad" STR_INTERCEPT: "GENSKJUT" STR_BASES: "BASER" STR_GRAPHS: "GRAFER" STR_UFOPAEDIA_UC: "UFOPAEDIA" STR_OPTIONS_UC: "ALTERNATIV" STR_FUNDING_UC: "FINANSIERING" STR_5_SECONDS: "5 s" STR_1_MINUTE: "1 Min" STR_5_MINUTES: "5 Minr" STR_30_MINUTES: "30 Minr" STR_1_HOUR: "1 Timm" STR_1_DAY: "1 Dag" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Prestationstabell" STR_ENTER_NAME: "Skriv Namn" STR_PERFORMANCE_RATING: "Framgångsvärdering" STR_VICTORY_DATE: "Segerdatum" STR_CHEMICAL_FLARE: "Kemisk fackla" STR_CHEMICAL_FLARE_UFOPEDIA: "Denna kompakta enhet avger ett starkt ljussken på alla djup och på torra land. Detta belyser fiendens enheter i närheten av ljusskenet under djuphavs- eller nattuppdrag." STR_MONTHLY_COSTS: "Månadskostnader" STR_SALARIES: "Löner" STR_BASE_MAINTENANCE: "Basunderhåll" STR_COST_PER_UNIT: "Kostnad per enhet" STR_QUANTITY: "Kvantitet" STR_TOTAL: "Total" STR_FRONT_ARMOR: "Främre Pansar" STR_LEFT_ARMOR: "Vänster Pansar" STR_RIGHT_ARMOR: "Höger Pansar" STR_REAR_ARMOR: "Bakre Pansar" STR_UNDER_ARMOR: "Undre Pansar" STR_ROUNDS: "SKOTT" STR_UNIT: "ENHET>{0}" STR_ENERGY: "ENERGI" STR_MORALE: "MORAL" STR_ARMOR_: "RUSTNING>{0}" STR_FRONT_ARMOR_UC: "FRÄMRE PANSAR" STR_LEFT_ARMOR_UC: "VÄNSTER PANSAR" STR_RIGHT_ARMOR_UC: "HÖGER PANSAR" STR_REAR_ARMOR_UC: "BAKRE PANSAR" STR_SKILLS: "FÄRDIGHET> {0}" STR_LEVEL: "NIVÅ> {0}" STR_HEAD: "HUVUD" STR_TORSO: "TORSO" STR_RIGHT_ARM: "HÖGER ARM" STR_LEFT_ARM: "VÄNSTER ARM" STR_RIGHT_LEG: "HÖGER BEN" STR_LEFT_LEG: "VÄNSTER BEN" STR_PAIN_KILLER: "SMÄRTSTILLANDE" STR_STIMULANT: "PSYKOSTIMULANTIA" STR_HEAL: "LÄK" STR_TIME_UNITS_SHORT: "TE>{ALT}{0}" STR_WEIGHT: "Bärvikt>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Reakt>{ALT}{0}" STR_ALIEN_ARTIFACT: "Utomjordisk artefakt" STR_AMMO_ROUNDS_LEFT: "AMMO:{NEWLINE}SKOTT{NEWLINE}KVAR={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Smärt>{ALT}{0}{ALT}{NEWLINE}Stim>{ALT}{1}{ALT}{NEWLINE}Hela>{ALT}{2}" STR_THROW: "Kasta" STR_AUTO_SHOT: "Automateld" STR_SNAP_SHOT: "Snabbskott" STR_AIMED_SHOT: "Välriktat Skott" STR_STUN: "Bedöva" STR_PRIME_GRENADE: "Förbered granat" STR_USE_SCANNER: "Använd avståndssensor" STR_USE_MEDI_KIT: "Använd första hjälpen" STR_LAUNCH_MISSILE: "Avfyra torped" STR_ACCURACY_SHORT: "Trf>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Otillräckligt med TE!" STR_NOT_ENOUGH_ENERGY: "Slut på energi!" STR_NO_ROUNDS_LEFT: "Inga skott kvar!" STR_NO_AMMUNITION_LOADED: "Ingen ammunition laddad!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Fel ammunition för detta vapen!" STR_WEAPON_IS_ALREADY_LOADED: "Vapnet redan laddat!" STR_NO_LINE_OF_FIRE: "Ingen skottlinje!" STR_GRENADE_IS_ACTIVATED: "Granat aktiverad!" STR_GRENADE_IS_DEACTIVATED: "Granat inaktiverad!" STR_THERE_IS_NO_ONE_THERE: "Det finns ingen där!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Omöjligt att använda utomjordiska artefakter innan de undersökts." STR_OUT_OF_RANGE: "Utom räckvidd!" STR_UNABLE_TO_THROW_HERE: "Oförmögen att kasta där!" STR_SET_TIMER: "Ställ in timer" STR_HIDDEN_MOVEMENT: "DOLD FÖRFLYTTNING" STR_TURN: "RUNDA> {0}" STR_SIDE: "SIDA> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Tryck på knapp för att fortsätta" STR_MIND_CONTROL: "Molekulär kontroll" STR_MORALE_ATTACK_SUCCESSFUL: "Moral Attack Framgångsrik" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}går bärsärkargång" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}går bärsärkargång" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}grips av panik" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}grips av panik" STR_XCOM: "X-Com" STR_ALIENS: "Utomjordingar" STR_RIGHT_HAND: "HÖGER HAND" STR_LEFT_HAND: "VÄNSTER HAND" STR_RIGHT_SHOULDER: "HÖGER AXEL" STR_LEFT_SHOULDER: "VÄNSTER AXEL" STR_BACK_PACK: "RYGGSÄCK" STR_BELT: "BÄLTE" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}är under molekulär kontroll" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}är under molekulär kontroll" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}är medvetslös" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}är medvetslös" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}har avlidit från en dödlig skada" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}har avlidit från en dödlig skada" STR_FATAL_WOUNDS: "DÖDLIGA SÅR" STR_UNDER_ARMOR_UC: "UNDRE PANSAR" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "TE reserverade för snabbskott" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "TE reserverade för automateld" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "TE reserverade för välriktat skott" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "TE reserverade för knäställning" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "TE reserverade för knäställning och eld" STR_UNITS_IN_CRAFT: one: "{N} enhet i X-Com-farkost" other: "{N} enheter i X-Com-farkost" STR_UNITS_OUTSIDE: one: "{N} enhet kvar utanför" other: "{N} enheter kvar utanför" STR_UNITS_IN_ENTRANCE: one: "{N} enhet vid ingången" other: "{N} enheter vid ingången" STR_UNITS_IN_EXIT: one: "{N} enhet vid målets utgång" other: "{N} enheter vid målets utgång" STR_ABORT_MISSION_QUESTION: "Överge Uppdrag?" STR_CORPSE: "Kropp" STR_UNLOAD_CRAFT: "Ladda ur" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}har avlidit" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}har avlidit" STR_HIT_MELEE: "Träffa" STR_GROUND: "MARK" STR_LIVING_QUARTERS_PLURAL: "Logement" STR_LIST_ITEM: "FÖREMÅL" STR_RESET: "Återställ" STR_MEMORIAL: "Minnesmärke" STR_DATE_UC: "DATUM" STR_SOLDIERS_RECRUITED_UC: "AKVANAUTER REKRYTERADE>{ALT}{0}" STR_SOLDIERS_LOST_UC: "AKVANAUTER FÖRLORADE>{ALT}{0}" STR_REMOVE_SELECTED: "Ta bort markerade" STR_LIVE_ALIENS: "Levande{NEWLINE}varelser" STR_DEAD_ALIENS: "Avvisade{NEWLINE}varelser" STR_UNDER_INTERROGATION: "Blir{NEWLINE}undersökta" STR_CONTAINMENT_EXCEEDED: "UTOMJORDINGFÖRVARINGS GRÄNSVÄRDE ÖVERSKRIDEN!{SMALLLINE}Otillräcklig förvaringskapacitet i {0}. Du måste välja ut överskridande utomjordingar från förvaringen (Som sedermera avlider)." STR_MANAGE_CONTAINMENT: "Hantera utomjordingsförvaring" STR_STORAGE_EXCEEDED: "LAGERUTRYMME SLUT!{SMALLLINE}Otillräckligt lagerutrymme i {0}. Du måste sälja överskridande föremål." STR_GO_TO_BASE: "Gå till bas" STR_MELEE_ACCURACY: "TRÄFFSÄKERHET FÖR NÄRKAMP" STR_SELL_PRODUCTION: "SÄLJ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Båda händerna måste vara tomma!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Otillräckligt med föremål för att kopiera mall!" STR_UNLOAD_WEAPON: "Ladda ur vapen" STR_ALL_ITEMS: "Alla föremål" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KONTROLLCENTER FÖRSTÖRT{NEWLINE}Ta dig till entrén och avbryt." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com:s akvaanläggningar kan inte byggas på land" STR_UNDERWATER_EQUIPMENT: "Denna utrustning fungerar inte ovanför vattenytan!" STR_LAND_EQUIPMENT: "Denna utrustning fungerar inte under vattenytan!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Personal" STR_CRAFT_ARMAMENT: "Farkost & Bestyckning" STR_COMPONENTS: "Komponenter" STR_SOLDIERS_RECRUITED: "Akvanauter rekryterade" STR_SOLDIERS_LOST: "Akvanauter förlorade" STR_TOTAL_UFOS: "Flygande ubåtar upptäcktes" STR_TOTAL_ALIEN_BASES: "Utomjordiska kolonier upptäcktes" FEMALE_CIVILIAN: "Civilist, Kvinna" MALE_CIVILIAN: "Civilist, Man" DOCKER_CIVILIAN: "Civil, hamnarbetare" SAILOR_CIVILIAN: "Civil, sjöman" ZOMBIE_WEAPON: "Zombie Vapen" ================================================ FILE: bin/standard/xcom2/Language/tr.yml ================================================ tr: STR_LEVIATHAN_UFOPEDIA: "AŞIRI DERİNLİK KABİLİYETİ OLAN BİR İNTİKAL VE AVCI UÇARBOTU. İYON İTME SİSTEMLERİ VE MANYETİK SEYRÜSEFER MODÜLÜYLE, YABANCI VE İNSAN TEKNOLOJİLERİNİN MUHTEŞEM BİR SENTEZİ." STR_BARRACUDA_UFOPEDIA: "KIZGIN LAZER TAHRİKLİ MOTORLARLA DONATILMIŞ İNGİLİZ YAPIMI BARAKÜDA. DÜNYADAKİ EN HIZLI AVCI ARAÇLARI ARASINDA. SUALTI VE ATMOSFERİK UÇUŞ YETENEĞİ SAYESİNDE ANAHTAR KONUMUNDA BİR ARAÇ." STR_HAMMERHEAD_UFOPEDIA: "İNTİKAL VE AVCI ARACI. MANYETİK DİZE SİSTEMLERİNİN BİR X-COM GEMİSİNDE İLK KULLANIMI. KÜÇÜK BOYUTLARINA KARŞIN, TASARIMIYLA NEFES KESİCİ BİR TEKNİK BAŞARI." STR_TRITON_UFOPEDIA: "TRİTON, ATMOSFERİK VE SUALTI UÇUŞ MOTORLARIYLA DONATILMIŞ BİR TAARRUZ İNTİKAL ARACI. BÜYÜK HACMİ VE DAYANIKLI YAPISIYLA, X-COM DONANMASININ ÖNCÜSÜ." STR_MANTA_UFOPEDIA: "YÜKSEK HIZLI MANTA, İYON MOTORLU YABANCI GEMİLERİNİ ANDIRAN TEK KİŞİLİK BİR AVCI DENİZALTISI. KIZIŞAN ÇATIŞMALARDA OLDUKÇA ETKİLİ BİR SALDIRI ARACI." STR_AJAX_UFOPEDIA: "DÜNYA ÇAPINDA SUALTI SAVAŞLARININ STANDART SİLAHI AJAX TORPİDOSU. İSABETLİLİĞİ VE KUVVETİ SAYESİNDE CAYDIRICI BİR ETKEN." STR_DUP_HEAD_UFOPEDIA: "SEYRELTİLMİŞ URANYUM TANECİĞİ HARP BAŞLIĞI TEKNOLOJİSİNİN BİR SUALTI SİLAH SİSTEMİNDE İLK TİCARİ KULLANIMI." STR_CRAFT_GAS_CANNON_UFOPEDIA: "BASINÇLI GAZ GÜCÜYLE ÇELİK ZIPKINLAR FIRLATAN, YÜKSEK ZIRH DELİCİ KABİLİYETİNE SAHİP BİR TOP SİSTEMİ." STR_PWT_CANNON_UFOPEDIA: "KIZGIN YAKIT SİSTEMİ VE SON DERECE YOĞUNLAŞTIRILMIŞ BİR HARP BAŞLIĞI TAŞIYAN DARBE DALGA TORPİDOSU, BİLİNEN ALAŞIMLARIN ÇOĞUNU PARÇALAYABİLECEK GÜÇTE." STR_GAUSS_CANNON_UFOPEDIA: "GAUS SİLAH SİSTEMLERİ, YENİ GELİŞTİRİLMİŞ BİR X-COM TEKNOLOJİSİ. BU SİSTEMİN PARÇACIK HIZLANDIRICISI, GÜCÜNÜ SIVI NİTROJEN SOĞUTMALI KÜÇÜK BİR FÜZYON REAKTÖRÜNDEN ALIYOR." STR_SONIC_OSCILLATOR_UFOPEDIA: "SONİK GÜÇ DALGALARI ÜRETEN KUVVETLİ BİR SES OSİLATÖRÜ. HEDEFİNİN MOLEKÜLER BAĞLARINI KOPARTARAK PARÇALAYABİLECEK GÜÇTE TİTREŞİMLER OLUŞTURABİLİYOR." STR_AQUATOID_UFOPEDIA: "Akuatoid ırkı, daha insanlar dünya yüzeyinde ilk adımlarını atmaya başlarken bile binlerce yıldır varlıklarını sürdürmekte olan kadim bir topluluk. Küçük boyları ve yuvarlak hatları, uzay gezgini kuzenleri Sektoidleri andırıyor. Moleküler Kontrol teknolojisi, en büyük güçleri. Akuatoid ırkının başlıca hedefi, kısır olan soylarını genetik müdahalelerle yaygınlaştırmak. Bu yolda insanları ideal birer denek olarak görüyor ve sayısız melez ırkın oluşumunda rol oynuyorlar." STR_AQUATOID_AUTOPSY: "Akuatoid otopsisi" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Yaratığın detaylı bir analizi, bazı temel varsayımlarda bulunmamızı sağlıyor. Bu canlıların kökeni, önceki düşmanlarımız olan Sektoidler, ancak cerrahi müdahaleler ve implantlar sayesinde sualtı yaşamına uygun hale getirilmişler. Körelmiş ciğerleri, su dışında nefes almalarına ve yüzeyde kısıtlı hareket kabiliyetine sahip olmalarına yetiyor. Atrofiye uğramış uzuvlarını ve organlarını desteklemek için tüm bedenleri sibernetik implantlarla donatılmış. Irkın tüm üyeleri özdeş olduğundan, bu yaratıkların klonlanmış olduğunu tahmin ediyoruz." STR_GILLMAN_UFOPEDIA: "İnsan ırkıyla çok yakın akraba olduğu anlaşılan ve sürüngen özellikleri taşıyan tuhaf bir yaratık. Sualtı dünyasında son derece güçlü ve hızlı hareket edebiliyor. Farklı yaşlarda hem erkek hem de dişi örneklerle karşılaşmamız, tam anlamıyla gelişkin bir ırka mensup oldukları anlamına geliyor. Sualtı yabancılarının büyük çoğunluğunun aksine bu canlılar genetik müdahale ya da cerrahi deformasyon izleri taşımıyorlar. Kendi türümüzden çok uzun zaman önce ayrılarak farklı biçimde evrimleşmiş bir ırk oldukları bile düşünülebilir." STR_GILLMAN_AUTOPSY: "Solungaçadam otopsisi" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Otopsi sonucunda bu yaratığın bir uzaylı değil, tarih öncesi çağlarda ortaya çıkmış bir Dünya canlısı olduğu apaçık görülebiliyor. Dünyaya dinozorların hakim olduğu dönemden kalan bu güçlü amfibik canlıların, memelilerin egemenliği üstün gelmeye başladığında yeryüzünden silinmiş olmaları beklenirdi. Gezegende sürüngen hakimiyetini sonlandıran büyük felaketle birlikte, uzaydan gelen yabancılarla bir ortakyaşarlık durumuna zorlanmış olabilirler. Yaratıkların kafatasına küçük, elektronik bir cihaz yerleştirilmiş." STR_LOBSTERMAN_UFOPEDIA: "Denizden gelen bu iblis, insandan daha uzun boylu ve altı uzvu olan muazzam bir yaratık. Dünya ıstakozuna olan benzerliği nedeniyle X-Com askerleri arasında Istakozadam lakabıyla anılıyor. Kıskaçlarıyla çeliği bile parçalayabilecek kuvvete ve inanılmaz bir dayanıklılığa sahip bu yaratık, adeta özenle tasarlanmış bir savaş makinesi." STR_LOBSTERMAN_AUTOPSY: "Istakozadam otopsisi" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Yaratığın son derece dayanıklı kabuğunun altında hayret verici bir yapı mevcut. Titanyum bir iskeletin etrafında kuvvetli kaslara ve doğrudan beyinle entegre çalışan gelişmiş bir hedefleme sistemine sahip. Çoklu gözleri, çelikten daha güçlü plastik bir mahfaza tarafından korunuyor. Efendileri tarafından doğru yönlendirildiklerinde bu yaratıkların neredeyse durdurulamaz bir güç oldukları anlaşılıyor. Bedenlerinde, yapısı ve işlevi bilinmeyen pek çok cihaz gömülü." STR_TASOTH_UFOPEDIA: "Bu atik ve hızlı yaratıklar, yabancı ordusunun ana unsuru. Yabancı kolonilerinin derinliklerindeki kuluçka makinelerinde yüzlercesi gözlerini açıyor. Bir insandan çok daha güçlü olan Tasot, katıksız bir yabancı ırkı. Davranışları ve etobur doğasıyla gezegende emsali bulunmayan bir tür. Tasot sıklıkla yabancı taarruzlarının en ön saflarında görev alıyor ve ümitsiz koşullar karşısında bile çarpışmaktan kaçınmıyor." STR_TASOTH_AUTOPSY: "Tasot otopsisi" STR_TASOTH_AUTOPSY_UFOPEDIA: "Diseksiyon sonucunda, tuhaf bir güç tarafından kontrol edilen sibernetik bir organizma gün ışığına çıkıyor. Vücut boşluğu içinde tanınabilir bir organ yok ama küçük bir enerji kaynağı mevcut. Üretilen enerji, bir biyo-elektrik iletim sistemiyle tüm vücuda yayılıyor. Yaratığın vücudunda, iskelet ya da benzeri bir destekleyici yapı da bulunmuyor. Yaratık hayatını kaybettiğinde enerji dağılımı duruyor ve bedeni, içinden sıvılar sızan cansız bir bez bebek gibi yığılıp kalıyor. Tespit edilebilen tek diğer iç yapı, enerjiyle uyarıldığında yaratığı geçici olarak canlandıran bir çift seramik hücre." STR_DEEP_ONE_UFOPEDIA: "Diptengelen adını verdiğimiz biyolojik kabus, Akuatoid'lerin akıl almaz deneyler sonucunda ürettikleri melez bir tür. Bu yaratığın bir kaç varyasyonuyla karşılaştık. Uzun araştırmalar sonucunda istilacıların ele geçirdikleri insan bedenlerini kullanarak bu canlıları imal ettikleri sonucuna vardık. Bu insan altı yaratıkların her biri, akuanotlarımızı öldürmeye yetecek kadar güçlü bir elektrik yüküyle donatılıyor." STR_DEEP_ONE_AUTOPSY: "Diptengelen otopsisi" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Bu yaratık, insan ve yabancı organizmalarının çapraz aşılanmasıyla oluşturulmuş. Taşıdığı insan beynine, elektronik kumanda devrelerini ve yabancı korteksini entegre etmek için büyük müdahalelerde bulunulmuş. İnsan bedenine cerrahi yöntemle aşılanan yabancı fetüsün, büyüdükçe taşıyıcısını sarmalayıp yuttuğu bir sürecin izleri görülüyor. Yaratığın son derece kuvvetli ve esnek derisi, organik olmayan metalik bir doku gibi görünüyor. Bu melez canlı hem güçlü, hem hızlı, hem de yabancıların tam kontrolü altında." STR_BIODRONE_UFOPEDIA: "Biyodron, ancak yabancı bir zihnin tasarlayabileceği bir yaratık. Su altında ya da karada hareket edebilen bir modüle monte edilmiş bir fanusta, amniyotik sıvılar içinde yüzen bir beyinden (insan ya da yabancı) müteşekkil. Her bir biyodron, yarı mekanik yarı organik bir sonik parçalayıcı ile donatılmış. Bilim insanlarımızın bir kısmı, bu cihazın aktif kısmının, orijinal organizmanın ses telleri ile güçlendirildiğini düşünüyor. Son derece isabetli ve inatçı bu bekçi köpekleri, yabancılar tarafından kıymetli varlıkların korunmasında kullanılıyorlar." STR_BIODRONE_AUTOPSY: "Biyodron otopsisi" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Sonik parçalayıcının biyolojik bir cihaz olduğu tezi doğrulandı. Bu bahtsız yaratık, gerçekten de düşmanını kendi çığlıklarıyla öldürüyor. Karşılaştığımız her bir örnekte ileri derecede cerrahi travma ve sakatlık gözlemledik. Görünüşe göre yabancılar, beyinleri itaate zorlamak için kasap gibi biçiyorlar. Yaratıkların üretiminde kullanılan kortekslerin çoğunun kökeni yabancı, ancak insan tabanlı ünitelerle de karşılaşmış olmanın dehşeti hiç bir şeyle ölçülemez. Biyodronlar, bir iyon motoruyla güçlendirilmiş ve bir tür uzaktan kontrol sistemiyle yönetiliyorlar." STR_TENTACULAT_UFOPEDIA: "Bu tanımlanamaz yaratığı, Lovecraft'in en karanlık kabusları bile doğurmuş olamazdı. Dünyadaki canlıların hiç biriyle kıyas edilemeyen bu organizmaya ev sahipliği yapan ortamı hayal bile edemiyoruz. Tentakülat, uzun duyargalarıyla kavradığı kurbanını önce felç ediyor, sonra da akılsız yaratıklara dönüştürüyor. Bu yeni yaratıkların tek bir dokunuşu, en kalın zırhın üzerinden bile anında ölüme yol açabiliyor. Tentakülat, şu ana kadar X-Com'un karşılaştığı en dehşet verici yabancı ırkı." STR_TENTACULAT_AUTOPSY: "Tentakülat otopsisi" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Otopsi sonucunda, yaratığın büyük beynine gömülü sibernetik implantlar tespit ettik. Yaratık, optik görüş ve termal imaj oluşturma özelliklerini bir araya getiren komplike bir görüş sistemine sahip. Bu canavar, okyanusun karanlık derinliklerinde bile yolunu hatasız biçimde bulabiliyor. Bazı organları, hayatta kalmak için gerekli asgari noktaya kadar körelmiş durumda. Her bir yaratığın, dış bir konnektöre bağlı küçük bir midesi olduğundan, efendileri tarafından besin maddeleriyle doğrudan beslendiklerini varsaymak mümkün." STR_CALCINITE_UFOPEDIA: "Bu yaratıklar, kayıp denizcilerin dalgıç kıyafetleri içinde, gafil avlayacakları kurbanlar arıyorlar. Yaratıkların çelikten daha güçlü pençeleri, en iyi dalgıçları bile dibe gömmeye yetecek kuvvette. Dalgıç maskelerinin vizöründen, içeride kıpırdaşan yeşil ve jelatinimsi bir form görülebiliyor. Kıyafetin altındaki yaratığın gerçek şekli daha fazla anlaşılmıyor." STR_CALCINITE_AUTOPSY: "Kalsinit otopsisi" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Kalsinit, zırhlı kıyafetinin altında aslında kocaman, şekilsiz bir protoplazma yığını. Görünürde beyni, uzuvları ya da duyu organlarını teşkil eden belirgin bir yapı yok. Akışkan bedenin derinliklerinde gömülü küçük metal bir bileşene rastlanıyor. Yaratığın cansız bedeni üzerinde yapılan incelemelerden net sonuç almak neredeyse imkansız. Bu yabancı düşman, çözümsüz bir bilmeceye benziyor." STR_TRISCENE_UFOPEDIA: "Bu iki ayaklı sürüngenin kökeni, dinozorlar çağına kadar uzanıyor. Hem suda hem de karada hayatta kalma yeteneği hariç tüm özellikleri, yaratığın Kretase dönemine ait olduğunu gösteriyor. Sırtlarına silah yuvaları yüklenmiş ve çeneleri kocaman metal dişlerle donatılmış. Bu yaratıkların çoğu zaman yabancıların kara saldırılarında taarruz gücünün merkezinde rol aldığını görüyoruz. Ağır sıklet bu yaratıklar, Tasot kumandanları tarafından ölümcül birer silah olarak görevlendiriliyorlar." STR_TRISCENE_AUTOPSY: "Trisen otopsisi" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Bıçak altında, Trisen'in gerçekten kadim bir yaratık olduğu ve sibernetik implantlar ve silah sistemleriyle daha da güçlendirilmiş bulunduğu anlaşılıyor. Tüm yaratıklara giydirlen uzaktan kumanda kemerinin içinde, ufacık beynini destekleyen küçük bir bilgisayar modülü mevcut. Derisinin doğal dayanıklığı ve ilave silahlarla daha da keskinleştirilmiş avcı içgüdüleri sayesinde bu yaratık, her tür çevresel koşulda ölümcül bir tehdit oluşturuyor." STR_HALLUCINOID_UFOPEDIA: "Yabancılar, okyanusun derinliklerinden topladıkları bu devasa Dünya canlılarını birer silah olarak yetiştirmişler. İlk bakışta zararsız görünen bu yüzücülerle karşılaştığınızda güvende olduğunuz yanılgısına düşmeyin. Yakın dövüşte kullandığı dondurucu bir saldırıya sahip Halüsinoid, gerçekte ölümcül bir düşman." STR_HALLUCINOID_AUTOPSY: "Halüsinoid otopsisi" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "Jelatinimsi organızmasının kat kat dokularının altında, yaratığın asıl saldırı yeteneğini teşkil eden kuvvetli bir kimyasal dondurucu saklı. Halüsinoid'in yumuşak ve esnek derisi, yüksek sıcaklığa karşı dayanıklı değil. Bu mutant, genellikle efendileri olan Akuatoid'lerle birlikte görülüyor." STR_XARQUID_UFOPEDIA: "Dünya kökenli başkalaştırılmış bir omurgasız canlı olan Zarkid, hem güzellik hem de tehlike timsali. Hızlı bir yüzücü olan bu dev, boğucu bir tür mürekkep ve iyonlaştırılmış parçacık püskürtme yeteneğiyle gizli ve ölümcül bir silah gibi. Bu yaratıklarla ilk karşılaştığımızdan bu yana güçlerine ve efendileri olan Solungaçadamlara temkinle yaklaşıyoruz." STR_XARQUID_AUTOPSY: "Zarkid otopsisi" STR_XARQUID_AUTOPSY_UFOPEDIA: "Bu aşırı gelişmiş kabuklu, Yabancıların tıbbi ve cerrahi müdahaleleri sonucunda bu büyüklüğe ulaşmış. Solungaçadamların eklediği mekanik kontrol sistemleri yüzünden, yaratığın doğal yapısından geriye hiç bir iz kalmamış. Organik bir silah platformu olarak cepheye sürülen Zarkidler, kalın kabukları ve yüksek hareket kabiliyetleriyle müthiş birer hasım." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Yabancı uçar denizaltıları, derinliklerde müthiş hızlara ulaşmalarını sağlayan karmaşık enerji sistemleriyle donatılmış. Teknolojilerinin temelinde, katalizatör olarak Zerbit kullanan İyon Deplasörleri yatıyor. Bunlar, saniyede kendi hacimlerinin 100 katı sıvıyı itebilecek güçte cihazlar. Bu muazzam güç sayesinde yabancılar, hemen hemen tüm Dünya botlarını geride bırakacak hıza ulaşabiliyorlar. Akua-plastikler ve Zerbit enerji hücreleri kullanarak benzer bir itme sistemini biz de üretebiliriz." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Bu cihazlar, botun etrafında 1000 metreye kadar ulaşabilen çok katlı, küresel bir manyetik alan üretirler. Yabancı seyrüsefer görevlileri, doğrudan makinelere bağlanır ve dalgaların arasındaki göze görünmez dünyayı hissederek araçlarını yönetirler. Başkalaştırılmış beyin dokularından üretilmiş olan arabirim, operatörün beyniyle doğrudan bir sinirsel bağlantı kurabilecek şekilde tasarlanmıştır." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Her bir araç, deniz canlılarına benzetilerek, bukalemun gibi bir yapıyla tasarlanmış ve Akua-plastikler kullanılarak üretilmiş. Denizaltı ve mürettebatı, aynı organizmanın parçaları gibi birbirleriyle uyum içinde işlev görüyor. Kullanılan sistemlerin çoğunu kopyalamamız ve eşdeğer seviyede melez bir teknoloji geliştirmemiz mümkün." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Dünyada gizlenen sayısız Yabancı, kriyojenik yolla dondurularak kış uykusunda muhafaza edilmişler. Yaratıklar, bu cihazların içine kapatıldıktan sonra vücut sıcaklıkları, neredeyse tüm bedensel faaliyetlerin durduğu bir noktaya kadar düşürülmüş. Cihazlar üzerindeki ilk incelemeler sonucunda inanılmaz bulgular elde ettik: bu canlıların 60 milyon yılı aşkın süredir uykuda oldukları anlaşılıyor." STR_ALIEN_CLONING_UFOPEDIA: "Ele geçirdiğimiz Yabancıların çoğunun, DNA'larına kadar özdeş olduklarını görüyoruz. Yabancıların klonlanması için hücre örneklerinin dondurularak gen bankalarında muhafaza edildiği anlaşılıyor. Bazı klonlama ünitelerinin insan bedenleri ya da organları içerdiği dikkat çekiyor. Bu klonlama cihazlarının bir diğer işlevinin de Yabancı-İnsan melezi yeni türler üretmek olduğundan şüpheleniyoruz." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Yabancıların tümünün kafatasında bulunan Moleküler Kontrol implantlarıyla haberleşen bu makineler, her türlü bilgiyi doğrudan yaratıkların beynine enjekte etmekte kullanılıyor. Yeni klonlanmış tüm yabancılar bu cihazlara bağlanarak hem ırksal bellekleri oluşturuluyor, hem de boş zihinlerine tüm bilimsel ve muharebe bilgileri yükleniyor." STR_ALIEN_IMPLANTER_UFOPEDIA: "Bu makineler, Yabancıların kafatasına Moleküler Kontrol implantları yerleştirmek, eşeyli üreyen ırkları döllemek, vücuttan bazı organları kesip çıkartmak ve her tür canlı bedenine elektronik cihazlar eklemek için kullanılıyor. İlk başlarda bu cerrahi süreçlerin anestezi altında yürütüldüğü sanılıyordu ancak artık deneklerin tüm süreç boyunca bilinçlerinin açık olduğu anlaşılıyor. Asıl korkutucu olan, bu makinelerin insan anatomisine mükemmel uygunluğu." STR_EXAMINATION_ROOM_UFOPEDIA: "Yabancıların insanları gerçekte neden kaçırdığını açıklayan ipuçları elde ettik. Kaçırılan insanlar yiyecek olarak ya da Yabancı embriyolarıyla döllenmek için değil, çeşit çeşit yaratıkların ve kontrol sistemlerinin üretiminde hammadde olarak kullanılıyorlar. Yabancı teknolojisi, ortak bir zihin ve akıl üzerine kurulmuş sistemlerden oluşuyor ve insan beyni, bu sistemlerle en uyumlu alıcı niteliğinde. Beyin dokuları, Yabancıların biyolojik bilgisayar sistemlerinin hemen hepsinde kullanılıyor. Diğer dokular da üretim ve üreme süreçlerinde değerlendiriliyor." STR_AQUA_PLASTICS_UFOPEDIA: "Yabancı denizaltıları inanılmaz derecede güçlü, esnek ve dayanıklı bir malzemeden üretiliyorlar. Akua plastik adındaki bu materyal, katalizör olarak Zerbit kullanılan bir süreçle üretiliyor ve karmaşık bir yapıya sahip. Hem yoğun hem de hafif olan bu maddenin dayanıklılığı, titanyum ve kevlar içeren materyalleri bile geride bırakıyor." STR_ZRBITE_UFOPEDIA: "Kısmen altın, kısmen de Yabancı biyo-materyal içeren bir alaşım. Enerji kaynağı olarak kullanıldığında, aynı ağırlıktaki nükleer maddelerden 10 kat daha fazla güç elde edilmesine olanak sağlıyor. Ne yazık ki elimizdeki teknik imkanlar, yapıtaşlarından pek çoğu Yabancı kökenli olan bu alaşımı üretebilmek için yeterli değil." STR_ALIEN_ORIGINS_UFOPEDIA: "Yabancılar, acımasız saldırılarını tüm yerküre sathında sürdürüyorlar ve merkez üslerini tespit edemiyoruz. Ulaşabileceğimizden çok daha derin denizlerden geliyor olabilirler mi? Karşılaştığımız canlıların bazıları gerçek anlamda Yabancı bile değil. Soyunun çoktan tükendiğini sandığımız dünya türlerinin neslinden gelen yaratıklarla da çarpışıyoruz. Binlerce yıldır dünyamızda uyumakta olan, insan ve Yabancı ırklarının karmaşık bir sembiyozuyla karşı karşıyayız. Okyanusların derinliklerinde, Yabancıların uzaylı akrabalarıyla temas kurmakta kullandıkları kadim üsler olduğunu öğrendik. Bu oniki üssün her birinde, Yabancı teknolojisinin güçlü birer örneği olan Sinomiyum cihazları bulunuyor. Dünyadaki savaş çarklarının yeniden dönmesiyle birlikte Yabancılar, Moleküler Kontrol ağlarını genişletmek için bu üsleri tekrar aktifleştirmeye çalışıyorlar. Her ne pahasına olursa olsun bu üsleri yok etmeliyiz." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Altmış beş milyon yıl önce dev bir koloni gemisi, uzak bir Yabancı gezegeninden dünyamıza gönderilmişti. Muazzam gemi bu genç gezegene yaklaşırken, büyük ve şiddetli bir güneş patlaması seyrüsefer sistemlerinin arıza yapmasına neden oldu. Sakatlanmış uzay aracı çaresizce tarih öncesi atmosfere doğru düşüşe geçtiğinde, dünyadaki sayısız ırk, gökyüzünden gelen kıyametlerini görebilmek için başını kaldırdı. Çarpışma sonrasında korkunç bir toz bulutu atmosferi kapladı ve gezegendeki egemen yaşam formu olan muazzam dinozorların sonu geldi. Ancak çarpışma, T'leth uzay aracının 400 milyar tonluk cüssesini yok etmeye yetmedi. Gelişmiş süper bilgisayarlar, aracın koynundaki binlerce yaratığı uzun ve derin bir uykuya yatırdı. Bilgisayarlar, çağlar boyunca zaman zaman uzaylı akrabalarıyla iletişim kurmayı denemeleri için yaratıkların bazılarını uyandırdı, ancak Yabancı gücünün çekirdeği uykuda olduğundan bu çabalar sonuçsuz kaldı." STR_TLETH_THE_ALIEN_CITY: "Yabancılar Şehri T'leth" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "Devasa Yabancı koloni gemisi T'leth, Meksika Körfezindeki Sigsbee Çukurluğunun dibindee gömülü. Şehrin kalbinde ise, ölümün bile sahiplenemeyeceği kadar korkunç ve güçlü bir Yabancı dehşeti gizlenmekte. Metalden yapılmış bir kraliyet odasında, baş Yabancı Ulu Uyuyan'ın bedeni yatıyor. T'leth su yüzüne çıkacak olursa, bu yaratık da uzun uykusundan uyanacak ve artık onu hiç bir kuvvet durduramayacak. Tam anlamıyla canlı olmamasına rağmen, bu yaratığın zihni tüm Yabancı ordusuna komuta ediyor. Moleküler Kontrol teknolojisi, tüm diğer Yabancılar ve Tek zihin arasında bağlantı sağlıyor. Genetiği değiştirilmiş Yabancı/insan fetüsleri de hükümdar ve tebası arasındaki bağlantıyı besleyen enerjiyi üretiyorlar. Yüzlerce yıldır insanlığın bilinç altında yer etmiş olan Baş Yabancı mitosu hakkındaki gerçekliğin, en başından beri denizler altında gizlendiğini anlamış bulunuyoruz." STR_CENTER_ON_SITE_TIME_5_SECONDS: "MEVKİYE ODAKLAN-SÜRE=5 Sn." STR_CANCEL_UC: "İPTAL" STR_NONE: "Yok" STR_UNKNOWN: "Bilinmiyor" STR_POOR: "Zayıf" STR_AVERAGE: "Ortalama" STR_GOOD: "İyi" STR_EXCELLENT: "Mükemmel" STR_BUILD_NEW_BASE_UC: "YENİ ÜS KUR" STR_BASE_INFORMATION: "ÜS BİLGİLERİ" STR_EQUIP_CRAFT: "DENİZALTI DONATIM" STR_BUILD_FACILITIES: "TESİS İNŞA ET" STR_RESEARCH: "ARAŞTIRMA" STR_MANUFACTURE: "ÜRETİM" STR_TRANSFER_UC: "TRANSFER" STR_PURCHASE_RECRUIT: "SATIN AL/İŞE AL" STR_SACK: "KOV" STR_SELL_SACK_UC: "SAT/KOV" STR_GEOSCAPE_UC: "YERKÜRE" STR_NAME: "İsim" STR_AREA: "Bölge" STR_BUILD_NEW_BASE: "Yeni Üs İnşa Et" STR_CANCEL: "İptal" STR_COST_UC: "MALİYET>" STR_CONSTRUCTION_TIME_UC: "İNŞAAT SÜRESİ>" STR_DAY: one: "{N} gün" other: "{N} gün" STR_HOUR: one: "{N} saat" other: "{N} saat" STR_MAINTENANCE_UC: "BAKIM>" STR_OK: "TAMAM" STR_INSTALLATION: "Tesisler" STR_CURRENT_RESEARCH: "MEVCUT ARAŞTIRMA" STR_SCIENTISTS_AVAILABLE: "Toplam Araştırma Personeli>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Görevli Araştırma Personeli>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Mevcut Laboratuvar Alanı>{ALT}{0}" STR_RESEARCH_PROJECT: "ARAŞTIRMA PROJESİ" STR_SCIENTISTS_ALLOCATED_UC: "GÖREVLİ PERSONEL" STR_PROGRESS: "GİDİŞAT" STR_NEW_PROJECT: "Yeni Proje" STR_CANCEL_PROJECT: "PROJEYİ İPTAL ET" STR_NEW_RESEARCH_PROJECTS: "YENİ ARAŞTIRMA PROJELERİ" STR_SCIENTISTS_AVAILABLE_UC: "TOPLAM ARAŞTIRMA PERSONELİ>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "MEVCUT LABORATUVAR KAPASİTESİ>{ALT}{0}" STR_INCREASE: "Arttır" STR_DECREASE: "Azalt" STR_START_PROJECT: "PROJE BAŞLAT" STR_CURRENT_PRODUCTION: "MEVCUT ÜRETİM" STR_ENGINEERS_AVAILABLE: "Mevcut Teknisyenler>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Görevlendirilen Teknisyenler>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Mevcut Atölye Alanı>{ALT}{0}" STR_CURRENT_FUNDS: "Mevcut Ödenek>{ALT}{0}" STR_ITEM: "MADDE" STR_ENGINEERS__ALLOCATED: "Görevlendirilen Teknisyenler" STR_UNITS_PRODUCED: "Üretilen Miktar" STR_TOTAL_TO_PRODUCE: "Toplam Üretilecek" STR_COST__PER__UNIT: "Birim{NEWLINE}başına{NEWLINE}Maliyet" STR_DAYS_HOURS_LEFT: "Kalan Gün/Saat" STR_NEW_PRODUCTION: "Yeni Üretim" STR_PRODUCTION_ITEMS: "Üretim Kalemleri" STR_CATEGORY: "KATEGORİ" STR_START_PRODUCTION: "ÜRETİME BAŞLA" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "Bir birim üretmek için gerekli Teknisyen saati: {0}" STR_COST_PER_UNIT_: "Birim başına maliyet>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Gerekli Atölye Alanı>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "ÜRETİM İÇİN GEREKLİ MATERYAL" STR_ITEM_REQUIRED: "GEREKLİ MATERYAL" STR_UNITS_REQUIRED: "GEREKLİ MİKTAR" STR_UNITS_AVAILABLE: "MEVCUT MİKTAR" STR_STOP_PRODUCTION: "ÜRETİMİ DURDUR" STR_ENGINEERS_AVAILABLE_UC: "MEVCUT TEKNİSYENLER>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "MEVCUT ÇALIŞMA ALANI>{ALT}{0}" STR_MONTHLY_PROFIT: "AYLIK GELİR>{ALT}{0}" STR_INCREASE_UC: "ARTTIR" STR_DECREASE_UC: "AZALT" STR_UNITS_TO_PRODUCE: "Üretilecek Miktar" STR_PURCHASE_HIRE_PERSONNEL: "Satın Al / İşe Al" STR_COST_OF_PURCHASES: "Toplam Fiyat>{ALT}{0}" STR_COST_PER_UNIT_UC: "BİRİM BAŞINA MALİYET" STR_QUANTITY_UC: "MİKTAR" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "MEVCUT PERSONEL:TOPLAM PERSONEL>" STR_SOLDIERS: "Akuanotlar" STR_SCIENTISTS: "Bilim İnsanları" STR_ENGINEERS: "Teknisyenler" STR_SPACE_USED_SPACE_AVAILABLE: "KULLANILAN ALAN:MEVCUT ALAN>" STR_LIVING_QUARTERS: "Koğuş" STR_STORES: "Depo" STR_LABORATORIES: "Laboratuvarlar" STR_WORK_SHOPS: "Atölyeler" STR_HANGARS: "Uçar Bot Sığınakları" STR_SHORT_RANGE_DETECTION: "Kısa Menzilli Sonar" STR_DEFENSE_STRENGTH: "Savunma Kuvveti" STR_TRANSFERS_UC: "TRANSFERLER" STR_TRANSFERS: "Transferler" STR_ARRIVAL_TIME_HOURS: "Varış Süresi (saat)" STR_COST_: "Maliyet>{ALT}{0}" STR_AREA_: "Bölge>{ALT}{0}" STR_BASE_NAME: "Üs Adı?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "HAVA CEBİNİN KONUMUNU SEÇİN" STR_TRANSFER: "Transfer" STR_AMOUNT_TO_TRANSFER: "TRANSFER EDİLECEK MİKTAR" STR_SELECT_DESTINATION_BASE: "Varış Üssünü Seç" STR_COST: "Maliyet" STR_INTRO_1: "Copyright 1995 MicroProse" STR_INTRO_2: "Mars: Cydonia'nın Düşüşü." STR_INTRO_3: "Yabancı savaş makinesinin kalbini imha eden muzaffer X-Com, eve dönüyor. Ancak Mars üssü harap olmuş olsa da tamamen ölmüş değil." STR_INTRO_4: "Cydonia komuta merkezinden ateşlenen güçlü bir takyon hüzmesi, uzay boşluğunda son sürat ilerliyor. Hedefi............" STR_INTRO_5: "Dünya." STR_INTRO_6: "Hüzme, okyanusun dibinde uzun süredir uykuda olan bir alıcıyla buluşuyor. Dev bilgisayarlar hareketleniyor. Derinliklerde, insan gözlerinden çok uzakta, Yabancılar uzun uykularından uyanmaya başlıyorlar." STR_INTRO_7: "2040: Her şeyden habersiz bir Dünya. Yabancı savaşlarının dehşeti çoktan unutulmuş. Ancak okyanusun kayıp ve gizli köşelerinde, Yabancı güruhları insanlığı yok edip dünyayı ele geçirmeye hazır." STR_INTRO_8: "Yabancılar insan türüne karşı saldırıya geçiyor. Sapkın deneyleri için örnek toplamaya, kıymetli hammaddeler için denizleri yağmalamaya başlıyorlar. Ardından, gözlerini denizin dışına çeviriyorlar." STR_INTRO_9: "Tuhaf görünümlü ve güçlü uçar botlar, okyanusları taramaya ve avlanmaya başlıyorlar........." STR_INTRO_10: "Av bulduklarında saldırıyorlar." STR_INTRO_11: "Savunmasız bir dünya, tuhaf ve yeni silahlarla burun buruna geliyor. İnsanlık, Yabancı tehdidinin insafına kalmış durumda.{NEWLINE}Bizi kurtarabilecek yalnızca bir örgüt var. Ne var ki, uzun zaman önce onlara sırtımızı çevirdik......" STR_INTRO_12: "X-COM Deneysel Sualtı Tesisleri" STR_INTRO_13: "'Mayday! Mayday!' 'Transatlantik yolcu gemisi Hyperion konuşuyor'. 'Saldırıya uğradık'. 'Mayday! Mayd............'" STR_INTRO_14: "'Komuta Merkezinden Bot Sığınağı Bir'e: Okyanus kapılarını açın', 'Baraküda Sıfır Bir görev başına. Yabancı taarruz ihbarı aldık - Kırmızı alarm'.{NEWLINE}'Tekrar ediyorum: Kırmızı alarm'" STR_INTRO_15: "Yabancı saldırıları etkin ve amansız...." STR_INTRO_16: "...isabetli ve hatasız." STR_INTRO_17: "'Baraküda Sıfır Bir'den üsse' - 'Hyperion'dan geriye kalan enkaza yaklaşıyoruz'." STR_INTRO_18: "'Yavaşlıyorum'.{NEWLINE}'İki metre'{NEWLINE}'Bir metre'{NEWLINE}'Tüm akuanotlar acil mevzilenme için hazırlansın'." STR_INTRO_19: "...........'Hava cebi boşaltıldı'...'enkaza yaklaşıyorum'.{NEWLINE}'Tanrım!'{NEWLINE}'Miğfer kameramdan bu yaratıkları görebiliyor musunuz?'" STR_GAMEOVER_1: "Başarısız olduk. Yabancılar, kurtuluşa dair son ümitlerimizi de yerle bir etti.{NEWLINE}X-Com yok edildi ve Dünya, kadim düşmanının ayaklarına serildi." STR_GAMEOVER_2: "T'leth, gürleyerek stratosfere yükseliyor; yeryüzü boyunca ölüm saçarak ve insan ırkından geriye kalanları hasat kaldırır gibi toplayarak ilerlemeye başlıyor. Derinliklerindeki kana susamış Yabancı zihni, uyanışa geçiyor." STR_GAMEOVER_3: "Tüm ulusların başkentlerinde ümitsiz planlar yapılıyor. Ne yazık ki bu son çırpınışlar nafile; X-Com araştırma projesiyle elde edilen teknolojinin yokluğunda, silahlarımız etkisiz kalıyor." STR_GAMEOVER_4: "Yabancılar, kutuplarda üsler kuruyor ve buzulları eritmeye, yeryüzünü dev bir denize çevirmeye başlıyorlar. İnsan ırkının kalıntıları sürü gibi toplanıyor ve amacı meçhul üreme deneylerinde kullanılıyor. Gökyüzü kararıyor ve Dünya, amansız bir belayla kuşatılıyor." STR_GAMEOVER_5: "Bu yeni dünya düzenine karşı gelmemiz imkansız; baş kaldıranlar akıl almaz Yabancı silahlarının namlusunda can veriyorlar. Geriye kalanlar içinse böyle şanslı bir kurtuluş söz konusu değil. Dünyamız, bir Yabancı gezegenine dönüşüyor ve insan ırkı bu vahşet altında yitip gidiyor." STR_OUTRO_1: "Mozolenin harap olmasıyla birlikte merkezdeki lahitten bir kükreme yükseliyor.{NEWLINE}Sersemler! Hepiniz yok olacaksınız...................." STR_OUTRO_2: ".................hiç biriniz kaçamayacaksınız." STR_OUTRO_3: "Lahitte başlayan müthiş patlama tüm şehri tahrip ederek yayılıyor ve her yeri moloz ve dumanla dolduruyor. Yabancıların tüm planları bir anda suya düşüyor........" STR_OUTRO_4: "Girift ve devasa T'leth şehri parçalara ayrılmaya başlıyor. Işıltılı kulelerden ve adamantiyum koridorlardan alevler ve dumanlar yükseliyor." STR_OUTRO_5: "Muazzam Yabancı sığınağı, okyanusun sularına doğru yuvarlanıyor; hem metal yapıların hem de canlıların ızdırap dolu çığlıkları kulaklarda çınlıyor. Ulu Uyuyan'ın dünyayı ele geçirme rüyaları da böylece son buluyor." STR_OUTRO_6: "T'leth, kulak patlatan son bir çarpışma sesiyle paramparça oluyor.{NEWLINE}Dünya, Yabancı tehdidinden tam olarak arınıyor.................." STR_OUTRO_7: "Galaksinin uzak bir köşesinde, miskin, mavi-yeşil bir gezegen." STR_OUTRO_8: "Yakın gelecek. Yaşamak için güvenli bir yer." STR_OUTRO_9: "Dünya karşısındaki Yabancı tehdidinin mağlup edilmesi üzerinden uzun zaman geçmiş." STR_OUTRO_10: "İnsanlık gelişip serpilmiş; muazzam metropollerde milyarlar yaşıyor." STR_OUTRO_11: "X-Com'un hizmetleri ve Yabancı savaşları artık sadece çocuk hikayelerinde ve efsanelerde geçiyor." STR_OUTRO_12: "Ama tüm efsanelerde her zaman bir gerçeklik payı olmuştur............" STR_RISE_1: "Pek çok diyarda, farklı efsanelerde farklı isimlerle anılan T'leth," STR_RISE_2: "yeryüzü boyunca yankılanan korkunç bir çığlıkla deniz yatağından ayrılmaya başlıyor." STR_RISE_3: "Dev mabet, Meksika Körfezi'nin sularından yükseliyor." STR_RISE_4: "65 milyon yıldır dünyada mahsur kalmış Baş Yabancı, istirahat yeri olan 400 milyar ton ağırlığındaki metal Yabancı şehri ile birlikte uykusundan uyanmaya başlıyor." STR_RISE_5: "Ulu Uyuyan, çalkalanan ve kaynayan sular arasından güneş ışığına doğru yükseliyor................" STR_RISE_6: ".........eğer X-Com, Yabancı savaş makinesini yok edemeyecek olursa, bu güneş ışığının da günleri sayılı." STR_YOU_HAVE_FAILED: "Yabancı savaş makinesini durdurmakta başarısız oldunuz. Size güvenini kaybeden finsansör kurumlar, Yabancılarla müzakere masasına oturmaya karar verdiler. İşgalcilerin ise çok farklı planları vardı ve çok geçmeden tüm dünya asıl gerçeğin farkına vardı." STR_TOTAL_UC: "TOPLAM" STR_INCOME: "Gelir" STR_EXPENDITURE: "Harcama" STR_MAINTENANCE: "Bakım" STR_BALANCE: "Bakiye" STR_UFO_ACTIVITY_IN_AREAS: "Denizlere göre Yabancı Aktivitesi" STR_UFO_ACTIVITY_IN_COUNTRIES: "Bölgelere göre Yabancı Aktivitesi" STR_XCOM_ACTIVITY_IN_AREAS: "Denizlere göre X-Com Aktivitesi" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Bölgelere göre X-Com Aktivitesi" STR_FINANCE: "Finans" STR_DATE_FIRST: "{0}" STR_DATE_SECOND: "{0}" STR_DATE_THIRD: "{0}" STR_DATE_FOURTH: "{0}" STR_FINANCE_THOUSANDS: "$1000" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "{1} üssünde{NEWLINE}{0} üretmek için yeterli özel malzeme yok" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "{1} üssündeki{NEWLINE}{0} üretimi için yeterli para yok" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}üssünde{NEWLINE}{0}{NEWLINE}üretimi tamamlandı." STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "{1}{NEWLINE}üssünde{NEWLINE}{0}{NEWLINE}inşaatı tamamlandı." STR_OK_5_SECONDS: "TAMAM - 5 sn." STR_RESEARCH_COMPLETED: "Araştırma Sonuçlandı" STR_VIEW_REPORTS: "SONUÇ RAPORU" STR_WE_CAN_NOW_RESEARCH: "Yeni araştırma konusu:" STR_WE_CAN_NOW_PRODUCE: "Yeni Üretim Kalemi:" STR_SUNDAY: "PAZAR" STR_MONDAY: "PAZARTESİ" STR_TUESDAY: "SALI" STR_WEDNESDAY: "ÇARŞAMBA" STR_THURSDAY: "PERŞEMBE" STR_FRIDAY: "CUMA" STR_SATURDAY: "CUMARTESİ" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{2} üssünde {1} için yakıt ikmaline yetecek kadar {0} yok" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2} üssünde {1} için yeterli {0} yok" STR_UFO_IS_NOT_RECOVERED: "YABANCI BOTU ele geçirilemedi" STR_UFO_IS_RECOVERED: "YABANCI BOTU ele geçirildi" STR_CRAFT_IS_LOST: "Uçar Bot kaybedildi" STR_TERROR_CONTINUES: "Yabancı Faaliyeti devam ediyor" STR_ALIENS_DEFEATED: "Yabancılar yenilgiye uğratıldı" STR_BASE_IS_LOST: "Üs hakimiyeti kaybedildi" STR_BASE_IS_SAVED: "Üs kurtarıldı" STR_ALIEN_BASE_STILL_INTACT: "Yabancı Kolonisi hala aktif" STR_ALIEN_BASE_DESTROYED: "Yabancı Kolonisi imha edildi" STR_ALIENS_KILLED: "ÖLDÜRÜLEN YABANCILAR" STR_ALIEN_CORPSES_RECOVERED: "ÖLÜ ELE GEÇİRİLEN YABANCILAR" STR_LIVE_ALIENS_RECOVERED: "CANLI ELE GEÇİRİLEN YABANCILAR" STR_ALIEN_ARTIFACTS_RECOVERED: "ELE GEÇİRİLEN YABANCI YAPITLARI" STR_ALIEN_BASE_CONTROL_DESTROYED: "KOLONİ MERKEZİNİN İMHASI" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "YABANCI SİNOMİYUM CİHAZI İMHA EDİLDİ" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "SİNOMİYUM CİHAZI İMHA EDİLEMEDİ" STR_CIVILIANS_KILLED_BY_ALIENS: "YABANCILARIN ÖLDÜRDÜĞÜ SİVİLLER" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COM TARAFINDAN ÖLDÜRÜLEN SİVİLLER" STR_CIVILIANS_SAVED: "KURTARILAN SİVİLLER" STR_XCOM_OPERATIVES_KILLED: "ÖLDÜRÜLEN X-COM PERSONELİ" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "MUHAREBEDE KAYBOLAN X-COM PERSONELİ" STR_TANKS_DESTROYED: "X-COM SİLAH PLATFORMU YOK EDİLDİ" STR_XCOM_CRAFT_LOST: "KAYBEDİLEN X-COM DENİZALTISI" STR_UFO_RECOVERY: "YABANCI BOTUNU ELE GEÇİRME" STR_ALIEN_BASE_RECOVERY: "YABANCI KOLONİSİNE TAARRUZ" STR_BASE_UNDER_ATTACK: "{0} taarruz altında!" STR_BASE_DEFENSES_INITIATED: "ÜS SAVUNMA SİLAHLARI AKTİF" STR_GRAV_SHIELD_REPELS_UFO: "KALKANLAR YABANCI BOTUNU PÜSKÜRTTÜ!" STR_FIRING: "ATEŞ EDİYOR" STR_HIT: "İSABET!" STR_UFO_DESTROYED: "YABANCI BOTU YOK EDİLDİ!" STR_MISSED: "ISKA!" STR_SELL_ITEMS_SACK_PERSONNEL: "Mal Sat / Personel Kov" STR_VALUE_OF_SALES: "SATIŞ DEĞERİ> {ALT}{0}" STR_FUNDS: "ÖDENEK> {ALT}{0}" STR_SELL_SACK: "Sat/Kov" STR_VALUE: "Değer" STR_CRAFT_: "UÇAR BOT> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ÇAKILAN YABANCI BOTUNU ELE GEÇİRME" STR_UFO_CRASH_RECOVERY_BRIEFING: "DİKKATLİ OLUN - Yabancı denizaltısının içinde ya da civarında hala düşman personeli mevcut olabilir. Harekat, tüm düşman unsurları etkisiz hale getirildiğinde başarıya ulaşacaktır. Denizaltının, teçhizatın ve yabancı cesetlerinin ele geçirilmesine bundan sonra başlanabilir. Harekatı iptal etmek için, X-Com personelini intikal aracına geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_UFO_GROUND_ASSAULT: "YABANCI DENİZALTISINA TAARRUZ" STR_UFO_GROUND_ASSAULT_BRIEFING: "İniş bölgesini araştırın ve mümkünse yabancı denizaltısına giriş yapmaya çalışın. Harekat, tüm düşman unsurları etkisiz hale getirildiğinde başarıya ulaşacaktır. Denizaltının, teçhizatın ve yabancı cesetlerinin ele geçirilmesine bundan sonra başlanabilir. Harekatı iptal etmek için, tüm X-Com personelini intikal aracına geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_BASE_DEFENSE: "ÜS SAVUNMASI" STR_BASE_UC_: "ÜS> {0}" STR_BASE_DEFENSE_BRIEFING: "Bir yabancı denizaltısı, yakınlarda iniş yaptı. Üssümüz büyük tehlike altında. Standart prosedür gereği tüm sivil personel ve X-Com botları tahliye edildi. Düşman unsurlar, bot sığınaklarından ya da hava cebinden giriş yapacaklardır. Üssü ve içindeki hayati tesisleri her ne pahasına olursa olsun savunmalısınız - bu bir ölüm kalım savaşı. Eğer 'harekatı bırak' butonuna basarsanız yenilgiyi kabul etmiş olacaksınız ve üssü kaybedeceğiz." STR_ALIEN_COLONY_ATTACK_MISSION: "YABANCI KOLONİSİ TAARRUZ HAREKATI" STR_ALIEN_BASE_ASSAULT: "YABANCI KOLONİSİ BİRİNCİ KISIM" STR_ALIEN_COLONY_P1_BRIEFING: "Bu görev, bir Yabancı kolonisine taarruz harekatıdır. Koloni iki seviyeden oluşuyor. Tüm akuanotlarınızı ilk seviye içerisindeki ışıltılı çıkış bölgesine ulaştırıp 'Harekatı Bırak' butonuna basarak ikinci seviyeye geçmelisiniz. Geride bırakılan tüm teçhizat, ikinci seviye tamamlanana kadar deniz dibinde kalacaktır. Geri çekilmek için akuanotlarınızı Denizaltıya döndürün ve 'Harekatı Bırak' butonuna basın." STR_ALIEN_COLONY_P2: "YABANCI KOLONİSİ İKİNCİ KISIM" STR_ALIEN_COLONY_P2_BRIEFING: "Harekatın ilk kısmı tamamlandı ve koloni merkezine ulaşıldı. Şimdiki göreviniz komuta merkezini ya da Sinomiyum Cihazını imha etmek veya tüm Yabancıları etkisiz hale getirmek. Geri çekilmek için tüm akuanotlarınızı başlangıç bölgesine geri döndürün ve 'Harekatı Bırak' butonuna basın. Kullanılabilir durumdaki tüm X-Com teçhizatı da üsse geri götürülecektir." STR_ALIENS_LAUNCH_PORT_TERROR: "LİMAN HEDEFİNE{NEWLINE}YABANCI SALDIRISI" STR_PORT_TERROR: "YABANCILARIN LİMAN SALDIRISI" STR_PORT_TERROR_BRIEFING: "Yabancılar karadaki bir hedefe saldırı düzenlediler. Liman tesisleri ve bölgedeki siviller tehlike altında. Takımınızın tüm Yabancıları bertaraf etmesi ve masum sivillerin güvenliğini sağlaması gerekiyor. Geri çekilmek için akuanotlarınızı uçar bota geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ADA HEDEFİNE{NEWLINE}YABANCI SALDIRISI" STR_ISLAND_TERROR: "YABANCILARIN ADA SALDIRISI" STR_ISLAND_TERROR_BRIEFING: "Yabancılar karadaki bir hedefe saldırı düzenlediler. Adadaki sivil halk tehlike altında. Takımınızın tüm Yabancıları bertaraf etmesi ve masum sivillerin güvenliğini sağlaması gerekiyor. Geri çekilmek için akuanotlarınızı uçar bota geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "GEMİ HEDEFİNE{NEWLINE}YABANCI SALDIRISI" STR_CARGO_SHIP_P1: "KARGO GEMİSİ BİRİNCİ KISIM" STR_CARGO_SHIP_P2: "KARGO GEMİSİ İKİNCİ KISIM" STR_CRUISE_SHIP_P1: "YOLCU GEMİSİ BİRİNCİ KISIM" STR_CRUISE_SHIP_P2: "YOLCU GEMİSİ İKİNCİ KISIM" STR_SHIP_RESCUE_MISSION: "GEMİ KURTARMA HAREKATI" STR_SHIP_RESCUE_P1_BRIEFING: "Bu görev, bir böcek avı. Gemideki tüm Yabancıları etkisiz hale getirin ve sivillerin can güvenliğini sağlamaya çalışın. Yabancılar üst ve alt güvertelere dağılmış durumdalar. Alt güvertelere inmeden önce üst güverteleri kontrol altına alın. Geri çekilmek için akuanotlarınızı uçar bota geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_SHIP_RESCUE_P2_BRIEFING: "Üst güvertenin güvenliği sağlanmış durumda. Kargo asansörünü kullanarak alt güverte ambarına intikal edin. Takımınız, harekatı tamamlamak için bu seviyedeki tüm Yabancıları etkisiz hale getirmeli. Geri çekilmek için tüm akuanotlarınızı asansördeki başlangıç noktasına geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_ALIEN_ACTIVITY_DETECTED: "YABANCI FALİYETİ TESPİT EDİLDİ" STR_ALIEN_CONTACT_SITE_MISSION: "YABANCI TEMAS MEVKİİ HAREKATI" STR_ARTIFACT_SITE_P1: "YABANCI TEMAS MEVKİİ BİRİNCİ KISIM" STR_ARTIFACT_SITE_P1_BRIEFING: "Bu görev, faaliyete yeni başlayan bir Yabancı iletişim merkezine taarruz harekatıdır. Bölgede, deniz dibindeki Yabancı piramitleri ve bunların altındaki gizli Yabancı yerleşkesi olmak üzere iki seviye mevcut. İkinci seviyeye geçmek için tüm akuanotları yerleşke girişine ulaştırın ve 'Harekatı Bırak' butonuna basın. Geri çekilmek için ise akuanotlarınızı uçar bota geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_ARTIFACT_SITE_P2: "YABANCI TEMAS MEVKİİ İKİNCİ KISIM" STR_ARTIFACT_SITE_P2_BRIEFING: "Yabancı yapılarını aşıp ana yerleşkeye ulaşmanızla birlikte harekatın hedefi netlik kazanmış durumda. Görevi tamamlamak için Yabancı tesislerinin kalbine nüfuz etmeli ve Sinomiyum Moleküler Kontrol Cihazını imha etmelisiniz. Geri çekilmek için tüm akuanotlarınızı giriş asansörüne geri döndürün ve 'Harekatı Bırak' butonuna basın." STR_SIGSBEE_DEEP_MISSION: "SIGSBEE ÇUKURLUĞU HAREKATI{NEWLINE}YABANCI ŞEHRİ BİRİNCİ KISIM" STR_TLETH_P1_BRIEFING: "Bilinmeyene adım atıyoruz - şu andan itibaren karşımıza her şey çıkabilir. Tek bildiğimiz, Yabancı şehrinin 2 seviyesi daha olduğu ve sonraki seviyeye geçebilmek için takımınızı hızla çıkışa ulaştırmanız gerektiği. Devam etmek için tüm akuanotları çıkış bölgesine yerleştirin ve 'Harekatı Bırak' butonuna basın. Harekatı başka bir yerdeyken bırakmak, tüm görevi sonlandıracaktır." STR_TLETH_ATTACK_MISSION: "T'LETH TAARRUZ HAREKATI{NEWLINE}YABANCI ŞEHRİ İKİNCİ KISIM" STR_TLETH_P2_BRIEFING: "Bilinmeyenin derinliklerindeyiz - şu andan itibaren karşımıza ne çıkacağını kestiremiyoruz. Tek bildiğimiz Yabancı şehrinin bir seviyesi daha olduğu ve sonraki seviyeye geçebilmek için takımını hızla çıkışa ulaştırmanız gerektiği. Devam etmek için tüm akuanotları çıkış bölgesine yerleştirin ve 'Harekatı Bırak' butonuna basın. Harekatı başka bir yerdeyken bırakmak, tüm görevi sonlandıracaktır." STR_FINAL_TLETH_MISSION: "NİHAİ T'LETH HAREKATI{NEWLINE}YABANCI ŞEHRİ ÜÇÜNCÜ KISIM" STR_TLETH_P3_BRIEFING: "Harekatın sonuna yaklaşıyoruz. Şimdi, Baş Yabancının mezarını bulmamız gerekiyor. Yabancı tehdidini sona erdirmek için bu mezarı besleyen 8 tane güç kaynağını imha etmelisiniz. Artık geri dönüş yok! Harekatı bırakmak tüm görevi sonlandıracaktır." STR_TLETH_P1: "YABANCI ŞEHRİ BİRİNCİ KISIM" STR_TLETH_P2: "YABANCI ŞEHRİ İKİNCİ KISIM" STR_TLETH_P3: "YABANCI ŞEHRİ ÜÇÜNCÜ KISIM" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "ÜRETİM İÇİN BOT SIĞINAĞI YOK!{SMALLLINE}Bir üsse tahsis edilen, transfer edilen, satın alınan ya da üretimine başlanan her bir Uçar Bot için bir bot sığınağı ayrılmalıdır. Yeni bir bot sığınağı inşa edin ya da mevcut botlardan birini başka bir üsse transfer edin." STR_NO_FREE_HANGARS_FOR_PURCHASE: "SATINALIM İÇİN BOT SIĞINAĞI YOK!{SMALLLINE}Bir üsse tahsis edilen, transfer edilen, satın alınan ya da üretimine başlanan her bir Uçar Bot için bir bot sığınağı ayrılmalıdır. Yeni bir bot sığınağı inşa edin ya da mevcut botlardan birini başka bir üsse transfer edin." STR_NO_FREE_HANGARS_FOR_TRANSFER: "TRANSFER İÇİN BOT SIĞINAĞI YOK!{SMALLLINE}Bir üsse tahsis edilen, transfer edilen, satın alınan ya da üretimine başlanan her bir Uçar Bot için bir bot sığınağı ayrılmalıdır. Yeni bir bot sığınağı inşa edin ya da mevcut botlardan birini başka bir üsse transfer edin." STR_CANNOT_BUILD_HERE: "BURADA İNŞA EDİLEMEZ!{SMALLLINE}Yeni tesis, mevcut bir tesise komşu olmak zorunda." STR_NO_FREE_ACCOMODATION: "YETERLİ YAŞAM ALANI YOK!{SMALLLINE}Varış üssü, personel için yeterli koğuş kapasitesine sahip değil." STR_NOT_ENOUGH_WORK_SPACE: "YETERLİ ÇALIŞMA ALANI YOK!{SMALLLINE}Ya yeni bir atölye inşa edin ya da diğer projelere ayrılan iş gücünü azaltın." STR_NOT_ENOUGH_MONEY: "YETERLİ PARA YOK!" STR_NOT_ENOUGH_STORE_SPACE: "YETERLİ DEPO ALANI YOK!{SMALLLINE}Yeni bir depo inşa edin ya da mevcut stokları diğer üslere transfer edin." STR_NOT_ENOUGH_LIVING_SPACE: "YETERLİ YAŞAM ALANI YOK!{SMALLLINE}Yeni koğuşlar inşa edin ya da mevcut personeli diğer üslere transfer edin." STR_LAUNCH_INTERCEPTION: "TAKİP BAŞLAT" STR_CRAFT: "ARAÇ" STR_STATUS: "DURUM" STR_BASE: "ÜS" STR_READY: "HAZIR" STR_OUT: "DIŞARIDA" STR_REPAIRS: "TAMİRAT" STR_REFUELLING: "YAKIT İKMALİ" STR_REARMING: "SİLAHLANMA" STR_TARGET: "HEDEF: {0}" STR_WAY_POINT: "ARA NOKTA" STR_ARE_YOU_SURE_CYDONIA: "Bu botu T'leth harekatına göndermek istediğinize emin misiniz?" STR_YES: "EVET" STR_NO: "HAYIR" STR_SELECT_DESTINATION: "HEDEFİ SEÇ" STR_CYDONIA: "T'LETH" STR_SELECT_SITE_FOR_NEW_BASE: "YENİ ÜS İÇİN KONUM BELİRLEYİN" STR_RETURN_TO_BASE: "ÜSSE GERİ DÖN" STR_SELECT_NEW_TARGET: "YENİ HEDEF SEÇ" STR_PATROL: "DEVRİYE" STR_STATUS_: "DURUM>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "HASARLI - ÜSSE DÖNÜYOR" STR_LOW_FUEL_RETURNING_TO_BASE: "YAKIT AZALDI - ÜSSE DÖNÜYOR" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "GÖREV TAMAMLANDI - ÜSSE DÖNÜYOR" STR_PATROLLING: "DEVRİYE GEZİYOR" STR_TAILING_UFO: "YABANCI BOTU TAKİBİ" STR_INTERCEPTING_UFO: "YABANCI BOTU-{0} TAKİP EDİLİYOR" STR_RETURNING_TO_BASE: "ÜSSE DÖNÜYOR" STR_DESTINATION_UC_: "HEDEF: {0}" STR_BASE_UC: "ÜS>{ALT}{0}" STR_SPEED_: "SÜRAT>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "AZAMİ SÜRAT>{ALT}{0}{ALT}" STR_ALTITUDE_: "DERİNLİK>{ALT}{0}" STR_AIRBORNE: "HAVADA" STR_VERY_LOW: "SIĞ" STR_LOW_UC: "NORMAL" STR_HIGH_UC: "DERİN" STR_VERY_HIGH: "ÇOK DERİN" STR_FUEL: "YAKIT>{ALT}{0}" STR_WEAPON_ONE: "SİLAH-1>{ALT}{0}" STR_NONE_UC: "YOK" STR_ROUNDS_: "MERMİ>{ALT}{0}" STR_WEAPON_TWO: "SİLAH-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "UÇAR BOT" STR_BASE_: "Üs>{0}" STR_NAME_UC: "İSİM" STR_AMMO_: "CEPHANE>{ALT}{0}" STR_CREW: "MÜRETTEBAT" STR_EQUIPMENT_UC: "TEÇHİZAT" STR_ARMOR: "ZIRH" STR_MAX: "AZAMİ>{ALT}{0}" STR_ROOKIE: "Deniz eri" STR_SQUADDIE: "Çavuş" STR_SERGEANT: "Asteğmen" STR_CAPTAIN: "Teğmen" STR_COLONEL: "Yarbay" STR_COMMANDER: "Albay" STR_SELECT_SQUAD_FOR_CRAFT: "{0} için Takım Seç" STR_SORT_BY: "SIRALAMA..." STR_ORIGINAL_ORDER: "ÖZGÜN SIRALAMA" STR_MISSIONS2: "GÖREV SAYISI" STR_KILLS2: "İMHA" STR_WOUND_RECOVERY2: "MALÜLİYET SÜRESİ" STR_SPACE_AVAILABLE: "BOŞ ALAN>{ALT}{0}" STR_SPACE_USED: "KULLANILAN ALAN>{ALT}{0}" STR_SPACE_USED_UC: "KULLANILAN ALAN" STR_RANK: "RÜTBE" STR_WOUNDED: "YARALI" STR_EQUIPMENT_FOR_CRAFT: "{0} için Teçhizat" STR_DEFENSE_VALUE: "Savunma Değeri" STR_HIT_RATIO: "İsabet Oranı" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}iniş yapmaya hazır.{NEWLINE}Hedef:{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Göreve Başla?" STR_SELECT_ARMAMENT: "Donatım Seç" STR_AMMUNITION_AVAILABLE: "MEVCUT CEPHANE" STR_ARMAMENT: "DONATIM" STR_NOT_AVAILABLE: "-" STR_SELECT_ARMOR_FOR_SOLDIER: "{0}{NEWLINE}için zırh tahsis et" STR_TYPE: "TİP" STR_PLASTIC_AQUA_ARMOR_UC: "PLASTİK AKUAZIRH" STR_ION_ARMOR_UC: "İYON ZIRH" STR_MAGNETIC_ION_ARMOR_UC: "MANYETİK İYON ZIRH" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Yabancılardan ele geçirilen Akua Plastik teknolojisiyle üretilen bu zırhlar, askerlerimize, Yabancı tehdidine karşı direnme şansı verecektir." STR_ION_ARMOR_UFOPEDIA: "Askerlerimiz için güçlü koruma sağlayan bu yeni zırh, İYON enerji kaynağıyla besleniyor ve kullanıcısının kuvvetini ve hızını önemli ölçüde arttırıyor. Bu zırh, harekat güçlerimiz için şu ana kadar geliştirilmiş en iyi korunma aracı." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "İYON zırhının daha gelişmiş ve Manyetik Dizi teknolojisiyle güçlendirilmiş versiyonu. Su altında sınırsız hareket kabiliyeti sağlıyor." STR_SELECT_ARMOR: "Zırh Seç" STR_NORTH: "KUZEY" STR_NORTH_EAST: "KUZEY DOĞU" STR_EAST: "DOĞU" STR_SOUTH_EAST: "GÜNEY DOĞU" STR_SOUTH: "GÜNEY" STR_SOUTH_WEST: "GÜNEY BATI" STR_WEST: "BATI" STR_NORTH_WEST: "KUZEY BATI" STR_SELECT_ACTION: "AKSİYON SEÇ" STR_CONTINUE_INTERCEPTION_PURSUIT: "TAKİBE DEVAM ET" STR_PURSUE_WITHOUT_INTERCEPTION: "TEMAS SAĞLAMADAN TAKİP" STR_VERY_LARGE: "ÇOK BÜYÜK" STR_LARGE: "BÜYÜK" STR_MEDIUM_UC: "ORTA" STR_SMALL: "KÜÇÜK" STR_VERY_SMALL: "ÇOK KÜÇÜK" STR_GROUNDED: "İNİŞ YAPMIŞ" STR_DETECTED: "Tespit edildi" STR_SIZE_UC: "BOYUT" STR_ALTITUDE: "DERİNLİK" STR_HEADING: "İSTİKAMET" STR_SPEED: "SÜRAT" STR_CENTER_ON_UFO_TIME_5_SECONDS: "YABANCI BOTUNA ODAKLAN-SÜRE=5 Sn." STR_TRACKING_LOST: "BOT İZİNİ KAYBETTİRDİ" STR_REDIRECT_CRAFT: "ARACI YENİDEN YÖNLENDİR" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "BİLİNEN SON BOT KONUMUNA GİT" STR_UFO_: "YABANCI BOTU-{0}" STR_ALIEN_BASE_: "YABANCI KOLONİSİ-{0}" STR_CRASH_SITE_: "DÜŞÜŞ BÖLGESİ-{0}" STR_LANDING_SITE_: "İNİŞ BÖLGESİ-{0}" STR_WAY_POINT_: "ARA NOKTA-{0}" STR_TERROR_SITE: "TERÖR MEVKİİ-{0}" STR_ARTIFACT_SITE: "YAPIT MEVKİİ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}{1}{NEWLINE}hedefine ulaştı" STR_NOW_PATROLLING: "Devriye geziyor" STR_ALIEN_ORIGINS: "Yabancı Kökenleri" STR_THE_ULTIMATE_THREAT: "Nihai Tehdit" STR_TLETH_ALIEN_CITY: "Yabancılar Şehri T'leth" STR_UFOPAEDIA: "UFOpedi" STR_XCOM_CRAFT_ARMAMENT: "X-COM ARAÇ VE SİLAHLARI" STR_HEAVY_WEAPONS_PLATFORMS: "DENİZALTI SİLAH SİSTEMLERİ" STR_WEAPONS_AND_EQUIPMENT: "GENEL TEÇHİZAT" STR_ALIEN_ARTIFACTS: "DENİZ YAPITLARI" STR_BASE_FACILITIES: "X-COM TESİSLERİ" STR_ALIEN_LIFE_FORMS: "YABANCI YARATIKLAR" STR_ALIEN_RESEARCH_UC: "YABANCI TEKNOLOJİSİ" STR_UFO_COMPONENTS: "YENİ DENİZALTI TEKNOLOJİLERİ" STR_UFOS: "YABANCI DENİZALTILARI" STR_SELECT_ITEM: "KONU BAŞLIKLARI" STR_ACCELERATION: "SÜRATLENME>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "YAKIT KAPASİTESİ>{ALT}{0}{ALT}" STR_WEAPON_PODS: "SİLAH YUVALARI>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "HASAR KAPASİTESİ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "KARGO ALANI>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "DSS KAPASİTESİ>{ALT}{0}{ALT}" STR_DAMAGE: "Hasar" STR_RANGE: "Menzil" STR_KILOMETERS: "{0} km" STR_ACCURACY: "İsabet" STR_RE_LOAD_TIME: "Doldurma süresi" STR_SECONDS: "{0}s" STR_DAMAGE_ARMOR_PIERCING: "ZIRH DELİCİ" STR_DAMAGE_INCENDIARY: "FOSFOR" STR_DAMAGE_HIGH_EXPLOSIVE: "PATLAYICI" STR_DAMAGE_LASER_BEAM: "GAUS IŞINI" STR_DAMAGE_PLASMA_BEAM: "SONİK HÜZME" STR_DAMAGE_STUN: "DON" STR_DAMAGE_MELEE: "YAKIN DÖVÜŞ" STR_DAMAGE_ACID: "ASİT" STR_DAMAGE_SMOKE: "DUMAN" STR_SHOT_TYPE: "TİP" STR_ACCURACY_UC: "İSABET" STR_TIME_UNIT_COST: "ZÜ" STR_DAMAGE_UC: "HASAR" STR_AMMO: "MÜHİMMAT" STR_SHOT_TYPE_AUTO: "Otomatik" STR_SHOT_TYPE_SNAP: "Ani" STR_SHOT_TYPE_AIMED: "Keskin" STR_CONSTRUCTION_TIME: "İnşaat Süresi" STR_CONSTRUCTION_COST: "İnşaat Maliyeti" STR_MAINTENANCE_COST: "Bakım Maliyeti" STR_LOW: "Düşük" STR_MEDIUM: "Orta" STR_HIGH: "Yüksek" STR_CRAFT_WEAPON: "Bot Silahı" STR_CRAFT_AMMUNITION: "Bot Mühimmatı" STR_HEAVY_WEAPONS_PLATFORM: "Ağır Silah Sistemi" STR_WEAPON: "Silah" STR_AMMUNITION: "Mühimmat" STR_EQUIPMENT: "Teçhizat" STR_ALIEN_CORPSE: "Yabancı Cesedi" STR_UFO_COMPONENT: "YABANCI BOTU bileşeni" STR_PERSONAL_ARMOR: "Vücut Zırhı" STR_RAW_MATERIALS: "Ham Madde" STR_HWP_SOLID_HARPOON_BOLTS: "Çelik Zıpkın Okları" STR_ALIEN: "Yabancı" STR_AQUATOID: "Akuatoid" STR_GILLMAN: "Solungaçadam" STR_LOBSTERMAN: "Istakozadam" STR_TASOTH: "Tasot" STR_CALCINITE: "Kalsinit" STR_DEEP_ONE: "Diptengelen" STR_BIODRONE: "Biyodron" STR_TENTACULAT: "Tentakülat" STR_TRISCENE: "Trisen" STR_HALLUCINOID: "Halüsinoid" STR_XARQUID: "Zarkid" STR_ZOMBIE: "Zombi" STR_LIVE_COMMANDER: "Komutan" STR_LIVE_NAVIGATOR: "Seyrüseferci" STR_LIVE_MEDIC: "Sıhhiyeci" STR_LIVE_TECHNICIAN: "Teknisyen" STR_LIVE_SQUAD_LEADER: "Takım Komutanı" STR_LIVE_SOLDIER: "Asker" STR_LIVE_TERRORIST: "Terörist" STR_AQUATOID_COMMANDER: "Komutan Akuatoid" STR_AQUATOID_NAVIGATOR: "Seyrüseferci Akuatoid" STR_AQUATOID_MEDIC: "Sıhhiyeci Akuatoid" STR_AQUATOID_TECHNICIAN: "Teknisyen Akuatoid" STR_AQUATOID_SQUAD_LEADER: "Takım Komutanı Akuatoid" STR_AQUATOID_SOLDIER: "Asker Akuatoid" STR_GILLMAN_COMMANDER: "Komutan Solungaçadam" STR_GILLMAN_TECHNICIAN: "Teknisyen Solungaçadam" STR_GILLMAN_SQUAD_LEADER: "Takım Komutanı Solungaçadam" STR_GILLMAN_SOLDIER: "Asker Solungaçadam" STR_LOBSTERMAN_COMMANDER: "Komutan Istakozadam" STR_LOBSTERMAN_NAVIGATOR: "Seyrüseferci Istakozadam" STR_LOBSTERMAN_TECHNICIAN: "Teknisyen Istakozadam" STR_LOBSTERMAN_SQUAD_LEADER: "Takım Komutanı Istakozadam" STR_LOBSTERMAN_SOLDIER: "Asker Istakozadam" STR_TASOTH_SQUAD_LEADER: "Takım Komutanı Tasot" STR_TASOTH_SOLDIER: "Asker Tasot" STR_CALCINITE_TERRORIST: "Terörist Kalsinit" STR_DEEP_ONE_TERRORIST: "Terörist Diptengelen" STR_BIODRONE_TERRORIST: "Terörist Biyodron" STR_TENTACULAT_TERRORIST: "Terörist Tentakülat" STR_TRISCENE_TERRORIST: "Terörist Trisen" STR_HALLUCINOID_TERRORIST: "Terörist Halüsinoid" STR_XARQUID_TERRORIST: "Terörist Zarkid" STR_ION_BEAM_ACCELERATORS: "İyon Hüzme Hızlandırıcıları" STR_MAGNETIC_NAVIGATION: "Manyetik Seyrüsefer" STR_ALIEN_SUB_CONSTRUCTION: "Yabancı Bot Konstrüksiyonu" STR_ALIEN_CRYOGENICS: "Yabancı Kriyojenik Üniteleri" STR_ALIEN_CLONING: "Yabancı Klonlayıcıları" STR_ALIEN_LEARNING_ARRAYS: "Yabancı Öğrenim Dizeleri" STR_ALIEN_IMPLANTER: "Yabancı İmplantasyon Üniteleri" STR_EXAMINATION_ROOM: "Tetkik Odası" STR_AQUA_PLASTICS: "Akua Plastik" STR_ALIEN_REANIMATION_ZONE: "Yabancı Canlandırma Üniteleri" STR_PLASTIC_AQUA_ARMOR: "Plastik Akua-Zırh" STR_ION_ARMOR: "İyon Zırhı" STR_MAGNETIC_ION_ARMOR: "Man. İyon Zırhı" STR_HWP_AQUA_JET_MISSILES: "Akua Jet Torpidosu" STR_HWP_DISPLACER_PWT: "D.D. Torpidosu" STR_GAUSS_TECH: "Gaus Teknolojisi" STR_NEW_FIGHTER_FLYING_SUB: "Yeni Avcı Uçar Bot" STR_NEW_FIGHTER_TRANSPORTER: "Yeni Avcı-Taşıyıcı" STR_THE_LATEST_FLYING_SUB: "Nihai Uçar Bot" STR_ARMOR_PIERCING: "ZIRH DELİCİ" STR_COELACANTH_GAS_CANNON: "Koelakant/G. Topu" STR_COELACANTH_AQUA_JET: "Koelakant/Akua Jet" STR_COELACANTH_GAUSS: "Koelakant/Gaus" STR_DISPLACER_SONIC: "Deplasör/Sonik" STR_DISPLACER_PWT: "Deplasör/D.D.T." STR_AJAX_LAUNCHER: "Ajax Roketatar" STR_DUP_HEAD_LAUNCHER: "S.U.T. Başlıklı Roketatar" STR_CRAFT_GAS_CANNON: "Taşıt Gaz Topu" STR_PWT_CANNON: "D.D.T. Topu" STR_GAUSS_CANNON: "Gaus Topu" STR_GAUSS_CANNON_AMMO: "Gaus Top Mermisi" STR_SONIC_OSCILLATOR: "Sonik Osilatör" STR_AJAX_TORPEDOES: "Ajax Torpido" STR_DUP_HEAD_TORPEDOES: "S.U.T Başlıklı Torpido" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Gaz Mermisi(x50)" STR_SONIC_WAVE: "Sonik Dalga" STR_PULSE_WAVE_TORPEDOES: "D.D.T. Mühimmat" STR_SOLDIER: "Akuanot" STR_SCIENTIST: "Bilim İnsanı" STR_ENGINEER: "Teknisyen" STR_NORTH_ATLANTIC: "Kuzey Atlantik" STR_SOUTH_ATLANTIC: "Güney Atlantik" STR_NORTH_PACIFIC: "Kuzey Afrika" STR_SOUTH_PACIFIC: "Pasifik" STR_MEDITERRANEAN: "Akdeniz" STR_SOUTH_CHINA_SEA: "Güney Çin Denizi" STR_INDIAN_OCEAN: "Hint Okyanusu" STR_THE_EAST_SEA: "Japon Denizi" STR_NORTH_SEA: "Kuzey Denizi" STR_CARRIBEAN: "Karayipler" STR_ANTARCTIC: "Antarktika" STR_ARCTIC: "Arktika" STR_EURASIA: "Avrasya" STR_NORTH_AMERICA: "Kuzey Amerika" STR_AFRICA: "Afrika" STR_MAXIMUM_SPEED: "Azami Sürat" STR_TRANSMISSION_RESOLVER_UC: "İLETİ ÇÖZÜCÜ" STR_TRITON: "TRİTON" STR_HAMMERHEAD: "ÇEKİÇKAFA" STR_LEVIATHAN: "LİVYATAN" STR_BARRACUDA: "BARAKÜDA" STR_MANTA: "MANTA" STR_UFO: "YABANCI BOTU" STR_AJAX: "AJAX" STR_DUP_HEAD: "S.U.T. BAŞLIK" STR_CRAFT_GAS_CANNON_UC: "TAŞIT GAZ TOPU" STR_PWT_CANNON_UC: "D.D.T. TOPU" STR_GAUSS_CANNON_UC: "GAUS TOPU" STR_SONIC_OSCILLATOR_UC: "SONİK OSİLATÖR" STR_DAMAGE_CAPACITY: "Hasar Kapasitesi" STR_WEAPON_POWER: "Silah Gücü" STR_WEAPON_RANGE: "Silah Menzili" STR_AIR_LOCK: "Hava Cebi" STR_LABORATORY: "Laboratuvar" STR_WORKSHOP: "Atölye" STR_STANDARD_SONAR: "Standart Sonar" STR_WIDE_ARRAY_SONAR: "Geniş Bant Sonar" STR_TORPEDO_DEFENSES: "Torpido Savunma" STR_GENERAL_STORES: "Depo" STR_ALIEN_CONTAINMENT: "Yabancı Karantinası" STR_GAUSS_DEFENSES: "Gaus Savunma" STR_SONIC_DEFENSES: "Sonik Savunma" STR_PWT_DEFENSES: "D.D.T. Savunma" STR_BOMBARDMENT_SHIELD: "Bombardıman Kalkanı" STR_MC_GENERATOR: "M.K. Üreteci" STR_MC_LAB: "M.K. Laboratuvarı" STR_TRANSMISSION_RESOLVER: "İleti Çözücü" STR_SUB_PEN: "Bot Sığınağı" STR_USA: "ABD" STR_ALASKA: "ALASKA" STR_EU_SYNDICATE: "AVRO-KARTEL" STR_ARABIAN_BLOC: "ARAP BLOKU" STR_EGYPTIAN_CARTEL: "MISIR KARTELİ" STR_AFRICA_CORP: "AFRİKA TOPLULUĞU" STR_BRAZILIAN_UNION: "BREZİLYA BİRLİĞİ" STR_NEW_MEXICO: "YENİ MEKSİKA" STR_ASIAN_COALITION: "ASYA KOALİSYONU" STR_SCANDINAVIA: "İSKANDİNAVYA" STR_NEO_JAPAN: "NEO-JAPONYA" STR_FREE_CHINA: "ÖZGÜR ÇİN" STR_AUSTRALASIA: "AVUSTRALASYA" STR_FED_KOREA: "KORE FEDERASYONU" STR_EURASIA_UC: "AVRASYA" STR_ICELANDIC_UNION: "İZLANDA BİRLİĞİ" STR_TANK: "Denizaltı Silah Sistemi" STR_CIVILIAN: "Sivil" STR_JAN: "Oca" STR_FEB: "Şub" STR_MAR: "Mar" STR_APR: "Nis" STR_MAY: "May" STR_JUN: "Haz" STR_JUL: "Tem" STR_AUG: "Ağu" STR_SEP: "Eyl" STR_OCT: "Eki" STR_NOV: "Kas" STR_DEC: "Ara" STR_INTERNATIONAL_RELATIONS: "Uluslararası İlişkiler" STR_COUNTRY: "Ülke" STR_FUNDING: "Finansman" STR_CHANGE: "Değişiklik" STR_WEAPON_SYSTEMS: "SİLAH SİSTEMLERİ" STR_HWPS: "DSSler" STR_DAMAGE_UC_: "HASAR>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Hava cebi, denizaltındaki üsse personel ve teçhizatın giriş çıkışını sağlar. Yeni inşa edilen bir üste ilk kurulan tesistir. Hava cebi bölgesi, olası bir düşman saldırısında hücuma maruz kalmaya meyillidir." STR_LIVING_QUARTERS_UFOPEDIA: "Her bir koğuş, azami 50 personele hizmet verebilir. Tesisler temel seviyede ve fonksiyoneldir." STR_LABORATORY_UFOPEDIA: "Tek bir laboratuvar, elli bilim insanı için çalışma ortamı teşkil eder. Laboratuvarlar, madde, biyokimya ve silah araştırmalarına yönelik en son teknolojilerle donatılmışlardır. X-Com, dünya genelinde hem sivil hem de askeri en gelişmiş araştırma laboratuvarlarına erişim yetkisine sahiptir." STR_WORKSHOP_UFOPEDIA: "Atölyeler, laboratuvarlarda geliştirilen en son tasarımların üretiminde gerekli olan her türlü ekipmanla donatılmıştır. Her bir atölye, 50 teknisyen kapasitesine sahiptir ancak üretilen malzemeler de bir miktar yer kaplayacaktır." STR_STANDARD_SONAR_UFOPEDIA: "Standart sonar sistemi, hemen her derinlikte 450 kilometreden fazla etkin menzile sahiptir ve yüzey analizi için de geosenkron uydu ağlarıyla bağlantı halindedir. Her bir tarayıcı, her 30 dakikalık tarama döngüsünde %10 ihtimalle havadaki ya da su altındaki bir aracı tespit edebilir." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Geniş bant sonar sistemi, her derinlikte 700 kilometreden fazla etkin menzile sahiptir ve yüzey analizi için de geosenkron uydu ağlarıyla bağlantı halindedir. Her bir tarayıcı, her 30 dakikalık tarama döngüsünde %20 ihtimalle havadaki ya da su altındaki bir aracı tespit edebilir." STR_TORPEDO_DEFENSES_UFOPEDIA: "Torpido savunma sistemleri, üsse nüfuz etmeye çalışan düşman denizaltılara karşı korunma sağlar." STR_GENERAL_STORES_UFOPEDIA: "Sığınaklarda bekleyen denizaltılara tahsis edilmiş olanlar da dahil olmak üzere tüm silah sistemleri, teçhizat, cephane, ele geçirilmiş materyal ve Denizaltı Silah Sistemleri, bu depolarda saklanır." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Canlı ele geçirilen yabancıların muhafazası için özel tesisler gereklidir. Bu tesisler, yaratıkların yaşamsal faaliyetleri için destek sağlar ve muharebe kabiliyetlerini sıfıra indirir. Her bir karantina tesisi, azami 10 yabancı yaşam formu için izole bölümler bulundurur." STR_GAUSS_DEFENSES_UFOPEDIA: "Gaus savunma modülleri, düşman denizaltılarına karşı en güncel ve etkin korunma sistemleridir." STR_SONIC_DEFENSES_UFOPEDIA: "Sonik Osilatör savunma sistemleri, düşmanlara karşı kuvvetli ve etkin korunma sağlar." STR_PWT_DEFENSES_UFOPEDIA: "Darbe Dalga Torpidoları, Yabancı saldırılarına karşı en etkin savunma araçlarıdır. Bu füzeler, bilinen tüm zırhları delebilecek güçte süper yoğun harp başlıklarıyla donatılmışlardır. Ürettikleri manyetik dalgalarla da, elektronik savunma sistemlerini devre dışı bırabilirler." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Basınçlı Bombardıman Kalkanı, üsse kilitlenmeye çalışan Yabancı denizaltılarına karşı savunma sağlar ve yaklaşan araçları geriye iterek, diğer savunma sistemlerine bir kez daha ateş etmeleri için zaman kazandırır. Pratikte bu, tüm savunma sistemlerinin etkinliğini iki katına çıkartmak anlamına gelir." STR_MC_GENERATOR_UFOPEDIA: "Yabancı botları, canlı yaratıkların varlığını tespit etmek için Moleküler Kontrol teknolojisinden faydalanıyorlar. Negatif M.K. emitörleri, üslerimizi aşılamaz bir kalkanla sararak varlığımızı Yabancılardan gizlemekte faydalı olacaktır." STR_MC_LAB_UFOPEDIA: "Her bir Moleküler Kontrol laboratuvarı, aynı anda on adet akuanotun implantasyonunu ve eğitimini yürütebilecek kapasitede. Implantlar, akuanotların kafatasına cerrahi müdahaleyle yerleştiriliyor ve etkin kullanım için yoğun bir eğitim süreci gerektiriyorlar. Çatışma anında implant yetenekleri, özel moleküler kontrol cihazları yardımıyla kullanılıyor." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Yabancılar iletişim kurmak için, ördükleri Moleküler Kontrol ağından faydalanıyorlar. İleti Çözücü sayesinde Yabancı botları arasında gidip gelen sinyaller yakalanıyor ve deşifre ediliyor. Böylelikle Yabancı botunun tipi, mürettebatı ve görevi hakkında bilgi edinebiliyoruz." STR_SUB_PEN_UFOPEDIA: "Her bir sığınak, tek bir denizaltıya ev sahipliği yapabilir. Sığınaklarda, X-Com denizaltı filosunun bakımı, ikmali ve tamiri için gerekli tüm tesisler mevcuttur. Bir üste konuşlanmış her bir Uçar Bot için ayrı bir sığınak tahsis edilmesi zorunludur. Bir denizaltı göreve çıkmış olsa bile, tahsis edilen sığınak başka bir Bot tarafından kullanılamaz." STR_DART_PISTOL_UFOPEDIA: "X-Com dart tabancası, 12 atışlık dart şarjörü ile kullanılan, küçük, isabetli ve tesirli bir silah. Ateşleme, cephane yuvasındaki basınçlı gaz kapsülü ile sağlanıyor." STR_JET_HARPOON_UFOPEDIA: "Hem isabetli hem de kuvvetli bu akua-tüfek, 10 atımlık mühürlü paketler halinde üretilen çelik zıpkın oklar fırlatıyor. Her bir ok, gaz haznesini kendi bünyesinde barındırıyor." STR_GAS_CANNON_UFOPEDIA: "Gaz teknoloji ailesinin ağır sıkleti olan bu top, standart, YP ya da fosfor uçlu çelik oklar fırlatabiliyor. Tecrübeli akuanotların gözdesi konumunda bir silah." STR_HYDRO_JET_CANNON_UFOPEDIA: "Bir ağır piyade silahı olan Hidro-Jet Topu, yakıt olarak magnezyum kullanan ufak torpidolar ateşliyor. Güçlü ve tesirli olduğu kadar ağır ve hantal bir silah. Bu nedenle ancak su altında kullanıma uygun." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Gerçek bir ağırsıklet olan bu fırlatıcı, her biri kendi itme sistemiyle donatılmış üç tip torpido ateşleyebiliyor. Tek dezavantajı elle yükleme sistemi olan müthiş bir silah. Desteklediği mühimmat tipleri arasında küçük ve büyük ağır patlayıcılar ve fosfor uçlu torpidolar var. Bunların hepsi su altı kullanıma yönelik." STR_GAUSS_PISTOL_UFOPEDIA: "Gaus tabancası, yeni geliştirilen hızlandırılmış parçacık teknolojisinden faydalanıyor. Hızlı, isabetli ve hem karada hem de su altında çalışabilen bir silah. Gaus teknolojisi, bir önceki savaşta edindiğimiz Plazma teknolojisinin bir uzantısı niteliğinde." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Gaus tabancası, yeni geliştirilen hızlandırılmış parçacık teknolojisinden faydalanıyor. Hızlı, isabetli ve hem karada hem de su altında çalışabilen bir silah. Gaus teknolojisi, bir önceki savaşta edindiğimiz Plazma teknolojisinin bir uzantısı niteliğinde." STR_GAUSS_RIFLE_UFOPEDIA: "Gaus tabancasının bir adım ötesindeki Gaus tüfeği, ikiz parçacık hızlandırıcılarıyla ciddi bir yıkım gücüne sahip. Eleryum'la çalışan Plazma sisteminin yerini alan yeni mikro parçacık hızlandırıcıların ürettiği anti-proton akımıyla çalışıyor." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Gaus tabancasının bir adım ötesindeki Gaus tüfeği, ikiz parçacık hızlandırıcılarıyla ciddi bir yıkım gücüne sahip. Eleryum'la çalışan Plazma sisteminin yerini alan yeni mikro parçacık hızlandırıcıların ürettiği anti-proton akımıyla çalışıyor." STR_HEAVY_GAUSS_UFOPEDIA: "Ağır Gaus topu, hantal olmakla birlikte son derece etkili bir silah. 3 tane parçacık hızlandırıcıyla donatılmış bu silah neredeyse durdurulamaz güçte. Üretilen anti-proton akımı, bir Galyum Arsenit kabuk içine hapsediliyor ve çarpışma anında patlayarak anti-madde salınımı yapıyor." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Ağır Gaus topu, hantal olmakla birlikte son derece etkili bir silah. 3 tane parçacık hızlandırıcıyla donatılmış bu silah neredeyse durdurulamaz güçte. Üretilen anti-proton akımı, bir Galyum Arsenit kabuk içine hapsediliyor ve çarpışma anında patlayarak anti-madde salınımı yapıyor." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Bu standart el bombası, gelişmiş ve hassas bir zamanlayıcı içerir." STR_DYE_GRENADE_UFOPEDIA: "Boya bombası, açık arazi çatışmalarında çifte rol üstlenen bir teçhizat. Hem su altında hem de karada kullanılabilen bombalar, içerdiği boyalı maddeyi parçacıklar halinde püskürtebiliyor. Su altında ahtapot mürekkebi gibi yayılan boya, karada da yoğun bir bulut oluşturuyor." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Harekete duyarlı mayın, sıradan bir el bombası gibi fırlatılarak kullanılır ama tetikleme mekanizması, civarda hareket eden nesnelere duyarlıdır. Bu silahların doğru kullanımı için personelin yetenekli ve iyi eğitilmiş olması şarttır." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Normalde bu patlayıcıların sadece istimlak amacıyla kullanılması öneriliyor. Ancak geçmiş tecrübelerimiz, bu güçlü patlayıcıları, yabancıları yuvalandıkları yerlerden çıkartmak için de kullanabileceğimizi göstermiştir. Tesir alanı çok geniş olduğu için, tüm akuanotların güvenli bir mesafeye çekilmiş olduğundan emin olmalısınız." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Bu yeni cihaz, çeşitli dedektörler ve gelişmiş bilgisayar sistemleri kullanarak hareketli düşman birimlerini tespit etmekte kullanılıyor. Taktik ekranında Devinim Sensörü ikonuna tıklayın. Menüden 'Dev. Sensörü Kullan' komutunu seçin. Sensör ekranının ortasında, askerin yüzünün dönük olduğu istikameti gösteren bir ok göreceksiniz (yukarısı Kuzeyi gösterir). Yanıp sönen noktalar, yakın zamanda hareket etmiş olan birimleri temsil eder. Büyük boyutlu veya hızlı hareket eden birimlere ait noktalar daha büyük görüntülenir. Hareketsiz birimler tespit edilemeyecektir." STR_MEDI_KIT_UFOPEDIA: "Bunu kullanmak için, yüzünüzü tedaviye ihtiyaç duyan askere dönmeniz, eğer asker bilincini kaybetmişse, vücudunun üzerinde durmanız gerekir. {NEWLINE}TEDAVİ> Ağır yaralı organlar kırmızı renkte gösterilir. Yaralı bölgeye tıklayın ve 'Tedavi' butonuna basın. Hayati yaralardan bir tanesi iyileştirilecek ve askerin sağlığı bir miktar yerine gelecektir.{NEWLINE}UYARICI> Bu seçenek, kaybedilen enerjinin yeniden kazandırılması ve bilincini yitirmiş askerlerin uyandırılması için kullanılır. Baygın bir askere tedavi uygulamak için doğrudan vücudun üzerinde durmanız gerekir.{NEWLINE}AĞRI KESİCİ> Bu seçenek, yaralı askerlerin moralini yükseltmeye yarar." STR_MC_DISRUPTOR_UFOPEDIA: "M.K. teknolojisinin zirvesi olan bu cihaz, sadece M.K. eğitimi almış askerler tarafından kullanılabilir. Bozucu ikonuna tıklayın, saldırı tipini belirleyin ve imleci kullanarak hedefinizi seçin. İki farklı bozucu saldırısı mevcuttur:{NEWLINE}İMPLANT KİLİTLE> Bu saldırı başarılı olursa, hedef şaşkınlığa ve paniğe kapılabilir.{NEWLINE}MOLEKÜLER KONTROL> Bu saldırı başarılı olursa, düşman ünitesinin kontrolü size geçer." STR_THERMAL_TAZER_UFOPEDIA: "Göğüs göğüse çarpışma için tasarlanmış bu silah, canlı bir organizmayı dondurarak etkisiz hale getirmekte etkilidir." STR_VIBRO_BLADE_UFOPEDIA: "Vibrobıçak, dakikada 6000 devir üzerinde bir hızla dönen, titanyumdan yapılmış uzun ve keskin bir uca sahip. En sağlam dalış zırhını bile delebilecek kadar kuvvetli. Kullandığı güç kaynağı, bir Yabancı icadı. Benzer bir silah üretme çabalarımız şu ana kadar sonuçsuz kaldı. Ürettiğimiz bıçaklar ya çok yavaş dönüyor ya da basınç altında infilak ediyor." STR_THERMIC_LANCE_UFOPEDIA: "Termik Mızrak, Vibrobıçak teknolojisinin bir uzantısı niteliğinde. Zerbit güç kaynağı sayesinde çok yüksek hızla dönen ve aşırı derece ısıtılan bıçak, standart zırhları tereyağı gibi delebiliyor." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Ağır Termik Mızrak, standart TM'nin daha güçlü bir versiyonu. Donanımındaki çifte ısı kaynağı ve son derece yüksek dönüş hızı, neredeyse tüm zırh materyalleri karşısında durdurulamaz bir güce sahip olmasını sağlıyor." STR_SONIC_CANNON_UFOPEDIA: "Sonik silah ailesinin en etkili üyesi olan Sonik Top, yüksek frekans aralığına sahip bir osilatörle ve geniş bir yankı odasıyla donatılmış. Ultrasonik dalga modülasyonu sayesinde çok daha güçlü bir sonik şok dalgası üretebiliyor." STR_CANNON_POWER_CLIP_UFOPEDIA: "Az miktarda Zerbit içeren bu ufak cihaz, Sonik Top için mühimmat olarak kullanılıyor." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Daha kuvvetli bir Sonik cihaz olan bu silah, karbon çelik zırh karşısında bile etkili. Dalga yayıcı modülün süper iletken bir amplifikatör ile desteklenmesi, silahın gücünü daha da arttırıyor." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Az miktarda Zerbit içeren bu küçük nesne, oldukça güçlü bir silah olan Sonik Tüfek için güç kaynağı işlevi görüyor." STR_SONIC_PISTOL_UFOPEDIA: "Sonik tabanca, ürettiği ultrasonik ses dalgalarıyla kemikleri bile saniyeler içinde eritebilecek güçte bir silah. Yaydığı ultrasonik dalgalar, insan kulağının işitemeyeceği bir frekans aralığında." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Yabancı yapımı Sonik Tabanca için batarya. Yabancıların kullandığı tüm diğer güç kaynakları gibi Zerbit içeriyor." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Güdümlü 'Bozgun Roketleri'ni ateşlemekte kullanılan, sadece su altında çalışan bir Yabancı silahı. Tetiğe bastığınızda silah, roketin izleyeceği güzergahı belirleyen birden fazla ara nokta seçebilirsiniz. Yeterince ara nokta tanımladıktan sonra \"ateşle\" butonuna basın." STR_DISRUPTOR_AMMO_UFOPEDIA: "Kendi bilgisayarlı güdüm sistemine sahip olan Bozgun-Darbe Roketi. Ateşlemek için bir Bozgun-Darbe Roketatarı kullanmak gerekiyor." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Kimyasal donducu bombaları ateşleyen küçük bir Termal Şok roketatarı. Yabancıları canlı ele geçirmek için çok kullanışlı." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Yabancılar, Termal Şok bombasını canlı insan ele geçirmek için kullanıyorlar ama bu silahı pek çok Yabancı ırkına karşı da kullanmamız mümkün. Ateşlemek için bir Termal Şok Roketatarı gerekiyor." STR_SONIC_PULSER_UFOPEDIA: "Standart bir el bombasıyla aynı şekilde kullanılan, ancak katbekat daha güçlü bir silah. Tetiklendiğinde, her yönde eş zamanlı yayılan bir sonik darbe üretiyor." STR_MC_READER_UFOPEDIA: "Yabancıların bedenlerinde cerrahi müdahaleyle yerleştirilmiş küçük cihazlar bulduk. Bunlar, Aquatoidler tarafından tasarlanmış Kontrol İmplantları. Savaş alanında, çok uzak mesafelerden bile sürekli olarak veri akışı sağlayabiliyorlar. Moleküler Kontrol Okuyucu, bu M.K. İmplantlarından direkt olarak bilgi çekebilen bir iletişim aracı. X-Com unsurları, çatışma anında bu aracı kullanarak herhangi bir Yabancı hakkında detaylı bilgi edinebilir. 'Kullan' seçeneğine tıkladıktan sonra imleci kullanarak hedefi seçmeniz yeterli." STR_SURVEY_SHIP: "Tetkik Gemisi" STR_ESCORT: "Muhafız" STR_CRUISER: "Kruvazör" STR_HEAVY_CRUISER: "Ağır Kruvazör" STR_HUNTER: "Avcı" STR_BATTLESHIP: "Muharip" STR_DREADNOUGHT: "Dretnot" STR_FLEET_SUPPLY_CRUISER: "Filo İkmal Gemisi" MAP_SEABED: "Deniz Tabanı" MAP_PIPES: "Araştırma Tesisi" MAP_PLANE: "Çakılmış Uçak" MAP_ATLAN: "Atlantis" MAP_MU: "Maya Tapınağı" MAP_GAL: "Batık Kalyon" MAP_MSUNK: "Batık Yolcu Gemisi" MAP_VOLC: "Volkanik" MAP_CORAL: "Mercan" MAP_PORT: "Liman" MAP_ISLAND: "Ada" MAP_CARGO: "Kargo Gemisi" MAP_LINERT: "Yolcu Gemisi K1" MAP_LINERB: "Yolcu Gemisi K2" MAP_ALART: "Yapıt K1" MAP_GRUNGE: "Yapıt K2" MAP_ENTRY: "Koloni K1" MAP_A_BASE: "Koloni K2" MAP_ALSHIP: "T'leth K1" MAP_LEVEL: "T'leth K2" MAP_CRYPT: "T'leth K3" MAP_XBASES: "X-Com Üssü" STR_MIXED_CREW: "Karışık Mürettebat" STR_MIXED_CREW_2: "Karışık Mürettebat 2" STR_RATING: "DEĞERLENDİRME> {0}" STR_RATING_TERRIBLE: "REZALET!" STR_RATING_POOR: "ZAYIF!" STR_RATING_OK: "GEÇER" STR_RATING_GOOD: "İYİ!" STR_RATING_EXCELLENT: "MÜKEMMEL!" STR_SCORE: "SKOR" STR_XCOM_PROJECT_MONTHLY_REPORT: "X-COM AYLIK RAPOR" STR_MONTH: "Ay> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Finansör kurumlar komitesi, genel olarak şu ana kadarki gidişatınızdan memnun." STR_COUNCIL_IS_VERY_PLEASED: "Finansör kurumlar komitesi, mükemmel gidişatınızdan son derece memnun. Aynen devam." STR_COUNCIL_IS_DISSATISFIED: "Finansör kurumlar komitesi, performansınızdan hoşnut değil. Yabancı tehdidiyle daha etkin bir mücadele yürütmeye başlamadığınız taktirde, projenin iptal edilmesi söz konusu olabilir." STR_YOU_HAVE_NOT_SUCCEEDED: "Ne yazık ki Yabancı istilasıyla mücadelede başarılı olamadınız ve finansör kurumlar komitesi X-Com projesinin finansmanını kesmeye karar verdi. Her bir kurum, sorunu kendi uygun gördüğü biçimde çözmeye çalışacak. Şimdi geride kalan tek umut, bu kadim güçlerle bir anlaşma sağlanması ve genel halkın denizden gelen ziyaretçilerle mutabakata varması." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} yerel tehditle mücadelede gösterdiğiniz başarıdan çok memnun ve finansal desteğini arttırma kararı aldı." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} yerel Yabancı istilasıyla mücadelede katettiğiniz yoldan çok memnun ve finansal desteklerini arttırma kararı aldılar." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} ve {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} denizlerindeki Yabancı faaliyetleriyle mücadelede yetersiz kaldığınız kanaatinde ve finansal desteğini azaltma kararı aldı." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} denizlerindeki Yabancı faaliyetleriyle mücadelenizden hoşnut değil ve finansal desteğini azaltma kararı aldı." STR_KNOTS: "{0} deniz mili" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} Yabancı güçleriyle dayanışma anlaşması imzaladı ve X-Com projesinden finansal desteğini çekti." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} Yabancı güçleriyle dayanışma anlaşması imzaladı ve X-Com projesinden finansal desteğini çekti." STR_MONTHLY_RATING: "Aylık Değerlendirme> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Finansman değişikliği> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Finansör kurumlar, mali durumunuzdan hoşnut değil. Borçlarınızı $1 milyon seviyesinin altına çekemezseniz X-Com projesi sonlandırılacak." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "PARÇACIKALTI İLETİLER ÇÖZÜLDÜ" STR_CRAFT_TYPE: "BOT TİPİ" STR_RACE: "IRK" STR_MISSION: "GÖREV" STR_ZONE: "BÖLGE" STR_ALLOCATE_RESEARCH: "Araştırma Başlat" STR_ALLOCATE_MANUFACTURE: "Üretim Başlat" STR_AZORES: "Azorlar" STR_REYKJAVIK: "Reykjavik" STR_BERMUDA: "Bermuda" STR_NEW_YORK: "New York" STR_BOSTON: "Boston" STR_FORT_SEVERN: "Fort Severn" STR_DAKAR: "Dakar" STR_RECIFE: "Recife" STR_ACCRA: "Akra" STR_ASCENSION_ISLAND: "Ascension Adası" STR_TRINIDADE_ISLAND: "Trinidad Adası" STR_FALKLAND_ISLAND: "Falkland Adası" STR_CANARY_ISLANDS: "Kanarya Adaları" STR_ANCHORAGE: "Anchorage" STR_ST_LAWRENCE_ISLAND: "St. Lawrence Adası" STR_SAN_FRANCISCO: "San Francisco" STR_MIDWAY_ISLAND: "Midway Adası" STR_VANCOUVER: "Vancouver" STR_TASMANIA: "Tasmanya" STR_HAWAII: "Hawaii" STR_FIJI: "Fiji" STR_TONGA: "Tonga" STR_EASTER_ISLAND: "Paskalya Adası" STR_GALAPAGOS_ISLAND: "Galapagos Adası" STR_WELLINGTON: "Wellington" STR_SOLOMON_ISLAND: "Solomon Adası" STR_CRETE: "Girit" STR_LISBON: "Lizbon" STR_PORT_SAID: "Port Said" STR_MARSEILLES: "Marsilya" STR_TRIPOLI: "Trablus" STR_MANILA: "Manila" STR_HONG_KONG: "Hong Kong" STR_SINGAPORE: "Singapur" STR_BANGKOK: "Bangkok" STR_DARWIN: "Darwin" STR_BOMBAY: "Mumbai" STR_SAYCHELLES_ISLAND: "Seyşeller" STR_MALDIVE_ISLAND: "Maldivler" STR_SRI_LANKA: "Sri Lanka" STR_MAURITIUS: "Mauritius" STR_TOKYO: "Tokyo" STR_SHANGHAI: "Şanghay" STR_VLADIVOSTOK: "Vladivostok" STR_LONDON: "Londra" STR_FAEROE_ISLAND: "Faroe Adası" STR_ABERDEEN: "Aberdeen" STR_OSLO: "Oslo" STR_JAMAICA: "Jamaika" STR_PANAMA: "Panama" STR_MIAMI: "Miami" STR_PSI_TRAINING: "M.K. Eğitimi" STR_PSIONIC_TRAINING: "MOLEKÜLER KONTROL EĞİTİMİ" STR_REMAINING_PSI_LAB_CAPACITY: "Kalan M.K. kapasitesi> {ALT}{0}" STR_PSIONIC__STRENGTH: "M.K.{NEWLINE}Direnci" STR_PSIONIC_SKILL_IMPROVEMENT: "M.K. Becerisi{NEWLINE}/Gelişim" STR_IN_TRAINING: "Eğitimde?{NEWLINE}" STR_TARGETTED_BY: "HEDEFLEYEN:" STR_WEAPONS_CREW_HWPS: "SİLAHLAR/{NEWLINE}MÜRETTEBAT/DSSler" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "Yakıt azaldı,{NEWLINE}araç üsse dönüyor." STR_SOLDIER_LIST: "Akuanot Listesi" STR_RANK_: "RÜTBE> {ALT}{0}" STR_MISSIONS: "GÖREVLER> {ALT}{0}" STR_KILLS: "İMHA> {ALT}{0}" STR_WOUND_RECOVERY: "MALÜLİYET> {ALT}{0}" STR_TIME_UNITS: "ZAMAN ÜNİTESİ" STR_STAMINA: "DAYANIKLILIK" STR_HEALTH: "SAĞLIK" STR_BRAVERY: "CESARET" STR_REACTIONS: "TEPKİ" STR_FIRING_ACCURACY: "ATIŞ İSABETLİLİĞİ" STR_THROWING_ACCURACY: "FIRLATMA İSABETLİLİĞİ" STR_STRENGTH: "KUVVET" STR_PSIONIC_STRENGTH: "M.K. DİRENCİ" STR_PSIONIC_SKILL: "M.K. BECERİSİ" STR_NEW_RANK: "YENİ RÜTBE" STR_PROMOTIONS: "Terfiler" STR_SOLDIERS_UC: "AKUANOTLAR" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Otomatik DSS'ler yüksek manevra kabiliyetine ve güçlü zırha sahiptir. Her derinlikte ağır silah desteği sağlayabilirler. Stoklarınızda yeterli mühimmat olduğu sürece DSS'ler otomatik olarak yeniden doldurulur." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Akua-Jet torpidolarıyla donatılmış bir denizaltı. Bu silah sistemi sadece su altında görev yapabilir. Stoklarınızda yeterli miktarda Akua-Jet torpido bulundurmaya dikkat edin." STR_COELACANTH_GAUSS_UFOPEDIA: "DSS'ler için Gaus teknolojisiyle üretilmiş güçlü bir silah sistemi. Tescilli X-Com teknolojileri sayesinde önceki modellere nazaran daha yüksek atış gücü sunuyor." STR_DISPLACER_SONIC_UFOPEDIA: "Yabancı teknolojisi, DSS kavramına yeni bir tanım getirdi. Ion Deplasörleri sayesinde DSS kullanımı artık sadece kara ve deniz zeminiyle kısıtlı değil. Sonik silahlar da çatışmada önemli bir üstünlük sağlıyor." STR_DISPLACER_PWT_UFOPEDIA: "Bu DSS, su altı kullanımına yönelik Darbe Dalga silahları taşıyor. Mühimmat olarak yeterince DDT ürettiğinize emin olun. Ateşlemek için yeterince 'ara nokta' tanımlayın ve ateşleme butonuna basın." STR_ALIEN_PROBE_MISSION: "Yabancı Keşif Harekatı" STR_ALIEN_INTERDICTION: "Yabancı Tecrit Harekatı" STR_ALIEN_RESOURCE_RAID: "Yabancı Yağmalama Harekatı" STR_ALIEN_INFILTRATION: "Yabancı Sızma Harekatı" STR_ALIEN_BASE: "Yabancı Koloni Yayılımı" STR_ALIEN_SURFACE_ATTACK: "Yabancı Yüzey Taarruzları" STR_ALIEN_RETALIATION: "Yüzer Üsse Taarruz" STR_ALIEN_SUPPLY: "Koloni İkmal Görevleri" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Yabancı Keşif Harekatı, bölgedeki deniz yatağı, kaynaklar, gemi ve uçak rotaları hakkında bilgi toplamaya yöneliktir. Bu harekatlarda görevlendirilen Yabancı Botları kendi başlarına büyük bir tehdit oluşturmazlar, ancak birden bire yoğun faaliyet görülecek bölgelere işaret ediyor olabilirler." STR_ALIEN_INTERDICTION_UFOPEDIA: "Yabancılar, prensip itibarıyla, gözlerini diktikleri bölgeleri denetim altında tutmak ve asıl görevlere başlamadan önce bu bölgelerin güvenliğini sağlamak için çalışmalarda bulunuyorlar. Daha sonra taarruz etmeyi planladıkları belli bölgelere iniş yapıyor ve bir sonraki faaliyetleri için zemin hazırlıyorlar." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Yabancı stratejisinin anahtar öğelerinden biri de gemi batırmak ve uçak düşürmek. Üretim için gerekli materyallerin ele geçirilmesi, başlıca Yabancı faaliyetlerinden biri ve bu saldırgan hareketler de doğrudan bu amaca yönelik. Yabancılar aynı zamanda jeotermal ya da maden arama çalışmaları yürütülen bölgeleri de yağmalıyor ve mineraller, rafine metaller ya da insan eliyle üretilmiş diğer malzemeleri ele geçirmeye çalışıyorlar." STR_ALIEN_INFILTRATION_UFOPEDIA: "Bu faaliyetler, Yabancılarla, kuruluşlar ya da hükümetler arasında en üst düzeyde resmi temaslarla sonuçlanabilir. İlgili kurumun civarındaki sularda çok yoğun Yabancı Bot aktivitesi, bu harekatın doruk noktasına işaret eder. Yabancılar, sağlayacakları temaslar sonucunda, üstün teknoloji ve bilgi vaadlerinde bulunarak hükümet ya da kuruluşlarla anlaşma imzalamayı hedefleyeceklerdir. Bu tipte Yabancı faaliyetleri, X-Com için çok ciddi bir tehdit oluşturur. Eğer bir kuruluş ya da hükümet, Yabancılarla işbirliği içine girecek olursa, sağladıkları finansman da kesilecektir." STR_ALIEN_BASE_UFOPEDIA: "Yabancılar, medeniyete uzak noktalarda gizli su altı üsleri inşa edeceklerdir. Bir kaç keşif uçuşu ardından koloninin inşası başladığında bölgede yoğun Yabancı Botu faaliyeti gözlemlenebilir. Bu kolonilerin laboratuvarlar, klonlama merkezleri ve hem insanlar hem de Yabancılar üzerinde deneyler için donatılmış cerrahi tesisler içereceğini biliyoruz. Yabancı kolonilerinin bulunduğu bölgelerde Yabancı Botları olmasa da artan Yabancı aktivitesi göze çarpacaktır. Yerini tahmin ettiğiniz bir koloniyi tespit edebilmek için, X-Com botlarını bir kaç saat sürecek devriye uçuşlarıyla görevlendirmelisiniz." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Yabancılar, üreme amacıyla ya da korkunç deneylerinde kullanmak için insan bedenlerine ihtiyaç duyduklarında limanlara, adalara ya da yolcu gemilerine terör saldırılarında bulunuyorlar. Bu saldırılar, doğrudan sivillere yönelik bir tehdit oluşturuyor." STR_ALIEN_RETALIATION_UFOPEDIA: "X-Com avcı botları, Yabancı gemilerini batırmakta üstün başarı gösterdiklerinde Yabancılar missilleme olarak X-Com üslerine doğrudan saldırı düzenlemeye karar verebilirler. Ancak Yabancıların bir X-Com üssüne saldırabilmek için önce üssün yerini tespit etmeleri gereklidir ve düşman botlar üslerden uzak tutulduğu sürece saldırı tehlikesi düşük kalacaktır." STR_ALIEN_SUPPLY_UFOPEDIA: "Bir Yabancı kolonisi inşa edildiğinde, özel ikmal gemileri düzenli olarak ikmal uçuşları yapacaklardır. Bu denizaltılardan birinin iniş yaptığını tespit ettiğinizde, civarlarda bir Yabancı kolonisi olduğuna kesin gözüyle bakabilirsiniz." STR_SURVEY_SHIP_UFOPEDIA: "Bu küçük denizaltı, keşif ve araştırma için görevlendiriliyor. Bir yabancı harekatının başlangıcında, daha büyük gemilere öncülük ediyor." STR_ESCORT_UFOPEDIA: "Kendi başınayken fazla tehdit oluşturmayan, refakat amaçlı orta büyüklükte bir gemi. Daha büyük gemilerin ve yabancı faaliyetlerinde artışın öncüsü niteliğinde." STR_CRUISER_UFOPEDIA: "Yabancı filosunun ana unsuru olan Kruvazör, her tür Yabancı harekatında kullanılabilen tehlikeli bir gemi." STR_HEAVY_CRUISER_UFOPEDIA: "Ağır Kruvazör, normal kruvazörden çok daha güçlü, daha büyük silahlara ve itme sistemlerine sahip bir gemi. Ağır Kruvazör, büyük miktarlarda mineral ve teçhizat ele geçirmeye yönelik harekatlarda kullanılıyor." STR_HUNTER_UFOPEDIA: "Bu araç, insanlar üzerinde deney ve cerrahi uygulamalarında kullanılan bir ameliyat odası içeriyor. Kurbanlar bu odalarda en korkunç işkencelere maruz kalıyor. Deneklerin beyinleri işlenmek üzere çıkartılıp depolanıyor." STR_BATTLESHIP_UFOPEDIA: "Yabancıların elindeki en agresif gemi olan Muharip, mevcut tüm Yabancı teknolojilerini içeriyor. Her türlü taarruz harekatı için bir merkez üssü gibi davranacak tesislerle ve çok çeşitli silahlarla donatılmış." STR_DREADNOUGHT_UFOPEDIA: "Dretnot, her tür Yabancı teknolojisiyle ve korkunç bir ateş gücüyle donatılmış ileri düzeyde bir birlik nakliye aracı. Kuvvetli ve dayanıklı bir tehdit." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "İkmal gemileri, yeni Yabancı kolonilerinin inşasında ve mevcut kolonilerin tedarik faaliyetlerinde görevlendirilir. Bu gemilerde, Yabancı besin konteynerleri, DNA örnekleri, fetüsler ve diğer biyolojik bileşenler bulunur." STR_DISMANTLE: "İstimlak" STR_FACILITY_IN_USE: "AKUA-YUVA KULLANIMDA" STR_CANNOT_DISMANTLE_FACILITY: "BU AKUA-YUVA YIKILAMAZ!{SMALLLINE}Tüm üs yuvaları, hava cebiyle bağlantılı olmalıdır." STR_TRANSFER_ITEMS_TO: "{0} üssüne transferi onaylayın" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "TRANSFER İÇİN KARANTİNA ALANI YOK!{SMALLLINE}Canlı ele geçirilmiş Yabancıların hayatta tutulabilmesi için bir karantina tesisi zorunludur." STR_AMOUNT_AT_DESTINATION: "VARIŞ MERKEZİNDEKİ{NEWLINE}MİKTAR" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Ele geçirilen Yabancı, karantina tesisi olmadığı için öldü" STR_NO_FREE_ACCOMODATION_CREW: "YETERLİ YAŞAM ALANI YOK!{SMALLLINE}Varış üssünde, araca tahsis edilmiş personeli ağırlayabilecek kapasitede yaşam alanı mevcut değil." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "YETERLİ DEPO ALANI YOK!{SMALLLINE}Varış üssünde, araca tahsis edilmiş levazımatı depolamaya yetecek kadar boş alan yok." STR_ITEMS_ARRIVING: "Teslimat" STR_DESTINATION_UC: "HEDEF" STR_DART_PISTOL: "Dart Tabancası" STR_DART_POD: "Dart Şarjörü" STR_JET_HARPOON: "Jet Zıpkını" STR_HARPOON_POD: "Zıpkın Şarjörü" STR_GAS_CANNON: "Gaz Topu" STR_GC_AP_AMMO: "GT-ZD Oklar" STR_GC_HE_AMMO: "GT-KP Oklar" STR_GC_P_AMMO: "GT-Fosfor Okları" STR_HYDRO_JET_CANNON: "Hidro-Jet Topu" STR_HJC_AP_AMMO: "HJ-ZD Mühimmat" STR_HJC_HE_AMMO: "HJ-KP Mühimmat" STR_HJC_P_AMMO: "HJ-F Mühimmat" STR_TORPEDO_LAUNCHER: "Torpido Tüpü" STR_SMALL_TORPEDO: "Küçük Torpido" STR_LARGE_TORPEDO: "Büyük Torpido" STR_PHOSPHOROUS_TORPEDO: "Fosfor Torpidosu" STR_MAGNA_BLAST_GRENADE: "Dev Yumruk El Bombası" STR_DYE_GRENADE: "Boya Bombası" STR_PARTICLE_DISTURBANCE_GRENADE: "Parçacık Devinim El Bombası" STR_MAGNA_PACK_EXPLOSIVE: "Dev Yumruk Patlayıcı Paketi" STR_PARTICLE_DISTURBANCE_SENSOR: "Parçacık Devinim Sensörü" STR_MEDI_KIT: "İlk Yardım Çantası" STR_MC_DISRUPTOR: "M.K. Bozucu" STR_THERMAL_TAZER: "Termal Tazer" STR_GAUSS_PISTOL: "Gaus Tabancası" STR_GAUSS_PISTOL_CLIP: "Gaus Tabanca Şarjörü" STR_GAUSS_RIFLE: "Gaus Tüfeği" STR_GAUSS_RIFLE_CLIP: "Gaus Tüfek Şarjörü" STR_HEAVY_GAUSS: "Ağır Gaus" STR_HEAVY_GAUSS_CLIP: "Ağır Gaus Şarjörü" STR_SONIC_CANNON: "Sonik Top" STR_CANNON_POWER_CLIP: "Top Şarjörü" STR_SONIC_BLASTA_RIFLE: "Sonik İnfilak Tüfeği" STR_BLASTA_POWER_CLIP: "Sonik İnfilak Şarjörü" STR_SONIC_PISTOL: "Sonik Tabanca" STR_PISTOL_POWER_CLIP: "Sonik Tabanca Şarjörü" STR_DISRUPTOR_PULSE_LAUNCHER: "Bozgun-Darbe Roketatarı" STR_DISRUPTOR_AMMO: "Bozgun-Darbe Roketi" STR_THERMAL_SHOK_LAUNCHER: "Termal Şok Fırlatıcı" STR_THERMAL_SHOK_BOMB: "Termal Şok Bombası" STR_SONIC_PULSER: "Sonik Bomba" STR_ZRBITE: "Zerbit" STR_MC_READER: "M.K. Okuyucu" STR_VIBRO_BLADE: "Vibro Bıçak" STR_THERMIC_LANCE: "Termik Mızrak" STR_HEAVY_THERMIC_LANCE: "Ağır Termik Mızrak" STR_AQUATOID_CORPSE: "Akuatoid Cesedi" STR_GILLMAN_CORPSE: " Solungaçadam Cesedi" STR_LOBSTERMAN_CORPSE: "Istakozadam Cesedi" STR_TASOTH_CORPSE: "Tasot Cesedi" STR_CALCINITE_CORPSE: "Kalsinit Cesedi" STR_DEEP_ONE_CORPSE: "Diptengelen Cesedi" STR_BIODRONE_CORPSE: "Biyodron Cesedi" STR_TENTACULAT_CORPSE: "Tentakülat Cesedi" STR_TRISCENE_CORPSE: "Trisen Cesedi" STR_HALLUCINOID_CORPSE: "Halüsinoid Cesedi" STR_XARQUID_CORPSE: "Zarkid Cesedi" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "DSS'yi donatmak için yeterli cephane yok{SMALLLINE}Her DSS {0} {1} gerektirir." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Takımı tamamen donatmak için yeterli teçhizat yok" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "{1}{NEWLINE}üretebilmek için öncelikle{NEWLINE}{0}{NEWLINE}araştırmasını tamamlamalısınız." STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Yabancılar, savunmasız {0} üssünü imha etti" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "X-Com devriyeleri, {0} sınırları içinde bir Yabancı kolonisi tespit etti" STR_STANDOFF: "TAKİP" STR_CAUTIOUS_ATTACK: "TEMKİNLİ SALDIRI" STR_STANDARD_ATTACK: "STANDART SALDIRI" STR_AGGRESSIVE_ATTACK: "AGRESİF SALDIRI" STR_DISENGAGING: "GERİ ÇEKİLME" STR_UFO_HIT: "YABANCI BOTU İSABET ALDI!" STR_UFO_CRASH_LANDS: "YABANCI BOTU DÜŞÜRÜLDÜ!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Sadece Takip Mesafesinde Küçült" STR_UFO_RETURN_FIRE: "YABANCI BOTU KARŞI ATEŞ AÇTI!" STR_INTERCEPTOR_DAMAGED: ">>>UÇAR BOT HASAR GÖRDÜ<<<" STR_INTERCEPTOR_DESTROYED: ">>>UÖAR BOT İMHA EDİLDİ<<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "YABANCI UÇAR BOTU KAÇIYOR!" STR_LONG_RANGE_DETECTION: "Geniş bant Tarama" STR_STORES_UC: "DEPO" STR_DIFFICULTY_LEVEL: "Zorluk Seviyesi" STR_INTERCEPT: "TAKİP" STR_BASES: "ÜSLER" STR_GRAPHS: "GRAFİKLER" STR_UFOPAEDIA_UC: "UFOPEDİ" STR_OPTIONS_UC: "AYARLAR" STR_FUNDING_UC: "FİNANSMAN" STR_5_SECONDS: "5 Sn." STR_1_MINUTE: "1 Dk." STR_5_MINUTES: "5 Dk." STR_30_MINUTES: "30 Dk." STR_1_HOUR: "1 Saat" STR_1_DAY: "1 Gün" STR_XCOM_PERFORMANCE_ROSTER: "X-Com Performans Cetveli" STR_ENTER_NAME: "İsim Girin" STR_PERFORMANCE_RATING: "Performans Değerlendirmesi" STR_VICTORY_DATE: "Zafer Tarihi" STR_CHEMICAL_FLARE: "Kimyevi Fişek" STR_CHEMICAL_FLARE_UFOPEDIA: "Bu küçük cihaz, hem karada hem de su altında parlak bir ışık saçar. Gece görevlerinde veya derin denizlerde, civardaki düşman unsurları tespit etmek için kullanabilirsiniz." STR_MONTHLY_COSTS: "Aylık Maliyet" STR_CRAFT_RENTAL: "Uçar Bot Kirası" STR_SALARIES: "Maaşlar" STR_BASE_MAINTENANCE: "Üs bakımı" STR_COST_PER_UNIT: "Maliyet/Birim" STR_QUANTITY: "Miktar" STR_TOTAL: "Toplam" STR_IN_PSIONIC_TRAINING: "M.K. İmplantasyonunda" STR_FRONT_ARMOR: "Ön Zırh" STR_LEFT_ARMOR: "Sol Zırh" STR_RIGHT_ARMOR: "Sağ Zırh" STR_REAR_ARMOR: "Arka Zırh" STR_UNDER_ARMOR: "Alt Zırh" STR_ROUNDS: "MERMİ" STR_UNIT: "ÜNİTE> {0}" STR_ENERGY: "ENERJİ" STR_MORALE: "MORAL" STR_ARMOR_: "ZIRH> {0}" STR_FRONT_ARMOR_UC: "ÖN ZIRH" STR_LEFT_ARMOR_UC: "SOL ZIRH" STR_RIGHT_ARMOR_UC: "SAĞ ZIRH" STR_REAR_ARMOR_UC: "ARKA ZIRH" STR_SKILLS: "YETENEK> {0}" STR_LEVEL: "SEVİYE>{0}" STR_HEAD: "BAŞ" STR_TORSO: "GÖVDE" STR_RIGHT_ARM: "SAĞ KOL" STR_LEFT_ARM: "SOL KOL" STR_RIGHT_LEG: "SAĞ BACAK" STR_LEFT_LEG: "SOL BACAK" STR_PAIN_KILLER: "AĞRI KESİCİ" STR_STIMULANT: "UYARICI" STR_HEAL: "TEDAVİ" STR_TIME_UNITS_SHORT: "ZÜ>{ALT}{0}" STR_WEIGHT: "Yük>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Tep.>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "M.K.B>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.K.D.>{ALT}{0}" STR_ALIEN_ARTIFACT: "Yabancı Yapıtı" STR_AMMO_ROUNDS_LEFT: "KALAN{NEWLINE}CEPHANE:{NEWLINE}{ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Ağrı Kesici>{ALT}{0}{ALT}{NEWLINE}Uyarıcı >{ALT}{1}{ALT}{NEWLINE}Tedavi >{ALT}{2}" STR_THROW: "Fırlat" STR_AUTO_SHOT: "Otomatik Atış" STR_SNAP_SHOT: "Ani Atış" STR_AIMED_SHOT: "Keskin Atış" STR_STUN: "Dondur" STR_PRIME_GRENADE: "El Bombasını Kur" STR_USE_SCANNER: "Dev. Sensörü Kullan" STR_USE_MEDI_KIT: "İlk Yardım Çantası Kullan" STR_LAUNCH_MISSILE: "Torpido Ateşle" STR_ACCURACY_SHORT: "İsb>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Zaman Ünitesi Yetersiz!" STR_NOT_ENOUGH_ENERGY: "Yeterli Enerji Yok!" STR_NO_ROUNDS_LEFT: "Cephane kalmadı!" STR_NO_AMMUNITION_LOADED: "Silah Boş!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Bu cephane bu silah için değil!" STR_WEAPON_IS_ALREADY_LOADED: "Silah zaten dolu!" STR_NO_LINE_OF_FIRE: "Görüş Açısı Yok!" STR_GRENADE_IS_ACTIVATED: "El Bombası Aktif!" STR_GRENADE_IS_DEACTIVATED: "El bombası etkisiz hale getirildi!" STR_THERE_IS_NO_ONE_THERE: "Orada hiç kimse yok!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Yabancı teçhizatı, araştırılmadan kullanılamaz!" STR_OUT_OF_RANGE: "Menzil Dışı!" STR_UNABLE_TO_THROW_HERE: "Buraya fırlatılamıyor!" STR_SET_TIMER: "Zamanlayıcıyı Kur" STR_HIDDEN_MOVEMENT: "GİZLİ MANEVRA" STR_TURN: "TUR> {0}" STR_SIDE: "TARAF> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Devam etmek için butona basın" STR_MIND_CONTROL: "Moleküler Kontrol" STR_PANIC_UNIT: "İmplant Kilitle" STR_MORALE_ATTACK_SUCCESSFUL: "Moral Saldırısı Başarılı" STR_MIND_CONTROL_SUCCESSFUL: "İmplant Kontrolü Başarılı" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}çıldırdı" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}çıldırdı" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}paniğe kapıldı" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}paniğe kapıldı" STR_XCOM: "X-Com" STR_ALIENS: "Yabancılar" STR_RIGHT_HAND: "SAĞ EL" STR_LEFT_HAND: "SOL EL" STR_RIGHT_SHOULDER: "SAĞ OMUZ" STR_LEFT_SHOULDER: "SOL OMUZ" STR_BACK_PACK: "ÇANTA" STR_BELT: "KEMER" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE} Moleküler Kontrol altında" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE} Moleküler Kontrol altında" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}bilincini yitirdi" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}bilincini yitirdi" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}ölümcül bir yara nedeniyle hayatını kaybetti" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}ölümcül bir yara nedeniyle hayatını kaybetti" STR_USE_MIND_PROBE: "M.K. Okuyucu Kullan" STR_FATAL_WOUNDS: "ÖLÜMCÜL YARALAR" STR_UNDER_ARMOR_UC: "ALT ZIRH" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Zaman Üniteleri ani atış için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Zaman Üniteleri otomatik atış için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Zaman Üniteleri keskin atış için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "Zaman Üniteleri diz çökmek için ayrıldı" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ZÜ'leri diz çöküp ateş etmek için ayrıldı" STR_UNITS_IN_CRAFT: one: "{N} Ünite X-Com aracında" other: "{N} Ünite X-Com aracında" STR_UNITS_OUTSIDE: one: "{N} Ünite X-Com aracı dışında" other: "{N} Ünite X-Com aracı dışında" STR_UNITS_IN_ENTRANCE: one: "{N} Ünite giriş bölgesinde" other: "{N} Ünite giriş bölgesinde" STR_UNITS_IN_EXIT: one: "{N} Ünite tahliye bölgesinde." other: "{N} Ünite tahliye bölgesinde." STR_ABORT_MISSION_QUESTION: "Harekat Yarıda Bırakılsın mı?" STR_CORPSE: "Ceset" STR_UNLOAD_CRAFT: "Aracı boşalt" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}öldürüldü" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}öldürüldü" STR_HIT_MELEE: "Vur" STR_GROUND: "ZEMİN" STR_LIVING_QUARTERS_PLURAL: "Koğuş" STR_LIST_ITEM: "MADDE" STR_ALL_ALIENS_KILLED_IN_CRASH: "Düşüşte tüm yabancılar öldü,{NEWLINE}Ele geçirme çalışması başlatıldı" STR_RESET: "Baştan Başla" STR_MEMORIAL: "Anıt" STR_DATE_UC: "TARİH" STR_SOLDIERS_RECRUITED_UC: "ASKERE ALINANLAR>{ALT}{0}" STR_SOLDIERS_LOST_UC: "ŞEHİTLER>{ALT}{0}" STR_REMOVE_SELECTED: "Seçilenleri Öldür" STR_LIVE_ALIENS: "Canlı{NEWLINE}Numuneler" STR_DEAD_ALIENS: "Iskarta{NEWLINE}Numuneler" STR_UNDER_INTERROGATION: "İnceleme{NEWLINE}Altında" STR_CONTAINMENT_EXCEEDED: "KARANTİNA LİMİTLERİ AŞILDI!{SMALLLINE}{0} üssünde karantina tesisi tamamen dolu. Muhafaza etmek istemediğiniz Yabancıları imha etmelisiniz." STR_MANAGE_CONTAINMENT: "Karantina Yönetimi" STR_STORAGE_EXCEEDED: "DEPOLAMA KAPASİTESİ AŞILDI!{SMALLLINE}{0} üssünde yeterli depolama alanı kalmadı. İhtiyaç fazlası levazımatı satmalısınız." STR_GO_TO_BASE: "Üssü Görüntüle" STR_MELEE_ACCURACY: "YAKIN DÖVÜŞ" STR_SELL_PRODUCTION: "SAT" STR_BOTH_HANDS_MUST_BE_EMPTY: "Her iki el boş olmalıdır!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Mevcut teçhizat, envanter şablonu için yetersiz!" STR_UNLOAD_WEAPON: "Silahı boşalt" STR_ALL_ITEMS: "Tüm Kalemler" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "ARAÇTA TEÇHİZAT İÇİN YER YOK!{SMALLLINE}Bu denizaltıya, azami {N} parça teçhizat yükleyebilirsiniz." other: "ARAÇTA TEÇHİZAT İÇİN YER YOK!{SMALLLINE}Bu denizaltıya, azami {N} parça teçhizat yükleyebilirsiniz." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}KOMUTA MERKEZİ YOK EDİLDİ{NEWLINE}Girişe geri dönüp görevi iptal edin." STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com Akua-tesisleri karada inşa edilemez" STR_UNABLE_TO_ENGAGE_DEPTH: "BU DERİNLİKTE{NEWLINE}SICAK TEMAS SAĞLANAMAZ" STR_UNABLE_TO_ENGAGE_AIRBORNE: "BOTLAR HAVADAYKEN{NEWLINE}SICAK TEMAS SAĞLANAMAZ" STR_UNDERWATER_EQUIPMENT: "Bu teçhizat su dışında kullanılamaz!" STR_LAND_EQUIPMENT: "Bu teçhizat su altında kullanılamaz!" STR_LEVEL_SHORT: "K{0}" STR_PERSONNEL: "Personel" STR_CRAFT_ARMAMENT: "Araç ve Donatım" STR_COMPONENTS: "Bileşenler" STR_SOLDIERS_RECRUITED: "Askere alınanlar" STR_SOLDIERS_LOST: "Şehitler" STR_TOTAL_UFOS: "Tespit edilen uçar botlar" STR_TOTAL_ALIEN_BASES: "Tespit edilen Yabancı kolonileri" STR_PSIONIC_STRENGTH_ABBREVIATION: "MKD" STR_PSIONIC_SKILL_ABBREVIATION: "MKB" FEMALE_CIVILIAN: "Sivil, Kadın" MALE_CIVILIAN: "Sivil, Erkek" DOCKER_CIVILIAN: "Sivil, Liman İşçisi" SAILOR_CIVILIAN: "Sivil, Denizci" STR_BIODRONE_MELEE_WEAPON: "Biyodron Saldırısı" HALLUCINOID_WEAPON: "Halüsinoid Silahı" STR_LOBSTERMAN_MELEE_WEAPON: "Istakozadam Saldırısı" CALCINITE_WEAPON: "Kalsinit Silahı" DEEP_ONE_WEAPON: "Diptengelen Silahı" STR_TRISCENE_MELEE_WEAPON: "Trisen Saldırısı" STR_TRIBIO_SONIC_WEAPON: "Yabancı Sonik Silahı" XARQUID_WEAPON: "Zarkid Silahı" TENTACULAT_WEAPON: "Tentakülat Silahı" ZOMBIE_WEAPON: "Zombi Silahı" ALIEN_PSI_WEAPON: "Yabancı M.K. Silahı" ================================================ FILE: bin/standard/xcom2/Language/uk.yml ================================================ uk: STR_LEVIATHAN_UFOPEDIA: "СУБМАРИНА ДЛЯ ТРАНСПОРТУВАННЯ ВІЙСЬК ТА ПЕРЕХОПЛЕННЯ ВОРОГА, З МОЖЛИВІСТЮ НАДГЛИБОКОГО ЗАНУРЕННЯ. ЧУДОВИЙ ЗРАЗОК ПОЄДНАННЯ ІНОПЛАНЕТНИХ ТА ЛЮДСЬКИХ ТЕХНОЛОГІЙ З ВПРОВАДЖЕННЯМ ІОННИХ ДВИГУНІВ ТА МАГНІТНОЇ НАВІГАЦІЇ." STR_BARRACUDA_UFOPEDIA: "БРИТАНСЬКА ГІДРОКОСМІЧНА БАРРАКУДА, ОСНАЩЕНА ДВИГУНАМИ, ЯКІ ПРАЦЮЮТЬ ЗА ПРИНЦИПОМ ПЕРЕГРІТИХ ЛАЗЕРІВ. ОДИН З НАЙШВИДШИХ ПЕРЕХОПЛЮВАЧІВ У СВІТІ, ЗДАТНИЙ ДО ПІДВОДНОГО ТА ПОВІТРЯНОГО БОЮ, КЛЮЧОВИЙ КОРАБЕЛЬ ДЛЯ МАЙБУТНІХ БИТВ." STR_HAMMERHEAD_UFOPEDIA: "КОРАБЕЛЬ ДЛЯ ТРАНСПОРТУВАННЯ ВІЙСЬК ТА ПЕРЕХОПЛЕННЯ ВОРОГА. НА БОРТУ ВСТАНОВЛЕНО АНАЛОГ СИСТЕМИ МАГНІТНИХ ПІДВІСОК. З ОГЛЯДУ НА МАЛІ РОЗМІРИ, ВТІЛЕННЯ ДАНОГО ПРОЕКТУ СТАЛО ПРОРИВНИМ ДОСЯГНЕННЯМ ДЛЯ СПЕЦІАЛІСТІВ." STR_TRITON_UFOPEDIA: "ТРИТОН - ДЕСАНТНО-ТРАНСПОРТНИЙ КОРАБЕЛЬ, ОСНАЩЕНИЙ ДВИГУНАМИ ДЛЯ ПЕРЕСУВАННЯ В ПОВІТРІ ТА ПІД ВОДОЮ. ВЕЛИКА МІСТКІСТЬ ТА НАДІЙНІСТЬ КОНСТРУКЦІЇ РОБЛЯТЬ ЙОГО ОСНОВОЮ ФЛОТУ X-COM." STR_MANTA_UFOPEDIA: "СКАТ - ВИСОКОШВИДКІСНА, ОДНОМІСНА ЛІТАЮЧА СУБМАРИНА-ПЕРЕХОПЛЮВАЧ З ІОННИМИ ДВИГУНАМИ, СХОЖИМИ НА ІНОПЛАНЕТНІ. ДУЖЕ ЕФЕКТИВНА В УМОВАХ НАРОСТАЮЧОГО КОНФЛІКТУ." STR_AJAX_UFOPEDIA: "ТОРПЕДА \"AJAX\" - СТАНДАРТНА ЗБРОЯ ДЛЯ ПІДВОДНИХ БОЇВ, ВИСТОСОВУЄТЬСЯ У ВОДАХ УСЬОГО СВІТУ. ЗАСТОСОВУЄТЬСЯ ЯК ТОЧНА ТА ПОТУЖНА ЗБРОЯ ЗАЛЯКУВАННЯ." STR_DUP_HEAD_UFOPEDIA: "ТЕХНОЛОГІЯ БОЄПРИПАСІВ, ЩО ВИКОРИСТОВУЮТЬ СЕРДЕЧНИКИ ІЗ ЗБІДНЕНОГО УРАНУ, Є ВІДНОСНО НОВОЮ. ЦЕ ПЕРШЕ, ПОВІНІСТЮ ВПРОВАДЖЕНЕ, КОМЕРЦІЙНЕ РІШЕННЯ ДЛЯ КОМПЛЕКСУ ПІДВОДНОЇ ЗБРОЇ. " STR_CRAFT_GAS_CANNON_UFOPEDIA: "ПНЕВМАТИЧНИЙ ГАРМАТНИЙ КОМПЛЕКС. ВИСТРІЛЮЄ МОНОЛІТНИМИ СТРИЖНЯМИ, ЯКІ МАЮТЬ ВЕЛИКУ БРОНЕБІЙНІСТЬ." STR_PWT_CANNON_UFOPEDIA: "ІМПУЛЬСНО-ХВИЛЬОВА ТОРПЕДНА ГАРМАТА ВИКОРИСТОВУЄ СИСТЕМУ ПОДАЧІ ПЕРЕГРІТОГО ПАЛИВА ТА НАДЗВИЧАЙНО ЩІЛЬНУ БОЄГОЛОВКУ, ЯКА МОЖЕ ПРОБИВАТИ БІЛЬШІСТЬ СПЛАВІВ." STR_GAUSS_CANNON_UFOPEDIA: "ГАУСC-ЗБРОЯ - НЕЩОДАВНО РОЗРОБЛЕНА ТЕХНОЛОГІЯ X-COM. ПРИСКОРЮВАЧ ЧАСТИНОК ЦІЄЇ СИСТЕМИ ЖИВИТЬСЯ ВІД КОМПАКТНОГО ТЕРМОЯДЕРНОГО РЕАКТОРА, ЯКИЙ ОХОЛОДЖУЄТЬСЯ РІДКИМ АЗОТОМ." STR_SONIC_OSCILLATOR_UFOPEDIA: "ПОТУЖНИЙ АКУСТИЧНИЙ ВИПРОМІНЮВАЧ СТВОРЮЄ СИЛОВІ АКУСТИЧНІ ХВИЛІ. ЦІЛЬ ЗНИЩУЄТЬСЯ ЗА РАХУНОК РОЗРИВУ МІЖМОЛЕКУЛЯРНИХ ЗВ'ЯЗКІВ СИЛОЮ ВІБРАЦІЇ." STR_AQUATOID_UFOPEDIA: "Раса акватоїдів - це древня цивілізація, процвітаюча за багато тис. років до того, як люди зробили перші кроки по землі. Їх компактна тілобудова та грушеподібний череп нагадують про їхніх космічних братів - сектоїдів. Основа їхньої сили - ефективна технологія молекулярного контролю. Розмноження безплідної раси акватоїдів відбувається шляхом генетичних модифікацій, ідеальними об'єктами для яких є люди. Експерименти породили численні гібридні раси." STR_AQUATOID_AUTOPSY: "Розтин акватоїда" STR_AQUATOID_AUTOPSY_UFOPEDIA: "Детальне дослідження цього створіння навело нас на декілька початкових припущень. Це, наш старий ворог - сектоїд, але змінений хірургічним шляхом і оснащений імплантами, позволяючими йому існувати під водою. Рудиментарні легені дозволяють йому дихати повітрям та обмежено пересуватись на поверхні. У тілі встановлені кібернетичні імпланти, що покращують функціонування атрофованих кінцівок та внутрішніх оргінів. Всі особи цієї раси ідентичні, ми припускаємо, що вони клоновані." STR_GILLMAN_UFOPEDIA: "Це дивне створіння, очевидно, є гуманоїдною рептилією, дуже близькою до людини. Воно дуже сильне та швидко рухається під водою. Зябролюди - повноцінна раса, в якій присутні особи двох статей та різного віку. Вони відрізняються від більшості підводних прибульців, адже не мають слідів хірургічних або генетичних втручань. Схоже на те, що це якась древня гілка нашого виду." STR_GILLMAN_AUTOPSY: "Розтин зябролюдини" STR_GILLMAN_AUTOPSY_UFOPEDIA: "Під час розтину стало зрозуміло, що це не прибулець, а якась доісторична раса, котра жила на Землі в часи динозаврів, і, як вважалося, вимерла на початку ери ссавців. Зябролюди - розумні та сильні амфібії. Катаклізм, що поклав кінець ері рептилій, змусив їх до симбіотичних відносин з прибульціями, що з'явились на Землі. В черепа створінь вживлено маленький електронний пристрій." STR_LOBSTERMAN_UFOPEDIA: "Це приголомшливе створіння з шістьма кінцівками набагато більше за людину та схоже на справжнього морського демона. Завдяки зовнішній подібності до земного лобстера, це створіння отримало прізвисько \"Лобстеролюдина\" серед оперативників X-COM. Бездоганно продумана бойова істота, що володіє неймовірною силою і майже невразлива для ракет - справжнє чудовисько з глибин. Своїми клешнями воно здатне розривати сталь." STR_LOBSTERMAN_AUTOPSY: "Розтин лобстеролюдини" STR_LOBSTERMAN_AUTOPSY_UFOPEDIA: "Під практично непробивним панцирем було виявлено істоту вражаючої конструкції. Титановий скелет овитий потужною мускулатурою. Складна система наведення з можливістю мультидіапазонного супроводу цілі підєднана безпосередньо до мозку створіння. Його фасеткові очі захищені пластиком, що міцніший за сталь. Очевидно, що при правильному бойовому використанні ці створіння будуть практично непереможними. Глибоко в їхніх тілах приховані пристрої невідомого призначення." STR_TASOTH_UFOPEDIA: "Ці спритні та швидкі істоти - основа армії прибульців. Вони сотнями виходять з величезних баків розмноження, розташованих в серці колонії прибульців. Набагато сильніші за людей, тасоти - істинні прибульці, їхня манера поведінки та кровожерна природа не моють аналогів на планеті. Тасоти часто йдуть в авангарді під час нападів прибульців і ніколи не ухиляються від бою, навіть перед значно переважаючими силами противника." STR_TASOTH_AUTOPSY: "Розтин тасота" STR_TASOTH_AUTOPSY_UFOPEDIA: "Розтин показав, що це кібернетичний організм, володіючий дивною силою. Всередині порожнини тіла знажодиться невелике джерело енергії, але не знайдено органів, які б можливо було розпізнати. Енергія по тілу переноситься біо-електричною системою. У тілі немає ні кісток, ні каркасу. Якщо прибулець помирає, подача енергії припиняється, а тіло стає нерухомою лялькою, з якої сочаться рідини та плоть. Окрім джерела енергії, ми виявили декілька керамічних комірок, які оживляють створіння, якщо подати на них енергію." STR_DEEP_ONE_UFOPEDIA: "Глибинник являє собою біологічний жах: це гібрид, створений безумними експерементами Акватоїдів. Ми виявили декілька підвидів даної істоти. Після проведення багатьох досліджень ми дійшли до висновку, що вони були створені загарбниками. Їх кількість зростає по мірі захоплення людей. Кожна з цих людиноподібних істот озброєна електричним розрядником, потужності якого досить, щоб вбити акванавта." STR_DEEP_ONE_AUTOPSY: "Розтин глибинника" STR_DEEP_ONE_AUTOPSY_UFOPEDIA: "Ця істота - результат трансплантації тканин прибульців в людський організм. Людський мозок був сильно видозмінений для встроювання електронного керування та трансплантації кори прибульця. Всі людські органи, очевидно, видалені - залишились тільки очі. Хірургічно вбудовані транспланти дають змогу зародку, по мірі росту, поглинати свого носія. Міцна шкіра істоти не містить органіки: це металева сітка, дуже міцна та гнучка. Гібрид дуже сильний, швидкий та повіністю контролюється прибульцями." STR_BIODRONE_UFOPEDIA: "Біо-дрон - створіння, яке міг вигадати тільки розум прибульця. Це мозок (людини або прибульця), занурений в амніотичну рідину і з'єднаний з енергетичною платформою, що може літати над землею обо під водою. Кожен біо-дрон озброєний потужним акустичним деструктором, який є частково механічним, а частково - живим організмом. Вчені припускають, що ця зброя керує голосовими зв'язками організма-господаря. Висока точність та живучість роблять цих істот хорошими стороживими \"псами\" для захисту цінного майна прибульців." STR_BIODRONE_AUTOPSY: "Розбір біо-дрона" STR_BIODRONE_AUTOPSY_UFOPEDIA: "Гіпотеза про те, що акустичний деструктор є біологічним пристроєм, підтвердилася. Це нещасне створіння буквально вбиває ворогів своїм криком. Кожен екземпляр має багато слідів хірургічного втручання і сильно понівечений. Прибульці, схоже, безжально катують мозок, щоб змусити його підкорятися. Зазвичай використовується мозок прибульців, але ніщо не може зрівнятися із жахом від виявлення людського мозку. Біо-дрони оснащені іонним двигуном та деякою інтегрованою системою дистанційного керування." STR_TENTACULAT_UFOPEDIA: "Навіть безодні лавкрафтівського кошмару не могли породити таку невимовну істоту. Не існує жодного порівняння з будь-яким земним організмом, і неможливо навіть уявити середовище, яке могло б породити щось подібне. Озброєний довгими щупальцями, тентакулат паралізує своїх жертв, а потім перетворює їх на бездумних ляльок, які можуть вбити одним дотиком, навіть через броню. Тентакулат - найстрашніший прибулець, з яким коли-небудь стикався X-COM." STR_TENTACULAT_AUTOPSY: "Розтин тентакулата" STR_TENTACULAT_AUTOPSY_UFOPEDIA: "Розтин показує, що у великому мозку істоти встановлені невеликі кібернетичні імпланти. Система зору - це складна комбінація видимого світла і тепловізійної обробки зображень. Навіть у чорнильних глибинах океану цей монстр може орієнтуватися з безпомилковою точністю. Існують рудиментарні органи, які здаються мінімально необхідними для виживання. Кожна істота має невеликий шлунок із зовнішнім роз'ємом, логічно припустити, що вона харчується за рахунок прямого надходження поживних речовин від своїх господарів." STR_CALCINITE_UFOPEDIA: "Схожі на водолазні костюми загиблих моряків, ці прибульці блукають по морському дні в пошуках довірливих жертв. Одного сильного удару міцних, як сталь, кігтів істоти може бути достатньо, щоб відправити на дно найкращих дайверів. У масці для обличчя видніється желатиноподібна зелена форма. Нам не вдалося з'ясувати, що за створіння знаходиться у скафандрі, незважаючи на неодноразові, смертельно небезпечні зустрічі з ним." STR_CALCINITE_AUTOPSY: "Розтин кальциніта" STR_CALCINITE_AUTOPSY_UFOPEDIA: "Якщо зняти броньований скафандр, кальциніт являє собою величезний аморфний згусток протоплазми. У нього немає видимого мозку, кінцівок чи органів чуття, лише невеликий металевий компонент, що глибоко залягає в рідкому тілі. Після смерті ми можемо лише здогадуватися про природу цієї істоти. Незрозуміла загадка наших інопланетних ворогів." STR_TRISCENE_UFOPEDIA: "Ця двонога рептилія є поверненням до епохи динозаврів. Здається, це крейдяна істота в усіх сенсах, окрім здатності виживати у воді та на суші. Ці істоти обвішані капсулами зі зброєю і мають щелепу, викладену величезними металевими зубами. Часто ці монстри складають основу ударних сил прибульців, коли вони здійснюють напади на сушу. Це важка і потужна зброя, і командири тасотів застосовують її зі смертельною ефективністю." STR_TRISCENE_AUTOPSY: "Розтин трисцена" STR_TRISCENE_AUTOPSY_UFOPEDIA: "Скальпель науковців показав, що трисцен - це древня істота, оснащена кібернетичними імплантами та системами озброєння. Його крихітний мозок доповнений невеликим комп'ютерним модулем, вмонтованим у керуючий нерв, який є у всіх представників даного виду. Міцна природна шкіра, інстинкт хижака та посилення додатковою зброєю, роблять його смертельним супротивником у будь-якому середовищі." STR_HALLUCINOID_UFOPEDIA: "Підкоривши океани, прибульці вивели цих величезних земних істот як зброю. Не піддавайтеся оманливому почуттю безпеки, зустрічаючись з цими нешкідливими на вигляд підводними корабликами. Володіючи крижаним ударом ближнього бою, галюциноїд є смертельним ворогом." STR_HALLUCINOID_AUTOPSY: "Розтин галюциноїда" STR_HALLUCINOID_AUTOPSY_UFOPEDIA: "У багатьох шарах желатинового тіла цього організму захована потужна хімічна морозильна камера, його головна наступальна здатність. М'яка та еластична шкіра галюциноїда здається вразливою до теплових атак. Часто цей мутант зустрічається в компанії своїх господарів - акватоїдів." STR_XARQUID_UFOPEDIA: "Ще одне видозмінене земне безхребетне, ксарквід - істота надзвичайно красива і небезпечна. Цей швидкий плавучий гігант володіє руйнівним арсеналом: задушливим чорнилом та бомбами на основі іонізованих частинок. З перших зустрічей з цим могутнім створінням ми остерігаємося його сили та його контролерів - мстивих зябролюдей." STR_XARQUID_AUTOPSY: "Розтин ксарквіда" STR_XARQUID_AUTOPSY_UFOPEDIA: "Цей наутилус-переросток виріс до таких розмірів завдяки позаземним препаратам і хірургічним змінам. Познущавшись над природою, зябролюди додали до нього механічні системи управління, і тепер від його первісної природи нічого не залишилося. Використовувані у якості органічної бойової платформи, ксарквіди, завдяки щільній оболонці та хорошій мобільності, являють собою грізних супротивників." STR_ION_BEAM_ACCELERATORS_UFOPEDIA: "Літаючі субмарини прибульців використовують складні енергетичні системи для переміщення крізь глибини. Основою їхньої технології є іонний витіснювач, що використовуючи зербіт як каталізатор, за секунду витісняють стократний власний об'єм. Ця величезна потужність означає, що інопланетяни здатні обігнати більшість земних суден. Ми можемо відтворити цю систему руху, використовуючи аквапластик та елементи живлення на основі зербіту." STR_MAGNETIC_NAVIGATION_UFOPEDIA: "Ці пристрої генерують багатошарове магнітне поле сферичної форми, діюче в радіусі до 1000 метрів навколо субмарини. Навігатори прибульців напряму підключені до цих машин і при переміщенні судна відчувають весь підводний світ довкола. Система інтерфейсу працює за допомогою модифікованої прибульцями мозкової тканини, яка взаємодії із мозком оператора через нейронний зв'язок." STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA: "Кожне судно має хамелеоноподібну структуру, ретельно змодельовану на основі морських істот і побудовану з аквапластику. Кожен підводний човен функціонує як єдиний організм: екіпаж та обладнання в гармонії. Більшість з цих систем можна відтворити і розробити гібридну технологію, яка дозволить нам піднятися на той самий технологічний рівень." STR_ALIEN_CRYOGENICS_UFOPEDIA: "Незліченна кількість прибульців, що зачаїлися на Землі, перебувають у стані анабіозу, у кріогенній заморозці. Всі істоти запечатані в окремих контейнерах, температура їхніх тіл знижена до такої міри, що функції організму майже зупинилися. Аналіз контейнерів показав, що тіла зберігаються на протязі неймовірної кількості часу, деяким із них - понад 60 мільйонів років." STR_ALIEN_CLONING_UFOPEDIA: "Чимало з упійманих нами прибульців ідентичні аж до ДНК - дублікати у всіх відношеннях. Зразки клітин витягують зі заморожених генних банків прибульців і поміщають у спеціальні блоки. Деякі з них містять людські тіла, інші - лише їх частини. Можливо, ці блоки клонування призначені також для створення гібриду людини і прибульця." STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA: "Використовуючи імпланти МК в черепах усіх прибульців, ці машини вводять інформацію безпосередньо в мозок. До цих установок привозять щойно клонованих прибульців, які отримують расову пам'ять і всю наукову та бойову інформацію, завантажену в їхній чистий мозок." STR_ALIEN_IMPLANTER_UFOPEDIA: "Цей пристрій використовується для імплантації прибульцями імплантів молекулярного контролю, запліднення репродуктивних рас, а також для імплантації або видалення органів та електроніки з будь-якої істоти. Вважалося, що процес відбувається на підкорених пацієнтах, але піддослідні дуже добре обізнані із процесом, і, на жаль, людська анатомія, схоже, ідеально підходить для цього." STR_EXAMINATION_ROOM_UFOPEDIA: "Тепер у нас є факти, щоб зрозуміти, чому прибульці захоплюють людей. Вони не є їжею, і вони не запліднюються чужими ембріонами, скоріше, вони є основою для цілого ряду істот і систем управління. Технології прибульців засновані на колективному розумі, спільному інтелекті, а людський мозок є ідеальним вмістилищем для цих систем. Тканина людського мозку використовується в більшості біологічних комп'ютерних систем зберігання та пошуку інформації, а рештки використовуються для будівництва та розмноження." STR_AQUA_PLASTICS_UFOPEDIA: "Інопланетні підводні човни та споруди використовують неймовірно міцний, гнучкий та довговічний матеріал для більшості своїх конструкцій. Аквапластик - це складний багатозв'язний, зербіто-каталізований матеріал. Щільна, але легка речовина має міцність, вищу навіть за титан чи кевлар." STR_ZRBITE_UFOPEDIA: "Це сплав чужорідного походження, частково золото, частково чужорідний біоматеріал. Якщо його використовувати як джерело енергії, невелика кількість згенерує більше енергії, ніж ядерний блок у 10 разів більшого розміру. Ми не маємо технічної можливості відтворити цей матеріал, оскільки більшість його компонентів мають чужорідне походження." STR_ALIEN_ORIGINS_UFOPEDIA: "Прибульці наносять удари по всьому світу з безжальною ефективністю. Ми не можемо визначити їхнє джерело. Можливо, воно знаходиться в якомусь океані, надто глибокому і непроникному для нас? Не всі організми, з якими ми зіткнулися, є чужорідними, деякі з них дуже старі, деякі виникли еволюційно, які давно вважалися вимерлими. Ми маємо справу із загрозою, яка дрімала тисячоліттями, тонким симбіозом людини та прибульця. Глибоко в океанах лежать стародавні місця, які прибульці використовували для контакту зі своїми далекими родичами. Кожне з цих дванадцяти місць містить пристрій Синоміум, потужну технологію прибульців. Тепер, коли їхня військова машина активована, прибульці знову активують ці об'єкти, щоб розширити свою мережу молекулярного контролю. Ми повинні знищити ці об'єкти за будь-яку ціну." STR_THE_ULTIMATE_THREAT_UFOPEDIA: "Шістдесят п'ять мільйонів років тому з далекого світу прибульців на Землю був відправлений величезний колоніальний корабель. Коли він наближався до молодої планети, потужний сонячний спалах спричинив збій у навігаційних системах. Пошкоджений і дезорієнтований, величезний корабель пролетів крізь стратосферу і з'явився у осяяному небі. Незліченні види життя на Землі звели свої погляди в небо, коли їхній заклятий ворог врізався в планету. Величезна хмара пилу заполонила атмосферу, і в міру того, як земля охолоджувалася, домінуюче життя, могутні динозаври, загинули. Але 400 мільярдів тонн Т'льєта не були знищені в результаті зіткнення, складні суперкомп'ютери запустили цикл кріогенного сну для істот, що перебували глибоко в його трюмах. Минали ери, комп'ютери будили партії прибульців, щоб спробувати зв'язатися зі своїми далекими родичами, але все було марно, бо ядро сили прибульців міцно спало." STR_TLETH_THE_ALIEN_CITY: "Т'льєт - місто прибульців" STR_TLETH_THE_ALIEN_CITY_UFOPEDIA: "Т'льєт - величезний корабель колонії прибульців лежить на дні Сігсбі в Мексиканській затоці. У самому серці міста знаходиться інопланетний жах, такий огидний і такий могутній, що навіть смерть не може його здолати. У камері з чужорідного металу спить великий сновида - Верховний прибулець. Якщо підняти Т'лета над хвилями, почнеться цикл його реанімації, і коли він підніметься, його вже не зупинити. Будучи не живим, але й не мертвим, Верховний прибулець контролює свою армію. Дивна технологія молекулярного контролю з'єднує всіх прибульців з Верховним, а Верховного - з усіма прибульцями. Генетично модифіковані зародки гібридів прибульців та людей постачають свідомість Верховного енергією і формують зв'язок між правителем і його підданими. Міф про Верховного прибульця існував у серцях і умах людства століттями, але істина була прихована морськими глибинами." STR_CENTER_ON_SITE_TIME_5_SECONDS: "ЦЕНТР НА ДІЛЯНЦІ-ЧАС=5 Сек" STR_CANCEL_UC: "СКАСУВАТИ" STR_NONE: "Нічого" STR_UNKNOWN: "Невідомо" STR_POOR: "Погано" STR_AVERAGE: "Посередньо" STR_GOOD: "Добре" STR_EXCELLENT: "Відмінно" STR_BUILD_NEW_BASE_UC: "БУДУВАТИ НОВУ БАЗУ" STR_BASE_INFORMATION: "ІНФОРМАЦІЯ ПРО БАЗУ" STR_EQUIP_CRAFT: "СПОРЯДИТИ СУБМАРИНУ" STR_BUILD_FACILITIES: "БУДУВАТИ МОДУЛІ" STR_RESEARCH: "ДОСЛІДЖЕННЯ" STR_MANUFACTURE: "ВИРОБНИЦТВО" STR_TRANSFER_UC: "ТРАНСПОРТУВАННЯ" STR_PURCHASE_RECRUIT: "ЗАКУПІВЛЯ/НАЙМ" STR_SACK: "ЗВІЛЬНИТИ" STR_SELL_SACK_UC: "ПРОДАЖ/ЗВІЛЬНЕННЯ" STR_GEOSCAPE_UC: "ГЛОБУС" STR_NAME: "Назва" STR_AREA: "Регіон" STR_BUILD_NEW_BASE: "Будувати нову базу" STR_CANCEL: "Скасувати" STR_COST_UC: "ЦІНА>" STR_CONSTRUCTION_TIME_UC: "ЧАС БУДІВНИЦТВА>" STR_DAY: one: "{N} день" few: "{N} днів" many: "{N} днів" other: "{N} днів" STR_HOUR: one: "{N} година" few: "{N} годин" many: "{N} годин" other: "{N} годин" STR_MAINTENANCE_UC: "ОБСЛУГОВУВАННЯ>" STR_OK: "OK" STR_INSTALLATION: "Встановлення" STR_CURRENT_RESEARCH: "ПОТОЧНІ ДОСЛІДЖЕННЯ" STR_SCIENTISTS_AVAILABLE: "Вчених вільно>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "Вчених зайнято>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "Вільних місць в лабораторіях>{ALT}{0}" STR_RESEARCH_PROJECT: "ПРОЕКТ ДОСЛІДЖЕНЬ" STR_SCIENTISTS_ALLOCATED_UC: "ВЧЕНИХ ЗАЙНЯТО" STR_PROGRESS: "ПРОГРЕС" STR_NEW_PROJECT: "Новий проект" STR_CANCEL_PROJECT: "СКАСУВАТИ ПРОЕКТ" STR_NEW_RESEARCH_PROJECTS: "НОВІ ПРОЕКТИ ДОСЛІДЖЕНЬ" STR_SCIENTISTS_AVAILABLE_UC: "ВЧЕНИХ ВІЛЬНО>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "ВІЛЬНИХ МІСЦЬ В ЛАБОРАТОРІЯХ>{ALT}{0}" STR_INCREASE: "Збільшити" STR_DECREASE: "Зменшити" STR_START_PROJECT: "ПОЧАТИ ПРОЕКТ" STR_CURRENT_PRODUCTION: "ПОТОЧНЕ ВИРОБНИЦТВО" STR_ENGINEERS_AVAILABLE: "Інженерів вільно>{ALT}{0}" STR_ENGINEERS_ALLOCATED: "Інженерів зайнято>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE: "Вільних місць в майстернях>{ALT}{0}" STR_CURRENT_FUNDS: "Поточні фонди>{ALT}{0}" STR_ITEM: "ПРЕДМЕТ" STR_ENGINEERS__ALLOCATED: "Інженерів зайнято" STR_UNITS_PRODUCED: "Одиниць виготовлено" STR_TOTAL_TO_PRODUCE: "Всього до виготовлення" STR_COST__PER__UNIT: " Ціна{NEWLINE}за{NEWLINE}одиницю" STR_DAYS_HOURS_LEFT: "Днів/Годин залишилось" STR_NEW_PRODUCTION: "Нове виробництво" STR_PRODUCTION_ITEMS: "Виготовити виріб" STR_CATEGORY: "КАТЕГОРІЯ" STR_START_PRODUCTION: "ПОЧАТИ ВИРОБНИЦТВО" STR_ENGINEER_HOURS_TO_PRODUCE_ONE_UNIT: "{0} Інженеро-годин на виготовлення одиниці" STR_COST_PER_UNIT_: "Ціна за одиницю>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "Робочого місця необхідно>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "НЕОБХІДНІ СПЕЦІАЛЬНІ МАТЕРІАЛИ" STR_ITEM_REQUIRED: "НЕОБХІДНИЙ ПРЕДМЕТ" STR_UNITS_REQUIRED: "НЕОБХІДНО ОДИНИЦЬ" STR_UNITS_AVAILABLE: "ДОСТУПНО ОДИНИЦЬ" STR_STOP_PRODUCTION: "ЗУПИНИТИ ВИРОБНИЦТВО" STR_ENGINEERS_AVAILABLE_UC: "ІНЖЕНЕРІВ ВІЛЬНО>{ALT}{0}" STR_WORKSHOP_SPACE_AVAILABLE_UC: "ВІЛЬНИХ МІСЦЬ В МАЙСТЕРНЯХ>{ALT}{0}" STR_MONTHLY_PROFIT: "МІСЯЧНИЙ ПРИБУТОК>{ALT}{0}" STR_INCREASE_UC: "ЗБІЛЬШИТИ" STR_DECREASE_UC: "ЗМЕНШИТИ" STR_UNITS_TO_PRODUCE: "Одиниць для виготовлення" STR_PURCHASE_HIRE_PERSONNEL: "Закупівля/Найм персоналу" STR_COST_OF_PURCHASES: "Ціна придбань>{ALT}{0}" STR_COST_PER_UNIT_UC: "ЦІНА ЗА ОДИНИЦЮ" STR_QUANTITY_UC: " КІЛЬКІСТЬ" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "ЧОЛ. ВІЛЬНО:ЧОЛ. ВСЬОГО>" STR_SOLDIERS: "Акванавти" STR_SCIENTISTS: "Вчені" STR_ENGINEERS: "Інженери" STR_SPACE_USED_SPACE_AVAILABLE: "МІСЦЯ ЗАЙНЯТО:МІСЦЯ ВІЛЬНО>" STR_LIVING_QUARTERS: "Житловий модуль" STR_STORES: "Склади" STR_LABORATORIES: "Лабораторії " STR_WORK_SHOPS: "Майстерні" STR_HANGARS: "Субмарини" STR_SHORT_RANGE_DETECTION: "Ближнє виявлення" STR_DEFENSE_STRENGTH: "Сила ППО" STR_TRANSFERS_UC: "ПЕРЕДАЧІ" STR_TRANSFERS: "Передачі" STR_ARRIVAL_TIME_HOURS: "Час прибуття (годин)" STR_COST_: "Вартість>{ALT}{0}" STR_AREA_: "Регіон>{ALT}{0}" STR_BASE_NAME: "Назва бази?" STR_SELECT_POSITION_FOR_ACCESS_LIFT: "ВИБЕРІТЬ МІСЦЕ ДЛЯ ШЛЮЗУ" STR_TRANSFER: "Транспортування" STR_AMOUNT_TO_TRANSFER: "КІЛЬКІСТЬ ДЛЯ ТРАНСПОРТУВАННЯ" STR_SELECT_DESTINATION_BASE: "Виберіть базу призначення" STR_COST: "Ціна " STR_INTRO_1: "Авторське право 1995 MicroProse" STR_INTRO_2: "Марс: падіння Кідонії" STR_INTRO_3: "Тріумфуючий X-Com, знищивши саме ядро військової машини прибульців, вирушає додому. Однак не все так просто на зруйнованій марсіанській базі." STR_INTRO_4: "Потужний тахіонний промінь виходить з уламків нервового центру Кидонії - мчить крізь порожнечу. Його призначення............" STR_INTRO_5: "Земля." STR_INTRO_6: "Глибоко в океані промінь потрапляє на рецептор, що довго спав. Величезні сплячі комп'ютери починають ворушитися. У глибині, поза людським зором, величезні камери сплячих прибульців починають свій довгий цикл реанімації." STR_INTRO_7: "2040: Спокійна Земля. Жахи війни з прибульцями забуті. Але в загублених і прихованих місцях океану орди прибульців готові - готові знищити людство і захопити світ." STR_INTRO_8: "Прибульці нападають на людство, шукаючи зразки для своїх збочених експериментів, здійснюючи набіги на земну поверхню в пошуках цінних мінералів і ресурсів, а також грабуючи морські простори. Потім прибульці піднімаються над хвилями." STR_INTRO_9: "Потужні літаючі підводні човни дивної конструкції борознять океани - дивляться, шукають, полюють........." STR_INTRO_10: "Знайшовши здобич, вони нападають." STR_INTRO_11: "Проти беззахисного світу застосовують нову дивну зброю. Ми повністю у владі інопланетної загрози.{NEWLINE}Тільки одна організація може врятувати нас, але ми давно відвернулися від них......" STR_INTRO_12: "Експериментальний підводний комплекс X-COM" STR_INTRO_13: "'Рятуйте! Рятуйте!' 'Це трансатлантичний лайнер Гіперіон'. 'Нас атакують'. 'Рятуйте! Ряту............'" STR_INTRO_14: "'Командний центр - підводному човну Один: відкрити океанічні двері', 'розгорнути Барракуду Нуль Один. Ситуація з нападом прибульців - стан червоний'.{NEWLINE}'Повторюю: стан червоний'" STR_INTRO_15: "Прибульці безжальні у своїй ефективності...." STR_INTRO_16: "...безпомилкові у своїй точності" STR_INTRO_17: "'Барракуда Нуль Один - базі' - 'наближаємося до того, що залишилося від Гіперіона'." STR_INTRO_18: "'Уповільнення'.{NEWLINE}'Два метри'.{NEWLINE}'Один метр'.{NEWLINE}'Усім акванавтам приготуватися до негайного розгортання'." STR_INTRO_19: "........... 'Шлюз очищено' ... 'наближаємося до уламків'. {NEWLINE} 'Боже!' {NEWLINE} 'Ти бачиш тих істот на камері мого скафандра?'" STR_GAMEOVER_1: "Ми зазнали поразки, прибульці знищили нашу останню надію на порятунок. {NEWLINE} X-Com зруйновано, а Земля лежить під ногами давнього ворога." STR_GAMEOVER_2: "Т'льєт гримить високо в стратосфері і починає рухатися по всьому світу, сіючи смерть і збираючи залишки людської раси. Глибоко в його надрах починає прокидатися вбивчий інопланетний розум." STR_GAMEOVER_3: "У столицях усіх країн розробляються відчайдушні плани. Все марно, без технологій, які надавав дослідницький проект X-Com, наша зброя неефективна." STR_GAMEOVER_4: "Прибульці облаштовують бази на полярних шапках і починають плавити лід, світ перетвориться на величезне море. Залишки людської раси збирають і використовують у мерзенних селекційних експериментах для невідомих цілей прибульців. Небо темніє, і на землі Землі насувається могутня пошесть." STR_GAMEOVER_5: "Ми не можемо чинити опір новому світовому порядку, ті, хто намагається зустріти вогненну долю від рук незрозумілої зброї прибульців. Для решти з нас такого благословенного звільнення не буде, матінка-Земля стане світом прибульців, а людство загубиться під повзучим жахіттям." STR_OUTRO_1: "Гробниця, спустошена і знищена, з труни в її центрі лунає бурхливий рев.{NEWLINE}Дурні, ви всі загинете...................." STR_OUTRO_2: "................. нікому не вдасться втекти." STR_OUTRO_3: "З гробниці лунає потужний вибух, який розриває місто, уламки і дим наповнюють повітря. Плани прибульців зірвані........" STR_OUTRO_4: "Грізна велич Т'льєта починає розвалюватися. Полум'я і дим вивергаються з його блискучих шпилів і адамантових залів." STR_OUTRO_5: "Могутній корабель прибульців падає в море, крики катованого металу і душ наповнюють повітря. Більше Верховний прибулець не буде мріяти про підкорення світу." STR_OUTRO_6: "Останній, закладаючий вуха звук, і Т'льєт розриває себе на частини.{NEWLINE}Загроза інопланетян зникла, Земля очищена.................." STR_OUTRO_7: "Сонна синьо-зелена планета в далекому куточку галактики." STR_OUTRO_8: "Найближче майбутнє - безпечне місце." STR_OUTRO_9: "Інопланетна загроза для Землі вже давно подолана." STR_OUTRO_10: "У величезних мегаполісах, схожих на міста, живуть мільярди людей." STR_OUTRO_11: "Подвиги X-Com та війни з прибульцями - це матеріал для дитячих казок." STR_OUTRO_12: "Але легенди завжди мали звичку містити зерно правди............" STR_RISE_1: "Т'льєт, по-різному названий в багатьох легендах з багатьох країн." STR_RISE_2: "З вибуховим криком, що лунає по всьому світу, Т'льєт починає підніматися з морського дна." STR_RISE_3: "Величезна споруда здіймається над водами Мексиканської затоки." STR_RISE_4: "400 мільярдів тонн Чужого металу, могутнє Чуже місто, в якому лежить спляче тіло Останнього Чужого. Ув'язнений на Землі протягом 65 мільйонів років, цей мерзенний космічний Бог починає ворушитися." STR_RISE_5: "Води киплять і вирують, коли могила Верховного прибульця виходить на світло................" STR_RISE_6: "......... світло, яке буде недовгим, якщо X-Com не зможе знищити військову машину прибульців." STR_YOU_HAVE_FAILED: "Вам не вдалося зупинити військову машину прибульців. Фінансуючі організації, розчарувавшись у ваших здібностях, намагаються домовитися з ними про невійськове вирішення проблеми. У Загарбників зовсім інші плани, і незабаром весь світ дізнається правду..." STR_TOTAL_UC: "ВСЬОГО" STR_INCOME: "Дохід" STR_EXPENDITURE: "Витрати" STR_MAINTENANCE: "Обслуговування" STR_BALANCE: "Баланс" STR_UFO_ACTIVITY_IN_AREAS: "Активність прибульців у морях " STR_UFO_ACTIVITY_IN_COUNTRIES: "Активність прибульців в зонах " STR_XCOM_ACTIVITY_IN_AREAS: "Активність X-COM у морях" STR_XCOM_ACTIVITY_IN_COUNTRIES: "Активність X-COM в зонах" STR_FINANCE: "Фінанси" STR_DATE_FIRST: "{0}e" STR_DATE_SECOND: "{0}е" STR_DATE_THIRD: "{0}є" STR_DATE_FOURTH: "{0}е" STR_FINANCE_THOUSANDS: "тис. $" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "Бракує спеціальних матеріалів для виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "Бракує грошей для виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "Виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}{NEWLINE}завершено" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "Виготовлення{NEWLINE}{0}{NEWLINE}на базі{NEWLINE}{1}{NEWLINE}завершено" STR_OK_5_SECONDS: "OK - 5 сек" STR_RESEARCH_COMPLETED: "Дослідження завершено" STR_VIEW_REPORTS: "ЗВІТИ" STR_WE_CAN_NOW_RESEARCH: "Ми тепер можемо досліджувати" STR_WE_CAN_NOW_PRODUCE: "Ми тепер можемо виготовляти" STR_SUNDAY: "НЕДІЛЯ" STR_MONDAY: "ПОНЕДІЛОК" STR_TUESDAY: "ВІВТОРОК " STR_WEDNESDAY: "СЕРЕДА" STR_THURSDAY: "ЧЕТВЕР" STR_FRIDAY: "П'ЯТНИЦЯ" STR_SATURDAY: "СУБОТА" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "Бракує {0} для заправки {1} в {2}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "Бракує {0} для перезарядки {1} на базі {2}" STR_UFO_IS_NOT_RECOVERED: "НПО не захоплено" STR_UFO_IS_RECOVERED: "НПО захоплено" STR_CRAFT_IS_LOST: "Субмарину втрачено" STR_TERROR_CONTINUES: "Активність прибульців триває" STR_ALIENS_DEFEATED: "Прибульці переможені" STR_BASE_IS_LOST: "Базу втрачено" STR_BASE_IS_SAVED: "Базу збережено" STR_ALIEN_BASE_STILL_INTACT: "Базу прибульців не знищено" STR_ALIEN_BASE_DESTROYED: "Базу прибульців знищено" STR_ALIENS_KILLED: "ПРИБУЛЬЦІВ ВБИТО" STR_ALIEN_CORPSES_RECOVERED: "ТРУПІВ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_LIVE_ALIENS_RECOVERED: "ЖИВИХ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_ALIEN_ARTIFACTS_RECOVERED: "АРТЕФАКТІВ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_ALIEN_BASE_CONTROL_DESTROYED: "БАЗУ ПРИБУЛЬЦІВ ЗНИЩЕНО" STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED: "ІНОПЛАНЕТНИЙ ПРИСТРІЙ СИНОМІУМ ЗНИЩЕНО" STR_ALIEN_SYNOMIUM_DEVICE_FAILED: "НЕ ВДАЛОСЯ ЗНИЩИТИ ПРИСТРІЙ СИНОМІУМ" STR_CIVILIANS_KILLED_BY_ALIENS: "ЦИВІЛЬНИХ ВБИТО ПРИБУЛЬЦЯМИ" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "ЦИВІЛЬНИХ ВБИТО СОЛДАТАМИ X-COM" STR_CIVILIANS_SAVED: "ЦИВІЛЬНИХ ВРЯТОВАНО" STR_XCOM_OPERATIVES_KILLED: "СОЛДАТІВ X-COM ВБИТО" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "СОЛДАТІВ X-COM ЗНИКЛО БЕЗ ВІСТІ" STR_TANKS_DESTROYED: "БОЙОВІ ПЛАТФОРМИ Х-СОМ ЗНИЩЕНО" STR_XCOM_CRAFT_LOST: "Субмарина Х-СОМ ВТРАЧЕНО" STR_UFO_RECOVERY: "НПО ЗНАЙДЕНО" STR_ALIEN_BASE_RECOVERY: "БАЗУ ПРИБУЛЬЦІВ ЗНАЙДЕНО" STR_BASE_UNDER_ATTACK: "{0} атаковано!" STR_BASE_DEFENSES_INITIATED: "ЗАДІЯНО ЗАХИСТ БАЗИ" STR_GRAV_SHIELD_REPELS_UFO: "ГРАВ. ЩИТ ВІДШТОВХНУВ НПО!" STR_FIRING: "СТРІЛЯЄ" STR_HIT: "ВЛУЧИВ!" STR_UFO_DESTROYED: "НПО ЗНИЩЕНО" STR_MISSED: "ПРОМАХНУВСЯ!" STR_SELL_ITEMS_SACK_PERSONNEL: "Продаж/Звільнення персоналу" STR_VALUE_OF_SALES: "ВАРТІСТЬ ПРОДАНОГО> {ALT}{0}" STR_FUNDS: "ФОНДИ> {ALT}{0}" STR_SELL_SACK: "Продати/Звільнити" STR_VALUE: "Вартість" STR_CRAFT_: "Субмарина> {ALT}{0}" STR_CRAFTNAME: "{0}-{1}" STR_UFO_CRASH_RECOVERY: "ЗАХОПЛЕННЯ ЗБИТОГО НПО" STR_UFO_CRASH_RECOVERY_BRIEFING: "Будьте обережні - прибульці можуть бути в НПО чи поблизу нього. Місія завершиться коли всі прибульці будуть вбиті або нейтралізовані. Після цього знайдені рештки НПО, тіла прибульців та їх спорядження будуть евакуйовані. Для припинення місії поверніть бійців в транспорт і натисніть кнопку \"Перервати Місію\"." STR_UFO_GROUND_ASSAULT: "ШТУРМ СУБМАРИНИ ПРИБУЛЬЦІВ" STR_UFO_GROUND_ASSAULT_BRIEFING: "Вивчіть місце посадки і, при можливості, отримайте доступ до НПО. Місія завершиться коли всі прибульці будуть вбиті або нейтралізовані. Після цього знайдені рештки НПО, тіла прибульців та їх спорядження будуть евакуйовані. Для припинення місії поверніть бійців в транспорт і натисніть кнопку \"Перервати Місію\"." STR_BASE_DEFENSE: "ЗАХИСТ БАЗИ" STR_BASE_UC_: "БАЗА> {0}" STR_BASE_DEFENSE_BRIEFING: "Неподалік приземлилася субмарина прибульців. Наша база в серйозній небезпеці. Згідно зі стандартною процедурою, цивільний персонал та кораблі X-COM були евакуйовані. Прибульці будуть проникати на базу через доки та повітряний шлюз. Захищайте базу будь-якою ціною - це битва на смерть. В випадку відступу ви втратите базу." STR_ALIEN_COLONY_ATTACK_MISSION: "МІСІЯ НАПАДУ НА ІНОПЛАНЕТНУ КОЛОНІЮ" STR_ALIEN_BASE_ASSAULT: "КОЛОНІЯ ПРИБУЛЬЦІВ ЧАСТИНА ПЕРША" STR_ALIEN_COLONY_P1_BRIEFING: "Ця місія - рейд на територію колонії прибульців. На майданчику є 2 рівні, проведіть усіх акванавтів до виходу, що світиться, в першому комплексі і натисніть на кнопку \"Перервати місію\", щоб продовжити. Будь-яке обладнання, залишене позаду, залишиться на морському дні, поки не буде завершена 2-а секція. Щоб завершити гру, помістіть акванавтів у підводний човен і натисніть на кнопку \"Перервати місію\"." STR_ALIEN_COLONY_P2: "КОЛОНІЯ ПРИБУЛЬЦІВ ЧАСТИНА ДРУГА" STR_ALIEN_COLONY_P2_BRIEFING: "Пройдено перший рівень. Ми потрапили в ядро колонії. Тепер наша місія полягає в тому, щоб знищити центр управління, пристрій Синоміум, або ліквідувати всіх прибульців. Щоб перервати місію, розмістіть усіх акванавтів у точці старту і натисніть на кнопку \"Перервати місію\". Усе життєздатне обладнання X-Com буде повернуто на базу. " STR_ALIENS_LAUNCH_PORT_TERROR: "ВТОРГНЕННЯ ПРИБУЛЬЦІВ{NEWLINE}ПОРТ АТАКОВАНО" STR_PORT_TERROR: "ПРИБУЛЬЦІ РОЗПОЧАЛИ АТАКУ НА ПОРТ" STR_PORT_TERROR_BRIEFING: "Інопланетяни розпочали атаку на наземні об'єкти. Порт і його цивільне населення опинилися під загрозою. Ваш загін повинен знищити всіх прибульців і захистити невинних перехожих від цього вторгнення. Щоб вийти з гри, помістіть акванавтів у літаючу субмарину і натисніть на кнопку \"Перервати місію\"." STR_ALIENS_LAUNCH_ISLAND_TERROR: "ВТОРГНЕННЯ ПРИБУЛЬЦІВ{NEWLINE}ОСТРІВ АТАКОВАНО" STR_ISLAND_TERROR: "ПРИБУЛЬЦІ РОЗПОЧАЛИ АТАКУ НА ОСТРІВ" STR_ISLAND_TERROR_BRIEFING: "Інопланетяни розпочали атаку на наземні об'єкти. Острів та його цивільне населення опинилися під загрозою. Ваш загін повинен знищити всіх прибульців і захистити мирних мешканців від цього вторгнення. Щоб вийти з гри, помістіть акванавтів у літаючу субмарину і натисніть на кнопку \"Перервати місію\"." STR_ALIENS_ATTACK_SHIPPING_ROUTE: "ВТОРГНЕННЯ ПРИБУЛЬЦІВ{NEWLINE}ТОРГІВЕЛЬНИЙ ШЛЯХ" STR_CARGO_SHIP_P1: "ВАНТАЖНЕ СУДНО ЧАСТИНА ПЕРША" STR_CARGO_SHIP_P2: "ВАНТАЖНЕ СУДНО ЧАСТИНА ДРУГА" STR_CRUISE_SHIP_P1: "КРУЇЗНИЙ ЛАЙНЕР ЧАСТИНА ПЕРША" STR_CRUISE_SHIP_P2: "КРУЇЗНИЙ ЛАЙНЕР ЧАСТИНА ДРУГА" STR_SHIP_RESCUE_MISSION: "МІСІЯ З ПОРЯТУНКУ СУДНА" STR_SHIP_RESCUE_P1_BRIEFING: "Суть цієї місії полягає у знищенні всіх підрозділів прибульців на кораблі та збереженні життя всіх цивільних на борту. Прибульці розосереджені на верхніх і нижніх палубах, зачистіть верхні палуби, перш ніж заходити на нижні. Щоб вийти з гри, помістіть акванавтів у літаючу субмарину і натисніть на кнопку \"Перервати місію\"." STR_SHIP_RESCUE_P2_BRIEFING: "Тепер, коли верхня палуба вільна, переходимо до нижньої. Використовуючи вантажний ліфт, ми спускаємося в трюм. Щоб завершити місію, ваш загін повинен знищити всіх прибульців на цьому рівні. Щоб перервати місію, розмістіть усіх акванавтів у точці старту ліфта і натисніть на кнопку \"Перервати місію\"." STR_ALIEN_ACTIVITY_DETECTED: "ПОМІЧЕНА АКТИВНІСТЬ ПРИБУЛЬЦІВ" STR_ALIEN_CONTACT_SITE_MISSION: "МІСІЯ НА МІСЦІ КОНТАКТУ З ПРИБУЛЬЦЯМИ" STR_ARTIFACT_SITE_P1: "МІСЦЕ КОНТАКТУ З ПРИБУЛЬЦЯМИ ЧАСТИНА ПЕРША" STR_ARTIFACT_SITE_P1_BRIEFING: "Ця місія - рейд на щойно активовану базу зв'язку прибульців. На об'єкті є 2 рівні: морське дно з пірамідами прибульців і прихований комплекс прибульців. Доставте всіх акванавтів до входу в комплекс і натисніть на кнопку \"Перервати місію\", щоб продовжити. Щоб завершити гру, помістіть акванавтів у літаючу субмарину і натисніть на кнопку \"Перервати місію\"." STR_ARTIFACT_SITE_P2: "МІСЦЕ КОНТАКТУ З ПРИБУЛЬЦЯМИ ЧАСТИНА ДРУГА" STR_ARTIFACT_SITE_P2_BRIEFING: "Після \"переговорів\" із охороною прибульців та входу в комплекс ціль місії стала зрозумілою. Щоб завершити місію, проникніть у серце об'єкта прибульців і знищіть молекулярний контрольний пристрій Синоміум. Щоб перервати місію, розмістіть всіх акванавтів на стартовій точці підйомника і натисніть на кнопку \"Перервати місію\"." STR_SIGSBEE_DEEP_MISSION: "ГЛИБИННА МІСІЯ У СІГЗБІ{NEWLINE}МІСТО ПРИБУЛЬЦІВ РІВЕНЬ ПЕРШИЙ" STR_TLETH_P1_BRIEFING: "Ми входимо в невідоме, і далі на нас може чекати що завгодно. Ми знаємо, що до міста прибульців є ще 2 рівні, і ваш загін повинен дійти до виходу на цьому рівні, щоб потрапити на наступний. Розмістіть всіх акванавтів на виході і натисніть кнопку \"Перервати місію\", щоб продовжити. Переривання місії в іншому місці призведе до її завершення." STR_TLETH_ATTACK_MISSION: "НАПАД НА Т'ЛЬЄТ{NEWLINE}МІСТО ПРИБУЛЬЦІВ РІВЕНЬ ДРУГИЙ" STR_TLETH_P2_BRIEFING: "Далі у невідомість, звідси на нас може чекати що завгодно. Ми знаємо, що в місті прибульців є ще один рівень, і ваш загін повинен дійти до виходу на цьому рівні, щоб потрапити на наступний. Розмістіть всіх акванавтів на виході і натисніть кнопку \"Перервати місію\", щоб продовжити. Переривання місії в іншому місці призведе до її завершення." STR_FINAL_TLETH_MISSION: "Т'ЛЬЄТ: ФІНАЛЬНА МІСІЯ{NEWLINE}МІСТО ПРИБУЛЬЦІВ РІВЕНЬ ТРЕТІЙ" STR_TLETH_P3_BRIEFING: "Кінець наближається, відтепер ми шукаємо склеп останнього прибульця. Знищте 8 джерел живлення в гробниці, щоб покінчити із загрозою прибульців. Не здавайтеся! Переривання місії призведе до її завершення." STR_TLETH_P1: "ІНОПЛАНЕТНЕ МІСТО: РІВЕНЬ ПЕРШИЙ" STR_TLETH_P2: "ІНОПЛАНЕТНЕ МІСТО: РІВЕНЬ ДРУГИЙ" STR_TLETH_P3: "ІНОПЛАНЕТНЕ МІСТО: РІВЕНЬ ТРЕТІЙ" STR_NO_FREE_HANGARS_FOR_CRAFT_PRODUCTION: "НЕМАЄ ВІЛЬНОГО ДОКУ ДЛЯ БУДІВНИЦТВА КОРАБЛЯ!{SMALLLINE}Кожний корабель приписаний до бази, транспортований на базу, придбаний або такий, який тільки будується, використовує один док. Збудуйте новий док або транспортуйте якийсь корабель на іншу базу." STR_NO_FREE_HANGARS_FOR_PURCHASE: "НЕМАЄ ВІЛЬНОГО ДОКУ ДЛЯ КУПІВЛІ КОРАБЛЯ!{SMALLLINE}Кожний корабель приписаний до бази, транспортований на базу, придбаний або такий, який тільки будується, використовує один док. Збудуйте новий док або транспортуйте якийсь корабель на іншу базу." STR_NO_FREE_HANGARS_FOR_TRANSFER: "НЕМАЄ ВІЛЬНОГО ДОКУ ДЛЯ ТРАНСПОРТУВАННЯ!{SMALLLINE}Кожний корабель приписаний до бази, транспортований на базу, придбаний або такий, який тільки будується, використовує один док. Збудуйте новий док або транспортуйте якийсь корабель на іншу базу." STR_CANNOT_BUILD_HERE: "НЕ МОЖНА БУДУВАТИ ТУТ!{SMALLLINE}Будівництво можливе лише поруч з уже наявним модулем." STR_NO_FREE_ACCOMODATION: "НЕДОСТАТНЬО ЖИТЛОВОЇ ПЛОЩІ!{SMALLLINE}База призначення не має достатньо вільних місць в житлових модулях." STR_NOT_ENOUGH_WORK_SPACE: "НЕ ДОСТАТНЬО РОБОЧИХ МІСЦЬ!{SMALLLINE}Будуйте нову майстерню або зменшуйте роботу над іншими проектами." STR_NOT_ENOUGH_MONEY: "БРАКУЄ ГРОШЕЙ!" STR_NOT_ENOUGH_STORE_SPACE: "НЕ ДОСТАТНЬО МІСЦЯ НА СКЛАДАХ!{SMALLLINE}Будуйте нові склади або транспортуйте наявні предмети на інші бази." STR_NOT_ENOUGH_LIVING_SPACE: "НЕДОСТАТНЬО ЖИТЛОВОЇ ПЛОЩІ!{SMALLLINE}Збудуйте житлові модулі або транспортуйте персонал на інші бази." STR_LAUNCH_INTERCEPTION: "ПОЧАТИ ПЕРЕХОПЛЕННЯ" STR_CRAFT: "КОРАБЕЛЬ" STR_STATUS: "СТАТУС" STR_BASE: "БАЗА" STR_READY: "ГОТОВИЙ" STR_OUT: "НА ВИЛЬОТІ" STR_REPAIRS: "НА РЕМОНТІ" STR_REFUELLING: "ЗАПРАВЛЯЄТЬСЯ" STR_REARMING: "ПЕРЕЗАРЯД." STR_TARGET: "ЦІЛЬ: {0}" STR_WAY_POINT: "ТОЧКА ШЛЯХУ" STR_ARE_YOU_SURE_CYDONIA: "Ви впевнені, що бажаєте відправити експедицію до Т'льєту?" STR_YES: "ТАК" STR_NO: "НІ" STR_SELECT_DESTINATION: "ВИБЕРІТЬ ЦІЛЬ" STR_CYDONIA: "T'ЛЬЄХ" STR_SELECT_SITE_FOR_NEW_BASE: "ВИБЕРІТЬ МІСЦЕ ДЛЯ НОВОЇ БАЗИ" STR_RETURN_TO_BASE: "ПОВЕРНУТИСЬ НА БАЗУ" STR_SELECT_NEW_TARGET: "ОБЕРІТЬ НОВУ ЦІЛЬ " STR_PATROL: "ПАТРУЛЮВАТИ" STR_STATUS_: "СТАТУС>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "ПОШКОДЖЕНИЙ - ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_LOW_FUEL_RETURNING_TO_BASE: "МАЛО ПАЛЬНОГО - ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "МІСІЮ ЗАВЕРШЕНО - ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_PATROLLING: "ПАТРУЛЮЄ" STR_TAILING_UFO: "ПЕРЕСЛІДУЄ НПО" STR_INTERCEPTING_UFO: "ПЕРЕХОПЛЮЄ НПО-{0}" STR_RETURNING_TO_BASE: "ПОВЕРТАЄТЬСЯ НА БАЗУ" STR_DESTINATION_UC_: "ПУНКТ ПРИЗНАЧЕННЯ:{0}" STR_BASE_UC: "БАЗА>{ALT}{0}" STR_SPEED_: "ШВИДКІСТЬ>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "МАКСИМАЛЬНА ШВИДКІСТЬ>{ALT}{0}{ALT}" STR_ALTITUDE_: "ДЕТАЛІ> {ALT}{0}" STR_AIRBORNE: "ДЕСАНТ" STR_VERY_LOW: "МІЛИНА" STR_LOW_UC: "НОРМАЛЬНО" STR_HIGH_UC: "ГЛИБОКО" STR_VERY_HIGH: "ДУЖЕ ГЛИБОКО" STR_FUEL: "ПАЛЬНЕ>{ALT}{0}" STR_WEAPON_ONE: "ЗБРОЯ-1>{ALT}{0}" STR_NONE_UC: "НЕМАЄ" STR_ROUNDS_: "БОЄЗАПАС>{ALT}{0}" STR_WEAPON_TWO: "ЗБРОЯ-2>{ALT}{0}" STR_INTERCEPTION_CRAFT: "Субмарина" STR_BASE_: "База> {0}" STR_NAME_UC: "ІМ'Я" STR_AMMO_: "НАБОЇ>{ALT}{0}" STR_CREW: "ЕКІПАЖ" STR_EQUIPMENT_UC: "СПОРЯДЖЕННЯ" STR_ARMOR: "БРОНЯ" STR_MAX: "МАКС>{ALT}{0}" STR_ROOKIE: "Матрос" STR_SQUADDIE: "Старший матрос" STR_SERGEANT: "Мічман" STR_CAPTAIN: "Лейтинант" STR_COLONEL: "Командир" STR_COMMANDER: "Капітан" STR_SELECT_SQUAD_FOR_CRAFT: "Виберіть екіпаж для {0}" STR_SORT_BY: "ВІДСОРТУВАТИ ЗА..." STR_ORIGINAL_ORDER: "ЗВИЧАЙНИЙ ПОРЯДОК" STR_MISSIONS2: "МІСІЯ" STR_KILLS2: "ВБИВСТВ" STR_WOUND_RECOVERY2: "ЗАГОЄННЯ РАН" STR_SPACE_AVAILABLE: "МІСЦЯ ВІЛЬНО>{ALT}{0}" STR_SPACE_USED: "МІСЦЯ ЗАЙНЯТО>{ALT}{0}" STR_SPACE_USED_UC: "МІСЦЯ ЗАЙНЯТО" STR_RANK: "ЗВАННЯ" STR_WOUNDED: "ПОРАНЕНИЙ" STR_EQUIPMENT_FOR_CRAFT: "Спорядження для {0}" STR_DEFENSE_VALUE: "Ступінь Захисту" STR_HIT_RATIO: "Точність" STR_CRAFT_READY_TO_LAND_NEAR_DESTINATION: "{0}{ALT}{NEWLINE}готовий до{NEWLINE}приземлення біля{NEWLINE}{ALT}{1}" STR_BEGIN_MISSION: "Почати операцію?" STR_SELECT_ARMAMENT: "Виберіть зброю" STR_AMMUNITION_AVAILABLE: "БОЄПРИПАСІВ ДОСТУПНО" STR_ARMAMENT: "ЗБРОЯ" STR_NOT_AVAILABLE: "Н.Д." STR_SELECT_ARMOR_FOR_SOLDIER: "ОБЕРІТЬ БРОНЮ ДЛЯ{NEWLINE}{ALT}{0}" STR_TYPE: "ТИП" STR_PLASTIC_AQUA_ARMOR_UC: "АКВАПЛАСТИКОВА БРОНЯ" STR_ION_ARMOR_UC: "ІОННА БРОНЯ" STR_MAGNETIC_ION_ARMOR_UC: "МАГНІТНО-ІОННА БРОНЯ" STR_PLASTIC_AQUA_ARMOR_UFOPEDIA: "Ця броня використовує нещодавно відкриту інопланетну речовину, аквапластик. Із нею наші акванавти мають шанс протистояти вторгненню прибульців." STR_ION_ARMOR_UFOPEDIA: "Потужний новий захист для акванавтів, ця броня живиться від джерела іонної енергії і значно посилює швидкість і силу власника, вона пропонує найкращий захист для бойових підрозділів." STR_MAGNETIC_ION_ARMOR_UFOPEDIA: "Удосконалення іонної броні, що включає технологію магнітної підвіски, яка забезпечує повну свободу пересування у водному середовищі." STR_SELECT_ARMOR: "Виберіть броню" STR_NORTH: "ПІВНІЧ" STR_NORTH_EAST: "ПІВНІЧНИЙ СХІД" STR_EAST: "СХІД" STR_SOUTH_EAST: "ПІВДЕННИЙ СХІД" STR_SOUTH: "ПІВДЕНЬ" STR_SOUTH_WEST: "ПІВДЕННИЙ ЗАХІД" STR_WEST: "ЗАХІД" STR_NORTH_WEST: "ПІВНІЧНИЙ ЗАХІД" STR_SELECT_ACTION: "ВИБЕРІТЬ ЗАВДАННЯ" STR_CONTINUE_INTERCEPTION_PURSUIT: "ПРОДОВЖИТИ ПЕРЕХОПЛЕННЯ" STR_PURSUE_WITHOUT_INTERCEPTION: "ПЕРЕСЛІДУВАТИ БЕЗ ПЕРЕХОПЛЕННЯ" STR_VERY_LARGE: "ДУЖЕ ВЕЛИКИЙ" STR_LARGE: "ВЕЛИКИЙ" STR_MEDIUM_UC: "СЕРЕДНІЙ" STR_SMALL: "МАЛИЙ" STR_VERY_SMALL: "ДУЖЕ МАЛИЙ" STR_GROUNDED: "ПРИЗЕМЛИВСЯ" STR_DETECTED: "Виявлено" STR_SIZE_UC: "РОЗМІР" STR_ALTITUDE: "ГЛИБИНА" STR_HEADING: "НАПРЯМ" STR_SPEED: "ШВИДКІСТЬ" STR_CENTER_ON_UFO_TIME_5_SECONDS: "ЦЕНТР НА ДІЛЯНЦІ-ЧАС=5 Сек" STR_TRACKING_LOST: "ВТРАЧЕНО" STR_REDIRECT_CRAFT: "ПЕРЕНАПРАВИТИ КОРАБЕЛЬ" STR_GO_TO_LAST_KNOWN_UFO_POSITION: "ЛЕТІТИ ДО ОСТАННЬОЇ ВІДОМОЇ ПОЗИЦІЇ НПО" STR_UFO_: "НПО-{0}" STR_ALIEN_BASE_: "КОЛОНІЯ ПРИБУЛЬЦІВ-{0}" STR_CRASH_SITE_: "МІСЦЕ ПАДІННЯ-{0}" STR_LANDING_SITE_: "МІСЦЕ ПРИЗЕМЛЕННЯ-{0}" STR_WAY_POINT_: "ТОЧКА ШЛЯХУ-{0}" STR_TERROR_SITE: "МІСЦЕ ТЕРОРУ-{0}" STR_ARTIFACT_SITE: "МІСЦЕ АРТЕФАКТУ-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}досяг{NEWLINE}{1}" STR_NOW_PATROLLING: "Патрулювання" STR_ALIEN_ORIGINS: "Походження прибульців" STR_THE_ULTIMATE_THREAT: "Основна загроза" STR_TLETH_ALIEN_CITY: "Т'льєт, місто прибульців" STR_UFOPAEDIA: "УФОПЕДІЯ" STR_XCOM_CRAFT_ARMAMENT: "КОРАБЛІ X-COM ТА ЇХНЄ ОЗБРОЄННЯ" STR_HEAVY_WEAPONS_PLATFORMS: "ПІДВОДНІ БОЙОВІ ПЛАТФОРМИ (ПБП)" STR_WEAPONS_AND_EQUIPMENT: "ЗБРОЯ ТА СПОРЯДЖЕННЯ" STR_ALIEN_ARTIFACTS: "ПІДВОДНІ АРТЕФАКТИ" STR_BASE_FACILITIES: "МОДУЛІ БАЗИ" STR_ALIEN_LIFE_FORMS: "ПОЗАЗЕМНІ ФОРМИ ЖИТТЯ" STR_ALIEN_RESEARCH_UC: "ДІЯЛЬНІСТЬ ПРИБУЛЬЦІВ" STR_UFO_COMPONENTS: "КОМПОНЕНТИ НПО" STR_UFOS: "НПО" STR_SELECT_ITEM: "ОБЕРІТЬ ПРЕДМЕТ" STR_ACCELERATION: "ПРИСКОРЕННЯ>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "ЗАПАС ПАЛЬНОГО>{ALT}{0}{ALT}" STR_WEAPON_PODS: "ПІДВІСОК ДЛЯ ЗБРОЇ>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "ЗАПАС МІЦНОСТІ>{ALT}{0}{ALT}" STR_CARGO_SPACE: "ОБ'ЄМ ВАНТАЖНОГО ВІДСІКУ>{ALT}{0}{ALT}" STR_HWP_CAPACITY: "МІСЦЬ ДЛЯ ПБП>{ALT}{0}{ALT}" STR_DAMAGE: "Пошкодження" STR_RANGE: "Радіус ураження" STR_KILOMETERS: "{0} км" STR_ACCURACY: "Точність" STR_RE_LOAD_TIME: "Час перезарядки" STR_SECONDS: "{0}с" STR_DAMAGE_ARMOR_PIERCING: "БРОНЕБІЙНИЙ" STR_DAMAGE_INCENDIARY: "ФОСФОРНИЙ" STR_DAMAGE_HIGH_EXPLOSIVE: "РОЗРИВНИЙ" STR_DAMAGE_LASER_BEAM: "ГАУСС-ПРОМІНЬ" STR_DAMAGE_PLASMA_BEAM: "АКУСТИЧНИЙ ПРОМІНЬ" STR_DAMAGE_STUN: "ПАРАЛІЗАТОР" STR_DAMAGE_MELEE: "БЛИЖНІЙ БІЙ" STR_DAMAGE_ACID: "КИСЛОТА" STR_DAMAGE_SMOKE: "ДИМ" STR_SHOT_TYPE: "ТИП" STR_ACCURACY_UC: "ТОЧНІСТЬ" STR_TIME_UNIT_COST: "ОЧКИ ДІЙ" STR_DAMAGE_UC: "ПОШКОДЖЕННЯ" STR_AMMO: "ЗАРЯД" STR_SHOT_TYPE_AUTO: "Черга" STR_SHOT_TYPE_SNAP: "Навмання" STR_SHOT_TYPE_AIMED: "Прицільно" STR_CONSTRUCTION_TIME: "Час будівництва" STR_CONSTRUCTION_COST: "Вартість будівництва" STR_MAINTENANCE_COST: "Вартість утримання" STR_LOW: "Низький " STR_MEDIUM: "Середній" STR_HIGH: "Високий" STR_CRAFT_WEAPON: "Зброя для субмарин" STR_CRAFT_AMMUNITION: "Боєприпаси для субмарин" STR_HEAVY_WEAPONS_PLATFORM: "Системи важкого озброєння" STR_WEAPON: "Зброя" STR_AMMUNITION: "Боєприпаси" STR_EQUIPMENT: "Спорядження" STR_ALIEN_CORPSE: "Труп прибульця" STR_UFO_COMPONENT: "Компонент Субмарин Прибульців" STR_PERSONAL_ARMOR: "Бронекостюм" STR_RAW_MATERIALS: "Вихідні матеріали" STR_HWP_SOLID_HARPOON_BOLTS: "Масивні гарпуни" STR_ALIEN: "Прибулець" STR_AQUATOID: "Акватоїд" STR_GILLMAN: "Зябролюдина" STR_LOBSTERMAN: "Лобстеролюдина" STR_TASOTH: "Тасот" STR_CALCINITE: "Кальциніт" STR_DEEP_ONE: "Глибинник" STR_BIODRONE: "Біо-дрон" STR_TENTACULAT: "Тентакулат" STR_TRISCENE: "Трисцен" STR_HALLUCINOID: "Галюциноїд" STR_XARQUID: "Ксарквід" STR_ZOMBIE: "Зомбі" STR_LIVE_COMMANDER: "Командир" STR_LIVE_NAVIGATOR: "Навігатор" STR_LIVE_MEDIC: "Медик" STR_LIVE_TECHNICIAN: "Інженер" STR_LIVE_SQUAD_LEADER: "Командир загону" STR_LIVE_SOLDIER: "Солдат" STR_LIVE_TERRORIST: "Терорист " STR_AQUATOID_COMMANDER: "Командир акватоїдів" STR_AQUATOID_NAVIGATOR: "Акватоїд-навігатор" STR_AQUATOID_MEDIC: "Акватоїд-медик" STR_AQUATOID_TECHNICIAN: "Акватоїд-інженер" STR_AQUATOID_SQUAD_LEADER: "Акватоїд-лідер " STR_AQUATOID_SOLDIER: "Акватоїд-солдат" STR_GILLMAN_COMMANDER: "Зябролюдина-командир" STR_GILLMAN_TECHNICIAN: "Зябролюдина-інженер" STR_GILLMAN_SQUAD_LEADER: "Зябролюдина-лідер" STR_GILLMAN_SOLDIER: "Зябролюдина-солдат" STR_LOBSTERMAN_COMMANDER: "Командир лобстеролюдей" STR_LOBSTERMAN_NAVIGATOR: "Лобстеролюдина-навігатор" STR_LOBSTERMAN_TECHNICIAN: "Лобстеролюдина-інженер" STR_LOBSTERMAN_SQUAD_LEADER: "Командир загону лобстеролюдей" STR_LOBSTERMAN_SOLDIER: "Лобстеролюдина-солдат " STR_TASOTH_SQUAD_LEADER: "Командир загону тасотів" STR_TASOTH_SOLDIER: "Тасот-солдат" STR_CALCINITE_TERRORIST: "Кальциніт-терорист" STR_DEEP_ONE_TERRORIST: "Глибинник-терорист" STR_BIODRONE_TERRORIST: "Біодрон-терорист" STR_TENTACULAT_TERRORIST: "Тентакулат-терорист" STR_TRISCENE_TERRORIST: "Трисцен-терорист" STR_HALLUCINOID_TERRORIST: "Галюциноїд-терорист" STR_XARQUID_TERRORIST: "Ксарвід-терорист" STR_ION_BEAM_ACCELERATORS: "Іонно-променеві прискорювачі" STR_MAGNETIC_NAVIGATION: "Магнітна навігація" STR_ALIEN_SUB_CONSTRUCTION: "Конструкція субмарини прибульців" STR_ALIEN_CRYOGENICS: "Кріогеніка прибульців" STR_ALIEN_CLONING: "Клонування прибульців" STR_ALIEN_LEARNING_ARRAYS: "Навчальні архіви прибульців" STR_ALIEN_IMPLANTER: "Імплантатор прибульців" STR_EXAMINATION_ROOM: "Кімната допитів" STR_AQUA_PLASTICS: "Аквапластик" STR_ALIEN_REANIMATION_ZONE: "Зона реанімації прибульців" STR_PLASTIC_AQUA_ARMOR: "Аквапластикова броня" STR_ION_ARMOR: "Іонна броня" STR_MAGNETIC_ION_ARMOR: "Магнітна іонна броня" STR_HWP_AQUA_JET_MISSILES: "Гідрореактивні торпеди" STR_HWP_DISPLACER_PWT: "Боєприпаси до І.Х.Т." STR_GAUSS_TECH: "Гаус-Технологія" STR_NEW_FIGHTER_FLYING_SUB: "Нова літаюча бойова субмарина" STR_NEW_FIGHTER_TRANSPORTER: "Новий винищувач-транспорт" STR_THE_LATEST_FLYING_SUB: "Новітня літаюча субмарина" STR_ARMOR_PIERCING: "БРОНЕБІЙНИЙ" STR_COELACANTH_GAS_CANNON: "Целакант/Газова гармата" STR_COELACANTH_AQUA_JET: "Целакант/Торпеда" STR_COELACANTH_GAUSS: "Целакант/Гаусс" STR_DISPLACER_SONIC: "Витіснювач/Акуст. гармата" STR_DISPLACER_PWT: "Витіснювач/І.Х.Т." STR_AJAX_LAUNCHER: "Ajax-гармата" STR_DUP_HEAD_LAUNCHER: "СЗУ-гармата" STR_CRAFT_GAS_CANNON: "Корабельна газова гармата" STR_PWT_CANNON: "І.Х.Т. Гармата" STR_GAUSS_CANNON: "Гаус-гармата" STR_GAUSS_CANNON_AMMO: "Боєприпаси до гаус-гармати" STR_SONIC_OSCILLATOR: "Акустичний випромінювач" STR_AJAX_TORPEDOES: "Ajax-торпеда" STR_DUP_HEAD_TORPEDOES: "СЗУ-торпеда" STR_CRAFT_GAS_CANNON_ROUNDS_X50: "Газові патрони (x50)" STR_SONIC_WAVE: "Акустична хвиля" STR_PULSE_WAVE_TORPEDOES: "І.Х.Т. Боєприпаси" STR_SOLDIER: "Акванавт" STR_SCIENTIST: "Вчений" STR_ENGINEER: "Інженер" STR_NORTH_ATLANTIC: "Північна Атлантика " STR_SOUTH_ATLANTIC: "Півд. Атлантика" STR_NORTH_PACIFIC: "Пн. Тихого океану" STR_SOUTH_PACIFIC: "Пд. Тихого океану" STR_MEDITERRANEAN: "Середземномор'я" STR_SOUTH_CHINA_SEA: "Південнокит. море" STR_INDIAN_OCEAN: "Індійський Океан" STR_THE_EAST_SEA: "Японське море" STR_NORTH_SEA: "Північне море" STR_CARRIBEAN: "Карибський басейн" STR_ANTARCTIC: "Антарктика" STR_ARCTIC: "Арктика" STR_EURASIA: "Євразія" STR_NORTH_AMERICA: "Північна Америка" STR_AFRICA: "Африка" STR_MAXIMUM_SPEED: "Макс. швидкість" STR_TRANSMISSION_RESOLVER_UC: "РОЗДІЛЬНИК ПЕРЕДАЧІ" STR_TRITON: "ТРИТОН" STR_HAMMERHEAD: "РИБА-МОЛОТ" STR_LEVIATHAN: "ЛЕВІАТАН" STR_BARRACUDA: "БАРРАКУДА" STR_MANTA: "СКАТ" STR_UFO: "СУБМАРИНА ПРИБУЛЬЦІВ" STR_AJAX: "ТОРПЕДА \"AJAX\"" STR_DUP_HEAD: "ТОРПЕДА С.З.У." STR_CRAFT_GAS_CANNON_UC: "КОРАБЕЛЬНА ГАЗОВА ГАРМАТА" STR_PWT_CANNON_UC: "І.Х.Т. ГАРМАТА" STR_GAUSS_CANNON_UC: "ГАУС-ГАРМАТА" STR_SONIC_OSCILLATOR_UC: "АКУСТИЧНИЙ ВИПРОМІНЮВАЧ" STR_DAMAGE_CAPACITY: "Запас міцності" STR_WEAPON_POWER: "Потужність зброї" STR_WEAPON_RANGE: "Дальність зброї" STR_AIR_LOCK: "Повітряний шлюз" STR_LABORATORY: "Лабораторія" STR_WORKSHOP: "Майстерня" STR_STANDARD_SONAR: "Стандартний гідролокатор" STR_WIDE_ARRAY_SONAR: "Широкосмуговий гідролокатор" STR_TORPEDO_DEFENSES: "Торпедний захист" STR_GENERAL_STORES: "Склад" STR_ALIEN_CONTAINMENT: "Ізолятор прибульців" STR_GAUSS_DEFENSES: "Гаусс-захист" STR_SONIC_DEFENSES: "Акустичний захист" STR_PWT_DEFENSES: "ІХТ-захист" STR_BOMBARDMENT_SHIELD: "Антибомбардувальний щит" STR_MC_GENERATOR: "МК-генератор" STR_MC_LAB: "МК-лабораторія" STR_TRANSMISSION_RESOLVER: "Дешифратор сигналів" STR_SUB_PEN: "Субмаринний док" STR_USA: "США" STR_ALASKA: "АЛЯСКА" STR_EU_SYNDICATE: "ЄВРОСИНДИКАТ" STR_ARABIAN_BLOC: "АРАБСЬКИЙ БЛОК" STR_EGYPTIAN_CARTEL: "ЄГИПЕТ. КАРТЕЛЬ" STR_AFRICA_CORP: "АФРИК. КОРПОРАЦІЯ" STR_BRAZILIAN_UNION: "БРАЗИЛЬСЬКИЙ СОЮЗ" STR_NEW_MEXICO: "НОВА МЕКСИКА" STR_ASIAN_COALITION: "АЗІЙСЬКА КОАЛІЦІЯ" STR_SCANDINAVIA: "СКАНДИНАВІЯ" STR_NEO_JAPAN: "НЕО-ЯПОНІЯ" STR_FREE_CHINA: "ВІЛЬНИЙ КИТАЙ" STR_AUSTRALASIA: "АВСТРАЛАЗІЯ" STR_FED_KOREA: "ФЕДЕРАЦІЯ КОРЕЯ" STR_EURASIA_UC: "ЄВРАЗІЯ" STR_ICELANDIC_UNION: "ІСЛАНДСЬКИЙ СОЮЗ" STR_TANK: "Система підводного озброєння" STR_CIVILIAN: "Цивільний" STR_JAN: "Січ" STR_FEB: "Лют" STR_MAR: "Бер" STR_APR: "Кві" STR_MAY: "Тра" STR_JUN: "Чер" STR_JUL: "Лип" STR_AUG: "Сер" STR_SEP: "Вер" STR_OCT: "Жов" STR_NOV: "Лис" STR_DEC: "Гру" STR_INTERNATIONAL_RELATIONS: "МІЖНАРОДНІ ВІДНОСИНИ" STR_COUNTRY: "Країна" STR_FUNDING: "Фінансування" STR_CHANGE: "Зміна" STR_WEAPON_SYSTEMS: "СИСТЕМИ ОЗБРОЄННЯ" STR_HWPS: "ПБП'ми" STR_DAMAGE_UC_: "ПОШКОДЖЕННЯ>{ALT}{0}" STR_AIR_LOCK_UFOPEDIA: "Повітряний шлюз дозволяє переміщувати обладнання та персонал на підводну базу або з неї. Це завжди перший об'єкт, який будується на новому місці. Зона повітряного шлюзу є вразливою до вторгнення будь-якої потенційної ворожої сили." STR_LIVING_QUARTERS_UFOPEDIA: "Кожен житловий модуль розрахований на 50 осіб. Ці модулі є основними елементами функціонування бази." STR_LABORATORY_UFOPEDIA: "В одному лабораторному блоці можуть працювати п'ятдесят вчених. Лабораторії обладнані за останнім словом техніки для дослідження матеріалів, біохімії та озброєння. X-Com має доступ до всіх найкращих дослідницьких лабораторій по всьому світу, як цивільних, так і військових." STR_WORKSHOP_UFOPEDIA: "Майстерня містить усе необхідне для виробництва обладнання на основі найновіших розробок наукових лабораторій. 50 інженерів можуть працювати в одній майстерні, об'єкти, що перебувають на стадії розробки, також займатимуть місце." STR_STANDARD_SONAR_UFOPEDIA: "Стандартна гідролокаційна система має ефективну дальність дії понад 450 кілометрів на найбільших глибинах і пов'язана з геостаціонарними супутниковими мережами для аналізу надводної обстановки. Кожен сканер має 10% ймовірність виявлення підводного або повітряного судна за 30-хвилинний цикл сканування." STR_WIDE_ARRAY_SONAR_UFOPEDIA: "Широкосмугова гідролокаційна система має ефективний радіус дії понад 700 кілометрів на всіх глибинах і пов'язана з геостаціонарними супутниковими мережами для аналізу надводної обстановки. Кожен сканер має 20% ймовірність виявлення підводного або повітряного судна за кожний 30-хвилинний цикл сканування." STR_TORPEDO_DEFENSES_UFOPEDIA: "Системи торпедного захисту забезпечують захист від нападу ворожих субмарин, які намагаються пришвартуватися до бази." STR_GENERAL_STORES_UFOPEDIA: "Все обладнання, системи озброєння, боєприпаси, знайдені артефакти та ПБП розміщуються на складах, включаючи обладнання, призначене для субмарин." STR_ALIEN_CONTAINMENT_UFOPEDIA: "Для утримання живих прибульців потрібні спеціальні тюремні мобулі. В них підтримуються підходящі для них умови, а також зводиться нанівець увесь їхній бойовий потенціал. Ізолятор може містити до 10 прибульців." STR_GAUSS_DEFENSES_UFOPEDIA: "Гауссові гармати забезпечують новіший та ефективніший захист бази від нападу ворожих субмарин." STR_SONIC_DEFENSES_UFOPEDIA: "Система захисту на основі акустичних випромінювачів забезпечує потужний та ефективний захист від агресорів." STR_PWT_DEFENSES_UFOPEDIA: "Імпульсно-хвильові торпеди забезпечують найефективніший захист від атак прибульців. Ці торпеди мають надщільні боєголовки, які можуть пробити будь-яку відому броню. Магнітні хвилі, які вони випромінюють, виводять з ладу електронний захист." STR_BOMBARDMENT_SHIELD_UFOPEDIA: "Антибомбардувальний щит захищає базу від причалювання ворожих субмарин, створюючи резонансне поле, яке відштовхує атакуючі субмарини на час, достатній для того, щоб оборонні системи могли відкрити вогонь повторно. По суті, це подвоює ефективність будь-яких вже встановлених захисних систем." STR_MC_GENERATOR_UFOPEDIA: "Оскільки субмарини прибульців використовують технологію молекулярного контролю для виявлення присутності живих істот, використання негативного МК-випромінювача покриє базу непроникним щитом, щоб збити прибульців з пантелику і замаскувати нашу присутність." STR_MC_LAB_UFOPEDIA: "Лабораторія молекулярного контролю може імплантувати та тренувати до десяти акванавтів одночасно. Імпланти хірургічним шляхом встановлюються в черепи акванавтів. Шляхом інтенсивних тренуань вони вчаться їх використовувати. Отримані навички задіюються разом із пристроєм МК і можуть бути використані для відповідних атак під час бою." STR_TRANSMISSION_RESOLVER_UFOPEDIA: "Системи зв'язку прибульців основані на використанні побудованих мереж молекулярного контролю. Розшифровувач сигналів перехоплює сигнали субмарини прибульців та розшифровує інформацію. Він відображає тип субмарини, расу прибульців і завдання, яке вони виконують." STR_SUB_PEN_UFOPEDIA: "Кожен док може вмістити одну субмарину. На ньому є приміщення для обслуговування, дозаправки та ремонту підводного флоту X-Com. Кожна літаюча субмарина, що знаходиться на базі, повинна мати вільний док, який не може бути використаний іншими субмаринами, навіть якщо призначена субмарина перебуває на завданні." STR_DART_PISTOL_UFOPEDIA: "Дротикомет X-Com - це невеликий, точний, потужний пристрій з магазином на 12 порожнистих дротиків. Стрільба дротиками здійснюється за допомогою газового балона в обоймі." STR_JET_HARPOON_UFOPEDIA: "Ця аква-гвинтівка точна і потужна, стріляє порожнистими сталевими гарпунами з герметичних упаковок по 10 штук. Кожен гарпун має власний резервуар для газу." STR_GAS_CANNON_UFOPEDIA: "Будучи справжнім важковаговиком у сімействі газового озброєння, ця гармата стріляє цільними стрижнями, які можуть оснащуватися розривними або фосфорними наконечниками. Улюблена зброя досвідчених акванавтів." STR_HYDRO_JET_CANNON_UFOPEDIA: "Гідрореактивні гармати призначені для використання важкою піхотою. Гармата стріляє міні-торпедами на магнієвому паливі. Незважаючи на свою потужність, гідрореактивна гармата є незграбною та громіздкою зброєю, придатною до використання лише у воді." STR_TORPEDO_LAUNCHER_UFOPEDIA: "Справжній важковаговик, ця велика гармата стріляє трьома типами торпед, кожна з яких має власну рушійну систему. Руйнівна зброя, єдиним недоліком якої є лише ручне заряджання. Доступні типи боєприпасів включають великі або малі осколково-фугасні та фосфорні торпеди з люмінофорним наконечником, призначені лише для підводного використання." STR_GAUSS_PISTOL_UFOPEDIA: "Гаусс-пістолет використовує найновішу розробку в галузі сучасних озброєнь - технологія прискорення частинок. Він швидкий, точний і працює як над, так і під водою. Технологія Гаусса є розвитком плазмових технологій, отриманих під час попередньої війни." STR_GAUSS_PISTOL_CLIP_UFOPEDIA: "Цей невеликий об'єкт - магазин до гаусс-пістолета. Він вміщає в себе 20 набоїв." STR_GAUSS_RIFLE_UFOPEDIA: "Гаусс-гвинтівка - наступний етап розвитку гаусс-пістолета, Ця гвинтівка, маючи здвоєний прискорювач частинок, здатна наносити серйозні пошкодження. Відмовившись від працюючої на елерії плазмової системи, ми застосували мікроприскорювач частинок, який генерує потік антипротонів." STR_GAUSS_RIFLE_CLIP_UFOPEDIA: "Цей невеликий об'єкт - магазин до гаусс-гвинтівки. Він вміщає в себе 15 набоїв." STR_HEAVY_GAUSS_UFOPEDIA: "Гаусс-гармата є громіздкою, але надзвичайно ефективною. Вона працює зі строєним мікроприскорювачем частинок і її практично неможливо зупинити. Потік антипротонів утримується всередині оболонки з арсеніду галію, яка при зіткненні вибухає, вивільняючи антиречовину." STR_HEAVY_GAUSS_CLIP_UFOPEDIA: "Цей невеликий об'єкт - магазин до гаусс-гармати. Він вміщає в себе 10 набоїв." STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "Стандартна осколкова граната з точним таймером для запалу." STR_DYE_GRENADE_UFOPEDIA: "Чорнильні гранати мають подвійне призначення, вони корисні для забезпечення укриття на відкритій місцевості. При вибуху на суші утворюється щільна хмара, яка переноситься вітром, а у воді утворюється темна завіса, що нагадує чорнильну хмару восьминога." STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA: "Сенсорна граната, яку можна кинути як звичайну гранату, але після встановлення вона спрацьовує від руху поблизу. Для правильного використання цих пристроїв потрібні навички та підготовка." STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA: "Цю вибухівку слід використовувати лише для знесення будівель. Однак минулий досвід показав, що ці потужні вибухові пакети є ідеальною зброєю для знищення прибульців. Радіус вибуху великий, тому переконайтеся, що жоден акванавт не перебуває в межах небезпечної зони." STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA: "Цей новий пристрій використовує різноманітні детектори та передові комп'ютерні системи для виявлення рухомих ворожих одиниць. Натисніть на піктограму сенсора руху на тактичному дисплеї. Виберіть \"Використати сенсор\" з меню. На дисплеї сенсора з'явиться стрілка в центрі, яка вказує напрямок, куди дивиться акванавт (північ вгорі). Блимання показують об'єкти, які нещодавно перемістилися. Великі об'єкти або об'єкти, що швидко рухаються, даватимуть більші сплески. Нерухомі об'єкти не відображатимуться." STR_MEDI_KIT_UFOPEDIA: "Для використання вам потрібно стати обличчям до пораненого агента X-Com або стати над тілом оглушеного акванавта.{NEWLINE}ЛІКУВАННЯ> Червоним кольором позначені смертельні рани. Виберіть частину тіла і натисніть на кнопку \"Лікування\". Одна смертельна рана буде зцілена, а здоров'я відновлено.{NEWLINE}СТИМУЛЯТОР> Відновлює енергію і оживляє оглушених акванавтів. Щоб оживити непритомного акванавта, ви повинні стояти безпосередньо над його тілом.{NEWLINE}ЗНЕБОЛЮЮЧЕ> Відновлює бойовий дух поранених акванавтів." STR_MC_DISRUPTOR_UFOPEDIA: "Вершина технології М.К. Цей пристрій може використовуватися лише акванавтами із вміннями М.К. Натисніть на пристрій, виберіть тип атаки і вкажіть ціль курсором. Доступні два типи атаки:{NEWLINE}ЗБІЙ ІМПЛАНТУ> У разі успіху ворог буде збитий з пантелику і може запанікувати.{NEWLINE}КОНТРОЛЬ ІМПЛАНТУ> У разі успіху ви отримаєте контроль над ворогом." STR_THERMAL_TAZER_UFOPEDIA: "Цей пристрій можна використовувати лише в ближньому бою. Він приголомшить живий організм, не вбиваючи його, паралізувавши істоту." STR_VIBRO_BLADE_UFOPEDIA: "Вібро-бур - це пристрій, гостре титанове лезо якого обертається зі швидкістю понад 6000 об/хв. Він може розбити навіть найміцнішу водолазну броню. Це винахід прибульців, наші спроби створити подібні предмети раніше зазнавали невдачі, наші леза оберталися надто повільно або вибухали під тиском." STR_THERMIC_LANCE_UFOPEDIA: "Термо-бур - це логічне продовження технології вібро-буру. Лезо обертається на високій швидкості, а зербітове джерело живлення нагріває лезо до такої міри, що воно проходить через броню, як теплий ніж крізь масло." STR_HEAVY_THERMIC_LANCE_UFOPEDIA: "Важкий термо-бур - це більш потужна версія ТБ. Подвійне джерело тепла і надзвичайно висока швидкість обертання означають, що важкий термічний наконечник практично не зупиняється при роботі з будь-якими матеріалами." STR_SONIC_CANNON_UFOPEDIA: "Акустична гармата - найпотужніша з сімейства акустичної зброї. Вона оснащена аудіогенератором більшого діапазону та більшою ревербераційною камерою. Гармата також має імпульсну систему детонації, яка змінює ультразвукову хвилю шляхом модуляції для створення більш ефективного акустичного удару." STR_CANNON_POWER_CLIP_UFOPEDIA: "Цей компактний пристрій використовується як боєприпас для акустичної гармати. Він містить невелику кількість зербіту." STR_SONIC_BLASTA_RIFLE_UFOPEDIA: "Більш потужний акустична пристрій. Навіть високовуглецева сталь не захищена від цієї зброї. Оснащена компактним випромінювачем хвиль, який посилений надпровідниковим підсилювачем, що збільшує її потужність." STR_BLASTA_POWER_CLIP_UFOPEDIA: "Цей невеликий об'єкт використовується як джерело енергії для акустичної гвинтівки - потужної зброї прибульців, і містить невелику кількість зербіту." STR_SONIC_PISTOL_UFOPEDIA: "Акустичні пістолети - це зброя прибульців, заснована на ультразвукових хвилях, які здатні за лічені секунди роз'їдати кістки. Ультразвукові хвилі поширюються в діапазоні за межами людського слуху." STR_PISTOL_POWER_CLIP_UFOPEDIA: "Джерело живлення для компактного акустичного пістолета прибульців. Містить зербіт - джерело всієї їхньої сили." STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA: "Це інопланетна керована зброя, що стріляє самохідними бомбами, призначена лише для використання у воді. Коли ви використовуєте зброю, вона генерує точки маршруту, за яким буде рухатися снаряд. Коли ви встановите достатню кількість точок, натисніть на кнопку запуску." STR_DISRUPTOR_AMMO_UFOPEDIA: "Цей пристрій являє собою імпульсну руйнівну бомбу, оснащений бортовою комп'ютерною системою наведення. Він випускається з установки дезінтегратора." STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA: "Невелика установка, яка стріляє хімічними бомбами, що заморожують. Дуже корисна для захоплення живих прибульців." STR_THERMAL_SHOK_BOMB_UFOPEDIA: "Термально-шокова бомба використовується для захоплення живих людей, але також може бути використана проти більшості рас прибульців. Вона запускається з термально-шокової установки." STR_SONIC_PULSER_UFOPEDIA: "Цей пристрій працює так само, як і звичайна бойова граната - за винятком того, що він у багато разів потужніший. Граната використовує один імпульс акустичного вибуху, який випромінюється в усіх напрямках одночасно." STR_MC_READER_UFOPEDIA: "У тілах прибульців ми знайшли невеликі хірургічно імплантовані пристрої. Це імпланти управління, розроблені акватоїдами, щоб забезпечити постійне постачання інформації з поля бою, навіть на великих відстанях. Зчитувач молекулярного контролю - це пристрій зв'язку прибульців, який використовується для зчитування інформації безпосередньо з імплантів МК. Підрозділи X-Com можуть використовувати цей пристрій у бою для відображення характеристик прибульця. Виберіть опцію \"Викор. зчитувач МК\". Потім клацніть курсором на прибульця." STR_SURVEY_SHIP: "Корабель спортереження" STR_ESCORT: "Корабель супроводу" STR_CRUISER: "Крейсер" STR_HEAVY_CRUISER: "Важкий крейсер" STR_HUNTER: "Мисливець" STR_BATTLESHIP: "Лінкор" STR_DREADNOUGHT: "Дредноут" STR_FLEET_SUPPLY_CRUISER: "Крейсер забезпечення" MAP_SEABED: "Морське дно" MAP_PIPES: "Дослідницький центр" MAP_PLANE: "Розбитий літак" MAP_ATLAN: "Атлантида" MAP_MU: "Храм Майя" MAP_GAL: "Затонулий галеон" MAP_MSUNK: "Затонулий лайнер" MAP_VOLC: "Вулканічний" MAP_CORAL: "Кораловий" MAP_PORT: "Порт" MAP_ISLAND: "Острів" MAP_CARGO: "Вантажний корабель" MAP_LINERT: "Круїзний лайнер Р1" MAP_LINERB: "Круїзний лайнер Р2" MAP_ALART: "Артефакт Р1" MAP_GRUNGE: "Артефакт Р2" MAP_ENTRY: "Колонія Р1" MAP_A_BASE: "Колонія Р2" MAP_ALSHIP: "Т'льєт Р1" MAP_LEVEL: "Т'льєт Р2" MAP_CRYPT: "Т'льєт Р3" MAP_XBASES: "База X-Com" STR_MIXED_CREW: "Змішаний екіпаж" STR_MIXED_CREW_2: "Змішаний екіпаж 2" STR_RATING: "РЕЙТИНГ> {0}" STR_RATING_TERRIBLE: "ЖАХЛИВО!" STR_RATING_POOR: "ПОГАНО!" STR_RATING_OK: "ОК" STR_RATING_GOOD: "ДОБРЕ!" STR_RATING_EXCELLENT: "ПРЕКРАСНО!" STR_SCORE: "РАХУНОК " STR_XCOM_PROJECT_MONTHLY_REPORT: "ЩОМІСЯЧНИЙ ЗВІТ X-COM" STR_MONTH: "Місяць> {ALT}{0} {1}" STR_COUNCIL_IS_GENERALLY_SATISFIED: "Комітет фінансуючих організацій в цілому задоволений вашим прогресом." STR_COUNCIL_IS_VERY_PLEASED: "Комітет фінансуючих організацій дуже задоволений вашим чудовим прогресом. Продовжуйте в тому ж дусі." STR_COUNCIL_IS_DISSATISFIED: "Комітет фінансуючих організацій незадоволений вашою роботою. Ви повинні підвищити свою ефективність у боротьбі з інопланетною загрозою або ризикуєте припинити фінансову підтримку X-Com." STR_YOU_HAVE_NOT_SUCCEEDED: "Вам не вдалося впоратися з вторгненням прибульців, і комітет фінансуючих організацій, на жаль, вирішив припинити фінансування X-Com. Кожна організація буде вирішувати цю проблему так, як вважає за потрібне. Ми можемо лише сподіватися, що зможемо домовитися з цими древніми силами, і що населення змириться з водними візитерами." STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0} особливо задоволена Вашими успіхами в боротьбі з загрозою на її території та погодилась збільшити фінансування." STR_COUNTRIES_ARE_PARTICULARLY_HAPPY: "{0} особливо задоволені вашим прогресом у боротьбі з місцевим вторгненням прибульців і погодилися збільшити своє фінансування." STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0} та {1}" STR_COUNTRY_IS_UNHAPPY_WITH_YOUR_ABILITY: "{0} незадоволена вашою здатністю боротися з активністю прибульців у своїх морях і вирішила зменшити свої фінансові зобов'язання." STR_COUNTRIES_ARE_UNHAPPY_WITH_YOUR_ABILITY: "{0} незадоволені вашою здатністю боротися з активністю прибульців у їхньому морі і вирішили зменшити своє фінансування." STR_KNOTS: "{0} вузлів" STR_COUNTRY_HAS_SIGNED_A_SECRET_PACT: "{0} підписав угоду про співпрацю з інопланетними силами і відмовився від фінансування X-Com." STR_COUNTRIES_HAVE_SIGNED_A_SECRET_PACT: "{0} підписали угоду про співпрацю з силами прибульців і відмовилися від фінансування X-Com." STR_MONTHLY_RATING: "Рейтинг за місяць> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "Зміна фінансування> {ALT}{0}" STR_COUNCIL_REDUCE_DEBTS: "Фінансуюча організація не задоволена вашим фінансовим становищем. Ви повинні зменшити свої борги до рівня нижче 1 мільйона доларів, інакше X-Com буде припинено." STR_HYPER_WAVE_TRANSMISSIONS_ARE_DECODED: "ПЕРЕДАЧУ СУБЧАСТИНОК РОЗШИФРОВАНО" STR_CRAFT_TYPE: "ТИП СУБМАРИНИ" STR_RACE: "РАСА" STR_MISSION: "ЗАВДАННЯ" STR_ZONE: "ЗОНА" STR_ALLOCATE_RESEARCH: "Почати дослідження" STR_ALLOCATE_MANUFACTURE: "Почати виробництво" STR_AZORES: "Азорські острови" STR_REYKJAVIK: "Рейк'явік" STR_BERMUDA: "Бермудські острови" STR_NEW_YORK: "Нью-Йорк" STR_BOSTON: "Бостон " STR_FORT_SEVERN: "Форт Північ" STR_DAKAR: "Дакар" STR_RECIFE: "Ресіфі" STR_ACCRA: "Аккра" STR_ASCENSION_ISLAND: "Острів Вознесіння" STR_TRINIDADE_ISLAND: "Острів Тріндаде" STR_FALKLAND_ISLAND: "Фолклендські острови" STR_CANARY_ISLANDS: "Канарські острови" STR_ANCHORAGE: "Якірна стоянка" STR_ST_LAWRENCE_ISLAND: "Острів Святого Лаврентія" STR_SAN_FRANCISCO: "Сан-Франциско" STR_MIDWAY_ISLAND: "Острів Мідвей" STR_VANCOUVER: "Ванкувер" STR_TASMANIA: "Острів Тасманія" STR_HAWAII: "Гавайські острови" STR_FIJI: "Фіджі" STR_TONGA: "Тонга" STR_EASTER_ISLAND: "Острів Пасхи" STR_GALAPAGOS_ISLAND: "Галапагоські острови" STR_WELLINGTON: "Веллінгтон" STR_SOLOMON_ISLAND: "Соломонові острови" STR_CRETE: "Критський півострів" STR_LISBON: "Лісабон" STR_PORT_SAID: "Порт Саїд" STR_MARSEILLES: "Марсель " STR_TRIPOLI: "Тріполі" STR_MANILA: "Маніла" STR_HONG_KONG: "Гонконг" STR_SINGAPORE: "Сінгапур" STR_BANGKOK: "Бангкок" STR_DARWIN: "Дарвін" STR_BOMBAY: "Бомбей" STR_SAYCHELLES_ISLAND: "Сейшельські острови" STR_MALDIVE_ISLAND: "Мальдівські острови" STR_SRI_LANKA: "Шрі-Ланка" STR_MAURITIUS: "Маврикій" STR_TOKYO: "Токіо" STR_SHANGHAI: "Шанхай" STR_VLADIVOSTOK: "Владивосток" STR_LONDON: "Лондон" STR_FAEROE_ISLAND: "Острів Фаеро" STR_ABERDEEN: "Абердін" STR_OSLO: "Осло" STR_JAMAICA: "Ямайка " STR_PANAMA: "Панама " STR_MIAMI: "Маямі" STR_PSI_TRAINING: "Тренування М.К." STR_PSIONIC_TRAINING: "НАВЧАННЯ МОЛЕКУЛЯРНОМУ КОНТРОЛЮ" STR_REMAINING_PSI_LAB_CAPACITY: "Залишок значення М.К. > {ALT}{0}" STR_PSIONIC__STRENGTH: "М.К.{NEWLINE}Сила" STR_PSIONIC_SKILL_IMPROVEMENT: "Вміння М.К.{NEWLINE}/Покращення" STR_IN_TRAINING: "На{NEWLINE}Тренув.?" STR_TARGETTED_BY: "ЦІЛЬ ДЛЯ:" STR_WEAPONS_CREW_HWPS: "ЗБРОЯ/{NEWLINE}ЕКІПАЖ/ПБП" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "закінчується пальне,{NEWLINE}повертаюсь на базу" STR_SOLDIER_LIST: "Список акванавтів" STR_RANK_: "ЗВАННЯ> {ALT}{0}" STR_MISSIONS: "МІСІЙ> {ALT}{0}" STR_KILLS: "ВБИВСТВ> {ALT}{0}" STR_WOUND_RECOVERY: "ЛІКУВАННЯ РАН> {ALT}{0}" STR_TIME_UNITS: "ОДИНИЦІ ДІЙ" STR_STAMINA: "ВИТРИВАЛІСТЬ" STR_HEALTH: "ЗДОРОВ'Я" STR_BRAVERY: "ХОРОБРІСТЬ" STR_REACTIONS: "РЕАКЦІЯ" STR_FIRING_ACCURACY: "ТОЧНІСТЬ СТРІЛЬБИ" STR_THROWING_ACCURACY: "ТОЧНІСТЬ КИДАННЯ" STR_STRENGTH: "СИЛА" STR_PSIONIC_STRENGTH: "СИЛА М.К." STR_PSIONIC_SKILL: "ВМІННЯ М.К." STR_NEW_RANK: "НОВЕ ЗВАННЯ" STR_PROMOTIONS: "Присвоєні звання:" STR_SOLDIERS_UC: "АКВАНАВТИ" STR_COELACANTH_GAS_CANNON_UFOPEDIA: "Автоматизовані підводні бойові платформи мають міцний корпус та високу маневреність. Вони забезпечують підтримку важкого десанту на будь-якій глибині. ПБП автоматично переозброюються, якщо у вас достатньо боєприпасів." STR_COELACANTH_AQUA_JET_UFOPEDIA: "Цей підводний апарат озброєний торпедами, які працюють лише під водою. Переконайтеся, що у вас на складах достатня кількість торпед." STR_COELACANTH_GAUSS_UFOPEDIA: "Технологія Гаусса забезпечує потужну систему озброєння для ПБП, пропонуючи велику вогневу міць у порівнянні з попередніми моделями. Вона використовує запатентовану технологію X-Com." STR_DISPLACER_SONIC_UFOPEDIA: "Інопланетна технологія переосмислила ПБП. Здатність використовувати іонні витіснювачі означає, що ПБП більше не обмежуються сушею/морським дном. Акустична зброя дає значну перевагу в бою." STR_DISPLACER_PWT_UFOPEDIA: "У цій ПБП використовується імпульсно-хвильова зброя. Ви повинні виготовити боєприпаси до ІХТ, щоб тримати їх повністю озброєними. Щоб відкрити вогонь, виберіть кілька \"маршрутних точок\", а потім натисніть на кнопку запуску." STR_ALIEN_PROBE_MISSION: "Інопланетне зондування" STR_ALIEN_INTERDICTION: "Блокування регіону" STR_ALIEN_RESOURCE_RAID: "Рейд на ресурси" STR_ALIEN_INFILTRATION: "Проникнення" STR_ALIEN_BASE: "Розширення колонії" STR_ALIEN_SURFACE_ATTACK: "Атаки на суходіл" STR_ALIEN_RETALIATION: "Атака плавучої бази" STR_ALIEN_SUPPLY: "Постачання колонії" STR_ALIEN_PROBE_MISSION_UFOPEDIA: "Місія інопланетного зондування використовується для зіставлення даних про морське дно, ресурси, судноплавство і траєкторії польотів літаків у певній місцевості. Підводні апарати прибульців, що беруть участь у цих місіях, самі по собі не становлять великої загрози, але вони вказують на місця активності, які можуть спалахнути в будь-який момент." STR_ALIEN_INTERDICTION_UFOPEDIA: "Стратегія прибульців передбачає патрулювання регіонів які їх цікавлять, і перш ніж розпочати більш активні дії, вони посилають судна з метою забезпечення охорони цих територій. Вони прибувають у місця, куди пізніше планують здійснити набіг, блокують регіон і проводять підготовку до наступного етапу їхньої місії." STR_ALIEN_RESOURCE_RAID_UFOPEDIA: "Потоплення кораблів і збиття літаків є ключовими елементами стратегії прибульців. Здобуття матеріалів є одним з основних видів їх діяльності і, як таке, пов'язане з цими відверто агресивними діями. Прибульці також здійснюють набіги на зони геотермальної активності, місця видобутку корисних копалин і стародавні пам'ятки у пошуках мінералів, дорогоцінних металів та інших предметів, створених людиною." STR_ALIEN_INFILTRATION_UFOPEDIA: "Даний вид діяльності прибульців може призвести до офіційних контактів між ними та корпораціями або урядами на найвищому рівні. Кульмінація цієї активності характеризується інтенсивною діяльністю субмарин прибульців у акваторії відповідної організації. Прибульці намагатимуться підписати угоду з урядом або організацією, пропонуючи знання про свої передові технології. Ця діяльність прибульців становить серйозну загрозу для X-Com. Якщо корпорація або уряд співпрацює із загарбниками, її фінансування припиняється." STR_ALIEN_BASE_UFOPEDIA: "Прибульці будуватимуть таємні підводні колонії у віддалених місцях. Після кількох початкових розвідувальних польотів почнеться інтенсивна діяльність інопланетних субмарин, які будуватимуть колонію. Відомо, що ці колонії містять лабораторії, центри клонування, хірургічні кабінети для експериментів над людьми та прибульцями. Присутність колоній прибульців призведе до збільшення активності прибульців без виявлення субмарин прибульців. Щоб знайти колонію, субмарина X-Com повинна патрулювати місцевість протягом декількох годин, щоб мати шанс на успішне виявлення." STR_ALIEN_SURFACE_ATTACK_UFOPEDIA: "Коли прибульцям потрібні люди, вони тероризують порт, нападають на острів або здійснюють набіги на кораблі. Прибульці будуть відкрито нападати на цивільних, використовуючи їх для задоволення своїх збочених потреб в розмноженні та жахливих експерементах." STR_ALIEN_RETALIATION_UFOPEDIA: "Якщо підводні човни-перехоплювачі X-Com будуть особливо успішними у потопленні кораблів прибульців, то вони можуть вжити агресивних дій у відповідь. Це може призвести до прямої атаки на об'єкт X-Com. Однак, щоб атакувати базу, прибульці повинні знайти її, і якщо ворожі субмарини будуть триматися подалі, то небезпека нападу буде невеликою." STR_ALIEN_SUPPLY_UFOPEDIA: "Після того, як колонія прибульців побудована, вона регулярно забезпечується спеціальним кораблем постачання. Якщо один з цих кораблів буде виявлено під час приземлення, це означає, що колонія прибульців знаходиться поблизу." STR_SURVEY_SHIP_UFOPEDIA: "Ця крихітна субмарина використовується для розвідувальних та оглядових місій. Зазвичай вона передує більшим суднам на початку операцій прибульців." STR_ESCORT_UFOPEDIA: "Корабель супроводу середнього розміру, саме по собі він становить незначну загрозу. Це судно передує прибуттю більших суден і активізації діяльності прибульців." STR_CRUISER_UFOPEDIA: "Крейсер - корабель загального призначення, основа флоту прибульців, він використовується у всіх типах ворожих місій і є небезпечним супротивником." STR_HEAVY_CRUISER_UFOPEDIA: "Важкий крейсер - потужніший корабель, ніж крейсер. Його потужність збільшується за рахунок більшого озброєння та силових установок. Важкий крейсер використовується для ресурсних місій для збору великої кількості мінералів та обладнання." STR_HUNTER_UFOPEDIA: "Це судно обладнане оглядовим кабінетом для проведення експериментів і хірургічних операцій на людях. Жертв піддають найжорстокішим тортурам, а мозок часто видаляють і зберігають для обробки по дорозі." STR_BATTLESHIP_UFOPEDIA: "Лінкор - найагресивніший корабель прибульців, він оснащений усіма передовими технологіями та системами, щоб слугувати базою для будь-яких агресивних дій, які вороги можуть замислити, і має на озброєнні широкий спектр озброєнь." STR_DREADNOUGHT_UFOPEDIA: "Дредноут - це супердесантний корабель, повністю оснащений усіма технологіями прибульців і має величезне підйомне навантаження. Дредноут - сильний і грізний супротивник." STR_FLEET_SUPPLY_CRUISER_UFOPEDIA: "Крейсер постачання використовується під час будівництва колоній прибульців або для постачання вже існуючих колоній. Він перевозить поживні речовини, ДНК, зародки та інші біологічні компоненти прибульців." STR_DISMANTLE: "Демонтувати" STR_FACILITY_IN_USE: "ПОВІТРЯНИЙ ШЛЮЗ ВИКОРИСТОВУЄТЬСЯ" STR_CANNOT_DISMANTLE_FACILITY: "НЕ МОЖНА ДЕМОНТУВАТИ ПОВІТРЯНИЙ ШЛЮЗ!{SMALLLINE} Усі базові капсули мають бути з'єднані з повітряним шлюзом." STR_TRANSFER_ITEMS_TO: "Переслати на базу {0}" STR_NO_ALIEN_CONTAINMENT_FOR_TRANSFER: "НЕ МОЖНА ТРАНСПОРТУВАТИ ПРИБУЛЬЦІВ!{SMALLINE}Для виживання живим прибульцям потрібне обладнання для їх утримання." STR_AMOUNT_AT_DESTINATION: "НА МІСЦІ{NEWLINE}ПРИЗНАЧЕННЯ" STR_ALIEN_DIES_NO_ALIEN_CONTAINMENT_FACILITY: "Прибулець помирає, оскільки немає камери для його утримання" STR_NO_FREE_ACCOMODATION_CREW: "НЕДОСТАТНЬО ЖИТЛОВОЇ ПЛОЩІ!{SMALLLINE}На базі призначення не вистачає місця в житлових приміщеннях для екіпажу, призначеного на підводний човен." STR_NOT_ENOUGH_STORE_SPACE_FOR_CRAFT: "НЕДОСТАТНЬО МІСЦЯ ДЛЯ ЗБЕРІГАННЯ! {SMALLLINE}На базі призначення не вистачає місця для зберігання обладнання, призначеного для підводного човна." STR_ITEMS_ARRIVING: "Прибуття" STR_DESTINATION_UC: "ПУНКТ ПРИЗНАЧЕННЯ" STR_DART_PISTOL: "Дротикомет" STR_DART_POD: "Магазин дротикомету" STR_JET_HARPOON: "Аква-гвинтівка" STR_HARPOON_POD: "Магазин аква-гвинтівки" STR_GAS_CANNON: "Газова гармата" STR_GC_AP_AMMO: "Бронебійний стрижень" STR_GC_HE_AMMO: "Розривний стрижень" STR_GC_P_AMMO: "Фосфорний стрижень" STR_HYDRO_JET_CANNON: "Гідрореактивна гармата" STR_HJC_AP_AMMO: "Бронебійна міні-торпеда" STR_HJC_HE_AMMO: "Вибухова міні-торпеда" STR_HJC_P_AMMO: "Фосфорна міні-торпеда" STR_TORPEDO_LAUNCHER: "Торпедна гармата" STR_SMALL_TORPEDO: "Мала торпеда" STR_LARGE_TORPEDO: "Велика торпеда" STR_PHOSPHOROUS_TORPEDO: "Фосфорна торпеда" STR_MAGNA_BLAST_GRENADE: "Магнієва граната" STR_DYE_GRENADE: "Чорнильна граната" STR_PARTICLE_DISTURBANCE_GRENADE: "Сенсорна граната" STR_MAGNA_PACK_EXPLOSIVE: "Магнієва вибухівка" STR_PARTICLE_DISTURBANCE_SENSOR: "Сенсор збурення частинок" STR_MEDI_KIT: "Мед-комплект" STR_MC_DISRUPTOR: "Руйнівник М.К." STR_THERMAL_TAZER: "Паралізуючий жезл" STR_GAUSS_PISTOL: "Гаусс-пістолет" STR_GAUSS_PISTOL_CLIP: "Магазин гаусс-пістолета" STR_GAUSS_RIFLE: "Гаусс-гвинтівка" STR_GAUSS_RIFLE_CLIP: "Магазин гаусс-гвинтівки" STR_HEAVY_GAUSS: "Гаусс-гармата" STR_HEAVY_GAUSS_CLIP: "Магзин гаусс-гармати" STR_SONIC_CANNON: "Акустична гармата" STR_CANNON_POWER_CLIP: "Магазин акустичної гармати" STR_SONIC_BLASTA_RIFLE: "Акустична гвинтівка" STR_BLASTA_POWER_CLIP: "Магазин акустичної гвинтівки" STR_SONIC_PISTOL: "Акустичний пістолет" STR_PISTOL_POWER_CLIP: "Магазин акустичного пістолета" STR_DISRUPTOR_PULSE_LAUNCHER: "Установка дезінтегратора" STR_DISRUPTOR_AMMO: "Бомба дезінтегратора" STR_THERMAL_SHOK_LAUNCHER: "Термально-шокова установка" STR_THERMAL_SHOK_BOMB: "Термально-шокова бомба" STR_SONIC_PULSER: "Акустична граната" STR_ZRBITE: "Зербіт" STR_MC_READER: "Зчитувач М.К." STR_VIBRO_BLADE: "Вібро-бур" STR_THERMIC_LANCE: "Термо-бур" STR_HEAVY_THERMIC_LANCE: "Важкий термо-бур" STR_AQUATOID_CORPSE: "Труп акватоїда" STR_GILLMAN_CORPSE: "Труп зябролюдини" STR_LOBSTERMAN_CORPSE: "Труп лобстеролюдини" STR_TASOTH_CORPSE: "Труп тасота" STR_CALCINITE_CORPSE: "Труп кальциніта" STR_DEEP_ONE_CORPSE: "Труп глибинника" STR_BIODRONE_CORPSE: "Обломки біо-дрона" STR_TENTACULAT_CORPSE: "Труп тентакулата" STR_TRISCENE_CORPSE: "Труп трисцена" STR_HALLUCINOID_CORPSE: "Труп галюциноїда" STR_XARQUID_CORPSE: "Труп ксарквіда" STR_NOT_ENOUGH_AMMO_TO_ARM_HWP: "Недостатньо боєприпасів для озброєння ПБП{SMALLLINE}Для кожного ПБП потрібно {0} {1}." STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "Недостатньо спорядження для екіпірування загону" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "Вам потрібно вивчити{NEWLINE}{0}{NEWLINE}для виготовлення{NEWLINE}{1}" STR_THE_ALIENS_HAVE_DESTROYED_THE_UNDEFENDED_BASE: "Прибульці знищили незахищену базу {0}" STR_XCOM_AGENTS_HAVE_LOCATED_AN_ALIEN_BASE_IN_REGION: "Патрулі X-Com виявили колонію прибульців у {0}" STR_STANDOFF: "НА БЕЗПЕЧНІЙ ВІДСТАНІ" STR_CAUTIOUS_ATTACK: "ОБЕРЕЖНА АТАКА" STR_STANDARD_ATTACK: "ЗВИЧАЙНА АТАКА" STR_AGGRESSIVE_ATTACK: "АГРЕСИВНА АТАКА" STR_DISENGAGING: "ВІДДАЛЕННЯ" STR_UFO_HIT: "ІНОПЛАНЕТНУ СУБМ. УРАЖЕНО!" STR_UFO_CRASH_LANDS: "ІНОПЛАНЕТНУ СУБМАРИНУ ПІДБИТО!" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "Переслідувати на безпечній дистанції" STR_UFO_RETURN_FIRE: "ІНОПЛАНЕТНА СУБМАРИНА ВІДКРИЛА ВОГОНЬ!" STR_INTERCEPTOR_DAMAGED: ">>> ЛІТАЮЧУ СУБМАРИНУ УРАЖЕНО <<<" STR_INTERCEPTOR_DESTROYED: ">>> ЛІТАЮЧУ СУБМАРИНУ ЗНИЩЕНО <<<" STR_UFO_OUTRUNNING_INTERCEPTOR: "СУБМАРИНА ПРИБУЛЬЦІВ ВТІКАЄ!" STR_LONG_RANGE_DETECTION: "Широкосмугове виявлення" STR_STORES_UC: "СКЛАДИ" STR_DIFFICULTY_LEVEL: "Рівень складності" STR_INTERCEPT: "ПЕРЕХОПЛЕННЯ" STR_BASES: "БАЗИ" STR_GRAPHS: "ГРАФІКИ" STR_UFOPAEDIA_UC: "УФОПЕДІЯ" STR_OPTIONS_UC: "НАЛАШТУВАННЯ" STR_FUNDING_UC: "ФІНАНСИ" STR_5_SECONDS: "5 сек" STR_1_MINUTE: "1 хв" STR_5_MINUTES: "5 хв" STR_30_MINUTES: "30 хв" STR_1_HOUR: "1 год" STR_1_DAY: "1 день" STR_XCOM_PERFORMANCE_ROSTER: "Виконання завдань X-COM" STR_ENTER_NAME: "Введіть ім'я" STR_PERFORMANCE_RATING: "Оцінка виконання" STR_VICTORY_DATE: "День Перемоги" STR_CHEMICAL_FLARE: "Хімічний освітлювач" STR_CHEMICAL_FLARE_UFOPEDIA: "Цей компактний пристрій створює яскравий світловий спалах на будь-якій глибині або на суші. Під час глибоководних або нічних місій він висвітлює ворожі підрозділи, що знаходяться поблизу спалаху." STR_MONTHLY_COSTS: "ЩОМІСЯЧНІ ВИТРАТИ" STR_CRAFT_RENTAL: "Оренда літаючої субмарини" STR_SALARIES: "Зарплати" STR_BASE_MAINTENANCE: "Обслуговування бази" STR_COST_PER_UNIT: "Ціна одиниці" STR_QUANTITY: "Кільк." STR_TOTAL: "Всього" STR_IN_PSIONIC_TRAINING: "В імплантації М.К." STR_FRONT_ARMOR: "Передня броня" STR_LEFT_ARMOR: "Ліва броня" STR_RIGHT_ARMOR: "Права броня" STR_REAR_ARMOR: "Задня броня" STR_UNDER_ARMOR: "Нижня броня" STR_ROUNDS: "ПОСТРІЛИ" STR_UNIT: "ОДИНИЦЯ> {0}" STR_ENERGY: "ЕНЕРГІЯ" STR_MORALE: "МОРАЛЬ" STR_ARMOR_: "БРОНЯ>{0}" STR_FRONT_ARMOR_UC: "ПЕРЕДНЯ БРОНЯ" STR_LEFT_ARMOR_UC: "ЛІВА БРОНЯ" STR_RIGHT_ARMOR_UC: "ПРАВА БРОНЯ" STR_REAR_ARMOR_UC: "ЗАДНЯ БРОНЯ" STR_SKILLS: "ВМІННЯ> {0}" STR_LEVEL: "РІВЕНЬ> {0}" STR_HEAD: "ГОЛОВА" STR_TORSO: "ТУЛУБ" STR_RIGHT_ARM: "ПРАВА РУКА" STR_LEFT_ARM: "ЛІВА РУКА" STR_RIGHT_LEG: "ПРАВА НОГА" STR_LEFT_LEG: "ЛІВА НОГА" STR_PAIN_KILLER: "ЗНЕБОЛЮЮЧЕ" STR_STIMULANT: "СТИМУЛЯТОР" STR_HEAL: "ЛІКУВАННЯ" STR_TIME_UNITS_SHORT: "ОД>{ALT}{0}" STR_WEIGHT: "Вага>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "Реакц>{ALT}{0}" STR_PSIONIC_SKILL_SHORT: "М.Вміння>{ALT}{0}" STR_PSIONIC_STRENGTH_SHORT: "M.Сила>{ALT}{0}" STR_ALIEN_ARTIFACT: "Артефакт прибульців" STR_AMMO_ROUNDS_LEFT: "БОЄПРИПАСИ:{NEWLINE}ЗАРЯДІВ{NEWLINE}ЗАЛИШИЛОСЬ={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "Знеб>{ALT}{0}{ALT}{NEWLINE}Стим>{ALT}{1}{ALT}{NEWLINE}Ліку>{ALT}{2}" STR_THROW: "Кинути" STR_AUTO_SHOT: "Черга " STR_SNAP_SHOT: "Навмання" STR_AIMED_SHOT: "Прицільно" STR_STUN: "Паралізувати" STR_PRIME_GRENADE: "Активувати" STR_USE_SCANNER: "Використати сенсор" STR_USE_MEDI_KIT: "Використати" STR_LAUNCH_MISSILE: "Запустити торпеду" STR_ACCURACY_SHORT: "Точ>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "Не достатньо ОД!" STR_NOT_ENOUGH_ENERGY: "Не достатньо енергії!" STR_NO_ROUNDS_LEFT: "Немає боєприпасів!" STR_NO_AMMUNITION_LOADED: "Зброя не заряджена!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "Боєприпаси від іншої зброї!" STR_WEAPON_IS_ALREADY_LOADED: "Зброя вже заряджена!" STR_NO_LINE_OF_FIRE: "Немає лінії вогню!" STR_GRENADE_IS_ACTIVATED: "Граната активована!" STR_GRENADE_IS_DEACTIVATED: "Граната деактивована!" STR_THERE_IS_NO_ONE_THERE: "Там нікого немає!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "Не досліджений артефакт прибульців!" STR_OUT_OF_RANGE: "Надто далеко!" STR_UNABLE_TO_THROW_HERE: "Не можу кинути сюди!" STR_SET_TIMER: "Виставити Таймер" STR_HIDDEN_MOVEMENT: "ПРИХОВАНІ ПЕРЕМІЩЕННЯ" STR_TURN: "ХІД> {0}" STR_SIDE: "СТОРОНА> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "Натисніть будь-яку кнопку..." STR_MIND_CONTROL: "Молекулярний контроль" STR_PANIC_UNIT: "Паніка" STR_MORALE_ATTACK_SUCCESSFUL: "Атака на мораль вдалась" STR_MIND_CONTROL_SUCCESSFUL: "Успішний контроль{NEWLINE}імпланту" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}оскаженів" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}оскаженіла" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}запанікував" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}запанікувала" STR_XCOM: "X-COM" STR_ALIENS: "Прибульці" STR_RIGHT_HAND: "ПРАВА РУКА" STR_LEFT_HAND: "ЛІВА РУКА" STR_RIGHT_SHOULDER: "ПРАВЕ ПЛЕЧЕ" STR_LEFT_SHOULDER: "ЛІВЕ ПЛЕЧЕ" STR_BACK_PACK: "РАНЕЦЬ" STR_BELT: "ПОЯС" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}під молекулярним контролем" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}під молекулярним контролем" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}втратила свідомість" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}втратила свідомість" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}померла від смертельної рани" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}померла від смертельної рани" STR_USE_MIND_PROBE: "Викор. зчитувач МК" STR_FATAL_WOUNDS: "СМЕРТЕЛЬНІ РАНИ" STR_UNDER_ARMOR_UC: "НИЖНЯ БРОНЯ" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Одиниці дій зекономлено для пострілу навмання" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "Одиниці дій зекономлено для стрільби чергою" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "Одиниці дій зекономлено для прицільного пострілу" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "ОД зарезервовано для вставання на коліна" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "ОД зарезервовано для вставання на коліна і стрільби" STR_UNITS_IN_CRAFT: one: "{N} боєць в кораблі X-Com" few: "{N} бійців у кораблі X-Com" many: "{N} бійців у кораблі X-Com" other: "{N} бійців у кораблі X-Com" STR_UNITS_OUTSIDE: one: "{N} боєць поза Зоною Виходу" few: "{N} бійців поза Зоною Виходу" many: "{N} бійців поза Зоною Виходу" other: "{N} бійців поза Зоною Виходу" STR_UNITS_IN_ENTRANCE: one: "{N} боєць на вході" few: "{N} бійців на вході" many: "{N} бійців на вході" other: "{N} бійців на вході" STR_UNITS_IN_EXIT: one: "{N} боєць на виході" few: "{N} бійців на виході" many: "{N} бійців на виході" other: "{N} бійців на виході" STR_ABORT_MISSION_QUESTION: "Перервати місію?" STR_CORPSE: "Труп" STR_UNLOAD_CRAFT: "Розрядити" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}була вбита" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}була вбита" STR_HIT_MELEE: "Вдарити" STR_GROUND: "НА ЗЕМЛІ" STR_LIVING_QUARTERS_PLURAL: "Житлові модулі" STR_LIST_ITEM: "ПРЕДМЕТ" STR_ALL_ALIENS_KILLED_IN_CRASH: "Всі прибульці загинули в авіакатастрофі, {NEWLINE}Розпочато автоматичне відновлення" STR_RESET: "Скинути" STR_MEMORIAL: "Меморіал" STR_DATE_UC: "ДАТА" STR_SOLDIERS_RECRUITED_UC: "АКВАНАВТІВ НАЙНЯТО>{ALT}{0}" STR_SOLDIERS_LOST_UC: "АКВАНАВТІВ ВТРАЧЕНО>{ALT}{0}" STR_REMOVE_SELECTED: "Видалити обране" STR_LIVE_ALIENS: "Живі{NEWLINE}особини" STR_DEAD_ALIENS: "Мертві{NEWLINE}особини" STR_UNDER_INTERROGATION: "В процесі{NEWLINE}допиту" STR_CONTAINMENT_EXCEEDED: "ПЕРЕВИЩЕНО ЛІМІТ ТЮРМИ ДЛЯ ПРИБУЛЬЦІВ!{SMALLLINE}Недостатньо місця в тюрмі на базі {0}. Ви мусите видалити зайвих прибульців з тюрми (вони від цього загинуть)." STR_MANAGE_CONTAINMENT: "Управління Тюрмою для Прибульців" STR_STORAGE_EXCEEDED: "МІСЦЕ НА СКЛАДАХ ВИЧЕРПАЛОСЬ!{SMALLLINE}Недостатньо місця на складах бази {0}. Ви мусите продати зайві речі." STR_GO_TO_BASE: "Перейти до бази" STR_MELEE_ACCURACY: "ТОЧНІСТЬ БЛИЖНЬОГО БОЮ" STR_SELL_PRODUCTION: "ПРОДАЖ" STR_BOTH_HANDS_MUST_BE_EMPTY: "Обидві руки повинні бути порожніми " STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "Не достатньо предметів для копіювання шаблону!" STR_UNLOAD_WEAPON: "Розрядити зброю" STR_ALL_ITEMS: "Усі предмети" STR_NO_MORE_EQUIPMENT_ALLOWED: one: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше ніж {N} предмет спорядження на цей транспорт." few: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." many: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." other: "НЕДОСТАТНЬО МІСЦЯ НА БОРТУ!{SMALLLINE}Ви можете взяти не більше {N} предметів спорядження на цей транспорт." STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}ЦЕНТР КЕРУВАННЯ ЗНИЩЕНО{NEWLINE}Прямуйте до входу та тікайте." STR_XCOM_BASE_CANNOT_BE_BUILT: "Підводні бази X-Com не можуть бути побудовані на суші" STR_UNABLE_TO_ENGAGE_DEPTH: "НЕ В ЗМОЗІ АТАКУВАТИ ВОРОГА{NEWLINE} НА ТАКІЙ ГЛИБИНІ" STR_UNABLE_TO_ENGAGE_AIRBORNE: "НЕ В ЗМОЗІ ВСТУПИТИ В БІЙ З ВОРОГОМ,{NEWLINE}КОЛИ ПЕРЕБУВАЄ В ПОВІТРІ" STR_UNDERWATER_EQUIPMENT: "Це обладнання не працюватиме над водою!" STR_LAND_EQUIPMENT: "Це обладнання не працюватиме під водою!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "Персонал" STR_CRAFT_ARMAMENT: "Літаки та Озброєння" STR_COMPONENTS: "Складові" STR_SOLDIERS_RECRUITED: "Акванавтів набрано" STR_SOLDIERS_LOST: "Акванавтів втрачено" STR_TOTAL_UFOS: "Виявлено літаючі субмарини" STR_TOTAL_ALIEN_BASES: "Виявлено колонії прибульців" STR_PSIONIC_STRENGTH_ABBREVIATION: "С.МК" STR_PSIONIC_SKILL_ABBREVIATION: "В.МК" FEMALE_CIVILIAN: "Цивільний, жінка" MALE_CIVILIAN: "Цивільний, чоловік" DOCKER_CIVILIAN: "Цивільний, важтажник" SAILOR_CIVILIAN: "Цивільний, моряк" STR_BIODRONE_MELEE_WEAPON: "Ближній бій з біо-дроном" HALLUCINOID_WEAPON: "Галюциноїдова зброя" STR_LOBSTERMAN_MELEE_WEAPON: "Лобстеролюдина - ближній бій" CALCINITE_WEAPON: "Кальцинітова зброя" DEEP_ONE_WEAPON: "Зброя глибинника" STR_TRISCENE_MELEE_WEAPON: "Ближній бій з трисценом" STR_TRIBIO_SONIC_WEAPON: "Акустична зброя прибульців" XARQUID_WEAPON: "Зброя ксарквіда" TENTACULAT_WEAPON: "Зброя тентакулата" ZOMBIE_WEAPON: "Зброя зомбі" ALIEN_PSI_WEAPON: "Зброя прибульців М.К." ================================================ FILE: bin/standard/xcom2/Language/zh-CN.yml ================================================ zh-CN: STR_DUP_HEAD_UFOPEDIA: "贫铀武器相对而言还很新,这是第一种完全应用该技术的商业化水下武器系统。" STR_CRAFT_GAS_CANNON_UFOPEDIA: "该武器使用压缩气体来发射动穿甲弹丸,具有很强的穿甲能力。" STR_CENTER_ON_SITE_TIME_5_SECONDS: "以现场为中心 - TIME=5 Secs" STR_CANCEL_UC: "取消项目" STR_NONE: "无" STR_UNKNOWN: "未知" STR_POOR: "优秀" STR_AVERAGE: "平均" STR_GOOD: "好" STR_EXCELLENT: "优秀" STR_BUILD_NEW_BASE_UC: "建造新基地" STR_BASE_INFORMATION: "基地情报" STR_BUILD_FACILITIES: "修建设施" STR_RESEARCH: "研究" STR_MANUFACTURE: "制造" STR_TRANSFER_UC: "转移" STR_PURCHASE_RECRUIT: "购买/雇用" STR_SACK: "解雇" STR_SELL_SACK_UC: "卖掉" STR_GEOSCAPE_UC: "全球视图" STR_NAME: "名字" STR_AREA: "地区" STR_BUILD_NEW_BASE: "建造新基地" STR_CANCEL: "取消" STR_CONSTRUCTION_TIME_UC: "建造时间>" STR_MAINTENANCE_UC: "维护费用" STR_OK: "OK" STR_CURRENT_RESEARCH: "当前研究" STR_SCIENTISTS_AVAILABLE: "可用科学家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "可用实验室空间>{ALT}{0}" STR_RESEARCH_PROJECT: "研究项目" STR_SCIENTISTS_ALLOCATED_UC: "分配科学家" STR_PROGRESS: "进展" STR_NEW_PROJECT: "新的项目" STR_CANCEL_PROJECT: "取消项目" STR_NEW_RESEARCH_PROJECTS: "新的研究计划" STR_SCIENTISTS_AVAILABLE_UC: "可用科学家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "实验室空间剩余>{ALT}{0}" STR_INCREASE: "增加" STR_DECREASE: "降低" STR_START_PROJECT: "开始项目" STR_CURRENT_PRODUCTION: "当前制造" STR_WORKSHOP_SPACE_AVAILABLE: "可用工作室空间>{ALT}{0}" STR_CURRENT_FUNDS: "当前资金>{ALT}{0}" STR_ITEM: "物品" STR_UNITS_PRODUCED: "生产数量" STR_DAYS_HOURS_LEFT: "日/小时剩下" STR_NEW_PRODUCTION: "新制造计划" STR_PRODUCTION_ITEMS: "生产项目" STR_CATEGORY: "类别" STR_START_PRODUCTION: "开始生产" STR_COST_PER_UNIT_: "每单位成本>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "需要工作空间>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "需要特殊材料" STR_ITEM_REQUIRED: "所需材料" STR_UNITS_REQUIRED: "所需数量" STR_UNITS_AVAILABLE: "可用单位" STR_STOP_PRODUCTION: "停止制造" STR_MONTHLY_PROFIT: "每月收益>{ALT}{0}" STR_INCREASE_UC: "增加" STR_DECREASE_UC: "减少" STR_PURCHASE_HIRE_PERSONNEL: "雇佣人员" STR_COST_OF_PURCHASES: "交易花费>{ALT}{0}" STR_QUANTITY_UC: "数量" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "待命人员:PERSONNEL TOTAL>" STR_SCIENTISTS: "科学家" STR_LIVING_QUARTERS: "生活区" STR_STORES: "通用仓库" STR_LABORATORIES: "实验室" STR_WORK_SHOPS: "工作间" STR_DEFENSE_STRENGTH: "防御力量" STR_TRANSFERS_UC: "传输" STR_TRANSFERS: "运送物品到{0}" STR_ARRIVAL_TIME_HOURS: "到达所需时间(小时)" STR_AREA_: "区域>{ALT}{0}" STR_BASE_NAME: "基地名称" STR_TRANSFER: "调" STR_SELECT_DESTINATION_BASE: "选择目的地基地" STR_INCOME: "收入" STR_EXPENDITURE: "花费" STR_MAINTENANCE: "维护费用" STR_BALANCE: "预算平衡" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "在{NEWLINE}{1}{NEWLINE}建设的{NEWLINE}{0}{NEWLINE}已经完成" STR_OK_5_SECONDS: "好-五秒钟" STR_RESEARCH_COMPLETED: "研究完成" STR_VIEW_REPORTS: "查看报告" STR_WE_CAN_NOW_RESEARCH: "我们现在可以研究" STR_WE_CAN_NOW_PRODUCE: "现在我们可以制造" STR_SUNDAY: "周日" STR_MONDAY: "周一" STR_TUESDAY: "周二" STR_WEDNESDAY: "周三" STR_THURSDAY: "周四" STR_FRIDAY: "周五" STR_SATURDAY: "周六" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "没有足够的{0}用来补充位于{2}的{1}" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "没有足够的{0}来补充位于{2}的{1}" STR_ALIENS_DEFEATED: "外星人被击败" STR_BASE_IS_LOST: "X-COM基地陷落" STR_ALIENS_KILLED: "杀死外星人" STR_ALIEN_CORPSES_RECOVERED: "俘获外星人" STR_LIVE_ALIENS_RECOVERED: "俘获外星人" STR_ALIEN_ARTIFACTS_RECOVERED: "外星制品" STR_CIVILIANS_KILLED_BY_ALIENS: "平民被外星人击毙" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "被X-COM人员杀死的平民" STR_CIVILIANS_SAVED: "拯救平民数" STR_FIRING: "射击" STR_HIT: "命中!" STR_VALUE_OF_SALES: "出售物品价值>{ALT}{0}" STR_FUNDS: "资金>{ALT}{0}" STR_SELL_SACK: "出售" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "基地防御" STR_NOT_ENOUGH_WORK_SPACE: "工作空间不足!{SMALLLINE}新建一个工场或者减少其他项目的工作空间占用。" STR_NOT_ENOUGH_MONEY: "资金不足!" STR_NOT_ENOUGH_LIVING_SPACE: "没有足够居住空间!{SMALLLINE}建造新的员工居住区或者将人员转移到其他基地。" STR_BASE: "基地" STR_READY: "就绪" STR_REPAIRS: "修理中" STR_REFUELLING: "补充燃料中" STR_WAY_POINT: "导航点" STR_RETURN_TO_BASE: "返回基地" STR_SELECT_NEW_TARGET: "选择新目标" STR_PATROL: "巡逻" STR_DAMAGED_RETURNING_TO_BASE: "受损——返回基地" STR_RETURNING_TO_BASE: "返回基地" STR_MAXIMUM_SPEED_UC: "最大速度>{ALT}{0}{ALT}" STR_WEAPON_ONE: "武器-1>{ALT}{0}" STR_NONE_UC: "没有任何事物" STR_BASE_: "基地>{0}" STR_NAME_UC: "名字" STR_AMMO_: "弹药>{ALT}{0}" STR_CREW: "乘员数" STR_EQUIPMENT_UC: "装备" STR_ARMOR: "装甲" STR_COLONEL: "指挥官" STR_COMMANDER: "上尉" STR_MISSIONS2: "任务" STR_SPACE_AVAILABLE: "剩余空间>{ALT}{0}" STR_WOUNDED: "受伤" STR_EQUIPMENT_FOR_CRAFT: "装备到 {0}" STR_DEFENSE_VALUE: "防御力量" STR_HIT_RATIO: "命中率" STR_BEGIN_MISSION: "任务开始?" STR_SELECT_ARMAMENT: "选择武器装备" STR_AMMUNITION_AVAILABLE: "可用弹药" STR_ARMAMENT: "武器配置" STR_NOT_AVAILABLE: "不可用" STR_SELECT_ARMOR: "选择装甲" STR_NORTH: "北" STR_NORTH_EAST: "东北" STR_EAST: "东" STR_SOUTH_EAST: "东南" STR_SOUTH: "南" STR_SOUTH_WEST: "西南方" STR_WEST: "西" STR_NORTH_WEST: "北 西" STR_CONTINUE_INTERCEPTION_PURSUIT: "继续追踪拦截" STR_PURSUE_WITHOUT_INTERCEPTION: "跟踪但不开火" STR_VERY_LARGE: "很大" STR_LARGE: "大型" STR_MEDIUM_UC: "中型" STR_SMALL: "小" STR_VERY_SMALL: "超小型" STR_SIZE_UC: "大小" STR_SPEED: "速度" STR_TRACKING_LOST: "丢失目标" STR_REDIRECT_CRAFT: "为战机重新制定目标" STR_CRASH_SITE_: "坠毁地点-{0}" STR_WAY_POINT_: "路径点-{0}" STR_TERROR_SITE: "袭击地点-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}已经抵达了{NEWLINE}{1}" STR_NOW_PATROLLING: "正在巡逻" STR_ALIEN_ORIGINS: "外星人起源" STR_FUEL_CAPACITY: "燃料剩余>{ALT}{0}{ALT}" STR_WEAPON_PODS: "武器舱>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "伤害能力>{ALT}{0}{ALT}" STR_RANGE: "射程" STR_KILOMETERS: "{0} 公里" STR_ACCURACY: "精度" STR_SECONDS: "{0}秒" STR_DAMAGE_INCENDIARY: "磷" STR_DAMAGE_HIGH_EXPLOSIVE: "高爆炸药" STR_DAMAGE_SMOKE: "烟雾" STR_ACCURACY_UC: "精度" STR_DAMAGE_UC: "伤害" STR_AMMO: "弹药" STR_SHOT_TYPE_AUTO: "自动" STR_CONSTRUCTION_TIME: "建造时间>" STR_CONSTRUCTION_COST: "工程费用" STR_MAINTENANCE_COST: "维护花费" STR_LOW: "低" STR_MEDIUM: "中" STR_HIGH: "高" STR_WEAPON: "武器" STR_AMMUNITION: "弹药" STR_EQUIPMENT: "設備" STR_ALIEN_CORPSE: "外星人尸体" STR_PERSONAL_ARMOR: "个人护甲" STR_ALIEN: "异形" STR_LOBSTERMAN: "龙虾人" STR_DEEP_ONE: "深海人" STR_ZOMBIE: "僵尸" STR_LIVE_COMMANDER: "指挥官" STR_LIVE_NAVIGATOR: "领航员" STR_LIVE_MEDIC: "医疗兵" STR_LIVE_SOLDIER: "士兵" STR_LIVE_TERRORIST: "恐怖单位" STR_EXAMINATION_ROOM: "检查室" STR_NEW_FIGHTER_TRANSPORTER: "新型战斗运输机" STR_SCIENTIST: "科学家" STR_NORTH_ATLANTIC: "北大西洋" STR_SOUTH_ATLANTIC: "南大西洋" STR_INDIAN_OCEAN: "印度洋" STR_ARCTIC: "北极" STR_EURASIA: "欧亚洲" STR_NORTH_AMERICA: "北美" STR_AFRICA: "非洲" STR_WEAPON_POWER: "武器伤害" STR_WEAPON_RANGE: "武器射程" STR_LABORATORY: "实验室" STR_GENERAL_STORES: "通用仓库" STR_ALIEN_CONTAINMENT: "异形收容设施" STR_USA: "美国" STR_BRAZILIAN_UNION: "巴西盟" STR_NEW_MEXICO: "新墨西哥" STR_CIVILIAN: "平民" STR_JAN: "一月" STR_FEB: "二月" STR_MAR: "三月" STR_APR: "四月" STR_MAY: "五月" STR_JUN: "六月" STR_JUL: "七月" STR_AUG: "八月" STR_SEP: "九月" STR_OCT: "十月" STR_NOV: "十一月" STR_DEC: "十二月" STR_INTERNATIONAL_RELATIONS: "国际关系" STR_COUNTRY: "国家" STR_FUNDING: "资金" STR_CHANGE: "更改值" STR_WEAPON_SYSTEMS: "武器系统" STR_DAMAGE_UC_: "伤害>{ALT}{0}" STR_BATTLESHIP: "战列舰" MAP_ISLAND: "岛" STR_RATING: "评分> {0}" STR_RATING_POOR: "糟糕!" STR_RATING_OK: "OK" STR_RATING_GOOD: "好!" STR_RATING_EXCELLENT: "优秀" STR_COUNTRIES_AND: "{0} 和 {1}" STR_MISSION: "任务" STR_REYKJAVIK: "雷克雅維克" STR_BERMUDA: "百慕大" STR_NEW_YORK: "纽约" STR_BOSTON: "波士顿" STR_VANCOUVER: "温哥华" STR_HAWAII: "夏威夷" STR_FIJI: "斐濟" STR_WELLINGTON: "惠灵顿" STR_HONG_KONG: "香港" STR_SINGAPORE: "新加坡" STR_BANGKOK: "曼谷" STR_TOKYO: "东京" STR_SHANGHAI: "上海" STR_LONDON: "伦敦" STR_WOUND_RECOVERY: "创伤复原> {ALT}{0}" STR_TIME_UNITS: "时间" STR_STAMINA: "体力" STR_HEALTH: "生命值" STR_BRAVERY: "勇气" STR_REACTIONS: "反应" STR_FIRING_ACCURACY: "射击精度" STR_THROWING_ACCURACY: "投掷精度" STR_STRENGTH: "力量" STR_NEW_RANK: "晋升军衔" STR_PROMOTIONS: "晋级" STR_ALIEN_INFILTRATION: "异形渗透任务" STR_DISMANTLE: "拆除" STR_TRANSFER_ITEMS_TO: "运送物品到{0}" STR_DESTINATION_UC: "目的地" STR_MEDI_KIT: "医疗包" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "没有足够的物资来完全补充战斗分队" STR_CAUTIOUS_ATTACK: "谨慎的攻击" STR_STANDARD_ATTACK: "标准攻击" STR_AGGRESSIVE_ATTACK: "主动攻击" STR_DIFFICULTY_LEVEL: "难度" STR_INTERCEPT: "拦截" STR_BASES: "基地" STR_OPTIONS_UC: "选项" STR_FUNDING_UC: "资金" STR_5_SECONDS: "五秒" STR_1_MINUTE: "一分钟" STR_5_MINUTES: "5分钟" STR_30_MINUTES: "三十分钟" STR_1_HOUR: "一小时" STR_ENTER_NAME: "输入名称" STR_PERFORMANCE_RATING: "表现评价" STR_VICTORY_DATE: "胜利日" STR_SALARIES: "薪水" STR_BASE_MAINTENANCE: "基地维护" STR_COST_PER_UNIT: "每单位成本" STR_QUANTITY: "数量" STR_REAR_ARMOR: "侧向护甲" STR_UNDER_ARMOR: "底部装甲" STR_UNIT: "数量>{0}" STR_MORALE: "士气" STR_FRONT_ARMOR_UC: "前装甲" STR_LEFT_ARMOR_UC: "左侧装甲" STR_REAR_ARMOR_UC: "侧向护甲" STR_SKILLS: "技能>{0}" STR_TORSO: "躯干" STR_RIGHT_ARM: "右臂" STR_LEFT_ARM: "左臂" STR_RIGHT_LEG: "右腿" STR_LEFT_LEG: "左腿" STR_PAIN_KILLER: "止痛药" STR_THROW: "丢弃" STR_AUTO_SHOT: "全自动射击" STR_SNAP_SHOT: "速射" STR_PRIME_GRENADE: "感应手榴弹" STR_USE_MEDI_KIT: "使用医疗包" STR_NOT_ENOUGH_TIME_UNITS: "单位没有足够的时间!" STR_NO_AMMUNITION_LOADED: "未装填弹药!" STR_WEAPON_IS_ALREADY_LOADED: "武器已经装填!" STR_NO_LINE_OF_FIRE: "没有射界!" STR_GRENADE_IS_ACTIVATED: "手榴弹已被激活!" STR_GRENADE_IS_DEACTIVATED: "手榴弹已被关闭!" STR_THERE_IS_NO_ONE_THERE: "这里空无一人!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "研究完成前无法使用该异形物品!" STR_OUT_OF_RANGE: "超出射程!" STR_UNABLE_TO_THROW_HERE: "无能在这里扔!" STR_SET_TIMER: "设置定时器" STR_HIDDEN_MOVEMENT: "隐蔽移动" STR_TURN: "回合> {0}" STR_SIDE: "侧面>{0}" STR_PRESS_BUTTON_TO_CONTINUE: "按任意键继续" STR_MORALE_ATTACK_SUCCESSFUL: "士气攻击成功" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}已经进入狂暴" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}已经进入狂暴" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}感到十分惊恐" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}感到十分惊恐" STR_ALIENS: "外星人" STR_RIGHT_HAND: "右手" STR_LEFT_HAND: "左手" STR_RIGHT_SHOULDER: "右肩" STR_LEFT_SHOULDER: "左肩" STR_BACK_PACK: "背包" STR_BELT: "腰带" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}已经伤重死亡" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}已经伤重死亡" STR_FATAL_WOUNDS: "致命伤" STR_UNDER_ARMOR_UC: "底部装甲" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "预留速射时间" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "预留扫射时间" STR_ABORT_MISSION_QUESTION: "放弃任务?" STR_CORPSE: "尸体" STR_UNLOAD_CRAFT: "卸载" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}已被杀害" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}已被杀害" STR_HIT_MELEE: "命中" STR_GROUND: "着陆" STR_LIVING_QUARTERS_PLURAL: "生活区" STR_LIST_ITEM: "物品" STR_REMOVE_SELECTED: "移除所选" STR_CONTAINMENT_EXCEEDED: "外星人收容设施容量已满!{SMALLLINE}位于{0}的收容设施容量用尽。你必须把多出来的外星人从收容设施移出,被移出的外星人将会死亡。" STR_MANAGE_CONTAINMENT: "管理异形收容设施" STR_STORAGE_EXCEEDED: "物品数量达到上限{SMALLLINE} {0}的存储空间不足。你必须将多余的物品售出。" STR_GO_TO_BASE: "前往总部" STR_MELEE_ACCURACY: "近战精度" STR_SELL_PRODUCTION: "卖出" STR_BOTH_HANDS_MUST_BE_EMPTY: "两只手都必须是空的!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "模板中部分物品数量不足,无法复制。" STR_UNLOAD_WEAPON: "武器退弹" STR_ALL_ITEMS: "全部物品" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}控制中心已被摧毁{NEWLINE}请前往基地入口撤离。" STR_PERSONNEL: "人员" STR_CRAFT_ARMAMENT: "战机和武器" STR_COMPONENTS: "附件" FEMALE_CIVILIAN: "平民,女性" MALE_CIVILIAN: "平民,男性" ZOMBIE_WEAPON: "僵尸武器" ================================================ FILE: bin/standard/xcom2/Language/zh-TW.yml ================================================ zh-TW: STR_AQUATOID_UFOPEDIA: "水中灰人族是一個比人類還老數千年的遠古社會, 它們矮小的身軀和圓滑的體態和它們在太空的灰人兄弟極為相似。它們的力量源於強大的分子控制技術。水中灰人因不育而需要靠基因改造來繁殖,它們偏好用人類來做實驗對象。其實驗製造了數個混種異族。" STR_AQUATOID_AUTOPSY: "驗屍水中灰人" STR_GILLMAN_AUTOPSY: "驗屍海底人" STR_LOBSTERMAN_AUTOPSY: "驗屍龍蝦人" STR_TASOTH_AUTOPSY: "驗屍魚蜥人" STR_DEEP_ONE_AUTOPSY: "驗屍深海異形" STR_BIODRONE_AUTOPSY: "驗屍生質機械" STR_TENTACULAT_AUTOPSY: "驗屍觸手人" STR_CALCINITE_AUTOPSY: "驗屍方解石族" STR_CENTER_ON_SITE_TIME_5_SECONDS: "置中該地-時間流逝=5 秒" STR_CANCEL_UC: "取消" STR_NONE: "無" STR_UNKNOWN: "未知" STR_POOR: "差" STR_AVERAGE: "普" STR_GOOD: "良" STR_EXCELLENT: "優" STR_BUILD_NEW_BASE_UC: "建設新基地" STR_BASE_INFORMATION: "基地資訊" STR_BUILD_FACILITIES: "增建設施" STR_RESEARCH: "研究" STR_MANUFACTURE: "生產" STR_TRANSFER_UC: "運輸" STR_PURCHASE_RECRUIT: "購買/招募" STR_SACK: "解雇" STR_SELL_SACK_UC: "賣出/解雇 " STR_GEOSCAPE_UC: "全球介面" STR_NAME: "名稱" STR_AREA: "地區" STR_BUILD_NEW_BASE: "建設新基地" STR_CANCEL: "取消" STR_COST_UC: "成本>" STR_CONSTRUCTION_TIME_UC: "建造需時>" STR_MAINTENANCE_UC: "維修>" STR_OK: "尚可" STR_INSTALLATION: "安裝" STR_CURRENT_RESEARCH: "當前研究" STR_SCIENTISTS_AVAILABLE: "可用的科學家>{ALT}{0}" STR_SCIENTISTS_ALLOCATED: "已配置的科學家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE: "可用的實驗室空間>{ALT}{0}" STR_RESEARCH_PROJECT: "研究專案" STR_SCIENTISTS_ALLOCATED_UC: "已配置的科學家" STR_PROGRESS: "進展" STR_NEW_PROJECT: "新專案" STR_CANCEL_PROJECT: "取消專案" STR_NEW_RESEARCH_PROJECTS: "新研究專案" STR_SCIENTISTS_AVAILABLE_UC: "可用的科學家>{ALT}{0}" STR_LABORATORY_SPACE_AVAILABLE_UC: "可用的實驗室空間>{ALT}{0}" STR_INCREASE: "增加" STR_DECREASE: "減少" STR_START_PROJECT: "開始專案" STR_CURRENT_PRODUCTION: "生產中的項目" STR_WORKSHOP_SPACE_AVAILABLE: "可用的工作室空間>{ALT}{0}" STR_CURRENT_FUNDS: "現有資金>{ALT}{0}" STR_ITEM: "道具" STR_UNITS_PRODUCED: "已生產單位" STR_TOTAL_TO_PRODUCE: "生產總數" STR_COST__PER__UNIT: "每單位{NEWLINE}成本{NEWLINE}" STR_DAYS_HOURS_LEFT: "尚餘日/小時" STR_NEW_PRODUCTION: "新生產" STR_PRODUCTION_ITEMS: "生產物品" STR_CATEGORY: "類別" STR_START_PRODUCTION: "開始新產" STR_COST_PER_UNIT_: "每單位成本>{ALT}{0}" STR_WORK_SPACE_REQUIRED: "所需工作空間>{ALT}{0}" STR_SPECIAL_MATERIALS_REQUIRED: "所需特別材料" STR_ITEM_REQUIRED: "所需物品" STR_UNITS_REQUIRED: "所需單位" STR_UNITS_AVAILABLE: "可用單位" STR_STOP_PRODUCTION: "停止生產" STR_WORKSHOP_SPACE_AVAILABLE_UC: "可用的工作室空間>{ALT}{0}" STR_MONTHLY_PROFIT: "月利潤>{ALT}{0}" STR_INCREASE_UC: "增加" STR_DECREASE_UC: "減少" STR_UNITS_TO_PRODUCE: "要製造的單位" STR_PURCHASE_HIRE_PERSONNEL: "購買/招募人員" STR_COST_OF_PURCHASES: "購買成本>{ALT}{0}" STR_COST_PER_UNIT_UC: "每單位成本" STR_QUANTITY_UC: "數量" STR_PERSONNEL_AVAILABLE_PERSONNEL_TOTAL: "可用人員:人員總數>" STR_SCIENTISTS: "科學家" STR_SPACE_USED_SPACE_AVAILABLE: "已使用空間:總可用空間>" STR_LIVING_QUARTERS: "起居室" STR_STORES: "倉庫" STR_LABORATORIES: "實驗室" STR_WORK_SHOPS: "工作室" STR_DEFENSE_STRENGTH: "防禦力" STR_TRANSFERS_UC: "運輸" STR_TRANSFERS: "運輸" STR_ARRIVAL_TIME_HOURS: "送達時間 (小時)" STR_COST_: "成本>{ALT}{0}" STR_AREA_: "地區>{ALT}{0}" STR_BASE_NAME: "基地名稱?" STR_TRANSFER: "運輸" STR_AMOUNT_TO_TRANSFER: "轉移量" STR_SELECT_DESTINATION_BASE: "選擇目的基地" STR_COST: "成本" STR_TOTAL_UC: "總數" STR_INCOME: "收入" STR_EXPENDITURE: "支出" STR_MAINTENANCE: "維修" STR_BALANCE: "結餘" STR_FINANCE: "財務狀況" STR_DATE_FIRST: "第{0}" STR_DATE_SECOND: "第{0}" STR_DATE_THIRD: "第{0}" STR_DATE_FOURTH: "第{0}" STR_FINANCE_THOUSANDS: "$1000的" STR_NOT_ENOUGH_SPECIAL_MATERIALS_TO_PRODUCE_ITEM_AT_BASE: "要生產{NEWLINE}{1}的特殊物質不足{NEWLINE}{0}{NEWLINE}" STR_NOT_ENOUGH_MONEY_TO_PRODUCE_ITEM_AT_BASE: "要生產{NEWLINE}{1}的金錢不足{NEWLINE}{0}{NEWLINE}" STR_PRODUCTION_OF_ITEM_AT_BASE_IS_COMPLETE: "已完成{NEWLINE}{0}{NEWLINE}在{NEWLINE}{1}{NEWLINE}的生產" STR_CONSTRUCTION_OF_FACILITY_AT_BASE_IS_COMPLETE: "已完成{NEWLINE}{0}{NEWLINE}在{NEWLINE}{1}{NEWLINE}的建設" STR_OK_5_SECONDS: "OK - 5 秒" STR_RESEARCH_COMPLETED: "研究完成" STR_VIEW_REPORTS: "觀看報告" STR_WE_CAN_NOW_RESEARCH: "我們可以開始研究" STR_WE_CAN_NOW_PRODUCE: "我們可以開始生產" STR_SUNDAY: "星期日" STR_MONDAY: "星期一" STR_TUESDAY: "星期二" STR_WEDNESDAY: "星期三" STR_THURSDAY: "星期四" STR_FRIDAY: "星期五" STR_SATURDAY: "星期六" STR_NOT_ENOUGH_ITEM_TO_REFUEL_CRAFT_AT_BASE: "{0}不足以將位於{2}的{1}裝滿油" STR_NOT_ENOUGH_ITEM_TO_REARM_CRAFT_AT_BASE: "{2}沒有足夠{0}去裝備{1}" STR_ALIENS_DEFEATED: "外星人被擊敗" STR_BASE_IS_LOST: "失去基地" STR_BASE_IS_SAVED: "成功守護基地" STR_ALIENS_KILLED: "被殺死的外星人" STR_ALIEN_CORPSES_RECOVERED: "回收的異形屍體" STR_LIVE_ALIENS_RECOVERED: "活捉的異形" STR_ALIEN_ARTIFACTS_RECOVERED: "外星物品回收" STR_CIVILIANS_KILLED_BY_ALIENS: "被異形殺死的平民" STR_CIVILIANS_KILLED_BY_XCOM_OPERATIVES: "X-COM作業人員誤殺的平民" STR_CIVILIANS_SAVED: "被救出的平民" STR_XCOM_OPERATIVES_KILLED: "被殺的X-COM作業人員" STR_XCOM_OPERATIVES_MISSING_IN_ACTION: "失蹤的X-COM作業人員" STR_BASE_UNDER_ATTACK: "{0} 遭襲!" STR_BASE_DEFENSES_INITIATED: "啟動基地防衛設置" STR_FIRING: "開火中" STR_HIT: "擊中!" STR_MISSED: "沒有命中!" STR_SELL_ITEMS_SACK_PERSONNEL: "賣出物件/裁員" STR_VALUE_OF_SALES: "出售價值>{ALT}{0}" STR_FUNDS: "基金>{ALT}{0}" STR_SELL_SACK: "出售/解雇" STR_VALUE: "價值" STR_CRAFTNAME: "{0}-{1}" STR_BASE_DEFENSE: "基地防禦" STR_BASE_UC_: "基地> {0}" STR_NO_FREE_ACCOMODATION: "沒有額外的居住空間!{SMALLLINE}目的地居住區沒有足夠空間。" STR_NOT_ENOUGH_WORK_SPACE: "沒有額外的工作空間 !{SMALLLINE}建造一間新工作室或減少其他方案的工作量。" STR_NOT_ENOUGH_MONEY: "資金不足!" STR_NOT_ENOUGH_STORE_SPACE: "儲物空間不足!{SMALLLINE}建造新的儲物設施或將這裏的物資轉移至其他基地。" STR_NOT_ENOUGH_LIVING_SPACE: "居住空間不足!{SMALLLINE}建造新住宅區或將人員調往其他基地。" STR_LAUNCH_INTERCEPTION: "派機截擊" STR_CRAFT: "載具" STR_STATUS: "狀況" STR_BASE: "基地" STR_READY: "可用" STR_OUT: "不在" STR_REPAIRS: "維修中" STR_REFUELLING: "補給燃料中" STR_REARMING: "武器裝填中" STR_TARGET: "目標: {0}" STR_WAY_POINT: "導航點" STR_YES: "是" STR_NO: "否" STR_SELECT_DESTINATION: "選擇目的地" STR_SELECT_SITE_FOR_NEW_BASE: "選擇建造新基地的地點" STR_RETURN_TO_BASE: "回基地" STR_SELECT_NEW_TARGET: "選擇新目標" STR_PATROL: "巡邏" STR_STATUS_: "狀況>{ALT}{0}" STR_DAMAGED_RETURNING_TO_BASE: "受損 - 正返回基地" STR_LOW_FUEL_RETURNING_TO_BASE: "燃料將用盡 - 正返回基地" STR_MISSION_COMPLETE_RETURNING_TO_BASE: "任務完成 - 正返回基地" STR_PATROLLING: "巡邏中" STR_RETURNING_TO_BASE: "正返回基地" STR_DESTINATION_UC_: "目標: {0}" STR_BASE_UC: "基地>{ALT}{0}" STR_SPEED_: "速度>{ALT}{0}" STR_MAXIMUM_SPEED_UC: "最高速度>{ALT}{0}{ALT}" STR_FUEL: "燃料>{ALT}{0}" STR_WEAPON_ONE: "武器-1>{ALT}{0}" STR_NONE_UC: "無" STR_ROUNDS_: "子彈量>{ALT}{0}" STR_WEAPON_TWO: "武器-2>{ALT}{0}" STR_BASE_: "基地>{0}" STR_NAME_UC: "名稱" STR_AMMO_: "彈藥>{ALT}{0}" STR_CREW: "人員" STR_EQUIPMENT_UC: "設備" STR_ARMOR: "裝甲" STR_MAX: "最大>{ALT}{0}" STR_COLONEL: " 指揮官" STR_COMMANDER: "上尉" STR_SELECT_SQUAD_FOR_CRAFT: "選擇 {0} 的小隊" STR_SORT_BY: "排序依據的項目" STR_ORIGINAL_ORDER: "原始排序" STR_MISSIONS2: "任務" STR_KILLS2: "撃殺" STR_WOUND_RECOVERY2: "康復需時" STR_SPACE_AVAILABLE: "尚餘機位>{ALT}{0}" STR_SPACE_USED: "已佔機位>{ALT}{0}" STR_SPACE_USED_UC: "已佔機位" STR_RANK: "軍階" STR_WOUNDED: "受傷" STR_EQUIPMENT_FOR_CRAFT: "{0} 的裝備" STR_DEFENSE_VALUE: "防禦值" STR_HIT_RATIO: "命中比例" STR_BEGIN_MISSION: "開始任務?" STR_SELECT_ARMAMENT: "選擇艦載武器" STR_AMMUNITION_AVAILABLE: "可用彈藥" STR_ARMAMENT: "艦載武器" STR_NOT_AVAILABLE: "用完" STR_TYPE: "型號" STR_SELECT_ARMOR: "選擇護甲" STR_NORTH: "北" STR_NORTH_EAST: "東北" STR_EAST: "東" STR_SOUTH_EAST: "東南" STR_SOUTH: "南" STR_SOUTH_WEST: "西南" STR_WEST: "西" STR_NORTH_WEST: "西北" STR_SELECT_ACTION: "行動選擇" STR_CONTINUE_INTERCEPTION_PURSUIT: "繼續追蹤並攔截" STR_PURSUE_WITHOUT_INTERCEPTION: "只追蹤但不攔截" STR_VERY_LARGE: "非常巨大" STR_LARGE: "大" STR_MEDIUM_UC: "中" STR_SMALL: "小" STR_VERY_SMALL: "很小" STR_DETECTED: "被探測到" STR_SIZE_UC: "大小" STR_HEADING: "航向" STR_SPEED: "速度" STR_TRACKING_LOST: "失去蹤影" STR_REDIRECT_CRAFT: "重新指示載機航向" STR_CRASH_SITE_: "墜毀地點-{0}" STR_WAY_POINT_: "導航點-{0}" STR_TERROR_SITE: "恐怖襲擊地點-{0}" STR_CRAFT_HAS_REACHED_DESTINATION: "{0}{NEWLINE}已達{NEWLINE}{1}" STR_NOW_PATROLLING: "正在巡邏" STR_ALIEN_ORIGINS: "異形起源" STR_UFOPAEDIA: "UFO 百科全書" STR_SELECT_ITEM: "選擇物品" STR_ACCELERATION: "加速度>{ALT}{0}{ALT}" STR_FUEL_CAPACITY: "燃料容量>{ALT}{0}{ALT}" STR_WEAPON_PODS: "武器架>{ALT}{0}{ALT}" STR_DAMAGE_CAPACITY_UC: "裝甲防禦力>{ALT}{0}{ALT}" STR_CARGO_SPACE: "可載人員>{ALT}{0}{ALT}" STR_DAMAGE: "破壞力" STR_RANGE: "射程" STR_KILOMETERS: "{0} 公里" STR_ACCURACY: "精準度" STR_RE_LOAD_TIME: "裝填需時" STR_SECONDS: "{0}們" STR_DAMAGE_ARMOR_PIERCING: "穿甲性" STR_DAMAGE_HIGH_EXPLOSIVE: "高爆性火藥" STR_DAMAGE_MELEE: "肉搏" STR_DAMAGE_ACID: "酸性" STR_DAMAGE_SMOKE: "煙霧" STR_SHOT_TYPE: "型號" STR_ACCURACY_UC: "命中率" STR_TIME_UNIT_COST: "花費TU" STR_DAMAGE_UC: "破壞力" STR_AMMO: "彈藥" STR_SHOT_TYPE_AUTO: "自動" STR_SHOT_TYPE_SNAP: "快速" STR_SHOT_TYPE_AIMED: "精準" STR_CONSTRUCTION_TIME: "建造需時" STR_CONSTRUCTION_COST: "建造成本" STR_MAINTENANCE_COST: "維修成本" STR_LOW: "低" STR_MEDIUM: "中" STR_HIGH: "高" STR_WEAPON: "武器" STR_AMMUNITION: "彈藥" STR_EQUIPMENT: "設備" STR_ALIEN_CORPSE: "外星人屍體" STR_PERSONAL_ARMOR: "個人護甲" STR_RAW_MATERIALS: "原料" STR_ALIEN: "外星人" STR_LOBSTERMAN: "龙虾人" STR_DEEP_ONE: "深海人" STR_ZOMBIE: "殭屍" STR_LIVE_COMMANDER: " 指揮官" STR_LIVE_NAVIGATOR: " 領航員" STR_LIVE_MEDIC: " 軍醫" STR_LIVE_SOLDIER: "士兵" STR_LIVE_TERRORIST: " 執行恐襲單位" STR_EXAMINATION_ROOM: "檢查室" STR_NEW_FIGHTER_TRANSPORTER: "新型戰鬥運兵機" STR_ARMOR_PIERCING: "穿甲性" STR_SCIENTIST: "科學家" STR_NORTH_ATLANTIC: "北大西洋" STR_SOUTH_ATLANTIC: "南大西洋" STR_INDIAN_OCEAN: "印度洋" STR_ARCTIC: "北極圈" STR_NORTH_AMERICA: "北美" STR_AFRICA: "非洲" STR_MAXIMUM_SPEED: "最高速度" STR_DAMAGE_CAPACITY: "裝甲防禦力" STR_WEAPON_POWER: "武器威力" STR_WEAPON_RANGE: "武器射程" STR_LABORATORY: "實驗室" STR_WORKSHOP: "工作室" STR_GENERAL_STORES: "通用儲物倉" STR_ALIEN_CONTAINMENT: "外星人監禁倉" STR_USA: "美國" STR_CIVILIAN: "平民" STR_JAN: "一月" STR_FEB: "二月" STR_MAR: "三月" STR_APR: "四月" STR_MAY: "五月" STR_JUN: "六月" STR_JUL: "七月" STR_AUG: "八月" STR_SEP: "九月" STR_OCT: "十月" STR_NOV: "十一月" STR_DEC: "十二月" STR_INTERNATIONAL_RELATIONS: "國際關系" STR_COUNTRY: "國家" STR_FUNDING: "資金" STR_CHANGE: "改變" STR_WEAPON_SYSTEMS: "武器系統" STR_DAMAGE_UC_: "裝甲防禦力>{ALT}{0}" STR_MAGNA_BLAST_GRENADE_UFOPEDIA: "這常規用的手榴彈內有準確精密的計時器,可精確控制爆炸時間。" STR_BATTLESHIP: "戰鬥艦" MAP_XBASES: "X-Com基地" STR_RATING: "評價> {0}" STR_RATING_TERRIBLE: "一團糟!" STR_RATING_POOR: "差強人意!" STR_RATING_OK: "尚可" STR_RATING_GOOD: "良好!" STR_RATING_EXCELLENT: "非常出色!" STR_SCORE: "評分" STR_MONTH: "月> {ALT}{0} {1}" STR_COUNTRY_IS_PARTICULARLY_PLEASED: "{0}特別滿意你處理當地威脅的能力,因此願意投入更多資金。" STR_COUNTRIES_COMMA: "{0}, {1}" STR_COUNTRIES_AND: "{0}和{1}" STR_KNOTS: "{0}海哩" STR_MONTHLY_RATING: "每月評價> {ALT}{0}{ALT} {1}" STR_FUNDING_CHANGE: "資金增減> {ALT}{0}" STR_RACE: "種族" STR_MISSION: "任務" STR_ZONE: "地帶" STR_ALLOCATE_RESEARCH: "分配研究資源" STR_ALLOCATE_MANUFACTURE: "分配生產資源" STR_AZORES: "亞速群島" STR_REYKJAVIK: "雷克雅維克" STR_BERMUDA: "百慕大" STR_NEW_YORK: "紐約" STR_BOSTON: "波士顿" STR_DAKAR: "達喀爾" STR_RECIFE: "累西腓" STR_ACCRA: "阿克拉" STR_ASCENSION_ISLAND: "阿森松岛" STR_TRINIDADE_ISLAND: "特林达德岛" STR_FALKLAND_ISLAND: "福克兰岛" STR_CANARY_ISLANDS: "加那利群岛" STR_ANCHORAGE: "安克拉治" STR_ST_LAWRENCE_ISLAND: "聖勞倫斯島" STR_SAN_FRANCISCO: "舊金山" STR_MIDWAY_ISLAND: "中途島" STR_VANCOUVER: "溫哥華" STR_TASMANIA: "塔斯馬尼亞州" STR_HAWAII: "夏威夷" STR_FIJI: "斐濟" STR_TONGA: "湯加" STR_EASTER_ISLAND: "復活節島" STR_WELLINGTON: "威靈頓" STR_CRETE: "克里特島" STR_LISBON: "里斯本" STR_PORT_SAID: "塞得港" STR_MARSEILLES: "马赛" STR_TRIPOLI: "的黎波里" STR_MANILA: "馬尼拉" STR_HONG_KONG: "香港" STR_SINGAPORE: "新加坡" STR_BANGKOK: "曼谷" STR_DARWIN: "达尔文" STR_BOMBAY: "孟買" STR_SAYCHELLES_ISLAND: "塞舌尔" STR_SRI_LANKA: "斯里蘭卡" STR_MAURITIUS: "模里西斯" STR_TOKYO: "東京" STR_SHANGHAI: "上海" STR_VLADIVOSTOK: "海參崴" STR_LONDON: "倫敦" STR_OSLO: "奥斯陆" STR_JAMAICA: "牙买加" STR_PANAMA: "巴拿馬" STR_MIAMI: "迈阿密" STR_IN_TRAINING: "正在{NEWLINE}訓練中?" STR_TARGETTED_BY: "負責追截:" STR_IS_LOW_ON_FUEL_RETURNING_TO_BASE: "燃料不足,{NEWLINE}正返回基地" STR_RANK_: "官階> {ALT}{0}" STR_MISSIONS: "任務次數> {ALT}{0}" STR_KILLS: "殺敵數> {ALT}{0}" STR_WOUND_RECOVERY: "康復需時> {ALT}{0}" STR_TIME_UNITS: "時間單位" STR_STAMINA: "體力" STR_HEALTH: "健康狀態" STR_BRAVERY: "勇氣" STR_REACTIONS: "反應度" STR_FIRING_ACCURACY: "射擊能力" STR_THROWING_ACCURACY: "投擲能力" STR_STRENGTH: "筋力" STR_NEW_RANK: "新官階" STR_PROMOTIONS: "晉升" STR_SOLDIERS_UC: "潛水伕" STR_ALIEN_INFILTRATION: "外星滲透行動" STR_DISMANTLE: "拆卸" STR_TRANSFER_ITEMS_TO: "轉移物品至" STR_AMOUNT_AT_DESTINATION: "目的地{NEWLINE}存量" STR_ITEMS_ARRIVING: "轉移中的物品" STR_DESTINATION_UC: "目的地" STR_MEDI_KIT: "醫療工具箱" STR_NOT_ENOUGH_EQUIPMENT_TO_FULLY_RE_EQUIP_SQUAD: "沒有足夠裝備去完全補給小隊" STR_YOU_NEED_TO_RESEARCH_ITEM_TO_PRODUCE_ITEM: "您需要研究一個{NEWLINE}{0}{NEWLINE}以製造{NEWLINE}{1}" STR_STANDOFF: "對峙" STR_CAUTIOUS_ATTACK: "謹慎攻擊" STR_STANDARD_ATTACK: "普通攻擊" STR_AGGRESSIVE_ATTACK: "進取攻擊" STR_DISENGAGING: "脫離戰線" STR_MINIMISE_AT_STANDOFF_RANGE_ONLY: "維持對峙距離並最小化視窗" STR_STORES_UC: "儲物倉" STR_DIFFICULTY_LEVEL: "難易度" STR_INTERCEPT: "截擊" STR_BASES: "基地" STR_GRAPHS: "圖表" STR_OPTIONS_UC: "選項" STR_FUNDING_UC: "資金" STR_5_SECONDS: "5 秒鐘" STR_1_MINUTE: "1 分鐘" STR_5_MINUTES: "5 分鐘" STR_30_MINUTES: "30 分鐘" STR_1_HOUR: "1 小時" STR_1_DAY: "1 整日" STR_XCOM_PERFORMANCE_ROSTER: "X-COM 績效名冊" STR_ENTER_NAME: "輸入名稱" STR_PERFORMANCE_RATING: "表現評核" STR_VICTORY_DATE: "勝利日" STR_MONTHLY_COSTS: "每月成本" STR_SALARIES: "人工" STR_BASE_MAINTENANCE: "基地維修" STR_COST_PER_UNIT: "每單位成本" STR_QUANTITY: "數量" STR_TOTAL: "總數" STR_FRONT_ARMOR: "前護甲" STR_LEFT_ARMOR: "左護甲" STR_RIGHT_ARMOR: "右護甲" STR_REAR_ARMOR: "背護甲" STR_UNDER_ARMOR: "下護甲" STR_UNIT: "單位> {0}" STR_ENERGY: "體力" STR_MORALE: "士氣" STR_ARMOR_: "護甲> {0}" STR_FRONT_ARMOR_UC: "前護甲" STR_LEFT_ARMOR_UC: "左護甲" STR_RIGHT_ARMOR_UC: "右護甲" STR_REAR_ARMOR_UC: "背護甲" STR_SKILLS: "技能> {0}" STR_LEVEL: "等級> {0}" STR_HEAD: "頭部" STR_TORSO: "軀幹" STR_RIGHT_ARM: "右臂" STR_LEFT_ARM: "左臂" STR_RIGHT_LEG: "右腿" STR_LEFT_LEG: "左腿" STR_PAIN_KILLER: "止痛劑" STR_STIMULANT: "激勵藥" STR_HEAL: "治療" STR_TIME_UNITS_SHORT: "TU>{ALT}{0}" STR_WEIGHT: "負重>{ALT}{0}/{1}" STR_REACTIONS_SHORT: "反應>{ALT}{0}" STR_AMMO_ROUNDS_LEFT: "彈藥:{NEWLINE}尚餘{NEWLINE}彈量={ALT}{0}" STR_MEDI_KIT_QUANTITIES_LEFT: "疼痛>{ALT}{0}{ALT}{NEWLINE}戰鬥藥劑>{ALT}{1}{ALT}{NEWLINE}治療>{ALT}{2}" STR_THROW: "投擲" STR_AUTO_SHOT: "自動射擊" STR_SNAP_SHOT: "快速射擊" STR_AIMED_SHOT: "精準射擊" STR_STUN: "令其眩暈" STR_PRIME_GRENADE: "較手榴彈" STR_USE_MEDI_KIT: "使用醫療包" STR_LAUNCH_MISSILE: "發射魚雷" STR_ACCURACY_SHORT: "命中率>{ALT}{0}" STR_NOT_ENOUGH_TIME_UNITS: "沒有足夠的TU!" STR_NOT_ENOUGH_ENERGY: "沒有足夠的精力!" STR_NO_ROUNDS_LEFT: "子彈用盡!" STR_NO_AMMUNITION_LOADED: "無上膛的彈藥!" STR_WRONG_AMMUNITION_FOR_THIS_WEAPON: "此彈藥不適用此武器!" STR_WEAPON_IS_ALREADY_LOADED: "武器已上膛!" STR_NO_LINE_OF_FIRE: "不在火線!" STR_GRENADE_IS_ACTIVATED: "手榴彈已拔除插銷!" STR_GRENADE_IS_DEACTIVATED: "手榴彈已重新插銷!" STR_THERE_IS_NO_ONE_THERE: "那裏沒有生物!" STR_UNABLE_TO_USE_ALIEN_ARTIFACT_UNTIL_RESEARCHED: "無法使用尚未研發的異形聖物!" STR_OUT_OF_RANGE: "射程外!" STR_UNABLE_TO_THROW_HERE: "無法拋擲到那裡!" STR_SET_TIMER: "設定計時器" STR_HIDDEN_MOVEMENT: "匿蹤移動" STR_TURN: "回合>{0}" STR_SIDE: "一方> {0}" STR_PRESS_BUTTON_TO_CONTINUE: "按下按鈕以繼續" STR_MIND_CONTROL: "分子控制" STR_MORALE_ATTACK_SUCCESSFUL: "士氣攻擊成功" STR_MIND_CONTROL_SUCCESSFUL: "植入控制成功" STR_HAS_GONE_BERSERK_MALE: "{0}{NEWLINE}暴走中" STR_HAS_GONE_BERSERK_FEMALE: "{0}{NEWLINE}暴走中" STR_HAS_PANICKED_MALE: "{0}{NEWLINE}恐慌中" STR_HAS_PANICKED_FEMALE: "{0}{NEWLINE}恐慌中" STR_XCOM: "X-Com" STR_ALIENS: "異形" STR_RIGHT_HAND: "右手" STR_LEFT_HAND: "左手" STR_RIGHT_SHOULDER: "右肩" STR_LEFT_SHOULDER: "左肩" STR_BACK_PACK: "背包" STR_BELT: "腰帶" STR_IS_UNDER_ALIEN_CONTROL_MALE: "{0}{NEWLINE}被分子控制中" STR_IS_UNDER_ALIEN_CONTROL_FEMALE: "{0}{NEWLINE}被分子控制中" STR_HAS_BECOME_UNCONSCIOUS_MALE: "{0}{NEWLINE}已昏迷" STR_HAS_BECOME_UNCONSCIOUS_FEMALE: "{0}{NEWLINE}已昏迷" STR_HAS_DIED_FROM_A_FATAL_WOUND_MALE: "{0}{NEWLINE}因傷重致死" STR_HAS_DIED_FROM_A_FATAL_WOUND_FEMALE: "{0}{NEWLINE}因傷重致死" STR_USE_MIND_PROBE: "使用M.C.雷達" STR_FATAL_WOUNDS: "重傷" STR_UNDER_ARMOR_UC: "下護甲" STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "保留給速射的TU" STR_TIME_UNITS_RESERVED_FOR_AUTO_SHOT: "保留給自動射擊的TU" STR_TIME_UNITS_RESERVED_FOR_AIMED_SHOT: "保留給精密射擊的TU" STR_TIME_UNITS_RESERVED_FOR_KNEELING: "保留給跪姿的TU" STR_TIME_UNITS_RESERVED_FOR_KNEELING_AND_FIRING: "保留給跪姿開火的TU" STR_UNITS_IN_CRAFT: other: "{N}名單位在X-Com載具" STR_UNITS_OUTSIDE: other: "{N}名單位在戶外" STR_UNITS_IN_ENTRANCE: other: "{N}名單位在入口" STR_UNITS_IN_EXIT: other: "{N}名單位在目標出口" STR_ABORT_MISSION_QUESTION: "放棄任務?" STR_CORPSE: "屍體" STR_UNLOAD_CRAFT: "卸載" STR_HAS_BEEN_KILLED_MALE: "{0}{NEWLINE}已被擊殺" STR_HAS_BEEN_KILLED_FEMALE: "{0}{NEWLINE}已被擊殺" STR_HIT_MELEE: "打擊" STR_GROUND: "落地" STR_LIVING_QUARTERS_PLURAL: "起居室" STR_LIST_ITEM: "道具" STR_ALL_ALIENS_KILLED_IN_CRASH: "所有的異形均因潛艇遭毀而死。{NEWLINE}初始化自動回復" STR_RESET: "重置" STR_MEMORIAL: "緬念" STR_DATE_UC: "日期" STR_SOLDIERS_RECRUITED_UC: "已招募的潛水夫>{ALT}{0}" STR_SOLDIERS_LOST_UC: "已失蹤的潛水夫>{ALT}{0}" STR_REMOVE_SELECTED: "移除已選擇" STR_LIVE_ALIENS: "活體{NEWLINE}樣本" STR_DEAD_ALIENS: "被拒絕的{NEWLINE}樣本" STR_UNDER_INTERROGATION: "已被{NEWLINE}研讀" STR_CONTAINMENT_EXCEEDED: "異形容器超載{SMALLLINE}在{0}的容器空間不足。您必須從容器中移除多餘的異形(然後它們會死掉)。" STR_MANAGE_CONTAINMENT: "管理異形容器" STR_STORAGE_EXCEEDED: "儲存空間超載{SMALLLINE}在{0}的儲存空間不足。您必須賣掉多餘的物品。" STR_GO_TO_BASE: "移動至基地" STR_MELEE_ACCURACY: "肉搏命中率" STR_SELL_PRODUCTION: "販售" STR_BOTH_HANDS_MUST_BE_EMPTY: "雙手不得持物!" STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE: "物品不足以複製範本!" STR_UNLOAD_WEAPON: "卸載武器" STR_ALL_ITEMS: "所有道具" STR_NO_MORE_EQUIPMENT_ALLOWED: other: "無法再乘載更多裝備{SMALLLINE}您最多只能在此潛艇裝承仔最多{N}件物品。" STR_CONTROL_CENTER_DESTROYED: "{SMALLLINE}控制中心被摧毀{NEWLINE}請移動至入口並離開。" STR_XCOM_BASE_CANNOT_BE_BUILT: "X-Com水中設施無法在地面上建築" STR_UNABLE_TO_ENGAGE_DEPTH: "在此深度{NEWLINE}無法與敵接近戰" STR_UNABLE_TO_ENGAGE_AIRBORNE: "在空中{NEWLINE}無法與敵接近戰" STR_UNDERWATER_EQUIPMENT: "此設備無法離水使用!" STR_LEVEL_SHORT: "L{0}" STR_PERSONNEL: "人員" STR_CRAFT_ARMAMENT: "載具和火力" STR_COMPONENTS: "元件" STR_SOLDIERS_RECRUITED: "已招募潛水伕" STR_SOLDIERS_LOST: "已失蹤潛水伕" STR_TOTAL_UFOS: "已偵測飛空潛艇" STR_TOTAL_ALIEN_BASES: "已發現異形殖民地" FEMALE_CIVILIAN: "城市居民, 女性" MALE_CIVILIAN: "城市居民, 男性" ZOMBIE_WEAPON: "殭屍武器" ================================================ FILE: bin/standard/xcom2/Resources/Extended/Touch/license.txt ================================================ Artwork (c) Riccardo Gasperi This artwork is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. You should have received a copy of the license along with this work. If not, see . ================================================ FILE: bin/standard/xcom2/Resources/Weapons/license.txt ================================================ Artwork (c) Riccardo Gasperi This artwork is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. You should have received a copy of the license along with this work. If not, see . ================================================ FILE: bin/standard/xcom2/alienDeployments.rul ================================================ alienDeployments: #done - type: STR_CRAFT_DEPLOYMENT_PREVIEW isHidden: true width: 10 length: 10 height: 8 terrains: - SEABED script: STR_CRAFT_DEPLOYMENT_PREVIEW - type: STR_SURVEY_SHIP data: - alienRank: 5 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 50 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER width: 50 length: 50 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_ESCORT data: - alienRank: 5 lowQty: 2 highQty: 4 dQty: 2 percentageOutsideUfo: 60 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER width: 50 length: 50 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_CRUISER data: - alienRank: 5 lowQty: 1 highQty: 3 dQty: 5 percentageOutsideUfo: 65 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 25 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 1 percentageOutsideUfo: 35 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_VIBRO_BLADE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER width: 60 length: 60 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_HEAVY_CRUISER data: - alienRank: 5 lowQty: 5 highQty: 9 dQty: 4 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_SONIC_PULSER - alienRank: 2 lowQty: 2 highQty: 2 dQty: 0 percentageOutsideUfo: 30 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_SONIC_PULSER width: 60 length: 60 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_HUNTER data: - alienRank: 5 lowQty: 3 highQty: 5 dQty: 4 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_SONIC_PULSER - alienRank: 3 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 2 lowQty: 2 highQty: 2 dQty: 0 percentageOutsideUfo: 30 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO width: 60 length: 60 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_BATTLESHIP data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 60 length: 60 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_DREADNOUGHT data: - alienRank: 5 lowQty: 4 highQty: 8 dQty: 4 percentageOutsideUfo: 50 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_CANNON_POWER_CLIP - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 0 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 6 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 60 length: 60 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_FLEET_SUPPLY_CRUISER data: - alienRank: 5 lowQty: 5 highQty: 7 dQty: 6 percentageOutsideUfo: 50 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_CANNON_POWER_CLIP - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 1 lowQty: 1 highQty: 1 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER width: 60 length: 60 height: 4 briefing: palette: 4 music: GMISPOSH - type: STR_PORT_TERROR data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 civilians: 16 terrains: - PORT script: PORT_TERROR briefing: palette: 4 music: GMISPOSH alert: STR_ALIENS_LAUNCH_PORT_TERROR alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_ISLAND_TERROR data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 civilians: 16 terrains: - ISLAND script: ISLAND_TERROR briefing: palette: 4 music: GMISPOSH alert: STR_ALIENS_LAUNCH_ISLAND_TERROR alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_CARGO_SHIP_P1 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_VIBRO_BLADE - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P1 terrains: - CARGO nextStage: STR_CARGO_SHIP_P2 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P1_BRIEFING palette: 4 music: GMISPOSH alert: STR_ALIENS_ATTACK_SHIPPING_ROUTE alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_CARGO_SHIP_P2 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_VIBRO_BLADE - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P2 terrains: - CARGO shade: 0 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P2_BRIEFING palette: 4 music: GMISPOSH background: BACK01.SCR markerName: STR_TERROR_SITE - type: STR_CRUISE_SHIP_P1 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P1 terrains: - LINERT nextStage: STR_CRUISE_SHIP_P2 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P1_BRIEFING palette: 4 music: GMISPOSH alert: STR_ALIENS_ATTACK_SHIPPING_ROUTE alertBackground: BACK03.SCR markerName: STR_TERROR_SITE duration: [4, 10] despawnPenalty: 1000 - type: STR_CRUISE_SHIP_P2 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_VIBRO_BLADE - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 30 length: 70 height: 4 civilians: 16 script: SHIP_P2 terrains: - LINERB shade: 0 briefing: title: STR_SHIP_RESCUE_MISSION desc: STR_SHIP_RESCUE_P2_BRIEFING palette: 4 music: GMISPOSH background: BACK01.SCR markerName: STR_TERROR_SITE - type: STR_ARTIFACT_SITE_P1 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 extraQty: 2 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 50 length: 50 height: 4 terrains: - ALART script: ARTIFACT_P1 nextStage: STR_ARTIFACT_SITE_P2 briefing: title: STR_ALIEN_CONTACT_SITE_MISSION palette: 4 music: GMATTBAS alert: STR_ALIEN_ACTIVITY_DETECTED alertBackground: BACK03.SCR markerName: STR_ARTIFACT_SITE duration: [4, 10] despawnPenalty: 2000 objectiveFailed: [STR_ALIEN_SYNOMIUM_DEVICE_FAILED, -750] - type: STR_ARTIFACT_SITE_P2 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 1 extraQty: 2 percentageOutsideUfo: 70 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_MC_READER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 extraQty: 2 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_THERMIC_LANCE - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 1 dQty: 0 extraQty: 2 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 6 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 2 extraQty: 2 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 40 length: 40 height: 4 terrains: - GRUNGE shade: 15 depth: [3, 3] script: ARTIFACT_P2 briefing: title: STR_ALIEN_CONTACT_SITE_MISSION palette: 4 music: GMATTBAS background: BACK01.SCR markerName: STR_ARTIFACT_SITE objectiveType: 3 objectivesRequired: 1 objectiveComplete: [STR_ALIEN_SYNOMIUM_DEVICE_DESTROYED, 750] objectiveFailed: [STR_ALIEN_SYNOMIUM_DEVICE_FAILED, -750] objectivePopup: STR_CONTROL_CENTER_DESTROYED - type: STR_ALIEN_BASE_ASSAULT data: - alienRank: 6 lowQty: 2 highQty: 4 dQty: 1 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 1 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 7 highQty: 9 dQty: 5 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 4 lowQty: 3 highQty: 4 dQty: 2 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_HEAVY_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 2 highQty: 2 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_MC_READER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_MC_READER - alienRank: 2 lowQty: 2 highQty: 3 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 1 lowQty: 2 highQty: 4 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 0 lowQty: 1 highQty: 2 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB width: 60 length: 60 height: 4 terrains: - ENTRY shade: 15 depth: [3, 3] race: STR_MIXED_CREW markerName: STR_ALIEN_BASE markerIcon: 7 genMission: STR_ALIEN_SUPPLY: 100 genMissionFreq: 6 script: ALIEN_COLONY_P1 alienBase: true # this is only to tell new battle mode what to do with this deployment nextStage: STR_ALIEN_COLONY_P2 briefing: title: STR_ALIEN_COLONY_ATTACK_MISSION desc: STR_ALIEN_COLONY_P1_BRIEFING palette: 4 music: GMATTBAS background: BACK01.SCR points: 5 - type: STR_ALIEN_COLONY_P2 data: - alienRank: 6 lowQty: 2 highQty: 4 dQty: 1 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 1 highQty: 3 dQty: 1 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 5 lowQty: 7 highQty: 9 dQty: 5 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 4 lowQty: 3 highQty: 4 dQty: 2 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_MC_READER - alienRank: 3 lowQty: 2 highQty: 2 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_MC_READER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_MC_READER - alienRank: 2 lowQty: 2 highQty: 3 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 1 lowQty: 2 highQty: 4 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 0 lowQty: 1 highQty: 2 dQty: 1 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB width: 60 length: 60 height: 4 shade: 0 depth: [3, 3] terrains: - A_BASE race: STR_LOBSTERMAN markerName: STR_ALIEN_BASE script: ALIEN_COLONY_P2 briefing: title: STR_ALIEN_COLONY_ATTACK_MISSION palette: 4 music: GMATTBAS background: BACK01.SCR objectiveType: 3 alienBase: true # this is only to tell new battle mode what to do with this deployment objectiveComplete: [STR_ALIEN_BASE_CONTROL_DESTROYED, 500] objectivePopup: STR_CONTROL_CENTER_DESTROYED - type: STR_BASE_DEFENSE # use of this name is hard coded. this is because of REASONS. data: - alienRank: 5 lowQty: 4 highQty: 8 dQty: 4 percentageOutsideUfo: 50 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 4 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_PISTOL_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 3 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 2 lowQty: 1 highQty: 2 dQty: 0 percentageOutsideUfo: 20 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - - STR_VIBRO_BLADE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMIC_LANCE - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - STR_SONIC_PULSER - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_CANNON_POWER_CLIP - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 0 lowQty: 1 highQty: 1 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 6 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 0 highQty: 2 dQty: 1 percentageOutsideUfo: 50 itemSets: - [] - [] - [] width: 60 length: 60 height: 4 terrains: - XBASES shade: 8 script: BASE_DRILL briefing: palette: 4 music: GMDEFBAS background: BACK01.SCR - type: STR_TLETH_P1 data: - alienRank: 5 lowQty: 4 highQty: 6 dQty: 0 percentageOutsideUfo: 60 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 1 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 0 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 6 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 100 itemSets: - [] - [] - [] width: 60 length: 60 height: 2 terrains: - ALSHIP shade: 15 depth: [3, 3] race: STR_AQUATOID nextStage: STR_TLETH_P2 finalDestination: true script: TLETH_P1 loseCutscene: loseGame abortCutscene: loseGame briefing: title: STR_SIGSBEE_DEEP_MISSION desc: STR_TLETH_P1_BRIEFING palette: 5 music: GMBIGMAR background: BACK05.SCR showTarget: false cutscene: tleth - type: STR_TLETH_P2 data: - alienRank: 0 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 3 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 4 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 5 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 6 lowQty: 1 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 60 length: 60 height: 2 terrains: - LEVEL shade: 15 depth: [3, 3] race: STR_MIXED_CREW_2 nextStage: STR_TLETH_P3 script: TLETH_P2_P3 loseCutscene: loseGame abortCutscene: loseGame briefing: title: STR_TLETH_ATTACK_MISSION desc: STR_TLETH_P2_BRIEFING palette: 4 music: GMBIGMAR background: BACK01.SCR showTarget: false showCraft: false - type: STR_TLETH_P3 data: - alienRank: 0 lowQty: 2 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 1 lowQty: 1 highQty: 3 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 7 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] - alienRank: 3 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 4 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - STR_THERMAL_SHOK_BOMB - alienRank: 5 lowQty: 3 highQty: 5 dQty: 0 percentageOutsideUfo: 0 itemSets: - - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_BLASTA_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_CANNON_POWER_CLIP - STR_SONIC_PULSER - STR_SONIC_PULSER - - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - STR_DISRUPTOR_AMMO - alienRank: 6 lowQty: 1 highQty: 4 dQty: 0 percentageOutsideUfo: 0 itemSets: - [] - [] - [] width: 60 length: 60 height: 2 terrains: - CRYPT shade: 15 depth: [3, 3] race: STR_MIXED_CREW_2 script: TLETH_P2_P3 winCutscene: winGame loseCutscene: loseGame abortCutscene: loseGame briefing: title: STR_FINAL_TLETH_MISSION desc: STR_TLETH_P3_BRIEFING palette: 4 music: GMBIGMAR background: BACK01.SCR showTarget: false showCraft: false objectiveType: 14 objectivesRequired: 8 ================================================ FILE: bin/standard/xcom2/alienItemLevels.rul ================================================ alienItemLevels: #done - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2] - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2] - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2] - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2] - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2] - [0, 1, 1, 1, 2, 2, 2, 2, 2, 2] - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2] - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2] - [1, 1, 2, 2, 2, 2, 2, 2, 2, 2] - [2, 2, 2, 2, 2, 2, 2, 2, 2, 2] ================================================ FILE: bin/standard/xcom2/alienMissions.rul ================================================ alienMissions: #done - type: STR_ALIEN_PROBE_MISSION points: 0 raceWeights: 0: STR_AQUATOID: 70 STR_GILLMAN: 30 1: STR_AQUATOID: 60 STR_GILLMAN: 30 STR_LOBSTERMAN: 10 3: STR_AQUATOID: 30 STR_GILLMAN: 40 STR_LOBSTERMAN: 30 6: STR_AQUATOID: 20 STR_GILLMAN: 10 STR_LOBSTERMAN: 40 STR_TASOTH: 30 9: STR_AQUATOID: 20 STR_GILLMAN: 20 STR_LOBSTERMAN: 20 STR_TASOTH: 40 waves: - ufo: STR_SURVEY_SHIP count: 1 trajectory: P0 timer: 9000 - ufo: STR_ESCORT count: 1 trajectory: P2 timer: 7800 - ufo: STR_CRUISER count: 2 trajectory: P4 timer: 9000 - type: STR_ALIEN_INTERDICTION points: 30 raceWeights: 0: STR_AQUATOID: 50 STR_GILLMAN: 50 1: STR_AQUATOID: 50 STR_GILLMAN: 50 3: STR_AQUATOID: 30 STR_GILLMAN: 50 STR_LOBSTERMAN: 20 6: STR_AQUATOID: 10 STR_LOBSTERMAN: 40 STR_TASOTH: 50 9: STR_AQUATOID: 30 STR_LOBSTERMAN: 30 STR_TASOTH: 40 waves: - ufo: STR_SURVEY_SHIP count: 1 trajectory: P0 timer: 7800 - ufo: STR_SURVEY_SHIP count: 1 trajectory: P2 timer: 7800 - ufo: STR_ESCORT count: 1 trajectory: P2 timer: 6000 - ufo: STR_CRUISER count: 1 trajectory: P0 timer: 7800 - ufo: STR_CRUISER count: 1 trajectory: P3 timer: 9000 - ufo: STR_HUNTER count: 1 trajectory: P4 timer: 3000 - ufo: STR_HUNTER count: 1 trajectory: P4 timer: 750 - ufo: STR_DREADNOUGHT count: 1 trajectory: P2 timer: 1500 - type: STR_ALIEN_RESOURCE_RAID points: 50 raceWeights: 0: STR_AQUATOID: 60 STR_GILLMAN: 40 1: STR_AQUATOID: 40 STR_GILLMAN: 60 3: STR_AQUATOID: 50 STR_GILLMAN: 50 6: STR_AQUATOID: 30 STR_TASOTH: 70 9: STR_AQUATOID: 50 STR_TASOTH: 50 waves: - ufo: STR_SURVEY_SHIP count: 1 trajectory: P0 timer: 15000 - ufo: STR_ESCORT count: 1 trajectory: P1 timer: 18000 - ufo: STR_CRUISER count: 1 trajectory: P3 timer: 9000 - ufo: STR_HEAVY_CRUISER count: 1 trajectory: P3 timer: 9000 - ufo: STR_HEAVY_CRUISER count: 2 trajectory: P4 timer: 60 - type: STR_ALIEN_INFILTRATION points: 150 #Pact score only awarded on month end objective: 1 siteType: STR_ALIEN_BASE_ASSAULT spawnZone: 4 #Mission zone for alien bases raceWeights: 0: STR_AQUATOID: 60 STR_GILLMAN: 40 1: STR_AQUATOID: 50 STR_GILLMAN: 30 STR_LOBSTERMAN: 20 3: STR_AQUATOID: 20 STR_GILLMAN: 50 STR_LOBSTERMAN: 30 6: STR_AQUATOID: 10 STR_GILLMAN: 30 STR_LOBSTERMAN: 20 STR_TASOTH: 40 9: STR_AQUATOID: 30 STR_GILLMAN: 10 STR_LOBSTERMAN: 50 STR_TASOTH: 10 waves: - ufo: STR_SURVEY_SHIP count: 1 trajectory: P0 timer: 16500 - ufo: STR_ESCORT count: 1 trajectory: P1 timer: 15000 - ufo: STR_ESCORT count: 1 trajectory: P6 timer: 13800 - ufo: STR_CRUISER count: 1 trajectory: P7 timer: 9000 - ufo: STR_CRUISER count: 1 trajectory: P7 timer: 60 - ufo: STR_BATTLESHIP count: 1 trajectory: P7 timer: 60 - ufo: STR_FLEET_SUPPLY_CRUISER count: 1 trajectory: P7 timer: 60 - ufo: STR_DREADNOUGHT count: 2 trajectory: P7 timer: 60 - type: STR_ALIEN_BASE points: 50 objective: 2 siteType: STR_ALIEN_BASE_ASSAULT spawnZone: 4 #Mission zone for alien bases raceWeights: 0: STR_AQUATOID: 30 STR_GILLMAN: 70 1: STR_AQUATOID: 40 STR_GILLMAN: 40 STR_LOBSTERMAN: 20 3: STR_AQUATOID: 10 STR_GILLMAN: 30 STR_LOBSTERMAN: 60 6: STR_AQUATOID: 10 STR_GILLMAN: 40 STR_LOBSTERMAN: 30 STR_TASOTH: 20 9: STR_AQUATOID: 10 STR_GILLMAN: 20 STR_LOBSTERMAN: 60 STR_TASOTH: 10 waves: - ufo: STR_SURVEY_SHIP count: 1 trajectory: P1 timer: 13500 - ufo: STR_ESCORT count: 1 trajectory: P5 timer: 15000 - ufo: STR_CRUISER count: 1 trajectory: P5 timer: 60 - ufo: STR_FLEET_SUPPLY_CRUISER count: 2 trajectory: P5 timer: 60 - ufo: STR_DREADNOUGHT count: 1 trajectory: P6 timer: 60 - type: STR_ALIEN_SURFACE_ATTACK points: 10 objective: 3 spawnZone: 3 #Mission zone for terror missions raceWeights: 0: STR_GILLMAN: 100 1: STR_AQUATOID: 20 STR_GILLMAN: 80 3: STR_AQUATOID: 20 STR_GILLMAN: 30 STR_LOBSTERMAN: 50 6: STR_AQUATOID: 10 STR_GILLMAN: 30 STR_LOBSTERMAN: 20 STR_TASOTH: 20 STR_MIXED_CREW: 20 9: STR_AQUATOID: 20 STR_GILLMAN: 20 STR_LOBSTERMAN: 20 STR_TASOTH: 10 STR_MIXED_CREW: 30 waves: - ufo: STR_ESCORT count: 1 trajectory: P1 timer: 15000 - ufo: STR_CRUISER count: 1 trajectory: P1 timer: 9600 - ufo: STR_BATTLESHIP count: 1 trajectory: P0 timer: 12000 - ufo: STR_BATTLESHIP count: 1 trajectory: P7 timer: 9000 objective: true - type: STR_ALIEN_SHIP_ATTACK points: 0 objective: 3 spawnZone: 0 #Mission zone for terror missions raceWeights: 0: STR_AQUATOID: 10 STR_GILLMAN: 30 STR_MIXED_CREW: 20 STR_LOBSTERMAN: 20 STR_TASOTH: 20 waves: - ufo: dummy #don't spawn a ufo, we only want the site count: 1 trajectory: P10 timer: 0 objective: true - type: STR_ALIEN_RETALIATION points: 0 objective: 4 spawnUfo: STR_DREADNOUGHT #Spawned for the final retaliation run raceWeights: 0: STR_AQUATOID: 20 STR_GILLMAN: 20 STR_TASOTH: 20 STR_LOBSTERMAN: 20 waves: - ufo: STR_SURVEY_SHIP count: 1 trajectory: P8 timer: 3000 - ufo: STR_ESCORT count: 2 trajectory: P8 timer: 3000 - ufo: STR_CRUISER count: 3 trajectory: P8 timer: 3000 - ufo: STR_DREADNOUGHT count: 2 trajectory: P8 timer: 3000 - type: STR_ALIEN_SUPPLY points: 0 objective: 5 raceWeights: {} #Special case, race comes from base. waves: - ufo: STR_FLEET_SUPPLY_CRUISER count: 1 trajectory: P9 timer: 6000 objective: true - type: STR_ALIEN_ARTIFACT points: 0 objective: 3 spawnZone: 0 #Mission zone for terror missions raceWeights: 0: STR_MIXED_CREW: 100 waves: - ufo: STR_ARTIFACT_SITE_P1 # spawn this site directly count: 1 trajectory: P10 timer: 0 objective: true ================================================ FILE: bin/standard/xcom2/alienRaces.rul ================================================ alienRaces: #done - id: STR_AQUATOID members: - STR_AQUATOID_COMMANDER - STR_AQUATOID_NAVIGATOR - STR_AQUATOID_MEDIC - STR_AQUATOID_TECHNICIAN - STR_AQUATOID_SQUAD_LEADER - STR_AQUATOID_SOLDIER - STR_CALCINITE_TERRORIST - STR_CALCINITE_TERRORIST - id: STR_AQUATOID_UNDERWATER members: - STR_AQUATOID_COMMANDER - STR_AQUATOID_NAVIGATOR - STR_AQUATOID_MEDIC - STR_AQUATOID_TECHNICIAN - STR_AQUATOID_SQUAD_LEADER - STR_AQUATOID_SOLDIER - STR_HALLUCINOID_TERRORIST - STR_HALLUCINOID_TERRORIST - id: STR_GILLMAN members: - STR_GILLMAN_COMMANDER - STR_GILLMAN_TECHNICIAN - STR_GILLMAN_SQUAD_LEADER - STR_GILLMAN_SQUAD_LEADER - STR_GILLMAN_SOLDIER - STR_GILLMAN_SOLDIER - STR_DEEP_ONE_TERRORIST - STR_DEEP_ONE_TERRORIST - id: STR_GILLMAN_UNDERWATER members: - STR_GILLMAN_COMMANDER - STR_GILLMAN_TECHNICIAN - STR_GILLMAN_SQUAD_LEADER - STR_GILLMAN_SQUAD_LEADER - STR_GILLMAN_SOLDIER - STR_GILLMAN_SOLDIER - STR_XARQUID_TERRORIST - STR_XARQUID_TERRORIST - id: STR_LOBSTERMAN members: - STR_LOBSTERMAN_COMMANDER - STR_LOBSTERMAN_NAVIGATOR - STR_LOBSTERMAN_TECHNICIAN - STR_LOBSTERMAN_SQUAD_LEADER - STR_LOBSTERMAN_TECHNICIAN - STR_LOBSTERMAN_SOLDIER - STR_BIODRONE_TERRORIST - STR_BIODRONE_TERRORIST - id: STR_LOBSTERMAN_UNDERWATER members: - STR_LOBSTERMAN_COMMANDER - STR_LOBSTERMAN_NAVIGATOR - STR_LOBSTERMAN_TECHNICIAN - STR_LOBSTERMAN_SQUAD_LEADER - STR_LOBSTERMAN_TECHNICIAN - STR_LOBSTERMAN_SOLDIER - STR_TENTACULAT_TERRORIST - STR_TENTACULAT_TERRORIST # Small departure from vanilla here: we've applied the same 50% upgrade # of biodrones to triscenes as was the case with mixed race 1. # This was done in order to reduce the ridiculous rarity of their appearance. - id: STR_TASOTH members: - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_BIODRONE_TERRORIST - STR_TRISCENE_TERRORIST - id: STR_TASOTH_UNDERWATER members: - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_TENTACULAT_TERRORIST - STR_TENTACULAT_TERRORIST # Vanilla has a 50% chance for each biodrone that spawns on a mixed crew # to be "upgraded" to a Triscene on land missions. # This unfortunately also upgrades 50% of the calcinites to xarquids, # which is very likely unintended. # The method to re-implement that should be fairly obvious. - id: STR_MIXED_CREW members: - STR_CALCINITE_TERRORIST - STR_CALCINITE_TERRORIST - STR_AQUATOID_SQUAD_LEADER - STR_AQUATOID_SOLDIER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_BIODRONE_TERRORIST - STR_TRISCENE_TERRORIST - id: STR_MIXED_CREW_UNDERWATER members: - STR_HALLUCINOID_TERRORIST - STR_HALLUCINOID_TERRORIST - STR_AQUATOID_SQUAD_LEADER - STR_AQUATOID_SOLDIER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_TENTACULAT_TERRORIST - STR_TENTACULAT_TERRORIST - id: STR_MIXED_CREW_2 members: - STR_TENTACULAT_TERRORIST - STR_DEEP_ONE_TERRORIST - STR_BIODRONE_TERRORIST - STR_AQUATOID_SOLDIER - STR_LOBSTERMAN_SQUAD_LEADER - STR_LOBSTERMAN_SOLDIER - STR_BIODRONE_TERRORIST - STR_CALCINITE_TERRORIST - id: STR_MIXED_CREW_2_UNDERWATER members: - STR_DEEP_ONE_TERRORIST - STR_XARQUID_TERRORIST - STR_TENTACULAT_TERRORIST - STR_AQUATOID_SOLDIER - STR_LOBSTERMAN_SQUAD_LEADER - STR_LOBSTERMAN_SOLDIER - STR_TENTACULAT_TERRORIST - STR_HALLUCINOID_TERRORIST ================================================ FILE: bin/standard/xcom2/armors.rul ================================================ armors: #done - type: STR_NONE_UC spriteSheet: TDXCOM_0.PCK spriteInv: MAN_0 storeItem: STR_NONE corpseItem: STR_CORPSE frontArmor: 12 sideArmor: 8 rearArmor: 5 underArmor: 2 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.6 - 1.5 - 1.0 loftemps: 3 drawingRoutine: 13 drawBubbles: true spriteFaceGroup: 14 spriteFaceColor: [160, 160, 64, 160, 160, 64, 160, 160] #M0 F0 M1 F1 M2 F2 M3 F3 spriteHairGroup: 4 spriteHairColor: [130, 160, 201, 130, 64, 198, 160, 64] #M0 F0 M1 F1 M2 F2 M3 F3 - type: STR_PLASTIC_AQUA_ARMOR_UC spriteSheet: TDXCOM_1.PCK spriteInv: MAN_1 corpseItem: STR_CORPSE_ARMOR storeItem: STR_PLASTIC_AQUA_ARMOR frontArmor: 60 sideArmor: 35 rearArmor: 30 underArmor: 25 damageModifier: - 1.0 - 0.9 - 0.8 - 1.0 - 0.8 - 1.0 - 1.0 - 1.2 - 1.1 - 1.0 loftemps: 3 drawingRoutine: 13 drawBubbles: true spriteFaceGroup: 14 spriteFaceColor: [160, 160, 64, 160, 160, 64, 160, 160] #M0 F0 M1 F1 M2 F2 M3 F3 spriteHairGroup: 4 spriteHairColor: [130, 160, 201, 130, 64, 198, 160, 64] #M0 F0 M1 F1 M2 F2 M3 F3 - type: STR_ION_ARMOR_UC spriteSheet: TDXCOM_2.PCK spriteInv: MAN_2 corpseItem: STR_CORPSE_ION storeItem: STR_ION_ARMOR frontArmor: 132 sideArmor: 70 rearArmor: 100 underArmor: 55 damageModifier: - 1.0 - 0.8 - 0.0 - 0.8 - 0.7 - 0.9 - 1.0 - 1.1 - 1.0 - 0.0 loftemps: 3 drawingRoutine: 13 drawBubbles: true forcedTorso: 1 spriteFaceGroup: 14 spriteFaceColor: [160, 160, 64, 160, 160, 64, 160, 160] #M0 F0 M1 F1 M2 F2 M3 F3 spriteHairGroup: 4 spriteHairColor: [130, 160, 201, 130, 64, 198, 160, 64] #M0 F0 M1 F1 M2 F2 M3 F3 - type: STR_MAGNETIC_ION_ARMOR_UC spriteSheet: TDXCOM_2.PCK spriteInv: MAN_3 corpseItem: STR_CORPSE_ION storeItem: STR_MAGNETIC_ION_ARMOR frontArmor: 142 sideArmor: 80 rearArmor: 110 underArmor: 65 movementType: 3 damageModifier: - 1.0 - 0.8 - 0.0 - 0.8 - 0.7 - 0.9 - 1.0 - 1.1 - 1.0 - 0.0 loftemps: 3 drawingRoutine: 13 drawBubbles: true forcedTorso: 2 spriteFaceGroup: 14 spriteFaceColor: [160, 160, 64, 160, 160, 64, 160, 160] #M0 F0 M1 F1 M2 F2 M3 F3 spriteHairGroup: 4 spriteHairColor: [130, 160, 201, 130, 64, 198, 160, 64] #M0 F0 M1 F1 M2 F2 M3 F3 - type: AQUATOID_ARMOR0 spriteSheet: AQUA.PCK corpseItem: STR_AQUATOID_CORPSE frontArmor: 4 sideArmor: 3 rearArmor: 2 underArmor: 2 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.6 - 1.5 - 1.0 loftemps: 2 drawingRoutine: 15 - type: DEEP_ONE_ARMOR0 spriteSheet: DEEPONE.PCK allowInv: false corpseItem: STR_DEEP_ONE_CORPSE frontArmor: 8 sideArmor: 6 rearArmor: 4 underArmor: 12 damageModifier: - 1.0 - 0.9 - 0.9 - 0.8 - 0.9 - 1.1 - 1.0 - 1.2 - 0.0 - 1.0 loftemps: 3 drawingRoutine: 14 drawBubbles: true - type: GILLMAN_ARMOR0 spriteSheet: GILLMAN.PCK corpseItem: STR_GILLMAN_CORPSE frontArmor: 15 sideArmor: 12 rearArmor: 14 underArmor: 12 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.1 - 1.0 - 1.2 - 0.0 - 1.0 loftemps: 3 drawingRoutine: 14 drawBubbles: true - type: TASOTH_ARMOR0 spriteSheet: TASOTHS.PCK corpseItem: STR_TASOTH_CORPSE frontArmor: 20 sideArmor: 20 rearArmor: 20 underArmor: 10 damageModifier: - 1.0 - 0.8 - 0.4 - 0.9 - 0.7 - 1.2 - 1.1 - 0.9 - 0.0 - 1.1 loftemps: 3 drawingRoutine: 14 drawBubbles: true - type: CALCINITE_ARMOR0 spriteSheet: CALCIN.PCK allowInv: false corpseItem: STR_CALCINITE_CORPSE frontArmor: 35 sideArmor: 35 rearArmor: 35 underArmor: 10 damageModifier: - 1.0 - 1.0 - 0.9 - 1.0 - 0.9 - 1.1 - 1.0 - 0.8 - 0.0 - 1.0 loftemps: 3 drawingRoutine: 14 drawBubbles: true - type: TENTACULAT_ARMOR0 spriteSheet: TENTAC.PCK allowInv: false corpseItem: STR_TENTACULAT_CORPSE frontArmor: 45 sideArmor: 25 rearArmor: 15 underArmor: 5 movementType: 1 damageModifier: - 1.0 - 0.8 - 1.0 - 1.5 - 0.9 - 1.1 - 1.1 - 1.1 - 0.0 - 1.1 loftemps: 2 drawingRoutine: 19 - type: LOBSTERMAN_ARMOR0 spriteSheet: LOBSTER.PCK corpseItem: STR_LOBSTERMAN_CORPSE frontArmor: 20 sideArmor: 20 rearArmor: 15 underArmor: 10 damageModifier: - 1.0 - 0.2 - 0.3 - 0.3 - 0.3 - 0.5 - 1.1 - 2.0 - 0.0 - 1.1 loftemps: 4 drawingRoutine: 14 drawBubbles: true - type: LOBSTERMAN_ARMOR1 spriteSheet: LOBSTER.PCK corpseItem: STR_LOBSTERMAN_CORPSE frontArmor: 20 sideArmor: 20 rearArmor: 18 underArmor: 10 damageModifier: - 1.0 - 0.2 - 0.3 - 0.3 - 0.3 - 0.5 - 1.1 - 2.0 - 0.0 - 1.1 loftemps: 4 drawingRoutine: 14 drawBubbles: true - type: LOBSTERMAN_ARMOR2 spriteSheet: LOBSTER.PCK corpseItem: STR_LOBSTERMAN_CORPSE frontArmor: 22 sideArmor: 22 rearArmor: 20 underArmor: 12 damageModifier: - 1.0 - 0.2 - 0.3 - 0.3 - 0.3 - 0.5 - 1.1 - 2.0 - 0.0 - 1.1 loftemps: 4 drawingRoutine: 14 drawBubbles: true - type: XARQUID_ARMOR0 spriteSheet: XARQUID.PCK allowInv: false corpseGeo: STR_XARQUID_CORPSE corpseBattle: - XARQUID_CORPSE_1 - XARQUID_CORPSE_2 - XARQUID_CORPSE_3 - XARQUID_CORPSE_4 frontArmor: 50 sideArmor: 50 rearArmor: 50 underArmor: 5 movementType: 1 size: 2 damageModifier: - 1.0 - 1.0 - 0.6 - 0.6 - 0.7 - 0.9 - 0.9 - 1.45 - 0.0 - 0.9 loftempsSet: [ 92, 89, 90, 91 ] drawingRoutine: 21 constantAnimation: true - type: BIODRONE_ARMOR0 spriteSheet: BIODRON.PCK allowInv: false corpseItem: STR_BIODRONE_CORPSE frontArmor: 25 sideArmor: 15 rearArmor: 10 underArmor: 5 movementType: 1 damageModifier: - 1.0 - 1.0 - 0.6 - 0.6 - 0.7 - 0.9 - 0.9 - 1.45 - 0.0 - 0.9 loftemps: 2 drawingRoutine: 16 constantAnimation: true - type: HALLUCINOID_ARMOR0 spriteSheet: HALLUCIN.PCK allowInv: false corpseGeo: STR_HALLUCINOID_CORPSE corpseBattle: - HALLUCINOID_CORPSE_1 - HALLUCINOID_CORPSE_2 - HALLUCINOID_CORPSE_3 - HALLUCINOID_CORPSE_4 frontArmor: 35 sideArmor: 35 rearArmor: 35 underArmor: 25 size: 2 movementType: 1 damageModifier: - 1.0 - 0.6 - 1.7 - 0.7 - 0.8 - 1.0 - 1.0 - 0.6 - 0.0 - 1.0 loftempsSet: [ 92, 89, 90, 91 ] drawingRoutine: 12 constantAnimation: true - type: TRISCENE_ARMOR0 spriteSheet: TRISCEN.PCK allowInv: false corpseGeo: STR_TRISCENE_CORPSE corpseBattle: - TRISCENE_CORPSE_1 - TRISCENE_CORPSE_2 - TRISCENE_CORPSE_3 - TRISCENE_CORPSE_4 frontArmor: 120 sideArmor: 110 rearArmor: 110 underArmor: 8 size: 2 damageModifier: - 1.0 - 0.9 - 0.9 - 0.9 - 0.8 - 0.9 - 0.9 - 1.1 - 0.0 - 0.9 loftempsSet: [ 92, 89, 90, 91 ] drawingRoutine: 20 - type: COELACANTH_ARMOR spriteSheet: TANK01.PCK allowInv: false corpseBattle: - COELACANTH_CORPSE_1 - COELACANTH_CORPSE_2 - COELACANTH_CORPSE_3 - COELACANTH_CORPSE_4 frontArmor: 90 sideArmor: 75 rearArmor: 60 underArmor: 60 size: 2 damageModifier: - 1.0 - 0.95 - 0.4 - 0.8 - 0.6 - 1.0 - 0.0 - 0.8 - 1.2 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] drawingRoutine: 11 - type: DISPLACER_ARMOR spriteSheet: TANK01.PCK allowInv: false corpseBattle: - DISPLACER_CORPSE_1 - DISPLACER_CORPSE_2 - DISPLACER_CORPSE_3 - DISPLACER_CORPSE_4 frontArmor: 130 sideArmor: 130 rearArmor: 130 underArmor: 100 movementType: 1 size: 2 damageModifier: - 1.0 - 0.95 - 0.4 - 0.8 - 0.6 - 1.0 - 0.0 - 0.8 - 1.2 - 0.0 loftempsSet: [ 92, 89, 90, 91 ] drawingRoutine: 11 constantAnimation: true - type: DOCKER_ARMOR spriteSheet: CIVIL_1.PCK corpseItem: CIVM_CORPSE frontArmor: 0 sideArmor: 0 rearArmor: 0 underArmor: 0 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.6 - 1.5 - 1.0 loftemps: 3 drawingRoutine: 17 - type: SURFER_ARMOR spriteSheet: CIVIL_1.PCK corpseItem: CIVF_CORPSE frontArmor: 0 sideArmor: 0 rearArmor: 0 underArmor: 0 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.6 - 1.5 - 1.0 loftemps: 3 drawingRoutine: 18 - type: SAILOR_ARMOR spriteSheet: CIVIL_2.PCK corpseItem: CIVM_CORPSE frontArmor: 0 sideArmor: 0 rearArmor: 0 underArmor: 0 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.6 - 1.5 - 1.0 loftemps: 3 drawingRoutine: 17 - type: BIKINI_GIRL_ARMOR spriteSheet: CIVIL_2.PCK corpseItem: CIVF_CORPSE frontArmor: 0 sideArmor: 0 rearArmor: 0 underArmor: 0 damageModifier: - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.0 - 1.6 - 1.5 - 1.0 loftemps: 3 drawingRoutine: 18 - type: ZOMBIE_ARMOR spriteSheet: ZOMBIE.PCK allowInv: false corpseItem: STR_TENTACULAT_CORPSE frontArmor: 4 sideArmor: 4 rearArmor: 4 underArmor: 4 damageModifier: - 1.0 - 0.9 - 0.9 - 0.9 - 0.8 - 0.9 - 0.9 - 1.1 - 0.0 - 0.9 loftemps: 2 drawingRoutine: 17 ================================================ FILE: bin/standard/xcom2/converter.rul ================================================ # Here be dragons converter: offsets: BASE.DAT_FACILITIES: 0xDA BASE.DAT_ENGINEERS: 0x122 BASE.DAT_SCIENTISTS: 0x123 BASE.DAT_ITEMS: 0x10 CRAFT.DAT_LEFT_WEAPON: 0x01 CRAFT.DAT_LEFT_AMMO: 0x02 CRAFT.DAT_FLIGHT: 0x04 CRAFT.DAT_RIGHT_WEAPON: 0x05 CRAFT.DAT_RIGHT_AMMO: 0x3E CRAFT.DAT_DAMAGE: 0x42 CRAFT.DAT_ALTITUDE: 0x44 CRAFT.DAT_SPEED: 0x46 CRAFT.DAT_DESTINATION: 0x48 CRAFT.DAT_DEST_LON: 0x4C CRAFT.DAT_DEST_LAT: 0x4E CRAFT.DAT_FUEL: 0x50 CRAFT.DAT_BASE: 0x52 CRAFT.DAT_MISSION: 0x54 CRAFT.DAT_REGION: 0x56 CRAFT.DAT_TRAJECTORY: 0x5A CRAFT.DAT_TRAJECTORY_POINT: 0x58 CRAFT.DAT_RACE: 0x5C CRAFT.DAT_STATUS: 0x62 CRAFT.DAT_ITEMS: 0x06 CRAFT.DAT_STATE: 0x64 SOLDIER.DAT_RANK: 0x0A SOLDIER.DAT_BASE: 0x06 SOLDIER.DAT_CRAFT: 0x08 SOLDIER.DAT_MISSIONS: 0x12 SOLDIER.DAT_KILLS: 0x0E SOLDIER.DAT_RECOVERY: 0x10 SOLDIER.DAT_NAME: 0x23 SOLDIER.DAT_INITIAL_TU: 0x1A SOLDIER.DAT_INITIAL_HE: 0x1B SOLDIER.DAT_INITIAL_STA: 0x1C SOLDIER.DAT_INITIAL_RE: 0x45 SOLDIER.DAT_INITIAL_STR: 0x22 SOLDIER.DAT_INITIAL_FA: 0x21 SOLDIER.DAT_INITIAL_TA: 0x1D SOLDIER.DAT_INITIAL_ME: 0x44 SOLDIER.DAT_INITIAL_PST: 0x43 SOLDIER.DAT_INITIAL_PSK: 0x41 SOLDIER.DAT_INITIAL_BR: 0x40 SOLDIER.DAT_IMPROVED_TU: 0x01 SOLDIER.DAT_IMPROVED_HE: 0x04 SOLDIER.DAT_IMPROVED_STA: 0x17 SOLDIER.DAT_IMPROVED_RE: 0x18 SOLDIER.DAT_IMPROVED_STR: 0x05 SOLDIER.DAT_IMPROVED_FA: 0x19 SOLDIER.DAT_IMPROVED_TA: 0x3F SOLDIER.DAT_IMPROVED_ME: 0x42 SOLDIER.DAT_IMPROVED_BR: 0x3E SOLDIER.DAT_ARMOR: 0x1E SOLDIER.DAT_PSI: 0x00 SOLDIER.DAT_PSILAB: 0x02 SOLDIER.DAT_GENDER: 0x1F SOLDIER.DAT_LOOK: 0x20 markers: - STR_UFO - STR_TERROR_SITE - STR_ALIEN_BASE - STR_LANDING_SITE - STR_CRASH_SITE - STR_WAYPOINT - STR_TRITON - STR_BARRACUDA - STR_MANTA - STR_HAMMERHEAD - STR_LEVIATHAN countries: - STR_USA - STR_ALASKA - STR_EU_SYNDICATE - STR_ARABIAN_BLOC - STR_EGYPTIAN_CARTEL - STR_AFRICA_CORP - STR_BRAZILIAN_UNION - STR_NEW_MEXICO - STR_ASIAN_COALITION - STR_SCANDINAVIA - STR_NEO_JAPAN - STR_FREE_CHINA - STR_AUSTRALASIA - STR_FED_KOREA - STR_EURASIA_UC - STR_ICELANDIC_UNION regions: - STR_NORTH_ATLANTIC - STR_SOUTH_ATLANTIC - STR_NORTH_PACIFIC - STR_SOUTH_PACIFIC - STR_MEDITERRANEAN - STR_SOUTH_CHINA_SEA - STR_INDIAN_OCEAN - STR_THE_EAST_SEA - STR_NORTH_SEA - STR_CARRIBEAN - STR_ANTARCTIC - STR_ARCTIC - STR_EURASIA - STR_NORTH_AMERICA - STR_AFRICA facilities: - STR_AIR_LOCK - STR_LIVING_QUARTERS - STR_LABORATORY - STR_WORKSHOP - STR_STANDARD_SONAR - STR_WIDE_ARRAY_SONAR - STR_TORPEDO_DEFENSES - STR_GENERAL_STORES - STR_ALIEN_CONTAINMENT - STR_GAUSS_DEFENSES - STR_SONIC_DEFENSES - STR_PWT_DEFENSES - STR_BOMBARDMENT_SHIELD - STR_MC_GENERATOR - STR_MC_LAB - STR_TRANSMISSION_RESOLVER - STR_SUB_PEN items: - STR_AJAX_LAUNCHER - STR_DUP_HEAD_LAUNCHER - STR_CRAFT_GAS_CANNON - STR_PWT_CANNON - STR_GAUSS_CANNON - STR_SONIC_OSCILLATOR - STR_AJAX_TORPEDOES - STR_DUP_HEAD_TORPEDOES - STR_CRAFT_GAS_CANNON_ROUNDS_X50 - STR_PULSE_WAVE_TORPEDOES - STR_COELACANTH_GAS_CANNON - STR_COELACANTH_AQUA_JET - STR_COELACANTH_GAUSS - STR_DISPLACER_SONIC - STR_DISPLACER_PWT - STR_DART_PISTOL - STR_DART_POD - STR_JET_HARPOON - STR_HARPOON_POD - STR_GAS_CANNON - STR_GC_AP_AMMO - STR_GC_HE_AMMO - STR_GC_P_AMMO - STR_HYDRO_JET_CANNON - STR_HJC_AP_AMMO - STR_HJC_HE_AMMO - STR_HJC_P_AMMO - STR_TORPEDO_LAUNCHER - STR_SMALL_TORPEDO - STR_LARGE_TORPEDO - STR_PHOSPHOROUS_TORPEDO - STR_GAUSS_PISTOL - STR_GAUSS_RIFLE - STR_HEAVY_GAUSS - STR_MAGNA_BLAST_GRENADE - STR_DYE_GRENADE - STR_PARTICLE_DISTURBANCE_GRENADE - STR_MAGNA_PACK_EXPLOSIVE - STR_PARTICLE_DISTURBANCE_SENSOR - STR_MEDI_KIT - STR_MC_DISRUPTOR - STR_THERMAL_TAZER - STR_CHEMICAL_FLARE - STR_VIBRO_BLADE - STR_THERMIC_LANCE - STR_HEAVY_THERMIC_LANCE - "" - "" - "" - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - STR_ZRBITE - STR_MC_READER - STR_GAUSS_PISTOL_CLIP - STR_GAUSS_RIFLE_CLIP - STR_HEAVY_GAUSS_CLIP - STR_AQUATOID_CORPSE - STR_GILLMAN_CORPSE - STR_LOBSTERMAN_CORPSE - STR_TASOTH_CORPSE - STR_CALCINITE_CORPSE - STR_DEEP_ONE_CORPSE - STR_BIODRONE_CORPSE - STR_TENTACULAT_CORPSE - STR_TRISCENE_CORPSE - STR_HALLUCINOID_CORPSE - STR_XARQUID_CORPSE - "" - "" - "" - "" - STR_ION_BEAM_ACCELERATORS - STR_MAGNETIC_NAVIGATION - STR_ALIEN_SUB_CONSTRUCTION - STR_ALIEN_CRYOGENICS - STR_ALIEN_CLONING - STR_ALIEN_LEARNING_ARRAYS - STR_ALIEN_IMPLANTER - STR_EXAMINATION_ROOM - STR_AQUA_PLASTICS - STR_ALIEN_REANIMATION_ZONE - STR_PLASTIC_AQUA_ARMOR - STR_ION_ARMOR - STR_MAGNETIC_ION_ARMOR - STR_HWP_SOLID_HARPOON_BOLTS - STR_HWP_AQUA_JET_MISSILES - STR_HWP_DISPLACER_PWT - STR_GAUSS_CANNON_AMMO crews: - STR_AQUATOID - STR_GILLMAN - STR_LOBSTERMAN - STR_TASOTH - STR_MIXED_CREW - STR_MIXED_CREW_2 crafts: - STR_TRITON - STR_HAMMERHEAD - STR_LEVIATHAN - STR_BARRACUDA - STR_MANTA ufos: - STR_SURVEY_SHIP - STR_ESCORT - STR_CRUISER - STR_HEAVY_CRUISER - STR_HUNTER - STR_BATTLESHIP - STR_DREADNOUGHT - STR_FLEET_SUPPLY_CRUISER craftWeapons: - STR_AJAX - STR_DUP_HEAD - STR_CRAFT_GAS_CANNON_UC - STR_PWT_CANNON_UC - STR_GAUSS_CANNON_UC - STR_SONIC_OSCILLATOR_UC missions: - STR_ALIEN_PROBE_MISSION - STR_ALIEN_INTERDICTION - STR_ALIEN_RESOURCE_RAID - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_SURFACE_ATTACK # - STR_ALIEN_SHIP_ATTACK - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY # - STR_ALIEN_ARTIFACT armor: - STR_NONE_UC - STR_PLASTIC_AQUA_ARMOR_UC - STR_ION_ARMOR_UC - STR_MAGNETIC_ION_ARMOR_UC alienRaces: - "" - STR_AQUATOID - STR_GILLMAN - STR_LOBSTERMAN - STR_TASOTH - STR_CALCINITE - STR_DEEP_ONE - STR_BIODRONE - STR_TENTACULAT - STR_TRISCENE - STR_HALLUCINOID - STR_XARQUID alienRanks: - "" - _COMMANDER - _NAVIGATOR - _MEDIC - _TECHNICIAN - _SQUAD_LEADER - _SOLDIER - _TERRORIST research: - STR_GAUSS_TECH - STR_PARTICLE_DISTURBANCE_SENSOR - STR_MEDI_KIT - STR_MC_DISRUPTOR - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - STR_ZRBITE - STR_MC_READER - STR_ION_BEAM_ACCELERATORS - STR_MAGNETIC_NAVIGATION - STR_ALIEN_SUB_CONSTRUCTION - STR_ALIEN_CRYOGENICS - STR_ALIEN_CLONING - STR_ALIEN_LEARNING_ARRAYS - STR_ALIEN_IMPLANTER - STR_EXAMINATION_ROOM - STR_AQUA_PLASTICS - STR_NEW_FIGHTER_FLYING_SUB - STR_NEW_FIGHTER_TRANSPORTER - STR_THE_LATEST_FLYING_SUB - STR_GAUSS_PISTOL - STR_GAUSS_RIFLE - STR_HEAVY_GAUSS - STR_GAUSS_CANNON - STR_SONIC_OSCILLATOR - STR_PWT_CANNON - STR_GAUSS_DEFENSES - STR_SONIC_DEFENSES - STR_PWT_DEFENSES - STR_BOMBARDMENT_SHIELD - STR_MC_GENERATOR - STR_MC_LAB - STR_TRANSMISSION_RESOLVER - "" - "" - "" - STR_AQUATOID_CORPSE - STR_GILLMAN_CORPSE - STR_LOBSTERMAN_CORPSE - STR_TASOTH_CORPSE - STR_CALCINITE_CORPSE - STR_DEEP_ONE_CORPSE - STR_BIODRONE_CORPSE - STR_TENTACULAT_CORPSE - STR_TRISCENE_CORPSE - STR_HALLUCINOID_CORPSE - STR_XARQUID_CORPSE - STR_ALIEN_ORIGINS - STR_THE_ULTIMATE_THREAT - STR_TLETH_ALIEN_CITY - STR_PLASTIC_AQUA_ARMOR - STR_ION_ARMOR - STR_MAGNETIC_ION_ARMOR - STR_GAUSS_PISTOL_CLIP - STR_GAUSS_RIFLE_CLIP - STR_HEAVY_GAUSS_CLIP - "" - STR_VIBRO_BLADE - STR_THERMIC_LANCE - STR_HEAVY_THERMIC_LANCE - STR_AQUATOID_COMMANDER - STR_AQUATOID_NAVIGATOR - STR_AQUATOID_MEDIC - STR_AQUATOID_TECHNICIAN - STR_AQUATOID_SQUAD_LEADER - STR_AQUATOID_SOLDIER - STR_GILLMAN_COMMANDER - STR_GILLMAN_TECHNICIAN - STR_GILLMAN_SQUAD_LEADER - STR_GILLMAN_SOLDIER - STR_LOBSTERMAN_COMMANDER - STR_LOBSTERMAN_NAVIGATOR - STR_LOBSTERMAN_TECHNICIAN - STR_LOBSTERMAN_SQUAD_LEADER - STR_LOBSTERMAN_SOLDIER - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_CALCINITE_TERRORIST - STR_DEEP_ONE_TERRORIST - STR_BIODRONE_TERRORIST - STR_TENTACULAT_TERRORIST - STR_TRISCENE_TERRORIST - STR_HALLUCINOID_TERRORIST - STR_XARQUID_TERRORIST - "" manufacture: - STR_PWT_CANNON - STR_GAUSS_CANNON - STR_SONIC_OSCILLATOR - STR_PULSE_WAVE_TORPEDOES - STR_COELACANTH_GAUSS - STR_DISPLACER_SONIC - STR_DISPLACER_PWT - STR_HWP_DISPLACER_PWT - STR_GAUSS_PISTOL - STR_GAUSS_RIFLE - STR_HEAVY_GAUSS - STR_PARTICLE_DISTURBANCE_SENSOR - STR_MEDI_KIT - STR_MC_DISRUPTOR - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - STR_MC_READER - STR_PLASTIC_AQUA_ARMOR - STR_ION_ARMOR - STR_MAGNETIC_ION_ARMOR - STR_AQUA_PLASTICS - STR_ION_BEAM_ACCELERATORS - STR_MAGNETIC_NAVIGATION - STR_MANTA - STR_HAMMERHEAD - STR_LEVIATHAN - STR_GAUSS_PISTOL_CLIP - STR_GAUSS_RIFLE_CLIP - STR_HEAVY_GAUSS_CLIP - STR_VIBRO_BLADE - STR_THERMIC_LANCE - STR_HEAVY_THERMIC_LANCE - STR_GAUSS_CANNON_AMMO - "" ufopaedia: - STR_TRITON - STR_HAMMERHEAD - STR_LEVIATHAN - STR_BARRACUDA - STR_MANTA - STR_AJAX - STR_DUP_HEAD - STR_CRAFT_GAS_CANNON_UC - STR_PWT_CANNON_UC - STR_GAUSS_CANNON_UC - STR_SONIC_OSCILLATOR_UC - STR_COELACANTH_GAS_CANNON - STR_COELACANTH_AQUA_JET - STR_COELACANTH_GAUSS - STR_DISPLACER_SONIC - STR_DISPLACER_PWT - STR_PLASTIC_AQUA_ARMOR_UC - STR_ION_ARMOR_UC - STR_MAGNETIC_ION_ARMOR_UC - STR_DART_PISTOL - STR_JET_HARPOON - STR_GAS_CANNON - STR_HYDRO_JET_CANNON - STR_TORPEDO_LAUNCHER - STR_GAUSS_PISTOL - STR_GAUSS_PISTOL_CLIP - STR_GAUSS_RIFLE - STR_GAUSS_RIFLE_CLIP - STR_HEAVY_GAUSS - STR_HEAVY_GAUSS_CLIP - STR_MAGNA_BLAST_GRENADE - STR_DYE_GRENADE - STR_PARTICLE_DISTURBANCE_GRENADE - STR_MAGNA_PACK_EXPLOSIVE - STR_PARTICLE_DISTURBANCE_SENSOR - STR_MEDI_KIT - STR_MC_DISRUPTOR - STR_THERMAL_TAZER - STR_CHEMICAL_FLARE - STR_VIBRO_BLADE - STR_THERMIC_LANCE - STR_HEAVY_THERMIC_LANCE - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB - STR_SONIC_PULSER - STR_ZRBITE - STR_MC_READER - STR_AIR_LOCK - STR_LIVING_QUARTERS - STR_LABORATORY - STR_WORKSHOP - STR_STANDARD_SONAR - STR_WIDE_ARRAY_SONAR - STR_TORPEDO_DEFENSES - STR_GENERAL_STORES - STR_ALIEN_CONTAINMENT - STR_GAUSS_DEFENSES - STR_SONIC_DEFENSES - STR_PWT_DEFENSES - STR_BOMBARDMENT_SHIELD - STR_MC_GENERATOR - STR_MC_LAB - STR_TRANSMISSION_RESOLVER - STR_SUB_PEN - STR_AQUATOID - STR_AQUATOID_AUTOPSY - STR_GILLMAN - STR_GILLMAN_AUTOPSY - STR_LOBSTERMAN - STR_LOBSTERMAN_AUTOPSY - STR_TASOTH - STR_TASOTH_AUTOPSY - STR_CALCINITE - STR_CALCINITE_AUTOPSY - STR_DEEP_ONE - STR_DEEP_ONE_AUTOPSY - STR_BIODRONE - STR_BIODRONE_AUTOPSY - STR_TENTACULAT - STR_TENTACULAT_AUTOPSY - STR_TRISCENE - STR_TRISCENE_AUTOPSY - STR_HALLUCINOID - STR_HALLUCINOID_AUTOPSY - STR_XARQUID - STR_XARQUID_AUTOPSY - STR_ALIEN_ORIGINS - STR_THE_ULTIMATE_THREAT - STR_TLETH_THE_ALIEN_CITY - STR_ALIEN_PROBE_MISSION - STR_ALIEN_INTERDICTION - STR_ALIEN_RESOURCE_RAID - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_SURFACE_ATTACK - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - STR_ION_BEAM_ACCELERATORS - STR_MAGNETIC_NAVIGATION - STR_ALIEN_SUB_CONSTRUCTION - STR_ALIEN_CRYOGENICS - STR_ALIEN_CLONING - STR_ALIEN_LEARNING_ARRAYS - STR_ALIEN_IMPLANTER - STR_EXAMINATION_ROOM - STR_AQUA_PLASTICS - STR_SURVEY_SHIP - STR_ESCORT - STR_CRUISER - STR_HEAVY_CRUISER - STR_HUNTER - STR_BATTLESHIP - STR_DREADNOUGHT - STR_FLEET_SUPPLY_CRUISER ================================================ FILE: bin/standard/xcom2/countries.rul ================================================ countries: #done - type: STR_USA fundingBase: 600 fundingCap: 10000 labelLon: 257 labelLat: -45 areas: # lonMin lonMax latMin latMax - [266, 83, -63.5, -57] - [297, 39.5, -57, -44] - [217.5, 239, -51, -30] - type: STR_ALASKA fundingBase: 230 fundingCap: 8000 labelLon: 193.25 labelLat: -68.75 areas: - [180, 197, -75, -57.5] - [197, 237, -75, -70] - type: STR_EU_SYNDICATE fundingBase: 240 fundingCap: 7000 labelLon: 355 labelLat: -45 areas: - [343, 354.5, -61, -43] - [337, 349, -43, -28.5] - [1, 21.5, -45, -36.5] - type: STR_ARABIAN_BLOC fundingBase: 320 fundingCap: 8000 labelLon: 45 labelLat: -5 areas: - [21.5, 36.5, -38, -31] - [60, 73, -24, -12.5] - [52, 73, -12.5, -0.5] - type: STR_EGYPTIAN_CARTEL fundingBase: 250 fundingCap: 9000 labelLon: 18.75 labelLat: -26.75 areas: - [325, 347, -28.5, -3] - [323, 11, -3, 4] - [1, 21.5, -36.5, -31] - type: STR_AFRICA_CORP fundingBase: 160 fundingCap: 6000 labelLon: 16.75 labelLat: 31.75 areas: - [3.5, 18, 4, 42.5] - [18, 38, 34.5, 42.5] - [38, 52, -0.5, 42.5] - type: STR_BRAZILIAN_UNION fundingBase: 140 fundingCap: 5000 labelLon: 290 labelLat: 30 areas: - [273, 290, 18, 57] - [296, 310, 30.5, 57] - [310, 323, 23, 40] - [323, 341, 4, 23] - type: STR_NEW_MEXICO fundingBase: 245 fundingCap: 7000 labelLon: 265 labelLat: -10.75 areas: - [228, 251, -30, -14] - [245, 273, -14, 7] - [267, 297.5, -30, -17.5] - type: STR_ASIAN_COALITION fundingBase: 400 fundingCap: 10000 labelLon: 81.25 labelLat: -15.25 areas: - [72.5, 97, -24, 2] - type: STR_SCANDINAVIA fundingBase: 150 fundingCap: 5000 labelLon: 20 labelLat: -60 areas: - [354.5, 5, -67, -57] - [5, 15, -75, -65] - [18, 27, -65, -55] - type: STR_NEO_JAPAN fundingBase: 300 fundingCap: 4000 labelLon: 142.5 labelLat: -41.25 areas: - [118.5, 142, -44, -30] - type: STR_FREE_CHINA fundingBase: 280 fundingCap: 5000 labelLon: 126 labelLat: -18 areas: - [118.5, 135, -30, -12.5] - type: STR_AUSTRALASIA fundingBase: 180 fundingCap: 2000 labelLon: 146.25 labelLat: 25 areas: - [119, 142, 2, 13] - [119, 153, 37, 47] - [153, 170.5, 2, 42] - type: STR_FED_KOREA fundingBase: 310 fundingCap: 3000 labelLon: 118.75 labelLat: -36 areas: - [111, 118.5, -24, -3] - type: STR_EURASIA_UC fundingBase: 160 fundingCap: 2000 labelLon: 60 labelLat: -60.75 areas: - [135, 168, -62, -44] - [31, 168, -75, -68] - type: STR_ICELANDIC_UNION fundingBase: 110 fundingCap: 4000 labelLon: 323 labelLat: -72 areas: - [323, 340, -67, -56] - [340, 250, -74, -65] ================================================ FILE: bin/standard/xcom2/craftWeapons.rul ================================================ craftWeapons: #done - type: STR_AJAX sprite: 0 sound: 6 damage: 60 range: 32 accuracy: 70 reloadCautious: 64 reloadStandard: 48 reloadAggressive: 32 ammoMax: 6 launcher: STR_AJAX_LAUNCHER clip: STR_AJAX_TORPEDOES projectileType: 0 projectileSpeed: 8 underwaterOnly: true - type: STR_DUP_HEAD sprite: 1 sound: 7 damage: 110 range: 50 accuracy: 80 reloadCautious: 96 reloadStandard: 72 reloadAggressive: 48 ammoMax: 3 launcher: STR_DUP_HEAD_LAUNCHER clip: STR_DUP_HEAD_TORPEDOES projectileType: 1 projectileSpeed: 8 underwaterOnly: true - type: STR_CRAFT_GAS_CANNON_UC sprite: 2 sound: 8 damage: 15 range: 8 accuracy: 25 reloadCautious: 4 reloadStandard: 4 reloadAggressive: 4 ammoMax: 200 rearmRate: 50 launcher: STR_CRAFT_GAS_CANNON clip: STR_CRAFT_GAS_CANNON_ROUNDS_X50 projectileType: 2 projectileSpeed: 8 underwaterOnly: true - type: STR_PWT_CANNON_UC sprite: 3 sound: 9 damage: 200 range: 60 accuracy: 100 reloadCautious: 64 reloadStandard: 48 reloadAggressive: 32 ammoMax: 2 launcher: STR_PWT_CANNON clip: STR_PULSE_WAVE_TORPEDOES projectileType: 3 projectileSpeed: 8 underwaterOnly: true - type: STR_GAUSS_CANNON_UC sprite: 4 sound: 10 damage: 90 range: 20 accuracy: 35 reloadCautious: 24 reloadStandard: 24 reloadAggressive: 24 ammoMax: 50 rearmRate: 50 launcher: STR_GAUSS_CANNON clip: STR_GAUSS_CANNON_AMMO projectileType: 4 underwaterOnly: true - type: STR_SONIC_OSCILLATOR_UC sprite: 5 sound: 11 damage: 150 range: 55 accuracy: 50 reloadCautious: 24 reloadStandard: 24 reloadAggressive: 24 ammoMax: 100 rearmRate: 100 launcher: STR_SONIC_OSCILLATOR projectileType: 5 underwaterOnly: true ================================================ FILE: bin/standard/xcom2/crafts.rul ================================================ crafts: #done - type: STR_TRITON sprite: 0 fuelMax: 1400 damageMax: 160 speedMax: 790 accel: 2 soldiers: 14 vehicles: 3 costBuy: 500000 costRent: 500000 forceShowInMonthlyCosts: true refuelRate: 50 transferTime: 72 score: 200 maxAltitude: 4 battlescapeTerrainData: name: TRITON mapDataSets: - BLANKS - TRITON mapBlocks: - name: TRITON width: 10 length: 20 deployment: - [5, 7, 0, 4] - [4, 7, 0, 4] - [5, 6, 0, 4] - [4, 6, 0, 4] - [5, 5, 0, 4] - [4, 5, 0, 4] - [5, 4, 0, 4] - [4, 4, 0, 4] - [5, 3, 0, 4] - [4, 3, 0, 4] - [5, 2, 0, 4] - [4, 2, 0, 4] - [3, 7, 0, 4] - [3, 6, 0, 4] - type: STR_BARRACUDA sprite: 3 fuelMax: 800 damageMax: 120 speedMax: 2400 accel: 3 weapons: 2 costRent: 600000 forceShowInMonthlyCosts: true costBuy: 600000 refuelRate: 50 transferTime: 96 score: 250 maxAltitude: 3 - type: STR_MANTA sprite: 4 fuelMax: 30 damageMax: 400 speedMax: 4600 accel: 10 weapons: 2 refuelItem: STR_ZRBITE refuelRate: 5 score: 250 maxAltitude: 4 - type: STR_HAMMERHEAD sprite: 1 fuelMax: 60 damageMax: 960 speedMax: 4030 accel: 9 weapons: 1 soldiers: 12 refuelItem: STR_ZRBITE refuelRate: 5 score: 300 maxAltitude: 4 battlescapeTerrainData: name: HAMMER mapDataSets: - BLANKS - HAMMER mapBlocks: - name: HAMMER width: 10 length: 10 deployment: - [5, 7, 0, 4] - [4, 7, 0, 4] - [3, 7, 0, 4] - [5, 6, 0, 4] - [4, 6, 0, 4] - [3, 6, 0, 4] - [5, 5, 0, 4] - [4, 5, 0, 4] - [3, 5, 0, 4] - [5, 4, 0, 4] - [4, 4, 0, 4] - [3, 4, 0, 4] - type: STR_LEVIATHAN sprite: 2 fuelMax: 50 damageMax: 1250 speedMax: 5800 accel: 9 weapons: 2 soldiers: 26 vehicles: 4 refuelItem: STR_ZRBITE spacecraft: true refuelRate: 5 score: 400 maxAltitude: 4 battlescapeTerrainData: name: LEVIATH mapDataSets: - BLANKS - LEVIATH mapBlocks: - name: LEVIATH width: 10 length: 20 deployment: - [5, 10, 0, 4] - [4, 10, 0, 4] - [5, 9, 0, 4] - [4, 9, 0, 4] - [5, 8, 0, 4] - [4, 8, 0, 4] - [5, 7, 0, 4] - [4, 7, 0, 4] - [5, 6, 0, 4] - [4, 6, 0, 4] - [5, 5, 0, 4] - [4, 5, 0, 4] - [5, 4, 0, 4] - [4, 4, 0, 4] - [5, 3, 0, 4] - [4, 3, 0, 4] - [6, 8, 0, 4] - [3, 8, 0, 4] - [6, 7, 0, 4] - [3, 7, 0, 4] - [6, 6, 0, 4] - [3, 6, 0, 4] - [6, 5, 0, 4] - [3, 5, 0, 4] - [6, 4, 0, 4] - [3, 4, 0, 4] ================================================ FILE: bin/standard/xcom2/cutscenes.rul ================================================ cutscenes: #done - type: intro videos: - ANIMS/LOGO.VID - ANIMS/INTRO.VID slideshow: musicId: GMNEWINT slides: - imagePath: FLOP_INT/INT00.LBM transitionSeconds: 5 caption: STR_INTRO_1 captionSize: [320, 10] captionPos: [0, 190] captionColor: 249 captionAlign: 1 - imagePath: FLOP_INT/INT01.LBM transitionSeconds: 5 caption: STR_INTRO_2 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT02.LBM transitionSeconds: 10 caption: STR_INTRO_3 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT03.LBM transitionSeconds: 5 caption: STR_INTRO_4 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT04.LBM transitionSeconds: 5 caption: STR_INTRO_5 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT05.LBM transitionSeconds: 10 caption: STR_INTRO_6 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT06.LBM transitionSeconds: 10 caption: STR_INTRO_7 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT07.LBM transitionSeconds: 10 caption: STR_INTRO_8 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT08.LBM transitionSeconds: 5 caption: STR_INTRO_9 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT09.LBM transitionSeconds: 5 caption: STR_INTRO_10 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT10.LBM transitionSeconds: 10 caption: STR_INTRO_11 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT11.LBM transitionSeconds: 5 caption: STR_INTRO_12 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT12.LBM transitionSeconds: 5 caption: STR_INTRO_13 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT13.LBM transitionSeconds: 10 caption: STR_INTRO_14 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT14.LBM transitionSeconds: 5 caption: STR_INTRO_15 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT15.LBM transitionSeconds: 5 caption: STR_INTRO_16 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT16.LBM transitionSeconds: 5 caption: STR_INTRO_17 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT17.LBM transitionSeconds: 5 caption: STR_INTRO_18 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT18.LBM transitionSeconds: 5 caption: STR_INTRO_19 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT19.LBM transitionSeconds: 5 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/INT20.LBM transitionSeconds: 5 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - type: tleth videos: - ANIMS/RISE.VID slideshow: musicId: GMSIG slides: - imagePath: FLOP_INT/TWE01.LBM transitionSeconds: 10 caption: STR_RISE_1 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/TWE02.LBM transitionSeconds: 10 caption: STR_RISE_2 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/TWE03.LBM transitionSeconds: 10 caption: STR_RISE_3 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/TWE04.LBM transitionSeconds: 10 caption: STR_RISE_4 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/TWE05.LBM transitionSeconds: 10 caption: STR_RISE_5 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/TWE06.LBM transitionSeconds: 10 caption: STR_RISE_6 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - type: winGame winGame: true videos: - ANIMS/OUTRO.VID slideshow: musicId: GMWIN slides: - imagePath: FLOP_INT/OUT01.LBM transitionSeconds: 10 caption: STR_OUTRO_1 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT02.LBM transitionSeconds: 10 caption: STR_OUTRO_2 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT03.LBM transitionSeconds: 10 caption: STR_OUTRO_3 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT04.LBM transitionSeconds: 10 caption: STR_OUTRO_4 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT05.LBM transitionSeconds: 10 caption: STR_OUTRO_5 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT06.LBM transitionSeconds: 10 caption: STR_OUTRO_6 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT07.LBM transitionSeconds: 10 caption: STR_OUTRO_7 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT08.LBM transitionSeconds: 10 caption: STR_OUTRO_8 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT09.LBM transitionSeconds: 10 caption: STR_OUTRO_9 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT10.LBM transitionSeconds: 10 caption: STR_OUTRO_10 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT11.LBM transitionSeconds: 10 caption: STR_OUTRO_11 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/OUT12.LBM transitionSeconds: 10 caption: STR_OUTRO_12 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - type: loseGame loseGame: true videos: - ANIMS/GAMEOVER.VID slideshow: musicId: GMLOSE slides: - imagePath: FLOP_INT/GAO01.LBM transitionSeconds: 10 caption: STR_GAMEOVER_1 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/GAO02.LBM transitionSeconds: 10 caption: STR_GAMEOVER_2 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/GAO03.LBM transitionSeconds: 10 caption: STR_GAMEOVER_3 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/GAO04.LBM transitionSeconds: 10 caption: STR_GAMEOVER_4 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 - imagePath: FLOP_INT/GAO05.LBM transitionSeconds: 10 caption: STR_GAMEOVER_5 captionSize: [320, 48] captionPos: [0, 152] captionColor: 249 ================================================ FILE: bin/standard/xcom2/difficulty.rul ================================================ difficultyCoefficient: [0, 1, 2, 4, 6] aimAndArmorMultipliers: [0.4, 0.7, 1.0, 1.1, 1.2] statGrowthMultipliers: tu: 8 stamina: 8 health: 0 bravery: 0 reactions: 6 firing: 6 throwing: 0 strength: 4 psiStrength: 4 psiSkill: 4 melee: 8 # for more information on what these numbers mean, see # http://ufopaedia.org/index.php?title=Alien_Stats_(TFTD)#Calculating_Statistics # statGrowthMultipliers are the increments # difficultyCoefficients are MultiplierA # aimAndArmorMultipliers are MultiplierB turnAIUseGrenade: 2 turnAIUseBlaster: 2 defeatScore: -900 defeatFunds: -1000000 constants: - damageRange: 50 - explosiveDamageRange: 50 - fireDamageRange: [5, 10] ================================================ FILE: bin/standard/xcom2/extraSprites.rul ================================================ extraSprites: #done - type: Touch width: 64 height: 120 subX: 32 subY: 24 files: 0: Resources/Extended/Touch/Touch_TFTD.png - type: oxceLinks width: 32 height: 16 singleImage: true files: 0: Resources/Extended/oxceLinks.png - type: oxceLinksInv width: 23 height: 22 singleImage: true files: 0: Resources/Extended/oxceLinksInv.png - type: TinyRanks width: 42 height: 7 subX: 7 subY: 7 files: 0: Resources/Extended/TinyRanks.png - type: BACK08.SCR-InfoButton width: 320 height: 200 singleImage: true files: 0: Resources/Extended/Pedia/info-button-tftd.png - type: Pathfinding files: 0: Resources/Pathfinding/Pathfinding.png width: 384 height: 80 subX: 32 subY: 40 - type: Projectiles width: 105 height: 33 subX: 3 subY: 3 files: 0: Resources/BulletSprites/TFTD-LAND.png - type: UnderwaterProjectiles width: 105 height: 33 subX: 3 subY: 3 files: 0: Resources/BulletSprites/TFTD-UNDERWATER.png - type: InvCopy width: 32 height: 22 singleImage: true files: 0: Resources/UI/invcopy_TFTD.png - type: InvCopyActive width: 32 height: 22 singleImage: true files: 0: Resources/UI/invcopy_active_TFTD.png - type: InvPaste width: 32 height: 22 singleImage: true files: 0: Resources/UI/invpaste_TFTD.png - type: InvPasteEmpty width: 32 height: 22 singleImage: true files: 0: Resources/UI/invpaste_empty_TFTD.png - type: GlobeMarkers width: 27 height: 3 subX: 3 subY: 3 files: 0: Resources/UI/globe_tftd.png - type: BIGOBS.PCK width: 288 height: 48 subX: 32 subY: 48 files: 66: Resources/Weapons/Terror.png - type: TDXCOM_2.PCK files: 233: Resources/Sprite/missing_arm.png - type: WpnActive width: 36 height: 52 singleImage: true files: 0: Resources/UI/WpnActive.png ================================================ FILE: bin/standard/xcom2/facilities.rul ================================================ facilities: #done - type: STR_AIR_LOCK spriteShape: 2 spriteFacility: 17 lift: true buildCost: 300000 buildTime: 1 monthlyCost: 4000 mapName: XBASES00 - type: STR_LIVING_QUARTERS spriteShape: 1 spriteFacility: 18 buildCost: 400000 buildTime: 16 monthlyCost: 10000 personnel: 50 mapName: XBASES01 - type: STR_LABORATORY spriteShape: 1 spriteFacility: 19 buildCost: 750000 buildTime: 26 monthlyCost: 30000 labs: 50 mapName: XBASES02 - type: STR_WORKSHOP spriteShape: 1 spriteFacility: 20 buildCost: 800000 buildTime: 32 monthlyCost: 35000 workshops: 50 mapName: XBASES03 - type: STR_STANDARD_SONAR spriteShape: 2 spriteFacility: 21 buildCost: 500000 buildTime: 12 monthlyCost: 10000 radarRange: 1695 radarChance: 10 mapName: XBASES04 - type: STR_WIDE_ARRAY_SONAR spriteShape: 1 spriteFacility: 22 buildCost: 800000 buildTime: 25 monthlyCost: 15000 radarRange: 2577 radarChance: 20 mapName: XBASES05 - type: STR_TORPEDO_DEFENSES spriteShape: 2 spriteFacility: 23 buildCost: 200000 buildTime: 16 monthlyCost: 5000 defense: 500 hitRatio: 50 fireSound: 12 hitSound: 10 mapName: XBASES06 - type: STR_GENERAL_STORES spriteShape: 1 spriteFacility: 24 buildCost: 150000 buildTime: 10 monthlyCost: 5000 storage: 50 mapName: XBASES07 - type: STR_ALIEN_CONTAINMENT spriteShape: 1 spriteFacility: 25 buildCost: 400000 buildTime: 18 monthlyCost: 15000 aliens: 10 mapName: XBASES08 - type: STR_GAUSS_DEFENSES requires: - STR_GAUSS_DEFENSES spriteShape: 3 spriteFacility: 26 buildCost: 400000 buildTime: 24 monthlyCost: 10000 defense: 600 hitRatio: 60 fireSound: 13 hitSound: 10 mapName: XBASES09 - type: STR_SONIC_DEFENSES requires: - STR_SONIC_DEFENSES spriteShape: 3 spriteFacility: 27 buildCost: 600000 buildTime: 34 monthlyCost: 12000 defense: 900 hitRatio: 70 fireSound: 14 hitSound: 10 mapName: XBASES10 - type: STR_PWT_DEFENSES requires: - STR_PWT_DEFENSES spriteShape: 3 spriteFacility: 28 buildCost: 800000 buildTime: 34 monthlyCost: 14000 defense: 1200 hitRatio: 80 fireSound: 15 hitSound: 10 mapName: XBASES11 - type: STR_BOMBARDMENT_SHIELD requires: - STR_BOMBARDMENT_SHIELD grav: true spriteShape: 2 spriteFacility: 29 buildCost: 1200000 buildTime: 38 monthlyCost: 15000 mapName: XBASES12 - type: STR_MC_GENERATOR requires: - STR_MC_GENERATOR mind: true spriteShape: 2 spriteFacility: 30 buildCost: 1300000 buildTime: 33 monthlyCost: 5000 mapName: XBASES13 - type: STR_MC_LAB requires: - STR_MC_LAB spriteShape: 1 spriteFacility: 31 buildCost: 750000 buildTime: 24 monthlyCost: 16000 psiLabs: 10 mapName: XBASES14 - type: STR_TRANSMISSION_RESOLVER requires: - STR_TRANSMISSION_RESOLVER hyper: true spriteShape: 2 spriteFacility: 32 buildCost: 1400000 buildTime: 26 monthlyCost: 30000 radarRange: 2759 radarChance: 100 mapName: XBASES15 - type: STR_SUB_PEN spriteShape: 9 spriteFacility: 9 size: 2 buildCost: 200000 buildTime: 25 monthlyCost: 25000 crafts: 1 storage: 5 #OXCE bonus because of change in handling craft storage storageTiles: [[-1, -1, -1]] mapName: XBASES16 ================================================ FILE: bin/standard/xcom2/globe.rul ================================================ globe: #done data: GEODATA/WORLD.DAT oceanPalette: 1 countryColor: 245 cityColor: 239 baseColor: 239 lineColor: 111 polylines: - [28, -30.375, 29, -27, 29, -24, 31, -21, 30.625, -19, 30.625, -16, 33, -18, 34, -15, 32, -11, 31, -8, 31, -3] - [34, -15, 36, -9, 39, -8, 39, -5, 35, -4] - 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id: text2 color: 1 # yellow - id: button color: 1 # minty green - type: geoManufacture backgroundImage: BACK17.SCR elements: - id: palette color: 2 # oxide - id: window color: 1 # bright green - id: text1 color: 1 # bright green - id: text2 color: 1 # yellow - id: button color: 1 # minty green - type: geoManufactureComplete backgroundImage: BACK17.SCR elements: - id: palette color: 2 # oxide - id: window color: 1 # bright green - id: text1 color: 1 # bright green - id: text2 color: 1 # yellow - id: button color: 1 # minty green - id: list color: 239 color2: 1 border: 1 - type: dogfight elements: - id: button1 color: 1 TFTDMode: true - id: minimizeButtonDummy color: 1 TFTDMode: true - id: standoffButton color: 1 pos: [84, 4] size: [35, 14] TFTDMode: true - id: cautiousButton color: 1 pos: [121, 4] size: [35, 14] TFTDMode: true - id: standardButton color: 1 pos: [84, 20] size: [35, 14] TFTDMode: true - id: aggressiveButton color: 1 pos: [121, 20] size: [35, 14] TFTDMode: true - id: disengageButton color: 1 pos: [121, 36] size: [35, 14] TFTDMode: true - id: ufoButton color: 1 pos: [121, 52] size: [35, 14] TFTDMode: true - id: text color: 1 - id: numbers color: 244 - id: distance color: 244 pos: [123, 73] - id: oceanIndicator color: 239 pos: [151, 73] - id: minimizedNumber color: 80 - id: radarDetail color: 160 color2: 124 - id: craftRange color: 1 color2: 8 - id: radarRange color: 160 color2: 176 - id: damageRange color: 125 color2: 126 - id: disabledWeapon color: 32 color2: 2 - id: disabledAmmo color: 20 - id: shieldRange color: 224 color2: 229 - id: previewTop pos: [0, 96] size: [160, 17] - id: previewBot pos: [0, 113] size: [160, 21] - id: previewMid pos: [0, 134] size: [160, 58] - type: baseNaming backgroundImage: BACK01.SCR elements: - id: palette color: 4 - id: window color: 1 - id: text color: 1 - id: button color: 1 - type: monthlyReport backgroundImage: BACK13.SCR elements: - id: palette color: 3 - id: window color: 1 # bright green color2: 1 # yellow - id: text1 color: 1 # bright green color2: 239 # yellow - id: text2 color: 239 # yellow - id: button color: 1 # bright green - type: psiTraining backgroundImage: BACK01.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 4 # violet - id: window color: 1 # purple - id: text color: 1 # light blue - id: button1 color: 1 # purple - id: button2 color: 1 # light blue - type: martialTraining backgroundImage: BACK02.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 4 # violet - id: window color: 1 # purple - id: text color: 1 # light blue - id: button1 color: 1 # purple - id: button2 color: 1 # light blue - type: allocatePsi backgroundImage: BACK01.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 4 # violet - id: window color: 1 # blue - id: text color: 1 # blue color2: 1 # white - id: list color: 239 # purple color2: 239 # yellow border: 1 # blue - id: button color: 1 # blue - type: allocateMartial backgroundImage: BACK02.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 4 # violet - id: window color: 1 # blue - id: text color: 1 # blue color2: 1 # white - id: list color: 239 # purple color2: 239 # yellow border: 1 # blue - id: button color: 1 # blue - type: fundingWindow backgroundImage: BACK13.SCR elements: - id: palette color: 3 - id: window color: 1 - id: text1 color: 1 - id: text2 color: 1 - id: list color: 244 color2: 244 - id: button color: 1 - type: oxceLinks backgroundImage: BACK01.SCR elements: - id: palette color: 4 - id: window color: 1 - id: text color: 1 - id: button color: 1 - type: geoscapeEvent elements: - id: palette color: 1 - id: window color: 1 - id: text1 color: 244 color2: 1 - id: text2 color: 1 color2: 239 - id: list color: 239 color2: 244 border: 1 - id: button color: 1 - type: graphs palette: PAL_GRAPHS elements: - id: text color: 1 # white - id: scale color: 103 # minty green - id: graph color: 160 # green - id: button color: 2 # grey TFTDMode: true - id: regionTotal color: 133 # salmon (inverted button offset) color2: 136 # also salmon (the line itself) - id: countryTotal color: 141 # magenta (inverted button offset) color2: 144 # also magenta (the line itself) - type: ufopaedia backgroundImage: BACK01.SCR elements: - id: palette color: 4 - id: window color: 1 - id: text color: 1 - id: list color: 1 color2: 239 border: 1 - id: listExtended color: 156 color2: 244 border: 1 - id: button1 color: 1 - id: button2 color: 1 - type: promotions backgroundImage: BACK01.SCR elements: - id: palette color: 4 # green - id: window color: 1 # bright green - id: heading color: 1 # minty green - id: text color: 1 # bright green - id: list color: 239 # yellow - id: button color: 1 # bright green - type: cannotReequip backgroundImage: BACK01.SCR elements: - id: palette color: 4 # green - id: window color: 1 # bright green - id: heading color: 1 # minty green - id: text color: 1 # bright green - id: list color: 239 # yellow - id: button color: 1 # bright green - type: debriefing backgroundImage: BACK01.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: heading color: 1 # white - id: text color: 1 # white - id: list color: 1 # white color2: 1 # white custom: 254 - id: totals color: 1 # white - id: button color: 1 # white - id: errorPalette color: 1 # brown - id: errorMessage color: 1 # white - type: commendations backgroundImage: BACK01.SCR elements: - id: palette color: 4 # green - id: window color: 1 # bright green - id: heading color: 1 # minty green - id: list color: 1 # bright green color2: 239 # yellow - id: button color: 1 # bright green - type: commendationsLate backgroundImage: BACK02.SCR music: GMDEBPOR palette: PAL_BASESCAPE elements: - id: palette color: 1 # violet - id: window color: 1 # blue - id: text color: 1 # blue color2: 244 # white - id: list color: 244 # purple color2: 1 # blue border: 1 # blue - id: button color: 1 # blue - type: geoscape backgroundImage: BACK01.SCR elements: - id: palette color: 4 # brown color2: 4 - id: textLoad color: 239 # minty green - id: button color: 2 # light blue color2: 1 # slightly lighter blue TFTDMode: true - id: text color: 1 # even lighter blue - id: slackingIndicator color: 1 # white color2: 239 # light blue custom: -12 # above Intercept button - id: trainingIndicator color: 1 # white color2: 239 # light blue custom: 4 # below standard visible area - id: genericWindow color: 1 - id: genericText color: 1 color2: 239 # yellow border: 1 # minty green - id: genericButton1 color: 1 # minty green - id: genericButton2 color: 1 # bright green - id: errorPalette color: 6 # brown - id: errorMessage color: 1 # even lighter blue - type: sellMenu backgroundImage: BACK13.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 6 - id: window color: 1 - id: text color: 1 color2: 244 - id: list color: 244 color2: 239 border: 1 - id: ammoColor color: 1 - id: button color: 1 - id: button2 color: 244 - id: touchButton color: 244 - type: dependencyTree backgroundImage: BACK13.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 6 - id: window color: 1 - id: text color: 1 color2: 244 - id: list color: 244 color2: 239 border: 1 - id: button color: 1 - type: itemLocations backgroundImage: BACK13.SCR palette: PAL_GEOSCAPE elements: - id: palette color: 6 - id: window color: 1 - id: text color: 1 color2: 244 - id: list color: 244 color2: 239 border: 1 - id: button color: 1 - type: buyMenu backgroundImage: BACK13.SCR elements: - id: palette color: 6 # blue - id: window color: 1 # blue - id: text color: 1 # blue color2: 244 # white - id: list color: 244 # blue color2: 239 # purple border: 1 - id: ammoColor color: 1 # white - id: button color: 1 # blue - id: button2 color: 244 - id: touchButton color: 244 - id: errorPalette color: 6 # brown - id: errorMessage color: 1 # pink color2: 244 - type: manageContainment backgroundImage: BACK05.SCR elements: - id: palette color: 0 # burgundy - id: window color: 1 # blue - id: text color: 1 # blue color2: 239 # white - id: list color: 1 # white color2: 239 # blue border: 1 # blue - id: button color: 1 # blue - id: button2 color: 244 - id: touchButton color: 244 - id: errorPalette color: 6 # oxide - id: errorMessage color: 1 # pink - type: globalContainmentMenu backgroundImage: BACK05.SCR elements: - id: palette color: 0 - id: window color: 1 - id: text color: 1 color2: 239 - id: list color: 239 color2: 1 border: 1 - id: button color: 1 - type: transferBaseSelect backgroundImage: BACK13.SCR elements: - id: palette color: 6 # blue - id: window color: 1 # gold - id: button color: 1 # gold - id: text color: 1 # gold color2: 239 # white - id: list color: 244 # pink color2: 244 # gold border: 1 - type: transferMenu backgroundImage: BACK13.SCR elements: - id: palette color: 6 # brown - id: window color: 1 # blue - id: text color: 1 # blue - id: list color: 244 # blue color2: 1 # white border: 1 - id: ammoColor color: 239 # purple - id: button color: 1 # purple - id: button2 color: 244 - id: touchButton color: 244 - id: errorPalette color: 6 # brown - id: errorMessage color: 1 # pink - type: transferConfirm backgroundImage: BACK13.SCR elements: - id: palette color: 6 # oxide - id: window color: 1 # gold - id: button color: 1 # purple - id: text color: 1 # blue color2: 1 # pink - type: transferInfo backgroundImage: BACK13.SCR elements: - id: palette color: 6 - id: window color: 1 - id: button color: 1 - id: text color: 1 - id: list color: 244 border: 1 - type: selectFacility backgroundImage: BACK05.SCR palette: PAL_BASESCAPE elements: - id: palette color: 0 - id: window color: 1 - id: button color: 1 - id: text color: 1 - id: list color: 1 color2: 244 - type: placeFacility backgroundImage: BACK01.SCR palette: PAL_BASESCAPE elements: - id: palette color: 0 - id: window color: 1 - id: button color: 1 - id: text color: 1 - id: numbers color: 244 - id: errorPalette color: 0 - id: errorMessage color: 1 - type: dismantleFacility backgroundImage: BACK13.SCR palette: PAL_BASESCAPE elements: - id: palette color: 6 # oxide - id: window color: 1 - id: button color: 1 - id: text color: 1 color2: 81 - type: manufactureMenu backgroundImage: BACK17.SCR elements: - id: palette color: 2 # oxide - id: window color: 1 # purple - id: text1 color: 1 # purple color2: 244 # white - id: text2 color: 1 # pink - id: list color: 244 # blue border: 1 # purple - id: button color: 1 # blue - type: globalManufactureMenu backgroundImage: BACK17.SCR elements: - id: palette color: 2 - id: window color: 1 - id: text1 color: 1 color2: 244 - id: text2 color: 1 - id: list color: 244 color2: 1 border: 1 - id: button color: 1 - type: selectNewManufacture backgroundImage: BACK17.SCR parent: manufactureMenu elements: - id: window color: 1 # pink - id: text color: 1 # pink - id: list color: 1 color2: 239 border: 1 # pink - id: listExtended color: 156 color2: 244 - id: button color: 1 # blue - id: button2 color: 244 - id: touchButton color: 244 - id: catBox color: 1 # pink - type: allocateManufacture backgroundImage: BACK17.SCR parent: manufactureMenu elements: - id: window color: 1 # blue - id: text color: 1 # blue color2: 244 # white - id: list color: 1 # blue color2: 244 # white - id: button color: 1 # blue - type: manufactureInfo backgroundImage: BACK17.SCR parent: manufactureMenu elements: - id: window color: 1 # pink - id: text color: 1 # pink color2: 244 # white - id: list color: 1 # blue color2: 244 # white - id: button1 color: 1 # pink - id: button2 color: 1 # purple - type: researchMenu backgroundImage: BACK05.SCR elements: - id: palette color: 0 # green - id: window color: 1 # blue - id: text color: 1 # blue color2: 239 # white - id: list color: 239 # purple border: 1 # blue - id: button color: 1 # purple - type: globalResearchMenu backgroundImage: BACK05.SCR elements: - id: palette color: 0 - id: window color: 1 - id: text color: 1 color2: 239 - id: list color: 239 color2: 1 border: 1 - id: button color: 1 - type: globalResearchDiary backgroundImage: BACK05.SCR elements: - id: palette color: 0 - id: window color: 1 - id: text color: 1 color2: 239 - id: list color: 239 color2: 1 border: 1 - id: button color: 1 - type: selectNewResearch backgroundImage: BACK05.SCR parent: researchMenu elements: - id: window color: 1 # blue - id: text color: 1 # blue - id: list color: 1 # white color2: 239 border: 1 # blue - id: listExtended color: 156 color2: 244 - id: button color: 1 # purple - id: button2 color: 244 - id: touchButton color: 244 - type: allocateResearch backgroundImage: BACK05.SCR parent: researchMenu elements: - id: window color: 1 # gold - id: text color: 1 # gold color2: 1 # white - id: button1 color: 1 # gold - id: button2 color: 1 # blue - type: techTreeViewer backgroundImage: BACK05.SCR elements: - id: palette color: 0 # green - id: window color: 1 # blue - id: text color: 1 # blue color2: 244 # white - id: list color: 3 # purple -> grey color2: 239 # pink -> light blue border: 1 # blue -> white - id: listExtended color: 244 # white -> light green color2: 146 # gold -> gold border: 8 # grey -> bright red - id: button color: 1 # purple - type: techTreeSelect backgroundImage: BACK05.SCR parent: techTreeViewer elements: - id: window color: 1 # gold - id: text color: 1 # gold color2: 1 # white - id: list color: 3 color2: 239 border: 1 # blue - id: button color: 1 # blue - type: baseInfo elements: - id: palette - id: text1 color: 1 - id: text2 color: 1 - id: numbers color: 244 - id: button color: 1 - id: personnelBars color: 123 border: 124 - id: facilityBars color: 157 border: 158 - id: defenceBar color: 10 border: 12 - id: detectionBars color: 128 border: 129 - type: storesInfo backgroundImage: BACK13.SCR elements: - id: palette color: 6 - id: window color: 1 - id: text color: 1 - id: list color: 244 border: 1 - id: button color: 1 - type: costsInfo backgroundImage: BACK13.SCR elements: - id: palette color: 3 - id: window color: 1 - id: text1 color: 1 color2: 1 - id: text2 color: 1 - id: list color: 244 color2: 1 - id: button color: 1 - type: soldierList backgroundImage: BACK02.SCR elements: - id: palette color: 2 - id: window color: 1 - id: text1 color: 1 - id: text2 color: 1 - id: list color: 244 color2: 239 border: 1 - id: button color: 1 - type: soldierInfo elements: - id: palette - id: text1 color: 1 # blue color2: 244 # white - id: text2 color: 1 # pink - id: numbers color: 244 # white color2: 244 # white - id: button color: 1 # purple - id: barTUs color: 144 color2: 148 border: 151 - id: barEnergy color: 111 color2: 115 border: 116 - id: barHealth color: 5 color2: 9 border: 12 - id: barBravery color: 254 color2: 2 border: 4 - id: barReactions color: 35 color2: 39 border: 40 - id: barFiring color: 12 color2: 16 border: 24 - id: barThrowing color: 241 color2: 245 border: 248 - id: barMelee color: 111 color2: 115 border: 116 - id: barStrength color: 254 color2: 2 border: 4 - id: barMana color: 240 color2: 241 border: 243 - id: barPsiStrength color: 1 color2: 2 border: 4 - id: barPsiSkill color: 1 color2: 2 border: 4 - id: errorPalette color: 0 # brown - id: errorMessage color: 1 # pink - type: sackSoldier backgroundImage: BACK13.SCR elements: - id: palette color: 6 # oxide - id: window color: 1 # pink - id: text color: 1 # blue - id: button color: 1 # purple - type: soldierArmor backgroundImage: BACK14.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: text color: 1 # white color2: 239 # blue - id: list color: 1 # white border: 1 # white - id: button color: 1 # white - type: soldierTransform backgroundImage: BACK14.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: text color: 1 # white color2: 239 # blue - id: list color: 1 # white border: 1 # white - id: button color: 1 # white - type: soldierRank backgroundImage: BACK14.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: text color: 1 # white - id: list color: 1 # white color2: 244 # green border: 1 # white - id: button color: 1 # white - type: soldierAvatar backgroundImage: BACK14.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: text color: 1 # white color2: 239 # blue - id: list color: 1 # white border: 1 # white - id: button color: 1 # white - type: soldierDiaryLight backgroundImage: BACK14.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: text color: 1 # white color2: 239 # blue - id: list color: 1 # white border: 1 # white - id: button color: 1 # white - type: soldierBonus backgroundImage: BACK14.SCR elements: - id: palette color: 4 # green - id: window color: 1 # white - id: text color: 1 # white color2: 239 # blue - id: list color: 1 # white border: 1 # white - id: button color: 1 # white - type: soldierMemorial backgroundImage: BACK02.SCR music: GMDEBPOR palette: PAL_BASESCAPE elements: - id: palette color: 1 # violet - id: window color: 1 # blue - id: text color: 1 # blue color2: 244 # white - id: list color: 244 # purple color2: 1 # blue border: 1 # blue - id: button color: 1 # blue - type: soldierDiary backgroundImage: BACK02.SCR elements: - id: palette color: 6 - id: window color: 1 - id: text1 color: 1 - id: text2 color: 1 color2: 244 - id: text3 color: 244 - id: list color: 244 color2: 1 border: 1 - id: button color: 1 - type: soldierDiaryPerformance backgroundImage: BACK02.SCR elements: - id: palette color: 6 - id: window color: 1 - id: text1 color: 1 - id: text2 color: 1 color2: 244 - id: list color: 244 color2: 1 border: 1 - id: button color: 1 - type: soldierDiaryMission backgroundImage: BACK16.SCR elements: - id: palette color: 4 # burgundy - id: window color: 1 # blue - id: text color: 1 # gold color2: 239 # white - id: list color: 239 # white border: 1 # gold - id: button color: 1 # gold - type: craftEquipment backgroundImage: BACK04.SCR elements: - id: palette color: 2 - id: window color: 1 - id: text color: 1 color2: 244 - id: button color: 1 - id: button2 color: 244 - id: touchButton color: 244 - id: list color: 244 color2: 239 border: 1 - id: ammoColor color: 1 - id: errorPalette color: 2 - id: errorMessage color: 1 - type: craftEquipmentSave backgroundImage: BACK04.SCR parent: craftEquipment elements: - id: window color: 1 - id: text color: 1 color2: 244 - id: button color: 1 - id: list color: 244 color2: 239 border: 1 - type: craftEquipmentLoad backgroundImage: BACK04.SCR parent: craftEquipment elements: - id: window color: 1 - id: text color: 1 color2: 244 - id: button color: 1 - id: list color: 244 color2: 239 border: 1 - type: craftArmor backgroundImage: BACK14.SCR elements: - id: palette color: 4 # aqua - id: window color: 1 # blue - id: text color: 1 # blue - id: button color: 1 # blue - id: button2 color: 244 - id: touchButton color: 244 - id: list color: 1 # white color2: 239 # blue - id: otherCraft color: 239 # blue - type: craftInfo backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 - id: window color: 1 - id: text1 color: 1 color2: 244 - id: text2 color: 1 - id: text3 color: 1 color2: 244 - id: button color: 1 - type: craftWeapons backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 - id: window color: 1 - id: text color: 1 color2: 244 - id: list color: 244 - id: button color: 1 - id: errorPalette color: 4 - id: errorMessage color: 1 - type: craftSoldiers backgroundImage: BACK02.SCR elements: - id: palette color: 2 - id: window color: 1 - id: text color: 1 color2: 239 - id: otherCraft color: 244 - id: list color: 244 color2: 239 border: 1 - id: button color: 1 - id: button2 color: 244 - id: touchButton color: 244 - type: craftPilots backgroundImage: BACK02.SCR elements: - id: palette color: 3 - id: window color: 1 - id: text1 color: 1 color2: 1 - id: text2 color: 1 - id: list color: 244 color2: 1 - id: button color: 1 - type: craftPilotsSelect backgroundImage: BACK02.SCR parent: craftPilots elements: - id: window color: 1 - id: text1 color: 1 color2: 1 - id: text2 color: 1 - id: list color: 244 color2: 1 - id: button color: 1 - type: craftSelect backgroundImage: BACK14.SCR palette: PAL_BASESCAPE elements: - id: palette color: 4 - id: window color: 1 - id: text color: 1 color2: 244 - id: list color: 244 border: 1 - id: button color: 1 - id: errorPalette color: 6 # oxide - id: errorMessage color: 1 - type: basescape palette: PAL_BASESCAPE elements: - id: button color: 1 - id: text1 color: 244 - id: text2 color: 244 - id: text3 color: 164 - id: textTooltip color: 1 - id: baseView color: 213 # gold (time remaining) color2: 16 # orange (selector color) - id: trafficLights color: 8 # red color2: 163 # yellow border: 81 # green TFTDMode: true - id: errorPalette color: 6 # oxide - id: errorMessage color: 1 - id: miniBase color: 8 color2: 80 border: 159 - type: battlescape palette: PAL_BATTLESCAPE elements: - id: buttonUnitUp pos: [50, 1] size: [28, 13] TFTDMode: true - id: buttonUnitDown pos: [50, 17] size: [28, 13] TFTDMode: true - id: buttonMapUp pos: [82, 1] size: [28, 13] TFTDMode: true - id: buttonMapDown pos: [82, 17] size: [28, 13] TFTDMode: true - id: buttonShowMap pos: [114, 1] size: [28, 13] TFTDMode: true - id: buttonKneel pos: [114, 17] size: [28, 13] TFTDMode: true - id: buttonInventory pos: [146, 1] size: [28, 13] TFTDMode: true - id: buttonCenter pos: [146, 17] size: [28, 13] TFTDMode: true - id: buttonNextSoldier pos: [178, 1] size: [28, 13] TFTDMode: true - id: buttonNextStop pos: [178, 17] size: [28, 13] TFTDMode: true - id: buttonShowLayers pos: [210, 1] size: [28, 13] TFTDMode: true - id: numLayers pos: [229, 5] TFTDMode: true color: 15 - id: buttonHelp pos: [210, 17] size: [28, 13] TFTDMode: true - id: buttonEndTurn pos: [242, 1] size: [28, 13] TFTDMode: true - id: buttonAbort pos: [242, 17] size: [28, 13] TFTDMode: true - id: textName pos: [134, 32] color: 48 - id: numTUs color: 1 - id: numEnergy color: 1 - id: numHealth color: 1 - id: numMorale color: 1 - id: barTUs color: 148 border: 151 - id: barEnergy color: 160 border: 176 - id: barHealth color: 9 color2: 4 border: 11 - id: barMorale color: 157 border: 158 - id: barMana color: 244 border: 248 - id: buttonReserveNone pos: [54, 33] size: [20, 11] TFTDMode: true - id: buttonReserveSnap pos: [75, 33] size: [21, 11] TFTDMode: true - id: buttonReserveAimed pos: [54, 45] size: [20, 11] TFTDMode: true - id: buttonReserveAuto pos: [75, 45] size: [21, 11] TFTDMode: true - id: buttonReserveKneel pos: [97, 33] size: [10, 23] TFTDMode: true - id: buttonZeroTUs pos: [43, 33] size: [10, 23] TFTDMode: true - id: numAmmoLeft color: 1 - id: numAmmoRight color: 1 - id: textTooltip color: 48 - id: infoBoxOK color: 47 color2: 63 border: 57 - id: infoBoxOKButton color: 47 - id: infoBox color: 47 color2: 63 border: 54 - id: infoBoxText color: 47 color2: 80 border: 54 - id: grenadeMenu color: 47 color2: 63 border: 57 - id: pathfinding color: 6 color2: 2 border: 12 - id: messageWindowButtons color: 47 color2: 47 - id: messageWindowBorder color: -1 # The usage of the following is hard-coded, these ones MUST be defined - id: visibleUnits pos: [300, -16] color: 1 - id: squadsightUnits color: 86 - id: woundedUnits color: 246 - id: passingOutUnits color: 158 - id: icons size: [320, 56] TFTDMode: true - id: messageWindows color: 47 color2: 60 border: 51 - id: thinkingProgressBar color: 177 color2: 81 border: 1 - id: warning size: [232, 24] pos: [44, 32] color: 48 color2: 32 - id: actionMenu color: 47 color2: 61 border: 51 TFTDMode: true - id: grenadeBackground color: 59 color2: 63 border: 55 - id: textLoad color: 80 - id: optionLists color: 48 color2: 80 border: 48 - id: disabledUserOption color: 240 - id: medikitRed color: 11 - id: medikitGreen color: 5 - id: medikitBlue color: 15 - id: medikitOrange color: 8 - id: twoHandedRed color: 9 - id: twoHandedGreen color: 83 - type: briefing elements: - id: window color: 1 - id: button color: 1 color2: 1 - id: text color: 1 - type: inventory elements: - id: textSlot color: 48 color2: 16 pos: [65, 95] size: [70, 9] - id: textName color: 48 - id: textTUs color: 48 color2: 16 - id: textWeight color: 48 color2: 16 - id: textStatLine1 custom: 1 color: 48 color2: 16 - id: textStatLine2 custom: 2 color: 48 color2: 16 - id: textStatLine3 custom: 3 color: 48 color2: 16 - id: textStatLine4 custom: 4 color: 48 color2: 16 - id: textItem color: 192 color2: 16 - id: textAmmo color: 48 color2: 16 - id: buttonOK TFTDMode: true - id: buttonPrev TFTDMode: true - id: buttonNext TFTDMode: true - id: buttonUnload TFTDMode: true - id: buttonGround TFTDMode: true - id: buttonCreate TFTDMode: true - id: buttonApply TFTDMode: true - id: buttonLinks TFTDMode: true # required - id: textSlots color: 48 - id: grid color: 5 - id: weight color: 16 # gold (acceptable) color2: 176 # red (overweight) - id: numStack color: 82 color2: 0 - type: stats elements: - id: numMaxHealth color: 96 pos: [278, 0] # only X counts, Y is ignored (because it's dynamic) custom: 2 # 0 + 1(=show also when current hp is equal to max hp) + 2(=show '/' prefix) - id: textName color: 48 - id: barTUs color: 148 border: 151 - id: barEnergy color: 160 border: 176 - id: barHealth color: 9 color2: 4 border: 11 - id: barWounds color: 32 - id: barBravery color: 192 - id: barMorale color: 157 border: 158 - id: barReactions color: 16 - id: barFiring color: 128 - id: barThrowing color: 96 - id: barMelee color: 3 border: 4 - id: barStrength color: 48 - id: barMana color: 243 - id: barPsiStrength color: 192 - id: barPsiSkill color: 192 - id: barFrontArmor color: 80 - id: barLeftArmor color: 80 - id: barRightArmor color: 80 - id: barRearArmor color: 80 - id: barUnderArmor color: 80 # required - id: text color: 48 color2: 96 - type: minimap elements: - id: buttonUp pos: [280, 98] size: [24, 12] TFTDMode: true - id: buttonDown pos: [280, 115] size: [24, 12] TFTDMode: true - id: buttonOK pos: [280, 144] size: [24, 12] TFTDMode: true # required - id: textLevel pos: [282, 28] color: 80 TFTDMode: true - id: emptySpace color: 180 - type: medikit elements: - id: textPK pos: [151, 33] - id: textStim pos: [151, 69] - id: textHeal pos: [151, 105] - id: buttonPK pos: [186, 44] size: [21, 21] - id: buttonStim pos: [186, 80] size: [21, 21] - id: buttonHeal pos: [186, 116] size: [21, 21] - id: numPK pos: [215, 48] color: 16 - id: numStim pos: [215, 84] color: 16 - id: numHeal pos: [215, 120] color: 16 - id: textPart pos: [82, 116] color: 32 - id: numWounds pos: [145, 116] color: 32 - id: buttonEnd pos: [292, 46] size: [28, 86] # required - id: body pos: [90, 55] color: 6 color2: 12 - type: systemMenu elements: - id: text color: 239 - id: button color: 1 - type: articleTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: articleCraftTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: articleCraftWeaponTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: articleVehicleTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: articleItemTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - id: ammoColor color: 54 # green - type: articleArmorTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: articleBaseFacilityTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: articleUsoTFTD palette: PAL_BASESCAPE backgroundImage: BACK08.SCR elements: - id: button color: 2 # light grey - id: text color: 2 # light grey color2: 244 # blue - id: list color: 2 # light grey color2: 244 # blue - type: statsForNerds backgroundImage: BACK05.SCR elements: - id: palette color: 0 - id: window color: 1 - id: text color: 1 color2: 244 - id: list color: 1 # xcom1 purple (property name, property default value) color2: 239 # xcom1 pink (property value) border: 1 # xcom1 blue (header) - id: listExtended color: 244 # xcom1 white (section label) color2: 244 # xcom1 gold (resource paths) - id: button color: 1 - id: comboBox color: 239 - type: soldierTransformation backgroundImage: BACK02.SCR elements: - id: palette color: 2 - id: window color: 1 - id: text color: 1 color2: 244 - id: list1 color: 239 color2: 244 border: 1 - id: list2 color: 1 color2: 244 border: 1 - id: button color: 1 - type: transformationList backgroundImage: BACK02.SCR elements: - id: palette color: 2 - id: window color: 1 - id: text1 color: 1 - id: text2 color: 1 - id: list color: 239 border: 1 - id: button color: 1 - id: button2 color: 1 ================================================ FILE: bin/standard/xcom2/inventories.rul ================================================ invs: - id: STR_GROUND x: 0 y: 152 type: 2 costs: STR_BACK_PACK: 20 STR_BELT: 12 STR_LEFT_HAND: 8 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 12 STR_RIGHT_HAND: 8 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 12 - id: STR_RIGHT_HAND x: 0 y: 63 type: 1 costs: STR_BACK_PACK: 14 STR_BELT: 8 STR_GROUND: 2 STR_LEFT_HAND: 4 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 10 STR_RIGHT_LEG: 8 STR_RIGHT_SHOULDER: 10 - id: STR_LEFT_HAND x: 128 y: 63 type: 1 costs: STR_BACK_PACK: 14 STR_BELT: 8 STR_GROUND: 2 STR_LEFT_LEG: 8 STR_LEFT_SHOULDER: 10 STR_RIGHT_HAND: 4 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 10 - id: STR_BELT x: 192 y: 104 slots: - [0, 0] - [1, 0] - [2, 0] - [3, 0] - [0, 1] - [3, 1] costs: STR_BACK_PACK: 16 STR_GROUND: 6 STR_LEFT_HAND: 4 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 12 STR_RIGHT_HAND: 4 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 12 - id: STR_RIGHT_LEG x: 0 y: 120 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 18 STR_BELT: 10 STR_GROUND: 6 STR_LEFT_HAND: 6 STR_LEFT_LEG: 10 STR_LEFT_SHOULDER: 10 STR_RIGHT_HAND: 4 STR_RIGHT_SHOULDER: 10 - id: STR_LEFT_LEG x: 128 y: 120 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 18 STR_BELT: 10 STR_GROUND: 6 STR_LEFT_HAND: 4 STR_LEFT_SHOULDER: 10 STR_RIGHT_HAND: 6 STR_RIGHT_LEG: 10 STR_RIGHT_SHOULDER: 10 - id: STR_RIGHT_SHOULDER x: 16 y: 37 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 16 STR_BELT: 10 STR_GROUND: 4 STR_LEFT_HAND: 3 STR_LEFT_LEG: 12 STR_LEFT_SHOULDER: 8 STR_RIGHT_HAND: 3 STR_RIGHT_LEG: 12 - id: STR_LEFT_SHOULDER x: 112 y: 37 slots: - [0, 0] - [1, 0] costs: STR_BACK_PACK: 16 STR_BELT: 10 STR_GROUND: 4 STR_LEFT_HAND: 3 STR_LEFT_LEG: 12 STR_RIGHT_HAND: 3 STR_RIGHT_LEG: 12 STR_RIGHT_SHOULDER: 8 - id: STR_BACK_PACK x: 192 y: 37 slots: - [0, 0] - [1, 0] - [2, 0] - [0, 1] - [1, 1] - [2, 1] - [0, 2] - [1, 2] - [2, 2] costs: STR_BELT: 12 STR_GROUND: 10 STR_LEFT_HAND: 8 STR_LEFT_LEG: 16 STR_LEFT_SHOULDER: 14 STR_RIGHT_HAND: 8 STR_RIGHT_LEG: 16 STR_RIGHT_SHOULDER: 14 ================================================ FILE: bin/standard/xcom2/items.rul ================================================ items: #done - type: STR_AJAX_LAUNCHER size: 0.8 costBuy: 16000 costSell: 12000 transferTime: 48 - type: STR_AJAX_TORPEDOES size: 0.4 costBuy: 3000 costSell: 2400 transferTime: 48 clipSize: 1 - type: STR_DUP_HEAD_LAUNCHER size: 1 costBuy: 17000 costSell: 12750 transferTime: 48 - type: STR_DUP_HEAD_TORPEDOES size: 1.5 costBuy: 9000 costSell: 7200 transferTime: 48 clipSize: 1 - type: STR_CRAFT_GAS_CANNON size: 1.5 costBuy: 30000 costSell: 22500 transferTime: 48 - type: STR_CRAFT_GAS_CANNON_ROUNDS_X50 size: 0.1 # changed from vanilla - these took up no space at all in the original, and so have been given the minimum size. costBuy: 1240 costSell: 1012 transferTime: 96 clipSize: 50 - type: STR_GAUSS_CANNON size: 2.0 costSell: 211000 transferTime: 48 - type: STR_GAUSS_CANNON_AMMO size: 0.1 clipSize: 1 costSell: 200 transferTime: 48 battleType: 2 bulletSprite: 6 hitSound: 31 hitAnimation: 46 power: 110 damageType: 4 vaporColor: 2 vaporDensity: 10 - type: STR_SONIC_OSCILLATOR size: 1.2 costSell: 267300 transferTime: 48 - type: STR_PWT_CANNON size: 2.0 costSell: 281000 transferTime: 48 - type: STR_PULSE_WAVE_TORPEDOES size: 0.6 costSell: 53300 transferTime: 48 clipSize: 1 - type: STR_COELACANTH_GAS_CANNON size: 6 costBuy: 420000 costSell: 340000 transferTime: 96 weight: 1 bigSprite: 40 floorSprite: 0 handSprite: 0 bulletSprite: 4 fireSound: 24 compatibleAmmo: - STR_HWP_SOLID_HARPOON_BOLTS accuracySnap: 60 accuracyAimed: 90 tuSnap: 30 tuAimed: 80 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 turretType: 0 - type: STR_HWP_SOLID_HARPOON_BOLTS size: 0.1 costBuy: 200 costSell: 100 transferTime: 48 weight: 1 hitSound: 21 hitAnimation: 26 power: 60 damageType: 1 clipSize: 30 battleType: 2 invWidth: 2 invHeight: 1 vaporColor: 0 vaporDensity: 15 - type: STR_COELACANTH_AQUA_JET size: 6 costBuy: 480000 costSell: 360000 transferTime: 96 bigSprite: 42 fireSound: 23 bulletSprite: 0 compatibleAmmo: - STR_HWP_AQUA_JET_MISSILES accuracySnap: 55 accuracyAimed: 115 tuSnap: 45 tuAimed: 75 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 turretType: 1 underwaterOnly: true - type: STR_HWP_AQUA_JET_MISSILES size: 0.6 costBuy: 3000 costSell: 2250 transferTime: 48 power: 85 damageType: 3 clipSize: 8 battleType: 2 hitAnimation: 8 vaporColor: 1 vaporDensity: 20 - type: STR_COELACANTH_GAUSS size: 6 costSell: 594000 transferTime: 96 bigSprite: 40 fireSound: 34 accuracySnap: 50 accuracyAimed: 85 tuSnap: 33 tuAimed: 75 fixedWeapon: true invWidth: 2 invHeight: 3 turretType: 2 battleType: 1 # special behaviour here: for a HWP with compatible ammo, setting a clipSize # defines the max ammo for the HWP, and the clipSize on the weapon dictates # how many rounds it adds. compatibleAmmo: - STR_GAUSS_CANNON_AMMO clipSize: 50 - type: STR_DISPLACER_SONIC size: 6 costSell: 980000 transferTime: 96 bigSprite: 54 bulletSprite: 8 fireSound: 36 hitSound: 31 power: 110 damageType: 5 hitAnimation: 46 accuracySnap: 86 accuracyAimed: 100 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true clipSize: 100 isAmmoRechargeable: true invWidth: 2 invHeight: 3 turretType: 3 vaporColor: 3 vaporDensity: 30 - type: STR_DISPLACER_PWT size: 6 costSell: 1043000 transferTime: 96 bigSprite: 43 bulletSprite: 10 fireSound: 26 compatibleAmmo: - STR_HWP_DISPLACER_PWT accuracyAimed: 60 tuAimed: 66 battleType: 1 fixedWeapon: true waypoints: 9 invWidth: 2 invHeight: 3 turretType: 4 underwaterOnly: true - type: STR_HWP_DISPLACER_PWT size: 0.6 costSell: 31500 transferTime: 48 power: 140 damageType: 3 clipSize: 8 battleType: 2 blastRadius: 11 hitAnimation: 8 vaporColor: 1 vaporDensity: 15 - type: STR_DART_PISTOL size: 0.1 costBuy: 800 costSell: 600 weight: 5 bigSprite: 3 floorSprite: 3 handSprite: 96 bulletSprite: 1 fireSound: 20 compatibleAmmo: - STR_DART_POD accuracySnap: 40 accuracyAimed: 80 tuSnap: 20 tuAimed: 50 battleType: 1 invWidth: 1 invHeight: 2 - type: STR_DART_POD size: 0.1 costBuy: 70 costSell: 52 weight: 2 bigSprite: 4 floorSprite: 4 handSprite: 240 hitSound: 21 hitAnimation: 26 power: 16 damageType: 1 clipSize: 12 battleType: 2 vaporColor: 0 vaporDensity: 5 - type: STR_JET_HARPOON size: 0.2 costBuy: 3000 costSell: 2250 weight: 8 bigSprite: 1 floorSprite: 1 handSprite: 0 bulletSprite: 2 fireSound: 19 compatibleAmmo: - STR_HARPOON_POD accuracyAuto: 40 accuracySnap: 60 accuracyAimed: 90 tuAuto: 40 tuSnap: 35 tuAimed: 70 battleType: 1 twoHanded: true invWidth: 1 invHeight: 3 - type: STR_HARPOON_POD size: 0.1 costBuy: 200 costSell: 150 weight: 2 bigSprite: 2 floorSprite: 2 handSprite: 248 hitSound: 16 hitAnimation: 26 power: 32 damageType: 1 clipSize: 10 battleType: 2 vaporColor: 0 vaporDensity: 10 - type: STR_GAS_CANNON size: 0.3 costBuy: 6400 costSell: 4800 weight: 17 bigSprite: 11 floorSprite: 11 handSprite: 24 bulletSprite: 4 fireSound: 24 compatibleAmmo: - STR_GC_AP_AMMO - STR_GC_HE_AMMO - STR_GC_P_AMMO accuracySnap: 60 accuracyAimed: 90 tuSnap: 40 tuAimed: 75 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 - type: STR_GC_AP_AMMO size: 0.1 costBuy: 300 costSell: 225 weight: 5 bigSprite: 12 floorSprite: 8 handSprite: 272 hitSound: 21 hitAnimation: 26 power: 60 damageType: 1 clipSize: 8 battleType: 2 invWidth: 2 invHeight: 1 armor: 50 attraction: 1 vaporColor: 0 vaporDensity: 15 - type: STR_GC_HE_AMMO size: 0.1 costBuy: 500 costSell: 275 weight: 6 bigSprite: 13 floorSprite: 9 handSprite: 256 hitSound: 0 hitAnimation: 8 power: 65 damageType: 3 clipSize: 8 battleType: 2 invWidth: 2 invHeight: 1 armor: 50 attraction: 1 vaporColor: 0 vaporDensity: 15 - type: STR_GC_P_AMMO size: 0.1 costBuy: 400 costSell: 300 weight: 6 bigSprite: 14 floorSprite: 10 handSprite: 264 hitSound: 0 hitAnimation: 8 power: 60 damageType: 2 clipSize: 8 battleType: 2 invWidth: 2 invHeight: 1 armor: 50 attraction: 1 vaporColor: 0 vaporDensity: 15 - type: STR_HYDRO_JET_CANNON size: 0.3 costBuy: 13500 costSell: 10125 weight: 19 bigSprite: 7 floorSprite: 7 handSprite: 32 bulletSprite: 3 fireSound: 23 compatibleAmmo: - STR_HJC_AP_AMMO - STR_HJC_HE_AMMO - STR_HJC_P_AMMO accuracyAuto: 40 accuracySnap: 50 accuracyAimed: 80 tuAuto: 40 tuSnap: 35 tuAimed: 80 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 underwaterOnly: true - type: STR_HJC_AP_AMMO size: 0.1 costBuy: 500 costSell: 400 weight: 5 bigSprite: 8 floorSprite: 13 handSprite: 296 hitSound: 21 hitAnimation: 26 power: 40 damageType: 1 clipSize: 14 battleType: 2 invWidth: 2 invHeight: 1 armor: 40 vaporColor: 0 vaporDensity: 10 - type: STR_HJC_HE_AMMO size: 0.1 costBuy: 700 costSell: 560 weight: 5 bigSprite: 9 floorSprite: 14 handSprite: 280 hitSound: 0 hitAnimation: 8 power: 50 damageType: 3 clipSize: 14 battleType: 2 invWidth: 2 invHeight: 1 armor: 40 vaporColor: 0 vaporDensity: 10 - type: STR_HJC_P_AMMO size: 0.1 costBuy: 650 costSell: 520 weight: 5 bigSprite: 10 floorSprite: 12 handSprite: 288 hitSound: 0 hitAnimation: 8 power: 40 damageType: 2 clipSize: 14 battleType: 2 invWidth: 2 invHeight: 1 armor: 40 attraction: 1 vaporColor: 0 vaporDensity: 10 - type: STR_TORPEDO_LAUNCHER size: 0.4 costBuy: 4000 costSell: 3000 weight: 10 bigSprite: 15 floorSprite: 15 handSprite: 72 bulletSprite: 0 fireSound: 23 compatibleAmmo: - STR_SMALL_TORPEDO - STR_LARGE_TORPEDO - STR_PHOSPHOROUS_TORPEDO accuracySnap: 50 accuracyAimed: 110 tuSnap: 40 tuAimed: 80 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 underwaterOnly: true - type: STR_SMALL_TORPEDO size: 0.2 costBuy: 600 costSell: 480 weight: 5 bigSprite: 16 floorSprite: 16 handSprite: 304 hitSound: 0 hitAnimation: 8 power: 80 damageType: 3 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 3 armor: 50 vaporColor: 1 vaporDensity: 20 - type: STR_LARGE_TORPEDO size: 0.2 costBuy: 900 costSell: 720 weight: 8 bigSprite: 17 floorSprite: 17 handSprite: 312 hitSound: 0 hitAnimation: 8 power: 90 damageType: 3 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 3 armor: 50 vaporColor: 1 vaporDensity: 20 - type: STR_PHOSPHOROUS_TORPEDO size: 0.2 costBuy: 1200 costSell: 960 weight: 8 bigSprite: 18 floorSprite: 18 handSprite: 320 hitSound: 0 hitAnimation: 8 power: 80 damageType: 2 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 3 armor: 40 vaporColor: 1 vaporDensity: 20 - type: STR_GAUSS_PISTOL size: 0.1 costSell: 20000 weight: 7 bigSprite: 5 floorSprite: 5 handSprite: 128 bulletSprite: 5 fireSound: 35 accuracyAuto: 30 accuracySnap: 40 accuracyAimed: 70 tuAuto: 30 tuSnap: 25 tuAimed: 50 compatibleAmmo: - STR_GAUSS_PISTOL_CLIP battleType: 1 invWidth: 1 invHeight: 2 - type: STR_GAUSS_PISTOL_CLIP size: 0.2 costSell: 1050 weight: 2 bigSprite: 57 floorSprite: 78 handSprite: 216 hitSound: 31 hitAnimation: 46 power: 45 damageType: 4 clipSize: 20 battleType: 2 invWidth: 1 invHeight: 1 armor: 70 vaporColor: 2 vaporDensity: 5 - type: STR_GAUSS_RIFLE size: 0.2 costSell: 36900 weight: 8 bigSprite: 0 floorSprite: 0 handSprite: 8 bulletSprite: 6 fireSound: 34 accuracyAuto: 50 accuracySnap: 65 accuracyAimed: 100 tuAuto: 40 tuSnap: 30 tuAimed: 60 compatibleAmmo: - STR_GAUSS_RIFLE_CLIP battleType: 1 twoHanded: true invWidth: 1 invHeight: 3 - type: STR_GAUSS_RIFLE_CLIP size: 0.2 costSell: 1950 weight: 3 bigSprite: 61 floorSprite: 78 handSprite: 224 hitSound: 31 hitAnimation: 46 power: 60 damageType: 4 clipSize: 15 battleType: 2 invWidth: 1 invHeight: 1 armor: 70 vaporColor: 2 vaporDensity: 10 - type: STR_HEAVY_GAUSS size: 0.3 costSell: 61000 weight: 18 bigSprite: 6 floorSprite: 6 handSprite: 16 bulletSprite: 7 fireSound: 33 accuracySnap: 50 accuracyAimed: 90 tuSnap: 40 tuAimed: 80 compatibleAmmo: - STR_HEAVY_GAUSS_CLIP battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 - type: STR_HEAVY_GAUSS_CLIP size: 0.2 costSell: 3220 weight: 4 bigSprite: 62 floorSprite: 78 handSprite: 232 hitSound: 31 hitAnimation: 46 power: 75 damageType: 4 clipSize: 10 battleType: 2 invWidth: 1 invHeight: 1 armor: 70 vaporColor: 2 vaporDensity: 15 - type: STR_MAGNA_BLAST_GRENADE size: 0.1 costBuy: 300 costSell: 240 weight: 3 bigSprite: 19 floorSprite: 19 handSprite: 120 power: 50 damageType: 3 battleType: 4 armor: 150 blastRadius: 5 hitAnimation: 8 - type: STR_DYE_GRENADE size: 0.1 costBuy: 150 costSell: 120 weight: 3 bigSprite: 20 floorSprite: 19 handSprite: 120 # Applying Zombie's patch here, because I happen to agree with him. power: 60 damageType: 9 battleType: 4 armor: 110 blastRadius: 5 hitAnimation: 8 - type: STR_PARTICLE_DISTURBANCE_GRENADE size: 0.1 costBuy: 500 costSell: 400 weight: 3 bigSprite: 21 floorSprite: 21 handSprite: 120 power: 70 damageType: 3 battleType: 5 armor: 90 blastRadius: 5 hitAnimation: 8 - type: STR_MAGNA_PACK_EXPLOSIVE size: 0.25 costBuy: 1500 costSell: 1200 weight: 6 bigSprite: 22 floorSprite: 22 handSprite: 352 power: 100 damageType: 3 battleType: 4 invWidth: 2 invHeight: 1 armor: 140 blastRadius: 5 hitAnimation: 8 - type: STR_PARTICLE_DISTURBANCE_SENSOR size: 0.1 costSell: 45600 weight: 3 bigSprite: 23 floorSprite: 23 handSprite: 192 battleType: 7 tuUse: 25 - type: STR_MEDI_KIT size: 0.1 costSell: 46500 weight: 5 bigSprite: 24 floorSprite: 24 handSprite: 208 battleType: 6 invWidth: 1 invHeight: 2 painKiller: 10 heal: 10 stimulant: 10 woundRecovery: 1 healthRecovery: 3 stunRecovery: 4 energyRecovery: 10 tuUse: 10 flatRate: true - type: STR_MC_DISRUPTOR requires: - STR_MC_DISRUPTOR size: 0.1 costSell: 194700 weight: 8 bigSprite: 33 floorSprite: 28 handSprite: 384 hitSound: 43 battleType: 9 twoHanded: true invWidth: 1 invHeight: 3 tuUse: 25 flatRate: true - type: STR_THERMAL_TAZER size: 0.1 costBuy: 1260 costSell: 945 weight: 6 bigSprite: 26 floorSprite: 26 handSprite: 152 meleeSound: 60 power: 80 damageType: 6 accuracyMelee: 100 skillApplied: false tuMelee: 40 battleType: 3 twoHanded: true invWidth: 1 invHeight: 3 clipSize: -1 - type: STR_CHEMICAL_FLARE size: 0.1 costBuy: 60 costSell: 40 weight: 3 bigSprite: 55 floorSprite: 72 handSprite: 360 power: 15 battleType: 10 armor: 40 - type: STR_CORPSE weight: 35 bigSprite: 28 floorSprite: 39 invWidth: 2 invHeight: 3 armor: 0 battleType: 11 recover: false - type: STR_CORPSE_ARMOR name: STR_CORPSE weight: 35 bigSprite: 44 floorSprite: 40 invWidth: 2 invHeight: 3 armor: 0 battleType: 11 recover: false - type: STR_CORPSE_ION name: STR_CORPSE weight: 40 bigSprite: 45 floorSprite: 41 invWidth: 2 invHeight: 3 armor: 0 battleType: 11 recover: false - type: STR_SONIC_CANNON requires: - STR_SONIC_CANNON size: 0.2 costSell: 171600 weight: 8 bigSprite: 30 floorSprite: 29 handSprite: 40 bulletSprite: 8 fireSound: 37 compatibleAmmo: - STR_CANNON_POWER_CLIP accuracySnap: 80 accuracyAimed: 115 tuSnap: 50 tuAimed: 70 battleType: 1 twoHanded: true invWidth: 2 invHeight: 3 recoveryPoints: 5 armor: 50 attraction: 1 - type: STR_CANNON_POWER_CLIP requires: - STR_CANNON_POWER_CLIP size: 0.3 costSell: 9590 weight: 3 bigSprite: 25 floorSprite: 33 handSprite: 200 hitSound: 31 hitAnimation: 46 power: 130 damageType: 5 clipSize: 10 battleType: 2 recoveryPoints: 1 armor: 50 attraction: 1 vaporColor: 3 vaporDensity: 30 - type: STR_SONIC_BLASTA_RIFLE requires: - STR_SONIC_BLASTA_RIFLE size: 0.2 costSell: 126500 weight: 5 bigSprite: 31 floorSprite: 30 handSprite: 48 bulletSprite: 8 fireSound: 36 compatibleAmmo: - STR_BLASTA_POWER_CLIP accuracySnap: 75 accuracyAimed: 110 tuSnap: 40 tuAimed: 60 battleType: 1 twoHanded: true invWidth: 1 invHeight: 3 recoveryPoints: 4 armor: 50 attraction: 1 - type: STR_BLASTA_POWER_CLIP requires: - STR_BLASTA_POWER_CLIP size: 0.1 costSell: 6290 weight: 3 bigSprite: 41 floorSprite: 33 handSprite: 432 hitSound: 31 hitAnimation: 46 power: 95 damageType: 5 clipSize: 15 battleType: 2 recoveryPoints: 1 armor: 50 attraction: 1 vaporColor: 3 vaporDensity: 30 - type: STR_SONIC_PISTOL requires: - STR_SONIC_PISTOL size: 0.1 costSell: 84000 weight: 3 bigSprite: 32 floorSprite: 31 handSprite: 104 bulletSprite: 8 fireSound: 38 compatibleAmmo: - STR_PISTOL_POWER_CLIP accuracySnap: 65 accuracyAimed: 85 tuSnap: 30 tuAimed: 50 battleType: 1 invWidth: 1 invHeight: 2 recoveryPoints: 3 armor: 45 attraction: 1 - type: STR_PISTOL_POWER_CLIP requires: - STR_PISTOL_POWER_CLIP size: 0.1 costSell: 4440 weight: 3 bigSprite: 34 floorSprite: 33 handSprite: 424 hitSound: 31 hitAnimation: 46 power: 80 damageType: 5 clipSize: 20 battleType: 2 recoveryPoints: 1 armor: 50 attraction: 1 vaporColor: 3 vaporDensity: 30 - type: STR_DISRUPTOR_PULSE_LAUNCHER requires: - STR_DISRUPTOR_PULSE_LAUNCHER size: 0.3 costSell: 144000 weight: 12 bigSprite: 35 floorSprite: 34 handSprite: 56 bulletSprite: 10 fireSound: 26 compatibleAmmo: - STR_DISRUPTOR_AMMO accuracyAimed: 120 tuAimed: 66 battleType: 1 twoHanded: true waypoints: 9 invWidth: 2 invHeight: 3 recoveryPoints: 5 armor: 40 attraction: 1 underwaterOnly: true - type: STR_DISRUPTOR_AMMO requires: - STR_DISRUPTOR_AMMO size: 0.2 costSell: 17028 weight: 4 bigSprite: 36 floorSprite: 35 handSprite: 328 hitSound: 0 hitAnimation: 8 power: 210 damageType: 3 clipSize: 1 battleType: 2 invWidth: 1 invHeight: 2 recoveryPoints: 1 armor: 60 blastRadius: 11 attraction: 1 vaporColor: 1 vaporDensity: 15 - type: STR_THERMAL_SHOK_LAUNCHER requires: - STR_THERMAL_SHOK_LAUNCHER size: 0.2 costSell: 120000 weight: 8 bigSprite: 37 floorSprite: 36 handSprite: 64 bulletSprite: 9 fireSound: 41 compatibleAmmo: - STR_THERMAL_SHOK_BOMB accuracySnap: 70 accuracyAimed: 120 tuSnap: 50 tuAimed: 70 battleType: 1 twoHanded: true invWidth: 2 invHeight: 2 recoveryPoints: 4 attraction: 1 - type: STR_THERMAL_SHOK_BOMB requires: - STR_THERMAL_SHOK_BOMB size: 0.1 costSell: 15200 weight: 3 bigSprite: 38 floorSprite: 81 handSprite: 368 hitSound: 0 hitAnimation: 8 power: 120 damageType: 6 clipSize: 1 battleType: 2 recoveryPoints: 1 armor: 60 attraction: 1 vaporColor: 1 vaporDensity: 10 - type: STR_SONIC_PULSER requires: - STR_SONIC_PULSER size: 0.1 costSell: 14850 weight: 3 bigSprite: 39 floorSprite: 38 handSprite: 368 power: 120 damageType: 3 battleType: 4 recoveryPoints: 1 armor: 150 blastRadius: 5 attraction: 1 hitAnimation: 8 - type: STR_ZRBITE size: 0.1 costSell: 5000 weight: 3 bigSprite: 56 floorSprite: 79 invWidth: 2 invHeight: 1 attraction: 4 recoveryPoints: 5 - type: STR_MC_READER requires: - STR_MC_READER size: 0.1 costSell: 304000 weight: 7 bigSprite: 29 floorSprite: 77 handSprite: 376 hitSound: 43 battleType: 8 invWidth: 2 invHeight: 2 tuUse: 50 recoveryPoints: 1 attraction: 1 - type: STR_VIBRO_BLADE requires: - STR_VIBRO_BLADE size: 0.3 costSell: 1500 transferTime: 48 weight: 10 bigSprite: 60 floorSprite: 75 handSprite: 168 meleeSound: 60 hitAnimation: 0 accuracyMelee: 150 tuMelee: 10 power: 80 damageType: 7 clipSize: -1 battleType: 3 invWidth: 2 invHeight: 3 - type: STR_THERMIC_LANCE requires: - STR_THERMIC_LANCE size: 0.3 costSell: 1800 transferTime: 48 weight: 10 bigSprite: 59 floorSprite: 74 handSprite: 176 meleeSound: 60 hitAnimation: 0 accuracyMelee: 160 tuMelee: 15 power: 110 damageType: 7 clipSize: -1 battleType: 3 invWidth: 2 invHeight: 3 - type: STR_HEAVY_THERMIC_LANCE requires: - STR_HEAVY_THERMIC_LANCE size: 0.3 costSell: 2000 transferTime: 48 weight: 15 bigSprite: 58 floorSprite: 73 handSprite: 184 meleeSound: 60 hitAnimation: 0 accuracyMelee: 160 tuMelee: 20 power: 150 damageType: 7 clipSize: -1 battleType: 3 invWidth: 2 invHeight: 3 - type: STR_AQUATOID_CORPSE size: 0.4 costSell: 20000 weight: 30 bigSprite: 46 floorSprite: 42 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_DEEP_ONE_CORPSE size: 0.4 costSell: 20000 weight: 35 bigSprite: 47 floorSprite: 43 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_GILLMAN_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 50 floorSprite: 46 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_TASOTH_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 48 floorSprite: 44 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_CALCINITE_CORPSE size: 0.4 costSell: 20000 weight: 30 bigSprite: 52 floorSprite: 48 invWidth: 2 invHeight: 3 recoveryPoints: 5 battleType: 11 armor: 26 - type: STR_TENTACULAT_CORPSE size: 0.4 costSell: 20000 weight: 40 bigSprite: 53 floorSprite: 49 invWidth: 2 invHeight: 3 recoveryPoints: 3 battleType: 11 armor: 26 - type: STR_LOBSTERMAN_CORPSE size: 0.4 costSell: 20000 weight: 45 bigSprite: 49 floorSprite: 45 invWidth: 2 invHeight: 3 recoveryPoints: 3 battleType: 11 armor: 26 - type: STR_BIODRONE_CORPSE size: 0.4 costSell: 20000 weight: 30 bigSprite: 51 floorSprite: 47 invWidth: 2 invHeight: 3 recoveryPoints: 3 battleType: 11 armor: 26 power: 120 blastRadius: 6 - type: STR_XARQUID_CORPSE size: 1 costSell: 20000 battleType: 11 - type: XARQUID_CORPSE_1 name: STR_XARQUID_CORPSE floorSprite: 56 invWidth: 0 invHeight: 0 battleType: 11 recoveryPoints: 3 - type: XARQUID_CORPSE_2 floorSprite: 57 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: XARQUID_CORPSE_3 floorSprite: 58 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: XARQUID_CORPSE_4 floorSprite: 59 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: STR_HALLUCINOID_CORPSE size: 1 costSell: 20000 battleType: 11 - type: HALLUCINOID_CORPSE_1 name: STR_HALLUCINOID_CORPSE floorSprite: 60 invWidth: 0 invHeight: 0 battleType: 11 recoveryPoints: 3 - type: HALLUCINOID_CORPSE_2 floorSprite: 61 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: HALLUCINOID_CORPSE_3 floorSprite: 62 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: HALLUCINOID_CORPSE_4 floorSprite: 63 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: STR_TRISCENE_CORPSE size: 1 costSell: 20000 battleType: 11 - type: TRISCENE_CORPSE_1 name: STR_TRISCENE_CORPSE floorSprite: 52 invWidth: 0 invHeight: 0 battleType: 11 recoveryPoints: 3 - type: TRISCENE_CORPSE_2 floorSprite: 55 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: TRISCENE_CORPSE_3 floorSprite: 54 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: TRISCENE_CORPSE_4 floorSprite: 53 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: DISPLACER_CORPSE_1 floorSprite: 64 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: DISPLACER_CORPSE_2 floorSprite: 65 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: DISPLACER_CORPSE_3 floorSprite: 66 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: DISPLACER_CORPSE_4 floorSprite: 67 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: COELACANTH_CORPSE_1 floorSprite: 68 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: COELACANTH_CORPSE_2 floorSprite: 69 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: COELACANTH_CORPSE_3 floorSprite: 70 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: COELACANTH_CORPSE_4 floorSprite: 71 invWidth: 0 invHeight: 0 battleType: 11 recover: false - type: CIVM_CORPSE name: STR_CORPSE weight: 30 floorSprite: 50 invWidth: 0 invHeight: 0 armor: 12 battleType: 11 recover: false - type: CIVF_CORPSE name: STR_CORPSE weight: 50 floorSprite: 51 invWidth: 0 invHeight: 0 armor: 12 battleType: 11 recover: false - type: STR_ION_BEAM_ACCELERATORS size: 0.7 costSell: 250000 specialType: 2 recoveryPoints: 20 - type: STR_MAGNETIC_NAVIGATION size: 0.2 costSell: 80000 specialType: 3 recoveryPoints: 5 - type: STR_ALIEN_SUB_CONSTRUCTION size: 0.1 costSell: 20000 specialType: 4 recoveryPoints: 2 - type: STR_ALIEN_CRYOGENICS size: 0.2 costSell: 5000 specialType: 5 recoveryPoints: 2 - type: STR_ALIEN_CLONING size: 0.2 costSell: 40000 specialType: 6 recoveryPoints: 2 - type: STR_ALIEN_LEARNING_ARRAYS size: 0.2 costSell: 20000 specialType: 7 recoveryPoints: 2 - type: STR_ALIEN_IMPLANTER size: 0.2 costSell: 38000 specialType: 8 recoveryPoints: 2 - type: STR_EXAMINATION_ROOM size: 0.2 costSell: 9000 specialType: 9 recoveryPoints: 2 - type: STR_ALIEN_REANIMATION_ZONE size: 0.1 costSell: 100 specialType: 11 recoveryPoints: 1 - type: STR_AQUA_PLASTICS size: 0.1 costSell: 6500 specialType: 10 recoveryPoints: 1 recoveryDividers: STR_UFO: 10 STR_OTHER: 150 - type: STR_PLASTIC_AQUA_ARMOR size: 0.8 costSell: 54000 - type: STR_ION_ARMOR size: 0.8 costSell: 85000 - type: STR_MAGNETIC_ION_ARMOR size: 0.8 costSell: 115000 - type: STR_BIODRONE_MELEE_WEAPON bigSprite: 73 meleeSound: 26 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false - type: HALLUCINOID_WEAPON bigSprite: 68 meleeSound: 26 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false - type: STR_LOBSTERMAN_MELEE_WEAPON specialUseEmptyHand: true specialUseEmptyHandShow: true bigSprite: 70 meleeSound: 42 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false - type: CALCINITE_WEAPON bigSprite: 66 meleeSound: 16 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false - type: DEEP_ONE_WEAPON bigSprite: 72 bulletSprite: 8 fireSound: 40 hitSound: 41 power: 100 damageType: 8 accuracyAuto: 50 accuracySnap: 75 accuracyAimed: 110 tuAuto: 35 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false arcingShot: true hitAnimation: -1 - type: STR_TRISCENE_MELEE_WEAPON bigSprite: 69 handSprite: 41 meleeSound: 44 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false - type: STR_TRIBIO_SONIC_WEAPON weight: 3 bigSprite: 67 floorSprite: 29 handSprite: 40 fireSound: 36 hitSound: 31 hitAnimation: 46 power: 110 damageType: 5 accuracySnap: 86 accuracyAimed: 100 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 bulletSprite: 8 recover: false vaporColor: 3 vaporDensity: 30 - type: XARQUID_WEAPON weight: 3 bigSprite: 67 floorSprite: 29 handSprite: 40 fireSound: 37 hitSound: 31 hitAnimation: 46 power: 130 damageType: 5 accuracySnap: 75 accuracyAimed: 100 tuSnap: 30 tuAimed: 60 battleType: 1 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 bulletSprite: 8 recover: false vaporColor: 3 vaporDensity: 30 - type: TENTACULAT_WEAPON bigSprite: 71 meleeSound: 42 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false zombieUnit: STR_ZOMBIE - type: ZOMBIE_WEAPON bigSprite: 74 meleeSound: 42 strengthApplied: true damageType: 7 accuracyMelee: 100 tuMelee: 15 battleType: 3 fixedWeapon: true invWidth: 2 invHeight: 3 clipSize: -1 recover: false - type: STR_AQUATOID_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_AQUATOID_SQUAD_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_AQUATOID_TECHNICIAN size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_AQUATOID_MEDIC size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_AQUATOID_NAVIGATOR size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_AQUATOID_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_HALLUCINOID_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 80000 - type: STR_CALCINITE_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_GILLMAN_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_GILLMAN_SQUAD_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_GILLMAN_TECHNICIAN size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_GILLMAN_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_DEEP_ONE_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_XARQUID_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_TASOTH_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_TASOTH_SQUAD_LEADER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_TRISCENE_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_BIODRONE_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_TENTACULAT_TERRORIST size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_LOBSTERMAN_SOLDIER size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_LOBSTERMAN_SQUAD_LEADER size: 0.0 recover: true liveAlien: true costSell: 40000 - type: STR_LOBSTERMAN_TECHNICIAN size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_LOBSTERMAN_NAVIGATOR size: 0.0 recover: true liveAlien: true costSell: 60000 - type: STR_LOBSTERMAN_COMMANDER size: 0.0 recover: true liveAlien: true costSell: 60000 # Special Psi Weapon for Aliens. # Usage of this is hard-coded. # DO NOT DELETE! - type: ALIEN_PSI_WEAPON hitSound: 43 battleType: 9 tuUse: 25 flatRate: true recover: false ================================================ FILE: bin/standard/xcom2/manufacture.rul ================================================ manufacture: # done - name: STR_PWT_CANNON #P.W.T. Cannon # category: STR_CRAFT_WEAPON requires: - STR_PWT_CANNON space: 6 time: 400 cost: 242000 - name: STR_PULSE_WAVE_TORPEDOES #P.W.T Ammo # category: STR_CRAFT_AMMUNITION requires: - STR_PWT_CANNON space: 6 time: 600 cost: 28000 requiredItems: STR_ZRBITE: 4 - name: STR_GAUSS_CANNON #Gauss Cannon # category: STR_CRAFT_WEAPON requires: - STR_GAUSS_CANNON space: 6 time: 300 cost: 182000 - name: STR_GAUSS_CANNON_AMMO #Gauss Cannon Ammo # category: STR_AMMUNITION requires: - STR_GAUSS_CANNON space: 2 time: 5 cost: 200 - name: STR_SONIC_OSCILLATOR #Sonic Oscillator # category: STR_CRAFT_WEAPON requires: - STR_SONIC_OSCILLATOR space: 8 time: 500 cost: 226000 requiredItems: STR_ZRBITE: 15 - name: STR_COELACANTH_GAUSS #Coelacanth/Gauss # category: STR_HEAVY_WEAPONS_PLATFORM requires: - STR_GAUSS_CANNON - STR_NEW_FIGHTER_FLYING_SUB space: 25 time: 1200 cost: 500000 - name: STR_DISPLACER_SONIC #Displacer /Sonic # category: STR_HEAVY_WEAPONS_PLATFORM requires: - STR_SONIC_OSCILLATOR - STR_NEW_FIGHTER_FLYING_SUB space: 30 time: 1200 cost: 850000 requiredItems: STR_ZRBITE: 30 STR_AQUA_PLASTICS: 5 - name: STR_DISPLACER_PWT #Displacer /P. W. T. # category: STR_HEAVY_WEAPONS_PLATFORM requires: - STR_PWT_CANNON - STR_NEW_FIGHTER_FLYING_SUB space: 30 time: 1400 cost: 900000 requiredItems: STR_ZRBITE: 25 STR_AQUA_PLASTICS: 8 - name: STR_HWP_DISPLACER_PWT #P.W. Torpedo # category: STR_AMMUNITION requires: - STR_PWT_CANNON - STR_NEW_FIGHTER_FLYING_SUB space: 25 time: 400 cost: 15000 requiredItems: STR_ZRBITE: 5 STR_AQUA_PLASTICS: 8 - name: STR_GAUSS_PISTOL #Gauss Pistol # category: STR_WEAPON requires: - STR_GAUSS_PISTOL space: 2 time: 300 cost: 8000 - name: STR_GAUSS_PISTOL_CLIP #Gauss Pistol Clip # category: STR_AMMUNITION requires: - STR_GAUSS_PISTOL_CLIP space: 2 time: 20 cost: 1000 - name: STR_GAUSS_RIFLE #Gauss Rifle # category: STR_WEAPON requires: - STR_GAUSS_RIFLE space: 3 time: 400 cost: 20000 - name: STR_GAUSS_RIFLE_CLIP #Gauss Rifle Clip # category: STR_AMMUNITION requires: - STR_GAUSS_RIFLE_CLIP space: 4 time: 45 cost: 2000 - name: STR_HEAVY_GAUSS #Heavy Gauss # category: STR_WEAPON requires: - STR_HEAVY_GAUSS space: 4 time: 700 cost: 32000 - name: STR_HEAVY_GAUSS_CLIP #Heavy Gauss Clip # category: STR_AMMUNITION requires: - STR_HEAVY_GAUSS_CLIP space: 4 time: 70 cost: 4000 - name: STR_PARTICLE_DISTURBANCE_SENSOR #Particle Disturbance Sensor # category: STR_EQUIPMENT requires: - STR_PARTICLE_DISTURBANCE_SENSOR space: 4 time: 220 cost: 34000 - name: STR_MEDI_KIT #Medi-Kit # category: STR_EQUIPMENT requires: - STR_MEDI_KIT space: 4 time: 420 cost: 28000 - name: STR_MC_DISRUPTOR #M.C. Disruptor # category: STR_EQUIPMENT requires: - STR_MC_DISRUPTOR space: 4 time: 500 cost: 160000 requiredItems: STR_ZRBITE: 2 STR_AQUA_PLASTICS: 1 - name: STR_SONIC_CANNON #Sonic Cannon # category: STR_WEAPON requires: - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP space: 4 time: 1000 cost: 122000 requiredItems: STR_AQUA_PLASTICS: 1 - name: STR_CANNON_POWER_CLIP #Cannon Power Clip # category: STR_AMMUNITION requires: - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP space: 4 time: 80 cost: 6000 requiredItems: STR_ZRBITE: 3 - name: STR_SONIC_BLASTA_RIFLE #Sonic-Blasta Rifle # category: STR_WEAPON requires: - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP space: 4 time: 820 cost: 88000 requiredItems: STR_AQUA_PLASTICS: 1 - name: STR_BLASTA_POWER_CLIP #Blasta Power Clip # category: STR_AMMUNITION requires: - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP space: 4 time: 80 cost: 3000 requiredItems: STR_ZRBITE: 1 - name: STR_SONIC_PISTOL #Sonic Pistol # category: STR_WEAPON requires: - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP space: 3 time: 600 cost: 56000 requiredItems: STR_AQUA_PLASTICS: 1 - name: STR_PISTOL_POWER_CLIP #Pistol Power Clip # category: STR_AMMUNITION requires: - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP space: 4 time: 60 cost: 2000 requiredItems: STR_ZRBITE: 1 - name: STR_DISRUPTOR_PULSE_LAUNCHER #Disruptor Pulse Launcher # category: STR_WEAPON requires: - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO space: 5 time: 1200 cost: 90000 requiredItems: STR_AQUA_PLASTICS: 1 - name: STR_DISRUPTOR_AMMO #Disruptor Ammo # category: STR_AMMUNITION requires: - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO space: 3 time: 220 cost: 8000 requiredItems: STR_ZRBITE: 3 - name: STR_THERMAL_SHOK_LAUNCHER #Thermal Shok Launcher # category: STR_WEAPON requires: - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB space: 3 time: 900 cost: 78000 requiredItems: STR_AQUA_PLASTICS: 1 - name: STR_THERMAL_SHOK_BOMB #Thermal Shok Bomb # category: STR_AMMUNITION requires: - STR_THERMAL_SHOK_LAUNCHER - STR_THERMAL_SHOK_BOMB space: 2 time: 200 cost: 7000 requiredItems: STR_ZRBITE: 1 - name: STR_SONIC_PULSER #Sonic Pulser # category: STR_WEAPON requires: - STR_SONIC_PULSER space: 2 time: 200 cost: 6700 requiredItems: STR_ZRBITE: 2 - name: STR_MC_READER #M.C. Reader # category: STR_EQUIPMENT requires: - STR_MC_READER space: 4 time: 1200 cost: 262000 requiredItems: STR_ZRBITE: 1 - name: STR_PLASTIC_AQUA_ARMOR #Plastic Aqua-Armour # category: STR_PERSONAL_ARMOR requires: - STR_PLASTIC_AQUA_ARMOR space: 12 time: 800 cost: 22000 requiredItems: STR_AQUA_PLASTICS: 4 - name: STR_ION_ARMOR #Ion Armour # category: STR_PERSONAL_ARMOR requires: - STR_ION_ARMOR space: 16 time: 1000 cost: 42000 requiredItems: STR_AQUA_PLASTICS: 5 STR_ZRBITE: 5 - name: STR_MAGNETIC_ION_ARMOR #Mag. Ion Armour # category: STR_PERSONAL_ARMOR requires: - STR_MAGNETIC_ION_ARMOR space: 16 time: 1400 cost: 58000 requiredItems: STR_AQUA_PLASTICS: 5 STR_ZRBITE: 16 - name: STR_AQUA_PLASTICS #Aqua Plastics category: STR_UFO_COMPONENT requires: - STR_AQUA_PLASTICS space: 10 time: 100 cost: 3000 - name: STR_ION_BEAM_ACCELERATORS #Ion-Beam Accelerators # category: STR_UFO_COMPONENT requires: - STR_ION_BEAM_ACCELERATORS space: 22 time: 1400 cost: 130000 requiredItems: STR_AQUA_PLASTICS: 5 STR_ZRBITE: 16 - name: STR_MAGNETIC_NAVIGATION #Magnetic Navigation # category: STR_UFO_COMPONENT requires: - STR_MAGNETIC_NAVIGATION space: 18 time: 1600 cost: 150000 requiredItems: STR_AQUA_PLASTICS: 3 - name: STR_MANTA #MANTA # category: STR_CRAFT requires: - STR_NEW_FIGHTER_FLYING_SUB space: 30 time: 14000 cost: 400000 requiredItems: STR_AQUA_PLASTICS: 65 STR_ION_BEAM_ACCELERATORS: 1 STR_MAGNETIC_NAVIGATION: 1 - name: STR_HAMMERHEAD #HAMMERHEAD # category: STR_CRAFT requires: - STR_NEW_FIGHTER_TRANSPORTER space: 34 time: 18000 cost: 600000 requiredItems: STR_AQUA_PLASTICS: 85 STR_ION_BEAM_ACCELERATORS: 1 STR_MAGNETIC_NAVIGATION: 1 - name: STR_LEVIATHAN #LEVIATHAN # category: STR_CRAFT requires: - STR_THE_LATEST_FLYING_SUB space: 36 time: 34000 cost: 900000 requiredItems: STR_AQUA_PLASTICS: 120 STR_ION_BEAM_ACCELERATORS: 2 STR_MAGNETIC_NAVIGATION: 1 - name: STR_VIBRO_BLADE #Vibro Blade # category: STR_WEAPON requires: - STR_VIBRO_BLADE space: 3 time: 150 cost: 7000 requiredItems: STR_ZRBITE: 1 - name: STR_THERMIC_LANCE #Thermic Lance # category: STR_WEAPON requires: - STR_THERMIC_LANCE space: 3 time: 220 cost: 12000 requiredItems: STR_ZRBITE: 2 - name: STR_HEAVY_THERMIC_LANCE #Heavy Thermic Lance # category: STR_WEAPON requires: - STR_HEAVY_THERMIC_LANCE space: 3 time: 300 cost: 20000 requiredItems: STR_ZRBITE: 2 ================================================ FILE: bin/standard/xcom2/mapScripts.rul ================================================ mapScripts: #done - type: STR_CRAFT_DEPLOYMENT_PREVIEW commands: - type: addCraft - type: fillArea - type: DEFAULT #ATLAN_MU_GAL_VOLCANO commands: - type: addUFO - type: addCraft - type: addBlock size: 2 executions: 2 - type: fillArea - type: THREEBIG #SEABED_PIPES_MSUNK_CORAL commands: - type: addUFO - type: addCraft - type: addBlock size: 2 executions: 3 - type: fillArea - type: PLANE commands: - type: resize size: 5 - type: addUFO - type: addCraft - type: addBlock blocks: [13, 14] rects: - [2, 0, 2, 2] - type: addBlock blocks: [17, 18] rects: - [3, 0, 1, 1] - type: addBlock blocks: [15, 16] rects: - [2, 3, 2, 2] - type: addBlock blocks: [19, 20] rects: - [3, 3, 1, 1] - type: addBlock blocks: 12 rects: - [0, 0, 1, 5] - type: addBlock blocks: [8, 9, 10, 11] rects: - [1, 0, 1, 5] - type: addBlock blocks: [8, 9, 10, 11] rects: - [2, 0, 1, 5] - type: addBlock blocks: [6, 7] rects: - [3, 0, 1, 5] - type: addBlock blocks: [4, 5] rects: - [4, 0, 1, 5] - type: fillArea blocks: [1, 2, 3] - type: SHIP_P1 commands: - type: addCraft rects: - [1,0,1,1] label: 1 - type: addCraft rects: - [1,0,1,2] conditionals: [-1] - type: addBlock size: [3,7] - type: addBlock size: [3,2] rects: - [0,5,3,2] - type: addBlock size: [3,5] - type: SHIP_P2 commands: - type: addBlock size: [3,2] rects: - [0,5,3,2] - type: addBlock size: [3,5] - type: ARTIFACT_P1 commands: - type: addBlock groups: 6 size: 2 - type: addCraft - type: addBlock size: 2 executions: 2 - type: fillArea - type: ARTIFACT_P2 commands: - type: addBlock groups: 7 size: 2 - type: addBlock groups: 6 executions: 2 - type: addBlock size: 2 executions: 2 - type: fillArea - type: digTunnel direction: both tunnelData: level: 0 - type: BASE_DRILL commands: - type: digTunnel direction: both tunnelData: level: 1 - type: fillArea groups: 1 - type: ALIEN_COLONY_P1 commands: - type: addCraft rects: - [1,0,1,2] - [4,0,1,2] - [1,4,1,2] - [4,4,1,2] - type: addBlock size: 2 groups: 2 rects: - [0,0,2,2] - type: addBlock size: 2 groups: 3 rects: - [2,0,2,2] - type: addBlock size: 2 groups: 4 rects: - [4,0,2,2] - type: addBlock size: 2 groups: 5 rects: - [0,2,2,2] - type: addBlock size: 2 groups: 6 rects: - [2,2,2,2] - type: addBlock size: 2 groups: 7 rects: - [4,2,2,2] - type: addBlock size: 2 groups: 8 rects: - [0,4,2,2] - type: addBlock size: 2 groups: 9 rects: - [2,4,2,2] - type: addBlock size: 2 groups: 10 rects: - [4,4,2,2] - type: ALIEN_COLONY_P2 commands: - type: addBlock size: 2 groups: 1 - type: addBlock executions: 2 groups: 2 - type: addBlock size: 2 executions: 4 groups: 3 - type: fillArea groups: [3, 4] freqs: [3, 2] - type: digTunnel direction: both tunnelData: level: 0 - type: digTunnel direction: both tunnelData: level: 1 - type: digTunnel direction: both tunnelData: level: 2 - type: PORT_TERROR commands: - type: addBlock rects: - [0,0,4,2] blocks: 20 - type: addBlock rects: - [4,0,1,5] executions: 5 blocks: [2, 3, 4, 5, 6, 7, 8, 9] maxUses: [1, 1, 1, 1, 1, 1, 1, 1] - type: addCraft - type: addBlock size: 2 executions: 2 - type: fillArea - type: ISLAND_TERROR commands: - type: addBlock size: 2 groups: 2 rects: - [0,3,5,2] - type: addBlock size: 2 groups: 3 rects: - [0,3,5,2] - type: addBlock groups: 4 rects: - [0,4,5,1] - type: addCraft - type: addBlock size: 2 executions: 4 - type: fillArea - type: TLETH_P1 commands: - type: fillArea groups: 3 rects: - [0,0,1,1] - [5,0,1,1] - [0,5,1,1] - [5,5,1,1] - type: addBlock groups: 2 rects: - [1,5,4,1] - type: addBlock blocks: 1 rects: - [1,0,4,1] - type: addBlock blocks: 2 rects: - [0,0,5,1] - type: addBlock size: 2 executions: 3 - type: fillArea - type: digTunnel direction: both tunnelData: level: 0 - type: TLETH_P2_P3 commands: - type: addBlock blocks: 0 rects: - [0,0,2,2] - type: addBlock blocks: 1 rects: - [2,0,2,2] - type: addBlock blocks: 2 rects: - [4,0,2,2] - type: addBlock blocks: 3 rects: - [0,2,2,2] - type: addBlock blocks: 4 rects: - [2,2,2,2] - type: addBlock blocks: 5 rects: - [4,2,2,2] - type: addBlock blocks: 6 rects: - [0,4,2,2] - type: addBlock blocks: 7 rects: - [2,4,2,2] - type: addBlock blocks: 8 rects: - [4,4,2,2] ================================================ FILE: bin/standard/xcom2/mcdPatches.rul ================================================ MCDPatches: #will never be done # pathFinding Hacks. # bigWall 1 = regular bigwall, no movement allowed. # bigWall 2 = can walk by north-east/south-west | # bigWall 3 = can walk by north-west/south-east - # bigWall 4 = acts as west wall # bigWall 5 = acts as north wall # bigWall 6 = acts as east wall # bigWall 7 = acts as south wall # bigWall 8 = acts as east and south wall # bigWall 9 = acts as west and north wall - type: ENTRY data: - MCDIndex: 6 deathTile: 7 - type: ATLANTIS data: - MCDIndex: 47 LOFTS: [4,4,4,4,5,5,63,63,63,6,6,6] - MCDIndex: 48 LOFTS: [4,4,4,4,5,5,5,63,63,6,6,6] - MCDIndex: 62 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 63 TUWalk: 4 TUFly: 4 TUSlide: 4 - type: ASUNK data: - MCDIndex: 31 bigWall: 0 - type: ISLAND1 data: - MCDIndex: 30 TUWalk: 0 TUFly: 0 TUSlide: 0 - type: CARGO1 data: - MCDIndex: 10 bigWall: 6 - MCDIndex: 12 bigWall: 2 - MCDIndex: 13 bigWall: 6 - MCDIndex: 14 LOFTS: [44,0,43,42,0,14,0,0,0,0,0,0] - MCDIndex: 15 LOFTS: [0,0,0,0,0,0,44,0,43,42,0,14] - MCDIndex: 20 LOFTS: [47,0,46,45,0,13,0,0,0,0,0,0] - MCDIndex: 21 LOFTS: [0,0,0,0,0,0,47,0,46,45,0,13] - MCDIndex: 31 bigWall: 2 - type: CARGO3 data: - MCDIndex: 0 LOFTS: [0,0,0,0,0,0,47,0,46,45,0,13] - MCDIndex: 1 LOFTS: [47,0,46,45,0,13,0,0,0,0,0,0] - MCDIndex: 2 LOFTS: [0,0,0,0,0,0,44,0,43,42,0,14] - MCDIndex: 3 LOFTS: [44,0,43,42,0,14,0,0,0,0,0,0] - type: CRYPT1 data: - MCDIndex: 12 bigWall: 9 - type: GRUNGE1 data: - MCDIndex: 9 bigWall: 2 - MCDIndex: 11 bigWall: 9 - MCDIndex: 12 bigWall: 3 - MCDIndex: 14 bigWall: 3 - MCDIndex: 15 bigWall: 2 - type: GRUNGE3 data: - MCDIndex: 3 bigWall: 2 - type: GRUNGE4 data: - MCDIndex: 27 stopLOS: true bigWall: 1 - MCDIndex: 28 bigWall: 2 - MCDIndex: 29 bigWall: 3 - MCDIndex: 30 bigWall: 3 - MCDIndex: 31 bigWall: 2 - type: HAMMER data: - MCDIndex: 2 bigWall: 0 stopLOS: false footstepSound: -1 - MCDIndex: 5 bigWall: 0 stopLOS: false footstepSound: -1 - MCDIndex: 8 bigWall: 6 - MCDIndex: 10 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 11 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 12 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 13 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 14 bigWall: 7 terrainHeight: 0 LOFTS: [44,44,44,44,44,44,0,0,0,0,0,0] - MCDIndex: 25 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -20 - MCDIndex: 26 bigWall: 7 - MCDIndex: 27 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -20 - MCDIndex: 29 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -20 - MCDIndex: 31 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 32 bigWall: 7 - MCDIndex: 33 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 34 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 35 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - type: LEVIATH data: - MCDIndex: 2 bigWall: 0 TUWalk: 0 TUFly: 0 TUSlide: 0 stopLOS: false footstepSound: -1 - MCDIndex: 3 bigWall: 2 - MCDIndex: 9 bigWall: 3 - MCDIndex: 10 bigWall: 0 TUWalk: 0 TUFly: 0 TUSlide: 0 stopLOS: false footstepSound: -1 - MCDIndex: 11 bigWall: 6 - MCDIndex: 13 TUWalk: 0 TUFly: 0 TUSlide: 0 - MCDIndex: 14 TUWalk: 0 TUFly: 0 TUSlide: 0 - MCDIndex: 15 TUWalk: 0 TUFly: 0 TUSlide: 0 - MCDIndex: 16 TUWalk: 0 TUFly: 0 TUSlide: 0 - MCDIndex: 22 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 23 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 24 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 25 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 28 stopLOS: false TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 29 stopLOS: false TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 30 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -18 - MCDIndex: 32 stopLOS: false TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 34 stopLOS: false TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - MCDIndex: 35 stopLOS: false TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - MCDIndex: 36 stopLOS: false bigWall: 0 - MCDIndex: 38 stopLOS: false bigWall: 0 - MCDIndex: 39 stopLOS: false - MCDIndex: 40 stopLOS: false bigWall: 0 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - MCDIndex: 41 stopLOS: false bigWall: 0 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - MCDIndex: 42 stopLOS: false terrainHeight: -10 - MCDIndex: 45 stopLOS: false terrainHeight: -10 - MCDIndex: 46 stopLOS: false TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - type: LINERA data: - MCDIndex: 14 LOFTS: [44,0,43,42,0,14,0,0,0,0,0,0] - MCDIndex: 15 LOFTS: [0,0,0,0,0,0,44,0,43,42,0,14] - MCDIndex: 20 LOFTS: [47,0,46,45,0,13,0,0,0,0,0,0] - MCDIndex: 21 LOFTS: [0,0,0,0,0,0,47,0,46,45,0,13] - MCDIndex: 30 bigWall: 3 - MCDIndex: 31 bigWall: 2 - MCDIndex: 32 bigWall: 3 - MCDIndex: 33 bigWall: 3 - MCDIndex: 34 bigWall: 2 - MCDIndex: 35 bigWall: 2 - MCDIndex: 37 stopLOS: false bigWall: 0 - MCDIndex: 41 bigWall: 0 - MCDIndex: 46 footstepSound: -1 - MCDIndex: 47 footstepSound: -1 - MCDIndex: 48 footstepSound: -1 - MCDIndex: 65 bigWall: 6 - MCDIndex: 66 bigWall: 6 - MCDIndex: 78 footstepSound: -1 - MCDIndex: 79 footstepSound: -1 - MCDIndex: 80 footstepSound: -1 - MCDIndex: 92 footstepSound: -1 - type: LINERB data: - MCDIndex: 1 noFloor: false TUFly: 4 terrainHeight: 0 - MCDIndex: 8 bigWall: 2 - MCDIndex: 21 noFloor: true TUWalk: 4 TUSlide: 4 TUFly: 4 - type: MSUNK2 data: - MCDIndex: 2 bigWall: 6 - MCDIndex: 5 bigWall: 2 - MCDIndex: 6 bigWall: 2 - MCDIndex: 8 bigWall: 6 - MCDIndex: 9 bigWall: 6 - MCDIndex: 10 bigWall: 3 - type: ORGANIC1 data: - MCDIndex: 33 bigWall: 2 - MCDIndex: 34 bigWall: 3 - MCDIndex: 36 bigWall: 3 - MCDIndex: 73 bigWall: 2 - MCDIndex: 74 bigWall: 2 - MCDIndex: 75 bigWall: 3 - MCDIndex: 76 bigWall: 3 - MCDIndex: 77 bigWall: 3 - type: ORGANIC2 data: - MCDIndex: 6 deathTile: 7 - type: PIPES data: - MCDIndex: 32 LOFTS: [44,0,43,42,0,14,0,0,0,0,0,0] - MCDIndex: 33 LOFTS: [109,109,109,109,109,109,44,0,43,42,0,14] - MCDIndex: 34 LOFTS: [109,109,109,109,109,109,109,67,0,94,0,14] - MCDIndex: 36 LOFTS: [109,109,109,109,109,109,47,0,46,45,0,13] - MCDIndex: 37 LOFTS: [47,0,46,45,0,13,0,0,0,0,0,0] - MCDIndex: 38 LOFTS: [109,109,109,109,109,109,109,97,0,93,66,13] - MCDIndex: 51 bigWall: 4 - MCDIndex: 52 bigWall: 4 - MCDIndex: 53 bigWall: 5 - MCDIndex: 54 bigWall: 5 - type: PLANE data: - MCDIndex: 11 LOFTS: [44,44,44,43,43,43,42,42,42,14,14,14] - MCDIndex: 12 LOFTS: [44,44,44,43,75,75,42,42,41,41,41,14] - MCDIndex: 17 LOFTS: [23,23,106,106,106,23,23,23,23,23,23,23] - MCDIndex: 20 LOFTS: [10,10,113,113,113,113,10,10,10,10,10,10] - MCDIndex: 24 LOFTS: [83,0,0,0,0,0,0,0] - MCDIndex: 25 LOFTS: [23,23,44,43,43,69,69,42,42,14,12,12] - MCDIndex: 26 LOFTS: [44,105,105,75,75,75,71,71,102,94,94,12] - MCDIndex: 28 LOFTS: [12,12,94,94,0,75,75,71,105,106,44,44] - type: PORT01 data: - MCDIndex: 19 TUWalk: 4 TUFly: 4 objectType: 0 - MCDIndex: 50 LOFTS: [88,0,88,0,88,0,88,0,88,0,88,0] - MCDIndex: 51 LOFTS: [87,0,87,0,87,0,87,0,87,0,87,0] - MCDIndex: 62 LOFTS: [44,38,43,42,38,14,0,0,0,0,0,0] - MCDIndex: 64 LOFTS: [85,85,85,85,85,85,44,48,43,42,38,14] - MCDIndex: 67 LOFTS: [85,85,85,85,85,85,47,37,46,45,37,13] - MCDIndex: 69 LOFTS: [47,37,46,45,37,13,0,0,0,0,0,0] - type: TRITON data: - MCDIndex: 0 bigWall: 6 - MCDIndex: 1 bigWall: 7 - MCDIndex: 3 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -18 - MCDIndex: 7 bigWall: 7 terrainHeight: 0 LOFTS: [44,44,44,44,44,44,0,0,0,0,0,0] - MCDIndex: 13 LOFTS: [6,6,6,6,6,6,6,6,6,78,78,0] - MCDIndex: 18 bigWall: 4 LOFTS: [13,13,13,13,13,0,0,0,0,0,0,0] - MCDIndex: 19 bigWall: 0 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - MCDIndex: 20 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 21 bigWall: 0 terrainHeight: -12 - MCDIndex: 22 bigWall: 0 - MCDIndex: 24 bigWall: 6 LOFTS: [26,26,26,26,26,0,0,0,0,0,0,0] - MCDIndex: 25 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -10 - MCDIndex: 26 TUWalk: 4 TUFly: 4 TUSlide: 4 terrainHeight: -16 - MCDIndex: 27 TUWalk: 4 TUFly: 4 TUSlide: 4 LOFTS: [6,6,6,6,6,6,19,17,15,13,11,9] - MCDIndex: 28 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 29 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 30 TUWalk: 4 TUFly: 4 TUSlide: 4 - MCDIndex: 31 bigWall: 7 terrainHeight: 0 - type: UEXT3 data: - MCDIndex: 0 bigWall: 5 - MCDIndex: 1 bigWall: 2 - MCDIndex: 2 bigWall: 4 - MCDIndex: 3 footstepSound: -1 - MCDIndex: 4 footstepSound: -1 - MCDIndex: 6 bigWall: 3 - MCDIndex: 7 bigWall: 3 - MCDIndex: 8 bigWall: 5 - MCDIndex: 9 bigWall: 2 - MCDIndex: 10 bigWall: 4 - MCDIndex: 12 bigWall: 2 - MCDIndex: 14 bigWall: 5 - MCDIndex: 15 bigWall: 2 - MCDIndex: 16 bigWall: 4 - MCDIndex: 19 bigWall: 5 - MCDIndex: 20 bigWall: 2 - MCDIndex: 21 bigWall: 4 - type: UINT1 data: - MCDIndex: 17 bigWall: 2 - MCDIndex: 19 bigWall: 3 - MCDIndex: 20 bigWall: 0 - MCDIndex: 21 bigWall: 3 - MCDIndex: 29 bigWall: 0 - MCDIndex: 32 bigWall: 0 - type: UINT3 data: - MCDIndex: 9 bigWall: 0 footstepSound: -1 - MCDIndex: 10 bigWall: 0 footstepSound: -1 - MCDIndex: 11 bigWall: 0 footstepSound: -1 - MCDIndex: 12 bigWall: 0 footstepSound: -1 - type: XBASES01 data: - MCDIndex: 0 bigWall: 4 - MCDIndex: 6 bigWall: 6 - MCDIndex: 9 bigWall: 6 - type: XBASES02 data: - MCDIndex: 8 bigWall: 9 - MCDIndex: 9 bigWall: 9 - type: MU data: - MCDIndex: 7 bigWall: 0 - MCDIndex: 8 bigWall: 0 - type: CORAL data: - MCDIndex: 9 bigWall: 0 - MCDIndex: 10 bigWall: 0 - MCDIndex: 11 bigWall: 0 - MCDIndex: 12 bigWall: 0 - MCDIndex: 13 bigWall: 0 - MCDIndex: 14 bigWall: 0 ================================================ FILE: bin/standard/xcom2/metadata.yml ================================================ # # metadata.yaml for XCOM2 name: "X-Com: Terror From the Deep" version: 8.6.0 description: "The original X-Com: Terror From the Deep" author: Microprose id: xcom2 isMaster: true resourceConfig: vars.rul loadResources: - TFTD ================================================ FILE: bin/standard/xcom2/missionScripts.rul ================================================ # - type: example # the type/name is used for overwriting or deleting purposes. # firstMonth: 0 # months this command runs on, 0 runs on startup of a new game (default 0) # lastMonth: 0 # don't run after this month. in this context we mean "run once". -1 denotes no limit (default -1) # label: 1 # label, used for conditionals (default 0) # conditionals: [1, -2] # conditional list, just like mapscripts (default none) # missionWeights: # the type of mission to spawn (omit to pick one from the mission table) (default none) # 0: # these are split into monthly chunks, and can contain multiple entries, # STR_ALIEN_PROBE_MISSION: 20 # including weighted odds, but there is a caveat here: # STR_ALIEN_INTERDICTION: 30 # you cannot mix and match missions with mission site objectives (ie: terror) with regular missions, # STR_ALIEN_OUTERDICTION: 30 # they are generated too differently. using executionOdds and conditionals instead can achieve # STR_WHALE_WATCHING: 20 # exactly the same thing. similarly, terror missions should not appear in regional mission weights (regions.rul) # executionOdds: 100 # % chances of this command executing (default 100) # targetBaseOdds: 75 # % chances of this mission targeting a region containing an xcom base instead of random (default 0) # startDelay: 120 # number of minutes to delay the start of the mission (rounded down to the nearest 30, 0 to use the wave timer from the mission itself) (default 0) # raceWeights: # can override established monthly race weights here if desired (default empty) # 0: # STR_AQUATOID: 100 # in this case we want an aquatoid mission, so they get 100% # regionWeights: # again, this can override the defined mission region weights (default empty) # 0: # this won't come into play here unless the mission doesn't target an xcom base, as described above. # STR_SAMPLE_REGION1: 20 # IF OMITTED: # STR_SAMPLE_REGION2: 30 # for a terror type mission, all regions that meet the criteria will be weighed equally. # STR_SAMPLE_REGION3: 50 # for regular missions the normal regional distribution weights will be applied. # minDifficulty: 0 # this command only applies to difficulty levels of this or above (default 0) # researchTriggers: # a list of research topics that can influence the execution of this mission (default empty) # STR_THE_ULTIMATE_THREAT: true # in this case, the mission would only run if the player has the ultimate threat # STR_TLETH_TH_ALIEN_CITY: false # and does NOT have T'Leth # maxRuns: 12 # this mission type can only execute this number of times, -1 for infinite (default -1) # avoidRepeats: 12 # this means "store an array of the 12 previous coordinates, and don't use them again" (default 0) # varName: researching # this is an internal variable name, used for tracking maxruns and avoidRepeats (default none) # useTable: false # check this mission type appears in the mission tables, and remove it if it does? (default true) missionScripts: #done - type: gameStart missionWeights: 0: STR_ALIEN_PROBE_MISSION: 100 lastMonth: 0 targetBaseOdds: 100 raceWeights: 0: STR_AQUATOID: 100 startDelay: 120 - type: artifacts label: 1 missionWeights: # 0 is just for safety 0: STR_ALIEN_ARTIFACT: 100 regionWeights: 0: ARTIFACT_SITES: 100 avoidRepeats: 12 maxRuns: 12 varName: artifacts useTable: false firstMonth: 6 executionOdds: 50 startDelay: 0 - type: shipTerror conditionals: [-1] label: 2 missionWeights: # 0 is just for safety 0: STR_ALIEN_SHIP_ATTACK: 100 regionWeights: 0: SHIPPING_LANES: 100 avoidRepeats: 5 varName: shippingLanes useTable: false firstMonth: 3 executionOdds: 60 startDelay: 0 - type: recurringTerror conditionals: [-1, -2] missionWeights: 0: STR_ALIEN_SURFACE_ATTACK: 100 regionWeights: 0: STR_NORTH_ATLANTIC: 10 STR_SOUTH_ATLANTIC: 10 STR_NORTH_PACIFIC: 10 STR_SOUTH_PACIFIC: 10 STR_MEDITERRANEAN: 10 STR_SOUTH_CHINA_SEA: 10 STR_INDIAN_OCEAN: 10 STR_THE_EAST_SEA: 10 STR_NORTH_SEA: 10 STR_CARRIBEAN: 10 useTable: false startDelay: 150 - type: recon firstMonth: 1 - type: invasion firstMonth: 6 - type: researchRetaliation missionWeights: 0: STR_ALIEN_RETALIATION: 100 researchTriggers: STR_THE_ULTIMATE_THREAT: true startDelay: 150 targetBaseOdds: 100 useTable: false label: 3 - type: beginnerRetaliation missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 14 targetBaseOdds: 100 useTable: false conditionals: [-3] label: 4 startDelay: 150 - type: experiencedRetaliation minDifficulty: 1 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 13 targetBaseOdds: 100 useTable: false conditionals: [-3, -4] label: 5 startDelay: 150 - type: veteranRetaliation minDifficulty: 2 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 12 targetBaseOdds: 100 useTable: false conditionals: [-3, -4, -5] label: 6 startDelay: 150 - type: geniusRetaliation minDifficulty: 3 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 10 targetBaseOdds: 100 useTable: false conditionals: [-3, -4, -5, -6] label: 7 startDelay: 150 - type: superhumanRetaliation minDifficulty: 4 missionWeights: 0: STR_ALIEN_RETALIATION: 100 firstMonth: 8 targetBaseOdds: 100 useTable: false conditionals: [-3, -4, -5, -6, -7] startDelay: 150 ================================================ FILE: bin/standard/xcom2/music.rul ================================================ musics: #done - type: GMNEWINT #intro catPos: 0 - type: GMSIG #tleth cutscene catPos: 1 - type: GMWAITLO #main menu catPos: 2 - type: GMGEO1 catPos: 3 - type: GMGEO2 catPos: 4 - type: GMGEO3 catPos: 5 - type: GMGEO4 catPos: 6 - type: GMGEO5 catPos: 7 - type: GMGEO6 catPos: 8 - type: GMINTER1 catPos: 9 - type: GMINTER2 catPos: 10 - type: GMINTER3 catPos: 11 - type: GMISPOSH #ufo / terror catPos: 12 - type: GMINTER0 #ufo / terror name: GMISPOSH catPos: 12 - type: GMBIGMAR #tleth catPos: 13 - type: GMDEFBAS #base defense catPos: 14 - type: GMATTBAS #alien base catPos: 15 - type: GMDEBGOO #debriefing good catPos: 16 - type: GMDEBPOR #debriefing poor catPos: 17 - type: GMTACWET #tactical water catPos: 18 - type: GMTACDRY #tactical land catPos: 19 - type: GMWIN #doesn't have a midi catPos: 20 - type: GMLOSE #doesn't have a midi catPos: 21 ================================================ FILE: bin/standard/xcom2/regions.rul ================================================ regions: #done - type: ARTIFACT_SITES missionZones: - - [14, 14, -40, -40, -3] - [294, 294, -18, -18, -3] - [279, 279, -61.5, -61.5, -3] - [356, 356, -59, -59, -3] - [151, 151, -3.5, -3.5, -3] - [329, 329, -37, -37, -3] - [27, 27, -32, -32, -3] - [278, 278, 23, 23, -3] - [189, 189, 39, 39, -3] - [306, 306, 45, 45, -3] - [132.5, 132.5, 39, 39, -3] - [164.5, 164.5, -53, -53, -3] - [134, 134, -15, -15, -3] - [10, 10, 12, 12, -3] - [302.5, 302.5, -68, -68, -3] - [42, 42, -69, -69, -3] - [66, 66, -11, -11, -3] - [72, 72, 29, 29, -3] - [84, 84, 55, 55, -3] - [40, 40, 64, 64, -3] - [329, 329, 62.5, 62.5, -3] - [226, 226, 56, 56, -3] - [139, 139, 62, 62, -3] - [188, 188, -68.5, -68.5, -3] - [205, 205, -36, -36, -3] - [172, 172, -11, -11, -3] - [197, 197, -15.5, -15.5, -3] - [242.5, 242.5, 27, 27, -3] - [265, 265, -14, -14, -3] - [325, 325, 39, 39, -3] - [31, 31, 49, 49, -3] - [214, 214, -55, -55, -3] - [164, 164, 17, 17, -3] - [309, 309, -44, -44, -3] - [316, 316, -11, -11, -3] - [0, 0, -72, -72, -3] - type: SHIPPING_LANES missionZones: - - [296.5, 296.5, -42, -42, -4] - [318, 318, -47, -47, -4] - [326, 326, -48, -48, -4] - [337, 337, -48.5, -48.5, -4] - [344, 344, 49.5, 49.5, -4] - [351, 351, -50, -50, -4] - [291, 291, -39, -39, -4] - [310, 310, -34, -34, -4] - [318.5, 318.5, -30, -30, -4] - [329, 329, -28, -28, -4] - [338, 338, -24, -24, -4] - [337, 337, 12, 12, -4] - [347, 347, 17, 17, -4] - [355, 355, 21, 21, -4] - [5, 5, 26, 26, -4] - [9, 9, -30, -30, -4] - [149, 149, -44, -44, -4] - [159, 159, -44.5, -44.5, -4] - [172, 172, -45, -45, -4] - [184, 184, -46, -46, -4] - [197, 197, -46.5, -46.5, -4] - [209, 209, -47, -47, -4] - [223, 223, -48, -48, -4] - [163, 163, 10, 10, -4] - [173, 173, 3, 3, -4] - [185, 185, -5, -5, -4] - [193, 193, -9.5, -9.5, -4] - [213, 213, -22, -22, -4] - [221, 221, -29, -29, -4] - [228, 228, -33, -33, -4] - [172, 172, 20, 20, -4] - [193, 193, 20, 20, -4] - [211, 211, 20, 20, -4] - [223, 223, 20, 20, -4] - [240, 240, 20, 20, -4] - [256, 256, 20, 20, -4] - [283, 283, 20, 20, -4] - [39, 39, 35, 35, -4] - [52, 52, 34.5, 34.5, -4] - [64.5, 64.5, 34, 34, -4] - [78.5, 78.5, 33, 33, -4] - [92, 92, 33, 33, -4] - [105.5, 105.5, 32.5, 32.5, -4] - [87, 87, -3, -3, -4] - [93, 93, 5, 5, -4] - [98, 98, 12, 12, -4] - [104.5, 104.5, 19, 19, -4] - [109, 109, 25, 25, -4] - type: STR_NORTH_ATLANTIC cost: 800000 areas: - [266, 292, -70, -50] - [291, 349, -66, -30] - [279.5, 292, -43.5, -30] - [349, 355, -42, -30] regionWeight: 18 missionWeights: STR_ALIEN_PROBE_MISSION: 14 STR_ALIEN_INTERDICTION: 16 STR_ALIEN_RESOURCE_RAID: 20 STR_ALIEN_INFILTRATION: 20 STR_ALIEN_BASE: 20 missionZones: # lonMin lonMax latMin latMax - - [300, 301, -58, -57] - [306, 307, -53, -52] - [320, 321, -58, -57] - [347, 347.5, -40, -39] - [347, 348, -59, -58] - [318, 318.5, -45, -43.25] - [347, 349.75, -30, -28.875] - [305, 306.25, -32, -31.125] - [325, 326.75, -25, -23.625] - [340, 340.875, -55, -53.75] - - [265.75, 266.25, -62, -61.5] - [281, 281.75, -66, -65.25] - [282, 283.5, -63, -61.25] - [288, 289.5, -37, -35.875] - [337, 338.625, -62, -59.5] - [298, 299.5, -48, -46.125] - [313, 314.5, -54, -51.5] - [310, 310.875, -33, -31.125] - [331, 332.5, -31, -28] - [345, 346.25, -40, -39.375] - - [274.5, 277.625, -57.5, -54] - [283, 283.25, -30, -29.375] - [297, 298, -37, -35.125] - [325, 330.25, -44, -37] - [331, 333.75, -53, -50.375] - [335, 336.75, -65, -63.625] - [322, 324.75, -40, -38.875] - [320, 321.5, -55.625, -54.875] - - [336, 336, -37, -37, -2, STR_AZORES] - [337, 337, -61.25, -61.25, -1, STR_REYKJAVIK] - [295.125, 295.125, -34.5, -34.5, -2, STR_BERMUDA] - [286.875, 286.875, -38.25, -38.25, -1, STR_NEW_YORK] - [290.25, 290.25, -41.25, -41.25, -1, STR_BOSTON] - [271.25, 271.25, -50.875, -50.875, -1, STR_FORT_SEVERN] - - [281.5, 282.375, -57, -55.125] - [323, 327.25, -51, -44.125] - [282, 283.5, -63, -61.25] - [288, 289.5, -37, -35.875] - [337, 338.625, -62, -59.5] - [298, 299.5, -48, -46.125] - [325, 326.75, -25, -23.625] - [347, 349.75, -30, -28.875] - - [303, 304, -66, -65] - [347, 348, 53.5, 54.5] - [354, 355.5, -64, -59.625] - [79.5, 81.5, -16, -13.625] - [330, 333.5, 33, 35.25] - [350, 352.375, -70, -68.5] - [70, 71.125, -70, -68.125] - [4, 5.5, -38, -35.5] - [273, 274.5, -23, -21.25] - type: STR_SOUTH_ATLANTIC cost: 950000 areas: - [300, 347.5, -30, -3] - [317.5, 11, -4, 22] - [297, 11, 22, 40] - [305, 320, -3, 5] regionWeight: 4 missionWeights: STR_ALIEN_PROBE_MISSION: 25 STR_ALIEN_INTERDICTION: 22 STR_ALIEN_RESOURCE_RAID: 12 STR_ALIEN_INFILTRATION: 20 STR_ALIEN_BASE: 25 missionZones: # lonMin lonMax latMin latMax - - [303, 305.75, 51, 55] - [325, 330, 6, 13.125] - [328, 330.75, -22, -17.625] - [351, 352.5, 28, 34.25] - [9, 10.5, 35, 40.75] - [325, 326.75, 11, 11.625] - [5, 5.625, 11, 12.125] - [343, 344.875, 35, 37.625] - [330, 331.375, 0, 1] - [318, 319.25, 30, 30.625] - - [296, 296.875, 42, 42.875] - [339, 343, 17, 19.125] - [4, 4.625, 2.5, 3.25] - [303, 304.5, 51, 52.25] - [9, 10, 35, 36.125] - [340, 341.25, 20, 22.5] - [340, 341.125, 30, 31.5] - [310, 310.5, -22, -20.125] - [5, 6.75, 40, 42.875] - [325, 327.5, 0, 2.5] - - [295, 295.875, 56, 58.125] - [303, 304.875, -24, -20.875] - [9, 10, 23, 23.75] - [332, 333, 27, 29] - [345, 346.25, 20, 22.5] - [4, 4.625, 2.5, 3.25] - [320, 321.25, 3, 4.25] - [340, 341.25, 3, 4.25] - [325, 327.5, 0, 2.5] - - [343.75, 343.75, -14.75, -14.75, -1, STR_DAKAR] - [319.375, 319.375, 8.625, 8.625, -1, STR_RECIFE] - [359.75, 359.75, -4.25, -4.25, -2, STR_ACCRA] - [345, 345, 8, 8, -1, STR_ASCENSION_ISLAND] - [330, 330, 20.5, 20.5, -2, STR_TRINIDADE_ISLAND] - [301, 301, 51, 51, -2, STR_FALKLAND_ISLAND] - [339, 339, -26, -26, -2, STR_CANARY_ISLANDS] - - [305, 307.125, -9, -6.875] - [350, 354, 12, 17.875] - [5, 5.625, 11, 12.125] - [343, 344.875, 35, 37.625] - [330, 331.375, 0, 1] - [318, 319.25, 30, 30.625] - [303, 304.875, -24, -20.875] - [4, 4.625, 2.5, 3.25] - - [79.5, 81.5, -16, -13.625] - [330, 333.5, 33, 35.25] - [273, 274.5, -23, -21.25] - [350, 352.375, -70, -68.5] - [303.125, 304.125, -66, -65] - [347, 348, 53.5, 54.5] - [70, 71.125, -70, -68.125] - [70, 73.125, 60, 61.75] - [0, 6.875, 60, 65.25] - type: STR_NORTH_PACIFIC cost: 900000 areas: - [142, 230, -70, -20] - [230, 243, -57, -30] regionWeight: 4 missionWeights: STR_ALIEN_PROBE_MISSION: 25 STR_ALIEN_INTERDICTION: 16 STR_ALIEN_RESOURCE_RAID: 21 STR_ALIEN_INFILTRATION: 18 STR_ALIEN_BASE: 18 missionZones: # lonMin lonMax latMin latMax - - [154, 157.125, -30, -26.125] - [164, 166.75, -53, -47.375] - [210, 215, -29, -24.875] - [232, 238.375, -45, -39.5] - [170, 172.75, -43.5, -41.375] - [155, 156.75, -29, -27.5] - - [143, 143.625, -57, -56] - [147, 148, -41, -40.625] - [173, 174.625, -33, -30.25] - [200, 202.75, -42, -38.875] - [211, 211.5, -56, -55] - [220, 223.125, -45, -41.125] - [223, 223.25, -56, -55.25] - [233, 234.875, -33, -28.75] - - [156, 156.625, -47, -46] - [157, 158, -59, -58.625] - [191, 193.875, -59, -54.375] - [195, 197, -25, -19.625] - [218, 221.75, -51, -44.625] - - [210.125, 210.125, -57.75, -57.75, -1, STR_ANCHORAGE] - [190, 190, -59.75, -59.75, -2, STR_ST_LAWRENCE_ISLAND] - [238, 238, -37, -37, -1, STR_SAN_FRANCISCO] - [182, 182, -28, -28, -2, STR_MIDWAY_ISLAND] - [237.75, 237.75, -49, -49, -1, STR_VANCOUVER] - - [150, 150.25, -51, -49.875] - [187, 188.875, -50, -46.125] - [191, 193.875, -59, -54.375] - [195, 197, -25, -19.625] - [218, 221.75, -51, -44.625] - [233, 234.875, -33, -28.75] - [154, 157.125, -30, -26.125] - [164, 166.75, -53, -47.375] - - [184, 187.125, -63, -60.875] - [145, 146.625, -22, -20] - [165, 166.5, -70, -68.25] - [235, 236.625, -70, -68] - [273, 274.5, -23, -21.25] - [163.5, 166.125, -10, -7.625] - [187, 188.5, 24, 27.875] - [132, 134.625, 5, 7.375] - [124.25, 125.875, -24, -21.625] - type: STR_SOUTH_PACIFIC cost: 600000 areas: - [142, 230, -20, 8] - [230, 266, -30, 8] - [142, 292, 8, 65] regionWeight: 10 missionWeights: STR_ALIEN_PROBE_MISSION: 10 STR_ALIEN_INTERDICTION: 24 STR_ALIEN_RESOURCE_RAID: 12 STR_ALIEN_INFILTRATION: 18 STR_ALIEN_BASE: 20 missionZones: - - [159, 161.25, -12, -10] - [142.5, 143.5, 46.5, 47.375] - [165, 165.75, 56, 58] - [187, 188.5, -4, -0.625] - [203, 205.375, 34, 37.125] - [217, 219.375, 31, 33.25] - [245, 247.125, 30, 31.875] - [238.5, 241.25, -18, -13.5] - [270, 271.5, 53, 55.75] - - [148, 148.25, 41, 41.5] - [169, 172, -5, -2.5] - [174, 174.375, 45, 46.5] - [197, 198, -52, -49.25] - [208, 210, -4, -1.875] - [234, 235.25, -44, -41] - [270, 271.5, 53, 55.75] - [174, 176.25, 34, 37] - - [150, 150.5, 46, 47.875] - [160, 162.875, 35, 37.875] - [174, 176.25, 34, 37] - [231, 234.125, 2, 7.625] - [268, 269.625, 17, 20] - - [147.5, 147.5, 40.75, 40.75, -1, STR_TASMANIA] - [204.5, 204.5, -20.25, -20.25, -2, STR_HAWAII] - [178, 178, 17, 17, -2, STR_FIJI] - [189, 189, 19, 19, -2, STR_TONGA] - [241, 241, 26.5, 26.5, -2, STR_EASTER_ISLAND] - [269, 269, 1, 1, -2, STR_GALAPAGOS_ISLAND] - [175, 175, 40.25, 40.25, -1, STR_WELLINGTON] - [161.25, 161.25, 9, 9, -2, STR_SOLOMON_ISLAND] - - [212, 214.75, 17, 21.375] - [273, 276.625, 29, 33.5] - [174, 176.25, 34, 37] - [231, 234.125, 2, 7.625] - [268, 269.625, 17, 20] - [148, 148.25, 41, 41.5] - [169, 172, -5, -2.5] - - [163.5, 166.125, -10, -7.625] - [187, 188.5, 24, 27.875] - [184, 187.125, -63, -60.875] - [145, 146.625, -22, -20] - [120, 124.25, 60, 66.5] - [132, 134.625, 5, 7.375] - [124.25, 125.875, -24, -21.75] - [273, 274.5, -23, -21.25] - type: STR_MEDITERRANEAN cost: 1000000 areas: - [1, 40, -48, -30] - [353, 1, -41, -32] regionWeight: 16 missionWeights: STR_ALIEN_PROBE_MISSION: 10 STR_ALIEN_INTERDICTION: 10 STR_ALIEN_RESOURCE_RAID: 15 STR_ALIEN_INFILTRATION: 20 STR_ALIEN_BASE: 6 missionZones: # lonMin lonMax latMin latMax - - [27, 28.75, -38, -36] - [28, 29.375, -32, -25.125] - - [13, 16.75, -42, -40.875] - [37, 39.25, -41, -37] - - [15, 18, -31, -28.5] - - [25, 25, -35.125, -35.125, -2, STR_CRETE] - [352.5, 352.5, -36.25, -36.25, -1, STR_LISBON] - [32, 32, -30, -30, -1, STR_PORT_SAID] - [5, 5, -40, -40, -1, STR_MARSEILLES] - [13, 13, -29.375, -29.375, -1, STR_TRIPOLI] - - [10, 11.375, -42.75, -40.25] - [15, 18, -32.25, -29.75] - [13, 16.75, -42, -40.875] - [37, 39.25, -41, -37] - - [4, 5.5, -38, -35.5] - [354, 355.5, -64, -59.625] - [303.125, 304.125, -66, -65] - [347, 348, 53.5, 54.5] - [350, 352.375, -70, -68.5] - [70, 71.125, -70, -68.125] - [79.5, 81.5, -16, -13.625] - [273, 274.5, -23, -21.25] - [163.5, 166.125, -10, -7.625] - type: STR_SOUTH_CHINA_SEA cost: 650000 areas: - [101, 142, -24, 30] - [96, 101, -3, 30] regionWeight: 12 missionWeights: STR_ALIEN_PROBE_MISSION: 8 STR_ALIEN_INTERDICTION: 8 STR_ALIEN_RESOURCE_RAID: 8 STR_ALIEN_INFILTRATION: 8 STR_ALIEN_BASE: 19 missionZones: - - [141, 144.5, 11, 13.875] - [111, 114.625, -18, -15.625] - [108, 111, 10, 13.625] - - [118, 121.125, -9, -4.75] - [126, 128.375, -17, -13] - [124, 126.75, -4, -0.125] - [124, 125.75, 7, 9.75] - - [116, 117.25, 12, 15.625] - [139, 142, -18, -15.875] - [140, 143.375, -4, -2.125] - - [121, 121, -14.5, -14.5, -1, STR_MANILA] - [114, 114, -23, -23, -1, STR_HONG_KONG] - [102.625, 102.625, -1.25, -1.25, -1, STR_SINGAPORE] - [100.5, 100.5, -12.5, -12.5, -1, STR_BANGKOK] - [131, 131, 13.25, 13.25, -1, STR_DARWIN] - - [110, 112.625, 5, 6.75] - [126, 128.375, -17, -13] - [115.25, 118, -4, -0.125] - [124, 125.75, 7, 9.75] - - [132, 134.625, 5, 7.375] - [124.25, 125.875, -24, -21.625] - [184, 187.125, -63, -60.875] - [145, 146.625, -22, -20] - [163.5, 166.125, -10, -7.625] - [187, 188.5, 24, 27.875] - [165, 166.5, -70, -68.25] - [235, 236.625, -70, -68] - [72, 74.5, 50, 52.875] - [100, 101.625, 40, 41.75] - type: STR_INDIAN_OCEAN cost: 550000 areas: - [54.5, 78, -24, 40.5] - [78, 101, -24, -3] - [78, 96, -3, 40] regionWeight: 8 missionWeights: STR_ALIEN_PROBE_MISSION: 7 STR_ALIEN_INTERDICTION: 8 STR_ALIEN_RESOURCE_RAID: 8 STR_ALIEN_INFILTRATION: 8 STR_ALIEN_BASE: 9 missionZones: - - [56, 57.25, -16, -14.25] - [72, 74.5, 21, 23.375] - [64, 65.625, 1, 2.625] - [93, 94.5, 23, 26.875] - [80, 81.125, 0, 1.5] - [89, 90.75, -11, -9] - - [57, 60.125, 40, 42.75] - [72, 74.75, 40, 43.25] - [64, 65.625, 1, 4.125] - [79, 81, 22, 24] - [83, 84.125, 11, 13.125] - [84, 85.375, -4, -1.125] - [86, 87.5, -18, -16.125] - - [55, 58.875, 11, 13.5] - [64, 65, 30, 31.5] - [74, 77.25, 20, 23.625] - [72, 74.5, -4, -1.5] - [66, 66.375, -18, -16.25] - - [73, 73, -19, -19, -1, STR_BOMBAY] - [56, 56, 4.5, 4.5, -2, STR_SAYCHELLES_ISLAND] - [73, 73, -6.5, -6.5, -2, STR_MALDIVE_ISLAND] - [79.75, 79.75, -7, -7, -2, STR_SRI_LANKA] - [53, 53, 20.5, 20.5, -2, STR_MAURITIUS] - - [72, 74.375, 8, 11.125] - [89, 91.375, -9, -7.375] - [55, 58.875, 11, 13.5] - [64, 65, 30, 31.5] - - [72, 74.5, 50, 52.875] - [100, 101.625, 40, 41.75] - [70, 73.125, 60, 61.75] - [0, 6.875, 60, 65.25] - [132, 134.625, 5, 7.375] - [124.25, 125.875, -24, -21.625] - [79.5, 81.5, -16, -13.625] - [330, 336, 33, 35.25] - type: STR_THE_EAST_SEA cost: 500000 areas: - [112, 142, -47.5, -24] - [133, 142, -50, -47.5] regionWeight: 12 missionWeights: STR_ALIEN_PROBE_MISSION: 5 STR_ALIEN_INTERDICTION: 5 STR_ALIEN_RESOURCE_RAID: 6 STR_ALIEN_INFILTRATION: 10 STR_ALIEN_BASE: 8 missionZones: - - [116, 117.25, -38, -36.5] - [140, 142.75, -39.25, -35.25] - [140, 142.625, -23, -18.625] - - [125, 127.5, -27, -23.375] - [127, 128.125, -2, 0.25] - [132, 133.5, -21, -18.25] - - [142, 144.125, -34, -31.125] - [132, 133.5, -28, -25.625] - [139, 141.625, -38, -34.75] - - [140, 140, -36, -36, -1, STR_TOKYO] - [120.75, 120.75, -32, -32, -1, STR_SHANGHAI] - [137, 137, -44.75, -44.75, -1, STR_VLADIVOSTOK] - - [123.25, 124.25, -28, -27.5] - [140, 142.25, -37, -33.625] - [132, 133.5, -21, -18.25] - [120.75, 122, -38, -36.5] - - [124.25, 125.875, -24, -21.625] - [132, 134.625, 5, 7.375] - [184, 187.125, -63, -60.875] - [145, 146.625, -22, -20] - [163.5, 166.125, -10, -7.625] - [187, 188.5, 24, 27.875] - [165, 166.5, -70, -68.25] - [235, 236.5, -70, -68.25] - [235, 236.625, -70, -68] - type: STR_NORTH_SEA cost: 750000 areas: - [349, 27, -66, -50] - [349, 5, -50, -41] regionWeight: 15 missionWeights: STR_ALIEN_PROBE_MISSION: 8 STR_ALIEN_INTERDICTION: 13 STR_ALIEN_RESOURCE_RAID: 21 STR_ALIEN_INFILTRATION: 13 STR_ALIEN_BASE: 8 missionZones: - - [354, 356.625, -50, -48.25] - [22, 22.75, -59, -57.75] - [352, 353.25, -59, -57.375] - [8, 9.25, 66, 66.625] - - [1, 4.375, -64, -58.625] - [21, 22.5, -63, -61.875] - [16, 17.25, 55, 56.125] - [4, 5.75, 53, 55] - - [353, 354.625, -59, -57.5] - [11, 12.125, -65, -63.5] - [350, 351.25, -66, -65.375] - [3, 4.25, -53.125, -52.375] - [355, 355.625, -48, -47.375] - [349, 349.625, -54, -53.5] - - [0, 0, -48.75, -48.75, -1, STR_LONDON] - [353, 353, -58.25, -58.25, -2, STR_FAEROE_ISLAND] - [356.25, 356.25, -53.75, -53.75, -1, STR_ABERDEEN] - [10, 10, -58.125, -58.125, -1, STR_OSLO] - - [4, 6.25, -67, -64.375] - [352, 353.5, -53, -50.625] - [1, 4.375, -64, -58.625] - [349, 349.625, -54, -53.5] - - [354, 355.5, -64, -59.625] - [303.125, 304.125, -66, -65] - [347, 348, 53.5, 54.5] - [79.5, 81.5, -16, -13.625] - [330, 333.5, 33, 35.25] - [4, 5.5, -38, -35.5] - [350, 352.375, -70, -68.5] - [70, 71.125, -70, -68.125] - [273, 274.5, -23, -21.25] - type: STR_CARRIBEAN cost: 800000 areas: - [266, 301, -30, 8] regionWeight: 10 missionWeights: STR_ALIEN_PROBE_MISSION: 6 STR_ALIEN_RESOURCE_RAID: 4 STR_ALIEN_BASE: 9 missionZones: - - [282, 283.5, 11, 13.875] - [296, 297.875, -25, -21.125] - - [287, 288.5, -18, -16.25] - [283, 286.875, -25, -22.25] - - [294, 295.875, -22, -20] - - [287, 287, -17, -17, -1, STR_JAMAICA] - [279.75, 279.75, -9, -9, -1, STR_PANAMA] - [278.5, 278.5, -27, -27, -1, STR_MIAMI] - - [296, 298.375, -17, -13.75] - [287, 288.5, -18, -16.25] - [283, 286.875, -25, -22.25] - [296, 297.875, -25, -21.125] - - [273, 274.5, -23, -21.25] - [303.125, 304.125, -66, -65] - [347, 348, 53.5, 54.5] - [163.5, 166.125, -10, -7.625] - [187, 188.5, 24, 27.875] - [79.5, 81.5, -16, -13.625] - [330, 333.5, 33, 35.25] - [4, 5.5, -38, -35.5] - [354, 355.5, -64, -59.625] - type: STR_ANTARCTIC cost: 750000 areas: - [292, 142, 40, 80] - [96, 142, 30, 40] - [142, 212, 64, 80] - [212, 292, 64, 80] regionWeight: 10 missionWeights: STR_ALIEN_PROBE_MISSION: 15 STR_ALIEN_BASE: 22 missionZones: - - [350, 353.25, 50, 54.125] - [295, 300, 50, 53.125] - [140, 142.625, 42, 48.25] - [110, 113.125, 47, 51.625] - [70, 72, 53, 58.25] - - [20, 22.625, 42, 46.375] - [320, 322.5, 61, 66.25] - [35, 38.375, 60, 62.875] - [119, 121, 60, 65.25] - [100, 102.875, 55.5, 60.625] - - [20, 22.625, 42, 46.375] - [320, 322.5, 61, 66.25] - [35, 38.375, 60, 62.875] - [119, 121, 60, 65.25] - [100, 102.875, 55.5, 60.625] - - [300, 303.75, 49, 51.5] - [50, 52.875, 60, 62.375] - - [20, 22.625, 42, 46.375] - [320, 322.5, 61, 66.25] - [35, 38.375, 60, 62.875] - [119, 121, 60, 65.25] - [100, 102.875, 55.5, 60.625] - - [70, 73.125, 60, 61.75] - [0, 3.125, 60, 65.25] - [120, 123, 60, 66.5] - [72, 74.5, 50, 52.875] - [100, 101.625, 40, 41.75] - [79.5, 81.5, -16, -13.625] - [330, 333.5, 33, 35.25] - [163.5, 166.125, -10, -7.625] - [187, 188.5, 24, 27.875] - [132, 134.625, 5, 7.375] - type: STR_ARCTIC cost: 600000 areas: - [0, 360, -80, -70] - [292, 40, -70, -66] - [27, 40, -68.25, -58] regionWeight: 5 missionWeights: STR_ALIEN_PROBE_MISSION: 15 STR_ALIEN_BASE: 28 missionZones: - - [30, 32.375, -78, -76.5] - [60, 62.625, -76, -74.375] - [180, 183, -79, -77.75] - [220, 221.75, -75, -73] - - [20, 21.75, -70, -68.875] - [75, 76.5, -72, -70.5] - [160, 161.5, -73, -71.25] - [210, 211.625, -70, -68.375] - - [20, 21.75, -70, -68.875] - [75, 76.5, -72, -70.5] - [180, 183, -79, -77.75] - [220, 221.75, -75, -73] - - [10, 12.625, 75, 77.375] - [173, 174.25, 75, 79] - - [20, 21.75, -70, -68.875] - [75, 76.5, -72, -70.5] - [180, 183, -79, -77.75] - [220, 221.75, -75, -73] - - [350, 352.375, -70, -68.5] - [70, 71.125, -70, -68.125] - [165, 166.5, -70, -68.25] - [235, 236.625, -70, -68] - [184, 187.125, -63, -60.875] - [145, 146.625, -22, -20] - [303.125, 304.125, -66, -65] - [347, 348, 53.5, 54.5] - [354, 355.5, -64, -59.625] - [79.5, 81.5, -16, -13.625] - type: STR_EURASIA cost: 500000 missionRegion: STR_ARCTIC areas: - [40, 118, -70, -24] - [118, 142, -70, -50] - type: STR_NORTH_AMERICA cost: 500000 missionRegion: STR_NORTH_ATLANTIC areas: - [230, 266, -70, -57] - [240.5, 279.5, -57, -30] - type: STR_AFRICA cost: 500000 missionRegion: STR_SOUTH_ATLANTIC areas: - [347.5, 11, -30, -3] - [11, 40, -30, 40] - [40, 55, -24, 40] ================================================ FILE: bin/standard/xcom2/research.rul ================================================ research: #done: double check scores and times. - name: STR_VIBRO_BLADE cost: 500 points: 10 dependencies: - STR_CALCINITE_CORPSE - name: STR_THERMIC_LANCE cost: 500 points: 10 dependencies: - STR_VIBRO_BLADE - STR_GILLMAN_CORPSE - name: STR_HEAVY_THERMIC_LANCE cost: 600 points: 10 dependencies: - STR_THERMIC_LANCE - name: STR_GAUSS_TECH cost: 50 points: 10 - name: STR_GAUSS_PISTOL cost: 100 points: 10 dependencies: - STR_GAUSS_TECH - name: STR_GAUSS_PISTOL_CLIP cost: 60 points: 10 dependencies: - STR_GAUSS_PISTOL - name: STR_GAUSS_RIFLE cost: 300 points: 10 dependencies: - STR_GAUSS_PISTOL - name: STR_GAUSS_RIFLE_CLIP cost: 150 points: 10 dependencies: - STR_GAUSS_RIFLE - name: STR_HEAVY_GAUSS cost: 460 points: 10 dependencies: - STR_GAUSS_RIFLE - name: STR_HEAVY_GAUSS_CLIP cost: 230 points: 10 dependencies: - STR_HEAVY_GAUSS - name: STR_GAUSS_CANNON cost: 420 points: 15 dependencies: - STR_HEAVY_GAUSS_CLIP - name: STR_GAUSS_DEFENSES cost: 510 points: 15 dependencies: - STR_GAUSS_CANNON - name: STR_PARTICLE_DISTURBANCE_SENSOR cost: 180 points: 20 - name: STR_MEDI_KIT cost: 210 points: 20 - name: STR_AQUA_PLASTICS cost: 400 points: 30 needItem: true dependencies: - STR_DEEP_ONE_CORPSE - name: STR_ALIEN_CRYOGENICS cost: 150 points: 30 needItem: true - name: STR_ALIEN_CLONING cost: 150 points: 30 needItem: true - name: STR_ALIEN_LEARNING_ARRAYS cost: 150 points: 30 needItem: true - name: STR_ALIEN_IMPLANTER cost: 150 points: 30 needItem: true - name: STR_EXAMINATION_ROOM cost: 150 points: 30 needItem: true - name: STR_SONIC_PULSER cost: 200 points: 20 needItem: true - name: STR_MC_READER cost: 600 points: 25 needItem: true dependencies: - STR_MC_LAB - name: STR_ALIEN_ORIGINS cost: 300 points: 60 dependencies: - STR_AQUATOID_COMMANDER - STR_AQUATOID_NAVIGATOR - STR_AQUATOID_TECHNICIAN - STR_AQUATOID_MEDIC - STR_AQUATOID_SQUAD_LEADER - STR_AQUATOID_SOLDIER - STR_CALCINITE_TERRORIST - STR_HALLUCINOID_TERRORIST - STR_GILLMAN_COMMANDER - STR_GILLMAN_TECHNICIAN - STR_GILLMAN_SQUAD_LEADER - STR_GILLMAN_SOLDIER - STR_DEEP_ONE_TERRORIST - STR_XARQUID_TERRORIST - STR_TASOTH_SQUAD_LEADER - STR_TASOTH_SOLDIER - STR_TENTACULAT_TERRORIST - STR_BIODRONE_TERRORIST - STR_TRISCENE_TERRORIST - STR_LOBSTERMAN_COMMANDER - STR_LOBSTERMAN_NAVIGATOR - STR_LOBSTERMAN_TECHNICIAN - STR_LOBSTERMAN_SQUAD_LEADER - STR_LOBSTERMAN_SOLDIER - name: STR_DISRUPTOR_PULSE_LAUNCHER cost: 900 points: 10 needItem: true dependencies: - STR_ZRBITE - name: STR_DISRUPTOR_AMMO cost: 300 points: 10 needItem: true dependencies: - STR_ZRBITE - name: STR_PWT_CANNON cost: 880 points: 25 dependencies: - STR_DISRUPTOR_PULSE_LAUNCHER - STR_DISRUPTOR_AMMO - name: STR_PWT_DEFENSES cost: 800 points: 25 dependencies: - STR_PWT_CANNON - name: STR_TLETH_ALIEN_CITY cost: 600 points: 60 unlockFinalMission: true dependencies: - STR_COMMANDER_PLUS - name: STR_COMMANDER_PLUS cost: 0 points: 0 unlocks: - STR_TLETH_ALIEN_CITY requires: - STR_THE_ULTIMATE_THREAT dependencies: - STR_LOBSTERMAN_COMMANDER - name: STR_ZRBITE cost: 450 points: 60 needItem: true - name: STR_BOMBARDMENT_SHIELD cost: 930 points: 25 dependencies: - STR_THE_LATEST_FLYING_SUB - name: STR_SONIC_PISTOL cost: 600 points: 20 needItem: true - name: STR_PISTOL_POWER_CLIP cost: 400 points: 5 needItem: true - name: STR_SONIC_BLASTA_RIFLE cost: 700 points: 25 needItem: true - name: STR_BLASTA_POWER_CLIP cost: 400 points: 6 needItem: true - name: STR_SONIC_CANNON cost: 800 points: 30 needItem: true - name: STR_CANNON_POWER_CLIP cost: 400 points: 7 needItem: true - name: STR_SONIC_OSCILLATOR cost: 660 points: 25 dependencies: - STR_SONIC_OSCILLATOR_DEP1 - STR_SONIC_OSCILLATOR_DEP2 - STR_SONIC_OSCILLATOR_DEP3 - name: STR_SONIC_DEFENSES cost: 620 points: 25 dependencies: - STR_SONIC_OSCILLATOR - name: STR_SONIC_OSCILLATOR_DEP1 cost: 0 dependencies: - STR_SONIC_PISTOL - STR_PISTOL_POWER_CLIP - name: STR_SONIC_OSCILLATOR_DEP2 cost: 0 dependencies: - STR_SONIC_BLASTA_RIFLE - STR_BLASTA_POWER_CLIP - name: STR_SONIC_OSCILLATOR_DEP3 cost: 0 dependencies: - STR_SONIC_CANNON - STR_CANNON_POWER_CLIP - name: STR_TRANSMISSION_RESOLVER cost: 670 points: 25 dependencies: - STR_MAGNETIC_NAVIGATION - name: STR_NEW_FIGHTER_FLYING_SUB cost: 600 points: 30 dependencies: - STR_ALIEN_SUB_CONSTRUCTION - STR_MAGNETIC_ION_ARMOR - name: STR_NEW_FIGHTER_TRANSPORTER cost: 700 points: 30 dependencies: - STR_NEW_FIGHTER_FLYING_SUB - name: STR_PLASTIC_AQUA_ARMOR cost: 180 points: 20 dependencies: - STR_AQUA_PLASTICS - name: STR_ION_ARMOR cost: 205 points: 20 dependencies: - STR_ION_BEAM_ACCELERATORS - STR_PLASTIC_AQUA_ARMOR - STR_DEEP_ONE_TERRORIST - name: STR_MAGNETIC_ION_ARMOR cost: 330 points: 20 dependencies: - STR_ION_ARMOR - STR_MAGNETIC_NAVIGATION - name: STR_MC_LAB cost: 420 points: 25 dependencies: - STR_CALCINITE_TERRORIST - STR_HALLUCINOID_TERRORIST - STR_DEEP_ONE_TERRORIST - STR_XARQUID_TERRORIST - STR_TENTACULAT_TERRORIST - STR_BIODRONE_TERRORIST - STR_TRISCENE_TERRORIST - name: STR_MC_DISRUPTOR cost: 500 points: 20 dependencies: - STR_MC_READER - STR_MC_DISRUPTOR_DEP - name: STR_MC_DISRUPTOR_DEP cost: 0 dependencies: - STR_TASOTH_SOLDIER - STR_TASOTH_SQUAD_LEADER - name: STR_MC_GENERATOR cost: 360 points: 25 dependencies: - STR_MC_DISRUPTOR - name: STR_THERMAL_SHOK_LAUNCHER cost: 550 points: 30 needItem: true - name: STR_THERMAL_SHOK_BOMB cost: 180 points: 10 needItem: true - name: STR_THE_ULTIMATE_THREAT cost: 500 points: 60 dependencies: - STR_ALIEN_ORIGINS - STR_LEADER_PLUS - name: STR_LEADER_PLUS cost: 0 requires: - STR_ALIEN_ORIGINS dependencies: - STR_LOBSTERMAN_COMMANDER - STR_LOBSTERMAN_NAVIGATOR - STR_GILLMAN_COMMANDER - name: STR_ALIEN_SUB_CONSTRUCTION cost: 450 points: 30 needItem: true dependencies: - STR_TRANSMISSION_RESOLVER - STR_ZRBITE - name: STR_MAGNETIC_NAVIGATION cost: 450 points: 30 needItem: true - name: STR_ION_BEAM_ACCELERATORS cost: 450 points: 30 needItem: true - name: STR_THE_LATEST_FLYING_SUB cost: 900 points: 30 dependencies: - STR_NEW_FIGHTER_TRANSPORTER - STR_LOBSTERMAN_COMMANDER - name: STR_AQUATOID_CORPSE cost: 180 points: 50 lookup: STR_AQUATOID_AUTOPSY needItem: true - name: STR_LOBSTERMAN_CORPSE cost: 180 points: 50 lookup: STR_LOBSTERMAN_AUTOPSY needItem: true - name: STR_TASOTH_CORPSE cost: 180 points: 50 lookup: STR_TASOTH_AUTOPSY needItem: true - name: STR_BIODRONE_CORPSE cost: 180 points: 50 lookup: STR_BIODRONE_AUTOPSY needItem: true - name: STR_TENTACULAT_CORPSE cost: 180 points: 50 lookup: STR_TENTACULAT_AUTOPSY needItem: true - name: STR_TRISCENE_CORPSE cost: 180 points: 50 lookup: STR_TRISCENE_AUTOPSY needItem: true - name: STR_HALLUCINOID_CORPSE cost: 180 points: 50 lookup: STR_HALLUCINOID_AUTOPSY needItem: true - name: STR_XARQUID_CORPSE cost: 180 points: 50 lookup: STR_XARQUID_AUTOPSY needItem: true - name: STR_CALCINITE_CORPSE cost: 180 points: 50 lookup: STR_CALCINITE_AUTOPSY needItem: true unlocks: - STR_VIBRO_BLADE - name: STR_GILLMAN_CORPSE cost: 180 points: 50 lookup: STR_GILLMAN_AUTOPSY needItem: true - name: STR_DEEP_ONE_CORPSE cost: 180 points: 50 lookup: STR_DEEP_ONE_AUTOPSY needItem: true unlocks: - STR_AQUA_PLASTICS - name: STR_AQUATOID_SOLDIER cost: 192 points: 50 lookup: STR_AQUATOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_AQUATOID_SQUAD_LEADER cost: 192 points: 50 lookup: STR_AQUATOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_ALIEN_PROBE_MISSION - STR_ALIEN_INTERDICTION - STR_ALIEN_RESOURCE_RAID - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_SURFACE_ATTACK - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_AQUATOID_MEDIC cost: 192 points: 50 lookup: STR_AQUATOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_CALCINITE - STR_HALLUCINOID - STR_GILLMAN - STR_DEEP_ONE - STR_XARQUID - STR_TASOTH - STR_TENTACULAT - STR_BIODRONE - STR_TRISCENE - STR_LOBSTERMAN - STR_CALCINITE_AUTOPSY - STR_HALLUCINOID_AUTOPSY - STR_GILLMAN_AUTOPSY - STR_DEEP_ONE_AUTOPSY - STR_XARQUID_AUTOPSY - STR_TASOTH_AUTOPSY - STR_TENTACULAT_AUTOPSY - STR_BIODRONE_AUTOPSY - STR_TRISCENE_AUTOPSY - STR_LOBSTERMAN_AUTOPSY - name: STR_AQUATOID_TECHNICIAN cost: 192 points: 50 lookup: STR_AQUATOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SURVEY_SHIP - STR_ESCORT - STR_CRUISER - STR_HEAVY_CRUISER - STR_HUNTER - STR_BATTLESHIP - STR_DREADNOUGHT - STR_FLEET_SUPPLY_CRUISER - name: STR_AQUATOID_NAVIGATOR cost: 192 points: 50 lookup: STR_AQUATOID unlocks: - STR_ALIEN_ORIGINS needItem: true destroyItem: true - name: STR_AQUATOID_COMMANDER cost: 192 points: 50 lookup: STR_AQUATOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_GILLMAN_SOLDIER cost: 192 points: 50 lookup: STR_GILLMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_GILLMAN_SQUAD_LEADER cost: 192 points: 50 lookup: STR_GILLMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_ALIEN_PROBE_MISSION - STR_ALIEN_INTERDICTION - STR_ALIEN_RESOURCE_RAID - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_SURFACE_ATTACK - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_GILLMAN_TECHNICIAN cost: 192 points: 50 lookup: STR_GILLMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SURVEY_SHIP - STR_ESCORT - STR_CRUISER - STR_HEAVY_CRUISER - STR_HUNTER - STR_BATTLESHIP - STR_DREADNOUGHT - STR_FLEET_SUPPLY_CRUISER - name: STR_GILLMAN_COMMANDER cost: 192 points: 50 lookup: STR_GILLMAN needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS - name: STR_LOBSTERMAN_SOLDIER cost: 192 points: 50 lookup: STR_LOBSTERMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - name: STR_LOBSTERMAN_SQUAD_LEADER cost: 192 points: 50 lookup: STR_LOBSTERMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_ALIEN_PROBE_MISSION - STR_ALIEN_INTERDICTION - STR_ALIEN_RESOURCE_RAID - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_SURFACE_ATTACK - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_LOBSTERMAN_TECHNICIAN cost: 192 points: 50 lookup: STR_LOBSTERMAN needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS getOneFree: - STR_SURVEY_SHIP - STR_ESCORT - STR_CRUISER - STR_HEAVY_CRUISER - STR_HUNTER - STR_BATTLESHIP - STR_DREADNOUGHT - STR_FLEET_SUPPLY_CRUISER - name: STR_LOBSTERMAN_NAVIGATOR cost: 192 points: 50 lookup: STR_LOBSTERMAN unlocks: - STR_LEADER_PLUS - STR_ALIEN_ORIGINS needItem: true destroyItem: true - name: STR_LOBSTERMAN_COMMANDER cost: 192 points: 50 lookup: STR_LOBSTERMAN needItem: true destroyItem: true unlocks: - STR_LEADER_PLUS - STR_COMMANDER_PLUS - STR_ALIEN_ORIGINS - name: STR_TASOTH_SOLDIER cost: 192 points: 50 lookup: STR_TASOTH unlocks: - STR_ALIEN_ORIGINS - STR_MC_DISRUPTOR_DEP needItem: true destroyItem: true - name: STR_TASOTH_SQUAD_LEADER cost: 192 points: 50 lookup: STR_TASOTH needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_DISRUPTOR_DEP getOneFree: - STR_ALIEN_PROBE_MISSION - STR_ALIEN_INTERDICTION - STR_ALIEN_RESOURCE_RAID - STR_ALIEN_INFILTRATION - STR_ALIEN_BASE - STR_ALIEN_SURFACE_ATTACK - STR_ALIEN_RETALIATION - STR_ALIEN_SUPPLY - name: STR_AQUATOID cost: 0 points: 50 needItem: true - name: STR_LOBSTERMAN cost: 0 points: 50 needItem: true - name: STR_TASOTH cost: 0 points: 50 needItem: true - name: STR_BIODRONE cost: 0 points: 50 needItem: true - name: STR_TENTACULAT cost: 0 points: 50 needItem: true - name: STR_TRISCENE cost: 0 points: 50 needItem: true - name: STR_HALLUCINOID cost: 0 points: 50 needItem: true - name: STR_XARQUID cost: 0 points: 50 needItem: true - name: STR_DEEP_ONE cost: 0 points: 50 needItem: true - name: STR_GILLMAN cost: 0 points: 50 needItem: true - name: STR_CALCINITE cost: 0 points: 50 needItem: true - name: STR_BIODRONE_TERRORIST cost: 170 points: 50 lookup: STR_BIODRONE needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_CALCINITE_TERRORIST cost: 170 points: 50 lookup: STR_CALCINITE needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_DEEP_ONE_TERRORIST cost: 170 points: 50 lookup: STR_DEEP_ONE needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_HALLUCINOID_TERRORIST cost: 170 points: 50 lookup: STR_HALLUCINOID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_TENTACULAT_TERRORIST cost: 170 points: 50 lookup: STR_TENTACULAT needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_TRISCENE_TERRORIST cost: 170 points: 50 lookup: STR_TRISCENE needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_XARQUID_TERRORIST cost: 170 points: 50 lookup: STR_XARQUID needItem: true destroyItem: true unlocks: - STR_ALIEN_ORIGINS - STR_MC_LAB - name: STR_ALIEN_PROBE_MISSION cost: 0 points: 50 needItem: true - name: STR_ALIEN_INTERDICTION cost: 0 points: 50 needItem: true - name: STR_ALIEN_RESOURCE_RAID cost: 0 points: 50 needItem: true - name: STR_ALIEN_INFILTRATION cost: 0 points: 50 needItem: true - name: STR_ALIEN_BASE cost: 0 points: 50 needItem: true - name: STR_ALIEN_SURFACE_ATTACK cost: 0 points: 50 needItem: true - name: STR_ALIEN_RETALIATION cost: 0 points: 50 needItem: true - name: STR_ALIEN_SUPPLY cost: 0 points: 50 needItem: true - name: STR_SURVEY_SHIP cost: 0 points: 50 needItem: true - name: STR_ESCORT cost: 0 points: 50 needItem: true - name: STR_CRUISER cost: 0 points: 50 needItem: true - name: STR_HEAVY_CRUISER cost: 0 points: 50 needItem: true - name: STR_HUNTER cost: 0 points: 50 needItem: true - name: STR_BATTLESHIP cost: 0 points: 50 needItem: true - name: STR_DREADNOUGHT cost: 0 points: 50 needItem: true - name: STR_FLEET_SUPPLY_CRUISER cost: 0 points: 50 needItem: true - name: STR_AQUATOID_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_LOBSTERMAN_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_TASOTH_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_BIODRONE_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_TENTACULAT_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_TRISCENE_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_HALLUCINOID_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_XARQUID_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_CALCINITE_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_GILLMAN_AUTOPSY cost: 0 points: 50 needItem: true - name: STR_DEEP_ONE_AUTOPSY cost: 0 points: 50 needItem: true ================================================ FILE: bin/standard/xcom2/soldiers.rul ================================================ soldiers: #done - type: STR_SOLDIER costBuy: 40000 costSalary: 20000 minStats: tu: 50 stamina: 40 health: 25 bravery: 10 reactions: 30 firing: 40 throwing: 50 strength: 20 psiStrength: 0 # psiSkill here is treated as the initial stat psiSkill: 0 melee: 20 maxStats: tu: 60 stamina: 70 health: 40 bravery: 60 reactions: 60 firing: 70 throwing: 80 strength: 40 psiStrength: 100 # psiSkill here is treated as the minimum value for the initial month of training using # a random number between (this) and (150% of this) psiSkill: 16 melee: 40 # Note: caps are not absolute, it IS possible to go one or two points over (at most) # this is NOT a bug, it is a design choice, for variety's sake. # bravery is ALWAYS treated in multiples of 10, and cannot go above the cap. 101 will be treated as 110 # psi strength is NEVER increased. statCaps: tu: 80 stamina: 100 health: 60 bravery: 100 reactions: 100 firing: 120 throwing: 120 strength: 70 psiStrength: 100 psiSkill: 100 melee: 120 armor: STR_NONE_UC standHeight: 22 kneelHeight: 14 femaleFrequency: 25 soldierNames: - SoldierName/ deathMale: 48 deathFemale: 48 ================================================ FILE: bin/standard/xcom2/startingBase.rul ================================================ startingBase: #done facilities: - type: STR_AIR_LOCK x: 2 y: 2 - type: STR_SUB_PEN x: 2 y: 0 - type: STR_SUB_PEN x: 0 y: 4 - type: STR_SUB_PEN x: 4 y: 4 - type: STR_LIVING_QUARTERS x: 3 y: 2 - type: STR_GENERAL_STORES x: 2 y: 3 - type: STR_LABORATORY x: 3 y: 3 - type: STR_WORKSHOP x: 4 y: 3 - type: STR_STANDARD_SONAR x: 1 y: 3 randomSoldiers: 8 crafts: - lon: 0.0 lat: 0.0 speedLon: 0 speedLat: 0 speedRadian: 0 speed: 0 type: STR_TRITON id: 1 fuel: 1400 damage: 0 weapons: [] items: STR_MAGNA_BLAST_GRENADE: 8 STR_GC_AP_AMMO: 2 STR_GC_HE_AMMO: 2 STR_GAS_CANNON: 1 STR_DART_PISTOL: 3 STR_DART_POD: 5 STR_JET_HARPOON: 6 STR_HARPOON_POD: 12 vehicles: [] status: STR_READY lowFuel: false inBattlescape: false inDogfight: false interceptionOrder: 0 - lon: 0.0 lat: 0.0 speedLon: 0 speedLat: 0 speedRadian: 0 speed: 0 type: STR_BARRACUDA id: 1 fuel: 800 damage: 0 weapons: - type: STR_AJAX ammo: 6 rearming: false - type: STR_CRAFT_GAS_CANNON_UC ammo: 200 rearming: false items: {} vehicles: [] status: STR_READY lowFuel: false inBattlescape: false inDogfight: false interceptionOrder: 0 - lon: 0.0 lat: 0.0 speedLon: 0 speedLat: 0 speedRadian: 0 speed: 0 type: STR_BARRACUDA id: 2 fuel: 800 damage: 0 weapons: - type: STR_AJAX ammo: 6 rearming: false - type: STR_CRAFT_GAS_CANNON_UC ammo: 200 rearming: false items: {} vehicles: [] status: STR_READY lowFuel: false inBattlescape: false inDogfight: false interceptionOrder: 0 items: STR_HJC_AP_AMMO: 6 STR_HYDRO_JET_CANNON: 1 STR_DUP_HEAD_LAUNCHER: 1 STR_DUP_HEAD_TORPEDOES: 10 STR_CRAFT_GAS_CANNON: 2 STR_CRAFT_GAS_CANNON_ROUNDS_X50: 1 STR_MAGNA_BLAST_GRENADE: 5 STR_GC_AP_AMMO: 6 STR_GAS_CANNON: 1 STR_DART_PISTOL: 2 STR_DART_POD: 8 STR_JET_HARPOON: 2 STR_HARPOON_POD: 8 STR_TORPEDO_LAUNCHER: 1 STR_SMALL_TORPEDO: 4 STR_DYE_GRENADE: 5 STR_AJAX_LAUNCHER: 1 STR_AJAX_TORPEDOES: 25 scientists: 10 engineers: 10 ================================================ FILE: bin/standard/xcom2/terrains.rul ================================================ terrains: #done - name: SEABED music: - GMTACWET mapDataSets: - BLANKS - SAND - ROCKS - WEEDS - DEBRIS - UFOBITS depth: [1, 2] ambience: 67 script: THREEBIG mapBlocks: - name: SEABED00 width: 10 length: 10 groups: 1 - name: SEABED01 width: 10 length: 10 groups: 1 - name: SEABED02 width: 10 length: 10 - name: SEABED03 width: 10 length: 10 - name: SEABED04 width: 10 length: 10 - name: SEABED05 width: 10 length: 10 - name: SEABED06 width: 10 length: 10 - name: SEABED07 width: 10 length: 10 - name: SEABED08 width: 10 length: 10 - name: SEABED09 width: 10 length: 10 - name: SEABED10 width: 20 length: 20 - name: SEABED11 width: 20 length: 20 - name: SEABED12 width: 20 length: 20 - name: PIPES music: - GMTACWET mapDataSets: - BLANKS - SAND - PIPES - UFOBITS depth: [1, 2] ambience: 67 script: THREEBIG mapBlocks: - name: PIPES00 width: 10 length: 10 groups: 1 - name: PIPES01 width: 10 length: 10 - name: PIPES02 width: 10 length: 10 - name: PIPES03 width: 10 length: 10 - name: PIPES04 width: 10 length: 10 - name: PIPES05 width: 10 length: 10 - name: PIPES06 width: 10 length: 10 - name: PIPES07 width: 10 length: 10 - name: PIPES08 width: 20 length: 20 - name: PIPES09 width: 20 length: 20 - name: PIPES10 width: 20 length: 20 - name: PIPES11 width: 20 length: 20 - name: PLANE music: - GMTACWET mapDataSets: - BLANKS - SAND - PLANE - UFOBITS depth: [1, 2] ambience: 67 script: PLANE mapBlocks: - name: PLANE00 width: 10 length: 10 groups: 1 - name: PLANE01 width: 10 length: 10 - name: PLANE02 width: 10 length: 10 - name: PLANE03 width: 10 length: 10 - name: PLANE04 width: 10 length: 10 - name: PLANE05 width: 10 length: 10 - name: PLANE06 width: 10 length: 10 - name: PLANE07 width: 10 length: 10 - name: PLANE08 width: 10 length: 10 - name: PLANE09 width: 10 length: 10 - name: PLANE10 width: 10 length: 10 - name: PLANE11 width: 10 length: 10 - name: PLANE12 width: 10 length: 10 - name: PLANE13 width: 20 length: 20 - name: PLANE14 width: 20 length: 20 - name: PLANE15 width: 20 length: 20 - name: PLANE16 width: 20 length: 20 - name: PLANE17 width: 10 length: 10 - name: PLANE18 width: 10 length: 10 - name: PLANE19 width: 10 length: 10 - name: PLANE20 width: 10 length: 10 - name: ATLAN music: - GMTACWET mapDataSets: - BLANKS - SAND - ATLANTIS - UFOBITS depth: [1, 2] ambience: 67 mapBlocks: - name: ATLAN00 width: 10 length: 10 groups: 1 - name: ATLAN01 width: 10 length: 10 - name: ATLAN02 width: 10 length: 10 - name: ATLAN03 width: 10 length: 10 - name: ATLAN04 width: 10 length: 10 - name: ATLAN05 width: 10 length: 10 - name: ATLAN06 width: 10 length: 10 - name: ATLAN07 width: 10 length: 10 - name: ATLAN08 width: 10 length: 10 - name: ATLAN09 width: 10 length: 10 - name: ATLAN10 width: 20 length: 20 - name: ATLAN11 width: 20 length: 20 - name: MU music: - GMTACWET mapDataSets: - BLANKS - SAND - MU - UFOBITS depth: [1, 2] ambience: 67 mapBlocks: - name: MU00 width: 10 length: 10 groups: 1 - name: MU01 width: 10 length: 10 - name: MU02 width: 10 length: 10 - name: MU03 width: 10 length: 10 - name: MU04 width: 10 length: 10 - name: MU05 width: 10 length: 10 - name: MU06 width: 10 length: 10 - name: MU07 width: 10 length: 10 - name: MU08 width: 10 length: 10 - name: MU09 width: 20 length: 20 - name: MU10 width: 20 length: 20 - name: MU11 width: 20 length: 20 - name: GAL music: - GMTACWET mapDataSets: - BLANKS - SAND - ROCKS - ASUNK - UFOBITS depth: [1, 2] ambience: 67 mapBlocks: - name: GAL01 width: 20 length: 20 - name: GAL02 width: 20 length: 20 - name: GAL03 width: 20 length: 20 - name: GAL04 width: 10 length: 10 - name: GAL05 width: 10 length: 10 - name: GAL06 width: 10 length: 10 - name: GAL07 width: 10 length: 10 - name: GAL08 width: 10 length: 10 - name: GAL09 width: 10 length: 10 - name: GAL10 width: 10 length: 10 - name: GAL11 width: 10 length: 10 - name: GAL12 width: 10 length: 10 - name: GAL13 width: 10 length: 10 groups: 1 - name: GAL14 width: 10 length: 10 groups: 1 - name: GAL15 width: 10 length: 10 groups: 1 - name: GAL16 width: 10 length: 10 groups: 1 - name: MSUNK music: - GMTACWET mapDataSets: - BLANKS - SAND - MSUNK1 - MSUNK2 - UFOBITS depth: [1, 2] ambience: 67 script: THREEBIG mapBlocks: - name: MSUNK00 width: 10 length: 10 groups: 1 - name: MSUNK01 width: 10 length: 10 groups: 1 - name: MSUNK02 width: 20 length: 20 - name: MSUNK03 width: 20 length: 20 - name: MSUNK04 width: 20 length: 20 - name: MSUNK05 width: 20 length: 20 - name: MSUNK06 width: 20 length: 20 - name: MSUNK07 width: 10 length: 10 - name: MSUNK08 width: 10 length: 10 - name: MSUNK09 width: 10 length: 10 - name: MSUNK10 width: 10 length: 10 - name: MSUNK11 width: 10 length: 10 - name: MSUNK12 width: 10 length: 10 - name: MSUNK13 width: 10 length: 10 - name: VOLC music: - GMTACWET mapDataSets: - BLANKS - SAND - VOLC - UFOBITS depth: [1, 2] ambience: 67 mapBlocks: - name: VOLC00 width: 10 length: 10 groups: 1 - name: VOLC01 width: 10 length: 10 - name: VOLC02 width: 10 length: 10 - name: VOLC03 width: 10 length: 10 - name: VOLC04 width: 10 length: 10 - name: VOLC05 width: 10 length: 10 - name: VOLC06 width: 10 length: 10 - name: VOLC07 width: 10 length: 10 - name: VOLC08 width: 10 length: 10 - name: VOLC09 width: 20 length: 20 - name: VOLC10 width: 20 length: 20 - name: VOLC11 width: 20 length: 20 - name: CORAL music: - GMTACWET mapDataSets: - BLANKS - SAND - WEEDS - CORAL - ROCKS depth: [1, 2] ambience: 67 script: THREEBIG mapBlocks: - name: CORAL00 width: 10 length: 10 groups: 1 - name: CORAL01 width: 10 length: 10 - name: CORAL02 width: 10 length: 10 - name: CORAL03 width: 10 length: 10 - name: CORAL04 width: 10 length: 10 - name: CORAL05 width: 10 length: 10 - name: CORAL06 width: 10 length: 10 - name: CORAL07 width: 10 length: 10 - name: CORAL08 width: 10 length: 10 - name: CORAL09 width: 20 length: 20 - name: CORAL10 width: 20 length: 20 - name: CORAL11 width: 20 length: 20 - name: ALART music: - GMTACWET mapDataSets: - BLANKS - SAND - ROCKS - WEEDS - PYRAMID - UFOBITS depth: [1, 2] ambience: 67 mapBlocks: - name: ALART00 width: 10 length: 10 groups: 1 - name: ALART01 width: 10 length: 10 - name: ALART02 width: 10 length: 10 - name: ALART03 width: 10 length: 10 - name: ALART04 width: 10 length: 10 - name: ALART05 width: 10 length: 10 - name: ALART06 width: 10 length: 10 - name: ALART07 width: 10 length: 10 - name: ALART08 width: 10 length: 10 - name: ALART09 width: 20 length: 20 groups: 6 - name: ALART10 width: 20 length: 20 - name: ALART11 width: 20 length: 20 - name: PORT music: - GMTACDRY mapDataSets: - BLANKS - SEA - PORT01 - PORT02 ambience: 67 ambientVolume: 0.25 civilianTypes: - SAILOR_CIVILIAN - DOCKER_CIVILIAN mapBlocks: - name: PORT00 width: 10 length: 10 groups: 1 - name: PORT01 width: 10 length: 10 groups: 1 - name: PORT02 width: 10 length: 10 groups: 3 - name: PORT03 width: 10 length: 10 groups: 3 - name: PORT04 width: 10 length: 10 groups: 3 - name: PORT05 width: 10 length: 10 groups: 3 - name: PORT06 width: 10 length: 10 groups: 3 - name: PORT07 width: 10 length: 10 groups: 3 - name: PORT08 width: 10 length: 10 groups: 3 - name: PORT09 width: 10 length: 10 groups: 3 - name: PORT10 width: 10 length: 10 - name: PORT11 width: 10 length: 10 - name: PORT12 width: 10 length: 10 - name: PORT13 width: 10 length: 10 - name: PORT14 width: 10 length: 10 - name: PORT15 width: 10 length: 10 - name: PORT16 width: 10 length: 10 - name: PORT17 width: 20 length: 20 - name: PORT18 width: 20 length: 20 - name: PORT19 width: 20 length: 20 - name: PORT20 width: 20 length: 20 groups: 5 - name: ISLAND music: - GMTACDRY mapDataSets: - BLANKS - SEA - ISLAND1 - ISLAND2 - ISLAND3 ambience: 67 ambientVolume: 0.25 mapBlocks: - name: ISLAND00 width: 10 length: 10 groups: 1 - name: ISLAND01 width: 10 length: 10 groups: 1 - name: ISLAND02 width: 20 length: 20 - name: ISLAND03 width: 20 length: 20 - name: ISLAND04 width: 20 length: 20 groups: 2 - name: ISLAND05 width: 20 length: 20 groups: 3 - name: ISLAND06 width: 20 length: 20 - name: ISLAND07 width: 10 length: 10 groups: 4 - name: ISLAND08 width: 10 length: 10 - name: ISLAND09 width: 10 length: 10 - name: ISLAND10 width: 10 length: 10 - name: ISLAND11 width: 10 length: 10 - name: ISLAND12 width: 10 length: 10 - name: ISLAND13 width: 10 length: 10 - name: ISLAND14 width: 10 length: 10 - name: CARGO music: - GMTACDRY ambience: 67 ambientVolume: 0.25 mapDataSets: - BLANKS - SEA - CARGO1 - CARGO2 - XBITS - CARGO3 civilianTypes: - SAILOR_CIVILIAN - DOCKER_CIVILIAN mapBlocks: - name: CARGO00 width: 30 length: 70 - name: CARGO01 width: 30 length: 50 - name: CARGO02 width: 30 length: 20 - name: XBASES music: - GMTACDRY ambience: 67 ambientVolume: 0.25 mapDataSets: - BLANKS - XBASES01 - XBASES02 - XBASES03 - XBASES04 - XBASES05 - XBITS mapBlocks: - name: XBASES00 width: 10 length: 10 - name: XBASES01 width: 10 length: 10 - name: XBASES02 width: 10 length: 10 - name: XBASES03 width: 10 length: 10 - name: XBASES04 width: 10 length: 10 - name: XBASES05 width: 10 length: 10 - name: XBASES06 width: 10 length: 10 - name: XBASES07 width: 10 length: 10 - name: XBASES08 width: 10 length: 10 - name: XBASES09 width: 10 length: 10 - name: XBASES10 width: 10 length: 10 - name: XBASES11 width: 10 length: 10 - name: XBASES12 width: 10 length: 10 - name: XBASES13 width: 10 length: 10 - name: XBASES14 width: 10 length: 10 - name: XBASES15 width: 10 length: 10 - name: XBASES16 width: 10 length: 10 - name: XBASES17 width: 10 length: 10 - name: XBASES18 width: 10 length: 10 - name: XBASES19 width: 10 length: 10 - name: XBASES20 width: 10 length: 10 groups: 1 - name: ENTRY music: - GMTACWET depth: [2, 3] ambience: 67 mapDataSets: - BLANKS - SAND - UEXT2 - UEXT3 - ORGANIC1 - ENTRY mapBlocks: - name: ENTRY00 width: 20 length: 20 groups: 2 - name: ENTRY01 width: 20 length: 20 groups: 3 - name: ENTRY02 width: 20 length: 20 groups: 4 - name: ENTRY03 width: 20 length: 20 groups: 5 - name: ENTRY04 width: 20 length: 20 groups: 6 - name: ENTRY05 width: 20 length: 20 groups: 7 - name: ENTRY06 width: 20 length: 20 groups: 8 - name: ENTRY07 width: 20 length: 20 groups: 9 - name: ENTRY08 width: 20 length: 20 groups: 10 - name: GRUNGE music: - GMTACWET depth: [3, 3] ambience: 67 ambientVolume: 0.25 mapDataSets: - BLANKS - GRUNGE1 - GRUNGE2 - GRUNGE3 - GRUNGE4 - GRUNGE5 - UFOBITS mapBlocks: - name: GRUNGE00 width: 10 length: 10 groups: 1 - name: GRUNGE01 width: 10 length: 10 groups: 1 - name: GRUNGE02 width: 10 length: 10 groups: 1 - name: GRUNGE03 width: 10 length: 10 groups: 1 - name: GRUNGE04 width: 10 length: 10 groups: 6 revealedFloors: 3 - name: GRUNGE05 width: 10 length: 10 - name: GRUNGE06 width: 10 length: 10 - name: GRUNGE07 width: 10 length: 10 - name: GRUNGE08 width: 10 length: 10 - name: GRUNGE09 width: 10 length: 10 - name: GRUNGE10 width: 10 length: 10 - name: GRUNGE11 width: 20 length: 20 - name: GRUNGE12 width: 20 length: 20 - name: GRUNGE13 width: 20 length: 20 - name: GRUNGE14 width: 20 length: 20 - name: GRUNGE15 width: 20 length: 20 groups: 7 # - name: GRUNGE16 # width: 20 # length: 20 - name: LINERT music: - GMTACDRY ambience: 67 ambientVolume: 0.25 mapDataSets: - BLANKS - DECKC - LINERA - LINERB - LINERC - LINERD mapBlocks: - name: LINERT00 width: 30 length: 20 - name: LINERT01 width: 30 length: 50 - name: LINERT02 width: 30 length: 50 groups: 2 #this block is unused - name: LINERB music: - GMTACDRY ambience: 67 ambientVolume: 0.25 mapDataSets: - BLANKS - SEA - LINERA - LINERB - LINERC - LINERD - DECKC mapBlocks: - name: LINERB02 width: 30 length: 50 - name: LINERB03 width: 30 length: 20 - name: A_BASE music: - GMTACWET depth: [1, 1] ambience: 67 mapDataSets: - BLANKS - ORGANIC1 - ORGANIC2 - ORGANIC3 - PSYNOM mapBlocks: - name: A_BASE00 width: 10 length: 10 groups: 2 revealedFloors: 2 - name: A_BASE07 width: 10 length: 10 groups: 4 - name: A_BASE08 width: 10 length: 10 groups: 3 - name: A_BASE09 width: 10 length: 10 groups: 3 - name: A_BASE11 width: 20 length: 20 groups: 3 - name: A_BASE12 width: 20 length: 20 groups: 3 - name: A_BASE13 width: 20 length: 20 groups: 3 - name: A_BASE14 width: 20 length: 20 groups: 3 - name: A_BASE15 width: 20 length: 20 groups: 1 items: STR_ZRBITE: - [14, 14, 2] - [4, 10, 2] - name: ALSHIP music: - GMTACWET depth: [1, 3] ambience: 67 mapDataSets: - BLANKS - GRUNGE1 - GRUNGE2 - GRUNGE3 - GRUNGE4 - UFOBITS mapBlocks: - name: ALSHIP00 width: 10 length: 10 groups: 3 - name: ALSHIP01 width: 10 length: 10 groups: 1 revealedFloors: 1 - name: ALSHIP02 width: 10 length: 10 groups: 1 revealedFloors: 1 - name: ALSHIP03 width: 10 length: 10 groups: 2 - name: ALSHIP04 width: 10 length: 10 - name: ALSHIP05 width: 10 length: 10 - name: ALSHIP06 width: 10 length: 10 - name: ALSHIP07 width: 10 length: 10 - name: ALSHIP08 width: 10 length: 10 - name: ALSHIP09 width: 10 length: 10 - name: ALSHIP10 width: 10 length: 10 - name: ALSHIP11 width: 20 length: 20 - name: ALSHIP12 width: 20 length: 20 - name: ALSHIP13 width: 20 length: 20 - name: ALSHIP14 width: 20 length: 20 - name: ALSHIP15 width: 20 length: 20 - name: ALSHIP16 width: 20 length: 20 - name: ALSHIP17 width: 20 length: 20 - name: LEVEL music: - GMTACWET depth: [1, 3] ambience: 67 mapDataSets: - BLANKS - ORGANIC1 - ORGANIC2 - ORGANIC3 - PSYNOM mapBlocks: - name: LEVEL01 width: 20 length: 20 - name: LEVEL02 width: 20 length: 20 - name: LEVEL03 width: 20 length: 20 - name: LEVEL04 width: 20 length: 20 - name: LEVEL05 width: 20 length: 20 - name: LEVEL06 width: 20 length: 20 - name: LEVEL07 width: 20 length: 20 - name: LEVEL08 width: 20 length: 20 - name: LEVEL09 width: 20 length: 20 - name: CRYPT music: - GMTACWET depth: [3, 3] ambience: 67 mapDataSets: - BLANKS - CRYPT1 - CRYPT2 - CRYPT3 - CRYPT4 - UFOBITS mapBlocks: - name: CRYPT01 width: 20 length: 20 - name: CRYPT02 width: 20 length: 20 - name: CRYPT03 width: 20 length: 20 - name: CRYPT04 width: 20 length: 20 - name: CRYPT05 width: 20 length: 20 - name: CRYPT06 width: 20 length: 20 - name: CRYPT07 width: 20 length: 20 - name: CRYPT08 width: 20 length: 20 - name: CRYPT09 width: 20 length: 20 ================================================ FILE: bin/standard/xcom2/ufoTrajectories.rul ================================================ ufoTrajectories: #done - id: P0 groundTimer: 3000 waypoints: - [5, 4, 100] - [0, 3, 74] - [0, 1, 28] - [1, 1, 47] - [5, 2, 100] - id: P1 groundTimer: 4000 waypoints: - [5, 4, 100] - [0, 2, 76] - [0, 2, 20] - [1, 1, 44] - [0, 0, 20] - [0, 2, 32] - [2, 1, 65] - [5, 0, 100] - id: P2 groundTimer: 5000 waypoints: - [5, 4, 100] - [0, 3, 57] - [0, 2, 26] - [1, 1, 50] - [5, 0, 100] - id: P3 groundTimer: 6000 waypoints: - [5, 4, 100] - [0, 3, 30] - [0, 2, 25] - [2, 1, 20] - [5, 0, 100] - id: P4 groundTimer: 7000 waypoints: - [5, 4, 100] - [0, 2, 67] - [0, 2, 52] - [2, 1, 40] - [0, 0, 30] - [0, 2, 20] - [2, 1, 30] - [5, 0, 100] - id: P5 groundTimer: 4000 waypoints: - [5, 4, 100] - [0, 2, 50] - [0, 2, 20] - [4, 1, 15] - [0, 0, 20] - [0, 2, 29] - [4, 1, 42] - [5, 0, 90] - id: P6 groundTimer: 5000 waypoints: - [5, 4, 100] - [0, 3, 50] - [0, 2, 25] - [4, 1, 16] - [5, 0, 100] - id: P7 groundTimer: 9000 waypoints: - [5, 4, 100] - [0, 3, 60] - [0, 2, 30] - [3, 1, 20] - [5, 0, 100] - id: P8 groundTimer: 6000 waypoints: - [5, 4, 100] - [1, 1, 60] - [2, 1, 20] - [3, 1, 30] - [4, 1, 20] - [0, 1, 42] - [2, 1, 56] - [5, 4, 100] - id: P9 groundTimer: 2000 waypoints: - [5, 4, 80] - [5, 0, 100] - id: __RETALIATION_ASSAULT_RUN groundTimer: 1000 waypoints: - [5, 4, 100] #This should always be 5, 4, 100 - [5, 0, 100] #only the 0 altitude matters - id: P10 groundTimer: 0 waypoints: - [0, 0, 0] ================================================ FILE: bin/standard/xcom2/ufopaedia.rul ================================================ ufopaedia: #done - id: STR_TRITON type_id: 11 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP001.BDY text: STR_TRITON_UFOPEDIA - id: STR_HAMMERHEAD type_id: 11 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_NEW_FIGHTER_TRANSPORTER image_id: UP005.BDY text: STR_HAMMERHEAD_UFOPEDIA - id: STR_LEVIATHAN type_id: 11 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_THE_LATEST_FLYING_SUB image_id: UP003.BDY text: STR_LEVIATHAN_UFOPEDIA - id: STR_BARRACUDA type_id: 11 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP004.BDY text: STR_BARRACUDA_UFOPEDIA - id: STR_MANTA type_id: 11 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_NEW_FIGHTER_FLYING_SUB image_id: UP002.BDY text: STR_MANTA_UFOPEDIA - id: STR_AJAX type_id: 12 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP054.BDY text: STR_AJAX_UFOPEDIA - id: STR_DUP_HEAD type_id: 12 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP055.BDY text: STR_DUP_HEAD_UFOPEDIA - id: STR_CRAFT_GAS_CANNON_UC type_id: 12 section: STR_XCOM_CRAFT_ARMAMENT image_id: UP056.BDY text: STR_CRAFT_GAS_CANNON_UFOPEDIA - id: STR_PWT_CANNON_UC type_id: 12 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_PWT_CANNON image_id: UP074.BDY text: STR_PWT_CANNON_UFOPEDIA - id: STR_GAUSS_CANNON_UC type_id: 12 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_GAUSS_CANNON image_id: UP073.BDY text: STR_GAUSS_CANNON_UFOPEDIA - id: STR_SONIC_OSCILLATOR_UC type_id: 12 section: STR_XCOM_CRAFT_ARMAMENT requires: - STR_SONIC_OSCILLATOR image_id: UP075.BDY text: STR_SONIC_OSCILLATOR_UFOPEDIA - id: STR_COELACANTH_GAS_CANNON type_id: 13 section: STR_HEAVY_WEAPONS_PLATFORMS text: STR_COELACANTH_GAS_CANNON_UFOPEDIA weapon: STR_DAMAGE_ARMOR_PIERCING image_id: UP027.BDY - id: STR_COELACANTH_AQUA_JET type_id: 13 section: STR_HEAVY_WEAPONS_PLATFORMS text: STR_COELACANTH_AQUA_JET_UFOPEDIA weapon: STR_TORPEDO_LAUNCHER image_id: UP057.BDY - id: STR_COELACANTH_GAUSS type_id: 13 section: STR_HEAVY_WEAPONS_PLATFORMS weapon: STR_DAMAGE_LASER_BEAM image_id: UP068.BDY requires: - STR_GAUSS_CANNON - STR_NEW_FIGHTER_FLYING_SUB text: STR_COELACANTH_GAUSS_UFOPEDIA - id: STR_DISPLACER_SONIC type_id: 13 section: STR_HEAVY_WEAPONS_PLATFORMS weapon: STR_DAMAGE_PLASMA_BEAM requires: - STR_SONIC_OSCILLATOR - STR_NEW_FIGHTER_FLYING_SUB text: STR_DISPLACER_SONIC_UFOPEDIA image_id: UP028.BDY - id: STR_DISPLACER_PWT type_id: 13 section: STR_HEAVY_WEAPONS_PLATFORMS weapon: STR_PWT_CANNON requires: - STR_PWT_CANNON - STR_NEW_FIGHTER_FLYING_SUB text: STR_DISPLACER_PWT_UFOPEDIA image_id: UP058.BDY - id: STR_PLASTIC_AQUA_ARMOR_UC type_id: 15 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_PLASTIC_AQUA_ARMOR text: STR_PLASTIC_AQUA_ARMOR_UFOPEDIA image_id: UP023.BDY - id: STR_ION_ARMOR_UC type_id: 15 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_ION_ARMOR text: STR_ION_ARMOR_UFOPEDIA image_id: UP024.BDY - id: STR_MAGNETIC_ION_ARMOR_UC type_id: 15 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_MAGNETIC_ION_ARMOR text: STR_MAGNETIC_ION_ARMOR_UFOPEDIA image_id: UP022.BDY - id: STR_DART_PISTOL type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT image_id: UP034.BDY text: STR_DART_PISTOL_UFOPEDIA - id: STR_DART_POD type_id: 14 section: STR_NOT_AVAILABLE - id: STR_JET_HARPOON type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_JET_HARPOON_UFOPEDIA image_id: UP035.BDY - id: STR_HARPOON_POD type_id: 14 section: STR_NOT_AVAILABLE - id: STR_GAS_CANNON type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_GAS_CANNON_UFOPEDIA image_id: UP036.BDY - id: STR_GC_AP_AMMO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_GC_HE_AMMO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_GC_P_AMMO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_HYDRO_JET_CANNON type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_HYDRO_JET_CANNON_UFOPEDIA image_id: UP037.BDY - id: STR_HJC_AP_AMMO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_HJC_HE_AMMO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_HJC_P_AMMO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_TORPEDO_LAUNCHER type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_TORPEDO_LAUNCHER_UFOPEDIA image_id: UP038.BDY - id: STR_SMALL_TORPEDO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_LARGE_TORPEDO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_PHOSPHOROUS_TORPEDO type_id: 14 section: STR_NOT_AVAILABLE - id: STR_GAUSS_PISTOL type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT image_id: UP031.BDY requires: - STR_GAUSS_PISTOL text: STR_GAUSS_PISTOL_UFOPEDIA - id: STR_GAUSS_PISTOL_CLIP type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_GAUSS_PISTOL_CLIP text: STR_GAUSS_PISTOL_CLIP_UFOPEDIA image_id: UP110.BDY - id: STR_GAUSS_RIFLE type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT image_id: UP032.BDY requires: - STR_GAUSS_RIFLE text: STR_GAUSS_RIFLE_UFOPEDIA - id: STR_GAUSS_RIFLE_CLIP type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_GAUSS_RIFLE_CLIP text: STR_GAUSS_RIFLE_CLIP_UFOPEDIA image_id: UP111.BDY - id: STR_HEAVY_GAUSS type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT image_id: UP033.BDY requires: - STR_HEAVY_GAUSS text: STR_HEAVY_GAUSS_UFOPEDIA - id: STR_HEAVY_GAUSS_CLIP type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_HEAVY_GAUSS_CLIP text: STR_HEAVY_GAUSS_CLIP_UFOPEDIA image_id: UP112.BDY - id: STR_MAGNA_BLAST_GRENADE type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_MAGNA_BLAST_GRENADE_UFOPEDIA image_id: UP039.BDY - id: STR_DYE_GRENADE type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_DYE_GRENADE_UFOPEDIA image_id: UP040.BDY - id: STR_PARTICLE_DISTURBANCE_GRENADE type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_PARTICLE_DISTURBANCE_GRENADE_UFOPEDIA image_id: UP041.BDY - id: STR_MAGNA_PACK_EXPLOSIVE type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_MAGNA_PACK_EXPLOSIVE_UFOPEDIA image_id: UP042.BDY - id: STR_PARTICLE_DISTURBANCE_SENSOR type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT image_id: UP030.BDY requires: - STR_PARTICLE_DISTURBANCE_SENSOR text: STR_PARTICLE_DISTURBANCE_SENSOR_UFOPEDIA - id: STR_MEDI_KIT type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_MEDI_KIT text: STR_MEDI_KIT_UFOPEDIA image_id: UP052.BDY - id: STR_MC_DISRUPTOR type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT requires: - STR_MC_DISRUPTOR text: STR_MC_DISRUPTOR_UFOPEDIA image_id: UP106.BDY - id: STR_THERMAL_TAZER type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_THERMAL_TAZER_UFOPEDIA image_id: UP044.BDY - id: STR_CHEMICAL_FLARE type_id: 14 section: STR_WEAPONS_AND_EQUIPMENT text: STR_CHEMICAL_FLARE_UFOPEDIA image_id: UP043.BDY - id: STR_VIBRO_BLADE type_id: 14 section: STR_ALIEN_ARTIFACTS text: STR_VIBRO_BLADE_UFOPEDIA image_id: UP107.BDY requires: - STR_VIBRO_BLADE - id: STR_THERMIC_LANCE type_id: 14 section: STR_ALIEN_ARTIFACTS text: STR_THERMIC_LANCE_UFOPEDIA image_id: UP108.BDY requires: - STR_THERMIC_LANCE - id: STR_HEAVY_THERMIC_LANCE type_id: 14 section: STR_ALIEN_ARTIFACTS text: STR_HEAVY_THERMIC_LANCE_UFOPEDIA image_id: UP109.BDY requires: - STR_HEAVY_THERMIC_LANCE - id: STR_SONIC_CANNON type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_SONIC_CANNON text: STR_SONIC_CANNON_UFOPEDIA image_id: UP051.BDY - id: STR_CANNON_POWER_CLIP type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_CANNON_POWER_CLIP text: STR_CANNON_POWER_CLIP_UFOPEDIA image_id: UP104.BDY - id: STR_SONIC_BLASTA_RIFLE type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_SONIC_BLASTA_RIFLE text: STR_SONIC_BLASTA_RIFLE_UFOPEDIA image_id: UP050.BDY - id: STR_BLASTA_POWER_CLIP type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_BLASTA_POWER_CLIP text: STR_BLASTA_POWER_CLIP_UFOPEDIA image_id: UP103.BDY - id: STR_SONIC_PISTOL type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_SONIC_PISTOL text: STR_SONIC_PISTOL_UFOPEDIA image_id: UP049.BDY - id: STR_PISTOL_POWER_CLIP type_id: 14 section: STR_ALIEN_ARTIFACTS image_id: UP102.BDY requires: - STR_PISTOL_POWER_CLIP text: STR_PISTOL_POWER_CLIP_UFOPEDIA - id: STR_DISRUPTOR_PULSE_LAUNCHER type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_DISRUPTOR_PULSE_LAUNCHER text: STR_DISRUPTOR_PULSE_LAUNCHER_UFOPEDIA image_id: UP047.BDY - id: STR_DISRUPTOR_AMMO type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_DISRUPTOR_AMMO text: STR_DISRUPTOR_AMMO_UFOPEDIA image_id: UP072.BDY - id: STR_THERMAL_SHOK_LAUNCHER type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_THERMAL_SHOK_LAUNCHER text: STR_THERMAL_SHOK_LAUNCHER_UFOPEDIA image_id: UP048.BDY - id: STR_THERMAL_SHOK_BOMB type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_THERMAL_SHOK_BOMB text: STR_THERMAL_SHOK_BOMB_UFOPEDIA image_id: UP101.BDY - id: STR_SONIC_PULSER type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_SONIC_PULSER text: STR_SONIC_PULSER_UFOPEDIA image_id: UP045.BDY - id: STR_ZRBITE type_id: 14 section: STR_ALIEN_ARTIFACTS requires: - STR_ZRBITE text: STR_ZRBITE_UFOPEDIA image_id: UP067.BDY - id: STR_MC_READER type_id: 14 section: STR_ALIEN_ARTIFACTS text: STR_MC_READER_UFOPEDIA requires: - STR_MC_READER image_id: UP046.BDY - id: STR_AIR_LOCK type_id: 16 section: STR_BASE_FACILITIES text: STR_AIR_LOCK_UFOPEDIA image_id: UP078.BDY - id: STR_LIVING_QUARTERS type_id: 16 section: STR_BASE_FACILITIES text: STR_LIVING_QUARTERS_UFOPEDIA image_id: UP076.BDY - id: STR_LABORATORY type_id: 16 section: STR_BASE_FACILITIES text: STR_LABORATORY_UFOPEDIA image_id: UP084.BDY - id: STR_WORKSHOP type_id: 16 section: STR_BASE_FACILITIES text: STR_WORKSHOP_UFOPEDIA image_id: UP087.BDY - id: STR_STANDARD_SONAR type_id: 16 section: STR_BASE_FACILITIES text: STR_STANDARD_SONAR_UFOPEDIA image_id: UP077.BDY - id: STR_WIDE_ARRAY_SONAR type_id: 16 section: STR_BASE_FACILITIES text: STR_WIDE_ARRAY_SONAR_UFOPEDIA image_id: UP079.BDY - id: STR_TORPEDO_DEFENSES type_id: 16 section: STR_BASE_FACILITIES text: STR_TORPEDO_DEFENSES_UFOPEDIA image_id: UP082.BDY - id: STR_GENERAL_STORES type_id: 16 section: STR_BASE_FACILITIES text: STR_GENERAL_STORES_UFOPEDIA image_id: UP081.BDY - id: STR_ALIEN_CONTAINMENT type_id: 16 section: STR_BASE_FACILITIES text: STR_ALIEN_CONTAINMENT_UFOPEDIA image_id: UP080.BDY - id: STR_GAUSS_DEFENSES type_id: 16 section: STR_BASE_FACILITIES requires: - STR_GAUSS_DEFENSES text: STR_GAUSS_DEFENSES_UFOPEDIA image_id: UP083.BDY - id: STR_SONIC_DEFENSES type_id: 16 section: STR_BASE_FACILITIES requires: - STR_SONIC_DEFENSES text: STR_SONIC_DEFENSES_UFOPEDIA image_id: UP085.BDY - id: STR_PWT_DEFENSES type_id: 16 section: STR_BASE_FACILITIES text: STR_PWT_DEFENSES_UFOPEDIA requires: - STR_PWT_DEFENSES image_id: UP086.BDY - id: STR_BOMBARDMENT_SHIELD type_id: 16 section: STR_BASE_FACILITIES requires: - STR_BOMBARDMENT_SHIELD text: STR_BOMBARDMENT_SHIELD_UFOPEDIA image_id: UP090.BDY - id: STR_MC_GENERATOR type_id: 16 section: STR_BASE_FACILITIES requires: - STR_MC_GENERATOR text: STR_MC_GENERATOR_UFOPEDIA image_id: UP092.BDY - id: STR_MC_LAB type_id: 16 section: STR_BASE_FACILITIES requires: - STR_MC_LAB text: STR_MC_LAB_UFOPEDIA image_id: UP088.BDY - id: STR_TRANSMISSION_RESOLVER type_id: 16 section: STR_BASE_FACILITIES requires: - STR_TRANSMISSION_RESOLVER text: STR_TRANSMISSION_RESOLVER_UFOPEDIA image_id: UP091.BDY - id: STR_SUB_PEN type_id: 16 section: STR_BASE_FACILITIES text: STR_SUB_PEN_UFOPEDIA image_id: UP089.BDY - id: STR_AQUATOID type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_AQUATOID image_id: UP006.BDY text: STR_AQUATOID_UFOPEDIA - id: STR_AQUATOID_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS image_id: UP007.BDY text: STR_AQUATOID_AUTOPSY_UFOPEDIA requires: - STR_AQUATOID_AUTOPSY - id: STR_GILLMAN type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_GILLMAN image_id: UP008.BDY text: STR_GILLMAN_UFOPEDIA - id: STR_GILLMAN_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_GILLMAN_AUTOPSY image_id: UP009.BDY text: STR_GILLMAN_AUTOPSY_UFOPEDIA - id: STR_LOBSTERMAN type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_LOBSTERMAN image_id: UP010.BDY text: STR_LOBSTERMAN_UFOPEDIA - id: STR_LOBSTERMAN_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_LOBSTERMAN_AUTOPSY image_id: UP011.BDY text: STR_LOBSTERMAN_AUTOPSY_UFOPEDIA - id: STR_TASOTH type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_TASOTH image_id: UP012.BDY text: STR_TASOTH_UFOPEDIA - id: STR_TASOTH_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_TASOTH_AUTOPSY image_id: UP053.BDY text: STR_TASOTH_AUTOPSY_UFOPEDIA - id: STR_CALCINITE type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_CALCINITE image_id: UP025.BDY text: STR_CALCINITE_UFOPEDIA - id: STR_CALCINITE_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_CALCINITE_AUTOPSY image_id: UP026.BDY text: STR_CALCINITE_AUTOPSY_UFOPEDIA - id: STR_DEEP_ONE type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_DEEP_ONE image_id: UP013.BDY text: STR_DEEP_ONE_UFOPEDIA - id: STR_DEEP_ONE_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_DEEP_ONE_AUTOPSY image_id: UP014.BDY text: STR_DEEP_ONE_AUTOPSY_UFOPEDIA - id: STR_BIODRONE type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_BIODRONE image_id: UP070.BDY text: STR_BIODRONE_UFOPEDIA - id: STR_BIODRONE_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_BIODRONE_AUTOPSY image_id: UP071.BDY text: STR_BIODRONE_AUTOPSY_UFOPEDIA - id: STR_TENTACULAT type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_TENTACULAT image_id: UP015.BDY text: STR_TENTACULAT_UFOPEDIA - id: STR_TENTACULAT_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_TENTACULAT_AUTOPSY image_id: UP016.BDY text: STR_TENTACULAT_AUTOPSY_UFOPEDIA - id: STR_TRISCENE type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_TRISCENE image_id: UP017.BDY text: STR_TRISCENE_UFOPEDIA - id: STR_TRISCENE_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_TRISCENE_AUTOPSY image_id: UP029.BDY text: STR_TRISCENE_AUTOPSY_UFOPEDIA - id: STR_HALLUCINOID type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_HALLUCINOID image_id: UP018.BDY text: STR_HALLUCINOID_UFOPEDIA - id: STR_HALLUCINOID_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_HALLUCINOID_AUTOPSY image_id: UP019.BDY text: STR_HALLUCINOID_AUTOPSY_UFOPEDIA - id: STR_XARQUID type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_XARQUID image_id: UP020.BDY text: STR_XARQUID_UFOPEDIA - id: STR_XARQUID_AUTOPSY type_id: 10 section: STR_ALIEN_LIFE_FORMS requires: - STR_XARQUID_AUTOPSY image_id: UP021.BDY text: STR_XARQUID_AUTOPSY_UFOPEDIA - id: STR_ALIEN_ORIGINS type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_ORIGINS text: STR_ALIEN_ORIGINS_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_THE_ULTIMATE_THREAT type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_THE_ULTIMATE_THREAT text: STR_THE_ULTIMATE_THREAT_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_TLETH_THE_ALIEN_CITY type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_TLETH_ALIEN_CITY text: STR_TLETH_THE_ALIEN_CITY_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_PROBE_MISSION type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_PROBE_MISSION text: STR_ALIEN_PROBE_MISSION_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_INTERDICTION type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_INTERDICTION text: STR_ALIEN_INTERDICTION_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_RESOURCE_RAID type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_RESOURCE_RAID text: STR_ALIEN_RESOURCE_RAID_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_INFILTRATION type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_INFILTRATION text: STR_ALIEN_INFILTRATION_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_BASE type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_BASE text: STR_ALIEN_BASE_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_SURFACE_ATTACK type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_SURFACE_ATTACK text: STR_ALIEN_SURFACE_ATTACK_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_RETALIATION type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_RETALIATION text: STR_ALIEN_RETALIATION_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ALIEN_SUPPLY type_id: 10 section: STR_ALIEN_RESEARCH_UC requires: - STR_ALIEN_SUPPLY text: STR_ALIEN_SUPPLY_UFOPEDIA image_id: UP105.BDY text_width: 308 - id: STR_ION_BEAM_ACCELERATORS type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_ION_BEAM_ACCELERATORS image_id: UP059.BDY text: STR_ION_BEAM_ACCELERATORS_UFOPEDIA - id: STR_MAGNETIC_NAVIGATION type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_MAGNETIC_NAVIGATION image_id: UP060.BDY text: STR_MAGNETIC_NAVIGATION_UFOPEDIA - id: STR_ALIEN_SUB_CONSTRUCTION type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_SUB_CONSTRUCTION image_id: UP069.BDY text: STR_ALIEN_SUB_CONSTRUCTION_UFOPEDIA - id: STR_ALIEN_CRYOGENICS type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_CRYOGENICS image_id: UP061.BDY text: STR_ALIEN_CRYOGENICS_UFOPEDIA - id: STR_ALIEN_CLONING type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_CLONING image_id: UP062.BDY text: STR_ALIEN_CLONING_UFOPEDIA - id: STR_ALIEN_LEARNING_ARRAYS type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_LEARNING_ARRAYS image_id: UP063.BDY text: STR_ALIEN_LEARNING_ARRAYS_UFOPEDIA - id: STR_ALIEN_IMPLANTER type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_ALIEN_IMPLANTER image_id: UP064.BDY text: STR_ALIEN_IMPLANTER_UFOPEDIA - id: STR_EXAMINATION_ROOM type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_EXAMINATION_ROOM image_id: UP065.BDY text: STR_EXAMINATION_ROOM_UFOPEDIA - id: STR_AQUA_PLASTICS type_id: 10 section: STR_UFO_COMPONENTS requires: - STR_AQUA_PLASTICS image_id: UP066.BDY text: STR_AQUA_PLASTICS_UFOPEDIA - id: STR_SURVEY_SHIP type_id: 17 section: STR_UFOS requires: - STR_SURVEY_SHIP text: STR_SURVEY_SHIP_UFOPEDIA image_id: UP093.BDY - id: STR_ESCORT type_id: 17 section: STR_UFOS requires: - STR_ESCORT text: STR_ESCORT_UFOPEDIA image_id: UP094.BDY - id: STR_CRUISER type_id: 17 section: STR_UFOS requires: - STR_CRUISER text: STR_CRUISER_UFOPEDIA image_id: UP095.BDY - id: STR_HEAVY_CRUISER type_id: 17 section: STR_UFOS requires: - STR_HEAVY_CRUISER text: STR_HEAVY_CRUISER_UFOPEDIA image_id: UP096.BDY - id: STR_HUNTER type_id: 17 section: STR_UFOS requires: - STR_HUNTER text: STR_HUNTER_UFOPEDIA image_id: UP097.BDY - id: STR_BATTLESHIP type_id: 17 section: STR_UFOS requires: - STR_BATTLESHIP text: STR_BATTLESHIP_UFOPEDIA image_id: UP098.BDY - id: STR_DREADNOUGHT type_id: 17 section: STR_UFOS requires: - STR_DREADNOUGHT text: STR_DREADNOUGHT_UFOPEDIA image_id: UP099.BDY - id: STR_FLEET_SUPPLY_CRUISER type_id: 17 section: STR_UFOS requires: - STR_FLEET_SUPPLY_CRUISER text: STR_FLEET_SUPPLY_CRUISER_UFOPEDIA image_id: UP100.BDY ================================================ FILE: bin/standard/xcom2/ufos.rul ================================================ ufos: #done - type: STR_SURVEY_SHIP size: STR_VERY_SMALL sprite: 0 damageMax: 60 speedMax: 2000 power: 0 range: 0 score: 50 reload: 56 breakOffTime: 200 battlescapeTerrainData: name: UFO01 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO01 width: 10 length: 10 - type: STR_ESCORT size: STR_SMALL sprite: 1 damageMax: 300 speedMax: 2800 power: 30 range: 13 score: 75 reload: 56 breakOffTime: 250 battlescapeTerrainData: name: UFO02 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO02 width: 10 length: 10 items: STR_ZRBITE: - [2, 2, 0] - type: STR_CRUISER size: STR_SMALL sprite: 2 damageMax: 300 speedMax: 2600 power: 25 range: 35 score: 125 reload: 48 breakOffTime: 300 battlescapeTerrainData: name: UFO03 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO03 width: 20 length: 20 items: STR_ZRBITE: - [10, 3, 0] - type: STR_HEAVY_CRUISER size: STR_MEDIUM_UC sprite: 3 damageMax: 450 speedMax: 3800 power: 60 range: 20 score: 250 reload: 48 breakOffTime: 500 battlescapeTerrainData: name: UFO04 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO04 width: 20 length: 20 items: STR_ZRBITE: - [5, 8, 0] - [3, 8, 0] - type: STR_HUNTER size: STR_MEDIUM_UC sprite: 4 damageMax: 500 speedMax: 4500 power: 50 range: 18 score: 250 reload: 32 breakOffTime: 500 battlescapeTerrainData: name: UFO05 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO05 width: 20 length: 20 items: STR_ZRBITE: - [9, 3, 1] - [10, 3, 1] - type: STR_BATTLESHIP size: STR_LARGE sprite: 7 damageMax: 1400 speedMax: 4200 power: 120 range: 50 score: 500 reload: 24 breakOffTime: 2000 battlescapeTerrainData: name: UFO06 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO06 width: 20 length: 30 items: STR_ZRBITE: - [8, 12, 0] - [9, 14, 0] - [6, 14, 1] - [5, 15, 1] - type: STR_DREADNOUGHT size: STR_VERY_LARGE sprite: 6 damageMax: 3400 speedMax: 4800 power: 140 range: 60 score: 700 reload: 24 breakOffTime: 4000 battlescapeTerrainData: name: UFO07 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO07 width: 30 length: 30 items: STR_ZRBITE: - [17, 2, 0] - [16, 3, 0] - [3, 12, 0] - [26, 12, 0] - type: STR_FLEET_SUPPLY_CRUISER size: STR_LARGE sprite: 5 damageMax: 2000 speedMax: 3400 power: 70 range: 38 score: 400 reload: 24 breakOffTime: 3000 battlescapeTerrainData: name: UFO08 mapDataSets: - BLANKS - UEXT2 - UEXT3 - UINT1 - UINT2 - UINT3 mapBlocks: - name: UFO08 width: 20 length: 30 items: STR_ZRBITE: - [11, 2, 0] - [10, 3, 0] - [8, 2, 0] ================================================ FILE: bin/standard/xcom2/units.rul ================================================ units: #done - type: STR_AQUATOID_SOLDIER race: STR_AQUATOID rank: STR_LIVE_SOLDIER stats: tu: 54 stamina: 90 health: 30 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 35 psiSkill: 0 melee: 76 armor: AQUATOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 50 intelligence: 3 aggression: 2 - type: STR_AQUATOID_SQUAD_LEADER race: STR_AQUATOID rank: STR_LIVE_SQUAD_LEADER stats: tu: 54 stamina: 90 health: 35 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 35 psiSkill: 0 melee: 76 armor: AQUATOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 50 intelligence: 4 aggression: 2 - type: STR_AQUATOID_TECHNICIAN race: STR_AQUATOID rank: STR_LIVE_TECHNICIAN stats: tu: 54 stamina: 90 health: 35 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 30 psiStrength: 40 psiSkill: 25 melee: 76 armor: AQUATOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 50 intelligence: 5 aggression: 2 - type: STR_AQUATOID_MEDIC race: STR_AQUATOID rank: STR_LIVE_MEDIC stats: tu: 54 stamina: 90 health: 35 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 35 psiStrength: 40 psiSkill: 0 melee: 76 armor: AQUATOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 50 intelligence: 6 aggression: 2 - type: STR_AQUATOID_NAVIGATOR race: STR_AQUATOID rank: STR_LIVE_NAVIGATOR stats: tu: 54 stamina: 100 health: 35 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 40 psiStrength: 40 psiSkill: 30 melee: 76 armor: AQUATOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 50 intelligence: 7 aggression: 1 - type: STR_AQUATOID_COMMANDER race: STR_AQUATOID rank: STR_LIVE_COMMANDER stats: tu: 54 stamina: 100 health: 35 bravery: 80 reactions: 63 firing: 52 throwing: 58 strength: 40 psiStrength: 50 psiSkill: 50 melee: 76 armor: AQUATOID_ARMOR0 standHeight: 16 kneelHeight: 12 value: 10 deathSound: 50 intelligence: 8 aggression: 0 - type: STR_GILLMAN_SOLDIER race: STR_GILLMAN rank: STR_LIVE_SOLDIER stats: tu: 40 stamina: 80 health: 45 bravery: 90 reactions: 45 firing: 45 throwing: 50 strength: 47 psiStrength: 30 psiSkill: 0 melee: 54 armor: GILLMAN_ARMOR0 standHeight: 20 kneelHeight: 12 value: 15 deathSound: 51 intelligence: 2 aggression: 2 - type: STR_GILLMAN_SQUAD_LEADER race: STR_GILLMAN rank: STR_LIVE_SQUAD_LEADER stats: tu: 45 stamina: 80 health: 50 bravery: 80 reactions: 45 firing: 49 throwing: 54 strength: 47 psiStrength: 30 psiSkill: 0 melee: 54 armor: GILLMAN_ARMOR0 standHeight: 20 kneelHeight: 12 value: 17 deathSound: 51 intelligence: 2 aggression: 2 - type: STR_GILLMAN_TECHNICIAN race: STR_GILLMAN rank: STR_LIVE_TECHNICIAN stats: tu: 45 stamina: 80 health: 55 bravery: 80 reactions: 50 firing: 54 throwing: 58 strength: 50 psiStrength: 30 psiSkill: 0 melee: 54 armor: GILLMAN_ARMOR0 standHeight: 20 kneelHeight: 12 value: 20 deathSound: 51 intelligence: 3 aggression: 2 - type: STR_GILLMAN_COMMANDER race: STR_GILLMAN rank: STR_LIVE_COMMANDER stats: tu: 50 stamina: 80 health: 60 bravery: 80 reactions: 53 firing: 58 throwing: 65 strength: 52 psiStrength: 35 psiSkill: 50 melee: 54 armor: GILLMAN_ARMOR0 standHeight: 20 kneelHeight: 12 value: 20 deathSound: 51 intelligence: 4 aggression: 1 - type: STR_TASOTH_SOLDIER race: STR_TASOTH rank: STR_LIVE_SOLDIER stats: tu: 56 stamina: 100 health: 125 bravery: 60 reactions: 80 firing: 54 throwing: 62 strength: 70 psiStrength: 30 psiSkill: 0 melee: 78 armor: TASOTH_ARMOR0 standHeight: 22 kneelHeight: 14 value: 18 deathSound: 54 intelligence: 4 aggression: 2 - type: STR_TASOTH_SQUAD_LEADER race: STR_TASOTH rank: STR_LIVE_SQUAD_LEADER stats: tu: 66 stamina: 100 health: 135 bravery: 80 reactions: 80 firing: 65 throwing: 62 strength: 70 psiStrength: 50 psiSkill: 40 melee: 78 armor: TASOTH_ARMOR0 standHeight: 22 kneelHeight: 14 value: 22 deathSound: 54 intelligence: 8 aggression: 2 - type: STR_LOBSTERMAN_SOLDIER race: STR_LOBSTERMAN rank: STR_LIVE_SOLDIER stats: tu: 56 stamina: 90 health: 90 bravery: 90 reactions: 60 firing: 54 throwing: 62 strength: 70 psiStrength: 35 psiSkill: 0 melee: 78 armor: LOBSTERMAN_ARMOR0 standHeight: 22 kneelHeight: 14 value: 20 deathSound: 53 intelligence: 2 aggression: 2 meleeWeapon: STR_LOBSTERMAN_MELEE_WEAPON moveSound: 63 - type: STR_LOBSTERMAN_SQUAD_LEADER race: STR_LOBSTERMAN rank: STR_LIVE_SQUAD_LEADER stats: tu: 66 stamina: 90 health: 110 bravery: 80 reactions: 65 firing: 54 throwing: 62 strength: 70 psiStrength: 35 psiSkill: 0 melee: 78 armor: LOBSTERMAN_ARMOR0 standHeight: 22 kneelHeight: 14 value: 25 deathSound: 53 intelligence: 3 aggression: 2 meleeWeapon: STR_LOBSTERMAN_MELEE_WEAPON moveSound: 63 - type: STR_LOBSTERMAN_TECHNICIAN race: STR_LOBSTERMAN rank: STR_LIVE_TECHNICIAN stats: tu: 70 stamina: 95 health: 115 bravery: 80 reactions: 70 firing: 54 throwing: 62 strength: 70 psiStrength: 35 psiSkill: 0 melee: 78 armor: LOBSTERMAN_ARMOR1 standHeight: 22 kneelHeight: 14 value: 30 deathSound: 53 intelligence: 4 aggression: 2 meleeWeapon: STR_LOBSTERMAN_MELEE_WEAPON moveSound: 63 - type: STR_LOBSTERMAN_NAVIGATOR race: STR_LOBSTERMAN rank: STR_LIVE_NAVIGATOR stats: tu: 74 stamina: 95 health: 120 bravery: 80 reactions: 75 firing: 54 throwing: 62 strength: 70 psiStrength: 40 psiSkill: 0 melee: 78 armor: LOBSTERMAN_ARMOR1 standHeight: 22 kneelHeight: 14 value: 35 deathSound: 53 intelligence: 6 aggression: 1 meleeWeapon: STR_LOBSTERMAN_MELEE_WEAPON moveSound: 63 - type: STR_LOBSTERMAN_COMMANDER race: STR_LOBSTERMAN rank: STR_LIVE_COMMANDER stats: tu: 76 stamina: 100 health: 125 bravery: 80 reactions: 80 firing: 54 throwing: 62 strength: 70 psiStrength: 50 psiSkill: 0 melee: 78 armor: LOBSTERMAN_ARMOR2 standHeight: 22 kneelHeight: 14 value: 40 deathSound: 53 intelligence: 8 aggression: 1 meleeWeapon: STR_LOBSTERMAN_MELEE_WEAPON moveSound: 63 - type: STR_DEEP_ONE_TERRORIST race: STR_DEEP_ONE rank: STR_LIVE_TERRORIST stats: tu: 50 stamina: 90 health: 35 bravery: 90 reactions: 55 firing: 50 throwing: 58 strength: 40 psiStrength: 50 psiSkill: 0 melee: 70 armor: DEEP_ONE_ARMOR0 standHeight: 21 kneelHeight: 16 value: 12 deathSound: 56 intelligence: 4 aggression: 2 livingWeapon: true - type: STR_TRISCENE_TERRORIST race: STR_TRISCENE rank: STR_LIVE_TERRORIST stats: tu: 72 stamina: 90 health: 158 bravery: 90 reactions: 69 firing: 80 throwing: 80 strength: 120 psiStrength: 100 psiSkill: 0 melee: 80 armor: TRISCENE_ARMOR0 standHeight: 23 kneelHeight: 16 value: 25 deathSound: 58 intelligence: 3 aggression: 2 livingWeapon: true builtInWeapons: - STR_TRISCENE_MELEE_WEAPON - STR_TRIBIO_SONIC_WEAPON moveSound: 62 - type: STR_XARQUID_TERRORIST race: STR_XARQUID rank: STR_LIVE_TERRORIST stats: tu: 40 stamina: 80 health: 114 bravery: 90 reactions: 50 firing: 65 throwing: 50 strength: 70 psiStrength: 100 psiSkill: 0 melee: 50 armor: XARQUID_ARMOR0 standHeight: 23 floatHeight: 2 kneelHeight: 13 value: 30 deathSound: 60 intelligence: 4 aggression: 2 livingWeapon: true moveSound: 65 - type: STR_CALCINITE_TERRORIST race: STR_CALCINITE rank: STR_LIVE_TERRORIST stats: tu: 68 stamina: 96 health: 55 bravery: 90 reactions: 75 firing: 74 throwing: 80 strength: 110 psiStrength: 90 psiSkill: 0 melee: 85 armor: CALCINITE_ARMOR0 standHeight: 20 kneelHeight: 15 value: 20 deathSound: 55 intelligence: 5 aggression: 2 livingWeapon: true - type: STR_TENTACULAT_TERRORIST race: STR_TENTACULAT rank: STR_LIVE_TERRORIST stats: tu: 99 stamina: 140 health: 96 bravery: 110 reactions: 90 firing: 50 throwing: 50 strength: 100 psiStrength: 100 psiSkill: 0 melee: 80 armor: TENTACULAT_ARMOR0 standHeight: 22 floatHeight: 2 kneelHeight: 18 value: 25 deathSound: 52 intelligence: 8 aggression: 2 zombieUnit: STR_ZOMBIE livingWeapon: true moveSound: 64 - type: STR_HALLUCINOID_TERRORIST race: STR_HALLUCINOID rank: STR_LIVE_TERRORIST stats: tu: 62 stamina: 90 health: 120 bravery: 100 reactions: 90 firing: 80 throwing: 80 strength: 90 psiStrength: 90 psiSkill: 0 melee: 90 armor: HALLUCINOID_ARMOR0 standHeight: 23 floatHeight: 2 kneelHeight: 18 value: 35 deathSound: 59 intelligence: 7 aggression: 2 livingWeapon: true moveSound: 65 - type: STR_BIODRONE_TERRORIST race: STR_BIODRONE rank: STR_LIVE_TERRORIST stats: tu: 80 stamina: 120 health: 140 bravery: 100 reactions: 40 firing: 90 throwing: 0 strength: 120 psiStrength: 90 psiSkill: 0 melee: 1 # vanilla TFTD had this value as 0, but it would still have a 0.89999% chance to hit with an attack. armor: BIODRONE_ARMOR0 standHeight: 17 floatHeight: 2 kneelHeight: 12 value: 25 deathSound: 57 intelligence: 7 aggression: 2 specab: 3 livingWeapon: true builtInWeapons: - STR_BIODRONE_MELEE_WEAPON - STR_TRIBIO_SONIC_WEAPON moveSound: 66 - type: STR_ZOMBIE race: STR_ZOMBIE rank: STR_LIVE_TERRORIST stats: tu: 40 stamina: 110 health: 84 bravery: 110 reactions: 40 firing: 0 throwing: 0 strength: 120 psiStrength: 90 psiSkill: 0 melee: 80 armor: ZOMBIE_ARMOR standHeight: 18 kneelHeight: 18 value: 18 # Zombies are silent on death, no deathSound intelligence: 3 aggression: 2 spawnUnit: STR_TENTACULAT_TERRORIST livingWeapon: true # needs more civilian types. - type: MALE_CIVILIAN race: STR_CIVILIAN stats: tu: 35 stamina: 65 health: 30 bravery: 80 reactions: 30 firing: 30 throwing: 50 strength: 20 psiStrength: 5 psiSkill: 0 melee: 50 armor: SURFER_ARMOR standHeight: 22 kneelHeight: 14 value: 30 intelligence: 1 deathSound: 48 - type: SAILOR_CIVILIAN race: STR_CIVILIAN stats: tu: 35 stamina: 65 health: 30 bravery: 80 reactions: 30 firing: 30 throwing: 50 strength: 20 psiStrength: 5 psiSkill: 0 melee: 50 armor: SAILOR_ARMOR standHeight: 22 kneelHeight: 14 value: 30 intelligence: 1 deathSound: 48 - type: DOCKER_CIVILIAN race: STR_CIVILIAN stats: tu: 35 stamina: 65 health: 30 bravery: 80 reactions: 30 firing: 30 throwing: 50 strength: 20 psiStrength: 5 psiSkill: 0 melee: 50 armor: DOCKER_ARMOR standHeight: 22 kneelHeight: 14 value: 30 intelligence: 1 deathSound: 48 - type: FEMALE_CIVILIAN race: STR_CIVILIAN stats: tu: 35 stamina: 65 health: 30 bravery: 80 reactions: 30 firing: 30 throwing: 50 strength: 20 psiStrength: 5 psiSkill: 0 melee: 50 armor: BIKINI_GIRL_ARMOR standHeight: 22 kneelHeight: 14 value: 30 intelligence: 1 deathSound: 48 - type: STR_COELACANTH_GAS_CANNON race: STR_COELACANTH_GAS_CANNON stats: tu: 70 stamina: 100 health: 90 bravery: 110 reactions: 20 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 armor: COELACANTH_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 57 moveSound: 12 energyRecovery: 50 - type: STR_COELACANTH_AQUA_JET race: STR_COELACANTH_AQUA_JET stats: tu: 70 stamina: 100 health: 90 bravery: 110 reactions: 20 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 armor: COELACANTH_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 57 moveSound: 12 energyRecovery: 50 - type: STR_COELACANTH_GAUSS race: STR_COELACANTH_GAUSS stats: tu: 70 stamina: 100 health: 90 bravery: 110 reactions: 20 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 armor: COELACANTH_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 57 moveSound: 12 energyRecovery: 50 - type: STR_DISPLACER_SONIC race: STR_DISPLACER_SONIC stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 armor: DISPLACER_ARMOR standHeight: 16 kneelHeight: 16 value: 20 deathSound: 57 moveSound: 66 energyRecovery: 50 - type: STR_DISPLACER_PWT race: STR_DISPLACER_PWT stats: tu: 100 stamina: 100 health: 90 bravery: 110 reactions: 30 firing: 60 throwing: 0 strength: 60 psiStrength: 100 psiSkill: 0 armor: DISPLACER_ARMOR standHeight: 16 kneelHeight: 16 value: 20 moveSound: 66 deathSound: 57 energyRecovery: 50 ================================================ FILE: bin/standard/xcom2/vars.rul ================================================ # X-COM 2 (Terror From The Deep) ruleset # For documentation on these values, see http://ufopaedia.org/index.php?title=Rulesets_(OpenXcom) startingTime: #done second: 0 minute: 0 hour: 12 weekday: 1 day: 1 month: 1 year: 2040 costEngineer: 25000 costScientist: 30000 timePersonnel: 72 initialFunding: 6000 alienFuel: [STR_ZRBITE, 50] fontName: Font.dat constants: #done doorSound: 47 slidingDoorSound: 46 slidingDoorClose: -1 smallExplosion: 30 largeExplosion: 29 itemDrop: 44 itemThrow: 42 itemReload: 45 walkOffset: 0 flyingSound: 66 buttonPress: 0 windowPopup: [1, 1, 1] ufoFire: 5 ufoHit: 4 ufoExplode: 3 ufoCrash: 2 interceptorHit: 2 interceptorExplode: 2 explosionOffset: 8 smokeOffset: 56 underwaterSmokeOffset: 8 basescapeCursor: 42 graphsCursor: 144 goodDebriefingMusic: GMDEBGOO badDebriefingMusic: GMDEBPOR soundDefs: #done: double check explosions. - type: GEO.CAT file: SAMPLE.CAT sounds: # UI sounds: press and popup - 120 - 98 # ufo hit interceptor/ufo crash/interceptor crash, ufo explode, interceptor hit ufo, ufo fire - 27 - 28 - 31 - 37 # craft weapon sounds: ajax, dup, cannon, pwt, gauss, plasma - 14 - 15 - 33 - 97 - 37 - 18 # base defenses: torpedo, gauss, sonic, pwt - 13 - 14 - 15 - 24 - type: BATTLE.CAT file: SAMPLE.CAT soundRanges: - [49, 96] - [99, 117] sounds: [122] - type: BATTLE2.CAT file: SAMPLE.CAT soundRanges: - [0, 47] - [99, 117] sounds: [48] transparencyLUTs: #done - colors: - [ 8, 8, 12, 2 ] # "white" - [ 16, 8, 0, 2 ] # orange - [ 0, 12, 12, 2 ] # cyan - [ 4, 16, 4, 2 ] # green ================================================ FILE: cmake/modules/BuildType.cmake ================================================ # From https://raw.githubusercontent.com/OpenChemistry/tomviz/master/cmake/BuildType.cmake # Their project license is BSDL 3-Clause # Found via https://blog.kitware.com/cmake-and-the-default-build-type/ # # Set a default build type if none was specified set(default_build_type "Release") if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES) message(STATUS "Setting build type to '${default_build_type}' as none was specified.") set(CMAKE_BUILD_TYPE "${default_build_type}" CACHE STRING "Choose the type of build." FORCE) # Set the possible values of build type for cmake-gui set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS "Debug" "Release" "MinSizeRel" "RelWithDebInfo") endif() ================================================ FILE: cmake/modules/Description.txt ================================================ OpenXcom is an open-source clone of the popular UFO: Enemy Unknown (X-COM: UFO Defense in USA) turn-based strategy game by MicroProse. It is written in C++/SDL and licensed under the GPL3. OpenXcom requires game resources from the original game (DOS, Windows or Steam version). ================================================ FILE: cmake/modules/NSIS.template.in ================================================ ; CPack install script designed for a nmake build ;-------------------------------- ; You must define these values !define VERSION "@CPACK_PACKAGE_VERSION@" !define PATCH "@CPACK_PACKAGE_VERSION_PATCH@" !define INST_DIR "@CPACK_TEMPORARY_DIRECTORY@" ;-------------------------------- ;Variables Var MUI_TEMP Var STARTMENU_FOLDER Var SV_ALLUSERS Var START_MENU Var DO_NOT_ADD_TO_PATH Var ADD_TO_PATH_ALL_USERS Var ADD_TO_PATH_CURRENT_USER Var INSTALL_DESKTOP Var IS_DEFAULT_INSTALLDIR Var UFODIR ;-------------------------------- ;Include Modern UI !include "MUI.nsh" !include "FileFunc.nsh" ;Default installation folder InstallDir "@CPACK_NSIS_INSTALL_ROOT@\@CPACK_PACKAGE_INSTALL_DIRECTORY@" ;-------------------------------- ;General ;Name and file Name "@CPACK_NSIS_PACKAGE_NAME@" !define GAME_NAME "@CPACK_NSIS_PACKAGE_NAME@" OutFile "@CPACK_TOPLEVEL_DIRECTORY@/@CPACK_OUTPUT_FILE_NAME@" ;Set compression SetCompressor @CPACK_NSIS_COMPRESSOR@ @CPACK_NSIS_DEFINES@ !include Sections.nsh ;--- Component support macros: --- ; The code for the add/remove functionality is from: ; http://nsis.sourceforge.net/Add/Remove_Functionality ; It has been modified slightly and extended to provide ; inter-component dependencies. Var AR_SecFlags Var AR_RegFlags @CPACK_NSIS_SECTION_SELECTED_VARS@ ; Loads the "selected" flag for the section named SecName into the ; variable VarName. !macro LoadSectionSelectedIntoVar SecName VarName SectionGetFlags ${${SecName}} $${VarName} IntOp $${VarName} $${VarName} & ${SF_SELECTED} ;Turn off all other bits !macroend ; Loads the value of a variable... can we get around this? !macro LoadVar VarName IntOp $R0 0 + $${VarName} !macroend ; Sets the value of a variable !macro StoreVar VarName IntValue IntOp $${VarName} 0 + ${IntValue} !macroend !macro InitSection SecName ; This macro reads component installed flag from the registry and ;changes checked state of the section on the components page. ;Input: section index constant name specified in Section command. ClearErrors ;Reading component status from registry ReadRegDWORD $AR_RegFlags HKLM "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@\Components\${SecName}" "Installed" IfErrors "default_${SecName}" ;Status will stay default if registry value not found ;(component was never installed) IntOp $AR_RegFlags $AR_RegFlags & ${SF_SELECTED} ;Turn off all other bits SectionGetFlags ${${SecName}} $AR_SecFlags ;Reading default section flags IntOp $AR_SecFlags $AR_SecFlags & 0xFFFE ;Turn lowest (enabled) bit off IntOp $AR_SecFlags $AR_RegFlags | $AR_SecFlags ;Change lowest bit ; Note whether this component was installed before !insertmacro StoreVar ${SecName}_was_installed $AR_RegFlags IntOp $R0 $AR_RegFlags & $AR_RegFlags ;Writing modified flags SectionSetFlags ${${SecName}} $AR_SecFlags "default_${SecName}:" !insertmacro LoadSectionSelectedIntoVar ${SecName} ${SecName}_selected !macroend !macro FinishSection SecName ; This macro reads section flag set by user and removes the section ;if it is not selected. ;Then it writes component installed flag to registry ;Input: section index constant name specified in Section command. SectionGetFlags ${${SecName}} $AR_SecFlags ;Reading section flags ;Checking lowest bit: IntOp $AR_SecFlags $AR_SecFlags & ${SF_SELECTED} IntCmp $AR_SecFlags 1 "leave_${SecName}" ;Section is not selected: ;Calling Section uninstall macro and writing zero installed flag !insertmacro "Remove_${${SecName}}" WriteRegDWORD HKLM "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@\Components\${SecName}" \ "Installed" 0 Goto "exit_${SecName}" "leave_${SecName}:" ;Section is selected: WriteRegDWORD HKLM "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@\Components\${SecName}" \ "Installed" 1 "exit_${SecName}:" !macroend !macro RemoveSection SecName ; This macro is used to call section's Remove_... macro ;from the uninstaller. ;Input: section index constant name specified in Section command. !insertmacro "Remove_${${SecName}}" !macroend ; Determine whether the selection of SecName changed !macro MaybeSelectionChanged SecName !insertmacro LoadVar ${SecName}_selected SectionGetFlags ${${SecName}} $R1 IntOp $R1 $R1 & ${SF_SELECTED} ;Turn off all other bits ; See if the status has changed: IntCmp $R0 $R1 "${SecName}_unchanged" !insertmacro LoadSectionSelectedIntoVar ${SecName} ${SecName}_selected IntCmp $R1 ${SF_SELECTED} "${SecName}_was_selected" !insertmacro "Deselect_required_by_${SecName}" goto "${SecName}_unchanged" "${SecName}_was_selected:" !insertmacro "Select_${SecName}_depends" "${SecName}_unchanged:" !macroend ;--- End of Add/Remove macros --- ;-------------------------------- ;Interface Settings !define MUI_HEADERIMAGE !define MUI_ABORTWARNING ;-------------------------------- ; path functions !verbose 3 !include "WinMessages.NSH" !verbose 4 ;---------------------------------------- ; based upon a script of "Written by KiCHiK 2003-01-18 05:57:02" ;---------------------------------------- !verbose 3 !include "WinMessages.NSH" !verbose 4 ;==================================================== ; get_NT_environment ; Returns: the selected environment ; Output : head of the stack ;==================================================== !macro select_NT_profile UN Function ${UN}select_NT_profile StrCmp $ADD_TO_PATH_ALL_USERS "1" 0 environment_single DetailPrint "Selected environment for all users" Push "all" Return environment_single: DetailPrint "Selected environment for current user only." Push "current" Return FunctionEnd !macroend !insertmacro select_NT_profile "" !insertmacro select_NT_profile "un." ;---------------------------------------------------- !define NT_current_env 'HKCU "Environment"' !define NT_all_env 'HKLM "SYSTEM\CurrentControlSet\Control\Session Manager\Environment"' !ifndef WriteEnvStr_RegKey !ifdef ALL_USERS !define WriteEnvStr_RegKey \ 'HKLM "SYSTEM\CurrentControlSet\Control\Session Manager\Environment"' !else !define WriteEnvStr_RegKey 'HKCU "Environment"' !endif !endif ; AddToPath - Adds the given dir to the search path. ; Input - head of the stack ; Note - Win9x systems requires reboot Function AddToPath Exch $0 Push $1 Push $2 Push $3 # don't add if the path doesn't exist IfFileExists "$0\*.*" "" AddToPath_done ReadEnvStr $1 PATH ; if the path is too long for a NSIS variable NSIS will return a 0 ; length string. If we find that, then warn and skip any path ; modification as it will trash the existing path. StrLen $2 $1 IntCmp $2 0 CheckPathLength_ShowPathWarning CheckPathLength_Done CheckPathLength_Done CheckPathLength_ShowPathWarning: Messagebox MB_OK|MB_ICONEXCLAMATION "Warning! PATH too long installer unable to modify PATH!" Goto AddToPath_done CheckPathLength_Done: Push "$1;" Push "$0;" Call StrStr Pop $2 StrCmp $2 "" "" AddToPath_done Push "$1;" Push "$0\;" Call StrStr Pop $2 StrCmp $2 "" "" AddToPath_done GetFullPathName /SHORT $3 $0 Push "$1;" Push "$3;" Call StrStr Pop $2 StrCmp $2 "" "" AddToPath_done Push "$1;" Push "$3\;" Call StrStr Pop $2 StrCmp $2 "" "" AddToPath_done Call IsNT Pop $1 StrCmp $1 1 AddToPath_NT ; Not on NT StrCpy $1 $WINDIR 2 FileOpen $1 "$1\autoexec.bat" a FileSeek $1 -1 END FileReadByte $1 $2 IntCmp $2 26 0 +2 +2 # DOS EOF FileSeek $1 -1 END # write over EOF FileWrite $1 "$\r$\nSET PATH=%PATH%;$3$\r$\n" FileClose $1 SetRebootFlag true Goto AddToPath_done AddToPath_NT: StrCmp $ADD_TO_PATH_ALL_USERS "1" ReadAllKey ReadRegStr $1 ${NT_current_env} "PATH" Goto DoTrim ReadAllKey: ReadRegStr $1 ${NT_all_env} "PATH" DoTrim: StrCmp $1 "" AddToPath_NTdoIt Push $1 Call Trim Pop $1 StrCpy $0 "$1;$0" AddToPath_NTdoIt: StrCmp $ADD_TO_PATH_ALL_USERS "1" WriteAllKey WriteRegExpandStr ${NT_current_env} "PATH" $0 Goto DoSend WriteAllKey: WriteRegExpandStr ${NT_all_env} "PATH" $0 DoSend: SendMessage ${HWND_BROADCAST} ${WM_WININICHANGE} 0 "STR:Environment" /TIMEOUT=5000 AddToPath_done: Pop $3 Pop $2 Pop $1 Pop $0 FunctionEnd ; RemoveFromPath - Remove a given dir from the path ; Input: head of the stack Function un.RemoveFromPath Exch $0 Push $1 Push $2 Push $3 Push $4 Push $5 Push $6 IntFmt $6 "%c" 26 # DOS EOF Call un.IsNT Pop $1 StrCmp $1 1 unRemoveFromPath_NT ; Not on NT StrCpy $1 $WINDIR 2 FileOpen $1 "$1\autoexec.bat" r GetTempFileName $4 FileOpen $2 $4 w GetFullPathName /SHORT $0 $0 StrCpy $0 "SET PATH=%PATH%;$0" Goto unRemoveFromPath_dosLoop unRemoveFromPath_dosLoop: FileRead $1 $3 StrCpy $5 $3 1 -1 # read last char StrCmp $5 $6 0 +2 # if DOS EOF StrCpy $3 $3 -1 # remove DOS EOF so we can compare StrCmp $3 "$0$\r$\n" unRemoveFromPath_dosLoopRemoveLine StrCmp $3 "$0$\n" unRemoveFromPath_dosLoopRemoveLine StrCmp $3 "$0" unRemoveFromPath_dosLoopRemoveLine StrCmp $3 "" unRemoveFromPath_dosLoopEnd FileWrite $2 $3 Goto unRemoveFromPath_dosLoop unRemoveFromPath_dosLoopRemoveLine: SetRebootFlag true Goto unRemoveFromPath_dosLoop unRemoveFromPath_dosLoopEnd: FileClose $2 FileClose $1 StrCpy $1 $WINDIR 2 Delete "$1\autoexec.bat" CopyFiles /SILENT $4 "$1\autoexec.bat" Delete $4 Goto unRemoveFromPath_done unRemoveFromPath_NT: StrCmp $ADD_TO_PATH_ALL_USERS "1" unReadAllKey ReadRegStr $1 ${NT_current_env} "PATH" Goto unDoTrim unReadAllKey: ReadRegStr $1 ${NT_all_env} "PATH" unDoTrim: StrCpy $5 $1 1 -1 # copy last char StrCmp $5 ";" +2 # if last char != ; StrCpy $1 "$1;" # append ; Push $1 Push "$0;" Call un.StrStr ; Find `$0;` in $1 Pop $2 ; pos of our dir StrCmp $2 "" unRemoveFromPath_done ; else, it is in path # $0 - path to add # $1 - path var StrLen $3 "$0;" StrLen $4 $2 StrCpy $5 $1 -$4 # $5 is now the part before the path to remove StrCpy $6 $2 "" $3 # $6 is now the part after the path to remove StrCpy $3 $5$6 StrCpy $5 $3 1 -1 # copy last char StrCmp $5 ";" 0 +2 # if last char == ; StrCpy $3 $3 -1 # remove last char StrCmp $ADD_TO_PATH_ALL_USERS "1" unWriteAllKey WriteRegExpandStr ${NT_current_env} "PATH" $3 Goto unDoSend unWriteAllKey: WriteRegExpandStr ${NT_all_env} "PATH" $3 unDoSend: SendMessage ${HWND_BROADCAST} ${WM_WININICHANGE} 0 "STR:Environment" /TIMEOUT=5000 unRemoveFromPath_done: Pop $6 Pop $5 Pop $4 Pop $3 Pop $2 Pop $1 Pop $0 FunctionEnd ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Uninstall sutff ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ########################################### # Utility Functions # ########################################### ;==================================================== ; IsNT - Returns 1 if the current system is NT, 0 ; otherwise. ; Output: head of the stack ;==================================================== ; IsNT ; no input ; output, top of the stack = 1 if NT or 0 if not ; ; Usage: ; Call IsNT ; Pop $R0 ; ($R0 at this point is 1 or 0) !macro IsNT un Function ${un}IsNT Push $0 ReadRegStr $0 HKLM "SOFTWARE\Microsoft\Windows NT\CurrentVersion" CurrentVersion StrCmp $0 "" 0 IsNT_yes ; we are not NT. Pop $0 Push 0 Return IsNT_yes: ; NT!!! Pop $0 Push 1 FunctionEnd !macroend !insertmacro IsNT "" !insertmacro IsNT "un." ; StrStr ; input, top of stack = string to search for ; top of stack-1 = string to search in ; output, top of stack (replaces with the portion of the string remaining) ; modifies no other variables. ; ; Usage: ; Push "this is a long ass string" ; Push "ass" ; Call StrStr ; Pop $R0 ; ($R0 at this point is "ass string") !macro StrStr un Function ${un}StrStr Exch $R1 ; st=haystack,old$R1, $R1=needle Exch ; st=old$R1,haystack Exch $R2 ; st=old$R1,old$R2, $R2=haystack Push $R3 Push $R4 Push $R5 StrLen $R3 $R1 StrCpy $R4 0 ; $R1=needle ; $R2=haystack ; $R3=len(needle) ; $R4=cnt ; $R5=tmp loop: StrCpy $R5 $R2 $R3 $R4 StrCmp $R5 $R1 done StrCmp $R5 "" done IntOp $R4 $R4 + 1 Goto loop done: StrCpy $R1 $R2 "" $R4 Pop $R5 Pop $R4 Pop $R3 Pop $R2 Exch $R1 FunctionEnd !macroend !insertmacro StrStr "" !insertmacro StrStr "un." Function Trim ; Added by Pelaca Exch $R1 Push $R2 Loop: StrCpy $R2 "$R1" 1 -1 StrCmp "$R2" " " RTrim StrCmp "$R2" "$\n" RTrim StrCmp "$R2" "$\r" RTrim StrCmp "$R2" ";" RTrim GoTo Done RTrim: StrCpy $R1 "$R1" -1 Goto Loop Done: Pop $R2 Exch $R1 FunctionEnd Function ConditionalAddToRegisty Pop $0 Pop $1 StrCmp "$0" "" ConditionalAddToRegisty_EmptyString WriteRegStr SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" \ "$1" "$0" ;MessageBox MB_OK "Set Registry: '$1' to '$0'" DetailPrint "Set install registry entry: '$1' to '$0'" ConditionalAddToRegisty_EmptyString: FunctionEnd ;-------------------------------- !ifdef CPACK_USES_DOWNLOAD Function DownloadFile IfFileExists $INSTDIR\* +2 CreateDirectory $INSTDIR Pop $0 ; Skip if already downloaded IfFileExists $INSTDIR\$0 0 +2 Return StrCpy $1 "@CPACK_DOWNLOAD_SITE@" try_again: NSISdl::download "$1/$0" "$INSTDIR\$0" Pop $1 StrCmp $1 "success" success StrCmp $1 "Cancelled" cancel MessageBox MB_OK "Download failed: $1" cancel: Return success: FunctionEnd !endif ;-------------------------------- ; Installation types @CPACK_NSIS_INSTALLATION_TYPES@ ;-------------------------------- ; Component sections @CPACK_NSIS_COMPONENT_SECTIONS@ ;-------------------------------- ; Define some macro setting for the gui @CPACK_NSIS_INSTALLER_MUI_ICON_CODE@ @CPACK_NSIS_INSTALLER_ICON_CODE@ @CPACK_NSIS_INSTALLER_MUI_COMPONENTS_DESC@ @CPACK_NSIS_INSTALLER_MUI_FINISHPAGE_RUN_CODE@ ;-------------------------------- ;Pages ;Language strings LangString PAGE_UfoFolder ${LANG_ENGLISH} "${GAME_NAME} requires a copy of UFO: Enemy Unknown / X-Com: UFO Defense. You can skip this step if you're upgrading an existing installation.$\n$\nSetup will copy the required files from the following folder. To copy from a different folder, click Browse and select another folder. Click Next to continue." LangString PAGE_UfoFolder_TITLE ${LANG_ENGLISH} "Choose UFO Location" LangString PAGE_UfoFolder_SUBTITLE ${LANG_ENGLISH} "Choose the folder where you have UFO installed." LangString DEST_UfoFolder ${LANG_ENGLISH} "UFO Folder" !insertmacro MUI_PAGE_WELCOME !insertmacro MUI_PAGE_LICENSE "@CPACK_RESOURCE_FILE_LICENSE@" Page custom InstallOptionsPage ; UFO Folder Page Configuration !define MUI_PAGE_HEADER_TEXT $(PAGE_UfoFolder_TITLE) !define MUI_PAGE_HEADER_SUBTEXT $(PAGE_UfoFolder_SUBTITLE) !define MUI_DIRECTORYPAGE_TEXT_TOP $(PAGE_UfoFolder) !define MUI_DIRECTORYPAGE_TEXT_DESTINATION $(DEST_UfoFolder) !define MUI_DIRECTORYPAGE_VARIABLE $UFODIR !define MUI_DIRECTORYPAGE_VERIFYONLEAVE !insertmacro MUI_PAGE_DIRECTORY ;Start Menu Folder Page Configuration !define MUI_STARTMENUPAGE_REGISTRY_ROOT "SHCTX" !define MUI_STARTMENUPAGE_REGISTRY_KEY "Software\@CPACK_PACKAGE_VENDOR@\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" !define MUI_STARTMENUPAGE_REGISTRY_VALUENAME "Start Menu Folder" !insertmacro MUI_PAGE_STARTMENU Application $STARTMENU_FOLDER @CPACK_NSIS_PAGE_COMPONENTS@ !insertmacro MUI_PAGE_INSTFILES !insertmacro MUI_PAGE_FINISH !insertmacro MUI_UNPAGE_CONFIRM !insertmacro MUI_UNPAGE_INSTFILES ;-------------------------------- ;Languages !insertmacro MUI_LANGUAGE "English" ;first language is the default language ;-------------------------------- ;Reserve Files ;These files should be inserted before other files in the data block ;Keep these lines before any File command ;Only for solid compression (by default, solid compression is enabled for BZIP2 and LZMA) ReserveFile "NSIS.InstallOptions.ini" !insertmacro MUI_RESERVEFILE_INSTALLOPTIONS ;-------------------------------- ;Installer Sections Section "-Core installation" ;Use the entire tree produced by the INSTALL target. Keep the ;list of directories here in sync with the RMDir commands below. SetOutPath "$INSTDIR" @CPACK_NSIS_FULL_INSTALL@ ;Copy UFO files ${DirState} $UFODIR $R1 IntCmp $R1 -1 ufo_no CreateDirectory "$INSTDIR\bin\UFO\GEODATA" CopyFiles /SILENT "$UFODIR\GEODATA\*.*" "$INSTDIR\bin\UFO\GEODATA" CreateDirectory "$INSTDIR\bin\UFO\GEOGRAPH" CopyFiles /SILENT "$UFODIR\GEOGRAPH\*.*" "$INSTDIR\bin\UFO\GEOGRAPH" CreateDirectory "$INSTDIR\bin\UFO\MAPS" CopyFiles /SILENT "$UFODIR\MAPS\*.*" "$INSTDIR\bin\UFO\MAPS" CreateDirectory "$INSTDIR\bin\UFO\ROUTES" CopyFiles /SILENT "$UFODIR\ROUTES\*.*" "$INSTDIR\bin\UFO\ROUTES" CreateDirectory "$INSTDIR\bin\UFO\SOUND" CopyFiles /SILENT "$UFODIR\SOUND\*.*" "$INSTDIR\bin\UFO\SOUND" CreateDirectory "$INSTDIR\bin\UFO\TERRAIN" CopyFiles /SILENT "$UFODIR\TERRAIN\*.*" "$INSTDIR\bin\UFO\TERRAIN" CreateDirectory "$INSTDIR\bin\UFO\UFOGRAPH" CopyFiles /SILENT "$UFODIR\UFOGRAPH\*.*" "$INSTDIR\bin\UFO\UFOGRAPH" CreateDirectory "$INSTDIR\bin\UFO\UFOINTRO" CopyFiles /SILENT "$UFODIR\UFOINTRO\*.*" "$INSTDIR\bin\UFO\UFOINTRO" CreateDirectory "$INSTDIR\bin\UFO\UNITS" CopyFiles /SILENT "$UFODIR\UNITS\*.*" "$INSTDIR\bin\UFO\UNITS" ufo_no: ;Store installation folder WriteRegStr SHCTX "Software\@CPACK_PACKAGE_VENDOR@\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" "" $INSTDIR ;Create uninstaller WriteUninstaller "$INSTDIR\Uninstall.exe" Push "DisplayName" Push "@CPACK_NSIS_DISPLAY_NAME@" Call ConditionalAddToRegisty Push "DisplayVersion" Push "@CPACK_PACKAGE_VERSION@" Call ConditionalAddToRegisty Push "Publisher" Push "@CPACK_PACKAGE_VENDOR@" Call ConditionalAddToRegisty Push "UninstallString" Push "$INSTDIR\Uninstall.exe" Call ConditionalAddToRegisty Push "NoRepair" Push "1" Call ConditionalAddToRegisty !ifdef CPACK_NSIS_ADD_REMOVE ;Create add/remove functionality Push "ModifyPath" Push "$INSTDIR\AddRemove.exe" Call ConditionalAddToRegisty !else Push "NoModify" Push "1" Call ConditionalAddToRegisty !endif ; Optional registration Push "DisplayIcon" Push "$INSTDIR\@CPACK_NSIS_INSTALLED_ICON_NAME@" Call ConditionalAddToRegisty Push "HelpLink" Push "@CPACK_NSIS_HELP_LINK@" Call ConditionalAddToRegisty Push "URLInfoAbout" Push "@CPACK_NSIS_URL_INFO_ABOUT@" Call ConditionalAddToRegisty Push "Contact" Push "@CPACK_NSIS_CONTACT@" Call ConditionalAddToRegisty !insertmacro MUI_INSTALLOPTIONS_READ $INSTALL_DESKTOP "NSIS.InstallOptions.ini" "Field 5" "State" !insertmacro MUI_STARTMENU_WRITE_BEGIN Application ;Create shortcuts CreateDirectory "$SMPROGRAMS\$STARTMENU_FOLDER" @CPACK_NSIS_CREATE_ICONS@ @CPACK_NSIS_CREATE_ICONS_EXTRA@ CreateShortCut "$SMPROGRAMS\$STARTMENU_FOLDER\Uninstall.lnk" "$INSTDIR\Uninstall.exe" ;Read a value from an InstallOptions INI file !insertmacro MUI_INSTALLOPTIONS_READ $DO_NOT_ADD_TO_PATH "NSIS.InstallOptions.ini" "Field 2" "State" !insertmacro MUI_INSTALLOPTIONS_READ $ADD_TO_PATH_ALL_USERS "NSIS.InstallOptions.ini" "Field 3" "State" !insertmacro MUI_INSTALLOPTIONS_READ $ADD_TO_PATH_CURRENT_USER "NSIS.InstallOptions.ini" "Field 4" "State" ; Write special uninstall registry entries Push "StartMenu" Push "$STARTMENU_FOLDER" Call ConditionalAddToRegisty Push "DoNotAddToPath" Push "$DO_NOT_ADD_TO_PATH" Call ConditionalAddToRegisty Push "AddToPathAllUsers" Push "$ADD_TO_PATH_ALL_USERS" Call ConditionalAddToRegisty Push "AddToPathCurrentUser" Push "$ADD_TO_PATH_CURRENT_USER" Call ConditionalAddToRegisty Push "InstallToDesktop" Push "$INSTALL_DESKTOP" Call ConditionalAddToRegisty !insertmacro MUI_STARTMENU_WRITE_END @CPACK_NSIS_EXTRA_INSTALL_COMMANDS@ SectionEnd Section "-Add to path" Push $INSTDIR\bin StrCmp "@CPACK_NSIS_MODIFY_PATH@" "ON" 0 doNotAddToPath StrCmp $DO_NOT_ADD_TO_PATH "1" doNotAddToPath 0 Call AddToPath doNotAddToPath: SectionEnd ;-------------------------------- ; Create custom pages Function InstallOptionsPage !insertmacro MUI_HEADER_TEXT "Install Options" "Choose options for installing @CPACK_NSIS_PACKAGE_NAME@" !insertmacro MUI_INSTALLOPTIONS_DISPLAY "NSIS.InstallOptions.ini" FunctionEnd ;-------------------------------- ; determine admin versus local install Function un.onInit ClearErrors UserInfo::GetName IfErrors noLM Pop $0 UserInfo::GetAccountType Pop $1 StrCmp $1 "Admin" 0 +3 SetShellVarContext all ;MessageBox MB_OK 'User "$0" is in the Admin group' Goto done StrCmp $1 "Power" 0 +3 SetShellVarContext all ;MessageBox MB_OK 'User "$0" is in the Power Users group' Goto done noLM: ;Get installation folder from registry if available done: FunctionEnd ;--- Add/Remove callback functions: --- !macro SectionList MacroName ;This macro used to perform operation on multiple sections. ;List all of your components in following manner here. @CPACK_NSIS_COMPONENT_SECTION_LIST@ !macroend Section -FinishComponents ;Removes unselected components and writes component status to registry !insertmacro SectionList "FinishSection" !ifdef CPACK_NSIS_ADD_REMOVE ; Get the name of the installer executable System::Call 'kernel32::GetModuleFileNameA(i 0, t .R0, i 1024) i r1' StrCpy $R3 $R0 ; Strip off the last 13 characters, to see if we have AddRemove.exe StrLen $R1 $R0 IntOp $R1 $R0 - 13 StrCpy $R2 $R0 13 $R1 StrCmp $R2 "AddRemove.exe" addremove_installed ; We're not running AddRemove.exe, so install it CopyFiles $R3 $INSTDIR\AddRemove.exe addremove_installed: !endif SectionEnd ;--- End of Add/Remove callback functions --- ;-------------------------------- ; Component dependencies Function .onSelChange !insertmacro SectionList MaybeSelectionChanged FunctionEnd ;-------------------------------- ;Uninstaller Section Section "Uninstall" ReadRegStr $START_MENU SHCTX \ "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" "StartMenu" ;MessageBox MB_OK "Start menu is in: $START_MENU" ReadRegStr $DO_NOT_ADD_TO_PATH SHCTX \ "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" "DoNotAddToPath" ReadRegStr $ADD_TO_PATH_ALL_USERS SHCTX \ "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" "AddToPathAllUsers" ReadRegStr $ADD_TO_PATH_CURRENT_USER SHCTX \ "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" "AddToPathCurrentUser" ;MessageBox MB_OK "Add to path: $DO_NOT_ADD_TO_PATH all users: $ADD_TO_PATH_ALL_USERS" ReadRegStr $INSTALL_DESKTOP SHCTX \ "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" "InstallToDesktop" ;MessageBox MB_OK "Install to desktop: $INSTALL_DESKTOP " @CPACK_NSIS_EXTRA_UNINSTALL_COMMANDS@ RMDir /r "$INSTDIR\bin\UFO\GEODATA" RMDir /r "$INSTDIR\bin\UFO\GEOGRAPH" RMDir /r "$INSTDIR\bin\UFO\MAPS" RMDir /r "$INSTDIR\bin\UFO\ROUTES" RMDir /r "$INSTDIR\bin\UFO\SOUND" RMDir /r "$INSTDIR\bin\UFO\TERRAIN" RMDir /r "$INSTDIR\bin\UFO\UFOGRAPH" RMDir /r "$INSTDIR\bin\UFO\UFOINTRO" RMDir /r "$INSTDIR\bin\UFO\UNITS" ;Remove files we installed. ;Keep the list of directories here in sync with the File commands above. @CPACK_NSIS_DELETE_FILES@ @CPACK_NSIS_DELETE_DIRECTORIES@ !ifdef CPACK_NSIS_ADD_REMOVE ;Remove the add/remove program Delete "$INSTDIR\AddRemove.exe" !endif ;Remove the uninstaller itself. Delete "$INSTDIR\Uninstall.exe" DeleteRegKey SHCTX "Software\Microsoft\Windows\CurrentVersion\Uninstall\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" ;Remove the installation directory if it is empty. RMDir "$INSTDIR" ; Remove the registry entries. DeleteRegKey SHCTX "Software\@CPACK_PACKAGE_VENDOR@\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" ; Removes all optional components !insertmacro SectionList "RemoveSection" !insertmacro MUI_STARTMENU_GETFOLDER Application $MUI_TEMP Delete "$SMPROGRAMS\$MUI_TEMP\Uninstall.lnk" @CPACK_NSIS_DELETE_ICONS@ @CPACK_NSIS_DELETE_ICONS_EXTRA@ ;Delete empty start menu parent diretories StrCpy $MUI_TEMP "$SMPROGRAMS\$MUI_TEMP" startMenuDeleteLoop: ClearErrors RMDir $MUI_TEMP GetFullPathName $MUI_TEMP "$MUI_TEMP\.." IfErrors startMenuDeleteLoopDone StrCmp "$MUI_TEMP" "$SMPROGRAMS" startMenuDeleteLoopDone startMenuDeleteLoop startMenuDeleteLoopDone: ; If the user changed the shortcut, then untinstall may not work. This should ; try to fix it. StrCpy $MUI_TEMP "$START_MENU" Delete "$SMPROGRAMS\$MUI_TEMP\Uninstall.lnk" @CPACK_NSIS_DELETE_ICONS_EXTRA@ ;Delete empty start menu parent diretories StrCpy $MUI_TEMP "$SMPROGRAMS\$MUI_TEMP" secondStartMenuDeleteLoop: ClearErrors RMDir $MUI_TEMP GetFullPathName $MUI_TEMP "$MUI_TEMP\.." IfErrors secondStartMenuDeleteLoopDone StrCmp "$MUI_TEMP" "$SMPROGRAMS" secondStartMenuDeleteLoopDone secondStartMenuDeleteLoop secondStartMenuDeleteLoopDone: DeleteRegKey /ifempty SHCTX "Software\@CPACK_PACKAGE_VENDOR@\@CPACK_PACKAGE_INSTALL_REGISTRY_KEY@" Push $INSTDIR\bin StrCmp $DO_NOT_ADD_TO_PATH_ "1" doNotRemoveFromPath 0 Call un.RemoveFromPath doNotRemoveFromPath: SectionEnd ;-------------------------------- ; determine admin versus local install ; Is install for "AllUsers" or "JustMe"? ; Default to "JustMe" - set to "AllUsers" if admin or on Win9x ; This function is used for the very first "custom page" of the installer. ; This custom page does not show up visibly, but it executes prior to the ; first visible page and sets up $INSTDIR properly... ; Choose different default installation folder based on SV_ALLUSERS... ; "Program Files" for AllUsers, "My Documents" for JustMe... Function .onInit ; Reads components status for registry !insertmacro SectionList "InitSection" ; check to see if /D has been used to change ; the install directory by comparing it to the ; install directory that is expected to be the ; default StrCpy $IS_DEFAULT_INSTALLDIR 0 StrCmp "$INSTDIR" "@CPACK_NSIS_INSTALL_ROOT@\@CPACK_PACKAGE_INSTALL_DIRECTORY@" 0 +2 StrCpy $IS_DEFAULT_INSTALLDIR 1 StrCpy $SV_ALLUSERS "JustMe" ; if default install dir then change the default ; if it is installed for JustMe StrCmp "$IS_DEFAULT_INSTALLDIR" "1" 0 +2 StrCpy $INSTDIR "$DOCUMENTS\@CPACK_PACKAGE_INSTALL_DIRECTORY@" ClearErrors UserInfo::GetName IfErrors noLM Pop $0 UserInfo::GetAccountType Pop $1 StrCmp $1 "Admin" 0 +3 SetShellVarContext all ;MessageBox MB_OK 'User "$0" is in the Admin group' StrCpy $SV_ALLUSERS "AllUsers" Goto done StrCmp $1 "Power" 0 +3 SetShellVarContext all ;MessageBox MB_OK 'User "$0" is in the Power Users group' StrCpy $SV_ALLUSERS "AllUsers" Goto done noLM: StrCpy $SV_ALLUSERS "AllUsers" ;Get installation folder from registry if available done: StrCmp $SV_ALLUSERS "AllUsers" 0 +3 StrCmp "$IS_DEFAULT_INSTALLDIR" "1" 0 +2 StrCpy $INSTDIR "@CPACK_NSIS_INSTALL_ROOT@\@CPACK_PACKAGE_INSTALL_DIRECTORY@" StrCmp "@CPACK_NSIS_MODIFY_PATH@" "ON" 0 noOptionsPage !insertmacro MUI_INSTALLOPTIONS_EXTRACT "NSIS.InstallOptions.ini" noOptionsPage: StrCpy $UFODIR "" ReadRegStr $R0 HKLM "Software\Valve\Steam" "InstallPath" IfErrors ufo_no StrCpy $R0 "$R0\steamapps\common\xcom ufo defense\XCOM" ${DirState} $R0 $R1 IntCmp $R1 -1 ufo_no StrCpy $UFODIR $R0 ufo_no: FunctionEnd ================================================ FILE: cmake/modules/PostprocessBundle.cmake ================================================ # Adapted from the Dolphin project: https://dolphin-emu.org/ # This module can be used in two different ways. # # When invoked as `cmake -P PostprocessBundle.cmake`, it fixes up an # application folder to be standalone. It bundles all required libraries from # the system and fixes up library IDs. Any additional shared libraries, like # plugins, that are found under Contents/MacOS/ will be made standalone as well. # # When called with `include(PostprocessBundle)`, it defines a helper # function `postprocess_bundle` that sets up the command form of the # module as a post-build step. if(CMAKE_GENERATOR) # Being called as include(PostprocessBundle), so define a helper function. set(_POSTPROCESS_BUNDLE_MODULE_LOCATION "${CMAKE_CURRENT_LIST_FILE}") function(postprocess_bundle target path) add_custom_command(TARGET ${target} POST_BUILD COMMAND ${CMAKE_COMMAND} -D "BUNDLE_PATH=${path}" -P "${_POSTPROCESS_BUNDLE_MODULE_LOCATION}" VERBATIM ) endfunction() return() endif() get_filename_component(BUNDLE_PATH "${BUNDLE_PATH}" ABSOLUTE) message(STATUS "Fixing up application bundle: ${BUNDLE_PATH}") # Make sure to fix up any additional shared libraries (like plugins) that are # needed. file(GLOB_RECURSE extra_libs "${BUNDLE_PATH}/Contents/MacOS/*.dylib") # BundleUtilities doesn't support DYLD_FALLBACK_LIBRARY_PATH behavior, which # makes it sometimes break on libraries that do weird things with @rpath. Specify # equivalent search directories until https://gitlab.kitware.com/cmake/cmake/issues/16625 # is fixed and in our minimum CMake version. set(extra_dirs "/opt/homebrew/lib" "/usr/local/lib" "/lib" "/usr/lib") # BundleUtilities is overly verbose, so disable most of its messages function(message) if(NOT ARGV MATCHES "^STATUS;") _message(${ARGV}) endif() endfunction() include(BundleUtilities) set(BU_CHMOD_BUNDLE_ITEMS ON) fixup_bundle("${BUNDLE_PATH}" "${extra_libs}" "${extra_dirs}") ================================================ FILE: deps/dummy.txt ================================================ Needed for github actions. ================================================ FILE: deps/include/SDL/SDL.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL.h * Main include header for the SDL library */ #ifndef _SDL_H #define _SDL_H #include "SDL_main.h" #include "SDL_stdinc.h" #include "SDL_audio.h" #include "SDL_cdrom.h" #include "SDL_cpuinfo.h" #include "SDL_endian.h" #include "SDL_error.h" #include "SDL_events.h" #include "SDL_loadso.h" #include "SDL_mutex.h" #include "SDL_rwops.h" #include "SDL_thread.h" #include "SDL_timer.h" #include "SDL_video.h" #include "SDL_version.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @file SDL.h * @note As of version 0.5, SDL is loaded dynamically into the application */ /** @name SDL_INIT Flags * These are the flags which may be passed to SDL_Init() -- you should * specify the subsystems which you will be using in your application. */ /*@{*/ #define SDL_INIT_TIMER 0x00000001 #define SDL_INIT_AUDIO 0x00000010 #define SDL_INIT_VIDEO 0x00000020 #define SDL_INIT_CDROM 0x00000100 #define SDL_INIT_JOYSTICK 0x00000200 #define SDL_INIT_NOPARACHUTE 0x00100000 /**< Don't catch fatal signals */ #define SDL_INIT_EVENTTHREAD 0x01000000 /**< Not supported on all OS's */ #define SDL_INIT_EVERYTHING 0x0000FFFF /*@}*/ /** This function loads the SDL dynamically linked library and initializes * the subsystems specified by 'flags' (and those satisfying dependencies) * Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup * signal handlers for some commonly ignored fatal signals (like SIGSEGV) */ extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags); /** This function initializes specific SDL subsystems */ extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags); /** This function cleans up specific SDL subsystems */ extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags); /** This function returns mask of the specified subsystems which have * been initialized. * If 'flags' is 0, it returns a mask of all initialized subsystems. */ extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags); /** This function cleans up all initialized subsystems and unloads the * dynamically linked library. You should call it upon all exit conditions. */ extern DECLSPEC void SDLCALL SDL_Quit(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_H */ ================================================ FILE: deps/include/SDL/SDL_active.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_active.h * Include file for SDL application focus event handling */ #ifndef _SDL_active_h #define _SDL_active_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @name The available application states */ /*@{*/ #define SDL_APPMOUSEFOCUS 0x01 /**< The app has mouse coverage */ #define SDL_APPINPUTFOCUS 0x02 /**< The app has input focus */ #define SDL_APPACTIVE 0x04 /**< The application is active */ /*@}*/ /* Function prototypes */ /** * This function returns the current state of the application, which is a * bitwise combination of SDL_APPMOUSEFOCUS, SDL_APPINPUTFOCUS, and * SDL_APPACTIVE. If SDL_APPACTIVE is set, then the user is able to * see your application, otherwise it has been iconified or disabled. */ extern DECLSPEC Uint8 SDLCALL SDL_GetAppState(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_active_h */ ================================================ FILE: deps/include/SDL/SDL_audio.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_audio.h * Access to the raw audio mixing buffer for the SDL library */ #ifndef _SDL_audio_h #define _SDL_audio_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_endian.h" #include "SDL_mutex.h" #include "SDL_thread.h" #include "SDL_rwops.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * When filling in the desired audio spec structure, * - 'desired->freq' should be the desired audio frequency in samples-per-second. * - 'desired->format' should be the desired audio format. * - 'desired->samples' is the desired size of the audio buffer, in samples. * This number should be a power of two, and may be adjusted by the audio * driver to a value more suitable for the hardware. Good values seem to * range between 512 and 8096 inclusive, depending on the application and * CPU speed. Smaller values yield faster response time, but can lead * to underflow if the application is doing heavy processing and cannot * fill the audio buffer in time. A stereo sample consists of both right * and left channels in LR ordering. * Note that the number of samples is directly related to time by the * following formula: ms = (samples*1000)/freq * - 'desired->size' is the size in bytes of the audio buffer, and is * calculated by SDL_OpenAudio(). * - 'desired->silence' is the value used to set the buffer to silence, * and is calculated by SDL_OpenAudio(). * - 'desired->callback' should be set to a function that will be called * when the audio device is ready for more data. It is passed a pointer * to the audio buffer, and the length in bytes of the audio buffer. * This function usually runs in a separate thread, and so you should * protect data structures that it accesses by calling SDL_LockAudio() * and SDL_UnlockAudio() in your code. * - 'desired->userdata' is passed as the first parameter to your callback * function. * * @note The calculated values in this structure are calculated by SDL_OpenAudio() * */ typedef struct SDL_AudioSpec { int freq; /**< DSP frequency -- samples per second */ Uint16 format; /**< Audio data format */ Uint8 channels; /**< Number of channels: 1 mono, 2 stereo */ Uint8 silence; /**< Audio buffer silence value (calculated) */ Uint16 samples; /**< Audio buffer size in samples (power of 2) */ Uint16 padding; /**< Necessary for some compile environments */ Uint32 size; /**< Audio buffer size in bytes (calculated) */ /** * This function is called when the audio device needs more data. * * @param[out] stream A pointer to the audio data buffer * @param[in] len The length of the audio buffer in bytes. * * Once the callback returns, the buffer will no longer be valid. * Stereo samples are stored in a LRLRLR ordering. */ void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len); void *userdata; } SDL_AudioSpec; /** * @name Audio format flags * defaults to LSB byte order */ /*@{*/ #define AUDIO_U8 0x0008 /**< Unsigned 8-bit samples */ #define AUDIO_S8 0x8008 /**< Signed 8-bit samples */ #define AUDIO_U16LSB 0x0010 /**< Unsigned 16-bit samples */ #define AUDIO_S16LSB 0x8010 /**< Signed 16-bit samples */ #define AUDIO_U16MSB 0x1010 /**< As above, but big-endian byte order */ #define AUDIO_S16MSB 0x9010 /**< As above, but big-endian byte order */ #define AUDIO_U16 AUDIO_U16LSB #define AUDIO_S16 AUDIO_S16LSB /** * @name Native audio byte ordering */ /*@{*/ #if SDL_BYTEORDER == SDL_LIL_ENDIAN #define AUDIO_U16SYS AUDIO_U16LSB #define AUDIO_S16SYS AUDIO_S16LSB #else #define AUDIO_U16SYS AUDIO_U16MSB #define AUDIO_S16SYS AUDIO_S16MSB #endif /*@}*/ /*@}*/ /** A structure to hold a set of audio conversion filters and buffers */ typedef struct SDL_AudioCVT { int needed; /**< Set to 1 if conversion possible */ Uint16 src_format; /**< Source audio format */ Uint16 dst_format; /**< Target audio format */ double rate_incr; /**< Rate conversion increment */ Uint8 *buf; /**< Buffer to hold entire audio data */ int len; /**< Length of original audio buffer */ int len_cvt; /**< Length of converted audio buffer */ int len_mult; /**< buffer must be len*len_mult big */ double len_ratio; /**< Given len, final size is len*len_ratio */ void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format); int filter_index; /**< Current audio conversion function */ } SDL_AudioCVT; /* Function prototypes */ /** * @name Audio Init and Quit * These functions are used internally, and should not be used unless you * have a specific need to specify the audio driver you want to use. * You should normally use SDL_Init() or SDL_InitSubSystem(). */ /*@{*/ extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name); extern DECLSPEC void SDLCALL SDL_AudioQuit(void); /*@}*/ /** * This function fills the given character buffer with the name of the * current audio driver, and returns a pointer to it if the audio driver has * been initialized. It returns NULL if no driver has been initialized. */ extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen); /** * This function opens the audio device with the desired parameters, and * returns 0 if successful, placing the actual hardware parameters in the * structure pointed to by 'obtained'. If 'obtained' is NULL, the audio * data passed to the callback function will be guaranteed to be in the * requested format, and will be automatically converted to the hardware * audio format if necessary. This function returns -1 if it failed * to open the audio device, or couldn't set up the audio thread. * * The audio device starts out playing silence when it's opened, and should * be enabled for playing by calling SDL_PauseAudio(0) when you are ready * for your audio callback function to be called. Since the audio driver * may modify the requested size of the audio buffer, you should allocate * any local mixing buffers after you open the audio device. * * @sa SDL_AudioSpec */ extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained); typedef enum { SDL_AUDIO_STOPPED = 0, SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED } SDL_audiostatus; /** Get the current audio state */ extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void); /** * This function pauses and unpauses the audio callback processing. * It should be called with a parameter of 0 after opening the audio * device to start playing sound. This is so you can safely initialize * data for your callback function after opening the audio device. * Silence will be written to the audio device during the pause. */ extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on); /** * This function loads a WAVE from the data source, automatically freeing * that source if 'freesrc' is non-zero. For example, to load a WAVE file, * you could do: * @code SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...); @endcode * * If this function succeeds, it returns the given SDL_AudioSpec, * filled with the audio data format of the wave data, and sets * 'audio_buf' to a malloc()'d buffer containing the audio data, * and sets 'audio_len' to the length of that audio buffer, in bytes. * You need to free the audio buffer with SDL_FreeWAV() when you are * done with it. * * This function returns NULL and sets the SDL error message if the * wave file cannot be opened, uses an unknown data format, or is * corrupt. Currently raw and MS-ADPCM WAVE files are supported. */ extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); /** Compatibility convenience function -- loads a WAV from a file */ #define SDL_LoadWAV(file, spec, audio_buf, audio_len) \ SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len) /** * This function frees data previously allocated with SDL_LoadWAV_RW() */ extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf); /** * This function takes a source format and rate and a destination format * and rate, and initializes the 'cvt' structure with information needed * by SDL_ConvertAudio() to convert a buffer of audio data from one format * to the other. * * @return This function returns 0, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt, Uint16 src_format, Uint8 src_channels, int src_rate, Uint16 dst_format, Uint8 dst_channels, int dst_rate); /** * Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(), * created an audio buffer cvt->buf, and filled it with cvt->len bytes of * audio data in the source format, this function will convert it in-place * to the desired format. * The data conversion may expand the size of the audio data, so the buffer * cvt->buf should be allocated after the cvt structure is initialized by * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long. */ extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt); #define SDL_MIX_MAXVOLUME 128 /** * This takes two audio buffers of the playing audio format and mixes * them, performing addition, volume adjustment, and overflow clipping. * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME * for full audio volume. Note this does not change hardware volume. * This is provided for convenience -- you can mix your own audio data. */ extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume); /** * @name Audio Locks * The lock manipulated by these functions protects the callback function. * During a LockAudio/UnlockAudio pair, you can be guaranteed that the * callback function is not running. Do not call these from the callback * function or you will cause deadlock. */ /*@{*/ extern DECLSPEC void SDLCALL SDL_LockAudio(void); extern DECLSPEC void SDLCALL SDL_UnlockAudio(void); /*@}*/ /** * This function shuts down audio processing and closes the audio device. */ extern DECLSPEC void SDLCALL SDL_CloseAudio(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_audio_h */ ================================================ FILE: deps/include/SDL/SDL_byteorder.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_byteorder.h * @deprecated Use SDL_endian.h instead */ /* DEPRECATED */ #include "SDL_endian.h" ================================================ FILE: deps/include/SDL/SDL_cdrom.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_cdrom.h * This is the CD-audio control API for Simple DirectMedia Layer */ #ifndef _SDL_cdrom_h #define _SDL_cdrom_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * @file SDL_cdrom.h * In order to use these functions, SDL_Init() must have been called * with the SDL_INIT_CDROM flag. This causes SDL to scan the system * for CD-ROM drives, and load appropriate drivers. */ /** The maximum number of CD-ROM tracks on a disk */ #define SDL_MAX_TRACKS 99 /** @name Track Types * The types of CD-ROM track possible */ /*@{*/ #define SDL_AUDIO_TRACK 0x00 #define SDL_DATA_TRACK 0x04 /*@}*/ /** The possible states which a CD-ROM drive can be in. */ typedef enum { CD_TRAYEMPTY, CD_STOPPED, CD_PLAYING, CD_PAUSED, CD_ERROR = -1 } CDstatus; /** Given a status, returns true if there's a disk in the drive */ #define CD_INDRIVE(status) ((int)(status) > 0) typedef struct SDL_CDtrack { Uint8 id; /**< Track number */ Uint8 type; /**< Data or audio track */ Uint16 unused; Uint32 length; /**< Length, in frames, of this track */ Uint32 offset; /**< Offset, in frames, from start of disk */ } SDL_CDtrack; /** This structure is only current as of the last call to SDL_CDStatus() */ typedef struct SDL_CD { int id; /**< Private drive identifier */ CDstatus status; /**< Current drive status */ /** The rest of this structure is only valid if there's a CD in drive */ /*@{*/ int numtracks; /**< Number of tracks on disk */ int cur_track; /**< Current track position */ int cur_frame; /**< Current frame offset within current track */ SDL_CDtrack track[SDL_MAX_TRACKS+1]; /*@}*/ } SDL_CD; /** @name Frames / MSF Conversion Functions * Conversion functions from frames to Minute/Second/Frames and vice versa */ /*@{*/ #define CD_FPS 75 #define FRAMES_TO_MSF(f, M,S,F) { \ int value = f; \ *(F) = value%CD_FPS; \ value /= CD_FPS; \ *(S) = value%60; \ value /= 60; \ *(M) = value; \ } #define MSF_TO_FRAMES(M, S, F) ((M)*60*CD_FPS+(S)*CD_FPS+(F)) /*@}*/ /* CD-audio API functions: */ /** * Returns the number of CD-ROM drives on the system, or -1 if * SDL_Init() has not been called with the SDL_INIT_CDROM flag. */ extern DECLSPEC int SDLCALL SDL_CDNumDrives(void); /** * Returns a human-readable, system-dependent identifier for the CD-ROM. * Example: * - "/dev/cdrom" * - "E:" * - "/dev/disk/ide/1/master" */ extern DECLSPEC const char * SDLCALL SDL_CDName(int drive); /** * Opens a CD-ROM drive for access. It returns a drive handle on success, * or NULL if the drive was invalid or busy. This newly opened CD-ROM * becomes the default CD used when other CD functions are passed a NULL * CD-ROM handle. * Drives are numbered starting with 0. Drive 0 is the system default CD-ROM. */ extern DECLSPEC SDL_CD * SDLCALL SDL_CDOpen(int drive); /** * This function returns the current status of the given drive. * If the drive has a CD in it, the table of contents of the CD and current * play position of the CD will be stored in the SDL_CD structure. */ extern DECLSPEC CDstatus SDLCALL SDL_CDStatus(SDL_CD *cdrom); /** * Play the given CD starting at 'start_track' and 'start_frame' for 'ntracks' * tracks and 'nframes' frames. If both 'ntrack' and 'nframe' are 0, play * until the end of the CD. This function will skip data tracks. * This function should only be called after calling SDL_CDStatus() to * get track information about the CD. * For example: * @code * // Play entire CD: * if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) * SDL_CDPlayTracks(cdrom, 0, 0, 0, 0); * // Play last track: * if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) { * SDL_CDPlayTracks(cdrom, cdrom->numtracks-1, 0, 0, 0); * } * // Play first and second track and 10 seconds of third track: * if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) * SDL_CDPlayTracks(cdrom, 0, 0, 2, 10); * @endcode * * @return This function returns 0, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_CDPlayTracks(SDL_CD *cdrom, int start_track, int start_frame, int ntracks, int nframes); /** * Play the given CD starting at 'start' frame for 'length' frames. * @return It returns 0, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_CDPlay(SDL_CD *cdrom, int start, int length); /** Pause play * @return returns 0, or -1 on error */ extern DECLSPEC int SDLCALL SDL_CDPause(SDL_CD *cdrom); /** Resume play * @return returns 0, or -1 on error */ extern DECLSPEC int SDLCALL SDL_CDResume(SDL_CD *cdrom); /** Stop play * @return returns 0, or -1 on error */ extern DECLSPEC int SDLCALL SDL_CDStop(SDL_CD *cdrom); /** Eject CD-ROM * @return returns 0, or -1 on error */ extern DECLSPEC int SDLCALL SDL_CDEject(SDL_CD *cdrom); /** Closes the handle for the CD-ROM drive */ extern DECLSPEC void SDLCALL SDL_CDClose(SDL_CD *cdrom); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_video_h */ ================================================ FILE: deps/include/SDL/SDL_config.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_h #define _SDL_config_h #include "SDL_platform.h" /* Add any platform that doesn't build using the configure system */ #if defined(__DREAMCAST__) #include "SDL_config_dreamcast.h" #elif defined(__MACOS__) #include "SDL_config_macos.h" #elif defined(__MACOSX__) #include "SDL_config_macosx.h" #elif defined(__SYMBIAN32__) #include "SDL_config_symbian.h" /* must be before win32! */ #elif defined(__WIN32__) #include "SDL_config_win32.h" #elif defined(__OS2__) #include "SDL_config_os2.h" #else #include "SDL_config_minimal.h" #endif /* platform config */ #endif /* _SDL_config_h */ ================================================ FILE: deps/include/SDL/SDL_config.h.in ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_h #define _SDL_config_h /* This is a set of defines to configure the SDL features */ /* General platform specific identifiers */ #include "SDL_platform.h" /* Make sure that this isn't included by Visual C++ */ #ifdef _MSC_VER #error You should copy include/SDL_config.h.default to include/SDL_config.h #endif /* C language features */ #undef const #undef inline #undef volatile /* C datatypes */ #undef size_t #undef int8_t #undef uint8_t #undef int16_t #undef uint16_t #undef int32_t #undef uint32_t #undef int64_t #undef uint64_t #undef uintptr_t #undef SDL_HAS_64BIT_TYPE /* Endianness */ #undef SDL_BYTEORDER /* Comment this if you want to build without any C library requirements */ #undef HAVE_LIBC #if HAVE_LIBC /* Useful headers */ #undef HAVE_ALLOCA_H #undef HAVE_SYS_TYPES_H #undef HAVE_STDIO_H #undef STDC_HEADERS #undef HAVE_STDLIB_H #undef HAVE_STDARG_H #undef HAVE_MALLOC_H #undef HAVE_MEMORY_H #undef HAVE_STRING_H #undef HAVE_STRINGS_H #undef HAVE_INTTYPES_H #undef HAVE_STDINT_H #undef HAVE_CTYPE_H #undef HAVE_MATH_H #undef HAVE_ICONV_H #undef HAVE_SIGNAL_H #undef HAVE_ALTIVEC_H #undef HAVE_SYS_IO_H /* C library functions */ #undef HAVE_MALLOC #undef HAVE_CALLOC #undef HAVE_REALLOC #undef HAVE_FREE #undef HAVE_ALLOCA #ifndef _WIN32 /* Don't use C runtime versions of these on Windows */ #undef HAVE_GETENV #undef HAVE_PUTENV #undef HAVE_UNSETENV #endif #undef HAVE_QSORT #undef HAVE_ABS #undef HAVE_BCOPY #undef HAVE_MEMSET #undef HAVE_MEMCPY #undef HAVE_MEMMOVE #undef HAVE_MEMCMP #undef HAVE_STRLEN #undef HAVE_STRLCPY #undef HAVE_STRLCAT #undef HAVE_STRDUP #undef HAVE__STRREV #undef HAVE__STRUPR #undef HAVE__STRLWR #undef HAVE_INDEX #undef HAVE_RINDEX #undef HAVE_STRCHR #undef HAVE_STRRCHR #undef HAVE_STRSTR #undef HAVE_ITOA #undef HAVE__LTOA #undef HAVE__UITOA #undef HAVE__ULTOA #undef HAVE_STRTOL #undef HAVE_STRTOUL #undef HAVE__I64TOA #undef HAVE__UI64TOA #undef HAVE_STRTOLL #undef HAVE_STRTOULL #undef HAVE__STRTOI64 #undef HAVE__STRTOUI64 #undef HAVE_STRTOD #undef HAVE_ATOI #undef HAVE_ATOF #undef HAVE_STRCMP #undef HAVE_STRNCMP #undef HAVE__STRICMP #undef HAVE_STRCASECMP #undef HAVE__STRNICMP #undef HAVE_STRNCASECMP #undef HAVE_SSCANF #undef HAVE_SNPRINTF #undef HAVE_VSNPRINTF #undef HAVE_ICONV #undef HAVE_SIGACTION #undef HAVE_SA_SIGACTION #undef HAVE_SETJMP #undef HAVE_NANOSLEEP #undef HAVE_CLOCK_GETTIME #undef HAVE_GETPAGESIZE #undef HAVE_MPROTECT #undef HAVE_SEM_TIMEDWAIT #undef HAVE_GETAUXVAL #undef HAVE_ELF_AUX_INFO #else /* We may need some replacement for stdarg.h here */ #include #endif /* HAVE_LIBC */ /* Allow disabling of core subsystems */ #undef SDL_AUDIO_DISABLED #undef SDL_CDROM_DISABLED #undef SDL_CPUINFO_DISABLED #undef SDL_EVENTS_DISABLED #undef SDL_FILE_DISABLED #undef SDL_JOYSTICK_DISABLED #undef SDL_LOADSO_DISABLED #undef SDL_THREADS_DISABLED #undef SDL_TIMERS_DISABLED #undef SDL_VIDEO_DISABLED /* Enable various audio drivers */ #undef SDL_AUDIO_DRIVER_ALSA #undef SDL_AUDIO_DRIVER_ALSA_DYNAMIC #undef SDL_AUDIO_DRIVER_ARTS #undef SDL_AUDIO_DRIVER_ARTS_DYNAMIC #undef SDL_AUDIO_DRIVER_BAUDIO #undef SDL_AUDIO_DRIVER_BSD #undef SDL_AUDIO_DRIVER_COREAUDIO #undef SDL_AUDIO_DRIVER_DART #undef SDL_AUDIO_DRIVER_DC #undef SDL_AUDIO_DRIVER_DISK #undef SDL_AUDIO_DRIVER_DUMMY #undef SDL_AUDIO_DRIVER_DMEDIA #undef SDL_AUDIO_DRIVER_DSOUND #undef SDL_AUDIO_DRIVER_PULSE #undef SDL_AUDIO_DRIVER_PULSE_DYNAMIC #undef SDL_AUDIO_DRIVER_ESD #undef SDL_AUDIO_DRIVER_ESD_DYNAMIC #undef SDL_AUDIO_DRIVER_MINT #undef SDL_AUDIO_DRIVER_MMEAUDIO #undef SDL_AUDIO_DRIVER_NAS #undef SDL_AUDIO_DRIVER_NAS_DYNAMIC #undef SDL_AUDIO_DRIVER_OSS #undef SDL_AUDIO_DRIVER_OSS_SOUNDCARD_H #undef SDL_AUDIO_DRIVER_PAUD #undef SDL_AUDIO_DRIVER_QNXNTO #undef SDL_AUDIO_DRIVER_SNDIO #undef SDL_AUDIO_DRIVER_SNDMGR #undef SDL_AUDIO_DRIVER_SUNAUDIO #undef SDL_AUDIO_DRIVER_WAVEOUT /* Enable various cdrom drivers */ #undef SDL_CDROM_AIX #undef SDL_CDROM_BEOS #undef SDL_CDROM_BSDI #undef SDL_CDROM_DC #undef SDL_CDROM_DUMMY #undef SDL_CDROM_FREEBSD #undef SDL_CDROM_LINUX #undef SDL_CDROM_MACOS #undef SDL_CDROM_MACOSX #undef SDL_CDROM_MINT #undef SDL_CDROM_OPENBSD #undef SDL_CDROM_OS2 #undef SDL_CDROM_OSF #undef SDL_CDROM_QNX #undef SDL_CDROM_WIN32 /* Enable various input drivers */ #undef SDL_INPUT_LINUXEV #undef SDL_INPUT_TSLIB #undef SDL_JOYSTICK_BEOS #undef SDL_JOYSTICK_DC #undef SDL_JOYSTICK_DUMMY #undef SDL_JOYSTICK_IOKIT #undef SDL_JOYSTICK_LINUX #undef SDL_JOYSTICK_MACOS #undef SDL_JOYSTICK_MINT #undef SDL_JOYSTICK_OS2 #undef SDL_JOYSTICK_RISCOS #undef SDL_JOYSTICK_WINMM #undef SDL_JOYSTICK_USBHID #undef SDL_HAVE_MACHINE_JOYSTICK_H /* Enable various shared object loading systems */ #undef SDL_LOADSO_BEOS #undef SDL_LOADSO_DLCOMPAT #undef SDL_LOADSO_DLOPEN #undef SDL_LOADSO_DUMMY #undef SDL_LOADSO_LDG #undef SDL_LOADSO_MACOS #undef SDL_LOADSO_OS2 #undef SDL_LOADSO_WIN32 /* Enable various threading systems */ #undef SDL_THREAD_BEOS #undef SDL_THREAD_DC #undef SDL_THREAD_OS2 #undef SDL_THREAD_PTH #undef SDL_THREAD_PTHREAD #undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX #undef SDL_THREAD_PTHREAD_RECURSIVE_MUTEX_NP #undef SDL_THREAD_SPROC #undef SDL_THREAD_WIN32 /* Enable various timer systems */ #undef SDL_TIMER_BEOS #undef SDL_TIMER_DC #undef SDL_TIMER_DUMMY #undef SDL_TIMER_MACOS #undef SDL_TIMER_MINT #undef SDL_TIMER_OS2 #undef SDL_TIMER_RISCOS #undef SDL_TIMER_UNIX #undef SDL_TIMER_WIN32 #undef SDL_TIMER_WINCE /* Enable various video drivers */ #undef SDL_VIDEO_DRIVER_AALIB #undef SDL_VIDEO_DRIVER_BWINDOW #undef SDL_VIDEO_DRIVER_CACA #undef SDL_VIDEO_DRIVER_DC #undef SDL_VIDEO_DRIVER_DDRAW #undef SDL_VIDEO_DRIVER_DGA #undef SDL_VIDEO_DRIVER_DIRECTFB #undef SDL_VIDEO_DRIVER_DRAWSPROCKET #undef SDL_VIDEO_DRIVER_DUMMY #undef SDL_VIDEO_DRIVER_FBCON #undef SDL_VIDEO_DRIVER_GAPI #undef SDL_VIDEO_DRIVER_GEM #undef SDL_VIDEO_DRIVER_GGI #undef SDL_VIDEO_DRIVER_IPOD #undef SDL_VIDEO_DRIVER_NANOX #undef SDL_VIDEO_DRIVER_OS2GROP #undef SDL_VIDEO_DRIVER_OS2FS #undef SDL_VIDEO_DRIVER_PHOTON #undef SDL_VIDEO_DRIVER_PICOGUI #undef SDL_VIDEO_DRIVER_PS2GS #undef SDL_VIDEO_DRIVER_PS3 #undef SDL_VIDEO_DRIVER_QTOPIA #undef SDL_VIDEO_DRIVER_QUARTZ #undef SDL_VIDEO_DRIVER_RISCOS #undef SDL_VIDEO_DRIVER_SVGALIB #undef SDL_VIDEO_DRIVER_TOOLBOX #undef SDL_VIDEO_DRIVER_VGL #undef SDL_VIDEO_DRIVER_WINDIB #undef SDL_VIDEO_DRIVER_WSCONS #undef SDL_VIDEO_DRIVER_X11 #undef SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 #undef SDL_VIDEO_DRIVER_X11_DGAMOUSE #undef SDL_VIDEO_DRIVER_X11_DYNAMIC #undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT #undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR #undef SDL_VIDEO_DRIVER_X11_DYNAMIC_XRENDER #undef SDL_VIDEO_DRIVER_X11_VIDMODE #undef SDL_VIDEO_DRIVER_X11_XINERAMA #undef SDL_VIDEO_DRIVER_X11_XME #undef SDL_VIDEO_DRIVER_X11_XRANDR #undef SDL_VIDEO_DRIVER_X11_XV #undef SDL_VIDEO_DRIVER_XBIOS /* Enable OpenGL support */ #undef SDL_VIDEO_OPENGL #undef SDL_VIDEO_OPENGL_GLX #undef SDL_VIDEO_OPENGL_WGL #undef SDL_VIDEO_OPENGL_OSMESA #undef SDL_VIDEO_OPENGL_OSMESA_DYNAMIC /* Disable screensaver */ #undef SDL_VIDEO_DISABLE_SCREENSAVER /* Enable assembly routines */ #undef SDL_ASSEMBLY_ROUTINES #undef SDL_HERMES_BLITTERS #undef SDL_ALTIVEC_BLITTERS #undef SDL_ARM_SIMD_BLITTERS #undef SDL_ARM_NEON_BLITTERS #endif /* _SDL_config_h */ ================================================ FILE: deps/include/SDL/SDL_config_dreamcast.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_dreamcast_h #define _SDL_config_dreamcast_h #include "SDL_platform.h" /* This is a set of defines to configure the SDL features */ typedef signed char int8_t; typedef unsigned char uint8_t; typedef signed short int16_t; typedef unsigned short uint16_t; typedef signed int int32_t; typedef unsigned int uint32_t; typedef signed long long int64_t; typedef unsigned long long uint64_t; typedef unsigned long uintptr_t; #define SDL_HAS_64BIT_TYPE 1 /* Useful headers */ #define HAVE_SYS_TYPES_H 1 #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STRING_H 1 #define HAVE_CTYPE_H 1 /* C library functions */ #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 #define HAVE_ALLOCA 1 #define HAVE_GETENV 1 #define HAVE_PUTENV 1 #define HAVE_QSORT 1 #define HAVE_ABS 1 #define HAVE_BCOPY 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_MEMCMP 1 #define HAVE_STRLEN 1 #define HAVE_STRDUP 1 #define HAVE_INDEX 1 #define HAVE_RINDEX 1 #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_STRTOL 1 #define HAVE_STRTOD 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 #define HAVE_STRICMP 1 #define HAVE_STRCASECMP 1 #define HAVE_SSCANF 1 #define HAVE_SNPRINTF 1 #define HAVE_VSNPRINTF 1 /* Enable various audio drivers */ #define SDL_AUDIO_DRIVER_DC 1 #define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable various cdrom drivers */ #define SDL_CDROM_DC 1 /* Enable various input drivers */ #define SDL_JOYSTICK_DC 1 /* Enable various shared object loading systems */ #define SDL_LOADSO_DUMMY 1 /* Enable various threading systems */ #define SDL_THREAD_DC 1 /* Enable various timer systems */ #define SDL_TIMER_DC 1 /* Enable various video drivers */ #define SDL_VIDEO_DRIVER_DC 1 #define SDL_VIDEO_DRIVER_DUMMY 1 #endif /* _SDL_config_dreamcast_h */ ================================================ FILE: deps/include/SDL/SDL_config_macos.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_macos_h #define _SDL_config_macos_h #include "SDL_platform.h" /* This is a set of defines to configure the SDL features */ #include typedef SInt8 int8_t; typedef UInt8 uint8_t; typedef SInt16 int16_t; typedef UInt16 uint16_t; typedef SInt32 int32_t; typedef UInt32 uint32_t; typedef SInt64 int64_t; typedef UInt64 uint64_t; typedef unsigned long uintptr_t; #define SDL_HAS_64BIT_TYPE 1 /* Useful headers */ #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STRING_H 1 #define HAVE_CTYPE_H 1 #define HAVE_MATH_H 1 #define HAVE_SIGNAL_H 1 /* C library functions */ #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 #define HAVE_ALLOCA 1 #define HAVE_ABS 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_MEMCMP 1 #define HAVE_STRLEN 1 #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_ITOA 1 #define HAVE_STRTOL 1 #define HAVE_STRTOD 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 #define HAVE_SSCANF 1 /* Enable various audio drivers */ #define SDL_AUDIO_DRIVER_SNDMGR 1 #define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable various cdrom drivers */ #if TARGET_API_MAC_CARBON #define SDL_CDROM_DUMMY 1 #else #define SDL_CDROM_MACOS 1 #endif /* Enable various input drivers */ #if TARGET_API_MAC_CARBON #define SDL_JOYSTICK_DUMMY 1 #else #define SDL_JOYSTICK_MACOS 1 #endif /* Enable various shared object loading systems */ #define SDL_LOADSO_MACOS 1 /* Enable various threading systems */ #define SDL_THREADS_DISABLED 1 /* Enable various timer systems */ #define SDL_TIMER_MACOS 1 /* Enable various video drivers */ #define SDL_VIDEO_DRIVER_DUMMY 1 #define SDL_VIDEO_DRIVER_DRAWSPROCKET 1 #define SDL_VIDEO_DRIVER_TOOLBOX 1 /* Enable OpenGL support */ #define SDL_VIDEO_OPENGL 1 #endif /* _SDL_config_macos_h */ ================================================ FILE: deps/include/SDL/SDL_config_macosx.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_macosx_h #define _SDL_config_macosx_h #include "SDL_platform.h" /* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */ #include /* This is a set of defines to configure the SDL features */ #define SDL_HAS_64BIT_TYPE 1 /* Useful headers */ /* If we specified an SDK or have a post-PowerPC chip, then alloca.h exists. */ #if ( (MAC_OS_X_VERSION_MIN_REQUIRED >= 1030) || (!defined(__POWERPC__)) ) #define HAVE_ALLOCA_H 1 #endif #define HAVE_SYS_TYPES_H 1 #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STRING_H 1 #define HAVE_INTTYPES_H 1 #define HAVE_STDINT_H 1 #define HAVE_CTYPE_H 1 #define HAVE_MATH_H 1 #define HAVE_SIGNAL_H 1 /* C library functions */ #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 #define HAVE_ALLOCA 1 #define HAVE_GETENV 1 #define HAVE_PUTENV 1 #define HAVE_UNSETENV 1 #define HAVE_QSORT 1 #define HAVE_ABS 1 #define HAVE_BCOPY 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_MEMCMP 1 #define HAVE_STRLEN 1 #define HAVE_STRLCPY 1 #define HAVE_STRLCAT 1 #define HAVE_STRDUP 1 #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_STRTOL 1 #define HAVE_STRTOUL 1 #define HAVE_STRTOLL 1 #define HAVE_STRTOULL 1 #define HAVE_STRTOD 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 #define HAVE_STRCASECMP 1 #define HAVE_STRNCASECMP 1 #define HAVE_SSCANF 1 #define HAVE_SNPRINTF 1 #define HAVE_VSNPRINTF 1 #define HAVE_SIGACTION 1 #define HAVE_SETJMP 1 #define HAVE_NANOSLEEP 1 /* Enable various audio drivers */ #define SDL_AUDIO_DRIVER_COREAUDIO 1 #define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable various cdrom drivers */ #define SDL_CDROM_MACOSX 1 /* Enable various input drivers */ #define SDL_JOYSTICK_IOKIT 1 /* Enable various shared object loading systems */ #ifdef __ppc__ /* For Mac OS X 10.2 compatibility */ #define SDL_LOADSO_DLCOMPAT 1 #else #define SDL_LOADSO_DLOPEN 1 #endif /* Enable various threading systems */ #define SDL_THREAD_PTHREAD 1 #define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX 1 /* Enable various timer systems */ #define SDL_TIMER_UNIX 1 /* Enable various video drivers */ #define SDL_VIDEO_DRIVER_DUMMY 1 #if ((defined TARGET_API_MAC_CARBON) && (TARGET_API_MAC_CARBON)) #define SDL_VIDEO_DRIVER_TOOLBOX 1 #else #define SDL_VIDEO_DRIVER_QUARTZ 1 #endif #define SDL_VIDEO_DRIVER_DGA 1 #define SDL_VIDEO_DRIVER_X11 1 #define SDL_VIDEO_DRIVER_X11_DGAMOUSE 1 #define SDL_VIDEO_DRIVER_X11_DYNAMIC "/usr/X11R6/lib/libX11.6.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XEXT "/usr/X11R6/lib/libXext.6.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRANDR "/usr/X11R6/lib/libXrandr.2.dylib" #define SDL_VIDEO_DRIVER_X11_DYNAMIC_XRENDER "/usr/X11R6/lib/libXrender.1.dylib" #define SDL_VIDEO_DRIVER_X11_VIDMODE 1 #define SDL_VIDEO_DRIVER_X11_XINERAMA 1 #define SDL_VIDEO_DRIVER_X11_XME 1 #define SDL_VIDEO_DRIVER_X11_XRANDR 1 #define SDL_VIDEO_DRIVER_X11_XV 1 #define SDL_VIDEO_DRIVER_X11_CONST_PARAM_XDATA32 1 /* Enable OpenGL support */ #define SDL_VIDEO_OPENGL 1 #define SDL_VIDEO_OPENGL_GLX 1 /* Disable screensaver */ #define SDL_VIDEO_DISABLE_SCREENSAVER 1 /* Enable assembly routines */ #define SDL_ASSEMBLY_ROUTINES 1 #ifdef __ppc__ #define SDL_ALTIVEC_BLITTERS 1 #endif #endif /* _SDL_config_macosx_h */ ================================================ FILE: deps/include/SDL/SDL_config_minimal.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_minimal_h #define _SDL_config_minimal_h #include "SDL_platform.h" /* This is the minimal configuration that can be used to build SDL */ #include typedef signed char int8_t; typedef unsigned char uint8_t; typedef signed short int16_t; typedef unsigned short uint16_t; typedef signed int int32_t; typedef unsigned int uint32_t; typedef unsigned int size_t; typedef unsigned long uintptr_t; /* Enable the dummy audio driver (src/audio/dummy/\*.c) */ #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable the stub cdrom driver (src/cdrom/dummy/\*.c) */ #define SDL_CDROM_DISABLED 1 /* Enable the stub joystick driver (src/joystick/dummy/\*.c) */ #define SDL_JOYSTICK_DISABLED 1 /* Enable the stub shared object loader (src/loadso/dummy/\*.c) */ #define SDL_LOADSO_DISABLED 1 /* Enable the stub thread support (src/thread/generic/\*.c) */ #define SDL_THREADS_DISABLED 1 /* Enable the stub timer support (src/timer/dummy/\*.c) */ #define SDL_TIMERS_DISABLED 1 /* Enable the dummy video driver (src/video/dummy/\*.c) */ #define SDL_VIDEO_DRIVER_DUMMY 1 #endif /* _SDL_config_minimal_h */ ================================================ FILE: deps/include/SDL/SDL_config_nds.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_nds_h #define _SDL_config_nds_h #include "SDL_platform.h" /* This is a set of defines to configure the SDL features */ /* General platform specific identifiers */ #include "SDL_platform.h" /* C datatypes */ #define SDL_HAS_64BIT_TYPE 1 /* Endianness */ #define SDL_BYTEORDER 1234 /* Useful headers */ #define HAVE_ALLOCA_H 1 #define HAVE_SYS_TYPES_H 1 #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STDLIB_H 1 #define HAVE_STDARG_H 1 #define HAVE_MALLOC_H 1 #define HAVE_STRING_H 1 #define HAVE_INTTYPES_H 1 #define HAVE_STDINT_H 1 #define HAVE_CTYPE_H 1 #define HAVE_MATH_H 1 #define HAVE_ICONV_H 1 #define HAVE_SIGNAL_H 1 /* C library functions */ #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 #define HAVE_ALLOCA 1 #define HAVE_GETENV 1 #define HAVE_PUTENV 1 #define HAVE_UNSETENV 1 #define HAVE_QSORT 1 #define HAVE_ABS 1 #define HAVE_BCOPY 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_STRLEN 1 #define HAVE_STRLCPY 1 #define HAVE_STRLCAT 1 #define HAVE_STRDUP 1 #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_STRTOL 1 #define HAVE_STRTOUL 1 #define HAVE_STRTOLL 1 #define HAVE_STRTOULL 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 #define HAVE_STRCASECMP 1 #define HAVE_STRNCASECMP 1 #define HAVE_SSCANF 1 #define HAVE_SNPRINTF 1 #define HAVE_VSNPRINTF 1 #define HAVE_SETJMP 1 /* Enable various audio drivers */ #define SDL_AUDIO_DRIVER_NDS 1 #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable the stub cdrom driver (src/cdrom/dummy/\*.c) */ #define SDL_CDROM_DISABLED 1 /* Enable various input drivers */ #define SDL_JOYSTICK_NDS 1 /* Enable the stub shared object loader (src/loadso/dummy/\*.c) */ #define SDL_LOADSO_DISABLED 1 /* Enable the stub thread support (src/thread/generic/\*.c) */ #define SDL_THREADS_DISABLED 1 /* Enable various timer systems */ #define SDL_TIMER_NDS 1 /* Enable various video drivers */ #define SDL_VIDEO_DRIVER_NDS 1 #define SDL_VIDEO_DRIVER_DUMMY 1 #endif /* _SDL_config_nds_h */ ================================================ FILE: deps/include/SDL/SDL_config_os2.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_os2_h #define _SDL_config_os2_h #include "SDL_platform.h" /* This is a set of defines to configure the SDL features */ #define SDL_HAS_64BIT_TYPE 1 /* Use Watcom's LIBC */ #define HAVE_LIBC 1 /* Useful headers */ #define HAVE_SYS_TYPES_H 1 #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STDLIB_H 1 #define HAVE_STDARG_H 1 #define HAVE_MALLOC_H 1 #define HAVE_MEMORY_H 1 #define HAVE_STRING_H 1 #define HAVE_STRINGS_H 1 #define HAVE_INTTYPES_H 1 #define HAVE_STDINT_H 1 #define HAVE_CTYPE_H 1 #define HAVE_MATH_H 1 #define HAVE_SIGNAL_H 1 /* C library functions */ #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 #define HAVE_ALLOCA 1 #define HAVE_GETENV 1 #define HAVE_PUTENV 1 #define HAVE_QSORT 1 #define HAVE_ABS 1 #define HAVE_BCOPY 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_MEMCMP 1 #define HAVE_STRLEN 1 #define HAVE_STRLCPY 1 #define HAVE_STRLCAT 1 #define HAVE_STRDUP 1 #define HAVE__STRREV 1 #define HAVE__STRUPR 1 #define HAVE__STRLWR 1 /* #undef HAVE_INDEX */ /* #undef HAVE_RINDEX */ #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_ITOA 1 #define HAVE__LTOA 1 #define HAVE__ULTOA 1 #define HAVE_STRTOL 1 #define HAVE_STRTOUL 1 #define HAVE__I64TOA 1 #define HAVE__UI64TOA 1 #define HAVE_STRTOLL 1 #define HAVE_STRTOULL 1 #define HAVE_STRTOD 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 #define HAVE_STRICMP 1 #define HAVE_STRCASECMP 1 #define HAVE_STRNCASECMP 1 #define HAVE_SSCANF 1 #define HAVE_SNPRINTF 1 #define HAVE_VSNPRINTF 1 #define HAVE_SETJMP 1 /* Enable various audio drivers */ #define SDL_AUDIO_DRIVER_DART 1 #define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable various cdrom drivers */ #define SDL_CDROM_OS2 1 /* Enable various input drivers */ #define SDL_JOYSTICK_OS2 1 /* Enable various shared object loading systems */ #define SDL_LOADSO_OS2 1 /* Enable various threading systems */ #define SDL_THREAD_OS2 1 /* Enable various timer systems */ #define SDL_TIMER_OS2 1 /* Enable various video drivers */ #define SDL_VIDEO_DRIVER_DUMMY 1 #define SDL_VIDEO_DRIVER_OS2GROP 1 /* #undef SDL_VIDEO_DRIVER_OS2FS */ /* Enable OpenGL support */ /* #undef SDL_VIDEO_OPENGL */ /* Enable assembly routines where available */ #define SDL_ASSEMBLY_ROUTINES 1 #endif /* _SDL_config_os2_h */ ================================================ FILE: deps/include/SDL/SDL_config_symbian.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /* Symbian version Markus Mertama */ #ifndef _SDL_CONFIG_SYMBIAN_H #define _SDL_CONFIG_SYMBIAN_H #include "SDL_platform.h" /* This is the minimal configuration that can be used to build SDL */ #include #include #ifdef __GCCE__ #define SYMBIAN32_GCCE #endif #ifndef _SIZE_T_DEFINED typedef unsigned int size_t; #endif #ifndef _INTPTR_T_DECLARED typedef unsigned int uintptr_t; #endif #ifndef _INT8_T_DECLARED typedef signed char int8_t; #endif #ifndef _UINT8_T_DECLARED typedef unsigned char uint8_t; #endif #ifndef _INT16_T_DECLARED typedef signed short int16_t; #endif #ifndef _UINT16_T_DECLARED typedef unsigned short uint16_t; #endif #ifndef _INT32_T_DECLARED typedef signed int int32_t; #endif #ifndef _UINT32_T_DECLARED typedef unsigned int uint32_t; #endif #ifndef _INT64_T_DECLARED typedef signed long long int64_t; #endif #ifndef _UINT64_T_DECLARED typedef unsigned long long uint64_t; #endif #define SDL_AUDIO_DRIVER_EPOCAUDIO 1 /* Enable the stub cdrom driver (src/cdrom/dummy/\*.c) */ #define SDL_CDROM_DISABLED 1 /* Enable the stub joystick driver (src/joystick/dummy/\*.c) */ #define SDL_JOYSTICK_DISABLED 1 /* Enable the stub shared object loader (src/loadso/dummy/\*.c) */ #define SDL_LOADSO_DISABLED 1 #define SDL_THREAD_SYMBIAN 1 #define SDL_VIDEO_DRIVER_EPOC 1 #define SDL_VIDEO_OPENGL 0 #define SDL_HAS_64BIT_TYPE 1 #define HAVE_LIBC 1 #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STRING_H 1 #define HAVE_CTYPE_H 1 #define HAVE_MATH_H 1 #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 /*#define HAVE_ALLOCA 1*/ #define HAVE_QSORT 1 #define HAVE_ABS 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_MEMCMP 1 #define HAVE_STRLEN 1 #define HAVE__STRUPR 1 #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_ITOA 1 #define HAVE_STRTOL 1 #define HAVE_STRTOUL 1 #define HAVE_STRTOLL 1 #define HAVE_STRTOD 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 /*#define HAVE__STRICMP 1*/ #define HAVE__STRNICMP 1 #define HAVE_SSCANF 1 #define HAVE_STDARG_H 1 #define HAVE_STDDEF_H 1 #endif /* _SDL_CONFIG_SYMBIAN_H */ ================================================ FILE: deps/include/SDL/SDL_config_win32.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_config_win32_h #define _SDL_config_win32_h #include "SDL_platform.h" /* This is a set of defines to configure the SDL features */ #if defined(__GNUC__) || defined(__DMC__) || defined(__WATCOMC__) #define HAVE_STDINT_H 1 #elif defined(_MSC_VER) typedef signed __int8 int8_t; typedef unsigned __int8 uint8_t; typedef signed __int16 int16_t; typedef unsigned __int16 uint16_t; typedef signed __int32 int32_t; typedef unsigned __int32 uint32_t; typedef signed __int64 int64_t; typedef unsigned __int64 uint64_t; #ifndef _UINTPTR_T_DEFINED #ifdef _WIN64 typedef unsigned __int64 uintptr_t; #else typedef unsigned int uintptr_t; #endif #define _UINTPTR_T_DEFINED #endif /* Older Visual C++ headers don't have the Win64-compatible typedefs... */ #if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR))) #define DWORD_PTR DWORD #endif #if ((_MSC_VER <= 1200) && (!defined(LONG_PTR))) #define LONG_PTR LONG #endif #else /* !__GNUC__ && !_MSC_VER */ typedef signed char int8_t; typedef unsigned char uint8_t; typedef signed short int16_t; typedef unsigned short uint16_t; typedef signed int int32_t; typedef unsigned int uint32_t; typedef signed long long int64_t; typedef unsigned long long uint64_t; #ifndef _SIZE_T_DEFINED_ #define _SIZE_T_DEFINED_ typedef unsigned int size_t; #endif typedef unsigned int uintptr_t; #endif /* __GNUC__ || _MSC_VER */ #define SDL_HAS_64BIT_TYPE 1 /* Enabled for SDL 1.2 (binary compatibility) */ #define HAVE_LIBC 1 #ifdef HAVE_LIBC /* Useful headers */ #define HAVE_STDIO_H 1 #define STDC_HEADERS 1 #define HAVE_STRING_H 1 #define HAVE_CTYPE_H 1 #define HAVE_MATH_H 1 #ifndef _WIN32_WCE #define HAVE_SIGNAL_H 1 #endif /* C library functions */ #define HAVE_MALLOC 1 #define HAVE_CALLOC 1 #define HAVE_REALLOC 1 #define HAVE_FREE 1 #define HAVE_ALLOCA 1 #define HAVE_QSORT 1 #define HAVE_ABS 1 #define HAVE_MEMSET 1 #define HAVE_MEMCPY 1 #define HAVE_MEMMOVE 1 #define HAVE_MEMCMP 1 #define HAVE_STRLEN 1 #define HAVE_STRDUP 1 #define HAVE__STRREV 1 #define HAVE__STRUPR 1 #define HAVE__STRLWR 1 #define HAVE_STRCHR 1 #define HAVE_STRRCHR 1 #define HAVE_STRSTR 1 #define HAVE_ITOA 1 #define HAVE__LTOA 1 #define HAVE__ULTOA 1 #define HAVE__I64TOA 1 #define HAVE__UI64TOA 1 #define HAVE_STRTOL 1 #define HAVE_STRTOUL 1 #if defined(__MINGW32__) || defined(__WATCOMC__) #define HAVE_STRTOLL 1 #define HAVE_STRTOULL 1 #endif #if defined(__WATCOMC__) || (defined(_MSC_VER) && (_MSC_VER >= 1300)) || defined(_WIN64) #define HAVE__STRTOI64 1 #define HAVE__STRTOUI64 1 #endif #define HAVE_STRTOD 1 #define HAVE_ATOI 1 #define HAVE_ATOF 1 #define HAVE_STRCMP 1 #define HAVE_STRNCMP 1 #define HAVE__STRICMP 1 #define HAVE__STRNICMP 1 #define HAVE_SSCANF 1 #else #define HAVE_STDARG_H 1 #define HAVE_STDDEF_H 1 #endif /* Windows CE can support only _strdup() */ #if defined(_WIN32_WCE) && defined(HAVE_STRDUP) #undef strdup #define strdup _strdup #endif /* Enable various audio drivers */ #ifndef _WIN32_WCE #define SDL_AUDIO_DRIVER_DSOUND 1 #endif #define SDL_AUDIO_DRIVER_WAVEOUT 1 #define SDL_AUDIO_DRIVER_DISK 1 #define SDL_AUDIO_DRIVER_DUMMY 1 /* Enable various cdrom drivers */ #ifdef _WIN32_WCE #define SDL_CDROM_DISABLED 1 #else #define SDL_CDROM_WIN32 1 #endif /* Enable various input drivers */ #ifdef _WIN32_WCE #define SDL_JOYSTICK_DISABLED 1 #else #define SDL_JOYSTICK_WINMM 1 #endif /* Enable various shared object loading systems */ #define SDL_LOADSO_WIN32 1 /* Enable various threading systems */ #define SDL_THREAD_WIN32 1 /* Enable various timer systems */ #ifdef _WIN32_WCE #define SDL_TIMER_WINCE 1 #else #define SDL_TIMER_WIN32 1 #endif /* Enable various video drivers */ #ifdef _WIN32_WCE #define SDL_VIDEO_DRIVER_GAPI 1 #endif #ifndef _WIN32_WCE #define SDL_VIDEO_DRIVER_DDRAW 1 #endif #define SDL_VIDEO_DRIVER_DUMMY 1 #define SDL_VIDEO_DRIVER_WINDIB 1 /* Enable OpenGL support */ #ifndef _WIN32_WCE #define SDL_VIDEO_OPENGL 1 #define SDL_VIDEO_OPENGL_WGL 1 #endif /* Disable screensaver */ #define SDL_VIDEO_DISABLE_SCREENSAVER 1 /* Enable assembly routines (Win64 doesn't have inline asm) */ #ifndef _WIN64 #define SDL_ASSEMBLY_ROUTINES 1 #endif #endif /* _SDL_config_win32_h */ ================================================ FILE: deps/include/SDL/SDL_copying.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ ================================================ FILE: deps/include/SDL/SDL_cpuinfo.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_cpuinfo.h * CPU feature detection for SDL */ #ifndef _SDL_cpuinfo_h #define _SDL_cpuinfo_h #include "SDL_stdinc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** This function returns true if the CPU has the RDTSC instruction */ extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void); /** This function returns true if the CPU has MMX features */ extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void); /** This function returns true if the CPU has MMX Ext. features */ extern DECLSPEC SDL_bool SDLCALL SDL_HasMMXExt(void); /** This function returns true if the CPU has 3DNow features */ extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void); /** This function returns true if the CPU has 3DNow! Ext. features */ extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNowExt(void); /** This function returns true if the CPU has SSE features */ extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void); /** This function returns true if the CPU has SSE2 features */ extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void); /** This function returns true if the CPU has AltiVec features */ extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_cpuinfo_h */ ================================================ FILE: deps/include/SDL/SDL_endian.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_endian.h * Functions for reading and writing endian-specific values */ #ifndef _SDL_endian_h #define _SDL_endian_h #include "SDL_stdinc.h" /** @name SDL_ENDIANs * The two types of endianness */ /*@{*/ #define SDL_LIL_ENDIAN 1234 #define SDL_BIG_ENDIAN 4321 /*@}*/ #ifndef SDL_BYTEORDER /* Not defined in SDL_config.h? */ #ifdef __linux__ #include #define SDL_BYTEORDER __BYTE_ORDER #elif defined(__OpenBSD__) || defined(__DragonFly__) #include #define SDL_BYTEORDER BYTE_ORDER #elif defined(__FreeBSD__) || defined(__NetBSD__) #include #define SDL_BYTEORDER BYTE_ORDER /* predefs from newer gcc and clang versions: */ #elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__) #if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__) #define SDL_BYTEORDER SDL_LIL_ENDIAN #elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__) #define SDL_BYTEORDER SDL_BIG_ENDIAN #else #error Unsupported endianness #endif /**/ #else #if defined(__hppa__) || \ defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ (defined(__MIPS__) && defined(__MIPSEB__)) || \ defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \ defined(__sparc__) #define SDL_BYTEORDER SDL_BIG_ENDIAN #else #define SDL_BYTEORDER SDL_LIL_ENDIAN #endif #endif /* __linux__ */ #endif /* !SDL_BYTEORDER */ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * @name SDL_Swap Functions * Use inline functions for compilers that support them, and static * functions for those that do not. Because these functions become * static for compilers that do not support inline functions, this * header should only be included in files that actually use them. */ /*@{*/ #if defined(__GNUC__) && defined(__i386__) && \ !(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */) static __inline__ Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0" : "=q" (x) : "0" (x)); return x; } #elif defined(__GNUC__) && defined(__x86_64__) static __inline__ Uint16 SDL_Swap16(Uint16 x) { __asm__("xchgb %b0,%h0" : "=Q" (x) : "0" (x)); return x; } #elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) static __inline__ Uint16 SDL_Swap16(Uint16 x) { int result; __asm__("rlwimi %0,%2,8,16,23" : "=&r" (result) : "0" (x >> 8), "r" (x)); return (Uint16)result; } #elif defined(__GNUC__) && defined(__aarch64__) static __inline__ Uint16 SDL_Swap16(Uint16 x) { return __builtin_bswap16(x); } #elif defined(__GNUC__) && (defined(__m68k__) && !defined(__mcoldfire__)) static __inline__ Uint16 SDL_Swap16(Uint16 x) { __asm__("rorw #8,%0" : "=d" (x) : "0" (x) : "cc"); return x; } #elif defined(__WATCOMC__) && defined(__386__) extern __inline Uint16 SDL_Swap16(Uint16); #pragma aux SDL_Swap16 = \ "xchg al, ah" \ parm [ax] \ modify [ax]; #else static __inline__ Uint16 SDL_Swap16(Uint16 x) { return SDL_static_cast(Uint16, ((x<<8)|(x>>8))); } #endif #if defined(__GNUC__) && defined(__i386__) && \ !(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */) static __inline__ Uint32 SDL_Swap32(Uint32 x) { __asm__("bswap %0" : "=r" (x) : "0" (x)); return x; } #elif defined(__GNUC__) && defined(__x86_64__) static __inline__ Uint32 SDL_Swap32(Uint32 x) { __asm__("bswapl %0" : "=r" (x) : "0" (x)); return x; } #elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) static __inline__ Uint32 SDL_Swap32(Uint32 x) { Uint32 result; __asm__("rlwimi %0,%2,24,16,23" : "=&r" (result) : "0" (x>>24), "r" (x)); __asm__("rlwimi %0,%2,8,8,15" : "=&r" (result) : "0" (result), "r" (x)); __asm__("rlwimi %0,%2,24,0,7" : "=&r" (result) : "0" (result), "r" (x)); return result; } #elif defined(__GNUC__) && defined(__aarch64__) static __inline__ Uint32 SDL_Swap32(Uint32 x) { return __builtin_bswap32(x); } #elif defined(__GNUC__) && (defined(__m68k__) && !defined(__mcoldfire__)) static __inline__ Uint32 SDL_Swap32(Uint32 x) { __asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0" : "=d" (x) : "0" (x) : "cc"); return x; } #elif defined(__WATCOMC__) && defined(__386__) extern __inline Uint32 SDL_Swap32(Uint32); #pragma aux SDL_Swap32 = \ "bswap eax" \ parm [eax] \ modify [eax]; #else static __inline__ Uint32 SDL_Swap32(Uint32 x) { return SDL_static_cast(Uint32, ((x<<24)|((x<<8)&0x00FF0000)|((x>>8)&0x0000FF00)|(x>>24))); } #endif #ifdef SDL_HAS_64BIT_TYPE /**/ #if defined(__GNUC__) && defined(__i386__) && \ !(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */) static __inline__ Uint64 SDL_Swap64(Uint64 x) { union { struct { Uint32 a,b; } s; Uint64 u; } v; v.u = x; __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" : "=r" (v.s.a), "=r" (v.s.b) : "0" (v.s.a), "1" (v.s.b)); return v.u; } #elif defined(__GNUC__) && defined(__aarch64__) static __inline__ Uint64 SDL_Swap64(Uint64 x) { return __builtin_bswap64(x); } #elif defined(__GNUC__) && defined(__x86_64__) static __inline__ Uint64 SDL_Swap64(Uint64 x) { __asm__("bswapq %0" : "=r" (x) : "0" (x)); return x; } #elif defined(__WATCOMC__) && defined(__386__) extern __inline Uint64 SDL_Swap64(Uint64); #pragma aux SDL_Swap64 = \ "bswap eax" \ "bswap edx" \ "xchg eax,edx" \ parm [eax edx] \ modify [eax edx]; #else static __inline__ Uint64 SDL_Swap64(Uint64 x) { Uint32 hi, lo; /* Separate into high and low 32-bit values and swap them */ lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF); x >>= 32; hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF); x = SDL_Swap32(lo); x <<= 32; x |= SDL_Swap32(hi); return (x); } #endif #else /* SDL_HAS_64BIT_TYPE */ /* This is mainly to keep compilers from complaining in SDL code. * If there is no real 64-bit datatype, then compilers will complain about * the fake 64-bit datatype that SDL provides when it compiles user code. */ #define SDL_Swap64(X) (X) #endif /* SDL_HAS_64BIT_TYPE */ /*@}*/ /** * @name SDL_SwapLE and SDL_SwapBE Functions * Byteswap item from the specified endianness to the native endianness */ /*@{*/ #if SDL_BYTEORDER == SDL_LIL_ENDIAN #define SDL_SwapLE16(X) (X) #define SDL_SwapLE32(X) (X) #define SDL_SwapLE64(X) (X) #define SDL_SwapBE16(X) SDL_Swap16(X) #define SDL_SwapBE32(X) SDL_Swap32(X) #define SDL_SwapBE64(X) SDL_Swap64(X) #else #define SDL_SwapLE16(X) SDL_Swap16(X) #define SDL_SwapLE32(X) SDL_Swap32(X) #define SDL_SwapLE64(X) SDL_Swap64(X) #define SDL_SwapBE16(X) (X) #define SDL_SwapBE32(X) (X) #define SDL_SwapBE64(X) (X) #endif /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_endian_h */ ================================================ FILE: deps/include/SDL/SDL_error.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_error.h * Simple error message routines for SDL */ #ifndef _SDL_error_h #define _SDL_error_h #include "SDL_stdinc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * @name Public functions */ /*@{*/ extern DECLSPEC void SDLCALL SDL_SetError(const char *fmt, ...); extern DECLSPEC char * SDLCALL SDL_GetError(void); extern DECLSPEC void SDLCALL SDL_ClearError(void); /*@}*/ /** * @name Private functions * @internal Private error message function - used internally */ /*@{*/ #define SDL_OutOfMemory() SDL_Error(SDL_ENOMEM) #define SDL_Unsupported() SDL_Error(SDL_UNSUPPORTED) typedef enum { SDL_ENOMEM, SDL_EFREAD, SDL_EFWRITE, SDL_EFSEEK, SDL_UNSUPPORTED, SDL_LASTERROR } SDL_errorcode; extern DECLSPEC void SDLCALL SDL_Error(SDL_errorcode code); /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_error_h */ ================================================ FILE: deps/include/SDL/SDL_events.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** * @file SDL_events.h * Include file for SDL event handling */ #ifndef _SDL_events_h #define _SDL_events_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_active.h" #include "SDL_keyboard.h" #include "SDL_mouse.h" #include "SDL_joystick.h" #include "SDL_quit.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @name General keyboard/mouse state definitions */ /*@{*/ #define SDL_RELEASED 0 #define SDL_PRESSED 1 /*@}*/ /** Event enumerations */ typedef enum { SDL_NOEVENT = 0, /**< Unused (do not remove) */ SDL_ACTIVEEVENT, /**< Application loses/gains visibility */ SDL_KEYDOWN, /**< Keys pressed */ SDL_KEYUP, /**< Keys released */ SDL_MOUSEMOTION, /**< Mouse moved */ SDL_MOUSEBUTTONDOWN, /**< Mouse button pressed */ SDL_MOUSEBUTTONUP, /**< Mouse button released */ SDL_JOYAXISMOTION, /**< Joystick axis motion */ SDL_JOYBALLMOTION, /**< Joystick trackball motion */ SDL_JOYHATMOTION, /**< Joystick hat position change */ SDL_JOYBUTTONDOWN, /**< Joystick button pressed */ SDL_JOYBUTTONUP, /**< Joystick button released */ SDL_QUIT, /**< User-requested quit */ SDL_SYSWMEVENT, /**< System specific event */ SDL_EVENT_RESERVEDA, /**< Reserved for future use.. */ SDL_EVENT_RESERVEDB, /**< Reserved for future use.. */ SDL_VIDEORESIZE, /**< User resized video mode */ SDL_VIDEOEXPOSE, /**< Screen needs to be redrawn */ SDL_EVENT_RESERVED2, /**< Reserved for future use.. */ SDL_EVENT_RESERVED3, /**< Reserved for future use.. */ SDL_EVENT_RESERVED4, /**< Reserved for future use.. */ SDL_EVENT_RESERVED5, /**< Reserved for future use.. */ SDL_EVENT_RESERVED6, /**< Reserved for future use.. */ SDL_EVENT_RESERVED7, /**< Reserved for future use.. */ /** Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */ SDL_USEREVENT = 24, /** This last event is only for bounding internal arrays * It is the number of bits in the event mask datatype -- Uint32 */ SDL_NUMEVENTS = 32 } SDL_EventType; /** @name Predefined event masks */ /*@{*/ #define SDL_EVENTMASK(X) (1<<(X)) typedef enum { SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT), SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN), SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP), SDL_KEYEVENTMASK = SDL_EVENTMASK(SDL_KEYDOWN)| SDL_EVENTMASK(SDL_KEYUP), SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION), SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN), SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP), SDL_MOUSEEVENTMASK = SDL_EVENTMASK(SDL_MOUSEMOTION)| SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)| SDL_EVENTMASK(SDL_MOUSEBUTTONUP), SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION), SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION), SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION), SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN), SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP), SDL_JOYEVENTMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION)| SDL_EVENTMASK(SDL_JOYBALLMOTION)| SDL_EVENTMASK(SDL_JOYHATMOTION)| SDL_EVENTMASK(SDL_JOYBUTTONDOWN)| SDL_EVENTMASK(SDL_JOYBUTTONUP), SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE), SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE), SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT), SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT) } SDL_EventMask ; #define SDL_ALLEVENTS 0xFFFFFFFF /*@}*/ /** Application visibility event structure */ typedef struct SDL_ActiveEvent { Uint8 type; /**< SDL_ACTIVEEVENT */ Uint8 gain; /**< Whether given states were gained or lost (1/0) */ Uint8 state; /**< A mask of the focus states */ } SDL_ActiveEvent; /** Keyboard event structure */ typedef struct SDL_KeyboardEvent { Uint8 type; /**< SDL_KEYDOWN or SDL_KEYUP */ Uint8 which; /**< The keyboard device index */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ SDL_keysym keysym; } SDL_KeyboardEvent; /** Mouse motion event structure */ typedef struct SDL_MouseMotionEvent { Uint8 type; /**< SDL_MOUSEMOTION */ Uint8 which; /**< The mouse device index */ Uint8 state; /**< The current button state */ Uint16 x, y; /**< The X/Y coordinates of the mouse */ Sint16 xrel; /**< The relative motion in the X direction */ Sint16 yrel; /**< The relative motion in the Y direction */ } SDL_MouseMotionEvent; /** Mouse button event structure */ typedef struct SDL_MouseButtonEvent { Uint8 type; /**< SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */ Uint8 which; /**< The mouse device index */ Uint8 button; /**< The mouse button index */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ Uint16 x, y; /**< The X/Y coordinates of the mouse at press time */ } SDL_MouseButtonEvent; /** Joystick axis motion event structure */ typedef struct SDL_JoyAxisEvent { Uint8 type; /**< SDL_JOYAXISMOTION */ Uint8 which; /**< The joystick device index */ Uint8 axis; /**< The joystick axis index */ Sint16 value; /**< The axis value (range: -32768 to 32767) */ } SDL_JoyAxisEvent; /** Joystick trackball motion event structure */ typedef struct SDL_JoyBallEvent { Uint8 type; /**< SDL_JOYBALLMOTION */ Uint8 which; /**< The joystick device index */ Uint8 ball; /**< The joystick trackball index */ Sint16 xrel; /**< The relative motion in the X direction */ Sint16 yrel; /**< The relative motion in the Y direction */ } SDL_JoyBallEvent; /** Joystick hat position change event structure */ typedef struct SDL_JoyHatEvent { Uint8 type; /**< SDL_JOYHATMOTION */ Uint8 which; /**< The joystick device index */ Uint8 hat; /**< The joystick hat index */ Uint8 value; /**< The hat position value: * SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP * SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT * SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN * Note that zero means the POV is centered. */ } SDL_JoyHatEvent; /** Joystick button event structure */ typedef struct SDL_JoyButtonEvent { Uint8 type; /**< SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */ Uint8 which; /**< The joystick device index */ Uint8 button; /**< The joystick button index */ Uint8 state; /**< SDL_PRESSED or SDL_RELEASED */ } SDL_JoyButtonEvent; /** The "window resized" event * When you get this event, you are responsible for setting a new video * mode with the new width and height. */ typedef struct SDL_ResizeEvent { Uint8 type; /**< SDL_VIDEORESIZE */ int w; /**< New width */ int h; /**< New height */ } SDL_ResizeEvent; /** The "screen redraw" event */ typedef struct SDL_ExposeEvent { Uint8 type; /**< SDL_VIDEOEXPOSE */ } SDL_ExposeEvent; /** The "quit requested" event */ typedef struct SDL_QuitEvent { Uint8 type; /**< SDL_QUIT */ } SDL_QuitEvent; /** A user-defined event type */ typedef struct SDL_UserEvent { Uint8 type; /**< SDL_USEREVENT through SDL_NUMEVENTS-1 */ int code; /**< User defined event code */ void *data1; /**< User defined data pointer */ void *data2; /**< User defined data pointer */ } SDL_UserEvent; /** If you want to use this event, you should include SDL_syswm.h */ struct SDL_SysWMmsg; typedef struct SDL_SysWMmsg SDL_SysWMmsg; typedef struct SDL_SysWMEvent { Uint8 type; SDL_SysWMmsg *msg; } SDL_SysWMEvent; /** General event structure */ typedef union SDL_Event { Uint8 type; SDL_ActiveEvent active; SDL_KeyboardEvent key; SDL_MouseMotionEvent motion; SDL_MouseButtonEvent button; SDL_JoyAxisEvent jaxis; SDL_JoyBallEvent jball; SDL_JoyHatEvent jhat; SDL_JoyButtonEvent jbutton; SDL_ResizeEvent resize; SDL_ExposeEvent expose; SDL_QuitEvent quit; SDL_UserEvent user; SDL_SysWMEvent syswm; } SDL_Event; /* Function prototypes */ /** Pumps the event loop, gathering events from the input devices. * This function updates the event queue and internal input device state. * This should only be run in the thread that sets the video mode. */ extern DECLSPEC void SDLCALL SDL_PumpEvents(void); typedef enum { SDL_ADDEVENT, SDL_PEEKEVENT, SDL_GETEVENT } SDL_eventaction; /** * Checks the event queue for messages and optionally returns them. * * If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to * the back of the event queue. * If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front * of the event queue, matching 'mask', will be returned and will not * be removed from the queue. * If 'action' is SDL_GETEVENT, up to 'numevents' events at the front * of the event queue, matching 'mask', will be returned and will be * removed from the queue. * * @return * This function returns the number of events actually stored, or -1 * if there was an error. * * This function is thread-safe. */ extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_eventaction action, Uint32 mask); /** Polls for currently pending events, and returns 1 if there are any pending * events, or 0 if there are none available. If 'event' is not NULL, the next * event is removed from the queue and stored in that area. */ extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event); /** Waits indefinitely for the next available event, returning 1, or 0 if there * was an error while waiting for events. If 'event' is not NULL, the next * event is removed from the queue and stored in that area. */ extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event); /** Add an event to the event queue. * This function returns 0 on success, or -1 if the event queue was full * or there was some other error. */ extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event); /** @name Event Filtering */ /*@{*/ typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); /** * This function sets up a filter to process all events before they * change internal state and are posted to the internal event queue. * * The filter is protypted as: * @code typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event); @endcode * * If the filter returns 1, then the event will be added to the internal queue. * If it returns 0, then the event will be dropped from the queue, but the * internal state will still be updated. This allows selective filtering of * dynamically arriving events. * * @warning Be very careful of what you do in the event filter function, as * it may run in a different thread! * * There is one caveat when dealing with the SDL_QUITEVENT event type. The * event filter is only called when the window manager desires to close the * application window. If the event filter returns 1, then the window will * be closed, otherwise the window will remain open if possible. * If the quit event is generated by an interrupt signal, it will bypass the * internal queue and be delivered to the application at the next event poll. */ extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter); /** * Return the current event filter - can be used to "chain" filters. * If there is no event filter set, this function returns NULL. */ extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void); /*@}*/ /** @name Event State */ /*@{*/ #define SDL_QUERY -1 #define SDL_IGNORE 0 #define SDL_DISABLE 0 #define SDL_ENABLE 1 /*@}*/ /** * This function allows you to set the state of processing certain events. * If 'state' is set to SDL_IGNORE, that event will be automatically dropped * from the event queue and will not event be filtered. * If 'state' is set to SDL_ENABLE, that event will be processed normally. * If 'state' is set to SDL_QUERY, SDL_EventState() will return the * current processing state of the specified event. */ extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_events_h */ ================================================ FILE: deps/include/SDL/SDL_framerate.h ================================================ /* SDL_framerate.h: framerate manager Copyright (C) 2001-2012 Andreas Schiffler This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Andreas Schiffler -- aschiffler at ferzkopp dot net */ #ifndef _SDL_framerate_h #define _SDL_framerate_h /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* --- */ #include /* --------- Definitions */ /*! \brief Highest possible rate supported by framerate controller in Hz (1/s). */ #define FPS_UPPER_LIMIT 200 /*! \brief Lowest possible rate supported by framerate controller in Hz (1/s). */ #define FPS_LOWER_LIMIT 1 /*! \brief Default rate of framerate controller in Hz (1/s). */ #define FPS_DEFAULT 30 /*! \brief Structure holding the state and timing information of the framerate controller. */ typedef struct { Uint32 framecount; float rateticks; Uint32 baseticks; Uint32 lastticks; Uint32 rate; } FPSmanager; /* ---- Function Prototypes */ #ifdef _MSC_VER # if defined(DLL_EXPORT) && !defined(LIBSDL_GFX_DLL_IMPORT) # define SDL_FRAMERATE_SCOPE __declspec(dllexport) # else # ifdef LIBSDL_GFX_DLL_IMPORT # define SDL_FRAMERATE_SCOPE __declspec(dllimport) # endif # endif #endif #ifndef SDL_FRAMERATE_SCOPE # define SDL_FRAMERATE_SCOPE extern #endif /* Functions return 0 or value for sucess and -1 for error */ SDL_FRAMERATE_SCOPE void SDL_initFramerate(FPSmanager * manager); SDL_FRAMERATE_SCOPE int SDL_setFramerate(FPSmanager * manager, Uint32 rate); SDL_FRAMERATE_SCOPE int SDL_getFramerate(FPSmanager * manager); SDL_FRAMERATE_SCOPE int SDL_getFramecount(FPSmanager * manager); SDL_FRAMERATE_SCOPE Uint32 SDL_framerateDelay(FPSmanager * manager); /* --- */ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #endif /* _SDL_framerate_h */ ================================================ FILE: deps/include/SDL/SDL_getenv.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_getenv.h * @deprecated Use SDL_stdinc.h instead */ /* DEPRECATED */ #include "SDL_stdinc.h" ================================================ FILE: deps/include/SDL/SDL_gfxBlitFunc.h ================================================ /* SDL_gfxBlitFunc.h: custom blitters Copyright (C) 2001-2012 Andreas Schiffler This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Andreas Schiffler -- aschiffler at ferzkopp dot net */ #ifndef _SDL_gfxBlitFunc_h #define _SDL_gfxBlitFunc_h /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #include #include #include #include extern const unsigned int GFX_ALPHA_ADJUST_ARRAY[256]; /* ---- Function Prototypes */ #ifdef _MSC_VER # if defined(DLL_EXPORT) && !defined(LIBSDL_GFX_DLL_IMPORT) # define SDL_GFXBLITFUNC_SCOPE __declspec(dllexport) # else # ifdef LIBSDL_GFX_DLL_IMPORT # define SDL_GFXBLITFUNC_SCOPE __declspec(dllimport) # endif # endif #endif #ifndef SDL_GFXBLITFUNC_SCOPE # define SDL_GFXBLITFUNC_SCOPE extern #endif SDL_GFXBLITFUNC_SCOPE int SDL_gfxBlitRGBA(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect); SDL_GFXBLITFUNC_SCOPE int SDL_gfxSetAlpha(SDL_Surface * src, Uint8 a); SDL_GFXBLITFUNC_SCOPE int SDL_gfxMultiplyAlpha(SDL_Surface * src, Uint8 a); /* -------- Macros */ /* Define SDL macros locally as a substitute for an #include "SDL_blit.h", */ /* which doesn't work since the include file doesn't get installed. */ /*! \brief The structure passed to the low level blit functions. */ typedef struct { Uint8 *s_pixels; int s_width; int s_height; int s_skip; Uint8 *d_pixels; int d_width; int d_height; int d_skip; void *aux_data; SDL_PixelFormat *src; Uint8 *table; SDL_PixelFormat *dst; } SDL_gfxBlitInfo; /*! \brief Unwrap RGBA values from a pixel using mask, shift and loss for surface. */ #define GFX_RGBA_FROM_PIXEL(pixel, fmt, r, g, b, a) \ { \ r = ((pixel&fmt->Rmask)>>fmt->Rshift)<Rloss; \ g = ((pixel&fmt->Gmask)>>fmt->Gshift)<Gloss; \ b = ((pixel&fmt->Bmask)>>fmt->Bshift)<Bloss; \ a = ((pixel&fmt->Amask)>>fmt->Ashift)<Aloss; \ } /*! \brief Disassemble buffer pointer into a pixel and separate RGBA values. */ #define GFX_DISASSEMBLE_RGBA(buf, bpp, fmt, pixel, r, g, b, a) \ do { \ pixel = *((Uint32 *)(buf)); \ GFX_RGBA_FROM_PIXEL(pixel, fmt, r, g, b, a); \ pixel &= ~fmt->Amask; \ } while(0) /*! \brief Wrap a pixel from RGBA values using mask, shift and loss for surface. */ #define GFX_PIXEL_FROM_RGBA(pixel, fmt, r, g, b, a) \ { \ pixel = ((r>>fmt->Rloss)<Rshift)| \ ((g>>fmt->Gloss)<Gshift)| \ ((b>>fmt->Bloss)<Bshift)| \ ((a<Aloss)<Ashift); \ } /*! \brief Assemble pixel into buffer pointer from separate RGBA values. */ #define GFX_ASSEMBLE_RGBA(buf, bpp, fmt, r, g, b, a) \ { \ Uint32 pixel; \ \ GFX_PIXEL_FROM_RGBA(pixel, fmt, r, g, b, a); \ *((Uint32 *)(buf)) = pixel; \ } /*! \brief Blend the RGB values of two pixels based on a source alpha value. */ #define GFX_ALPHA_BLEND(sR, sG, sB, A, dR, dG, dB) \ do { \ dR = (((sR-dR)*(A))/255)+dR; \ dG = (((sG-dG)*(A))/255)+dG; \ dB = (((sB-dB)*(A))/255)+dB; \ } while(0) /*! \brief 4-times unrolled DUFFs loop. This is a very useful loop for optimizing blitters. */ #define GFX_DUFFS_LOOP4(pixel_copy_increment, width) \ { int n = (width+3)/4; \ switch (width & 3) { \ case 0: do { pixel_copy_increment; \ case 3: pixel_copy_increment; \ case 2: pixel_copy_increment; \ case 1: pixel_copy_increment; \ } while ( --n > 0 ); \ } \ } /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #endif /* _SDL_gfxBlitFunc_h */ ================================================ FILE: deps/include/SDL/SDL_gfxPrimitives.h ================================================ /* SDL_gfxPrimitives.h: graphics primitives for SDL Copyright (C) 2001-2013 Andreas Schiffler This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Andreas Schiffler -- aschiffler at ferzkopp dot net */ #ifndef _SDL_gfxPrimitives_h #define _SDL_gfxPrimitives_h #include #ifndef M_PI #define M_PI 3.1415926535897932384626433832795 #endif #include /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* ----- Versioning */ #define SDL_GFXPRIMITIVES_MAJOR 2 #define SDL_GFXPRIMITIVES_MINOR 0 #define SDL_GFXPRIMITIVES_MICRO 26 /* ---- Function Prototypes */ #ifdef _MSC_VER # if defined(DLL_EXPORT) && !defined(LIBSDL_GFX_DLL_IMPORT) # define SDL_GFXPRIMITIVES_SCOPE __declspec(dllexport) # else # ifdef LIBSDL_GFX_DLL_IMPORT # define SDL_GFXPRIMITIVES_SCOPE __declspec(dllimport) # endif # endif #endif #ifndef SDL_GFXPRIMITIVES_SCOPE # define SDL_GFXPRIMITIVES_SCOPE extern #endif /* Note: all ___Color routines expect the color to be in format 0xRRGGBBAA */ /* Pixel */ SDL_GFXPRIMITIVES_SCOPE int pixelColor(SDL_Surface * dst, Sint16 x, Sint16 y, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int pixelRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Horizontal line */ SDL_GFXPRIMITIVES_SCOPE int hlineColor(SDL_Surface * dst, Sint16 x1, Sint16 x2, Sint16 y, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int hlineRGBA(SDL_Surface * dst, Sint16 x1, Sint16 x2, Sint16 y, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Vertical line */ SDL_GFXPRIMITIVES_SCOPE int vlineColor(SDL_Surface * dst, Sint16 x, Sint16 y1, Sint16 y2, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int vlineRGBA(SDL_Surface * dst, Sint16 x, Sint16 y1, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Rectangle */ SDL_GFXPRIMITIVES_SCOPE int rectangleColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int rectangleRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Rounded-Corner Rectangle */ SDL_GFXPRIMITIVES_SCOPE int roundedRectangleColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int roundedRectangleRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Filled rectangle (Box) */ SDL_GFXPRIMITIVES_SCOPE int boxColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int boxRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Rounded-Corner Filled rectangle (Box) */ SDL_GFXPRIMITIVES_SCOPE int roundedBoxColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int roundedBoxRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Line */ SDL_GFXPRIMITIVES_SCOPE int lineColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int lineRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* AA Line */ SDL_GFXPRIMITIVES_SCOPE int aalineColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int aalineRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Thick Line */ SDL_GFXPRIMITIVES_SCOPE int thickLineColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int thickLineRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Uint8 width, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Circle */ SDL_GFXPRIMITIVES_SCOPE int circleColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int circleRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Arc */ SDL_GFXPRIMITIVES_SCOPE int arcColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int arcRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* AA Circle */ SDL_GFXPRIMITIVES_SCOPE int aacircleColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int aacircleRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Filled Circle */ SDL_GFXPRIMITIVES_SCOPE int filledCircleColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 r, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int filledCircleRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Ellipse */ SDL_GFXPRIMITIVES_SCOPE int ellipseColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int ellipseRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* AA Ellipse */ SDL_GFXPRIMITIVES_SCOPE int aaellipseColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int aaellipseRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Filled Ellipse */ SDL_GFXPRIMITIVES_SCOPE int filledEllipseColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int filledEllipseRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rx, Sint16 ry, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Pie */ SDL_GFXPRIMITIVES_SCOPE int pieColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int pieRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Filled Pie */ SDL_GFXPRIMITIVES_SCOPE int filledPieColor(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int filledPieRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, Sint16 rad, Sint16 start, Sint16 end, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Trigon */ SDL_GFXPRIMITIVES_SCOPE int trigonColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int trigonRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* AA-Trigon */ SDL_GFXPRIMITIVES_SCOPE int aatrigonColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int aatrigonRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Filled Trigon */ SDL_GFXPRIMITIVES_SCOPE int filledTrigonColor(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int filledTrigonRGBA(SDL_Surface * dst, Sint16 x1, Sint16 y1, Sint16 x2, Sint16 y2, Sint16 x3, Sint16 y3, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Polygon */ SDL_GFXPRIMITIVES_SCOPE int polygonColor(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int polygonRGBA(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* AA-Polygon */ SDL_GFXPRIMITIVES_SCOPE int aapolygonColor(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int aapolygonRGBA(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Filled Polygon */ SDL_GFXPRIMITIVES_SCOPE int filledPolygonColor(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int filledPolygonRGBA(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a); SDL_GFXPRIMITIVES_SCOPE int texturedPolygon(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, SDL_Surface * texture,int texture_dx,int texture_dy); /* (Note: These MT versions are required for multi-threaded operation.) */ SDL_GFXPRIMITIVES_SCOPE int filledPolygonColorMT(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint32 color, int **polyInts, int *polyAllocated); SDL_GFXPRIMITIVES_SCOPE int filledPolygonRGBAMT(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, Uint8 r, Uint8 g, Uint8 b, Uint8 a, int **polyInts, int *polyAllocated); SDL_GFXPRIMITIVES_SCOPE int texturedPolygonMT(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, SDL_Surface * texture,int texture_dx,int texture_dy, int **polyInts, int *polyAllocated); /* Bezier */ SDL_GFXPRIMITIVES_SCOPE int bezierColor(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, int s, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int bezierRGBA(SDL_Surface * dst, const Sint16 * vx, const Sint16 * vy, int n, int s, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Characters/Strings */ SDL_GFXPRIMITIVES_SCOPE void gfxPrimitivesSetFont(const void *fontdata, Uint32 cw, Uint32 ch); SDL_GFXPRIMITIVES_SCOPE void gfxPrimitivesSetFontRotation(Uint32 rotation); SDL_GFXPRIMITIVES_SCOPE int characterColor(SDL_Surface * dst, Sint16 x, Sint16 y, char c, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int characterRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, char c, Uint8 r, Uint8 g, Uint8 b, Uint8 a); SDL_GFXPRIMITIVES_SCOPE int stringColor(SDL_Surface * dst, Sint16 x, Sint16 y, const char *s, Uint32 color); SDL_GFXPRIMITIVES_SCOPE int stringRGBA(SDL_Surface * dst, Sint16 x, Sint16 y, const char *s, Uint8 r, Uint8 g, Uint8 b, Uint8 a); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #endif /* _SDL_gfxPrimitives_h */ ================================================ FILE: deps/include/SDL/SDL_gfxPrimitives_font.h ================================================ /* ---- 8x8 font definition ---- */ /* ZLIB (c) A. Schiffler 2001-2012 */ #define GFX_FONTDATAMAX (8*256) static unsigned char gfxPrimitivesFontdata[GFX_FONTDATAMAX] = { /* * 0 0x00 '^@' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 1 0x01 '^A' */ 0x7e, /* 01111110 */ 0x81, /* 10000001 */ 0xa5, /* 10100101 */ 0x81, /* 10000001 */ 0xbd, /* 10111101 */ 0x99, /* 10011001 */ 0x81, /* 10000001 */ 0x7e, /* 01111110 */ /* * 2 0x02 '^B' */ 0x7e, /* 01111110 */ 0xff, /* 11111111 */ 0xdb, /* 11011011 */ 0xff, /* 11111111 */ 0xc3, /* 11000011 */ 0xe7, /* 11100111 */ 0xff, /* 11111111 */ 0x7e, /* 01111110 */ /* * 3 0x03 '^C' */ 0x6c, /* 01101100 */ 0xfe, /* 11111110 */ 0xfe, /* 11111110 */ 0xfe, /* 11111110 */ 0x7c, /* 01111100 */ 0x38, /* 00111000 */ 0x10, /* 00010000 */ 0x00, /* 00000000 */ /* * 4 0x04 '^D' */ 0x10, /* 00010000 */ 0x38, /* 00111000 */ 0x7c, /* 01111100 */ 0xfe, /* 11111110 */ 0x7c, /* 01111100 */ 0x38, /* 00111000 */ 0x10, /* 00010000 */ 0x00, /* 00000000 */ /* * 5 0x05 '^E' */ 0x38, /* 00111000 */ 0x7c, /* 01111100 */ 0x38, /* 00111000 */ 0xfe, /* 11111110 */ 0xfe, /* 11111110 */ 0xd6, /* 11010110 */ 0x10, /* 00010000 */ 0x38, /* 00111000 */ /* * 6 0x06 '^F' */ 0x10, /* 00010000 */ 0x38, /* 00111000 */ 0x7c, /* 01111100 */ 0xfe, /* 11111110 */ 0xfe, /* 11111110 */ 0x7c, /* 01111100 */ 0x10, /* 00010000 */ 0x38, /* 00111000 */ /* * 7 0x07 '^G' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 8 0x08 '^H' */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xe7, /* 11100111 */ 0xc3, /* 11000011 */ 0xc3, /* 11000011 */ 0xe7, /* 11100111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ /* * 9 0x09 '^I' */ 0x00, /* 00000000 */ 0x3c, /* 00111100 */ 0x66, /* 01100110 */ 0x42, /* 01000010 */ 0x42, /* 01000010 */ 0x66, /* 01100110 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 10 0x0a '^J' */ 0xff, /* 11111111 */ 0xc3, /* 11000011 */ 0x99, /* 10011001 */ 0xbd, /* 10111101 */ 0xbd, /* 10111101 */ 0x99, /* 10011001 */ 0xc3, /* 11000011 */ 0xff, /* 11111111 */ /* * 11 0x0b '^K' */ 0x0f, /* 00001111 */ 0x07, /* 00000111 */ 0x0f, /* 00001111 */ 0x7d, /* 01111101 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 */ 0x78, /* 01111000 */ /* * 12 0x0c '^L' */ 0x3c, /* 00111100 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ /* * 13 0x0d '^M' */ 0x3f, /* 00111111 */ 0x33, /* 00110011 */ 0x3f, /* 00111111 */ 0x30, /* 00110000 */ 0x30, /* 00110000 */ 0x70, /* 01110000 */ 0xf0, /* 11110000 */ 0xe0, /* 11100000 */ /* * 14 0x0e '^N' */ 0x7f, /* 01111111 */ 0x63, /* 01100011 */ 0x7f, /* 01111111 */ 0x63, /* 01100011 */ 0x63, /* 01100011 */ 0x67, /* 01100111 */ 0xe6, /* 11100110 */ 0xc0, /* 11000000 */ /* * 15 0x0f '^O' */ 0x18, /* 00011000 */ 0xdb, /* 11011011 */ 0x3c, /* 00111100 */ 0xe7, /* 11100111 */ 0xe7, /* 11100111 */ 0x3c, /* 00111100 */ 0xdb, /* 11011011 */ 0x18, /* 00011000 */ /* * 16 0x10 '^P' */ 0x80, /* 10000000 */ 0xe0, /* 11100000 */ 0xf8, /* 11111000 */ 0xfe, /* 11111110 */ 0xf8, /* 11111000 */ 0xe0, /* 11100000 */ 0x80, /* 10000000 */ 0x00, /* 00000000 */ /* * 17 0x11 '^Q' */ 0x02, /* 00000010 */ 0x0e, /* 00001110 */ 0x3e, /* 00111110 */ 0xfe, /* 11111110 */ 0x3e, /* 00111110 */ 0x0e, /* 00001110 */ 0x02, /* 00000010 */ 0x00, /* 00000000 */ /* * 18 0x12 '^R' */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ /* * 19 0x13 '^S' */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x00, /* 00000000 */ 0x66, /* 01100110 */ 0x00, /* 00000000 */ /* * 20 0x14 '^T' */ 0x7f, /* 01111111 */ 0xdb, /* 11011011 */ 0xdb, /* 11011011 */ 0x7b, /* 01111011 */ 0x1b, /* 00011011 */ 0x1b, /* 00011011 */ 0x1b, /* 00011011 */ 0x00, /* 00000000 */ /* * 21 0x15 '^U' */ 0x3e, /* 00111110 */ 0x61, /* 01100001 */ 0x3c, /* 00111100 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x3c, /* 00111100 */ 0x86, /* 10000110 */ 0x7c, /* 01111100 */ /* * 22 0x16 '^V' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0x7e, /* 01111110 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ /* * 23 0x17 '^W' */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0xff, /* 11111111 */ /* * 24 0x18 '^X' */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ /* * 25 0x19 '^Y' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0x3c, /* 00111100 */ 0x18, /* 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0x00, /* 00000000 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0x7e, /* 01111110 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 32 0x20 ' ' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 33 0x21 '!' */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ /* * 34 0x22 '"' */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x24, /* 00100100 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 35 0x23 '#' */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0xfe, /* 11111110 */ 0x6c, /* 01101100 */ 0xfe, /* 11111110 */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0x00, /* 00000000 */ /* * 36 0x24 '$' */ 0x18, /* 00011000 */ 0x3e, /* 00111110 */ 0x60, /* 01100000 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0x6c, /* 01101100 */ 0xcc, /* 11001100 */ 0xfe, /* 11111110 */ 0x0c, /* 00001100 */ 0x1e, /* 00011110 */ 0x00, /* 00000000 */ /* * 53 0x35 '5' */ 0xfe, /* 11111110 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0xfc, /* 11111100 */ 0x06, /* 00000110 */ 0xc6, /* 11000110 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 54 0x36 '6' */ 0x38, /* 00111000 */ 0x60, /* 01100000 */ 0xc0, /* 11000000 */ 0xfc, /* 11111100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 55 0x37 '7' */ 0xfe, /* 11111110 */ 0xc6, /* 11000110 */ 0x0c, /* 00001100 */ 0x18, /* 00011000 */ 0x30, /* 00110000 */ 0x30, /* 00110000 */ 0x30, /* 00110000 */ 0x00, /* 00000000 */ /* * 56 0x38 '8' */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 57 0x39 '9' */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7e, /* 01111110 */ 0x06, /* 00000110 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0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 74 0x4a 'J' */ 0x1e, /* 00011110 */ 0x0c, /* 00001100 */ 0x0c, /* 00001100 */ 0x0c, /* 00001100 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 */ 0x78, /* 01111000 */ 0x00, /* 00000000 */ /* * 75 0x4b 'K' */ 0xe6, /* 11100110 */ 0x66, /* 01100110 */ 0x6c, /* 01101100 */ 0x78, /* 01111000 */ 0x6c, /* 01101100 */ 0x66, /* 01100110 */ 0xe6, /* 11100110 */ 0x00, /* 00000000 */ /* * 76 0x4c 'L' */ 0xf0, /* 11110000 */ 0x60, /* 01100000 */ 0x60, /* 01100000 */ 0x60, /* 01100000 */ 0x62, /* 01100010 */ 0x66, /* 01100110 */ 0xfe, /* 11111110 */ 0x00, /* 00000000 */ /* * 77 0x4d 'M' */ 0xc6, /* 11000110 */ 0xee, /* 11101110 */ 0xfe, /* 11111110 */ 0xfe, /* 11111110 */ 0xd6, /* 11010110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x00, /* 00000000 */ /* * 78 0x4e 'N' */ 0xc6, /* 11000110 */ 0xe6, /* 11100110 */ 0xf6, /* 11110110 */ 0xde, /* 11011110 */ 0xce, /* 11001110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 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0x00, /* 00000000 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7e, /* 01111110 */ 0x06, /* 00000110 */ 0xfc, /* 11111100 */ /* * 122 0x7a 'z' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0x4c, /* 01001100 */ 0x18, /* 00011000 */ 0x32, /* 00110010 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ /* * 123 0x7b '{' */ 0x0e, /* 00001110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x70, /* 01110000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x0e, /* 00001110 */ 0x00, /* 00000000 */ /* * 124 0x7c '|' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ /* * 125 0x7d '}' */ 0x70, /* 01110000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x0e, /* 00001110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x70, /* 01110000 */ 0x00, /* 00000000 */ /* * 126 0x7e '~' */ 0x76, /* 01110110 */ 0xdc, /* 11011100 */ 0x00, /* 00000000 */ 0x00, /* 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/* 01110110 */ 0x00, /* 00000000 */ /* * 132 0x84 '' */ 0xc6, /* 11000110 */ 0x00, /* 00000000 */ 0x78, /* 01111000 */ 0x0c, /* 00001100 */ 0x7c, /* 01111100 */ 0xcc, /* 11001100 */ 0x76, /* 01110110 */ 0x00, /* 00000000 */ /* * 133 0x85 '' */ 0x30, /* 00110000 */ 0x18, /* 00011000 */ 0x78, /* 01111000 */ 0x0c, /* 00001100 */ 0x7c, /* 01111100 */ 0xcc, /* 11001100 */ 0x76, /* 01110110 */ 0x00, /* 00000000 */ /* * 134 0x86 '' */ 0x30, /* 00110000 */ 0x30, /* 00110000 */ 0x78, /* 01111000 */ 0x0c, /* 00001100 */ 0x7c, /* 01111100 */ 0xcc, /* 11001100 */ 0x76, /* 01110110 */ 0x00, /* 00000000 */ /* * 135 0x87 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0x7e, /* 01111110 */ 0x0c, /* 00001100 */ 0x38, /* 00111000 */ /* * 136 0x88 '' */ 0x7c, /* 01111100 */ 0x82, /* 10000010 */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xfe, /* 11111110 */ 0xc0, /* 11000000 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 137 0x89 '' */ 0xc6, /* 11000110 */ 0x00, /* 00000000 */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xfe, /* 11111110 */ 0xc0, /* 11000000 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 138 0x8a '' */ 0x30, /* 00110000 */ 0x18, /* 00011000 */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xfe, /* 11111110 */ 0xc0, /* 11000000 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 139 0x8b '' */ 0x66, /* 01100110 */ 0x00, /* 00000000 */ 0x38, /* 00111000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 140 0x8c '' */ 0x7c, /* 01111100 */ 0x82, /* 10000010 */ 0x38, /* 00111000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 141 0x8d '' */ 0x30, /* 00110000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x38, /* 00111000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 142 0x8e '' */ 0xc6, /* 11000110 */ 0x38, /* 00111000 */ 0x6c, /* 01101100 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153 0x99 '' */ 0xc6, /* 11000110 */ 0x38, /* 00111000 */ 0x6c, /* 01101100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x6c, /* 01101100 */ 0x38, /* 00111000 */ 0x00, /* 00000000 */ /* * 154 0x9a '' */ 0xc6, /* 11000110 */ 0x00, /* 00000000 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 155 0x9b '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 156 0x9c '' */ 0x38, /* 00111000 */ 0x6c, /* 01101100 */ 0x64, /* 01100100 */ 0xf0, /* 11110000 */ 0x60, /* 01100000 */ 0x66, /* 01100110 */ 0xfc, /* 11111100 */ 0x00, /* 00000000 */ /* * 157 0x9d '' */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x3c, /* 00111100 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 158 0x9e '' */ 0xf8, /* 11111000 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 */ 0xfa, /* 11111010 */ 0xc6, /* 11000110 */ 0xcf, /* 11001111 */ 0xc6, /* 11000110 */ 0xc7, /* 11000111 */ /* * 159 0x9f '' */ 0x0e, /* 00001110 */ 0x1b, /* 00011011 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0xd8, /* 11011000 */ 0x70, /* 01110000 */ 0x00, /* 00000000 */ /* * 160 0xa0 '' */ 0x18, /* 00011000 */ 0x30, /* 00110000 */ 0x78, /* 01111000 */ 0x0c, /* 00001100 */ 0x7c, /* 01111100 */ 0xcc, /* 11001100 */ 0x76, /* 01110110 */ 0x00, /* 00000000 */ /* * 161 0xa1 '' */ 0x0c, /* 00001100 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x38, /* 00111000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 162 0xa2 '' */ 0x0c, /* 00001100 */ 0x18, /* 00011000 */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ /* * 163 0xa3 '' */ 0x18, /* 00011000 */ 0x30, /* 00110000 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 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/* 00011000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 196 0xc4 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 197 0xc5 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0xff, /* 11111111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 198 0xc6 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 199 0xc7 '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x37, /* 00110111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 200 0xc8 '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x37, /* 00110111 */ 0x30, /* 00110000 */ 0x3f, /* 00111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 201 0xc9 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x3f, /* 00111111 */ 0x30, /* 00110000 */ 0x37, /* 00110111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 202 0xca '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0xf7, /* 11110111 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 203 0xcb '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0xf7, /* 11110111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 204 0xcc '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x37, /* 00110111 */ 0x30, /* 00110000 */ 0x37, /* 00110111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 205 0xcd '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 206 0xce '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0xf7, /* 11110111 */ 0x00, /* 00000000 */ 0xf7, /* 11110111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 207 0xcf '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 208 0xd0 '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 209 0xd1 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 210 0xd2 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 211 0xd3 '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x3f, /* 00111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 212 0xd4 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x1f, /* 00011111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 213 0xd5 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 214 0xd6 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x3f, /* 00111111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 215 0xd7 '' */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0xff, /* 11111111 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ /* * 216 0xd8 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0xff, /* 11111111 */ 0x18, /* 00011000 */ 0xff, /* 11111111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 217 0xd9 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0xf8, /* 11111000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 218 0xda '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x1f, /* 00011111 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 219 0xdb '' */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ /* * 220 0xdc '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ /* * 221 0xdd '' */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ 0xf0, /* 11110000 */ /* * 222 0xde '' */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ 0x0f, /* 00001111 */ /* * 223 0xdf '' */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0xff, /* 11111111 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 224 0xe0 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x76, /* 01110110 */ 0xdc, /* 11011100 */ 0xc8, /* 11001000 */ 0xdc, /* 11011100 */ 0x76, /* 01110110 */ 0x00, /* 00000000 */ /* * 225 0xe1 '' */ 0x78, /* 01111000 */ 0xcc, /* 11001100 */ 0xcc, /* 11001100 */ 0xd8, /* 11011000 */ 0xcc, /* 11001100 */ 0xc6, /* 11000110 */ 0xcc, /* 11001100 */ 0x00, /* 00000000 */ /* * 226 0xe2 '' */ 0xfe, /* 11111110 */ 0xc6, /* 11000110 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0xc0, /* 11000000 */ 0x00, /* 00000000 */ /* * 227 0xe3 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0xfe, /* 11111110 */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0x00, /* 00000000 */ /* * 228 0xe4 '' */ 0xfe, /* 11111110 */ 0xc6, /* 11000110 */ 0x60, /* 01100000 */ 0x30, /* 00110000 */ 0x60, /* 01100000 */ 0xc6, /* 11000110 */ 0xfe, /* 11111110 */ 0x00, /* 00000000 */ /* * 229 0xe5 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0xd8, /* 11011000 */ 0xd8, /* 11011000 */ 0xd8, /* 11011000 */ 0x70, /* 01110000 */ 0x00, /* 00000000 */ /* * 230 0xe6 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x7c, /* 01111100 */ 0xc0, /* 11000000 */ /* * 231 0xe7 '' */ 0x00, /* 00000000 */ 0x76, /* 01110110 */ 0xdc, /* 11011100 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ /* * 232 0xe8 '' */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x3c, /* 00111100 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x3c, /* 00111100 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ /* * 233 0xe9 '' */ 0x38, /* 00111000 */ 0x6c, /* 01101100 */ 0xc6, /* 11000110 */ 0xfe, /* 11111110 */ 0xc6, /* 11000110 */ 0x6c, /* 01101100 */ 0x38, /* 00111000 */ 0x00, /* 00000000 */ /* * 234 0xea '' */ 0x38, /* 00111000 */ 0x6c, /* 01101100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0xee, /* 11101110 */ 0x00, /* 00000000 */ /* * 235 0xeb '' */ 0x0e, /* 00001110 */ 0x18, /* 00011000 */ 0x0c, /* 00001100 */ 0x3e, /* 00111110 */ 0x66, /* 01100110 */ 0x66, /* 01100110 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ /* * 236 0xec '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0xdb, /* 11011011 */ 0xdb, /* 11011011 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 237 0xed '' */ 0x06, /* 00000110 */ 0x0c, /* 00001100 */ 0x7e, /* 01111110 */ 0xdb, /* 11011011 */ 0xdb, /* 11011011 */ 0x7e, /* 01111110 */ 0x60, /* 01100000 */ 0xc0, /* 11000000 */ /* * 238 0xee '' */ 0x1e, /* 00011110 */ 0x30, /* 00110000 */ 0x60, /* 01100000 */ 0x7e, /* 01111110 */ 0x60, /* 01100000 */ 0x30, /* 00110000 */ 0x1e, /* 00011110 */ 0x00, /* 00000000 */ /* * 239 0xef '' */ 0x00, /* 00000000 */ 0x7c, /* 01111100 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0xc6, /* 11000110 */ 0x00, /* 00000000 */ /* * 240 0xf0 '' */ 0x00, /* 00000000 */ 0xfe, /* 11111110 */ 0x00, /* 00000000 */ 0xfe, /* 11111110 */ 0x00, /* 00000000 */ 0xfe, /* 11111110 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 241 0xf1 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x7e, /* 01111110 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ /* * 242 0xf2 '' */ 0x30, /* 00110000 */ 0x18, /* 00011000 */ 0x0c, /* 00001100 */ 0x18, /* 00011000 */ 0x30, /* 00110000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ /* * 243 0xf3 '' */ 0x0c, /* 00001100 */ 0x18, /* 00011000 */ 0x30, /* 00110000 */ 0x18, /* 00011000 */ 0x0c, /* 00001100 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ /* * 244 0xf4 '' */ 0x0e, /* 00001110 */ 0x1b, /* 00011011 */ 0x1b, /* 00011011 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ /* * 245 0xf5 '' */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0xd8, /* 11011000 */ 0xd8, /* 11011000 */ 0x70, /* 01110000 */ /* * 246 0xf6 '' */ 0x00, /* 00000000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x7e, /* 01111110 */ 0x00, /* 00000000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 247 0xf7 '' */ 0x00, /* 00000000 */ 0x76, /* 01110110 */ 0xdc, /* 11011100 */ 0x00, /* 00000000 */ 0x76, /* 01110110 */ 0xdc, /* 11011100 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 248 0xf8 '' */ 0x38, /* 00111000 */ 0x6c, /* 01101100 */ 0x6c, /* 01101100 */ 0x38, /* 00111000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 249 0xf9 '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x18, /* 00011000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 250 0xfa '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x18, /* 00011000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 251 0xfb '' */ 0x0f, /* 00001111 */ 0x0c, /* 00001100 */ 0x0c, /* 00001100 */ 0x0c, /* 00001100 */ 0xec, /* 11101100 */ 0x6c, /* 01101100 */ 0x3c, /* 00111100 */ 0x1c, /* 00011100 */ /* * 252 0xfc '' */ 0x6c, /* 01101100 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x36, /* 00110110 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 253 0xfd '' */ 0x78, /* 01111000 */ 0x0c, /* 00001100 */ 0x18, /* 00011000 */ 0x30, /* 00110000 */ 0x7c, /* 01111100 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 254 0xfe '' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x3c, /* 00111100 */ 0x3c, /* 00111100 */ 0x3c, /* 00111100 */ 0x3c, /* 00111100 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ /* * 255 0xff ' ' */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ 0x00, /* 00000000 */ }; ================================================ FILE: deps/include/SDL/SDL_image.h ================================================ /* SDL_image: An example image loading library for use with SDL Copyright (C) 1997-2012 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* A simple library to load images of various formats as SDL surfaces */ #ifndef _SDL_IMAGE_H #define _SDL_IMAGE_H #include "SDL.h" #include "SDL_version.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL */ #define SDL_IMAGE_MAJOR_VERSION 1 #define SDL_IMAGE_MINOR_VERSION 2 #define SDL_IMAGE_PATCHLEVEL 13 /* This macro can be used to fill a version structure with the compile-time * version of the SDL_image library. */ #define SDL_IMAGE_VERSION(X) \ { \ (X)->major = SDL_IMAGE_MAJOR_VERSION; \ (X)->minor = SDL_IMAGE_MINOR_VERSION; \ (X)->patch = SDL_IMAGE_PATCHLEVEL; \ } /* This function gets the version of the dynamically linked SDL_image library. it should NOT be used to fill a version structure, instead you should use the SDL_IMAGE_VERSION() macro. */ extern DECLSPEC const SDL_version * SDLCALL IMG_Linked_Version(void); typedef enum { IMG_INIT_JPG = 0x00000001, IMG_INIT_PNG = 0x00000002, IMG_INIT_TIF = 0x00000004, IMG_INIT_WEBP = 0x00000008 } IMG_InitFlags; /* Loads dynamic libraries and prepares them for use. Flags should be one or more flags from IMG_InitFlags OR'd together. It returns the flags successfully initialized, or 0 on failure. */ extern DECLSPEC int SDLCALL IMG_Init(int flags); /* Unloads libraries loaded with IMG_Init */ extern DECLSPEC void SDLCALL IMG_Quit(void); /* Load an image from an SDL data source. The 'type' may be one of: "BMP", "GIF", "PNG", etc. If the image format supports a transparent pixel, SDL will set the colorkey for the surface. You can enable RLE acceleration on the surface afterwards by calling: SDL_SetColorKey(image, SDL_RLEACCEL, image->format->colorkey); */ extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadTyped_RW(SDL_RWops *src, int freesrc, char *type); /* Convenience functions */ extern DECLSPEC SDL_Surface * SDLCALL IMG_Load(const char *file); extern DECLSPEC SDL_Surface * SDLCALL IMG_Load_RW(SDL_RWops *src, int freesrc); /* Invert the alpha of a surface for use with OpenGL This function is now a no-op, and only provided for backwards compatibility. */ extern DECLSPEC int SDLCALL IMG_InvertAlpha(int on); /* Functions to detect a file type, given a seekable source */ extern DECLSPEC int SDLCALL IMG_isICO(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isCUR(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isBMP(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isGIF(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isJPG(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isLBM(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isPCX(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isPNG(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isPNM(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isTIF(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isXCF(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isXPM(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isXV(SDL_RWops *src); extern DECLSPEC int SDLCALL IMG_isWEBP(SDL_RWops *src); /* Individual loading functions */ extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadICO_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadCUR_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadBMP_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadGIF_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadJPG_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadLBM_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadPCX_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadPNG_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadPNM_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadTGA_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadTIF_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadXCF_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadXPM_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadXV_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_LoadWEBP_RW(SDL_RWops *src); extern DECLSPEC SDL_Surface * SDLCALL IMG_ReadXPMFromArray(char **xpm); /* We'll use SDL for reporting errors */ #define IMG_SetError SDL_SetError #define IMG_GetError SDL_GetError /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_IMAGE_H */ ================================================ FILE: deps/include/SDL/SDL_imageFilter.h ================================================ /* SDL_imageFilter.h: byte-image "filter" routines Copyright (C) 2001-2012 Andreas Schiffler This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Andreas Schiffler -- aschiffler at ferzkopp dot net */ #ifndef _SDL_imageFilter_h #define _SDL_imageFilter_h /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* ---- Function Prototypes */ #ifdef _MSC_VER # if defined(DLL_EXPORT) && !defined(LIBSDL_GFX_DLL_IMPORT) # define SDL_IMAGEFILTER_SCOPE __declspec(dllexport) # else # ifdef LIBSDL_GFX_DLL_IMPORT # define SDL_IMAGEFILTER_SCOPE __declspec(dllimport) # endif # endif #endif #ifndef SDL_IMAGEFILTER_SCOPE # define SDL_IMAGEFILTER_SCOPE extern #endif /* Comments: */ /* 1.) MMX functions work best if all data blocks are aligned on a 32 bytes boundary. */ /* 2.) Data that is not within an 8 byte boundary is processed using the C routine. */ /* 3.) Convolution routines do not have C routines at this time. */ // Detect MMX capability in CPU SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMMXdetect(void); // Force use of MMX off (or turn possible use back on) SDL_IMAGEFILTER_SCOPE void SDL_imageFilterMMXoff(void); SDL_IMAGEFILTER_SCOPE void SDL_imageFilterMMXon(void); // // All routines return: // 0 OK // -1 Error (internal error, parameter error) // // SDL_imageFilterAdd: D = saturation255(S1 + S2) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterAdd(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterMean: D = S1/2 + S2/2 SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMean(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterSub: D = saturation0(S1 - S2) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterSub(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterAbsDiff: D = | S1 - S2 | SDL_IMAGEFILTER_SCOPE int SDL_imageFilterAbsDiff(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterMult: D = saturation(S1 * S2) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMult(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterMultNor: D = S1 * S2 (non-MMX) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMultNor(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterMultDivby2: D = saturation255(S1/2 * S2) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMultDivby2(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterMultDivby4: D = saturation255(S1/2 * S2/2) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMultDivby4(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterBitAnd: D = S1 & S2 SDL_IMAGEFILTER_SCOPE int SDL_imageFilterBitAnd(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterBitOr: D = S1 | S2 SDL_IMAGEFILTER_SCOPE int SDL_imageFilterBitOr(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterDiv: D = S1 / S2 (non-MMX) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterDiv(unsigned char *Src1, unsigned char *Src2, unsigned char *Dest, unsigned int length); // SDL_imageFilterBitNegation: D = !S SDL_IMAGEFILTER_SCOPE int SDL_imageFilterBitNegation(unsigned char *Src1, unsigned char *Dest, unsigned int length); // SDL_imageFilterAddByte: D = saturation255(S + C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterAddByte(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char C); // SDL_imageFilterAddUint: D = saturation255(S + (uint)C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterAddUint(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned int C); // SDL_imageFilterAddByteToHalf: D = saturation255(S/2 + C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterAddByteToHalf(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char C); // SDL_imageFilterSubByte: D = saturation0(S - C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterSubByte(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char C); // SDL_imageFilterSubUint: D = saturation0(S - (uint)C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterSubUint(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned int C); // SDL_imageFilterShiftRight: D = saturation0(S >> N) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterShiftRight(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char N); // SDL_imageFilterShiftRightUint: D = saturation0((uint)S >> N) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterShiftRightUint(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char N); // SDL_imageFilterMultByByte: D = saturation255(S * C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterMultByByte(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char C); // SDL_imageFilterShiftRightAndMultByByte: D = saturation255((S >> N) * C) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterShiftRightAndMultByByte(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char N, unsigned char C); // SDL_imageFilterShiftLeftByte: D = (S << N) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterShiftLeftByte(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char N); // SDL_imageFilterShiftLeftUint: D = ((uint)S << N) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterShiftLeftUint(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char N); // SDL_imageFilterShiftLeft: D = saturation255(S << N) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterShiftLeft(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char N); // SDL_imageFilterBinarizeUsingThreshold: D = S >= T ? 255:0 SDL_IMAGEFILTER_SCOPE int SDL_imageFilterBinarizeUsingThreshold(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char T); // SDL_imageFilterClipToRange: D = (S >= Tmin) & (S <= Tmax) 255:0 SDL_IMAGEFILTER_SCOPE int SDL_imageFilterClipToRange(unsigned char *Src1, unsigned char *Dest, unsigned int length, unsigned char Tmin, unsigned char Tmax); // SDL_imageFilterNormalizeLinear: D = saturation255((Nmax - Nmin)/(Cmax - Cmin)*(S - Cmin) + Nmin) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterNormalizeLinear(unsigned char *Src, unsigned char *Dest, unsigned int length, int Cmin, int Cmax, int Nmin, int Nmax); /* !!! NO C-ROUTINE FOR THESE FUNCTIONS YET !!! */ // SDL_imageFilterConvolveKernel3x3Divide: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel3x3Divide(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char Divisor); // SDL_imageFilterConvolveKernel5x5Divide: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel5x5Divide(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char Divisor); // SDL_imageFilterConvolveKernel7x7Divide: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel7x7Divide(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char Divisor); // SDL_imageFilterConvolveKernel9x9Divide: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel9x9Divide(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char Divisor); // SDL_imageFilterConvolveKernel3x3ShiftRight: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel3x3ShiftRight(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char NRightShift); // SDL_imageFilterConvolveKernel5x5ShiftRight: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel5x5ShiftRight(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char NRightShift); // SDL_imageFilterConvolveKernel7x7ShiftRight: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel7x7ShiftRight(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char NRightShift); // SDL_imageFilterConvolveKernel9x9ShiftRight: Dij = saturation0and255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterConvolveKernel9x9ShiftRight(unsigned char *Src, unsigned char *Dest, int rows, int columns, signed short *Kernel, unsigned char NRightShift); // SDL_imageFilterSobelX: Dij = saturation255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterSobelX(unsigned char *Src, unsigned char *Dest, int rows, int columns); // SDL_imageFilterSobelXShiftRight: Dij = saturation255( ... ) SDL_IMAGEFILTER_SCOPE int SDL_imageFilterSobelXShiftRight(unsigned char *Src, unsigned char *Dest, int rows, int columns, unsigned char NRightShift); // Align/restore stack to 32 byte boundary -- Functionality untested! -- SDL_IMAGEFILTER_SCOPE void SDL_imageFilterAlignStack(void); SDL_IMAGEFILTER_SCOPE void SDL_imageFilterRestoreStack(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #endif /* _SDL_imageFilter_h */ ================================================ FILE: deps/include/SDL/SDL_joystick.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_joystick.h * Include file for SDL joystick event handling */ #ifndef _SDL_joystick_h #define _SDL_joystick_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @file SDL_joystick.h * @note In order to use these functions, SDL_Init() must have been called * with the SDL_INIT_JOYSTICK flag. This causes SDL to scan the system * for joysticks, and load appropriate drivers. */ /** The joystick structure used to identify an SDL joystick */ struct _SDL_Joystick; typedef struct _SDL_Joystick SDL_Joystick; /* Function prototypes */ /** * Count the number of joysticks attached to the system */ extern DECLSPEC int SDLCALL SDL_NumJoysticks(void); /** * Get the implementation dependent name of a joystick. * * This can be called before any joysticks are opened. * If no name can be found, this function returns NULL. */ extern DECLSPEC const char * SDLCALL SDL_JoystickName(int device_index); /** * Open a joystick for use. * * @param[in] device_index * The index passed as an argument refers to * the N'th joystick on the system. This index is the value which will * identify this joystick in future joystick events. * * @return This function returns a joystick identifier, or NULL if an error occurred. */ extern DECLSPEC SDL_Joystick * SDLCALL SDL_JoystickOpen(int device_index); /** * Returns 1 if the joystick has been opened, or 0 if it has not. */ extern DECLSPEC int SDLCALL SDL_JoystickOpened(int device_index); /** * Get the device index of an opened joystick. */ extern DECLSPEC int SDLCALL SDL_JoystickIndex(SDL_Joystick *joystick); /** * Get the number of general axis controls on a joystick */ extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick); /** * Get the number of trackballs on a joystick * * Joystick trackballs have only relative motion events associated * with them and their state cannot be polled. */ extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick); /** * Get the number of POV hats on a joystick */ extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick); /** * Get the number of buttons on a joystick */ extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick); /** * Update the current state of the open joysticks. * * This is called automatically by the event loop if any joystick * events are enabled. */ extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void); /** * Enable/disable joystick event polling. * * If joystick events are disabled, you must call SDL_JoystickUpdate() * yourself and check the state of the joystick when you want joystick * information. * * @param[in] state The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE. */ extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state); /** * Get the current state of an axis control on a joystick * * @param[in] axis The axis indices start at index 0. * * @return The state is a value ranging from -32768 to 32767. */ extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick, int axis); /** * @name Hat Positions * The return value of SDL_JoystickGetHat() is one of the following positions: */ /*@{*/ #define SDL_HAT_CENTERED 0x00 #define SDL_HAT_UP 0x01 #define SDL_HAT_RIGHT 0x02 #define SDL_HAT_DOWN 0x04 #define SDL_HAT_LEFT 0x08 #define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) #define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) #define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) #define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) /*@}*/ /** * Get the current state of a POV hat on a joystick * * @param[in] hat The hat indices start at index 0. */ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, int hat); /** * Get the ball axis change since the last poll * * @param[in] ball The ball indices start at index 0. * * @return This returns 0, or -1 if you passed it invalid parameters. */ extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick, int ball, int *dx, int *dy); /** * Get the current state of a button on a joystick * * @param[in] button The button indices start at index 0. */ extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, int button); /** * Close a joystick previously opened with SDL_JoystickOpen() */ extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_joystick_h */ ================================================ FILE: deps/include/SDL/SDL_keyboard.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_keyboard.h * Include file for SDL keyboard event handling */ #ifndef _SDL_keyboard_h #define _SDL_keyboard_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_keysym.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** Keysym structure * * - The scancode is hardware dependent, and should not be used by general * applications. If no hardware scancode is available, it will be 0. * * - The 'unicode' translated character is only available when character * translation is enabled by the SDL_EnableUNICODE() API. If non-zero, * this is a UNICODE character corresponding to the keypress. If the * high 9 bits of the character are 0, then this maps to the equivalent * ASCII character: * @code * char ch; * if ( (keysym.unicode & 0xFF80) == 0 ) { * ch = keysym.unicode & 0x7F; * } else { * An international character.. * } * @endcode */ typedef struct SDL_keysym { Uint8 scancode; /**< hardware specific scancode */ SDLKey sym; /**< SDL virtual keysym */ SDLMod mod; /**< current key modifiers */ Uint16 unicode; /**< translated character */ } SDL_keysym; /** This is the mask which refers to all hotkey bindings */ #define SDL_ALL_HOTKEYS 0xFFFFFFFF /* Function prototypes */ /** * Enable/Disable UNICODE translation of keyboard input. * * This translation has some overhead, so translation defaults off. * * @param[in] enable * If 'enable' is 1, translation is enabled. * If 'enable' is 0, translation is disabled. * If 'enable' is -1, the translation state is not changed. * * @return It returns the previous state of keyboard translation. */ extern DECLSPEC int SDLCALL SDL_EnableUNICODE(int enable); #define SDL_DEFAULT_REPEAT_DELAY 500 #define SDL_DEFAULT_REPEAT_INTERVAL 30 /** * Enable/Disable keyboard repeat. Keyboard repeat defaults to off. * * @param[in] delay * 'delay' is the initial delay in ms between the time when a key is * pressed, and keyboard repeat begins. * * @param[in] interval * 'interval' is the time in ms between keyboard repeat events. * * If 'delay' is set to 0, keyboard repeat is disabled. */ extern DECLSPEC int SDLCALL SDL_EnableKeyRepeat(int delay, int interval); extern DECLSPEC void SDLCALL SDL_GetKeyRepeat(int *delay, int *interval); /** * Get a snapshot of the current state of the keyboard. * Returns an array of keystates, indexed by the SDLK_* syms. * Usage: * @code * Uint8 *keystate = SDL_GetKeyState(NULL); * if ( keystate[SDLK_RETURN] ) //... \ is pressed. * @endcode */ extern DECLSPEC Uint8 * SDLCALL SDL_GetKeyState(int *numkeys); /** * Get the current key modifier state */ extern DECLSPEC SDLMod SDLCALL SDL_GetModState(void); /** * Set the current key modifier state. * This does not change the keyboard state, only the key modifier flags. */ extern DECLSPEC void SDLCALL SDL_SetModState(SDLMod modstate); /** * Get the name of an SDL virtual keysym */ extern DECLSPEC char * SDLCALL SDL_GetKeyName(SDLKey key); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_keyboard_h */ ================================================ FILE: deps/include/SDL/SDL_keysym.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_keysym_h #define _SDL_keysym_h /** What we really want is a mapping of every raw key on the keyboard. * To support international keyboards, we use the range 0xA1 - 0xFF * as international virtual keycodes. We'll follow in the footsteps of X11... * @brief The names of the keys */ typedef enum { /** @name ASCII mapped keysyms * The keyboard syms have been cleverly chosen to map to ASCII */ /*@{*/ SDLK_UNKNOWN = 0, SDLK_FIRST = 0, SDLK_BACKSPACE = 8, SDLK_TAB = 9, SDLK_CLEAR = 12, SDLK_RETURN = 13, SDLK_PAUSE = 19, SDLK_ESCAPE = 27, SDLK_SPACE = 32, SDLK_EXCLAIM = 33, SDLK_QUOTEDBL = 34, SDLK_HASH = 35, SDLK_DOLLAR = 36, SDLK_AMPERSAND = 38, SDLK_QUOTE = 39, SDLK_LEFTPAREN = 40, SDLK_RIGHTPAREN = 41, SDLK_ASTERISK = 42, SDLK_PLUS = 43, SDLK_COMMA = 44, SDLK_MINUS = 45, SDLK_PERIOD = 46, SDLK_SLASH = 47, SDLK_0 = 48, SDLK_1 = 49, SDLK_2 = 50, SDLK_3 = 51, SDLK_4 = 52, SDLK_5 = 53, SDLK_6 = 54, SDLK_7 = 55, SDLK_8 = 56, SDLK_9 = 57, SDLK_COLON = 58, SDLK_SEMICOLON = 59, SDLK_LESS = 60, SDLK_EQUALS = 61, SDLK_GREATER = 62, SDLK_QUESTION = 63, SDLK_AT = 64, /* Skip uppercase letters */ SDLK_LEFTBRACKET = 91, SDLK_BACKSLASH = 92, SDLK_RIGHTBRACKET = 93, SDLK_CARET = 94, SDLK_UNDERSCORE = 95, SDLK_BACKQUOTE = 96, SDLK_a = 97, SDLK_b = 98, SDLK_c = 99, SDLK_d = 100, SDLK_e = 101, SDLK_f = 102, SDLK_g = 103, SDLK_h = 104, SDLK_i = 105, SDLK_j = 106, SDLK_k = 107, SDLK_l = 108, SDLK_m = 109, SDLK_n = 110, SDLK_o = 111, SDLK_p = 112, SDLK_q = 113, SDLK_r = 114, SDLK_s = 115, SDLK_t = 116, SDLK_u = 117, SDLK_v = 118, SDLK_w = 119, SDLK_x = 120, SDLK_y = 121, SDLK_z = 122, SDLK_DELETE = 127, /* End of ASCII mapped keysyms */ /*@}*/ /** @name International keyboard syms */ /*@{*/ SDLK_WORLD_0 = 160, /* 0xA0 */ SDLK_WORLD_1 = 161, SDLK_WORLD_2 = 162, SDLK_WORLD_3 = 163, SDLK_WORLD_4 = 164, SDLK_WORLD_5 = 165, SDLK_WORLD_6 = 166, SDLK_WORLD_7 = 167, SDLK_WORLD_8 = 168, SDLK_WORLD_9 = 169, SDLK_WORLD_10 = 170, SDLK_WORLD_11 = 171, SDLK_WORLD_12 = 172, SDLK_WORLD_13 = 173, SDLK_WORLD_14 = 174, SDLK_WORLD_15 = 175, SDLK_WORLD_16 = 176, SDLK_WORLD_17 = 177, SDLK_WORLD_18 = 178, SDLK_WORLD_19 = 179, SDLK_WORLD_20 = 180, SDLK_WORLD_21 = 181, SDLK_WORLD_22 = 182, SDLK_WORLD_23 = 183, SDLK_WORLD_24 = 184, SDLK_WORLD_25 = 185, SDLK_WORLD_26 = 186, SDLK_WORLD_27 = 187, SDLK_WORLD_28 = 188, SDLK_WORLD_29 = 189, SDLK_WORLD_30 = 190, SDLK_WORLD_31 = 191, SDLK_WORLD_32 = 192, SDLK_WORLD_33 = 193, SDLK_WORLD_34 = 194, SDLK_WORLD_35 = 195, SDLK_WORLD_36 = 196, SDLK_WORLD_37 = 197, SDLK_WORLD_38 = 198, SDLK_WORLD_39 = 199, SDLK_WORLD_40 = 200, SDLK_WORLD_41 = 201, SDLK_WORLD_42 = 202, SDLK_WORLD_43 = 203, SDLK_WORLD_44 = 204, SDLK_WORLD_45 = 205, SDLK_WORLD_46 = 206, SDLK_WORLD_47 = 207, SDLK_WORLD_48 = 208, SDLK_WORLD_49 = 209, SDLK_WORLD_50 = 210, SDLK_WORLD_51 = 211, SDLK_WORLD_52 = 212, SDLK_WORLD_53 = 213, SDLK_WORLD_54 = 214, SDLK_WORLD_55 = 215, SDLK_WORLD_56 = 216, SDLK_WORLD_57 = 217, SDLK_WORLD_58 = 218, SDLK_WORLD_59 = 219, SDLK_WORLD_60 = 220, SDLK_WORLD_61 = 221, SDLK_WORLD_62 = 222, SDLK_WORLD_63 = 223, SDLK_WORLD_64 = 224, SDLK_WORLD_65 = 225, SDLK_WORLD_66 = 226, SDLK_WORLD_67 = 227, SDLK_WORLD_68 = 228, SDLK_WORLD_69 = 229, SDLK_WORLD_70 = 230, SDLK_WORLD_71 = 231, SDLK_WORLD_72 = 232, SDLK_WORLD_73 = 233, SDLK_WORLD_74 = 234, SDLK_WORLD_75 = 235, SDLK_WORLD_76 = 236, SDLK_WORLD_77 = 237, SDLK_WORLD_78 = 238, SDLK_WORLD_79 = 239, SDLK_WORLD_80 = 240, SDLK_WORLD_81 = 241, SDLK_WORLD_82 = 242, SDLK_WORLD_83 = 243, SDLK_WORLD_84 = 244, SDLK_WORLD_85 = 245, SDLK_WORLD_86 = 246, SDLK_WORLD_87 = 247, SDLK_WORLD_88 = 248, SDLK_WORLD_89 = 249, SDLK_WORLD_90 = 250, SDLK_WORLD_91 = 251, SDLK_WORLD_92 = 252, SDLK_WORLD_93 = 253, SDLK_WORLD_94 = 254, SDLK_WORLD_95 = 255, /* 0xFF */ /*@}*/ /** @name Numeric keypad */ /*@{*/ SDLK_KP0 = 256, SDLK_KP1 = 257, SDLK_KP2 = 258, SDLK_KP3 = 259, SDLK_KP4 = 260, SDLK_KP5 = 261, SDLK_KP6 = 262, SDLK_KP7 = 263, SDLK_KP8 = 264, SDLK_KP9 = 265, SDLK_KP_PERIOD = 266, SDLK_KP_DIVIDE = 267, SDLK_KP_MULTIPLY = 268, SDLK_KP_MINUS = 269, SDLK_KP_PLUS = 270, SDLK_KP_ENTER = 271, SDLK_KP_EQUALS = 272, /*@}*/ /** @name Arrows + Home/End pad */ /*@{*/ SDLK_UP = 273, SDLK_DOWN = 274, SDLK_RIGHT = 275, SDLK_LEFT = 276, SDLK_INSERT = 277, SDLK_HOME = 278, SDLK_END = 279, SDLK_PAGEUP = 280, SDLK_PAGEDOWN = 281, /*@}*/ /** @name Function keys */ /*@{*/ SDLK_F1 = 282, SDLK_F2 = 283, SDLK_F3 = 284, SDLK_F4 = 285, SDLK_F5 = 286, SDLK_F6 = 287, SDLK_F7 = 288, SDLK_F8 = 289, SDLK_F9 = 290, SDLK_F10 = 291, SDLK_F11 = 292, SDLK_F12 = 293, SDLK_F13 = 294, SDLK_F14 = 295, SDLK_F15 = 296, /*@}*/ /** @name Key state modifier keys */ /*@{*/ SDLK_NUMLOCK = 300, SDLK_CAPSLOCK = 301, SDLK_SCROLLOCK = 302, SDLK_RSHIFT = 303, SDLK_LSHIFT = 304, SDLK_RCTRL = 305, SDLK_LCTRL = 306, SDLK_RALT = 307, SDLK_LALT = 308, SDLK_RMETA = 309, SDLK_LMETA = 310, SDLK_LSUPER = 311, /**< Left "Windows" key */ SDLK_RSUPER = 312, /**< Right "Windows" key */ SDLK_MODE = 313, /**< "Alt Gr" key */ SDLK_COMPOSE = 314, /**< Multi-key compose key */ /*@}*/ /** @name Miscellaneous function keys */ /*@{*/ SDLK_HELP = 315, SDLK_PRINT = 316, SDLK_SYSREQ = 317, SDLK_BREAK = 318, SDLK_MENU = 319, SDLK_POWER = 320, /**< Power Macintosh power key */ SDLK_EURO = 321, /**< Some european keyboards */ SDLK_UNDO = 322, /**< Atari keyboard has Undo */ /*@}*/ /* Add any other keys here */ SDLK_LAST } SDLKey; /** Enumeration of valid key mods (possibly OR'd together) */ typedef enum { KMOD_NONE = 0x0000, KMOD_LSHIFT= 0x0001, KMOD_RSHIFT= 0x0002, KMOD_LCTRL = 0x0040, KMOD_RCTRL = 0x0080, KMOD_LALT = 0x0100, KMOD_RALT = 0x0200, KMOD_LMETA = 0x0400, KMOD_RMETA = 0x0800, KMOD_NUM = 0x1000, KMOD_CAPS = 0x2000, KMOD_MODE = 0x4000, KMOD_RESERVED = 0x8000 } SDLMod; #define KMOD_CTRL (KMOD_LCTRL|KMOD_RCTRL) #define KMOD_SHIFT (KMOD_LSHIFT|KMOD_RSHIFT) #define KMOD_ALT (KMOD_LALT|KMOD_RALT) #define KMOD_META (KMOD_LMETA|KMOD_RMETA) #endif /* _SDL_keysym_h */ ================================================ FILE: deps/include/SDL/SDL_loadso.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_loadso.h * System dependent library loading routines */ /** @file SDL_loadso.h * Some things to keep in mind: * - These functions only work on C function names. Other languages may * have name mangling and intrinsic language support that varies from * compiler to compiler. * - Make sure you declare your function pointers with the same calling * convention as the actual library function. Your code will crash * mysteriously if you do not do this. * - Avoid namespace collisions. If you load a symbol from the library, * it is not defined whether or not it goes into the global symbol * namespace for the application. If it does and it conflicts with * symbols in your code or other shared libraries, you will not get * the results you expect. :) */ #ifndef _SDL_loadso_h #define _SDL_loadso_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** * This function dynamically loads a shared object and returns a pointer * to the object handle (or NULL if there was an error). * The 'sofile' parameter is a system dependent name of the object file. */ extern DECLSPEC void * SDLCALL SDL_LoadObject(const char *sofile); /** * Given an object handle, this function looks up the address of the * named function in the shared object and returns it. This address * is no longer valid after calling SDL_UnloadObject(). */ extern DECLSPEC void * SDLCALL SDL_LoadFunction(void *handle, const char *name); /** Unload a shared object from memory */ extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_loadso_h */ ================================================ FILE: deps/include/SDL/SDL_main.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_main_h #define _SDL_main_h #include "SDL_stdinc.h" /** @file SDL_main.h * Redefine main() on Win32 and MacOS so that it is called by winmain.c */ #if defined(__WIN32__) || \ (defined(__MWERKS__) && !defined(__BEOS__)) || \ defined(__MACOS__) || defined(__MACOSX__) || \ defined(__SYMBIAN32__) || defined(QWS) #ifdef __cplusplus #define C_LINKAGE "C" #else #define C_LINKAGE #endif /* __cplusplus */ /** The application's main() function must be called with C linkage, * and should be declared like this: * @code * #ifdef __cplusplus * extern "C" * #endif * int main(int argc, char *argv[]) * { * } * @endcode */ #define main SDL_main /** The prototype for the application's main() function */ extern C_LINKAGE int SDL_main(int argc, char *argv[]); /** @name From the SDL library code -- needed for registering the app on Win32 */ /*@{*/ #ifdef __WIN32__ #include "begin_code.h" #ifdef __cplusplus extern "C" { #endif /** This should be called from your WinMain() function, if any */ extern DECLSPEC void SDLCALL SDL_SetModuleHandle(void *hInst); /** This can also be called, but is no longer necessary */ extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst); /** This can also be called, but is no longer necessary (SDL_Quit calls it) */ extern DECLSPEC void SDLCALL SDL_UnregisterApp(void); #ifdef __cplusplus } #endif #include "close_code.h" #endif /*@}*/ /** @name From the SDL library code -- needed for registering QuickDraw on MacOS */ /*@{*/ #if defined(__MACOS__) #include "begin_code.h" #ifdef __cplusplus extern "C" { #endif /** Forward declaration so we don't need to include QuickDraw.h */ struct QDGlobals; /** This should be called from your main() function, if any */ extern DECLSPEC void SDLCALL SDL_InitQuickDraw(struct QDGlobals *the_qd); #ifdef __cplusplus } #endif #include "close_code.h" #endif /*@}*/ #endif /* Need to redefine main()? */ #endif /* _SDL_main_h */ ================================================ FILE: deps/include/SDL/SDL_mixer.h ================================================ /* SDL_mixer: An audio mixer library based on the SDL library Copyright (C) 1997-2012 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* $Id$ */ #ifndef _SDL_MIXER_H #define _SDL_MIXER_H #include "SDL_types.h" #include "SDL_rwops.h" #include "SDL_audio.h" #include "SDL_endian.h" #include "SDL_version.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL */ #define SDL_MIXER_MAJOR_VERSION 1 #define SDL_MIXER_MINOR_VERSION 2 #define SDL_MIXER_PATCHLEVEL 13 /* This macro can be used to fill a version structure with the compile-time * version of the SDL_mixer library. */ #define SDL_MIXER_VERSION(X) \ { \ (X)->major = SDL_MIXER_MAJOR_VERSION; \ (X)->minor = SDL_MIXER_MINOR_VERSION; \ (X)->patch = SDL_MIXER_PATCHLEVEL; \ } /* Backwards compatibility */ #define MIX_MAJOR_VERSION SDL_MIXER_MAJOR_VERSION #define MIX_MINOR_VERSION SDL_MIXER_MINOR_VERSION #define MIX_PATCHLEVEL SDL_MIXER_PATCHLEVEL #define MIX_VERSION(X) SDL_MIXER_VERSION(X) /* This function gets the version of the dynamically linked SDL_mixer library. it should NOT be used to fill a version structure, instead you should use the SDL_MIXER_VERSION() macro. */ extern DECLSPEC const SDL_version * SDLCALL Mix_Linked_Version(void); typedef enum { MIX_INIT_FLAC = 0x00000001, MIX_INIT_MOD = 0x00000002, MIX_INIT_MP3 = 0x00000004, MIX_INIT_OGG = 0x00000008, MIX_INIT_FLUIDSYNTH = 0x00000010 } MIX_InitFlags; /* Loads dynamic libraries and prepares them for use. Flags should be one or more flags from MIX_InitFlags OR'd together. It returns the flags successfully initialized, or 0 on failure. */ extern DECLSPEC int SDLCALL Mix_Init(int flags); /* Unloads libraries loaded with Mix_Init */ extern DECLSPEC void SDLCALL Mix_Quit(void); /* The default mixer has 8 simultaneous mixing channels */ #ifndef MIX_CHANNELS #define MIX_CHANNELS 8 #endif /* Good default values for a PC soundcard */ #define MIX_DEFAULT_FREQUENCY 22050 #if SDL_BYTEORDER == SDL_LIL_ENDIAN #define MIX_DEFAULT_FORMAT AUDIO_S16LSB #else #define MIX_DEFAULT_FORMAT AUDIO_S16MSB #endif #define MIX_DEFAULT_CHANNELS 2 #define MIX_MAX_VOLUME 128 /* Volume of a chunk */ /* The internal format for an audio chunk */ typedef struct Mix_Chunk { int allocated; Uint8 *abuf; Uint32 alen; Uint8 volume; /* Per-sample volume, 0-128 */ } Mix_Chunk; /* The different fading types supported */ typedef enum { MIX_NO_FADING, MIX_FADING_OUT, MIX_FADING_IN } Mix_Fading; typedef enum { MUS_NONE, MUS_CMD, MUS_WAV, MUS_MOD, MUS_MID, MUS_OGG, MUS_MP3, MUS_MP3_MAD, MUS_FLAC, MUS_MODPLUG } Mix_MusicType; /* The internal format for a music chunk interpreted via mikmod */ typedef struct _Mix_Music Mix_Music; /* Open the mixer with a certain audio format */ extern DECLSPEC int SDLCALL Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize); /* Dynamically change the number of channels managed by the mixer. If decreasing the number of channels, the upper channels are stopped. This function returns the new number of allocated channels. */ extern DECLSPEC int SDLCALL Mix_AllocateChannels(int numchans); /* Find out what the actual audio device parameters are. This function returns 1 if the audio has been opened, 0 otherwise. */ extern DECLSPEC int SDLCALL Mix_QuerySpec(int *frequency,Uint16 *format,int *channels); /* Load a wave file or a music (.mod .s3m .it .xm) file */ extern DECLSPEC Mix_Chunk * SDLCALL Mix_LoadWAV_RW(SDL_RWops *src, int freesrc); #define Mix_LoadWAV(file) Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1) extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS(const char *file); /* Load a music file from an SDL_RWop object (Ogg and MikMod specific currently) Matt Campbell (matt@campbellhome.dhs.org) April 2000 */ extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUS_RW(SDL_RWops *rw); /* Load a music file from an SDL_RWop object assuming a specific format */ extern DECLSPEC Mix_Music * SDLCALL Mix_LoadMUSType_RW(SDL_RWops *rw, Mix_MusicType type, int freesrc); /* Load a wave file of the mixer format from a memory buffer */ extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_WAV(Uint8 *mem); /* Load raw audio data of the mixer format from a memory buffer */ extern DECLSPEC Mix_Chunk * SDLCALL Mix_QuickLoad_RAW(Uint8 *mem, Uint32 len); /* Free an audio chunk previously loaded */ extern DECLSPEC void SDLCALL Mix_FreeChunk(Mix_Chunk *chunk); extern DECLSPEC void SDLCALL Mix_FreeMusic(Mix_Music *music); /* Get a list of chunk/music decoders that this build of SDL_mixer provides. This list can change between builds AND runs of the program, if external libraries that add functionality become available. You must successfully call Mix_OpenAudio() before calling these functions. This API is only available in SDL_mixer 1.2.9 and later. // usage... int i; const int total = Mix_GetNumChunkDecoders(); for (i = 0; i < total; i++) printf("Supported chunk decoder: [%s]\n", Mix_GetChunkDecoder(i)); Appearing in this list doesn't promise your specific audio file will decode...but it's handy to know if you have, say, a functioning Timidity install. These return values are static, read-only data; do not modify or free it. The pointers remain valid until you call Mix_CloseAudio(). */ extern DECLSPEC int SDLCALL Mix_GetNumChunkDecoders(void); extern DECLSPEC const char * SDLCALL Mix_GetChunkDecoder(int index); extern DECLSPEC int SDLCALL Mix_GetNumMusicDecoders(void); extern DECLSPEC const char * SDLCALL Mix_GetMusicDecoder(int index); /* Find out the music format of a mixer music, or the currently playing music, if 'music' is NULL. */ extern DECLSPEC Mix_MusicType SDLCALL Mix_GetMusicType(const Mix_Music *music); /* Set a function that is called after all mixing is performed. This can be used to provide real-time visual display of the audio stream or add a custom mixer filter for the stream data. */ extern DECLSPEC void SDLCALL Mix_SetPostMix(void (SDLCALL *mix_func) (void *udata, Uint8 *stream, int len), void *arg); /* Add your own music player or additional mixer function. If 'mix_func' is NULL, the default music player is re-enabled. */ extern DECLSPEC void SDLCALL Mix_HookMusic(void (SDLCALL *mix_func) (void *udata, Uint8 *stream, int len), void *arg); /* Add your own callback when the music has finished playing. This callback is only called if the music finishes naturally. */ extern DECLSPEC void SDLCALL Mix_HookMusicFinished(void (SDLCALL *music_finished)(void)); /* Get a pointer to the user data for the current music hook */ extern DECLSPEC void * SDLCALL Mix_GetMusicHookData(void); /* * Add your own callback when a channel has finished playing. NULL * to disable callback. The callback may be called from the mixer's audio * callback or it could be called as a result of Mix_HaltChannel(), etc. * do not call SDL_LockAudio() from this callback; you will either be * inside the audio callback, or SDL_mixer will explicitly lock the audio * before calling your callback. */ extern DECLSPEC void SDLCALL Mix_ChannelFinished(void (SDLCALL *channel_finished)(int channel)); /* Special Effects API by ryan c. gordon. (icculus@icculus.org) */ #define MIX_CHANNEL_POST -2 /* This is the format of a special effect callback: * * myeffect(int chan, void *stream, int len, void *udata); * * (chan) is the channel number that your effect is affecting. (stream) is * the buffer of data to work upon. (len) is the size of (stream), and * (udata) is a user-defined bit of data, which you pass as the last arg of * Mix_RegisterEffect(), and is passed back unmolested to your callback. * Your effect changes the contents of (stream) based on whatever parameters * are significant, or just leaves it be, if you prefer. You can do whatever * you like to the buffer, though, and it will continue in its changed state * down the mixing pipeline, through any other effect functions, then finally * to be mixed with the rest of the channels and music for the final output * stream. * * DO NOT EVER call SDL_LockAudio() from your callback function! */ typedef void (SDLCALL *Mix_EffectFunc_t)(int chan, void *stream, int len, void *udata); /* * This is a callback that signifies that a channel has finished all its * loops and has completed playback. This gets called if the buffer * plays out normally, or if you call Mix_HaltChannel(), implicitly stop * a channel via Mix_AllocateChannels(), or unregister a callback while * it's still playing. * * DO NOT EVER call SDL_LockAudio() from your callback function! */ typedef void (SDLCALL *Mix_EffectDone_t)(int chan, void *udata); /* Register a special effect function. At mixing time, the channel data is * copied into a buffer and passed through each registered effect function. * After it passes through all the functions, it is mixed into the final * output stream. The copy to buffer is performed once, then each effect * function performs on the output of the previous effect. Understand that * this extra copy to a buffer is not performed if there are no effects * registered for a given chunk, which saves CPU cycles, and any given * effect will be extra cycles, too, so it is crucial that your code run * fast. Also note that the data that your function is given is in the * format of the sound device, and not the format you gave to Mix_OpenAudio(), * although they may in reality be the same. This is an unfortunate but * necessary speed concern. Use Mix_QuerySpec() to determine if you can * handle the data before you register your effect, and take appropriate * actions. * You may also specify a callback (Mix_EffectDone_t) that is called when * the channel finishes playing. This gives you a more fine-grained control * than Mix_ChannelFinished(), in case you need to free effect-specific * resources, etc. If you don't need this, you can specify NULL. * You may set the callbacks before or after calling Mix_PlayChannel(). * Things like Mix_SetPanning() are just internal special effect functions, * so if you are using that, you've already incurred the overhead of a copy * to a separate buffer, and that these effects will be in the queue with * any functions you've registered. The list of registered effects for a * channel is reset when a chunk finishes playing, so you need to explicitly * set them with each call to Mix_PlayChannel*(). * You may also register a special effect function that is to be run after * final mixing occurs. The rules for these callbacks are identical to those * in Mix_RegisterEffect, but they are run after all the channels and the * music have been mixed into a single stream, whereas channel-specific * effects run on a given channel before any other mixing occurs. These * global effect callbacks are call "posteffects". Posteffects only have * their Mix_EffectDone_t function called when they are unregistered (since * the main output stream is never "done" in the same sense as a channel). * You must unregister them manually when you've had enough. Your callback * will be told that the channel being mixed is (MIX_CHANNEL_POST) if the * processing is considered a posteffect. * * After all these effects have finished processing, the callback registered * through Mix_SetPostMix() runs, and then the stream goes to the audio * device. * * DO NOT EVER call SDL_LockAudio() from your callback function! * * returns zero if error (no such channel), nonzero if added. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_RegisterEffect(int chan, Mix_EffectFunc_t f, Mix_EffectDone_t d, void *arg); /* You may not need to call this explicitly, unless you need to stop an * effect from processing in the middle of a chunk's playback. * Posteffects are never implicitly unregistered as they are for channels, * but they may be explicitly unregistered through this function by * specifying MIX_CHANNEL_POST for a channel. * returns zero if error (no such channel or effect), nonzero if removed. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_UnregisterEffect(int channel, Mix_EffectFunc_t f); /* You may not need to call this explicitly, unless you need to stop all * effects from processing in the middle of a chunk's playback. Note that * this will also shut off some internal effect processing, since * Mix_SetPanning() and others may use this API under the hood. This is * called internally when a channel completes playback. * Posteffects are never implicitly unregistered as they are for channels, * but they may be explicitly unregistered through this function by * specifying MIX_CHANNEL_POST for a channel. * returns zero if error (no such channel), nonzero if all effects removed. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_UnregisterAllEffects(int channel); #define MIX_EFFECTSMAXSPEED "MIX_EFFECTSMAXSPEED" /* * These are the internally-defined mixing effects. They use the same API that * effects defined in the application use, but are provided here as a * convenience. Some effects can reduce their quality or use more memory in * the name of speed; to enable this, make sure the environment variable * MIX_EFFECTSMAXSPEED (see above) is defined before you call * Mix_OpenAudio(). */ /* Set the panning of a channel. The left and right channels are specified * as integers between 0 and 255, quietest to loudest, respectively. * * Technically, this is just individual volume control for a sample with * two (stereo) channels, so it can be used for more than just panning. * If you want real panning, call it like this: * * Mix_SetPanning(channel, left, 255 - left); * * ...which isn't so hard. * * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and * the panning will be done to the final mixed stream before passing it on * to the audio device. * * This uses the Mix_RegisterEffect() API internally, and returns without * registering the effect function if the audio device is not configured * for stereo output. Setting both (left) and (right) to 255 causes this * effect to be unregistered, since that is the data's normal state. * * returns zero if error (no such channel or Mix_RegisterEffect() fails), * nonzero if panning effect enabled. Note that an audio device in mono * mode is a no-op, but this call will return successful in that case. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_SetPanning(int channel, Uint8 left, Uint8 right); /* Set the position of a channel. (angle) is an integer from 0 to 360, that * specifies the location of the sound in relation to the listener. (angle) * will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260). * Angle 0 is due north, and rotates clockwise as the value increases. * For efficiency, the precision of this effect may be limited (angles 1 * through 7 might all produce the same effect, 8 through 15 are equal, etc). * (distance) is an integer between 0 and 255 that specifies the space * between the sound and the listener. The larger the number, the further * away the sound is. Using 255 does not guarantee that the channel will be * culled from the mixing process or be completely silent. For efficiency, * the precision of this effect may be limited (distance 0 through 5 might * all produce the same effect, 6 through 10 are equal, etc). Setting (angle) * and (distance) to 0 unregisters this effect, since the data would be * unchanged. * * If you need more precise positional audio, consider using OpenAL for * spatialized effects instead of SDL_mixer. This is only meant to be a * basic effect for simple "3D" games. * * If the audio device is configured for mono output, then you won't get * any effectiveness from the angle; however, distance attenuation on the * channel will still occur. While this effect will function with stereo * voices, it makes more sense to use voices with only one channel of sound, * so when they are mixed through this effect, the positioning will sound * correct. You can convert them to mono through SDL before giving them to * the mixer in the first place if you like. * * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and * the positioning will be done to the final mixed stream before passing it * on to the audio device. * * This is a convenience wrapper over Mix_SetDistance() and Mix_SetPanning(). * * returns zero if error (no such channel or Mix_RegisterEffect() fails), * nonzero if position effect is enabled. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_SetPosition(int channel, Sint16 angle, Uint8 distance); /* Set the "distance" of a channel. (distance) is an integer from 0 to 255 * that specifies the location of the sound in relation to the listener. * Distance 0 is overlapping the listener, and 255 is as far away as possible * A distance of 255 does not guarantee silence; in such a case, you might * want to try changing the chunk's volume, or just cull the sample from the * mixing process with Mix_HaltChannel(). * For efficiency, the precision of this effect may be limited (distances 1 * through 7 might all produce the same effect, 8 through 15 are equal, etc). * (distance) is an integer between 0 and 255 that specifies the space * between the sound and the listener. The larger the number, the further * away the sound is. * Setting (distance) to 0 unregisters this effect, since the data would be * unchanged. * If you need more precise positional audio, consider using OpenAL for * spatialized effects instead of SDL_mixer. This is only meant to be a * basic effect for simple "3D" games. * * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and * the distance attenuation will be done to the final mixed stream before * passing it on to the audio device. * * This uses the Mix_RegisterEffect() API internally. * * returns zero if error (no such channel or Mix_RegisterEffect() fails), * nonzero if position effect is enabled. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_SetDistance(int channel, Uint8 distance); /* * !!! FIXME : Haven't implemented, since the effect goes past the * end of the sound buffer. Will have to think about this. * --ryan. */ #if 0 /* Causes an echo effect to be mixed into a sound. (echo) is the amount * of echo to mix. 0 is no echo, 255 is infinite (and probably not * what you want). * * Setting (channel) to MIX_CHANNEL_POST registers this as a posteffect, and * the reverbing will be done to the final mixed stream before passing it on * to the audio device. * * This uses the Mix_RegisterEffect() API internally. If you specify an echo * of zero, the effect is unregistered, as the data is already in that state. * * returns zero if error (no such channel or Mix_RegisterEffect() fails), * nonzero if reversing effect is enabled. * Error messages can be retrieved from Mix_GetError(). */ extern no_parse_DECLSPEC int SDLCALL Mix_SetReverb(int channel, Uint8 echo); #endif /* Causes a channel to reverse its stereo. This is handy if the user has his * speakers hooked up backwards, or you would like to have a minor bit of * psychedelia in your sound code. :) Calling this function with (flip) * set to non-zero reverses the chunks's usual channels. If (flip) is zero, * the effect is unregistered. * * This uses the Mix_RegisterEffect() API internally, and thus is probably * more CPU intensive than having the user just plug in his speakers * correctly. Mix_SetReverseStereo() returns without registering the effect * function if the audio device is not configured for stereo output. * * If you specify MIX_CHANNEL_POST for (channel), then this the effect is used * on the final mixed stream before sending it on to the audio device (a * posteffect). * * returns zero if error (no such channel or Mix_RegisterEffect() fails), * nonzero if reversing effect is enabled. Note that an audio device in mono * mode is a no-op, but this call will return successful in that case. * Error messages can be retrieved from Mix_GetError(). */ extern DECLSPEC int SDLCALL Mix_SetReverseStereo(int channel, int flip); /* end of effects API. --ryan. */ /* Reserve the first channels (0 -> n-1) for the application, i.e. don't allocate them dynamically to the next sample if requested with a -1 value below. Returns the number of reserved channels. */ extern DECLSPEC int SDLCALL Mix_ReserveChannels(int num); /* Channel grouping functions */ /* Attach a tag to a channel. A tag can be assigned to several mixer channels, to form groups of channels. If 'tag' is -1, the tag is removed (actually -1 is the tag used to represent the group of all the channels). Returns true if everything was OK. */ extern DECLSPEC int SDLCALL Mix_GroupChannel(int which, int tag); /* Assign several consecutive channels to a group */ extern DECLSPEC int SDLCALL Mix_GroupChannels(int from, int to, int tag); /* Finds the first available channel in a group of channels, returning -1 if none are available. */ extern DECLSPEC int SDLCALL Mix_GroupAvailable(int tag); /* Returns the number of channels in a group. This is also a subtle way to get the total number of channels when 'tag' is -1 */ extern DECLSPEC int SDLCALL Mix_GroupCount(int tag); /* Finds the "oldest" sample playing in a group of channels */ extern DECLSPEC int SDLCALL Mix_GroupOldest(int tag); /* Finds the "most recent" (i.e. last) sample playing in a group of channels */ extern DECLSPEC int SDLCALL Mix_GroupNewer(int tag); /* Play an audio chunk on a specific channel. If the specified channel is -1, play on the first free channel. If 'loops' is greater than zero, loop the sound that many times. If 'loops' is -1, loop inifinitely (~65000 times). Returns which channel was used to play the sound. */ #define Mix_PlayChannel(channel,chunk,loops) Mix_PlayChannelTimed(channel,chunk,loops,-1) /* The same as above, but the sound is played at most 'ticks' milliseconds */ extern DECLSPEC int SDLCALL Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ticks); extern DECLSPEC int SDLCALL Mix_PlayMusic(Mix_Music *music, int loops); /* Fade in music or a channel over "ms" milliseconds, same semantics as the "Play" functions */ extern DECLSPEC int SDLCALL Mix_FadeInMusic(Mix_Music *music, int loops, int ms); extern DECLSPEC int SDLCALL Mix_FadeInMusicPos(Mix_Music *music, int loops, int ms, double position); #define Mix_FadeInChannel(channel,chunk,loops,ms) Mix_FadeInChannelTimed(channel,chunk,loops,ms,-1) extern DECLSPEC int SDLCALL Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk, int loops, int ms, int ticks); /* Set the volume in the range of 0-128 of a specific channel or chunk. If the specified channel is -1, set volume for all channels. Returns the original volume. If the specified volume is -1, just return the current volume. */ extern DECLSPEC int SDLCALL Mix_Volume(int channel, int volume); extern DECLSPEC int SDLCALL Mix_VolumeChunk(Mix_Chunk *chunk, int volume); extern DECLSPEC int SDLCALL Mix_VolumeMusic(int volume); /* Halt playing of a particular channel */ extern DECLSPEC int SDLCALL Mix_HaltChannel(int channel); extern DECLSPEC int SDLCALL Mix_HaltGroup(int tag); extern DECLSPEC int SDLCALL Mix_HaltMusic(void); /* Change the expiration delay for a particular channel. The sample will stop playing after the 'ticks' milliseconds have elapsed, or remove the expiration if 'ticks' is -1 */ extern DECLSPEC int SDLCALL Mix_ExpireChannel(int channel, int ticks); /* Halt a channel, fading it out progressively till it's silent The ms parameter indicates the number of milliseconds the fading will take. */ extern DECLSPEC int SDLCALL Mix_FadeOutChannel(int which, int ms); extern DECLSPEC int SDLCALL Mix_FadeOutGroup(int tag, int ms); extern DECLSPEC int SDLCALL Mix_FadeOutMusic(int ms); /* Query the fading status of a channel */ extern DECLSPEC Mix_Fading SDLCALL Mix_FadingMusic(void); extern DECLSPEC Mix_Fading SDLCALL Mix_FadingChannel(int which); /* Pause/Resume a particular channel */ extern DECLSPEC void SDLCALL Mix_Pause(int channel); extern DECLSPEC void SDLCALL Mix_Resume(int channel); extern DECLSPEC int SDLCALL Mix_Paused(int channel); /* Pause/Resume the music stream */ extern DECLSPEC void SDLCALL Mix_PauseMusic(void); extern DECLSPEC void SDLCALL Mix_ResumeMusic(void); extern DECLSPEC void SDLCALL Mix_RewindMusic(void); extern DECLSPEC int SDLCALL Mix_PausedMusic(void); /* Set the current position in the music stream. This returns 0 if successful, or -1 if it failed or isn't implemented. This function is only implemented for MOD music formats (set pattern order number) and for OGG, FLAC, MP3_MAD, and MODPLUG music (set position in seconds), at the moment. */ extern DECLSPEC int SDLCALL Mix_SetMusicPosition(double position); /* Check the status of a specific channel. If the specified channel is -1, check all channels. */ extern DECLSPEC int SDLCALL Mix_Playing(int channel); extern DECLSPEC int SDLCALL Mix_PlayingMusic(void); /* Stop music and set external music playback command */ extern DECLSPEC int SDLCALL Mix_SetMusicCMD(const char *command); /* Synchro value is set by MikMod from modules while playing */ extern DECLSPEC int SDLCALL Mix_SetSynchroValue(int value); extern DECLSPEC int SDLCALL Mix_GetSynchroValue(void); /* Set/Get/Iterate SoundFonts paths to use by supported MIDI backends */ extern DECLSPEC int SDLCALL Mix_SetSoundFonts(const char *paths); extern DECLSPEC const char* SDLCALL Mix_GetSoundFonts(void); extern DECLSPEC int SDLCALL Mix_EachSoundFont(int (SDLCALL *function)(const char*, void*), void *data); /* Get the Mix_Chunk currently associated with a mixer channel Returns NULL if it's an invalid channel, or there's no chunk associated. */ extern DECLSPEC Mix_Chunk * SDLCALL Mix_GetChunk(int channel); /* Close the mixer, halting all playing audio */ extern DECLSPEC void SDLCALL Mix_CloseAudio(void); /* We'll use SDL for reporting errors */ #define Mix_SetError SDL_SetError #define Mix_GetError SDL_GetError /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_MIXER_H */ ================================================ FILE: deps/include/SDL/SDL_mouse.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_mouse.h * Include file for SDL mouse event handling */ #ifndef _SDL_mouse_h #define _SDL_mouse_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_video.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif typedef struct WMcursor WMcursor; /**< Implementation dependent */ typedef struct SDL_Cursor { SDL_Rect area; /**< The area of the mouse cursor */ Sint16 hot_x, hot_y; /**< The "tip" of the cursor */ Uint8 *data; /**< B/W cursor data */ Uint8 *mask; /**< B/W cursor mask */ Uint8 *save[2]; /**< Place to save cursor area */ WMcursor *wm_cursor; /**< Window-manager cursor */ } SDL_Cursor; /* Function prototypes */ /** * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * current mouse cursor position. You can pass NULL for either x or y. */ extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y); /** * Retrieve the current state of the mouse. * The current button state is returned as a button bitmask, which can * be tested using the SDL_BUTTON(X) macros, and x and y are set to the * mouse deltas since the last call to SDL_GetRelativeMouseState(). */ extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y); /** * Set the position of the mouse cursor (generates a mouse motion event) */ extern DECLSPEC void SDLCALL SDL_WarpMouse(Uint16 x, Uint16 y); /** * Create a cursor using the specified data and mask (in MSB format). * The cursor width must be a multiple of 8 bits. * * The cursor is created in black and white according to the following: * data mask resulting pixel on screen * 0 1 White * 1 1 Black * 0 0 Transparent * 1 0 Inverted color if possible, black if not. * * Cursors created with this function must be freed with SDL_FreeCursor(). */ extern DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y); /** * Set the currently active cursor to the specified one. * If the cursor is currently visible, the change will be immediately * represented on the display. */ extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor *cursor); /** * Returns the currently active cursor. */ extern DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); /** * Deallocates a cursor created with SDL_CreateCursor(). */ extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor *cursor); /** * Toggle whether or not the cursor is shown on the screen. * The cursor start off displayed, but can be turned off. * SDL_ShowCursor() returns 1 if the cursor was being displayed * before the call, or 0 if it was not. You can query the current * state by passing a 'toggle' value of -1. */ extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle); /*@{*/ /** Used as a mask when testing buttons in buttonstate * Button 1: Left mouse button * Button 2: Middle mouse button * Button 3: Right mouse button * Button 4: Mouse wheel up (may also be a real button) * Button 5: Mouse wheel down (may also be a real button) */ #define SDL_BUTTON(X) (1 << ((X)-1)) #define SDL_BUTTON_LEFT 1 #define SDL_BUTTON_MIDDLE 2 #define SDL_BUTTON_RIGHT 3 #define SDL_BUTTON_WHEELUP 4 #define SDL_BUTTON_WHEELDOWN 5 #define SDL_BUTTON_X1 6 #define SDL_BUTTON_X2 7 #define SDL_BUTTON_LMASK SDL_BUTTON(SDL_BUTTON_LEFT) #define SDL_BUTTON_MMASK SDL_BUTTON(SDL_BUTTON_MIDDLE) #define SDL_BUTTON_RMASK SDL_BUTTON(SDL_BUTTON_RIGHT) #define SDL_BUTTON_X1MASK SDL_BUTTON(SDL_BUTTON_X1) #define SDL_BUTTON_X2MASK SDL_BUTTON(SDL_BUTTON_X2) /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_mouse_h */ ================================================ FILE: deps/include/SDL/SDL_mutex.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_mutex_h #define _SDL_mutex_h /** @file SDL_mutex.h * Functions to provide thread synchronization primitives * * @note These are independent of the other SDL routines. */ #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** Synchronization functions which can time out return this value * if they time out. */ #define SDL_MUTEX_TIMEDOUT 1 /** This is the timeout value which corresponds to never time out */ #define SDL_MUTEX_MAXWAIT (~(Uint32)0) /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** @name Mutex functions */ /*@{*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** The SDL mutex structure, defined in SDL_mutex.c */ struct SDL_mutex; typedef struct SDL_mutex SDL_mutex; /** Create a mutex, initialized unlocked */ extern DECLSPEC SDL_mutex * SDLCALL SDL_CreateMutex(void); #define SDL_LockMutex(m) SDL_mutexP(m) /** Lock the mutex * @return 0, or -1 on error */ extern DECLSPEC int SDLCALL SDL_mutexP(SDL_mutex *mutex); #define SDL_UnlockMutex(m) SDL_mutexV(m) /** Unlock the mutex * @return 0, or -1 on error * * It is an error to unlock a mutex that has not been locked by * the current thread, and doing so results in undefined behavior. */ extern DECLSPEC int SDLCALL SDL_mutexV(SDL_mutex *mutex); /** Destroy a mutex */ extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex *mutex); /*@}*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** @name Semaphore functions */ /*@{*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** The SDL semaphore structure, defined in SDL_sem.c */ struct SDL_semaphore; typedef struct SDL_semaphore SDL_sem; /** Create a semaphore, initialized with value, returns NULL on failure. */ extern DECLSPEC SDL_sem * SDLCALL SDL_CreateSemaphore(Uint32 initial_value); /** Destroy a semaphore */ extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem *sem); /** * This function suspends the calling thread until the semaphore pointed * to by sem has a positive count. It then atomically decreases the semaphore * count. */ extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem *sem); /** Non-blocking variant of SDL_SemWait(). * @return 0 if the wait succeeds, * SDL_MUTEX_TIMEDOUT if the wait would block, and -1 on error. */ extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem *sem); /** Variant of SDL_SemWait() with a timeout in milliseconds, returns 0 if * the wait succeeds, SDL_MUTEX_TIMEDOUT if the wait does not succeed in * the allotted time, and -1 on error. * * On some platforms this function is implemented by looping with a delay * of 1 ms, and so should be avoided if possible. */ extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem *sem, Uint32 ms); /** Atomically increases the semaphore's count (not blocking). * @return 0, or -1 on error. */ extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem *sem); /** Returns the current count of the semaphore */ extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem *sem); /*@}*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** @name Condition_variable_functions */ /*@{*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /*@{*/ /** The SDL condition variable structure, defined in SDL_cond.c */ struct SDL_cond; typedef struct SDL_cond SDL_cond; /*@}*/ /** Create a condition variable */ extern DECLSPEC SDL_cond * SDLCALL SDL_CreateCond(void); /** Destroy a condition variable */ extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond *cond); /** Restart one of the threads that are waiting on the condition variable, * @return 0 or -1 on error. */ extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond *cond); /** Restart all threads that are waiting on the condition variable, * @return 0 or -1 on error. */ extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond *cond); /** Wait on the condition variable, unlocking the provided mutex. * The mutex must be locked before entering this function! * The mutex is re-locked once the condition variable is signaled. * @return 0 when it is signaled, or -1 on error. */ extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond *cond, SDL_mutex *mut); /** Waits for at most 'ms' milliseconds, and returns 0 if the condition * variable is signaled, SDL_MUTEX_TIMEDOUT if the condition is not * signaled in the allotted time, and -1 on error. * On some platforms this function is implemented by looping with a delay * of 1 ms, and so should be avoided if possible. */ extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond *cond, SDL_mutex *mutex, Uint32 ms); /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_mutex_h */ ================================================ FILE: deps/include/SDL/SDL_name.h ================================================ #ifndef _SDLname_h_ #define _SDLname_h_ #if defined(__STDC__) || defined(__cplusplus) #define NeedFunctionPrototypes 1 #endif #define SDL_NAME(X) SDL_##X #endif /* _SDLname_h_ */ ================================================ FILE: deps/include/SDL/SDL_opengl.h ================================================ /* Simple DirectMedia Layer Copyright (C) 1997-2021 Sam Lantinga This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ /* This is a simple file to encapsulate the OpenGL API headers */ #include "SDL_config.h" #ifdef __WIN32__ #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #ifndef NOMINMAX #define NOMINMAX /* Don't define min() and max() */ #endif #include #endif #ifndef NO_SDL_GLEXT #define __glext_h_ /* Don't let gl.h include glext.h */ #define __gl_glext_h_ /* Don't let gl.h include glext.h */ #endif #if defined(__MACOSX__) #include /* Header File For The OpenGL Library */ #include /* Header File For The GLU Library */ #elif defined(__MACOS__) #include /* Header File For The OpenGL Library */ #include /* Header File For The GLU Library */ #else #include /* Header File For The OpenGL Library */ #include /* Header File For The GLU Library */ #endif #ifndef NO_SDL_GLEXT #undef __glext_h_ #undef __gl_glext_h_ #endif /** glext.h * This is included here because glext.h is not available on some systems. * If you don't want this version included, simply define "NO_SDL_GLEXT" */ #ifndef NO_SDL_GLEXT #if !(defined(__glext_h_) || defined(__gl_glext_h_)) && !defined(GL_GLEXT_LEGACY) #define __glext_h_ #define __gl_glext_h_ #ifdef __cplusplus extern "C" { #endif /* ** Copyright (c) 2007 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ #if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) #define WIN32_LEAN_AND_MEAN 1 #include #endif #ifndef APIENTRY #define APIENTRY #endif #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif #ifndef GLAPI #define GLAPI extern #endif /*************************************************************/ /* Header file version number, required by OpenGL ABI for Linux */ /* glext.h last updated 2008/03/24 */ /* Current version at http://www.opengl.org/registry/ */ #define GL_GLEXT_VERSION 40 #ifndef GL_VERSION_1_2 #define GL_UNSIGNED_BYTE_3_3_2 0x8032 #define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 #define GL_UNSIGNED_INT_8_8_8_8 0x8035 #define GL_UNSIGNED_INT_10_10_10_2 0x8036 #define GL_RESCALE_NORMAL 0x803A #define GL_TEXTURE_BINDING_3D 0x806A #define GL_PACK_SKIP_IMAGES 0x806B #define GL_PACK_IMAGE_HEIGHT 0x806C #define GL_UNPACK_SKIP_IMAGES 0x806D #define GL_UNPACK_IMAGE_HEIGHT 0x806E #define GL_TEXTURE_3D 0x806F #define GL_PROXY_TEXTURE_3D 0x8070 #define GL_TEXTURE_DEPTH 0x8071 #define GL_TEXTURE_WRAP_R 0x8072 #define GL_MAX_3D_TEXTURE_SIZE 0x8073 #define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define GL_UNSIGNED_SHORT_5_6_5 0x8363 #define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 #define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 #define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 #define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 #define GL_BGR 0x80E0 #define GL_BGRA 0x80E1 #define GL_MAX_ELEMENTS_VERTICES 0x80E8 #define GL_MAX_ELEMENTS_INDICES 0x80E9 #define GL_CLAMP_TO_EDGE 0x812F #define GL_TEXTURE_MIN_LOD 0x813A #define GL_TEXTURE_MAX_LOD 0x813B #define GL_TEXTURE_BASE_LEVEL 0x813C #define GL_TEXTURE_MAX_LEVEL 0x813D #define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 #define GL_SINGLE_COLOR 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR 0x81FA #define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 #define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 #define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 #define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 #define GL_ALIASED_POINT_SIZE_RANGE 0x846D #define GL_ALIASED_LINE_WIDTH_RANGE 0x846E #endif #ifndef GL_ARB_imaging #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_BLEND_COLOR 0x8005 #define GL_FUNC_ADD 0x8006 #define GL_MIN 0x8007 #define GL_MAX 0x8008 #define GL_BLEND_EQUATION 0x8009 #define GL_FUNC_SUBTRACT 0x800A #define GL_FUNC_REVERSE_SUBTRACT 0x800B #define GL_CONVOLUTION_1D 0x8010 #define GL_CONVOLUTION_2D 0x8011 #define GL_SEPARABLE_2D 0x8012 #define GL_CONVOLUTION_BORDER_MODE 0x8013 #define GL_CONVOLUTION_FILTER_SCALE 0x8014 #define GL_CONVOLUTION_FILTER_BIAS 0x8015 #define GL_REDUCE 0x8016 #define GL_CONVOLUTION_FORMAT 0x8017 #define GL_CONVOLUTION_WIDTH 0x8018 #define GL_CONVOLUTION_HEIGHT 0x8019 #define GL_MAX_CONVOLUTION_WIDTH 0x801A #define GL_MAX_CONVOLUTION_HEIGHT 0x801B #define GL_POST_CONVOLUTION_RED_SCALE 0x801C #define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D #define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E #define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F #define GL_POST_CONVOLUTION_RED_BIAS 0x8020 #define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 #define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 #define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 #define GL_HISTOGRAM 0x8024 #define GL_PROXY_HISTOGRAM 0x8025 #define GL_HISTOGRAM_WIDTH 0x8026 #define GL_HISTOGRAM_FORMAT 0x8027 #define GL_HISTOGRAM_RED_SIZE 0x8028 #define GL_HISTOGRAM_GREEN_SIZE 0x8029 #define GL_HISTOGRAM_BLUE_SIZE 0x802A #define GL_HISTOGRAM_ALPHA_SIZE 0x802B #define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C #define GL_HISTOGRAM_SINK 0x802D #define GL_MINMAX 0x802E #define GL_MINMAX_FORMAT 0x802F #define GL_MINMAX_SINK 0x8030 #define GL_TABLE_TOO_LARGE 0x8031 #define GL_COLOR_MATRIX 0x80B1 #define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 #define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 #define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 #define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 #define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 #define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 #define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 #define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 #define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA #define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB #define GL_COLOR_TABLE 0x80D0 #define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 #define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 #define GL_PROXY_COLOR_TABLE 0x80D3 #define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 #define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 #define GL_COLOR_TABLE_SCALE 0x80D6 #define GL_COLOR_TABLE_BIAS 0x80D7 #define GL_COLOR_TABLE_FORMAT 0x80D8 #define GL_COLOR_TABLE_WIDTH 0x80D9 #define GL_COLOR_TABLE_RED_SIZE 0x80DA #define GL_COLOR_TABLE_GREEN_SIZE 0x80DB #define GL_COLOR_TABLE_BLUE_SIZE 0x80DC #define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD #define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE #define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF #define GL_CONSTANT_BORDER 0x8151 #define GL_REPLICATE_BORDER 0x8153 #define GL_CONVOLUTION_BORDER_COLOR 0x8154 #endif #ifndef GL_VERSION_1_3 #define GL_TEXTURE0 0x84C0 #define GL_TEXTURE1 0x84C1 #define GL_TEXTURE2 0x84C2 #define GL_TEXTURE3 0x84C3 #define GL_TEXTURE4 0x84C4 #define GL_TEXTURE5 0x84C5 #define GL_TEXTURE6 0x84C6 #define GL_TEXTURE7 0x84C7 #define GL_TEXTURE8 0x84C8 #define GL_TEXTURE9 0x84C9 #define GL_TEXTURE10 0x84CA #define GL_TEXTURE11 0x84CB #define GL_TEXTURE12 0x84CC #define GL_TEXTURE13 0x84CD #define GL_TEXTURE14 0x84CE #define GL_TEXTURE15 0x84CF #define GL_TEXTURE16 0x84D0 #define GL_TEXTURE17 0x84D1 #define GL_TEXTURE18 0x84D2 #define GL_TEXTURE19 0x84D3 #define GL_TEXTURE20 0x84D4 #define GL_TEXTURE21 0x84D5 #define GL_TEXTURE22 0x84D6 #define GL_TEXTURE23 0x84D7 #define GL_TEXTURE24 0x84D8 #define GL_TEXTURE25 0x84D9 #define GL_TEXTURE26 0x84DA #define GL_TEXTURE27 0x84DB #define GL_TEXTURE28 0x84DC #define GL_TEXTURE29 0x84DD #define GL_TEXTURE30 0x84DE #define GL_TEXTURE31 0x84DF #define GL_ACTIVE_TEXTURE 0x84E0 #define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 #define GL_MAX_TEXTURE_UNITS 0x84E2 #define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 #define GL_MULTISAMPLE 0x809D #define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E #define GL_SAMPLE_ALPHA_TO_ONE 0x809F #define GL_SAMPLE_COVERAGE 0x80A0 #define GL_SAMPLE_BUFFERS 0x80A8 #define GL_SAMPLES 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE 0x80AA #define GL_SAMPLE_COVERAGE_INVERT 0x80AB #define GL_MULTISAMPLE_BIT 0x20000000 #define GL_NORMAL_MAP 0x8511 #define GL_REFLECTION_MAP 0x8512 #define GL_TEXTURE_CUBE_MAP 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C #define GL_COMPRESSED_ALPHA 0x84E9 #define GL_COMPRESSED_LUMINANCE 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB #define GL_COMPRESSED_INTENSITY 0x84EC #define GL_COMPRESSED_RGB 0x84ED #define GL_COMPRESSED_RGBA 0x84EE #define GL_TEXTURE_COMPRESSION_HINT 0x84EF #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 #define GL_TEXTURE_COMPRESSED 0x86A1 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 #define GL_CLAMP_TO_BORDER 0x812D #define GL_COMBINE 0x8570 #define GL_COMBINE_RGB 0x8571 #define GL_COMBINE_ALPHA 0x8572 #define GL_SOURCE0_RGB 0x8580 #define GL_SOURCE1_RGB 0x8581 #define GL_SOURCE2_RGB 0x8582 #define GL_SOURCE0_ALPHA 0x8588 #define GL_SOURCE1_ALPHA 0x8589 #define GL_SOURCE2_ALPHA 0x858A #define GL_OPERAND0_RGB 0x8590 #define GL_OPERAND1_RGB 0x8591 #define GL_OPERAND2_RGB 0x8592 #define GL_OPERAND0_ALPHA 0x8598 #define GL_OPERAND1_ALPHA 0x8599 #define GL_OPERAND2_ALPHA 0x859A #define GL_RGB_SCALE 0x8573 #define GL_ADD_SIGNED 0x8574 #define GL_INTERPOLATE 0x8575 #define GL_SUBTRACT 0x84E7 #define GL_CONSTANT 0x8576 #define GL_PRIMARY_COLOR 0x8577 #define GL_PREVIOUS 0x8578 #define GL_DOT3_RGB 0x86AE #define GL_DOT3_RGBA 0x86AF #endif #ifndef GL_VERSION_1_4 #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #define GL_POINT_SIZE_MIN 0x8126 #define GL_POINT_SIZE_MAX 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 #define GL_POINT_DISTANCE_ATTENUATION 0x8129 #define GL_GENERATE_MIPMAP 0x8191 #define GL_GENERATE_MIPMAP_HINT 0x8192 #define GL_DEPTH_COMPONENT16 0x81A5 #define GL_DEPTH_COMPONENT24 0x81A6 #define GL_DEPTH_COMPONENT32 0x81A7 #define GL_MIRRORED_REPEAT 0x8370 #define GL_FOG_COORDINATE_SOURCE 0x8450 #define GL_FOG_COORDINATE 0x8451 #define GL_FRAGMENT_DEPTH 0x8452 #define GL_CURRENT_FOG_COORDINATE 0x8453 #define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 #define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 #define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 #define GL_FOG_COORDINATE_ARRAY 0x8457 #define GL_COLOR_SUM 0x8458 #define GL_CURRENT_SECONDARY_COLOR 0x8459 #define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A #define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B #define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C #define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D #define GL_SECONDARY_COLOR_ARRAY 0x845E #define GL_MAX_TEXTURE_LOD_BIAS 0x84FD #define GL_TEXTURE_FILTER_CONTROL 0x8500 #define GL_TEXTURE_LOD_BIAS 0x8501 #define GL_INCR_WRAP 0x8507 #define GL_DECR_WRAP 0x8508 #define GL_TEXTURE_DEPTH_SIZE 0x884A #define GL_DEPTH_TEXTURE_MODE 0x884B #define GL_TEXTURE_COMPARE_MODE 0x884C #define GL_TEXTURE_COMPARE_FUNC 0x884D #define GL_COMPARE_R_TO_TEXTURE 0x884E #endif #ifndef GL_VERSION_1_5 #define GL_BUFFER_SIZE 0x8764 #define GL_BUFFER_USAGE 0x8765 #define GL_QUERY_COUNTER_BITS 0x8864 #define GL_CURRENT_QUERY 0x8865 #define GL_QUERY_RESULT 0x8866 #define GL_QUERY_RESULT_AVAILABLE 0x8867 #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 #define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D #define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F #define GL_READ_ONLY 0x88B8 #define GL_WRITE_ONLY 0x88B9 #define GL_READ_WRITE 0x88BA #define GL_BUFFER_ACCESS 0x88BB #define GL_BUFFER_MAPPED 0x88BC #define GL_BUFFER_MAP_POINTER 0x88BD #define GL_STREAM_DRAW 0x88E0 #define GL_STREAM_READ 0x88E1 #define GL_STREAM_COPY 0x88E2 #define GL_STATIC_DRAW 0x88E4 #define GL_STATIC_READ 0x88E5 #define GL_STATIC_COPY 0x88E6 #define GL_DYNAMIC_DRAW 0x88E8 #define GL_DYNAMIC_READ 0x88E9 #define GL_DYNAMIC_COPY 0x88EA #define GL_SAMPLES_PASSED 0x8914 #define GL_FOG_COORD_SRC GL_FOG_COORDINATE_SOURCE #define GL_FOG_COORD GL_FOG_COORDINATE #define GL_CURRENT_FOG_COORD GL_CURRENT_FOG_COORDINATE #define GL_FOG_COORD_ARRAY_TYPE GL_FOG_COORDINATE_ARRAY_TYPE #define GL_FOG_COORD_ARRAY_STRIDE GL_FOG_COORDINATE_ARRAY_STRIDE #define GL_FOG_COORD_ARRAY_POINTER GL_FOG_COORDINATE_ARRAY_POINTER #define GL_FOG_COORD_ARRAY GL_FOG_COORDINATE_ARRAY #define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING #define GL_SRC0_RGB GL_SOURCE0_RGB #define GL_SRC1_RGB GL_SOURCE1_RGB #define GL_SRC2_RGB GL_SOURCE2_RGB #define GL_SRC0_ALPHA GL_SOURCE0_ALPHA #define GL_SRC1_ALPHA GL_SOURCE1_ALPHA #define GL_SRC2_ALPHA GL_SOURCE2_ALPHA #endif #ifndef GL_VERSION_2_0 #define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_MAX_DRAW_BUFFERS 0x8824 #define GL_DRAW_BUFFER0 0x8825 #define GL_DRAW_BUFFER1 0x8826 #define GL_DRAW_BUFFER2 0x8827 #define GL_DRAW_BUFFER3 0x8828 #define GL_DRAW_BUFFER4 0x8829 #define GL_DRAW_BUFFER5 0x882A #define GL_DRAW_BUFFER6 0x882B #define GL_DRAW_BUFFER7 0x882C #define GL_DRAW_BUFFER8 0x882D #define GL_DRAW_BUFFER9 0x882E #define GL_DRAW_BUFFER10 0x882F #define GL_DRAW_BUFFER11 0x8830 #define GL_DRAW_BUFFER12 0x8831 #define GL_DRAW_BUFFER13 0x8832 #define GL_DRAW_BUFFER14 0x8833 #define GL_DRAW_BUFFER15 0x8834 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_POINT_SPRITE 0x8861 #define GL_COORD_REPLACE 0x8862 #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_MAX_TEXTURE_COORDS 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A #define GL_MAX_VARYING_FLOATS 0x8B4B #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_SHADER_TYPE 0x8B4F #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_1D 0x8B5D #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_3D 0x8B5F #define GL_SAMPLER_CUBE 0x8B60 #define GL_SAMPLER_1D_SHADOW 0x8B61 #define GL_SAMPLER_2D_SHADOW 0x8B62 #define GL_DELETE_STATUS 0x8B80 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 #define GL_LOWER_LEFT 0x8CA1 #define GL_UPPER_LEFT 0x8CA2 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #endif #ifndef GL_VERSION_2_1 #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F #define GL_PIXEL_PACK_BUFFER 0x88EB #define GL_PIXEL_UNPACK_BUFFER 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF #define GL_FLOAT_MAT2x3 0x8B65 #define GL_FLOAT_MAT2x4 0x8B66 #define GL_FLOAT_MAT3x2 0x8B67 #define GL_FLOAT_MAT3x4 0x8B68 #define GL_FLOAT_MAT4x2 0x8B69 #define GL_FLOAT_MAT4x3 0x8B6A #define GL_SRGB 0x8C40 #define GL_SRGB8 0x8C41 #define GL_SRGB_ALPHA 0x8C42 #define GL_SRGB8_ALPHA8 0x8C43 #define GL_SLUMINANCE_ALPHA 0x8C44 #define GL_SLUMINANCE8_ALPHA8 0x8C45 #define GL_SLUMINANCE 0x8C46 #define GL_SLUMINANCE8 0x8C47 #define GL_COMPRESSED_SRGB 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA 0x8C49 #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B #endif #ifndef GL_ARB_multitexture #define GL_TEXTURE0_ARB 0x84C0 #define GL_TEXTURE1_ARB 0x84C1 #define GL_TEXTURE2_ARB 0x84C2 #define GL_TEXTURE3_ARB 0x84C3 #define GL_TEXTURE4_ARB 0x84C4 #define GL_TEXTURE5_ARB 0x84C5 #define GL_TEXTURE6_ARB 0x84C6 #define GL_TEXTURE7_ARB 0x84C7 #define GL_TEXTURE8_ARB 0x84C8 #define GL_TEXTURE9_ARB 0x84C9 #define GL_TEXTURE10_ARB 0x84CA #define GL_TEXTURE11_ARB 0x84CB #define GL_TEXTURE12_ARB 0x84CC #define GL_TEXTURE13_ARB 0x84CD #define GL_TEXTURE14_ARB 0x84CE #define GL_TEXTURE15_ARB 0x84CF #define GL_TEXTURE16_ARB 0x84D0 #define GL_TEXTURE17_ARB 0x84D1 #define GL_TEXTURE18_ARB 0x84D2 #define GL_TEXTURE19_ARB 0x84D3 #define GL_TEXTURE20_ARB 0x84D4 #define GL_TEXTURE21_ARB 0x84D5 #define GL_TEXTURE22_ARB 0x84D6 #define GL_TEXTURE23_ARB 0x84D7 #define GL_TEXTURE24_ARB 0x84D8 #define GL_TEXTURE25_ARB 0x84D9 #define GL_TEXTURE26_ARB 0x84DA #define GL_TEXTURE27_ARB 0x84DB #define GL_TEXTURE28_ARB 0x84DC #define GL_TEXTURE29_ARB 0x84DD #define GL_TEXTURE30_ARB 0x84DE #define GL_TEXTURE31_ARB 0x84DF #define GL_ACTIVE_TEXTURE_ARB 0x84E0 #define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 #define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 #endif #ifndef GL_ARB_transpose_matrix #define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 #define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 #define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 #define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 #endif #ifndef GL_ARB_multisample #define GL_MULTISAMPLE_ARB 0x809D #define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E #define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F #define GL_SAMPLE_COVERAGE_ARB 0x80A0 #define GL_SAMPLE_BUFFERS_ARB 0x80A8 #define GL_SAMPLES_ARB 0x80A9 #define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA #define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB #define GL_MULTISAMPLE_BIT_ARB 0x20000000 #endif #ifndef GL_ARB_texture_env_add #endif #ifndef GL_ARB_texture_cube_map #define GL_NORMAL_MAP_ARB 0x8511 #define GL_REFLECTION_MAP_ARB 0x8512 #define GL_TEXTURE_CUBE_MAP_ARB 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C #endif #ifndef GL_ARB_texture_compression #define GL_COMPRESSED_ALPHA_ARB 0x84E9 #define GL_COMPRESSED_LUMINANCE_ARB 0x84EA #define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB #define GL_COMPRESSED_INTENSITY_ARB 0x84EC #define GL_COMPRESSED_RGB_ARB 0x84ED #define GL_COMPRESSED_RGBA_ARB 0x84EE #define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF #define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 #define GL_TEXTURE_COMPRESSED_ARB 0x86A1 #define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 #define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 #endif #ifndef GL_ARB_texture_border_clamp #define GL_CLAMP_TO_BORDER_ARB 0x812D #endif #ifndef GL_ARB_point_parameters #define GL_POINT_SIZE_MIN_ARB 0x8126 #define GL_POINT_SIZE_MAX_ARB 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 #define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 #endif #ifndef GL_ARB_vertex_blend #define GL_MAX_VERTEX_UNITS_ARB 0x86A4 #define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 #define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 #define GL_VERTEX_BLEND_ARB 0x86A7 #define GL_CURRENT_WEIGHT_ARB 0x86A8 #define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 #define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA #define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB #define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC #define GL_WEIGHT_ARRAY_ARB 0x86AD #define GL_MODELVIEW0_ARB 0x1700 #define GL_MODELVIEW1_ARB 0x850A #define GL_MODELVIEW2_ARB 0x8722 #define GL_MODELVIEW3_ARB 0x8723 #define GL_MODELVIEW4_ARB 0x8724 #define GL_MODELVIEW5_ARB 0x8725 #define GL_MODELVIEW6_ARB 0x8726 #define GL_MODELVIEW7_ARB 0x8727 #define GL_MODELVIEW8_ARB 0x8728 #define GL_MODELVIEW9_ARB 0x8729 #define GL_MODELVIEW10_ARB 0x872A #define GL_MODELVIEW11_ARB 0x872B #define GL_MODELVIEW12_ARB 0x872C #define GL_MODELVIEW13_ARB 0x872D #define GL_MODELVIEW14_ARB 0x872E #define GL_MODELVIEW15_ARB 0x872F #define GL_MODELVIEW16_ARB 0x8730 #define GL_MODELVIEW17_ARB 0x8731 #define GL_MODELVIEW18_ARB 0x8732 #define GL_MODELVIEW19_ARB 0x8733 #define GL_MODELVIEW20_ARB 0x8734 #define GL_MODELVIEW21_ARB 0x8735 #define GL_MODELVIEW22_ARB 0x8736 #define GL_MODELVIEW23_ARB 0x8737 #define GL_MODELVIEW24_ARB 0x8738 #define GL_MODELVIEW25_ARB 0x8739 #define GL_MODELVIEW26_ARB 0x873A #define GL_MODELVIEW27_ARB 0x873B #define GL_MODELVIEW28_ARB 0x873C #define GL_MODELVIEW29_ARB 0x873D #define GL_MODELVIEW30_ARB 0x873E #define GL_MODELVIEW31_ARB 0x873F #endif #ifndef GL_ARB_matrix_palette #define GL_MATRIX_PALETTE_ARB 0x8840 #define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 #define GL_MAX_PALETTE_MATRICES_ARB 0x8842 #define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 #define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 #define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 #define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 #define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 #define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 #define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 #endif #ifndef GL_ARB_texture_env_combine #define GL_COMBINE_ARB 0x8570 #define GL_COMBINE_RGB_ARB 0x8571 #define GL_COMBINE_ALPHA_ARB 0x8572 #define GL_SOURCE0_RGB_ARB 0x8580 #define GL_SOURCE1_RGB_ARB 0x8581 #define GL_SOURCE2_RGB_ARB 0x8582 #define GL_SOURCE0_ALPHA_ARB 0x8588 #define GL_SOURCE1_ALPHA_ARB 0x8589 #define GL_SOURCE2_ALPHA_ARB 0x858A #define GL_OPERAND0_RGB_ARB 0x8590 #define GL_OPERAND1_RGB_ARB 0x8591 #define GL_OPERAND2_RGB_ARB 0x8592 #define GL_OPERAND0_ALPHA_ARB 0x8598 #define GL_OPERAND1_ALPHA_ARB 0x8599 #define GL_OPERAND2_ALPHA_ARB 0x859A #define GL_RGB_SCALE_ARB 0x8573 #define GL_ADD_SIGNED_ARB 0x8574 #define GL_INTERPOLATE_ARB 0x8575 #define GL_SUBTRACT_ARB 0x84E7 #define GL_CONSTANT_ARB 0x8576 #define GL_PRIMARY_COLOR_ARB 0x8577 #define GL_PREVIOUS_ARB 0x8578 #endif #ifndef GL_ARB_texture_env_crossbar #endif #ifndef GL_ARB_texture_env_dot3 #define GL_DOT3_RGB_ARB 0x86AE #define GL_DOT3_RGBA_ARB 0x86AF #endif #ifndef GL_ARB_texture_mirrored_repeat #define GL_MIRRORED_REPEAT_ARB 0x8370 #endif #ifndef GL_ARB_depth_texture #define GL_DEPTH_COMPONENT16_ARB 0x81A5 #define GL_DEPTH_COMPONENT24_ARB 0x81A6 #define GL_DEPTH_COMPONENT32_ARB 0x81A7 #define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A #define GL_DEPTH_TEXTURE_MODE_ARB 0x884B #endif #ifndef GL_ARB_shadow #define GL_TEXTURE_COMPARE_MODE_ARB 0x884C #define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D #define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E #endif #ifndef GL_ARB_shadow_ambient #define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF #endif #ifndef GL_ARB_window_pos #endif #ifndef GL_ARB_vertex_program #define GL_COLOR_SUM_ARB 0x8458 #define GL_VERTEX_PROGRAM_ARB 0x8620 #define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 #define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 #define GL_PROGRAM_LENGTH_ARB 0x8627 #define GL_PROGRAM_STRING_ARB 0x8628 #define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E #define GL_MAX_PROGRAM_MATRICES_ARB 0x862F #define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 #define GL_CURRENT_MATRIX_ARB 0x8641 #define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 #define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 #define GL_PROGRAM_ERROR_POSITION_ARB 0x864B #define GL_PROGRAM_BINDING_ARB 0x8677 #define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A #define GL_PROGRAM_ERROR_STRING_ARB 0x8874 #define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 #define GL_PROGRAM_FORMAT_ARB 0x8876 #define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 #define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 #define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 #define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 #define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 #define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 #define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 #define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 #define GL_PROGRAM_PARAMETERS_ARB 0x88A8 #define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 #define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA #define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB #define GL_PROGRAM_ATTRIBS_ARB 0x88AC #define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD #define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE #define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF #define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 #define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 #define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 #define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 #define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 #define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 #define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 #define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 #define GL_MATRIX0_ARB 0x88C0 #define GL_MATRIX1_ARB 0x88C1 #define GL_MATRIX2_ARB 0x88C2 #define GL_MATRIX3_ARB 0x88C3 #define GL_MATRIX4_ARB 0x88C4 #define GL_MATRIX5_ARB 0x88C5 #define GL_MATRIX6_ARB 0x88C6 #define GL_MATRIX7_ARB 0x88C7 #define GL_MATRIX8_ARB 0x88C8 #define GL_MATRIX9_ARB 0x88C9 #define GL_MATRIX10_ARB 0x88CA #define GL_MATRIX11_ARB 0x88CB #define GL_MATRIX12_ARB 0x88CC #define GL_MATRIX13_ARB 0x88CD #define GL_MATRIX14_ARB 0x88CE #define GL_MATRIX15_ARB 0x88CF #define GL_MATRIX16_ARB 0x88D0 #define GL_MATRIX17_ARB 0x88D1 #define GL_MATRIX18_ARB 0x88D2 #define GL_MATRIX19_ARB 0x88D3 #define GL_MATRIX20_ARB 0x88D4 #define GL_MATRIX21_ARB 0x88D5 #define GL_MATRIX22_ARB 0x88D6 #define GL_MATRIX23_ARB 0x88D7 #define GL_MATRIX24_ARB 0x88D8 #define GL_MATRIX25_ARB 0x88D9 #define GL_MATRIX26_ARB 0x88DA #define GL_MATRIX27_ARB 0x88DB #define GL_MATRIX28_ARB 0x88DC #define GL_MATRIX29_ARB 0x88DD #define GL_MATRIX30_ARB 0x88DE #define GL_MATRIX31_ARB 0x88DF #endif #ifndef GL_ARB_fragment_program #define GL_FRAGMENT_PROGRAM_ARB 0x8804 #define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 #define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 #define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 #define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 #define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 #define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A #define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B #define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C #define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D #define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E #define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F #define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 #define GL_MAX_TEXTURE_COORDS_ARB 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 #endif #ifndef GL_ARB_vertex_buffer_object #define GL_BUFFER_SIZE_ARB 0x8764 #define GL_BUFFER_USAGE_ARB 0x8765 #define GL_ARRAY_BUFFER_ARB 0x8892 #define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 #define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 #define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 #define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 #define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 #define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 #define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 #define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A #define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B #define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C #define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D #define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E #define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F #define GL_READ_ONLY_ARB 0x88B8 #define GL_WRITE_ONLY_ARB 0x88B9 #define GL_READ_WRITE_ARB 0x88BA #define GL_BUFFER_ACCESS_ARB 0x88BB #define GL_BUFFER_MAPPED_ARB 0x88BC #define GL_BUFFER_MAP_POINTER_ARB 0x88BD #define GL_STREAM_DRAW_ARB 0x88E0 #define GL_STREAM_READ_ARB 0x88E1 #define GL_STREAM_COPY_ARB 0x88E2 #define GL_STATIC_DRAW_ARB 0x88E4 #define GL_STATIC_READ_ARB 0x88E5 #define GL_STATIC_COPY_ARB 0x88E6 #define GL_DYNAMIC_DRAW_ARB 0x88E8 #define GL_DYNAMIC_READ_ARB 0x88E9 #define GL_DYNAMIC_COPY_ARB 0x88EA #endif #ifndef GL_ARB_occlusion_query #define GL_QUERY_COUNTER_BITS_ARB 0x8864 #define GL_CURRENT_QUERY_ARB 0x8865 #define GL_QUERY_RESULT_ARB 0x8866 #define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 #define GL_SAMPLES_PASSED_ARB 0x8914 #endif #ifndef GL_ARB_shader_objects #define GL_PROGRAM_OBJECT_ARB 0x8B40 #define GL_SHADER_OBJECT_ARB 0x8B48 #define GL_OBJECT_TYPE_ARB 0x8B4E #define GL_OBJECT_SUBTYPE_ARB 0x8B4F #define GL_FLOAT_VEC2_ARB 0x8B50 #define GL_FLOAT_VEC3_ARB 0x8B51 #define GL_FLOAT_VEC4_ARB 0x8B52 #define GL_INT_VEC2_ARB 0x8B53 #define GL_INT_VEC3_ARB 0x8B54 #define GL_INT_VEC4_ARB 0x8B55 #define GL_BOOL_ARB 0x8B56 #define GL_BOOL_VEC2_ARB 0x8B57 #define GL_BOOL_VEC3_ARB 0x8B58 #define GL_BOOL_VEC4_ARB 0x8B59 #define GL_FLOAT_MAT2_ARB 0x8B5A #define GL_FLOAT_MAT3_ARB 0x8B5B #define GL_FLOAT_MAT4_ARB 0x8B5C #define GL_SAMPLER_1D_ARB 0x8B5D #define GL_SAMPLER_2D_ARB 0x8B5E #define GL_SAMPLER_3D_ARB 0x8B5F #define GL_SAMPLER_CUBE_ARB 0x8B60 #define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 #define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 #define GL_SAMPLER_2D_RECT_ARB 0x8B63 #define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 #define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 #define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 #define GL_OBJECT_LINK_STATUS_ARB 0x8B82 #define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 #define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 #define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 #define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 #define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 #define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 #endif #ifndef GL_ARB_vertex_shader #define GL_VERTEX_SHADER_ARB 0x8B31 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A #define GL_MAX_VARYING_FLOATS_ARB 0x8B4B #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D #define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 #define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A #endif #ifndef GL_ARB_fragment_shader #define GL_FRAGMENT_SHADER_ARB 0x8B30 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B #endif #ifndef GL_ARB_shading_language_100 #define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C #endif #ifndef GL_ARB_texture_non_power_of_two #endif #ifndef GL_ARB_point_sprite #define GL_POINT_SPRITE_ARB 0x8861 #define GL_COORD_REPLACE_ARB 0x8862 #endif #ifndef GL_ARB_fragment_program_shadow #endif #ifndef GL_ARB_draw_buffers #define GL_MAX_DRAW_BUFFERS_ARB 0x8824 #define GL_DRAW_BUFFER0_ARB 0x8825 #define GL_DRAW_BUFFER1_ARB 0x8826 #define GL_DRAW_BUFFER2_ARB 0x8827 #define GL_DRAW_BUFFER3_ARB 0x8828 #define GL_DRAW_BUFFER4_ARB 0x8829 #define GL_DRAW_BUFFER5_ARB 0x882A #define GL_DRAW_BUFFER6_ARB 0x882B #define GL_DRAW_BUFFER7_ARB 0x882C #define GL_DRAW_BUFFER8_ARB 0x882D #define GL_DRAW_BUFFER9_ARB 0x882E #define GL_DRAW_BUFFER10_ARB 0x882F #define GL_DRAW_BUFFER11_ARB 0x8830 #define GL_DRAW_BUFFER12_ARB 0x8831 #define GL_DRAW_BUFFER13_ARB 0x8832 #define GL_DRAW_BUFFER14_ARB 0x8833 #define GL_DRAW_BUFFER15_ARB 0x8834 #endif #ifndef GL_ARB_texture_rectangle #define GL_TEXTURE_RECTANGLE_ARB 0x84F5 #define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 #define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 #define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 #endif #ifndef GL_ARB_color_buffer_float #define GL_RGBA_FLOAT_MODE_ARB 0x8820 #define GL_CLAMP_VERTEX_COLOR_ARB 0x891A #define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B #define GL_CLAMP_READ_COLOR_ARB 0x891C #define GL_FIXED_ONLY_ARB 0x891D #endif #ifndef GL_ARB_half_float_pixel #define GL_HALF_FLOAT_ARB 0x140B #endif #ifndef GL_ARB_texture_float #define GL_TEXTURE_RED_TYPE_ARB 0x8C10 #define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 #define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 #define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 #define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 #define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 #define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 #define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 #define GL_RGBA32F_ARB 0x8814 #define GL_RGB32F_ARB 0x8815 #define GL_ALPHA32F_ARB 0x8816 #define GL_INTENSITY32F_ARB 0x8817 #define GL_LUMINANCE32F_ARB 0x8818 #define GL_LUMINANCE_ALPHA32F_ARB 0x8819 #define GL_RGBA16F_ARB 0x881A #define GL_RGB16F_ARB 0x881B #define GL_ALPHA16F_ARB 0x881C #define GL_INTENSITY16F_ARB 0x881D #define GL_LUMINANCE16F_ARB 0x881E #define GL_LUMINANCE_ALPHA16F_ARB 0x881F #endif #ifndef GL_ARB_pixel_buffer_object #define GL_PIXEL_PACK_BUFFER_ARB 0x88EB #define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF #endif #ifndef GL_EXT_abgr #define GL_ABGR_EXT 0x8000 #endif #ifndef GL_EXT_blend_color #define GL_CONSTANT_COLOR_EXT 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 #define GL_CONSTANT_ALPHA_EXT 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 #define GL_BLEND_COLOR_EXT 0x8005 #endif #ifndef GL_EXT_polygon_offset #define GL_POLYGON_OFFSET_EXT 0x8037 #define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 #define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 #endif #ifndef GL_EXT_texture #define GL_ALPHA4_EXT 0x803B #define GL_ALPHA8_EXT 0x803C #define GL_ALPHA12_EXT 0x803D #define GL_ALPHA16_EXT 0x803E #define GL_LUMINANCE4_EXT 0x803F #define GL_LUMINANCE8_EXT 0x8040 #define GL_LUMINANCE12_EXT 0x8041 #define GL_LUMINANCE16_EXT 0x8042 #define GL_LUMINANCE4_ALPHA4_EXT 0x8043 #define GL_LUMINANCE6_ALPHA2_EXT 0x8044 #define GL_LUMINANCE8_ALPHA8_EXT 0x8045 #define GL_LUMINANCE12_ALPHA4_EXT 0x8046 #define GL_LUMINANCE12_ALPHA12_EXT 0x8047 #define GL_LUMINANCE16_ALPHA16_EXT 0x8048 #define GL_INTENSITY_EXT 0x8049 #define GL_INTENSITY4_EXT 0x804A #define GL_INTENSITY8_EXT 0x804B #define GL_INTENSITY12_EXT 0x804C #define GL_INTENSITY16_EXT 0x804D #define GL_RGB2_EXT 0x804E #define GL_RGB4_EXT 0x804F #define GL_RGB5_EXT 0x8050 #define GL_RGB8_EXT 0x8051 #define GL_RGB10_EXT 0x8052 #define GL_RGB12_EXT 0x8053 #define GL_RGB16_EXT 0x8054 #define GL_RGBA2_EXT 0x8055 #define GL_RGBA4_EXT 0x8056 #define GL_RGB5_A1_EXT 0x8057 #define GL_RGBA8_EXT 0x8058 #define GL_RGB10_A2_EXT 0x8059 #define GL_RGBA12_EXT 0x805A #define GL_RGBA16_EXT 0x805B #define GL_TEXTURE_RED_SIZE_EXT 0x805C #define GL_TEXTURE_GREEN_SIZE_EXT 0x805D #define GL_TEXTURE_BLUE_SIZE_EXT 0x805E #define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F #define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 #define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 #define GL_REPLACE_EXT 0x8062 #define GL_PROXY_TEXTURE_1D_EXT 0x8063 #define GL_PROXY_TEXTURE_2D_EXT 0x8064 #define GL_TEXTURE_TOO_LARGE_EXT 0x8065 #endif #ifndef GL_EXT_texture3D #define GL_PACK_SKIP_IMAGES_EXT 0x806B #define GL_PACK_IMAGE_HEIGHT_EXT 0x806C #define GL_UNPACK_SKIP_IMAGES_EXT 0x806D #define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E #define GL_TEXTURE_3D_EXT 0x806F #define GL_PROXY_TEXTURE_3D_EXT 0x8070 #define GL_TEXTURE_DEPTH_EXT 0x8071 #define GL_TEXTURE_WRAP_R_EXT 0x8072 #define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 #endif #ifndef GL_SGIS_texture_filter4 #define GL_FILTER4_SGIS 0x8146 #define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147 #endif #ifndef GL_EXT_subtexture #endif #ifndef GL_EXT_copy_texture #endif #ifndef GL_EXT_histogram #define GL_HISTOGRAM_EXT 0x8024 #define GL_PROXY_HISTOGRAM_EXT 0x8025 #define GL_HISTOGRAM_WIDTH_EXT 0x8026 #define GL_HISTOGRAM_FORMAT_EXT 0x8027 #define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 #define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 #define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A #define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B #define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C #define GL_HISTOGRAM_SINK_EXT 0x802D #define GL_MINMAX_EXT 0x802E #define GL_MINMAX_FORMAT_EXT 0x802F #define GL_MINMAX_SINK_EXT 0x8030 #define GL_TABLE_TOO_LARGE_EXT 0x8031 #endif #ifndef GL_EXT_convolution #define GL_CONVOLUTION_1D_EXT 0x8010 #define GL_CONVOLUTION_2D_EXT 0x8011 #define GL_SEPARABLE_2D_EXT 0x8012 #define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 #define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 #define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 #define GL_REDUCE_EXT 0x8016 #define GL_CONVOLUTION_FORMAT_EXT 0x8017 #define GL_CONVOLUTION_WIDTH_EXT 0x8018 #define GL_CONVOLUTION_HEIGHT_EXT 0x8019 #define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A #define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B #define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C #define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D #define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E #define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F #define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 #define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 #define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 #define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 #endif #ifndef GL_SGI_color_matrix #define GL_COLOR_MATRIX_SGI 0x80B1 #define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 #define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 #define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 #define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 #define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 #define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 #define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 #define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 #define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA #define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB #endif #ifndef GL_SGI_color_table #define GL_COLOR_TABLE_SGI 0x80D0 #define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 #define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 #define GL_PROXY_COLOR_TABLE_SGI 0x80D3 #define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 #define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 #define GL_COLOR_TABLE_SCALE_SGI 0x80D6 #define GL_COLOR_TABLE_BIAS_SGI 0x80D7 #define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 #define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 #define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA #define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB #define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC #define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD #define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE #define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF #endif #ifndef GL_SGIS_pixel_texture #define GL_PIXEL_TEXTURE_SGIS 0x8353 #define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354 #define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355 #define GL_PIXEL_GROUP_COLOR_SGIS 0x8356 #endif #ifndef GL_SGIX_pixel_texture #define GL_PIXEL_TEX_GEN_SGIX 0x8139 #define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B #endif #ifndef GL_SGIS_texture4D #define GL_PACK_SKIP_VOLUMES_SGIS 0x8130 #define GL_PACK_IMAGE_DEPTH_SGIS 0x8131 #define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132 #define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133 #define GL_TEXTURE_4D_SGIS 0x8134 #define GL_PROXY_TEXTURE_4D_SGIS 0x8135 #define GL_TEXTURE_4DSIZE_SGIS 0x8136 #define GL_TEXTURE_WRAP_Q_SGIS 0x8137 #define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138 #define GL_TEXTURE_4D_BINDING_SGIS 0x814F #endif #ifndef GL_SGI_texture_color_table #define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC #define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD #endif #ifndef GL_EXT_cmyka #define GL_CMYK_EXT 0x800C #define GL_CMYKA_EXT 0x800D #define GL_PACK_CMYK_HINT_EXT 0x800E #define GL_UNPACK_CMYK_HINT_EXT 0x800F #endif #ifndef GL_EXT_texture_object #define GL_TEXTURE_PRIORITY_EXT 0x8066 #define GL_TEXTURE_RESIDENT_EXT 0x8067 #define GL_TEXTURE_1D_BINDING_EXT 0x8068 #define GL_TEXTURE_2D_BINDING_EXT 0x8069 #define GL_TEXTURE_3D_BINDING_EXT 0x806A #endif #ifndef GL_SGIS_detail_texture #define GL_DETAIL_TEXTURE_2D_SGIS 0x8095 #define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096 #define GL_LINEAR_DETAIL_SGIS 0x8097 #define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098 #define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099 #define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A #define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B #define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C #endif #ifndef GL_SGIS_sharpen_texture #define GL_LINEAR_SHARPEN_SGIS 0x80AD #define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE #define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF #define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0 #endif #ifndef GL_EXT_packed_pixels #define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 #define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 #define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 #define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 #define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 #endif #ifndef GL_SGIS_texture_lod #define GL_TEXTURE_MIN_LOD_SGIS 0x813A #define GL_TEXTURE_MAX_LOD_SGIS 0x813B #define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C #define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D #endif #ifndef GL_SGIS_multisample #define GL_MULTISAMPLE_SGIS 0x809D #define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E #define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F #define GL_SAMPLE_MASK_SGIS 0x80A0 #define GL_1PASS_SGIS 0x80A1 #define GL_2PASS_0_SGIS 0x80A2 #define GL_2PASS_1_SGIS 0x80A3 #define GL_4PASS_0_SGIS 0x80A4 #define GL_4PASS_1_SGIS 0x80A5 #define GL_4PASS_2_SGIS 0x80A6 #define GL_4PASS_3_SGIS 0x80A7 #define GL_SAMPLE_BUFFERS_SGIS 0x80A8 #define GL_SAMPLES_SGIS 0x80A9 #define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA #define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB #define GL_SAMPLE_PATTERN_SGIS 0x80AC #endif #ifndef GL_EXT_rescale_normal #define GL_RESCALE_NORMAL_EXT 0x803A #endif #ifndef GL_EXT_vertex_array #define GL_VERTEX_ARRAY_EXT 0x8074 #define GL_NORMAL_ARRAY_EXT 0x8075 #define GL_COLOR_ARRAY_EXT 0x8076 #define GL_INDEX_ARRAY_EXT 0x8077 #define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 #define GL_EDGE_FLAG_ARRAY_EXT 0x8079 #define GL_VERTEX_ARRAY_SIZE_EXT 0x807A #define GL_VERTEX_ARRAY_TYPE_EXT 0x807B #define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C #define GL_VERTEX_ARRAY_COUNT_EXT 0x807D #define GL_NORMAL_ARRAY_TYPE_EXT 0x807E #define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F #define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 #define GL_COLOR_ARRAY_SIZE_EXT 0x8081 #define GL_COLOR_ARRAY_TYPE_EXT 0x8082 #define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 #define GL_COLOR_ARRAY_COUNT_EXT 0x8084 #define GL_INDEX_ARRAY_TYPE_EXT 0x8085 #define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 #define GL_INDEX_ARRAY_COUNT_EXT 0x8087 #define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 #define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 #define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A #define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B #define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C #define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D #define GL_VERTEX_ARRAY_POINTER_EXT 0x808E #define GL_NORMAL_ARRAY_POINTER_EXT 0x808F #define GL_COLOR_ARRAY_POINTER_EXT 0x8090 #define GL_INDEX_ARRAY_POINTER_EXT 0x8091 #define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 #define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 #endif #ifndef GL_EXT_misc_attribute #endif #ifndef GL_SGIS_generate_mipmap #define GL_GENERATE_MIPMAP_SGIS 0x8191 #define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 #endif #ifndef GL_SGIX_clipmap #define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170 #define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171 #define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172 #define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173 #define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174 #define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175 #define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176 #define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177 #define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178 #define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D #define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E #define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F #endif #ifndef GL_SGIX_shadow #define GL_TEXTURE_COMPARE_SGIX 0x819A #define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B #define GL_TEXTURE_LEQUAL_R_SGIX 0x819C #define GL_TEXTURE_GEQUAL_R_SGIX 0x819D #endif #ifndef GL_SGIS_texture_edge_clamp #define GL_CLAMP_TO_EDGE_SGIS 0x812F #endif #ifndef GL_SGIS_texture_border_clamp #define GL_CLAMP_TO_BORDER_SGIS 0x812D #endif #ifndef GL_EXT_blend_minmax #define GL_FUNC_ADD_EXT 0x8006 #define GL_MIN_EXT 0x8007 #define GL_MAX_EXT 0x8008 #define GL_BLEND_EQUATION_EXT 0x8009 #endif #ifndef GL_EXT_blend_subtract #define GL_FUNC_SUBTRACT_EXT 0x800A #define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B #endif #ifndef GL_EXT_blend_logic_op #endif #ifndef GL_SGIX_interlace #define GL_INTERLACE_SGIX 0x8094 #endif #ifndef GL_SGIX_pixel_tiles #define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E #define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F #define GL_PIXEL_TILE_WIDTH_SGIX 0x8140 #define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141 #define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142 #define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143 #define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144 #define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145 #endif #ifndef GL_SGIS_texture_select #define GL_DUAL_ALPHA4_SGIS 0x8110 #define GL_DUAL_ALPHA8_SGIS 0x8111 #define GL_DUAL_ALPHA12_SGIS 0x8112 #define GL_DUAL_ALPHA16_SGIS 0x8113 #define GL_DUAL_LUMINANCE4_SGIS 0x8114 #define GL_DUAL_LUMINANCE8_SGIS 0x8115 #define GL_DUAL_LUMINANCE12_SGIS 0x8116 #define GL_DUAL_LUMINANCE16_SGIS 0x8117 #define GL_DUAL_INTENSITY4_SGIS 0x8118 #define GL_DUAL_INTENSITY8_SGIS 0x8119 #define GL_DUAL_INTENSITY12_SGIS 0x811A #define GL_DUAL_INTENSITY16_SGIS 0x811B #define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C #define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D #define GL_QUAD_ALPHA4_SGIS 0x811E #define GL_QUAD_ALPHA8_SGIS 0x811F #define GL_QUAD_LUMINANCE4_SGIS 0x8120 #define GL_QUAD_LUMINANCE8_SGIS 0x8121 #define GL_QUAD_INTENSITY4_SGIS 0x8122 #define GL_QUAD_INTENSITY8_SGIS 0x8123 #define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124 #define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125 #endif #ifndef GL_SGIX_sprite #define GL_SPRITE_SGIX 0x8148 #define GL_SPRITE_MODE_SGIX 0x8149 #define GL_SPRITE_AXIS_SGIX 0x814A #define GL_SPRITE_TRANSLATION_SGIX 0x814B #define GL_SPRITE_AXIAL_SGIX 0x814C #define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D #define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E #endif #ifndef GL_SGIX_texture_multi_buffer #define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E #endif #ifndef GL_EXT_point_parameters #define GL_POINT_SIZE_MIN_EXT 0x8126 #define GL_POINT_SIZE_MAX_EXT 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 #define GL_DISTANCE_ATTENUATION_EXT 0x8129 #endif #ifndef GL_SGIS_point_parameters #define GL_POINT_SIZE_MIN_SGIS 0x8126 #define GL_POINT_SIZE_MAX_SGIS 0x8127 #define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128 #define GL_DISTANCE_ATTENUATION_SGIS 0x8129 #endif #ifndef GL_SGIX_instruments #define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180 #define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181 #endif #ifndef GL_SGIX_texture_scale_bias #define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 #define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A #define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B #define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C #endif #ifndef GL_SGIX_framezoom #define GL_FRAMEZOOM_SGIX 0x818B #define GL_FRAMEZOOM_FACTOR_SGIX 0x818C #define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D #endif #ifndef GL_SGIX_tag_sample_buffer #endif #ifndef GL_FfdMaskSGIX #define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001 #define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002 #endif #ifndef GL_SGIX_polynomial_ffd #define GL_GEOMETRY_DEFORMATION_SGIX 0x8194 #define GL_TEXTURE_DEFORMATION_SGIX 0x8195 #define GL_DEFORMATIONS_MASK_SGIX 0x8196 #define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197 #endif #ifndef GL_SGIX_reference_plane #define GL_REFERENCE_PLANE_SGIX 0x817D #define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E #endif #ifndef GL_SGIX_flush_raster #endif #ifndef GL_SGIX_depth_texture #define GL_DEPTH_COMPONENT16_SGIX 0x81A5 #define GL_DEPTH_COMPONENT24_SGIX 0x81A6 #define GL_DEPTH_COMPONENT32_SGIX 0x81A7 #endif #ifndef GL_SGIS_fog_function #define GL_FOG_FUNC_SGIS 0x812A #define GL_FOG_FUNC_POINTS_SGIS 0x812B #define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C #endif #ifndef GL_SGIX_fog_offset #define GL_FOG_OFFSET_SGIX 0x8198 #define GL_FOG_OFFSET_VALUE_SGIX 0x8199 #endif #ifndef GL_HP_image_transform #define GL_IMAGE_SCALE_X_HP 0x8155 #define GL_IMAGE_SCALE_Y_HP 0x8156 #define GL_IMAGE_TRANSLATE_X_HP 0x8157 #define GL_IMAGE_TRANSLATE_Y_HP 0x8158 #define GL_IMAGE_ROTATE_ANGLE_HP 0x8159 #define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A #define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B #define GL_IMAGE_MAG_FILTER_HP 0x815C #define GL_IMAGE_MIN_FILTER_HP 0x815D #define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E #define GL_CUBIC_HP 0x815F #define GL_AVERAGE_HP 0x8160 #define GL_IMAGE_TRANSFORM_2D_HP 0x8161 #define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162 #define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163 #endif #ifndef GL_HP_convolution_border_modes #define GL_IGNORE_BORDER_HP 0x8150 #define GL_CONSTANT_BORDER_HP 0x8151 #define GL_REPLICATE_BORDER_HP 0x8153 #define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154 #endif #ifndef GL_INGR_palette_buffer #endif #ifndef GL_SGIX_texture_add_env #define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE #endif #ifndef GL_EXT_color_subtable #endif #ifndef GL_PGI_vertex_hints #define GL_VERTEX_DATA_HINT_PGI 0x1A22A #define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B #define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C #define GL_MAX_VERTEX_HINT_PGI 0x1A22D #define GL_COLOR3_BIT_PGI 0x00010000 #define GL_COLOR4_BIT_PGI 0x00020000 #define GL_EDGEFLAG_BIT_PGI 0x00040000 #define GL_INDEX_BIT_PGI 0x00080000 #define GL_MAT_AMBIENT_BIT_PGI 0x00100000 #define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 #define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 #define GL_MAT_EMISSION_BIT_PGI 0x00800000 #define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 #define GL_MAT_SHININESS_BIT_PGI 0x02000000 #define GL_MAT_SPECULAR_BIT_PGI 0x04000000 #define GL_NORMAL_BIT_PGI 0x08000000 #define GL_TEXCOORD1_BIT_PGI 0x10000000 #define GL_TEXCOORD2_BIT_PGI 0x20000000 #define GL_TEXCOORD3_BIT_PGI 0x40000000 #define GL_TEXCOORD4_BIT_PGI 0x80000000 #define GL_VERTEX23_BIT_PGI 0x00000004 #define GL_VERTEX4_BIT_PGI 0x00000008 #endif #ifndef GL_PGI_misc_hints #define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8 #define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD #define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE #define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202 #define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203 #define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204 #define GL_ALWAYS_FAST_HINT_PGI 0x1A20C #define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D #define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E #define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F #define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210 #define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211 #define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216 #define GL_STRICT_LIGHTING_HINT_PGI 0x1A217 #define GL_STRICT_SCISSOR_HINT_PGI 0x1A218 #define GL_FULL_STIPPLE_HINT_PGI 0x1A219 #define GL_CLIP_NEAR_HINT_PGI 0x1A220 #define GL_CLIP_FAR_HINT_PGI 0x1A221 #define GL_WIDE_LINE_HINT_PGI 0x1A222 #define GL_BACK_NORMALS_HINT_PGI 0x1A223 #endif #ifndef GL_EXT_paletted_texture #define GL_COLOR_INDEX1_EXT 0x80E2 #define GL_COLOR_INDEX2_EXT 0x80E3 #define GL_COLOR_INDEX4_EXT 0x80E4 #define GL_COLOR_INDEX8_EXT 0x80E5 #define GL_COLOR_INDEX12_EXT 0x80E6 #define GL_COLOR_INDEX16_EXT 0x80E7 #define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED #endif #ifndef GL_EXT_clip_volume_hint #define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 #endif #ifndef GL_SGIX_list_priority #define GL_LIST_PRIORITY_SGIX 0x8182 #endif #ifndef GL_SGIX_ir_instrument1 #define GL_IR_INSTRUMENT1_SGIX 0x817F #endif #ifndef GL_SGIX_calligraphic_fragment #define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183 #endif #ifndef GL_SGIX_texture_lod_bias #define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E #define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F #define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190 #endif #ifndef GL_SGIX_shadow_ambient #define GL_SHADOW_AMBIENT_SGIX 0x80BF #endif #ifndef GL_EXT_index_texture #endif #ifndef GL_EXT_index_material #define GL_INDEX_MATERIAL_EXT 0x81B8 #define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9 #define GL_INDEX_MATERIAL_FACE_EXT 0x81BA #endif #ifndef GL_EXT_index_func #define GL_INDEX_TEST_EXT 0x81B5 #define GL_INDEX_TEST_FUNC_EXT 0x81B6 #define GL_INDEX_TEST_REF_EXT 0x81B7 #endif #ifndef GL_EXT_index_array_formats #define GL_IUI_V2F_EXT 0x81AD #define GL_IUI_V3F_EXT 0x81AE #define GL_IUI_N3F_V2F_EXT 0x81AF #define GL_IUI_N3F_V3F_EXT 0x81B0 #define GL_T2F_IUI_V2F_EXT 0x81B1 #define GL_T2F_IUI_V3F_EXT 0x81B2 #define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 #define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 #endif #ifndef GL_EXT_compiled_vertex_array #define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 #define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 #endif #ifndef GL_EXT_cull_vertex #define GL_CULL_VERTEX_EXT 0x81AA #define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB #define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC #endif #ifndef GL_SGIX_ycrcb #define GL_YCRCB_422_SGIX 0x81BB #define GL_YCRCB_444_SGIX 0x81BC #endif #ifndef GL_SGIX_fragment_lighting #define GL_FRAGMENT_LIGHTING_SGIX 0x8400 #define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401 #define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402 #define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403 #define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404 #define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405 #define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406 #define GL_LIGHT_ENV_MODE_SGIX 0x8407 #define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408 #define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409 #define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A #define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B #define GL_FRAGMENT_LIGHT0_SGIX 0x840C #define GL_FRAGMENT_LIGHT1_SGIX 0x840D #define GL_FRAGMENT_LIGHT2_SGIX 0x840E #define GL_FRAGMENT_LIGHT3_SGIX 0x840F #define GL_FRAGMENT_LIGHT4_SGIX 0x8410 #define GL_FRAGMENT_LIGHT5_SGIX 0x8411 #define GL_FRAGMENT_LIGHT6_SGIX 0x8412 #define GL_FRAGMENT_LIGHT7_SGIX 0x8413 #endif #ifndef GL_IBM_rasterpos_clip #define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262 #endif #ifndef GL_HP_texture_lighting #define GL_TEXTURE_LIGHTING_MODE_HP 0x8167 #define GL_TEXTURE_POST_SPECULAR_HP 0x8168 #define GL_TEXTURE_PRE_SPECULAR_HP 0x8169 #endif #ifndef GL_EXT_draw_range_elements #define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 #define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 #endif #ifndef GL_WIN_phong_shading #define GL_PHONG_WIN 0x80EA #define GL_PHONG_HINT_WIN 0x80EB #endif #ifndef GL_WIN_specular_fog #define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC #endif #ifndef GL_EXT_light_texture #define GL_FRAGMENT_MATERIAL_EXT 0x8349 #define GL_FRAGMENT_NORMAL_EXT 0x834A #define GL_FRAGMENT_COLOR_EXT 0x834C #define GL_ATTENUATION_EXT 0x834D #define GL_SHADOW_ATTENUATION_EXT 0x834E #define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F #define GL_TEXTURE_LIGHT_EXT 0x8350 #define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 #define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 /* reuse GL_FRAGMENT_DEPTH_EXT */ #endif #ifndef GL_SGIX_blend_alpha_minmax #define GL_ALPHA_MIN_SGIX 0x8320 #define GL_ALPHA_MAX_SGIX 0x8321 #endif #ifndef GL_SGIX_impact_pixel_texture #define GL_PIXEL_TEX_GEN_Q_CEILING_SGIX 0x8184 #define GL_PIXEL_TEX_GEN_Q_ROUND_SGIX 0x8185 #define GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX 0x8186 #define GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX 0x8187 #define GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX 0x8188 #define GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX 0x8189 #define GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX 0x818A #endif #ifndef GL_EXT_bgra #define GL_BGR_EXT 0x80E0 #define GL_BGRA_EXT 0x80E1 #endif #ifndef GL_SGIX_async #define GL_ASYNC_MARKER_SGIX 0x8329 #endif #ifndef GL_SGIX_async_pixel #define GL_ASYNC_TEX_IMAGE_SGIX 0x835C #define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D #define GL_ASYNC_READ_PIXELS_SGIX 0x835E #define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F #define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 #define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 #endif #ifndef GL_SGIX_async_histogram #define GL_ASYNC_HISTOGRAM_SGIX 0x832C #define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D #endif #ifndef GL_INTEL_texture_scissor #endif #ifndef GL_INTEL_parallel_arrays #define GL_PARALLEL_ARRAYS_INTEL 0x83F4 #define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 #define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 #define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 #define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 #endif #ifndef GL_HP_occlusion_test #define GL_OCCLUSION_TEST_HP 0x8165 #define GL_OCCLUSION_TEST_RESULT_HP 0x8166 #endif #ifndef GL_EXT_pixel_transform #define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 #define GL_PIXEL_MAG_FILTER_EXT 0x8331 #define GL_PIXEL_MIN_FILTER_EXT 0x8332 #define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 #define GL_CUBIC_EXT 0x8334 #define GL_AVERAGE_EXT 0x8335 #define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 #define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 #define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 #endif #ifndef GL_EXT_pixel_transform_color_table #endif #ifndef GL_EXT_shared_texture_palette #define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB #endif #ifndef GL_EXT_separate_specular_color #define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 #define GL_SINGLE_COLOR_EXT 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA #endif #ifndef GL_EXT_secondary_color #define GL_COLOR_SUM_EXT 0x8458 #define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 #define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A #define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B #define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C #define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D #define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E #endif #ifndef GL_EXT_texture_perturb_normal #define GL_PERTURB_EXT 0x85AE #define GL_TEXTURE_NORMAL_EXT 0x85AF #endif #ifndef GL_EXT_multi_draw_arrays #endif #ifndef GL_EXT_fog_coord #define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 #define GL_FOG_COORDINATE_EXT 0x8451 #define GL_FRAGMENT_DEPTH_EXT 0x8452 #define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 #define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 #define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 #define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 #define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 #endif #ifndef GL_REND_screen_coordinates #define GL_SCREEN_COORDINATES_REND 0x8490 #define GL_INVERTED_SCREEN_W_REND 0x8491 #endif #ifndef GL_EXT_coordinate_frame #define GL_TANGENT_ARRAY_EXT 0x8439 #define GL_BINORMAL_ARRAY_EXT 0x843A #define GL_CURRENT_TANGENT_EXT 0x843B #define GL_CURRENT_BINORMAL_EXT 0x843C #define GL_TANGENT_ARRAY_TYPE_EXT 0x843E #define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F #define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 #define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 #define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 #define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 #define GL_MAP1_TANGENT_EXT 0x8444 #define GL_MAP2_TANGENT_EXT 0x8445 #define GL_MAP1_BINORMAL_EXT 0x8446 #define GL_MAP2_BINORMAL_EXT 0x8447 #endif #ifndef GL_EXT_texture_env_combine #define GL_COMBINE_EXT 0x8570 #define GL_COMBINE_RGB_EXT 0x8571 #define GL_COMBINE_ALPHA_EXT 0x8572 #define GL_RGB_SCALE_EXT 0x8573 #define GL_ADD_SIGNED_EXT 0x8574 #define GL_INTERPOLATE_EXT 0x8575 #define GL_CONSTANT_EXT 0x8576 #define GL_PRIMARY_COLOR_EXT 0x8577 #define GL_PREVIOUS_EXT 0x8578 #define GL_SOURCE0_RGB_EXT 0x8580 #define GL_SOURCE1_RGB_EXT 0x8581 #define GL_SOURCE2_RGB_EXT 0x8582 #define GL_SOURCE0_ALPHA_EXT 0x8588 #define GL_SOURCE1_ALPHA_EXT 0x8589 #define GL_SOURCE2_ALPHA_EXT 0x858A #define GL_OPERAND0_RGB_EXT 0x8590 #define GL_OPERAND1_RGB_EXT 0x8591 #define GL_OPERAND2_RGB_EXT 0x8592 #define GL_OPERAND0_ALPHA_EXT 0x8598 #define GL_OPERAND1_ALPHA_EXT 0x8599 #define GL_OPERAND2_ALPHA_EXT 0x859A #endif #ifndef GL_APPLE_specular_vector #define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 #endif #ifndef GL_APPLE_transform_hint #define GL_TRANSFORM_HINT_APPLE 0x85B1 #endif #ifndef GL_SGIX_fog_scale #define GL_FOG_SCALE_SGIX 0x81FC #define GL_FOG_SCALE_VALUE_SGIX 0x81FD #endif #ifndef GL_SUNX_constant_data #define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 #define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 #endif #ifndef GL_SUN_global_alpha #define GL_GLOBAL_ALPHA_SUN 0x81D9 #define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA #endif #ifndef GL_SUN_triangle_list #define GL_RESTART_SUN 0x0001 #define GL_REPLACE_MIDDLE_SUN 0x0002 #define GL_REPLACE_OLDEST_SUN 0x0003 #define GL_TRIANGLE_LIST_SUN 0x81D7 #define GL_REPLACEMENT_CODE_SUN 0x81D8 #define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 #define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 #define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 #define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 #define GL_R1UI_V3F_SUN 0x85C4 #define GL_R1UI_C4UB_V3F_SUN 0x85C5 #define GL_R1UI_C3F_V3F_SUN 0x85C6 #define GL_R1UI_N3F_V3F_SUN 0x85C7 #define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 #define GL_R1UI_T2F_V3F_SUN 0x85C9 #define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA #define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB #endif #ifndef GL_SUN_vertex #endif #ifndef GL_EXT_blend_func_separate #define GL_BLEND_DST_RGB_EXT 0x80C8 #define GL_BLEND_SRC_RGB_EXT 0x80C9 #define GL_BLEND_DST_ALPHA_EXT 0x80CA #define GL_BLEND_SRC_ALPHA_EXT 0x80CB #endif #ifndef GL_INGR_color_clamp #define GL_RED_MIN_CLAMP_INGR 0x8560 #define GL_GREEN_MIN_CLAMP_INGR 0x8561 #define GL_BLUE_MIN_CLAMP_INGR 0x8562 #define GL_ALPHA_MIN_CLAMP_INGR 0x8563 #define GL_RED_MAX_CLAMP_INGR 0x8564 #define GL_GREEN_MAX_CLAMP_INGR 0x8565 #define GL_BLUE_MAX_CLAMP_INGR 0x8566 #define GL_ALPHA_MAX_CLAMP_INGR 0x8567 #endif #ifndef GL_INGR_interlace_read #define GL_INTERLACE_READ_INGR 0x8568 #endif #ifndef GL_EXT_stencil_wrap #define GL_INCR_WRAP_EXT 0x8507 #define GL_DECR_WRAP_EXT 0x8508 #endif #ifndef GL_EXT_422_pixels #define GL_422_EXT 0x80CC #define GL_422_REV_EXT 0x80CD #define GL_422_AVERAGE_EXT 0x80CE #define GL_422_REV_AVERAGE_EXT 0x80CF #endif #ifndef GL_NV_texgen_reflection #define GL_NORMAL_MAP_NV 0x8511 #define GL_REFLECTION_MAP_NV 0x8512 #endif #ifndef GL_EXT_texture_cube_map #define GL_NORMAL_MAP_EXT 0x8511 #define GL_REFLECTION_MAP_EXT 0x8512 #define GL_TEXTURE_CUBE_MAP_EXT 0x8513 #define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 #define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 #define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 #define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A #define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B #define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C #endif #ifndef GL_SUN_convolution_border_modes #define GL_WRAP_BORDER_SUN 0x81D4 #endif #ifndef GL_EXT_texture_env_add #endif #ifndef GL_EXT_texture_lod_bias #define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD #define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 #define GL_TEXTURE_LOD_BIAS_EXT 0x8501 #endif #ifndef GL_EXT_texture_filter_anisotropic #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF #endif #ifndef GL_EXT_vertex_weighting #define GL_MODELVIEW0_STACK_DEPTH_EXT GL_MODELVIEW_STACK_DEPTH #define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 #define GL_MODELVIEW0_MATRIX_EXT GL_MODELVIEW_MATRIX #define GL_MODELVIEW1_MATRIX_EXT 0x8506 #define GL_VERTEX_WEIGHTING_EXT 0x8509 #define GL_MODELVIEW0_EXT GL_MODELVIEW #define GL_MODELVIEW1_EXT 0x850A #define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B #define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C #define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D #define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E #define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F #define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 #endif #ifndef GL_NV_light_max_exponent #define GL_MAX_SHININESS_NV 0x8504 #define GL_MAX_SPOT_EXPONENT_NV 0x8505 #endif #ifndef GL_NV_vertex_array_range #define GL_VERTEX_ARRAY_RANGE_NV 0x851D #define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E #define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F #define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 #define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 #endif #ifndef GL_NV_register_combiners #define GL_REGISTER_COMBINERS_NV 0x8522 #define GL_VARIABLE_A_NV 0x8523 #define GL_VARIABLE_B_NV 0x8524 #define GL_VARIABLE_C_NV 0x8525 #define GL_VARIABLE_D_NV 0x8526 #define GL_VARIABLE_E_NV 0x8527 #define GL_VARIABLE_F_NV 0x8528 #define GL_VARIABLE_G_NV 0x8529 #define GL_CONSTANT_COLOR0_NV 0x852A #define GL_CONSTANT_COLOR1_NV 0x852B #define GL_PRIMARY_COLOR_NV 0x852C #define GL_SECONDARY_COLOR_NV 0x852D #define GL_SPARE0_NV 0x852E #define GL_SPARE1_NV 0x852F #define GL_DISCARD_NV 0x8530 #define GL_E_TIMES_F_NV 0x8531 #define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 #define GL_UNSIGNED_IDENTITY_NV 0x8536 #define GL_UNSIGNED_INVERT_NV 0x8537 #define GL_EXPAND_NORMAL_NV 0x8538 #define GL_EXPAND_NEGATE_NV 0x8539 #define GL_HALF_BIAS_NORMAL_NV 0x853A #define GL_HALF_BIAS_NEGATE_NV 0x853B #define GL_SIGNED_IDENTITY_NV 0x853C #define GL_SIGNED_NEGATE_NV 0x853D #define GL_SCALE_BY_TWO_NV 0x853E #define GL_SCALE_BY_FOUR_NV 0x853F #define GL_SCALE_BY_ONE_HALF_NV 0x8540 #define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 #define GL_COMBINER_INPUT_NV 0x8542 #define GL_COMBINER_MAPPING_NV 0x8543 #define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 #define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 #define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 #define GL_COMBINER_MUX_SUM_NV 0x8547 #define GL_COMBINER_SCALE_NV 0x8548 #define GL_COMBINER_BIAS_NV 0x8549 #define GL_COMBINER_AB_OUTPUT_NV 0x854A #define GL_COMBINER_CD_OUTPUT_NV 0x854B #define GL_COMBINER_SUM_OUTPUT_NV 0x854C #define GL_MAX_GENERAL_COMBINERS_NV 0x854D #define GL_NUM_GENERAL_COMBINERS_NV 0x854E #define GL_COLOR_SUM_CLAMP_NV 0x854F #define GL_COMBINER0_NV 0x8550 #define GL_COMBINER1_NV 0x8551 #define GL_COMBINER2_NV 0x8552 #define GL_COMBINER3_NV 0x8553 #define GL_COMBINER4_NV 0x8554 #define GL_COMBINER5_NV 0x8555 #define GL_COMBINER6_NV 0x8556 #define GL_COMBINER7_NV 0x8557 /* reuse GL_TEXTURE0_ARB */ /* reuse GL_TEXTURE1_ARB */ /* reuse GL_ZERO */ /* reuse GL_NONE */ /* reuse GL_FOG */ #endif #ifndef GL_NV_fog_distance #define GL_FOG_DISTANCE_MODE_NV 0x855A #define GL_EYE_RADIAL_NV 0x855B #define GL_EYE_PLANE_ABSOLUTE_NV 0x855C /* reuse GL_EYE_PLANE */ #endif #ifndef GL_NV_texgen_emboss #define GL_EMBOSS_LIGHT_NV 0x855D #define GL_EMBOSS_CONSTANT_NV 0x855E #define GL_EMBOSS_MAP_NV 0x855F #endif #ifndef GL_NV_blend_square #endif #ifndef GL_NV_texture_env_combine4 #define GL_COMBINE4_NV 0x8503 #define GL_SOURCE3_RGB_NV 0x8583 #define GL_SOURCE3_ALPHA_NV 0x858B #define GL_OPERAND3_RGB_NV 0x8593 #define GL_OPERAND3_ALPHA_NV 0x859B #endif #ifndef GL_MESA_resize_buffers #endif #ifndef GL_MESA_window_pos #endif #ifndef GL_EXT_texture_compression_s3tc #define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 #define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 #define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 #define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 #endif #ifndef GL_IBM_cull_vertex #define GL_CULL_VERTEX_IBM 103050 #endif #ifndef GL_IBM_multimode_draw_arrays #endif #ifndef GL_IBM_vertex_array_lists #define GL_VERTEX_ARRAY_LIST_IBM 103070 #define GL_NORMAL_ARRAY_LIST_IBM 103071 #define GL_COLOR_ARRAY_LIST_IBM 103072 #define GL_INDEX_ARRAY_LIST_IBM 103073 #define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 #define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 #define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 #define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 #define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 #define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 #define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 #define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 #define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 #define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 #define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 #define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 #endif #ifndef GL_SGIX_subsample #define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 #define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 #define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 #define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 #define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 #endif #ifndef GL_SGIX_ycrcb_subsample #endif #ifndef GL_SGIX_ycrcba #define GL_YCRCB_SGIX 0x8318 #define GL_YCRCBA_SGIX 0x8319 #endif #ifndef GL_SGI_depth_pass_instrument #define GL_DEPTH_PASS_INSTRUMENT_SGIX 0x8310 #define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311 #define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312 #endif #ifndef GL_3DFX_texture_compression_FXT1 #define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 #define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 #endif #ifndef GL_3DFX_multisample #define GL_MULTISAMPLE_3DFX 0x86B2 #define GL_SAMPLE_BUFFERS_3DFX 0x86B3 #define GL_SAMPLES_3DFX 0x86B4 #define GL_MULTISAMPLE_BIT_3DFX 0x20000000 #endif #ifndef GL_3DFX_tbuffer #endif #ifndef GL_EXT_multisample #define GL_MULTISAMPLE_EXT 0x809D #define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E #define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F #define GL_SAMPLE_MASK_EXT 0x80A0 #define GL_1PASS_EXT 0x80A1 #define GL_2PASS_0_EXT 0x80A2 #define GL_2PASS_1_EXT 0x80A3 #define GL_4PASS_0_EXT 0x80A4 #define GL_4PASS_1_EXT 0x80A5 #define GL_4PASS_2_EXT 0x80A6 #define GL_4PASS_3_EXT 0x80A7 #define GL_SAMPLE_BUFFERS_EXT 0x80A8 #define GL_SAMPLES_EXT 0x80A9 #define GL_SAMPLE_MASK_VALUE_EXT 0x80AA #define GL_SAMPLE_MASK_INVERT_EXT 0x80AB #define GL_SAMPLE_PATTERN_EXT 0x80AC #define GL_MULTISAMPLE_BIT_EXT 0x20000000 #endif #ifndef GL_SGIX_vertex_preclip #define GL_VERTEX_PRECLIP_SGIX 0x83EE #define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF #endif #ifndef GL_SGIX_convolution_accuracy #define GL_CONVOLUTION_HINT_SGIX 0x8316 #endif #ifndef GL_SGIX_resample #define GL_PACK_RESAMPLE_SGIX 0x842C #define GL_UNPACK_RESAMPLE_SGIX 0x842D #define GL_RESAMPLE_REPLICATE_SGIX 0x842E #define GL_RESAMPLE_ZERO_FILL_SGIX 0x842F #define GL_RESAMPLE_DECIMATE_SGIX 0x8430 #endif #ifndef GL_SGIS_point_line_texgen #define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 #define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 #define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 #define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 #define GL_EYE_POINT_SGIS 0x81F4 #define GL_OBJECT_POINT_SGIS 0x81F5 #define GL_EYE_LINE_SGIS 0x81F6 #define GL_OBJECT_LINE_SGIS 0x81F7 #endif #ifndef GL_SGIS_texture_color_mask #define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF #endif #ifndef GL_EXT_texture_env_dot3 #define GL_DOT3_RGB_EXT 0x8740 #define GL_DOT3_RGBA_EXT 0x8741 #endif #ifndef GL_ATI_texture_mirror_once #define GL_MIRROR_CLAMP_ATI 0x8742 #define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 #endif #ifndef GL_NV_fence #define GL_ALL_COMPLETED_NV 0x84F2 #define GL_FENCE_STATUS_NV 0x84F3 #define GL_FENCE_CONDITION_NV 0x84F4 #endif #ifndef GL_IBM_texture_mirrored_repeat #define GL_MIRRORED_REPEAT_IBM 0x8370 #endif #ifndef GL_NV_evaluators #define GL_EVAL_2D_NV 0x86C0 #define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 #define GL_MAP_TESSELLATION_NV 0x86C2 #define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 #define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 #define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 #define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 #define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 #define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 #define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 #define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA #define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB #define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC #define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD #define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE #define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF #define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 #define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 #define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 #define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 #define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 #define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 #define GL_MAX_MAP_TESSELLATION_NV 0x86D6 #define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 #endif #ifndef GL_NV_packed_depth_stencil #define GL_DEPTH_STENCIL_NV 0x84F9 #define GL_UNSIGNED_INT_24_8_NV 0x84FA #endif #ifndef GL_NV_register_combiners2 #define GL_PER_STAGE_CONSTANTS_NV 0x8535 #endif #ifndef GL_NV_texture_compression_vtc #endif #ifndef GL_NV_texture_rectangle #define GL_TEXTURE_RECTANGLE_NV 0x84F5 #define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 #define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 #define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 #endif #ifndef GL_NV_texture_shader #define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C #define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D #define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E #define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 #define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA #define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB #define GL_DSDT_MAG_INTENSITY_NV 0x86DC #define GL_SHADER_CONSISTENT_NV 0x86DD #define GL_TEXTURE_SHADER_NV 0x86DE #define GL_SHADER_OPERATION_NV 0x86DF #define GL_CULL_MODES_NV 0x86E0 #define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 #define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 #define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 #define GL_OFFSET_TEXTURE_2D_MATRIX_NV GL_OFFSET_TEXTURE_MATRIX_NV #define GL_OFFSET_TEXTURE_2D_SCALE_NV GL_OFFSET_TEXTURE_SCALE_NV #define GL_OFFSET_TEXTURE_2D_BIAS_NV GL_OFFSET_TEXTURE_BIAS_NV #define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 #define GL_CONST_EYE_NV 0x86E5 #define GL_PASS_THROUGH_NV 0x86E6 #define GL_CULL_FRAGMENT_NV 0x86E7 #define GL_OFFSET_TEXTURE_2D_NV 0x86E8 #define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 #define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA #define GL_DOT_PRODUCT_NV 0x86EC #define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED #define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE #define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 #define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 #define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 #define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 #define GL_HILO_NV 0x86F4 #define GL_DSDT_NV 0x86F5 #define GL_DSDT_MAG_NV 0x86F6 #define GL_DSDT_MAG_VIB_NV 0x86F7 #define GL_HILO16_NV 0x86F8 #define GL_SIGNED_HILO_NV 0x86F9 #define GL_SIGNED_HILO16_NV 0x86FA #define GL_SIGNED_RGBA_NV 0x86FB #define GL_SIGNED_RGBA8_NV 0x86FC #define GL_SIGNED_RGB_NV 0x86FE #define GL_SIGNED_RGB8_NV 0x86FF #define GL_SIGNED_LUMINANCE_NV 0x8701 #define GL_SIGNED_LUMINANCE8_NV 0x8702 #define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 #define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 #define GL_SIGNED_ALPHA_NV 0x8705 #define GL_SIGNED_ALPHA8_NV 0x8706 #define GL_SIGNED_INTENSITY_NV 0x8707 #define GL_SIGNED_INTENSITY8_NV 0x8708 #define GL_DSDT8_NV 0x8709 #define GL_DSDT8_MAG8_NV 0x870A #define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B #define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C #define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D #define GL_HI_SCALE_NV 0x870E #define GL_LO_SCALE_NV 0x870F #define GL_DS_SCALE_NV 0x8710 #define GL_DT_SCALE_NV 0x8711 #define GL_MAGNITUDE_SCALE_NV 0x8712 #define GL_VIBRANCE_SCALE_NV 0x8713 #define GL_HI_BIAS_NV 0x8714 #define GL_LO_BIAS_NV 0x8715 #define GL_DS_BIAS_NV 0x8716 #define GL_DT_BIAS_NV 0x8717 #define GL_MAGNITUDE_BIAS_NV 0x8718 #define GL_VIBRANCE_BIAS_NV 0x8719 #define GL_TEXTURE_BORDER_VALUES_NV 0x871A #define GL_TEXTURE_HI_SIZE_NV 0x871B #define GL_TEXTURE_LO_SIZE_NV 0x871C #define GL_TEXTURE_DS_SIZE_NV 0x871D #define GL_TEXTURE_DT_SIZE_NV 0x871E #define GL_TEXTURE_MAG_SIZE_NV 0x871F #endif #ifndef GL_NV_texture_shader2 #define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF #endif #ifndef GL_NV_vertex_array_range2 #define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 #endif #ifndef GL_NV_vertex_program #define GL_VERTEX_PROGRAM_NV 0x8620 #define GL_VERTEX_STATE_PROGRAM_NV 0x8621 #define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 #define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 #define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 #define GL_CURRENT_ATTRIB_NV 0x8626 #define GL_PROGRAM_LENGTH_NV 0x8627 #define GL_PROGRAM_STRING_NV 0x8628 #define GL_MODELVIEW_PROJECTION_NV 0x8629 #define GL_IDENTITY_NV 0x862A #define GL_INVERSE_NV 0x862B #define GL_TRANSPOSE_NV 0x862C #define GL_INVERSE_TRANSPOSE_NV 0x862D #define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E #define GL_MAX_TRACK_MATRICES_NV 0x862F #define GL_MATRIX0_NV 0x8630 #define GL_MATRIX1_NV 0x8631 #define GL_MATRIX2_NV 0x8632 #define GL_MATRIX3_NV 0x8633 #define GL_MATRIX4_NV 0x8634 #define GL_MATRIX5_NV 0x8635 #define GL_MATRIX6_NV 0x8636 #define GL_MATRIX7_NV 0x8637 #define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 #define GL_CURRENT_MATRIX_NV 0x8641 #define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 #define GL_PROGRAM_PARAMETER_NV 0x8644 #define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 #define GL_PROGRAM_TARGET_NV 0x8646 #define GL_PROGRAM_RESIDENT_NV 0x8647 #define GL_TRACK_MATRIX_NV 0x8648 #define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 #define GL_VERTEX_PROGRAM_BINDING_NV 0x864A #define GL_PROGRAM_ERROR_POSITION_NV 0x864B #define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 #define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 #define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 #define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 #define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 #define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 #define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 #define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 #define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 #define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 #define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A #define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B #define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C #define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D #define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E #define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F #define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 #define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 #define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 #define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 #define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 #define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 #define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 #define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 #define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 #define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 #define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A #define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B #define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C #define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D #define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E #define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F #define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 #define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 #define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 #define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 #define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 #define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 #define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 #define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 #define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 #define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 #define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A #define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B #define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C #define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D #define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E #define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F #endif #ifndef GL_SGIX_texture_coordinate_clamp #define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 #define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A #define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B #endif #ifndef GL_SGIX_scalebias_hint #define GL_SCALEBIAS_HINT_SGIX 0x8322 #endif #ifndef GL_OML_interlace #define GL_INTERLACE_OML 0x8980 #define GL_INTERLACE_READ_OML 0x8981 #endif #ifndef GL_OML_subsample #define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 #define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 #endif #ifndef GL_OML_resample #define GL_PACK_RESAMPLE_OML 0x8984 #define GL_UNPACK_RESAMPLE_OML 0x8985 #define GL_RESAMPLE_REPLICATE_OML 0x8986 #define GL_RESAMPLE_ZERO_FILL_OML 0x8987 #define GL_RESAMPLE_AVERAGE_OML 0x8988 #define GL_RESAMPLE_DECIMATE_OML 0x8989 #endif #ifndef GL_NV_copy_depth_to_color #define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E #define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F #endif #ifndef GL_ATI_envmap_bumpmap #define GL_BUMP_ROT_MATRIX_ATI 0x8775 #define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 #define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 #define GL_BUMP_TEX_UNITS_ATI 0x8778 #define GL_DUDV_ATI 0x8779 #define GL_DU8DV8_ATI 0x877A #define GL_BUMP_ENVMAP_ATI 0x877B #define GL_BUMP_TARGET_ATI 0x877C #endif #ifndef GL_ATI_fragment_shader #define GL_FRAGMENT_SHADER_ATI 0x8920 #define GL_REG_0_ATI 0x8921 #define GL_REG_1_ATI 0x8922 #define GL_REG_2_ATI 0x8923 #define GL_REG_3_ATI 0x8924 #define GL_REG_4_ATI 0x8925 #define GL_REG_5_ATI 0x8926 #define GL_REG_6_ATI 0x8927 #define GL_REG_7_ATI 0x8928 #define GL_REG_8_ATI 0x8929 #define GL_REG_9_ATI 0x892A #define GL_REG_10_ATI 0x892B #define GL_REG_11_ATI 0x892C #define GL_REG_12_ATI 0x892D #define GL_REG_13_ATI 0x892E #define GL_REG_14_ATI 0x892F #define GL_REG_15_ATI 0x8930 #define GL_REG_16_ATI 0x8931 #define GL_REG_17_ATI 0x8932 #define GL_REG_18_ATI 0x8933 #define GL_REG_19_ATI 0x8934 #define GL_REG_20_ATI 0x8935 #define GL_REG_21_ATI 0x8936 #define GL_REG_22_ATI 0x8937 #define GL_REG_23_ATI 0x8938 #define GL_REG_24_ATI 0x8939 #define GL_REG_25_ATI 0x893A #define GL_REG_26_ATI 0x893B #define GL_REG_27_ATI 0x893C #define GL_REG_28_ATI 0x893D #define GL_REG_29_ATI 0x893E #define GL_REG_30_ATI 0x893F #define GL_REG_31_ATI 0x8940 #define GL_CON_0_ATI 0x8941 #define GL_CON_1_ATI 0x8942 #define GL_CON_2_ATI 0x8943 #define GL_CON_3_ATI 0x8944 #define GL_CON_4_ATI 0x8945 #define GL_CON_5_ATI 0x8946 #define GL_CON_6_ATI 0x8947 #define GL_CON_7_ATI 0x8948 #define GL_CON_8_ATI 0x8949 #define GL_CON_9_ATI 0x894A #define GL_CON_10_ATI 0x894B #define GL_CON_11_ATI 0x894C #define GL_CON_12_ATI 0x894D #define GL_CON_13_ATI 0x894E #define GL_CON_14_ATI 0x894F #define GL_CON_15_ATI 0x8950 #define GL_CON_16_ATI 0x8951 #define GL_CON_17_ATI 0x8952 #define GL_CON_18_ATI 0x8953 #define GL_CON_19_ATI 0x8954 #define GL_CON_20_ATI 0x8955 #define GL_CON_21_ATI 0x8956 #define GL_CON_22_ATI 0x8957 #define GL_CON_23_ATI 0x8958 #define GL_CON_24_ATI 0x8959 #define GL_CON_25_ATI 0x895A #define GL_CON_26_ATI 0x895B #define GL_CON_27_ATI 0x895C #define GL_CON_28_ATI 0x895D #define GL_CON_29_ATI 0x895E #define GL_CON_30_ATI 0x895F #define GL_CON_31_ATI 0x8960 #define GL_MOV_ATI 0x8961 #define GL_ADD_ATI 0x8963 #define GL_MUL_ATI 0x8964 #define GL_SUB_ATI 0x8965 #define GL_DOT3_ATI 0x8966 #define GL_DOT4_ATI 0x8967 #define GL_MAD_ATI 0x8968 #define GL_LERP_ATI 0x8969 #define GL_CND_ATI 0x896A #define GL_CND0_ATI 0x896B #define GL_DOT2_ADD_ATI 0x896C #define GL_SECONDARY_INTERPOLATOR_ATI 0x896D #define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E #define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F #define GL_NUM_PASSES_ATI 0x8970 #define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 #define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 #define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 #define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 #define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 #define GL_SWIZZLE_STR_ATI 0x8976 #define GL_SWIZZLE_STQ_ATI 0x8977 #define GL_SWIZZLE_STR_DR_ATI 0x8978 #define GL_SWIZZLE_STQ_DQ_ATI 0x8979 #define GL_SWIZZLE_STRQ_ATI 0x897A #define GL_SWIZZLE_STRQ_DQ_ATI 0x897B #define GL_RED_BIT_ATI 0x00000001 #define GL_GREEN_BIT_ATI 0x00000002 #define GL_BLUE_BIT_ATI 0x00000004 #define GL_2X_BIT_ATI 0x00000001 #define GL_4X_BIT_ATI 0x00000002 #define GL_8X_BIT_ATI 0x00000004 #define GL_HALF_BIT_ATI 0x00000008 #define GL_QUARTER_BIT_ATI 0x00000010 #define GL_EIGHTH_BIT_ATI 0x00000020 #define GL_SATURATE_BIT_ATI 0x00000040 #define GL_COMP_BIT_ATI 0x00000002 #define GL_NEGATE_BIT_ATI 0x00000004 #define GL_BIAS_BIT_ATI 0x00000008 #endif #ifndef GL_ATI_pn_triangles #define GL_PN_TRIANGLES_ATI 0x87F0 #define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 #define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 #define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 #define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 #define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 #define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 #define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 #define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 #endif #ifndef GL_ATI_vertex_array_object #define GL_STATIC_ATI 0x8760 #define GL_DYNAMIC_ATI 0x8761 #define GL_PRESERVE_ATI 0x8762 #define GL_DISCARD_ATI 0x8763 #define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 #define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 #define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 #define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 #endif #ifndef GL_EXT_vertex_shader #define GL_VERTEX_SHADER_EXT 0x8780 #define GL_VERTEX_SHADER_BINDING_EXT 0x8781 #define GL_OP_INDEX_EXT 0x8782 #define GL_OP_NEGATE_EXT 0x8783 #define GL_OP_DOT3_EXT 0x8784 #define GL_OP_DOT4_EXT 0x8785 #define GL_OP_MUL_EXT 0x8786 #define GL_OP_ADD_EXT 0x8787 #define GL_OP_MADD_EXT 0x8788 #define GL_OP_FRAC_EXT 0x8789 #define GL_OP_MAX_EXT 0x878A #define GL_OP_MIN_EXT 0x878B #define GL_OP_SET_GE_EXT 0x878C #define GL_OP_SET_LT_EXT 0x878D #define GL_OP_CLAMP_EXT 0x878E #define GL_OP_FLOOR_EXT 0x878F #define GL_OP_ROUND_EXT 0x8790 #define GL_OP_EXP_BASE_2_EXT 0x8791 #define GL_OP_LOG_BASE_2_EXT 0x8792 #define GL_OP_POWER_EXT 0x8793 #define GL_OP_RECIP_EXT 0x8794 #define GL_OP_RECIP_SQRT_EXT 0x8795 #define GL_OP_SUB_EXT 0x8796 #define GL_OP_CROSS_PRODUCT_EXT 0x8797 #define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 #define GL_OP_MOV_EXT 0x8799 #define GL_OUTPUT_VERTEX_EXT 0x879A #define GL_OUTPUT_COLOR0_EXT 0x879B #define GL_OUTPUT_COLOR1_EXT 0x879C #define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D #define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E #define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F #define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 #define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 #define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 #define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 #define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 #define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 #define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 #define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 #define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 #define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 #define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA #define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB #define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC #define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD #define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE #define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF #define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 #define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 #define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 #define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 #define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 #define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 #define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 #define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 #define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 #define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 #define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA #define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB #define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC #define GL_OUTPUT_FOG_EXT 0x87BD #define GL_SCALAR_EXT 0x87BE #define GL_VECTOR_EXT 0x87BF #define GL_MATRIX_EXT 0x87C0 #define GL_VARIANT_EXT 0x87C1 #define GL_INVARIANT_EXT 0x87C2 #define GL_LOCAL_CONSTANT_EXT 0x87C3 #define GL_LOCAL_EXT 0x87C4 #define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 #define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 #define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 #define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 #define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 #define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA #define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB #define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC #define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD #define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE #define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF #define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 #define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 #define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 #define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 #define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 #define GL_X_EXT 0x87D5 #define GL_Y_EXT 0x87D6 #define GL_Z_EXT 0x87D7 #define GL_W_EXT 0x87D8 #define GL_NEGATIVE_X_EXT 0x87D9 #define GL_NEGATIVE_Y_EXT 0x87DA #define GL_NEGATIVE_Z_EXT 0x87DB #define GL_NEGATIVE_W_EXT 0x87DC #define GL_ZERO_EXT 0x87DD #define GL_ONE_EXT 0x87DE #define GL_NEGATIVE_ONE_EXT 0x87DF #define GL_NORMALIZED_RANGE_EXT 0x87E0 #define GL_FULL_RANGE_EXT 0x87E1 #define GL_CURRENT_VERTEX_EXT 0x87E2 #define GL_MVP_MATRIX_EXT 0x87E3 #define GL_VARIANT_VALUE_EXT 0x87E4 #define GL_VARIANT_DATATYPE_EXT 0x87E5 #define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 #define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 #define GL_VARIANT_ARRAY_EXT 0x87E8 #define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 #define GL_INVARIANT_VALUE_EXT 0x87EA #define GL_INVARIANT_DATATYPE_EXT 0x87EB #define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC #define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED #endif #ifndef GL_ATI_vertex_streams #define GL_MAX_VERTEX_STREAMS_ATI 0x876B #define GL_VERTEX_STREAM0_ATI 0x876C #define GL_VERTEX_STREAM1_ATI 0x876D #define GL_VERTEX_STREAM2_ATI 0x876E #define GL_VERTEX_STREAM3_ATI 0x876F #define GL_VERTEX_STREAM4_ATI 0x8770 #define GL_VERTEX_STREAM5_ATI 0x8771 #define GL_VERTEX_STREAM6_ATI 0x8772 #define GL_VERTEX_STREAM7_ATI 0x8773 #define GL_VERTEX_SOURCE_ATI 0x8774 #endif #ifndef GL_ATI_element_array #define GL_ELEMENT_ARRAY_ATI 0x8768 #define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 #define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A #endif #ifndef GL_SUN_mesh_array #define GL_QUAD_MESH_SUN 0x8614 #define GL_TRIANGLE_MESH_SUN 0x8615 #endif #ifndef GL_SUN_slice_accum #define GL_SLICE_ACCUM_SUN 0x85CC #endif #ifndef GL_NV_multisample_filter_hint #define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 #endif #ifndef GL_NV_depth_clamp #define GL_DEPTH_CLAMP_NV 0x864F #endif #ifndef GL_NV_occlusion_query #define GL_PIXEL_COUNTER_BITS_NV 0x8864 #define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 #define GL_PIXEL_COUNT_NV 0x8866 #define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 #endif #ifndef GL_NV_point_sprite #define GL_POINT_SPRITE_NV 0x8861 #define GL_COORD_REPLACE_NV 0x8862 #define GL_POINT_SPRITE_R_MODE_NV 0x8863 #endif #ifndef GL_NV_texture_shader3 #define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 #define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 #define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 #define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 #define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 #define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 #define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 #define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 #define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 #define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 #define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A #define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B #define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C #define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D #define GL_HILO8_NV 0x885E #define GL_SIGNED_HILO8_NV 0x885F #define GL_FORCE_BLUE_TO_ONE_NV 0x8860 #endif #ifndef GL_NV_vertex_program1_1 #endif #ifndef GL_EXT_shadow_funcs #endif #ifndef GL_EXT_stencil_two_side #define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 #define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 #endif #ifndef GL_ATI_text_fragment_shader #define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 #endif #ifndef GL_APPLE_client_storage #define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 #endif #ifndef GL_APPLE_element_array #define GL_ELEMENT_ARRAY_APPLE 0x8768 #define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8769 #define GL_ELEMENT_ARRAY_POINTER_APPLE 0x876A #endif #ifndef GL_APPLE_fence #define GL_DRAW_PIXELS_APPLE 0x8A0A #define GL_FENCE_APPLE 0x8A0B #endif #ifndef GL_APPLE_vertex_array_object #define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 #endif #ifndef GL_APPLE_vertex_array_range #define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D #define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E #define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F #define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 #define GL_STORAGE_CACHED_APPLE 0x85BE #define GL_STORAGE_SHARED_APPLE 0x85BF #endif #ifndef GL_APPLE_ycbcr_422 #define GL_YCBCR_422_APPLE 0x85B9 #define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA #define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB #endif #ifndef GL_S3_s3tc #define GL_RGB_S3TC 0x83A0 #define GL_RGB4_S3TC 0x83A1 #define GL_RGBA_S3TC 0x83A2 #define GL_RGBA4_S3TC 0x83A3 #endif #ifndef GL_ATI_draw_buffers #define GL_MAX_DRAW_BUFFERS_ATI 0x8824 #define GL_DRAW_BUFFER0_ATI 0x8825 #define GL_DRAW_BUFFER1_ATI 0x8826 #define GL_DRAW_BUFFER2_ATI 0x8827 #define GL_DRAW_BUFFER3_ATI 0x8828 #define GL_DRAW_BUFFER4_ATI 0x8829 #define GL_DRAW_BUFFER5_ATI 0x882A #define GL_DRAW_BUFFER6_ATI 0x882B #define GL_DRAW_BUFFER7_ATI 0x882C #define GL_DRAW_BUFFER8_ATI 0x882D #define GL_DRAW_BUFFER9_ATI 0x882E #define GL_DRAW_BUFFER10_ATI 0x882F #define GL_DRAW_BUFFER11_ATI 0x8830 #define GL_DRAW_BUFFER12_ATI 0x8831 #define GL_DRAW_BUFFER13_ATI 0x8832 #define GL_DRAW_BUFFER14_ATI 0x8833 #define GL_DRAW_BUFFER15_ATI 0x8834 #endif #ifndef GL_ATI_pixel_format_float #define GL_TYPE_RGBA_FLOAT_ATI 0x8820 #define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 #endif #ifndef GL_ATI_texture_env_combine3 #define GL_MODULATE_ADD_ATI 0x8744 #define GL_MODULATE_SIGNED_ADD_ATI 0x8745 #define GL_MODULATE_SUBTRACT_ATI 0x8746 #endif #ifndef GL_ATI_texture_float #define GL_RGBA_FLOAT32_ATI 0x8814 #define GL_RGB_FLOAT32_ATI 0x8815 #define GL_ALPHA_FLOAT32_ATI 0x8816 #define GL_INTENSITY_FLOAT32_ATI 0x8817 #define GL_LUMINANCE_FLOAT32_ATI 0x8818 #define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 #define GL_RGBA_FLOAT16_ATI 0x881A #define GL_RGB_FLOAT16_ATI 0x881B #define GL_ALPHA_FLOAT16_ATI 0x881C #define GL_INTENSITY_FLOAT16_ATI 0x881D #define GL_LUMINANCE_FLOAT16_ATI 0x881E #define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F #endif #ifndef GL_NV_float_buffer #define GL_FLOAT_R_NV 0x8880 #define GL_FLOAT_RG_NV 0x8881 #define GL_FLOAT_RGB_NV 0x8882 #define GL_FLOAT_RGBA_NV 0x8883 #define GL_FLOAT_R16_NV 0x8884 #define GL_FLOAT_R32_NV 0x8885 #define GL_FLOAT_RG16_NV 0x8886 #define GL_FLOAT_RG32_NV 0x8887 #define GL_FLOAT_RGB16_NV 0x8888 #define GL_FLOAT_RGB32_NV 0x8889 #define GL_FLOAT_RGBA16_NV 0x888A #define GL_FLOAT_RGBA32_NV 0x888B #define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C #define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D #define GL_FLOAT_RGBA_MODE_NV 0x888E #endif #ifndef GL_NV_fragment_program #define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 #define GL_FRAGMENT_PROGRAM_NV 0x8870 #define GL_MAX_TEXTURE_COORDS_NV 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 #define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 #define GL_PROGRAM_ERROR_STRING_NV 0x8874 #endif #ifndef GL_NV_half_float #define GL_HALF_FLOAT_NV 0x140B #endif #ifndef GL_NV_pixel_data_range #define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 #define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 #define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A #define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B #define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C #define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D #endif #ifndef GL_NV_primitive_restart #define GL_PRIMITIVE_RESTART_NV 0x8558 #define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 #endif #ifndef GL_NV_texture_expand_normal #define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F #endif #ifndef GL_NV_vertex_program2 #endif #ifndef GL_ATI_map_object_buffer #endif #ifndef GL_ATI_separate_stencil #define GL_STENCIL_BACK_FUNC_ATI 0x8800 #define GL_STENCIL_BACK_FAIL_ATI 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 #endif #ifndef GL_ATI_vertex_attrib_array_object #endif #ifndef GL_OES_read_format #define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A #define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B #endif #ifndef GL_EXT_depth_bounds_test #define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 #define GL_DEPTH_BOUNDS_EXT 0x8891 #endif #ifndef GL_EXT_texture_mirror_clamp #define GL_MIRROR_CLAMP_EXT 0x8742 #define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 #define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 #endif #ifndef GL_EXT_blend_equation_separate #define GL_BLEND_EQUATION_RGB_EXT GL_BLEND_EQUATION #define GL_BLEND_EQUATION_ALPHA_EXT 0x883D #endif #ifndef GL_MESA_pack_invert #define GL_PACK_INVERT_MESA 0x8758 #endif #ifndef GL_MESA_ycbcr_texture #define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA #define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB #define GL_YCBCR_MESA 0x8757 #endif #ifndef GL_EXT_pixel_buffer_object #define GL_PIXEL_PACK_BUFFER_EXT 0x88EB #define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF #endif #ifndef GL_NV_fragment_program_option #endif #ifndef GL_NV_fragment_program2 #define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 #define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 #define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 #define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 #define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 #endif #ifndef GL_NV_vertex_program2_option /* reuse GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV */ /* reuse GL_MAX_PROGRAM_CALL_DEPTH_NV */ #endif #ifndef GL_NV_vertex_program3 /* reuse GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB */ #endif #ifndef GL_EXT_framebuffer_object #define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 #define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 #define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 #define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 #define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 #define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 #define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA #define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB #define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC #define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD #define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF #define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 #define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 #define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 #define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 #define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 #define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 #define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 #define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 #define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 #define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 #define GL_COLOR_ATTACHMENT10_EXT 0x8CEA #define GL_COLOR_ATTACHMENT11_EXT 0x8CEB #define GL_COLOR_ATTACHMENT12_EXT 0x8CEC #define GL_COLOR_ATTACHMENT13_EXT 0x8CED #define GL_COLOR_ATTACHMENT14_EXT 0x8CEE #define GL_COLOR_ATTACHMENT15_EXT 0x8CEF #define GL_DEPTH_ATTACHMENT_EXT 0x8D00 #define GL_STENCIL_ATTACHMENT_EXT 0x8D20 #define GL_FRAMEBUFFER_EXT 0x8D40 #define GL_RENDERBUFFER_EXT 0x8D41 #define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 #define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 #define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 #define GL_STENCIL_INDEX1_EXT 0x8D46 #define GL_STENCIL_INDEX4_EXT 0x8D47 #define GL_STENCIL_INDEX8_EXT 0x8D48 #define GL_STENCIL_INDEX16_EXT 0x8D49 #define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 #define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 #define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 #define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 #define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 #define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 #endif #ifndef GL_GREMEDY_string_marker #endif #ifndef GL_EXT_packed_depth_stencil #define GL_DEPTH_STENCIL_EXT 0x84F9 #define GL_UNSIGNED_INT_24_8_EXT 0x84FA #define GL_DEPTH24_STENCIL8_EXT 0x88F0 #define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 #endif #ifndef GL_EXT_stencil_clear_tag #define GL_STENCIL_TAG_BITS_EXT 0x88F2 #define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 #endif #ifndef GL_EXT_texture_sRGB #define GL_SRGB_EXT 0x8C40 #define GL_SRGB8_EXT 0x8C41 #define GL_SRGB_ALPHA_EXT 0x8C42 #define GL_SRGB8_ALPHA8_EXT 0x8C43 #define GL_SLUMINANCE_ALPHA_EXT 0x8C44 #define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 #define GL_SLUMINANCE_EXT 0x8C46 #define GL_SLUMINANCE8_EXT 0x8C47 #define GL_COMPRESSED_SRGB_EXT 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 #define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B #define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E #define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F #endif #ifndef GL_EXT_framebuffer_blit #define GL_READ_FRAMEBUFFER_EXT 0x8CA8 #define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 #define GL_DRAW_FRAMEBUFFER_BINDING_EXT GL_FRAMEBUFFER_BINDING_EXT #define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA #endif #ifndef GL_EXT_framebuffer_multisample #define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB #define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 #define GL_MAX_SAMPLES_EXT 0x8D57 #endif #ifndef GL_MESAX_texture_stack #define GL_TEXTURE_1D_STACK_MESAX 0x8759 #define GL_TEXTURE_2D_STACK_MESAX 0x875A #define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B #define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C #define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D #define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E #endif #ifndef GL_EXT_timer_query #define GL_TIME_ELAPSED_EXT 0x88BF #endif #ifndef GL_EXT_gpu_program_parameters #endif #ifndef GL_APPLE_flush_buffer_range #define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 #define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 #endif #ifndef GL_NV_gpu_program4 #define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 #define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 #define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 #define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 #define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 #define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 #define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 #define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 #endif #ifndef GL_NV_geometry_program4 #define GL_LINES_ADJACENCY_EXT 0x000A #define GL_LINE_STRIP_ADJACENCY_EXT 0x000B #define GL_TRIANGLES_ADJACENCY_EXT 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D #define GL_GEOMETRY_PROGRAM_NV 0x8C26 #define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 #define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 #define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA #define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB #define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 #define GL_PROGRAM_POINT_SIZE_EXT 0x8642 #endif #ifndef GL_EXT_geometry_shader4 #define GL_GEOMETRY_SHADER_EXT 0x8DD9 /* reuse GL_GEOMETRY_VERTICES_OUT_EXT */ /* reuse GL_GEOMETRY_INPUT_TYPE_EXT */ /* reuse GL_GEOMETRY_OUTPUT_TYPE_EXT */ /* reuse GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT */ #define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD #define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE #define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF #define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 /* reuse GL_LINES_ADJACENCY_EXT */ /* reuse GL_LINE_STRIP_ADJACENCY_EXT */ /* reuse GL_TRIANGLES_ADJACENCY_EXT */ /* reuse GL_TRIANGLE_STRIP_ADJACENCY_EXT */ /* reuse GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT */ /* reuse GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT */ /* reuse GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT */ /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT */ /* reuse GL_PROGRAM_POINT_SIZE_EXT */ #endif #ifndef GL_NV_vertex_program4 #define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD #endif #ifndef GL_EXT_gpu_shader4 #define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 #define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 #define GL_SAMPLER_BUFFER_EXT 0x8DC2 #define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 #define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 #define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 #define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 #define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 #define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 #define GL_INT_SAMPLER_1D_EXT 0x8DC9 #define GL_INT_SAMPLER_2D_EXT 0x8DCA #define GL_INT_SAMPLER_3D_EXT 0x8DCB #define GL_INT_SAMPLER_CUBE_EXT 0x8DCC #define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD #define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE #define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF #define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 #define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 #define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 #define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 #define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 #define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 #define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 #endif #ifndef GL_EXT_draw_instanced #endif #ifndef GL_EXT_packed_float #define GL_R11F_G11F_B10F_EXT 0x8C3A #define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B #define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C #endif #ifndef GL_EXT_texture_array #define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 #define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 #define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A #define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B #define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C #define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D #define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF #define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E /* reuse GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT */ #endif #ifndef GL_EXT_texture_buffer_object #define GL_TEXTURE_BUFFER_EXT 0x8C2A #define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B #define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C #define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D #define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E #endif #ifndef GL_EXT_texture_compression_latc #define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 #define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 #define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 #define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 #endif #ifndef GL_EXT_texture_compression_rgtc #define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB #define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC #define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD #define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE #endif #ifndef GL_EXT_texture_shared_exponent #define GL_RGB9_E5_EXT 0x8C3D #define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E #define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F #endif #ifndef GL_NV_depth_buffer_float #define GL_DEPTH_COMPONENT32F_NV 0x8DAB #define GL_DEPTH32F_STENCIL8_NV 0x8DAC #define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD #define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF #endif #ifndef GL_NV_fragment_program4 #endif #ifndef GL_NV_framebuffer_multisample_coverage #define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB #define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 #define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 #define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 #endif #ifndef GL_EXT_framebuffer_sRGB #define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 #define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA #endif #ifndef GL_NV_geometry_shader4 #endif #ifndef GL_NV_parameter_buffer_object #define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 #define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 #define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 #define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 #define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 #endif #ifndef GL_EXT_draw_buffers2 #endif #ifndef GL_NV_transform_feedback #define GL_BACK_PRIMARY_COLOR_NV 0x8C77 #define GL_BACK_SECONDARY_COLOR_NV 0x8C78 #define GL_TEXTURE_COORD_NV 0x8C79 #define GL_CLIP_DISTANCE_NV 0x8C7A #define GL_VERTEX_ID_NV 0x8C7B #define GL_PRIMITIVE_ID_NV 0x8C7C #define GL_GENERIC_ATTRIB_NV 0x8C7D #define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E #define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 #define GL_ACTIVE_VARYINGS_NV 0x8C81 #define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 #define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 #define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 #define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 #define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 #define GL_PRIMITIVES_GENERATED_NV 0x8C87 #define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 #define GL_RASTERIZER_DISCARD_NV 0x8C89 #define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_ATTRIBS_NV 0x8C8A #define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B #define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C #define GL_SEPARATE_ATTRIBS_NV 0x8C8D #define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E #define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F #endif #ifndef GL_EXT_bindable_uniform #define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 #define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 #define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 #define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED #define GL_UNIFORM_BUFFER_EXT 0x8DEE #define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF #endif #ifndef GL_EXT_texture_integer #define GL_RGBA32UI_EXT 0x8D70 #define GL_RGB32UI_EXT 0x8D71 #define GL_ALPHA32UI_EXT 0x8D72 #define GL_INTENSITY32UI_EXT 0x8D73 #define GL_LUMINANCE32UI_EXT 0x8D74 #define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 #define GL_RGBA16UI_EXT 0x8D76 #define GL_RGB16UI_EXT 0x8D77 #define GL_ALPHA16UI_EXT 0x8D78 #define GL_INTENSITY16UI_EXT 0x8D79 #define GL_LUMINANCE16UI_EXT 0x8D7A #define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B #define GL_RGBA8UI_EXT 0x8D7C #define GL_RGB8UI_EXT 0x8D7D #define GL_ALPHA8UI_EXT 0x8D7E #define GL_INTENSITY8UI_EXT 0x8D7F #define GL_LUMINANCE8UI_EXT 0x8D80 #define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 #define GL_RGBA32I_EXT 0x8D82 #define GL_RGB32I_EXT 0x8D83 #define GL_ALPHA32I_EXT 0x8D84 #define GL_INTENSITY32I_EXT 0x8D85 #define GL_LUMINANCE32I_EXT 0x8D86 #define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 #define GL_RGBA16I_EXT 0x8D88 #define GL_RGB16I_EXT 0x8D89 #define GL_ALPHA16I_EXT 0x8D8A #define GL_INTENSITY16I_EXT 0x8D8B #define GL_LUMINANCE16I_EXT 0x8D8C #define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D #define GL_RGBA8I_EXT 0x8D8E #define GL_RGB8I_EXT 0x8D8F #define GL_ALPHA8I_EXT 0x8D90 #define GL_INTENSITY8I_EXT 0x8D91 #define GL_LUMINANCE8I_EXT 0x8D92 #define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 #define GL_RED_INTEGER_EXT 0x8D94 #define GL_GREEN_INTEGER_EXT 0x8D95 #define GL_BLUE_INTEGER_EXT 0x8D96 #define GL_ALPHA_INTEGER_EXT 0x8D97 #define GL_RGB_INTEGER_EXT 0x8D98 #define GL_RGBA_INTEGER_EXT 0x8D99 #define GL_BGR_INTEGER_EXT 0x8D9A #define GL_BGRA_INTEGER_EXT 0x8D9B #define GL_LUMINANCE_INTEGER_EXT 0x8D9C #define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D #define GL_RGBA_INTEGER_MODE_EXT 0x8D9E #endif #ifndef GL_GREMEDY_frame_terminator #endif /*************************************************************/ #include #ifndef GL_VERSION_2_0 /* GL type for program/shader text */ typedef char GLchar; /* native character */ #endif #ifndef GL_VERSION_1_5 /* GL types for handling large vertex buffer objects */ #ifdef __APPLE__ typedef long GLintptr; typedef long GLsizeiptr; #else typedef ptrdiff_t GLintptr; typedef ptrdiff_t GLsizeiptr; #endif #endif #ifndef GL_ARB_vertex_buffer_object /* GL types for handling large vertex buffer objects */ #ifdef __APPLE__ typedef long GLintptrARB; typedef long GLsizeiptrARB; #else typedef ptrdiff_t GLintptrARB; typedef ptrdiff_t GLsizeiptrARB; #endif #endif #ifndef GL_ARB_shader_objects /* GL types for handling shader object handles and program/shader text */ typedef char GLcharARB; /* native character */ #if defined(__APPLE__) typedef void *GLhandleARB; /* shader object handle */ #else typedef unsigned int GLhandleARB; /* shader object handle */ #endif #endif /* GL types for "half" precision (s10e5) float data in host memory */ #ifndef GL_ARB_half_float_pixel typedef unsigned short GLhalfARB; #endif #ifndef GL_NV_half_float typedef unsigned short GLhalfNV; #endif #ifndef GLEXT_64_TYPES_DEFINED /* This code block is duplicated in glxext.h, so must be protected */ #define GLEXT_64_TYPES_DEFINED /* Define int32_t, int64_t, and uint64_t types for UST/MSC */ /* (as used in the GL_EXT_timer_query extension). */ #if defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L #include #elif defined(__sun__) || defined(__digital__) #include #if defined(__STDC__) #if defined(__arch64__) || defined(_LP64) typedef long int int64_t; typedef unsigned long int uint64_t; #else typedef long long int int64_t; typedef unsigned long long int uint64_t; #endif /* __arch64__ */ #endif /* __STDC__ */ #elif defined( __VMS ) || defined(__sgi) #include #elif defined(__SCO__) || defined(__USLC__) #include #elif defined(__UNIXOS2__) || defined(__SOL64__) typedef long int int32_t; typedef long long int int64_t; typedef unsigned long long int uint64_t; #elif defined(_WIN32) && (defined(__GNUC__)||defined(__WATCOMC__)) #include #elif defined(_WIN32) #if 0 /* handled by SDL_config_windows.h */ typedef __int32 int32_t; typedef __int64 int64_t; typedef unsigned __int64 uint64_t; #endif /* */ #elif defined(__MACOS__) /* handled by SDL_config_macos.h */ #else #include /* Fallback option */ #endif #endif #ifndef GL_EXT_timer_query typedef int64_t GLint64EXT; typedef uint64_t GLuint64EXT; #endif #ifndef GL_VERSION_1_2 #define GL_VERSION_1_2 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendColor (GLclampf, GLclampf, GLclampf, GLclampf); GLAPI void APIENTRY glBlendEquation (GLenum); GLAPI void APIENTRY glDrawRangeElements (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *); GLAPI void APIENTRY glColorTable (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glColorTableParameterfv (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glColorTableParameteriv (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glCopyColorTable (GLenum, GLenum, GLint, GLint, GLsizei); GLAPI void APIENTRY glGetColorTable (GLenum, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetColorTableParameterfv (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetColorTableParameteriv (GLenum, GLenum, GLint *); GLAPI void APIENTRY glColorSubTable (GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glCopyColorSubTable (GLenum, GLsizei, GLint, GLint, GLsizei); GLAPI void APIENTRY glConvolutionFilter1D (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glConvolutionFilter2D (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glConvolutionParameterf (GLenum, GLenum, GLfloat); GLAPI void APIENTRY glConvolutionParameterfv (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glConvolutionParameteri (GLenum, GLenum, GLint); GLAPI void APIENTRY glConvolutionParameteriv (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glCopyConvolutionFilter1D (GLenum, GLenum, GLint, GLint, GLsizei); GLAPI void APIENTRY glCopyConvolutionFilter2D (GLenum, GLenum, GLint, GLint, GLsizei, GLsizei); GLAPI void APIENTRY glGetConvolutionFilter (GLenum, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetConvolutionParameterfv (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetConvolutionParameteriv (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetSeparableFilter (GLenum, GLenum, GLenum, GLvoid *, GLvoid *, GLvoid *); GLAPI void APIENTRY glSeparableFilter2D (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *, const GLvoid *); GLAPI void APIENTRY glGetHistogram (GLenum, GLboolean, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetHistogramParameterfv (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetHistogramParameteriv (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetMinmax (GLenum, GLboolean, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetMinmaxParameterfv (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetMinmaxParameteriv (GLenum, GLenum, GLint *); GLAPI void APIENTRY glHistogram (GLenum, GLsizei, GLenum, GLboolean); GLAPI void APIENTRY glMinmax (GLenum, GLenum, GLboolean); GLAPI void APIENTRY glResetHistogram (GLenum); GLAPI void APIENTRY glResetMinmax (GLenum); GLAPI void APIENTRY glTexImage3D (GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glCopyTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); typedef void (APIENTRYP PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data); typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image); typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span); typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column); typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) (GLenum target); typedef void (APIENTRYP PFNGLRESETMINMAXPROC) (GLenum target); typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); #endif #ifndef GL_VERSION_1_3 #define GL_VERSION_1_3 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveTexture (GLenum); GLAPI void APIENTRY glClientActiveTexture (GLenum); GLAPI void APIENTRY glMultiTexCoord1d (GLenum, GLdouble); GLAPI void APIENTRY glMultiTexCoord1dv (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord1f (GLenum, GLfloat); GLAPI void APIENTRY glMultiTexCoord1fv (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord1i (GLenum, GLint); GLAPI void APIENTRY glMultiTexCoord1iv (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord1s (GLenum, GLshort); GLAPI void APIENTRY glMultiTexCoord1sv (GLenum, const GLshort *); GLAPI void APIENTRY glMultiTexCoord2d (GLenum, GLdouble, GLdouble); GLAPI void APIENTRY glMultiTexCoord2dv (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord2f (GLenum, GLfloat, GLfloat); GLAPI void APIENTRY glMultiTexCoord2fv (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord2i (GLenum, GLint, GLint); GLAPI void APIENTRY glMultiTexCoord2iv (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord2s (GLenum, GLshort, GLshort); GLAPI void APIENTRY glMultiTexCoord2sv (GLenum, const GLshort *); GLAPI void APIENTRY glMultiTexCoord3d (GLenum, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glMultiTexCoord3dv (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord3f (GLenum, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glMultiTexCoord3fv (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord3i (GLenum, GLint, GLint, GLint); GLAPI void APIENTRY glMultiTexCoord3iv (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord3s (GLenum, GLshort, GLshort, GLshort); GLAPI void APIENTRY glMultiTexCoord3sv (GLenum, const GLshort *); GLAPI void APIENTRY glMultiTexCoord4d (GLenum, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glMultiTexCoord4dv (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord4f (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glMultiTexCoord4fv (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord4i (GLenum, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glMultiTexCoord4iv (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord4s (GLenum, GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glMultiTexCoord4sv (GLenum, const GLshort *); GLAPI void APIENTRY glLoadTransposeMatrixf (const GLfloat *); GLAPI void APIENTRY glLoadTransposeMatrixd (const GLdouble *); GLAPI void APIENTRY glMultTransposeMatrixf (const GLfloat *); GLAPI void APIENTRY glMultTransposeMatrixd (const GLdouble *); GLAPI void APIENTRY glSampleCoverage (GLclampf, GLboolean); GLAPI void APIENTRY glCompressedTexImage3D (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexImage2D (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexImage1D (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glGetCompressedTexImage (GLenum, GLint, GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble *m); typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img); #endif #ifndef GL_VERSION_1_4 #define GL_VERSION_1_4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparate (GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glFogCoordf (GLfloat); GLAPI void APIENTRY glFogCoordfv (const GLfloat *); GLAPI void APIENTRY glFogCoordd (GLdouble); GLAPI void APIENTRY glFogCoorddv (const GLdouble *); GLAPI void APIENTRY glFogCoordPointer (GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glMultiDrawArrays (GLenum, GLint *, GLsizei *, GLsizei); GLAPI void APIENTRY glMultiDrawElements (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei); GLAPI void APIENTRY glPointParameterf (GLenum, GLfloat); GLAPI void APIENTRY glPointParameterfv (GLenum, const GLfloat *); GLAPI void APIENTRY glPointParameteri (GLenum, GLint); GLAPI void APIENTRY glPointParameteriv (GLenum, const GLint *); GLAPI void APIENTRY glSecondaryColor3b (GLbyte, GLbyte, GLbyte); GLAPI void APIENTRY glSecondaryColor3bv (const GLbyte *); GLAPI void APIENTRY glSecondaryColor3d (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glSecondaryColor3dv (const GLdouble *); GLAPI void APIENTRY glSecondaryColor3f (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glSecondaryColor3fv (const GLfloat *); GLAPI void APIENTRY glSecondaryColor3i (GLint, GLint, GLint); GLAPI void APIENTRY glSecondaryColor3iv (const GLint *); GLAPI void APIENTRY glSecondaryColor3s (GLshort, GLshort, GLshort); GLAPI void APIENTRY glSecondaryColor3sv (const GLshort *); GLAPI void APIENTRY glSecondaryColor3ub (GLubyte, GLubyte, GLubyte); GLAPI void APIENTRY glSecondaryColor3ubv (const GLubyte *); GLAPI void APIENTRY glSecondaryColor3ui (GLuint, GLuint, GLuint); GLAPI void APIENTRY glSecondaryColor3uiv (const GLuint *); GLAPI void APIENTRY glSecondaryColor3us (GLushort, GLushort, GLushort); GLAPI void APIENTRY glSecondaryColor3usv (const GLushort *); GLAPI void APIENTRY glSecondaryColorPointer (GLint, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glWindowPos2d (GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos2dv (const GLdouble *); GLAPI void APIENTRY glWindowPos2f (GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos2fv (const GLfloat *); GLAPI void APIENTRY glWindowPos2i (GLint, GLint); GLAPI void APIENTRY glWindowPos2iv (const GLint *); GLAPI void APIENTRY glWindowPos2s (GLshort, GLshort); GLAPI void APIENTRY glWindowPos2sv (const GLshort *); GLAPI void APIENTRY glWindowPos3d (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos3dv (const GLdouble *); GLAPI void APIENTRY glWindowPos3f (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos3fv (const GLfloat *); GLAPI void APIENTRY glWindowPos3i (GLint, GLint, GLint); GLAPI void APIENTRY glWindowPos3iv (const GLint *); GLAPI void APIENTRY glWindowPos3s (GLshort, GLshort, GLshort); GLAPI void APIENTRY glWindowPos3sv (const GLshort *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); typedef void (APIENTRYP PFNGLFOGCOORDFPROC) (GLfloat coord); typedef void (APIENTRYP PFNGLFOGCOORDFVPROC) (const GLfloat *coord); typedef void (APIENTRYP PFNGLFOGCOORDDPROC) (GLdouble coord); typedef void (APIENTRYP PFNGLFOGCOORDDVPROC) (const GLdouble *coord); typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount); typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC) (const GLshort *v); #endif #ifndef GL_VERSION_1_5 #define GL_VERSION_1_5 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenQueries (GLsizei, GLuint *); GLAPI void APIENTRY glDeleteQueries (GLsizei, const GLuint *); GLAPI GLboolean APIENTRY glIsQuery (GLuint); GLAPI void APIENTRY glBeginQuery (GLenum, GLuint); GLAPI void APIENTRY glEndQuery (GLenum); GLAPI void APIENTRY glGetQueryiv (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetQueryObjectiv (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetQueryObjectuiv (GLuint, GLenum, GLuint *); GLAPI void APIENTRY glBindBuffer (GLenum, GLuint); GLAPI void APIENTRY glDeleteBuffers (GLsizei, const GLuint *); GLAPI void APIENTRY glGenBuffers (GLsizei, GLuint *); GLAPI GLboolean APIENTRY glIsBuffer (GLuint); GLAPI void APIENTRY glBufferData (GLenum, GLsizeiptr, const GLvoid *, GLenum); GLAPI void APIENTRY glBufferSubData (GLenum, GLintptr, GLsizeiptr, const GLvoid *); GLAPI void APIENTRY glGetBufferSubData (GLenum, GLintptr, GLsizeiptr, GLvoid *); GLAPI GLvoid* APIENTRY glMapBuffer (GLenum, GLenum); GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum); GLAPI void APIENTRY glGetBufferParameteriv (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetBufferPointerv (GLenum, GLenum, GLvoid* *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage); typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data); typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data); typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params); #endif #ifndef GL_VERSION_2_0 #define GL_VERSION_2_0 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationSeparate (GLenum, GLenum); GLAPI void APIENTRY glDrawBuffers (GLsizei, const GLenum *); GLAPI void APIENTRY glStencilOpSeparate (GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glStencilFuncSeparate (GLenum, GLenum, GLint, GLuint); GLAPI void APIENTRY glStencilMaskSeparate (GLenum, GLuint); GLAPI void APIENTRY glAttachShader (GLuint, GLuint); GLAPI void APIENTRY glBindAttribLocation (GLuint, GLuint, const GLchar *); GLAPI void APIENTRY glCompileShader (GLuint); GLAPI GLuint APIENTRY glCreateProgram (void); GLAPI GLuint APIENTRY glCreateShader (GLenum); GLAPI void APIENTRY glDeleteProgram (GLuint); GLAPI void APIENTRY glDeleteShader (GLuint); GLAPI void APIENTRY glDetachShader (GLuint, GLuint); GLAPI void APIENTRY glDisableVertexAttribArray (GLuint); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint); GLAPI void APIENTRY glGetActiveAttrib (GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); GLAPI void APIENTRY glGetActiveUniform (GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *); GLAPI void APIENTRY glGetAttachedShaders (GLuint, GLsizei, GLsizei *, GLuint *); GLAPI GLint APIENTRY glGetAttribLocation (GLuint, const GLchar *); GLAPI void APIENTRY glGetProgramiv (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetProgramInfoLog (GLuint, GLsizei, GLsizei *, GLchar *); GLAPI void APIENTRY glGetShaderiv (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetShaderInfoLog (GLuint, GLsizei, GLsizei *, GLchar *); GLAPI void APIENTRY glGetShaderSource (GLuint, GLsizei, GLsizei *, GLchar *); GLAPI GLint APIENTRY glGetUniformLocation (GLuint, const GLchar *); GLAPI void APIENTRY glGetUniformfv (GLuint, GLint, GLfloat *); GLAPI void APIENTRY glGetUniformiv (GLuint, GLint, GLint *); GLAPI void APIENTRY glGetVertexAttribdv (GLuint, GLenum, GLdouble *); GLAPI void APIENTRY glGetVertexAttribfv (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetVertexAttribiv (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint, GLenum, GLvoid* *); GLAPI GLboolean APIENTRY glIsProgram (GLuint); GLAPI GLboolean APIENTRY glIsShader (GLuint); GLAPI void APIENTRY glLinkProgram (GLuint); GLAPI void APIENTRY glShaderSource (GLuint, GLsizei, const GLchar* *, const GLint *); GLAPI void APIENTRY glUseProgram (GLuint); GLAPI void APIENTRY glUniform1f (GLint, GLfloat); GLAPI void APIENTRY glUniform2f (GLint, GLfloat, GLfloat); GLAPI void APIENTRY glUniform3f (GLint, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glUniform4f (GLint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glUniform1i (GLint, GLint); GLAPI void APIENTRY glUniform2i (GLint, GLint, GLint); GLAPI void APIENTRY glUniform3i (GLint, GLint, GLint, GLint); GLAPI void APIENTRY glUniform4i (GLint, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glUniform1fv (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform2fv (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform3fv (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform4fv (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform1iv (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniform2iv (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniform3iv (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniform4iv (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniformMatrix2fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix3fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix4fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glValidateProgram (GLuint); GLAPI void APIENTRY glVertexAttrib1d (GLuint, GLdouble); GLAPI void APIENTRY glVertexAttrib1dv (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib1f (GLuint, GLfloat); GLAPI void APIENTRY glVertexAttrib1fv (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib1s (GLuint, GLshort); GLAPI void APIENTRY glVertexAttrib1sv (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib2d (GLuint, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib2dv (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib2f (GLuint, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib2fv (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib2s (GLuint, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib2sv (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib3d (GLuint, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib3dv (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib3f (GLuint, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib3fv (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib3s (GLuint, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib3sv (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint, const GLbyte *); GLAPI void APIENTRY glVertexAttrib4Niv (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4Nub (GLuint, GLubyte, GLubyte, GLubyte, GLubyte); GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint, const GLubyte *); GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint, const GLushort *); GLAPI void APIENTRY glVertexAttrib4bv (GLuint, const GLbyte *); GLAPI void APIENTRY glVertexAttrib4d (GLuint, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib4dv (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib4f (GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib4fv (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib4iv (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttrib4s (GLuint, GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib4sv (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4ubv (GLuint, const GLubyte *); GLAPI void APIENTRY glVertexAttrib4uiv (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttrib4usv (GLuint, const GLushort *); GLAPI void APIENTRY glVertexAttribPointer (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs); typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer); typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); #endif #ifndef GL_VERSION_2_1 #define GL_VERSION_2_1 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUniformMatrix2x3fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix3x2fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix2x4fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix4x2fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix3x4fv (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix4x3fv (GLint, GLsizei, GLboolean, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #endif #ifndef GL_ARB_multitexture #define GL_ARB_multitexture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveTextureARB (GLenum); GLAPI void APIENTRY glClientActiveTextureARB (GLenum); GLAPI void APIENTRY glMultiTexCoord1dARB (GLenum, GLdouble); GLAPI void APIENTRY glMultiTexCoord1dvARB (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord1fARB (GLenum, GLfloat); GLAPI void APIENTRY glMultiTexCoord1fvARB (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord1iARB (GLenum, GLint); GLAPI void APIENTRY glMultiTexCoord1ivARB (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord1sARB (GLenum, GLshort); GLAPI void APIENTRY glMultiTexCoord1svARB (GLenum, const GLshort *); GLAPI void APIENTRY glMultiTexCoord2dARB (GLenum, GLdouble, GLdouble); GLAPI void APIENTRY glMultiTexCoord2dvARB (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord2fARB (GLenum, GLfloat, GLfloat); GLAPI void APIENTRY glMultiTexCoord2fvARB (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord2iARB (GLenum, GLint, GLint); GLAPI void APIENTRY glMultiTexCoord2ivARB (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord2sARB (GLenum, GLshort, GLshort); GLAPI void APIENTRY glMultiTexCoord2svARB (GLenum, const GLshort *); GLAPI void APIENTRY glMultiTexCoord3dARB (GLenum, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glMultiTexCoord3dvARB (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord3fARB (GLenum, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glMultiTexCoord3fvARB (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord3iARB (GLenum, GLint, GLint, GLint); GLAPI void APIENTRY glMultiTexCoord3ivARB (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord3sARB (GLenum, GLshort, GLshort, GLshort); GLAPI void APIENTRY glMultiTexCoord3svARB (GLenum, const GLshort *); GLAPI void APIENTRY glMultiTexCoord4dARB (GLenum, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glMultiTexCoord4dvARB (GLenum, const GLdouble *); GLAPI void APIENTRY glMultiTexCoord4fARB (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glMultiTexCoord4fvARB (GLenum, const GLfloat *); GLAPI void APIENTRY glMultiTexCoord4iARB (GLenum, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glMultiTexCoord4ivARB (GLenum, const GLint *); GLAPI void APIENTRY glMultiTexCoord4sARB (GLenum, GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glMultiTexCoord4svARB (GLenum, const GLshort *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); #endif #ifndef GL_ARB_transpose_matrix #define GL_ARB_transpose_matrix 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glLoadTransposeMatrixfARB (const GLfloat *); GLAPI void APIENTRY glLoadTransposeMatrixdARB (const GLdouble *); GLAPI void APIENTRY glMultTransposeMatrixfARB (const GLfloat *); GLAPI void APIENTRY glMultTransposeMatrixdARB (const GLdouble *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); #endif #ifndef GL_ARB_multisample #define GL_ARB_multisample 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSampleCoverageARB (GLclampf, GLboolean); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert); #endif #ifndef GL_ARB_texture_env_add #define GL_ARB_texture_env_add 1 #endif #ifndef GL_ARB_texture_cube_map #define GL_ARB_texture_cube_map 1 #endif #ifndef GL_ARB_texture_compression #define GL_ARB_texture_compression 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCompressedTexImage3DARB (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexImage2DARB (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexImage1DARB (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexSubImage3DARB (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexSubImage2DARB (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glCompressedTexSubImage1DARB (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glGetCompressedTexImageARB (GLenum, GLint, GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint level, GLvoid *img); #endif #ifndef GL_ARB_texture_border_clamp #define GL_ARB_texture_border_clamp 1 #endif #ifndef GL_ARB_point_parameters #define GL_ARB_point_parameters 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameterfARB (GLenum, GLfloat); GLAPI void APIENTRY glPointParameterfvARB (GLenum, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params); #endif #ifndef GL_ARB_vertex_blend #define GL_ARB_vertex_blend 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWeightbvARB (GLint, const GLbyte *); GLAPI void APIENTRY glWeightsvARB (GLint, const GLshort *); GLAPI void APIENTRY glWeightivARB (GLint, const GLint *); GLAPI void APIENTRY glWeightfvARB (GLint, const GLfloat *); GLAPI void APIENTRY glWeightdvARB (GLint, const GLdouble *); GLAPI void APIENTRY glWeightubvARB (GLint, const GLubyte *); GLAPI void APIENTRY glWeightusvARB (GLint, const GLushort *); GLAPI void APIENTRY glWeightuivARB (GLint, const GLuint *); GLAPI void APIENTRY glWeightPointerARB (GLint, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glVertexBlendARB (GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC) (GLint size, const GLbyte *weights); typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC) (GLint size, const GLshort *weights); typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC) (GLint size, const GLint *weights); typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC) (GLint size, const GLfloat *weights); typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC) (GLint size, const GLdouble *weights); typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC) (GLint size, const GLubyte *weights); typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC) (GLint size, const GLushort *weights); typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC) (GLint size, const GLuint *weights); typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC) (GLint count); #endif #ifndef GL_ARB_matrix_palette #define GL_ARB_matrix_palette 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCurrentPaletteMatrixARB (GLint); GLAPI void APIENTRY glMatrixIndexubvARB (GLint, const GLubyte *); GLAPI void APIENTRY glMatrixIndexusvARB (GLint, const GLushort *); GLAPI void APIENTRY glMatrixIndexuivARB (GLint, const GLuint *); GLAPI void APIENTRY glMatrixIndexPointerARB (GLint, GLenum, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC) (GLint size, const GLubyte *indices); typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC) (GLint size, const GLushort *indices); typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC) (GLint size, const GLuint *indices); typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); #endif #ifndef GL_ARB_texture_env_combine #define GL_ARB_texture_env_combine 1 #endif #ifndef GL_ARB_texture_env_crossbar #define GL_ARB_texture_env_crossbar 1 #endif #ifndef GL_ARB_texture_env_dot3 #define GL_ARB_texture_env_dot3 1 #endif #ifndef GL_ARB_texture_mirrored_repeat #define GL_ARB_texture_mirrored_repeat 1 #endif #ifndef GL_ARB_depth_texture #define GL_ARB_depth_texture 1 #endif #ifndef GL_ARB_shadow #define GL_ARB_shadow 1 #endif #ifndef GL_ARB_shadow_ambient #define GL_ARB_shadow_ambient 1 #endif #ifndef GL_ARB_window_pos #define GL_ARB_window_pos 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWindowPos2dARB (GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos2dvARB (const GLdouble *); GLAPI void APIENTRY glWindowPos2fARB (GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos2fvARB (const GLfloat *); GLAPI void APIENTRY glWindowPos2iARB (GLint, GLint); GLAPI void APIENTRY glWindowPos2ivARB (const GLint *); GLAPI void APIENTRY glWindowPos2sARB (GLshort, GLshort); GLAPI void APIENTRY glWindowPos2svARB (const GLshort *); GLAPI void APIENTRY glWindowPos3dARB (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos3dvARB (const GLdouble *); GLAPI void APIENTRY glWindowPos3fARB (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos3fvARB (const GLfloat *); GLAPI void APIENTRY glWindowPos3iARB (GLint, GLint, GLint); GLAPI void APIENTRY glWindowPos3ivARB (const GLint *); GLAPI void APIENTRY glWindowPos3sARB (GLshort, GLshort, GLshort); GLAPI void APIENTRY glWindowPos3svARB (const GLshort *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC) (const GLshort *v); #endif #ifndef GL_ARB_vertex_program #define GL_ARB_vertex_program 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttrib1dARB (GLuint, GLdouble); GLAPI void APIENTRY glVertexAttrib1dvARB (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib1fARB (GLuint, GLfloat); GLAPI void APIENTRY glVertexAttrib1fvARB (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib1sARB (GLuint, GLshort); GLAPI void APIENTRY glVertexAttrib1svARB (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib2dARB (GLuint, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib2dvARB (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib2fARB (GLuint, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib2fvARB (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib2sARB (GLuint, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib2svARB (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib3dARB (GLuint, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib3dvARB (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib3fARB (GLuint, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib3fvARB (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib3sARB (GLuint, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib3svARB (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4NbvARB (GLuint, const GLbyte *); GLAPI void APIENTRY glVertexAttrib4NivARB (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttrib4NsvARB (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4NubARB (GLuint, GLubyte, GLubyte, GLubyte, GLubyte); GLAPI void APIENTRY glVertexAttrib4NubvARB (GLuint, const GLubyte *); GLAPI void APIENTRY glVertexAttrib4NuivARB (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttrib4NusvARB (GLuint, const GLushort *); GLAPI void APIENTRY glVertexAttrib4bvARB (GLuint, const GLbyte *); GLAPI void APIENTRY glVertexAttrib4dARB (GLuint, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib4dvARB (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib4fARB (GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib4fvARB (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib4ivARB (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttrib4sARB (GLuint, GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib4svARB (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4ubvARB (GLuint, const GLubyte *); GLAPI void APIENTRY glVertexAttrib4uivARB (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttrib4usvARB (GLuint, const GLushort *); GLAPI void APIENTRY glVertexAttribPointerARB (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *); GLAPI void APIENTRY glEnableVertexAttribArrayARB (GLuint); GLAPI void APIENTRY glDisableVertexAttribArrayARB (GLuint); GLAPI void APIENTRY glProgramStringARB (GLenum, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glBindProgramARB (GLenum, GLuint); GLAPI void APIENTRY glDeleteProgramsARB (GLsizei, const GLuint *); GLAPI void APIENTRY glGenProgramsARB (GLsizei, GLuint *); GLAPI void APIENTRY glProgramEnvParameter4dARB (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glProgramEnvParameter4dvARB (GLenum, GLuint, const GLdouble *); GLAPI void APIENTRY glProgramEnvParameter4fARB (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glProgramEnvParameter4fvARB (GLenum, GLuint, const GLfloat *); GLAPI void APIENTRY glProgramLocalParameter4dARB (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glProgramLocalParameter4dvARB (GLenum, GLuint, const GLdouble *); GLAPI void APIENTRY glProgramLocalParameter4fARB (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glProgramLocalParameter4fvARB (GLenum, GLuint, const GLfloat *); GLAPI void APIENTRY glGetProgramEnvParameterdvARB (GLenum, GLuint, GLdouble *); GLAPI void APIENTRY glGetProgramEnvParameterfvARB (GLenum, GLuint, GLfloat *); GLAPI void APIENTRY glGetProgramLocalParameterdvARB (GLenum, GLuint, GLdouble *); GLAPI void APIENTRY glGetProgramLocalParameterfvARB (GLenum, GLuint, GLfloat *); GLAPI void APIENTRY glGetProgramivARB (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetProgramStringARB (GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetVertexAttribdvARB (GLuint, GLenum, GLdouble *); GLAPI void APIENTRY glGetVertexAttribfvARB (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetVertexAttribivARB (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetVertexAttribPointervARB (GLuint, GLenum, GLvoid* *); GLAPI GLboolean APIENTRY glIsProgramARB (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string); typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs); typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer); typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program); #endif #ifndef GL_ARB_fragment_program #define GL_ARB_fragment_program 1 /* All ARB_fragment_program entry points are shared with ARB_vertex_program. */ #endif #ifndef GL_ARB_vertex_buffer_object #define GL_ARB_vertex_buffer_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindBufferARB (GLenum, GLuint); GLAPI void APIENTRY glDeleteBuffersARB (GLsizei, const GLuint *); GLAPI void APIENTRY glGenBuffersARB (GLsizei, GLuint *); GLAPI GLboolean APIENTRY glIsBufferARB (GLuint); GLAPI void APIENTRY glBufferDataARB (GLenum, GLsizeiptrARB, const GLvoid *, GLenum); GLAPI void APIENTRY glBufferSubDataARB (GLenum, GLintptrARB, GLsizeiptrARB, const GLvoid *); GLAPI void APIENTRY glGetBufferSubDataARB (GLenum, GLintptrARB, GLsizeiptrARB, GLvoid *); GLAPI GLvoid* APIENTRY glMapBufferARB (GLenum, GLenum); GLAPI GLboolean APIENTRY glUnmapBufferARB (GLenum); GLAPI void APIENTRY glGetBufferParameterivARB (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetBufferPointervARB (GLenum, GLenum, GLvoid* *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers); typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage); typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data); typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data); typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params); #endif #ifndef GL_ARB_occlusion_query #define GL_ARB_occlusion_query 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenQueriesARB (GLsizei, GLuint *); GLAPI void APIENTRY glDeleteQueriesARB (GLsizei, const GLuint *); GLAPI GLboolean APIENTRY glIsQueryARB (GLuint); GLAPI void APIENTRY glBeginQueryARB (GLenum, GLuint); GLAPI void APIENTRY glEndQueryARB (GLenum); GLAPI void APIENTRY glGetQueryivARB (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetQueryObjectivARB (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetQueryObjectuivARB (GLuint, GLenum, GLuint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLENDQUERYARBPROC) (GLenum target); typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint *params); #endif #ifndef GL_ARB_shader_objects #define GL_ARB_shader_objects 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDeleteObjectARB (GLhandleARB); GLAPI GLhandleARB APIENTRY glGetHandleARB (GLenum); GLAPI void APIENTRY glDetachObjectARB (GLhandleARB, GLhandleARB); GLAPI GLhandleARB APIENTRY glCreateShaderObjectARB (GLenum); GLAPI void APIENTRY glShaderSourceARB (GLhandleARB, GLsizei, const GLcharARB* *, const GLint *); GLAPI void APIENTRY glCompileShaderARB (GLhandleARB); GLAPI GLhandleARB APIENTRY glCreateProgramObjectARB (void); GLAPI void APIENTRY glAttachObjectARB (GLhandleARB, GLhandleARB); GLAPI void APIENTRY glLinkProgramARB (GLhandleARB); GLAPI void APIENTRY glUseProgramObjectARB (GLhandleARB); GLAPI void APIENTRY glValidateProgramARB (GLhandleARB); GLAPI void APIENTRY glUniform1fARB (GLint, GLfloat); GLAPI void APIENTRY glUniform2fARB (GLint, GLfloat, GLfloat); GLAPI void APIENTRY glUniform3fARB (GLint, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glUniform4fARB (GLint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glUniform1iARB (GLint, GLint); GLAPI void APIENTRY glUniform2iARB (GLint, GLint, GLint); GLAPI void APIENTRY glUniform3iARB (GLint, GLint, GLint, GLint); GLAPI void APIENTRY glUniform4iARB (GLint, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glUniform1fvARB (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform2fvARB (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform3fvARB (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform4fvARB (GLint, GLsizei, const GLfloat *); GLAPI void APIENTRY glUniform1ivARB (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniform2ivARB (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniform3ivARB (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniform4ivARB (GLint, GLsizei, const GLint *); GLAPI void APIENTRY glUniformMatrix2fvARB (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix3fvARB (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glUniformMatrix4fvARB (GLint, GLsizei, GLboolean, const GLfloat *); GLAPI void APIENTRY glGetObjectParameterfvARB (GLhandleARB, GLenum, GLfloat *); GLAPI void APIENTRY glGetObjectParameterivARB (GLhandleARB, GLenum, GLint *); GLAPI void APIENTRY glGetInfoLogARB (GLhandleARB, GLsizei, GLsizei *, GLcharARB *); GLAPI void APIENTRY glGetAttachedObjectsARB (GLhandleARB, GLsizei, GLsizei *, GLhandleARB *); GLAPI GLint APIENTRY glGetUniformLocationARB (GLhandleARB, const GLcharARB *); GLAPI void APIENTRY glGetActiveUniformARB (GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *); GLAPI void APIENTRY glGetUniformfvARB (GLhandleARB, GLint, GLfloat *); GLAPI void APIENTRY glGetUniformivARB (GLhandleARB, GLint, GLint *); GLAPI void APIENTRY glGetShaderSourceARB (GLhandleARB, GLsizei, GLsizei *, GLcharARB *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname); typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length); typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void); typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params); typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); #endif #ifndef GL_ARB_vertex_shader #define GL_ARB_vertex_shader 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindAttribLocationARB (GLhandleARB, GLuint, const GLcharARB *); GLAPI void APIENTRY glGetActiveAttribARB (GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *); GLAPI GLint APIENTRY glGetAttribLocationARB (GLhandleARB, const GLcharARB *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name); typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); #endif #ifndef GL_ARB_fragment_shader #define GL_ARB_fragment_shader 1 #endif #ifndef GL_ARB_shading_language_100 #define GL_ARB_shading_language_100 1 #endif #ifndef GL_ARB_texture_non_power_of_two #define GL_ARB_texture_non_power_of_two 1 #endif #ifndef GL_ARB_point_sprite #define GL_ARB_point_sprite 1 #endif #ifndef GL_ARB_fragment_program_shadow #define GL_ARB_fragment_program_shadow 1 #endif #ifndef GL_ARB_draw_buffers #define GL_ARB_draw_buffers 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawBuffersARB (GLsizei, const GLenum *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs); #endif #ifndef GL_ARB_texture_rectangle #define GL_ARB_texture_rectangle 1 #endif #ifndef GL_ARB_color_buffer_float #define GL_ARB_color_buffer_float 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glClampColorARB (GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); #endif #ifndef GL_ARB_half_float_pixel #define GL_ARB_half_float_pixel 1 #endif #ifndef GL_ARB_texture_float #define GL_ARB_texture_float 1 #endif #ifndef GL_ARB_pixel_buffer_object #define GL_ARB_pixel_buffer_object 1 #endif #ifndef GL_EXT_abgr #define GL_EXT_abgr 1 #endif #ifndef GL_EXT_blend_color #define GL_EXT_blend_color 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendColorEXT (GLclampf, GLclampf, GLclampf, GLclampf); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); #endif #ifndef GL_EXT_polygon_offset #define GL_EXT_polygon_offset 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPolygonOffsetEXT (GLfloat, GLfloat); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); #endif #ifndef GL_EXT_texture #define GL_EXT_texture 1 #endif #ifndef GL_EXT_texture3D #define GL_EXT_texture3D 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexImage3DEXT (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glTexSubImage3DEXT (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); #endif #ifndef GL_SGIS_texture_filter4 #define GL_SGIS_texture_filter4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetTexFilterFuncSGIS (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glTexFilterFuncSGIS (GLenum, GLenum, GLsizei, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat *weights); typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); #endif #ifndef GL_EXT_subtexture #define GL_EXT_subtexture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexSubImage1DEXT (GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glTexSubImage2DEXT (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels); #endif #ifndef GL_EXT_copy_texture #define GL_EXT_copy_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCopyTexImage1DEXT (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint); GLAPI void APIENTRY glCopyTexImage2DEXT (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint); GLAPI void APIENTRY glCopyTexSubImage1DEXT (GLenum, GLint, GLint, GLint, GLint, GLsizei); GLAPI void APIENTRY glCopyTexSubImage2DEXT (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); GLAPI void APIENTRY glCopyTexSubImage3DEXT (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); #endif #ifndef GL_EXT_histogram #define GL_EXT_histogram 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetHistogramEXT (GLenum, GLboolean, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetHistogramParameterfvEXT (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetHistogramParameterivEXT (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetMinmaxEXT (GLenum, GLboolean, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetMinmaxParameterfvEXT (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetMinmaxParameterivEXT (GLenum, GLenum, GLint *); GLAPI void APIENTRY glHistogramEXT (GLenum, GLsizei, GLenum, GLboolean); GLAPI void APIENTRY glMinmaxEXT (GLenum, GLenum, GLboolean); GLAPI void APIENTRY glResetHistogramEXT (GLenum); GLAPI void APIENTRY glResetMinmaxEXT (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC) (GLenum target); #endif #ifndef GL_EXT_convolution #define GL_EXT_convolution 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glConvolutionFilter1DEXT (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glConvolutionFilter2DEXT (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glConvolutionParameterfEXT (GLenum, GLenum, GLfloat); GLAPI void APIENTRY glConvolutionParameterfvEXT (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glConvolutionParameteriEXT (GLenum, GLenum, GLint); GLAPI void APIENTRY glConvolutionParameterivEXT (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glCopyConvolutionFilter1DEXT (GLenum, GLenum, GLint, GLint, GLsizei); GLAPI void APIENTRY glCopyConvolutionFilter2DEXT (GLenum, GLenum, GLint, GLint, GLsizei, GLsizei); GLAPI void APIENTRY glGetConvolutionFilterEXT (GLenum, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetConvolutionParameterfvEXT (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetConvolutionParameterivEXT (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetSeparableFilterEXT (GLenum, GLenum, GLenum, GLvoid *, GLvoid *, GLvoid *); GLAPI void APIENTRY glSeparableFilter2DEXT (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image); typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint params); typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span); typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column); #endif #ifndef GL_SGI_color_matrix #define GL_SGI_color_matrix 1 #endif #ifndef GL_SGI_color_table #define GL_SGI_color_table 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorTableSGI (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glColorTableParameterfvSGI (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glColorTableParameterivSGI (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glCopyColorTableSGI (GLenum, GLenum, GLint, GLint, GLsizei); GLAPI void APIENTRY glGetColorTableSGI (GLenum, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetColorTableParameterfvSGI (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetColorTableParameterivSGI (GLenum, GLenum, GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint *params); #endif #ifndef GL_SGIX_pixel_texture #define GL_SGIX_pixel_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelTexGenSGIX (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); #endif #ifndef GL_SGIS_pixel_texture #define GL_SGIS_pixel_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelTexGenParameteriSGIS (GLenum, GLint); GLAPI void APIENTRY glPixelTexGenParameterivSGIS (GLenum, const GLint *); GLAPI void APIENTRY glPixelTexGenParameterfSGIS (GLenum, GLfloat); GLAPI void APIENTRY glPixelTexGenParameterfvSGIS (GLenum, const GLfloat *); GLAPI void APIENTRY glGetPixelTexGenParameterivSGIS (GLenum, GLint *); GLAPI void APIENTRY glGetPixelTexGenParameterfvSGIS (GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, GLfloat *params); #endif #ifndef GL_SGIS_texture4D #define GL_SGIS_texture4D 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexImage4DSGIS (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glTexSubImage4DSGIS (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const GLvoid *pixels); typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const GLvoid *pixels); #endif #ifndef GL_SGI_texture_color_table #define GL_SGI_texture_color_table 1 #endif #ifndef GL_EXT_cmyka #define GL_EXT_cmyka 1 #endif #ifndef GL_EXT_texture_object #define GL_EXT_texture_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glAreTexturesResidentEXT (GLsizei, const GLuint *, GLboolean *); GLAPI void APIENTRY glBindTextureEXT (GLenum, GLuint); GLAPI void APIENTRY glDeleteTexturesEXT (GLsizei, const GLuint *); GLAPI void APIENTRY glGenTexturesEXT (GLsizei, GLuint *); GLAPI GLboolean APIENTRY glIsTextureEXT (GLuint); GLAPI void APIENTRY glPrioritizeTexturesEXT (GLsizei, const GLuint *, const GLclampf *); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint *textures, GLboolean *residences); typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint *textures); typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC) (GLuint texture); typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint *textures, const GLclampf *priorities); #endif #ifndef GL_SGIS_detail_texture #define GL_SGIS_detail_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDetailTexFuncSGIS (GLenum, GLsizei, const GLfloat *); GLAPI void APIENTRY glGetDetailTexFuncSGIS (GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat *points); #endif #ifndef GL_SGIS_sharpen_texture #define GL_SGIS_sharpen_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSharpenTexFuncSGIS (GLenum, GLsizei, const GLfloat *); GLAPI void APIENTRY glGetSharpenTexFuncSGIS (GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat *points); #endif #ifndef GL_EXT_packed_pixels #define GL_EXT_packed_pixels 1 #endif #ifndef GL_SGIS_texture_lod #define GL_SGIS_texture_lod 1 #endif #ifndef GL_SGIS_multisample #define GL_SGIS_multisample 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSampleMaskSGIS (GLclampf, GLboolean); GLAPI void APIENTRY glSamplePatternSGIS (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); #endif #ifndef GL_EXT_rescale_normal #define GL_EXT_rescale_normal 1 #endif #ifndef GL_EXT_vertex_array #define GL_EXT_vertex_array 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glArrayElementEXT (GLint); GLAPI void APIENTRY glColorPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *); GLAPI void APIENTRY glDrawArraysEXT (GLenum, GLint, GLsizei); GLAPI void APIENTRY glEdgeFlagPointerEXT (GLsizei, GLsizei, const GLboolean *); GLAPI void APIENTRY glGetPointervEXT (GLenum, GLvoid* *); GLAPI void APIENTRY glIndexPointerEXT (GLenum, GLsizei, GLsizei, const GLvoid *); GLAPI void APIENTRY glNormalPointerEXT (GLenum, GLsizei, GLsizei, const GLvoid *); GLAPI void APIENTRY glTexCoordPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *); GLAPI void APIENTRY glVertexPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC) (GLint i); typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer); typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean *pointer); typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC) (GLenum pname, GLvoid* *params); typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer); typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer); typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer); typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer); #endif #ifndef GL_EXT_misc_attribute #define GL_EXT_misc_attribute 1 #endif #ifndef GL_SGIS_generate_mipmap #define GL_SGIS_generate_mipmap 1 #endif #ifndef GL_SGIX_clipmap #define GL_SGIX_clipmap 1 #endif #ifndef GL_SGIX_shadow #define GL_SGIX_shadow 1 #endif #ifndef GL_SGIS_texture_edge_clamp #define GL_SGIS_texture_edge_clamp 1 #endif #ifndef GL_SGIS_texture_border_clamp #define GL_SGIS_texture_border_clamp 1 #endif #ifndef GL_EXT_blend_minmax #define GL_EXT_blend_minmax 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationEXT (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); #endif #ifndef GL_EXT_blend_subtract #define GL_EXT_blend_subtract 1 #endif #ifndef GL_EXT_blend_logic_op #define GL_EXT_blend_logic_op 1 #endif #ifndef GL_SGIX_interlace #define GL_SGIX_interlace 1 #endif #ifndef GL_SGIX_pixel_tiles #define GL_SGIX_pixel_tiles 1 #endif #ifndef GL_SGIX_texture_select #define GL_SGIX_texture_select 1 #endif #ifndef GL_SGIX_sprite #define GL_SGIX_sprite 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSpriteParameterfSGIX (GLenum, GLfloat); GLAPI void APIENTRY glSpriteParameterfvSGIX (GLenum, const GLfloat *); GLAPI void APIENTRY glSpriteParameteriSGIX (GLenum, GLint); GLAPI void APIENTRY glSpriteParameterivSGIX (GLenum, const GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, const GLint *params); #endif #ifndef GL_SGIX_texture_multi_buffer #define GL_SGIX_texture_multi_buffer 1 #endif #ifndef GL_EXT_point_parameters #define GL_EXT_point_parameters 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameterfEXT (GLenum, GLfloat); GLAPI void APIENTRY glPointParameterfvEXT (GLenum, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params); #endif #ifndef GL_SGIS_point_parameters #define GL_SGIS_point_parameters 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameterfSGIS (GLenum, GLfloat); GLAPI void APIENTRY glPointParameterfvSGIS (GLenum, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); #endif #ifndef GL_SGIX_instruments #define GL_SGIX_instruments 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLint APIENTRY glGetInstrumentsSGIX (void); GLAPI void APIENTRY glInstrumentsBufferSGIX (GLsizei, GLint *); GLAPI GLint APIENTRY glPollInstrumentsSGIX (GLint *); GLAPI void APIENTRY glReadInstrumentsSGIX (GLint); GLAPI void APIENTRY glStartInstrumentsSGIX (void); GLAPI void APIENTRY glStopInstrumentsSGIX (GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC) (void); typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC) (GLsizei size, GLint *buffer); typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC) (GLint *marker_p); typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC) (GLint marker); typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC) (void); typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC) (GLint marker); #endif #ifndef GL_SGIX_texture_scale_bias #define GL_SGIX_texture_scale_bias 1 #endif #ifndef GL_SGIX_framezoom #define GL_SGIX_framezoom 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFrameZoomSGIX (GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC) (GLint factor); #endif #ifndef GL_SGIX_tag_sample_buffer #define GL_SGIX_tag_sample_buffer 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTagSampleBufferSGIX (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); #endif #ifndef GL_SGIX_polynomial_ffd #define GL_SGIX_polynomial_ffd 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDeformationMap3dSGIX (GLenum, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, const GLdouble *); GLAPI void APIENTRY glDeformationMap3fSGIX (GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, const GLfloat *); GLAPI void APIENTRY glDeformSGIX (GLbitfield); GLAPI void APIENTRY glLoadIdentityDeformationMapSGIX (GLbitfield); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); typedef void (APIENTRYP PFNGLDEFORMSGIXPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); #endif #ifndef GL_SGIX_reference_plane #define GL_SGIX_reference_plane 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glReferencePlaneSGIX (const GLdouble *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC) (const GLdouble *equation); #endif #ifndef GL_SGIX_flush_raster #define GL_SGIX_flush_raster 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFlushRasterSGIX (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC) (void); #endif #ifndef GL_SGIX_depth_texture #define GL_SGIX_depth_texture 1 #endif #ifndef GL_SGIS_fog_function #define GL_SGIS_fog_function 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFogFuncSGIS (GLsizei, const GLfloat *); GLAPI void APIENTRY glGetFogFuncSGIS (GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat *points); typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC) (GLfloat *points); #endif #ifndef GL_SGIX_fog_offset #define GL_SGIX_fog_offset 1 #endif #ifndef GL_HP_image_transform #define GL_HP_image_transform 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glImageTransformParameteriHP (GLenum, GLenum, GLint); GLAPI void APIENTRY glImageTransformParameterfHP (GLenum, GLenum, GLfloat); GLAPI void APIENTRY glImageTransformParameterivHP (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glImageTransformParameterfvHP (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glGetImageTransformParameterivHP (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetImageTransformParameterfvHP (GLenum, GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, GLfloat *params); #endif #ifndef GL_HP_convolution_border_modes #define GL_HP_convolution_border_modes 1 #endif #ifndef GL_SGIX_texture_add_env #define GL_SGIX_texture_add_env 1 #endif #ifndef GL_EXT_color_subtable #define GL_EXT_color_subtable 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorSubTableEXT (GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glCopyColorSubTableEXT (GLenum, GLsizei, GLint, GLint, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data); typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); #endif #ifndef GL_PGI_vertex_hints #define GL_PGI_vertex_hints 1 #endif #ifndef GL_PGI_misc_hints #define GL_PGI_misc_hints 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glHintPGI (GLenum, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLHINTPGIPROC) (GLenum target, GLint mode); #endif #ifndef GL_EXT_paletted_texture #define GL_EXT_paletted_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorTableEXT (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *); GLAPI void APIENTRY glGetColorTableEXT (GLenum, GLenum, GLenum, GLvoid *); GLAPI void APIENTRY glGetColorTableParameterivEXT (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetColorTableParameterfvEXT (GLenum, GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table); typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *data); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); #endif #ifndef GL_EXT_clip_volume_hint #define GL_EXT_clip_volume_hint 1 #endif #ifndef GL_SGIX_list_priority #define GL_SGIX_list_priority 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetListParameterfvSGIX (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetListParameterivSGIX (GLuint, GLenum, GLint *); GLAPI void APIENTRY glListParameterfSGIX (GLuint, GLenum, GLfloat); GLAPI void APIENTRY glListParameterfvSGIX (GLuint, GLenum, const GLfloat *); GLAPI void APIENTRY glListParameteriSGIX (GLuint, GLenum, GLint); GLAPI void APIENTRY glListParameterivSGIX (GLuint, GLenum, const GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC) (GLuint list, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC) (GLuint list, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, const GLint *params); #endif #ifndef GL_SGIX_ir_instrument1 #define GL_SGIX_ir_instrument1 1 #endif #ifndef GL_SGIX_calligraphic_fragment #define GL_SGIX_calligraphic_fragment 1 #endif #ifndef GL_SGIX_texture_lod_bias #define GL_SGIX_texture_lod_bias 1 #endif #ifndef GL_SGIX_shadow_ambient #define GL_SGIX_shadow_ambient 1 #endif #ifndef GL_EXT_index_texture #define GL_EXT_index_texture 1 #endif #ifndef GL_EXT_index_material #define GL_EXT_index_material 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glIndexMaterialEXT (GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); #endif #ifndef GL_EXT_index_func #define GL_EXT_index_func 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glIndexFuncEXT (GLenum, GLclampf); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC) (GLenum func, GLclampf ref); #endif #ifndef GL_EXT_index_array_formats #define GL_EXT_index_array_formats 1 #endif #ifndef GL_EXT_compiled_vertex_array #define GL_EXT_compiled_vertex_array 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glLockArraysEXT (GLint, GLsizei); GLAPI void APIENTRY glUnlockArraysEXT (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void); #endif #ifndef GL_EXT_cull_vertex #define GL_EXT_cull_vertex 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCullParameterdvEXT (GLenum, GLdouble *); GLAPI void APIENTRY glCullParameterfvEXT (GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat *params); #endif #ifndef GL_SGIX_ycrcb #define GL_SGIX_ycrcb 1 #endif #ifndef GL_SGIX_fragment_lighting #define GL_SGIX_fragment_lighting 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFragmentColorMaterialSGIX (GLenum, GLenum); GLAPI void APIENTRY glFragmentLightfSGIX (GLenum, GLenum, GLfloat); GLAPI void APIENTRY glFragmentLightfvSGIX (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glFragmentLightiSGIX (GLenum, GLenum, GLint); GLAPI void APIENTRY glFragmentLightivSGIX (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glFragmentLightModelfSGIX (GLenum, GLfloat); GLAPI void APIENTRY glFragmentLightModelfvSGIX (GLenum, const GLfloat *); GLAPI void APIENTRY glFragmentLightModeliSGIX (GLenum, GLint); GLAPI void APIENTRY glFragmentLightModelivSGIX (GLenum, const GLint *); GLAPI void APIENTRY glFragmentMaterialfSGIX (GLenum, GLenum, GLfloat); GLAPI void APIENTRY glFragmentMaterialfvSGIX (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glFragmentMaterialiSGIX (GLenum, GLenum, GLint); GLAPI void APIENTRY glFragmentMaterialivSGIX (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glGetFragmentLightfvSGIX (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetFragmentLightivSGIX (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetFragmentMaterialfvSGIX (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetFragmentMaterialivSGIX (GLenum, GLenum, GLint *); GLAPI void APIENTRY glLightEnviSGIX (GLenum, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC) (GLenum pname, GLint param); #endif #ifndef GL_IBM_rasterpos_clip #define GL_IBM_rasterpos_clip 1 #endif #ifndef GL_HP_texture_lighting #define GL_HP_texture_lighting 1 #endif #ifndef GL_EXT_draw_range_elements #define GL_EXT_draw_range_elements 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawRangeElementsEXT (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); #endif #ifndef GL_WIN_phong_shading #define GL_WIN_phong_shading 1 #endif #ifndef GL_WIN_specular_fog #define GL_WIN_specular_fog 1 #endif #ifndef GL_EXT_light_texture #define GL_EXT_light_texture 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glApplyTextureEXT (GLenum); GLAPI void APIENTRY glTextureLightEXT (GLenum); GLAPI void APIENTRY glTextureMaterialEXT (GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); #endif #ifndef GL_SGIX_blend_alpha_minmax #define GL_SGIX_blend_alpha_minmax 1 #endif #ifndef GL_EXT_bgra #define GL_EXT_bgra 1 #endif #ifndef GL_SGIX_async #define GL_SGIX_async 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glAsyncMarkerSGIX (GLuint); GLAPI GLint APIENTRY glFinishAsyncSGIX (GLuint *); GLAPI GLint APIENTRY glPollAsyncSGIX (GLuint *); GLAPI GLuint APIENTRY glGenAsyncMarkersSGIX (GLsizei); GLAPI void APIENTRY glDeleteAsyncMarkersSGIX (GLuint, GLsizei); GLAPI GLboolean APIENTRY glIsAsyncMarkerSGIX (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC) (GLuint marker); typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC) (GLuint *markerp); typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC) (GLuint *markerp); typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); #endif #ifndef GL_SGIX_async_pixel #define GL_SGIX_async_pixel 1 #endif #ifndef GL_SGIX_async_histogram #define GL_SGIX_async_histogram 1 #endif #ifndef GL_INTEL_parallel_arrays #define GL_INTEL_parallel_arrays 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexPointervINTEL (GLint, GLenum, const GLvoid* *); GLAPI void APIENTRY glNormalPointervINTEL (GLenum, const GLvoid* *); GLAPI void APIENTRY glColorPointervINTEL (GLint, GLenum, const GLvoid* *); GLAPI void APIENTRY glTexCoordPointervINTEL (GLint, GLenum, const GLvoid* *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer); typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const GLvoid* *pointer); typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer); typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer); #endif #ifndef GL_HP_occlusion_test #define GL_HP_occlusion_test 1 #endif #ifndef GL_EXT_pixel_transform #define GL_EXT_pixel_transform 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelTransformParameteriEXT (GLenum, GLenum, GLint); GLAPI void APIENTRY glPixelTransformParameterfEXT (GLenum, GLenum, GLfloat); GLAPI void APIENTRY glPixelTransformParameterivEXT (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glPixelTransformParameterfvEXT (GLenum, GLenum, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); #endif #ifndef GL_EXT_pixel_transform_color_table #define GL_EXT_pixel_transform_color_table 1 #endif #ifndef GL_EXT_shared_texture_palette #define GL_EXT_shared_texture_palette 1 #endif #ifndef GL_EXT_separate_specular_color #define GL_EXT_separate_specular_color 1 #endif #ifndef GL_EXT_secondary_color #define GL_EXT_secondary_color 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSecondaryColor3bEXT (GLbyte, GLbyte, GLbyte); GLAPI void APIENTRY glSecondaryColor3bvEXT (const GLbyte *); GLAPI void APIENTRY glSecondaryColor3dEXT (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glSecondaryColor3dvEXT (const GLdouble *); GLAPI void APIENTRY glSecondaryColor3fEXT (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glSecondaryColor3fvEXT (const GLfloat *); GLAPI void APIENTRY glSecondaryColor3iEXT (GLint, GLint, GLint); GLAPI void APIENTRY glSecondaryColor3ivEXT (const GLint *); GLAPI void APIENTRY glSecondaryColor3sEXT (GLshort, GLshort, GLshort); GLAPI void APIENTRY glSecondaryColor3svEXT (const GLshort *); GLAPI void APIENTRY glSecondaryColor3ubEXT (GLubyte, GLubyte, GLubyte); GLAPI void APIENTRY glSecondaryColor3ubvEXT (const GLubyte *); GLAPI void APIENTRY glSecondaryColor3uiEXT (GLuint, GLuint, GLuint); GLAPI void APIENTRY glSecondaryColor3uivEXT (const GLuint *); GLAPI void APIENTRY glSecondaryColor3usEXT (GLushort, GLushort, GLushort); GLAPI void APIENTRY glSecondaryColor3usvEXT (const GLushort *); GLAPI void APIENTRY glSecondaryColorPointerEXT (GLint, GLenum, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); #endif #ifndef GL_EXT_texture_perturb_normal #define GL_EXT_texture_perturb_normal 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTextureNormalEXT (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC) (GLenum mode); #endif #ifndef GL_EXT_multi_draw_arrays #define GL_EXT_multi_draw_arrays 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiDrawArraysEXT (GLenum, GLint *, GLsizei *, GLsizei); GLAPI void APIENTRY glMultiDrawElementsEXT (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount); #endif #ifndef GL_EXT_fog_coord #define GL_EXT_fog_coord 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFogCoordfEXT (GLfloat); GLAPI void APIENTRY glFogCoordfvEXT (const GLfloat *); GLAPI void APIENTRY glFogCoorddEXT (GLdouble); GLAPI void APIENTRY glFogCoorddvEXT (const GLdouble *); GLAPI void APIENTRY glFogCoordPointerEXT (GLenum, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC) (GLfloat coord); typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC) (GLdouble coord); typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); #endif #ifndef GL_REND_screen_coordinates #define GL_REND_screen_coordinates 1 #endif #ifndef GL_EXT_coordinate_frame #define GL_EXT_coordinate_frame 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTangent3bEXT (GLbyte, GLbyte, GLbyte); GLAPI void APIENTRY glTangent3bvEXT (const GLbyte *); GLAPI void APIENTRY glTangent3dEXT (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glTangent3dvEXT (const GLdouble *); GLAPI void APIENTRY glTangent3fEXT (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTangent3fvEXT (const GLfloat *); GLAPI void APIENTRY glTangent3iEXT (GLint, GLint, GLint); GLAPI void APIENTRY glTangent3ivEXT (const GLint *); GLAPI void APIENTRY glTangent3sEXT (GLshort, GLshort, GLshort); GLAPI void APIENTRY glTangent3svEXT (const GLshort *); GLAPI void APIENTRY glBinormal3bEXT (GLbyte, GLbyte, GLbyte); GLAPI void APIENTRY glBinormal3bvEXT (const GLbyte *); GLAPI void APIENTRY glBinormal3dEXT (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glBinormal3dvEXT (const GLdouble *); GLAPI void APIENTRY glBinormal3fEXT (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glBinormal3fvEXT (const GLfloat *); GLAPI void APIENTRY glBinormal3iEXT (GLint, GLint, GLint); GLAPI void APIENTRY glBinormal3ivEXT (const GLint *); GLAPI void APIENTRY glBinormal3sEXT (GLshort, GLshort, GLshort); GLAPI void APIENTRY glBinormal3svEXT (const GLshort *); GLAPI void APIENTRY glTangentPointerEXT (GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glBinormalPointerEXT (GLenum, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC) (GLbyte tx, GLbyte ty, GLbyte tz); typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC) (GLdouble tx, GLdouble ty, GLdouble tz); typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC) (GLfloat tx, GLfloat ty, GLfloat tz); typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC) (GLint tx, GLint ty, GLint tz); typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC) (const GLint *v); typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC) (GLshort tx, GLshort ty, GLshort tz); typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC) (GLbyte bx, GLbyte by, GLbyte bz); typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC) (const GLbyte *v); typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC) (GLdouble bx, GLdouble by, GLdouble bz); typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC) (GLfloat bx, GLfloat by, GLfloat bz); typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC) (GLint bx, GLint by, GLint bz); typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC) (const GLint *v); typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC) (GLshort bx, GLshort by, GLshort bz); typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer); #endif #ifndef GL_EXT_texture_env_combine #define GL_EXT_texture_env_combine 1 #endif #ifndef GL_APPLE_specular_vector #define GL_APPLE_specular_vector 1 #endif #ifndef GL_APPLE_transform_hint #define GL_APPLE_transform_hint 1 #endif #ifndef GL_SGIX_fog_scale #define GL_SGIX_fog_scale 1 #endif #ifndef GL_SUNX_constant_data #define GL_SUNX_constant_data 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFinishTextureSUNX (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC) (void); #endif #ifndef GL_SUN_global_alpha #define GL_SUN_global_alpha 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGlobalAlphaFactorbSUN (GLbyte); GLAPI void APIENTRY glGlobalAlphaFactorsSUN (GLshort); GLAPI void APIENTRY glGlobalAlphaFactoriSUN (GLint); GLAPI void APIENTRY glGlobalAlphaFactorfSUN (GLfloat); GLAPI void APIENTRY glGlobalAlphaFactordSUN (GLdouble); GLAPI void APIENTRY glGlobalAlphaFactorubSUN (GLubyte); GLAPI void APIENTRY glGlobalAlphaFactorusSUN (GLushort); GLAPI void APIENTRY glGlobalAlphaFactoruiSUN (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); #endif #ifndef GL_SUN_triangle_list #define GL_SUN_triangle_list 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glReplacementCodeuiSUN (GLuint); GLAPI void APIENTRY glReplacementCodeusSUN (GLushort); GLAPI void APIENTRY glReplacementCodeubSUN (GLubyte); GLAPI void APIENTRY glReplacementCodeuivSUN (const GLuint *); GLAPI void APIENTRY glReplacementCodeusvSUN (const GLushort *); GLAPI void APIENTRY glReplacementCodeubvSUN (const GLubyte *); GLAPI void APIENTRY glReplacementCodePointerSUN (GLenum, GLsizei, const GLvoid* *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint *code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort *code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte *code); typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const GLvoid* *pointer); #endif #ifndef GL_SUN_vertex #define GL_SUN_vertex 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColor4ubVertex2fSUN (GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat); GLAPI void APIENTRY glColor4ubVertex2fvSUN (const GLubyte *, const GLfloat *); GLAPI void APIENTRY glColor4ubVertex3fSUN (GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glColor4ubVertex3fvSUN (const GLubyte *, const GLfloat *); GLAPI void APIENTRY glColor3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glColor3fVertex3fvSUN (const GLfloat *, const GLfloat *); GLAPI void APIENTRY glNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *); GLAPI void APIENTRY glColor4fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glColor4fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glTexCoord2fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord2fVertex3fvSUN (const GLfloat *, const GLfloat *); GLAPI void APIENTRY glTexCoord4fVertex4fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord4fVertex4fvSUN (const GLfloat *, const GLfloat *); GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fSUN (GLfloat, GLfloat, GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fvSUN (const GLfloat *, const GLubyte *, const GLfloat *); GLAPI void APIENTRY glTexCoord2fColor3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord2fColor3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fvSUN (const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiVertex3fvSUN (const GLuint *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fSUN (GLuint, GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fvSUN (const GLuint *, const GLubyte *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *v); typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat *tc, const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint *rc, const GLubyte *c, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); #endif #ifndef GL_EXT_blend_func_separate #define GL_EXT_blend_func_separate 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparateEXT (GLenum, GLenum, GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #endif #ifndef GL_INGR_blend_func_separate #define GL_INGR_blend_func_separate 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendFuncSeparateINGR (GLenum, GLenum, GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); #endif #ifndef GL_INGR_color_clamp #define GL_INGR_color_clamp 1 #endif #ifndef GL_INGR_interlace_read #define GL_INGR_interlace_read 1 #endif #ifndef GL_EXT_stencil_wrap #define GL_EXT_stencil_wrap 1 #endif #ifndef GL_EXT_422_pixels #define GL_EXT_422_pixels 1 #endif #ifndef GL_NV_texgen_reflection #define GL_NV_texgen_reflection 1 #endif #ifndef GL_SUN_convolution_border_modes #define GL_SUN_convolution_border_modes 1 #endif #ifndef GL_EXT_texture_env_add #define GL_EXT_texture_env_add 1 #endif #ifndef GL_EXT_texture_lod_bias #define GL_EXT_texture_lod_bias 1 #endif #ifndef GL_EXT_texture_filter_anisotropic #define GL_EXT_texture_filter_anisotropic 1 #endif #ifndef GL_EXT_vertex_weighting #define GL_EXT_vertex_weighting 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexWeightfEXT (GLfloat); GLAPI void APIENTRY glVertexWeightfvEXT (const GLfloat *); GLAPI void APIENTRY glVertexWeightPointerEXT (GLsizei, GLenum, GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC) (const GLfloat *weight); typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLsizei size, GLenum type, GLsizei stride, const GLvoid *pointer); #endif #ifndef GL_NV_light_max_exponent #define GL_NV_light_max_exponent 1 #endif #ifndef GL_NV_vertex_array_range #define GL_NV_vertex_array_range 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFlushVertexArrayRangeNV (void); GLAPI void APIENTRY glVertexArrayRangeNV (GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, const GLvoid *pointer); #endif #ifndef GL_NV_register_combiners #define GL_NV_register_combiners 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCombinerParameterfvNV (GLenum, const GLfloat *); GLAPI void APIENTRY glCombinerParameterfNV (GLenum, GLfloat); GLAPI void APIENTRY glCombinerParameterivNV (GLenum, const GLint *); GLAPI void APIENTRY glCombinerParameteriNV (GLenum, GLint); GLAPI void APIENTRY glCombinerInputNV (GLenum, GLenum, GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glCombinerOutputNV (GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean); GLAPI void APIENTRY glFinalCombinerInputNV (GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glGetCombinerInputParameterfvNV (GLenum, GLenum, GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetCombinerInputParameterivNV (GLenum, GLenum, GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetCombinerOutputParameterfvNV (GLenum, GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetCombinerOutputParameterivNV (GLenum, GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetFinalCombinerInputParameterfvNV (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetFinalCombinerInputParameterivNV (GLenum, GLenum, GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params); #endif #ifndef GL_NV_fog_distance #define GL_NV_fog_distance 1 #endif #ifndef GL_NV_texgen_emboss #define GL_NV_texgen_emboss 1 #endif #ifndef GL_NV_blend_square #define GL_NV_blend_square 1 #endif #ifndef GL_NV_texture_env_combine4 #define GL_NV_texture_env_combine4 1 #endif #ifndef GL_MESA_resize_buffers #define GL_MESA_resize_buffers 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glResizeBuffersMESA (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC) (void); #endif #ifndef GL_MESA_window_pos #define GL_MESA_window_pos 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glWindowPos2dMESA (GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos2dvMESA (const GLdouble *); GLAPI void APIENTRY glWindowPos2fMESA (GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos2fvMESA (const GLfloat *); GLAPI void APIENTRY glWindowPos2iMESA (GLint, GLint); GLAPI void APIENTRY glWindowPos2ivMESA (const GLint *); GLAPI void APIENTRY glWindowPos2sMESA (GLshort, GLshort); GLAPI void APIENTRY glWindowPos2svMESA (const GLshort *); GLAPI void APIENTRY glWindowPos3dMESA (GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos3dvMESA (const GLdouble *); GLAPI void APIENTRY glWindowPos3fMESA (GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos3fvMESA (const GLfloat *); GLAPI void APIENTRY glWindowPos3iMESA (GLint, GLint, GLint); GLAPI void APIENTRY glWindowPos3ivMESA (const GLint *); GLAPI void APIENTRY glWindowPos3sMESA (GLshort, GLshort, GLshort); GLAPI void APIENTRY glWindowPos3svMESA (const GLshort *); GLAPI void APIENTRY glWindowPos4dMESA (GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glWindowPos4dvMESA (const GLdouble *); GLAPI void APIENTRY glWindowPos4fMESA (GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glWindowPos4fvMESA (const GLfloat *); GLAPI void APIENTRY glWindowPos4iMESA (GLint, GLint, GLint, GLint); GLAPI void APIENTRY glWindowPos4ivMESA (const GLint *); GLAPI void APIENTRY glWindowPos4sMESA (GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glWindowPos4svMESA (const GLshort *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC) (const GLshort *v); typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble *v); typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat *v); typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC) (const GLint *v); typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC) (const GLshort *v); #endif #ifndef GL_IBM_cull_vertex #define GL_IBM_cull_vertex 1 #endif #ifndef GL_IBM_multimode_draw_arrays #define GL_IBM_multimode_draw_arrays 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMultiModeDrawArraysIBM (const GLenum *, const GLint *, const GLsizei *, GLsizei, GLint); GLAPI void APIENTRY glMultiModeDrawElementsIBM (const GLenum *, const GLsizei *, GLenum, const GLvoid* const *, GLsizei, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum *mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei primcount, GLint modestride); #endif #ifndef GL_IBM_vertex_array_lists #define GL_IBM_vertex_array_lists 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint); GLAPI void APIENTRY glSecondaryColorPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint); GLAPI void APIENTRY glEdgeFlagPointerListIBM (GLint, const GLboolean* *, GLint); GLAPI void APIENTRY glFogCoordPointerListIBM (GLenum, GLint, const GLvoid* *, GLint); GLAPI void APIENTRY glIndexPointerListIBM (GLenum, GLint, const GLvoid* *, GLint); GLAPI void APIENTRY glNormalPointerListIBM (GLenum, GLint, const GLvoid* *, GLint); GLAPI void APIENTRY glTexCoordPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint); GLAPI void APIENTRY glVertexPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride); #endif #ifndef GL_SGIX_subsample #define GL_SGIX_subsample 1 #endif #ifndef GL_SGIX_ycrcba #define GL_SGIX_ycrcba 1 #endif #ifndef GL_SGIX_ycrcb_subsample #define GL_SGIX_ycrcb_subsample 1 #endif #ifndef GL_SGIX_depth_pass_instrument #define GL_SGIX_depth_pass_instrument 1 #endif #ifndef GL_3DFX_texture_compression_FXT1 #define GL_3DFX_texture_compression_FXT1 1 #endif #ifndef GL_3DFX_multisample #define GL_3DFX_multisample 1 #endif #ifndef GL_3DFX_tbuffer #define GL_3DFX_tbuffer 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTbufferMask3DFX (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); #endif #ifndef GL_EXT_multisample #define GL_EXT_multisample 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glSampleMaskEXT (GLclampf, GLboolean); GLAPI void APIENTRY glSamplePatternEXT (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); #endif #ifndef GL_SGIX_vertex_preclip #define GL_SGIX_vertex_preclip 1 #endif #ifndef GL_SGIX_convolution_accuracy #define GL_SGIX_convolution_accuracy 1 #endif #ifndef GL_SGIX_resample #define GL_SGIX_resample 1 #endif #ifndef GL_SGIS_point_line_texgen #define GL_SGIS_point_line_texgen 1 #endif #ifndef GL_SGIS_texture_color_mask #define GL_SGIS_texture_color_mask 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTextureColorMaskSGIS (GLboolean, GLboolean, GLboolean, GLboolean); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); #endif #ifndef GL_SGIX_igloo_interface #define GL_SGIX_igloo_interface 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glIglooInterfaceSGIX (GLenum, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, const GLvoid *params); #endif #ifndef GL_EXT_texture_env_dot3 #define GL_EXT_texture_env_dot3 1 #endif #ifndef GL_ATI_texture_mirror_once #define GL_ATI_texture_mirror_once 1 #endif #ifndef GL_NV_fence #define GL_NV_fence 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDeleteFencesNV (GLsizei, const GLuint *); GLAPI void APIENTRY glGenFencesNV (GLsizei, GLuint *); GLAPI GLboolean APIENTRY glIsFenceNV (GLuint); GLAPI GLboolean APIENTRY glTestFenceNV (GLuint); GLAPI void APIENTRY glGetFenceivNV (GLuint, GLenum, GLint *); GLAPI void APIENTRY glFinishFenceNV (GLuint); GLAPI void APIENTRY glSetFenceNV (GLuint, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); typedef void (APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); typedef void (APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); #endif #ifndef GL_NV_evaluators #define GL_NV_evaluators 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glMapControlPointsNV (GLenum, GLuint, GLenum, GLsizei, GLsizei, GLint, GLint, GLboolean, const GLvoid *); GLAPI void APIENTRY glMapParameterivNV (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glMapParameterfvNV (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glGetMapControlPointsNV (GLenum, GLuint, GLenum, GLsizei, GLsizei, GLboolean, GLvoid *); GLAPI void APIENTRY glGetMapParameterivNV (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetMapParameterfvNV (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetMapAttribParameterivNV (GLenum, GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetMapAttribParameterfvNV (GLenum, GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glEvalMapsNV (GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const GLvoid *points); typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, GLvoid *points); typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); #endif #ifndef GL_NV_packed_depth_stencil #define GL_NV_packed_depth_stencil 1 #endif #ifndef GL_NV_register_combiners2 #define GL_NV_register_combiners2 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glCombinerStageParameterfvNV (GLenum, GLenum, const GLfloat *); GLAPI void APIENTRY glGetCombinerStageParameterfvNV (GLenum, GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params); typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params); #endif #ifndef GL_NV_texture_compression_vtc #define GL_NV_texture_compression_vtc 1 #endif #ifndef GL_NV_texture_rectangle #define GL_NV_texture_rectangle 1 #endif #ifndef GL_NV_texture_shader #define GL_NV_texture_shader 1 #endif #ifndef GL_NV_texture_shader2 #define GL_NV_texture_shader2 1 #endif #ifndef GL_NV_vertex_array_range2 #define GL_NV_vertex_array_range2 1 #endif #ifndef GL_NV_vertex_program #define GL_NV_vertex_program 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glAreProgramsResidentNV (GLsizei, const GLuint *, GLboolean *); GLAPI void APIENTRY glBindProgramNV (GLenum, GLuint); GLAPI void APIENTRY glDeleteProgramsNV (GLsizei, const GLuint *); GLAPI void APIENTRY glExecuteProgramNV (GLenum, GLuint, const GLfloat *); GLAPI void APIENTRY glGenProgramsNV (GLsizei, GLuint *); GLAPI void APIENTRY glGetProgramParameterdvNV (GLenum, GLuint, GLenum, GLdouble *); GLAPI void APIENTRY glGetProgramParameterfvNV (GLenum, GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetProgramivNV (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetProgramStringNV (GLuint, GLenum, GLubyte *); GLAPI void APIENTRY glGetTrackMatrixivNV (GLenum, GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetVertexAttribdvNV (GLuint, GLenum, GLdouble *); GLAPI void APIENTRY glGetVertexAttribfvNV (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetVertexAttribivNV (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetVertexAttribPointervNV (GLuint, GLenum, GLvoid* *); GLAPI GLboolean APIENTRY glIsProgramNV (GLuint); GLAPI void APIENTRY glLoadProgramNV (GLenum, GLuint, GLsizei, const GLubyte *); GLAPI void APIENTRY glProgramParameter4dNV (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glProgramParameter4dvNV (GLenum, GLuint, const GLdouble *); GLAPI void APIENTRY glProgramParameter4fNV (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glProgramParameter4fvNV (GLenum, GLuint, const GLfloat *); GLAPI void APIENTRY glProgramParameters4dvNV (GLenum, GLuint, GLuint, const GLdouble *); GLAPI void APIENTRY glProgramParameters4fvNV (GLenum, GLuint, GLuint, const GLfloat *); GLAPI void APIENTRY glRequestResidentProgramsNV (GLsizei, const GLuint *); GLAPI void APIENTRY glTrackMatrixNV (GLenum, GLuint, GLenum, GLenum); GLAPI void APIENTRY glVertexAttribPointerNV (GLuint, GLint, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glVertexAttrib1dNV (GLuint, GLdouble); GLAPI void APIENTRY glVertexAttrib1dvNV (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib1fNV (GLuint, GLfloat); GLAPI void APIENTRY glVertexAttrib1fvNV (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib1sNV (GLuint, GLshort); GLAPI void APIENTRY glVertexAttrib1svNV (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib2dNV (GLuint, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib2dvNV (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib2fNV (GLuint, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib2fvNV (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib2sNV (GLuint, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib2svNV (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib3dNV (GLuint, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib3dvNV (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib3fNV (GLuint, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib3fvNV (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib3sNV (GLuint, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib3svNV (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4dNV (GLuint, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexAttrib4dvNV (GLuint, const GLdouble *); GLAPI void APIENTRY glVertexAttrib4fNV (GLuint, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexAttrib4fvNV (GLuint, const GLfloat *); GLAPI void APIENTRY glVertexAttrib4sNV (GLuint, GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexAttrib4svNV (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttrib4ubNV (GLuint, GLubyte, GLubyte, GLubyte, GLubyte); GLAPI void APIENTRY glVertexAttrib4ubvNV (GLuint, const GLubyte *); GLAPI void APIENTRY glVertexAttribs1dvNV (GLuint, GLsizei, const GLdouble *); GLAPI void APIENTRY glVertexAttribs1fvNV (GLuint, GLsizei, const GLfloat *); GLAPI void APIENTRY glVertexAttribs1svNV (GLuint, GLsizei, const GLshort *); GLAPI void APIENTRY glVertexAttribs2dvNV (GLuint, GLsizei, const GLdouble *); GLAPI void APIENTRY glVertexAttribs2fvNV (GLuint, GLsizei, const GLfloat *); GLAPI void APIENTRY glVertexAttribs2svNV (GLuint, GLsizei, const GLshort *); GLAPI void APIENTRY glVertexAttribs3dvNV (GLuint, GLsizei, const GLdouble *); GLAPI void APIENTRY glVertexAttribs3fvNV (GLuint, GLsizei, const GLfloat *); GLAPI void APIENTRY glVertexAttribs3svNV (GLuint, GLsizei, const GLshort *); GLAPI void APIENTRY glVertexAttribs4dvNV (GLuint, GLsizei, const GLdouble *); GLAPI void APIENTRY glVertexAttribs4fvNV (GLuint, GLsizei, const GLfloat *); GLAPI void APIENTRY glVertexAttribs4svNV (GLuint, GLsizei, const GLshort *); GLAPI void APIENTRY glVertexAttribs4ubvNV (GLuint, GLsizei, const GLubyte *); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint *programs, GLboolean *residences); typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat *params); typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint *programs); typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte *program); typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, GLvoid* *pointer); typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLuint count, const GLdouble *v); typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLuint count, const GLfloat *v); typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei count, const GLubyte *v); #endif #ifndef GL_SGIX_texture_coordinate_clamp #define GL_SGIX_texture_coordinate_clamp 1 #endif #ifndef GL_SGIX_scalebias_hint #define GL_SGIX_scalebias_hint 1 #endif #ifndef GL_OML_interlace #define GL_OML_interlace 1 #endif #ifndef GL_OML_subsample #define GL_OML_subsample 1 #endif #ifndef GL_OML_resample #define GL_OML_resample 1 #endif #ifndef GL_NV_copy_depth_to_color #define GL_NV_copy_depth_to_color 1 #endif #ifndef GL_ATI_envmap_bumpmap #define GL_ATI_envmap_bumpmap 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexBumpParameterivATI (GLenum, const GLint *); GLAPI void APIENTRY glTexBumpParameterfvATI (GLenum, const GLfloat *); GLAPI void APIENTRY glGetTexBumpParameterivATI (GLenum, GLint *); GLAPI void APIENTRY glGetTexBumpParameterfvATI (GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, const GLint *param); typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, const GLfloat *param); typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); #endif #ifndef GL_ATI_fragment_shader #define GL_ATI_fragment_shader 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint APIENTRY glGenFragmentShadersATI (GLuint); GLAPI void APIENTRY glBindFragmentShaderATI (GLuint); GLAPI void APIENTRY glDeleteFragmentShaderATI (GLuint); GLAPI void APIENTRY glBeginFragmentShaderATI (void); GLAPI void APIENTRY glEndFragmentShaderATI (void); GLAPI void APIENTRY glPassTexCoordATI (GLuint, GLuint, GLenum); GLAPI void APIENTRY glSampleMapATI (GLuint, GLuint, GLenum); GLAPI void APIENTRY glColorFragmentOp1ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glColorFragmentOp2ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glColorFragmentOp3ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glAlphaFragmentOp1ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glAlphaFragmentOp2ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glAlphaFragmentOp3ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glSetFragmentShaderConstantATI (GLuint, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC) (void); typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC) (void); typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat *value); #endif #ifndef GL_ATI_pn_triangles #define GL_ATI_pn_triangles 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPNTrianglesiATI (GLenum, GLint); GLAPI void APIENTRY glPNTrianglesfATI (GLenum, GLfloat); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); #endif #ifndef GL_ATI_vertex_array_object #define GL_ATI_vertex_array_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLuint APIENTRY glNewObjectBufferATI (GLsizei, const GLvoid *, GLenum); GLAPI GLboolean APIENTRY glIsObjectBufferATI (GLuint); GLAPI void APIENTRY glUpdateObjectBufferATI (GLuint, GLuint, GLsizei, const GLvoid *, GLenum); GLAPI void APIENTRY glGetObjectBufferfvATI (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetObjectBufferivATI (GLuint, GLenum, GLint *); GLAPI void APIENTRY glFreeObjectBufferATI (GLuint); GLAPI void APIENTRY glArrayObjectATI (GLenum, GLint, GLenum, GLsizei, GLuint, GLuint); GLAPI void APIENTRY glGetArrayObjectfvATI (GLenum, GLenum, GLfloat *); GLAPI void APIENTRY glGetArrayObjectivATI (GLenum, GLenum, GLint *); GLAPI void APIENTRY glVariantArrayObjectATI (GLuint, GLenum, GLsizei, GLuint, GLuint); GLAPI void APIENTRY glGetVariantArrayObjectfvATI (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetVariantArrayObjectivATI (GLuint, GLenum, GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const GLvoid *pointer, GLenum usage); typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const GLvoid *pointer, GLenum preserve); typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint *params); #endif #ifndef GL_EXT_vertex_shader #define GL_EXT_vertex_shader 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginVertexShaderEXT (void); GLAPI void APIENTRY glEndVertexShaderEXT (void); GLAPI void APIENTRY glBindVertexShaderEXT (GLuint); GLAPI GLuint APIENTRY glGenVertexShadersEXT (GLuint); GLAPI void APIENTRY glDeleteVertexShaderEXT (GLuint); GLAPI void APIENTRY glShaderOp1EXT (GLenum, GLuint, GLuint); GLAPI void APIENTRY glShaderOp2EXT (GLenum, GLuint, GLuint, GLuint); GLAPI void APIENTRY glShaderOp3EXT (GLenum, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glSwizzleEXT (GLuint, GLuint, GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glWriteMaskEXT (GLuint, GLuint, GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glInsertComponentEXT (GLuint, GLuint, GLuint); GLAPI void APIENTRY glExtractComponentEXT (GLuint, GLuint, GLuint); GLAPI GLuint APIENTRY glGenSymbolsEXT (GLenum, GLenum, GLenum, GLuint); GLAPI void APIENTRY glSetInvariantEXT (GLuint, GLenum, const GLvoid *); GLAPI void APIENTRY glSetLocalConstantEXT (GLuint, GLenum, const GLvoid *); GLAPI void APIENTRY glVariantbvEXT (GLuint, const GLbyte *); GLAPI void APIENTRY glVariantsvEXT (GLuint, const GLshort *); GLAPI void APIENTRY glVariantivEXT (GLuint, const GLint *); GLAPI void APIENTRY glVariantfvEXT (GLuint, const GLfloat *); GLAPI void APIENTRY glVariantdvEXT (GLuint, const GLdouble *); GLAPI void APIENTRY glVariantubvEXT (GLuint, const GLubyte *); GLAPI void APIENTRY glVariantusvEXT (GLuint, const GLushort *); GLAPI void APIENTRY glVariantuivEXT (GLuint, const GLuint *); GLAPI void APIENTRY glVariantPointerEXT (GLuint, GLenum, GLuint, const GLvoid *); GLAPI void APIENTRY glEnableVariantClientStateEXT (GLuint); GLAPI void APIENTRY glDisableVariantClientStateEXT (GLuint); GLAPI GLuint APIENTRY glBindLightParameterEXT (GLenum, GLenum); GLAPI GLuint APIENTRY glBindMaterialParameterEXT (GLenum, GLenum); GLAPI GLuint APIENTRY glBindTexGenParameterEXT (GLenum, GLenum, GLenum); GLAPI GLuint APIENTRY glBindTextureUnitParameterEXT (GLenum, GLenum); GLAPI GLuint APIENTRY glBindParameterEXT (GLenum); GLAPI GLboolean APIENTRY glIsVariantEnabledEXT (GLuint, GLenum); GLAPI void APIENTRY glGetVariantBooleanvEXT (GLuint, GLenum, GLboolean *); GLAPI void APIENTRY glGetVariantIntegervEXT (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetVariantFloatvEXT (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetVariantPointervEXT (GLuint, GLenum, GLvoid* *); GLAPI void APIENTRY glGetInvariantBooleanvEXT (GLuint, GLenum, GLboolean *); GLAPI void APIENTRY glGetInvariantIntegervEXT (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetInvariantFloatvEXT (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetLocalConstantBooleanvEXT (GLuint, GLenum, GLboolean *); GLAPI void APIENTRY glGetLocalConstantIntegervEXT (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetLocalConstantFloatvEXT (GLuint, GLenum, GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC) (void); typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC) (void); typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC) (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, const GLvoid *addr); typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, const GLvoid *addr); typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC) (GLuint id, const GLbyte *addr); typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC) (GLuint id, const GLshort *addr); typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC) (GLuint id, const GLint *addr); typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC) (GLuint id, const GLfloat *addr); typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC) (GLuint id, const GLdouble *addr); typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC) (GLuint id, const GLubyte *addr); typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC) (GLuint id, const GLushort *addr); typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC) (GLuint id, const GLuint *addr); typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, const GLvoid *addr); typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC) (GLenum value); typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, GLvoid* *data); typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); #endif #ifndef GL_ATI_vertex_streams #define GL_ATI_vertex_streams 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexStream1sATI (GLenum, GLshort); GLAPI void APIENTRY glVertexStream1svATI (GLenum, const GLshort *); GLAPI void APIENTRY glVertexStream1iATI (GLenum, GLint); GLAPI void APIENTRY glVertexStream1ivATI (GLenum, const GLint *); GLAPI void APIENTRY glVertexStream1fATI (GLenum, GLfloat); GLAPI void APIENTRY glVertexStream1fvATI (GLenum, const GLfloat *); GLAPI void APIENTRY glVertexStream1dATI (GLenum, GLdouble); GLAPI void APIENTRY glVertexStream1dvATI (GLenum, const GLdouble *); GLAPI void APIENTRY glVertexStream2sATI (GLenum, GLshort, GLshort); GLAPI void APIENTRY glVertexStream2svATI (GLenum, const GLshort *); GLAPI void APIENTRY glVertexStream2iATI (GLenum, GLint, GLint); GLAPI void APIENTRY glVertexStream2ivATI (GLenum, const GLint *); GLAPI void APIENTRY glVertexStream2fATI (GLenum, GLfloat, GLfloat); GLAPI void APIENTRY glVertexStream2fvATI (GLenum, const GLfloat *); GLAPI void APIENTRY glVertexStream2dATI (GLenum, GLdouble, GLdouble); GLAPI void APIENTRY glVertexStream2dvATI (GLenum, const GLdouble *); GLAPI void APIENTRY glVertexStream3sATI (GLenum, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexStream3svATI (GLenum, const GLshort *); GLAPI void APIENTRY glVertexStream3iATI (GLenum, GLint, GLint, GLint); GLAPI void APIENTRY glVertexStream3ivATI (GLenum, const GLint *); GLAPI void APIENTRY glVertexStream3fATI (GLenum, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexStream3fvATI (GLenum, const GLfloat *); GLAPI void APIENTRY glVertexStream3dATI (GLenum, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexStream3dvATI (GLenum, const GLdouble *); GLAPI void APIENTRY glVertexStream4sATI (GLenum, GLshort, GLshort, GLshort, GLshort); GLAPI void APIENTRY glVertexStream4svATI (GLenum, const GLshort *); GLAPI void APIENTRY glVertexStream4iATI (GLenum, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glVertexStream4ivATI (GLenum, const GLint *); GLAPI void APIENTRY glVertexStream4fATI (GLenum, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glVertexStream4fvATI (GLenum, const GLfloat *); GLAPI void APIENTRY glVertexStream4dATI (GLenum, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glVertexStream4dvATI (GLenum, const GLdouble *); GLAPI void APIENTRY glNormalStream3bATI (GLenum, GLbyte, GLbyte, GLbyte); GLAPI void APIENTRY glNormalStream3bvATI (GLenum, const GLbyte *); GLAPI void APIENTRY glNormalStream3sATI (GLenum, GLshort, GLshort, GLshort); GLAPI void APIENTRY glNormalStream3svATI (GLenum, const GLshort *); GLAPI void APIENTRY glNormalStream3iATI (GLenum, GLint, GLint, GLint); GLAPI void APIENTRY glNormalStream3ivATI (GLenum, const GLint *); GLAPI void APIENTRY glNormalStream3fATI (GLenum, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glNormalStream3fvATI (GLenum, const GLfloat *); GLAPI void APIENTRY glNormalStream3dATI (GLenum, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glNormalStream3dvATI (GLenum, const GLdouble *); GLAPI void APIENTRY glClientActiveVertexStreamATI (GLenum); GLAPI void APIENTRY glVertexBlendEnviATI (GLenum, GLint); GLAPI void APIENTRY glVertexBlendEnvfATI (GLenum, GLfloat); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort nx, GLshort ny, GLshort nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint nx, GLint ny, GLint nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); #endif #ifndef GL_ATI_element_array #define GL_ATI_element_array 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glElementPointerATI (GLenum, const GLvoid *); GLAPI void APIENTRY glDrawElementArrayATI (GLenum, GLsizei); GLAPI void APIENTRY glDrawRangeElementArrayATI (GLenum, GLuint, GLuint, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC) (GLenum type, const GLvoid *pointer); typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); #endif #ifndef GL_SUN_mesh_array #define GL_SUN_mesh_array 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawMeshArraysSUN (GLenum, GLint, GLsizei, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC) (GLenum mode, GLint first, GLsizei count, GLsizei width); #endif #ifndef GL_SUN_slice_accum #define GL_SUN_slice_accum 1 #endif #ifndef GL_NV_multisample_filter_hint #define GL_NV_multisample_filter_hint 1 #endif #ifndef GL_NV_depth_clamp #define GL_NV_depth_clamp 1 #endif #ifndef GL_NV_occlusion_query #define GL_NV_occlusion_query 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenOcclusionQueriesNV (GLsizei, GLuint *); GLAPI void APIENTRY glDeleteOcclusionQueriesNV (GLsizei, const GLuint *); GLAPI GLboolean APIENTRY glIsOcclusionQueryNV (GLuint); GLAPI void APIENTRY glBeginOcclusionQueryNV (GLuint); GLAPI void APIENTRY glEndOcclusionQueryNV (void); GLAPI void APIENTRY glGetOcclusionQueryivNV (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetOcclusionQueryuivNV (GLuint, GLenum, GLuint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids); typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids); typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC) (void); typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params); #endif #ifndef GL_NV_point_sprite #define GL_NV_point_sprite 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPointParameteriNV (GLenum, GLint); GLAPI void APIENTRY glPointParameterivNV (GLenum, const GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint *params); #endif #ifndef GL_NV_texture_shader3 #define GL_NV_texture_shader3 1 #endif #ifndef GL_NV_vertex_program1_1 #define GL_NV_vertex_program1_1 1 #endif #ifndef GL_EXT_shadow_funcs #define GL_EXT_shadow_funcs 1 #endif #ifndef GL_EXT_stencil_two_side #define GL_EXT_stencil_two_side 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glActiveStencilFaceEXT (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); #endif #ifndef GL_ATI_text_fragment_shader #define GL_ATI_text_fragment_shader 1 #endif #ifndef GL_APPLE_client_storage #define GL_APPLE_client_storage 1 #endif #ifndef GL_APPLE_element_array #define GL_APPLE_element_array 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glElementPointerAPPLE (GLenum, const GLvoid *); GLAPI void APIENTRY glDrawElementArrayAPPLE (GLenum, GLint, GLsizei); GLAPI void APIENTRY glDrawRangeElementArrayAPPLE (GLenum, GLuint, GLuint, GLint, GLsizei); GLAPI void APIENTRY glMultiDrawElementArrayAPPLE (GLenum, const GLint *, const GLsizei *, GLsizei); GLAPI void APIENTRY glMultiDrawRangeElementArrayAPPLE (GLenum, GLuint, GLuint, const GLint *, const GLsizei *, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const GLvoid *pointer); typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); #endif #ifndef GL_APPLE_fence #define GL_APPLE_fence 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGenFencesAPPLE (GLsizei, GLuint *); GLAPI void APIENTRY glDeleteFencesAPPLE (GLsizei, const GLuint *); GLAPI void APIENTRY glSetFenceAPPLE (GLuint); GLAPI GLboolean APIENTRY glIsFenceAPPLE (GLuint); GLAPI GLboolean APIENTRY glTestFenceAPPLE (GLuint); GLAPI void APIENTRY glFinishFenceAPPLE (GLuint); GLAPI GLboolean APIENTRY glTestObjectAPPLE (GLenum, GLuint); GLAPI void APIENTRY glFinishObjectAPPLE (GLenum, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint *fences); typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint *fences); typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC) (GLuint fence); typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); #endif #ifndef GL_APPLE_vertex_array_object #define GL_APPLE_vertex_array_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBindVertexArrayAPPLE (GLuint); GLAPI void APIENTRY glDeleteVertexArraysAPPLE (GLsizei, const GLuint *); GLAPI void APIENTRY glGenVertexArraysAPPLE (GLsizei, GLuint *); GLAPI GLboolean APIENTRY glIsVertexArrayAPPLE (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays); typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, GLuint *arrays); typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); #endif #ifndef GL_APPLE_vertex_array_range #define GL_APPLE_vertex_array_range 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexArrayRangeAPPLE (GLsizei, GLvoid *); GLAPI void APIENTRY glFlushVertexArrayRangeAPPLE (GLsizei, GLvoid *); GLAPI void APIENTRY glVertexArrayParameteriAPPLE (GLenum, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, GLvoid *pointer); typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, GLvoid *pointer); typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); #endif #ifndef GL_APPLE_ycbcr_422 #define GL_APPLE_ycbcr_422 1 #endif #ifndef GL_S3_s3tc #define GL_S3_s3tc 1 #endif #ifndef GL_ATI_draw_buffers #define GL_ATI_draw_buffers 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawBuffersATI (GLsizei, const GLenum *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum *bufs); #endif #ifndef GL_ATI_pixel_format_float #define GL_ATI_pixel_format_float 1 /* This is really a WGL extension, but defines some associated GL enums. * ATI does not export "GL_ATI_pixel_format_float" in the GL_EXTENSIONS string. */ #endif #ifndef GL_ATI_texture_env_combine3 #define GL_ATI_texture_env_combine3 1 #endif #ifndef GL_ATI_texture_float #define GL_ATI_texture_float 1 #endif #ifndef GL_NV_float_buffer #define GL_NV_float_buffer 1 #endif #ifndef GL_NV_fragment_program #define GL_NV_fragment_program 1 /* Some NV_fragment_program entry points are shared with ARB_vertex_program. */ #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramNamedParameter4fNV (GLuint, GLsizei, const GLubyte *, GLfloat, GLfloat, GLfloat, GLfloat); GLAPI void APIENTRY glProgramNamedParameter4dNV (GLuint, GLsizei, const GLubyte *, GLdouble, GLdouble, GLdouble, GLdouble); GLAPI void APIENTRY glProgramNamedParameter4fvNV (GLuint, GLsizei, const GLubyte *, const GLfloat *); GLAPI void APIENTRY glProgramNamedParameter4dvNV (GLuint, GLsizei, const GLubyte *, const GLdouble *); GLAPI void APIENTRY glGetProgramNamedParameterfvNV (GLuint, GLsizei, const GLubyte *, GLfloat *); GLAPI void APIENTRY glGetProgramNamedParameterdvNV (GLuint, GLsizei, const GLubyte *, GLdouble *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); #endif #ifndef GL_NV_half_float #define GL_NV_half_float 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertex2hNV (GLhalfNV, GLhalfNV); GLAPI void APIENTRY glVertex2hvNV (const GLhalfNV *); GLAPI void APIENTRY glVertex3hNV (GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glVertex3hvNV (const GLhalfNV *); GLAPI void APIENTRY glVertex4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glVertex4hvNV (const GLhalfNV *); GLAPI void APIENTRY glNormal3hNV (GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glNormal3hvNV (const GLhalfNV *); GLAPI void APIENTRY glColor3hNV (GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glColor3hvNV (const GLhalfNV *); GLAPI void APIENTRY glColor4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glColor4hvNV (const GLhalfNV *); GLAPI void APIENTRY glTexCoord1hNV (GLhalfNV); GLAPI void APIENTRY glTexCoord1hvNV (const GLhalfNV *); GLAPI void APIENTRY glTexCoord2hNV (GLhalfNV, GLhalfNV); GLAPI void APIENTRY glTexCoord2hvNV (const GLhalfNV *); GLAPI void APIENTRY glTexCoord3hNV (GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glTexCoord3hvNV (const GLhalfNV *); GLAPI void APIENTRY glTexCoord4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glTexCoord4hvNV (const GLhalfNV *); GLAPI void APIENTRY glMultiTexCoord1hNV (GLenum, GLhalfNV); GLAPI void APIENTRY glMultiTexCoord1hvNV (GLenum, const GLhalfNV *); GLAPI void APIENTRY glMultiTexCoord2hNV (GLenum, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glMultiTexCoord2hvNV (GLenum, const GLhalfNV *); GLAPI void APIENTRY glMultiTexCoord3hNV (GLenum, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glMultiTexCoord3hvNV (GLenum, const GLhalfNV *); GLAPI void APIENTRY glMultiTexCoord4hNV (GLenum, GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glMultiTexCoord4hvNV (GLenum, const GLhalfNV *); GLAPI void APIENTRY glFogCoordhNV (GLhalfNV); GLAPI void APIENTRY glFogCoordhvNV (const GLhalfNV *); GLAPI void APIENTRY glSecondaryColor3hNV (GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glSecondaryColor3hvNV (const GLhalfNV *); GLAPI void APIENTRY glVertexWeighthNV (GLhalfNV); GLAPI void APIENTRY glVertexWeighthvNV (const GLhalfNV *); GLAPI void APIENTRY glVertexAttrib1hNV (GLuint, GLhalfNV); GLAPI void APIENTRY glVertexAttrib1hvNV (GLuint, const GLhalfNV *); GLAPI void APIENTRY glVertexAttrib2hNV (GLuint, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glVertexAttrib2hvNV (GLuint, const GLhalfNV *); GLAPI void APIENTRY glVertexAttrib3hNV (GLuint, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glVertexAttrib3hvNV (GLuint, const GLhalfNV *); GLAPI void APIENTRY glVertexAttrib4hNV (GLuint, GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV); GLAPI void APIENTRY glVertexAttrib4hvNV (GLuint, const GLhalfNV *); GLAPI void APIENTRY glVertexAttribs1hvNV (GLuint, GLsizei, const GLhalfNV *); GLAPI void APIENTRY glVertexAttribs2hvNV (GLuint, GLsizei, const GLhalfNV *); GLAPI void APIENTRY glVertexAttribs3hvNV (GLuint, GLsizei, const GLhalfNV *); GLAPI void APIENTRY glVertexAttribs4hvNV (GLuint, GLsizei, const GLhalfNV *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y); typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z); typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC) (GLhalfNV s); typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t); typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r); typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s); typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t); typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v); typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC) (GLhalfNV fog); typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC) (const GLhalfNV *fog); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC) (GLhalfNV weight); typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight); typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x); typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y); typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); #endif #ifndef GL_NV_pixel_data_range #define GL_NV_pixel_data_range 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPixelDataRangeNV (GLenum, GLsizei, GLvoid *); GLAPI void APIENTRY glFlushPixelDataRangeNV (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, GLvoid *pointer); typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); #endif #ifndef GL_NV_primitive_restart #define GL_NV_primitive_restart 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glPrimitiveRestartNV (void); GLAPI void APIENTRY glPrimitiveRestartIndexNV (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC) (void); typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); #endif #ifndef GL_NV_texture_expand_normal #define GL_NV_texture_expand_normal 1 #endif #ifndef GL_NV_vertex_program2 #define GL_NV_vertex_program2 1 #endif #ifndef GL_ATI_map_object_buffer #define GL_ATI_map_object_buffer 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLvoid* APIENTRY glMapObjectBufferATI (GLuint); GLAPI void APIENTRY glUnmapObjectBufferATI (GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLvoid* (APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); #endif #ifndef GL_ATI_separate_stencil #define GL_ATI_separate_stencil 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStencilOpSeparateATI (GLenum, GLenum, GLenum, GLenum); GLAPI void APIENTRY glStencilFuncSeparateATI (GLenum, GLenum, GLint, GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); #endif #ifndef GL_ATI_vertex_attrib_array_object #define GL_ATI_vertex_attrib_array_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribArrayObjectATI (GLuint, GLint, GLenum, GLboolean, GLsizei, GLuint, GLuint); GLAPI void APIENTRY glGetVertexAttribArrayObjectfvATI (GLuint, GLenum, GLfloat *); GLAPI void APIENTRY glGetVertexAttribArrayObjectivATI (GLuint, GLenum, GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint *params); #endif #ifndef GL_OES_read_format #define GL_OES_read_format 1 #endif #ifndef GL_EXT_depth_bounds_test #define GL_EXT_depth_bounds_test 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDepthBoundsEXT (GLclampd, GLclampd); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); #endif #ifndef GL_EXT_texture_mirror_clamp #define GL_EXT_texture_mirror_clamp 1 #endif #ifndef GL_EXT_blend_equation_separate #define GL_EXT_blend_equation_separate 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlendEquationSeparateEXT (GLenum, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); #endif #ifndef GL_MESA_pack_invert #define GL_MESA_pack_invert 1 #endif #ifndef GL_MESA_ycbcr_texture #define GL_MESA_ycbcr_texture 1 #endif #ifndef GL_EXT_pixel_buffer_object #define GL_EXT_pixel_buffer_object 1 #endif #ifndef GL_NV_fragment_program_option #define GL_NV_fragment_program_option 1 #endif #ifndef GL_NV_fragment_program2 #define GL_NV_fragment_program2 1 #endif #ifndef GL_NV_vertex_program2_option #define GL_NV_vertex_program2_option 1 #endif #ifndef GL_NV_vertex_program3 #define GL_NV_vertex_program3 1 #endif #ifndef GL_EXT_framebuffer_object #define GL_EXT_framebuffer_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI GLboolean APIENTRY glIsRenderbufferEXT (GLuint); GLAPI void APIENTRY glBindRenderbufferEXT (GLenum, GLuint); GLAPI void APIENTRY glDeleteRenderbuffersEXT (GLsizei, const GLuint *); GLAPI void APIENTRY glGenRenderbuffersEXT (GLsizei, GLuint *); GLAPI void APIENTRY glRenderbufferStorageEXT (GLenum, GLenum, GLsizei, GLsizei); GLAPI void APIENTRY glGetRenderbufferParameterivEXT (GLenum, GLenum, GLint *); GLAPI GLboolean APIENTRY glIsFramebufferEXT (GLuint); GLAPI void APIENTRY glBindFramebufferEXT (GLenum, GLuint); GLAPI void APIENTRY glDeleteFramebuffersEXT (GLsizei, const GLuint *); GLAPI void APIENTRY glGenFramebuffersEXT (GLsizei, GLuint *); GLAPI GLenum APIENTRY glCheckFramebufferStatusEXT (GLenum); GLAPI void APIENTRY glFramebufferTexture1DEXT (GLenum, GLenum, GLenum, GLuint, GLint); GLAPI void APIENTRY glFramebufferTexture2DEXT (GLenum, GLenum, GLenum, GLuint, GLint); GLAPI void APIENTRY glFramebufferTexture3DEXT (GLenum, GLenum, GLenum, GLuint, GLint, GLint); GLAPI void APIENTRY glFramebufferRenderbufferEXT (GLenum, GLenum, GLenum, GLuint); GLAPI void APIENTRY glGetFramebufferAttachmentParameterivEXT (GLenum, GLenum, GLenum, GLint *); GLAPI void APIENTRY glGenerateMipmapEXT (GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers); typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint *renderbuffers); typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint *framebuffers); typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint *framebuffers); typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); #endif #ifndef GL_GREMEDY_string_marker #define GL_GREMEDY_string_marker 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStringMarkerGREMEDY (GLsizei, const GLvoid *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const GLvoid *string); #endif #ifndef GL_EXT_packed_depth_stencil #define GL_EXT_packed_depth_stencil 1 #endif #ifndef GL_EXT_stencil_clear_tag #define GL_EXT_stencil_clear_tag 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glStencilClearTagEXT (GLsizei, GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLSTENCILCLEARTAGEXTPROC) (GLsizei stencilTagBits, GLuint stencilClearTag); #endif #ifndef GL_EXT_texture_sRGB #define GL_EXT_texture_sRGB 1 #endif #ifndef GL_EXT_framebuffer_blit #define GL_EXT_framebuffer_blit 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBlitFramebufferEXT (GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); #endif #ifndef GL_EXT_framebuffer_multisample #define GL_EXT_framebuffer_multisample 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRenderbufferStorageMultisampleEXT (GLenum, GLsizei, GLenum, GLsizei, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); #endif #ifndef GL_MESAX_texture_stack #define GL_MESAX_texture_stack 1 #endif #ifndef GL_EXT_timer_query #define GL_EXT_timer_query 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetQueryObjecti64vEXT (GLuint, GLenum, GLint64EXT *); GLAPI void APIENTRY glGetQueryObjectui64vEXT (GLuint, GLenum, GLuint64EXT *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64EXT *params); typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64EXT *params); #endif #ifndef GL_EXT_gpu_program_parameters #define GL_EXT_gpu_program_parameters 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramEnvParameters4fvEXT (GLenum, GLuint, GLsizei, const GLfloat *); GLAPI void APIENTRY glProgramLocalParameters4fvEXT (GLenum, GLuint, GLsizei, const GLfloat *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); #endif #ifndef GL_APPLE_flush_buffer_range #define GL_APPLE_flush_buffer_range 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBufferParameteriAPPLE (GLenum, GLenum, GLint); GLAPI void APIENTRY glFlushMappedBufferRangeAPPLE (GLenum, GLintptr, GLsizeiptr); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); #endif #ifndef GL_NV_gpu_program4 #define GL_NV_gpu_program4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramLocalParameterI4iNV (GLenum, GLuint, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glProgramLocalParameterI4ivNV (GLenum, GLuint, const GLint *); GLAPI void APIENTRY glProgramLocalParametersI4ivNV (GLenum, GLuint, GLsizei, const GLint *); GLAPI void APIENTRY glProgramLocalParameterI4uiNV (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glProgramLocalParameterI4uivNV (GLenum, GLuint, const GLuint *); GLAPI void APIENTRY glProgramLocalParametersI4uivNV (GLenum, GLuint, GLsizei, const GLuint *); GLAPI void APIENTRY glProgramEnvParameterI4iNV (GLenum, GLuint, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glProgramEnvParameterI4ivNV (GLenum, GLuint, const GLint *); GLAPI void APIENTRY glProgramEnvParametersI4ivNV (GLenum, GLuint, GLsizei, const GLint *); GLAPI void APIENTRY glProgramEnvParameterI4uiNV (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glProgramEnvParameterI4uivNV (GLenum, GLuint, const GLuint *); GLAPI void APIENTRY glProgramEnvParametersI4uivNV (GLenum, GLuint, GLsizei, const GLuint *); GLAPI void APIENTRY glGetProgramLocalParameterIivNV (GLenum, GLuint, GLint *); GLAPI void APIENTRY glGetProgramLocalParameterIuivNV (GLenum, GLuint, GLuint *); GLAPI void APIENTRY glGetProgramEnvParameterIivNV (GLenum, GLuint, GLint *); GLAPI void APIENTRY glGetProgramEnvParameterIuivNV (GLenum, GLuint, GLuint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); #endif #ifndef GL_NV_geometry_program4 #define GL_NV_geometry_program4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramVertexLimitNV (GLenum, GLint); GLAPI void APIENTRY glFramebufferTextureEXT (GLenum, GLenum, GLuint, GLint); GLAPI void APIENTRY glFramebufferTextureLayerEXT (GLenum, GLenum, GLuint, GLint, GLint); GLAPI void APIENTRY glFramebufferTextureFaceEXT (GLenum, GLenum, GLuint, GLint, GLenum); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); #endif #ifndef GL_EXT_geometry_shader4 #define GL_EXT_geometry_shader4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramParameteriEXT (GLuint, GLenum, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); #endif #ifndef GL_NV_vertex_program4 #define GL_NV_vertex_program4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glVertexAttribI1iEXT (GLuint, GLint); GLAPI void APIENTRY glVertexAttribI2iEXT (GLuint, GLint, GLint); GLAPI void APIENTRY glVertexAttribI3iEXT (GLuint, GLint, GLint, GLint); GLAPI void APIENTRY glVertexAttribI4iEXT (GLuint, GLint, GLint, GLint, GLint); GLAPI void APIENTRY glVertexAttribI1uiEXT (GLuint, GLuint); GLAPI void APIENTRY glVertexAttribI2uiEXT (GLuint, GLuint, GLuint); GLAPI void APIENTRY glVertexAttribI3uiEXT (GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glVertexAttribI4uiEXT (GLuint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glVertexAttribI1ivEXT (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttribI2ivEXT (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttribI3ivEXT (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttribI4ivEXT (GLuint, const GLint *); GLAPI void APIENTRY glVertexAttribI1uivEXT (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttribI2uivEXT (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttribI3uivEXT (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttribI4uivEXT (GLuint, const GLuint *); GLAPI void APIENTRY glVertexAttribI4bvEXT (GLuint, const GLbyte *); GLAPI void APIENTRY glVertexAttribI4svEXT (GLuint, const GLshort *); GLAPI void APIENTRY glVertexAttribI4ubvEXT (GLuint, const GLubyte *); GLAPI void APIENTRY glVertexAttribI4usvEXT (GLuint, const GLushort *); GLAPI void APIENTRY glVertexAttribIPointerEXT (GLuint, GLint, GLenum, GLsizei, const GLvoid *); GLAPI void APIENTRY glGetVertexAttribIivEXT (GLuint, GLenum, GLint *); GLAPI void APIENTRY glGetVertexAttribIuivEXT (GLuint, GLenum, GLuint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); #endif #ifndef GL_EXT_gpu_shader4 #define GL_EXT_gpu_shader4 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glGetUniformuivEXT (GLuint, GLint, GLuint *); GLAPI void APIENTRY glBindFragDataLocationEXT (GLuint, GLuint, const GLchar *); GLAPI GLint APIENTRY glGetFragDataLocationEXT (GLuint, const GLchar *); GLAPI void APIENTRY glUniform1uiEXT (GLint, GLuint); GLAPI void APIENTRY glUniform2uiEXT (GLint, GLuint, GLuint); GLAPI void APIENTRY glUniform3uiEXT (GLint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glUniform4uiEXT (GLint, GLuint, GLuint, GLuint, GLuint); GLAPI void APIENTRY glUniform1uivEXT (GLint, GLsizei, const GLuint *); GLAPI void APIENTRY glUniform2uivEXT (GLint, GLsizei, const GLuint *); GLAPI void APIENTRY glUniform3uivEXT (GLint, GLsizei, const GLuint *); GLAPI void APIENTRY glUniform4uivEXT (GLint, GLsizei, const GLuint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); typedef void (APIENTRYP PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); typedef void (APIENTRYP PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); typedef void (APIENTRYP PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); typedef void (APIENTRYP PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); typedef void (APIENTRYP PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); #endif #ifndef GL_EXT_draw_instanced #define GL_EXT_draw_instanced 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawArraysInstancedEXT (GLenum, GLint, GLsizei, GLsizei); GLAPI void APIENTRY glDrawElementsInstancedEXT (GLenum, GLsizei, GLenum, const GLvoid *, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount); #endif #ifndef GL_EXT_packed_float #define GL_EXT_packed_float 1 #endif #ifndef GL_EXT_texture_array #define GL_EXT_texture_array 1 #endif #ifndef GL_EXT_texture_buffer_object #define GL_EXT_texture_buffer_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexBufferEXT (GLenum, GLenum, GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); #endif #ifndef GL_EXT_texture_compression_latc #define GL_EXT_texture_compression_latc 1 #endif #ifndef GL_EXT_texture_compression_rgtc #define GL_EXT_texture_compression_rgtc 1 #endif #ifndef GL_EXT_texture_shared_exponent #define GL_EXT_texture_shared_exponent 1 #endif #ifndef GL_NV_depth_buffer_float #define GL_NV_depth_buffer_float 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDepthRangedNV (GLdouble, GLdouble); GLAPI void APIENTRY glClearDepthdNV (GLdouble); GLAPI void APIENTRY glDepthBoundsdNV (GLdouble, GLdouble); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); typedef void (APIENTRYP PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); typedef void (APIENTRYP PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); #endif #ifndef GL_NV_fragment_program4 #define GL_NV_fragment_program4 1 #endif #ifndef GL_NV_framebuffer_multisample_coverage #define GL_NV_framebuffer_multisample_coverage 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glRenderbufferStorageMultisampleCoverageNV (GLenum, GLsizei, GLsizei, GLenum, GLsizei, GLsizei); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); #endif #ifndef GL_EXT_framebuffer_sRGB #define GL_EXT_framebuffer_sRGB 1 #endif #ifndef GL_NV_geometry_shader4 #define GL_NV_geometry_shader4 1 #endif #ifndef GL_NV_parameter_buffer_object #define GL_NV_parameter_buffer_object 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glProgramBufferParametersfvNV (GLenum, GLuint, GLuint, GLsizei, const GLfloat *); GLAPI void APIENTRY glProgramBufferParametersIivNV (GLenum, GLuint, GLuint, GLsizei, const GLint *); GLAPI void APIENTRY glProgramBufferParametersIuivNV (GLenum, GLuint, GLuint, GLsizei, const GLuint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLfloat *params); typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLint *params); typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint buffer, GLuint index, GLsizei count, const GLuint *params); #endif #ifndef GL_EXT_draw_buffers2 #define GL_EXT_draw_buffers2 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glColorMaskIndexedEXT (GLuint, GLboolean, GLboolean, GLboolean, GLboolean); GLAPI void APIENTRY glGetBooleanIndexedvEXT (GLenum, GLuint, GLboolean *); GLAPI void APIENTRY glGetIntegerIndexedvEXT (GLenum, GLuint, GLint *); GLAPI void APIENTRY glEnableIndexedEXT (GLenum, GLuint); GLAPI void APIENTRY glDisableIndexedEXT (GLenum, GLuint); GLAPI GLboolean APIENTRY glIsEnabledIndexedEXT (GLenum, GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); typedef void (APIENTRYP PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum target, GLuint index, GLboolean *data); typedef void (APIENTRYP PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum target, GLuint index, GLint *data); typedef void (APIENTRYP PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); typedef void (APIENTRYP PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); typedef GLboolean (APIENTRYP PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); #endif #ifndef GL_NV_transform_feedback #define GL_NV_transform_feedback 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glBeginTransformFeedbackNV (GLenum); GLAPI void APIENTRY glEndTransformFeedbackNV (void); GLAPI void APIENTRY glTransformFeedbackAttribsNV (GLuint, const GLint *, GLenum); GLAPI void APIENTRY glBindBufferRangeNV (GLenum, GLuint, GLuint, GLintptr, GLsizeiptr); GLAPI void APIENTRY glBindBufferOffsetNV (GLenum, GLuint, GLuint, GLintptr); GLAPI void APIENTRY glBindBufferBaseNV (GLenum, GLuint, GLuint); GLAPI void APIENTRY glTransformFeedbackVaryingsNV (GLuint, GLsizei, const GLint *, GLenum); GLAPI void APIENTRY glActiveVaryingNV (GLuint, const GLchar *); GLAPI GLint APIENTRY glGetVaryingLocationNV (GLuint, const GLchar *); GLAPI void APIENTRY glGetActiveVaryingNV (GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *); GLAPI void APIENTRY glGetTransformFeedbackVaryingNV (GLuint, GLuint, GLint *); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLuint count, const GLint *attribs, GLenum bufferMode); typedef void (APIENTRYP PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); typedef void (APIENTRYP PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); typedef void (APIENTRYP PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); typedef GLint (APIENTRYP PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); #endif #ifndef GL_EXT_bindable_uniform #define GL_EXT_bindable_uniform 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glUniformBufferEXT (GLuint, GLint, GLuint); GLAPI GLint APIENTRY glGetUniformBufferSizeEXT (GLuint, GLint); GLAPI GLintptr APIENTRY glGetUniformOffsetEXT (GLuint, GLint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); typedef GLint (APIENTRYP PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); typedef GLintptr (APIENTRYP PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); #endif #ifndef GL_EXT_texture_integer #define GL_EXT_texture_integer 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glTexParameterIivEXT (GLenum, GLenum, const GLint *); GLAPI void APIENTRY glTexParameterIuivEXT (GLenum, GLenum, const GLuint *); GLAPI void APIENTRY glGetTexParameterIivEXT (GLenum, GLenum, GLint *); GLAPI void APIENTRY glGetTexParameterIuivEXT (GLenum, GLenum, GLuint *); GLAPI void APIENTRY glClearColorIiEXT (GLint, GLint, GLint, GLint); GLAPI void APIENTRY glClearColorIuiEXT (GLuint, GLuint, GLuint, GLuint); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); typedef void (APIENTRYP PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); typedef void (APIENTRYP PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); #endif #ifndef GL_GREMEDY_frame_terminator #define GL_GREMEDY_frame_terminator 1 #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glFrameTerminatorGREMEDY (void); #endif /* GL_GLEXT_PROTOTYPES */ typedef void (APIENTRYP PFNGLFRAMETERMINATORGREMEDYPROC) (void); #endif #ifdef __cplusplus } #endif #endif /* GL_GLEXT_LEGACY */ #endif /* NO_SDL_GLEXT */ ================================================ FILE: deps/include/SDL/SDL_platform.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_platform.h * Try to get a standard set of platform defines */ #ifndef _SDL_platform_h #define _SDL_platform_h #if defined(_AIX) #undef __AIX__ #define __AIX__ 1 #endif #if defined(__BEOS__) #undef __BEOS__ #define __BEOS__ 1 #endif #if defined(__HAIKU__) #undef __HAIKU__ #define __HAIKU__ 1 #endif #if defined(bsdi) || defined(__bsdi) || defined(__bsdi__) #undef __BSDI__ #define __BSDI__ 1 #endif #if defined(_arch_dreamcast) #undef __DREAMCAST__ #define __DREAMCAST__ 1 #endif #if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__) #undef __FREEBSD__ #define __FREEBSD__ 1 #endif #if defined(__HAIKU__) #undef __HAIKU__ #define __HAIKU__ 1 #endif #if defined(hpux) || defined(__hpux) || defined(__hpux__) #undef __HPUX__ #define __HPUX__ 1 #endif #if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE) #undef __IRIX__ #define __IRIX__ 1 #endif #if defined(linux) || defined(__linux) || defined(__linux__) #undef __LINUX__ #define __LINUX__ 1 #endif #if defined(__APPLE__) #undef __MACOSX__ #define __MACOSX__ 1 #elif defined(macintosh) #undef __MACOS__ #define __MACOS__ 1 #endif #if defined(__NetBSD__) #undef __NETBSD__ #define __NETBSD__ 1 #endif #if defined(__OpenBSD__) #undef __OPENBSD__ #define __OPENBSD__ 1 #endif #if defined(__OS2__) || defined(__EMX__) #undef __OS2__ #define __OS2__ 1 #endif #if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE) #undef __OSF__ #define __OSF__ 1 #endif #if defined(__QNXNTO__) #undef __QNXNTO__ #define __QNXNTO__ 1 #endif #if defined(riscos) || defined(__riscos) || defined(__riscos__) #undef __RISCOS__ #define __RISCOS__ 1 #endif #if defined(__SVR4) #undef __SOLARIS__ #define __SOLARIS__ 1 #endif #if defined(WIN32) || defined(_WIN32) #undef __WIN32__ #define __WIN32__ 1 #endif #endif /* _SDL_platform_h */ ================================================ FILE: deps/include/SDL/SDL_quit.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_quit.h * Include file for SDL quit event handling */ #ifndef _SDL_quit_h #define _SDL_quit_h #include "SDL_stdinc.h" #include "SDL_error.h" /** @file SDL_quit.h * An SDL_QUITEVENT is generated when the user tries to close the application * window. If it is ignored or filtered out, the window will remain open. * If it is not ignored or filtered, it is queued normally and the window * is allowed to close. When the window is closed, screen updates will * complete, but have no effect. * * SDL_Init() installs signal handlers for SIGINT (keyboard interrupt) * and SIGTERM (system termination request), if handlers do not already * exist, that generate SDL_QUITEVENT events as well. There is no way * to determine the cause of an SDL_QUITEVENT, but setting a signal * handler in your application will override the default generation of * quit events for that signal. */ /** @file SDL_quit.h * There are no functions directly affecting the quit event */ #define SDL_QuitRequested() \ (SDL_PumpEvents(), SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUITMASK)) #endif /* _SDL_quit_h */ ================================================ FILE: deps/include/SDL/SDL_rotozoom.h ================================================ /* SDL_rotozoom.c: rotozoomer, zoomer and shrinker for 32bit or 8bit surfaces Copyright (C) 2001-2012 Andreas Schiffler This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Andreas Schiffler -- aschiffler at ferzkopp dot net */ #ifndef _SDL_rotozoom_h #define _SDL_rotozoom_h #include /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #ifndef M_PI #define M_PI 3.141592654 #endif #include /* ---- Defines */ /*! \brief Disable anti-aliasing (no smoothing). */ #define SMOOTHING_OFF 0 /*! \brief Enable anti-aliasing (smoothing). */ #define SMOOTHING_ON 1 /* ---- Function Prototypes */ #ifdef _MSC_VER # if defined(DLL_EXPORT) && !defined(LIBSDL_GFX_DLL_IMPORT) # define SDL_ROTOZOOM_SCOPE __declspec(dllexport) # else # ifdef LIBSDL_GFX_DLL_IMPORT # define SDL_ROTOZOOM_SCOPE __declspec(dllimport) # endif # endif #endif #ifndef SDL_ROTOZOOM_SCOPE # define SDL_ROTOZOOM_SCOPE extern #endif /* Rotozoom functions */ SDL_ROTOZOOM_SCOPE SDL_Surface *rotozoomSurface(SDL_Surface * src, double angle, double zoom, int smooth); SDL_ROTOZOOM_SCOPE SDL_Surface *rotozoomSurfaceXY (SDL_Surface * src, double angle, double zoomx, double zoomy, int smooth); SDL_ROTOZOOM_SCOPE void rotozoomSurfaceSize(int width, int height, double angle, double zoom, int *dstwidth, int *dstheight); SDL_ROTOZOOM_SCOPE void rotozoomSurfaceSizeXY (int width, int height, double angle, double zoomx, double zoomy, int *dstwidth, int *dstheight); /* Zooming functions */ SDL_ROTOZOOM_SCOPE SDL_Surface *zoomSurface(SDL_Surface * src, double zoomx, double zoomy, int smooth); SDL_ROTOZOOM_SCOPE void zoomSurfaceSize(int width, int height, double zoomx, double zoomy, int *dstwidth, int *dstheight); /* Shrinking functions */ SDL_ROTOZOOM_SCOPE SDL_Surface *shrinkSurface(SDL_Surface * src, int factorx, int factory); /* Specialized rotation functions */ SDL_ROTOZOOM_SCOPE SDL_Surface* rotateSurface90Degrees(SDL_Surface* src, int numClockwiseTurns); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #endif /* _SDL_rotozoom_h */ ================================================ FILE: deps/include/SDL/SDL_rwops.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_rwops.h * This file provides a general interface for SDL to read and write * data sources. It can easily be extended to files, memory, etc. */ #ifndef _SDL_rwops_h #define _SDL_rwops_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** This is the read/write operation structure -- very basic */ typedef struct SDL_RWops { /** Seek to 'offset' relative to whence, one of stdio's whence values: * SEEK_SET, SEEK_CUR, SEEK_END * Returns the final offset in the data source. */ int (SDLCALL *seek)(struct SDL_RWops *context, int offset, int whence); /** Read up to 'maxnum' objects each of size 'size' from the data * source to the area pointed at by 'ptr'. * Returns the number of objects read, or -1 if the read failed. */ int (SDLCALL *read)(struct SDL_RWops *context, void *ptr, int size, int maxnum); /** Write exactly 'num' objects each of size 'objsize' from the area * pointed at by 'ptr' to data source. * Returns 'num', or -1 if the write failed. */ int (SDLCALL *write)(struct SDL_RWops *context, const void *ptr, int size, int num); /** Close and free an allocated SDL_FSops structure */ int (SDLCALL *close)(struct SDL_RWops *context); Uint32 type; union { #if defined(__WIN32__) && !defined(__SYMBIAN32__) struct { int append; void *h; struct { void *data; int size; int left; } buffer; } win32io; #endif #ifdef HAVE_STDIO_H struct { int autoclose; FILE *fp; } stdio; #endif struct { Uint8 *base; Uint8 *here; Uint8 *stop; } mem; struct { void *data1; } unknown; } hidden; } SDL_RWops; /** @name Functions to create SDL_RWops structures from various data sources */ /*@{*/ extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromFile(const char *file, const char *mode); #ifdef HAVE_STDIO_H extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromFP(FILE *fp, int autoclose); #endif extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromMem(void *mem, int size); extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromConstMem(const void *mem, int size); extern DECLSPEC SDL_RWops * SDLCALL SDL_AllocRW(void); extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops *area); /*@}*/ /** @name Seek Reference Points */ /*@{*/ #define RW_SEEK_SET 0 /**< Seek from the beginning of data */ #define RW_SEEK_CUR 1 /**< Seek relative to current read point */ #define RW_SEEK_END 2 /**< Seek relative to the end of data */ /*@}*/ /** @name Macros to easily read and write from an SDL_RWops structure */ /*@{*/ #define SDL_RWseek(ctx, offset, whence) (ctx)->seek(ctx, offset, whence) #define SDL_RWtell(ctx) (ctx)->seek(ctx, 0, RW_SEEK_CUR) #define SDL_RWread(ctx, ptr, size, n) (ctx)->read(ctx, ptr, size, n) #define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n) #define SDL_RWclose(ctx) (ctx)->close(ctx) /*@}*/ /** @name Read an item of the specified endianness and return in native format */ /*@{*/ extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops *src); extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops *src); extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops *src); extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops *src); extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops *src); extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops *src); /*@}*/ /** @name Write an item of native format to the specified endianness */ /*@{*/ extern DECLSPEC int SDLCALL SDL_WriteLE16(SDL_RWops *dst, Uint16 value); extern DECLSPEC int SDLCALL SDL_WriteBE16(SDL_RWops *dst, Uint16 value); extern DECLSPEC int SDLCALL SDL_WriteLE32(SDL_RWops *dst, Uint32 value); extern DECLSPEC int SDLCALL SDL_WriteBE32(SDL_RWops *dst, Uint32 value); extern DECLSPEC int SDLCALL SDL_WriteLE64(SDL_RWops *dst, Uint64 value); extern DECLSPEC int SDLCALL SDL_WriteBE64(SDL_RWops *dst, Uint64 value); /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_rwops_h */ ================================================ FILE: deps/include/SDL/SDL_stdinc.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_stdinc.h * This is a general header that includes C language support */ #ifndef _SDL_stdinc_h #define _SDL_stdinc_h #include "SDL_config.h" #ifdef HAVE_SYS_TYPES_H #include #endif #ifdef HAVE_STDIO_H #include #endif #if defined(STDC_HEADERS) # include # include # include #else # if defined(HAVE_STDLIB_H) # include # elif defined(HAVE_MALLOC_H) # include # endif # if defined(HAVE_STDDEF_H) # include # endif # if defined(HAVE_STDARG_H) # include # endif #endif #ifdef HAVE_STRING_H # if !defined(STDC_HEADERS) && defined(HAVE_MEMORY_H) # include # endif # include #endif #ifdef HAVE_STRINGS_H # include #endif #if defined(HAVE_INTTYPES_H) # include #elif defined(HAVE_STDINT_H) # include #endif #ifdef HAVE_CTYPE_H # include #endif #if defined(HAVE_ICONV) && defined(HAVE_ICONV_H) # include #endif #if defined(HAVE_ALLOCA) && !defined(alloca) # if defined(HAVE_ALLOCA_H) # include # elif defined(__GNUC__) # define alloca __builtin_alloca # elif defined(_MSC_VER) # include # define alloca _alloca # elif defined(__WATCOMC__) # include # elif defined(__BORLANDC__) # include # elif defined(__DMC__) # include # elif defined(__AIX__) #pragma alloca # elif defined(__MRC__) void *alloca (unsigned); # else char *alloca (); # endif #endif /** The number of elements in an array */ #define SDL_arraysize(array) (sizeof(array)/sizeof(array[0])) #define SDL_TABLESIZE(table) SDL_arraysize(table) /* Use proper C++ casts when compiled as C++ to be compatible with the option -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above. */ #ifdef __cplusplus #define SDL_reinterpret_cast(type, expression) reinterpret_cast(expression) #define SDL_static_cast(type, expression) static_cast(expression) #else #define SDL_reinterpret_cast(type, expression) ((type)(expression)) #define SDL_static_cast(type, expression) ((type)(expression)) #endif /** @name Basic data types */ /*@{*/ typedef enum { SDL_FALSE = 0, SDL_TRUE = 1 } SDL_bool; typedef int8_t Sint8; typedef uint8_t Uint8; typedef int16_t Sint16; typedef uint16_t Uint16; typedef int32_t Sint32; typedef uint32_t Uint32; #ifdef SDL_HAS_64BIT_TYPE typedef int64_t Sint64; #ifndef SYMBIAN32_GCCE typedef uint64_t Uint64; #endif #else /* This is really just a hack to prevent the compiler from complaining */ typedef struct { Uint32 hi; Uint32 lo; } Uint64, Sint64; #endif /*@}*/ /** @name Make sure the types really have the right sizes */ /*@{*/ #define SDL_COMPILE_TIME_ASSERT(name, x) \ typedef int SDL_dummy_ ## name[(x) * 2 - 1] SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1); SDL_COMPILE_TIME_ASSERT(sint8, sizeof(Sint8) == 1); SDL_COMPILE_TIME_ASSERT(uint16, sizeof(Uint16) == 2); SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2); SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4); SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4); SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8); SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8); /*@}*/ /** @name Enum Size Check * Check to make sure enums are the size of ints, for structure packing. * For both Watcom C/C++ and Borland C/C++ the compiler option that makes * enums having the size of an int must be enabled. * This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11). */ /* Enable enums always int in CodeWarrior (for MPW use "-enum int") */ #ifdef __MWERKS__ #pragma enumsalwaysint on #endif typedef enum { DUMMY_ENUM_VALUE } SDL_DUMMY_ENUM; #ifndef __NDS__ SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int)); #endif /*@}*/ #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif #ifdef HAVE_MALLOC #define SDL_malloc malloc #else extern DECLSPEC void * SDLCALL SDL_malloc(size_t size); #endif #ifdef HAVE_CALLOC #define SDL_calloc calloc #else extern DECLSPEC void * SDLCALL SDL_calloc(size_t nmemb, size_t size); #endif #ifdef HAVE_REALLOC #define SDL_realloc realloc #else extern DECLSPEC void * SDLCALL SDL_realloc(void *mem, size_t size); #endif #ifdef HAVE_FREE #define SDL_free free #else extern DECLSPEC void SDLCALL SDL_free(void *mem); #endif #ifdef HAVE_ALLOCA #define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) #define SDL_stack_free(data) #else #define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count)) #define SDL_stack_free(data) SDL_free(data) #endif #ifdef HAVE_GETENV #define SDL_getenv getenv #else extern DECLSPEC char * SDLCALL SDL_getenv(const char *name); #endif #ifdef HAVE_PUTENV #define SDL_putenv putenv #else extern DECLSPEC int SDLCALL SDL_putenv(const char *variable); #endif #ifdef HAVE_QSORT #define SDL_qsort qsort #else extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, int (*compare)(const void *, const void *)); #endif #ifdef HAVE_ABS #define SDL_abs abs #else #define SDL_abs(X) ((X) < 0 ? -(X) : (X)) #endif #define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) #define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) #ifdef HAVE_CTYPE_H #define SDL_isdigit(X) isdigit(X) #define SDL_isspace(X) isspace(X) #define SDL_toupper(X) toupper(X) #define SDL_tolower(X) tolower(X) #else #define SDL_isdigit(X) (((X) >= '0') && ((X) <= '9')) #define SDL_isspace(X) (((X) == ' ') || ((X) == '\t') || ((X) == '\r') || ((X) == '\n')) #define SDL_toupper(X) (((X) >= 'a') && ((X) <= 'z') ? ('A'+((X)-'a')) : (X)) #define SDL_tolower(X) (((X) >= 'A') && ((X) <= 'Z') ? ('a'+((X)-'A')) : (X)) #endif #ifdef HAVE_MEMSET #define SDL_memset memset #else extern DECLSPEC void * SDLCALL SDL_memset(void *dst, int c, size_t len); #endif #if defined(__GNUC__) && defined(__i386__) #define SDL_memset4(dst, val, len) \ do { \ int u0, u1, u2; \ __asm__ __volatile__ ( \ "cld\n\t" \ "rep ; stosl\n\t" \ : "=&D" (u0), "=&a" (u1), "=&c" (u2) \ : "0" (dst), "1" (val), "2" (SDL_static_cast(Uint32, len)) \ : "memory" ); \ } while(0) #endif #ifndef SDL_memset4 #define SDL_memset4(dst, val, len) \ do { \ unsigned _count = (len); \ unsigned _n = (_count + 3) / 4; \ Uint32 *_p = SDL_static_cast(Uint32 *, dst); \ Uint32 _val = (val); \ if (len == 0) break; \ switch (_count % 4) { \ case 0: do { *_p++ = _val; \ case 3: *_p++ = _val; \ case 2: *_p++ = _val; \ case 1: *_p++ = _val; \ } while ( --_n ); \ } \ } while(0) #endif /* We can count on memcpy existing on Mac OS X and being well-tuned. */ #if defined(__MACH__) && defined(__APPLE__) #define SDL_memcpy(dst, src, len) memcpy(dst, src, len) #elif defined(__GNUC__) && defined(__i386__) #define SDL_memcpy(dst, src, len) \ do { \ int u0, u1, u2; \ __asm__ __volatile__ ( \ "cld\n\t" \ "rep ; movsl\n\t" \ "testb $2,%b4\n\t" \ "je 1f\n\t" \ "movsw\n" \ "1:\ttestb $1,%b4\n\t" \ "je 2f\n\t" \ "movsb\n" \ "2:" \ : "=&c" (u0), "=&D" (u1), "=&S" (u2) \ : "0" (SDL_static_cast(unsigned, len)/4), "q" (len), "1" (dst),"2" (src) \ : "memory" ); \ } while(0) #endif #ifndef SDL_memcpy #ifdef HAVE_MEMCPY #define SDL_memcpy memcpy #elif defined(HAVE_BCOPY) #define SDL_memcpy(d, s, n) bcopy((s), (d), (n)) #else extern DECLSPEC void * SDLCALL SDL_memcpy(void *dst, const void *src, size_t len); #endif #endif /* We can count on memcpy existing on Mac OS X and being well-tuned. */ #if defined(__MACH__) && defined(__APPLE__) #define SDL_memcpy4(dst, src, len) memcpy(dst, src, (len)*4) #elif defined(__GNUC__) && defined(__i386__) #define SDL_memcpy4(dst, src, len) \ do { \ int ecx, edi, esi; \ __asm__ __volatile__ ( \ "cld\n\t" \ "rep ; movsl" \ : "=&c" (ecx), "=&D" (edi), "=&S" (esi) \ : "0" (SDL_static_cast(unsigned, len)), "1" (dst), "2" (src) \ : "memory" ); \ } while(0) #endif #ifndef SDL_memcpy4 #define SDL_memcpy4(dst, src, len) SDL_memcpy(dst, src, (len) << 2) #endif #if defined(__GNUC__) && defined(__i386__) #define SDL_revcpy(dst, src, len) \ do { \ int u0, u1, u2; \ char *dstp = SDL_static_cast(char *, dst); \ char *srcp = SDL_static_cast(char *, src); \ int n = (len); \ if ( n >= 4 ) { \ __asm__ __volatile__ ( \ "std\n\t" \ "rep ; movsl\n\t" \ "cld\n\t" \ : "=&c" (u0), "=&D" (u1), "=&S" (u2) \ : "0" (n >> 2), \ "1" (dstp+(n-4)), "2" (srcp+(n-4)) \ : "memory" ); \ } \ switch (n & 3) { \ case 3: dstp[2] = srcp[2]; \ case 2: dstp[1] = srcp[1]; \ case 1: dstp[0] = srcp[0]; \ break; \ default: \ break; \ } \ } while(0) #endif #ifndef SDL_revcpy extern DECLSPEC void * SDLCALL SDL_revcpy(void *dst, const void *src, size_t len); #endif #ifdef HAVE_MEMMOVE #define SDL_memmove memmove #elif defined(HAVE_BCOPY) #define SDL_memmove(d, s, n) bcopy((s), (d), (n)) #else #define SDL_memmove(dst, src, len) \ do { \ if ( dst < src ) { \ SDL_memcpy(dst, src, len); \ } else { \ SDL_revcpy(dst, src, len); \ } \ } while(0) #endif #ifdef HAVE_MEMCMP #define SDL_memcmp memcmp #else extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len); #endif #ifdef HAVE_STRLEN #define SDL_strlen strlen #else extern DECLSPEC size_t SDLCALL SDL_strlen(const char *string); #endif #ifdef HAVE_STRLCPY #define SDL_strlcpy strlcpy #else extern DECLSPEC size_t SDLCALL SDL_strlcpy(char *dst, const char *src, size_t maxlen); #endif #ifdef HAVE_STRLCAT #define SDL_strlcat strlcat #else extern DECLSPEC size_t SDLCALL SDL_strlcat(char *dst, const char *src, size_t maxlen); #endif #ifdef HAVE_STRDUP #define SDL_strdup strdup #else extern DECLSPEC char * SDLCALL SDL_strdup(const char *string); #endif #ifdef HAVE__STRREV #define SDL_strrev _strrev #else extern DECLSPEC char * SDLCALL SDL_strrev(char *string); #endif #ifdef HAVE__STRUPR #define SDL_strupr _strupr #else extern DECLSPEC char * SDLCALL SDL_strupr(char *string); #endif #ifdef HAVE__STRLWR #define SDL_strlwr _strlwr #else extern DECLSPEC char * SDLCALL SDL_strlwr(char *string); #endif #ifdef HAVE_STRCHR #define SDL_strchr strchr #elif defined(HAVE_INDEX) #define SDL_strchr index #else extern DECLSPEC char * SDLCALL SDL_strchr(const char *string, int c); #endif #ifdef HAVE_STRRCHR #define SDL_strrchr strrchr #elif defined(HAVE_RINDEX) #define SDL_strrchr rindex #else extern DECLSPEC char * SDLCALL SDL_strrchr(const char *string, int c); #endif #ifdef HAVE_STRSTR #define SDL_strstr strstr #else extern DECLSPEC char * SDLCALL SDL_strstr(const char *haystack, const char *needle); #endif #ifdef HAVE_ITOA #define SDL_itoa itoa #else #define SDL_itoa(value, string, radix) SDL_ltoa((long)value, string, radix) #endif #ifdef HAVE__LTOA #define SDL_ltoa _ltoa #else extern DECLSPEC char * SDLCALL SDL_ltoa(long value, char *string, int radix); #endif #ifdef HAVE__UITOA #define SDL_uitoa _uitoa #else #define SDL_uitoa(value, string, radix) SDL_ultoa((long)value, string, radix) #endif #ifdef HAVE__ULTOA #define SDL_ultoa _ultoa #else extern DECLSPEC char * SDLCALL SDL_ultoa(unsigned long value, char *string, int radix); #endif #ifdef HAVE_STRTOL #define SDL_strtol strtol #else extern DECLSPEC long SDLCALL SDL_strtol(const char *string, char **endp, int base); #endif #ifdef HAVE_STRTOUL #define SDL_strtoul strtoul #else extern DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *string, char **endp, int base); #endif #ifdef SDL_HAS_64BIT_TYPE #ifdef HAVE__I64TOA #define SDL_lltoa _i64toa #else extern DECLSPEC char* SDLCALL SDL_lltoa(Sint64 value, char *string, int radix); #endif #ifdef HAVE__UI64TOA #define SDL_ulltoa _ui64toa #else extern DECLSPEC char* SDLCALL SDL_ulltoa(Uint64 value, char *string, int radix); #endif #ifdef HAVE__STRTOI64 #define SDL_strtoll _strtoi64 #elif defined(HAVE_STRTOLL) #define SDL_strtoll strtoll #else extern DECLSPEC Sint64 SDLCALL SDL_strtoll(const char *string, char **endp, int base); #endif #ifdef HAVE__STRTOUI64 #define SDL_strtoull _strtoui64 #elif defined(HAVE_STRTOULL) #define SDL_strtoull strtoull #else extern DECLSPEC Uint64 SDLCALL SDL_strtoull(const char *string, char **endp, int base); #endif #endif /* SDL_HAS_64BIT_TYPE */ #ifdef HAVE_STRTOD #define SDL_strtod strtod #else extern DECLSPEC double SDLCALL SDL_strtod(const char *string, char **endp); #endif #ifdef HAVE_ATOI #define SDL_atoi atoi #else #define SDL_atoi(X) SDL_strtol(X, NULL, 10) #endif #ifdef HAVE_ATOF #define SDL_atof atof #else #define SDL_atof(X) SDL_strtod(X, NULL) #endif #ifdef HAVE_STRCMP #define SDL_strcmp strcmp #else extern DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2); #endif #ifdef HAVE_STRNCMP #define SDL_strncmp strncmp #else extern DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen); #endif #if defined(HAVE__STRICMP) #define SDL_strcasecmp _stricmp #elif defined(HAVE_STRCASECMP) #define SDL_strcasecmp strcasecmp #else extern DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2); #endif #if defined(HAVE__STRNICMP) #define SDL_strncasecmp _strnicmp #elif defined(HAVE_STRNCASECMP) #define SDL_strncasecmp strncasecmp #else extern DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t maxlen); #endif #ifdef HAVE_SSCANF #define SDL_sscanf sscanf #else extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, const char *fmt, ...); #endif #if defined(HAVE_SNPRINTF) && !(defined(__WATCOMC__) || defined(_WIN32)) #define SDL_snprintf snprintf #else extern DECLSPEC int SDLCALL SDL_snprintf(char *text, size_t maxlen, const char *fmt, ...); #endif #if defined(HAVE_VSNPRINTF) && !(defined(__WATCOMC__) || defined(_WIN32)) #define SDL_vsnprintf vsnprintf #else extern DECLSPEC int SDLCALL SDL_vsnprintf(char *text, size_t maxlen, const char *fmt, va_list ap); #endif /** @name SDL_ICONV Error Codes * The SDL implementation of iconv() returns these error codes */ /*@{*/ #define SDL_ICONV_ERROR (size_t)-1 #define SDL_ICONV_E2BIG (size_t)-2 #define SDL_ICONV_EILSEQ (size_t)-3 #define SDL_ICONV_EINVAL (size_t)-4 /*@}*/ #if defined(HAVE_ICONV) && defined(HAVE_ICONV_H) #define SDL_iconv_t iconv_t #define SDL_iconv_open iconv_open #define SDL_iconv_close iconv_close #else typedef struct _SDL_iconv_t *SDL_iconv_t; extern DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode, const char *fromcode); extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); #endif extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, size_t *inbytesleft, char **outbuf, size_t *outbytesleft); /** This function converts a string between encodings in one pass, returning a * string that must be freed with SDL_free() or NULL on error. */ extern DECLSPEC char * SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, const char *inbuf, size_t inbytesleft); #define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1) #define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1) /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_stdinc_h */ ================================================ FILE: deps/include/SDL/SDL_syswm.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_syswm.h * Include file for SDL custom system window manager hooks */ #ifndef _SDL_syswm_h #define _SDL_syswm_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_version.h" #ifndef SDL_PROTOTYPES_ONLY # if defined(SDL_VIDEO_DRIVER_X11) # if defined(__APPLE__) && defined(__MACH__) # define Cursor X11Cursor /* conflicts with Quickdraw.h */ # endif # include # include # if defined(__APPLE__) && defined(__MACH__) # undef Cursor # endif # elif defined(SDL_VIDEO_DRIVER_NANOX) # include # elif defined(SDL_VIDEO_DRIVER_WINDIB) || defined(SDL_VIDEO_DRIVER_DDRAW) || defined(SDL_VIDEO_DRIVER_GAPI) # ifndef WIN32_LEAN_AND_MEAN # define WIN32_LEAN_AND_MEAN # endif # include # elif defined(SDL_VIDEO_DRIVER_PHOTON) # include # include # endif #endif #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @file SDL_syswm.h * Your application has access to a special type of event 'SDL_SYSWMEVENT', * which contains window-manager specific information and arrives whenever * an unhandled window event occurs. This event is ignored by default, but * you can enable it with SDL_EventState() */ struct SDL_SysWMinfo; typedef struct SDL_SysWMinfo SDL_SysWMinfo; #ifndef SDL_PROTOTYPES_ONLY /* This is the structure for custom window manager events */ #if defined(SDL_VIDEO_DRIVER_X11) /** These are the various supported subsystems under UNIX */ typedef enum { SDL_SYSWM_X11 } SDL_SYSWM_TYPE; /** The UNIX custom event structure */ struct SDL_SysWMmsg { SDL_version version; SDL_SYSWM_TYPE subsystem; union { XEvent xevent; } event; }; /** The UNIX custom window manager information structure. * When this structure is returned, it holds information about which * low level system it is using, and will be one of SDL_SYSWM_TYPE. */ struct SDL_SysWMinfo { SDL_version version; SDL_SYSWM_TYPE subsystem; union { struct { Display *display; /**< The X11 display */ Window window; /**< The X11 display window */ /** These locking functions should be called around * any X11 functions using the display variable, * but not the gfxdisplay variable. * They lock the event thread, so should not be * called around event functions or from event filters. */ /*@{*/ void (*lock_func)(void); void (*unlock_func)(void); /*@}*/ /** @name Introduced in SDL 1.0.2 */ /*@{*/ Window fswindow; /**< The X11 fullscreen window */ Window wmwindow; /**< The X11 managed input window */ /*@}*/ /** @name Introduced in SDL 1.2.12 */ /*@{*/ Display *gfxdisplay; /**< The X11 display to which rendering is done */ /*@}*/ } x11; } info; }; #elif defined(SDL_VIDEO_DRIVER_NANOX) /** The generic custom event structure */ struct SDL_SysWMmsg { SDL_version version; int data; }; /** The windows custom window manager information structure */ struct SDL_SysWMinfo { SDL_version version ; GR_WINDOW_ID window ; /* The display window */ }; #elif defined(SDL_VIDEO_DRIVER_WINDIB) || defined(SDL_VIDEO_DRIVER_DDRAW) || defined(SDL_VIDEO_DRIVER_GAPI) /** The windows custom event structure */ struct SDL_SysWMmsg { SDL_version version; HWND hwnd; /**< The window for the message */ UINT msg; /**< The type of message */ WPARAM wParam; /**< WORD message parameter */ LPARAM lParam; /**< LONG message parameter */ }; /** The windows custom window manager information structure */ struct SDL_SysWMinfo { SDL_version version; HWND window; /**< The Win32 display window */ HGLRC hglrc; /**< The OpenGL context, if any */ }; #elif defined(SDL_VIDEO_DRIVER_RISCOS) /** RISC OS custom event structure */ struct SDL_SysWMmsg { SDL_version version; int eventCode; /**< The window for the message */ int pollBlock[64]; }; /** The RISC OS custom window manager information structure */ struct SDL_SysWMinfo { SDL_version version; int wimpVersion; /**< Wimp version running under */ int taskHandle; /**< The RISC OS task handle */ int window; /**< The RISC OS display window */ }; #elif defined(SDL_VIDEO_DRIVER_PHOTON) /** The QNX custom event structure */ struct SDL_SysWMmsg { SDL_version version; int data; }; /** The QNX custom window manager information structure */ struct SDL_SysWMinfo { SDL_version version; int data; }; #else /** The generic custom event structure */ struct SDL_SysWMmsg { SDL_version version; int data; }; /** The generic custom window manager information structure */ struct SDL_SysWMinfo { SDL_version version; int data; }; #endif /* video driver type */ #endif /* SDL_PROTOTYPES_ONLY */ /* Function prototypes */ /** * This function gives you custom hooks into the window manager information. * It fills the structure pointed to by 'info' with custom information and * returns 0 if the function is not implemented, 1 if the function is * implemented and no error occurred, and -1 if the version member of * the 'info' structure is not filled in or not supported. * * You typically use this function like this: * @code * SDL_SysWMinfo info; * SDL_VERSION(&info.version); * if ( SDL_GetWMInfo(&info) ) { ... } * @endcode */ extern DECLSPEC int SDLCALL SDL_GetWMInfo(SDL_SysWMinfo *info); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_syswm_h */ ================================================ FILE: deps/include/SDL/SDL_thread.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_thread_h #define _SDL_thread_h /** @file SDL_thread.h * Header for the SDL thread management routines * * @note These are independent of the other SDL routines. */ #include "SDL_stdinc.h" #include "SDL_error.h" /* Thread synchronization primitives */ #include "SDL_mutex.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** The SDL thread structure, defined in SDL_thread.c */ struct SDL_Thread; typedef struct SDL_Thread SDL_Thread; /** Create a thread */ #if ((defined(__WIN32__) && !defined(HAVE_LIBC)) || defined(__OS2__)) && !defined(__SYMBIAN32__) /** * We compile SDL into a DLL on OS/2. This means, that it's the DLL which * creates a new thread for the calling process with the SDL_CreateThread() * API. There is a problem with this, that only the RTL of the SDL.DLL will * be initialized for those threads, and not the RTL of the calling application! * To solve this, we make a little hack here. * We'll always use the caller's _beginthread() and _endthread() APIs to * start a new thread. This way, if it's the SDL.DLL which uses this API, * then the RTL of SDL.DLL will be used to create the new thread, and if it's * the application, then the RTL of the application will be used. * So, in short: * Always use the _beginthread() and _endthread() of the calling runtime library! */ #define SDL_PASSED_BEGINTHREAD_ENDTHREAD #ifndef _WIN32_WCE #include /* This has _beginthread() and _endthread() defined! */ #endif #ifdef __EMX__ #include #endif #ifdef __OS2__ typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void *arg); typedef void (*pfnSDL_CurrentEndThread)(void); #else typedef uintptr_t (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned, unsigned (__stdcall *func)(void *), void *arg, unsigned, unsigned *threadID); typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code); #endif extern DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(int (SDLCALL *fn)(void *), void *data, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread); #ifdef __OS2__ #define SDL_CreateThread(fn, data) SDL_CreateThread(fn, data, _beginthread, _endthread) #elif defined(_WIN32_WCE) #define SDL_CreateThread(fn, data) SDL_CreateThread(fn, data, NULL, NULL) #else #define SDL_CreateThread(fn, data) SDL_CreateThread(fn, data, _beginthreadex, _endthreadex) #endif #else extern DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(int (SDLCALL *fn)(void *), void *data); #endif /** Get the 32-bit thread identifier for the current thread */ extern DECLSPEC Uint32 SDLCALL SDL_ThreadID(void); /** Get the 32-bit thread identifier for the specified thread, * equivalent to SDL_ThreadID() if the specified thread is NULL. */ extern DECLSPEC Uint32 SDLCALL SDL_GetThreadID(SDL_Thread *thread); /** Wait for a thread to finish. * The return code for the thread function is placed in the area * pointed to by 'status', if 'status' is not NULL. */ extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread *thread, int *status); /** Forcefully kill a thread without worrying about its state */ extern DECLSPEC void SDLCALL SDL_KillThread(SDL_Thread *thread); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_thread_h */ ================================================ FILE: deps/include/SDL/SDL_timer.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #ifndef _SDL_timer_h #define _SDL_timer_h /** @file SDL_timer.h * Header for the SDL time management routines */ #include "SDL_stdinc.h" #include "SDL_error.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** This is the OS scheduler timeslice, in milliseconds */ #define SDL_TIMESLICE 10 /** This is the maximum resolution of the SDL timer on all platforms */ #define TIMER_RESOLUTION 10 /**< Experimentally determined */ /** * Get the number of milliseconds since the SDL library initialization. * Note that this value wraps if the program runs for more than ~49 days. */ extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void); /** Wait a specified number of milliseconds before returning */ extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); /** Function prototype for the timer callback function */ typedef Uint32 (SDLCALL *SDL_TimerCallback)(Uint32 interval); /** * Set a callback to run after the specified number of milliseconds has * elapsed. The callback function is passed the current timer interval * and returns the next timer interval. If the returned value is the * same as the one passed in, the periodic alarm continues, otherwise a * new alarm is scheduled. If the callback returns 0, the periodic alarm * is cancelled. * * To cancel a currently running timer, call SDL_SetTimer(0, NULL); * * The timer callback function may run in a different thread than your * main code, and so shouldn't call any functions from within itself. * * The maximum resolution of this timer is 10 ms, which means that if * you request a 16 ms timer, your callback will run approximately 20 ms * later on an unloaded system. If you wanted to set a flag signaling * a frame update at 30 frames per second (every 33 ms), you might set a * timer for 30 ms: * @code SDL_SetTimer((33/10)*10, flag_update); @endcode * * If you use this function, you need to pass SDL_INIT_TIMER to SDL_Init(). * * Under UNIX, you should not use raise or use SIGALRM and this function * in the same program, as it is implemented using setitimer(). You also * should not use this function in multi-threaded applications as signals * to multi-threaded apps have undefined behavior in some implementations. * * This function returns 0 if successful, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_SetTimer(Uint32 interval, SDL_TimerCallback callback); /** @name New timer API * New timer API, supports multiple timers * Written by Stephane Peter */ /*@{*/ /** * Function prototype for the new timer callback function. * The callback function is passed the current timer interval and returns * the next timer interval. If the returned value is the same as the one * passed in, the periodic alarm continues, otherwise a new alarm is * scheduled. If the callback returns 0, the periodic alarm is cancelled. */ typedef Uint32 (SDLCALL *SDL_NewTimerCallback)(Uint32 interval, void *param); /** Definition of the timer ID type */ typedef struct _SDL_TimerID *SDL_TimerID; /** Add a new timer to the pool of timers already running. * Returns a timer ID, or NULL when an error occurs. */ extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_NewTimerCallback callback, void *param); /** * Remove one of the multiple timers knowing its ID. * Returns a boolean value indicating success. */ extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID t); /*@}*/ /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_timer_h */ ================================================ FILE: deps/include/SDL/SDL_types.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_types.h * @deprecated Use SDL_stdinc.h instead. */ /* DEPRECATED */ #include "SDL_stdinc.h" ================================================ FILE: deps/include/SDL/SDL_version.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_version.h * This header defines the current SDL version */ #ifndef _SDL_version_h #define _SDL_version_h #include "SDL_stdinc.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @name Version Number * Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL */ /*@{*/ #define SDL_MAJOR_VERSION 1 #define SDL_MINOR_VERSION 2 #define SDL_PATCHLEVEL 16 /*@}*/ typedef struct SDL_version { Uint8 major; Uint8 minor; Uint8 patch; } SDL_version; /** * This macro can be used to fill a version structure with the compile-time * version of the SDL library. */ #define SDL_VERSION(X) \ { \ (X)->major = SDL_MAJOR_VERSION; \ (X)->minor = SDL_MINOR_VERSION; \ (X)->patch = SDL_PATCHLEVEL; \ } /** This macro turns the version numbers into a numeric value: * (1,2,3) -> (1203) * This assumes that there will never be more than 100 patchlevels */ #define SDL_VERSIONNUM(X, Y, Z) \ ((X)*1000 + (Y)*100 + (Z)) /** This is the version number macro for the current SDL version */ #define SDL_COMPILEDVERSION \ SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL) /** This macro will evaluate to true if compiled with SDL at least X.Y.Z */ #define SDL_VERSION_ATLEAST(X, Y, Z) \ (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z)) /** This function gets the version of the dynamically linked SDL library. * it should NOT be used to fill a version structure, instead you should * use the SDL_Version() macro. */ extern DECLSPEC const SDL_version * SDLCALL SDL_Linked_Version(void); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_version_h */ ================================================ FILE: deps/include/SDL/SDL_video.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ /** @file SDL_video.h * Header file for access to the SDL raw framebuffer window */ #ifndef _SDL_video_h #define _SDL_video_h #include "SDL_stdinc.h" #include "SDL_error.h" #include "SDL_rwops.h" #include "begin_code.h" /* Set up for C function definitions, even when using C++ */ #ifdef __cplusplus extern "C" { #endif /** @name Transparency definitions * These define alpha as the opacity of a surface */ /*@{*/ #define SDL_ALPHA_OPAQUE 255 #define SDL_ALPHA_TRANSPARENT 0 /*@}*/ /** @name Useful data types */ /*@{*/ typedef struct SDL_Rect { Sint16 x, y; Uint16 w, h; } SDL_Rect; typedef struct SDL_Color { Uint8 r; Uint8 g; Uint8 b; Uint8 unused; } SDL_Color; #define SDL_Colour SDL_Color typedef struct SDL_Palette { int ncolors; SDL_Color *colors; } SDL_Palette; /*@}*/ /** Everything in the pixel format structure is read-only */ typedef struct SDL_PixelFormat { SDL_Palette *palette; Uint8 BitsPerPixel; Uint8 BytesPerPixel; Uint8 Rloss; Uint8 Gloss; Uint8 Bloss; Uint8 Aloss; Uint8 Rshift; Uint8 Gshift; Uint8 Bshift; Uint8 Ashift; Uint32 Rmask; Uint32 Gmask; Uint32 Bmask; Uint32 Amask; /** RGB color key information */ Uint32 colorkey; /** Alpha value information (per-surface alpha) */ Uint8 alpha; } SDL_PixelFormat; /** This structure should be treated as read-only, except for 'pixels', * which, if not NULL, contains the raw pixel data for the surface. */ typedef struct SDL_Surface { Uint32 flags; /**< Read-only */ SDL_PixelFormat *format; /**< Read-only */ int w, h; /**< Read-only */ Uint16 pitch; /**< Read-only */ void *pixels; /**< Read-write */ int offset; /**< Private */ /** Hardware-specific surface info */ struct private_hwdata *hwdata; /** clipping information */ SDL_Rect clip_rect; /**< Read-only */ Uint32 unused1; /**< for binary compatibility */ /** Allow recursive locks */ Uint32 locked; /**< Private */ /** info for fast blit mapping to other surfaces */ struct SDL_BlitMap *map; /**< Private */ /** format version, bumped at every change to invalidate blit maps */ unsigned int format_version; /**< Private */ /** Reference count -- used when freeing surface */ int refcount; /**< Read-mostly */ } SDL_Surface; /** @name SDL_Surface Flags * These are the currently supported flags for the SDL_surface */ /*@{*/ /** Available for SDL_CreateRGBSurface() or SDL_SetVideoMode() */ /*@{*/ #define SDL_SWSURFACE 0x00000000 /**< Surface is in system memory */ #define SDL_HWSURFACE 0x00000001 /**< Surface is in video memory */ #define SDL_ASYNCBLIT 0x00000004 /**< Use asynchronous blits if possible */ /*@}*/ /** Available for SDL_SetVideoMode() */ /*@{*/ #define SDL_ANYFORMAT 0x10000000 /**< Allow any video depth/pixel-format */ #define SDL_HWPALETTE 0x20000000 /**< Surface has exclusive palette */ #define SDL_DOUBLEBUF 0x40000000 /**< Set up double-buffered video mode */ #define SDL_TRIPLEBUF 0x40000100 /**< Set up triple-buffered video mode */ #define SDL_FULLSCREEN 0x80000000 /**< Surface is a full screen display */ #define SDL_OPENGL 0x00000002 /**< Create an OpenGL rendering context */ #define SDL_OPENGLBLIT 0x0000000A /**< Create an OpenGL rendering context and use it for blitting */ #define SDL_RESIZABLE 0x00000010 /**< This video mode may be resized */ #define SDL_NOFRAME 0x00000020 /**< No window caption or edge frame */ /*@}*/ /** Used internally (read-only) */ /*@{*/ #define SDL_HWACCEL 0x00000100 /**< Blit uses hardware acceleration */ #define SDL_SRCCOLORKEY 0x00001000 /**< Blit uses a source color key */ #define SDL_RLEACCELOK 0x00002000 /**< Private flag */ #define SDL_RLEACCEL 0x00004000 /**< Surface is RLE encoded */ #define SDL_SRCALPHA 0x00010000 /**< Blit uses source alpha blending */ #define SDL_PREALLOC 0x01000000 /**< Surface uses preallocated memory */ /*@}*/ /*@}*/ /** Evaluates to true if the surface needs to be locked before access */ #define SDL_MUSTLOCK(surface) \ (surface->offset || \ ((surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT|SDL_RLEACCEL)) != 0)) /** typedef for private surface blitting functions */ typedef int (*SDL_blit)(struct SDL_Surface *src, SDL_Rect *srcrect, struct SDL_Surface *dst, SDL_Rect *dstrect); /** Useful for determining the video hardware capabilities */ typedef struct SDL_VideoInfo { Uint32 hw_available :1; /**< Flag: Can you create hardware surfaces? */ Uint32 wm_available :1; /**< Flag: Can you talk to a window manager? */ Uint32 UnusedBits1 :6; Uint32 UnusedBits2 :1; Uint32 blit_hw :1; /**< Flag: Accelerated blits HW --> HW */ Uint32 blit_hw_CC :1; /**< Flag: Accelerated blits with Colorkey */ Uint32 blit_hw_A :1; /**< Flag: Accelerated blits with Alpha */ Uint32 blit_sw :1; /**< Flag: Accelerated blits SW --> HW */ Uint32 blit_sw_CC :1; /**< Flag: Accelerated blits with Colorkey */ Uint32 blit_sw_A :1; /**< Flag: Accelerated blits with Alpha */ Uint32 blit_fill :1; /**< Flag: Accelerated color fill */ Uint32 UnusedBits3 :16; Uint32 video_mem; /**< The total amount of video memory (in K) */ SDL_PixelFormat *vfmt; /**< Value: The format of the video surface */ int current_w; /**< Value: The current video mode width */ int current_h; /**< Value: The current video mode height */ } SDL_VideoInfo; /** @name Overlay Formats * The most common video overlay formats. * For an explanation of these pixel formats, see: * http://www.webartz.com/fourcc/indexyuv.htm * * For information on the relationship between color spaces, see: * http://www.neuro.sfc.keio.ac.jp/~aly/polygon/info/color-space-faq.html */ /*@{*/ #define SDL_YV12_OVERLAY 0x32315659 /**< Planar mode: Y + V + U (3 planes) */ #define SDL_IYUV_OVERLAY 0x56555949 /**< Planar mode: Y + U + V (3 planes) */ #define SDL_YUY2_OVERLAY 0x32595559 /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */ #define SDL_UYVY_OVERLAY 0x59565955 /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */ #define SDL_YVYU_OVERLAY 0x55595659 /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */ /*@}*/ /** The YUV hardware video overlay */ typedef struct SDL_Overlay { Uint32 format; /**< Read-only */ int w, h; /**< Read-only */ int planes; /**< Read-only */ Uint16 *pitches; /**< Read-only */ Uint8 **pixels; /**< Read-write */ /** @name Hardware-specific surface info */ /*@{*/ struct private_yuvhwfuncs *hwfuncs; struct private_yuvhwdata *hwdata; /*@{*/ /** @name Special flags */ /*@{*/ Uint32 hw_overlay :1; /**< Flag: This overlay hardware accelerated? */ Uint32 UnusedBits :31; /*@}*/ } SDL_Overlay; /** Public enumeration for setting the OpenGL window attributes. */ typedef enum { SDL_GL_RED_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DOUBLEBUFFER, SDL_GL_DEPTH_SIZE, SDL_GL_STENCIL_SIZE, SDL_GL_ACCUM_RED_SIZE, SDL_GL_ACCUM_GREEN_SIZE, SDL_GL_ACCUM_BLUE_SIZE, SDL_GL_ACCUM_ALPHA_SIZE, SDL_GL_STEREO, SDL_GL_MULTISAMPLEBUFFERS, SDL_GL_MULTISAMPLESAMPLES, SDL_GL_ACCELERATED_VISUAL, SDL_GL_SWAP_CONTROL } SDL_GLattr; /** @name flags for SDL_SetPalette() */ /*@{*/ #define SDL_LOGPAL 0x01 #define SDL_PHYSPAL 0x02 /*@}*/ /* Function prototypes */ /** * @name Video Init and Quit * These functions are used internally, and should not be used unless you * have a specific need to specify the video driver you want to use. * You should normally use SDL_Init() or SDL_InitSubSystem(). */ /*@{*/ /** * Initializes the video subsystem. Sets up a connection * to the window manager, etc, and determines the current video mode and * pixel format, but does not initialize a window or graphics mode. * Note that event handling is activated by this routine. * * If you use both sound and video in your application, you need to call * SDL_Init() before opening the sound device, otherwise under Win32 DirectX, * you won't be able to set full-screen display modes. */ extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name, Uint32 flags); extern DECLSPEC void SDLCALL SDL_VideoQuit(void); /*@}*/ /** * This function fills the given character buffer with the name of the * video driver, and returns a pointer to it if the video driver has * been initialized. It returns NULL if no driver has been initialized. */ extern DECLSPEC char * SDLCALL SDL_VideoDriverName(char *namebuf, int maxlen); /** * This function returns a pointer to the current display surface. * If SDL is doing format conversion on the display surface, this * function returns the publicly visible surface, not the real video * surface. */ extern DECLSPEC SDL_Surface * SDLCALL SDL_GetVideoSurface(void); /** * This function returns a read-only pointer to information about the * video hardware. If this is called before SDL_SetVideoMode(), the 'vfmt' * member of the returned structure will contain the pixel format of the * "best" video mode. */ extern DECLSPEC const SDL_VideoInfo * SDLCALL SDL_GetVideoInfo(void); /** * Check to see if a particular video mode is supported. * It returns 0 if the requested mode is not supported under any bit depth, * or returns the bits-per-pixel of the closest available mode with the * given width and height. If this bits-per-pixel is different from the * one used when setting the video mode, SDL_SetVideoMode() will succeed, * but will emulate the requested bits-per-pixel with a shadow surface. * * The arguments to SDL_VideoModeOK() are the same ones you would pass to * SDL_SetVideoMode() */ extern DECLSPEC int SDLCALL SDL_VideoModeOK(int width, int height, int bpp, Uint32 flags); /** * Return a pointer to an array of available screen dimensions for the * given format and video flags, sorted largest to smallest. Returns * NULL if there are no dimensions available for a particular format, * or (SDL_Rect **)-1 if any dimension is okay for the given format. * * If 'format' is NULL, the mode list will be for the format given * by SDL_GetVideoInfo()->vfmt */ extern DECLSPEC SDL_Rect ** SDLCALL SDL_ListModes(SDL_PixelFormat *format, Uint32 flags); /** * Set up a video mode with the specified width, height and bits-per-pixel. * * If 'bpp' is 0, it is treated as the current display bits per pixel. * * If SDL_ANYFORMAT is set in 'flags', the SDL library will try to set the * requested bits-per-pixel, but will return whatever video pixel format is * available. The default is to emulate the requested pixel format if it * is not natively available. * * If SDL_HWSURFACE is set in 'flags', the video surface will be placed in * video memory, if possible, and you may have to call SDL_LockSurface() * in order to access the raw framebuffer. Otherwise, the video surface * will be created in system memory. * * If SDL_ASYNCBLIT is set in 'flags', SDL will try to perform rectangle * updates asynchronously, but you must always lock before accessing pixels. * SDL will wait for updates to complete before returning from the lock. * * If SDL_HWPALETTE is set in 'flags', the SDL library will guarantee * that the colors set by SDL_SetColors() will be the colors you get. * Otherwise, in 8-bit mode, SDL_SetColors() may not be able to set all * of the colors exactly the way they are requested, and you should look * at the video surface structure to determine the actual palette. * If SDL cannot guarantee that the colors you request can be set, * i.e. if the colormap is shared, then the video surface may be created * under emulation in system memory, overriding the SDL_HWSURFACE flag. * * If SDL_FULLSCREEN is set in 'flags', the SDL library will try to set * a fullscreen video mode. The default is to create a windowed mode * if the current graphics system has a window manager. * If the SDL library is able to set a fullscreen video mode, this flag * will be set in the surface that is returned. * * If SDL_DOUBLEBUF is set in 'flags', the SDL library will try to set up * two surfaces in video memory and swap between them when you call * SDL_Flip(). This is usually slower than the normal single-buffering * scheme, but prevents "tearing" artifacts caused by modifying video * memory while the monitor is refreshing. It should only be used by * applications that redraw the entire screen on every update. * * If SDL_RESIZABLE is set in 'flags', the SDL library will allow the * window manager, if any, to resize the window at runtime. When this * occurs, SDL will send a SDL_VIDEORESIZE event to you application, * and you must respond to the event by re-calling SDL_SetVideoMode() * with the requested size (or another size that suits the application). * * If SDL_NOFRAME is set in 'flags', the SDL library will create a window * without any title bar or frame decoration. Fullscreen video modes have * this flag set automatically. * * This function returns the video framebuffer surface, or NULL if it fails. * * If you rely on functionality provided by certain video flags, check the * flags of the returned surface to make sure that functionality is available. * SDL will fall back to reduced functionality if the exact flags you wanted * are not available. */ extern DECLSPEC SDL_Surface * SDLCALL SDL_SetVideoMode (int width, int height, int bpp, Uint32 flags); /** @name SDL_Update Functions * These functions should not be called while 'screen' is locked. */ /*@{*/ /** * Makes sure the given list of rectangles is updated on the given screen. */ extern DECLSPEC void SDLCALL SDL_UpdateRects (SDL_Surface *screen, int numrects, SDL_Rect *rects); /** * If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire * screen. */ extern DECLSPEC void SDLCALL SDL_UpdateRect (SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h); /*@}*/ /** * On hardware that supports double-buffering, this function sets up a flip * and returns. The hardware will wait for vertical retrace, and then swap * video buffers before the next video surface blit or lock will return. * On hardware that doesn not support double-buffering, this is equivalent * to calling SDL_UpdateRect(screen, 0, 0, 0, 0); * The SDL_DOUBLEBUF flag must have been passed to SDL_SetVideoMode() when * setting the video mode for this function to perform hardware flipping. * This function returns 0 if successful, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_Flip(SDL_Surface *screen); /** * Set the gamma correction for each of the color channels. * The gamma values range (approximately) between 0.1 and 10.0 * * If this function isn't supported directly by the hardware, it will * be emulated using gamma ramps, if available. If successful, this * function returns 0, otherwise it returns -1. */ extern DECLSPEC int SDLCALL SDL_SetGamma(float red, float green, float blue); /** * Set the gamma translation table for the red, green, and blue channels * of the video hardware. Each table is an array of 256 16-bit quantities, * representing a mapping between the input and output for that channel. * The input is the index into the array, and the output is the 16-bit * gamma value at that index, scaled to the output color precision. * * You may pass NULL for any of the channels to leave it unchanged. * If the call succeeds, it will return 0. If the display driver or * hardware does not support gamma translation, or otherwise fails, * this function will return -1. */ extern DECLSPEC int SDLCALL SDL_SetGammaRamp(const Uint16 *red, const Uint16 *green, const Uint16 *blue); /** * Retrieve the current values of the gamma translation tables. * * You must pass in valid pointers to arrays of 256 16-bit quantities. * Any of the pointers may be NULL to ignore that channel. * If the call succeeds, it will return 0. If the display driver or * hardware does not support gamma translation, or otherwise fails, * this function will return -1. */ extern DECLSPEC int SDLCALL SDL_GetGammaRamp(Uint16 *red, Uint16 *green, Uint16 *blue); /** * Sets a portion of the colormap for the given 8-bit surface. If 'surface' * is not a palettized surface, this function does nothing, returning 0. * If all of the colors were set as passed to SDL_SetColors(), it will * return 1. If not all the color entries were set exactly as given, * it will return 0, and you should look at the surface palette to * determine the actual color palette. * * When 'surface' is the surface associated with the current display, the * display colormap will be updated with the requested colors. If * SDL_HWPALETTE was set in SDL_SetVideoMode() flags, SDL_SetColors() * will always return 1, and the palette is guaranteed to be set the way * you desire, even if the window colormap has to be warped or run under * emulation. */ extern DECLSPEC int SDLCALL SDL_SetColors(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors); /** * Sets a portion of the colormap for a given 8-bit surface. * 'flags' is one or both of: * SDL_LOGPAL -- set logical palette, which controls how blits are mapped * to/from the surface, * SDL_PHYSPAL -- set physical palette, which controls how pixels look on * the screen * Only screens have physical palettes. Separate change of physical/logical * palettes is only possible if the screen has SDL_HWPALETTE set. * * The return value is 1 if all colours could be set as requested, and 0 * otherwise. * * SDL_SetColors() is equivalent to calling this function with * flags = (SDL_LOGPAL|SDL_PHYSPAL). */ extern DECLSPEC int SDLCALL SDL_SetPalette(SDL_Surface *surface, int flags, SDL_Color *colors, int firstcolor, int ncolors); /** * Maps an RGB triple to an opaque pixel value for a given pixel format */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB (const SDL_PixelFormat * const format, const Uint8 r, const Uint8 g, const Uint8 b); /** * Maps an RGBA quadruple to a pixel value for a given pixel format */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA (const SDL_PixelFormat * const format, const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a); /** * Maps a pixel value into the RGB components for a given pixel format */ extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormat * const fmt, Uint8 *r, Uint8 *g, Uint8 *b); /** * Maps a pixel value into the RGBA components for a given pixel format */ extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormat * const fmt, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); /** @sa SDL_CreateRGBSurface */ #define SDL_AllocSurface SDL_CreateRGBSurface /** * Allocate and free an RGB surface (must be called after SDL_SetVideoMode) * If the depth is 4 or 8 bits, an empty palette is allocated for the surface. * If the depth is greater than 8 bits, the pixel format is set using the * flags '[RGB]mask'. * If the function runs out of memory, it will return NULL. * * The 'flags' tell what kind of surface to create. * SDL_SWSURFACE means that the surface should be created in system memory. * SDL_HWSURFACE means that the surface should be created in video memory, * with the same format as the display surface. This is useful for surfaces * that will not change much, to take advantage of hardware acceleration * when being blitted to the display surface. * SDL_ASYNCBLIT means that SDL will try to perform asynchronous blits with * this surface, but you must always lock it before accessing the pixels. * SDL will wait for current blits to finish before returning from the lock. * SDL_SRCCOLORKEY indicates that the surface will be used for colorkey blits. * If the hardware supports acceleration of colorkey blits between * two surfaces in video memory, SDL will try to place the surface in * video memory. If this isn't possible or if there is no hardware * acceleration available, the surface will be placed in system memory. * SDL_SRCALPHA means that the surface will be used for alpha blits and * if the hardware supports hardware acceleration of alpha blits between * two surfaces in video memory, to place the surface in video memory * if possible, otherwise it will be placed in system memory. * If the surface is created in video memory, blits will be _much_ faster, * but the surface format must be identical to the video surface format, * and the only way to access the pixels member of the surface is to use * the SDL_LockSurface() and SDL_UnlockSurface() calls. * If the requested surface actually resides in video memory, SDL_HWSURFACE * will be set in the flags member of the returned surface. If for some * reason the surface could not be placed in video memory, it will not have * the SDL_HWSURFACE flag set, and will be created in system memory instead. */ extern DECLSPEC SDL_Surface * SDLCALL SDL_CreateRGBSurface (Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); /** @sa SDL_CreateRGBSurface */ extern DECLSPEC SDL_Surface * SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels, int width, int height, int depth, int pitch, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface *surface); /** * SDL_LockSurface() sets up a surface for directly accessing the pixels. * Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write * to and read from 'surface->pixels', using the pixel format stored in * 'surface->format'. Once you are done accessing the surface, you should * use SDL_UnlockSurface() to release it. * * Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates * to 0, then you can read and write to the surface at any time, and the * pixel format of the surface will not change. In particular, if the * SDL_HWSURFACE flag is not given when calling SDL_SetVideoMode(), you * will not need to lock the display surface before accessing it. * * No operating system or library calls should be made between lock/unlock * pairs, as critical system locks may be held during this time. * * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. */ extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface *surface); extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface); /** * Load a surface from a seekable SDL data source (memory or file.) * If 'freesrc' is non-zero, the source will be closed after being read. * Returns the new surface, or NULL if there was an error. * The new surface should be freed with SDL_FreeSurface(). */ extern DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP_RW(SDL_RWops *src, int freesrc); /** Convenience macro -- load a surface from a file */ #define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1) /** * Save a surface to a seekable SDL data source (memory or file.) * If 'freedst' is non-zero, the source will be closed after being written. * Returns 0 if successful or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_SaveBMP_RW (SDL_Surface *surface, SDL_RWops *dst, int freedst); /** Convenience macro -- save a surface to a file */ #define SDL_SaveBMP(surface, file) \ SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1) /** * Sets the color key (transparent pixel) in a blittable surface. * If 'flag' is SDL_SRCCOLORKEY (optionally OR'd with SDL_RLEACCEL), * 'key' will be the transparent pixel in the source image of a blit. * SDL_RLEACCEL requests RLE acceleration for the surface if present, * and removes RLE acceleration if absent. * If 'flag' is 0, this function clears any current color key. * This function returns 0, or -1 if there was an error. */ extern DECLSPEC int SDLCALL SDL_SetColorKey (SDL_Surface *surface, Uint32 flag, Uint32 key); /** * This function sets the alpha value for the entire surface, as opposed to * using the alpha component of each pixel. This value measures the range * of transparency of the surface, 0 being completely transparent to 255 * being completely opaque. An 'alpha' value of 255 causes blits to be * opaque, the source pixels copied to the destination (the default). Note * that per-surface alpha can be combined with colorkey transparency. * * If 'flag' is 0, alpha blending is disabled for the surface. * If 'flag' is SDL_SRCALPHA, alpha blending is enabled for the surface. * OR:ing the flag with SDL_RLEACCEL requests RLE acceleration for the * surface; if SDL_RLEACCEL is not specified, the RLE accel will be removed. * * The 'alpha' parameter is ignored for surfaces that have an alpha channel. */ extern DECLSPEC int SDLCALL SDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha); /** * Sets the clipping rectangle for the destination surface in a blit. * * If the clip rectangle is NULL, clipping will be disabled. * If the clip rectangle doesn't intersect the surface, the function will * return SDL_FALSE and blits will be completely clipped. Otherwise the * function returns SDL_TRUE and blits to the surface will be clipped to * the intersection of the surface area and the clipping rectangle. * * Note that blits are automatically clipped to the edges of the source * and destination surfaces. */ extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface *surface, const SDL_Rect *rect); /** * Gets the clipping rectangle for the destination surface in a blit. * 'rect' must be a pointer to a valid rectangle which will be filled * with the correct values. */ extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect); /** * Creates a new surface of the specified format, and then copies and maps * the given surface to it so the blit of the converted surface will be as * fast as possible. If this function fails, it returns NULL. * * The 'flags' parameter is passed to SDL_CreateRGBSurface() and has those * semantics. You can also pass SDL_RLEACCEL in the flags parameter and * SDL will try to RLE accelerate colorkey and alpha blits in the resulting * surface. * * This function is used internally by SDL_DisplayFormat(). */ extern DECLSPEC SDL_Surface * SDLCALL SDL_ConvertSurface (SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags); /** * This performs a fast blit from the source surface to the destination * surface. It assumes that the source and destination rectangles are * the same size. If either 'srcrect' or 'dstrect' are NULL, the entire * surface (src or dst) is copied. The final blit rectangles are saved * in 'srcrect' and 'dstrect' after all clipping is performed. * If the blit is successful, it returns 0, otherwise it returns -1. * * The blit function should not be called on a locked surface. * * The blit semantics for surfaces with and without alpha and colorkey * are defined as follows: * * RGBA->RGB: * SDL_SRCALPHA set: * alpha-blend (using alpha-channel). * SDL_SRCCOLORKEY ignored. * SDL_SRCALPHA not set: * copy RGB. * if SDL_SRCCOLORKEY set, only copy the pixels matching the * RGB values of the source colour key, ignoring alpha in the * comparison. * * RGB->RGBA: * SDL_SRCALPHA set: * alpha-blend (using the source per-surface alpha value); * set destination alpha to opaque. * SDL_SRCALPHA not set: * copy RGB, set destination alpha to source per-surface alpha value. * both: * if SDL_SRCCOLORKEY set, only copy the pixels matching the * source colour key. * * RGBA->RGBA: * SDL_SRCALPHA set: * alpha-blend (using the source alpha channel) the RGB values; * leave destination alpha untouched. [Note: is this correct?] * SDL_SRCCOLORKEY ignored. * SDL_SRCALPHA not set: * copy all of RGBA to the destination. * if SDL_SRCCOLORKEY set, only copy the pixels matching the * RGB values of the source colour key, ignoring alpha in the * comparison. * * RGB->RGB: * SDL_SRCALPHA set: * alpha-blend (using the source per-surface alpha value). * SDL_SRCALPHA not set: * copy RGB. * both: * if SDL_SRCCOLORKEY set, only copy the pixels matching the * source colour key. * * If either of the surfaces were in video memory, and the blit returns -2, * the video memory was lost, so it should be reloaded with artwork and * re-blitted: * @code * while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { * while ( SDL_LockSurface(image) < 0 ) * Sleep(10); * -- Write image pixels to image->pixels -- * SDL_UnlockSurface(image); * } * @endcode * * This happens under DirectX 5.0 when the system switches away from your * fullscreen application. The lock will also fail until you have access * to the video memory again. * * You should call SDL_BlitSurface() unless you know exactly how SDL * blitting works internally and how to use the other blit functions. */ #define SDL_BlitSurface SDL_UpperBlit /** This is the public blit function, SDL_BlitSurface(), and it performs * rectangle validation and clipping before passing it to SDL_LowerBlit() */ extern DECLSPEC int SDLCALL SDL_UpperBlit (SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect); /** This is a semi-private blit function and it performs low-level surface * blitting only. */ extern DECLSPEC int SDLCALL SDL_LowerBlit (SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect); /** * This function performs a fast fill of the given rectangle with 'color' * The given rectangle is clipped to the destination surface clip area * and the final fill rectangle is saved in the passed in pointer. * If 'dstrect' is NULL, the whole surface will be filled with 'color' * The color should be a pixel of the format used by the surface, and * can be generated by the SDL_MapRGB() function. * This function returns 0 on success, or -1 on error. */ extern DECLSPEC int SDLCALL SDL_FillRect (SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color); /** * This function takes a surface and copies it to a new surface of the * pixel format and colors of the video framebuffer, suitable for fast * blitting onto the display surface. It calls SDL_ConvertSurface() * * If you want to take advantage of hardware colorkey or alpha blit * acceleration, you should set the colorkey and alpha value before * calling this function. * * If the conversion fails or runs out of memory, it returns NULL */ extern DECLSPEC SDL_Surface * SDLCALL SDL_DisplayFormat(SDL_Surface *surface); /** * This function takes a surface and copies it to a new surface of the * pixel format and colors of the video framebuffer (if possible), * suitable for fast alpha blitting onto the display surface. * The new surface will always have an alpha channel. * * If you want to take advantage of hardware colorkey or alpha blit * acceleration, you should set the colorkey and alpha value before * calling this function. * * If the conversion fails or runs out of memory, it returns NULL */ extern DECLSPEC SDL_Surface * SDLCALL SDL_DisplayFormatAlpha(SDL_Surface *surface); /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** @name YUV video surface overlay functions */ /*@{*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** This function creates a video output overlay * Calling the returned surface an overlay is something of a misnomer because * the contents of the display surface underneath the area where the overlay * is shown is undefined - it may be overwritten with the converted YUV data. */ extern DECLSPEC SDL_Overlay * SDLCALL SDL_CreateYUVOverlay(int width, int height, Uint32 format, SDL_Surface *display); /** Lock an overlay for direct access, and unlock it when you are done */ extern DECLSPEC int SDLCALL SDL_LockYUVOverlay(SDL_Overlay *overlay); extern DECLSPEC void SDLCALL SDL_UnlockYUVOverlay(SDL_Overlay *overlay); /** Blit a video overlay to the display surface. * The contents of the video surface underneath the blit destination are * not defined. * The width and height of the destination rectangle may be different from * that of the overlay, but currently only 2x scaling is supported. */ extern DECLSPEC int SDLCALL SDL_DisplayYUVOverlay(SDL_Overlay *overlay, SDL_Rect *dstrect); /** Free a video overlay */ extern DECLSPEC void SDLCALL SDL_FreeYUVOverlay(SDL_Overlay *overlay); /*@}*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** @name OpenGL support functions. */ /*@{*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** * Dynamically load an OpenGL library, or the default one if path is NULL * * If you do this, you need to retrieve all of the GL functions used in * your program from the dynamic library using SDL_GL_GetProcAddress(). */ extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path); /** * Get the address of a GL function */ extern DECLSPEC void * SDLCALL SDL_GL_GetProcAddress(const char* proc); /** * Set an attribute of the OpenGL subsystem before intialization. */ extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value); /** * Get an attribute of the OpenGL subsystem from the windowing * interface, such as glX. This is of course different from getting * the values from SDL's internal OpenGL subsystem, which only * stores the values you request before initialization. * * Developers should track the values they pass into SDL_GL_SetAttribute * themselves if they want to retrieve these values. */ extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int* value); /** * Swap the OpenGL buffers, if double-buffering is supported. */ extern DECLSPEC void SDLCALL SDL_GL_SwapBuffers(void); /** @name OpenGL Internal Functions * Internal functions that should not be called unless you have read * and understood the source code for these functions. */ /*@{*/ extern DECLSPEC void SDLCALL SDL_GL_UpdateRects(int numrects, SDL_Rect* rects); extern DECLSPEC void SDLCALL SDL_GL_Lock(void); extern DECLSPEC void SDLCALL SDL_GL_Unlock(void); /*@}*/ /*@}*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** @name Window Manager Functions */ /** These functions allow interaction with the window manager, if any. */ /*@{*/ /* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ /** * Sets the title and icon text of the display window (UTF-8 encoded) */ extern DECLSPEC void SDLCALL SDL_WM_SetCaption(const char *title, const char *icon); /** * Gets the title and icon text of the display window (UTF-8 encoded) */ extern DECLSPEC void SDLCALL SDL_WM_GetCaption(char **title, char **icon); /** * Sets the icon for the display window. * This function must be called before the first call to SDL_SetVideoMode(). * It takes an icon surface, and a mask in MSB format. * If 'mask' is NULL, the entire icon surface will be used as the icon. */ extern DECLSPEC void SDLCALL SDL_WM_SetIcon(SDL_Surface *icon, Uint8 *mask); /** * This function iconifies the window, and returns 1 if it succeeded. * If the function succeeds, it generates an SDL_APPACTIVE loss event. * This function is a noop and returns 0 in non-windowed environments. */ extern DECLSPEC int SDLCALL SDL_WM_IconifyWindow(void); /** * Toggle fullscreen mode without changing the contents of the screen. * If the display surface does not require locking before accessing * the pixel information, then the memory pointers will not change. * * If this function was able to toggle fullscreen mode (change from * running in a window to fullscreen, or vice-versa), it will return 1. * If it is not implemented, or fails, it returns 0. * * The next call to SDL_SetVideoMode() will set the mode fullscreen * attribute based on the flags parameter - if SDL_FULLSCREEN is not * set, then the display will be windowed by default where supported. * * This is currently only implemented in the X11 video driver. */ extern DECLSPEC int SDLCALL SDL_WM_ToggleFullScreen(SDL_Surface *surface); typedef enum { SDL_GRAB_QUERY = -1, SDL_GRAB_OFF = 0, SDL_GRAB_ON = 1, SDL_GRAB_FULLSCREEN /**< Used internally */ } SDL_GrabMode; /** * This function allows you to set and query the input grab state of * the application. It returns the new input grab state. * * Grabbing means that the mouse is confined to the application window, * and nearly all keyboard input is passed directly to the application, * and not interpreted by a window manager, if any. */ extern DECLSPEC SDL_GrabMode SDLCALL SDL_WM_GrabInput(SDL_GrabMode mode); /*@}*/ /** @internal Not in public API at the moment - do not use! */ extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect); /* Ends C function definitions when using C++ */ #ifdef __cplusplus } #endif #include "close_code.h" #endif /* _SDL_video_h */ ================================================ FILE: deps/include/SDL/begin_code.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ /** * @file begin_code.h * This file sets things up for C dynamic library function definitions, * static inlined functions, and structures aligned at 4-byte alignment. * If you don't like ugly C preprocessor code, don't look at this file. :) */ /** * @file begin_code.h * This shouldn't be nested -- included it around code only. */ #ifdef _begin_code_h #error Nested inclusion of begin_code.h #endif #define _begin_code_h /** * @def DECLSPEC * Some compilers use a special export keyword */ #ifndef DECLSPEC # if defined(__BEOS__) || defined(__HAIKU__) # if defined(__GNUC__) # define DECLSPEC # else # define DECLSPEC __declspec(export) # endif # elif defined(__WIN32__) # ifdef __BORLANDC__ # ifdef BUILD_SDL # define DECLSPEC # else # define DECLSPEC __declspec(dllimport) # endif # else # define DECLSPEC __declspec(dllexport) # endif # elif defined(__OS2__) # ifdef BUILD_SDL # define DECLSPEC __declspec(dllexport) # else # define DECLSPEC # endif # else # if defined(__GNUC__) && __GNUC__ >= 4 # define DECLSPEC __attribute__ ((visibility("default"))) # else # define DECLSPEC # endif # endif #endif /** * @def SDLCALL * By default SDL uses the C calling convention */ #ifndef SDLCALL # if defined(__WIN32__) && !defined(__GNUC__) # define SDLCALL __cdecl # elif defined(__OS2__) /* But on OS/2, we use the _System calling convention */ /* to be compatible with every compiler */ # if defined (__GNUC__) && !defined(_System) # define _System /* For compatibility with old GCC/EMX */ # endif # define SDLCALL _System # else # define SDLCALL # endif #endif /* SDLCALL */ #ifdef __SYMBIAN32__ #ifndef EKA2 #undef DECLSPEC #define DECLSPEC #elif !defined(__WINS__) #undef DECLSPEC #define DECLSPEC __declspec(dllexport) #endif /* !EKA2 */ #endif /* __SYMBIAN32__ */ /** * @file begin_code.h * Force structure packing at 4 byte alignment. * This is necessary if the header is included in code which has structure * packing set to an alternate value, say for loading structures from disk. * The packing is reset to the previous value in close_code.h */ #if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) #ifdef _MSC_VER #pragma warning(disable: 4103) #endif #ifdef __BORLANDC__ #pragma nopackwarning #endif #ifdef _M_X64 /* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */ #pragma pack(push,8) #else #pragma pack(push,4) #endif #elif (defined(__MWERKS__) && defined(__MACOS__)) #pragma options align=mac68k4byte #pragma enumsalwaysint on #endif /* Compiler needs structure packing set */ /** * @def SDL_INLINE_OKAY * Set up compiler-specific options for inlining functions */ #ifndef SDL_INLINE_OKAY #ifdef __GNUC__ #define SDL_INLINE_OKAY #else /* Add any special compiler-specific cases here */ #if defined(_MSC_VER) || defined(__BORLANDC__) || \ defined(__DMC__) || defined(__SC__) || \ defined(__WATCOMC__) || defined(__LCC__) || \ defined(__DECC) || defined(__EABI__) #ifndef __inline__ #define __inline__ __inline #endif #define SDL_INLINE_OKAY #else #if !defined(__MRC__) && !defined(_SGI_SOURCE) #ifndef __inline__ #define __inline__ inline #endif #define SDL_INLINE_OKAY #endif /* Not a funky compiler */ #endif /* Visual C++ */ #endif /* GNU C */ #endif /* SDL_INLINE_OKAY */ /** * @def __inline__ * If inlining isn't supported, remove "__inline__", turning static * inlined functions into static functions (resulting in code bloat * in all files which include the offending header files) */ #ifndef SDL_INLINE_OKAY #define __inline__ #endif /** * @def NULL * Apparently this is needed by several Windows compilers */ #if !defined(__MACH__) #ifndef NULL #ifdef __cplusplus #define NULL 0 #else #define NULL ((void *)0) #endif #endif /* NULL */ #endif /* ! Mac OS X - breaks precompiled headers */ ================================================ FILE: deps/include/SDL/close_code.h ================================================ /* SDL - Simple DirectMedia Layer Copyright (C) 1997-2012 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ /** * @file close_code.h * This file reverses the effects of begin_code.h and should be included * after you finish any function and structure declarations in your headers */ #ifndef _begin_code_h #error close_code.h included without matching begin_code.h #endif #undef _begin_code_h /* Reset structure packing at previous byte alignment */ #if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) #ifdef __BORLANDC__ #pragma nopackwarning #endif #if (defined(__MWERKS__) && defined(__MACOS__)) #pragma options align=reset #pragma enumsalwaysint reset #else #pragma pack(pop) #endif #endif /* Compiler needs structure packing set */ ================================================ FILE: docs/CMakeLists.txt ================================================ include(GNUInstallDirs) find_program ( DOXYGEN_EXECUTABLE NAMES doxygen DOC "Doxygen program" ) if ( NOT ( DOXYGEN_EXECUTABLE MATCHES "NOTFOUND" ) ) message ( STATUS "doxygen: ${DOXYGEN_EXECUTABLE}" ) set ( top_srcdir "${CMAKE_SOURCE_DIR}" ) configure_file ( "${CMAKE_CURRENT_SOURCE_DIR}/Doxyfile.in" "${CMAKE_CURRENT_BINARY_DIR}/Doxyfile" ) file ( READ "${CMAKE_CURRENT_BINARY_DIR}/Doxyfile" cmake_doxyfile ) if ( NOT ("${CPACK_PACKAGE_VERSION_PATCH}" STREQUAL "" ) ) set ( VERSION_EXTRA ".${CPACK_PACKAGE_VERSION_PATCH}" ) endif () string ( REGEX REPLACE "PROJECT_NUMBER = [0-9].[0-9]" "PROJECT_NUMBER = ${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}${VERSION_EXTRA}" cmake_doxyfile "${cmake_doxyfile}" ) file ( WRITE "${CMAKE_CURRENT_BINARY_DIR}/Doxyfile_cmake" "${cmake_doxyfile}" ) add_custom_target ( doxygen COMMAND ${DOXYGEN_EXECUTABLE} "${CMAKE_CURRENT_BINARY_DIR}/Doxyfile_cmake" WORKING_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}" COMMENT "Generating doxygen documentation" ) else () message ( WARNING "Doxygen not found. API documentation generation disabled." ) endif () # Only useful for make install/package under *nix OSes, but not macOS. if ( UNIX AND NOT APPLE ) INSTALL(FILES openxcom.6 DESTINATION ${CMAKE_INSTALL_MANDIR}/man6) endif () ================================================ FILE: docs/Doxyfile.in ================================================ # Doxyfile 1.8.7 # This file describes the settings to be used by the documentation system # doxygen (www.doxygen.org) for a project. # # All text after a double hash (##) is considered a comment and is placed in # front of the TAG it is preceding. # # All text after a single hash (#) is considered a comment and will be ignored. # The format is: # TAG = value [value, ...] # For lists, items can also be appended using: # TAG += value [value, ...] # Values that contain spaces should be placed between quotes (\" \"). #--------------------------------------------------------------------------- # Project related configuration options #--------------------------------------------------------------------------- # This tag specifies the encoding used for all characters in the config file # that follow. The default is UTF-8 which is also the encoding used for all text # before the first occurrence of this tag. Doxygen uses libiconv (or the iconv # built into libc) for the transcoding. See http://www.gnu.org/software/libiconv # for the list of possible encodings. # The default value is: UTF-8. DOXYFILE_ENCODING = UTF-8 # The PROJECT_NAME tag is a single word (or a sequence of words surrounded by # double-quotes, unless you are using Doxywizard) that should identify the # project for which the documentation is generated. This name is used in the # title of most generated pages and in a few other places. # The default value is: My Project. PROJECT_NAME = OpenXcom # The PROJECT_NUMBER tag can be used to enter a project or revision number. This # could be handy for archiving the generated documentation or if some version # control system is used. PROJECT_NUMBER = 1.0 # Using the PROJECT_BRIEF tag one can provide an optional one line description # for a project that appears at the top of each page and should give viewer a # quick idea about the purpose of the project. Keep the description short. PROJECT_BRIEF = "Open-source clone of the original X-Com" # With the PROJECT_LOGO tag one can specify an logo or icon that is included in # the documentation. The maximum height of the logo should not exceed 55 pixels # and the maximum width should not exceed 200 pixels. Doxygen will copy the logo # to the output directory. PROJECT_LOGO = @top_srcdir@/res/openxcom_wide.png # The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path # into which the generated documentation will be written. If a relative path is # entered, it will be relative to the location where doxygen was started. If # left blank the current directory will be used. OUTPUT_DIRECTORY = . # If the CREATE_SUBDIRS tag is set to YES, then doxygen will create 4096 sub- # directories (in 2 levels) under the output directory of each output format and # will distribute the generated files over these directories. Enabling this # option can be useful when feeding doxygen a huge amount of source files, where # putting all generated files in the same directory would otherwise causes # performance problems for the file system. # The default value is: NO. CREATE_SUBDIRS = NO # If the ALLOW_UNICODE_NAMES tag is set to YES, doxygen will allow non-ASCII # characters to appear in the names of generated files. If set to NO, non-ASCII # characters will be escaped, for example _xE3_x81_x84 will be used for Unicode # U+3044. # The default value is: NO. ALLOW_UNICODE_NAMES = NO # The OUTPUT_LANGUAGE tag is used to specify the language in which all # documentation generated by doxygen is written. Doxygen will use this # information to generate all constant output in the proper language. # Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Catalan, Chinese, # Chinese-Traditional, Croatian, Czech, Danish, Dutch, English (United States), # Esperanto, Farsi (Persian), Finnish, French, German, Greek, Hungarian, # Indonesian, Italian, Japanese, Japanese-en (Japanese with English messages), # Korean, Korean-en (Korean with English messages), Latvian, Lithuanian, # Macedonian, Norwegian, Persian (Farsi), Polish, Portuguese, Romanian, Russian, # Serbian, Serbian-Cyrillic, Slovak, Slovene, Spanish, Swedish, Turkish, # Ukrainian and Vietnamese. # The default value is: English. OUTPUT_LANGUAGE = English # If the BRIEF_MEMBER_DESC tag is set to YES doxygen will include brief member # descriptions after the members that are listed in the file and class # documentation (similar to Javadoc). Set to NO to disable this. # The default value is: YES. BRIEF_MEMBER_DESC = YES # If the REPEAT_BRIEF tag is set to YES doxygen will prepend the brief # description of a member or function before the detailed description # # Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the # brief descriptions will be completely suppressed. # The default value is: YES. REPEAT_BRIEF = YES # This tag implements a quasi-intelligent brief description abbreviator that is # used to form the text in various listings. Each string in this list, if found # as the leading text of the brief description, will be stripped from the text # and the result, after processing the whole list, is used as the annotated # text. Otherwise, the brief description is used as-is. If left blank, the # following values are used ($name is automatically replaced with the name of # the entity):The $name class, The $name widget, The $name file, is, provides, # specifies, contains, represents, a, an and the. ABBREVIATE_BRIEF = "The $name class" \ "The $name widget" \ "The $name file" \ is \ provides \ specifies \ contains \ represents \ a \ an \ the # If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then # doxygen will generate a detailed section even if there is only a brief # description. # The default value is: NO. ALWAYS_DETAILED_SEC = NO # If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all # inherited members of a class in the documentation of that class as if those # members were ordinary class members. Constructors, destructors and assignment # operators of the base classes will not be shown. # The default value is: NO. INLINE_INHERITED_MEMB = NO # If the FULL_PATH_NAMES tag is set to YES doxygen will prepend the full path # before files name in the file list and in the header files. If set to NO the # shortest path that makes the file name unique will be used # The default value is: YES. FULL_PATH_NAMES = NO # The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path. # Stripping is only done if one of the specified strings matches the left-hand # part of the path. The tag can be used to show relative paths in the file list. # If left blank the directory from which doxygen is run is used as the path to # strip. # # Note that you can specify absolute paths here, but also relative paths, which # will be relative from the directory where doxygen is started. # This tag requires that the tag FULL_PATH_NAMES is set to YES. STRIP_FROM_PATH = # The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of the # path mentioned in the documentation of a class, which tells the reader which # header file to include in order to use a class. If left blank only the name of # the header file containing the class definition is used. Otherwise one should # specify the list of include paths that are normally passed to the compiler # using the -I flag. STRIP_FROM_INC_PATH = # If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter (but # less readable) file names. This can be useful is your file systems doesn't # support long names like on DOS, Mac, or CD-ROM. # The default value is: NO. SHORT_NAMES = NO # If the JAVADOC_AUTOBRIEF tag is set to YES then doxygen will interpret the # first line (until the first dot) of a Javadoc-style comment as the brief # description. If set to NO, the Javadoc-style will behave just like regular Qt- # style comments (thus requiring an explicit @brief command for a brief # description.) # The default value is: NO. JAVADOC_AUTOBRIEF = YES # If the QT_AUTOBRIEF tag is set to YES then doxygen will interpret the first # line (until the first dot) of a Qt-style comment as the brief description. If # set to NO, the Qt-style will behave just like regular Qt-style comments (thus # requiring an explicit \brief command for a brief description.) # The default value is: NO. QT_AUTOBRIEF = NO # The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make doxygen treat a # multi-line C++ special comment block (i.e. a block of //! or /// comments) as # a brief description. This used to be the default behavior. The new default is # to treat a multi-line C++ comment block as a detailed description. Set this # tag to YES if you prefer the old behavior instead. # # Note that setting this tag to YES also means that rational rose comments are # not recognized any more. # The default value is: NO. MULTILINE_CPP_IS_BRIEF = YES # If the INHERIT_DOCS tag is set to YES then an undocumented member inherits the # documentation from any documented member that it re-implements. # The default value is: YES. INHERIT_DOCS = YES # If the SEPARATE_MEMBER_PAGES tag is set to YES, then doxygen will produce a # new page for each member. If set to NO, the documentation of a member will be # part of the file/class/namespace that contains it. # The default value is: NO. SEPARATE_MEMBER_PAGES = NO # The TAB_SIZE tag can be used to set the number of spaces in a tab. Doxygen # uses this value to replace tabs by spaces in code fragments. # Minimum value: 1, maximum value: 16, default value: 4. TAB_SIZE = 4 # This tag can be used to specify a number of aliases that act as commands in # the documentation. An alias has the form: # name=value # For example adding # "sideeffect=@par Side Effects:\n" # will allow you to put the command \sideeffect (or @sideeffect) in the # documentation, which will result in a user-defined paragraph with heading # "Side Effects:". You can put \n's in the value part of an alias to insert # newlines. ALIASES = # This tag can be used to specify a number of word-keyword mappings (TCL only). # A mapping has the form "name=value". For example adding "class=itcl::class" # will allow you to use the command class in the itcl::class meaning. TCL_SUBST = # Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources # only. Doxygen will then generate output that is more tailored for C. For # instance, some of the names that are used will be different. The list of all # members will be omitted, etc. # The default value is: NO. OPTIMIZE_OUTPUT_FOR_C = NO # Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java or # Python sources only. Doxygen will then generate output that is more tailored # for that language. For instance, namespaces will be presented as packages, # qualified scopes will look different, etc. # The default value is: NO. OPTIMIZE_OUTPUT_JAVA = NO # Set the OPTIMIZE_FOR_FORTRAN tag to YES if your project consists of Fortran # sources. Doxygen will then generate output that is tailored for Fortran. # The default value is: NO. OPTIMIZE_FOR_FORTRAN = NO # Set the OPTIMIZE_OUTPUT_VHDL tag to YES if your project consists of VHDL # sources. Doxygen will then generate output that is tailored for VHDL. # The default value is: NO. OPTIMIZE_OUTPUT_VHDL = NO # Doxygen selects the parser to use depending on the extension of the files it # parses. With this tag you can assign which parser to use for a given # extension. Doxygen has a built-in mapping, but you can override or extend it # using this tag. The format is ext=language, where ext is a file extension, and # language is one of the parsers supported by doxygen: IDL, Java, Javascript, # C#, C, C++, D, PHP, Objective-C, Python, Fortran (fixed format Fortran: # FortranFixed, free formatted Fortran: FortranFree, unknown formatted Fortran: # Fortran. In the later case the parser tries to guess whether the code is fixed # or free formatted code, this is the default for Fortran type files), VHDL. For # instance to make doxygen treat .inc files as Fortran files (default is PHP), # and .f files as C (default is Fortran), use: inc=Fortran f=C. # # Note For files without extension you can use no_extension as a placeholder. # # Note that for custom extensions you also need to set FILE_PATTERNS otherwise # the files are not read by doxygen. EXTENSION_MAPPING = # If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments # according to the Markdown format, which allows for more readable # documentation. See http://daringfireball.net/projects/markdown/ for details. # The output of markdown processing is further processed by doxygen, so you can # mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in # case of backward compatibilities issues. # The default value is: YES. MARKDOWN_SUPPORT = YES # When enabled doxygen tries to link words that correspond to documented # classes, or namespaces to their corresponding documentation. Such a link can # be prevented in individual cases by by putting a % sign in front of the word # or globally by setting AUTOLINK_SUPPORT to NO. # The default value is: YES. AUTOLINK_SUPPORT = YES # If you use STL classes (i.e. std::string, std::vector, etc.) but do not want # to include (a tag file for) the STL sources as input, then you should set this # tag to YES in order to let doxygen match functions declarations and # definitions whose arguments contain STL classes (e.g. func(std::string); # versus func(std::string) {}). This also make the inheritance and collaboration # diagrams that involve STL classes more complete and accurate. # The default value is: NO. BUILTIN_STL_SUPPORT = NO # If you use Microsoft's C++/CLI language, you should set this option to YES to # enable parsing support. # The default value is: NO. CPP_CLI_SUPPORT = NO # Set the SIP_SUPPORT tag to YES if your project consists of sip (see: # http://www.riverbankcomputing.co.uk/software/sip/intro) sources only. Doxygen # will parse them like normal C++ but will assume all classes use public instead # of private inheritance when no explicit protection keyword is present. # The default value is: NO. SIP_SUPPORT = NO # For Microsoft's IDL there are propget and propput attributes to indicate # getter and setter methods for a property. Setting this option to YES will make # doxygen to replace the get and set methods by a property in the documentation. # This will only work if the methods are indeed getting or setting a simple # type. If this is not the case, or you want to show the methods anyway, you # should set this option to NO. # The default value is: YES. IDL_PROPERTY_SUPPORT = YES # If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC # tag is set to YES, then doxygen will reuse the documentation of the first # member in the group (if any) for the other members of the group. By default # all members of a group must be documented explicitly. # The default value is: NO. DISTRIBUTE_GROUP_DOC = NO # Set the SUBGROUPING tag to YES to allow class member groups of the same type # (for instance a group of public functions) to be put as a subgroup of that # type (e.g. under the Public Functions section). Set it to NO to prevent # subgrouping. Alternatively, this can be done per class using the # \nosubgrouping command. # The default value is: YES. SUBGROUPING = YES # When the INLINE_GROUPED_CLASSES tag is set to YES, classes, structs and unions # are shown inside the group in which they are included (e.g. using \ingroup) # instead of on a separate page (for HTML and Man pages) or section (for LaTeX # and RTF). # # Note that this feature does not work in combination with # SEPARATE_MEMBER_PAGES. # The default value is: NO. INLINE_GROUPED_CLASSES = NO # When the INLINE_SIMPLE_STRUCTS tag is set to YES, structs, classes, and unions # with only public data fields or simple typedef fields will be shown inline in # the documentation of the scope in which they are defined (i.e. file, # namespace, or group documentation), provided this scope is documented. If set # to NO, structs, classes, and unions are shown on a separate page (for HTML and # Man pages) or section (for LaTeX and RTF). # The default value is: NO. INLINE_SIMPLE_STRUCTS = NO # When TYPEDEF_HIDES_STRUCT tag is enabled, a typedef of a struct, union, or # enum is documented as struct, union, or enum with the name of the typedef. So # typedef struct TypeS {} TypeT, will appear in the documentation as a struct # with name TypeT. When disabled the typedef will appear as a member of a file, # namespace, or class. And the struct will be named TypeS. This can typically be # useful for C code in case the coding convention dictates that all compound # types are typedef'ed and only the typedef is referenced, never the tag name. # The default value is: NO. TYPEDEF_HIDES_STRUCT = NO # The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This # cache is used to resolve symbols given their name and scope. Since this can be # an expensive process and often the same symbol appears multiple times in the # code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small # doxygen will become slower. If the cache is too large, memory is wasted. The # cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range # is 0..9, the default is 0, corresponding to a cache size of 2^16=65536 # symbols. At the end of a run doxygen will report the cache usage and suggest # the optimal cache size from a speed point of view. # Minimum value: 0, maximum value: 9, default value: 0. LOOKUP_CACHE_SIZE = 0 #--------------------------------------------------------------------------- # Build related configuration options #--------------------------------------------------------------------------- # If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in # documentation are documented, even if no documentation was available. Private # class members and static file members will be hidden unless the # EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES. # Note: This will also disable the warnings about undocumented members that are # normally produced when WARNINGS is set to YES. # The default value is: NO. EXTRACT_ALL = NO # If the EXTRACT_PRIVATE tag is set to YES all private members of a class will # be included in the documentation. # The default value is: NO. EXTRACT_PRIVATE = NO # If the EXTRACT_PACKAGE tag is set to YES all members with package or internal # scope will be included in the documentation. # The default value is: NO. EXTRACT_PACKAGE = NO # If the EXTRACT_STATIC tag is set to YES all static members of a file will be # included in the documentation. # The default value is: NO. EXTRACT_STATIC = NO # If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) defined # locally in source files will be included in the documentation. If set to NO # only classes defined in header files are included. Does not have any effect # for Java sources. # The default value is: YES. EXTRACT_LOCAL_CLASSES = YES # This flag is only useful for Objective-C code. When set to YES local methods, # which are defined in the implementation section but not in the interface are # included in the documentation. If set to NO only methods in the interface are # included. # The default value is: NO. EXTRACT_LOCAL_METHODS = NO # If this flag is set to YES, the members of anonymous namespaces will be # extracted and appear in the documentation as a namespace called # 'anonymous_namespace{file}', where file will be replaced with the base name of # the file that contains the anonymous namespace. By default anonymous namespace # are hidden. # The default value is: NO. EXTRACT_ANON_NSPACES = NO # If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all # undocumented members inside documented classes or files. If set to NO these # members will be included in the various overviews, but no documentation # section is generated. This option has no effect if EXTRACT_ALL is enabled. # The default value is: NO. HIDE_UNDOC_MEMBERS = YES # If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all # undocumented classes that are normally visible in the class hierarchy. If set # to NO these classes will be included in the various overviews. This option has # no effect if EXTRACT_ALL is enabled. # The default value is: NO. HIDE_UNDOC_CLASSES = NO # If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend # (class|struct|union) declarations. If set to NO these declarations will be # included in the documentation. # The default value is: NO. HIDE_FRIEND_COMPOUNDS = NO # If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any # documentation blocks found inside the body of a function. If set to NO these # blocks will be appended to the function's detailed documentation block. # The default value is: NO. HIDE_IN_BODY_DOCS = NO # The INTERNAL_DOCS tag determines if documentation that is typed after a # \internal command is included. If the tag is set to NO then the documentation # will be excluded. Set it to YES to include the internal documentation. # The default value is: NO. INTERNAL_DOCS = NO # If the CASE_SENSE_NAMES tag is set to NO then doxygen will only generate file # names in lower-case letters. If set to YES upper-case letters are also # allowed. This is useful if you have classes or files whose names only differ # in case and if your file system supports case sensitive file names. Windows # and Mac users are advised to set this option to NO. # The default value is: system dependent. CASE_SENSE_NAMES = NO # If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with # their full class and namespace scopes in the documentation. If set to YES the # scope will be hidden. # The default value is: NO. HIDE_SCOPE_NAMES = NO # If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of # the files that are included by a file in the documentation of that file. # The default value is: YES. SHOW_INCLUDE_FILES = YES # If the SHOW_GROUPED_MEMB_INC tag is set to YES then Doxygen will add for each # grouped member an include statement to the documentation, telling the reader # which file to include in order to use the member. # The default value is: NO. SHOW_GROUPED_MEMB_INC = NO # If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include # files with double quotes in the documentation rather than with sharp brackets. # The default value is: NO. FORCE_LOCAL_INCLUDES = NO # If the INLINE_INFO tag is set to YES then a tag [inline] is inserted in the # documentation for inline members. # The default value is: YES. INLINE_INFO = YES # If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the # (detailed) documentation of file and class members alphabetically by member # name. If set to NO the members will appear in declaration order. # The default value is: YES. SORT_MEMBER_DOCS = YES # If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief # descriptions of file, namespace and class members alphabetically by member # name. If set to NO the members will appear in declaration order. Note that # this will also influence the order of the classes in the class list. # The default value is: NO. SORT_BRIEF_DOCS = NO # If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the # (brief and detailed) documentation of class members so that constructors and # destructors are listed first. If set to NO the constructors will appear in the # respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS. # Note: If SORT_BRIEF_DOCS is set to NO this option is ignored for sorting brief # member documentation. # Note: If SORT_MEMBER_DOCS is set to NO this option is ignored for sorting # detailed member documentation. # The default value is: NO. SORT_MEMBERS_CTORS_1ST = NO # If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy # of group names into alphabetical order. If set to NO the group names will # appear in their defined order. # The default value is: NO. SORT_GROUP_NAMES = NO # If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be sorted by # fully-qualified names, including namespaces. If set to NO, the class list will # be sorted only by class name, not including the namespace part. # Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. # Note: This option applies only to the class list, not to the alphabetical # list. # The default value is: NO. SORT_BY_SCOPE_NAME = NO # If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper # type resolution of all parameters of a function it will reject a match between # the prototype and the implementation of a member function even if there is # only one candidate or it is obvious which candidate to choose by doing a # simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still # accept a match between prototype and implementation in such cases. # The default value is: NO. STRICT_PROTO_MATCHING = NO # The GENERATE_TODOLIST tag can be used to enable ( YES) or disable ( NO) the # todo list. This list is created by putting \todo commands in the # documentation. # The default value is: YES. GENERATE_TODOLIST = YES # The GENERATE_TESTLIST tag can be used to enable ( YES) or disable ( NO) the # test list. This list is created by putting \test commands in the # documentation. # The default value is: YES. GENERATE_TESTLIST = YES # The GENERATE_BUGLIST tag can be used to enable ( YES) or disable ( NO) the bug # list. This list is created by putting \bug commands in the documentation. # The default value is: YES. GENERATE_BUGLIST = YES # The GENERATE_DEPRECATEDLIST tag can be used to enable ( YES) or disable ( NO) # the deprecated list. This list is created by putting \deprecated commands in # the documentation. # The default value is: YES. GENERATE_DEPRECATEDLIST= YES # The ENABLED_SECTIONS tag can be used to enable conditional documentation # sections, marked by \if ... \endif and \cond # ... \endcond blocks. ENABLED_SECTIONS = # The MAX_INITIALIZER_LINES tag determines the maximum number of lines that the # initial value of a variable or macro / define can have for it to appear in the # documentation. If the initializer consists of more lines than specified here # it will be hidden. Use a value of 0 to hide initializers completely. The # appearance of the value of individual variables and macros / defines can be # controlled using \showinitializer or \hideinitializer command in the # documentation regardless of this setting. # Minimum value: 0, maximum value: 10000, default value: 30. MAX_INITIALIZER_LINES = 30 # Set the SHOW_USED_FILES tag to NO to disable the list of files generated at # the bottom of the documentation of classes and structs. If set to YES the list # will mention the files that were used to generate the documentation. # The default value is: YES. SHOW_USED_FILES = YES # Set the SHOW_FILES tag to NO to disable the generation of the Files page. This # will remove the Files entry from the Quick Index and from the Folder Tree View # (if specified). # The default value is: YES. SHOW_FILES = YES # Set the SHOW_NAMESPACES tag to NO to disable the generation of the Namespaces # page. This will remove the Namespaces entry from the Quick Index and from the # Folder Tree View (if specified). # The default value is: YES. SHOW_NAMESPACES = YES # The FILE_VERSION_FILTER tag can be used to specify a program or script that # doxygen should invoke to get the current version for each file (typically from # the version control system). Doxygen will invoke the program by executing (via # popen()) the command command input-file, where command is the value of the # FILE_VERSION_FILTER tag, and input-file is the name of an input file provided # by doxygen. Whatever the program writes to standard output is used as the file # version. For an example see the documentation. FILE_VERSION_FILTER = # The LAYOUT_FILE tag can be used to specify a layout file which will be parsed # by doxygen. The layout file controls the global structure of the generated # output files in an output format independent way. To create the layout file # that represents doxygen's defaults, run doxygen with the -l option. You can # optionally specify a file name after the option, if omitted DoxygenLayout.xml # will be used as the name of the layout file. # # Note that if you run doxygen from a directory containing a file called # DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE # tag is left empty. LAYOUT_FILE = # The CITE_BIB_FILES tag can be used to specify one or more bib files containing # the reference definitions. This must be a list of .bib files. The .bib # extension is automatically appended if omitted. This requires the bibtex tool # to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info. # For LaTeX the style of the bibliography can be controlled using # LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the # search path. Do not use file names with spaces, bibtex cannot handle them. See # also \cite for info how to create references. CITE_BIB_FILES = #--------------------------------------------------------------------------- # Configuration options related to warning and progress messages #--------------------------------------------------------------------------- # The QUIET tag can be used to turn on/off the messages that are generated to # standard output by doxygen. If QUIET is set to YES this implies that the # messages are off. # The default value is: NO. QUIET = NO # The WARNINGS tag can be used to turn on/off the warning messages that are # generated to standard error ( stderr) by doxygen. If WARNINGS is set to YES # this implies that the warnings are on. # # Tip: Turn warnings on while writing the documentation. # The default value is: YES. WARNINGS = YES # If the WARN_IF_UNDOCUMENTED tag is set to YES, then doxygen will generate # warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag # will automatically be disabled. # The default value is: YES. WARN_IF_UNDOCUMENTED = YES # If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for # potential errors in the documentation, such as not documenting some parameters # in a documented function, or documenting parameters that don't exist or using # markup commands wrongly. # The default value is: YES. WARN_IF_DOC_ERROR = YES # This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that # are documented, but have no documentation for their parameters or return # value. If set to NO doxygen will only warn about wrong or incomplete parameter # documentation, but not about the absence of documentation. # The default value is: NO. WARN_NO_PARAMDOC = YES # The WARN_FORMAT tag determines the format of the warning messages that doxygen # can produce. The string should contain the $file, $line, and $text tags, which # will be replaced by the file and line number from which the warning originated # and the warning text. Optionally the format may contain $version, which will # be replaced by the version of the file (if it could be obtained via # FILE_VERSION_FILTER) # The default value is: $file:$line: $text. WARN_FORMAT = "$file:$line: $text" # The WARN_LOGFILE tag can be used to specify a file to which warning and error # messages should be written. If left blank the output is written to standard # error (stderr). WARN_LOGFILE = #--------------------------------------------------------------------------- # Configuration options related to the input files #--------------------------------------------------------------------------- # The INPUT tag is used to specify the files and/or directories that contain # documented source files. You may enter file names like myfile.cpp or # directories like /usr/src/myproject. Separate the files or directories with # spaces. # Note: If this tag is empty the current directory is searched. INPUT = @top_srcdir@/src # This tag can be used to specify the character encoding of the source files # that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses # libiconv (or the iconv built into libc) for the transcoding. See the libiconv # documentation (see: http://www.gnu.org/software/libiconv) for the list of # possible encodings. # The default value is: UTF-8. INPUT_ENCODING = UTF-8 # If the value of the INPUT tag contains directories, you can use the # FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and # *.h) to filter out the source-files in the directories. If left blank the # following patterns are tested:*.c, *.cc, *.cxx, *.cpp, *.c++, *.java, *.ii, # *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h, *.hh, *.hxx, *.hpp, # *.h++, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, *.inc, *.m, *.markdown, # *.md, *.mm, *.dox, *.py, *.f90, *.f, *.for, *.tcl, *.vhd, *.vhdl, *.ucf, # *.qsf, *.as and *.js. FILE_PATTERNS = *.c \ *.cc \ *.cxx \ *.cpp \ *.c++ \ *.inl \ *.h \ *.hh \ *.hxx \ *.hpp \ *.h++ \ *.inc # The RECURSIVE tag can be used to specify whether or not subdirectories should # be searched for input files as well. # The default value is: NO. RECURSIVE = YES # The EXCLUDE tag can be used to specify files and/or directories that should be # excluded from the INPUT source files. This way you can easily exclude a # subdirectory from a directory tree whose root is specified with the INPUT tag. # # Note that relative paths are relative to the directory from which doxygen is # run. EXCLUDE = resource.h \ ipch \ dirent.h \ lodepng.cpp \ lodepng.h # The EXCLUDE_SYMLINKS tag can be used to select whether or not files or # directories that are symbolic links (a Unix file system feature) are excluded # from the input. # The default value is: NO. EXCLUDE_SYMLINKS = NO # If the value of the INPUT tag contains directories, you can use the # EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude # certain files from those directories. # # Note that the wildcards are matched against the file with absolute path, so to # exclude all test directories for example use the pattern */test/* EXCLUDE_PATTERNS = */ipch/* \ resource.h \ dirent.h \ lodepng.cpp \ lodepng.h # The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names # (namespaces, classes, functions, etc.) that should be excluded from the # output. The symbol name can be a fully qualified name, a word, or if the # wildcard * is used, a substring. Examples: ANamespace, AClass, # AClass::ANamespace, ANamespace::*Test # # Note that the wildcards are matched against the file with absolute path, so to # exclude all test directories use the pattern */test/* EXCLUDE_SYMBOLS = # The EXAMPLE_PATH tag can be used to specify one or more files or directories # that contain example code fragments that are included (see the \include # command). EXAMPLE_PATH = # If the value of the EXAMPLE_PATH tag contains directories, you can use the # EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp and # *.h) to filter out the source-files in the directories. If left blank all # files are included. EXAMPLE_PATTERNS = * # If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be # searched for input files to be used with the \include or \dontinclude commands # irrespective of the value of the RECURSIVE tag. # The default value is: NO. EXAMPLE_RECURSIVE = NO # The IMAGE_PATH tag can be used to specify one or more files or directories # that contain images that are to be included in the documentation (see the # \image command). IMAGE_PATH = # The INPUT_FILTER tag can be used to specify a program that doxygen should # invoke to filter for each input file. Doxygen will invoke the filter program # by executing (via popen()) the command: # # # # where is the value of the INPUT_FILTER tag, and is the # name of an input file. Doxygen will then use the output that the filter # program writes to standard output. If FILTER_PATTERNS is specified, this tag # will be ignored. # # Note that the filter must not add or remove lines; it is applied before the # code is scanned, but not when the output code is generated. If lines are added # or removed, the anchors will not be placed correctly. INPUT_FILTER = # The FILTER_PATTERNS tag can be used to specify filters on a per file pattern # basis. Doxygen will compare the file name with each pattern and apply the # filter if there is a match. The filters are a list of the form: pattern=filter # (like *.cpp=my_cpp_filter). See INPUT_FILTER for further information on how # filters are used. If the FILTER_PATTERNS tag is empty or if none of the # patterns match the file name, INPUT_FILTER is applied. FILTER_PATTERNS = # If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using # INPUT_FILTER ) will also be used to filter the input files that are used for # producing the source files to browse (i.e. when SOURCE_BROWSER is set to YES). # The default value is: NO. FILTER_SOURCE_FILES = NO # The FILTER_SOURCE_PATTERNS tag can be used to specify source filters per file # pattern. A pattern will override the setting for FILTER_PATTERN (if any) and # it is also possible to disable source filtering for a specific pattern using # *.ext= (so without naming a filter). # This tag requires that the tag FILTER_SOURCE_FILES is set to YES. FILTER_SOURCE_PATTERNS = # If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that # is part of the input, its contents will be placed on the main page # (index.html). This can be useful if you have a project on for instance GitHub # and want to reuse the introduction page also for the doxygen output. USE_MDFILE_AS_MAINPAGE = #--------------------------------------------------------------------------- # Configuration options related to source browsing #--------------------------------------------------------------------------- # If the SOURCE_BROWSER tag is set to YES then a list of source files will be # generated. Documented entities will be cross-referenced with these sources. # # Note: To get rid of all source code in the generated output, make sure that # also VERBATIM_HEADERS is set to NO. # The default value is: NO. SOURCE_BROWSER = NO # Setting the INLINE_SOURCES tag to YES will include the body of functions, # classes and enums directly into the documentation. # The default value is: NO. INLINE_SOURCES = NO # Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any # special comment blocks from generated source code fragments. Normal C, C++ and # Fortran comments will always remain visible. # The default value is: YES. STRIP_CODE_COMMENTS = YES # If the REFERENCED_BY_RELATION tag is set to YES then for each documented # function all documented functions referencing it will be listed. # The default value is: NO. REFERENCED_BY_RELATION = NO # If the REFERENCES_RELATION tag is set to YES then for each documented function # all documented entities called/used by that function will be listed. # The default value is: NO. REFERENCES_RELATION = NO # If the REFERENCES_LINK_SOURCE tag is set to YES and SOURCE_BROWSER tag is set # to YES, then the hyperlinks from functions in REFERENCES_RELATION and # REFERENCED_BY_RELATION lists will link to the source code. Otherwise they will # link to the documentation. # The default value is: YES. REFERENCES_LINK_SOURCE = YES # If SOURCE_TOOLTIPS is enabled (the default) then hovering a hyperlink in the # source code will show a tooltip with additional information such as prototype, # brief description and links to the definition and documentation. Since this # will make the HTML file larger and loading of large files a bit slower, you # can opt to disable this feature. # The default value is: YES. # This tag requires that the tag SOURCE_BROWSER is set to YES. SOURCE_TOOLTIPS = YES # If the USE_HTAGS tag is set to YES then the references to source code will # point to the HTML generated by the htags(1) tool instead of doxygen built-in # source browser. The htags tool is part of GNU's global source tagging system # (see http://www.gnu.org/software/global/global.html). You will need version # 4.8.6 or higher. # # To use it do the following: # - Install the latest version of global # - Enable SOURCE_BROWSER and USE_HTAGS in the config file # - Make sure the INPUT points to the root of the source tree # - Run doxygen as normal # # Doxygen will invoke htags (and that will in turn invoke gtags), so these # tools must be available from the command line (i.e. in the search path). # # The result: instead of the source browser generated by doxygen, the links to # source code will now point to the output of htags. # The default value is: NO. # This tag requires that the tag SOURCE_BROWSER is set to YES. USE_HTAGS = NO # If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a # verbatim copy of the header file for each class for which an include is # specified. Set to NO to disable this. # See also: Section \class. # The default value is: YES. VERBATIM_HEADERS = YES # If the CLANG_ASSISTED_PARSING tag is set to YES, then doxygen will use the # clang parser (see: http://clang.llvm.org/) for more accurate parsing at the # cost of reduced performance. This can be particularly helpful with template # rich C++ code for which doxygen's built-in parser lacks the necessary type # information. # Note: The availability of this option depends on whether or not doxygen was # compiled with the --with-libclang option. # The default value is: NO. CLANG_ASSISTED_PARSING = NO # If clang assisted parsing is enabled you can provide the compiler with command # line options that you would normally use when invoking the compiler. Note that # the include paths will already be set by doxygen for the files and directories # specified with INPUT and INCLUDE_PATH. # This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES. CLANG_OPTIONS = #--------------------------------------------------------------------------- # Configuration options related to the alphabetical class index #--------------------------------------------------------------------------- # If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index of all # compounds will be generated. Enable this if the project contains a lot of # classes, structs, unions or interfaces. # The default value is: YES. ALPHABETICAL_INDEX = YES # The COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns in # which the alphabetical index list will be split. # Minimum value: 1, maximum value: 20, default value: 5. # This tag requires that the tag ALPHABETICAL_INDEX is set to YES. COLS_IN_ALPHA_INDEX = 5 # In case all classes in a project start with a common prefix, all classes will # be put under the same header in the alphabetical index. The IGNORE_PREFIX tag # can be used to specify a prefix (or a list of prefixes) that should be ignored # while generating the index headers. # This tag requires that the tag ALPHABETICAL_INDEX is set to YES. IGNORE_PREFIX = #--------------------------------------------------------------------------- # Configuration options related to the HTML output #--------------------------------------------------------------------------- # If the GENERATE_HTML tag is set to YES doxygen will generate HTML output # The default value is: YES. GENERATE_HTML = YES # The HTML_OUTPUT tag is used to specify where the HTML docs will be put. If a # relative path is entered the value of OUTPUT_DIRECTORY will be put in front of # it. # The default directory is: html. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_OUTPUT = html # The HTML_FILE_EXTENSION tag can be used to specify the file extension for each # generated HTML page (for example: .htm, .php, .asp). # The default value is: .html. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_FILE_EXTENSION = .html # The HTML_HEADER tag can be used to specify a user-defined HTML header file for # each generated HTML page. If the tag is left blank doxygen will generate a # standard header. # # To get valid HTML the header file that includes any scripts and style sheets # that doxygen needs, which is dependent on the configuration options used (e.g. # the setting GENERATE_TREEVIEW). It is highly recommended to start with a # default header using # doxygen -w html new_header.html new_footer.html new_stylesheet.css # YourConfigFile # and then modify the file new_header.html. See also section "Doxygen usage" # for information on how to generate the default header that doxygen normally # uses. # Note: The header is subject to change so you typically have to regenerate the # default header when upgrading to a newer version of doxygen. For a description # of the possible markers and block names see the documentation. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_HEADER = # The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each # generated HTML page. If the tag is left blank doxygen will generate a standard # footer. See HTML_HEADER for more information on how to generate a default # footer and what special commands can be used inside the footer. See also # section "Doxygen usage" for information on how to generate the default footer # that doxygen normally uses. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_FOOTER = # The HTML_STYLESHEET tag can be used to specify a user-defined cascading style # sheet that is used by each HTML page. It can be used to fine-tune the look of # the HTML output. If left blank doxygen will generate a default style sheet. # See also section "Doxygen usage" for information on how to generate the style # sheet that doxygen normally uses. # Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as # it is more robust and this tag (HTML_STYLESHEET) will in the future become # obsolete. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_STYLESHEET = # The HTML_EXTRA_STYLESHEET tag can be used to specify an additional user- # defined cascading style sheet that is included after the standard style sheets # created by doxygen. Using this option one can overrule certain style aspects. # This is preferred over using HTML_STYLESHEET since it does not replace the # standard style sheet and is therefor more robust against future updates. # Doxygen will copy the style sheet file to the output directory. For an example # see the documentation. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_EXTRA_STYLESHEET = # The HTML_EXTRA_FILES tag can be used to specify one or more extra images or # other source files which should be copied to the HTML output directory. Note # that these files will be copied to the base HTML output directory. Use the # $relpath^ marker in the HTML_HEADER and/or HTML_FOOTER files to load these # files. In the HTML_STYLESHEET file, use the file name only. Also note that the # files will be copied as-is; there are no commands or markers available. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_EXTRA_FILES = # The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen # will adjust the colors in the stylesheet and background images according to # this color. Hue is specified as an angle on a colorwheel, see # http://en.wikipedia.org/wiki/Hue for more information. For instance the value # 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300 # purple, and 360 is red again. # Minimum value: 0, maximum value: 359, default value: 220. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_COLORSTYLE_HUE = 220 # The HTML_COLORSTYLE_SAT tag controls the purity (or saturation) of the colors # in the HTML output. For a value of 0 the output will use grayscales only. A # value of 255 will produce the most vivid colors. # Minimum value: 0, maximum value: 255, default value: 100. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_COLORSTYLE_SAT = 100 # The HTML_COLORSTYLE_GAMMA tag controls the gamma correction applied to the # luminance component of the colors in the HTML output. Values below 100 # gradually make the output lighter, whereas values above 100 make the output # darker. The value divided by 100 is the actual gamma applied, so 80 represents # a gamma of 0.8, The value 220 represents a gamma of 2.2, and 100 does not # change the gamma. # Minimum value: 40, maximum value: 240, default value: 80. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_COLORSTYLE_GAMMA = 80 # If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML # page will contain the date and time when the page was generated. Setting this # to NO can help when comparing the output of multiple runs. # The default value is: YES. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_TIMESTAMP = YES # If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML # documentation will contain sections that can be hidden and shown after the # page has loaded. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_DYNAMIC_SECTIONS = NO # With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries # shown in the various tree structured indices initially; the user can expand # and collapse entries dynamically later on. Doxygen will expand the tree to # such a level that at most the specified number of entries are visible (unless # a fully collapsed tree already exceeds this amount). So setting the number of # entries 1 will produce a full collapsed tree by default. 0 is a special value # representing an infinite number of entries and will result in a full expanded # tree by default. # Minimum value: 0, maximum value: 9999, default value: 100. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_INDEX_NUM_ENTRIES = 100 # If the GENERATE_DOCSET tag is set to YES, additional index files will be # generated that can be used as input for Apple's Xcode 3 integrated development # environment (see: http://developer.apple.com/tools/xcode/), introduced with # OSX 10.5 (Leopard). To create a documentation set, doxygen will generate a # Makefile in the HTML output directory. Running make will produce the docset in # that directory and running make install will install the docset in # ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at # startup. See http://developer.apple.com/tools/creatingdocsetswithdoxygen.html # for more information. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. GENERATE_DOCSET = NO # This tag determines the name of the docset feed. A documentation feed provides # an umbrella under which multiple documentation sets from a single provider # (such as a company or product suite) can be grouped. # The default value is: Doxygen generated docs. # This tag requires that the tag GENERATE_DOCSET is set to YES. DOCSET_FEEDNAME = "Doxygen generated docs" # This tag specifies a string that should uniquely identify the documentation # set bundle. This should be a reverse domain-name style string, e.g. # com.mycompany.MyDocSet. Doxygen will append .docset to the name. # The default value is: org.doxygen.Project. # This tag requires that the tag GENERATE_DOCSET is set to YES. DOCSET_BUNDLE_ID = org.doxygen.Project # The DOCSET_PUBLISHER_ID tag specifies a string that should uniquely identify # the documentation publisher. This should be a reverse domain-name style # string, e.g. com.mycompany.MyDocSet.documentation. # The default value is: org.doxygen.Publisher. # This tag requires that the tag GENERATE_DOCSET is set to YES. DOCSET_PUBLISHER_ID = org.doxygen.Publisher # The DOCSET_PUBLISHER_NAME tag identifies the documentation publisher. # The default value is: Publisher. # This tag requires that the tag GENERATE_DOCSET is set to YES. DOCSET_PUBLISHER_NAME = Publisher # If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three # additional HTML index files: index.hhp, index.hhc, and index.hhk. The # index.hhp is a project file that can be read by Microsoft's HTML Help Workshop # (see: http://www.microsoft.com/en-us/download/details.aspx?id=21138) on # Windows. # # The HTML Help Workshop contains a compiler that can convert all HTML output # generated by doxygen into a single compiled HTML file (.chm). Compiled HTML # files are now used as the Windows 98 help format, and will replace the old # Windows help format (.hlp) on all Windows platforms in the future. Compressed # HTML files also contain an index, a table of contents, and you can search for # words in the documentation. The HTML workshop also contains a viewer for # compressed HTML files. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. GENERATE_HTMLHELP = NO # The CHM_FILE tag can be used to specify the file name of the resulting .chm # file. You can add a path in front of the file if the result should not be # written to the html output directory. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. CHM_FILE = # The HHC_LOCATION tag can be used to specify the location (absolute path # including file name) of the HTML help compiler ( hhc.exe). If non-empty # doxygen will try to run the HTML help compiler on the generated index.hhp. # The file has to be specified with full path. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. HHC_LOCATION = # The GENERATE_CHI flag controls if a separate .chi index file is generated ( # YES) or that it should be included in the master .chm file ( NO). # The default value is: NO. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. GENERATE_CHI = NO # The CHM_INDEX_ENCODING is used to encode HtmlHelp index ( hhk), content ( hhc) # and project file content. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. CHM_INDEX_ENCODING = # The BINARY_TOC flag controls whether a binary table of contents is generated ( # YES) or a normal table of contents ( NO) in the .chm file. Furthermore it # enables the Previous and Next buttons. # The default value is: NO. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. BINARY_TOC = NO # The TOC_EXPAND flag can be set to YES to add extra items for group members to # the table of contents of the HTML help documentation and to the tree view. # The default value is: NO. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. TOC_EXPAND = NO # If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and # QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that # can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help # (.qch) of the generated HTML documentation. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. GENERATE_QHP = NO # If the QHG_LOCATION tag is specified, the QCH_FILE tag can be used to specify # the file name of the resulting .qch file. The path specified is relative to # the HTML output folder. # This tag requires that the tag GENERATE_QHP is set to YES. QCH_FILE = # The QHP_NAMESPACE tag specifies the namespace to use when generating Qt Help # Project output. For more information please see Qt Help Project / Namespace # (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#namespace). # The default value is: org.doxygen.Project. # This tag requires that the tag GENERATE_QHP is set to YES. QHP_NAMESPACE = org.doxygen.Project # The QHP_VIRTUAL_FOLDER tag specifies the namespace to use when generating Qt # Help Project output. For more information please see Qt Help Project / Virtual # Folders (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#virtual- # folders). # The default value is: doc. # This tag requires that the tag GENERATE_QHP is set to YES. QHP_VIRTUAL_FOLDER = doc # If the QHP_CUST_FILTER_NAME tag is set, it specifies the name of a custom # filter to add. For more information please see Qt Help Project / Custom # Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom- # filters). # This tag requires that the tag GENERATE_QHP is set to YES. QHP_CUST_FILTER_NAME = # The QHP_CUST_FILTER_ATTRS tag specifies the list of the attributes of the # custom filter to add. For more information please see Qt Help Project / Custom # Filters (see: http://qt-project.org/doc/qt-4.8/qthelpproject.html#custom- # filters). # This tag requires that the tag GENERATE_QHP is set to YES. QHP_CUST_FILTER_ATTRS = # The QHP_SECT_FILTER_ATTRS tag specifies the list of the attributes this # project's filter section matches. Qt Help Project / Filter Attributes (see: # http://qt-project.org/doc/qt-4.8/qthelpproject.html#filter-attributes). # This tag requires that the tag GENERATE_QHP is set to YES. QHP_SECT_FILTER_ATTRS = # The QHG_LOCATION tag can be used to specify the location of Qt's # qhelpgenerator. If non-empty doxygen will try to run qhelpgenerator on the # generated .qhp file. # This tag requires that the tag GENERATE_QHP is set to YES. QHG_LOCATION = # If the GENERATE_ECLIPSEHELP tag is set to YES, additional index files will be # generated, together with the HTML files, they form an Eclipse help plugin. To # install this plugin and make it available under the help contents menu in # Eclipse, the contents of the directory containing the HTML and XML files needs # to be copied into the plugins directory of eclipse. The name of the directory # within the plugins directory should be the same as the ECLIPSE_DOC_ID value. # After copying Eclipse needs to be restarted before the help appears. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. GENERATE_ECLIPSEHELP = NO # A unique identifier for the Eclipse help plugin. When installing the plugin # the directory name containing the HTML and XML files should also have this # name. Each documentation set should have its own identifier. # The default value is: org.doxygen.Project. # This tag requires that the tag GENERATE_ECLIPSEHELP is set to YES. ECLIPSE_DOC_ID = org.doxygen.Project # If you want full control over the layout of the generated HTML pages it might # be necessary to disable the index and replace it with your own. The # DISABLE_INDEX tag can be used to turn on/off the condensed index (tabs) at top # of each HTML page. A value of NO enables the index and the value YES disables # it. Since the tabs in the index contain the same information as the navigation # tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. DISABLE_INDEX = NO # The GENERATE_TREEVIEW tag is used to specify whether a tree-like index # structure should be generated to display hierarchical information. If the tag # value is set to YES, a side panel will be generated containing a tree-like # index structure (just like the one that is generated for HTML Help). For this # to work a browser that supports JavaScript, DHTML, CSS and frames is required # (i.e. any modern browser). Windows users are probably better off using the # HTML help feature. Via custom stylesheets (see HTML_EXTRA_STYLESHEET) one can # further fine-tune the look of the index. As an example, the default style # sheet generated by doxygen has an example that shows how to put an image at # the root of the tree instead of the PROJECT_NAME. Since the tree basically has # the same information as the tab index, you could consider setting # DISABLE_INDEX to YES when enabling this option. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. GENERATE_TREEVIEW = NO # The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that # doxygen will group on one line in the generated HTML documentation. # # Note that a value of 0 will completely suppress the enum values from appearing # in the overview section. # Minimum value: 0, maximum value: 20, default value: 4. # This tag requires that the tag GENERATE_HTML is set to YES. ENUM_VALUES_PER_LINE = 4 # If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used # to set the initial width (in pixels) of the frame in which the tree is shown. # Minimum value: 0, maximum value: 1500, default value: 250. # This tag requires that the tag GENERATE_HTML is set to YES. TREEVIEW_WIDTH = 250 # When the EXT_LINKS_IN_WINDOW option is set to YES doxygen will open links to # external symbols imported via tag files in a separate window. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. EXT_LINKS_IN_WINDOW = NO # Use this tag to change the font size of LaTeX formulas included as images in # the HTML documentation. When you change the font size after a successful # doxygen run you need to manually remove any form_*.png images from the HTML # output directory to force them to be regenerated. # Minimum value: 8, maximum value: 50, default value: 10. # This tag requires that the tag GENERATE_HTML is set to YES. FORMULA_FONTSIZE = 10 # Use the FORMULA_TRANPARENT tag to determine whether or not the images # generated for formulas are transparent PNGs. Transparent PNGs are not # supported properly for IE 6.0, but are supported on all modern browsers. # # Note that when changing this option you need to delete any form_*.png files in # the HTML output directory before the changes have effect. # The default value is: YES. # This tag requires that the tag GENERATE_HTML is set to YES. FORMULA_TRANSPARENT = YES # Enable the USE_MATHJAX option to render LaTeX formulas using MathJax (see # http://www.mathjax.org) which uses client side Javascript for the rendering # instead of using prerendered bitmaps. Use this if you do not have LaTeX # installed or if you want to formulas look prettier in the HTML output. When # enabled you may also need to install MathJax separately and configure the path # to it using the MATHJAX_RELPATH option. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. USE_MATHJAX = NO # When MathJax is enabled you can set the default output format to be used for # the MathJax output. See the MathJax site (see: # http://docs.mathjax.org/en/latest/output.html) for more details. # Possible values are: HTML-CSS (which is slower, but has the best # compatibility), NativeMML (i.e. MathML) and SVG. # The default value is: HTML-CSS. # This tag requires that the tag USE_MATHJAX is set to YES. MATHJAX_FORMAT = HTML-CSS # When MathJax is enabled you need to specify the location relative to the HTML # output directory using the MATHJAX_RELPATH option. The destination directory # should contain the MathJax.js script. For instance, if the mathjax directory # is located at the same level as the HTML output directory, then # MATHJAX_RELPATH should be ../mathjax. The default value points to the MathJax # Content Delivery Network so you can quickly see the result without installing # MathJax. However, it is strongly recommended to install a local copy of # MathJax from http://www.mathjax.org before deployment. # The default value is: http://cdn.mathjax.org/mathjax/latest. # This tag requires that the tag USE_MATHJAX is set to YES. MATHJAX_RELPATH = http://cdn.mathjax.org/mathjax/latest # The MATHJAX_EXTENSIONS tag can be used to specify one or more MathJax # extension names that should be enabled during MathJax rendering. For example # MATHJAX_EXTENSIONS = TeX/AMSmath TeX/AMSsymbols # This tag requires that the tag USE_MATHJAX is set to YES. MATHJAX_EXTENSIONS = # The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces # of code that will be used on startup of the MathJax code. See the MathJax site # (see: http://docs.mathjax.org/en/latest/output.html) for more details. For an # example see the documentation. # This tag requires that the tag USE_MATHJAX is set to YES. MATHJAX_CODEFILE = # When the SEARCHENGINE tag is enabled doxygen will generate a search box for # the HTML output. The underlying search engine uses javascript and DHTML and # should work on any modern browser. Note that when using HTML help # (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET) # there is already a search function so this one should typically be disabled. # For large projects the javascript based search engine can be slow, then # enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to # search using the keyboard; to jump to the search box use + S # (what the is depends on the OS and browser, but it is typically # , /